Completely remove legacy skill system and tests
This commit is contained in:
@@ -1,331 +0,0 @@
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'use client';
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import { ELEMENTS, GUARDIANS } from '@/lib/game/constants';
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import { getTierMultiplier } from '@/lib/game/skill-evolution';
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import { hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/effects';
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import { getUnifiedEffects } from '@/lib/game/effects';
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import { fmt, fmtDec, computeMaxMana, computeRegen, computeClickMana, getMeditationBonus, getIncursionStrength, getStudySpeedMultiplier, getStudyCostMultiplier } from '@/lib/game/stores';
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import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
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import { Badge } from '@/components/ui/badge';
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import { Separator } from '@/components/ui/separator';
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import { FlaskConical, Trophy, RotateCcw } from 'lucide-react';
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import { ManaStatsSection } from '../stats/ManaStatsSection';
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import { ManaTypeBreakdown } from '../stats/ManaTypeBreakdown';
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import { CombatStatsSection } from '../stats/CombatStatsSection';
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import { StudyStatsSection } from '../stats/StudyStatsSection';
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import { UpgradeEffectsSection } from '../stats/UpgradeEffectsSection';
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// Modular stores
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import { useCombatStore, useManaStore, useSkillStore, usePrestigeStore, useGameStore } from '@/lib/game/stores';
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import { useCraftingStore } from '@/lib/game/stores/craftingStore';
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import { DebugName } from '@/lib/game/debug-context';
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export function StatsTab() {
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// Get state from modular stores
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const skills = useSkillStore((s) => s.skills);
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const skillTiers = useSkillStore((s) => s.skillTiers);
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const skillUpgrades = useSkillStore((s) => s.skillUpgrades);
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const prestigeUpgrades = usePrestigeStore((s) => s.prestigeUpgrades);
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const loopCount = usePrestigeStore((s) => s.loopCount);
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const insight = usePrestigeStore((s) => s.insight);
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const totalInsight = usePrestigeStore((s) => s.totalInsight);
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const memorySlots = usePrestigeStore((s) => s.memorySlots);
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const signedPacts = usePrestigeStore((s) => s.signedPacts);
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const elements = useManaStore((s) => s.elements);
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const totalManaGathered = useManaStore((s) => s.totalManaGathered);
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const rawMana = useManaStore((s) => s.rawMana);
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const meditateTicks = useManaStore((s) => s.meditateTicks);
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const maxFloorReached = useCombatStore((s) => s.maxFloorReached);
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const spells = useCombatStore((s) => s.spells);
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// Get equipment state from crafting store
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const equippedInstances = useCraftingStore(s => s.equippedInstances);
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const equipmentInstances = useCraftingStore(s => s.equipmentInstances);
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// Compute unified effects
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const upgradeEffects = getUnifiedEffects({
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skillUpgrades,
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skillTiers,
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equippedInstances,
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equipmentInstances
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});
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// Compute derived stats
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const maxMana = computeMaxMana({
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skills,
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prestigeUpgrades,
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skillUpgrades,
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skillTiers
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}, upgradeEffects);
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const baseRegen = computeRegen({
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skills,
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prestigeUpgrades,
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skillUpgrades,
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skillTiers
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}, upgradeEffects);
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const clickMana = computeClickMana({
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skills,
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prestigeUpgrades,
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skillUpgrades,
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skillTiers
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});
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const meditationMultiplier = getMeditationBonus(meditateTicks, skills, upgradeEffects.meditationEfficiency);
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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 incursionStrength = getIncursionStrength(day, hour);
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// Effective regen with incursion penalty
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const effectiveRegenWithSpecials = baseRegen * (1 - incursionStrength);
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// Mana Cascade bonus
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const manaCascadeBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_CASCADE)
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? Math.floor(maxMana / 100) * 0.1
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: 0;
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// Mana Waterfall bonus
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const manaWaterfallBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_WATERFALL)
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? Math.floor(maxMana / 100) * 0.25
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: 0;
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// Effective regen
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const effectiveRegen = (effectiveRegenWithSpecials + manaCascadeBonus + manaWaterfallBonus) * meditationMultiplier;
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// Get study speed/cost multipliers
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const studySpeedMult = getStudySpeedMultiplier(skills);
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const studyCostMult = getStudyCostMultiplier(skills);
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// Check special effects
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const hasManaWaterfall = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_WATERFALL);
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const hasFlowSurge = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.FLOW_SURGE);
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const hasManaOverflow = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_OVERFLOW);
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const hasEternalFlow = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.ETERNAL_FLOW);
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// Compute element max
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const elemMax = (() => {
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const ea = skillTiers?.elemAttune || 1;
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const tieredSkillId = ea > 1 ? `elemAttune_t${ea}` : 'elemAttune';
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const level = skills[tieredSkillId] || skills.elemAttune || 0;
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const tierMult = getTierMultiplier(tieredSkillId);
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return 10 + level * 50 * tierMult + (prestigeUpgrades.elementalAttune || 0) * 25;
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})();
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return (
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<DebugName name="StatsTab">
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<div className="space-y-4">
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{/* Mana Stats */}
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<ManaStatsSection
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upgradeEffects={upgradeEffects}
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maxMana={maxMana}
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baseRegen={baseRegen}
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clickMana={clickMana}
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meditationMultiplier={meditationMultiplier}
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effectiveRegen={effectiveRegen}
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incursionStrength={incursionStrength}
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manaCascadeBonus={manaCascadeBonus}
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manaWaterfallBonus={manaWaterfallBonus}
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hasManaWaterfall={hasManaWaterfall}
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hasFlowSurge={hasFlowSurge}
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hasManaOverflow={hasManaOverflow}
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hasEternalFlow={hasEternalFlow}
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/>
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{/* Mana Type Breakdown */}
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<ManaTypeBreakdown />
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{/* Combat Stats */}
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<CombatStatsSection />
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{/* Study Stats */}
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<StudyStatsSection
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studySpeedMult={studySpeedMult}
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studyCostMult={studyCostMult}
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/>
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{/* Element Stats */}
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<Card className="bg-gray-900/80 border-gray-700">
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<CardHeader className="pb-2">
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<CardTitle className="text-green-400 game-panel-title text-xs flex items-center gap-2">
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<FlaskConical className="w-4 h-4" />
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Element Stats
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</CardTitle>
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</CardHeader>
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<CardContent>
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<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
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<div className="space-y-2">
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<div className="flex justify-between text-sm">
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<span className="text-gray-400">Element Capacity:</span>
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<span className="text-green-300">{elemMax}</span>
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</div>
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<div className="flex justify-between text-sm">
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<span className="text-gray-400">Elem. Attunement Bonus:</span>
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<span className="text-green-300">
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{(() => {
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const ea = skillTiers?.elemAttune || 1;
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const tieredSkillId = ea > 1 ? `elemAttune_t${ea}` : 'elemAttune';
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const level = skills[tieredSkillId] || skills.elemAttune || 0;
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const tierMult = getTierMultiplier(tieredSkillId);
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return `+${level * 50 * tierMult}`;
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})()}
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</span>
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</div>
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<div className="flex justify-between text-sm">
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<span className="text-gray-400">Prestige Attunement:</span>
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<span className="text-green-300">+{(prestigeUpgrades.elementalAttune || 0) * 25}</span>
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</div>
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</div>
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<div className="space-y-2">
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<div className="flex justify-between text-sm">
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<span className="text-gray-400">Unlocked Elements:</span>
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<span className="text-green-300">{Object.values(elements || {}).filter((e: any) => e.unlocked).length} / {Object.keys(ELEMENTS).length}</span>
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</div>
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<div className="flex justify-between text-sm">
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<span className="text-gray-400">Elem. Crafting Bonus:</span>
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<span className="text-green-300">×{fmtDec(1 + (skills.elemCrafting || 0) * 0.25, 2)}</span>
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</div>
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</div>
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</div>
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<Separator className="bg-gray-700 my-3" />
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<div className="text-xs text-gray-400 mb-2">Elemental Mana Pools:</div>
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<div className="grid grid-cols-4 sm:grid-cols-6 md:grid-cols-8 gap-2">
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{Object.entries(elements)
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.filter(([, state]) => state.unlocked)
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.map(([id, state]) => {
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const def = ELEMENTS[id];
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return (
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<div key={id} className="p-2 rounded border border-gray-700 bg-gray-800/50 text-center">
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<div className="text-lg">{def?.sym}</div>
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<div className="text-xs text-gray-400">{state.current}/{state.max}</div>
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</div>
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);
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})}
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</div>
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</CardContent>
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</Card>
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{/* Active Upgrades */}
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<UpgradeEffectsSection />
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{/* Enchantment Power */}
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<Card className="bg-gray-900/80 border-gray-700">
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<CardHeader className="pb-2">
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<CardTitle className="text-blue-400 game-panel-title text-xs flex items-center gap-2">
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✨ Enchantment Power
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</CardTitle>
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</CardHeader>
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<CardContent>
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<div className="flex justify-between text-sm">
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<span className="text-gray-400">Enchantment Power:</span>
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<span className="text-blue-300 font-[var(--font-mono)]">
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{upgradeEffects?.enchantmentPowerMultiplier?.toFixed(2) || '1.0'}×
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</span>
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</div>
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<p className="text-xs text-gray-500 mt-2">
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Increases the power of all enchantments by {((upgradeEffects?.enchantmentPowerMultiplier || 1) - 1) * 100}%. Multiplier applied to all enchantment effects.
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</p>
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</CardContent>
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</Card>
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{/* Pact Bonuses */}
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<Card className="bg-gray-900/80 border-gray-700">
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<CardHeader className="pb-2">
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<CardTitle className="text-amber-400 game-panel-title text-xs flex items-center gap-2">
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<Trophy className="w-4 h-4" />
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Signed Pacts ({signedPacts.length}/10)
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</CardTitle>
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</CardHeader>
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<CardContent>
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{signedPacts.length === 0 ? (
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<div className="text-gray-500 text-sm">No pacts signed yet. Defeat guardians to earn pacts.</div>
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) : (
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<div className="space-y-2">
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{signedPacts.map((floor) => {
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const guardian = GUARDIANS[floor];
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if (!guardian) return null;
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return (
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<div
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key={floor}
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className="flex items-center justify-between p-2 rounded border"
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style={{ borderColor: guardian.color, backgroundColor: `${guardian.color}15` }}
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>
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<div>
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<div className="font-semibold text-sm" style={{ color: guardian.color }}>
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{guardian.name}
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</div>
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<div className="text-xs text-gray-400">Floor {floor}</div>
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</div>
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<Badge className="bg-amber-900/50 text-amber-300">
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{guardian.pact}x multiplier
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</Badge>
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</div>
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);
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})}
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<div className="flex justify-between text-sm font-semibold border-t border-gray-700 pt-2 mt-2">
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<span className="text-gray-300">Combined Pact Multiplier:</span>
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<span className="text-amber-400">×{fmtDec(signedPacts.reduce((m, f) => m * (GUARDIANS[f]?.pact || 1), 1), 2)}</span>
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</div>
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</div>
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)}
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</CardContent>
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</Card>
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{/* Loop Stats */}
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<Card className="bg-gray-900/80 border-gray-700">
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<CardHeader className="pb-2">
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<CardTitle className="text-purple-400 game-panel-title text-xs flex items-center gap-2">
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<RotateCcw className="w-4 h-4" />
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Loop Stats
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</CardTitle>
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</CardHeader>
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<CardContent>
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<div className="grid grid-cols-2 md:grid-cols-4 gap-4">
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<div className="p-3 bg-gray-800/50 rounded text-center">
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<div className="text-2xl font-bold text-amber-400 game-mono">{loopCount}</div>
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<div className="text-xs text-gray-400">Loops Completed</div>
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</div>
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<div className="p-3 bg-gray-800/50 rounded text-center">
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<div className="text-2xl font-bold text-purple-400 game-mono">{fmt(insight)}</div>
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<div className="text-xs text-gray-400">Current Insight</div>
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</div>
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<div className="p-3 bg-gray-800/50 rounded text-center">
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<div className="text-2xl font-bold text-blue-400 game-mono">{fmt(totalInsight)}</div>
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<div className="text-xs text-gray-400">Total Insight</div>
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</div>
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<div className="p-3 bg-gray-800/50 rounded text-center">
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<div className="text-2xl font-bold text-green-400 game-mono">{maxFloorReached}</div>
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<div className="text-xs text-gray-400">Max Floor</div>
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</div>
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</div>
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<Separator className="bg-gray-700 my-3" />
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<div className="grid grid-cols-2 md:grid-cols-4 gap-4">
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<div className="p-3 bg-gray-800/50 rounded text-center">
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<div className="text-xl font-bold text-gray-300 game-mono">{Object.values(spells || {}).filter((s: any) => s.learned).length}</div>
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<div className="text-xs text-gray-400">Spells Learned</div>
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</div>
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<div className="p-3 bg-gray-800/50 rounded text-center">
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<div className="text-xl font-bold text-gray-300 game-mono">{Object.values(skills).reduce((a, b) => a + b, 0)}</div>
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<div className="text-xs text-gray-400">Total Skill Levels</div>
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</div>
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<div className="p-3 bg-gray-800/50 rounded text-center">
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<div className="text-xl font-bold text-gray-300 game-mono">{fmt(totalManaGathered)}</div>
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<div className="text-xs text-gray-400">Total Mana Gathered</div>
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</div>
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<div className="p-3 bg-gray-800/50 rounded text-center">
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<div className="text-xl font-bold text-gray-300 game-mono">{memorySlots}</div>
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<div className="text-xs text-gray-400">Memory Slots</div>
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</div>
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</div>
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</CardContent>
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</Card>
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</div>
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</DebugName>
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);
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}
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StatsTab.displayName = "StatsTab";
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