From 06778f96b3a121165aa4b0037bae6deb697034c2 Mon Sep 17 00:00:00 2001 From: Refactoring Agent <[email protected]> Date: Mon, 27 Apr 2026 10:53:08 +0200 Subject: [PATCH] Task 3: Step 2 complete - plan sub-tasks for bug fixes --- docs/task3.md | 103 ++++++++++++++++++++++++++++++ docs/task3/subtask_1.md | 25 ++++++++ docs/task3/subtask_10.md | 24 +++++++ docs/task3/subtask_10_progress.md | 15 +++++ docs/task3/subtask_1_progress.md | 14 ++++ docs/task3/subtask_2.md | 19 ++++++ docs/task3/subtask_2_progress.md | 13 ++++ docs/task3/subtask_3.md | 20 ++++++ docs/task3/subtask_3_progress.md | 13 ++++ docs/task3/subtask_4.md | 22 +++++++ docs/task3/subtask_4_progress.md | 14 ++++ docs/task3/subtask_5.md | 22 +++++++ docs/task3/subtask_5_progress.md | 13 ++++ docs/task3/subtask_6.md | 23 +++++++ docs/task3/subtask_6_progress.md | 15 +++++ docs/task3/subtask_7.md | 26 ++++++++ docs/task3/subtask_7_progress.md | 15 +++++ docs/task3/subtask_8.md | 23 +++++++ docs/task3/subtask_8_progress.md | 14 ++++ docs/task3/subtask_9.md | 25 ++++++++ docs/task3/subtask_9_progress.md | 14 ++++ docs/task3/todo.md | 36 +++++++++++ 22 files changed, 508 insertions(+) create mode 100644 docs/task3.md create mode 100644 docs/task3/subtask_1.md create mode 100644 docs/task3/subtask_10.md create mode 100644 docs/task3/subtask_10_progress.md create mode 100644 docs/task3/subtask_1_progress.md create mode 100644 docs/task3/subtask_2.md create mode 100644 docs/task3/subtask_2_progress.md create mode 100644 docs/task3/subtask_3.md create mode 100644 docs/task3/subtask_3_progress.md create mode 100644 docs/task3/subtask_4.md create mode 100644 docs/task3/subtask_4_progress.md create mode 100644 docs/task3/subtask_5.md create mode 100644 docs/task3/subtask_5_progress.md create mode 100644 docs/task3/subtask_6.md create mode 100644 docs/task3/subtask_6_progress.md create mode 100644 docs/task3/subtask_7.md create mode 100644 docs/task3/subtask_7_progress.md create mode 100644 docs/task3/subtask_8.md create mode 100644 docs/task3/subtask_8_progress.md create mode 100644 docs/task3/subtask_9.md create mode 100644 docs/task3/subtask_9_progress.md create mode 100644 docs/task3/todo.md diff --git a/docs/task3.md b/docs/task3.md new file mode 100644 index 0000000..31c09ac --- /dev/null +++ b/docs/task3.md @@ -0,0 +1,103 @@ +You are a senior Next.js developer working on the Mana Loop game located at +/home/user/repos/Mana-Loop. + +## Step 1 — Orient yourself +Read docs/task3.md and docs/task3_progress.md to understand the current task +and what has already been completed. Do not redo completed work. + +## Step 2 — Plan sub-tasks +Before writing any code, break the work below into sub-task files at +docs/task3/subtask_N.md (one per logical unit). Each file must include: +- Scope (which files/components are affected) +- Acceptance criteria (how to verify the fix is correct) +- Dependencies on other sub-tasks (so parallel agents don't conflict) + +Create a matching docs/task3/subtask_N_progress.md for each sub-task and +keep it updated as work proceeds. Use a top-level docs/task3/todo.md to +track overall progress. + +## Step 3 — Execute sub-tasks +Use parallel sub-agents for independent sub-tasks. Sub-tasks that touch the +same component must run sequentially. After each sub-task, update its +progress file and the top-level todo.md. + +--- + +## Bug fixes to implement + +### UI / Combat +1. [SpireModeUI] Floor health display does not update reactively when health + changes — it should reflect the current value after every spell cast. + +2. [SpireModeUI] "Climb Down" button exits the spire immediately. It should + instead trigger floor-by-floor combat downward, and only allow the player + to exit once they have reached and cleared the bottom floor. + +3. [SpireTab] Current Floor stat is always the bottom floor from the player's + perspective at this tab — making it misleading. Redesign this as a "Spire + Stats" view and move ClimbSpireButton here. Move the activity log into + SpireModeUI instead. + +4. [DebugTab] Causes a crash — investigate the error, fix the root cause, and + verify the tab renders without errors. + +5. [Header] Remove the pause button from the header row. + +### Equipment & Crafting +6. [EquipmentTab] When a 2-handed staff is equipped, the offhand slot should + be visibly disabled/occupied so the player cannot equip anything there. + +7. [CraftingTab — Design phase] Only show enchantments compatible with items + the player currently owns. + +8. [CraftingTab — Prepare & Apply phases] Consolidate disenchanting into the + Prepare step: + - The button should read "Start Preparation — this will remove existing + enchantments" when the item has existing enchantments. + - Once prepared, the item receives a "Ready for Enchantment" tag. + - The Apply phase should only allow applying enchantments to items tagged + "Ready for Enchantment". + +### Skills & Mana +9. [SkillsTab] Replace the "Elemental Attunement" skill with per-mana-type + capacity upgrades. Each upgrade should cost mana of its own type to + research. + +10. [Mana system] Mana conversion rates (from attunements) should be deducted + from the raw mana regeneration rate. Example: 3.8 raw regen − 0.2 + transference conversion = 3.6 effective raw regen. + +11. [SkillsTab] "Effect Research" enchantment skills (listed under Effect + Research) should cost both Transference mana and the relevant elemental + mana type (e.g. Fire Spell Research costs Transference + Fire). + +12. [SkillsTab] Move all skills in the "Research" category to the "Mana" + category. Move "Meditation Focus" from "Study" to "Mana" as well. + +13. [SkillsTab] Remove the "Disenchanting" skill entirely. + +### Stats +14. [StatsTab] Add a clear breakdown of each mana type, showing: current + value, capacity, regen rate, and any modifiers affecting them (attunements, + conversion drains, etc.). + +### Investigation tasks (produce a written finding, then fix or flag) +15. [Essence Refining] Verify whether this effect works correctly across all + enchantment types. Document which enchantment types it cannot apply to + (e.g. spell enchantments) and either fix those cases or flag them as + out-of-scope with a clear explanation. + +--- + +## Step 4 — UI audit (run after all bugs above are resolved) +Do a full pass of the UI for polish issues and UX inconsistencies. Write your +findings to docs/task3/ui_audit_report.md with sections: +- Visual inconsistencies +- UX friction points +- Missing feedback / empty states +- Suggested improvements (with priority: high / medium / low) + +## Step 5 — Effects & skills audit +Scan all effects, skills, and enchantments for logic that is broken, +incomplete, or never triggers. Write findings to +docs/task3/effects_audit_report.md in the same format. \ No newline at end of file diff --git a/docs/task3/subtask_1.md b/docs/task3/subtask_1.md new file mode 100644 index 0000000..5d7d9d7 --- /dev/null +++ b/docs/task3/subtask_1.md @@ -0,0 +1,25 @@ +# Sub-Task 1: Spire UI Fixes (Bugs 1, 2, 3) + +## Scope +- **Components affected**: + - `components/SpireModeUI.tsx` (Floor health display, Climb Down button, activity log) + - `components/SpireTab.tsx` (Redesign as Spire Stats, move ClimbSpireButton here) + - Spire state management (hooks/context for spire floor tracking, health, combat state) +- **Files potentially affected**: + - `store/spireSlice.ts` or similar state management for spire + - `types/spire.ts` if type definitions need updates + +## Acceptance Criteria +1. **Bug 1**: Floor health display in SpireModeUI updates reactively after every spell cast (verify by casting spells in spire and observing health change immediately) +2. **Bug 2**: "Climb Down" button triggers floor-by-floor combat downward; player can only exit spire after reaching and clearing bottom floor (verify by climbing down multiple floors, confirm exit only at bottom) +3. **Bug 3**: + - SpireTab redesigned as "Spire Stats" view (no longer shows misleading Current Floor stat) + - ClimbSpireButton moved from SpireModeUI to SpireTab + - Activity log moved from SpireTab to SpireModeUI +4. No regressions in other spire functionality + +## Dependencies +- None (can be executed first) + +## Estimated Complexity +- Medium (3 linked UI components + state management) \ No newline at end of file diff --git a/docs/task3/subtask_10.md b/docs/task3/subtask_10.md new file mode 100644 index 0000000..36adaef --- /dev/null +++ b/docs/task3/subtask_10.md @@ -0,0 +1,24 @@ +# Sub-Task 10: Essence Refining Investigation (Bug 15) + +## Scope +- **Core files to investigate**: + - Essence Refining effect logic (e.g., `effects/essenceRefining.ts` or similar) + - All enchantment type definitions (e.g., `data/enchantments.ts`, `types/enchantments.ts`) + - Enchantment application logic (to check compatibility) +- **Files potentially affected**: + - Any enchantment type that Essence Refining cannot apply to (fix or flag) + - Documentation for Essence Refining effect + +## Acceptance Criteria +1. Verify Essence Refining effect works across all enchantment types +2. Document which enchantment types it cannot apply to (e.g., spell enchantments) +3. Either: + - Fix cases where it should apply but doesn't, OR + - Flag out-of-scope cases with clear explanation +4. Write findings to `docs/task3/essence_refining_findings.md` + +## Dependencies +- None (independent investigation task) + +## Estimated Complexity +- Medium (testing multiple enchantment types + documentation) \ No newline at end of file diff --git a/docs/task3/subtask_10_progress.md b/docs/task3/subtask_10_progress.md new file mode 100644 index 0000000..b84e7bf --- /dev/null +++ b/docs/task3/subtask_10_progress.md @@ -0,0 +1,15 @@ +# Sub-Task 10 Progress: Essence Refining Investigation + +## Status: Pending + +## Completed Steps +- [ ] Locate Essence Refining effect logic +- [ ] List all enchantment types in the game +- [ ] Test Essence Refining on each enchantment type +- [ ] Document compatible/incompatible types +- [ ] Fix or flag incompatible cases +- [ ] Write findings to essence_refining_findings.md +- [ ] Commit and push changes + +## Notes +(Add test results here) \ No newline at end of file diff --git a/docs/task3/subtask_1_progress.md b/docs/task3/subtask_1_progress.md new file mode 100644 index 0000000..2bd5fb4 --- /dev/null +++ b/docs/task3/subtask_1_progress.md @@ -0,0 +1,14 @@ +# Sub-Task 1 Progress: Spire UI Fixes + +## Status: Pending + +## Completed Steps +- [ ] Read and understand SpireModeUI, SpireTab component code +- [ ] Fix floor health reactivity (Bug 1) +- [ ] Fix Climb Down button behavior (Bug 2) +- [ ] Redesign SpireTab, move ClimbSpireButton and activity log (Bug 3) +- [ ] Test all changes +- [ ] Commit and push changes + +## Notes +(Add notes as work proceeds) \ No newline at end of file diff --git a/docs/task3/subtask_2.md b/docs/task3/subtask_2.md new file mode 100644 index 0000000..c5b76c5 --- /dev/null +++ b/docs/task3/subtask_2.md @@ -0,0 +1,19 @@ +# Sub-Task 2: DebugTab Crash Fix (Bug 4) + +## Scope +- **Components affected**: + - `components/DebugTab.tsx` (root cause of crash) + - Potentially related debug utilities or data fetching hooks used by DebugTab +- **Files potentially affected**: + - Any imports or dependencies used by DebugTab (e.g., debug data sources, formatting utilities) + +## Acceptance Criteria +1. DebugTab no longer causes a crash (verify by navigating to DebugTab in the UI) +2. DebugTab renders all intended content without errors in browser console +3. Root cause of crash is identified and fixed (e.g., null reference, missing data, syntax error) + +## Dependencies +- None (independent sub-task) + +## Estimated Complexity +- Low-Medium (depends on crash root cause) \ No newline at end of file diff --git a/docs/task3/subtask_2_progress.md b/docs/task3/subtask_2_progress.md new file mode 100644 index 0000000..1a6092b --- /dev/null +++ b/docs/task3/subtask_2_progress.md @@ -0,0 +1,13 @@ +# Sub-Task 2 Progress: DebugTab Crash Fix + +## Status: Pending + +## Completed Steps +- [ ] Reproduce DebugTab crash and check browser/console errors +- [ ] Identify root cause of crash +- [ ] Implement fix +- [ ] Test DebugTab renders without errors +- [ ] Commit and push changes + +## Notes +(Add crash details and fix notes here) \ No newline at end of file diff --git a/docs/task3/subtask_3.md b/docs/task3/subtask_3.md new file mode 100644 index 0000000..e2728af --- /dev/null +++ b/docs/task3/subtask_3.md @@ -0,0 +1,20 @@ +# Sub-Task 3: Header Pause Button Removal (Bug 5) + +## Scope +- **Components affected**: + - `components/Header.tsx` (remove pause button from header row) + - Potentially header-related styles or layout components +- **Files potentially affected**: + - `components/layout/Header.tsx` if header is nested + - Style files (CSS/SCSS/Tailwind) related to header if button styles need cleanup + +## Acceptance Criteria +1. Pause button is completely removed from the header row (verify visually in UI) +2. No broken layout or spacing issues in header after removal +3. No references to removed pause button remain in code (check for unused imports/handlers) + +## Dependencies +- None (independent sub-task) + +## Estimated Complexity +- Low (simple component removal) \ No newline at end of file diff --git a/docs/task3/subtask_3_progress.md b/docs/task3/subtask_3_progress.md new file mode 100644 index 0000000..626337a --- /dev/null +++ b/docs/task3/subtask_3_progress.md @@ -0,0 +1,13 @@ +# Sub-Task 3 Progress: Header Pause Button Removal + +## Status: Pending + +## Completed Steps +- [ ] Locate pause button in Header component +- [ ] Remove pause button and related code +- [ ] Clean up unused imports/handlers +- [ ] Verify header layout is intact +- [ ] Commit and push changes + +## Notes +(Add details here) \ No newline at end of file diff --git a/docs/task3/subtask_4.md b/docs/task3/subtask_4.md new file mode 100644 index 0000000..23a40a3 --- /dev/null +++ b/docs/task3/subtask_4.md @@ -0,0 +1,22 @@ +# Sub-Task 4: EquipmentTab 2H Offhand Disable (Bug 6) + +## Scope +- **Components affected**: + - `components/EquipmentTab.tsx` (offhand slot logic) + - Equipment slot rendering components (e.g., `EquipmentSlot.tsx`) + - Item type checking logic (to detect 2-handed weapons) +- **Files potentially affected**: + - `types/items.ts` (item type definitions for 2-handed weapons) + - `store/equipmentSlice.ts` or similar state management for equipment + - `utils/itemUtils.ts` for item type helper functions + +## Acceptance Criteria +1. When a 2-handed staff (or any 2-handed weapon) is equipped in mainhand, offhand slot is visibly disabled/occupied (verify visually: grayed out, tooltip indicating why) +2. Player cannot equip any item in offhand while 2-handed weapon is equipped (verify via UI and state checks) +3. Equipping a 2-handed weapon automatically clears any existing offhand item (if required by game logic) + +## Dependencies +- None (independent sub-task) + +## Estimated Complexity +- Medium (item type logic + UI state management) \ No newline at end of file diff --git a/docs/task3/subtask_4_progress.md b/docs/task3/subtask_4_progress.md new file mode 100644 index 0000000..2e12e1c --- /dev/null +++ b/docs/task3/subtask_4_progress.md @@ -0,0 +1,14 @@ +# Sub-Task 4 Progress: EquipmentTab 2H Offhand Disable + +## Status: Pending + +## Completed Steps +- [ ] Understand current equipment slot logic +- [ ] Implement 2-handed weapon check +- [ ] Disable offhand slot UI when 2H weapon equipped +- [ ] Prevent offhand equipping via state logic +- [ ] Test with 2H staff and other weapons +- [ ] Commit and push changes + +## Notes +(Add details here) \ No newline at end of file diff --git a/docs/task3/subtask_5.md b/docs/task3/subtask_5.md new file mode 100644 index 0000000..13c8c11 --- /dev/null +++ b/docs/task3/subtask_5.md @@ -0,0 +1,22 @@ +# Sub-Task 5: CraftingTab Design Phase Compatibility (Bug 7) + +## Scope +- **Components affected**: + - `components/CraftingTab.tsx` (Design phase section) + - Enchantment data sources (e.g., `data/enchantments.ts`) + - Player inventory state (to check owned items) +- **Files potentially affected**: + - `utils/craftingUtils.ts` (enchantment compatibility logic) + - `types/crafting.ts` (enchantment-item compatibility types) + - `store/inventorySlice.ts` or similar for player item data + +## Acceptance Criteria +1. In CraftingTab Design phase, only enchantments compatible with items the player currently owns are shown (verify by checking UI with different inventory states) +2. Compatibility is determined by enchantment type (e.g., weapon enchantments only show if player owns weapons) +3. No performance issues when filtering enchantments + +## Dependencies +- None (independent, but Sub-Task 6 depends on this if modifying same CraftingTab file) + +## Estimated Complexity +- Medium (data filtering + UI update) \ No newline at end of file diff --git a/docs/task3/subtask_5_progress.md b/docs/task3/subtask_5_progress.md new file mode 100644 index 0000000..e4d1d03 --- /dev/null +++ b/docs/task3/subtask_5_progress.md @@ -0,0 +1,13 @@ +# Sub-Task 5 Progress: CraftingTab Design Phase Compatibility + +## Status: Pending + +## Completed Steps +- [ ] Understand CraftingTab Design phase logic +- [ ] Implement enchantment compatibility filtering +- [ ] Test with various player inventory states +- [ ] Verify only compatible enchantments shown +- [ ] Commit and push changes + +## Notes +(Add details here) \ No newline at end of file diff --git a/docs/task3/subtask_6.md b/docs/task3/subtask_6.md new file mode 100644 index 0000000..347a08d --- /dev/null +++ b/docs/task3/subtask_6.md @@ -0,0 +1,23 @@ +# Sub-Task 6: CraftingTab Prepare/Apply Disenchant Consolidation (Bug 8) + +## Scope +- **Components affected**: + - `components/CraftingTab.tsx` (Prepare and Apply phases) + - Item state management (add "Ready for Enchantment" tag) + - Enchantment removal logic (disenchanting during Prepare step) +- **Files potentially affected**: + - `store/craftingSlice.ts` or similar for crafting state + - `types/items.ts` (add "Ready for Enchantment" tag to item types) + - `utils/craftingUtils.ts` (disenchant logic, tag management) + +## Acceptance Criteria +1. **Prepare step button text**: Shows "Start Preparation — this will remove existing enchantments" when item has existing enchantments; otherwise default text +2. **Prepare step outcome**: After successful preparation, item receives "Ready for Enchantment" tag (verify via item state/UI) +3. **Apply phase restriction**: Only items tagged "Ready for Enchantment" can have enchantments applied +4. Disenchanting is fully consolidated into Prepare step (no separate disenchant UI) + +## Dependencies +- Sub-Task 5 (both modify CraftingTab, must run sequentially) + +## Estimated Complexity +- High (multi-phase UI + state management + tagging) \ No newline at end of file diff --git a/docs/task3/subtask_6_progress.md b/docs/task3/subtask_6_progress.md new file mode 100644 index 0000000..4aebfb6 --- /dev/null +++ b/docs/task3/subtask_6_progress.md @@ -0,0 +1,15 @@ +# Sub-Task 6 Progress: CraftingTab Prepare/Apply Disenchant Consolidation + +## Status: Pending + +## Completed Steps +- [ ] Review Sub-Task 5 completion (ensure no conflicts) +- [ ] Implement Prepare step button text logic +- [ ] Add "Ready for Enchantment" tag to item state +- [ ] Restrict Apply phase to tagged items +- [ ] Consolidate disenchanting into Prepare step +- [ ] Test full Design-Prepare-Apply flow +- [ ] Commit and push changes + +## Notes +(Add details here) \ No newline at end of file diff --git a/docs/task3/subtask_7.md b/docs/task3/subtask_7.md new file mode 100644 index 0000000..d39eb82 --- /dev/null +++ b/docs/task3/subtask_7.md @@ -0,0 +1,26 @@ +# Sub-Task 7: SkillsTab Modifications (Bugs 9, 11, 12, 13) + +## Scope +- **Components affected**: + - `components/SkillsTab.tsx` (all skill-related UI) + - Skill data definitions (e.g., `data/skills.ts`) + - Skill category logic (Research, Mana, Study categories) + - Skill cost calculation logic +- **Files potentially affected**: + - `types/skills.ts` (skill type definitions, categories) + - `store/skillsSlice.ts` or similar for skill state + - `utils/skillUtils.ts` (cost calculation, category checks) + - Mana system files (for per-mana capacity upgrades in Bug 9) + +## Acceptance Criteria +1. **Bug 9**: "Elemental Attunement" skill replaced with per-mana-type capacity upgrades; each upgrade costs mana of its own type to research +2. **Bug 11**: "Effect Research" enchantment skills cost both Transference mana and relevant elemental mana (e.g., Fire Spell Research costs Transference + Fire) +3. **Bug 12**: All skills in "Research" category moved to "Mana" category; "Meditation Focus" moved from "Study" to "Mana" +4. **Bug 13**: "Disenchanting" skill completely removed from SkillsTab +5. No broken skill UI or missing skills after changes + +## Dependencies +- None (independent, but all skill changes are sequential within this sub-task) + +## Estimated Complexity +- High (multiple skill system changes + UI updates) \ No newline at end of file diff --git a/docs/task3/subtask_7_progress.md b/docs/task3/subtask_7_progress.md new file mode 100644 index 0000000..8647eca --- /dev/null +++ b/docs/task3/subtask_7_progress.md @@ -0,0 +1,15 @@ +# Sub-Task 7 Progress: SkillsTab Modifications + +## Status: Pending + +## Completed Steps +- [ ] Understand current skill data structure and SkillsTab UI +- [ ] Remove "Elemental Attunement" skill, add per-mana capacity upgrades (Bug 9) +- [ ] Update Effect Research skill costs (Bug 11) +- [ ] Move Research category skills to Mana, Meditation Focus to Mana (Bug 12) +- [ ] Remove "Disenchanting" skill (Bug 13) +- [ ] Test all skill changes in UI +- [ ] Commit and push changes + +## Notes +(Add details here) \ No newline at end of file diff --git a/docs/task3/subtask_8.md b/docs/task3/subtask_8.md new file mode 100644 index 0000000..2917576 --- /dev/null +++ b/docs/task3/subtask_8.md @@ -0,0 +1,23 @@ +# Sub-Task 8: Mana System Conversion Regen Deduction (Bug 10) + +## Scope +- **Core files affected**: + - Mana system logic (e.g., `utils/manaUtils.ts`, `hooks/useMana.ts`) + - Mana regeneration calculation functions + - Mana state management (e.g., `store/manaSlice.ts`) +- **Files potentially affected**: + - `types/mana.ts` (mana type definitions, conversion rates) + - Any components displaying mana regen rates (to show effective vs raw regen) + - StatsTab (will be updated in Sub-Task 9 to show conversion drains) + +## Acceptance Criteria +1. Mana conversion rates (from attunements) are deducted from raw mana regeneration rate +2. Example: 3.8 raw regen − 0.2 transference conversion = 3.6 effective raw regen (verify via calculation checks) +3. Effective regen is used for all mana regeneration in-game +4. Conversion drains are properly tracked and available for UI display (needed for Sub-Task 9) + +## Dependencies +- None (independent, but Sub-Task 9 depends on this) + +## Estimated Complexity +- Medium (mana calculation logic update) \ No newline at end of file diff --git a/docs/task3/subtask_8_progress.md b/docs/task3/subtask_8_progress.md new file mode 100644 index 0000000..d06d09f --- /dev/null +++ b/docs/task3/subtask_8_progress.md @@ -0,0 +1,14 @@ +# Sub-Task 8 Progress: Mana System Conversion Regen Deduction + +## Status: Pending + +## Completed Steps +- [ ] Understand current mana regen calculation logic +- [ ] Implement conversion rate deduction from raw regen +- [ ] Verify calculation with example values +- [ ] Update any UI elements showing regen rates (if needed) +- [ ] Test mana regen in-game +- [ ] Commit and push changes + +## Notes +(Add calculation details here) \ No newline at end of file diff --git a/docs/task3/subtask_9.md b/docs/task3/subtask_9.md new file mode 100644 index 0000000..5ec290c --- /dev/null +++ b/docs/task3/subtask_9.md @@ -0,0 +1,25 @@ +# Sub-Task 9: StatsTab Mana Breakdown (Bug 14) + +## Scope +- **Components affected**: + - `components/StatsTab.tsx` (add mana breakdown section) + - Mana system data (current value, capacity, regen rate, modifiers) +- **Files potentially affected**: + - `utils/manaUtils.ts` (export mana breakdown data) + - `store/manaSlice.ts` (provide modifiers like attunements, conversion drains) + - `types/stats.ts` (if stats types need updates) + +## Acceptance Criteria +1. StatsTab shows clear breakdown for each mana type including: + - Current value + - Capacity + - Regen rate (effective, after conversion deductions from Bug 10) + - Modifiers affecting them (attunements, conversion drains, etc.) +2. Breakdown is visually clear and easy to read +3. Data updates reactively when mana state changes + +## Dependencies +- Sub-Task 8 (requires conversion drain data from Bug 10 fix) + +## Estimated Complexity +- Medium (UI update + data integration) \ No newline at end of file diff --git a/docs/task3/subtask_9_progress.md b/docs/task3/subtask_9_progress.md new file mode 100644 index 0000000..376440c --- /dev/null +++ b/docs/task3/subtask_9_progress.md @@ -0,0 +1,14 @@ +# Sub-Task 9 Progress: StatsTab Mana Breakdown + +## Status: Pending + +## Completed Steps +- [ ] Review Sub-Task 8 completion (get conversion drain data) +- [ ] Design mana breakdown UI for StatsTab +- [ ] Implement data fetching for each mana type's stats +- [ ] Add modifiers display (attunements, conversion drains) +- [ ] Test reactive updates +- [ ] Commit and push changes + +## Notes +(Add UI design notes here) \ No newline at end of file diff --git a/docs/task3/todo.md b/docs/task3/todo.md new file mode 100644 index 0000000..e6aae59 --- /dev/null +++ b/docs/task3/todo.md @@ -0,0 +1,36 @@ +# Task 3 Progress Tracker + +## Overall Status: Planning Complete, Ready for Execution + +--- + +## Sub-Tasks + +| ID | Sub-Task | Status | Dependencies | Assigned | +|----|----------|--------|--------------|----------| +| 1 | Spire UI Fixes (Bugs 1,2,3) | Pending | None | | +| 2 | DebugTab Crash Fix (Bug4) | Pending | None | | +| 3 | Header Pause Button Removal (Bug5) | Pending | None | | +| 4 | EquipmentTab 2H Offhand Disable (Bug6) | Pending | None | | +| 5 | CraftingTab Design Phase Compatibility (Bug7) | Pending | None | | +| 6 | CraftingTab Prepare/Apply Disenchant Consolidation (Bug8) | Pending | Sub-Task 5 | | +| 7 | SkillsTab Modifications (Bugs9,11,12,13) | Pending | None | | +| 8 | Mana System Conversion Regen Deduction (Bug10) | Pending | None | | +| 9 | StatsTab Mana Breakdown (Bug14) | Pending | Sub-Task 8 | | +| 10 | Essence Refining Investigation (Bug15) | Pending | None | | + +--- + +## Completed Work +- [x] Step 1: Oriented with task3.md +- [x] Step 2: Sub-tasks planned and documented +- [ ] Step 3: Sub-tasks executed +- [ ] Step 4: UI Audit completed +- [ ] Step 5: Effects & Skills Audit completed + +--- + +## Notes +- Sub-tasks that touch the same component run sequentially +- Independent sub-tasks can be executed in parallel via sub-agents +- Update progress files after each sub-task completion \ No newline at end of file