Refactor large files into modular components
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 1m9s
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 1m9s
- Refactored page.tsx (613→252 lines) with GameOverScreen and LeftPanel extracted - Refactored StatsTab.tsx (584→92 lines) with section components - Refactored SkillsTab.tsx (434→54 lines) with sub-components - Created modular structure for GameContext, LootInventory, and other components - All extracted components organized into feature directories
This commit is contained in:
@@ -0,0 +1,72 @@
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// ─── Enchantment Application Actions ────────────────────────────────────────
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import type { GameState } from '../types';
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import * as CraftingApply from '../crafting-apply';
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export function startApplying(
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equipmentInstanceId: string,
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designId: string,
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get: () => GameState,
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set: (fn: (state: GameState) => Partial<GameState>) => void
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): boolean {
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const state = get();
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const instance = state.equipmentInstances[equipmentInstanceId];
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const design = state.enchantmentDesigns.find(d => d.id === designId);
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const validation = CraftingApply.canApplyEnchantment(
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instance,
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design,
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state.currentAction
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);
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if (!validation.canApply) return false;
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set(() => ({
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currentAction: 'enchant' as const,
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applicationProgress: CraftingApply.initializeApplicationProgress(
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equipmentInstanceId,
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designId,
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design!
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),
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}));
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return true;
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}
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export function pauseApplication(
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get: () => GameState,
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set: (fn: (state: GameState) => Partial<GameState>) => void
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) {
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set((state) => {
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if (!state.applicationProgress) return {};
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return {
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applicationProgress: {
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...state.applicationProgress,
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paused: true,
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},
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};
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});
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}
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export function resumeApplication(
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get: () => GameState,
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set: (fn: (state: GameState) => Partial<GameState>) => void
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) {
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set((state) => {
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if (!state.applicationProgress) return {};
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return {
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applicationProgress: {
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...state.applicationProgress,
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paused: false,
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},
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};
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});
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}
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export function cancelApplication(
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set: (fn: (state: GameState) => Partial<GameState>) => void
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) {
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set(() => ({
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currentAction: 'meditate' as const,
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applicationProgress: null,
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}));
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}
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@@ -0,0 +1,56 @@
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// ─── Computed Getters ──────────────────────────────────────────────────────
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import type { GameState } from '../types';
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import { ENCHANTMENT_EFFECTS } from '../data/enchantment-effects';
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export function getEquipmentSpells(get: () => GameState): string[] {
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const state = get();
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const spells: string[] = [];
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for (const instanceId of Object.values(state.equippedInstances)) {
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if (!instanceId) continue;
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const instance = state.equipmentInstances[instanceId];
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if (!instance) continue;
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for (const ench of instance.enchantments) {
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const effectDef = ENCHANTMENT_EFFECTS[ench.effectId];
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if (effectDef?.effect.type === 'spell' && effectDef.effect.spellId) {
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spells.push(effectDef.effect.spellId);
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}
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}
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}
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return [...new Set(spells)];
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}
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export function getEquipmentEffects(get: () => GameState): Record<string, number> {
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const state = get();
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const effects: Record<string, number> = {};
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for (const instanceId of Object.values(state.equippedInstances)) {
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if (!instanceId) continue;
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const instance = state.equipmentInstances[instanceId];
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if (!instance) continue;
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for (const ench of instance.enchantments) {
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const effectDef = ENCHANTMENT_EFFECTS[ench.effectId];
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if (!effectDef) continue;
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if (effectDef.effect.type === 'bonus' && effectDef.effect.stat && effectDef.effect.value) {
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effects[effectDef.effect.stat] = (effects[effectDef.effect.stat] || 0) + effectDef.effect.value * ench.stacks;
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}
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}
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}
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return effects;
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}
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export function getAvailableCapacity(
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instanceId: string,
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get: () => GameState
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): number {
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const state = get();
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const instance = state.equipmentInstances[instanceId];
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if (!instance) return 0;
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return instance.totalCapacity - instance.usedCapacity;
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}
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@@ -0,0 +1,89 @@
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// ─── Equipment Crafting Actions ────────────────────────────────────────────
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import type { GameState } from '../types';
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import * as CraftingEquipment from '../crafting-equipment';
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export function startCraftingEquipment(
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blueprintId: string,
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get: () => GameState,
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set: (fn: (state: GameState) => Partial<GameState>) => void
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): boolean {
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const state = get();
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const check = CraftingEquipment.canStartEquipmentCrafting(
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blueprintId,
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state.lootInventory.blueprints.includes(blueprintId),
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state.lootInventory.materials,
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state.rawMana,
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state.currentAction
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);
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if (!check.canCraft) return false;
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const result = CraftingEquipment.initializeEquipmentCrafting(
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blueprintId,
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state.lootInventory.materials,
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state.rawMana
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);
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set((state) => ({
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lootInventory: {
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...state.lootInventory,
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materials: result.newMaterials,
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},
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rawMana: state.rawMana - result.manaCost,
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currentAction: 'craft' as const,
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equipmentCraftingProgress: result.progress,
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}));
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return true;
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}
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export function cancelEquipmentCrafting(
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get: () => GameState,
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set: (fn: (state: GameState) => Partial<GameState>) => void
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) {
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set((state) => {
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const progress = state.equipmentCraftingProgress;
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if (!progress) return { currentAction: 'meditate' as const, equipmentCraftingProgress: null };
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const cancelResult = CraftingEquipment.cancelEquipmentCrafting(
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progress.blueprintId,
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progress.manaSpent
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);
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return {
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currentAction: 'meditate' as const,
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equipmentCraftingProgress: null,
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rawMana: state.rawMana + cancelResult.manaRefund,
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log: [cancelResult.logMessage, ...state.log.slice(0, 49)],
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};
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});
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}
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export function deleteMaterial(
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materialId: string,
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amount: number,
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get: () => GameState,
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set: (fn: (state: GameState) => Partial<GameState>) => void
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) {
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set((state) => {
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const newMaterials = { ...state.lootInventory.materials };
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const currentAmount = newMaterials[materialId] || 0;
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const newAmount = Math.max(0, currentAmount - amount);
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if (newAmount <= 0) {
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delete newMaterials[materialId];
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} else {
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newMaterials[materialId] = newAmount;
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}
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return {
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lootInventory: {
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...state.lootInventory,
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materials: newMaterials,
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},
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log: [`🗑️ Deleted ${amount}x ${materialId}.`, ...state.log.slice(0, 49)],
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};
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});
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}
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@@ -0,0 +1,113 @@
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// ─── Enchantment Design Actions ────────────────────────────────────────────
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import type { GameState, EnchantmentDesign, DesignEffect } from '../types';
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import * as CraftingUtils from '../crafting-utils';
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import * as CraftingDesign from '../crafting-design';
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import { computeEffects } from '../upgrade-effects';
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import { hasSpecial, SPECIAL_EFFECTS } from '../special-effects';
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export function startDesigningEnchantment(
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name: string,
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equipmentTypeId: string,
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effects: DesignEffect[],
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get: () => GameState,
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set: (fn: (state: GameState) => Partial<GameState>) => void
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): boolean {
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const state = get();
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const enchantingLevel = state.skills.enchanting || 0;
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const validation = CraftingDesign.validateDesignEffects(
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effects,
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equipmentTypeId,
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enchantingLevel
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);
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if (!validation.valid) return false;
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const equipType = CraftingUtils.getEquipmentType(equipmentTypeId);
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if (!equipType) return false;
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const efficiencyBonus = ((state.skillUpgrades || {})['efficientEnchant'] || [])?.length * 0.05 || 0;
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const totalCapacityCost = CraftingDesign.calculateDesignCapacityCost(effects, efficiencyBonus);
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if (totalCapacityCost > equipType.baseCapacity) {
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return false;
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}
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const computedEffects = computeEffects(state.skillUpgrades || {}, state.skillTiers || {});
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const hasEnchantMastery = hasSpecial(computedEffects, SPECIAL_EFFECTS.ENCHANT_MASTERY);
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let updates: any = {};
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if (!state.designProgress) {
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updates = {
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currentAction: 'design' as const,
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designProgress: {
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designId: CraftingUtils.generateDesignId(),
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progress: 0,
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required: CraftingDesign.calculateDesignTime(effects),
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name,
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equipmentType: equipmentTypeId,
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effects,
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},
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};
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} else if (hasEnchantMastery && !state.designProgress2) {
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updates = {
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designProgress2: {
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designId: CraftingUtils.generateDesignId(),
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progress: 0,
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required: CraftingDesign.calculateDesignTime(effects),
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name,
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equipmentType: equipmentTypeId,
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effects,
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},
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};
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} else {
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return false;
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}
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set(() => updates);
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return true;
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}
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export function cancelDesign(
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get: () => GameState,
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set: (fn: (state: GameState) => Partial<GameState>) => void
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) {
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const state = get();
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if (state.designProgress2 && !state.designProgress) {
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set(() => ({ designProgress2: null }));
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} else {
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set(() => ({
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currentAction: 'meditate' as const,
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designProgress: null,
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}));
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}
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}
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export function saveDesign(
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design: EnchantmentDesign,
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get: () => GameState,
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set: (fn: (state: GameState) => Partial<GameState>) => void
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) {
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const state = get();
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if (state.designProgress2 && state.designProgress2.designId === design.id) {
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set((state) => ({
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enchantmentDesigns: [...state.enchantmentDesigns, design],
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designProgress2: null,
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}));
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} else {
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set((state) => ({
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enchantmentDesigns: [...state.enchantmentDesigns, design],
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designProgress: null,
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currentAction: 'meditate' as const,
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}));
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}
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}
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export function deleteDesign(
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designId: string,
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set: (fn: (state: GameState) => Partial<GameState>) => void
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) {
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set((state) => ({
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enchantmentDesigns: state.enchantmentDesigns.filter(d => d.id !== designId),
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}));
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}
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@@ -0,0 +1,34 @@
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// ─── Disenchanting Actions ─────────────────────────────────────────────────
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import type { GameState, EquipmentInstance } from '../types';
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export function disenchantEquipment(
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instanceId: string,
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get: () => GameState,
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set: (fn: (state: GameState) => Partial<GameState>) => void
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) {
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const state = get();
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const instance = state.equipmentInstances[instanceId];
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if (!instance || instance.enchantments.length === 0) return;
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const disenchantLevel = 0;
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const recoveryRate = 0.1 + disenchantLevel * 0.2;
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let totalRecovered = 0;
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for (const ench of instance.enchantments) {
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totalRecovered += Math.floor(ench.actualCost * recoveryRate);
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}
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set((state) => ({
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rawMana: state.rawMana + totalRecovered,
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equipmentInstances: {
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...state.equipmentInstances,
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[instanceId]: {
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...instance,
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enchantments: [],
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usedCapacity: 0,
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},
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},
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log: [`✨ Disenchanted ${instance.name}, recovered ${totalRecovered} mana.`, ...state.log.slice(0, 49)],
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}));
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}
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@@ -0,0 +1,103 @@
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// ─── Equipment Management Actions ────────────────────────────────────────────
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import type { GameState, EquipmentInstance, EquipmentSlot } from '../types';
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import * as CraftingUtils from '../crafting-utils';
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// Create equipment instance
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export function createEquipmentInstance(
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typeId: string,
|
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set: (fn: (state: GameState) => Partial<GameState>) => void
|
||||
): string | null {
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const type = CraftingUtils.getEquipmentType(typeId);
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if (!type) return null;
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const instanceId = CraftingUtils.generateInstanceId();
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const instance: EquipmentInstance = {
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instanceId,
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typeId,
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name: type.name,
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enchantments: [],
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usedCapacity: 0,
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totalCapacity: type.baseCapacity,
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rarity: 'common',
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quality: 100,
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tags: [],
|
||||
};
|
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|
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set((state) => ({
|
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equipmentInstances: {
|
||||
...state.equipmentInstances,
|
||||
[instanceId]: instance,
|
||||
},
|
||||
}));
|
||||
|
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return instanceId;
|
||||
}
|
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|
||||
// Equip item
|
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export function equipItem(
|
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instanceId: string,
|
||||
slot: EquipmentSlot,
|
||||
get: () => GameState,
|
||||
set: (fn: (state: GameState) => Partial<GameState>) => void
|
||||
): boolean {
|
||||
const state = get();
|
||||
const instance = state.equipmentInstances[instanceId];
|
||||
if (!instance) return false;
|
||||
|
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if (!CraftingUtils.canEquipInSlot(instance, slot, state.equippedInstances)) {
|
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return false;
|
||||
}
|
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|
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let newEquipped = { ...state.equippedInstances };
|
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for (const [s, id] of Object.entries(newEquipped)) {
|
||||
if (id === instanceId) {
|
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newEquipped[s as EquipmentSlot] = null;
|
||||
}
|
||||
}
|
||||
|
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newEquipped[slot] = instanceId;
|
||||
|
||||
if (CraftingUtils.isTwoHanded(instance.typeId) && slot === 'mainHand') {
|
||||
newEquipped.offHand = null;
|
||||
}
|
||||
|
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set(() => ({ equippedInstances: newEquipped }));
|
||||
return true;
|
||||
}
|
||||
|
||||
// Unequip item
|
||||
export function unequipItem(
|
||||
slot: EquipmentSlot,
|
||||
set: (fn: (state: GameState) => Partial<GameState>) => void
|
||||
) {
|
||||
set((state) => ({
|
||||
equippedInstances: {
|
||||
...state.equippedInstances,
|
||||
[slot]: null,
|
||||
},
|
||||
}));
|
||||
}
|
||||
|
||||
// Delete equipment instance
|
||||
export function deleteEquipmentInstance(
|
||||
instanceId: string,
|
||||
get: () => GameState,
|
||||
set: (fn: (state: GameState) => Partial<GameState>) => void
|
||||
) {
|
||||
const state = get();
|
||||
let newEquipped = { ...state.equippedInstances };
|
||||
for (const [slot, id] of Object.entries(newEquipped)) {
|
||||
if (id === instanceId) {
|
||||
newEquipped[slot as EquipmentSlot] = null;
|
||||
}
|
||||
}
|
||||
|
||||
const newInstances = { ...state.equipmentInstances };
|
||||
delete newInstances[instanceId];
|
||||
|
||||
set(() => ({
|
||||
equippedInstances: newEquipped,
|
||||
equipmentInstances: newInstances,
|
||||
}));
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
// ─── Crafting Action Implementations ──────────────────────────────────────────
|
||||
// Modular structure for crafting actions
|
||||
// Re-exports from the split modules
|
||||
|
||||
export { createEquipmentInstance, equipItem, unequipItem, deleteEquipmentInstance } from './equipment-actions';
|
||||
export { startDesigningEnchantment, cancelDesign, saveDesign, deleteDesign } from './design-actions';
|
||||
export { startPreparing, cancelPreparation } from './preparation-actions';
|
||||
export { startApplying, pauseApplication, resumeApplication, cancelApplication } from './application-actions';
|
||||
export { disenchantEquipment } from './disenchant-actions';
|
||||
export { startCraftingEquipment, cancelEquipmentCrafting, deleteMaterial } from './crafting-equipment-actions';
|
||||
export { getEquipmentSpells, getEquipmentEffects, getAvailableCapacity } from './computed-getters';
|
||||
@@ -0,0 +1,44 @@
|
||||
// ─── Enchantment Preparation Actions ────────────────────────────────────────
|
||||
|
||||
import type { GameState } from '../types';
|
||||
import * as CraftingPrep from '../crafting-prep';
|
||||
|
||||
export function startPreparing(
|
||||
equipmentInstanceId: string,
|
||||
get: () => GameState,
|
||||
set: (fn: (state: GameState) => Partial<GameState>) => void
|
||||
): boolean {
|
||||
const state = get();
|
||||
const instance = state.equipmentInstances[equipmentInstanceId];
|
||||
|
||||
const validation = CraftingPrep.canPrepareEquipment(
|
||||
instance,
|
||||
instance?.tags || []
|
||||
);
|
||||
if (!validation.canPrepare) return false;
|
||||
|
||||
if (!instance) return false;
|
||||
|
||||
const costs = CraftingPrep.calculatePreparationCosts(instance.totalCapacity);
|
||||
|
||||
if (state.rawMana < costs.manaTotal) return false;
|
||||
|
||||
set(() => ({
|
||||
currentAction: 'prepare' as const,
|
||||
preparationProgress: CraftingPrep.initializePreparationProgress(
|
||||
equipmentInstanceId,
|
||||
instance.totalCapacity
|
||||
),
|
||||
}));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
export function cancelPreparation(
|
||||
set: (fn: (state: GameState) => Partial<GameState>) => void
|
||||
) {
|
||||
set(() => ({
|
||||
currentAction: 'meditate' as const,
|
||||
preparationProgress: null,
|
||||
}));
|
||||
}
|
||||
Reference in New Issue
Block a user