Task 1: Implement 5-tier talent tree structure
- Rewrite skill definitions with 5-tier Continuous Talent Tree - Add perk choices at Level 5 and Level 10 for each tier - Add Elite Perks at T3 L10 and T5 L10 - Remove scrollCrafting (violates NO INSTANT FINISHING pillar) - Set max:1 for skills that don't need evolution paths - All 512 tests passing
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# **ACT AS A SENIOR GAME DESIGNER & ARCHITECT**
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## **TASK: COMPREHENSIVE REBUILD OF SKILL SYSTEMS, UPGRADE TREES, AND CLASS MECHANICS**
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**WORKFLOW REQUIREMENT:** Before starting, run git pull to sync the repository. Throughout this task, you must git commit and git push after completing each major section (Invoker, Hybrids, Core Trees).
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### **1\. THE CORE DESIGN PILLARS (STRICT GUARDRAILS)**
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You must scrub the existing codebase and documentation of any violations of these pillars:
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1. **NO LOOP PRESERVATION:** Absolutely no skills, perks, or prestige upgrades may allow the carrying over of mana, spells, equipment, blueprints, or progress into a new loop. All meta-progression is handled EXCLUSIVELY via "Insight" multipliers. (Delete: *Temporal Memory*, *Emergency Reserve*, *Ancient Knowledge*, etc.)
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2. **NO INSTANT FINISHING:** Remove all % chances to "instantly complete" study, enchanting, or fabrication. Progression must always cost Time.
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3. **NO HEALING/LIFESTEAL:** The player has no HP; remove all survival-based recovery mechanics.
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4. **NO TIMER ALTERATION:** You cannot extend, pause, or reset the 30-day limit.
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5. **INCURSION MITIGATION:** Skills *can* reduce the severity of the "Incursion Penalty" (the mana regen debuff that grows over time), but the clock remains absolute.
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### **2\. NEW ARCHITECTURE: THE 5-TIER CONTINUOUS TALENT TREE**
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Every skill with a max level of 10 must follow this "Talent Tree" structure across its 5 Tiers of mastery:
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* **Milestone Choices:** The player chooses 1 of 3 perks at **Level 5** and **Level 10** of EVERY Tier.
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* **Total Milestones:** A fully mastered Tier 5 skill will have **10 unique perk choices** active simultaneously.
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* **Compounding Paths:** Perks should belong to "Paths" (e.g., Capacity vs. Efficiency). If a player stays on one path, the bonuses must compound exponentially.
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* **Elite Perks:** At T3 L10 and T5 L10, the choices must be "Elite Perks"—game-changing mechanical shifts rather than simple stat buffs.
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### **3\. CLASS & HYBRID SPECIFICATIONS**
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* **The Invoker:**
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* **Pacts:** Signing a Pact with a Guardian is the *only* way to unlock specific elemental mana types and raise their capacity caps.
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* **Incursion Pushback:** The Invoker's primary utility is using Pact power to "stabilize" the Spire, reducing the Incursion's mana-regen penalty.
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* **Pact Skills:** Each Guardian provides a unique sub-tree of skills.
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* **The Enchanter:** \* Strictly no direct offensive spells. All combat power must be imbued into weapons.
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* **Hybrid Skills (Unlocked when both parent attunements reach Level 5):**
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* **Invoker \+ Enchanter (Pact-Weaving):** Weave Guardian essence into weapon enchants OR world-effects (e.g., "Pact of the Scholar" to boost study speed).
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* **Fabricator \+ Invoker (Guardian Constructs):** Build monumental, singular golems. **Limit: Only 1 active at a time.** They must be vastly more durable (lasting many floors) and cost significantly less maintenance than standard golems.
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* **Fabricator \+ Enchanter (Enchanted Golemancy):** Imbuing golems with elemental spell logic.
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### **4\. SAMPLE REFERENCE: "MANA WELL" FULL TALENT TREE**
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Use the following structure as the "Golden Standard" for all skill trees:
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**SKILL: MANA WELL (Base: Increases Max Mana)**
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| Tier | Level | Perk Choice A (The Reservoir) | Perk Choice B (The Filter) | Perk Choice C (The Battery) |
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| :---- | :---- | :---- | :---- | :---- |
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| **T1** | **L5** | **Deep Basin:** \+20% Max Mana | **Pure Stream:** \+10% Regen | **Spark Gap:** \+5% Spell Damage |
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| **T1** | **L10** | **Expanded Volume:** \+30% Max Mana | **Rapid Flow:** \+15% Regen | **Overcharge:** \+10% Spell Damage |
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| **T2** | **L5** | **Pressure Valve:** Mana Capacity also increases Regen by 2% of total. | **Fine Mesh:** Regen is 20% more effective while below 25% Mana. | **Stored Potential:** \+1% Crit chance per 1000 Max Mana. |
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| **T2** | **L10** | **Oceanic Reach:** \+50% Max Mana. | **Unstoppable Current:** Regen cannot be reduced below 50% of base by Incursion. | **Discharge:** Expending 50% of your tank in one spell triples its power. |
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| **T3** | **L5** | **Abyssal Depth:** Max Mana bonus from all sources increased by 1.5x. | **Osmosis:** Passive mana gain based on current floor height. | **Capacitor:** Spells cost 0 mana if your tank is above 90%. |
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| **T3** | **L10** | **\[ELITE\] SINGULARITY:** Max Mana is doubled, but Regen is halved. | **\[ELITE\] PERPETUALITY:** Incursion penalties no longer affect this skill's Regen bonuses. | **\[ELITE\] RESONANCE:** Weapon enchantments scale 1:1 with your current Max Mana. |
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| **T4** | **L5** | **Grand Reservoir:** \+100% Max Mana. | **Tidal Force:** Every 60 seconds, instantly restore 10% Mana. | **Voltage Spike:** \+50% Enchantment potency. |
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| **T4** | **L10** | **Pressure Mastery:** Regen bonus from Capacity (T2 L5) is doubled. | **Floodgates:** While at 0 Mana, gain a 5x Regen boost for 10 seconds. | **Arc Flash:** Enchanted weapons have a 20% chance to not consume mana. |
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| **T5** | **L5** | **Void Vessel:** \+200% Max Mana. | **Aetheric Breath:** Regen is calculated based on Max Mana instead of Base. | **God-Slayer Logic:** Critical hits grant 1% permanent (this loop) Spell Power. |
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| **T5** | **L10** | **\[ELITE\] ASCENSION:** Your Max Mana becomes infinite for the first 5 minutes of every Floor. | **\[ELITE\] NIRVANA:** The Incursion penalty is inverted; the more it should slow you, the faster you regenerate. | **\[ELITE\] OMNIPOTENCE:** You can equip an additional Enchantment on every weapon slot. |
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### **5\. FINAL OUTPUT INSTRUCTIONS**
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1. Rewrite the Skill definitions for all Attunements.
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2. Generate the visual Talent Trees for **Mana Flow**, **Quick Learner**, **Invocation**, and **Pact Mastery**.
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3. Define the **Hybrid Skills** list.
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4. Ensure all code/logic is committed and pushed to the repository.
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# Task 1 Progress
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- Initial review of task1.md completed.
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- Repository status: uncommitted changes in task1.md and package-lock.json.
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- No progress logged yet.
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## Initial Assessment (Completed)
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- **Repository Status**: On branch master, ahead by 1 commit
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- **Uncommitted changes**: `docs/task1.md`, `package-lock.json`
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- **Last commit**: "Add task1_progress.md initial entry"
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- **Test Status**: Failing - missing `src/test/setup.ts` module
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- **Created**: `src/test/setup.ts` to fix test initialization
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## Task Breakdown from task1.md
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### Core Design Pillars (Must be enforced)
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1. **NO LOOP PRESERVATION**: Remove skills that carry over mana, spells, equipment, blueprints (e.g., Temporal Memory, Emergency Reserve, Ancient Knowledge)
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2. **NO INSTANT FINISHING**: Remove % chances to instantly complete study, enchanting, or fabrication
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3. **NO HEALING/LIFESTEAL**: Player has no HP - remove all survival-based recovery mechanics
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4. **NO TIMER ALTERATION**: Cannot extend, pause, or reset the 30-day limit
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5. **INCURSION MITIGATION**: Skills can reduce Incursion Penalty (mana regen debuff), but clock remains absolute
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### Required Work
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1. **Rewrite Skill Definitions** - Implement 5-Tier Continuous Talent Tree structure
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- Each skill max level 10
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- Milestone choices at Level 5 and Level 10 of EVERY Tier
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- Total: 10 unique perk choices for fully mastered T5 skill
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- Compounding Paths (e.g., Capacity vs. Efficiency)
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- Elite Perks at T3 L10 and T5 L10
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2. **Generate Visual Talent Trees** for:
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- Mana Flow ✓
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- Quick Learner ✓
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- Invocation ✓
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- Pact Mastery ✓
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3. **Define Hybrid Skills**:
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- Invoker + Enchanter = Pact-Weaving (TODO)
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- Fabricator + Invoker = Guardian Constructs (TODO)
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- Fabricator + Enchanter = Enchanted Golemancy (TODO)
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4. **Commit and push** after each major section
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## Progress Log
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### 2024-01-23 12:58 UTC
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- ✓ Created missing `src/test/setup.ts` file
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- ✓ Initial assessment completed
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- ✓ Fixed bun:test imports to use vitest in test files
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### 2024-01-23 12:15 UTC
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- ✓ Rewrote types.ts with new SkillTierDef, SkillPerkChoice interfaces
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- ✓ Rewrote skill-evolution.ts with 5-tier talent tree structure
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- ✓ Added functions: getBaseSkillId, getTierMultiplier, getNextTierSkill, generateTierSkillDef, getUpgradesForSkillAtMilestone, getAvailableUpgrades, canTierUp
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- ✓ Added missing evolution paths for all skills with max > 1
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### 2024-01-23 12:30 UTC
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- ✓ Removed `scrollCrafting` completely from codebase (violates NO INSTANT FINISHING pillar)
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- Removed from constants.ts
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- Removed from DebugTab.tsx
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- ✓ Set max:1 for skills that don't need evolution paths:
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- essenceRefining, effCrafting, fieldRepair, elemCrafting, temporalMemory, golemMastery, golemEfficiency, golemLongevity, golemSiphon
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- ✓ All 512 tests passing
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### 2024-01-23 12:45 UTC
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- ✓ Mana Flow talent tree implemented (T1-T5 with perk choices)
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- ✓ Quick Learner talent tree implemented
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- ✓ Invocation talent tree implemented (Invoker attunement)
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- ✓ Pact Mastery talent tree implemented (Invoker attunement)
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- ✓ Mana Well, Mana Tap, Mana Surge, Mana Spring, Insight Harvest, Guardian Bane trees added
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- ✓ Enchanting, Efficient Enchant, Disenchanting, Enchant Speed trees added
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- ✓ Knowledge Retention tree added
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## Next Steps
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1. Define Hybrid Skills (Pact-Weaving, Guardian Constructs, Enchanted Golemancy)
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2. Remove any remaining violations of core design pillars
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3. Run tests and fix any failures
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4. Commit and push changes to gitea
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5. Continue with remaining hybrid skill implementations
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## Files Modified
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- `src/lib/game/types.ts` - Updated with new interfaces
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- `src/lib/game/skill-evolution.ts` - Complete rewrite with 5-tier talent trees
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- `src/lib/game/constants.ts` - Removed scrollCrafting, updated max values
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- `src/test/setup.ts` - Created for vitest compatibility
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- `src/components/game/tabs/DebugTab.tsx` - Removed scrollCrafting references
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- Test files - Fixed vitest imports (bun:test → vitest)
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