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
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:
@@ -3,7 +3,7 @@
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// All external data (signedPacts, etc.) is passed in as parameters.
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import { SPELLS_DEF, GUARDIANS, HOURS_PER_TICK } from '../constants';
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import type { CombatState } from './combat-state.types';
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import type { CombatStore, CombatState } from './combat-state.types';
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import type { SpellState } from '../types';
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import { getFloorMaxHP, getFloorElement, calcDamage, canAffordSpellCost, deductSpellCost } from '../utils';
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import { computeDisciplineEffects } from '../effects/discipline-effects';
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@@ -22,7 +22,7 @@ export interface CombatTickResult {
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}
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export function processCombatTick(
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get: () => CombatState,
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get: () => CombatStore,
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set: (state: Partial<CombatState>) => void,
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rawMana: number,
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elements: Record<string, { current: number; max: number; unlocked: boolean }>,
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@@ -3,6 +3,8 @@
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import type { GameAction, SpellState, FloorState, GolemancyState, ActivityLogEntry, AchievementState, EquipmentSpellState, ActivityEventType } from '../types';
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// ─── Combat State (data only) ─────────────────────────────────────────────────
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export interface CombatState {
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// Floor state
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currentFloor: number;
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@@ -49,8 +51,11 @@ export interface CombatState {
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totalSpellsCast: number;
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totalDamageDealt: number;
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totalCraftsCompleted: number;
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}
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// Actions
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// ─── Combat Actions ───────────────────────────────────────────────────────────
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export interface CombatActions {
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setCurrentFloor: (floor: number) => void;
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advanceFloor: () => void;
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setFloorHP: (hp: number) => void;
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@@ -119,5 +124,8 @@ export interface CombatState {
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// Debug helpers
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debugSetFloor: (floor: number) => void;
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resetFloorHP: () => void;
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debugSetTime: (day: number, hour: number) => void;
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}
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// ─── Combined Combat Store Type ───────────────────────────────────────────────
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export type CombatStore = CombatState & CombatActions;
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@@ -9,9 +9,9 @@ import { usePrestigeStore } from './prestigeStore';
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import { generateFloorState } from '../utils/room-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 type { CombatState } from './combat-state.types';
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import type { CombatStore } from './combat-state.types';
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export const useCombatStore = create<CombatState>()(
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export const useCombatStore = create<CombatStore>()(
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persist(
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(set, get) => ({
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currentFloor: 1,
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@@ -183,24 +183,26 @@ export const useCraftingStore = create<CraftingStore>()(
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// Enchantment application actions
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startApplying: (equipmentInstanceId, designId) => {
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const currentAction = useCombatStore.getState().currentAction;
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return ApplicationActions.startApplying(
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equipmentInstanceId,
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designId,
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get,
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set
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set as unknown as (partial: Partial<CraftingState>) => void,
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currentAction
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);
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},
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pauseApplication: () => {
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ApplicationActions.pauseApplication(get, set);
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ApplicationActions.pauseApplication(get, set as unknown as (partial: Partial<CraftingState>) => void);
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},
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resumeApplication: () => {
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ApplicationActions.resumeApplication(get, set);
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ApplicationActions.resumeApplication(get, set as unknown as (partial: Partial<CraftingState>) => void);
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},
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cancelApplication: () => {
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ApplicationActions.cancelApplication(set);
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ApplicationActions.cancelApplication(set as unknown as (partial: Partial<CraftingState>) => void);
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useCombatStore.setState({ currentAction: 'meditate' });
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},
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@@ -39,7 +39,7 @@ export const createGatherMana = () => () => {
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// Compute click mana with discipline bonuses (mana-channeling → clickManaMultiplier)
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const cm = computeClickMana(
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{ skills: {} },
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{},
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disciplineEffects,
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);
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@@ -76,9 +76,7 @@ export function useManaStats() {
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disciplineEffects,
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);
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const clickMana = computeClickMana({
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skills: {},
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}, disciplineEffects);
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const clickMana = computeClickMana({}, disciplineEffects);
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const meditationMultiplier = getMeditationBonus(meditateTicks, {}, upgradeEffects.meditationEfficiency);
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const incursionStrength = getIncursionStrength(day, hour);
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@@ -6,13 +6,13 @@ export { useUIStore } from './uiStore';
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export type { UIState } from './uiStore';
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export { usePrestigeStore } from './prestigeStore';
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export type { PrestigeState } from './prestigeStore';
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export type { PrestigeState, PrestigeActions, PrestigeStore } from './prestigeStore';
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export { useManaStore, makeInitialElements } from './manaStore';
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export type { ManaState } from './manaStore';
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export type { ManaState, ManaActions, ManaStore } from './manaStore';
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export { useCombatStore, makeInitialSpells } from './combatStore';
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export type { CombatState } from './combat-state.types';
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export type { CombatState, CombatActions, CombatStore } from './combat-state.types';
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export { useCraftingStore } from './craftingStore';
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export type { CraftingState, CraftingActions } from './craftingStore.types';
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@@ -21,6 +21,7 @@ export { useAttunementStore } from './attunementStore';
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export type { AttunementStoreState } from './attunementStore';
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export { useDisciplineStore } from './discipline-slice';
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export type { DisciplineStoreState, DisciplineStoreActions, DisciplineStore } from './discipline-slice';
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export { useGameStore } from './gameStore';
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export { useGameLoop } from './gameHooks';
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@@ -6,23 +6,28 @@ import { persist } from 'zustand/middleware';
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import { ELEMENTS, MANA_PER_ELEMENT, BASE_UNLOCKED_ELEMENTS } from '../constants';
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import type { ElementState } from '../types';
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// ─── Mana State (data only) ─────────────────────────────────────────────────
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export interface ManaState {
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rawMana: number;
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meditateTicks: number;
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totalManaGathered: number;
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elements: Record<string, ElementState>;
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// Actions
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}
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// ─── Mana Actions ────────────────────────────────────────────────────────────
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export interface ManaActions {
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setRawMana: (amount: number) => void;
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addRawMana: (amount: number, maxMana: number) => void;
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spendRawMana: (amount: number) => boolean;
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gatherMana: (amount: number, maxMana: number) => void;
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// Meditation
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setMeditateTicks: (ticks: number) => void;
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incrementMeditateTicks: () => void;
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resetMeditateTicks: () => void;
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// Elements
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convertMana: (element: string, amount: number) => boolean;
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unlockElement: (element: string, cost: number) => boolean;
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@@ -30,10 +35,10 @@ export interface ManaState {
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spendElementMana: (element: string, amount: number) => boolean;
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setElementMax: (max: number) => void;
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craftComposite: (target: string, recipe: string[]) => boolean;
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// Helper for gameStore coordination
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processConvertAction: (rawMana: number) => { rawMana: number; elements: Record<string, ElementState> } | null;
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// Reset
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resetMana: (
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prestigeUpgrades: Record<string, number>,
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@@ -43,7 +48,11 @@ export interface ManaState {
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) => void;
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}
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export const useManaStore = create<ManaState>()(
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// ─── Combined Mana Store Type ────────────────────────────────────────────────
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export type ManaStore = ManaState & ManaActions;
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export const useManaStore = create<ManaStore>()(
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persist(
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(set, get) => ({
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rawMana: 10,
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@@ -59,62 +68,62 @@ export const useManaStore = create<ManaState>()(
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}
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])
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) as Record<string, ElementState>,
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setRawMana: (amount: number) => {
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set({ rawMana: Math.max(0, amount) });
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},
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addRawMana: (amount: number, maxMana: number) => {
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set((state) => ({
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rawMana: Math.min(state.rawMana + amount, maxMana),
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totalManaGathered: state.totalManaGathered + amount,
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}));
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},
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spendRawMana: (amount: number) => {
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const state = get();
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if (state.rawMana < amount) return false;
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set({ rawMana: state.rawMana - amount });
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return true;
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},
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gatherMana: (amount: number, maxMana: number) => {
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set((state) => ({
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rawMana: Math.min(state.rawMana + amount, maxMana),
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totalManaGathered: state.totalManaGathered + amount,
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}));
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},
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setMeditateTicks: (ticks: number) => {
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set({ meditateTicks: ticks });
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},
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incrementMeditateTicks: () => {
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set((state) => ({ meditateTicks: state.meditateTicks + 1 }));
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},
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resetMeditateTicks: () => {
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set({ meditateTicks: 0 });
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},
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convertMana: (element: string, amount: number) => {
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const state = get();
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const elem = state.elements[element];
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if (!elem?.unlocked) return false;
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const cost = MANA_PER_ELEMENT * amount;
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if (state.rawMana < cost) return false;
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if (elem.current >= elem.max) return false;
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const canConvert = Math.min(
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amount,
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Math.floor(state.rawMana / MANA_PER_ELEMENT),
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elem.max - elem.current
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);
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if (canConvert <= 0) return false;
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set({
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rawMana: state.rawMana - canConvert * MANA_PER_ELEMENT,
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elements: {
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@@ -122,15 +131,15 @@ export const useManaStore = create<ManaState>()(
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[element]: { ...elem, current: elem.current + canConvert },
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},
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});
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return true;
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},
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unlockElement: (element: string, cost: number) => {
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const state = get();
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if (state.elements[element]?.unlocked) return false;
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if (state.rawMana < cost) return false;
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set({
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rawMana: state.rawMana - cost,
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elements: {
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@@ -138,15 +147,15 @@ export const useManaStore = create<ManaState>()(
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[element]: { ...state.elements[element], unlocked: true },
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},
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});
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return true;
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},
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addElementMana: (element: string, amount: number, max: number) => {
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set((state) => {
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const elem = state.elements[element];
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if (!elem) return state;
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return {
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elements: {
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...state.elements,
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@@ -158,22 +167,22 @@ export const useManaStore = create<ManaState>()(
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};
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});
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},
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spendElementMana: (element: string, amount: number) => {
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const state = get();
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const elem = state.elements[element];
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if (!elem || elem.current < amount) return false;
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set({
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elements: {
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...state.elements,
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[element]: { ...elem, current: elem.current - amount },
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},
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});
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return true;
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},
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setElementMax: (max: number) => {
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set((state) => ({
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elements: Object.fromEntries(
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@@ -181,21 +190,21 @@ export const useManaStore = create<ManaState>()(
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) as Record<string, ElementState>,
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}));
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},
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craftComposite: (target: string, recipe: string[]) => {
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const state = get();
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// Count required ingredients
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const costs: Record<string, number> = {};
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recipe.forEach(r => {
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costs[r] = (costs[r] || 0) + 1;
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});
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// Check if we have all ingredients
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for (const [r, amt] of Object.entries(costs)) {
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if ((state.elements[r]?.current || 0) < amt) return false;
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}
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// Deduct ingredients
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const newElems = { ...state.elements };
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for (const [r, amt] of Object.entries(costs)) {
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@@ -204,7 +213,7 @@ export const useManaStore = create<ManaState>()(
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current: newElems[r].current - amt,
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};
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}
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// Add crafted element
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const targetElem = newElems[target];
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newElems[target] = {
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@@ -212,38 +221,38 @@ export const useManaStore = create<ManaState>()(
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current: (targetElem?.current || 0) + 1,
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unlocked: true,
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};
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set({ elements: newElems });
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return true;
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},
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processConvertAction: (rawMana: number) => {
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const state = get();
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const elements = { ...state.elements };
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const unlockedElements = Object.entries(elements)
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.filter(([, e]) => e.unlocked && e.current < e.max);
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if (unlockedElements.length === 0 || rawMana < 100) return null;
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unlockedElements.sort((a, b) => (b[1].max - b[1].current) - (a[1].max - a[1].current));
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const [targetId, targetState] = unlockedElements[0];
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const canConvert = Math.min(
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Math.floor(rawMana / 100),
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targetState.max - targetState.current
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);
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if (canConvert <= 0) return null;
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rawMana -= canConvert * 100;
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const updatedElements = {
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...elements,
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[targetId]: { ...targetState, current: targetState.current + canConvert }
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};
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return { rawMana, elements: updatedElements };
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},
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resetMana: (
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prestigeUpgrades: Record<string, number>,
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skills: Record<string, number> = {},
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@@ -253,7 +262,7 @@ export const useManaStore = create<ManaState>()(
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const elementMax = 10 + (prestigeUpgrades.elemMax || 0) * 5;
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const startingMana = 10 + (prestigeUpgrades.manaStart || 0) * 10;
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const elements = makeInitialElements(elementMax, prestigeUpgrades);
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|
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set({
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rawMana: startingMana,
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meditateTicks: 0,
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@@ -279,7 +288,7 @@ export function makeInitialElements(
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prestigeUpgrades: Record<string, number> = {}
|
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): Record<string, ElementState> {
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const elemStart = (prestigeUpgrades.elemStart || 0) * 5;
|
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|
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|
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const elements: Record<string, ElementState> = {};
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Object.keys(ELEMENTS).forEach(k => {
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const isUnlocked = BASE_UNLOCKED_ELEMENTS.includes(k);
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@@ -289,6 +298,6 @@ export function makeInitialElements(
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unlocked: isUnlocked,
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};
|
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});
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|
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return elements;
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}
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|
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@@ -6,23 +6,25 @@ import { persist } from 'zustand/middleware';
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import type { Memory } from '../types';
|
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import { GUARDIANS, PRESTIGE_DEF } from '../constants';
|
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|
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// ─── Prestige State (data only) ──────────────────────────────────────────────
|
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|
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export interface PrestigeState {
|
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// Loop counter
|
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loopCount: number;
|
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|
||||
|
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// Insight
|
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insight: number;
|
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totalInsight: number;
|
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loopInsight: number; // Insight earned at end of current loop
|
||||
|
||||
loopInsight: number;
|
||||
|
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// Prestige upgrades
|
||||
prestigeUpgrades: Record<string, number>;
|
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memorySlots: number;
|
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pactSlots: number;
|
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|
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|
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// Memories (skills preserved across loops)
|
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memories: Memory[];
|
||||
|
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|
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// 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 });
|
||||
|
||||
Reference in New Issue
Block a user