fix: cap cast progress at 100% after descent completion (bug #381)
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m20s
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m20s
Defense-in-depth fix across 2 files:
1. combat-descent-actions.ts: Added castProgress: 0 and weaponCastProgress: {}
to the isDescentComplete set() call so the meter resets immediately.
2. combat-actions.ts: Added isDescentComplete to the early-exit guard in
processCombatTick so combat processing stops entirely once descent is
complete, preventing phantom spell casts from stale castProgress values.
All 1196 tests pass.
This commit is contained in:
@@ -95,7 +95,7 @@ export function processCombatTick(
|
||||
const logMessages: string[] = [];
|
||||
let totalManaGathered = 0;
|
||||
|
||||
if (state.currentAction !== 'climb') {
|
||||
if (state.currentAction !== 'climb' || state.isDescentComplete) {
|
||||
return makeDefaultCombatTickResult(rawMana, elements, state, golemancyState.activeGolems);
|
||||
}
|
||||
|
||||
|
||||
@@ -52,7 +52,7 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
|
||||
get().addActivityLog('floor_transition', `Room ${s.currentRoomIndex + 1} passed`);
|
||||
|
||||
if (s.currentFloor <= s.exitFloor && s.currentRoomIndex <= 0) {
|
||||
set({ isDescentComplete: true });
|
||||
set({ isDescentComplete: true, castProgress: 0, weaponCastProgress: {} });
|
||||
get().addActivityLog('floor_transition',
|
||||
'Descent complete — Exit Spire is now available');
|
||||
return;
|
||||
|
||||
Reference in New Issue
Block a user