Files
Mana-Loop/crafting-implementation-summary.md
2026-04-03 17:23:15 +00:00

125 lines
6.7 KiB
Markdown
Executable File
Raw Permalink Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# Crafting & Equipment System Implementation Summary
## Overview
Replaced the combat skills system with a comprehensive equipment and enchantment system. Players now gain combat abilities through enchanted equipment rather than skills.
## Completed Tasks
### 1. Equipment System (✅ Complete)
- **File**: `/src/lib/game/data/equipment.ts`
- 8 equipment slots: mainHand, offHand, head, body, hands, feet, accessory1, accessory2
- 20+ equipment types across categories: caster, shield, catalyst, head, body, hands, feet, accessory
- Capacity system: Each equipment has base capacity for enchantments
- Starting equipment: Basic Staff (with Mana Bolt), Civilian Shirt/Gloves/Shoes
### 2. Enchantment Effects Catalogue (✅ Complete)
- **File**: `/src/lib/game/data/enchantment-effects.ts`
- 100+ enchantment effects across 7 categories:
- **Spell** (40+): Grant ability to cast specific spells
- **Mana** (20+): Capacity, regen, efficiency bonuses
- **Combat** (15+): Damage, crit, attack speed
- **Elemental** (10+): Elemental damage bonuses
- **Defense** (4): Damage reduction, mana shields
- **Utility** (8): Study speed, meditation, insight
- **Special** (12): Unique effects like echo, lifesteal, executioner
### 3. Crafting Store Slice (✅ Complete)
- **File**: `/src/lib/game/store/craftingSlice.ts`
- Equipment instance management
- Enchantment design workflow
- Preparation progress tracking
- Application progress with mana consumption
- Helper functions for computing equipment effects
### 4. CraftingTab UI Component (✅ Complete)
- **File**: `/src/components/game/tabs/CraftingTab.tsx`
- 4 sub-tabs: Equipment, Design, Enchant, Craft
- Equipment slot visualization with rarity colors
- Effect catalogue with capacity preview
- Design creation workflow
### 5. Type Definitions (✅ Complete)
- **File**: `/src/lib/game/types.ts`
- EquipmentInstance, AppliedEnchantment, EnchantmentDesign interfaces
- Crafting progress states (DesignProgress, PreparationProgress, ApplicationProgress)
### 6. Skill Evolution Cleanup (✅ Complete)
- **File**: `/src/lib/game/skill-evolution.ts`
- Removed combatTrain evolution path (orphaned - skill not in SKILLS_DEF)
- Removed COMBAT_TRAIN upgrade definitions
### 7. Bug Fixes (✅ Complete)
- Fixed CraftingTab icon imports (Ring → Circle, HandMetal → Hand)
## Remaining Tasks (Future Work)
### 1. Equipment-Granted Spells in Combat (Medium Priority)
- The `equipmentSpellStates` array exists but isn't fully utilized
- Combat tick should check for equipment-granted spells
- Multi-spell casting from different equipment pieces
- Individual spell cooldown tracking
### 2. SpellsTab Integration (Low Priority)
- Add section showing equipment-granted spells
- Indicate which equipment piece grants each spell
- Distinguish between learned vs equipment-granted spells
### 3. Evolution Paths for Crafting Skills (Low Priority)
- Add evolution paths for existing crafting skills:
- `effCrafting` → Efficient Enchanter
- `durableConstruct` → Master Artisan
- `fieldRepair` → Field Engineer
## System Architecture
```
Equipment System Flow:
┌─────────────────────────────────────────────────────────────┐
│ Equipment Instance │
│ - typeId: Reference to EquipmentTypeDef │
│ - enchantments: AppliedEnchantment[] │
│ - usedCapacity / totalCapacity │
│ - rarity: Based on total capacity used │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ Enchantment Design │
│ 1. Select effects from catalogue │
│ 2. Check capacity constraints │
│ 3. Pay design time cost │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ Preparation │
│ - Clear existing enchantments │
│ - Pay mana cost (equipment capacity × 5) │
│ - Wait preparation time (capacity / 5 hours) │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ Application │
│ - Continuous mana drain during application │
│ - Time based on total effect capacity │
│ - Can be paused if mana runs low │
│ - On completion: Apply enchantments to equipment │
└─────────────────────────────────────────────────────────────┘
```
## Key Design Decisions
1. **Capacity System**: Equipment has capacity that limits total enchantment power. This creates meaningful choices about which effects to apply.
2. **Effect Categories**: Each equipment type only accepts certain effect categories, creating specialization:
- Staves: All spell types + mana + combat + elemental
- Shields: Defense + utility only
- Accessories: Small bonuses, no spells
3. **Stacking Effects**: Many effects can be stacked multiple times for increased power, with increasing capacity costs.
4. **Rarity from Power**: Rarity is automatically calculated from total capacity used, making powerful enchantments visually distinctive.
5. **Time-Gated Application**: Enchantment application takes real time with continuous mana drain, preventing instant power spikes.