fix: make discipline perk numerical bonuses functional via structured BonusSpec
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- Add PerkBonus type and optional bonus field to DisciplinePerk
- Populate bonus data on 39 perks across base, elemental, elemental-regen,
  elemental-regen-advanced, and invoker discipline files
- Rewrite computeDisciplineEffects() to apply once/infinite/capped perk bonuses
  through known stat keys (maxManaBonus, baseDamageBonus, regen_*, elementCap_*)
- Add per-element cap bonus routing in effects.ts computeAllEffects()
- Remove dead enchantPower bonus (no consumer in effects pipeline)
This commit is contained in:
2026-05-26 18:00:29 +02:00
parent ae30c4770c
commit da4f9eccb3
10 changed files with 88 additions and 15 deletions
+49 -12
View File
@@ -5,7 +5,23 @@ import type { DisciplineStoreState } from '../stores/discipline-slice';
import type { DisciplineState } from '../types/disciplines';
import { useDisciplineStore } from '../stores/discipline-slice';
import { ALL_DISCIPLINES } from '../data/disciplines';
import { calculateStatBonus, getUnlockedPerks } from '../utils/discipline-math';
import {
calculateStatBonus,
calculatePerkTier,
getUnlockedPerks,
} from '../utils/discipline-math';
/**
* Known stat keys consumed by computeAllEffects() in effects.ts.
* Perk bonuses are routed to these keys so they flow into the unified system.
*/
const KNOWN_BONUS_STATS = new Set([
'maxManaBonus',
'regenBonus',
'clickManaBonus',
'baseDamageBonus',
'elementCapBonus',
]);
export function computeDisciplineEffects(_state?: DisciplineStoreState): {
bonuses: Record<string, number>;
@@ -22,29 +38,50 @@ export function computeDisciplineEffects(_state?: DisciplineStoreState): {
const multipliers: Record<string, number> = {};
const specials = new Set<string>();
function addBonus(stat: string, amount: number) {
bonuses[stat] = (bonuses[stat] || 0) + amount;
}
for (const { disc, def } of activeDiscs) {
// Continuous stat bonus
const statBonus = calculateStatBonus(def.statBonus.baseValue, disc.xp, def.scalingFactor);
if (def.statBonus.stat) {
bonuses[def.statBonus.stat] = (bonuses[def.statBonus.stat] || 0) + statBonus;
addBonus(def.statBonus.stat, statBonus);
}
// Perk unlocks
const perks = getUnlockedPerks(def, disc.xp);
for (const perk of perks) {
if (perk.type === 'once' || perk.type === 'infinite') {
// Once/infinite perks can be treated as additive bonuses or special flags
// For simplicity, we add them as a special flag; actual effect depends on perk.id
specials.add(perk.id);
if (perk.type === 'once') {
if (perk.bonus) {
addBonus(perk.bonus.stat, perk.bonus.amount);
} else if (!perk.unlocksEffects) {
// Fallback: qualitative perk with no structured bonus — add as special flag
specials.add(perk.id);
}
// Perks with unlocksEffects are handled by discipline-slice.ts processTick()
} else if (perk.type === 'infinite') {
if (perk.bonus) {
const interval = perk.value;
const tier = calculatePerkTier(disc.xp, perk.threshold, interval);
if (tier > 0) {
addBonus(perk.bonus.stat, tier * perk.bonus.amount);
}
} else if (!perk.unlocksEffects) {
specials.add(perk.id);
}
} else if (perk.type === 'capped') {
// Capped perks act as multipliers after certain thresholds
// For now, we treat them as additive to a multiplier stat (example)
// In a real implementation, each perk would have a specific effect.
// Here we just add a generic perk multiplier placeholder.
multipliers[`perk_${perk.id}`] = (multipliers[`perk_${perk.id}`] || 1) + perk.value / 100;
if (perk.bonus) {
const tier = calculatePerkTier(disc.xp, perk.threshold, perk.value);
if (tier > 0) {
addBonus(perk.bonus.stat, tier * perk.bonus.amount);
}
} else if (!perk.unlocksEffects) {
specials.add(perk.id);
}
}
}
}
return { bonuses, multipliers, specials };
}
}