fix: prevent conversion system from auto-unlocking all mana types on first tick
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- Removed auto-unlock lines in gameStore.ts element regen loop and recovery room boost loop
- Added unlocked guard to skip locked elements during conversion processing
- Added regression test (bug-377) verifying only transference stays unlocked

Fixes #377
This commit is contained in:
2026-06-12 12:14:45 +02:00
parent b68cc948a3
commit 280847a231
5 changed files with 71 additions and 6 deletions
+2 -4
View File
@@ -207,8 +207,7 @@ export const useGameStore = create<GameCoordinatorStore>()(
}
// Apply net element regen to pools: produced - drained (component consumption)
for (const [elem, entry] of Object.entries(conversionResult.rates)) {
if (entry.paused || !elements[elem]) continue;
if (!elements[elem].unlocked) elements[elem] = { ...elements[elem], unlocked: true };
if (entry.paused || !elements[elem] || !elements[elem].unlocked) continue;
const netRate = elementRegen[elem];
if (netRate === 0) continue;
const delta = netRate * HOURS_PER_TICK;
@@ -320,8 +319,7 @@ export const useGameStore = create<GameCoordinatorStore>()(
const regenDelta = Math.max(0, netBoostedRegen - netRawRegen);
rawMana = Math.min(rawMana + regenDelta * HOURS_PER_TICK, maxMana);
for (const [elem, entry] of Object.entries(conversionResult.rates)) {
if (entry.paused || entry.finalRate <= 0 || !elements[elem]) continue;
if (!elements[elem].unlocked) elements[elem] = { ...elements[elem], unlocked: true };
if (entry.paused || entry.finalRate <= 0 || !elements[elem] || !elements[elem].unlocked) continue;
// Normal conversion already applied above; add only the 9× delta
elements[elem] = { ...elements[elem], current: Math.min(elements[elem].max, elements[elem].current + entry.finalRate * 9 * HOURS_PER_TICK) };
}