fix: deduct component consumption from element pools in mana conversion
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Bug #293: elementDrain was computed but never subtracted from element pools. The tick pipeline now applies net regen (produced - drained) instead of gross production to element pools, matching the spec §8 regen deduction model.
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import { describe, it, expect } from 'vitest';
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import { computeConversionRates } from '../utils/conversion-rates';
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// ═══════════════════════════════════════════════════════════════════════════════
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// MANA CONVERSION: COMPONENT CONSUMPTION DEDUCTION TESTS
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// Bug #293: elementDrain computed but never subtracted from element pools
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// ═══════════════════════════════════════════════════════════════════════════════
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describe('Mana Conversion — component consumption deduction (bug #293)', () => {
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describe('computeConversionRates elementDrain', () => {
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it('should compute non-zero elementDrain for elements used as components', () => {
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const disciplineEffects = {
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bonuses: { conversion_fire: 0.5, conversion_metal: 0.35 },
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multipliers: {},
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specials: new Set<string>(),
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meditationCapBonus: 0,
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conversions: {
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fire: { rate: 0.5, sourceManaTypes: ['raw'] },
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metal: { rate: 0.35, sourceManaTypes: ['raw'] },
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},
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};
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const result = computeConversionRates({
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disciplineEffects: disciplineEffects as any,
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attunements: {},
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signedPacts: [],
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pactElementMap: {},
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invokerLevel: 0,
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meditationMultiplier: 1,
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grossRegen: { fire: 1000, earth: 1000 },
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rawGrossRegen: 10000,
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});
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// Fire is used as a component for metal conversion
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// metal rate = 0.35, fire component cost = 30 per unit
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// elementDrain[fire] = 0.35 * 30 = 10.5/hr
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expect(result.elementDrain['fire']).toBeGreaterThan(0);
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expect(result.elementDrain['fire']).toBeCloseTo(0.35 * 30, 5);
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// Earth is also used as a component for metal conversion
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expect(result.elementDrain['earth']).toBeGreaterThan(0);
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expect(result.elementDrain['earth']).toBeCloseTo(0.35 * 30, 5);
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});
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it('should compute elementRegen as produced - drained', () => {
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const disciplineEffects = {
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bonuses: { conversion_fire: 0.5, conversion_metal: 0.35 },
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multipliers: {},
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specials: new Set<string>(),
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meditationCapBonus: 0,
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conversions: {
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fire: { rate: 0.5, sourceManaTypes: ['raw'] },
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metal: { rate: 0.35, sourceManaTypes: ['raw'] },
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},
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};
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const result = computeConversionRates({
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disciplineEffects: disciplineEffects as any,
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attunements: {},
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signedPacts: [],
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pactElementMap: {},
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invokerLevel: 0,
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meditationMultiplier: 1,
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grossRegen: { fire: 1000, earth: 1000 },
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rawGrossRegen: 10000,
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});
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// Fire: produced = 0.5/hr, drained = 0.35 * 30 = 10.5/hr
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const fireEntry = result.rates['fire'];
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expect(fireEntry.finalRate).toBeCloseTo(0.5, 5);
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// Metal: produced = 0.35/hr, no drain (nothing consumes metal as component)
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const metalEntry = result.rates['metal'];
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expect(metalEntry.finalRate).toBeCloseTo(0.35, 5);
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// Verify net: produced - drained
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const fireProduced = fireEntry.finalRate;
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const fireDrained = result.elementDrain['fire'] || 0;
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expect(fireProduced - fireDrained).toBeCloseTo(0.5 - 10.5, 5);
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});
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it('should have zero elementDrain when element is not used as component', () => {
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const disciplineEffects = {
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bonuses: { conversion_fire: 0.5 },
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multipliers: {},
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specials: new Set<string>(),
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meditationCapBonus: 0,
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conversions: {
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fire: { rate: 0.5, sourceManaTypes: ['raw'] },
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},
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};
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const result = computeConversionRates({
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disciplineEffects: disciplineEffects as any,
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attunements: {},
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signedPacts: [],
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pactElementMap: {},
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invokerLevel: 0,
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meditationMultiplier: 1,
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grossRegen: {},
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rawGrossRegen: 10000,
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});
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// Fire is not used as a component by any active conversion
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expect(result.elementDrain['fire']).toBe(0);
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});
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it('should compute correct net regen for downstream elements', () => {
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// Test the full chain: fire+earth -> metal, fire+air -> lightning
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// Both metal and lightning consume fire as a component
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const disciplineEffects = {
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bonuses: {
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conversion_fire: 0.5,
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conversion_metal: 0.35,
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conversion_lightning: 0.35,
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},
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multipliers: {},
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specials: new Set<string>(),
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meditationCapBonus: 0,
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conversions: {
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fire: { rate: 0.5, sourceManaTypes: ['raw'] },
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metal: { rate: 0.35, sourceManaTypes: ['raw'] },
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lightning: { rate: 0.35, sourceManaTypes: ['raw'] },
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},
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};
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const result = computeConversionRates({
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disciplineEffects: disciplineEffects as any,
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attunements: {},
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signedPacts: [],
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pactElementMap: {},
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invokerLevel: 0,
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meditationMultiplier: 1,
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grossRegen: { fire: 1000, earth: 1000, air: 1000 },
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rawGrossRegen: 10000,
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});
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// Fire: produced = 0.5, drained by metal (0.35 * 30 = 10.5) and lightning (0.35 * 30 = 10.5)
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// Total fire drain = 10.5 + 10.5 = 21.0
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expect(result.elementDrain['fire']).toBeCloseTo(21.0, 5);
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// Earth: produced = 0 (no earth discipline), drained by metal (0.35 * 30 = 10.5)
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expect(result.elementDrain['earth']).toBeCloseTo(10.5, 5);
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// Air: produced = 0 (no air discipline), drained by lightning (0.35 * 30 = 10.5)
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expect(result.elementDrain['air']).toBeCloseTo(10.5, 5);
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// Metal: produced = 0.35, not consumed by anything in this setup
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expect(result.elementDrain['metal'] || 0).toBe(0);
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// Lightning: produced = 0.35, not consumed by anything in this setup
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expect(result.elementDrain['lightning'] || 0).toBe(0);
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});
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});
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});
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@@ -184,12 +184,6 @@ export const useGameStore = create<GameCoordinatorStore>()(
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}
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}
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// Apply produced element mana (from active conversions)
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for (const [elem, entry] of Object.entries(conversionResult.rates)) {
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if (entry.paused || entry.finalRate <= 0 || !elements[elem]) continue;
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if (!elements[elem].unlocked) elements[elem] = { ...elements[elem], unlocked: true };
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elements[elem] = { ...elements[elem], current: Math.min(elements[elem].max, elements[elem].current + entry.finalRate * HOURS_PER_TICK) };
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}
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// Compute per-element net regen: produced rate - drain from being used as component
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const elementRegen: Record<string, number> = {};
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for (const [elem, entry] of Object.entries(conversionResult.rates)) {
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@@ -197,6 +191,18 @@ export const useGameStore = create<GameCoordinatorStore>()(
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const drained = conversionResult.elementDrain[elem] || 0;
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elementRegen[elem] = produced - drained;
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}
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// Apply net element regen to pools: produced - drained (component consumption)
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for (const [elem, entry] of Object.entries(conversionResult.rates)) {
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if (entry.paused || !elements[elem]) continue;
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if (!elements[elem].unlocked) elements[elem] = { ...elements[elem], unlocked: true };
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const netRate = elementRegen[elem];
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if (netRate === 0) continue;
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const delta = netRate * HOURS_PER_TICK;
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const newCurrent = delta >= 0
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? Math.min(elements[elem].max, elements[elem].current + delta)
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: Math.max(0, elements[elem].current + delta);
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elements[elem] = { ...elements[elem], current: newCurrent };
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}
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// Net raw regen = gross regen - conversion drains - incursion
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const netRawRegen = Math.max(0, baseRegen * (1 - incursionStrength) * meditationMultiplier - conversionResult.totalRawDrain);
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const actualRegen = Math.floor(Math.min(netRawRegen * HOURS_PER_TICK, maxMana - rawMana) * 1000) / 1000;
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