refactor: split bloated state types into State + Actions interfaces (issue #102)
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- CombatState: split into CombatState (data) + CombatActions + CombatStore
- PrestigeState: split into PrestigeState (data) + PrestigeActions + PrestigeStore
- ManaState: split into ManaState (data) + ManaActions + ManaStore
- GameState: deprecated, removed from barrel exports
- crafting-actions: updated to use CraftingState instead of GameState
- combat-utils/mana-utils: replaced Pick<GameState,...> with focused interfaces
- DisciplineCardProps: split into Definition + Runtime + Callbacks
- stores/index.ts: now exports both State and Actions types
This commit is contained in:
2026-05-20 21:05:22 +02:00
parent ee893e8973
commit 8a7ddaae27
24 changed files with 411 additions and 321 deletions
+4 -3
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@@ -1,10 +1,11 @@
# Circular Dependencies
Generated: 2026-05-20T16:38:29.616Z
Found: 3 circular chain(s) — these MUST be fixed before modifying involved files.
Generated: 2026-05-20T17:48:45.265Z
Found: 4 circular chain(s) — these MUST be fixed before modifying involved files.
1. Processed 125 files (1.4s) (3 warnings)
1. Processed 126 files (1.4s) (3 warnings)
2. 1) stores/gameStore.ts > stores/gameActions.ts
3. 2) stores/gameStore.ts > stores/gameLoopActions.ts
4. 3) stores/gameStore.ts > stores/tick-pipeline.ts
## How to fix
1. Identify which import in the chain can be extracted to a shared types/utils file.
+13 -4
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@@ -1,6 +1,6 @@
{
"_meta": {
"generated": "2026-05-20T16:38:28.025Z",
"generated": "2026-05-20T17:48:43.703Z",
"description": "Import dependency graph for src/lib/game. Keys are files, values are arrays of files they import.",
"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."
},
@@ -120,7 +120,7 @@
],
"crafting-actions/preparation-actions.ts": [
"crafting-prep.ts",
"types.ts"
"stores/craftingStore.types.ts"
],
"crafting-apply.ts": [
"crafting-utils.ts",
@@ -403,8 +403,6 @@
"constants.ts",
"effects/discipline-effects.ts",
"stores/combat-state.types.ts",
"stores/discipline-slice.ts",
"stores/prestigeStore.ts",
"types.ts",
"utils/index.ts"
],
@@ -493,6 +491,7 @@
"stores/gameLoopActions.ts",
"stores/manaStore.ts",
"stores/prestigeStore.ts",
"stores/tick-pipeline.ts",
"stores/uiStore.ts",
"utils/index.ts"
],
@@ -519,6 +518,16 @@
"constants.ts",
"types.ts"
],
"stores/tick-pipeline.ts": [
"stores/attunementStore.ts",
"stores/combat-state.types.ts",
"stores/craftingStore.types.ts",
"stores/discipline-slice.ts",
"stores/gameStore.ts",
"stores/manaStore.ts",
"stores/prestigeStore.ts",
"stores/uiStore.ts"
],
"stores/uiStore.ts": [],
"types.ts": [
"data/equipment/types.ts",
+50 -34
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@@ -8,6 +8,8 @@ import { invokerDisciplines } from '@/lib/game/data/disciplines/invoker';
import { calculateStatBonus, calculateManaDrain } from '@/lib/game/utils/discipline-math';
import clsx from 'clsx';
// ─── Attunement Tabs ─────────────────────────────────────────────────────────
interface AttunementTab {
key: string;
label: string;
@@ -21,7 +23,9 @@ const ATTUNEMENT_TABS: AttunementTab[] = [
{ key: 'invoker', label: 'Invoker', items: invokerDisciplines },
];
interface DisciplineCardProps {
// ─── Discipline Card Props (split from monolithic 15-field interface) ────────
export interface DisciplineCardDefinition {
id: string;
name: string;
description: string;
@@ -33,32 +37,36 @@ interface DisciplineCardProps {
drainBase: number;
difficultyFactor: number;
scalingFactor: number;
}
export interface DisciplineCardRuntime {
xp: number;
paused: boolean;
concurrentLimit: number;
}
export interface DisciplineCardCallbacks {
onToggle: (id: string, paused: boolean) => void;
}
const DisciplineCard: React.FC<DisciplineCardProps> = ({
id,
name,
description,
perkThresholds,
perkValues,
perkTypes,
statBonus,
baseValue,
drainBase,
difficultyFactor,
scalingFactor,
xp,
paused,
concurrentLimit,
onToggle,
}) => {
interface DisciplineCardProps {
definition: DisciplineCardDefinition;
runtime: DisciplineCardRuntime;
callbacks: DisciplineCardCallbacks;
}
// ─── Discipline Card Component ───────────────────────────────────────────────
const DisciplineCard: React.FC<DisciplineCardProps> = ({ definition, runtime, callbacks }) => {
const {
id, name, description, perkThresholds, perkValues, perkTypes,
statBonus, baseValue, drainBase, difficultyFactor, scalingFactor,
} = definition;
const { xp, paused: isPaused, concurrentLimit } = runtime;
const { onToggle } = callbacks;
const displayXp = xp;
const progressPercent = Math.min(displayXp / Math.max(1, concurrentLimit * 100), 100);
const isPaused = paused;
const activeStatBonus = calculateStatBonus(baseValue, displayXp, scalingFactor);
const estimatedDrain = calculateManaDrain(drainBase, displayXp, difficultyFactor);
@@ -134,6 +142,8 @@ const DisciplineCard: React.FC<DisciplineCardProps> = ({
);
};
// ─── Disciplines Tab ─────────────────────────────────────────────────────────
export const DisciplinesTab: React.FC = () => {
const activeIds = useDisciplineStore((s) => s.activeIds);
const concurrentLimit = useDisciplineStore((s) => s.concurrentLimit);
@@ -194,21 +204,27 @@ export const DisciplinesTab: React.FC = () => {
return (
<DisciplineCard
key={disc.id}
id={disc.id}
name={disc.name}
description={disc.description}
perkThresholds={disc.perks?.map((p) => p.threshold)}
perkValues={disc.perks?.map((p) => p.value)}
perkTypes={disc.perks?.map((p) => p.type)}
statBonus={disc.statBonus.stat}
baseValue={disc.statBonus.baseValue}
drainBase={disc.drainBase}
difficultyFactor={disc.difficultyFactor}
scalingFactor={disc.scalingFactor}
xp={discState.xp}
paused={discState.paused}
concurrentLimit={concurrentLimit}
onToggle={handleToggle}
definition={{
id: disc.id,
name: disc.name,
description: disc.description,
perkThresholds: disc.perks?.map((p) => p.threshold),
perkValues: disc.perks?.map((p) => p.value),
perkTypes: disc.perks?.map((p) => p.type),
statBonus: disc.statBonus.stat,
baseValue: disc.statBonus.baseValue,
drainBase: disc.drainBase,
difficultyFactor: disc.difficultyFactor,
scalingFactor: disc.scalingFactor,
}}
runtime={{
xp: discState.xp,
paused: discState.paused,
concurrentLimit,
}}
callbacks={{
onToggle: handleToggle,
}}
/>
);
})}
@@ -2,7 +2,6 @@
import { useState, useEffect, useCallback, useMemo } from 'react';
import { useCraftingStore } from '@/lib/game/stores/craftingStore';
import { equipItem, unequipItem, deleteEquipmentInstance } from '@/lib/game/crafting-actions/equipment-actions';
import type { EquipmentSlot } from '@/lib/game/types';
import { DebugName } from '@/components/game/debug/debug-context';
import { EquipmentSlotGrid } from './EquipmentTab/EquipmentSlotGrid';
+5 -5
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@@ -170,27 +170,27 @@ describe('computeRegen', () => {
describe('computeClickMana', () => {
it('should return 1 with no skills', () => {
const result = computeClickMana({ skills: {} });
const result = computeClickMana({});
expect(result).toBe(1);
});
it('should add 1 per manaTap skill level', () => {
const result = computeClickMana({ skills: { manaTap: 3 } });
const result = computeClickMana({ manaTap: 3 });
expect(result).toBe(4); // 1 + 3
});
it('should add 3 per manaSurge skill level', () => {
const result = computeClickMana({ skills: { manaSurge: 2 } });
const result = computeClickMana({ manaSurge: 2 });
expect(result).toBe(7); // 1 + 6
});
it('should combine manaTap and manaSurge', () => {
const result = computeClickMana({ skills: { manaTap: 2, manaSurge: 1 } });
const result = computeClickMana({ manaTap: 2, manaSurge: 1 });
expect(result).toBe(6); // 1 + 2 + 3
});
it('should add discipline click multiplier', () => {
const result = computeClickMana({ skills: {} }, {
const result = computeClickMana({}, {
bonuses: { clickManaMultiplier: 5 },
multipliers: {},
});
@@ -1,13 +1,19 @@
// ─── Enchantment Application Actions ────────────────────────────────────────
import type { GameState } from '../types';
import type { CraftingState } from '../stores/craftingStore.types';
import type { GameAction } from '../types';
import * as CraftingApply from '../crafting-apply';
/**
* Start applying an enchantment design to an equipment instance.
* Note: currentAction must be passed from the combat store.
*/
export function startApplying(
equipmentInstanceId: string,
designId: string,
get: () => GameState,
set: (fn: (state: GameState) => Partial<GameState>) => void
get: () => CraftingState,
set: (partial: Partial<CraftingState>) => void,
currentAction: GameAction,
): boolean {
const state = get();
const instance = state.equipmentInstances[equipmentInstanceId];
@@ -16,57 +22,53 @@ export function startApplying(
const validation = CraftingApply.canApplyEnchantment(
instance,
design,
state.currentAction
currentAction
);
if (!validation.canApply) return false;
set(() => ({
currentAction: 'enchant' as const,
set({
applicationProgress: CraftingApply.initializeApplicationProgress(
equipmentInstanceId,
designId,
design!
),
}));
});
return true;
}
export function pauseApplication(
get: () => GameState,
set: (fn: (state: GameState) => Partial<GameState>) => void
get: () => CraftingState,
set: (partial: Partial<CraftingState>) => void
) {
set((state) => {
if (!state.applicationProgress) return {};
return {
applicationProgress: {
...state.applicationProgress,
paused: true,
},
};
const state = get();
if (!state.applicationProgress) return;
set({
applicationProgress: {
...state.applicationProgress,
paused: true,
},
});
}
export function resumeApplication(
get: () => GameState,
set: (fn: (state: GameState) => Partial<GameState>) => void
get: () => CraftingState,
set: (partial: Partial<CraftingState>) => void
) {
set((state) => {
if (!state.applicationProgress) return {};
return {
applicationProgress: {
...state.applicationProgress,
paused: false,
},
};
const state = get();
if (!state.applicationProgress) return;
set({
applicationProgress: {
...state.applicationProgress,
paused: false,
},
});
}
export function cancelApplication(
set: (fn: (state: GameState) => Partial<GameState>) => void
set: (partial: Partial<CraftingState>) => void
) {
set(() => ({
currentAction: 'meditate' as const,
set({
applicationProgress: null,
}));
});
}
@@ -1,9 +1,9 @@
// ─── Computed Getters ──────────────────────────────────────────────────────
import type { GameState } from '../types';
import type { CraftingState } from '../stores/craftingStore.types';
import { ENCHANTMENT_EFFECTS } from '../data/enchantment-effects';
export function getEquipmentSpells(get: () => GameState): string[] {
export function getEquipmentSpells(get: () => CraftingState): string[] {
const state = get();
const spells: string[] = [];
@@ -23,7 +23,7 @@ export function getEquipmentSpells(get: () => GameState): string[] {
return [...new Set(spells)];
}
export function getEquipmentEffects(get: () => GameState): Record<string, number> {
export function getEquipmentEffects(get: () => CraftingState): Record<string, number> {
const state = get();
const effects: Record<string, number> = {};
@@ -47,7 +47,7 @@ export function getEquipmentEffects(get: () => GameState): Record<string, number
export function getAvailableCapacity(
instanceId: string,
get: () => GameState
get: () => CraftingState
): number {
const state = get();
const instance = state.equipmentInstances[instanceId];
@@ -2,16 +2,16 @@
// Note: The main implementation is now in craftingStore.ts
// These wrappers are kept for backward compatibility but are no longer used directly
import type { GameState } from '../types';
import type { CraftingState } from '../stores/craftingStore.types';
import type { GameAction } from '../types';
import * as CraftingEquipment from '../crafting-equipment';
// Wrapper functions kept for backward compatibility
// The actual implementation is in craftingStore.ts using CraftingEquipment functions directly
export function startCraftingEquipment(
blueprintId: string,
get: () => GameState,
set: (fn: (state: GameState) => Partial<GameState>) => void
get: () => CraftingState,
set: (fn: (state: CraftingState) => Partial<CraftingState>) => void,
rawMana: number,
currentAction: GameAction,
): boolean {
const state = get();
@@ -19,8 +19,8 @@ export function startCraftingEquipment(
blueprintId,
state.lootInventory.blueprints.includes(blueprintId),
state.lootInventory.materials,
state.rawMana,
state.currentAction
rawMana,
currentAction
);
if (!check.canCraft) return false;
@@ -28,16 +28,14 @@ export function startCraftingEquipment(
const result = CraftingEquipment.initializeEquipmentCrafting(
blueprintId,
state.lootInventory.materials,
state.rawMana
rawMana
);
set((state) => ({
set((s) => ({
lootInventory: {
...state.lootInventory,
...s.lootInventory,
materials: result.newMaterials,
},
rawMana: state.rawMana - result.manaCost,
currentAction: 'craft' as const,
equipmentCraftingProgress: result.progress,
}));
@@ -45,12 +43,12 @@ export function startCraftingEquipment(
}
export function cancelEquipmentCrafting(
get: () => GameState,
set: (fn: (state: GameState) => Partial<GameState>) => void
get: () => CraftingState,
set: (fn: (state: CraftingState) => Partial<CraftingState>) => void
) {
set((state) => {
const progress = state.equipmentCraftingProgress;
if (!progress) return { currentAction: 'meditate' as const, equipmentCraftingProgress: null };
if (!progress) return { equipmentCraftingProgress: null };
const cancelResult = CraftingEquipment.cancelEquipmentCrafting(
progress.blueprintId,
@@ -58,10 +56,8 @@ export function cancelEquipmentCrafting(
);
return {
currentAction: 'meditate' as const,
equipmentCraftingProgress: null,
rawMana: state.rawMana + cancelResult.manaRefund,
log: [cancelResult.logMessage, ...state.log.slice(0, 49)],
log: [cancelResult.logMessage],
};
});
}
@@ -69,8 +65,8 @@ export function cancelEquipmentCrafting(
export function deleteMaterial(
materialId: string,
amount: number,
get: () => GameState,
set: (fn: (state: GameState) => Partial<GameState>) => void
get: () => CraftingState,
set: (fn: (state: CraftingState) => Partial<CraftingState>) => void
) {
set((state) => {
const newMaterials = { ...state.lootInventory.materials };
@@ -88,7 +84,7 @@ export function deleteMaterial(
...state.lootInventory,
materials: newMaterials,
},
log: [`🗑️ Deleted ${amount}x ${materialId}.`, ...state.log.slice(0, 49)],
log: [`🗑️ Deleted ${amount}x ${materialId}.`],
};
});
}
+24 -19
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@@ -1,20 +1,28 @@
// ─── Enchantment Design Actions ────────────────────────────────────────────
import type { GameState, EnchantmentDesign, DesignEffect, DesignProgress } from '../types';
import type { CraftingState } from '../stores/craftingStore.types';
import type { EnchantmentDesign, DesignEffect } from '../types';
import * as CraftingUtils from '../crafting-utils';
import * as CraftingDesign from '../crafting-design';
import { computeEffects } from '../effects/upgrade-effects';
import { hasSpecial, SPECIAL_EFFECTS } from '../effects/special-effects';
export interface DesignActionsParams {
skills: Record<string, number>;
skillUpgrades: Record<string, string[]>;
skillTiers: Record<string, number>;
}
export function startDesigningEnchantment(
name: string,
equipmentTypeId: string,
effects: DesignEffect[],
get: () => GameState,
set: (fn: (state: GameState) => Partial<GameState>) => void
params: DesignActionsParams,
get: () => CraftingState,
set: (fn: (state: CraftingState) => Partial<CraftingState>) => void
): boolean {
const state = get();
const enchantingLevel = state.skills.enchanting || 0;
const enchantingLevel = params.skills.enchanting || 0;
const validation = CraftingDesign.validateDesignEffects(
effects,
equipmentTypeId,
@@ -25,21 +33,20 @@ export function startDesigningEnchantment(
const equipType = CraftingUtils.getEquipmentType(equipmentTypeId);
if (!equipType) return false;
const efficiencyBonus = ((state.skillUpgrades || {})['efficientEnchant'] || [])?.length * 0.05 || 0;
const efficiencyBonus = ((params.skillUpgrades || {})['efficientEnchant'] || [])?.length * 0.05 || 0;
const totalCapacityCost = CraftingDesign.calculateDesignCapacityCost(effects, efficiencyBonus);
if (totalCapacityCost > equipType.baseCapacity) {
return false;
}
const computedEffects = computeEffects(state.skillUpgrades || {}, state.skillTiers || {});
const computedEffects = computeEffects(params.skillUpgrades || {}, params.skillTiers || {});
const hasEnchantMastery = hasSpecial(computedEffects, SPECIAL_EFFECTS.ENCHANT_MASTERY);
let updates: Partial<GameState> = {};
let updates: Partial<CraftingState> = {};
if (!state.designProgress) {
updates = {
currentAction: 'design' as const,
designProgress: {
designId: CraftingUtils.generateDesignId(),
progress: 0,
@@ -69,15 +76,14 @@ export function startDesigningEnchantment(
}
export function cancelDesign(
get: () => GameState,
set: (fn: (state: GameState) => Partial<GameState>) => void
get: () => CraftingState,
set: (fn: (state: CraftingState) => Partial<CraftingState>) => void
) {
const state = get();
if (state.designProgress2 && !state.designProgress) {
set(() => ({ designProgress2: null }));
} else {
set(() => ({
currentAction: 'meditate' as const,
designProgress: null,
}));
}
@@ -85,27 +91,26 @@ export function cancelDesign(
export function saveDesign(
design: EnchantmentDesign,
get: () => GameState,
set: (fn: (state: GameState) => Partial<GameState>) => void
get: () => CraftingState,
set: (fn: (state: CraftingState) => Partial<CraftingState>) => void
) {
const state = get();
if (state.designProgress2 && state.designProgress2.designId === design.id) {
set((state) => ({
enchantmentDesigns: [...state.enchantmentDesigns, design],
set((s) => ({
enchantmentDesigns: [...s.enchantmentDesigns, design],
designProgress2: null,
}));
} else {
set((state) => ({
enchantmentDesigns: [...state.enchantmentDesigns, design],
set((s) => ({
enchantmentDesigns: [...s.enchantmentDesigns, design],
designProgress: null,
currentAction: 'meditate' as const,
}));
}
}
export function deleteDesign(
designId: string,
set: (fn: (state: GameState) => Partial<GameState>) => void
set: (fn: (state: CraftingState) => Partial<CraftingState>) => void
) {
set((state) => ({
enchantmentDesigns: state.enchantmentDesigns.filter(d => d.id !== designId),
@@ -1,11 +1,11 @@
// ─── Disenchanting Actions ─────────────────────────────────────────────────
import type { GameState, EquipmentInstance } from '../types';
import type { CraftingState } from '../stores/craftingStore.types';
export function disenchantEquipment(
instanceId: string,
get: () => GameState,
set: (fn: (state: GameState) => Partial<GameState>) => void
get: () => CraftingState,
set: (fn: (state: CraftingState) => Partial<CraftingState>) => void
) {
const state = get();
const instance = state.equipmentInstances[instanceId];
@@ -19,16 +19,15 @@ export function disenchantEquipment(
totalRecovered += Math.floor(ench.actualCost * recoveryRate);
}
set((state) => ({
rawMana: state.rawMana + totalRecovered,
set((s) => ({
equipmentInstances: {
...state.equipmentInstances,
...s.equipmentInstances,
[instanceId]: {
...instance,
enchantments: [],
usedCapacity: 0,
},
},
log: [`✨ Disenchanted ${instance.name}, recovered ${totalRecovered} mana.`, ...state.log.slice(0, 49)],
log: [`✨ Disenchanted ${instance.name}, recovered ${totalRecovered} mana.`],
}));
}
@@ -1,12 +1,13 @@
// ─── Equipment Management Actions ────────────────────────────────────────────
import type { GameState, EquipmentInstance, EquipmentSlot } from '../types';
import type { CraftingState } from '../stores/craftingStore.types';
import type { EquipmentInstance, EquipmentSlot } from '../types';
import * as CraftingUtils from '../crafting-utils';
// Create equipment instance
export function createEquipmentInstance(
typeId: string,
set: (fn: (state: GameState) => Partial<GameState>) => void
set: (fn: (state: CraftingState) => Partial<CraftingState>) => void
): string | null {
const type = CraftingUtils.getEquipmentType(typeId);
if (!type) return null;
@@ -38,8 +39,8 @@ export function createEquipmentInstance(
export function equipItem(
instanceId: string,
slot: EquipmentSlot,
get: () => GameState,
set: (fn: (state: GameState) => Partial<GameState>) => void
get: () => CraftingState,
set: (fn: (state: CraftingState) => Partial<CraftingState>) => void
): boolean {
const state = get();
const instance = state.equipmentInstances[instanceId];
@@ -69,7 +70,7 @@ export function equipItem(
// Unequip item
export function unequipItem(
slot: EquipmentSlot,
set: (fn: (state: GameState) => Partial<GameState>) => void
set: (fn: (state: CraftingState) => Partial<CraftingState>) => void
) {
set((state) => ({
equippedInstances: {
@@ -82,8 +83,8 @@ export function unequipItem(
// Delete equipment instance
export function deleteEquipmentInstance(
instanceId: string,
get: () => GameState,
set: (fn: (state: GameState) => Partial<GameState>) => void
get: () => CraftingState,
set: (fn: (state: CraftingState) => Partial<CraftingState>) => void
) {
const state = get();
let newEquipped = { ...state.equippedInstances };
+2 -2
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@@ -3,7 +3,7 @@
// All external data (signedPacts, etc.) is passed in as parameters.
import { SPELLS_DEF, GUARDIANS, HOURS_PER_TICK } from '../constants';
import type { CombatState } from './combat-state.types';
import type { CombatStore, CombatState } from './combat-state.types';
import type { SpellState } from '../types';
import { getFloorMaxHP, getFloorElement, calcDamage, canAffordSpellCost, deductSpellCost } from '../utils';
import { computeDisciplineEffects } from '../effects/discipline-effects';
@@ -22,7 +22,7 @@ export interface CombatTickResult {
}
export function processCombatTick(
get: () => CombatState,
get: () => CombatStore,
set: (state: Partial<CombatState>) => void,
rawMana: number,
elements: Record<string, { current: number; max: number; unlocked: boolean }>,
+10 -2
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@@ -3,6 +3,8 @@
import type { GameAction, SpellState, FloorState, GolemancyState, ActivityLogEntry, AchievementState, EquipmentSpellState, ActivityEventType } from '../types';
// ─── Combat State (data only) ─────────────────────────────────────────────────
export interface CombatState {
// Floor state
currentFloor: number;
@@ -49,8 +51,11 @@ export interface CombatState {
totalSpellsCast: number;
totalDamageDealt: number;
totalCraftsCompleted: number;
}
// Actions
// ─── Combat Actions ───────────────────────────────────────────────────────────
export interface CombatActions {
setCurrentFloor: (floor: number) => void;
advanceFloor: () => void;
setFloorHP: (hp: number) => void;
@@ -119,5 +124,8 @@ export interface CombatState {
// Debug helpers
debugSetFloor: (floor: number) => void;
resetFloorHP: () => void;
debugSetTime: (day: number, hour: number) => void;
}
// ─── Combined Combat Store Type ───────────────────────────────────────────────
export type CombatStore = CombatState & CombatActions;
+2 -2
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@@ -9,9 +9,9 @@ import { usePrestigeStore } from './prestigeStore';
import { generateFloorState } from '../utils/room-utils';
import { addActivityLogEntry } from '../utils/activity-log';
import { processCombatTick, makeInitialSpells } from './combat-actions';
import type { CombatState } from './combat-state.types';
import type { CombatStore } from './combat-state.types';
export const useCombatStore = create<CombatState>()(
export const useCombatStore = create<CombatStore>()(
persist(
(set, get) => ({
currentFloor: 1,
+6 -4
View File
@@ -183,24 +183,26 @@ export const useCraftingStore = create<CraftingStore>()(
// Enchantment application actions
startApplying: (equipmentInstanceId, designId) => {
const currentAction = useCombatStore.getState().currentAction;
return ApplicationActions.startApplying(
equipmentInstanceId,
designId,
get,
set
set as unknown as (partial: Partial<CraftingState>) => void,
currentAction
);
},
pauseApplication: () => {
ApplicationActions.pauseApplication(get, set);
ApplicationActions.pauseApplication(get, set as unknown as (partial: Partial<CraftingState>) => void);
},
resumeApplication: () => {
ApplicationActions.resumeApplication(get, set);
ApplicationActions.resumeApplication(get, set as unknown as (partial: Partial<CraftingState>) => void);
},
cancelApplication: () => {
ApplicationActions.cancelApplication(set);
ApplicationActions.cancelApplication(set as unknown as (partial: Partial<CraftingState>) => void);
useCombatStore.setState({ currentAction: 'meditate' });
},
+1 -1
View File
@@ -39,7 +39,7 @@ export const createGatherMana = () => () => {
// Compute click mana with discipline bonuses (mana-channeling → clickManaMultiplier)
const cm = computeClickMana(
{ skills: {} },
{},
disciplineEffects,
);
+1 -3
View File
@@ -76,9 +76,7 @@ export function useManaStats() {
disciplineEffects,
);
const clickMana = computeClickMana({
skills: {},
}, disciplineEffects);
const clickMana = computeClickMana({}, disciplineEffects);
const meditationMultiplier = getMeditationBonus(meditateTicks, {}, upgradeEffects.meditationEfficiency);
const incursionStrength = getIncursionStrength(day, hour);
+4 -3
View File
@@ -6,13 +6,13 @@ export { useUIStore } from './uiStore';
export type { UIState } from './uiStore';
export { usePrestigeStore } from './prestigeStore';
export type { PrestigeState } from './prestigeStore';
export type { PrestigeState, PrestigeActions, PrestigeStore } from './prestigeStore';
export { useManaStore, makeInitialElements } from './manaStore';
export type { ManaState } from './manaStore';
export type { ManaState, ManaActions, ManaStore } from './manaStore';
export { useCombatStore, makeInitialSpells } from './combatStore';
export type { CombatState } from './combat-state.types';
export type { CombatState, CombatActions, CombatStore } from './combat-state.types';
export { useCraftingStore } from './craftingStore';
export type { CraftingState, CraftingActions } from './craftingStore.types';
@@ -21,6 +21,7 @@ export { useAttunementStore } from './attunementStore';
export type { AttunementStoreState } from './attunementStore';
export { useDisciplineStore } from './discipline-slice';
export type { DisciplineStoreState, DisciplineStoreActions, DisciplineStore } from './discipline-slice';
export { useGameStore } from './gameStore';
export { useGameLoop } from './gameHooks';
+55 -46
View File
@@ -6,23 +6,28 @@ import { persist } from 'zustand/middleware';
import { ELEMENTS, MANA_PER_ELEMENT, BASE_UNLOCKED_ELEMENTS } from '../constants';
import type { ElementState } from '../types';
// ─── Mana State (data only) ─────────────────────────────────────────────────
export interface ManaState {
rawMana: number;
meditateTicks: number;
totalManaGathered: number;
elements: Record<string, ElementState>;
// Actions
}
// ─── Mana Actions ────────────────────────────────────────────────────────────
export interface ManaActions {
setRawMana: (amount: number) => void;
addRawMana: (amount: number, maxMana: number) => void;
spendRawMana: (amount: number) => boolean;
gatherMana: (amount: number, maxMana: number) => void;
// Meditation
setMeditateTicks: (ticks: number) => void;
incrementMeditateTicks: () => void;
resetMeditateTicks: () => void;
// Elements
convertMana: (element: string, amount: number) => boolean;
unlockElement: (element: string, cost: number) => boolean;
@@ -30,10 +35,10 @@ export interface ManaState {
spendElementMana: (element: string, amount: number) => boolean;
setElementMax: (max: number) => void;
craftComposite: (target: string, recipe: string[]) => boolean;
// Helper for gameStore coordination
processConvertAction: (rawMana: number) => { rawMana: number; elements: Record<string, ElementState> } | null;
// Reset
resetMana: (
prestigeUpgrades: Record<string, number>,
@@ -43,7 +48,11 @@ export interface ManaState {
) => void;
}
export const useManaStore = create<ManaState>()(
// ─── Combined Mana Store Type ────────────────────────────────────────────────
export type ManaStore = ManaState & ManaActions;
export const useManaStore = create<ManaStore>()(
persist(
(set, get) => ({
rawMana: 10,
@@ -59,62 +68,62 @@ export const useManaStore = create<ManaState>()(
}
])
) as Record<string, ElementState>,
setRawMana: (amount: number) => {
set({ rawMana: Math.max(0, amount) });
},
addRawMana: (amount: number, maxMana: number) => {
set((state) => ({
rawMana: Math.min(state.rawMana + amount, maxMana),
totalManaGathered: state.totalManaGathered + amount,
}));
},
spendRawMana: (amount: number) => {
const state = get();
if (state.rawMana < amount) return false;
set({ rawMana: state.rawMana - amount });
return true;
},
gatherMana: (amount: number, maxMana: number) => {
set((state) => ({
rawMana: Math.min(state.rawMana + amount, maxMana),
totalManaGathered: state.totalManaGathered + amount,
}));
},
setMeditateTicks: (ticks: number) => {
set({ meditateTicks: ticks });
},
incrementMeditateTicks: () => {
set((state) => ({ meditateTicks: state.meditateTicks + 1 }));
},
resetMeditateTicks: () => {
set({ meditateTicks: 0 });
},
convertMana: (element: string, amount: number) => {
const state = get();
const elem = state.elements[element];
if (!elem?.unlocked) return false;
const cost = MANA_PER_ELEMENT * amount;
if (state.rawMana < cost) return false;
if (elem.current >= elem.max) return false;
const canConvert = Math.min(
amount,
Math.floor(state.rawMana / MANA_PER_ELEMENT),
elem.max - elem.current
);
if (canConvert <= 0) return false;
set({
rawMana: state.rawMana - canConvert * MANA_PER_ELEMENT,
elements: {
@@ -122,15 +131,15 @@ export const useManaStore = create<ManaState>()(
[element]: { ...elem, current: elem.current + canConvert },
},
});
return true;
},
unlockElement: (element: string, cost: number) => {
const state = get();
if (state.elements[element]?.unlocked) return false;
if (state.rawMana < cost) return false;
set({
rawMana: state.rawMana - cost,
elements: {
@@ -138,15 +147,15 @@ export const useManaStore = create<ManaState>()(
[element]: { ...state.elements[element], unlocked: true },
},
});
return true;
},
addElementMana: (element: string, amount: number, max: number) => {
set((state) => {
const elem = state.elements[element];
if (!elem) return state;
return {
elements: {
...state.elements,
@@ -158,22 +167,22 @@ export const useManaStore = create<ManaState>()(
};
});
},
spendElementMana: (element: string, amount: number) => {
const state = get();
const elem = state.elements[element];
if (!elem || elem.current < amount) return false;
set({
elements: {
...state.elements,
[element]: { ...elem, current: elem.current - amount },
},
});
return true;
},
setElementMax: (max: number) => {
set((state) => ({
elements: Object.fromEntries(
@@ -181,21 +190,21 @@ export const useManaStore = create<ManaState>()(
) as Record<string, ElementState>,
}));
},
craftComposite: (target: string, recipe: string[]) => {
const state = get();
// Count required ingredients
const costs: Record<string, number> = {};
recipe.forEach(r => {
costs[r] = (costs[r] || 0) + 1;
});
// Check if we have all ingredients
for (const [r, amt] of Object.entries(costs)) {
if ((state.elements[r]?.current || 0) < amt) return false;
}
// Deduct ingredients
const newElems = { ...state.elements };
for (const [r, amt] of Object.entries(costs)) {
@@ -204,7 +213,7 @@ export const useManaStore = create<ManaState>()(
current: newElems[r].current - amt,
};
}
// Add crafted element
const targetElem = newElems[target];
newElems[target] = {
@@ -212,38 +221,38 @@ export const useManaStore = create<ManaState>()(
current: (targetElem?.current || 0) + 1,
unlocked: true,
};
set({ elements: newElems });
return true;
},
processConvertAction: (rawMana: number) => {
const state = get();
const elements = { ...state.elements };
const unlockedElements = Object.entries(elements)
.filter(([, e]) => e.unlocked && e.current < e.max);
if (unlockedElements.length === 0 || rawMana < 100) return null;
unlockedElements.sort((a, b) => (b[1].max - b[1].current) - (a[1].max - a[1].current));
const [targetId, targetState] = unlockedElements[0];
const canConvert = Math.min(
Math.floor(rawMana / 100),
targetState.max - targetState.current
);
if (canConvert <= 0) return null;
rawMana -= canConvert * 100;
const updatedElements = {
...elements,
[targetId]: { ...targetState, current: targetState.current + canConvert }
};
return { rawMana, elements: updatedElements };
},
resetMana: (
prestigeUpgrades: Record<string, number>,
skills: Record<string, number> = {},
@@ -253,7 +262,7 @@ export const useManaStore = create<ManaState>()(
const elementMax = 10 + (prestigeUpgrades.elemMax || 0) * 5;
const startingMana = 10 + (prestigeUpgrades.manaStart || 0) * 10;
const elements = makeInitialElements(elementMax, prestigeUpgrades);
set({
rawMana: startingMana,
meditateTicks: 0,
@@ -279,7 +288,7 @@ export function makeInitialElements(
prestigeUpgrades: Record<string, number> = {}
): Record<string, ElementState> {
const elemStart = (prestigeUpgrades.elemStart || 0) * 5;
const elements: Record<string, ElementState> = {};
Object.keys(ELEMENTS).forEach(k => {
const isUnlocked = BASE_UNLOCKED_ELEMENTS.includes(k);
@@ -289,6 +298,6 @@ export function makeInitialElements(
unlocked: isUnlocked,
};
});
return elements;
}
+59 -53
View File
@@ -6,23 +6,25 @@ import { persist } from 'zustand/middleware';
import type { Memory } from '../types';
import { GUARDIANS, PRESTIGE_DEF } from '../constants';
// ─── Prestige State (data only) ──────────────────────────────────────────────
export interface PrestigeState {
// Loop counter
loopCount: number;
// Insight
insight: number;
totalInsight: number;
loopInsight: number; // Insight earned at end of current loop
loopInsight: number;
// Prestige upgrades
prestigeUpgrades: Record<string, number>;
memorySlots: number;
pactSlots: number;
// Memories (skills preserved across loops)
memories: Memory[];
// Guardian pacts
defeatedGuardians: number[];
signedPacts: number[];
@@ -34,8 +36,11 @@ export interface PrestigeState {
}>;
pactRitualFloor: number | null;
pactRitualProgress: number;
// Actions
}
// ─── Prestige Actions ────────────────────────────────────────────────────────
export interface PrestigeActions {
doPrestige: (id: string) => boolean;
addMemory: (memory: Memory) => void;
removeMemory: (skillId: string) => void;
@@ -46,7 +51,7 @@ export interface PrestigeState {
updatePactRitualProgress: (hours: number) => void;
removePact: (floor: number) => void;
defeatGuardian: (floor: number) => void;
// Methods called by gameStore
addSignedPact: (floor: number) => void;
removeDefeatedGuardian: (floor: number) => void;
@@ -59,14 +64,14 @@ export interface PrestigeState {
memories: Memory[],
memorySlots: number
) => void;
// Loop management
startNewLoop: (insightGained: number) => void;
setLoopInsight: (insight: number) => void;
// Reset
resetPrestige: () => void;
// Debug helpers
debugSetSignedPacts: (pacts: number[]) => void;
debugSetPactDetails: (details: Record<number, {
@@ -77,40 +82,41 @@ export interface PrestigeState {
}>) => void;
}
const initialState = {
// ─── Combined Prestige Store Type ────────────────────────────────────────────
export type PrestigeStore = PrestigeState & PrestigeActions;
// ─── Initial State ───────────────────────────────────────────────────────────
const initialState: PrestigeState = {
loopCount: 0,
insight: 0,
totalInsight: 0,
loopInsight: 0,
prestigeUpgrades: {} as Record<string, number>,
prestigeUpgrades: {},
memorySlots: 3,
pactSlots: 1,
memories: [] as Memory[],
defeatedGuardians: [] as number[],
signedPacts: [] as number[],
signedPactDetails: {} as Record<number, {
floor: number;
guardianId: string;
signedAt: { day: number; hour: number };
skillLevels: Record<string, number>;
}>,
pactRitualFloor: null as number | null,
memories: [],
defeatedGuardians: [],
signedPacts: [],
signedPactDetails: {},
pactRitualFloor: null,
pactRitualProgress: 0,
};
export const usePrestigeStore = create<PrestigeState>()(
export const usePrestigeStore = create<PrestigeStore>()(
persist(
(set, get) => ({
...initialState,
doPrestige: (id: string) => {
const state = get();
const pd = PRESTIGE_DEF[id];
if (!pd) return false;
const lvl = state.prestigeUpgrades[id] || 0;
if (lvl >= pd.max || state.insight < pd.cost) return false;
const newPU = { ...state.prestigeUpgrades, [id]: lvl + 1 };
set({
insight: state.insight - pd.cost,
@@ -120,114 +126,114 @@ export const usePrestigeStore = create<PrestigeState>()(
});
return true;
},
addMemory: (memory: Memory) => {
const state = get();
if (state.memories.length >= state.memorySlots) return;
if (state.memories.some(m => m.skillId === memory.skillId)) return;
set({ memories: [...state.memories, memory] });
},
removeMemory: (skillId: string) => {
set((state) => ({
memories: state.memories.filter(m => m.skillId !== skillId),
}));
},
clearMemories: () => {
set({ memories: [] });
},
startPactRitual: (floor: number, rawMana: number) => {
const state = get();
const guardian = GUARDIANS[floor];
if (!guardian) return false;
if (!state.defeatedGuardians.includes(floor)) return false;
if (state.signedPacts.includes(floor)) return false;
if (state.signedPacts.length >= state.pactSlots) return false;
if (rawMana < guardian.pactCost) return false;
if (state.pactRitualFloor !== null) return false;
set({
pactRitualFloor: floor,
pactRitualProgress: 0,
});
return true;
},
cancelPactRitual: () => {
set({
pactRitualFloor: null,
pactRitualProgress: 0,
});
},
completePactRitual: (addLog: (msg: string) => void) => {
const state = get();
if (state.pactRitualFloor === null) return;
const guardian = GUARDIANS[state.pactRitualFloor];
if (!guardian) return;
set({
signedPacts: [...state.signedPacts, state.pactRitualFloor],
defeatedGuardians: state.defeatedGuardians.filter(f => f !== state.pactRitualFloor),
pactRitualFloor: null,
pactRitualProgress: 0,
});
addLog(`📜 Pact signed with ${guardian.name}! You have gained their boons.`);
},
updatePactRitualProgress: (hours: number) => {
set((state) => ({
pactRitualProgress: state.pactRitualProgress + hours,
}));
},
removePact: (floor: number) => {
set((state) => ({
signedPacts: state.signedPacts.filter(f => f !== floor),
}));
},
defeatGuardian: (floor: number) => {
const state = get();
if (state.defeatedGuardians.includes(floor) || state.signedPacts.includes(floor)) return;
set({
defeatedGuardians: [...state.defeatedGuardians, floor],
});
},
addSignedPact: (floor: number) => {
const state = get();
if (state.signedPacts.includes(floor)) return;
set({ signedPacts: [...state.signedPacts, floor] });
},
removeDefeatedGuardian: (floor: number) => {
set((state) => ({
defeatedGuardians: state.defeatedGuardians.filter(f => f !== floor),
}));
},
setPactRitualFloor: (floor: number | null) => {
set({ pactRitualFloor: floor, pactRitualProgress: 0 });
},
addDefeatedGuardian: (floor: number) => {
const state = get();
if (state.defeatedGuardians.includes(floor) || state.signedPacts.includes(floor)) return;
set({ defeatedGuardians: [...state.defeatedGuardians, floor] });
},
incrementLoopCount: () => {
set((state) => ({ loopCount: state.loopCount + 1 }));
},
resetPrestigeForNewLoop: (
totalInsight: number,
prestigeUpgrades: Record<string, number>,
@@ -247,7 +253,7 @@ export const usePrestigeStore = create<PrestigeState>()(
loopInsight: 0,
});
},
startNewLoop: (insightGained: number) => {
const state = get();
set({
@@ -262,15 +268,15 @@ export const usePrestigeStore = create<PrestigeState>()(
pactRitualProgress: 0,
});
},
setLoopInsight: (insight: number) => {
set({ loopInsight: insight });
},
resetPrestige: () => {
set(initialState);
},
// Debug helpers
debugSetSignedPacts: (pacts: number[]) => {
set({ signedPacts: pacts });
+4 -1
View File
@@ -51,12 +51,15 @@ export type {
StudyTarget,
SummonedGolem,
GolemancyState,
GameState,
GameActionType,
ActivityEventType,
ActivityLogEntry,
} from './types/game';
export type { PrestigeDef } from './types/game';
export type { EquipmentSlot } from './types/equipmentSlot';
// ─── New: Memory Type Definition ─────────────────────────────────────────────
export interface Memory {
skillId: string;
+1 -2
View File
@@ -30,7 +30,7 @@ export type {
// Equipment slot type (canonical)
export type { EquipmentSlot } from './equipmentSlot';
// Game state types
// Game state types (non-monolithic)
export type {
RoomType,
EnemyState,
@@ -42,7 +42,6 @@ export type {
StudyTarget,
SummonedGolem,
GolemancyState,
GameState,
GameActionType,
ActivityEventType,
ActivityLogEntry,
+63 -39
View File
@@ -1,34 +1,59 @@
// ─── Combat Utilities ────────────────────────────────────────────────────────
import type { GameState, SpellCost, EquipmentInstance } from '../types';
import type { SpellCost, EquipmentInstance } from '../types';
import type { DisciplineBonuses } from './mana-utils';
import { GUARDIANS, SPELLS_DEF, ELEMENT_OPPOSITES, INCURSION_START_DAY, MAX_DAY } from '../constants';
import { ENCHANTMENT_EFFECTS } from '../data/enchantment-effects';
// ─── Damage Calculation Params ──────────────────────────────────────────────
export interface DamageCalcParams {
skills: Record<string, number>;
signedPacts: number[];
}
// ─── Insight Calculation Params ─────────────────────────────────────────────
export interface InsightCalcParams {
maxFloorReached: number;
totalManaGathered: number;
signedPacts: number[];
prestigeUpgrades: Record<string, number>;
skills: Record<string, number>;
}
// ─── DPS Calculation Params ─────────────────────────────────────────────────
export interface DPSCalcParams {
skills: Record<string, number>;
signedPacts: number[];
equippedInstances: Record<string, string | null>;
equipmentInstances: Record<string, EquipmentInstance>;
spells: Record<string, { learned: boolean; level: number }>;
prestigeUpgrades: Record<string, number>;
}
// ─── Elemental Damage Bonus ──────────────────────────────────────────────────
// Elemental damage bonus: +50% if spell element opposes floor element (super effective)
// -25% if spell element matches its own opposite (weak)
export function getElementalBonus(spellElem: string, floorElem: string): number {
if (spellElem === 'raw') return 1.0; // Raw mana has no elemental bonus
if (spellElem === floorElem) return 1.25; // Same element: +25% damage
// Check for super effective first: spell is the opposite of floor
// e.g., casting water (opposite of fire) at fire floor = super effective
if (ELEMENT_OPPOSITES[floorElem] === spellElem) return 1.5; // Super effective: +50% damage
// Check for weak: spell's opposite matches floor
// e.g., casting fire (whose opposite is water) at water floor = weak
if (ELEMENT_OPPOSITES[spellElem] === floorElem) return 0.75; // Weak: -25% damage
return 1.0; // Neutral
}
// ─── Boon Bonuses ─────────────────────────────────────────────────────────────
// Helper to calculate total boon bonuses from signed pacts
export function getBoonBonuses(signedPacts: number[]): {
export interface BoonBonuses {
maxMana: number;
manaRegen: number;
castingSpeed: number;
@@ -41,8 +66,11 @@ export function getBoonBonuses(signedPacts: number[]): {
insightGain: number;
studySpeed: number;
prestigeInsight: number;
} {
const bonuses = {
}
// Helper to calculate total boon bonuses from signed pacts
export function getBoonBonuses(signedPacts: number[]): BoonBonuses {
const bonuses: BoonBonuses = {
maxMana: 0,
manaRegen: 0,
castingSpeed: 0,
@@ -56,11 +84,11 @@ export function getBoonBonuses(signedPacts: number[]): {
studySpeed: 0,
prestigeInsight: 0,
};
for (const floor of signedPacts) {
const guardian = GUARDIANS[floor];
if (!guardian) continue;
for (const boon of guardian.boons) {
switch (boon.type) {
case 'maxMana':
@@ -102,14 +130,14 @@ export function getBoonBonuses(signedPacts: number[]): {
}
}
}
return bonuses;
}
// ─── Damage Calculation ───────────────────────────────────────────────────────
export function calcDamage(
state: Pick<GameState, 'skills' | 'signedPacts'>,
state: DamageCalcParams,
spellId: string,
floorElem?: string,
discipline?: DisciplineBonuses,
@@ -118,18 +146,18 @@ export function calcDamage(
if (!sp) return 5;
const skills = state.skills;
// Base damage: spell base + skill bonus + discipline bonus (spell-casting → baseDamageBonus)
// Base damage: spell base + skill bonus + discipline bonus
const discBaseDmg = discipline?.bonuses?.baseDamageBonus || 0;
const baseDmg = sp.dmg + (skills.combatTrain || 0) * 5 + discBaseDmg;
// Percentage multiplier: skill arcaneFury + discipline void-manipulation (baseDamageMultiplier)
// Percentage multiplier
const discDmgMult = discipline?.bonuses?.baseDamageMultiplier || 0;
const pct = 1 + (skills.arcaneFury || 0) * 0.1 + discDmgMult;
// Elemental mastery bonus
const elemMasteryBonus = 1 + (skills.elementalMastery || 0) * 0.15;
// Guardian bane bonus - check if current floor has a guardian with matching element
// Guardian bane bonus
const isGuardianFloor = floorElem && Object.values(GUARDIANS).some(g => g.element === floorElem);
const guardianBonus = isGuardianFloor
? 1 + (skills.guardianBane || 0) * 0.2
@@ -163,20 +191,20 @@ export function calcDamage(
// ─── Insight Calculation ──────────────────────────────────────────────────────
export function calcInsight(state: Pick<GameState, 'maxFloorReached' | 'totalManaGathered' | 'signedPacts' | 'prestigeUpgrades' | 'skills'>, discipline?: DisciplineBonuses): number {
export function calcInsight(state: InsightCalcParams, discipline?: DisciplineBonuses): number {
const pu = state.prestigeUpgrades;
const discInsightBonus = discipline?.bonuses?.insightGainBonus || 0;
const skillBonus = 1 + (state.skills.insightHarvest || 0) * 0.1 + discInsightBonus;
// Get boon bonuses for insight gain
const boons = getBoonBonuses(state.signedPacts);
const boonInsightMult = 1 + boons.insightGain / 100;
const mult = (1 + (pu.insightAmp || 0) * 0.25) * skillBonus * boonInsightMult;
// Add prestigeInsight bonus per loop
const prestigeInsightBonus = boons.prestigeInsight;
return Math.floor(
(state.maxFloorReached * 15 + state.totalManaGathered / 500 + state.signedPacts.length * 150 + prestigeInsightBonus) * mult
);
@@ -195,8 +223,8 @@ export function getIncursionStrength(day: number, hour: number): number {
// Check if player can afford spell cost
export function canAffordSpellCost(
cost: SpellCost,
rawMana: number,
cost: SpellCost,
rawMana: number,
elements: Record<string, { current: number; max: number; unlocked: boolean }>
): boolean {
if (cost.type === 'raw') {
@@ -214,14 +242,12 @@ export function deductSpellCost(
elements: Record<string, { current: number; max: number; unlocked: boolean }>
): { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> } {
const newElements = { ...elements };
if (cost.type === 'raw') {
// Don't allow rawMana to go below zero
const deductedAmount = Math.min(rawMana, cost.amount);
return { rawMana: rawMana - deductedAmount, elements: newElements };
} else if (cost.element && newElements[cost.element]) {
const elem = newElements[cost.element];
// Don't allow elemental mana to go below zero
const deductedAmount = Math.min(elem.current, cost.amount);
newElements[cost.element] = {
...elem,
@@ -229,7 +255,7 @@ export function deductSpellCost(
};
return { rawMana, elements: newElements };
}
return { rawMana, elements: newElements };
}
@@ -248,15 +274,14 @@ export function getActiveEquipmentSpells(
): ActiveEquipmentSpell[] {
const equippedIds = Object.values(equippedInstances || {}).filter((id): id is string => id !== null);
const spells: ActiveEquipmentSpell[] = [];
for (const id of equippedIds) {
const instance = equipmentInstances[id];
if (!instance) continue;
for (const ench of instance.enchantments) {
const effectDef = ENCHANTMENT_EFFECTS[ench.effectId];
if (effectDef?.effect.type === 'spell' && effectDef.effect.spellId) {
// Check if we already have this spell from this equipment
const exists = spells.some(s => s.spellId === effectDef.effect.spellId && s.equipmentId === id);
if (!exists) {
spells.push({ spellId: effectDef.effect.spellId, equipmentId: id });
@@ -264,7 +289,7 @@ export function getActiveEquipmentSpells(
}
}
}
return spells;
}
@@ -272,7 +297,7 @@ export function getActiveEquipmentSpells(
// Compute total DPS from all sources (spells, equipment, etc.)
export function getTotalDPS(
state: Pick<GameState, 'skills' | 'signedPacts' | 'equippedInstances' | 'equipmentInstances' | 'spells' | 'prestigeUpgrades'>,
state: DPSCalcParams,
upgradeEffects: { spellDamageBonus?: number; attackSpeedMultiplier?: number; [key: string]: unknown },
floorElem?: string,
discipline?: DisciplineBonuses,
@@ -289,23 +314,22 @@ export function getTotalDPS(
// Calculate damage per cast
const damage = calcDamage(state, spellId, floorElem, discipline);
// Get cast speed (spells per second)
// Base cast time is 1 second, modified by casting speed bonuses
const baseCastTime = spellDef.baseCastTime || 1.0;
const castingSpeedBonus = 1 + (state.skills.castingSpeed || 0) * 0.1;
const equipmentAttackSpeed = upgradeEffects.attackSpeedMultiplier || 1;
const castTime = baseCastTime / (castingSpeedBonus * equipmentAttackSpeed);
// DPS for this spell
const spellDPS = damage / castTime;
totalDPS += spellDPS;
}
// Add equipment DPS bonuses from upgrade effects
if (upgradeEffects.spellDamageBonus) {
totalDPS *= (1 + upgradeEffects.spellDamageBonus / 100);
}
return totalDPS;
}
+38 -26
View File
@@ -1,6 +1,6 @@
// ─── Mana & Regen Utilities ──────────────────────────────────────────────────
import type { GameState } from '../types';
import type { AttunementState } from '../types';
import type { ComputedEffects } from '../effects/upgrade-effects.types';
import { HOURS_PER_TICK } from '../constants';
import { getTotalAttunementRegen, getTotalAttunementConversionDrain } from '../data/attunements';
@@ -10,8 +10,28 @@ export interface DisciplineBonuses {
multipliers: Record<string, number>;
}
// ─── Mana Params ────────────────────────────────────────────────────────────
export interface ManaComputeParams {
skills: Record<string, number>;
prestigeUpgrades: Record<string, number>;
skillUpgrades?: Record<string, string[]>;
skillTiers?: Record<string, number>;
}
export interface RegenComputeParams extends ManaComputeParams {
attunements: Record<string, AttunementState>;
}
export interface EffectiveRegenParams extends RegenComputeParams {
rawMana: number;
incursionStrength: number;
}
// ─── Max Mana ────────────────────────────────────────────────────────────────
export function computeMaxMana(
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers'>,
state: Pick<ManaComputeParams, 'skills' | 'prestigeUpgrades'> & Partial<Pick<ManaComputeParams, 'skillUpgrades' | 'skillTiers'>>,
effects?: ComputedEffects,
discipline?: DisciplineBonuses,
): number {
@@ -22,17 +42,16 @@ export function computeMaxMana(
((pu || {}).manaWell || 0) * 500 +
(discipline?.bonuses?.maxManaBonus || 0);
// Apply upgrade effects if provided
if (effects) {
return Math.floor((base + effects.maxManaBonus) * effects.maxManaMultiplier);
}
return base;
}
// computeElementMax has been removed — element max is computed in manaStore.ts
// ─── Regen ────────────────────────────────────────────────────────────────────
export function computeRegen(
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers' | 'attunements'>,
state: Pick<RegenComputeParams, 'skills' | 'prestigeUpgrades' | 'attunements'> & Partial<Pick<RegenComputeParams, 'skillUpgrades' | 'skillTiers'>>,
effects?: ComputedEffects,
discipline?: DisciplineBonuses,
): number {
@@ -63,55 +82,48 @@ export function computeRegen(
return regen;
}
// Compute the effective regen (raw regen minus conversion drains) for display purposes
// ─── Effective Regen for Display ──────────────────────────────────────────────
export function computeEffectiveRegenForDisplay(
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers' | 'attunements'>,
state: Pick<RegenComputeParams, 'skills' | 'prestigeUpgrades' | 'attunements'>,
effects?: ComputedEffects,
discipline?: DisciplineBonuses,
): { rawRegen: number; conversionDrain: number; effectiveRegen: number } {
// Get the full raw regen (without conversion drain)
const rawRegen = computeRegen(state, effects, discipline);
// Calculate conversion drain
const conversionDrain = getTotalAttunementConversionDrain(state.attunements || {});
// Effective regen is what actually increases raw mana
const effectiveRegen = Math.max(0, rawRegen - conversionDrain);
return { rawRegen, conversionDrain, effectiveRegen };
}
/**
* Compute regen with dynamic special effects (needs current mana, max mana, incursion)
*/
// ─── Effective Regen (dynamic) ────────────────────────────────────────────────
export function computeEffectiveRegen(
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'rawMana' | 'incursionStrength' | 'skillUpgrades' | 'skillTiers' | 'attunements'>,
state: Pick<RegenComputeParams, 'skills' | 'prestigeUpgrades' | 'attunements'> & { rawMana: number; incursionStrength: number },
effects?: ComputedEffects,
discipline?: DisciplineBonuses,
): number {
// Base regen from existing function
let regen = computeRegen(state, effects, discipline);
const incursionStrength = state.incursionStrength || 0;
// Apply incursion penalty
regen *= (1 - incursionStrength);
return regen;
}
// ─── Click Mana ───────────────────────────────────────────────────────────────
export function computeClickMana(
state: Pick<GameState, 'skills'>,
skills: Record<string, number>,
discipline?: DisciplineBonuses,
): number {
const skillTap = ((state.skills || {}).manaTap || 0) * 1;
const skillSurge = ((state.skills || {}).manaSurge || 0) * 3;
const skillTap = (skills.manaTap || 0) * 1;
const skillSurge = (skills.manaSurge || 0) * 3;
const discClickMult = discipline?.bonuses?.clickManaMultiplier || 0;
return 1 + skillTap + skillSurge + discClickMult;
}
// Meditation bonus now affects regen rate directly
// ─── Meditation Bonus ─────────────────────────────────────────────────────────
export function getMeditationBonus(meditateTicks: number, skills: Record<string, number>, meditationEfficiency: number = 1): number {
const hasMeditation = skills.meditation === 1;
const hasDeepTrance = skills.deepTrance === 1;
@@ -137,7 +149,7 @@ export function getMeditationBonus(meditateTicks: number, skills: Record<string,
bonus = 5.0;
}
// Apply meditation efficiency from upgrades (Deep Wellspring, etc.)
// Apply meditation efficiency from upgrades
bonus *= meditationEfficiency;
return bonus;