fix: lootInventory, prestige, golemancy, attunementStore export, debug components
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Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m21s
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@@ -11,16 +11,16 @@ import { CRAFTING_RECIPES, canCraftRecipe } from '@/lib/game/data/crafting-recip
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import { LOOT_DROPS, RARITY_COLORS } from '@/lib/game/data/loot-drops';
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import type { EquipmentInstance, AppliedEnchantment, LootInventory, EquipmentCraftingProgress } from '@/lib/game/types';
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import { fmt } from '@/lib/game/stores';
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import { useGameStore } from '@/lib/game/stores';
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import { useGameStore, useCraftingStore } from '@/lib/game/stores';
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export function EquipmentCrafter() {
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const lootInventory = useGameStore((s) => s.lootInventory);
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const lootInventory = useCraftingStore((s) => s.lootInventory);
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const equipmentCraftingProgress = useGameStore((s) => s.equipmentCraftingProgress);
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const rawMana = useGameStore((s) => s.rawMana);
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const currentAction = useGameStore((s) => s.currentAction);
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const startCraftingEquipment = useGameStore((s) => s.startCraftingEquipment);
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const cancelEquipmentCrafting = useGameStore((s) => s.cancelEquipmentCrafting);
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const deleteMaterial = useGameStore((s) => s.deleteMaterial);
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const deleteMaterial = useCraftingStore((s) => s.deleteMaterial);
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return (
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<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
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@@ -10,7 +10,7 @@ import {
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RotateCcw, AlertTriangle, Zap, Clock, Settings, Eye,
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} from 'lucide-react';
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import { useDebug } from '@/lib/game/debug-context';
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import { useGameStore, useManaStore } from '@/lib/game/stores';
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import { useGameStore, useManaStore, useUIStore, useCombatStore } from '@/lib/game/stores';
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import { computeMaxMana } from '@/lib/game/stores';
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export function GameStateDebug() {
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@@ -24,14 +24,14 @@ export function GameStateDebug() {
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const gatherMana = useGameStore((s) => s.gatherMana);
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const day = useGameStore((s) => s.day);
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const hour = useGameStore((s) => s.hour);
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const paused = useGameStore((s) => s.paused);
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const togglePause = useGameStore((s) => s.togglePause);
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const paused = useUIStore((s) => s.paused);
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const togglePause = useUIStore((s) => s.togglePause);
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// Get actions from stores
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const resetGame = useGameStore((s) => s.resetGame);
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const setTime = useGameStore((s) => s.debugSetTime);
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const setFloor = useGameStore((s) => s.debugSetFloor);
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const resetHP = useGameStore((s) => s.resetFloorHP);
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const setTime = useCombatStore((s) => s.debugSetTime);
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const setFloor = useCombatStore((s) => s.debugSetFloor);
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const resetHP = useCombatStore((s) => s.resetFloorHP);
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const handleReset = () => {
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if (confirmReset) {
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@@ -3,25 +3,29 @@
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import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
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import { Button } from '@/components/ui/button';
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import { Bug } from 'lucide-react';
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import { useGameStore } from '@/lib/game/stores';
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import { usePrestigeStore, useManaStore, useUIStore } from '@/lib/game/stores';
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import { GUARDIANS, ELEMENTS } from '@/lib/game/constants';
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export function PactDebug() {
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// Get state from the main game store where pacts are stored
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const store = useGameStore();
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const signedPacts = useGameStore((s) => s.signedPacts);
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const signedPactDetails = useGameStore((s) => s.signedPactDetails);
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const elements = useGameStore((s) => s.elements);
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const prestigeUpgrades = useGameStore((s) => s.prestigeUpgrades);
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// Get state from modular stores
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const signedPacts = usePrestigeStore((s) => s.signedPacts);
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const signedPactDetails = usePrestigeStore((s) => s.signedPactDetails);
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const elements = useManaStore((s) => s.elements);
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const prestigeUpgrades = usePrestigeStore((s) => s.prestigeUpgrades);
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// Get actions
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const addSignedPact = usePrestigeStore((s) => s.addSignedPact);
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const removePact = usePrestigeStore((s) => s.removePact);
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const debugSetSignedPacts = usePrestigeStore((s) => s.debugSetSignedPacts);
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const debugSetPactDetails = usePrestigeStore((s) => s.debugSetPactDetails);
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const unlockElement = useManaStore((s) => s.unlockElement);
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// Get log function from uiStore
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const addLog = useUIStore((s) => s.addLog);
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// Get all guardian floors
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const guardianFloors = Object.keys(GUARDIANS).map(Number).sort((a, b) => a - b);
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// Helper to add log messages
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const addLog = (message: string) => {
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store.log.unshift(message);
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};
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// Force sign a pact with a guardian (bypass costs and time)
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const forcePact = (floor: number) => {
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const guardian = GUARDIANS[floor];
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@@ -41,7 +45,7 @@ export function PactDebug() {
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}
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// Force sign the pact
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const newSignedPacts = [...signedPacts, floor];
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addSignedPact(floor);
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// Add pact details
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const newSignedPactDetails = {
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@@ -49,74 +53,59 @@ export function PactDebug() {
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[floor]: {
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floor,
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guardianId: guardian.element,
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signedAt: { day: store.day, hour: store.hour },
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signedAt: { day: useGameStore.getState().day, hour: useGameStore.getState().hour },
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skillLevels: {} as Record<string, number>,
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},
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};
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debugSetPactDetails(newSignedPactDetails);
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// Unlock mana types
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let newElements = { ...elements };
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for (const elemId of guardian.unlocksMana) {
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if (newElements[elemId]) {
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newElements = {
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...newElements,
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[elemId]: { ...newElements[elemId], unlocked: true },
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};
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if (!elements[elemId]?.unlocked) {
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unlockElement(elemId, 500);
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}
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}
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// Check for compound element unlocks
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const currentElements = useManaStore.getState().elements;
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const unlockedSet = new Set(
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Object.entries(newElements)
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Object.entries(currentElements)
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.filter(([, e]) => e.unlocked)
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.map(([id]) => id)
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);
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for (const [elemId, elemDef] of Object.entries(ELEMENTS)) {
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if (elemDef.recipe && !newElements[elemId]?.unlocked) {
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if (elemDef.recipe && !currentElements[elemId]?.unlocked) {
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const canUnlock = elemDef.recipe.every((comp: string) => unlockedSet.has(comp));
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if (canUnlock) {
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newElements = {
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...newElements,
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[elemId]: { ...newElements[elemId], unlocked: true },
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};
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unlockElement(elemId, 500);
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addLog(`🔮 ${elemDef.name} mana unlocked through component synergy!`);
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}
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}
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}
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addLog(`📜 DEBUG: Pact with ${guardian.name} force-signed! ${guardian.unlocksMana.map(e => ELEMENTS[e]?.name || e).join(', ')} mana unlocked!`);
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// Update store
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store.setState({
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signedPacts: newSignedPacts,
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signedPactDetails: newSignedPactDetails,
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elements: newElements,
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});
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};
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// Remove a pact
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const removePact = (floor: number) => {
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const removePactHandler = (floor: number) => {
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const guardian = GUARDIANS[floor];
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const newSignedPacts = signedPacts.filter(f => f !== floor);
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removePact(floor);
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// Remove pact details
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const newSignedPactDetails = { ...signedPactDetails };
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delete newSignedPactDetails[floor];
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debugSetPactDetails(newSignedPactDetails);
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addLog(`📜 DEBUG: Removed pact with ${guardian?.name || 'Unknown'}!`);
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store.setState({
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signedPacts: newSignedPacts,
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signedPactDetails: newSignedPactDetails,
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});
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};
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// Clear all pacts
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const clearAllPacts = () => {
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addLog(`📜 DEBUG: Cleared all pacts!`);
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store.setState({
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signedPacts: [],
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signedPactDetails: {},
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});
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debugSetSignedPacts([]);
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debugSetPactDetails({});
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};
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return (
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@@ -162,7 +151,7 @@ export function PactDebug() {
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<Button
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size="sm"
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variant="destructive"
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onClick={() => removePact(floor)}
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onClick={() => removePactHandler(floor)}
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className="text-xs"
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>
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Remove
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@@ -9,10 +9,10 @@ import {
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} from 'lucide-react';
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import { GOLEMS_DEF, getGolemSlots, isGolemUnlocked, getGolemDamage, getGolemAttackSpeed, getGolemFloorDuration } from '@/lib/game/data/golems';
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import { ELEMENTS } from '@/lib/game/constants';
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import { useGameStore, useManaStore, useSkillStore, useCombatStore } from '@/lib/game/stores';
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import { useGameStore, useManaStore, useSkillStore, useCombatStore, useAttunementStore } from '@/lib/game/stores';
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export function GolemancyTab() {
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const attunements = useGameStore((s) => s.attunements);
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const attunements = useAttunementStore((s) => s.attunements);
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const elements = useManaStore((s) => s.elements);
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const skills = useSkillStore((s) => s.skills);
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const golemancy = useGameStore((s) => s.golemancy);
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@@ -1,14 +1,14 @@
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'use client';
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import { useGameStore, useCraftingStore } from '@/lib/game/stores';
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import { useCraftingStore, useManaStore } from '@/lib/game/stores';
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import { LootInventoryDisplay } from '@/components/game/LootInventory';
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export function LootTab() {
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const lootInventory = useGameStore((s) => s.lootInventory);
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const elements = useGameStore((s) => s.elements);
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const lootInventory = useCraftingStore((s) => s.lootInventory);
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const elements = useManaStore((s) => s.elements);
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const equipmentInstances = useCraftingStore((s) => s.equipmentInstances);
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const deleteMaterial = useGameStore((s) => s.deleteMaterial);
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const deleteEquipmentInstance = useGameStore((s) => s.deleteEquipmentInstance);
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const deleteMaterial = useCraftingStore((s) => s.deleteMaterial);
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const deleteEquipmentInstance = useCraftingStore((s) => s.deleteEquipmentInstance);
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return (
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<div className="space-y-4">
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@@ -3,7 +3,7 @@
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'use client';
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import { useState } from 'react';
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import { useGameStore, usePrestigeStore, useSkillStore, useManaStore } from '@/lib/game/stores';
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import { usePrestigeStore, useSkillStore, useManaStore, useCraftingStore } from '@/lib/game/stores';
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import { useGameLoop } from '@/lib/game/stores/gameHooks';
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import { getUnifiedEffects } from '@/lib/game/effects';
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import {
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@@ -21,19 +21,28 @@ import { fmt } from '@/lib/game/stores';
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export function PrestigeTab() {
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const [selectedManaType, setSelectedManaType] = useState<string>('');
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const store = useGameStore();
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useGameLoop();
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const skills = useSkillStore((s) => s.skills);
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const prestigeUpgrades = usePrestigeStore((s) => s.prestigeUpgrades);
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const rawMana = useManaStore((s) => s.rawMana);
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const elements = useManaStore((s) => s.elements);
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const skillUpgrades = useSkillStore((s) => s.skillUpgrades);
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const skillTiers = useSkillStore((s) => s.skillTiers);
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const equipmentInstances = useCraftingStore((s) => s.equipmentInstances);
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const equippedInstances = useCraftingStore((s) => s.equippedInstances);
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const doPrestige = usePrestigeStore((s) => s.doPrestige);
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const upgradeEffects = getUnifiedEffects(store);
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const upgradeEffects = getUnifiedEffects({
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skillUpgrades,
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skillTiers,
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equipmentInstances,
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equippedInstances,
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});
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// Get unlocked elements for mana type selector
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const unlockedElements = Object.entries(ELEMENTS)
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.filter(([id]) => store.elements[id]?.unlocked)
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.filter(([id]) => elements[id]?.unlocked)
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.map(([id, elem]) => ({
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id,
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name: elem.name,
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@@ -66,7 +75,7 @@ export function PrestigeTab() {
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<Button
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size="sm"
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disabled={!canAfford || level >= def.maxLevel}
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onClick={() => store.doPrestige(id)}
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onClick={() => doPrestige(id)}
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>
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{level >= def.maxLevel ? 'Maxed' : `Upgrade (${fmt(def.cost)})`}
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</Button>
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@@ -19,7 +19,7 @@ import {
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} from '@/lib/game/skill-evolution';
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import { getUnifiedEffects } from '@/lib/game/effects';
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import { getAvailableSkillCategories } from '@/lib/game/data/attunements';
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import { fmt, fmtDec } from '@/lib/game/stores';
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import { fmt, fmtDec, useAttunementStore } from '@/lib/game/stores';
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import type { SkillUpgradeChoice } from '@/lib/game/types';
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import { Button } from '@/components/ui/button';
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import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
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@@ -166,7 +166,7 @@ export function SkillsTab() {
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};
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// Get available skill categories based on attunements
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const attunements = useGameStore((s) => s.attunements);
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const attunements = useAttunementStore((s) => s.attunements);
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const availableCategories = getAvailableSkillCategories(attunements || {});
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return (
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