fix: attunement system spec-vs-code discrepancies (issue #331)
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- Fix conversion rate level scaling from linear (1+level*0.5) to exponential (1.5^(level-1)) in conversion-rates.ts - Fix getAttunementLevelMultiplier formula to match spec §4.3 - Add level-up logging in attunementStore.ts via combat store addActivityLog - Clarify getAttunementConversionRate returns flat base rate (level scaling applied separately) - Update spec §8 to describe time-based puzzle room system matching code implementation - Add 17 regression tests verifying exponential scaling, base rate behavior, and spec table values
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@@ -1,5 +1,5 @@
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# Circular Dependencies
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Generated: 2026-06-08T18:24:27.320Z
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Generated: 2026-06-08T18:36:58.404Z
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Found: 1 circular chain(s) — these MUST be fixed before modifying involved files.
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1. 1) stores/golem-combat-actions.ts > stores/golem-combat-helpers.ts
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@@ -1,6 +1,6 @@
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{
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"_meta": {
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"generated": "2026-06-08T18:24:25.222Z",
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"generated": "2026-06-08T18:36:56.442Z",
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"description": "Import dependency graph for src/lib/game. Keys are files, values are arrays of files they import.",
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"usage": "To find what a file affects, search for its path in the VALUES. To find what a file depends on, look at its KEY entry."
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},
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@@ -757,6 +757,7 @@
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],
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"stores/non-combat-room-actions.ts": [
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"constants.ts",
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"data/attunements.ts",
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"stores/attunementStore.ts",
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"stores/combat-state.types.ts",
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"stores/discipline-slice.ts",
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@@ -201,6 +201,7 @@ Mana-Loop/
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│ │ │ ├── __tests__/
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│ │ │ │ ├── achievements.test.ts
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│ │ │ │ ├── activity-log.test.ts
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│ │ │ │ ├── attunement-conversion-fix.test.ts
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│ │ │ │ ├── bug-fixes.test.ts
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│ │ │ │ ├── combat-actions.test.ts
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│ │ │ │ ├── combat-utils.test.ts
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@@ -295,8 +295,12 @@ per-attunement variants:
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| `hybrid_enchanter_invoker` | Dual attunement challenge |
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| `hybrid_fabricator_invoker` | Dual attunement challenge |
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Progress scales at 1.5–2% per tick base, with attunement bonus of 2.5–3% per
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relevant attunement level.
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**Time-based progression system:** Each puzzle room has a base time requirement
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that varies by floor range (4h for floors 1–20, 8h for 21–50, 16h for 51–100,
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24h for 101+). Each relevant attunement reduces the total time needed, up to
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a maximum 90% reduction shared across all relevant attunements. Progress
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accumulates at `HOURS_PER_TICK` (0.04h) per tick. The room completes when
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`puzzleProgress >= puzzleRequired`.
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---
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@@ -0,0 +1,164 @@
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import { describe, it, expect, vi, beforeEach, afterEach } from 'vitest';
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import { getAttunementLevelMultiplier, getAttunementConversionRate, ATTUNEMENTS_DEF } from '../data/attunements';
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import { computeConversionRates } from '../utils/conversion-rates';
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import type { DisciplineEffectsResult } from '../effects/discipline-effects';
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// ─── Test 1: getAttunementLevelMultiplier uses exponential formula ────────────
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describe('getAttunementLevelMultiplier', () => {
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it('should return 1.0 at level 1 (1.5^0 = 1)', () => {
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expect(getAttunementLevelMultiplier(1)).toBeCloseTo(1.0, 5);
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});
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it('should return 1.5 at level 2 (1.5^1 = 1.5)', () => {
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expect(getAttunementLevelMultiplier(2)).toBeCloseTo(1.5, 5);
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});
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it('should return ~2.25 at level 3 (1.5^2 = 2.25)', () => {
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expect(getAttunementLevelMultiplier(3)).toBeCloseTo(2.25, 5);
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});
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it('should return ~19.22 at level 10 (1.5^9)', () => {
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expect(getAttunementLevelMultiplier(10)).toBeCloseTo(Math.pow(1.5, 9), 5);
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});
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it('should NOT use linear formula (1 + level * 0.5)', () => {
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// At level 10, linear would give 6.0, exponential gives ~19.22
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const result = getAttunementLevelMultiplier(10);
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expect(result).not.toBeCloseTo(6.0, 1);
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expect(result).toBeGreaterThan(10);
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});
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});
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// ─── Test 2: computeConversionRates uses exponential attunement scaling ────────
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describe('computeConversionRates attunement scaling', () => {
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const baseDisciplineEffects: DisciplineEffectsResult = {
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bonuses: {},
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conversions: {},
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regen: {},
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combat: { damageMult: 1, attackSpeedMult: 1, critChance: 0, critDamage: 1.5 },
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defense: { armor: 0, barrier: 0, dodgeChance: 0, damageReduction: 0 },
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utility: { capacityBonus: 0, efficiencyBonus: 0, speedBonus: 0, insightBonus: 0 },
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};
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const baseParams = {
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disciplineEffects: baseDisciplineEffects,
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attunements: {},
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signedPacts: [],
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pactElementMap: {},
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invokerLevel: 1,
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meditationMultiplier: 1,
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grossRegen: {},
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rawGrossRegen: 1000,
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};
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it('should apply exponential attunement multiplier to conversion rates', () => {
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// Enchanter level 10 should give ~19.22x multiplier to transference conversion
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const result = computeConversionRates({
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...baseParams,
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attunements: {
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enchanter: { active: true, level: 10 },
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},
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});
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const transferenceRate = result.rates['transference'];
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expect(transferenceRate).toBeDefined();
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// Base rate is 0.2, attunementMult should be ~19.22 at level 10
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// finalRate = 0.2 * 19.22 * 1 * 1 ≈ 3.844
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expect(transferenceRate!.attunementMult).toBeCloseTo(Math.pow(1.5, 9), 3);
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expect(transferenceRate!.finalRate).toBeCloseTo(0.2 * Math.pow(1.5, 9), 2);
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});
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it('should apply exponential attunement multiplier for fabricator (earth)', () => {
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const result = computeConversionRates({
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...baseParams,
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attunements: {
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fabricator: { active: true, level: 5 },
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},
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});
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const earthRate = result.rates['earth'];
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expect(earthRate).toBeDefined();
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// Base rate is 0.25, attunementMult should be 1.5^4 = 5.0625 at level 5
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expect(earthRate!.attunementMult).toBeCloseTo(Math.pow(1.5, 4), 3);
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expect(earthRate!.finalRate).toBeCloseTo(0.25 * Math.pow(1.5, 4), 2);
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});
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it('should NOT use linear attunement multiplier', () => {
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// At level 10, linear would give 1 + 10*0.5 = 6, exponential gives ~19.22
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const result = computeConversionRates({
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...baseParams,
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attunements: {
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enchanter: { active: true, level: 10 },
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},
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});
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const transferenceRate = result.rates['transference'];
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// Linear would give attMult = 6, exponential gives ~19.22
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expect(transferenceRate!.attunementMult).not.toBeCloseTo(6.0, 0);
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expect(transferenceRate!.attunementMult).toBeGreaterThan(10);
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});
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it('should give level 1 attunement a 1.0x multiplier (no bonus)', () => {
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const result = computeConversionRates({
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...baseParams,
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attunements: {
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enchanter: { active: true, level: 1 },
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},
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});
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const transferenceRate = result.rates['transference'];
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expect(transferenceRate!.attunementMult).toBeCloseTo(1.0, 5);
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});
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});
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// ─── Test 3: getAttunementConversionRate returns flat base rate ────────────────
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describe('getAttunementConversionRate', () => {
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it('should return base rate for enchanter (0.2)', () => {
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expect(getAttunementConversionRate('enchanter', 1)).toBe(0.2);
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});
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it('should return same base rate regardless of level (level scaling applied separately)', () => {
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const level1 = getAttunementConversionRate('enchanter', 1);
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const level5 = getAttunementConversionRate('enchanter', 5);
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const level10 = getAttunementConversionRate('enchanter', 10);
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expect(level1).toBe(level5);
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expect(level5).toBe(level10);
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expect(level1).toBe(0.2);
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});
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it('should return base rate for fabricator (0.25)', () => {
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expect(getAttunementConversionRate('fabricator', 1)).toBe(0.25);
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});
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it('should return 0 for invoker (no conversion)', () => {
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expect(getAttunementConversionRate('invoker', 1)).toBe(0);
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expect(getAttunementConversionRate('invoker', 10)).toBe(0);
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});
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it('should return 0 for unknown attunement', () => {
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expect(getAttunementConversionRate('nonexistent', 5)).toBe(0);
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});
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});
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// ─── Test 4: Spec table verification ──────────────────────────────────────────
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describe('Spec table verification (§4.3)', () => {
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it('should match spec conversion rate table for enchanter', () => {
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// Spec: Level 10 Enchanter converts at 7.689/hr (0.2 * 1.5^9)
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const level10Rate = 0.2 * Math.pow(1.5, 9);
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expect(level10Rate).toBeCloseTo(7.689, 1);
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});
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it('should match spec conversion rate table for fabricator', () => {
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// Spec: Level 10 Fabricator converts at 9.610/hr (0.25 * 1.5^9)
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const level10Rate = 0.25 * Math.pow(1.5, 9);
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expect(level10Rate).toBeCloseTo(9.610, 1);
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});
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it('should match spec regen table for enchanter', () => {
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// Spec: Level 10 Enchanter regen = 19.221/hr (0.5 * 1.5^9)
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const level10Regen = 0.5 * Math.pow(1.5, 9);
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expect(level10Regen).toBeCloseTo(19.221, 1);
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});
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});
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@@ -99,10 +99,12 @@ export function getTotalAttunementRegen(attunements: Record<string, { active: bo
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/**
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* Get the attunement base conversion rate for a specific attunement.
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* This is the flat base rate contribution to the unified conversion system.
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* Level scaling is applied as a multiplier in computeConversionRates(), not here.
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* Returns the flat base rate (no level scaling). Level scaling is applied
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* separately in computeConversionRates() via the attunementMult multiplier.
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* @param attunementId - The attunement ID (e.g. 'enchanter', 'fabricator')
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* @param level - The attunement level (unused; kept for API compatibility)
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*/
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export function getAttunementConversionRate(attunementId: string, level: number): number {
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export function getAttunementConversionRate(attunementId: string, _level: number): number {
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const def = ATTUNEMENTS_DEF[attunementId];
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if (!def || def.conversionRate <= 0) return 0;
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return def.conversionRate;
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@@ -110,10 +112,10 @@ export function getAttunementConversionRate(attunementId: string, level: number)
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/**
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* Get the attunement level multiplier for conversions.
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* Each level adds +0.5 to the multiplier.
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* Exponential scaling: 1.5^(level-1) per spec §4.3.
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*/
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export function getAttunementLevelMultiplier(level: number): number {
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return 1 + (level || 1) * 0.5;
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return Math.pow(1.5, (level || 1) - 1);
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}
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/** XP required for attunement level */
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@@ -5,7 +5,8 @@ import { create } from 'zustand';
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import { persist } from 'zustand/middleware';
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import { createSafeStorage } from '../utils/safe-persist';
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import type { AttunementState } from '../types';
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import { getAttunementXPForLevel, MAX_ATTUNEMENT_LEVEL } from '../data/attunements';
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import { getAttunementXPForLevel, MAX_ATTUNEMENT_LEVEL, ATTUNEMENTS_DEF } from '../data/attunements';
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import { useCombatStore } from './combatStore';
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export interface AttunementStoreState {
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attunements: Record<string, AttunementState>;
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@@ -49,6 +50,19 @@ export const useAttunementStore = create<AttunementStoreState>()(
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}
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}
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// Log level-up (outside set to avoid nested state updates)
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if (newLevel > attState.level) {
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const def = ATTUNEMENTS_DEF[attunementId];
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const name = def?.name || attunementId;
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// Use setTimeout to log after state update completes
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setTimeout(() => {
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useCombatStore.getState().addActivityLog(
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'attunement',
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`${name} reached level ${newLevel}!`
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);
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}, 0);
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}
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return {
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attunements: {
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...state.attunements,
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@@ -24,7 +24,7 @@ export interface ConversionRateEntry {
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pactBase: number;
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/** Sum of base rates */
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baseRate: number;
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/** Attunement level multiplier: 1 + Σ(relevantAttunementLevel × 0.5) */
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/** Attunement level multiplier: 1 + Σ(1.5^(attunementLevel-1) - 1) per relevant attunement */
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attunementMult: number;
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/** Pact level multiplier: 1 + Σ(pactCount_element × invokerLevel × 0.25) */
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pactMult: number;
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@@ -100,13 +100,13 @@ export function computeConversionRates(params: ConversionRateParams): Conversion
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let totalRawDrain = 0;
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// ── Step 1: Compute attunement level bonuses per element ──────────
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// Each attunement level adds +0.5 to the multiplier for conversions
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// Each attunement contributes 1.5^(level-1) exponential scaling to conversions
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// where the attunement's primary element is the destination or a component.
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const attunementBonuses: Record<string, number> = {};
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for (const [id, state] of Object.entries(attunements)) {
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if (!state.active) continue;
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const level = state.level || 1;
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const bonus = level * 0.5;
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const bonus = Math.pow(1.5, level - 1) - 1;
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// Determine which elements this attunement boosts based on its primary mana type
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for (const [elem, cost] of Object.entries(CONVERSION_COSTS)) {
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