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Mana-Loop/src/lib/game/crafting-actions/design-actions.ts
T
n8n-gitea 742a992d59
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refactor: eliminate as any type casts across 18 source files
- Fix computeDisciplineEffects() to not require GameState parameter
- Fix getUnifiedEffects() to accept proper partial state type
- Replace upgradeEffects as any with proper UnifiedEffects type
- Replace explicit : any annotations with proper types (ComputedEffects, DesignProgress, SpellDef, etc.)
- Fix activity-log.ts eventType casting
- Fix crafting-design.ts computedEffects and designProgress types
- Fix page.tsx grimoire spell rendering with proper SpellDef property names
- Fix StatsTab ManaStatsSection with proper ManaStatsEffects interface
- Remove unused imports (useDisciplineStore from page.tsx, LeftPanel.tsx)

Remaining: 1 as any in craftingStore.ts (pre-existing CraftingStore/GameState architectural mismatch)
2026-05-20 17:22:52 +02:00

114 lines
3.4 KiB
TypeScript

// ─── Enchantment Design Actions ────────────────────────────────────────────
import type { GameState, EnchantmentDesign, DesignEffect, DesignProgress } from '../types';
import * as CraftingUtils from '../crafting-utils';
import * as CraftingDesign from '../crafting-design';
import { computeEffects } from '../effects/upgrade-effects';
import { hasSpecial, SPECIAL_EFFECTS } from '../effects/special-effects';
export function startDesigningEnchantment(
name: string,
equipmentTypeId: string,
effects: DesignEffect[],
get: () => GameState,
set: (fn: (state: GameState) => Partial<GameState>) => void
): boolean {
const state = get();
const enchantingLevel = state.skills.enchanting || 0;
const validation = CraftingDesign.validateDesignEffects(
effects,
equipmentTypeId,
enchantingLevel
);
if (!validation.valid) return false;
const equipType = CraftingUtils.getEquipmentType(equipmentTypeId);
if (!equipType) return false;
const efficiencyBonus = ((state.skillUpgrades || {})['efficientEnchant'] || [])?.length * 0.05 || 0;
const totalCapacityCost = CraftingDesign.calculateDesignCapacityCost(effects, efficiencyBonus);
if (totalCapacityCost > equipType.baseCapacity) {
return false;
}
const computedEffects = computeEffects(state.skillUpgrades || {}, state.skillTiers || {});
const hasEnchantMastery = hasSpecial(computedEffects, SPECIAL_EFFECTS.ENCHANT_MASTERY);
let updates: Partial<GameState> = {};
if (!state.designProgress) {
updates = {
currentAction: 'design' as const,
designProgress: {
designId: CraftingUtils.generateDesignId(),
progress: 0,
required: CraftingDesign.calculateDesignTime(effects),
name,
equipmentType: equipmentTypeId,
effects,
},
};
} else if (hasEnchantMastery && !state.designProgress2) {
updates = {
designProgress2: {
designId: CraftingUtils.generateDesignId(),
progress: 0,
required: CraftingDesign.calculateDesignTime(effects),
name,
equipmentType: equipmentTypeId,
effects,
},
};
} else {
return false;
}
set(() => updates);
return true;
}
export function cancelDesign(
get: () => GameState,
set: (fn: (state: GameState) => Partial<GameState>) => void
) {
const state = get();
if (state.designProgress2 && !state.designProgress) {
set(() => ({ designProgress2: null }));
} else {
set(() => ({
currentAction: 'meditate' as const,
designProgress: null,
}));
}
}
export function saveDesign(
design: EnchantmentDesign,
get: () => GameState,
set: (fn: (state: GameState) => Partial<GameState>) => void
) {
const state = get();
if (state.designProgress2 && state.designProgress2.designId === design.id) {
set((state) => ({
enchantmentDesigns: [...state.enchantmentDesigns, design],
designProgress2: null,
}));
} else {
set((state) => ({
enchantmentDesigns: [...state.enchantmentDesigns, design],
designProgress: null,
currentAction: 'meditate' as const,
}));
}
}
export function deleteDesign(
designId: string,
set: (fn: (state: GameState) => Partial<GameState>) => void
) {
set((state) => ({
enchantmentDesigns: state.enchantmentDesigns.filter(d => d.id !== designId),
}));
}