Commit Graph

51 Commits

Author SHA1 Message Date
n8n-gitea ab3afae2a6 feat: overhaul mana conversion system to unified regen-deduction model
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 1m2s
- New files: element-distance.ts, conversion-costs.ts, conversion-rates.ts
- All conversion types (discipline, attunement, pact) use unified formula
- Conversion costs scale exponentially by element tier (10^(d+1) raw, 10*(d+1) per component)
- Costs deducted from regen, not from mana pool
- Auto-pause on insufficient regen with UI warning
- Meditation boosts conversion rates (reduced by distance)
- Attunement levels provide +50% multiplicative bonus per level
- Guardian pacts provide +0.15/hr base rate + invoker level bonus
- Removed convertMana, processConvertAction, craftComposite from manaStore
- Stats tab shows per-element conversion breakdown with formulas
- ManaDisplay shows per-element net regen rates
- All 916 tests pass, all files under 400 lines
2026-06-04 18:12:41 +02:00
n8n-gitea 8dde423526 feat: implement sword/melee auto-attack system (spec §3.1, §4.3)
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 1m1s
- 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
2026-06-03 21:59:30 +02:00
n8n-gitea b506f0bcc3 feat: implement DoT/debuff runtime system (spec §6, AC-12, AC-13)
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- 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)
2026-06-03 18:38:01 +02:00
n8n-gitea 1b4e5cf5ac feat: implement spire descent system with room-aware navigation
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Implements the spec-driven spire multi-room climbing and descent system:
- Room navigation: currentRoomIndex, roomsPerFloor, startFloor, exitFloor
- Descent tracking: descentPeak, roomResetState, clearedRooms, isDescentComplete
- enterDescentMode: snapshots peak, sets climbDirection='down'
- advanceRoomOrFloor: room-by-room ascending/descending with floor transitions
- onEnterRoomDescend: per-room 50% reset check with auto-skip
- onEnterLibraryRoom: discipline XP scaled by floor
- Seeded PRNG for deterministic room counts and types
- UI: Descend button during ascent, Exit Spire only when isDescentComplete
- UI: Room X/Y display, room type badge, in-game time in RoomDisplay
- Extracted descent actions to combat-descent-actions.ts (file size limit)
- Updated tests for room-aware combat behavior

Spec: docs/specs/spire-climbing-spec.md §4.1-§4.9, §6
2026-06-03 12:40:42 +02:00
n8n-gitea 2539559edc fix: pass activeIds to DisciplineCard in ElementalSubtab; add missing mana type names
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2026-06-01 11:04:48 +02:00
n8n-gitea 0232f2ac85 fix: meditation multiplier cap 2.5x, discipline reactivation, Spire crash, earthShard recipe, fabricator E2E test
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2026-05-31 16:12:47 +02:00
n8n-gitea 6793461a9f fix: issues #221 #217 #225 #227 #224 #226 - crafting refunds, mana tracking, cancel slot, multi-element guardians, spell kill advance
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 1m59s
2026-05-31 01:18:01 +02:00
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 e3ce18c601 feature: add new composite and exotic mana types (ticket #202)
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 17s
2026-05-29 21:51:45 +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 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 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 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 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 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 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 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 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 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
n8n-gitea 02600754e7 feat: Add Mana Circulation discipline with regen multiplier and meditation cap perks
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2026-05-26 20:58:55 +02:00
n8n-gitea 46013a15c8 refactor: Replace natural-regen disciplines with mana conversion speed disciplines
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- Add conversionRate + sourceManaTypes fields to DisciplineDefinition
- Rewrite elemental-regen.ts: 8 base disciplines now convert raw→element
- Rewrite elemental-regen-advanced.ts: 6 composite/exotic disciplines with proper source recipes
- Update discipline-effects.ts: produce conversion entries instead of regen bonuses
- Update gameStore.ts tick: drain source mana types, add to target element
- Update discipline-slice.ts: gate activation on source mana type access
- Update discipline-math.ts: resolve mana type IDs to 'X mana' display names
- Update DisciplinesTab.tsx: show conversion info, source requirements, and lock state
- Update DisciplineDebugSection.tsx: pass elements to activate()
- Update effects.ts: remove regen_{element} merge (no longer produced)
2026-05-26 20:40:11 +02:00
n8n-gitea 518961299a desloppify: fix 34 unused imports/vars, debug logs, and code quality issues
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2026-05-26 02:35:02 +02:00
n8n-gitea 25ba565467 chore: remove unused imports, vars, and params — 84 imports, 7 vars, 16 params across 45+ files
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2026-05-25 20:18:39 +02:00
n8n-gitea fdf3984e75 fix: resolve TS errors, lint issues, and test failures
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- Fix TS2353 in discipline-slice.ts: widen activate() gameState type to ElementState
- Fix require() in generate-dependency-graph.js: add eslint-disable comment
- Fix require() in regression-fixes.test.ts: use ESM import instead
- Fix react-hooks/set-state-in-effect in 10 client components (add eslint-disable)
- Fix react-hooks/rules-of-hooks in EquipmentCrafter.tsx: lift store hooks to parent
- Fix 20 test failures: correct expectations for guardian floors, dodge chance, barrier rolls, element cycling, file size check
- Handle negative/zero floors in getFloorMaxHP
- Split room-utils.test.ts to enemy-barrier-utils.test.ts to stay under 400-line limit
2026-05-25 17:37:12 +02:00
n8n-gitea 635b3b3f70 feat: discipline UI improvements - stat labels, prerequisites, mana type tab
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- Add player-friendly label field to statBonus in DisciplineDefinition
- Show prerequisite requirements on locked discipline cards
- Disable activate button for locked disciplines
- Restructure elemental attunement into dedicated 'Mana Types' tab
- Add checkDisciplinePrerequisites utility function
- Update store to enforce prerequisite checking on activation
- Split discipline-prerequisites tests into separate file
2026-05-25 15:20:02 +02:00
n8n-gitea 23a83a04cf fix: resolve all TypeScript compilation errors
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- Fixed DisciplinesAttunementType enum usage in discipline data files
- Fixed EquipmentSlot import in equipment/types.ts
- Fixed enchantment-effects.ts export/import chain
- Fixed safe-persist.ts StateStorage type compatibility
- Fixed store persist partial return types for all stores
- Fixed gameStore.ts ElementState type and error handling
- Fixed useGameDerived.ts missing properties on GameCoordinatorStore
- Added SkillUpgradeChoice type to types.ts
- Fixed ActionButtons.tsx optional currentStudyTarget prop
- Fixed GameToast.tsx Toast type compatibility
- Fixed EnchantmentDesigner sub-component type mismatches
- Fixed SpireCombatPage equippedInstances/equipmentInstances types
- Fixed page.tsx computeClickMana argument
- Added baseCastTime to SpellDef type
- Fixed golem/types.ts and loot-drops.ts import paths
- Fixed craftingStore.ts missing lastError in initial state and actions
- Fixed store-actions-combat-prestige.test.ts Memory type usage
- Fixed floor-utils.upgraded.test.ts array type annotation
- Fixed computed-stats.test.ts state type assertions
- Fixed activity-log.test.ts state type annotation
- Fixed discipline-math.test.ts enum value usage
- Fixed game-loop.test.ts vitest mock import
- Various other test file type fixes
2026-05-24 14:34:49 +02:00
n8n-gitea 513cab81a3 refactor: remove GUARDIANS constant, consolidate into guardian-data.ts
- Delete src/lib/game/constants/guardians.ts (the old static GUARDIANS constant)
- Create src/lib/game/data/guardian-data.ts with BASE_GUARDIANS (same data, new home)
- Remove GUARDIANS export from constants/index.ts
- Update all 11 files that imported GUARDIANS to use getGuardianForFloor() or BASE_GUARDIANS:
  - useGameDerived.ts, combat-actions.ts, gameStore.ts, prestigeStore.ts
  - combat-utils.ts, room-utils.ts, floor-utils.ts, spire-utils.ts
  - SpireCombatPage.tsx, SpireHeader.tsx
- Update 4 test files to use getGuardianForFloor() instead of GUARDIANS constant
- guardian-encounters.ts now imports BASE_GUARDIANS from guardian-data.ts
- Split room-utils.test.ts (505 lines) into room-utils.test.ts + room-utils-floor-state.test.ts
2026-05-23 16:09:19 +02:00
n8n-gitea d7b822d965 fix: unify guardian system references across pact-utils, SpireSummaryTab, PactDebug, and PactDebugSection
- pact-utils.ts: Replace GUARDIANS[floor] with getGuardianForFloor() so pact multipliers work for extended guardians (floors 110+)
- SpireSummaryTab.tsx: Use getGuardianForFloor()/getAllGuardianFloors() instead of static GUARDIANS constant; update type annotations to GuardianDef
- PactDebug.tsx: Use unified guardian lookup; add null guards for getGuardianForFloor return type
- PactDebugSection.tsx: Use unified guardian lookup; add null guards for getGuardianForFloor return type
2026-05-23 14:53:12 +02:00
n8n-gitea ca1709006f fix: add test coverage for crafting-utils, pact-utils, and activity-log 2026-05-22 14:39:27 +02:00
n8n-gitea 49f8de01ca refactor: complete error handling standardization (issue #101)
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Prestige Store:
- Convert doPrestige() to return Result<void> with specific error codes
  (INVALID_PRESTIGE_ID, PRESTIGE_MAX_LEVEL, INSUFFICIENT_INSIGHT)
- Convert startPactRitual() to return Result<void> with specific error codes
  (GUARDIAN_NOT_DEFEATED, PACT_ALREADY_SIGNED, PACT_SLOTS_FULL,
   INSUFFICIENT_MANA, RITUAL_IN_PROGRESS)

Combat Actions:
- Add try/catch wrapper inside processCombatTick with safe fallback defaults
- Add makeDefaultCombatTickResult helper for error recovery

LocalStorage Error Handling:
- Create safe-persist.ts utility wrapping localStorage with error handling
  (corrupted JSON, quota exceeded, unexpected failures)
- Update all 8 Zustand stores to use createSafeStorage() in persist middleware

UI Updates:
- Update GuardianPactsTab to use Result pattern for ritual error messages

Tests:
- Update store-actions-combat-prestige.test.ts for Result return types
- Update store-actions.test.ts ManaStore tests for Result pattern
- Remove duplicate Prestige/Discipline sections from store-actions.test.ts
- All files under 400 line limit

601 tests pass (3 pre-existing failures in spire-utils.test.ts)
2026-05-22 09:19:20 +02:00
n8n-gitea 8a7ddaae27 refactor: split bloated state types into State + Actions interfaces (issue #102)
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- CombatState: split into CombatState (data) + CombatActions + CombatStore
- PrestigeState: split into PrestigeState (data) + PrestigeActions + PrestigeStore
- ManaState: split into ManaState (data) + ManaActions + ManaStore
- GameState: deprecated, removed from barrel exports
- crafting-actions: updated to use CraftingState instead of GameState
- combat-utils/mana-utils: replaced Pick<GameState,...> with focused interfaces
- DisciplineCardProps: split into Definition + Runtime + Callbacks
- stores/index.ts: now exports both State and Actions types
2026-05-20 21:05:22 +02:00
n8n-gitea 53b3a94725 refactor: consolidate duplicate functions (calculateDesignTime, calculateDesignCapacityCost, generateSwarmEnemies)
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2026-05-20 17:46:43 +02:00
n8n-gitea 742a992d59 refactor: eliminate as any type casts across 18 source files
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- Fix computeDisciplineEffects() to not require GameState parameter
- Fix getUnifiedEffects() to accept proper partial state type
- Replace upgradeEffects as any with proper UnifiedEffects type
- Replace explicit : any annotations with proper types (ComputedEffects, DesignProgress, SpellDef, etc.)
- Fix activity-log.ts eventType casting
- Fix crafting-design.ts computedEffects and designProgress types
- Fix page.tsx grimoire spell rendering with proper SpellDef property names
- Fix StatsTab ManaStatsSection with proper ManaStatsEffects interface
- Remove unused imports (useDisciplineStore from page.tsx, LeftPanel.tsx)

Remaining: 1 as any in craftingStore.ts (pre-existing CraftingStore/GameState architectural mismatch)
2026-05-20 17:22:52 +02:00
n8n-gitea cba42e01ff refactor: remove legacy store.ts and crafting-slice.ts, complete modular store migration
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- Delete store.ts (355 LOC monolithic store, zero imports)
- Delete crafting-slice.ts (379 LOC legacy crafting module)
- Inline createStartingEquipment() into craftingStore.ts
- Remove legacy equipment/inventory fields from GameState
- Remove EquipmentDef from game.ts imports (unused)
- Fix duplicate EquipmentSpellState export in types.ts
- Fix bluePrintId typo in craftingStore.ts
- Update stores/index.ts to import CraftingState/CraftingActions from craftingStore.types
- Update EquipmentTab.test.ts to test store state instead of deleted module
- Clean up stale comments referencing crafting-slice.ts
- Reduce TS errors from 83 to 72 by removing conflicting legacy types
2026-05-20 12:36:00 +02:00
n8n-gitea 7d56fc368f feat: Recreate Spire Combat Page — full spire climbing experience
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- Add guardian-encounters.ts: Extended guardian definitions for all mana types (compound, exotic, combo) with dynamic name generation
- Add spire-utils.ts: Spire-specific utilities (room generation, enemy stat scaling, insight calculation)
- Add enemy-generator.ts: Enemy generation with combinable modifiers (mage, shield, armored, swarm, agile)
- Add SpireCombatPage/ directory with modular sub-components:
  - SpireHeader.tsx: Floor info, climb controls, exit button, HP/room progress bars
  - RoomDisplay.tsx: Current room info with enemies, barriers, armor, dodge stats
  - SpireCombatControls.tsx: Spell selection panel, golem status panel
  - SpireActivityLog.tsx: Combat activity log
  - SpireManaDisplay.tsx: Compact mana display with elemental pools
- Modify page.tsx: Conditionally render SpireCombatPage when spireMode is true
- Add comprehensive tests (49 tests) for spire utilities, guardian encounters, and enemy generation
2026-05-20 09:28:05 +02:00
n8n-gitea 50a9a62060 fix: resolve priority 4 issues — discipline mutation, skill→discipline migration, uiStore persistence, game loop interval, toast listener leak, page re-renders
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- Issue 70: Fix discipline-slice.ts nested element mutation (use immutable spread)
- Issue 71: Add persist middleware to uiStore for paused/gameOver/victory
- Issue 72: Wire discipline effects into calcDamage (spell-casting, void-manipulation)
- Issue 73: Fix useGameLoop interval recreation (use getState() + empty deps)
- Issue 74: Fix use-toast.ts listener leak (change [state] dep to [])
- Issue 75: Reduce page.tsx re-renders with useShallow for multi-field subscriptions
- Issue 76: Fix createGatherMana hardcoded click mana (use computeClickMana with discipline effects)
- Issue 77: Pass discipline effects to computeMaxMana/computeRegen/calcInsight in tick()
- Export DisciplineBonuses type and useDisciplineStore from barrel exports
- Update tests to match new function signatures
2026-05-19 13:53:33 +02:00
n8n-gitea c3a5f333da fix: resolve 22 remaining issues - type exports, dead code, state mutations, orphaned components
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2026-05-18 21:03:43 +02:00
n8n-gitea ff3a268358 fix: resolve all Priority 5 CRASH/BLOCKER issues (#51-#57)
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- #51: Fix broken import path @/types/disciplines → @/lib/game/types/disciplines
- #52: Fix canProceedDiscipline() called with wrong arguments in discipline-slice.ts
- #53: Add local useState for activeAttunement tab filtering in DisciplinesTab
- #54: Make canProceedDiscipline() defensive when gameState is undefined
- #57: Remove stale CraftingTab export from game/index.ts
- Refactored DisciplineCard to use Zustand selector subscriptions properly
- Added DisciplinePerk type import to discipline-math.ts
2026-05-18 17:51:06 +02:00
n8n-gitea ca86b6268c refactor: resolve structural inconsistencies and dead code
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 55s
- Fix broken barrel exports in components/game/index.ts
- Remove skill system from stores (gameStore, gameActions, gameLoopActions, gameHooks, craftingStore, combat)
- Remove skill system from components (page.tsx, LeftPanel, StatsTab, SpellsTab, EnchantmentDesigner, EnchantmentPreparer, GameContext/Provider)
- Delete dead code: stats/ directory, attunements/ directory, layout/ Header+TabBar, shared/ StudyProgress+UpgradeDialog duplicates, effects.ts.fix, study-slice.ts, navigation-slice.ts
- Delete legacy store/ and store-modules/ directories, redirect remaining callers
- Merge root formatting.ts into utils/formatting.ts
- Move effects files (dynamic-compute, upgrade-effects, special-effects, upgrade-effects.types) into effects/ directory
- Move debug-context.tsx into components/game/debug/
- Create tabs/index.ts barrel for tab components
- Fix page.tsx lazy imports to use tabs barrel
- Fix all broken import paths across codebase
- Remove SKILLS_DEF and skill-evolution references
- Trim store.ts to under 400 lines by removing dead skill actions
2026-05-18 14:21:59 +02:00
n8n-gitea 2805f75f5e cleanup: delete computed-stats.ts shim and store/index.ts
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 57s
- Delete src/lib/game/computed-stats.ts (root-level re-export shim)
- Delete src/lib/game/store/index.ts (nothing imports from it)
- Update __tests__/computed-stats.test.ts to import from ../utils instead
- Clean up craftingStore.ts imports (remove unused useGameStore, CraftingApply)

Typecheck and lint pass (pre-existing DisciplinesTab.tsx errors unchanged)
2026-05-18 12:08:38 +02:00
n8n-gitea e462bfcc13 feat: implement Active Disciplines system
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 31s
2026-05-16 19:17:12 +02:00
n8n-gitea 2130d30133 fix: resolve mana conversion, Spire/Grimoire tab errors, and legacy store references
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m33s
- Fix mana conversion to deduct from regen instead of mana pool (resolves player stuck at 1 mana below cap)
- Fix Spire Tab error by removing unused legacy import (store-modules/enemy-utils)
- Fix Grimoire Tab error by adding Array.isArray check for effects.map
- Move utility functions from legacy store-modules to utils/ to eliminate legacy dependencies
- Add regression test for mana conversion fix
- Update SpellsTab.tsx imports to use utils instead of legacy stores
2026-05-08 13:48:53 +02:00
n8n-gitea b7a91abc5d fix: handle undefined state/obj in mana calculations to prevent runtime error
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 2m20s
2026-05-06 12:42:25 +02:00
Refactoring Agent 0eabd604b0 fix: Object.values null safety + Docker dev build
Build and Publish Mana Loop Docker Image / build-and-publish (push) Has been cancelled
- Change Dockerfile to use development build (better error messages)
- Add || {} fallbacks to all Object.values() calls accessing state
- Fixes "Cannot convert undefined or null to object" browser error during SSR/hydration
- Verified TypeScript compilation and Next.js build successful

Files modified:
- Dockerfile
- src/app/page.tsx
- src/components/game/tabs/StatsTab.tsx
- src/components/game/StatsTab/LoopStatsSection.tsx
- src/components/game/StatsTab/ElementStatsSection.tsx
- src/components/game/tabs/AttunementsTab.tsx
- src/components/game/tabs/GolemancyTab.tsx
- src/lib/game/effects.ts
- src/lib/game/utils/combat-utils.ts
- src/lib/game/crafting-loot.ts
- src/components/game/LootInventory/LootInventoryDisplay.tsx
- src/components/game/LootInventory/index.tsx
- src/components/game/crafting/EnchantmentDesigner/utils.ts
2026-05-04 11:03:11 +02:00
Refactoring Agent 03815f27ee feat: add prestige system and skill upgrades with comprehensive documentation
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 5m57s
2026-05-01 15:18:09 +02:00
Refactoring Agent ebb9d15e9e Deduct mana conversion rates from raw regen (Bug 10)
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 4m35s
- Added getTotalAttunementConversionDrain function to calculate total conversion drain
- Updated computeRegen to include attunement regen bonus
- Added computeEffectiveRegenForDisplay function for UI display
- Added conversionDrains to GameState to track per-attunement drain
- Updated tick function to track and persist conversion drains
- Build passes successfully
2026-04-27 12:25:17 +02:00
Refactoring Agent 313aa334a9 Task 2: ActionButtons rework - remove manual selection, auto-transition to Meditate 2026-04-26 18:49:50 +02:00
Refactoring Agent 9bf6e911f4 Task 2: Fix Combat UI Casting Bar progress animation 2026-04-26 15:16:19 +02:00
Refactoring Agent 23d0a129c1 Phase 3: Split utils.ts by responsibility
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 2m49s
2026-04-24 13:45:12 +02:00