GameContext (Provider, hooks, context-create, types) was never wired into
the app — no layout or page wrapped children with GameProvider. The only
consumer, MemorySlotPicker, was itself orphaned (never imported/rendered).
The app uses direct Zustand hooks throughout. Removes 6 dead files.
Fixes#65
- #51: Fix broken import path @/types/disciplines → @/lib/game/types/disciplines
- #52: Fix canProceedDiscipline() called with wrong arguments in discipline-slice.ts
- #53: Add local useState for activeAttunement tab filtering in DisciplinesTab
- #54: Make canProceedDiscipline() defensive when gameState is undefined
- #57: Remove stale CraftingTab export from game/index.ts
- Refactored DisciplineCard to use Zustand selector subscriptions properly
- Added DisciplinePerk type import to discipline-math.ts
- equipment/utils.ts: import directly from individual equipment modules instead of index.ts
- golems/utils.ts: import directly from individual golem modules instead of index.ts
- combatStore.ts: extract CombatState to combat-state.types.ts, remove debugSetTime (was only user of gameStore import)
- combat-actions.ts: import CombatState from combat-state.types.ts instead of combatStore
- stores/index.ts: re-export CombatState from combat-state.types.ts
- GameStateDebug.tsx: replace debugSetTime calls with direct useGameStore.setState()
Verification: bunx madge --circular src/lib/game → No circular dependency found!
Files in stores/__tests__/stores-tests/ and stores/__tests__/index-tests/
used relative paths (../../types or ../types) that resolved incorrectly.
Fixed all to use '../../../types' to properly reach src/lib/game/types.ts.
Also fixed mana-calculation.test.ts to import computeElementMax from
the correct location (@/lib/game/stores/index instead of @/lib/game/utils).
- Add power, effects, signingCost, unlocksMana, damageMultiplier, insightMultiplier to GuardianDef interface
- Populate all 9 guardian entries with the new properties
- Fixes TS2339 errors in GuardianPanel, pactSlice, computed, EquipmentTab
- Removed local FLOOR_ELEM_CYCLE array containing banned 'life' element
- Now imports FLOOR_ELEM_CYCLE from ../constants (which already excludes 'life')
- Updated getFloorElement() to use imported constant with dynamic length
Bug 1: EquipmentTab handleEquip was passing useCombatStore to equipItem()
which needs the crafting store (has equipmentInstances/equippedInstances).
Fixed by using useCraftingStore instead.
Bug 2: processCraftingTick() from crafting-slice.ts was never called in the
game tick loop. Added call in tick-logic.ts when currentAction is
'design'/'prepare'/'enchant'/'craft' so enchantment progress advances.
Bug 3: equipmentSpellStates was initialized as [] and never populated from
equipped items. Added logic in tick-logic.ts to build equipmentSpellStates
from active equipment spells when climbing (currentAction === 'climb').
- Fix mana conversion to deduct from regen instead of mana pool (resolves player stuck at 1 mana below cap)
- Fix Spire Tab error by removing unused legacy import (store-modules/enemy-utils)
- Fix Grimoire Tab error by adding Array.isArray check for effects.map
- Move utility functions from legacy store-modules to utils/ to eliminate legacy dependencies
- Add regression test for mana conversion fix
- Update SpellsTab.tsx imports to use utils instead of legacy stores
- Added useManaStore import to skillStore.ts
- Added mana deduction logic in startStudyingSkill action
- Mana is now properly deducted when starting to study a skill (unless already paid)
- SkillDebug.tsx: Use useSkillStore.getState().incrementSkillLevel() and setSkillLevel() instead of direct setState
- ElementDebug.tsx: Use getState() for consistency
- AttunementDebug.tsx: When unlocking Enchanter, also unlock transference element
- GameStateDebug.tsx: Use proper store actions (debugSetFloor, resetFloorHP, debugSetTime) and fix Switch component usage
The startStudyingSkill() and startStudyingSpell() functions in skillStore.ts
were setting currentStudyTarget but not updating currentAction in combatStore.
Added useCombatStore.getState().setAction('study') calls to both functions
so the game tick properly processes study progress.
- FIX 6: GrimoireTab now properly handles loading state and shows message when no grimoire spells are available
- FIX 7: Added spireMode store read and useEffect to switch to spire tab when enterSpireMode() is called
- Added startCraftingEquipment action that validates and initializes equipment crafting
- Added cancelEquipmentCrafting action that cancels crafting and refunds mana
- Used CraftingEquipment functions directly instead of deprecated wrapper actions
- Updated craftingStore imports to include useManaStore and useUIStore
- Fixed crafting/index.tsx barrel file export (removed non-existent type exports)
- Fixed syntax errors in craftingStore.ts (missing commas in function params)
Fixes issue where EquipmentCrafter component couldn't find these actions on craftingStore.
- SkillsTab.tsx: Replace useGameStore with useSkillStore for currentStudyTarget
- SkillUpgradeDialog.tsx: Migrate to useSkillStore, fix commitSkillUpgrades call
- SkillRow.tsx: Remove parallel study feature (startParallelStudySkill doesn't exist in skillStore), remove hasParallelStudy reference
- Update index.ts export to point to new SkillsTab location
- Delete old legacy tabs/SkillsTab.tsx file
- Fixed src/components/game/GameContext/Provider.tsx
- Fixed src/components/game/GameContext/types.ts
The upgrade-effects.ts imports these from special-effects.ts but doesn't re-export them.