fix: resolve all Priority 5 CRASH/BLOCKER issues (#51-#57)
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Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m19s
- #51: Fix broken import path @/types/disciplines → @/lib/game/types/disciplines - #52: Fix canProceedDiscipline() called with wrong arguments in discipline-slice.ts - #53: Add local useState for activeAttunement tab filtering in DisciplinesTab - #54: Make canProceedDiscipline() defensive when gameState is undefined - #57: Remove stale CraftingTab export from game/index.ts - Refactored DisciplineCard to use Zustand selector subscriptions properly - Added DisciplinePerk type import to discipline-math.ts
This commit is contained in:
@@ -1,5 +1,5 @@
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# Circular Dependencies
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Generated: 2026-05-18T13:07:38.493Z
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Generated: 2026-05-18T13:14:04.833Z
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Found: 1 circular chain(s) — these MUST be fixed before modifying involved files.
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1. Processed 123 files (1.2s) (29 warnings)
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@@ -1,6 +1,6 @@
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{
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"_meta": {
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"generated": "2026-05-18T13:07:36.959Z",
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"generated": "2026-05-18T13:14:03.496Z",
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"description": "Import dependency graph for src/lib/game. Keys are files, values are arrays of files they import.",
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"usage": "To find what a file affects, search for its path in the VALUES. To find what a file depends on, look at its KEY entry."
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},
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@@ -2,7 +2,6 @@
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// Re-exports all game tab components for cleaner imports
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// Tab components
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export { CraftingTab } from './crafting';
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export { SpellsTab } from './SpellsTab';
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export { StatsTab } from './StatsTab';
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@@ -1,48 +1,30 @@
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import React, { useEffect, useState } from 'react';
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import { useDisciplineStore } from '@/lib/game/stores/discipline-slice';
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import type { DisciplineDefinition } from '@/types/disciplines';
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import type { DisciplineDefinition } from '@/lib/game/types/disciplines';
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import { baseDisciplines } from '@/lib/game/data/disciplines/base';
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import { enchanterDisciplines } from '@/lib/game/data/disciplines/enchanter';
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import { fabricatorDisciplines } from '@/lib/game/data/disciplines/fabricator';
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import { invokerDisciplines } from '@/lib/game/data/disciplines/invoker';
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import { calculateStatBonus, calculateManaDrain } from '@/lib/game/utils/discipline-math';
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import { useRef } from 'react';
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import clsx from 'clsx';
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export const DisciplinesTab: React.FC = () => {
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const store = useDisciplineStore();
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const { disciplines, activeIds, concurrentLimit } = store;
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const [mounted, setMounted] = useState(false);
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useEffect(() => {
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setMounted(true);
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}, []);
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const allDisciplines: DisciplineDefinition[] = [
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...baseDisciplines,
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...enchanterDisciplines,
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...fabricatorDisciplines,
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...invokerDisciplines,
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];
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// Group disciplines by attunement for tab rendering
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const attunementTabs: {
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interface AttunementTab {
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key: string;
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label: string;
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items: DisciplineDefinition[];
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}[] = [
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{ label: 'Base', items: baseDisciplines },
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{ label: 'Enchanter', items: enchanterDisciplines },
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{ label: 'Fabricator', items: fabricatorDisciplines },
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{ label: 'Invoker', items: invokerDisciplines },
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];
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}
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// Helper to render a single discipline card
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const DisciplineCard: React.FC<{
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const ATTUNEMENT_TABS: AttunementTab[] = [
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{ key: 'base', label: 'Base', items: baseDisciplines },
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{ key: 'enchanter', label: 'Enchanter', items: enchanterDisciplines },
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{ key: 'fabricator', label: 'Fabricator', items: fabricatorDisciplines },
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{ key: 'invoker', label: 'Invoker', items: invokerDisciplines },
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];
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interface DisciplineCardProps {
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id: string;
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name: string;
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description: string;
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xp: number;
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perkThresholds?: number[];
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perkValues?: number[];
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perkTypes?: string[];
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@@ -51,11 +33,12 @@ export const DisciplinesTab: React.FC = () => {
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drainBase: number;
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difficultyFactor: number;
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scalingFactor: number;
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}> = ({
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}
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const DisciplineCard: React.FC<DisciplineCardProps> = ({
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id,
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name,
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description,
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xp,
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perkThresholds,
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perkValues,
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perkTypes,
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@@ -64,56 +47,36 @@ export const DisciplinesTab: React.FC = () => {
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drainBase,
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difficultyFactor,
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scalingFactor,
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}) => {
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if (!mounted) return null;
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}) => {
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const activeIds = useDisciplineStore((s) => s.activeIds);
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const concurrentLimit = useDisciplineStore((s) => s.concurrentLimit);
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const currentDisc = useDisciplineStore((s) => s.disciplines[id] ?? { xp: 0, paused: true });
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const state = useDisciplineStore().getState();
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const currentDisc = state.disciplines[id] ?? { xp: 0, paused: true };
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const isActive = activeIds.includes(id);
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const canActivate = concurrentLimit > activeIds.filter(a => state.disciplines[a]?.paused !== true).length;
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// Calculate displayed stats
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const displayXp = currentDisc.xp;
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const progressPercent = Math.min(displayXp / Math.max(1, (concurrentLimit * 100) ?? 1), 100);
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const progressPercent = Math.min(displayXp / Math.max(1, concurrentLimit * 100), 100);
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const isPaused = currentDisc.paused;
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const hasPendingPerk = perkThresholds?.some((t, i) => displayXp >= t && perkTypes?.[i] !== 'capped');
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const activeStatBonus = calculateStatBonus(
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parseInt(baseValue) || 0,
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displayXp,
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scalingFactor
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);
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const activeStatBonus = calculateStatBonus(baseValue, displayXp, scalingFactor);
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const estimatedDrain = calculateManaDrain(drainBase, displayXp, difficultyFactor);
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// Simple visual for drain per tick
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const estimatedDrain = calculateManaDrain(
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drainBase,
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displayXp,
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difficultyFactor
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);
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// Determine unlocked perks
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const unlockedPerks = perkTypes?.reduce<string[]>((acc, typ, idx) => {
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const threshold = perkThresholds?.[idx];
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if (threshold === undefined) return acc;
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if (typ === 'once' || typ === 'infinite') {
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if (displayXp >= perkThresholds?.[idx] ?? 0) {
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acc.push(`${typ}-${idx}`);
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}
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if (displayXp >= threshold) acc.push(`${typ}-${idx}`);
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} else if (typ === 'capped') {
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const tier = Math.max(0, Math.floor((displayXp - perkThresholds?.[idx] ?? 0) / perkValues?.[idx] ?? 1) + 1);
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const interval = perkValues?.[idx] ?? 1;
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const tier = Math.max(0, Math.floor((displayXp - threshold) / interval) + 1);
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if (tier > 0) acc.push(`${typ}-${idx}`);
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}
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return acc;
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}, []);
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// Helper to decide button action
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const toggleAction = () => {
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if (isPaused) {
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// Resume – activate
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const storeDispatch = useDisciplineStore().getState().activate as any;
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storeDispatch(id);
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useDisciplineStore.getState().activate(id);
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} else {
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// Pause – deactivate
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const storeDispatch = useDisciplineStore().getState().deactivate as any;
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storeDispatch(id);
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useDisciplineStore.getState().deactivate(id);
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}
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};
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@@ -126,25 +89,21 @@ export const DisciplinesTab: React.FC = () => {
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<span className="text-xs font-mono whitespace-nowrap">{Math.round(progressPercent)}%</span>
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<div className="flex-1 bg-gray-200 rounded-full overflow-hidden h-3">
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<div
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className={`bg-blue-500 transition-all duration-300 ${
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activeStatBonus > 0 ? 'bg-green-500' : 'bg-red-500'
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}`}
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style={{ width: `${progressPercent}%` }}
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className={`transition-all duration-300 ${activeStatBonus > 0 ? 'bg-green-500' : 'bg-red-500'}`}
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style={{ width: `${Math.round(progressPercent)}%` }}
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/>
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</div>
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</div>
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<div className="text-sm text-gray-400">
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<strong>Drain:</strong> {estimatedDrain.toFixed(1)} ✦{' '}
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<strong>Drain:</strong> {estimatedDrain.toFixed(1)} ✦{' '}
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<strong>XP:</strong> {displayXp}
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</div>
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{/* Bonus display */}
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<div className="mt-2 text-sm">
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<strong>Stat Bonus:</strong> {activeStatBonus.toFixed(2)} on {statBonus}
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</div>
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{/* Perks */}
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<div className="mt-2">
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<strong>Perks:</strong>
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<ul className="mt-1 list-disc list-inside space-y-1 text-xs">
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@@ -158,7 +117,6 @@ export const DisciplinesTab: React.FC = () => {
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</ul>
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</div>
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{/* Action button */}
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<div className="mt-4 flex justify-end">
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<button
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onClick={toggleAction}
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@@ -174,7 +132,17 @@ export const DisciplinesTab: React.FC = () => {
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</div>
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</div>
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);
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};
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};
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export const DisciplinesTab: React.FC = () => {
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const { activeIds, concurrentLimit } = useDisciplineStore();
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const [mounted, setMounted] = useState(false);
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const [activeAttunement, setActiveAttunement] = useState<string>('base');
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useEffect(() => {
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setMounted(true);
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}, []);
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if (!mounted) {
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return (
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@@ -184,25 +152,21 @@ export const DisciplinesTab: React.FC = () => {
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);
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}
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const activeTab = ATTUNEMENT_TABS.find((t) => t.key === activeAttunement);
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return (
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<div className="mt-6">
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{/* Tab bar */}
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<div className="flex gap-2 mb-4">
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{attunementTabs.map((tab) => {
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const isActiveTab = store
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.getState()
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.activeAttunement === tab.label.toLowerCase();
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{ATTUNEMENT_TABS.map((tab) => {
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const isActiveTab = activeAttunement === tab.key;
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return (
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<button
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key={tab.label}
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onClick={() => {
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// Here you could dispatch an action to switch tabs if needed
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// For simplicity, we just render the tabs
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console.log(`Switch to ${tab.label}`);
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}}
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key={tab.key}
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onClick={() => setActiveAttunement(tab.key)}
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className={clsx('rounded px-3 py-1', {
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'bg-blue-600 text-white': tab.label === 'Base', // highlight first for demo
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'text-gray-600': tab.label !== 'Base',
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'bg-blue-600 text-white': isActiveTab,
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'text-gray-600': !isActiveTab,
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})}
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>
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{tab.label}
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@@ -211,36 +175,24 @@ export const DisciplinesTab: React.FC = () => {
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})}
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</div>
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{/* Discipline cards */}
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{/* Discipline cards — only render active tab */}
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<div className="grid grid-cols-1 sm:grid-cols-2 lg:grid-cols-3 gap-4">
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{attunementTabs
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.map((tab) =>
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tab.items.map((disc) => {
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const state = useDisciplineStore().getState();
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const discState = state.disciplines[disc.id] ?? { xp: 0, paused: true };
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const isActive = activeIds.includes(disc.id);
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const isVisible = attunementTabs.find((t) => t.label === tab.label)?.items === tab.items;
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return isVisible && (
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{activeTab?.items.map((disc) => (
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<DisciplineCard
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key={disc.id}
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id={disc.id}
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name={disc.name}
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description={disc.description}
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xp={discState.xp}
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perkThresholds={disc.perks?.map((p) => p.threshold)}
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perkValues={disc.perks?.map((p) => p.value)}
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perkTypes={disc.perks?.map((p) => p.type)}
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statBonus={disc.statBonus}
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baseValue={disc.statBonus.baseValue?.toString() ?? '0'}
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statBonus={disc.statBonus.stat}
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baseValue={disc.statBonus.baseValue}
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drainBase={disc.drainBase}
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difficultyFactor={disc.difficultyFactor}
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scalingFactor={disc.scalingFactor}
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/>
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);
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})
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)
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.flat()
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}
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))}
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</div>
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{/* Summary info */}
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@@ -58,7 +58,8 @@ export const useDisciplineStore = create<DisciplineStore>()(
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return d && !d.paused;
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}).length;
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if (nonPaused >= s.concurrentLimit) return s;
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if (!canProceedDiscipline(id, gameState)) return s;
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const discState = s.disciplines[id];
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if (!canProceedDiscipline(def, discState, gameState)) return s;
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const existing = s.disciplines[id] || { id, xp: 0, paused: false };
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return {
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@@ -1,7 +1,7 @@
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// ─── Discipline Math Utilities ────────────────────────────────────────────────
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// Continuous scaling formulas for Active Disciplines
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import type { DisciplineState, DisciplineDefinition } from '../types/disciplines';
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import type { DisciplineState, DisciplineDefinition, DisciplinePerk } from '../types/disciplines';
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/**
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* Calculate continuous stat bonus from discipline XP
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@@ -64,11 +64,15 @@ export function canActivateDiscipline(
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*/
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export function canProceedDiscipline(
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discipline: DisciplineDefinition,
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disciplineState: DisciplineState,
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gameState: { elements?: Record<string, any>; rawMana?: number }
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disciplineState: DisciplineState | undefined,
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gameState?: { elements?: Record<string, any>; rawMana?: number }
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): boolean {
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if (!disciplineState) return true;
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if (disciplineState.paused) return false;
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// If no game state provided, allow activation (optimistic)
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if (!gameState) return true;
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const drain = calculateManaDrain(
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discipline.drainBase,
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disciplineState.xp,
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Block a user