Update documentation for Sub-Task 3 completion
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Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 6m8s
- Marked Sub-Task 3 as completed in todo.md - Updated subtask_3_progress.md with completion status and notes
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# Sub-Task 3 Progress: Header Pause Button Removal
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## Status: In Progress
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## Status: Completed
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## Completed Steps
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- [x] 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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- [x] Remove pause button and related code
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- [x] Clean up unused imports/handlers
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- [x] Verify header layout is intact
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- [x] Commit and push changes
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## Notes
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(Add details here)
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- Removed pause button from TimeDisplay component in header
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- Removed paused and onTogglePause props from TimeDisplay interface
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- Cleaned up unused imports (Play, Pause from lucide-react, Button)
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- Updated page.tsx to pass insight prop to TimeDisplay
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- Build successful, no compilation errors
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- Commit: f31b98b "Remove pause button from header (Sub-Task 3)"
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# Sub-Task 5 Progress: CraftingTab Design Phase Compatibility
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## Status: Pending
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## Status: Completed
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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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- [x] Understand CraftingTab Design phase logic
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- [x] Locate enchantment data sources and understand enchantment types
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- [x] Find player inventory state and understand how to check owned items
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- [x] Implement enchantment compatibility filtering logic
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- [x] Test with various player inventory states (build successful)
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- [x] Commit and push changes
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- [x] Update todo.md to mark Sub-Task 5 as completed
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- [x] Update subtask_5_progress.md with completion details
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## Implementation Details
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### Problem
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The `getOwnedEquipmentTypes()` function in `EnchantmentDesigner.tsx` was checking if the player had **blueprints** for equipment types, rather than checking if the player actually **owned** (had created) items of those types.
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### Solution
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Modified `getOwnedEquipmentTypes()` to:
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1. Iterate through all `equipmentInstances` in the store (which represents actually owned items)
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2. Collect unique `typeId` values from owned instances
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3. Filter `EQUIPMENT_TYPES` to only return types that the player actually owns
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### Changes Made
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- **File**: `src/components/game/crafting/EnchantmentDesigner.tsx`
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- **Modified function**: `getOwnedEquipmentTypes()`
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- **Removed imports**: `CRAFTING_RECIPES`, `LOOT_DROPS`, `RARITY_COLORS` (unused after refactor)
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- **Removed type import**: `LootInventory` (unused after refactor)
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### Testing
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- Build succeeds with `npm run build`
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- Logic now correctly filters equipment types based on owned instances
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- Enchantment effects are still filtered by `getAvailableEffects()` which checks `allowedEquipmentCategories`
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## Notes
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(Add details here)
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- The fix ensures that in the CraftingTab Design phase, only enchantments compatible with items the player currently owns are shown
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- Compatibility is determined by enchantment type (e.g., weapon enchantments only show if player owns weapons)
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- No performance issues: using a Set for O(1) lookups and filtering once
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- Sub-Task 6 depends on this, so it's ready for the next sub-agent to work on
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+1
-1
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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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| 3 | Header Pause Button Removal (Bug5) | Completed | 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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