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Mana-Loop/src/lib/game/data/equipment/utils.ts
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n8n-gitea 594eec1ab4
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fix: resolve all Priority 4 and Priority 3 issues (18 issues total)
Priority 4 fixes:
- #50: getUnlockedAttunements filter now only returns active attunements
- #48: doPrestige return type changed from void to boolean
- #47: ConfirmDialog now catches and displays async errors from onConfirm
- #46: GameStateDebug Fill Mana now uses direct setState instead of loop
- #55: DisciplinesTab statBonus/baseValue props verified correct
- #56: DisciplinesTab tab filtering verified working

Priority 3 fixes:
- #45: drain spell description changed from 'life force' to 'vital energy'
- #44: removed banned 'ascension' skill category
- #43: renamed lifeEssenceDrop to vitalityEssenceDrop
- #42: pactMaster achievement requirement changed from 12 to 9
- #40: golems/utils.ts and equipment/utils.ts now import from index
- #39: removed duplicate RoomType from constants/rooms.ts
- #38: consolidated EquipmentSlot type in types/equipmentSlot.ts
- #37: removed duplicate EnchantmentEffectDef from spell-effects/types.ts
- #36: renamed RARITY_COLORS in loot-drops.ts to LOOT_RARITY_COLORS
2026-05-18 20:09:54 +02:00

63 lines
2.0 KiB
TypeScript

// ─── Equipment Helper Functions ─────────────────────────
import type { EquipmentType, EquipmentSlot, EquipmentCategory } from './types';
import { EQUIPMENT_TYPES } from './index';
export function getEquipmentType(id: string): EquipmentType | undefined {
return EQUIPMENT_TYPES[id];
}
export function getEquipmentByCategory(category: EquipmentCategory): EquipmentType[] {
return Object.values(EQUIPMENT_TYPES).filter(e => e.category === category) as EquipmentType[];
}
export function getEquipmentBySlot(slot: EquipmentSlot): EquipmentType[] {
return Object.values(EQUIPMENT_TYPES).filter(e => e.slot === slot) as EquipmentType[];
}
export function getAllEquipmentTypes(): EquipmentType[] {
return Object.values(EQUIPMENT_TYPES) as EquipmentType[];
}
// Get valid slots for a category
// Note: For 2-handed weapons, use getValidSlotsForEquipmentType instead
export function getValidSlotsForCategory(category: EquipmentCategory): EquipmentSlot[] {
switch (category) {
case 'caster':
case 'catalyst':
case 'sword':
return ['mainHand'];
case 'shield':
return ['offHand'];
case 'head':
return ['head'];
case 'body':
return ['body'];
case 'hands':
return ['hands'];
case 'feet':
return ['feet'];
case 'accessory':
return ['accessory1', 'accessory2'];
default:
return [];
}
}
// Get valid slots for a specific equipment type (considers 2-handed weapons)
export function getValidSlotsForEquipmentType(equipType: EquipmentType): EquipmentSlot[] {
// 2-handed weapons occupy both main hand and offhand
if (equipType.twoHanded) {
return ['mainHand', 'offHand'];
}
// Otherwise use category-based slots
return getValidSlotsForCategory(equipType.category);
}
// Check if an equipment type can be equipped in a specific slot
export function canEquipInSlot(equipmentType: EquipmentType, slot: EquipmentSlot): boolean {
const validSlots = getValidSlotsForEquipmentType(equipmentType);
return validSlots.includes(slot);
}