- Add applyDamageToRoom() function targeting individual enemies
- Add lowestHPEnemy() helper for focus-fire targeting
- AoE spells distribute damage across all enemies
- Single-target attacks hit lowest HP enemy first
- Refactor processCombatTick spell/equipment/melee/DoT damage to use per-enemy system
- Update golemApplyDamageToRoom in golem-combat pipeline for per-enemy targeting
- Add currentRoom to CombatTickResult and sync through gameStore
- Update combat-actions tests with proper enemy setup for per-enemy tests
- Extract combat-damage.ts module to stay under 400-line limit
- Add calcMeleeDamage() with elemental matchup for enchanted swords
- Add meleeSwordProgress per-instance accumulator to combat state
- Add melee branch in processCombatTick (no mana cost, no Executioner/Berserker)
- Add baseDamage/attackSpeed stats to all 5 sword types
- Wire equippedSwords through gameStore to combat tick pipeline
- 16 new regression tests, all 937 tests pass
- Add ActiveEffect, EffectType types to game.ts; activeEffects + effectiveArmor on EnemyState
- Add SpellOnHitEffect + onHitEffect field to SpellDefinition
- Wire onHitEffect to fire (burn), death (curse), lightning (armor_corrode), frost (freeze), soul (bypassArmor burn)
- Add applyOnHitEffect() — applies on-hit effect on successful spell hit (spec §6.2)
- Add processDoTPhase() — ticks all active effects after weapon/golem attacks (spec §6.3)
- Add bypassArmor/bypassBarrier support in applyEnemyDefenses() (AC-13)
- Export standalone applyEnemyDefenses from combat-tick.ts for DoT pipeline
- Split DoT runtime into separate dot-runtime.ts (135 lines) to keep combat-actions.ts under 400 lines
- Update all enemy generation sites with activeEffects/effectiveArmor defaults
- Fix test helpers for new required fields
All 921 tests pass (45 test files)
- Add ActiveGolem interface and activeGolems to GolemancyState
- Add maxRoomDuration to all 12 golem definitions
- Create golem-combat-actions.ts with pure golem combat logic (summoning, maintenance, attacks, room-duration)
- Create golem-combat.ts pipeline for golem combat setup
- Wire golem maintenance and attacks into processCombatTick
- Wire golem summoning into advanceRoomOrFloor on room entry
- Wire golem room-duration countdown into onFloorCleared callback
- Update combat-actions tests for new processCombatTick signature
- All 921 tests pass, all files under 400-line limit
Closes#259
- Rewrite e2e/fabricator-happy-path.spec.ts from scratch:
craft 8 gear pieces (1 per slot) via Fabricator UI,
equip all via store bridge, verify equipment effects
- Add debugBridge.ts: exposes Zustand stores on window.__TEST__
so Playwright can call store actions via page.evaluate()
- Import debugBridge in page.tsx as side-effect
- Uses Debug tab UI for attunement/element unlocking
- Uses store bridge for discipline XP, mana capacity, materials,
recipe unlocking, and equipment slot assignment
- Test passes in ~3.5 minutes (155s craft time + setup)
- #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)
- #236: Fix Climb the Spire React #185 infinite loop - removed redundant set() in processCombatTick that caused double Zustand writes per tick
- #235: Add enchanting design/prepare/apply tick handlers - extracted to pipelines/enchanting-tick.ts
- #235: Fix startApplying not setting currentAction to 'enchant'
- #243: Guard discipline store against undefined activeIds/processedPerks from corrupted persisted state
- #245: Change Plasma symbol from ⚡ (conflicts with Lightning) to 🔴
- #241: Fix combat store maxFloorReached desync - initialize to 0, reset on exitSpireMode
- #239: Fix EffectSelector not rendering when unlockedEffects is empty (fresh game)
- Created pipelines/enchanting-tick.ts to keep gameStore.ts under 400 lines
- Remove debugSetFloor and resetFloorHP actions from combatStore.ts
- Remove their type definitions from combat-state.types.ts
- Remove Skip to Floor 100 and Reset Floor HP buttons from GameStateDebugSection.tsx
- Remove same buttons from legacy GameStateDebug.tsx
- Remove floor quick-jump and Reset Floor HP from SpireDebugSection.tsx
- Remove associated tests from DebugTab.test.ts, store-actions.test.ts, store-actions-combat-prestige.test.ts
- Add missing src/test/setup.ts required by vitest config
These debug buttons created inconsistent game states by teleporting players
to floors without proper initialization (no spireMode, no room state, no
clearedFloors, no guardian encounters). resetFloorHP could be spammed to
infinitely retry any floor for free.
Fixes:
- Issue 193: Remove unnecessary useEffect that set activeTab when spireMode is true, and redundant setAction('climb') in SpireCombatPage
- Issue 194: Fix signed_pact prerequisite check in checkDisciplinePrerequisites by accepting signedPacts param; add 'At Limit' feedback on discipline button when concurrent limit reached
- Issue 195: Add resetDisciplines(), resetAttunements(), resetCrafting() calls to createResetGame; add resetCrafting action to crafting store
- Issue 196: Fix floating point display in ElementStatsSection (mana pools) and GameStateDebug (time); fix duplicate 'Base Regen' label in ManaStatsSection
All 917 tests pass. Files stay under 400-line limit.
- Add optional baseMax field to ElementState to track prestige-derived max separately from bonuses
- Add computeElementMaxWithBonuses action to manaStore that computes max = baseMax + per-element bonus
- Apply per-element cap bonuses from disciplines and equipment in game tick (elementCap_* keys)
- Fix resetMana to use correct prestige key (elementalAttune instead of nonexistent elemMax)
- Add store migration (v1->v2) to populate baseMax for existing saved games
- Extract pact ritual processing to pipelines/pact-ritual.ts
- Extract element cap bonus utilities to utils/element-cap-bonus.ts
- Fix inline element types in crafting-fabricator.ts
- Update test fixtures to include baseMax in element literals
Fixes#185
- Simplified getMeditationBonus() to continuous ramp formula
- Added click-mana capped perk to Mana Circulation discipline
- Removed manaWell/manaFlow/manaSpring skill reads and prestige upgrades
- Removed all skill fields from GameState and GameActionType
- Updated all call sites and tests (916 tests passing)
Closes#174
Replaced computeDisciplineEffects() import in discipline-slice.ts with
inline XP bonus calculation using calculateStatBonus from discipline-math.
This avoids the circular chain: discipline-effects → discipline-slice → discipline-effects.
#172 - Grimoire tab: removed dead 'loaded' state guard that permanently showed loading
#169 - Transference Mana Flow: added elements param to checkDisciplinePrerequisites so mana type unlocks are verified
#168 - Perk descriptions: wired 4 broken perks (enchant-2, channel-1, golem-2, efficiency-1) with actual bonus effects; fixed enchant-1 interval (5→50); fixed study-mana-enchantments stat (maxMana→maxManaBonus)
#171 - Shields: removed all shield equipment (4 types), recipes, category, slot mappings; added 'shields' to AGENTS.md banned list
#166 - regenMultiplier: merged disciplineEffects.multipliers.regenMultiplier into computeAllEffects()
#165 - Meditation cap: added meditationCap display to ManaStatsSection UI; updated perk description
#167 - XP accumulation: added Meditative Mastery base discipline with disciplineXpBonus stat; wired into tick pipeline