fix: resolve runtime issues with game loop, tabs, and error handling
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- Fix game loop store mismatch (page.tsx now uses modular stores matching gameHooks.ts)
- Fix StatsTab.tsx type errors (signedPacts now from usePrestigeStore)
- Fix React hooks violations (all hooks called before conditional returns)
- Add ErrorBoundary to page.tsx for better error handling
- Fix getStudySpeedMultiplier called with correct arguments
- Build succeeds consistently
This commit is contained in:
Refactoring Agent
2026-05-03 12:41:11 +02:00
parent fef57d7a55
commit df67abca50
2 changed files with 55 additions and 67 deletions
+7 -10
View File
@@ -5,7 +5,6 @@ import { getTierMultiplier } from '@/lib/game/skill-evolution';
import { hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/effects';
import { getUnifiedEffects } from '@/lib/game/effects';
import { fmt, fmtDec, computeMaxMana, computeRegen, computeClickMana, getMeditationBonus, getIncursionStrength, getStudySpeedMultiplier, getStudyCostMultiplier } from '@/lib/game/stores';
import type { UnifiedEffects } from '@/lib/game/types';
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
import { Badge } from '@/components/ui/badge';
import { Separator } from '@/components/ui/separator';
@@ -30,13 +29,13 @@ export function StatsTab() {
const insight = usePrestigeStore((s) => s.insight);
const totalInsight = usePrestigeStore((s) => s.totalInsight);
const memorySlots = usePrestigeStore((s) => s.memorySlots);
const signedPacts = usePrestigeStore((s) => s.signedPacts);
const elements = useManaStore((s) => s.elements);
const totalManaGathered = useManaStore((s) => s.totalManaGathered);
const rawMana = useManaStore((s) => s.rawMana);
const meditateTicks = useManaStore((s) => s.meditateTicks);
const signedPacts = useCombatStore((s) => s.signedPacts);
const maxFloorReached = useCombatStore((s) => s.maxFloorReached);
const spells = useCombatStore((s) => s.spells);
@@ -46,8 +45,8 @@ export function StatsTab() {
skillTiers,
equippedInstances: {},
equipmentInstances: {}
}) as UnifiedEffects;
});
// Compute derived stats
const maxMana = computeMaxMana({
skills,
@@ -70,17 +69,15 @@ export function StatsTab() {
skillTiers
});
// Get meditation multiplier
const meditationMultiplier = getMeditationBonus(meditateTicks, skills, upgradeEffects.meditationEfficiency);
// Get incursion strength
const day = useGameStore((s) => s.day);
const hour = useGameStore((s) => s.hour);
const incursionStrength = getIncursionStrength(day, hour);
// Effective regen with incursion penalty
const effectiveRegenWithSpecials = baseRegen * (1 - incursionStrength);
// Mana Cascade bonus
const manaCascadeBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_CASCADE)
? Math.floor(maxMana / 100) * 0.1
@@ -93,11 +90,11 @@ export function StatsTab() {
// Effective regen
const effectiveRegen = (effectiveRegenWithSpecials + manaCascadeBonus + manaWaterfallBonus) * meditationMultiplier;
// Get study speed/cost multipliers
const studySpeedMult = getStudySpeedMultiplier(skills);
const studyCostMult = getStudyCostMultiplier(skills);
// Check special effects
const hasManaWaterfall = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_WATERFALL);
const hasFlowSurge = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.FLOW_SURGE);