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247 lines
7.5 KiB
Markdown
247 lines
7.5 KiB
Markdown
# Mana Loop - Project Architecture Guide
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This document provides a comprehensive overview of the project architecture for AI agents working on this codebase.
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---
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## ⚠️ MANDATORY GIT WORKFLOW - MUST BE FOLLOWED
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**Before starting ANY work, you MUST:**
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1. **Pull the latest changes:**
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```bash
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cd /home/z/my-project && git pull origin master
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```
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2. **Do your task** - Make all necessary code changes
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3. **Before finishing, commit and push:**
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```bash
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cd /home/z/my-project
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git add -A
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git commit -m "descriptive message about changes"
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git push origin master
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```
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**This workflow is ENFORCED and NON-NEGOTIABLE.** Every agent session must:
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- Start with `git pull`
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- End with `git add`, `git commit`, `git push`
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**Git Remote:** `git@gitea.tailf367e3.ts.net:Anexim/Mana-Loop.git`
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---
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## Project Overview
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**Mana Loop** is an incremental/idle game built with:
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- **Framework**: Next.js 16 with App Router
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- **Language**: TypeScript 5
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- **Styling**: Tailwind CSS 4 with shadcn/ui components
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- **State Management**: Zustand with persist middleware
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- **Database**: Prisma ORM with SQLite (for persistence features)
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## Core Game Loop
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1. **Mana Gathering**: Click or auto-generate mana over time
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2. **Studying**: Spend mana to learn skills and spells
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3. **Combat**: Climb the Spire, defeat guardians, sign pacts
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4. **Crafting**: Enchant equipment with spell effects
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5. **Prestige**: Reset progress for permanent bonuses (Insight)
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## Directory Structure
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```
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src/
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├── app/
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│ ├── page.tsx # Main game UI (single page application)
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│ ├── layout.tsx # Root layout with providers
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│ └── api/ # API routes (minimal use)
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├── components/
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│ ├── ui/ # shadcn/ui components (auto-generated)
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│ └── game/
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│ ├── index.ts # Barrel exports
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│ └── tabs/ # Tab-specific components
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│ ├── CraftingTab.tsx
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│ ├── LabTab.tsx
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│ ├── SpellsTab.tsx
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│ └── SpireTab.tsx
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└── lib/
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├── game/
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│ ├── store.ts # Zustand store (state + actions)
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│ ├── effects.ts # Unified effect computation
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│ ├── upgrade-effects.ts # Skill upgrade effect definitions
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│ ├── constants.ts # Game definitions (spells, skills, etc.)
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│ ├── skill-evolution.ts # Skill tier progression paths
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│ ├── crafting-slice.ts # Equipment/enchantment logic
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│ ├── types.ts # TypeScript interfaces
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│ ├── formatting.ts # Display formatters
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│ ├── utils.ts # Utility functions
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│ └── data/
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│ ├── equipment.ts # Equipment type definitions
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│ └── enchantment-effects.ts # Enchantment effect catalog
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└── utils.ts # General utilities (cn function)
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```
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## Key Systems
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### 1. State Management (`store.ts`)
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The game uses a single Zustand store with the following key slices:
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```typescript
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interface GameState {
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// Time
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day: number;
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hour: number;
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paused: boolean;
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// Mana
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rawMana: number;
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elements: Record<string, ElementState>;
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// Combat
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currentFloor: number;
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floorHP: number;
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activeSpell: string;
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castProgress: number;
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// Progression
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skills: Record<string, number>;
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spells: Record<string, SpellState>;
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skillUpgrades: Record<string, string[]>;
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skillTiers: Record<string, number>;
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// Equipment
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equipmentInstances: Record<string, EquipmentInstance>;
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equippedInstances: Record<string, string | null>;
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enchantmentDesigns: EnchantmentDesign[];
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// Prestige
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insight: number;
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prestigeUpgrades: Record<string, number>;
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signedPacts: number[];
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}
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```
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### 2. Effect System (`effects.ts`)
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**CRITICAL**: All stat modifications flow through the unified effect system.
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```typescript
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// Effects come from two sources:
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// 1. Skill Upgrades (milestone bonuses)
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// 2. Equipment Enchantments (crafted bonuses)
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getUnifiedEffects(state) => UnifiedEffects {
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maxManaBonus, maxManaMultiplier,
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regenBonus, regenMultiplier,
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clickManaBonus, clickManaMultiplier,
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baseDamageBonus, baseDamageMultiplier,
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attackSpeedMultiplier,
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critChanceBonus, critDamageMultiplier,
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studySpeedMultiplier,
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specials: Set<string>, // Special effect IDs
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}
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```
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**When adding new stats**:
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1. Add to `ComputedEffects` interface in `upgrade-effects.ts`
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2. Add mapping in `computeEquipmentEffects()` in `effects.ts`
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3. Apply in the relevant game logic (tick, damage calc, etc.)
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### 3. Combat System
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Combat uses a **cast speed** system:
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- Each spell has `castSpeed` (casts per hour)
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- Cast progress accumulates: `progress += castSpeed * attackSpeedMultiplier * HOURS_PER_TICK`
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- When `progress >= 1`, spell is cast (cost deducted, damage dealt)
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- DPS = `damagePerCast * castsPerSecond`
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Damage calculation order:
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1. Base spell damage
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2. Skill bonuses (combatTrain, arcaneFury, etc.)
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3. Upgrade effects (multipliers, bonuses)
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4. Special effects (Overpower, Berserker, etc.)
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5. Elemental modifiers (same element +25%, super effective +50%)
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### 4. Crafting/Enchantment System
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Three-stage process:
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1. **Design**: Select effects, takes time based on complexity
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2. **Prepare**: Pay mana to prepare equipment, takes time
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3. **Apply**: Apply design to equipment, costs mana per hour
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Equipment has **capacity** that limits total enchantment power.
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### 5. Skill Evolution System
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Skills have 5 tiers of evolution:
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- At level 5: Choose 2 of 4 milestone upgrades
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- At level 10: Choose 2 more upgrades, then tier up
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- Each tier multiplies the skill's base effect by 10x
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## Important Patterns
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### Adding a New Effect
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1. **Define in `enchantment-effects.ts`**:
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```typescript
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my_new_effect: {
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id: 'my_new_effect',
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name: 'Effect Name',
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description: '+10% something',
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category: 'combat',
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baseCapacityCost: 30,
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maxStacks: 3,
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allowedEquipmentCategories: ['caster', 'hands'],
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effect: { type: 'multiplier', stat: 'attackSpeed', value: 1.10 }
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}
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```
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2. **Add stat mapping in `effects.ts`** (if new stat):
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```typescript
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// In computeEquipmentEffects()
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if (effect.stat === 'myNewStat') {
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bonuses.myNewStat = (bonuses.myNewStat || 0) + effect.value;
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}
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```
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3. **Apply in game logic**:
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```typescript
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const effects = getUnifiedEffects(state);
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damage *= effects.myNewStatMultiplier;
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```
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### Adding a New Skill
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1. **Define in `constants.ts` SKILLS_DEF**
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2. **Add evolution path in `skill-evolution.ts`**
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3. **Add prerequisite checks in `store.ts`**
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4. **Update UI in `page.tsx`**
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### Adding a New Spell
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1. **Define in `constants.ts` SPELLS_DEF**
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2. **Add spell enchantment in `enchantment-effects.ts`**
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3. **Add research skill in `constants.ts`**
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4. **Map research to effect in `EFFECT_RESEARCH_MAPPING`**
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## Common Pitfalls
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1. **Forgetting to call `getUnifiedEffects()`**: Always use unified effects for stat calculations
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2. **Direct stat modification**: Never modify stats directly; use effect system
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3. **Missing tier multiplier**: Use `getTierMultiplier(skillId)` for tiered skills
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4. **Ignoring special effects**: Check `hasSpecial(effects, SPECIAL_EFFECTS.X)` for special abilities
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## Testing Guidelines
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- Run `bun run lint` after changes
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- Check dev server logs at `/home/z/my-project/dev.log`
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- Test with fresh game state (clear localStorage)
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## File Size Guidelines
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- Keep `page.tsx` under 2000 lines by extracting to tab components
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- Keep store functions focused; extract to helper files when >50 lines
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- Use barrel exports (`index.ts`) for clean imports
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