fix: Object.values null safety + Docker dev build
Build and Publish Mana Loop Docker Image / build-and-publish (push) Has been cancelled

- Change Dockerfile to use development build (better error messages)
- Add || {} fallbacks to all Object.values() calls accessing state
- Fixes "Cannot convert undefined or null to object" browser error during SSR/hydration
- Verified TypeScript compilation and Next.js build successful

Files modified:
- Dockerfile
- src/app/page.tsx
- src/components/game/tabs/StatsTab.tsx
- src/components/game/StatsTab/LoopStatsSection.tsx
- src/components/game/StatsTab/ElementStatsSection.tsx
- src/components/game/tabs/AttunementsTab.tsx
- src/components/game/tabs/GolemancyTab.tsx
- src/lib/game/effects.ts
- src/lib/game/utils/combat-utils.ts
- src/lib/game/crafting-loot.ts
- src/components/game/LootInventory/LootInventoryDisplay.tsx
- src/components/game/LootInventory/index.tsx
- src/components/game/crafting/EnchantmentDesigner/utils.ts
This commit is contained in:
Refactoring Agent
2026-05-04 11:03:11 +02:00
parent 98ab975fb9
commit 0eabd604b0
18 changed files with 46 additions and 60 deletions
@@ -7,7 +7,7 @@ export function getEquipmentSpells(get: () => GameState): string[] {
const state = get();
const spells: string[] = [];
for (const instanceId of Object.values(state.equippedInstances)) {
for (const instanceId of Object.values(state.equippedInstances || {})) {
if (!instanceId) continue;
const instance = state.equipmentInstances[instanceId];
if (!instance) continue;
@@ -27,7 +27,7 @@ export function getEquipmentEffects(get: () => GameState): Record<string, number
const state = get();
const effects: Record<string, number> = {};
for (const instanceId of Object.values(state.equippedInstances)) {
for (const instanceId of Object.values(state.equippedInstances || {})) {
if (!instanceId) continue;
const instance = state.equipmentInstances[instanceId];
if (!instance) continue;
+2 -2
View File
@@ -28,7 +28,7 @@ export function getUniqueMaterialCount(inventory: LootInventory): number {
// Get total material stacks (sum of all quantities)
export function getTotalMaterialStacks(inventory: LootInventory): number {
return Object.values(inventory.materials).reduce((sum, qty) => sum + qty, 0);
return Object.values(inventory.materials || {}).reduce((sum, qty) => sum + qty, 0);
}
// ─── Inventory Modifications ────────────────────────────────────────────────
@@ -265,7 +265,7 @@ export interface InventoryStats {
export function getInventoryStats(inventory: LootInventory): InventoryStats {
const totalUniqueMaterials = Object.keys(inventory.materials).length;
const totalMaterialStacks = Object.values(inventory.materials).reduce((sum, qty) => sum + qty, 0);
const totalMaterialStacks = Object.values(inventory.materials || {}).reduce((sum, qty) => sum + qty, 0);
const totalBlueprints = inventory.blueprints.length;
return {
+3 -3
View File
@@ -35,7 +35,7 @@ export function computeEquipmentEffects(
const specials = new Set<string>();
// Iterate through all equipped items
for (const instanceId of Object.values(equippedInstances)) {
for (const instanceId of Object.values(equippedInstances || {})) {
if (!instanceId) continue;
const instance = equipmentInstances[instanceId];
if (!instance) continue;
@@ -172,8 +172,8 @@ export function getUnifiedEffects(state: Pick<GameState, 'skillUpgrades' | 'skil
return computeAllEffects(
state.skillUpgrades || {},
state.skillTiers || {},
state.equipmentInstances,
state.equippedInstances
state.equipmentInstances || {},
state.equippedInstances || {}
);
}
+12
View File
@@ -0,0 +1,12 @@
/**
* Helper to get unified effects from game state
*/
export function getUnifiedEffects(state: Pick<GameState, 'skillUpgrades' | 'skillTiers' | 'equipmentInstances' | 'equippedInstances'>): UnifiedEffects {
return computeAllEffects(
state.skillUpgrades || {},
state.skillTiers || {},
state.equipmentInstances || {},
state.equippedInstances || {}
);
}
+1 -1
View File
@@ -237,7 +237,7 @@ export function getActiveEquipmentSpells(
equippedInstances: Record<string, string | null>,
equipmentInstances: Record<string, EquipmentInstance>
): ActiveEquipmentSpell[] {
const equippedIds = Object.values(equippedInstances).filter((id): id is string => id !== null);
const equippedIds = Object.values(equippedInstances || {}).filter((id): id is string => id !== null);
const spells: ActiveEquipmentSpell[] = [];
for (const id of equippedIds) {