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AGENTS.md
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# Mana Loop - Project Architecture Guide
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This document provides a comprehensive overview of the project architecture for AI agents working on this codebase.
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---
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## 🔑 Git Credentials (SAVE THESE)
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**Repository:** `git@gitea.tailf367e3.ts.net:Anexim/Mana-Loop.git`
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**HTTPS URL with credentials:**
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```
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https://zhipu:5LlnutmdsC2WirDwWgnZuRH7@gitea.tailf367e3.ts.net/Anexim/Mana-Loop.git
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```
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**Credentials:**
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- **User:** zhipu
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- **Email:** zhipu@local.local
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- **Password:** 5LlnutmdsC2WirDwWgnZuRH7
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**To configure git:**
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```bash
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git config --global user.name "zhipu"
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git config --global user.email "zhipu@local.local"
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```
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---
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## ⚠️ MANDATORY GIT WORKFLOW - MUST BE FOLLOWED
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**Before starting ANY work, you MUST:**
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1. **Pull the latest changes:**
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```bash
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cd /home/z/my-project && git pull origin master
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```
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2. **Do your task** - Make all necessary code changes
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3. **Before finishing, commit and push:**
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```bash
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cd /home/z/my-project
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git add -A
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git commit -m "descriptive message about changes"
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git push origin master
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```
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**This workflow is ENFORCED and NON-NEGOTIABLE.** Every agent session must:
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- Start with `git pull`
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- End with `git add`, `git commit`, `git push`
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**Git Remote:** `git@gitea.tailf367e3.ts.net:Anexim/Mana-Loop.git`
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---
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## Project Overview
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**Mana Loop** is an incremental/idle game built with:
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- **Framework**: Next.js 16 with App Router
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- **Language**: TypeScript 5
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- **Styling**: Tailwind CSS 4 with shadcn/ui components
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- **State Management**: Zustand with persist middleware
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- **Database**: Prisma ORM with SQLite (for persistence features)
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## Core Game Loop
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1. **Mana Gathering**: Click or auto-generate mana over time
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2. **Studying**: Spend mana to learn skills and spells
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3. **Combat**: Climb the Spire, defeat guardians, sign pacts
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4. **Crafting**: Enchant equipment with spell effects
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5. **Prestige**: Reset progress for permanent bonuses (Insight)
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## Directory Structure
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```
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src/
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├── app/
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│ ├── page.tsx # Main game UI (~1700 lines, single page application)
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│ ├── layout.tsx # Root layout with providers
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│ └── api/ # API routes (minimal use)
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├── components/
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│ ├── ui/ # shadcn/ui components (auto-generated)
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│ └── game/
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│ ├── index.ts # Barrel exports
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│ ├── ActionButtons.tsx # Main action buttons (Meditate, Climb, Study, etc.)
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│ ├── CalendarDisplay.tsx # Day calendar with incursion indicators
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│ ├── CraftingProgress.tsx # Design/preparation/application progress bars
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│ ├── StudyProgress.tsx # Current study progress with cancel button
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│ ├── ManaDisplay.tsx # Mana/gathering section with progress bar
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│ ├── TimeDisplay.tsx # Day/hour display with pause toggle
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│ └── tabs/ # Tab-specific components
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│ ├── index.ts # Tab component exports
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│ ├── CraftingTab.tsx # Enchantment crafting UI
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│ ├── LabTab.tsx # Skill upgrade and lab features
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│ ├── SpellsTab.tsx # Spell management and equipment spells
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│ └── SpireTab.tsx # Combat and spire climbing
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└── lib/
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├── game/
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│ ├── store.ts # Zustand store (~1650 lines, main state + tick logic)
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│ ├── computed-stats.ts # Computed stats functions (extracted utilities)
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│ ├── navigation-slice.ts # Floor navigation actions (setClimbDirection, changeFloor)
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│ ├── study-slice.ts # Study system actions (startStudying*, cancelStudy)
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│ ├── crafting-slice.ts # Equipment/enchantment logic
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│ ├── familiar-slice.ts # Familiar system actions
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│ ├── effects.ts # Unified effect computation
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│ ├── upgrade-effects.ts # Skill upgrade effect definitions
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│ ├── constants.ts # Game definitions (spells, skills, etc.)
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│ ├── skill-evolution.ts # Skill tier progression paths
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│ ├── types.ts # TypeScript interfaces
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│ ├── formatting.ts # Display formatters
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│ ├── utils.ts # Utility functions
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│ └── data/
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│ ├── equipment.ts # Equipment type definitions
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│ └── enchantment-effects.ts # Enchantment effect catalog
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└── utils.ts # General utilities (cn function)
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```
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## Key Systems
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### 1. State Management (`store.ts`)
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The game uses a Zustand store organized with **slice pattern** for better maintainability:
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#### Store Slices
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- **Main Store** (`store.ts`): Core state, tick logic, and main actions
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- **Navigation Slice** (`navigation-slice.ts`): Floor navigation (setClimbDirection, changeFloor)
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- **Study Slice** (`study-slice.ts`): Study system (startStudyingSkill, startStudyingSpell, cancelStudy)
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- **Crafting Slice** (`crafting-slice.ts`): Equipment/enchantment (createEquipmentInstance, startDesigningEnchantment)
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- **Familiar Slice** (`familiar-slice.ts`): Familiar system (addFamiliar, removeFamiliar)
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#### Computed Stats (`computed-stats.ts`)
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Extracted utility functions for stat calculations:
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- `computeMaxMana()`, `computeRegen()`, `computeEffectiveRegen()`
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- `calcDamage()`, `calcInsight()`, `getElementalBonus()`
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- `getFloorMaxHP()`, `getFloorElement()`, `getMeditationBonus()`
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- `canAffordSpellCost()`, `deductSpellCost()`
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```typescript
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interface GameState {
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// Time
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day: number;
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hour: number;
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paused: boolean;
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// Mana
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rawMana: number;
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elements: Record<string, ElementState>;
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// Combat
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currentFloor: number;
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floorHP: number;
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activeSpell: string;
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castProgress: number;
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// Progression
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skills: Record<string, number>;
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spells: Record<string, SpellState>;
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skillUpgrades: Record<string, string[]>;
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skillTiers: Record<string, number>;
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// Equipment
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equipmentInstances: Record<string, EquipmentInstance>;
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equippedInstances: Record<string, string | null>;
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enchantmentDesigns: EnchantmentDesign[];
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// Prestige
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insight: number;
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prestigeUpgrades: Record<string, number>;
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signedPacts: number[];
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}
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```
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### 2. Effect System (`effects.ts`)
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**CRITICAL**: All stat modifications flow through the unified effect system.
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```typescript
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// Effects come from two sources:
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// 1. Skill Upgrades (milestone bonuses)
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// 2. Equipment Enchantments (crafted bonuses)
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getUnifiedEffects(state) => UnifiedEffects {
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maxManaBonus, maxManaMultiplier,
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regenBonus, regenMultiplier,
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clickManaBonus, clickManaMultiplier,
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baseDamageBonus, baseDamageMultiplier,
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attackSpeedMultiplier,
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critChanceBonus, critDamageMultiplier,
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studySpeedMultiplier,
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specials: Set<string>, // Special effect IDs
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}
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```
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**When adding new stats**:
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1. Add to `ComputedEffects` interface in `upgrade-effects.ts`
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2. Add mapping in `computeEquipmentEffects()` in `effects.ts`
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3. Apply in the relevant game logic (tick, damage calc, etc.)
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### 3. Combat System
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Combat uses a **cast speed** system:
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- Each spell has `castSpeed` (casts per hour)
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- Cast progress accumulates: `progress += castSpeed * attackSpeedMultiplier * HOURS_PER_TICK`
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- When `progress >= 1`, spell is cast (cost deducted, damage dealt)
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- DPS = `damagePerCast * castsPerSecond`
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Damage calculation order:
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1. Base spell damage
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2. Skill bonuses (combatTrain, arcaneFury, etc.)
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3. Upgrade effects (multipliers, bonuses)
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4. Special effects (Overpower, Berserker, etc.)
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5. Elemental modifiers (same element +25%, super effective +50%)
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### 4. Crafting/Enchantment System
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Three-stage process:
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1. **Design**: Select effects, takes time based on complexity
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2. **Prepare**: Pay mana to prepare equipment, takes time
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3. **Apply**: Apply design to equipment, costs mana per hour
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Equipment has **capacity** that limits total enchantment power.
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### 5. Skill Evolution System
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Skills have 5 tiers of evolution:
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- At level 5: Choose 2 of 4 milestone upgrades
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- At level 10: Choose 2 more upgrades, then tier up
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- Each tier multiplies the skill's base effect by 10x
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## Important Patterns
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### Adding a New Effect
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1. **Define in `enchantment-effects.ts`**:
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```typescript
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my_new_effect: {
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id: 'my_new_effect',
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name: 'Effect Name',
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description: '+10% something',
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category: 'combat',
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baseCapacityCost: 30,
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maxStacks: 3,
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allowedEquipmentCategories: ['caster', 'hands'],
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effect: { type: 'multiplier', stat: 'attackSpeed', value: 1.10 }
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}
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```
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2. **Add stat mapping in `effects.ts`** (if new stat):
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```typescript
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// In computeEquipmentEffects()
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if (effect.stat === 'myNewStat') {
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bonuses.myNewStat = (bonuses.myNewStat || 0) + effect.value;
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}
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```
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3. **Apply in game logic**:
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```typescript
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const effects = getUnifiedEffects(state);
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damage *= effects.myNewStatMultiplier;
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```
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### Adding a New Skill
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1. **Define in `constants.ts` SKILLS_DEF**
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2. **Add evolution path in `skill-evolution.ts`**
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3. **Add prerequisite checks in `store.ts`**
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4. **Update UI in `page.tsx`**
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### Adding a New Spell
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1. **Define in `constants.ts` SPELLS_DEF**
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2. **Add spell enchantment in `enchantment-effects.ts`**
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3. **Add research skill in `constants.ts`**
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4. **Map research to effect in `EFFECT_RESEARCH_MAPPING`**
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## Common Pitfalls
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1. **Forgetting to call `getUnifiedEffects()`**: Always use unified effects for stat calculations
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2. **Direct stat modification**: Never modify stats directly; use effect system
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3. **Missing tier multiplier**: Use `getTierMultiplier(skillId)` for tiered skills
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4. **Ignoring special effects**: Check `hasSpecial(effects, SPECIAL_EFFECTS.X)` for special abilities
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## Testing Guidelines
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- Run `bun run lint` after changes
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- Check dev server logs at `/home/z/my-project/dev.log`
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- Test with fresh game state (clear localStorage)
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## Slice Pattern for Store Organization
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The store uses a **slice pattern** to organize related actions into separate files. This improves maintainability and makes the codebase more modular.
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### Creating a New Slice
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1. **Create the slice file** (e.g., `my-feature-slice.ts`):
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```typescript
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// Define the actions interface
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export interface MyFeatureActions {
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doSomething: (param: string) => void;
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undoSomething: () => void;
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}
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// Create the slice factory
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export function createMyFeatureSlice(
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set: StoreApi<GameStore>['setState'],
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get: StoreApi<GameStore>['getState']
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): MyFeatureActions {
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return {
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doSomething: (param: string) => {
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set((state) => {
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// Update state
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});
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},
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undoSomething: () => {
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set((state) => {
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// Update state
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});
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},
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};
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}
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```
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2. **Add to main store** (`store.ts`):
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```typescript
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import { createMyFeatureSlice, MyFeatureActions } from './my-feature-slice';
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// Extend GameStore interface
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interface GameStore extends GameState, MyFeatureActions, /* other slices */ {}
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// Spread into store creation
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const useGameStore = create<GameStore>()(
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persist(
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(set, get) => ({
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...createMyFeatureSlice(set, get),
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// other slices and state
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}),
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// persist config
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)
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);
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```
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### Existing Slices
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| Slice | File | Purpose |
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|-------|------|---------|
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| Navigation | `navigation-slice.ts` | Floor navigation (setClimbDirection, changeFloor) |
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| Study | `study-slice.ts` | Study system (startStudyingSkill, startStudyingSpell, cancelStudy) |
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| Crafting | `crafting-slice.ts` | Equipment/enchantment (createEquipmentInstance, startDesigningEnchantment) |
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| Familiar | `familiar-slice.ts` | Familiar system (addFamiliar, removeFamiliar) |
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## File Size Guidelines
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### Current File Sizes (After Refactoring)
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| File | Lines | Notes |
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|------|-------|-------|
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| `store.ts` | ~1650 | Core state + tick logic (reduced from 2138, 23% reduction) |
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| `page.tsx` | ~1695 | Main UI (reduced from 2554, 34% reduction) |
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| `computed-stats.ts` | ~200 | Extracted utility functions |
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| `navigation-slice.ts` | ~50 | Navigation actions |
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| `study-slice.ts` | ~100 | Study system actions |
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### Guidelines
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- Keep `page.tsx` under 2000 lines by extracting to components (ActionButtons, ManaDisplay, etc.)
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- Keep `store.ts` under 1800 lines by extracting to slices (navigation, study, crafting, familiar)
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- Extract computed stats and utility functions to `computed-stats.ts` when >50 lines
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- Use barrel exports (`index.ts`) for clean imports
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- Follow the slice pattern for store organization (see below)
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Reference in New Issue
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