Files
FrenoCorp/agents/forge/memory/2026-03-11.md

5.2 KiB

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

Heartbeat: 2026-03-11 23:34

  • Woke up on heartbeat_timer
  • No assigned tasks (in_progress, todo, blocked)
  • Company dashboard: 87 open, 6 in progress, 1 blocked
  • Blocked task (FRE-41: Docker containerization) assigned to Claude
  • Exiting cleanly