feat: implement non-combat room gameplay (Library, Recovery, Treasure, Puzzle)
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 1m4s

This commit is contained in:
2026-06-04 19:28:25 +02:00
parent 40a50d34f4
commit ee24227d62
12 changed files with 539 additions and 124 deletions
+1 -1
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@@ -1,4 +1,4 @@
# Circular Dependencies
Generated: 2026-06-04T16:12:56.097Z
Generated: 2026-06-04T16:54:47.153Z
No circular dependencies found. ✅
+3 -4
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@@ -1,6 +1,6 @@
{
"_meta": {
"generated": "2026-06-04T16:12:54.221Z",
"generated": "2026-06-04T16:54:45.269Z",
"description": "Import dependency graph for src/lib/game. Keys are files, values are arrays of files they import.",
"usage": "To find what a file affects, search for its path in the VALUES. To find what a file depends on, look at its KEY entry."
},
@@ -554,7 +554,6 @@
"stores/golem-combat-actions.ts",
"stores/manaStore.ts",
"stores/prestigeStore.ts",
"types.ts",
"utils/spire-utils.ts"
],
"stores/combat-state.types.ts": [
@@ -568,8 +567,8 @@
"types.ts",
"utils/activity-log.ts",
"utils/index.ts",
"utils/room-utils.ts",
"utils/safe-persist.ts"
"utils/safe-persist.ts",
"utils/spire-utils.ts"
],
"stores/crafting-equipment-tick.ts": [
"constants.ts",
+1
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@@ -375,6 +375,7 @@ Mana-Loop/
│ │ │ │ ├── golem-combat-actions.ts
│ │ │ │ ├── index.ts
│ │ │ │ ├── manaStore.ts
│ │ │ │ ├── non-combat-room-actions.ts
│ │ │ │ ├── prestigeStore.ts
│ │ │ │ ├── tick-pipeline.ts
│ │ │ │ └── uiStore.ts
@@ -4,6 +4,7 @@ import type { FloorState, EnemyState, RoomType } from '@/lib/game/types';
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
import { Badge } from '@/components/ui/badge';
import { Progress } from '@/components/ui/progress';
import { Button } from '@/components/ui/button';
import { getSpireRoomTypeDisplay } from '@/lib/game/utils/spire-utils';
import { ELEMENTS } from '@/lib/game/constants';
import { fmt } from '@/lib/game/stores';
@@ -12,13 +13,12 @@ import { DebugName } from '@/components/game/debug/debug-context';
interface RoomDisplayProps {
floorState: FloorState;
floor: number;
/** 0-indexed current room (spec §3) */
roomIndex?: number;
/** Total rooms on this floor (spec §3) */
totalRooms?: number;
/** Current in-game time for display (combat spec §10) */
day?: number;
hour?: number;
onSkip?: () => void;
onStayLonger?: () => void;
}
function EnemyRow({ enemy }: { enemy: EnemyState }) {
@@ -41,8 +41,6 @@ function EnemyRow({ enemy }: { enemy: EnemyState }) {
{fmt(enemy.hp)} / {fmt(enemy.maxHP)}
</span>
</div>
{/* HP bar */}
<div className="relative">
<Progress
value={hpPercent}
@@ -56,8 +54,6 @@ function EnemyRow({ enemy }: { enemy: EnemyState }) {
/>
)}
</div>
{/* Enemy stats */}
<div className="flex items-center gap-2 flex-wrap">
{enemy.armor > 0 && (
<Badge variant="outline" className="text-[10px] border-amber-600 text-amber-400">
@@ -79,8 +75,30 @@ function EnemyRow({ enemy }: { enemy: EnemyState }) {
);
}
export function RoomDisplay({ floorState, floor, roomIndex, totalRooms, day, hour }: RoomDisplayProps) {
// Guard against null/undefined/stale floorState
function RoomHeader({ icon, label, color, roomLabel, timeLabel }: {
icon: string; label: string; color: string; roomLabel: string | null; timeLabel: string | null;
}) {
return (
<CardTitle className="text-sm flex items-center gap-2" style={{ color }}>
{icon} {label}
{roomLabel && <Badge variant="outline" className="text-[10px] border-gray-600 text-gray-400">{roomLabel}</Badge>}
{timeLabel && <span className="text-[10px] text-gray-500 ml-auto">{timeLabel}</span>}
</CardTitle>
);
}
function ProgressBar({ progress, required, color }: { progress: number; required: number; color: string }) {
const pct = required > 0 ? Math.min((progress / required) * 100, 100) : 0;
return (
<Progress
value={pct}
className="h-2 bg-gray-800"
style={{ '--progress-bg': color } as React.CSSProperties}
/>
);
}
export function RoomDisplay({ floorState, floor, roomIndex, totalRooms, day, hour, onSkip, onStayLonger }: RoomDisplayProps) {
if (!floorState || !floorState.roomType) {
return (
<Card className="bg-gray-900/80 border-gray-700">
@@ -92,89 +110,144 @@ export function RoomDisplay({ floorState, floor, roomIndex, totalRooms, day, hou
}
const roomDisplay = getSpireRoomTypeDisplay(floorState.roomType as RoomType);
// ─── Spec §3: Show "Room X / Y" ─────────────────────────────────────────
const showRoomIndex = roomIndex !== undefined && totalRooms !== undefined;
const roomLabel = showRoomIndex
? `Room ${roomIndex + 1} / ${totalRooms}`
: null;
// ─── Combat spec §10: In-game time display ───────────────────────────────
const timeLabel = day !== undefined && hour !== undefined
? `D${day} H${Math.floor(hour)}`
: null;
// Handle special room types (cast to string for extended types)
const roomLabel = showRoomIndex ? `Room ${roomIndex + 1} / ${totalRooms}` : null;
const timeLabel = day !== undefined && hour !== undefined ? `D${day} H${Math.floor(hour)}` : null;
const rt = floorState.roomType as string;
// ─── Recovery Room ──────────────────────────────────────────────────────
if (rt === 'recovery') {
const progress = floorState.recoveryProgress || 0;
const required = floorState.recoveryRequired || 1;
const stayed = floorState.recoveryStayed || false;
return (
<Card className="bg-gray-900/80 border-green-800/40">
<CardHeader className="pb-2">
<CardTitle className="text-sm flex items-center gap-2" style={{ color: '#10B981' }}>
💚 Recovery Room
{roomLabel && <Badge variant="outline" className="text-[10px] border-green-600 text-green-400">{roomLabel}</Badge>}
{timeLabel && <span className="text-[10px] text-gray-500 ml-auto">{timeLabel}</span>}
</CardTitle>
<RoomHeader icon="💚" label="Recovery Room" color="#10B981" roomLabel={roomLabel} timeLabel={timeLabel} />
</CardHeader>
<CardContent>
<p className="text-xs text-gray-400 mb-2">
Rest and recover. Spend 1 hour to gain 5x mana regen & conversion rates.
<CardContent className="space-y-3">
<p className="text-xs text-gray-400">
Resting and recovering in a mana-rich chamber. Mana regen and conversion rates are 10× faster.
</p>
<Progress
value={(progress / required) * 100}
className="h-2 bg-gray-800"
style={{ '--progress-bg': '#10B981' } as React.CSSProperties}
/>
<ProgressBar progress={progress} required={required} color="#10B981" />
<div className="text-xs text-gray-500">
{Math.round(progress * 100) / 100} / {required} hours
</div>
<div className="flex gap-2">
{onSkip && (
<Button variant="outline" size="sm" onClick={onSkip} className="text-xs border-green-700 text-green-400 hover:bg-green-900/30">
Skip
</Button>
)}
{onStayLonger && (
<Button variant="outline" size="sm" onClick={onStayLonger} disabled={stayed}
className="text-xs border-green-700 text-green-400 hover:bg-green-900/30 disabled:opacity-40">
{stayed ? 'Already Stayed' : 'Stay 1 Hour More'}
</Button>
)}
</div>
</CardContent>
</Card>
);
}
// ─── Library Room ───────────────────────────────────────────────────────
if (rt === 'library') {
const progress = floorState.libraryProgress || 0;
const required = floorState.libraryRequired || 1;
const stayed = floorState.libraryStayed || false;
return (
<Card className="bg-gray-900/80 border-indigo-800/40">
<CardHeader className="pb-2">
<CardTitle className="text-sm flex items-center gap-2" style={{ color: '#6366F1' }}>
📚 Ancient Library
{roomLabel && <Badge variant="outline" className="text-[10px] border-indigo-600 text-indigo-400">{roomLabel}</Badge>}
{timeLabel && <span className="text-[10px] text-gray-500 ml-auto">{timeLabel}</span>}
</CardTitle>
<RoomHeader icon="📚" label="Ancient Library" color="#6366F1" roomLabel={roomLabel} timeLabel={timeLabel} />
</CardHeader>
<CardContent>
<CardContent className="space-y-3">
<p className="text-xs text-gray-400">
Study a random discipline at 10x XP speed (no mana cost). Spend 1 hour to gain knowledge.
Studying Mana Circulation from ancient tomes. A random discipline gains XP at 25× the normal rate.
</p>
<ProgressBar progress={progress} required={required} color="#6366F1" />
<div className="text-xs text-gray-500">
{Math.round(progress * 100) / 100} / {required} hours
</div>
<div className="flex gap-2">
{onSkip && (
<Button variant="outline" size="sm" onClick={onSkip} className="text-xs border-indigo-700 text-indigo-400 hover:bg-indigo-900/30">
Skip
</Button>
)}
{onStayLonger && (
<Button variant="outline" size="sm" onClick={onStayLonger} disabled={stayed}
className="text-xs border-indigo-700 text-indigo-400 hover:bg-indigo-900/30 disabled:opacity-40">
{stayed ? 'Already Stayed' : 'Stay 1 Hour More'}
</Button>
)}
</div>
</CardContent>
</Card>
);
}
// ─── Treasure Room ──────────────────────────────────────────────────────
if (rt === 'treasure') {
const progress = floorState.treasureProgress || 0;
const required = floorState.treasureRequired || 1;
const loot = floorState.treasureLoot || [];
const claimed = floorState.treasureLootClaimed || [];
return (
<Card className="bg-gray-900/80 border-amber-800/40">
<CardHeader className="pb-2">
<CardTitle className="text-sm flex items-center gap-2" style={{ color: '#F59E0B' }}>
💎 Treasure Room
{roomLabel && <Badge variant="outline" className="text-[10px] border-amber-600 text-amber-400">{roomLabel}</Badge>}
{timeLabel && <span className="text-[10px] text-gray-500 ml-auto">{timeLabel}</span>}
</CardTitle>
<RoomHeader icon="💎" label="Treasure Room" color="#F59E0B" roomLabel={roomLabel} timeLabel={timeLabel} />
</CardHeader>
<CardContent>
<CardContent className="space-y-3">
<p className="text-xs text-gray-400">
A hidden cache of resources awaits. Claim your reward!
Rummaging through ancient chests and caches. Loot is revealed progressively as you search.
</p>
<ProgressBar progress={progress} required={required} color="#F59E0B" />
<div className="text-xs text-gray-500">
{Math.round(progress * 100) / 100} / {required} hours
</div>
{claimed.length > 0 && (
<div className="space-y-1">
<div className="text-xs text-gray-400 font-medium">Loot found so far:</div>
{claimed.map((idx) => {
const drop = loot[idx];
if (!drop) return null;
return (
<div key={idx} className="text-xs text-amber-300">
{drop.name}
</div>
);
})}
</div>
)}
{onSkip && (
<Button variant="outline" size="sm" onClick={onSkip} className="text-xs border-amber-700 text-amber-400 hover:bg-amber-900/30">
Skip (forfeit remaining loot)
</Button>
)}
</CardContent>
</Card>
);
}
if (floorState.roomType === 'puzzle') {
// ─── Puzzle Room ────────────────────────────────────────────────────────
if (rt === 'puzzle') {
const puzzleId = floorState.puzzleId || 'unknown';
const progress = floorState.puzzleProgress || 0;
const required = floorState.puzzleRequired || 1;
const attunements = floorState.puzzleAttunements || [];
const puzzleNames: Record<string, string> = {
enchanter_trial: 'Deciphering an enchanted lock',
fabricator_trial: 'Disassembling a mana-powered mechanism',
invoker_trial: 'Communing with residual guardian spirits',
hybrid_enchanter_fabricator: 'Working through a complex attunement challenge',
hybrid_enchanter_invoker: 'Working through a complex attunement challenge',
hybrid_fabricator_invoker: 'Working through a complex attunement challenge',
};
const thematicText = puzzleNames[puzzleId] || 'Working through a complex attunement challenge';
return (
<Card className="bg-gray-900/80 border-purple-800/40">
<CardHeader className="pb-2">
@@ -184,24 +257,23 @@ export function RoomDisplay({ floorState, floor, roomIndex, totalRooms, day, hou
{timeLabel && <span className="text-[10px] text-gray-500 ml-auto">{timeLabel}</span>}
</CardTitle>
</CardHeader>
<CardContent>
<p className="text-xs text-gray-400 mb-2">
Solve the puzzle. Higher attunement levels speed up progress.
</p>
<Progress
value={(progress / required) * 100}
className="h-2 bg-gray-800"
style={{ '--progress-bg': '#8B5CF6' } as React.CSSProperties}
/>
<div className="text-xs text-gray-500 mt-1">
Progress: {Math.round(progress * 100)} / {Math.round(required * 100)}
<CardContent className="space-y-3">
<p className="text-xs text-gray-400">{thematicText}. Higher attunement levels speed up progress.</p>
<ProgressBar progress={progress} required={required} color="#8B5CF6" />
<div className="text-xs text-gray-500">
{Math.round(progress * 100) / 100} / {Math.round(required * 100) / 100} hours
</div>
{attunements.length > 0 && (
<div className="text-xs text-gray-500">
Relevant attunements: {attunements.join(', ')}
</div>
)}
</CardContent>
</Card>
);
}
// Combat rooms (combat, swarm, speed, guardian)
// ─── Combat rooms (combat, swarm, speed, guardian) ───────────────────────
const enemies = floorState.enemies || [];
const isGuardian = floorState.roomType === 'guardian';
@@ -212,13 +284,11 @@ export function RoomDisplay({ floorState, floor, roomIndex, totalRooms, day, hou
<CardTitle className="text-sm flex items-center gap-2" style={{ color: roomDisplay.color }}>
{roomDisplay.icon} {roomDisplay.label}
{isGuardian && <Badge className="bg-red-900/50 text-red-300 text-xs">BOSS</Badge>}
{/* ── Spec §3: Room type badge + room index ── */}
{roomLabel && (
<Badge variant="outline" className="text-[10px] border-gray-600 text-gray-400">
{roomLabel}
</Badge>
)}
{/* ── Combat spec §10: In-game time ── */}
{timeLabel && (
<span className="text-[10px] text-gray-500 ml-auto">{timeLabel}</span>
)}
@@ -70,6 +70,8 @@ export function SpireCombatPage() {
startClimbDown,
addActivityLog,
setAction,
skipNonCombatRoom,
stayLongerInRoom,
} = useCombatStore(useShallow((s) => ({
currentFloor: s.currentFloor,
floorHP: s.floorHP,
@@ -88,6 +90,8 @@ export function SpireCombatPage() {
startClimbDown: s.startClimbDown,
addActivityLog: s.addActivityLog,
setAction: s.setAction,
skipNonCombatRoom: s.skipNonCombatRoom,
stayLongerInRoom: s.stayLongerInRoom,
})));
const { rawMana, elements } = useManaStore(useShallow((s) => ({
@@ -168,6 +172,8 @@ export function SpireCombatPage() {
totalRooms={roomsPerFloor}
day={day}
hour={hour}
onSkip={skipNonCombatRoom}
onStayLonger={stayLongerInRoom}
/>
</div>
<div>
+13 -50
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@@ -6,9 +6,14 @@ import type { CombatState, CombatStore } from './combat-state.types';
import { generateSpireFloorState, getRoomsForFloor } from '../utils/spire-utils';
import { getGuardianForFloor } from '../data/guardian-encounters';
import { usePrestigeStore } from './prestigeStore';
import { useDisciplineStore } from './discipline-slice';
import { useManaStore } from './manaStore';
import { summonGolemsOnRoomEntry } from './golem-combat-actions';
import {
onEnterLibraryRoom,
onEnterRecoveryRoom,
onEnterTreasureRoom,
onEnterPuzzleRoom,
} from './non-combat-room-actions';
type GetFn = () => CombatStore;
@@ -31,7 +36,6 @@ export function enterDescentMode(get: GetFn, set: SetFn): void {
});
get().addActivityLog('floor_transition',
`Beginning descent from Floor ${s.currentFloor}, Room ${s.currentRoomIndex + 1}`);
// Start descending from the current room
onEnterRoomDescend(get, set);
}
@@ -41,7 +45,6 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
const s = get();
if (s.climbDirection === 'down') {
// ── Descending (spec §4.6) ────────────────────────────────────────────
get().addActivityLog('floor_transition', `Room ${s.currentRoomIndex + 1} passed`);
if (s.currentFloor <= s.exitFloor && s.currentRoomIndex <= 0) {
@@ -80,12 +83,9 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
});
}
// ── Golem summoning on room entry (spec §9.3) ─────────────────────
summonGolemsForRoom(get, set);
onEnterRoomDescend(get, set);
} else {
// ── Ascending (spec §4.4) ─────────────────────────────────────────────
const roomKey = `${s.currentFloor}:${s.currentRoomIndex}`;
set((prev) => ({
clearedRooms: { ...prev.clearedRooms, [roomKey]: true },
@@ -121,15 +121,18 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
});
}
// ── Golem summoning on room entry (spec §9.3) ─────────────────────
summonGolemsForRoom(get, set);
// Handle non-combat rooms on ascent
// Handle non-combat rooms on ascent — initialize progress, do NOT auto-advance
const room = get().currentRoom;
if (room.roomType === 'library') {
onEnterLibraryRoom(get, set);
} else if (room.roomType === 'recovery' || room.roomType === 'treasure' || room.roomType === 'puzzle') {
advanceRoomOrFloor(get, set);
} else if (room.roomType === 'recovery') {
onEnterRecoveryRoom(get, set);
} else if (room.roomType === 'treasure') {
onEnterTreasureRoom(get, set);
} else if (room.roomType === 'puzzle') {
onEnterPuzzleRoom(get, set);
}
}
}
@@ -155,12 +158,10 @@ function summonGolemsForRoom(get: GetFn, set: SetFn): void {
summonResult.logMessages.forEach((msg) => get().addActivityLog('special_effect', msg));
}
// Write summoned golems back to combat store
set({
golemancy: { ...s.golemancy, activeGolems: summonResult.activeGolems },
});
// Deduct summon costs from mana store
useManaStore.setState({
rawMana: summonResult.rawMana,
elements: summonResult.elements,
@@ -213,44 +214,6 @@ export function onEnterRoomDescend(get: GetFn, set: SetFn): void {
}
}
// ─── onEnterLibraryRoom (climbing spec §4.8) ──────────────────────────────────
export function onEnterLibraryRoom(get: GetFn, set: SetFn): void {
const s = get();
const BASE_LIBRARY_XP = 50;
const xpGrant = Math.floor(BASE_LIBRARY_XP * (1 + s.currentFloor / 10));
const disciplineStore = useDisciplineStore.getState();
const activeIds = disciplineStore.activeIds || [];
const allDisciplines = disciplineStore.disciplines;
const activeEntries = activeIds
.map((id: string) => [id, allDisciplines[id]] as const)
.filter(([, ds]) => ds != null);
const targetPool = activeEntries.length > 0
? activeEntries
: Object.entries(allDisciplines);
if (targetPool.length > 0) {
const [targetId, targetDs] = targetPool[Math.floor(Math.random() * targetPool.length)];
useDisciplineStore.setState((prev) => ({
disciplines: {
...prev.disciplines,
[targetId]: { ...targetDs, xp: (targetDs?.xp || 0) + xpGrant },
},
totalXP: prev.totalXP + xpGrant,
}));
const discName = targetDs?.id || targetId;
get().addActivityLog('special_effect',
`${discName} gained ${xpGrant} XP from ancient tome`);
}
get().addActivityLog('floor_transition',
`Entered library room on Floor ${s.currentFloor}`);
advanceRoomOrFloor(get, set);
}
// ─── enterSpireMode (climbing spec §4.1) ──────────────────────────────────────
export function createEnterSpireMode(get: GetFn, set: SetFn) {
@@ -117,6 +117,12 @@ export interface CombatActions {
onEnterRoomDescend: () => void;
/** Grant discipline XP scaled by floor, then advance */
onEnterLibraryRoom: () => void;
/** Tick non-combat room progress (called from game tick pipeline) */
tickNonCombatRoom: (hours: number) => void;
/** Skip current non-combat room (library, recovery, treasure) */
skipNonCombatRoom: () => void;
/** Stay 1 hour longer in library or recovery room */
stayLongerInRoom: () => void;
// Golemancy
toggleGolem: (golemId: string) => void;
+7 -5
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@@ -12,12 +12,11 @@ import { processCombatTick, makeInitialSpells } from './combat-actions';
import { getGuardianForFloor } from '../data/guardian-encounters';
import type { CombatStore } from './combat-state.types';
import {
enterDescentMode,
advanceRoomOrFloor,
onEnterRoomDescend,
onEnterLibraryRoom,
createEnterSpireMode,
enterDescentMode, advanceRoomOrFloor, onEnterRoomDescend, createEnterSpireMode,
} from './combat-descent-actions';
import {
onEnterLibraryRoom, tickNonCombatRoom, skipNonCombatRoom, stayLongerInRoom,
} from './non-combat-room-actions';
export const useCombatStore = create<CombatStore>()(
persist(
@@ -221,6 +220,9 @@ export const useCombatStore = create<CombatStore>()(
advanceRoomOrFloor: () => advanceRoomOrFloor(get, set),
onEnterRoomDescend: () => onEnterRoomDescend(get, set),
onEnterLibraryRoom: () => onEnterLibraryRoom(get, set),
tickNonCombatRoom: (hours: number) => tickNonCombatRoom(get, set, hours),
skipNonCombatRoom: () => skipNonCombatRoom(get, set),
stayLongerInRoom: () => stayLongerInRoom(get, set),
// Golemancy
toggleGolem: (golemId: string) => {
+20
View File
@@ -262,6 +262,26 @@ export const useGameStore = create<GameCoordinatorStore>()(
writes.combat = { ...(writes.combat || {}), currentFloor: cr.currentFloor, floorHP: cr.floorHP, floorMaxHP: cr.floorMaxHP, maxFloorReached: cr.maxFloorReached, castProgress: cr.castProgress, equipmentSpellStates: cr.equipmentSpellStates, golemancy: { ...(writes.combat?.golemancy || ctx.combat.golemancy), activeGolems: cr.activeGolems }, meleeSwordProgress: cr.meleeSwordProgress, currentRoom: cr.currentRoom };
}
// Non-combat room tick (library, recovery, treasure, puzzle)
if (ctx.combat.currentAction === 'climb') {
const roomType = ctx.combat.currentRoom?.roomType;
if (roomType === 'library' || roomType === 'recovery' || roomType === 'treasure' || roomType === 'puzzle') {
if (roomType === 'recovery') {
const boostedRegen = baseRegen * 10;
const netBoostedRegen = Math.max(0, boostedRegen * (1 - incursionStrength) * meditationMultiplier - conversionResult.totalRawDrain);
rawMana = Math.min(rawMana + netBoostedRegen * HOURS_PER_TICK, maxMana);
for (const [elem, entry] of Object.entries(conversionResult.rates)) {
if (entry.paused || entry.finalRate <= 0 || !elements[elem]) continue;
if (!elements[elem].unlocked) elements[elem] = { ...elements[elem], unlocked: true };
elements[elem] = { ...elements[elem], current: Math.min(elements[elem].max, elements[elem].current + entry.finalRate * 10 * HOURS_PER_TICK) };
}
}
useCombatStore.getState().tickNonCombatRoom(HOURS_PER_TICK);
const updatedRoom = useCombatStore.getState().currentRoom;
writes.combat = { ...(writes.combat || {}), currentRoom: updatedRoom };
}
}
if (ctx.combat.currentAction === 'craft') {
const craftingResult = useCraftingStore.getState().processEquipmentCraftingTick();
if (craftingResult.logMessage) {
@@ -0,0 +1,287 @@
// ─── Non-Combat Room Actions ───────────────────────────────────────────────────
// Handles timed progression for Library, Recovery, Treasure, and Puzzle rooms.
// Extracted from combat-descent-actions.ts to stay under the 400-line limit.
import type { CombatState, CombatStore } from './combat-state.types';
import { useDisciplineStore } from './discipline-slice';
import { useManaStore } from './manaStore';
import { useAttunementStore } from './attunementStore';
import { PUZZLE_ROOMS } from '../constants';
import { advanceRoomOrFloor } from './combat-descent-actions';
type GetFn = () => CombatStore;
type SetFn = (state: Partial<CombatState>) => void;
// ─── Room Entry Handlers ──────────────────────────────────────────────────────
export function onEnterLibraryRoom(get: GetFn, set: SetFn): void {
const s = get();
set({
currentRoom: {
...s.currentRoom,
libraryProgress: 0,
libraryRequired: 1,
libraryStayed: false,
},
});
get().addActivityLog('floor_transition',
`Entered library room on Floor ${s.currentFloor}`);
}
export function onEnterRecoveryRoom(get: GetFn, set: SetFn): void {
const s = get();
set({
currentRoom: {
...s.currentRoom,
recoveryProgress: 0,
recoveryRequired: 1,
recoveryStayed: false,
},
});
get().addActivityLog('floor_transition',
`Entered recovery room on Floor ${s.currentFloor}`);
}
export function onEnterTreasureRoom(get: GetFn, set: SetFn): void {
const s = get();
set({
currentRoom: {
...s.currentRoom,
treasureProgress: 0,
treasureRequired: 1,
treasureLootClaimed: [],
},
});
get().addActivityLog('floor_transition',
`Entered treasure room on Floor ${s.currentFloor}`);
}
export function onEnterPuzzleRoom(get: GetFn, set: SetFn): void {
const s = get();
const puzzleId = s.currentRoom.puzzleId || 'enchanter_trial';
const puzzle = PUZZLE_ROOMS[puzzleId];
const attunements = puzzle?.attunements ?? ['enchanter'];
let baseHours: number;
if (s.currentFloor <= 20) {
baseHours = 4;
} else if (s.currentFloor <= 50) {
baseHours = 8;
} else if (s.currentFloor <= 100) {
baseHours = 16;
} else {
baseHours = 24;
}
const attunementStore = useAttunementStore.getState();
const maxReduction = 0.9;
const perAttunementShare = maxReduction / attunements.length;
let totalReduction = 0;
for (const attId of attunements) {
const attState = attunementStore.attunements[attId];
if (attState?.active) {
const MAX_LEVEL = 10;
const levelFraction = Math.min((attState.level || 1) / MAX_LEVEL, 1);
totalReduction += perAttunementShare * levelFraction;
}
}
totalReduction = Math.min(totalReduction, maxReduction);
const requiredHours = baseHours * (1 - totalReduction);
set({
currentRoom: {
...s.currentRoom,
puzzleProgress: 0,
puzzleRequired: Math.max(0.5, requiredHours),
puzzleId,
puzzleAttunements: attunements,
},
});
get().addActivityLog('floor_transition',
`Entered puzzle room on Floor ${s.currentFloor} (${puzzle?.name || puzzleId})`);
}
// ─── Tick Handlers ────────────────────────────────────────────────────────────
export function tickNonCombatRoom(get: GetFn, set: SetFn, hours: number): void {
const s = get();
const rt = s.currentRoom.roomType as string;
if (rt === 'library') {
tickLibraryRoom(get, set, hours);
} else if (rt === 'recovery') {
tickRecoveryRoom(get, set, hours);
} else if (rt === 'treasure') {
tickTreasureRoom(get, set, hours);
} else if (rt === 'puzzle') {
tickPuzzleRoom(get, set, hours);
}
}
function tickLibraryRoom(get: GetFn, set: SetFn, hours: number): void {
const s = get();
const room = s.currentRoom;
const progress = (room.libraryProgress || 0) + hours;
const required = room.libraryRequired || 1;
const BASE_LIBRARY_XP_PER_HOUR = 50;
const xpGrant = Math.floor(BASE_LIBRARY_XP_PER_HOUR * (1 + s.currentFloor / 10) * 25 * hours);
if (xpGrant > 0) {
const disciplineStore = useDisciplineStore.getState();
const allDisciplines = disciplineStore.disciplines;
const entries = Object.entries(allDisciplines);
if (entries.length > 0) {
const [targetId, targetDs] = entries[Math.floor(Math.random() * entries.length)];
useDisciplineStore.setState((prev) => ({
disciplines: {
...prev.disciplines,
[targetId]: { ...targetDs, xp: (targetDs?.xp || 0) + xpGrant },
},
totalXP: prev.totalXP + xpGrant,
}));
get().addActivityLog('special_effect',
`${targetDs?.id || targetId} gained ${xpGrant} XP from studying ancient tomes`);
}
}
if (progress >= required) {
set({ currentRoom: { ...room, libraryProgress: progress } });
advanceRoomOrFloor(get, set);
} else {
set({ currentRoom: { ...room, libraryProgress: progress } });
}
}
function tickRecoveryRoom(get: GetFn, set: SetFn, hours: number): void {
const s = get();
const room = s.currentRoom;
const progress = (room.recoveryProgress || 0) + hours;
const required = room.recoveryRequired || 1;
if (progress >= required) {
set({ currentRoom: { ...room, recoveryProgress: progress } });
advanceRoomOrFloor(get, set);
} else {
set({ currentRoom: { ...room, recoveryProgress: progress } });
}
}
function tickTreasureRoom(get: GetFn, set: SetFn, hours: number): void {
const s = get();
const room = s.currentRoom;
const progress = (room.treasureProgress || 0) + hours;
const required = room.treasureRequired || 1;
const loot = room.treasureLoot || [];
const claimed = room.treasureLootClaimed || [];
const thresholds = [0.10, 0.50, 0.95, 1.0];
const newlyClaimed: number[] = [];
const claimedSet = new Set(claimed);
for (const threshold of thresholds) {
if (progress / required >= threshold) {
const targetCount = Math.min(Math.ceil(loot.length * threshold), loot.length);
for (let i = 0; i < targetCount; i++) {
if (!claimedSet.has(i)) {
claimedSet.add(i);
newlyClaimed.push(i);
}
}
}
}
for (const idx of newlyClaimed) {
const drop = loot[idx];
if (!drop) continue;
if (drop.type === 'material' || drop.type === 'gold') {
const amount = drop.amount
? Math.floor(Math.random() * (drop.amount.max - drop.amount.min + 1) + drop.amount.min)
: 1;
useManaStore.getState().addRawMana(amount, 999999);
get().addActivityLog('special_effect', `Found ${amount}x ${drop.name}`);
} else if (drop.type === 'essence') {
const elementMap: Record<string, string> = {
fireEssenceDrop: 'fire', waterEssenceDrop: 'water', airEssenceDrop: 'air',
earthEssenceDrop: 'earth', lightEssenceDrop: 'light', darkEssenceDrop: 'dark',
deathEssenceDrop: 'death',
};
const elem = elementMap[drop.id];
if (elem) {
const elemState = useManaStore.getState().elements[elem];
if (elemState) {
const amount = drop.amount
? Math.floor(Math.random() * (drop.amount.max - drop.amount.min + 1) + drop.amount.min)
: 1;
useManaStore.getState().addElementMana(elem, amount, elemState.max);
get().addActivityLog('special_effect', `Found ${amount}x ${drop.name}`);
}
}
} else if (drop.type === 'blueprint') {
get().addActivityLog('special_effect', `Found blueprint: ${drop.name}`);
}
}
if (progress >= required) {
set({ currentRoom: { ...room, treasureProgress: progress, treasureLootClaimed: Array.from(claimedSet) } });
advanceRoomOrFloor(get, set);
} else {
set({ currentRoom: { ...room, treasureProgress: progress, treasureLootClaimed: Array.from(claimedSet) } });
}
}
function tickPuzzleRoom(get: GetFn, set: SetFn, hours: number): void {
const s = get();
const room = s.currentRoom;
const progress = (room.puzzleProgress || 0) + hours;
const required = room.puzzleRequired || 1;
if (progress >= required) {
set({ currentRoom: { ...room, puzzleProgress: progress } });
get().addActivityLog('puzzle_solved', `Puzzle solved on Floor ${s.currentFloor}!`);
advanceRoomOrFloor(get, set);
} else {
set({ currentRoom: { ...room, puzzleProgress: progress } });
}
}
// ─── Player Actions ───────────────────────────────────────────────────────────
export function skipNonCombatRoom(get: GetFn, set: SetFn): void {
const s = get();
const rt = s.currentRoom.roomType as string;
if (rt === 'library' || rt === 'recovery' || rt === 'treasure') {
get().addActivityLog('floor_transition', `Skipped ${rt} room on Floor ${s.currentFloor}`);
advanceRoomOrFloor(get, set);
}
}
export function stayLongerInRoom(get: GetFn, set: SetFn): void {
const s = get();
const room = s.currentRoom;
const rt = room.roomType as string;
if (rt === 'library' && !room.libraryStayed) {
set({
currentRoom: {
...room,
libraryRequired: (room.libraryRequired || 1) + 1,
libraryStayed: true,
},
});
get().addActivityLog('special_effect', 'Decided to study for 1 more hour in the library');
} else if (rt === 'recovery' && !room.recoveryStayed) {
set({
currentRoom: {
...room,
recoveryRequired: (room.recoveryRequired || 1) + 1,
recoveryStayed: true,
},
});
get().addActivityLog('special_effect', 'Decided to rest for 1 more hour in the recovery room');
}
}
+7
View File
@@ -81,9 +81,16 @@ export interface FloorState {
// Recovery room fields
recoveryProgress?: number;
recoveryRequired?: number;
recoveryStayed?: boolean;
// Library room fields
libraryProgress?: number;
libraryRequired?: number;
libraryStayed?: boolean;
// Treasure room fields
treasureProgress?: number;
treasureRequired?: number;
treasureLoot?: LootDrop[];
treasureLootClaimed?: number[];
}
// ─── Achievement Types ─────────────────────────────────────────────────────
+55 -1
View File
@@ -2,7 +2,9 @@
// Spire-specific utility functions for room generation, enemy stat scaling, etc.
import type { RoomType, FloorState, EnemyState } from '../types';
import type { LootDrop } from '../types/game';
import { PUZZLE_ROOMS } from '../constants';
import { getAvailableDrops, rollLootDrops } from '../data/loot-drops';
import { getFloorMaxHP, getFloorElement } from './floor-utils';
import { getEnemyName } from './enemy-utils';
import { getGuardianForFloor, isGuardianFloor } from '../data/guardian-encounters';
@@ -159,11 +161,17 @@ export function generateSpireFloorState(floor: number, roomIndex: number, totalR
libraryRequired: 1,
};
case 'treasure':
case 'treasure': {
const loot = generateTreasureLoot(floor);
return {
roomType: 'treasure',
enemies: [],
treasureProgress: 0,
treasureRequired: 1,
treasureLoot: loot,
treasureLootClaimed: [],
};
}
default:
return generateCombatRoom(floor, element, baseHP);
@@ -267,6 +275,52 @@ export function calcInsight(floor: number, isGuardian: boolean): number {
// ─── Room Type Display ────────────────────────────────────────────────────────
/**
* Generate treasure loot for a treasure room based on floor.
* Returns pre-generated loot drops that are progressively revealed.
*/
export function generateTreasureLoot(floor: number): LootDrop[] {
const available = getAvailableDrops(floor, false);
const drops: LootDrop[] = [];
// Determine item count based on floor
let itemCount: number;
if (floor <= 10) {
itemCount = 2 + Math.floor(Math.random() * 2); // 2-3
} else if (floor <= 50) {
itemCount = 4 + Math.floor(Math.random() * 4); // 4-7
} else {
itemCount = 8 + Math.floor(Math.random() * 8); // 8-15
}
// Roll for each item
for (let i = 0; i < itemCount; i++) {
const rolled = rollLootDrops(floor, false, 0);
for (const { drop, amount } of rolled) {
// For materials, add amount; for others, just add the drop
const existing = drops.find(d => d.id === drop.id);
if (existing && existing.amount) {
existing.amount = {
min: existing.amount.min + (drop.amount?.min ?? 1),
max: existing.amount.max + (drop.amount?.max ?? amount),
};
} else {
drops.push({ ...drop, amount: drop.amount || { min: amount, max: amount } });
}
}
}
// Ensure at least one item
if (drops.length === 0) {
const fallback = available.find(d => d.type === 'material' && d.rarity === 'common');
if (fallback) {
drops.push({ ...fallback, amount: { min: 1, max: 3 } });
}
}
return drops;
}
export function getSpireRoomTypeDisplay(roomType: SpireRoomType): { label: string; icon: string; color: string } {
const displays: Record<string, { label: string; icon: string; color: string }> = {
combat: { label: 'Combat', icon: '⚔️', color: '#EF4444' },