Task 3: Step 2 complete - plan sub-tasks for bug fixes
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 6m42s
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 6m42s
This commit is contained in:
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# Sub-Task 1: Spire UI Fixes (Bugs 1, 2, 3)
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## Scope
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- **Components affected**:
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- `components/SpireModeUI.tsx` (Floor health display, Climb Down button, activity log)
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- `components/SpireTab.tsx` (Redesign as Spire Stats, move ClimbSpireButton here)
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- Spire state management (hooks/context for spire floor tracking, health, combat state)
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- **Files potentially affected**:
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- `store/spireSlice.ts` or similar state management for spire
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- `types/spire.ts` if type definitions need updates
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## Acceptance Criteria
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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)
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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)
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3. **Bug 3**:
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- SpireTab redesigned as "Spire Stats" view (no longer shows misleading Current Floor stat)
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- ClimbSpireButton moved from SpireModeUI to SpireTab
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- Activity log moved from SpireTab to SpireModeUI
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4. No regressions in other spire functionality
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## Dependencies
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- None (can be executed first)
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## Estimated Complexity
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- Medium (3 linked UI components + state management)
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# Sub-Task 10: Essence Refining Investigation (Bug 15)
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## Scope
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- **Core files to investigate**:
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- Essence Refining effect logic (e.g., `effects/essenceRefining.ts` or similar)
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- All enchantment type definitions (e.g., `data/enchantments.ts`, `types/enchantments.ts`)
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- Enchantment application logic (to check compatibility)
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- **Files potentially affected**:
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- Any enchantment type that Essence Refining cannot apply to (fix or flag)
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- Documentation for Essence Refining effect
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## Acceptance Criteria
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1. Verify Essence Refining effect works across all enchantment types
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2. Document which enchantment types it cannot apply to (e.g., spell enchantments)
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3. Either:
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- Fix cases where it should apply but doesn't, OR
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- Flag out-of-scope cases with clear explanation
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4. Write findings to `docs/task3/essence_refining_findings.md`
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## Dependencies
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- None (independent investigation task)
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## Estimated Complexity
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- Medium (testing multiple enchantment types + documentation)
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# Sub-Task 10 Progress: Essence Refining Investigation
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## Status: Pending
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## Completed Steps
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- [ ] Locate Essence Refining effect logic
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- [ ] List all enchantment types in the game
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- [ ] Test Essence Refining on each enchantment type
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- [ ] Document compatible/incompatible types
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- [ ] Fix or flag incompatible cases
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- [ ] Write findings to essence_refining_findings.md
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- [ ] Commit and push changes
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## Notes
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(Add test results here)
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# Sub-Task 1 Progress: Spire UI Fixes
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## Status: Pending
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## Completed Steps
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- [ ] Read and understand SpireModeUI, SpireTab component code
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- [ ] Fix floor health reactivity (Bug 1)
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- [ ] Fix Climb Down button behavior (Bug 2)
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- [ ] Redesign SpireTab, move ClimbSpireButton and activity log (Bug 3)
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- [ ] Test all changes
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- [ ] Commit and push changes
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## Notes
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(Add notes as work proceeds)
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# Sub-Task 2: DebugTab Crash Fix (Bug 4)
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## Scope
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- **Components affected**:
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- `components/DebugTab.tsx` (root cause of crash)
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- Potentially related debug utilities or data fetching hooks used by DebugTab
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- **Files potentially affected**:
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- Any imports or dependencies used by DebugTab (e.g., debug data sources, formatting utilities)
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## Acceptance Criteria
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1. DebugTab no longer causes a crash (verify by navigating to DebugTab in the UI)
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2. DebugTab renders all intended content without errors in browser console
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3. Root cause of crash is identified and fixed (e.g., null reference, missing data, syntax error)
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## Dependencies
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- None (independent sub-task)
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## Estimated Complexity
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- Low-Medium (depends on crash root cause)
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# Sub-Task 2 Progress: DebugTab Crash Fix
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## Status: Pending
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## Completed Steps
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- [ ] Reproduce DebugTab crash and check browser/console errors
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- [ ] Identify root cause of crash
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- [ ] Implement fix
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- [ ] Test DebugTab renders without errors
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- [ ] Commit and push changes
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## Notes
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(Add crash details and fix notes here)
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# Sub-Task 3: Header Pause Button Removal (Bug 5)
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## Scope
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- **Components affected**:
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- `components/Header.tsx` (remove pause button from header row)
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- Potentially header-related styles or layout components
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- **Files potentially affected**:
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- `components/layout/Header.tsx` if header is nested
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- Style files (CSS/SCSS/Tailwind) related to header if button styles need cleanup
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## Acceptance Criteria
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1. Pause button is completely removed from the header row (verify visually in UI)
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2. No broken layout or spacing issues in header after removal
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3. No references to removed pause button remain in code (check for unused imports/handlers)
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## Dependencies
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- None (independent sub-task)
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## Estimated Complexity
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- Low (simple component removal)
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# Sub-Task 3 Progress: Header Pause Button Removal
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## Status: Pending
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## Completed Steps
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- [ ] Locate pause button in Header component
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- [ ] Remove pause button and related code
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- [ ] Clean up unused imports/handlers
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- [ ] Verify header layout is intact
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- [ ] Commit and push changes
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## Notes
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(Add details here)
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# Sub-Task 4: EquipmentTab 2H Offhand Disable (Bug 6)
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## Scope
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- **Components affected**:
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- `components/EquipmentTab.tsx` (offhand slot logic)
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- Equipment slot rendering components (e.g., `EquipmentSlot.tsx`)
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- Item type checking logic (to detect 2-handed weapons)
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- **Files potentially affected**:
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- `types/items.ts` (item type definitions for 2-handed weapons)
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- `store/equipmentSlice.ts` or similar state management for equipment
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- `utils/itemUtils.ts` for item type helper functions
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## Acceptance Criteria
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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)
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2. Player cannot equip any item in offhand while 2-handed weapon is equipped (verify via UI and state checks)
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3. Equipping a 2-handed weapon automatically clears any existing offhand item (if required by game logic)
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## Dependencies
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- None (independent sub-task)
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## Estimated Complexity
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- Medium (item type logic + UI state management)
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# Sub-Task 4 Progress: EquipmentTab 2H Offhand Disable
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## Status: Pending
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## Completed Steps
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- [ ] Understand current equipment slot logic
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- [ ] Implement 2-handed weapon check
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- [ ] Disable offhand slot UI when 2H weapon equipped
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- [ ] Prevent offhand equipping via state logic
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- [ ] Test with 2H staff and other weapons
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- [ ] Commit and push changes
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## Notes
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(Add details here)
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# Sub-Task 5: CraftingTab Design Phase Compatibility (Bug 7)
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## Scope
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- **Components affected**:
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- `components/CraftingTab.tsx` (Design phase section)
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- Enchantment data sources (e.g., `data/enchantments.ts`)
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- Player inventory state (to check owned items)
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- **Files potentially affected**:
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- `utils/craftingUtils.ts` (enchantment compatibility logic)
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- `types/crafting.ts` (enchantment-item compatibility types)
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- `store/inventorySlice.ts` or similar for player item data
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## Acceptance Criteria
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1. In CraftingTab Design phase, only enchantments compatible with items the player currently owns are shown (verify by checking UI with different inventory states)
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2. Compatibility is determined by enchantment type (e.g., weapon enchantments only show if player owns weapons)
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3. No performance issues when filtering enchantments
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## Dependencies
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- None (independent, but Sub-Task 6 depends on this if modifying same CraftingTab file)
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## Estimated Complexity
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- Medium (data filtering + UI update)
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# Sub-Task 5 Progress: CraftingTab Design Phase Compatibility
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## Status: Pending
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## Completed Steps
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- [ ] Understand CraftingTab Design phase logic
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- [ ] Implement enchantment compatibility filtering
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- [ ] Test with various player inventory states
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- [ ] Verify only compatible enchantments shown
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- [ ] Commit and push changes
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## Notes
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(Add details here)
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# Sub-Task 6: CraftingTab Prepare/Apply Disenchant Consolidation (Bug 8)
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## Scope
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- **Components affected**:
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- `components/CraftingTab.tsx` (Prepare and Apply phases)
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- Item state management (add "Ready for Enchantment" tag)
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- Enchantment removal logic (disenchanting during Prepare step)
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- **Files potentially affected**:
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- `store/craftingSlice.ts` or similar for crafting state
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- `types/items.ts` (add "Ready for Enchantment" tag to item types)
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- `utils/craftingUtils.ts` (disenchant logic, tag management)
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## Acceptance Criteria
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1. **Prepare step button text**: Shows "Start Preparation — this will remove existing enchantments" when item has existing enchantments; otherwise default text
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2. **Prepare step outcome**: After successful preparation, item receives "Ready for Enchantment" tag (verify via item state/UI)
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3. **Apply phase restriction**: Only items tagged "Ready for Enchantment" can have enchantments applied
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4. Disenchanting is fully consolidated into Prepare step (no separate disenchant UI)
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## Dependencies
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- Sub-Task 5 (both modify CraftingTab, must run sequentially)
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## Estimated Complexity
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- High (multi-phase UI + state management + tagging)
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# Sub-Task 6 Progress: CraftingTab Prepare/Apply Disenchant Consolidation
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## Status: Pending
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## Completed Steps
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- [ ] Review Sub-Task 5 completion (ensure no conflicts)
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- [ ] Implement Prepare step button text logic
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- [ ] Add "Ready for Enchantment" tag to item state
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- [ ] Restrict Apply phase to tagged items
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- [ ] Consolidate disenchanting into Prepare step
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- [ ] Test full Design-Prepare-Apply flow
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- [ ] Commit and push changes
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## Notes
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(Add details here)
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# Sub-Task 7: SkillsTab Modifications (Bugs 9, 11, 12, 13)
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## Scope
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- **Components affected**:
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- `components/SkillsTab.tsx` (all skill-related UI)
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- Skill data definitions (e.g., `data/skills.ts`)
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- Skill category logic (Research, Mana, Study categories)
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- Skill cost calculation logic
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- **Files potentially affected**:
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- `types/skills.ts` (skill type definitions, categories)
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- `store/skillsSlice.ts` or similar for skill state
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- `utils/skillUtils.ts` (cost calculation, category checks)
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- Mana system files (for per-mana capacity upgrades in Bug 9)
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## Acceptance Criteria
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1. **Bug 9**: "Elemental Attunement" skill replaced with per-mana-type capacity upgrades; each upgrade costs mana of its own type to research
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2. **Bug 11**: "Effect Research" enchantment skills cost both Transference mana and relevant elemental mana (e.g., Fire Spell Research costs Transference + Fire)
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3. **Bug 12**: All skills in "Research" category moved to "Mana" category; "Meditation Focus" moved from "Study" to "Mana"
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4. **Bug 13**: "Disenchanting" skill completely removed from SkillsTab
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5. No broken skill UI or missing skills after changes
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## Dependencies
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- None (independent, but all skill changes are sequential within this sub-task)
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## Estimated Complexity
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- High (multiple skill system changes + UI updates)
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# Sub-Task 7 Progress: SkillsTab Modifications
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## Status: Pending
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## Completed Steps
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- [ ] Understand current skill data structure and SkillsTab UI
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- [ ] Remove "Elemental Attunement" skill, add per-mana capacity upgrades (Bug 9)
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- [ ] Update Effect Research skill costs (Bug 11)
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- [ ] Move Research category skills to Mana, Meditation Focus to Mana (Bug 12)
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- [ ] Remove "Disenchanting" skill (Bug 13)
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- [ ] Test all skill changes in UI
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- [ ] Commit and push changes
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## Notes
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(Add details here)
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# Sub-Task 8: Mana System Conversion Regen Deduction (Bug 10)
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## Scope
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- **Core files affected**:
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- Mana system logic (e.g., `utils/manaUtils.ts`, `hooks/useMana.ts`)
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- Mana regeneration calculation functions
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- Mana state management (e.g., `store/manaSlice.ts`)
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- **Files potentially affected**:
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- `types/mana.ts` (mana type definitions, conversion rates)
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- Any components displaying mana regen rates (to show effective vs raw regen)
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- StatsTab (will be updated in Sub-Task 9 to show conversion drains)
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## Acceptance Criteria
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1. Mana conversion rates (from attunements) are deducted from raw mana regeneration rate
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2. Example: 3.8 raw regen − 0.2 transference conversion = 3.6 effective raw regen (verify via calculation checks)
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3. Effective regen is used for all mana regeneration in-game
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4. Conversion drains are properly tracked and available for UI display (needed for Sub-Task 9)
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## Dependencies
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- None (independent, but Sub-Task 9 depends on this)
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## Estimated Complexity
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- Medium (mana calculation logic update)
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@@ -0,0 +1,14 @@
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# Sub-Task 8 Progress: Mana System Conversion Regen Deduction
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## Status: Pending
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## Completed Steps
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- [ ] Understand current mana regen calculation logic
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- [ ] Implement conversion rate deduction from raw regen
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- [ ] Verify calculation with example values
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- [ ] Update any UI elements showing regen rates (if needed)
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- [ ] Test mana regen in-game
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- [ ] Commit and push changes
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## Notes
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(Add calculation details here)
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# Sub-Task 9: StatsTab Mana Breakdown (Bug 14)
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## Scope
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- **Components affected**:
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- `components/StatsTab.tsx` (add mana breakdown section)
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- Mana system data (current value, capacity, regen rate, modifiers)
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- **Files potentially affected**:
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- `utils/manaUtils.ts` (export mana breakdown data)
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- `store/manaSlice.ts` (provide modifiers like attunements, conversion drains)
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- `types/stats.ts` (if stats types need updates)
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## Acceptance Criteria
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1. StatsTab shows clear breakdown for each mana type including:
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- Current value
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- Capacity
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- Regen rate (effective, after conversion deductions from Bug 10)
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- Modifiers affecting them (attunements, conversion drains, etc.)
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2. Breakdown is visually clear and easy to read
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3. Data updates reactively when mana state changes
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## Dependencies
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- Sub-Task 8 (requires conversion drain data from Bug 10 fix)
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## Estimated Complexity
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- Medium (UI update + data integration)
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# Sub-Task 9 Progress: StatsTab Mana Breakdown
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## Status: Pending
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## Completed Steps
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- [ ] Review Sub-Task 8 completion (get conversion drain data)
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- [ ] Design mana breakdown UI for StatsTab
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- [ ] Implement data fetching for each mana type's stats
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- [ ] Add modifiers display (attunements, conversion drains)
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- [ ] Test reactive updates
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- [ ] Commit and push changes
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## Notes
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(Add UI design notes here)
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@@ -0,0 +1,36 @@
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# Task 3 Progress Tracker
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## Overall Status: Planning Complete, Ready for Execution
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---
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## Sub-Tasks
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| ID | Sub-Task | Status | Dependencies | Assigned |
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|----|----------|--------|--------------|----------|
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| 1 | Spire UI Fixes (Bugs 1,2,3) | Pending | None | |
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| 2 | DebugTab Crash Fix (Bug4) | Pending | None | |
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| 3 | Header Pause Button Removal (Bug5) | Pending | None | |
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| 4 | EquipmentTab 2H Offhand Disable (Bug6) | Pending | None | |
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| 5 | CraftingTab Design Phase Compatibility (Bug7) | Pending | None | |
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| 6 | CraftingTab Prepare/Apply Disenchant Consolidation (Bug8) | Pending | Sub-Task 5 | |
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| 7 | SkillsTab Modifications (Bugs9,11,12,13) | Pending | None | |
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| 8 | Mana System Conversion Regen Deduction (Bug10) | Pending | None | |
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| 9 | StatsTab Mana Breakdown (Bug14) | Pending | Sub-Task 8 | |
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| 10 | Essence Refining Investigation (Bug15) | Pending | None | |
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---
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## Completed Work
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- [x] Step 1: Oriented with task3.md
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- [x] Step 2: Sub-tasks planned and documented
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- [ ] Step 3: Sub-tasks executed
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- [ ] Step 4: UI Audit completed
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- [ ] Step 5: Effects & Skills Audit completed
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---
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## Notes
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- Sub-tasks that touch the same component run sequentially
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- Independent sub-tasks can be executed in parallel via sub-agents
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- Update progress files after each sub-task completion
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Reference in New Issue
Block a user