refactor: resolve structural inconsistencies and dead code
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 55s

- Fix broken barrel exports in components/game/index.ts
- Remove skill system from stores (gameStore, gameActions, gameLoopActions, gameHooks, craftingStore, combat)
- Remove skill system from components (page.tsx, LeftPanel, StatsTab, SpellsTab, EnchantmentDesigner, EnchantmentPreparer, GameContext/Provider)
- Delete dead code: stats/ directory, attunements/ directory, layout/ Header+TabBar, shared/ StudyProgress+UpgradeDialog duplicates, effects.ts.fix, study-slice.ts, navigation-slice.ts
- Delete legacy store/ and store-modules/ directories, redirect remaining callers
- Merge root formatting.ts into utils/formatting.ts
- Move effects files (dynamic-compute, upgrade-effects, special-effects, upgrade-effects.types) into effects/ directory
- Move debug-context.tsx into components/game/debug/
- Create tabs/index.ts barrel for tab components
- Fix page.tsx lazy imports to use tabs barrel
- Fix all broken import paths across codebase
- Remove SKILLS_DEF and skill-evolution references
- Trim store.ts to under 400 lines by removing dead skill actions
This commit is contained in:
2026-05-18 14:21:59 +02:00
parent 2805f75f5e
commit ca86b6268c
57 changed files with 405 additions and 3726 deletions
+2 -2
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@@ -6,8 +6,8 @@ import { usePrestigeStore } from '@/lib/game/stores/prestigeStore';
import { useUIStore } from '@/lib/game/stores/uiStore';
import { useCombatStore } from '@/lib/game/stores/combatStore';
import { useGameStore } from '@/lib/game/stores/gameStore';
import { computeEffects } from '@/lib/game/upgrade-effects';
import { hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/special-effects';
import { computeEffects } from '@/lib/game/effects/upgrade-effects';
import { hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/effects/special-effects';
import {
computeMaxMana,
computeRegen,
+2 -2
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@@ -3,8 +3,8 @@ import { useManaStore } from '@/lib/game/stores/manaStore';
import { usePrestigeStore } from '@/lib/game/stores/prestigeStore';
import { useUIStore } from '@/lib/game/stores/uiStore';
import { useCombatStore } from '@/lib/game/stores/combatStore';
import { computeEffects } from '@/lib/game/upgrade-effects';
import { hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/special-effects';
import { computeEffects } from '@/lib/game/effects/upgrade-effects';
import { hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/effects/special-effects';
import { getBoonBonuses } from '@/lib/game/utils';
// Define a unified store type that combines all stores
+5 -5
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@@ -3,7 +3,7 @@
import { Button } from '@/components/ui/button';
import { Progress } from '@/components/ui/progress';
import { BookOpen, X } from 'lucide-react';
import { SKILLS_DEF, SPELLS_DEF } from '@/lib/game/constants';
import { SPELLS_DEF } from '@/lib/game/constants';
import { formatStudyTime } from '@/lib/game/utils/formatting';
import type { StudyTarget } from '@/lib/game/types';
@@ -21,20 +21,20 @@ export function StudyProgress({
cancelStudy,
}: StudyProgressProps) {
if (!currentStudyTarget) return null;
const target = currentStudyTarget;
const progressPct = Math.min(100, (target.progress / target.required) * 100);
const isSkill = target.type === 'skill';
const def = isSkill ? SKILLS_DEF[target.id] : SPELLS_DEF[target.id];
const def = isSkill ? undefined : SPELLS_DEF[target.id];
const currentLevel = isSkill ? (skills[target.id] || 0) : 0;
return (
<div className="p-3 rounded border border-purple-600/50 bg-purple-900/20">
<div className="flex items-center justify-between mb-2">
<div className="flex items-center gap-2">
<BookOpen className="w-4 h-4 text-purple-400" />
<span className="text-sm font-semibold text-purple-300">
{def?.name}
{def?.name ?? target.id}
{isSkill && ` Lv.${currentLevel + 1}`}
</span>
</div>
+13 -15
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@@ -1,6 +1,5 @@
'use client';
import { SKILLS_DEF } from '@/lib/game/constants';
import type { SkillUpgradeChoice } from '@/lib/game/types';
import { Button } from '@/components/ui/button';
import { Badge } from '@/components/ui/badge';
@@ -32,35 +31,34 @@ export function UpgradeDialog({
onOpenChange,
}: UpgradeDialogProps) {
if (!skillId) return null;
const skillDef = SKILLS_DEF[skillId];
const currentSelections = pendingSelections.length > 0 ? pendingSelections : alreadySelected;
return (
<Dialog open={open} onOpenChange={onOpenChange}>
<DialogContent className="bg-gray-900 border-gray-700 max-w-lg">
<DialogHeader>
<DialogTitle className="text-amber-400">
Choose Upgrade - {skillDef?.name || skillId}
Choose Upgrade - {skillId}
</DialogTitle>
<DialogDescription className="text-gray-400">
Level {milestone} Milestone - Select 2 upgrades ({currentSelections.length}/2 chosen)
</DialogDescription>
</DialogHeader>
<div className="space-y-2 mt-4">
{available.map((upgrade) => {
const isSelected = currentSelections.includes(upgrade.id);
const canToggle = currentSelections.length < 2 || isSelected;
return (
<div
key={upgrade.id}
className={`p-3 rounded border cursor-pointer transition-all ${
isSelected
? 'border-amber-500 bg-amber-900/30'
: canToggle
? 'border-gray-600 bg-gray-800/50 hover:border-amber-500/50 hover:bg-gray-800'
isSelected
? 'border-amber-500 bg-amber-900/30'
: canToggle
? 'border-gray-600 bg-gray-800/50 hover:border-amber-500/50 hover:bg-gray-800'
: 'border-gray-700 bg-gray-800/30 opacity-50 cursor-not-allowed'
}`}
onClick={() => {
@@ -93,15 +91,15 @@ export function UpgradeDialog({
);
})}
</div>
<div className="flex justify-end gap-2 mt-4">
<Button
variant="outline"
<Button
variant="outline"
onClick={onCancel}
>
Cancel
</Button>
<Button
<Button
variant="default"
onClick={onConfirm}
disabled={currentSelections.length !== 2}
+1 -1
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@@ -9,7 +9,7 @@ import { Label } from '@/components/ui/label';
import {
RotateCcw, AlertTriangle, Zap, Clock, Settings, Eye,
} from 'lucide-react';
import { useDebug } from '@/lib/game/debug-context';
import { useDebug } from '@/components/game/debug/debug-context';
import { useGameStore, useManaStore, useUIStore, useCombatStore } from '@/lib/game/stores';
import { computeMaxMana } from '@/lib/game/stores';
+69
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@@ -0,0 +1,69 @@
'use client';
import { createContext, useContext, useState, useEffect, type ReactNode } from 'react';
interface DebugContextType {
showComponentNames: boolean;
toggleComponentNames: () => void;
}
const DebugContext = createContext<DebugContextType | null>(null);
export function DebugProvider({ children }: { children: ReactNode }) {
// Initialize from localStorage if available
const [showComponentNames, setShowComponentNames] = useState(() => {
if (typeof window !== 'undefined') {
const saved = localStorage.getItem('debug-show-component-names');
return saved === 'true';
}
return false;
});
const toggleComponentNames = () => {
setShowComponentNames(prev => {
const newValue = !prev;
localStorage.setItem('debug-show-component-names', String(newValue));
return newValue;
});
};
return (
<DebugContext.Provider value={{ showComponentNames, toggleComponentNames }}>
{children}
</DebugContext.Provider>
);
}
export function useDebug() {
const context = useContext(DebugContext);
if (!context) {
// Return default values if used outside provider
return { showComponentNames: false, toggleComponentNames: () => {} };
}
return context;
}
// Wrapper component to show component name in debug mode
interface DebugNameProps {
name: string;
children: ReactNode;
}
export function DebugName({ name, children }: DebugNameProps) {
const { showComponentNames } = useDebug();
if (!showComponentNames) {
return <>{children}</>;
}
return (
<div className="relative">
<div className="absolute -top-5 left-0 text-[10px] font-mono text-yellow-400 bg-yellow-900/50 px-1 rounded z-50">
{name}
</div>
{children}
</div>
);
}
DebugName.displayName = "DebugName";
-1
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@@ -1,5 +1,4 @@
export { GameStateDebug } from './GameStateDebug';
export { SkillDebug } from './SkillDebug';
export { ElementDebug } from './ElementDebug';
export { AttunementDebug } from './AttunementDebug';
export { GolemDebug } from './GolemDebug';
+23 -29
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@@ -7,8 +7,6 @@ import { Badge } from '@/components/ui/badge';
import { ScrollArea } from '@/components/ui/scroll-area';
import { Save, Trash2, Star } from 'lucide-react';
import { useGameContext } from '../GameContext';
import { SKILLS_DEF } from '@/lib/game/constants';
import { getTierMultiplier, getBaseSkillId } from '@/lib/game/skill-evolution';
import type { Memory } from '@/lib/game/types';
interface MemorySlotPickerProps {
@@ -22,15 +20,14 @@ export function MemorySlotPicker({ onConfirm }: MemorySlotPickerProps) {
// Get all skills that have progress and can be saved
const saveableSkills = useMemo(() => {
const skills: { skillId: string; level: number; tier: number; upgrades: string[]; name: string }[] = [];
for (const [skillId, level] of Object.entries(store.skills)) {
if (level && level > 0) {
const baseSkillId = getBaseSkillId(skillId);
const baseSkillId = skillId;
const tier = store.skillTiers?.[baseSkillId] || 1;
const tieredSkillId = tier > 1 ? `${baseSkillId}_t${tier}` : baseSkillId;
const upgrades = store.skillUpgrades?.[tieredSkillId] || [];
const skillDef = SKILLS_DEF[baseSkillId];
// Only include if it's a base skill (not a tiered variant in the skills object)
if (skillId === baseSkillId || skillId.includes('_t')) {
// Get the actual skill ID and level
@@ -41,13 +38,13 @@ export function MemorySlotPicker({ onConfirm }: MemorySlotPickerProps) {
level: actualLevel,
tier,
upgrades,
name: skillDef?.name || baseSkillId,
name: baseSkillId,
});
}
}
}
}
// Remove duplicates and keep highest tier/level
const uniqueSkills = new Map<string, typeof skills[0]>();
for (const skill of skills) {
@@ -56,7 +53,7 @@ export function MemorySlotPicker({ onConfirm }: MemorySlotPickerProps) {
uniqueSkills.set(skill.skillId, skill);
}
}
return Array.from(uniqueSkills.values()).sort((a, b) => {
// Sort by tier then level then name
if (a.tier !== b.tier) return b.tier - a.tier;
@@ -66,12 +63,12 @@ export function MemorySlotPicker({ onConfirm }: MemorySlotPickerProps) {
}, [store.skills, store.skillTiers, store.skillUpgrades]);
const isSkillSelected = (skillId: string) => selectedSkills.some(m => m.skillId === skillId);
const canAddMore = selectedSkills.length < store.memorySlots;
const toggleSkill = (skillId: string) => {
const existingIndex = selectedSkills.findIndex(m => m.skillId === skillId);
if (existingIndex >= 0) {
// Remove it
setSelectedSkills(selectedSkills.filter((_, i) => i !== existingIndex));
@@ -116,22 +113,19 @@ export function MemorySlotPicker({ onConfirm }: MemorySlotPickerProps) {
<div className="space-y-1">
<div className="text-xs text-green-400 game-panel-title">Saved to Memory:</div>
<div className="flex flex-wrap gap-1">
{selectedSkills.map((memory) => {
const skillDef = SKILLS_DEF[memory.skillId];
return (
<Badge
key={memory.skillId}
className="bg-amber-900/50 text-amber-200 cursor-pointer hover:bg-red-900/50"
onClick={() => toggleSkill(memory.skillId)}
>
{skillDef?.name || memory.skillId}
{' '}Lv.{memory.level}
{memory.tier > 1 && ` T${memory.tier}`}
{memory.upgrades.length > 0 && ` (${memory.upgrades.length}⭐)`}
<Trash2 className="w-3 h-3 ml-1" />
</Badge>
);
})}
{selectedSkills.map((memory) => (
<Badge
key={memory.skillId}
className="bg-amber-900/50 text-amber-200 cursor-pointer hover:bg-red-900/50"
onClick={() => toggleSkill(memory.skillId)}
>
{memory.skillId}
{' '}Lv.{memory.level}
{memory.tier > 1 && ` T${memory.tier}`}
{memory.upgrades.length > 0 && ` (${memory.upgrades.length}⭐)`}
<Trash2 className="w-3 h-3 ml-1" />
</Badge>
))}
</div>
</div>
)}
@@ -147,8 +141,8 @@ export function MemorySlotPicker({ onConfirm }: MemorySlotPickerProps) {
) : (
saveableSkills.map((skill) => {
const isSelected = isSkillSelected(skill.skillId);
const tierMult = getTierMultiplier(skill.tier > 1 ? `${skill.skillId}_t${skill.tier}` : skill.skillId);
const tierMult = 1;
return (
<div
key={skill.skillId}
+6
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@@ -0,0 +1,6 @@
// ─── Tab Components Barrel ────────────────────────────────────────────────────
// Re-exports all existing tab components for lazy loading from page.tsx
export { DisciplinesTab } from './DisciplinesTab';
export { SpellsTab } from '../SpellsTab';
export { StatsTab } from '../StatsTab';