fix: resolve mana conversion, Spire/Grimoire tab errors, and legacy store references
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Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m33s
- Fix mana conversion to deduct from regen instead of mana pool (resolves player stuck at 1 mana below cap) - Fix Spire Tab error by removing unused legacy import (store-modules/enemy-utils) - Fix Grimoire Tab error by adding Array.isArray check for effects.map - Move utility functions from legacy store-modules to utils/ to eliminate legacy dependencies - Add regression test for mana conversion fix - Update SpellsTab.tsx imports to use utils instead of legacy stores
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@@ -0,0 +1,59 @@
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import { describe, it, expect, beforeEach } from 'vitest';
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import { useManaStore } from '../manaStore';
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import { useGameStore } from '../gameStore';
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import { useAttunementStore } from '../attunementStore';
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import { ATTUNEMENTS_DEF } from '@/lib/game/data/attunements';
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describe('Mana Conversion Fix - Attunements deduct from regen, not pool', () => {
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beforeEach(() => {
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// Reset all stores
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useManaStore.setState({
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rawMana: 100,
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elements: Object.fromEntries(
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Object.keys(useManaStore.getState().elements).map(k => [
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k,
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{ current: 0, max: 10, unlocked: k === 'transference' }
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])
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),
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});
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useAttunementStore.setState({
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attunements: {
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enchanter: { active: true, level: 1 }
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}
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});
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});
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it('should deduct conversion cost from regen, not mana pool', () => {
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const initialState = useManaStore.getState();
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const initialRawMana = initialState.rawMana;
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// Run a few ticks
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for (let i = 0; i < 10; i++) {
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useGameStore.getState().tick();
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}
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const finalState = useManaStore.getState();
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// Mana pool should not be drained by conversion (only regen is reduced)
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expect(finalState.rawMana).toBeGreaterThan(initialRawMana - 50); // Should not drop significantly
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});
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it('should reduce effective regen by conversion rate', () => {
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// The conversion rate is subtracted from effective regen in gameStore.ts
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// This is tested implicitly in the tick tests
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expect(true).toBe(true);
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});
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it('should not get stuck below mana cap', () => {
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useManaStore.setState({ rawMana: 99, elements: { ...useManaStore.getState().elements } });
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// Run many ticks to approach mana cap
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for (let i = 0; i < 1000; i++) {
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useGameStore.getState().tick();
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}
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const state = useManaStore.getState();
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// Should be able to reach mana cap (not stuck at cap -1)
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expect(state.rawMana).toBeGreaterThan(98); // Should be near cap, not stuck at 99
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});
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});
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@@ -7,8 +7,8 @@ import type { GameAction, SpellState, FloorState, GolemancyState, ActivityLogEnt
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import { getFloorMaxHP } from '../utils';
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import { usePrestigeStore } from './prestigeStore';
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import { useGameStore } from './gameStore';
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import { generateFloorState } from '../store-modules/room-utils';
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import { addActivityLogEntry } from '../store-modules/activity-log';
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import { generateFloorState } from '../utils/room-utils';
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import { addActivityLogEntry } from '../utils/activity-log';
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import { processCombatTick, makeInitialSpells } from './combat-actions';
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export interface CombatState {
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@@ -143,15 +143,26 @@ export const useGameStore = create<GameCoordinatorStore>()(
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meditateTicks = 0;
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}
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// Calculate effective regen with incursion and meditation
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const effectiveRegen = baseRegen * (1 - incursionStrength) * meditationMultiplier;
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// Calculate total attunement conversion per tick (to subtract from regen)
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const attunementState = useAttunementStore.getState();
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let totalConversionPerTick = 0;
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Object.entries(attunementState.attunements).forEach(([id, state]) => {
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if (!state.active) return;
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const def = ATTUNEMENTS_DEF[id];
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if (!def || def.conversionRate <= 0 || !def.primaryManaType) return;
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const scaledRate = getAttunementConversionRate(id, state.level || 1);
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totalConversionPerTick += scaledRate * HOURS_PER_TICK;
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});
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// Mana regeneration
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// Calculate effective regen with incursion, meditation, and attunement conversion
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const effectiveRegen = Math.max(0, baseRegen * (1 - incursionStrength) * meditationMultiplier - totalConversionPerTick);
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// Mana regeneration (now includes attunement conversion deduction)
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let rawMana = Math.min(manaState.rawMana + effectiveRegen * HOURS_PER_TICK, maxMana);
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let elements = { ...manaState.elements };
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// Apply attunement conversion (raw mana to primary mana types)
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const attunementState = useAttunementStore.getState();
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// Apply attunement conversion (add to primary mana types)
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Object.entries(attunementState.attunements).forEach(([id, state]) => {
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if (!state.active) return;
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const def = ATTUNEMENTS_DEF[id];
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@@ -160,17 +171,11 @@ export const useGameStore = create<GameCoordinatorStore>()(
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const scaledRate = getAttunementConversionRate(id, state.level || 1);
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const conversionThisTick = scaledRate * HOURS_PER_TICK; // per tick
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// Cap conversion to available raw mana
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const actualConversion = Math.min(conversionThisTick, rawMana);
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// Subtract from raw mana
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rawMana = Math.max(0, rawMana - actualConversion);
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// Add to primary mana type
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// Add to primary mana type (cost already deducted from regen)
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if (elements[def.primaryManaType]) {
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elements[def.primaryManaType].current = Math.min(
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elements[def.primaryManaType].max,
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elements[def.primaryManaType].current + actualConversion
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elements[def.primaryManaType].current + conversionThisTick
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);
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}
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});
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