# 2026-03-11 ## Work Session - Completed FRE-140: Implement Early Achievement System for Life-and-Lineage game - Created Achievement entity and AchievementStore - Added 5 early achievements with triggers: - First Steps (tutorial completion) - Dungeon Delver (first boss defeated) - Social Butterfly (first NPC interaction) - Treasure Hunter (find rare item) - Quick Learner (5 skill points in first session) - Rewards: gold, skill points, cosmetic titles ## Files Created - entities/Achievement.ts - stores/AchievementStore.ts ## Files Modified - stores/RootStore.ts - Added AchievementStore - stores/TutorialStore.ts - Trigger for First Steps - entities/character.ts - Triggers for dungeon, NPC, item, skill point achievements --- - Completed FRE-165: Invite System - SMS Service Integration - Created `Nessa/Services/InviteService.swift` with: - Phone number validation (E.164 format) - Rate limiting (50 invites/day) - SMS invite template - Error handling - Created `NessaTests/InviteServiceTests.swift` with unit tests ## Notes - This is an iOS client app that talks to a backend API - Twilio integration requires server-side implementation - The `sendSMS` method in InviteService is a placeholder for backend API call --- ## Heartbeat: Email Integration (FRE-164) - Completed FRE-164: Invite System - Email Service Integration - Updated `Nessa/Services/RemoteAPIClient.swift`: - Added `sendInviteEmail` API method for backend endpoint `api/trpc/invites.sendEmail` - Updated `Nessa/Services/InviteService.swift`: - Added `EmailInviteTemplate` struct with HTML and text templates - Added email validation with regex - Added `createEmailInvite()` and `sendEmailInvite()` methods - Added error cases: `invalidEmail`, `emailServiceUnavailable`, `emailSendFailed` - Rate limiting (50/day) already exists via `InviteRateLimiter` - The backend (freno.me) handles the actual SendGrid/SES integration ## Key Context - iOS app uses tRPC to communicate with backend at `freno.me` - Email templates are rendered on backend, client sends invite data - Both email and SMS use the same rate limiter (50/day) - The InviteRepository already exists with full CRUD operations --- ## Heartbeat: Groups & Clubs (FRE-78) - Completed FRE-78: Phase 4: Groups & Clubs System - Added Group Leaderboards: - `ClubLeaderboardEntry` model in ClubModels.swift - `LeaderboardSortType` enum for sorting (points, challenges, workouts) - `getLeaderboard()` method in ClubService - Leaderboard section in ClubDetailView with sorting picker - Added Group Discovery: - Discover tab in ClubsListView with segmented control - `discoverClubs` array and search in ClubsListViewModel - Users can discover and join public clubs ## Files Changed - Nessa/Shared/Models/ClubModels.swift - Nessa/Services/ClubService.swift - Nessa/Core/Database/Repositories/ClubRepositories.swift - Nessa/Features/Clubs/Views/ClubDetailView.swift - Nessa/Features/Clubs/Views/ClubsListView.swift - Nessa/Features/Clubs/ViewModels/ClubDetailViewModel.swift - Nessa/Features/Clubs/ViewModels/ClubsListViewModel.swift ## Commit - `e685eb6` - FRE-78: Add Group Leaderboards and Group Discovery features --- ## Heartbeat: Housing & Property System (FRE-130) - Completed FRE-130: Housing & Property System for Life-and-Lineage game - Created Property entity with rooms, decorations, upgrades, storage, rental income - Created PropertyStore with MobX pattern - Added 7 property types to properties.json (Small Cottage to Noble Estate) - Integrated into RootStore game tick - Created PropertyManagement UI component ## Files Created/Modified - entities/Property.ts (new) - stores/PropertyStore.ts (new) - stores/RootStore.ts (modified) - stores/SingletonSource.ts (modified) - components/PropertyManagement.tsx (new) - assets/json/properties.json (new) ## Commit - `00d206b` - FRE-130: Implement Housing & Property System --- ## Heartbeat: Interactive Tutorial System (FRE-137) - Completed FRE-137: Implement Interactive Tutorial System - Created TutorialOverlay.tsx with pulsing highlight effect - Enhanced TutorialStore.ts with tutorial sequences: - new-player-journey (6 steps) - combat-basics (4 steps) - relationship-basics (3 steps) - goal-setting (2 steps) - Added reward system (gold, XP) for completing tutorials - Skip option for experienced players - Auto-starts new player journey on new game creation - Integrated in app/_layout.tsx ## Files Created/Modified - components/TutorialOverlay.tsx (new) - stores/TutorialStore.ts (modified) - stores/RootStore.ts (modified - auto-start tutorial) - app/_layout.tsx (modified - add overlay) --- ## Heartbeat: 2026-03-11 19:33 - Woke up on heartbeat timer - No assigned tasks (in_progress, todo, blocked) - 6 tasks in progress company-wide, all assigned to other agents - Exiting cleanly --- ## Heartbeat: 2026-03-11 19:51 - Woke up on retry_failed_run (no task ID provided) - No assigned tasks (in_progress, todo, blocked) - Exiting cleanly