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 +1,29 @@
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// ─── Activity Log Helper ────────────────────────────────────────────────────
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// Extracted from store.ts (lines 905-931)
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import type { ActivityLogEntry } from '../types';
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function createActivityEntry(
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eventType: string,
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message: string,
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details?: ActivityLogEntry['details']
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): ActivityLogEntry {
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return {
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id: `act_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`,
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timestamp: Date.now(), // Use timestamp for ordering
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eventType: eventType as any,
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message,
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details,
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};
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}
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export function addActivityLogEntry(
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state: { activityLog: ActivityLogEntry[] },
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eventType: string,
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message: string,
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details?: ActivityLogEntry['details']
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): ActivityLogEntry[] {
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const entry = createActivityEntry(eventType, message, details);
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// Keep last 50 entries, newest first
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return [entry, ...state.activityLog.slice(0, 49)];
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}
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@@ -0,0 +1,233 @@
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// ─── Computed Stats Functions ─────────────────────────────────────────
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// Extracted from store.ts (lines 362-689)
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// Full implementations with UnifiedEffects support
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import type { GameState, SpellCost, StudyTarget } from '../types';
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import type { ComputedEffects } from '../upgrade-effects.types';
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import type { UnifiedEffects } from '../effects';
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import { SPELLS_DEF, GUARDIANS, ELEMENT_OPPOSITES, SKILLS_DEF, HOURS_PER_TICK, TICK_MS, INCURSION_START_DAY, MAX_DAY, ELEMENTS } from '../constants';
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import { getUnifiedEffects } from '../effects';
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import { getTotalAttunementRegen, getTotalAttunementConversionDrain } from '../data/attunements';
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import { hasSpecial, SPECIAL_EFFECTS } from '../special-effects';
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// Helper to get effective skill level accounting for tiers
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function getEffectiveSkillLevel(
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skills: Record<string, number>,
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baseSkillId: string,
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skillTiers: Record<string, number> = {}
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): { level: number; tier: number; tierMultiplier: number } {
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const currentTier = skillTiers[baseSkillId] || 1;
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const tieredSkillId = currentTier > 1 ? `${baseSkillId}_t${currentTier}` : baseSkillId;
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const level = skills[tieredSkillId] || skills[baseSkillId] || 0;
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const tierMultiplier = Math.pow(10, currentTier - 1);
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return { level, tier: currentTier, tierMultiplier };
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}
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export function computeMaxMana(
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state: GameState,
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effects?: ComputedEffects | UnifiedEffects
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): number {
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const pu = state.prestigeUpgrades;
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const skillMult = (effects as any)?.skillLevelMultiplier || 1;
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const base = 100 + (state.skills.manaWell || 0) * 100 * skillMult + (pu.manaWell || 0) * 500;
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// Check if we need to compute effects from equipment
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if (!effects && state.equipmentInstances && state.equippedInstances) {
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effects = getUnifiedEffects(state as any);
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}
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let maxMana: number;
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if (effects) {
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maxMana = Math.floor((base + effects.maxManaBonus) * effects.maxManaMultiplier);
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} else {
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maxMana = base;
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}
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if (effects && hasSpecial(effects, SPECIAL_EFFECTS.MANA_CONDENSE)) {
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const totalGathered = state.totalManaGathered || 0;
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const condensesBonus = Math.floor(totalGathered / 1000);
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maxMana = Math.floor(maxMana * (1 + condensesBonus * 0.01));
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}
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return maxMana;
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}
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export function computeElementMax(
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state: GameState,
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effects?: ComputedEffects | UnifiedEffects,
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element?: string
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): number {
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const pu = state.prestigeUpgrades;
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const base = 10 + (state.skills.elemAttune || 0) * 50 + (pu.elementalAttune || 0) * 25;
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let adjustedBase = base;
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if (element && state.unlockedManaTypeUpgrades) {
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const typeUpgrades = state.unlockedManaTypeUpgrades.filter(u => u.typeId === element);
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const totalLevels = typeUpgrades.reduce((sum, u) => sum + u.level, 0);
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adjustedBase = base + (totalLevels * 10);
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}
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if (effects) {
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let bonus = effects.elementCapBonus || 0;
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if (element && (effects as UnifiedEffects).perElementCapBonus) {
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const perElementBonus = (effects as UnifiedEffects).perElementCapBonus[element];
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if (perElementBonus) {
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bonus += perElementBonus;
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}
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}
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return Math.floor((adjustedBase + bonus) * (effects.elementCapMultiplier || 1));
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}
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return adjustedBase;
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}
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export function computeRegen(
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state: GameState,
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effects?: ComputedEffects | UnifiedEffects
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): number {
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const pu = state.prestigeUpgrades;
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const temporalBonus = 1 + (pu.temporalEcho || 0) * 0.1;
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const skillMult = (effects as any)?.skillLevelMultiplier || 1;
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const base = 2 + (state.skills.manaFlow || 0) * 1 * skillMult + (state.skills.manaSpring || 0) * 2 * skillMult + (pu.manaFlow || 0) * 0.5;
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let regen = base * temporalBonus;
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const attunementRegen = getTotalAttunementRegen(state.attunements || {});
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regen += attunementRegen;
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if (!effects && state.equipmentInstances && state.equippedInstances) {
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effects = getUnifiedEffects(state as any);
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}
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if (effects) {
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regen = (regen + effects.regenBonus + effects.permanentRegenBonus) * effects.regenMultiplier;
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}
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return regen;
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}
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export function computeEffectiveRegenForDisplay(
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state: GameState,
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effects?: ComputedEffects | UnifiedEffects
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): { rawRegen: number; conversionDrain: number; effectiveRegen: number } {
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const rawRegen = computeRegen(state, effects);
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const conversionDrain = getTotalAttunementConversionDrain(state.attunements || {});
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const effectiveRegen = Math.max(0, rawRegen - conversionDrain);
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return { rawRegen, conversionDrain, effectiveRegen };
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}
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export function computeEffectiveRegen(
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state: GameState,
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effects?: ComputedEffects
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): number {
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let regen = computeRegen(state, effects);
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const incursionStrength = state.incursionStrength || 0;
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regen *= (1 - incursionStrength);
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return regen;
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}
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export function computeClickMana(
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state: GameState,
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effects?: ComputedEffects | UnifiedEffects
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): number {
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const skillMult = (effects as any)?.skillLevelMultiplier || 1;
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const base = 1 + (state.skills.manaTap || 0) * 1 * skillMult + (state.skills.manaSurge || 0) * 3 * skillMult;
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if (!effects && state.equipmentInstances && state.equippedInstances) {
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effects = getUnifiedEffects(state as any);
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}
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if (effects) {
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return Math.floor((base + effects.clickManaBonus) * effects.clickManaMultiplier);
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}
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return base;
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}
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function getElementalBonus(spellElem: string, floorElem: string): number {
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if (spellElem === 'raw') return 1.0;
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if (spellElem === floorElem) return 1.25;
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if (ELEMENT_OPPOSITES[floorElem] === spellElem) return 1.5;
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if (ELEMENT_OPPOSITES[spellElem] === floorElem) return 0.75;
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return 1.0;
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}
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export function calcDamage(
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state: Pick<GameState, 'skills' | 'signedPacts'>,
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spellId: string,
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floorElem?: string,
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effects?: ComputedEffects | UnifiedEffects
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): number {
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const sp = SPELLS_DEF[spellId];
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if (!sp) return 5;
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const skills = state.skills;
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const skillMult = (effects as any)?.skillLevelMultiplier || 1;
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const baseDmg = sp.dmg + (skills.combatTrain || 0) * 5 * skillMult;
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const pct = 1 + (skills.arcaneFury || 0) * 0.1 * skillMult;
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const elemMasteryBonus = 1 + (skills.elementalMastery || 0) * 0.15 * skillMult;
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const critChance = (skills.precision || 0) * 0.05;
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const pactMult = state.signedPacts.reduce((m, f) => m * ((GUARDIANS as any)[f]?.pact || 1), 1);
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let damage = baseDmg * pct * pactMult * elemMasteryBonus;
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if (floorElem) {
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damage *= getElementalBonus(sp.elem, floorElem);
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}
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if (Math.random() < critChance) {
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damage *= 1.5;
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}
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return damage;
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}
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export function calcInsight(state: Pick<GameState, 'maxFloorReached' | 'totalManaGathered' | 'signedPacts' | 'prestigeUpgrades' | 'skills'>): number {
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const pu = state.prestigeUpgrades;
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const skillBonus = 1 + (state.skills.insightHarvest || 0) * 0.1;
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const mult = (1 + (pu.insightAmp || 0) * 0.25) * skillBonus;
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return Math.floor((state.maxFloorReached * 15 + state.totalManaGathered / 500 + state.signedPacts.length * 150) * mult);
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}
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export function getMeditationBonus(meditateTicks: number, skills: Record<string, number>, meditationEfficiency: number = 1): number {
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const hasMeditation = skills.meditation === 1;
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const hasDeepTrance = skills.deepTrance === 1;
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const hasVoidMeditation = skills.voidMeditation === 1;
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const hours = meditateTicks * HOURS_PER_TICK;
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let bonus = 1 + Math.min(hours / 4, 0.5);
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if (hasMeditation && hours >= 4) bonus = 2.5;
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if (hasDeepTrance && hours >= 6) bonus = 3.0;
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if (hasVoidMeditation && hours >= 8) bonus = 5.0;
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bonus *= meditationEfficiency;
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return bonus;
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}
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export function getIncursionStrength(day: number, hour: number): number {
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if (day < INCURSION_START_DAY) return 0;
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const totalHours = (day - INCURSION_START_DAY) * 24 + hour;
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const maxHours = (MAX_DAY - INCURSION_START_DAY) * 24;
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return Math.min(0.95, (totalHours / maxHours) * 0.95);
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}
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export function canAffordSpellCost(
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cost: SpellCost,
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rawMana: number,
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elements: Record<string, { current: number; max: number; unlocked: boolean }>
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): boolean {
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if (cost.type === 'raw') {
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return rawMana >= cost.amount;
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} else {
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const elem = elements[cost.element || ''];
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return elem && elem.unlocked && elem.current >= cost.amount;
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}
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}
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export function deductSpellCost(
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cost: SpellCost,
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rawMana: number,
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elements: Record<string, { current: number; max: number; unlocked: boolean }>
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): { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> } {
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const newElements = { ...elements };
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if (cost.type === 'raw') {
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const deductedAmount = Math.min(rawMana, cost.amount);
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return { rawMana: rawMana - deductedAmount, elements: newElements };
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} else if (cost.element && newElements[cost.element]) {
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const elem = newElements[cost.element];
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const deductedAmount = Math.min(elem.current, cost.amount);
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newElements[cost.element] = { ...elem, current: elem.current - deductedAmount };
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return { rawMana, elements: newElements };
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}
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return { rawMana, elements: newElements };
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}
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@@ -0,0 +1,58 @@
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// ─── Enemy Naming System ───────────────────────────────────────────────
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// Extracted from store.ts (lines 206-361)
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import type { EnemyState } from '../types';
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import { SWARM_CONFIG } from '../constants';
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import { getFloorMaxHP, getFloorElement } from '../utils/floor-utils';
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// Enemy names by element and floor tier
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const ENEMY_NAMES_BY_ELEMENT: Record<string, string[]> = {
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fire: ['Fire Imp', 'Flame Sprite', 'Emberling', 'Scorchling', 'Inferno Whelp'],
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water: ['Water Elemental', 'Tidal Wraith', 'Aqua Sprite', 'Drowned One', 'Tsunami Spawn'],
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air: ['Wind Sylph', 'Gale Rider', 'Storm Spirit', 'Zephyr Darter', 'Cyclone Wisp'],
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earth: ['Stone Golem', 'Earth Elemental', 'Graveling', 'Mountain Giant', 'Terra Brute'],
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light: ['Light Saint', 'Radiant Angel', 'Luminous Spirit', 'Divine Warden', 'Holy Sentinel'],
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dark: ['Shadow Assassin', 'Dark Cultist', 'Umbral Fiend', 'Void Walker', 'Night Stalker'],
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death: ['Skeleton Warrior', 'Zombie Lord', 'Lichling', 'Bone Reaper', 'Necrotic Wraith'],
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// Special element names
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lightning: ['Storm Elemental', 'Thunder Hawk', 'Lightning Eel', 'Shock Sprite', 'Voltaic Wisp'],
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metal: ['Iron Golem', 'Steel Guardian', 'Rust Monster', 'Chrome Beetle', 'Mercury Spirit'],
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sand: ['Sand Wraith', 'Dune Stalker', 'Desert Spirit', 'Cactus Thrasher', 'Mirage Runner'],
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crystal: ['Crystal Guardian', 'Prism Sprite', 'Gem Hound', 'Diamond Golem', 'Shardling'],
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stellar: ['Star Spawn', 'Cosmic Entity', 'Nova Spirit', 'Astral Watcher', 'Supernova Seed'],
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void: ['Void Lord', 'Abyssal Horror', 'Entropy Spawn', 'Chaos Elemental', 'Nether Beast'],
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};
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// Get enemy name based on element and floor tier (1-100)
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export function getEnemyName(element: string, floor: number): string {
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const names = ENEMY_NAMES_BY_ELEMENT[element] || ['Unknown Entity'];
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// Higher floors get "stronger" sounding names (pick from later in the list)
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const tierIndex = Math.min(names.length - 1, Math.floor(floor / 20));
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const randomIndex = (tierIndex + Math.floor(Math.random() * (names.length - tierIndex))) % names.length;
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return names[randomIndex!];
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}
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// Generate enemies for a swarm room
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export function generateSwarmEnemies(floor: number): EnemyState[] {
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const baseHP = getFloorMaxHP(floor);
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const element = getFloorElement(floor);
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const numEnemies = SWARM_CONFIG.minEnemies +
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Math.floor(Math.random() * (SWARM_CONFIG.maxEnemies - SWARM_CONFIG.minEnemies + 1));
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|
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const enemies: EnemyState[] = [];
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for (let i = 0; i < numEnemies; i++) {
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const enemyName = getEnemyName(element, floor);
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enemies.push({
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id: `enemy_${i}`,
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name: enemyName,
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hp: Math.floor(baseHP * SWARM_CONFIG.hpMultiplier),
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maxHP: Math.floor(baseHP * SWARM_CONFIG.hpMultiplier),
|
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armor: SWARM_CONFIG.armorBase + Math.floor(floor / 10) * SWARM_CONFIG.armorPerFloor,
|
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dodgeChance: 0,
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healthRegen: 0, // Will be set by caller if needed
|
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barrier: 0, // Will be set by caller if needed
|
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element,
|
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});
|
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}
|
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return enemies;
|
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}
|
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@@ -0,0 +1,223 @@
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// ─── 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,
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,222 @@
|
||||
// ─── 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;
|
||||
}
|
||||
@@ -0,0 +1,120 @@
|
||||
// ─── 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
|
||||
@@ -0,0 +1,230 @@
|
||||
// ─── 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';
|
||||
|
||||
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;
|
||||
|
||||
// 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,
|
||||
});
|
||||
}
|
||||
Reference in New Issue
Block a user