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Mana-Loop/src/lib/game/stores/prestigeStore.ts
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n8n-gitea 49f8de01ca
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refactor: complete error handling standardization (issue #101)
Prestige Store:
- Convert doPrestige() to return Result<void> with specific error codes
  (INVALID_PRESTIGE_ID, PRESTIGE_MAX_LEVEL, INSUFFICIENT_INSIGHT)
- Convert startPactRitual() to return Result<void> with specific error codes
  (GUARDIAN_NOT_DEFEATED, PACT_ALREADY_SIGNED, PACT_SLOTS_FULL,
   INSUFFICIENT_MANA, RITUAL_IN_PROGRESS)

Combat Actions:
- Add try/catch wrapper inside processCombatTick with safe fallback defaults
- Add makeDefaultCombatTickResult helper for error recovery

LocalStorage Error Handling:
- Create safe-persist.ts utility wrapping localStorage with error handling
  (corrupted JSON, quota exceeded, unexpected failures)
- Update all 8 Zustand stores to use createSafeStorage() in persist middleware

UI Updates:
- Update GuardianPactsTab to use Result pattern for ritual error messages

Tests:
- Update store-actions-combat-prestige.test.ts for Result return types
- Update store-actions.test.ts ManaStore tests for Result pattern
- Remove duplicate Prestige/Discipline sections from store-actions.test.ts
- All files under 400 line limit

601 tests pass (3 pre-existing failures in spire-utils.test.ts)
2026-05-22 09:19:20 +02:00

318 lines
10 KiB
TypeScript
Executable File

// ─── Prestige Store ───────────────────────────────────────────────────────────
// Handles insight, prestige upgrades, memories, loops, pacts
import { create } from 'zustand';
import { persist } from 'zustand/middleware';
import { createSafeStorage } from '../utils/safe-persist';
import type { Memory } from '../types';
import { GUARDIANS, PRESTIGE_DEF } from '../constants';
import { ok, okVoid, fail, ErrorCode } from '../utils/result';
import type { Result } from '../utils/result';
// ─── Prestige State (data only) ──────────────────────────────────────────────
export interface PrestigeState {
// Loop counter
loopCount: number;
// Insight
insight: number;
totalInsight: number;
loopInsight: number;
// Prestige upgrades
prestigeUpgrades: Record<string, number>;
memorySlots: number;
pactSlots: number;
// Memories (skills preserved across loops)
memories: Memory[];
// Guardian pacts
defeatedGuardians: number[];
signedPacts: number[];
signedPactDetails: Record<number, {
floor: number;
guardianId: string;
signedAt: { day: number; hour: number };
skillLevels: Record<string, number>;
}>;
pactRitualFloor: number | null;
pactRitualProgress: number;
}
// ─── Prestige Actions ────────────────────────────────────────────────────────
export interface PrestigeActions {
doPrestige: (id: string) => Result<void>;
addMemory: (memory: Memory) => void;
removeMemory: (skillId: string) => void;
clearMemories: () => void;
startPactRitual: (floor: number, rawMana: number) => Result<void>;
cancelPactRitual: () => void;
completePactRitual: (addLog: (msg: string) => void) => void;
updatePactRitualProgress: (hours: number) => void;
removePact: (floor: number) => void;
defeatGuardian: (floor: number) => void;
// Methods called by gameStore
addSignedPact: (floor: number) => void;
removeDefeatedGuardian: (floor: number) => void;
setPactRitualFloor: (floor: number | null) => void;
addDefeatedGuardian: (floor: number) => void;
incrementLoopCount: () => void;
resetPrestigeForNewLoop: (
totalInsight: number,
prestigeUpgrades: Record<string, number>,
memories: Memory[],
memorySlots: number
) => void;
// Loop management
startNewLoop: (insightGained: number) => void;
setLoopInsight: (insight: number) => void;
// Reset
resetPrestige: () => void;
// Debug helpers
debugSetSignedPacts: (pacts: number[]) => void;
debugSetPactDetails: (details: Record<number, {
floor: number;
guardianId: string;
signedAt: { day: number; hour: number };
skillLevels: Record<string, number>;
}>) => void;
}
// ─── Combined Prestige Store Type ────────────────────────────────────────────
export type PrestigeStore = PrestigeState & PrestigeActions;
// ─── Initial State ───────────────────────────────────────────────────────────
const initialState: PrestigeState = {
loopCount: 0,
insight: 0,
totalInsight: 0,
loopInsight: 0,
prestigeUpgrades: {},
memorySlots: 3,
pactSlots: 1,
memories: [],
defeatedGuardians: [],
signedPacts: [],
signedPactDetails: {},
pactRitualFloor: null,
pactRitualProgress: 0,
};
export const usePrestigeStore = create<PrestigeStore>()(
persist(
(set, get) => ({
...initialState,
doPrestige: (id: string) => {
const state = get();
const pd = PRESTIGE_DEF[id];
if (!pd) return fail(ErrorCode.INVALID_PRESTIGE_ID, `Unknown prestige upgrade: ${id}`);
const lvl = state.prestigeUpgrades[id] || 0;
if (lvl >= pd.max) return fail(ErrorCode.PRESTIGE_MAX_LEVEL, `Upgrade ${id} is already at max level (${pd.max})`);
if (state.insight < pd.cost) return fail(ErrorCode.INSUFFICIENT_INSIGHT, `Need ${pd.cost} insight, have ${state.insight}`);
const newPU = { ...state.prestigeUpgrades, [id]: lvl + 1 };
set({
insight: state.insight - pd.cost,
prestigeUpgrades: newPU,
memorySlots: id === 'deepMemory' ? state.memorySlots + 1 : state.memorySlots,
pactSlots: id === 'pactBinding' ? state.pactSlots + 1 : state.pactSlots,
});
return okVoid();
},
addMemory: (memory: Memory) => {
const state = get();
if (state.memories.length >= state.memorySlots) return;
if (state.memories.some(m => m.skillId === memory.skillId)) return;
set({ memories: [...state.memories, memory] });
},
removeMemory: (skillId: string) => {
set((state) => ({
memories: state.memories.filter(m => m.skillId !== skillId),
}));
},
clearMemories: () => {
set({ memories: [] });
},
startPactRitual: (floor: number, rawMana: number) => {
const state = get();
const guardian = GUARDIANS[floor];
if (!guardian) return fail(ErrorCode.INVALID_INPUT, `No guardian at floor ${floor}`);
if (!state.defeatedGuardians.includes(floor)) return fail(ErrorCode.GUARDIAN_NOT_DEFEATED, `Guardian at floor ${floor} has not been defeated`);
if (state.signedPacts.includes(floor)) return fail(ErrorCode.PACT_ALREADY_SIGNED, `Pact with ${guardian.name} is already signed`);
if (state.signedPacts.length >= state.pactSlots) return fail(ErrorCode.PACT_SLOTS_FULL, `All pact slots are full (${state.pactSlots})`);
if (rawMana < guardian.pactCost) return fail(ErrorCode.INSUFFICIENT_MANA, `Need ${guardian.pactCost} raw mana, have ${rawMana}`);
if (state.pactRitualFloor !== null) return fail(ErrorCode.RITUAL_IN_PROGRESS, `A pact ritual is already in progress for floor ${state.pactRitualFloor}`);
set({
pactRitualFloor: floor,
pactRitualProgress: 0,
});
return okVoid();
},
cancelPactRitual: () => {
set({
pactRitualFloor: null,
pactRitualProgress: 0,
});
},
completePactRitual: (addLog: (msg: string) => void) => {
const state = get();
if (state.pactRitualFloor === null) return;
const guardian = GUARDIANS[state.pactRitualFloor];
if (!guardian) return;
set({
signedPacts: [...state.signedPacts, state.pactRitualFloor],
defeatedGuardians: state.defeatedGuardians.filter(f => f !== state.pactRitualFloor),
pactRitualFloor: null,
pactRitualProgress: 0,
});
addLog(`📜 Pact signed with ${guardian.name}! You have gained their boons.`);
},
updatePactRitualProgress: (hours: number) => {
set((state) => ({
pactRitualProgress: state.pactRitualProgress + hours,
}));
},
removePact: (floor: number) => {
set((state) => ({
signedPacts: state.signedPacts.filter(f => f !== floor),
}));
},
defeatGuardian: (floor: number) => {
const state = get();
if (state.defeatedGuardians.includes(floor) || state.signedPacts.includes(floor)) return;
set({
defeatedGuardians: [...state.defeatedGuardians, floor],
});
},
addSignedPact: (floor: number) => {
const state = get();
if (state.signedPacts.includes(floor)) return;
set({ signedPacts: [...state.signedPacts, floor] });
},
removeDefeatedGuardian: (floor: number) => {
set((state) => ({
defeatedGuardians: state.defeatedGuardians.filter(f => f !== floor),
}));
},
setPactRitualFloor: (floor: number | null) => {
set({ pactRitualFloor: floor, pactRitualProgress: 0 });
},
addDefeatedGuardian: (floor: number) => {
const state = get();
if (state.defeatedGuardians.includes(floor) || state.signedPacts.includes(floor)) return;
set({ defeatedGuardians: [...state.defeatedGuardians, floor] });
},
incrementLoopCount: () => {
set((state) => ({ loopCount: state.loopCount + 1 }));
},
resetPrestigeForNewLoop: (
totalInsight: number,
prestigeUpgrades: Record<string, number>,
memories: Memory[],
memorySlots: number
) => {
set({
insight: totalInsight,
prestigeUpgrades,
memories,
memorySlots,
// Reset loop-specific state
defeatedGuardians: [],
signedPacts: [],
pactRitualFloor: null,
pactRitualProgress: 0,
loopInsight: 0,
});
},
startNewLoop: (insightGained: number) => {
const state = get();
set({
loopCount: state.loopCount + 1,
insight: state.insight + insightGained,
totalInsight: state.totalInsight + insightGained,
loopInsight: 0,
// Reset loop-specific state
defeatedGuardians: [],
signedPacts: [],
pactRitualFloor: null,
pactRitualProgress: 0,
});
},
setLoopInsight: (insight: number) => {
set({ loopInsight: insight });
},
resetPrestige: () => {
set(initialState);
},
// Debug helpers
debugSetSignedPacts: (pacts: number[]) => {
set({ signedPacts: pacts });
},
debugSetPactDetails: (details: Record<number, {
floor: number;
guardianId: string;
signedAt: { day: number; hour: number };
skillLevels: Record<string, number>;
}>) => {
set({ signedPactDetails: details });
},
}),
{
storage: createSafeStorage(),
name: 'mana-loop-prestige',
partialize: (state) => ({
loopCount: state.loopCount,
insight: state.insight,
totalInsight: state.totalInsight,
loopInsight: state.loopInsight,
prestigeUpgrades: state.prestigeUpgrades,
memorySlots: state.memorySlots,
pactSlots: state.pactSlots,
memories: state.memories,
defeatedGuardians: state.defeatedGuardians,
signedPacts: state.signedPacts,
signedPactDetails: state.signedPactDetails,
pactRitualFloor: state.pactRitualFloor,
pactRitualProgress: state.pactRitualProgress,
}),
}
)
);