Files
Mana-Loop/src/app/components/LeftPanel.tsx
T
n8n-gitea 076282caf3
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fix: resolve elemental mana conversion pause bug (#348)
Two root causes fixed:
1. gameStore.ts: computeRegen now receives actual attunements instead of empty {}, so rawGrossRegen includes attunement contributions (was ~2/hr, now correct 3000+/hr)
2. gameStore.ts buildConversionParams: use rawManaRegen with level scaling (1.5^(level-1)) instead of conversionRate for per-element grossRegen
3. LeftPanel.tsx: same grossRegen fix + include attunement regen in rawGrossRegen display
4. ElementStatsSection.tsx: same grossRegen fix
5. useGameDerived.ts: pass actual attunements to computeRegen for baseRegen calculation

Added regression test: conversion-pause-bug-regression.test.ts (7 tests)
2026-06-10 11:19:10 +02:00

175 lines
8.1 KiB
TypeScript

'use client';
import { useState, useEffect, useMemo } from 'react';
import { Button } from '@/components/ui/button';
import { Mountain } from 'lucide-react';
import { Card, CardContent } from '@/components/ui/card';
import { ManaDisplay } from '@/components/game';
import { ActionButtons } from '@/components/game';
import { ActivityLogPanel } from '@/components/game/ActivityLogPanel';
import { DebugName } from '@/components/game/debug/debug-context';
import { useGameStore, useManaStore, useCombatStore, useCraftingStore, usePrestigeStore, useAttunementStore } from '@/lib/game/stores';
import { getUnifiedEffects } from '@/lib/game/effects';
import { getMeditationBonus, getIncursionStrength } from '@/lib/game/stores';
import { computeTotalMaxMana, computeTotalRegen, computeTotalClickMana } from '@/lib/game/effects';
import { computeDisciplineEffects } from '@/lib/game/effects/discipline-effects';
import { computeConversionRates } from '@/lib/game/utils/conversion-rates';
import { getGuardianForFloor } from '@/lib/game/data/guardian-encounters';
import { ATTUNEMENTS_DEF, getTotalAttunementRegen } from '@/lib/game/data/attunements';
import type { ElementRegenBreakdown } from '@/components/game/ManaDisplay';
export function LeftPanel() {
const [isGathering, setIsGathering] = useState(false);
const rawMana = useManaStore((s) => s.rawMana);
const elements = useManaStore((s) => s.elements);
const meditateTicks = useManaStore((s) => s.meditateTicks);
const elementRegen = useManaStore((s) => s.elementRegen);
const prestigeUpgrades = usePrestigeStore((s) => s.prestigeUpgrades);
const signedPacts = usePrestigeStore((s) => s.signedPacts);
const attunements = useAttunementStore((s) => s.attunements);
const equippedInstances = useCraftingStore((s) => s.equippedInstances);
const equipmentInstances = useCraftingStore((s) => s.equipmentInstances);
const gatherMana = useGameStore((s) => s.gatherMana);
const spireMode = useCombatStore((s) => s.spireMode);
const enterSpireMode = useCombatStore((s) => s.enterSpireMode);
const currentAction = useCombatStore((s) => s.currentAction);
const designProgress = useCraftingStore((s) => s.designProgress);
const designProgress2 = useCraftingStore((s) => s.designProgress2);
const cancelDesign = useCraftingStore((s) => s.cancelDesign);
const preparationProgress = useCraftingStore((s) => s.preparationProgress);
const applicationProgress = useCraftingStore((s) => s.applicationProgress);
const equipmentCraftingProgress = useCraftingStore((s) => s.equipmentCraftingProgress);
const handleGatherStart = () => { setIsGathering(true); gatherMana(); };
const handleGatherEnd = () => { setIsGathering(false); };
useEffect(() => {
if (!isGathering) return;
let lastGatherTime = 0;
const minGatherInterval = 100;
let animationFrameId: number;
const gatherLoop = (timestamp: number) => {
if (timestamp - lastGatherTime >= minGatherInterval) {
gatherMana();
lastGatherTime = timestamp;
}
animationFrameId = requestAnimationFrame(gatherLoop);
};
animationFrameId = requestAnimationFrame(gatherLoop);
return () => cancelAnimationFrame(animationFrameId);
}, [isGathering, gatherMana]);
const upgradeEffects = getUnifiedEffects({ skillUpgrades: {}, skillTiers: {}, equippedInstances, equipmentInstances });
const disciplineEffects = computeDisciplineEffects();
const maxMana = computeTotalMaxMana({ skills: {}, prestigeUpgrades, skillUpgrades: {}, skillTiers: {}, equippedInstances, equipmentInstances }, upgradeEffects);
const baseRegen = computeTotalRegen({ skills: {}, prestigeUpgrades, skillUpgrades: {}, skillTiers: {}, equippedInstances, equipmentInstances }, upgradeEffects);
const clickMana = computeTotalClickMana({ skills: {}, skillUpgrades: {}, skillTiers: {}, equippedInstances, equipmentInstances }, upgradeEffects);
const meditationMultiplier = getMeditationBonus(meditateTicks, upgradeEffects.meditationEfficiency, disciplineEffects.meditationCapBonus);
const incursionStrength = getIncursionStrength(useGameStore((s) => s.day), useGameStore((s) => s.hour));
const effectiveRegen = baseRegen * (1 - incursionStrength) * meditationMultiplier;
// Compute per-element regen breakdown for ManaDisplay (DISC-8)
const elementRegenBreakdown = useMemo((): Record<string, ElementRegenBreakdown> | undefined => {
const pactElementMap: Record<number, string> = {};
for (const floor of signedPacts) {
const g = getGuardianForFloor(floor);
if (g?.element?.length) pactElementMap[floor] = g.element[0];
}
const grossRegen: Record<string, number> = {};
for (const [id, state] of Object.entries(attunements)) {
if (!state.active) continue;
const def = ATTUNEMENTS_DEF[id];
if (def?.primaryManaType && def.rawManaRegen) {
const levelMult = Math.pow(1.5, (state.level || 1) - 1);
grossRegen[def.primaryManaType] = (grossRegen[def.primaryManaType] || 0)
+ def.rawManaRegen * levelMult;
}
}
const invokerLevel = attunements.invoker?.active ? (attunements.invoker.level || 1) : 0;
const attunementRegen = getTotalAttunementRegen(attunements);
const totalRawGrossRegen = baseRegen + attunementRegen;
const conversionResult = computeConversionRates({
disciplineEffects,
attunements,
signedPacts,
pactElementMap,
invokerLevel,
meditationMultiplier,
grossRegen,
rawGrossRegen: totalRawGrossRegen,
});
const breakdown: Record<string, ElementRegenBreakdown> = {};
for (const [elem, entry] of Object.entries(conversionResult.rates)) {
if (entry.paused) continue;
const drains: Record<string, number> = {};
// This element is drained when it's a component of a higher conversion
for (const [destElem, destEntry] of Object.entries(conversionResult.rates)) {
if (destEntry.paused) continue;
if (destEntry.componentCosts[elem]) {
drains[destElem] = (drains[destElem] || 0) + destEntry.finalRate * destEntry.componentCosts[elem];
}
}
if (entry.finalRate > 0 || Object.keys(drains).length > 0) {
breakdown[elem] = { produced: entry.finalRate, drains };
}
}
return Object.keys(breakdown).length > 0 ? breakdown : undefined;
}, [disciplineEffects, attunements, signedPacts, meditationMultiplier, baseRegen]);
return (
<div className="md:w-80 space-y-3 flex-shrink-0 p-1">
{/* 1. Mana Display */}
<DebugName name="ManaDisplay">
<ManaDisplay
rawMana={rawMana}
maxMana={maxMana}
effectiveRegen={effectiveRegen}
meditationMultiplier={meditationMultiplier}
clickMana={clickMana}
isGathering={isGathering}
onGatherStart={handleGatherStart}
onGatherEnd={handleGatherEnd}
elements={elements}
elementRegen={elementRegen}
elementRegenBreakdown={elementRegenBreakdown}
/>
</DebugName>
{/* 2. Spire Entry */}
{!spireMode && (
<DebugName name="ClimbSpireButton">
<Button className="w-full bg-gradient-to-r from-amber-600 to-orange-600 hover:from-amber-700 hover:to-orange-600 text-white" size="lg" onClick={enterSpireMode}>
<Mountain className="w-5 h-5 mr-2" />
Climb the Spire
</Button>
</DebugName>
)}
{/* 3. Current Action */}
{!spireMode && (
<DebugName name="ActionButtons">
<Card className="bg-[var(--bg-surface)] border-[var(--border-subtle)]">
<CardContent className="pt-3">
<ActionButtons
currentAction={currentAction}
designProgress={designProgress}
designProgress2={designProgress2}
preparationProgress={preparationProgress}
applicationProgress={applicationProgress}
equipmentCraftingProgress={equipmentCraftingProgress}
cancelDesign={cancelDesign}
/>
</CardContent>
</Card>
</DebugName>
)}
{/* 4. Activity Log */}
<DebugName name="ActivityLogPanel">
<ActivityLogPanel />
</DebugName>
</div>
);
}