desloppify: fix 34 unused imports/vars, debug logs, and code quality issues
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 2m20s
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 2m20s
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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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