feat: guardian defensive stats — shield, barrier, health regen + stat label renames
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This commit is contained in:
@@ -1,4 +1,4 @@
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# Circular Dependencies
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Generated: 2026-05-29T13:42:14.414Z
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Generated: 2026-05-29T15:18:18.868Z
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No circular dependencies found. ✅
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@@ -1,6 +1,6 @@
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{
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"_meta": {
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"generated": "2026-05-29T13:42:12.691Z",
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"generated": "2026-05-29T15:18:17.066Z",
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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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@@ -408,11 +408,13 @@
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"data/golems/types.ts"
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],
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"data/guardian-data.ts": [
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"types.ts"
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"types.ts",
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"utils/guardian-utils.ts"
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],
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"data/guardian-encounters.ts": [
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"data/guardian-data.ts",
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"types.ts"
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"types.ts",
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"utils/guardian-utils.ts"
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],
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"data/loot-drops.ts": [
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"types/game.ts"
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@@ -702,6 +704,9 @@
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"data/guardian-encounters.ts"
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],
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"utils/formatting.ts": [],
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"utils/guardian-utils.ts": [
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"constants/elements.ts"
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],
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"utils/index.ts": [
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"utils/combat-utils.ts",
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"utils/floor-utils.ts",
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@@ -180,12 +180,27 @@ function NextGuardianCard({ nextGuardian, nextGuardianData }: { nextGuardian: nu
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>
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{nextGuardianData.element.join(' + ')}
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</Badge>
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<span className="text-xs text-gray-500">HP: {fmt(nextGuardianData.hp)}</span>
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<span className="text-xs text-gray-500">Health: {fmt(nextGuardianData.hp)}</span>
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{nextGuardianData.armor && (
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<span className="text-xs text-gray-500">
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Armor: {Math.round(nextGuardianData.armor * 100)}%
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</span>
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)}
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{nextGuardianData.shield && nextGuardianData.shield > 0 && (
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<span className="text-xs text-cyan-400">
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Shield: {fmt(nextGuardianData.shield)}
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</span>
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)}
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{nextGuardianData.barrier && nextGuardianData.barrier > 0 && (
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<span className="text-xs text-blue-400">
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Barrier: {Math.round(nextGuardianData.barrier * 100)}%
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</span>
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)}
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{nextGuardianData.healthRegen && nextGuardianData.healthRegen > 0 && (
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<span className="text-xs text-green-400">
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Regen: {nextGuardianData.healthRegenIsPercent ? nextGuardianData.healthRegen + '%/tick' : nextGuardianData.healthRegen + '/tick'}
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</span>
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)}
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</div>
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</div>
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</div>
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@@ -289,7 +304,7 @@ function GuardianRosterItem({ floor, guardian, isDefeated }: { floor: number; gu
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>
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{guardian.element.join(' + ')}
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</span>
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<span className="text-[10px] text-gray-500">HP: {fmt(guardian.hp)}</span>
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<span className="text-[10px] text-gray-500">Health: {fmt(guardian.hp)}</span>
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</div>
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</div>
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</div>
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@@ -5,7 +5,7 @@ import { ELEMENTS } from '@/lib/game/constants';
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import type { GuardianDef, GuardianBoon } from '@/lib/game/types';
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import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
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import { Badge } from '@/components/ui/badge';
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import { Shield, Swords, Clock, Sparkles, Check, Lock, ChevronRight } from 'lucide-react';
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import { Shield, Swords, Clock, Sparkles, Check, Lock, ChevronRight, Heart, Hexagon } from 'lucide-react';
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import clsx from 'clsx';
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import { DebugName } from '@/components/game/debug/debug-context';
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@@ -152,20 +152,48 @@ GuardianCard.displayName = 'GuardianCard';
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// ─── Guardian Stats ──────────────────────────────────────────────────────────
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function GuardianStats({ guardian }: { guardian: GuardianDef }) {
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const hasShield = !!(guardian.shield && guardian.shield > 0);
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const hasBarrier = !!(guardian.barrier && guardian.barrier > 0);
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const hasHealthRegen = !!(guardian.healthRegen && guardian.healthRegen > 0);
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return (
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<div className="grid grid-cols-3 gap-2 text-xs">
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<div className="flex items-center gap-1 text-gray-400">
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<Shield className="w-3 h-3" />
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<span>HP: {guardian.hp.toLocaleString()}</span>
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</div>
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<div className="flex items-center gap-1 text-gray-400">
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<Swords className="w-3 h-3" />
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<span>PWR: {guardian.power.toLocaleString()}</span>
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</div>
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<div className="flex items-center gap-1 text-gray-400">
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<Shield className="w-3 h-3" />
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<span>ARM: {Math.round((guardian.armor ?? 0) * 100)}%</span>
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<div className="space-y-1.5">
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<div className="grid grid-cols-3 gap-2 text-xs">
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<div className="flex items-center gap-1 text-gray-400">
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<Shield className="w-3 h-3" />
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<span>Health: {guardian.hp.toLocaleString()}</span>
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</div>
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<div className="flex items-center gap-1 text-gray-400">
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<Swords className="w-3 h-3" />
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<span>Power: {guardian.power.toLocaleString()}</span>
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</div>
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<div className="flex items-center gap-1 text-gray-400">
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<Shield className="w-3 h-3" />
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<span>Armor: {Math.round((guardian.armor ?? 0) * 100)}%</span>
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</div>
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</div>
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{(hasShield || hasBarrier || hasHealthRegen) && (
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<div className="grid grid-cols-3 gap-2 text-xs border-t border-gray-700/40 pt-1.5">
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{hasShield && (
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<div className="flex items-center gap-1 text-cyan-400">
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<Hexagon className="w-3 h-3" />
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<span>Shield: {guardian.shield!.toLocaleString()}</span>
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</div>
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)}
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{hasBarrier && (
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<div className="flex items-center gap-1 text-blue-400">
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<Shield className="w-3 h-3" />
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<span>Barrier: {Math.round(guardian.barrier! * 100)}%</span>
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</div>
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)}
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{hasHealthRegen && (
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<div className="flex items-center gap-1 text-green-400">
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<Heart className="w-3 h-3" />
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<span>Regen: {guardian.healthRegenIsPercent ? guardian.healthRegen + '%/tick' : guardian.healthRegen + '/tick'}</span>
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</div>
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)}
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</div>
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)}
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</div>
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);
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}
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@@ -21,8 +21,8 @@ function hp(floor: number): number {
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return Math.floor(base * Math.pow(floor / 10, exponent));
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}
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function pactCost(hpVal: number, power: number, armor: number): number {
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return Math.floor(hpVal * 0.3 + power * 5 + hpVal * armor * 0.5);
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function pactCost(hpVal: number, power: number, armor: number, shield: number, barrier: number): number {
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return Math.floor(hpVal * 0.3 + power * 5 + hpVal * armor * 0.5 + shield * 2 + hpVal * barrier * 0.3);
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}
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function mk(
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@@ -35,11 +35,21 @@ function mk(
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boons: GuardianDef['boons'],
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uniquePerk: string,
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effects: GuardianDef['effects'],
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defensive?: {
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shield?: number;
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shieldRegen?: number;
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barrier?: number;
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barrierRegen?: number;
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healthRegen?: number;
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healthRegenIsPercent?: boolean;
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},
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): GuardianDef {
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const hpVal = hp(floor);
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const power = Math.floor(hpVal * 0.5);
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const arm = armor;
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const pc = pactCost(hpVal, power, arm);
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const shield = defensive?.shield ?? 0;
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const barrier = defensive?.barrier ?? 0;
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const pc = pactCost(hpVal, power, arm, shield, barrier);
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const pt = 2 + Math.floor(floor / 10);
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return {
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@@ -49,6 +59,12 @@ function mk(
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pact: pactMult,
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color,
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armor: arm,
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shield,
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shieldRegen: defensive?.shieldRegen ?? 0,
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barrier,
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barrierRegen: defensive?.barrierRegen ?? 0,
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healthRegen: defensive?.healthRegen ?? 0,
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healthRegenIsPercent: defensive?.healthRegenIsPercent ?? false,
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boons,
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pactCost: pc,
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pactTime: pt,
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@@ -82,6 +98,7 @@ const TIER1: Record<number, GuardianDef> = {
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],
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'Water spells deal +15% damage',
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[{ type: 'armor_pierce', value: 0.15 }],
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{ healthRegen: 10, healthRegenIsPercent: false },
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),
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30: mk(30, 'Ventus Rex', ['air'], '#00D4FF', 0.18, 2.0,
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[
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@@ -98,6 +115,7 @@ const TIER1: Record<number, GuardianDef> = {
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],
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'Earth spells deal +25% damage to guardians',
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[{ type: 'armor_pierce', value: 0.2 }],
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{ shield: 200, shieldRegen: 5 },
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),
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50: mk(50, 'Lux Aeterna', ['light'], '#FFD700', 0.20, 2.5,
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[
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@@ -106,6 +124,7 @@ const TIER1: Record<number, GuardianDef> = {
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],
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'Light spells reveal enemy weaknesses (+20% damage)',
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[{ type: 'crit_chance', value: 0.1 }],
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{ barrier: 0.05, barrierRegen: 0.01 },
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),
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60: mk(60, 'Umbra Mortis', ['dark'], '#9B59B6', 0.22, 2.75,
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[
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@@ -114,6 +133,7 @@ const TIER1: Record<number, GuardianDef> = {
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],
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'Dark spells deal +25% damage to armored enemies',
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[{ type: 'crit_damage', value: 0.15 }],
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{ healthRegen: 5, healthRegenIsPercent: true },
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),
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70: mk(70, 'Mors Ultima', ['death'], '#778CA3', 0.25, 3.0,
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[
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@@ -122,6 +142,7 @@ const TIER1: Record<number, GuardianDef> = {
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],
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'Death spells execute enemies below 20% HP',
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[{ type: 'raw_damage', value: 0.1 }],
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{ shield: 400, shieldRegen: 10 },
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),
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80: mk(80, 'Vinculum Arcana', ['transference'], '#1ABC9C', 0.20, 3.25,
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[
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@@ -130,6 +151,7 @@ const TIER1: Record<number, GuardianDef> = {
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],
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'Transference spells have 25% reduced cost',
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[{ type: 'cost_reduction', value: 0.25 }],
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{ barrier: 0.08, barrierRegen: 0.02, healthRegen: 3, healthRegenIsPercent: true },
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),
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};
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@@ -145,6 +167,7 @@ const TIER2: Record<number, GuardianDef> = {
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],
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'Metal spells pierce 20% armor',
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[{ type: 'armor_pierce', value: 0.2 }],
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{ shield: 600, shieldRegen: 15, healthRegen: 4, healthRegenIsPercent: true },
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),
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100: mk(100, '', ['sand'], '#D4AC0D', 0.25, 3.75,
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[
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@@ -153,6 +176,7 @@ const TIER2: Record<number, GuardianDef> = {
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],
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'Sand spells slow enemies by 25%',
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[{ type: 'slow', value: 0.25 }],
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{ barrier: 0.10, barrierRegen: 0.03, healthRegen: 5, healthRegenIsPercent: true },
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),
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110: mk(110, '', ['lightning'], '#FFEB3B', 0.22, 4.0,
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[
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@@ -161,6 +185,7 @@ const TIER2: Record<number, GuardianDef> = {
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],
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'Lightning spells chain to 2 additional targets',
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[{ type: 'chain', value: 2 }],
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{ shield: 800, shieldRegen: 20, barrier: 0.05, barrierRegen: 0.01 },
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),
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};
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@@ -177,6 +202,7 @@ const TIER3: Record<number, GuardianDef> = {
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],
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'Tri-aspect: Metal, Fire, and Earth spells gain +10% effectiveness',
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[{ type: 'armor_pierce', value: 0.25 }, { type: 'burn', value: 0.1 }],
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{ shield: 1000, shieldRegen: 25, barrier: 0.05, barrierRegen: 0.01 },
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),
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140: mk(140, '', ['sand', 'earth', 'water'], '#C9B896', 0.30, 4.75,
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[
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@@ -186,6 +212,7 @@ const TIER3: Record<number, GuardianDef> = {
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],
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'Tri-aspect: Sand, Earth, and Water spells gain +10% effectiveness',
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[{ type: 'slow', value: 0.3 }, { type: 'armor_pierce', value: 0.15 }],
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{ barrier: 0.12, barrierRegen: 0.03, healthRegen: 6, healthRegenIsPercent: true },
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),
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150: mk(150, '', ['lightning', 'fire', 'air'], '#FFE066', 0.28, 5.0,
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[
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@@ -195,6 +222,7 @@ const TIER3: Record<number, GuardianDef> = {
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],
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'Tri-aspect: Lightning, Fire, and Air spells gain +10% effectiveness',
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[{ type: 'chain', value: 2 }, { type: 'cast_speed', value: 0.1 }],
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{ shield: 1200, shieldRegen: 30, healthRegen: 5, healthRegenIsPercent: true },
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),
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160: mk(160, '', ['metal', 'lightning', 'fire', 'earth', 'air'], '#E8C872', 0.35, 5.25,
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[
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@@ -204,6 +232,7 @@ const TIER3: Record<number, GuardianDef> = {
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],
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'Fused aspects: Lightning spells gain +20% armor pierce; Metal spells chain once',
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[{ type: 'armor_pierce', value: 0.3 }, { type: 'chain', value: 1 }],
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{ shield: 1500, shieldRegen: 40, barrier: 0.08, barrierRegen: 0.02, healthRegen: 7, healthRegenIsPercent: true },
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),
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};
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@@ -220,6 +249,7 @@ const TIER4: Record<number, GuardianDef> = {
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],
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'Crystal spells reflect 15% damage back to attackers',
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[{ type: 'reflect', value: 0.15 }],
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{ shield: 2000, shieldRegen: 50, barrier: 0.10, barrierRegen: 0.03 },
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),
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180: mk(180, '', ['stellar'], '#F0E68C', 0.30, 6.0,
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[
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@@ -228,6 +258,7 @@ const TIER4: Record<number, GuardianDef> = {
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],
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'Stellar spells deal +30% damage at night',
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[{ type: 'night_bonus', value: 0.3 }],
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{ barrier: 0.15, barrierRegen: 0.04, healthRegen: 8, healthRegenIsPercent: true },
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),
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190: mk(190, '', ['void'], '#4A235A', 0.35, 6.5,
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[
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@@ -237,6 +268,7 @@ const TIER4: Record<number, GuardianDef> = {
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],
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'Void spells ignore 40% of all resistances',
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[{ type: 'resist_ignore', value: 0.4 }],
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{ shield: 2500, shieldRegen: 60, barrier: 0.10, barrierRegen: 0.02, healthRegen: 6, healthRegenIsPercent: true },
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),
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200: mk(200, '', ['crystal', 'stellar', 'void'], '#B39DDB', 0.40, 7.0,
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[
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@@ -246,6 +278,7 @@ const TIER4: Record<number, GuardianDef> = {
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],
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'Exotic convergence: All exotic spells gain +15% effectiveness',
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[{ type: 'reflect', value: 0.1 }, { type: 'resist_ignore', value: 0.1 }],
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{ shield: 3000, shieldRegen: 80, barrier: 0.12, barrierRegen: 0.03, healthRegen: 10, healthRegenIsPercent: true },
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),
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};
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@@ -38,6 +38,12 @@ export interface CombatState {
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||||
comboHitCount: number;
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||||
floorHitCount: number;
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|
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// Guardian defensive state (shield, barrier, regen)
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guardianShield: number;
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||||
guardianShieldMax: number;
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||||
guardianBarrier: number;
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||||
guardianBarrierMax: number;
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// Spells
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spells: Record<string, SpellState>;
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||||
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@@ -10,6 +10,7 @@ import { generateFloorState } from '../utils/room-utils';
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import { generateSpireFloorState } from '../utils/spire-utils';
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||||
import { addActivityLogEntry } from '../utils/activity-log';
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||||
import { processCombatTick, makeInitialSpells } from './combat-actions';
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import { getGuardianForFloor } from '../data/guardian-encounters';
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import type { CombatStore } from './combat-state.types';
|
||||
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||||
export const useCombatStore = create<CombatStore>()(
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@@ -46,6 +47,12 @@ export const useCombatStore = create<CombatStore>()(
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||||
comboHitCount: 0,
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||||
floorHitCount: 0,
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||||
|
||||
// Guardian defensive state
|
||||
guardianShield: 0,
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||||
guardianShieldMax: 0,
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||||
guardianBarrier: 0,
|
||||
guardianBarrierMax: 0,
|
||||
|
||||
// Spells
|
||||
spells: {
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||||
manaBolt: { learned: true, level: 1, studyProgress: 0 },
|
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@@ -253,6 +260,22 @@ export const useCombatStore = create<CombatStore>()(
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set((state) => ({ totalCraftsCompleted: state.totalCraftsCompleted + 1 }));
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||||
},
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||||
|
||||
resetGuardianDefensiveState: () => {
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||||
set({ guardianShield: 0, guardianShieldMax: 0, guardianBarrier: 0, guardianBarrierMax: 0 });
|
||||
},
|
||||
|
||||
initGuardianDefensiveState: () => {
|
||||
const state = get();
|
||||
const guardian = getGuardianForFloor(state.currentFloor);
|
||||
if (!guardian) return;
|
||||
set({
|
||||
guardianShield: guardian.shield ?? 0,
|
||||
guardianShieldMax: guardian.shield ?? 0,
|
||||
guardianBarrier: guardian.barrier ?? 0,
|
||||
guardianBarrierMax: guardian.barrier ?? 0,
|
||||
});
|
||||
},
|
||||
|
||||
processCombatTick: (
|
||||
rawMana: number,
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>,
|
||||
@@ -316,6 +339,10 @@ export const useCombatStore = create<CombatStore>()(
|
||||
totalSpellsCast: state.totalSpellsCast,
|
||||
totalDamageDealt: state.totalDamageDealt,
|
||||
totalCraftsCompleted: state.totalCraftsCompleted,
|
||||
guardianShield: state.guardianShield,
|
||||
guardianShieldMax: state.guardianShieldMax,
|
||||
guardianBarrier: state.guardianBarrier,
|
||||
guardianBarrierMax: state.guardianBarrierMax,
|
||||
}),
|
||||
}
|
||||
)
|
||||
|
||||
@@ -1,7 +1,4 @@
|
||||
// ─── Game Store (Coordinator) ──────────────────────────────────────
|
||||
// Manages: day, hour, incursionStrength, containmentWards
|
||||
// Orchestrates tick across all stores via read → compute → write pipeline.
|
||||
|
||||
// Game Store — coordinator, tick pipeline, time/incursion
|
||||
import { create } from 'zustand';
|
||||
import { persist } from 'zustand/middleware';
|
||||
import { HOURS_PER_TICK, MAX_DAY } from '../constants';
|
||||
@@ -52,7 +49,6 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
...initialState,
|
||||
|
||||
initGame: () => {
|
||||
// Wire discipline store ↔ combat store callbacks (breaks circular dependency)
|
||||
useDisciplineStore.getState().setPracticingCallbacks({
|
||||
onStartPracticing: () => useCombatStore.getState().startPracticing(),
|
||||
onStopPracticing: () => useCombatStore.getState().stopPracticing(),
|
||||
@@ -62,7 +58,6 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
|
||||
tick: () => {
|
||||
try {
|
||||
// ── Phase 1: Read — snapshot all store states once ──────────────────
|
||||
const ctx = buildTickContext({
|
||||
game: get(),
|
||||
ui: useUIStore.getState(),
|
||||
@@ -76,7 +71,6 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
|
||||
if (ctx.ui.gameOver || ctx.ui.paused) return;
|
||||
|
||||
// Shared setters object — used by every applyTickWrites call below
|
||||
// eslint-disable-next-line @typescript-eslint/no-explicit-any
|
||||
const storeSetters = {
|
||||
setGame: set,
|
||||
@@ -90,11 +84,9 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
addLogs: (msgs: string[]) => msgs.forEach((m) => useUIStore.getState().addLog(m)),
|
||||
};
|
||||
|
||||
// ── Phase 2: Compute — derive all updates ───────────────────────────
|
||||
const writes: TickWrites = { logs: [] };
|
||||
const addLog = (msg: string) => writes.logs.push(msg);
|
||||
|
||||
// Compute equipment and discipline effects
|
||||
const steadyHandLevel = ctx.prestige.prestigeUpgrades.steadyHand || 0;
|
||||
const enchantmentPowerMultiplier = 1 + steadyHandLevel * 0.15;
|
||||
const equipmentEffects = computeEquipmentEffects(
|
||||
@@ -120,7 +112,6 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
disciplineEffects,
|
||||
) * (1 + (disciplineEffects.multipliers.regenMultiplier || 0));
|
||||
|
||||
// Time progression
|
||||
let hour = ctx.game.hour + HOURS_PER_TICK;
|
||||
let day = ctx.game.day;
|
||||
if (hour >= 24) {
|
||||
@@ -128,7 +119,6 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
day += 1;
|
||||
}
|
||||
|
||||
// Shared insight params — reused for both loop-end and victory
|
||||
const insightParams = {
|
||||
maxFloorReached: ctx.combat.maxFloorReached,
|
||||
totalManaGathered: ctx.mana.totalManaGathered,
|
||||
@@ -136,11 +126,9 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
prestigeUpgrades: ctx.prestige.prestigeUpgrades,
|
||||
};
|
||||
|
||||
// Check for loop end
|
||||
if (day > MAX_DAY) {
|
||||
const insightGained = calcInsight(insightParams, disciplineEffects);
|
||||
|
||||
addLog(`⏰ The loop ends. Gained ${insightGained} Insight.`);
|
||||
addLog('The loop ends. Gained ' + insightGained + ' Insight.');
|
||||
writes.ui = { ...(writes.ui || {}), gameOver: true, victory: false };
|
||||
writes.prestige = { ...(writes.prestige || {}), loopInsight: insightGained };
|
||||
writes.game = { day, hour };
|
||||
@@ -148,11 +136,9 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
return;
|
||||
}
|
||||
|
||||
// Check for victory (3× insight multiplier)
|
||||
if (ctx.combat.maxFloorReached >= 100 && ctx.prestige.signedPacts.includes(100)) {
|
||||
const insightGained = calcInsight(insightParams, disciplineEffects) * 3;
|
||||
|
||||
addLog(`🏆 VICTORY! The Awakened One falls! Gained ${insightGained} Insight!`);
|
||||
addLog('VICTORY! The Awakened One falls! Gained ' + insightGained + ' Insight!');
|
||||
writes.ui = { ...(writes.ui || {}), gameOver: true, victory: true };
|
||||
writes.prestige = { ...(writes.prestige || {}), loopInsight: insightGained };
|
||||
applyTickWrites(writes, storeSetters);
|
||||
@@ -161,7 +147,6 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
|
||||
const incursionStrength = getIncursionStrength(day, hour);
|
||||
|
||||
// Meditation bonus tracking
|
||||
let meditateTicks = ctx.mana.meditateTicks;
|
||||
let meditationMultiplier = 1;
|
||||
|
||||
@@ -172,7 +157,6 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
meditateTicks = 0;
|
||||
}
|
||||
|
||||
// Calculate total attunement conversion and apply to element pools
|
||||
let totalConversionPerTick = 0;
|
||||
let elements = { ...ctx.mana.elements };
|
||||
Object.entries(ctx.attunement.attunements).forEach(([id, state]) => {
|
||||
@@ -195,11 +179,9 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
|
||||
const effectiveRegen = Math.max(0, baseRegen * (1 - incursionStrength) * meditationMultiplier - totalConversionPerTick);
|
||||
|
||||
// Mana regeneration
|
||||
let rawMana = Math.min(ctx.mana.rawMana + effectiveRegen * HOURS_PER_TICK, maxMana);
|
||||
let totalManaGathered = ctx.mana.totalManaGathered;
|
||||
|
||||
// Convert action
|
||||
if (ctx.combat.currentAction === 'convert') {
|
||||
const convertResult = useManaStore.getState().processConvertAction(rawMana);
|
||||
if (convertResult) {
|
||||
@@ -208,7 +190,6 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
}
|
||||
}
|
||||
|
||||
// Pact ritual
|
||||
const pactResult = processPactRitual(
|
||||
ctx.prestige.pactRitualFloor,
|
||||
ctx.prestige.pactRitualProgress,
|
||||
@@ -222,7 +203,6 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
}
|
||||
pactResult.logs.forEach(l => addLog(l));
|
||||
|
||||
// Discipline tick
|
||||
const disciplineResult = useDisciplineStore.getState().processTick({
|
||||
rawMana,
|
||||
elements,
|
||||
@@ -230,69 +210,50 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
rawMana = disciplineResult.rawMana;
|
||||
elements = disciplineResult.elements;
|
||||
|
||||
// Apply discipline conversions: drain source mana, add to target element
|
||||
for (const [targetElem, conv] of Object.entries(disciplineEffects.conversions)) {
|
||||
const conversionAmount = conv.rate * HOURS_PER_TICK;
|
||||
// Check that all source mana types are available (unlocked and have enough)
|
||||
let canConvert = true;
|
||||
for (const srcType of conv.sourceManaTypes) {
|
||||
if (srcType === 'raw') {
|
||||
if (rawMana < conversionAmount) {
|
||||
canConvert = false;
|
||||
break;
|
||||
}
|
||||
if (rawMana < conversionAmount) { canConvert = false; break; }
|
||||
} else if (!elements[srcType] || !elements[srcType].unlocked || elements[srcType].current < conversionAmount) {
|
||||
canConvert = false;
|
||||
break;
|
||||
canConvert = false; break;
|
||||
}
|
||||
}
|
||||
if (!canConvert) continue;
|
||||
// Drain source mana types
|
||||
for (const srcType of conv.sourceManaTypes) {
|
||||
if (srcType === 'raw') {
|
||||
rawMana -= conversionAmount;
|
||||
} else if (elements[srcType]) {
|
||||
elements[srcType] = {
|
||||
...elements[srcType],
|
||||
current: elements[srcType].current - conversionAmount,
|
||||
};
|
||||
elements[srcType] = { ...elements[srcType], current: elements[srcType].current - conversionAmount };
|
||||
}
|
||||
}
|
||||
// Add to target element
|
||||
if (elements[targetElem]) {
|
||||
elements[targetElem] = {
|
||||
...elements[targetElem],
|
||||
current: Math.min(
|
||||
elements[targetElem].max,
|
||||
elements[targetElem].current + conversionAmount,
|
||||
),
|
||||
current: Math.min(elements[targetElem].max, elements[targetElem].current + conversionAmount),
|
||||
};
|
||||
}
|
||||
}
|
||||
// Unlock enchantment effects from newly unlocked discipline perks
|
||||
if (disciplineResult.unlockedEffects.length > 0) {
|
||||
useCraftingStore.getState().unlockEffects(disciplineResult.unlockedEffects);
|
||||
for (const effectId of disciplineResult.unlockedEffects) {
|
||||
addLog(`✨ Discipline insight unlocked: ${effectId}`);
|
||||
addLog('Discipline insight unlocked: ' + effectId);
|
||||
}
|
||||
}
|
||||
|
||||
// Unlock fabricator recipes from newly unlocked discipline perks
|
||||
if (disciplineResult.unlockedRecipes.length > 0) {
|
||||
useCraftingStore.getState().unlockRecipes(disciplineResult.unlockedRecipes);
|
||||
for (const recipeId of disciplineResult.unlockedRecipes) {
|
||||
addLog(`🔨 Fabricator recipe unlocked: ${recipeId}`);
|
||||
addLog('Fabricator recipe unlocked: ' + recipeId);
|
||||
}
|
||||
}
|
||||
|
||||
// Apply per-element capacity bonuses from disciplines and equipment
|
||||
const perElementCapBonuses = mergePerElementCapBonuses(
|
||||
disciplineEffects.bonuses,
|
||||
equipmentEffects.bonuses,
|
||||
);
|
||||
useManaStore.getState().computeElementMaxWithBonuses(perElementCapBonuses);
|
||||
|
||||
// Sync updated max/baseMax from mana store into tick elements snapshot
|
||||
const manaStateAfter = useManaStore.getState();
|
||||
for (const [ek, es] of Object.entries(manaStateAfter.elements)) {
|
||||
if (elements[ek]) {
|
||||
@@ -310,10 +271,11 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
(floor, wasGuardian) => {
|
||||
if (wasGuardian) {
|
||||
const defeatedGuardian = getGuardianForFloor(floor);
|
||||
addLog(`\u2694\ufe0f ${defeatedGuardian?.name || 'Guardian'} defeated! Visit the Grimoire to sign a pact.`);
|
||||
addLog((defeatedGuardian?.name || 'Unknown') + ' defeated! Visit the Grimoire to sign a pact.');
|
||||
} else if (floor % 5 === 0) {
|
||||
addLog(`🏰 Floor ${floor} cleared!`);
|
||||
addLog('Floor ' + floor + ' cleared!');
|
||||
}
|
||||
useCombatStore.setState({ guardianShield: 0, guardianShieldMax: 0, guardianBarrier: 0, guardianBarrierMax: 0 });
|
||||
},
|
||||
(damage) => {
|
||||
let dmg = damage;
|
||||
@@ -323,6 +285,46 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
if (hasSpecial(effects, SPECIAL_EFFECTS.BERSERKER) && rawMana < maxMana * 0.5) {
|
||||
dmg *= 1.5;
|
||||
}
|
||||
|
||||
const guardian = getGuardianForFloor(ctx.combat.currentFloor);
|
||||
if (guardian && (guardian.shield || guardian.barrier || guardian.healthRegen)) {
|
||||
let shield = ctx.combat.guardianShield;
|
||||
let shieldMax = ctx.combat.guardianShieldMax;
|
||||
let barrier = ctx.combat.guardianBarrier;
|
||||
let barrierMax = ctx.combat.guardianBarrierMax;
|
||||
|
||||
if (guardian.shieldRegen && shield < shieldMax) {
|
||||
shield = Math.min(shieldMax, shield + guardian.shieldRegen * HOURS_PER_TICK);
|
||||
}
|
||||
if (guardian.barrierRegen && barrier < barrierMax) {
|
||||
barrier = Math.min(barrierMax, barrier + guardian.barrierRegen * HOURS_PER_TICK);
|
||||
}
|
||||
|
||||
if (shield > 0 && dmg > 0) {
|
||||
const absorb = Math.min(shield, dmg);
|
||||
shield -= absorb;
|
||||
dmg -= absorb;
|
||||
}
|
||||
|
||||
if (barrier > 0 && dmg > 0) {
|
||||
dmg *= (1 - barrier);
|
||||
}
|
||||
|
||||
if (guardian.healthRegen && guardian.healthRegen > 0) {
|
||||
const healAmount = guardian.healthRegenIsPercent
|
||||
? Math.floor(ctx.combat.floorMaxHP * guardian.healthRegen / 100 * HOURS_PER_TICK)
|
||||
: Math.floor(guardian.healthRegen * HOURS_PER_TICK);
|
||||
dmg -= healAmount;
|
||||
}
|
||||
|
||||
useCombatStore.setState({
|
||||
guardianShield: shield,
|
||||
guardianShieldMax: shieldMax,
|
||||
guardianBarrier: barrier,
|
||||
guardianBarrierMax: barrierMax,
|
||||
});
|
||||
}
|
||||
|
||||
return { rawMana, elements, modifiedDamage: dmg };
|
||||
},
|
||||
ctx.prestige.signedPacts,
|
||||
@@ -347,7 +349,6 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
};
|
||||
}
|
||||
|
||||
// Equipment crafting tick — advance progress and complete when done
|
||||
if (ctx.combat.currentAction === 'craft') {
|
||||
const craftingResult = useCraftingStore.getState().processEquipmentCraftingTick();
|
||||
if (craftingResult.logMessage) {
|
||||
@@ -355,7 +356,7 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
}
|
||||
}
|
||||
|
||||
// ── Phase 3: Write — batch all state updates ─────────────────────────
|
||||
// Phase 3: Write
|
||||
writes.game = { day, hour, incursionStrength };
|
||||
writes.mana = {
|
||||
rawMana,
|
||||
@@ -366,10 +367,9 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
|
||||
applyTickWrites(writes, storeSetters);
|
||||
} catch (error: unknown) {
|
||||
// Log error to UI store if available, otherwise console error
|
||||
try {
|
||||
const msg = error instanceof Error ? error.message : String(error);
|
||||
useUIStore.getState().addLog(`⚠️ Tick error: ${msg}`);
|
||||
useUIStore.getState().addLog('Tick error: ' + msg);
|
||||
} catch {
|
||||
console.error('Tick error:', error);
|
||||
}
|
||||
|
||||
@@ -49,6 +49,12 @@ export interface GuardianDef {
|
||||
pactTime: number; // Hours required for pact ritual
|
||||
uniquePerk: string; // Description of unique perk
|
||||
armor?: number; // Damage reduction (0-1, e.g., 0.2 = 20% reduction)
|
||||
shield?: number; // Flat damage absorption pool (absorbs damage before HP)
|
||||
shieldRegen?: number; // Shield regeneration per tick (flat amount)
|
||||
barrier?: number; // Percentage-based damage reduction (0-1, e.g., 0.1 = 10%) that absorbs damage before HP
|
||||
barrierRegen?: number; // Barrier regeneration per tick (percentage of max barrier)
|
||||
healthRegen?: number; // Health regeneration per tick (flat amount, can be percentage-based with healthRegenIsPercent)
|
||||
healthRegenIsPercent?: boolean; // If true, healthRegen is % of max HP per tick; if false, flat HP per tick
|
||||
power: number; // Combat power for display
|
||||
effects: { type: string; value: number }[]; // Passive combat effects
|
||||
signingCost: { mana: number; time: number }; // Pact ritual cost & time
|
||||
|
||||
Reference in New Issue
Block a user