refactor: resolve structural inconsistencies and dead code
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 55s
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
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// ─── Upgrade Effect System ────────────────────────────────────────────────────────
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// This module handles applying skill upgrade effects to game stats
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// Note: Skill evolution paths have been removed. Upgrade effects now return
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// base/default values with no skill-dependent modifications.
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import type { ActiveUpgradeEffect, ComputedEffects } from './upgrade-effects.types';
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// ─── Upgrade Definition Cache ───────────────────────────
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// No-op: skill evolution paths have been removed
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function buildUpgradeCache(): void {
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// No-op: no upgrade definitions to cache
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}
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// ─── Helper Functions ──────────────────────────────
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/**
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* Get all selected upgrades with their full effect definitions.
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* Since skills are removed, always returns empty array.
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*/
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export function getActiveUpgrades(
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_skillUpgrades: Record<string, string[]>,
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_skillTiers: Record<string, number>
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): ActiveUpgradeEffect[] {
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return [];
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}
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/**
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* Compute all active effects from selected upgrades.
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* Since skills are removed, returns base values with no upgrades applied.
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*/
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export function computeEffects(
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_skillUpgrades: Record<string, string[]>,
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_skillTiers: Record<string, number>
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): ComputedEffects {
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return {
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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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perElementCapBonus: {},
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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<string>(),
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activeUpgrades: [],
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skillLevelMultiplier: 1,
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enchantmentPowerMultiplier: 1,
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};
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}
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