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- Remove Temporal Memory skill from SKILLS_DEF (functionality should only be purchased with insight) - Remove temporalMemory references from all store files (timeSlice, prestigeSlice, store, gameStore) - Update tests to remove Temporal Memory test cases - Fix TODO items in craftingSlice.ts: - Add skill caching for calculateApplicationTime - Use getEnchantEfficiencyBonus for efficiency calculation - Transference mana type verified and working correctly
613 lines
26 KiB
Markdown
Executable File
613 lines
26 KiB
Markdown
Executable File
# Mana Loop Worklog
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---
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Task ID: 1
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Agent: Main
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Task: Fix skill upgrade effects not being applied
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Work Log:
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- Identified the issue: special effects like Mana Cascade were defined but never processed
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- Added `specials: Set<string>` to ComputedEffects interface in upgrade-effects.ts
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- Created SPECIAL_EFFECTS constant with all special effect IDs
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- Added `hasSpecial()` helper function to check if a special is active
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- Updated `computeEffects()` to collect special effects into the set
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Stage Summary:
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- Created the foundation for special effect tracking
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- All special effects are now recognized and can be checked with hasSpecial()
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---
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Task ID: 2
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Agent: Main
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Task: Implement special effect application in game logic
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Work Log:
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- Created `computeEffectiveRegen()` function that applies:
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- Mana Cascade: +0.1 regen per 100 max mana
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- Mana Torrent: +50% regen when above 75% mana
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- Desperate Wells: +50% regen when below 25% mana
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- Steady Stream: Immune to incursion penalty
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- Updated `gatherMana()` to apply Mana Echo (10% chance double mana)
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- Updated combat in tick() to apply:
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- Damage multipliers/bonuses from upgrades
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- Executioner: +100% damage to enemies below 25% HP
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- Berserker: +50% damage when mana < 50%
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- Adrenaline Rush: Restore 5% mana on kill
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- Updated study in tick() to apply:
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- Study speed multipliers from upgrades
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- Mental Clarity: +10% study speed when mana > 75%
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- Study Rush: First hour is 2x speed
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- Study Refund: 25% mana back on completion
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Stage Summary:
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- Key tier 1 special effects are now functional
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- Regen, combat, and study systems all apply upgrades correctly
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---
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Task ID: 3
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Agent: Main
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Task: Display special effects in UI
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Work Log:
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- Imported computeEffects, hasSpecial, SPECIAL_EFFECTS to page.tsx
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- Added `upgradeEffects` computation in derived stats
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- Added `manaCascadeBonus` calculation for display
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- Updated `effectiveRegen` to use `effectiveRegenWithSpecials`
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- Updated Mana Stats section to show:
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- Steady Stream immunity indicator
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- Mana Cascade bonus amount
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- Mana Torrent/Desperate Wells conditional bonuses
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- Updated Active Upgrades section to render special effects with cyan color
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Stage Summary:
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- Special effects are now visible in the Stats tab
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- Players can see exactly how much Mana Cascade contributes
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- Active Upgrades shows all effect types including specials
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---
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Task ID: 4
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Agent: Main
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Task: Test and verify implementation
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Work Log:
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- Added 11 new tests for special effects:
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- Mana Cascade recognition and calculation
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- Steady Stream recognition
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- Mana Echo recognition
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- Combat special effects (Executioner, Berserker, Adrenaline Rush)
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- Study special effects (Mental Clarity, Study Rush)
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- Effect stacking tests
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- All 203 tests pass
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Stage Summary:
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- Complete test coverage for implemented special effects
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- All lint checks pass
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- Dev server running without errors
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---
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Task ID: 5
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Agent: Main
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Task: Fix Deep Wellspring meditation efficiency upgrade
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Work Log:
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- Identified issue: `meditationEfficiency` was tracked in computed effects but not used
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- Updated `getMeditationBonus()` function signature to accept `meditationEfficiency` parameter
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- Updated meditation bonus calculation to multiply by efficiency
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- Updated `tick()` in store.ts to:
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- Compute upgradeEffects before meditation calculation
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- Pass `upgradeEffects.meditationEfficiency` to `getMeditationBonus()`
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- Updated page.tsx to:
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- Compute `upgradeEffects` before other derived stats
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- Pass `upgradeEffects.meditationEfficiency` to meditation multiplier calculation
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- Added 2 new tests for Deep Wellspring:
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- Test that meditation efficiency is correctly computed (1.5x for +50%)
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- Test that meditation bonus is boosted by efficiency (2.5 * 1.5 = 3.75)
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Stage Summary:
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- Deep Wellspring (+50% meditation efficiency) now works correctly
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- All 205 tests pass
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- Dev server running without errors
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---
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Task ID: 6
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Agent: Main
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Task: Fix multiple issues: Quick Learner tier-up reset, Parallel Mind upgrade, meditation display location, parallel study UI, combat spell usage verification
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Work Log:
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- **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.
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- **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.
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- **Fixed meditation multiplier display**: Removed meditation multiplier from "Active Spell" card in Spire tab - it now only appears in the Mana Stats section.
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- **Added parallel study UI**:
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- Added parallel study progress card in Spire tab
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- Added ⚡ button in Skills tab for selecting parallel study target
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- Shows "50% speed (Parallel Study)" indicator
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- **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.
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- **Added parallelStudyTarget to state persistence**: Updated the persist partialize function to include parallelStudyTarget.
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- **Fixed TypeScript errors**: Updated `computeElementMax` call in makeInitial to include required parameters.
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Stage Summary:
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- Quick Learner and other skills no longer lose progress when tiering up - players choose new upgrades for each tier
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- Parallel Mind upgrade is now functional - allows studying two skills/spells simultaneously
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- Meditation multiplier moved to correct location (Mana Stats only)
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- Combat verified to use active spells properly with all effects
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- All lint checks pass, dev server running without errors
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---
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Task ID: 7
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Agent: Main
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Task: Implement cast speed system for combat
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Work Log:
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- Added `castSpeed` property to `SpellDef` type in types.ts (default 1 cast/hour)
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- Added cast speeds to all spells in SPELLS_DEF:
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- Tier 0 (basic): 2.5-3 casts/hr (fast, cheap)
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- Tier 1 (elemental): 1.5-3 casts/hr (varies by spell nature)
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- Tier 2 (advanced): 0.8-1.8 casts/hr (slower, more powerful)
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- Tier 3 (master): 0.5-0.75 casts/hr (slow but devastating)
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- Tier 4 (legendary): 0.4-0.5 casts/hr (very slow, extremely powerful)
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- Added `castProgress` to GameState (tracks progress to next cast, 0-1)
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- Updated combat tick logic:
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- Accumulates cast progress based on spell cast speed and attack speed bonuses
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- When progress >= 1, triggers a spell cast (deducts mana, applies damage)
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- Handles multiple casts per tick if cast speed is high
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- Resets progress on floor change
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- Attack speed affected by:
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- Quick Cast skill: +5% per level
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- Attack Speed upgrade multipliers from skill milestones
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- Updated UI:
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- Active Spell card now shows cast speed (casts/hr)
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- Added cast progress bar when climbing
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- DPS calculation now uses actual cast speed formula
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Stage Summary:
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- Combat now properly uses spell cast speed instead of arbitrary damage multiplier
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- Each spell has unique cast speed (faster spells = more DPS but lower damage per cast)
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- Attack speed upgrades (Quick Cast, Quick Strikes) properly speed up casting
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- Players can see cast progress and DPS in real-time
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---
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Task ID: 8
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Agent: Main
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Task: Implement Crafting/Equipment System (Replace Combat Skills with Enchanting)
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Work Log:
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- **Verified combat skills removed and enchanting skills added**: constants.ts already had enchanting skills (enchanting, efficientEnchant, disenchanting, enchantSpeed, scrollCrafting, essenceRefining) with 'enchant' category
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- **Integrated crafting slice into main store**:
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- Added GameStore interface to extend CraftingActions
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- Added processCraftingTick call in tick function for design/prepare/enchant actions
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- Implemented all crafting actions directly in store (createEquipmentInstance, equipItem, startDesigningEnchantment, etc.)
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- Updated partialize function to persist equipment state (equippedInstances, equipmentInstances, enchantmentDesigns, designProgress, preparationProgress, applicationProgress)
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- **Created CraftingTab component** with 3-stage UI:
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- Design stage: Select equipment type, choose effects, name design, time-based progress
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- Prepare stage: Select equipment, pay mana cost, time-based preparation
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- Apply stage: Select equipment and design, apply enchantment with capacity validation
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- Disenchant section: Remove enchantments and recover mana based on disenchanting skill
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- **Updated SpellsTab** to show equipment-granted spells:
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- Added equipment spells section at top showing spells from equipped items
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- Shows source equipment for each spell
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- Added pact spells placeholder section
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- **Added 5-tier evolution paths for enchanting skills**:
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- enchanting: 5 tiers from Enchanting → Rune Master → Arcane Forgemaster → Void Enchanter → Enchantment God
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- efficientEnchant, disenchanting, enchantSpeed: 1 tier each with unique upgrades
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- **Updated page.tsx** with Crafting tab:
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- Added CraftingTab import and TabsTrigger for crafting
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- Added TabsContent rendering CraftingTab with all required props
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Stage Summary:
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- Complete 3-stage enchantment system (Design → Prepare → Apply)
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- Equipment capacity limits enchantments
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- Starting equipment: Basic Staff (with Mana Bolt), Civilian Shirt, Civilian Shoes
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- Spells only learnable from equipment and pacts
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- All crafting skills have evolution paths
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- All lint checks pass
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---
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Task ID: 9
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Agent: Main
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Task: Implement Attunement System - Core Framework
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Work Log:
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- **Created attunement type definitions in types.ts**:
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- Added AttunementSlot type (rightHand, leftHand, head, back, chest, leftLeg, rightLeg)
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- Added AttunementDef interface with primaryManaType, rawManaRegen, conversionRate, capabilities, skillCategories
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- Added AttunementState interface for tracking player attunements
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- Updated GameState to include attunements field
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- **Created attunements.ts data file** with 3 attunements:
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- **Enchanter (right hand)**: Starting attunement, transference mana, unlocks enchanting, 0.5 raw regen/hr, 0.2 conversion/hr
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- **Invoker (chest)**: Unlocks pacts with guardians, no primary mana but gains types from each pact, 0.3 raw regen/hr
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- **Fabricator (left hand)**: Earth mana, crafts golems and earthen/metal gear, 0.4 raw regen/hr, 0.25 conversion/hr
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- **Updated store.ts**:
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- Added attunement imports
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- Updated makeInitial() to start with Enchanter attunement active
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- Unlocks transference element for Enchanter
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- Added attunement mana conversion logic in tick()
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- Updated computeRegen() to include attunement bonuses
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- **Updated SKILL_CATEGORIES** to be attunement-based:
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- Core categories (always available): mana, study, research, ascension
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- Enchanter categories: enchant, effectResearch
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- Invoker categories: invocation, pact
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- Fabricator categories: fabrication, golemancy
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Stage Summary:
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- Player starts with Enchanter attunement on right hand
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- Attunements provide raw mana regen and convert to primary mana types
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- Skills are now organized by attunement (foundation for skill tab overhaul)
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- Lint checks pass, ready for UI implementation
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---
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Task ID: 10
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Agent: Main
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Task: Implement Attunement System - UI Overhaul
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Work Log:
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- **Created AttunementsTab component** (src/components/game/tabs/AttunementsTab.tsx):
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- Displays all 3 attunements with their status (active/locked)
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- Shows primary mana type and current mana for active attunements
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- Displays raw mana regen and conversion rate stats
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- Shows capabilities unlocked by each attunement
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- Displays available skill categories based on active attunements
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- Uses color coding and visual effects for active attunements
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- **Updated page.tsx**:
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- Added AttunementsTab import
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- Added "✨ Attune" tab between Spire and Skills
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- Added TabsContent for attunements
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- **Updated SkillsTab.tsx**:
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- Added import for getAvailableSkillCategories
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- Modified skill rendering to filter categories by attunement access
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- Skills now only show if the player has the appropriate attunement
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Stage Summary:
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- New Attunements tab shows all attunement details
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- Skills are filtered based on active attunements
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- Player can see exactly which skill categories they have access to
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- Visual feedback shows active vs locked attunements
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---
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Task ID: 11
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Agent: Main
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Task: Fix build errors - correct imports for getActiveEquipmentSpells and getTotalDPS
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Work Log:
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- Identified build failure: getActiveEquipmentSpells and getTotalDPS were being imported from store.ts but are defined in computed-stats.ts
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- Fixed imports in page.tsx:
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- Changed to import getActiveEquipmentSpells and getTotalDPS from computed-stats.ts
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- Fixed imports in SpireTab.tsx:
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- Changed to import getActiveEquipmentSpells and getTotalDPS from computed-stats.ts
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- Removed duplicate local function definition of getActiveEquipmentSpells
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- Cleaned up unused imports (ENCHANTMENT_EFFECTS, EQUIPMENT_TYPES)
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- Committed and pushed fix to repository
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Stage Summary:
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- Build errors resolved
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- All imports correctly reference computed-stats.ts for DPS and equipment spell functions
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- Code is cleaner with no duplicate function definitions
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---
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Task ID: 12
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Agent: Main
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Task: Fix prerender error - Cannot read properties of undefined (reading 'count')
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Work Log:
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- Identified the issue: ComboState type was referenced in ComboMeter.tsx but never defined
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- The `combo` property was also missing from GameState interface and initial state
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- Added ComboState interface to types.ts with:
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- count: number (current combo hits)
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- maxCombo: number (highest combo this session)
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- multiplier: number (current damage multiplier)
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- elementChain: string[] (last 3 elements used)
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- decayTimer: number (hours until decay starts)
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- Added `combo: ComboState` field to GameState interface
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- Added default combo state to makeInitial() in store.ts:
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- count: 0, maxCombo: 0, multiplier: 1, elementChain: [], decayTimer: 0
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- Added `combo` and `attunements` to persist partialize function for save/load
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- Fixed ComboMeter.tsx to import ComboState from types.ts
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Stage Summary:
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- ComboState type properly defined and used
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- combo field now properly initialized in game state
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- Persist function now saves both combo and attunements
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- Build should now pass prerendering stage
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---
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Task ID: 13
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Agent: Main
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Task: Fix prerender error - Cannot read properties of undefined (reading 'materials')
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Work Log:
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- Identified the issue: LootInventory type was referenced but never defined
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- The `lootInventory` property was also missing from GameState interface and initial state
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- Added LootInventory interface to types.ts with:
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- materials: Record<string, number> (materialId -> count)
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- blueprints: string[] (blueprint IDs discovered)
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- Added `lootInventory: LootInventory` field to GameState interface
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- Added default lootInventory to makeInitial() in store.ts
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- Added lootInventory to persist partialize function
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Stage Summary:
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- LootInventory type properly defined and used
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- lootInventory field now properly initialized in game state
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- Persist function now saves loot inventory
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---
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Task ID: 14
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Agent: Main
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Task: Fix prerender error - Add missing AchievementState and stats tracking
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Work Log:
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- Identified multiple missing types and fields referenced in page.tsx
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- Added AchievementDef interface to types.ts with:
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- id, name, desc, category, requirement, reward, hidden
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- Added AchievementState interface with:
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- unlocked: string[] (IDs of unlocked achievements)
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- progress: Record<string, number> (progress toward requirements)
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- Added to GameState:
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- achievements: AchievementState
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- totalSpellsCast: number
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- totalDamageDealt: number
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- totalCraftsCompleted: number
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- Added default values to makeInitial() in store.ts
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- Added all new fields to persist partialize function
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Stage Summary:
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- All missing types and fields now properly defined
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- Achievement system can track unlocked achievements and progress
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- Stats tracking for spells cast, damage dealt, and crafts completed
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- Build should now pass without undefined property errors
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---
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Task ID: 15
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Agent: Main
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Task: Implement multiple UI improvements and attunement leveling
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Work Log:
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- **Added mana pools display to ManaDisplay component**:
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- Shows all unlocked elemental mana types
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- Collapsible section with progress bars for each element
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- Sorted by current amount
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- Added elements prop to ManaDisplay
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- **Added Debug tab**:
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- Reset game with confirmation
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- Mana debug (+10, +100, +1K, +10K, Fill to max)
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- Time control (set day 1, 10, 20, 30)
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- Attunement unlock buttons
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- Attunement XP buttons
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- Elemental mana unlock and add buttons
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- Quick actions (unlock all base elements, utility elements, skip to floor 100)
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- **Removed ComboMeter from UI**:
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- Removed from header in page.tsx
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- Removed from SpireTab.tsx
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- **Updated AttunementsTab with level scaling**:
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- Added XP progress bar
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- Added level-scaled regen and conversion display
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- Added max level indicator
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- Removed 'scrollCrafting' from Enchanter capabilities
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- **Implemented attunement leveling system**:
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- Added getAttunementXPForLevel() and MAX_ATTUNEMENT_LEVEL = 10
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- XP scales exponentially: 100 * 3^(level-2)
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- Added addAttunementXP function with auto level-up
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- Added debug functions: debugUnlockAttunement, debugAddElementalMana, debugSetTime, debugAddAttunementXP, debugSetFloor
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- **Implemented attunement passive conversion with level scaling**:
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- Updated tick() to use getAttunementConversionRate() for level-scaled rates
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- Conversion rate scales exponentially with level (1.5^(level-1) multiplier)
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- **Made skill categories collapsible**:
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- Added collapsedCategories state
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- Click on category header to toggle
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- Shows ChevronDown/ChevronRight icons
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- Shows skill count badge
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Stage Summary:
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- All requested UI improvements completed
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- Attunement leveling system fully functional
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- Debug tab enables testing and development
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- Skills tab is more manageable with collapsible categories
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- Removed unused features (ComboMeter, scrollCrafting)
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---
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Task ID: 16
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Agent: Main
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Task: Redesign SpireTab to show summoned golems and their damage contribution
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Work Log:
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- **Added new imports to SpireTab**:
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- Imported `GOLEM_DEFS` and `GOLEM_VARIANTS` from `@/lib/game/constants`
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- Using `ELEMENTS` for element colors and symbols
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- **Created new "Active Golems" card**:
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- Shows list of currently active golems from `store.activeGolems`
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- Each golem displays:
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- Name and variant (e.g., "Earth Golem" or "Lava Golem")
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- HP bar (currentHP / maxHP) with element-colored gradient
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- Remaining floors countdown
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- DPS contribution (calculated with all bonuses applied)
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- Element icon from ELEMENTS constant
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- Empty state message: "No golems summoned. Visit the Crafting tab to summon golems."
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- Total golem DPS summary at bottom
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- Card has earth-colored accent (#F4A261) when golems are active
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- **Updated DPS display in Current Floor card**:
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- Total DPS now includes both spell DPS and golem DPS
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- Shows breakdown: "Spell DPS: X | Golem DPS: Y"
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- Only shows breakdown when golems are active
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- **Calculated individual golem DPS**:
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- Applies variant damage multiplier
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- Applies golemancyMaster bonus (+50%)
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- Applies pactBondedGolems bonus (+10% per pact)
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- Applies guardianInfusion bonus (+25% on guardian floors)
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- Multiplies by attack speed
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- **Visual styling**:
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- Used Card component for the golems section
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- Used Progress component for HP bars
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- Matches existing dark theme (bg-gray-900/80, border-gray-700)
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- Golem cards have element-colored border accent
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- Used ScrollArea for long golem lists (max-h-48)
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Stage Summary:
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- New Active Golems card shows all summoned golems with detailed stats
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- DPS display properly accounts for golem damage contribution
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- Visual design consistent with existing game theme
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- All lint checks pass
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---
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## Task ID: 17 - CraftingTab Redesign
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### Work Task
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Redesign the CraftingTab component to have a two-level tab structure based on active attunements, with a new Golemancy sub-tab for summoning golems.
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### Work Summary
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|
- **Implemented two-level tab structure**:
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|
- Top-level tabs show active attunements (Enchanter ✨, Fabricator ⚒️)
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- If only one attunement is active, skip top-level tabs and show content directly
|
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- If no attunements are active, show locked message
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|
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- **Enchanter attunement** (when active):
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- Sub-tabs: Design, Prepare, Apply (existing enchantment functionality)
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- All existing render functions preserved (renderDesignStage, renderPrepareStage, renderApplyStage)
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|
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- **Fabricator attunement** (when active):
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|
- Sub-tabs: Craft, Golemancy
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- Craft sub-tab: existing equipment crafting functionality (renderCraftStage)
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|
- Golemancy sub-tab: NEW - summoning and managing golems
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|
|
|
- **New Golemancy features**:
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|
- Shows available golem types from `GOLEM_DEFS` with:
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|
- Golem name, description, element color
|
|
- Base damage, HP, and attack speed stats
|
|
- Summon button with mana cost (e.g., "Summon - 50 Earth Mana")
|
|
- Shows locked golem types (greyed out) with unlock conditions
|
|
- Shows active golems with:
|
|
- HP progress bar
|
|
- Remaining floor duration
|
|
- Total damage dealt
|
|
- Dismiss button
|
|
- Shows golem variants info (requires Crystal Embedding skill)
|
|
- Uses store methods: `canSummonGolem()`, `summonGolem()`, `dismissGolem()`, `getGolemDuration()`
|
|
- Checks attunement status via `store.attunements.enchanter?.active` and `store.attunements.fabricator?.active`
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|
|
|
- **New imports added**:
|
|
- `GOLEM_DEFS`, `GOLEM_VARIANTS`, `ELEMENTS` from `@/lib/game/constants`
|
|
- `ActiveGolem` type from `@/lib/game/types`
|
|
- Additional Lucide icons: `Heart`, `Sword`, `Skull`
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|
|
|
- **Visual styling**:
|
|
- Maintains existing dark theme (bg-gray-900/80, border-gray-700)
|
|
- Element-colored accents for golem types
|
|
- Uses shadcn/ui components: Card, Button, Progress, Badge, ScrollArea, Tabs
|
|
- Consistent with existing CraftingTab styling
|
|
|
|
---
|
|
## Task ID: 18 - StatsTab Redesign for Attunement-Specific Stats
|
|
### Work Task
|
|
Redesign the StatsTab component to better display attunement-specific stats with Active Attunements card, Combination Skills card, and reorganized attunement-specific stat sections.
|
|
|
|
### Work Summary
|
|
- **Added "Active Attunements" card at the top**:
|
|
- Each active attunement displayed as an expandable card/badge with:
|
|
- Icon and name (Enchanter ✨, Invoker 💜, Fabricator ⚒️)
|
|
- Current level and XP progress bar
|
|
- Primary mana type generated as a badge
|
|
- Key capability unlocked as a badge
|
|
- Click to expand reveals:
|
|
- All available skills for that attunement
|
|
- Skills currently being studied (highlighted)
|
|
- Skill levels displayed with badges
|
|
|
|
- **Added "Combination Skills" card**:
|
|
- Shows combination skills that the player has unlocked (level 5+ in both required attunements)
|
|
- Skills they can unlock shown with requirement badges
|
|
- Green color scheme for available skills
|
|
- Greyed out style for locked skills with red/green requirement indicators
|
|
- Displays attunement level requirements for each skill
|
|
|
|
- **Reorganized existing stats into attunement-specific sections**:
|
|
- **Enchanter Stats** (teal accent border):
|
|
- Enchantment capacity with Ancient Echo bonus
|
|
- Efficiency bonus from efficientEnchant skill
|
|
- Designs created count
|
|
- Effects unlocked count
|
|
- Disenchant recovery rate
|
|
- Enchant speed bonus
|
|
- **Invoker Stats** (purple accent border):
|
|
- Pacts signed count (X/10)
|
|
- Pact multiplier calculation
|
|
- Pact Mastery bonus
|
|
- Guardian Affinity time reduction
|
|
- Elemental Bond capacity per pact
|
|
- Pact Synergy bonus
|
|
- Signed pacts list with guardian colors
|
|
- **Fabricator Stats** (earth/amber accent border):
|
|
- Golems active count
|
|
- Golem DPS (using store.getActiveGolemDPS())
|
|
- Golem duration (using store.getGolemDuration())
|
|
- Golem Vitality HP bonus
|
|
- Crafting speed bonus
|
|
- Earth conversion bonus
|
|
- Active golems list with HP bars and damage dealt
|
|
|
|
- **Import requirements fulfilled**:
|
|
- Imported `ATTUNEMENTS_DEF` from `@/lib/game/data/attunements`
|
|
- Imported `SKILL_CATEGORIES` from `@/lib/game/constants`
|
|
- Uses `store.attunements` to check active attunements
|
|
- Uses `store.getGolemDuration()` and `store.getActiveGolemDPS()` for Fabricator stats
|
|
|
|
- **Visual styling**:
|
|
- Uses Card, Badge, Progress, Collapsible components from shadcn/ui
|
|
- Matches existing dark theme (bg-gray-900/80, border-gray-700)
|
|
- Uses attunement colors from ATTUNEMENTS_DEF:
|
|
- Enchanter: teal #1ABC9C
|
|
- Invoker: purple #9B59B6
|
|
- Fabricator: earth #F4A261
|
|
- Top border accent for each attunement-specific section
|
|
- Conditional rendering - only shows attunement sections if that attunement is active
|
|
|
|
- **Preserved existing functionality**:
|
|
- Mana Stats section retained
|
|
- Combat Stats section retained
|
|
- Study Stats section retained
|
|
- Element Stats section retained
|
|
- Active Skill Upgrades section retained
|
|
- Loop Stats section retained
|
|
|
|
---
|
|
Task ID: 19
|
|
Agent: Main
|
|
Task: Remove Temporal Memory skill and fix unimplemented effects
|
|
|
|
Work Log:
|
|
- **Removed Temporal Memory skill from SKILLS_DEF**:
|
|
- Removed `temporalMemory: { name: "Temporal Memory", desc: "Keep 1 spell across loops", cat: "ascension", max: 3, base: 2000, studyTime: 36 }` from constants.ts
|
|
- This functionality should only be available through prestige upgrades purchased with insight
|
|
- This preserves the insight economy - spell memory is now exclusively purchased with insight
|
|
|
|
- **Removed all temporalMemory references from codebase**:
|
|
- timeSlice.ts: Removed temporalMemory skill check in startNewLoop
|
|
- prestigeSlice.ts: Removed temporalMemory spell preservation code, simplified to only use spellMemory prestige upgrade
|
|
- store.ts: Removed temporalMemory skill check and spell preservation from startNewLoop function
|
|
- gameStore.ts: Removed temporalMemory skill check and spell preservation from startNewLoop function
|
|
|
|
- **Updated tests**:
|
|
- store.test.ts: Removed temporalMemory test case
|
|
- skills.test.ts: Removed Temporal Memory test case from Ascension Skills tests
|
|
|
|
- **Verified transference mana type**:
|
|
- Confirmed transference exists in ELEMENTS constant with proper definition
|
|
- Transference is automatically unlocked for Enchanter attunement in makeInitial()
|
|
|
|
- **Fixed unimplemented code in craftingSlice.ts**:
|
|
- Added `cachedSkills` variable and `setCachedSkills()` function for skill access
|
|
- Fixed `calculateApplicationTime()` call to use cachedSkills instead of empty object
|
|
- Fixed efficiency bonus calculation to use `getEnchantEfficiencyBonus(cachedSkills)` instead of hardcoded 0
|
|
|
|
Stage Summary:
|
|
- Temporal Memory skill fully removed from game
|
|
- Spell preservation now exclusively through prestige upgrades (insight-purchased)
|
|
- Transference mana type verified and working
|
|
- Crafting slice TODOs resolved with proper skill integration
|
|
- All lint checks pass
|