Phase 3: Split DebugTab.tsx into functional components
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 4m17s
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 4m17s
This commit is contained in:
+28
-10
@@ -17,6 +17,21 @@
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- **Result**: Split into `data/enchantments/spell-effects.ts`, `mana-effects.ts`, `combat-effects.ts`, `elemental-effects.ts`, `defense-effects.ts`, `utility-effects.ts`, `special-effects.ts`, `enchantment-types.ts`, `index.ts`
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- **Build**: ✅ Passes
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### 4. `CraftingTab.tsx` (965 lines) ✅
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- **Commit**: `ra528feb Phase 3: Split CraftingTab.tsx into crafting stage components`
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- **Result**: Split into `crafting/EnchantmentDesigner.tsx`, `EnchantmentPreparer.tsx`, `EnchantmentApplier.tsx`, `EquipmentCrafter.tsx`, `index.tsx`
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- **Build**: ✅ Passes
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### 5. `computed-stats.ts` (492 lines) ✅
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- **Commit**: `b3291c3 Phase 3: Split computed-stats.ts by responsibility`
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- **Result**: Split into `utils/formatting.ts`, `floor-utils.ts`, `mana-utils.ts`, `combat-utils.ts`, `index.ts`
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- **Build**: ✅ Passes
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### 6. `utils.ts` (372 lines) ✅
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- **Commit**: `23d0a12 Phase 3: Split utils.ts by responsibility`
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- **Result**: Split into `utils/formatting.ts`, `floor-utils.ts`, `mana-utils.ts`, `combat-utils.ts`, `index.ts` (some overlap with computed-stats, but consistent)
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- **Build**: ✅ Passes
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## Failed Refactorings
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### 1. `store.ts` (2464 lines) ❌
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@@ -28,23 +43,26 @@
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- **Issue**: Larger than `store.ts` which failed
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- **Status**: Flagged as "too large for current sub-agent setup"
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### 3. `gameStore.ts` (509 lines) ❌
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- **Issue**: Sub-agent returned empty result (context limits or other issue)
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- **Status**: Will try again with simpler prompt, or flag as "sub-agent unstable for this file"
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## Next Files to Refactor
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### High Priority (Smaller, Likely to Work)
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1. `src/components/game/tabs/CraftingTab.tsx` (965 lines) - Split by crafting stage
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2. `src/lib/game/computed-stats.ts` (492 lines) - Split by responsibility
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3. `src/lib/game/utils.ts` (372 lines) - Split by responsibility
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1. `src/components/game/tabs/DebugTab.tsx` (700 lines) - Split by functional area
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2. `src/app/page.tsx` (465 lines) - Lazy load tabs
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### Medium Priority
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4. `src/components/game/tabs/DebugTab.tsx` (700 lines) - Split by functional area
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5. `src/lib/game/stores/gameStore.ts` (509 lines) - Clean up coordinator
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6. `src/app/page.tsx` (465 lines) - Lazy load tabs
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3. `src/components/game/StatsTab.tsx` (551 lines) - Extract sub-components
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4. `src/lib/game/stores/index.test.ts` (maybe not needed)
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## Build Status
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✅ Build passes after each successful refactoring
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✅ All commits pushed to remote
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✅ All commits pushed to remote (`git push origin master` successful)
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## Notes
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- Sub-agents work best with files under ~1500 lines
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- Focused prompts yield better results
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- Larger files (2000+ lines) tend to break builds or fail silently
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||||
- Sub-agents work best with files under ~1500 lines with focused prompts
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- Files over 2000 lines consistently fail (context limits)
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- Some files around 500 lines also fail occasionally (unstable sub-agent behavior)
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- When in doubt, flag it and move on (per user instructions)
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@@ -0,0 +1,87 @@
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'use client';
|
||||
|
||||
import { Button } from '@/components/ui/button';
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import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
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import { ATTUNEMENTS_DEF } from '@/lib/game/data/attunements';
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import { Sparkles, Unlock } from 'lucide-react';
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import type { GameStore } from '@/lib/game/types';
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interface AttunementDebugProps {
|
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store: GameStore;
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}
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export function AttunementDebug({ store }: AttunementDebugProps) {
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const handleUnlockAttunement = (id: string) => {
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// Debug action to unlock attunements
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if (store.debugUnlockAttunement) {
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store.debugUnlockAttunement(id);
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}
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};
|
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|
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const handleAddAttunementXP = (id: string, amount: number) => {
|
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if (store.debugAddAttunementXP) {
|
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store.debugAddAttunementXP(id, amount);
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}
|
||||
};
|
||||
|
||||
return (
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
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<CardTitle className="text-purple-400 text-sm flex items-center gap-2">
|
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<Sparkles className="w-4 h-4" />
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Attunements
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</CardTitle>
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</CardHeader>
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<CardContent className="space-y-3">
|
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{Object.entries(ATTUNEMENTS_DEF).map(([id, def]) => {
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const isActive = store.attunements?.[id]?.active;
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const level = store.attunements?.[id]?.level || 1;
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const xp = store.attunements?.[id]?.experience || 0;
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|
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return (
|
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<div key={id} className="flex items-center justify-between p-2 bg-gray-800/50 rounded">
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<div className="flex items-center gap-2">
|
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<span>{def.icon}</span>
|
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<div>
|
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<div className="text-sm font-medium">{def.name}</div>
|
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{isActive && (
|
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<div className="text-xs text-gray-400">Lv.{level} • {xp} XP</div>
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)}
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</div>
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</div>
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<div className="flex gap-1">
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{!isActive && (
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<Button
|
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size="sm"
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variant="outline"
|
||||
onClick={() => handleUnlockAttunement(id)}
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>
|
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<Unlock className="w-3 h-3" />
|
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</Button>
|
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)}
|
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{isActive && (
|
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<>
|
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<Button
|
||||
size="sm"
|
||||
variant="outline"
|
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onClick={() => handleAddAttunementXP(id, 50)}
|
||||
>
|
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+50 XP
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</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => handleAddAttunementXP(id, 500)}
|
||||
>
|
||||
+500 XP
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</Button>
|
||||
</>
|
||||
)}
|
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</div>
|
||||
</div>
|
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);
|
||||
})}
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,88 @@
|
||||
'use client';
|
||||
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { ELEMENTS } from '@/lib/game/constants';
|
||||
import { Star, Lock } from 'lucide-react';
|
||||
import type { GameStore } from '@/lib/game/types';
|
||||
|
||||
interface ElementDebugProps {
|
||||
store: GameStore;
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||||
}
|
||||
|
||||
export function ElementDebug({ store }: ElementDebugProps) {
|
||||
const handleUnlockElement = (element: string) => {
|
||||
store.unlockElement(element);
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};
|
||||
|
||||
const handleAddElementalMana = (element: string, amount: number) => {
|
||||
const elem = store.elements[element];
|
||||
if (elem?.unlocked) {
|
||||
// Add directly to element pool - need to implement in store
|
||||
if (store.debugAddElementalMana) {
|
||||
store.debugAddElementalMana(element, amount);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
return (
|
||||
<Card className="bg-gray-900/80 border-gray-700 md:col-span-2">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-green-400 text-sm flex items-center gap-2">
|
||||
<Star className="w-4 h-4" />
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||||
Elemental Mana
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="grid grid-cols-3 sm:grid-cols-4 md:grid-cols-6 gap-2">
|
||||
{Object.entries(ELEMENTS).map(([id, def]) => {
|
||||
const elem = store.elements[id];
|
||||
const isUnlocked = elem?.unlocked;
|
||||
|
||||
return (
|
||||
<div
|
||||
key={id}
|
||||
className={`p-2 rounded border ${
|
||||
isUnlocked ? 'border-gray-600' : 'border-gray-800 opacity-60'
|
||||
}`}
|
||||
style={{
|
||||
borderColor: isUnlocked ? def.color : undefined
|
||||
}}
|
||||
>
|
||||
<div className="flex items-center justify-between mb-1">
|
||||
<span style={{ color: def.color }}>{def.sym}</span>
|
||||
{!isUnlocked && (
|
||||
<Button
|
||||
size="sm"
|
||||
variant="ghost"
|
||||
className="h-5 w-5 p-0"
|
||||
onClick={() => handleUnlockElement(id)}
|
||||
>
|
||||
<Lock className="w-3 h-3" />
|
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</Button>
|
||||
)}
|
||||
</div>
|
||||
<div className="text-xs" style={{ color: def.color }}>{def.name}</div>
|
||||
{isUnlocked && (
|
||||
<div className="text-xs text-gray-400 mt-1">
|
||||
{elem.current.toFixed(0)}/{elem.max}
|
||||
</div>
|
||||
)}
|
||||
{isUnlocked && (
|
||||
<Button
|
||||
size="sm"
|
||||
variant="ghost"
|
||||
className="h-5 w-full mt-1 text-xs"
|
||||
onClick={() => handleAddElementalMana(id, 100)}
|
||||
>
|
||||
+100
|
||||
</Button>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,271 @@
|
||||
'use client';
|
||||
|
||||
import { useState } from 'react';
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { Separator } from '@/components/ui/separator';
|
||||
import { Switch } from '@/components/ui/switch';
|
||||
import { Label } from '@/components/ui/label';
|
||||
import {
|
||||
RotateCcw, AlertTriangle, Zap, Clock, Settings, Eye,
|
||||
Plus
|
||||
} from 'lucide-react';
|
||||
import type { GameStore } from '@/lib/game/types';
|
||||
import { fmt } from '@/lib/game/store';
|
||||
import { useDebug } from '@/lib/game/debug-context';
|
||||
|
||||
interface GameStateDebugProps {
|
||||
store: GameStore;
|
||||
}
|
||||
|
||||
export function GameStateDebug({ store }: GameStateDebugProps) {
|
||||
const [confirmReset, setConfirmReset] = useState(false);
|
||||
const { showComponentNames, toggleComponentNames } = useDebug();
|
||||
|
||||
const handleReset = () => {
|
||||
if (confirmReset) {
|
||||
store.resetGame();
|
||||
setConfirmReset(false);
|
||||
} else {
|
||||
setConfirmReset(true);
|
||||
setTimeout(() => setConfirmReset(false), 3000);
|
||||
}
|
||||
};
|
||||
|
||||
const handleAddMana = (amount: number) => {
|
||||
// Use gatherMana multiple times to add mana
|
||||
for (let i = 0; i < amount; i++) {
|
||||
store.gatherMana();
|
||||
}
|
||||
};
|
||||
|
||||
const handleSetTime = (day: number, hour: number) => {
|
||||
if (store.debugSetTime) {
|
||||
store.debugSetTime(day, hour);
|
||||
}
|
||||
};
|
||||
|
||||
return (
|
||||
<div className="space-y-4">
|
||||
{/* Warning Banner */}
|
||||
<Card className="bg-amber-900/20 border-amber-600/50">
|
||||
<CardContent className="pt-4">
|
||||
<div className="flex items-center gap-2 text-amber-400">
|
||||
<AlertTriangle className="w-5 h-5" />
|
||||
<span className="font-semibold">Debug Mode</span>
|
||||
</div>
|
||||
<p className="text-sm text-amber-300/70 mt-1">
|
||||
These tools are for development and testing. Using them may break game balance or save data.
|
||||
</p>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Display Options */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-cyan-400 text-sm flex items-center gap-2">
|
||||
<Eye className="w-4 h-4" />
|
||||
Display Options
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="flex items-center justify-between">
|
||||
<div className="space-y-0.5">
|
||||
<Label htmlFor="show-component-names" className="text-sm">Show Component Names</Label>
|
||||
<p className="text-xs text-gray-400">
|
||||
Display component names at the top of each component for debugging
|
||||
</p>
|
||||
</div>
|
||||
<Switch
|
||||
id="show-component-names"
|
||||
checked={showComponentNames}
|
||||
onCheckedChange={toggleComponentNames}
|
||||
/>
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
|
||||
{/* Game Reset */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-red-400 text-sm flex items-center gap-2">
|
||||
<RotateCcw className="w-4 h-4" />
|
||||
Game Reset
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-3">
|
||||
<p className="text-xs text-gray-400">
|
||||
Reset all game progress and start fresh. This cannot be undone.
|
||||
</p>
|
||||
<Button
|
||||
className={`w-full ${confirmReset ? 'bg-red-600 hover:bg-red-700' : 'bg-gray-700 hover:bg-gray-600'}`}
|
||||
onClick={handleReset}
|
||||
>
|
||||
{confirmReset ? (
|
||||
<>
|
||||
<AlertTriangle className="w-4 h-4 mr-2" />
|
||||
Click Again to Confirm Reset
|
||||
</>
|
||||
) : (
|
||||
<>
|
||||
<RotateCcw className="w-4 h-4 mr-2" />
|
||||
Reset Game
|
||||
</>
|
||||
)}
|
||||
</Button>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Mana Debug */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-blue-400 text-sm flex items-center gap-2">
|
||||
<Zap className="w-4 h-4" />
|
||||
Mana Debug
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-3">
|
||||
<div className="text-xs text-gray-400 mb-2">
|
||||
Current: {fmt(store.rawMana)} / {fmt(store.getMaxMana())}
|
||||
</div>
|
||||
<div className="flex gap-2 flex-wrap">
|
||||
<Button size="sm" variant="outline" onClick={() => handleAddMana(10)}>
|
||||
<Plus className="w-3 h-3 mr-1" /> +10
|
||||
</Button>
|
||||
<Button size="sm" variant="outline" onClick={() => handleAddMana(100)}>
|
||||
<Plus className="w-3 h-3 mr-1" /> +100
|
||||
</Button>
|
||||
<Button size="sm" variant="outline" onClick={() => handleAddMana(1000)}>
|
||||
<Plus className="w-3 h-3 mr-1" /> +1K
|
||||
</Button>
|
||||
<Button size="sm" variant="outline" onClick={() => handleAddMana(10000)}>
|
||||
<Plus className="w-3 h-3 mr-1" /> +10K
|
||||
</Button>
|
||||
</div>
|
||||
<Separator className="bg-gray-700" />
|
||||
<div className="text-xs text-gray-400">Fill to max:</div>
|
||||
<Button
|
||||
size="sm"
|
||||
className="w-full bg-blue-600 hover:bg-blue-700"
|
||||
onClick={() => {
|
||||
const max = store.getMaxMana();
|
||||
const current = store.rawMana;
|
||||
for (let i = 0; i < Math.floor(max - current); i++) {
|
||||
store.gatherMana();
|
||||
}
|
||||
}}
|
||||
>
|
||||
Fill Mana
|
||||
</Button>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Time Control */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm flex items-center gap-2">
|
||||
<Clock className="w-4 h-4" />
|
||||
Time Control
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-3">
|
||||
<div className="text-xs text-gray-400">
|
||||
Current: Day {store.day}, Hour {store.hour}
|
||||
</div>
|
||||
<div className="flex gap-2 flex-wrap">
|
||||
<Button size="sm" variant="outline" onClick={() => handleSetTime(1, 0)}>
|
||||
Day 1
|
||||
</Button>
|
||||
<Button size="sm" variant="outline" onClick={() => handleSetTime(10, 0)}>
|
||||
Day 10
|
||||
</Button>
|
||||
<Button size="sm" variant="outline" onClick={() => handleSetTime(20, 0)}>
|
||||
Day 20
|
||||
</Button>
|
||||
<Button size="sm" variant="outline" onClick={() => handleSetTime(30, 0)}>
|
||||
Day 30
|
||||
</Button>
|
||||
</div>
|
||||
<Separator className="bg-gray-700" />
|
||||
<div className="flex gap-2">
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => store.togglePause()}
|
||||
>
|
||||
{store.paused ? '▶ Resume' : '⏸ Pause'}
|
||||
</Button>
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Skills Debug - Quick Actions */}
|
||||
<Card className="bg-gray-900/80 border-gray-700 md:col-span-2">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-cyan-400 text-sm flex items-center gap-2">
|
||||
<Settings className="w-4 h-4" />
|
||||
Quick Actions
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="flex gap-2 flex-wrap">
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
// Unlock all base elements
|
||||
['fire', 'water', 'air', 'earth', 'light', 'dark', 'death'].forEach(e => {
|
||||
if (!store.elements[e]?.unlocked) {
|
||||
store.unlockElement(e);
|
||||
}
|
||||
});
|
||||
}}
|
||||
>
|
||||
Unlock All Base Elements
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
// Unlock utility elements (only transference remains)
|
||||
['transference'].forEach(e => {
|
||||
if (!store.elements[e]?.unlocked) {
|
||||
store.unlockElement(e);
|
||||
}
|
||||
});
|
||||
}}
|
||||
>
|
||||
Unlock Utility Elements
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
// Max floor
|
||||
if (store.debugSetFloor) {
|
||||
store.debugSetFloor(100);
|
||||
}
|
||||
}}
|
||||
>
|
||||
Skip to Floor 100
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
// Reset floor HP
|
||||
if (store.resetFloorHP) {
|
||||
store.resetFloorHP();
|
||||
}
|
||||
}}
|
||||
>
|
||||
Reset Floor HP
|
||||
</Button>
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
'use client';
|
||||
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { Bug } from 'lucide-react';
|
||||
import type { GameStore } from '@/lib/game/types';
|
||||
|
||||
interface GolemDebugProps {
|
||||
store: GameStore;
|
||||
}
|
||||
|
||||
export function GolemDebug({ store }: GolemDebugProps) {
|
||||
return (
|
||||
<Card className="bg-gray-900/80 border-gray-700 md:col-span-2">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-orange-400 text-sm flex items-center gap-2">
|
||||
<Bug className="w-4 h-4" />
|
||||
Golem Debug
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<p className="text-xs text-gray-400">
|
||||
Golem debugging tools will be added here.
|
||||
</p>
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,293 @@
|
||||
'use client';
|
||||
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { Separator } from '@/components/ui/separator';
|
||||
import { BookOpen } from 'lucide-react';
|
||||
import type { GameStore } from '@/lib/game/types';
|
||||
|
||||
interface SkillDebugProps {
|
||||
store: GameStore;
|
||||
}
|
||||
|
||||
export function SkillDebug({ store }: SkillDebugProps) {
|
||||
return (
|
||||
<Card className="bg-gray-900/80 border-gray-700 md:col-span-2">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-purple-400 text-sm flex items-center gap-2">
|
||||
<BookOpen className="w-4 h-4" />
|
||||
Skill Research Debug
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="space-y-3">
|
||||
{/* Enchanting Skills */}
|
||||
<div>
|
||||
<div className="text-xs text-gray-400 mb-2">Enchanting Skills:</div>
|
||||
<div className="flex gap-2 flex-wrap">
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
// Level up all enchanting skills by 1
|
||||
const enchantSkills = ['enchanting', 'efficientEnchant', 'disenchanting', 'enchantSpeed','essenceRefining'];
|
||||
enchantSkills.forEach(skillId => {
|
||||
if (store.skills[skillId] !== undefined) {
|
||||
store.skills[skillId] = Math.min((store.skills[skillId] || 0) + 1, 10);
|
||||
} else {
|
||||
store.skills[skillId] = 1;
|
||||
}
|
||||
});
|
||||
}}
|
||||
>
|
||||
+1 All Enchanting
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
// Max all enchanting skills
|
||||
const enchantSkills = ['enchanting', 'efficientEnchant', 'disenchanting', 'enchantSpeed','essenceRefining'];
|
||||
enchantSkills.forEach(skillId => {
|
||||
store.skills[skillId] = 10;
|
||||
});
|
||||
}}
|
||||
>
|
||||
Max All Enchanting
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Mana Skills */}
|
||||
<div>
|
||||
<div className="text-xs text-gray-400 mb-2">Mana Skills:</div>
|
||||
<div className="flex gap-2 flex-wrap">
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
const manaSkills = ['manaWell', 'manaFlow', 'elemAttune', 'manaOverflow'];
|
||||
manaSkills.forEach(skillId => {
|
||||
if (store.skills[skillId] !== undefined) {
|
||||
store.skills[skillId] = Math.min((store.skills[skillId] || 0) + 1, 10);
|
||||
} else {
|
||||
store.skills[skillId] = 1;
|
||||
}
|
||||
});
|
||||
}}
|
||||
>
|
||||
+1 All Mana
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
const manaSkills = ['manaWell', 'manaFlow', 'elemAttune', 'manaOverflow'];
|
||||
manaSkills.forEach(skillId => {
|
||||
store.skills[skillId] = 10;
|
||||
});
|
||||
}}
|
||||
>
|
||||
Max All Mana
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Study Skills */}
|
||||
<div>
|
||||
<div className="text-xs text-gray-400 mb-2">Study Skills:</div>
|
||||
<div className="flex gap-2 flex-wrap">
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
const studySkills = ['quickLearner', 'focusedMind', 'meditation', 'knowledgeRetention'];
|
||||
studySkills.forEach(skillId => {
|
||||
if (store.skills[skillId] !== undefined) {
|
||||
store.skills[skillId] = Math.min((store.skills[skillId] || 0) + 1, 10);
|
||||
} else {
|
||||
store.skills[skillId] = 1;
|
||||
}
|
||||
});
|
||||
}}
|
||||
>
|
||||
+1 All Study
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
const studySkills = ['quickLearner', 'focusedMind', 'meditation', 'knowledgeRetention'];
|
||||
studySkills.forEach(skillId => {
|
||||
store.skills[skillId] = 10;
|
||||
});
|
||||
}}
|
||||
>
|
||||
Max All Study
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Crafting Skills */}
|
||||
<div>
|
||||
<div className="text-xs text-gray-400 mb-2">Crafting Skills:</div>
|
||||
<div className="flex gap-2 flex-wrap">
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
const craftSkills = ['effCrafting', 'fieldRepair', 'elemCrafting'];
|
||||
craftSkills.forEach(skillId => {
|
||||
if (store.skills[skillId] !== undefined) {
|
||||
store.skills[skillId] = Math.min((store.skills[skillId] || 0) + 1, 10);
|
||||
} else {
|
||||
store.skills[skillId] = 1;
|
||||
}
|
||||
});
|
||||
}}
|
||||
>
|
||||
+1 All Crafting
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
const craftSkills = ['effCrafting', 'fieldRepair', 'elemCrafting'];
|
||||
craftSkills.forEach(skillId => {
|
||||
store.skills[skillId] = 10;
|
||||
});
|
||||
}}
|
||||
>
|
||||
Max All Crafting
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Research Effects */}
|
||||
<div>
|
||||
<div className="text-xs text-gray-400 mb-2">Research Effects:</div>
|
||||
<div className="flex gap-2 flex-wrap">
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
// Unlock all spell research
|
||||
const researchSkills = [
|
||||
'researchManaSpells', 'researchFireSpells', 'researchWaterSpells',
|
||||
'researchAirSpells', 'researchEarthSpells', 'researchLightSpells',
|
||||
'researchDarkSpells', 'researchLifeDeathSpells',
|
||||
'researchAdvancedFire', 'researchAdvancedWater', 'researchAdvancedAir',
|
||||
'researchAdvancedEarth', 'researchAdvancedLight', 'researchAdvancedDark',
|
||||
'researchMasterFire', 'researchMasterWater', 'researchMasterEarth',
|
||||
'researchDamageEffects', 'researchCombatEffects',
|
||||
'researchManaEffects', 'researchAdvancedManaEffects', 'researchUtilityEffects'
|
||||
];
|
||||
researchSkills.forEach(skillId => {
|
||||
store.skills[skillId] = 1;
|
||||
});
|
||||
}}
|
||||
>
|
||||
Unlock All Research
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
// Add all unlocked effects to unlockedEffects
|
||||
const effectIds = Object.keys(store.unlockedEffects || {});
|
||||
// Add spell effects, mana effects, combat effects, utility effects
|
||||
const allEffectIds = [
|
||||
// Spell effects
|
||||
'spell_manaBolt', 'spell_manaStrike', 'spell_fireball', 'spell_emberShot',
|
||||
'spell_waterJet', 'spell_iceShard', 'spell_gust', 'spell_windSlash',
|
||||
'spell_stoneBullet', 'spell_rockSpike', 'spell_lightLance', 'spell_radiance',
|
||||
'spell_shadowBolt', 'spell_darkPulse', 'spell_drain',
|
||||
// Tier 2 spells
|
||||
'spell_inferno', 'spell_flameWave', 'spell_tidalWave', 'spell_iceStorm',
|
||||
'spell_hurricane', 'spell_windBlade', 'spell_earthquake', 'spell_stoneBarrage',
|
||||
'spell_solarFlare', 'spell_divineSmite', 'spell_voidRift', 'spell_shadowStorm',
|
||||
// Tier 3 spells
|
||||
'spell_pyroclasm', 'spell_tsunami', 'spell_meteorStrike',
|
||||
// Lightning
|
||||
'spell_spark', 'spell_lightningBolt', 'spell_chainLightning',
|
||||
'spell_stormCall', 'spell_thunderStrike',
|
||||
// Metal and Sand
|
||||
'spell_metalShard', 'spell_ironFist', 'spell_steelTempest', 'spell_furnaceBlast',
|
||||
'spell_sandBlast', 'spell_sandstorm', 'spell_desertWind', 'spell_duneCollapse',
|
||||
// Mana effects
|
||||
'mana_cap_50', 'mana_cap_100', 'mana_regen_1', 'mana_regen_2', 'mana_regen_5',
|
||||
'click_mana_1', 'click_mana_3',
|
||||
// Combat effects
|
||||
'damage_5', 'damage_10', 'damage_pct_10', 'crit_5', 'attack_speed_10',
|
||||
// Utility effects
|
||||
'meditate_10', 'study_10', 'insight_5',
|
||||
// Special
|
||||
'spell_echo_10', 'guardian_dmg_10', 'overpower_80',
|
||||
// Weapon mana
|
||||
'weapon_mana_cap_20', 'weapon_mana_cap_50', 'weapon_mana_cap_100',
|
||||
'weapon_mana_regen_1', 'weapon_mana_regen_2', 'weapon_mana_regen_5',
|
||||
// Sword enchants
|
||||
'sword_fire', 'sword_frost', 'sword_lightning', 'sword_void'
|
||||
];
|
||||
allEffectIds.forEach(id => {
|
||||
if (!store.unlockedEffects.includes(id)) {
|
||||
store.unlockedEffects.push(id);
|
||||
}
|
||||
});
|
||||
}}
|
||||
>
|
||||
Unlock All Effects
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Max All */}
|
||||
<Separator className="bg-gray-700" />
|
||||
<div className="flex gap-2">
|
||||
<Button
|
||||
size="sm"
|
||||
className="bg-purple-600 hover:bg-purple-700"
|
||||
onClick={() => {
|
||||
// Max all skills
|
||||
Object.keys(store.skills).forEach(skillId => {
|
||||
const current = store.skills[skillId] || 0;
|
||||
if (current < 10) {
|
||||
store.skills[skillId] = 10;
|
||||
}
|
||||
});
|
||||
// Unlock all effects
|
||||
const allEffectIds = [
|
||||
'spell_manaBolt', 'spell_manaStrike', 'spell_fireball', 'spell_emberShot',
|
||||
'spell_waterJet', 'spell_iceShard', 'spell_gust', 'spell_windSlash',
|
||||
'spell_stoneBullet', 'spell_rockSpike', 'spell_lightLance', 'spell_radiance',
|
||||
'spell_shadowBolt', 'spell_darkPulse', 'spell_drain', 'spell_inferno',
|
||||
'spell_flameWave', 'spell_tidalWave', 'spell_iceStorm', 'spell_hurricane',
|
||||
'spell_windBlade', 'spell_earthquake', 'spell_stoneBarrage', 'spell_solarFlare',
|
||||
'spell_divineSmite', 'spell_voidRift', 'spell_shadowStorm', 'spell_pyroclasm',
|
||||
'spell_tsunami', 'spell_meteorStrike', 'spell_spark', 'spell_lightningBolt',
|
||||
'spell_chainLightning', 'spell_stormCall', 'spell_thunderStrike', 'spell_metalShard',
|
||||
'spell_ironFist', 'spell_steelTempest', 'spell_furnaceBlast', 'spell_sandBlast',
|
||||
'spell_sandstorm', 'spell_desertWind', 'spell_duneCollapse',
|
||||
'mana_cap_50', 'mana_cap_100', 'mana_regen_1', 'mana_regen_2', 'mana_regen_5',
|
||||
'click_mana_1', 'click_mana_3', 'damage_5', 'damage_10', 'damage_pct_10',
|
||||
'crit_5', 'attack_speed_10', 'meditate_10', 'study_10', 'insight_5',
|
||||
'spell_echo_10', 'guardian_dmg_10', 'overpower_80',
|
||||
'weapon_mana_cap_20', 'weapon_mana_cap_50', 'weapon_mana_cap_100',
|
||||
'weapon_mana_regen_1', 'weapon_mana_regen_2', 'weapon_mana_regen_5',
|
||||
'sword_fire', 'sword_frost', 'sword_lightning', 'sword_void'
|
||||
];
|
||||
allEffectIds.forEach(id => {
|
||||
if (!store.unlockedEffects.includes(id)) {
|
||||
store.unlockedEffects.push(id);
|
||||
}
|
||||
});
|
||||
}}
|
||||
>
|
||||
🚀 Max Everything
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,5 @@
|
||||
export { GameStateDebug } from './GameStateDebug';
|
||||
export { SkillDebug } from './SkillDebug';
|
||||
export { ElementDebug } from './ElementDebug';
|
||||
export { AttunementDebug } from './AttunementDebug';
|
||||
export { GolemDebug } from './GolemDebug';
|
||||
@@ -1,699 +1,30 @@
|
||||
'use client';
|
||||
|
||||
import { useState } from 'react';
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { Separator } from '@/components/ui/separator';
|
||||
import { Switch } from '@/components/ui/switch';
|
||||
import { Label } from '@/components/ui/label';
|
||||
import {
|
||||
RotateCcw, Bug, Plus, Minus, Lock, Unlock, Zap,
|
||||
Clock, Star, AlertTriangle, Sparkles, Settings, Eye, BookOpen
|
||||
} from 'lucide-react';
|
||||
import type { GameStore } from '@/lib/game/types';
|
||||
import { ATTUNEMENTS_DEF } from '@/lib/game/data/attunements';
|
||||
import { ELEMENTS } from '@/lib/game/constants';
|
||||
import { fmt } from '@/lib/game/store';
|
||||
import { useDebug } from '@/lib/game/debug-context';
|
||||
import {
|
||||
GameStateDebug,
|
||||
SkillDebug,
|
||||
ElementDebug,
|
||||
AttunementDebug,
|
||||
GolemDebug
|
||||
} from '@/components/game/debug';
|
||||
|
||||
interface DebugTabProps {
|
||||
store: GameStore;
|
||||
}
|
||||
|
||||
export function DebugTab({ store }: DebugTabProps) {
|
||||
const [confirmReset, setConfirmReset] = useState(false);
|
||||
const { showComponentNames, toggleComponentNames } = useDebug();
|
||||
|
||||
const handleReset = () => {
|
||||
if (confirmReset) {
|
||||
store.resetGame();
|
||||
setConfirmReset(false);
|
||||
} else {
|
||||
setConfirmReset(true);
|
||||
setTimeout(() => setConfirmReset(false), 3000);
|
||||
}
|
||||
};
|
||||
|
||||
const handleAddMana = (amount: number) => {
|
||||
// Use gatherMana multiple times to add mana
|
||||
for (let i = 0; i < amount; i++) {
|
||||
store.gatherMana();
|
||||
}
|
||||
};
|
||||
|
||||
const handleUnlockAttunement = (id: string) => {
|
||||
// Debug action to unlock attunements
|
||||
if (store.debugUnlockAttunement) {
|
||||
store.debugUnlockAttunement(id);
|
||||
}
|
||||
};
|
||||
|
||||
const handleUnlockElement = (element: string) => {
|
||||
store.unlockElement(element);
|
||||
};
|
||||
|
||||
const handleAddElementalMana = (element: string, amount: number) => {
|
||||
const elem = store.elements[element];
|
||||
if (elem?.unlocked) {
|
||||
// Add directly to element pool - need to implement in store
|
||||
if (store.debugAddElementalMana) {
|
||||
store.debugAddElementalMana(element, amount);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
const handleSetTime = (day: number, hour: number) => {
|
||||
if (store.debugSetTime) {
|
||||
store.debugSetTime(day, hour);
|
||||
}
|
||||
};
|
||||
|
||||
const handleAddAttunementXP = (id: string, amount: number) => {
|
||||
if (store.debugAddAttunementXP) {
|
||||
store.debugAddAttunementXP(id, amount);
|
||||
}
|
||||
};
|
||||
|
||||
return (
|
||||
<div className="space-y-4">
|
||||
{/* Warning Banner */}
|
||||
<Card className="bg-amber-900/20 border-amber-600/50">
|
||||
<CardContent className="pt-4">
|
||||
<div className="flex items-center gap-2 text-amber-400">
|
||||
<AlertTriangle className="w-5 h-5" />
|
||||
<span className="font-semibold">Debug Mode</span>
|
||||
</div>
|
||||
<p className="text-sm text-amber-300/70 mt-1">
|
||||
These tools are for development and testing. Using them may break game balance or save data.
|
||||
</p>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Display Options */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-cyan-400 text-sm flex items-center gap-2">
|
||||
<Eye className="w-4 h-4" />
|
||||
Display Options
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="flex items-center justify-between">
|
||||
<div className="space-y-0.5">
|
||||
<Label htmlFor="show-component-names" className="text-sm">Show Component Names</Label>
|
||||
<p className="text-xs text-gray-400">
|
||||
Display component names at the top of each component for debugging
|
||||
</p>
|
||||
</div>
|
||||
<Switch
|
||||
id="show-component-names"
|
||||
checked={showComponentNames}
|
||||
onCheckedChange={toggleComponentNames}
|
||||
/>
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
<GameStateDebug store={store} />
|
||||
|
||||
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
|
||||
{/* Game Reset */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-red-400 text-sm flex items-center gap-2">
|
||||
<RotateCcw className="w-4 h-4" />
|
||||
Game Reset
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-3">
|
||||
<p className="text-xs text-gray-400">
|
||||
Reset all game progress and start fresh. This cannot be undone.
|
||||
</p>
|
||||
<Button
|
||||
className={`w-full ${confirmReset ? 'bg-red-600 hover:bg-red-700' : 'bg-gray-700 hover:bg-gray-600'}`}
|
||||
onClick={handleReset}
|
||||
>
|
||||
{confirmReset ? (
|
||||
<>
|
||||
<AlertTriangle className="w-4 h-4 mr-2" />
|
||||
Click Again to Confirm Reset
|
||||
</>
|
||||
) : (
|
||||
<>
|
||||
<RotateCcw className="w-4 h-4 mr-2" />
|
||||
Reset Game
|
||||
</>
|
||||
)}
|
||||
</Button>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Mana Debug */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-blue-400 text-sm flex items-center gap-2">
|
||||
<Zap className="w-4 h-4" />
|
||||
Mana Debug
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-3">
|
||||
<div className="text-xs text-gray-400 mb-2">
|
||||
Current: {fmt(store.rawMana)} / {fmt(store.getMaxMana())}
|
||||
</div>
|
||||
<div className="flex gap-2 flex-wrap">
|
||||
<Button size="sm" variant="outline" onClick={() => handleAddMana(10)}>
|
||||
<Plus className="w-3 h-3 mr-1" /> +10
|
||||
</Button>
|
||||
<Button size="sm" variant="outline" onClick={() => handleAddMana(100)}>
|
||||
<Plus className="w-3 h-3 mr-1" /> +100
|
||||
</Button>
|
||||
<Button size="sm" variant="outline" onClick={() => handleAddMana(1000)}>
|
||||
<Plus className="w-3 h-3 mr-1" /> +1K
|
||||
</Button>
|
||||
<Button size="sm" variant="outline" onClick={() => handleAddMana(10000)}>
|
||||
<Plus className="w-3 h-3 mr-1" /> +10K
|
||||
</Button>
|
||||
</div>
|
||||
<Separator className="bg-gray-700" />
|
||||
<div className="text-xs text-gray-400">Fill to max:</div>
|
||||
<Button
|
||||
size="sm"
|
||||
className="w-full bg-blue-600 hover:bg-blue-700"
|
||||
onClick={() => {
|
||||
const max = store.getMaxMana();
|
||||
const current = store.rawMana;
|
||||
for (let i = 0; i < Math.floor(max - current); i++) {
|
||||
store.gatherMana();
|
||||
}
|
||||
}}
|
||||
>
|
||||
Fill Mana
|
||||
</Button>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Time Control */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm flex items-center gap-2">
|
||||
<Clock className="w-4 h-4" />
|
||||
Time Control
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-3">
|
||||
<div className="text-xs text-gray-400">
|
||||
Current: Day {store.day}, Hour {store.hour}
|
||||
</div>
|
||||
<div className="flex gap-2 flex-wrap">
|
||||
<Button size="sm" variant="outline" onClick={() => handleSetTime(1, 0)}>
|
||||
Day 1
|
||||
</Button>
|
||||
<Button size="sm" variant="outline" onClick={() => handleSetTime(10, 0)}>
|
||||
Day 10
|
||||
</Button>
|
||||
<Button size="sm" variant="outline" onClick={() => handleSetTime(20, 0)}>
|
||||
Day 20
|
||||
</Button>
|
||||
<Button size="sm" variant="outline" onClick={() => handleSetTime(30, 0)}>
|
||||
Day 30
|
||||
</Button>
|
||||
</div>
|
||||
<Separator className="bg-gray-700" />
|
||||
<div className="flex gap-2">
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => store.togglePause()}
|
||||
>
|
||||
{store.paused ? '▶ Resume' : '⏸ Pause'}
|
||||
</Button>
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Attunement Unlock */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-purple-400 text-sm flex items-center gap-2">
|
||||
<Sparkles className="w-4 h-4" />
|
||||
Attunements
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-3">
|
||||
{Object.entries(ATTUNEMENTS_DEF).map(([id, def]) => {
|
||||
const isActive = store.attunements?.[id]?.active;
|
||||
const level = store.attunements?.[id]?.level || 1;
|
||||
const xp = store.attunements?.[id]?.experience || 0;
|
||||
|
||||
return (
|
||||
<div key={id} className="flex items-center justify-between p-2 bg-gray-800/50 rounded">
|
||||
<div className="flex items-center gap-2">
|
||||
<span>{def.icon}</span>
|
||||
<div>
|
||||
<div className="text-sm font-medium">{def.name}</div>
|
||||
{isActive && (
|
||||
<div className="text-xs text-gray-400">Lv.{level} • {xp} XP</div>
|
||||
)}
|
||||
</div>
|
||||
</div>
|
||||
<div className="flex gap-1">
|
||||
{!isActive && (
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => handleUnlockAttunement(id)}
|
||||
>
|
||||
<Unlock className="w-3 h-3" />
|
||||
</Button>
|
||||
)}
|
||||
{isActive && (
|
||||
<>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => handleAddAttunementXP(id, 50)}
|
||||
>
|
||||
+50 XP
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => handleAddAttunementXP(id, 500)}
|
||||
>
|
||||
+500 XP
|
||||
</Button>
|
||||
</>
|
||||
)}
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Element Unlock */}
|
||||
<Card className="bg-gray-900/80 border-gray-700 md:col-span-2">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-green-400 text-sm flex items-center gap-2">
|
||||
<Star className="w-4 h-4" />
|
||||
Elemental Mana
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="grid grid-cols-3 sm:grid-cols-4 md:grid-cols-6 gap-2">
|
||||
{Object.entries(ELEMENTS).map(([id, def]) => {
|
||||
const elem = store.elements[id];
|
||||
const isUnlocked = elem?.unlocked;
|
||||
|
||||
return (
|
||||
<div
|
||||
key={id}
|
||||
className={`p-2 rounded border ${
|
||||
isUnlocked ? 'border-gray-600' : 'border-gray-800 opacity-60'
|
||||
}`}
|
||||
style={{
|
||||
borderColor: isUnlocked ? def.color : undefined
|
||||
}}
|
||||
>
|
||||
<div className="flex items-center justify-between mb-1">
|
||||
<span style={{ color: def.color }}>{def.sym}</span>
|
||||
{!isUnlocked && (
|
||||
<Button
|
||||
size="sm"
|
||||
variant="ghost"
|
||||
className="h-5 w-5 p-0"
|
||||
onClick={() => handleUnlockElement(id)}
|
||||
>
|
||||
<Lock className="w-3 h-3" />
|
||||
</Button>
|
||||
)}
|
||||
</div>
|
||||
<div className="text-xs" style={{ color: def.color }}>{def.name}</div>
|
||||
{isUnlocked && (
|
||||
<div className="text-xs text-gray-400 mt-1">
|
||||
{elem.current.toFixed(0)}/{elem.max}
|
||||
</div>
|
||||
)}
|
||||
{isUnlocked && (
|
||||
<Button
|
||||
size="sm"
|
||||
variant="ghost"
|
||||
className="h-5 w-full mt-1 text-xs"
|
||||
onClick={() => handleAddElementalMana(id, 100)}
|
||||
>
|
||||
+100
|
||||
</Button>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Skills Debug */}
|
||||
<Card className="bg-gray-900/80 border-gray-700 md:col-span-2">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-cyan-400 text-sm flex items-center gap-2">
|
||||
<Settings className="w-4 h-4" />
|
||||
Quick Actions
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="flex gap-2 flex-wrap">
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
// Unlock all base elements
|
||||
['fire', 'water', 'air', 'earth', 'light', 'dark', 'death'].forEach(e => {
|
||||
if (!store.elements[e]?.unlocked) {
|
||||
store.unlockElement(e);
|
||||
}
|
||||
});
|
||||
}}
|
||||
>
|
||||
Unlock All Base Elements
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
// Unlock utility elements (only transference remains)
|
||||
['transference'].forEach(e => {
|
||||
if (!store.elements[e]?.unlocked) {
|
||||
store.unlockElement(e);
|
||||
}
|
||||
});
|
||||
}}
|
||||
>
|
||||
Unlock Utility Elements
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
// Max floor
|
||||
if (store.debugSetFloor) {
|
||||
store.debugSetFloor(100);
|
||||
}
|
||||
}}
|
||||
>
|
||||
Skip to Floor 100
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
// Reset floor HP
|
||||
if (store.resetFloorHP) {
|
||||
store.resetFloorHP();
|
||||
}
|
||||
}}
|
||||
>
|
||||
Reset Floor HP
|
||||
</Button>
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Skill Research Debug */}
|
||||
<Card className="bg-gray-900/80 border-gray-700 md:col-span-2">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-purple-400 text-sm flex items-center gap-2">
|
||||
<BookOpen className="w-4 h-4" />
|
||||
Skill Research Debug
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="space-y-3">
|
||||
{/* Enchanting Skills */}
|
||||
<div>
|
||||
<div className="text-xs text-gray-400 mb-2">Enchanting Skills:</div>
|
||||
<div className="flex gap-2 flex-wrap">
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
// Level up all enchanting skills by 1
|
||||
const enchantSkills = ['enchanting', 'efficientEnchant', 'disenchanting', 'enchantSpeed','essenceRefining'];
|
||||
enchantSkills.forEach(skillId => {
|
||||
if (store.skills[skillId] !== undefined) {
|
||||
store.skills[skillId] = Math.min((store.skills[skillId] || 0) + 1, 10);
|
||||
} else {
|
||||
store.skills[skillId] = 1;
|
||||
}
|
||||
});
|
||||
}}
|
||||
>
|
||||
+1 All Enchanting
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
// Max all enchanting skills
|
||||
const enchantSkills = ['enchanting', 'efficientEnchant', 'disenchanting', 'enchantSpeed','essenceRefining'];
|
||||
enchantSkills.forEach(skillId => {
|
||||
store.skills[skillId] = 10;
|
||||
});
|
||||
}}
|
||||
>
|
||||
Max All Enchanting
|
||||
</Button>
|
||||
</div>
|
||||
<AttunementDebug store={store} />
|
||||
<ElementDebug store={store} />
|
||||
</div>
|
||||
|
||||
{/* Mana Skills */}
|
||||
<div>
|
||||
<div className="text-xs text-gray-400 mb-2">Mana Skills:</div>
|
||||
<div className="flex gap-2 flex-wrap">
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
const manaSkills = ['manaWell', 'manaFlow', 'elemAttune', 'manaOverflow'];
|
||||
manaSkills.forEach(skillId => {
|
||||
if (store.skills[skillId] !== undefined) {
|
||||
store.skills[skillId] = Math.min((store.skills[skillId] || 0) + 1, 10);
|
||||
} else {
|
||||
store.skills[skillId] = 1;
|
||||
}
|
||||
});
|
||||
}}
|
||||
>
|
||||
+1 All Mana
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
const manaSkills = ['manaWell', 'manaFlow', 'elemAttune', 'manaOverflow'];
|
||||
manaSkills.forEach(skillId => {
|
||||
store.skills[skillId] = 10;
|
||||
});
|
||||
}}
|
||||
>
|
||||
Max All Mana
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Study Skills */}
|
||||
<div>
|
||||
<div className="text-xs text-gray-400 mb-2">Study Skills:</div>
|
||||
<div className="flex gap-2 flex-wrap">
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
const studySkills = ['quickLearner', 'focusedMind', 'meditation', 'knowledgeRetention'];
|
||||
studySkills.forEach(skillId => {
|
||||
if (store.skills[skillId] !== undefined) {
|
||||
store.skills[skillId] = Math.min((store.skills[skillId] || 0) + 1, 10);
|
||||
} else {
|
||||
store.skills[skillId] = 1;
|
||||
}
|
||||
});
|
||||
}}
|
||||
>
|
||||
+1 All Study
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
const studySkills = ['quickLearner', 'focusedMind', 'meditation', 'knowledgeRetention'];
|
||||
studySkills.forEach(skillId => {
|
||||
store.skills[skillId] = 10;
|
||||
});
|
||||
}}
|
||||
>
|
||||
Max All Study
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Crafting Skills */}
|
||||
<div>
|
||||
<div className="text-xs text-gray-400 mb-2">Crafting Skills:</div>
|
||||
<div className="flex gap-2 flex-wrap">
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
const craftSkills = ['effCrafting', 'fieldRepair', 'elemCrafting'];
|
||||
craftSkills.forEach(skillId => {
|
||||
if (store.skills[skillId] !== undefined) {
|
||||
store.skills[skillId] = Math.min((store.skills[skillId] || 0) + 1, 10);
|
||||
} else {
|
||||
store.skills[skillId] = 1;
|
||||
}
|
||||
});
|
||||
}}
|
||||
>
|
||||
+1 All Crafting
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
const craftSkills = ['effCrafting', 'fieldRepair', 'elemCrafting'];
|
||||
craftSkills.forEach(skillId => {
|
||||
store.skills[skillId] = 10;
|
||||
});
|
||||
}}
|
||||
>
|
||||
Max All Crafting
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Research Effects */}
|
||||
<div>
|
||||
<div className="text-xs text-gray-400 mb-2">Research Effects:</div>
|
||||
<div className="flex gap-2 flex-wrap">
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
// Unlock all spell research
|
||||
const researchSkills = [
|
||||
'researchManaSpells', 'researchFireSpells', 'researchWaterSpells',
|
||||
'researchAirSpells', 'researchEarthSpells', 'researchLightSpells',
|
||||
'researchDarkSpells', 'researchLifeDeathSpells',
|
||||
'researchAdvancedFire', 'researchAdvancedWater', 'researchAdvancedAir',
|
||||
'researchAdvancedEarth', 'researchAdvancedLight', 'researchAdvancedDark',
|
||||
'researchMasterFire', 'researchMasterWater', 'researchMasterEarth',
|
||||
'researchDamageEffects', 'researchCombatEffects',
|
||||
'researchManaEffects', 'researchAdvancedManaEffects', 'researchUtilityEffects'
|
||||
];
|
||||
researchSkills.forEach(skillId => {
|
||||
store.skills[skillId] = 1;
|
||||
});
|
||||
}}
|
||||
>
|
||||
Unlock All Research
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
// Add all unlocked effects to unlockedEffects
|
||||
const effectIds = Object.keys(store.unlockedEffects || {});
|
||||
// Add spell effects, mana effects, combat effects, utility effects
|
||||
const allEffectIds = [
|
||||
// Spell effects
|
||||
'spell_manaBolt', 'spell_manaStrike', 'spell_fireball', 'spell_emberShot',
|
||||
'spell_waterJet', 'spell_iceShard', 'spell_gust', 'spell_windSlash',
|
||||
'spell_stoneBullet', 'spell_rockSpike', 'spell_lightLance', 'spell_radiance',
|
||||
'spell_shadowBolt', 'spell_darkPulse', 'spell_drain',
|
||||
// Tier 2 spells
|
||||
'spell_inferno', 'spell_flameWave', 'spell_tidalWave', 'spell_iceStorm',
|
||||
'spell_hurricane', 'spell_windBlade', 'spell_earthquake', 'spell_stoneBarrage',
|
||||
'spell_solarFlare', 'spell_divineSmite', 'spell_voidRift', 'spell_shadowStorm',
|
||||
// Tier 3 spells
|
||||
'spell_pyroclasm', 'spell_tsunami', 'spell_meteorStrike',
|
||||
// Lightning
|
||||
'spell_spark', 'spell_lightningBolt', 'spell_chainLightning',
|
||||
'spell_stormCall', 'spell_thunderStrike',
|
||||
// Metal and Sand
|
||||
'spell_metalShard', 'spell_ironFist', 'spell_steelTempest', 'spell_furnaceBlast',
|
||||
'spell_sandBlast', 'spell_sandstorm', 'spell_desertWind', 'spell_duneCollapse',
|
||||
// Mana effects
|
||||
'mana_cap_50', 'mana_cap_100', 'mana_regen_1', 'mana_regen_2', 'mana_regen_5',
|
||||
'click_mana_1', 'click_mana_3',
|
||||
// Combat effects
|
||||
'damage_5', 'damage_10', 'damage_pct_10', 'crit_5', 'attack_speed_10',
|
||||
// Utility effects
|
||||
'meditate_10', 'study_10', 'insight_5',
|
||||
// Special
|
||||
'spell_echo_10', 'guardian_dmg_10', 'overpower_80',
|
||||
// Weapon mana
|
||||
'weapon_mana_cap_20', 'weapon_mana_cap_50', 'weapon_mana_cap_100',
|
||||
'weapon_mana_regen_1', 'weapon_mana_regen_2', 'weapon_mana_regen_5',
|
||||
// Sword enchants
|
||||
'sword_fire', 'sword_frost', 'sword_lightning', 'sword_void'
|
||||
];
|
||||
allEffectIds.forEach(id => {
|
||||
if (!store.unlockedEffects.includes(id)) {
|
||||
store.unlockedEffects.push(id);
|
||||
}
|
||||
});
|
||||
}}
|
||||
>
|
||||
Unlock All Effects
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Max All */}
|
||||
<Separator className="bg-gray-700" />
|
||||
<div className="flex gap-2">
|
||||
<Button
|
||||
size="sm"
|
||||
className="bg-purple-600 hover:bg-purple-700"
|
||||
onClick={() => {
|
||||
// Max all skills
|
||||
Object.keys(store.skills).forEach(skillId => {
|
||||
const current = store.skills[skillId] || 0;
|
||||
if (current < 10) {
|
||||
store.skills[skillId] = 10;
|
||||
}
|
||||
});
|
||||
// Unlock all effects
|
||||
const allEffectIds = [
|
||||
'spell_manaBolt', 'spell_manaStrike', 'spell_fireball', 'spell_emberShot',
|
||||
'spell_waterJet', 'spell_iceShard', 'spell_gust', 'spell_windSlash',
|
||||
'spell_stoneBullet', 'spell_rockSpike', 'spell_lightLance', 'spell_radiance',
|
||||
'spell_shadowBolt', 'spell_darkPulse', 'spell_drain', 'spell_inferno',
|
||||
'spell_flameWave', 'spell_tidalWave', 'spell_iceStorm', 'spell_hurricane',
|
||||
'spell_windBlade', 'spell_earthquake', 'spell_stoneBarrage', 'spell_solarFlare',
|
||||
'spell_divineSmite', 'spell_voidRift', 'spell_shadowStorm', 'spell_pyroclasm',
|
||||
'spell_tsunami', 'spell_meteorStrike', 'spell_spark', 'spell_lightningBolt',
|
||||
'spell_chainLightning', 'spell_stormCall', 'spell_thunderStrike', 'spell_metalShard',
|
||||
'spell_ironFist', 'spell_steelTempest', 'spell_furnaceBlast', 'spell_sandBlast',
|
||||
'spell_sandstorm', 'spell_desertWind', 'spell_duneCollapse',
|
||||
'mana_cap_50', 'mana_cap_100', 'mana_regen_1', 'mana_regen_2', 'mana_regen_5',
|
||||
'click_mana_1', 'click_mana_3', 'damage_5', 'damage_10', 'damage_pct_10',
|
||||
'crit_5', 'attack_speed_10', 'meditate_10', 'study_10', 'insight_5',
|
||||
'spell_echo_10', 'guardian_dmg_10', 'overpower_80',
|
||||
'weapon_mana_cap_20', 'weapon_mana_cap_50', 'weapon_mana_cap_100',
|
||||
'weapon_mana_regen_1', 'weapon_mana_regen_2', 'weapon_mana_regen_5',
|
||||
'sword_fire', 'sword_frost', 'sword_lightning', 'sword_void'
|
||||
];
|
||||
allEffectIds.forEach(id => {
|
||||
if (!store.unlockedEffects.includes(id)) {
|
||||
store.unlockedEffects.push(id);
|
||||
}
|
||||
});
|
||||
}}
|
||||
>
|
||||
🚀 Max Everything
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
<SkillDebug store={store} />
|
||||
<GolemDebug store={store} />
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
@@ -5,7 +5,7 @@ import { create } from 'zustand';
|
||||
import { persist } from 'zustand/middleware';
|
||||
import { SPELLS_DEF, GUARDIANS, HOURS_PER_TICK } from '../constants';
|
||||
import type { GameAction, SpellState } from '../types';
|
||||
import { getFloorMaxHP, getFloorElement, calcDamage } from '../utils';
|
||||
import { getFloorMaxHP, getFloorElement, calcDamage, canAffordSpellCost, deductSpellCost } from '../utils';
|
||||
import { usePrestigeStore } from './prestigeStore';
|
||||
|
||||
export interface CombatState {
|
||||
@@ -141,15 +141,16 @@ export const useCombatStore = create<CombatState>()(
|
||||
) => {
|
||||
const state = get();
|
||||
const logMessages: string[] = [];
|
||||
let totalManaGathered = 0;
|
||||
|
||||
if (state.currentAction !== 'climb') {
|
||||
return { rawMana, elements, logMessages };
|
||||
return { rawMana, elements, logMessages, totalManaGathered };
|
||||
}
|
||||
|
||||
const spellId = state.activeSpell;
|
||||
const spellDef = SPELLS_DEF[spellId];
|
||||
if (!spellDef) {
|
||||
return { rawMana, elements, logMessages };
|
||||
return { rawMana, elements, logMessages, totalManaGathered };
|
||||
}
|
||||
|
||||
// Calculate cast speed
|
||||
@@ -164,28 +165,14 @@ export const useCombatStore = create<CombatState>()(
|
||||
let floorMaxHP = state.floorMaxHP;
|
||||
|
||||
// Process complete casts
|
||||
while (castProgress >= 1) {
|
||||
// Check if we can afford the spell
|
||||
const cost = spellDef.cost;
|
||||
let canCast = false;
|
||||
while (castProgress >= 1 && canAffordSpellCost(spellDef.cost, rawMana, elements)) {
|
||||
// Deduct spell cost
|
||||
const afterCost = deductSpellCost(spellDef.cost, rawMana, elements);
|
||||
rawMana = afterCost.rawMana;
|
||||
elements = afterCost.elements;
|
||||
totalManaGathered += spellDef.cost.amount;
|
||||
|
||||
if (cost.type === 'raw') {
|
||||
canCast = rawMana >= cost.amount;
|
||||
if (canCast) rawMana -= cost.amount;
|
||||
} else if (cost.element) {
|
||||
const elem = elements[cost.element];
|
||||
canCast = elem && elem.unlocked && elem.current >= cost.amount;
|
||||
if (canCast) {
|
||||
elements = {
|
||||
...elements,
|
||||
[cost.element]: { ...elem, current: elem.current - cost.amount },
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
if (!canCast) break;
|
||||
|
||||
// Calculate damage
|
||||
// Calculate base damage
|
||||
const floorElement = getFloorElement(currentFloor);
|
||||
const damage = calcDamage(
|
||||
{ skills, signedPacts: usePrestigeStore.getState().signedPacts },
|
||||
@@ -193,8 +180,14 @@ export const useCombatStore = create<CombatState>()(
|
||||
floorElement
|
||||
);
|
||||
|
||||
// Let gameStore apply damage modifiers (executioner, berserker, spell echo)
|
||||
const result = onDamageDealt(damage);
|
||||
rawMana = result.rawMana;
|
||||
elements = result.elements;
|
||||
const finalDamage = result.modifiedDamage || damage;
|
||||
|
||||
// Apply damage
|
||||
floorHP = Math.max(0, floorHP - damage);
|
||||
floorHP = Math.max(0, floorHP - finalDamage);
|
||||
castProgress -= 1;
|
||||
|
||||
// Check if floor is cleared
|
||||
@@ -223,7 +216,7 @@ export const useCombatStore = create<CombatState>()(
|
||||
castProgress,
|
||||
});
|
||||
|
||||
return { rawMana, elements, logMessages };
|
||||
return { rawMana, elements, logMessages, totalManaGathered };
|
||||
},
|
||||
|
||||
resetCombat: (startFloor: number, spellsToKeep: string[] = []) => {
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
|
||||
import { create } from 'zustand';
|
||||
import { persist } from 'zustand/middleware';
|
||||
import { TICK_MS, HOURS_PER_TICK, MAX_DAY, SPELLS_DEF, GUARDIANS, ELEMENTS, BASE_UNLOCKED_ELEMENTS, getStudySpeedMultiplier } from '../constants';
|
||||
import { TICK_MS, HOURS_PER_TICK, MAX_DAY, SPELLS_DEF, GUARDIANS, getStudySpeedMultiplier } from '../constants';
|
||||
import { computeEffects, hasSpecial, SPECIAL_EFFECTS } from '../upgrade-effects';
|
||||
import {
|
||||
computeMaxMana,
|
||||
@@ -16,13 +16,13 @@ import {
|
||||
calcInsight,
|
||||
calcDamage,
|
||||
deductSpellCost,
|
||||
canAffordSpellCost,
|
||||
} from '../utils';
|
||||
import { useUIStore } from './uiStore';
|
||||
import { usePrestigeStore } from './prestigeStore';
|
||||
import { useManaStore } from './manaStore';
|
||||
import { useSkillStore } from './skillStore';
|
||||
import { useCombatStore, makeInitialSpells } from './combatStore';
|
||||
import type { Memory } from '../types';
|
||||
|
||||
export interface GameCoordinatorState {
|
||||
day: number;
|
||||
@@ -37,7 +37,6 @@ export interface GameCoordinatorStore extends GameCoordinatorState {
|
||||
resetGame: () => void;
|
||||
togglePause: () => void;
|
||||
startNewLoop: () => void;
|
||||
gatherMana: () => void;
|
||||
initGame: () => void;
|
||||
}
|
||||
|
||||
@@ -49,21 +48,6 @@ const initialState: GameCoordinatorState = {
|
||||
initialized: false,
|
||||
};
|
||||
|
||||
// Helper function for checking spell cost affordability
|
||||
function canAffordSpell(
|
||||
cost: { type: string; element?: string; amount: number },
|
||||
rawMana: number,
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>
|
||||
): boolean {
|
||||
if (cost.type === 'raw') {
|
||||
return rawMana >= cost.amount;
|
||||
} else if (cost.element) {
|
||||
const elem = elements[cost.element];
|
||||
return elem && elem.unlocked && elem.current >= cost.amount;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
export const useGameStore = create<GameCoordinatorStore>()(
|
||||
persist(
|
||||
(set, get) => ({
|
||||
@@ -187,25 +171,12 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
}
|
||||
}
|
||||
|
||||
// Convert action - auto convert mana
|
||||
// Convert action - delegate to manaStore
|
||||
if (combatState.currentAction === 'convert') {
|
||||
const unlockedElements = Object.entries(elements)
|
||||
.filter(([, e]) => e.unlocked && e.current < e.max);
|
||||
|
||||
if (unlockedElements.length > 0 && rawMana >= 100) {
|
||||
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 / 100),
|
||||
targetState.max - targetState.current
|
||||
);
|
||||
if (canConvert > 0) {
|
||||
rawMana -= canConvert * 100;
|
||||
elements = {
|
||||
...elements,
|
||||
[targetId]: { ...targetState, current: targetState.current + canConvert }
|
||||
};
|
||||
}
|
||||
const convertResult = useManaStore.getState().processConvertAction(rawMana);
|
||||
if (convertResult) {
|
||||
rawMana = convertResult.rawMana;
|
||||
elements = convertResult.elements;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -228,41 +199,27 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
}
|
||||
}
|
||||
|
||||
// Combat
|
||||
let { currentFloor, floorHP, floorMaxHP, maxFloorReached, castProgress } = combatState;
|
||||
const floorElement = getFloorElement(currentFloor);
|
||||
|
||||
// Combat - delegate to combatStore
|
||||
if (combatState.currentAction === 'climb') {
|
||||
const spellId = combatState.activeSpell;
|
||||
const spellDef = SPELLS_DEF[spellId];
|
||||
|
||||
if (spellDef) {
|
||||
const baseAttackSpeed = 1 + (skillState.skills.quickCast || 0) * 0.05;
|
||||
const totalAttackSpeed = baseAttackSpeed * effects.attackSpeedMultiplier;
|
||||
const spellCastSpeed = spellDef.castSpeed || 1;
|
||||
const progressPerTick = HOURS_PER_TICK * spellCastSpeed * totalAttackSpeed;
|
||||
|
||||
castProgress = (castProgress || 0) + progressPerTick;
|
||||
|
||||
// Process complete casts
|
||||
while (castProgress >= 1 && canAffordSpell(spellDef.cost, rawMana, elements)) {
|
||||
const afterCost = deductSpellCost(spellDef.cost, rawMana, elements);
|
||||
rawMana = afterCost.rawMana;
|
||||
elements = afterCost.elements;
|
||||
totalManaGathered += spellDef.cost.amount;
|
||||
|
||||
// Calculate damage
|
||||
let dmg = calcDamage(
|
||||
{ skills: skillState.skills, signedPacts: prestigeState.signedPacts },
|
||||
spellId,
|
||||
floorElement
|
||||
);
|
||||
|
||||
const combatResult = useCombatStore.getState().processCombatTick(
|
||||
skillState.skills,
|
||||
rawMana,
|
||||
elements,
|
||||
maxMana,
|
||||
effects.attackSpeedMultiplier,
|
||||
(floor, wasGuardian) => {
|
||||
if (wasGuardian) {
|
||||
addLog(`⚔️ ${GUARDIANS[floor]?.name || 'Guardian'} defeated! Visit the Grimoire to sign a pact.`);
|
||||
} else if (floor % 5 === 0) {
|
||||
addLog(`🏰 Floor ${floor} cleared!`);
|
||||
}
|
||||
},
|
||||
(damage) => {
|
||||
// Apply upgrade damage multipliers and bonuses
|
||||
dmg = dmg * effects.baseDamageMultiplier + effects.baseDamageBonus;
|
||||
let dmg = damage * effects.baseDamageMultiplier + effects.baseDamageBonus;
|
||||
|
||||
// Executioner: +100% damage to enemies below 25% HP
|
||||
if (hasSpecial(effects, SPECIAL_EFFECTS.EXECUTIONER) && floorHP / floorMaxHP < 0.25) {
|
||||
if (hasSpecial(effects, SPECIAL_EFFECTS.EXECUTIONER) && combatState.floorHP / combatState.floorMaxHP < 0.25) {
|
||||
dmg *= 2;
|
||||
}
|
||||
|
||||
@@ -278,34 +235,17 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
addLog(`✨ Spell Echo! Double damage!`);
|
||||
}
|
||||
|
||||
// Apply damage
|
||||
floorHP = Math.max(0, floorHP - dmg);
|
||||
castProgress -= 1;
|
||||
return { rawMana, elements, modifiedDamage: dmg };
|
||||
}
|
||||
);
|
||||
|
||||
if (floorHP <= 0) {
|
||||
// Floor cleared
|
||||
const wasGuardian = GUARDIANS[currentFloor];
|
||||
if (wasGuardian && !prestigeState.defeatedGuardians.includes(currentFloor) && !prestigeState.signedPacts.includes(currentFloor)) {
|
||||
usePrestigeStore.getState().addDefeatedGuardian(currentFloor);
|
||||
addLog(`⚔️ ${wasGuardian.name} defeated! Visit the Grimoire to sign a pact.`);
|
||||
} else if (!wasGuardian) {
|
||||
if (currentFloor % 5 === 0) {
|
||||
addLog(`🏰 Floor ${currentFloor} cleared!`);
|
||||
}
|
||||
}
|
||||
rawMana = combatResult.rawMana;
|
||||
elements = combatResult.elements;
|
||||
totalManaGathered += combatResult.totalManaGathered || 0;
|
||||
|
||||
currentFloor = currentFloor + 1;
|
||||
if (currentFloor > 100) {
|
||||
currentFloor = 100;
|
||||
}
|
||||
floorMaxHP = getFloorMaxHP(currentFloor);
|
||||
floorHP = floorMaxHP;
|
||||
maxFloorReached = Math.max(maxFloorReached, currentFloor);
|
||||
castProgress = 0;
|
||||
|
||||
useCombatStore.getState().advanceFloor();
|
||||
}
|
||||
}
|
||||
// Log any messages from combat
|
||||
if (combatResult.logMessages) {
|
||||
combatResult.logMessages.forEach(msg => addLog(msg));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -317,13 +257,6 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
elements,
|
||||
});
|
||||
|
||||
useCombatStore.setState({
|
||||
floorHP,
|
||||
floorMaxHP,
|
||||
maxFloorReached,
|
||||
castProgress,
|
||||
});
|
||||
|
||||
set({
|
||||
day,
|
||||
hour,
|
||||
@@ -331,6 +264,33 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
});
|
||||
},
|
||||
|
||||
resetGame: () => {
|
||||
// Clear all persisted state
|
||||
localStorage.removeItem('mana-loop-ui-storage');
|
||||
localStorage.removeItem('mana-loop-prestige-storage');
|
||||
localStorage.removeItem('mana-loop-mana-storage');
|
||||
localStorage.removeItem('mana-loop-skill-storage');
|
||||
localStorage.removeItem('mana-loop-combat-storage');
|
||||
localStorage.removeItem('mana-loop-game-storage');
|
||||
|
||||
const startFloor = 1;
|
||||
|
||||
useUIStore.getState().resetUI();
|
||||
usePrestigeStore.getState().resetPrestige();
|
||||
useManaStore.getState().resetMana({}, {}, {}, {});
|
||||
useSkillStore.getState().resetSkills();
|
||||
useCombatStore.getState().resetCombat(startFloor);
|
||||
|
||||
set({
|
||||
...initialState,
|
||||
initialized: true,
|
||||
});
|
||||
},
|
||||
|
||||
togglePause: () => {
|
||||
useUIStore.getState().togglePause();
|
||||
},
|
||||
|
||||
gatherMana: () => {
|
||||
const skillState = useSkillStore.getState();
|
||||
const manaState = useManaStore.getState();
|
||||
@@ -351,47 +311,7 @@ export const useGameStore = create<GameCoordinatorStore>()(
|
||||
effects
|
||||
);
|
||||
|
||||
useManaStore.setState({
|
||||
rawMana: Math.min(manaState.rawMana + cm, max),
|
||||
totalManaGathered: manaState.totalManaGathered + cm,
|
||||
});
|
||||
},
|
||||
|
||||
resetGame: () => {
|
||||
// Clear all persisted state
|
||||
localStorage.removeItem('mana-loop-ui-storage');
|
||||
localStorage.removeItem('mana-loop-prestige-storage');
|
||||
localStorage.removeItem('mana-loop-mana-storage');
|
||||
localStorage.removeItem('mana-loop-skill-storage');
|
||||
localStorage.removeItem('mana-loop-combat-storage');
|
||||
localStorage.removeItem('mana-loop-game-storage');
|
||||
|
||||
const startFloor = 1;
|
||||
const elemMax = 10;
|
||||
|
||||
const elements: Record<string, { current: number; max: number; unlocked: boolean }> = {};
|
||||
Object.keys(ELEMENTS).forEach((k) => {
|
||||
elements[k] = {
|
||||
current: 0,
|
||||
max: elemMax,
|
||||
unlocked: BASE_UNLOCKED_ELEMENTS.includes(k),
|
||||
};
|
||||
});
|
||||
|
||||
useUIStore.getState().resetUI();
|
||||
usePrestigeStore.getState().resetPrestige();
|
||||
useManaStore.getState().resetMana({}, {}, {}, {});
|
||||
useSkillStore.getState().resetSkills();
|
||||
useCombatStore.getState().resetCombat(startFloor);
|
||||
|
||||
set({
|
||||
...initialState,
|
||||
initialized: true,
|
||||
});
|
||||
},
|
||||
|
||||
togglePause: () => {
|
||||
useUIStore.getState().togglePause();
|
||||
useManaStore.getState().gatherMana(cm, max);
|
||||
},
|
||||
|
||||
startNewLoop: () => {
|
||||
|
||||
@@ -31,6 +31,9 @@ export interface ManaState {
|
||||
setElementMax: (max: number) => void;
|
||||
craftComposite: (target: string, recipe: string[]) => boolean;
|
||||
|
||||
// Helper for gameStore coordination
|
||||
processConvertAction: (rawMana: number) => { rawMana: number; elements: Record<string, ElementState> } | null;
|
||||
|
||||
// Reset
|
||||
resetMana: (
|
||||
prestigeUpgrades: Record<string, number>,
|
||||
@@ -214,6 +217,33 @@ export const useManaStore = create<ManaState>()(
|
||||
return true;
|
||||
},
|
||||
|
||||
processConvertAction: (rawMana: number) => {
|
||||
const state = get();
|
||||
const elements = { ...state.elements };
|
||||
|
||||
const unlockedElements = Object.entries(elements)
|
||||
.filter(([, e]) => e.unlocked && e.current < e.max);
|
||||
|
||||
if (unlockedElements.length === 0 || rawMana < 100) return null;
|
||||
|
||||
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 / 100),
|
||||
targetState.max - targetState.current
|
||||
);
|
||||
|
||||
if (canConvert <= 0) return null;
|
||||
|
||||
rawMana -= canConvert * 100;
|
||||
const updatedElements = {
|
||||
...elements,
|
||||
[targetId]: { ...targetState, current: targetState.current + canConvert }
|
||||
};
|
||||
|
||||
return { rawMana, elements: updatedElements };
|
||||
},
|
||||
|
||||
resetMana: (
|
||||
prestigeUpgrades: Record<string, number>,
|
||||
skills: Record<string, number> = {},
|
||||
|
||||
Reference in New Issue
Block a user