Fix Fill Capacity exceeding DC slot limit due to double-counted failed racks
CI / build-and-push (push) Successful in 38s

computeRacksFailed was incremented on production failure and never decremented
when repaired racks came back online, while repair cohorts also tracked the
same racks. This caused usedSlots to inflate past the DC capacity over time.

Fix: derive computeRacksFailed from repair cohorts each tick instead of
maintaining it as a running counter. Include repair cohorts in pipeline slot
accounting so all racks are counted exactly once. Also fixes power limit in
fillDCToCapacity to only count online racks (pipeline racks don't draw power).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-04-25 00:00:46 -04:00
parent 9c49a10b31
commit b7d23c8872
4 changed files with 28 additions and 22 deletions
+7 -6
View File
@@ -377,8 +377,8 @@ export const useGameStore = create<Store>()(
const tierConfig = DC_TIER_CONFIGS[dc.tier];
const maxCompute = maxComputeRacks(tierConfig.rackSlots);
const existingCompute = dc.computeRacksOnline + dc.computeRacksFailed
+ dc.deploymentCohorts.filter(c => c.stage !== 'decommission').reduce((sum, c) => sum + c.count, 0);
const pipelineCount = dc.deploymentCohorts.filter(c => c.stage !== 'decommission').reduce((sum, c) => sum + c.count, 0);
const existingCompute = dc.computeRacksOnline + pipelineCount;
const available = maxCompute - existingCompute;
const actualQty = Math.min(quantity, available);
if (actualQty <= 0) return s;
@@ -424,14 +424,14 @@ export const useGameStore = create<Store>()(
const dc = found.dc;
const tierConfig = DC_TIER_CONFIGS[dc.tier];
const maxCompute = maxComputeRacks(tierConfig.rackSlots);
const existingCompute = dc.computeRacksOnline + dc.computeRacksFailed
+ dc.deploymentCohorts.filter(c => c.stage !== 'decommission').reduce((sum, c) => sum + c.count, 0);
const pipelineCount = dc.deploymentCohorts.filter(c => c.stage !== 'decommission').reduce((sum, c) => sum + c.count, 0);
const existingCompute = dc.computeRacksOnline + pipelineCount;
const available = maxCompute - existingCompute;
if (available <= 0) return;
const sku = RACK_SKU_CONFIGS[skuId];
const affordableQty = Math.floor(s.economy.money / sku.baseCost);
const powerLimit = Math.floor((tierConfig.powerBudgetKW - existingCompute * sku.powerDrawKW) / sku.powerDrawKW);
const powerLimit = Math.floor((tierConfig.powerBudgetKW - dc.computeRacksOnline * sku.powerDrawKW) / sku.powerDrawKW);
const qty = Math.min(available, affordableQty, powerLimit);
if (qty <= 0) return;
@@ -498,7 +498,8 @@ export const useGameStore = create<Store>()(
if (eraOrder.indexOf(s.meta.currentEra) < eraOrder.indexOf(sku.era)) return s;
if (sku.requiredResearch && !s.research.completedResearch.includes(sku.requiredResearch)) return s;
const totalRacksToRetrofit = dc.computeRacksOnline + dc.computeRacksFailed;
const pipelineCount = dc.deploymentCohorts.filter(c => c.stage !== 'decommission').reduce((sum, c) => sum + c.count, 0);
const totalRacksToRetrofit = dc.computeRacksOnline + pipelineCount;
if (totalRacksToRetrofit <= 0) return s;
const oldSku = RACK_SKU_CONFIGS[dc.rackSkuId];