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8 files changed

+127
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complicated_agentflow.sh

Lines changed: 7 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -28,6 +28,7 @@ log_warning() {
2828

2929
run_pytest() {
3030
python3 -m pytest "$@" --collect-only --disable-warnings
31+
export PYTHONPATH="$(pwd):${PYTHONPATH}" # Dynamically add the current working directory to PYTHONPATH
3132
local ret=$?
3233
# Replace 5 with the actual problematic exit code.
3334
[ $ret -eq 5 ] && ret=0
@@ -60,12 +61,13 @@ while true; do
6061
gptdiff "${INSTRUCTIONS}. Create pytest tests for the requirements in requirements_${FEATURE_ID}.txt in test_feature_${FEATURE_ID}.py. Tests must include assertions and cover both success and failure cases" --apply --model o3-mini
6162

6263
if [ -f "test_feature_${FEATURE_ID}.py" ]; then
63-
# Validate test structure
64-
if ! run_pytest test_feature_${FEATURE_ID}.py; then
65-
64+
# Validate test structure and execute test to capture output
65+
TEST_OUTPUT=$(pytest test_feature_${FEATURE_ID}.py -v 2>&1)
66+
RET=$?
67+
if [ $RET -ne 0 ]; then
6668
# Check for missing module errors and prompt for pip install
6769
if echo "$TEST_OUTPUT" | grep -q "No module named"; then
68-
MISSING_MODULE=$(echo "$TEST_OUTPUT" | grep "No module named" | sed -E "s/.*(No module named '([^']+)').*/\2/")
70+
MISSING_MODULE=$(echo "$TEST_OUTPUT" | grep -oP "'\K(.*?)(?=')" | head -n 1) # Improved regex for extracting missing module
6971
log_error "Missing Module Detected: $MISSING_MODULE"
7072
echo -e "\n${BOLD}${CYAN}Attempting to install missing module: ${MISSING_MODULE}${NC}"
7173
echo -e "Please run the following command to manually install:\n"
@@ -87,8 +89,7 @@ while true; do
8789
continue
8890
fi
8991

90-
# Ensure test actually fails
91-
TEST_OUTPUT=$(pytest test_feature_${FEATURE_ID}.py -v 2>&1)
92+
echo -e "\nDEBUG: Raw Test Output:\n${TEST_OUTPUT}\n" # Log raw debug output for inspection
9293
if ! echo "$TEST_OUTPUT" | grep -q "FAILED"; then
9394
log_warning "Tests Pass Without Implementation - Invalid Tests"
9495
echo -e "${YELLOW}${TEST_OUTPUT}${NC}"

gemini-3-most-interesting/src/input.js

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -114,10 +114,10 @@ function handleMouseMove(e) {
114114
if (newRot !== -1) {
115115
state.player.rotation = newRot;
116116
// Retroactively fix the previous belt to point to this one for smooth curves
117-
/*
118-
Optional: Logic to turn previous belt corner.
119-
Simplified: Just ensure current belt points correct way.
120-
*/
117+
const prevCell = state.grid.get(lastGx, lastGy);
118+
if (prevCell && prevCell.structure && prevCell.structure.type === 'belt') {
119+
prevCell.structure.rotation = newRot;
120+
}
121121
}
122122
}
123123
// Note: We no longer trigger interact() here directly for everything,

gpt5-large/DESIGN

Lines changed: 17 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -1,7 +1,7 @@
11
Runebloom: Idle Realms
2-
======================
2+
=====================
33

4-
High-level pitch
4+
High-level pitch (updated)
55
----------------
66
Runebloom: Idle Realms is a fantasy-themed incremental RPG you can play in the browser.
77
Click to strike, hire allies for idle DPS, beat bosses every 10 waves to earn **Aspect Shards**,
@@ -13,13 +13,16 @@ Core loops
1313
1) **Fight loop**: Attack the current enemy (or let idle DPS work). Earn gold & XP on kill.
1414
2) **Progress loop**: Clear 10 waves → fight a boss. Killing a boss grants 1 Aspect Shard.
1515
3) **Growth loop**: Spend gold on upgrades (click damage, idle DPS, crit…). Spend shards on permanent
16-
Attunements (Fire = click, Frost = idle, Shadow = crit scaling). Repeat.
16+
Attunements (Fire = click, Frost = idle + gold, Shadow = crit scaling + chance). Repeat.
1717

1818
Game feel
1919
---------
2020
* Click feels punchy (damage floaters + crit glow).
2121
* Enemies animate using the provided videos. Zone difficulty maps to video `enemy-<powerlevel>.mp4`.
2222
* Numbers scale smoothly with readable abbreviations (K, M, B…).
23+
* **New**: Active ability **Rune Burst** on a 10s cooldown for satisfying burst windows.
24+
* **New**: Multi-buy (x1/x10/x100/MAX) for upgrades.
25+
* **Polish**: Boss badge in UI, better autosave behavior, safer load (no enemy progress loss).
2326

2427
Balance sketch
2528
--------------
@@ -28,16 +31,16 @@ Balance sketch
2831
* **Upgrades**: Exponential pricing (1.15–1.35 multipliers). Early items are cheap and impactful.
2932
* **Attunements**: Each allocated shard boosts:
3033
- Fire: +5% click damage (multiplicative)
31-
- Frost: +5% idle DPS (multiplicative)
32-
- Shadow: +5% critical *multiplier* per shard (starts at ×2 base)
34+
- Frost: +5% idle DPS (multiplicative) **and** +1% gold on kill per shard
35+
- Shadow: +5% critical *multiplier* per shard **and** +0.5% crit chance per shard (capped at 75% total)
3336

3437
UI
3538
--
3639
* **Header**: Title + compact save indicator.
3740
* **Left panel**: Player stats (Level, XP bar, Health [abstract], Gold, Damage profile).
38-
* **Center**: Enemy video with HP bar overlay, Attack button, floating damage numbers.
41+
* **Center**: Enemy video with HP bar overlay, **BOSS** badge when applicable, Attack & **Rune Burst** buttons, floating damage numbers.
3942
* **Right/Tabs**:
40-
- *Upgrades*: Buyable items with cost scaling & live effects.
43+
- *Upgrades*: Buyable items with cost scaling & live effects, **multi-buy controls** (x1/x10/x100/MAX).
4144
- *Attunements*: Allocate/unallocate shards across Fire/Frost/Shadow (free respec).
4245
- *Settings*: Autosave toggle, mute video, reset save.
4346

@@ -72,10 +75,17 @@ Testing notes / bug priorities
7275
* Video error fallback to `enemy-0.mp4`.
7376
* Never allow negative HP / gold / XP; floor tiny residuals to 0.
7477
* Debounce autosave; wrap JSON parse/stringify in try/catch.
78+
* **Fixed**: Autosave timing bug (mixed `performance.now()` and `Date.now()`).
79+
* **Fixed**: Loading no longer wipes an in-progress enemy; enemy is preserved when valid.
80+
* **Added**: Multi-buy uses closed-form geometric series; includes MAX option.
81+
* **Added**: Shadow shards now also grant crit **chance** (capped), Frost shards grant gold on kill.
82+
* **Added**: Active ability cooldown UI with overlay.
7583

7684
Changelog (this pass)
7785
---------------------
7886
* Replaced placeholder name with **Runebloom: Idle Realms**.
7987
* Implemented playable UI (`index.html`), styles (`styles.css`), and logic (`game.js`).
8088
* Integrated enemy video assets by power level with safe fallback.
8189
* Added upgrades, bosses, aspects (elemental attunements), autosave, and reset.
90+
* **New**: Rune Burst active skill, multi-buy (x1/x10/x100/MAX), boss badge, richer attunements.
91+
* **Bugs**: Fixed autosave clock mixup; preserve enemy on load; various clamps & UI polish.

gpt5-large/index.html

Lines changed: 16 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -61,6 +61,7 @@ <h2>Damage Profile</h2>
6161
</div>
6262
<div class="actions">
6363
<button id="attack-btn" class="btn primary" title="Space to strike">Strike</button>
64+
<button id="burst-btn" class="btn" title="R to activate • 10s cooldown">Rune Burst</button>
6465
</div>
6566
</section>
6667

@@ -74,6 +75,18 @@ <h2>Damage Profile</h2>
7475
</div>
7576

7677
<div class="tab-body active" id="tab-upgrades">
78+
<div class="card compact">
79+
<div class="attune-row">
80+
<strong>Buy amount</strong>
81+
<div class="spacer"></div>
82+
<div class="btn-group" id="buy-qty">
83+
<button class="btn small qty-btn" data-qty="1">x1</button>
84+
<button class="btn small qty-btn" data-qty="10">x10</button>
85+
<button class="btn small qty-btn" data-qty="100">x100</button>
86+
<button class="btn small qty-btn qty-max qty-btn" data-qty="max" title="Buy as many as you can afford">MAX</button>
87+
</div>
88+
</div>
89+
</div>
7790
<div id="shop-list" class="shop-list"></div>
7891
</div>
7992

@@ -96,7 +109,7 @@ <h3>🔥 Fire</h3>
96109
</div>
97110
<div class="attune">
98111
<h3>❄️ Frost</h3>
99-
<p>+5% idle DPS per shard.</p>
112+
<p>+5% idle DPS and +1% gold on kill per shard.</p>
100113
<div class="attune-row">
101114
<button class="btn" data-alloc="frost" data-delta="1">+1</button>
102115
<button class="btn" data-alloc="frost" data-delta="-1">-1</button>
@@ -105,8 +118,8 @@ <h3>❄️ Frost</h3>
105118
</div>
106119
</div>
107120
<div class="attune">
108-
<h3>🜂 Shadow</h3>
109-
<p>+5% crit <em>multiplier</em> per shard.</p>
121+
<h3>🌑 Shadow</h3>
122+
<p>+5% crit <em>multiplier</em> and +0.5% crit chance per shard (total crit chance capped at 75%).</p>
110123
<div class="attune-row">
111124
<button class="btn" data-alloc="shadow" data-delta="1">+1</button>
112125
<button class="btn" data-alloc="shadow" data-delta="-1">-1</button>

grok-heavy/DESIGN

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -12,3 +12,4 @@ assets/spell-icon.png (for spell button)
1212
assets/sword-icon.png (for attack button)
1313
assets/gold-icon.png (for gold display)
1414
assets/background.jpg (for game background)
15+
assets/heal-icon.png (for heal button)

grok-heavy/index.html

Lines changed: 6 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -12,6 +12,7 @@ <h1>Eldoria's Ascension</h1>
1212
<div id="enemy-container">
1313
<div id="hp-bar"><div id="hp-fill"></div></div>
1414
<video id="enemy-video" autoplay loop muted></video>
15+
<h2 id="enemy-name">Slime</h2>
1516
</div>
1617
<div id="stats">
1718
<p>Hero Level: <span id="hero-level">1</span></p>
@@ -22,18 +23,23 @@ <h1>Eldoria's Ascension</h1>
2223
<p>Mana: <span id="mana">0</span> / <span id="max-mana">50</span></p>
2324
<div id="mana-bar"><div id="mana-fill"></div></div>
2425
<p>Current Enemy Level: <span id="enemy-level">0</span></p>
26+
<p>Hero HP: <span id="hero-hp">100 / 100</span></p>
27+
<div id="hero-hp-bar"><div id="hero-hp-fill"></div></div>
28+
<p>Current Enemy Level: <span id="enemy-level">0</span></p>
2529
<p>Zone: <span id="zone">0</span></p>
2630
<p>Enemy HP: <span id="enemy-hp">10/10</span></p>
2731
</div>
2832
<div id="actions">
2933
<button id="attack-btn"><img src="assets/sword-icon.png" alt="attack"> Attack!</button>
3034
<button id="cast-spell"><img src="assets/spell-icon.png" alt="spell"> Cast Spell</button>
35+
<button id="heal-btn"><img src="assets/heal-icon.png" alt="heal"> Heal</button>
3136
</div>
3237
<div id="shop">
3338
<h2>Upgrades</h2>
3439
<button id="upgrade-dps">Upgrade DPS (cost: <span id="dps-cost">10</span>)</button>
3540
<button id="upgrade-sword">Upgrade Sword (cost: <span id="sword-cost">20</span>)</button>
3641
<button id="upgrade-mana">Upgrade Magic (cost: <span id="mana-cost">50</span>)</button>
42+
<button id="upgrade-armor">Upgrade Armor (cost: <span id="armor-cost">30</span>)</button>
3743
</div>
3844
<div id="log">
3945
</div>

grok-heavy/script.js

Lines changed: 63 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -13,11 +13,17 @@ let upgradeCost = 10;
1313
let swordUpgradeCost = 20;
1414
let manaUpgradeCost = 50;
1515
let zone = 0;
16+
let heroMaxHP = 100;
17+
let heroHP = 100;
18+
let heroDefense = 0;
19+
let armorUpgradeCost = 30;
1620
let mana = 0;
1721
let maxMana = 50;
1822
let manaRegen = 5;
1923
let spellCost = 20;
2024
let spellDamage = 20;
25+
const healCost = 30;
26+
let healAmount = 50;
2127
const video = document.getElementById('enemy-video');
2228
const logDiv = document.getElementById('log');
2329

@@ -37,6 +43,11 @@ function updateUI() {
3743
document.getElementById('xp-next').textContent = xpToNext;
3844
document.getElementById('dps').textContent = dps;
3945
document.getElementById('enemy-level').textContent = enemyLevel;
46+
document.getElementById('enemy-name').textContent = enemyNames[enemyLevel] + (enemyLevel === 10 ? ' (Boss)' : '');
47+
document.getElementById('armor-cost').textContent = armorUpgradeCost;
48+
document.getElementById('hero-hp').textContent = `${Math.floor(Math.max(0, heroHP))}/${heroMaxHP}`;
49+
const heroPercent = Math.max(0, (heroHP / heroMaxHP) * 100);
50+
document.getElementById('hero-hp-fill').style.width = `${heroPercent}%`;
4051
document.getElementById('enemy-hp').textContent = `${Math.max(0, enemyHP)}/${enemyMaxHP}`;
4152
document.getElementById('dps-cost').textContent = upgradeCost;
4253
document.getElementById('sword-cost').textContent = swordUpgradeCost;
@@ -100,9 +111,23 @@ function attack(damage, isManual = false, isSpell = false) {
100111
// Idle auto-attack every second
101112
// No change, but context
102113
function autoTick() {
103-
attack(dps);
104-
mana = Math.min(mana + manaRegen, maxMana);
105-
updateUI();
114+
attack(dps);
115+
let baseDmg = (enemyLevel + 1) * Math.pow(1.5, zone);
116+
if (enemyLevel === 10) baseDmg *= 2;
117+
const enemyDamage = Math.max(1, baseDmg - heroDefense);
118+
heroHP -= enemyDamage;
119+
if (heroHP <= 0) {
120+
log(`You have been defeated by the ${enemyNames[enemyLevel]}! Lost half your gold and returned to Zone 0.`);
121+
gold = Math.floor(gold * 0.5);
122+
zone = 0;
123+
enemyLevel = 0;
124+
enemyMaxHP = 10;
125+
enemyHP = enemyMaxHP;
126+
video.src = `assets/enemy-0.mp4`;
127+
heroHP = heroMaxHP;
128+
}
129+
mana = Math.min(mana + manaRegen, maxMana);
130+
updateUI();
106131
}
107132
setInterval(autoTick, 1000);
108133

@@ -148,6 +173,7 @@ document.getElementById('upgrade-mana').addEventListener('click', () => {
148173
if (gold >= manaUpgradeCost) {
149174
gold -= manaUpgradeCost;
150175
maxMana += 50;
176+
healAmount += 25;
151177
manaRegen += 5;
152178
spellDamage += 10;
153179
manaUpgradeCost = Math.floor(manaUpgradeCost * 1.5);
@@ -157,9 +183,37 @@ document.getElementById('upgrade-mana').addEventListener('click', () => {
157183
log('Not enough gold!');
158184
}
159185
});
186+
// Upgrade Armor
187+
document.getElementById('upgrade-armor').addEventListener('click', () => {
188+
if (gold >= armorUpgradeCost) {
189+
gold -= armorUpgradeCost;
190+
heroMaxHP += 50;
191+
heroDefense += 5;
192+
armorUpgradeCost = Math.floor(armorUpgradeCost * 1.5);
193+
heroHP = heroMaxHP;
194+
log(`Upgraded armor! Max HP ${heroMaxHP}, defense ${heroDefense}. Next upgrade costs ${armorUpgradeCost}.`);
195+
updateUI();
196+
} else {
197+
log('Not enough gold!');
198+
}
199+
});
200+
// Heal Spell
201+
document.getElementById('heal-btn').addEventListener('click', () => {
202+
if (mana >= healCost) {
203+
mana -= healCost;
204+
heroHP = Math.min(heroHP + healAmount, heroMaxHP);
205+
log(`You cast heal, restoring ${healAmount} HP.`);
206+
updateUI();
207+
}
208+
});
160209
// Save and load
161210
function saveGame() {
162211
const saveData = { heroLevel, gold, xp, xpToNext, dps, manualDamage, enemyLevel, enemyMaxHP, enemyHP, upgradeCost, swordUpgradeCost, manaUpgradeCost, zone, mana, maxMana, manaRegen, spellDamage };
212+
saveData.heroMaxHP = heroMaxHP;
213+
saveData.heroHP = heroHP;
214+
saveData.heroDefense = heroDefense;
215+
saveData.armorUpgradeCost = armorUpgradeCost;
216+
saveData.healAmount = healAmount;
163217
localStorage.setItem('eldoriaSave', JSON.stringify(saveData));
164218
log('Game saved.');
165219
}
@@ -182,6 +236,11 @@ function loadGame() {
182236
manaUpgradeCost = data.manaUpgradeCost || 50;
183237
zone = data.zone || 0;
184238
mana = data.mana || 0;
239+
heroMaxHP = data.heroMaxHP || 100;
240+
heroHP = data.heroHP || 100;
241+
heroDefense = data.heroDefense || 0;
242+
armorUpgradeCost = data.armorUpgradeCost || 30;
243+
healAmount = data.healAmount || 50;
185244
maxMana = data.maxMana || 50;
186245
manaRegen = data.manaRegen || 5;
187246
spellDamage = data.spellDamage || 20;
@@ -195,7 +254,7 @@ function loadGame() {
195254

196255
document.getElementById('save-btn').addEventListener('click', saveGame);
197256
document.getElementById('load-btn').addEventListener('click', loadGame);
198-
257+
video.addEventListener('click', () => attack(manualDamage, true));
199258
// Initial setup
200259
video.src = `assets/enemy-${enemyLevel}.mp4`;
201260
updateUI();

grok-heavy/style.css

Lines changed: 13 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -75,3 +75,16 @@ button:hover {
7575
clear: both;
7676
margin-top: 20px;
7777
}
78+
#hero-hp-bar {
79+
width: 200px;
80+
height: 10px;
81+
background-color: #333;
82+
border: 1px solid white;
83+
}
84+
#hero-hp-fill {
85+
height: 100%;
86+
background-color: green;
87+
}
88+
#enemy-name {
89+
text-align: center;
90+
}

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