diff --git a/worklog.md b/worklog.md index c2931c9..4c3ce53 100755 --- a/worklog.md +++ b/worklog.md @@ -281,3 +281,29 @@ Stage Summary: - Build errors resolved - All imports correctly reference computed-stats.ts for DPS and equipment spell functions - Code is cleaner with no duplicate function definitions + +--- +Task ID: 12 +Agent: Main +Task: Fix prerender error - Cannot read properties of undefined (reading 'count') + +Work Log: +- Identified the issue: ComboState type was referenced in ComboMeter.tsx but never defined +- The `combo` property was also missing from GameState interface and initial state +- Added ComboState interface to types.ts with: + - count: number (current combo hits) + - maxCombo: number (highest combo this session) + - multiplier: number (current damage multiplier) + - elementChain: string[] (last 3 elements used) + - decayTimer: number (hours until decay starts) +- Added `combo: ComboState` field to GameState interface +- Added default combo state to makeInitial() in store.ts: + - count: 0, maxCombo: 0, multiplier: 1, elementChain: [], decayTimer: 0 +- Added `combo` and `attunements` to persist partialize function for save/load +- Fixed ComboMeter.tsx to import ComboState from types.ts + +Stage Summary: +- ComboState type properly defined and used +- combo field now properly initialized in game state +- Persist function now saves both combo and attunements +- Build should now pass prerendering stage