fix: defensive hardening — NaN guards, cast loop safety, discipline reset on new loop, spire mode maxFloorReached fix
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This commit is contained in:
2026-05-28 18:14:19 +02:00
parent 13c185a216
commit bc184cefb0
8 changed files with 49 additions and 9 deletions
+21 -4
View File
@@ -87,8 +87,10 @@ export function processCombatTick(
let currentFloor = state.currentFloor;
let floorMaxHP = state.floorMaxHP;
// Process complete casts for active spell
while (castProgress >= 1 && canAffordSpellCost(spellDef.cost, rawMana, elements)) {
// Process complete casts for active spell (safety counter prevents infinite loop)
let safetyCounter = 0;
const MAX_CASTS_PER_TICK = 100;
while (castProgress >= 1 && canAffordSpellCost(spellDef.cost, rawMana, elements) && safetyCounter < MAX_CASTS_PER_TICK) {
// Deduct spell cost
const afterCost = deductSpellCost(spellDef.cost, rawMana, elements);
rawMana = afterCost.rawMana;
@@ -108,9 +110,16 @@ export function processCombatTick(
elements = result.elements;
const finalDamage = result.modifiedDamage || damage;
// Guard against NaN damage — if damage is not finite, stop processing
if (!Number.isFinite(finalDamage)) {
logMessages.push('⚠️ Combat stopped: invalid damage value');
break;
}
// Apply damage
floorHP = Math.max(0, floorHP - finalDamage);
castProgress -= 1;
safetyCounter++;
// Check if floor is cleared
if (floorHP <= 0) {
@@ -142,8 +151,10 @@ export function processCombatTick(
const eProgressPerTick = HOURS_PER_TICK * eSpellCastSpeed * totalAttackSpeed;
let eCastProgress = (eSpell.castProgress || 0) + eProgressPerTick;
// Process complete casts for equipment spells
while (eCastProgress >= 1 && canAffordSpellCost(eSpellDef.cost, rawMana, elements)) {
// Process complete casts for equipment spells (safety counter prevents infinite loop)
let eSafetyCounter = 0;
const MAX_E_CASTS_PER_TICK = 100;
while (eCastProgress >= 1 && canAffordSpellCost(eSpellDef.cost, rawMana, elements) && eSafetyCounter < MAX_E_CASTS_PER_TICK) {
// Deduct cost
const eAfterCost = deductSpellCost(eSpellDef.cost, rawMana, elements);
rawMana = eAfterCost.rawMana;
@@ -162,8 +173,14 @@ export function processCombatTick(
elements = eResult.elements;
const eFinalDamage = eResult.modifiedDamage || eDamage;
// Guard against NaN damage
if (!Number.isFinite(eFinalDamage)) {
break;
}
floorHP = Math.max(0, floorHP - eFinalDamage);
eCastProgress -= 1;
eSafetyCounter++;
if (floorHP <= 0) break; // Floor cleared, stop processing
}