- Added useManaStore import to skillStore.ts - Added mana deduction logic in startStudyingSkill action - Mana is now properly deducted when starting to study a skill (unless already paid)
27 KiB
Executable File
Mana Loop - Project Architecture Guide
This document provides a comprehensive overview of the project architecture for AI agents working on this codebase.
🔑 Git Credentials (SAVE THESE)
Repository: git@gitea.tailf367e3.ts.net:Anexim/Mana-Loop.git
HTTPS URL with credentials:
https://n8n-gitea:tkF9HFgxL2k4cmT@gitea.tailf367e3.ts.net/Anexim/Mana-Loop.git
Credentials:
- User: n8n-gitea
- Email: n8n-gitea@anexim.local
- Password: tkF9HFgxL2k4cmT
To configure git:
git config --global user.name "n8n-gitea"
git config --global user.email "n8n-gitea@anexim.local"
⚠️ MANDATORY GIT WORKFLOW - MUST BE FOLLOWED
Before starting ANY work, you MUST:
-
Pull the latest changes:
cd /home/user/repos/Mana-Loop && git pull origin master -
Do your task - Make all necessary code changes
-
Before finishing, commit and push:
cd /home/user/repos/Mana-Loop git add -A git commit -m "descriptive message about changes" git push origin master
This workflow is ENFORCED and NON-NEGOTIABLE. Every agent session must:
- Start with
git pull - End with
git add,git commit,git push
Git Remote: git@gitea.tailf367e3.ts.net:Anexim/Mana-Loop.git
Project Overview
Mana Loop is an incremental/idle game built with:
- Framework: Next.js 16 with App Router
- Language: TypeScript 5
- Styling: Tailwind CSS 4 with shadcn/ui components
- State Management: Zustand with persist middleware (modular store architecture)
- Database: Prisma ORM with SQLite (for persistence features)
Core Game Loop
- Mana Gathering: Click or auto-generate mana over time
- Studying: Spend mana to learn skills and spells
- Combat: Climb the Spire, defeat guardians, sign pacts
- Crafting: Enchant equipment with spell effects
- Prestige: Reset progress for permanent bonuses (Insight)
Directory Structure
src/
├── app/
│ ├── page.tsx # Main game UI (~reduced via component extraction)
│ ├── layout.tsx # Root layout with providers
│ ├── api/ # API routes (minimal use)
│ └── components/ # App-level components
│ ├── GameOverScreen.tsx
│ ├── LeftPanel.tsx
│ └── ...
├── components/
│ ├── ui/ # shadcn/ui components (auto-generated)
│ └── game/ # All game components (modular structure)
│ ├── index.ts # Barrel exports
│ ├── GameContext.tsx
│ ├── ActionButtons.tsx
│ ├── CalendarDisplay.tsx
│ ├── CraftingProgress.tsx
│ ├── ManaDisplay.tsx
│ ├── TimeDisplay.tsx
│ ├── tabs/ # Tab-specific components
│ │ ├── index.ts
│ │ ├── AchievementsTab.tsx
│ │ ├── AttunementsTab.tsx
│ │ ├── CraftingTab.tsx
│ │ ├── DebugTab.tsx
│ │ ├── EquipmentTab.tsx
│ │ ├── GolemancyTab.tsx
│ │ ├── LabTab.tsx
│ │ ├── LootTab.tsx
│ │ ├── PrestigeTab.tsx
│ │ ├── SkillsTab.tsx
│ │ ├── SpellsTab.tsx
│ │ ├── SpireTab.tsx
│ │ ├── StatsTab.tsx
│ │ ├── EquipmentSlotGrid.tsx
│ │ ├── EquipmentControls.tsx
│ │ ├── EnchantmentsPanel.tsx
│ │ ├── EquipmentInventory.tsx
│ │ ├── SkillRow.tsx
│ │ ├── SkillCategoryHeader.tsx
│ │ ├── MilestoneProgress.tsx
│ │ ├── SkillMultipliers.tsx
│ │ ├── SpireHeader.tsx
│ │ ├── GuardianPanel.tsx
│ │ ├── RoomDisplay.tsx
│ │ ├── FloorControls.tsx
│ │ ├── CombatStatsPanel.tsx
│ │ └── ActivityLog.tsx
│ ├── crafting/ # Crafting-specific components
│ │ ├── index.tsx
│ │ ├── EnchantmentDesigner/
│ │ ├── EnchantmentApplier.tsx
│ │ ├── EnchantmentPreparer.tsx
│ │ └── EquipmentCrafter.tsx
│ ├── stats/ # Stats display components
│ │ ├── index.tsx
│ │ ├── CombatStatsSection.tsx
│ │ ├── ManaStatsSection.tsx
│ │ ├── ManaTypeBreakdown.tsx
│ │ ├── StudyStatsSection.tsx
│ │ └── UpgradeEffectsSection.tsx
│ ├── debug/ # Debug tools
│ │ ├── index.tsx
│ │ ├── SkillDebug.tsx
│ │ ├── ElementDebug.tsx
│ │ ├── AttunementDebug.tsx
│ │ ├── GolemDebug.tsx
│ │ ├── PactDebug.tsx
│ │ └── GameStateDebug.tsx
│ ├── shared/ # Shared sub-components
│ │ ├── MemorySlotPicker.tsx
│ │ ├── StudyProgress.tsx
│ │ └── UpgradeDialog.tsx
│ └── LootInventory/ # Loot display components
│ ├── index.tsx
│ ├── MaterialItem.tsx
│ ├── EssenceItem.tsx
│ ├── BlueprintsSection.tsx
│ ├── EquipmentItem.tsx
│ └── LootInventoryDisplay.tsx
└── lib/
├── game/
│ ├── stores/ # Modular Zustand stores (NEW)
│ │ ├── index.ts # Combined store exports
│ │ ├── gameStore.ts # Main store (~11KB, core state + tick)
│ │ ├── manaStore.ts # Mana state and actions (~9KB)
│ │ ├── combatStore.ts # Combat system (~9KB)
│ │ ├── prestigeStore.ts # Prestige/loop system (~8KB)
│ │ ├── skillStore.ts # Skill state and actions (~11KB)
│ │ ├── uiStore.ts # UI state (~2KB)
│ │ ├── gameLoopActions.ts # Game loop logic
│ │ ├── gameActions.ts # Generic game actions
│ │ └── gameHooks.ts # Store hooks
│ ├── store/ # Legacy store slices (migration in progress)
│ │ ├── index.ts # Re-exports from store.ts + computed utils
│ │ ├── combatSlice.ts # Combat state slice
│ │ ├── manaSlice.ts # Mana state slice
│ │ ├── skillSlice.ts # Skill state slice
│ │ ├── craftingSlice.ts # Crafting state slice
│ │ └── computed.ts # Computed stats
│ ├── store-modules/ # Legacy store utilities
│ ├── crafting-actions/ # Modular crafting system (NEW)
│ │ ├── index.ts
│ │ ├── application-actions.ts
│ │ ├── design-actions.ts
│ │ ├── preparation-actions.ts
│ │ ├── equipment-actions.ts
│ │ ├── crafting-equipment-actions.ts
│ │ ├── disenchant-actions.ts
│ │ └── computed-getters.ts
│ ├── skill-evolution-modules/ # Modular skill evolution (NEW)
│ │ ├── index.ts # Main export (~11KB)
│ │ ├── mana-well-flow.ts # Mana Well/Flow skills (~15KB)
│ │ ├── quick-learner.ts # Quick Learner skill (~7KB)
│ │ ├── focused-mind.ts # Focused Mind skill (~6KB)
│ │ ├── enchanting-skills.ts # Enchanting skills (~15KB)
│ │ ├── invocation-skills.ts # Invocation skills (~15KB)
│ │ ├── hybrid-skills.ts # Hybrid skills (~22KB)
│ │ ├── guardian-skills.ts # Guardian-related skills (~4KB)
│ │ ├── insight-harvest.ts # Insight Harvest skill (~7KB)
│ │ ├── mana-utility-skills.ts # Mana utility skills (~7KB)
│ │ ├── elemental-attunement.ts # Elemental Attunement (~7KB)
│ │ ├── knowledge-retention.ts # Knowledge Retention (~4KB)
│ │ ├── learning-skills.ts # Learning skills (~1KB)
│ │ ├── magic-skills.ts # Magic skills (~1KB)
│ │ ├── utils.ts # Skill evolution utilities
│ │ └── types.ts # TypeScript interfaces
│ ├── constants/ # Modular constants (NEW)
│ │ ├── index.ts
│ │ ├── core.ts # Core game constants
│ │ ├── elements.ts # Element definitions
│ │ ├── guardians.ts # Guardian definitions
│ │ ├── prestige.ts # Prestige upgrade definitions
│ │ ├── rooms.ts # Room type definitions
│ │ ├── skills.ts # Skill definitions (~30KB)
│ │ ├── spells.ts # Spell definitions
│ │ └── spells-modules/ # Spell sub-modules
│ ├── data/ # Game data definitions (NEW)
│ │ ├── enchantment-effects.ts
│ │ ├── enchantments/ # Enchantment definitions
│ │ ├── equipment/ # Equipment definitions
│ │ ├── golems/ # Golem definitions
│ │ ├── achievements.ts
│ │ ├── crafting-recipes.ts
│ │ └── loot-drops.ts
│ ├── crafting-slice.ts # Legacy crafting (being modularized)
│ ├── skill-evolution.ts # Legacy skill evolution (reduced, ~1.5KB)
│ ├── constants.ts # Legacy constants (reduced, ~1KB)
│ ├── store.ts # Legacy store (reduced, ~14KB)
│ ├── computed-stats.ts # Computed stats functions
│ ├── navigation-slice.ts # Floor navigation actions
│ ├── study-slice.ts # Study system actions
│ ├── effects.ts # Unified effect computation
│ ├── upgrade-effects.ts # Skill upgrade effect definitions
│ ├── types.ts # TypeScript interfaces
│ ├── formatting.ts # Display formatters
│ └── utils/ # Utility functions
└── utils.ts # General utilities (cn function)
Note: A complete, up-to-date project tree is automatically generated on each commit and saved to docs/project-structure.txt. This file is generated by the pre-commit hook using .husky/scripts/generate-project-tree.js and respects .gitignore rules.
Key Systems
1. State Management (Modular Store Architecture)
The game uses a modular Zustand store architecture with multiple specialized stores:
Store Modules (src/lib/game/stores/)
- gameStore.ts: Core state, tick logic, and main actions (~11KB)
- manaStore.ts: Mana gathering, elements, conversion (~9KB)
- combatStore.ts: Combat system, spells, floor progression (~9KB)
- prestigeStore.ts: Prestige/loop system, insight, upgrades (~8KB)
- skillStore.ts: Skill state, studying, evolution (~11KB)
- uiStore.ts: UI state, modals, debug settings (~2KB)
Legacy Store Files (Being Migrated)
- store.ts: Reduced from ~2812 lines to ~14KB (core logic moved to stores/)
- crafting-slice.ts: Reduced, being replaced by crafting-actions/
Store Interaction Pattern
// Each store can interact with other stores via get() and custom hooks
// Example from combatStore.ts:
import { useManaStore } from './manaStore';
// Access other store state
const manaState = useManaStore.getState();
2. Crafting System (Modular Architecture)
The crafting system has been split into focused action modules:
Crafting Action Modules (src/lib/game/crafting-actions/)
- design-actions.ts: Enchantment design creation (~3KB)
- preparation-actions.ts: Equipment preparation (~1KB)
- application-actions.ts: Enchantment application (~2KB)
- equipment-actions.ts: Equipment management (~2.5KB)
- crafting-equipment-actions.ts: Equipment crafting (~2.5KB)
- disenchant-actions.ts: Disenchanting logic (~1KB)
- computed-getters.ts: Crafting computed values (~2KB)
- index.ts: Barrel exports
3. Skill Evolution System (Modular Architecture)
The massive ~3400-line skill-evolution.ts has been split into focused modules:
Skill Evolution Modules (src/lib/game/skill-evolution-modules/)
- index.ts: Main export combining all skill trees (~11KB)
- mana-well-flow.ts: Mana Well and Mana Flow skills (~15KB)
- quick-learner.ts: Quick Learner and related skills (~7KB)
- focused-mind.ts: Focused Mind and study skills (~6KB)
- enchanting-skills.ts: Enchanting skill tree (~15KB)
- invocation-skills.ts: Invocation and Pact Mastery (~15KB)
- hybrid-skills.ts: Cross-attunement hybrid skills (~22KB)
- guardian-skills.ts: Guardian-related skills (~4KB)
- insight-harvest.ts: Insight and prestige skills (~7KB)
- mana-utility-skills.ts: Utility mana skills (~7KB)
- elemental-attunement.ts: Elemental skills (~7KB)
- knowledge-retention.ts: Knowledge retention skill (~4KB)
- learning-skills.ts: Basic learning skills (~1KB)
- magic-skills.ts: Magic-related skills (~1KB)
- utils.ts: Shared utilities
- types.ts: TypeScript interfaces
4. Constants System (Modular Architecture)
Game constants have been organized into domain-specific modules:
Constants Modules (src/lib/game/constants/)
- core.ts: Core game constants (timing, limits)
- elements.ts: Element definitions and hierarchies
- guardians.ts: Guardian definitions and stats
- prestige.ts: Prestige upgrade definitions
- rooms.ts: Room type definitions
- skills.ts: Complete skill definitions (~30KB)
- spells.ts: Spell definitions
- spells-modules/: Organized spell sub-modules
- index.ts: Barrel exports
5. Game Data (New Structure)
Data Directory (src/lib/game/data/)
- enchantment-effects.ts: Enchantment effect catalog
- enchantments/: Enchantment definitions by category
- equipment/: Equipment type definitions
- golems/: Golem type definitions
- achievements.ts: Achievement definitions
- crafting-recipes.ts: Crafting recipe definitions
- loot-drops.ts: Loot table definitions
Computed Stats (computed-stats.ts)
Extracted utility functions for stat calculations:
computeMaxMana(),computeRegen(),computeEffectiveRegen()calcDamage(),calcInsight(),getElementalBonus()getFloorMaxHP(),getFloorElement(),getMeditationBonus()canAffordSpellCost(),deductSpellCost()
interface GameState {
// Time
day: number;
hour: number;
paused: boolean;
// Mana (now in manaStore.ts)
rawMana: number;
elements: Record<string, ElementState>;
// Combat (now in combatStore.ts)
currentFloor: number;
floorHP: number;
activeSpell: string;
castProgress: number;
// Progression (now in skillStore.ts)
skills: Record<string, number>;
spells: Record<string, SpellState>;
skillUpgrades: Record<string, string[]>;
skillTiers: Record<string, number>;
// Equipment
equipmentInstances: Record<string, EquipmentInstance>;
equippedInstances: Record<string, string | null>;
enchantmentDesigns: EnchantmentDesign[];
// Prestige (now in prestigeStore.ts)
insight: number;
prestigeUpgrades: Record<string, number>;
signedPacts: number[];
}
Effect System (effects.ts)
CRITICAL: All stat modifications flow through the unified effect system.
// Effects come from two sources:
// 1. Skill Upgrades (milestone bonuses)
// 2. Equipment Enchantments (crafted bonuses)
getUnifiedEffects(state) => UnifiedEffects {
maxManaBonus, maxManaMultiplier,
regenBonus, regenMultiplier,
clickManaBonus, clickManaMultiplier,
baseDamageBonus, baseDamageMultiplier,
attackSpeedMultiplier,
critChanceBonus, critDamageMultiplier,
studySpeedMultiplier,
specials: Set<string>, // Special effect IDs
}
When adding new stats:
- Add to
ComputedEffectsinterface inupgrade-effects.ts - Add mapping in
computeEquipmentEffects()ineffects.ts - Apply in the relevant game logic (tick, damage calc, etc.)
Important Patterns
Adding a New Effect
- Define in
enchantment-effects.ts(now indata/enchantment-effects.ts):
my_new_effect: {
id: 'my_new_effect',
name: 'Effect Name',
description: '+10% something',
category: 'combat',
baseCapacityCost: 30,
maxStacks: 3,
allowedEquipmentCategories: ['caster', 'hands'],
effect: { type: 'multiplier', stat: 'attackSpeed', value: 1.10 }
}
- Add stat mapping in
effects.ts(if new stat):
// In computeEquipmentEffects()
if (effect.stat === 'myNewStat') {
bonuses.myNewStat = (bonuses.myNewStat || 0) + effect.value;
}
- Apply in game logic:
const effects = getUnifiedEffects(state);
damage *= effects.myNewStatMultiplier;
Adding a New Skill
- Define in
constants/skills.ts(NEW location) - Add evolution path in
skill-evolution-modules/(NEW location)- Create new module or add to existing module
- Export from
skill-evolution-modules/index.ts - Update UI in
components/game/tabs/SkillsTab.tsx
Adding a New Spell
- Define in
constants/spells.ts(NEW location) - Add to
constants/spells-modules/if categorized - Add spell enchantment in
data/enchantment-effects.ts - Add research skill in
constants/skills.ts - Map research to effect in
EFFECT_RESEARCH_MAPPING
Git Hooks (Husky)
This project uses Husky to manage git hooks for automated checks and agent assistance:
Pre-Commit Hook (.husky/pre-commit)
Runs automatically before each commit:
- File Size Check: Ensures no staged file exceeds 400 lines (improves AI agent readability)
- Project Structure Generation: Updates
docs/project-structure.txtwith current tree (respects.gitignore)
Post-Merge Hook (.husky/post-merge)
Runs after merging branches:
- Checks if
package.jsonorpackage-lock.jsonchanged - Automatically runs
npm installto sync dependencies
Implementation Files
- Hook scripts:
.husky/directory - File size check:
.husky/scripts/check-file-size.js - Tree generator:
.husky/scripts/generate-project-tree.js
Common Pitfalls
- Forgetting to call
getUnifiedEffects(): Always use unified effects for stat calculations - Direct stat modification: Never modify stats directly; use effect system
- Missing tier multiplier: Use
getTierMultiplier(skillId)for tiered skills - Ignoring special effects: Check
hasSpecial(effects, SPECIAL_EFFECTS.X)for special abilities - Not updating modular stores: Check all stores in
stores/directory for related state - Bypassing crafting-actions: Use the modular actions in
crafting-actions/for new crafting features
Testing Guidelines
- Run
npm run lintafter changes - Run
npm run testto execute unit tests - Check dev server logs
- Test with fresh game state (clear localStorage)
- New: Tests are organized alongside their modules (e.g.,
stores/__tests__/,store-tests/)
Modular Architecture Pattern
The codebase has been refactored from large monolithic files into focused, modular components. This improves:
- Maintainability: Each module has a single responsibility
- Readability: Files are under 400 lines (pre-commit hook enforces this)
- AI Agent Efficiency: Smaller files are easier to understand and modify
Key Modular Directories
| Directory | Purpose | Line Count Target |
|---|---|---|
stores/ |
Zustand store modules | < 400 lines each |
crafting-actions/ |
Crafting system actions | < 400 lines each |
skill-evolution-modules/ |
Skill trees by category | < 400 lines each |
constants/ |
Game constants by domain | < 400 lines each |
data/ |
Game data definitions | < 400 lines each |
components/game/tabs/ |
UI tab components | < 400 lines each |
components/game/crafting/ |
Crafting UI components | < 400 lines each |
components/game/stats/ |
Stats display components | < 400 lines each |
Creating a New Module
- Identify the domain: Which system does it belong to?
- Create focused file: Keep under 400 lines
- Export from index: Add to barrel export file
- Update imports: Fix all references to old location
- Test: Run lint and tests before committing
File Size Guidelines
Current File Sizes (After Modular Refactoring)
| File | Lines | Size (bytes) | Notes |
|---|---|---|---|
stores/gameStore.ts |
~300 | ~11KB | Core state + tick logic |
stores/manaStore.ts |
~250 | ~9KB | Mana system |
stores/combatStore.ts |
~250 | ~9KB | Combat system |
stores/prestigeStore.ts |
~200 | ~8KB | Prestige system |
stores/skillStore.ts |
~300 | ~11KB | Skill system |
stores/uiStore.ts |
~50 | ~2KB | UI state |
crafting-actions/*.ts |
~50-150 | ~1-3KB each | Modular crafting |
skill-evolution-modules/*.ts |
~100-600 | ~4-22KB each | Modular skills |
constants/*.ts |
~50-1000 | ~1-30KB each | Modular constants |
page.tsx |
~100 | ~4KB | Main UI (heavily reduced) |
components/game/tabs/*.tsx |
~50-400 | ~2-15KB each | Tab components |
Guidelines
- 400 lines maximum per file (enforced by pre-commit hook)
- Extract to modules when approaching 300 lines
- Use barrel exports (
index.ts) for clean imports - Keep related functionality together in modules
- Modular architecture is now the standard - all new code should follow this pattern
Automated File Size Check
A pre-commit hook automatically checks all staged files. Files exceeding 400 lines will be rejected. The hook runs via Husky and uses .husky/scripts/check-file-size.js. If your file is too large, refactor it into smaller modules before committing.
🚫 BANNED CONTENT - NEVER ADD THESE
Lifesteal and Healing are BANNED
DO NOT add lifesteal or healing mechanics to player abilities.
This includes:
lifestealspell effectshealorregenerationabilities for the player- Any mechanic that restores player HP or mana based on damage dealt
- Life-stealing weapons or enchantments
Rationale: The game's core design is that the player cannot take damage - only floors can. Healing/lifesteal mechanics are unnecessary and would create confusing gameplay.
Banned Mana Types
The following mana types have been removed and should never be re-added:
life- Healing/lifesteal themed (banned)blood- Life + Water compound (banned due to lifesteal theme)wood- Life + Earth compound (banned due to life connection)mental- Mind/psionic themed (removed for design consistency)force- Telekinetic themed (removed for design consistency)
Removed Features
- LabTab — permanently removed. Do not re-add under any name. The lab element conversion UI was replaced by attunements.
🔮 Mana Types Overview
Base Mana Types (7)
| Element | Symbol | Color | Theme |
|---|---|---|---|
| Fire | 🔥 | #FF6B35 | Destruction, burn damage |
| Water | 💧 | #4ECDC4 | Flow, freeze effects |
| Air | 🌬️ | #00D4FF | Speed, wind damage |
| Earth | ⛰️ | #F4A261 | Stability, armor pierce |
| Light | ☀️ | #FFD700 | Radiance, holy damage |
| Dark | 🌑 | #9B59B6 | Shadows, void damage |
| Death | 💀 | #778CA3 | Decay, rot damage |
Utility Mana Types (1)
| Element | Symbol | Color | Theme |
|---|---|---|---|
| Transference | 🔗 | #1ABC9C | Mana transfer, Enchanter attunement |
Compound Mana Types (3)
| Element | Recipe | Theme |
|---|---|---|
| Metal | Fire + Earth | Armor piercing, forged weapons |
| Sand | Earth + Water | AOE damage, desert winds |
| Lightning | Fire + Air | Fast damage, armor pierce, chain effects |
Exotic Mana Types (3)
| Element | Recipe | Theme |
|---|---|---|
| Crystal | Sand + Sand + Light | Prismatic, high damage |
| Stellar | Fire + Fire + Light | Cosmic, ultimate fire/light |
| Void | Dark + Dark + Death | Oblivion, ultimate dark/death |
Mana Type Hierarchy
Base Elements (7) → Compound (3) → Exotic (3)
↓
Utility (1) ← Special attunement-based
GitNexus — Code Intelligence
This project is indexed by GitNexus as Mana-Loop (3795 symbols, 6409 relationships, 146 execution flows). Use the GitNexus MCP tools to understand code, assess impact, and navigate safely.
If any GitNexus tool warns the index is stale, run
npx gitnexus analyzein terminal first.
Always Do
- MUST run impact analysis before editing any symbol. Before modifying a function, class, or method, run
gitnexus_impact({target: "symbolName", direction: "upstream"})and report the blast radius (direct callers, affected processes, risk level) to the user. - MUST run
gitnexus_detect_changes()before committing to verify your changes only affect expected symbols and execution flows. - MUST warn the user if impact analysis returns HIGH or CRITICAL risk before proceeding with edits.
- When exploring unfamiliar code, use
gitnexus_query({query: "concept"})to find execution flows instead of grepping. It returns process-grouped results ranked by relevance. - When you need full context on a specific symbol — callers, callees, which execution flows it participates in — use
gitnexus_context({name: "symbolName"}).
Never Do
- NEVER edit a function, class, or method without first running
gitnexus_impacton it. - NEVER ignore HIGH or CRITICAL risk warnings from impact analysis.
- NEVER rename symbols with find-and-replace — use
gitnexus_renamewhich understands the call graph. - NEVER commit changes without running
gitnexus_detect_changes()to check affected scope.
Resources
| Resource | Use for |
|---|---|
gitnexus://repo/Mana-Loop/context |
Codebase overview, check index freshness |
gitnexus://repo/Mana-Loop/clusters |
All functional areas |
gitnexus://repo/Mana-Loop/processes |
All execution flows |
gitnexus://repo/Mana-Loop/process/{name} |
Step-by-step execution trace |
CLI
| Task | Read this skill file |
|---|---|
| Understand architecture / "How does X work?" | .claude/skills/gitnexus/gitnexus-exploring/SKILL.md |
| Blast radius / "What breaks if I change X?" | .claude/skills/gitnexus/gitnexus-impact-analysis/SKILL.md |
| Trace bugs / "Why is X failing?" | .claude/skills/gitnexus/gitnexus-debugging/SKILL.md |
| Rename / extract / split / refactor | .claude/skills/gitnexus/gitnexus-refactoring/SKILL.md |
| Tools, resources, schema reference | .claude/skills/gitnexus/gitnexus-guide/SKILL.md |
| Index, status, clean, wiki CLI commands | .claude/skills/gitnexus/gitnexus-cli/SKILL.md |