docs: update worklog with combo state fix
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2026-03-27 18:06:08 +00:00
parent af3f59b259
commit 9ac6fe6ec8

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@@ -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