Phase 3: Split computed-stats.ts by responsibility
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// ─── Mana Calculation Functions ───────────────────────────────────────────────
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import type { GameState } from '../types';
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import { HOURS_PER_TICK, TICK_MS } from '../constants';
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import type { ComputedEffects } from '../upgrade-effects';
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import { getUnifiedEffects, type UnifiedEffects } from '../effects';
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// ─── Default Effects Constant ───────────────────────────────────────────────────
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// Default empty effects for when effects aren't provided
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export const DEFAULT_EFFECTS: ComputedEffects = {
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maxManaMultiplier: 1,
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maxManaBonus: 0,
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regenMultiplier: 1,
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regenBonus: 0,
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clickManaMultiplier: 1,
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clickManaBonus: 0,
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meditationEfficiency: 1,
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spellCostMultiplier: 1,
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conversionEfficiency: 1,
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baseDamageMultiplier: 1,
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baseDamageBonus: 0,
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attackSpeedMultiplier: 1,
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critChanceBonus: 0,
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critDamageMultiplier: 1.5,
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elementalDamageMultiplier: 1,
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studySpeedMultiplier: 1,
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studyCostMultiplier: 1,
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progressRetention: 0,
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instantStudyChance: 0,
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freeStudyChance: 0,
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elementCapMultiplier: 1,
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elementCapBonus: 0,
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conversionCostMultiplier: 1,
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doubleCraftChance: 0,
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permanentRegenBonus: 0,
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specials: new Set(),
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activeUpgrades: [],
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};
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// ─── Mana Computation Functions ────────────────────────────────────────────────
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export function computeMaxMana(
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state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers' | 'equipmentInstances' | 'equippedInstances'>,
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effects?: ComputedEffects | UnifiedEffects
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): number {
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const pu = state.prestigeUpgrades;
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const base =
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100 +
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(state.skills.manaWell || 0) * 100 +
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(pu.manaWell || 0) * 500;
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// If effects not provided, compute unified effects (includes equipment)
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if (!effects && state.equipmentInstances && state.equippedInstances) {
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effects = getUnifiedEffects(state as any);
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}
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// Apply effects if available (now includes equipment bonuses)
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if (effects) {
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return Math.floor((base + effects.maxManaBonus) * effects.maxManaMultiplier);
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}
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return base;
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}
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export function computeElementMax(
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state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers'>,
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effects?: ComputedEffects
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): number {
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const pu = state.prestigeUpgrades;
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const base = 10 + (state.skills.elemAttune || 0) * 50 + (pu.elementalAttune || 0) * 25;
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// Apply upgrade effects if provided
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if (effects) {
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return Math.floor((base + effects.elementCapBonus) * effects.elementCapMultiplier);
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}
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return base;
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}
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export function computeRegen(
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state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers' | 'equipmentInstances' | 'equippedInstances'>,
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effects?: ComputedEffects | UnifiedEffects
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): number {
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const pu = state.prestigeUpgrades;
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const temporalBonus = 1 + (pu.temporalEcho || 0) * 0.1;
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const base =
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2 +
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(state.skills.manaFlow || 0) * 1 +
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(state.skills.manaSpring || 0) * 2 +
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(pu.manaFlow || 0) * 0.5;
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let regen = base * temporalBonus;
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// If effects not provided, compute unified effects (includes equipment)
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if (!effects && state.equipmentInstances && state.equippedInstances) {
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effects = getUnifiedEffects(state as any);
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}
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// Apply effects if available (now includes equipment bonuses)
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if (effects) {
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regen = (regen + effects.regenBonus + effects.permanentRegenBonus) * effects.regenMultiplier;
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}
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return regen;
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}
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/**
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* Compute regen with dynamic special effects (needs current mana, max mana, incursion)
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*/
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export function computeEffectiveRegen(
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state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'rawMana' | 'incursionStrength' | 'skillUpgrades' | 'skillTiers' | 'equipmentInstances' | 'equippedInstances'>,
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effects?: ComputedEffects | UnifiedEffects
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): number {
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// Base regen from existing function
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let regen = computeRegen(state, effects);
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const maxMana = computeMaxMana(state, effects);
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const currentMana = state.rawMana;
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const incursionStrength = state.incursionStrength || 0;
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// Apply incursion penalty
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regen *= (1 - incursionStrength);
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return regen;
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}
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export function computeClickMana(
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state: Pick<GameState, 'skills' | 'skillUpgrades' | 'skillTiers' | 'equipmentInstances' | 'equippedInstances'>,
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effects?: ComputedEffects | UnifiedEffects
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): number {
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const base =
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1 +
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(state.skills.manaTap || 0) * 1 +
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(state.skills.manaSurge || 0) * 3;
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// If effects not provided, compute unified effects (includes equipment)
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if (!effects && state.equipmentInstances && state.equippedInstances) {
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effects = getUnifiedEffects(state as any);
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}
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// Apply effects if available (now includes equipment bonuses)
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if (effects) {
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return Math.floor((base + effects.clickManaBonus) * effects.clickManaMultiplier);
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}
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return base;
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}
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