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:
@@ -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.
|
||||
|
||||
@@ -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",
|
||||
|
||||
@@ -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';
|
||||
|
||||
@@ -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}.`],
|
||||
};
|
||||
});
|
||||
}
|
||||
|
||||
@@ -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 };
|
||||
|
||||
@@ -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 }>,
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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,
|
||||
|
||||
@@ -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' });
|
||||
},
|
||||
|
||||
|
||||
@@ -39,7 +39,7 @@ export const createGatherMana = () => () => {
|
||||
|
||||
// Compute click mana with discipline bonuses (mana-channeling → clickManaMultiplier)
|
||||
const cm = computeClickMana(
|
||||
{ skills: {} },
|
||||
{},
|
||||
disciplineEffects,
|
||||
);
|
||||
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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';
|
||||
|
||||
@@ -6,13 +6,18 @@ 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;
|
||||
@@ -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,
|
||||
|
||||
@@ -6,6 +6,8 @@ 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;
|
||||
@@ -13,7 +15,7 @@ export interface PrestigeState {
|
||||
// Insight
|
||||
insight: number;
|
||||
totalInsight: number;
|
||||
loopInsight: number; // Insight earned at end of current loop
|
||||
loopInsight: number;
|
||||
|
||||
// Prestige upgrades
|
||||
prestigeUpgrades: Record<string, 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;
|
||||
@@ -77,28 +82,29 @@ 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,
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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,
|
||||
|
||||
@@ -1,10 +1,38 @@
|
||||
// ─── 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)
|
||||
@@ -15,11 +43,9 @@ export function getElementalBonus(spellElem: string, floorElem: string): number
|
||||
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
|
||||
@@ -27,8 +53,7 @@ export function getElementalBonus(spellElem: string, floorElem: string): number
|
||||
|
||||
// ─── 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,
|
||||
@@ -109,7 +137,7 @@ export function getBoonBonuses(signedPacts: number[]): {
|
||||
// ─── 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
|
||||
@@ -163,7 +191,7 @@ 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;
|
||||
@@ -216,12 +244,10 @@ export function deductSpellCost(
|
||||
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,
|
||||
@@ -256,7 +282,6 @@ export function getActiveEquipmentSpells(
|
||||
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 });
|
||||
@@ -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,
|
||||
@@ -291,7 +316,6 @@ export function getTotalDPS(
|
||||
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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user