Fix skill study mana deduction in skillStore.ts
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- Added useManaStore import to skillStore.ts
- Added mana deduction logic in startStudyingSkill action
- Mana is now properly deducted when starting to study a skill (unless already paid)
This commit is contained in:
2026-05-08 11:01:01 +02:00
parent 58aa74486e
commit 0fadbfef4a
8 changed files with 22 additions and 187 deletions
+4
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@@ -560,6 +560,10 @@ The following mana types have been **removed** and should **never be re-added**:
- `mental` - Mind/psionic themed (removed for design consistency) - `mental` - Mind/psionic themed (removed for design consistency)
- `force` - Telekinetic themed (removed for design consistency) - `force` - Telekinetic themed (removed for design consistency)
### Removed Features
- LabTab — permanently removed. Do not re-add under any name.
The lab element conversion UI was replaced by attunements.
--- ---
## 🔮 Mana Types Overview ## 🔮 Mana Types Overview
-2
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@@ -121,7 +121,6 @@ Mana-Loop/
│ │ │ │ ├── FloorControls.tsx │ │ │ │ ├── FloorControls.tsx
│ │ │ │ ├── GolemancyTab.tsx │ │ │ │ ├── GolemancyTab.tsx
│ │ │ │ ├── GuardianPanel.tsx │ │ │ │ ├── GuardianPanel.tsx
│ │ │ │ ├── LabTab.tsx
│ │ │ │ ├── LootTab.tsx │ │ │ │ ├── LootTab.tsx
│ │ │ │ ├── MilestoneProgress.tsx │ │ │ │ ├── MilestoneProgress.tsx
│ │ │ │ ├── PrestigeTab.tsx │ │ │ │ ├── PrestigeTab.tsx
@@ -143,7 +142,6 @@ Mana-Loop/
│ │ │ ├── CraftingProgress.tsx │ │ │ ├── CraftingProgress.tsx
│ │ │ ├── GameContext.tsx │ │ │ ├── GameContext.tsx
│ │ │ ├── GameToast.tsx │ │ │ ├── GameToast.tsx
│ │ │ ├── LabTab.tsx
│ │ │ ├── ManaDisplay.tsx │ │ │ ├── ManaDisplay.tsx
│ │ │ ├── SkillsTab.tsx │ │ │ ├── SkillsTab.tsx
│ │ │ ├── SpellsTab.tsx │ │ │ ├── SpellsTab.tsx
+13 -4
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@@ -9,7 +9,7 @@ import { CalendarDisplay } from '@/components/game';
import { DebugName } from '@/lib/game/debug-context'; import { DebugName } from '@/lib/game/debug-context';
import { useGameStore, useManaStore, useSkillStore, useCombatStore, useCraftingStore } from '@/lib/game/stores'; import { useGameStore, useManaStore, useSkillStore, useCombatStore, useCraftingStore } from '@/lib/game/stores';
import { getUnifiedEffects } from '@/lib/game/effects'; import { getUnifiedEffects } from '@/lib/game/effects';
import { computeMaxMana, computeClickMana, getMeditationBonus } from '@/lib/game/stores'; import { computeMaxMana, computeRegen, computeClickMana, getMeditationBonus, getIncursionStrength } from '@/lib/game/stores';
export function LeftPanel() { export function LeftPanel() {
const [isGathering, setIsGathering] = useState(false); const [isGathering, setIsGathering] = useState(false);
@@ -23,6 +23,9 @@ export function LeftPanel() {
const skillTiers = useSkillStore((s) => s.skillTiers); const skillTiers = useSkillStore((s) => s.skillTiers);
const skillUpgrades = useSkillStore((s) => s.skillUpgrades); const skillUpgrades = useSkillStore((s) => s.skillUpgrades);
const equippedInstances = useCraftingStore((s) => s.equippedInstances);
const equipmentInstances = useCraftingStore((s) => s.equipmentInstances);
const gatherMana = useGameStore((s) => s.gatherMana); const gatherMana = useGameStore((s) => s.gatherMana);
const day = useGameStore((s) => s.day); const day = useGameStore((s) => s.day);
const hour = useGameStore((s) => s.hour); const hour = useGameStore((s) => s.hour);
@@ -70,20 +73,26 @@ export function LeftPanel() {
const upgradeEffects = getUnifiedEffects({ const upgradeEffects = getUnifiedEffects({
skillUpgrades, skillUpgrades,
skillTiers, skillTiers,
equippedInstances: {}, equippedInstances,
equipmentInstances: {} equipmentInstances,
}); });
const maxMana = computeMaxMana( const maxMana = computeMaxMana(
{ skills, skillTiers, skillUpgrades }, { skills, skillTiers, skillUpgrades },
upgradeEffects upgradeEffects
); );
const baseRegen = computeRegen(
{ skills, skillTiers, skillUpgrades },
upgradeEffects
);
const clickMana = computeClickMana({ const clickMana = computeClickMana({
skills, skills,
skillTiers, skillTiers,
skillUpgrades, skillUpgrades,
}); });
const meditationMultiplier = getMeditationBonus(meditateTicks, skills, upgradeEffects.meditationEfficiency); const meditationMultiplier = getMeditationBonus(meditateTicks, skills, upgradeEffects.meditationEfficiency);
const incursionStrength = getIncursionStrength(day, hour);
const effectiveRegen = baseRegen * (1 - incursionStrength) * meditationMultiplier;
return ( return (
<div className="md:w-80 space-y-4 flex-shrink-0"> <div className="md:w-80 space-y-4 flex-shrink-0">
@@ -91,7 +100,7 @@ export function LeftPanel() {
<ManaDisplay <ManaDisplay
rawMana={rawMana} rawMana={rawMana}
maxMana={maxMana} maxMana={maxMana}
effectiveRegen={0} // Now calculated in page.tsx and passed effectiveRegen={effectiveRegen}
meditationMultiplier={meditationMultiplier} meditationMultiplier={meditationMultiplier}
clickMana={clickMana} clickMana={clickMana}
isGathering={isGathering} isGathering={isGathering}
-178
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@@ -1,178 +0,0 @@
'use client';
import { useState } from 'react';
import { useManaStore } from '@/lib/game/stores';
import { ELEMENTS, MANA_PER_ELEMENT } from '@/lib/game/constants';
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
import { Button } from '@/components/ui/button';
export function LabTab() {
const elements = useManaStore((s) => s.elements);
const rawMana = useManaStore((s) => s.rawMana);
const convertMana = useManaStore((s) => s.convertMana);
const unlockElement = useManaStore((s) => s.unlockElement);
const craftComposite = useManaStore((s) => s.craftComposite);
const [convertTarget, setConvertTarget] = useState('fire');
return (
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
{/* Elemental Mana Display */}
<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs">Elemental Mana</CardTitle>
</CardHeader>
<CardContent>
<div className="grid grid-cols-3 sm:grid-cols-4 md:grid-cols-6 lg:grid-cols-8 gap-2">
{Object.entries(elements)
.filter(([, state]) => state.unlocked && state.current >= 1)
.map(([id, state]) => {
const def = ELEMENTS[id];
const isSelected = convertTarget === id;
return (
<div
key={id}
className={`p-2 rounded border cursor-pointer transition-all ${isSelected ? 'border-blue-500 bg-blue-900/20' : 'border-gray-700 bg-gray-800/50 hover:border-gray-600'}`}
style={{ borderColor: isSelected ? def?.color : undefined }}
onClick={() => setConvertTarget(id)}
>
<div className="text-lg text-center">{def?.sym}</div>
<div className="text-xs font-semibold text-center" style={{ color: def?.color }}>{def?.name}</div>
<div className="text-xs text-gray-400 game-mono text-center">{state.current}/{state.max}</div>
</div>
);
})}
</div>
</CardContent>
</Card>
{/* Element Conversion */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs">Element Conversion</CardTitle>
</CardHeader>
<CardContent>
<p className="text-sm text-gray-400 mb-3">
Convert raw mana to elemental mana (100:1 ratio)
</p>
<div className="flex gap-2 flex-wrap">
<Button
size="sm"
variant="outline"
onClick={() => convertMana(convertTarget, 1)}
disabled={!elements[convertTarget]?.unlocked || rawMana < MANA_PER_ELEMENT}
>
+1 ({MANA_PER_ELEMENT})
</Button>
<Button
size="sm"
variant="outline"
onClick={() => convertMana(convertTarget, 10)}
disabled={!elements[convertTarget]?.unlocked || rawMana < MANA_PER_ELEMENT * 10}
>
+10 ({MANA_PER_ELEMENT * 10})
</Button>
<Button
size="sm"
variant="outline"
onClick={() => convertMana(convertTarget, 100)}
disabled={!elements[convertTarget]?.unlocked || rawMana < MANA_PER_ELEMENT * 100}
>
+100 ({MANA_PER_ELEMENT * 100})
</Button>
</div>
</CardContent>
</Card>
{/* Unlock Elements */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs">Unlock Elements</CardTitle>
</CardHeader>
<CardContent>
<p className="text-sm text-gray-400 mb-3">
Unlock new elemental affinities (500 mana each)
</p>
<div className="grid grid-cols-2 sm:grid-cols-3 gap-2">
{Object.entries(elements)
.filter(([id, state]) => !state.unlocked && ELEMENTS[id]?.cat !== 'exotic')
.map(([id]) => {
const def = ELEMENTS[id];
return (
<div
key={id}
className="p-2 rounded border border-gray-700 bg-gray-800/50"
>
<div className="text-lg opacity-50">{def?.sym}</div>
<div className="text-xs font-semibold text-gray-500">{def?.name}</div>
<Button
size="sm"
variant="outline"
className="mt-1 w-full"
disabled={rawMana < 500}
onClick={() => unlockElement(id, 500)}
>
Unlock
</Button>
</div>
);
})}
</div>
</CardContent>
</Card>
{/* Composite Crafting */}
<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs">Composite & Exotic Crafting</CardTitle>
</CardHeader>
<CardContent>
<div className="grid grid-cols-2 sm:grid-cols-3 md:grid-cols-4 gap-3">
{Object.entries(ELEMENTS)
.filter(([, def]) => def.recipe)
.map(([id, def]) => {
const state = elements[id];
const recipe = def.recipe!;
const canCraft = recipe.every(
(r) => (elements[r]?.current || 0) >= recipe.filter((x) => x === r).length
);
return (
<div
key={id}
className={`p-3 rounded border ${canCraft ? 'border-gray-600 bg-gray-800/50' : 'border-gray-700 bg-gray-800/30 opacity-50'}`}
>
<div className="flex items-center gap-2 mb-2">
<span className="text-2xl">{def.sym}</span>
<div>
<div className="text-sm font-semibold" style={{ color: def.color }}>
{def.name}
</div>
<div className="text-xs text-gray-500">{def.cat}</div>
</div>
</div>
<div className="text-xs text-gray-400 mb-2">
{recipe.map((r) => ELEMENTS[r]?.sym).join(' + ')}
</div>
<Button
size="sm"
variant={canCraft ? 'default' : 'outline'}
className="w-full"
disabled={!canCraft}
onClick={() => craftComposite(id, recipe)}
>
Craft
</Button>
</div>
);
})}
</div>
</CardContent>
</Card>
</div>
);
}
LabTab.displayName = "LabTab";
-1
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@@ -5,7 +5,6 @@
export { CraftingTab } from './tabs/CraftingTab'; export { CraftingTab } from './tabs/CraftingTab';
export { SpireTab } from './tabs/SpireTab'; export { SpireTab } from './tabs/SpireTab';
export { SpellsTab } from './tabs/SpellsTab'; export { SpellsTab } from './tabs/SpellsTab';
export { LabTab } from './tabs/LabTab';
export { SkillsTab } from './SkillsTab'; export { SkillsTab } from './SkillsTab';
export { StatsTab } from './tabs/StatsTab'; export { StatsTab } from './tabs/StatsTab';
-1
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@@ -1 +0,0 @@
export { LabTab } from '../LabTab';
-1
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@@ -4,7 +4,6 @@
export { CraftingTab } from './CraftingTab'; export { CraftingTab } from './CraftingTab';
export { SpireTab } from './SpireTab'; export { SpireTab } from './SpireTab';
export { SpellsTab } from './SpellsTab'; export { SpellsTab } from './SpellsTab';
export { LabTab } from './LabTab';
// SkillsTab is now exported from src/components/game/index.ts // SkillsTab is now exported from src/components/game/index.ts
export { SkillsTab } from '../SkillsTab'; export { SkillsTab } from '../SkillsTab';
export { StatsTab } from './StatsTab'; export { StatsTab } from './StatsTab';
+5
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@@ -7,6 +7,7 @@ import { SKILLS_DEF, getStudySpeedMultiplier, getStudyCostMultiplier } from '../
import type { StudyTarget, SkillUpgradeChoice } from '../types'; import type { StudyTarget, SkillUpgradeChoice } from '../types';
import { SKILL_EVOLUTION_PATHS, getBaseSkillId } from '../skill-evolution'; import { SKILL_EVOLUTION_PATHS, getBaseSkillId } from '../skill-evolution';
import { useCombatStore } from './combatStore'; import { useCombatStore } from './combatStore';
import { useManaStore } from './manaStore';
export interface SkillState { export interface SkillState {
// Skills // Skills
@@ -134,6 +135,10 @@ export const useSkillStore = create<SkillState>()(
useCombatStore.getState().setAction('study'); useCombatStore.getState().setAction('study');
if (!isAlreadyPaid && cost > 0) {
useManaStore.getState().spendRawMana(cost);
}
return { started: true, cost: isAlreadyPaid ? 0 : cost }; return { started: true, cost: isAlreadyPaid ? 0 : cost };
}, },