refactor: split bloated state types into State + Actions interfaces (issue #102)
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m19s

- 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
@@ -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
View File
@@ -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 };