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src/lib/game/effects.ts Executable file
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// ─── Unified Effect System ─────────────────────────────────────────────────────────
// This module consolidates ALL effect sources into a single computation:
// - Skill upgrade effects (from milestone upgrades)
// - Equipment enchantment effects (from enchanted gear)
// - Direct skill bonuses (from skill levels)
import type { GameState, EquipmentInstance } from './types';
import { ENCHANTMENT_EFFECTS } from './data/enchantment-effects';
import { computeEffects, hasSpecial, SPECIAL_EFFECTS, type ComputedEffects } from './upgrade-effects';
// Re-export for convenience
export { computeEffects, hasSpecial, SPECIAL_EFFECTS, type ComputedEffects };
// ─── Equipment Effect Computation ────────────────────────────────────────────────
/**
* Compute all effects from equipped enchantments
*/
export function computeEquipmentEffects(
equipmentInstances: Record<string, EquipmentInstance>,
equippedInstances: Record<string, string | null>
): {
bonuses: Record<string, number>;
multipliers: Record<string, number>;
specials: Set<string>;
} {
const bonuses: Record<string, number> = {};
const multipliers: Record<string, number> = {};
const specials = new Set<string>();
// Iterate through all equipped items
for (const instanceId of Object.values(equippedInstances)) {
if (!instanceId) continue;
const instance = equipmentInstances[instanceId];
if (!instance) continue;
// Process each enchantment on the item
for (const ench of instance.enchantments) {
const effectDef = ENCHANTMENT_EFFECTS[ench.effectId];
if (!effectDef) continue;
const { effect } = effectDef;
if (effect.type === 'bonus' && effect.stat && effect.value) {
// Bonus effects add to the stat
bonuses[effect.stat] = (bonuses[effect.stat] || 0) + effect.value * ench.stacks;
} else if (effect.type === 'multiplier' && effect.stat && effect.value) {
// Multiplier effects multiply together
// For multipliers, we need to track them separately and apply as product
const key = effect.stat;
if (!multipliers[key]) {
multipliers[key] = 1;
}
// Each stack applies the multiplier
for (let i = 0; i < ench.stacks; i++) {
multipliers[key] *= effect.value;
}
} else if (effect.type === 'special' && effect.specialId) {
specials.add(effect.specialId);
}
}
}
return { bonuses, multipliers, specials };
}
// ─── Unified Computed Effects ────────────────────────────────────────────────────
export interface UnifiedEffects extends ComputedEffects {
// Equipment bonuses
equipmentBonuses: Record<string, number>;
equipmentMultipliers: Record<string, number>;
equipmentSpecials: Set<string>;
}
/**
* Compute all effects from all sources: skill upgrades + equipment enchantments
*/
export function computeAllEffects(
skillUpgrades: Record<string, string[]>,
skillTiers: Record<string, number>,
equipmentInstances: Record<string, EquipmentInstance>,
equippedInstances: Record<string, string | null>
): UnifiedEffects {
// Get skill upgrade effects
const upgradeEffects = computeEffects(skillUpgrades, skillTiers);
// Get equipment effects
const equipmentEffects = computeEquipmentEffects(equipmentInstances, equippedInstances);
// Merge the effects
const merged: UnifiedEffects = {
...upgradeEffects,
// Merge equipment bonuses with upgrade bonuses
maxManaBonus: upgradeEffects.maxManaBonus + (equipmentEffects.bonuses.maxMana || 0),
regenBonus: upgradeEffects.regenBonus + (equipmentEffects.bonuses.regen || 0),
clickManaBonus: upgradeEffects.clickManaBonus + (equipmentEffects.bonuses.clickMana || 0),
baseDamageBonus: upgradeEffects.baseDamageBonus + (equipmentEffects.bonuses.baseDamage || 0),
elementCapBonus: upgradeEffects.elementCapBonus + (equipmentEffects.bonuses.elementCap || 0),
// Merge equipment multipliers with upgrade multipliers
maxManaMultiplier: upgradeEffects.maxManaMultiplier * (equipmentEffects.multipliers.maxMana || 1),
regenMultiplier: upgradeEffects.regenMultiplier * (equipmentEffects.multipliers.regen || 1),
clickManaMultiplier: upgradeEffects.clickManaMultiplier * (equipmentEffects.multipliers.clickMana || 1),
baseDamageMultiplier: upgradeEffects.baseDamageMultiplier * (equipmentEffects.multipliers.baseDamage || 1),
attackSpeedMultiplier: upgradeEffects.attackSpeedMultiplier * (equipmentEffects.multipliers.attackSpeed || 1),
elementCapMultiplier: upgradeEffects.elementCapMultiplier * (equipmentEffects.multipliers.elementCap || 1),
// Merge specials
specials: new Set([...upgradeEffects.specials, ...equipmentEffects.specials]),
// Store equipment effects for reference
equipmentBonuses: equipmentEffects.bonuses,
equipmentMultipliers: equipmentEffects.multipliers,
equipmentSpecials: equipmentEffects.specials,
};
// Handle special stats that are equipment-only
if (equipmentEffects.bonuses.critChance) {
merged.critChanceBonus += equipmentEffects.bonuses.critChance;
}
if (equipmentEffects.bonuses.meditationEfficiency) {
// This is a multiplier in equipment, convert to additive for simplicity
// Equipment gives +10% per stack, so add it to the base
merged.meditationEfficiency *= (equipmentEffects.multipliers.meditationEfficiency || 1);
}
if (equipmentEffects.bonuses.studySpeed) {
merged.studySpeedMultiplier *= (equipmentEffects.multipliers.studySpeed || 1);
}
if (equipmentEffects.bonuses.insightGain) {
// Store separately - insight multiplier
(merged as any).insightGainMultiplier = (equipmentEffects.multipliers.insightGain || 1);
}
if (equipmentEffects.bonuses.guardianDamage) {
(merged as any).guardianDamageMultiplier = (equipmentEffects.multipliers.guardianDamage || 1);
}
return merged;
}
/**
* Helper to get unified effects from game state
*/
export function getUnifiedEffects(state: Pick<GameState, 'skillUpgrades' | 'skillTiers' | 'equipmentInstances' | 'equippedInstances'>): UnifiedEffects {
return computeAllEffects(
state.skillUpgrades || {},
state.skillTiers || {},
state.equipmentInstances,
state.equippedInstances
);
}
// ─── Stat Computation with All Effects ───────────────────────────────────────────
/**
* Compute max mana with all effect sources
*/
export function computeTotalMaxMana(
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers' | 'equipmentInstances' | 'equippedInstances'>,
effects?: UnifiedEffects
): number {
const pu = state.prestigeUpgrades;
const base =
100 +
(state.skills.manaWell || 0) * 100 +
(pu.manaWell || 0) * 500;
if (!effects) {
effects = getUnifiedEffects(state);
}
return Math.floor((base + effects.maxManaBonus) * effects.maxManaMultiplier);
}
/**
* Compute regen with all effect sources
*/
export function computeTotalRegen(
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers' | 'equipmentInstances' | 'equippedInstances'>,
effects?: UnifiedEffects
): number {
const pu = state.prestigeUpgrades;
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;
if (!effects) {
effects = getUnifiedEffects(state);
}
regen = (regen + effects.regenBonus + effects.permanentRegenBonus) * effects.regenMultiplier;
return regen;
}
/**
* Compute click mana with all effect sources
*/
export function computeTotalClickMana(
state: Pick<GameState, 'skills' | 'skillUpgrades' | 'skillTiers' | 'equipmentInstances' | 'equippedInstances'>,
effects?: UnifiedEffects
): number {
const base =
1 +
(state.skills.manaTap || 0) * 1 +
(state.skills.manaSurge || 0) * 3;
if (!effects) {
effects = getUnifiedEffects(state as any);
}
return Math.floor((base + effects.clickManaBonus) * effects.clickManaMultiplier);
}