Fix crafting tab crash, update attunement XP system
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- 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
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@@ -1,11 +1,12 @@
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// ─── Crafting Store Slice ─────────────────────────────────────────────────────────
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// Handles equipment and enchantment system: design, prepare, apply stages
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import type { GameState, EquipmentInstance, AppliedEnchantment, EnchantmentDesign, DesignEffect, EquipmentSlot, EquipmentCraftingProgress, LootInventory } from './types';
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import type { GameState, EquipmentInstance, AppliedEnchantment, EnchantmentDesign, DesignEffect, EquipmentSlot, EquipmentCraftingProgress, LootInventory, AttunementState } from './types';
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import { EQUIPMENT_TYPES, type EquipmentCategory } from './data/equipment';
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import { ENCHANTMENT_EFFECTS, calculateEffectCapacityCost } from './data/enchantment-effects';
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import { CRAFTING_RECIPES, canCraftRecipe, type CraftingRecipe } from './data/crafting-recipes';
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import { SPELLS_DEF } from './constants';
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import { calculateEnchantingXP, getAttunementXPForLevel, MAX_ATTUNEMENT_LEVEL } from './data/attunements';
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// ─── Helper Functions ─────────────────────────────────────────────────────────
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@@ -687,11 +688,42 @@ export function processCraftingTick(
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actualCost: eff.capacityCost,
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}));
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// Calculate and grant attunement XP to enchanter
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const xpGained = calculateEnchantingXP(design.totalCapacityUsed);
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let newAttunements = state.attunements;
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if (state.attunements.enchanter?.active && xpGained > 0) {
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const enchanterState = state.attunements.enchanter;
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let newXP = enchanterState.experience + xpGained;
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let newLevel = enchanterState.level;
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// Check for level ups
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while (newLevel < MAX_ATTUNEMENT_LEVEL) {
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const xpNeeded = getAttunementXPForLevel(newLevel + 1);
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if (newXP >= xpNeeded) {
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newXP -= xpNeeded;
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newLevel++;
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} else {
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break;
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}
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}
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newAttunements = {
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...state.attunements,
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enchanter: {
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...enchanterState,
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level: newLevel,
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experience: newXP,
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},
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};
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}
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updates = {
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...updates,
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rawMana: rawMana - manaCost,
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applicationProgress: null,
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currentAction: 'meditate',
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attunements: newAttunements,
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equipmentInstances: {
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...state.equipmentInstances,
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[app.equipmentInstanceId]: {
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@@ -700,7 +732,7 @@ export function processCraftingTick(
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usedCapacity: instance.usedCapacity + design.totalCapacityUsed,
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},
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},
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log: [`✨ Enchantment "${design.name}" applied to ${instance.name}!`, ...log],
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log: [`✨ Enchantment "${design.name}" applied to ${instance.name}! (+${xpGained} Enchanter XP)`, ...log],
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};
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}
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} else {
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@@ -111,10 +111,22 @@ export function getAttunementConversionRate(attunementId: string, level: number)
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// XP required for attunement level
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export function getAttunementXPForLevel(level: number): number {
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// Level 2: 100 XP, Level 3: 300 XP, Level 4: 900 XP, etc.
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// Exponential: 100 * (3 ^ (level - 2))
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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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return Math.floor(100 * Math.pow(3, level - 2));
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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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@@ -499,6 +499,7 @@ function makeInitial(overrides: Partial<GameState> = {}): GameState {
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designProgress: null,
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preparationProgress: null,
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applicationProgress: null,
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equipmentCraftingProgress: null,
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unlockedEffects: [...BASE_UNLOCKED_EFFECTS], // Start with mana bolt only
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equipmentSpellStates: [],
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@@ -1875,6 +1876,8 @@ export const useGameStore = create<GameStore>()(
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designProgress: state.designProgress,
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preparationProgress: state.preparationProgress,
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applicationProgress: state.applicationProgress,
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equipmentCraftingProgress: state.equipmentCraftingProgress,
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unlockedEffects: state.unlockedEffects,
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// Loot inventory
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lootInventory: state.lootInventory,
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}),
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@@ -232,6 +232,15 @@ export interface ApplicationProgress {
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manaSpent: number; // Total mana spent so far
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}
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// Equipment crafting progress (from blueprints)
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export interface EquipmentCraftingProgress {
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blueprintId: string;
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equipmentTypeId: string;
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progress: number; // Hours spent crafting
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required: number; // Total hours needed
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manaSpent: number; // Total mana spent so far
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}
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// Equipment spell state (for multi-spell casting)
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export interface EquipmentSpellState {
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spellId: string;
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@@ -362,6 +371,7 @@ export interface GameState {
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designProgress: DesignProgress | null;
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preparationProgress: PreparationProgress | null;
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applicationProgress: ApplicationProgress | null;
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equipmentCraftingProgress: EquipmentCraftingProgress | null;
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// Unlocked enchantment effects for designing
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unlockedEffects: string[]; // Effect IDs that have been researched
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