83f835ccb0
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Fixes #299: Seed calculation now includes runId component per spec (seed = floor × 12345 + runId) Fixes #298: Treasure loot now uses seeded random instead of Math.random() Changes: - Added runId field to CombatState type - Generated random runId on spire entry in createEnterSpireMode - Updated getRoomsForFloor, generateSpireRoomType, generateSpireFloorState, generateTreasureLoot to accept and use runId - Updated all call sites in combat-descent-actions.ts and combatStore.ts - Treasure loot item count now uses seeded RNG instead of Math.random()
11 lines
494 B
Plaintext
11 lines
494 B
Plaintext
# Circular Dependencies
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Generated: 2026-06-08T12:41:09.468Z
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Found: 1 circular chain(s) — these MUST be fixed before modifying involved files.
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1. 1) stores/golem-combat-actions.ts > stores/golem-combat-helpers.ts
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## How to fix
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1. Identify which import in the chain can be extracted to a shared types/utils file.
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2. Move the shared type or function there.
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3. Both files import from the new shared module instead of each other.
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4. Run: bunx madge --circular src/lib/game (should return clean) |