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
This commit is contained in:
2026-03-27 19:23:00 +00:00
parent 49fe47948f
commit 98309fbc85
5 changed files with 93 additions and 74 deletions

View File

@@ -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 {