desloppify: fix 34 unused imports/vars, debug logs, and code quality issues
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Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 2m20s
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@@ -109,7 +109,7 @@ export function EnchantmentApplier({
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</div>
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<ScrollArea className="h-32">
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<div className="space-y-1">
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{equippedItems.map(({ slot, instance }) => (
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{equippedItems.map(({ slot: _slot, instance }) => (
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<div
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key={instance.instanceId}
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className={`p-2 rounded border cursor-pointer text-sm transition-all
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@@ -12,7 +12,6 @@ export function DesignForm({
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selectedEquipmentCapacity,
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isOverCapacity,
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designTime,
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selectedEquipmentType,
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handleCreateDesign,
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}: DesignFormProps) {
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return (
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@@ -12,7 +12,6 @@ import type { EffectSelectorProps } from './types';
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export function EffectSelector({
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selectedEquipmentType,
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selectedEffects,
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setSelectedEffects,
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availableEffects,
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incompatibleEffects,
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enchantingLevel,
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@@ -53,7 +52,7 @@ export function EffectSelector({
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{/* Compatible Effects */}
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{availableEffects.map(effect => {
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const selected = selectedEffects.find(e => e.effectId === effect.id);
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const cost = calculateEffectCapacityCost(effect.id, (selected?.stacks || 0) + 1, efficiencyBonus);
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const _cost = calculateEffectCapacityCost(effect.id, (selected?.stacks || 0) + 1, efficiencyBonus);
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return (
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<div
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@@ -75,7 +75,7 @@ interface DisciplineCardProps {
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const DisciplineCard: React.FC<DisciplineCardProps> = ({ definition, runtime, callbacks }) => {
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const {
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id, name, description, manaType, baseCost, perkThresholds, perkValues, perkTypes,
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statBonus, statBonusLabel, baseValue, drainBase, difficultyFactor, scalingFactor,
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statBonusLabel, baseValue, drainBase, difficultyFactor, scalingFactor,
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} = definition;
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const { xp, paused: isPaused, concurrentLimit, isLocked, missingPrereqs } = runtime;
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const { onToggle } = callbacks;
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@@ -35,7 +35,7 @@ describe('Prestige upgrade definitions', () => {
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it('all upgrades have required fields', async () => {
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const { PRESTIGE_DEF } = await import('@/lib/game/constants/prestige');
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for (const [id, def] of Object.entries(PRESTIGE_DEF)) {
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for (const [, def] of Object.entries(PRESTIGE_DEF)) {
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expect(def.name).toBeTruthy();
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expect(def.desc).toBeTruthy();
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expect(def.max).toBeGreaterThan(0);
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@@ -71,7 +71,7 @@ function EnemyRow({ enemy }: { enemy: EnemyState }) {
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);
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}
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export function RoomDisplay({ floorState, floor }: RoomDisplayProps) {
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export function RoomDisplay({ floorState, _floor }: RoomDisplayProps) {
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// Guard against null/undefined/stale floorState
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if (!floorState || !floorState.roomType) {
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return (
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@@ -55,7 +55,6 @@ export function SpireCombatPage() {
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floorHP,
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floorMaxHP,
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castProgress,
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clearedFloors,
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isDescending,
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currentRoom,
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activityLog,
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@@ -73,7 +72,6 @@ export function SpireCombatPage() {
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floorHP: s.floorHP,
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floorMaxHP: s.floorMaxHP,
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castProgress: s.castProgress,
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clearedFloors: s.clearedFloors,
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isDescending: s.isDescending,
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currentRoom: s.currentRoom,
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activityLog: s.activityLog,
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@@ -314,12 +314,10 @@ export function SpireSummaryTab() {
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const [mounted, setMounted] = useState(false);
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const {
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currentFloor,
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maxFloorReached,
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clearedFloors,
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enterSpireMode,
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} = useCombatStore(useShallow((s) => ({
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currentFloor: s.currentFloor,
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maxFloorReached: s.maxFloorReached,
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clearedFloors: s.clearedFloors,
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enterSpireMode: s.enterSpireMode,
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