refactor: remove skill system leftovers, migrate click mana to discipline perk
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m30s
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m30s
- Simplified getMeditationBonus() to continuous ramp formula - Added click-mana capped perk to Mana Circulation discipline - Removed manaWell/manaFlow/manaSpring skill reads and prestige upgrades - Removed all skill fields from GameState and GameActionType - Updated all call sites and tests (916 tests passing) Closes #174
This commit is contained in:
@@ -162,12 +162,9 @@ describe('deductSpellCost', () => {
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});
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describe('computeMaxMana', () => {
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it('should return base 100 with no skills or upgrades', () => {
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it('should return base 100 with no upgrades', () => {
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const state = {
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skills: {} as Record<string, number>,
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prestigeUpgrades: {},
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skillUpgrades: {},
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skillTiers: {},
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};
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const effects = { maxManaBonus: 0, maxManaMultiplier: 1 } as any;
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const result = computeMaxMana(state, effects);
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@@ -176,10 +173,7 @@ describe('computeMaxMana', () => {
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it('should include manaWell prestige upgrade', () => {
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const state = {
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skills: {} as Record<string, number>,
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prestigeUpgrades: { manaWell: 5 },
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skillUpgrades: {},
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skillTiers: {},
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};
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const effects = { maxManaBonus: 0, maxManaMultiplier: 1 } as any;
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const result = computeMaxMana(state, effects);
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@@ -188,10 +182,7 @@ describe('computeMaxMana', () => {
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it('should apply multiplier from effects', () => {
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const state = {
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skills: {} as Record<string, number>,
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prestigeUpgrades: {},
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skillUpgrades: {},
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skillTiers: {},
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};
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const effects = { maxManaBonus: 0, maxManaMultiplier: 1.5 } as any;
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const result = computeMaxMana(state, effects);
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@@ -200,10 +191,7 @@ describe('computeMaxMana', () => {
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it('should apply bonus from effects', () => {
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const state = {
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skills: {} as Record<string, number>,
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prestigeUpgrades: {},
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skillUpgrades: {},
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skillTiers: {},
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};
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const effects = { maxManaBonus: 50, maxManaMultiplier: 1 } as any;
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const result = computeMaxMana(state, effects);
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@@ -212,43 +200,54 @@ describe('computeMaxMana', () => {
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});
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describe('computeRegen', () => {
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it('should return base regen with no skills', () => {
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it('should return base regen with no upgrades', () => {
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const state = {
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skills: {} as Record<string, number>,
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prestigeUpgrades: {} as Record<string, number>,
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skillUpgrades: {} as Record<string, string[]>,
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skillTiers: {} as Record<string, number>,
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attunements: {} as Record<string, { active: boolean; level: number; experience: number }>,
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};
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const effects = { regenBonus: 0, regenMultiplier: 1, permanentRegenBonus: 0 } as any;
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const result = computeRegen(state as any, effects);
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// Base regen is 2 (this test provides effects, so no attunement bonus)
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expect(result).toBe(2);
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});
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});
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describe('computeClickMana', () => {
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it('should return base click mana with no skills', () => {
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const state = {
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skills: {} as Record<string, number>,
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};
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const discipline = { bonuses: {}, multipliers: {} };
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const result = computeClickMana(state.skills, discipline);
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expect(result).toBeGreaterThanOrEqual(1);
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it('should return base click mana with no discipline', () => {
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const result = computeClickMana();
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expect(result).toBe(1);
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});
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it('should return click mana with discipline bonus', () => {
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const discipline = { bonuses: { clickManaBonus: 3 }, multipliers: {} };
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const result = computeClickMana(discipline);
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expect(result).toBe(4);
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});
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});
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describe('getMeditationBonus', () => {
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it('should return 1.0 with zero ticks', () => {
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const result = getMeditationBonus(0, {});
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const result = getMeditationBonus(0);
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expect(result).toBe(1.0);
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});
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it('should increase with more ticks', () => {
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const result1 = getMeditationBonus(10, {});
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const result2 = getMeditationBonus(100, {});
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const result1 = getMeditationBonus(10);
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const result2 = getMeditationBonus(100);
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expect(result2).toBeGreaterThan(result1);
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});
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it('should follow continuous ramp formula', () => {
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// At 4 hours: 1 + (4/8)*4 = 3.0
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const ticksFor4Hours = 4 / 0.04;
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const result = getMeditationBonus(ticksFor4Hours);
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expect(result).toBeCloseTo(3.0, 5);
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});
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it('should cap at 5.0', () => {
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const ticksFor8Hours = 8 / 0.04;
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const result = getMeditationBonus(ticksFor8Hours);
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expect(result).toBeCloseTo(5.0, 5);
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});
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});
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describe('getIncursionStrength', () => {
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@@ -12,25 +12,14 @@ import { HOURS_PER_TICK } from '../constants';
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describe('computeMaxMana', () => {
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const baseState = {
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skills: {},
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prestigeUpgrades: {},
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skillUpgrades: {},
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skillTiers: {},
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};
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it('should return base 100 with no skills or upgrades', () => {
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it('should return base 100 with no upgrades', () => {
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const result = computeMaxMana(baseState);
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expect(result).toBe(100);
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});
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it('should add 100 per manaWell skill level', () => {
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const result = computeMaxMana({
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...baseState,
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skills: { manaWell: 3 },
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});
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expect(result).toBe(100 + 3 * 100);
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});
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it('should add 500 per manaWell prestige upgrade', () => {
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const result = computeMaxMana({
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...baseState,
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@@ -85,34 +74,15 @@ describe('computeMaxMana', () => {
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describe('computeRegen', () => {
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const baseState = {
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skills: {},
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prestigeUpgrades: {},
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skillUpgrades: {},
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skillTiers: {},
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attunements: {},
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};
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it('should return base regen of 2 with no skills', () => {
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it('should return base regen of 2 with no upgrades', () => {
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const result = computeRegen(baseState);
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expect(result).toBe(2);
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});
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it('should add 1 per manaFlow skill level', () => {
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const result = computeRegen({
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...baseState,
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skills: { manaFlow: 3 },
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});
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expect(result).toBe(5); // 2 + 3
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});
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it('should add 2 per manaSpring skill level', () => {
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const result = computeRegen({
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...baseState,
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skills: { manaSpring: 2 },
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});
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expect(result).toBe(6); // 2 + 4
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});
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it('should add 0.5 per manaFlow prestige upgrade', () => {
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const result = computeRegen({
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...baseState,
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@@ -169,29 +139,14 @@ describe('computeRegen', () => {
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// ─── computeClickMana ─────────────────────────────────────────────────────────
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describe('computeClickMana', () => {
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it('should return 1 with no skills', () => {
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const result = computeClickMana({});
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it('should return 1 with no discipline bonus', () => {
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const result = computeClickMana();
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expect(result).toBe(1);
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});
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it('should add 1 per manaTap skill level', () => {
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const result = computeClickMana({ manaTap: 3 });
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expect(result).toBe(4); // 1 + 3
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});
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it('should add 3 per manaSurge skill level', () => {
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const result = computeClickMana({ manaSurge: 2 });
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expect(result).toBe(7); // 1 + 6
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});
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it('should combine manaTap and manaSurge', () => {
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const result = computeClickMana({ manaTap: 2, manaSurge: 1 });
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expect(result).toBe(6); // 1 + 2 + 3
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});
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it('should add discipline click multiplier', () => {
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const result = computeClickMana({}, {
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bonuses: { clickManaMultiplier: 5 },
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it('should add discipline click bonus', () => {
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const result = computeClickMana({
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bonuses: { clickManaBonus: 5 },
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multipliers: {},
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});
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expect(result).toBe(6);
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@@ -202,72 +157,49 @@ describe('computeClickMana', () => {
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describe('getMeditationBonus', () => {
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it('should return 1.0 with zero ticks', () => {
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expect(getMeditationBonus(0, {})).toBe(1.0);
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expect(getMeditationBonus(0)).toBe(1.0);
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});
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it('should increase with more ticks', () => {
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const low = getMeditationBonus(10, {});
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const high = getMeditationBonus(100, {});
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const low = getMeditationBonus(10);
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const high = getMeditationBonus(100);
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expect(high).toBeGreaterThan(low);
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});
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it('should cap at 1.5x without meditation skill', () => {
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// After 4 hours: 1 + min(4/4, 0.5) = 1.5
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const ticksFor4Hours = 4 / HOURS_PER_TICK;
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const result = getMeditationBonus(ticksFor4Hours, {});
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expect(result).toBeCloseTo(1.5, 5);
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it('should follow continuous ramp: 1 + (hours/8)*4', () => {
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// At 2 hours: 1 + (2/8)*4 = 2.0
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const ticksFor2Hours = 2 / HOURS_PER_TICK;
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const result = getMeditationBonus(ticksFor2Hours);
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expect(result).toBeCloseTo(2.0, 5);
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});
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it('should reach 2.5x with meditation skill after 4 hours', () => {
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const ticksFor4Hours = 4 / HOURS_PER_TICK;
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const result = getMeditationBonus(ticksFor4Hours, { meditation: 1 });
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expect(result).toBeCloseTo(2.5, 5);
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});
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it('should reach 3.0x with deep trance after 6 hours', () => {
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const ticksFor6Hours = 6 / HOURS_PER_TICK;
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const result = getMeditationBonus(ticksFor6Hours, {
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meditation: 1,
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deepTrance: 1,
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});
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expect(result).toBeCloseTo(3.0, 5);
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});
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it('should reach 5.0x with void meditation after 8 hours', () => {
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it('should cap at 5.0 with no discipline bonus', () => {
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// At 8+ hours: cap at 5.0
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const ticksFor8Hours = 8 / HOURS_PER_TICK;
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const result = getMeditationBonus(ticksFor8Hours, {
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meditation: 1,
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deepTrance: 1,
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voidMeditation: 1,
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});
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const result = getMeditationBonus(ticksFor8Hours);
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expect(result).toBeCloseTo(5.0, 5);
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});
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it('should reach cap at 2 hours (min(2/4, 0.5) = 0.5)', () => {
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// At 2 hours: min(2/4, 0.5) = min(0.5, 0.5) = 0.5 → 1.5x
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const ticksFor2Hours = 2 / HOURS_PER_TICK;
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const result = getMeditationBonus(ticksFor2Hours, {});
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expect(result).toBeCloseTo(1.5, 5);
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});
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it('should be below cap at 1 hour', () => {
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it('should ramp linearly: 1 hour → 1.5', () => {
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const ticksFor1Hour = 1 / HOURS_PER_TICK;
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const result = getMeditationBonus(ticksFor1Hour, {});
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expect(result).toBeLessThan(1.5);
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const result = getMeditationBonus(ticksFor1Hour);
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expect(result).toBeCloseTo(1.5, 5);
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});
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it('should apply meditation efficiency multiplier', () => {
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const ticksFor4Hours = 4 / HOURS_PER_TICK;
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const withoutEff = getMeditationBonus(ticksFor4Hours, {}, 1);
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const withEff = getMeditationBonus(ticksFor4Hours, {}, 2);
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const withoutEff = getMeditationBonus(ticksFor4Hours, 1);
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const withEff = getMeditationBonus(ticksFor4Hours, 2);
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expect(withEff).toBeCloseTo(withoutEff * 2, 5);
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});
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it('should ramp linearly before cap', () => {
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// At 1 hour: 1 + min(1/4, 0.5) = 1 + 0.25 = 1.25
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const ticksFor1Hour = 1 / HOURS_PER_TICK;
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const result = getMeditationBonus(ticksFor1Hour, {});
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expect(result).toBeCloseTo(1.25, 5);
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it('should respect discipline meditation cap bonus', () => {
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// With +3.5 discipline cap, max = 8.5
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// Need more than 8 hours for the higher cap to matter
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// At 16 hours without cap: 1 + (16/8)*4 = 9.0, capped to 8.5
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const ticksFor16Hours = 16 / HOURS_PER_TICK;
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const result = getMeditationBonus(ticksFor16Hours, 1, 3.5);
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expect(result).toBeCloseTo(8.5, 5);
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});
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});
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@@ -275,10 +207,7 @@ describe('getMeditationBonus', () => {
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describe('computeEffectiveRegenForDisplay', () => {
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const baseState = {
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skills: {},
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prestigeUpgrades: {},
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skillUpgrades: {},
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skillTiers: {},
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attunements: {},
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};
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@@ -186,15 +186,16 @@ describe('PrestigeStore', () => {
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describe('doPrestige', () => {
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it('should purchase upgrade when affordable', () => {
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const result = usePrestigeStore.getState().doPrestige('manaWell');
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usePrestigeStore.setState({ insight: 2000 });
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const result = usePrestigeStore.getState().doPrestige('insightAmp');
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expect(result.success).toBe(true);
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expect(usePrestigeStore.getState().prestigeUpgrades.manaWell).toBe(1);
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expect(usePrestigeStore.getState().insight).toBeLessThan(500);
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expect(usePrestigeStore.getState().prestigeUpgrades.insightAmp).toBe(1);
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expect(usePrestigeStore.getState().insight).toBeLessThan(2000);
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});
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it('should return false when cannot afford', () => {
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usePrestigeStore.setState({ insight: 0 });
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const result = usePrestigeStore.getState().doPrestige('manaWell');
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const result = usePrestigeStore.getState().doPrestige('insightAmp');
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expect(result.success).toBe(false);
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if (!result.success) {
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expect(result.code).toBe(ErrorCode.INSUFFICIENT_INSIGHT);
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@@ -320,9 +321,9 @@ describe('PrestigeStore', () => {
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describe('resetPrestigeForNewLoop', () => {
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it('should preserve insight and upgrades, reset loop state', () => {
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usePrestigeStore.getState().resetPrestigeForNewLoop(200, { manaWell: 2 });
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usePrestigeStore.getState().resetPrestigeForNewLoop(200, { insightAmp: 2 });
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expect(usePrestigeStore.getState().insight).toBe(200);
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expect(usePrestigeStore.getState().prestigeUpgrades).toEqual({ manaWell: 2 });
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expect(usePrestigeStore.getState().prestigeUpgrades).toEqual({ insightAmp: 2 });
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expect(usePrestigeStore.getState().defeatedGuardians).toEqual([]);
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});
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@@ -330,7 +331,7 @@ describe('PrestigeStore', () => {
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describe('resetPrestige', () => {
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it('should reset everything to initial state', () => {
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usePrestigeStore.setState({ insight: 1000, loopCount: 5, prestigeUpgrades: { manaWell: 3 } });
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usePrestigeStore.setState({ insight: 1000, loopCount: 5, prestigeUpgrades: { insightAmp: 3 } });
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usePrestigeStore.getState().resetPrestige();
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expect(usePrestigeStore.getState().insight).toBe(0);
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expect(usePrestigeStore.getState().loopCount).toBe(0);
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@@ -16,12 +16,11 @@ export const RARITY_COLORS: Record<string, string> = {
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mythic: '#EF4444',
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};
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// ─── Study Speed Formula ─────────────────────────────────────────────────────
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export function getStudySpeedMultiplier(skills: Record<string, number>): number {
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return 1 + (skills.quickLearner || 0) * 0.1;
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// ─── Study Multipliers (skill system removed, always base value) ────────────
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export function getStudySpeedMultiplier(): number {
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return 1;
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}
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// ─── Study Cost Formula ───────────────────────────────────────────────────────
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export function getStudyCostMultiplier(skills: Record<string, number>): number {
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return 1 - (skills.focusedMind || 0) * 0.05;
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export function getStudyCostMultiplier(): number {
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return 1;
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}
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@@ -2,8 +2,6 @@
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import type { PrestigeDef } from '../types';
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export const PRESTIGE_DEF: Record<string, PrestigeDef> = {
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manaWell: { name: "Mana Well", desc: "+500 starting max mana", max: 5, cost: 500 },
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manaFlow: { name: "Mana Flow", desc: "+0.5 regen/sec permanently", max: 10, cost: 750 },
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insightAmp: { name: "Insight Amp", desc: "+25% insight gain", max: 4, cost: 1500 },
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spireKey: { name: "Spire Key", desc: "Start at floor +2", max: 5, cost: 4000 },
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temporalEcho: { name: "Temporal Echo", desc: "+10% mana generation", max: 5, cost: 3000 },
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@@ -9,8 +9,6 @@ import { hasSpecial, SPECIAL_EFFECTS } from '../effects/special-effects';
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export interface DesignActionsParams {
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skills: Record<string, number>;
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skillUpgrades: Record<string, string[]>;
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skillTiers: Record<string, number>;
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}
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export function startDesigningEnchantment(
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@@ -33,14 +31,13 @@ export function startDesigningEnchantment(
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const equipType = CraftingUtils.getEquipmentType(equipmentTypeId);
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if (!equipType) return false;
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const efficiencyBonus = ((params.skillUpgrades || {})['efficientEnchant'] || [])?.length * 0.05 || 0;
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const totalCapacityCost = CraftingDesign.calculateDesignCapacityCost(effects, efficiencyBonus);
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const totalCapacityCost = CraftingDesign.calculateDesignCapacityCost(effects, 0);
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if (totalCapacityCost > equipType.baseCapacity) {
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return false;
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}
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const computedEffects = computeEffects(params.skillUpgrades || {}, params.skillTiers || {});
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const computedEffects = computeEffects();
|
||||
const hasEnchantMastery = hasSpecial(computedEffects, SPECIAL_EFFECTS.ENCHANT_MASTERY);
|
||||
|
||||
let updates: Partial<CraftingState> = {};
|
||||
|
||||
@@ -61,10 +61,19 @@ export const baseDisciplines: DisciplineDefinition[] = [
|
||||
type: 'capped',
|
||||
threshold: 100,
|
||||
value: 100,
|
||||
description: 'Every 100 XP: +0.5 max meditation cap (7 tiers, up to +3.5). Raises Void Meditation ceiling.',
|
||||
description: 'Every 100 XP: +0.5 to meditation multiplier (7 tiers, up to +3.5). Adds directly to the meditation multiplier cap.',
|
||||
bonus: { stat: 'meditationCapBonus', amount: 0.5 },
|
||||
maxTier: 7,
|
||||
},
|
||||
{
|
||||
id: 'mana-circulation-click',
|
||||
type: 'capped',
|
||||
threshold: 500,
|
||||
value: 500,
|
||||
description: 'Every 500 XP: +1 mana per click (5 tiers, up to +5).',
|
||||
bonus: { stat: 'clickManaBonus', amount: 1 },
|
||||
maxTier: 5,
|
||||
},
|
||||
],
|
||||
},
|
||||
{
|
||||
|
||||
+4
-25
@@ -88,12 +88,10 @@ export interface UnifiedEffects extends ComputedEffects {
|
||||
}
|
||||
|
||||
export function computeAllEffects(
|
||||
skillUpgrades: Record<string, string[]>,
|
||||
skillTiers: Record<string, number>,
|
||||
equipmentInstances: Record<string, EquipmentInstance>,
|
||||
equippedInstances: Record<string, string | null>,
|
||||
): UnifiedEffects {
|
||||
const upgradeEffects = computeEffects(skillUpgrades, skillTiers);
|
||||
const upgradeEffects = computeEffects();
|
||||
const equipmentEffects = computeEquipmentEffects(equipmentInstances, equippedInstances, upgradeEffects.enchantmentPowerMultiplier);
|
||||
const disciplineEffects = computeDisciplineEffects();
|
||||
|
||||
@@ -105,9 +103,6 @@ export function computeAllEffects(
|
||||
}
|
||||
}
|
||||
|
||||
// Per-element regen from discipline effects (regen_{element}) — no longer produced
|
||||
// by elemental disciplines (they now use conversion instead).
|
||||
// Kept for backward compatibility with any upgrade effects that may provide per-element regen.
|
||||
const perElementRegenBonus: Record<string, number> = { ...upgradeEffects.perElementRegenBonus };
|
||||
|
||||
// Merge per-element cap bonuses from discipline effects (elementCap_{element})
|
||||
@@ -158,14 +153,10 @@ export function computeAllEffects(
|
||||
}
|
||||
|
||||
export function getUnifiedEffects(state: {
|
||||
skillUpgrades?: Record<string, string[]>;
|
||||
skillTiers?: Record<string, number>;
|
||||
equipmentInstances?: Record<string, EquipmentInstance>;
|
||||
equippedInstances?: Record<string, string | null>;
|
||||
}): UnifiedEffects {
|
||||
return computeAllEffects(
|
||||
state.skillUpgrades || {},
|
||||
state.skillTiers || {},
|
||||
state.equipmentInstances || {},
|
||||
state.equippedInstances || {},
|
||||
);
|
||||
@@ -175,28 +166,21 @@ export function getUnifiedEffects(state: {
|
||||
|
||||
export function computeTotalMaxMana(
|
||||
state: {
|
||||
skills?: Record<string, number>;
|
||||
prestigeUpgrades?: Record<string, number>;
|
||||
skillUpgrades?: Record<string, string[]>;
|
||||
skillTiers?: Record<string, number>;
|
||||
equipmentInstances?: Record<string, EquipmentInstance>;
|
||||
equippedInstances?: Record<string, string | null>;
|
||||
},
|
||||
effects?: UnifiedEffects
|
||||
): number {
|
||||
const pu = state.prestigeUpgrades;
|
||||
const skillMult = effects?.skillLevelMultiplier || 1;
|
||||
const base = 100 + ((state.skills || {}).manaWell || 0) * 100 * skillMult + ((pu || {}).manaWell || 0) * 500;
|
||||
const base = 100 + ((pu || {}).manaWell || 0) * 500;
|
||||
const resolvedEffects = effects || getUnifiedEffects(state);
|
||||
return Math.floor((base + resolvedEffects.maxManaBonus) * resolvedEffects.maxManaMultiplier);
|
||||
}
|
||||
|
||||
export function computeTotalRegen(
|
||||
state: {
|
||||
skills?: Record<string, number>;
|
||||
prestigeUpgrades?: Record<string, number>;
|
||||
skillUpgrades?: Record<string, string[]>;
|
||||
skillTiers?: Record<string, number>;
|
||||
equipmentInstances?: Record<string, EquipmentInstance>;
|
||||
equippedInstances?: Record<string, string | null>;
|
||||
},
|
||||
@@ -204,8 +188,7 @@ export function computeTotalRegen(
|
||||
): number {
|
||||
const pu = state.prestigeUpgrades;
|
||||
const temporalBonus = 1 + ((pu?.temporalEcho || 0)) * 0.1;
|
||||
const skillMult = effects?.skillLevelMultiplier || 1;
|
||||
const base = 2 + (state.skills?.manaFlow || 0) * 1 * skillMult + (state.skills?.manaSpring || 0) * 2 * skillMult + (pu?.manaFlow || 0) * 0.5;
|
||||
const base = 2 + (pu?.manaFlow || 0) * 0.5;
|
||||
let regen = base * temporalBonus;
|
||||
const resolvedEffects = effects || getUnifiedEffects(state);
|
||||
regen = (regen + resolvedEffects.regenBonus + resolvedEffects.permanentRegenBonus) * resolvedEffects.regenMultiplier;
|
||||
@@ -214,16 +197,12 @@ export function computeTotalRegen(
|
||||
|
||||
export function computeTotalClickMana(
|
||||
state: {
|
||||
skills?: Record<string, number>;
|
||||
skillUpgrades?: Record<string, string[]>;
|
||||
skillTiers?: Record<string, number>;
|
||||
equipmentInstances?: Record<string, EquipmentInstance>;
|
||||
equippedInstances?: Record<string, string | null>;
|
||||
},
|
||||
effects?: UnifiedEffects
|
||||
): number {
|
||||
const skillMult = effects?.skillLevelMultiplier || 1;
|
||||
const base = 1 + (state.skills?.manaTap || 0) * 1 * skillMult + (state.skills?.manaSurge || 0) * 3 * skillMult;
|
||||
const base = 1;
|
||||
const resolvedEffects = effects || getUnifiedEffects(state);
|
||||
return Math.floor((base + resolvedEffects.clickManaBonus) * resolvedEffects.clickManaMultiplier);
|
||||
}
|
||||
|
||||
@@ -18,10 +18,7 @@ function _buildUpgradeCache(): void {
|
||||
* Get all selected upgrades with their full effect definitions.
|
||||
* Since skills are removed, always returns empty array.
|
||||
*/
|
||||
export function getActiveUpgrades(
|
||||
_skillUpgrades: Record<string, string[]>,
|
||||
_skillTiers: Record<string, number>
|
||||
): ActiveUpgradeEffect[] {
|
||||
export function getActiveUpgrades(): ActiveUpgradeEffect[] {
|
||||
return [];
|
||||
}
|
||||
|
||||
@@ -29,10 +26,7 @@ export function getActiveUpgrades(
|
||||
* Compute all active effects from selected upgrades.
|
||||
* Since skills are removed, returns base values with no upgrades applied.
|
||||
*/
|
||||
export function computeEffects(
|
||||
_skillUpgrades: Record<string, string[]>,
|
||||
_skillTiers: Record<string, number>
|
||||
): ComputedEffects {
|
||||
export function computeEffects(): ComputedEffects {
|
||||
return {
|
||||
maxManaMultiplier: 1,
|
||||
maxManaBonus: 0,
|
||||
|
||||
@@ -39,17 +39,17 @@ export function useManaStats() {
|
||||
);
|
||||
|
||||
const maxMana = useMemo(
|
||||
() => computeMaxMana({ skills: {}, prestigeUpgrades, skillUpgrades: {}, skillTiers: {} }, upgradeEffects),
|
||||
() => computeMaxMana({ prestigeUpgrades }, upgradeEffects),
|
||||
[prestigeUpgrades, upgradeEffects]
|
||||
);
|
||||
|
||||
const baseRegen = useMemo(
|
||||
() => computeRegen({ skills: {} as Record<string, number>, prestigeUpgrades, attunements: {} } as any, upgradeEffects),
|
||||
() => computeRegen({ prestigeUpgrades, attunements: {} } as any, upgradeEffects),
|
||||
[prestigeUpgrades, upgradeEffects]
|
||||
);
|
||||
|
||||
const clickMana = useMemo(
|
||||
() => computeClickMana({}),
|
||||
() => computeClickMana(),
|
||||
[]
|
||||
);
|
||||
|
||||
@@ -157,7 +157,7 @@ export function useCombatStats() {
|
||||
const attackSpeedMult = upgradeEffects.attackSpeedMultiplier;
|
||||
const totalCastSpeed = spellCastSpeed * quickCastBonus * attackSpeedMult;
|
||||
|
||||
const damagePerCast = calcDamage({ skills: {}, signedPacts }, activeSpell, floorElem);
|
||||
const damagePerCast = calcDamage({ signedPacts }, activeSpell, floorElem);
|
||||
const castsPerSecond = totalCastSpeed * HOURS_PER_TICK / (TICK_MS / 1000);
|
||||
|
||||
return damagePerCast * castsPerSecond;
|
||||
@@ -195,7 +195,7 @@ export function useCombatStats() {
|
||||
precisionChance,
|
||||
elemBonus,
|
||||
elemBonusText,
|
||||
total: calcDamage({ skills: {}, signedPacts }, activeSpell, floorElem),
|
||||
total: calcDamage({ signedPacts }, activeSpell, floorElem),
|
||||
};
|
||||
}, [activeSpellDef, signedPacts, activeSpell, floorElem, isGuardianFloor, pactMultiplier]);
|
||||
|
||||
@@ -217,17 +217,17 @@ export function useCombatStats() {
|
||||
*/
|
||||
export function useStudyStats() {
|
||||
const studySpeedMult = useMemo(
|
||||
() => getStudySpeedMultiplier({}),
|
||||
() => getStudySpeedMultiplier(),
|
||||
[]
|
||||
);
|
||||
|
||||
const studyCostMult = useMemo(
|
||||
() => getStudyCostMultiplier({}),
|
||||
() => getStudyCostMultiplier(),
|
||||
[]
|
||||
);
|
||||
|
||||
const upgradeEffects = useMemo(
|
||||
() => computeEffects({}, {}),
|
||||
() => computeEffects(),
|
||||
[]
|
||||
);
|
||||
|
||||
|
||||
@@ -96,7 +96,7 @@ export function processCombatTick(
|
||||
// Calculate base damage
|
||||
const floorElement = getFloorElement(currentFloor);
|
||||
const damage = calcDamage(
|
||||
{ skills: {}, signedPacts },
|
||||
{ signedPacts },
|
||||
spellId,
|
||||
floorElement,
|
||||
disciplineEffects,
|
||||
@@ -151,7 +151,7 @@ export function processCombatTick(
|
||||
// Calculate damage
|
||||
const eFloorElement = getFloorElement(currentFloor);
|
||||
const eDamage = calcDamage(
|
||||
{ skills: {}, signedPacts },
|
||||
{ signedPacts },
|
||||
eSpell.spellId,
|
||||
eFloorElement,
|
||||
disciplineEffects,
|
||||
|
||||
@@ -30,7 +30,7 @@ export const createResetGame = (set: (state: Partial<GameCoordinatorState>) => v
|
||||
|
||||
useUIStore.getState().reset();
|
||||
usePrestigeStore.getState().resetPrestige();
|
||||
useManaStore.getState().resetMana({}, {}, {}, {});
|
||||
useManaStore.getState().resetMana({});
|
||||
useCombatStore.getState().resetCombat(startFloor);
|
||||
|
||||
set({
|
||||
@@ -43,19 +43,11 @@ export const createGatherMana = () => () => {
|
||||
const prestigeState = usePrestigeStore.getState();
|
||||
const disciplineEffects = computeDisciplineEffects();
|
||||
|
||||
// Compute click mana with discipline bonuses (mana-channeling → clickManaMultiplier)
|
||||
const cm = computeClickMana(
|
||||
{},
|
||||
disciplineEffects,
|
||||
);
|
||||
// Compute click mana with discipline bonuses
|
||||
const cm = computeClickMana(disciplineEffects);
|
||||
|
||||
const max = computeMaxMana(
|
||||
{
|
||||
skills: {},
|
||||
prestigeUpgrades: prestigeState.prestigeUpgrades,
|
||||
skillUpgrades: {},
|
||||
skillTiers: {}
|
||||
},
|
||||
{ prestigeUpgrades: prestigeState.prestigeUpgrades },
|
||||
undefined,
|
||||
disciplineEffects,
|
||||
);
|
||||
|
||||
@@ -33,8 +33,6 @@ export function useUnifiedEffects() {
|
||||
|
||||
return {
|
||||
...getUnifiedEffects({
|
||||
skillUpgrades: {},
|
||||
skillTiers: {},
|
||||
equippedInstances,
|
||||
equipmentInstances,
|
||||
}),
|
||||
@@ -55,27 +53,25 @@ export function useManaStats() {
|
||||
const disciplineEffects = computeDisciplineEffects();
|
||||
|
||||
const upgradeEffects = getUnifiedEffects({
|
||||
skillUpgrades: {},
|
||||
skillTiers: {},
|
||||
equippedInstances,
|
||||
equipmentInstances,
|
||||
});
|
||||
|
||||
const maxMana = computeMaxMana(
|
||||
{ skills: {}, prestigeUpgrades, skillUpgrades: {}, skillTiers: {} },
|
||||
{ prestigeUpgrades },
|
||||
upgradeEffects,
|
||||
disciplineEffects,
|
||||
);
|
||||
|
||||
const baseRegen = computeRegen(
|
||||
{ skills: {}, prestigeUpgrades, skillUpgrades: {}, skillTiers: {}, attunements: {} },
|
||||
{ prestigeUpgrades, attunements: {} },
|
||||
upgradeEffects,
|
||||
disciplineEffects,
|
||||
);
|
||||
|
||||
const clickMana = computeClickMana({}, disciplineEffects);
|
||||
const clickMana = computeClickMana(disciplineEffects);
|
||||
|
||||
const meditationMultiplier = getMeditationBonus(meditateTicks, {}, upgradeEffects.meditationEfficiency, disciplineEffects.meditationCapBonus);
|
||||
const meditationMultiplier = getMeditationBonus(meditateTicks, upgradeEffects.meditationEfficiency, disciplineEffects.meditationCapBonus);
|
||||
const incursionStrength = getIncursionStrength(day, hour);
|
||||
const effectiveRegenWithSpecials = baseRegen * (1 - incursionStrength);
|
||||
|
||||
@@ -113,8 +109,6 @@ export function useCombatStats() {
|
||||
const equipmentInstances = useCraftingStore((s) => s.equipmentInstances);
|
||||
|
||||
const upgradeEffects = getUnifiedEffects({
|
||||
skillUpgrades: {},
|
||||
skillTiers: {},
|
||||
equippedInstances,
|
||||
equipmentInstances,
|
||||
});
|
||||
|
||||
@@ -19,7 +19,6 @@ export const createStartNewLoop = (set: (state: Partial<GameCoordinatorState>) =
|
||||
totalManaGathered: manaState.totalManaGathered,
|
||||
signedPacts: prestigeState.signedPacts,
|
||||
prestigeUpgrades: prestigeState.prestigeUpgrades,
|
||||
skills: {},
|
||||
}, disciplineEffects);
|
||||
|
||||
const total = prestigeState.insight + insightGained;
|
||||
@@ -41,7 +40,7 @@ export const createStartNewLoop = (set: (state: Partial<GameCoordinatorState>) =
|
||||
);
|
||||
usePrestigeStore.getState().incrementLoopCount();
|
||||
|
||||
useManaStore.getState().resetMana(pu, {}, {}, {});
|
||||
useManaStore.getState().resetMana(pu);
|
||||
|
||||
// Reset combat with starting floor and any spells from prestige upgrades
|
||||
const startSpells = makeInitialSpells();
|
||||
|
||||
@@ -105,12 +105,12 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
const effects = { specials: allSpecials } as ComputedEffects;
|
||||
|
||||
const maxMana = computeMaxMana(
|
||||
{ skills: {}, prestigeUpgrades: ctx.prestige.prestigeUpgrades, skillUpgrades: {}, skillTiers: {} },
|
||||
{ prestigeUpgrades: ctx.prestige.prestigeUpgrades },
|
||||
undefined,
|
||||
disciplineEffects,
|
||||
);
|
||||
const baseRegen = computeRegen(
|
||||
{ skills: {}, prestigeUpgrades: ctx.prestige.prestigeUpgrades, skillUpgrades: {}, skillTiers: {}, attunements: {} },
|
||||
{ prestigeUpgrades: ctx.prestige.prestigeUpgrades, attunements: {} },
|
||||
undefined,
|
||||
disciplineEffects,
|
||||
) * (1 + (disciplineEffects.multipliers.regenMultiplier || 0));
|
||||
@@ -129,7 +129,6 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
totalManaGathered: ctx.mana.totalManaGathered,
|
||||
signedPacts: ctx.prestige.signedPacts,
|
||||
prestigeUpgrades: ctx.prestige.prestigeUpgrades,
|
||||
skills: {} as Record<string, number>,
|
||||
};
|
||||
|
||||
// Check for loop end
|
||||
@@ -163,7 +162,7 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
|
||||
if (ctx.combat.currentAction === 'meditate') {
|
||||
meditateTicks++;
|
||||
meditationMultiplier = getMeditationBonus(meditateTicks, {}, 1, disciplineEffects.meditationCapBonus);
|
||||
meditationMultiplier = getMeditationBonus(meditateTicks, 1, disciplineEffects.meditationCapBonus);
|
||||
} else {
|
||||
meditateTicks = 0;
|
||||
}
|
||||
|
||||
@@ -45,9 +45,6 @@ export interface ManaActions {
|
||||
// Reset
|
||||
resetMana: (
|
||||
prestigeUpgrades: Record<string, number>,
|
||||
skills?: Record<string, number>,
|
||||
skillUpgrades?: Record<string, string[]>,
|
||||
skillTiers?: Record<string, number>
|
||||
) => void;
|
||||
}
|
||||
|
||||
@@ -193,9 +190,6 @@ export const useManaStore = create<ManaStore>()(
|
||||
|
||||
resetMana: (
|
||||
prestigeUpgrades: Record<string, number>,
|
||||
_skills: Record<string, number> = {},
|
||||
_skillUpgrades: Record<string, string[]> = {},
|
||||
_skillTiers: Record<string, number> = {}
|
||||
) => {
|
||||
const elementMax = 10 + (prestigeUpgrades.elemMax || 0) * 5;
|
||||
const startingMana = 10 + (prestigeUpgrades.manaStart || 0) * 10;
|
||||
|
||||
@@ -166,12 +166,6 @@ export interface GameState {
|
||||
// Spells
|
||||
spells: Record<string, SpellState>;
|
||||
|
||||
// Skills
|
||||
skills: Record<string, number>;
|
||||
skillProgress: Record<string, number>; // Saved study progress for skills
|
||||
skillUpgrades: Record<string, string[]>; // Selected upgrade IDs per skill
|
||||
skillTiers: Record<string, number>; // Current tier for each base skill
|
||||
|
||||
// Equipment System (new instance-based system)
|
||||
equippedInstances: Record<string, string | null>; // slot -> instanceId
|
||||
equipmentInstances: Record<string, EquipmentInstance>; // instanceId -> instance
|
||||
@@ -290,7 +284,6 @@ export type GameActionType =
|
||||
| { type: 'SET_ACTION'; action: GameAction }
|
||||
| { type: 'SET_SPELL'; spellId: string }
|
||||
| { type: 'LEARN_SPELL'; spellId: string }
|
||||
| { type: 'START_STUDYING_SKILL'; skillId: string }
|
||||
| { type: 'START_STUDYING_SPELL'; spellId: string }
|
||||
| { type: 'CANCEL_STUDY' }
|
||||
| { type: 'CONVERT_MANA'; element: string; amount: number }
|
||||
@@ -299,6 +292,5 @@ export type GameActionType =
|
||||
| { type: 'DO_PRESTIGE'; id: string }
|
||||
| { type: 'START_NEW_LOOP' }
|
||||
| { type: 'TOGGLE_PAUSE' }
|
||||
| { type: 'RESET_GAME' }
|
||||
| { type: 'SELECT_SKILL_UPGRADE'; skillId: string; upgradeId: string }
|
||||
| { type: 'TIER_UP_SKILL'; skillId: string };
|
||||
| { type: 'RESET_GAME' };
|
||||
|
||||
|
||||
@@ -10,7 +10,6 @@ import { BASE_GUARDIANS } from '../data/guardian-data';
|
||||
// ─── Damage Calculation Params ──────────────────────────────────────────────
|
||||
|
||||
export interface DamageCalcParams {
|
||||
skills: Record<string, number>;
|
||||
signedPacts: number[];
|
||||
}
|
||||
|
||||
@@ -21,13 +20,11 @@ export interface InsightCalcParams {
|
||||
totalManaGathered: number;
|
||||
signedPacts: number[];
|
||||
prestigeUpgrades: Record<string, number>;
|
||||
skills: Record<string, number>;
|
||||
}
|
||||
|
||||
// ─── DPS Calculation Params ─────────────────────────────────────────────────
|
||||
|
||||
export interface DPSCalcParams {
|
||||
skills: Record<string, number>;
|
||||
signedPacts: number[];
|
||||
equippedInstances: Record<string, string | null>;
|
||||
equipmentInstances: Record<string, EquipmentInstance>;
|
||||
@@ -150,24 +147,21 @@ export function calcDamage(
|
||||
): number {
|
||||
const sp = SPELLS_DEF[spellId];
|
||||
if (!sp) return 5;
|
||||
const skills = state.skills;
|
||||
|
||||
// Base damage: spell base + skill bonus + discipline bonus
|
||||
// Base damage: spell base + discipline bonus
|
||||
const discBaseDmg = discipline?.bonuses?.baseDamageBonus || 0;
|
||||
const baseDmg = sp.dmg + (skills.combatTrain || 0) * 5 + discBaseDmg;
|
||||
const baseDmg = sp.dmg + discBaseDmg;
|
||||
|
||||
// Percentage multiplier
|
||||
const discDmgMult = discipline?.bonuses?.baseDamageMultiplier || 0;
|
||||
const pct = 1 + (skills.arcaneFury || 0) * 0.1 + discDmgMult;
|
||||
const pct = 1 + discDmgMult;
|
||||
|
||||
// Elemental mastery bonus
|
||||
const elemMasteryBonus = 1 + (skills.elementalMastery || 0) * 0.15;
|
||||
const elemMasteryBonus = 1;
|
||||
|
||||
// Guardian bane bonus
|
||||
const isGuardianFloor = floorElem && Object.values(BASE_GUARDIANS).some(g => g.element === floorElem);
|
||||
const guardianBonus = isGuardianFloor
|
||||
? 1 + (skills.guardianBane || 0) * 0.2
|
||||
: 1;
|
||||
const guardianBonus = 1;
|
||||
|
||||
// Get boon bonuses from pacts
|
||||
const boons = getBoonBonuses(state.signedPacts);
|
||||
@@ -177,7 +171,7 @@ export function calcDamage(
|
||||
const elemDamageMult = 1 + boons.elementalDamage / 100;
|
||||
|
||||
// Apply crit chance and damage from boons
|
||||
const critChance = (skills.precision || 0) * 0.05 + boons.critChance / 100;
|
||||
const critChance = boons.critChance / 100;
|
||||
const critDamageMult = 1.5 + boons.critDamage / 100;
|
||||
|
||||
let damage = baseDmg * pct * elemMasteryBonus * guardianBonus * rawDamageMult * elemDamageMult;
|
||||
@@ -200,7 +194,7 @@ export function calcDamage(
|
||||
export function calcInsight(state: InsightCalcParams, discipline?: DisciplineBonuses): number {
|
||||
const pu = state.prestigeUpgrades;
|
||||
const discInsightBonus = discipline?.bonuses?.insightGainBonus || 0;
|
||||
const skillBonus = 1 + (state.skills.insightHarvest || 0) * 0.1 + discInsightBonus;
|
||||
const skillBonus = 1 + discInsightBonus;
|
||||
|
||||
// Get boon bonuses for insight gain
|
||||
const boons = getBoonBonuses(state.signedPacts);
|
||||
@@ -323,7 +317,7 @@ export function getTotalDPS(
|
||||
|
||||
// Get cast speed (spells per second)
|
||||
const baseCastTime = spellDef.baseCastTime || 1.0;
|
||||
const castingSpeedBonus = 1 + (state.skills.castingSpeed || 0) * 0.1;
|
||||
const castingSpeedBonus = 1;
|
||||
const equipmentAttackSpeed = upgradeEffects.attackSpeedMultiplier || 1;
|
||||
const castTime = baseCastTime / (castingSpeedBonus * equipmentAttackSpeed);
|
||||
|
||||
|
||||
@@ -13,10 +13,7 @@ export interface DisciplineBonuses {
|
||||
// ─── Mana Params ────────────────────────────────────────────────────────────
|
||||
|
||||
export interface ManaComputeParams {
|
||||
skills?: Record<string, number>;
|
||||
prestigeUpgrades?: Record<string, number>;
|
||||
skillUpgrades?: Record<string, string[]>;
|
||||
skillTiers?: Record<string, number>;
|
||||
}
|
||||
|
||||
export interface RegenComputeParams extends ManaComputeParams {
|
||||
@@ -38,7 +35,6 @@ export function computeMaxMana(
|
||||
const pu = state.prestigeUpgrades || {};
|
||||
const base =
|
||||
100 +
|
||||
((state.skills || {}).manaWell || 0) * 100 +
|
||||
(pu.manaWell || 0) * 500 +
|
||||
(discipline?.bonuses?.maxManaBonus || 0);
|
||||
|
||||
@@ -51,7 +47,7 @@ export function computeMaxMana(
|
||||
// ─── Regen ────────────────────────────────────────────────────────────────────
|
||||
|
||||
export function computeRegen(
|
||||
state: Pick<RegenComputeParams, 'skills' | 'prestigeUpgrades' | 'attunements'> & Partial<Pick<RegenComputeParams, 'skillUpgrades' | 'skillTiers'>>,
|
||||
state: Pick<RegenComputeParams, 'prestigeUpgrades' | 'attunements'>,
|
||||
effects?: ComputedEffects,
|
||||
discipline?: DisciplineBonuses,
|
||||
): number {
|
||||
@@ -59,8 +55,6 @@ export function computeRegen(
|
||||
const temporalBonus = 1 + (pu.temporalEcho || 0) * 0.1;
|
||||
const base =
|
||||
2 +
|
||||
((state.skills || {}).manaFlow || 0) * 1 +
|
||||
((state.skills || {}).manaSpring || 0) * 2 +
|
||||
((pu || {}).manaFlow || 0) * 0.5;
|
||||
|
||||
let regen = base * temporalBonus;
|
||||
@@ -85,7 +79,7 @@ export function computeRegen(
|
||||
// ─── Effective Regen for Display ──────────────────────────────────────────────
|
||||
|
||||
export function computeEffectiveRegenForDisplay(
|
||||
state: Pick<RegenComputeParams, 'skills' | 'prestigeUpgrades' | 'attunements'>,
|
||||
state: Pick<RegenComputeParams, 'prestigeUpgrades' | 'attunements'>,
|
||||
effects?: ComputedEffects,
|
||||
discipline?: DisciplineBonuses,
|
||||
): { rawRegen: number; conversionDrain: number; effectiveRegen: number } {
|
||||
@@ -99,7 +93,7 @@ export function computeEffectiveRegenForDisplay(
|
||||
// ─── Effective Regen (dynamic) ────────────────────────────────────────────────
|
||||
|
||||
export function computeEffectiveRegen(
|
||||
state: Pick<RegenComputeParams, 'skills' | 'prestigeUpgrades' | 'attunements'> & { rawMana: number; incursionStrength: number },
|
||||
state: Pick<RegenComputeParams, 'prestigeUpgrades' | 'attunements'> & { rawMana: number; incursionStrength: number },
|
||||
effects?: ComputedEffects,
|
||||
discipline?: DisciplineBonuses,
|
||||
): number {
|
||||
@@ -112,56 +106,25 @@ export function computeEffectiveRegen(
|
||||
// ─── Click Mana ───────────────────────────────────────────────────────────────
|
||||
|
||||
export function computeClickMana(
|
||||
skills: Record<string, number>,
|
||||
discipline?: DisciplineBonuses,
|
||||
): number {
|
||||
const skillTap = (skills.manaTap || 0) * 1;
|
||||
const skillSurge = (skills.manaSurge || 0) * 3;
|
||||
const discClickMult = discipline?.bonuses?.clickManaMultiplier || 0;
|
||||
|
||||
return 1 + skillTap + skillSurge + discClickMult;
|
||||
const discClickBonus = discipline?.bonuses?.clickManaBonus || 0;
|
||||
return 1 + discClickBonus;
|
||||
}
|
||||
|
||||
// ─── Meditation Bonus ─────────────────────────────────────────────────────────
|
||||
|
||||
export function getMeditationBonus(
|
||||
meditateTicks: number,
|
||||
skills: Record<string, number>,
|
||||
meditationEfficiency: number = 1,
|
||||
disciplineMeditationCap: number = 0,
|
||||
): number {
|
||||
const hasMeditation = skills.meditation === 1;
|
||||
const hasDeepTrance = skills.deepTrance === 1;
|
||||
const hasVoidMeditation = skills.voidMeditation === 1;
|
||||
|
||||
const hours = meditateTicks * HOURS_PER_TICK;
|
||||
|
||||
// Determine the hard cap for this meditation session.
|
||||
// disciplineMeditationCap adds +0.5 per point (e.g. from Mana Circulation discipline).
|
||||
// Base max is 5.0 (Void Meditation), each discipline bonus adds +0.5.
|
||||
// Continuous ramp: 1 + (hours / 8) * 4, capped at 5.0 + disciplineMeditationCap
|
||||
const maxMultiplier = 5.0 + disciplineMeditationCap;
|
||||
|
||||
// Base meditation: ramps up over 4 hours, capped at 1.5x or discipline cap
|
||||
let bonus = 1 + Math.min(hours / 4, 0.5);
|
||||
bonus = Math.min(bonus, maxMultiplier);
|
||||
|
||||
// With Meditation Focus: up to 2.5x after 4 hours
|
||||
if (hasMeditation && hours >= 4) {
|
||||
bonus = Math.min(2.5, maxMultiplier);
|
||||
}
|
||||
|
||||
// With Deep Trance: up to 3.0x after 6 hours
|
||||
if (hasDeepTrance && hours >= 6) {
|
||||
bonus = Math.min(3.0, maxMultiplier);
|
||||
}
|
||||
|
||||
// With Void Meditation: up to maxMultiplier after 8 hours
|
||||
if (hasVoidMeditation && hours >= 8) {
|
||||
bonus = maxMultiplier;
|
||||
}
|
||||
const bonus = Math.min(1 + (hours / 8) * 4, maxMultiplier);
|
||||
|
||||
// Apply meditation efficiency from upgrades
|
||||
bonus *= meditationEfficiency;
|
||||
|
||||
return bonus;
|
||||
return bonus * meditationEfficiency;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user