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:
@@ -29,7 +29,7 @@ export const ATTUNEMENTS_DEF: Record<string, AttunementDef> = {
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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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conversionRate: 2, // Converts 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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@@ -67,7 +67,7 @@ export const ATTUNEMENTS_DEF: Record<string, AttunementDef> = {
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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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conversionRate: 2.5, // Converts 2.5 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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498
src/lib/game/data/familiars.ts
Executable file
498
src/lib/game/data/familiars.ts
Executable file
@@ -0,0 +1,498 @@
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// ─── Familiar Definitions ───────────────────────────────────────────────────────
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// Magical companions that provide passive bonuses and active assistance
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import type { FamiliarDef, FamiliarAbility } from '../types';
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// ─── Familiar Abilities ─────────────────────────────────────────────────────────
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const ABILITIES = {
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// Combat abilities
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damageBonus: (base: number, scaling: number): FamiliarAbility => ({
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type: 'damageBonus',
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baseValue: base,
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scalingPerLevel: scaling,
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desc: `+${base}% damage (+${scaling}% per level)`,
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}),
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critChance: (base: number, scaling: number): FamiliarAbility => ({
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type: 'critChance',
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baseValue: base,
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scalingPerLevel: scaling,
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desc: `+${base}% crit chance (+${scaling}% per level)`,
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}),
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castSpeed: (base: number, scaling: number): FamiliarAbility => ({
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type: 'castSpeed',
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baseValue: base,
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scalingPerLevel: scaling,
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desc: `+${base}% cast speed (+${scaling}% per level)`,
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}),
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elementalBonus: (base: number, scaling: number): FamiliarAbility => ({
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type: 'elementalBonus',
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baseValue: base,
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scalingPerLevel: scaling,
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desc: `+${base}% elemental damage (+${scaling}% per level)`,
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}),
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lifeSteal: (base: number, scaling: number): FamiliarAbility => ({
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type: 'lifeSteal',
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baseValue: base,
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scalingPerLevel: scaling,
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desc: `+${base}% life steal (+${scaling}% per level)`,
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}),
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thorns: (base: number, scaling: number): FamiliarAbility => ({
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type: 'thorns',
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baseValue: base,
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scalingPerLevel: scaling,
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desc: `Reflect ${base}% damage taken (+${scaling}% per level)`,
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}),
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// Mana abilities
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manaRegen: (base: number, scaling: number): FamiliarAbility => ({
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type: 'manaRegen',
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baseValue: base,
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scalingPerLevel: scaling,
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desc: `+${base} mana regen (+${scaling} per level)`,
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}),
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autoGather: (base: number, scaling: number): FamiliarAbility => ({
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type: 'autoGather',
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baseValue: base,
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scalingPerLevel: scaling,
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desc: `Auto-gather ${base} mana/hour (+${scaling} per level)`,
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}),
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autoConvert: (base: number, scaling: number): FamiliarAbility => ({
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type: 'autoConvert',
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baseValue: base,
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scalingPerLevel: scaling,
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desc: `Auto-convert ${base} mana/hour (+${scaling} per level)`,
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}),
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manaShield: (base: number, scaling: number): FamiliarAbility => ({
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type: 'manaShield',
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baseValue: base,
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scalingPerLevel: scaling,
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desc: `Shield absorbs ${base} damage, costs 1 mana per ${base} damage`,
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}),
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// Support abilities
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bonusGold: (base: number, scaling: number): FamiliarAbility => ({
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type: 'bonusGold',
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baseValue: base,
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scalingPerLevel: scaling,
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desc: `+${base}% insight gain (+${scaling}% per level)`,
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}),
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};
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// ─── Familiar Definitions ───────────────────────────────────────────────────────
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export const FAMILIARS_DEF: Record<string, FamiliarDef> = {
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// === COMMON FAMILIARS (Tier 1) ===
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// Mana Wisps - Basic mana helpers
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manaWisp: {
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id: 'manaWisp',
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name: 'Mana Wisp',
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desc: 'A gentle spirit of pure mana that drifts lazily through the air.',
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role: 'mana',
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element: 'raw',
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rarity: 'common',
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abilities: [
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ABILITIES.manaRegen(0.5, 0.1),
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],
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baseStats: { power: 10, bond: 15 },
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unlockCondition: { type: 'mana', value: 100 },
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flavorText: 'It hums with quiet contentment, barely visible in dim light.',
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},
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fireSpark: {
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id: 'fireSpark',
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name: 'Fire Spark',
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desc: 'A tiny ember given life, crackling with barely contained energy.',
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role: 'combat',
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element: 'fire',
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rarity: 'common',
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abilities: [
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ABILITIES.damageBonus(2, 0.5),
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],
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baseStats: { power: 12, bond: 10 },
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unlockCondition: { type: 'floor', value: 5 },
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flavorText: 'It bounces excitedly, leaving scorch marks on everything it touches.',
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},
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waterDroplet: {
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id: 'waterDroplet',
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name: 'Water Droplet',
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desc: 'A perfect sphere of living water that never seems to evaporate.',
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role: 'support',
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element: 'water',
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rarity: 'common',
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abilities: [
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ABILITIES.manaRegen(0.3, 0.1),
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ABILITIES.lifeSteal(1, 0.2),
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],
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baseStats: { power: 8, bond: 12 },
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unlockCondition: { type: 'floor', value: 3 },
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flavorText: 'Ripples spread across its surface with each spell you cast.',
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},
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earthPebble: {
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id: 'earthPebble',
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name: 'Earth Pebble',
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desc: 'A small stone with a surprisingly friendly personality.',
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role: 'guardian',
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element: 'earth',
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rarity: 'common',
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abilities: [
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ABILITIES.thorns(2, 0.5),
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],
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baseStats: { power: 15, bond: 8 },
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unlockCondition: { type: 'floor', value: 8 },
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flavorText: 'It occasionally rolls itself to a new position when bored.',
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},
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// === UNCOMMON FAMILIARS (Tier 2) ===
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flameImp: {
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id: 'flameImp',
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name: 'Flame Imp',
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desc: 'A mischievous fire spirit that delights in destruction.',
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role: 'combat',
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element: 'fire',
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rarity: 'uncommon',
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abilities: [
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ABILITIES.damageBonus(4, 0.8),
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ABILITIES.elementalBonus(3, 0.6),
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],
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baseStats: { power: 25, bond: 12 },
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unlockCondition: { type: 'floor', value: 15 },
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flavorText: 'It cackles with glee whenever you defeat an enemy.',
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},
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windSylph: {
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id: 'windSylph',
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name: 'Wind Sylph',
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desc: 'An airy spirit that moves like a gentle breeze.',
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role: 'support',
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element: 'air',
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rarity: 'uncommon',
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abilities: [
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ABILITIES.castSpeed(3, 0.6),
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],
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baseStats: { power: 20, bond: 15 },
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unlockCondition: { type: 'floor', value: 12 },
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flavorText: 'Its laughter sounds like wind chimes in a storm.',
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},
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manaSprite: {
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id: 'manaSprite',
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name: 'Mana Sprite',
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desc: 'A more evolved mana spirit with a playful nature.',
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role: 'mana',
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element: 'raw',
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rarity: 'uncommon',
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abilities: [
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ABILITIES.manaRegen(1, 0.2),
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ABILITIES.autoGather(2, 0.5),
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],
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baseStats: { power: 18, bond: 18 },
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unlockCondition: { type: 'mana', value: 1000 },
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flavorText: 'It sometimes tickles your ear with invisible hands.',
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},
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crystalGolem: {
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id: 'crystalGolem',
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name: 'Crystal Golem',
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desc: 'A small construct made of crystallized mana.',
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role: 'guardian',
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element: 'crystal',
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rarity: 'uncommon',
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abilities: [
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ABILITIES.thorns(5, 1),
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ABILITIES.manaShield(10, 2),
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],
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baseStats: { power: 30, bond: 10 },
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unlockCondition: { type: 'floor', value: 20 },
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flavorText: 'Light refracts through its body in mesmerizing patterns.',
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},
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// === RARE FAMILIARS (Tier 3) ===
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phoenixHatchling: {
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id: 'phoenixHatchling',
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name: 'Phoenix Hatchling',
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desc: 'A young phoenix, still learning to control its flames.',
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role: 'combat',
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element: 'fire',
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rarity: 'rare',
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abilities: [
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ABILITIES.damageBonus(6, 1.2),
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ABILITIES.lifeSteal(3, 0.5),
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],
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baseStats: { power: 40, bond: 15 },
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unlockCondition: { type: 'floor', value: 30 },
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flavorText: 'Tiny flames dance around its feathers as it practices flying.',
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},
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frostWisp: {
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id: 'frostWisp',
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name: 'Frost Wisp',
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desc: 'A spirit of eternal winter, beautiful and deadly.',
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role: 'combat',
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element: 'water',
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rarity: 'rare',
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abilities: [
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ABILITIES.elementalBonus(8, 1.5),
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ABILITIES.castSpeed(4, 0.8),
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],
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baseStats: { power: 35, bond: 12 },
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unlockCondition: { type: 'floor', value: 25 },
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flavorText: 'Frost patterns appear on surfaces wherever it lingers.',
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},
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manaElemental: {
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id: 'manaElemental',
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name: 'Mana Elemental',
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desc: 'A concentrated form of pure magical energy.',
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role: 'mana',
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element: 'raw',
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rarity: 'rare',
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abilities: [
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ABILITIES.manaRegen(2, 0.4),
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ABILITIES.autoGather(5, 1),
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ABILITIES.autoConvert(2, 0.5),
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],
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baseStats: { power: 30, bond: 20 },
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unlockCondition: { type: 'mana', value: 5000 },
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flavorText: 'Reality seems to bend slightly around its fluctuating form.',
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},
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shieldGuardian: {
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id: 'shieldGuardian',
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name: 'Shield Guardian',
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desc: 'A loyal protector carved from enchanted stone.',
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role: 'guardian',
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element: 'earth',
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rarity: 'rare',
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abilities: [
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ABILITIES.thorns(8, 1.5),
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ABILITIES.manaShield(20, 4),
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],
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baseStats: { power: 50, bond: 8 },
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unlockCondition: { type: 'floor', value: 35 },
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flavorText: 'It stands motionless for hours, then suddenly moves to block danger.',
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},
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// === EPIC FAMILIARS (Tier 4) ===
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infernoDrake: {
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id: 'infernoDrake',
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name: 'Inferno Drake',
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desc: 'A small dragon wreathed in eternal flames.',
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role: 'combat',
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element: 'fire',
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rarity: 'epic',
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abilities: [
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ABILITIES.damageBonus(10, 2),
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ABILITIES.elementalBonus(12, 2),
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ABILITIES.critChance(3, 0.6),
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],
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baseStats: { power: 60, bond: 12 },
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unlockCondition: { type: 'floor', value: 50 },
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flavorText: 'Smoke occasionally drifts from its nostrils as it dreams of conquest.',
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},
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starlightSerpent: {
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id: 'starlightSerpent',
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name: 'Starlight Serpent',
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desc: 'A serpentine creature formed from captured starlight.',
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role: 'support',
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element: 'stellar',
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rarity: 'epic',
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abilities: [
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ABILITIES.castSpeed(8, 1.5),
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ABILITIES.bonusGold(5, 1),
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ABILITIES.manaRegen(1.5, 0.3),
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],
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baseStats: { power: 45, bond: 25 },
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unlockCondition: { type: 'floor', value: 45 },
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flavorText: 'It traces constellations in the air with its glowing body.',
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},
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voidWalker: {
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id: 'voidWalker',
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name: 'Void Walker',
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desc: 'A being that exists partially outside normal reality.',
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role: 'mana',
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element: 'void',
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rarity: 'epic',
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abilities: [
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ABILITIES.manaRegen(3, 0.6),
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ABILITIES.autoGather(10, 2),
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ABILITIES.manaShield(15, 3),
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],
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baseStats: { power: 55, bond: 15 },
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unlockCondition: { type: 'floor', value: 55 },
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flavorText: 'It sometimes disappears entirely, only to reappear moments later.',
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},
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ancientGolem: {
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id: 'ancientGolem',
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name: 'Ancient Golem',
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desc: 'A construct from a forgotten age, still following its prime directive.',
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role: 'guardian',
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element: 'earth',
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rarity: 'epic',
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abilities: [
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ABILITIES.thorns(15, 3),
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ABILITIES.manaShield(30, 5),
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ABILITIES.damageBonus(5, 1),
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],
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baseStats: { power: 80, bond: 6 },
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unlockCondition: { type: 'floor', value: 60 },
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flavorText: 'Ancient runes glow faintly across its weathered surface.',
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},
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// === LEGENDARY FAMILIARS (Tier 5) ===
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primordialPhoenix: {
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id: 'primordialPhoenix',
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name: 'Primordial Phoenix',
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desc: 'An ancient fire bird, reborn countless times through the ages.',
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role: 'combat',
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element: 'fire',
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rarity: 'legendary',
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abilities: [
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ABILITIES.damageBonus(15, 3),
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ABILITIES.elementalBonus(20, 4),
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ABILITIES.lifeSteal(8, 1.5),
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ABILITIES.critChance(5, 1),
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],
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baseStats: { power: 100, bond: 20 },
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unlockCondition: { type: 'pact', value: 25 }, // Guardian floor 25
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flavorText: 'Its eyes hold the wisdom of a thousand lifetimes.',
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},
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leviathanSpawn: {
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id: 'leviathanSpawn',
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name: 'Leviathan Spawn',
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desc: 'The offspring of an ancient sea god, still growing into its power.',
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role: 'mana',
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element: 'water',
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rarity: 'legendary',
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abilities: [
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ABILITIES.manaRegen(5, 1),
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ABILITIES.autoGather(20, 4),
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ABILITIES.autoConvert(8, 1.5),
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ABILITIES.manaShield(25, 5),
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],
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baseStats: { power: 90, bond: 18 },
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unlockCondition: { type: 'pact', value: 50 },
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flavorText: 'The air around it always smells of salt and deep ocean.',
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},
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celestialGuardian: {
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id: 'celestialGuardian',
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name: 'Celestial Guardian',
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desc: 'A divine protector sent by powers beyond mortal comprehension.',
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role: 'guardian',
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element: 'light',
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rarity: 'legendary',
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abilities: [
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ABILITIES.thorns(25, 5),
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ABILITIES.manaShield(50, 10),
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ABILITIES.damageBonus(10, 2),
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ABILITIES.lifeSteal(5, 1),
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],
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baseStats: { power: 120, bond: 12 },
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unlockCondition: { type: 'pact', value: 75 },
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flavorText: 'It radiates an aura of absolute protection and quiet judgment.',
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},
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voidEmperor: {
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id: 'voidEmperor',
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name: 'Void Emperor',
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desc: 'A ruler from the spaces between dimensions, bound to your service.',
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role: 'support',
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element: 'void',
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rarity: 'legendary',
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abilities: [
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ABILITIES.castSpeed(15, 3),
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ABILITIES.bonusGold(15, 3),
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ABILITIES.manaRegen(4, 0.8),
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ABILITIES.critChance(8, 1.5),
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],
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baseStats: { power: 85, bond: 25 },
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unlockCondition: { type: 'floor', value: 90 },
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flavorText: 'It regards reality with the detached interest of a god.',
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},
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};
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// ─── Helper Functions ───────────────────────────────────────────────────────────
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// Get XP required for next familiar level
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export function getFamiliarXpRequired(level: number): number {
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// Exponential scaling: 100 * 1.5^(level-1)
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return Math.floor(100 * Math.pow(1.5, level - 1));
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||||
}
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|
||||
// Get bond required for next bond level (1-100)
|
||||
export function getBondRequired(currentBond: number): number {
|
||||
// Linear scaling, every 10 bond requires more time
|
||||
const bondTier = Math.floor(currentBond / 10);
|
||||
return 100 + bondTier * 50; // Base 100, +50 per tier
|
||||
}
|
||||
|
||||
// Calculate familiar's ability value at given level and ability level
|
||||
export function getFamiliarAbilityValue(
|
||||
ability: FamiliarAbility,
|
||||
familiarLevel: number,
|
||||
abilityLevel: number
|
||||
): number {
|
||||
// Base value + (familiar level bonus) + (ability level bonus)
|
||||
const familiarBonus = Math.floor(familiarLevel / 10) * ability.scalingPerLevel;
|
||||
const abilityBonus = (abilityLevel - 1) * ability.scalingPerLevel * 2;
|
||||
return ability.baseValue + familiarBonus + abilityBonus;
|
||||
}
|
||||
|
||||
// Get all familiars of a specific rarity
|
||||
export function getFamiliarsByRarity(rarity: FamiliarDef['rarity']): FamiliarDef[] {
|
||||
return Object.values(FAMILIARS_DEF).filter(f => f.rarity === rarity);
|
||||
}
|
||||
|
||||
// Get all familiars of a specific role
|
||||
export function getFamiliarsByRole(role: FamiliarRole): FamiliarDef[] {
|
||||
return Object.values(FAMILIARS_DEF).filter(f => f.role === role);
|
||||
}
|
||||
|
||||
// Check if player meets unlock condition for a familiar
|
||||
export function canUnlockFamiliar(
|
||||
familiar: FamiliarDef,
|
||||
maxFloor: number,
|
||||
signedPacts: number[],
|
||||
totalManaGathered: number,
|
||||
skillsLearned: number
|
||||
): boolean {
|
||||
if (!familiar.unlockCondition) return true;
|
||||
|
||||
const { type, value } = familiar.unlockCondition;
|
||||
|
||||
switch (type) {
|
||||
case 'floor':
|
||||
return maxFloor >= value;
|
||||
case 'pact':
|
||||
return signedPacts.includes(value);
|
||||
case 'mana':
|
||||
return totalManaGathered >= value;
|
||||
case 'study':
|
||||
return skillsLearned >= value;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Starting familiar (given to new players)
|
||||
export const STARTING_FAMILIAR = 'manaWisp';
|
||||
367
src/lib/game/familiar-slice.ts
Executable file
367
src/lib/game/familiar-slice.ts
Executable file
@@ -0,0 +1,367 @@
|
||||
// ─── Familiar Slice ─────────────────────────────────────────────────────────────
|
||||
// Actions and computations for the familiar system
|
||||
|
||||
import type { GameState, FamiliarInstance, FamiliarAbilityType } from './types';
|
||||
import { FAMILIARS_DEF, getFamiliarXpRequired, getFamiliarAbilityValue, canUnlockFamiliar, STARTING_FAMILIAR } from './data/familiars';
|
||||
import { HOURS_PER_TICK } from './constants';
|
||||
|
||||
// ─── Familiar Actions Interface ─────────────────────────────────────────────────
|
||||
|
||||
export interface FamiliarActions {
|
||||
// Summoning and management
|
||||
summonFamiliar: (familiarId: string) => void;
|
||||
setActiveFamiliar: (instanceIndex: number, active: boolean) => void;
|
||||
setFamiliarNickname: (instanceIndex: number, nickname: string) => void;
|
||||
|
||||
// Progression
|
||||
gainFamiliarXp: (amount: number, source: 'combat' | 'gather' | 'meditate' | 'study' | 'time') => void;
|
||||
upgradeFamiliarAbility: (instanceIndex: number, abilityType: FamiliarAbilityType) => void;
|
||||
|
||||
// Computation
|
||||
getActiveFamiliarBonuses: () => FamiliarBonuses;
|
||||
getAvailableFamiliars: () => string[];
|
||||
}
|
||||
|
||||
// ─── Computed Bonuses ───────────────────────────────────────────────────────────
|
||||
|
||||
export interface FamiliarBonuses {
|
||||
damageMultiplier: number;
|
||||
manaRegenBonus: number;
|
||||
autoGatherRate: number;
|
||||
autoConvertRate: number;
|
||||
critChanceBonus: number;
|
||||
castSpeedMultiplier: number;
|
||||
elementalDamageMultiplier: number;
|
||||
lifeStealPercent: number;
|
||||
thornsPercent: number;
|
||||
insightMultiplier: number;
|
||||
manaShieldAmount: number;
|
||||
}
|
||||
|
||||
export const DEFAULT_FAMILIAR_BONUSES: FamiliarBonuses = {
|
||||
damageMultiplier: 1,
|
||||
manaRegenBonus: 0,
|
||||
autoGatherRate: 0,
|
||||
autoConvertRate: 0,
|
||||
critChanceBonus: 0,
|
||||
castSpeedMultiplier: 1,
|
||||
elementalDamageMultiplier: 1,
|
||||
lifeStealPercent: 0,
|
||||
thornsPercent: 0,
|
||||
insightMultiplier: 1,
|
||||
manaShieldAmount: 0,
|
||||
};
|
||||
|
||||
// ─── Familiar Slice Factory ─────────────────────────────────────────────────────
|
||||
|
||||
export function createFamiliarSlice(
|
||||
set: (fn: (state: GameState) => Partial<GameState>) => void,
|
||||
get: () => GameState
|
||||
): FamiliarActions {
|
||||
return {
|
||||
// Summon a new familiar
|
||||
summonFamiliar: (familiarId: string) => {
|
||||
const state = get();
|
||||
const familiarDef = FAMILIARS_DEF[familiarId];
|
||||
if (!familiarDef) return;
|
||||
|
||||
// Check if already owned
|
||||
if (state.familiars.some(f => f.familiarId === familiarId)) return;
|
||||
|
||||
// Check unlock condition
|
||||
if (!canUnlockFamiliar(
|
||||
familiarDef,
|
||||
state.maxFloorReached,
|
||||
state.signedPacts,
|
||||
state.totalManaGathered,
|
||||
Object.keys(state.skills).length
|
||||
)) return;
|
||||
|
||||
// Create new familiar instance
|
||||
const newInstance: FamiliarInstance = {
|
||||
familiarId,
|
||||
level: 1,
|
||||
bond: 0,
|
||||
experience: 0,
|
||||
abilities: familiarDef.abilities.map(a => ({
|
||||
type: a.type,
|
||||
level: 1,
|
||||
})),
|
||||
active: false,
|
||||
};
|
||||
|
||||
// Add to familiars list
|
||||
set((s) => ({
|
||||
familiars: [...s.familiars, newInstance],
|
||||
log: [`🌟 ${familiarDef.name} has answered your call!`, ...s.log.slice(0, 49)],
|
||||
}));
|
||||
},
|
||||
|
||||
// Set a familiar as active/inactive
|
||||
setActiveFamiliar: (instanceIndex: number, active: boolean) => {
|
||||
const state = get();
|
||||
if (instanceIndex < 0 || instanceIndex >= state.familiars.length) return;
|
||||
|
||||
const activeCount = state.familiars.filter(f => f.active).length;
|
||||
|
||||
// Check if we have slots available
|
||||
if (active && activeCount >= state.activeFamiliarSlots) {
|
||||
// Deactivate another familiar first
|
||||
const newFamiliars = [...state.familiars];
|
||||
const activeIndex = newFamiliars.findIndex(f => f.active);
|
||||
if (activeIndex >= 0) {
|
||||
newFamiliars[activeIndex] = { ...newFamiliars[activeIndex], active: false };
|
||||
}
|
||||
newFamiliars[instanceIndex] = { ...newFamiliars[instanceIndex], active };
|
||||
set({ familiars: newFamiliars });
|
||||
} else {
|
||||
// Just toggle the familiar
|
||||
const newFamiliars = [...state.familiars];
|
||||
newFamiliars[instanceIndex] = { ...newFamiliars[instanceIndex], active };
|
||||
set({ familiars: newFamiliars });
|
||||
}
|
||||
},
|
||||
|
||||
// Set a familiar's nickname
|
||||
setFamiliarNickname: (instanceIndex: number, nickname: string) => {
|
||||
const state = get();
|
||||
if (instanceIndex < 0 || instanceIndex >= state.familiars.length) return;
|
||||
|
||||
const newFamiliars = [...state.familiars];
|
||||
newFamiliars[instanceIndex] = {
|
||||
...newFamiliars[instanceIndex],
|
||||
nickname: nickname || undefined
|
||||
};
|
||||
set({ familiars: newFamiliars });
|
||||
},
|
||||
|
||||
// Grant XP to all active familiars
|
||||
gainFamiliarXp: (amount: number, _source: 'combat' | 'gather' | 'meditate' | 'study' | 'time') => {
|
||||
const state = get();
|
||||
if (state.familiars.length === 0) return;
|
||||
|
||||
const newFamiliars = [...state.familiars];
|
||||
let leveled = false;
|
||||
|
||||
for (let i = 0; i < newFamiliars.length; i++) {
|
||||
const familiar = newFamiliars[i];
|
||||
if (!familiar.active) continue;
|
||||
|
||||
const def = FAMILIARS_DEF[familiar.familiarId];
|
||||
if (!def) continue;
|
||||
|
||||
// Apply bond multiplier to XP gain
|
||||
const bondMultiplier = 1 + (familiar.bond / 100);
|
||||
const xpGain = Math.floor(amount * bondMultiplier);
|
||||
|
||||
let newExp = familiar.experience + xpGain;
|
||||
let newLevel = familiar.level;
|
||||
|
||||
// Check for level ups
|
||||
while (newLevel < 100 && newExp >= getFamiliarXpRequired(newLevel)) {
|
||||
newExp -= getFamiliarXpRequired(newLevel);
|
||||
newLevel++;
|
||||
leveled = true;
|
||||
}
|
||||
|
||||
// Gain bond passively
|
||||
const newBond = Math.min(100, familiar.bond + 0.01);
|
||||
|
||||
newFamiliars[i] = {
|
||||
...familiar,
|
||||
level: newLevel,
|
||||
experience: newExp,
|
||||
bond: newBond,
|
||||
};
|
||||
}
|
||||
|
||||
set({
|
||||
familiars: newFamiliars,
|
||||
totalFamiliarXpEarned: state.totalFamiliarXpEarned + amount,
|
||||
...(leveled ? { log: ['📈 Your familiar has grown stronger!', ...state.log.slice(0, 49)] } : {}),
|
||||
});
|
||||
},
|
||||
|
||||
// Upgrade a familiar's ability
|
||||
upgradeFamiliarAbility: (instanceIndex: number, abilityType: FamiliarAbilityType) => {
|
||||
const state = get();
|
||||
if (instanceIndex < 0 || instanceIndex >= state.familiars.length) return;
|
||||
|
||||
const familiar = state.familiars[instanceIndex];
|
||||
const def = FAMILIARS_DEF[familiar.familiarId];
|
||||
if (!def) return;
|
||||
|
||||
// Find the ability
|
||||
const abilityIndex = familiar.abilities.findIndex(a => a.type === abilityType);
|
||||
if (abilityIndex < 0) return;
|
||||
|
||||
const ability = familiar.abilities[abilityIndex];
|
||||
if (ability.level >= 10) return; // Max level
|
||||
|
||||
// Cost: level * 100 XP
|
||||
const cost = ability.level * 100;
|
||||
if (familiar.experience < cost) return;
|
||||
|
||||
// Upgrade
|
||||
const newAbilities = [...familiar.abilities];
|
||||
newAbilities[abilityIndex] = { ...ability, level: ability.level + 1 };
|
||||
|
||||
const newFamiliars = [...state.familiars];
|
||||
newFamiliars[instanceIndex] = {
|
||||
...familiar,
|
||||
abilities: newAbilities,
|
||||
experience: familiar.experience - cost,
|
||||
};
|
||||
|
||||
set({ familiars: newFamiliars });
|
||||
},
|
||||
|
||||
// Get total bonuses from active familiars
|
||||
getActiveFamiliarBonuses: (): FamiliarBonuses => {
|
||||
const state = get();
|
||||
const bonuses = { ...DEFAULT_FAMILIAR_BONUSES };
|
||||
|
||||
for (const familiar of state.familiars) {
|
||||
if (!familiar.active) continue;
|
||||
|
||||
const def = FAMILIARS_DEF[familiar.familiarId];
|
||||
if (!def) continue;
|
||||
|
||||
// Bond multiplier: up to 50% bonus at max bond
|
||||
const bondMultiplier = 1 + (familiar.bond / 200);
|
||||
|
||||
for (const abilityInst of familiar.abilities) {
|
||||
const abilityDef = def.abilities.find(a => a.type === abilityInst.type);
|
||||
if (!abilityDef) continue;
|
||||
|
||||
const value = getFamiliarAbilityValue(abilityDef, familiar.level, abilityInst.level) * bondMultiplier;
|
||||
|
||||
switch (abilityInst.type) {
|
||||
case 'damageBonus':
|
||||
bonuses.damageMultiplier += value / 100;
|
||||
break;
|
||||
case 'manaRegen':
|
||||
bonuses.manaRegenBonus += value;
|
||||
break;
|
||||
case 'autoGather':
|
||||
bonuses.autoGatherRate += value;
|
||||
break;
|
||||
case 'autoConvert':
|
||||
bonuses.autoConvertRate += value;
|
||||
break;
|
||||
case 'critChance':
|
||||
bonuses.critChanceBonus += value;
|
||||
break;
|
||||
case 'castSpeed':
|
||||
bonuses.castSpeedMultiplier += value / 100;
|
||||
break;
|
||||
case 'elementalBonus':
|
||||
bonuses.elementalDamageMultiplier += value / 100;
|
||||
break;
|
||||
case 'lifeSteal':
|
||||
bonuses.lifeStealPercent += value;
|
||||
break;
|
||||
case 'thorns':
|
||||
bonuses.thornsPercent += value;
|
||||
break;
|
||||
case 'bonusGold':
|
||||
bonuses.insightMultiplier += value / 100;
|
||||
break;
|
||||
case 'manaShield':
|
||||
bonuses.manaShieldAmount += value;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return bonuses;
|
||||
},
|
||||
|
||||
// Get list of available (unlocked but not owned) familiars
|
||||
getAvailableFamiliars: (): string[] => {
|
||||
const state = get();
|
||||
const owned = new Set(state.familiars.map(f => f.familiarId));
|
||||
|
||||
return Object.values(FAMILIARS_DEF)
|
||||
.filter(f =>
|
||||
!owned.has(f.id) &&
|
||||
canUnlockFamiliar(
|
||||
f,
|
||||
state.maxFloorReached,
|
||||
state.signedPacts,
|
||||
state.totalManaGathered,
|
||||
Object.keys(state.skills).length
|
||||
)
|
||||
)
|
||||
.map(f => f.id);
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
// ─── Familiar Tick Processing ───────────────────────────────────────────────────
|
||||
|
||||
// Process familiar-related tick effects (called from main tick)
|
||||
export function processFamiliarTick(
|
||||
state: Pick<GameState, 'familiars' | 'rawMana' | 'elements' | 'totalManaGathered' | 'activeFamiliarSlots'>,
|
||||
familiarBonuses: FamiliarBonuses
|
||||
): { rawMana: number; elements: GameState['elements']; totalManaGathered: number; gatherLog?: string } {
|
||||
let rawMana = state.rawMana;
|
||||
let elements = state.elements;
|
||||
let totalManaGathered = state.totalManaGathered;
|
||||
let gatherLog: string | undefined;
|
||||
|
||||
// Auto-gather from familiars
|
||||
if (familiarBonuses.autoGatherRate > 0) {
|
||||
const gathered = familiarBonuses.autoGatherRate * HOURS_PER_TICK;
|
||||
rawMana += gathered;
|
||||
totalManaGathered += gathered;
|
||||
if (gathered >= 1) {
|
||||
gatherLog = `✨ Familiars gathered ${Math.floor(gathered)} mana`;
|
||||
}
|
||||
}
|
||||
|
||||
// Auto-convert from familiars
|
||||
if (familiarBonuses.autoConvertRate > 0) {
|
||||
const convertAmount = Math.min(
|
||||
familiarBonuses.autoConvertRate * HOURS_PER_TICK,
|
||||
Math.floor(rawMana / 5) // 5 raw mana per element
|
||||
);
|
||||
|
||||
if (convertAmount > 0) {
|
||||
// Find unlocked elements with space
|
||||
const unlockedElements = Object.entries(elements)
|
||||
.filter(([, e]) => e.unlocked && e.current < e.max)
|
||||
.sort((a, b) => (b[1].max - b[1].current) - (a[1].max - a[1].current));
|
||||
|
||||
if (unlockedElements.length > 0) {
|
||||
const [targetId, targetState] = unlockedElements[0];
|
||||
const canConvert = Math.min(convertAmount, targetState.max - targetState.current);
|
||||
rawMana -= canConvert * 5;
|
||||
elements = {
|
||||
...elements,
|
||||
[targetId]: { ...targetState, current: targetState.current + canConvert },
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return { rawMana, elements, totalManaGathered, gatherLog };
|
||||
}
|
||||
|
||||
// Grant starting familiar to new players
|
||||
export function grantStartingFamiliar(): FamiliarInstance[] {
|
||||
const starterDef = FAMILIARS_DEF[STARTING_FAMILIAR];
|
||||
if (!starterDef) return [];
|
||||
|
||||
return [{
|
||||
familiarId: STARTING_FAMILIAR,
|
||||
level: 1,
|
||||
bond: 0,
|
||||
experience: 0,
|
||||
abilities: starterDef.abilities.map(a => ({
|
||||
type: a.type,
|
||||
level: 1,
|
||||
})),
|
||||
active: true, // Start with familiar active
|
||||
}];
|
||||
}
|
||||
221
src/lib/game/hooks/useGameDerived.ts
Executable file
221
src/lib/game/hooks/useGameDerived.ts
Executable file
@@ -0,0 +1,221 @@
|
||||
// ─── Derived Stats Hooks ───────────────────────────────────────────────────────
|
||||
// Custom hooks for computing derived game stats from the store
|
||||
|
||||
import { useMemo } from 'react';
|
||||
import { useGameStore } from '../store';
|
||||
import { computeEffects } from '../upgrade-effects';
|
||||
import {
|
||||
computeMaxMana,
|
||||
computeRegen,
|
||||
computeClickMana,
|
||||
getMeditationBonus,
|
||||
getIncursionStrength,
|
||||
getFloorElement,
|
||||
calcDamage,
|
||||
computePactMultiplier,
|
||||
computePactInsightMultiplier,
|
||||
getElementalBonus,
|
||||
} from '../store/computed';
|
||||
import { ELEMENTS, GUARDIANS, SPELLS_DEF, getStudySpeedMultiplier, getStudyCostMultiplier, HOURS_PER_TICK, TICK_MS } from '../constants';
|
||||
import { hasSpecial, SPECIAL_EFFECTS } from '../upgrade-effects';
|
||||
|
||||
/**
|
||||
* Hook for all mana-related derived stats
|
||||
*/
|
||||
export function useManaStats() {
|
||||
const store = useGameStore();
|
||||
|
||||
const upgradeEffects = useMemo(
|
||||
() => computeEffects(store.skillUpgrades || {}, store.skillTiers || {}),
|
||||
[store.skillUpgrades, store.skillTiers]
|
||||
);
|
||||
|
||||
const maxMana = useMemo(
|
||||
() => computeMaxMana(store, upgradeEffects),
|
||||
[store, upgradeEffects]
|
||||
);
|
||||
|
||||
const baseRegen = useMemo(
|
||||
() => computeRegen(store, upgradeEffects),
|
||||
[store, upgradeEffects]
|
||||
);
|
||||
|
||||
const clickMana = useMemo(
|
||||
() => computeClickMana(store),
|
||||
[store]
|
||||
);
|
||||
|
||||
const meditationMultiplier = useMemo(
|
||||
() => getMeditationBonus(store.meditateTicks, store.skills, upgradeEffects.meditationEfficiency),
|
||||
[store.meditateTicks, store.skills, upgradeEffects.meditationEfficiency]
|
||||
);
|
||||
|
||||
const incursionStrength = useMemo(
|
||||
() => getIncursionStrength(store.day, store.hour),
|
||||
[store.day, store.hour]
|
||||
);
|
||||
|
||||
// Effective regen with incursion penalty
|
||||
const effectiveRegenWithSpecials = baseRegen * (1 - incursionStrength);
|
||||
|
||||
// Mana Cascade bonus
|
||||
const manaCascadeBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_CASCADE)
|
||||
? Math.floor(maxMana / 100) * 0.1
|
||||
: 0;
|
||||
|
||||
// Final effective regen
|
||||
const effectiveRegen = (effectiveRegenWithSpecials + manaCascadeBonus) * meditationMultiplier;
|
||||
|
||||
return {
|
||||
upgradeEffects,
|
||||
maxMana,
|
||||
baseRegen,
|
||||
clickMana,
|
||||
meditationMultiplier,
|
||||
incursionStrength,
|
||||
effectiveRegenWithSpecials,
|
||||
manaCascadeBonus,
|
||||
effectiveRegen,
|
||||
hasSteadyStream: hasSpecial(upgradeEffects, SPECIAL_EFFECTS.STEADY_STREAM),
|
||||
hasManaTorrent: hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_TORRENT),
|
||||
hasDesperateWells: hasSpecial(upgradeEffects, SPECIAL_EFFECTS.DESPERATE_WELLS),
|
||||
hasManaEcho: hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_ECHO),
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Hook for combat-related derived stats
|
||||
*/
|
||||
export function useCombatStats() {
|
||||
const store = useGameStore();
|
||||
const { upgradeEffects } = useManaStats();
|
||||
|
||||
const floorElem = useMemo(
|
||||
() => getFloorElement(store.currentFloor),
|
||||
[store.currentFloor]
|
||||
);
|
||||
|
||||
const floorElemDef = useMemo(
|
||||
() => ELEMENTS[floorElem],
|
||||
[floorElem]
|
||||
);
|
||||
|
||||
const isGuardianFloor = useMemo(
|
||||
() => !!GUARDIANS[store.currentFloor],
|
||||
[store.currentFloor]
|
||||
);
|
||||
|
||||
const currentGuardian = useMemo(
|
||||
() => GUARDIANS[store.currentFloor],
|
||||
[store.currentFloor]
|
||||
);
|
||||
|
||||
const activeSpellDef = useMemo(
|
||||
() => SPELLS_DEF[store.activeSpell],
|
||||
[store.activeSpell]
|
||||
);
|
||||
|
||||
const pactMultiplier = useMemo(
|
||||
() => computePactMultiplier(store),
|
||||
[store]
|
||||
);
|
||||
|
||||
const pactInsightMultiplier = useMemo(
|
||||
() => computePactInsightMultiplier(store),
|
||||
[store]
|
||||
);
|
||||
|
||||
// DPS calculation
|
||||
const dps = useMemo(() => {
|
||||
if (!activeSpellDef) return 0;
|
||||
|
||||
const spellCastSpeed = activeSpellDef.castSpeed || 1;
|
||||
const quickCastBonus = 1 + (store.skills.quickCast || 0) * 0.05;
|
||||
const attackSpeedMult = upgradeEffects.attackSpeedMultiplier;
|
||||
const totalCastSpeed = spellCastSpeed * quickCastBonus * attackSpeedMult;
|
||||
|
||||
const damagePerCast = calcDamage(store, store.activeSpell, floorElem);
|
||||
const castsPerSecond = totalCastSpeed * HOURS_PER_TICK / (TICK_MS / 1000);
|
||||
|
||||
return damagePerCast * castsPerSecond;
|
||||
}, [activeSpellDef, store, floorElem, upgradeEffects.attackSpeedMultiplier]);
|
||||
|
||||
// Damage breakdown for display
|
||||
const damageBreakdown = useMemo(() => {
|
||||
if (!activeSpellDef) return null;
|
||||
|
||||
const baseDmg = activeSpellDef.dmg;
|
||||
const combatTrainBonus = (store.skills.combatTrain || 0) * 5;
|
||||
const arcaneFuryMult = 1 + (store.skills.arcaneFury || 0) * 0.1;
|
||||
const elemMasteryMult = 1 + (store.skills.elementalMastery || 0) * 0.15;
|
||||
const guardianBaneMult = isGuardianFloor ? (1 + (store.skills.guardianBane || 0) * 0.2) : 1;
|
||||
const precisionChance = (store.skills.precision || 0) * 0.05;
|
||||
|
||||
// Calculate elemental bonus
|
||||
const elemBonus = getElementalBonus(activeSpellDef.elem, floorElem);
|
||||
let elemBonusText = '';
|
||||
if (activeSpellDef.elem !== 'raw' && floorElem) {
|
||||
if (activeSpellDef.elem === floorElem) {
|
||||
elemBonusText = '+25% same element';
|
||||
} else if (elemBonus === 1.5) {
|
||||
elemBonusText = '+50% super effective';
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
base: baseDmg,
|
||||
combatTrainBonus,
|
||||
arcaneFuryMult,
|
||||
elemMasteryMult,
|
||||
guardianBaneMult,
|
||||
pactMult: pactMultiplier,
|
||||
precisionChance,
|
||||
elemBonus,
|
||||
elemBonusText,
|
||||
total: calcDamage(store, store.activeSpell, floorElem),
|
||||
};
|
||||
}, [activeSpellDef, store, floorElem, isGuardianFloor, pactMultiplier]);
|
||||
|
||||
return {
|
||||
floorElem,
|
||||
floorElemDef,
|
||||
isGuardianFloor,
|
||||
currentGuardian,
|
||||
activeSpellDef,
|
||||
pactMultiplier,
|
||||
pactInsightMultiplier,
|
||||
dps,
|
||||
damageBreakdown,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Hook for study-related derived stats
|
||||
*/
|
||||
export function useStudyStats() {
|
||||
const store = useGameStore();
|
||||
|
||||
const studySpeedMult = useMemo(
|
||||
() => getStudySpeedMultiplier(store.skills),
|
||||
[store.skills]
|
||||
);
|
||||
|
||||
const studyCostMult = useMemo(
|
||||
() => getStudyCostMultiplier(store.skills),
|
||||
[store.skills]
|
||||
);
|
||||
|
||||
const upgradeEffects = useMemo(
|
||||
() => computeEffects(store.skillUpgrades || {}, store.skillTiers || {}),
|
||||
[store.skillUpgrades, store.skillTiers]
|
||||
);
|
||||
|
||||
const effectiveStudySpeedMult = studySpeedMult * upgradeEffects.studySpeedMultiplier;
|
||||
|
||||
return {
|
||||
studySpeedMult,
|
||||
studyCostMult,
|
||||
effectiveStudySpeedMult,
|
||||
hasParallelStudy: hasSpecial(upgradeEffects, SPECIAL_EFFECTS.PARALLEL_STUDY),
|
||||
};
|
||||
}
|
||||
681
src/lib/game/skills.test.ts
Executable file
681
src/lib/game/skills.test.ts
Executable file
@@ -0,0 +1,681 @@
|
||||
/**
|
||||
* Comprehensive Skill Tests
|
||||
*
|
||||
* Tests each skill to verify they work exactly as their descriptions say.
|
||||
*/
|
||||
|
||||
import { describe, it, expect } from 'bun:test';
|
||||
import {
|
||||
computeMaxMana,
|
||||
computeElementMax,
|
||||
computeRegen,
|
||||
computeClickMana,
|
||||
calcDamage,
|
||||
calcInsight,
|
||||
getMeditationBonus,
|
||||
} from './store';
|
||||
import {
|
||||
SKILLS_DEF,
|
||||
PRESTIGE_DEF,
|
||||
GUARDIANS,
|
||||
getStudySpeedMultiplier,
|
||||
getStudyCostMultiplier,
|
||||
} from './constants';
|
||||
import type { GameState } from './types';
|
||||
|
||||
// ─── Test Helpers ───────────────────────────────────────────────────────────
|
||||
|
||||
function createMockState(overrides: Partial<GameState> = {}): GameState {
|
||||
const elements: Record<string, { current: number; max: number; unlocked: boolean }> = {};
|
||||
const baseElements = ['fire', 'water', 'air', 'earth', 'light', 'dark', 'life', 'death', 'mental', 'transference', 'force', 'blood', 'metal', 'wood', 'sand', 'crystal', 'stellar', 'void'];
|
||||
baseElements.forEach((k) => {
|
||||
elements[k] = { current: 0, max: 10, unlocked: baseElements.slice(0, 4).includes(k) };
|
||||
});
|
||||
|
||||
return {
|
||||
day: 1,
|
||||
hour: 0,
|
||||
loopCount: 0,
|
||||
gameOver: false,
|
||||
victory: false,
|
||||
paused: false,
|
||||
rawMana: 100,
|
||||
meditateTicks: 0,
|
||||
totalManaGathered: 0,
|
||||
elements,
|
||||
currentFloor: 1,
|
||||
floorHP: 100,
|
||||
floorMaxHP: 100,
|
||||
maxFloorReached: 1,
|
||||
signedPacts: [],
|
||||
activeSpell: 'manaBolt',
|
||||
currentAction: 'meditate',
|
||||
spells: { manaBolt: { learned: true, level: 1, studyProgress: 0 } },
|
||||
skills: {},
|
||||
skillProgress: {},
|
||||
equipment: { mainHand: null, offHand: null, head: null, body: null, hands: null, accessory: null },
|
||||
inventory: [],
|
||||
blueprints: {},
|
||||
schedule: [],
|
||||
autoSchedule: false,
|
||||
studyQueue: [],
|
||||
craftQueue: [],
|
||||
currentStudyTarget: null,
|
||||
insight: 0,
|
||||
totalInsight: 0,
|
||||
prestigeUpgrades: {},
|
||||
memorySlots: 3,
|
||||
memories: [],
|
||||
incursionStrength: 0,
|
||||
containmentWards: 0,
|
||||
log: [],
|
||||
loopInsight: 0,
|
||||
...overrides,
|
||||
};
|
||||
}
|
||||
|
||||
// ─── Mana Skills Tests ─────────────────────────────────────────────────────────
|
||||
|
||||
describe('Mana Skills', () => {
|
||||
describe('Mana Well (+100 max mana)', () => {
|
||||
it('should add 100 max mana per level', () => {
|
||||
const state0 = createMockState({ skills: { manaWell: 0 } });
|
||||
const state1 = createMockState({ skills: { manaWell: 1 } });
|
||||
const state5 = createMockState({ skills: { manaWell: 5 } });
|
||||
const state10 = createMockState({ skills: { manaWell: 10 } });
|
||||
|
||||
expect(computeMaxMana(state0)).toBe(100);
|
||||
expect(computeMaxMana(state1)).toBe(100 + 100);
|
||||
expect(computeMaxMana(state5)).toBe(100 + 500);
|
||||
expect(computeMaxMana(state10)).toBe(100 + 1000);
|
||||
});
|
||||
|
||||
it('skill definition should match description', () => {
|
||||
expect(SKILLS_DEF.manaWell.desc).toBe("+100 max mana");
|
||||
expect(SKILLS_DEF.manaWell.max).toBe(10);
|
||||
});
|
||||
});
|
||||
|
||||
describe('Mana Flow (+1 regen/hr)', () => {
|
||||
it('should add 1 regen per hour per level', () => {
|
||||
const state0 = createMockState({ skills: { manaFlow: 0 } });
|
||||
const state1 = createMockState({ skills: { manaFlow: 1 } });
|
||||
const state5 = createMockState({ skills: { manaFlow: 5 } });
|
||||
const state10 = createMockState({ skills: { manaFlow: 10 } });
|
||||
|
||||
expect(computeRegen(state0)).toBe(2);
|
||||
expect(computeRegen(state1)).toBe(2 + 1);
|
||||
expect(computeRegen(state5)).toBe(2 + 5);
|
||||
expect(computeRegen(state10)).toBe(2 + 10);
|
||||
});
|
||||
|
||||
it('skill definition should match description', () => {
|
||||
expect(SKILLS_DEF.manaFlow.desc).toBe("+1 regen/hr");
|
||||
expect(SKILLS_DEF.manaFlow.max).toBe(10);
|
||||
});
|
||||
});
|
||||
|
||||
describe('Deep Reservoir (+500 max mana)', () => {
|
||||
it('should add 500 max mana per level', () => {
|
||||
const state0 = createMockState({ skills: { deepReservoir: 0 } });
|
||||
const state1 = createMockState({ skills: { deepReservoir: 1 } });
|
||||
const state5 = createMockState({ skills: { deepReservoir: 5 } });
|
||||
|
||||
expect(computeMaxMana(state0)).toBe(100);
|
||||
expect(computeMaxMana(state1)).toBe(100 + 500);
|
||||
expect(computeMaxMana(state5)).toBe(100 + 2500);
|
||||
});
|
||||
|
||||
it('should stack with Mana Well', () => {
|
||||
const state = createMockState({ skills: { manaWell: 5, deepReservoir: 3 } });
|
||||
expect(computeMaxMana(state)).toBe(100 + 500 + 1500);
|
||||
});
|
||||
|
||||
it('should require Mana Well 5', () => {
|
||||
expect(SKILLS_DEF.deepReservoir.req).toEqual({ manaWell: 5 });
|
||||
});
|
||||
});
|
||||
|
||||
describe('Elemental Attunement (+50 elem mana cap)', () => {
|
||||
it('should add 50 element mana capacity per level', () => {
|
||||
const state0 = createMockState({ skills: { elemAttune: 0 } });
|
||||
const state1 = createMockState({ skills: { elemAttune: 1 } });
|
||||
const state5 = createMockState({ skills: { elemAttune: 5 } });
|
||||
const state10 = createMockState({ skills: { elemAttune: 10 } });
|
||||
|
||||
expect(computeElementMax(state0)).toBe(10);
|
||||
expect(computeElementMax(state1)).toBe(10 + 50);
|
||||
expect(computeElementMax(state5)).toBe(10 + 250);
|
||||
expect(computeElementMax(state10)).toBe(10 + 500);
|
||||
});
|
||||
|
||||
it('skill definition should match description', () => {
|
||||
expect(SKILLS_DEF.elemAttune.desc).toBe("+50 elem mana cap");
|
||||
expect(SKILLS_DEF.elemAttune.max).toBe(10);
|
||||
});
|
||||
});
|
||||
|
||||
describe('Mana Overflow (+25% mana from clicks)', () => {
|
||||
it('skill definition should match description', () => {
|
||||
expect(SKILLS_DEF.manaOverflow.desc).toBe("+25% mana from clicks");
|
||||
expect(SKILLS_DEF.manaOverflow.max).toBe(5);
|
||||
});
|
||||
|
||||
it('should require Mana Well 3', () => {
|
||||
expect(SKILLS_DEF.manaOverflow.req).toEqual({ manaWell: 3 });
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Combat Skills Tests ────────────────────────────────────────────────────────
|
||||
|
||||
describe('Combat Skills', () => {
|
||||
describe('Combat Training (+5 base damage)', () => {
|
||||
it('should add 5 base damage per level', () => {
|
||||
const state0 = createMockState({ skills: { combatTrain: 0 } });
|
||||
const state1 = createMockState({ skills: { combatTrain: 1 } });
|
||||
const state5 = createMockState({ skills: { combatTrain: 5 } });
|
||||
const state10 = createMockState({ skills: { combatTrain: 10 } });
|
||||
|
||||
// Mana Bolt has 5 base damage
|
||||
// With combat training, damage = 5 + (level * 5)
|
||||
const baseDmg = 5;
|
||||
|
||||
// Test average damage (accounting for crits)
|
||||
let totalDmg0 = 0, totalDmg10 = 0;
|
||||
for (let i = 0; i < 100; i++) {
|
||||
totalDmg0 += calcDamage(state0, 'manaBolt');
|
||||
totalDmg10 += calcDamage(state10, 'manaBolt');
|
||||
}
|
||||
|
||||
// Average should be around base damage
|
||||
expect(totalDmg0 / 100).toBeCloseTo(baseDmg, 0);
|
||||
// With 10 levels: 5 + 50 = 55
|
||||
expect(totalDmg10 / 100).toBeCloseTo(baseDmg + 50, 1);
|
||||
});
|
||||
|
||||
it('skill definition should match description', () => {
|
||||
expect(SKILLS_DEF.combatTrain.desc).toBe("+5 base damage");
|
||||
expect(SKILLS_DEF.combatTrain.max).toBe(10);
|
||||
});
|
||||
});
|
||||
|
||||
describe('Arcane Fury (+10% spell dmg)', () => {
|
||||
it('should multiply spell damage by 10% per level', () => {
|
||||
const state0 = createMockState({ skills: { arcaneFury: 0 } });
|
||||
const state1 = createMockState({ skills: { arcaneFury: 1 } });
|
||||
const state5 = createMockState({ skills: { arcaneFury: 5 } });
|
||||
|
||||
// Base damage 5 * (1 + level * 0.1)
|
||||
let totalDmg0 = 0, totalDmg1 = 0, totalDmg5 = 0;
|
||||
for (let i = 0; i < 100; i++) {
|
||||
totalDmg0 += calcDamage(state0, 'manaBolt');
|
||||
totalDmg1 += calcDamage(state1, 'manaBolt');
|
||||
totalDmg5 += calcDamage(state5, 'manaBolt');
|
||||
}
|
||||
|
||||
// Level 1 should be ~1.1x, Level 5 should be ~1.5x
|
||||
const avg0 = totalDmg0 / 100;
|
||||
const avg1 = totalDmg1 / 100;
|
||||
const avg5 = totalDmg5 / 100;
|
||||
|
||||
expect(avg1).toBeGreaterThan(avg0 * 1.05);
|
||||
expect(avg5).toBeGreaterThan(avg0 * 1.4);
|
||||
});
|
||||
|
||||
it('should require Combat Training 3', () => {
|
||||
expect(SKILLS_DEF.arcaneFury.req).toEqual({ combatTrain: 3 });
|
||||
});
|
||||
});
|
||||
|
||||
describe('Precision (+5% crit chance)', () => {
|
||||
it('should increase crit chance by 5% per level', () => {
|
||||
const state0 = createMockState({ skills: { precision: 0 } });
|
||||
const state5 = createMockState({ skills: { precision: 5 } });
|
||||
|
||||
// Count critical hits (damage > base * 1.4)
|
||||
let critCount0 = 0, critCount5 = 0;
|
||||
const baseDmg = 5;
|
||||
|
||||
for (let i = 0; i < 1000; i++) {
|
||||
const dmg0 = calcDamage(state0, 'manaBolt');
|
||||
const dmg5 = calcDamage(state5, 'manaBolt');
|
||||
|
||||
// Crit deals 1.5x damage
|
||||
if (dmg0 > baseDmg * 1.3) critCount0++;
|
||||
if (dmg5 > baseDmg * 1.3) critCount5++;
|
||||
}
|
||||
|
||||
// With precision 5, crit chance should be ~25%
|
||||
expect(critCount5).toBeGreaterThan(critCount0);
|
||||
expect(critCount5 / 1000).toBeGreaterThan(0.15);
|
||||
});
|
||||
|
||||
it('skill definition should match description', () => {
|
||||
expect(SKILLS_DEF.precision.desc).toBe("+5% crit chance");
|
||||
expect(SKILLS_DEF.precision.max).toBe(5);
|
||||
});
|
||||
});
|
||||
|
||||
describe('Quick Cast (+5% attack speed)', () => {
|
||||
it('skill definition should match description', () => {
|
||||
expect(SKILLS_DEF.quickCast.desc).toBe("+5% attack speed");
|
||||
expect(SKILLS_DEF.quickCast.max).toBe(5);
|
||||
});
|
||||
});
|
||||
|
||||
describe('Elemental Mastery (+15% elem dmg bonus)', () => {
|
||||
it('skill definition should match description', () => {
|
||||
expect(SKILLS_DEF.elementalMastery.desc).toBe("+15% elem dmg bonus");
|
||||
expect(SKILLS_DEF.elementalMastery.max).toBe(3);
|
||||
});
|
||||
|
||||
it('should require Arcane Fury 2', () => {
|
||||
expect(SKILLS_DEF.elementalMastery.req).toEqual({ arcaneFury: 2 });
|
||||
});
|
||||
});
|
||||
|
||||
describe('Spell Echo (10% chance to cast twice)', () => {
|
||||
it('skill definition should match description', () => {
|
||||
expect(SKILLS_DEF.spellEcho.desc).toBe("10% chance to cast twice");
|
||||
expect(SKILLS_DEF.spellEcho.max).toBe(3);
|
||||
});
|
||||
|
||||
it('should require Quick Cast 3', () => {
|
||||
expect(SKILLS_DEF.spellEcho.req).toEqual({ quickCast: 3 });
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Study Skills Tests ─────────────────────────────────────────────────────────
|
||||
|
||||
describe('Study Skills', () => {
|
||||
describe('Quick Learner (+10% study speed)', () => {
|
||||
it('should multiply study speed by 10% per level', () => {
|
||||
expect(getStudySpeedMultiplier({})).toBe(1);
|
||||
expect(getStudySpeedMultiplier({ quickLearner: 1 })).toBe(1.1);
|
||||
expect(getStudySpeedMultiplier({ quickLearner: 3 })).toBe(1.3);
|
||||
expect(getStudySpeedMultiplier({ quickLearner: 5 })).toBe(1.5);
|
||||
});
|
||||
|
||||
it('skill definition should match description', () => {
|
||||
expect(SKILLS_DEF.quickLearner.desc).toBe("+10% study speed");
|
||||
expect(SKILLS_DEF.quickLearner.max).toBe(5);
|
||||
});
|
||||
});
|
||||
|
||||
describe('Focused Mind (-5% study mana cost)', () => {
|
||||
it('should reduce study mana cost by 5% per level', () => {
|
||||
expect(getStudyCostMultiplier({})).toBe(1);
|
||||
expect(getStudyCostMultiplier({ focusedMind: 1 })).toBe(0.95);
|
||||
expect(getStudyCostMultiplier({ focusedMind: 3 })).toBe(0.85);
|
||||
expect(getStudyCostMultiplier({ focusedMind: 5 })).toBe(0.75);
|
||||
});
|
||||
|
||||
it('skill definition should match description', () => {
|
||||
expect(SKILLS_DEF.focusedMind.desc).toBe("-5% study mana cost");
|
||||
expect(SKILLS_DEF.focusedMind.max).toBe(5);
|
||||
});
|
||||
|
||||
it('should correctly reduce skill study cost', () => {
|
||||
// Mana Well base cost is 100 at level 0
|
||||
const baseCost = SKILLS_DEF.manaWell.base;
|
||||
|
||||
// With Focused Mind level 5, cost should be 75% of base
|
||||
const costMult = getStudyCostMultiplier({ focusedMind: 5 });
|
||||
const reducedCost = Math.floor(baseCost * costMult);
|
||||
|
||||
expect(reducedCost).toBe(75); // 100 * 0.75 = 75
|
||||
});
|
||||
|
||||
it('should correctly reduce spell study cost', () => {
|
||||
// Fireball unlock cost is 100
|
||||
const baseCost = 100;
|
||||
|
||||
// With Focused Mind level 3, cost should be 85% of base
|
||||
const costMult = getStudyCostMultiplier({ focusedMind: 3 });
|
||||
const reducedCost = Math.floor(baseCost * costMult);
|
||||
|
||||
expect(reducedCost).toBe(85); // 100 * 0.85 = 85
|
||||
});
|
||||
});
|
||||
|
||||
describe('Meditation Focus (Up to 2.5x regen after 4hrs)', () => {
|
||||
it('should provide meditation bonus caps', () => {
|
||||
expect(SKILLS_DEF.meditation.desc).toContain("2.5x");
|
||||
expect(SKILLS_DEF.meditation.max).toBe(1);
|
||||
});
|
||||
});
|
||||
|
||||
describe('Knowledge Retention (+20% study progress saved)', () => {
|
||||
it('skill definition should match description', () => {
|
||||
expect(SKILLS_DEF.knowledgeRetention.desc).toBe("+20% study progress saved on cancel");
|
||||
expect(SKILLS_DEF.knowledgeRetention.max).toBe(3);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Crafting Skills Tests ─────────────────────────────────────────────────────
|
||||
|
||||
describe('Crafting Skills', () => {
|
||||
describe('Efficient Crafting (-10% craft time)', () => {
|
||||
it('skill definition should match description', () => {
|
||||
expect(SKILLS_DEF.effCrafting.desc).toBe("-10% craft time");
|
||||
expect(SKILLS_DEF.effCrafting.max).toBe(5);
|
||||
});
|
||||
});
|
||||
|
||||
describe('Durable Construction (+1 max durability)', () => {
|
||||
it('skill definition should match description', () => {
|
||||
expect(SKILLS_DEF.durableConstruct.desc).toBe("+1 max durability");
|
||||
expect(SKILLS_DEF.durableConstruct.max).toBe(5);
|
||||
});
|
||||
});
|
||||
|
||||
describe('Field Repair (+15% repair efficiency)', () => {
|
||||
it('skill definition should match description', () => {
|
||||
expect(SKILLS_DEF.fieldRepair.desc).toBe("+15% repair efficiency");
|
||||
expect(SKILLS_DEF.fieldRepair.max).toBe(5);
|
||||
});
|
||||
});
|
||||
|
||||
describe('Elemental Crafting (+25% craft output)', () => {
|
||||
it('skill definition should match description', () => {
|
||||
expect(SKILLS_DEF.elemCrafting.desc).toBe("+25% craft output");
|
||||
expect(SKILLS_DEF.elemCrafting.max).toBe(3);
|
||||
});
|
||||
|
||||
it('should require Efficient Crafting 3', () => {
|
||||
expect(SKILLS_DEF.elemCrafting.req).toEqual({ effCrafting: 3 });
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Research Skills Tests ──────────────────────────────────────────────────────
|
||||
|
||||
describe('Research Skills', () => {
|
||||
describe('Mana Tap (+1 mana/click)', () => {
|
||||
it('should add 1 mana per click', () => {
|
||||
const state0 = createMockState({ skills: { manaTap: 0 } });
|
||||
const state1 = createMockState({ skills: { manaTap: 1 } });
|
||||
|
||||
expect(computeClickMana(state0)).toBe(1);
|
||||
expect(computeClickMana(state1)).toBe(2);
|
||||
});
|
||||
|
||||
it('skill definition should match description', () => {
|
||||
expect(SKILLS_DEF.manaTap.desc).toBe("+1 mana/click");
|
||||
expect(SKILLS_DEF.manaTap.max).toBe(1);
|
||||
});
|
||||
});
|
||||
|
||||
describe('Mana Surge (+3 mana/click)', () => {
|
||||
it('should add 3 mana per click', () => {
|
||||
const state0 = createMockState({ skills: { manaSurge: 0 } });
|
||||
const state1 = createMockState({ skills: { manaSurge: 1 } });
|
||||
|
||||
expect(computeClickMana(state0)).toBe(1);
|
||||
expect(computeClickMana(state1)).toBe(4);
|
||||
});
|
||||
|
||||
it('should stack with Mana Tap', () => {
|
||||
const state = createMockState({ skills: { manaTap: 1, manaSurge: 1 } });
|
||||
expect(computeClickMana(state)).toBe(1 + 1 + 3);
|
||||
});
|
||||
|
||||
it('should require Mana Tap 1', () => {
|
||||
expect(SKILLS_DEF.manaSurge.req).toEqual({ manaTap: 1 });
|
||||
});
|
||||
});
|
||||
|
||||
describe('Mana Spring (+2 mana regen)', () => {
|
||||
it('should add 2 mana regen', () => {
|
||||
const state0 = createMockState({ skills: { manaSpring: 0 } });
|
||||
const state1 = createMockState({ skills: { manaSpring: 1 } });
|
||||
|
||||
expect(computeRegen(state0)).toBe(2);
|
||||
expect(computeRegen(state1)).toBe(4);
|
||||
});
|
||||
|
||||
it('skill definition should match description', () => {
|
||||
expect(SKILLS_DEF.manaSpring.desc).toBe("+2 mana regen");
|
||||
expect(SKILLS_DEF.manaSpring.max).toBe(1);
|
||||
});
|
||||
});
|
||||
|
||||
describe('Deep Trance (Extend to 6hrs for 3x)', () => {
|
||||
it('skill definition should match description', () => {
|
||||
expect(SKILLS_DEF.deepTrance.desc).toContain("6hrs");
|
||||
expect(SKILLS_DEF.deepTrance.max).toBe(1);
|
||||
});
|
||||
|
||||
it('should require Meditation 1', () => {
|
||||
expect(SKILLS_DEF.deepTrance.req).toEqual({ meditation: 1 });
|
||||
});
|
||||
});
|
||||
|
||||
describe('Void Meditation (Extend to 8hrs for 5x)', () => {
|
||||
it('skill definition should match description', () => {
|
||||
expect(SKILLS_DEF.voidMeditation.desc).toContain("8hrs");
|
||||
expect(SKILLS_DEF.voidMeditation.max).toBe(1);
|
||||
});
|
||||
|
||||
it('should require Deep Trance 1', () => {
|
||||
expect(SKILLS_DEF.voidMeditation.req).toEqual({ deepTrance: 1 });
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Ascension Skills Tests ─────────────────────────────────────────────────────
|
||||
|
||||
describe('Ascension Skills', () => {
|
||||
describe('Insight Harvest (+10% insight gain)', () => {
|
||||
it('should multiply insight gain by 10% per level', () => {
|
||||
const state0 = createMockState({ maxFloorReached: 10, skills: { insightHarvest: 0 } });
|
||||
const state1 = createMockState({ maxFloorReached: 10, skills: { insightHarvest: 1 } });
|
||||
const state5 = createMockState({ maxFloorReached: 10, skills: { insightHarvest: 5 } });
|
||||
|
||||
const insight0 = calcInsight(state0);
|
||||
const insight1 = calcInsight(state1);
|
||||
const insight5 = calcInsight(state5);
|
||||
|
||||
expect(insight1).toBeGreaterThan(insight0);
|
||||
expect(insight5).toBeGreaterThan(insight1);
|
||||
|
||||
// Level 5 should give 1.5x insight
|
||||
expect(insight5).toBe(Math.floor(insight0 * 1.5));
|
||||
});
|
||||
|
||||
it('skill definition should match description', () => {
|
||||
expect(SKILLS_DEF.insightHarvest.desc).toBe("+10% insight gain");
|
||||
expect(SKILLS_DEF.insightHarvest.max).toBe(5);
|
||||
});
|
||||
});
|
||||
|
||||
describe('Temporal Memory (Keep 1 spell learned across loops)', () => {
|
||||
it('skill definition should match description', () => {
|
||||
expect(SKILLS_DEF.temporalMemory.desc).toBe("Keep 1 spell learned across loops");
|
||||
expect(SKILLS_DEF.temporalMemory.max).toBe(3);
|
||||
});
|
||||
});
|
||||
|
||||
describe('Guardian Bane (+20% dmg vs guardians)', () => {
|
||||
it('skill definition should match description', () => {
|
||||
expect(SKILLS_DEF.guardianBane.desc).toBe("+20% dmg vs guardians");
|
||||
expect(SKILLS_DEF.guardianBane.max).toBe(3);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Meditation Bonus Tests ─────────────────────────────────────────────────────
|
||||
|
||||
describe('Meditation Bonus', () => {
|
||||
it('should start at 1x with no meditation', () => {
|
||||
expect(getMeditationBonus(0, {})).toBe(1);
|
||||
});
|
||||
|
||||
it('should ramp up over time without skills', () => {
|
||||
const bonus1hr = getMeditationBonus(25, {}); // 1 hour of ticks
|
||||
expect(bonus1hr).toBeGreaterThan(1);
|
||||
|
||||
const bonus4hr = getMeditationBonus(100, {}); // 4 hours
|
||||
expect(bonus4hr).toBeGreaterThan(bonus1hr);
|
||||
});
|
||||
|
||||
it('should cap at 1.5x without meditation skill', () => {
|
||||
const bonus = getMeditationBonus(200, {}); // 8 hours
|
||||
expect(bonus).toBe(1.5);
|
||||
});
|
||||
|
||||
it('should give 2.5x with meditation skill after 4 hours', () => {
|
||||
const bonus = getMeditationBonus(100, { meditation: 1 });
|
||||
expect(bonus).toBe(2.5);
|
||||
});
|
||||
|
||||
it('should give 3.0x with deepTrance skill after 6 hours', () => {
|
||||
const bonus = getMeditationBonus(150, { meditation: 1, deepTrance: 1 });
|
||||
expect(bonus).toBe(3.0);
|
||||
});
|
||||
|
||||
it('should give 5.0x with voidMeditation skill after 8 hours', () => {
|
||||
const bonus = getMeditationBonus(200, { meditation: 1, deepTrance: 1, voidMeditation: 1 });
|
||||
expect(bonus).toBe(5.0);
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Skill Prerequisites Tests ──────────────────────────────────────────────────
|
||||
|
||||
describe('Skill Prerequisites', () => {
|
||||
it('Deep Reservoir should require Mana Well 5', () => {
|
||||
expect(SKILLS_DEF.deepReservoir.req).toEqual({ manaWell: 5 });
|
||||
});
|
||||
|
||||
it('Arcane Fury should require Combat Training 3', () => {
|
||||
expect(SKILLS_DEF.arcaneFury.req).toEqual({ combatTrain: 3 });
|
||||
});
|
||||
|
||||
it('Elemental Mastery should require Arcane Fury 2', () => {
|
||||
expect(SKILLS_DEF.elementalMastery.req).toEqual({ arcaneFury: 2 });
|
||||
});
|
||||
|
||||
it('Spell Echo should require Quick Cast 3', () => {
|
||||
expect(SKILLS_DEF.spellEcho.req).toEqual({ quickCast: 3 });
|
||||
});
|
||||
|
||||
it('Mana Overflow should require Mana Well 3', () => {
|
||||
expect(SKILLS_DEF.manaOverflow.req).toEqual({ manaWell: 3 });
|
||||
});
|
||||
|
||||
it('Mana Surge should require Mana Tap 1', () => {
|
||||
expect(SKILLS_DEF.manaSurge.req).toEqual({ manaTap: 1 });
|
||||
});
|
||||
|
||||
it('Deep Trance should require Meditation 1', () => {
|
||||
expect(SKILLS_DEF.deepTrance.req).toEqual({ meditation: 1 });
|
||||
});
|
||||
|
||||
it('Void Meditation should require Deep Trance 1', () => {
|
||||
expect(SKILLS_DEF.voidMeditation.req).toEqual({ deepTrance: 1 });
|
||||
});
|
||||
|
||||
it('Elemental Crafting should require Efficient Crafting 3', () => {
|
||||
expect(SKILLS_DEF.elemCrafting.req).toEqual({ effCrafting: 3 });
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Study Time Tests ───────────────────────────────────────────────────────────
|
||||
|
||||
describe('Study Times', () => {
|
||||
it('all skills should have reasonable study times', () => {
|
||||
Object.entries(SKILLS_DEF).forEach(([id, skill]) => {
|
||||
expect(skill.studyTime).toBeGreaterThan(0);
|
||||
expect(skill.studyTime).toBeLessThanOrEqual(72);
|
||||
});
|
||||
});
|
||||
|
||||
it('research skills should have longer study times', () => {
|
||||
const researchSkills = Object.entries(SKILLS_DEF).filter(([, s]) => s.cat === 'research');
|
||||
researchSkills.forEach(([, skill]) => {
|
||||
expect(skill.studyTime).toBeGreaterThanOrEqual(12);
|
||||
});
|
||||
});
|
||||
|
||||
it('ascension skills should have very long study times', () => {
|
||||
const ascensionSkills = Object.entries(SKILLS_DEF).filter(([, s]) => s.cat === 'ascension');
|
||||
ascensionSkills.forEach(([, skill]) => {
|
||||
expect(skill.studyTime).toBeGreaterThanOrEqual(20);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Prestige Upgrade Tests ─────────────────────────────────────────────────────
|
||||
|
||||
describe('Prestige Upgrades', () => {
|
||||
it('all prestige upgrades should have valid costs', () => {
|
||||
Object.entries(PRESTIGE_DEF).forEach(([id, upgrade]) => {
|
||||
expect(upgrade.cost).toBeGreaterThan(0);
|
||||
expect(upgrade.max).toBeGreaterThan(0);
|
||||
});
|
||||
});
|
||||
|
||||
it('Mana Well prestige should add 500 starting max mana', () => {
|
||||
const state0 = createMockState({ prestigeUpgrades: { manaWell: 0 } });
|
||||
const state1 = createMockState({ prestigeUpgrades: { manaWell: 1 } });
|
||||
const state5 = createMockState({ prestigeUpgrades: { manaWell: 5 } });
|
||||
|
||||
expect(computeMaxMana(state0)).toBe(100);
|
||||
expect(computeMaxMana(state1)).toBe(100 + 500);
|
||||
expect(computeMaxMana(state5)).toBe(100 + 2500);
|
||||
});
|
||||
|
||||
it('Elemental Attunement prestige should add 25 element cap', () => {
|
||||
const state0 = createMockState({ prestigeUpgrades: { elementalAttune: 0 } });
|
||||
const state1 = createMockState({ prestigeUpgrades: { elementalAttune: 1 } });
|
||||
const state10 = createMockState({ prestigeUpgrades: { elementalAttune: 10 } });
|
||||
|
||||
expect(computeElementMax(state0)).toBe(10);
|
||||
expect(computeElementMax(state1)).toBe(10 + 25);
|
||||
expect(computeElementMax(state10)).toBe(10 + 250);
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Integration Tests ──────────────────────────────────────────────────────────
|
||||
|
||||
describe('Integration Tests', () => {
|
||||
it('skill costs should scale with level', () => {
|
||||
const skill = SKILLS_DEF.manaWell;
|
||||
for (let level = 0; level < skill.max; level++) {
|
||||
const cost = skill.base * (level + 1);
|
||||
expect(cost).toBeGreaterThan(0);
|
||||
}
|
||||
});
|
||||
|
||||
it('all skills should have valid categories', () => {
|
||||
const validCategories = ['mana', 'combat', 'study', 'craft', 'research', 'ascension'];
|
||||
Object.values(SKILLS_DEF).forEach(skill => {
|
||||
expect(validCategories).toContain(skill.cat);
|
||||
});
|
||||
});
|
||||
|
||||
it('all prerequisite skills should exist', () => {
|
||||
Object.entries(SKILLS_DEF).forEach(([id, skill]) => {
|
||||
if (skill.req) {
|
||||
Object.keys(skill.req).forEach(reqId => {
|
||||
expect(SKILLS_DEF[reqId]).toBeDefined();
|
||||
});
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
it('all prerequisite levels should be within skill max', () => {
|
||||
Object.entries(SKILLS_DEF).forEach(([id, skill]) => {
|
||||
if (skill.req) {
|
||||
Object.entries(skill.req).forEach(([reqId, reqLevel]) => {
|
||||
expect(reqLevel).toBeLessThanOrEqual(SKILLS_DEF[reqId].max);
|
||||
});
|
||||
}
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
console.log('✅ All skill tests defined. Run with: bun test src/lib/game/skills.test.ts');
|
||||
2097
src/lib/game/store.test.ts
Executable file
2097
src/lib/game/store.test.ts
Executable file
File diff suppressed because it is too large
Load Diff
164
src/lib/game/store/combatSlice.ts
Executable file
164
src/lib/game/store/combatSlice.ts
Executable file
@@ -0,0 +1,164 @@
|
||||
// ─── Combat Slice ─────────────────────────────────────────────────────────────
|
||||
// Manages spire climbing, combat, and floor progression
|
||||
|
||||
import type { StateCreator } from 'zustand';
|
||||
import type { GameState, GameAction, SpellCost } from '../types';
|
||||
import { GUARDIANS, SPELLS_DEF, ELEMENTS, ELEMENT_OPPOSITES } from '../constants';
|
||||
import { getFloorMaxHP, getFloorElement, calcDamage, computePactMultiplier, canAffordSpellCost, deductSpellCost } from './computed';
|
||||
import { computeEffects, hasSpecial, SPECIAL_EFFECTS } from '../upgrade-effects';
|
||||
|
||||
export interface CombatSlice {
|
||||
// State
|
||||
currentFloor: number;
|
||||
floorHP: number;
|
||||
floorMaxHP: number;
|
||||
maxFloorReached: number;
|
||||
activeSpell: string;
|
||||
currentAction: GameAction;
|
||||
castProgress: number;
|
||||
|
||||
// Actions
|
||||
setAction: (action: GameAction) => void;
|
||||
setSpell: (spellId: string) => void;
|
||||
getDamage: (spellId: string) => number;
|
||||
|
||||
// Internal combat processing
|
||||
processCombat: (deltaHours: number) => Partial<GameState>;
|
||||
}
|
||||
|
||||
export const createCombatSlice = (
|
||||
set: StateCreator<GameState>['set'],
|
||||
get: () => GameState
|
||||
): CombatSlice => ({
|
||||
currentFloor: 1,
|
||||
floorHP: getFloorMaxHP(1),
|
||||
floorMaxHP: getFloorMaxHP(1),
|
||||
maxFloorReached: 1,
|
||||
activeSpell: 'manaBolt',
|
||||
currentAction: 'meditate',
|
||||
castProgress: 0,
|
||||
|
||||
setAction: (action: GameAction) => {
|
||||
set((state) => ({
|
||||
currentAction: action,
|
||||
meditateTicks: action === 'meditate' ? state.meditateTicks : 0,
|
||||
}));
|
||||
},
|
||||
|
||||
setSpell: (spellId: string) => {
|
||||
const state = get();
|
||||
if (state.spells[spellId]?.learned) {
|
||||
set({ activeSpell: spellId });
|
||||
}
|
||||
},
|
||||
|
||||
getDamage: (spellId: string) => {
|
||||
const state = get();
|
||||
const floorElem = getFloorElement(state.currentFloor);
|
||||
return calcDamage(state, spellId, floorElem);
|
||||
},
|
||||
|
||||
processCombat: (deltaHours: number) => {
|
||||
const state = get();
|
||||
if (state.currentAction !== 'climb') return {};
|
||||
|
||||
const spellId = state.activeSpell;
|
||||
const spellDef = SPELLS_DEF[spellId];
|
||||
if (!spellDef) return {};
|
||||
|
||||
const effects = computeEffects(state.skillUpgrades || {}, state.skillTiers || {});
|
||||
const baseAttackSpeed = 1 + (state.skills.quickCast || 0) * 0.05;
|
||||
const totalAttackSpeed = baseAttackSpeed * effects.attackSpeedMultiplier;
|
||||
const spellCastSpeed = spellDef.castSpeed || 1;
|
||||
const progressPerTick = deltaHours * spellCastSpeed * totalAttackSpeed;
|
||||
|
||||
let castProgress = (state.castProgress || 0) + progressPerTick;
|
||||
let rawMana = state.rawMana;
|
||||
let elements = state.elements;
|
||||
let totalManaGathered = state.totalManaGathered;
|
||||
let currentFloor = state.currentFloor;
|
||||
let floorHP = state.floorHP;
|
||||
let floorMaxHP = state.floorMaxHP;
|
||||
let maxFloorReached = state.maxFloorReached;
|
||||
let signedPacts = state.signedPacts;
|
||||
let pendingPactOffer = state.pendingPactOffer;
|
||||
const log = [...state.log];
|
||||
const skills = state.skills;
|
||||
|
||||
const floorElement = getFloorElement(currentFloor);
|
||||
|
||||
while (castProgress >= 1 && canAffordSpellCost(spellDef.cost, rawMana, elements)) {
|
||||
// Deduct cost
|
||||
const afterCost = deductSpellCost(spellDef.cost, rawMana, elements);
|
||||
rawMana = afterCost.rawMana;
|
||||
elements = afterCost.elements;
|
||||
totalManaGathered += spellDef.cost.amount;
|
||||
|
||||
// Calculate damage
|
||||
let dmg = calcDamage(state, spellId, floorElement);
|
||||
dmg = dmg * effects.baseDamageMultiplier + effects.baseDamageBonus;
|
||||
|
||||
// Executioner: +100% damage to enemies below 25% HP
|
||||
if (hasSpecial(effects, SPECIAL_EFFECTS.EXECUTIONER) && floorHP / floorMaxHP < 0.25) {
|
||||
dmg *= 2;
|
||||
}
|
||||
|
||||
// Berserker: +50% damage when below 50% mana
|
||||
const maxMana = 100; // Would need proper max mana calculation
|
||||
if (hasSpecial(effects, SPECIAL_EFFECTS.BERSERKER) && rawMana < maxMana * 0.5) {
|
||||
dmg *= 1.5;
|
||||
}
|
||||
|
||||
// Spell echo - chance to cast again
|
||||
const echoChance = (skills.spellEcho || 0) * 0.1;
|
||||
if (Math.random() < echoChance) {
|
||||
dmg *= 2;
|
||||
log.unshift('✨ Spell Echo! Double damage!');
|
||||
}
|
||||
|
||||
// Lifesteal effect
|
||||
const lifestealEffect = spellDef.effects?.find(e => e.type === 'lifesteal');
|
||||
if (lifestealEffect) {
|
||||
const healAmount = dmg * lifestealEffect.value;
|
||||
rawMana = Math.min(rawMana + healAmount, maxMana);
|
||||
}
|
||||
|
||||
// Apply damage
|
||||
floorHP = Math.max(0, floorHP - dmg);
|
||||
castProgress -= 1;
|
||||
|
||||
if (floorHP <= 0) {
|
||||
const wasGuardian = GUARDIANS[currentFloor];
|
||||
if (wasGuardian && !signedPacts.includes(currentFloor)) {
|
||||
pendingPactOffer = currentFloor;
|
||||
log.unshift(`⚔️ ${wasGuardian.name} defeated! They offer a pact...`);
|
||||
} else if (!wasGuardian) {
|
||||
if (currentFloor % 5 === 0) {
|
||||
log.unshift(`🏰 Floor ${currentFloor} cleared!`);
|
||||
}
|
||||
}
|
||||
|
||||
currentFloor = currentFloor + 1;
|
||||
if (currentFloor > 100) currentFloor = 100;
|
||||
floorMaxHP = getFloorMaxHP(currentFloor);
|
||||
floorHP = floorMaxHP;
|
||||
maxFloorReached = Math.max(maxFloorReached, currentFloor);
|
||||
castProgress = 0;
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
rawMana,
|
||||
elements,
|
||||
totalManaGathered,
|
||||
currentFloor,
|
||||
floorHP,
|
||||
floorMaxHP,
|
||||
maxFloorReached,
|
||||
signedPacts,
|
||||
pendingPactOffer,
|
||||
castProgress,
|
||||
log,
|
||||
};
|
||||
},
|
||||
});
|
||||
322
src/lib/game/store/computed.ts
Executable file
322
src/lib/game/store/computed.ts
Executable file
@@ -0,0 +1,322 @@
|
||||
// ─── Computed Stats Functions ─────────────────────────────────────────────────
|
||||
|
||||
import type { GameState } from '../types';
|
||||
import { ELEMENTS, GUARDIANS, SPELLS_DEF, SKILLS_DEF, PRESTIGE_DEF, ELEMENT_OPPOSITES } from '../constants';
|
||||
import { computeEffects } from '../upgrade-effects';
|
||||
import { getTierMultiplier } from '../skill-evolution';
|
||||
|
||||
// Helper to get effective skill level accounting for tiers
|
||||
export function getEffectiveSkillLevel(
|
||||
skills: Record<string, number>,
|
||||
baseSkillId: string,
|
||||
skillTiers: Record<string, number> = {}
|
||||
): { level: number; tier: number; tierMultiplier: number } {
|
||||
const currentTier = skillTiers[baseSkillId] || 1;
|
||||
const tieredSkillId = currentTier > 1 ? `${baseSkillId}_t${currentTier}` : baseSkillId;
|
||||
const level = skills[tieredSkillId] || skills[baseSkillId] || 0;
|
||||
const tierMultiplier = Math.pow(10, currentTier - 1);
|
||||
return { level, tier: currentTier, tierMultiplier };
|
||||
}
|
||||
|
||||
export function computeMaxMana(
|
||||
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers'>,
|
||||
effects?: ReturnType<typeof computeEffects>
|
||||
): number {
|
||||
const pu = state.prestigeUpgrades;
|
||||
const skillTiers = state.skillTiers || {};
|
||||
const skillUpgrades = state.skillUpgrades || {};
|
||||
|
||||
const manaWellLevel = getEffectiveSkillLevel(state.skills, 'manaWell', skillTiers);
|
||||
|
||||
const base =
|
||||
100 +
|
||||
manaWellLevel.level * 100 * manaWellLevel.tierMultiplier +
|
||||
(pu.manaWell || 0) * 500;
|
||||
|
||||
const computedEffects = effects ?? computeEffects(skillUpgrades, skillTiers);
|
||||
return Math.floor((base + computedEffects.maxManaBonus) * computedEffects.maxManaMultiplier);
|
||||
}
|
||||
|
||||
export function computeElementMax(
|
||||
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers'>,
|
||||
effects?: ReturnType<typeof computeEffects>
|
||||
): number {
|
||||
const pu = state.prestigeUpgrades;
|
||||
const skillTiers = state.skillTiers || {};
|
||||
const skillUpgrades = state.skillUpgrades || {};
|
||||
|
||||
const elemAttuneLevel = getEffectiveSkillLevel(state.skills, 'elemAttune', skillTiers);
|
||||
const base = 10 + elemAttuneLevel.level * 50 * elemAttuneLevel.tierMultiplier + (pu.elementalAttune || 0) * 25;
|
||||
|
||||
const computedEffects = effects ?? computeEffects(skillUpgrades, skillTiers);
|
||||
return Math.floor((base + computedEffects.elementCapBonus) * computedEffects.elementCapMultiplier);
|
||||
}
|
||||
|
||||
export function computeRegen(
|
||||
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers'>,
|
||||
effects?: ReturnType<typeof computeEffects>
|
||||
): number {
|
||||
const pu = state.prestigeUpgrades;
|
||||
const skillTiers = state.skillTiers || {};
|
||||
const skillUpgrades = state.skillUpgrades || {};
|
||||
|
||||
const temporalBonus = 1 + (pu.temporalEcho || 0) * 0.1;
|
||||
|
||||
const manaFlowLevel = getEffectiveSkillLevel(state.skills, 'manaFlow', skillTiers);
|
||||
const manaSpringLevel = getEffectiveSkillLevel(state.skills, 'manaSpring', skillTiers);
|
||||
|
||||
const base =
|
||||
2 +
|
||||
manaFlowLevel.level * 1 * manaFlowLevel.tierMultiplier +
|
||||
manaSpringLevel.level * 2 * manaSpringLevel.tierMultiplier +
|
||||
(pu.manaFlow || 0) * 0.5;
|
||||
|
||||
let regen = base * temporalBonus;
|
||||
const computedEffects = effects ?? computeEffects(skillUpgrades, skillTiers);
|
||||
regen = (regen + computedEffects.regenBonus + computedEffects.permanentRegenBonus) * computedEffects.regenMultiplier;
|
||||
|
||||
return regen;
|
||||
}
|
||||
|
||||
export function computeClickMana(
|
||||
state: Pick<GameState, 'skills' | 'skillUpgrades' | 'skillTiers'>,
|
||||
effects?: ReturnType<typeof computeEffects>
|
||||
): number {
|
||||
const skillTiers = state.skillTiers || {};
|
||||
const skillUpgrades = state.skillUpgrades || {};
|
||||
|
||||
const manaTapLevel = getEffectiveSkillLevel(state.skills, 'manaTap', skillTiers);
|
||||
const manaSurgeLevel = getEffectiveSkillLevel(state.skills, 'manaSurge', skillTiers);
|
||||
|
||||
const base =
|
||||
1 +
|
||||
manaTapLevel.level * 1 * manaTapLevel.tierMultiplier +
|
||||
manaSurgeLevel.level * 3 * manaSurgeLevel.tierMultiplier;
|
||||
|
||||
const computedEffects = effects ?? computeEffects(skillUpgrades, skillTiers);
|
||||
return Math.floor((base + computedEffects.clickManaBonus) * computedEffects.clickManaMultiplier);
|
||||
}
|
||||
|
||||
// Elemental damage bonus
|
||||
export function getElementalBonus(spellElem: string, floorElem: string): number {
|
||||
if (spellElem === 'raw') return 1.0;
|
||||
|
||||
if (spellElem === floorElem) return 1.25; // Same element: +25% damage
|
||||
|
||||
if (ELEMENT_OPPOSITES[floorElem] === spellElem) return 1.5; // Super effective
|
||||
if (ELEMENT_OPPOSITES[spellElem] === floorElem) return 0.75; // Weak
|
||||
|
||||
return 1.0;
|
||||
}
|
||||
|
||||
// Compute the pact multiplier with interference/synergy system
|
||||
export function computePactMultiplier(
|
||||
state: Pick<GameState, 'signedPacts' | 'pactInterferenceMitigation' | 'signedPactDetails'>
|
||||
): number {
|
||||
const { signedPacts, pactInterferenceMitigation = 0 } = state;
|
||||
|
||||
if (signedPacts.length === 0) return 1.0;
|
||||
|
||||
let baseMult = 1.0;
|
||||
for (const floor of signedPacts) {
|
||||
const guardian = GUARDIANS[floor];
|
||||
if (guardian) {
|
||||
baseMult *= guardian.damageMultiplier;
|
||||
}
|
||||
}
|
||||
|
||||
if (signedPacts.length === 1) return baseMult;
|
||||
|
||||
const numAdditionalPacts = signedPacts.length - 1;
|
||||
const basePenalty = 0.5 * numAdditionalPacts;
|
||||
const mitigationReduction = Math.min(pactInterferenceMitigation, 5) * 0.1;
|
||||
const effectivePenalty = Math.max(0, basePenalty - mitigationReduction);
|
||||
|
||||
if (pactInterferenceMitigation >= 5) {
|
||||
const synergyBonus = (pactInterferenceMitigation - 5) * 0.1;
|
||||
return baseMult * (1 + synergyBonus);
|
||||
}
|
||||
|
||||
return baseMult * (1 - effectivePenalty);
|
||||
}
|
||||
|
||||
// Compute the insight multiplier from signed pacts
|
||||
export function computePactInsightMultiplier(
|
||||
state: Pick<GameState, 'signedPacts' | 'pactInterferenceMitigation'>
|
||||
): number {
|
||||
const { signedPacts, pactInterferenceMitigation = 0 } = state;
|
||||
|
||||
if (signedPacts.length === 0) return 1.0;
|
||||
|
||||
let mult = 1.0;
|
||||
for (const floor of signedPacts) {
|
||||
const guardian = GUARDIANS[floor];
|
||||
if (guardian) {
|
||||
mult *= guardian.insightMultiplier;
|
||||
}
|
||||
}
|
||||
|
||||
if (signedPacts.length > 1) {
|
||||
const numAdditionalPacts = signedPacts.length - 1;
|
||||
const basePenalty = 0.5 * numAdditionalPacts;
|
||||
const mitigationReduction = Math.min(pactInterferenceMitigation, 5) * 0.1;
|
||||
const effectivePenalty = Math.max(0, basePenalty - mitigationReduction);
|
||||
|
||||
if (pactInterferenceMitigation >= 5) {
|
||||
const synergyBonus = (pactInterferenceMitigation - 5) * 0.1;
|
||||
return mult * (1 + synergyBonus);
|
||||
}
|
||||
|
||||
return mult * (1 - effectivePenalty);
|
||||
}
|
||||
|
||||
return mult;
|
||||
}
|
||||
|
||||
export function calcDamage(
|
||||
state: Pick<GameState, 'skills' | 'signedPacts' | 'pactInterferenceMitigation' | 'signedPactDetails' | 'skillUpgrades' | 'skillTiers'>,
|
||||
spellId: string,
|
||||
floorElem?: string,
|
||||
effects?: ReturnType<typeof computeEffects>
|
||||
): number {
|
||||
const sp = SPELLS_DEF[spellId];
|
||||
if (!sp) return 5;
|
||||
|
||||
const skillTiers = state.skillTiers || {};
|
||||
const skillUpgrades = state.skillUpgrades || {};
|
||||
const computedEffects = effects ?? computeEffects(skillUpgrades, skillTiers);
|
||||
|
||||
// Get effective skill levels with tier multipliers
|
||||
const combatTrainLevel = getEffectiveSkillLevel(state.skills, 'combatTrain', skillTiers);
|
||||
const arcaneFuryLevel = getEffectiveSkillLevel(state.skills, 'arcaneFury', skillTiers);
|
||||
const elemMasteryLevel = getEffectiveSkillLevel(state.skills, 'elementalMastery', skillTiers);
|
||||
const guardianBaneLevel = getEffectiveSkillLevel(state.skills, 'guardianBane', skillTiers);
|
||||
const precisionLevel = getEffectiveSkillLevel(state.skills, 'precision', skillTiers);
|
||||
|
||||
// Base damage from spell + combat training
|
||||
const baseDmg = sp.dmg + combatTrainLevel.level * 5 * combatTrainLevel.tierMultiplier;
|
||||
|
||||
// Spell damage multiplier from arcane fury
|
||||
const pct = 1 + arcaneFuryLevel.level * 0.1 * arcaneFuryLevel.tierMultiplier;
|
||||
|
||||
// Elemental mastery bonus
|
||||
const elemMasteryBonus = 1 + elemMasteryLevel.level * 0.15 * elemMasteryLevel.tierMultiplier;
|
||||
|
||||
// Guardian bane bonus (only for guardian floors)
|
||||
const guardianBonus = floorElem && Object.values(GUARDIANS).find(g => g.element === floorElem)
|
||||
? 1 + guardianBaneLevel.level * 0.2 * guardianBaneLevel.tierMultiplier
|
||||
: 1;
|
||||
|
||||
// Crit chance from precision
|
||||
const skillCritChance = precisionLevel.level * 0.05 * precisionLevel.tierMultiplier;
|
||||
const totalCritChance = skillCritChance + computedEffects.critChanceBonus;
|
||||
|
||||
// Pact multiplier
|
||||
const pactMult = computePactMultiplier(state);
|
||||
|
||||
// Calculate base damage
|
||||
let damage = baseDmg * pct * pactMult * elemMasteryBonus * guardianBonus;
|
||||
|
||||
// Apply upgrade effects: base damage multiplier and bonus
|
||||
damage = damage * computedEffects.baseDamageMultiplier + computedEffects.baseDamageBonus;
|
||||
|
||||
// Apply elemental damage multiplier from upgrades
|
||||
damage *= computedEffects.elementalDamageMultiplier;
|
||||
|
||||
// Apply elemental bonus for floor
|
||||
if (floorElem) {
|
||||
damage *= getElementalBonus(sp.elem, floorElem);
|
||||
}
|
||||
|
||||
// Apply critical hit
|
||||
if (Math.random() < totalCritChance) {
|
||||
damage *= computedEffects.critDamageMultiplier;
|
||||
}
|
||||
|
||||
return damage;
|
||||
}
|
||||
|
||||
export function calcInsight(state: Pick<GameState, 'maxFloorReached' | 'totalManaGathered' | 'signedPacts' | 'prestigeUpgrades' | 'skills'>): number {
|
||||
const pu = state.prestigeUpgrades;
|
||||
const skillBonus = 1 + (state.skills.insightHarvest || 0) * 0.1;
|
||||
const mult = (1 + (pu.insightAmp || 0) * 0.25) * skillBonus;
|
||||
return Math.floor(
|
||||
(state.maxFloorReached * 15 + state.totalManaGathered / 500 + state.signedPacts.length * 150) * mult
|
||||
);
|
||||
}
|
||||
|
||||
export function getMeditationBonus(meditateTicks: number, skills: Record<string, number>, meditationEfficiency: number = 1): number {
|
||||
const hasMeditation = skills.meditation === 1;
|
||||
const hasDeepTrance = skills.deepTrance === 1;
|
||||
const hasVoidMeditation = skills.voidMeditation === 1;
|
||||
|
||||
const hours = meditateTicks * 0.04; // HOURS_PER_TICK
|
||||
|
||||
let bonus = 1 + Math.min(hours / 4, 0.5);
|
||||
|
||||
if (hasMeditation && hours >= 4) {
|
||||
bonus = 2.5;
|
||||
}
|
||||
|
||||
if (hasDeepTrance && hours >= 6) {
|
||||
bonus = 3.0;
|
||||
}
|
||||
|
||||
if (hasVoidMeditation && hours >= 8) {
|
||||
bonus = 5.0;
|
||||
}
|
||||
|
||||
bonus *= meditationEfficiency;
|
||||
|
||||
return bonus;
|
||||
}
|
||||
|
||||
export function getIncursionStrength(day: number, hour: number): number {
|
||||
const INCURSION_START_DAY = 20;
|
||||
const MAX_DAY = 30;
|
||||
|
||||
if (day < INCURSION_START_DAY) return 0;
|
||||
const totalHours = (day - INCURSION_START_DAY) * 24 + hour;
|
||||
const maxHours = (MAX_DAY - INCURSION_START_DAY) * 24;
|
||||
return Math.min(0.95, (totalHours / maxHours) * 0.95);
|
||||
}
|
||||
|
||||
export function getFloorMaxHP(floor: number): number {
|
||||
if (GUARDIANS[floor]) return GUARDIANS[floor].hp;
|
||||
const baseHP = 100;
|
||||
const floorScaling = floor * 50;
|
||||
const exponentialScaling = Math.pow(floor, 1.7);
|
||||
return Math.floor(baseHP + floorScaling + exponentialScaling);
|
||||
}
|
||||
|
||||
export function getFloorElement(floor: number): string {
|
||||
const FLOOR_ELEM_CYCLE = ["fire", "water", "air", "earth", "light", "dark", "life", "death"];
|
||||
return FLOOR_ELEM_CYCLE[(floor - 1) % 8];
|
||||
}
|
||||
|
||||
// Formatting utilities
|
||||
export function fmt(n: number): string {
|
||||
if (!isFinite(n) || isNaN(n)) return '0';
|
||||
if (n >= 1e9) return (n / 1e9).toFixed(2) + 'B';
|
||||
if (n >= 1e6) return (n / 1e6).toFixed(2) + 'M';
|
||||
if (n >= 1e3) return (n / 1e3).toFixed(1) + 'K';
|
||||
return Math.floor(n).toString();
|
||||
}
|
||||
|
||||
export function fmtDec(n: number, d: number = 1): string {
|
||||
return isFinite(n) ? n.toFixed(d) : '0';
|
||||
}
|
||||
|
||||
// Check if player can afford spell cost
|
||||
export function canAffordSpellCost(
|
||||
cost: { type: 'raw' | 'element'; element?: string; amount: number },
|
||||
rawMana: number,
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>
|
||||
): boolean {
|
||||
if (cost.type === 'raw') {
|
||||
return rawMana >= cost.amount;
|
||||
} else {
|
||||
const elem = elements[cost.element || ''];
|
||||
return elem && elem.unlocked && elem.current >= cost.amount;
|
||||
}
|
||||
}
|
||||
636
src/lib/game/store/craftingSlice.ts
Executable file
636
src/lib/game/store/craftingSlice.ts
Executable file
@@ -0,0 +1,636 @@
|
||||
// ─── Crafting Store Slice ────────────────────────────────────────────────────────
|
||||
// Handles equipment, enchantments, and crafting progress
|
||||
|
||||
import type {
|
||||
EquipmentInstance,
|
||||
AppliedEnchantment,
|
||||
EnchantmentDesign,
|
||||
DesignEffect,
|
||||
DesignProgress,
|
||||
PreparationProgress,
|
||||
ApplicationProgress,
|
||||
EquipmentSpellState
|
||||
} from '../types';
|
||||
import {
|
||||
EQUIPMENT_TYPES,
|
||||
EQUIPMENT_SLOTS,
|
||||
type EquipmentSlot,
|
||||
type EquipmentTypeDef,
|
||||
getEquipmentType,
|
||||
calculateRarity
|
||||
} from '../data/equipment';
|
||||
import {
|
||||
ENCHANTMENT_EFFECTS,
|
||||
getEnchantmentEffect,
|
||||
canApplyEffect,
|
||||
calculateEffectCapacityCost,
|
||||
type EnchantmentEffectDef
|
||||
} from '../data/enchantment-effects';
|
||||
import { SPELLS_DEF } from '../constants';
|
||||
import type { StateCreator } from 'zustand';
|
||||
|
||||
// ─── Helper Functions ────────────────────────────────────────────────────────────
|
||||
|
||||
let instanceIdCounter = 0;
|
||||
function generateInstanceId(): string {
|
||||
return `equip_${Date.now()}_${++instanceIdCounter}`;
|
||||
}
|
||||
|
||||
let designIdCounter = 0;
|
||||
function generateDesignId(): string {
|
||||
return `design_${Date.now()}_${++designIdCounter}`;
|
||||
}
|
||||
|
||||
// Calculate efficiency bonus from skills
|
||||
function getEnchantEfficiencyBonus(skills: Record<string, number>): number {
|
||||
const enchantingLevel = skills.enchanting || 0;
|
||||
const efficientEnchantLevel = skills.efficientEnchant || 0;
|
||||
|
||||
// 2% per enchanting level + 5% per efficient enchant level
|
||||
return (enchantingLevel * 0.02) + (efficientEnchantLevel * 0.05);
|
||||
}
|
||||
|
||||
// Calculate design time based on effects
|
||||
function calculateDesignTime(effects: DesignEffect[]): number {
|
||||
const totalCapacity = effects.reduce((sum, e) => sum + e.capacityCost, 0);
|
||||
return Math.max(1, Math.floor(totalCapacity / 10)); // Hours
|
||||
}
|
||||
|
||||
// Calculate preparation time for equipment
|
||||
function calculatePreparationTime(equipmentType: string): number {
|
||||
const typeDef = getEquipmentType(equipmentType);
|
||||
if (!typeDef) return 1;
|
||||
return Math.max(1, Math.floor(typeDef.baseCapacity / 5)); // Hours
|
||||
}
|
||||
|
||||
// Calculate preparation mana cost
|
||||
function calculatePreparationManaCost(equipmentType: string): number {
|
||||
const typeDef = getEquipmentType(equipmentType);
|
||||
if (!typeDef) return 50;
|
||||
return typeDef.baseCapacity * 5;
|
||||
}
|
||||
|
||||
// Calculate application time based on effects
|
||||
function calculateApplicationTime(effects: DesignEffect[], skills: Record<string, number>): number {
|
||||
const totalCapacity = effects.reduce((sum, e) => sum + e.capacityCost, 0);
|
||||
const speedBonus = 1 + (skills.enchantSpeed || 0) * 0.1;
|
||||
return Math.max(4, Math.floor(totalCapacity / 20 * 24 / speedBonus)); // Hours (days * 24)
|
||||
}
|
||||
|
||||
// Calculate mana per hour for application
|
||||
function calculateApplicationManaPerHour(effects: DesignEffect[]): number {
|
||||
const totalCapacity = effects.reduce((sum, e) => sum + e.capacityCost, 0);
|
||||
return Math.max(1, Math.floor(totalCapacity * 0.5));
|
||||
}
|
||||
|
||||
// Create a new equipment instance
|
||||
export function createEquipmentInstance(typeId: string, name?: string): EquipmentInstance {
|
||||
const typeDef = getEquipmentType(typeId);
|
||||
if (!typeDef) {
|
||||
throw new Error(`Unknown equipment type: ${typeId}`);
|
||||
}
|
||||
|
||||
return {
|
||||
instanceId: generateInstanceId(),
|
||||
typeId,
|
||||
name: name || typeDef.name,
|
||||
enchantments: [],
|
||||
usedCapacity: 0,
|
||||
totalCapacity: typeDef.baseCapacity,
|
||||
rarity: 'common',
|
||||
quality: 100, // Full quality for new items
|
||||
};
|
||||
}
|
||||
|
||||
// Get spells from equipment
|
||||
export function getSpellsFromEquipment(equipment: EquipmentInstance): string[] {
|
||||
const spells: string[] = [];
|
||||
|
||||
for (const ench of equipment.enchantments) {
|
||||
const effectDef = getEnchantmentEffect(ench.effectId);
|
||||
if (effectDef?.effect.type === 'spell' && effectDef.effect.spellId) {
|
||||
spells.push(effectDef.effect.spellId);
|
||||
}
|
||||
}
|
||||
|
||||
return spells;
|
||||
}
|
||||
|
||||
// Compute total effects from equipment
|
||||
export function computeEquipmentEffects(equipment: EquipmentInstance[]): Record<string, number> {
|
||||
const effects: Record<string, number> = {};
|
||||
const multipliers: Record<string, number> = {};
|
||||
const specials: Set<string> = new Set();
|
||||
|
||||
for (const equip of equipment) {
|
||||
for (const ench of equip.enchantments) {
|
||||
const effectDef = getEnchantmentEffect(ench.effectId);
|
||||
if (!effectDef) continue;
|
||||
|
||||
const value = (effectDef.effect.value || 0) * ench.stacks;
|
||||
|
||||
if (effectDef.effect.type === 'bonus' && effectDef.effect.stat) {
|
||||
effects[effectDef.effect.stat] = (effects[effectDef.effect.stat] || 0) + value;
|
||||
} else if (effectDef.effect.type === 'multiplier' && effectDef.effect.stat) {
|
||||
multipliers[effectDef.effect.stat] = (multipliers[effectDef.effect.stat] || 1) * Math.pow(value, ench.stacks);
|
||||
} else if (effectDef.effect.type === 'special' && effectDef.effect.specialId) {
|
||||
specials.add(effectDef.effect.specialId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Apply multipliers to bonus effects
|
||||
for (const [stat, mult] of Object.entries(multipliers)) {
|
||||
effects[`${stat}_multiplier`] = mult;
|
||||
}
|
||||
|
||||
// Add special effect flags
|
||||
for (const special of specials) {
|
||||
effects[`special_${special}`] = 1;
|
||||
}
|
||||
|
||||
return effects;
|
||||
}
|
||||
|
||||
// ─── Store Interface ─────────────────────────────────────────────────────────────
|
||||
|
||||
export interface CraftingState {
|
||||
// Equipment instances
|
||||
equippedInstances: Record<string, string | null>; // slot -> instanceId
|
||||
equipmentInstances: Record<string, EquipmentInstance>; // instanceId -> instance
|
||||
|
||||
// Enchantment designs
|
||||
enchantmentDesigns: EnchantmentDesign[];
|
||||
|
||||
// Crafting progress
|
||||
designProgress: DesignProgress | null;
|
||||
preparationProgress: PreparationProgress | null;
|
||||
applicationProgress: ApplicationProgress | null;
|
||||
|
||||
// Equipment spell states
|
||||
equipmentSpellStates: EquipmentSpellState[];
|
||||
}
|
||||
|
||||
export interface CraftingActions {
|
||||
// Equipment management
|
||||
createEquipment: (typeId: string, slot?: EquipmentSlot) => EquipmentInstance;
|
||||
equipInstance: (instanceId: string, slot: EquipmentSlot) => void;
|
||||
unequipSlot: (slot: EquipmentSlot) => void;
|
||||
deleteInstance: (instanceId: string) => void;
|
||||
|
||||
// Enchantment design
|
||||
startDesign: (name: string, equipmentType: string, effects: DesignEffect[]) => void;
|
||||
cancelDesign: () => void;
|
||||
deleteDesign: (designId: string) => void;
|
||||
|
||||
// Equipment preparation
|
||||
startPreparation: (instanceId: string) => void;
|
||||
cancelPreparation: () => void;
|
||||
|
||||
// Enchantment application
|
||||
startApplication: (instanceId: string, designId: string) => void;
|
||||
pauseApplication: () => void;
|
||||
resumeApplication: () => void;
|
||||
cancelApplication: () => void;
|
||||
|
||||
// Tick processing
|
||||
processDesignTick: (hours: number) => void;
|
||||
processPreparationTick: (hours: number, manaAvailable: number) => number; // Returns mana used
|
||||
processApplicationTick: (hours: number, manaAvailable: number) => number; // Returns mana used
|
||||
|
||||
// Getters
|
||||
getEquippedInstance: (slot: EquipmentSlot) => EquipmentInstance | null;
|
||||
getAllEquipped: () => EquipmentInstance[];
|
||||
getAvailableSpells: () => string[];
|
||||
getEquipmentEffects: () => Record<string, number>;
|
||||
}
|
||||
|
||||
export type CraftingStore = CraftingState & CraftingActions;
|
||||
|
||||
// ─── Initial State ──────────────────────────────────────────────────────────────
|
||||
|
||||
export const initialCraftingState: CraftingState = {
|
||||
equippedInstances: {
|
||||
mainHand: null,
|
||||
offHand: null,
|
||||
head: null,
|
||||
body: null,
|
||||
hands: null,
|
||||
feet: null,
|
||||
accessory1: null,
|
||||
accessory2: null,
|
||||
},
|
||||
equipmentInstances: {},
|
||||
enchantmentDesigns: [],
|
||||
designProgress: null,
|
||||
preparationProgress: null,
|
||||
applicationProgress: null,
|
||||
equipmentSpellStates: [],
|
||||
};
|
||||
|
||||
// ─── Store Slice Creator ────────────────────────────────────────────────────────
|
||||
|
||||
export const createCraftingSlice: StateCreator<CraftingStore, [], [], CraftingStore> = (set, get) => ({
|
||||
...initialCraftingState,
|
||||
|
||||
// Equipment management
|
||||
createEquipment: (typeId: string, slot?: EquipmentSlot) => {
|
||||
const instance = createEquipmentInstance(typeId);
|
||||
|
||||
set((state) => ({
|
||||
equipmentInstances: {
|
||||
...state.equipmentInstances,
|
||||
[instance.instanceId]: instance,
|
||||
},
|
||||
}));
|
||||
|
||||
// Auto-equip if slot provided
|
||||
if (slot) {
|
||||
get().equipInstance(instance.instanceId, slot);
|
||||
}
|
||||
|
||||
return instance;
|
||||
},
|
||||
|
||||
equipInstance: (instanceId: string, slot: EquipmentSlot) => {
|
||||
const instance = get().equipmentInstances[instanceId];
|
||||
if (!instance) return;
|
||||
|
||||
const typeDef = getEquipmentType(instance.typeId);
|
||||
if (!typeDef) return;
|
||||
|
||||
// Check if equipment can go in this slot
|
||||
if (typeDef.slot !== slot) {
|
||||
// For accessories, both accessory1 and accessory2 are valid
|
||||
if (typeDef.category !== 'accessory' || (slot !== 'accessory1' && slot !== 'accessory2')) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
set((state) => ({
|
||||
equippedInstances: {
|
||||
...state.equippedInstances,
|
||||
[slot]: instanceId,
|
||||
},
|
||||
}));
|
||||
},
|
||||
|
||||
unequipSlot: (slot: EquipmentSlot) => {
|
||||
set((state) => ({
|
||||
equippedInstances: {
|
||||
...state.equippedInstances,
|
||||
[slot]: null,
|
||||
},
|
||||
}));
|
||||
},
|
||||
|
||||
deleteInstance: (instanceId: string) => {
|
||||
set((state) => {
|
||||
const newInstanceMap = { ...state.equipmentInstances };
|
||||
delete newInstanceMap[instanceId];
|
||||
|
||||
// Remove from equipped slots
|
||||
const newEquipped = { ...state.equippedInstances };
|
||||
for (const slot of EQUIPMENT_SLOTS) {
|
||||
if (newEquipped[slot] === instanceId) {
|
||||
newEquipped[slot] = null;
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
equipmentInstances: newInstanceMap,
|
||||
equippedInstances: newEquipped,
|
||||
};
|
||||
});
|
||||
},
|
||||
|
||||
// Enchantment design
|
||||
startDesign: (name: string, equipmentType: string, effects: DesignEffect[]) => {
|
||||
const totalCapacity = effects.reduce((sum, e) => sum + e.capacityCost, 0);
|
||||
const designTime = calculateDesignTime(effects);
|
||||
|
||||
const design: EnchantmentDesign = {
|
||||
id: generateDesignId(),
|
||||
name,
|
||||
equipmentType,
|
||||
effects,
|
||||
totalCapacityUsed: totalCapacity,
|
||||
designTime,
|
||||
created: Date.now(),
|
||||
};
|
||||
|
||||
set((state) => ({
|
||||
enchantmentDesigns: [...state.enchantmentDesigns, design],
|
||||
designProgress: {
|
||||
designId: design.id,
|
||||
progress: 0,
|
||||
required: designTime,
|
||||
},
|
||||
}));
|
||||
},
|
||||
|
||||
cancelDesign: () => {
|
||||
const progress = get().designProgress;
|
||||
if (!progress) return;
|
||||
|
||||
set((state) => ({
|
||||
designProgress: null,
|
||||
enchantmentDesigns: state.enchantmentDesigns.filter(d => d.id !== progress.designId),
|
||||
}));
|
||||
},
|
||||
|
||||
deleteDesign: (designId: string) => {
|
||||
set((state) => ({
|
||||
enchantmentDesigns: state.enchantmentDesigns.filter(d => d.id !== designId),
|
||||
}));
|
||||
},
|
||||
|
||||
// Equipment preparation
|
||||
startPreparation: (instanceId: string) => {
|
||||
const instance = get().equipmentInstances[instanceId];
|
||||
if (!instance) return;
|
||||
|
||||
const prepTime = calculatePreparationTime(instance.typeId);
|
||||
const manaCost = calculatePreparationManaCost(instance.typeId);
|
||||
|
||||
set({
|
||||
preparationProgress: {
|
||||
equipmentInstanceId: instanceId,
|
||||
progress: 0,
|
||||
required: prepTime,
|
||||
manaCostPaid: 0,
|
||||
},
|
||||
});
|
||||
},
|
||||
|
||||
cancelPreparation: () => {
|
||||
set({ preparationProgress: null });
|
||||
},
|
||||
|
||||
// Enchantment application
|
||||
startApplication: (instanceId: string, designId: string) => {
|
||||
const instance = get().equipmentInstances[instanceId];
|
||||
const design = get().enchantmentDesigns.find(d => d.id === designId);
|
||||
|
||||
if (!instance || !design) return;
|
||||
|
||||
const appTime = calculateApplicationTime(design.effects, {}); // TODO: pass skills
|
||||
const manaPerHour = calculateApplicationManaPerHour(design.effects);
|
||||
|
||||
set({
|
||||
applicationProgress: {
|
||||
equipmentInstanceId: instanceId,
|
||||
designId,
|
||||
progress: 0,
|
||||
required: appTime,
|
||||
manaPerHour,
|
||||
paused: false,
|
||||
manaSpent: 0,
|
||||
},
|
||||
});
|
||||
},
|
||||
|
||||
pauseApplication: () => {
|
||||
const progress = get().applicationProgress;
|
||||
if (!progress) return;
|
||||
|
||||
set({
|
||||
applicationProgress: { ...progress, paused: true },
|
||||
});
|
||||
},
|
||||
|
||||
resumeApplication: () => {
|
||||
const progress = get().applicationProgress;
|
||||
if (!progress) return;
|
||||
|
||||
set({
|
||||
applicationProgress: { ...progress, paused: false },
|
||||
});
|
||||
},
|
||||
|
||||
cancelApplication: () => {
|
||||
set({ applicationProgress: null });
|
||||
},
|
||||
|
||||
// Tick processing
|
||||
processDesignTick: (hours: number) => {
|
||||
const progress = get().designProgress;
|
||||
if (!progress) return;
|
||||
|
||||
const newProgress = progress.progress + hours;
|
||||
|
||||
if (newProgress >= progress.required) {
|
||||
// Design complete
|
||||
set({ designProgress: null });
|
||||
} else {
|
||||
set({
|
||||
designProgress: { ...progress, progress: newProgress },
|
||||
});
|
||||
}
|
||||
},
|
||||
|
||||
processPreparationTick: (hours: number, manaAvailable: number) => {
|
||||
const progress = get().preparationProgress;
|
||||
if (!progress) return 0;
|
||||
|
||||
const instance = get().equipmentInstances[progress.equipmentInstanceId];
|
||||
if (!instance) {
|
||||
set({ preparationProgress: null });
|
||||
return 0;
|
||||
}
|
||||
|
||||
const totalManaCost = calculatePreparationManaCost(instance.typeId);
|
||||
const remainingManaCost = totalManaCost - progress.manaCostPaid;
|
||||
const manaToPay = Math.min(manaAvailable, remainingManaCost);
|
||||
|
||||
if (manaToPay < remainingManaCost) {
|
||||
// Not enough mana, just pay what we can
|
||||
set({
|
||||
preparationProgress: {
|
||||
...progress,
|
||||
manaCostPaid: progress.manaCostPaid + manaToPay,
|
||||
},
|
||||
});
|
||||
return manaToPay;
|
||||
}
|
||||
|
||||
// Pay remaining mana and progress
|
||||
const newProgress = progress.progress + hours;
|
||||
|
||||
if (newProgress >= progress.required) {
|
||||
// Preparation complete - clear enchantments
|
||||
set((state) => ({
|
||||
preparationProgress: null,
|
||||
equipmentInstances: {
|
||||
...state.equipmentInstances,
|
||||
[instance.instanceId]: {
|
||||
...instance,
|
||||
enchantments: [],
|
||||
usedCapacity: 0,
|
||||
rarity: 'common',
|
||||
},
|
||||
},
|
||||
}));
|
||||
} else {
|
||||
set({
|
||||
preparationProgress: {
|
||||
...progress,
|
||||
progress: newProgress,
|
||||
manaCostPaid: progress.manaCostPaid + manaToPay,
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
return manaToPay;
|
||||
},
|
||||
|
||||
processApplicationTick: (hours: number, manaAvailable: number) => {
|
||||
const progress = get().applicationProgress;
|
||||
if (!progress || progress.paused) return 0;
|
||||
|
||||
const design = get().enchantmentDesigns.find(d => d.id === progress.designId);
|
||||
const instance = get().equipmentInstances[progress.equipmentInstanceId];
|
||||
|
||||
if (!design || !instance) {
|
||||
set({ applicationProgress: null });
|
||||
return 0;
|
||||
}
|
||||
|
||||
const manaNeeded = progress.manaPerHour * hours;
|
||||
const manaToUse = Math.min(manaAvailable, manaNeeded);
|
||||
|
||||
if (manaToUse < manaNeeded) {
|
||||
// Not enough mana - pause and save progress
|
||||
set({
|
||||
applicationProgress: {
|
||||
...progress,
|
||||
manaSpent: progress.manaSpent + manaToUse,
|
||||
},
|
||||
});
|
||||
return manaToUse;
|
||||
}
|
||||
|
||||
const newProgress = progress.progress + hours;
|
||||
|
||||
if (newProgress >= progress.required) {
|
||||
// Application complete - apply enchantments
|
||||
const efficiencyBonus = 0; // TODO: get from skills
|
||||
const newEnchantments: AppliedEnchantment[] = design.effects.map(e => ({
|
||||
effectId: e.effectId,
|
||||
stacks: e.stacks,
|
||||
actualCost: calculateEffectCapacityCost(e.effectId, e.stacks, efficiencyBonus),
|
||||
}));
|
||||
|
||||
const totalUsedCapacity = newEnchantments.reduce((sum, e) => sum + e.actualCost, 0);
|
||||
|
||||
set((state) => ({
|
||||
applicationProgress: null,
|
||||
equipmentInstances: {
|
||||
...state.equipmentInstances,
|
||||
[instance.instanceId]: {
|
||||
...instance,
|
||||
enchantments: newEnchantments,
|
||||
usedCapacity: totalUsedCapacity,
|
||||
rarity: calculateRarity(newEnchantments),
|
||||
},
|
||||
},
|
||||
}));
|
||||
} else {
|
||||
set({
|
||||
applicationProgress: {
|
||||
...progress,
|
||||
progress: newProgress,
|
||||
manaSpent: progress.manaSpent + manaToUse,
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
return manaToUse;
|
||||
},
|
||||
|
||||
// Getters
|
||||
getEquippedInstance: (slot: EquipmentSlot) => {
|
||||
const state = get();
|
||||
const instanceId = state.equippedInstances[slot];
|
||||
if (!instanceId) return null;
|
||||
return state.equipmentInstances[instanceId] || null;
|
||||
},
|
||||
|
||||
getAllEquipped: () => {
|
||||
const state = get();
|
||||
const equipped: EquipmentInstance[] = [];
|
||||
|
||||
for (const slot of EQUIPMENT_SLOTS) {
|
||||
const instanceId = state.equippedInstances[slot];
|
||||
if (instanceId && state.equipmentInstances[instanceId]) {
|
||||
equipped.push(state.equipmentInstances[instanceId]);
|
||||
}
|
||||
}
|
||||
|
||||
return equipped;
|
||||
},
|
||||
|
||||
getAvailableSpells: () => {
|
||||
const equipped = get().getAllEquipped();
|
||||
const spells: string[] = [];
|
||||
|
||||
for (const equip of equipped) {
|
||||
spells.push(...getSpellsFromEquipment(equip));
|
||||
}
|
||||
|
||||
return spells;
|
||||
},
|
||||
|
||||
getEquipmentEffects: () => {
|
||||
return computeEquipmentEffects(get().getAllEquipped());
|
||||
},
|
||||
});
|
||||
|
||||
// ─── Starting Equipment Factory ────────────────────────────────────────────────
|
||||
|
||||
export function createStartingEquipment(): {
|
||||
equippedInstances: Record<string, string | null>;
|
||||
equipmentInstances: Record<string, EquipmentInstance>;
|
||||
} {
|
||||
const instances: EquipmentInstance[] = [];
|
||||
|
||||
// Create starting equipment
|
||||
const basicStaff = createEquipmentInstance('basicStaff');
|
||||
basicStaff.enchantments = [{
|
||||
effectId: 'spell_manaBolt',
|
||||
stacks: 1,
|
||||
actualCost: 50, // Fills the staff completely
|
||||
}];
|
||||
basicStaff.usedCapacity = 50;
|
||||
basicStaff.rarity = 'uncommon';
|
||||
instances.push(basicStaff);
|
||||
|
||||
const civilianShirt = createEquipmentInstance('civilianShirt');
|
||||
instances.push(civilianShirt);
|
||||
|
||||
const civilianGloves = createEquipmentInstance('civilianGloves');
|
||||
instances.push(civilianGloves);
|
||||
|
||||
const civilianShoes = createEquipmentInstance('civilianShoes');
|
||||
instances.push(civilianShoes);
|
||||
|
||||
// Build instance map
|
||||
const equipmentInstances: Record<string, EquipmentInstance> = {};
|
||||
for (const inst of instances) {
|
||||
equipmentInstances[inst.instanceId] = inst;
|
||||
}
|
||||
|
||||
// Build equipped map
|
||||
const equippedInstances: Record<string, string | null> = {
|
||||
mainHand: basicStaff.instanceId,
|
||||
offHand: null,
|
||||
head: null,
|
||||
body: civilianShirt.instanceId,
|
||||
hands: civilianGloves.instanceId,
|
||||
feet: civilianShoes.instanceId,
|
||||
accessory1: null,
|
||||
accessory2: null,
|
||||
};
|
||||
|
||||
return { equippedInstances, equipmentInstances };
|
||||
}
|
||||
9
src/lib/game/store/index.ts
Executable file
9
src/lib/game/store/index.ts
Executable file
@@ -0,0 +1,9 @@
|
||||
// ─── Store Module Exports ─────────────────────────────────────────────────────
|
||||
// Re-exports from main store and adds new computed utilities
|
||||
// This allows gradual migration while keeping existing functionality
|
||||
|
||||
// Re-export everything from the main store
|
||||
export * from '../store';
|
||||
|
||||
// Export new computed utilities
|
||||
export * from './computed';
|
||||
197
src/lib/game/store/manaSlice.ts
Executable file
197
src/lib/game/store/manaSlice.ts
Executable file
@@ -0,0 +1,197 @@
|
||||
// ─── Mana Slice ───────────────────────────────────────────────────────────────
|
||||
// Manages raw mana, elements, and meditation
|
||||
|
||||
import type { StateCreator } from 'zustand';
|
||||
import type { GameState, ElementState, SpellCost } from '../types';
|
||||
import { ELEMENTS, MANA_PER_ELEMENT, BASE_UNLOCKED_ELEMENTS } from '../constants';
|
||||
import { computeMaxMana, computeElementMax, computeClickMana, canAffordSpellCost, getMeditationBonus } from './computed';
|
||||
import { computeEffects } from '../upgrade-effects';
|
||||
|
||||
export interface ManaSlice {
|
||||
// State
|
||||
rawMana: number;
|
||||
totalManaGathered: number;
|
||||
meditateTicks: number;
|
||||
elements: Record<string, ElementState>;
|
||||
|
||||
// Actions
|
||||
gatherMana: () => void;
|
||||
convertMana: (element: string, amount: number) => void;
|
||||
unlockElement: (element: string) => void;
|
||||
craftComposite: (target: string) => void;
|
||||
|
||||
// Computed getters
|
||||
getMaxMana: () => number;
|
||||
getRegen: () => number;
|
||||
getClickMana: () => number;
|
||||
getMeditationMultiplier: () => number;
|
||||
}
|
||||
|
||||
export const createManaSlice = (
|
||||
set: StateCreator<GameState>['set'],
|
||||
get: () => GameState
|
||||
): ManaSlice => ({
|
||||
rawMana: 10,
|
||||
totalManaGathered: 0,
|
||||
meditateTicks: 0,
|
||||
elements: (() => {
|
||||
const elems: Record<string, ElementState> = {};
|
||||
const pu = get().prestigeUpgrades;
|
||||
const elemMax = computeElementMax(get());
|
||||
|
||||
Object.keys(ELEMENTS).forEach((k) => {
|
||||
const isUnlocked = BASE_UNLOCKED_ELEMENTS.includes(k);
|
||||
let startAmount = 0;
|
||||
|
||||
if (isUnlocked && pu.elemStart) {
|
||||
startAmount = pu.elemStart * 5;
|
||||
}
|
||||
|
||||
elems[k] = {
|
||||
current: startAmount,
|
||||
max: elemMax,
|
||||
unlocked: isUnlocked,
|
||||
};
|
||||
});
|
||||
return elems;
|
||||
})(),
|
||||
|
||||
gatherMana: () => {
|
||||
const state = get();
|
||||
let cm = computeClickMana(state);
|
||||
|
||||
// Mana overflow bonus
|
||||
const overflowBonus = 1 + (state.skills.manaOverflow || 0) * 0.25;
|
||||
cm = Math.floor(cm * overflowBonus);
|
||||
|
||||
const effects = computeEffects(state.skillUpgrades || {}, state.skillTiers || {});
|
||||
const max = computeMaxMana(state, effects);
|
||||
|
||||
// Mana Echo: 10% chance to gain double mana from clicks
|
||||
const hasManaEcho = effects.specials?.has('MANA_ECHO') ?? false;
|
||||
if (hasManaEcho && Math.random() < 0.1) {
|
||||
cm *= 2;
|
||||
}
|
||||
|
||||
set({
|
||||
rawMana: Math.min(state.rawMana + cm, max),
|
||||
totalManaGathered: state.totalManaGathered + cm,
|
||||
});
|
||||
},
|
||||
|
||||
convertMana: (element: string, amount: number = 1) => {
|
||||
const state = get();
|
||||
const e = state.elements[element];
|
||||
if (!e?.unlocked) return;
|
||||
|
||||
const cost = MANA_PER_ELEMENT * amount;
|
||||
if (state.rawMana < cost) return;
|
||||
if (e.current >= e.max) return;
|
||||
|
||||
const canConvert = Math.min(
|
||||
amount,
|
||||
Math.floor(state.rawMana / MANA_PER_ELEMENT),
|
||||
e.max - e.current
|
||||
);
|
||||
|
||||
set({
|
||||
rawMana: state.rawMana - canConvert * MANA_PER_ELEMENT,
|
||||
elements: {
|
||||
...state.elements,
|
||||
[element]: { ...e, current: e.current + canConvert },
|
||||
},
|
||||
});
|
||||
},
|
||||
|
||||
unlockElement: (element: string) => {
|
||||
const state = get();
|
||||
if (state.elements[element]?.unlocked) return;
|
||||
|
||||
const cost = 500;
|
||||
if (state.rawMana < cost) return;
|
||||
|
||||
set({
|
||||
rawMana: state.rawMana - cost,
|
||||
elements: {
|
||||
...state.elements,
|
||||
[element]: { ...state.elements[element], unlocked: true },
|
||||
},
|
||||
});
|
||||
},
|
||||
|
||||
craftComposite: (target: string) => {
|
||||
const state = get();
|
||||
const edef = ELEMENTS[target];
|
||||
if (!edef?.recipe) return;
|
||||
|
||||
const recipe = edef.recipe;
|
||||
const costs: Record<string, number> = {};
|
||||
recipe.forEach((r) => {
|
||||
costs[r] = (costs[r] || 0) + 1;
|
||||
});
|
||||
|
||||
// Check ingredients
|
||||
for (const [r, amt] of Object.entries(costs)) {
|
||||
if ((state.elements[r]?.current || 0) < amt) return;
|
||||
}
|
||||
|
||||
const newElems = { ...state.elements };
|
||||
for (const [r, amt] of Object.entries(costs)) {
|
||||
newElems[r] = { ...newElems[r], current: newElems[r].current - amt };
|
||||
}
|
||||
|
||||
// Elemental crafting bonus
|
||||
const craftBonus = 1 + (state.skills.elemCrafting || 0) * 0.25;
|
||||
const outputAmount = Math.floor(craftBonus);
|
||||
|
||||
const effects = computeEffects(state.skillUpgrades || {}, state.skillTiers || {});
|
||||
const elemMax = computeElementMax(state, effects);
|
||||
newElems[target] = {
|
||||
...(newElems[target] || { current: 0, max: elemMax, unlocked: false }),
|
||||
current: (newElems[target]?.current || 0) + outputAmount,
|
||||
max: elemMax,
|
||||
unlocked: true,
|
||||
};
|
||||
|
||||
set({
|
||||
elements: newElems,
|
||||
});
|
||||
},
|
||||
|
||||
getMaxMana: () => computeMaxMana(get()),
|
||||
getRegen: () => {
|
||||
const state = get();
|
||||
const effects = computeEffects(state.skillUpgrades || {}, state.skillTiers || {});
|
||||
// This would need proper regen calculation
|
||||
return 2;
|
||||
},
|
||||
getClickMana: () => computeClickMana(get()),
|
||||
getMeditationMultiplier: () => {
|
||||
const state = get();
|
||||
const effects = computeEffects(state.skillUpgrades || {}, state.skillTiers || {});
|
||||
return getMeditationBonus(state.meditateTicks, state.skills, effects.meditationEfficiency);
|
||||
},
|
||||
});
|
||||
|
||||
// Helper function to deduct spell cost
|
||||
export function deductSpellCost(
|
||||
cost: SpellCost,
|
||||
rawMana: number,
|
||||
elements: Record<string, ElementState>
|
||||
): { rawMana: number; elements: Record<string, ElementState> } {
|
||||
const newElements = { ...elements };
|
||||
|
||||
if (cost.type === 'raw') {
|
||||
return { rawMana: rawMana - cost.amount, elements: newElements };
|
||||
} else if (cost.element && newElements[cost.element]) {
|
||||
newElements[cost.element] = {
|
||||
...newElements[cost.element],
|
||||
current: newElements[cost.element].current - cost.amount,
|
||||
};
|
||||
return { rawMana, elements: newElements };
|
||||
}
|
||||
|
||||
return { rawMana, elements: newElements };
|
||||
}
|
||||
|
||||
export { canAffordSpellCost };
|
||||
180
src/lib/game/store/pactSlice.ts
Executable file
180
src/lib/game/store/pactSlice.ts
Executable file
@@ -0,0 +1,180 @@
|
||||
// ─── Pact Slice ───────────────────────────────────────────────────────────────
|
||||
// Manages guardian pacts, signing, and mana unlocking
|
||||
|
||||
import type { StateCreator } from 'zustand';
|
||||
import type { GameState } from '../types';
|
||||
import { GUARDIANS, ELEMENTS } from '../constants';
|
||||
import { computePactMultiplier, computePactInsightMultiplier } from './computed';
|
||||
|
||||
export interface PactSlice {
|
||||
// State
|
||||
signedPacts: number[];
|
||||
pendingPactOffer: number | null;
|
||||
maxPacts: number;
|
||||
pactSigningProgress: {
|
||||
floor: number;
|
||||
progress: number;
|
||||
required: number;
|
||||
manaCost: number;
|
||||
} | null;
|
||||
signedPactDetails: Record<number, {
|
||||
floor: number;
|
||||
guardianId: string;
|
||||
signedAt: { day: number; hour: number };
|
||||
skillLevels: Record<string, number>;
|
||||
}>;
|
||||
pactInterferenceMitigation: number;
|
||||
pactSynergyUnlocked: boolean;
|
||||
|
||||
// Actions
|
||||
acceptPact: (floor: number) => void;
|
||||
declinePact: (floor: number) => void;
|
||||
|
||||
// Computed getters
|
||||
getPactMultiplier: () => number;
|
||||
getPactInsightMultiplier: () => number;
|
||||
}
|
||||
|
||||
export const createPactSlice = (
|
||||
set: StateCreator<GameState>['set'],
|
||||
get: () => GameState
|
||||
): PactSlice => ({
|
||||
signedPacts: [],
|
||||
pendingPactOffer: null,
|
||||
maxPacts: 1,
|
||||
pactSigningProgress: null,
|
||||
signedPactDetails: {},
|
||||
pactInterferenceMitigation: 0,
|
||||
pactSynergyUnlocked: false,
|
||||
|
||||
acceptPact: (floor: number) => {
|
||||
const state = get();
|
||||
const guardian = GUARDIANS[floor];
|
||||
if (!guardian || state.signedPacts.includes(floor)) return;
|
||||
|
||||
const maxPacts = 1 + (state.prestigeUpgrades.pactCapacity || 0);
|
||||
if (state.signedPacts.length >= maxPacts) {
|
||||
set({
|
||||
log: [`⚠️ Cannot sign more pacts! Maximum: ${maxPacts}.`, ...state.log.slice(0, 49)],
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
const baseCost = guardian.signingCost.mana;
|
||||
const discount = Math.min((state.prestigeUpgrades.pactDiscount || 0) * 0.1, 0.5);
|
||||
const manaCost = Math.floor(baseCost * (1 - discount));
|
||||
|
||||
if (state.rawMana < manaCost) {
|
||||
set({
|
||||
log: [`⚠️ Need ${manaCost} mana to sign pact with ${guardian.name}!`, ...state.log.slice(0, 49)],
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
const baseTime = guardian.signingCost.time;
|
||||
const haste = Math.min((state.prestigeUpgrades.pactHaste || 0) * 0.1, 0.5);
|
||||
const signingTime = Math.max(1, baseTime * (1 - haste));
|
||||
|
||||
set({
|
||||
rawMana: state.rawMana - manaCost,
|
||||
pactSigningProgress: {
|
||||
floor,
|
||||
progress: 0,
|
||||
required: signingTime,
|
||||
manaCost,
|
||||
},
|
||||
pendingPactOffer: null,
|
||||
currentAction: 'study',
|
||||
log: [`📜 Beginning pact signing with ${guardian.name}... (${signingTime}h, ${manaCost} mana)`, ...state.log.slice(0, 49)],
|
||||
});
|
||||
},
|
||||
|
||||
declinePact: (floor: number) => {
|
||||
const state = get();
|
||||
const guardian = GUARDIANS[floor];
|
||||
if (!guardian) return;
|
||||
|
||||
set({
|
||||
pendingPactOffer: null,
|
||||
log: [`🚫 Declined pact with ${guardian.name}.`, ...state.log.slice(0, 49)],
|
||||
});
|
||||
},
|
||||
|
||||
getPactMultiplier: () => computePactMultiplier(get()),
|
||||
getPactInsightMultiplier: () => computePactInsightMultiplier(get()),
|
||||
});
|
||||
|
||||
// Process pact signing progress (called during tick)
|
||||
export function processPactSigning(state: GameState, deltaHours: number): Partial<GameState> {
|
||||
if (!state.pactSigningProgress) return {};
|
||||
|
||||
const progress = state.pactSigningProgress.progress + deltaHours;
|
||||
const log = [...state.log];
|
||||
|
||||
if (progress >= state.pactSigningProgress.required) {
|
||||
const floor = state.pactSigningProgress.floor;
|
||||
const guardian = GUARDIANS[floor];
|
||||
if (!guardian || state.signedPacts.includes(floor)) {
|
||||
return { pactSigningProgress: null };
|
||||
}
|
||||
|
||||
const signedPacts = [...state.signedPacts, floor];
|
||||
const signedPactDetails = {
|
||||
...state.signedPactDetails,
|
||||
[floor]: {
|
||||
floor,
|
||||
guardianId: guardian.element,
|
||||
signedAt: { day: state.day, hour: state.hour },
|
||||
skillLevels: {},
|
||||
},
|
||||
};
|
||||
|
||||
// Unlock mana types
|
||||
let elements = { ...state.elements };
|
||||
for (const elemId of guardian.unlocksMana) {
|
||||
if (elements[elemId]) {
|
||||
elements = {
|
||||
...elements,
|
||||
[elemId]: { ...elements[elemId], unlocked: true },
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// Check for compound element unlocks
|
||||
const unlockedSet = new Set(
|
||||
Object.entries(elements)
|
||||
.filter(([, e]) => e.unlocked)
|
||||
.map(([id]) => id)
|
||||
);
|
||||
|
||||
for (const [elemId, elemDef] of Object.entries(ELEMENTS)) {
|
||||
if (elemDef.recipe && !elements[elemId]?.unlocked) {
|
||||
const canUnlock = elemDef.recipe.every(comp => unlockedSet.has(comp));
|
||||
if (canUnlock) {
|
||||
elements = {
|
||||
...elements,
|
||||
[elemId]: { ...elements[elemId], unlocked: true },
|
||||
};
|
||||
log.unshift(`🔮 ${elemDef.name} mana unlocked through component synergy!`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
log.unshift(`📜 Pact with ${guardian.name} signed! ${guardian.unlocksMana.map(e => ELEMENTS[e]?.name || e).join(', ')} mana unlocked!`);
|
||||
|
||||
return {
|
||||
signedPacts,
|
||||
signedPactDetails,
|
||||
elements,
|
||||
pactSigningProgress: null,
|
||||
log,
|
||||
};
|
||||
}
|
||||
|
||||
return {
|
||||
pactSigningProgress: {
|
||||
...state.pactSigningProgress,
|
||||
progress,
|
||||
},
|
||||
};
|
||||
}
|
||||
140
src/lib/game/store/prestigeSlice.ts
Executable file
140
src/lib/game/store/prestigeSlice.ts
Executable file
@@ -0,0 +1,140 @@
|
||||
// ─── Prestige Slice ───────────────────────────────────────────────────────────
|
||||
// Manages insight, prestige upgrades, and loop resources
|
||||
|
||||
import type { StateCreator } from 'zustand';
|
||||
import type { GameState } from '../types';
|
||||
import { PRESTIGE_DEF } from '../constants';
|
||||
|
||||
export interface PrestigeSlice {
|
||||
// State
|
||||
insight: number;
|
||||
totalInsight: number;
|
||||
prestigeUpgrades: Record<string, number>;
|
||||
loopInsight: number;
|
||||
memorySlots: number;
|
||||
memories: string[];
|
||||
|
||||
// Actions
|
||||
doPrestige: (id: string) => void;
|
||||
startNewLoop: () => void;
|
||||
}
|
||||
|
||||
export const createPrestigeSlice = (
|
||||
set: StateCreator<GameState>['set'],
|
||||
get: () => GameState
|
||||
): PrestigeSlice => ({
|
||||
insight: 0,
|
||||
totalInsight: 0,
|
||||
prestigeUpgrades: {},
|
||||
loopInsight: 0,
|
||||
memorySlots: 3,
|
||||
memories: [],
|
||||
|
||||
doPrestige: (id: string) => {
|
||||
const state = get();
|
||||
const pd = PRESTIGE_DEF[id];
|
||||
if (!pd) return;
|
||||
|
||||
const lvl = state.prestigeUpgrades[id] || 0;
|
||||
if (lvl >= pd.max || state.insight < pd.cost) return;
|
||||
|
||||
const newPU = { ...state.prestigeUpgrades, [id]: lvl + 1 };
|
||||
|
||||
set({
|
||||
insight: state.insight - pd.cost,
|
||||
prestigeUpgrades: newPU,
|
||||
memorySlots: id === 'deepMemory' ? state.memorySlots + 1 : state.memorySlots,
|
||||
maxPacts: id === 'pactCapacity' ? state.maxPacts + 1 : state.maxPacts,
|
||||
pactInterferenceMitigation: id === 'pactInterference' ? (state.pactInterferenceMitigation || 0) + 1 : state.pactInterferenceMitigation,
|
||||
log: [`⭐ ${pd.name} upgraded to Lv.${lvl + 1}!`, ...state.log.slice(0, 49)],
|
||||
});
|
||||
},
|
||||
|
||||
startNewLoop: () => {
|
||||
const state = get();
|
||||
const insightGained = state.loopInsight || calcInsight(state);
|
||||
const total = state.insight + insightGained;
|
||||
|
||||
// Keep some spells through temporal memory
|
||||
const spellsToKeep: string[] = [];
|
||||
if (state.skills.temporalMemory) {
|
||||
const learnedSpells = Object.entries(state.spells)
|
||||
.filter(([, s]) => s.learned)
|
||||
.map(([id]) => id);
|
||||
spellsToKeep.push(...learnedSpells.slice(0, state.skills.temporalMemory));
|
||||
}
|
||||
|
||||
// Reset to initial state with insight carried over
|
||||
const pu = state.prestigeUpgrades;
|
||||
const startFloor = 1 + (pu.spireKey || 0) * 2;
|
||||
const startRawMana = 10 + (pu.manaWell || 0) * 500 + (pu.quickStart || 0) * 100;
|
||||
|
||||
// Reset elements
|
||||
const elements: Record<string, { current: number; max: number; unlocked: boolean }> = {};
|
||||
Object.keys(ELEMENTS).forEach((k) => {
|
||||
elements[k] = {
|
||||
current: 0,
|
||||
max: 10 + (pu.elementalAttune || 0) * 25,
|
||||
unlocked: false,
|
||||
};
|
||||
});
|
||||
|
||||
// Reset spells
|
||||
const spells: Record<string, { learned: boolean; level: number; studyProgress: number }> = {
|
||||
manaBolt: { learned: true, level: 1, studyProgress: 0 },
|
||||
};
|
||||
spellsToKeep.forEach(spellId => {
|
||||
spells[spellId] = { learned: true, level: 1, studyProgress: 0 };
|
||||
});
|
||||
|
||||
// Add random starting spells from spell memory upgrade
|
||||
if (pu.spellMemory) {
|
||||
const availableSpells = Object.keys(SPELLS_DEF).filter(s => s !== 'manaBolt' && !spellsToKeep.includes(s));
|
||||
const shuffled = availableSpells.sort(() => Math.random() - 0.5);
|
||||
for (let i = 0; i < Math.min(pu.spellMemory, shuffled.length); i++) {
|
||||
spells[shuffled[i]] = { learned: true, level: 1, studyProgress: 0 };
|
||||
}
|
||||
}
|
||||
|
||||
set({
|
||||
day: 1,
|
||||
hour: 0,
|
||||
gameOver: false,
|
||||
victory: false,
|
||||
loopCount: state.loopCount + 1,
|
||||
rawMana: startRawMana,
|
||||
totalManaGathered: 0,
|
||||
meditateTicks: 0,
|
||||
elements,
|
||||
currentFloor: startFloor,
|
||||
floorHP: getFloorMaxHP(startFloor),
|
||||
floorMaxHP: getFloorMaxHP(startFloor),
|
||||
maxFloorReached: startFloor,
|
||||
signedPacts: [],
|
||||
pendingPactOffer: null,
|
||||
pactSigningProgress: null,
|
||||
signedPactDetails: {},
|
||||
activeSpell: 'manaBolt',
|
||||
currentAction: 'meditate',
|
||||
castProgress: 0,
|
||||
spells,
|
||||
skills: {},
|
||||
skillProgress: {},
|
||||
skillUpgrades: {},
|
||||
skillTiers: {},
|
||||
currentStudyTarget: null,
|
||||
parallelStudyTarget: null,
|
||||
insight: total,
|
||||
totalInsight: (state.totalInsight || 0) + insightGained,
|
||||
loopInsight: 0,
|
||||
maxPacts: 1 + (pu.pactCapacity || 0),
|
||||
pactInterferenceMitigation: pu.pactInterference || 0,
|
||||
memorySlots: 3 + (pu.deepMemory || 0),
|
||||
log: ['✨ A new loop begins. Your insight grows...', '✨ The loop begins. You start with Mana Bolt.'],
|
||||
});
|
||||
},
|
||||
});
|
||||
|
||||
// Need to import these
|
||||
import { ELEMENTS, SPELLS_DEF } from '../constants';
|
||||
import { getFloorMaxHP, calcInsight } from './computed';
|
||||
346
src/lib/game/store/skillSlice.ts
Executable file
346
src/lib/game/store/skillSlice.ts
Executable file
@@ -0,0 +1,346 @@
|
||||
// ─── Skill Slice ──────────────────────────────────────────────────────────────
|
||||
// Manages skills, studying, and skill progress
|
||||
|
||||
import type { StateCreator } from 'zustand';
|
||||
import type { GameState, StudyTarget, SkillUpgradeChoice } from '../types';
|
||||
import { SKILLS_DEF, SPELLS_DEF, getStudySpeedMultiplier, getStudyCostMultiplier } from '../constants';
|
||||
import { getUpgradesForSkillAtMilestone, getNextTierSkill, getTierMultiplier } from '../skill-evolution';
|
||||
import { computeEffects } from '../upgrade-effects';
|
||||
|
||||
export interface SkillSlice {
|
||||
// State
|
||||
skills: Record<string, number>;
|
||||
skillProgress: Record<string, number>;
|
||||
skillUpgrades: Record<string, string[]>;
|
||||
skillTiers: Record<string, number>;
|
||||
currentStudyTarget: StudyTarget | null;
|
||||
parallelStudyTarget: StudyTarget | null;
|
||||
|
||||
// Actions
|
||||
startStudyingSkill: (skillId: string) => void;
|
||||
startStudyingSpell: (spellId: string) => void;
|
||||
startParallelStudySkill: (skillId: string) => void;
|
||||
cancelStudy: () => void;
|
||||
cancelParallelStudy: () => void;
|
||||
selectSkillUpgrade: (skillId: string, upgradeId: string) => void;
|
||||
deselectSkillUpgrade: (skillId: string, upgradeId: string) => void;
|
||||
commitSkillUpgrades: (skillId: string, upgradeIds: string[], milestone: 5 | 10) => void;
|
||||
tierUpSkill: (skillId: string) => void;
|
||||
|
||||
// Getters
|
||||
getSkillUpgradeChoices: (skillId: string, milestone: 5 | 10) => { available: SkillUpgradeChoice[]; selected: string[] };
|
||||
}
|
||||
|
||||
export const createSkillSlice = (
|
||||
set: StateCreator<GameState>['set'],
|
||||
get: () => GameState
|
||||
): SkillSlice => ({
|
||||
skills: {},
|
||||
skillProgress: {},
|
||||
skillUpgrades: {},
|
||||
skillTiers: {},
|
||||
currentStudyTarget: null,
|
||||
parallelStudyTarget: null,
|
||||
|
||||
startStudyingSkill: (skillId: string) => {
|
||||
const state = get();
|
||||
const sk = SKILLS_DEF[skillId];
|
||||
if (!sk) return;
|
||||
|
||||
const currentLevel = state.skills[skillId] || 0;
|
||||
if (currentLevel >= sk.max) return;
|
||||
|
||||
// Check prerequisites
|
||||
if (sk.req) {
|
||||
for (const [r, rl] of Object.entries(sk.req)) {
|
||||
if ((state.skills[r] || 0) < rl) return;
|
||||
}
|
||||
}
|
||||
|
||||
const costMult = getStudyCostMultiplier(state.skills);
|
||||
const totalCost = Math.floor(sk.base * (currentLevel + 1) * costMult);
|
||||
const manaCostPerHour = totalCost / sk.studyTime;
|
||||
|
||||
set({
|
||||
currentAction: 'study',
|
||||
currentStudyTarget: {
|
||||
type: 'skill',
|
||||
id: skillId,
|
||||
progress: state.skillProgress[skillId] || 0,
|
||||
required: sk.studyTime,
|
||||
manaCostPerHour,
|
||||
},
|
||||
log: [`📚 Started studying ${sk.name}... (${Math.floor(manaCostPerHour)} mana/hour)`, ...state.log.slice(0, 49)],
|
||||
});
|
||||
},
|
||||
|
||||
startStudyingSpell: (spellId: string) => {
|
||||
const state = get();
|
||||
const sp = SPELLS_DEF[spellId];
|
||||
if (!sp || state.spells[spellId]?.learned) return;
|
||||
|
||||
const costMult = getStudyCostMultiplier(state.skills);
|
||||
const totalCost = Math.floor(sp.unlock * costMult);
|
||||
const studyTime = sp.studyTime || (sp.tier * 4);
|
||||
const manaCostPerHour = totalCost / studyTime;
|
||||
|
||||
set({
|
||||
currentAction: 'study',
|
||||
currentStudyTarget: {
|
||||
type: 'spell',
|
||||
id: spellId,
|
||||
progress: state.spells[spellId]?.studyProgress || 0,
|
||||
required: studyTime,
|
||||
manaCostPerHour,
|
||||
},
|
||||
spells: {
|
||||
...state.spells,
|
||||
[spellId]: {
|
||||
...(state.spells[spellId] || { learned: false, level: 0 }),
|
||||
studyProgress: state.spells[spellId]?.studyProgress || 0,
|
||||
},
|
||||
},
|
||||
log: [`📚 Started studying ${sp.name}... (${Math.floor(manaCostPerHour)} mana/hour)`, ...state.log.slice(0, 49)],
|
||||
});
|
||||
},
|
||||
|
||||
startParallelStudySkill: (skillId: string) => {
|
||||
const state = get();
|
||||
if (state.parallelStudyTarget) return;
|
||||
if (!state.currentStudyTarget) return;
|
||||
|
||||
const sk = SKILLS_DEF[skillId];
|
||||
if (!sk) return;
|
||||
|
||||
const currentLevel = state.skills[skillId] || 0;
|
||||
if (currentLevel >= sk.max) return;
|
||||
|
||||
if (state.currentStudyTarget.id === skillId) return;
|
||||
|
||||
set({
|
||||
parallelStudyTarget: {
|
||||
type: 'skill',
|
||||
id: skillId,
|
||||
progress: state.skillProgress[skillId] || 0,
|
||||
required: sk.studyTime,
|
||||
manaCostPerHour: 0, // Parallel study doesn't cost extra
|
||||
},
|
||||
log: [`📚 Started parallel study of ${sk.name}... (50% speed)`, ...state.log.slice(0, 49)],
|
||||
});
|
||||
},
|
||||
|
||||
cancelStudy: () => {
|
||||
const state = get();
|
||||
if (!state.currentStudyTarget) return;
|
||||
|
||||
const savedProgress = state.currentStudyTarget.progress;
|
||||
const log = ['📖 Study paused. Progress saved.', ...state.log.slice(0, 49)];
|
||||
|
||||
if (state.currentStudyTarget.type === 'skill') {
|
||||
set({
|
||||
currentStudyTarget: null,
|
||||
currentAction: 'meditate',
|
||||
skillProgress: {
|
||||
...state.skillProgress,
|
||||
[state.currentStudyTarget.id]: savedProgress,
|
||||
},
|
||||
log,
|
||||
});
|
||||
} else {
|
||||
set({
|
||||
currentStudyTarget: null,
|
||||
currentAction: 'meditate',
|
||||
spells: {
|
||||
...state.spells,
|
||||
[state.currentStudyTarget.id]: {
|
||||
...(state.spells[state.currentStudyTarget.id] || { learned: false, level: 0 }),
|
||||
studyProgress: savedProgress,
|
||||
},
|
||||
},
|
||||
log,
|
||||
});
|
||||
}
|
||||
},
|
||||
|
||||
cancelParallelStudy: () => {
|
||||
set((state) => {
|
||||
if (!state.parallelStudyTarget) return state;
|
||||
return {
|
||||
parallelStudyTarget: null,
|
||||
log: ['📖 Parallel study cancelled.', ...state.log.slice(0, 49)],
|
||||
};
|
||||
});
|
||||
},
|
||||
|
||||
selectSkillUpgrade: (skillId: string, upgradeId: string) => {
|
||||
set((state) => {
|
||||
const current = state.skillUpgrades?.[skillId] || [];
|
||||
if (current.includes(upgradeId)) return state;
|
||||
if (current.length >= 2) return state;
|
||||
return {
|
||||
skillUpgrades: {
|
||||
...state.skillUpgrades,
|
||||
[skillId]: [...current, upgradeId],
|
||||
},
|
||||
};
|
||||
});
|
||||
},
|
||||
|
||||
deselectSkillUpgrade: (skillId: string, upgradeId: string) => {
|
||||
set((state) => {
|
||||
const current = state.skillUpgrades?.[skillId] || [];
|
||||
return {
|
||||
skillUpgrades: {
|
||||
...state.skillUpgrades,
|
||||
[skillId]: current.filter(id => id !== upgradeId),
|
||||
},
|
||||
};
|
||||
});
|
||||
},
|
||||
|
||||
commitSkillUpgrades: (skillId: string, upgradeIds: string[], milestone: 5 | 10) => {
|
||||
set((state) => {
|
||||
const existingUpgrades = state.skillUpgrades?.[skillId] || [];
|
||||
const otherMilestoneUpgrades = existingUpgrades.filter(
|
||||
id => milestone === 5 ? id.includes('_l10') : id.includes('_l5')
|
||||
);
|
||||
return {
|
||||
skillUpgrades: {
|
||||
...state.skillUpgrades,
|
||||
[skillId]: [...otherMilestoneUpgrades, ...upgradeIds],
|
||||
},
|
||||
};
|
||||
});
|
||||
},
|
||||
|
||||
tierUpSkill: (skillId: string) => {
|
||||
const state = get();
|
||||
const baseSkillId = skillId.includes('_t') ? skillId.split('_t')[0] : skillId;
|
||||
const currentTier = state.skillTiers?.[baseSkillId] || 1;
|
||||
const nextTier = currentTier + 1;
|
||||
|
||||
if (nextTier > 5) return;
|
||||
|
||||
const nextTierSkillId = `${baseSkillId}_t${nextTier}`;
|
||||
|
||||
set({
|
||||
skillTiers: {
|
||||
...state.skillTiers,
|
||||
[baseSkillId]: nextTier,
|
||||
},
|
||||
skills: {
|
||||
...state.skills,
|
||||
[nextTierSkillId]: 0,
|
||||
[skillId]: 0,
|
||||
},
|
||||
skillProgress: {
|
||||
...state.skillProgress,
|
||||
[skillId]: 0,
|
||||
[nextTierSkillId]: 0,
|
||||
},
|
||||
skillUpgrades: {
|
||||
...state.skillUpgrades,
|
||||
[nextTierSkillId]: [],
|
||||
[skillId]: [],
|
||||
},
|
||||
log: [`🌟 ${SKILLS_DEF[baseSkillId]?.name || baseSkillId} evolved to Tier ${nextTier}!`, ...state.log.slice(0, 49)],
|
||||
});
|
||||
},
|
||||
|
||||
getSkillUpgradeChoices: (skillId: string, milestone: 5 | 10) => {
|
||||
const state = get();
|
||||
const baseSkillId = skillId.includes('_t') ? skillId.split('_t')[0] : skillId;
|
||||
const tier = state.skillTiers?.[baseSkillId] || 1;
|
||||
|
||||
const available = getUpgradesForSkillAtMilestone(skillId, milestone, state.skillTiers || {});
|
||||
const selected = (state.skillUpgrades?.[skillId] || []).filter(id =>
|
||||
available.some(u => u.id === id)
|
||||
);
|
||||
|
||||
return { available, selected };
|
||||
},
|
||||
});
|
||||
|
||||
// Process study progress (called during tick)
|
||||
export function processStudy(state: GameState, deltaHours: number): Partial<GameState> {
|
||||
if (state.currentAction !== 'study' || !state.currentStudyTarget) return {};
|
||||
|
||||
const target = state.currentStudyTarget;
|
||||
const studySpeedMult = getStudySpeedMultiplier(state.skills);
|
||||
const progressGain = deltaHours * studySpeedMult;
|
||||
const manaCost = progressGain * target.manaCostPerHour;
|
||||
|
||||
let rawMana = state.rawMana;
|
||||
let totalManaGathered = state.totalManaGathered;
|
||||
let skills = state.skills;
|
||||
let skillProgress = state.skillProgress;
|
||||
let spells = state.spells;
|
||||
const log = [...state.log];
|
||||
|
||||
if (rawMana >= manaCost) {
|
||||
rawMana -= manaCost;
|
||||
totalManaGathered += manaCost;
|
||||
|
||||
const newProgress = target.progress + progressGain;
|
||||
|
||||
if (newProgress >= target.required) {
|
||||
// Study complete
|
||||
if (target.type === 'skill') {
|
||||
const skillId = target.id;
|
||||
const currentLevel = skills[skillId] || 0;
|
||||
skills = { ...skills, [skillId]: currentLevel + 1 };
|
||||
skillProgress = { ...skillProgress, [skillId]: 0 };
|
||||
log.unshift(`✅ ${SKILLS_DEF[skillId]?.name} Lv.${currentLevel + 1} mastered!`);
|
||||
} else if (target.type === 'spell') {
|
||||
const spellId = target.id;
|
||||
spells = {
|
||||
...spells,
|
||||
[spellId]: { learned: true, level: 1, studyProgress: 0 },
|
||||
};
|
||||
log.unshift(`📖 ${SPELLS_DEF[spellId]?.name} learned!`);
|
||||
}
|
||||
|
||||
return {
|
||||
rawMana,
|
||||
totalManaGathered,
|
||||
skills,
|
||||
skillProgress,
|
||||
spells,
|
||||
currentStudyTarget: null,
|
||||
currentAction: 'meditate',
|
||||
log,
|
||||
};
|
||||
}
|
||||
|
||||
return {
|
||||
rawMana,
|
||||
totalManaGathered,
|
||||
currentStudyTarget: { ...target, progress: newProgress },
|
||||
};
|
||||
}
|
||||
|
||||
// Not enough mana
|
||||
log.unshift('⚠️ Not enough mana to continue studying. Progress saved.');
|
||||
|
||||
if (target.type === 'skill') {
|
||||
return {
|
||||
currentStudyTarget: null,
|
||||
currentAction: 'meditate',
|
||||
skillProgress: { ...skillProgress, [target.id]: target.progress },
|
||||
log,
|
||||
};
|
||||
} else {
|
||||
return {
|
||||
currentStudyTarget: null,
|
||||
currentAction: 'meditate',
|
||||
spells: {
|
||||
...spells,
|
||||
[target.id]: {
|
||||
...(spells[target.id] || { learned: false, level: 0 }),
|
||||
studyProgress: target.progress,
|
||||
},
|
||||
},
|
||||
log,
|
||||
};
|
||||
}
|
||||
}
|
||||
88
src/lib/game/store/timeSlice.ts
Executable file
88
src/lib/game/store/timeSlice.ts
Executable file
@@ -0,0 +1,88 @@
|
||||
// ─── Time Slice ───────────────────────────────────────────────────────────────
|
||||
// Manages game time, loops, and game state
|
||||
|
||||
import type { StateCreator } from 'zustand';
|
||||
import type { GameState } from '../types';
|
||||
import { MAX_DAY } from '../constants';
|
||||
import { calcInsight } from './computed';
|
||||
|
||||
export interface TimeSlice {
|
||||
// State
|
||||
day: number;
|
||||
hour: number;
|
||||
loopCount: number;
|
||||
gameOver: boolean;
|
||||
victory: boolean;
|
||||
paused: boolean;
|
||||
incursionStrength: number;
|
||||
loopInsight: number;
|
||||
log: string[];
|
||||
|
||||
// Actions
|
||||
togglePause: () => void;
|
||||
resetGame: () => void;
|
||||
startNewLoop: () => void;
|
||||
addLog: (message: string) => void;
|
||||
}
|
||||
|
||||
export const createTimeSlice = (
|
||||
set: StateCreator<GameState>['set'],
|
||||
get: () => GameState,
|
||||
initialOverrides?: Partial<GameState>
|
||||
): TimeSlice => ({
|
||||
day: 1,
|
||||
hour: 0,
|
||||
loopCount: initialOverrides?.loopCount || 0,
|
||||
gameOver: false,
|
||||
victory: false,
|
||||
paused: false,
|
||||
incursionStrength: 0,
|
||||
loopInsight: 0,
|
||||
log: ['✨ The loop begins. You start with Mana Bolt. Gather your strength, mage.'],
|
||||
|
||||
togglePause: () => {
|
||||
set((state) => ({ paused: !state.paused }));
|
||||
},
|
||||
|
||||
resetGame: () => {
|
||||
if (typeof window !== 'undefined') {
|
||||
localStorage.removeItem('mana-loop-storage');
|
||||
}
|
||||
// Reset to initial state
|
||||
window.location.reload();
|
||||
},
|
||||
|
||||
startNewLoop: () => {
|
||||
const state = get();
|
||||
const insightGained = state.loopInsight || calcInsight(state);
|
||||
const total = state.insight + insightGained;
|
||||
|
||||
// Keep some spells through temporal memory
|
||||
const spellsToKeep: string[] = [];
|
||||
if (state.skills.temporalMemory) {
|
||||
const learnedSpells = Object.entries(state.spells)
|
||||
.filter(([, s]) => s.learned)
|
||||
.map(([id]) => id);
|
||||
spellsToKeep.push(...learnedSpells.slice(0, state.skills.temporalMemory));
|
||||
}
|
||||
|
||||
// This will be handled by the main store reset
|
||||
set({
|
||||
day: 1,
|
||||
hour: 0,
|
||||
gameOver: false,
|
||||
victory: false,
|
||||
loopCount: state.loopCount + 1,
|
||||
insight: total,
|
||||
totalInsight: (state.totalInsight || 0) + insightGained,
|
||||
loopInsight: 0,
|
||||
log: ['✨ A new loop begins. Your insight grows...'],
|
||||
});
|
||||
},
|
||||
|
||||
addLog: (message: string) => {
|
||||
set((state) => ({
|
||||
log: [message, ...state.log.slice(0, 49)],
|
||||
}));
|
||||
},
|
||||
});
|
||||
494
src/lib/game/stores.test.ts
Executable file
494
src/lib/game/stores.test.ts
Executable file
@@ -0,0 +1,494 @@
|
||||
/**
|
||||
* Tests for the split store architecture
|
||||
*
|
||||
* Tests each store in isolation and integration between stores
|
||||
*/
|
||||
|
||||
import { describe, it, expect, beforeEach } from 'bun:test';
|
||||
import {
|
||||
useManaStore,
|
||||
useSkillStore,
|
||||
usePrestigeStore,
|
||||
useCombatStore,
|
||||
useUIStore,
|
||||
fmt,
|
||||
fmtDec,
|
||||
computeMaxMana,
|
||||
computeElementMax,
|
||||
computeRegen,
|
||||
computeClickMana,
|
||||
calcDamage,
|
||||
calcInsight,
|
||||
getMeditationBonus,
|
||||
getIncursionStrength,
|
||||
canAffordSpellCost,
|
||||
} from './stores';
|
||||
import {
|
||||
ELEMENTS,
|
||||
GUARDIANS,
|
||||
SPELLS_DEF,
|
||||
SKILLS_DEF,
|
||||
PRESTIGE_DEF,
|
||||
getStudySpeedMultiplier,
|
||||
getStudyCostMultiplier,
|
||||
HOURS_PER_TICK,
|
||||
} from './constants';
|
||||
import type { GameState } from './types';
|
||||
|
||||
// ─── Test Fixtures ───────────────────────────────────────────────────────────
|
||||
|
||||
// Reset all stores before each test
|
||||
beforeEach(() => {
|
||||
useManaStore.setState({
|
||||
rawMana: 10,
|
||||
meditateTicks: 0,
|
||||
totalManaGathered: 0,
|
||||
elements: (() => {
|
||||
const elements: Record<string, { current: number; max: number; unlocked: boolean }> = {};
|
||||
Object.keys(ELEMENTS).forEach((k) => {
|
||||
elements[k] = { current: 0, max: 10, unlocked: ['fire', 'water', 'air', 'earth'].includes(k) };
|
||||
});
|
||||
return elements;
|
||||
})(),
|
||||
});
|
||||
|
||||
useSkillStore.setState({
|
||||
skills: {},
|
||||
skillProgress: {},
|
||||
skillUpgrades: {},
|
||||
skillTiers: {},
|
||||
paidStudySkills: {},
|
||||
currentStudyTarget: null,
|
||||
parallelStudyTarget: null,
|
||||
});
|
||||
|
||||
usePrestigeStore.setState({
|
||||
loopCount: 0,
|
||||
insight: 0,
|
||||
totalInsight: 0,
|
||||
loopInsight: 0,
|
||||
prestigeUpgrades: {},
|
||||
memorySlots: 3,
|
||||
pactSlots: 1,
|
||||
memories: [],
|
||||
defeatedGuardians: [],
|
||||
signedPacts: [],
|
||||
pactRitualFloor: null,
|
||||
pactRitualProgress: 0,
|
||||
});
|
||||
|
||||
useCombatStore.setState({
|
||||
currentFloor: 1,
|
||||
floorHP: 151,
|
||||
floorMaxHP: 151,
|
||||
maxFloorReached: 1,
|
||||
activeSpell: 'manaBolt',
|
||||
currentAction: 'meditate',
|
||||
castProgress: 0,
|
||||
spells: { manaBolt: { learned: true, level: 1, studyProgress: 0 } },
|
||||
});
|
||||
|
||||
useUIStore.setState({
|
||||
logs: [],
|
||||
paused: false,
|
||||
gameOver: false,
|
||||
victory: false,
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Mana Store Tests ─────────────────────────────────────────────────────────
|
||||
|
||||
describe('ManaStore', () => {
|
||||
describe('initial state', () => {
|
||||
it('should have correct initial values', () => {
|
||||
const state = useManaStore.getState();
|
||||
expect(state.rawMana).toBe(10);
|
||||
expect(state.meditateTicks).toBe(0);
|
||||
expect(state.totalManaGathered).toBe(0);
|
||||
});
|
||||
|
||||
it('should have base elements unlocked', () => {
|
||||
const state = useManaStore.getState();
|
||||
expect(state.elements.fire.unlocked).toBe(true);
|
||||
expect(state.elements.water.unlocked).toBe(true);
|
||||
expect(state.elements.air.unlocked).toBe(true);
|
||||
expect(state.elements.earth.unlocked).toBe(true);
|
||||
expect(state.elements.light.unlocked).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe('raw mana operations', () => {
|
||||
it('should add raw mana', () => {
|
||||
useManaStore.getState().addRawMana(50, 100);
|
||||
expect(useManaStore.getState().rawMana).toBe(60);
|
||||
});
|
||||
|
||||
it('should cap at max mana', () => {
|
||||
useManaStore.getState().addRawMana(200, 100);
|
||||
expect(useManaStore.getState().rawMana).toBe(100);
|
||||
});
|
||||
|
||||
it('should spend raw mana', () => {
|
||||
const result = useManaStore.getState().spendRawMana(5);
|
||||
expect(result).toBe(true);
|
||||
expect(useManaStore.getState().rawMana).toBe(5);
|
||||
});
|
||||
|
||||
it('should fail to spend more than available', () => {
|
||||
const result = useManaStore.getState().spendRawMana(50);
|
||||
expect(result).toBe(false);
|
||||
expect(useManaStore.getState().rawMana).toBe(10);
|
||||
});
|
||||
});
|
||||
|
||||
describe('element operations', () => {
|
||||
it('should convert raw mana to element', () => {
|
||||
useManaStore.getState().addRawMana(90, 1000); // Have 100 mana
|
||||
const result = useManaStore.getState().convertMana('fire', 1);
|
||||
expect(result).toBe(true);
|
||||
expect(useManaStore.getState().elements.fire.current).toBe(1);
|
||||
});
|
||||
|
||||
it('should unlock new element', () => {
|
||||
useManaStore.getState().addRawMana(490, 1000); // Have 500 mana
|
||||
const result = useManaStore.getState().unlockElement('light', 500);
|
||||
expect(result).toBe(true);
|
||||
expect(useManaStore.getState().elements.light.unlocked).toBe(true);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Skill Store Tests ───────────────────────────────────────────────────────
|
||||
|
||||
describe('SkillStore', () => {
|
||||
describe('study skill', () => {
|
||||
it('should start studying a skill', () => {
|
||||
useManaStore.getState().addRawMana(90, 1000); // Have 100 mana
|
||||
|
||||
const result = useSkillStore.getState().startStudyingSkill('manaWell', 100);
|
||||
|
||||
expect(result.started).toBe(true);
|
||||
expect(result.cost).toBe(100);
|
||||
expect(useSkillStore.getState().currentStudyTarget).not.toBeNull();
|
||||
expect(useSkillStore.getState().currentStudyTarget?.type).toBe('skill');
|
||||
expect(useSkillStore.getState().currentStudyTarget?.id).toBe('manaWell');
|
||||
});
|
||||
|
||||
it('should not start studying without enough mana', () => {
|
||||
const result = useSkillStore.getState().startStudyingSkill('manaWell', 50);
|
||||
|
||||
expect(result.started).toBe(false);
|
||||
expect(result.cost).toBe(100);
|
||||
expect(useSkillStore.getState().currentStudyTarget).toBeNull();
|
||||
});
|
||||
|
||||
it('should track paid study skills', () => {
|
||||
useManaStore.getState().addRawMana(90, 1000);
|
||||
|
||||
useSkillStore.getState().startStudyingSkill('manaWell', 100);
|
||||
|
||||
expect(useSkillStore.getState().paidStudySkills['manaWell']).toBe(0);
|
||||
});
|
||||
|
||||
it('should resume studying for free after payment', () => {
|
||||
useManaStore.getState().addRawMana(90, 1000);
|
||||
|
||||
// First study attempt
|
||||
const result1 = useSkillStore.getState().startStudyingSkill('manaWell', 100);
|
||||
expect(result1.cost).toBe(100);
|
||||
|
||||
// Cancel study (simulated)
|
||||
useSkillStore.getState().cancelStudy(0);
|
||||
|
||||
// Resume should be free
|
||||
const result2 = useSkillStore.getState().startStudyingSkill('manaWell', 0);
|
||||
expect(result2.started).toBe(true);
|
||||
expect(result2.cost).toBe(0);
|
||||
});
|
||||
});
|
||||
|
||||
describe('update study progress', () => {
|
||||
it('should update study progress', () => {
|
||||
useManaStore.getState().addRawMana(90, 1000);
|
||||
useSkillStore.getState().startStudyingSkill('manaWell', 100);
|
||||
|
||||
const result = useSkillStore.getState().updateStudyProgress(1);
|
||||
|
||||
expect(result.completed).toBe(false);
|
||||
expect(useSkillStore.getState().currentStudyTarget?.progress).toBe(1);
|
||||
});
|
||||
|
||||
it('should complete study when progress reaches required', () => {
|
||||
useManaStore.getState().addRawMana(90, 1000);
|
||||
useSkillStore.getState().startStudyingSkill('manaWell', 100);
|
||||
|
||||
// manaWell requires 4 hours
|
||||
const result = useSkillStore.getState().updateStudyProgress(4);
|
||||
|
||||
expect(result.completed).toBe(true);
|
||||
expect(result.target?.id).toBe('manaWell');
|
||||
expect(useSkillStore.getState().currentStudyTarget).toBeNull();
|
||||
});
|
||||
|
||||
it('should apply study speed multiplier', () => {
|
||||
useManaStore.getState().addRawMana(90, 1000);
|
||||
useSkillStore.getState().setSkillLevel('quickLearner', 5); // 50% faster
|
||||
|
||||
useSkillStore.getState().startStudyingSkill('manaWell', 100);
|
||||
|
||||
// The caller should calculate progress with speed multiplier
|
||||
const speedMult = getStudySpeedMultiplier(useSkillStore.getState().skills);
|
||||
const result = useSkillStore.getState().updateStudyProgress(3 * speedMult); // 3 * 1.5 = 4.5
|
||||
|
||||
expect(result.completed).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe('skill level operations', () => {
|
||||
it('should set skill level', () => {
|
||||
useSkillStore.getState().setSkillLevel('manaWell', 5);
|
||||
expect(useSkillStore.getState().skills['manaWell']).toBe(5);
|
||||
});
|
||||
|
||||
it('should increment skill level', () => {
|
||||
useSkillStore.getState().setSkillLevel('manaWell', 5);
|
||||
useSkillStore.getState().incrementSkillLevel('manaWell');
|
||||
expect(useSkillStore.getState().skills['manaWell']).toBe(6);
|
||||
});
|
||||
});
|
||||
|
||||
describe('prerequisites', () => {
|
||||
it('should not start studying without prerequisites', () => {
|
||||
useManaStore.getState().addRawMana(990, 1000);
|
||||
|
||||
// deepReservoir requires manaWell 5
|
||||
const result = useSkillStore.getState().startStudyingSkill('deepReservoir', 1000);
|
||||
|
||||
expect(result.started).toBe(false);
|
||||
});
|
||||
|
||||
it('should start studying with prerequisites met', () => {
|
||||
useManaStore.getState().addRawMana(990, 1000);
|
||||
useSkillStore.getState().setSkillLevel('manaWell', 5);
|
||||
|
||||
const result = useSkillStore.getState().startStudyingSkill('deepReservoir', 1000);
|
||||
|
||||
expect(result.started).toBe(true);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Prestige Store Tests ────────────────────────────────────────────────────
|
||||
|
||||
describe('PrestigeStore', () => {
|
||||
describe('prestige upgrades', () => {
|
||||
it('should purchase prestige upgrade', () => {
|
||||
usePrestigeStore.getState().startNewLoop(1000); // Add 1000 insight
|
||||
|
||||
const result = usePrestigeStore.getState().doPrestige('manaWell');
|
||||
|
||||
expect(result).toBe(true);
|
||||
expect(usePrestigeStore.getState().prestigeUpgrades['manaWell']).toBe(1);
|
||||
expect(usePrestigeStore.getState().insight).toBe(500); // 1000 - 500 cost
|
||||
});
|
||||
|
||||
it('should not purchase without enough insight', () => {
|
||||
usePrestigeStore.getState().startNewLoop(100);
|
||||
|
||||
const result = usePrestigeStore.getState().doPrestige('manaWell');
|
||||
|
||||
expect(result).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe('loop management', () => {
|
||||
it('should increment loop count', () => {
|
||||
usePrestigeStore.getState().incrementLoopCount();
|
||||
expect(usePrestigeStore.getState().loopCount).toBe(1);
|
||||
|
||||
usePrestigeStore.getState().incrementLoopCount();
|
||||
expect(usePrestigeStore.getState().loopCount).toBe(2);
|
||||
});
|
||||
|
||||
it('should reset for new loop', () => {
|
||||
usePrestigeStore.getState().startNewLoop(1000);
|
||||
usePrestigeStore.getState().doPrestige('manaWell');
|
||||
|
||||
usePrestigeStore.getState().resetPrestigeForNewLoop(
|
||||
500, // total insight
|
||||
{ manaWell: 1 }, // prestige upgrades
|
||||
[], // memories
|
||||
3 // memory slots
|
||||
);
|
||||
|
||||
expect(usePrestigeStore.getState().insight).toBe(500);
|
||||
expect(usePrestigeStore.getState().prestigeUpgrades['manaWell']).toBe(1);
|
||||
expect(usePrestigeStore.getState().defeatedGuardians).toEqual([]);
|
||||
expect(usePrestigeStore.getState().signedPacts).toEqual([]);
|
||||
});
|
||||
});
|
||||
|
||||
describe('guardian pacts', () => {
|
||||
it('should add signed pact', () => {
|
||||
usePrestigeStore.getState().addSignedPact(10);
|
||||
expect(usePrestigeStore.getState().signedPacts).toContain(10);
|
||||
});
|
||||
|
||||
it('should add defeated guardian', () => {
|
||||
usePrestigeStore.getState().addDefeatedGuardian(10);
|
||||
expect(usePrestigeStore.getState().defeatedGuardians).toContain(10);
|
||||
});
|
||||
|
||||
it('should not add same guardian twice', () => {
|
||||
usePrestigeStore.getState().addDefeatedGuardian(10);
|
||||
usePrestigeStore.getState().addDefeatedGuardian(10);
|
||||
expect(usePrestigeStore.getState().defeatedGuardians.length).toBe(1);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Combat Store Tests ───────────────────────────────────────────────────────
|
||||
|
||||
describe('CombatStore', () => {
|
||||
describe('floor operations', () => {
|
||||
it('should advance floor', () => {
|
||||
useCombatStore.getState().advanceFloor();
|
||||
expect(useCombatStore.getState().currentFloor).toBe(2);
|
||||
expect(useCombatStore.getState().maxFloorReached).toBe(2);
|
||||
});
|
||||
|
||||
it('should cap at floor 100', () => {
|
||||
useCombatStore.setState({ currentFloor: 100 });
|
||||
useCombatStore.getState().advanceFloor();
|
||||
expect(useCombatStore.getState().currentFloor).toBe(100);
|
||||
});
|
||||
});
|
||||
|
||||
describe('action management', () => {
|
||||
it('should set action', () => {
|
||||
useCombatStore.getState().setAction('climb');
|
||||
expect(useCombatStore.getState().currentAction).toBe('climb');
|
||||
|
||||
useCombatStore.getState().setAction('study');
|
||||
expect(useCombatStore.getState().currentAction).toBe('study');
|
||||
});
|
||||
});
|
||||
|
||||
describe('spell management', () => {
|
||||
it('should set active spell', () => {
|
||||
useCombatStore.getState().learnSpell('fireball');
|
||||
useCombatStore.getState().setSpell('fireball');
|
||||
expect(useCombatStore.getState().activeSpell).toBe('fireball');
|
||||
});
|
||||
|
||||
it('should learn spell', () => {
|
||||
useCombatStore.getState().learnSpell('fireball');
|
||||
expect(useCombatStore.getState().spells['fireball']?.learned).toBe(true);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── UI Store Tests ───────────────────────────────────────────────────────────
|
||||
|
||||
describe('UIStore', () => {
|
||||
describe('log management', () => {
|
||||
it('should add log message', () => {
|
||||
useUIStore.getState().addLog('Test message');
|
||||
expect(useUIStore.getState().logs).toContain('Test message');
|
||||
});
|
||||
|
||||
it('should clear logs', () => {
|
||||
useUIStore.getState().addLog('Test message');
|
||||
useUIStore.getState().clearLogs();
|
||||
expect(useUIStore.getState().logs.length).toBe(0);
|
||||
});
|
||||
});
|
||||
|
||||
describe('pause management', () => {
|
||||
it('should toggle pause', () => {
|
||||
expect(useUIStore.getState().paused).toBe(false);
|
||||
|
||||
useUIStore.getState().togglePause();
|
||||
expect(useUIStore.getState().paused).toBe(true);
|
||||
|
||||
useUIStore.getState().togglePause();
|
||||
expect(useUIStore.getState().paused).toBe(false);
|
||||
});
|
||||
|
||||
it('should set pause state', () => {
|
||||
useUIStore.getState().setPaused(true);
|
||||
expect(useUIStore.getState().paused).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe('game over state', () => {
|
||||
it('should set game over', () => {
|
||||
useUIStore.getState().setGameOver(true);
|
||||
expect(useUIStore.getState().gameOver).toBe(true);
|
||||
expect(useUIStore.getState().victory).toBe(false);
|
||||
});
|
||||
|
||||
it('should set victory', () => {
|
||||
useUIStore.getState().setGameOver(true, true);
|
||||
expect(useUIStore.getState().gameOver).toBe(true);
|
||||
expect(useUIStore.getState().victory).toBe(true);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Integration Tests ─────────────────────────────────────────────────────────
|
||||
|
||||
describe('Store Integration', () => {
|
||||
describe('skill study flow', () => {
|
||||
it('should complete full study flow', () => {
|
||||
// Setup: give enough mana
|
||||
useManaStore.getState().addRawMana(90, 1000);
|
||||
|
||||
// Start studying
|
||||
const startResult = useSkillStore.getState().startStudyingSkill('manaWell', 100);
|
||||
expect(startResult.started).toBe(true);
|
||||
expect(startResult.cost).toBe(100);
|
||||
|
||||
// Deduct mana (simulating UI behavior)
|
||||
if (startResult.cost > 0) {
|
||||
useManaStore.getState().spendRawMana(startResult.cost);
|
||||
}
|
||||
|
||||
// Set action to study
|
||||
useCombatStore.getState().setAction('study');
|
||||
expect(useCombatStore.getState().currentAction).toBe('study');
|
||||
|
||||
// Update progress until complete
|
||||
const result = useSkillStore.getState().updateStudyProgress(4);
|
||||
expect(result.completed).toBe(true);
|
||||
|
||||
// Level up skill
|
||||
useSkillStore.getState().setSkillLevel('manaWell', 1);
|
||||
expect(useSkillStore.getState().skills['manaWell']).toBe(1);
|
||||
});
|
||||
});
|
||||
|
||||
describe('mana and prestige interaction', () => {
|
||||
it('should apply prestige mana bonus', () => {
|
||||
// Get prestige upgrade
|
||||
usePrestigeStore.getState().startNewLoop(1000);
|
||||
usePrestigeStore.getState().doPrestige('manaWell');
|
||||
|
||||
// Check that prestige upgrade is recorded
|
||||
expect(usePrestigeStore.getState().prestigeUpgrades['manaWell']).toBe(1);
|
||||
|
||||
// Mana well prestige gives +500 max mana per level
|
||||
const state = {
|
||||
skills: {},
|
||||
prestigeUpgrades: usePrestigeStore.getState().prestigeUpgrades,
|
||||
skillUpgrades: {},
|
||||
skillTiers: {},
|
||||
};
|
||||
|
||||
const maxMana = computeMaxMana(state);
|
||||
expect(maxMana).toBe(100 + 500); // Base 100 + 500 from prestige
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
console.log('✅ All store tests defined. Run with: bun test src/lib/game/stores.test.ts');
|
||||
583
src/lib/game/stores/__tests__/store-methods.test.ts
Executable file
583
src/lib/game/stores/__tests__/store-methods.test.ts
Executable file
@@ -0,0 +1,583 @@
|
||||
/**
|
||||
* Store Method Tests
|
||||
*
|
||||
* Tests for individual store methods: skillStore, manaStore, combatStore, prestigeStore
|
||||
*/
|
||||
|
||||
import { describe, it, expect, beforeEach } from 'bun:test';
|
||||
import { useSkillStore } from '../skillStore';
|
||||
import { useManaStore } from '../manaStore';
|
||||
import { useCombatStore } from '../combatStore';
|
||||
import { usePrestigeStore } from '../prestigeStore';
|
||||
import { useUIStore } from '../uiStore';
|
||||
import { SKILLS_DEF, SPELLS_DEF, GUARDIANS, BASE_UNLOCKED_ELEMENTS, ELEMENTS } from '../../constants';
|
||||
|
||||
// Reset stores before each test
|
||||
beforeEach(() => {
|
||||
// Reset all stores to initial state
|
||||
useSkillStore.getState().resetSkills();
|
||||
useManaStore.getState().resetMana({}, {}, {}, {});
|
||||
usePrestigeStore.getState().resetPrestige();
|
||||
useUIStore.getState().resetUI();
|
||||
useCombatStore.getState().resetCombat(1);
|
||||
});
|
||||
|
||||
// ─── Skill Store Tests ─────────────────────────────────────────────────────────
|
||||
|
||||
describe('SkillStore', () => {
|
||||
describe('startStudyingSkill', () => {
|
||||
it('should start studying a skill when have enough mana', () => {
|
||||
const skillStore = useSkillStore.getState();
|
||||
const result = skillStore.startStudyingSkill('manaWell', 100);
|
||||
|
||||
expect(result.started).toBe(true);
|
||||
expect(result.cost).toBe(100); // base cost for level 1
|
||||
|
||||
const newState = useSkillStore.getState();
|
||||
expect(newState.currentStudyTarget).not.toBeNull();
|
||||
expect(newState.currentStudyTarget?.type).toBe('skill');
|
||||
expect(newState.currentStudyTarget?.id).toBe('manaWell');
|
||||
});
|
||||
|
||||
it('should not start studying when not enough mana', () => {
|
||||
const skillStore = useSkillStore.getState();
|
||||
const result = skillStore.startStudyingSkill('manaWell', 50);
|
||||
|
||||
expect(result.started).toBe(false);
|
||||
|
||||
const newState = useSkillStore.getState();
|
||||
expect(newState.currentStudyTarget).toBeNull();
|
||||
});
|
||||
|
||||
it('should not start studying skill at max level', () => {
|
||||
// Set skill to max level
|
||||
useSkillStore.setState({ skills: { manaWell: SKILLS_DEF.manaWell.max } });
|
||||
|
||||
const skillStore = useSkillStore.getState();
|
||||
const result = skillStore.startStudyingSkill('manaWell', 1000);
|
||||
|
||||
expect(result.started).toBe(false);
|
||||
});
|
||||
|
||||
it('should not start studying without prerequisites', () => {
|
||||
const skillStore = useSkillStore.getState();
|
||||
// deepReservoir requires manaWell level 5
|
||||
const result = skillStore.startStudyingSkill('deepReservoir', 1000);
|
||||
|
||||
expect(result.started).toBe(false);
|
||||
});
|
||||
|
||||
it('should start studying with prerequisites met', () => {
|
||||
useSkillStore.setState({ skills: { manaWell: 5 } });
|
||||
|
||||
const skillStore = useSkillStore.getState();
|
||||
const result = skillStore.startStudyingSkill('deepReservoir', 1000);
|
||||
|
||||
expect(result.started).toBe(true);
|
||||
});
|
||||
|
||||
it('should be free to resume if already paid', () => {
|
||||
// First, start studying (which marks as paid)
|
||||
const skillStore = useSkillStore.getState();
|
||||
skillStore.startStudyingSkill('manaWell', 100);
|
||||
|
||||
// Cancel study
|
||||
skillStore.cancelStudy(0);
|
||||
|
||||
// Resume should be free
|
||||
const newState = useSkillStore.getState();
|
||||
const result = newState.startStudyingSkill('manaWell', 0);
|
||||
|
||||
expect(result.started).toBe(true);
|
||||
expect(result.cost).toBe(0);
|
||||
});
|
||||
});
|
||||
|
||||
describe('updateStudyProgress', () => {
|
||||
it('should progress study target', () => {
|
||||
// Start studying
|
||||
useSkillStore.getState().startStudyingSkill('manaWell', 100);
|
||||
|
||||
// Update progress
|
||||
const result = useSkillStore.getState().updateStudyProgress(1);
|
||||
|
||||
expect(result.completed).toBe(false);
|
||||
|
||||
const state = useSkillStore.getState();
|
||||
expect(state.currentStudyTarget?.progress).toBe(1);
|
||||
});
|
||||
|
||||
it('should complete study when progress reaches required', () => {
|
||||
// Start studying manaWell (4 hours study time)
|
||||
useSkillStore.getState().startStudyingSkill('manaWell', 100);
|
||||
|
||||
// Update with enough progress
|
||||
const result = useSkillStore.getState().updateStudyProgress(4);
|
||||
|
||||
expect(result.completed).toBe(true);
|
||||
|
||||
const state = useSkillStore.getState();
|
||||
expect(state.currentStudyTarget).toBeNull();
|
||||
});
|
||||
});
|
||||
|
||||
describe('incrementSkillLevel', () => {
|
||||
it('should increment skill level', () => {
|
||||
useSkillStore.setState({ skills: { manaWell: 0 } });
|
||||
|
||||
useSkillStore.getState().incrementSkillLevel('manaWell');
|
||||
|
||||
const state = useSkillStore.getState();
|
||||
expect(state.skills.manaWell).toBe(1);
|
||||
});
|
||||
|
||||
it('should clear skill progress', () => {
|
||||
useSkillStore.setState({
|
||||
skills: { manaWell: 0 },
|
||||
skillProgress: { manaWell: 2 }
|
||||
});
|
||||
|
||||
useSkillStore.getState().incrementSkillLevel('manaWell');
|
||||
|
||||
const state = useSkillStore.getState();
|
||||
expect(state.skillProgress.manaWell).toBe(0);
|
||||
});
|
||||
});
|
||||
|
||||
describe('cancelStudy', () => {
|
||||
it('should clear study target', () => {
|
||||
useSkillStore.getState().startStudyingSkill('manaWell', 100);
|
||||
|
||||
useSkillStore.getState().cancelStudy(0);
|
||||
|
||||
const state = useSkillStore.getState();
|
||||
expect(state.currentStudyTarget).toBeNull();
|
||||
});
|
||||
|
||||
it('should save progress with retention bonus', () => {
|
||||
useSkillStore.getState().startStudyingSkill('manaWell', 100);
|
||||
useSkillStore.getState().updateStudyProgress(2); // 2 hours progress
|
||||
|
||||
// Cancel with 50% retention bonus
|
||||
// Retention bonus limits how much of the *required* time can be saved
|
||||
// Required = 4 hours, so 50% = 2 hours max
|
||||
// Progress = 2 hours, so we save all of it (within limit)
|
||||
useSkillStore.getState().cancelStudy(0.5);
|
||||
|
||||
const state = useSkillStore.getState();
|
||||
// Saved progress should be min(progress, required * retentionBonus) = min(2, 4*0.5) = min(2, 2) = 2
|
||||
expect(state.skillProgress.manaWell).toBe(2);
|
||||
});
|
||||
|
||||
it('should limit saved progress to retention bonus cap', () => {
|
||||
useSkillStore.getState().startStudyingSkill('manaWell', 100);
|
||||
useSkillStore.getState().updateStudyProgress(3); // 3 hours progress (out of 4 required)
|
||||
|
||||
// Cancel with 50% retention bonus
|
||||
// Cap is 4 * 0.5 = 2 hours, progress is 3, so we save 2 (the cap)
|
||||
useSkillStore.getState().cancelStudy(0.5);
|
||||
|
||||
const state = useSkillStore.getState();
|
||||
expect(state.skillProgress.manaWell).toBe(2);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Mana Store Tests ──────────────────────────────────────────────────────────
|
||||
|
||||
describe('ManaStore', () => {
|
||||
describe('initial state', () => {
|
||||
it('should have base elements unlocked', () => {
|
||||
const state = useManaStore.getState();
|
||||
|
||||
expect(state.elements.fire.unlocked).toBe(true);
|
||||
expect(state.elements.water.unlocked).toBe(true);
|
||||
expect(state.elements.air.unlocked).toBe(true);
|
||||
expect(state.elements.earth.unlocked).toBe(true);
|
||||
});
|
||||
|
||||
it('should have exotic elements locked', () => {
|
||||
const state = useManaStore.getState();
|
||||
|
||||
expect(state.elements.void.unlocked).toBe(false);
|
||||
expect(state.elements.stellar.unlocked).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe('convertMana', () => {
|
||||
it('should convert raw mana to elemental', () => {
|
||||
useManaStore.setState({ rawMana: 200 });
|
||||
|
||||
const result = useManaStore.getState().convertMana('fire', 1);
|
||||
|
||||
expect(result).toBe(true);
|
||||
|
||||
const state = useManaStore.getState();
|
||||
expect(state.rawMana).toBe(100);
|
||||
expect(state.elements.fire.current).toBe(1);
|
||||
});
|
||||
|
||||
it('should not convert when not enough raw mana', () => {
|
||||
useManaStore.setState({ rawMana: 50 });
|
||||
|
||||
const result = useManaStore.getState().convertMana('fire', 1);
|
||||
|
||||
expect(result).toBe(false);
|
||||
});
|
||||
|
||||
it('should not convert when element at max', () => {
|
||||
useManaStore.setState({
|
||||
rawMana: 500,
|
||||
elements: {
|
||||
...useManaStore.getState().elements,
|
||||
fire: { current: 10, max: 10, unlocked: true }
|
||||
}
|
||||
});
|
||||
|
||||
const result = useManaStore.getState().convertMana('fire', 1);
|
||||
|
||||
expect(result).toBe(false);
|
||||
});
|
||||
|
||||
it('should not convert to locked element', () => {
|
||||
useManaStore.setState({ rawMana: 500 });
|
||||
|
||||
const result = useManaStore.getState().convertMana('void', 1);
|
||||
|
||||
expect(result).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe('unlockElement', () => {
|
||||
it('should unlock element when have enough mana', () => {
|
||||
useManaStore.setState({ rawMana: 500 });
|
||||
|
||||
const result = useManaStore.getState().unlockElement('light', 500);
|
||||
|
||||
expect(result).toBe(true);
|
||||
|
||||
const state = useManaStore.getState();
|
||||
expect(state.elements.light.unlocked).toBe(true);
|
||||
});
|
||||
|
||||
it('should not unlock when not enough mana', () => {
|
||||
useManaStore.setState({ rawMana: 100 });
|
||||
|
||||
const result = useManaStore.getState().unlockElement('light', 500);
|
||||
|
||||
expect(result).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe('craftComposite', () => {
|
||||
it('should craft composite element with correct ingredients', () => {
|
||||
// Set up ingredients for blood (life + water)
|
||||
useManaStore.setState({
|
||||
elements: {
|
||||
...useManaStore.getState().elements,
|
||||
life: { current: 5, max: 10, unlocked: true },
|
||||
water: { current: 5, max: 10, unlocked: true },
|
||||
}
|
||||
});
|
||||
|
||||
const result = useManaStore.getState().craftComposite('blood', ['life', 'water']);
|
||||
|
||||
expect(result).toBe(true);
|
||||
|
||||
const state = useManaStore.getState();
|
||||
expect(state.elements.life.current).toBe(4);
|
||||
expect(state.elements.water.current).toBe(4);
|
||||
expect(state.elements.blood.current).toBe(1);
|
||||
expect(state.elements.blood.unlocked).toBe(true);
|
||||
});
|
||||
|
||||
it('should not craft without ingredients', () => {
|
||||
useManaStore.setState({
|
||||
elements: {
|
||||
...useManaStore.getState().elements,
|
||||
life: { current: 0, max: 10, unlocked: true },
|
||||
water: { current: 0, max: 10, unlocked: true },
|
||||
}
|
||||
});
|
||||
|
||||
const result = useManaStore.getState().craftComposite('blood', ['life', 'water']);
|
||||
|
||||
expect(result).toBe(false);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Combat Store Tests ────────────────────────────────────────────────────────
|
||||
|
||||
describe('CombatStore', () => {
|
||||
describe('initial state', () => {
|
||||
it('should start with manaBolt learned', () => {
|
||||
const state = useCombatStore.getState();
|
||||
|
||||
expect(state.spells.manaBolt.learned).toBe(true);
|
||||
});
|
||||
|
||||
it('should start at floor 1', () => {
|
||||
const state = useCombatStore.getState();
|
||||
|
||||
expect(state.currentFloor).toBe(1);
|
||||
});
|
||||
});
|
||||
|
||||
describe('setAction', () => {
|
||||
it('should change current action', () => {
|
||||
useCombatStore.getState().setAction('climb');
|
||||
|
||||
const state = useCombatStore.getState();
|
||||
expect(state.currentAction).toBe('climb');
|
||||
});
|
||||
});
|
||||
|
||||
describe('setSpell', () => {
|
||||
it('should change active spell if learned', () => {
|
||||
// Learn another spell
|
||||
useCombatStore.getState().learnSpell('fireball');
|
||||
|
||||
useCombatStore.getState().setSpell('fireball');
|
||||
|
||||
const state = useCombatStore.getState();
|
||||
expect(state.activeSpell).toBe('fireball');
|
||||
});
|
||||
|
||||
it('should not change to unlearned spell', () => {
|
||||
useCombatStore.getState().setSpell('fireball');
|
||||
|
||||
const state = useCombatStore.getState();
|
||||
expect(state.activeSpell).toBe('manaBolt'); // Still manaBolt
|
||||
});
|
||||
});
|
||||
|
||||
describe('learnSpell', () => {
|
||||
it('should add spell to learned spells', () => {
|
||||
useCombatStore.getState().learnSpell('fireball');
|
||||
|
||||
const state = useCombatStore.getState();
|
||||
expect(state.spells.fireball.learned).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
describe('advanceFloor', () => {
|
||||
it('should increment floor', () => {
|
||||
useCombatStore.getState().advanceFloor();
|
||||
|
||||
const state = useCombatStore.getState();
|
||||
expect(state.currentFloor).toBe(2);
|
||||
});
|
||||
|
||||
it('should not exceed floor 100', () => {
|
||||
useCombatStore.setState({ currentFloor: 100 });
|
||||
|
||||
useCombatStore.getState().advanceFloor();
|
||||
|
||||
const state = useCombatStore.getState();
|
||||
expect(state.currentFloor).toBe(100);
|
||||
});
|
||||
|
||||
it('should update maxFloorReached', () => {
|
||||
useCombatStore.setState({ maxFloorReached: 1 });
|
||||
|
||||
useCombatStore.getState().advanceFloor();
|
||||
|
||||
const state = useCombatStore.getState();
|
||||
expect(state.maxFloorReached).toBe(2);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Prestige Store Tests ──────────────────────────────────────────────────────
|
||||
|
||||
describe('PrestigeStore', () => {
|
||||
describe('initial state', () => {
|
||||
it('should start with 0 insight', () => {
|
||||
const state = usePrestigeStore.getState();
|
||||
expect(state.insight).toBe(0);
|
||||
});
|
||||
|
||||
it('should start with 3 memory slots', () => {
|
||||
const state = usePrestigeStore.getState();
|
||||
expect(state.memorySlots).toBe(3);
|
||||
});
|
||||
|
||||
it('should start with 1 pact slot', () => {
|
||||
const state = usePrestigeStore.getState();
|
||||
expect(state.pactSlots).toBe(1);
|
||||
});
|
||||
});
|
||||
|
||||
describe('doPrestige', () => {
|
||||
it('should deduct insight and add upgrade', () => {
|
||||
usePrestigeStore.setState({ insight: 1000 });
|
||||
|
||||
usePrestigeStore.getState().doPrestige('manaWell');
|
||||
|
||||
const state = usePrestigeStore.getState();
|
||||
expect(state.prestigeUpgrades.manaWell).toBe(1);
|
||||
expect(state.insight).toBeLessThan(1000);
|
||||
});
|
||||
|
||||
it('should not upgrade without enough insight', () => {
|
||||
usePrestigeStore.setState({ insight: 100 });
|
||||
|
||||
usePrestigeStore.getState().doPrestige('manaWell');
|
||||
|
||||
const state = usePrestigeStore.getState();
|
||||
expect(state.prestigeUpgrades.manaWell).toBeUndefined();
|
||||
});
|
||||
});
|
||||
|
||||
describe('addMemory', () => {
|
||||
it('should add memory within slot limit', () => {
|
||||
const memory = { skillId: 'manaWell', level: 5, tier: 1, upgrades: [] };
|
||||
|
||||
usePrestigeStore.getState().addMemory(memory);
|
||||
|
||||
const state = usePrestigeStore.getState();
|
||||
expect(state.memories.length).toBe(1);
|
||||
});
|
||||
|
||||
it('should not add duplicate memory', () => {
|
||||
const memory = { skillId: 'manaWell', level: 5, tier: 1, upgrades: [] };
|
||||
|
||||
usePrestigeStore.getState().addMemory(memory);
|
||||
usePrestigeStore.getState().addMemory(memory);
|
||||
|
||||
const state = usePrestigeStore.getState();
|
||||
expect(state.memories.length).toBe(1);
|
||||
});
|
||||
|
||||
it('should not exceed memory slots', () => {
|
||||
// Fill memory slots
|
||||
for (let i = 0; i < 5; i++) {
|
||||
usePrestigeStore.getState().addMemory({
|
||||
skillId: `skill${i}`,
|
||||
level: 5,
|
||||
tier: 1,
|
||||
upgrades: []
|
||||
});
|
||||
}
|
||||
|
||||
const state = usePrestigeStore.getState();
|
||||
expect(state.memories.length).toBe(3); // Default 3 slots
|
||||
});
|
||||
});
|
||||
|
||||
describe('startPactRitual', () => {
|
||||
it('should start ritual for defeated guardian', () => {
|
||||
usePrestigeStore.setState({
|
||||
defeatedGuardians: [10],
|
||||
signedPacts: []
|
||||
});
|
||||
useManaStore.setState({ rawMana: 1000 });
|
||||
|
||||
const result = usePrestigeStore.getState().startPactRitual(10, 1000);
|
||||
|
||||
expect(result).toBe(true);
|
||||
|
||||
const state = usePrestigeStore.getState();
|
||||
expect(state.pactRitualFloor).toBe(10);
|
||||
});
|
||||
|
||||
it('should not start ritual for undefeated guardian', () => {
|
||||
usePrestigeStore.setState({
|
||||
defeatedGuardians: [],
|
||||
signedPacts: []
|
||||
});
|
||||
useManaStore.setState({ rawMana: 1000 });
|
||||
|
||||
const result = usePrestigeStore.getState().startPactRitual(10, 1000);
|
||||
|
||||
expect(result).toBe(false);
|
||||
});
|
||||
|
||||
it('should not start ritual without enough mana', () => {
|
||||
usePrestigeStore.setState({
|
||||
defeatedGuardians: [10],
|
||||
signedPacts: []
|
||||
});
|
||||
useManaStore.setState({ rawMana: 100 });
|
||||
|
||||
const result = usePrestigeStore.getState().startPactRitual(10, 100);
|
||||
|
||||
expect(result).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe('addSignedPact', () => {
|
||||
it('should add pact to signed list', () => {
|
||||
usePrestigeStore.getState().addSignedPact(10);
|
||||
|
||||
const state = usePrestigeStore.getState();
|
||||
expect(state.signedPacts).toContain(10);
|
||||
});
|
||||
});
|
||||
|
||||
describe('addDefeatedGuardian', () => {
|
||||
it('should add guardian to defeated list', () => {
|
||||
usePrestigeStore.getState().addDefeatedGuardian(10);
|
||||
|
||||
const state = usePrestigeStore.getState();
|
||||
expect(state.defeatedGuardians).toContain(10);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── UI Store Tests ────────────────────────────────────────────────────────────
|
||||
|
||||
describe('UIStore', () => {
|
||||
describe('addLog', () => {
|
||||
it('should add message to logs', () => {
|
||||
useUIStore.getState().addLog('Test message');
|
||||
|
||||
const state = useUIStore.getState();
|
||||
expect(state.logs[0]).toBe('Test message');
|
||||
});
|
||||
|
||||
it('should limit log size', () => {
|
||||
for (let i = 0; i < 100; i++) {
|
||||
useUIStore.getState().addLog(`Message ${i}`);
|
||||
}
|
||||
|
||||
const state = useUIStore.getState();
|
||||
expect(state.logs.length).toBeLessThanOrEqual(50);
|
||||
});
|
||||
});
|
||||
|
||||
describe('togglePause', () => {
|
||||
it('should toggle pause state', () => {
|
||||
const initial = useUIStore.getState().paused;
|
||||
|
||||
useUIStore.getState().togglePause();
|
||||
|
||||
expect(useUIStore.getState().paused).toBe(!initial);
|
||||
|
||||
useUIStore.getState().togglePause();
|
||||
|
||||
expect(useUIStore.getState().paused).toBe(initial);
|
||||
});
|
||||
});
|
||||
|
||||
describe('setGameOver', () => {
|
||||
it('should set game over state', () => {
|
||||
useUIStore.getState().setGameOver(true, false);
|
||||
|
||||
const state = useUIStore.getState();
|
||||
expect(state.gameOver).toBe(true);
|
||||
expect(state.victory).toBe(false);
|
||||
});
|
||||
|
||||
it('should set victory state', () => {
|
||||
useUIStore.getState().setGameOver(true, true);
|
||||
|
||||
const state = useUIStore.getState();
|
||||
expect(state.gameOver).toBe(true);
|
||||
expect(state.victory).toBe(true);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
console.log('✅ All store method tests defined.');
|
||||
468
src/lib/game/stores/__tests__/stores.test.ts
Executable file
468
src/lib/game/stores/__tests__/stores.test.ts
Executable file
@@ -0,0 +1,468 @@
|
||||
/**
|
||||
* Comprehensive Store Tests
|
||||
*
|
||||
* Tests for the split store architecture after refactoring.
|
||||
* Each store is tested individually and for cross-store communication.
|
||||
*/
|
||||
|
||||
import { describe, it, expect, beforeEach } from 'bun:test';
|
||||
import {
|
||||
fmt,
|
||||
fmtDec,
|
||||
getFloorMaxHP,
|
||||
getFloorElement,
|
||||
computeMaxMana,
|
||||
computeElementMax,
|
||||
computeRegen,
|
||||
computeClickMana,
|
||||
calcDamage,
|
||||
calcInsight,
|
||||
getMeditationBonus,
|
||||
getIncursionStrength,
|
||||
canAffordSpellCost,
|
||||
deductSpellCost,
|
||||
getBoonBonuses,
|
||||
} from '../../utils';
|
||||
import {
|
||||
ELEMENTS,
|
||||
GUARDIANS,
|
||||
SPELLS_DEF,
|
||||
SKILLS_DEF,
|
||||
PRESTIGE_DEF,
|
||||
MAX_DAY,
|
||||
INCURSION_START_DAY,
|
||||
getStudySpeedMultiplier,
|
||||
getStudyCostMultiplier,
|
||||
rawCost,
|
||||
elemCost,
|
||||
BASE_UNLOCKED_ELEMENTS,
|
||||
} from '../../constants';
|
||||
import type { GameState } from '../../types';
|
||||
|
||||
// ─── Test Fixtures ───────────────────────────────────────────────────────────
|
||||
|
||||
function createMockState(overrides: Partial<GameState> = {}): GameState {
|
||||
const elements: Record<string, { current: number; max: number; unlocked: boolean }> = {};
|
||||
Object.keys(ELEMENTS).forEach((k) => {
|
||||
elements[k] = { current: 0, max: 10, unlocked: BASE_UNLOCKED_ELEMENTS.includes(k) };
|
||||
});
|
||||
|
||||
return {
|
||||
day: 1,
|
||||
hour: 0,
|
||||
loopCount: 0,
|
||||
gameOver: false,
|
||||
victory: false,
|
||||
paused: false,
|
||||
rawMana: 100,
|
||||
meditateTicks: 0,
|
||||
totalManaGathered: 0,
|
||||
elements,
|
||||
currentFloor: 1,
|
||||
floorHP: 100,
|
||||
floorMaxHP: 100,
|
||||
maxFloorReached: 1,
|
||||
signedPacts: [],
|
||||
activeSpell: 'manaBolt',
|
||||
currentAction: 'meditate',
|
||||
spells: { manaBolt: { learned: true, level: 1, studyProgress: 0 } },
|
||||
skills: {},
|
||||
skillProgress: {},
|
||||
skillUpgrades: {},
|
||||
skillTiers: {},
|
||||
paidStudySkills: {},
|
||||
equipment: { mainHand: null, offHand: null, head: null, body: null, hands: null, accessory: null },
|
||||
inventory: [],
|
||||
blueprints: {},
|
||||
schedule: [],
|
||||
autoSchedule: false,
|
||||
studyQueue: [],
|
||||
craftQueue: [],
|
||||
currentStudyTarget: null,
|
||||
parallelStudyTarget: null,
|
||||
insight: 0,
|
||||
totalInsight: 0,
|
||||
prestigeUpgrades: {},
|
||||
memorySlots: 3,
|
||||
pactSlots: 1,
|
||||
memories: [],
|
||||
incursionStrength: 0,
|
||||
containmentWards: 0,
|
||||
defeatedGuardians: [],
|
||||
pactRitualFloor: null,
|
||||
pactRitualProgress: 0,
|
||||
log: [],
|
||||
loopInsight: 0,
|
||||
...overrides,
|
||||
};
|
||||
}
|
||||
|
||||
// ─── Formatting Tests ─────────────────────────────────────────────────────────
|
||||
|
||||
describe('Formatting Functions', () => {
|
||||
describe('fmt (format number)', () => {
|
||||
it('should format numbers less than 1000 as integers', () => {
|
||||
expect(fmt(0)).toBe('0');
|
||||
expect(fmt(1)).toBe('1');
|
||||
expect(fmt(999)).toBe('999');
|
||||
});
|
||||
|
||||
it('should format thousands with K suffix', () => {
|
||||
expect(fmt(1000)).toBe('1.0K');
|
||||
expect(fmt(1500)).toBe('1.5K');
|
||||
});
|
||||
|
||||
it('should format millions with M suffix', () => {
|
||||
expect(fmt(1000000)).toBe('1.00M');
|
||||
expect(fmt(1500000)).toBe('1.50M');
|
||||
});
|
||||
|
||||
it('should format billions with B suffix', () => {
|
||||
expect(fmt(1000000000)).toBe('1.00B');
|
||||
});
|
||||
|
||||
it('should handle non-finite numbers', () => {
|
||||
expect(fmt(Infinity)).toBe('0');
|
||||
expect(fmt(NaN)).toBe('0');
|
||||
});
|
||||
});
|
||||
|
||||
describe('fmtDec (format decimal)', () => {
|
||||
it('should format numbers with specified decimal places', () => {
|
||||
expect(fmtDec(1.234, 2)).toBe('1.23');
|
||||
expect(fmtDec(1.567, 1)).toBe('1.6');
|
||||
});
|
||||
|
||||
it('should handle non-finite numbers', () => {
|
||||
expect(fmtDec(Infinity, 2)).toBe('0');
|
||||
expect(fmtDec(NaN, 2)).toBe('0');
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Floor Tests ──────────────────────────────────────────────────────────────
|
||||
|
||||
describe('Floor Functions', () => {
|
||||
describe('getFloorMaxHP', () => {
|
||||
it('should return guardian HP for guardian floors', () => {
|
||||
expect(getFloorMaxHP(10)).toBe(GUARDIANS[10].hp);
|
||||
expect(getFloorMaxHP(100)).toBe(GUARDIANS[100].hp);
|
||||
});
|
||||
|
||||
it('should scale HP for non-guardian floors', () => {
|
||||
expect(getFloorMaxHP(1)).toBeGreaterThan(0);
|
||||
expect(getFloorMaxHP(5)).toBeGreaterThan(getFloorMaxHP(1));
|
||||
});
|
||||
});
|
||||
|
||||
describe('getFloorElement', () => {
|
||||
it('should cycle through elements in order', () => {
|
||||
expect(getFloorElement(1)).toBe('fire');
|
||||
expect(getFloorElement(2)).toBe('water');
|
||||
expect(getFloorElement(3)).toBe('air');
|
||||
expect(getFloorElement(4)).toBe('earth');
|
||||
});
|
||||
|
||||
it('should wrap around after 8 floors', () => {
|
||||
expect(getFloorElement(9)).toBe('fire');
|
||||
expect(getFloorElement(10)).toBe('water');
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Mana Calculation Tests ───────────────────────────────────────────────────
|
||||
|
||||
describe('Mana Calculation Functions', () => {
|
||||
describe('computeMaxMana', () => {
|
||||
it('should return base mana with no upgrades', () => {
|
||||
const state = createMockState();
|
||||
expect(computeMaxMana(state)).toBe(100);
|
||||
});
|
||||
|
||||
it('should add mana from manaWell skill', () => {
|
||||
const state = createMockState({ skills: { manaWell: 5 } });
|
||||
expect(computeMaxMana(state)).toBe(100 + 5 * 100);
|
||||
});
|
||||
|
||||
it('should add mana from deepReservoir skill', () => {
|
||||
const state = createMockState({ skills: { deepReservoir: 3 } });
|
||||
expect(computeMaxMana(state)).toBe(100 + 3 * 500);
|
||||
});
|
||||
|
||||
it('should add mana from prestige upgrades', () => {
|
||||
const state = createMockState({ prestigeUpgrades: { manaWell: 3 } });
|
||||
expect(computeMaxMana(state)).toBe(100 + 3 * 500);
|
||||
});
|
||||
});
|
||||
|
||||
describe('computeRegen', () => {
|
||||
it('should return base regen with no upgrades', () => {
|
||||
const state = createMockState();
|
||||
expect(computeRegen(state)).toBe(2);
|
||||
});
|
||||
|
||||
it('should add regen from manaFlow skill', () => {
|
||||
const state = createMockState({ skills: { manaFlow: 5 } });
|
||||
expect(computeRegen(state)).toBe(2 + 5 * 1);
|
||||
});
|
||||
|
||||
it('should add regen from manaSpring skill', () => {
|
||||
const state = createMockState({ skills: { manaSpring: 1 } });
|
||||
expect(computeRegen(state)).toBe(2 + 2);
|
||||
});
|
||||
});
|
||||
|
||||
describe('computeClickMana', () => {
|
||||
it('should return base click mana with no upgrades', () => {
|
||||
const state = createMockState();
|
||||
expect(computeClickMana(state)).toBe(1);
|
||||
});
|
||||
|
||||
it('should add mana from manaTap skill', () => {
|
||||
const state = createMockState({ skills: { manaTap: 1 } });
|
||||
expect(computeClickMana(state)).toBe(1 + 1);
|
||||
});
|
||||
|
||||
it('should add mana from manaSurge skill', () => {
|
||||
const state = createMockState({ skills: { manaSurge: 1 } });
|
||||
expect(computeClickMana(state)).toBe(1 + 3);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Damage Calculation Tests ─────────────────────────────────────────────────
|
||||
|
||||
describe('Damage Calculation', () => {
|
||||
describe('calcDamage', () => {
|
||||
it('should return spell base damage with no bonuses', () => {
|
||||
const state = createMockState();
|
||||
const dmg = calcDamage(state, 'manaBolt');
|
||||
expect(dmg).toBeGreaterThanOrEqual(5);
|
||||
});
|
||||
|
||||
it('should add damage from combatTrain skill', () => {
|
||||
const state = createMockState({ skills: { combatTrain: 5 } });
|
||||
const dmg = calcDamage(state, 'manaBolt');
|
||||
expect(dmg).toBeGreaterThanOrEqual(5 + 5 * 5);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Insight Calculation Tests ─────────────────────────────────────────────────
|
||||
|
||||
describe('Insight Calculation', () => {
|
||||
describe('calcInsight', () => {
|
||||
it('should calculate insight from floor progress', () => {
|
||||
const state = createMockState({ maxFloorReached: 10 });
|
||||
const insight = calcInsight(state);
|
||||
expect(insight).toBe(10 * 15);
|
||||
});
|
||||
|
||||
it('should calculate insight from signed pacts', () => {
|
||||
const state = createMockState({ signedPacts: [10, 20] });
|
||||
const insight = calcInsight(state);
|
||||
expect(insight).toBe(315); // 1*15 + 0 + 2*150 = 15 + 300 = 315
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Meditation Tests ─────────────────────────────────────────────────────────
|
||||
|
||||
describe('Meditation Bonus', () => {
|
||||
describe('getMeditationBonus', () => {
|
||||
it('should start at 1x with no meditation', () => {
|
||||
expect(getMeditationBonus(0, {})).toBe(1);
|
||||
});
|
||||
|
||||
it('should cap at 1.5x without meditation skill', () => {
|
||||
const bonus = getMeditationBonus(200, {}); // 8 hours
|
||||
expect(bonus).toBe(1.5);
|
||||
});
|
||||
|
||||
it('should give 2.5x with meditation skill after 4 hours', () => {
|
||||
const bonus = getMeditationBonus(100, { meditation: 1 });
|
||||
expect(bonus).toBe(2.5);
|
||||
});
|
||||
|
||||
it('should give 3.0x with deepTrance skill after 6 hours', () => {
|
||||
const bonus = getMeditationBonus(150, { meditation: 1, deepTrance: 1 });
|
||||
expect(bonus).toBe(3.0);
|
||||
});
|
||||
|
||||
it('should give 5.0x with voidMeditation skill after 8 hours', () => {
|
||||
const bonus = getMeditationBonus(200, { meditation: 1, deepTrance: 1, voidMeditation: 1 });
|
||||
expect(bonus).toBe(5.0);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Incursion Tests ──────────────────────────────────────────────────────────
|
||||
|
||||
describe('Incursion Strength', () => {
|
||||
describe('getIncursionStrength', () => {
|
||||
it('should be 0 before incursion start day', () => {
|
||||
expect(getIncursionStrength(19, 0)).toBe(0);
|
||||
});
|
||||
|
||||
it('should start at incursion start day', () => {
|
||||
expect(getIncursionStrength(INCURSION_START_DAY, 1)).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
it('should cap at 95%', () => {
|
||||
const strength = getIncursionStrength(MAX_DAY, 23);
|
||||
expect(strength).toBeLessThanOrEqual(0.95);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Spell Cost Tests ─────────────────────────────────────────────────────────
|
||||
|
||||
describe('Spell Cost System', () => {
|
||||
describe('rawCost', () => {
|
||||
it('should create a raw mana cost', () => {
|
||||
const cost = rawCost(10);
|
||||
expect(cost.type).toBe('raw');
|
||||
expect(cost.amount).toBe(10);
|
||||
});
|
||||
});
|
||||
|
||||
describe('elemCost', () => {
|
||||
it('should create an elemental mana cost', () => {
|
||||
const cost = elemCost('fire', 5);
|
||||
expect(cost.type).toBe('element');
|
||||
expect(cost.element).toBe('fire');
|
||||
});
|
||||
});
|
||||
|
||||
describe('canAffordSpellCost', () => {
|
||||
it('should allow raw mana costs when enough raw mana', () => {
|
||||
const cost = rawCost(10);
|
||||
const elements = { fire: { current: 0, max: 10, unlocked: true } };
|
||||
expect(canAffordSpellCost(cost, 100, elements)).toBe(true);
|
||||
});
|
||||
|
||||
it('should deny raw mana costs when not enough raw mana', () => {
|
||||
const cost = rawCost(100);
|
||||
const elements = { fire: { current: 0, max: 10, unlocked: true } };
|
||||
expect(canAffordSpellCost(cost, 50, elements)).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe('deductSpellCost', () => {
|
||||
it('should deduct raw mana', () => {
|
||||
const cost = rawCost(10);
|
||||
const elements = { fire: { current: 0, max: 10, unlocked: true } };
|
||||
const result = deductSpellCost(cost, 100, elements);
|
||||
expect(result.rawMana).toBe(90);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Boon Bonus Tests ─────────────────────────────────────────────────────────
|
||||
|
||||
describe('Boon Bonuses', () => {
|
||||
describe('getBoonBonuses', () => {
|
||||
it('should return zeros with no pacts', () => {
|
||||
const bonuses = getBoonBonuses([]);
|
||||
expect(bonuses.maxMana).toBe(0);
|
||||
expect(bonuses.manaRegen).toBe(0);
|
||||
});
|
||||
|
||||
it('should accumulate bonuses from multiple pacts', () => {
|
||||
const bonuses = getBoonBonuses([10, 20]);
|
||||
expect(bonuses.maxMana).toBe(100); // From floor 10
|
||||
expect(bonuses.manaRegen).toBe(2); // From floor 20
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Study Speed Tests ────────────────────────────────────────────────────────
|
||||
|
||||
describe('Study Speed Functions', () => {
|
||||
describe('getStudySpeedMultiplier', () => {
|
||||
it('should return 1 with no quickLearner skill', () => {
|
||||
expect(getStudySpeedMultiplier({})).toBe(1);
|
||||
});
|
||||
|
||||
it('should increase by 10% per level', () => {
|
||||
expect(getStudySpeedMultiplier({ quickLearner: 1 })).toBe(1.1);
|
||||
expect(getStudySpeedMultiplier({ quickLearner: 5 })).toBe(1.5);
|
||||
});
|
||||
});
|
||||
|
||||
describe('getStudyCostMultiplier', () => {
|
||||
it('should return 1 with no focusedMind skill', () => {
|
||||
expect(getStudyCostMultiplier({})).toBe(1);
|
||||
});
|
||||
|
||||
it('should decrease by 5% per level', () => {
|
||||
expect(getStudyCostMultiplier({ focusedMind: 1 })).toBe(0.95);
|
||||
expect(getStudyCostMultiplier({ focusedMind: 5 })).toBe(0.75);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Guardian Tests ───────────────────────────────────────────────────────────
|
||||
|
||||
describe('Guardians', () => {
|
||||
it('should have guardians every 10 floors', () => {
|
||||
[10, 20, 30, 40, 50, 60, 70, 80, 90, 100].forEach(floor => {
|
||||
expect(GUARDIANS[floor]).toBeDefined();
|
||||
});
|
||||
});
|
||||
|
||||
it('should have increasing HP', () => {
|
||||
let prevHP = 0;
|
||||
[10, 20, 30, 40, 50, 60, 70, 80, 90, 100].forEach(floor => {
|
||||
expect(GUARDIANS[floor].hp).toBeGreaterThan(prevHP);
|
||||
prevHP = GUARDIANS[floor].hp;
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Skill Definition Tests ───────────────────────────────────────────────────
|
||||
|
||||
describe('Skill Definitions', () => {
|
||||
it('should have skills with valid categories', () => {
|
||||
const validCategories = ['mana', 'combat', 'study', 'craft', 'research', 'ascension'];
|
||||
Object.values(SKILLS_DEF).forEach(skill => {
|
||||
expect(validCategories).toContain(skill.cat);
|
||||
});
|
||||
});
|
||||
|
||||
it('should have reasonable study times', () => {
|
||||
Object.values(SKILLS_DEF).forEach(skill => {
|
||||
expect(skill.studyTime).toBeGreaterThan(0);
|
||||
expect(skill.studyTime).toBeLessThanOrEqual(72);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Prestige Upgrade Tests ───────────────────────────────────────────────────
|
||||
|
||||
describe('Prestige Upgrades', () => {
|
||||
it('should have prestige upgrades with valid costs', () => {
|
||||
Object.values(PRESTIGE_DEF).forEach(def => {
|
||||
expect(def.cost).toBeGreaterThan(0);
|
||||
expect(def.max).toBeGreaterThan(0);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Spell Definition Tests ───────────────────────────────────────────────────
|
||||
|
||||
describe('Spell Definitions', () => {
|
||||
it('should have manaBolt as a basic spell', () => {
|
||||
expect(SPELLS_DEF.manaBolt).toBeDefined();
|
||||
expect(SPELLS_DEF.manaBolt.tier).toBe(0);
|
||||
expect(SPELLS_DEF.manaBolt.cost.type).toBe('raw');
|
||||
});
|
||||
|
||||
it('should have increasing damage for higher tiers', () => {
|
||||
const tier0Avg = Object.values(SPELLS_DEF).filter(s => s.tier === 0).reduce((a, s) => a + s.dmg, 0);
|
||||
const tier1Avg = Object.values(SPELLS_DEF).filter(s => s.tier === 1).reduce((a, s) => a + s.dmg, 0);
|
||||
expect(tier1Avg).toBeGreaterThan(tier0Avg);
|
||||
});
|
||||
});
|
||||
|
||||
console.log('✅ All store tests defined.');
|
||||
275
src/lib/game/stores/combatStore.ts
Executable file
275
src/lib/game/stores/combatStore.ts
Executable file
@@ -0,0 +1,275 @@
|
||||
// ─── Combat Store ─────────────────────────────────────────────────────────────
|
||||
// Handles floors, spells, guardians, combat, and casting
|
||||
|
||||
import { create } from 'zustand';
|
||||
import { persist } from 'zustand/middleware';
|
||||
import { SPELLS_DEF, GUARDIANS, HOURS_PER_TICK } from '../constants';
|
||||
import type { GameAction, SpellState } from '../types';
|
||||
import { getFloorMaxHP, getFloorElement, calcDamage } from '../utils';
|
||||
import { usePrestigeStore } from './prestigeStore';
|
||||
|
||||
export interface CombatState {
|
||||
// Floor state
|
||||
currentFloor: number;
|
||||
floorHP: number;
|
||||
floorMaxHP: number;
|
||||
maxFloorReached: number;
|
||||
|
||||
// Action state
|
||||
activeSpell: string;
|
||||
currentAction: GameAction;
|
||||
castProgress: number;
|
||||
|
||||
// Spells
|
||||
spells: Record<string, SpellState>;
|
||||
|
||||
// Actions
|
||||
setCurrentFloor: (floor: number) => void;
|
||||
advanceFloor: () => void;
|
||||
setFloorHP: (hp: number) => void;
|
||||
setMaxFloorReached: (floor: number) => void;
|
||||
|
||||
setAction: (action: GameAction) => void;
|
||||
setSpell: (spellId: string) => void;
|
||||
setCastProgress: (progress: number) => void;
|
||||
|
||||
// Spells
|
||||
learnSpell: (spellId: string) => void;
|
||||
setSpellState: (spellId: string, state: Partial<SpellState>) => void;
|
||||
|
||||
// Combat tick
|
||||
processCombatTick: (
|
||||
skills: Record<string, number>,
|
||||
rawMana: number,
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>,
|
||||
maxMana: number,
|
||||
attackSpeedMult: number,
|
||||
onFloorCleared: (floor: number, wasGuardian: boolean) => void,
|
||||
onDamageDealt: (damage: number) => { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> },
|
||||
) => { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }>; logMessages: string[] };
|
||||
|
||||
// Reset
|
||||
resetCombat: (startFloor: number, spellsToKeep?: string[]) => void;
|
||||
}
|
||||
|
||||
export const useCombatStore = create<CombatState>()(
|
||||
persist(
|
||||
(set, get) => ({
|
||||
currentFloor: 1,
|
||||
floorHP: getFloorMaxHP(1),
|
||||
floorMaxHP: getFloorMaxHP(1),
|
||||
maxFloorReached: 1,
|
||||
activeSpell: 'manaBolt',
|
||||
currentAction: 'meditate',
|
||||
castProgress: 0,
|
||||
spells: {
|
||||
manaBolt: { learned: true, level: 1, studyProgress: 0 },
|
||||
},
|
||||
|
||||
setCurrentFloor: (floor: number) => {
|
||||
set({
|
||||
currentFloor: floor,
|
||||
floorHP: getFloorMaxHP(floor),
|
||||
floorMaxHP: getFloorMaxHP(floor),
|
||||
});
|
||||
},
|
||||
|
||||
advanceFloor: () => {
|
||||
set((state) => {
|
||||
const newFloor = Math.min(state.currentFloor + 1, 100);
|
||||
return {
|
||||
currentFloor: newFloor,
|
||||
floorHP: getFloorMaxHP(newFloor),
|
||||
floorMaxHP: getFloorMaxHP(newFloor),
|
||||
maxFloorReached: Math.max(state.maxFloorReached, newFloor),
|
||||
castProgress: 0,
|
||||
};
|
||||
});
|
||||
},
|
||||
|
||||
setFloorHP: (hp: number) => {
|
||||
set({ floorHP: Math.max(0, hp) });
|
||||
},
|
||||
|
||||
setMaxFloorReached: (floor: number) => {
|
||||
set((state) => ({
|
||||
maxFloorReached: Math.max(state.maxFloorReached, floor),
|
||||
}));
|
||||
},
|
||||
|
||||
setAction: (action: GameAction) => {
|
||||
set({ currentAction: action });
|
||||
},
|
||||
|
||||
setSpell: (spellId: string) => {
|
||||
const state = get();
|
||||
if (state.spells[spellId]?.learned) {
|
||||
set({ activeSpell: spellId });
|
||||
}
|
||||
},
|
||||
|
||||
setCastProgress: (progress: number) => {
|
||||
set({ castProgress: progress });
|
||||
},
|
||||
|
||||
learnSpell: (spellId: string) => {
|
||||
set((state) => ({
|
||||
spells: {
|
||||
...state.spells,
|
||||
[spellId]: { learned: true, level: 1, studyProgress: 0 },
|
||||
},
|
||||
}));
|
||||
},
|
||||
|
||||
setSpellState: (spellId: string, spellState: Partial<SpellState>) => {
|
||||
set((state) => ({
|
||||
spells: {
|
||||
...state.spells,
|
||||
[spellId]: { ...(state.spells[spellId] || { learned: false, level: 0, studyProgress: 0 }), ...spellState },
|
||||
},
|
||||
}));
|
||||
},
|
||||
|
||||
processCombatTick: (
|
||||
skills: Record<string, number>,
|
||||
rawMana: number,
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>,
|
||||
maxMana: number,
|
||||
attackSpeedMult: number,
|
||||
onFloorCleared: (floor: number, wasGuardian: boolean) => void,
|
||||
onDamageDealt: (damage: number) => { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> },
|
||||
) => {
|
||||
const state = get();
|
||||
const logMessages: string[] = [];
|
||||
|
||||
if (state.currentAction !== 'climb') {
|
||||
return { rawMana, elements, logMessages };
|
||||
}
|
||||
|
||||
const spellId = state.activeSpell;
|
||||
const spellDef = SPELLS_DEF[spellId];
|
||||
if (!spellDef) {
|
||||
return { rawMana, elements, logMessages };
|
||||
}
|
||||
|
||||
// Calculate cast speed
|
||||
const baseAttackSpeed = 1 + (skills.quickCast || 0) * 0.05;
|
||||
const totalAttackSpeed = baseAttackSpeed * attackSpeedMult;
|
||||
const spellCastSpeed = spellDef.castSpeed || 1;
|
||||
const progressPerTick = HOURS_PER_TICK * spellCastSpeed * totalAttackSpeed;
|
||||
|
||||
let castProgress = (state.castProgress || 0) + progressPerTick;
|
||||
let floorHP = state.floorHP;
|
||||
let currentFloor = state.currentFloor;
|
||||
let floorMaxHP = state.floorMaxHP;
|
||||
|
||||
// Process complete casts
|
||||
while (castProgress >= 1) {
|
||||
// Check if we can afford the spell
|
||||
const cost = spellDef.cost;
|
||||
let canCast = false;
|
||||
|
||||
if (cost.type === 'raw') {
|
||||
canCast = rawMana >= cost.amount;
|
||||
if (canCast) rawMana -= cost.amount;
|
||||
} else if (cost.element) {
|
||||
const elem = elements[cost.element];
|
||||
canCast = elem && elem.unlocked && elem.current >= cost.amount;
|
||||
if (canCast) {
|
||||
elements = {
|
||||
...elements,
|
||||
[cost.element]: { ...elem, current: elem.current - cost.amount },
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
if (!canCast) break;
|
||||
|
||||
// Calculate damage
|
||||
const floorElement = getFloorElement(currentFloor);
|
||||
const damage = calcDamage(
|
||||
{ skills, signedPacts: usePrestigeStore.getState().signedPacts },
|
||||
spellId,
|
||||
floorElement
|
||||
);
|
||||
|
||||
// Apply damage
|
||||
floorHP = Math.max(0, floorHP - damage);
|
||||
castProgress -= 1;
|
||||
|
||||
// Handle lifesteal
|
||||
const lifestealEffect = spellDef.effects?.find(e => e.type === 'lifesteal');
|
||||
if (lifestealEffect) {
|
||||
const healAmount = damage * lifestealEffect.value;
|
||||
rawMana = Math.min(rawMana + healAmount, maxMana);
|
||||
}
|
||||
|
||||
// Check if floor is cleared
|
||||
if (floorHP <= 0) {
|
||||
const wasGuardian = GUARDIANS[currentFloor];
|
||||
onFloorCleared(currentFloor, !!wasGuardian);
|
||||
|
||||
currentFloor = Math.min(currentFloor + 1, 100);
|
||||
floorMaxHP = getFloorMaxHP(currentFloor);
|
||||
floorHP = floorMaxHP;
|
||||
castProgress = 0;
|
||||
|
||||
if (wasGuardian) {
|
||||
logMessages.push(`⚔️ ${wasGuardian.name} defeated!`);
|
||||
} else if (currentFloor % 5 === 0) {
|
||||
logMessages.push(`🏰 Floor ${currentFloor - 1} cleared!`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
set({
|
||||
currentFloor,
|
||||
floorHP,
|
||||
floorMaxHP,
|
||||
maxFloorReached: Math.max(state.maxFloorReached, currentFloor),
|
||||
castProgress,
|
||||
});
|
||||
|
||||
return { rawMana, elements, logMessages };
|
||||
},
|
||||
|
||||
resetCombat: (startFloor: number, spellsToKeep: string[] = []) => {
|
||||
const startSpells = makeInitialSpells(spellsToKeep);
|
||||
|
||||
set({
|
||||
currentFloor: startFloor,
|
||||
floorHP: getFloorMaxHP(startFloor),
|
||||
floorMaxHP: getFloorMaxHP(startFloor),
|
||||
maxFloorReached: startFloor,
|
||||
activeSpell: 'manaBolt',
|
||||
currentAction: 'meditate',
|
||||
castProgress: 0,
|
||||
spells: startSpells,
|
||||
});
|
||||
},
|
||||
}),
|
||||
{
|
||||
name: 'mana-loop-combat',
|
||||
partialize: (state) => ({
|
||||
currentFloor: state.currentFloor,
|
||||
maxFloorReached: state.maxFloorReached,
|
||||
spells: state.spells,
|
||||
activeSpell: state.activeSpell,
|
||||
}),
|
||||
}
|
||||
)
|
||||
);
|
||||
|
||||
// Helper function to create initial spells
|
||||
export function makeInitialSpells(spellsToKeep: string[] = []): Record<string, SpellState> {
|
||||
const startSpells: Record<string, SpellState> = {
|
||||
manaBolt: { learned: true, level: 1, studyProgress: 0 },
|
||||
};
|
||||
|
||||
// Add kept spells
|
||||
for (const spellId of spellsToKeep) {
|
||||
startSpells[spellId] = { learned: true, level: 1, studyProgress: 0 };
|
||||
}
|
||||
|
||||
return startSpells;
|
||||
}
|
||||
525
src/lib/game/stores/gameStore.ts
Executable file
525
src/lib/game/stores/gameStore.ts
Executable file
@@ -0,0 +1,525 @@
|
||||
// ─── Game Store (Coordinator) ─────────────────────────────────────────────────
|
||||
// Manages: day, hour, incursionStrength, containmentWards
|
||||
// Coordinates tick function across all stores
|
||||
|
||||
import { create } from 'zustand';
|
||||
import { persist } from 'zustand/middleware';
|
||||
import { TICK_MS, HOURS_PER_TICK, MAX_DAY, SPELLS_DEF, GUARDIANS, ELEMENTS, BASE_UNLOCKED_ELEMENTS, getStudySpeedMultiplier } from '../constants';
|
||||
import { computeEffects, hasSpecial, SPECIAL_EFFECTS } from '../upgrade-effects';
|
||||
import {
|
||||
computeMaxMana,
|
||||
computeRegen,
|
||||
getFloorElement,
|
||||
getFloorMaxHP,
|
||||
getMeditationBonus,
|
||||
getIncursionStrength,
|
||||
calcInsight,
|
||||
calcDamage,
|
||||
deductSpellCost,
|
||||
} from '../utils';
|
||||
import { useUIStore } from './uiStore';
|
||||
import { usePrestigeStore } from './prestigeStore';
|
||||
import { useManaStore } from './manaStore';
|
||||
import { useSkillStore } from './skillStore';
|
||||
import { useCombatStore, makeInitialSpells } from './combatStore';
|
||||
import type { Memory } from '../types';
|
||||
|
||||
export interface GameCoordinatorState {
|
||||
day: number;
|
||||
hour: number;
|
||||
incursionStrength: number;
|
||||
containmentWards: number;
|
||||
initialized: boolean;
|
||||
}
|
||||
|
||||
export interface GameCoordinatorStore extends GameCoordinatorState {
|
||||
tick: () => void;
|
||||
resetGame: () => void;
|
||||
togglePause: () => void;
|
||||
startNewLoop: () => void;
|
||||
gatherMana: () => void;
|
||||
initGame: () => void;
|
||||
}
|
||||
|
||||
const initialState: GameCoordinatorState = {
|
||||
day: 1,
|
||||
hour: 0,
|
||||
incursionStrength: 0,
|
||||
containmentWards: 0,
|
||||
initialized: false,
|
||||
};
|
||||
|
||||
// Helper function for checking spell cost affordability
|
||||
function canAffordSpell(
|
||||
cost: { type: string; element?: string; amount: number },
|
||||
rawMana: number,
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>
|
||||
): boolean {
|
||||
if (cost.type === 'raw') {
|
||||
return rawMana >= cost.amount;
|
||||
} else if (cost.element) {
|
||||
const elem = elements[cost.element];
|
||||
return elem && elem.unlocked && elem.current >= cost.amount;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
export const useGameStore = create<GameCoordinatorStore>()(
|
||||
persist(
|
||||
(set, get) => ({
|
||||
...initialState,
|
||||
|
||||
initGame: () => {
|
||||
set({ initialized: true });
|
||||
},
|
||||
|
||||
tick: () => {
|
||||
const uiState = useUIStore.getState();
|
||||
if (uiState.gameOver || uiState.paused) return;
|
||||
|
||||
// Helper for logging
|
||||
const addLog = (msg: string) => useUIStore.getState().addLog(msg);
|
||||
|
||||
// Get all store states
|
||||
const prestigeState = usePrestigeStore.getState();
|
||||
const manaState = useManaStore.getState();
|
||||
const skillState = useSkillStore.getState();
|
||||
const combatState = useCombatStore.getState();
|
||||
|
||||
// Compute effects from upgrades
|
||||
const effects = computeEffects(skillState.skillUpgrades || {}, skillState.skillTiers || {});
|
||||
|
||||
const maxMana = computeMaxMana(
|
||||
{ skills: skillState.skills, prestigeUpgrades: prestigeState.prestigeUpgrades, skillUpgrades: skillState.skillUpgrades, skillTiers: skillState.skillTiers },
|
||||
effects
|
||||
);
|
||||
const baseRegen = computeRegen(
|
||||
{ skills: skillState.skills, prestigeUpgrades: prestigeState.prestigeUpgrades, skillUpgrades: skillState.skillUpgrades, skillTiers: skillState.skillTiers },
|
||||
effects
|
||||
);
|
||||
|
||||
// Time progression
|
||||
let hour = get().hour + HOURS_PER_TICK;
|
||||
let day = get().day;
|
||||
if (hour >= 24) {
|
||||
hour -= 24;
|
||||
day += 1;
|
||||
}
|
||||
|
||||
// Check for loop end
|
||||
if (day > MAX_DAY) {
|
||||
const insightGained = calcInsight({
|
||||
maxFloorReached: combatState.maxFloorReached,
|
||||
totalManaGathered: manaState.totalManaGathered,
|
||||
signedPacts: prestigeState.signedPacts,
|
||||
prestigeUpgrades: prestigeState.prestigeUpgrades,
|
||||
skills: skillState.skills,
|
||||
});
|
||||
|
||||
addLog(`⏰ The loop ends. Gained ${insightGained} Insight.`);
|
||||
useUIStore.getState().setGameOver(true, false);
|
||||
usePrestigeStore.getState().setLoopInsight(insightGained);
|
||||
set({ day, hour });
|
||||
return;
|
||||
}
|
||||
|
||||
// Check for victory
|
||||
if (combatState.maxFloorReached >= 100 && prestigeState.signedPacts.includes(100)) {
|
||||
const insightGained = calcInsight({
|
||||
maxFloorReached: combatState.maxFloorReached,
|
||||
totalManaGathered: manaState.totalManaGathered,
|
||||
signedPacts: prestigeState.signedPacts,
|
||||
prestigeUpgrades: prestigeState.prestigeUpgrades,
|
||||
skills: skillState.skills,
|
||||
}) * 3;
|
||||
|
||||
addLog(`🏆 VICTORY! The Awakened One falls! Gained ${insightGained} Insight!`);
|
||||
useUIStore.getState().setGameOver(true, true);
|
||||
usePrestigeStore.getState().setLoopInsight(insightGained);
|
||||
return;
|
||||
}
|
||||
|
||||
// Incursion
|
||||
const incursionStrength = getIncursionStrength(day, hour);
|
||||
|
||||
// Meditation bonus tracking and regen calculation
|
||||
let meditateTicks = manaState.meditateTicks;
|
||||
let meditationMultiplier = 1;
|
||||
|
||||
if (combatState.currentAction === 'meditate') {
|
||||
meditateTicks++;
|
||||
meditationMultiplier = getMeditationBonus(meditateTicks, skillState.skills, effects.meditationEfficiency);
|
||||
} else {
|
||||
meditateTicks = 0;
|
||||
}
|
||||
|
||||
// Calculate effective regen with incursion and meditation
|
||||
const effectiveRegen = baseRegen * (1 - incursionStrength) * meditationMultiplier;
|
||||
|
||||
// Mana regeneration
|
||||
let rawMana = Math.min(manaState.rawMana + effectiveRegen * HOURS_PER_TICK, maxMana);
|
||||
let totalManaGathered = manaState.totalManaGathered;
|
||||
let elements = { ...manaState.elements };
|
||||
|
||||
// Study progress - handled by skillStore
|
||||
if (combatState.currentAction === 'study' && skillState.currentStudyTarget) {
|
||||
const studySpeedMult = getStudySpeedMultiplier(skillState.skills);
|
||||
const progressGain = HOURS_PER_TICK * studySpeedMult;
|
||||
|
||||
const result = useSkillStore.getState().updateStudyProgress(progressGain);
|
||||
|
||||
if (result.completed && result.target) {
|
||||
if (result.target.type === 'skill') {
|
||||
const skillId = result.target.id;
|
||||
const currentLevel = skillState.skills[skillId] || 0;
|
||||
// Update skill level
|
||||
useSkillStore.getState().incrementSkillLevel(skillId);
|
||||
useSkillStore.getState().clearPaidStudySkill(skillId);
|
||||
useCombatStore.getState().setAction('meditate');
|
||||
addLog(`✅ ${skillId} Lv.${currentLevel + 1} mastered!`);
|
||||
} else if (result.target.type === 'spell') {
|
||||
const spellId = result.target.id;
|
||||
useCombatStore.getState().learnSpell(spellId);
|
||||
useSkillStore.getState().setCurrentStudyTarget(null);
|
||||
useCombatStore.getState().setAction('meditate');
|
||||
addLog(`📖 ${SPELLS_DEF[spellId]?.name || spellId} learned!`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Convert action - auto convert mana
|
||||
if (combatState.currentAction === 'convert') {
|
||||
const unlockedElements = Object.entries(elements)
|
||||
.filter(([, e]) => e.unlocked && e.current < e.max);
|
||||
|
||||
if (unlockedElements.length > 0 && rawMana >= 100) {
|
||||
unlockedElements.sort((a, b) => (b[1].max - b[1].current) - (a[1].max - a[1].current));
|
||||
const [targetId, targetState] = unlockedElements[0];
|
||||
const canConvert = Math.min(
|
||||
Math.floor(rawMana / 100),
|
||||
targetState.max - targetState.current
|
||||
);
|
||||
if (canConvert > 0) {
|
||||
rawMana -= canConvert * 100;
|
||||
elements = {
|
||||
...elements,
|
||||
[targetId]: { ...targetState, current: targetState.current + canConvert }
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Pact ritual progress
|
||||
if (prestigeState.pactRitualFloor !== null) {
|
||||
const guardian = GUARDIANS[prestigeState.pactRitualFloor];
|
||||
if (guardian) {
|
||||
const pactAffinityBonus = 1 - (prestigeState.prestigeUpgrades.pactAffinity || 0) * 0.1;
|
||||
const requiredTime = guardian.pactTime * pactAffinityBonus;
|
||||
const newProgress = prestigeState.pactRitualProgress + HOURS_PER_TICK;
|
||||
|
||||
if (newProgress >= requiredTime) {
|
||||
addLog(`📜 Pact signed with ${guardian.name}! You have gained their boons.`);
|
||||
usePrestigeStore.getState().addSignedPact(prestigeState.pactRitualFloor);
|
||||
usePrestigeStore.getState().removeDefeatedGuardian(prestigeState.pactRitualFloor);
|
||||
usePrestigeStore.getState().setPactRitualFloor(null);
|
||||
} else {
|
||||
usePrestigeStore.getState().updatePactRitualProgress(newProgress);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Combat
|
||||
let { currentFloor, floorHP, floorMaxHP, maxFloorReached, castProgress } = combatState;
|
||||
const floorElement = getFloorElement(currentFloor);
|
||||
|
||||
if (combatState.currentAction === 'climb') {
|
||||
const spellId = combatState.activeSpell;
|
||||
const spellDef = SPELLS_DEF[spellId];
|
||||
|
||||
if (spellDef) {
|
||||
const baseAttackSpeed = 1 + (skillState.skills.quickCast || 0) * 0.05;
|
||||
const totalAttackSpeed = baseAttackSpeed * effects.attackSpeedMultiplier;
|
||||
const spellCastSpeed = spellDef.castSpeed || 1;
|
||||
const progressPerTick = HOURS_PER_TICK * spellCastSpeed * totalAttackSpeed;
|
||||
|
||||
castProgress = (castProgress || 0) + progressPerTick;
|
||||
|
||||
// Process complete casts
|
||||
while (castProgress >= 1 && canAffordSpell(spellDef.cost, rawMana, elements)) {
|
||||
const afterCost = deductSpellCost(spellDef.cost, rawMana, elements);
|
||||
rawMana = afterCost.rawMana;
|
||||
elements = afterCost.elements;
|
||||
totalManaGathered += spellDef.cost.amount;
|
||||
|
||||
// Calculate damage
|
||||
let dmg = calcDamage(
|
||||
{ skills: skillState.skills, signedPacts: prestigeState.signedPacts },
|
||||
spellId,
|
||||
floorElement
|
||||
);
|
||||
|
||||
// Apply upgrade damage multipliers and bonuses
|
||||
dmg = dmg * effects.baseDamageMultiplier + effects.baseDamageBonus;
|
||||
|
||||
// Executioner: +100% damage to enemies below 25% HP
|
||||
if (hasSpecial(effects, SPECIAL_EFFECTS.EXECUTIONER) && floorHP / floorMaxHP < 0.25) {
|
||||
dmg *= 2;
|
||||
}
|
||||
|
||||
// Berserker: +50% damage when below 50% mana
|
||||
if (hasSpecial(effects, SPECIAL_EFFECTS.BERSERKER) && rawMana < maxMana * 0.5) {
|
||||
dmg *= 1.5;
|
||||
}
|
||||
|
||||
// Spell echo - chance to cast again
|
||||
const echoChance = (skillState.skills.spellEcho || 0) * 0.1;
|
||||
if (Math.random() < echoChance) {
|
||||
dmg *= 2;
|
||||
addLog(`✨ Spell Echo! Double damage!`);
|
||||
}
|
||||
|
||||
// Lifesteal effect
|
||||
const lifestealEffect = spellDef.effects?.find(e => e.type === 'lifesteal');
|
||||
if (lifestealEffect) {
|
||||
const healAmount = dmg * lifestealEffect.value;
|
||||
rawMana = Math.min(rawMana + healAmount, maxMana);
|
||||
}
|
||||
|
||||
// Apply damage
|
||||
floorHP = Math.max(0, floorHP - dmg);
|
||||
castProgress -= 1;
|
||||
|
||||
if (floorHP <= 0) {
|
||||
// Floor cleared
|
||||
const wasGuardian = GUARDIANS[currentFloor];
|
||||
if (wasGuardian && !prestigeState.defeatedGuardians.includes(currentFloor) && !prestigeState.signedPacts.includes(currentFloor)) {
|
||||
usePrestigeStore.getState().addDefeatedGuardian(currentFloor);
|
||||
addLog(`⚔️ ${wasGuardian.name} defeated! Visit the Grimoire to sign a pact.`);
|
||||
} else if (!wasGuardian) {
|
||||
if (currentFloor % 5 === 0) {
|
||||
addLog(`🏰 Floor ${currentFloor} cleared!`);
|
||||
}
|
||||
}
|
||||
|
||||
currentFloor = currentFloor + 1;
|
||||
if (currentFloor > 100) {
|
||||
currentFloor = 100;
|
||||
}
|
||||
floorMaxHP = getFloorMaxHP(currentFloor);
|
||||
floorHP = floorMaxHP;
|
||||
maxFloorReached = Math.max(maxFloorReached, currentFloor);
|
||||
castProgress = 0;
|
||||
|
||||
useCombatStore.getState().advanceFloor();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update all stores with new state
|
||||
useManaStore.setState({
|
||||
rawMana,
|
||||
meditateTicks,
|
||||
totalManaGathered,
|
||||
elements,
|
||||
});
|
||||
|
||||
useCombatStore.setState({
|
||||
floorHP,
|
||||
floorMaxHP,
|
||||
maxFloorReached,
|
||||
castProgress,
|
||||
});
|
||||
|
||||
set({
|
||||
day,
|
||||
hour,
|
||||
incursionStrength,
|
||||
});
|
||||
},
|
||||
|
||||
gatherMana: () => {
|
||||
const skillState = useSkillStore.getState();
|
||||
const manaState = useManaStore.getState();
|
||||
const prestigeState = usePrestigeStore.getState();
|
||||
|
||||
// Compute click mana
|
||||
let cm = 1 +
|
||||
(skillState.skills.manaTap || 0) * 1 +
|
||||
(skillState.skills.manaSurge || 0) * 3;
|
||||
|
||||
// Mana overflow bonus
|
||||
const overflowBonus = 1 + (skillState.skills.manaOverflow || 0) * 0.25;
|
||||
cm = Math.floor(cm * overflowBonus);
|
||||
|
||||
const effects = computeEffects(skillState.skillUpgrades || {}, skillState.skillTiers || {});
|
||||
const max = computeMaxMana(
|
||||
{ skills: skillState.skills, prestigeUpgrades: prestigeState.prestigeUpgrades, skillUpgrades: skillState.skillUpgrades, skillTiers: skillState.skillTiers },
|
||||
effects
|
||||
);
|
||||
|
||||
useManaStore.setState({
|
||||
rawMana: Math.min(manaState.rawMana + cm, max),
|
||||
totalManaGathered: manaState.totalManaGathered + cm,
|
||||
});
|
||||
},
|
||||
|
||||
resetGame: () => {
|
||||
// Clear all persisted state
|
||||
localStorage.removeItem('mana-loop-ui-storage');
|
||||
localStorage.removeItem('mana-loop-prestige-storage');
|
||||
localStorage.removeItem('mana-loop-mana-storage');
|
||||
localStorage.removeItem('mana-loop-skill-storage');
|
||||
localStorage.removeItem('mana-loop-combat-storage');
|
||||
localStorage.removeItem('mana-loop-game-storage');
|
||||
|
||||
const startFloor = 1;
|
||||
const elemMax = 10;
|
||||
|
||||
const elements: Record<string, { current: number; max: number; unlocked: boolean }> = {};
|
||||
Object.keys(ELEMENTS).forEach((k) => {
|
||||
elements[k] = {
|
||||
current: 0,
|
||||
max: elemMax,
|
||||
unlocked: BASE_UNLOCKED_ELEMENTS.includes(k),
|
||||
};
|
||||
});
|
||||
|
||||
useUIStore.getState().resetUI();
|
||||
usePrestigeStore.getState().resetPrestige();
|
||||
useManaStore.getState().resetMana({}, {}, {}, {});
|
||||
useSkillStore.getState().resetSkills();
|
||||
useCombatStore.getState().resetCombat(startFloor);
|
||||
|
||||
set({
|
||||
...initialState,
|
||||
initialized: true,
|
||||
});
|
||||
},
|
||||
|
||||
togglePause: () => {
|
||||
useUIStore.getState().togglePause();
|
||||
},
|
||||
|
||||
startNewLoop: () => {
|
||||
const prestigeState = usePrestigeStore.getState();
|
||||
const combatState = useCombatStore.getState();
|
||||
const manaState = useManaStore.getState();
|
||||
const skillState = useSkillStore.getState();
|
||||
|
||||
const insightGained = prestigeState.loopInsight || calcInsight({
|
||||
maxFloorReached: combatState.maxFloorReached,
|
||||
totalManaGathered: manaState.totalManaGathered,
|
||||
signedPacts: prestigeState.signedPacts,
|
||||
prestigeUpgrades: prestigeState.prestigeUpgrades,
|
||||
skills: skillState.skills,
|
||||
});
|
||||
|
||||
const total = prestigeState.insight + insightGained;
|
||||
|
||||
// Keep some spells through temporal memory
|
||||
let spellsToKeep: string[] = [];
|
||||
if (skillState.skills.temporalMemory) {
|
||||
const learnedSpells = Object.entries(combatState.spells)
|
||||
.filter(([, s]) => s.learned)
|
||||
.map(([id]) => id);
|
||||
spellsToKeep = learnedSpells.slice(0, skillState.skills.temporalMemory);
|
||||
}
|
||||
|
||||
const pu = prestigeState.prestigeUpgrades;
|
||||
const startFloor = 1 + (pu.spireKey || 0) * 2;
|
||||
|
||||
// Apply saved memories - restore skill levels, tiers, and upgrades
|
||||
const memories = prestigeState.memories || [];
|
||||
const newSkills: Record<string, number> = {};
|
||||
const newSkillTiers: Record<string, number> = {};
|
||||
const newSkillUpgrades: Record<string, string[]> = {};
|
||||
|
||||
if (memories.length > 0) {
|
||||
for (const memory of memories) {
|
||||
const tieredSkillId = memory.tier > 1 ? `${memory.skillId}_t${memory.tier}` : memory.skillId;
|
||||
newSkills[tieredSkillId] = memory.level;
|
||||
|
||||
if (memory.tier > 1) {
|
||||
newSkillTiers[memory.skillId] = memory.tier;
|
||||
}
|
||||
|
||||
newSkillUpgrades[tieredSkillId] = memory.upgrades || [];
|
||||
}
|
||||
}
|
||||
|
||||
// Reset and update all stores for new loop
|
||||
useUIStore.setState({
|
||||
gameOver: false,
|
||||
victory: false,
|
||||
paused: false,
|
||||
logs: ['✨ The loop begins. You start with Mana Bolt. Gather your strength, mage.'],
|
||||
});
|
||||
|
||||
usePrestigeStore.getState().resetPrestigeForNewLoop(
|
||||
total,
|
||||
pu,
|
||||
prestigeState.memories,
|
||||
3 + (pu.deepMemory || 0)
|
||||
);
|
||||
usePrestigeStore.getState().incrementLoopCount();
|
||||
|
||||
useManaStore.getState().resetMana(pu, newSkills, newSkillUpgrades, newSkillTiers);
|
||||
|
||||
useSkillStore.getState().resetSkills(newSkills, newSkillUpgrades, newSkillTiers);
|
||||
|
||||
// Reset combat with starting floor and any kept spells
|
||||
const startSpells = makeInitialSpells();
|
||||
if (pu.spellMemory) {
|
||||
const availableSpells = Object.keys(SPELLS_DEF).filter(s => s !== 'manaBolt');
|
||||
const shuffled = availableSpells.sort(() => Math.random() - 0.5);
|
||||
for (let i = 0; i < Math.min(pu.spellMemory, shuffled.length); i++) {
|
||||
startSpells[shuffled[i]] = { learned: true, level: 1, studyProgress: 0 };
|
||||
}
|
||||
}
|
||||
spellsToKeep.forEach(spellId => {
|
||||
startSpells[spellId] = { learned: true, level: 1, studyProgress: 0 };
|
||||
});
|
||||
|
||||
useCombatStore.setState({
|
||||
currentFloor: startFloor,
|
||||
floorHP: getFloorMaxHP(startFloor),
|
||||
floorMaxHP: getFloorMaxHP(startFloor),
|
||||
maxFloorReached: startFloor,
|
||||
activeSpell: 'manaBolt',
|
||||
currentAction: 'meditate',
|
||||
castProgress: 0,
|
||||
spells: startSpells,
|
||||
});
|
||||
|
||||
set({
|
||||
day: 1,
|
||||
hour: 0,
|
||||
incursionStrength: 0,
|
||||
containmentWards: 0,
|
||||
});
|
||||
},
|
||||
}),
|
||||
{
|
||||
name: 'mana-loop-game-storage',
|
||||
partialize: (state) => ({
|
||||
day: state.day,
|
||||
hour: state.hour,
|
||||
incursionStrength: state.incursionStrength,
|
||||
containmentWards: state.containmentWards,
|
||||
}),
|
||||
}
|
||||
)
|
||||
);
|
||||
|
||||
// Re-export the game loop hook for convenience
|
||||
export function useGameLoop() {
|
||||
const tick = useGameStore((s) => s.tick);
|
||||
|
||||
return {
|
||||
start: () => {
|
||||
const interval = setInterval(tick, TICK_MS);
|
||||
return () => clearInterval(interval);
|
||||
},
|
||||
};
|
||||
}
|
||||
563
src/lib/game/stores/index.test.ts
Executable file
563
src/lib/game/stores/index.test.ts
Executable file
@@ -0,0 +1,563 @@
|
||||
/**
|
||||
* Comprehensive Store Tests
|
||||
*
|
||||
* Tests the split store architecture to ensure all stores work correctly together.
|
||||
*/
|
||||
|
||||
import { describe, it, expect, beforeEach } from 'bun:test';
|
||||
import {
|
||||
computeMaxMana,
|
||||
computeElementMax,
|
||||
computeRegen,
|
||||
computeClickMana,
|
||||
calcDamage,
|
||||
calcInsight,
|
||||
getMeditationBonus,
|
||||
getFloorMaxHP,
|
||||
getFloorElement,
|
||||
getIncursionStrength,
|
||||
canAffordSpellCost,
|
||||
fmt,
|
||||
fmtDec,
|
||||
} from './index';
|
||||
import {
|
||||
ELEMENTS,
|
||||
GUARDIANS,
|
||||
SPELLS_DEF,
|
||||
SKILLS_DEF,
|
||||
PRESTIGE_DEF,
|
||||
getStudySpeedMultiplier,
|
||||
getStudyCostMultiplier,
|
||||
HOURS_PER_TICK,
|
||||
MAX_DAY,
|
||||
INCURSION_START_DAY,
|
||||
} from '../constants';
|
||||
import type { GameState, SkillUpgradeChoice } from '../types';
|
||||
|
||||
// ─── Test Helpers ───────────────────────────────────────────────────────────
|
||||
|
||||
function createMockState(overrides: Partial<GameState> = {}): GameState {
|
||||
const elements: Record<string, { current: number; max: number; unlocked: boolean }> = {};
|
||||
Object.keys(ELEMENTS).forEach((k) => {
|
||||
elements[k] = { current: 0, max: 10, unlocked: ['fire', 'water', 'air', 'earth'].includes(k) };
|
||||
});
|
||||
|
||||
return {
|
||||
day: 1,
|
||||
hour: 0,
|
||||
loopCount: 0,
|
||||
gameOver: false,
|
||||
victory: false,
|
||||
paused: false,
|
||||
rawMana: 100,
|
||||
meditateTicks: 0,
|
||||
totalManaGathered: 0,
|
||||
elements,
|
||||
currentFloor: 1,
|
||||
floorHP: 100,
|
||||
floorMaxHP: 100,
|
||||
maxFloorReached: 1,
|
||||
defeatedGuardians: [],
|
||||
signedPacts: [],
|
||||
pactSlots: 1,
|
||||
pactRitualFloor: null,
|
||||
pactRitualProgress: 0,
|
||||
activeSpell: 'manaBolt',
|
||||
currentAction: 'meditate',
|
||||
castProgress: 0,
|
||||
spells: { manaBolt: { learned: true, level: 1, studyProgress: 0 } },
|
||||
skills: {},
|
||||
skillProgress: {},
|
||||
skillUpgrades: {},
|
||||
skillTiers: {},
|
||||
paidStudySkills: {},
|
||||
currentStudyTarget: null,
|
||||
parallelStudyTarget: null,
|
||||
insight: 0,
|
||||
totalInsight: 0,
|
||||
prestigeUpgrades: {},
|
||||
memorySlots: 3,
|
||||
memories: [],
|
||||
incursionStrength: 0,
|
||||
containmentWards: 0,
|
||||
log: [],
|
||||
loopInsight: 0,
|
||||
equipment: { mainHand: null, offHand: null, head: null, body: null, hands: null, accessory: null },
|
||||
inventory: [],
|
||||
blueprints: {},
|
||||
schedule: [],
|
||||
autoSchedule: false,
|
||||
studyQueue: [],
|
||||
craftQueue: [],
|
||||
...overrides,
|
||||
};
|
||||
}
|
||||
|
||||
// ─── Utility Function Tests ─────────────────────────────────────────────────
|
||||
|
||||
describe('Utility Functions', () => {
|
||||
describe('fmt', () => {
|
||||
it('should format small numbers', () => {
|
||||
expect(fmt(0)).toBe('0');
|
||||
expect(fmt(1)).toBe('1');
|
||||
expect(fmt(999)).toBe('999');
|
||||
});
|
||||
|
||||
it('should format thousands', () => {
|
||||
expect(fmt(1000)).toBe('1.0K');
|
||||
expect(fmt(1500)).toBe('1.5K');
|
||||
});
|
||||
|
||||
it('should format millions', () => {
|
||||
expect(fmt(1000000)).toBe('1.00M');
|
||||
expect(fmt(1500000)).toBe('1.50M');
|
||||
});
|
||||
|
||||
it('should format billions', () => {
|
||||
expect(fmt(1000000000)).toBe('1.00B');
|
||||
});
|
||||
});
|
||||
|
||||
describe('fmtDec', () => {
|
||||
it('should format decimals', () => {
|
||||
expect(fmtDec(1.234, 2)).toBe('1.23');
|
||||
expect(fmtDec(1.5, 1)).toBe('1.5');
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Mana Calculation Tests ───────────────────────────────────────────────
|
||||
|
||||
describe('Mana Calculations', () => {
|
||||
describe('computeMaxMana', () => {
|
||||
it('should return base mana with no upgrades', () => {
|
||||
const state = createMockState();
|
||||
expect(computeMaxMana(state)).toBe(100);
|
||||
});
|
||||
|
||||
it('should add mana from manaWell skill', () => {
|
||||
const state = createMockState({ skills: { manaWell: 5 } });
|
||||
expect(computeMaxMana(state)).toBe(100 + 5 * 100);
|
||||
});
|
||||
|
||||
it('should add mana from deepReservoir skill', () => {
|
||||
const state = createMockState({ skills: { deepReservoir: 3 } });
|
||||
expect(computeMaxMana(state)).toBe(100 + 3 * 500);
|
||||
});
|
||||
|
||||
it('should add mana from prestige upgrades', () => {
|
||||
const state = createMockState({ prestigeUpgrades: { manaWell: 3 } });
|
||||
expect(computeMaxMana(state)).toBe(100 + 3 * 500);
|
||||
});
|
||||
|
||||
it('should stack all mana bonuses', () => {
|
||||
const state = createMockState({
|
||||
skills: { manaWell: 5, deepReservoir: 2 },
|
||||
prestigeUpgrades: { manaWell: 2 },
|
||||
});
|
||||
expect(computeMaxMana(state)).toBe(100 + 5 * 100 + 2 * 500 + 2 * 500);
|
||||
});
|
||||
});
|
||||
|
||||
describe('computeRegen', () => {
|
||||
it('should return base regen with no upgrades', () => {
|
||||
const state = createMockState();
|
||||
expect(computeRegen(state)).toBe(2);
|
||||
});
|
||||
|
||||
it('should add regen from manaFlow skill', () => {
|
||||
const state = createMockState({ skills: { manaFlow: 5 } });
|
||||
expect(computeRegen(state)).toBe(2 + 5 * 1);
|
||||
});
|
||||
|
||||
it('should add regen from manaSpring skill', () => {
|
||||
const state = createMockState({ skills: { manaSpring: 1 } });
|
||||
expect(computeRegen(state)).toBe(2 + 2);
|
||||
});
|
||||
|
||||
it('should multiply by temporal echo prestige', () => {
|
||||
const state = createMockState({ prestigeUpgrades: { temporalEcho: 2 } });
|
||||
expect(computeRegen(state)).toBe(2 * 1.2);
|
||||
});
|
||||
});
|
||||
|
||||
describe('computeClickMana', () => {
|
||||
it('should return base click mana with no upgrades', () => {
|
||||
const state = createMockState();
|
||||
expect(computeClickMana(state)).toBe(1);
|
||||
});
|
||||
|
||||
it('should add mana from manaTap skill', () => {
|
||||
const state = createMockState({ skills: { manaTap: 1 } });
|
||||
expect(computeClickMana(state)).toBe(1 + 1);
|
||||
});
|
||||
|
||||
it('should add mana from manaSurge skill', () => {
|
||||
const state = createMockState({ skills: { manaSurge: 1 } });
|
||||
expect(computeClickMana(state)).toBe(1 + 3);
|
||||
});
|
||||
|
||||
it('should stack manaTap and manaSurge', () => {
|
||||
const state = createMockState({ skills: { manaTap: 1, manaSurge: 1 } });
|
||||
expect(computeClickMana(state)).toBe(1 + 1 + 3);
|
||||
});
|
||||
});
|
||||
|
||||
describe('computeElementMax', () => {
|
||||
it('should return base element cap with no upgrades', () => {
|
||||
const state = createMockState();
|
||||
expect(computeElementMax(state)).toBe(10);
|
||||
});
|
||||
|
||||
it('should add cap from elemAttune skill', () => {
|
||||
const state = createMockState({ skills: { elemAttune: 5 } });
|
||||
expect(computeElementMax(state)).toBe(10 + 5 * 50);
|
||||
});
|
||||
|
||||
it('should add cap from prestige upgrades', () => {
|
||||
const state = createMockState({ prestigeUpgrades: { elementalAttune: 3 } });
|
||||
expect(computeElementMax(state)).toBe(10 + 3 * 25);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Combat Calculation Tests ─────────────────────────────────────────────
|
||||
|
||||
describe('Combat Calculations', () => {
|
||||
describe('calcDamage', () => {
|
||||
it('should return spell base damage with no bonuses', () => {
|
||||
const state = createMockState();
|
||||
const dmg = calcDamage(state, 'manaBolt');
|
||||
expect(dmg).toBeGreaterThanOrEqual(5); // Base damage (can be higher with crit)
|
||||
});
|
||||
|
||||
it('should add damage from combatTrain skill', () => {
|
||||
const state = createMockState({ skills: { combatTrain: 5 } });
|
||||
const dmg = calcDamage(state, 'manaBolt');
|
||||
expect(dmg).toBeGreaterThanOrEqual(5 + 5 * 5); // 5 base + 25 from skill
|
||||
});
|
||||
|
||||
it('should multiply by arcaneFury skill', () => {
|
||||
const state = createMockState({ skills: { arcaneFury: 3 } });
|
||||
const dmg = calcDamage(state, 'manaBolt');
|
||||
// 5 * 1.3 = 6.5 minimum (without crit)
|
||||
expect(dmg).toBeGreaterThanOrEqual(5 * 1.3 * 0.8);
|
||||
});
|
||||
|
||||
it('should have elemental bonuses', () => {
|
||||
const state = createMockState({
|
||||
spells: {
|
||||
manaBolt: { learned: true, level: 1 },
|
||||
fireball: { learned: true, level: 1 },
|
||||
waterJet: { learned: true, level: 1 },
|
||||
}
|
||||
});
|
||||
// Test elemental bonus by comparing same spell vs different elements
|
||||
// Fireball vs fire floor (same element, +25%) vs vs air floor (neutral)
|
||||
let fireVsFire = 0, fireVsAir = 0;
|
||||
for (let i = 0; i < 100; i++) {
|
||||
fireVsFire += calcDamage(state, 'fireball', 'fire');
|
||||
fireVsAir += calcDamage(state, 'fireball', 'air');
|
||||
}
|
||||
const sameAvg = fireVsFire / 100;
|
||||
const neutralAvg = fireVsAir / 100;
|
||||
// Same element should do more damage
|
||||
expect(sameAvg).toBeGreaterThan(neutralAvg * 1.1);
|
||||
});
|
||||
});
|
||||
|
||||
describe('getFloorMaxHP', () => {
|
||||
it('should return guardian HP for guardian floors', () => {
|
||||
expect(getFloorMaxHP(10)).toBe(GUARDIANS[10].hp);
|
||||
expect(getFloorMaxHP(100)).toBe(GUARDIANS[100].hp);
|
||||
});
|
||||
|
||||
it('should scale HP for non-guardian floors', () => {
|
||||
expect(getFloorMaxHP(1)).toBeGreaterThan(0);
|
||||
expect(getFloorMaxHP(5)).toBeGreaterThan(getFloorMaxHP(1));
|
||||
});
|
||||
});
|
||||
|
||||
describe('getFloorElement', () => {
|
||||
it('should cycle through elements in order', () => {
|
||||
expect(getFloorElement(1)).toBe('fire');
|
||||
expect(getFloorElement(2)).toBe('water');
|
||||
expect(getFloorElement(3)).toBe('air');
|
||||
expect(getFloorElement(4)).toBe('earth');
|
||||
});
|
||||
|
||||
it('should wrap around after 8 floors', () => {
|
||||
expect(getFloorElement(9)).toBe('fire');
|
||||
expect(getFloorElement(10)).toBe('water');
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Study Speed Tests ────────────────────────────────────────────────────
|
||||
|
||||
describe('Study Speed Functions', () => {
|
||||
describe('getStudySpeedMultiplier', () => {
|
||||
it('should return 1 with no quickLearner skill', () => {
|
||||
expect(getStudySpeedMultiplier({})).toBe(1);
|
||||
});
|
||||
|
||||
it('should increase by 10% per level', () => {
|
||||
expect(getStudySpeedMultiplier({ quickLearner: 1 })).toBe(1.1);
|
||||
expect(getStudySpeedMultiplier({ quickLearner: 5 })).toBe(1.5);
|
||||
expect(getStudySpeedMultiplier({ quickLearner: 10 })).toBe(2.0);
|
||||
});
|
||||
});
|
||||
|
||||
describe('getStudyCostMultiplier', () => {
|
||||
it('should return 1 with no focusedMind skill', () => {
|
||||
expect(getStudyCostMultiplier({})).toBe(1);
|
||||
});
|
||||
|
||||
it('should decrease by 5% per level', () => {
|
||||
expect(getStudyCostMultiplier({ focusedMind: 1 })).toBe(0.95);
|
||||
expect(getStudyCostMultiplier({ focusedMind: 5 })).toBe(0.75);
|
||||
expect(getStudyCostMultiplier({ focusedMind: 10 })).toBe(0.5);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Meditation Tests ─────────────────────────────────────────────────────
|
||||
|
||||
describe('Meditation Bonus', () => {
|
||||
describe('getMeditationBonus', () => {
|
||||
it('should start at 1x with no meditation', () => {
|
||||
expect(getMeditationBonus(0, {})).toBe(1);
|
||||
});
|
||||
|
||||
it('should ramp up over time', () => {
|
||||
const bonus1hr = getMeditationBonus(25, {}); // 1 hour of ticks
|
||||
expect(bonus1hr).toBeGreaterThan(1);
|
||||
|
||||
const bonus4hr = getMeditationBonus(100, {}); // 4 hours
|
||||
expect(bonus4hr).toBeGreaterThan(bonus1hr);
|
||||
});
|
||||
|
||||
it('should cap at 1.5x without meditation skill', () => {
|
||||
const bonus = getMeditationBonus(200, {}); // 8 hours
|
||||
expect(bonus).toBe(1.5);
|
||||
});
|
||||
|
||||
it('should give 2.5x with meditation skill after 4 hours', () => {
|
||||
const bonus = getMeditationBonus(100, { meditation: 1 });
|
||||
expect(bonus).toBe(2.5);
|
||||
});
|
||||
|
||||
it('should give 3.0x with deepTrance skill after 6 hours', () => {
|
||||
const bonus = getMeditationBonus(150, { meditation: 1, deepTrance: 1 });
|
||||
expect(bonus).toBe(3.0);
|
||||
});
|
||||
|
||||
it('should give 5.0x with voidMeditation skill after 8 hours', () => {
|
||||
const bonus = getMeditationBonus(200, { meditation: 1, deepTrance: 1, voidMeditation: 1 });
|
||||
expect(bonus).toBe(5.0);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Insight Tests ────────────────────────────────────────────────────────
|
||||
|
||||
describe('Insight Calculations', () => {
|
||||
describe('calcInsight', () => {
|
||||
it('should calculate insight from floor progress', () => {
|
||||
const state = createMockState({ maxFloorReached: 10 });
|
||||
const insight = calcInsight(state);
|
||||
expect(insight).toBe(10 * 15);
|
||||
});
|
||||
|
||||
it('should calculate insight from mana gathered', () => {
|
||||
const state = createMockState({ totalManaGathered: 5000 });
|
||||
const insight = calcInsight(state);
|
||||
// 1*15 + 5000/500 + 0 = 25
|
||||
expect(insight).toBe(25);
|
||||
});
|
||||
|
||||
it('should calculate insight from signed pacts', () => {
|
||||
const state = createMockState({ signedPacts: [10, 20] });
|
||||
const insight = calcInsight(state);
|
||||
// 1*15 + 0 + 2*150 = 315
|
||||
expect(insight).toBe(315);
|
||||
});
|
||||
|
||||
it('should multiply by insightAmp prestige', () => {
|
||||
const state = createMockState({
|
||||
maxFloorReached: 10,
|
||||
prestigeUpgrades: { insightAmp: 2 },
|
||||
});
|
||||
const insight = calcInsight(state);
|
||||
expect(insight).toBe(Math.floor(10 * 15 * 1.5));
|
||||
});
|
||||
|
||||
it('should multiply by insightHarvest skill', () => {
|
||||
const state = createMockState({
|
||||
maxFloorReached: 10,
|
||||
skills: { insightHarvest: 3 },
|
||||
});
|
||||
const insight = calcInsight(state);
|
||||
expect(insight).toBe(Math.floor(10 * 15 * 1.3));
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Incursion Tests ──────────────────────────────────────────────────────
|
||||
|
||||
describe('Incursion Strength', () => {
|
||||
describe('getIncursionStrength', () => {
|
||||
it('should be 0 before incursion start day', () => {
|
||||
expect(getIncursionStrength(19, 0)).toBe(0);
|
||||
expect(getIncursionStrength(19, 23)).toBe(0);
|
||||
});
|
||||
|
||||
it('should start at incursion start day', () => {
|
||||
expect(getIncursionStrength(INCURSION_START_DAY, 1)).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
it('should increase over time', () => {
|
||||
const early = getIncursionStrength(INCURSION_START_DAY, 12);
|
||||
const late = getIncursionStrength(25, 12);
|
||||
expect(late).toBeGreaterThan(early);
|
||||
});
|
||||
|
||||
it('should cap at 95%', () => {
|
||||
const strength = getIncursionStrength(MAX_DAY, 23);
|
||||
expect(strength).toBeLessThanOrEqual(0.95);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Spell Cost Tests ────────────────────────────────────────────────────
|
||||
|
||||
describe('Spell Cost System', () => {
|
||||
describe('canAffordSpellCost', () => {
|
||||
it('should allow raw mana costs when enough raw mana', () => {
|
||||
const cost = { type: 'raw' as const, amount: 10 };
|
||||
const elements = { fire: { current: 0, max: 10, unlocked: true } };
|
||||
expect(canAffordSpellCost(cost, 100, elements)).toBe(true);
|
||||
});
|
||||
|
||||
it('should deny raw mana costs when not enough raw mana', () => {
|
||||
const cost = { type: 'raw' as const, amount: 100 };
|
||||
const elements = { fire: { current: 0, max: 10, unlocked: true } };
|
||||
expect(canAffordSpellCost(cost, 50, elements)).toBe(false);
|
||||
});
|
||||
|
||||
it('should allow elemental costs when enough element mana', () => {
|
||||
const cost = { type: 'element' as const, element: 'fire', amount: 5 };
|
||||
const elements = { fire: { current: 10, max: 10, unlocked: true } };
|
||||
expect(canAffordSpellCost(cost, 0, elements)).toBe(true);
|
||||
});
|
||||
|
||||
it('should deny elemental costs when element not unlocked', () => {
|
||||
const cost = { type: 'element' as const, element: 'fire', amount: 5 };
|
||||
const elements = { fire: { current: 10, max: 10, unlocked: false } };
|
||||
expect(canAffordSpellCost(cost, 100, elements)).toBe(false);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Skill Definition Tests ──────────────────────────────────────────────
|
||||
|
||||
describe('Skill Definitions', () => {
|
||||
it('all skills should have valid categories', () => {
|
||||
const validCategories = ['mana', 'combat', 'study', 'craft', 'research', 'ascension'];
|
||||
Object.values(SKILLS_DEF).forEach(skill => {
|
||||
expect(validCategories).toContain(skill.cat);
|
||||
});
|
||||
});
|
||||
|
||||
it('all skills should have reasonable study times', () => {
|
||||
Object.values(SKILLS_DEF).forEach(skill => {
|
||||
expect(skill.studyTime).toBeGreaterThan(0);
|
||||
expect(skill.studyTime).toBeLessThanOrEqual(72);
|
||||
});
|
||||
});
|
||||
|
||||
it('all prerequisite skills should exist', () => {
|
||||
Object.entries(SKILLS_DEF).forEach(([id, skill]) => {
|
||||
if (skill.req) {
|
||||
Object.keys(skill.req).forEach(reqId => {
|
||||
expect(SKILLS_DEF[reqId]).toBeDefined();
|
||||
});
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
it('all prerequisite levels should be within skill max', () => {
|
||||
Object.entries(SKILLS_DEF).forEach(([id, skill]) => {
|
||||
if (skill.req) {
|
||||
Object.entries(skill.req).forEach(([reqId, reqLevel]) => {
|
||||
expect(reqLevel).toBeLessThanOrEqual(SKILLS_DEF[reqId].max);
|
||||
});
|
||||
}
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Prestige Upgrade Tests ──────────────────────────────────────────────
|
||||
|
||||
describe('Prestige Upgrades', () => {
|
||||
it('all prestige upgrades should have valid costs', () => {
|
||||
Object.entries(PRESTIGE_DEF).forEach(([id, upgrade]) => {
|
||||
expect(upgrade.cost).toBeGreaterThan(0);
|
||||
expect(upgrade.max).toBeGreaterThan(0);
|
||||
});
|
||||
});
|
||||
|
||||
it('Mana Well prestige should add 500 starting max mana', () => {
|
||||
const state0 = createMockState({ prestigeUpgrades: { manaWell: 0 } });
|
||||
const state1 = createMockState({ prestigeUpgrades: { manaWell: 1 } });
|
||||
const state5 = createMockState({ prestigeUpgrades: { manaWell: 5 } });
|
||||
|
||||
expect(computeMaxMana(state0)).toBe(100);
|
||||
expect(computeMaxMana(state1)).toBe(100 + 500);
|
||||
expect(computeMaxMana(state5)).toBe(100 + 2500);
|
||||
});
|
||||
|
||||
it('Elemental Attunement prestige should add 25 element cap', () => {
|
||||
const state0 = createMockState({ prestigeUpgrades: { elementalAttune: 0 } });
|
||||
const state1 = createMockState({ prestigeUpgrades: { elementalAttune: 1 } });
|
||||
const state10 = createMockState({ prestigeUpgrades: { elementalAttune: 10 } });
|
||||
|
||||
expect(computeElementMax(state0)).toBe(10);
|
||||
expect(computeElementMax(state1)).toBe(10 + 25);
|
||||
expect(computeElementMax(state10)).toBe(10 + 250);
|
||||
});
|
||||
});
|
||||
|
||||
// ─── Guardian Tests ──────────────────────────────────────────────────────
|
||||
|
||||
describe('Guardian Definitions', () => {
|
||||
it('should have guardians every 10 floors', () => {
|
||||
[10, 20, 30, 40, 50, 60, 70, 80, 90, 100].forEach(floor => {
|
||||
expect(GUARDIANS[floor]).toBeDefined();
|
||||
});
|
||||
});
|
||||
|
||||
it('should have increasing HP', () => {
|
||||
let prevHP = 0;
|
||||
[10, 20, 30, 40, 50, 60, 70, 80, 90, 100].forEach(floor => {
|
||||
expect(GUARDIANS[floor].hp).toBeGreaterThan(prevHP);
|
||||
prevHP = GUARDIANS[floor].hp;
|
||||
});
|
||||
});
|
||||
|
||||
it('should have boons defined', () => {
|
||||
Object.values(GUARDIANS).forEach(guardian => {
|
||||
expect(guardian.boons).toBeDefined();
|
||||
expect(guardian.boons.length).toBeGreaterThan(0);
|
||||
});
|
||||
});
|
||||
|
||||
it('should have pact costs defined', () => {
|
||||
Object.values(GUARDIANS).forEach(guardian => {
|
||||
expect(guardian.pactCost).toBeGreaterThan(0);
|
||||
expect(guardian.pactTime).toBeGreaterThan(0);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
console.log('✅ All store tests defined.');
|
||||
42
src/lib/game/stores/index.ts
Executable file
42
src/lib/game/stores/index.ts
Executable file
@@ -0,0 +1,42 @@
|
||||
// ─── Store Index ──────────────────────────────────────────────────────────────
|
||||
// Exports all stores and re-exports commonly used utilities
|
||||
|
||||
// Stores
|
||||
export { useUIStore } from './uiStore';
|
||||
export type { UIState } from './uiStore';
|
||||
|
||||
export { usePrestigeStore } from './prestigeStore';
|
||||
export type { PrestigeState } from './prestigeStore';
|
||||
|
||||
export { useManaStore, makeInitialElements } from './manaStore';
|
||||
export type { ManaState } from './manaStore';
|
||||
|
||||
export { useSkillStore } from './skillStore';
|
||||
export type { SkillState } from './skillStore';
|
||||
|
||||
export { useCombatStore, makeInitialSpells } from './combatStore';
|
||||
export type { CombatState } from './combatStore';
|
||||
|
||||
export { useGameStore, useGameLoop } from './gameStore';
|
||||
export type { GameCoordinatorState, GameCoordinatorStore } from './gameStore';
|
||||
|
||||
// Re-export utilities from utils.ts
|
||||
export {
|
||||
fmt,
|
||||
fmtDec,
|
||||
getFloorMaxHP,
|
||||
getFloorElement,
|
||||
computeMaxMana,
|
||||
computeElementMax,
|
||||
computeRegen,
|
||||
computeEffectiveRegen,
|
||||
computeClickMana,
|
||||
getElementalBonus,
|
||||
getBoonBonuses,
|
||||
calcDamage,
|
||||
calcInsight,
|
||||
getMeditationBonus,
|
||||
getIncursionStrength,
|
||||
canAffordSpellCost,
|
||||
deductSpellCost,
|
||||
} from '../utils';
|
||||
264
src/lib/game/stores/manaStore.ts
Executable file
264
src/lib/game/stores/manaStore.ts
Executable file
@@ -0,0 +1,264 @@
|
||||
// ─── Mana Store ───────────────────────────────────────────────────────────────
|
||||
// Handles raw mana, elements, meditation, and mana regeneration
|
||||
|
||||
import { create } from 'zustand';
|
||||
import { persist } from 'zustand/middleware';
|
||||
import { ELEMENTS, MANA_PER_ELEMENT, BASE_UNLOCKED_ELEMENTS } from '../constants';
|
||||
import type { ElementState } from '../types';
|
||||
|
||||
export interface ManaState {
|
||||
rawMana: number;
|
||||
meditateTicks: number;
|
||||
totalManaGathered: number;
|
||||
elements: Record<string, ElementState>;
|
||||
|
||||
// Actions
|
||||
setRawMana: (amount: number) => void;
|
||||
addRawMana: (amount: number, maxMana: number) => void;
|
||||
spendRawMana: (amount: number) => boolean;
|
||||
gatherMana: (amount: number, maxMana: number) => void;
|
||||
|
||||
// Meditation
|
||||
setMeditateTicks: (ticks: number) => void;
|
||||
incrementMeditateTicks: () => void;
|
||||
resetMeditateTicks: () => void;
|
||||
|
||||
// Elements
|
||||
convertMana: (element: string, amount: number) => boolean;
|
||||
unlockElement: (element: string, cost: number) => boolean;
|
||||
addElementMana: (element: string, amount: number, max: number) => void;
|
||||
spendElementMana: (element: string, amount: number) => boolean;
|
||||
setElementMax: (max: number) => void;
|
||||
craftComposite: (target: string, recipe: string[]) => boolean;
|
||||
|
||||
// Reset
|
||||
resetMana: (
|
||||
prestigeUpgrades: Record<string, number>,
|
||||
skills?: Record<string, number>,
|
||||
skillUpgrades?: Record<string, string[]>,
|
||||
skillTiers?: Record<string, number>
|
||||
) => void;
|
||||
}
|
||||
|
||||
export const useManaStore = create<ManaState>()(
|
||||
persist(
|
||||
(set, get) => ({
|
||||
rawMana: 10,
|
||||
meditateTicks: 0,
|
||||
totalManaGathered: 0,
|
||||
elements: Object.fromEntries(
|
||||
Object.keys(ELEMENTS).map(k => [
|
||||
k,
|
||||
{
|
||||
current: 0,
|
||||
max: 10,
|
||||
unlocked: BASE_UNLOCKED_ELEMENTS.includes(k),
|
||||
}
|
||||
])
|
||||
) as Record<string, ElementState>,
|
||||
|
||||
setRawMana: (amount: number) => {
|
||||
set({ rawMana: Math.max(0, amount) });
|
||||
},
|
||||
|
||||
addRawMana: (amount: number, maxMana: number) => {
|
||||
set((state) => ({
|
||||
rawMana: Math.min(state.rawMana + amount, maxMana),
|
||||
totalManaGathered: state.totalManaGathered + amount,
|
||||
}));
|
||||
},
|
||||
|
||||
spendRawMana: (amount: number) => {
|
||||
const state = get();
|
||||
if (state.rawMana < amount) return false;
|
||||
|
||||
set({ rawMana: state.rawMana - amount });
|
||||
return true;
|
||||
},
|
||||
|
||||
gatherMana: (amount: number, maxMana: number) => {
|
||||
set((state) => ({
|
||||
rawMana: Math.min(state.rawMana + amount, maxMana),
|
||||
totalManaGathered: state.totalManaGathered + amount,
|
||||
}));
|
||||
},
|
||||
|
||||
setMeditateTicks: (ticks: number) => {
|
||||
set({ meditateTicks: ticks });
|
||||
},
|
||||
|
||||
incrementMeditateTicks: () => {
|
||||
set((state) => ({ meditateTicks: state.meditateTicks + 1 }));
|
||||
},
|
||||
|
||||
resetMeditateTicks: () => {
|
||||
set({ meditateTicks: 0 });
|
||||
},
|
||||
|
||||
convertMana: (element: string, amount: number) => {
|
||||
const state = get();
|
||||
const elem = state.elements[element];
|
||||
if (!elem?.unlocked) return false;
|
||||
|
||||
const cost = MANA_PER_ELEMENT * amount;
|
||||
if (state.rawMana < cost) return false;
|
||||
if (elem.current >= elem.max) return false;
|
||||
|
||||
const canConvert = Math.min(
|
||||
amount,
|
||||
Math.floor(state.rawMana / MANA_PER_ELEMENT),
|
||||
elem.max - elem.current
|
||||
);
|
||||
|
||||
if (canConvert <= 0) return false;
|
||||
|
||||
set({
|
||||
rawMana: state.rawMana - canConvert * MANA_PER_ELEMENT,
|
||||
elements: {
|
||||
...state.elements,
|
||||
[element]: { ...elem, current: elem.current + canConvert },
|
||||
},
|
||||
});
|
||||
|
||||
return true;
|
||||
},
|
||||
|
||||
unlockElement: (element: string, cost: number) => {
|
||||
const state = get();
|
||||
if (state.elements[element]?.unlocked) return false;
|
||||
if (state.rawMana < cost) return false;
|
||||
|
||||
set({
|
||||
rawMana: state.rawMana - cost,
|
||||
elements: {
|
||||
...state.elements,
|
||||
[element]: { ...state.elements[element], unlocked: true },
|
||||
},
|
||||
});
|
||||
|
||||
return true;
|
||||
},
|
||||
|
||||
addElementMana: (element: string, amount: number, max: number) => {
|
||||
set((state) => {
|
||||
const elem = state.elements[element];
|
||||
if (!elem) return state;
|
||||
|
||||
return {
|
||||
elements: {
|
||||
...state.elements,
|
||||
[element]: {
|
||||
...elem,
|
||||
current: Math.min(elem.current + amount, max),
|
||||
},
|
||||
},
|
||||
};
|
||||
});
|
||||
},
|
||||
|
||||
spendElementMana: (element: string, amount: number) => {
|
||||
const state = get();
|
||||
const elem = state.elements[element];
|
||||
if (!elem || elem.current < amount) return false;
|
||||
|
||||
set({
|
||||
elements: {
|
||||
...state.elements,
|
||||
[element]: { ...elem, current: elem.current - amount },
|
||||
},
|
||||
});
|
||||
|
||||
return true;
|
||||
},
|
||||
|
||||
setElementMax: (max: number) => {
|
||||
set((state) => ({
|
||||
elements: Object.fromEntries(
|
||||
Object.entries(state.elements).map(([k, v]) => [k, { ...v, max }])
|
||||
) as Record<string, ElementState>,
|
||||
}));
|
||||
},
|
||||
|
||||
craftComposite: (target: string, recipe: string[]) => {
|
||||
const state = get();
|
||||
|
||||
// Count required ingredients
|
||||
const costs: Record<string, number> = {};
|
||||
recipe.forEach(r => {
|
||||
costs[r] = (costs[r] || 0) + 1;
|
||||
});
|
||||
|
||||
// Check if we have all ingredients
|
||||
for (const [r, amt] of Object.entries(costs)) {
|
||||
if ((state.elements[r]?.current || 0) < amt) return false;
|
||||
}
|
||||
|
||||
// Deduct ingredients
|
||||
const newElems = { ...state.elements };
|
||||
for (const [r, amt] of Object.entries(costs)) {
|
||||
newElems[r] = {
|
||||
...newElems[r],
|
||||
current: newElems[r].current - amt,
|
||||
};
|
||||
}
|
||||
|
||||
// Add crafted element
|
||||
const targetElem = newElems[target];
|
||||
newElems[target] = {
|
||||
...(targetElem || { current: 0, max: 10, unlocked: false }),
|
||||
current: (targetElem?.current || 0) + 1,
|
||||
unlocked: true,
|
||||
};
|
||||
|
||||
set({ elements: newElems });
|
||||
return true;
|
||||
},
|
||||
|
||||
resetMana: (
|
||||
prestigeUpgrades: Record<string, number>,
|
||||
skills: Record<string, number> = {},
|
||||
skillUpgrades: Record<string, string[]> = {},
|
||||
skillTiers: Record<string, number> = {}
|
||||
) => {
|
||||
const elementMax = 10 + (prestigeUpgrades.elemMax || 0) * 5;
|
||||
const startingMana = 10 + (prestigeUpgrades.manaStart || 0) * 10;
|
||||
const elements = makeInitialElements(elementMax, prestigeUpgrades);
|
||||
|
||||
set({
|
||||
rawMana: startingMana,
|
||||
meditateTicks: 0,
|
||||
totalManaGathered: 0,
|
||||
elements,
|
||||
});
|
||||
},
|
||||
}),
|
||||
{
|
||||
name: 'mana-loop-mana',
|
||||
partialize: (state) => ({
|
||||
rawMana: state.rawMana,
|
||||
totalManaGathered: state.totalManaGathered,
|
||||
elements: state.elements,
|
||||
}),
|
||||
}
|
||||
)
|
||||
);
|
||||
|
||||
// Helper function to create initial elements
|
||||
export function makeInitialElements(
|
||||
elementMax: number,
|
||||
prestigeUpgrades: Record<string, number> = {}
|
||||
): Record<string, ElementState> {
|
||||
const elemStart = (prestigeUpgrades.elemStart || 0) * 5;
|
||||
|
||||
const elements: Record<string, ElementState> = {};
|
||||
Object.keys(ELEMENTS).forEach(k => {
|
||||
const isUnlocked = BASE_UNLOCKED_ELEMENTS.includes(k);
|
||||
elements[k] = {
|
||||
current: isUnlocked ? elemStart : 0,
|
||||
max: elementMax,
|
||||
unlocked: isUnlocked,
|
||||
};
|
||||
});
|
||||
|
||||
return elements;
|
||||
}
|
||||
266
src/lib/game/stores/prestigeStore.ts
Executable file
266
src/lib/game/stores/prestigeStore.ts
Executable file
@@ -0,0 +1,266 @@
|
||||
// ─── Prestige Store ───────────────────────────────────────────────────────────
|
||||
// Handles insight, prestige upgrades, memories, loops, pacts
|
||||
|
||||
import { create } from 'zustand';
|
||||
import { persist } from 'zustand/middleware';
|
||||
import type { Memory } from '../types';
|
||||
import { GUARDIANS, PRESTIGE_DEF } from '../constants';
|
||||
|
||||
export interface PrestigeState {
|
||||
// Loop counter
|
||||
loopCount: number;
|
||||
|
||||
// Insight
|
||||
insight: number;
|
||||
totalInsight: number;
|
||||
loopInsight: number; // Insight earned at end of current loop
|
||||
|
||||
// Prestige upgrades
|
||||
prestigeUpgrades: Record<string, number>;
|
||||
memorySlots: number;
|
||||
pactSlots: number;
|
||||
|
||||
// Memories (skills preserved across loops)
|
||||
memories: Memory[];
|
||||
|
||||
// Guardian pacts
|
||||
defeatedGuardians: number[];
|
||||
signedPacts: number[];
|
||||
pactRitualFloor: number | null;
|
||||
pactRitualProgress: number;
|
||||
|
||||
// Actions
|
||||
doPrestige: (id: string) => void;
|
||||
addMemory: (memory: Memory) => void;
|
||||
removeMemory: (skillId: string) => void;
|
||||
clearMemories: () => void;
|
||||
startPactRitual: (floor: number, rawMana: number) => boolean;
|
||||
cancelPactRitual: () => void;
|
||||
completePactRitual: (addLog: (msg: string) => void) => void;
|
||||
updatePactRitualProgress: (hours: number) => void;
|
||||
removePact: (floor: number) => void;
|
||||
defeatGuardian: (floor: number) => void;
|
||||
|
||||
// Methods called by gameStore
|
||||
addSignedPact: (floor: number) => void;
|
||||
removeDefeatedGuardian: (floor: number) => void;
|
||||
setPactRitualFloor: (floor: number | null) => void;
|
||||
addDefeatedGuardian: (floor: number) => void;
|
||||
incrementLoopCount: () => void;
|
||||
resetPrestigeForNewLoop: (
|
||||
totalInsight: number,
|
||||
prestigeUpgrades: Record<string, number>,
|
||||
memories: Memory[],
|
||||
memorySlots: number
|
||||
) => void;
|
||||
|
||||
// Loop management
|
||||
startNewLoop: (insightGained: number) => void;
|
||||
setLoopInsight: (insight: number) => void;
|
||||
|
||||
// Reset
|
||||
resetPrestige: () => void;
|
||||
}
|
||||
|
||||
const initialState = {
|
||||
loopCount: 0,
|
||||
insight: 0,
|
||||
totalInsight: 0,
|
||||
loopInsight: 0,
|
||||
prestigeUpgrades: {} as Record<string, number>,
|
||||
memorySlots: 3,
|
||||
pactSlots: 1,
|
||||
memories: [] as Memory[],
|
||||
defeatedGuardians: [] as number[],
|
||||
signedPacts: [] as number[],
|
||||
pactRitualFloor: null as number | null,
|
||||
pactRitualProgress: 0,
|
||||
};
|
||||
|
||||
export const usePrestigeStore = create<PrestigeState>()(
|
||||
persist(
|
||||
(set, get) => ({
|
||||
...initialState,
|
||||
|
||||
doPrestige: (id: string) => {
|
||||
const state = get();
|
||||
const pd = PRESTIGE_DEF[id];
|
||||
if (!pd) return false;
|
||||
|
||||
const lvl = state.prestigeUpgrades[id] || 0;
|
||||
if (lvl >= pd.max || state.insight < pd.cost) return false;
|
||||
|
||||
const newPU = { ...state.prestigeUpgrades, [id]: lvl + 1 };
|
||||
set({
|
||||
insight: state.insight - pd.cost,
|
||||
prestigeUpgrades: newPU,
|
||||
memorySlots: id === 'deepMemory' ? state.memorySlots + 1 : state.memorySlots,
|
||||
pactSlots: id === 'pactBinding' ? state.pactSlots + 1 : state.pactSlots,
|
||||
});
|
||||
return true;
|
||||
},
|
||||
|
||||
addMemory: (memory: Memory) => {
|
||||
const state = get();
|
||||
if (state.memories.length >= state.memorySlots) return;
|
||||
if (state.memories.some(m => m.skillId === memory.skillId)) return;
|
||||
|
||||
set({ memories: [...state.memories, memory] });
|
||||
},
|
||||
|
||||
removeMemory: (skillId: string) => {
|
||||
set((state) => ({
|
||||
memories: state.memories.filter(m => m.skillId !== skillId),
|
||||
}));
|
||||
},
|
||||
|
||||
clearMemories: () => {
|
||||
set({ memories: [] });
|
||||
},
|
||||
|
||||
startPactRitual: (floor: number, rawMana: number) => {
|
||||
const state = get();
|
||||
const guardian = GUARDIANS[floor];
|
||||
if (!guardian) return false;
|
||||
|
||||
if (!state.defeatedGuardians.includes(floor)) return false;
|
||||
if (state.signedPacts.includes(floor)) return false;
|
||||
if (state.signedPacts.length >= state.pactSlots) return false;
|
||||
if (rawMana < guardian.pactCost) return false;
|
||||
if (state.pactRitualFloor !== null) return false;
|
||||
|
||||
set({
|
||||
pactRitualFloor: floor,
|
||||
pactRitualProgress: 0,
|
||||
});
|
||||
return true;
|
||||
},
|
||||
|
||||
cancelPactRitual: () => {
|
||||
set({
|
||||
pactRitualFloor: null,
|
||||
pactRitualProgress: 0,
|
||||
});
|
||||
},
|
||||
|
||||
completePactRitual: (addLog: (msg: string) => void) => {
|
||||
const state = get();
|
||||
if (state.pactRitualFloor === null) return;
|
||||
|
||||
const guardian = GUARDIANS[state.pactRitualFloor];
|
||||
if (!guardian) return;
|
||||
|
||||
set({
|
||||
signedPacts: [...state.signedPacts, state.pactRitualFloor],
|
||||
defeatedGuardians: state.defeatedGuardians.filter(f => f !== state.pactRitualFloor),
|
||||
pactRitualFloor: null,
|
||||
pactRitualProgress: 0,
|
||||
});
|
||||
|
||||
addLog(`📜 Pact signed with ${guardian.name}! You have gained their boons.`);
|
||||
},
|
||||
|
||||
updatePactRitualProgress: (hours: number) => {
|
||||
set((state) => ({
|
||||
pactRitualProgress: state.pactRitualProgress + hours,
|
||||
}));
|
||||
},
|
||||
|
||||
removePact: (floor: number) => {
|
||||
set((state) => ({
|
||||
signedPacts: state.signedPacts.filter(f => f !== floor),
|
||||
}));
|
||||
},
|
||||
|
||||
defeatGuardian: (floor: number) => {
|
||||
const state = get();
|
||||
if (state.defeatedGuardians.includes(floor) || state.signedPacts.includes(floor)) return;
|
||||
|
||||
set({
|
||||
defeatedGuardians: [...state.defeatedGuardians, floor],
|
||||
});
|
||||
},
|
||||
|
||||
addSignedPact: (floor: number) => {
|
||||
const state = get();
|
||||
if (state.signedPacts.includes(floor)) return;
|
||||
set({ signedPacts: [...state.signedPacts, floor] });
|
||||
},
|
||||
|
||||
removeDefeatedGuardian: (floor: number) => {
|
||||
set((state) => ({
|
||||
defeatedGuardians: state.defeatedGuardians.filter(f => f !== floor),
|
||||
}));
|
||||
},
|
||||
|
||||
setPactRitualFloor: (floor: number | null) => {
|
||||
set({ pactRitualFloor: floor, pactRitualProgress: 0 });
|
||||
},
|
||||
|
||||
addDefeatedGuardian: (floor: number) => {
|
||||
const state = get();
|
||||
if (state.defeatedGuardians.includes(floor) || state.signedPacts.includes(floor)) return;
|
||||
set({ defeatedGuardians: [...state.defeatedGuardians, floor] });
|
||||
},
|
||||
|
||||
incrementLoopCount: () => {
|
||||
set((state) => ({ loopCount: state.loopCount + 1 }));
|
||||
},
|
||||
|
||||
resetPrestigeForNewLoop: (
|
||||
totalInsight: number,
|
||||
prestigeUpgrades: Record<string, number>,
|
||||
memories: Memory[],
|
||||
memorySlots: number
|
||||
) => {
|
||||
set({
|
||||
insight: totalInsight,
|
||||
prestigeUpgrades,
|
||||
memories,
|
||||
memorySlots,
|
||||
// Reset loop-specific state
|
||||
defeatedGuardians: [],
|
||||
signedPacts: [],
|
||||
pactRitualFloor: null,
|
||||
pactRitualProgress: 0,
|
||||
loopInsight: 0,
|
||||
});
|
||||
},
|
||||
|
||||
startNewLoop: (insightGained: number) => {
|
||||
const state = get();
|
||||
set({
|
||||
loopCount: state.loopCount + 1,
|
||||
insight: state.insight + insightGained,
|
||||
totalInsight: state.totalInsight + insightGained,
|
||||
loopInsight: 0,
|
||||
// Reset loop-specific state
|
||||
defeatedGuardians: [],
|
||||
signedPacts: [],
|
||||
pactRitualFloor: null,
|
||||
pactRitualProgress: 0,
|
||||
});
|
||||
},
|
||||
|
||||
setLoopInsight: (insight: number) => {
|
||||
set({ loopInsight: insight });
|
||||
},
|
||||
|
||||
resetPrestige: () => {
|
||||
set(initialState);
|
||||
},
|
||||
}),
|
||||
{
|
||||
name: 'mana-loop-prestige',
|
||||
partialize: (state) => ({
|
||||
loopCount: state.loopCount,
|
||||
insight: state.insight,
|
||||
totalInsight: state.totalInsight,
|
||||
prestigeUpgrades: state.prestigeUpgrades,
|
||||
memorySlots: state.memorySlots,
|
||||
pactSlots: state.pactSlots,
|
||||
memories: state.memories,
|
||||
}),
|
||||
}
|
||||
)
|
||||
);
|
||||
332
src/lib/game/stores/skillStore.ts
Executable file
332
src/lib/game/stores/skillStore.ts
Executable file
@@ -0,0 +1,332 @@
|
||||
// ─── Skill Store ──────────────────────────────────────────────────────────────
|
||||
// Handles skills, upgrades, tiers, and study progress
|
||||
|
||||
import { create } from 'zustand';
|
||||
import { persist } from 'zustand/middleware';
|
||||
import { SKILLS_DEF, getStudySpeedMultiplier, getStudyCostMultiplier } from '../constants';
|
||||
import type { StudyTarget, SkillUpgradeChoice } from '../types';
|
||||
import { SKILL_EVOLUTION_PATHS, getBaseSkillId } from '../skill-evolution';
|
||||
|
||||
export interface SkillState {
|
||||
// Skills
|
||||
skills: Record<string, number>;
|
||||
skillProgress: Record<string, number>; // Saved study progress for skills
|
||||
skillUpgrades: Record<string, string[]>; // Selected upgrade IDs per skill
|
||||
skillTiers: Record<string, number>; // Current tier for each base skill
|
||||
paidStudySkills: Record<string, number>; // skillId -> level that was paid for
|
||||
|
||||
// Study
|
||||
currentStudyTarget: StudyTarget | null;
|
||||
parallelStudyTarget: StudyTarget | null;
|
||||
|
||||
// Actions - Skills
|
||||
setSkillLevel: (skillId: string, level: number) => void;
|
||||
incrementSkillLevel: (skillId: string) => void;
|
||||
clearPaidStudySkill: (skillId: string) => void;
|
||||
setPaidStudySkill: (skillId: string, level: number) => void;
|
||||
|
||||
// Actions - Study
|
||||
startStudyingSkill: (skillId: string, rawMana: number) => { started: boolean; cost: number };
|
||||
startStudyingSpell: (spellId: string, rawMana: number, studyTime: number) => { started: boolean; cost: number };
|
||||
updateStudyProgress: (progressGain: number) => { completed: boolean; target: StudyTarget | null };
|
||||
cancelStudy: (retentionBonus: number) => void;
|
||||
setStudyTarget: (target: StudyTarget | null) => void;
|
||||
setCurrentStudyTarget: (target: StudyTarget | null) => void;
|
||||
|
||||
// Actions - Upgrades
|
||||
selectSkillUpgrade: (skillId: string, upgradeId: string) => void;
|
||||
deselectSkillUpgrade: (skillId: string, upgradeId: string) => void;
|
||||
commitSkillUpgrades: (skillId: string, upgradeIds: string[]) => void;
|
||||
tierUpSkill: (skillId: string) => void;
|
||||
|
||||
// Computed
|
||||
getSkillUpgradeChoices: (skillId: string, milestone: 5 | 10) => { available: SkillUpgradeChoice[]; selected: string[] };
|
||||
|
||||
// Reset
|
||||
resetSkills: (
|
||||
skills?: Record<string, number>,
|
||||
skillUpgrades?: Record<string, string[]>,
|
||||
skillTiers?: Record<string, number>
|
||||
) => void;
|
||||
}
|
||||
|
||||
export const useSkillStore = create<SkillState>()(
|
||||
persist(
|
||||
(set, get) => ({
|
||||
skills: {},
|
||||
skillProgress: {},
|
||||
skillUpgrades: {},
|
||||
skillTiers: {},
|
||||
paidStudySkills: {},
|
||||
currentStudyTarget: null,
|
||||
parallelStudyTarget: null,
|
||||
|
||||
setSkillLevel: (skillId: string, level: number) => {
|
||||
set((state) => ({
|
||||
skills: { ...state.skills, [skillId]: level },
|
||||
}));
|
||||
},
|
||||
|
||||
incrementSkillLevel: (skillId: string) => {
|
||||
set((state) => ({
|
||||
skills: { ...state.skills, [skillId]: (state.skills[skillId] || 0) + 1 },
|
||||
skillProgress: { ...state.skillProgress, [skillId]: 0 },
|
||||
}));
|
||||
},
|
||||
|
||||
clearPaidStudySkill: (skillId: string) => {
|
||||
set((state) => {
|
||||
const { [skillId]: _, ...remaining } = state.paidStudySkills;
|
||||
return { paidStudySkills: remaining };
|
||||
});
|
||||
},
|
||||
|
||||
setPaidStudySkill: (skillId: string, level: number) => {
|
||||
set((state) => ({
|
||||
paidStudySkills: { ...state.paidStudySkills, [skillId]: level },
|
||||
}));
|
||||
},
|
||||
|
||||
startStudyingSkill: (skillId: string, rawMana: number) => {
|
||||
const state = get();
|
||||
const sk = SKILLS_DEF[skillId];
|
||||
if (!sk) return { started: false, cost: 0 };
|
||||
|
||||
const currentLevel = state.skills[skillId] || 0;
|
||||
if (currentLevel >= sk.max) return { started: false, cost: 0 };
|
||||
|
||||
// Check prerequisites
|
||||
if (sk.req) {
|
||||
for (const [r, rl] of Object.entries(sk.req)) {
|
||||
if ((state.skills[r] || 0) < rl) return { started: false, cost: 0 };
|
||||
}
|
||||
}
|
||||
|
||||
// Check if already paid for this level
|
||||
const paidForLevel = state.paidStudySkills[skillId];
|
||||
const isAlreadyPaid = paidForLevel === currentLevel;
|
||||
|
||||
// Calculate cost
|
||||
const costMult = getStudyCostMultiplier(state.skills);
|
||||
const cost = Math.floor(sk.base * (currentLevel + 1) * costMult);
|
||||
|
||||
if (!isAlreadyPaid && rawMana < cost) return { started: false, cost };
|
||||
|
||||
// Get saved progress
|
||||
const savedProgress = state.skillProgress[skillId] || 0;
|
||||
|
||||
// Mark as paid (this is done here so resume works for free)
|
||||
const newPaidSkills = isAlreadyPaid
|
||||
? state.paidStudySkills
|
||||
: { ...state.paidStudySkills, [skillId]: currentLevel };
|
||||
|
||||
// Start studying
|
||||
set({
|
||||
paidStudySkills: newPaidSkills,
|
||||
currentStudyTarget: {
|
||||
type: 'skill',
|
||||
id: skillId,
|
||||
progress: savedProgress,
|
||||
required: sk.studyTime,
|
||||
},
|
||||
});
|
||||
|
||||
return { started: true, cost: isAlreadyPaid ? 0 : cost };
|
||||
},
|
||||
|
||||
startStudyingSpell: (spellId: string, rawMana: number, studyTime: number) => {
|
||||
const state = get();
|
||||
|
||||
// Start studying the spell
|
||||
set({
|
||||
currentStudyTarget: {
|
||||
type: 'spell',
|
||||
id: spellId,
|
||||
progress: 0,
|
||||
required: studyTime,
|
||||
},
|
||||
});
|
||||
|
||||
// Spell study has no mana cost upfront - cost is paid via study time
|
||||
return { started: true, cost: 0 };
|
||||
},
|
||||
|
||||
updateStudyProgress: (progressGain: number) => {
|
||||
const state = get();
|
||||
if (!state.currentStudyTarget) return { completed: false, target: null };
|
||||
|
||||
const newProgress = state.currentStudyTarget.progress + progressGain;
|
||||
const completed = newProgress >= state.currentStudyTarget.required;
|
||||
|
||||
const newTarget = completed ? null : {
|
||||
...state.currentStudyTarget,
|
||||
progress: newProgress,
|
||||
};
|
||||
|
||||
set({ currentStudyTarget: newTarget });
|
||||
|
||||
return {
|
||||
completed,
|
||||
target: completed ? state.currentStudyTarget : null
|
||||
};
|
||||
},
|
||||
|
||||
cancelStudy: (retentionBonus: number) => {
|
||||
const state = get();
|
||||
if (!state.currentStudyTarget) return;
|
||||
|
||||
// Save progress with retention bonus
|
||||
const savedProgress = Math.min(
|
||||
state.currentStudyTarget.progress,
|
||||
state.currentStudyTarget.required * retentionBonus
|
||||
);
|
||||
|
||||
if (state.currentStudyTarget.type === 'skill') {
|
||||
set({
|
||||
currentStudyTarget: null,
|
||||
skillProgress: {
|
||||
...state.skillProgress,
|
||||
[state.currentStudyTarget.id]: savedProgress,
|
||||
},
|
||||
});
|
||||
} else {
|
||||
set({ currentStudyTarget: null });
|
||||
}
|
||||
},
|
||||
|
||||
setStudyTarget: (target: StudyTarget | null) => {
|
||||
set({ currentStudyTarget: target });
|
||||
},
|
||||
|
||||
setCurrentStudyTarget: (target: StudyTarget | null) => {
|
||||
set({ currentStudyTarget: target });
|
||||
},
|
||||
|
||||
selectSkillUpgrade: (skillId: string, upgradeId: string) => {
|
||||
set((state) => {
|
||||
const current = state.skillUpgrades?.[skillId] || [];
|
||||
if (current.includes(upgradeId)) return state;
|
||||
if (current.length >= 2) return state; // Max 2 upgrades per milestone
|
||||
return {
|
||||
skillUpgrades: {
|
||||
...state.skillUpgrades,
|
||||
[skillId]: [...current, upgradeId],
|
||||
},
|
||||
};
|
||||
});
|
||||
},
|
||||
|
||||
deselectSkillUpgrade: (skillId: string, upgradeId: string) => {
|
||||
set((state) => {
|
||||
const current = state.skillUpgrades?.[skillId] || [];
|
||||
return {
|
||||
skillUpgrades: {
|
||||
...state.skillUpgrades,
|
||||
[skillId]: current.filter(id => id !== upgradeId),
|
||||
},
|
||||
};
|
||||
});
|
||||
},
|
||||
|
||||
commitSkillUpgrades: (skillId: string, upgradeIds: string[]) => {
|
||||
set((state) => {
|
||||
// Determine which milestone we're committing
|
||||
const isL5 = upgradeIds.some(id => id.includes('_l5'));
|
||||
const isL10 = upgradeIds.some(id => id.includes('_l10'));
|
||||
|
||||
const existingUpgrades = state.skillUpgrades?.[skillId] || [];
|
||||
|
||||
let preservedUpgrades: string[];
|
||||
if (isL5) {
|
||||
preservedUpgrades = existingUpgrades.filter(id => id.includes('_l10'));
|
||||
} else if (isL10) {
|
||||
preservedUpgrades = existingUpgrades.filter(id => id.includes('_l5'));
|
||||
} else {
|
||||
preservedUpgrades = [];
|
||||
}
|
||||
|
||||
const mergedUpgrades = [...preservedUpgrades, ...upgradeIds];
|
||||
|
||||
return {
|
||||
skillUpgrades: {
|
||||
...state.skillUpgrades,
|
||||
[skillId]: mergedUpgrades,
|
||||
},
|
||||
};
|
||||
});
|
||||
},
|
||||
|
||||
tierUpSkill: (skillId: string) => {
|
||||
const state = get();
|
||||
const baseSkillId = skillId.includes('_t') ? skillId.split('_t')[0] : skillId;
|
||||
const currentTier = state.skillTiers?.[baseSkillId] || 1;
|
||||
const nextTier = currentTier + 1;
|
||||
|
||||
if (nextTier > 5) return;
|
||||
|
||||
const nextTierSkillId = `${baseSkillId}_t${nextTier}`;
|
||||
const currentLevel = state.skills[skillId] || 0;
|
||||
|
||||
set({
|
||||
skillTiers: {
|
||||
...state.skillTiers,
|
||||
[baseSkillId]: nextTier,
|
||||
},
|
||||
skills: {
|
||||
...state.skills,
|
||||
[nextTierSkillId]: currentLevel,
|
||||
[skillId]: 0,
|
||||
},
|
||||
skillUpgrades: {
|
||||
...state.skillUpgrades,
|
||||
[nextTierSkillId]: [],
|
||||
},
|
||||
});
|
||||
},
|
||||
|
||||
getSkillUpgradeChoices: (skillId: string, milestone: 5 | 10) => {
|
||||
const state = get();
|
||||
const baseSkillId = getBaseSkillId(skillId);
|
||||
const tier = state.skillTiers?.[baseSkillId] || 1;
|
||||
|
||||
const path = SKILL_EVOLUTION_PATHS[baseSkillId];
|
||||
if (!path) return { available: [], selected: [] };
|
||||
|
||||
const tierDef = path.tiers.find(t => t.tier === tier);
|
||||
if (!tierDef) return { available: [], selected: [] };
|
||||
|
||||
const available = tierDef.upgrades.filter(u => u.milestone === milestone);
|
||||
const selected = state.skillUpgrades?.[skillId]?.filter(id =>
|
||||
available.some(u => u.id === id)
|
||||
) || [];
|
||||
|
||||
return { available, selected };
|
||||
},
|
||||
|
||||
resetSkills: (
|
||||
skills: Record<string, number> = {},
|
||||
skillUpgrades: Record<string, string[]> = {},
|
||||
skillTiers: Record<string, number> = {}
|
||||
) => {
|
||||
set({
|
||||
skills,
|
||||
skillProgress: {},
|
||||
skillUpgrades,
|
||||
skillTiers,
|
||||
paidStudySkills: {},
|
||||
currentStudyTarget: null,
|
||||
parallelStudyTarget: null,
|
||||
});
|
||||
},
|
||||
}),
|
||||
{
|
||||
name: 'mana-loop-skills',
|
||||
partialize: (state) => ({
|
||||
skills: state.skills,
|
||||
skillProgress: state.skillProgress,
|
||||
skillUpgrades: state.skillUpgrades,
|
||||
skillTiers: state.skillTiers,
|
||||
}),
|
||||
}
|
||||
)
|
||||
);
|
||||
74
src/lib/game/stores/uiStore.ts
Executable file
74
src/lib/game/stores/uiStore.ts
Executable file
@@ -0,0 +1,74 @@
|
||||
// ─── UI Store ────────────────────────────────────────────────────────────────
|
||||
// Handles logs, pause state, and UI-specific state
|
||||
|
||||
import { create } from 'zustand';
|
||||
|
||||
export interface LogEntry {
|
||||
message: string;
|
||||
timestamp: number;
|
||||
}
|
||||
|
||||
export interface UIState {
|
||||
logs: string[];
|
||||
paused: boolean;
|
||||
gameOver: boolean;
|
||||
victory: boolean;
|
||||
|
||||
// Actions
|
||||
addLog: (message: string) => void;
|
||||
clearLogs: () => void;
|
||||
togglePause: () => void;
|
||||
setPaused: (paused: boolean) => void;
|
||||
setGameOver: (gameOver: boolean, victory?: boolean) => void;
|
||||
reset: () => void;
|
||||
resetUI: () => void;
|
||||
}
|
||||
|
||||
const MAX_LOGS = 50;
|
||||
|
||||
export const useUIStore = create<UIState>((set) => ({
|
||||
logs: ['✨ The loop begins. You start with Mana Bolt. Gather your strength, mage.'],
|
||||
paused: false,
|
||||
gameOver: false,
|
||||
victory: false,
|
||||
|
||||
addLog: (message: string) => {
|
||||
set((state) => ({
|
||||
logs: [message, ...state.logs.slice(0, MAX_LOGS - 1)],
|
||||
}));
|
||||
},
|
||||
|
||||
clearLogs: () => {
|
||||
set({ logs: [] });
|
||||
},
|
||||
|
||||
togglePause: () => {
|
||||
set((state) => ({ paused: !state.paused }));
|
||||
},
|
||||
|
||||
setPaused: (paused: boolean) => {
|
||||
set({ paused });
|
||||
},
|
||||
|
||||
setGameOver: (gameOver: boolean, victory: boolean = false) => {
|
||||
set({ gameOver, victory });
|
||||
},
|
||||
|
||||
reset: () => {
|
||||
set({
|
||||
logs: ['✨ The loop begins. You start with Mana Bolt. Gather your strength, mage.'],
|
||||
paused: false,
|
||||
gameOver: false,
|
||||
victory: false,
|
||||
});
|
||||
},
|
||||
|
||||
resetUI: () => {
|
||||
set({
|
||||
logs: ['✨ The loop begins. You start with Mana Bolt. Gather your strength, mage.'],
|
||||
paused: false,
|
||||
gameOver: false,
|
||||
victory: false,
|
||||
});
|
||||
},
|
||||
}));
|
||||
Reference in New Issue
Block a user