fix: resolve priority 4 issues — discipline mutation, skill→discipline migration, uiStore persistence, game loop interval, toast listener leak, page re-renders
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m21s
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m21s
- 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
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@@ -5,7 +5,9 @@ import { usePrestigeStore } from './prestigeStore';
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import { useCombatStore } from './combatStore';
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import { useUIStore } from './uiStore';
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import { useCraftingStore } from './craftingStore';
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import { useDisciplineStore } from './discipline-slice';
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import { getUnifiedEffects } from '../effects';
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import { computeDisciplineEffects } from '../effects/discipline-effects';
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import {
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computeMaxMana,
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computeRegen,
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@@ -16,12 +18,10 @@ import {
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import { TICK_MS } from '../constants';
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export function useGameLoop() {
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const tick = useGameStore((s) => s.tick);
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useEffect(() => {
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const interval = setInterval(tick, TICK_MS);
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const interval = setInterval(() => useGameStore.getState().tick(), TICK_MS);
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return () => clearInterval(interval);
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}, [tick]);
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}, []);
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}
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// ─── Shared Selector Hooks for Common Derived State ────────────────────────────
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@@ -32,13 +32,18 @@ export function useGameLoop() {
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export function useUnifiedEffects() {
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const equippedInstances = useCraftingStore((s) => s.equippedInstances);
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const equipmentInstances = useCraftingStore((s) => s.equipmentInstances);
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const disciplineStoreState = useDisciplineStore();
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const disciplineEffects = computeDisciplineEffects(disciplineStoreState as any);
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return getUnifiedEffects({
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skillUpgrades: {},
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skillTiers: {},
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equippedInstances,
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equipmentInstances,
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});
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return {
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...getUnifiedEffects({
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skillUpgrades: {},
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skillTiers: {},
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equippedInstances,
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equipmentInstances,
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}),
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disciplineEffects,
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};
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}
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/**
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@@ -51,6 +56,8 @@ export function useManaStats() {
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const hour = useGameStore((s) => s.hour);
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const equippedInstances = useCraftingStore((s) => s.equippedInstances);
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const equipmentInstances = useCraftingStore((s) => s.equipmentInstances);
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const disciplineStoreState = useDisciplineStore();
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const disciplineEffects = computeDisciplineEffects(disciplineStoreState as any);
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const upgradeEffects = getUnifiedEffects({
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skillUpgrades: {},
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@@ -61,29 +68,31 @@ export function useManaStats() {
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const maxMana = computeMaxMana(
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{ skills: {}, prestigeUpgrades, skillUpgrades: {}, skillTiers: {} },
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upgradeEffects
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upgradeEffects as any,
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disciplineEffects,
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);
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const baseRegen = computeRegen(
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{ skills: {}, prestigeUpgrades, skillUpgrades: {}, skillTiers: {} },
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upgradeEffects
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{ skills: {}, prestigeUpgrades, skillUpgrades: {}, skillTiers: {}, attunements: {} },
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upgradeEffects as any,
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disciplineEffects,
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);
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const clickMana = computeClickMana({
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skills: {},
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});
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}, disciplineEffects);
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const meditationMultiplier = getMeditationBonus(meditateTicks, {}, upgradeEffects.meditationEfficiency);
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const meditationMultiplier = getMeditationBonus(meditateTicks, {}, (upgradeEffects as any).meditationEfficiency);
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const incursionStrength = getIncursionStrength(day, hour);
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const effectiveRegenWithSpecials = baseRegen * (1 - incursionStrength);
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// Mana Cascade bonus
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const manaCascadeBonus = upgradeEffects.specials.has('mana_cascade')
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const manaCascadeBonus = (upgradeEffects as any).specials.has('mana_cascade')
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? Math.floor(maxMana /100) * 0.1
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: 0;
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// Mana Waterfall bonus
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const manaWaterfallBonus = upgradeEffects.specials.has('mana_waterfall')
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const manaWaterfallBonus = (upgradeEffects as any).specials.has('mana_waterfall')
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? Math.floor(maxMana /100) * 0.25
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: 0;
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