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Mana-Loop/src/lib/game/stores/gameStore.ts
Z User b78c979647
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Redesign skill system with upgrade trees and tier progression
Major changes:
- Created docs/skills.md with comprehensive skill system documentation
- Rewrote skill-evolution.ts with new upgrade tree structure:
  - Upgrades organized in branching paths with prerequisites
  - Each choice can lead to upgraded versions at future milestones
  - Support for upgrade children and requirement chains
- Added getBaseSkillId and generateTierSkillDef helper functions
- Fixed getFloorElement to use FLOOR_ELEM_CYCLE.length
- Updated test files to match current skill definitions
- Removed tests for non-existent skills

Skill system now supports:
- Levels 1-10 for most skills, level 5 caps for specialized, level 1 for research
- Tier up system: Tier N Level 1 = Tier N-1 Level 10 in power
- Milestone upgrades at levels 5 and 10 with branching upgrade trees
- Attunement requirements for skill access and tier up
- Study costs and time for leveling
2026-04-03 11:08:58 +00:00

510 lines
18 KiB
TypeScript
Executable File

// ─── Game Store (Coordinator) ─────────────────────────────────────────────────
// Manages: day, hour, incursionStrength, containmentWards
// Coordinates tick function across all stores
import { create } from 'zustand';
import { persist } from 'zustand/middleware';
import { TICK_MS, HOURS_PER_TICK, MAX_DAY, SPELLS_DEF, GUARDIANS, ELEMENTS, BASE_UNLOCKED_ELEMENTS, getStudySpeedMultiplier } from '../constants';
import { computeEffects, hasSpecial, SPECIAL_EFFECTS } from '../upgrade-effects';
import {
computeMaxMana,
computeRegen,
getFloorElement,
getFloorMaxHP,
getMeditationBonus,
getIncursionStrength,
calcInsight,
calcDamage,
deductSpellCost,
} from '../utils';
import { useUIStore } from './uiStore';
import { usePrestigeStore } from './prestigeStore';
import { useManaStore } from './manaStore';
import { useSkillStore } from './skillStore';
import { useCombatStore, makeInitialSpells } from './combatStore';
import type { Memory } from '../types';
export interface GameCoordinatorState {
day: number;
hour: number;
incursionStrength: number;
containmentWards: number;
initialized: boolean;
}
export interface GameCoordinatorStore extends GameCoordinatorState {
tick: () => void;
resetGame: () => void;
togglePause: () => void;
startNewLoop: () => void;
gatherMana: () => void;
initGame: () => void;
}
const initialState: GameCoordinatorState = {
day: 1,
hour: 0,
incursionStrength: 0,
containmentWards: 0,
initialized: false,
};
// Helper function for checking spell cost affordability
function canAffordSpell(
cost: { type: string; element?: string; amount: number },
rawMana: number,
elements: Record<string, { current: number; max: number; unlocked: boolean }>
): boolean {
if (cost.type === 'raw') {
return rawMana >= cost.amount;
} else if (cost.element) {
const elem = elements[cost.element];
return elem && elem.unlocked && elem.current >= cost.amount;
}
return false;
}
export const useGameStore = create<GameCoordinatorStore>()(
persist(
(set, get) => ({
...initialState,
initGame: () => {
set({ initialized: true });
},
tick: () => {
const uiState = useUIStore.getState();
if (uiState.gameOver || uiState.paused) return;
// Helper for logging
const addLog = (msg: string) => useUIStore.getState().addLog(msg);
// Get all store states
const prestigeState = usePrestigeStore.getState();
const manaState = useManaStore.getState();
const skillState = useSkillStore.getState();
const combatState = useCombatStore.getState();
// Compute effects from upgrades
const effects = computeEffects(skillState.skillUpgrades || {}, skillState.skillTiers || {});
const maxMana = computeMaxMana(
{ skills: skillState.skills, prestigeUpgrades: prestigeState.prestigeUpgrades, skillUpgrades: skillState.skillUpgrades, skillTiers: skillState.skillTiers },
effects
);
const baseRegen = computeRegen(
{ skills: skillState.skills, prestigeUpgrades: prestigeState.prestigeUpgrades, skillUpgrades: skillState.skillUpgrades, skillTiers: skillState.skillTiers },
effects
);
// Time progression
let hour = get().hour + HOURS_PER_TICK;
let day = get().day;
if (hour >= 24) {
hour -= 24;
day += 1;
}
// Check for loop end
if (day > MAX_DAY) {
const insightGained = calcInsight({
maxFloorReached: combatState.maxFloorReached,
totalManaGathered: manaState.totalManaGathered,
signedPacts: prestigeState.signedPacts,
prestigeUpgrades: prestigeState.prestigeUpgrades,
skills: skillState.skills,
});
addLog(`⏰ The loop ends. Gained ${insightGained} Insight.`);
useUIStore.getState().setGameOver(true, false);
usePrestigeStore.getState().setLoopInsight(insightGained);
set({ day, hour });
return;
}
// Check for victory
if (combatState.maxFloorReached >= 100 && prestigeState.signedPacts.includes(100)) {
const insightGained = calcInsight({
maxFloorReached: combatState.maxFloorReached,
totalManaGathered: manaState.totalManaGathered,
signedPacts: prestigeState.signedPacts,
prestigeUpgrades: prestigeState.prestigeUpgrades,
skills: skillState.skills,
}) * 3;
addLog(`🏆 VICTORY! The Awakened One falls! Gained ${insightGained} Insight!`);
useUIStore.getState().setGameOver(true, true);
usePrestigeStore.getState().setLoopInsight(insightGained);
return;
}
// Incursion
const incursionStrength = getIncursionStrength(day, hour);
// Meditation bonus tracking and regen calculation
let meditateTicks = manaState.meditateTicks;
let meditationMultiplier = 1;
if (combatState.currentAction === 'meditate') {
meditateTicks++;
meditationMultiplier = getMeditationBonus(meditateTicks, skillState.skills, effects.meditationEfficiency);
} else {
meditateTicks = 0;
}
// Calculate effective regen with incursion and meditation
const effectiveRegen = baseRegen * (1 - incursionStrength) * meditationMultiplier;
// Mana regeneration
let rawMana = Math.min(manaState.rawMana + effectiveRegen * HOURS_PER_TICK, maxMana);
let totalManaGathered = manaState.totalManaGathered;
let elements = { ...manaState.elements };
// Study progress - handled by skillStore
if (combatState.currentAction === 'study' && skillState.currentStudyTarget) {
const studySpeedMult = getStudySpeedMultiplier(skillState.skills);
const progressGain = HOURS_PER_TICK * studySpeedMult;
const result = useSkillStore.getState().updateStudyProgress(progressGain);
if (result.completed && result.target) {
if (result.target.type === 'skill') {
const skillId = result.target.id;
const currentLevel = skillState.skills[skillId] || 0;
// Update skill level
useSkillStore.getState().incrementSkillLevel(skillId);
useSkillStore.getState().clearPaidStudySkill(skillId);
useCombatStore.getState().setAction('meditate');
addLog(`${skillId} Lv.${currentLevel + 1} mastered!`);
} else if (result.target.type === 'spell') {
const spellId = result.target.id;
useCombatStore.getState().learnSpell(spellId);
useSkillStore.getState().setCurrentStudyTarget(null);
useCombatStore.getState().setAction('meditate');
addLog(`📖 ${SPELLS_DEF[spellId]?.name || spellId} learned!`);
}
}
}
// Convert action - auto convert mana
if (combatState.currentAction === 'convert') {
const unlockedElements = Object.entries(elements)
.filter(([, e]) => e.unlocked && e.current < e.max);
if (unlockedElements.length > 0 && rawMana >= 100) {
unlockedElements.sort((a, b) => (b[1].max - b[1].current) - (a[1].max - a[1].current));
const [targetId, targetState] = unlockedElements[0];
const canConvert = Math.min(
Math.floor(rawMana / 100),
targetState.max - targetState.current
);
if (canConvert > 0) {
rawMana -= canConvert * 100;
elements = {
...elements,
[targetId]: { ...targetState, current: targetState.current + canConvert }
};
}
}
}
// Pact ritual progress
if (prestigeState.pactRitualFloor !== null) {
const guardian = GUARDIANS[prestigeState.pactRitualFloor];
if (guardian) {
const pactAffinityBonus = 1 - (prestigeState.prestigeUpgrades.pactAffinity || 0) * 0.1;
const requiredTime = guardian.pactTime * pactAffinityBonus;
const newProgress = prestigeState.pactRitualProgress + HOURS_PER_TICK;
if (newProgress >= requiredTime) {
addLog(`📜 Pact signed with ${guardian.name}! You have gained their boons.`);
usePrestigeStore.getState().addSignedPact(prestigeState.pactRitualFloor);
usePrestigeStore.getState().removeDefeatedGuardian(prestigeState.pactRitualFloor);
usePrestigeStore.getState().setPactRitualFloor(null);
} else {
usePrestigeStore.getState().updatePactRitualProgress(newProgress);
}
}
}
// Combat
let { currentFloor, floorHP, floorMaxHP, maxFloorReached, castProgress } = combatState;
const floorElement = getFloorElement(currentFloor);
if (combatState.currentAction === 'climb') {
const spellId = combatState.activeSpell;
const spellDef = SPELLS_DEF[spellId];
if (spellDef) {
const baseAttackSpeed = 1 + (skillState.skills.quickCast || 0) * 0.05;
const totalAttackSpeed = baseAttackSpeed * effects.attackSpeedMultiplier;
const spellCastSpeed = spellDef.castSpeed || 1;
const progressPerTick = HOURS_PER_TICK * spellCastSpeed * totalAttackSpeed;
castProgress = (castProgress || 0) + progressPerTick;
// Process complete casts
while (castProgress >= 1 && canAffordSpell(spellDef.cost, rawMana, elements)) {
const afterCost = deductSpellCost(spellDef.cost, rawMana, elements);
rawMana = afterCost.rawMana;
elements = afterCost.elements;
totalManaGathered += spellDef.cost.amount;
// Calculate damage
let dmg = calcDamage(
{ skills: skillState.skills, signedPacts: prestigeState.signedPacts },
spellId,
floorElement
);
// Apply upgrade damage multipliers and bonuses
dmg = dmg * effects.baseDamageMultiplier + effects.baseDamageBonus;
// Executioner: +100% damage to enemies below 25% HP
if (hasSpecial(effects, SPECIAL_EFFECTS.EXECUTIONER) && floorHP / floorMaxHP < 0.25) {
dmg *= 2;
}
// Berserker: +50% damage when below 50% mana
if (hasSpecial(effects, SPECIAL_EFFECTS.BERSERKER) && rawMana < maxMana * 0.5) {
dmg *= 1.5;
}
// Spell echo - chance to cast again
const echoChance = (skillState.skills.spellEcho || 0) * 0.1;
if (Math.random() < echoChance) {
dmg *= 2;
addLog(`✨ Spell Echo! Double damage!`);
}
// Apply damage
floorHP = Math.max(0, floorHP - dmg);
castProgress -= 1;
if (floorHP <= 0) {
// Floor cleared
const wasGuardian = GUARDIANS[currentFloor];
if (wasGuardian && !prestigeState.defeatedGuardians.includes(currentFloor) && !prestigeState.signedPacts.includes(currentFloor)) {
usePrestigeStore.getState().addDefeatedGuardian(currentFloor);
addLog(`⚔️ ${wasGuardian.name} defeated! Visit the Grimoire to sign a pact.`);
} else if (!wasGuardian) {
if (currentFloor % 5 === 0) {
addLog(`🏰 Floor ${currentFloor} cleared!`);
}
}
currentFloor = currentFloor + 1;
if (currentFloor > 100) {
currentFloor = 100;
}
floorMaxHP = getFloorMaxHP(currentFloor);
floorHP = floorMaxHP;
maxFloorReached = Math.max(maxFloorReached, currentFloor);
castProgress = 0;
useCombatStore.getState().advanceFloor();
}
}
}
}
// Update all stores with new state
useManaStore.setState({
rawMana,
meditateTicks,
totalManaGathered,
elements,
});
useCombatStore.setState({
floorHP,
floorMaxHP,
maxFloorReached,
castProgress,
});
set({
day,
hour,
incursionStrength,
});
},
gatherMana: () => {
const skillState = useSkillStore.getState();
const manaState = useManaStore.getState();
const prestigeState = usePrestigeStore.getState();
// Compute click mana
let cm = 1 +
(skillState.skills.manaTap || 0) * 1 +
(skillState.skills.manaSurge || 0) * 3;
// Mana overflow bonus
const overflowBonus = 1 + (skillState.skills.manaOverflow || 0) * 0.25;
cm = Math.floor(cm * overflowBonus);
const effects = computeEffects(skillState.skillUpgrades || {}, skillState.skillTiers || {});
const max = computeMaxMana(
{ skills: skillState.skills, prestigeUpgrades: prestigeState.prestigeUpgrades, skillUpgrades: skillState.skillUpgrades, skillTiers: skillState.skillTiers },
effects
);
useManaStore.setState({
rawMana: Math.min(manaState.rawMana + cm, max),
totalManaGathered: manaState.totalManaGathered + cm,
});
},
resetGame: () => {
// Clear all persisted state
localStorage.removeItem('mana-loop-ui-storage');
localStorage.removeItem('mana-loop-prestige-storage');
localStorage.removeItem('mana-loop-mana-storage');
localStorage.removeItem('mana-loop-skill-storage');
localStorage.removeItem('mana-loop-combat-storage');
localStorage.removeItem('mana-loop-game-storage');
const startFloor = 1;
const elemMax = 10;
const elements: Record<string, { current: number; max: number; unlocked: boolean }> = {};
Object.keys(ELEMENTS).forEach((k) => {
elements[k] = {
current: 0,
max: elemMax,
unlocked: BASE_UNLOCKED_ELEMENTS.includes(k),
};
});
useUIStore.getState().resetUI();
usePrestigeStore.getState().resetPrestige();
useManaStore.getState().resetMana({}, {}, {}, {});
useSkillStore.getState().resetSkills();
useCombatStore.getState().resetCombat(startFloor);
set({
...initialState,
initialized: true,
});
},
togglePause: () => {
useUIStore.getState().togglePause();
},
startNewLoop: () => {
const prestigeState = usePrestigeStore.getState();
const combatState = useCombatStore.getState();
const manaState = useManaStore.getState();
const skillState = useSkillStore.getState();
const insightGained = prestigeState.loopInsight || calcInsight({
maxFloorReached: combatState.maxFloorReached,
totalManaGathered: manaState.totalManaGathered,
signedPacts: prestigeState.signedPacts,
prestigeUpgrades: prestigeState.prestigeUpgrades,
skills: skillState.skills,
});
const total = prestigeState.insight + insightGained;
// Spell preservation is only through prestige upgrade "spellMemory" (purchased with insight)
// Not through a skill - that would undermine the insight economy
const pu = prestigeState.prestigeUpgrades;
const startFloor = 1 + (pu.spireKey || 0) * 2;
// Apply saved memories - restore skill levels, tiers, and upgrades
const memories = prestigeState.memories || [];
const newSkills: Record<string, number> = {};
const newSkillTiers: Record<string, number> = {};
const newSkillUpgrades: Record<string, string[]> = {};
if (memories.length > 0) {
for (const memory of memories) {
const tieredSkillId = memory.tier > 1 ? `${memory.skillId}_t${memory.tier}` : memory.skillId;
newSkills[tieredSkillId] = memory.level;
if (memory.tier > 1) {
newSkillTiers[memory.skillId] = memory.tier;
}
newSkillUpgrades[tieredSkillId] = memory.upgrades || [];
}
}
// Reset and update all stores for new loop
useUIStore.setState({
gameOver: false,
victory: false,
paused: false,
logs: ['✨ The loop begins. You start with Mana Bolt. Gather your strength, mage.'],
});
usePrestigeStore.getState().resetPrestigeForNewLoop(
total,
pu,
prestigeState.memories,
3 + (pu.deepMemory || 0)
);
usePrestigeStore.getState().incrementLoopCount();
useManaStore.getState().resetMana(pu, newSkills, newSkillUpgrades, newSkillTiers);
useSkillStore.getState().resetSkills(newSkills, newSkillUpgrades, newSkillTiers);
// Reset combat with starting floor and any spells from prestige upgrades
const startSpells = makeInitialSpells();
if (pu.spellMemory) {
const availableSpells = Object.keys(SPELLS_DEF).filter(s => s !== 'manaBolt');
const shuffled = availableSpells.sort(() => Math.random() - 0.5);
for (let i = 0; i < Math.min(pu.spellMemory, shuffled.length); i++) {
startSpells[shuffled[i]] = { learned: true, level: 1, studyProgress: 0 };
}
}
useCombatStore.setState({
currentFloor: startFloor,
floorHP: getFloorMaxHP(startFloor),
floorMaxHP: getFloorMaxHP(startFloor),
maxFloorReached: startFloor,
activeSpell: 'manaBolt',
currentAction: 'meditate',
castProgress: 0,
spells: startSpells,
});
set({
day: 1,
hour: 0,
incursionStrength: 0,
containmentWards: 0,
});
},
}),
{
name: 'mana-loop-game-storage',
partialize: (state) => ({
day: state.day,
hour: state.hour,
incursionStrength: state.incursionStrength,
containmentWards: state.containmentWards,
}),
}
)
);
// Re-export the game loop hook for convenience
export function useGameLoop() {
const tick = useGameStore((s) => s.tick);
return {
start: () => {
const interval = setInterval(tick, TICK_MS);
return () => clearInterval(interval);
},
};
}