Complete skill system redesign: Add all upgrade trees, special effects, and comprehensive tests
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- Added upgrade trees for ALL skills with max > 1
- Added 40+ new special effects for upgrades
- Created 38 new comprehensive tests for skill system
- Updated docs/skills.md with full documentation
- All new tests pass, lint clean
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Z User
2026-04-03 12:29:49 +00:00
parent 359702c6ca
commit 69a1d87169
6 changed files with 1799 additions and 258 deletions

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import { describe, it, expect } from 'vitest';
import {
SKILL_EVOLUTION_PATHS,
getBaseSkillId,
generateTierSkillDef,
getUpgradesForSkillAtMilestone,
getNextTierSkill,
getTierMultiplier,
canTierUp,
getAvailableUpgrades,
} from '../skill-evolution';
import { SKILLS_DEF } from '../constants';
describe('Skill Evolution Paths', () => {
it('should have evolution paths for all skills with max > 1', () => {
const skillsWithMaxGt1 = Object.entries(SKILLS_DEF)
.filter(([_, def]) => def.max > 1)
.map(([id]) => id);
for (const skillId of skillsWithMaxGt1) {
expect(SKILL_EVOLUTION_PATHS[skillId], `Missing evolution path for ${skillId}`).toBeDefined();
}
});
it('should have at least one tier for each evolution path', () => {
for (const [skillId, path] of Object.entries(SKILL_EVOLUTION_PATHS)) {
expect(path.tiers.length, `${skillId} should have at least one tier`).toBeGreaterThanOrEqual(1);
expect(path.baseSkillId, `${skillId} baseSkillId should match`).toBe(skillId);
}
});
it('should have correct tier multipliers (10x per tier)', () => {
for (const [skillId, path] of Object.entries(SKILL_EVOLUTION_PATHS)) {
for (const tier of path.tiers) {
const expectedMultiplier = Math.pow(10, tier.tier - 1);
expect(tier.multiplier, `${skillId} tier ${tier.tier} multiplier`).toBe(expectedMultiplier);
}
}
});
it('should have valid skill IDs for each tier', () => {
for (const [skillId, path] of Object.entries(SKILL_EVOLUTION_PATHS)) {
for (const tier of path.tiers) {
if (tier.tier === 1) {
expect(tier.skillId, `${skillId} tier 1 skillId`).toBe(skillId);
} else {
expect(tier.skillId, `${skillId} tier ${tier.tier} skillId`).toContain('_t');
}
}
}
});
});
describe('getBaseSkillId', () => {
it('should return the same ID for base skills', () => {
expect(getBaseSkillId('manaWell')).toBe('manaWell');
expect(getBaseSkillId('manaFlow')).toBe('manaFlow');
expect(getBaseSkillId('enchanting')).toBe('enchanting');
});
it('should extract base ID from tiered skills', () => {
expect(getBaseSkillId('manaWell_t2')).toBe('manaWell');
expect(getBaseSkillId('manaFlow_t3')).toBe('manaFlow');
expect(getBaseSkillId('enchanting_t5')).toBe('enchanting');
});
});
describe('generateTierSkillDef', () => {
it('should return null for non-existent skills', () => {
expect(generateTierSkillDef('nonexistent', 1)).toBeNull();
});
it('should return null for non-existent tiers', () => {
// Most skills don't have tier 10
expect(generateTierSkillDef('manaWell', 10)).toBeNull();
});
it('should return correct tier definition', () => {
const tier1 = generateTierSkillDef('manaWell', 1);
expect(tier1).not.toBeNull();
expect(tier1?.name).toBe('Mana Well');
expect(tier1?.tier).toBe(1);
expect(tier1?.multiplier).toBe(1);
const tier2 = generateTierSkillDef('manaWell', 2);
expect(tier2).not.toBeNull();
expect(tier2?.name).toBe('Deep Reservoir');
expect(tier2?.tier).toBe(2);
expect(tier2?.multiplier).toBe(10);
});
});
describe('getUpgradesForSkillAtMilestone', () => {
it('should return empty array for non-existent skills', () => {
const upgrades = getUpgradesForSkillAtMilestone('nonexistent', 5, {});
expect(upgrades).toEqual([]);
});
it('should return upgrades for manaWell at milestone 5', () => {
const upgrades = getUpgradesForSkillAtMilestone('manaWell', 5, { manaWell: 1 });
expect(upgrades.length).toBeGreaterThan(0);
// All should be milestone 5
for (const upgrade of upgrades) {
expect(upgrade.milestone).toBe(5);
}
});
it('should return upgrades for manaWell at milestone 10', () => {
const upgrades = getUpgradesForSkillAtMilestone('manaWell', 10, { manaWell: 1 });
expect(upgrades.length).toBeGreaterThan(0);
// All should be milestone 10
for (const upgrade of upgrades) {
expect(upgrade.milestone).toBe(10);
}
});
it('should return tier 2 upgrades when at tier 2', () => {
const upgrades = getUpgradesForSkillAtMilestone('manaWell', 5, { manaWell: 2 });
expect(upgrades.length).toBeGreaterThan(0);
// Should have tier 2 specific upgrades
const upgradeIds = upgrades.map(u => u.id);
expect(upgradeIds.some(id => id.startsWith('mw_t2'))).toBe(true);
});
});
describe('getNextTierSkill', () => {
it('should return null for non-existent skills', () => {
expect(getNextTierSkill('nonexistent')).toBeNull();
});
it('should return next tier for tier 1 skills', () => {
expect(getNextTierSkill('manaWell')).toBe('manaWell_t2');
expect(getNextTierSkill('manaFlow')).toBe('manaFlow_t2');
});
it('should return next tier for higher tier skills', () => {
expect(getNextTierSkill('manaWell_t2')).toBe('manaWell_t3');
expect(getNextTierSkill('manaWell_t3')).toBe('manaWell_t4');
});
it('should return null for max tier skills', () => {
// manaWell has 5 tiers
expect(getNextTierSkill('manaWell_t5')).toBeNull();
});
});
describe('getTierMultiplier', () => {
it('should return 1 for tier 1 skills', () => {
expect(getTierMultiplier('manaWell')).toBe(1);
expect(getTierMultiplier('manaFlow')).toBe(1);
});
it('should return 10 for tier 2 skills', () => {
expect(getTierMultiplier('manaWell_t2')).toBe(10);
expect(getTierMultiplier('manaFlow_t2')).toBe(10);
});
it('should return correct multiplier for higher tiers', () => {
expect(getTierMultiplier('manaWell_t3')).toBe(100);
expect(getTierMultiplier('manaWell_t4')).toBe(1000);
expect(getTierMultiplier('manaWell_t5')).toBe(10000);
});
});
describe('canTierUp', () => {
const mockAttunements = {
enchanter: { level: 10, active: true },
fabricator: { level: 10, active: true },
invoker: { level: 10, active: true },
};
it('should return false for non-existent skills', () => {
const result = canTierUp('nonexistent', 10, {}, mockAttunements);
expect(result.canTierUp).toBe(false);
expect(result.reason).toBe('No evolution path');
});
it('should return false if not at max level', () => {
const result = canTierUp('manaWell', 5, { manaWell: 1 }, mockAttunements);
expect(result.canTierUp).toBe(false);
expect(result.reason).toBe('Need level 10 to tier up');
});
it('should return true when at max level with attunement', () => {
const result = canTierUp('manaWell', 10, { manaWell: 1 }, mockAttunements);
expect(result.canTierUp).toBe(true);
});
it('should return false if already at max tier', () => {
const result = canTierUp('manaWell_t5', 10, { manaWell: 5 }, mockAttunements);
expect(result.canTierUp).toBe(false);
expect(result.reason).toBe('Already at max tier');
});
});
describe('getAvailableUpgrades', () => {
const manaWellTier1Tree = SKILL_EVOLUTION_PATHS.manaWell.tiers[0].upgrades;
it('should return only upgrades for specified milestone', () => {
const available = getAvailableUpgrades(
manaWellTier1Tree as any[],
[],
5,
[]
);
for (const upgrade of available) {
expect(upgrade.milestone).toBe(5);
}
});
it('should exclude already chosen upgrades', () => {
const available = getAvailableUpgrades(
manaWellTier1Tree as any[],
['mw_t1_l5_capacity'],
5,
['mw_t1_l5_capacity']
);
const ids = available.map(u => u.id);
expect(ids).not.toContain('mw_t1_l5_capacity');
});
});
describe('Skill Definitions', () => {
it('should have valid max levels for all skills', () => {
for (const [skillId, def] of Object.entries(SKILLS_DEF)) {
expect(def.max, `${skillId} max level`).toBeGreaterThanOrEqual(1);
expect(def.max, `${skillId} max level`).toBeLessThanOrEqual(10);
}
});
it('should have study time defined for all skills', () => {
for (const [skillId, def] of Object.entries(SKILLS_DEF)) {
expect(def.studyTime, `${skillId} study time`).toBeGreaterThanOrEqual(0);
}
});
it('should have base cost defined for all skills', () => {
for (const [skillId, def] of Object.entries(SKILLS_DEF)) {
expect(def.base, `${skillId} base cost`).toBeGreaterThan(0);
}
});
it('should have correct categories for skills', () => {
const validCategories = ['mana', 'study', 'research', 'ascension', 'enchant',
'effectResearch', 'invocation', 'pact', 'fabrication', 'golemancy', 'craft'];
for (const [skillId, def] of Object.entries(SKILLS_DEF)) {
expect(validCategories, `${skillId} category`).toContain(def.cat);
}
});
});
describe('Upgrade Tree Structure', () => {
it('should have valid effect types for all upgrades', () => {
const validTypes = ['multiplier', 'bonus', 'special'];
for (const [skillId, path] of Object.entries(SKILL_EVOLUTION_PATHS)) {
for (const tier of path.tiers) {
for (const upgrade of tier.upgrades) {
expect(validTypes, `${upgrade.id} effect type`).toContain(upgrade.effect.type);
}
}
}
});
it('should have milestone 5 or 10 for all upgrades', () => {
for (const [skillId, path] of Object.entries(SKILL_EVOLUTION_PATHS)) {
for (const tier of path.tiers) {
for (const upgrade of tier.upgrades) {
expect([5, 10], `${upgrade.id} milestone`).toContain(upgrade.milestone);
}
}
}
});
it('should have unique upgrade IDs within each skill', () => {
for (const [skillId, path] of Object.entries(SKILL_EVOLUTION_PATHS)) {
const allIds: string[] = [];
for (const tier of path.tiers) {
for (const upgrade of tier.upgrades) {
expect(allIds, `${upgrade.id} should be unique in ${skillId}`).not.toContain(upgrade.id);
allIds.push(upgrade.id);
}
}
}
});
it('should have descriptions for all upgrades', () => {
for (const [skillId, path] of Object.entries(SKILL_EVOLUTION_PATHS)) {
for (const tier of path.tiers) {
for (const upgrade of tier.upgrades) {
expect(upgrade.desc, `${upgrade.id} should have description`).toBeTruthy();
expect(upgrade.desc.length, `${upgrade.id} description length`).toBeGreaterThan(0);
}
}
}
});
it('should have special descriptions for special effects', () => {
for (const [skillId, path] of Object.entries(SKILL_EVOLUTION_PATHS)) {
for (const tier of path.tiers) {
for (const upgrade of tier.upgrades) {
if (upgrade.effect.type === 'special') {
expect(upgrade.effect.specialDesc, `${upgrade.id} should have special description`).toBeTruthy();
expect(upgrade.effect.specialId, `${upgrade.id} should have special ID`).toBeTruthy();
}
}
}
}
});
});
describe('Skill Level and Tier Calculations', () => {
it('should calculate tier 2 level 1 as equivalent to tier 1 level 10', () => {
// Base skill gives +100 max mana per level
// At tier 1 level 10: 10 * 100 = 1000 max mana
// At tier 2 level 1 with 10x multiplier: 1 * 100 * 10 = 1000 max mana
const tier1Level10Effect = 10 * 100; // level * base
const tier2Level1Effect = 1 * 100 * 10; // level * base * tierMultiplier
expect(tier2Level1Effect).toBe(tier1Level10Effect);
});
it('should have increasing power with tiers', () => {
// Tier 3 level 1 should be stronger than tier 2 level 10
const tier2Level10 = 10 * 100 * 10; // level * base * tierMultiplier
const tier3Level1 = 1 * 100 * 100; // level * base * tierMultiplier
expect(tier3Level1).toBe(tier2Level10);
});
it('should have correct max tier for skills', () => {
// Skills with max 5 should typically have 2-3 tiers
// Skills with max 10 should typically have 3-5 tiers
const manaWellPath = SKILL_EVOLUTION_PATHS.manaWell;
expect(manaWellPath.tiers.length).toBe(5); // manaWell has 5 tiers
const manaFlowPath = SKILL_EVOLUTION_PATHS.manaFlow;
expect(manaFlowPath.tiers.length).toBe(5); // manaFlow has 5 tiers
});
});

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/**
* Comprehensive Skill Tests
*
* Tests each skill to verify they work exactly as their descriptions say.
* Updated for the new skill system with tiers and upgrade trees.
*/
import { describe, it, expect } from 'vitest';
import {
computeMaxMana,
computeElementMax,
computeRegen,
computeClickMana,
calcInsight,
getMeditationBonus,
} from '../computed-stats';
import {
SKILLS_DEF,
PRESTIGE_DEF,
GUARDIANS,
getStudySpeedMultiplier,
getStudyCostMultiplier,
ELEMENTS,
} from '../constants';
import {
SKILL_EVOLUTION_PATHS,
getUpgradesForSkillAtMilestone,
getNextTierSkill,
getTierMultiplier,
generateTierSkillDef,
canTierUp,
} from '../skill-evolution';
import type { GameState } from '../types';
// ─── Test Helpers ───────────────────────────────────────────────────────────
function createMockState(overrides: Partial<GameState> = {}): GameState {
const elements: Record<string, { current: number; max: number; unlocked: boolean }> = {};
const baseElements = ['fire', 'water', 'air', 'earth', 'light', 'dark', 'death', 'transference', 'metal', 'sand', 'crystal', 'stellar', 'void', 'lightning'];
baseElements.forEach((k) => {
elements[k] = { current: 0, max: 10, unlocked: baseElements.slice(0, 4).includes(k) };
});
return {
day: 1,
hour: 0,
loopCount: 0,
gameOver: false,
victory: false,
paused: false,
rawMana: 100,
meditateTicks: 0,
totalManaGathered: 0,
elements,
currentFloor: 1,
floorHP: 100,
floorMaxHP: 100,
castProgress: 0,
currentRoom: {
roomType: 'combat',
enemies: [{ id: 'enemy', hp: 100, maxHP: 100, armor: 0, dodgeChance: 0, element: 'fire' }],
},
maxFloorReached: 1,
signedPacts: [],
activeSpell: 'manaBolt',
currentAction: 'meditate',
spells: { manaBolt: { learned: true, level: 1, studyProgress: 0 } },
skills: {},
skillProgress: {},
skillUpgrades: {},
skillTiers: {},
parallelStudyTarget: null,
equippedInstances: { mainHand: null, offHand: null, head: null, body: null, hands: null, accessory1: null, accessory2: null },
equipmentInstances: {},
enchantmentDesigns: [],
designProgress: null,
preparationProgress: null,
applicationProgress: null,
equipmentCraftingProgress: null,
unlockedEffects: [],
equipmentSpellStates: [],
equipment: { mainHand: null, offHand: null, head: null, body: null, hands: null, accessory: null },
inventory: [],
blueprints: {},
lootInventory: { materials: {}, blueprints: [] },
schedule: [],
autoSchedule: false,
studyQueue: [],
craftQueue: [],
currentStudyTarget: null,
achievements: { unlocked: [], progress: {} },
totalSpellsCast: 0,
totalDamageDealt: 0,
totalCraftsCompleted: 0,
attunements: {
enchanter: { id: 'enchanter', active: true, level: 1, experience: 0 },
invoker: { id: 'invoker', active: false, level: 1, experience: 0 },
fabricator: { id: 'fabricator', active: false, level: 1, experience: 0 },
},
golemancy: {
enabledGolems: [],
summonedGolems: [],
lastSummonFloor: 0,
},
insight: 0,
totalInsight: 0,
prestigeUpgrades: {},
memorySlots: 3,
memories: [],
incursionStrength: 0,
containmentWards: 0,
log: [],
loopInsight: 0,
...overrides,
} as GameState;
}
// ─── Mana Skills Tests ─────────────────────────────────────────────────────────
describe('Mana Skills', () => {
describe('Mana Well (+100 max mana)', () => {
it('should add 100 max mana per level', () => {
const state0 = createMockState({ skills: { manaWell: 0 } });
const state1 = createMockState({ skills: { manaWell: 1 } });
const state5 = createMockState({ skills: { manaWell: 5 } });
const state10 = createMockState({ skills: { manaWell: 10 } });
expect(computeMaxMana(state0, { maxManaBonus: 0, maxManaMultiplier: 1 })).toBe(100);
expect(computeMaxMana(state1, { maxManaBonus: 0, maxManaMultiplier: 1 })).toBe(100 + 100);
expect(computeMaxMana(state5, { maxManaBonus: 0, maxManaMultiplier: 1 })).toBe(100 + 500);
expect(computeMaxMana(state10, { maxManaBonus: 0, maxManaMultiplier: 1 })).toBe(100 + 1000);
});
it('skill definition should match description', () => {
expect(SKILLS_DEF.manaWell.desc).toBe("+100 max mana");
expect(SKILLS_DEF.manaWell.max).toBe(10);
});
it('should have upgrade tree', () => {
expect(SKILL_EVOLUTION_PATHS.manaWell).toBeDefined();
expect(SKILL_EVOLUTION_PATHS.manaWell.tiers.length).toBe(5);
});
});
describe('Mana Flow (+1 regen/hr)', () => {
it('should add 1 regen per hour per level', () => {
const state0 = createMockState({ skills: { manaFlow: 0 } });
const state1 = createMockState({ skills: { manaFlow: 1 } });
const state5 = createMockState({ skills: { manaFlow: 5 } });
const effects = { regenBonus: 0, regenMultiplier: 1, permanentRegenBonus: 0 };
expect(computeRegen(state0, effects)).toBe(2);
expect(computeRegen(state1, effects)).toBe(2 + 1);
expect(computeRegen(state5, effects)).toBe(2 + 5);
});
it('skill definition should match description', () => {
expect(SKILLS_DEF.manaFlow.desc).toBe("+1 regen/hr");
expect(SKILLS_DEF.manaFlow.max).toBe(10);
});
});
describe('Mana Spring (+2 mana regen)', () => {
it('should add 2 mana regen', () => {
const state0 = createMockState({ skills: { manaSpring: 0 } });
const state1 = createMockState({ skills: { manaSpring: 1 } });
const effects = { regenBonus: 0, regenMultiplier: 1, permanentRegenBonus: 0 };
expect(computeRegen(state0, effects)).toBe(2);
expect(computeRegen(state1, effects)).toBe(2 + 2);
});
it('skill definition should match description', () => {
expect(SKILLS_DEF.manaSpring.desc).toBe("+2 mana regen");
expect(SKILLS_DEF.manaSpring.max).toBe(1);
});
});
describe('Elemental Attunement (+50 elem mana cap)', () => {
it('should add 50 element mana capacity per level', () => {
const state0 = createMockState({ skills: { elemAttune: 0 } });
const state1 = createMockState({ skills: { elemAttune: 1 } });
const state5 = createMockState({ skills: { elemAttune: 5 } });
expect(computeElementMax(state0, { elementCapBonus: 0, elementCapMultiplier: 1 })).toBe(10);
expect(computeElementMax(state1, { elementCapBonus: 0, elementCapMultiplier: 1 })).toBe(10 + 50);
expect(computeElementMax(state5, { elementCapBonus: 0, elementCapMultiplier: 1 })).toBe(10 + 250);
});
it('skill definition should match description', () => {
expect(SKILLS_DEF.elemAttune.desc).toBe("+50 elem mana cap");
expect(SKILLS_DEF.elemAttune.max).toBe(10);
});
});
describe('Mana Overflow (+25% mana from clicks)', () => {
it('skill definition should match description', () => {
expect(SKILLS_DEF.manaOverflow.desc).toBe("+25% mana from clicks");
expect(SKILLS_DEF.manaOverflow.max).toBe(5);
});
it('should require Mana Well 3', () => {
expect(SKILLS_DEF.manaOverflow.req).toEqual({ manaWell: 3 });
});
});
describe('Mana Tap (+1 mana/click)', () => {
it('should add 1 mana per click', () => {
const state0 = createMockState({ skills: { manaTap: 0 } });
const state1 = createMockState({ skills: { manaTap: 1 } });
expect(computeClickMana(state0, { clickManaBonus: 0, clickManaMultiplier: 1 })).toBe(1);
expect(computeClickMana(state1, { clickManaBonus: 0, clickManaMultiplier: 1 })).toBe(2);
});
it('skill definition should match description', () => {
expect(SKILLS_DEF.manaTap.desc).toBe("+1 mana/click");
expect(SKILLS_DEF.manaTap.max).toBe(1);
});
});
describe('Mana Surge (+3 mana/click)', () => {
it('should add 3 mana per click', () => {
const state1 = createMockState({ skills: { manaSurge: 1 } });
expect(computeClickMana(state1, { clickManaBonus: 0, clickManaMultiplier: 1 })).toBe(1 + 3);
});
it('should stack with Mana Tap', () => {
const state = createMockState({ skills: { manaTap: 1, manaSurge: 1 } });
expect(computeClickMana(state, { clickManaBonus: 0, clickManaMultiplier: 1 })).toBe(1 + 1 + 3);
});
it('should require Mana Tap 1', () => {
expect(SKILLS_DEF.manaSurge.req).toEqual({ manaTap: 1 });
});
});
});
// ─── Study Skills Tests ─────────────────────────────────────────────────────────
describe('Study Skills', () => {
describe('Quick Learner (+10% study speed)', () => {
it('should multiply study speed by 10% per level', () => {
expect(getStudySpeedMultiplier({})).toBe(1);
expect(getStudySpeedMultiplier({ quickLearner: 1 })).toBe(1.1);
expect(getStudySpeedMultiplier({ quickLearner: 3 })).toBe(1.3);
expect(getStudySpeedMultiplier({ quickLearner: 5 })).toBe(1.5);
});
it('skill definition should match description', () => {
expect(SKILLS_DEF.quickLearner.desc).toBe("+10% study speed");
expect(SKILLS_DEF.quickLearner.max).toBe(10);
});
});
describe('Focused Mind (-5% study mana cost)', () => {
it('should reduce study mana cost by 5% per level', () => {
expect(getStudyCostMultiplier({})).toBe(1);
expect(getStudyCostMultiplier({ focusedMind: 1 })).toBe(0.95);
expect(getStudyCostMultiplier({ focusedMind: 3 })).toBe(0.85);
expect(getStudyCostMultiplier({ focusedMind: 5 })).toBe(0.75);
});
it('skill definition should match description', () => {
expect(SKILLS_DEF.focusedMind.desc).toBe("-5% study mana cost");
expect(SKILLS_DEF.focusedMind.max).toBe(10);
});
});
describe('Meditation Focus (Up to 2.5x regen after 4hrs)', () => {
it('should provide meditation bonus caps', () => {
expect(SKILLS_DEF.meditation.desc).toContain("2.5x");
expect(SKILLS_DEF.meditation.max).toBe(1);
});
});
describe('Knowledge Retention (+20% study progress saved)', () => {
it('skill definition should match description', () => {
expect(SKILLS_DEF.knowledgeRetention.desc).toBe("+20% study progress saved on cancel");
expect(SKILLS_DEF.knowledgeRetention.max).toBe(3);
});
});
describe('Deep Trance (Extend to 6hrs for 3x)', () => {
it('skill definition should match description', () => {
expect(SKILLS_DEF.deepTrance.desc).toContain("6hrs");
expect(SKILLS_DEF.deepTrance.max).toBe(1);
});
it('should require Meditation 1', () => {
expect(SKILLS_DEF.deepTrance.req).toEqual({ meditation: 1 });
});
});
describe('Void Meditation (Extend to 8hrs for 5x)', () => {
it('skill definition should match description', () => {
expect(SKILLS_DEF.voidMeditation.desc).toContain("8hrs");
expect(SKILLS_DEF.voidMeditation.max).toBe(1);
});
it('should require Deep Trance 1', () => {
expect(SKILLS_DEF.voidMeditation.req).toEqual({ deepTrance: 1 });
});
});
});
// ─── Ascension Skills Tests ─────────────────────────────────────────────────────
describe('Ascension Skills', () => {
describe('Insight Harvest (+10% insight gain)', () => {
it('should multiply insight gain by 10% per level', () => {
const state0 = createMockState({ maxFloorReached: 10, skills: { insightHarvest: 0 } });
const state1 = createMockState({ maxFloorReached: 10, skills: { insightHarvest: 1 } });
const state5 = createMockState({ maxFloorReached: 10, skills: { insightHarvest: 5 } });
const insight0 = calcInsight(state0);
const insight1 = calcInsight(state1);
const insight5 = calcInsight(state5);
expect(insight1).toBeGreaterThan(insight0);
expect(insight5).toBeGreaterThan(insight1);
});
it('skill definition should match description', () => {
expect(SKILLS_DEF.insightHarvest.desc).toBe("+10% insight gain");
expect(SKILLS_DEF.insightHarvest.max).toBe(5);
});
});
describe('Guardian Bane (+20% dmg vs guardians)', () => {
it('skill definition should match description', () => {
expect(SKILLS_DEF.guardianBane.desc).toBe("+20% dmg vs guardians");
expect(SKILLS_DEF.guardianBane.max).toBe(3);
});
});
});
// ─── Enchanter Skills Tests ─────────────────────────────────────────────────────
describe('Enchanter Skills', () => {
describe('Enchanting (Unlock enchantment design)', () => {
it('skill definition should exist', () => {
expect(SKILLS_DEF.enchanting).toBeDefined();
expect(SKILLS_DEF.enchanting.attunement).toBe('enchanter');
});
});
describe('Efficient Enchant (-5% enchantment capacity cost)', () => {
it('skill definition should exist', () => {
expect(SKILLS_DEF.efficientEnchant).toBeDefined();
expect(SKILLS_DEF.efficientEnchant.max).toBe(5);
});
});
describe('Disenchanting (Recover mana from removed enchantments)', () => {
it('skill definition should exist', () => {
expect(SKILLS_DEF.disenchanting).toBeDefined();
});
});
});
// ─── Golemancy Skills Tests ────────────────────────────────────────────────────
describe('Golemancy Skills', () => {
describe('Golem Mastery (+10% golem damage)', () => {
it('skill definition should exist', () => {
expect(SKILLS_DEF.golemMastery).toBeDefined();
expect(SKILLS_DEF.golemMastery.attunementReq).toBeDefined();
});
});
describe('Golem Efficiency (+5% attack speed)', () => {
it('skill definition should exist', () => {
expect(SKILLS_DEF.golemEfficiency).toBeDefined();
});
});
describe('Golem Longevity (+1 floor duration)', () => {
it('skill definition should exist', () => {
expect(SKILLS_DEF.golemLongevity).toBeDefined();
});
});
describe('Golem Siphon (-10% maintenance)', () => {
it('skill definition should exist', () => {
expect(SKILLS_DEF.golemSiphon).toBeDefined();
});
});
});
// ─── Meditation Bonus Tests ─────────────────────────────────────────────────────
describe('Meditation Bonus', () => {
it('should start at 1x with no meditation', () => {
expect(getMeditationBonus(0, {})).toBe(1);
});
it('should ramp up over time without skills', () => {
const bonus1hr = getMeditationBonus(25, {}); // 1 hour of ticks
expect(bonus1hr).toBeGreaterThan(1);
const bonus4hr = getMeditationBonus(100, {}); // 4 hours
expect(bonus4hr).toBeGreaterThan(bonus1hr);
});
it('should cap at 1.5x without meditation skill', () => {
const bonus = getMeditationBonus(200, {}); // 8 hours
expect(bonus).toBe(1.5);
});
it('should give 2.5x with meditation skill after 4 hours', () => {
const bonus = getMeditationBonus(100, { meditation: 1 });
expect(bonus).toBe(2.5);
});
it('should give 3.0x with deepTrance skill after 6 hours', () => {
const bonus = getMeditationBonus(150, { meditation: 1, deepTrance: 1 });
expect(bonus).toBe(3.0);
});
it('should give 5.0x with voidMeditation skill after 8 hours', () => {
const bonus = getMeditationBonus(200, { meditation: 1, deepTrance: 1, voidMeditation: 1 });
expect(bonus).toBe(5.0);
});
});
// ─── Skill Prerequisites Tests ──────────────────────────────────────────────────
describe('Skill Prerequisites', () => {
it('Mana Overflow should require Mana Well 3', () => {
expect(SKILLS_DEF.manaOverflow.req).toEqual({ manaWell: 3 });
});
it('Mana Surge should require Mana Tap 1', () => {
expect(SKILLS_DEF.manaSurge.req).toEqual({ manaTap: 1 });
});
it('Deep Trance should require Meditation 1', () => {
expect(SKILLS_DEF.deepTrance.req).toEqual({ meditation: 1 });
});
it('Void Meditation should require Deep Trance 1', () => {
expect(SKILLS_DEF.voidMeditation.req).toEqual({ deepTrance: 1 });
});
it('Efficient Enchant should require Enchanting 3', () => {
expect(SKILLS_DEF.efficientEnchant.req).toEqual({ enchanting: 3 });
});
});
// ─── Study Time Tests ───────────────────────────────────────────────────────────
describe('Study Times', () => {
it('all skills should have reasonable study times', () => {
Object.entries(SKILLS_DEF).forEach(([id, skill]) => {
expect(skill.studyTime).toBeGreaterThan(0);
expect(skill.studyTime).toBeLessThanOrEqual(72);
});
});
it('ascension skills should have long study times', () => {
const ascensionSkills = Object.entries(SKILLS_DEF).filter(([, s]) => s.cat === 'ascension');
ascensionSkills.forEach(([, skill]) => {
expect(skill.studyTime).toBeGreaterThanOrEqual(20);
});
});
});
// ─── Prestige Upgrade Tests ─────────────────────────────────────────────────────
describe('Prestige Upgrades', () => {
it('all prestige upgrades should have valid costs', () => {
Object.entries(PRESTIGE_DEF).forEach(([id, upgrade]) => {
expect(upgrade.cost).toBeGreaterThan(0);
expect(upgrade.max).toBeGreaterThan(0);
});
});
it('Mana Well prestige should add 500 starting max mana', () => {
const state0 = createMockState({ prestigeUpgrades: { manaWell: 0 } });
const state1 = createMockState({ prestigeUpgrades: { manaWell: 1 } });
const state5 = createMockState({ prestigeUpgrades: { manaWell: 5 } });
expect(computeMaxMana(state0, { maxManaBonus: 0, maxManaMultiplier: 1 })).toBe(100);
expect(computeMaxMana(state1, { maxManaBonus: 0, maxManaMultiplier: 1 })).toBe(100 + 500);
expect(computeMaxMana(state5, { maxManaBonus: 0, maxManaMultiplier: 1 })).toBe(100 + 2500);
});
it('Elemental Attunement prestige should add 25 element cap', () => {
const state0 = createMockState({ prestigeUpgrades: { elementalAttune: 0 } });
const state1 = createMockState({ prestigeUpgrades: { elementalAttune: 1 } });
const state10 = createMockState({ prestigeUpgrades: { elementalAttune: 10 } });
expect(computeElementMax(state0, { elementCapBonus: 0, elementCapMultiplier: 1 })).toBe(10);
expect(computeElementMax(state1, { elementCapBonus: 0, elementCapMultiplier: 1 })).toBe(10 + 25);
expect(computeElementMax(state10, { elementCapBonus: 0, elementCapMultiplier: 1 })).toBe(10 + 250);
});
});
// ─── Integration Tests ──────────────────────────────────────────────────────────
describe('Integration Tests', () => {
it('skill costs should scale with level', () => {
const skill = SKILLS_DEF.manaWell;
for (let level = 0; level < skill.max; level++) {
const cost = skill.base * (level + 1);
expect(cost).toBeGreaterThan(0);
}
});
it('all skills should have valid categories', () => {
const validCategories = ['mana', 'study', 'ascension', 'enchant', 'effectResearch', 'invocation', 'pact', 'fabrication', 'golemancy', 'research', 'craft'];
Object.values(SKILLS_DEF).forEach(skill => {
expect(validCategories).toContain(skill.cat);
});
});
it('all prerequisite skills should exist', () => {
Object.entries(SKILLS_DEF).forEach(([id, skill]) => {
if (skill.req) {
Object.keys(skill.req).forEach(reqId => {
expect(SKILLS_DEF[reqId]).toBeDefined();
});
}
});
});
it('all prerequisite levels should be within skill max', () => {
Object.entries(SKILLS_DEF).forEach(([id, skill]) => {
if (skill.req) {
Object.entries(skill.req).forEach(([reqId, reqLevel]) => {
expect(reqLevel).toBeLessThanOrEqual(SKILLS_DEF[reqId].max);
});
}
});
});
it('all attunement-requiring skills should have valid attunement', () => {
const validAttunements = ['enchanter', 'invoker', 'fabricator'];
Object.entries(SKILLS_DEF).forEach(([id, skill]) => {
if (skill.attunement) {
expect(validAttunements).toContain(skill.attunement);
}
});
});
});
// ─── Skill Evolution Tests ──────────────────────────────────────────────────────
describe('Skill Evolution', () => {
it('skills with max > 1 should have evolution paths', () => {
const skillsWithMaxGt1 = Object.entries(SKILLS_DEF)
.filter(([_, def]) => def.max > 1)
.map(([id]) => id);
for (const skillId of skillsWithMaxGt1) {
expect(SKILL_EVOLUTION_PATHS[skillId], `Missing evolution path for ${skillId}`).toBeDefined();
}
});
it('tier multiplier should be 10^(tier-1)', () => {
expect(getTierMultiplier('manaWell')).toBe(1);
expect(getTierMultiplier('manaWell_t2')).toBe(10);
expect(getTierMultiplier('manaWell_t3')).toBe(100);
expect(getTierMultiplier('manaWell_t4')).toBe(1000);
expect(getTierMultiplier('manaWell_t5')).toBe(10000);
});
it('getNextTierSkill should return correct next tier', () => {
expect(getNextTierSkill('manaWell')).toBe('manaWell_t2');
expect(getNextTierSkill('manaWell_t2')).toBe('manaWell_t3');
expect(getNextTierSkill('manaWell_t5')).toBeNull();
});
it('generateTierSkillDef should return valid definitions', () => {
const tier1 = generateTierSkillDef('manaWell', 1);
expect(tier1).not.toBeNull();
expect(tier1?.name).toBe('Mana Well');
expect(tier1?.multiplier).toBe(1);
const tier2 = generateTierSkillDef('manaWell', 2);
expect(tier2).not.toBeNull();
expect(tier2?.name).toBe('Deep Reservoir');
expect(tier2?.multiplier).toBe(10);
});
});
console.log('✅ All skill tests defined.');

View File

@@ -831,6 +831,322 @@ export const SKILL_EVOLUTION_PATHS: Record<string, SkillEvolutionPath> = {
},
],
},
// ═══════════════════════════════════════════════════════════════════════════
// ADDITIONAL SKILL UPGRADE TREES
// ═══════════════════════════════════════════════════════════════════════════
// ─── Mana Overflow (max 5) ──────────────────────────────────────────────────
manaOverflow: {
baseSkillId: 'manaOverflow',
tiers: [
{
tier: 1,
skillId: 'manaOverflow',
name: 'Mana Overflow',
multiplier: 1,
upgrades: [
{ id: 'mo_l5_surge', name: 'Click Surge', desc: '+50% click mana when above 90% mana', milestone: 5, effect: { type: 'special', specialId: 'clickSurge', specialDesc: 'High mana click bonus' } },
],
},
{
tier: 2,
skillId: 'manaOverflow_t2',
name: 'Mana Torrent',
multiplier: 10,
upgrades: [
{ id: 'mo_t2_l5_flood', name: 'Mana Flood', desc: '+75% click mana when above 75% mana', milestone: 5, effect: { type: 'special', specialId: 'manaFlood', specialDesc: 'Enhanced click bonus' } },
],
},
],
},
// ─── Knowledge Retention (max 3) ────────────────────────────────────────────
knowledgeRetention: {
baseSkillId: 'knowledgeRetention',
tiers: [
{
tier: 1,
skillId: 'knowledgeRetention',
name: 'Knowledge Retention',
multiplier: 1,
upgrades: [],
},
],
},
// ─── Efficient Enchant (max 5) ──────────────────────────────────────────────
efficientEnchant: {
baseSkillId: 'efficientEnchant',
tiers: [
{
tier: 1,
skillId: 'efficientEnchant',
name: 'Efficient Enchant',
multiplier: 1,
upgrades: [
{ id: 'ee_l5_thrifty', name: 'Thrifty Enchanter', desc: '+10% chance for free enchantment', milestone: 5, effect: { type: 'special', specialId: 'thriftyEnchanter', specialDesc: 'Free enchant chance' } },
],
},
{
tier: 2,
skillId: 'efficientEnchant_t2',
name: 'Master Efficiency',
multiplier: 10,
upgrades: [
{ id: 'ee_t2_l5_optimize', name: 'Optimized Enchanting', desc: '+25% chance for free enchantment', milestone: 5, effect: { type: 'special', specialId: 'optimizedEnchanting', specialDesc: 'Enhanced free chance' } },
],
},
],
},
// ─── Disenchanting (max 3) ──────────────────────────────────────────────────
disenchanting: {
baseSkillId: 'disenchanting',
tiers: [
{
tier: 1,
skillId: 'disenchanting',
name: 'Disenchanting',
multiplier: 1,
upgrades: [],
},
],
},
// ─── Enchant Speed (max 5) ──────────────────────────────────────────────────
enchantSpeed: {
baseSkillId: 'enchantSpeed',
tiers: [
{
tier: 1,
skillId: 'enchantSpeed',
name: 'Enchant Speed',
multiplier: 1,
upgrades: [
{ id: 'es_l5_hasty', name: 'Hasty Enchanter', desc: '+25% design speed for repeat enchantments', milestone: 5, effect: { type: 'special', specialId: 'hastyEnchanter', specialDesc: 'Faster repeat designs' } },
],
},
{
tier: 2,
skillId: 'enchantSpeed_t2',
name: 'Swift Enchanter',
multiplier: 10,
upgrades: [
{ id: 'es_t2_l5_instant', name: 'Instant Designs', desc: '10% chance for instant design completion', milestone: 5, effect: { type: 'special', specialId: 'instantDesigns', specialDesc: 'Instant design chance' } },
],
},
],
},
// ─── Essence Refining (max 5) ───────────────────────────────────────────────
essenceRefining: {
baseSkillId: 'essenceRefining',
tiers: [
{
tier: 1,
skillId: 'essenceRefining',
name: 'Essence Refining',
multiplier: 1,
upgrades: [
{ id: 'er_l5_pure', name: 'Pure Essence', desc: '+25% enchantment power for tier 1 enchantments', milestone: 5, effect: { type: 'special', specialId: 'pureEssence', specialDesc: 'Enhanced tier 1 power' } },
],
},
{
tier: 2,
skillId: 'essenceRefining_t2',
name: 'Essence Mastery',
multiplier: 10,
upgrades: [
{ id: 'er_t2_l5_perfect', name: 'Perfect Essence', desc: '+50% enchantment power for all tiers', milestone: 5, effect: { type: 'multiplier', stat: 'enchantPower', value: 0.5 } },
],
},
],
},
// ─── Scroll Crafting (max 3) ────────────────────────────────────────────────
scrollCrafting: {
baseSkillId: 'scrollCrafting',
tiers: [
{
tier: 1,
skillId: 'scrollCrafting',
name: 'Scroll Crafting',
multiplier: 1,
upgrades: [],
},
],
},
// ─── Efficient Crafting (max 5) ─────────────────────────────────────────────
effCrafting: {
baseSkillId: 'effCrafting',
tiers: [
{
tier: 1,
skillId: 'effCrafting',
name: 'Eff. Crafting',
multiplier: 1,
upgrades: [
{ id: 'ec_l5_batch', name: 'Batch Crafting', desc: 'Craft 2 items at once with 75% speed each', milestone: 5, effect: { type: 'special', specialId: 'batchCrafting', specialDesc: 'Parallel crafting' } },
],
},
{
tier: 2,
skillId: 'effCrafting_t2',
name: 'Master Crafter',
multiplier: 10,
upgrades: [
{ id: 'ec_t2_l5_mass', name: 'Mass Production', desc: 'Craft 3 items at once at full speed', milestone: 5, effect: { type: 'special', specialId: 'massProduction', specialDesc: 'Triple crafting' } },
],
},
],
},
// ─── Field Repair (max 5) ───────────────────────────────────────────────────
fieldRepair: {
baseSkillId: 'fieldRepair',
tiers: [
{
tier: 1,
skillId: 'fieldRepair',
name: 'Field Repair',
multiplier: 1,
upgrades: [
{ id: 'fr_l5_scavenge', name: 'Scavenge', desc: 'Recover 10% of materials from broken items', milestone: 5, effect: { type: 'special', specialId: 'scavenge', specialDesc: 'Material recovery' } },
],
},
{
tier: 2,
skillId: 'fieldRepair_t2',
name: 'Master Repair',
multiplier: 10,
upgrades: [
{ id: 'fr_t2_l5_reclaim', name: 'Reclaim', desc: 'Recover 25% of materials from broken items', milestone: 5, effect: { type: 'special', specialId: 'reclaim', specialDesc: 'Enhanced recovery' } },
],
},
],
},
// ─── Elemental Crafting (max 3) ─────────────────────────────────────────────
elemCrafting: {
baseSkillId: 'elemCrafting',
tiers: [
{
tier: 1,
skillId: 'elemCrafting',
name: 'Elem. Crafting',
multiplier: 1,
upgrades: [],
},
],
},
// ─── Golem Efficiency (max 5) ───────────────────────────────────────────────
golemEfficiency: {
baseSkillId: 'golemEfficiency',
tiers: [
{
tier: 1,
skillId: 'golemEfficiency',
name: 'Golem Efficiency',
multiplier: 1,
upgrades: [
{ id: 'ge_l5_rapid', name: 'Rapid Strikes', desc: '+25% attack speed for first 3 floors', milestone: 5, effect: { type: 'special', specialId: 'rapidStrikes', specialDesc: 'Opening speed boost' } },
],
},
{
tier: 2,
skillId: 'golemEfficiency_t2',
name: 'Swift Golems',
multiplier: 10,
upgrades: [
{ id: 'ge_t2_l5_blitz', name: 'Blitz Attack', desc: '+50% attack speed for first 5 floors', milestone: 5, effect: { type: 'special', specialId: 'blitzAttack', specialDesc: 'Extended speed boost' } },
],
},
],
},
// ─── Golem Longevity (max 3) ────────────────────────────────────────────────
golemLongevity: {
baseSkillId: 'golemLongevity',
tiers: [
{
tier: 1,
skillId: 'golemLongevity',
name: 'Golem Longevity',
multiplier: 1,
upgrades: [],
},
],
},
// ─── Golem Siphon (max 3) ───────────────────────────────────────────────────
golemSiphon: {
baseSkillId: 'golemSiphon',
tiers: [
{
tier: 1,
skillId: 'golemSiphon',
name: 'Golem Siphon',
multiplier: 1,
upgrades: [],
},
],
},
// ─── Insight Harvest (max 5) ────────────────────────────────────────────────
insightHarvest: {
baseSkillId: 'insightHarvest',
tiers: [
{
tier: 1,
skillId: 'insightHarvest',
name: 'Insight Harvest',
multiplier: 1,
upgrades: [
{ id: 'ih_l5_bounty', name: 'Insight Bounty', desc: '+25% insight from guardian kills', milestone: 5, effect: { type: 'special', specialId: 'insightBounty', specialDesc: 'Guardian insight bonus' } },
],
},
{
tier: 2,
skillId: 'insightHarvest_t2',
name: 'Insight Mastery',
multiplier: 10,
upgrades: [
{ id: 'ih_t2_l5_harvest', name: 'Greater Harvest', desc: '+50% insight from all sources', milestone: 5, effect: { type: 'multiplier', stat: 'insightGain', value: 0.5 } },
],
},
],
},
// ─── Temporal Memory (max 3) ────────────────────────────────────────────────
temporalMemory: {
baseSkillId: 'temporalMemory',
tiers: [
{
tier: 1,
skillId: 'temporalMemory',
name: 'Temporal Memory',
multiplier: 1,
upgrades: [],
},
],
},
// ─── Guardian Bane (max 3) ──────────────────────────────────────────────────
guardianBane: {
baseSkillId: 'guardianBane',
tiers: [
{
tier: 1,
skillId: 'guardianBane',
name: 'Guardian Bane',
multiplier: 1,
upgrades: [],
},
],
},
};
/**

View File

@@ -68,11 +68,27 @@ export const SPECIAL_EFFECTS = {
MANA_TORRENT: 'manaTorrent', // +50% regen when above 75% mana
FLOW_SURGE: 'flowSurge', // Clicks restore 2x regen for 1 hour
MANA_OVERFLOW: 'manaOverflow', // Raw mana can exceed max by 20%
MANA_WATERFALL: 'manaWaterfall', // +0.25 regen per 100 max mana (upgraded cascade)
ETERNAL_FLOW: 'eternalFlow', // Regen immune to all penalties
// Mana Well special effects
DESPERATE_WELLS: 'desperateWells', // +50% regen when below 25% mana
MANA_ECHO: 'manaEcho', // 10% chance double mana from clicks
EMERGENCY_RESERVE: 'emergencyReserve', // Keep 10% mana on new loop
MANA_THRESHOLD: 'manaThreshold', // +30% max mana, -10% regen trade-off
MANA_CONVERSION: 'manaConversion', // Convert 5% max mana to click bonus
PANIC_RESERVE: 'panicReserve', // +100% regen when below 10% mana
MANA_CONDENSE: 'manaCondense', // +1% max mana per 1000 gathered
DEEP_RESERVE: 'deepReserve', // +0.5 regen per 100 max mana
MANA_TIDE: 'manaTide', // Regen pulses ±50%
VOID_STORAGE: 'voidStorage', // Store 150% max temporarily
MANA_CORE: 'manaCore', // 0.5% max mana as regen
MANA_HEART: 'manaHeart', // +10% max mana per loop
MANA_GENESIS: 'manaGenesis', // Generate 1% max mana per hour
// Mana Overflow special effects
CLICK_SURGE: 'clickSurge', // +50% click mana above 90% mana
MANA_FLOOD: 'manaFlood', // +75% click mana above 75% mana
// Combat special effects
FIRST_STRIKE: 'firstStrike', // +15% damage on first attack each floor
@@ -100,6 +116,30 @@ export const SPECIAL_EFFECTS = {
EXOTIC_MASTERY: 'exoticMastery', // +20% exotic element damage
ELEMENTAL_RESONANCE: 'elementalResonance', // Using element spells restores 1 of that element
MANA_CONDUIT: 'manaConduit', // Meditation regenerates elemental mana
// Enchanting special effects
ENCHANT_MASTERY: 'enchantMastery', // 2 enchantment designs in progress
ENCHANT_PRESERVATION: 'enchantPreservation', // 25% chance free enchant
THRIFTY_ENCHANTER: 'thriftyEnchanter', // +10% chance free enchantment
OPTIMIZED_ENCHANTING: 'optimizedEnchanting', // +25% chance free enchantment
HASTY_ENCHANTER: 'hastyEnchanter', // +25% speed for repeat designs
INSTANT_DESIGNS: 'instantDesigns', // 10% instant design completion
PURE_ESSENCE: 'pureEssence', // +25% power for tier 1 enchants
// Crafting special effects
BATCH_CRAFTING: 'batchCrafting', // Craft 2 items at 75% speed each
MASS_PRODUCTION: 'massProduction', // Craft 3 items at full speed
SCAVENGE: 'scavenge', // Recover 10% materials from broken
RECLAIM: 'reclaim', // Recover 25% materials from broken
// Golemancy special effects
GOLEM_FURY: 'golemFury', // +50% attack speed for first 2 floors
GOLEM_RESONANCE: 'golemResonance', // Golems share 10% damage
RAPID_STRIKES: 'rapidStrikes', // +25% attack speed for first 3 floors
BLITZ_ATTACK: 'blitzAttack', // +50% attack speed for first 5 floors
// Ascension special effects
INSIGHT_BOUNTY: 'insightBounty', // +25% insight from guardians
} as const;
// ─── Upgrade Definition Cache ─────────────────────────────────────────────────