Commit Graph

174 Commits

Author SHA1 Message Date
n8n-gitea b8e6d651b2 feat: guardian floors use guardian elements instead of fixed cycle
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2026-05-30 10:40:48 +02:00
n8n-gitea 644bb8402c feat: add new high-tier fabricator materials (Aether Weave, Void Cloth, Liquid Crystal Lattice)
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2026-05-30 01:43:38 +02:00
n8n-gitea e3ce18c601 feature: add new composite and exotic mana types (ticket #202)
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2026-05-29 21:51:45 +02:00
n8n-gitea 7bd28e2085 feat: guardian defensive stats — shield, barrier, health regen + stat label renames
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2026-05-29 18:18:00 +02:00
n8n-gitea 71c68443c4 feat: restructure guardian progression system with dynamic element support
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2026-05-29 17:18:13 +02:00
n8n-gitea 644b76f16d feat: add fabricator disciplines for recipe unlocks
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- Add unlocksRecipes field to DisciplinePerk type
- Add study-fabricator-recipes discipline (earth/metal/sand/crystal recipes)
- Add study-wizard-branch discipline (wizard equipment recipes)
- Add study-physical-branch discipline (physical combat equipment recipes)
- Collect unlocksRecipes during discipline tick processing
- Pass recipe unlocks to crafting store via gameStore
- Add unlockRecipes action to craftingStore with persistence
- Filter fabricator recipes by unlock status in FabricatorSubTab UI
2026-05-29 15:42:09 +02:00
n8n-gitea 9e49aa1ca6 fix: update Steady Hand prestige upgrade with real enchantment power effect
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2026-05-29 15:23:40 +02:00
n8n-gitea 06241e1e9a fix: show 0 instead of em-dash for golem slots when Fabricator is locked
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2026-05-29 15:09:58 +02:00
n8n-gitea 712357230c fix: remove redundant equipment type name in EquipmentSlotGrid
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2026-05-29 15:07:02 +02:00
n8n-gitea 86c80a25ca feat: scale guardian pact cost with HP, power, and armor
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2026-05-29 15:00:50 +02:00
n8n-gitea a33e9429fe fix: resolve critical bugs - disciplines, debug reset, floating point, spire loop
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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.
2026-05-29 14:10:04 +02:00
n8n-gitea e20216bda5 feat: redesign Elemental subtab in DisciplinesTab to group by mana type
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2026-05-28 21:24:06 +02:00
n8n-gitea adeb106428 fix: resolve issues #188, #189, #190, #191 - EffectSelector gating, discipline tab completeness, and stat bonus integration
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2026-05-28 21:01:28 +02:00
n8n-gitea 6355cf308b fix: Elemental Mana Capacity disciplines now increase element capacity
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- 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
2026-05-28 19:49:47 +02:00
n8n-gitea 8fef73d233 fix: discipline tab NaN display — correct statBonus.baseValue destructuring, rate-aware /sec labels, NaN guards
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- Fix root cause: baseValue was undefined (destructured from definition
  instead of statBonus.baseValue), causing calculateStatBonus to produce NaN
- Remove hardcoded /sec suffix from stat bonus display; now detects rate
  vs flat stats using isRateStat() helper
- Fix computePerkCurrentEffect: perks only show /sec for actual rate stats
- Add NaN guards in DisciplineCard display layer as safety net
- Clean up DisciplinesTab UX (proper summary label, remove unused rawMana)
2026-05-28 18:38:28 +02:00
n8n-gitea bc184cefb0 fix: defensive hardening — NaN guards, cast loop safety, discipline reset on new loop, spire mode maxFloorReached fix
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2026-05-28 18:14:19 +02:00
n8n-gitea 13c185a216 feat: add DebugName wrappers to 56 components + redesign attunement cards + remove ScrollArea from AttunementsTab
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2026-05-28 15:28:18 +02:00
n8n-gitea 9671078fea fix: improve Discipline tab UX - remove confusing base cost label, convert drain to /sec, show computed perk effects and perk-augmented stat totals, fix /tick label suffixes in data
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2026-05-28 13:45:22 +02:00
n8n-gitea 26639746e9 discipline: elemental revamp - rename, lock, merge tabs, add missing, dedupe
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2026-05-28 13:15:14 +02:00
n8n-gitea 4fa11cea41 fix: add DebugName wrapper to DisciplinesTab for Show Component Names debug flag
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2026-05-28 12:41:14 +02:00
n8n-gitea 268baf3916 fix: auto-unlock element types when attunement conversion begins — Fabricator now unlocks earth
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2026-05-28 12:28:27 +02:00
n8n-gitea 500955db16 chore: update docs from pre-commit hook
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2026-05-28 12:12:52 +02:00
n8n-gitea 3e70f481dc fix: set currentAction 'climb' and use generateSpireFloorState in enterSpireMode 2026-05-28 12:11:54 +02:00
n8n-gitea 5578721992 refactor: remove skill system leftovers, migrate click mana to discipline perk
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- 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
2026-05-28 11:50:06 +02:00
n8n-gitea b5996d5b6e fix: resolve circular dependency in discipline-slice → discipline-effects
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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.
2026-05-28 09:47:45 +02:00
n8n-gitea 8cebea9586 fix(#165,#166,#167,#168,#169,#171,#172): resolve 7 open bug issues
#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
2026-05-28 09:32:43 +02:00
n8n-gitea 27500f37b7 fix(#170): wire fabricator crafting completion + bonus enchantments + remove dead code
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2026-05-27 21:08:41 +02:00
n8n-gitea 7279050101 fix: repair persistence - safe-persist getItem now returns parsed objects, fix resetGame localStorage keys
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- safe-persist.ts: getItem now calls JSON.parse(str) so Zustand receives {state, version} envelope
- gameActions.ts: fix 5 wrong localStorage keys in createResetGame (mana→mana-storage, etc.)
- Add persistence.test.ts with 12 tests covering round-trip, key verification, and reset
- All 918 tests pass with zero regressions
2026-05-27 19:14:01 +02:00
n8n-gitea 5f8a860a3c fix: pass rawMana to discipline activate to allow re-practicing after stop
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2026-05-27 15:57:17 +02:00
n8n-gitea 5e76fe7145 feat: add wizard and physical gear branches to Fabricator
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- Split fabricator-recipes.ts into 4 files (all under 400 lines):
  - fabricator-recipes.ts: core/elemental equipment recipes + helpers
  - fabricator-wizard-recipes.ts: 7 wizard branch recipes (staffs, circlet, robe, catalyst, pendant)
  - fabricator-physical-recipes.ts: 9 physical branch recipes (blades, helm, robe, boots, gauntlets, shields)
  - fabricator-material-recipes.ts: 12 material crafting recipes
- Added branch filter UI (All/Elemental/Wizard/Physical) to FabricatorSubTab
- All 902 tests pass
2026-05-27 15:22:16 +02:00
n8n-gitea 9a2da67006 feat: add material crafting recipes to Fabricator
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2026-05-27 14:39:44 +02:00
n8n-gitea 3f20991d2d feat: add material crafting recipes to Fabricator
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2026-05-27 14:13:46 +02:00
n8n-gitea cbeb0b50ad fix: replace arcaneShard with elementally attuned materials in Fabricator recipes
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2026-05-27 12:56:06 +02:00
n8n-gitea 2c88d3c395 feat: replace Metal Kite Shield with Metal Spell Focus offhand
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2026-05-27 12:39:55 +02:00
n8n-gitea 5f46948568 fix: rebalance golem stats for proper tier progression
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2026-05-27 12:30:36 +02:00
n8n-gitea 78766d0722 fix: replace meaningless fabricator recipe stats with mana-focused stats
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2026-05-27 12:26:16 +02:00
n8n-gitea badd233c63 feat: expand golem stat abbreviations and add special abilities display
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2026-05-27 12:20:44 +02:00
n8n-gitea a47d6568f7 fix: audit and fix discipline descriptions to match actual effects
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2026-05-27 12:13:51 +02:00
n8n-gitea 32cebad403 feat: add discipline and perks section to Stats tab
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2026-05-27 12:04:11 +02:00
n8n-gitea a6dd9479b3 fix: perks now show human-readable descriptions instead of type-idx strings
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2026-05-27 11:43:55 +02:00
n8n-gitea 428d308ed3 fix: two-handed weapons no longer show off-hand slot option in Equipment tab
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2026-05-27 11:40:35 +02:00
n8n-gitea a8fab1eb86 fix: make guardian names deterministic per floor instead of using Math.random()
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- generateGuardianName() now takes a floor parameter and uses floor % prefixes.length for deterministic prefix selection
- generateComboGuardianName() now takes a floor parameter and uses (floor + i) % prefixes.length for each element
- getGuardianForFloor() passes floor to generateGuardianName for static guardians with empty names
- getExtendedGuardian() passes floor to generateComboGuardianName for combo guardians
- Removes dependency on Math.random() → names are stable across ticks/refreshes

Fixes #161
2026-05-27 11:26:28 +02:00
n8n-gitea 8df3be5628 fix: invoker disciplines use raw mana, fabricator uses earth
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- #151: Changed invoker disciplines (pact-attunement, guardians-boon) from light/dark to raw
- #150: Changed crafting-efficiency from sand to earth
2026-05-27 11:18:31 +02:00
n8n-gitea 964619b975 fix: enchanter disciplines now use transference mana
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- Changed manaType from elemental to 'transference' for 9 enchanter disciplines:
  - enchanter.ts: mana-channeling, study-basic-weapon-enchantments, study-advanced-weapon-enchantments
  - enchanter-utility.ts: study-utility-enchantments, study-mana-enchantments
  - enchanter-spells.ts: study-basic-spell-enchantments, study-intermediate-spell-enchantments, study-advanced-spell-enchantments
  - enchanter-special.ts: study-special-enchantments
- Fixed misleading description in mana-channeling discipline
2026-05-27 11:16:33 +02:00
n8n-gitea 7962a4fdaa fix: discipline reset on mana depletion and re-activation after stop
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- #143: processTick now removes drained disciplines from activeIds and calls onStopPracticing so currentAction resets to 'meditate'
- #144: Removed paused guard from canProceedDiscipline so stopped disciplines can be re-activated
- Updated test to match new expected behavior for paused disciplines
2026-05-27 11:13:08 +02:00
n8n-gitea 64b472572b fix: fabricator recipes now use correct elemental mana type
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- fabricator-recipes.ts: add optional manaType param to canCraftRecipe for clarity
- FabricatorSubTab.tsx: read elemental mana from store based on recipe manaType instead of always using rawMana
- craftingStore.ts: add startFabricatorCrafting action that deducts correct mana type
- craftingStore.types.ts: add startFabricatorCrafting to CraftingActions interface
- crafting-fabricator.ts: new helper file to keep craftingStore.ts under 400 lines

Fixes #155
2026-05-27 11:06:24 +02:00
n8n-gitea 707a1eef31 fix: add error logging, missing persist fields, and version to store configs
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- safe-persist.ts: add console.error logging to setItem catch block (was silently swallowing all errors)
- manaStore.ts: add meditateTicks to partialize (was lost on refresh)
- combatStore.ts: add currentAction, currentRoom, comboHitCount, floorHitCount, totalSpellsCast, totalDamageDealt, totalCraftsCompleted to partialize
- All 8 stores: add version: 1 to persist configs for future schema migration safety

Fixes #147
2026-05-27 10:45:39 +02:00
n8n-gitea 2fa16c5749 fix: correct circular dep detection in pre-commit hook
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The generate-dependency-graph.js script was counting madge's
'Processed N files' info line as a circular chain. Fixed the
filter to only match lines starting with 'N)' pattern.
2026-05-26 21:57:50 +02:00
n8n-gitea 06c3fe4380 fix: resolve TS compilation errors and all 7 circular dependencies
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TypeScript fixes:
- gameStore.ts: replace result.ok with result.success (Result<void> uses success not ok)
- gameStore.ts: fix undefined newProgress variable → ctx.prestige.pactRitualProgress + HOURS_PER_TICK
- prestigeStore.ts: replace result.ok with result.success

Circular dependency fixes:
- Extract GameCoordinatorState to stores/gameStore.types.ts to break gameStore↔tick-pipeline/gameActions/gameLoopActions cycle
- Remove getDodgeChance re-export from floor-utils.ts to break floor-utils↔room-utils↔enemy-utils cycle
- Replace direct combatStore import in discipline-slice.ts with callback pattern to break discipline-slice↔combatStore↔combat-actions↔discipline-effects cycle

Verification: tsc --noEmit clean, madge --circular clean (0 circular deps)
2026-05-26 21:55:55 +02:00
n8n-gitea 1aea72c013 refactor: Redesign Invoker disciplines for pact bonuses and guardian boons
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- Replace generic spell-casting/void-manipulation with pact-focused disciplines
- Add Pact Attunement (light): reduces pact signing time, boosts pact affinity
- Add Guardian's Boon (dark): amplifies all guardian unique perks
- Add pactAffinityBonus and guardianBoonMultiplier stat keys to effect system
- Apply pactAffinityBonus in pact signing time calculation (gameStore)
- Scale guardian boon values by guardianBoonMultiplier (combat-utils)
- Guard Invoker discipline activation behind signedPacts.length > 0
- Add 'Signed guardian pact' prerequisite display in discipline-math
2026-05-26 21:43:46 +02:00