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Mana-Loop/src/lib/game/stores/prestigeStore.ts
Z User a0595e6077
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Fix mana conversion visibility and UI improvements
- Increase attunement mana conversion rates (0.2 -> 2 for Enchanter)
- Hide mana types with current < 1 in ManaDisplay and LabTab
- Only show owned equipment types when designing enchantments
2026-03-28 06:15:14 +00:00

267 lines
7.9 KiB
TypeScript
Executable File

// ─── Prestige Store ───────────────────────────────────────────────────────────
// Handles insight, prestige upgrades, memories, loops, pacts
import { create } from 'zustand';
import { persist } from 'zustand/middleware';
import type { Memory } from '../types';
import { GUARDIANS, PRESTIGE_DEF } from '../constants';
export interface PrestigeState {
// Loop counter
loopCount: number;
// Insight
insight: number;
totalInsight: number;
loopInsight: number; // Insight earned at end of current loop
// Prestige upgrades
prestigeUpgrades: Record<string, number>;
memorySlots: number;
pactSlots: number;
// Memories (skills preserved across loops)
memories: Memory[];
// Guardian pacts
defeatedGuardians: number[];
signedPacts: number[];
pactRitualFloor: number | null;
pactRitualProgress: number;
// Actions
doPrestige: (id: string) => void;
addMemory: (memory: Memory) => void;
removeMemory: (skillId: string) => void;
clearMemories: () => void;
startPactRitual: (floor: number, rawMana: number) => boolean;
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;
}
const initialState = {
loopCount: 0,
insight: 0,
totalInsight: 0,
loopInsight: 0,
prestigeUpgrades: {} as Record<string, number>,
memorySlots: 3,
pactSlots: 1,
memories: [] as Memory[],
defeatedGuardians: [] as number[],
signedPacts: [] as number[],
pactRitualFloor: null as number | null,
pactRitualProgress: 0,
};
export const usePrestigeStore = create<PrestigeState>()(
persist(
(set, get) => ({
...initialState,
doPrestige: (id: string) => {
const state = get();
const pd = PRESTIGE_DEF[id];
if (!pd) return false;
const lvl = state.prestigeUpgrades[id] || 0;
if (lvl >= pd.max || state.insight < pd.cost) return false;
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 true;
},
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 false;
if (!state.defeatedGuardians.includes(floor)) return false;
if (state.signedPacts.includes(floor)) return false;
if (state.signedPacts.length >= state.pactSlots) return false;
if (rawMana < guardian.pactCost) return false;
if (state.pactRitualFloor !== null) return false;
set({
pactRitualFloor: floor,
pactRitualProgress: 0,
});
return true;
},
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);
},
}),
{
name: 'mana-loop-prestige',
partialize: (state) => ({
loopCount: state.loopCount,
insight: state.insight,
totalInsight: state.totalInsight,
prestigeUpgrades: state.prestigeUpgrades,
memorySlots: state.memorySlots,
pactSlots: state.pactSlots,
memories: state.memories,
}),
}
)
);