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- 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
267 lines
7.9 KiB
TypeScript
Executable File
267 lines
7.9 KiB
TypeScript
Executable File
// ─── Prestige Store ───────────────────────────────────────────────────────────
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// Handles insight, prestige upgrades, memories, loops, pacts
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import { create } from 'zustand';
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import { persist } from 'zustand/middleware';
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import type { Memory } from '../types';
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import { GUARDIANS, PRESTIGE_DEF } from '../constants';
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export interface PrestigeState {
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// Loop counter
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loopCount: number;
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// Insight
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insight: number;
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totalInsight: number;
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loopInsight: number; // Insight earned at end of current loop
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// Prestige upgrades
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prestigeUpgrades: Record<string, number>;
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memorySlots: number;
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pactSlots: number;
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// Memories (skills preserved across loops)
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memories: Memory[];
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// Guardian pacts
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defeatedGuardians: number[];
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signedPacts: number[];
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pactRitualFloor: number | null;
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pactRitualProgress: number;
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// Actions
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doPrestige: (id: string) => void;
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addMemory: (memory: Memory) => void;
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removeMemory: (skillId: string) => void;
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clearMemories: () => void;
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startPactRitual: (floor: number, rawMana: number) => boolean;
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cancelPactRitual: () => void;
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completePactRitual: (addLog: (msg: string) => void) => void;
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updatePactRitualProgress: (hours: number) => void;
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removePact: (floor: number) => void;
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defeatGuardian: (floor: number) => void;
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// Methods called by gameStore
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addSignedPact: (floor: number) => void;
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removeDefeatedGuardian: (floor: number) => void;
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setPactRitualFloor: (floor: number | null) => void;
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addDefeatedGuardian: (floor: number) => void;
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incrementLoopCount: () => void;
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resetPrestigeForNewLoop: (
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totalInsight: number,
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prestigeUpgrades: Record<string, number>,
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memories: Memory[],
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memorySlots: number
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) => void;
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// Loop management
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startNewLoop: (insightGained: number) => void;
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setLoopInsight: (insight: number) => void;
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// Reset
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resetPrestige: () => void;
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}
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const initialState = {
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loopCount: 0,
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insight: 0,
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totalInsight: 0,
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loopInsight: 0,
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prestigeUpgrades: {} as Record<string, number>,
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memorySlots: 3,
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pactSlots: 1,
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memories: [] as Memory[],
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defeatedGuardians: [] as number[],
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signedPacts: [] as number[],
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pactRitualFloor: null as number | null,
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pactRitualProgress: 0,
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};
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export const usePrestigeStore = create<PrestigeState>()(
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persist(
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(set, get) => ({
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...initialState,
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doPrestige: (id: string) => {
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const state = get();
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const pd = PRESTIGE_DEF[id];
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if (!pd) return false;
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const lvl = state.prestigeUpgrades[id] || 0;
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if (lvl >= pd.max || state.insight < pd.cost) return false;
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const newPU = { ...state.prestigeUpgrades, [id]: lvl + 1 };
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set({
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insight: state.insight - pd.cost,
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prestigeUpgrades: newPU,
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memorySlots: id === 'deepMemory' ? state.memorySlots + 1 : state.memorySlots,
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pactSlots: id === 'pactBinding' ? state.pactSlots + 1 : state.pactSlots,
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});
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return true;
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},
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addMemory: (memory: Memory) => {
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const state = get();
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if (state.memories.length >= state.memorySlots) return;
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if (state.memories.some(m => m.skillId === memory.skillId)) return;
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set({ memories: [...state.memories, memory] });
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},
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removeMemory: (skillId: string) => {
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set((state) => ({
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memories: state.memories.filter(m => m.skillId !== skillId),
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}));
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},
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clearMemories: () => {
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set({ memories: [] });
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},
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startPactRitual: (floor: number, rawMana: number) => {
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const state = get();
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const guardian = GUARDIANS[floor];
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if (!guardian) return false;
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if (!state.defeatedGuardians.includes(floor)) return false;
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if (state.signedPacts.includes(floor)) return false;
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if (state.signedPacts.length >= state.pactSlots) return false;
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if (rawMana < guardian.pactCost) return false;
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if (state.pactRitualFloor !== null) return false;
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set({
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pactRitualFloor: floor,
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pactRitualProgress: 0,
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});
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return true;
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},
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cancelPactRitual: () => {
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set({
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pactRitualFloor: null,
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pactRitualProgress: 0,
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});
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},
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completePactRitual: (addLog: (msg: string) => void) => {
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const state = get();
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if (state.pactRitualFloor === null) return;
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const guardian = GUARDIANS[state.pactRitualFloor];
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if (!guardian) return;
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set({
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signedPacts: [...state.signedPacts, state.pactRitualFloor],
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defeatedGuardians: state.defeatedGuardians.filter(f => f !== state.pactRitualFloor),
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pactRitualFloor: null,
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pactRitualProgress: 0,
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});
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addLog(`📜 Pact signed with ${guardian.name}! You have gained their boons.`);
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},
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updatePactRitualProgress: (hours: number) => {
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set((state) => ({
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pactRitualProgress: state.pactRitualProgress + hours,
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}));
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},
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removePact: (floor: number) => {
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set((state) => ({
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signedPacts: state.signedPacts.filter(f => f !== floor),
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}));
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},
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defeatGuardian: (floor: number) => {
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const state = get();
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if (state.defeatedGuardians.includes(floor) || state.signedPacts.includes(floor)) return;
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set({
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defeatedGuardians: [...state.defeatedGuardians, floor],
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});
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},
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addSignedPact: (floor: number) => {
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const state = get();
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if (state.signedPacts.includes(floor)) return;
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set({ signedPacts: [...state.signedPacts, floor] });
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},
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removeDefeatedGuardian: (floor: number) => {
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set((state) => ({
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defeatedGuardians: state.defeatedGuardians.filter(f => f !== floor),
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}));
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},
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setPactRitualFloor: (floor: number | null) => {
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set({ pactRitualFloor: floor, pactRitualProgress: 0 });
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},
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addDefeatedGuardian: (floor: number) => {
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const state = get();
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if (state.defeatedGuardians.includes(floor) || state.signedPacts.includes(floor)) return;
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set({ defeatedGuardians: [...state.defeatedGuardians, floor] });
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},
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incrementLoopCount: () => {
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set((state) => ({ loopCount: state.loopCount + 1 }));
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},
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resetPrestigeForNewLoop: (
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totalInsight: number,
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prestigeUpgrades: Record<string, number>,
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memories: Memory[],
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memorySlots: number
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) => {
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set({
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insight: totalInsight,
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prestigeUpgrades,
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memories,
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memorySlots,
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// Reset loop-specific state
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defeatedGuardians: [],
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signedPacts: [],
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pactRitualFloor: null,
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pactRitualProgress: 0,
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loopInsight: 0,
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});
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},
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startNewLoop: (insightGained: number) => {
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const state = get();
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set({
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loopCount: state.loopCount + 1,
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insight: state.insight + insightGained,
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totalInsight: state.totalInsight + insightGained,
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loopInsight: 0,
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// Reset loop-specific state
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defeatedGuardians: [],
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signedPacts: [],
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pactRitualFloor: null,
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pactRitualProgress: 0,
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});
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},
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setLoopInsight: (insight: number) => {
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set({ loopInsight: insight });
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},
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resetPrestige: () => {
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set(initialState);
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},
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}),
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{
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name: 'mana-loop-prestige',
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partialize: (state) => ({
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loopCount: state.loopCount,
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insight: state.insight,
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totalInsight: state.totalInsight,
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prestigeUpgrades: state.prestigeUpgrades,
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memorySlots: state.memorySlots,
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pactSlots: state.pactSlots,
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memories: state.memories,
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}),
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}
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)
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);
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