Files
Mana-Loop/src/lib/game/stores/gameStore.ts
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n8n-gitea 2805f75f5e
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 57s
cleanup: delete computed-stats.ts shim and store/index.ts
- Delete src/lib/game/computed-stats.ts (root-level re-export shim)
- Delete src/lib/game/store/index.ts (nothing imports from it)
- Update __tests__/computed-stats.test.ts to import from ../utils instead
- Clean up craftingStore.ts imports (remove unused useGameStore, CraftingApply)

Typecheck and lint pass (pre-existing DisciplinesTab.tsx errors unchanged)
2026-05-18 12:08:38 +02:00

282 lines
10 KiB
TypeScript
Executable File

// ─── Game Store (Coordinator) ─────────────────────────────────────────────────
// Manages: day, hour, incursionStrength, containmentWards
// Coordinate tick function across all stores
import { create } from 'zustand';
import { persist } from 'zustand/middleware';
import { TICK_MS, HOURS_PER_TICK, MAX_DAY, SPELLS_DEF, GUARDIANS, getStudySpeedMultiplier } from '../constants';
import { hasSpecial, SPECIAL_EFFECTS } from '../special-effects';
import {
computeMaxMana,
computeRegen,
getFloorElement,
getFloorMaxHP,
getMeditationBonus,
getIncursionStrength,
calcInsight,
calcDamage,
deductSpellCost,
canAffordSpellCost,
} from '../utils';
import { useUIStore } from './uiStore';
import { usePrestigeStore } from './prestigeStore';
import { useManaStore } from './manaStore';
import { useCombatStore, makeInitialSpells } from './combatStore';
import { useAttunementStore } from './attunementStore';
import { ATTUNEMENTS_DEF, getAttunementConversionRate } from '../data/attunements';
import { createResetGame, createGatherMana } from './gameActions';
import { createStartNewLoop } from './gameLoopActions';
export interface GameCoordinatorState {
day: number;
hour: number;
incursionStrength: number;
containmentWards: number;
initialized: boolean;
}
export interface GameCoordinatorStore extends GameCoordinatorState {
tick: () => void;
resetGame: () => void;
togglePause: () => void;
startNewLoop: () => void;
initGame: () => void;
gatherMana: () => void;
}
const initialState: GameCoordinatorState = {
day: 1,
hour: 0,
incursionStrength: 0,
containmentWards: 0,
initialized: false,
};
export const useGameStore = create<GameCoordinatorStore>()(
persist(
(set, get) => ({
...initialState,
initGame: () => {
set({ initialized: true });
},
tick: () => {
const uiState = useUIStore.getState();
if (uiState.gameOver || uiState.paused) return;
// Helper for logging
const addLog = (msg: string) => useUIStore.getState().addLog(msg);
// Get all store states
const prestigeState = usePrestigeStore.getState();
const manaState = useManaStore.getState();
const combatState = useCombatStore.getState();
const maxMana = computeMaxMana(
{ skills: {}, prestigeUpgrades: prestigeState.prestigeUpgrades, skillUpgrades: {}, skillTiers: {} },
undefined
);
const baseRegen = computeRegen(
{ skills: {}, prestigeUpgrades: prestigeState.prestigeUpgrades, skillUpgrades: {}, skillTiers: {}, attunement: {} },
undefined
);
// Time progression
let hour = get().hour + HOURS_PER_TICK;
let day = get().day;
if (hour >= 24) {
hour -= 24;
day += 1;
}
// Check for loop end
if (day > MAX_DAY) {
const insightGained = calcInsight({
maxFloorReached: combatState.maxFloorReached,
totalManaGathered: manaState.totalManaGathered,
signedPacts: prestigeState.signedPacts,
prestigeUpgrades: prestigeState.prestigeUpgrades,
skills: {},
});
addLog(`⏰ The loop ends. Gained ${insightGained} Insight.`);
useUIStore.getState().setGameOver(true, false);
usePrestigeStore.getState().setLoopInsight(insightGained);
set({ day, hour });
return;
}
// Check for victory
if (combatState.maxFloorReached >= 100 && prestigeState.signedPacts.includes(100)) {
const insightGained = calcInsight({
maxFloorReached: combatState.maxFloorReached,
totalManaGathered: manaState.totalManaGathered,
signedPacts: prestigeState.signedPacts,
prestigeUpgrades: prestigeState.prestigeUpgrades,
skills: {},
}) * 3;
addLog(`🏆 VICTORY! The Awakened One falls! Gained ${insightGained} Insight!`);
useUIStore.getState().setGameOver(true, true);
usePrestigeStore.getState().setLoopInsight(insightGained);
return;
}
// Incursion
const incursionStrength = getIncursionStrength(day, hour);
// Meditation bonus tracking and regen calculation
let meditateTicks = manaState.meditateTicks;
let meditationMultiplier = 1;
if (combatState.currentAction === 'meditate') {
meditateTicks++;
meditationMultiplier = getMeditationBonus(meditateTicks, {}, 1);
} else {
meditateTicks = 0;
}
// Calculate total attunement conversion per tick (to subtract from regen)
const attunementState = useAttunementStore.getState();
let totalConversionPerTick = 0;
Object.entries(attunementState.attunements).forEach(([id, state]) => {
if (!state.active) return;
const def = ATTUNEMENTS_DEF[id];
if (!def || def.conversionRate <= 0 || !def.primaryManaType) return;
const scaledRate = getAttunementConversionRate(id, state.level || 1);
totalConversionPerTick += scaledRate * HOURS_PER_TICK;
});
// Calculate effective regen with incursion, meditation, and attunement conversion
const effectiveRegen = Math.max(0, baseRegen * (1 - incursionStrength) * meditationMultiplier - totalConversionPerTick);
// Mana regeneration (now includes attunement conversion deduction)
let rawMana = Math.min(manaState.rawMana + effectiveRegen * HOURS_PER_TICK, maxMana);
let elements = { ...manaState.elements };
// Apply attunement conversion (add to primary mana types)
Object.entries(attunementState.attunements).forEach(([id, state]) => {
if (!state.active) return;
const def = ATTUNEMENTS_DEF[id];
if (!def || def.conversionRate <= 0 || !def.primaryManaType) return;
const scaledRate = getAttunementConversionRate(id, state.level || 1);
const conversionThisTick = scaledRate * HOURS_PER_TICK;
// Add to primary mana type (cost already deducted from regen)
if (elements[def.primaryManaType]) {
elements[def.primaryManaType].current = Math.min(
elements[def.primaryManaType].max,
elements[def.primaryManaType].current + conversionThisTick
);
}
});
let totalManaGathered = manaState.totalManaGathered;
// Convert action - delegate to manaStore
if (combatState.currentAction === 'convert') {
const convertResult = useManaStore.getState().processConvertAction(rawMana);
if (convertResult) {
rawMana = convertResult.rawMana;
elements = convertResult.elements;
}
}
// Pact ritual progress
if (prestigeState.pactRitualFloor !== null) {
const guardian = GUARDIANS[prestigeState.pactRitualFloor];
if (guardian) {
const pactAffinityBonus = 1 - (prestigeState.prestigeUpgrades.pactAffinity || 0) * 0.1;
const requiredTime = guardian.pactTime * pactAffinityBonus;
const newProgress = prestigeState.pactRitualProgress + HOURS_PER_TICK;
if (newProgress >= requiredTime) {
addLog(`📜 Pact signed with ${guardian.name}! You have gained their boons.`);
usePrestigeStore.getState().addSignedPact(prestigeState.pactRitualFloor);
usePrestigeStore.getState().removeDefeatedGuardian(prestigeState.pactRitualFloor);
usePrestigeStore.getState().setPactRitualFloor(null);
} else {
usePrestigeStore.getState().updatePactRitualProgress(newProgress);
}
}
}
// Combat - delegate to combatStore
if (combatState.currentAction === 'climb') {
const combatResult = useCombatStore.getState().processCombatTick(
{},
rawMana,
elements,
maxMana,
1,
(floor, wasGuardian) => {
if (wasGuardian) {
addLog(`⚔️ ${GUARDIANS[floor]?.name || 'Guardian'} defeated! Visit the Grimoire to sign a pact.`);
} else if (floor % 5 === 0) {
addLog(`🏰 Floor ${floor} cleared!`);
}
},
(damage) => {
// Apply upgrade damage multipliers and bonuses
let dmg = damage;
// Executioner: +100% damage to enemies below 25% HP
if (hasSpecial({}, SPECIAL_EFFECTS.EXECUTIONER) && combatState.floorHP / combatState.floorMaxHP < 0.25) {
dmg *= 2;
}
// Berserker: +50% damage when below 50% mana
if (hasSpecial({}, SPECIAL_EFFECTS.BERSERKER) && rawMana < maxMana * 0.5) {
dmg *= 1.5;
}
return { rawMana, elements, modifiedDamage: dmg };
}
);
rawMana = combatResult.rawMana;
elements = combatResult.elements;
totalManaGathered += combatResult.totalManaGathered || 0;
// Log any messages from combat
if (combatResult.logMessages) {
combatResult.logMessages.forEach(msg => addLog(msg));
}
}
// Update all stores with new state
useManaStore.setState({
rawMana,
meditateTicks,
totalManaGathered,
elements,
});
set({
day,
hour,
incursionStrength,
});
},
resetGame: createResetGame(set, initialState),
togglePause: () => {
useUIStore.getState().togglePause();
},
startNewLoop: createStartNewLoop(set),
gatherMana: createGatherMana(),
}),
{
name: 'mana-loop-game-storage',
partialize: (state) => ({
day: state.day,
hour: state.hour,
incursionStrength: state.incursionStrength,
containmentWards: state.containmentWards,
}),
}
)
);