fix: resolve runtime issues with game loop, tabs, and error handling
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m46s
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m46s
- 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:
+48
-57
@@ -107,70 +107,60 @@ function GrimoireTab() {
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// ============================================================================
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// ============================================================================
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export default function ManaLoopGame() {
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export default function ManaLoopGame() {
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// Disable prerendering - this is a client-only game
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if (typeof window === 'undefined') {
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return <div>Loading...</div>;
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}
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const [selectedManaType, setSelectedManaType] = useState<string>('');
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const [selectedManaType, setSelectedManaType] = useState<string>('');
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const [activeTab, setActiveTab] = useState('spire');
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const [activeTab, setActiveTab] = useState('spire');
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// Game stores - using new modular stores
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// ALL hooks must be called before any conditional returns
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const day = useGameStore((s) => s.day);
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const day = useGameStore((s) => s.day);
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const hour = useGameStore((s) => s.hour);
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const hour = useGameStore((s) => s.hour);
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const initGame = useGameStore((s) => s.initGame);
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const initGame = useGameStore((s) => s.initGame);
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const gameLoop = useGameLoop();
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const gameLoop = useGameLoop();
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// Get state from modular stores for computed values
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const skills = useSkillStore((s) => s.skills);
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const skills = useSkillStore((s) => s.skills);
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const skillTiers = useSkillStore((s) => s.skillTiers);
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const skillTiers = useSkillStore((s) => s.skillTiers);
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const skillUpgrades = useSkillStore((s) => s.skillUpgrades);
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const skillUpgrades = useSkillStore((s) => s.skillUpgrades);
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const prestigeUpgrades = usePrestigeStore((s) => s.prestigeUpgrades);
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const prestigeUpgrades = usePrestigeStore((s) => s.prestigeUpgrades);
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const meditateTicks = useManaStore((s) => s.meditateTicks);
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const insight = usePrestigeStore((s) => s.insight);
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const rawMana = useManaStore((s) => s.rawMana);
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const rawMana = useManaStore((s) => s.rawMana);
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const totalManaGathered = useManaStore((s) => s.totalManaGathered);
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const meditateTicks = useManaStore((s) => s.meditateTicks);
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const elements = useManaStore((s) => s.elements);
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const maxFloorReached = useCombatStore((s) => s.maxFloorReached);
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const maxFloorReached = useCombatStore((s) => s.maxFloorReached);
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const signedPacts = useCombatStore((s) => s.signedPacts);
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const spells = useCombatStore((s) => s.spells);
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const spells = useCombatStore((s) => s.spells);
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const loopCount = usePrestigeStore((s) => s.loopCount);
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const gameOver = useUIStore((s) => s.gameOver);
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const insight = usePrestigeStore((s) => s.insight);
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const totalInsight = usePrestigeStore((s) => s.totalInsight);
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const memorySlots = usePrestigeStore((s) => s.memorySlots);
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// Computed effects from upgrades and equipment
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// Computed effects from upgrades and equipment
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const upgradeEffects = getUnifiedEffects({
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const upgradeEffects = getUnifiedEffects({
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skillUpgrades,
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skillUpgrades,
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skillTiers,
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skillTiers,
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equippedInstances: {},
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equippedInstances: {},
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equipmentInstances: {}
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equipmentInstances: {}
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});
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});
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// Derived stats
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// Derived stats
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const maxMana = computeMaxMana({
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const maxMana = computeMaxMana({
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skills,
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skills,
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prestigeUpgrades,
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prestigeUpgrades,
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skillUpgrades,
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skillUpgrades,
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skillTiers
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skillTiers
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}, upgradeEffects);
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}, upgradeEffects);
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const baseRegen = computeRegen({
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const baseRegen = computeRegen({
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skills,
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skills,
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prestigeUpgrades,
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prestigeUpgrades,
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skillUpgrades,
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skillUpgrades,
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skillTiers
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skillTiers
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}, upgradeEffects);
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}, upgradeEffects);
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const clickMana = computeClickMana({
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const clickMana = computeClickMana({
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skills,
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skills,
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prestigeUpgrades,
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prestigeUpgrades,
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skillUpgrades,
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skillUpgrades,
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skillTiers
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skillTiers
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});
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});
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const meditationMultiplier = getMeditationBonus(meditateTicks, skills, upgradeEffects.meditationEfficiency);
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const meditationMultiplier = getMeditationBonus(meditateTicks, skills, upgradeEffects.meditationEfficiency);
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const incursionStrength = getIncursionStrength(day, hour);
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const incursionStrength = getIncursionStrength(day, hour);
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@@ -190,25 +180,26 @@ export default function ManaLoopGame() {
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// Effective regen
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// Effective regen
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const effectiveRegen = (effectiveRegenWithSpecials + manaCascadeBonus + manaWaterfallBonus) * meditationMultiplier;
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const effectiveRegen = (effectiveRegenWithSpecials + manaCascadeBonus + manaWaterfallBonus) * meditationMultiplier;
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// Game Over check from UI store
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const gameOver = useUIStore((s) => s.gameOver);
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// Initialize game on mount
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// Initialize game on mount
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useEffect(() => {
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useEffect(() => {
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initGame();
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initGame();
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}, [initGame]);
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}, [initGame]);
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// Game Over Screen
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if (gameOver) {
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return <GameOverScreen store={{ day, hour, insight }} />;
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}
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// Start game loop
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// Start game loop
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useEffect(() => {
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useEffect(() => {
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const cleanup = gameLoop.start();
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const cleanup = gameLoop.start();
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return cleanup;
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return cleanup;
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}, [gameLoop]);
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}, [gameLoop]);
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// Conditional returns AFTER all hooks
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if (typeof window === 'undefined') {
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return <div>Loading...</div>;
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}
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if (gameOver) {
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return <GameOverScreen store={{ day, hour, insight }} />;
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}
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return (
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return (
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<ErrorBoundary>
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<ErrorBoundary>
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<TooltipProvider>
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<TooltipProvider>
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@@ -225,10 +216,10 @@ export default function ManaLoopGame() {
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{/* Main Content */}
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{/* Main Content */}
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<main className="flex-1 flex flex-col md:flex-row gap-4 p-4">
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<main className="flex-1 flex flex-col md:flex-row gap-4 p-4">
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<LeftPanel
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<LeftPanel
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store={{ rawMana, maxMana, day, hour }}
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store={{ rawMana, maxMana, day, hour }}
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effectiveRegen={effectiveRegen}
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effectiveRegen={effectiveRegen}
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incursionStrength={incursionStrength}
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incursionStrength={incursionStrength}
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/>
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/>
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<div className="flex-1 min-w-0">
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<div className="flex-1 min-w-0">
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@@ -257,13 +248,13 @@ export default function ManaLoopGame() {
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<TabsContent value="attunements">
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<TabsContent value="attunements">
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<Suspense fallback={<TabLoadingFallback />}>
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<Suspense fallback={<TabLoadingFallback />}>
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<AttunementsTab store={{}} />
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<AttunementsTab />
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</Suspense>
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</Suspense>
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</TabsContent>
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</TabsContent>
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<TabsContent value="golemancy">
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<TabsContent value="golemancy">
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<Suspense fallback={<TabLoadingFallback />}>
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<Suspense fallback={<TabLoadingFallback />}>
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<GolemancyTab store={{}} />
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<GolemancyTab />
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</Suspense>
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</Suspense>
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</TabsContent>
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</TabsContent>
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@@ -287,25 +278,25 @@ export default function ManaLoopGame() {
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<TabsContent value="crafting">
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<TabsContent value="crafting">
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<Suspense fallback={<TabLoadingFallback />}>
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<Suspense fallback={<TabLoadingFallback />}>
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<CraftingTab store={{}} />
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<CraftingTab />
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</Suspense>
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</Suspense>
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</TabsContent>
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</TabsContent>
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<TabsContent value="loot">
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<TabsContent value="loot">
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<Suspense fallback={<TabLoadingFallback />}>
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<Suspense fallback={<TabLoadingFallback />}>
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<LootTab store={{}} />
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<LootTab />
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</Suspense>
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</Suspense>
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</TabsContent>
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</TabsContent>
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<TabsContent value="achievements">
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<TabsContent value="achievements">
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<Suspense fallback={<TabLoadingFallback />}>
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<Suspense fallback={<TabLoadingFallback />}>
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<AchievementsTab store={{}} />
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<AchievementsTab />
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</Suspense>
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</Suspense>
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</TabsContent>
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</TabsContent>
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<TabsContent value="lab">
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<TabsContent value="lab">
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<Suspense fallback={<TabLoadingFallback />}>
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<Suspense fallback={<TabLoadingFallback />}>
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<LabTab store={{}} />
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<LabTab />
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</Suspense>
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</Suspense>
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</TabsContent>
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</TabsContent>
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@@ -5,7 +5,6 @@ import { getTierMultiplier } from '@/lib/game/skill-evolution';
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import { hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/effects';
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import { hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/effects';
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import { getUnifiedEffects } from '@/lib/game/effects';
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import { getUnifiedEffects } from '@/lib/game/effects';
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import { fmt, fmtDec, computeMaxMana, computeRegen, computeClickMana, getMeditationBonus, getIncursionStrength, getStudySpeedMultiplier, getStudyCostMultiplier } from '@/lib/game/stores';
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import { fmt, fmtDec, computeMaxMana, computeRegen, computeClickMana, getMeditationBonus, getIncursionStrength, getStudySpeedMultiplier, getStudyCostMultiplier } from '@/lib/game/stores';
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import type { UnifiedEffects } from '@/lib/game/types';
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import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
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import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
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import { Badge } from '@/components/ui/badge';
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import { Badge } from '@/components/ui/badge';
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import { Separator } from '@/components/ui/separator';
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import { Separator } from '@/components/ui/separator';
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@@ -30,13 +29,13 @@ export function StatsTab() {
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const insight = usePrestigeStore((s) => s.insight);
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const insight = usePrestigeStore((s) => s.insight);
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const totalInsight = usePrestigeStore((s) => s.totalInsight);
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const totalInsight = usePrestigeStore((s) => s.totalInsight);
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const memorySlots = usePrestigeStore((s) => s.memorySlots);
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const memorySlots = usePrestigeStore((s) => s.memorySlots);
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const signedPacts = usePrestigeStore((s) => s.signedPacts);
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const elements = useManaStore((s) => s.elements);
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const elements = useManaStore((s) => s.elements);
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const totalManaGathered = useManaStore((s) => s.totalManaGathered);
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const totalManaGathered = useManaStore((s) => s.totalManaGathered);
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const rawMana = useManaStore((s) => s.rawMana);
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const rawMana = useManaStore((s) => s.rawMana);
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const meditateTicks = useManaStore((s) => s.meditateTicks);
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const meditateTicks = useManaStore((s) => s.meditateTicks);
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const signedPacts = useCombatStore((s) => s.signedPacts);
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const maxFloorReached = useCombatStore((s) => s.maxFloorReached);
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const maxFloorReached = useCombatStore((s) => s.maxFloorReached);
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const spells = useCombatStore((s) => s.spells);
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const spells = useCombatStore((s) => s.spells);
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@@ -46,8 +45,8 @@ export function StatsTab() {
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skillTiers,
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skillTiers,
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equippedInstances: {},
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equippedInstances: {},
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equipmentInstances: {}
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equipmentInstances: {}
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}) as UnifiedEffects;
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});
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// Compute derived stats
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// Compute derived stats
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const maxMana = computeMaxMana({
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const maxMana = computeMaxMana({
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skills,
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skills,
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@@ -70,17 +69,15 @@ export function StatsTab() {
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skillTiers
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skillTiers
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});
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});
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// Get meditation multiplier
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const meditationMultiplier = getMeditationBonus(meditateTicks, skills, upgradeEffects.meditationEfficiency);
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const meditationMultiplier = getMeditationBonus(meditateTicks, skills, upgradeEffects.meditationEfficiency);
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// Get incursion strength
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const day = useGameStore((s) => s.day);
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const day = useGameStore((s) => s.day);
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const hour = useGameStore((s) => s.hour);
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const hour = useGameStore((s) => s.hour);
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const incursionStrength = getIncursionStrength(day, hour);
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const incursionStrength = getIncursionStrength(day, hour);
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// Effective regen with incursion penalty
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// Effective regen with incursion penalty
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const effectiveRegenWithSpecials = baseRegen * (1 - incursionStrength);
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const effectiveRegenWithSpecials = baseRegen * (1 - incursionStrength);
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// Mana Cascade bonus
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// Mana Cascade bonus
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const manaCascadeBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_CASCADE)
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const manaCascadeBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_CASCADE)
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? Math.floor(maxMana / 100) * 0.1
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? Math.floor(maxMana / 100) * 0.1
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@@ -93,11 +90,11 @@ export function StatsTab() {
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// Effective regen
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// Effective regen
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const effectiveRegen = (effectiveRegenWithSpecials + manaCascadeBonus + manaWaterfallBonus) * meditationMultiplier;
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const effectiveRegen = (effectiveRegenWithSpecials + manaCascadeBonus + manaWaterfallBonus) * meditationMultiplier;
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// Get study speed/cost multipliers
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// Get study speed/cost multipliers
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const studySpeedMult = getStudySpeedMultiplier(skills);
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const studySpeedMult = getStudySpeedMultiplier(skills);
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const studyCostMult = getStudyCostMultiplier(skills);
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const studyCostMult = getStudyCostMultiplier(skills);
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// Check special effects
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// Check special effects
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const hasManaWaterfall = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_WATERFALL);
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const hasManaWaterfall = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_WATERFALL);
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const hasFlowSurge = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.FLOW_SURGE);
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const hasFlowSurge = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.FLOW_SURGE);
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