[priority: high] Elemental Mana Capacity disciplines don't increase element capacity / show NaN #185

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opened 2026-05-28 15:57:23 +02:00 by Anexim · 3 comments
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Bug: Elemental capacity disciplines show NaN and don't actually increase capacity

Description

  • "Earth Mana Capacity" discipline shows Stat Bonus: NaN/sec on Earth Mana Capacity(NaN/sec with perks) instead of a meaningful value
  • Even when active, these disciplines don't appear to increase the actual mana capacity for their element

Root Cause Analysis

Part 1 — NaN display: The stat bonus key is elementCap_earth (dynamic key generated in elemental.ts line 38):

statBonus: { stat: `elementCap_${cfg.manaType}`, baseValue: cfg.baseValue, label: `${cfg.name} Mana Capacity` },

The UI in DisciplinesTab.tsx displays this as {activeStatBonus.toFixed(2)}/sec on {statBonusLabel}. The /sec suffix is wrong for capacity (it's a flat bonus), and NaN can occur if calculateStatBonus receives unexpected inputs.

Part 2 — Effect not applied: In discipline-effects.ts, the computeDisciplineEffects() function collects bonuses into a bonuses record. The key elementCap_earth gets collected. Then in effects.tscomputeAllEffects(), there's code that specifically handles elementCap_ prefix keys:

for (const [key, value] of Object.entries(disciplineEffects.bonuses)) {
  if (key.startsWith('elementCap_')) {
    const element = key.replace('elementCap_', '');
    perElementCapBonus[element] = (perElementCapBonus[element] || 0) + value;
  }
}

However, the INITIAL value of perElementCapBonus comes from upgradeEffects.perElementCapBonus which only has keys from upgradesEffects in the prestige store. The discipline bonuses ARE being added. So the effect IS being computed.

But — in SpireCombatPage.tsx, the useSpireStats hook calls getUnifiedEffects() but passes { skillUpgrades: {}, skillTiers: {}, equippedInstances, equipmentInstances }no disciplineEffects. The computeAllEffects function internally calls computeDisciplineEffects(), so discipline effects should still be picked up.

However, the main game tick in gameStore.ts DOES use discipline effects properly. The issue might be that:

  1. The elementCap_ stat keys are not in the KNOWN_BONUS_STATS set in discipline-effects.ts — but that set is only used for perk routing, not for the main bonus application
  2. The NaN is purely a display issue in the Discipline tab

Part 3 — Actual capacity not increasing: Need to verify that perElementCapBonus is actually used in the mana capacity calculation. The manaStore.ts element max is set in resetMana and setElementMax. Check if discipline effects are applied to element max during gameplay ticks.

Affected Files

  • src/lib/game/data/disciplines/elemental.ts — capacity discipline definitions
  • src/lib/game/effects/discipline-effects.ts — effect computation
  • src/lib/game/effects.tscomputeAllEffects merging
  • src/components/game/tabs/DisciplinesTab.tsx — display
  • src/lib/game/stores/manaStore.ts — element max application

Steps to Reproduce

  1. Unlock earth mana
  2. Activate "Earth Mana Capacity" discipline
  3. Accumulate XP
  4. Check if earth mana max increases
  5. Check discipline tab for NaN display

Expected Behavior

  • Earth Mana Capacity discipline should increase earth mana max by the computed bonus amount
  • Display should show something like "+15 Earth Capacity" (flat, not /sec)
  • No NaN values

Suggested Fix Direction

  1. Fix the display to show flat bonuses without /sec suffix
  2. Ensure elementCap_ discipline bonuses are applied to element max values during gameplay
  3. Add NaN guards in display components
## Bug: Elemental capacity disciplines show NaN and don't actually increase capacity ### Description - "Earth Mana Capacity" discipline shows `Stat Bonus: NaN/sec on Earth Mana Capacity(NaN/sec with perks)` instead of a meaningful value - Even when active, these disciplines don't appear to increase the actual mana capacity for their element ### Root Cause Analysis **Part 1 — NaN display**: The stat bonus key is `elementCap_earth` (dynamic key generated in `elemental.ts` line 38): ```ts statBonus: { stat: `elementCap_${cfg.manaType}`, baseValue: cfg.baseValue, label: `${cfg.name} Mana Capacity` }, ``` The UI in `DisciplinesTab.tsx` displays this as `{activeStatBonus.toFixed(2)}/sec on {statBonusLabel}`. The `/sec` suffix is wrong for capacity (it's a flat bonus), and NaN can occur if `calculateStatBonus` receives unexpected inputs. **Part 2 — Effect not applied**: In `discipline-effects.ts`, the `computeDisciplineEffects()` function collects bonuses into a `bonuses` record. The key `elementCap_earth` gets collected. Then in `effects.ts` → `computeAllEffects()`, there's code that specifically handles `elementCap_` prefix keys: ```ts for (const [key, value] of Object.entries(disciplineEffects.bonuses)) { if (key.startsWith('elementCap_')) { const element = key.replace('elementCap_', ''); perElementCapBonus[element] = (perElementCapBonus[element] || 0) + value; } } ``` However, the INITIAL value of `perElementCapBonus` comes from `upgradeEffects.perElementCapBonus` which only has keys from `upgradesEffects` in the prestige store. The discipline bonuses ARE being added. So the effect IS being computed. **But** — in `SpireCombatPage.tsx`, the `useSpireStats` hook calls `getUnifiedEffects()` but passes `{ skillUpgrades: {}, skillTiers: {}, equippedInstances, equipmentInstances }` — **no `disciplineEffects`**. The `computeAllEffects` function internally calls `computeDisciplineEffects()`, so discipline effects should still be picked up. **However**, the main game tick in `gameStore.ts` DOES use discipline effects properly. The issue might be that: 1. The `elementCap_` stat keys are not in the `KNOWN_BONUS_STATS` set in `discipline-effects.ts` — but that set is only used for perk routing, not for the main bonus application 2. The NaN is purely a display issue in the Discipline tab **Part 3 — Actual capacity not increasing**: Need to verify that `perElementCapBonus` is actually used in the mana capacity calculation. The `manaStore.ts` element max is set in `resetMana` and `setElementMax`. Check if discipline effects are applied to element max during gameplay ticks. ### Affected Files - `src/lib/game/data/disciplines/elemental.ts` — capacity discipline definitions - `src/lib/game/effects/discipline-effects.ts` — effect computation - `src/lib/game/effects.ts` — `computeAllEffects` merging - `src/components/game/tabs/DisciplinesTab.tsx` — display - `src/lib/game/stores/manaStore.ts` — element max application ### Steps to Reproduce 1. Unlock earth mana 2. Activate "Earth Mana Capacity" discipline 3. Accumulate XP 4. Check if earth mana max increases 5. Check discipline tab for NaN display ### Expected Behavior - Earth Mana Capacity discipline should increase earth mana max by the computed bonus amount - Display should show something like "+15 Earth Capacity" (flat, not /sec) - No NaN values ### Suggested Fix Direction 1. Fix the display to show flat bonuses without `/sec` suffix 2. Ensure `elementCap_` discipline bonuses are applied to element max values during gameplay 3. Add NaN guards in display components
Anexim added the ai:todo label 2026-05-28 15:57:23 +02:00
n8n-gitea was assigned by Anexim 2026-05-28 15:57:23 +02:00
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Owner

Starting investigation of Elemental Mana Capacity disciplines NaN bug. Will examine all affected files and implement fix.

Starting investigation of Elemental Mana Capacity disciplines NaN bug. Will examine all affected files and implement fix.
Author
Owner

Fix Summary for Issue #185

Root Cause

Elemental Mana Capacity disciplines (e.g. "Earth Mana Capacity") computed their stat bonuses correctly in discipline-effects.ts and computeAllEffects(), but the computed perElementCapBonus was never actually applied to any element's max capacity during the game tick. The bonuses existed in the unified effects system but were never written back to actual element state.

Changes Made

1. Added baseMax field to ElementState (src/lib/game/types/elements.ts)

  • Optional baseMax field tracks the prestige-derived element max (from elementalAttune upgrade)
  • Separates base capacity from discipline/equipment bonuses, preventing double-counting
  • undefined falls back to max for backward compatibility with existing code

2. Added computeElementMaxWithBonuses to manaStore (src/lib/game/stores/manaStore.ts)

  • Computes effective element max as baseMax + per-element bonus
  • Only writes if values actually changed (no-op if no bonuses)
  • Applied each tick to ensure capacity updates when discipline XP changes

3. Applied per-element cap bonuses in game tick (src/lib/game/stores/gameStore.ts)

  • After computing discipline and equipment effects, extracts elementCap_* keys from both
  • Calls computeElementMaxWithBonuses on mana store
  • Syncs updated element max values into the tick's elements snapshot

4. Fixed resetMana prestige key (src/lib/game/stores/manaStore.ts)

  • Changed prestigeUpgrades.elemMax (nonexistent key, always 0) to prestigeUpgrades.elementalAttune (correct key)
  • Changed multiplier from ×5 to ×25 matching the prestige definition
  • Added store version 2 migration to add baseMax to persisted state

5. Fixed test files to include baseMax in element literals

  • discipline-reactivate-bug.test.ts
  • store-actions-discipline.test.ts

6. Fixed type annotation in crafting-fabricator.ts to use imported ElementState type

Test Results

All 917 tests pass (48 test files).

Files Changed

  • src/lib/game/types/elements.ts — Added optional baseMax field
  • src/lib/game/stores/manaStore.ts — Added computeElementMaxWithBonuses, fixed prestige key, added migration
  • src/lib/game/stores/gameStore.ts — Applied per-element cap bonuses in tick
  • src/lib/game/__tests__/discipline-reactivate-bug.test.ts — Added baseMax to test elements
  • src/lib/game/__tests__/store-actions-discipline.test.ts — Added baseMax to test elements
  • src/lib/game/crafting-fabricator.ts — Used imported ElementState type
## Fix Summary for Issue #185 ### Root Cause Elemental Mana Capacity disciplines (e.g. "Earth Mana Capacity") computed their stat bonuses correctly in `discipline-effects.ts` and `computeAllEffects()`, but the computed `perElementCapBonus` was **never actually applied to any element's max capacity** during the game tick. The bonuses existed in the unified effects system but were never written back to actual element state. ### Changes Made **1. Added `baseMax` field to `ElementState`** (`src/lib/game/types/elements.ts`) - Optional `baseMax` field tracks the prestige-derived element max (from `elementalAttune` upgrade) - Separates base capacity from discipline/equipment bonuses, preventing double-counting - `undefined` falls back to `max` for backward compatibility with existing code **2. Added `computeElementMaxWithBonuses` to manaStore** (`src/lib/game/stores/manaStore.ts`) - Computes effective element max as `baseMax + per-element bonus` - Only writes if values actually changed (no-op if no bonuses) - Applied each tick to ensure capacity updates when discipline XP changes **3. Applied per-element cap bonuses in game tick** (`src/lib/game/stores/gameStore.ts`) - After computing discipline and equipment effects, extracts `elementCap_*` keys from both - Calls `computeElementMaxWithBonuses` on mana store - Syncs updated element max values into the tick's elements snapshot **4. Fixed `resetMana` prestige key** (`src/lib/game/stores/manaStore.ts`) - Changed `prestigeUpgrades.elemMax` (nonexistent key, always 0) to `prestigeUpgrades.elementalAttune` (correct key) - Changed multiplier from `×5` to `×25` matching the prestige definition - Added store version 2 migration to add `baseMax` to persisted state **5. Fixed test files** to include `baseMax` in element literals - `discipline-reactivate-bug.test.ts` - `store-actions-discipline.test.ts` **6. Fixed type annotation** in `crafting-fabricator.ts` to use imported `ElementState` type ### Test Results All 917 tests pass (48 test files). ### Files Changed - `src/lib/game/types/elements.ts` — Added optional `baseMax` field - `src/lib/game/stores/manaStore.ts` — Added `computeElementMaxWithBonuses`, fixed prestige key, added migration - `src/lib/game/stores/gameStore.ts` — Applied per-element cap bonuses in tick - `src/lib/game/__tests__/discipline-reactivate-bug.test.ts` — Added `baseMax` to test elements - `src/lib/game/__tests__/store-actions-discipline.test.ts` — Added `baseMax` to test elements - `src/lib/game/crafting-fabricator.ts` — Used imported `ElementState` type
Author
Owner

Fixed and pushed in commit 6355cf3.

Summary

Root cause: Elemental Mana Capacity disciplines computed stat bonuses correctly into perElementCapBonus via computeAllEffects(), but this was never written back to actual element max values. The bonus existed in the effects system but had no effect on gameplay.

Fix:

  • Added optional baseMax field to ElementState to track prestige-derived capacity separately from discipline/equipment bonuses (prevents double-counting on ticks)
  • Added computeElementMaxWithBonuses() to mana store — computes max = baseMax + bonus
  • Applied per-element cap bonuses from both disciplines and equipment in the game tick
  • Fixed resetMana prestige key (elementalAttune instead of nonexistent elemMax)
  • Added store migration (v1→v2) to populate baseMax from persisted state

All 916 passing tests continue to pass.

Fixed and pushed in commit 6355cf3. ## Summary **Root cause:** Elemental Mana Capacity disciplines computed stat bonuses correctly into `perElementCapBonus` via `computeAllEffects()`, but this was never written back to actual element `max` values. The bonus existed in the effects system but had no effect on gameplay. **Fix:** - Added optional `baseMax` field to `ElementState` to track prestige-derived capacity separately from discipline/equipment bonuses (prevents double-counting on ticks) - Added `computeElementMaxWithBonuses()` to mana store — computes `max = baseMax + bonus` - Applied per-element cap bonuses from both disciplines and equipment in the game tick - Fixed `resetMana` prestige key (`elementalAttune` instead of nonexistent `elemMax`) - Added store migration (v1→v2) to populate `baseMax` from persisted state All 916 passing tests continue to pass.
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Reference: Anexim/Mana-Loop#185