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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
upgradeEffectscomputation in derived stats - Added
manaCascadeBonuscalculation for display - Updated
effectiveRegento useeffectiveRegenWithSpecials - 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:
meditationEfficiencywas tracked in computed effects but not used - Updated
getMeditationBonus()function signature to acceptmeditationEfficiencyparameter - Updated meditation bonus calculation to multiply by efficiency
- Updated
tick()in store.ts to:- Compute upgradeEffects before meditation calculation
- Pass
upgradeEffects.meditationEfficiencytogetMeditationBonus()
- Updated page.tsx to:
- Compute
upgradeEffectsbefore other derived stats - Pass
upgradeEffects.meditationEfficiencyto meditation multiplier calculation
- Compute
- 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
computeElementMaxcall 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
castSpeedproperty toSpellDeftype 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
castProgressto 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
comboproperty 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: ComboStatefield to GameState interface - Added default combo state to makeInitial() in store.ts:
- count: 0, maxCombo: 0, multiplier: 1, elementChain: [], decayTimer: 0
- Added
comboandattunementsto 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
lootInventoryproperty 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: LootInventoryfield 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)