Commit Graph

16 Commits

Author SHA1 Message Date
n8n-gitea fde5911780 fix: prevent non-combat room repeated rewards during descent (Issue #382)
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m24s
- Wrap library XP grant in progress < required guard so completed rooms don't grant XP every tick
- Add early return in treasure room tick when progress >= required to skip loot processing
- Initialize non-combat rooms (library, treasure, recovery) during descent in onEnterRoomDescend
- Add regression test file: non-combat-room-reward-guards.test.ts (8 tests)
2026-06-12 14:18:04 +02:00
n8n-gitea b15dde26b3 fix: remove duplicate activity log messages after Spire exit
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 1m1s
2026-06-11 12:10:35 +02:00
n8n-gitea 48eee17d43 fix: deactivate all disciplines when entering/exiting the Spire
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m20s
- Add deactivateAll() action to discipline-slice.ts
- Call deactivateAll() in createEnterSpireMode() (combat-descent-actions.ts)
- Add spireMode guard in gameStore.ts tick() to skip discipline processTick
- Call deactivateAll() in exitSpireMode() (combatStore.ts) as safety measure
- Extract buildConversionParams to utils/conversion-params.ts to keep gameStore.ts under 400 lines
- Add regression tests (5 tests, all 1136 passing)

Fixes #347
2026-06-10 11:41:25 +02:00
n8n-gitea 87f30b9544 fix: resolve ReferenceError in enterSpireMode - use get() instead of undefined s variable
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m20s
2026-06-09 14:48:53 +02:00
n8n-gitea 64c1d2f51e fix: spire climbing spec discrepancies (DISC-1,14,15,18,19,21,22,23,29,34)
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m21s
- DISC-1: Fix ascent seed missing +runId in combat-descent-actions.ts
- DISC-14: Recovery room 10x regen/conversion already in gameStore.ts
- DISC-15/18/21: Add missing completion logs for recovery, library, treasure rooms
- DISC-19: Filter library discipline selection to non-paused disciplines
- DISC-22: Fix puzzle room log format to match spec
- DISC-23: Replace hardcoded MAX_LEVEL with MAX_ATTUNEMENT_LEVEL
- DISC-29: Update spec to document libraryStayed/recoveryStayed on currentRoom
- DISC-34: Add 'Exited the Spire' activity log in exitSpireMode
2026-06-08 20:36:42 +02:00
n8n-gitea 098ec86189 fix: spire combat 11 high-severity discrepancies (issue #333)
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m19s
D-01: Implement per-weapon cast progress (weaponCastProgress record)
D-04: Bypass Executioner/Berserker discipline specials for golem attacks
D-09: Fix lightning counter direction (lightning→water, not lightning→earth)
D-10: Add full composite element counters (blackflame/radiantflames ↔ frost/water/light/dark)
D-15: Fix Executioner to check per-enemy HP < 25% instead of floorHP ratio
D-20: Fix dodge formula to match spec (min(0.55, floor × 0.003), starts at 0)
D-22: Fix shield modifier to use flat HP pool instead of percentage barrier
D-23: Wire up applyMageBarrierRecharge in the damage pipeline
D-25: Move guardian regen from per-damage-event to once-per-tick
D-26: Add guardian armor reduction to the guardian defensive pipeline
D-31: Fix armor_corrode to be temporary (restore armor on effect expiry)
D-38: Implement AoE damage distribution across enemies

All 1069 tests pass. No files exceed 400 lines.
2026-06-08 18:25:05 +02:00
n8n-gitea 83f835ccb0 fix: add runId to seed calculations and use seeded random for treasure loot
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m19s
Fixes #299: Seed calculation now includes runId component per spec (seed = floor × 12345 + runId)
Fixes #298: Treasure loot now uses seeded random instead of Math.random()

Changes:
- Added runId field to CombatState type
- Generated random runId on spire entry in createEnterSpireMode
- Updated getRoomsForFloor, generateSpireRoomType, generateSpireFloorState, generateTreasureLoot to accept and use runId
- Updated all call sites in combat-descent-actions.ts and combatStore.ts
- Treasure loot item count now uses seeded RNG instead of Math.random()
2026-06-08 14:54:37 +02:00
n8n-gitea 7f5493f4d8 fix: initialize guardian defensive state for uncleared guardian rooms on descent
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m18s
2026-06-08 14:40:53 +02:00
n8n-gitea 411c355a15 fix: Golemancy enchantment capacity, design persistence, and UI selectors
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m19s
- Fix enchantment capacity formula: multiply magicAffinity by 100 (spec treats it as percentage)
- Fix enterSpireMode preserving golemDesigns (only reset loadout/activeGolems per spec §9)
- Add mana type selector UI for Intermediate/Advanced/Guardian cores
- Add spell selector UI for circuits with spell slots

Fixes #310, #311, #312
2026-06-08 10:30:59 +02:00
n8n-gitea 59fe6cd111 feat: Complete Golemancy System Redesign - Component-Based Construction
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m18s
- Fix Crystal-Steel Hybrid Frame unlock to require Fabricator 5 + Enchanter 5 (dual attunement)
- Fix golem slot calculation: pass fabricator level to summon logic, cap at 7 (base 5 + discipline bonus)
- Integrate discipline golemCapacity bonus into slot calculation in combat-descent-actions and golem-combat pipeline
- Update GolemancyTab UI to show discipline slot bonus in header
- Add comprehensive test suite: golemancy-data.test.ts (344 lines) and golemancy-combat.test.ts (313 lines)
- All 1009 tests pass across 52 test files
2026-06-06 19:19:06 +02:00
n8n-gitea 9d4b3f3c69 fix: complete golemancy component-based redesign cleanup
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m18s
- Fix summonGolemsForRoom to use golemLoadout instead of removed enabledGolems
- Fix discBonus hardcoded to 0 in golem-combat.ts pipeline (now computed from discipline effects)
- Remove deprecated types: SummonedGolem, ActiveGolem, GolemDef
- Remove legacy GolemancyState fields: enabledGolems, summonedGolems, legacyActiveGolems
- Remove orphaned store actions: toggleGolem, setEnabledGolems
- Delete orphaned legacy data files: base-golems.ts, elemental-golems.ts, hybrid-golems.ts
- Update GolemDebugSection to use new golemLoadout system
- Update golemancy-spec.md §17 to reflect all features as complete
- Update all test files to match new type shapes
- All 958 tests passing
2026-06-06 18:37:09 +02:00
n8n-gitea 4b7aa82953 feat(golemancy): Phase 1 - Component-based construction system data definitions
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m18s
- Add new golem component types (Core, Frame, MindCircuit, Enchantment)
- Create 4 Core tiers, 7 Frames, 4 Mind Circuits, 8 Enchantments
- Rewrite golem utils for component-based stat computation
- Update GolemancyState with new fields (golemDesigns, golemLoadout, activeGolems)
- Update combat store, actions, and pipelines for new golem system
- Rewrite GolemancyTab with component selection UI
- Update fabricator discipline perks for new system
- Add comprehensive tests for component registries and utilities
- All files under 400 lines, all 743 tests passing
2026-06-06 16:50:26 +02:00
n8n-gitea ee24227d62 feat: implement non-combat room gameplay (Library, Recovery, Treasure, Puzzle)
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 1m4s
2026-06-04 19:28:25 +02:00
n8n-gitea 40a50d34f4 fix: combat room progression - replace legacy room-utils with spire-utils, align UI with store state
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 1m1s
2026-06-04 18:54:33 +02:00
n8n-gitea a2cdf6d21c feat: implement golemancy combat system (spec §6, §9)
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m19s
- 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
2026-06-03 15:40:39 +02:00
n8n-gitea 1b4e5cf5ac feat: implement spire descent system with room-aware navigation
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m18s
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