fix: SLOT_NAMES export and refactor: split crafting-slice.ts into modules
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Refactoring Agent
2026-05-02 10:59:36 +02:00
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commit c9ae2576f4
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// ─── Crafting Design System ─────────────────────────────────────────────────
// Design system functions: calculateDesignTime, capacity cost, XP, etc.
import type { EnchantmentDesign, DesignEffect, AppliedEnchantment } from './types';
import { calculateEnchantingXP } from './data/attunements';
import { ENCHANTMENT_EFFECTS, calculateEffectCapacityCost } from './data/enchantment-effects';
import { hasSpecial, SPECIAL_EFFECTS } from './special-effects';
import { computeEffects } from './upgrade-effects';
import { EQUIPMENT_TYPES, type EquipmentCategory } from './data/equipment';
// ─── Design Creation & Calculation ──────────────────────────────────────────
// Validate effects for a design against equipment category
export function validateDesignEffects(
effects: DesignEffect[],
equipmentTypeId: string,
enchantingLevel: number
): { valid: boolean; reason?: string } {
if (enchantingLevel < 1) {
return { valid: false, reason: 'Requires enchanting skill level 1' };
}
const equipType = EQUIPMENT_TYPES[equipmentTypeId];
if (!equipType) {
return { valid: false, reason: 'Invalid equipment type' };
}
const category = equipType.category;
if (!category) {
return { valid: false, reason: 'Invalid equipment category' };
}
for (const eff of effects) {
const effectDef = ENCHANTMENT_EFFECTS[eff.effectId];
if (!effectDef) {
return { valid: false, reason: `Unknown effect: ${eff.effectId}` };
}
if (!effectDef.allowedEquipmentCategories.includes(category)) {
return { valid: false, reason: `Effect ${eff.effectId} not allowed on ${category}` };
}
if (eff.stacks > effectDef.maxStacks) {
return { valid: false, reason: `Stacks exceed maximum for ${eff.effectId}` };
}
}
return { valid: true };
}
// Create an enchantment design from validated inputs
export function createEnchantmentDesign(
name: string,
equipmentType: string,
effects: DesignEffect[],
efficiencyBonus: number = 0
): EnchantmentDesign {
const totalCapacityUsed = calculateDesignCapacityCost(effects, efficiencyBonus);
const designTime = calculateDesignTime(effects);
return {
id: `design_${Date.now()}`,
name,
equipmentType,
effects,
totalCapacityUsed,
designTime,
created: Date.now(),
};
}
// ─── Capacity Cost Calculation ──────────────────────────────────────────────
export function calculateDesignCapacityCost(effects: DesignEffect[], efficiencyBonus: number = 0): number {
return effects.reduce((total, eff) => total + calculateEffectCapacityCost(eff.effectId, eff.stacks, efficiencyBonus), 0);
}
export function calculateTotalCapacityCost(design: EnchantmentDesign): number {
return design.totalCapacityUsed;
}
// ─── XP & Progression ───────────────────────────────────────────────────────
export function calculateEnchantingXpFromDesign(design: EnchantmentDesign): number {
return calculateEnchantingXP(design.totalCapacityUsed);
}
export function calculateXpFromInstanceEnchantments(
instance: { enchantments: AppliedEnchantment[] }
): number {
let totalXp = 0;
for (const ench of instance.enchantments) {
const effectDef = ENCHANTMENT_EFFECTS[ench.effectId];
const baseCost = effectDef?.baseCapacityCost || 0;
totalXp += calculateEnchantingXP(baseCost * ench.stacks);
}
return totalXp;
}
// ─── Design Time Calculations ──────────────────────────────────────────────
export function calculateDesignTime(effects: DesignEffect[]): number {
let time = 1;
for (const eff of effects) {
const effectDef = ENCHANTMENT_EFFECTS[eff.effectId];
if (effectDef) {
time += 0.5 * eff.stacks;
}
}
return time;
}
export function getDesignTimeWithHaste(
effects: DesignEffect[],
isRepeatDesign: boolean,
computedEffects: any
): number {
let time = calculateDesignTime(effects);
if (isRepeatDesign && hasSpecial(computedEffects, SPECIAL_EFFECTS.HASTY_ENCHANTER)) {
time *= 0.75;
}
return time;
}
// ─── Progress Calculations ──────────────────────────────────────────────────
export interface DesignProgressUpdate {
progress: number;
required: number;
isComplete: boolean;
timeBonus: number;
}
export function calculateDesignProgress(
currentProgress: number,
required: number,
computedEffects: any,
isRepeatDesign: boolean
): DesignProgressUpdate {
let progress = currentProgress + 0.04;
let timeBonus = 0;
if (isRepeatDesign && hasSpecial(computedEffects, SPECIAL_EFFECTS.HASTY_ENCHANTER)) {
timeBonus = 0.04 * 0.25;
progress += timeBonus;
}
if (hasSpecial(computedEffects, SPECIAL_EFFECTS.INSTANT_DESIGNS) && Math.random() < 0.10) {
progress = required;
}
return { progress, required, isComplete: progress >= required, timeBonus };
}
export function calculateSecondDesignProgress(
currentProgress: number,
required: number,
computedEffects: any,
isRepeatDesign: boolean
): DesignProgressUpdate {
return calculateDesignProgress(currentProgress, required, computedEffects, isRepeatDesign);
}
export function isSecondDesignSlotAvailable(
designProgress: any,
designProgress2: any,
hasEnchantMastery: boolean
): boolean {
if (!designProgress && !designProgress2) return true;
if (!designProgress && designProgress2) return false;
if (designProgress && !designProgress2 && hasEnchantMastery) return true;
return false;
}
// ─── Auto-save Completed Design ────────────────────────────────────────────
export function createCompletedDesignFromProgress(
progressData: {
designId: string;
name: string;
equipmentType: string;
effects: DesignEffect[];
required: number;
},
efficiencyBonus: number = 0
): EnchantmentDesign {
const totalCapacityCost = calculateDesignCapacityCost(progressData.effects, efficiencyBonus);
return {
id: progressData.designId,
name: progressData.name,
equipmentType: progressData.equipmentType,
effects: progressData.effects,
totalCapacityUsed: totalCapacityCost,
designTime: progressData.required,
created: Date.now(),
};
}
// ─── Design Management ──────────────────────────────────────────────────────
export interface DesignWithCapacityInfo {
design: EnchantmentDesign;
fitsInEquipment: boolean;
availableCapacity: number;
}
export function filterDesignsByEquipment(
designs: EnchantmentDesign[],
equipment: { instanceId: string; totalCapacity: number; usedCapacity: number } | null
): DesignWithCapacityInfo[] {
if (!equipment) return [];
return designs.map(design => ({
design,
fitsInEquipment: designFitsInEquipment(design, {
...equipment,
enchantments: [],
rarity: 'common',
quality: 100,
typeId: '',
name: '',
} as any),
availableCapacity: equipment.totalCapacity - equipment.usedCapacity,
}));
}
function designFitsInEquipment(design: EnchantmentDesign, instance: any): boolean {
return (instance.usedCapacity || 0) + design.totalCapacityUsed <= instance.totalCapacity;
}