Fix mana conversion visibility and UI improvements
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Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 3m9s
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Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 3m9s
- Increase attunement mana conversion rates (0.2 -> 2 for Enchanter) - Hide mana types with current < 1 in ManaDisplay and LabTab - Only show owned equipment types when designing enchantments
This commit is contained in:
405
src/components/game/GameContext.tsx
Executable file
405
src/components/game/GameContext.tsx
Executable file
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'use client';
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import { createContext, useContext, useMemo, type ReactNode } from 'react';
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import { useSkillStore } from '@/lib/game/stores/skillStore';
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import { useManaStore } from '@/lib/game/stores/manaStore';
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import { usePrestigeStore } from '@/lib/game/stores/prestigeStore';
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import { useUIStore } from '@/lib/game/stores/uiStore';
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import { useCombatStore } from '@/lib/game/stores/combatStore';
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import { useGameStore, useGameLoop } from '@/lib/game/stores/gameStore';
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import { computeEffects, hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/upgrade-effects';
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import { getStudySpeedMultiplier, getStudyCostMultiplier } from '@/lib/game/constants';
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import { getTierMultiplier } from '@/lib/game/skill-evolution';
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import {
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computeMaxMana,
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computeRegen,
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computeClickMana,
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getMeditationBonus,
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canAffordSpellCost,
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calcDamage,
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getFloorElement,
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getBoonBonuses,
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getIncursionStrength,
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} from '@/lib/game/utils';
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import {
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ELEMENTS,
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GUARDIANS,
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SPELLS_DEF,
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HOURS_PER_TICK,
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TICK_MS,
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} from '@/lib/game/constants';
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import type { ElementDef, GuardianDef, SpellDef, GameAction } from '@/lib/game/types';
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// Define a unified store type that combines all stores
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interface UnifiedStore {
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// From gameStore (coordinator)
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day: number;
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hour: number;
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incursionStrength: number;
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containmentWards: number;
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initialized: boolean;
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tick: () => void;
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resetGame: () => void;
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gatherMana: () => void;
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startNewLoop: () => void;
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// From manaStore
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rawMana: number;
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meditateTicks: number;
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totalManaGathered: number;
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elements: Record<string, { current: number; max: number; unlocked: boolean }>;
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setRawMana: (amount: number) => void;
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addRawMana: (amount: number, max: number) => void;
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spendRawMana: (amount: number) => boolean;
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convertMana: (element: string, amount: number) => boolean;
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unlockElement: (element: string, cost: number) => boolean;
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craftComposite: (target: string, recipe: string[]) => boolean;
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// From skillStore
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skills: Record<string, number>;
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skillProgress: Record<string, number>;
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skillUpgrades: Record<string, string[]>;
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skillTiers: Record<string, number>;
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paidStudySkills: Record<string, number>;
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currentStudyTarget: { type: 'skill' | 'spell' | 'blueprint'; id: string; progress: number; required: number } | null;
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parallelStudyTarget: { type: 'skill' | 'spell' | 'blueprint'; id: string; progress: number; required: number } | null;
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setSkillLevel: (skillId: string, level: number) => void;
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startStudyingSkill: (skillId: string, rawMana: number) => { started: boolean; cost: number };
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startStudyingSpell: (spellId: string, rawMana: number, studyTime: number) => { started: boolean; cost: number };
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cancelStudy: (retentionBonus: number) => void;
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selectSkillUpgrade: (skillId: string, upgradeId: string) => void;
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deselectSkillUpgrade: (skillId: string, upgradeId: string) => void;
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commitSkillUpgrades: (skillId: string, upgradeIds: string[]) => void;
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tierUpSkill: (skillId: string) => void;
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getSkillUpgradeChoices: (skillId: string, milestone: 5 | 10) => { available: Array<{ id: string; name: string; desc: string; milestone: 5 | 10; effect: { type: string; stat?: string; value?: number; specialId?: string } }>; selected: string[] };
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// From prestigeStore
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loopCount: number;
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insight: number;
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totalInsight: number;
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loopInsight: number;
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prestigeUpgrades: Record<string, number>;
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memorySlots: number;
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pactSlots: number;
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memories: Array<{ skillId: string; level: number; tier: number; upgrades: string[] }>;
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defeatedGuardians: number[];
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signedPacts: number[];
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pactRitualFloor: number | null;
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pactRitualProgress: number;
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doPrestige: (id: string) => void;
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addMemory: (memory: { skillId: string; level: number; tier: number; upgrades: string[] }) => void;
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removeMemory: (skillId: string) => void;
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clearMemories: () => void;
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startPactRitual: (floor: number, rawMana: number) => boolean;
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cancelPactRitual: () => void;
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removePact: (floor: number) => void;
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defeatGuardian: (floor: number) => void;
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// From combatStore
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currentFloor: number;
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floorHP: number;
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floorMaxHP: number;
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maxFloorReached: number;
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activeSpell: string;
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currentAction: GameAction;
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castProgress: number;
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spells: Record<string, { learned: boolean; level: number; studyProgress?: number }>;
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setAction: (action: GameAction) => void;
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setSpell: (spellId: string) => void;
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learnSpell: (spellId: string) => void;
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advanceFloor: () => void;
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// From uiStore
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log: string[];
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paused: boolean;
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gameOver: boolean;
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victory: boolean;
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addLog: (message: string) => void;
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togglePause: () => void;
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setPaused: (paused: boolean) => void;
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setGameOver: (gameOver: boolean, victory?: boolean) => void;
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}
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interface GameContextValue {
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// Unified store for backward compatibility
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store: UnifiedStore;
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// Individual stores for direct access if needed
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skillStore: ReturnType<typeof useSkillStore.getState>;
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manaStore: ReturnType<typeof useManaStore.getState>;
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prestigeStore: ReturnType<typeof usePrestigeStore.getState>;
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uiStore: ReturnType<typeof useUIStore.getState>;
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combatStore: ReturnType<typeof useCombatStore.getState>;
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// Computed effects from upgrades
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upgradeEffects: ReturnType<typeof computeEffects>;
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// Derived stats
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maxMana: number;
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baseRegen: number;
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clickMana: number;
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floorElem: string;
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floorElemDef: ElementDef | undefined;
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isGuardianFloor: boolean;
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currentGuardian: GuardianDef | undefined;
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activeSpellDef: SpellDef | undefined;
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meditationMultiplier: number;
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incursionStrength: number;
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studySpeedMult: number;
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studyCostMult: number;
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// Effective regen calculations
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effectiveRegenWithSpecials: number;
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manaCascadeBonus: number;
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effectiveRegen: number;
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// DPS calculation
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dps: number;
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// Boons
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activeBoons: ReturnType<typeof getBoonBonuses>;
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// Helpers
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canCastSpell: (spellId: string) => boolean;
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hasSpecial: (effects: ReturnType<typeof computeEffects>, specialId: string) => boolean;
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SPECIAL_EFFECTS: typeof SPECIAL_EFFECTS;
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}
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const GameContext = createContext<GameContextValue | null>(null);
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export function GameProvider({ children }: { children: ReactNode }) {
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// Get all individual stores
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const gameStore = useGameStore();
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const skillState = useSkillStore();
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const manaState = useManaStore();
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const prestigeState = usePrestigeStore();
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const uiState = useUIStore();
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const combatState = useCombatStore();
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// Create unified store object for backward compatibility
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const unifiedStore = useMemo<UnifiedStore>(() => ({
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// From gameStore
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day: gameStore.day,
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hour: gameStore.hour,
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incursionStrength: gameStore.incursionStrength,
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containmentWards: gameStore.containmentWards,
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initialized: gameStore.initialized,
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tick: gameStore.tick,
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resetGame: gameStore.resetGame,
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gatherMana: gameStore.gatherMana,
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startNewLoop: gameStore.startNewLoop,
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// From manaStore
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rawMana: manaState.rawMana,
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meditateTicks: manaState.meditateTicks,
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totalManaGathered: manaState.totalManaGathered,
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elements: manaState.elements,
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setRawMana: manaState.setRawMana,
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addRawMana: manaState.addRawMana,
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spendRawMana: manaState.spendRawMana,
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convertMana: manaState.convertMana,
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unlockElement: manaState.unlockElement,
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craftComposite: manaState.craftComposite,
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// From skillStore
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skills: skillState.skills,
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skillProgress: skillState.skillProgress,
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skillUpgrades: skillState.skillUpgrades,
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skillTiers: skillState.skillTiers,
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paidStudySkills: skillState.paidStudySkills,
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currentStudyTarget: skillState.currentStudyTarget,
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parallelStudyTarget: skillState.parallelStudyTarget,
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setSkillLevel: skillState.setSkillLevel,
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startStudyingSkill: skillState.startStudyingSkill,
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startStudyingSpell: skillState.startStudyingSpell,
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cancelStudy: skillState.cancelStudy,
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selectSkillUpgrade: skillState.selectSkillUpgrade,
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deselectSkillUpgrade: skillState.deselectSkillUpgrade,
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commitSkillUpgrades: skillState.commitSkillUpgrades,
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tierUpSkill: skillState.tierUpSkill,
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getSkillUpgradeChoices: skillState.getSkillUpgradeChoices,
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// From prestigeStore
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loopCount: prestigeState.loopCount,
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insight: prestigeState.insight,
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totalInsight: prestigeState.totalInsight,
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loopInsight: prestigeState.loopInsight,
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prestigeUpgrades: prestigeState.prestigeUpgrades,
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memorySlots: prestigeState.memorySlots,
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pactSlots: prestigeState.pactSlots,
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memories: prestigeState.memories,
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defeatedGuardians: prestigeState.defeatedGuardians,
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signedPacts: prestigeState.signedPacts,
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pactRitualFloor: prestigeState.pactRitualFloor,
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pactRitualProgress: prestigeState.pactRitualProgress,
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doPrestige: prestigeState.doPrestige,
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addMemory: prestigeState.addMemory,
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removeMemory: prestigeState.removeMemory,
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clearMemories: prestigeState.clearMemories,
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startPactRitual: prestigeState.startPactRitual,
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cancelPactRitual: prestigeState.cancelPactRitual,
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removePact: prestigeState.removePact,
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defeatGuardian: prestigeState.defeatGuardian,
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// From combatStore
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currentFloor: combatState.currentFloor,
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floorHP: combatState.floorHP,
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floorMaxHP: combatState.floorMaxHP,
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maxFloorReached: combatState.maxFloorReached,
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activeSpell: combatState.activeSpell,
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currentAction: combatState.currentAction,
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castProgress: combatState.castProgress,
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spells: combatState.spells,
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setAction: combatState.setAction,
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setSpell: combatState.setSpell,
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learnSpell: combatState.learnSpell,
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advanceFloor: combatState.advanceFloor,
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// From uiStore
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log: uiState.logs,
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paused: uiState.paused,
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gameOver: uiState.gameOver,
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victory: uiState.victory,
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addLog: uiState.addLog,
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togglePause: uiState.togglePause,
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setPaused: uiState.setPaused,
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setGameOver: uiState.setGameOver,
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}), [gameStore, skillState, manaState, prestigeState, uiState, combatState]);
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// Computed effects from upgrades
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const upgradeEffects = useMemo(
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() => computeEffects(skillState.skillUpgrades || {}, skillState.skillTiers || {}),
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[skillState.skillUpgrades, skillState.skillTiers]
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);
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// Create a minimal state object for compute functions
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const stateForCompute = useMemo(() => ({
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skills: skillState.skills,
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prestigeUpgrades: prestigeState.prestigeUpgrades,
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skillUpgrades: skillState.skillUpgrades,
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skillTiers: skillState.skillTiers,
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signedPacts: prestigeState.signedPacts,
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rawMana: manaState.rawMana,
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meditateTicks: manaState.meditateTicks,
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incursionStrength: gameStore.incursionStrength,
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}), [skillState, prestigeState, manaState, gameStore.incursionStrength]);
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// Derived stats
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const maxMana = useMemo(
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() => computeMaxMana(stateForCompute, upgradeEffects),
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[stateForCompute, upgradeEffects]
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);
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const baseRegen = useMemo(
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() => computeRegen(stateForCompute, upgradeEffects),
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[stateForCompute, upgradeEffects]
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);
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const clickMana = useMemo(() => computeClickMana(stateForCompute), [stateForCompute]);
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// Floor element from combat store
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const floorElem = useMemo(() => getFloorElement(combatState.currentFloor), [combatState.currentFloor]);
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const floorElemDef = ELEMENTS[floorElem];
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const isGuardianFloor = !!GUARDIANS[combatState.currentFloor];
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const currentGuardian = GUARDIANS[combatState.currentFloor];
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const activeSpellDef = SPELLS_DEF[combatState.activeSpell];
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const meditationMultiplier = useMemo(
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() => getMeditationBonus(manaState.meditateTicks, skillState.skills, upgradeEffects.meditationEfficiency),
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[manaState.meditateTicks, skillState.skills, upgradeEffects.meditationEfficiency]
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);
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const incursionStrength = useMemo(
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() => getIncursionStrength(gameStore.day, gameStore.hour),
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[gameStore.day, gameStore.hour]
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);
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const studySpeedMult = useMemo(
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() => getStudySpeedMultiplier(skillState.skills),
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[skillState.skills]
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);
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const studyCostMult = useMemo(
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() => getStudyCostMultiplier(skillState.skills),
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[skillState.skills]
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);
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// Effective regen calculations
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const effectiveRegenWithSpecials = baseRegen * (1 - incursionStrength);
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const manaCascadeBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_CASCADE)
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? Math.floor(maxMana / 100) * 0.1
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: 0;
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const effectiveRegen = (effectiveRegenWithSpecials + manaCascadeBonus) * meditationMultiplier;
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// Active boons
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const activeBoons = useMemo(
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() => getBoonBonuses(prestigeState.signedPacts),
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[prestigeState.signedPacts]
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);
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// DPS calculation - based on active spell, attack speed, and damage
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const dps = useMemo(() => {
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if (!activeSpellDef) return 0;
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const baseDmg = calcDamage(
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{ skills: skillState.skills, signedPacts: prestigeState.signedPacts },
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combatState.activeSpell,
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floorElem
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);
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const dmgWithEffects = baseDmg * upgradeEffects.baseDamageMultiplier + upgradeEffects.baseDamageBonus;
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const attackSpeed = (1 + (skillState.skills.quickCast || 0) * 0.05) * upgradeEffects.attackSpeedMultiplier;
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const castSpeed = activeSpellDef.castSpeed || 1;
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return dmgWithEffects * attackSpeed * castSpeed;
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}, [activeSpellDef, skillState.skills, prestigeState.signedPacts, floorElem, upgradeEffects, combatState.activeSpell]);
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// Helper functions
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const canCastSpell = (spellId: string): boolean => {
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const spell = SPELLS_DEF[spellId];
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if (!spell) return false;
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return canAffordSpellCost(spell.cost, manaState.rawMana, manaState.elements);
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};
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const value: GameContextValue = {
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store: unifiedStore,
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skillStore: skillState,
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manaStore: manaState,
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prestigeStore: prestigeState,
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uiStore: uiState,
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combatStore: combatState,
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upgradeEffects,
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maxMana,
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baseRegen,
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clickMana,
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floorElem,
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floorElemDef,
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isGuardianFloor,
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currentGuardian,
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activeSpellDef,
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meditationMultiplier,
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incursionStrength,
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studySpeedMult,
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studyCostMult,
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effectiveRegenWithSpecials,
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manaCascadeBonus,
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effectiveRegen,
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dps,
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activeBoons,
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canCastSpell,
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hasSpecial,
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SPECIAL_EFFECTS,
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};
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return <GameContext.Provider value={value}>{children}</GameContext.Provider>;
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}
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export function useGameContext() {
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const context = useContext(GameContext);
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if (!context) {
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throw new Error('useGameContext must be used within a GameProvider');
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}
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return context;
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}
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// Re-export useGameLoop for convenience
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export { useGameLoop };
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