fix: handle undefined state/obj in mana calculations to prevent runtime error
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@@ -34,7 +34,7 @@ export function computeMaxMana(
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const base =
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100 +
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manaWellLevel.level * 100 * manaWellLevel.tierMultiplier +
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(pu.manaWell || 0) * 500;
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((pu || {}).manaWell || 0) * 500;
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const computedEffects = effects ?? computeEffects(skillUpgrades, skillTiers);
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// Apply MANA_HEART bonus (+10% per loop, compounds)
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