fix: attunement system spec-vs-code discrepancies (issue #331)
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- Fix conversion rate level scaling from linear (1+level*0.5) to exponential (1.5^(level-1)) in conversion-rates.ts - Fix getAttunementLevelMultiplier formula to match spec §4.3 - Add level-up logging in attunementStore.ts via combat store addActivityLog - Clarify getAttunementConversionRate returns flat base rate (level scaling applied separately) - Update spec §8 to describe time-based puzzle room system matching code implementation - Add 17 regression tests verifying exponential scaling, base rate behavior, and spec table values
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@@ -1,5 +1,5 @@
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# Circular Dependencies
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Generated: 2026-06-08T18:24:27.320Z
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Generated: 2026-06-08T18:36:58.404Z
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Found: 1 circular chain(s) — these MUST be fixed before modifying involved files.
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1. 1) stores/golem-combat-actions.ts > stores/golem-combat-helpers.ts
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@@ -1,6 +1,6 @@
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{
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"_meta": {
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"generated": "2026-06-08T18:24:25.222Z",
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"generated": "2026-06-08T18:36:56.442Z",
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"description": "Import dependency graph for src/lib/game. Keys are files, values are arrays of files they import.",
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"usage": "To find what a file affects, search for its path in the VALUES. To find what a file depends on, look at its KEY entry."
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},
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@@ -757,6 +757,7 @@
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],
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"stores/non-combat-room-actions.ts": [
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"constants.ts",
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"data/attunements.ts",
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"stores/attunementStore.ts",
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"stores/combat-state.types.ts",
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"stores/discipline-slice.ts",
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@@ -201,6 +201,7 @@ Mana-Loop/
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│ │ │ ├── __tests__/
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│ │ │ │ ├── achievements.test.ts
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│ │ │ │ ├── activity-log.test.ts
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│ │ │ │ ├── attunement-conversion-fix.test.ts
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│ │ │ │ ├── bug-fixes.test.ts
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│ │ │ │ ├── combat-actions.test.ts
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│ │ │ │ ├── combat-utils.test.ts
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@@ -295,8 +295,12 @@ per-attunement variants:
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| `hybrid_enchanter_invoker` | Dual attunement challenge |
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| `hybrid_fabricator_invoker` | Dual attunement challenge |
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Progress scales at 1.5–2% per tick base, with attunement bonus of 2.5–3% per
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relevant attunement level.
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**Time-based progression system:** Each puzzle room has a base time requirement
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that varies by floor range (4h for floors 1–20, 8h for 21–50, 16h for 51–100,
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24h for 101+). Each relevant attunement reduces the total time needed, up to
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a maximum 90% reduction shared across all relevant attunements. Progress
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accumulates at `HOURS_PER_TICK` (0.04h) per tick. The room completes when
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`puzzleProgress >= puzzleRequired`.
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---
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