docs: update worklog with combo state fix
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26
worklog.md
26
worklog.md
@@ -281,3 +281,29 @@ Stage Summary:
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- Build errors resolved
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- All imports correctly reference computed-stats.ts for DPS and equipment spell functions
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- Code is cleaner with no duplicate function definitions
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---
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Task ID: 12
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Agent: Main
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Task: Fix prerender error - Cannot read properties of undefined (reading 'count')
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Work Log:
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- Identified the issue: ComboState type was referenced in ComboMeter.tsx but never defined
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- The `combo` property was also missing from GameState interface and initial state
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- Added ComboState interface to types.ts with:
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- count: number (current combo hits)
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- maxCombo: number (highest combo this session)
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- multiplier: number (current damage multiplier)
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- elementChain: string[] (last 3 elements used)
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- decayTimer: number (hours until decay starts)
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- Added `combo: ComboState` field to GameState interface
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- Added default combo state to makeInitial() in store.ts:
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- count: 0, maxCombo: 0, multiplier: 1, elementChain: [], decayTimer: 0
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- Added `combo` and `attunements` to persist partialize function for save/load
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- Fixed ComboMeter.tsx to import ComboState from types.ts
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Stage Summary:
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- ComboState type properly defined and used
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- combo field now properly initialized in game state
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- Persist function now saves both combo and attunements
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- Build should now pass prerendering stage
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