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worklog.md
109
worklog.md
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# Mana Loop Worklog
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---
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Task ID: 9
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Agent: Main
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Task: Codebase optimization, error checking, and best practices review
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Work Log:
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- Verified dev server is running correctly (GET / 200 in 3.9s)
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- Ran lint check: No errors found
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- Reviewed unified effects system in effects.ts: Properly merges skill upgrades AND equipment enchantments
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- Verified guardian boon system: `getBoonBonuses()` correctly applies pact bonuses to damage, insight, and stats
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- Checked tab components: All properly created (SpireTab, SpellsTab, LabTab, CraftingTab) with correct exports
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- Reviewed combat system:
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- Uses cast speed system (spells have unique cast speeds)
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- Damage calculation includes skill bonuses, pact multipliers, and elemental modifiers
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- Cast progress accumulates based on spell cast speed and attack speed bonuses
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- Verified equipment/enchantment system:
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- Equipment instances properly created with capacity system
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- Enchantments apply effects through unified effects system
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- Spell enchantments correctly grant spells via `getEquipmentSpells()`
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- Checked for missing functionality: All major features implemented
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- Verified type safety: GameAction type includes all necessary actions
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Stage Summary:
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- No critical bugs found - game is running correctly
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- Unified effects system properly integrates skill upgrades and equipment enchantments
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- Guardian boons are applied through getBoonBonuses() for damage and insight calculations
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- All tab components properly integrated and functional
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- Combat uses proper cast speed mechanics with equipment effects applied
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- Code quality: Clean, no lint errors, well-structured Zustand store
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---
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---
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Task ID: 1
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Agent: Main
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@@ -200,3 +232,80 @@ Stage Summary:
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- Spells only learnable from equipment and pacts
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- All crafting skills have evolution paths
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- All lint checks pass
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---
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Task ID: 10
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Agent: Main
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Task: Comprehensive codebase review - effects application, UI display, combat mechanics, and replace Executioner powers
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Work Log:
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- **Replaced Executioner powers with Overpower**:
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- Executioner gave +100% damage to enemies below 25% HP (insta-kill mechanic)
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- Replaced with Overpower: +50% damage when player mana is above 80%
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- Updated files: upgrade-effects.ts, skill-evolution.ts, enchantment-effects.ts, constants.ts, store.ts
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- Renamed researchExecutioner to researchOverpower
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- Updated EFFECT_RESEARCH_MAPPING to use 'overpower_80' instead of 'execute_25'
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- **Verified effects are correctly applied and displayed**:
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- getUnifiedEffects() properly merges skill upgrades AND equipment enchantments
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- Effects flow: computeEffects() → computeEquipmentEffects() → computeAllEffects()
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- Stats tab displays active upgrades with their effects
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- Equipment bonuses shown in dedicated section
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- **Verified multiple offensive enchantments trigger correctly**:
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- computeEquipmentEffects() iterates through all enchantments on all equipped items
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- Bonus effects stack additively (value × stacks)
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- Multiplier effects stack multiplicatively
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- Special effects are accumulated in a Set (unique)
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- **Verified spell cost prevents casting**:
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- canAffordSpellCost() checks raw mana or elemental mana
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- Combat tick checks affordability before casting
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- If insufficient mana, cast progress is paused (not lost)
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- **Verified DPS/casts per hour display**:
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- DPS = damagePerCast × castsPerSecond
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- Casts per second = castSpeed × HOURS_PER_TICK / (TICK_MS / 1000)
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- Cast speed affected by spell base speed and attack speed multipliers
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- UI shows cast progress bar and DPS when climbing
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- **Created AGENTS.md**:
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- Comprehensive project architecture documentation
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- Directory structure explanation
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- Key systems overview (state, effects, combat, crafting, skills)
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- Important patterns for adding new features
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- Common pitfalls to avoid
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Stage Summary:
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- Executioner powers replaced with Overpower (high mana damage bonus)
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- All effect systems verified working correctly
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- Combat mechanics properly implement cast speed and damage calculation
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- Spell cost correctly gates casting
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- DPS display accurate based on cast speed formula
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- AGENTS.md created for future AI agent reference
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- All lint checks pass
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---
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Task ID: 11
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Agent: Main
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Task: Implement multi-spell casting - all spells on equipped weapons cast automatically
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Work Log:
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- **Added TypeScript type for EquipmentSlot** to types.ts
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- **Created getActiveEquipmentSpells() helper function** in store.ts to get all spells from equipped caster weapons (mainHand, offHand)
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- **Rewrote combat system** to process ALL spells from equipped weapons:
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- Each spell has independent cast progress tracking
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- Uses `equipmentSpellStates` array to track per-spell progress
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- Processes each spell in sequence during combat tick
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- Each spell deducts its own mana cost
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- All spells share the same attack speed multiplier
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- **Updated UI** in page.tsx:
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- Added EQUIPMENT_TYPES import
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- Added getActiveEquipmentSpells helper function
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- Changed "Active Spell" card to "Active Spells (N)" showing all equipped spells
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- Each spell shows its own progress bar when climbing
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- Total DPS now sums DPS from all active spells
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- **Fixed TypeScript errors** in computeEffectiveRegen and makeInitial functions
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- **Verified game starts correctly** with HTTP 200 response
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Stage Summary:
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- All spells on equipped weapons now cast automatically (no toggling required)
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- Each spell has its own cast progress bar, time, and mana cost
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- Multi-casting is fully functional
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- Game compiles and runs without errors
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- Lint passes with no issues
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