feat: unify guardian system — merge static GUARDIANS with extended procedural guardians in Pacts tab

- guardian-encounters.ts: add getGuardianForFloor() and getAllGuardianFloors()
  unified lookup functions that merge static GUARDIANS (floors 10-100) with
  extended system (compound 110, exotic 120-140, combo 150+)
- GuardianPactsTab.tsx: use unified system, update tiers to cover all floors
  (Early 10-40, Mid 50-80, Late 90-100, Compound 110, Exotic 120-140,
  Transcendent 150+)
- guardian-pacts-components.tsx: handle combo guardians with dual-element
  display (symbols + names + '✦ Combo' badge)
- docs/circular-deps.txt, docs/dependency-graph.json: auto-generated updates
- craftingStore.ts: extract initial equipment instances to crafting-initial-state.ts
This commit is contained in:
2026-05-23 13:46:17 +02:00
parent 5bc05ded6f
commit feca7549ad
7 changed files with 171 additions and 78 deletions
+29 -4
View File
@@ -264,11 +264,36 @@ export function getExtendedGuardian(floor: number): GuardianDef | null {
return null;
}
// All guardian floors (extended)
// ─── Unified Guardian System ─────────────────────────────────────────────────
// Merges the static GUARDIANS constant (floors 10100) with the extended
// procedural system (compound 110, exotic 120140, combo 150+).
// For floors 90100 the static definitions take precedence (canonical names).
import { GUARDIANS } from '../constants/guardians';
/** Get the guardian for any floor, merging static and extended systems. */
export function getGuardianForFloor(floor: number): GuardianDef | null {
// Static GUARDIANS take precedence for floors 10100 (canonical definitions)
if (GUARDIANS[floor]) {
return { ...GUARDIANS[floor] };
}
// Extended system for floors beyond 100 (and compound floors not in GUARDIANS)
return getExtendedGuardian(floor);
}
/** All guardian floors — merged from static + extended. */
export function getAllGuardianFloors(): number[] {
const staticFloors = Object.keys(GUARDIANS).map(Number);
const extendedFloors = [110, 120, 130, 140, ...Array.from({ length: 10 }, (_, i) => 150 + i * 10)];
const all = new Set([...staticFloors, ...extendedFloors]);
return Array.from(all).sort((a, b) => a - b);
}
// All guardian floors (extended — kept for backwards compatibility)
export const ALL_GUARDIAN_FLOORS: number[] = [
10, 20, 30, 40, 50, 60, 80, 100, // Original
90, 110, // Compound
120, 130, 140, // Exotic
10, 20, 30, 40, 50, 60, 80, 90, 100, // Original (all static floors)
110, // Compound (90,100 already in static)
120, 130, 140, // Exotic
...Array.from({ length: 10 }, (_, i) => 150 + i * 10), // Combo
].sort((a, b) => a - b);
@@ -0,0 +1,63 @@
// ─── Crafting Store Initial State ─────────────────────────────────────────────
// Helper to generate the starting equipment instances for new games.
import * as CraftingUtils from '../crafting-utils';
export function createInitialEquipmentInstances() {
const staffId = CraftingUtils.generateInstanceId();
const staffInstance = {
instanceId: staffId,
typeId: 'basicStaff',
name: 'Basic Staff',
enchantments: [{ effectId: 'spell_manaBolt', stacks: 1, actualCost: 50 }],
usedCapacity: 50,
totalCapacity: 50,
rarity: 'common',
quality: 100,
tags: [],
};
const shirtId = CraftingUtils.generateInstanceId();
const shirtInstance = {
instanceId: shirtId,
typeId: 'civilianShirt',
name: 'Civilian Shirt',
enchantments: [],
usedCapacity: 0,
totalCapacity: 30,
rarity: 'common',
quality: 100,
tags: [],
};
const shoesId = CraftingUtils.generateInstanceId();
const shoesInstance = {
instanceId: shoesId,
typeId: 'civilianShoes',
name: 'Civilian Shoes',
enchantments: [],
usedCapacity: 0,
totalCapacity: 15,
rarity: 'common',
quality: 100,
tags: [],
};
return {
instances: {
[staffId]: staffInstance,
[shirtId]: shirtInstance,
[shoesId]: shoesInstance,
} as Record<string, typeof staffInstance>,
equippedInstances: {
mainHand: staffId,
offHand: null,
head: null,
body: shirtId,
hands: null,
feet: shoesId,
accessory1: null,
accessory2: null,
} as Record<string, string | null>,
};
}
+4 -54
View File
@@ -17,49 +17,12 @@ import { equipItem as equipItemAction, unequipItem as unequipItemAction } from '
import { ErrorCode } from '../utils/result';
import { createSafeStorage } from '../utils/safe-persist';
import type { Result } from '../utils/result';
import { createInitialEquipmentInstances } from './crafting-initial-state';
export const useCraftingStore = create<CraftingStore>()(
persist(
(set, get) => {
const staffId = CraftingUtils.generateInstanceId();
const staffInstance = {
instanceId: staffId,
typeId: 'basicStaff',
name: 'Basic Staff',
enchantments: [{ effectId: 'spell_manaBolt', stacks: 1, actualCost: 50 }],
usedCapacity: 50,
totalCapacity: 50,
rarity: 'common',
quality: 100,
tags: [],
};
const shirtId = CraftingUtils.generateInstanceId();
const shirtInstance = {
instanceId: shirtId,
typeId: 'civilianShirt',
name: 'Civilian Shirt',
enchantments: [],
usedCapacity: 0,
totalCapacity: 30,
rarity: 'common',
quality: 100,
tags: [],
};
const shoesId = CraftingUtils.generateInstanceId();
const shoesInstance = {
instanceId: shoesId,
typeId: 'civilianShoes',
name: 'Civilian Shoes',
enchantments: [],
usedCapacity: 0,
totalCapacity: 15,
rarity: 'common',
quality: 100,
tags: [],
};
const initial = createInitialEquipmentInstances();
return {
// Initial state
designProgress: null,
@@ -69,21 +32,8 @@ export const useCraftingStore = create<CraftingStore>()(
equipmentCraftingProgress: null,
enchantmentDesigns: [],
unlockedEffects: [],
equippedInstances: {
mainHand: staffId,
offHand: null,
head: null,
body: shirtId,
hands: null,
feet: shoesId,
accessory1: null,
accessory2: null,
},
equipmentInstances: {
[staffId]: staffInstance,
[shirtId]: shirtInstance,
[shoesId]: shoesInstance,
},
equippedInstances: initial.equippedInstances,
equipmentInstances: initial.instances,
lootInventory: {
materials: {},
blueprints: [],