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Mana-Loop/worklog.md
2026-04-03 17:23:15 +00:00

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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)