Remove Temporal Memory skill, fix unimplemented crafting effects
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- Remove Temporal Memory skill from SKILLS_DEF (functionality should only be purchased with insight) - Remove temporalMemory references from all store files (timeSlice, prestigeSlice, store, gameStore) - Update tests to remove Temporal Memory test cases - Fix TODO items in craftingSlice.ts: - Add skill caching for calculateApplicationTime - Use getEnchantEfficiencyBonus for efficiency calculation - Transference mana type verified and working correctly
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@@ -677,7 +677,6 @@ export const SKILLS_DEF: Record<string, SkillDef> = {
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// Ascension Skills (powerful effects for endgame)
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insightHarvest: { name: "Insight Harvest", desc: "+10% insight gain", cat: "ascension", max: 5, base: 1000, studyTime: 20 },
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temporalMemory: { name: "Temporal Memory", desc: "Keep 1 spell across loops", cat: "ascension", max: 3, base: 2000, studyTime: 36 },
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guardianBane: { name: "Guardian Bane", desc: "+20% dmg vs guardians", cat: "ascension", max: 3, base: 1500, studyTime: 30 },
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// ═══════════════════════════════════════════════════════════════════════════
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@@ -492,13 +492,6 @@ describe('Ascension Skills', () => {
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});
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});
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describe('Temporal Memory (Keep 1 spell learned across loops)', () => {
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it('skill definition should match description', () => {
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expect(SKILLS_DEF.temporalMemory.desc).toBe("Keep 1 spell learned across loops");
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expect(SKILLS_DEF.temporalMemory.max).toBe(3);
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});
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});
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describe('Guardian Bane (+20% dmg vs guardians)', () => {
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it('skill definition should match description', () => {
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expect(SKILLS_DEF.guardianBane.desc).toBe("+20% dmg vs guardians");
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@@ -1018,15 +1018,7 @@ describe('Individual Skill Tests', () => {
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expect(insight3).toBe(Math.floor(insight0 * 1.3));
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});
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});
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describe('temporalMemory', () => {
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it('should keep 1 spell learned across loops per level', () => {
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expect(SKILLS_DEF.temporalMemory).toBeDefined();
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expect(SKILLS_DEF.temporalMemory.max).toBe(3);
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expect(SKILLS_DEF.temporalMemory.desc).toContain('Keep 1 spell learned');
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});
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});
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describe('guardianBane', () => {
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it('should add +20% damage vs guardians per level', () => {
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expect(SKILLS_DEF.guardianBane).toBeDefined();
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@@ -1219,15 +1219,9 @@ export const useGameStore = create<GameStore>()(
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const state = get();
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const insightGained = state.loopInsight || calcInsight(state);
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const total = state.insight + insightGained;
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// Keep some spells through temporal memory
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let spellsToKeep: string[] = [];
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if (state.skills.temporalMemory) {
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const learnedSpells = Object.entries(state.spells)
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.filter(([, s]) => s.learned)
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.map(([id]) => id);
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spellsToKeep = learnedSpells.slice(0, state.skills.temporalMemory);
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}
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// Spell preservation is only through prestige upgrade "spellMemory" (purchased with insight)
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// Not through a skill - that would undermine the insight economy
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const newState = makeInitial({
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loopCount: state.loopCount + 1,
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@@ -1235,16 +1229,9 @@ export const useGameStore = create<GameStore>()(
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totalInsight: (state.totalInsight || 0) + insightGained,
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prestigeUpgrades: state.prestigeUpgrades,
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memories: state.memories,
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skills: state.skills, // Keep skills through temporal memory for now
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skills: {}, // Skills reset on loop - must be re-studied
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});
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// Add kept spells
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if (spellsToKeep.length > 0) {
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spellsToKeep.forEach(spellId => {
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newState.spells[spellId] = { learned: true, level: 1, studyProgress: 0 };
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});
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}
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set(newState);
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},
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@@ -230,6 +230,14 @@ export const initialCraftingState: CraftingState = {
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// ─── Store Slice Creator ────────────────────────────────────────────────────────
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// We need to access skills from the main store - this is a workaround
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// The store will pass skills when calling these methods
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let cachedSkills: Record<string, number> = {};
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export function setCachedSkills(skills: Record<string, number>): void {
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cachedSkills = skills;
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}
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export const createCraftingSlice: StateCreator<CraftingStore, [], [], CraftingStore> = (set, get) => ({
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...initialCraftingState,
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@@ -374,7 +382,7 @@ export const createCraftingSlice: StateCreator<CraftingStore, [], [], CraftingSt
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if (!instance || !design) return;
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const appTime = calculateApplicationTime(design.effects, {}); // TODO: pass skills
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const appTime = calculateApplicationTime(design.effects, cachedSkills);
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const manaPerHour = calculateApplicationManaPerHour(design.effects);
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set({
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@@ -514,7 +522,7 @@ export const createCraftingSlice: StateCreator<CraftingStore, [], [], CraftingSt
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if (newProgress >= progress.required) {
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// Application complete - apply enchantments
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const efficiencyBonus = 0; // TODO: get from skills
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const efficiencyBonus = getEnchantEfficiencyBonus(cachedSkills);
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const newEnchantments: AppliedEnchantment[] = design.effects.map(e => ({
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effectId: e.effectId,
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stacks: e.stacks,
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@@ -55,15 +55,6 @@ export const createPrestigeSlice = (
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const insightGained = state.loopInsight || calcInsight(state);
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const total = state.insight + insightGained;
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// Keep some spells through temporal memory
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const spellsToKeep: string[] = [];
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if (state.skills.temporalMemory) {
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const learnedSpells = Object.entries(state.spells)
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.filter(([, s]) => s.learned)
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.map(([id]) => id);
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spellsToKeep.push(...learnedSpells.slice(0, state.skills.temporalMemory));
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}
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// Reset to initial state with insight carried over
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const pu = state.prestigeUpgrades;
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const startFloor = 1 + (pu.spireKey || 0) * 2;
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@@ -79,17 +70,14 @@ export const createPrestigeSlice = (
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};
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});
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// Reset spells
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// Reset spells - always start with Mana Bolt
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const spells: Record<string, { learned: boolean; level: number; studyProgress: number }> = {
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manaBolt: { learned: true, level: 1, studyProgress: 0 },
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};
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spellsToKeep.forEach(spellId => {
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spells[spellId] = { learned: true, level: 1, studyProgress: 0 };
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});
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// Add random starting spells from spell memory upgrade
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// Add random starting spells from spell memory prestige upgrade (purchased with insight)
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if (pu.spellMemory) {
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const availableSpells = Object.keys(SPELLS_DEF).filter(s => s !== 'manaBolt' && !spellsToKeep.includes(s));
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const availableSpells = Object.keys(SPELLS_DEF).filter(s => s !== 'manaBolt');
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const shuffled = availableSpells.sort(() => Math.random() - 0.5);
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for (let i = 0; i < Math.min(pu.spellMemory, shuffled.length); i++) {
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spells[shuffled[i]] = { learned: true, level: 1, studyProgress: 0 };
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@@ -57,14 +57,8 @@ export const createTimeSlice = (
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const insightGained = state.loopInsight || calcInsight(state);
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const total = state.insight + insightGained;
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// Keep some spells through temporal memory
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const spellsToKeep: string[] = [];
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if (state.skills.temporalMemory) {
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const learnedSpells = Object.entries(state.spells)
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.filter(([, s]) => s.learned)
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.map(([id]) => id);
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spellsToKeep.push(...learnedSpells.slice(0, state.skills.temporalMemory));
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}
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// Spell preservation is handled through the prestige upgrade "spellMemory"
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// which is purchased with insight
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// This will be handled by the main store reset
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set({
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@@ -417,14 +417,8 @@ export const useGameStore = create<GameCoordinatorStore>()(
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const total = prestigeState.insight + insightGained;
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// Keep some spells through temporal memory
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let spellsToKeep: string[] = [];
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if (skillState.skills.temporalMemory) {
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const learnedSpells = Object.entries(combatState.spells)
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.filter(([, s]) => s.learned)
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.map(([id]) => id);
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spellsToKeep = learnedSpells.slice(0, skillState.skills.temporalMemory);
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}
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// Spell preservation is only through prestige upgrade "spellMemory" (purchased with insight)
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// Not through a skill - that would undermine the insight economy
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const pu = prestigeState.prestigeUpgrades;
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const startFloor = 1 + (pu.spireKey || 0) * 2;
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@@ -468,7 +462,7 @@ export const useGameStore = create<GameCoordinatorStore>()(
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useSkillStore.getState().resetSkills(newSkills, newSkillUpgrades, newSkillTiers);
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// Reset combat with starting floor and any kept spells
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// Reset combat with starting floor and any spells from prestige upgrades
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const startSpells = makeInitialSpells();
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if (pu.spellMemory) {
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const availableSpells = Object.keys(SPELLS_DEF).filter(s => s !== 'manaBolt');
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@@ -477,9 +471,6 @@ export const useGameStore = create<GameCoordinatorStore>()(
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startSpells[shuffled[i]] = { learned: true, level: 1, studyProgress: 0 };
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}
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}
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spellsToKeep.forEach(spellId => {
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startSpells[spellId] = { learned: true, level: 1, studyProgress: 0 };
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});
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useCombatStore.setState({
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currentFloor: startFloor,
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