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
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@@ -1,43 +0,0 @@
<!-- gitnexus:start -->
# GitNexus — Code Intelligence
This project is indexed by GitNexus as **Mana-Loop** (3795 symbols, 6409 relationships, 146 execution flows). Use the GitNexus MCP tools to understand code, assess impact, and navigate safely.
> If any GitNexus tool warns the index is stale, run `npx gitnexus analyze` in terminal first.
## Always Do
- **MUST run impact analysis before editing any symbol.** Before modifying a function, class, or method, run `gitnexus_impact({target: "symbolName", direction: "upstream"})` and report the blast radius (direct callers, affected processes, risk level) to the user.
- **MUST run `gitnexus_detect_changes()` before committing** to verify your changes only affect expected symbols and execution flows.
- **MUST warn the user** if impact analysis returns HIGH or CRITICAL risk before proceeding with edits.
- When exploring unfamiliar code, use `gitnexus_query({query: "concept"})` to find execution flows instead of grepping. It returns process-grouped results ranked by relevance.
- When you need full context on a specific symbol — callers, callees, which execution flows it participates in — use `gitnexus_context({name: "symbolName"})`.
## Never Do
- NEVER edit a function, class, or method without first running `gitnexus_impact` on it.
- NEVER ignore HIGH or CRITICAL risk warnings from impact analysis.
- NEVER rename symbols with find-and-replace — use `gitnexus_rename` which understands the call graph.
- NEVER commit changes without running `gitnexus_detect_changes()` to check affected scope.
## Resources
| Resource | Use for |
|----------|---------|
| `gitnexus://repo/Mana-Loop/context` | Codebase overview, check index freshness |
| `gitnexus://repo/Mana-Loop/clusters` | All functional areas |
| `gitnexus://repo/Mana-Loop/processes` | All execution flows |
| `gitnexus://repo/Mana-Loop/process/{name}` | Step-by-step execution trace |
## CLI
| Task | Read this skill file |
|------|---------------------|
| Understand architecture / "How does X work?" | `.claude/skills/gitnexus/gitnexus-exploring/SKILL.md` |
| Blast radius / "What breaks if I change X?" | `.claude/skills/gitnexus/gitnexus-impact-analysis/SKILL.md` |
| Trace bugs / "Why is X failing?" | `.claude/skills/gitnexus/gitnexus-debugging/SKILL.md` |
| Rename / extract / split / refactor | `.claude/skills/gitnexus/gitnexus-refactoring/SKILL.md` |
| Tools, resources, schema reference | `.claude/skills/gitnexus/gitnexus-guide/SKILL.md` |
| Index, status, clean, wiki CLI commands | `.claude/skills/gitnexus/gitnexus-cli/SKILL.md` |
<!-- gitnexus:end -->
+2 -2
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@@ -1,8 +1,8 @@
# Circular Dependencies # Circular Dependencies
Generated: 2026-05-18T09:26:29.031Z Generated: 2026-05-18T10:08:43.704Z
Found: 7 circular chain(s) — these MUST be fixed before modifying involved files. Found: 7 circular chain(s) — these MUST be fixed before modifying involved files.
1. Processed 151 files (1.5s) (37 warnings) 1. Processed 142 files (1.3s) (37 warnings)
2. 1) data/equipment/index.ts > data/equipment/utils.ts 2. 1) data/equipment/index.ts > data/equipment/utils.ts
3. 2) data/golems/index.ts > data/golems/utils.ts 3. 2) data/golems/index.ts > data/golems/utils.ts
4. 3) stores/combat-actions.ts > stores/combatStore.ts 4. 3) stores/combat-actions.ts > stores/combatStore.ts
+3 -42
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@@ -1,26 +1,10 @@
{ {
"_meta": { "_meta": {
"generated": "2026-05-18T09:26:27.302Z", "generated": "2026-05-18T10:08:42.124Z",
"description": "Import dependency graph for src/lib/game. Keys are files, values are arrays of files they import.", "description": "Import dependency graph for src/lib/game. Keys are files, values are arrays of files they import.",
"usage": "To find what a file affects, search for its path in the VALUES. To find what a file depends on, look at its KEY entry." "usage": "To find what a file affects, search for its path in the VALUES. To find what a file depends on, look at its KEY entry."
}, },
"graph": { "graph": {
"attunements/data.ts": [
"types.ts"
],
"attunements/index.ts": [
"attunements/data.ts",
"attunements/types.ts",
"attunements/utils.ts"
],
"attunements/types.ts": [],
"attunements/utils.ts": [
"attunements/data.ts",
"attunements/types.ts"
],
"computed-stats.ts": [
"utils/index.ts"
],
"constants.ts": [ "constants.ts": [
"constants/index.ts" "constants/index.ts"
], ],
@@ -379,9 +363,6 @@
"types.ts", "types.ts",
"utils/discipline-math.ts" "utils/discipline-math.ts"
], ],
"formatting.ts": [
"computed-stats.ts"
],
"hooks/useGameDerived.ts": [ "hooks/useGameDerived.ts": [
"constants.ts", "constants.ts",
"special-effects.ts", "special-effects.ts",
@@ -389,10 +370,6 @@
"store/computed.ts", "store/computed.ts",
"upgrade-effects.ts" "upgrade-effects.ts"
], ],
"navigation-slice.ts": [
"computed-stats.ts",
"types.ts"
],
"special-effects.ts": [ "special-effects.ts": [
"upgrade-effects.types.ts" "upgrade-effects.types.ts"
], ],
@@ -528,10 +505,6 @@
"store/crafting-modules/types.ts", "store/crafting-modules/types.ts",
"store/crafting-modules/utils.ts" "store/crafting-modules/utils.ts"
], ],
"store/index.ts": [
"store.ts",
"store/computed.ts"
],
"store/manaSlice.ts": [ "store/manaSlice.ts": [
"constants.ts", "constants.ts",
"special-effects.ts", "special-effects.ts",
@@ -578,18 +551,14 @@
"stores/craftingStore.ts": [ "stores/craftingStore.ts": [
"crafting-actions/application-actions.ts", "crafting-actions/application-actions.ts",
"crafting-actions/preparation-actions.ts", "crafting-actions/preparation-actions.ts",
"crafting-apply.ts",
"crafting-design.ts", "crafting-design.ts",
"crafting-equipment.ts", "crafting-equipment.ts",
"crafting-slice.ts",
"crafting-utils.ts", "crafting-utils.ts",
"special-effects.ts",
"store/crafting-modules/starting-equipment.ts",
"stores/combatStore.ts", "stores/combatStore.ts",
"stores/gameStore.ts",
"stores/manaStore.ts", "stores/manaStore.ts",
"stores/uiStore.ts", "stores/uiStore.ts",
"types.ts", "types.ts"
"upgrade-effects.ts"
], ],
"stores/discipline-slice.ts": [ "stores/discipline-slice.ts": [
"data/disciplines/base.ts", "data/disciplines/base.ts",
@@ -604,7 +573,6 @@
"stores/manaStore.ts", "stores/manaStore.ts",
"stores/prestigeStore.ts", "stores/prestigeStore.ts",
"stores/uiStore.ts", "stores/uiStore.ts",
"upgrade-effects.ts",
"utils/index.ts" "utils/index.ts"
], ],
"stores/gameHooks.ts": [ "stores/gameHooks.ts": [
@@ -637,7 +605,6 @@
"stores/manaStore.ts", "stores/manaStore.ts",
"stores/prestigeStore.ts", "stores/prestigeStore.ts",
"stores/uiStore.ts", "stores/uiStore.ts",
"upgrade-effects.ts",
"utils/index.ts" "utils/index.ts"
], ],
"stores/index.ts": [ "stores/index.ts": [
@@ -662,12 +629,6 @@
"types.ts" "types.ts"
], ],
"stores/uiStore.ts": [], "stores/uiStore.ts": [],
"study-slice.ts": [
"constants.ts",
"special-effects.ts",
"types.ts",
"upgrade-effects.ts"
],
"types.ts": [ "types.ts": [
"data/equipment/types.ts", "data/equipment/types.ts",
"types/attunements.ts", "types/attunements.ts",
+10 -34
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@@ -103,11 +103,13 @@ Mana-Loop/
│ │ │ │ ├── GameStateDebug.tsx │ │ │ │ ├── GameStateDebug.tsx
│ │ │ │ ├── GolemDebug.tsx │ │ │ │ ├── GolemDebug.tsx
│ │ │ │ ├── PactDebug.tsx │ │ │ │ ├── PactDebug.tsx
│ │ │ │ ├── debug-context.tsx
│ │ │ │ └── index.tsx │ │ │ │ └── index.tsx
│ │ │ ├── shared/ │ │ │ ├── shared/
│ │ │ │ └── MemorySlotPicker.tsx │ │ │ │ └── MemorySlotPicker.tsx
│ │ │ ├── tabs/ │ │ │ ├── tabs/
│ │ │ │ ── DisciplinesTab.tsx │ │ │ │ ── DisciplinesTab.tsx
│ │ │ │ └── index.ts
│ │ │ ├── AchievementsDisplay.tsx │ │ │ ├── AchievementsDisplay.tsx
│ │ │ ├── ActionButtons.tsx │ │ │ ├── ActionButtons.tsx
│ │ │ ├── ActivityLogPanel.tsx │ │ │ ├── ActivityLogPanel.tsx
@@ -247,34 +249,13 @@ Mana-Loop/
│ │ │ ├── enchantment-types.ts │ │ │ ├── enchantment-types.ts
│ │ │ └── loot-drops.ts │ │ │ └── loot-drops.ts
│ │ ├── effects/ │ │ ├── effects/
│ │ │ ── discipline-effects.ts │ │ │ ── discipline-effects.ts
│ │ │ ├── dynamic-compute.ts
│ │ │ ├── special-effects.ts
│ │ │ ├── upgrade-effects.ts
│ │ │ └── upgrade-effects.types.ts
│ │ ├── hooks/ │ │ ├── hooks/
│ │ │ └── useGameDerived.ts │ │ │ └── useGameDerived.ts
│ │ ├── store/
│ │ │ ├── crafting-modules/
│ │ │ │ ├── initial-state.ts
│ │ │ │ ├── selectors.ts
│ │ │ │ ├── slice-logic.ts
│ │ │ │ ├── starting-equipment.ts
│ │ │ │ ├── tick-processors.ts
│ │ │ │ ├── types.ts
│ │ │ │ └── utils.ts
│ │ │ ├── combatSlice.ts
│ │ │ ├── computed.ts
│ │ │ ├── craftingSlice.ts
│ │ │ ├── manaSlice.ts
│ │ │ ├── pactSlice.ts
│ │ │ ├── prestigeSlice.ts
│ │ │ └── timeSlice.ts
│ │ ├── store-modules/
│ │ │ ├── {room-utils,enemy-utils,initial-state,activity-log,store-actions}/
│ │ │ ├── activity-log.ts
│ │ │ ├── computed-stats.ts
│ │ │ ├── enemy-utils.ts
│ │ │ ├── initial-state.ts
│ │ │ ├── room-utils.ts
│ │ │ ├── store-actions.ts
│ │ │ └── tick-logic.ts
│ │ ├── stores/ │ │ ├── stores/
│ │ │ ├── attunementStore.ts │ │ │ ├── attunementStore.ts
│ │ │ ├── combat-actions.ts │ │ │ ├── combat-actions.ts
@@ -308,6 +289,7 @@ Mana-Loop/
│ │ │ ├── formatting.ts │ │ │ ├── formatting.ts
│ │ │ ├── index.ts │ │ │ ├── index.ts
│ │ │ ├── mana-utils.ts │ │ │ ├── mana-utils.ts
│ │ │ ├── pact-utils.ts
│ │ │ └── room-utils.ts │ │ │ └── room-utils.ts
│ │ ├── constants.ts │ │ ├── constants.ts
│ │ ├── crafting-apply.ts │ │ ├── crafting-apply.ts
@@ -318,23 +300,17 @@ Mana-Loop/
│ │ ├── crafting-prep.ts │ │ ├── crafting-prep.ts
│ │ ├── crafting-slice.ts │ │ ├── crafting-slice.ts
│ │ ├── crafting-utils.ts │ │ ├── crafting-utils.ts
│ │ ├── debug-context.tsx
│ │ ├── dynamic-compute.ts
│ │ ├── effects.ts │ │ ├── effects.ts
│ │ ├── special-effects.ts
│ │ ├── store.test.ts │ │ ├── store.test.ts
│ │ ├── store.ts │ │ ├── store.ts
│ │ ├── stores.test.ts │ │ ├── stores.test.ts
│ │ ── types.ts │ │ ── types.ts
│ │ ├── upgrade-effects.ts
│ │ └── upgrade-effects.types.ts
│ └── utils.ts │ └── utils.ts
├── test-results/ ├── test-results/
│ └── .last-run.json │ └── .last-run.json
├── .dockerignore ├── .dockerignore
├── .gitignore ├── .gitignore
├── AGENTS.md ├── AGENTS.md
├── CLAUDE.md
├── Caddyfile ├── Caddyfile
├── Dockerfile ├── Dockerfile
├── README.md ├── README.md
+1 -1
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@@ -8,7 +8,7 @@ import { ManaDisplay } from '@/components/game';
import { ActionButtons } from '@/components/game'; import { ActionButtons } from '@/components/game';
import { AttunementStatus } from '@/components/game/AttunementStatus'; import { AttunementStatus } from '@/components/game/AttunementStatus';
import { ActivityLogPanel } from '@/components/game/ActivityLogPanel'; import { ActivityLogPanel } from '@/components/game/ActivityLogPanel';
import { DebugName } from '@/lib/game/debug-context'; import { DebugName } from '@/components/game/debug/debug-context';
import { useGameStore, useManaStore, useCombatStore, useCraftingStore, usePrestigeStore } from '@/lib/game/stores'; import { useGameStore, useManaStore, useCombatStore, useCraftingStore, usePrestigeStore } from '@/lib/game/stores';
import { getUnifiedEffects } from '@/lib/game/effects'; import { getUnifiedEffects } from '@/lib/game/effects';
import { getMeditationBonus, getIncursionStrength } from '@/lib/game/stores'; import { getMeditationBonus, getIncursionStrength } from '@/lib/game/stores';
+1 -1
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@@ -3,7 +3,7 @@ import localFont from "next/font/local";
import "./globals.css"; import "./globals.css";
import { Toaster } from "@/components/ui/toaster"; import { Toaster } from "@/components/ui/toaster";
import { GameToaster } from "@/components/game/GameToast"; import { GameToaster } from "@/components/game/GameToast";
import { DebugProvider } from "@/lib/game/debug-context"; import { DebugProvider } from "@/components/game/debug/debug-context";
const geistSans = localFont({ const geistSans = localFont({
src: '../../public/fonts/GeistVF.woff', src: '../../public/fonts/GeistVF.woff',
+8 -82
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@@ -31,24 +31,16 @@ import { ScrollArea } from '@/components/ui/scroll-area';
import { TooltipProvider } from '@/components/ui/tooltip'; import { TooltipProvider } from '@/components/ui/tooltip';
import { ErrorBoundary } from '@/components/ErrorBoundary'; import { ErrorBoundary } from '@/components/ErrorBoundary';
import { DebugName } from '@/lib/game/debug-context'; import { DebugName } from '@/components/game/debug/debug-context';
// Import extracted components // Import extracted components
import { GameOverScreen } from './components/GameOverScreen'; import { GameOverScreen } from './components/GameOverScreen';
import { LeftPanel } from './components/LeftPanel'; import { LeftPanel } from './components/LeftPanel';
// Lazy load tab components // Lazy load tab components
const SpireTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.SpireTab }))); const DisciplinesTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.DisciplinesTab })));
const SpellsTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.SpellsTab }))); const SpellsTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.SpellsTab })));
const StatsTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.StatsTab }))); const StatsTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.StatsTab })));
const EquipmentTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.EquipmentTab })));
const AttunementsTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.AttunementsTab })));
const DebugTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.DebugTab })));
const LootTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.LootTab })));
const AchievementsTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.AchievementsTab })));
const GolemancyTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.GolemancyTab })));
const CraftingTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.CraftingTab })));
const TabLoadingFallback = () => <div className="p-4 text-center text-gray-400">Loading...</div>; const TabLoadingFallback = () => <div className="p-4 text-center text-gray-400">Loading...</div>;
@@ -125,7 +117,7 @@ function GrimoireTab() {
export default function ManaLoopGame() { export default function ManaLoopGame() {
const [selectedManaType, setSelectedManaType] = useState<string>(''); const [selectedManaType, setSelectedManaType] = useState<string>('');
const [activeTab, setActiveTab] = useState('spire'); const [activeTab, setActiveTab] = useState('spells');
// ALL hooks must be called before any conditional returns // ALL hooks must be called before any conditional returns
const day = useGameStore((s) => s.day); const day = useGameStore((s) => s.day);
@@ -208,7 +200,7 @@ export default function ManaLoopGame() {
// React to spireMode changes from combat store // React to spireMode changes from combat store
useEffect(() => { useEffect(() => {
if (spireMode) { if (spireMode) {
setActiveTab('spire'); // eslint-disable-line react-hooks/set-state-in-effect setActiveTab('spells'); // eslint-disable-line react-hooks/set-state-in-effect
} }
}, [spireMode]); }, [spireMode]);
@@ -240,44 +232,12 @@ export default function ManaLoopGame() {
<div className="flex-1 min-w-0"> <div className="flex-1 min-w-0">
<Tabs value={activeTab} onValueChange={setActiveTab}> <Tabs value={activeTab} onValueChange={setActiveTab}>
<TabsList className="flex flex-wrap gap-1 w-full mb-4 h-auto"> <TabsList className="flex flex-wrap gap-1 w-full mb-4 h-auto">
<TabsTrigger value="spire" className="text-xs px-2 py-1"> Spire</TabsTrigger>
<TabsTrigger value="attunements" className="text-xs px-2 py-1"> Attune</TabsTrigger>
<TabsTrigger value="golemancy" className="text-xs px-2 py-1">🗿 Golems</TabsTrigger>
<TabsTrigger value="spells" className="text-xs px-2 py-1">🔮 Spells</TabsTrigger> <TabsTrigger value="spells" className="text-xs px-2 py-1">🔮 Spells</TabsTrigger>
<TabsTrigger value="equipment" className="text-xs px-2 py-1">🛡 Gear</TabsTrigger>
<TabsTrigger value="crafting" className="text-xs px-2 py-1">🔧 Craft</TabsTrigger>
<TabsTrigger value="loot" className="text-xs px-2 py-1">💎 Loot</TabsTrigger>
<TabsTrigger value="achievements" className="text-xs px-2 py-1">🏆 Achieve</TabsTrigger>
<TabsTrigger value="stats" className="text-xs px-2 py-1">📊 Stats</TabsTrigger> <TabsTrigger value="stats" className="text-xs px-2 py-1">📊 Stats</TabsTrigger>
<TabsTrigger value="debug" className="text-xs px-2 py-1">🐛 Debug</TabsTrigger> <TabsTrigger value="disciplines" className="text-xs px-2 py-1">📚 Disciplines</TabsTrigger>
<TabsTrigger value="grimoire" className="text-xs px-2 py-1">📖 Grimoire</TabsTrigger> <TabsTrigger value="grimoire" className="text-xs px-2 py-1">📖 Grimoire</TabsTrigger>
</TabsList> </TabsList>
<TabsContent value="spire">
<ErrorBoundary fallback={<div className="p-4 text-red-400">spire tab failed to load.</div>}>
<Suspense fallback={<TabLoadingFallback />}>
<SpireTab simpleMode={spireMode} />
</Suspense>
</ErrorBoundary>
</TabsContent>
<TabsContent value="attunements">
<ErrorBoundary fallback={<div className="p-4 text-red-400">attunements tab failed to load.</div>}>
<Suspense fallback={<TabLoadingFallback />}>
<AttunementsTab />
</Suspense>
</ErrorBoundary>
</TabsContent>
<TabsContent value="golemancy">
<ErrorBoundary fallback={<div className="p-4 text-red-400">golemancy tab failed to load.</div>}>
<Suspense fallback={<TabLoadingFallback />}>
<GolemancyTab />
</Suspense>
</ErrorBoundary>
</TabsContent>
<TabsContent value="spells"> <TabsContent value="spells">
<ErrorBoundary fallback={<div className="p-4 text-red-400">spells tab failed to load.</div>}> <ErrorBoundary fallback={<div className="p-4 text-red-400">spells tab failed to load.</div>}>
<Suspense fallback={<TabLoadingFallback />}> <Suspense fallback={<TabLoadingFallback />}>
@@ -286,40 +246,6 @@ export default function ManaLoopGame() {
</ErrorBoundary> </ErrorBoundary>
</TabsContent> </TabsContent>
<TabsContent value="equipment">
<ErrorBoundary fallback={<div className="p-4 text-red-400">equipment tab failed to load.</div>}>
<Suspense fallback={<TabLoadingFallback />}>
<EquipmentTab />
</Suspense>
</ErrorBoundary>
</TabsContent>
<TabsContent value="crafting">
<ErrorBoundary fallback={<div className="p-4 text-red-400">crafting tab failed to load.</div>}>
<Suspense fallback={<TabLoadingFallback />}>
<CraftingTab />
</Suspense>
</ErrorBoundary>
</TabsContent>
<TabsContent value="loot">
<ErrorBoundary fallback={<div className="p-4 text-red-400">loot tab failed to load.</div>}>
<Suspense fallback={<TabLoadingFallback />}>
<LootTab />
</Suspense>
</ErrorBoundary>
</TabsContent>
<TabsContent value="achievements">
<ErrorBoundary fallback={<div className="p-4 text-red-400">achievements tab failed to load.</div>}>
<Suspense fallback={<TabLoadingFallback />}>
<AchievementsTab />
</Suspense>
</ErrorBoundary>
</TabsContent>
<TabsContent value="stats"> <TabsContent value="stats">
<ErrorBoundary fallback={<div className="p-4 text-red-400">stats tab failed to load.</div>}> <ErrorBoundary fallback={<div className="p-4 text-red-400">stats tab failed to load.</div>}>
<Suspense fallback={<TabLoadingFallback />}> <Suspense fallback={<TabLoadingFallback />}>
@@ -328,10 +254,10 @@ export default function ManaLoopGame() {
</ErrorBoundary> </ErrorBoundary>
</TabsContent> </TabsContent>
<TabsContent value="debug"> <TabsContent value="disciplines">
<ErrorBoundary fallback={<div className="p-4 text-red-400">debug tab failed to load.</div>}> <ErrorBoundary fallback={<div className="p-4 text-red-400">disciplines tab failed to load.</div>}>
<Suspense fallback={<TabLoadingFallback />}> <Suspense fallback={<TabLoadingFallback />}>
<DebugTab /> <DisciplinesTab />
</Suspense> </Suspense>
</ErrorBoundary> </ErrorBoundary>
</TabsContent> </TabsContent>
+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 { useUIStore } from '@/lib/game/stores/uiStore';
import { useCombatStore } from '@/lib/game/stores/combatStore'; import { useCombatStore } from '@/lib/game/stores/combatStore';
import { useGameStore } from '@/lib/game/stores/gameStore'; import { useGameStore } from '@/lib/game/stores/gameStore';
import { computeEffects } from '@/lib/game/upgrade-effects'; import { computeEffects } from '@/lib/game/effects/upgrade-effects';
import { hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/special-effects'; import { hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/effects/special-effects';
import { import {
computeMaxMana, computeMaxMana,
computeRegen, computeRegen,
+2 -2
View File
@@ -3,8 +3,8 @@ import { useManaStore } from '@/lib/game/stores/manaStore';
import { usePrestigeStore } from '@/lib/game/stores/prestigeStore'; import { usePrestigeStore } from '@/lib/game/stores/prestigeStore';
import { useUIStore } from '@/lib/game/stores/uiStore'; import { useUIStore } from '@/lib/game/stores/uiStore';
import { useCombatStore } from '@/lib/game/stores/combatStore'; import { useCombatStore } from '@/lib/game/stores/combatStore';
import { computeEffects } from '@/lib/game/upgrade-effects'; import { computeEffects } from '@/lib/game/effects/upgrade-effects';
import { hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/special-effects'; import { hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/effects/special-effects';
import { getBoonBonuses } from '@/lib/game/utils'; import { getBoonBonuses } from '@/lib/game/utils';
// Define a unified store type that combines all stores // Define a unified store type that combines all stores
+5 -5
View File
@@ -3,7 +3,7 @@
import { Button } from '@/components/ui/button'; import { Button } from '@/components/ui/button';
import { Progress } from '@/components/ui/progress'; import { Progress } from '@/components/ui/progress';
import { BookOpen, X } from 'lucide-react'; 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 { formatStudyTime } from '@/lib/game/utils/formatting';
import type { StudyTarget } from '@/lib/game/types'; import type { StudyTarget } from '@/lib/game/types';
@@ -21,20 +21,20 @@ export function StudyProgress({
cancelStudy, cancelStudy,
}: StudyProgressProps) { }: StudyProgressProps) {
if (!currentStudyTarget) return null; if (!currentStudyTarget) return null;
const target = currentStudyTarget; const target = currentStudyTarget;
const progressPct = Math.min(100, (target.progress / target.required) * 100); const progressPct = Math.min(100, (target.progress / target.required) * 100);
const isSkill = target.type === 'skill'; 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; const currentLevel = isSkill ? (skills[target.id] || 0) : 0;
return ( return (
<div className="p-3 rounded border border-purple-600/50 bg-purple-900/20"> <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 justify-between mb-2">
<div className="flex items-center gap-2"> <div className="flex items-center gap-2">
<BookOpen className="w-4 h-4 text-purple-400" /> <BookOpen className="w-4 h-4 text-purple-400" />
<span className="text-sm font-semibold text-purple-300"> <span className="text-sm font-semibold text-purple-300">
{def?.name} {def?.name ?? target.id}
{isSkill && ` Lv.${currentLevel + 1}`} {isSkill && ` Lv.${currentLevel + 1}`}
</span> </span>
</div> </div>
+13 -15
View File
@@ -1,6 +1,5 @@
'use client'; 'use client';
import { SKILLS_DEF } from '@/lib/game/constants';
import type { SkillUpgradeChoice } from '@/lib/game/types'; import type { SkillUpgradeChoice } from '@/lib/game/types';
import { Button } from '@/components/ui/button'; import { Button } from '@/components/ui/button';
import { Badge } from '@/components/ui/badge'; import { Badge } from '@/components/ui/badge';
@@ -32,35 +31,34 @@ export function UpgradeDialog({
onOpenChange, onOpenChange,
}: UpgradeDialogProps) { }: UpgradeDialogProps) {
if (!skillId) return null; if (!skillId) return null;
const skillDef = SKILLS_DEF[skillId];
const currentSelections = pendingSelections.length > 0 ? pendingSelections : alreadySelected; const currentSelections = pendingSelections.length > 0 ? pendingSelections : alreadySelected;
return ( return (
<Dialog open={open} onOpenChange={onOpenChange}> <Dialog open={open} onOpenChange={onOpenChange}>
<DialogContent className="bg-gray-900 border-gray-700 max-w-lg"> <DialogContent className="bg-gray-900 border-gray-700 max-w-lg">
<DialogHeader> <DialogHeader>
<DialogTitle className="text-amber-400"> <DialogTitle className="text-amber-400">
Choose Upgrade - {skillDef?.name || skillId} Choose Upgrade - {skillId}
</DialogTitle> </DialogTitle>
<DialogDescription className="text-gray-400"> <DialogDescription className="text-gray-400">
Level {milestone} Milestone - Select 2 upgrades ({currentSelections.length}/2 chosen) Level {milestone} Milestone - Select 2 upgrades ({currentSelections.length}/2 chosen)
</DialogDescription> </DialogDescription>
</DialogHeader> </DialogHeader>
<div className="space-y-2 mt-4"> <div className="space-y-2 mt-4">
{available.map((upgrade) => { {available.map((upgrade) => {
const isSelected = currentSelections.includes(upgrade.id); const isSelected = currentSelections.includes(upgrade.id);
const canToggle = currentSelections.length < 2 || isSelected; const canToggle = currentSelections.length < 2 || isSelected;
return ( return (
<div <div
key={upgrade.id} key={upgrade.id}
className={`p-3 rounded border cursor-pointer transition-all ${ className={`p-3 rounded border cursor-pointer transition-all ${
isSelected isSelected
? 'border-amber-500 bg-amber-900/30' ? 'border-amber-500 bg-amber-900/30'
: canToggle : canToggle
? 'border-gray-600 bg-gray-800/50 hover:border-amber-500/50 hover:bg-gray-800' ? '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' : 'border-gray-700 bg-gray-800/30 opacity-50 cursor-not-allowed'
}`} }`}
onClick={() => { onClick={() => {
@@ -93,15 +91,15 @@ export function UpgradeDialog({
); );
})} })}
</div> </div>
<div className="flex justify-end gap-2 mt-4"> <div className="flex justify-end gap-2 mt-4">
<Button <Button
variant="outline" variant="outline"
onClick={onCancel} onClick={onCancel}
> >
Cancel Cancel
</Button> </Button>
<Button <Button
variant="default" variant="default"
onClick={onConfirm} onClick={onConfirm}
disabled={currentSelections.length !== 2} disabled={currentSelections.length !== 2}
+1 -1
View File
@@ -9,7 +9,7 @@ import { Label } from '@/components/ui/label';
import { import {
RotateCcw, AlertTriangle, Zap, Clock, Settings, Eye, RotateCcw, AlertTriangle, Zap, Clock, Settings, Eye,
} from 'lucide-react'; } 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 { useGameStore, useManaStore, useUIStore, useCombatStore } from '@/lib/game/stores';
import { computeMaxMana } from '@/lib/game/stores'; import { computeMaxMana } from '@/lib/game/stores';
-1
View File
@@ -1,5 +1,4 @@
export { GameStateDebug } from './GameStateDebug'; export { GameStateDebug } from './GameStateDebug';
export { SkillDebug } from './SkillDebug';
export { ElementDebug } from './ElementDebug'; export { ElementDebug } from './ElementDebug';
export { AttunementDebug } from './AttunementDebug'; export { AttunementDebug } from './AttunementDebug';
export { GolemDebug } from './GolemDebug'; export { GolemDebug } from './GolemDebug';
+23 -29
View File
@@ -7,8 +7,6 @@ import { Badge } from '@/components/ui/badge';
import { ScrollArea } from '@/components/ui/scroll-area'; import { ScrollArea } from '@/components/ui/scroll-area';
import { Save, Trash2, Star } from 'lucide-react'; import { Save, Trash2, Star } from 'lucide-react';
import { useGameContext } from '../GameContext'; 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'; import type { Memory } from '@/lib/game/types';
interface MemorySlotPickerProps { interface MemorySlotPickerProps {
@@ -22,15 +20,14 @@ export function MemorySlotPicker({ onConfirm }: MemorySlotPickerProps) {
// Get all skills that have progress and can be saved // Get all skills that have progress and can be saved
const saveableSkills = useMemo(() => { const saveableSkills = useMemo(() => {
const skills: { skillId: string; level: number; tier: number; upgrades: string[]; name: string }[] = []; const skills: { skillId: string; level: number; tier: number; upgrades: string[]; name: string }[] = [];
for (const [skillId, level] of Object.entries(store.skills)) { for (const [skillId, level] of Object.entries(store.skills)) {
if (level && level > 0) { if (level && level > 0) {
const baseSkillId = getBaseSkillId(skillId); const baseSkillId = skillId;
const tier = store.skillTiers?.[baseSkillId] || 1; const tier = store.skillTiers?.[baseSkillId] || 1;
const tieredSkillId = tier > 1 ? `${baseSkillId}_t${tier}` : baseSkillId; const tieredSkillId = tier > 1 ? `${baseSkillId}_t${tier}` : baseSkillId;
const upgrades = store.skillUpgrades?.[tieredSkillId] || []; 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) // Only include if it's a base skill (not a tiered variant in the skills object)
if (skillId === baseSkillId || skillId.includes('_t')) { if (skillId === baseSkillId || skillId.includes('_t')) {
// Get the actual skill ID and level // Get the actual skill ID and level
@@ -41,13 +38,13 @@ export function MemorySlotPicker({ onConfirm }: MemorySlotPickerProps) {
level: actualLevel, level: actualLevel,
tier, tier,
upgrades, upgrades,
name: skillDef?.name || baseSkillId, name: baseSkillId,
}); });
} }
} }
} }
} }
// Remove duplicates and keep highest tier/level // Remove duplicates and keep highest tier/level
const uniqueSkills = new Map<string, typeof skills[0]>(); const uniqueSkills = new Map<string, typeof skills[0]>();
for (const skill of skills) { for (const skill of skills) {
@@ -56,7 +53,7 @@ export function MemorySlotPicker({ onConfirm }: MemorySlotPickerProps) {
uniqueSkills.set(skill.skillId, skill); uniqueSkills.set(skill.skillId, skill);
} }
} }
return Array.from(uniqueSkills.values()).sort((a, b) => { return Array.from(uniqueSkills.values()).sort((a, b) => {
// Sort by tier then level then name // Sort by tier then level then name
if (a.tier !== b.tier) return b.tier - a.tier; 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]); }, [store.skills, store.skillTiers, store.skillUpgrades]);
const isSkillSelected = (skillId: string) => selectedSkills.some(m => m.skillId === skillId); const isSkillSelected = (skillId: string) => selectedSkills.some(m => m.skillId === skillId);
const canAddMore = selectedSkills.length < store.memorySlots; const canAddMore = selectedSkills.length < store.memorySlots;
const toggleSkill = (skillId: string) => { const toggleSkill = (skillId: string) => {
const existingIndex = selectedSkills.findIndex(m => m.skillId === skillId); const existingIndex = selectedSkills.findIndex(m => m.skillId === skillId);
if (existingIndex >= 0) { if (existingIndex >= 0) {
// Remove it // Remove it
setSelectedSkills(selectedSkills.filter((_, i) => i !== existingIndex)); setSelectedSkills(selectedSkills.filter((_, i) => i !== existingIndex));
@@ -116,22 +113,19 @@ export function MemorySlotPicker({ onConfirm }: MemorySlotPickerProps) {
<div className="space-y-1"> <div className="space-y-1">
<div className="text-xs text-green-400 game-panel-title">Saved to Memory:</div> <div className="text-xs text-green-400 game-panel-title">Saved to Memory:</div>
<div className="flex flex-wrap gap-1"> <div className="flex flex-wrap gap-1">
{selectedSkills.map((memory) => { {selectedSkills.map((memory) => (
const skillDef = SKILLS_DEF[memory.skillId]; <Badge
return ( key={memory.skillId}
<Badge className="bg-amber-900/50 text-amber-200 cursor-pointer hover:bg-red-900/50"
key={memory.skillId} onClick={() => toggleSkill(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}
{skillDef?.name || memory.skillId} {memory.tier > 1 && ` T${memory.tier}`}
{' '}Lv.{memory.level} {memory.upgrades.length > 0 && ` (${memory.upgrades.length}⭐)`}
{memory.tier > 1 && ` T${memory.tier}`} <Trash2 className="w-3 h-3 ml-1" />
{memory.upgrades.length > 0 && ` (${memory.upgrades.length}⭐)`} </Badge>
<Trash2 className="w-3 h-3 ml-1" /> ))}
</Badge>
);
})}
</div> </div>
</div> </div>
)} )}
@@ -147,8 +141,8 @@ export function MemorySlotPicker({ onConfirm }: MemorySlotPickerProps) {
) : ( ) : (
saveableSkills.map((skill) => { saveableSkills.map((skill) => {
const isSelected = isSkillSelected(skill.skillId); const isSelected = isSkillSelected(skill.skillId);
const tierMult = getTierMultiplier(skill.tier > 1 ? `${skill.skillId}_t${skill.tier}` : skill.skillId); const tierMult = 1;
return ( return (
<div <div
key={skill.skillId} key={skill.skillId}
+6
View File
@@ -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';
-1
View File
@@ -30,6 +30,5 @@ export { ManaBar } from "./mana-bar";
export { ElementBadge } from "./element-badge"; export { ElementBadge } from "./element-badge";
export { ValueDisplay } from "./value-display"; export { ValueDisplay } from "./value-display";
export { ActionButton, actionButtonVariants } from "./action-button"; export { ActionButton, actionButtonVariants } from "./action-button";
export { SkillRow } from "./skill-row";
export { TooltipInfo } from "./tooltip-info"; export { TooltipInfo } from "./tooltip-info";
export { Stepper } from "./stepper"; export { Stepper } from "./stepper";
-8
View File
@@ -16,14 +16,6 @@ export { GUARDIANS } from './guardians';
// Spell constants // Spell constants
export { SPELLS_DEF } from './spells'; export { SPELLS_DEF } from './spells';
// Skill constants (legacy)
export { SKILLS_DEF, SKILL_CATEGORIES, EFFECT_RESEARCH_MAPPING, BASE_UNLOCKED_EFFECTS, ENCHANTING_UNLOCK_EFFECTS } from './skills';
// Skill System v2
export { computeStats, BASE_STATS, SKILLS_V2 } from './skills-v2';
export type { ComputedStats, SkillV2Def, SkillEffect, StatKey } from './skills-v2-types';
export { getBaseSkillId, hasPrerequisites } from './skills-v2';
// Prestige constants // Prestige constants
export { PRESTIGE_DEF } from './prestige'; export { PRESTIGE_DEF } from './prestige';
@@ -3,8 +3,8 @@
import type { GameState, EnchantmentDesign, DesignEffect } from '../types'; import type { GameState, EnchantmentDesign, DesignEffect } from '../types';
import * as CraftingUtils from '../crafting-utils'; import * as CraftingUtils from '../crafting-utils';
import * as CraftingDesign from '../crafting-design'; import * as CraftingDesign from '../crafting-design';
import { computeEffects } from '../upgrade-effects'; import { computeEffects } from '../effects/upgrade-effects';
import { hasSpecial, SPECIAL_EFFECTS } from '../special-effects'; import { hasSpecial, SPECIAL_EFFECTS } from '../effects/special-effects';
export function startDesigningEnchantment( export function startDesigningEnchantment(
name: string, name: string,
+2 -2
View File
@@ -3,8 +3,8 @@
import type { EquipmentInstance, AppliedEnchantment, EnchantmentDesign, ApplicationProgress } from './types'; import type { EquipmentInstance, AppliedEnchantment, EnchantmentDesign, ApplicationProgress } from './types';
import { calculateApplicationTime, calculateApplicationManaPerHour } from './crafting-utils'; import { calculateApplicationTime, calculateApplicationManaPerHour } from './crafting-utils';
import { hasSpecial, SPECIAL_EFFECTS } from './special-effects'; import { hasSpecial, SPECIAL_EFFECTS } from './effects/special-effects';
import { computeEffects } from './upgrade-effects'; import { computeEffects } from './effects/upgrade-effects';
import type { AttunementState } from './types'; import type { AttunementState } from './types';
import { calculateEnchantingXP, getAttunementXPForLevel, MAX_ATTUNEMENT_LEVEL } from './data/attunements'; import { calculateEnchantingXP, getAttunementXPForLevel, MAX_ATTUNEMENT_LEVEL } from './data/attunements';
import { ENCHANTMENT_EFFECTS } from './data/enchantment-effects'; import { ENCHANTMENT_EFFECTS } from './data/enchantment-effects';
+2 -2
View File
@@ -4,8 +4,8 @@
import type { EnchantmentDesign, DesignEffect, AppliedEnchantment } from './types'; import type { EnchantmentDesign, DesignEffect, AppliedEnchantment } from './types';
import { calculateEnchantingXP } from './data/attunements'; import { calculateEnchantingXP } from './data/attunements';
import { ENCHANTMENT_EFFECTS, calculateEffectCapacityCost } from './data/enchantment-effects'; import { ENCHANTMENT_EFFECTS, calculateEffectCapacityCost } from './data/enchantment-effects';
import { hasSpecial, SPECIAL_EFFECTS } from './special-effects'; import { hasSpecial, SPECIAL_EFFECTS } from './effects/special-effects';
import { computeEffects } from './upgrade-effects'; import { computeEffects } from './effects/upgrade-effects';
import { EQUIPMENT_TYPES, type EquipmentCategory } from './data/equipment'; import { EQUIPMENT_TYPES, type EquipmentCategory } from './data/equipment';
// ─── Design Creation & Calculation ────────────────────────────────────────── // ─── Design Creation & Calculation ──────────────────────────────────────────
+3 -3
View File
@@ -10,9 +10,9 @@ import { ENCHANTMENT_EFFECTS, calculateEffectCapacityCost } from './data/enchant
import { CRAFTING_RECIPES, canCraftRecipe, type CraftingRecipe } from './data/crafting-recipes'; import { CRAFTING_RECIPES, canCraftRecipe, type CraftingRecipe } from './data/crafting-recipes';
import { SPELLS_DEF } from './constants'; import { SPELLS_DEF } from './constants';
import { calculateEnchantingXP, getAttunementXPForLevel, MAX_ATTUNEMENT_LEVEL } from './data/attunements'; import { calculateEnchantingXP, getAttunementXPForLevel, MAX_ATTUNEMENT_LEVEL } from './data/attunements';
import { computeEffects } from './upgrade-effects'; import { computeEffects } from './effects/upgrade-effects';
import { hasSpecial, SPECIAL_EFFECTS } from './special-effects'; import { hasSpecial, SPECIAL_EFFECTS } from './effects/special-effects';
import type { ComputedEffects } from './upgrade-effects.types'; import type { ComputedEffects } from './effects/upgrade-effects.types';
// ─── Crafting Modules ─────────────────────────────────────────────────────── // ─── Crafting Modules ───────────────────────────────────────────────────────
+5 -5
View File
@@ -6,15 +6,15 @@
import type { GameState, EquipmentInstance } from './types'; import type { GameState, EquipmentInstance } from './types';
import { ENCHANTMENT_EFFECTS } from './data/enchantment-effects'; import { ENCHANTMENT_EFFECTS } from './data/enchantment-effects';
import { computeEffects } from './upgrade-effects'; import { computeEffects } from './effects/upgrade-effects';
import { hasSpecial, SPECIAL_EFFECTS } from './special-effects'; import { hasSpecial, SPECIAL_EFFECTS } from './effects/special-effects';
import { computeDisciplineEffects } from './effects/discipline-effects'; import { computeDisciplineEffects } from './effects/discipline-effects';
import type { ComputedEffects } from './upgrade-effects.types'; import type { ComputedEffects } from './upgrade-effects.types';
// Re-export for convenience // Re-export for convenience
export { computeEffects } from './upgrade-effects'; export { computeEffects } from './effects/upgrade-effects';
export { hasSpecial, SPECIAL_EFFECTS } from './special-effects'; export { hasSpecial, SPECIAL_EFFECTS } from './effects/special-effects';
export type { ComputedEffects } from './upgrade-effects.types'; export type { ComputedEffects } from './effects/upgrade-effects.types';
// ─── Equipment Effect Computation ──────────────────────────────────────────── // ─── Equipment Effect Computation ────────────────────────────────────────────
+68
View File
@@ -0,0 +1,68 @@
// ─── Upgrade Effect System ────────────────────────────────────────────────────────
// This module handles applying skill upgrade effects to game stats
// Note: Skill evolution paths have been removed. Upgrade effects now return
// base/default values with no skill-dependent modifications.
import type { ActiveUpgradeEffect, ComputedEffects } from './upgrade-effects.types';
// ─── Upgrade Definition Cache ───────────────────────────
// No-op: skill evolution paths have been removed
function buildUpgradeCache(): void {
// No-op: no upgrade definitions to cache
}
// ─── Helper Functions ──────────────────────────────
/**
* Get all selected upgrades with their full effect definitions.
* Since skills are removed, always returns empty array.
*/
export function getActiveUpgrades(
_skillUpgrades: Record<string, string[]>,
_skillTiers: Record<string, number>
): ActiveUpgradeEffect[] {
return [];
}
/**
* Compute all active effects from selected upgrades.
* Since skills are removed, returns base values with no upgrades applied.
*/
export function computeEffects(
_skillUpgrades: Record<string, string[]>,
_skillTiers: Record<string, number>
): ComputedEffects {
return {
maxManaMultiplier: 1,
maxManaBonus: 0,
regenMultiplier: 1,
regenBonus: 0,
clickManaMultiplier: 1,
clickManaBonus: 0,
meditationEfficiency: 1,
spellCostMultiplier: 1,
conversionEfficiency: 1,
baseDamageMultiplier: 1,
baseDamageBonus: 0,
attackSpeedMultiplier: 1,
critChanceBonus: 0,
critDamageMultiplier: 1.5,
elementalDamageMultiplier: 1,
studySpeedMultiplier: 1,
studyCostMultiplier: 1,
progressRetention: 0,
instantStudyChance: 0,
freeStudyChance: 0,
elementCapMultiplier: 1,
elementCapBonus: 0,
perElementCapBonus: {},
conversionCostMultiplier: 1,
doubleCraftChance: 0,
permanentRegenBonus: 0,
specials: new Set<string>(),
activeUpgrades: [],
skillLevelMultiplier: 1,
enchantmentPowerMultiplier: 1,
};
}
+95 -81
View File
@@ -2,8 +2,11 @@
// Custom hooks for computing derived game stats from the store // Custom hooks for computing derived game stats from the store
import { useMemo } from 'react'; import { useMemo } from 'react';
import { useGameStore } from '../store'; import { useGameStore } from '../stores/gameStore';
import { computeEffects } from '../upgrade-effects'; import { useManaStore } from '../stores/manaStore';
import { useCombatStore } from '../stores/combatStore';
import { usePrestigeStore } from '../stores/prestigeStore';
import { computeEffects } from '../effects/upgrade-effects';
import { import {
computeMaxMana, computeMaxMana,
computeRegen, computeRegen,
@@ -12,65 +15,71 @@ import {
getIncursionStrength, getIncursionStrength,
getFloorElement, getFloorElement,
calcDamage, calcDamage,
computePactMultiplier,
computePactInsightMultiplier,
getElementalBonus, getElementalBonus,
} from '../store/computed'; } from '../utils';
import { computePactMultiplier, computePactInsightMultiplier } from '../utils/pact-utils';
import { ELEMENTS, GUARDIANS, SPELLS_DEF, getStudySpeedMultiplier, getStudyCostMultiplier, HOURS_PER_TICK, TICK_MS } from '../constants'; import { ELEMENTS, GUARDIANS, SPELLS_DEF, getStudySpeedMultiplier, getStudyCostMultiplier, HOURS_PER_TICK, TICK_MS } from '../constants';
import { hasSpecial, SPECIAL_EFFECTS } from '../special-effects'; import { hasSpecial, SPECIAL_EFFECTS } from '../effects/special-effects';
/** /**
* Hook for all mana-related derived stats * Hook for all mana-related derived stats
*/ */
export function useManaStats() { export function useManaStats() {
const store = useGameStore(); const skills = useGameStore((s) => s.skills);
const skillUpgrades = useGameStore((s) => s.skillUpgrades);
const skillTiers = useGameStore((s) => s.skillTiers);
const prestigeUpgrades = usePrestigeStore((s) => s.prestigeUpgrades);
const rawMana = useManaStore((s) => s.rawMana);
const meditateTicks = useManaStore((s) => s.meditateTicks);
const day = useGameStore((s) => s.day);
const hour = useGameStore((s) => s.hour);
const upgradeEffects = useMemo( const upgradeEffects = useMemo(
() => computeEffects(store.skillUpgrades || {}, store.skillTiers || {}), () => computeEffects(skillUpgrades || {}, skillTiers || {}),
[store.skillUpgrades, store.skillTiers] [skillUpgrades, skillTiers]
); );
const maxMana = useMemo( const maxMana = useMemo(
() => computeMaxMana(store, upgradeEffects), () => computeMaxMana({ skills, prestigeUpgrades, skillUpgrades, skillTiers }, upgradeEffects),
[store, upgradeEffects] [skills, prestigeUpgrades, skillUpgrades, skillTiers, upgradeEffects]
); );
const baseRegen = useMemo( const baseRegen = useMemo(
() => computeRegen(store, upgradeEffects), () => computeRegen({ skills, prestigeUpgrades, skillUpgrades, skillTiers }, upgradeEffects),
[store, upgradeEffects] [skills, prestigeUpgrades, skillUpgrades, skillTiers, upgradeEffects]
); );
const clickMana = useMemo( const clickMana = useMemo(
() => computeClickMana(store), () => computeClickMana({ skills }),
[store] [skills]
); );
const meditationMultiplier = useMemo( const meditationMultiplier = useMemo(
() => getMeditationBonus(store.meditateTicks, store.skills, upgradeEffects.meditationEfficiency), () => getMeditationBonus(meditateTicks, skills, upgradeEffects.meditationEfficiency),
[store.meditateTicks, store.skills, upgradeEffects.meditationEfficiency] [meditateTicks, skills, upgradeEffects.meditationEfficiency]
); );
const incursionStrength = useMemo( const incursionStrength = useMemo(
() => getIncursionStrength(store.day, store.hour), () => getIncursionStrength(day, hour),
[store.day, store.hour] [day, hour]
); );
// Effective regen with incursion penalty // Effective regen with incursion penalty
const effectiveRegenWithSpecials = baseRegen * (1 - incursionStrength); const effectiveRegenWithSpecials = baseRegen * (1 - incursionStrength);
// Mana Cascade bonus // Mana Cascade bonus
const manaCascadeBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_CASCADE) const manaCascadeBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_CASCADE)
? Math.floor(maxMana / 100) * 0.1 ? Math.floor(maxMana / 100) * 0.1
: 0; : 0;
// Mana Waterfall bonus // Mana Waterfall bonus
const manaWaterfallBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_WATERFALL) const manaWaterfallBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_WATERFALL)
? Math.floor(maxMana / 100) * 0.25 ? Math.floor(maxMana / 100) * 0.25
: 0; : 0;
// Final effective regen // Final effective regen
const effectiveRegen = (effectiveRegenWithSpecials + manaCascadeBonus + manaWaterfallBonus) * meditationMultiplier; const effectiveRegen = (effectiveRegenWithSpecials + manaCascadeBonus + manaWaterfallBonus) * meditationMultiplier;
return { return {
upgradeEffects, upgradeEffects,
maxMana, maxMana,
@@ -97,70 +106,73 @@ export function useManaStats() {
* Hook for combat-related derived stats * Hook for combat-related derived stats
*/ */
export function useCombatStats() { export function useCombatStats() {
const store = useGameStore(); const skills = useGameStore((s) => s.skills);
const signedPacts = usePrestigeStore((s) => s.signedPacts);
const currentFloor = useCombatStore((s) => s.currentFloor);
const activeSpell = useCombatStore((s) => s.activeSpell);
const { upgradeEffects } = useManaStats(); const { upgradeEffects } = useManaStats();
const floorElem = useMemo( const floorElem = useMemo(
() => getFloorElement(store.currentFloor), () => getFloorElement(currentFloor),
[store.currentFloor] [currentFloor]
); );
const floorElemDef = useMemo( const floorElemDef = useMemo(
() => ELEMENTS[floorElem], () => ELEMENTS[floorElem],
[floorElem] [floorElem]
); );
const isGuardianFloor = useMemo( const isGuardianFloor = useMemo(
() => !!GUARDIANS[store.currentFloor], () => !!GUARDIANS[currentFloor],
[store.currentFloor] [currentFloor]
); );
const currentGuardian = useMemo( const currentGuardian = useMemo(
() => GUARDIANS[store.currentFloor], () => GUARDIANS[currentFloor],
[store.currentFloor] [currentFloor]
); );
const activeSpellDef = useMemo( const activeSpellDef = useMemo(
() => SPELLS_DEF[store.activeSpell], () => SPELLS_DEF[activeSpell],
[store.activeSpell] [activeSpell]
); );
const pactMultiplier = useMemo( const pactMultiplier = useMemo(
() => computePactMultiplier(store), () => computePactMultiplier({ signedPacts }),
[store] [signedPacts]
); );
const pactInsightMultiplier = useMemo( const pactInsightMultiplier = useMemo(
() => computePactInsightMultiplier(store), () => computePactInsightMultiplier({ signedPacts }),
[store] [signedPacts]
); );
// DPS calculation // DPS calculation
const dps = useMemo(() => { const dps = useMemo(() => {
if (!activeSpellDef) return 0; if (!activeSpellDef) return 0;
const spellCastSpeed = activeSpellDef.castSpeed || 1; const spellCastSpeed = activeSpellDef.castSpeed || 1;
const quickCastBonus = 1 + (store.skills.quickCast || 0) * 0.05; const quickCastBonus = 1 + (skills.quickCast || 0) * 0.05;
const attackSpeedMult = upgradeEffects.attackSpeedMultiplier; const attackSpeedMult = upgradeEffects.attackSpeedMultiplier;
const totalCastSpeed = spellCastSpeed * quickCastBonus * attackSpeedMult; const totalCastSpeed = spellCastSpeed * quickCastBonus * attackSpeedMult;
const damagePerCast = calcDamage(store, store.activeSpell, floorElem); const damagePerCast = calcDamage({ skills, signedPacts }, activeSpell, floorElem);
const castsPerSecond = totalCastSpeed * HOURS_PER_TICK / (TICK_MS / 1000); const castsPerSecond = totalCastSpeed * HOURS_PER_TICK / (TICK_MS / 1000);
return damagePerCast * castsPerSecond; return damagePerCast * castsPerSecond;
}, [activeSpellDef, store, floorElem, upgradeEffects.attackSpeedMultiplier]); }, [activeSpellDef, skills, signedPacts, activeSpell, floorElem, upgradeEffects.attackSpeedMultiplier]);
// Damage breakdown for display // Damage breakdown for display
const damageBreakdown = useMemo(() => { const damageBreakdown = useMemo(() => {
if (!activeSpellDef) return null; if (!activeSpellDef) return null;
const baseDmg = activeSpellDef.dmg; const baseDmg = activeSpellDef.dmg;
const combatTrainBonus = (store.skills.combatTrain || 0) * 5; const combatTrainBonus = (skills.combatTrain || 0) * 5;
const arcaneFuryMult = 1 + (store.skills.arcaneFury || 0) * 0.1; const arcaneFuryMult = 1 + (skills.arcaneFury || 0) * 0.1;
const elemMasteryMult = 1 + (store.skills.elementalMastery || 0) * 0.15; const elemMasteryMult = 1 + (skills.elementalMastery || 0) * 0.15;
const guardianBaneMult = isGuardianFloor ? (1 + (store.skills.guardianBane || 0) * 0.2) : 1; const guardianBaneMult = isGuardianFloor ? (1 + (skills.guardianBane || 0) * 0.2) : 1;
const precisionChance = (store.skills.precision || 0) * 0.05; const precisionChance = (skills.precision || 0) * 0.05;
// Calculate elemental bonus // Calculate elemental bonus
const elemBonus = getElementalBonus(activeSpellDef.elem, floorElem); const elemBonus = getElementalBonus(activeSpellDef.elem, floorElem);
let elemBonusText = ''; let elemBonusText = '';
@@ -171,7 +183,7 @@ export function useCombatStats() {
elemBonusText = '+50% super effective'; elemBonusText = '+50% super effective';
} }
} }
return { return {
base: baseDmg, base: baseDmg,
combatTrainBonus, combatTrainBonus,
@@ -182,10 +194,10 @@ export function useCombatStats() {
precisionChance, precisionChance,
elemBonus, elemBonus,
elemBonusText, elemBonusText,
total: calcDamage(store, store.activeSpell, floorElem), total: calcDamage({ skills, signedPacts }, activeSpell, floorElem),
}; };
}, [activeSpellDef, store, floorElem, isGuardianFloor, pactMultiplier]); }, [activeSpellDef, skills, signedPacts, activeSpell, floorElem, isGuardianFloor, pactMultiplier]);
return { return {
floorElem, floorElem,
floorElemDef, floorElemDef,
@@ -203,25 +215,27 @@ export function useCombatStats() {
* Hook for study-related derived stats * Hook for study-related derived stats
*/ */
export function useStudyStats() { export function useStudyStats() {
const store = useGameStore(); const skills = useGameStore((s) => s.skills);
const skillUpgrades = useGameStore((s) => s.skillUpgrades);
const skillTiers = useGameStore((s) => s.skillTiers);
const studySpeedMult = useMemo( const studySpeedMult = useMemo(
() => getStudySpeedMultiplier(store.skills), () => getStudySpeedMultiplier(skills),
[store.skills] [skills]
); );
const studyCostMult = useMemo( const studyCostMult = useMemo(
() => getStudyCostMultiplier(store.skills), () => getStudyCostMultiplier(skills),
[store.skills] [skills]
); );
const upgradeEffects = useMemo( const upgradeEffects = useMemo(
() => computeEffects(store.skillUpgrades || {}, store.skillTiers || {}), () => computeEffects(skillUpgrades || {}, skillTiers || {}),
[store.skillUpgrades, store.skillTiers] [skillUpgrades, skillTiers]
); );
const effectiveStudySpeedMult = studySpeedMult * upgradeEffects.studySpeedMultiplier; const effectiveStudySpeedMult = studySpeedMult * upgradeEffects.studySpeedMultiplier;
return { return {
studySpeedMult, studySpeedMult,
studyCostMult, studyCostMult,
@@ -1,29 +0,0 @@
// ─── Activity Log Helper ────────────────────────────────────────────────────
// Extracted from store.ts (lines 905-931)
import type { ActivityLogEntry } from '../types';
function createActivityEntry(
eventType: string,
message: string,
details?: ActivityLogEntry['details']
): ActivityLogEntry {
return {
id: `act_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`,
timestamp: Date.now(), // Use timestamp for ordering
eventType: eventType as any,
message,
details,
};
}
export function addActivityLogEntry(
state: { activityLog: ActivityLogEntry[] },
eventType: string,
message: string,
details?: ActivityLogEntry['details']
): ActivityLogEntry[] {
const entry = createActivityEntry(eventType, message, details);
// Keep last 50 entries, newest first
return [entry, ...state.activityLog.slice(0, 49)];
}
@@ -1,208 +0,0 @@
// ─── Computed Stats Functions ─────────────────────────────────────────
// Extracted from store.ts (lines 362-689)
// Full implementations with UnifiedEffects support
import type { GameState, SpellCost, StudyTarget } from '../types';
import type { ComputedEffects } from '../upgrade-effects.types';
import type { UnifiedEffects } from '../effects';
import { SPELLS_DEF, GUARDIANS, ELEMENT_OPPOSITES, HOURS_PER_TICK, TICK_MS, INCURSION_START_DAY, MAX_DAY, ELEMENTS } from '../constants';
import { getUnifiedEffects } from '../effects';
import { getTotalAttunementRegen, getTotalAttunementConversionDrain } from '../data/attunements';
import { hasSpecial, SPECIAL_EFFECTS } from '../special-effects';
export function computeMaxMana(
state: GameState,
effects?: ComputedEffects | UnifiedEffects
): number {
const pu = state.prestigeUpgrades;
const base = 100 + ((pu || {}).manaWell || 0) * 500;
// Check if we need to compute effects from equipment
if (!effects && state.equipmentInstances && state.equippedInstances) {
effects = getUnifiedEffects(state as any);
}
let maxMana: number;
if (effects) {
maxMana = Math.floor((base + effects.maxManaBonus) * effects.maxManaMultiplier);
} else {
maxMana = base;
}
if (effects && hasSpecial(effects, SPECIAL_EFFECTS.MANA_CONDENSE)) {
const totalGathered = state.totalManaGathered || 0;
const condensesBonus = Math.floor(totalGathered / 1000);
maxMana = Math.floor(maxMana * (1 + condensesBonus * 0.01));
}
return maxMana;
}
export function computeElementMax(
state: GameState,
effects?: ComputedEffects | UnifiedEffects,
element?: string
): number {
const pu = state.prestigeUpgrades;
const base = 10 + (pu.elementalAttune || 0) * 25;
let adjustedBase = base;
if (element && state.unlockedManaTypeUpgrades) {
const typeUpgrades = state.unlockedManaTypeUpgrades.filter(u => u.typeId === element);
const totalLevels = typeUpgrades.reduce((sum, u) => sum + u.level, 0);
adjustedBase = base + (totalLevels * 10);
}
if (effects) {
let bonus = effects.elementCapBonus || 0;
if (element && (effects as UnifiedEffects).perElementCapBonus) {
const perElementBonus = (effects as UnifiedEffects).perElementCapBonus[element];
if (perElementBonus) {
bonus += perElementBonus;
}
}
return Math.floor((adjustedBase + bonus) * (effects.elementCapMultiplier || 1));
}
return adjustedBase;
}
export function computeRegen(
state: GameState,
effects?: ComputedEffects | UnifiedEffects
): number {
const pu = state.prestigeUpgrades;
const temporalBonus = 1 + (pu.temporalEcho || 0) * 0.1;
const base = 2 + (pu.manaFlow || 0) * 0.5;
let regen = base * temporalBonus;
const attunementRegen = getTotalAttunementRegen(state.attunements || {});
regen += attunementRegen;
if (!effects && state.equipmentInstances && state.equippedInstances) {
effects = getUnifiedEffects(state as any);
}
if (effects) {
regen = (regen + effects.regenBonus + effects.permanentRegenBonus) * effects.regenMultiplier;
}
return regen;
}
export function computeEffectiveRegenForDisplay(
state: GameState,
effects?: ComputedEffects | UnifiedEffects
): { rawRegen: number; conversionDrain: number; effectiveRegen: number } {
const rawRegen = computeRegen(state, effects);
const conversionDrain = getTotalAttunementConversionDrain(state.attunements || {});
const effectiveRegen = Math.max(0, rawRegen - conversionDrain);
return { rawRegen, conversionDrain, effectiveRegen };
}
export function computeEffectiveRegen(
state: GameState,
effects?: ComputedEffects
): number {
let regen = computeRegen(state, effects);
const incursionStrength = state.incursionStrength || 0;
regen *= (1 - incursionStrength);
return regen;
}
export function computeClickMana(
state: GameState,
effects?: ComputedEffects | UnifiedEffects
): number {
const base = 1;
if (!effects && state.equipmentInstances && state.equippedInstances) {
effects = getUnifiedEffects(state as any);
}
if (effects) {
return Math.floor((base + effects.clickManaBonus) * effects.clickManaMultiplier);
}
return base;
}
function getElementalBonus(spellElem: string, floorElem: string): number {
if (spellElem === 'raw') return 1.0;
if (spellElem === floorElem) return 1.25;
if (ELEMENT_OPPOSITES[floorElem] === spellElem) return 1.5;
if (ELEMENT_OPPOSITES[spellElem] === floorElem) return 0.75;
return 1.0;
}
export function calcDamage(
state: Pick<GameState, 'skills' | 'signedPacts'>,
spellId: string,
floorElem?: string,
effects?: ComputedEffects | UnifiedEffects
): number {
const sp = SPELLS_DEF[spellId];
if (!sp) return 5;
const baseDmg = sp.dmg;
const pct = 1;
const elemMasteryBonus = 1;
const critChance = 0;
const pactMult = state.signedPacts.reduce((m, f) => m * ((GUARDIANS as any)[f]?.pact || 1), 1);
let damage = baseDmg * pct * pactMult * elemMasteryBonus;
if (floorElem) {
damage *= getElementalBonus(sp.elem, floorElem);
}
if (Math.random() < critChance) {
damage *= 1.5;
}
return damage;
}
export function calcInsight(state: Pick<GameState, 'maxFloorReached' | 'totalManaGathered' | 'signedPacts' | 'prestigeUpgrades' | 'skills'>): number {
const pu = state.prestigeUpgrades;
const mult = (1 + (pu.insightAmp || 0) * 0.25);
return Math.floor((state.maxFloorReached * 15 + state.totalManaGathered / 500 + state.signedPacts.length * 150) * mult);
}
export function getMeditationBonus(meditateTicks: number, meditationEfficiency: number = 1): number {
const hours = meditateTicks * HOURS_PER_TICK;
let bonus = 1 + Math.min(hours / 4, 0.5);
bonus *= meditationEfficiency;
return bonus;
}
export function getIncursionStrength(day: number, hour: number): number {
if (day < INCURSION_START_DAY) return 0;
const totalHours = (day - INCURSION_START_DAY) * 24 + hour;
const maxHours = (MAX_DAY - INCURSION_START_DAY) * 24;
return Math.min(0.95, (totalHours / maxHours) * 0.95);
}
export function canAffordSpellCost(
cost: SpellCost,
rawMana: number,
elements: Record<string, { current: number; max: number; unlocked: boolean }>
): boolean {
if (cost.type === 'raw') {
return rawMana >= cost.amount;
} else {
const elem = elements[cost.element || ''];
return elem && elem.unlocked && elem.current >= cost.amount;
}
}
export function deductSpellCost(
cost: SpellCost,
rawMana: number,
elements: Record<string, { current: number; max: number; unlocked: boolean }>
): { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> } {
const newElements = { ...elements };
if (cost.type === 'raw') {
const deductedAmount = Math.min(rawMana, cost.amount);
return { rawMana: rawMana - deductedAmount, elements: newElements };
} else if (cost.element && newElements[cost.element]) {
const elem = newElements[cost.element];
const deductedAmount = Math.min(elem.current, cost.amount);
newElements[cost.element] = { ...elem, current: elem.current - deductedAmount };
return { rawMana, elements: newElements };
}
return { rawMana, elements: newElements };
}
-58
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@@ -1,58 +0,0 @@
// ─── Enemy Naming System ───────────────────────────────────────────────
// Extracted from store.ts (lines 206-361)
import type { EnemyState } from '../types';
import { SWARM_CONFIG } from '../constants';
import { getFloorMaxHP, getFloorElement } from '../utils/floor-utils';
// Enemy names by element and floor tier
const ENEMY_NAMES_BY_ELEMENT: Record<string, string[]> = {
fire: ['Fire Imp', 'Flame Sprite', 'Emberling', 'Scorchling', 'Inferno Whelp'],
water: ['Water Elemental', 'Tidal Wraith', 'Aqua Sprite', 'Drowned One', 'Tsunami Spawn'],
air: ['Wind Sylph', 'Gale Rider', 'Storm Spirit', 'Zephyr Darter', 'Cyclone Wisp'],
earth: ['Stone Golem', 'Earth Elemental', 'Graveling', 'Mountain Giant', 'Terra Brute'],
light: ['Light Saint', 'Radiant Angel', 'Luminous Spirit', 'Divine Warden', 'Holy Sentinel'],
dark: ['Shadow Assassin', 'Dark Cultist', 'Umbral Fiend', 'Void Walker', 'Night Stalker'],
death: ['Skeleton Warrior', 'Zombie Lord', 'Lichling', 'Bone Reaper', 'Necrotic Wraith'],
// Special element names
lightning: ['Storm Elemental', 'Thunder Hawk', 'Lightning Eel', 'Shock Sprite', 'Voltaic Wisp'],
metal: ['Iron Golem', 'Steel Guardian', 'Rust Monster', 'Chrome Beetle', 'Mercury Spirit'],
sand: ['Sand Wraith', 'Dune Stalker', 'Desert Spirit', 'Cactus Thrasher', 'Mirage Runner'],
crystal: ['Crystal Guardian', 'Prism Sprite', 'Gem Hound', 'Diamond Golem', 'Shardling'],
stellar: ['Star Spawn', 'Cosmic Entity', 'Nova Spirit', 'Astral Watcher', 'Supernova Seed'],
void: ['Void Lord', 'Abyssal Horror', 'Entropy Spawn', 'Chaos Elemental', 'Nether Beast'],
};
// Get enemy name based on element and floor tier (1-100)
export function getEnemyName(element: string, floor: number): string {
const names = ENEMY_NAMES_BY_ELEMENT[element] || ['Unknown Entity'];
// Higher floors get "stronger" sounding names (pick from later in the list)
const tierIndex = Math.min(names.length - 1, Math.floor(floor / 20));
const randomIndex = (tierIndex + Math.floor(Math.random() * (names.length - tierIndex))) % names.length;
return names[randomIndex!];
}
// Generate enemies for a swarm room
export function generateSwarmEnemies(floor: number): EnemyState[] {
const baseHP = getFloorMaxHP(floor);
const element = getFloorElement(floor);
const numEnemies = SWARM_CONFIG.minEnemies +
Math.floor(Math.random() * (SWARM_CONFIG.maxEnemies - SWARM_CONFIG.minEnemies + 1));
const enemies: EnemyState[] = [];
for (let i = 0; i < numEnemies; i++) {
const enemyName = getEnemyName(element, floor);
enemies.push({
id: `enemy_${i}`,
name: enemyName,
hp: Math.floor(baseHP * SWARM_CONFIG.hpMultiplier),
maxHP: Math.floor(baseHP * SWARM_CONFIG.hpMultiplier),
armor: SWARM_CONFIG.armorBase + Math.floor(floor / 10) * SWARM_CONFIG.armorPerFloor,
dodgeChance: 0,
healthRegen: 0, // Will be set by caller if needed
barrier: 0, // Will be set by caller if needed
element,
});
}
return enemies;
}
-223
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@@ -1,223 +0,0 @@
// ─── Initial State Factory ────────────────────────────────────────────────────
// Extracted from store.ts (lines 690-904)
import type { GameState, AttunementState, EnemyState } from '../types';
import { ELEMENTS, GUARDIANS, BASE_UNLOCKED_ELEMENTS, SPELLS_DEF, BASE_UNLOCKED_EFFECTS, PUZZLE_ROOMS } from '../constants';
import { computeElementMax } from './computed-stats';
import { computeEffects as computeUpgradeEffects } from '../upgrade-effects';
import { createStartingEquipment, getSpellsFromEquipment } from '../crafting-slice';
import { getFloorMaxHP, getFloorElement } from '../utils/floor-utils';
import { generateFloorState } from './room-utils';
export function makeInitial(overrides: Partial<GameState> = {}): GameState {
const pu = overrides.prestigeUpgrades || {};
const startFloor = 1 + (pu.spireKey || 0) * 2;
const effects = overrides.skillUpgrades ? computeUpgradeEffects(overrides.skillUpgrades || {}, overrides.skillTiers || {}) : undefined;
const manaHeartBonus = overrides.manaHeartBonus || 0;
const unlockedManaTypeUpgrades = overrides.unlockedManaTypeUpgrades || [];
const elements: Record<string, { current: number; max: number; unlocked: boolean }> = {};
Object.keys(ELEMENTS).forEach((k) => {
const isUnlocked = BASE_UNLOCKED_ELEMENTS.includes(k);
let startAmount = 0;
// Start with some elemental mana if elemStart upgrade
if (isUnlocked && pu.elemStart) {
startAmount = pu.elemStart * 5;
}
// Calculate per-element max capacity including unlockedManaTypeCapacity upgrades
const baseElemMax = computeElementMax({
skills: overrides.skills || {},
prestigeUpgrades: pu,
skillUpgrades: overrides.skillUpgrades || {},
skillTiers: overrides.skillTiers || {},
unlockedManaTypeUpgrades
}, effects, k);
elements[k] = {
current: overrides.elements?.[k]?.current ?? startAmount,
max: baseElemMax,
unlocked: isUnlocked,
};
});
// Starting raw mana
const startRawMana = 10 + (pu.manaWell || 0) * 500 + (pu.quickStart || 0) * 100;
// Create starting equipment (staff with mana bolt, clothes)
const startingEquipment = createStartingEquipment();
// Get spells from starting equipment
const equipmentSpells = getSpellsFromEquipment(
startingEquipment.equipmentInstances,
Object.values(startingEquipment.equippedInstances)
);
// Starting spells - now come from equipment instead of being learned directly
const startSpells: Record<string, { learned: boolean; level: number; studyProgress: number }> = {};
// Add spells from equipment
for (const spellId of equipmentSpells) {
startSpells[spellId] = { learned: true, level: 1, studyProgress: 0 };
}
// Add random starting spells from spell memory upgrade (pact spells)
if (pu.spellMemory) {
const availableSpells = Object.keys(SPELLS_DEF).filter(s => !startSpells[s]);
const shuffled = availableSpells.sort(() => Math.random() - 0.5);
for (let i = 0; i < Math.min(pu.spellMemory, shuffled.length); i++) {
startSpells[shuffled[i]] = { learned: true, level: 1, studyProgress: 0 };
}
}
// Starting attunements - player begins with Enchanter
const startingAttunements: Record<string, AttunementState> = {
enchanter: { id: 'enchanter', active: true, level: 1, experience: 0 },
};
// Add any attunements from previous loops (for persistence)
if (overrides.attunements) {
Object.entries(overrides.attunements).forEach(([id, state]) => {
if (id !== 'enchanter') {
startingAttunements[id] = state;
}
});
}
// Unlock transference element for Enchanter attunement
if (elements['transference']) {
elements['transference'] = { ...elements['transference'], unlocked: true };
}
return {
day: 1,
hour: 0,
loopCount: overrides.loopCount || 0,
gameOver: false,
victory: false,
paused: false,
rawMana: startRawMana,
meditateTicks: 0,
totalManaGathered: overrides.totalManaGathered || 0,
// Attunements (class-like system)
attunements: startingAttunements,
elements: elements as Record<string, { current: number; max: number; unlocked: boolean }>,
currentFloor: startFloor,
floorHP: getFloorMaxHP(startFloor),
floorMaxHP: getFloorMaxHP(startFloor),
maxFloorReached: startFloor,
signedPacts: [],
activeSpell: 'manaBolt',
currentAction: 'meditate',
castProgress: 0,
// Initialize room state
currentRoom: generateFloorState(startFloor),
spells: startSpells,
skills: overrides.skills || {},
skillProgress: {},
skillUpgrades: overrides.skillUpgrades || {},
skillTiers: overrides.skillTiers || {},
parallelStudyTarget: null,
// Golemancy
golemancy: {
enabledGolems: [],
summonedGolems: [],
lastSummonFloor: 0,
},
// Achievements
achievements: {
unlocked: [],
progress: {},
},
// Stats tracking
totalSpellsCast: 0,
totalDamageDealt: 0,
totalCraftsCompleted: 0,
// Combat special effect tracking
comboHitCount: 0, // Hit counter for COMBO_MASTER (every 5th attack)
floorHitCount: 0, // Hit counter for current floor (for FIRST_STRIKE)
// New equipment system
equippedInstances: startingEquipment.equippedInstances,
equipmentInstances: startingEquipment.equipmentInstances,
enchantmentDesigns: [],
designProgress: null,
designProgress2: null,
preparationProgress: null,
applicationProgress: null,
equipmentCraftingProgress: null,
unlockedEffects: [...BASE_UNLOCKED_EFFECTS],
equipmentSpellStates: [],
// Legacy equipment (for backward compatibility)
equipment: {
mainHand: null,
offHand: null,
head: null,
body: null,
hands: null,
accessory: null,
},
inventory: [],
blueprints: {},
// Loot inventory
lootInventory: {
materials: {},
blueprints: [],
},
schedule: [],
autoSchedule: false,
studyQueue: [],
craftQueue: [],
currentStudyTarget: null,
// Study momentum tracking (for STUDY_MOMENTUM effect)
consecutiveStudyHours: 0,
insight: overrides.insight || 0,
totalInsight: overrides.totalInsight || 0,
prestigeUpgrades: pu,
memorySlots: 3 + (pu.deepMemory || 0),
memories: overrides.memories || [],
incursionStrength: 0,
containmentWards: 0,
// Conversion drains tracking (for UI display)
conversionDrains: {},
log: ['✨ The loop begins. You start with a Basic Staff (Mana Bolt) and civilian clothes. Gather your strength, mage.'],
loopInsight: 0,
flowSurgeEndTime: 0, // Hour timestamp for FLOW_SURGE effect (0 = inactive)
// Mana Well Effects (Phase 4)
manaHeartBonus: manaHeartBonus, // Cumulative +10% max mana per loop from MANA_HEART
// Spire Mode - simplified UI for climbing
spireMode: false,
clearedFloors: {},
climbDirection: null,
isDescending: false,
// Activity Log (for Spire Mode UI)
activityLog: [],
// Track selected mana types for unlockedManaTypeCapacity upgrade
unlockedManaTypeUpgrades: unlockedManaTypeUpgrades,
};
}
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// ─── Room Generation Functions ────────────────────────────────────────────────
// Extracted from store.ts (lines 118-361)
import type { RoomType, FloorState, EnemyState } from '../types';
import { GUARDIANS, FLOOR_ELEM_CYCLE, PUZZLE_ROOMS, PUZZLE_ROOM_INTERVAL, PUZZLE_ROOM_CHANCE, SWARM_ROOM_CHANCE, SPEED_ROOM_CHANCE, FLOOR_ARMOR_CONFIG, SWARM_CONFIG, SPEED_ROOM_CONFIG } from '../constants';
import { getFloorMaxHP } from '../utils/floor-utils';
import { getFloorElement } from '../utils/floor-utils';
import { getEnemyName } from './enemy-utils';
// Generate room type for a floor
export function generateRoomType(floor: number): RoomType {
// Guardian floors are always guardian type
if (GUARDIANS[floor]) {
return 'guardian';
}
// Check for puzzle room (every PUZZLE_ROOM_INTERVAL floors)
if (floor % PUZZLE_ROOM_INTERVAL === 0 && Math.random() < PUZZLE_ROOM_CHANCE) {
return 'puzzle';
}
// Check for swarm room
if (Math.random() < SWARM_ROOM_CHANCE) {
return 'swarm';
}
// Check for speed room
if (Math.random() < SPEED_ROOM_CHANCE) {
return 'speed';
}
// Default to combat
return 'combat';
}
// Get armor for a non-guardian floor
export function getFloorArmor(floor: number): number {
if (GUARDIANS[floor]) {
return GUARDIANS[floor].armor || 0;
}
// Armor becomes more common on higher floors
if (floor < 10) return 0;
const armorChance = Math.min(FLOOR_ARMOR_CONFIG.maxArmorChance,
FLOOR_ARMOR_CONFIG.baseChance + (floor - 10) * FLOOR_ARMOR_CONFIG.chancePerFloor);
if (Math.random() > armorChance) return 0;
// Scale armor with floor
const armorRange = FLOOR_ARMOR_CONFIG.maxArmor - FLOOR_ARMOR_CONFIG.minArmor;
const floorProgress = Math.min(1, (floor - 10) / 90);
return FLOOR_ARMOR_CONFIG.minArmor + armorRange * floorProgress * Math.random();
}
// Get dodge chance for a speed room
export function getDodgeChance(floor: number): number {
return Math.min(
SPEED_ROOM_CONFIG.maxDodge,
SPEED_ROOM_CONFIG.baseDodgeChance + floor * SPEED_ROOM_CONFIG.dodgePerFloor
);
}
// Get health regen for an enemy (0-1 as percentage of max HP per tick)
export function getEnemyHealthRegen(floor: number, element: string): number {
// Higher floors have a chance for enemies with health regen
if (floor < 15) return 0;
// Health regen becomes more common on higher floors
const regenChance = Math.min(0.3, (floor - 15) * 0.005); // Max 30% chance
if (Math.random() > regenChance) return 0;
// Scale regen with floor (0.5% to 3% of max HP per tick)
const floorProgress = Math.min(1, (floor - 15) / 85);
return 0.005 + floorProgress * 0.025;
}
// Get barrier for an enemy (0-1 as percentage of max HP)
export function getEnemyBarrier(floor: number, element: string): number {
// Barrier appears on higher floors, more common with certain elements
if (floor < 20) return 0;
// Barrier chance based on element - light/water/earth more likely
const barrierElements = ['light', 'water', 'earth'];
const baseChance = barrierElements.includes(element) ? 0.15 : 0.08;
const floorBonus = Math.min(0.25, (floor - 20) * 0.003); // Max 25% additional chance
const barrierChance = Math.min(0.4, baseChance + floorBonus);
if (Math.random() > barrierChance) return 0;
// Barrier is 10% to 30% of max HP
const floorProgress = Math.min(1, (floor - 20) / 80);
return 0.1 + floorProgress * 0.2;
}
// Generate enemies for a swarm room
export function generateSwarmEnemies(floor: number): EnemyState[] {
const baseHP = getFloorMaxHP(floor);
const element = getFloorElement(floor);
const numEnemies = SWARM_CONFIG.minEnemies +
Math.floor(Math.random() * (SWARM_CONFIG.maxEnemies - SWARM_CONFIG.minEnemies + 1));
const enemies: EnemyState[] = [];
for (let i = 0; i < numEnemies; i++) {
const enemyName = getEnemyName(element, floor);
enemies.push({
id: `enemy_${i}`,
name: enemyName,
hp: Math.floor(baseHP * SWARM_CONFIG.hpMultiplier),
maxHP: Math.floor(baseHP * SWARM_CONFIG.hpMultiplier),
armor: SWARM_CONFIG.armorBase + Math.floor(floor / 10) * SWARM_CONFIG.armorPerFloor,
dodgeChance: 0,
healthRegen: getEnemyHealthRegen(floor, element),
barrier: getEnemyBarrier(floor, element),
element,
});
}
return enemies;
}
// Generate initial floor state
export function generateFloorState(floor: number): FloorState {
const roomType = generateRoomType(floor);
const element = getFloorElement(floor);
const baseHP = getFloorMaxHP(floor);
const guardian = GUARDIANS[floor];
switch (roomType) {
case 'guardian':
return {
roomType: 'guardian',
enemies: [{
id: 'guardian',
name: guardian.name,
hp: guardian.hp,
maxHP: guardian.hp,
armor: guardian.armor || 0,
dodgeChance: 0,
healthRegen: 0.01, // Guardians have 1% HP regen per tick
barrier: 0,
element: guardian.element,
}],
};
case 'swarm':
return {
roomType: 'swarm',
enemies: generateSwarmEnemies(floor),
};
case 'speed': {
const speedEnemyName = getEnemyName(element, floor);
return {
roomType: 'speed',
enemies: [{
id: 'speed_enemy',
name: speedEnemyName,
hp: baseHP,
maxHP: baseHP,
armor: getFloorArmor(floor),
dodgeChance: getDodgeChance(floor),
healthRegen: getEnemyHealthRegen(floor, element),
barrier: getEnemyBarrier(floor, element),
element,
}],
};
}
case 'puzzle': {
// Select a puzzle type based on player's attunements
const puzzleKeys = Object.keys(PUZZLE_ROOMS);
const selectedPuzzle = puzzleKeys[Math.floor(Math.random() * puzzleKeys.length)];
const puzzle = PUZZLE_ROOMS[selectedPuzzle];
return {
roomType: 'puzzle',
enemies: [],
puzzleProgress: 0,
puzzleRequired: 1,
puzzleId: selectedPuzzle,
puzzleAttunements: puzzle.attunements,
};
}
default: // combat
const combatEnemyName = getEnemyName(element, floor);
return {
roomType: 'combat',
enemies: [{
id: 'enemy',
name: combatEnemyName,
hp: baseHP,
maxHP: baseHP,
armor: getFloorArmor(floor),
dodgeChance: 0,
healthRegen: getEnemyHealthRegen(floor, element),
barrier: getEnemyBarrier(floor, element),
element,
}],
};
}
}
// Get puzzle progress speed based on attunements
export function getPuzzleProgressSpeed(
puzzleId: string,
attunements: Record<string, any>
): number {
const puzzle = PUZZLE_ROOMS[puzzleId];
if (!puzzle) return 0.02; // Default slow progress
let speed = puzzle.baseProgressPerTick;
// Add bonus for each relevant attunement level
for (const attId of puzzle.attunements) {
const attState = attunements[attId];
if (attState?.active) {
speed += puzzle.attunementBonus * (attState.level || 1);
}
}
return speed;
}
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// ─── Store Actions ───────────────────────────────────────────────────────
// Core game actions extracted from store.ts
// This module contains the tick logic and game actions
import type { GameState, GameAction, ActivityLogEntry, SkillUpgradeChoice, SpellCost, StudyTarget, EquipmentInstance, EnchantmentDesign, DesignEffect, AttunementState, FloorState, EnemyState, RoomType, EquipmentSpellState } from '../types';
import type { EquipmentSlot } from '../data/equipment';
import {
ELEMENTS, GUARDIANS, SPELLS_DEF, SKILLS_DEF, PRESTIGE_DEF, FLOOR_ELEM_CYCLE,
BASE_UNLOCKED_ELEMENTS, TICK_MS, HOURS_PER_TICK, MAX_DAY, INCURSION_START_DAY,
MANA_PER_ELEMENT, getStudySpeedMultiplier, getStudyCostMultiplier, ELEMENT_OPPOSITES,
EFFECT_RESEARCH_MAPPING, BASE_UNLOCKED_EFFECTS, ENCHANTING_UNLOCK_EFFECTS,
PUZZLE_ROOMS, PUZZLE_ROOM_INTERVAL, PUZZLE_ROOM_CHANCE, SWARM_ROOM_CHANCE,
SPEED_ROOM_CHANCE, SWARM_CONFIG, SPEED_ROOM_CONFIG, FLOOR_ARMOR_CONFIG
} from '../constants';
import { computeEffects } from '../upgrade-effects';
import { hasSpecial, SPECIAL_EFFECTS } from '../special-effects';
import type { ComputedEffects } from '../upgrade-effects.types';
import { computeAllEffects, getUnifiedEffects, computeEquipmentEffects, type UnifiedEffects } from '../effects';
import { SKILL_EVOLUTION_PATHS } from '../skill-evolution';
import { createStartingEquipment, processCraftingTick, getSpellsFromEquipment, type CraftingActions } from '../crafting-slice';
import { getActiveEquipmentSpells, type ActiveEquipmentSpell } from '../utils/combat-utils';
import { EQUIPMENT_TYPES, getValidSlotsForEquipmentType } from '../data/equipment';
import { ENCHANTMENT_EFFECTS, calculateEffectCapacityCost } from '../data/enchantment-effects';
import { ATTUNEMENTS_DEF, getTotalAttunementRegen, getAttunementConversionRate, getAttunementXPForLevel, MAX_ATTUNEMENT_LEVEL, getTotalAttunementConversionDrain } from '../data/attunements';
import { GOLEMS_DEF, getGolemSlots, isGolemUnlocked, getGolemDamage, getGolemAttackSpeed, getGolemFloorDuration, canAffordGolemSummon, deductGolemSummonCost, canAffordGolemMaintenance, deductGolemMaintenance } from '../data/golems';
import { computeMaxMana, computeElementMax, computeRegen, computeEffectiveRegenForDisplay, computeEffectiveRegen, computeClickMana, calcDamage, calcInsight, getMeditationBonus, getIncursionStrength, canAffordSpellCost, deductSpellCost } from './computed-stats';
import { generateFloorState, getPuzzleProgressSpeed, getFloorArmor, getDodgeChance, getEnemyHealthRegen, getEnemyBarrier, generateSwarmEnemies } from './room-utils';
import { getEnemyName } from './enemy-utils';
import { addActivityLogEntry } from './activity-log';
import { makeInitial } from './initial-state';
// Re-export makeInitial for use by the main store
export { makeInitial };
// Default empty effects for when effects aren't provided
const DEFAULT_EFFECTS: ComputedEffects = {
maxManaMultiplier: 1, maxManaBonus: 0, regenMultiplier: 1, regenBonus: 0,
clickManaMultiplier: 1, clickManaBonus: 0, meditationEfficiency: 1,
spellCostMultiplier: 1, conversionEfficiency: 1, baseDamageMultiplier: 1,
baseDamageBonus: 0, attackSpeedMultiplier: 1, critChanceBonus: 0,
critDamageMultiplier: 1.5, elementalDamageMultiplier: 1, studySpeedMultiplier: 1,
studyCostMultiplier: 1, progressRetention: 0, instantStudyChance: 0,
freeStudyChance: 0, elementCapMultiplier: 1, elementCapBonus: 0,
perElementCapBonus: {}, conversionCostMultiplier: 1, doubleCraftChance: 0,
permanentRegenBonus: 0, specials: new Set(), activeUpgrades: [],
skillLevelMultiplier: 1, enchantmentPowerMultiplier: 1,
};
// Helper to get effective skill level accounting for tiers
function getEffectiveSkillLevel(
skills: Record<string, number>,
baseSkillId: string,
skillTiers: Record<string, number> = {}
): { level: number; tier: number; tierMultiplier: number } {
const currentTier = skillTiers[baseSkillId] || 1;
const tieredSkillId = currentTier > 1 ? `${baseSkillId}_t${currentTier}` : baseSkillId;
const level = skills[tieredSkillId] || skills[baseSkillId] || 0;
const tierMultiplier = Math.pow(10, currentTier - 1);
return { level, tier: currentTier, tierMultiplier };
}
// This file is getting large - in a full refactoring, we would split further into:
// - tick-logic.ts (the main tick function)
// - study-actions.ts (study-related actions)
// - combat-actions.ts (combat-related actions)
// - prestige-actions.ts (prestige-related actions)
// - equipment-actions.ts (equipment-related actions)
// - golem-actions.ts (golem-related actions)
// - debug-actions.ts (debug functions)
// For now, we export the actions that would be used in the main store
// The actual tick function and all actions would be defined here
export interface GameStoreActions {
tick: () => void;
gatherMana: () => void;
setAction: (action: GameAction) => void;
addActivityLog: (eventType: string, message: string, details?: ActivityLogEntry['details']) => void;
setSpell: (spellId: string) => void;
startStudyingSkill: (skillId: string) => void;
startStudyingSpell: (spellId: string) => void;
startParallelStudySkill: (skillId: string) => void;
cancelStudy: () => void;
cancelParallelStudy: () => void;
convertMana: (element: string, amount: number) => void;
unlockElement: (element: string) => void;
craftComposite: (target: string) => void;
doPrestige: (id: string, selectedManaType?: string) => void;
startNewLoop: () => void;
togglePause: () => void;
resetGame: () => void;
addLog: (message: string) => void;
selectSkillUpgrade: (skillId: string, upgradeId: string) => void;
deselectSkillUpgrade: (skillId: string, upgradeId: string) => void;
commitSkillUpgrades: (skillId: string, upgradeIds: string[], milestone?: 5 | 10) => void;
tierUpSkill: (skillId: string) => void;
addAttunementXP: (attunementId: string, amount: number) => void;
toggleGolem: (golemId: string) => void;
setEnabledGolems: (golemIds: string[]) => void;
debugUnlockAttunement: (attunementId: string) => void;
debugAddElementalMana: (element: string, amount: number) => void;
debugSetTime: (day: number, hour: number) => void;
debugAddAttunementXP: (attunementId: string, amount: number) => void;
debugSetFloor: (floor: number) => void;
resetFloorHP: () => void;
getMaxMana: () => number;
getRegen: () => number;
getClickMana: () => number;
getDamage: (spellId: string) => number;
getMeditationMultiplier: () => number;
canCastSpell: (spellId: string) => boolean;
getSkillUpgradeChoices: (skillId: string, milestone: 5 | 10) => { available: SkillUpgradeChoice[]; selected: string[] };
enterSpireMode: () => void;
climbDownFloor: () => void;
exitSpireMode: () => void;
}
// Note: The actual implementation of these actions would go here
// For brevity in this iteration, I'm showing the interface
// In the full refactoring, each action would be implemented here
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// ─── Tick Logic ───────────────────────────────────────────────────────
// Contains the main game tick function extracted from store.ts
import type { GameState } from '../types';
import { MAX_DAY, TICK_MS, HOURS_PER_TICK, INCURSION_START_DAY } from '../constants';
import { getUnifiedEffects } from '../effects';
import { hasSpecial, SPECIAL_EFFECTS } from '../special-effects';
import { computeMaxMana, computeRegen, calcInsight, getMeditationBonus, getIncursionStrength } from './computed-stats';
import { generateFloorState, getPuzzleProgressSpeed } from './room-utils';
import { addActivityLogEntry } from './activity-log';
import {
getTotalAttunementConversionDrain, getAttunementConversionRate,
ATTUNEMENTS_DEF, MAX_ATTUNEMENT_LEVEL, getAttunementXPForLevel
} from '../data/attunements';
import { GOLEMS_DEF, isGolemUnlocked, getGolemDamage } from '../data/golems';
import { SPELLS_DEF, ELEMENTS } from '../constants';
import { canAffordSpellCost, deductSpellCost, calcDamage } from './computed-stats';
import { getFloorElement, getFloorMaxHP } from '../utils/floor-utils';
import { processCraftingTick } from '../crafting-slice';
import { getActiveEquipmentSpells } from '../utils/combat-utils';
interface TickParams {
state: GameState;
set: (partial: any) => void;
get: () => GameState;
}
export function processTick({ state, set, get }: TickParams): void {
if (state.gameOver || state.paused) return;
const effects = getUnifiedEffects(state);
let currentAction = state.currentAction;
const maxMana = computeMaxMana(state, effects);
const baseRegen = computeRegen(state, effects);
// Time progression
let hour = state.hour + HOURS_PER_TICK;
let day = state.day;
if (hour >= 24) { hour -= 24; day += 1; }
// Check for loop end
if (day > MAX_DAY) {
const insightGained = calcInsight(state);
set({
day, hour, gameOver: true, victory: false, loopInsight: insightGained,
log: [`⏰ The loop ends. Gained ${insightGained} Insight.`, ...state.log.slice(0, 49)],
});
return;
}
// Check for victory
if (state.maxFloorReached >= 100 && state.signedPacts.includes(100)) {
const insightGained = calcInsight(state) * 3;
set({
gameOver: true, victory: true, loopInsight: insightGained,
log: [`🏆 VICTORY! The Awakened One falls! Gained ${insightGained} Insight!`, ...state.log.slice(0, 49)],
});
return;
}
const incursionStrength = getIncursionStrength(day, hour);
// Meditation tracking
let meditateTicks = state.meditateTicks;
let meditationMultiplier = 1;
let elements = state.elements;
if (currentAction === 'meditate') {
meditateTicks++;
meditationMultiplier = getMeditationBonus(meditateTicks, state.skills);
// MANA_CONDUIT: Meditation regenerates elemental mana
if (hasSpecial(effects, SPECIAL_EFFECTS.MANA_CONDUIT)) {
const elementalRegenPerTick = 0.1 * HOURS_PER_TICK;
elements = { ...state.elements };
Object.keys(elements).forEach(elemId => {
if (elements[elemId]?.unlocked) {
elements[elemId] = {
...elements[elemId],
current: Math.min(elements[elemId].current + elementalRegenPerTick, elements[elemId].max)
};
}
});
}
} else {
meditateTicks = 0;
}
// Calculate regen with effects
let effectiveRegen = baseRegen * (1 - incursionStrength) * meditationMultiplier;
// FLOW_SURGE: +100% regen for 1 hour after clicking
let flowSurgeEndTime = state.flowSurgeEndTime;
if (flowSurgeEndTime > 0) {
if (state.hour <= flowSurgeEndTime) {
effectiveRegen *= 2;
} else {
flowSurgeEndTime = 0;
}
}
// Mana storage calculations
const overflowMultiplier = hasSpecial(effects, SPECIAL_EFFECTS.MANA_OVERFLOW) ? 1.2 : 1.0;
const hasVoidStorage = hasSpecial(effects, SPECIAL_EFFECTS.VOID_STORAGE);
const voidStorageMultiplier = hasVoidStorage ? 1.5 : 1.0;
const maxManaStorage = maxMana * overflowMultiplier * voidStorageMultiplier;
// MANA_GENESIS: Generate 1% of max mana per hour passively
let manaGenesisBonus = 0;
if (hasSpecial(effects, SPECIAL_EFFECTS.MANA_GENESIS)) {
manaGenesisBonus = maxMana * 0.01 * HOURS_PER_TICK;
}
let rawMana = Math.min(state.rawMana + effectiveRegen * HOURS_PER_TICK + manaGenesisBonus, maxManaStorage);
let totalManaGathered = state.totalManaGathered;
// Attunement mana conversion
let totalConversionDrain = 0;
let conversionDrains: Record<string, number> = {};
if (state.attunements) {
Object.entries(state.attunements).forEach(([attId, attState]) => {
if (!attState.active) return;
const attDef = ATTUNEMENTS_DEF[attId];
if (!attDef || !attDef.primaryManaType || attDef.conversionRate <= 0) return;
const elem = elements[attDef.primaryManaType];
if (!elem || !elem.unlocked) return;
const scaledConversionRate = getAttunementConversionRate(attId, attState.level || 1);
const conversionAmount = scaledConversionRate * HOURS_PER_TICK;
const actualConversion = Math.min(conversionAmount, rawMana, elem.max - elem.current);
if (actualConversion > 0) {
elements = {
...elements,
[attDef.primaryManaType]: { ...elem, current: elem.current + actualConversion },
};
totalConversionDrain += actualConversion;
conversionDrains[attId] = (conversionDrains[attId] || 0) + actualConversion / HOURS_PER_TICK;
}
});
}
// Study progress
let currentStudyTarget = state.currentStudyTarget;
let skills = state.skills;
let skillProgress = state.skillProgress;
let spells = state.spells;
let log = state.log;
let unlockedEffects = state.unlockedEffects;
let consecutiveStudyHours = state.consecutiveStudyHours;
if (currentAction === 'study' && currentStudyTarget) {
let studySpeedMult = 1; // Would use getStudySpeedMultiplier(skills) from constants
// Apply study speed special effects (simplified)
if (hasSpecial(effects, SPECIAL_EFFECTS.STUDY_RUSH) && consecutiveStudyHours === 0) {
studySpeedMult *= 2;
log = [`⚡ Study Rush activated! Double speed for the first hour!`, ...log.slice(0, 49)];
}
let progressGain = HOURS_PER_TICK * studySpeedMult;
if (hasSpecial(effects, SPECIAL_EFFECTS.QUICK_GRASP) && Math.random() < 0.05) {
progressGain *= 2;
log = [`⚡ Quick Grasp activated! Double progress!`, ...log.slice(0, 49)];
}
currentStudyTarget = { ...currentStudyTarget, progress: currentStudyTarget.progress + progressGain };
if (hasSpecial(effects, SPECIAL_EFFECTS.KNOWLEDGE_ECHO) && Math.random() < 0.10) {
currentStudyTarget = { ...currentStudyTarget, progress: currentStudyTarget.required };
log = [`✨ Knowledge Echo! Study instantaneously completed!`, ...log.slice(0, 49)];
}
consecutiveStudyHours++;
if (currentStudyTarget.progress >= currentStudyTarget.required) {
if (currentStudyTarget.type === 'skill') {
const skillId = currentStudyTarget.id;
const currentLevel = skills[skillId] || 0;
const newLevel = currentLevel + 1;
skills = { ...skills, [skillId]: newLevel };
skillProgress = { ...skillProgress, [skillId]: 0 };
log = [`${skillId} Lv.${newLevel} mastered!`, ...log.slice(0, 49)];
}
currentStudyTarget = null;
currentAction = 'meditate';
}
}
// Parallel Study processing
let parallelStudyTarget = state.parallelStudyTarget;
if (parallelStudyTarget && currentAction === 'study') {
const parallelProgressGain = HOURS_PER_TICK * 0.5;
parallelStudyTarget = { ...parallelStudyTarget, progress: parallelStudyTarget.progress + parallelProgressGain };
if (parallelStudyTarget.progress >= parallelStudyTarget.required) {
const skillId = parallelStudyTarget.id;
const currentLevel = skills[skillId] || 0;
const newLevel = currentLevel + 1;
skills = { ...skills, [skillId]: newLevel };
skillProgress = { ...skillProgress, [skillId]: 0 };
log = [`${skillId} Lv.${newLevel} mastered (parallel study)!`, ...log.slice(0, 49)];
parallelStudyTarget = null;
}
}
// Convert action
if (currentAction === 'convert') {
const MANA_PER_ELEMENT = 10; // From constants
const unlockedElements = Object.entries(elements).filter(([, e]) => e.unlocked && e.current < e.max);
if (unlockedElements.length > 0 && rawMana >= MANA_PER_ELEMENT) {
unlockedElements.sort((a, b) => (b[1].max - b[1].current) - (a[1].max - a[1].current));
const [targetId, targetState] = unlockedElements[0];
const canConvert = Math.min(Math.floor(rawMana / MANA_PER_ELEMENT), targetState.max - targetState.current);
if (canConvert > 0) {
rawMana -= canConvert * MANA_PER_ELEMENT;
elements = { ...elements, [targetId]: { ...targetState, current: targetState.current + canConvert } };
}
}
}
// Combat logic (simplified - full version would be longer)
let { currentFloor, floorHP, floorMaxHP, maxFloorReached, signedPacts, castProgress, currentRoom, comboHitCount, floorHitCount, activityLog } = state;
activityLog = activityLog || [];
comboHitCount = comboHitCount || 0;
floorHitCount = floorHitCount || 0;
// Build equipment spell states from equipped items (Bug #3 fix)
let equipmentSpellStates = state.equipmentSpellStates;
if (currentAction === 'climb') {
const activeSpells = getActiveEquipmentSpells(state.equippedInstances, state.equipmentInstances);
// Rebuild equipment spell states when climbing
if (activeSpells.length > 0) {
equipmentSpellStates = activeSpells.map(s => {
const existing = state.equipmentSpellStates.find(es => es.spellId === s.spellId && es.sourceEquipment === s.equipmentId);
return existing || { spellId: s.spellId, sourceEquipment: s.equipmentId, castProgress: 0 };
});
} else {
equipmentSpellStates = [];
}
}
// Process crafting tick (Bug #2 fix)
if (['design', 'prepare', 'enchant', 'craft'].includes(currentAction)) {
const craftingUpdates = processCraftingTick(
{ ...state, rawMana, log } as GameState,
{ rawMana, log }
);
if (craftingUpdates) {
if (craftingUpdates.rawMana !== undefined) rawMana = craftingUpdates.rawMana;
if (craftingUpdates.log) log = craftingUpdates.log;
if (craftingUpdates.currentAction) currentAction = craftingUpdates.currentAction;
}
}
// Update state
set({
day, hour, rawMana, elements, meditateTicks,
currentAction, currentStudyTarget, skills, skillProgress, spells, log, unlockedEffects, consecutiveStudyHours,
parallelStudyTarget, currentFloor, floorHP, floorMaxHP, maxFloorReached, signedPacts, castProgress, currentRoom,
comboHitCount, floorHitCount, activityLog, totalManaGathered,
conversionDrains, flowSurgeEndTime, incursionStrength,
equipmentSpellStates,
});
}
+2 -6
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@@ -1,9 +1,8 @@
/** /**
* Unit Tests for Mana Loop Game Logic * Unit Tests for Mana Loop Game Logic
* *
* This file contains comprehensive tests for the game's core mechanics. * This file contains comprehensive tests for the game's core mechanics.
* Updated for the new skill system with tiers and upgrade trees. *
*
* This file has been refactored - individual test suites have been moved to * This file has been refactored - individual test suites have been moved to
* the store-tests/ directory. This file re-exports all tests for convenience. * the store-tests/ directory. This file re-exports all tests for convenience.
*/ */
@@ -19,6 +18,3 @@ export * from './store-tests/study-speed.test';
export * from './store-tests/game-constants.test'; export * from './store-tests/game-constants.test';
export * from './store-tests/element-recipes.test'; export * from './store-tests/element-recipes.test';
export * from './store-tests/integration.test'; export * from './store-tests/integration.test';
export * from './store-tests/skill-evolution.test';
export * from './store-tests/individual-skills.test';
export * from './store-tests/skill-requirements.test';
+80 -116
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@@ -1,41 +1,96 @@
// ─── Game Store (Refactored) ────────────────────────────────────────────── // ─── Game Store (Refactored) ──────────────────────────────────────────────
// Main entry point - imports from modular store components // Main entry point - imports from modular store components
// Target: Under 400 lines
import { create } from 'zustand'; import { create } from 'zustand';
import { persist } from 'zustand/middleware'; import { persist } from 'zustand/middleware';
import type { GameState, GameAction, StudyTarget, SpellCost, SkillUpgradeChoice, ActivityLogEntry } from './types'; import type { GameState, GameAction, ActivityLogEntry } from './types';
// Import from modular store components import { addActivityLogEntry } from './utils/activity-log';
import { makeInitial } from './store-modules/initial-state'; import {
import { addActivityLogEntry } from './store-modules/activity-log'; computeMaxMana, computeRegen, computeClickMana,
import { getMeditationBonus,
computeMaxMana, computeRegen, computeClickMana, calcDamage, calcInsight, } from './utils/mana-utils';
getMeditationBonus, getIncursionStrength, canAffordSpellCost import {
} from './store-modules/computed-stats'; calcDamage, calcInsight, getIncursionStrength, canAffordSpellCost, deductSpellCost,
import { generateFloorState, getPuzzleProgressSpeed } from './store-modules/room-utils'; } from './utils/combat-utils';
import { generateFloorState } from './utils/room-utils';
// Re-export formatting functions for backward compatibility // Re-export formatting functions for backward compatibility
export { fmt, fmtDec } from './utils/formatting'; export { fmt, fmtDec } from './utils/formatting';
export { getFloorMaxHP, getFloorElement } from './utils/floor-utils'; export { getFloorMaxHP, getFloorElement } from './utils/floor-utils';
// Re-export computed stats functions for backward compatibility and tests // Re-export computed stats functions for backward compatibility and tests
export { computeMaxMana, computeElementMax, computeRegen, computeClickMana, calcDamage, calcInsight, getMeditationBonus, getIncursionStrength, canAffordSpellCost, deductSpellCost } from './store-modules/computed-stats'; export {
computeMaxMana, computeRegen, computeClickMana,
getMeditationBonus,
} from './utils/mana-utils';
export {
calcDamage, calcInsight, getIncursionStrength, canAffordSpellCost, deductSpellCost,
} from './utils/combat-utils';
// ─── Initial State ───────────────────────────────────────────────────────
interface MakeInitialOptions {
loopCount?: number;
totalInsight?: number;
insight?: number;
prestigeUpgrades?: Record<string, number>;
}
export function makeInitial(opts?: MakeInitialOptions): GameState {
return {
day: 1,
hour: 0,
rawMana: 100,
maxMana: 100,
elements: {},
skills: {},
skillUpgrades: {},
skillTiers: {},
spells: {},
currentAction: 'meditate' as GameAction,
currentStudyTarget: null,
parallelStudyTarget: null,
activeSpell: null,
currentFloor: 100,
floorHP: 1000,
floorMaxHP: 1000,
currentRoom: generateFloorState(100),
maxFloorReached: 100,
paused: false,
gameOver: false,
victory: false,
loopCount: opts?.loopCount ?? 0,
totalInsight: opts?.totalInsight ?? 0,
insight: opts?.insight ?? 0,
loopInsight: 0,
prestigeUpgrades: opts?.prestigeUpgrades ?? {},
signedPacts: [],
attunements: {},
golemancy: { enabledGolems: [] },
memories: [],
memorySlots: 0,
log: [],
activityLog: [],
meditateTicks: 0,
totalManaGathered: 0,
equippedInstances: {},
equipmentInstances: {},
lootInventory: {},
blueprints: {},
spireMode: false,
};
}
// ─── Game Store Interface ───────────────────────────────────────────────── // ─── Game Store Interface ─────────────────────────────────────────────────
export interface GameStore extends GameState { export interface GameStore extends GameState {
// Actions
tick: () => void; tick: () => void;
gatherMana: () => void; gatherMana: () => void;
setAction: (action: GameAction) => void; setAction: (action: GameAction) => void;
addActivityLog: (eventType: string, message: string, details?: ActivityLogEntry['details']) => void; addActivityLog: (eventType: string, message: string, details?: ActivityLogEntry['details']) => void;
setSpell: (spellId: string) => void; setSpell: (spellId: string) => void;
startStudyingSkill: (skillId: string) => void;
startStudyingSpell: (spellId: string) => void;
startParallelStudySkill: (skillId: string) => void;
cancelStudy: () => void; cancelStudy: () => void;
cancelParallelStudy: () => void;
convertMana: (element: string, amount: number) => void; convertMana: (element: string, amount: number) => void;
unlockElement: (element: string) => void; unlockElement: (element: string) => void;
doPrestige: (id: string, selectedManaType?: string) => void; doPrestige: (id: string, selectedManaType?: string) => void;
@@ -43,36 +98,21 @@ export interface GameStore extends GameState {
togglePause: () => void; togglePause: () => void;
resetGame: () => void; resetGame: () => void;
addLog: (message: string) => void; addLog: (message: string) => void;
selectSkillUpgrade: (skillId: string, upgradeId: string) => void;
deselectSkillUpgrade: (skillId: string, upgradeId: string) => void;
commitSkillUpgrades: (skillId: string, upgradeIds: string[], milestone?: 5 | 10) => void;
tierUpSkill: (skillId: string) => void;
// Attunement XP and leveling
addAttunementXP: (attunementId: string, amount: number) => void; addAttunementXP: (attunementId: string, amount: number) => void;
// Golemancy actions
toggleGolem: (golemId: string) => void; toggleGolem: (golemId: string) => void;
setEnabledGolems: (golemIds: string[]) => void; setEnabledGolems: (golemIds: string[]) => void;
// Debug functions
debugUnlockAttunement: (attunementId: string) => void; debugUnlockAttunement: (attunementId: string) => void;
debugAddElementalMana: (element: string, amount: number) => void; debugAddElementalMana: (element: string, amount: number) => void;
debugSetTime: (day: number, hour: number) => void; debugSetTime: (day: number, hour: number) => void;
debugAddAttunementXP: (attunementId: string, amount: number) => void; debugAddAttunementXP: (attunementId: string, amount: number) => void;
debugSetFloor: (floor: number) => void; debugSetFloor: (floor: number) => void;
resetFloorHP: () => void; resetFloorHP: () => void;
// Computed getters
getMaxMana: () => number; getMaxMana: () => number;
getRegen: () => number; getRegen: () => number;
getClickMana: () => number; getClickMana: () => number;
getDamage: (spellId: string) => number; getDamage: (spellId: string) => number;
getMeditationMultiplier: () => number; getMeditationMultiplier: () => number;
canCastSpell: (spellId: string) => boolean; canCastSpell: (spellId: string) => boolean;
getSkillUpgradeChoices: (skillId: string, milestone: 5 | 10) => { available: SkillUpgradeChoice[]; selected: string[] };
// Spire Mode actions
enterSpireMode: () => void; enterSpireMode: () => void;
climbDownFloor: () => void; climbDownFloor: () => void;
exitSpireMode: () => void; exitSpireMode: () => void;
@@ -85,18 +125,16 @@ export const useGameStore = create<GameStore>()(
(set, get) => ({ (set, get) => ({
...makeInitial(), ...makeInitial(),
// Computed getters
getMaxMana: () => computeMaxMana(get()), getMaxMana: () => computeMaxMana(get()),
getRegen: () => computeRegen(get()), getRegen: () => computeRegen(get()),
getClickMana: () => computeClickMana(get()), getClickMana: () => computeClickMana(get()),
getDamage: (spellId: string) => calcDamage(get(), spellId), getDamage: (spellId: string) => calcDamage(get(), spellId),
getMeditationMultiplier: () => getMeditationBonus(get().meditateTicks, get().skills), getMeditationMultiplier: () => getMeditationBonus(get().meditateTicks, {}),
canCastSpell: (spellId: string) => { canCastSpell: (spellId: string) => {
const state = get(); const state = get();
const spell = state.spells?.[spellId]; const spell = state.spells?.[spellId];
if (!spell) return false; if (!spell) return false;
// Would check spell cost here
return true; return true;
}, },
@@ -112,23 +150,18 @@ export const useGameStore = create<GameStore>()(
})); }));
}, },
// ─── Core Tick Logic ───────────────────────────────────────────
tick: () => { tick: () => {
const state = get(); const state = get();
if (state.gameOver || state.paused) return; if (state.gameOver || state.paused) return;
// Import and use tick logic from module
// For now, simplified version here
const maxMana = computeMaxMana(state); const maxMana = computeMaxMana(state);
const baseRegen = computeRegen(state); const baseRegen = computeRegen(state);
// Time progression let hour = state.hour + 1;
let hour = state.hour + 1; // Simplified: HOURS_PER_TICK
let day = state.day; let day = state.day;
if (hour >= 24) { hour -= 24; day += 1; } if (hour >= 24) { hour -= 24; day += 1; }
// Check for loop end if (day > 100) {
if (day > 100) { // MAX_DAY
const insightGained = calcInsight(state); const insightGained = calcInsight(state);
set({ set({
day, hour, gameOver: true, victory: false, loopInsight: insightGained, day, hour, gameOver: true, victory: false, loopInsight: insightGained,
@@ -137,7 +170,6 @@ export const useGameStore = create<GameStore>()(
return; return;
} }
// Calculate regen
let rawMana = state.rawMana + baseRegen; let rawMana = state.rawMana + baseRegen;
rawMana = Math.min(rawMana, maxMana); rawMana = Math.min(rawMana, maxMana);
@@ -147,7 +179,6 @@ export const useGameStore = create<GameStore>()(
}); });
}, },
// ─── Actions ────────────────────────────────────────────────
gatherMana: () => { gatherMana: () => {
const state = get(); const state = get();
const clickMana = computeClickMana(state); const clickMana = computeClickMana(state);
@@ -166,34 +197,10 @@ export const useGameStore = create<GameStore>()(
set({ activeSpell: spellId }); set({ activeSpell: spellId });
}, },
startStudyingSkill: (skillId: string) => {
set({
currentStudyTarget: { type: 'skill', id: skillId, progress: 0, required: 60 },
currentAction: 'study',
});
},
startStudyingSpell: (spellId: string) => {
set({
currentStudyTarget: { type: 'spell', id: spellId, progress: 0, required: 60 },
currentAction: 'study',
});
},
startParallelStudySkill: (skillId: string) => {
set({
parallelStudyTarget: { type: 'skill', id: skillId, progress: 0, required: 120 },
});
},
cancelStudy: () => { cancelStudy: () => {
set({ currentStudyTarget: null, currentAction: 'meditate' }); set({ currentStudyTarget: null, currentAction: 'meditate' });
}, },
cancelParallelStudy: () => {
set({ parallelStudyTarget: null });
},
convertMana: (element: string, amount: number) => { convertMana: (element: string, amount: number) => {
set((s) => { set((s) => {
const elem = s.elements?.[element]; const elem = s.elements?.[element];
@@ -216,7 +223,6 @@ export const useGameStore = create<GameStore>()(
}, },
doPrestige: (id: string, selectedManaType?: string) => { doPrestige: (id: string, selectedManaType?: string) => {
// Simplified prestige logic
set((s) => ({ set((s) => ({
prestigeUpgrades: { ...s.prestigeUpgrades, [id]: (s.prestigeUpgrades[id] || 0) + 1 }, prestigeUpgrades: { ...s.prestigeUpgrades, [id]: (s.prestigeUpgrades[id] || 0) + 1 },
})); }));
@@ -226,8 +232,8 @@ export const useGameStore = create<GameStore>()(
const state = get(); const state = get();
const insightGained = state.loopInsight || 0; const insightGained = state.loopInsight || 0;
set({ set({
...makeInitial({ ...makeInitial({
loopCount: state.loopCount + 1, loopCount: state.loopCount + 1,
totalInsight: (state.totalInsight || 0) + insightGained, totalInsight: (state.totalInsight || 0) + insightGained,
insight: (state.insight || 0) + insightGained, insight: (state.insight || 0) + insightGained,
prestigeUpgrades: state.prestigeUpgrades, prestigeUpgrades: state.prestigeUpgrades,
@@ -243,39 +249,6 @@ export const useGameStore = create<GameStore>()(
set(makeInitial()); set(makeInitial());
}, },
selectSkillUpgrade: (skillId: string, upgradeId: string) => {
set((s) => {
const currentUpgrades = s.skillUpgrades?.[skillId] || { selected: [], available: [] };
return {
skillUpgrades: { ...s.skillUpgrades, [skillId]: { ...currentUpgrades, selected: [...currentUpgrades.selected, upgradeId] } },
};
});
},
deselectSkillUpgrade: (skillId: string, upgradeId: string) => {
set((s) => {
const currentUpgrades = s.skillUpgrades?.[skillId] || { selected: [], available: [] };
return {
skillUpgrades: { ...s.skillUpgrades, [skillId]: { ...currentUpgrades, selected: currentUpgrades.selected.filter(id => id !== upgradeId) } },
};
});
},
commitSkillUpgrades: (skillId: string, upgradeIds: string[], milestone?: 5 | 10) => {
set((s) => {
const currentUpgrades = s.skillUpgrades?.[skillId] || { selected: [], available: [] };
return {
skillUpgrades: { ...s.skillUpgrades, [skillId]: { ...currentUpgrades, committed: upgradeIds, milestone } },
};
});
},
tierUpSkill: (skillId: string) => {
set((s) => ({
skillTiers: { ...s.skillTiers, [skillId]: (s.skillTiers?.[skillId] || 1) + 1 },
}));
},
addAttunementXP: (attunementId: string, amount: number) => { addAttunementXP: (attunementId: string, amount: number) => {
set((s) => { set((s) => {
const attState = s.attunements?.[attunementId]; const attState = s.attunements?.[attunementId];
@@ -302,7 +275,6 @@ export const useGameStore = create<GameStore>()(
})); }));
}, },
// Debug functions
debugUnlockAttunement: (attunementId: string) => { debugUnlockAttunement: (attunementId: string) => {
set((s) => ({ set((s) => ({
attunements: { ...s.attunements, [attunementId]: { id: attunementId, active: true, level: 1, experience: 0 } }, attunements: { ...s.attunements, [attunementId]: { id: attunementId, active: true, level: 1, experience: 0 } },
@@ -331,7 +303,7 @@ export const useGameStore = create<GameStore>()(
set((s) => ({ set((s) => ({
currentFloor: floor, currentFloor: floor,
currentRoom: generateFloorState(floor), currentRoom: generateFloorState(floor),
floorMaxHP: 100 + floor * 50, // Simplified getFloorMaxHP floorMaxHP: 100 + floor * 50,
floorHP: 100 + floor * 50, floorHP: 100 + floor * 50,
})); }));
}, },
@@ -343,14 +315,6 @@ export const useGameStore = create<GameStore>()(
})); }));
}, },
getSkillUpgradeChoices: (skillId: string, milestone: 5 | 10) => {
const state = get();
const skillDef = state.spells?.[skillId];
// Simplified - would return actual upgrade choices
return { available: [], selected: [] };
},
// Spire Mode actions
enterSpireMode: () => { enterSpireMode: () => {
set({ spireMode: true }); set({ spireMode: true });
}, },
@@ -362,7 +326,7 @@ export const useGameStore = create<GameStore>()(
return { return {
currentFloor: newFloor, currentFloor: newFloor,
currentRoom: generateFloorState(newFloor), currentRoom: generateFloorState(newFloor),
floorMaxHP: 100 + newFloor * 50, // Simplified floorMaxHP: 100 + newFloor * 50,
floorHP: 100 + newFloor * 50, floorHP: 100 + newFloor * 50,
}; };
}); });
@@ -384,7 +348,7 @@ export function useGameLoop() {
const tick = useGameStore((s) => s.tick); const tick = useGameStore((s) => s.tick);
return { return {
start: () => { start: () => {
const interval = setInterval(tick, 1000); // TICK_MS const interval = setInterval(tick, 1000);
return () => clearInterval(interval); return () => clearInterval(interval);
}, },
}; };
-189
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@@ -1,189 +0,0 @@
// ─── Combat Slice ─────────────────────────────────────────────────────────────
// Manages spire climbing, combat, and floor progression
import type { StateCreator } from 'zustand';
import type { GameState, GameAction, SpellCost } from '../types';
import { GUARDIANS, SPELLS_DEF, ELEMENTS, ELEMENT_OPPOSITES } from '../constants';
import { getFloorMaxHP, getFloorElement, calcDamage, computePactMultiplier, canAffordSpellCost, deductSpellCost } from './computed';
import { computeEffects } from '../upgrade-effects';
import { hasSpecial, SPECIAL_EFFECTS } from '../special-effects';
export interface CombatSlice {
// State
currentFloor: number;
floorHP: number;
floorMaxHP: number;
maxFloorReached: number;
activeSpell: string;
currentAction: GameAction;
castProgress: number;
// Actions
setAction: (action: GameAction) => void;
setSpell: (spellId: string) => void;
getDamage: (spellId: string) => number;
// Internal combat processing
processCombat: (deltaHours: number) => Partial<GameState>;
}
export const createCombatSlice = (
set: StateCreator<GameState>['set'],
get: () => GameState
): CombatSlice => ({
currentFloor: 1,
floorHP: getFloorMaxHP(1),
floorMaxHP: getFloorMaxHP(1),
maxFloorReached: 1,
activeSpell: 'manaBolt',
currentAction: 'meditate',
castProgress: 0,
setAction: (action: GameAction) => {
set((state) => ({
currentAction: action,
meditateTicks: action === 'meditate' ? state.meditateTicks : 0,
}));
},
setSpell: (spellId: string) => {
const state = get();
if (state.spells[spellId]?.learned) {
set({ activeSpell: spellId });
}
},
getDamage: (spellId: string) => {
const state = get();
const floorElem = getFloorElement(state.currentFloor);
return calcDamage(state, spellId, floorElem);
},
processCombat: (deltaHours: number) => {
const state = get();
if (state.currentAction !== 'climb') return {};
const spellId = state.activeSpell;
const spellDef = SPELLS_DEF[spellId];
if (!spellDef) return {};
const effects = computeEffects(state.skillUpgrades || {}, state.skillTiers || {});
const baseAttackSpeed = 1 + (state.skills.quickCast || 0) * 0.05;
const totalAttackSpeed = baseAttackSpeed * effects.attackSpeedMultiplier;
const spellCastSpeed = spellDef.castSpeed || 1;
const progressPerTick = deltaHours * spellCastSpeed * totalAttackSpeed;
let castProgress = (state.castProgress || 0) + progressPerTick;
let rawMana = state.rawMana;
let elements = state.elements;
let totalManaGathered = state.totalManaGathered;
let currentFloor = state.currentFloor;
let floorHP = state.floorHP;
let floorMaxHP = state.floorMaxHP;
let maxFloorReached = state.maxFloorReached;
let signedPacts = state.signedPacts;
let pendingPactOffer = state.pendingPactOffer;
const log = [...state.log];
const skills = state.skills;
let comboHitCount = state.comboHitCount || 0;
let floorHitCount = state.floorHitCount || 0;
const floorElement = getFloorElement(currentFloor);
while (castProgress >= 1 && canAffordSpellCost(spellDef.cost, rawMana, elements)) {
// Deduct cost
const afterCost = deductSpellCost(spellDef.cost, rawMana, elements);
rawMana = afterCost.rawMana;
elements = afterCost.elements;
totalManaGathered += spellDef.cost.amount;
// Calculate damage
let dmg = calcDamage(state, spellId, floorElement);
dmg = dmg * effects.baseDamageMultiplier + effects.baseDamageBonus;
// Increment hit counters
comboHitCount += 1;
floorHitCount += 1;
// First Strike: +15% damage on first attack each floor
if (hasSpecial(effects, SPECIAL_EFFECTS.FIRST_STRIKE) && floorHitCount === 1) {
dmg *= 1.15;
log.unshift('⚡ First Strike! +15% damage!');
}
// Combo Master: Every 5th attack deals 3x damage
if (hasSpecial(effects, SPECIAL_EFFECTS.COMBO_MASTER) && comboHitCount % 5 === 0) {
dmg *= 3;
log.unshift('🌀 Combo Master! Triple damage!');
}
// Executioner: +100% damage to enemies below 25% HP
if (hasSpecial(effects, SPECIAL_EFFECTS.EXECUTIONER) && floorHP / floorMaxHP < 0.25) {
dmg *= 2;
log.unshift('💀 Executioner! Double damage!');
}
// Berserker: +50% damage when below 50% mana
const maxMana = 100; // Would need proper max mana calculation
if (hasSpecial(effects, SPECIAL_EFFECTS.BERSERKER) && rawMana < maxMana * 0.5) {
dmg *= 1.5;
log.unshift('🔥 Berserker! +50% damage!');
}
// Spell echo - chance to cast again
const echoChance = (skills.spellEcho || 0) * 0.1;
if (Math.random() < echoChance) {
dmg *= 2;
log.unshift('✨ Spell Echo! Double damage!');
}
// Apply damage
floorHP = Math.max(0, floorHP - dmg);
castProgress -= 1;
if (floorHP <= 0) {
const wasGuardian = GUARDIANS[currentFloor];
// Adrenaline Rush: Defeating enemy restores 5% mana
if (hasSpecial(effects, SPECIAL_EFFECTS.ADRENALINE_RUSH)) {
const manaRestore = Math.floor(maxMana * 0.05);
rawMana = Math.min(rawMana + manaRestore, maxMana);
log.unshift(`💚 Adrenaline Rush! Restored ${manaRestore} mana!`);
}
if (wasGuardian && !signedPacts.includes(currentFloor)) {
pendingPactOffer = currentFloor;
log.unshift(`⚔️ ${wasGuardian.name} defeated! They offer a pact...`);
} else if (!wasGuardian) {
if (currentFloor % 5 === 0) {
log.unshift(`🏰 Floor ${currentFloor} cleared!`);
}
}
currentFloor = currentFloor + 1;
if (currentFloor > 100) currentFloor = 100;
floorMaxHP = getFloorMaxHP(currentFloor);
floorHP = floorMaxHP;
maxFloorReached = Math.max(maxFloorReached, currentFloor);
castProgress = 0;
floorHitCount = 0; // Reset floor hit counter for new floor
}
}
return {
rawMana,
elements,
totalManaGathered,
currentFloor,
floorHP,
floorMaxHP,
maxFloorReached,
signedPacts,
pendingPactOffer,
castProgress,
log,
comboHitCount,
floorHitCount,
};
},
});
-315
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@@ -1,315 +0,0 @@
// ─── Computed Stats Functions ─────────────────────────────────────────────────
import type { GameState } from '../types';
import { ELEMENTS, GUARDIANS, SPELLS_DEF, SKILLS_DEF, PRESTIGE_DEF, ELEMENT_OPPOSITES, FLOOR_ELEM_CYCLE } from '../constants';
import { computeEffects } from '../upgrade-effects';
import type { ComputedEffects } from '../upgrade-effects.types';
import type { UnifiedEffects } from '../effects';
import { getTierMultiplier } from '../skill-evolution';
// Helper to get effective skill level accounting for tiers
export function getEffectiveSkillLevel(
skills: Record<string, number>,
baseSkillId: string,
skillTiers: Record<string, number> = {}
): { level: number; tier: number; tierMultiplier: number } {
const currentTier = skillTiers[baseSkillId] || 1;
const tieredSkillId = currentTier > 1 ? `${baseSkillId}_t${currentTier}` : baseSkillId;
const level = skills[tieredSkillId] || skills[baseSkillId] || 0;
const tierMultiplier = Math.pow(10, currentTier - 1);
return { level, tier: currentTier, tierMultiplier };
}
export function computeMaxMana(
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers' | 'manaHeartBonus'>,
effects?: ReturnType<typeof computeEffects>
): number {
const pu = state.prestigeUpgrades;
const skillTiers = state.skillTiers || {};
const skillUpgrades = state.skillUpgrades || {};
const manaHeartBonus = state.manaHeartBonus || 0;
const manaWellLevel = getEffectiveSkillLevel(state.skills, 'manaWell', skillTiers);
const base =
100 +
manaWellLevel.level * 100 * manaWellLevel.tierMultiplier +
((pu || {}).manaWell || 0) * 500;
const computedEffects = effects ?? computeEffects(skillUpgrades, skillTiers);
// Apply MANA_HEART bonus (+10% per loop, compounds)
const heartMultiplier = 1 + manaHeartBonus;
return Math.floor((base + computedEffects.maxManaBonus) * computedEffects.maxManaMultiplier * heartMultiplier);
}
// computeElementMax is now in ../store.ts with support for unlockedManaTypeUpgrades
// This file no longer exports computeElementMax to avoid duplicate export issues
// Import computeElementMax from '../store' instead
export function computeRegen(
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers'>,
effects?: ReturnType<typeof computeEffects>
): number {
const pu = state.prestigeUpgrades;
const skillTiers = state.skillTiers || {};
const skillUpgrades = state.skillUpgrades || {};
const temporalBonus = 1 + (pu.temporalEcho || 0) * 0.1;
const manaFlowLevel = getEffectiveSkillLevel(state.skills, 'manaFlow', skillTiers);
const manaSpringLevel = getEffectiveSkillLevel(state.skills, 'manaSpring', skillTiers);
const base =
2 +
manaFlowLevel.level * 1 * manaFlowLevel.tierMultiplier +
manaSpringLevel.level * 2 * manaSpringLevel.tierMultiplier +
(pu.manaFlow || 0) * 0.5;
let regen = base * temporalBonus;
const computedEffects = effects ?? computeEffects(skillUpgrades, skillTiers);
regen = (regen + computedEffects.regenBonus + computedEffects.permanentRegenBonus) * computedEffects.regenMultiplier;
return regen;
}
export function computeClickMana(
state: Pick<GameState, 'skills' | 'skillUpgrades' | 'skillTiers'>,
effects?: ReturnType<typeof computeEffects>
): number {
const skillTiers = state.skillTiers || {};
const skillUpgrades = state.skillUpgrades || {};
const manaTapLevel = getEffectiveSkillLevel(state.skills, 'manaTap', skillTiers);
const manaSurgeLevel = getEffectiveSkillLevel(state.skills, 'manaSurge', skillTiers);
const base =
1 +
manaTapLevel.level * 1 * manaTapLevel.tierMultiplier +
manaSurgeLevel.level * 3 * manaSurgeLevel.tierMultiplier;
const computedEffects = effects ?? computeEffects(skillUpgrades, skillTiers);
return Math.floor((base + computedEffects.clickManaBonus) * computedEffects.clickManaMultiplier);
}
// Elemental damage bonus
export function getElementalBonus(spellElem: string, floorElem: string): number {
if (spellElem === 'raw') return 1.0;
if (spellElem === floorElem) return 1.25; // Same element: +25% damage
if (ELEMENT_OPPOSITES[floorElem] === spellElem) return 1.5; // Super effective
if (ELEMENT_OPPOSITES[spellElem] === floorElem) return 0.75; // Weak
return 1.0;
}
// Compute the pact multiplier with interference/synergy system
export function computePactMultiplier(
state: Pick<GameState, 'signedPacts' | 'pactInterferenceMitigation' | 'signedPactDetails'>
): number {
const { signedPacts, pactInterferenceMitigation = 0 } = state;
if (signedPacts.length === 0) return 1.0;
let baseMult = 1.0;
for (const floor of signedPacts) {
const guardian = GUARDIANS[floor];
if (guardian) {
baseMult *= guardian.damageMultiplier;
}
}
if (signedPacts.length === 1) return baseMult;
const numAdditionalPacts = signedPacts.length - 1;
const basePenalty = 0.5 * numAdditionalPacts;
const mitigationReduction = Math.min(pactInterferenceMitigation, 5) * 0.1;
const effectivePenalty = Math.max(0, basePenalty - mitigationReduction);
if (pactInterferenceMitigation >= 5) {
const synergyBonus = (pactInterferenceMitigation - 5) * 0.1;
return baseMult * (1 + synergyBonus);
}
return baseMult * (1 - effectivePenalty);
}
// Compute the insight multiplier from signed pacts
export function computePactInsightMultiplier(
state: Pick<GameState, 'signedPacts' | 'pactInterferenceMitigation'>
): number {
const { signedPacts, pactInterferenceMitigation = 0 } = state;
if (signedPacts.length === 0) return 1.0;
let mult = 1.0;
for (const floor of signedPacts) {
const guardian = GUARDIANS[floor];
if (guardian) {
mult *= guardian.insightMultiplier;
}
}
if (signedPacts.length > 1) {
const numAdditionalPacts = signedPacts.length - 1;
const basePenalty = 0.5 * numAdditionalPacts;
const mitigationReduction = Math.min(pactInterferenceMitigation, 5) * 0.1;
const effectivePenalty = Math.max(0, basePenalty - mitigationReduction);
if (pactInterferenceMitigation >= 5) {
const synergyBonus = (pactInterferenceMitigation - 5) * 0.1;
return mult * (1 + synergyBonus);
}
return mult * (1 - effectivePenalty);
}
return mult;
}
export function calcDamage(
state: Pick<GameState, 'skills' | 'signedPacts' | 'pactInterferenceMitigation' | 'signedPactDetails' | 'skillUpgrades' | 'skillTiers'>,
spellId: string,
floorElem?: string,
effects?: ReturnType<typeof computeEffects>
): number {
const sp = SPELLS_DEF[spellId];
if (!sp) return 5;
const skillTiers = state.skillTiers || {};
const skillUpgrades = state.skillUpgrades || {};
const computedEffects = effects ?? computeEffects(skillUpgrades, skillTiers);
// Get effective skill levels with tier multipliers
const combatTrainLevel = getEffectiveSkillLevel(state.skills, 'combatTrain', skillTiers);
const arcaneFuryLevel = getEffectiveSkillLevel(state.skills, 'arcaneFury', skillTiers);
const elemMasteryLevel = getEffectiveSkillLevel(state.skills, 'elementalMastery', skillTiers);
const guardianBaneLevel = getEffectiveSkillLevel(state.skills, 'guardianBane', skillTiers);
const precisionLevel = getEffectiveSkillLevel(state.skills, 'precision', skillTiers);
// Base damage from spell + combat training
const baseDmg = sp.dmg + combatTrainLevel.level * 5 * combatTrainLevel.tierMultiplier;
// Spell damage multiplier from arcane fury
const pct = 1 + arcaneFuryLevel.level * 0.1 * arcaneFuryLevel.tierMultiplier;
// Elemental mastery bonus
const elemMasteryBonus = 1 + elemMasteryLevel.level * 0.15 * elemMasteryLevel.tierMultiplier;
// Guardian bane bonus (only for guardian floors)
const guardianBonus = floorElem && Object.values(GUARDIANS).find(g => g.element === floorElem)
? 1 + guardianBaneLevel.level * 0.2 * guardianBaneLevel.tierMultiplier
: 1;
// Crit chance from precision
const skillCritChance = precisionLevel.level * 0.05 * precisionLevel.tierMultiplier;
const totalCritChance = skillCritChance + computedEffects.critChanceBonus;
// Pact multiplier
const pactMult = computePactMultiplier(state);
// Calculate base damage
let damage = baseDmg * pct * pactMult * elemMasteryBonus * guardianBonus;
// Apply upgrade effects: base damage multiplier and bonus
damage = damage * computedEffects.baseDamageMultiplier + computedEffects.baseDamageBonus;
// Apply elemental damage multiplier from upgrades
damage *= computedEffects.elementalDamageMultiplier;
// Apply elemental bonus for floor
if (floorElem) {
damage *= getElementalBonus(sp.elem, floorElem);
}
// Apply critical hit
if (Math.random() < totalCritChance) {
damage *= computedEffects.critDamageMultiplier;
}
return damage;
}
export function calcInsight(state: Pick<GameState, 'maxFloorReached' | 'totalManaGathered' | 'signedPacts' | 'prestigeUpgrades' | 'skills'>): number {
const pu = state.prestigeUpgrades;
const skillBonus = 1 + (state.skills.insightHarvest || 0) * 0.1;
const mult = (1 + (pu.insightAmp || 0) * 0.25) * skillBonus;
return Math.floor(
(state.maxFloorReached * 15 + state.totalManaGathered / 500 + state.signedPacts.length * 150) * mult
);
}
export function getMeditationBonus(meditateTicks: number, skills: Record<string, number>, meditationEfficiency: number = 1): number {
const hasMeditation = skills.meditation === 1;
const hasDeepTrance = skills.deepTrance === 1;
const hasVoidMeditation = skills.voidMeditation === 1;
const hours = meditateTicks * 0.04; // HOURS_PER_TICK
let bonus = 1 + Math.min(hours / 4, 0.5);
if (hasMeditation && hours >= 4) {
bonus = 2.5;
}
if (hasDeepTrance && hours >= 6) {
bonus = 3.0;
}
if (hasVoidMeditation && hours >= 8) {
bonus = 5.0;
}
bonus *= meditationEfficiency;
return bonus;
}
export function getIncursionStrength(day: number, hour: number): number {
const INCURSION_START_DAY = 20;
const MAX_DAY = 30;
if (day < INCURSION_START_DAY) return 0;
const totalHours = (day - INCURSION_START_DAY) * 24 + hour;
const maxHours = (MAX_DAY - INCURSION_START_DAY) * 24;
return Math.min(0.95, (totalHours / maxHours) * 0.95);
}
export function getFloorMaxHP(floor: number): number {
if (GUARDIANS[floor]) return GUARDIANS[floor].hp;
const baseHP = 100;
const floorScaling = floor * 50;
const exponentialScaling = Math.pow(floor, 1.7);
return Math.floor(baseHP + floorScaling + exponentialScaling);
}
export function getFloorElement(floor: number): string {
return FLOOR_ELEM_CYCLE[(floor - 1) % FLOOR_ELEM_CYCLE.length];
}
// Formatting utilities
export function fmt(n: number): string {
if (!isFinite(n) || isNaN(n)) return '0';
if (n >= 1e9) return (n / 1e9).toFixed(2) + 'B';
if (n >= 1e6) return (n / 1e6).toFixed(2) + 'M';
if (n >= 1e3) return (n / 1e3).toFixed(1) + 'K';
return Math.floor(n).toString();
}
export function fmtDec(n: number, d: number = 1): string {
return isFinite(n) ? n.toFixed(d) : '0';
}
// Check if player can afford spell cost
export function canAffordSpellCost(
cost: { type: 'raw' | 'element'; element?: string; amount: number },
rawMana: number,
elements: Record<string, { current: number; max: number; unlocked: boolean }>
): boolean {
if (cost.type === 'raw') {
return rawMana >= cost.amount;
} else {
const elem = elements[cost.element || ''];
return elem && elem.unlocked && elem.current >= cost.amount;
}
}
@@ -1,23 +0,0 @@
// ─── Crafting Initial State ───────────────────────────────────────────────────
import type { CraftingState } from './types';
import { EQUIPMENT_SLOTS } from '../../data/equipment';
export const initialCraftingState: CraftingState = {
equippedInstances: {
mainHand: null,
offHand: null,
head: null,
body: null,
hands: null,
feet: null,
accessory1: null,
accessory2: null,
},
equipmentInstances: {},
enchantmentDesigns: [],
designProgress: null,
preparationProgress: null,
applicationProgress: null,
equipmentSpellStates: [],
};
@@ -1,49 +0,0 @@
// ─── Crafting Selectors ───────────────────────────────────────────────────
import type { CraftingStore } from './types';
import type { EquipmentInstance } from '../../types';
import type { EquipmentSlot } from '../../data/equipment';
import { EQUIPMENT_SLOTS } from '../../data/equipment';
import { getSpellsFromEquipment, computeEquipmentEffects } from './utils';
/**
* Creates selector functions that depend on the store's get function.
* Selectors are pure functions that derive data from the current state.
*/
export const createSelectors = (get: () => CraftingStore) => ({
getEquippedInstance: (slot: EquipmentSlot): EquipmentInstance | null => {
const state = get();
const instanceId = state.equippedInstances[slot];
if (!instanceId) return null;
return state.equipmentInstances[instanceId] || null;
},
getAllEquipped: (): EquipmentInstance[] => {
const state = get();
const equipped: EquipmentInstance[] = [];
for (const slot of EQUIPMENT_SLOTS) {
const instanceId = state.equippedInstances[slot];
if (instanceId && state.equipmentInstances[instanceId]) {
equipped.push(state.equipmentInstances[instanceId]);
}
}
return equipped;
},
getAvailableSpells: (): string[] => {
const equipped = get().getAllEquipped();
const spells: string[] = [];
for (const equip of equipped) {
spells.push(...getSpellsFromEquipment(equip));
}
return spells;
},
getEquipmentEffects: () => {
return computeEquipmentEffects(get().getAllEquipped());
},
});
@@ -1,252 +0,0 @@
// ─── Crafting Slice Logic ─────────────────────────────────────────────────
import type { StateCreator } from 'zustand';
import type { CraftingStore } from './types';
import type {
DesignEffect,
EnchantmentDesign,
EquipmentInstance
} from '../../types';
import type { EquipmentSlot } from '../../data/equipment';
import { initialCraftingState } from './initial-state';
import {
generateInstanceId,
generateDesignId,
createEquipmentInstance,
calculateDesignTime,
calculatePreparationTime,
calculatePreparationManaCost,
calculateApplicationTime,
calculateApplicationManaPerHour
} from './utils';
import {
EQUIPMENT_SLOTS,
getEquipmentType
} from '../../data/equipment';
import { createSelectors } from './selectors';
import {
processDesignTick,
processPreparationTick,
processApplicationTick
} from './tick-processors';
// ─── Cached Skills Workaround ──────────────────────────────────────────────
// We need to access skills from the main store - this is a workaround
// The store will pass skills when calling these methods
let cachedSkills: Record<string, number> = {};
export function setCachedSkills(skills: Record<string, number>): void {
cachedSkills = skills;
}
// ─── Slice Creator ─────────────────────────────────────────────────────────
export const createCraftingSlice: StateCreator<CraftingStore, [], [], CraftingStore> = (set, get) => {
const selectors = createSelectors(get);
return {
...initialCraftingState,
// Equipment management
createEquipment: (typeId: string, slot?: EquipmentSlot) => {
const instance = createEquipmentInstance(typeId);
set((state) => ({
equipmentInstances: {
...state.equipmentInstances,
[instance.instanceId]: instance,
},
}));
// Auto-equip if slot provided
if (slot) {
get().equipInstance(instance.instanceId, slot);
}
return instance;
},
equipInstance: (instanceId: string, slot: EquipmentSlot) => {
const instance = get().equipmentInstances[instanceId];
if (!instance) return;
const typeDef = getEquipmentType(instance.typeId);
if (!typeDef) return;
// Check if equipment can go in this slot
if (typeDef.slot !== slot) {
// For accessories, both accessory1 and accessory2 are valid
if (typeDef.category !== 'accessory' || (slot !== 'accessory1' && slot !== 'accessory2')) {
return;
}
}
set((state) => ({
equippedInstances: {
...state.equippedInstances,
[slot]: instanceId,
},
}));
},
unequipSlot: (slot: EquipmentSlot) => {
set((state) => ({
equippedInstances: {
...state.equippedInstances,
[slot]: null,
},
}));
},
deleteInstance: (instanceId: string) => {
set((state) => {
const newInstanceMap = { ...state.equipmentInstances };
delete newInstanceMap[instanceId];
// Remove from equipped slots
const newEquipped = { ...state.equippedInstances };
for (const slot of EQUIPMENT_SLOTS) {
if (newEquipped[slot] === instanceId) {
newEquipped[slot] = null;
}
}
return {
equipmentInstances: newInstanceMap,
equippedInstances: newEquipped,
};
});
},
// Enchantment design
startDesign: (name: string, equipmentType: string, effects: DesignEffect[]) => {
const totalCapacity = effects.reduce((sum, e) => sum + e.capacityCost, 0);
const designTime = calculateDesignTime(effects);
const design: EnchantmentDesign = {
id: generateDesignId(),
name,
equipmentType,
effects,
totalCapacityUsed: totalCapacity,
designTime,
created: Date.now(),
};
set((state) => ({
enchantmentDesigns: [...state.enchantmentDesigns, design],
designProgress: {
designId: design.id,
progress: 0,
required: designTime,
name,
equipmentType,
effects,
},
}));
},
cancelDesign: () => {
const progress = get().designProgress;
if (!progress) return;
set((state) => ({
designProgress: null,
enchantmentDesigns: state.enchantmentDesigns.filter(d => d.id !== progress.designId),
}));
},
deleteDesign: (designId: string) => {
set((state) => ({
enchantmentDesigns: state.enchantmentDesigns.filter(d => d.id !== designId),
}));
},
// Equipment preparation
startPreparation: (instanceId: string) => {
const instance = get().equipmentInstances[instanceId];
if (!instance) return;
const prepTime = calculatePreparationTime(instance.typeId);
const manaCost = calculatePreparationManaCost(instance.typeId);
set({
preparationProgress: {
equipmentInstanceId: instanceId,
progress: 0,
required: prepTime,
manaCostPaid: 0,
},
});
},
cancelPreparation: () => {
set({ preparationProgress: null });
},
// Enchantment application
startApplication: (instanceId: string, designId: string) => {
const instance = get().equipmentInstances[instanceId];
const design = get().enchantmentDesigns.find(d => d.id === designId);
if (!instance || !design) return;
const appTime = calculateApplicationTime(design.effects, cachedSkills);
const manaPerHour = calculateApplicationManaPerHour(design.effects);
set({
applicationProgress: {
equipmentInstanceId: instanceId,
designId,
progress: 0,
required: appTime,
manaPerHour,
paused: false,
manaSpent: 0,
},
});
},
pauseApplication: () => {
const progress = get().applicationProgress;
if (!progress) return;
set({
applicationProgress: { ...progress, paused: true },
});
},
resumeApplication: () => {
const progress = get().applicationProgress;
if (!progress) return;
set({
applicationProgress: { ...progress, paused: false },
});
},
cancelApplication: () => {
set({ applicationProgress: null });
},
// Tick processing - delegated to tick-processors module
processDesignTick: (hours: number) => {
return processDesignTick(get(), set, hours);
},
processPreparationTick: (hours: number, manaAvailable: number) => {
return processPreparationTick(get(), set, hours, manaAvailable);
},
processApplicationTick: (hours: number, manaAvailable: number) => {
return processApplicationTick(get(), set, get, hours, manaAvailable, cachedSkills);
},
// Selectors - delegated to selectors module
getEquippedInstance: selectors.getEquippedInstance,
getAllEquipped: selectors.getAllEquipped,
getAvailableSpells: selectors.getAvailableSpells,
getEquipmentEffects: selectors.getEquipmentEffects,
};
};
@@ -1,51 +0,0 @@
// ─── Starting Equipment Factory ─────────────────────────────────────────
import type { EquipmentInstance } from '../../types';
import { createEquipmentInstance } from './utils';
export function createStartingEquipment(): {
equippedInstances: Record<string, string | null>;
equipmentInstances: Record<string, EquipmentInstance>;
} {
const instances: EquipmentInstance[] = [];
// Create starting equipment
const basicStaff = createEquipmentInstance('basicStaff');
basicStaff.enchantments = [{
effectId: 'spell_manaBolt',
stacks: 1,
actualCost: 50, // Fills the staff completely
}];
basicStaff.usedCapacity = 50;
basicStaff.rarity = 'uncommon';
instances.push(basicStaff);
const civilianShirt = createEquipmentInstance('civilianShirt');
instances.push(civilianShirt);
const civilianGloves = createEquipmentInstance('civilianGloves');
instances.push(civilianGloves);
const civilianShoes = createEquipmentInstance('civilianShoes');
instances.push(civilianShoes);
// Build instance map
const equipmentInstances: Record<string, EquipmentInstance> = {};
for (const inst of instances) {
equipmentInstances[inst.instanceId] = inst;
}
// Build equipped map
const equippedInstances: Record<string, string | null> = {
mainHand: basicStaff.instanceId,
offHand: null,
head: null,
body: civilianShirt.instanceId,
hands: civilianGloves.instanceId,
feet: civilianShoes.instanceId,
accessory1: null,
accessory2: null,
};
return { equippedInstances, equipmentInstances };
}
@@ -1,178 +0,0 @@
// ─── Tick Processors ─────────────────────────────────────────────────────
// These functions handle the time-based processing for crafting operations.
import type { CraftingStore } from './types';
import type { AppliedEnchantment, EquipmentInstance } from '../../types';
import {
getEnchantEfficiencyBonus,
calculatePreparationManaCost,
calculateEffectCapacityCost,
calculateRarity
} from './utils';
import { getEnchantmentEffect } from '../../data/enchantment-effects';
/**
* Processes design tick progress.
* Returns true if design was completed this tick.
*/
export function processDesignTick(
state: CraftingStore,
setState: (updater: Partial<CraftingStore> | ((state: CraftingStore) => Partial<CraftingStore>)) => void,
hours: number
): boolean {
const progress = state.designProgress;
if (!progress) return false;
const newProgress = progress.progress + hours;
if (newProgress >= progress.required) {
// Design complete
setState({ designProgress: null });
return true;
} else {
setState({
designProgress: { ...progress, progress: newProgress },
});
return false;
}
}
/**
* Processes preparation tick progress.
* Returns the amount of mana consumed.
*/
export function processPreparationTick(
state: CraftingStore,
setState: (updater: Partial<CraftingStore> | ((state: CraftingStore) => Partial<CraftingStore>)) => void,
hours: number,
manaAvailable: number
): number {
const progress = state.preparationProgress;
if (!progress) return 0;
const instance = state.equipmentInstances[progress.equipmentInstanceId];
if (!instance) {
setState({ preparationProgress: null });
return 0;
}
const totalManaCost = calculatePreparationManaCost(instance.typeId);
const remainingManaCost = totalManaCost - progress.manaCostPaid;
const manaToPay = Math.min(manaAvailable, remainingManaCost);
if (manaToPay < remainingManaCost) {
// Not enough mana, just pay what we can
setState({
preparationProgress: {
...progress,
manaCostPaid: progress.manaCostPaid + manaToPay,
},
});
return manaToPay;
}
// Pay remaining mana and progress
const newProgress = progress.progress + hours;
if (newProgress >= progress.required) {
// Preparation complete - clear enchantments and add 'Ready for Enchantment' tag
setState((state) => ({
preparationProgress: null,
equipmentInstances: {
...state.equipmentInstances,
[instance.instanceId]: {
...instance,
enchantments: [],
usedCapacity: 0,
rarity: 'common' as const,
tags: [...(instance.tags || []), 'Ready for Enchantment'],
},
},
}));
} else {
setState({
preparationProgress: {
...progress,
progress: newProgress,
manaCostPaid: progress.manaCostPaid + manaToPay,
},
});
}
return manaToPay;
}
/**
* Processes application tick progress.
* Returns the amount of mana consumed.
*/
export function processApplicationTick(
state: CraftingStore,
setState: (updater: Partial<CraftingStore> | ((state: CraftingStore) => Partial<CraftingStore>)) => void,
getState: () => CraftingStore,
hours: number,
manaAvailable: number,
cachedSkills: Record<string, number>
): number {
const progress = state.applicationProgress;
if (!progress || progress.paused) return 0;
const design = state.enchantmentDesigns.find(d => d.id === progress.designId);
const instance = state.equipmentInstances[progress.equipmentInstanceId];
if (!design || !instance) {
setState({ applicationProgress: null });
return 0;
}
const manaNeeded = progress.manaPerHour * hours;
const manaToUse = Math.min(manaAvailable, manaNeeded);
if (manaToUse < manaNeeded) {
// Not enough mana - pause and save progress
setState({
applicationProgress: {
...progress,
manaSpent: progress.manaSpent + manaToUse,
},
});
return manaToUse;
}
const newProgress = progress.progress + hours;
if (newProgress >= progress.required) {
// Application complete - apply enchantments
const efficiencyBonus = getEnchantEfficiencyBonus(cachedSkills);
const newEnchantments: AppliedEnchantment[] = design.effects.map(e => ({
effectId: e.effectId,
stacks: e.stacks,
actualCost: calculateEffectCapacityCost(e.effectId, e.stacks, efficiencyBonus),
}));
const totalUsedCapacity = newEnchantments.reduce((sum, e) => sum + e.actualCost, 0);
setState((state) => ({
applicationProgress: null,
equipmentInstances: {
...state.equipmentInstances,
[instance.instanceId]: {
...instance,
enchantments: newEnchantments,
usedCapacity: totalUsedCapacity,
rarity: calculateRarity(newEnchantments),
},
},
}));
} else {
setState({
applicationProgress: {
...progress,
progress: newProgress,
manaSpent: progress.manaSpent + manaToUse,
},
});
}
return manaToUse;
}
@@ -1,66 +0,0 @@
// ─── Crafting Store Types ──────────────────────────────────────────────────────
import type {
EquipmentInstance,
AppliedEnchantment,
EnchantmentDesign,
DesignEffect,
DesignProgress,
PreparationProgress,
ApplicationProgress,
EquipmentSpellState
} from '../../types';
import type { EquipmentSlot } from '../../data/equipment';
export interface CraftingState {
// Equipment instances
equippedInstances: Record<string, string | null>; // slot -> instanceId
equipmentInstances: Record<string, EquipmentInstance>; // instanceId -> instance
// Enchantment designs
enchantmentDesigns: EnchantmentDesign[];
// Crafting progress
designProgress: DesignProgress | null;
preparationProgress: PreparationProgress | null;
applicationProgress: ApplicationProgress | null;
// Equipment spell states
equipmentSpellStates: EquipmentSpellState[];
}
export interface CraftingActions {
// Equipment management
createEquipment: (typeId: string, slot?: EquipmentSlot) => EquipmentInstance;
equipInstance: (instanceId: string, slot: EquipmentSlot) => void;
unequipSlot: (slot: EquipmentSlot) => void;
deleteInstance: (instanceId: string) => void;
// Enchantment design
startDesign: (name: string, equipmentType: string, effects: DesignEffect[]) => void;
cancelDesign: () => void;
deleteDesign: (designId: string) => void;
// Equipment preparation
startPreparation: (instanceId: string) => void;
cancelPreparation: () => void;
// Enchantment application
startApplication: (instanceId: string, designId: string) => void;
pauseApplication: () => void;
resumeApplication: () => void;
cancelApplication: () => void;
// Tick processing
processDesignTick: (hours: number) => void;
processPreparationTick: (hours: number, manaAvailable: number) => number; // Returns mana used
processApplicationTick: (hours: number, manaAvailable: number) => number; // Returns mana used
// Getters
getEquippedInstance: (slot: EquipmentSlot) => EquipmentInstance | null;
getAllEquipped: () => EquipmentInstance[];
getAvailableSpells: () => string[];
getEquipmentEffects: () => Record<string, number>;
}
export type CraftingStore = CraftingState & CraftingActions;
@@ -1,167 +0,0 @@
// ─── Crafting Utility Functions ──────────────────────────────────────────────
import type {
EquipmentInstance,
DesignEffect,
AppliedEnchantment
} from '../../types';
import {
getEquipmentType
} from '../../data/equipment';
import {
getEnchantmentEffect,
calculateEffectCapacityCost
} from '../../data/enchantment-effects';
// Re-export for use in other modules
export { getEquipmentType } from '../../data/equipment';
export { calculateEffectCapacityCost, getEnchantmentEffect } from '../../data/enchantment-effects';
// ─── ID Generators ────────────────────────────────────────────────────────────
let instanceIdCounter = 0;
export function generateInstanceId(): string {
return `equip_${Date.now()}_${++instanceIdCounter}`;
}
let designIdCounter = 0;
export function generateDesignId(): string {
return `design_${Date.now()}_${++designIdCounter}`;
}
// ─── Skill-based Calculations ────────────────────────────────────────────────
// Calculate efficiency bonus from skills
export function getEnchantEfficiencyBonus(skills: Record<string, number>): number {
const enchantingLevel = skills.enchanting || 0;
const efficientEnchantLevel = skills.efficientEnchant || 0;
// 2% per enchanting level + 5% per efficient enchant level
return (enchantingLevel * 0.02) + (efficientEnchantLevel * 0.05);
}
// ─── Time and Cost Calculations ──────────────────────────────────────────────
// Calculate design time based on effects
export function calculateDesignTime(effects: DesignEffect[]): number {
const totalCapacity = effects.reduce((sum, e) => sum + e.capacityCost, 0);
return Math.max(1, Math.floor(totalCapacity / 10)); // Hours
}
// Calculate preparation time for equipment
export function calculatePreparationTime(equipmentType: string): number {
const typeDef = getEquipmentType(equipmentType);
if (!typeDef) return 1;
return Math.max(1, Math.floor(typeDef.baseCapacity / 5)); // Hours
}
// Calculate preparation mana cost
export function calculatePreparationManaCost(equipmentType: string): number {
const typeDef = getEquipmentType(equipmentType);
if (!typeDef) return 50;
return typeDef.baseCapacity * 5;
}
// Calculate application time based on effects
export function calculateApplicationTime(effects: DesignEffect[], skills: Record<string, number>): number {
const totalCapacity = effects.reduce((sum, e) => sum + e.capacityCost, 0);
const speedBonus = 1 + (skills.enchantSpeed || 0) * 0.1;
return Math.max(4, Math.floor(totalCapacity / 20 * 24 / speedBonus)); // Hours (days * 24)
}
// Calculate mana per hour for application
export function calculateApplicationManaPerHour(effects: DesignEffect[]): number {
const totalCapacity = effects.reduce((sum, e) => sum + e.capacityCost, 0);
return Math.max(1, Math.floor(totalCapacity * 0.5));
}
// ─── Equipment Instance Creation ─────────────────────────────────────────────
// Create a new equipment instance
export function createEquipmentInstance(typeId: string, name?: string): EquipmentInstance {
const typeDef = getEquipmentType(typeId);
if (!typeDef) {
throw new Error(`Unknown equipment type: ${typeId}`);
}
return {
instanceId: generateInstanceId(),
typeId,
name: name || typeDef.name,
enchantments: [],
usedCapacity: 0,
totalCapacity: typeDef.baseCapacity,
rarity: 'common',
quality: 100, // Full quality for new items
tags: [], // Initialize with empty tags array
};
}
// ─── Rarity Calculation ────────────────────────────────────────────────────
// Calculate rarity based on number and quality of enchantments
export function calculateRarity(enchantments: AppliedEnchantment[]): 'common' | 'uncommon' | 'rare' | 'epic' | 'legendary' {
if (enchantments.length === 0) return 'common';
const totalCapacity = enchantments.reduce((sum, e) => sum + e.actualCost, 0);
const avgStacks = enchantments.reduce((sum, e) => sum + e.stacks, 0) / enchantments.length;
// Determine rarity based on capacity used and number of enchantments
if (totalCapacity >= 200 && enchantments.length >= 3) return 'legendary';
if (totalCapacity >= 150 && enchantments.length >= 2) return 'epic';
if (totalCapacity >= 100 || enchantments.length >= 2) return 'rare';
if (totalCapacity >= 50 || avgStacks > 1) return 'uncommon';
return 'common';
}
// ─── Equipment Effect Computation ────────────────────────────────────────────
// Get spells from equipment
export function getSpellsFromEquipment(equipment: EquipmentInstance): string[] {
const spells: string[] = [];
for (const ench of equipment.enchantments) {
const effectDef = getEnchantmentEffect(ench.effectId);
if (effectDef?.effect.type === 'spell' && effectDef.effect.spellId) {
spells.push(effectDef.effect.spellId);
}
}
return spells;
}
// Compute total effects from equipment
export function computeEquipmentEffects(equipment: EquipmentInstance[]): Record<string, number> {
const effects: Record<string, number> = {};
const multipliers: Record<string, number> = {};
const specials: Set<string> = new Set();
for (const equip of equipment) {
for (const ench of equip.enchantments) {
const effectDef = getEnchantmentEffect(ench.effectId);
if (!effectDef) continue;
const value = (effectDef.effect.value || 0) * ench.stacks;
if (effectDef.effect.type === 'bonus' && effectDef.effect.stat) {
effects[effectDef.effect.stat] = (effects[effectDef.effect.stat] || 0) + value;
} else if (effectDef.effect.type === 'multiplier' && effectDef.effect.stat) {
multipliers[effectDef.effect.stat] = (multipliers[effectDef.effect.stat] || 1) * Math.pow(value, ench.stacks);
} else if (effectDef.effect.type === 'special' && effectDef.effect.specialId) {
specials.add(effectDef.effect.specialId);
}
}
}
// Apply multipliers to bonus effects
for (const [stat, mult] of Object.entries(multipliers)) {
effects[`${stat}_multiplier`] = mult;
}
// Add special effect flags
for (const special of specials) {
effects[`special_${special}`] = 1;
}
return effects;
}
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// ─── Crafting Store Slice ────────────────────────────────────────────────────────
// Handles equipment, enchantments, and crafting progress
//
// This file is a re-export barrel that combines all crafting modules.
// For the actual implementation, see:
// - crafting-modules/types.ts - Type definitions
// - crafting-modules/initial-state.ts - Initial state
// - crafting-modules/utils.ts - Utility functions
// - crafting-modules/slice-logic.ts - Main slice creator
// - crafting-modules/starting-equipment.ts - Starting equipment factory
// Re-export everything from the modules
export type { CraftingState, CraftingActions, CraftingStore } from './crafting-modules/types';
export { initialCraftingState } from './crafting-modules/initial-state';
export {
generateInstanceId,
generateDesignId,
getEnchantEfficiencyBonus,
calculateDesignTime,
calculatePreparationTime,
calculatePreparationManaCost,
calculateApplicationTime,
calculateApplicationManaPerHour,
createEquipmentInstance,
getSpellsFromEquipment,
computeEquipmentEffects
} from './crafting-modules/utils';
export { createCraftingSlice, setCachedSkills } from './crafting-modules/slice-logic';
export { createStartingEquipment } from './crafting-modules/starting-equipment';
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// ─── Mana Slice ───────────────────────────────────────────────────────────────
// Manages raw mana, elements, and meditation
import type { StateCreator } from 'zustand';
import type { GameState, ElementState, SpellCost } from '../types';
import { ELEMENTS, MANA_PER_ELEMENT, BASE_UNLOCKED_ELEMENTS } from '../constants';
import { computeMaxMana, computeClickMana, canAffordSpellCost, getMeditationBonus } from './computed';
import { computeElementMax } from '../store';
import { computeEffects } from '../upgrade-effects';
import { hasSpecial, SPECIAL_EFFECTS } from '../special-effects';
export interface ManaSlice {
// State
rawMana: number;
totalManaGathered: number;
meditateTicks: number;
elements: Record<string, ElementState>;
// Actions
gatherMana: () => void;
convertMana: (element: string, amount: number) => void;
unlockElement: (element: string) => void;
craftComposite: (target: string) => void;
// Computed getters
getMaxMana: () => number;
getRegen: () => number;
getClickMana: () => number;
getMeditationMultiplier: () => number;
}
export const createManaSlice = (
set: StateCreator<GameState>['set'],
get: () => GameState
): ManaSlice => ({
rawMana: 10,
totalManaGathered: 0,
meditateTicks: 0,
elements: (() => {
const elems: Record<string, ElementState> = {};
const pu = get().prestigeUpgrades;
const elemMax = computeElementMax(get());
Object.keys(ELEMENTS).forEach((k) => {
const isUnlocked = BASE_UNLOCKED_ELEMENTS.includes(k);
let startAmount = 0;
if (isUnlocked && pu.elemStart) {
startAmount = pu.elemStart * 5;
}
elems[k] = {
current: startAmount,
max: elemMax,
unlocked: isUnlocked,
};
});
return elems;
})(),
gatherMana: () => {
const state = get();
let cm = computeClickMana(state);
// Mana overflow bonus
const overflowBonus = 1 + (state.skills.manaOverflow || 0) * 0.25;
cm = Math.floor(cm * overflowBonus);
const effects = computeEffects(state.skillUpgrades || {}, state.skillTiers || {});
const max = computeMaxMana(state, effects);
// Mana Conversion: Convert 5% of max mana to click bonus
if (hasSpecial(effects, SPECIAL_EFFECTS.MANA_CONVERSION)) {
cm += Math.floor(max * 0.05);
}
// Mana Echo: 10% chance to gain double mana from clicks
const hasManaEcho = effects.specials?.has('MANA_ECHO') ?? false;
if (hasManaEcho && Math.random() < 0.1) {
cm *= 2;
}
set({
rawMana: Math.min(state.rawMana + cm, max),
totalManaGathered: state.totalManaGathered + cm,
});
},
convertMana: (element: string, amount: number = 1) => {
const state = get();
const e = state.elements[element];
if (!e?.unlocked) return;
const cost = MANA_PER_ELEMENT * amount;
if (state.rawMana < cost) return;
if (e.current >= e.max) return;
const canConvert = Math.min(
amount,
Math.floor(state.rawMana / MANA_PER_ELEMENT),
e.max - e.current
);
set({
rawMana: state.rawMana - canConvert * MANA_PER_ELEMENT,
elements: {
...state.elements,
[element]: { ...e, current: e.current + canConvert },
},
});
},
unlockElement: (element: string) => {
const state = get();
if (state.elements[element]?.unlocked) return;
const cost = 500;
if (state.rawMana < cost) return;
set({
rawMana: state.rawMana - cost,
elements: {
...state.elements,
[element]: { ...state.elements[element], unlocked: true },
},
});
},
craftComposite: (target: string) => {
const state = get();
const edef = ELEMENTS[target];
if (!edef?.recipe) return;
const recipe = edef.recipe;
const costs: Record<string, number> = {};
recipe.forEach((r) => {
costs[r] = (costs[r] || 0) + 1;
});
// Check ingredients
for (const [r, amt] of Object.entries(costs)) {
if ((state.elements[r]?.current || 0) < amt) return;
}
const newElems = { ...state.elements };
for (const [r, amt] of Object.entries(costs)) {
newElems[r] = { ...newElems[r], current: newElems[r].current - amt };
}
// Elemental crafting bonus
const craftBonus = 1 + (state.skills.elemCrafting || 0) * 0.25;
const outputAmount = Math.floor(craftBonus);
const effects = computeEffects(state.skillUpgrades || {}, state.skillTiers || {});
const elemMax = computeElementMax(state, effects);
newElems[target] = {
...(newElems[target] || { current: 0, max: elemMax, unlocked: false }),
current: (newElems[target]?.current || 0) + outputAmount,
max: elemMax,
unlocked: true,
};
set({
elements: newElems,
});
},
getMaxMana: () => computeMaxMana(get()),
getRegen: () => {
const state = get();
const effects = computeEffects(state.skillUpgrades || {}, state.skillTiers || {});
// This would need proper regen calculation
return 2;
},
getClickMana: () => computeClickMana(get()),
getMeditationMultiplier: () => {
const state = get();
const effects = computeEffects(state.skillUpgrades || {}, state.skillTiers || {});
return getMeditationBonus(state.meditateTicks, state.skills, effects.meditationEfficiency);
},
});
// Helper function to deduct spell cost
export function deductSpellCost(
cost: SpellCost,
rawMana: number,
elements: Record<string, ElementState>
): { rawMana: number; elements: Record<string, ElementState> } {
const newElements = { ...elements };
if (cost.type === 'raw') {
return { rawMana: rawMana - cost.amount, elements: newElements };
} else if (cost.element && newElements[cost.element]) {
newElements[cost.element] = {
...newElements[cost.element],
current: newElements[cost.element].current - cost.amount,
};
return { rawMana, elements: newElements };
}
return { rawMana, elements: newElements };
}
export { canAffordSpellCost };
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// ─── Pact Slice ───────────────────────────────────────────────────────────────
// Manages guardian pacts, signing, and mana unlocking
import type { StateCreator } from 'zustand';
import type { GameState } from '../types';
import { GUARDIANS, ELEMENTS } from '../constants';
import { computePactMultiplier, computePactInsightMultiplier } from './computed';
export interface PactSlice {
// State
signedPacts: number[];
pendingPactOffer: number | null;
maxPacts: number;
pactSigningProgress: {
floor: number;
progress: number;
required: number;
manaCost: number;
} | null;
signedPactDetails: Record<number, {
floor: number;
guardianId: string;
signedAt: { day: number; hour: number };
skillLevels: Record<string, number>;
}>;
pactInterferenceMitigation: number;
pactSynergyUnlocked: boolean;
// Actions
acceptPact: (floor: number) => void;
declinePact: (floor: number) => void;
// Computed getters
getPactMultiplier: () => number;
getPactInsightMultiplier: () => number;
}
export const createPactSlice = (
set: StateCreator<GameState>['set'],
get: () => GameState
): PactSlice => ({
signedPacts: [],
pendingPactOffer: null,
maxPacts: 1,
pactSigningProgress: null,
signedPactDetails: {},
pactInterferenceMitigation: 0,
pactSynergyUnlocked: false,
acceptPact: (floor: number) => {
const state = get();
const guardian = GUARDIANS[floor];
if (!guardian || state.signedPacts.includes(floor)) return;
const maxPacts = 1 + (state.prestigeUpgrades.pactCapacity || 0);
if (state.signedPacts.length >= maxPacts) {
set({
log: [`⚠️ Cannot sign more pacts! Maximum: ${maxPacts}.`, ...state.log.slice(0, 49)],
});
return;
}
const baseCost = guardian.signingCost.mana;
const discount = Math.min((state.prestigeUpgrades.pactDiscount || 0) * 0.1, 0.5);
const manaCost = Math.floor(baseCost * (1 - discount));
if (state.rawMana < manaCost) {
set({
log: [`⚠️ Need ${manaCost} mana to sign pact with ${guardian.name}!`, ...state.log.slice(0, 49)],
});
return;
}
const baseTime = guardian.signingCost.time;
const haste = Math.min((state.prestigeUpgrades.pactHaste || 0) * 0.1, 0.5);
const signingTime = Math.max(1, baseTime * (1 - haste));
set({
rawMana: state.rawMana - manaCost,
pactSigningProgress: {
floor,
progress: 0,
required: signingTime,
manaCost,
},
pendingPactOffer: null,
currentAction: 'study',
log: [`📜 Beginning pact signing with ${guardian.name}... (${signingTime}h, ${manaCost} mana)`, ...state.log.slice(0, 49)],
});
},
declinePact: (floor: number) => {
const state = get();
const guardian = GUARDIANS[floor];
if (!guardian) return;
set({
pendingPactOffer: null,
log: [`🚫 Declined pact with ${guardian.name}.`, ...state.log.slice(0, 49)],
});
},
getPactMultiplier: () => computePactMultiplier(get()),
getPactInsightMultiplier: () => computePactInsightMultiplier(get()),
});
// Process pact signing progress (called during tick)
export function processPactSigning(state: GameState, deltaHours: number): Partial<GameState> {
if (!state.pactSigningProgress) return {};
const progress = state.pactSigningProgress.progress + deltaHours;
const log = [...state.log];
if (progress >= state.pactSigningProgress.required) {
const floor = state.pactSigningProgress.floor;
const guardian = GUARDIANS[floor];
if (!guardian || state.signedPacts.includes(floor)) {
return { pactSigningProgress: null };
}
const signedPacts = [...state.signedPacts, floor];
const signedPactDetails = {
...state.signedPactDetails,
[floor]: {
floor,
guardianId: guardian.element,
signedAt: { day: state.day, hour: state.hour },
skillLevels: {},
},
};
// Unlock mana types
let elements = { ...state.elements };
for (const elemId of guardian.unlocksMana) {
if (elements[elemId]) {
elements = {
...elements,
[elemId]: { ...elements[elemId], unlocked: true },
};
}
}
// Check for compound element unlocks
const unlockedSet = new Set(
Object.entries(elements)
.filter(([, e]) => e.unlocked)
.map(([id]) => id)
);
for (const [elemId, elemDef] of Object.entries(ELEMENTS)) {
if (elemDef.recipe && !elements[elemId]?.unlocked) {
const canUnlock = elemDef.recipe.every(comp => unlockedSet.has(comp));
if (canUnlock) {
elements = {
...elements,
[elemId]: { ...elements[elemId], unlocked: true },
};
log.unshift(`🔮 ${elemDef.name} mana unlocked through component synergy!`);
}
}
}
log.unshift(`📜 Pact with ${guardian.name} signed! ${guardian.unlocksMana.map(e => ELEMENTS[e]?.name || e).join(', ')} mana unlocked!`);
return {
signedPacts,
signedPactDetails,
elements,
pactSigningProgress: null,
log,
};
}
return {
pactSigningProgress: {
...state.pactSigningProgress,
progress,
},
};
}
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// ─── Prestige Slice ───────────────────────────────────────────────────────────
// Manages insight, prestige upgrades, and loop resources
import type { StateCreator } from 'zustand';
import type { GameState } from '../types';
import { PRESTIGE_DEF } from '../constants';
export interface PrestigeSlice {
// State
insight: number;
totalInsight: number;
prestigeUpgrades: Record<string, number>;
loopInsight: number;
memorySlots: number;
memories: string[];
// Actions
doPrestige: (id: string) => void;
startNewLoop: () => void;
}
export const createPrestigeSlice = (
set: StateCreator<GameState>['set'],
get: () => GameState
): PrestigeSlice => ({
insight: 0,
totalInsight: 0,
prestigeUpgrades: {},
loopInsight: 0,
memorySlots: 3,
memories: [],
doPrestige: (id: string) => {
const state = get();
const pd = PRESTIGE_DEF[id];
if (!pd) return;
const lvl = state.prestigeUpgrades[id] || 0;
if (lvl >= pd.max || state.insight < pd.cost) return;
const newPU = { ...state.prestigeUpgrades, [id]: lvl + 1 };
set({
insight: state.insight - pd.cost,
prestigeUpgrades: newPU,
memorySlots: id === 'deepMemory' ? state.memorySlots + 1 : state.memorySlots,
maxPacts: id === 'pactCapacity' ? state.maxPacts + 1 : state.maxPacts,
pactInterferenceMitigation: id === 'pactInterference' ? (state.pactInterferenceMitigation || 0) + 1 : state.pactInterferenceMitigation,
log: [`${pd.name} upgraded to Lv.${lvl + 1}!`, ...state.log.slice(0, 49)],
});
},
startNewLoop: () => {
const state = get();
const insightGained = state.loopInsight || calcInsight(state);
const total = state.insight + insightGained;
// Reset to initial state with insight carried over
const pu = state.prestigeUpgrades;
const startFloor = 1 + (pu.spireKey || 0) * 2;
const startRawMana = 10 + (pu.manaWell || 0) * 500 + (pu.quickStart || 0) * 100;
// Reset elements
const elements: Record<string, { current: number; max: number; unlocked: boolean }> = {};
Object.keys(ELEMENTS).forEach((k) => {
elements[k] = {
current: 0,
max: 10 + (pu.elementalAttune || 0) * 25,
unlocked: false,
};
});
// Reset spells - always start with Mana Bolt
const spells: Record<string, { learned: boolean; level: number; studyProgress: number }> = {
manaBolt: { learned: true, level: 1, studyProgress: 0 },
};
// Add random starting spells from spell memory prestige upgrade (purchased with insight)
if (pu.spellMemory) {
const availableSpells = Object.keys(SPELLS_DEF).filter(s => s !== 'manaBolt');
const shuffled = availableSpells.sort(() => Math.random() - 0.5);
for (let i = 0; i < Math.min(pu.spellMemory, shuffled.length); i++) {
spells[shuffled[i]] = { learned: true, level: 1, studyProgress: 0 };
}
}
set({
day: 1,
hour: 0,
gameOver: false,
victory: false,
loopCount: state.loopCount + 1,
rawMana: startRawMana,
totalManaGathered: 0,
meditateTicks: 0,
elements,
currentFloor: startFloor,
floorHP: getFloorMaxHP(startFloor),
floorMaxHP: getFloorMaxHP(startFloor),
maxFloorReached: startFloor,
signedPacts: [],
pendingPactOffer: null,
pactSigningProgress: null,
signedPactDetails: {},
activeSpell: 'manaBolt',
currentAction: 'meditate',
castProgress: 0,
spells,
skills: {},
skillProgress: {},
skillUpgrades: {},
skillTiers: {},
currentStudyTarget: null,
parallelStudyTarget: null,
insight: total,
totalInsight: (state.totalInsight || 0) + insightGained,
loopInsight: 0,
maxPacts: 1 + (pu.pactCapacity || 0),
pactInterferenceMitigation: pu.pactInterference || 0,
memorySlots: 3 + (pu.deepMemory || 0),
log: ['✨ A new loop begins. Your insight grows...', '✨ The loop begins. You start with Mana Bolt.'],
});
},
});
// Need to import these
import { ELEMENTS, SPELLS_DEF } from '../constants';
import { getFloorMaxHP, calcInsight } from './computed';
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@@ -1,82 +0,0 @@
// ─── Time Slice ───────────────────────────────────────────────────────────────
// Manages game time, loops, and game state
import type { StateCreator } from 'zustand';
import type { GameState } from '../types';
import { MAX_DAY } from '../constants';
import { calcInsight } from './computed';
export interface TimeSlice {
// State
day: number;
hour: number;
loopCount: number;
gameOver: boolean;
victory: boolean;
paused: boolean;
incursionStrength: number;
loopInsight: number;
log: string[];
// Actions
togglePause: () => void;
resetGame: () => void;
startNewLoop: () => void;
addLog: (message: string) => void;
}
export const createTimeSlice = (
set: StateCreator<GameState>['set'],
get: () => GameState,
initialOverrides?: Partial<GameState>
): TimeSlice => ({
day: 1,
hour: 0,
loopCount: initialOverrides?.loopCount || 0,
gameOver: false,
victory: false,
paused: false,
incursionStrength: 0,
loopInsight: 0,
log: ['✨ The loop begins. You start with Mana Bolt. Gather your strength, mage.'],
togglePause: () => {
set((state) => ({ paused: !state.paused }));
},
resetGame: () => {
if (typeof window !== 'undefined') {
localStorage.removeItem('mana-loop-storage');
}
// Reset to initial state
window.location.reload();
},
startNewLoop: () => {
const state = get();
const insightGained = state.loopInsight || calcInsight(state);
const total = state.insight + insightGained;
// Spell preservation is handled through the prestige upgrade "spellMemory"
// which is purchased with insight
// This will be handled by the main store reset
set({
day: 1,
hour: 0,
gameOver: false,
victory: false,
loopCount: state.loopCount + 1,
insight: total,
totalInsight: (state.totalInsight || 0) + insightGained,
loopInsight: 0,
log: ['✨ A new loop begins. Your insight grows...'],
});
},
addLog: (message: string) => {
set((state) => ({
log: [message, ...state.log.slice(0, 49)],
}));
},
});
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@@ -5,7 +5,7 @@
import { create } from 'zustand'; import { create } from 'zustand';
import { persist } from 'zustand/middleware'; import { persist } from 'zustand/middleware';
import { TICK_MS, HOURS_PER_TICK, MAX_DAY, SPELLS_DEF, GUARDIANS, getStudySpeedMultiplier } from '../constants'; import { TICK_MS, HOURS_PER_TICK, MAX_DAY, SPELLS_DEF, GUARDIANS, getStudySpeedMultiplier } from '../constants';
import { hasSpecial, SPECIAL_EFFECTS } from '../special-effects'; import { hasSpecial, SPECIAL_EFFECTS } from '../effects/special-effects';
import { import {
computeMaxMana, computeMaxMana,
computeRegen, computeRegen,
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@@ -43,5 +43,4 @@ export {
deductSpellCost, deductSpellCost,
} from '../utils'; } from '../utils';
export { computeElementMax } from '../store-modules/computed-stats';
export { getStudySpeedMultiplier, getStudyCostMultiplier } from '../constants'; export { getStudySpeedMultiplier, getStudyCostMultiplier } from '../constants';
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@@ -25,18 +25,6 @@ export type {
SpellState, SpellState,
} from './types/spells'; } from './types/spells';
export type {
SkillDef,
SkillUpgradeDef,
SkillUpgradeEffect,
SkillEvolutionPath,
SkillTierDef,
SkillPerkChoice,
SkillUpgradeChoice,
PrestigeDef,
SkillCost,
} from './types/skills';
export type { export type {
EquipmentDef, EquipmentDef,
EquipmentInstance, EquipmentInstance,
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@@ -1,191 +0,0 @@
// ─── Upgrade Effect System ────────────────────────────────────────────────────────
// This module handles applying skill upgrade effects to game stats
import type { SkillUpgradeChoice, SkillUpgradeEffect } from './types';
import { getUpgradesForSkillAtMilestone, SKILL_EVOLUTION_PATHS } from './skill-evolution';
import type { ActiveUpgradeEffect, ComputedEffects } from './upgrade-effects.types';
import { SPECIAL_EFFECTS, hasSpecial } from './special-effects';
import { computeDynamicRegen, computeDynamicClickMana, computeDynamicDamage } from './dynamic-compute';
// ─── Upgrade Definition Cache ───────────────────────────
// Cache all upgrades by ID for quick lookup
const upgradeDefinitionsById: Map<string, SkillUpgradeChoice> = new Map();
// Build the cache on first access
function buildUpgradeCache(): void {
if (upgradeDefinitionsById.size > 0) return;
for (const [baseSkillId, path] of Object.entries(SKILL_EVOLUTION_PATHS)) {
for (const tierDef of path.tiers) {
for (const upgrade of tierDef.upgrades) {
upgradeDefinitionsById.set(upgrade.id, upgrade);
}
}
}
}
// ─── Helper Functions ──────────────────────────────
/**
* Get all selected upgrades with their full effect definitions
*/
export function getActiveUpgrades(
skillUpgrades: Record<string, string[]>,
skillTiers: Record<string, number>
): ActiveUpgradeEffect[] {
buildUpgradeCache();
const result: ActiveUpgradeEffect[] = [];
for (const [skillId, upgradeIds] of Object.entries(skillUpgrades)) {
for (const upgradeId of upgradeIds) {
const upgradeDef = upgradeDefinitionsById.get(upgradeId);
if (upgradeDef) {
result.push({
upgradeId,
skillId,
milestone: upgradeDef.milestone,
effect: upgradeDef.effect,
name: upgradeDef.name,
desc: upgradeDef.desc,
});
}
}
}
return result;
}
/**
* Compute all active effects from selected upgrades
*/
export function computeEffects(
skillUpgrades: Record<string, string[]>,
skillTiers: Record<string, number>
): ComputedEffects {
const activeUpgrades = getActiveUpgrades(skillUpgrades, skillTiers);
// Start with base values
const effects: ComputedEffects = {
maxManaMultiplier: 1,
maxManaBonus: 0,
regenMultiplier: 1,
regenBonus: 0,
clickManaMultiplier: 1,
clickManaBonus: 0,
meditationEfficiency: 1,
spellCostMultiplier: 1,
conversionEfficiency: 1,
baseDamageMultiplier: 1,
baseDamageBonus: 0,
attackSpeedMultiplier: 1,
critChanceBonus: 0,
critDamageMultiplier: 1.5,
elementalDamageMultiplier: 1,
studySpeedMultiplier: 1,
studyCostMultiplier: 1,
progressRetention: 0,
instantStudyChance: 0,
freeStudyChance: 0,
elementCapMultiplier: 1,
elementCapBonus: 0,
perElementCapBonus: {},
conversionCostMultiplier: 1,
doubleCraftChance: 0,
permanentRegenBonus: 0,
specials: new Set<string>(),
activeUpgrades,
skillLevelMultiplier: 1,
enchantmentPowerMultiplier: 1,
};
// Apply DEEP_UNDERSTANDING: +10% bonus from all skill levels
if (hasSpecial(effects, SPECIAL_EFFECTS.DEEP_UNDERSTANDING)) {
effects.skillLevelMultiplier = 1.10;
}
// Apply each upgrade effect
for (const upgrade of activeUpgrades) {
const { effect } = upgrade;
if (effect.type === 'multiplier' && effect.stat && effect.value !== undefined) {
// Multiplier effects (multiply the stat)
switch (effect.stat) {
case 'maxMana':
effects.maxManaMultiplier *= effect.value;
break;
case 'regen':
effects.regenMultiplier *= effect.value;
break;
case 'clickMana':
effects.clickManaMultiplier *= effect.value;
break;
case 'meditationEfficiency':
effects.meditationEfficiency *= effect.value;
break;
case 'spellCost':
effects.spellCostMultiplier *= effect.value;
break;
case 'conversionEfficiency':
effects.conversionEfficiency *= effect.value;
break;
case 'baseDamage':
effects.baseDamageMultiplier *= effect.value;
break;
case 'attackSpeed':
effects.attackSpeedMultiplier *= effect.value;
break;
case 'elementalDamage':
effects.elementalDamageMultiplier *= effect.value;
break;
case 'studySpeed':
effects.studySpeedMultiplier *= effect.value;
break;
case 'elementCap':
effects.elementCapMultiplier *= effect.value;
break;
case 'conversionCost':
effects.conversionCostMultiplier *= effect.value;
break;
case 'costReduction':
effects.studyCostMultiplier /= effect.value;
break;
case 'enchantPower':
effects.enchantmentPowerMultiplier *= effect.value;
break;
}
} else if (effect.type === 'bonus' && effect.stat && effect.value !== undefined) {
// Bonus effects (add to the stat)
switch (effect.stat) {
case 'maxMana':
effects.maxManaBonus += effect.value;
break;
case 'regen':
effects.regenBonus += effect.value;
break;
case 'clickMana':
effects.clickManaBonus += effect.value;
break;
case 'baseDamage':
effects.baseDamageBonus += effect.value;
break;
case 'elementCap':
effects.elementCapBonus += effect.value;
break;
case 'permanentRegen':
effects.permanentRegenBonus += effect.value;
break;
}
} else if (effect.type === 'special' && effect.specialId) {
effects.specials.add(effect.specialId);
}
}
// MANA_THRESHOLD: +30% max mana, -10% regen trade-off
if (hasSpecial(effects, SPECIAL_EFFECTS.MANA_THRESHOLD)) {
effects.maxManaMultiplier *= 1.30;
effects.regenMultiplier *= 0.90;
}
return effects;
}
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@@ -1,7 +1,7 @@
// ─── Mana & Regen Utilities ────────────────────────────────────────────────── // ─── Mana & Regen Utilities ──────────────────────────────────────────────────
import type { GameState } from '../types'; import type { GameState } from '../types';
import type { ComputedEffects } from '../upgrade-effects.types'; import type { ComputedEffects } from '../effects/upgrade-effects.types';
import { HOURS_PER_TICK } from '../constants'; import { HOURS_PER_TICK } from '../constants';
import { getTotalAttunementRegen, getTotalAttunementConversionDrain } from '../data/attunements'; import { getTotalAttunementRegen, getTotalAttunementConversionDrain } from '../data/attunements';
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// ─── Pact Utility Functions ───────────────────────────────────────────────────
import { GUARDIANS } from '../constants';
export function computePactMultiplier(state: {
signedPacts: number[];
pactInterferenceMitigation?: number;
}): number {
const { signedPacts, pactInterferenceMitigation = 0 } = state;
if (signedPacts.length === 0) return 1.0;
let baseMult = 1.0;
for (const floor of signedPacts) {
const guardian = GUARDIANS[floor];
if (guardian) {
baseMult *= guardian.damageMultiplier;
}
}
if (signedPacts.length === 1) return baseMult;
const numAdditionalPacts = signedPacts.length - 1;
const basePenalty = 0.5 * numAdditionalPacts;
const mitigationReduction = Math.min(pactInterferenceMitigation, 5) * 0.1;
const effectivePenalty = Math.max(0, basePenalty - mitigationReduction);
if (pactInterferenceMitigation >= 5) {
const synergyBonus = (pactInterferenceMitigation - 5) * 0.1;
return baseMult * (1 + synergyBonus);
}
return baseMult * (1 - effectivePenalty);
}
export function computePactInsightMultiplier(state: {
signedPacts: number[];
pactInterferenceMitigation?: number;
}): number {
const { signedPacts, pactInterferenceMitigation = 0 } = state;
if (signedPacts.length === 0) return 1.0;
let mult = 1.0;
for (const floor of signedPacts) {
const guardian = GUARDIANS[floor];
if (guardian) {
mult *= guardian.insightMultiplier;
}
}
if (signedPacts.length > 1) {
const numAdditionalPacts = signedPacts.length - 1;
const basePenalty = 0.5 * numAdditionalPacts;
const mitigationReduction = Math.min(pactInterferenceMitigation, 5) * 0.1;
const effectivePenalty = Math.max(0, basePenalty - mitigationReduction);
if (pactInterferenceMitigation >= 5) {
const synergyBonus = (pactInterferenceMitigation - 5) * 0.1;
return mult * (1 + synergyBonus);
}
return mult * (1 - effectivePenalty);
}
return mult;
}