6.7 KiB
Executable File
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
equipmentSpellStatesarray 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 EnchanterdurableConstruct→ Master ArtisanfieldRepair→ 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
-
Capacity System: Equipment has capacity that limits total enchantment power. This creates meaningful choices about which effects to apply.
-
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
-
Stacking Effects: Many effects can be stacked multiple times for increased power, with increasing capacity costs.
-
Rarity from Power: Rarity is automatically calculated from total capacity used, making powerful enchantments visually distinctive.
-
Time-Gated Application: Enchantment application takes real time with continuous mana drain, preventing instant power spikes.