fix: BUG 4 - Add starting equipment to craftingStore initial state
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This commit is contained in:
2026-05-07 14:07:23 +02:00
parent be918d1bab
commit 58aa74486e
+243 -241
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@@ -92,265 +92,267 @@ export type CraftingStore = CraftingState & CraftingActions;
export const useCraftingStore = create<CraftingStore>()(
persist(
(set, get) => ({
// Initial state
designProgress: null,
designProgress2: null,
preparationProgress: null,
applicationProgress: null,
equipmentCraftingProgress: null,
enchantmentDesigns: [],
unlockedEffects: [],
equipmentInstances: {},
equippedInstances: {},
lootInventory: {
materials: {},
blueprints: [],
},
(set, get) => {
const startingEquipment = createStartingEquipment();
return {
// Initial state
designProgress: null,
designProgress2: null,
preparationProgress: null,
applicationProgress: null,
equipmentCraftingProgress: null,
enchantmentDesigns: [],
unlockedEffects: [],
...startingEquipment,
lootInventory: {
materials: {},
blueprints: [],
},
// Actions
setDesignProgress: (progress) => set({ designProgress: progress }),
setDesignProgress2: (progress) => set({ designProgress2: progress }),
setPreparationProgress: (progress) => set({ preparationProgress: progress }),
setApplicationProgress: (progress) => set({ applicationProgress: progress }),
setEquipmentCraftingProgress: (progress) => set({ equipmentCraftingProgress: progress }),
// Actions
setDesignProgress: (progress) => set({ designProgress: progress }),
setDesignProgress2: (progress) => set({ designProgress2: progress }),
setPreparationProgress: (progress) => set({ preparationProgress: progress }),
setApplicationProgress: (progress) => set({ applicationProgress: progress }),
setEquipmentCraftingProgress: (progress) => set({ equipmentCraftingProgress: progress }),
// Enchantment design actions
startDesigningEnchantment: (name, equipmentTypeId, effects) => {
// Get state from other stores
const skillState = useSkillStore.getState();
const state = get(); // crafting state
// Enchantment design actions
startDesigningEnchantment: (name, equipmentTypeId, effects) => {
// Get state from other stores
const skillState = useSkillStore.getState();
const state = get(); // crafting state
const enchantingLevel = skillState.skills?.enchanting || 0;
const validation = CraftingDesign.validateDesignEffects(effects, equipmentTypeId, enchantingLevel);
if (!validation.valid) return false;
const enchantingLevel = skillState.skills?.enchanting || 0;
const validation = CraftingDesign.validateDesignEffects(effects, equipmentTypeId, enchantingLevel);
if (!validation.valid) return false;
const equipType = CraftingUtils.getEquipmentType(equipmentTypeId);
if (!equipType) return false;
const equipType = CraftingUtils.getEquipmentType(equipmentTypeId);
if (!equipType) return false;
const efficiencyBonus = (skillState.skillUpgrades?.['efficientEnchant'] || []).length * 0.05 || 0;
const totalCapacityCost = CraftingDesign.calculateDesignCapacityCost(effects, efficiencyBonus);
const efficiencyBonus = (skillState.skillUpgrades?.['efficientEnchant'] || []).length * 0.05 || 0;
const totalCapacityCost = CraftingDesign.calculateDesignCapacityCost(effects, efficiencyBonus);
if (totalCapacityCost > equipType.baseCapacity) return false;
if (totalCapacityCost > equipType.baseCapacity) return false;
const computedEffects = computeEffects(skillState.skillUpgrades || {}, skillState.skillTiers || {});
const hasEnchantMastery = hasSpecial(computedEffects, SPECIAL_EFFECTS.ENCHANT_MASTERY);
const computedEffects = computeEffects(skillState.skillUpgrades || {}, skillState.skillTiers || {});
const hasEnchantMastery = hasSpecial(computedEffects, SPECIAL_EFFECTS.ENCHANT_MASTERY);
let updates: Partial<CraftingState> = {};
let updates: Partial<CraftingState> = {};
if (!state.designProgress) {
updates = {
designProgress: {
designId: CraftingUtils.generateDesignId(),
progress: 0,
required: CraftingDesign.calculateDesignTime(effects),
name,
equipmentType: equipmentTypeId,
effects,
},
};
// Update currentAction in combatStore
useCombatStore.setState({ currentAction: 'design' });
} else if (hasEnchantMastery && !state.designProgress2) {
updates = {
designProgress2: {
designId: CraftingUtils.generateDesignId(),
progress: 0,
required: CraftingDesign.calculateDesignTime(effects),
name,
equipmentType: equipmentTypeId,
effects,
},
};
} else {
return false;
}
set(updates);
return true;
},
cancelDesign: () => {
const state = get();
if (state.designProgress2 && !state.designProgress) {
set({ designProgress2: null });
} else {
set({ designProgress: null });
useCombatStore.setState({ currentAction: 'meditate' });
}
},
deleteDesign: (designId) => {
set((state) => ({
enchantmentDesigns: state.enchantmentDesigns.filter(d => d.id !== designId),
}));
},
// Enchantment design save
saveDesign: (design) => {
const state = get();
if (state.designProgress2 && state.designProgress2.designId === design.id) {
set((s) => ({
enchantmentDesigns: [...s.enchantmentDesigns, design],
designProgress2: null,
}));
} else {
set((s) => ({
enchantmentDesigns: [...s.enchantmentDesigns, design],
designProgress: null,
}));
useCombatStore.setState({ currentAction: 'meditate' });
}
},
// Enchantment application actions
startApplying: (equipmentInstanceId, designId) => {
return ApplicationActions.startApplying(
equipmentInstanceId,
designId,
get,
set
);
},
pauseApplication: () => {
ApplicationActions.pauseApplication(get, set);
},
resumeApplication: () => {
ApplicationActions.resumeApplication(get, set);
},
cancelApplication: () => {
ApplicationActions.cancelApplication(set);
useCombatStore.setState({ currentAction: 'meditate' });
},
// Preparation actions
startPreparing: (equipmentInstanceId) => {
// Get rawMana from manaStore
const rawMana = useManaStore.getState().rawMana;
// Temporary state to pass to preparation action
const tempState = { ...get(), rawMana } as any;
return PreparationActions.startPreparing(
equipmentInstanceId,
() => tempState,
set
);
},
cancelPreparation: () => {
PreparationActions.cancelPreparation(set);
useCombatStore.setState({ currentAction: 'meditate' });
},
// Equipment crafting actions
startCraftingEquipment: (blueprintId: string) => {
const state = get();
const rawMana = useManaStore.getState().rawMana;
const currentAction = useCombatStore.getState().currentAction;
// Check if we can start crafting
const check = CraftingEquipment.canStartEquipmentCrafting(
blueprintId,
state.lootInventory.blueprints.includes(blueprintId),
state.lootInventory.materials,
rawMana,
currentAction
);
if (!check.canCraft) return false;
// Initialize crafting
const result = CraftingEquipment.initializeEquipmentCrafting(
blueprintId,
state.lootInventory.materials,
rawMana
);
// Update crafting store state
set((s) => ({
lootInventory: {
...s.lootInventory,
materials: result.newMaterials,
},
equipmentCraftingProgress: result.progress,
}));
// Update mana store (deduct mana)
useManaStore.setState((s) => ({ rawMana: s.rawMana - result.manaCost }));
// Update combat store (set current action)
useCombatStore.setState({ currentAction: 'craft' });
return true;
},
cancelEquipmentCrafting: () => {
const state = get();
const progress = state.equipmentCraftingProgress;
if (!progress) return;
// Get cancel result (mana refund)
const cancelResult = CraftingEquipment.cancelEquipmentCrafting(
progress.blueprintId,
progress.manaSpent
);
// Update crafting store state
set({ equipmentCraftingProgress: null });
// Refund mana to mana store
useManaStore.setState((s) => ({ rawMana: s.rawMana + cancelResult.manaRefund }));
// Update combat store (reset action)
useCombatStore.setState({ currentAction: 'meditate' });
// Add log message to UI store
useUIStore.getState().addLog(cancelResult.logMessage);
},
// Loot inventory actions
deleteMaterial: (materialId: string, amount: number) => {
set((state) => {
const newMaterials = { ...state.lootInventory.materials };
const currentAmount = newMaterials[materialId] || 0;
const newAmount = Math.max(0, currentAmount - amount);
if (newAmount <= 0) {
delete newMaterials[materialId];
if (!state.designProgress) {
updates = {
designProgress: {
designId: CraftingUtils.generateDesignId(),
progress: 0,
required: CraftingDesign.calculateDesignTime(effects),
name,
equipmentType: equipmentTypeId,
effects,
},
};
// Update currentAction in combatStore
useCombatStore.setState({ currentAction: 'design' });
} else if (hasEnchantMastery && !state.designProgress2) {
updates = {
designProgress2: {
designId: CraftingUtils.generateDesignId(),
progress: 0,
required: CraftingDesign.calculateDesignTime(effects),
name,
equipmentType: equipmentTypeId,
effects,
},
};
} else {
newMaterials[materialId] = newAmount;
return false;
}
return {
set(updates);
return true;
},
cancelDesign: () => {
const state = get();
if (state.designProgress2 && !state.designProgress) {
set({ designProgress2: null });
} else {
set({ designProgress: null });
useCombatStore.setState({ currentAction: 'meditate' });
}
},
deleteDesign: (designId) => {
set((state) => ({
enchantmentDesigns: state.enchantmentDesigns.filter(d => d.id !== designId),
}));
},
// Enchantment design save
saveDesign: (design) => {
const state = get();
if (state.designProgress2 && state.designProgress2.designId === design.id) {
set((s) => ({
enchantmentDesigns: [...s.enchantmentDesigns, design],
designProgress2: null,
}));
} else {
set((s) => ({
enchantmentDesigns: [...s.enchantmentDesigns, design],
designProgress: null,
}));
useCombatStore.setState({ currentAction: 'meditate' });
}
},
// Enchantment application actions
startApplying: (equipmentInstanceId, designId) => {
return ApplicationActions.startApplying(
equipmentInstanceId,
designId,
get,
set
);
},
pauseApplication: () => {
ApplicationActions.pauseApplication(get, set);
},
resumeApplication: () => {
ApplicationActions.resumeApplication(get, set);
},
cancelApplication: () => {
ApplicationActions.cancelApplication(set);
useCombatStore.setState({ currentAction: 'meditate' });
},
// Preparation actions
startPreparing: (equipmentInstanceId) => {
// Get rawMana from manaStore
const rawMana = useManaStore.getState().rawMana;
// Temporary state to pass to preparation action
const tempState = { ...get(), rawMana } as any;
return PreparationActions.startPreparing(
equipmentInstanceId,
() => tempState,
set
);
},
cancelPreparation: () => {
PreparationActions.cancelPreparation(set);
useCombatStore.setState({ currentAction: 'meditate' });
},
// Equipment crafting actions
startCraftingEquipment: (blueprintId: string) => {
const state = get();
const rawMana = useManaStore.getState().rawMana;
const currentAction = useCombatStore.getState().currentAction;
// Check if we can start crafting
const check = CraftingEquipment.canStartEquipmentCrafting(
bluePrintId,
state.lootInventory.blueprints.includes(blueprintId),
state.lootInventory.materials,
rawMana,
currentAction
);
if (!check.canCraft) return false;
// Initialize crafting
const result = CraftingEquipment.initializeEquipmentCrafting(
bluePrintId,
state.lootInventory.materials,
rawMana
);
// Update crafting store state
set((s) => ({
lootInventory: {
...state.lootInventory,
materials: newMaterials,
...s.lootInventory,
materials: result.newMaterials,
},
};
});
},
equipmentCraftingProgress: result.progress,
}));
deleteEquipmentInstance: (instanceId: string) => {
set((state) => {
let newEquipped = { ...state.equippedInstances };
for (const [slot, id] of Object.entries(newEquipped)) {
if (id === instanceId) {
newEquipped[slot as any] = null;
// Update mana store (deduct mana)
useManaStore.setState((s) => ({ rawMana: s.rawMana - result.manaCost }));
// Update combat store (set current action)
useCombatStore.setState({ currentAction: 'craft' });
return true;
},
cancelEquipmentCrafting: () => {
const state = get();
const progress = state.equipmentCraftingProgress;
if (!progress) return;
// Get cancel result (mana refund)
const cancelResult = CraftingEquipment.cancelEquipmentCrafting(
progress.blueprintId,
progress.manaSpent
);
// Update crafting store state
set({ equipmentCraftingProgress: null });
// Refund mana to mana store
useManaStore.setState((s) => ({ rawMana: s.rawMana + cancelResult.manaRefund }));
// Update combat store (reset action)
useCombatStore.setState({ currentAction: 'meditate' });
// Add log message to UI store
useUIStore.getState().addLog(cancelResult.logMessage);
},
// Loot inventory actions
deleteMaterial: (materialId: string, amount: number) => {
set((state) => {
const newMaterials = { ...state.lootInventory.materials };
const currentAmount = newMaterials[materialId] || 0;
const newAmount = Math.max(0, currentAmount - amount);
if (newAmount <= 0) {
delete newMaterials[materialId];
} else {
newMaterials[materialId] = newAmount;
}
}
const newInstances = { ...state.equipmentInstances };
delete newInstances[instanceId];
return {
lootInventory: {
...state.lootInventory,
materials: newMaterials,
},
};
});
},
return {
equippedInstances: newEquipped,
equipmentInstances: newInstances,
};
});
},
}),
deleteEquipmentInstance: (instanceId: string) => {
set((state) => {
let newEquipped = { ...state.equippedInstances };
for (const [slot, id] of Object.entries(newEquipped)) {
if (id === instanceId) {
newEquipped[slot as any] = null;
}
}
const newInstances = { ...state.equipmentInstances };
delete newInstances[instanceId];
return {
equippedInstances: newEquipped,
equipmentInstances: newInstances,
};
});
},
};
},
{
name: 'mana-loop-crafting',
partialize: (state) => ({