230 lines
7.2 KiB
TypeScript
230 lines
7.2 KiB
TypeScript
// ─── Equipment Crafting System ──────────────────────────────────────────────
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// Equipment crafting functions extracted from crafting-slice.ts
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import type { EquipmentInstance, EquipmentCraftingProgress } from './types';
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import { CRAFTING_RECIPES, canCraftRecipe, type CraftingRecipe } from './data/crafting-recipes';
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import { EQUIPMENT_TYPES } from './data/equipment';
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import { generateInstanceId } from './crafting-utils';
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// ─── Equipment Crafting Validation ──────────────────────────────────────────
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// Check if equipment crafting can start
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export function canStartEquipmentCrafting(
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blueprintId: string,
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hasBlueprint: boolean,
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materials: Record<string, number>,
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currentMana: number,
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currentAction: string
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): { canCraft: boolean; reason?: string; recipe?: CraftingRecipe; missingMaterials?: Record<string, number>; missingMana?: number } {
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if (currentAction !== 'meditate') {
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return { canCraft: false, reason: 'Must be in meditate state' };
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}
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const recipe = CRAFTING_RECIPES[blueprintId];
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if (!recipe) {
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return { canCraft: false, reason: 'Invalid blueprint' };
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}
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if (!hasBlueprint) {
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return { canCraft: false, reason: 'Blueprint not acquired' };
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}
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const { canCraft, missingMaterials } = canCraftRecipe(recipe, materials, currentMana);
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if (!canCraft) {
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const missingMana = Math.max(0, recipe.manaCost - currentMana);
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return {
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canCraft: false,
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reason: missingMana > 0 ? 'Insufficient mana' : 'Missing materials',
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recipe,
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missingMaterials,
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missingMana: missingMana > 0 ? missingMana : undefined,
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};
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}
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return { canCraft: true, recipe };
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}
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// ─── Equipment Crafting Execution ───────────────────────────────────────────
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// Deduct crafting costs and initialize progress
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export interface CraftingInitResult {
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recipe: CraftingRecipe;
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newMaterials: Record<string, number>;
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manaCost: number;
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progress: EquipmentCraftingProgress;
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}
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export function initializeEquipmentCrafting(
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blueprintId: string,
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materials: Record<string, number>,
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currentMana: number
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): CraftingInitResult {
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const recipe = CRAFTING_RECIPES[blueprintId];
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// Deduct materials
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const newMaterials = { ...materials };
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for (const [matId, amount] of Object.entries(recipe.materials)) {
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newMaterials[matId] = (newMaterials[matId] || 0) - amount;
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if (newMaterials[matId] <= 0) {
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delete newMaterials[matId];
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}
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}
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// Create progress
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const progress: EquipmentCraftingProgress = {
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blueprintId,
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equipmentTypeId: recipe.equipmentTypeId,
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progress: 0,
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required: recipe.craftTime,
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manaSpent: recipe.manaCost,
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};
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return {
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recipe,
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newMaterials,
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manaCost: recipe.manaCost,
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progress,
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};
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}
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// ─── Crafting Progress ──────────────────────────────────────────────────────
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// Calculate crafting progress after a tick
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export interface CraftingTickResult {
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progress: number;
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isComplete: boolean;
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}
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export function calculateCraftingTick(currentProgress: number, required: number): CraftingTickResult {
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const progress = currentProgress + 0.04; // HOURS_PER_TICK
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return {
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progress,
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isComplete: progress >= required,
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};
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}
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// ─── Crafting Completion ───────────────────────────────────────────────────
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// Create equipment instance from completed crafting
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export function completeEquipmentCrafting(
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blueprintId: string,
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recipe: CraftingRecipe
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): {
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instanceId: string;
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instance: EquipmentInstance;
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logMessage: string;
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} {
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const equipType = EQUIPMENT_TYPES[recipe.equipmentTypeId];
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if (!equipType) {
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throw new Error(`Invalid equipment type: ${recipe.equipmentTypeId}`);
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}
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const instanceId = `equip_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`;
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const newInstance: EquipmentInstance = {
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instanceId,
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typeId: recipe.equipmentTypeId,
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name: recipe.name,
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enchantments: [],
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usedCapacity: 0,
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totalCapacity: equipType.baseCapacity,
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rarity: recipe.rarity,
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quality: 100,
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tags: [],
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};
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return {
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instanceId,
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instance: newInstance,
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logMessage: `🔨 Crafted ${recipe.name}!`,
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};
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}
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// ─── Crafting Cancellation ──────────────────────────────────────────────────
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// Cancel active crafting and refund partial resources
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export interface CraftingCancelResult {
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manaRefund: number;
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logMessage: string;
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}
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export function cancelEquipmentCrafting(blueprintId: string, manaSpent: number): CraftingCancelResult {
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const recipe = CRAFTING_RECIPES[blueprintId];
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if (!recipe) {
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return {
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manaRefund: 0,
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logMessage: 'Invalid crafting recipe.',
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};
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}
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// Refund 50% of mana
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const manaRefund = Math.floor(manaSpent * 0.5);
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return {
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manaRefund,
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logMessage: `🚫 Equipment crafting cancelled. Refunded ${manaRefund} mana.`,
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};
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}
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// ─── Recipe Information ─────────────────────────────────────────────────────
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export function getRecipe(blueprintId: string): CraftingRecipe | null {
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return CRAFTING_RECIPES[blueprintId] || null;
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}
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export function getCraftableRecipes(
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blueprints: string[],
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materials: Record<string, number>,
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currentMana: number
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): CraftingRecipe[] {
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const craftable: CraftingRecipe[] = [];
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for (const blueprintId of blueprints) {
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const recipe = CRAFTING_RECIPES[blueprintId];
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if (!recipe) continue;
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const { canCraft } = canCraftRecipe(recipe, materials, currentMana);
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if (canCraft) {
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craftable.push(recipe);
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}
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}
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return craftable;
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}
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// ─── Material Management ────────────────────────────────────────────────────
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// Delete materials from inventory
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export function deleteMaterials(materialId: string, amount: number, materials: Record<string, number>): {
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newMaterials: Record<string, number>;
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deleted: number;
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} {
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const currentAmount = materials[materialId] || 0;
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const deleted = Math.min(amount, currentAmount);
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const remaining = Math.max(0, currentAmount - amount);
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const newMaterials = { ...materials };
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if (remaining <= 0) {
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delete newMaterials[materialId];
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} else {
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newMaterials[materialId] = remaining;
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}
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return {
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newMaterials,
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deleted,
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};
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}
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// Get total material count
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export function getMaterialCount(materials: Record<string, number>, materialId: string): number {
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return materials[materialId] || 0;
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}
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// Add materials to inventory
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export function addMaterials(materials: Record<string, number>, materialId: string, amount: number): Record<string, number> {
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const newMaterials = { ...materials };
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newMaterials[materialId] = (newMaterials[materialId] || 0) + amount;
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return newMaterials;
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}
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