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