fix: resolve priority 4 issues — discipline mutation, skill→discipline migration, uiStore persistence, game loop interval, toast listener leak, page re-renders
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- Issue 70: Fix discipline-slice.ts nested element mutation (use immutable spread)
- Issue 71: Add persist middleware to uiStore for paused/gameOver/victory
- Issue 72: Wire discipline effects into calcDamage (spell-casting, void-manipulation)
- Issue 73: Fix useGameLoop interval recreation (use getState() + empty deps)
- Issue 74: Fix use-toast.ts listener leak (change [state] dep to [])
- Issue 75: Reduce page.tsx re-renders with useShallow for multi-field subscriptions
- Issue 76: Fix createGatherMana hardcoded click mana (use computeClickMana with discipline effects)
- Issue 77: Pass discipline effects to computeMaxMana/computeRegen/calcInsight in tick()
- Export DisciplineBonuses type and useDisciplineStore from barrel exports
- Update tests to match new function signatures
This commit is contained in:
2026-05-19 13:53:33 +02:00
parent ebcaab62bf
commit 50a9a62060
17 changed files with 215 additions and 154 deletions
+8 -10
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@@ -169,7 +169,7 @@ describe('computeMaxMana', () => {
skillUpgrades: {},
skillTiers: {},
};
const effects = { maxManaBonus: 0, maxManaMultiplier: 1 };
const effects = { maxManaBonus: 0, maxManaMultiplier: 1 } as any;
const result = computeMaxMana(state, effects);
expect(result).toBe(100);
});
@@ -181,7 +181,7 @@ describe('computeMaxMana', () => {
skillUpgrades: {},
skillTiers: {},
};
const effects = { maxManaBonus: 0, maxManaMultiplier: 1 };
const effects = { maxManaBonus: 0, maxManaMultiplier: 1 } as any;
const result = computeMaxMana(state, effects);
expect(result).toBe(100 + 5 * 500); // Base + 500 per level
});
@@ -193,7 +193,7 @@ describe('computeMaxMana', () => {
skillUpgrades: {},
skillTiers: {},
};
const effects = { maxManaBonus: 0, maxManaMultiplier: 1.5 };
const effects = { maxManaBonus: 0, maxManaMultiplier: 1.5 } as any;
const result = computeMaxMana(state, effects);
expect(result).toBe(150); // 100 * 1.5
});
@@ -205,7 +205,7 @@ describe('computeMaxMana', () => {
skillUpgrades: {},
skillTiers: {},
};
const effects = { maxManaBonus: 50, maxManaMultiplier: 1 };
const effects = { maxManaBonus: 50, maxManaMultiplier: 1 } as any;
const result = computeMaxMana(state, effects);
expect(result).toBe(150); // 100 + 50
});
@@ -218,8 +218,9 @@ describe('computeRegen', () => {
prestigeUpgrades: {},
skillUpgrades: {},
skillTiers: {},
attunements: {},
};
const effects = { regenBonus: 0, regenMultiplier: 1, permanentRegenBonus: 0 };
const effects = { regenBonus: 0, regenMultiplier: 1, permanentRegenBonus: 0 } as any;
const result = computeRegen(state, effects);
// Base regen is 2 (this test provides effects, so no attunement bonus)
expect(result).toBe(2);
@@ -230,12 +231,9 @@ describe('computeClickMana', () => {
it('should return base click mana with no skills', () => {
const state = {
skills: {},
prestigeUpgrades: {},
skillUpgrades: {},
skillTiers: {},
};
const effects = { clickManaBonus: 0, clickManaMultiplier: 1 };
const result = computeClickMana(state, effects);
const discipline = { bonuses: {}, multipliers: {} };
const result = computeClickMana(state, discipline);
expect(result).toBeGreaterThanOrEqual(1);
});
});
+2 -2
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@@ -137,13 +137,13 @@ export function computeAllEffects(
return merged;
}
export function getUnifiedEffects(state: Pick<GameState, 'skillUpgrades' | 'skillTiers' | 'equipmentInstances' | 'equippedInstances' | 'disciplines'>): UnifiedEffects {
export function getUnifiedEffects(state: Pick<GameState, 'skillUpgrades' | 'skillTiers' | 'equipmentInstances' | 'equippedInstances'>): UnifiedEffects {
return computeAllEffects(
state.skillUpgrades || {},
state.skillTiers || {},
state.equipmentInstances || {},
state.equippedInstances || {},
state as GameState
state as unknown as GameState
);
}
+7
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@@ -6,6 +6,8 @@ import type { CombatState } from './combat-state.types';
import type { SpellState } from '../types';
import { getFloorMaxHP, getFloorElement, calcDamage, canAffordSpellCost, deductSpellCost } from '../utils';
import { usePrestigeStore } from './prestigeStore';
import { computeDisciplineEffects } from '../effects/discipline-effects';
import { useDisciplineStore } from './discipline-slice';
export function processCombatTick(
get: () => CombatState,
@@ -35,6 +37,9 @@ export function processCombatTick(
return { rawMana, elements, logMessages, totalManaGathered };
}
// Compute discipline bonuses once per tick
const disciplineEffects = computeDisciplineEffects(useDisciplineStore.getState() as any);
// Calculate cast speed (no skill bonus)
const totalAttackSpeed = attackSpeedMult;
const spellCastSpeed = spellDef.castSpeed || 1;
@@ -57,6 +62,7 @@ export function processCombatTick(
{ skills: {}, signedPacts: usePrestigeStore.getState().signedPacts },
spellId,
floorElement,
disciplineEffects,
);
// Let gameStore apply damage modifiers (executioner, berserker)
@@ -111,6 +117,7 @@ export function processCombatTick(
{ skills: {}, signedPacts: usePrestigeStore.getState().signedPacts },
eSpell.spellId,
eFloorElement,
disciplineEffects,
);
const eResult = onDamageDealt(eDamage);
+12 -5
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@@ -1,8 +1,10 @@
import { computeMaxMana } from '../utils';
import { computeMaxMana, computeClickMana } from '../utils';
import { useUIStore } from './uiStore';
import { usePrestigeStore } from './prestigeStore';
import { useManaStore } from './manaStore';
import { useCombatStore } from './combatStore';
import { computeDisciplineEffects } from '../effects/discipline-effects';
import { useDisciplineStore } from './discipline-slice';
export const createResetGame = (set: (state: any) => void, initialState: any) => () => {
// Clear all persisted state
@@ -14,6 +16,7 @@ export const createResetGame = (set: (state: any) => void, initialState: any) =>
localStorage.removeItem('mana-loop-game-storage');
localStorage.removeItem('mana-loop-crafting-storage');
localStorage.removeItem('mana-loop-attunement-storage');
localStorage.removeItem('mana-loop-discipline-store');
}
const startFloor = 1;
@@ -30,11 +33,14 @@ export const createResetGame = (set: (state: any) => void, initialState: any) =>
};
export const createGatherMana = () => () => {
const manaState = useManaStore.getState();
const prestigeState = usePrestigeStore.getState();
const disciplineEffects = computeDisciplineEffects(useDisciplineStore.getState() as any);
// Base click mana (no skill bonuses)
const cm = 1;
// Compute click mana with discipline bonuses (mana-channeling → clickManaMultiplier)
const cm = computeClickMana(
{ skills: {} },
disciplineEffects,
);
const max = computeMaxMana(
{
@@ -43,7 +49,8 @@ export const createGatherMana = () => () => {
skillUpgrades: {},
skillTiers: {}
},
undefined
undefined,
disciplineEffects,
);
useManaStore.getState().gatherMana(cm, max);
+26 -17
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@@ -5,7 +5,9 @@ import { usePrestigeStore } from './prestigeStore';
import { useCombatStore } from './combatStore';
import { useUIStore } from './uiStore';
import { useCraftingStore } from './craftingStore';
import { useDisciplineStore } from './discipline-slice';
import { getUnifiedEffects } from '../effects';
import { computeDisciplineEffects } from '../effects/discipline-effects';
import {
computeMaxMana,
computeRegen,
@@ -16,12 +18,10 @@ import {
import { TICK_MS } from '../constants';
export function useGameLoop() {
const tick = useGameStore((s) => s.tick);
useEffect(() => {
const interval = setInterval(tick, TICK_MS);
const interval = setInterval(() => useGameStore.getState().tick(), TICK_MS);
return () => clearInterval(interval);
}, [tick]);
}, []);
}
// ─── Shared Selector Hooks for Common Derived State ────────────────────────────
@@ -32,13 +32,18 @@ export function useGameLoop() {
export function useUnifiedEffects() {
const equippedInstances = useCraftingStore((s) => s.equippedInstances);
const equipmentInstances = useCraftingStore((s) => s.equipmentInstances);
const disciplineStoreState = useDisciplineStore();
const disciplineEffects = computeDisciplineEffects(disciplineStoreState as any);
return getUnifiedEffects({
skillUpgrades: {},
skillTiers: {},
equippedInstances,
equipmentInstances,
});
return {
...getUnifiedEffects({
skillUpgrades: {},
skillTiers: {},
equippedInstances,
equipmentInstances,
}),
disciplineEffects,
};
}
/**
@@ -51,6 +56,8 @@ export function useManaStats() {
const hour = useGameStore((s) => s.hour);
const equippedInstances = useCraftingStore((s) => s.equippedInstances);
const equipmentInstances = useCraftingStore((s) => s.equipmentInstances);
const disciplineStoreState = useDisciplineStore();
const disciplineEffects = computeDisciplineEffects(disciplineStoreState as any);
const upgradeEffects = getUnifiedEffects({
skillUpgrades: {},
@@ -61,29 +68,31 @@ export function useManaStats() {
const maxMana = computeMaxMana(
{ skills: {}, prestigeUpgrades, skillUpgrades: {}, skillTiers: {} },
upgradeEffects
upgradeEffects as any,
disciplineEffects,
);
const baseRegen = computeRegen(
{ skills: {}, prestigeUpgrades, skillUpgrades: {}, skillTiers: {} },
upgradeEffects
{ skills: {}, prestigeUpgrades, skillUpgrades: {}, skillTiers: {}, attunements: {} },
upgradeEffects as any,
disciplineEffects,
);
const clickMana = computeClickMana({
skills: {},
});
}, disciplineEffects);
const meditationMultiplier = getMeditationBonus(meditateTicks, {}, upgradeEffects.meditationEfficiency);
const meditationMultiplier = getMeditationBonus(meditateTicks, {}, (upgradeEffects as any).meditationEfficiency);
const incursionStrength = getIncursionStrength(day, hour);
const effectiveRegenWithSpecials = baseRegen * (1 - incursionStrength);
// Mana Cascade bonus
const manaCascadeBonus = upgradeEffects.specials.has('mana_cascade')
const manaCascadeBonus = (upgradeEffects as any).specials.has('mana_cascade')
? Math.floor(maxMana /100) * 0.1
: 0;
// Mana Waterfall bonus
const manaWaterfallBonus = upgradeEffects.specials.has('mana_waterfall')
const manaWaterfallBonus = (upgradeEffects as any).specials.has('mana_waterfall')
? Math.floor(maxMana /100) * 0.25
: 0;
+4 -1
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@@ -5,19 +5,22 @@ import { useUIStore } from './uiStore';
import { usePrestigeStore } from './prestigeStore';
import { useManaStore } from './manaStore';
import { useCombatStore } from './combatStore';
import { computeDisciplineEffects } from '../effects/discipline-effects';
import { useDisciplineStore } from './discipline-slice';
export const createStartNewLoop = (set: (state: any) => void) => () => {
const prestigeState = usePrestigeStore.getState();
const combatState = useCombatStore.getState();
const manaState = useManaStore.getState();
const disciplineEffects = computeDisciplineEffects(useDisciplineStore.getState() as any);
const insightGained = prestigeState.loopInsight || calcInsight({
maxFloorReached: combatState.maxFloorReached,
totalManaGathered: manaState.totalManaGathered,
signedPacts: prestigeState.signedPacts,
prestigeUpgrades: prestigeState.prestigeUpgrades,
skills: {},
});
}, disciplineEffects);
const total = prestigeState.insight + insightGained;
+6 -4
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@@ -97,11 +97,13 @@ export const useGameStore = create<GameCoordinatorStore>()(
const maxMana = computeMaxMana(
{ skills: {}, prestigeUpgrades: prestigeState.prestigeUpgrades, skillUpgrades: {}, skillTiers: {} },
undefined
undefined,
disciplineEffects,
);
const baseRegen = computeRegen(
{ skills: {}, prestigeUpgrades: prestigeState.prestigeUpgrades, skillUpgrades: {}, skillTiers: {}, attunements: {} },
undefined
undefined,
disciplineEffects,
);
// Time progression
@@ -120,7 +122,7 @@ export const useGameStore = create<GameCoordinatorStore>()(
signedPacts: prestigeState.signedPacts,
prestigeUpgrades: prestigeState.prestigeUpgrades,
skills: {},
});
}, disciplineEffects);
addLog(`⏰ The loop ends. Gained ${insightGained} Insight.`);
useUIStore.getState().setGameOver(true, false);
@@ -137,7 +139,7 @@ export const useGameStore = create<GameCoordinatorStore>()(
signedPacts: prestigeState.signedPacts,
prestigeUpgrades: prestigeState.prestigeUpgrades,
skills: {},
}) * 3;
}, disciplineEffects) * 3;
addLog(`🏆 VICTORY! The Awakened One falls! Gained ${insightGained} Insight!`);
useUIStore.getState().setGameOver(true, true);
+2
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@@ -20,6 +20,8 @@ export type { CraftingState, CraftingActions } from './craftingStore';
export { useAttunementStore } from './attunementStore';
export type { AttunementStoreState } from './attunementStore';
export { useDisciplineStore } from './discipline-slice';
export { useGameStore } from './gameStore';
export { useGameLoop } from './gameHooks';
export type { GameCoordinatorState, GameCoordinatorStore } from './gameStore';
+39 -33
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@@ -2,6 +2,7 @@
// Handles logs, pause state, and UI-specific state
import { create } from 'zustand';
import { persist } from 'zustand/middleware';
export interface LogEntry {
message: string;
@@ -25,40 +26,45 @@ export interface UIState {
const MAX_LOGS = 50;
export const useUIStore = create<UIState>((set) => ({
logs: ['✨ The loop begins. You start with Mana Bolt. Gather your strength, mage.'],
paused: false,
gameOver: false,
victory: false,
addLog: (message: string) => {
set((state) => ({
logs: [message, ...state.logs.slice(0, MAX_LOGS - 1)],
}));
},
clearLogs: () => {
set({ logs: [] });
},
togglePause: () => {
set((state) => ({ paused: !state.paused }));
},
setPaused: (paused: boolean) => {
set({ paused });
},
setGameOver: (gameOver: boolean, victory: boolean = false) => {
set({ gameOver, victory });
},
reset: () => {
set({
export const useUIStore = create<UIState>()(
persist(
(set) => ({
logs: ['✨ The loop begins. You start with Mana Bolt. Gather your strength, mage.'],
paused: false,
gameOver: false,
victory: false,
});
},
}));
addLog: (message: string) => {
set((state) => ({
logs: [message, ...state.logs.slice(0, MAX_LOGS - 1)],
}));
},
clearLogs: () => {
set({ logs: [] });
},
togglePause: () => {
set((state) => ({ paused: !state.paused }));
},
setPaused: (paused: boolean) => {
set({ paused });
},
setGameOver: (gameOver: boolean, victory: boolean = false) => {
set({ gameOver, victory });
},
reset: () => {
set({
logs: ['✨ The loop begins. You start with Mana Bolt. Gather your strength, mage.'],
paused: false,
gameOver: false,
victory: false,
});
},
}),
{ name: 'mana-loop-ui-storage' }
)
);
+31 -21
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@@ -1,6 +1,7 @@
// ─── Combat Utilities ────────────────────────────────────────────────────────
import type { GameState, SpellCost, EquipmentInstance } from '../types';
import type { DisciplineBonuses } from './mana-utils';
import { GUARDIANS, SPELLS_DEF, ELEMENT_OPPOSITES, INCURSION_START_DAY, MAX_DAY } from '../constants';
import { ENCHANTMENT_EFFECTS } from '../data/enchantment-effects';
@@ -108,56 +109,64 @@ export function getBoonBonuses(signedPacts: number[]): {
// ─── Damage Calculation ───────────────────────────────────────────────────────
export function calcDamage(
state: Pick<GameState, 'skills' | 'signedPacts'>,
spellId: string,
floorElem?: string
state: Pick<GameState, 'skills' | 'signedPacts'>,
spellId: string,
floorElem?: string,
discipline?: DisciplineBonuses,
): number {
const sp = SPELLS_DEF[spellId];
if (!sp) return 5;
const skills = state.skills;
const baseDmg = sp.dmg + (skills.combatTrain || 0) * 5;
const pct = 1 + (skills.arcaneFury || 0) * 0.1;
// Base damage: spell base + skill bonus + discipline bonus (spell-casting → baseDamageBonus)
const discBaseDmg = discipline?.bonuses?.baseDamageBonus || 0;
const baseDmg = sp.dmg + (skills.combatTrain || 0) * 5 + discBaseDmg;
// Percentage multiplier: skill arcaneFury + discipline void-manipulation (baseDamageMultiplier)
const discDmgMult = discipline?.bonuses?.baseDamageMultiplier || 0;
const pct = 1 + (skills.arcaneFury || 0) * 0.1 + discDmgMult;
// Elemental mastery bonus
const elemMasteryBonus = 1 + (skills.elementalMastery || 0) * 0.15;
// Guardian bane bonus - check if current floor has a guardian with matching element
const isGuardianFloor = floorElem && Object.values(GUARDIANS).some(g => g.element === floorElem);
const guardianBonus = isGuardianFloor
? 1 + (skills.guardianBane || 0) * 0.2
: 1;
// Get boon bonuses from pacts
const boons = getBoonBonuses(state.signedPacts);
// Apply raw damage and elemental damage bonuses
const rawDamageMult = 1 + boons.rawDamage / 100;
const elemDamageMult = 1 + boons.elementalDamage / 100;
// Apply crit chance and damage from boons
const critChance = (skills.precision || 0) * 0.05 + boons.critChance / 100;
const critDamageMult = 1.5 + boons.critDamage / 100;
let damage = baseDmg * pct * elemMasteryBonus * guardianBonus * rawDamageMult * elemDamageMult;
// Apply elemental bonus if floor element provided
if (floorElem) {
damage *= getElementalBonus(sp.elem, floorElem);
}
// Apply crit
if (Math.random() < critChance) {
damage *= critDamageMult;
}
return damage;
}
// ─── Insight Calculation ──────────────────────────────────────────────────────
export function calcInsight(state: Pick<GameState, 'maxFloorReached' | 'totalManaGathered' | 'signedPacts' | 'prestigeUpgrades' | 'skills'>): number {
export function calcInsight(state: Pick<GameState, 'maxFloorReached' | 'totalManaGathered' | 'signedPacts' | 'prestigeUpgrades' | 'skills'>, discipline?: DisciplineBonuses): number {
const pu = state.prestigeUpgrades;
const skillBonus = 1 + (state.skills.insightHarvest || 0) * 0.1;
const discInsightBonus = discipline?.bonuses?.insightGainBonus || 0;
const skillBonus = 1 + (state.skills.insightHarvest || 0) * 0.1 + discInsightBonus;
// Get boon bonuses for insight gain
const boons = getBoonBonuses(state.signedPacts);
@@ -265,20 +274,21 @@ export function getActiveEquipmentSpells(
export function getTotalDPS(
state: Pick<GameState, 'skills' | 'signedPacts' | 'equippedInstances' | 'equipmentInstances' | 'spells' | 'prestigeUpgrades'>,
upgradeEffects: { spellDamageBonus?: number; attackSpeedMultiplier?: number; [key: string]: unknown },
floorElem?: string
floorElem?: string,
discipline?: DisciplineBonuses,
): number {
let totalDPS = 0;
// Get active equipment spells
const activeSpells = getActiveEquipmentSpells(state.equippedInstances, state.equipmentInstances);
// Calculate DPS for each active spell
for (const { spellId } of activeSpells) {
const spellDef = SPELLS_DEF[spellId];
if (!spellDef) continue;
// Calculate damage per cast
const damage = calcDamage(state, spellId, floorElem);
const damage = calcDamage(state, spellId, floorElem, discipline);
// Get cast speed (spells per second)
// Base cast time is 1 second, modified by casting speed bonuses
+2 -1
View File
@@ -9,7 +9,8 @@ export {
computeEffectiveRegen,
computeEffectiveRegenForDisplay,
computeClickMana,
getMeditationBonus
getMeditationBonus,
type DisciplineBonuses,
} from './mana-utils';
// computeElementMax is now in ../store.ts with support for unlockedManaTypeUpgrades
export {
+50 -32
View File
@@ -5,16 +5,23 @@ import type { ComputedEffects } from '../effects/upgrade-effects.types';
import { HOURS_PER_TICK } from '../constants';
import { getTotalAttunementRegen, getTotalAttunementConversionDrain } from '../data/attunements';
export interface DisciplineBonuses {
bonuses: Record<string, number>;
multipliers: Record<string, number>;
}
export function computeMaxMana(
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers'>,
effects?: ComputedEffects
effects?: ComputedEffects,
discipline?: DisciplineBonuses,
): number {
const pu = state.prestigeUpgrades;
const base =
const base =
100 +
((state.skills || {}).manaWell || 0) * 100 +
((pu || {}).manaWell || 0) * 500;
((pu || {}).manaWell || 0) * 500 +
(discipline?.bonuses?.maxManaBonus || 0);
// Apply upgrade effects if provided
if (effects) {
return Math.floor((base + effects.maxManaBonus) * effects.maxManaMultiplier);
@@ -28,7 +35,8 @@ export function computeMaxMana(
export function computeRegen(
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers' | 'attunements'>,
effects?: ComputedEffects
effects?: ComputedEffects,
discipline?: DisciplineBonuses,
): number {
const pu = state.prestigeUpgrades;
const temporalBonus = 1 + (pu.temporalEcho || 0) * 0.1;
@@ -37,35 +45,41 @@ export function computeRegen(
((state.skills || {}).manaFlow || 0) * 1 +
((state.skills || {}).manaSpring || 0) * 2 +
((pu || {}).manaFlow || 0) * 0.5;
let regen = base * temporalBonus;
// Add attunement raw mana regen
const attunementRegen = getTotalAttunementRegen(state.attunements || {});
regen += attunementRegen;
// Apply discipline regen bonus
if (discipline?.bonuses?.regenBonus) {
regen += discipline.bonuses.regenBonus;
}
// Apply upgrade effects if provided
if (effects) {
regen = (regen + effects.regenBonus + effects.permanentRegenBonus) * effects.regenMultiplier;
}
return regen;
}
// Compute the effective regen (raw regen minus conversion drains) for display purposes
export function computeEffectiveRegenForDisplay(
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers' | 'attunements'>,
effects?: ComputedEffects
effects?: ComputedEffects,
discipline?: DisciplineBonuses,
): { rawRegen: number; conversionDrain: number; effectiveRegen: number } {
// Get the full raw regen (without conversion drain)
const rawRegen = computeRegen(state, effects);
const rawRegen = computeRegen(state, effects, discipline);
// Calculate conversion drain
const conversionDrain = getTotalAttunementConversionDrain(state.attunements || {});
// Effective regen is what actually increases raw mana
const effectiveRegen = Math.max(0, rawRegen - conversionDrain);
return { rawRegen, conversionDrain, effectiveRegen };
}
@@ -74,25 +88,29 @@ export function computeEffectiveRegenForDisplay(
*/
export function computeEffectiveRegen(
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'rawMana' | 'incursionStrength' | 'skillUpgrades' | 'skillTiers' | 'attunements'>,
effects?: ComputedEffects
effects?: ComputedEffects,
discipline?: DisciplineBonuses,
): number {
// Base regen from existing function
let regen = computeRegen(state, effects);
let regen = computeRegen(state, effects, discipline);
const incursionStrength = state.incursionStrength || 0;
// Apply incursion penalty
regen *= (1 - incursionStrength);
return regen;
}
export function computeClickMana(state: Pick<GameState, 'skills'>): number {
return (
1 +
((state.skills || {}).manaTap || 0) * 1 +
((state.skills || {}).manaSurge || 0) * 3
);
export function computeClickMana(
state: Pick<GameState, 'skills'>,
discipline?: DisciplineBonuses,
): number {
const skillTap = ((state.skills || {}).manaTap || 0) * 1;
const skillSurge = ((state.skills || {}).manaSurge || 0) * 3;
const discClickMult = discipline?.bonuses?.clickManaMultiplier || 0;
return 1 + skillTap + skillSurge + discClickMult;
}
// Meditation bonus now affects regen rate directly
@@ -100,29 +118,29 @@ export function getMeditationBonus(meditateTicks: number, skills: Record<string,
const hasMeditation = skills.meditation === 1;
const hasDeepTrance = skills.deepTrance === 1;
const hasVoidMeditation = skills.voidMeditation === 1;
const hours = meditateTicks * HOURS_PER_TICK;
// Base meditation: ramps up over 4 hours to 1.5x
let bonus = 1 + Math.min(hours / 4, 0.5);
// With Meditation Focus: up to 2.5x after 4 hours
if (hasMeditation && hours >= 4) {
bonus = 2.5;
}
// With Deep Trance: up to 3.0x after 6 hours
if (hasDeepTrance && hours >= 6) {
bonus = 3.0;
}
// With Void Meditation: up to 5.0x after 8 hours
if (hasVoidMeditation && hours >= 8) {
bonus = 5.0;
}
// Apply meditation efficiency from upgrades (Deep Wellspring, etc.)
bonus *= meditationEfficiency;
return bonus;
}