From 5b54e4c9c6671b2d71fdea3ad02988c61a3d1edb Mon Sep 17 00:00:00 2001 From: Anexim Date: Fri, 10 Apr 2026 10:03:25 +0200 Subject: [PATCH] Delete AUDIT_REPORT.md --- AUDIT_REPORT.md | 313 ------------------------------------------------ 1 file changed, 313 deletions(-) delete mode 100755 AUDIT_REPORT.md diff --git a/AUDIT_REPORT.md b/AUDIT_REPORT.md deleted file mode 100755 index 156eaa4..0000000 --- a/AUDIT_REPORT.md +++ /dev/null @@ -1,313 +0,0 @@ -# Mana Loop - Codebase Audit Report - -**Task ID:** 4 -**Date:** Audit of unimplemented effects, upgrades, and missing functionality - ---- - -## 1. Special Effects Status - -### SPECIAL_EFFECTS Constant (upgrade-effects.ts) - -The `SPECIAL_EFFECTS` constant defines 32 special effect IDs. Here's the implementation status: - -| Effect ID | Name | Status | Notes | -|-----------|------|--------|-------| -| `MANA_CASCADE` | Mana Cascade | ⚠️ Partially Implemented | Defined in `computeDynamicRegen()` but that function is NOT called from store.ts | -| `STEADY_STREAM` | Steady Stream | ⚠️ Partially Implemented | Defined in `computeDynamicRegen()` but not called from tick | -| `MANA_TORRENT` | Mana Torrent | ⚠️ Partially Implemented | Defined in `computeDynamicRegen()` but not called | -| `FLOW_SURGE` | Flow Surge | ❌ Missing | Not implemented anywhere | -| `MANA_EQUILIBRIUM` | Mana Equilibrium | ❌ Missing | Not implemented | -| `DESPERATE_WELLS` | Desperate Wells | ⚠️ Partially Implemented | Defined in `computeDynamicRegen()` but not called | -| `MANA_ECHO` | Mana Echo | ❌ Missing | Not implemented in gatherMana() | -| `EMERGENCY_RESERVE` | Emergency Reserve | ❌ Missing | Not implemented in startNewLoop() | -| `BATTLE_FURY` | Battle Fury | ⚠️ Partially Implemented | In `computeDynamicDamage()` but function not called | -| `ARMOR_PIERCE` | Armor Pierce | ❌ Missing | Floor defense not implemented | -| `OVERPOWER` | Overpower | ✅ Implemented | store.ts line 627 | -| `BERSERKER` | Berserker | ✅ Implemented | store.ts line 632 | -| `COMBO_MASTER` | Combo Master | ❌ Missing | Not implemented | -| `ADRENALINE_RUSH` | Adrenaline Rush | ❌ Missing | Not implemented on enemy defeat | -| `PERFECT_MEMORY` | Perfect Memory | ❌ Missing | Not implemented in cancel study | -| `QUICK_MASTERY` | Quick Mastery | ❌ Missing | Not implemented | -| `PARALLEL_STUDY` | Parallel Study | ⚠️ Partially Implemented | State exists but logic incomplete | -| `STUDY_INSIGHT` | Study Insight | ❌ Missing | Not implemented | -| `STUDY_MOMENTUM` | Study Momentum | ❌ Missing | Not implemented | -| `KNOWLEDGE_ECHO` | Knowledge Echo | ❌ Missing | Not implemented | -| `KNOWLEDGE_TRANSFER` | Knowledge Transfer | ❌ Missing | Not implemented | -| `MENTAL_CLARITY` | Mental Clarity | ❌ Missing | Not implemented | -| `STUDY_REFUND` | Study Refund | ❌ Missing | Not implemented | -| `FREE_STUDY` | Free Study | ❌ Missing | Not implemented | -| `MIND_PALACE` | Mind Palace | ❌ Missing | Not implemented | -| `STUDY_RUSH` | Study Rush | ❌ Missing | Not implemented | -| `CHAIN_STUDY` | Chain Study | ❌ Missing | Not implemented | -| `ELEMENTAL_HARMONY` | Elemental Harmony | ❌ Missing | Not implemented | -| `DEEP_STORAGE` | Deep Storage | ❌ Missing | Not implemented | -| `DOUBLE_CRAFT` | Double Craft | ❌ Missing | Not implemented | -| `ELEMENTAL_RESONANCE` | Elemental Resonance | ❌ Missing | Not implemented | -| `PURE_ELEMENTS` | Pure Elements | ❌ Missing | Not implemented | - -**Summary:** 2 fully implemented, 6 partially implemented (function exists but not called), 24 not implemented. - ---- - -## 2. Enchantment Effects Status - -### Equipment Enchantment Effects (enchantment-effects.ts) - -The following effect types are defined: - -| Effect Type | Status | Notes | -|-------------|--------|-------| -| **Spell Effects** (`type: 'spell'`) | ✅ Working | Spells granted via `getSpellsFromEquipment()` | -| **Bonus Effects** (`type: 'bonus'`) | ✅ Working | Applied in `computeEquipmentEffects()` | -| **Multiplier Effects** (`type: 'multiplier'`) | ✅ Working | Applied in `computeEquipmentEffects()` | -| **Special Effects** (`type: 'special'`) | ⚠️ Tracked Only | Added to `specials` Set but NOT applied in game logic | - -### Special Enchantment Effects Not Applied: - -| Effect ID | Description | Issue | -|-----------|-------------|-------| -| `spellEcho10` | 10% chance cast twice | Tracked but not implemented in combat | -| `lifesteal5` | 5% damage as mana | Tracked but not implemented in combat | -| `overpower` | +50% damage at 80% mana | Tracked but separate from skill upgrade version | - -**Location of Issue:** -```typescript -// effects.ts line 58-60 -} else if (effect.type === 'special' && effect.specialId) { - specials.add(effect.specialId); -} -// Effect is tracked but never used in combat/damage calculations -``` - ---- - -## 3. Skill Effects Status - -### SKILLS_DEF Analysis (constants.ts) - -Skills with direct effects that should apply per level: - -| Skill | Effect | Status | -|-------|--------|--------| -| `manaWell` | +100 max mana per level | ✅ Implemented | -| `manaFlow` | +1 regen/hr per level | ✅ Implemented | -| `elemAttune` | +50 elem mana cap | ✅ Implemented | -| `manaOverflow` | +25% click mana | ✅ Implemented | -| `quickLearner` | +10% study speed | ✅ Implemented | -| `focusedMind` | -5% study cost | ✅ Implemented | -| `meditation` | 2.5x regen after 4hrs | ✅ Implemented | -| `knowledgeRetention` | +20% progress saved | ⚠️ Partially Implemented | -| `enchanting` | Unlocks designs | ✅ Implemented | -| `efficientEnchant` | -5% capacity cost | ⚠️ Not verified | -| `disenchanting` | 20% mana recovery | ⚠️ Not verified | -| `enchantSpeed` | -10% enchant time | ⚠️ Not verified | -| `scrollCrafting` | Create scrolls | ❌ Not implemented | -| `essenceRefining` | +10% effect power | ⚠️ Not verified | -| `effCrafting` | -10% craft time | ⚠️ Not verified | -| `fieldRepair` | +15% repair | ❌ Repair not implemented | -| `elemCrafting` | +25% craft output | ✅ Implemented | -| `manaTap` | +1 mana/click | ✅ Implemented | -| `manaSurge` | +3 mana/click | ✅ Implemented | -| `manaSpring` | +2 regen | ✅ Implemented | -| `deepTrance` | 3x after 6hrs | ✅ Implemented | -| `voidMeditation` | 5x after 8hrs | ✅ Implemented | -| `insightHarvest` | +10% insight | ✅ Implemented | -| `temporalMemory` | Keep spells | ✅ Implemented | -| `guardianBane` | +20% vs guardians | ⚠️ Tracked but not verified | - ---- - -## 4. Missing Implementations - -### 4.1 Dynamic Effect Functions Not Called - -The following functions exist in `upgrade-effects.ts` but are NOT called from `store.ts`: - -```typescript -// upgrade-effects.ts - EXISTS but NOT USED -export function computeDynamicRegen( - effects: ComputedEffects, - baseRegen: number, - maxMana: number, - currentMana: number, - incursionStrength: number -): number { ... } - -export function computeDynamicDamage( - effects: ComputedEffects, - baseDamage: number, - floorHPPct: number, - currentMana: number, - maxMana: number, - consecutiveHits: number -): number { ... } -``` - -**Where it should be called:** -- `store.ts` tick() function around line 414 for regen -- `store.ts` tick() function around line 618 for damage - -### 4.2 Missing Combat Special Effects - -Location: `store.ts` tick() combat section (lines 510-760) - -Missing implementations: -```typescript -// BATTLE_FURY - +10% damage per consecutive hit -if (hasSpecial(effects, SPECIAL_EFFECTS.BATTLE_FURY)) { - // Need to track consecutiveHits in state -} - -// ARMOR_PIERCE - Ignore 10% floor defense -// Floor defense not implemented in game - -// COMBO_MASTER - Every 5th attack deals 3x damage -if (hasSpecial(effects, SPECIAL_EFFECTS.COMBO_MASTER)) { - // Need to track hitCount in state -} - -// ADRENALINE_RUSH - Restore 5% mana on kill -// Should be added after floorHP <= 0 check -``` - -### 4.3 Missing Study Special Effects - -Location: `store.ts` tick() study section (lines 440-485) - -Missing implementations: -```typescript -// MENTAL_CLARITY - +10% study speed when mana > 75% -// STUDY_RUSH - First hour is 2x speed -// STUDY_REFUND - 25% mana back on completion -// KNOWLEDGE_ECHO - 10% instant study chance -// STUDY_MOMENTUM - +5% speed per consecutive hour -``` - -### 4.4 Missing Loop/Click Effects - -Location: `store.ts` gatherMana() and startNewLoop() - -```typescript -// gatherMana() - MANA_ECHO -// 10% chance to gain double mana from clicks -if (hasSpecial(effects, SPECIAL_EFFECTS.MANA_ECHO) && Math.random() < 0.1) { - cm *= 2; -} - -// startNewLoop() - EMERGENCY_RESERVE -// Keep 10% max mana when starting new loop -if (hasSpecial(effects, SPECIAL_EFFECTS.EMERGENCY_RESERVE)) { - newState.rawMana = maxMana * 0.1; -} -``` - -### 4.5 Parallel Study Incomplete - -`parallelStudyTarget` exists in state but the logic is not fully implemented in tick(): -- State field exists (line 203) -- No tick processing for parallel study -- UI may show it but actual progress not processed - ---- - -## 5. Balance Concerns - -### 5.1 Weak Upgrades - -| Upgrade | Issue | Suggestion | -|---------|-------|------------| -| `manaThreshold` | +20% mana for -10% regen is a net negative early | Change to +30% mana for -5% regen | -| `manaOverflow` | +25% click mana at 5 levels is only +5%/level | Increase to +10% per level | -| `fieldRepair` | Repair system not implemented | Remove or implement repair | -| `scrollCrafting` | Scroll system not implemented | Remove or implement scrolls | - -### 5.2 Tier Scaling Issues - -From `skill-evolution.ts`, tier multipliers are 10x per tier: -- Tier 1: multiplier 1 -- Tier 2: multiplier 10 -- Tier 3: multiplier 100 -- Tier 4: multiplier 1000 -- Tier 5: multiplier 10000 - -This creates massive power jumps that may trivialize content when tiering up. - -### 5.3 Special Effect Research Costs - -Research skills for effects are expensive but effects may not be implemented: -- `researchSpecialEffects` costs 500 mana + 10 hours study -- Effects like `spellEcho10` are tracked but not applied -- Player invests resources for non-functional upgrades - ---- - -## 6. Critical Issues - -### 6.1 computeDynamicRegen Not Used - -**File:** `computed-stats.ts` lines 210-225 - -The function exists but only applies incursion penalty. It should call the more comprehensive `computeDynamicRegen` from `upgrade-effects.ts` that handles: -- Mana Cascade -- Mana Torrent -- Desperate Wells -- Steady Stream - -### 6.2 No Consecutive Hit Tracking - -`BATTLE_FURY` and `COMBO_MASTER` require tracking consecutive hits, but this state doesn't exist. Need: -```typescript -// In GameState -consecutiveHits: number; -totalHitsThisLoop: number; -``` - -### 6.3 Enchantment Special Effects Not Applied - -The `specials` Set is populated but never checked in combat for enchantment-specific effects like: -- `lifesteal5` -- `spellEcho10` - ---- - -## 7. Recommendations - -### Priority 1 - Core Effects -1. Call `computeDynamicRegen()` from tick() instead of inline calculation -2. Call `computeDynamicDamage()` from combat section -3. Implement MANA_ECHO in gatherMana() -4. Implement EMERGENCY_RESERVE in startNewLoop() - -### Priority 2 - Combat Effects -1. Add `consecutiveHits` to GameState -2. Implement BATTLE_FURY damage scaling -3. Implement COMBO_MASTER every 5th hit -4. Implement ADRENALINE_RUSH on kill - -### Priority 3 - Study Effects -1. Implement MENTAL_CLARITY conditional speed -2. Implement STUDY_RUSH first hour bonus -3. Implement STUDY_REFUND on completion -4. Implement KNOWLEDGE_ECHO instant chance - -### Priority 4 - Missing Systems -1. Implement or remove `scrollCrafting` skill -2. Implement or remove `fieldRepair` skill -3. Complete parallel study tick processing -4. Implement floor defense for ARMOR_PIERCE - ---- - -## 8. Files Affected - -| File | Changes Needed | -|------|----------------| -| `src/lib/game/store.ts` | Call dynamic effect functions, implement specials | -| `src/lib/game/computed-stats.ts` | Integrate with upgrade-effects dynamic functions | -| `src/lib/game/types.ts` | Add consecutiveHits to GameState | -| `src/lib/game/skill-evolution.ts` | Consider removing unimplementable upgrades | - ---- - -**End of Audit Report**