refactor: remove skill system leftovers, migrate click mana to discipline perk
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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
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@@ -105,12 +105,12 @@ export const useGameStore = create<GameCoordinatorStore>()(
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const effects = { specials: allSpecials } as ComputedEffects;
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const maxMana = computeMaxMana(
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{ skills: {}, prestigeUpgrades: ctx.prestige.prestigeUpgrades, skillUpgrades: {}, skillTiers: {} },
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{ prestigeUpgrades: ctx.prestige.prestigeUpgrades },
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undefined,
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disciplineEffects,
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);
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const baseRegen = computeRegen(
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{ skills: {}, prestigeUpgrades: ctx.prestige.prestigeUpgrades, skillUpgrades: {}, skillTiers: {}, attunements: {} },
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{ prestigeUpgrades: ctx.prestige.prestigeUpgrades, attunements: {} },
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undefined,
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disciplineEffects,
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) * (1 + (disciplineEffects.multipliers.regenMultiplier || 0));
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@@ -129,7 +129,6 @@ export const useGameStore = create<GameCoordinatorStore>()(
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totalManaGathered: ctx.mana.totalManaGathered,
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signedPacts: ctx.prestige.signedPacts,
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prestigeUpgrades: ctx.prestige.prestigeUpgrades,
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skills: {} as Record<string, number>,
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};
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// Check for loop end
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@@ -163,7 +162,7 @@ export const useGameStore = create<GameCoordinatorStore>()(
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if (ctx.combat.currentAction === 'meditate') {
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meditateTicks++;
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meditationMultiplier = getMeditationBonus(meditateTicks, {}, 1, disciplineEffects.meditationCapBonus);
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meditationMultiplier = getMeditationBonus(meditateTicks, 1, disciplineEffects.meditationCapBonus);
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} else {
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meditateTicks = 0;
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}
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