Fix crafting tab crash, update attunement XP system
Some checks failed
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 33s
Some checks failed
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 33s
- Add missing EquipmentCraftingProgress interface to types.ts - Fix CraftingTab to accept store prop like other tabs - Update attunement XP calculation: 1 XP per 10 capacity used (min 1) - Change XP requirements: 1000 for lv2, 2500 for lv3, doubling thereafter - Grant Enchanter XP when enchantments are applied - Add equipmentCraftingProgress to GameState and persist config
This commit is contained in:
@@ -17,7 +17,7 @@ import { ENCHANTMENT_EFFECTS, type EnchantmentEffectDef, calculateEffectCapacity
|
||||
import { CRAFTING_RECIPES, canCraftRecipe } from '@/lib/game/data/crafting-recipes';
|
||||
import { LOOT_DROPS, RARITY_COLORS } from '@/lib/game/data/loot-drops';
|
||||
import type { EquipmentInstance, EnchantmentDesign, DesignEffect, AppliedEnchantment, LootInventory, EquipmentCraftingProgress } from '@/lib/game/types';
|
||||
import { fmt } from '@/lib/game/store';
|
||||
import { fmt, type GameStore } from '@/lib/game/store';
|
||||
|
||||
// Slot display names
|
||||
const SLOT_NAMES: Record<EquipmentSlot, string> = {
|
||||
@@ -31,76 +31,38 @@ const SLOT_NAMES: Record<EquipmentSlot, string> = {
|
||||
accessory2: 'Accessory 2',
|
||||
};
|
||||
|
||||
interface CraftingTabProps {
|
||||
// Equipment state
|
||||
equippedInstances: Record<string, string | null>;
|
||||
equipmentInstances: Record<string, EquipmentInstance>;
|
||||
enchantmentDesigns: EnchantmentDesign[];
|
||||
|
||||
// Progress states
|
||||
designProgress: { designId: string; progress: number; required: number } | null;
|
||||
preparationProgress: { equipmentInstanceId: string; progress: number; required: number; manaCostPaid: number } | null;
|
||||
applicationProgress: { equipmentInstanceId: string; designId: string; progress: number; required: number; manaPerHour: number; paused: boolean; manaSpent: number } | null;
|
||||
equipmentCraftingProgress: EquipmentCraftingProgress | null;
|
||||
|
||||
// Player state
|
||||
rawMana: number;
|
||||
skills: Record<string, number>;
|
||||
currentAction: string;
|
||||
unlockedEffects: string[]; // Effect IDs that have been researched
|
||||
|
||||
// Loot inventory
|
||||
lootInventory: LootInventory;
|
||||
|
||||
// Actions
|
||||
startDesigningEnchantment: (name: string, equipmentTypeId: string, effects: DesignEffect[]) => boolean;
|
||||
cancelDesign: () => void;
|
||||
saveDesign: (design: EnchantmentDesign) => void;
|
||||
deleteDesign: (designId: string) => void;
|
||||
startPreparing: (equipmentInstanceId: string) => boolean;
|
||||
cancelPreparation: () => void;
|
||||
startApplying: (equipmentInstanceId: string, designId: string) => boolean;
|
||||
pauseApplication: () => void;
|
||||
resumeApplication: () => void;
|
||||
cancelApplication: () => void;
|
||||
disenchantEquipment: (instanceId: string) => void;
|
||||
getAvailableCapacity: (instanceId: string) => number;
|
||||
|
||||
// Equipment crafting actions
|
||||
startCraftingEquipment: (blueprintId: string) => boolean;
|
||||
cancelEquipmentCrafting: () => void;
|
||||
deleteMaterial: (materialId: string, amount: number) => void;
|
||||
export interface CraftingTabProps {
|
||||
store: GameStore;
|
||||
}
|
||||
|
||||
export function CraftingTab({
|
||||
equippedInstances,
|
||||
equipmentInstances,
|
||||
enchantmentDesigns,
|
||||
designProgress,
|
||||
preparationProgress,
|
||||
applicationProgress,
|
||||
equipmentCraftingProgress,
|
||||
rawMana,
|
||||
skills,
|
||||
currentAction,
|
||||
unlockedEffects,
|
||||
lootInventory,
|
||||
startDesigningEnchantment,
|
||||
cancelDesign,
|
||||
saveDesign,
|
||||
deleteDesign,
|
||||
startPreparing,
|
||||
cancelPreparation,
|
||||
startApplying,
|
||||
pauseApplication,
|
||||
resumeApplication,
|
||||
cancelApplication,
|
||||
disenchantEquipment,
|
||||
getAvailableCapacity,
|
||||
startCraftingEquipment,
|
||||
cancelEquipmentCrafting,
|
||||
deleteMaterial,
|
||||
}: CraftingTabProps) {
|
||||
export function CraftingTab({ store }: CraftingTabProps) {
|
||||
const equippedInstances = store.equippedInstances;
|
||||
const equipmentInstances = store.equipmentInstances;
|
||||
const enchantmentDesigns = store.enchantmentDesigns;
|
||||
const designProgress = store.designProgress;
|
||||
const preparationProgress = store.preparationProgress;
|
||||
const applicationProgress = store.applicationProgress;
|
||||
const equipmentCraftingProgress = store.equipmentCraftingProgress;
|
||||
const rawMana = store.rawMana;
|
||||
const skills = store.skills;
|
||||
const currentAction = store.currentAction;
|
||||
const unlockedEffects = store.unlockedEffects;
|
||||
const lootInventory = store.lootInventory;
|
||||
const startDesigningEnchantment = store.startDesigningEnchantment;
|
||||
const cancelDesign = store.cancelDesign;
|
||||
const saveDesign = store.saveDesign;
|
||||
const deleteDesign = store.deleteDesign;
|
||||
const startPreparing = store.startPreparing;
|
||||
const cancelPreparation = store.cancelPreparation;
|
||||
const startApplying = store.startApplying;
|
||||
const pauseApplication = store.pauseApplication;
|
||||
const resumeApplication = store.resumeApplication;
|
||||
const cancelApplication = store.cancelApplication;
|
||||
const disenchantEquipment = store.disenchantEquipment;
|
||||
const getAvailableCapacity = store.getAvailableCapacity;
|
||||
const startCraftingEquipment = store.startCraftingEquipment;
|
||||
const cancelEquipmentCrafting = store.cancelEquipmentCrafting;
|
||||
const deleteMaterial = store.deleteMaterial;
|
||||
const [craftingStage, setCraftingStage] = useState<'design' | 'prepare' | 'apply' | 'craft'>('craft');
|
||||
const [selectedEquipmentType, setSelectedEquipmentType] = useState<string | null>(null);
|
||||
const [selectedEquipmentInstance, setSelectedEquipmentInstance] = useState<string | null>(null);
|
||||
|
||||
@@ -1,11 +1,12 @@
|
||||
// ─── Crafting Store Slice ─────────────────────────────────────────────────────────
|
||||
// Handles equipment and enchantment system: design, prepare, apply stages
|
||||
|
||||
import type { GameState, EquipmentInstance, AppliedEnchantment, EnchantmentDesign, DesignEffect, EquipmentSlot, EquipmentCraftingProgress, LootInventory } from './types';
|
||||
import type { GameState, EquipmentInstance, AppliedEnchantment, EnchantmentDesign, DesignEffect, EquipmentSlot, EquipmentCraftingProgress, LootInventory, AttunementState } from './types';
|
||||
import { EQUIPMENT_TYPES, type EquipmentCategory } from './data/equipment';
|
||||
import { ENCHANTMENT_EFFECTS, calculateEffectCapacityCost } from './data/enchantment-effects';
|
||||
import { CRAFTING_RECIPES, canCraftRecipe, type CraftingRecipe } from './data/crafting-recipes';
|
||||
import { SPELLS_DEF } from './constants';
|
||||
import { calculateEnchantingXP, getAttunementXPForLevel, MAX_ATTUNEMENT_LEVEL } from './data/attunements';
|
||||
|
||||
// ─── Helper Functions ─────────────────────────────────────────────────────────
|
||||
|
||||
@@ -687,11 +688,42 @@ export function processCraftingTick(
|
||||
actualCost: eff.capacityCost,
|
||||
}));
|
||||
|
||||
// Calculate and grant attunement XP to enchanter
|
||||
const xpGained = calculateEnchantingXP(design.totalCapacityUsed);
|
||||
let newAttunements = state.attunements;
|
||||
|
||||
if (state.attunements.enchanter?.active && xpGained > 0) {
|
||||
const enchanterState = state.attunements.enchanter;
|
||||
let newXP = enchanterState.experience + xpGained;
|
||||
let newLevel = enchanterState.level;
|
||||
|
||||
// Check for level ups
|
||||
while (newLevel < MAX_ATTUNEMENT_LEVEL) {
|
||||
const xpNeeded = getAttunementXPForLevel(newLevel + 1);
|
||||
if (newXP >= xpNeeded) {
|
||||
newXP -= xpNeeded;
|
||||
newLevel++;
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
newAttunements = {
|
||||
...state.attunements,
|
||||
enchanter: {
|
||||
...enchanterState,
|
||||
level: newLevel,
|
||||
experience: newXP,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
updates = {
|
||||
...updates,
|
||||
rawMana: rawMana - manaCost,
|
||||
applicationProgress: null,
|
||||
currentAction: 'meditate',
|
||||
attunements: newAttunements,
|
||||
equipmentInstances: {
|
||||
...state.equipmentInstances,
|
||||
[app.equipmentInstanceId]: {
|
||||
@@ -700,7 +732,7 @@ export function processCraftingTick(
|
||||
usedCapacity: instance.usedCapacity + design.totalCapacityUsed,
|
||||
},
|
||||
},
|
||||
log: [`✨ Enchantment "${design.name}" applied to ${instance.name}!`, ...log],
|
||||
log: [`✨ Enchantment "${design.name}" applied to ${instance.name}! (+${xpGained} Enchanter XP)`, ...log],
|
||||
};
|
||||
}
|
||||
} else {
|
||||
|
||||
@@ -111,10 +111,22 @@ export function getAttunementConversionRate(attunementId: string, level: number)
|
||||
|
||||
// XP required for attunement level
|
||||
export function getAttunementXPForLevel(level: number): number {
|
||||
// Level 2: 100 XP, Level 3: 300 XP, Level 4: 900 XP, etc.
|
||||
// Exponential: 100 * (3 ^ (level - 2))
|
||||
// New scaling:
|
||||
// Level 2: 1000 XP
|
||||
// Level 3: 2500 XP
|
||||
// Level 4: 5000 XP
|
||||
// Level 5: 10000 XP
|
||||
// etc. (each level requires 2x the previous, starting from 1000)
|
||||
if (level <= 1) return 0;
|
||||
return Math.floor(100 * Math.pow(3, level - 2));
|
||||
if (level === 2) return 1000;
|
||||
// For level 3+: 1000 * 2.5^(level-2), but rounded nicely
|
||||
return Math.floor(1000 * Math.pow(2, level - 2) * (level >= 3 ? 1.25 : 1));
|
||||
}
|
||||
|
||||
// Calculate XP gained from enchanting based on capacity used
|
||||
export function calculateEnchantingXP(capacityUsed: number): number {
|
||||
// 1 XP per 10 capacity used, floored, minimum 1
|
||||
return Math.max(1, Math.floor(capacityUsed / 10));
|
||||
}
|
||||
|
||||
// Max attunement level
|
||||
|
||||
@@ -499,6 +499,7 @@ function makeInitial(overrides: Partial<GameState> = {}): GameState {
|
||||
designProgress: null,
|
||||
preparationProgress: null,
|
||||
applicationProgress: null,
|
||||
equipmentCraftingProgress: null,
|
||||
unlockedEffects: [...BASE_UNLOCKED_EFFECTS], // Start with mana bolt only
|
||||
equipmentSpellStates: [],
|
||||
|
||||
@@ -1875,6 +1876,8 @@ export const useGameStore = create<GameStore>()(
|
||||
designProgress: state.designProgress,
|
||||
preparationProgress: state.preparationProgress,
|
||||
applicationProgress: state.applicationProgress,
|
||||
equipmentCraftingProgress: state.equipmentCraftingProgress,
|
||||
unlockedEffects: state.unlockedEffects,
|
||||
// Loot inventory
|
||||
lootInventory: state.lootInventory,
|
||||
}),
|
||||
|
||||
@@ -232,6 +232,15 @@ export interface ApplicationProgress {
|
||||
manaSpent: number; // Total mana spent so far
|
||||
}
|
||||
|
||||
// Equipment crafting progress (from blueprints)
|
||||
export interface EquipmentCraftingProgress {
|
||||
blueprintId: string;
|
||||
equipmentTypeId: string;
|
||||
progress: number; // Hours spent crafting
|
||||
required: number; // Total hours needed
|
||||
manaSpent: number; // Total mana spent so far
|
||||
}
|
||||
|
||||
// Equipment spell state (for multi-spell casting)
|
||||
export interface EquipmentSpellState {
|
||||
spellId: string;
|
||||
@@ -362,6 +371,7 @@ export interface GameState {
|
||||
designProgress: DesignProgress | null;
|
||||
preparationProgress: PreparationProgress | null;
|
||||
applicationProgress: ApplicationProgress | null;
|
||||
equipmentCraftingProgress: EquipmentCraftingProgress | null;
|
||||
|
||||
// Unlocked enchantment effects for designing
|
||||
unlockedEffects: string[]; // Effect IDs that have been researched
|
||||
|
||||
Reference in New Issue
Block a user