83f835ccb0
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m19s
Fixes #299: Seed calculation now includes runId component per spec (seed = floor × 12345 + runId) Fixes #298: Treasure loot now uses seeded random instead of Math.random() Changes: - Added runId field to CombatState type - Generated random runId on spire entry in createEnterSpireMode - Updated getRoomsForFloor, generateSpireRoomType, generateSpireFloorState, generateTreasureLoot to accept and use runId - Updated all call sites in combat-descent-actions.ts and combatStore.ts - Treasure loot item count now uses seeded RNG instead of Math.random()
377 lines
13 KiB
TypeScript
377 lines
13 KiB
TypeScript
// ─── Combat Store ─────────────────────────────────────────────────────────────
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// Handles floors, spells, guardians, combat, and casting
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import { create } from 'zustand';
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import { persist } from 'zustand/middleware';
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import { createSafeStorage } from '../utils/safe-persist';
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import type { GameAction, SpellState, FloorState, GolemancyState, ActivityLogEntry, AchievementState, EquipmentSpellState, ActivityEventType, RuntimeActiveGolem, EnemyState, EquipmentInstance } from '../types';
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import { getFloorMaxHP } from '../utils';
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import { generateSpireFloorState, getRoomsForFloor } from '../utils/spire-utils';
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import { addActivityLogEntry } from '../utils/activity-log';
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import { processCombatTick, makeInitialSpells } from './combat-actions';
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import { getGuardianForFloor } from '../data/guardian-encounters';
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import type { CombatStore } from './combat-state.types';
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import {
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enterDescentMode, advanceRoomOrFloor, onEnterRoomDescend, createEnterSpireMode,
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} from './combat-descent-actions';
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import {
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onEnterLibraryRoom, tickNonCombatRoom, skipNonCombatRoom, stayLongerInRoom,
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} from './non-combat-room-actions';
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import {
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addGolemDesign, removeGolemDesign, toggleGolemLoadoutEntry,
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} from './golemancy-actions';
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export const useCombatStore = create<CombatStore>()(
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persist(
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(set, get) => ({
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currentFloor: 1,
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floorHP: getFloorMaxHP(1),
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floorMaxHP: getFloorMaxHP(1),
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maxFloorReached: 0,
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activeSpell: 'manaBolt',
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currentAction: 'meditate',
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castProgress: 0,
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spireMode: false,
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// Room system
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currentRoom: generateSpireFloorState(1, 0, getRoomsForFloor(1, 1 * 12345)),
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// Spire climbing state
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clearedFloors: {},
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climbDirection: null,
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isDescending: false,
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// ─── Spec: Room navigation state ──────────────────────────────────────
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startFloor: 1,
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exitFloor: 1,
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currentRoomIndex: 0,
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roomsPerFloor: 1,
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// ─── Spec: Run identity (climbing spec §4.2, §7) ────────────────────
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runId: 0,
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// ─── Spec: Descent tracking state ─────────────────────────────────────
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descentPeak: null,
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roomResetState: {},
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clearedRooms: {},
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isDescentComplete: false,
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// Golemancy (component-based)
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golemancy: {
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golemDesigns: {},
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golemLoadout: [],
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activeGolems: [] as RuntimeActiveGolem[],
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lastSummonFloor: 0,
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},
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// Equipment spell states
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equipmentSpellStates: [],
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// Combat tracking
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comboHitCount: 0,
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floorHitCount: 0,
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// Melee sword progress accumulators (spec §3.1)
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meleeSwordProgress: {},
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// Guardian defensive state
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guardianShield: 0,
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guardianShieldMax: 0,
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guardianBarrier: 0,
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guardianBarrierMax: 0,
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// Spells
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spells: {
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manaBolt: { learned: true, level: 1, studyProgress: 0 },
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},
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// Activity Log
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activityLog: [],
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// Achievements
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achievements: {
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unlocked: [],
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progress: {},
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},
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// Stats tracking
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totalSpellsCast: 0,
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totalDamageDealt: 0,
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totalCraftsCompleted: 0,
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setCurrentFloor: (floor: number) => {
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set({
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currentFloor: floor,
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floorHP: getFloorMaxHP(floor),
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floorMaxHP: getFloorMaxHP(floor),
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});
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},
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advanceFloor: () => {
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set((state) => {
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const newFloor = Math.min(state.currentFloor + 1, 100);
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return {
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currentFloor: newFloor,
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floorHP: getFloorMaxHP(newFloor),
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floorMaxHP: getFloorMaxHP(newFloor),
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maxFloorReached: Math.max(state.maxFloorReached, newFloor),
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castProgress: 0,
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};
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});
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},
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setFloorHP: (hp: number) => {
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set({ floorHP: Math.max(0, hp) });
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},
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setMaxFloorReached: (floor: number) => {
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set((state) => ({
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maxFloorReached: Math.max(state.maxFloorReached, floor),
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}));
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},
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setAction: (action: GameAction) => {
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set({ currentAction: action });
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},
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setSpell: (spellId: string) => {
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const state = get();
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if (state.spells[spellId]?.learned) {
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set({ activeSpell: spellId });
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}
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},
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setCastProgress: (progress: number) => {
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set({ castProgress: progress });
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},
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// Room state
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setCurrentRoom: (room: FloorState) => {
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set({ currentRoom: room });
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},
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// Spire climbing
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setClimbDirection: (direction: 'up' | 'down' | null) => {
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set({ climbDirection: direction });
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},
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setClearedFloor: (floor: number, cleared: boolean) => {
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set((state) => ({
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clearedFloors: { ...state.clearedFloors, [floor]: cleared },
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}));
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},
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setIsDescending: (descending: boolean) => {
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set({ isDescending: descending });
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},
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climbDownFloor: () => {
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set((s) => {
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if (s.currentFloor <= 1) return s;
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const newFloor = s.currentFloor - 1;
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const seed = newFloor * 12345 + s.runId;
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const rooms = getRoomsForFloor(newFloor, seed);
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const newRoom = generateSpireFloorState(newFloor, 0, rooms, s.runId);
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return {
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currentFloor: newFloor,
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currentRoom: newRoom,
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floorMaxHP: getFloorMaxHP(newFloor),
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floorHP: getFloorMaxHP(newFloor),
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castProgress: 0,
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};
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});
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},
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exitSpireMode: () => {
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set((s) => {
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const seed = s.exitFloor * 12345 + s.runId;
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const rooms = getRoomsForFloor(s.exitFloor, seed);
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return {
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spireMode: false,
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currentAction: 'meditate',
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climbDirection: null,
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isDescending: false,
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currentFloor: s.exitFloor,
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floorHP: getFloorMaxHP(s.exitFloor),
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floorMaxHP: getFloorMaxHP(s.exitFloor),
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currentRoom: generateSpireFloorState(s.exitFloor, 0, rooms, s.runId),
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castProgress: 0,
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clearedFloors: {},
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clearedRooms: {},
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roomResetState: {},
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descentPeak: null,
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isDescentComplete: false,
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currentRoomIndex: 0,
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roomsPerFloor: 1,
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maxFloorReached: Math.max(s.maxFloorReached, 1),
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golemancy: { ...s.golemancy, activeGolems: [] as RuntimeActiveGolem[] },
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};
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});
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},
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startClimbUp: () => set({ climbDirection: 'up', currentAction: 'climb' }),
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startClimbDown: () => set({ climbDirection: 'down', currentAction: 'climb' }),
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startPracticing: () => set((s) => s.currentAction !== 'meditate' ? s : { currentAction: 'practicing' }),
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stopPracticing: () => set((s) => s.currentAction !== 'practicing' ? s : { currentAction: 'meditate' }),
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// ─── Spec: Descent actions (delegated to combat-descent-actions.ts) ────
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enterDescentMode: () => enterDescentMode(get, set),
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advanceRoomOrFloor: () => advanceRoomOrFloor(get, set),
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onEnterRoomDescend: () => onEnterRoomDescend(get, set),
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onEnterLibraryRoom: () => onEnterLibraryRoom(get, set),
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tickNonCombatRoom: (hours: number) => tickNonCombatRoom(get, set, hours, advanceRoomOrFloor),
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skipNonCombatRoom: () => skipNonCombatRoom(get, set, advanceRoomOrFloor),
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stayLongerInRoom: () => stayLongerInRoom(get, set),
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// Golemancy
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addGolemDesign: (d) => addGolemDesign(set, d),
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removeGolemDesign: (id) => removeGolemDesign(set, id),
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toggleGolemLoadoutEntry: (id) => toggleGolemLoadoutEntry(set, id),
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enterSpireMode: createEnterSpireMode(get, set),
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learnSpell: (spellId: string) => {
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set((state) => ({
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spells: {
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...state.spells,
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[spellId]: { learned: true, level: 1, studyProgress: 0 },
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},
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}));
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},
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setSpellState: (spellId: string, spellState: Partial<SpellState>) => {
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set((state) => ({
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spells: {
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...state.spells,
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[spellId]: { ...(state.spells[spellId] || { learned: false, level: 0, studyProgress: 0 }), ...spellState },
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},
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}));
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},
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// Activity Log
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addActivityLog: (eventType: ActivityEventType, message: string, details?: ActivityLogEntry['details']) => {
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set((state) => ({
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activityLog: addActivityLogEntry(state, eventType, message, details),
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}));
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},
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// Stats
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incrementSpellsCast: () => {
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set((state) => ({ totalSpellsCast: state.totalSpellsCast + 1 }));
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},
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addDamageDealt: (damage: number) => {
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set((state) => ({ totalDamageDealt: state.totalDamageDealt + damage }));
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},
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incrementCraftsCompleted: () => {
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set((state) => ({ totalCraftsCompleted: state.totalCraftsCompleted + 1 }));
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},
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resetGuardianDefensiveState: () => {
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set({ guardianShield: 0, guardianShieldMax: 0, guardianBarrier: 0, guardianBarrierMax: 0 });
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},
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initGuardianDefensiveState: () => {
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const state = get();
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const guardian = getGuardianForFloor(state.currentFloor);
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if (!guardian) return;
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set({
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guardianShield: guardian.shield ?? 0,
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guardianShieldMax: guardian.shield ?? 0,
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guardianBarrier: guardian.barrier ?? 0,
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guardianBarrierMax: guardian.barrier ?? 0,
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});
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},
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processCombatTick: (
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rawMana: number,
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elements: Record<string, { current: number; max: number; unlocked: boolean }>,
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maxMana: number,
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attackSpeedMult: number,
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onFloorCleared: (floor: number, wasGuardian: boolean) => void,
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onDamageDealt: (damage: number) => { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> },
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signedPacts: number[],
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golemancyState: { activeGolems: RuntimeActiveGolem[] },
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golemApplyDamageToRoom: (dmg: number) => { floorHP: number; floorMaxHP: number; roomCleared: boolean },
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applyEnemyDefenses: (
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dmg: number,
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enemy: EnemyState | null,
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roomType: string,
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addLog: (msg: string) => void,
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bypassArmor?: boolean,
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bypassBarrier?: boolean,
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) => number,
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equippedSwords?: Record<string, EquipmentInstance>,
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) => {
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return processCombatTick(
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get,
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set,
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rawMana,
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elements,
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maxMana,
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attackSpeedMult,
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onFloorCleared,
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onDamageDealt,
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signedPacts,
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golemancyState,
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golemApplyDamageToRoom,
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applyEnemyDefenses,
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equippedSwords,
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);
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},
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resetCombat: (startFloor: number, spellsToKeep: string[] = []) => {
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const startSpells = makeInitialSpells(spellsToKeep);
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set({
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currentFloor: startFloor,
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floorHP: getFloorMaxHP(startFloor),
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floorMaxHP: getFloorMaxHP(startFloor),
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maxFloorReached: startFloor,
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activeSpell: 'manaBolt',
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currentAction: 'meditate',
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castProgress: 0,
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spells: startSpells,
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});
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},
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}),
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{
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storage: createSafeStorage(),
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name: 'mana-loop-combat',
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version: 1,
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partialize: (state) => ({
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currentFloor: state.currentFloor,
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maxFloorReached: state.maxFloorReached,
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spells: state.spells,
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activeSpell: state.activeSpell,
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currentAction: state.currentAction,
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floorHP: state.floorHP,
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floorMaxHP: state.floorMaxHP,
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castProgress: state.castProgress,
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spireMode: state.spireMode,
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currentRoom: state.currentRoom,
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clearedFloors: state.clearedFloors,
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golemancy: state.golemancy,
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equipmentSpellStates: state.equipmentSpellStates,
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comboHitCount: state.comboHitCount,
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floorHitCount: state.floorHitCount,
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activityLog: state.activityLog,
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achievements: state.achievements,
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totalSpellsCast: state.totalSpellsCast,
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totalDamageDealt: state.totalDamageDealt,
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totalCraftsCompleted: state.totalCraftsCompleted,
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guardianShield: state.guardianShield,
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guardianShieldMax: state.guardianShieldMax,
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guardianBarrier: state.guardianBarrier,
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guardianBarrierMax: state.guardianBarrierMax,
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meleeSwordProgress: state.meleeSwordProgress,
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runId: state.runId,
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}),
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}
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)
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);
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export { makeInitialSpells } from './combat-actions';
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