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# Crafting & Equipment System Implementation Summary
## Overview
Replaced the combat skills system with a comprehensive equipment and enchantment system. Players now gain combat abilities through enchanted equipment rather than skills.
## Completed Tasks
### 1. Equipment System (✅ Complete)
- **File**: `/src/lib/game/data/equipment.ts`
- 8 equipment slots: mainHand, offHand, head, body, hands, feet, accessory1, accessory2
- 20+ equipment types across categories: caster, shield, catalyst, head, body, hands, feet, accessory
- Capacity system: Each equipment has base capacity for enchantments
- Starting equipment: Basic Staff (with Mana Bolt), Civilian Shirt/Gloves/Shoes
### 2. Enchantment Effects Catalogue (✅ Complete)
- **File**: `/src/lib/game/data/enchantment-effects.ts`
- 100+ enchantment effects across 7 categories:
- **Spell** (40+): Grant ability to cast specific spells
- **Mana** (20+): Capacity, regen, efficiency bonuses
- **Combat** (15+): Damage, crit, attack speed
- **Elemental** (10+): Elemental damage bonuses
- **Defense** (4): Damage reduction, mana shields
- **Utility** (8): Study speed, meditation, insight
- **Special** (12): Unique effects like echo, lifesteal, executioner
### 3. Crafting Store Slice (✅ Complete)
- **File**: `/src/lib/game/store/craftingSlice.ts`
- Equipment instance management
- Enchantment design workflow
- Preparation progress tracking
- Application progress with mana consumption
- Helper functions for computing equipment effects
### 4. CraftingTab UI Component (✅ Complete)
- **File**: `/src/components/game/tabs/CraftingTab.tsx`
- 4 sub-tabs: Equipment, Design, Enchant, Craft
- Equipment slot visualization with rarity colors
- Effect catalogue with capacity preview
- Design creation workflow
### 5. Type Definitions (✅ Complete)
- **File**: `/src/lib/game/types.ts`
- EquipmentInstance, AppliedEnchantment, EnchantmentDesign interfaces
- Crafting progress states (DesignProgress, PreparationProgress, ApplicationProgress)
### 6. Skill Evolution Cleanup (✅ Complete)
- **File**: `/src/lib/game/skill-evolution.ts`
- Removed combatTrain evolution path (orphaned - skill not in SKILLS_DEF)
- Removed COMBAT_TRAIN upgrade definitions
### 7. Bug Fixes (✅ Complete)
- Fixed CraftingTab icon imports (Ring → Circle, HandMetal → Hand)
## Remaining Tasks (Future Work)
### 1. Equipment-Granted Spells in Combat (Medium Priority)
- The `equipmentSpellStates` array exists but isn't fully utilized
- Combat tick should check for equipment-granted spells
- Multi-spell casting from different equipment pieces
- Individual spell cooldown tracking
### 2. SpellsTab Integration (Low Priority)
- Add section showing equipment-granted spells
- Indicate which equipment piece grants each spell
- Distinguish between learned vs equipment-granted spells
### 3. Evolution Paths for Crafting Skills (Low Priority)
- Add evolution paths for existing crafting skills:
- `effCrafting` → Efficient Enchanter
- `durableConstruct` → Master Artisan
- `fieldRepair` → Field Engineer
## System Architecture
```
Equipment System Flow:
┌─────────────────────────────────────────────────────────────┐
│ Equipment Instance │
│ - typeId: Reference to EquipmentTypeDef │
│ - enchantments: AppliedEnchantment[] │
│ - usedCapacity / totalCapacity │
│ - rarity: Based on total capacity used │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ Enchantment Design │
│ 1. Select effects from catalogue │
│ 2. Check capacity constraints │
│ 3. Pay design time cost │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ Preparation │
│ - Clear existing enchantments │
│ - Pay mana cost (equipment capacity × 5) │
│ - Wait preparation time (capacity / 5 hours) │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ Application │
│ - Continuous mana drain during application │
│ - Time based on total effect capacity │
│ - Can be paused if mana runs low │
│ - On completion: Apply enchantments to equipment │
└─────────────────────────────────────────────────────────────┘
```
## Key Design Decisions
1. **Capacity System**: Equipment has capacity that limits total enchantment power. This creates meaningful choices about which effects to apply.
2. **Effect Categories**: Each equipment type only accepts certain effect categories, creating specialization:
- Staves: All spell types + mana + combat + elemental
- Shields: Defense + utility only
- Accessories: Small bonuses, no spells
3. **Stacking Effects**: Many effects can be stacked multiple times for increased power, with increasing capacity costs.
4. **Rarity from Power**: Rarity is automatically calculated from total capacity used, making powerful enchantments visually distinctive.
5. **Time-Gated Application**: Enchantment application takes real time with continuous mana drain, preventing instant power spikes.