Enchanter test:
- Use data-testid selectors for debug buttons
- Add waitForBridge pattern
- Switch baseURL to localhost:3000
Fabricator test:
- Use data-testid selectors for all debug buttons (attunements, elements, disciplines, materials)
- Activate discipline via toggle button before adding XP
- Unlock recipes via discipline XP + store unlockRecipes
- Replace waitForTimeout with runTicks for crafting (instant tick-based waiting)
- Add ticksForHours helper for deterministic craft completion
- Verify each craft completed via store check instead of currentAction polling
- Remove direct store manipulation for attunement/element unlock (use debug UI buttons)
- Disciplines section starts collapsed: click header to expand
- Raw Mana Mastery must be activated before XP can be added (handleAddXP bails if discipline not in store)
- Also needed because debugBridge changes require a fresh build (dev server was stale)
- 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
- GameStateDebugSection.tsx: use real prestigeUpgrades, equipment, and
unified effects instead of empty objects always returning base 100
- GameStateDebug.tsx (legacy): same fix
- Both now compute max mana identically to LeftPanel.tsx
Fixes#242 (closes incorrect #237 - mana wasn't exceeding cap)
- 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
- 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)
- 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.