ca86b6268c
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 55s
- Fix broken barrel exports in components/game/index.ts - Remove skill system from stores (gameStore, gameActions, gameLoopActions, gameHooks, craftingStore, combat) - Remove skill system from components (page.tsx, LeftPanel, StatsTab, SpellsTab, EnchantmentDesigner, EnchantmentPreparer, GameContext/Provider) - Delete dead code: stats/ directory, attunements/ directory, layout/ Header+TabBar, shared/ StudyProgress+UpgradeDialog duplicates, effects.ts.fix, study-slice.ts, navigation-slice.ts - Delete legacy store/ and store-modules/ directories, redirect remaining callers - Merge root formatting.ts into utils/formatting.ts - Move effects files (dynamic-compute, upgrade-effects, special-effects, upgrade-effects.types) into effects/ directory - Move debug-context.tsx into components/game/debug/ - Create tabs/index.ts barrel for tab components - Fix page.tsx lazy imports to use tabs barrel - Fix all broken import paths across codebase - Remove SKILLS_DEF and skill-evolution references - Trim store.ts to under 400 lines by removing dead skill actions
226 lines
7.6 KiB
TypeScript
226 lines
7.6 KiB
TypeScript
// ─── Crafting Design System ─────────────────────────────────────────────────
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// Design system functions: calculateDesignTime, capacity cost, XP, etc.
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import type { EnchantmentDesign, DesignEffect, AppliedEnchantment } from './types';
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import { calculateEnchantingXP } from './data/attunements';
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import { ENCHANTMENT_EFFECTS, calculateEffectCapacityCost } from './data/enchantment-effects';
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import { hasSpecial, SPECIAL_EFFECTS } from './effects/special-effects';
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import { computeEffects } from './effects/upgrade-effects';
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import { EQUIPMENT_TYPES, type EquipmentCategory } from './data/equipment';
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// ─── Design Creation & Calculation ──────────────────────────────────────────
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// Validate effects for a design against equipment category
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export function validateDesignEffects(
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effects: DesignEffect[],
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equipmentTypeId: string,
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enchantingLevel: number
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): { valid: boolean; reason?: string } {
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if (enchantingLevel < 1) {
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return { valid: false, reason: 'Requires enchanting skill level 1' };
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}
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const equipType = EQUIPMENT_TYPES[equipmentTypeId];
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if (!equipType) {
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return { valid: false, reason: 'Invalid equipment type' };
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}
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const category = equipType.category;
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if (!category) {
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return { valid: false, reason: 'Invalid equipment category' };
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}
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for (const eff of effects) {
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const effectDef = ENCHANTMENT_EFFECTS[eff.effectId];
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if (!effectDef) {
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return { valid: false, reason: `Unknown effect: ${eff.effectId}` };
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}
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if (!effectDef.allowedEquipmentCategories.includes(category)) {
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return { valid: false, reason: `Effect ${eff.effectId} not allowed on ${category}` };
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}
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if (eff.stacks > effectDef.maxStacks) {
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return { valid: false, reason: `Stacks exceed maximum for ${eff.effectId}` };
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}
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}
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return { valid: true };
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}
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// Create an enchantment design from validated inputs
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export function createEnchantmentDesign(
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name: string,
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equipmentType: string,
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effects: DesignEffect[],
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efficiencyBonus: number = 0
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): EnchantmentDesign {
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const totalCapacityUsed = calculateDesignCapacityCost(effects, efficiencyBonus);
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const designTime = calculateDesignTime(effects);
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return {
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id: `design_${Date.now()}`,
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name,
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equipmentType,
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effects,
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totalCapacityUsed,
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designTime,
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created: Date.now(),
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};
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}
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// ─── Capacity Cost Calculation ──────────────────────────────────────────────
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export function calculateDesignCapacityCost(effects: DesignEffect[], efficiencyBonus: number = 0): number {
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return effects.reduce((total, eff) => total + calculateEffectCapacityCost(eff.effectId, eff.stacks, efficiencyBonus), 0);
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}
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export function calculateTotalCapacityCost(design: EnchantmentDesign): number {
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return design.totalCapacityUsed;
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}
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// ─── XP & Progression ───────────────────────────────────────────────────────
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export function calculateEnchantingXpFromDesign(design: EnchantmentDesign): number {
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return calculateEnchantingXP(design.totalCapacityUsed);
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}
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export function calculateXpFromInstanceEnchantments(
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instance: { enchantments: AppliedEnchantment[] }
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): number {
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let totalXp = 0;
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for (const ench of instance.enchantments) {
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const effectDef = ENCHANTMENT_EFFECTS[ench.effectId];
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const baseCost = effectDef?.baseCapacityCost || 0;
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totalXp += calculateEnchantingXP(baseCost * ench.stacks);
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}
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return totalXp;
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}
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// ─── Design Time Calculations ──────────────────────────────────────────────
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export function calculateDesignTime(effects: DesignEffect[]): number {
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let time = 1;
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for (const eff of effects) {
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const effectDef = ENCHANTMENT_EFFECTS[eff.effectId];
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if (effectDef) {
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time += 0.5 * eff.stacks;
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}
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}
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return time;
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}
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export function getDesignTimeWithHaste(
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effects: DesignEffect[],
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isRepeatDesign: boolean,
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computedEffects: any
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): number {
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let time = calculateDesignTime(effects);
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if (isRepeatDesign && hasSpecial(computedEffects, SPECIAL_EFFECTS.HASTY_ENCHANTER)) {
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time *= 0.75;
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}
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return time;
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}
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// ─── Progress Calculations ──────────────────────────────────────────────────
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export interface DesignProgressUpdate {
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progress: number;
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required: number;
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isComplete: boolean;
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timeBonus: number;
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}
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export function calculateDesignProgress(
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currentProgress: number,
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required: number,
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computedEffects: any,
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isRepeatDesign: boolean
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): DesignProgressUpdate {
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let progress = currentProgress + 0.04;
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let timeBonus = 0;
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if (isRepeatDesign && hasSpecial(computedEffects, SPECIAL_EFFECTS.HASTY_ENCHANTER)) {
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timeBonus = 0.04 * 0.25;
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progress += timeBonus;
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}
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if (hasSpecial(computedEffects, SPECIAL_EFFECTS.INSTANT_DESIGNS) && Math.random() < 0.10) {
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progress = required;
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}
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return { progress, required, isComplete: progress >= required, timeBonus };
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}
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export function calculateSecondDesignProgress(
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currentProgress: number,
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required: number,
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computedEffects: any,
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isRepeatDesign: boolean
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): DesignProgressUpdate {
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return calculateDesignProgress(currentProgress, required, computedEffects, isRepeatDesign);
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}
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export function isSecondDesignSlotAvailable(
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designProgress: any,
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designProgress2: any,
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hasEnchantMastery: boolean
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): boolean {
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if (!designProgress && !designProgress2) return true;
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if (!designProgress && designProgress2) return false;
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if (designProgress && !designProgress2 && hasEnchantMastery) return true;
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return false;
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}
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// ─── Auto-save Completed Design ────────────────────────────────────────────
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export function createCompletedDesignFromProgress(
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progressData: {
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designId: string;
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name: string;
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equipmentType: string;
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effects: DesignEffect[];
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required: number;
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},
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efficiencyBonus: number = 0
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): EnchantmentDesign {
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const totalCapacityCost = calculateDesignCapacityCost(progressData.effects, efficiencyBonus);
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return {
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id: progressData.designId,
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name: progressData.name,
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equipmentType: progressData.equipmentType,
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effects: progressData.effects,
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totalCapacityUsed: totalCapacityCost,
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designTime: progressData.required,
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created: Date.now(),
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};
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}
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// ─── Design Management ──────────────────────────────────────────────────────
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export interface DesignWithCapacityInfo {
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design: EnchantmentDesign;
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fitsInEquipment: boolean;
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availableCapacity: number;
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}
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export function filterDesignsByEquipment(
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designs: EnchantmentDesign[],
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equipment: { instanceId: string; totalCapacity: number; usedCapacity: number } | null
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): DesignWithCapacityInfo[] {
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if (!equipment) return [];
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return designs.map(design => ({
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design,
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fitsInEquipment: designFitsInEquipment(design, {
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...equipment,
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enchantments: [],
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rarity: 'common',
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quality: 100,
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typeId: '',
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name: '',
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} as any),
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availableCapacity: equipment.totalCapacity - equipment.usedCapacity,
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}));
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}
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function designFitsInEquipment(design: EnchantmentDesign, instance: any): boolean {
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return (instance.usedCapacity || 0) + design.totalCapacityUsed <= instance.totalCapacity;
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}
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