fix: bugs #238,#240,#244,#246 + docs #248 update
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m21s
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m21s
- #238: Fix spire tab inconsistent state (Max Floor 1 but Floors Cleared 0) by not inflating maxFloorReached on enterSpireMode and preserving it on exitSpireMode - #240: Fix guardian armor display stray text by extracting stat formatters in SpireSummaryTab - #244: Improve discipline auto-pause UX with log messages and visual feedback on DisciplineCard - #246: Fix raw mana exceeding max cap by recomputing maxMana after discipline XP gains - #248: Update AGENTS.md (remove gitea_get_project_boards, add gitea_start_session, 22 mana types, 8 stores, updated guardian tiers) - #248: Update README.md (remove Prisma/SQLite refs, update mana types/guardian tiers/discipline counts) - #248: Update GAME_BRIEFING.md (8 stores, 22 mana types, 64 disciplines, 8-tier guardians, correct code architecture)
This commit is contained in:
@@ -46,51 +46,57 @@
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### Core Game Loop
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1. **Gather Mana** - Click to collect mana or let it regenerate automatically (14 total mana types)
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2. **Practice Disciplines** - Continuously train abilities that drain mana each tick in exchange for growing stat bonuses
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3. **Climb the Spire** - Battle through procedurally-generated floors; every 10th floor is a guardian encounter
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4. **Craft & Enchant** - 3-stage equipment enchantment system with capacity limits
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5. **Summon Golems** - Magical constructs that fight alongside you (4 base + 6 hybrid types)
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6. **Prestige (Loop)** - Reset progress for Insight currency, gain permanent bonuses
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1. **Gather Mana** — Click to collect mana or let it regenerate automatically (22 total mana types)
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2. **Practice Disciplines** — Continuously train abilities that drain mana each tick in exchange for growing stat bonuses
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3. **Climb the Spire** — Battle through procedurally-generated floors; every 10th floor is a guardian encounter
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4. **Craft & Enchant** — 3-stage equipment enchantment system with capacity limits
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5. **Summon Golems** — Magical constructs that fight alongside you (1 base + 3 elemental + 6 hybrid types)
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6. **Prestige (Loop)** — Reset progress for Insight currency, gain permanent bonuses
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---
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## Features
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### 🔮 Mana System
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- **14 Mana Types**: 7 base elements + 1 utility + 3 compound + 3 exotic
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- **22 Mana Types**: 7 base elements + 1 utility + 8 composite + 6 exotic
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- Elemental conversion, regeneration mechanics, and meditation bonuses
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- Mana types: Fire, Water, Air, Earth, Light, Dark, Death (base), Transference (utility), Metal, Sand, Lightning (compound), Crystal, Stellar, Void (exotic)
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- Mana types: Fire, Water, Air, Earth, Light, Dark, Death (base), Transference (utility), Metal, Sand, Lightning, Frost, BlackFlame, RadiantFlames, Miasma, ShadowGlass (composite), Crystal, Stellar, Void, Soul, Time, Plasma (exotic)
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### 📜 Discipline System
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- Practice-based progression - no discrete levels, only continuous XP growth
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- Practice-based progression — no discrete levels, only continuous XP growth
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- Disciplines drain mana each tick; stat bonuses grow as a power curve of accumulated XP
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- Perks unlock at XP thresholds (once, capped, or infinite stacking)
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- Attunement-gated discipline pools (Base / Enchanter / Invoker / Fabricator)
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- Attunement-gated discipline pools (Base / Elemental / Enchanter / Invoker / Fabricator)
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- Concurrent discipline slots unlock as total XP grows (max 4)
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### ⚔️ Combat & Spire
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- Cast-speed based combat system with elemental effectiveness
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- Multi-spell support from equipped weapons
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- Every 10th floor is a guardian: base elements (10–80), compound (90–110), exotic (120–140), then procedural combination bosses (150+)
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- Every 10th floor is a guardian: base elements (10–80), composite (90–160), exotic (170–240), then procedural combination bosses (250+)
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- Golem allies that deal automatic damage each tick
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- Enemy modifiers: Armored, Agile, Mage, Shield, Swarm
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### 🛡️ Equipment & Enchanting
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- 3-stage enchantment process: Design → Prepare → Apply
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- Equipment capacity system limiting total enchantment power
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- Enchantment effects: stat bonuses, multipliers, spell grants
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- Disenchanting to recover mana (only in Prepare stage)
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- Weapon/armor slots with 2-handed weapon support
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- 8 equipment slots with 50 equipment types across 9 categories
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### 🤖 Golemancy System
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- Summon magical constructs (Earth, Steel, Crystal, Sand + 6 hybrid types)
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- 10 golems total: 1 base (Earth) + 3 elemental (Steel, Crystal, Sand) + 6 hybrid types
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- Golem slots unlock every 2 Fabricator levels (max 5 slots at Level 10)
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- Hybrid golems require Enchanter 5 + Fabricator 5
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### 🔄 Prestige (Insight)
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- Reset progress for permanent Insight currency
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- Insight upgrades across multiple categories
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- Insight upgrades across 14 categories
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- Signed pacts and attunements persist through prestige
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- Three attunement classes: Enchanter (Transference), Invoker (Spells/Pacts), Fabricator (Golems/Equipment)
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@@ -99,27 +105,24 @@
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## Tech Stack
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| Technology | Version | Purpose |
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|------------|---------|---------|
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|------------|---------|---------|
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| **Next.js** | ^16.1.1 | Full-stack framework (App Router) |
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| **React** | ^19.0.0 | UI library |
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| **TypeScript** | ^5 | Type-safe development |
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| **Tailwind CSS** | ^4 | Utility-first styling |
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| **shadcn/ui** | Radix-based | Reusable UI components |
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| **Zustand** | ^5.0.6 | Client state management (with persist) |
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| **Prisma ORM** | ^6.11.1 | Database abstraction (SQLite) |
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| **Bun** | Latest | JavaScript runtime & package manager |
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| **Vitest** | ^4.1.2 | Unit testing framework |
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| **ESLint** | ^9 | Code linting |
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| **@tanstack/react-query** | ^5.82.0 | Data fetching/caching |
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| **Framer Motion** | ^12.23.2 | Animation library |
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---
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## Getting Started
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### Prerequisites
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- **Bun** runtime (recommended) or Node.js 18+
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- **SQLite** (for local development, included with Prisma)
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- Git
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### Installation
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@@ -134,11 +137,6 @@ bun install
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# Or using npm
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npm install
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# Set up the database
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bun run db:push
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# or
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npm run db:push
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```
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### Development
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@@ -162,10 +160,6 @@ The game will be available at `http://localhost:3000`.
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| `lint` | Run ESLint |
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| `test` | Run Vitest tests |
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| `test:coverage` | Run tests with coverage report |
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| `db:push` | Push Prisma schema to database |
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| `db:generate` | Generate Prisma client |
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| `db:migrate` | Run database migrations |
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| `db:reset` | Reset database |
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---
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@@ -178,25 +172,17 @@ Mana-Loop/
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│ │ ├── layout.tsx # Root layout (metadata, fonts, providers)
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│ │ ├── page.tsx # Main game UI
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│ │ ├── globals.css # Global styles
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│ │ └── api/ # API routes (minimal)
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│ │ └── components/ # App-level components
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│ ├── components/ # React components
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│ │ ├── ui/ # shadcn/ui components (20+ components)
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│ │ └── game/ # Game-specific components
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│ │ ├── tabs/ # Tab components (SpireTab, DisciplinesTab, etc.)
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│ │ ├── ManaDisplay.tsx, ActionButtons.tsx, TimeDisplay.tsx
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│ │ └── crafting/, debug/, shared/, stats/ subdirectories
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│ │ └── crafting/, debug/, LootInventory/ subdirectories
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│ ├── hooks/ # Custom React hooks (use-mobile, use-toast)
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│ └── lib/ # Utility libraries
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│ └── game/ # Core game logic
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│ ├── stores/ # Modular Zustand stores
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│ │ ├── gameStore.ts # Core state & tick logic
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│ │ ├── manaStore.ts # Mana gathering & conversion
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│ │ ├── combatStore.ts # Combat, spells, floor progression
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│ │ ├── prestigeStore.ts # Prestige/loop & insight
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│ │ ├── discipline-slice.ts # Discipline activation & XP
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│ │ ├── attunementStore.ts # Attunement classes
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│ │ ├── craftingStore.ts # Crafting state
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│ │ └── uiStore.ts # UI state & modals
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│ ├── stores/ # 8 Modular Zustand stores (+ supporting files)
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│ ├── crafting-actions/ # Modular crafting stage handlers
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│ ├── constants/ # Elements, spells, rooms, prestige
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│ ├── data/ # Game data
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@@ -204,13 +190,11 @@ Mana-Loop/
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│ │ ├── enchantments/ # Enchantment effects by category
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│ │ ├── equipment/ # Equipment type definitions
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│ │ ├── golems/ # Golem definitions
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│ │ ├── guardian-data.ts # Static guardian definitions (floors 10–140)
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│ │ └── guardian-encounters.ts # Procedural guardian lookup & combo bosses
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│ │ ├── guardian-data.ts # Static guardian definitions (floors 10–240)
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│ │ └── guardian-encounters.ts # Procedural guardian lookup & combo bosses (250+)
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│ ├── effects/ # Unified stat computation
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│ │ └── discipline-effects.ts # Discipline → getUnifiedEffects()
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│ ├── types/ # TypeScript types (disciplines, elements, etc.)
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│ └── utils/ # Combat, floor, enemy, discipline math helpers
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├── prisma/ # Database schema and migrations
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├── public/ # Static assets
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├── docs/ # Project documentation
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│ ├── AGENTS.md # Architecture guide for AI agents
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@@ -229,16 +213,19 @@ For detailed architecture patterns and coding guidelines, see [AGENTS.md](./AGEN
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## Game Systems
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### Mana System
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The core resource of the game with 14 distinct types organized in a hierarchy:
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The core resource of the game with 22 distinct types organized in a hierarchy:
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- **Base Elements (7)**: Fire, Water, Air, Earth, Light, Dark, Death
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- **Utility (1)**: Transference (Enchanter attunement)
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- **Compound (3)**: Metal (Fire+Earth), Sand (Earth+Water), Lightning (Fire+Air)
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- **Exotic (3)**: Crystal (Sand+Sand+Light), Stellar (Fire+Fire+Light), Void (Dark+Dark+Death)
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- **Composite (8)**: Metal (Fire+Earth), Sand (Earth+Water), Lightning (Fire+Air), Frost (Air+Water), BlackFlame (Dark+Fire), RadiantFlames (Light+Fire), Miasma (Air+Death), ShadowGlass (Earth+Dark)
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- **Exotic (6)**: Crystal (Sand+Sand+Light), Stellar (Plasma+Light+Fire), Void (Dark+Dark+Death), Soul (Light+Dark+Transference), Time (Soul+Sand+Transference), Plasma (Lightning+Fire+Transference)
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**Key Files**: `src/lib/game/stores/manaStore.ts`, `src/lib/game/constants/elements.ts`
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### Discipline System
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Disciplines replace the old skill system entirely. There are no discrete levels - disciplines grow **continuously** through practice. The player activates a discipline and it drains mana each tick in exchange for permanent stat growth within the run.
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Disciplines replace the old skill system entirely. There are no discrete levels — disciplines grow **continuously** through practice. The player activates a discipline and it drains mana each tick in exchange for permanent stat growth within the run.
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- **Stat bonus** grows as a power curve of XP: `baseValue × (XP / scalingFactor)^0.65`
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- **Mana drain** also increases with XP: `drainBase × (1 + (XP / difficultyFactor)^0.4)`
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@@ -248,16 +235,18 @@ Disciplines replace the old skill system entirely. There are no discrete levels
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**Key Files**: `src/lib/game/data/disciplines/`, `src/lib/game/stores/discipline-slice.ts`, `src/lib/game/utils/discipline-math.ts`
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### Guardian & Spire System
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Every 10th floor is a guardian encounter. Guardians progress through four tiers of complexity:
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Every 10th floor is a guardian encounter. Guardians progress through multiple tiers of complexity:
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1. **Base Elements (Floors 10–80)**: One guardian per base element + Transference. Static definitions with named guardians (Ignis Prime, Aqua Regia, etc.). Defeating them unlocks their associated mana types.
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2. **Compound Elements (Floors 90–110)**: Metal, Sand, and Lightning guardians with procedurally generated names.
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3. **Exotic Elements (Floors 120–140)**: Crystal, Stellar, and Void guardians - the most powerful single-element encounters.
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4. **Combination Bosses (Floor 150+)**: Fully procedural dual-element guardians. Each one wields two base elements simultaneously (e.g. Fire+Water, Light+Dark) and grows stronger every 10 floors.
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2. **Composite Elements (Floors 90–160)**: 8 composite element guardians (Metal, Sand, Lightning, Frost, BlackFlame, RadiantFlames, Miasma, ShadowGlass) with procedurally generated names.
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3. **Exotic Elements (Floors 170–240)**: Crystal, Stellar, Void, Soul, Time, and Plasma guardians.
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4. **Combination Bosses (Floor 250+)**: Fully procedural multi-element guardians through 8 scaling tiers, growing stronger every 10 floors.
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**Key Files**: `src/lib/game/data/guardian-data.ts`, `src/lib/game/data/guardian-encounters.ts`
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### Combat System
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- Cast-speed based spell casting with elemental effectiveness multipliers
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- Enemy modifiers: Armored, Agile, Mage (barrier), Shielded, Swarm
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- Golem allies deal automatic damage each tick
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@@ -266,25 +255,29 @@ Every 10th floor is a guardian encounter. Guardians progress through four tiers
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**Key Files**: `src/lib/game/stores/combatStore.ts`, `src/lib/game/utils/combat-utils.ts`, `src/lib/game/utils/enemy-generator.ts`
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### Enchanting System
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3-stage equipment enchantment process:
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1. **Design**: Choose effects for your equipment type
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2. **Prepare**: Ready equipment (ONLY stage where disenchanting is possible)
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3. **Apply**: Apply designed enchantments (cannot re-enchant already enchanted gear)
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3. **Apply**: Apply designed enchantments
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**Key Files**: `src/lib/game/crafting-actions/`, `src/lib/game/data/enchantments/`
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### Golemancy System
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- **Base Golems**: Earth (Fabricator 2), Steel (Metal), Crystal, Sand
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- **Base Golems**: Earth (Fabricator 2)
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- **Elemental Golems**: Steel (Metal), Crystal, Sand
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- **Hybrid Golems** (Enchanter 5 + Fabricator 5): Lava, Galvanic, Obsidian, Prism, Quicksilver, Voidstone
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- **Golem Slots**: 1 slot at Fabricator Level 2, +1 every 2 levels (max 5 at Level 10)
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**Key Files**: `src/lib/game/data/golems/`, `src/lib/game/stores/gameStore.ts`
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### Prestige (Insight)
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Reset progress to gain Insight currency for permanent upgrades:
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- Signed pacts persist through prestige
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- Attunement choices affect gameplay (Enchanter/Invoker/Fabricator)
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- Insight upgrades provide bonuses across all loops
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- 14 insight upgrade types provide bonuses across all loops
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---
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@@ -302,14 +295,17 @@ docker run -p 3000:3000 mana-loop
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```
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### CI/CD Pipeline
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- **Gitea Actions**: `.gitea/workflows/docker-build.yaml` automatically builds and pushes Docker images to `gitea.tailf367e3.ts.net/anexim/mana-loop:latest` on push to `master`/`main`
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- **Multi-platform**: Builds for linux/amd64 architecture
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- **Image Tags**: Branch name, commit SHA, "latest"
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### Reverse Proxy
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A `Caddyfile` is included for reverse proxy setup (forwards port 81 to 3000).
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### Production Build
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```bash
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bun run build
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NODE_ENV=production bun .next/standalone/server.js
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@@ -322,6 +318,7 @@ NODE_ENV=production bun .next/standalone/server.js
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We welcome contributions! Please follow these guidelines:
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### Development Workflow
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1. **Pull latest changes** before starting work: `git pull origin master`
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2. **Create a feature branch** for your changes: `git checkout -b feature/your-feature`
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3. **Follow existing patterns** in the codebase (see AGENTS.md)
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@@ -330,6 +327,7 @@ We welcome contributions! Please follow these guidelines:
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6. **Commit and push** to your branch, then create a pull request
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### Code Style
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- TypeScript throughout with strict typing
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- Use existing shadcn/ui components over custom implementations
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- Follow the modular store pattern (`src/lib/game/stores/`)
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@@ -337,6 +335,7 @@ We welcome contributions! Please follow these guidelines:
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- Use path aliases: `@/*` maps to `./src/*`
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### Adding New Features
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For detailed patterns on adding new effects, disciplines, spells, or systems, see the comprehensive [AGENTS.md](./AGENTS.md) guide, which includes architecture overview, coding patterns, and git workflow.
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---
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@@ -346,21 +345,24 @@ For detailed patterns on adding new effects, disciplines, spells, or systems, se
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The following content has been removed from the game and must not be re-added:
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### Banned Mechanics
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- **Lifesteal** - Player cannot heal from dealing damage
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- **Healing** - Player cannot heal themselves (floors take damage, not the player)
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- **Scroll crafting** - Violates the no-instant-finishing design pillar
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- **Ascension skills** - Removed; no replacement
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- **Lifesteal** — Player cannot heal from dealing damage
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- **Healing** — Player cannot heal themselves (floors take damage, not the player)
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- **Scroll crafting** — Violates the no-instant-finishing design pillar
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- **Ascension skills** — Removed; no replacement
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### Banned Mana Types
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- **Life** - Removed (healing theme conflicts with core design)
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- **Blood** - Removed (life derivative)
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- **Wood** - Removed (life derivative)
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- **Mental** - Removed
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- **Force** - Removed
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- **Life** — Removed (healing theme conflicts with core design)
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- **Blood** — Removed (life derivative)
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- **Wood** — Removed (life derivative)
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- **Mental** — Removed
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- **Force** — Removed
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### Banned Systems
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- **Familiar System** - Removed in favour of Golemancy and Pact systems
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- **Skill System** (study, tiers T1–T5, milestone upgrades) - Fully replaced by the Discipline System
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- **Familiar System** — Removed in favour of Golemancy and Pact systems
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- **Skill System** (study, tiers T1–T5, milestone upgrades) — Fully replaced by the Discipline System
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---
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@@ -385,7 +387,7 @@ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
LIABILITY, WHETHER AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
```
|
||||
@@ -396,7 +398,7 @@ SOFTWARE.
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||||
|
||||
- Built with modern web technologies (Next.js, React, TypeScript, Tailwind CSS)
|
||||
- UI components from [shadcn/ui](https://ui.shadcn.com/)
|
||||
- State management with [Zustand](https://github.com/pmndrs/zustand)
|
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- State management with [Zustand](https://github.com/pmndrs/zustand/)
|
||||
- Game icons from [Lucide React](https://lucide.dev/)
|
||||
- Special thanks to the open-source community for the amazing tools that make this project possible.
|
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|
||||
@@ -404,4 +406,4 @@ SOFTWARE.
|
||||
|
||||
<p align="center">
|
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<em>Climb the spire. Master the mana. Uncover the loop.</em>
|
||||
</p>
|
||||
</p>
|
||||
|
||||
Reference in New Issue
Block a user