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cbc045acfe Update .gitignore
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a39b63a38b Delete .zscripts/start.sh
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3c4daf35fd Delete .zscripts/mini-services-start.sh
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4948681b9c Delete .zscripts/mini-services-install.sh
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05bf907283 Delete .zscripts/dev.sh
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1c9bfcf80f Delete .zscripts/dev.out.log
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26488f581f Delete .zscripts/build.sh
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4280825bf9 Delete .zscripts/dev.pid
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2087dd8d20 Delete worklog.md
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Z User
a06b58c1da docs: update worklog with push verification
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10 changed files with 1 additions and 2692 deletions

2
.gitignore vendored
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@@ -48,4 +48,4 @@ prompt
server.log
# Skills directory
/skills/
/.zscripts/

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#!/bin/bash
# 将 stderr 重定向到 stdout避免 execute_command 因为 stderr 输出而报错
exec 2>&1
set -e
# 获取脚本所在目录(.zscripts 目录,即 workspace-agent/.zscripts
# 使用 $0 获取脚本路径(兼容 sh 和 bash
SCRIPT_DIR="$(cd "$(dirname "$0")" && pwd)"
# Next.js 项目路径
NEXTJS_PROJECT_DIR="/home/z/my-project"
# 检查 Next.js 项目目录是否存在
if [ ! -d "$NEXTJS_PROJECT_DIR" ]; then
echo "❌ 错误: Next.js 项目目录不存在: $NEXTJS_PROJECT_DIR"
exit 1
fi
echo "🚀 开始构建 Next.js 应用和 mini-services..."
echo "📁 Next.js 项目路径: $NEXTJS_PROJECT_DIR"
# 切换到 Next.js 项目目录
cd "$NEXTJS_PROJECT_DIR" || exit 1
# 设置环境变量
export NEXT_TELEMETRY_DISABLED=1
BUILD_DIR="/tmp/build_fullstack_$BUILD_ID"
echo "📁 清理并创建构建目录: $BUILD_DIR"
mkdir -p "$BUILD_DIR"
# 安装依赖
echo "📦 安装依赖..."
bun install
# 构建 Next.js 应用
echo "🔨 构建 Next.js 应用..."
bun run build
# 构建 mini-services
# 检查 Next.js 项目目录下是否有 mini-services 目录
if [ -d "$NEXTJS_PROJECT_DIR/mini-services" ]; then
echo "🔨 构建 mini-services..."
# 使用 workspace-agent 目录下的 mini-services 脚本
sh "$SCRIPT_DIR/mini-services-install.sh"
sh "$SCRIPT_DIR/mini-services-build.sh"
# 复制 mini-services-start.sh 到 mini-services-dist 目录
echo " - 复制 mini-services-start.sh 到 $BUILD_DIR"
cp "$SCRIPT_DIR/mini-services-start.sh" "$BUILD_DIR/mini-services-start.sh"
chmod +x "$BUILD_DIR/mini-services-start.sh"
else
echo " mini-services 目录不存在,跳过"
fi
# 将所有构建产物复制到临时构建目录
echo "📦 收集构建产物到 $BUILD_DIR..."
# 复制 Next.js standalone 构建输出
if [ -d ".next/standalone" ]; then
echo " - 复制 .next/standalone"
cp -r .next/standalone "$BUILD_DIR/next-service-dist/"
fi
# 复制 Next.js 静态文件
if [ -d ".next/static" ]; then
echo " - 复制 .next/static"
mkdir -p "$BUILD_DIR/next-service-dist/.next"
cp -r .next/static "$BUILD_DIR/next-service-dist/.next/"
fi
# 复制 public 目录
if [ -d "public" ]; then
echo " - 复制 public"
cp -r public "$BUILD_DIR/next-service-dist/"
fi
# 最后再迁移数据库到 BUILD_DIR/db
if [ "$(ls -A ./db 2>/dev/null)" ]; then
echo "🗄️ 检测到数据库文件,运行数据库迁移..."
DATABASE_URL=file:$BUILD_DIR/db/custom.db bun run db:push
echo "✅ 数据库迁移完成"
ls -lah $BUILD_DIR/db
else
echo " db 目录为空,跳过数据库迁移"
fi
# 复制 Caddyfile如果存在
if [ -f "Caddyfile" ]; then
echo " - 复制 Caddyfile"
cp Caddyfile "$BUILD_DIR/"
else
echo " Caddyfile 不存在,跳过"
fi
# 复制 start.sh 脚本
echo " - 复制 start.sh 到 $BUILD_DIR"
cp "$SCRIPT_DIR/start.sh" "$BUILD_DIR/start.sh"
chmod +x "$BUILD_DIR/start.sh"
# 打包到 $BUILD_DIR.tar.gz
PACKAGE_FILE="${BUILD_DIR}.tar.gz"
echo ""
echo "📦 打包构建产物到 $PACKAGE_FILE..."
cd "$BUILD_DIR" || exit 1
tar -czf "$PACKAGE_FILE" .
cd - > /dev/null || exit 1
# # 清理临时目录
# rm -rf "$BUILD_DIR"
echo ""
echo "✅ 构建完成!所有产物已打包到 $PACKAGE_FILE"
echo "📊 打包文件大小:"
ls -lh "$PACKAGE_FILE"

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562

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#!/bin/bash
set -euo pipefail
# 获取脚本所在目录(.zscripts
# 使用 $0 获取脚本路径(与 build.sh 保持一致)
SCRIPT_DIR="$(cd "$(dirname "$0")" && pwd)"
PROJECT_DIR="$(cd "$SCRIPT_DIR/.." && pwd)"
log_step_start() {
local step_name="$1"
echo "=========================================="
echo "[$(date '+%Y-%m-%d %H:%M:%S')] Starting: $step_name"
echo "=========================================="
export STEP_START_TIME
STEP_START_TIME=$(date +%s)
}
log_step_end() {
local step_name="${1:-Unknown step}"
local end_time
end_time=$(date +%s)
local duration=$((end_time - STEP_START_TIME))
echo "=========================================="
echo "[$(date '+%Y-%m-%d %H:%M:%S')] Completed: $step_name"
echo "[LOG] Step: $step_name | Duration: ${duration}s"
echo "=========================================="
echo ""
}
start_mini_services() {
local mini_services_dir="$PROJECT_DIR/mini-services"
local started_count=0
log_step_start "Starting mini-services"
if [ ! -d "$mini_services_dir" ]; then
echo "Mini-services directory not found, skipping..."
log_step_end "Starting mini-services"
return 0
fi
echo "Found mini-services directory, scanning for sub-services..."
for service_dir in "$mini_services_dir"/*; do
if [ ! -d "$service_dir" ]; then
continue
fi
local service_name
service_name=$(basename "$service_dir")
echo "Checking service: $service_name"
if [ ! -f "$service_dir/package.json" ]; then
echo "[$service_name] No package.json found, skipping..."
continue
fi
if ! grep -q '"dev"' "$service_dir/package.json"; then
echo "[$service_name] No dev script found, skipping..."
continue
fi
echo "Starting $service_name in background..."
(
cd "$service_dir"
echo "[$service_name] Installing dependencies..."
bun install
echo "[$service_name] Running bun run dev..."
exec bun run dev
) >"$PROJECT_DIR/.zscripts/mini-service-${service_name}.log" 2>&1 &
local service_pid=$!
echo "[$service_name] Started in background (PID: $service_pid)"
echo "[$service_name] Log: $PROJECT_DIR/.zscripts/mini-service-${service_name}.log"
disown "$service_pid" 2>/dev/null || true
started_count=$((started_count + 1))
done
echo "Mini-services startup completed. Started $started_count service(s)."
log_step_end "Starting mini-services"
}
wait_for_service() {
local host="$1"
local port="$2"
local service_name="$3"
local max_attempts="${4:-60}"
local attempt=1
echo "Waiting for $service_name to be ready on $host:$port..."
while [ "$attempt" -le "$max_attempts" ]; do
if curl -s --connect-timeout 2 --max-time 5 "http://$host:$port" >/dev/null 2>&1; then
echo "$service_name is ready!"
return 0
fi
echo "Attempt $attempt/$max_attempts: $service_name not ready yet, waiting..."
sleep 1
attempt=$((attempt + 1))
done
echo "ERROR: $service_name failed to start within $max_attempts seconds"
return 1
}
cleanup() {
if [ -n "${DEV_PID:-}" ] && kill -0 "$DEV_PID" >/dev/null 2>&1; then
echo "Stopping Next.js dev server (PID: $DEV_PID)..."
kill "$DEV_PID" >/dev/null 2>&1 || true
fi
}
trap cleanup EXIT INT TERM
cd "$PROJECT_DIR"
if ! command -v bun >/dev/null 2>&1; then
echo "ERROR: bun is not installed or not in PATH"
exit 1
fi
log_step_start "bun install"
echo "[BUN] Installing dependencies..."
bun install
log_step_end "bun install"
log_step_start "bun run db:push"
echo "[BUN] Setting up database..."
bun run db:push
log_step_end "bun run db:push"
log_step_start "Starting Next.js dev server"
echo "[BUN] Starting development server..."
bun run dev &
DEV_PID=$!
log_step_end "Starting Next.js dev server"
log_step_start "Waiting for Next.js dev server"
wait_for_service "localhost" "3000" "Next.js dev server"
log_step_end "Waiting for Next.js dev server"
log_step_start "Health check"
echo "[BUN] Performing health check..."
curl -fsS localhost:3000 >/dev/null
echo "[BUN] Health check passed"
log_step_end "Health check"
start_mini_services
echo "Next.js dev server is running in background (PID: $DEV_PID)."
echo "Use 'kill $DEV_PID' to stop it."
disown "$DEV_PID" 2>/dev/null || true
unset DEV_PID

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#!/bin/bash
# 配置项
ROOT_DIR="/home/z/my-project/mini-services"
DIST_DIR="/tmp/build_fullstack_$BUILD_ID/mini-services-dist"
main() {
echo "🚀 开始批量构建..."
# 检查 rootdir 是否存在
if [ ! -d "$ROOT_DIR" ]; then
echo " 目录 $ROOT_DIR 不存在,跳过构建"
return
fi
# 创建输出目录(如果不存在)
mkdir -p "$DIST_DIR"
# 统计变量
success_count=0
fail_count=0
# 遍历 mini-services 目录下的所有文件夹
for dir in "$ROOT_DIR"/*; do
# 检查是否是目录且包含 package.json
if [ -d "$dir" ] && [ -f "$dir/package.json" ]; then
project_name=$(basename "$dir")
# 智能查找入口文件 (按优先级查找)
entry_path=""
for entry in "src/index.ts" "index.ts" "src/index.js" "index.js"; do
if [ -f "$dir/$entry" ]; then
entry_path="$dir/$entry"
break
fi
done
if [ -z "$entry_path" ]; then
echo "⚠️ 跳过 $project_name: 未找到入口文件 (index.ts/js)"
continue
fi
echo ""
echo "📦 正在构建: $project_name..."
# 使用 bun build CLI 构建
output_file="$DIST_DIR/mini-service-$project_name.js"
if bun build "$entry_path" \
--outfile "$output_file" \
--target bun \
--minify; then
echo "$project_name 构建成功 -> $output_file"
success_count=$((success_count + 1))
else
echo "$project_name 构建失败"
fail_count=$((fail_count + 1))
fi
fi
done
if [ -f ./.zscripts/mini-services-start.sh ]; then
cp ./.zscripts/mini-services-start.sh "$DIST_DIR/mini-services-start.sh"
chmod +x "$DIST_DIR/mini-services-start.sh"
fi
echo ""
echo "🎉 所有任务完成!"
if [ $success_count -gt 0 ] || [ $fail_count -gt 0 ]; then
echo "✅ 成功: $success_count"
if [ $fail_count -gt 0 ]; then
echo "❌ 失败: $fail_count"
fi
fi
}
main

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#!/bin/bash
# 配置项
ROOT_DIR="/home/z/my-project/mini-services"
main() {
echo "🚀 开始批量安装依赖..."
# 检查 rootdir 是否存在
if [ ! -d "$ROOT_DIR" ]; then
echo " 目录 $ROOT_DIR 不存在,跳过安装"
return
fi
# 统计变量
success_count=0
fail_count=0
failed_projects=""
# 遍历 mini-services 目录下的所有文件夹
for dir in "$ROOT_DIR"/*; do
# 检查是否是目录且包含 package.json
if [ -d "$dir" ] && [ -f "$dir/package.json" ]; then
project_name=$(basename "$dir")
echo ""
echo "📦 正在安装依赖: $project_name..."
# 进入项目目录并执行 bun install
if (cd "$dir" && bun install); then
echo "$project_name 依赖安装成功"
success_count=$((success_count + 1))
else
echo "$project_name 依赖安装失败"
fail_count=$((fail_count + 1))
if [ -z "$failed_projects" ]; then
failed_projects="$project_name"
else
failed_projects="$failed_projects $project_name"
fi
fi
fi
done
# 汇总结果
echo ""
echo "=================================================="
if [ $success_count -gt 0 ] || [ $fail_count -gt 0 ]; then
echo "🎉 安装完成!"
echo "✅ 成功: $success_count"
if [ $fail_count -gt 0 ]; then
echo "❌ 失败: $fail_count"
echo ""
echo "失败的项目:"
for project in $failed_projects; do
echo " - $project"
done
fi
else
echo " 未找到任何包含 package.json 的项目"
fi
echo "=================================================="
}
main

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#!/bin/sh
# 配置项
DIST_DIR="./mini-services-dist"
# 存储所有子进程的 PID
pids=""
# 清理函数:优雅关闭所有服务
cleanup() {
echo ""
echo "🛑 正在关闭所有服务..."
# 发送 SIGTERM 信号给所有子进程
for pid in $pids; do
if kill -0 "$pid" 2>/dev/null; then
service_name=$(ps -p "$pid" -o comm= 2>/dev/null || echo "unknown")
echo " 关闭进程 $pid ($service_name)..."
kill -TERM "$pid" 2>/dev/null
fi
done
# 等待所有进程退出(最多等待 5 秒)
sleep 1
for pid in $pids; do
if kill -0 "$pid" 2>/dev/null; then
# 如果还在运行,等待最多 4 秒
timeout=4
while [ $timeout -gt 0 ] && kill -0 "$pid" 2>/dev/null; do
sleep 1
timeout=$((timeout - 1))
done
# 如果仍然在运行,强制关闭
if kill -0 "$pid" 2>/dev/null; then
echo " 强制关闭进程 $pid..."
kill -KILL "$pid" 2>/dev/null
fi
fi
done
echo "✅ 所有服务已关闭"
}
main() {
echo "🚀 开始启动所有 mini services..."
# 检查 dist 目录是否存在
if [ ! -d "$DIST_DIR" ]; then
echo " 目录 $DIST_DIR 不存在"
return
fi
# 查找所有 mini-service-*.js 文件
service_files=""
for file in "$DIST_DIR"/mini-service-*.js; do
if [ -f "$file" ]; then
if [ -z "$service_files" ]; then
service_files="$file"
else
service_files="$service_files $file"
fi
fi
done
# 计算服务文件数量
service_count=0
for file in $service_files; do
service_count=$((service_count + 1))
done
if [ $service_count -eq 0 ]; then
echo " 未找到任何 mini service 文件"
return
fi
echo "📦 找到 $service_count 个服务,开始启动..."
echo ""
# 启动每个服务
for file in $service_files; do
service_name=$(basename "$file" .js | sed 's/mini-service-//')
echo "▶️ 启动服务: $service_name..."
# 使用 bun 运行服务(后台运行)
bun "$file" &
pid=$!
if [ -z "$pids" ]; then
pids="$pid"
else
pids="$pids $pid"
fi
# 等待一小段时间检查进程是否成功启动
sleep 0.5
if ! kill -0 "$pid" 2>/dev/null; then
echo "$service_name 启动失败"
# 从字符串中移除失败的 PID
pids=$(echo "$pids" | sed "s/\b$pid\b//" | sed 's/ */ /g' | sed 's/^ *//' | sed 's/ *$//')
else
echo "$service_name 已启动 (PID: $pid)"
fi
done
# 计算运行中的服务数量
running_count=0
for pid in $pids; do
if kill -0 "$pid" 2>/dev/null; then
running_count=$((running_count + 1))
fi
done
echo ""
echo "🎉 所有服务已启动!共 $running_count 个服务正在运行"
echo ""
echo "💡 按 Ctrl+C 停止所有服务"
echo ""
# 等待所有后台进程
wait
}
main

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#!/bin/sh
set -e
# 获取脚本所在目录
SCRIPT_DIR="$(cd "$(dirname "$0")" && pwd)"
BUILD_DIR="$SCRIPT_DIR"
# 存储所有子进程的 PID
pids=""
# 清理函数:优雅关闭所有服务
cleanup() {
echo ""
echo "🛑 正在关闭所有服务..."
# 发送 SIGTERM 信号给所有子进程
for pid in $pids; do
if kill -0 "$pid" 2>/dev/null; then
service_name=$(ps -p "$pid" -o comm= 2>/dev/null || echo "unknown")
echo " 关闭进程 $pid ($service_name)..."
kill -TERM "$pid" 2>/dev/null
fi
done
# 等待所有进程退出(最多等待 5 秒)
sleep 1
for pid in $pids; do
if kill -0 "$pid" 2>/dev/null; then
# 如果还在运行,等待最多 4 秒
timeout=4
while [ $timeout -gt 0 ] && kill -0 "$pid" 2>/dev/null; do
sleep 1
timeout=$((timeout - 1))
done
# 如果仍然在运行,强制关闭
if kill -0 "$pid" 2>/dev/null; then
echo " 强制关闭进程 $pid..."
kill -KILL "$pid" 2>/dev/null
fi
fi
done
echo "✅ 所有服务已关闭"
exit 0
}
echo "🚀 开始启动所有服务..."
echo ""
# 切换到构建目录
cd "$BUILD_DIR" || exit 1
ls -lah
# 初始化数据库(如果存在)
if [ -d "./next-service-dist/db" ] && [ "$(ls -A ./next-service-dist/db 2>/dev/null)" ] && [ -d "/db" ]; then
echo "🗄️ 初始化数据库从 ./next-service-dist/db 到 /db..."
cp -r ./next-service-dist/db/* /db/ 2>/dev/null || echo " ⚠️ 无法复制到 /db跳过数据库初始化"
echo "✅ 数据库初始化完成"
fi
# 启动 Next.js 服务器
if [ -f "./next-service-dist/server.js" ]; then
echo "🚀 启动 Next.js 服务器..."
cd next-service-dist/ || exit 1
# 设置环境变量
export NODE_ENV=production
export PORT=${PORT:-3000}
export HOSTNAME=${HOSTNAME:-0.0.0.0}
# 后台启动 Next.js
bun server.js &
NEXT_PID=$!
pids="$NEXT_PID"
# 等待一小段时间检查进程是否成功启动
sleep 1
if ! kill -0 "$NEXT_PID" 2>/dev/null; then
echo "❌ Next.js 服务器启动失败"
exit 1
else
echo "✅ Next.js 服务器已启动 (PID: $NEXT_PID, Port: $PORT)"
fi
cd ../
else
echo "⚠️ 未找到 Next.js 服务器文件: ./next-service-dist/server.js"
fi
# 启动 mini-services
if [ -f "./mini-services-start.sh" ]; then
echo "🚀 启动 mini-services..."
# 运行启动脚本(从根目录运行,脚本内部会处理 mini-services-dist 目录)
sh ./mini-services-start.sh &
MINI_PID=$!
pids="$pids $MINI_PID"
# 等待一小段时间检查进程是否成功启动
sleep 1
if ! kill -0 "$MINI_PID" 2>/dev/null; then
echo "⚠️ mini-services 可能启动失败,但继续运行..."
else
echo "✅ mini-services 已启动 (PID: $MINI_PID)"
fi
elif [ -d "./mini-services-dist" ]; then
echo "⚠️ 未找到 mini-services 启动脚本,但目录存在"
else
echo " mini-services 目录不存在,跳过"
fi
# 启动 Caddy如果存在 Caddyfile
echo "🚀 启动 Caddy..."
# Caddy 作为前台进程运行(主进程)
echo "✅ Caddy 已启动(前台运行)"
echo ""
echo "🎉 所有服务已启动!"
echo ""
echo "💡 按 Ctrl+C 停止所有服务"
echo ""
# Caddy 作为主进程运行
exec caddy run --config Caddyfile --adapter caddyfile

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# Mana Loop Worklog
---
Task ID: 1
Agent: Main
Task: Fix skill upgrade effects not being applied
Work Log:
- Identified the issue: special effects like Mana Cascade were defined but never processed
- Added `specials: Set<string>` to ComputedEffects interface in upgrade-effects.ts
- Created SPECIAL_EFFECTS constant with all special effect IDs
- Added `hasSpecial()` helper function to check if a special is active
- Updated `computeEffects()` to collect special effects into the set
Stage Summary:
- Created the foundation for special effect tracking
- All special effects are now recognized and can be checked with hasSpecial()
---
Task ID: 2
Agent: Main
Task: Implement special effect application in game logic
Work Log:
- Created `computeEffectiveRegen()` function that applies:
- Mana Cascade: +0.1 regen per 100 max mana
- Mana Torrent: +50% regen when above 75% mana
- Desperate Wells: +50% regen when below 25% mana
- Steady Stream: Immune to incursion penalty
- Updated `gatherMana()` to apply Mana Echo (10% chance double mana)
- Updated combat in tick() to apply:
- Damage multipliers/bonuses from upgrades
- Executioner: +100% damage to enemies below 25% HP
- Berserker: +50% damage when mana < 50%
- Adrenaline Rush: Restore 5% mana on kill
- Updated study in tick() to apply:
- Study speed multipliers from upgrades
- Mental Clarity: +10% study speed when mana > 75%
- Study Rush: First hour is 2x speed
- Study Refund: 25% mana back on completion
Stage Summary:
- Key tier 1 special effects are now functional
- Regen, combat, and study systems all apply upgrades correctly
---
Task ID: 3
Agent: Main
Task: Display special effects in UI
Work Log:
- Imported computeEffects, hasSpecial, SPECIAL_EFFECTS to page.tsx
- Added `upgradeEffects` computation in derived stats
- Added `manaCascadeBonus` calculation for display
- Updated `effectiveRegen` to use `effectiveRegenWithSpecials`
- Updated Mana Stats section to show:
- Steady Stream immunity indicator
- Mana Cascade bonus amount
- Mana Torrent/Desperate Wells conditional bonuses
- Updated Active Upgrades section to render special effects with cyan color
Stage Summary:
- Special effects are now visible in the Stats tab
- Players can see exactly how much Mana Cascade contributes
- Active Upgrades shows all effect types including specials
---
Task ID: 4
Agent: Main
Task: Test and verify implementation
Work Log:
- Added 11 new tests for special effects:
- Mana Cascade recognition and calculation
- Steady Stream recognition
- Mana Echo recognition
- Combat special effects (Executioner, Berserker, Adrenaline Rush)
- Study special effects (Mental Clarity, Study Rush)
- Effect stacking tests
- All 203 tests pass
Stage Summary:
- Complete test coverage for implemented special effects
- All lint checks pass
- Dev server running without errors
---
Task ID: 5
Agent: Main
Task: Fix Deep Wellspring meditation efficiency upgrade
Work Log:
- Identified issue: `meditationEfficiency` was tracked in computed effects but not used
- Updated `getMeditationBonus()` function signature to accept `meditationEfficiency` parameter
- Updated meditation bonus calculation to multiply by efficiency
- Updated `tick()` in store.ts to:
- Compute upgradeEffects before meditation calculation
- Pass `upgradeEffects.meditationEfficiency` to `getMeditationBonus()`
- Updated page.tsx to:
- Compute `upgradeEffects` before other derived stats
- Pass `upgradeEffects.meditationEfficiency` to meditation multiplier calculation
- Added 2 new tests for Deep Wellspring:
- Test that meditation efficiency is correctly computed (1.5x for +50%)
- Test that meditation bonus is boosted by efficiency (2.5 * 1.5 = 3.75)
Stage Summary:
- Deep Wellspring (+50% meditation efficiency) now works correctly
- All 205 tests pass
- Dev server running without errors
---
Task ID: 6
Agent: Main
Task: Fix multiple issues: Quick Learner tier-up reset, Parallel Mind upgrade, meditation display location, parallel study UI, combat spell usage verification
Work Log:
- **Fixed Quick Learner tier-up reset issue**: Modified `tierUpSkill()` to NOT copy upgrades from old tier to new tier. Each tier now starts with empty upgrades, allowing players to choose new tier-specific upgrades at level 5 and 10.
- **Implemented Parallel Mind milestone upgrade**: Added parallel study support to the tick function and created actions for starting/canceling parallel study. Players can now study two things at once at 50% speed each.
- **Fixed meditation multiplier display**: Removed meditation multiplier from "Active Spell" card in Spire tab - it now only appears in the Mana Stats section.
- **Added parallel study UI**:
- Added parallel study progress card in Spire tab
- Added ⚡ button in Skills tab for selecting parallel study target
- Shows "50% speed (Parallel Study)" indicator
- **Verified combat uses active spells**: Confirmed that combat properly uses the active spell from `state.activeSpell`, calculates damage based on spell definition, applies elemental bonuses, and handles spell effects like lifesteal.
- **Added parallelStudyTarget to state persistence**: Updated the persist partialize function to include parallelStudyTarget.
- **Fixed TypeScript errors**: Updated `computeElementMax` call in makeInitial to include required parameters.
Stage Summary:
- Quick Learner and other skills no longer lose progress when tiering up - players choose new upgrades for each tier
- Parallel Mind upgrade is now functional - allows studying two skills/spells simultaneously
- Meditation multiplier moved to correct location (Mana Stats only)
- Combat verified to use active spells properly with all effects
- All lint checks pass, dev server running without errors
---
Task ID: 7
Agent: Main
Task: Implement cast speed system for combat
Work Log:
- Added `castSpeed` property to `SpellDef` type in types.ts (default 1 cast/hour)
- Added cast speeds to all spells in SPELLS_DEF:
- Tier 0 (basic): 2.5-3 casts/hr (fast, cheap)
- Tier 1 (elemental): 1.5-3 casts/hr (varies by spell nature)
- Tier 2 (advanced): 0.8-1.8 casts/hr (slower, more powerful)
- Tier 3 (master): 0.5-0.75 casts/hr (slow but devastating)
- Tier 4 (legendary): 0.4-0.5 casts/hr (very slow, extremely powerful)
- Added `castProgress` to GameState (tracks progress to next cast, 0-1)
- Updated combat tick logic:
- Accumulates cast progress based on spell cast speed and attack speed bonuses
- When progress >= 1, triggers a spell cast (deducts mana, applies damage)
- Handles multiple casts per tick if cast speed is high
- Resets progress on floor change
- Attack speed affected by:
- Quick Cast skill: +5% per level
- Attack Speed upgrade multipliers from skill milestones
- Updated UI:
- Active Spell card now shows cast speed (casts/hr)
- Added cast progress bar when climbing
- DPS calculation now uses actual cast speed formula
Stage Summary:
- Combat now properly uses spell cast speed instead of arbitrary damage multiplier
- Each spell has unique cast speed (faster spells = more DPS but lower damage per cast)
- Attack speed upgrades (Quick Cast, Quick Strikes) properly speed up casting
- Players can see cast progress and DPS in real-time
---
Task ID: 8
Agent: Main
Task: Implement Crafting/Equipment System (Replace Combat Skills with Enchanting)
Work Log:
- **Verified combat skills removed and enchanting skills added**: constants.ts already had enchanting skills (enchanting, efficientEnchant, disenchanting, enchantSpeed, scrollCrafting, essenceRefining) with 'enchant' category
- **Integrated crafting slice into main store**:
- Added GameStore interface to extend CraftingActions
- Added processCraftingTick call in tick function for design/prepare/enchant actions
- Implemented all crafting actions directly in store (createEquipmentInstance, equipItem, startDesigningEnchantment, etc.)
- Updated partialize function to persist equipment state (equippedInstances, equipmentInstances, enchantmentDesigns, designProgress, preparationProgress, applicationProgress)
- **Created CraftingTab component** with 3-stage UI:
- Design stage: Select equipment type, choose effects, name design, time-based progress
- Prepare stage: Select equipment, pay mana cost, time-based preparation
- Apply stage: Select equipment and design, apply enchantment with capacity validation
- Disenchant section: Remove enchantments and recover mana based on disenchanting skill
- **Updated SpellsTab** to show equipment-granted spells:
- Added equipment spells section at top showing spells from equipped items
- Shows source equipment for each spell
- Added pact spells placeholder section
- **Added 5-tier evolution paths for enchanting skills**:
- enchanting: 5 tiers from Enchanting → Rune Master → Arcane Forgemaster → Void Enchanter → Enchantment God
- efficientEnchant, disenchanting, enchantSpeed: 1 tier each with unique upgrades
- **Updated page.tsx** with Crafting tab:
- Added CraftingTab import and TabsTrigger for crafting
- Added TabsContent rendering CraftingTab with all required props
Stage Summary:
- Complete 3-stage enchantment system (Design → Prepare → Apply)
- Equipment capacity limits enchantments
- Starting equipment: Basic Staff (with Mana Bolt), Civilian Shirt, Civilian Shoes
- Spells only learnable from equipment and pacts
- All crafting skills have evolution paths
- All lint checks pass
---
Task ID: 9
Agent: Main
Task: Implement Attunement System - Core Framework
Work Log:
- **Created attunement type definitions in types.ts**:
- Added AttunementSlot type (rightHand, leftHand, head, back, chest, leftLeg, rightLeg)
- Added AttunementDef interface with primaryManaType, rawManaRegen, conversionRate, capabilities, skillCategories
- Added AttunementState interface for tracking player attunements
- Updated GameState to include attunements field
- **Created attunements.ts data file** with 3 attunements:
- **Enchanter (right hand)**: Starting attunement, transference mana, unlocks enchanting, 0.5 raw regen/hr, 0.2 conversion/hr
- **Invoker (chest)**: Unlocks pacts with guardians, no primary mana but gains types from each pact, 0.3 raw regen/hr
- **Fabricator (left hand)**: Earth mana, crafts golems and earthen/metal gear, 0.4 raw regen/hr, 0.25 conversion/hr
- **Updated store.ts**:
- Added attunement imports
- Updated makeInitial() to start with Enchanter attunement active
- Unlocks transference element for Enchanter
- Added attunement mana conversion logic in tick()
- Updated computeRegen() to include attunement bonuses
- **Updated SKILL_CATEGORIES** to be attunement-based:
- Core categories (always available): mana, study, research, ascension
- Enchanter categories: enchant, effectResearch
- Invoker categories: invocation, pact
- Fabricator categories: fabrication, golemancy
Stage Summary:
- Player starts with Enchanter attunement on right hand
- Attunements provide raw mana regen and convert to primary mana types
- Skills are now organized by attunement (foundation for skill tab overhaul)
- Lint checks pass, ready for UI implementation
---
Task ID: 10
Agent: Main
Task: Implement Attunement System - UI Overhaul
Work Log:
- **Created AttunementsTab component** (src/components/game/tabs/AttunementsTab.tsx):
- Displays all 3 attunements with their status (active/locked)
- Shows primary mana type and current mana for active attunements
- Displays raw mana regen and conversion rate stats
- Shows capabilities unlocked by each attunement
- Displays available skill categories based on active attunements
- Uses color coding and visual effects for active attunements
- **Updated page.tsx**:
- Added AttunementsTab import
- Added "✨ Attune" tab between Spire and Skills
- Added TabsContent for attunements
- **Updated SkillsTab.tsx**:
- Added import for getAvailableSkillCategories
- Modified skill rendering to filter categories by attunement access
- Skills now only show if the player has the appropriate attunement
Stage Summary:
- New Attunements tab shows all attunement details
- Skills are filtered based on active attunements
- Player can see exactly which skill categories they have access to
- Visual feedback shows active vs locked attunements
---
Task ID: 11
Agent: Main
Task: Fix build errors - correct imports for getActiveEquipmentSpells and getTotalDPS
Work Log:
- Identified build failure: getActiveEquipmentSpells and getTotalDPS were being imported from store.ts but are defined in computed-stats.ts
- Fixed imports in page.tsx:
- Changed to import getActiveEquipmentSpells and getTotalDPS from computed-stats.ts
- Fixed imports in SpireTab.tsx:
- Changed to import getActiveEquipmentSpells and getTotalDPS from computed-stats.ts
- Removed duplicate local function definition of getActiveEquipmentSpells
- Cleaned up unused imports (ENCHANTMENT_EFFECTS, EQUIPMENT_TYPES)
- Committed and pushed fix to repository
Stage Summary:
- Build errors resolved
- All imports correctly reference computed-stats.ts for DPS and equipment spell functions
- Code is cleaner with no duplicate function definitions
---
Task ID: 12
Agent: Main
Task: Fix prerender error - Cannot read properties of undefined (reading 'count')
Work Log:
- Identified the issue: ComboState type was referenced in ComboMeter.tsx but never defined
- The `combo` property was also missing from GameState interface and initial state
- Added ComboState interface to types.ts with:
- count: number (current combo hits)
- maxCombo: number (highest combo this session)
- multiplier: number (current damage multiplier)
- elementChain: string[] (last 3 elements used)
- decayTimer: number (hours until decay starts)
- Added `combo: ComboState` field to GameState interface
- Added default combo state to makeInitial() in store.ts:
- count: 0, maxCombo: 0, multiplier: 1, elementChain: [], decayTimer: 0
- Added `combo` and `attunements` to persist partialize function for save/load
- Fixed ComboMeter.tsx to import ComboState from types.ts
Stage Summary:
- ComboState type properly defined and used
- combo field now properly initialized in game state
- Persist function now saves both combo and attunements
- Build should now pass prerendering stage
---
Task ID: 13
Agent: Main
Task: Fix prerender error - Cannot read properties of undefined (reading 'materials')
Work Log:
- Identified the issue: LootInventory type was referenced but never defined
- The `lootInventory` property was also missing from GameState interface and initial state
- Added LootInventory interface to types.ts with:
- materials: Record<string, number> (materialId -> count)
- blueprints: string[] (blueprint IDs discovered)
- Added `lootInventory: LootInventory` field to GameState interface
- Added default lootInventory to makeInitial() in store.ts
- Added lootInventory to persist partialize function
Stage Summary:
- LootInventory type properly defined and used
- lootInventory field now properly initialized in game state
- Persist function now saves loot inventory
---
Task ID: 14
Agent: Main
Task: Fix prerender error - Add missing AchievementState and stats tracking
Work Log:
- Identified multiple missing types and fields referenced in page.tsx
- Added AchievementDef interface to types.ts with:
- id, name, desc, category, requirement, reward, hidden
- Added AchievementState interface with:
- unlocked: string[] (IDs of unlocked achievements)
- progress: Record<string, number> (progress toward requirements)
- Added to GameState:
- achievements: AchievementState
- totalSpellsCast: number
- totalDamageDealt: number
- totalCraftsCompleted: number
- Added default values to makeInitial() in store.ts
- Added all new fields to persist partialize function
Stage Summary:
- All missing types and fields now properly defined
- Achievement system can track unlocked achievements and progress
- Stats tracking for spells cast, damage dealt, and crafts completed
- Build should now pass without undefined property errors
---
Task ID: 15
Agent: Main
Task: Implement multiple UI improvements and attunement leveling
Work Log:
- **Added mana pools display to ManaDisplay component**:
- Shows all unlocked elemental mana types
- Collapsible section with progress bars for each element
- Sorted by current amount
- Added elements prop to ManaDisplay
- **Added Debug tab**:
- Reset game with confirmation
- Mana debug (+10, +100, +1K, +10K, Fill to max)
- Time control (set day 1, 10, 20, 30)
- Attunement unlock buttons
- Attunement XP buttons
- Elemental mana unlock and add buttons
- Quick actions (unlock all base elements, utility elements, skip to floor 100)
- **Removed ComboMeter from UI**:
- Removed from header in page.tsx
- Removed from SpireTab.tsx
- **Updated AttunementsTab with level scaling**:
- Added XP progress bar
- Added level-scaled regen and conversion display
- Added max level indicator
- Removed 'scrollCrafting' from Enchanter capabilities
- **Implemented attunement leveling system**:
- Added getAttunementXPForLevel() and MAX_ATTUNEMENT_LEVEL = 10
- XP scales exponentially: 100 * 3^(level-2)
- Added addAttunementXP function with auto level-up
- Added debug functions: debugUnlockAttunement, debugAddElementalMana, debugSetTime, debugAddAttunementXP, debugSetFloor
- **Implemented attunement passive conversion with level scaling**:
- Updated tick() to use getAttunementConversionRate() for level-scaled rates
- Conversion rate scales exponentially with level (1.5^(level-1) multiplier)
- **Made skill categories collapsible**:
- Added collapsedCategories state
- Click on category header to toggle
- Shows ChevronDown/ChevronRight icons
- Shows skill count badge
Stage Summary:
- All requested UI improvements completed
- Attunement leveling system fully functional
- Debug tab enables testing and development
- Skills tab is more manageable with collapsible categories
- Removed unused features (ComboMeter, scrollCrafting)
---
Task ID: 23
Agent: Main
Task: Remove familiar system completely and fix inconsistencies
Work Log:
- **Removed familiar system files**:
- Deleted `src/lib/game/data/familiars.ts` (520 lines)
- Deleted `src/lib/game/familiar-slice.ts` (368 lines)
- Deleted `src/components/game/tabs/FamiliarTab.tsx` (583 lines)
- **Removed familiar types from types.ts**:
- Removed FamiliarRole type
- Removed FamiliarAbilityType type
- Removed FamiliarAbility interface
- Removed FamiliarDef interface
- Removed FamiliarInstance interface
- **Fixed SpireTab spell effects display**:
- Updated to show valid effect types (burn, stun, pierce, multicast, buff)
- Removed invalid lifesteal and freeze effect displays
- **Fixed test files**:
- Removed Executioner test from store.test.ts (effect was previously removed)
- Removed familiar fields from skills.test.ts mock state
Stage Summary:
- Familiar system completely removed - simplifies game and keeps focus on Invoker pact system
- All tests pass (32 tests in computed-stats.test.ts)
- Lint passes
- Build succeeds
- Spell effects now show correct types
---
Task ID: 24
Agent: Main
Task: Add enchantments/spells for each mana type including compound types
Work Log:
- **Added compound mana type spells to constants.ts**:
- Blood spells (Life + Water): bloodNeedle, bloodSlash, bloodRite, sanguineStorm - lifesteal focus
- Metal spells (Fire + Earth): metalShard, ironFist, steelTempest, furnaceBlast - armor pierce focus
- Wood spells (Life + Earth): thornStrike, rootGrab, treePunch, forestAwakening - regeneration/lifesteal focus
- Sand spells (Earth + Water): sandBlast, sandstorm, desertWind, duneCollapse - AOE focus
- Lightning spells already existed but added tier 3 thunderStrike
- **Added utility mana type spells to constants.ts**:
- Mental spells: mindSpike, psychicBlast, mindCrush, cerebralAnnihilation - stun focus
- Transference spells: transferStrike, manaRip, essenceDrain, soulTransfer - lifesteal focus (Enchanter primary)
- Force spells: forcePush, kineticBlast, gravityWell, telekineticStorm - AOE/fast damage focus
- **Added research skills for compound and utility spells**:
- Tier 1 research skills for all compound types (blood, metal, wood, sand, lightning)
- Tier 2 advanced research for all compound types
- Tier 3 master research for all compound types
- Tier 1-3 research skills for utility types (mental, transference, force)
- All skills have appropriate prerequisites based on parent element research
- **Updated EFFECT_RESEARCH_MAPPING**:
- Added mappings for all 32 new spells to their respective research skills
- Compound spells require parent element research (e.g., blood needs life/death + water)
- Utility spells have their own independent research paths
- **Added enchantment effects for all new spells**:
- 40+ new enchantment effects added to enchantment-effects.ts
- All spells have appropriate capacity costs and descriptions
- All spell effects are for ALL_CASTER equipment category
Stage Summary:
- Complete spell coverage for all mana types (base, utility, compound, exotic)
- All mana types now have tier 1-3 spells with unique mechanics
- Research system properly gates access to advanced spell enchantments
- All 44 tests pass
- Lint passes clean
---
Task ID: 25
Agent: Main
Task: Remove banned mana types (life, blood, wood, mental, force) and lifesteal
Work Log:
- **Removed banned mana types from ELEMENTS**:
- Removed life, blood, wood, mental, force from ELEMENTS definition
- Updated crystal recipe from sand + sand + mental to sand + sand + light
- Updated FLOOR_ELEM_CYCLE to remove life
- Updated ELEMENT_OPPOSITES to remove life/death pair
- Updated ELEMENT_ICON_NAMES to remove banned elements
- **Removed spells using banned elements**:
- Removed life spells: lifeTap, thornWhip, entangle, worldTree
- Removed blood spells: bloodNeedle, bloodSlash, bloodRite, sanguineStorm
- Removed wood spells: thornStrike, rootGrab, treePunch, forestAwakening
- Removed mental spells: mindSpike, psychicBlast, mindCrush, cerebralAnnihilation
- Removed force spells: forcePush, kineticBlast, gravityWell, telekineticStorm
- Removed transference spells with lifesteal: transferStrike, manaRip, essenceDrain, soulTransfer
- **Removed lifesteal from remaining spells**:
- drain - removed lifesteal effect
- soulRend - removed lifesteal effect
- deathMark - removed lifesteal effect
- voidBlade - changed from lifesteal to +20% damage buff
- **Updated guardians**:
- Floor 20 (Aqua Regia): Changed from "Water spells have 10% lifesteal" to "Water spells deal +15% damage"
- Floor 60 (Umbra Mortis): Changed from "Dark spells have 20% lifesteal" to "Dark spells deal +25% damage to armored enemies"
- Floor 70 (Vita Sempiterna): REMOVED (life element guardian)
- **Removed research skills for banned spell types**:
- Removed researchBloodSpells, researchWoodSpells, researchMentalSpells, researchForceSpells
- Removed advanced and master variants of above
- Updated researchLifeDeathSpells description
- **Updated EFFECT_RESEARCH_MAPPING**:
- Removed lifesteal_5 from researchSpecialEffects
- Removed all blood, wood, mental, force spell mappings
- **Updated enchantment-effects.ts**:
- Removed lifesteal_5 effect
- Removed all blood, wood, mental, force spell enchantments
- Updated remaining spell descriptions to remove lifesteal mentions
- **Removed lifesteal from types.ts**:
- Removed 'lifesteal' from SpellEffect type union
- **Removed lifesteal handling from store.ts**:
- Removed lifesteal effect processing code
- **Updated SpireTab.tsx**:
- Removed lifesteal badge rendering
- Added badge rendering for other effect types
- **Added documentation**:
- Added "BANNED CONTENT" section to AGENTS.md explaining lifesteal/healing ban
- Added mana types overview to AGENTS.md with all current mana types
- Added mana types overview to README.md
- **Fixed tests**:
- Updated bug-fixes.test.ts to test existing elements (transference, metal, sand, lightning)
- All 44 tests now pass
Stage Summary:
- Lifesteal and healing completely removed from player abilities
- Banned mana types (life, blood, wood, mental, force) removed from game
- Crystal recipe updated to use light instead of mental
- Documentation updated with banned content policy
- All tests pass, lint clean
---
Task ID: 26
Agent: Main
Task: Mobile UX improvements, debug options, and enchanting system fix
Work Log:
- **Moved LootInventoryDisplay to separate LootTab**:
- Created new LootTab.tsx component
- Better mobile UX - materials no longer clutter main page
- Added to tabs in page.tsx
- **Moved AchievementsDisplay to separate AchievementsTab**:
- Created new AchievementsTab.tsx component
- Better mobile UX - achievements have their own space
- Added to tabs in page.tsx
- **Added skill research debug options to DebugTab**:
- "Level Up All Enchanting Skills" button
- "Level Up All Research Skills" button
- "Unlock All Effects" button
- "Max All Skills" button
- **Fixed enchanting system**:
- Disenchant is now ONLY possible in the Prepare stage
- Apply stage no longer shows disenchant/recover buttons
- Apply stage filters out already-enchanted gear
- Shows message "No unenchanted equipment available. Disenchant in Prepare stage first."
- Prepare stage shows disenchant option only for enchanted gear
Stage Summary:
- Mobile UX improved with dedicated tabs for Loot and Achievements
- Debug options added for testing skill research system
- Enchanting system now properly enforces disenchant-only-in-prepare rule
- Cannot apply new enchantments to already enchanted gear
- Committed and pushed to git (94cc9a1)
---
Task ID: 27
Agent: Main
Task: Implement Golemancy System
Work Log:
- **Created golem data definitions** (`src/lib/game/data/golems.ts`):
- Base golem: Earth Golem (unlocks at Fabricator Level 2)
- Elemental variants: Steel (metal), Crystal, Sand golems
- Advanced hybrids (Enchanter 5 + Fabricator 5): Lava, Galvanic, Obsidian, Prism, Quicksilver, Voidstone
- Each golem has unique stats, mana costs, and special abilities
- **Added golemancy types to types.ts**:
- `SummonedGolem` interface for active golems
- `GolemancyState` interface for enabled/summoned golems tracking
- Added `golemancy` to GameState
- **Updated store.ts with golemancy**:
- Initialized golemancy state in `makeInitial()`
- Added `toggleGolem` and `setEnabledGolems` actions
- Added golemancy to persist partialize for save/load
- **Added golemancy skills to constants.ts**:
- Golem Mastery (+10% golem damage)
- Golem Efficiency (+5% attack speed)
- Golem Longevity (+1 floor duration)
- Golem Siphon (-10% maintenance cost)
- Advanced Golemancy (unlock hybrid recipes)
- Golem Resonance (+1 slot at Fabricator 10)
- **Created GolemancyTab component**:
- Displays available golem slots based on Fabricator level
- Shows all unlocked and locked golems
- Displays golem stats, costs, and status
- Toggle golems on/off for summoning
- **Updated README.md**:
- Added golemancy system documentation
- Updated enchanting documentation
- Removed familiar system references
- Added Banned Content section
Stage Summary:
- Golemancy system foundation implemented
- Golems unlock based on Fabricator level and mana types
- UI for selecting and managing golems
- Documentation updated
- Lint passes
---
Task ID: 28
Agent: Main
Task: Fix level upgrade reset loop bug and add golem display to SpireTab
Work Log:
- **Fixed upgrade reset bug in commitSkillUpgrades()**:
- Root cause: `commitSkillUpgrades()` was replacing ALL upgrades for a skill instead of merging by milestone
- When selecting level 10 upgrades, it would wipe out level 5 selections (and vice versa)
- Added optional `milestone` parameter (5 | 10) to the function
- When milestone is specified, the function now:
- Keeps existing upgrades from OTHER milestones
- Only replaces upgrades for the CURRENT milestone
- Updated type definition in GameStore interface
- Updated SkillsTab.tsx to pass `upgradeDialogMilestone` when committing
- **Fixed tier-up upgrade reset in tierUpSkill()**:
- Root cause: `tierUpSkill()` was setting new tier's upgrades to empty array `[]`
- When tiering up, all previous tier's upgrades were lost
- Now copies current tier's upgrades to the new tier
- Example: Tier 1's L5/L10 upgrades persist when becoming Tier 2
- **Added summoned golems display to SpireTab**:
- Imported GOLEMS_DEF and helper functions
- Added Mountain icon import
- Added "Active Golems" card that appears when golems are summoned
- Shows each golem's name, damage, attack speed, and armor pierce
- Displays attack progress bar when climbing
- AOE badge for golems with area attacks
Stage Summary:
- Level 5 and level 10 upgrades no longer reset each other
- Upgrades now carry over when tiering up to the next tier
- Players can safely select upgrades at both milestones across all tiers
- Summoned golems now visible in Spire tab during combat
- Lint passes, pushed to git (e2671d7)
---
Task ID: 29
Agent: Main
Task: Complete skill system redesign with upgrade trees
Work Log:
- **Created comprehensive documentation** (docs/skills.md):
- Overview of skill levels (1-10, 1-5, or 1 only)
- Tier up system with attunement requirements
- Milestone upgrade tree design principles
- Banned effects list (execution, instant finishing, lifesteal)
- Removed skills (combat-related since player can't cast directly)
- **Rewrote skill-evolution.ts** with new upgrade tree structure:
- `UpgradeNode` interface with children, requires, upgrades fields
- Branching upgrade paths where choices lead to upgraded versions
- Example trees for Mana Well, Mana Flow, Elem Attune, Quick Learner, Focused Mind, Enchanting, Golem Mastery
- `getAvailableUpgrades()` helper for tree traversal
- `getBaseSkillId()` and `generateTierSkillDef()` helper functions
- `canTierUp()` checks attunement requirements
- **Fixed multiple bugs**:
- `getFloorElement()` now uses `FLOOR_ELEM_CYCLE.length` instead of hardcoded `8`
- Updated test files to match current skill definitions
- Removed tests for non-existent skills (transferenceMastery, pactMastery, etc.)
- **Upgrade Tree Design**:
- Each skill has 3-4 base choices per milestone
- Choices can branch to upgraded versions (e.g., "Expanded Capacity" → "Deep Reservoir")
- Trade-off options (gain X, lose Y) for meaningful choices
- Special mechanics (scaling bonuses, conditional effects)
Stage Summary:
- Complete skill system documentation in docs/skills.md
- Upgrade trees support branching paths with prerequisites
- Tier up system requires attunement levels
- 445 tests passing (some tests need updates for new system)
---
Task ID: 30
Agent: Main
Task: Complete skill system redesign - add all missing upgrade trees, special effects, and comprehensive tests
Work Log:
- **Added upgrade trees for ALL skills with max > 1**:
- manaOverflow: Click Surge, Mana Flood upgrades
- efficientEnchant: Thrifty Enchanter, Optimized Enchanting
- enchantSpeed: Hasty Enchanter, Instant Designs
- essenceRefining: Pure Essence, Perfect Essence
- effCrafting: Batch Crafting, Mass Production
- fieldRepair: Scavenge, Reclaim
- golemEfficiency: Rapid Strikes, Blitz Attack
- insightHarvest: Insight Bounty, Greater Harvest
- Plus all skills with max 3 that don't need upgrades
- **Added comprehensive special effects** (upgrade-effects.ts):
- Mana Flow: manaWaterfall, eternalFlow, clickSurge, manaFlood
- Mana Well: manaThreshold, manaConversion, panicReserve, manaCondense, deepReserve, manaTide, voidStorage, manaCore, manaHeart, manaGenesis
- Enchanting: enchantMastery, enchantPreservation, thriftyEnchanter, optimizedEnchanting, hastyEnchanter, instantDesigns, pureEssence
- Crafting: batchCrafting, massProduction, scavenge, reclaim
- Golemancy: golemFury, golemResonance, rapidStrikes, blitzAttack
- Ascension: insightBounty
- **Created comprehensive skill system tests** (skill-system.test.ts):
- 38 tests covering all aspects of the skill system
- Tests for evolution paths, tier multipliers, tier-up logic
- Tests for upgrade tree structure and validation
- Tests for skill definitions and categories
- All 38 new tests pass
- **Updated documentation** (docs/skills.md):
- Complete table of contents
- All skill categories with full details
- Every skill's max level, effect, cost, study time, prerequisites
- Complete upgrade trees for Mana Well, Mana Flow, Elem Attune, Quick Learner, Focused Mind, Enchanting, Golem Mastery
- Tier system requirements
- Banned content list
Stage Summary:
- ALL skills now have proper upgrade trees defined
- 38 new comprehensive tests for skill system (all pass)
- Documentation is complete with all skills and upgrade trees
- Total: 544 tests pass, 56 legacy tests fail (expecting removed skills)
- Lint clean, dev server running
- Lint clean, pushed to git (b78c979)