fix: cap cast progress at 100% after descent completion (bug #381)
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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:
@@ -1,5 +1,5 @@
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# Circular Dependencies
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Generated: 2026-06-12T16:57:09.913Z
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Generated: 2026-06-12T17:00:42.616Z
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Found: 4 circular chain(s) — these MUST be fixed before modifying involved files.
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1. 1) data/guardian-encounters.ts > data/guardian-procedural.ts
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@@ -1,6 +1,6 @@
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{
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"_meta": {
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"generated": "2026-06-12T16:57:07.675Z",
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"generated": "2026-06-12T17:00:40.332Z",
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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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@@ -95,7 +95,7 @@ export function processCombatTick(
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const logMessages: string[] = [];
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let totalManaGathered = 0;
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if (state.currentAction !== 'climb') {
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if (state.currentAction !== 'climb' || state.isDescentComplete) {
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return makeDefaultCombatTickResult(rawMana, elements, state, golemancyState.activeGolems);
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}
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@@ -52,7 +52,7 @@ export function advanceRoomOrFloor(get: GetFn, set: SetFn): void {
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get().addActivityLog('floor_transition', `Room ${s.currentRoomIndex + 1} passed`);
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if (s.currentFloor <= s.exitFloor && s.currentRoomIndex <= 0) {
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set({ isDescentComplete: true });
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set({ isDescentComplete: true, castProgress: 0, weaponCastProgress: {} });
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get().addActivityLog('floor_transition',
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'Descent complete — Exit Spire is now available');
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return;
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