docs: update worklog with loot inventory and achievement fixes
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46
worklog.md
46
worklog.md
@@ -307,3 +307,49 @@ Stage Summary:
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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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---
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Task ID: 13
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Agent: Main
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Task: Fix prerender error - Cannot read properties of undefined (reading 'materials')
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Work Log:
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- Identified the issue: LootInventory type was referenced but never defined
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- The `lootInventory` property was also missing from GameState interface and initial state
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- Added LootInventory interface to types.ts with:
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- materials: Record<string, number> (materialId -> count)
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- blueprints: string[] (blueprint IDs discovered)
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- Added `lootInventory: LootInventory` field to GameState interface
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- Added default lootInventory to makeInitial() in store.ts
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- Added lootInventory to persist partialize function
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Stage Summary:
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- LootInventory type properly defined and used
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- lootInventory field now properly initialized in game state
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- Persist function now saves loot inventory
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---
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Task ID: 14
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Agent: Main
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Task: Fix prerender error - Add missing AchievementState and stats tracking
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Work Log:
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- Identified multiple missing types and fields referenced in page.tsx
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- Added AchievementDef interface to types.ts with:
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- id, name, desc, category, requirement, reward, hidden
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- Added AchievementState interface with:
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- unlocked: string[] (IDs of unlocked achievements)
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- progress: Record<string, number> (progress toward requirements)
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- Added to GameState:
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- achievements: AchievementState
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- totalSpellsCast: number
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- totalDamageDealt: number
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- totalCraftsCompleted: number
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- Added default values to makeInitial() in store.ts
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- Added all new fields to persist partialize function
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Stage Summary:
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- All missing types and fields now properly defined
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- Achievement system can track unlocked achievements and progress
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- Stats tracking for spells cast, damage dealt, and crafts completed
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- Build should now pass without undefined property errors
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