fix: discipline tab NaN display — correct statBonus.baseValue destructuring, rate-aware /sec labels, NaN guards
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Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m20s
- Fix root cause: baseValue was undefined (destructured from definition instead of statBonus.baseValue), causing calculateStatBonus to produce NaN - Remove hardcoded /sec suffix from stat bonus display; now detects rate vs flat stats using isRateStat() helper - Fix computePerkCurrentEffect: perks only show /sec for actual rate stats - Add NaN guards in DisciplineCard display layer as safety net - Clean up DisciplinesTab UX (proper summary label, remove unused rawMana)
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@@ -1,4 +1,4 @@
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# Circular Dependencies
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Generated: 2026-05-28T13:28:24.658Z
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Generated: 2026-05-28T16:14:24.376Z
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No circular dependencies found. ✅
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@@ -1,6 +1,6 @@
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{
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"_meta": {
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"generated": "2026-05-28T13:28:22.544Z",
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"generated": "2026-05-28T16:14:22.630Z",
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"description": "Import dependency graph for src/lib/game. Keys are files, values are arrays of files they import.",
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"usage": "To find what a file affects, search for its path in the VALUES. To find what a file depends on, look at its KEY entry."
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},
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@@ -556,6 +556,7 @@
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"constants.ts",
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"effects/discipline-effects.ts",
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"stores/combatStore.ts",
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"stores/discipline-slice.ts",
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"stores/gameStore.types.ts",
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"stores/manaStore.ts",
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"stores/prestigeStore.ts",
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@@ -16,7 +16,7 @@ import { useManaStore } from '@/lib/game/stores/manaStore';
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import { usePrestigeStore } from '@/lib/game/stores/prestigeStore';
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import clsx from 'clsx';
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import { DebugName } from '@/components/game/debug/debug-context';
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import { TICKS_PER_SECOND, computePerkCurrentEffect, computeTotalPerkBonusForStat } from './disciplines-utils';
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import { TICKS_PER_SECOND, computePerkCurrentEffect, computeTotalPerkBonusForStat, isRateStat } from './disciplines-utils';
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import type { ComputedPerkEffect } from './disciplines-utils';
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// ─── Attunement Tabs ─────────────────────────────────────────────────────────
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@@ -56,13 +56,14 @@ const DisciplineCard: React.FC<DisciplineCardProps> = ({
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}) => {
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const {
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id, name, description, manaType, perks,
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statBonus, baseValue, drainBase, difficultyFactor, scalingFactor,
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statBonus, drainBase, difficultyFactor, scalingFactor,
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conversionRate, sourceManaTypes,
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} = definition;
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const displayXp = xp;
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const progressPercent = Math.min(displayXp / Math.max(1, concurrentLimit * 100), 100);
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const activeStatBonus = calculateStatBonus(baseValue, displayXp, scalingFactor);
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// statBonus.baseValue is the correct field — not a top-level baseValue
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const activeStatBonus = calculateStatBonus(statBonus.baseValue, displayXp, scalingFactor);
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const drainPerSecond = calculateManaDrain(drainBase, displayXp, difficultyFactor) * TICKS_PER_SECOND;
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const elementDef = ELEMENTS[manaType];
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@@ -134,14 +135,23 @@ const DisciplineCard: React.FC<DisciplineCardProps> = ({
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)}
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{/* Stat Bonus with Perk Total */}
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{(() => {
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// NaN guard — if the calculation produced NaN, show a safe fallback
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const safeActive = Number.isFinite(activeStatBonus) ? activeStatBonus : 0;
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const safePerk = Number.isFinite(perkBonusTotal) ? perkBonusTotal : 0;
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const safeTotal = Number.isFinite(statBonusTotal) ? statBonusTotal : 0;
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const rateSuffix = isRateStat(statBonus.stat) ? '/sec' : '';
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return (
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<div className="mt-2 text-sm">
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<strong>Stat Bonus:</strong> {activeStatBonus.toFixed(2)}/sec on {statBonusLabel}
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{perkBonusTotal > 0 && (
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<strong>Stat Bonus:</strong> {safeActive.toFixed(2)}{rateSuffix} on {statBonusLabel}
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{safePerk > 0 && (
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<span className="text-green-400 ml-1">
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({statBonusTotal.toFixed(2)}/sec with perks)
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({safeTotal.toFixed(2)}{rateSuffix} with perks)
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</span>
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)}
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</div>
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);
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})()}
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{/* Perks */}
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<div className="mt-2">
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@@ -207,7 +217,7 @@ export const DisciplinesTab: React.FC = () => {
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const handleToggle = useCallback((id: string, paused: boolean) => {
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if (paused) {
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activate(id, { rawMana, elements, signedPacts });
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activate(id, { elements, signedPacts });
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} else {
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deactivate(id);
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}
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@@ -261,7 +271,7 @@ export const DisciplinesTab: React.FC = () => {
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{/* Summary */}
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<div className="mt-4 flex flex-col sm:flex-row gap-2 text-sm text-gray-500">
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<div>Active Disciple{activeIds.length}{activeIds.length === 1 ? '' : 's'} / {concurrentLimit}</div>
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<div>Active Disciplines: {activeIds.length} / {concurrentLimit}</div>
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<div>Concurrent Limit: {concurrentLimit}</div>
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</div>
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</div>
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@@ -8,6 +8,23 @@ import { TICK_MS } from '@/lib/game/constants/core';
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// TICK_MS = 200, so 5 ticks per second
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export const TICKS_PER_SECOND = 1000 / TICK_MS;
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// Stat keys that represent per-second rates. All other stat keys are
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// flat bonuses (capacities, powers, multipliers, percentages, etc.).
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const RATE_STAT_KEYS = new Set([
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'regenBonus',
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'disciplineXpBonus',
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]);
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// Dynamic stat keys that are rates (checked by prefix)
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const RATE_STAT_PREFIXES = [
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'conversion_',
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];
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export function isRateStat(statKey: string): boolean {
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if (RATE_STAT_KEYS.has(statKey)) return true;
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return RATE_STAT_PREFIXES.some((prefix) => statKey.startsWith(prefix));
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}
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export interface ComputedPerkEffect {
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description: string;
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currentEffect: string;
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@@ -29,15 +46,17 @@ export function computePerkCurrentEffect(
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return 'unlocked';
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}
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const { amount } = perk.bonus;
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const { amount, stat } = perk.bonus;
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const rateSuffix = isRateStat(stat) ? '/sec' : '';
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switch (perk.type) {
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case 'once':
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return `+${amount} (unlocked)`;
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return `+${amount}${rateSuffix}`;
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case 'infinite': {
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const tier = calculatePerkTier(xp, perk.threshold, perk.value);
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const total = tier * amount;
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return `+${total.toFixed(2)}/sec`;
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if (total === 0) return `+0${rateSuffix}`;
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return `+${total.toFixed(2)}${rateSuffix}`;
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}
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case 'capped': {
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let tier = calculatePerkTier(xp, perk.threshold, perk.value);
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@@ -45,7 +64,8 @@ export function computePerkCurrentEffect(
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tier = Math.min(tier, perk.maxTier);
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}
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const total = tier * amount;
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return `+${total.toFixed(2)}/sec`;
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if (total === 0) return `+0${rateSuffix}`;
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return `+${total.toFixed(2)}${rateSuffix}`;
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}
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default:
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return 'active';
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