Phase 4: Mana Well effects (remaining 7)

This commit is contained in:
Refactoring Agent
2026-04-24 16:37:55 +02:00
parent 132a4e6a72
commit 75a43c7209
4 changed files with 55 additions and 6 deletions
+5 -2
View File
@@ -19,12 +19,13 @@ export function getEffectiveSkillLevel(
}
export function computeMaxMana(
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers'>,
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers' | 'manaHeartBonus'>,
effects?: ReturnType<typeof computeEffects>
): number {
const pu = state.prestigeUpgrades;
const skillTiers = state.skillTiers || {};
const skillUpgrades = state.skillUpgrades || {};
const manaHeartBonus = state.manaHeartBonus || 0;
const manaWellLevel = getEffectiveSkillLevel(state.skills, 'manaWell', skillTiers);
@@ -34,7 +35,9 @@ export function computeMaxMana(
(pu.manaWell || 0) * 500;
const computedEffects = effects ?? computeEffects(skillUpgrades, skillTiers);
return Math.floor((base + computedEffects.maxManaBonus) * computedEffects.maxManaMultiplier);
// Apply MANA_HEART bonus (+10% per loop, compounds)
const heartMultiplier = 1 + manaHeartBonus;
return Math.floor((base + computedEffects.maxManaBonus) * computedEffects.maxManaMultiplier * heartMultiplier);
}
export function computeElementMax(