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Mana-Loop/src/lib/game/crafting-equipment.ts
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fix: SLOT_NAMES export and refactor: split crafting-slice.ts into modules
2026-05-02 10:59:36 +02:00

230 lines
7.2 KiB
TypeScript

// ─── Equipment Crafting System ──────────────────────────────────────────────
// Equipment crafting functions extracted from crafting-slice.ts
import type { EquipmentInstance, EquipmentCraftingProgress } from './types';
import { CRAFTING_RECIPES, canCraftRecipe, type CraftingRecipe } from './data/crafting-recipes';
import { EQUIPMENT_TYPES } from './data/equipment';
import { generateInstanceId } from './crafting-utils';
// ─── Equipment Crafting Validation ──────────────────────────────────────────
// Check if equipment crafting can start
export function canStartEquipmentCrafting(
blueprintId: string,
hasBlueprint: boolean,
materials: Record<string, number>,
currentMana: number,
currentAction: string
): { canCraft: boolean; reason?: string; recipe?: CraftingRecipe; missingMaterials?: Record<string, number>; missingMana?: number } {
if (currentAction !== 'meditate') {
return { canCraft: false, reason: 'Must be in meditate state' };
}
const recipe = CRAFTING_RECIPES[blueprintId];
if (!recipe) {
return { canCraft: false, reason: 'Invalid blueprint' };
}
if (!hasBlueprint) {
return { canCraft: false, reason: 'Blueprint not acquired' };
}
const { canCraft, missingMaterials } = canCraftRecipe(recipe, materials, currentMana);
if (!canCraft) {
const missingMana = Math.max(0, recipe.manaCost - currentMana);
return {
canCraft: false,
reason: missingMana > 0 ? 'Insufficient mana' : 'Missing materials',
recipe,
missingMaterials,
missingMana: missingMana > 0 ? missingMana : undefined,
};
}
return { canCraft: true, recipe };
}
// ─── Equipment Crafting Execution ───────────────────────────────────────────
// Deduct crafting costs and initialize progress
export interface CraftingInitResult {
recipe: CraftingRecipe;
newMaterials: Record<string, number>;
manaCost: number;
progress: EquipmentCraftingProgress;
}
export function initializeEquipmentCrafting(
blueprintId: string,
materials: Record<string, number>,
currentMana: number
): CraftingInitResult {
const recipe = CRAFTING_RECIPES[blueprintId];
// Deduct materials
const newMaterials = { ...materials };
for (const [matId, amount] of Object.entries(recipe.materials)) {
newMaterials[matId] = (newMaterials[matId] || 0) - amount;
if (newMaterials[matId] <= 0) {
delete newMaterials[matId];
}
}
// Create progress
const progress: EquipmentCraftingProgress = {
blueprintId,
equipmentTypeId: recipe.equipmentTypeId,
progress: 0,
required: recipe.craftTime,
manaSpent: recipe.manaCost,
};
return {
recipe,
newMaterials,
manaCost: recipe.manaCost,
progress,
};
}
// ─── Crafting Progress ──────────────────────────────────────────────────────
// Calculate crafting progress after a tick
export interface CraftingTickResult {
progress: number;
isComplete: boolean;
}
export function calculateCraftingTick(currentProgress: number, required: number): CraftingTickResult {
const progress = currentProgress + 0.04; // HOURS_PER_TICK
return {
progress,
isComplete: progress >= required,
};
}
// ─── Crafting Completion ───────────────────────────────────────────────────
// Create equipment instance from completed crafting
export function completeEquipmentCrafting(
blueprintId: string,
recipe: CraftingRecipe
): {
instanceId: string;
instance: EquipmentInstance;
logMessage: string;
} {
const equipType = EQUIPMENT_TYPES[recipe.equipmentTypeId];
if (!equipType) {
throw new Error(`Invalid equipment type: ${recipe.equipmentTypeId}`);
}
const instanceId = `equip_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`;
const newInstance: EquipmentInstance = {
instanceId,
typeId: recipe.equipmentTypeId,
name: recipe.name,
enchantments: [],
usedCapacity: 0,
totalCapacity: equipType.baseCapacity,
rarity: recipe.rarity,
quality: 100,
tags: [],
};
return {
instanceId,
instance: newInstance,
logMessage: `🔨 Crafted ${recipe.name}!`,
};
}
// ─── Crafting Cancellation ──────────────────────────────────────────────────
// Cancel active crafting and refund partial resources
export interface CraftingCancelResult {
manaRefund: number;
logMessage: string;
}
export function cancelEquipmentCrafting(blueprintId: string, manaSpent: number): CraftingCancelResult {
const recipe = CRAFTING_RECIPES[blueprintId];
if (!recipe) {
return {
manaRefund: 0,
logMessage: 'Invalid crafting recipe.',
};
}
// Refund 50% of mana
const manaRefund = Math.floor(manaSpent * 0.5);
return {
manaRefund,
logMessage: `🚫 Equipment crafting cancelled. Refunded ${manaRefund} mana.`,
};
}
// ─── Recipe Information ─────────────────────────────────────────────────────
export function getRecipe(blueprintId: string): CraftingRecipe | null {
return CRAFTING_RECIPES[blueprintId] || null;
}
export function getCraftableRecipes(
blueprints: string[],
materials: Record<string, number>,
currentMana: number
): CraftingRecipe[] {
const craftable: CraftingRecipe[] = [];
for (const blueprintId of blueprints) {
const recipe = CRAFTING_RECIPES[blueprintId];
if (!recipe) continue;
const { canCraft } = canCraftRecipe(recipe, materials, currentMana);
if (canCraft) {
craftable.push(recipe);
}
}
return craftable;
}
// ─── Material Management ────────────────────────────────────────────────────
// Delete materials from inventory
export function deleteMaterials(materialId: string, amount: number, materials: Record<string, number>): {
newMaterials: Record<string, number>;
deleted: number;
} {
const currentAmount = materials[materialId] || 0;
const deleted = Math.min(amount, currentAmount);
const remaining = Math.max(0, currentAmount - amount);
const newMaterials = { ...materials };
if (remaining <= 0) {
delete newMaterials[materialId];
} else {
newMaterials[materialId] = remaining;
}
return {
newMaterials,
deleted,
};
}
// Get total material count
export function getMaterialCount(materials: Record<string, number>, materialId: string): number {
return materials[materialId] || 0;
}
// Add materials to inventory
export function addMaterials(materials: Record<string, number>, materialId: string, amount: number): Record<string, number> {
const newMaterials = { ...materials };
newMaterials[materialId] = (newMaterials[materialId] || 0) + amount;
return newMaterials;
}