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Mana-Loop/src/lib/game/effects.ts
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refactor: Redesign Invoker disciplines for pact bonuses and guardian boons
- Replace generic spell-casting/void-manipulation with pact-focused disciplines
- Add Pact Attunement (light): reduces pact signing time, boosts pact affinity
- Add Guardian's Boon (dark): amplifies all guardian unique perks
- Add pactAffinityBonus and guardianBoonMultiplier stat keys to effect system
- Apply pactAffinityBonus in pact signing time calculation (gameStore)
- Scale guardian boon values by guardianBoonMultiplier (combat-utils)
- Guard Invoker discipline activation behind signedPacts.length > 0
- Add 'Signed guardian pact' prerequisite display in discipline-math
2026-05-26 21:43:46 +02:00

230 lines
11 KiB
TypeScript

// ─── Unified Effect System ─────────────────────────────────────────────────
// This module consolidates ALL effect sources into a single computation:
// - Discipline effects (from active disciplines)
// - Skill upgrade effects (from milestone upgrades)
// - Equipment enchantment effects (from enchanted gear)
import type { EquipmentInstance } from './types';
import { ENCHANTMENT_EFFECTS } from './data/enchantment-effects';
import { computeEffects } from './effects/upgrade-effects';
import { computeDisciplineEffects } from './effects/discipline-effects';
import type { ComputedEffects } from './effects/upgrade-effects.types';
// Re-export for convenience
export { computeEffects } from './effects/upgrade-effects';
export { hasSpecial, SPECIAL_EFFECTS } from './effects/special-effects';
export type { ComputedEffects } from './effects/upgrade-effects.types';
// ─── Equipment Effect Computation ────────────────────────────────────────────
export function computeEquipmentEffects(
equipmentInstances: Record<string, EquipmentInstance>,
equippedInstances: Record<string, string | null>,
enchantmentPowerMultiplier: number = 1.0
): {
bonuses: Record<string, number>;
multipliers: Record<string, number>;
specials: Set<string>;
} {
const bonuses: Record<string, number> = {};
const multipliers: Record<string, number> = {};
const specials = new Set<string>();
for (const instanceId of Object.values(equippedInstances || {})) {
if (!instanceId) continue;
const instance = equipmentInstances[instanceId];
if (!instance) continue;
for (const ench of instance.enchantments) {
const effectDef = ENCHANTMENT_EFFECTS[ench.effectId];
if (!effectDef) continue;
const { effect } = effectDef;
if (effect.type === 'bonus' && effect.stat && effect.value) {
const adjustedValue = effect.value * enchantmentPowerMultiplier;
if (effect.stat.startsWith('elementCap_')) {
const element = effect.stat.replace('elementCap_', '');
bonuses[`elementCap_${element}`] = (bonuses[`elementCap_${element}`] || 0) + adjustedValue * ench.stacks;
} else {
bonuses[effect.stat] = (bonuses[effect.stat] || 0) + adjustedValue * ench.stacks;
}
} else if (effect.type === 'multiplier' && effect.stat && effect.value) {
const adjustedValue = effect.value * enchantmentPowerMultiplier;
const key = effect.stat;
if (!multipliers[key]) multipliers[key] = 1;
for (let i = 0; i < ench.stacks; i++) {
multipliers[key] *= adjustedValue;
}
} else if (effect.type === 'special' && effect.specialId) {
specials.add(effect.specialId);
}
}
}
return { bonuses, multipliers, specials };
}
// ─── Unified Computed Effects ─────────────────────────────────────────────────
export interface UnifiedEffects extends ComputedEffects {
equipmentBonuses: Record<string, number>;
equipmentMultipliers: Record<string, number>;
equipmentSpecials: Set<string>;
disciplineBonuses: Record<string, number>;
disciplineMultipliers: Record<string, number>;
disciplineSpecials: Set<string>;
/**
* Total pact affinity bonus from disciplines and prestige upgrades.
* Reduces pact signing time: effectiveTime = baseTime * (1 - pactAffinityBonus).
* Capped at 0.9 to prevent zero/negative times.
*/
pactAffinityBonus: number;
/**
* Total guardian boon multiplier from disciplines.
* Scales the effectiveness of all guardian unique perks.
* 1.0 = base, 1.15 = +15%, etc.
*/
guardianBoonMultiplier: number;
}
export function computeAllEffects(
skillUpgrades: Record<string, string[]>,
skillTiers: Record<string, number>,
equipmentInstances: Record<string, EquipmentInstance>,
equippedInstances: Record<string, string | null>,
): UnifiedEffects {
const upgradeEffects = computeEffects(skillUpgrades, skillTiers);
const equipmentEffects = computeEquipmentEffects(equipmentInstances, equippedInstances, upgradeEffects.enchantmentPowerMultiplier);
const disciplineEffects = computeDisciplineEffects();
const perElementCapBonus: Record<string, number> = { ...upgradeEffects.perElementCapBonus };
for (const [key, value] of Object.entries(equipmentEffects.bonuses)) {
if (key.startsWith('elementCap_')) {
const element = key.replace('elementCap_', '');
perElementCapBonus[element] = (perElementCapBonus[element] || 0) + value;
}
}
// Per-element regen from discipline effects (regen_{element}) — no longer produced
// by elemental disciplines (they now use conversion instead).
// Kept for backward compatibility with any upgrade effects that may provide per-element regen.
const perElementRegenBonus: Record<string, number> = { ...upgradeEffects.perElementRegenBonus };
// Merge per-element cap bonuses from discipline effects (elementCap_{element})
for (const [key, value] of Object.entries(disciplineEffects.bonuses)) {
if (key.startsWith('elementCap_')) {
const element = key.replace('elementCap_', '');
perElementCapBonus[element] = (perElementCapBonus[element] || 0) + value;
}
}
const merged: UnifiedEffects = {
...upgradeEffects,
maxManaBonus: upgradeEffects.maxManaBonus + (equipmentEffects.bonuses.maxMana || 0) + (disciplineEffects.bonuses.maxManaBonus || 0),
regenBonus: upgradeEffects.regenBonus + (equipmentEffects.bonuses.regen || 0) + (disciplineEffects.bonuses.regenBonus || 0),
clickManaBonus: upgradeEffects.clickManaBonus + (equipmentEffects.bonuses.clickMana || 0) + (disciplineEffects.bonuses.clickManaBonus || 0),
baseDamageBonus: upgradeEffects.baseDamageBonus + (equipmentEffects.bonuses.baseDamage || 0) + (disciplineEffects.bonuses.baseDamageBonus || 0),
elementCapBonus: upgradeEffects.elementCapBonus + (equipmentEffects.bonuses.elementCap || 0) + (disciplineEffects.bonuses.elementCapBonus || 0),
perElementCapBonus,
perElementRegenBonus,
maxManaMultiplier: upgradeEffects.maxManaMultiplier * (equipmentEffects.multipliers.maxMana || 1),
regenMultiplier: upgradeEffects.regenMultiplier * (equipmentEffects.multipliers.regen || 1),
clickManaMultiplier: upgradeEffects.clickManaMultiplier * (equipmentEffects.multipliers.clickMana || 1),
baseDamageMultiplier: upgradeEffects.baseDamageMultiplier * (equipmentEffects.multipliers.baseDamage || 1),
attackSpeedMultiplier: upgradeEffects.attackSpeedMultiplier * (equipmentEffects.multipliers.attackSpeed || 1),
elementCapMultiplier: upgradeEffects.elementCapMultiplier * (equipmentEffects.multipliers.elementCap || 1),
specials: new Set([...Array.from(upgradeEffects.specials), ...Array.from(equipmentEffects.specials), ...Array.from(disciplineEffects.specials)]),
equipmentBonuses: equipmentEffects.bonuses,
equipmentMultipliers: equipmentEffects.multipliers,
equipmentSpecials: equipmentEffects.specials,
disciplineBonuses: disciplineEffects.bonuses,
disciplineMultipliers: disciplineEffects.multipliers,
disciplineSpecials: disciplineEffects.specials,
pactAffinityBonus: Math.min(0.9, disciplineEffects.bonuses.pactAffinityBonus || 0),
guardianBoonMultiplier: 1 + (disciplineEffects.bonuses.guardianBoonMultiplier || 0),
};
if (equipmentEffects.bonuses.critChance) {
merged.critChanceBonus += equipmentEffects.bonuses.critChance;
}
if (equipmentEffects.bonuses.meditationEfficiency) {
merged.meditationEfficiency *= (equipmentEffects.multipliers.meditationEfficiency || 1);
}
if (equipmentEffects.bonuses.studySpeed) {
merged.studySpeedMultiplier *= (equipmentEffects.multipliers.studySpeed || 1);
}
return merged;
}
export function getUnifiedEffects(state: {
skillUpgrades?: Record<string, string[]>;
skillTiers?: Record<string, number>;
equipmentInstances?: Record<string, EquipmentInstance>;
equippedInstances?: Record<string, string | null>;
}): UnifiedEffects {
return computeAllEffects(
state.skillUpgrades || {},
state.skillTiers || {},
state.equipmentInstances || {},
state.equippedInstances || {},
);
}
// ─── Stat Computation with All Effects ───────────────────────────────────────
export function computeTotalMaxMana(
state: {
skills?: Record<string, number>;
prestigeUpgrades?: Record<string, number>;
skillUpgrades?: Record<string, string[]>;
skillTiers?: Record<string, number>;
equipmentInstances?: Record<string, EquipmentInstance>;
equippedInstances?: Record<string, string | null>;
},
effects?: UnifiedEffects
): number {
const pu = state.prestigeUpgrades;
const skillMult = effects?.skillLevelMultiplier || 1;
const base = 100 + ((state.skills || {}).manaWell || 0) * 100 * skillMult + ((pu || {}).manaWell || 0) * 500;
const resolvedEffects = effects || getUnifiedEffects(state);
return Math.floor((base + resolvedEffects.maxManaBonus) * resolvedEffects.maxManaMultiplier);
}
export function computeTotalRegen(
state: {
skills?: Record<string, number>;
prestigeUpgrades?: Record<string, number>;
skillUpgrades?: Record<string, string[]>;
skillTiers?: Record<string, number>;
equipmentInstances?: Record<string, EquipmentInstance>;
equippedInstances?: Record<string, string | null>;
},
effects?: UnifiedEffects
): number {
const pu = state.prestigeUpgrades;
const temporalBonus = 1 + ((pu?.temporalEcho || 0)) * 0.1;
const skillMult = effects?.skillLevelMultiplier || 1;
const base = 2 + (state.skills?.manaFlow || 0) * 1 * skillMult + (state.skills?.manaSpring || 0) * 2 * skillMult + (pu?.manaFlow || 0) * 0.5;
let regen = base * temporalBonus;
const resolvedEffects = effects || getUnifiedEffects(state);
regen = (regen + resolvedEffects.regenBonus + resolvedEffects.permanentRegenBonus) * resolvedEffects.regenMultiplier;
return regen;
}
export function computeTotalClickMana(
state: {
skills?: Record<string, number>;
skillUpgrades?: Record<string, string[]>;
skillTiers?: Record<string, number>;
equipmentInstances?: Record<string, EquipmentInstance>;
equippedInstances?: Record<string, string | null>;
},
effects?: UnifiedEffects
): number {
const skillMult = effects?.skillLevelMultiplier || 1;
const base = 1 + (state.skills?.manaTap || 0) * 1 * skillMult + (state.skills?.manaSurge || 0) * 3 * skillMult;
const resolvedEffects = effects || getUnifiedEffects(state);
return Math.floor((base + resolvedEffects.clickManaBonus) * resolvedEffects.clickManaMultiplier);
}