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# Phase 3: Refactor Large Files - Progress
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## Completed Refactorings (All Committed & Pushed)
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### 1. `types.ts` (516 lines) ✅
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- **Commit**: `eb81ccb Phase 3: Split types.ts into domain-specific files`
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- **Result**: Split into `types/elements.ts`, `types/attunements.ts`, `types/spells.ts`, `types/skills.ts`, `types/equipment.ts`, `types/game.ts`, `types/index.ts`
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- **Build**: ✅ Passes
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### 2. `constants.ts` (1436 lines) ✅
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- **Commit**: `f8520e1 Phase 3: Split constants.ts into domain-specific files`
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- **Result**: Split into `constants/elements.ts`, `constants/guardians.ts`, `constants/spells.ts`, `constants/skills.ts`, `constants/prestige.ts`, `constants/rooms.ts`, `constants/core.ts`, `constants/index.ts`
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- **Build**: ✅ Passes
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### 3. `enchantment-effects.ts` (846 lines) ✅
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- **Commit**: `c46981d Phase 3: Split enchantment-effects.ts into category files`
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- **Result**: Split into `data/enchantments/spell-effects.ts`, `mana-effects.ts`, `combat-effects.ts`, `elemental-effects.ts`, `defense-effects.ts`, `utility-effects.ts`, `special-effects.ts`, `enchantment-types.ts`, `index.ts`
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- **Build**: ✅ Passes
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## Failed Refactorings
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### 1. `store.ts` (2464 lines) ❌
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- **Issue**: Sub-agent made changes that broke build (`Cannot read properties of undefined (reading 'mainHand')`)
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- **Action**: Reverted changes with `git restore .`
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- **Status**: Flagged as "too large for current sub-agent setup"
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### 2. `skill-evolution.ts` (2312 lines) ❌
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- **Issue**: Larger than `store.ts` which failed
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- **Status**: Flagged as "too large for current sub-agent setup"
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## Next Files to Refactor
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### High Priority (Smaller, Likely to Work)
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1. `src/components/game/tabs/CraftingTab.tsx` (965 lines) - Split by crafting stage
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2. `src/lib/game/computed-stats.ts` (492 lines) - Split by responsibility
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3. `src/lib/game/utils.ts` (372 lines) - Split by responsibility
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### Medium Priority
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4. `src/components/game/tabs/DebugTab.tsx` (700 lines) - Split by functional area
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5. `src/lib/game/stores/gameStore.ts` (509 lines) - Clean up coordinator
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6. `src/app/page.tsx` (465 lines) - Lazy load tabs
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## Build Status
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✅ Build passes after each successful refactoring
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✅ All commits pushed to remote
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## Notes
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- Sub-agents work best with files under ~1500 lines
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- Focused prompts yield better results
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- Larger files (2000+ lines) tend to break builds or fail silently
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@@ -0,0 +1,211 @@
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'use client';
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import { Button } from '@/components/ui/button';
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import { Progress } from '@/components/ui/progress';
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import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
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import { ScrollArea } from '@/components/ui/scroll-area';
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import { Separator } from '@/components/ui/separator';
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import { ENCHANTMENT_EFFECTS } from '@/lib/game/data/enchantment-effects';
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import type { EquipmentInstance, EnchantmentDesign, AppliedEnchantment, LootInventory, EquipmentCraftingProgress } from '@/lib/game/types';
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import { fmt, type GameStore } from '@/lib/game/store';
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// Slot display names
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const SLOT_NAMES: Record<EquipmentSlot, string> = {
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mainHand: 'Main Hand',
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offHand: 'Off Hand',
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head: 'Head',
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body: 'Body',
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hands: 'Hands',
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feet: 'Feet',
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accessory1: 'Accessory 1',
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accessory2: 'Accessory 2',
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};
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export interface EnchantmentApplierProps {
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store: GameStore;
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selectedEquipmentInstance: string | null;
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setSelectedEquipmentInstance: (id: string | null) => void;
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selectedDesign: string | null;
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setSelectedDesign: (id: string | null) => void;
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}
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export function EnchantmentApplier({
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store,
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selectedEquipmentInstance,
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setSelectedEquipmentInstance,
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selectedDesign,
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setSelectedDesign,
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}: EnchantmentApplierProps) {
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const equippedInstances = store.equippedInstances;
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const equipmentInstances = store.equipmentInstances;
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const enchantmentDesigns = store.enchantmentDesigns;
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const applicationProgress = store.applicationProgress;
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const rawMana = store.rawMana;
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const startApplying = store.startApplying;
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const pauseApplication = store.pauseApplication;
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const resumeApplication = store.resumeApplication;
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const cancelApplication = store.cancelApplication;
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// Get equipped items as array
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const equippedItems = Object.entries(equippedInstances)
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.filter(([, instanceId]) => instanceId && equipmentInstances[instanceId])
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.map(([slot, instanceId]) => ({
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slot: slot as EquipmentSlot,
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instance: equipmentInstances[instanceId!],
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}));
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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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{/* Equipment & Design Selection */}
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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 text-sm">Select Equipment & Design</CardTitle>
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</CardHeader>
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<CardContent>
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{applicationProgress ? (
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<div className="space-y-3">
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<div className="text-sm text-gray-400">
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Applying to: {equipmentInstances[applicationProgress.equipmentInstanceId]?.name}
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</div>
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<Progress value={(applicationProgress.progress / applicationProgress.required) * 100} className="h-3" />
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<div className="flex justify-between text-xs text-gray-400">
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<span>{applicationProgress.progress.toFixed(1)}h / {applicationProgress.required.toFixed(1)}h</span>
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<span>Mana spent: {fmt(applicationProgress.manaSpent)}</span>
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</div>
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<div className="flex gap-2">
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{applicationProgress.paused ? (
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<Button size="sm" onClick={resumeApplication}>Resume</Button>
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) : (
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<Button size="sm" variant="outline" onClick={pauseApplication}>Pause</Button>
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)}
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<Button size="sm" variant="outline" onClick={cancelApplication}>Cancel</Button>
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</div>
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</div>
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) : (
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<div className="space-y-4">
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<div>
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<div className="text-sm text-gray-400 mb-2">Equipment (without enchantments):</div>
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<ScrollArea className="h-32">
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<div className="space-y-1">
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{equippedItems
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.filter(({ instance }) => instance.enchantments.length === 0)
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.map(({ slot, instance }) => (
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<div
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key={instance.instanceId}
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className={`p-2 rounded border cursor-pointer text-sm ${
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selectedEquipmentInstance === instance.instanceId
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? 'border-amber-500 bg-amber-900/20'
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: 'border-gray-700 bg-gray-800/50'
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}`}
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onClick={() => setSelectedEquipmentInstance(instance.instanceId)}
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>
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{instance.name} ({instance.usedCapacity}/{instance.totalCapacity} cap)
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</div>
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))}
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{equippedItems.filter(({ instance }) => instance.enchantments.length === 0).length === 0 && (
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<div className="text-center text-gray-500 text-xs py-2">
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No unenchanted equipment available. Disenchant in Prepare stage first.
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</div>
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)}
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</div>
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</ScrollArea>
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</div>
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<div>
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<div className="text-sm text-gray-400 mb-2">Design:</div>
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<ScrollArea className="h-32">
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<div className="space-y-1">
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{enchantmentDesigns.map(design => (
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<div
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key={design.id}
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className={`p-2 rounded border cursor-pointer text-sm ${
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selectedDesign === design.id
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? 'border-purple-500 bg-purple-900/20'
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: 'border-gray-700 bg-gray-800/50'
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}`}
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onClick={() => setSelectedDesign(design.id)}
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>
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{design.name} ({design.totalCapacityUsed} cap)
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</div>
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))}
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</div>
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</ScrollArea>
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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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{/* Application Details */}
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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 text-sm">Apply Enchantment</CardTitle>
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</CardHeader>
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<CardContent>
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{!selectedEquipmentInstance || !selectedDesign ? (
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<div className="text-center text-gray-400 py-8">
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Select equipment and a design
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</div>
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) : applicationProgress ? (
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<div className="text-gray-400">Application in progress...</div>
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) : (
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(() => {
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const instance = equipmentInstances[selectedEquipmentInstance];
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const design = enchantmentDesigns.find(d => d.id === selectedDesign);
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if (!design) return null;
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const availableCap = instance.totalCapacity - instance.usedCapacity;
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const canFit = availableCap >= design.totalCapacityUsed;
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const applicationTime = 2 + design.effects.reduce((t, e) => t + e.stacks, 0);
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const manaPerHour = 20 + design.effects.reduce((t, e) => t + e.stacks * 5, 0);
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return (
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<div className="space-y-4">
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<div className="text-lg font-semibold">{design.name}</div>
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<div className="text-sm text-gray-400">→ {instance.name}</div>
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<Separator className="bg-gray-700" />
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<div className="space-y-2 text-sm">
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<div className="flex justify-between">
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<span className="text-gray-400">Required Capacity:</span>
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<span className={canFit ? 'text-green-400' : 'text-red-400'}>
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{design.totalCapacityUsed} / {availableCap} available
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</span>
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</div>
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<div className="flex justify-between">
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<span className="text-gray-400">Application Time:</span>
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<span>{applicationTime}h</span>
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</div>
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<div className="flex justify-between">
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<span className="text-gray-400">Mana per Hour:</span>
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<span>{manaPerHour}</span>
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</div>
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</div>
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<div className="text-sm text-gray-400">
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Effects:
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<ul className="list-disc list-inside">
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{design.effects.map(eff => (
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<li key={eff.effectId}>
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{ENCHANTMENT_EFFECTS[eff.effectId]?.name} x{eff.stacks}
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</li>
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))}
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</ul>
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</div>
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<Button
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className="w-full"
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disabled={!canFit}
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onClick={() => startApplying(selectedEquipmentInstance, selectedDesign)}
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>
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Apply Enchantment
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</Button>
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</div>
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);
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})()
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)}
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</CardContent>
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</Card>
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</div>
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);
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}
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@@ -0,0 +1,356 @@
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'use client';
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import { useState } from 'react';
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import { Button } from '@/components/ui/button';
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import { Progress } from '@/components/ui/progress';
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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 { ScrollArea } from '@/components/ui/scroll-area';
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import { Separator } from '@/components/ui/separator';
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import { Wand2, Scroll, Trash2, Plus, Minus } from 'lucide-react';
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import { EQUIPMENT_TYPES } from '@/lib/game/data/equipment';
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import { ENCHANTMENT_EFFECTS, calculateEffectCapacityCost } from '@/lib/game/data/enchantment-effects';
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import { LOOT_DROPS, RARITY_COLORS } from '@/lib/game/data/loot-drops';
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import type { EquipmentInstance, EnchantmentDesign, DesignEffect, LootInventory, EquipmentCraftingProgress } from '@/lib/game/types';
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import { fmt, type GameStore } from '@/lib/game/store';
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// Slot display names
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const SLOT_NAMES: Record<EquipmentSlot, string> = {
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mainHand: 'Main Hand',
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offHand: 'Off Hand',
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head: 'Head',
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body: 'Body',
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hands: 'Hands',
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feet: 'Feet',
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accessory1: 'Accessory 1',
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accessory2: 'Accessory 2',
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};
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export interface EnchantmentDesignerProps {
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store: GameStore;
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selectedEquipmentType: string | null;
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setSelectedEquipmentType: (type: string | null) => void;
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selectedEffects: DesignEffect[];
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setSelectedEffects: (effects: DesignEffect[]) => void;
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designName: string;
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setDesignName: (name: string) => void;
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selectedDesign: string | null;
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setSelectedDesign: (id: string | null) => void;
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}
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export function EnchantmentDesigner({
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store,
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selectedEquipmentType,
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setSelectedEquipmentType,
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selectedEffects,
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setSelectedEffects,
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designName,
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setDesignName,
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selectedDesign,
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setSelectedDesign,
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}: EnchantmentDesignerProps) {
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const enchantmentDesigns = store.enchantmentDesigns;
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const designProgress = store.designProgress;
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const startDesigningEnchantment = store.startDesigningEnchantment;
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const cancelDesign = store.cancelDesign;
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const deleteDesign = store.deleteDesign;
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const unlockedEffects = store.unlockedEffects;
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const skills = store.skills;
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const enchantingLevel = skills.enchanting || 0;
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const efficiencyBonus = (skills.efficientEnchant || 0) * 0.05;
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// Calculate total capacity cost for current design
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const designCapacityCost = selectedEffects.reduce(
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(total, eff) => total + calculateEffectCapacityCost(eff.effectId, eff.stacks, efficiencyBonus),
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0
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);
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// Get capacity limit for selected equipment type
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const selectedEquipmentCapacity = selectedEquipmentType ? EQUIPMENT_TYPES[selectedEquipmentType]?.baseCapacity || 0 : 0;
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const isOverCapacity = selectedEquipmentType ? designCapacityCost > selectedEquipmentCapacity : false;
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// Calculate design time
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const designTime = selectedEffects.reduce((total, eff) => total + 0.5 * eff.stacks, 1);
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// Add effect to design
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const addEffect = (effectId: string) => {
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const existing = selectedEffects.find(e => e.effectId === effectId);
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const effectDef = ENCHANTMENT_EFFECTS[effectId];
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if (!effectDef) return;
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if (existing) {
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if (existing.stacks < effectDef.maxStacks) {
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setSelectedEffects(selectedEffects.map(e =>
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e.effectId === effectId
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? { ...e, stacks: e.stacks + 1 }
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: e
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));
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}
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} else {
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setSelectedEffects([...selectedEffects, {
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effectId,
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stacks: 1,
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capacityCost: calculateEffectCapacityCost(effectId, 1, efficiencyBonus),
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}]);
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}
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};
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// Remove effect from design
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const removeEffect = (effectId: string) => {
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const existing = selectedEffects.find(e => e.effectId === effectId);
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if (!existing) return;
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if (existing.stacks > 1) {
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setSelectedEffects(selectedEffects.map(e =>
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e.effectId === effectId
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? { ...e, stacks: e.stacks - 1 }
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: e
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));
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} else {
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setSelectedEffects(selectedEffects.filter(e => e.effectId !== effectId));
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}
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};
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// Create design
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const handleCreateDesign = () => {
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if (!designName || !selectedEquipmentType || selectedEffects.length === 0) return;
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const success = startDesigningEnchantment(designName, selectedEquipmentType, selectedEffects);
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if (success) {
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// Reset form
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setDesignName('');
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setSelectedEquipmentType(null);
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setSelectedEffects([]);
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}
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};
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// Get available effects for selected equipment type (only unlocked ones)
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const getAvailableEffects = () => {
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if (!selectedEquipmentType) return [];
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const type = EQUIPMENT_TYPES[selectedEquipmentType];
|
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if (!type) return [];
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return Object.values(ENCHANTMENT_EFFECTS).filter(
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effect =>
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effect.allowedEquipmentCategories.includes(type.category) &&
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unlockedEffects.includes(effect.id)
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);
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};
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// Render design stage
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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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{/* Equipment Type Selection */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">1. Select Equipment Type</CardTitle>
|
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</CardHeader>
|
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<CardContent>
|
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{designProgress ? (
|
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<div className="space-y-3">
|
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<div className="text-sm text-gray-400">
|
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Designing for: {EQUIPMENT_TYPES[designProgress.equipmentType]?.name}
|
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</div>
|
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<div className="text-sm font-semibold text-amber-300">{designProgress.name}</div>
|
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<Progress value={(designProgress.progress / designProgress.required) * 100} className="h-3" />
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<div className="flex justify-between text-xs text-gray-400">
|
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<span>{designProgress.progress.toFixed(1)}h / {designProgress.required.toFixed(1)}h</span>
|
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<Button size="sm" variant="outline" onClick={cancelDesign}>Cancel</Button>
|
||||
</div>
|
||||
</div>
|
||||
) : (
|
||||
<ScrollArea className="h-64">
|
||||
<div className="grid grid-cols-2 gap-2">
|
||||
{Object.values(EQUIPMENT_TYPES).map(type => (
|
||||
<div
|
||||
key={type.id}
|
||||
className={`p-2 rounded border cursor-pointer transition-all ${
|
||||
selectedEquipmentType === type.id
|
||||
? 'border-amber-500 bg-amber-900/20'
|
||||
: 'border-gray-700 bg-gray-800/50 hover:border-gray-600'
|
||||
}`}
|
||||
onClick={() => setSelectedEquipmentType(type.id)}
|
||||
>
|
||||
<div className="text-sm font-semibold">{type.name}</div>
|
||||
<div className="text-xs text-gray-400">Cap: {type.baseCapacity}</div>
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Effect Selection */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">2. Select Effects</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{enchantingLevel < 1 ? (
|
||||
<div className="text-center text-gray-400 py-8">
|
||||
<Wand2 className="w-12 h-12 mx-auto mb-2 opacity-50" />
|
||||
<p>Learn Enchanting skill to design enchantments</p>
|
||||
</div>
|
||||
) : designProgress ? (
|
||||
<div className="space-y-2">
|
||||
<div className="text-sm text-gray-400">Design in progress...</div>
|
||||
{designProgress.effects.map(eff => {
|
||||
const def = ENCHANTMENT_EFFECTS[eff.effectId];
|
||||
return (
|
||||
<div key={eff.effectId} className="flex justify-between text-sm">
|
||||
<span>{def?.name} x{eff.stacks}</span>
|
||||
<span className="text-gray-400">{eff.capacityCost} cap</span>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
) : !selectedEquipmentType ? (
|
||||
<div className="text-center text-gray-400 py-8">
|
||||
Select an equipment type first
|
||||
</div>
|
||||
) : (
|
||||
<>
|
||||
<ScrollArea className="h-48 mb-4">
|
||||
<div className="space-y-2">
|
||||
{getAvailableEffects().map(effect => {
|
||||
const selected = selectedEffects.find(e => e.effectId === effect.id);
|
||||
const cost = calculateEffectCapacityCost(effect.id, (selected?.stacks || 0) + 1, efficiencyBonus);
|
||||
|
||||
return (
|
||||
<div
|
||||
key={effect.id}
|
||||
className={`p-2 rounded border transition-all ${
|
||||
selected
|
||||
? 'border-purple-500 bg-purple-900/20'
|
||||
: 'border-gray-700 bg-gray-800/50'
|
||||
}`}
|
||||
>
|
||||
<div className="flex justify-between items-start">
|
||||
<div className="flex-1">
|
||||
<div className="text-sm font-semibold">{effect.name}</div>
|
||||
<div className="text-xs text-gray-400">{effect.description}</div>
|
||||
<div className="text-xs text-gray-500 mt-1">
|
||||
Cost: {effect.baseCapacityCost} cap | Max: {effect.maxStacks}
|
||||
</div>
|
||||
</div>
|
||||
<div className="flex gap-1">
|
||||
{selected && (
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
className="h-6 w-6 p-0"
|
||||
onClick={() => removeEffect(effect.id)}
|
||||
>
|
||||
<Minus className="w-3 h-3" />
|
||||
</Button>
|
||||
)}
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
className="h-6 w-6 p-0"
|
||||
onClick={() => addEffect(effect.id)}
|
||||
disabled={!selected && selectedEffects.length >= 5}
|
||||
>
|
||||
<Plus className="w-3 h-3" />
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
{selected && (
|
||||
<Badge variant="outline" className="mt-1 text-xs">
|
||||
{selected.stacks}/{effect.maxStacks}
|
||||
</Badge>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
|
||||
{/* Selected effects summary */}
|
||||
<Separator className="bg-gray-700 my-2" />
|
||||
<div className="space-y-2">
|
||||
<input
|
||||
type="text"
|
||||
placeholder="Design name..."
|
||||
value={designName}
|
||||
onChange={(e) => setDesignName(e.target.value)}
|
||||
className="w-full bg-gray-800 border border-gray-700 rounded px-3 py-2 text-sm"
|
||||
/>
|
||||
<div className="flex justify-between text-sm">
|
||||
<span>Total Capacity:</span>
|
||||
<span className={isOverCapacity ? 'text-red-400' : 'text-green-400'}>
|
||||
{designCapacityCost.toFixed(0)} / {selectedEquipmentCapacity}
|
||||
</span>
|
||||
</div>
|
||||
<div className="flex justify-between text-sm text-gray-400">
|
||||
<span>Design Time:</span>
|
||||
<span>{designTime.toFixed(1)}h</span>
|
||||
</div>
|
||||
<Button
|
||||
className="w-full"
|
||||
disabled={!designName || selectedEffects.length === 0 || isOverCapacity}
|
||||
onClick={handleCreateDesign}
|
||||
>
|
||||
{isOverCapacity ? 'Over Capacity!' : `Start Design (${designTime.toFixed(1)}h)`}
|
||||
</Button>
|
||||
</div>
|
||||
</>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Saved Designs */}
|
||||
<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Saved Designs ({enchantmentDesigns.length})</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{enchantmentDesigns.length === 0 ? (
|
||||
<div className="text-center text-gray-400 py-4">
|
||||
No saved designs yet
|
||||
</div>
|
||||
) : (
|
||||
<div className="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 gap-3">
|
||||
{enchantmentDesigns.map(design => (
|
||||
<div
|
||||
key={design.id}
|
||||
className={`p-3 rounded border ${
|
||||
selectedDesign === design.id
|
||||
? 'border-amber-500 bg-amber-900/20'
|
||||
: 'border-gray-700 bg-gray-800/50'
|
||||
}`}
|
||||
onClick={() => setSelectedDesign(design.id)}
|
||||
>
|
||||
<div className="flex justify-between items-start">
|
||||
<div>
|
||||
<div className="font-semibold">{design.name}</div>
|
||||
<div className="text-xs text-gray-400">
|
||||
{EQUIPMENT_TYPES[design.equipmentType]?.name}
|
||||
</div>
|
||||
</div>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="ghost"
|
||||
className="h-6 w-6 p-0 text-gray-400 hover:text-red-400"
|
||||
onClick={(e) => {
|
||||
e.stopPropagation();
|
||||
deleteDesign(design.id);
|
||||
}}
|
||||
>
|
||||
<Trash2 className="w-4 h-4" />
|
||||
</Button>
|
||||
</div>
|
||||
<div className="mt-2 text-xs text-gray-400">
|
||||
{design.effects.length} effects | {design.totalCapacityUsed} cap
|
||||
</div>
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,204 @@
|
||||
'use client';
|
||||
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Progress } from '@/components/ui/progress';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { ScrollArea } from '@/components/ui/scroll-area';
|
||||
import { Separator } from '@/components/ui/separator';
|
||||
import { Trash2 } from 'lucide-react';
|
||||
import { EQUIPMENT_TYPES } from '@/lib/game/data/equipment';
|
||||
import type { EquipmentInstance, AppliedEnchantment, LootInventory, EquipmentCraftingProgress } from '@/lib/game/types';
|
||||
import { fmt, type GameStore } from '@/lib/game/store';
|
||||
|
||||
// Slot display names
|
||||
const SLOT_NAMES: Record<EquipmentSlot, string> = {
|
||||
mainHand: 'Main Hand',
|
||||
offHand: 'Off Hand',
|
||||
head: 'Head',
|
||||
body: 'Body',
|
||||
hands: 'Hands',
|
||||
feet: 'Feet',
|
||||
accessory1: 'Accessory 1',
|
||||
accessory2: 'Accessory 2',
|
||||
};
|
||||
|
||||
export interface EnchantmentPreparerProps {
|
||||
store: GameStore;
|
||||
selectedEquipmentInstance: string | null;
|
||||
setSelectedEquipmentInstance: (id: string | null) => void;
|
||||
}
|
||||
|
||||
export function EnchantmentPreparer({
|
||||
store,
|
||||
selectedEquipmentInstance,
|
||||
setSelectedEquipmentInstance,
|
||||
}: EnchantmentPreparerProps) {
|
||||
const equippedInstances = store.equippedInstances;
|
||||
const equipmentInstances = store.equipmentInstances;
|
||||
const preparationProgress = store.preparationProgress;
|
||||
const rawMana = store.rawMana;
|
||||
const skills = store.skills;
|
||||
const startPreparing = store.startPreparing;
|
||||
const cancelPreparation = store.cancelPreparation;
|
||||
const disenchantEquipment = store.disenchantEquipment;
|
||||
|
||||
// Get equipped items as array
|
||||
const equippedItems = Object.entries(equippedInstances)
|
||||
.filter(([, instanceId]) => instanceId && equipmentInstances[instanceId])
|
||||
.map(([slot, instanceId]) => ({
|
||||
slot: slot as EquipmentSlot,
|
||||
instance: equipmentInstances[instanceId!],
|
||||
}));
|
||||
|
||||
return (
|
||||
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
|
||||
{/* Equipment Selection */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Select Equipment to Prepare or Disenchant</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{preparationProgress ? (
|
||||
<div className="space-y-3">
|
||||
<div className="text-sm text-gray-400">
|
||||
Preparing: {equipmentInstances[preparationProgress.equipmentInstanceId]?.name}
|
||||
</div>
|
||||
<Progress value={(preparationProgress.progress / preparationProgress.required) * 100} className="h-3" />
|
||||
<div className="flex justify-between text-xs text-gray-400">
|
||||
<span>{preparationProgress.progress.toFixed(1)}h / {preparationProgress.required.toFixed(1)}h</span>
|
||||
<span>Mana paid: {fmt(preparationProgress.manaCostPaid)}</span>
|
||||
</div>
|
||||
<Button size="sm" variant="outline" onClick={cancelPreparation}>Cancel</Button>
|
||||
</div>
|
||||
) : (
|
||||
<ScrollArea className="h-64">
|
||||
<div className="space-y-2">
|
||||
{equippedItems.map(({ slot, instance }) => {
|
||||
const hasEnchantments = instance.enchantments.length > 0;
|
||||
return (
|
||||
<div
|
||||
key={instance.instanceId}
|
||||
className={`p-3 rounded border cursor-pointer transition-all ${
|
||||
selectedEquipmentInstance === instance.instanceId
|
||||
? 'border-amber-500 bg-amber-900/20'
|
||||
: 'border-gray-700 bg-gray-800/50 hover:border-gray-600'
|
||||
} ${hasEnchantments ? 'border-l-4 border-l-red-600' : ''}`}
|
||||
onClick={() => setSelectedEquipmentInstance(instance.instanceId)}
|
||||
>
|
||||
<div className="flex justify-between">
|
||||
<div>
|
||||
<div className="font-semibold">{instance.name}</div>
|
||||
<div className="text-xs text-gray-400">{SLOT_NAMES[slot]}</div>
|
||||
{hasEnchantments && (
|
||||
<div className="text-xs text-red-400 mt-1">
|
||||
⚠️ {instance.enchantments.length} enchantments - Disenchant to apply new
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
<div className="text-right text-sm">
|
||||
<div className="text-green-400">{instance.usedCapacity}/{instance.totalCapacity} cap</div>
|
||||
<div className="text-xs text-gray-400">{instance.enchantments.length} enchants</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
{equippedItems.length === 0 && (
|
||||
<div className="text-center text-gray-400 py-4">No equipped items</div>
|
||||
)}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Preparation Details */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Preparation Details</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{!selectedEquipmentInstance ? (
|
||||
<div className="text-center text-gray-400 py-8">
|
||||
Select equipment to prepare or disenchant
|
||||
</div>
|
||||
) : preparationProgress ? (
|
||||
<div className="text-gray-400">Preparation in progress...</div>
|
||||
) : (
|
||||
(() => {
|
||||
const instance = equipmentInstances[selectedEquipmentInstance];
|
||||
const hasEnchantments = instance.enchantments.length > 0;
|
||||
const prepTime = 2 + Math.floor(instance.totalCapacity / 50);
|
||||
const manaCost = instance.totalCapacity * 10;
|
||||
|
||||
// Calculate disenchant recovery
|
||||
const disenchantLevel = skills.disenchanting || 0;
|
||||
const recoveryRate = 0.1 + disenchantLevel * 0.2;
|
||||
const totalRecoverable = instance.enchantments.reduce(
|
||||
(sum, e) => sum + Math.floor(e.actualCost * recoveryRate),
|
||||
0
|
||||
);
|
||||
|
||||
return (
|
||||
<div className="space-y-4">
|
||||
<div className="text-lg font-semibold">{instance.name}</div>
|
||||
<Separator className="bg-gray-700" />
|
||||
|
||||
{/* Disenchant option for enchanted gear */}
|
||||
{hasEnchantments && (
|
||||
<div className="p-3 rounded border border-red-600/50 bg-red-900/20 space-y-3">
|
||||
<div className="text-sm font-semibold text-red-400">⚠️ Equipment has enchantments</div>
|
||||
<div className="text-xs text-gray-400">
|
||||
You must disenchant before applying new enchantments.
|
||||
</div>
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Recoverable Mana:</span>
|
||||
<span className="text-green-400">{fmt(totalRecoverable)}</span>
|
||||
</div>
|
||||
<Button
|
||||
className="w-full bg-red-600 hover:bg-red-700"
|
||||
onClick={() => disenchantEquipment(instance.instanceId)}
|
||||
>
|
||||
<Trash2 className="w-4 h-4 mr-2" />
|
||||
Disenchant & Recover {fmt(totalRecoverable)} Mana
|
||||
</Button>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Prepare option for non-enchanted gear */}
|
||||
{!hasEnchantments && (
|
||||
<>
|
||||
<div className="space-y-2 text-sm">
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Capacity:</span>
|
||||
<span>{instance.usedCapacity}/{instance.totalCapacity}</span>
|
||||
</div>
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Prep Time:</span>
|
||||
<span>{prepTime}h</span>
|
||||
</div>
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Mana Cost:</span>
|
||||
<span className={rawMana < manaCost ? 'text-red-400' : 'text-green-400'}>
|
||||
{fmt(manaCost)}
|
||||
</span>
|
||||
</div>
|
||||
</div>
|
||||
<Button
|
||||
className="w-full"
|
||||
disabled={rawMana < manaCost}
|
||||
onClick={() => startPreparing(selectedEquipmentInstance)}
|
||||
>
|
||||
Start Preparation ({prepTime}h, {fmt(manaCost)} mana)
|
||||
</Button>
|
||||
</>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
})()
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,200 @@
|
||||
'use client';
|
||||
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Progress } from '@/components/ui/progress';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { Badge } from '@/components/ui/badge';
|
||||
import { ScrollArea } from '@/components/ui/scroll-area';
|
||||
import { Separator } from '@/components/ui/separator';
|
||||
import { Package, Sparkles, Trash2, Anvil } from 'lucide-react';
|
||||
import { CRAFTING_RECIPES, canCraftRecipe } from '@/lib/game/data/crafting-recipes';
|
||||
import { LOOT_DROPS, RARITY_COLORS } from '@/lib/game/data/loot-drops';
|
||||
import type { EquipmentInstance, AppliedEnchantment, LootInventory, EquipmentCraftingProgress } from '@/lib/game/types';
|
||||
import { fmt, type GameStore } from '@/lib/game/store';
|
||||
|
||||
export interface EquipmentCrafterProps {
|
||||
store: GameStore;
|
||||
}
|
||||
|
||||
export function EquipmentCrafter({ store }: EquipmentCrafterProps) {
|
||||
const lootInventory = store.lootInventory;
|
||||
const equipmentCraftingProgress = store.equipmentCraftingProgress;
|
||||
const rawMana = store.rawMana;
|
||||
const currentAction = store.currentAction;
|
||||
const startCraftingEquipment = store.startCraftingEquipment;
|
||||
const cancelEquipmentCrafting = store.cancelEquipmentCrafting;
|
||||
const deleteMaterial = store.deleteMaterial;
|
||||
|
||||
return (
|
||||
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
|
||||
{/* Blueprint Selection */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm flex items-center gap-2">
|
||||
<Anvil className="w-4 h-4" />
|
||||
Available Blueprints
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{equipmentCraftingProgress ? (
|
||||
<div className="space-y-3">
|
||||
<div className="text-sm text-gray-400">
|
||||
Crafting: {CRAFTING_RECIPES[equipmentCraftingProgress.blueprintId]?.name}
|
||||
</div>
|
||||
<Progress value={(equipmentCraftingProgress.progress / equipmentCraftingProgress.required) * 100} className="h-3" />
|
||||
<div className="flex justify-between text-xs text-gray-400">
|
||||
<span>{equipmentCraftingProgress.progress.toFixed(1)}h / {equipmentCraftingProgress.required.toFixed(1)}h</span>
|
||||
<span>Mana spent: {fmt(equipmentCraftingProgress.manaSpent)}</span>
|
||||
</div>
|
||||
<Button size="sm" variant="outline" onClick={cancelEquipmentCrafting}>Cancel</Button>
|
||||
</div>
|
||||
) : (
|
||||
<ScrollArea className="h-64">
|
||||
<div className="space-y-2">
|
||||
{lootInventory.blueprints.length === 0 ? (
|
||||
<div className="text-center text-gray-400 py-4">
|
||||
<Package className="w-12 h-12 mx-auto mb-2 opacity-50" />
|
||||
<p>No blueprints discovered yet.</p>
|
||||
<p className="text-xs mt-1">Defeat guardians to find blueprints!</p>
|
||||
</div>
|
||||
) : (
|
||||
lootInventory.blueprints.map(bpId => {
|
||||
const recipe = CRAFTING_RECIPES[bpId];
|
||||
if (!recipe) return null;
|
||||
|
||||
const { canCraft, missingMaterials, missingMana } = canCraftRecipe(
|
||||
recipe,
|
||||
lootInventory.materials,
|
||||
rawMana
|
||||
);
|
||||
|
||||
const rarityStyle = RARITY_COLORS[recipe.rarity];
|
||||
|
||||
return (
|
||||
<div
|
||||
key={bpId}
|
||||
className="p-3 rounded border bg-gray-800/50"
|
||||
style={{ borderColor: rarityStyle?.color }}
|
||||
>
|
||||
<div className="flex justify-between items-start mb-2">
|
||||
<div>
|
||||
<div className="font-semibold" style={{ color: rarityStyle?.color }}>
|
||||
{recipe.name}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400 capitalize">{recipe.rarity}</div>
|
||||
</div>
|
||||
<Badge variant="outline" className="text-xs">
|
||||
{recipe.equipmentTypeId ? 'Equipment' : 'Other'}
|
||||
</Badge>
|
||||
</div>
|
||||
|
||||
<div className="text-xs text-gray-400 mb-2">{recipe.description}</div>
|
||||
|
||||
<Separator className="bg-gray-700 my-2" />
|
||||
|
||||
<div className="text-xs space-y-1">
|
||||
<div className="text-gray-500">Materials:</div>
|
||||
{Object.entries(recipe.materials).map(([matId, amount]) => {
|
||||
const available = lootInventory.materials[matId] || 0;
|
||||
const matDrop = LOOT_DROPS[matId];
|
||||
const hasEnough = available >= amount;
|
||||
|
||||
return (
|
||||
<div key={matId} className="flex justify-between">
|
||||
<span>{matDrop?.name || matId}</span>
|
||||
<span className={hasEnough ? 'text-green-400' : 'text-red-400'}>
|
||||
{available} / {amount}
|
||||
</span>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
|
||||
<div className="flex justify-between mt-2">
|
||||
<span>Mana Cost:</span>
|
||||
<span className={rawMana >= recipe.manaCost ? 'text-green-400' : 'text-red-400'}>
|
||||
{fmt(recipe.manaCost)}
|
||||
</span>
|
||||
</div>
|
||||
|
||||
<div className="flex justify-between">
|
||||
<span>Craft Time:</span>
|
||||
<span>{recipe.craftTime}h</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<Button
|
||||
className="w-full mt-3"
|
||||
size="sm"
|
||||
disabled={!canCraft || currentAction === 'craft'}
|
||||
onClick={() => startCraftingEquipment(bpId)}
|
||||
>
|
||||
{canCraft ? 'Craft Equipment' : 'Missing Resources'}
|
||||
</Button>
|
||||
</div>
|
||||
);
|
||||
})
|
||||
)}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Materials Inventory */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm flex items-center gap-2">
|
||||
<Package className="w-4 h-4" />
|
||||
Materials ({Object.values(lootInventory.materials).reduce((a, b) => a + b, 0)})
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<ScrollArea className="h-64">
|
||||
{Object.keys(lootInventory.materials).length === 0 ? (
|
||||
<div className="text-center text-gray-400 py-4">
|
||||
<Sparkles className="w-12 h-12 mx-auto mb-2 opacity-50" />
|
||||
<p>No materials collected yet.</p>
|
||||
<p className="text-xs mt-1">Defeat floors to gather materials!</p>
|
||||
</div>
|
||||
) : (
|
||||
<div className="grid grid-cols-2 gap-2">
|
||||
{Object.entries(lootInventory.materials).map(([matId, count]) => {
|
||||
if (count <= 0) return null;
|
||||
const drop = LOOT_DROPS[matId];
|
||||
if (!drop) return null;
|
||||
|
||||
const rarityStyle = RARITY_COLORS[drop.rarity];
|
||||
|
||||
return (
|
||||
<div
|
||||
key={matId}
|
||||
className="p-2 rounded border bg-gray-800/50 group relative"
|
||||
style={{ borderColor: rarityStyle?.color }}
|
||||
>
|
||||
<div className="flex items-start justify-between">
|
||||
<div>
|
||||
<div className="text-sm font-semibold" style={{ color: rarityStyle?.color }}>
|
||||
{drop.name}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400">x{count}</div>
|
||||
</div>
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="sm"
|
||||
className="h-5 w-5 p-0 opacity-0 group-hover:opacity-100 text-red-400 hover:text-red-300 hover:bg-red-900/20"
|
||||
onClick={() => deleteMaterial(matId, count)}
|
||||
>
|
||||
<Trash2 className="w-3 h-3" />
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
)}
|
||||
</ScrollArea>
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
// Barrel file for crafting components
|
||||
|
||||
export { EnchantmentDesigner, type EnchantmentDesignerProps } from './EnchantmentDesigner';
|
||||
export { EnchantmentPreparer, type EnchantmentPreparerProps } from './EnchantmentPreparer';
|
||||
export { EnchantmentApplier, type EnchantmentApplierProps } from './EnchantmentApplier';
|
||||
export { EquipmentCrafter, type EquipmentCrafterProps } from './EquipmentCrafter';
|
||||
@@ -4,65 +4,30 @@ import { useState } from 'react';
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Progress } from '@/components/ui/progress';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { Badge } from '@/components/ui/badge';
|
||||
import { ScrollArea } from '@/components/ui/scroll-area';
|
||||
import { Separator } from '@/components/ui/separator';
|
||||
import { Tabs, TabsContent, TabsList, TabsTrigger } from '@/components/ui/tabs';
|
||||
import {
|
||||
Wand2, Scroll, Hammer, Sparkles, Trash2, Plus, Minus,
|
||||
Package, Zap, Clock, ChevronRight, Circle, Anvil
|
||||
} from 'lucide-react';
|
||||
import { EQUIPMENT_TYPES } from '@/lib/game/data/equipment';
|
||||
import { ENCHANTMENT_EFFECTS, calculateEffectCapacityCost } from '@/lib/game/data/enchantment-effects';
|
||||
import { CRAFTING_RECIPES, canCraftRecipe } from '@/lib/game/data/crafting-recipes';
|
||||
import { LOOT_DROPS, RARITY_COLORS } from '@/lib/game/data/loot-drops';
|
||||
import { Scroll, Hammer, Sparkles, Anvil } from 'lucide-react';
|
||||
import type { EquipmentInstance, EnchantmentDesign, DesignEffect, AppliedEnchantment, LootInventory, EquipmentCraftingProgress } from '@/lib/game/types';
|
||||
import { fmt, type GameStore } from '@/lib/game/store';
|
||||
|
||||
// Slot display names
|
||||
const SLOT_NAMES: Record<EquipmentSlot, string> = {
|
||||
mainHand: 'Main Hand',
|
||||
offHand: 'Off Hand',
|
||||
head: 'Head',
|
||||
body: 'Body',
|
||||
hands: 'Hands',
|
||||
feet: 'Feet',
|
||||
accessory1: 'Accessory 1',
|
||||
accessory2: 'Accessory 2',
|
||||
};
|
||||
import {
|
||||
EnchantmentDesigner,
|
||||
EnchantmentPreparer,
|
||||
EnchantmentApplier,
|
||||
EquipmentCrafter,
|
||||
} from '@/components/game/crafting';
|
||||
|
||||
export interface CraftingTabProps {
|
||||
store: GameStore;
|
||||
}
|
||||
|
||||
export function CraftingTab({ store }: CraftingTabProps) {
|
||||
const equippedInstances = store.equippedInstances;
|
||||
const equipmentInstances = store.equipmentInstances;
|
||||
const enchantmentDesigns = store.enchantmentDesigns;
|
||||
const currentAction = store.currentAction;
|
||||
const designProgress = store.designProgress;
|
||||
const preparationProgress = store.preparationProgress;
|
||||
const applicationProgress = store.applicationProgress;
|
||||
const equipmentCraftingProgress = store.equipmentCraftingProgress;
|
||||
const rawMana = store.rawMana;
|
||||
const skills = store.skills;
|
||||
const currentAction = store.currentAction;
|
||||
const unlockedEffects = store.unlockedEffects;
|
||||
const lootInventory = store.lootInventory;
|
||||
const startDesigningEnchantment = store.startDesigningEnchantment;
|
||||
const cancelDesign = store.cancelDesign;
|
||||
const saveDesign = store.saveDesign;
|
||||
const deleteDesign = store.deleteDesign;
|
||||
const startPreparing = store.startPreparing;
|
||||
const cancelPreparation = store.cancelPreparation;
|
||||
const startApplying = store.startApplying;
|
||||
const pauseApplication = store.pauseApplication;
|
||||
const resumeApplication = store.resumeApplication;
|
||||
const cancelApplication = store.cancelApplication;
|
||||
const disenchantEquipment = store.disenchantEquipment;
|
||||
const getAvailableCapacity = store.getAvailableCapacity;
|
||||
const startCraftingEquipment = store.startCraftingEquipment;
|
||||
const cancelEquipmentCrafting = store.cancelEquipmentCrafting;
|
||||
const deleteMaterial = store.deleteMaterial;
|
||||
|
||||
const [craftingStage, setCraftingStage] = useState<'design' | 'prepare' | 'apply' | 'craft'>('craft');
|
||||
const [selectedEquipmentType, setSelectedEquipmentType] = useState<string | null>(null);
|
||||
const [selectedEquipmentInstance, setSelectedEquipmentInstance] = useState<string | null>(null);
|
||||
@@ -72,794 +37,6 @@ export function CraftingTab({ store }: CraftingTabProps) {
|
||||
const [designName, setDesignName] = useState('');
|
||||
const [selectedEffects, setSelectedEffects] = useState<DesignEffect[]>([]);
|
||||
|
||||
const enchantingLevel = skills.enchanting || 0;
|
||||
const efficiencyBonus = (skills.efficientEnchant || 0) * 0.05;
|
||||
|
||||
// Get equipped items as array
|
||||
const equippedItems = Object.entries(equippedInstances)
|
||||
.filter(([, instanceId]) => instanceId && equipmentInstances[instanceId])
|
||||
.map(([slot, instanceId]) => ({
|
||||
slot: slot as EquipmentSlot,
|
||||
instance: equipmentInstances[instanceId!],
|
||||
}));
|
||||
|
||||
// Calculate total capacity cost for current design
|
||||
const designCapacityCost = selectedEffects.reduce(
|
||||
(total, eff) => total + calculateEffectCapacityCost(eff.effectId, eff.stacks, efficiencyBonus),
|
||||
0
|
||||
);
|
||||
|
||||
// Get capacity limit for selected equipment type
|
||||
const selectedEquipmentCapacity = selectedEquipmentType ? EQUIPMENT_TYPES[selectedEquipmentType]?.baseCapacity || 0 : 0;
|
||||
const isOverCapacity = selectedEquipmentType ? designCapacityCost > selectedEquipmentCapacity : false;
|
||||
|
||||
// Calculate design time
|
||||
const designTime = selectedEffects.reduce((total, eff) => total + 0.5 * eff.stacks, 1);
|
||||
|
||||
// Add effect to design
|
||||
const addEffect = (effectId: string) => {
|
||||
const existing = selectedEffects.find(e => e.effectId === effectId);
|
||||
const effectDef = ENCHANTMENT_EFFECTS[effectId];
|
||||
if (!effectDef) return;
|
||||
|
||||
if (existing) {
|
||||
if (existing.stacks < effectDef.maxStacks) {
|
||||
setSelectedEffects(selectedEffects.map(e =>
|
||||
e.effectId === effectId
|
||||
? { ...e, stacks: e.stacks + 1 }
|
||||
: e
|
||||
));
|
||||
}
|
||||
} else {
|
||||
setSelectedEffects([...selectedEffects, {
|
||||
effectId,
|
||||
stacks: 1,
|
||||
capacityCost: calculateEffectCapacityCost(effectId, 1, efficiencyBonus),
|
||||
}]);
|
||||
}
|
||||
};
|
||||
|
||||
// Remove effect from design
|
||||
const removeEffect = (effectId: string) => {
|
||||
const existing = selectedEffects.find(e => e.effectId === effectId);
|
||||
if (!existing) return;
|
||||
|
||||
if (existing.stacks > 1) {
|
||||
setSelectedEffects(selectedEffects.map(e =>
|
||||
e.effectId === effectId
|
||||
? { ...e, stacks: e.stacks - 1 }
|
||||
: e
|
||||
));
|
||||
} else {
|
||||
setSelectedEffects(selectedEffects.filter(e => e.effectId !== effectId));
|
||||
}
|
||||
};
|
||||
|
||||
// Create design
|
||||
const handleCreateDesign = () => {
|
||||
if (!designName || !selectedEquipmentType || selectedEffects.length === 0) return;
|
||||
|
||||
const success = startDesigningEnchantment(designName, selectedEquipmentType, selectedEffects);
|
||||
if (success) {
|
||||
// Reset form
|
||||
setDesignName('');
|
||||
setSelectedEquipmentType(null);
|
||||
setSelectedEffects([]);
|
||||
}
|
||||
};
|
||||
|
||||
// Get available effects for selected equipment type (only unlocked ones)
|
||||
const getAvailableEffects = () => {
|
||||
if (!selectedEquipmentType) return [];
|
||||
const type = EQUIPMENT_TYPES[selectedEquipmentType];
|
||||
if (!type) return [];
|
||||
|
||||
return Object.values(ENCHANTMENT_EFFECTS).filter(
|
||||
effect =>
|
||||
effect.allowedEquipmentCategories.includes(type.category) &&
|
||||
unlockedEffects.includes(effect.id)
|
||||
);
|
||||
};
|
||||
|
||||
// Render design stage
|
||||
const renderDesignStage = () => (
|
||||
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
|
||||
{/* Equipment Type Selection */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">1. Select Equipment Type</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{designProgress ? (
|
||||
<div className="space-y-3">
|
||||
<div className="text-sm text-gray-400">
|
||||
Designing for: {EQUIPMENT_TYPES[designProgress.equipmentType]?.name}
|
||||
</div>
|
||||
<div className="text-sm font-semibold text-amber-300">{designProgress.name}</div>
|
||||
<Progress value={(designProgress.progress / designProgress.required) * 100} className="h-3" />
|
||||
<div className="flex justify-between text-xs text-gray-400">
|
||||
<span>{designProgress.progress.toFixed(1)}h / {designProgress.required.toFixed(1)}h</span>
|
||||
<Button size="sm" variant="outline" onClick={cancelDesign}>Cancel</Button>
|
||||
</div>
|
||||
</div>
|
||||
) : (
|
||||
<ScrollArea className="h-64">
|
||||
<div className="grid grid-cols-2 gap-2">
|
||||
{Object.values(EQUIPMENT_TYPES).map(type => (
|
||||
<div
|
||||
key={type.id}
|
||||
className={`p-2 rounded border cursor-pointer transition-all ${
|
||||
selectedEquipmentType === type.id
|
||||
? 'border-amber-500 bg-amber-900/20'
|
||||
: 'border-gray-700 bg-gray-800/50 hover:border-gray-600'
|
||||
}`}
|
||||
onClick={() => setSelectedEquipmentType(type.id)}
|
||||
>
|
||||
<div className="text-sm font-semibold">{type.name}</div>
|
||||
<div className="text-xs text-gray-400">Cap: {type.baseCapacity}</div>
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Effect Selection */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">2. Select Effects</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{enchantingLevel < 1 ? (
|
||||
<div className="text-center text-gray-400 py-8">
|
||||
<Wand2 className="w-12 h-12 mx-auto mb-2 opacity-50" />
|
||||
<p>Learn Enchanting skill to design enchantments</p>
|
||||
</div>
|
||||
) : designProgress ? (
|
||||
<div className="space-y-2">
|
||||
<div className="text-sm text-gray-400">Design in progress...</div>
|
||||
{designProgress.effects.map(eff => {
|
||||
const def = ENCHANTMENT_EFFECTS[eff.effectId];
|
||||
return (
|
||||
<div key={eff.effectId} className="flex justify-between text-sm">
|
||||
<span>{def?.name} x{eff.stacks}</span>
|
||||
<span className="text-gray-400">{eff.capacityCost} cap</span>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
) : !selectedEquipmentType ? (
|
||||
<div className="text-center text-gray-400 py-8">
|
||||
Select an equipment type first
|
||||
</div>
|
||||
) : (
|
||||
<>
|
||||
<ScrollArea className="h-48 mb-4">
|
||||
<div className="space-y-2">
|
||||
{getAvailableEffects().map(effect => {
|
||||
const selected = selectedEffects.find(e => e.effectId === effect.id);
|
||||
const cost = calculateEffectCapacityCost(effect.id, (selected?.stacks || 0) + 1, efficiencyBonus);
|
||||
|
||||
return (
|
||||
<div
|
||||
key={effect.id}
|
||||
className={`p-2 rounded border transition-all ${
|
||||
selected
|
||||
? 'border-purple-500 bg-purple-900/20'
|
||||
: 'border-gray-700 bg-gray-800/50'
|
||||
}`}
|
||||
>
|
||||
<div className="flex justify-between items-start">
|
||||
<div className="flex-1">
|
||||
<div className="text-sm font-semibold">{effect.name}</div>
|
||||
<div className="text-xs text-gray-400">{effect.description}</div>
|
||||
<div className="text-xs text-gray-500 mt-1">
|
||||
Cost: {effect.baseCapacityCost} cap | Max: {effect.maxStacks}
|
||||
</div>
|
||||
</div>
|
||||
<div className="flex gap-1">
|
||||
{selected && (
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
className="h-6 w-6 p-0"
|
||||
onClick={() => removeEffect(effect.id)}
|
||||
>
|
||||
<Minus className="w-3 h-3" />
|
||||
</Button>
|
||||
)}
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
className="h-6 w-6 p-0"
|
||||
onClick={() => addEffect(effect.id)}
|
||||
disabled={!selected && selectedEffects.length >= 5}
|
||||
>
|
||||
<Plus className="w-3 h-3" />
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
{selected && (
|
||||
<Badge variant="outline" className="mt-1 text-xs">
|
||||
{selected.stacks}/{effect.maxStacks}
|
||||
</Badge>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
|
||||
{/* Selected effects summary */}
|
||||
<Separator className="bg-gray-700 my-2" />
|
||||
<div className="space-y-2">
|
||||
<input
|
||||
type="text"
|
||||
placeholder="Design name..."
|
||||
value={designName}
|
||||
onChange={(e) => setDesignName(e.target.value)}
|
||||
className="w-full bg-gray-800 border border-gray-700 rounded px-3 py-2 text-sm"
|
||||
/>
|
||||
<div className="flex justify-between text-sm">
|
||||
<span>Total Capacity:</span>
|
||||
<span className={isOverCapacity ? 'text-red-400' : 'text-green-400'}>
|
||||
{designCapacityCost.toFixed(0)} / {selectedEquipmentCapacity}
|
||||
</span>
|
||||
</div>
|
||||
<div className="flex justify-between text-sm text-gray-400">
|
||||
<span>Design Time:</span>
|
||||
<span>{designTime.toFixed(1)}h</span>
|
||||
</div>
|
||||
<Button
|
||||
className="w-full"
|
||||
disabled={!designName || selectedEffects.length === 0 || isOverCapacity}
|
||||
onClick={handleCreateDesign}
|
||||
>
|
||||
{isOverCapacity ? 'Over Capacity!' : `Start Design (${designTime.toFixed(1)}h)`}
|
||||
</Button>
|
||||
</div>
|
||||
</>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Saved Designs */}
|
||||
<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Saved Designs ({enchantmentDesigns.length})</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{enchantmentDesigns.length === 0 ? (
|
||||
<div className="text-center text-gray-400 py-4">
|
||||
No saved designs yet
|
||||
</div>
|
||||
) : (
|
||||
<div className="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 gap-3">
|
||||
{enchantmentDesigns.map(design => (
|
||||
<div
|
||||
key={design.id}
|
||||
className={`p-3 rounded border ${
|
||||
selectedDesign === design.id
|
||||
? 'border-amber-500 bg-amber-900/20'
|
||||
: 'border-gray-700 bg-gray-800/50'
|
||||
}`}
|
||||
onClick={() => setSelectedDesign(design.id)}
|
||||
>
|
||||
<div className="flex justify-between items-start">
|
||||
<div>
|
||||
<div className="font-semibold">{design.name}</div>
|
||||
<div className="text-xs text-gray-400">
|
||||
{EQUIPMENT_TYPES[design.equipmentType]?.name}
|
||||
</div>
|
||||
</div>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="ghost"
|
||||
className="h-6 w-6 p-0 text-gray-400 hover:text-red-400"
|
||||
onClick={(e) => {
|
||||
e.stopPropagation();
|
||||
deleteDesign(design.id);
|
||||
}}
|
||||
>
|
||||
<Trash2 className="w-4 h-4" />
|
||||
</Button>
|
||||
</div>
|
||||
<div className="mt-2 text-xs text-gray-400">
|
||||
{design.effects.length} effects | {design.totalCapacityUsed} cap
|
||||
</div>
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
);
|
||||
|
||||
// Render prepare stage
|
||||
const renderPrepareStage = () => (
|
||||
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
|
||||
{/* Equipment Selection */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Select Equipment to Prepare or Disenchant</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{preparationProgress ? (
|
||||
<div className="space-y-3">
|
||||
<div className="text-sm text-gray-400">
|
||||
Preparing: {equipmentInstances[preparationProgress.equipmentInstanceId]?.name}
|
||||
</div>
|
||||
<Progress value={(preparationProgress.progress / preparationProgress.required) * 100} className="h-3" />
|
||||
<div className="flex justify-between text-xs text-gray-400">
|
||||
<span>{preparationProgress.progress.toFixed(1)}h / {preparationProgress.required.toFixed(1)}h</span>
|
||||
<span>Mana paid: {fmt(preparationProgress.manaCostPaid)}</span>
|
||||
</div>
|
||||
<Button size="sm" variant="outline" onClick={cancelPreparation}>Cancel</Button>
|
||||
</div>
|
||||
) : (
|
||||
<ScrollArea className="h-64">
|
||||
<div className="space-y-2">
|
||||
{equippedItems.map(({ slot, instance }) => {
|
||||
const hasEnchantments = instance.enchantments.length > 0;
|
||||
return (
|
||||
<div
|
||||
key={instance.instanceId}
|
||||
className={`p-3 rounded border cursor-pointer transition-all ${
|
||||
selectedEquipmentInstance === instance.instanceId
|
||||
? 'border-amber-500 bg-amber-900/20'
|
||||
: 'border-gray-700 bg-gray-800/50 hover:border-gray-600'
|
||||
} ${hasEnchantments ? 'border-l-4 border-l-red-600' : ''}`}
|
||||
onClick={() => setSelectedEquipmentInstance(instance.instanceId)}
|
||||
>
|
||||
<div className="flex justify-between">
|
||||
<div>
|
||||
<div className="font-semibold">{instance.name}</div>
|
||||
<div className="text-xs text-gray-400">{SLOT_NAMES[slot]}</div>
|
||||
{hasEnchantments && (
|
||||
<div className="text-xs text-red-400 mt-1">
|
||||
⚠️ {instance.enchantments.length} enchantments - Disenchant to apply new
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
<div className="text-right text-sm">
|
||||
<div className="text-green-400">{instance.usedCapacity}/{instance.totalCapacity} cap</div>
|
||||
<div className="text-xs text-gray-400">{instance.enchantments.length} enchants</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
{equippedItems.length === 0 && (
|
||||
<div className="text-center text-gray-400 py-4">No equipped items</div>
|
||||
)}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Preparation Details */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Preparation Details</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{!selectedEquipmentInstance ? (
|
||||
<div className="text-center text-gray-400 py-8">
|
||||
Select equipment to prepare or disenchant
|
||||
</div>
|
||||
) : preparationProgress ? (
|
||||
<div className="text-gray-400">Preparation in progress...</div>
|
||||
) : (
|
||||
(() => {
|
||||
const instance = equipmentInstances[selectedEquipmentInstance];
|
||||
const hasEnchantments = instance.enchantments.length > 0;
|
||||
const prepTime = 2 + Math.floor(instance.totalCapacity / 50);
|
||||
const manaCost = instance.totalCapacity * 10;
|
||||
|
||||
// Calculate disenchant recovery
|
||||
const disenchantLevel = skills.disenchanting || 0;
|
||||
const recoveryRate = 0.1 + disenchantLevel * 0.2;
|
||||
const totalRecoverable = instance.enchantments.reduce(
|
||||
(sum, e) => sum + Math.floor(e.actualCost * recoveryRate),
|
||||
0
|
||||
);
|
||||
|
||||
return (
|
||||
<div className="space-y-4">
|
||||
<div className="text-lg font-semibold">{instance.name}</div>
|
||||
<Separator className="bg-gray-700" />
|
||||
|
||||
{/* Disenchant option for enchanted gear */}
|
||||
{hasEnchantments && (
|
||||
<div className="p-3 rounded border border-red-600/50 bg-red-900/20 space-y-3">
|
||||
<div className="text-sm font-semibold text-red-400">⚠️ Equipment has enchantments</div>
|
||||
<div className="text-xs text-gray-400">
|
||||
You must disenchant before applying new enchantments.
|
||||
</div>
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Recoverable Mana:</span>
|
||||
<span className="text-green-400">{fmt(totalRecoverable)}</span>
|
||||
</div>
|
||||
<Button
|
||||
className="w-full bg-red-600 hover:bg-red-700"
|
||||
onClick={() => disenchantEquipment(instance.instanceId)}
|
||||
>
|
||||
<Trash2 className="w-4 h-4 mr-2" />
|
||||
Disenchant & Recover {fmt(totalRecoverable)} Mana
|
||||
</Button>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Prepare option for non-enchanted gear */}
|
||||
{!hasEnchantments && (
|
||||
<>
|
||||
<div className="space-y-2 text-sm">
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Capacity:</span>
|
||||
<span>{instance.usedCapacity}/{instance.totalCapacity}</span>
|
||||
</div>
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Prep Time:</span>
|
||||
<span>{prepTime}h</span>
|
||||
</div>
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Mana Cost:</span>
|
||||
<span className={rawMana < manaCost ? 'text-red-400' : 'text-green-400'}>
|
||||
{fmt(manaCost)}
|
||||
</span>
|
||||
</div>
|
||||
</div>
|
||||
<Button
|
||||
className="w-full"
|
||||
disabled={rawMana < manaCost}
|
||||
onClick={() => startPreparing(selectedEquipmentInstance)}
|
||||
>
|
||||
Start Preparation ({prepTime}h, {fmt(manaCost)} mana)
|
||||
</Button>
|
||||
</>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
})()
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
);
|
||||
|
||||
// Render apply stage
|
||||
const renderApplyStage = () => (
|
||||
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
|
||||
{/* Equipment & Design Selection */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Select Equipment & Design</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{applicationProgress ? (
|
||||
<div className="space-y-3">
|
||||
<div className="text-sm text-gray-400">
|
||||
Applying to: {equipmentInstances[applicationProgress.equipmentInstanceId]?.name}
|
||||
</div>
|
||||
<Progress value={(applicationProgress.progress / applicationProgress.required) * 100} className="h-3" />
|
||||
<div className="flex justify-between text-xs text-gray-400">
|
||||
<span>{applicationProgress.progress.toFixed(1)}h / {applicationProgress.required.toFixed(1)}h</span>
|
||||
<span>Mana spent: {fmt(applicationProgress.manaSpent)}</span>
|
||||
</div>
|
||||
<div className="flex gap-2">
|
||||
{applicationProgress.paused ? (
|
||||
<Button size="sm" onClick={resumeApplication}>Resume</Button>
|
||||
) : (
|
||||
<Button size="sm" variant="outline" onClick={pauseApplication}>Pause</Button>
|
||||
)}
|
||||
<Button size="sm" variant="outline" onClick={cancelApplication}>Cancel</Button>
|
||||
</div>
|
||||
</div>
|
||||
) : (
|
||||
<div className="space-y-4">
|
||||
<div>
|
||||
<div className="text-sm text-gray-400 mb-2">Equipment (without enchantments):</div>
|
||||
<ScrollArea className="h-32">
|
||||
<div className="space-y-1">
|
||||
{equippedItems
|
||||
.filter(({ instance }) => instance.enchantments.length === 0)
|
||||
.map(({ slot, instance }) => (
|
||||
<div
|
||||
key={instance.instanceId}
|
||||
className={`p-2 rounded border cursor-pointer text-sm ${
|
||||
selectedEquipmentInstance === instance.instanceId
|
||||
? 'border-amber-500 bg-amber-900/20'
|
||||
: 'border-gray-700 bg-gray-800/50'
|
||||
}`}
|
||||
onClick={() => setSelectedEquipmentInstance(instance.instanceId)}
|
||||
>
|
||||
{instance.name} ({instance.usedCapacity}/{instance.totalCapacity} cap)
|
||||
</div>
|
||||
))}
|
||||
{equippedItems.filter(({ instance }) => instance.enchantments.length === 0).length === 0 && (
|
||||
<div className="text-center text-gray-500 text-xs py-2">
|
||||
No unenchanted equipment available. Disenchant in Prepare stage first.
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
</div>
|
||||
|
||||
<div>
|
||||
<div className="text-sm text-gray-400 mb-2">Design:</div>
|
||||
<ScrollArea className="h-32">
|
||||
<div className="space-y-1">
|
||||
{enchantmentDesigns.map(design => (
|
||||
<div
|
||||
key={design.id}
|
||||
className={`p-2 rounded border cursor-pointer text-sm ${
|
||||
selectedDesign === design.id
|
||||
? 'border-purple-500 bg-purple-900/20'
|
||||
: 'border-gray-700 bg-gray-800/50'
|
||||
}`}
|
||||
onClick={() => setSelectedDesign(design.id)}
|
||||
>
|
||||
{design.name} ({design.totalCapacityUsed} cap)
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Application Details */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Apply Enchantment</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{!selectedEquipmentInstance || !selectedDesign ? (
|
||||
<div className="text-center text-gray-400 py-8">
|
||||
Select equipment and a design
|
||||
</div>
|
||||
) : applicationProgress ? (
|
||||
<div className="text-gray-400">Application in progress...</div>
|
||||
) : (
|
||||
(() => {
|
||||
const instance = equipmentInstances[selectedEquipmentInstance];
|
||||
const design = enchantmentDesigns.find(d => d.id === selectedDesign);
|
||||
if (!design) return null;
|
||||
|
||||
const availableCap = instance.totalCapacity - instance.usedCapacity;
|
||||
const canFit = availableCap >= design.totalCapacityUsed;
|
||||
const applicationTime = 2 + design.effects.reduce((t, e) => t + e.stacks, 0);
|
||||
const manaPerHour = 20 + design.effects.reduce((t, e) => t + e.stacks * 5, 0);
|
||||
|
||||
return (
|
||||
<div className="space-y-4">
|
||||
<div className="text-lg font-semibold">{design.name}</div>
|
||||
<div className="text-sm text-gray-400">→ {instance.name}</div>
|
||||
<Separator className="bg-gray-700" />
|
||||
|
||||
<div className="space-y-2 text-sm">
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Required Capacity:</span>
|
||||
<span className={canFit ? 'text-green-400' : 'text-red-400'}>
|
||||
{design.totalCapacityUsed} / {availableCap} available
|
||||
</span>
|
||||
</div>
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Application Time:</span>
|
||||
<span>{applicationTime}h</span>
|
||||
</div>
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Mana per Hour:</span>
|
||||
<span>{manaPerHour}</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div className="text-sm text-gray-400">
|
||||
Effects:
|
||||
<ul className="list-disc list-inside">
|
||||
{design.effects.map(eff => (
|
||||
<li key={eff.effectId}>
|
||||
{ENCHANTMENT_EFFECTS[eff.effectId]?.name} x{eff.stacks}
|
||||
</li>
|
||||
))}
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<Button
|
||||
className="w-full"
|
||||
disabled={!canFit}
|
||||
onClick={() => startApplying(selectedEquipmentInstance, selectedDesign)}
|
||||
>
|
||||
Apply Enchantment
|
||||
</Button>
|
||||
</div>
|
||||
);
|
||||
})()
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
);
|
||||
|
||||
// Render equipment crafting stage
|
||||
const renderCraftStage = () => (
|
||||
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
|
||||
{/* Blueprint Selection */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm flex items-center gap-2">
|
||||
<Anvil className="w-4 h-4" />
|
||||
Available Blueprints
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{equipmentCraftingProgress ? (
|
||||
<div className="space-y-3">
|
||||
<div className="text-sm text-gray-400">
|
||||
Crafting: {CRAFTING_RECIPES[equipmentCraftingProgress.blueprintId]?.name}
|
||||
</div>
|
||||
<Progress value={(equipmentCraftingProgress.progress / equipmentCraftingProgress.required) * 100} className="h-3" />
|
||||
<div className="flex justify-between text-xs text-gray-400">
|
||||
<span>{equipmentCraftingProgress.progress.toFixed(1)}h / {equipmentCraftingProgress.required.toFixed(1)}h</span>
|
||||
<span>Mana spent: {fmt(equipmentCraftingProgress.manaSpent)}</span>
|
||||
</div>
|
||||
<Button size="sm" variant="outline" onClick={cancelEquipmentCrafting}>Cancel</Button>
|
||||
</div>
|
||||
) : (
|
||||
<ScrollArea className="h-64">
|
||||
<div className="space-y-2">
|
||||
{lootInventory.blueprints.length === 0 ? (
|
||||
<div className="text-center text-gray-400 py-4">
|
||||
<Package className="w-12 h-12 mx-auto mb-2 opacity-50" />
|
||||
<p>No blueprints discovered yet.</p>
|
||||
<p className="text-xs mt-1">Defeat guardians to find blueprints!</p>
|
||||
</div>
|
||||
) : (
|
||||
lootInventory.blueprints.map(bpId => {
|
||||
const recipe = CRAFTING_RECIPES[bpId];
|
||||
if (!recipe) return null;
|
||||
|
||||
const { canCraft, missingMaterials, missingMana } = canCraftRecipe(
|
||||
recipe,
|
||||
lootInventory.materials,
|
||||
rawMana
|
||||
);
|
||||
|
||||
const rarityStyle = RARITY_COLORS[recipe.rarity];
|
||||
|
||||
return (
|
||||
<div
|
||||
key={bpId}
|
||||
className="p-3 rounded border bg-gray-800/50"
|
||||
style={{ borderColor: rarityStyle?.color }}
|
||||
>
|
||||
<div className="flex justify-between items-start mb-2">
|
||||
<div>
|
||||
<div className="font-semibold" style={{ color: rarityStyle?.color }}>
|
||||
{recipe.name}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400 capitalize">{recipe.rarity}</div>
|
||||
</div>
|
||||
<Badge variant="outline" className="text-xs">
|
||||
{EQUIPMENT_TYPES[recipe.equipmentTypeId]?.category}
|
||||
</Badge>
|
||||
</div>
|
||||
|
||||
<div className="text-xs text-gray-400 mb-2">{recipe.description}</div>
|
||||
|
||||
<Separator className="bg-gray-700 my-2" />
|
||||
|
||||
<div className="text-xs space-y-1">
|
||||
<div className="text-gray-500">Materials:</div>
|
||||
{Object.entries(recipe.materials).map(([matId, amount]) => {
|
||||
const available = lootInventory.materials[matId] || 0;
|
||||
const matDrop = LOOT_DROPS[matId];
|
||||
const hasEnough = available >= amount;
|
||||
|
||||
return (
|
||||
<div key={matId} className="flex justify-between">
|
||||
<span>{matDrop?.name || matId}</span>
|
||||
<span className={hasEnough ? 'text-green-400' : 'text-red-400'}>
|
||||
{available} / {amount}
|
||||
</span>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
|
||||
<div className="flex justify-between mt-2">
|
||||
<span>Mana Cost:</span>
|
||||
<span className={rawMana >= recipe.manaCost ? 'text-green-400' : 'text-red-400'}>
|
||||
{fmt(recipe.manaCost)}
|
||||
</span>
|
||||
</div>
|
||||
|
||||
<div className="flex justify-between">
|
||||
<span>Craft Time:</span>
|
||||
<span>{recipe.craftTime}h</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<Button
|
||||
className="w-full mt-3"
|
||||
size="sm"
|
||||
disabled={!canCraft || currentAction === 'craft'}
|
||||
onClick={() => startCraftingEquipment(bpId)}
|
||||
>
|
||||
{canCraft ? 'Craft Equipment' : 'Missing Resources'}
|
||||
</Button>
|
||||
</div>
|
||||
);
|
||||
})
|
||||
)}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Materials Inventory */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm flex items-center gap-2">
|
||||
<Package className="w-4 h-4" />
|
||||
Materials ({Object.values(lootInventory.materials).reduce((a, b) => a + b, 0)})
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<ScrollArea className="h-64">
|
||||
{Object.keys(lootInventory.materials).length === 0 ? (
|
||||
<div className="text-center text-gray-400 py-4">
|
||||
<Sparkles className="w-12 h-12 mx-auto mb-2 opacity-50" />
|
||||
<p>No materials collected yet.</p>
|
||||
<p className="text-xs mt-1">Defeat floors to gather materials!</p>
|
||||
</div>
|
||||
) : (
|
||||
<div className="grid grid-cols-2 gap-2">
|
||||
{Object.entries(lootInventory.materials).map(([matId, count]) => {
|
||||
if (count <= 0) return null;
|
||||
const drop = LOOT_DROPS[matId];
|
||||
if (!drop) return null;
|
||||
|
||||
const rarityStyle = RARITY_COLORS[drop.rarity];
|
||||
|
||||
return (
|
||||
<div
|
||||
key={matId}
|
||||
className="p-2 rounded border bg-gray-800/50 group relative"
|
||||
style={{ borderColor: rarityStyle?.color }}
|
||||
>
|
||||
<div className="flex items-start justify-between">
|
||||
<div>
|
||||
<div className="text-sm font-semibold" style={{ color: rarityStyle?.color }}>
|
||||
{drop.name}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400">x{count}</div>
|
||||
</div>
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="sm"
|
||||
className="h-5 w-5 p-0 opacity-0 group-hover:opacity-100 text-red-400 hover:text-red-300 hover:bg-red-900/20"
|
||||
onClick={() => deleteMaterial(matId, count)}
|
||||
>
|
||||
<Trash2 className="w-3 h-3" />
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
)}
|
||||
</ScrollArea>
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
);
|
||||
|
||||
return (
|
||||
<div className="space-y-4">
|
||||
{/* Stage Tabs */}
|
||||
@@ -884,16 +61,36 @@ export function CraftingTab({ store }: CraftingTabProps) {
|
||||
</TabsList>
|
||||
|
||||
<TabsContent value="craft" className="mt-4">
|
||||
{renderCraftStage()}
|
||||
<EquipmentCrafter store={store} />
|
||||
</TabsContent>
|
||||
<TabsContent value="design" className="mt-4">
|
||||
{renderDesignStage()}
|
||||
<EnchantmentDesigner
|
||||
store={store}
|
||||
selectedEquipmentType={selectedEquipmentType}
|
||||
setSelectedEquipmentType={setSelectedEquipmentType}
|
||||
selectedEffects={selectedEffects}
|
||||
setSelectedEffects={setSelectedEffects}
|
||||
designName={designName}
|
||||
setDesignName={setDesignName}
|
||||
selectedDesign={selectedDesign}
|
||||
setSelectedDesign={setSelectedDesign}
|
||||
/>
|
||||
</TabsContent>
|
||||
<TabsContent value="prepare" className="mt-4">
|
||||
{renderPrepareStage()}
|
||||
<EnchantmentPreparer
|
||||
store={store}
|
||||
selectedEquipmentInstance={selectedEquipmentInstance}
|
||||
setSelectedEquipmentInstance={setSelectedEquipmentInstance}
|
||||
/>
|
||||
</TabsContent>
|
||||
<TabsContent value="apply" className="mt-4">
|
||||
{renderApplyStage()}
|
||||
<EnchantmentApplier
|
||||
store={store}
|
||||
selectedEquipmentInstance={selectedEquipmentInstance}
|
||||
setSelectedEquipmentInstance={setSelectedEquipmentInstance}
|
||||
selectedDesign={selectedDesign}
|
||||
setSelectedDesign={setSelectedDesign}
|
||||
/>
|
||||
</TabsContent>
|
||||
</Tabs>
|
||||
|
||||
|
||||
+11
-491
@@ -1,492 +1,12 @@
|
||||
// ─── Computed Stats and Utility Functions ───────────────────────────────────────
|
||||
// This module contains all computed stat functions and utility helpers
|
||||
// extracted from the main store for better organization
|
||||
|
||||
import type { GameState, SpellCost, EquipmentInstance } from './types';
|
||||
import {
|
||||
GUARDIANS,
|
||||
SPELLS_DEF,
|
||||
FLOOR_ELEM_CYCLE,
|
||||
HOURS_PER_TICK,
|
||||
MAX_DAY,
|
||||
INCURSION_START_DAY,
|
||||
ELEMENT_OPPOSITES,
|
||||
ELEMENTS,
|
||||
TICK_MS,
|
||||
} from './constants';
|
||||
import type { ComputedEffects } from './upgrade-effects';
|
||||
import { getUnifiedEffects, type UnifiedEffects } from './effects';
|
||||
import { EQUIPMENT_TYPES } from './data/equipment';
|
||||
import { ENCHANTMENT_EFFECTS } from './data/enchantment-effects';
|
||||
|
||||
// ─── Default Effects Constant ───────────────────────────────────────────────────
|
||||
|
||||
// Default empty effects for when effects aren't provided
|
||||
export const DEFAULT_EFFECTS: ComputedEffects = {
|
||||
maxManaMultiplier: 1,
|
||||
maxManaBonus: 0,
|
||||
regenMultiplier: 1,
|
||||
regenBonus: 0,
|
||||
clickManaMultiplier: 1,
|
||||
clickManaBonus: 0,
|
||||
meditationEfficiency: 1,
|
||||
spellCostMultiplier: 1,
|
||||
conversionEfficiency: 1,
|
||||
baseDamageMultiplier: 1,
|
||||
baseDamageBonus: 0,
|
||||
attackSpeedMultiplier: 1,
|
||||
critChanceBonus: 0,
|
||||
critDamageMultiplier: 1.5,
|
||||
elementalDamageMultiplier: 1,
|
||||
studySpeedMultiplier: 1,
|
||||
studyCostMultiplier: 1,
|
||||
progressRetention: 0,
|
||||
instantStudyChance: 0,
|
||||
freeStudyChance: 0,
|
||||
elementCapMultiplier: 1,
|
||||
elementCapBonus: 0,
|
||||
conversionCostMultiplier: 1,
|
||||
doubleCraftChance: 0,
|
||||
permanentRegenBonus: 0,
|
||||
specials: new Set(),
|
||||
activeUpgrades: [],
|
||||
};
|
||||
|
||||
// ─── Number Formatting Functions ────────────────────────────────────────────────
|
||||
|
||||
export function fmt(n: number): string {
|
||||
if (!isFinite(n) || isNaN(n)) return '0';
|
||||
if (n >= 1e9) return (n / 1e9).toFixed(2) + 'B';
|
||||
if (n >= 1e6) return (n / 1e6).toFixed(2) + 'M';
|
||||
if (n >= 1e3) return (n / 1e3).toFixed(1) + 'K';
|
||||
return Math.floor(n).toString();
|
||||
}
|
||||
|
||||
export function fmtDec(n: number, d: number = 1): string {
|
||||
return isFinite(n) ? n.toFixed(d) : '0';
|
||||
}
|
||||
|
||||
// ─── Floor Functions ────────────────────────────────────────────────────────────
|
||||
|
||||
export function getFloorMaxHP(floor: number): number {
|
||||
if (GUARDIANS[floor]) return GUARDIANS[floor].hp;
|
||||
// Improved scaling: slower early game, faster late game
|
||||
const baseHP = 100;
|
||||
const floorScaling = floor * 50;
|
||||
const exponentialScaling = Math.pow(floor, 1.7);
|
||||
return Math.floor(baseHP + floorScaling + exponentialScaling);
|
||||
}
|
||||
|
||||
export function getFloorElement(floor: number): string {
|
||||
return FLOOR_ELEM_CYCLE[(floor - 1) % FLOOR_ELEM_CYCLE.length];
|
||||
}
|
||||
|
||||
// ─── Equipment Spell Helper ─────────────────────────────────────────────────────
|
||||
|
||||
// Get all spells from equipped caster weapons (staves, wands, etc.)
|
||||
// Returns array of { spellId, equipmentInstanceId }
|
||||
export function getActiveEquipmentSpells(
|
||||
equippedInstances: Record<string, string | null>,
|
||||
equipmentInstances: Record<string, EquipmentInstance>
|
||||
): Array<{ spellId: string; equipmentId: string }> {
|
||||
const spells: Array<{ spellId: string; equipmentId: string }> = [];
|
||||
|
||||
// Check main hand and off hand for caster equipment
|
||||
const weaponSlots = ['mainHand', 'offHand'] as const;
|
||||
|
||||
for (const slot of weaponSlots) {
|
||||
const instanceId = equippedInstances[slot];
|
||||
if (!instanceId) continue;
|
||||
|
||||
const instance = equipmentInstances[instanceId];
|
||||
if (!instance) continue;
|
||||
|
||||
// Check if this is a caster-type equipment
|
||||
const equipType = EQUIPMENT_TYPES[instance.typeId];
|
||||
if (!equipType || equipType.category !== 'caster') continue;
|
||||
|
||||
// Get spells from enchantments
|
||||
for (const ench of instance.enchantments) {
|
||||
const effectDef = ENCHANTMENT_EFFECTS[ench.effectId];
|
||||
if (effectDef?.effect.type === 'spell' && effectDef.effect.spellId) {
|
||||
spells.push({
|
||||
spellId: effectDef.effect.spellId,
|
||||
equipmentId: instanceId,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return spells;
|
||||
}
|
||||
|
||||
// ─── Skill Level Helper ─────────────────────────────────────────────────────────
|
||||
|
||||
// Helper to get effective skill level accounting for tiers
|
||||
export function getEffectiveSkillLevel(
|
||||
skills: Record<string, number>,
|
||||
baseSkillId: string,
|
||||
skillTiers: Record<string, number> = {}
|
||||
): { level: number; tier: number; tierMultiplier: number } {
|
||||
// Find the highest tier the player has for this base skill
|
||||
const currentTier = skillTiers[baseSkillId] || 1;
|
||||
|
||||
// Look for the tiered skill ID (e.g., manaFlow_t2)
|
||||
const tieredSkillId = currentTier > 1 ? `${baseSkillId}_t${currentTier}` : baseSkillId;
|
||||
const level = skills[tieredSkillId] || skills[baseSkillId] || 0;
|
||||
|
||||
// Tier multiplier: each tier is 10x more powerful
|
||||
const tierMultiplier = Math.pow(10, currentTier - 1);
|
||||
|
||||
return { level, tier: currentTier, tierMultiplier };
|
||||
}
|
||||
|
||||
// ─── Computed Stat Functions ────────────────────────────────────────────────────
|
||||
|
||||
export function computeMaxMana(
|
||||
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers' | 'equipmentInstances' | 'equippedInstances'>,
|
||||
effects?: ComputedEffects | UnifiedEffects
|
||||
): number {
|
||||
const pu = state.prestigeUpgrades;
|
||||
const base =
|
||||
100 +
|
||||
(state.skills.manaWell || 0) * 100 +
|
||||
(pu.manaWell || 0) * 500;
|
||||
|
||||
// If effects not provided, compute unified effects (includes equipment)
|
||||
if (!effects && state.equipmentInstances && state.equippedInstances) {
|
||||
effects = getUnifiedEffects(state as any);
|
||||
}
|
||||
|
||||
// Apply effects if available (now includes equipment bonuses)
|
||||
if (effects) {
|
||||
return Math.floor((base + effects.maxManaBonus) * effects.maxManaMultiplier);
|
||||
}
|
||||
return base;
|
||||
}
|
||||
|
||||
export function computeElementMax(
|
||||
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers'>,
|
||||
effects?: ComputedEffects
|
||||
): number {
|
||||
const pu = state.prestigeUpgrades;
|
||||
const base = 10 + (state.skills.elemAttune || 0) * 50 + (pu.elementalAttune || 0) * 25;
|
||||
|
||||
// Apply upgrade effects if provided
|
||||
if (effects) {
|
||||
return Math.floor((base + effects.elementCapBonus) * effects.elementCapMultiplier);
|
||||
}
|
||||
return base;
|
||||
}
|
||||
|
||||
export function computeRegen(
|
||||
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers' | 'equipmentInstances' | 'equippedInstances'>,
|
||||
effects?: ComputedEffects | UnifiedEffects
|
||||
): number {
|
||||
const pu = state.prestigeUpgrades;
|
||||
const temporalBonus = 1 + (pu.temporalEcho || 0) * 0.1;
|
||||
const base =
|
||||
2 +
|
||||
(state.skills.manaFlow || 0) * 1 +
|
||||
(state.skills.manaSpring || 0) * 2 +
|
||||
(pu.manaFlow || 0) * 0.5;
|
||||
|
||||
let regen = base * temporalBonus;
|
||||
|
||||
// If effects not provided, compute unified effects (includes equipment)
|
||||
if (!effects && state.equipmentInstances && state.equippedInstances) {
|
||||
effects = getUnifiedEffects(state as any);
|
||||
}
|
||||
|
||||
// Apply effects if available (now includes equipment bonuses)
|
||||
if (effects) {
|
||||
regen = (regen + effects.regenBonus + effects.permanentRegenBonus) * effects.regenMultiplier;
|
||||
}
|
||||
|
||||
return regen;
|
||||
}
|
||||
|
||||
/**
|
||||
* Compute regen with dynamic special effects (needs current mana, max mana, incursion)
|
||||
*/
|
||||
export function computeEffectiveRegen(
|
||||
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'rawMana' | 'incursionStrength' | 'skillUpgrades' | 'skillTiers' | 'equipmentInstances' | 'equippedInstances'>,
|
||||
effects?: ComputedEffects | UnifiedEffects
|
||||
): number {
|
||||
// Base regen from existing function
|
||||
let regen = computeRegen(state, effects);
|
||||
|
||||
const maxMana = computeMaxMana(state, effects);
|
||||
const currentMana = state.rawMana;
|
||||
const incursionStrength = state.incursionStrength || 0;
|
||||
|
||||
// Apply incursion penalty
|
||||
regen *= (1 - incursionStrength);
|
||||
|
||||
return regen;
|
||||
}
|
||||
|
||||
export function computeClickMana(
|
||||
state: Pick<GameState, 'skills' | 'skillUpgrades' | 'skillTiers' | 'equipmentInstances' | 'equippedInstances'>,
|
||||
effects?: ComputedEffects | UnifiedEffects
|
||||
): number {
|
||||
const base =
|
||||
1 +
|
||||
(state.skills.manaTap || 0) * 1 +
|
||||
(state.skills.manaSurge || 0) * 3;
|
||||
|
||||
// If effects not provided, compute unified effects (includes equipment)
|
||||
if (!effects && state.equipmentInstances && state.equippedInstances) {
|
||||
effects = getUnifiedEffects(state as any);
|
||||
}
|
||||
|
||||
// Apply effects if available (now includes equipment bonuses)
|
||||
if (effects) {
|
||||
return Math.floor((base + effects.clickManaBonus) * effects.clickManaMultiplier);
|
||||
}
|
||||
return base;
|
||||
}
|
||||
|
||||
// ─── Damage Calculation Helpers ─────────────────────────────────────────────────
|
||||
|
||||
// Elemental damage bonus: +50% if spell element opposes floor element (super effective)
|
||||
// -25% if spell element matches its own opposite (weak)
|
||||
export function getElementalBonus(spellElem: string, floorElem: string): number {
|
||||
if (spellElem === 'raw') return 1.0; // Raw mana has no elemental bonus
|
||||
|
||||
if (spellElem === floorElem) return 1.25; // Same element: +25% damage
|
||||
|
||||
// Check for super effective first: spell is the opposite of floor
|
||||
// e.g., casting water (opposite of fire) at fire floor = super effective
|
||||
if (ELEMENT_OPPOSITES[floorElem] === spellElem) return 1.5; // Super effective: +50% damage
|
||||
|
||||
// Check for weak: spell's opposite matches floor
|
||||
// e.g., casting fire (whose opposite is water) at water floor = weak
|
||||
if (ELEMENT_OPPOSITES[spellElem] === floorElem) return 0.75; // Weak: -25% damage
|
||||
|
||||
return 1.0; // Neutral
|
||||
}
|
||||
|
||||
export function calcDamage(
|
||||
state: Pick<GameState, 'skills' | 'signedPacts'>,
|
||||
spellId: string,
|
||||
floorElem?: string
|
||||
): number {
|
||||
const sp = SPELLS_DEF[spellId];
|
||||
if (!sp) return 5;
|
||||
const skills = state.skills;
|
||||
const baseDmg = sp.dmg + (skills.combatTrain || 0) * 5;
|
||||
const pct = 1 + (skills.arcaneFury || 0) * 0.1;
|
||||
|
||||
// Elemental mastery bonus
|
||||
const elemMasteryBonus = 1 + (skills.elementalMastery || 0) * 0.15;
|
||||
|
||||
// Guardian bane bonus
|
||||
const guardianBonus = floorElem && GUARDIANS[Object.values(GUARDIANS).find(g => g.element === floorElem)?.hp ? 0 : 0]
|
||||
? 1 + (skills.guardianBane || 0) * 0.2
|
||||
: 1;
|
||||
|
||||
const critChance = (skills.precision || 0) * 0.05;
|
||||
const pactMult = state.signedPacts.reduce(
|
||||
(m, f) => m * (GUARDIANS[f]?.pact || 1),
|
||||
1
|
||||
);
|
||||
|
||||
let damage = baseDmg * pct * pactMult * elemMasteryBonus;
|
||||
|
||||
// Apply elemental bonus if floor element provided
|
||||
if (floorElem) {
|
||||
damage *= getElementalBonus(sp.elem, floorElem);
|
||||
}
|
||||
|
||||
// Apply crit
|
||||
if (Math.random() < critChance) {
|
||||
damage *= 1.5;
|
||||
}
|
||||
|
||||
return damage;
|
||||
}
|
||||
|
||||
// ─── Insight Calculation ────────────────────────────────────────────────────────
|
||||
|
||||
export function calcInsight(state: Pick<GameState, 'maxFloorReached' | 'totalManaGathered' | 'signedPacts' | 'prestigeUpgrades' | 'skills'>): number {
|
||||
const pu = state.prestigeUpgrades;
|
||||
const skillBonus = 1 + (state.skills.insightHarvest || 0) * 0.1;
|
||||
const mult = (1 + (pu.insightAmp || 0) * 0.25) * skillBonus;
|
||||
return Math.floor(
|
||||
(state.maxFloorReached * 15 + state.totalManaGathered / 500 + state.signedPacts.length * 150) * mult
|
||||
);
|
||||
}
|
||||
|
||||
// ─── Meditation Bonus ───────────────────────────────────────────────────────────
|
||||
|
||||
// Meditation bonus now affects regen rate directly
|
||||
export function getMeditationBonus(meditateTicks: number, skills: Record<string, number>, meditationEfficiency: number = 1): number {
|
||||
const hasMeditation = skills.meditation === 1;
|
||||
const hasDeepTrance = skills.deepTrance === 1;
|
||||
const hasVoidMeditation = skills.voidMeditation === 1;
|
||||
|
||||
const hours = meditateTicks * HOURS_PER_TICK;
|
||||
|
||||
// Base meditation: ramps up over 4 hours to 1.5x
|
||||
let bonus = 1 + Math.min(hours / 4, 0.5);
|
||||
|
||||
// With Meditation Focus: up to 2.5x after 4 hours
|
||||
if (hasMeditation && hours >= 4) {
|
||||
bonus = 2.5;
|
||||
}
|
||||
|
||||
// With Deep Trance: up to 3.0x after 6 hours
|
||||
if (hasDeepTrance && hours >= 6) {
|
||||
bonus = 3.0;
|
||||
}
|
||||
|
||||
// With Void Meditation: up to 5.0x after 8 hours
|
||||
if (hasVoidMeditation && hours >= 8) {
|
||||
bonus = 5.0;
|
||||
}
|
||||
|
||||
// Apply meditation efficiency from upgrades (Deep Wellspring, etc.)
|
||||
bonus *= meditationEfficiency;
|
||||
|
||||
return bonus;
|
||||
}
|
||||
|
||||
// ─── Incursion Strength ─────────────────────────────────────────────────────────
|
||||
|
||||
export function getIncursionStrength(day: number, hour: number): number {
|
||||
if (day < INCURSION_START_DAY) return 0;
|
||||
const totalHours = (day - INCURSION_START_DAY) * 24 + hour;
|
||||
const maxHours = (MAX_DAY - INCURSION_START_DAY) * 24;
|
||||
return Math.min(0.95, (totalHours / maxHours) * 0.95);
|
||||
}
|
||||
|
||||
// ─── Spell Cost Helpers ─────────────────────────────────────────────────────────
|
||||
|
||||
// Check if player can afford spell cost
|
||||
export function canAffordSpellCost(
|
||||
cost: SpellCost,
|
||||
rawMana: number,
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>
|
||||
): boolean {
|
||||
if (cost.type === 'raw') {
|
||||
return rawMana >= cost.amount;
|
||||
} else {
|
||||
const elem = elements[cost.element || ''];
|
||||
return elem && elem.unlocked && elem.current >= cost.amount;
|
||||
}
|
||||
}
|
||||
|
||||
// Deduct spell cost from appropriate mana pool
|
||||
export function deductSpellCost(
|
||||
cost: SpellCost,
|
||||
rawMana: number,
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>
|
||||
): { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> } {
|
||||
const newElements = { ...elements };
|
||||
|
||||
if (cost.type === 'raw') {
|
||||
// Clamp to 0 to prevent negative mana
|
||||
return { rawMana: Math.max(0, rawMana - cost.amount), elements: newElements };
|
||||
} else if (cost.element && newElements[cost.element]) {
|
||||
newElements[cost.element] = {
|
||||
...newElements[cost.element],
|
||||
current: Math.max(0, newElements[cost.element].current - cost.amount)
|
||||
};
|
||||
return { rawMana, elements: newElements };
|
||||
}
|
||||
|
||||
return { rawMana, elements: newElements };
|
||||
}
|
||||
|
||||
// ─── Damage Breakdown Helper ───────────────────────────────────────────────────
|
||||
|
||||
export interface DamageBreakdown {
|
||||
base: number;
|
||||
combatTrainBonus: number;
|
||||
arcaneFuryMult: number;
|
||||
elemMasteryMult: number;
|
||||
guardianBaneMult: number;
|
||||
pactMult: number;
|
||||
precisionChance: number;
|
||||
elemBonus: number;
|
||||
elemBonusText: string;
|
||||
total: number;
|
||||
}
|
||||
|
||||
export function getDamageBreakdown(
|
||||
state: Pick<GameState, 'skills' | 'signedPacts'>,
|
||||
activeSpellId: string,
|
||||
floorElem: string,
|
||||
isGuardianFloor: boolean
|
||||
): DamageBreakdown | null {
|
||||
const spell = SPELLS_DEF[activeSpellId];
|
||||
if (!spell) return null;
|
||||
|
||||
const baseDmg = spell.dmg;
|
||||
const combatTrainBonus = (state.skills.combatTrain || 0) * 5;
|
||||
const arcaneFuryMult = 1 + (state.skills.arcaneFury || 0) * 0.1;
|
||||
const elemMasteryMult = 1 + (state.skills.elementalMastery || 0) * 0.15;
|
||||
const guardianBaneMult = isGuardianFloor ? (1 + (state.skills.guardianBane || 0) * 0.2) : 1;
|
||||
const pactMult = state.signedPacts.reduce((m, f) => m * (GUARDIANS[f]?.pact || 1), 1);
|
||||
const precisionChance = (state.skills.precision || 0) * 0.05;
|
||||
|
||||
// Elemental bonus
|
||||
let elemBonus = 1.0;
|
||||
let elemBonusText = '';
|
||||
if (spell.elem !== 'raw' && floorElem) {
|
||||
if (spell.elem === floorElem) {
|
||||
elemBonus = 1.25;
|
||||
elemBonusText = '+25% same element';
|
||||
} else if (ELEMENTS[spell.elem] && ELEMENT_OPPOSITES[floorElem] === spell.elem) {
|
||||
elemBonus = 1.5;
|
||||
elemBonusText = '+50% super effective';
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
base: baseDmg,
|
||||
combatTrainBonus,
|
||||
arcaneFuryMult,
|
||||
elemMasteryMult,
|
||||
guardianBaneMult,
|
||||
pactMult,
|
||||
precisionChance,
|
||||
elemBonus,
|
||||
elemBonusText,
|
||||
total: calcDamage(state, activeSpellId, floorElem)
|
||||
};
|
||||
}
|
||||
|
||||
// ─── Total DPS Calculation ─────────────────────────────────────────────────────
|
||||
|
||||
export function getTotalDPS(
|
||||
state: Pick<GameState, 'skills' | 'signedPacts' | 'equippedInstances' | 'equipmentInstances'>,
|
||||
upgradeEffects: { attackSpeedMultiplier: number },
|
||||
floorElem: string
|
||||
): number {
|
||||
const quickCastBonus = 1 + (state.skills.quickCast || 0) * 0.05;
|
||||
const attackSpeedMult = upgradeEffects.attackSpeedMultiplier;
|
||||
const castsPerSecondMult = HOURS_PER_TICK / (TICK_MS / 1000);
|
||||
|
||||
const activeEquipmentSpells = getActiveEquipmentSpells(
|
||||
state.equippedInstances,
|
||||
state.equipmentInstances
|
||||
);
|
||||
|
||||
let totalDPS = 0;
|
||||
|
||||
for (const { spellId } of activeEquipmentSpells) {
|
||||
const spell = SPELLS_DEF[spellId];
|
||||
if (!spell) continue;
|
||||
|
||||
const spellCastSpeed = spell.castSpeed || 1;
|
||||
const totalCastSpeed = spellCastSpeed * quickCastBonus * attackSpeedMult;
|
||||
const damagePerCast = calcDamage(state, spellId, floorElem);
|
||||
const castsPerSecond = totalCastSpeed * castsPerSecondMult;
|
||||
|
||||
totalDPS += damagePerCast * castsPerSecond;
|
||||
}
|
||||
|
||||
return totalDPS;
|
||||
}
|
||||
// This module now re-exports from focused utility modules for better organization
|
||||
//
|
||||
// The functions have been split into:
|
||||
// - ./utils/formatting.ts - Number formatting (fmt, fmtDec)
|
||||
// - ./utils/floor-utils.ts - Floor functions (getFloorMaxHP, getFloorElement)
|
||||
// - ./utils/mana-utils.ts - Mana calculations (computeMaxMana, computeElementMax, etc.)
|
||||
// - ./utils/combat-utils.ts - Combat functions (calcDamage, calcInsight, getTotalDPS, etc.)
|
||||
//
|
||||
// All exports are maintained for backward compatibility.
|
||||
|
||||
export * from './utils/index';
|
||||
|
||||
+4
-371
@@ -1,372 +1,5 @@
|
||||
// ─── Game Utilities ───────────────────────────────────────────────────────────
|
||||
// ─── Game Utilities - Re-export from focused modules ───────────────────────
|
||||
// This file is kept for backward compatibility
|
||||
// All utilities have been moved to focused modules in the utils/ directory
|
||||
|
||||
import type { GameState, SpellCost } from './types';
|
||||
import type { ComputedEffects } from './upgrade-effects';
|
||||
import {
|
||||
GUARDIANS,
|
||||
SPELLS_DEF,
|
||||
FLOOR_ELEM_CYCLE,
|
||||
HOURS_PER_TICK,
|
||||
MAX_DAY,
|
||||
INCURSION_START_DAY,
|
||||
ELEMENT_OPPOSITES,
|
||||
} from './constants';
|
||||
|
||||
// ─── Formatting Functions ─────────────────────────────────────────────────────
|
||||
|
||||
export function fmt(n: number): string {
|
||||
if (!isFinite(n) || isNaN(n)) return '0';
|
||||
if (n >= 1e9) return (n / 1e9).toFixed(2) + 'B';
|
||||
if (n >= 1e6) return (n / 1e6).toFixed(2) + 'M';
|
||||
if (n >= 1e3) return (n / 1e3).toFixed(1) + 'K';
|
||||
return Math.floor(n).toString();
|
||||
}
|
||||
|
||||
export function fmtDec(n: number, d: number = 1): string {
|
||||
return isFinite(n) ? n.toFixed(d) : '0';
|
||||
}
|
||||
|
||||
// ─── Floor Helpers ────────────────────────────────────────────────────────────
|
||||
|
||||
export function getFloorMaxHP(floor: number): number {
|
||||
if (GUARDIANS[floor]) return GUARDIANS[floor].hp;
|
||||
// Improved scaling: slower early game, faster late game
|
||||
const baseHP = 100;
|
||||
const floorScaling = floor * 50;
|
||||
const exponentialScaling = Math.pow(floor, 1.7);
|
||||
return Math.floor(baseHP + floorScaling + exponentialScaling);
|
||||
}
|
||||
|
||||
export function getFloorElement(floor: number): string {
|
||||
return FLOOR_ELEM_CYCLE[(floor - 1) % FLOOR_ELEM_CYCLE.length];
|
||||
}
|
||||
|
||||
// ─── Computed Stats Functions ─────────────────────────────────────────────────
|
||||
|
||||
export function computeMaxMana(
|
||||
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers'>,
|
||||
effects?: ComputedEffects
|
||||
): number {
|
||||
const pu = state.prestigeUpgrades;
|
||||
const base =
|
||||
100 +
|
||||
(state.skills.manaWell || 0) * 100 +
|
||||
(pu.manaWell || 0) * 500;
|
||||
|
||||
// Apply upgrade effects if provided
|
||||
if (effects) {
|
||||
return Math.floor((base + effects.maxManaBonus) * effects.maxManaMultiplier);
|
||||
}
|
||||
return base;
|
||||
}
|
||||
|
||||
export function computeElementMax(
|
||||
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers'>,
|
||||
effects?: ComputedEffects
|
||||
): number {
|
||||
const pu = state.prestigeUpgrades;
|
||||
const base = 10 + (state.skills.elemAttune || 0) * 50 + (pu.elementalAttune || 0) * 25;
|
||||
|
||||
// Apply upgrade effects if provided
|
||||
if (effects) {
|
||||
return Math.floor((base + effects.elementCapBonus) * effects.elementCapMultiplier);
|
||||
}
|
||||
return base;
|
||||
}
|
||||
|
||||
export function computeRegen(
|
||||
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers'>,
|
||||
effects?: ComputedEffects
|
||||
): number {
|
||||
const pu = state.prestigeUpgrades;
|
||||
const temporalBonus = 1 + (pu.temporalEcho || 0) * 0.1;
|
||||
const base =
|
||||
2 +
|
||||
(state.skills.manaFlow || 0) * 1 +
|
||||
(state.skills.manaSpring || 0) * 2 +
|
||||
(pu.manaFlow || 0) * 0.5;
|
||||
|
||||
let regen = base * temporalBonus;
|
||||
|
||||
// Apply upgrade effects if provided
|
||||
if (effects) {
|
||||
regen = (regen + effects.regenBonus + effects.permanentRegenBonus) * effects.regenMultiplier;
|
||||
}
|
||||
|
||||
return regen;
|
||||
}
|
||||
|
||||
/**
|
||||
* Compute regen with dynamic special effects (needs current mana, max mana, incursion)
|
||||
*/
|
||||
export function computeEffectiveRegen(
|
||||
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'rawMana' | 'incursionStrength' | 'skillUpgrades' | 'skillTiers'>,
|
||||
effects?: ComputedEffects
|
||||
): number {
|
||||
// Base regen from existing function
|
||||
let regen = computeRegen(state, effects);
|
||||
|
||||
const incursionStrength = state.incursionStrength || 0;
|
||||
|
||||
// Apply incursion penalty
|
||||
regen *= (1 - incursionStrength);
|
||||
|
||||
return regen;
|
||||
}
|
||||
|
||||
export function computeClickMana(state: Pick<GameState, 'skills'>): number {
|
||||
return (
|
||||
1 +
|
||||
(state.skills.manaTap || 0) * 1 +
|
||||
(state.skills.manaSurge || 0) * 3
|
||||
);
|
||||
}
|
||||
|
||||
// ─── Elemental Damage Bonus ──────────────────────────────────────────────────
|
||||
|
||||
// Elemental damage bonus: +50% if spell element opposes floor element (super effective)
|
||||
// -25% if spell element matches its own opposite (weak)
|
||||
export function getElementalBonus(spellElem: string, floorElem: string): number {
|
||||
if (spellElem === 'raw') return 1.0; // Raw mana has no elemental bonus
|
||||
|
||||
if (spellElem === floorElem) return 1.25; // Same element: +25% damage
|
||||
|
||||
// Check for super effective first: spell is the opposite of floor
|
||||
// e.g., casting water (opposite of fire) at fire floor = super effective
|
||||
if (ELEMENT_OPPOSITES[floorElem] === spellElem) return 1.5; // Super effective: +50% damage
|
||||
|
||||
// Check for weak: spell's opposite matches floor
|
||||
// e.g., casting fire (whose opposite is water) at water floor = weak
|
||||
if (ELEMENT_OPPOSITES[spellElem] === floorElem) return 0.75; // Weak: -25% damage
|
||||
|
||||
return 1.0; // Neutral
|
||||
}
|
||||
|
||||
// ─── Boon Bonuses ─────────────────────────────────────────────────────────────
|
||||
|
||||
// Helper to calculate total boon bonuses from signed pacts
|
||||
export function getBoonBonuses(signedPacts: number[]): {
|
||||
maxMana: number;
|
||||
manaRegen: number;
|
||||
castingSpeed: number;
|
||||
elementalDamage: number;
|
||||
rawDamage: number;
|
||||
critChance: number;
|
||||
critDamage: number;
|
||||
spellEfficiency: number;
|
||||
manaGain: number;
|
||||
insightGain: number;
|
||||
studySpeed: number;
|
||||
prestigeInsight: number;
|
||||
} {
|
||||
const bonuses = {
|
||||
maxMana: 0,
|
||||
manaRegen: 0,
|
||||
castingSpeed: 0,
|
||||
elementalDamage: 0,
|
||||
rawDamage: 0,
|
||||
critChance: 0,
|
||||
critDamage: 0,
|
||||
spellEfficiency: 0,
|
||||
manaGain: 0,
|
||||
insightGain: 0,
|
||||
studySpeed: 0,
|
||||
prestigeInsight: 0,
|
||||
};
|
||||
|
||||
for (const floor of signedPacts) {
|
||||
const guardian = GUARDIANS[floor];
|
||||
if (!guardian) continue;
|
||||
|
||||
for (const boon of guardian.boons) {
|
||||
switch (boon.type) {
|
||||
case 'maxMana':
|
||||
bonuses.maxMana += boon.value;
|
||||
break;
|
||||
case 'manaRegen':
|
||||
bonuses.manaRegen += boon.value;
|
||||
break;
|
||||
case 'castingSpeed':
|
||||
bonuses.castingSpeed += boon.value;
|
||||
break;
|
||||
case 'elementalDamage':
|
||||
bonuses.elementalDamage += boon.value;
|
||||
break;
|
||||
case 'rawDamage':
|
||||
bonuses.rawDamage += boon.value;
|
||||
break;
|
||||
case 'critChance':
|
||||
bonuses.critChance += boon.value;
|
||||
break;
|
||||
case 'critDamage':
|
||||
bonuses.critDamage += boon.value;
|
||||
break;
|
||||
case 'spellEfficiency':
|
||||
bonuses.spellEfficiency += boon.value;
|
||||
break;
|
||||
case 'manaGain':
|
||||
bonuses.manaGain += boon.value;
|
||||
break;
|
||||
case 'insightGain':
|
||||
bonuses.insightGain += boon.value;
|
||||
break;
|
||||
case 'studySpeed':
|
||||
bonuses.studySpeed += boon.value;
|
||||
break;
|
||||
case 'prestigeInsight':
|
||||
bonuses.prestigeInsight += boon.value;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return bonuses;
|
||||
}
|
||||
|
||||
// ─── Damage Calculation ───────────────────────────────────────────────────────
|
||||
|
||||
export function calcDamage(
|
||||
state: Pick<GameState, 'skills' | 'signedPacts'>,
|
||||
spellId: string,
|
||||
floorElem?: string
|
||||
): number {
|
||||
const sp = SPELLS_DEF[spellId];
|
||||
if (!sp) return 5;
|
||||
const skills = state.skills;
|
||||
const baseDmg = sp.dmg + (skills.combatTrain || 0) * 5;
|
||||
const pct = 1 + (skills.arcaneFury || 0) * 0.1;
|
||||
|
||||
// Elemental mastery bonus
|
||||
const elemMasteryBonus = 1 + (skills.elementalMastery || 0) * 0.15;
|
||||
|
||||
// Guardian bane bonus - check if current floor has a guardian with matching element
|
||||
const isGuardianFloor = floorElem && Object.values(GUARDIANS).some(g => g.element === floorElem);
|
||||
const guardianBonus = isGuardianFloor
|
||||
? 1 + (skills.guardianBane || 0) * 0.2
|
||||
: 1;
|
||||
|
||||
// Get boon bonuses from pacts
|
||||
const boons = getBoonBonuses(state.signedPacts);
|
||||
|
||||
// Apply raw damage and elemental damage bonuses
|
||||
const rawDamageMult = 1 + boons.rawDamage / 100;
|
||||
const elemDamageMult = 1 + boons.elementalDamage / 100;
|
||||
|
||||
// Apply crit chance and damage from boons
|
||||
const critChance = (skills.precision || 0) * 0.05 + boons.critChance / 100;
|
||||
const critDamageMult = 1.5 + boons.critDamage / 100;
|
||||
|
||||
let damage = baseDmg * pct * elemMasteryBonus * guardianBonus * rawDamageMult * elemDamageMult;
|
||||
|
||||
// Apply elemental bonus if floor element provided
|
||||
if (floorElem) {
|
||||
damage *= getElementalBonus(sp.elem, floorElem);
|
||||
}
|
||||
|
||||
// Apply crit
|
||||
if (Math.random() < critChance) {
|
||||
damage *= critDamageMult;
|
||||
}
|
||||
|
||||
return damage;
|
||||
}
|
||||
|
||||
// ─── Insight Calculation ──────────────────────────────────────────────────────
|
||||
|
||||
export function calcInsight(state: Pick<GameState, 'maxFloorReached' | 'totalManaGathered' | 'signedPacts' | 'prestigeUpgrades' | 'skills'>): number {
|
||||
const pu = state.prestigeUpgrades;
|
||||
const skillBonus = 1 + (state.skills.insightHarvest || 0) * 0.1;
|
||||
|
||||
// Get boon bonuses for insight gain
|
||||
const boons = getBoonBonuses(state.signedPacts);
|
||||
const boonInsightMult = 1 + boons.insightGain / 100;
|
||||
|
||||
const mult = (1 + (pu.insightAmp || 0) * 0.25) * skillBonus * boonInsightMult;
|
||||
|
||||
// Add prestigeInsight bonus per loop
|
||||
const prestigeInsightBonus = boons.prestigeInsight;
|
||||
|
||||
return Math.floor(
|
||||
(state.maxFloorReached * 15 + state.totalManaGathered / 500 + state.signedPacts.length * 150 + prestigeInsightBonus) * mult
|
||||
);
|
||||
}
|
||||
|
||||
// ─── Meditation Bonus ─────────────────────────────────────────────────────────
|
||||
|
||||
// Meditation bonus now affects regen rate directly
|
||||
export function getMeditationBonus(meditateTicks: number, skills: Record<string, number>, meditationEfficiency: number = 1): number {
|
||||
const hasMeditation = skills.meditation === 1;
|
||||
const hasDeepTrance = skills.deepTrance === 1;
|
||||
const hasVoidMeditation = skills.voidMeditation === 1;
|
||||
|
||||
const hours = meditateTicks * HOURS_PER_TICK;
|
||||
|
||||
// Base meditation: ramps up over 4 hours to 1.5x
|
||||
let bonus = 1 + Math.min(hours / 4, 0.5);
|
||||
|
||||
// With Meditation Focus: up to 2.5x after 4 hours
|
||||
if (hasMeditation && hours >= 4) {
|
||||
bonus = 2.5;
|
||||
}
|
||||
|
||||
// With Deep Trance: up to 3.0x after 6 hours
|
||||
if (hasDeepTrance && hours >= 6) {
|
||||
bonus = 3.0;
|
||||
}
|
||||
|
||||
// With Void Meditation: up to 5.0x after 8 hours
|
||||
if (hasVoidMeditation && hours >= 8) {
|
||||
bonus = 5.0;
|
||||
}
|
||||
|
||||
// Apply meditation efficiency from upgrades (Deep Wellspring, etc.)
|
||||
bonus *= meditationEfficiency;
|
||||
|
||||
return bonus;
|
||||
}
|
||||
|
||||
// ─── Incursion Strength ───────────────────────────────────────────────────────
|
||||
|
||||
export function getIncursionStrength(day: number, hour: number): number {
|
||||
if (day < INCURSION_START_DAY) return 0;
|
||||
const totalHours = (day - INCURSION_START_DAY) * 24 + hour;
|
||||
const maxHours = (MAX_DAY - INCURSION_START_DAY) * 24;
|
||||
return Math.min(0.95, (totalHours / maxHours) * 0.95);
|
||||
}
|
||||
|
||||
// ─── Spell Cost Helpers ───────────────────────────────────────────────────────
|
||||
|
||||
// Check if player can afford spell cost
|
||||
export function canAffordSpellCost(
|
||||
cost: SpellCost,
|
||||
rawMana: number,
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>
|
||||
): boolean {
|
||||
if (cost.type === 'raw') {
|
||||
return rawMana >= cost.amount;
|
||||
} else {
|
||||
const elem = elements[cost.element || ''];
|
||||
return elem && elem.unlocked && elem.current >= cost.amount;
|
||||
}
|
||||
}
|
||||
|
||||
// Deduct spell cost from appropriate mana pool
|
||||
export function deductSpellCost(
|
||||
cost: SpellCost,
|
||||
rawMana: number,
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>
|
||||
): { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> } {
|
||||
const newElements = { ...elements };
|
||||
|
||||
if (cost.type === 'raw') {
|
||||
return { rawMana: rawMana - cost.amount, elements: newElements };
|
||||
} else if (cost.element && newElements[cost.element]) {
|
||||
newElements[cost.element] = {
|
||||
...newElements[cost.element],
|
||||
current: newElements[cost.element].current - cost.amount
|
||||
};
|
||||
return { rawMana, elements: newElements };
|
||||
}
|
||||
|
||||
return { rawMana, elements: newElements };
|
||||
}
|
||||
export * from './utils';
|
||||
|
||||
@@ -0,0 +1,286 @@
|
||||
// ─── Combat Utilities ────────────────────────────────────────────────────────
|
||||
|
||||
import type { GameState, SpellCost, EquipmentInstance } from '../types';
|
||||
import { GUARDIANS, SPELLS_DEF, ELEMENT_OPPOSITES, INCURSION_START_DAY, MAX_DAY } from '../constants';
|
||||
import { ENCHANTMENT_EFFECTS } from '../data/enchantment-effects';
|
||||
|
||||
// ─── Elemental Damage Bonus ──────────────────────────────────────────────────
|
||||
|
||||
// Elemental damage bonus: +50% if spell element opposes floor element (super effective)
|
||||
// -25% if spell element matches its own opposite (weak)
|
||||
export function getElementalBonus(spellElem: string, floorElem: string): number {
|
||||
if (spellElem === 'raw') return 1.0; // Raw mana has no elemental bonus
|
||||
|
||||
if (spellElem === floorElem) return 1.25; // Same element: +25% damage
|
||||
|
||||
// Check for super effective first: spell is the opposite of floor
|
||||
// e.g., casting water (opposite of fire) at fire floor = super effective
|
||||
if (ELEMENT_OPPOSITES[floorElem] === spellElem) return 1.5; // Super effective: +50% damage
|
||||
|
||||
// Check for weak: spell's opposite matches floor
|
||||
// e.g., casting fire (whose opposite is water) at water floor = weak
|
||||
if (ELEMENT_OPPOSITES[spellElem] === floorElem) return 0.75; // Weak: -25% damage
|
||||
|
||||
return 1.0; // Neutral
|
||||
}
|
||||
|
||||
// ─── Boon Bonuses ─────────────────────────────────────────────────────────────
|
||||
|
||||
// Helper to calculate total boon bonuses from signed pacts
|
||||
export function getBoonBonuses(signedPacts: number[]): {
|
||||
maxMana: number;
|
||||
manaRegen: number;
|
||||
castingSpeed: number;
|
||||
elementalDamage: number;
|
||||
rawDamage: number;
|
||||
critChance: number;
|
||||
critDamage: number;
|
||||
spellEfficiency: number;
|
||||
manaGain: number;
|
||||
insightGain: number;
|
||||
studySpeed: number;
|
||||
prestigeInsight: number;
|
||||
} {
|
||||
const bonuses = {
|
||||
maxMana: 0,
|
||||
manaRegen: 0,
|
||||
castingSpeed: 0,
|
||||
elementalDamage: 0,
|
||||
rawDamage: 0,
|
||||
critChance: 0,
|
||||
critDamage: 0,
|
||||
spellEfficiency: 0,
|
||||
manaGain: 0,
|
||||
insightGain: 0,
|
||||
studySpeed: 0,
|
||||
prestigeInsight: 0,
|
||||
};
|
||||
|
||||
for (const floor of signedPacts) {
|
||||
const guardian = GUARDIANS[floor];
|
||||
if (!guardian) continue;
|
||||
|
||||
for (const boon of guardian.boons) {
|
||||
switch (boon.type) {
|
||||
case 'maxMana':
|
||||
bonuses.maxMana += boon.value;
|
||||
break;
|
||||
case 'manaRegen':
|
||||
bonuses.manaRegen += boon.value;
|
||||
break;
|
||||
case 'castingSpeed':
|
||||
bonuses.castingSpeed += boon.value;
|
||||
break;
|
||||
case 'elementalDamage':
|
||||
bonuses.elementalDamage += boon.value;
|
||||
break;
|
||||
case 'rawDamage':
|
||||
bonuses.rawDamage += boon.value;
|
||||
break;
|
||||
case 'critChance':
|
||||
bonuses.critChance += boon.value;
|
||||
break;
|
||||
case 'critDamage':
|
||||
bonuses.critDamage += boon.value;
|
||||
break;
|
||||
case 'spellEfficiency':
|
||||
bonuses.spellEfficiency += boon.value;
|
||||
break;
|
||||
case 'manaGain':
|
||||
bonuses.manaGain += boon.value;
|
||||
break;
|
||||
case 'insightGain':
|
||||
bonuses.insightGain += boon.value;
|
||||
break;
|
||||
case 'studySpeed':
|
||||
bonuses.studySpeed += boon.value;
|
||||
break;
|
||||
case 'prestigeInsight':
|
||||
bonuses.prestigeInsight += boon.value;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return bonuses;
|
||||
}
|
||||
|
||||
// ─── Damage Calculation ───────────────────────────────────────────────────────
|
||||
|
||||
export function calcDamage(
|
||||
state: Pick<GameState, 'skills' | 'signedPacts'>,
|
||||
spellId: string,
|
||||
floorElem?: string
|
||||
): number {
|
||||
const sp = SPELLS_DEF[spellId];
|
||||
if (!sp) return 5;
|
||||
const skills = state.skills;
|
||||
const baseDmg = sp.dmg + (skills.combatTrain || 0) * 5;
|
||||
const pct = 1 + (skills.arcaneFury || 0) * 0.1;
|
||||
|
||||
// Elemental mastery bonus
|
||||
const elemMasteryBonus = 1 + (skills.elementalMastery || 0) * 0.15;
|
||||
|
||||
// Guardian bane bonus - check if current floor has a guardian with matching element
|
||||
const isGuardianFloor = floorElem && Object.values(GUARDIANS).some(g => g.element === floorElem);
|
||||
const guardianBonus = isGuardianFloor
|
||||
? 1 + (skills.guardianBane || 0) * 0.2
|
||||
: 1;
|
||||
|
||||
// Get boon bonuses from pacts
|
||||
const boons = getBoonBonuses(state.signedPacts);
|
||||
|
||||
// Apply raw damage and elemental damage bonuses
|
||||
const rawDamageMult = 1 + boons.rawDamage / 100;
|
||||
const elemDamageMult = 1 + boons.elementalDamage / 100;
|
||||
|
||||
// Apply crit chance and damage from boons
|
||||
const critChance = (skills.precision || 0) * 0.05 + boons.critChance / 100;
|
||||
const critDamageMult = 1.5 + boons.critDamage / 100;
|
||||
|
||||
let damage = baseDmg * pct * elemMasteryBonus * guardianBonus * rawDamageMult * elemDamageMult;
|
||||
|
||||
// Apply elemental bonus if floor element provided
|
||||
if (floorElem) {
|
||||
damage *= getElementalBonus(sp.elem, floorElem);
|
||||
}
|
||||
|
||||
// Apply crit
|
||||
if (Math.random() < critChance) {
|
||||
damage *= critDamageMult;
|
||||
}
|
||||
|
||||
return damage;
|
||||
}
|
||||
|
||||
// ─── Insight Calculation ──────────────────────────────────────────────────────
|
||||
|
||||
export function calcInsight(state: Pick<GameState, 'maxFloorReached' | 'totalManaGathered' | 'signedPacts' | 'prestigeUpgrades' | 'skills'>): number {
|
||||
const pu = state.prestigeUpgrades;
|
||||
const skillBonus = 1 + (state.skills.insightHarvest || 0) * 0.1;
|
||||
|
||||
// Get boon bonuses for insight gain
|
||||
const boons = getBoonBonuses(state.signedPacts);
|
||||
const boonInsightMult = 1 + boons.insightGain / 100;
|
||||
|
||||
const mult = (1 + (pu.insightAmp || 0) * 0.25) * skillBonus * boonInsightMult;
|
||||
|
||||
// Add prestigeInsight bonus per loop
|
||||
const prestigeInsightBonus = boons.prestigeInsight;
|
||||
|
||||
return Math.floor(
|
||||
(state.maxFloorReached * 15 + state.totalManaGathered / 500 + state.signedPacts.length * 150 + prestigeInsightBonus) * mult
|
||||
);
|
||||
}
|
||||
|
||||
// ─── Incursion Strength ───────────────────────────────────────────────────────
|
||||
|
||||
export function getIncursionStrength(day: number, hour: number): number {
|
||||
if (day < INCURSION_START_DAY) return 0;
|
||||
const totalHours = (day - INCURSION_START_DAY) * 24 + hour;
|
||||
const maxHours = (MAX_DAY - INCURSION_START_DAY) * 24;
|
||||
return Math.min(0.95, (totalHours / maxHours) * 0.95);
|
||||
}
|
||||
|
||||
// ─── Spell Cost Helpers ───────────────────────────────────────────────────────
|
||||
|
||||
// Check if player can afford spell cost
|
||||
export function canAffordSpellCost(
|
||||
cost: SpellCost,
|
||||
rawMana: number,
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>
|
||||
): boolean {
|
||||
if (cost.type === 'raw') {
|
||||
return rawMana >= cost.amount;
|
||||
} else {
|
||||
const elem = elements[cost.element || ''];
|
||||
return elem && elem.unlocked && elem.current >= cost.amount;
|
||||
}
|
||||
}
|
||||
|
||||
// Deduct spell cost from appropriate mana pool
|
||||
export function deductSpellCost(
|
||||
cost: SpellCost,
|
||||
rawMana: number,
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>
|
||||
): { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> } {
|
||||
const newElements = { ...elements };
|
||||
|
||||
if (cost.type === 'raw') {
|
||||
return { rawMana: rawMana - cost.amount, elements: newElements };
|
||||
} else if (cost.element && newElements[cost.element]) {
|
||||
newElements[cost.element] = {
|
||||
...newElements[cost.element],
|
||||
current: newElements[cost.element].current - cost.amount
|
||||
};
|
||||
return { rawMana, elements: newElements };
|
||||
}
|
||||
|
||||
return { rawMana, elements: newElements };
|
||||
}
|
||||
|
||||
// ─── Equipment Spell Helpers ──────────────────────────────────────────────────
|
||||
|
||||
// Get active spells from equipped equipment
|
||||
export function getActiveEquipmentSpells(
|
||||
equippedInstances: Record<string, string | null>,
|
||||
equipmentInstances: Record<string, EquipmentInstance>
|
||||
): string[] {
|
||||
const equippedIds = Object.values(equippedInstances).filter((id): id is string => id !== null);
|
||||
const spells: string[] = [];
|
||||
|
||||
for (const id of equippedIds) {
|
||||
const instance = equipmentInstances[id];
|
||||
if (!instance) continue;
|
||||
|
||||
for (const ench of instance.enchantments) {
|
||||
const effectDef = ENCHANTMENT_EFFECTS[ench.effectId];
|
||||
if (effectDef?.effect.type === 'spell' && effectDef.effect.spellId) {
|
||||
spells.push(effectDef.effect.spellId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return [...new Set(spells)];
|
||||
}
|
||||
|
||||
// ─── DPS Calculation ──────────────────────────────────────────────────────────
|
||||
|
||||
// Compute total DPS from all sources (spells, equipment, etc.)
|
||||
export function getTotalDPS(
|
||||
state: Pick<GameState, 'skills' | 'signedPacts' | 'equippedInstances' | 'equipmentInstances' | 'spells' | 'prestigeUpgrades'>,
|
||||
upgradeEffects: { spellDamageBonus?: number; attackSpeedMultiplier?: number; [key: string]: unknown },
|
||||
floorElem?: string
|
||||
): number {
|
||||
let totalDPS = 0;
|
||||
|
||||
// Get active equipment spells
|
||||
const activeSpells = getActiveEquipmentSpells(state.equippedInstances, state.equipmentInstances);
|
||||
|
||||
// Calculate DPS for each active spell
|
||||
for (const spellId of activeSpells) {
|
||||
const spellDef = SPELLS_DEF[spellId];
|
||||
if (!spellDef) continue;
|
||||
|
||||
// Calculate damage per cast
|
||||
const damage = calcDamage(state, spellId, floorElem);
|
||||
|
||||
// Get cast speed (spells per second)
|
||||
// Base cast time is 1 second, modified by casting speed bonuses
|
||||
const baseCastTime = spellDef.baseCastTime || 1.0;
|
||||
const castingSpeedBonus = 1 + (state.skills.castingSpeed || 0) * 0.1;
|
||||
const equipmentAttackSpeed = upgradeEffects.attackSpeedMultiplier || 1;
|
||||
const castTime = baseCastTime / (castingSpeedBonus * equipmentAttackSpeed);
|
||||
|
||||
// DPS for this spell
|
||||
const spellDPS = damage / castTime;
|
||||
totalDPS += spellDPS;
|
||||
}
|
||||
|
||||
// Add equipment DPS bonuses from upgrade effects
|
||||
if (upgradeEffects.spellDamageBonus) {
|
||||
totalDPS *= (1 + upgradeEffects.spellDamageBonus / 100);
|
||||
}
|
||||
|
||||
return totalDPS;
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
// ─── Floor Helpers ────────────────────────────────────────────────────────────
|
||||
|
||||
import { GUARDIANS, FLOOR_ELEM_CYCLE } from '../constants';
|
||||
|
||||
export function getFloorMaxHP(floor: number): number {
|
||||
if (GUARDIANS[floor]) return GUARDIANS[floor].hp;
|
||||
// Improved scaling: slower early game, faster late game
|
||||
const baseHP = 100;
|
||||
const floorScaling = floor * 50;
|
||||
const exponentialScaling = Math.pow(floor, 1.7);
|
||||
return Math.floor(baseHP + floorScaling + exponentialScaling);
|
||||
}
|
||||
|
||||
export function getFloorElement(floor: number): string {
|
||||
return FLOOR_ELEM_CYCLE[(floor - 1) % FLOOR_ELEM_CYCLE.length];
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
// ─── Formatting Functions ─────────────────────────────────────────────────────
|
||||
|
||||
export function fmt(n: number): string {
|
||||
if (!isFinite(n) || isNaN(n)) return '0';
|
||||
if (n >= 1e9) return (n / 1e9).toFixed(2) + 'B';
|
||||
if (n >= 1e6) return (n / 1e6).toFixed(2) + 'M';
|
||||
if (n >= 1e3) return (n / 1e3).toFixed(1) + 'K';
|
||||
return Math.floor(n).toString();
|
||||
}
|
||||
|
||||
export function fmtDec(n: number, d: number = 1): string {
|
||||
return isFinite(n) ? n.toFixed(d) : '0';
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
// ─── Game Utilities - Barrel Export ──────────────────────────────────────────
|
||||
|
||||
// Re-export everything from the focused modules
|
||||
export { fmt, fmtDec } from './formatting';
|
||||
export { getFloorMaxHP, getFloorElement } from './floor-utils';
|
||||
export {
|
||||
computeMaxMana,
|
||||
computeElementMax,
|
||||
computeRegen,
|
||||
computeEffectiveRegen,
|
||||
computeClickMana,
|
||||
getMeditationBonus
|
||||
} from './mana-utils';
|
||||
export {
|
||||
getElementalBonus,
|
||||
getBoonBonuses,
|
||||
calcDamage,
|
||||
calcInsight,
|
||||
getIncursionStrength,
|
||||
canAffordSpellCost,
|
||||
deductSpellCost,
|
||||
getActiveEquipmentSpells,
|
||||
getTotalDPS
|
||||
} from './combat-utils';
|
||||
@@ -0,0 +1,116 @@
|
||||
// ─── Mana & Regen Utilities ──────────────────────────────────────────────────
|
||||
|
||||
import type { GameState } from '../types';
|
||||
import type { ComputedEffects } from '../upgrade-effects';
|
||||
import { HOURS_PER_TICK } from '../constants';
|
||||
|
||||
export function computeMaxMana(
|
||||
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers'>,
|
||||
effects?: ComputedEffects
|
||||
): number {
|
||||
const pu = state.prestigeUpgrades;
|
||||
const base =
|
||||
100 +
|
||||
(state.skills.manaWell || 0) * 100 +
|
||||
(pu.manaWell || 0) * 500;
|
||||
|
||||
// Apply upgrade effects if provided
|
||||
if (effects) {
|
||||
return Math.floor((base + effects.maxManaBonus) * effects.maxManaMultiplier);
|
||||
}
|
||||
return base;
|
||||
}
|
||||
|
||||
export function computeElementMax(
|
||||
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers'>,
|
||||
effects?: ComputedEffects
|
||||
): number {
|
||||
const pu = state.prestigeUpgrades;
|
||||
const base = 10 + (state.skills.elemAttune || 0) * 50 + (pu.elementalAttune || 0) * 25;
|
||||
|
||||
// Apply upgrade effects if provided
|
||||
if (effects) {
|
||||
return Math.floor((base + effects.elementCapBonus) * effects.elementCapMultiplier);
|
||||
}
|
||||
return base;
|
||||
}
|
||||
|
||||
export function computeRegen(
|
||||
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers'>,
|
||||
effects?: ComputedEffects
|
||||
): number {
|
||||
const pu = state.prestigeUpgrades;
|
||||
const temporalBonus = 1 + (pu.temporalEcho || 0) * 0.1;
|
||||
const base =
|
||||
2 +
|
||||
(state.skills.manaFlow || 0) * 1 +
|
||||
(state.skills.manaSpring || 0) * 2 +
|
||||
(pu.manaFlow || 0) * 0.5;
|
||||
|
||||
let regen = base * temporalBonus;
|
||||
|
||||
// Apply upgrade effects if provided
|
||||
if (effects) {
|
||||
regen = (regen + effects.regenBonus + effects.permanentRegenBonus) * effects.regenMultiplier;
|
||||
}
|
||||
|
||||
return regen;
|
||||
}
|
||||
|
||||
/**
|
||||
* Compute regen with dynamic special effects (needs current mana, max mana, incursion)
|
||||
*/
|
||||
export function computeEffectiveRegen(
|
||||
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'rawMana' | 'incursionStrength' | 'skillUpgrades' | 'skillTiers'>,
|
||||
effects?: ComputedEffects
|
||||
): number {
|
||||
// Base regen from existing function
|
||||
let regen = computeRegen(state, effects);
|
||||
|
||||
const incursionStrength = state.incursionStrength || 0;
|
||||
|
||||
// Apply incursion penalty
|
||||
regen *= (1 - incursionStrength);
|
||||
|
||||
return regen;
|
||||
}
|
||||
|
||||
export function computeClickMana(state: Pick<GameState, 'skills'>): number {
|
||||
return (
|
||||
1 +
|
||||
(state.skills.manaTap || 0) * 1 +
|
||||
(state.skills.manaSurge || 0) * 3
|
||||
);
|
||||
}
|
||||
|
||||
// Meditation bonus now affects regen rate directly
|
||||
export function getMeditationBonus(meditateTicks: number, skills: Record<string, number>, meditationEfficiency: number = 1): number {
|
||||
const hasMeditation = skills.meditation === 1;
|
||||
const hasDeepTrance = skills.deepTrance === 1;
|
||||
const hasVoidMeditation = skills.voidMeditation === 1;
|
||||
|
||||
const hours = meditateTicks * HOURS_PER_TICK;
|
||||
|
||||
// Base meditation: ramps up over 4 hours to 1.5x
|
||||
let bonus = 1 + Math.min(hours / 4, 0.5);
|
||||
|
||||
// With Meditation Focus: up to 2.5x after 4 hours
|
||||
if (hasMeditation && hours >= 4) {
|
||||
bonus = 2.5;
|
||||
}
|
||||
|
||||
// With Deep Trance: up to 3.0x after 6 hours
|
||||
if (hasDeepTrance && hours >= 6) {
|
||||
bonus = 3.0;
|
||||
}
|
||||
|
||||
// With Void Meditation: up to 5.0x after 8 hours
|
||||
if (hasVoidMeditation && hours >= 8) {
|
||||
bonus = 5.0;
|
||||
}
|
||||
|
||||
// Apply meditation efficiency from upgrades (Deep Wellspring, etc.)
|
||||
bonus *= meditationEfficiency;
|
||||
|
||||
return bonus;
|
||||
}
|
||||
Reference in New Issue
Block a user