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docs: update worklog with loot inventory and achievement fixes
2026-03-27 18:11:18 +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