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
+31 -21
View File
@@ -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