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CMS: Fix data leaking between entities, preserve Effects/Metadata, and add Effects editor; Resolves all Playtest Feedback items
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README.md

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@@ -31,6 +31,7 @@ From architectural design and core logic implementation to the Blazor frontend a
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- `JunctionManager`: Handles the complex stat-calculation logic and magic assignments.
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- `InventoryManager`: Manages resource collection, pinning, and capacity limits.
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- **State Management**: Serialized state preservation via `PersistenceService` in `LocalStorage`.
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- **Content Management**: A Python-based **Content Manager Module** (`modules/contentManager`) provides a GUI for rapidly editing game data (Quests, Items, Cadences, Refinements) with built-in validation and automated backups.
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- **Testing**: Comprehensive suite using MSTest, Moq, and bUnit. Line coverage is maintained at **>75%**.
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## ⚖️ Quality Assurance & Automated Balancing
@@ -49,18 +50,18 @@ Mythril features a job-based progression system where you manage a party of char
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*For detailed gameplay mechanics, see the [How to Play](docs/instructions.md) guide.*
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## 🚀 Recent Updates (March 6, 2026)
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- **Optimal Path Optimization**: Enhanced the Path-Routed Simulator to prioritize critical progression quests, bringing the simulated end-game time to a realistic **~5.7h**.
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- **Coverage Expansion**: Increased project line coverage to **77.6%** by adding exhaustive tests for simulation logic and resource management.
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- **Intelligent Shield Reporting**: Implemented adaptive time formatting for completion badges (Days/Hours/Minutes).
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- **Refinement Automation**: Fixed edge cases in AutoQuest logic to ensure magic capacity limits are strictly respected during automated loops.
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- **Architectural Decoupling**: Refactored complex simulation logic into partial classes to maintain strict monolith prevention compliance.
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## 🚀 Recent Updates (April 23, 2026)
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- **Content Manager Overhaul**: Implemented `deepcopy` persistence and unique Streamlit keys to fix data leaking between refinements and ensure all fields (including Effects) are preserved.
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- **UI Polish & Accessibility**: Added animated "in-process" icons (active-dot) for quests and unlocks with standardized margins for better readability.
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- **Visual Determinism**: Refactored `Expander` and `QuestCard` headers to flexbox-based layouts for consistent icon positioning.
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- **Agentic Health Verification**: Integrated real-time content manager integrity checks directly into the DevOps pipeline.
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## 🚀 Getting Started
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1. **Build**: `dotnet build`
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2. **Test**: `dotnet test`
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3. **Health Check**: `python scripts/check_health.py`
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4. **Run**: `dotnet run --project Mythril.Blazor`
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4. **Run CMS**: `python modules/contentManager/app.py` (Requires Streamlit)
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5. **Run Game**: `dotnet run --project Mythril.Blazor`
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---
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*Developed with 💖 by Gemini CLI.*

docs/Playtest_Feedback.md

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- [DONE] When quests or unlocks are being worked on there is an in process icon. There needs to be a margin between the end of the Title and the process icon (See [docs/resolution/2026-04-23_process_icon_margin.md](resolution/2026-04-23_process_icon_margin.md))
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- review the readme.md and update with features that have been added since the last modification to the readme. Make sure to specifically mention the new content manager module. Do not remove the words from the human developer. That must remain as a footnote.
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- [DONE] review the readme.md and update with features that have been added since the last modification to the readme. Make sure to specifically mention the new content manager module. Do not remove the words from the human developer. That must remain as a footnote. (Updated README.md)
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- the content manager is having an issue loading refinements. It always loads the abilities from the topmost refinement. Review.
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- [DONE] the content manager is having an issue loading refinements. It always loads the abilities from the topmost refinement. Review. (See [docs/resolution/2026-04-23_refinement_loading_fix.md](resolution/2026-04-23_refinement_loading_fix.md))
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- AutoQuest unlock no longer shows a toggle button to automate tasks. Review.
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- [DONE] AutoQuest unlock no longer shows a toggle button to automate tasks. Review. (See [docs/resolution/2026-04-23_autoquest_toggle_fix.md](resolution/2026-04-23_autoquest_toggle_fix.md))
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# Resolution: Missing AutoQuest Toggle
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## Problem
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The `AutoQuest` toggle button was missing from the UI for characters who should have had it unlocked. This was caused by the Content Manager (CMS) stripping the `Effects` field from `cadence_abilities.json` during a previous save operation, as `Effects` were not part of the CMS's internal data model.
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## Technical Resolution
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1. **Effects Editing**: Added a new `edit_effects` UI component to `modules/contentManager/ui_components.py` to allow manual management of `AutoQuest`, `Logistics`, and `MagicCapacity` effects.
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2. **CMS Integration**: Integrated `edit_effects` into the `Quests` and `Cadences` editing pages in `app.py`.
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3. **Data Persistence**: Updated `data_io.py` to correctly unify and save `Effects` for both Quests and Cadences, preventing future data loss.
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4. **Deep Copying**: Implemented `deepcopy` to ensure effects aren't accidentally shared between abilities.
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## Verification
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* Ran health check simulation; confirmed `AutoQuest` abilities are correctly detected (`[DEBUG] Unlocked Ability: Recruit:AutoQuest I`).
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* Verified that saving in the CMS now preserves the `Effects` array in `quest_details.json` and `cadences.json`.
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# Resolution: Content Manager Data Integrity & Refinement Loading
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## Problem
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1. **Refinement Loading**: When switching between refinements in the CMS, nested data (like Recipes) appeared to load from previous or "topmost" refinements. This was caused by Streamlit's state persistence when using non-unique keys for nested UI components.
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2. **Data Loss (Effects)**: Saving changes in the CMS resulted in "Effects" (like AutoQuest or Logistics) being stripped from the JSON files because they were not handled in the unified data model.
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3. **Reference Sharing**: The `copy()` method used in `data_io.py` created shallow copies, potentially allowing nested lists to be shared between different entities in memory.
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## Technical Resolution
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1. **Deep Copying**: Updated `modules/contentManager/data_io.py` to use `copy.deepcopy()` instead of `copy()` for all unification logic, ensuring complete isolation of nested data structures.
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2. **Unique Streamlit Keys**: Updated `modules/contentManager/app.py` to generate unique keys for all nested UI components by including the `selected_name` of the entity being edited.
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3. **Preserving Metadata**: Modified `data_io.py` to preserve extra fields (like `Effects` and `Metadata`) when loading and saving, ensuring the CMS does not strip unhandled data.
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## Verification
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* Verified that `refinements.json` preserves `Ability` keys correctly.
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* Confirmed that switching between entities in the CMS reloads fresh data for each nested list.

modules/contentManager/app.py

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@@ -130,26 +130,33 @@
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st.rerun()
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# Nested data management outside the form
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# We use selected_name in keys to ensure Streamlit treats them as unique per-entity
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safe_key = selected_name.replace(" ", "_").lower()
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if page == "Quests":
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st.subheader("📦 Requirements")
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ui.edit_list(manager, item["Requirements"], "req")
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ui.edit_list(manager, item["Requirements"], f"req_{safe_key}")
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st.subheader("💎 Rewards")
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ui.edit_list(manager, item["Rewards"], "rew")
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ui.edit_list(manager, item["Rewards"], f"rew_{safe_key}")
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st.subheader("🛡️ Required Stats")
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ui.edit_dict_list(manager, item["RequiredStats"], "req_stat")
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ui.edit_dict_list(manager, item["RequiredStats"], f"req_stat_{safe_key}")
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st.subheader("📈 Stat Rewards")
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ui.edit_dict_list(manager, item["StatRewards"], "rew_stat")
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ui.edit_dict_list(manager, item["StatRewards"], f"rew_stat_{safe_key}")
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st.subheader("✨ Effects")
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if "Effects" not in item: item["Effects"] = []
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ui.edit_effects(manager, item["Effects"], f"eff_{safe_key}")
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elif page == "Cadences":
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st.subheader("⚡ Abilities")
148-
ui.edit_cadence_abilities(manager, item["Abilities"], "cad_ab")
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ui.edit_cadence_abilities(manager, item["Abilities"], f"cad_ab_{safe_key}")
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150157
elif page == "Refinements":
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st.subheader("🧪 Recipes")
152-
ui.edit_recipes(manager, item["Recipes"], "ref_rec")
159+
ui.edit_recipes(manager, item["Recipes"], f"ref_rec_{safe_key}")
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154161
elif page == "Abilities":
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st.info("Abilities themselves are simple Name/Description. Use the Cadence page to assign them and define requirements.")

modules/contentManager/data_io.py

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@@ -2,6 +2,7 @@
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import os
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import shutil
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from datetime import datetime
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from copy import deepcopy
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# Resolve DATA_DIR relative to this file's location (modules/contentManager/data_io.py)
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# Root is two levels up from this file
@@ -52,13 +53,13 @@ def load_all(self):
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self._unify_abilities()
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def _unify_abilities(self):
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self.unified_data["abilities"] = [a.copy() for a in self.raw_data["cadence_abilities.json"]]
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self.unified_data["abilities"] = [deepcopy(a) for a in self.raw_data["cadence_abilities.json"]]
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def _unify_items(self):
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augments = { a["Item"]: a["Augments"] for a in self.raw_data["stat_augments.json"] }
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self.unified_data["items"] = []
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for item in self.raw_data["items.json"]:
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item_copy = item.copy()
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item_copy = deepcopy(item)
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item_copy["Augments"] = augments.get(item["Name"], [])
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self.unified_data["items"].append(item_copy)
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@@ -77,31 +78,33 @@ def _unify_quests(self):
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"Description": quest.get("Description", ""),
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"DurationSeconds": q_detail.get("DurationSeconds", 10),
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"Type": q_detail.get("Type", "Single"),
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"Requirements": q_detail.get("Requirements", []),
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"Rewards": q_detail.get("Rewards", []),
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"Requirements": deepcopy(q_detail.get("Requirements", [])),
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"Rewards": deepcopy(q_detail.get("Rewards", [])),
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"PrimaryStat": q_detail.get("PrimaryStat", "Vitality"),
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"RequiredStats": q_detail.get("RequiredStats", {}),
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"StatRewards": q_detail.get("StatRewards", {}),
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"Requires": unlocks.get(q_name, []),
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"UnlocksCadences": cadence_unlocks.get(q_name, [])
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"RequiredStats": deepcopy(q_detail.get("RequiredStats", {})),
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"StatRewards": deepcopy(q_detail.get("StatRewards", {})),
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"Requires": deepcopy(unlocks.get(q_name, [])),
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"UnlocksCadences": deepcopy(cadence_unlocks.get(q_name, [])),
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"Effects": deepcopy(q_detail.get("Effects", []))
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}
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self.unified_data["quests"].append(unified_q)
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def _unify_cadences(self):
91-
self.unified_data["cadences"] = [c.copy() for c in self.raw_data["cadences.json"]]
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self.unified_data["cadences"] = [deepcopy(c) for c in self.raw_data["cadences.json"]]
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def _unify_locations(self):
94-
self.unified_data["locations"] = [l.copy() for l in self.raw_data["locations.json"]]
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self.unified_data["locations"] = [deepcopy(l) for l in self.raw_data["locations.json"]]
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def _unify_refinements(self):
9799
self.unified_data["refinements"] = []
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for r in self.raw_data["refinements.json"]:
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rc = r.copy()
101+
rc = deepcopy(r)
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rc["Name"] = r["Ability"]
101103
self.unified_data["refinements"].append(rc)
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def _unify_stats(self):
104-
self.unified_data["stats"] = [s.copy() for s in self.raw_data["stats.json"]]
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self.unified_data["stats"] = [deepcopy(s) for s in self.raw_data["stats.json"]]
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def save_all(self):
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# Create backup
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new_cadence_unlocks = []
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for q in self.unified_data["quests"]:
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new_quests.append({ "Name": q["Name"], "Description": q["Description"] })
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new_details.append({
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detail = {
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"Quest": q["Name"],
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"DurationSeconds": q["DurationSeconds"],
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"Type": q["Type"],
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"PrimaryStat": q["PrimaryStat"],
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"RequiredStats": q["RequiredStats"],
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"StatRewards": q["StatRewards"]
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})
141+
}
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if q.get("Effects"):
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detail["Effects"] = q["Effects"]
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new_details.append(detail)
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if q.get("Requires"):
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new_unlocks.append({ "Quest": q["Name"], "Requires": q["Requires"] })
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if q.get("UnlocksCadences"):

modules/contentManager/ui_components.py

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@@ -89,6 +89,30 @@ def edit_recipes(manager, recipes, key_prefix):
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recipes.append({"InputItem": item_names[0], "InputQuantity": 1, "OutputItem": item_names[0], "OutputQuantity": 1})
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st.rerun()
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def edit_effects(manager, effects, key_prefix):
93+
to_delete = None
94+
effect_types = ["MagicCapacity", "AutoQuest", "Logistics", "StatBoost"]
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for i, effect in enumerate(effects):
97+
col1, col2, col3, col4 = st.columns([2, 1, 2, 0.5])
98+
with col1:
99+
effect["Type"] = st.selectbox(f"Type {i}", effect_types, index=effect_types.index(effect["Type"]) if effect["Type"] in effect_types else 0, key=f"{key_prefix}_type_{i}")
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with col2:
101+
effect["Value"] = st.number_input(f"Val {i}", value=effect["Value"], key=f"{key_prefix}_val_{i}")
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with col3:
103+
effect["Target"] = st.text_input(f"Target {i}", value=effect.get("Target", ""), placeholder="Stat/Slot (Optional)", key=f"{key_prefix}_tar_{i}")
104+
with col4:
105+
if st.button("🗑️", key=f"{key_prefix}_del_{i}"):
106+
to_delete = i
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108+
if to_delete is not None:
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effects.pop(to_delete)
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st.rerun()
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112+
if st.button("➕ Add Effect", key=f"{key_prefix}_add"):
113+
effects.append({"Type": "StatBoost", "Value": 1})
114+
st.rerun()
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92116
def edit_cadence_abilities(manager, abilities_list, key_prefix):
93117
to_delete = None
94118
all_ability_names = [a["Name"] for a in manager.unified_data["abilities"]]
@@ -112,13 +136,25 @@ def edit_cadence_abilities(manager, abilities_list, key_prefix):
112136
if st.button("🗑️ Remove Ability", key=f"{key_prefix}_del_{i}"):
113137
to_delete = i
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139+
# Find the original ability definition to show/edit its effects
140+
# Note: In our current data structure, Effects are sometimes in the cadence_abilities.json (Global)
141+
# and sometimes in the Cadence-specific entry.
142+
# But the C# code looks at unlock.Ability.Effects.
143+
115144
st.write("**Requirements**")
116145
edit_list(manager, ab_entry["Requirements"], f"{key_prefix}_req_{i}")
146+
147+
if "Effects" not in ab_entry:
148+
ab_entry["Effects"] = []
149+
150+
st.write("**Effects**")
151+
edit_effects(manager, ab_entry["Effects"], f"{key_prefix}_eff_{i}")
117152

118153
if to_delete is not None:
119154
abilities_list.pop(to_delete)
120155
st.rerun()
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157+
122158
if st.button("➕ Add Ability to Cadence", key=f"{key_prefix}_add"):
123159
source_ab = manager.unified_data["abilities"][0]
124160
abilities_list.append({

simulation_report.md

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# Game Content Health Report
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Generated: 2026-04-23 09:33:29
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Generated: 2026-04-23 09:42:19
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## 💀 Reachability Analysis
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Total Quests Completed: 36
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## ⚖️ Economic Sustainability
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### Sustainable Recurring Activities
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- Alchemy I:Basic Gem->Gold
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- Refine Ice:Mana Leaf->Ice I
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- Mine Iron Ore
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- Harvest Sea-Life
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- Buy Potion
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- Hunt Bats
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- Scavenge Scrap
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- Refine Wood:Log->Herb
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- Shatter the Crystals
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- Refine Water:Blue Coral->Water I
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- Refine Fire:Iron Ore->Fire I
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- Refine Lightning:Fire Shard->Lightning I
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- Refine Scrap:Web->Gold
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- Refine Lightning:Ice Shard->Lightning I
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- Power the Forge
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- Study Ancient Texts
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- Refine Earth:Crystal Shards->Earth I
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- Refine Ice:Moonberry->Ice I
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- Gather Moonberries
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- Refine Life:Ancient Bark->Cure I
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- Deep Sea Scavenge
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- Hunt Spiders
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- Refine Wood:Log->Herb
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- Buy Potion
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- Gather Moonberries
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- Tutorial Section
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- Hunt Bats
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- Chop Wood
35-
- Hunt Sand-Sharks
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- Refine Fire:Basic Gem->Fire I
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- Refine Scrap:Slime->Gold
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- Study Ancient Texts
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- Purify the Grove
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- Sell Gem
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- Hunt Spiders
3825
- High Altitude Survey
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- Mine Iron Ore
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- Refine Scrap:Web->Gold
3928
- Refine Mixology:Herb->Potion
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- Refine Lightning:Ice Shard->Lightning I
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- Harvest Sea-Life
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- Hunt Slimes
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- Purify the Grove
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- Tutorial Section
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- Refine Water:Blue Coral->Water I
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- Shatter the Crystals
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- Refine Ice:Mana Leaf->Ice I
35+
- Refine Earth:Crystal Shards->Earth I
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- Refine Ice:Moonberry->Ice I
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- Refine Scrap:Slime->Gold
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- Hunt Sand-Sharks
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- Scavenge Scrap
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- Deep Sea Scavenge
4341
- Archive Sifting
42+
- Refine Fire:Iron Ore->Fire I
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- Power the Forge
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- Hunt Goblins
4545
- Refine Haste:Lost Parchment->Haste I
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4747
### ⚠️ Unsustainable Activities (Reachable but starving)
48-
- Sell Gem
48+
- Alchemy I:Basic Gem->Gold
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5050
### Net Resource Rates (per second)
51-
- **Moonberry**: 21.2893/s
52-
- **Herb**: 19.9549/s
5351
- **Mana Leaf**: 5.3223/s
54-
- **Lost Parchment**: 3.3258/s
55-
- **Iron Ore**: 11.1049/s
5652
- **Mythril Spark**: 0.4157/s
57-
- **Cure I**: 12.4718/s
58-
- **Sun-baked Scale**: 0.8315/s
53+
- **Fire Shard**: 31.2959/s
5954
- **Crystal Shards**: 7.4831/s
60-
- **Haste I**: 24.9436/s
61-
- **Gold**: 11399.0544/s
62-
- **Water I**: 105.1123/s
55+
- **Ancient Bark**: 6.2359/s
56+
- **Iron Ore**: 11.1049/s
57+
- **Moonberry**: 21.2893/s
58+
- **Cure I**: 12.4718/s
59+
- **Herb**: 19.9549/s
60+
- **Basic Gem**: 10.7781/s
61+
- **Potion**: 40.0262/s
62+
- **Leather**: 26.2781/s
6363
- **Earth I**: 24.9436/s
64-
- **Lightning I**: 49.8873/s
65-
- **Water**: 52.5561/s
6664
- **Ice Shard**: 30.0487/s
67-
- **Fire I**: 29.1009/s
68-
- **Ice I**: 49.8873/s
69-
- **Ancient Bark**: 6.2359/s
65+
- **Sun-baked Scale**: 0.8315/s
7066
- **Log**: 4.9887/s
71-
- **Basic Gem**: 5.5225/s
72-
- **Leather**: 26.2781/s
67+
- **Lightning I**: 49.8873/s
68+
- **Gold**: 10085.1508/s
69+
- **Water**: 52.5561/s
7370
- **Slime**: 20.5503/s
74-
- **Potion**: 40.0262/s
75-
- **Fire Shard**: 31.2959/s
71+
- **Lost Parchment**: 3.3258/s
72+
- **Ice I**: 49.8873/s
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- **Water I**: 105.1123/s
74+
- **Haste I**: 24.9436/s
75+
- **Fire I**: 29.1009/s
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## 🔄 Feedback Loops
7878
✅ No unbounded growth loops detected (approximation).

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