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src/lib/game/data/attunements.ts
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185
src/lib/game/data/attunements.ts
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// ─── Attunement Definitions ─────────────────────────────────────────────────────
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// Attunements are class-like abilities tied to body locations
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// Each provides unique capabilities, primary mana types, and skill access
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import type { AttunementDef, AttunementSlot } from '../types';
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// Attunement slot display names
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export const ATTUNEMENT_SLOT_NAMES: Record<AttunementSlot, string> = {
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rightHand: 'Right Hand',
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leftHand: 'Left Hand',
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head: 'Head',
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back: 'Back',
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chest: 'Chest',
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leftLeg: 'Left Leg',
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rightLeg: 'Right Leg',
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};
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// All attunement definitions
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export const ATTUNEMENTS_DEF: Record<string, AttunementDef> = {
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// ─── Enchanter (Right Hand) ─────────────────────────────────────────────────
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// Unlocks the enchanting system - applying magical effects to equipment
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// Primary mana: Transference (used to move/apply enchantments)
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enchanter: {
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id: 'enchanter',
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name: 'Enchanter',
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desc: 'Channel transference mana through your right hand to apply magical enchantments to equipment. The art of enchanting allows you to imbue items with spell effects, stat bonuses, and special properties.',
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slot: 'rightHand',
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icon: '✨',
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color: '#1ABC9C', // Teal (transference color)
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primaryManaType: 'transference',
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rawManaRegen: 0.5,
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conversionRate: 0.2, // Converts 0.2 raw mana to transference per hour
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unlocked: true, // Starting attunement
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capabilities: ['enchanting', 'disenchanting'],
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skillCategories: ['enchant', 'effectResearch'],
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},
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// ─── Invoker (Chest/Heart) ───────────────────────────────────────────────────
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// Enables forming pacts with spire guardians
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// No primary mana - instead gains mana types from each pact signed
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invoker: {
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id: 'invoker',
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name: 'Invoker',
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desc: 'Open your heart to the guardians of the spire. Form pacts with defeated guardians to gain their elemental affinity and access to their unique powers. Each pact grants access to a new mana type.',
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slot: 'chest',
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icon: '💜',
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color: '#9B59B6', // Purple
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primaryManaType: undefined, // Invoker has no primary - gains from pacts
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rawManaRegen: 0.3,
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conversionRate: 0, // No automatic conversion - mana comes from pacts
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unlocked: false, // Unlocked through gameplay
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unlockCondition: 'Defeat your first guardian and choose the path of the Invoker',
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capabilities: ['pacts', 'guardianPowers', 'elementalMastery'],
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skillCategories: ['invocation', 'pact'],
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},
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// ─── Fabricator (Left Hand) ──────────────────────────────────────────────────
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// Crafts earth golems and earthen gear
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// Primary mana: Earth
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// Later with fire mana -> metal mana, can craft metallic gear and golems
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fabricator: {
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id: 'fabricator',
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name: 'Fabricator',
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desc: 'Shape earth and metal through your left hand to craft golems and equipment. Start with earthen constructs, and unlock metalworking when you gain fire mana to create metal mana.',
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slot: 'leftHand',
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icon: '⚒️',
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color: '#F4A261', // Earth color
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primaryManaType: 'earth',
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rawManaRegen: 0.4,
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conversionRate: 0.25, // Converts 0.25 raw mana to earth per hour
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unlocked: false, // Unlocked through gameplay
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unlockCondition: 'Prove your worth as a crafter',
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capabilities: ['golemCrafting', 'gearCrafting', 'earthShaping'],
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skillCategories: ['fabrication', 'golemancy'],
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},
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};
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// Helper function to get attunement by slot
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export function getAttunementBySlot(slot: AttunementSlot): AttunementDef | undefined {
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return Object.values(ATTUNEMENTS_DEF).find(a => a.slot === slot);
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}
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// Helper function to get all unlocked attunements for a player
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export function getUnlockedAttunements(attunements: Record<string, { active: boolean; level: number; experience: number }>): AttunementDef[] {
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return Object.entries(attunements)
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.filter(([id, state]) => state.active || ATTUNEMENTS_DEF[id]?.unlocked)
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.map(([id]) => ATTUNEMENTS_DEF[id])
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.filter(Boolean);
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}
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// Helper function to calculate total raw mana regen from attunements (with level scaling)
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export function getTotalAttunementRegen(attunements: Record<string, { active: boolean; level: number; experience: number }>): number {
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return Object.entries(attunements)
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.filter(([, state]) => state.active)
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.reduce((total, [id, state]) => {
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const def = ATTUNEMENTS_DEF[id];
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if (!def) return total;
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// Exponential scaling: base * (1.5 ^ (level - 1))
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const levelMult = Math.pow(1.5, (state.level || 1) - 1);
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return total + def.rawManaRegen * levelMult;
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}, 0);
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}
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// Get conversion rate with level scaling
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export function getAttunementConversionRate(attunementId: string, level: number): number {
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const def = ATTUNEMENTS_DEF[attunementId];
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if (!def || def.conversionRate <= 0) return 0;
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// Exponential scaling: base * (1.5 ^ (level - 1))
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return def.conversionRate * Math.pow(1.5, (level || 1) - 1);
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}
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// XP required for attunement level
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export function getAttunementXPForLevel(level: number): number {
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// New scaling:
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// Level 2: 1000 XP
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// Level 3: 2500 XP
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// Level 4: 5000 XP
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// Level 5: 10000 XP
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// etc. (each level requires 2x the previous, starting from 1000)
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if (level <= 1) return 0;
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if (level === 2) return 1000;
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// For level 3+: 1000 * 2.5^(level-2), but rounded nicely
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return Math.floor(1000 * Math.pow(2, level - 2) * (level >= 3 ? 1.25 : 1));
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}
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// Calculate XP gained from enchanting based on capacity used
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export function calculateEnchantingXP(capacityUsed: number): number {
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// 1 XP per 10 capacity used, floored, minimum 1
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return Math.max(1, Math.floor(capacityUsed / 10));
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}
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// Max attunement level
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export const MAX_ATTUNEMENT_LEVEL = 10;
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// Helper function to get mana types from active attunements and pacts
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export function getAttunementManaTypes(
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attunements: Record<string, { active: boolean; level: number; experience: number }>,
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signedPacts: number[]
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): string[] {
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const manaTypes: string[] = [];
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// Add primary mana types from active attunements
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Object.entries(attunements)
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.filter(([, state]) => state.active)
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.forEach(([id]) => {
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const def = ATTUNEMENTS_DEF[id];
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if (def?.primaryManaType) {
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manaTypes.push(def.primaryManaType);
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}
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});
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// Invoker gains mana types from signed pacts
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if (attunements.invoker?.active && signedPacts.length > 0) {
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// Import GUARDIANS would be circular, so this is handled in the store
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// For now, just mark that invoker provides pact-based mana
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manaTypes.push('pactElements');
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}
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return [...new Set(manaTypes)]; // Remove duplicates
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}
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// Get skill categories available to player based on active attunements
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export function getAvailableSkillCategories(
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attunements: Record<string, { active: boolean; level: number; experience: number }>
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): string[] {
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const categories = new Set<string>();
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// Always available categories
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categories.add('mana');
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categories.add('study');
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categories.add('research');
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categories.add('ascension');
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// Add categories from active attunements
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Object.entries(attunements)
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.filter(([, state]) => state.active)
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.forEach(([id]) => {
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const def = ATTUNEMENTS_DEF[id];
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if (def?.skillCategories) {
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def.skillCategories.forEach(cat => categories.add(cat));
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}
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});
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return Array.from(categories);
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}
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