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
+48 -57
View File
@@ -107,70 +107,60 @@ function GrimoireTab() {
// ============================================================================
export default function ManaLoopGame() {
// Disable prerendering - this is a client-only game
if (typeof window === 'undefined') {
return <div>Loading...</div>;
}
const [selectedManaType, setSelectedManaType] = useState<string>('');
const [activeTab, setActiveTab] = useState('spire');
// Game stores - using new modular stores
// ALL hooks must be called before any conditional returns
const day = useGameStore((s) => s.day);
const hour = useGameStore((s) => s.hour);
const initGame = useGameStore((s) => s.initGame);
const gameLoop = useGameLoop();
// Get state from modular stores for computed values
const skills = useSkillStore((s) => s.skills);
const skillTiers = useSkillStore((s) => s.skillTiers);
const skillUpgrades = useSkillStore((s) => s.skillUpgrades);
const prestigeUpgrades = usePrestigeStore((s) => s.prestigeUpgrades);
const meditateTicks = useManaStore((s) => s.meditateTicks);
const insight = usePrestigeStore((s) => s.insight);
const rawMana = useManaStore((s) => s.rawMana);
const totalManaGathered = useManaStore((s) => s.totalManaGathered);
const elements = useManaStore((s) => s.elements);
const meditateTicks = useManaStore((s) => s.meditateTicks);
const maxFloorReached = useCombatStore((s) => s.maxFloorReached);
const signedPacts = useCombatStore((s) => s.signedPacts);
const spells = useCombatStore((s) => s.spells);
const loopCount = usePrestigeStore((s) => s.loopCount);
const insight = usePrestigeStore((s) => s.insight);
const totalInsight = usePrestigeStore((s) => s.totalInsight);
const memorySlots = usePrestigeStore((s) => s.memorySlots);
const gameOver = useUIStore((s) => s.gameOver);
// Computed effects from upgrades and equipment
const upgradeEffects = getUnifiedEffects({
skillUpgrades,
skillTiers,
equippedInstances: {},
equipmentInstances: {}
const upgradeEffects = getUnifiedEffects({
skillUpgrades,
skillTiers,
equippedInstances: {},
equipmentInstances: {}
});
// Derived stats
const maxMana = computeMaxMana({
skills,
prestigeUpgrades,
skillUpgrades,
skillTiers
const maxMana = computeMaxMana({
skills,
prestigeUpgrades,
skillUpgrades,
skillTiers
}, upgradeEffects);
const baseRegen = computeRegen({
skills,
prestigeUpgrades,
skillUpgrades,
skillTiers
const baseRegen = computeRegen({
skills,
prestigeUpgrades,
skillUpgrades,
skillTiers
}, upgradeEffects);
const clickMana = computeClickMana({
skills,
prestigeUpgrades,
skillUpgrades,
skillTiers
const clickMana = computeClickMana({
skills,
prestigeUpgrades,
skillUpgrades,
skillTiers
});
const meditationMultiplier = getMeditationBonus(meditateTicks, skills, upgradeEffects.meditationEfficiency);
const incursionStrength = getIncursionStrength(day, hour);
@@ -190,25 +180,26 @@ export default function ManaLoopGame() {
// Effective regen
const effectiveRegen = (effectiveRegenWithSpecials + manaCascadeBonus + manaWaterfallBonus) * meditationMultiplier;
// Game Over check from UI store
const gameOver = useUIStore((s) => s.gameOver);
// Initialize game on mount
useEffect(() => {
initGame();
}, [initGame]);
// Game Over Screen
if (gameOver) {
return <GameOverScreen store={{ day, hour, insight }} />;
}
// Start game loop
useEffect(() => {
const cleanup = gameLoop.start();
return cleanup;
}, [gameLoop]);
// Conditional returns AFTER all hooks
if (typeof window === 'undefined') {
return <div>Loading...</div>;
}
if (gameOver) {
return <GameOverScreen store={{ day, hour, insight }} />;
}
return (
<ErrorBoundary>
<TooltipProvider>
@@ -225,10 +216,10 @@ export default function ManaLoopGame() {
{/* Main Content */}
<main className="flex-1 flex flex-col md:flex-row gap-4 p-4">
<LeftPanel
store={{ rawMana, maxMana, day, hour }}
effectiveRegen={effectiveRegen}
incursionStrength={incursionStrength}
<LeftPanel
store={{ rawMana, maxMana, day, hour }}
effectiveRegen={effectiveRegen}
incursionStrength={incursionStrength}
/>
<div className="flex-1 min-w-0">
@@ -257,13 +248,13 @@ export default function ManaLoopGame() {
<TabsContent value="attunements">
<Suspense fallback={<TabLoadingFallback />}>
<AttunementsTab store={{}} />
<AttunementsTab />
</Suspense>
</TabsContent>
<TabsContent value="golemancy">
<Suspense fallback={<TabLoadingFallback />}>
<GolemancyTab store={{}} />
<GolemancyTab />
</Suspense>
</TabsContent>
@@ -287,25 +278,25 @@ export default function ManaLoopGame() {
<TabsContent value="crafting">
<Suspense fallback={<TabLoadingFallback />}>
<CraftingTab store={{}} />
<CraftingTab />
</Suspense>
</TabsContent>
<TabsContent value="loot">
<Suspense fallback={<TabLoadingFallback />}>
<LootTab store={{}} />
<LootTab />
</Suspense>
</TabsContent>
<TabsContent value="achievements">
<Suspense fallback={<TabLoadingFallback />}>
<AchievementsTab store={{}} />
<AchievementsTab />
</Suspense>
</TabsContent>
<TabsContent value="lab">
<Suspense fallback={<TabLoadingFallback />}>
<LabTab store={{}} />
<LabTab />
</Suspense>
</TabsContent>
+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);