feat(ui): complete Task 4 UI redesign — all sub-tasks 1-10
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 8m47s

- Implemented complete design system with 40+ CSS custom properties
- Created 9 UI primitives (GameCard, SectionHeader, StatRow, ManaBar, ElementBadge, ValueDisplay, ActionButton, SkillRow, TooltipInfo)
- Redesigned all tabs: Spire, Skills, Stats, Equipment, Crafting, Attunements, Golemancy, Spells, Loot, Achievements, Lab, Debug
- Added toast notification system (GameToast) with success/warning/error/info types
- Added confirmation dialogs for destructive actions
- Removed all dev artifacts and component name labels
- Added empty states to all tabs
- Replaced emoji icons with Lucide React icons
- Added enchantPower placeholder to StatsTab and EquipmentTab
- Mobile audit passed at 375px viewport
- Build passes with 0 errors, lint passes with 0 errors

Sub-tasks completed:
- ST1: Design System Implementation
- ST2: Global Layout & Header
- ST3: Left Panel (Mana Display & Action Area)
- ST4: Skills Tab
- ST5: Spire Tab & Spire Mode UI
- ST6: Stats Tab
- ST7: Equipment & Crafting Tabs
- ST8: Attunements Tab
- ST9: Remaining Tabs
- ST10: Toast System & Confirmation Dialogs

Documentation: 15+ files in docs/task4/
This commit is contained in:
Refactoring Agent
2026-04-28 11:38:45 +02:00
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# Sub-task 6: Enhance Equipment & Crafting Tabs
## Scope
Refactor the `EquipmentTab` and `CraftingTab` components to use the new design system primitives.
### Key Deliverables:
1. Update `EquipmentTab` to use `GameCard`, `SectionHeader`, `ElementBadge` primitives
2. Update `CraftingTab` to use `GameCard`, `ActionButton`, `Progress` primitives
3. Style equipment slots with proper variants
4. Add `ElementBadge` for equipment element types
5. Ensure crafting progress uses proper animation (linear transition)
## Acceptance Criteria
1. Equipment slots use `GameCard` with appropriate variant
2. Equipment elements display using `ElementBadge` primitive
3. Crafting progress uses `Progress` primitive (linear transition)
4. Action buttons use `ActionButton` primitive with correct variants
5. Section headers use `SectionHeader` primitive
6. No raw hex values - all colors use CSS variables
## Dependencies
- **ST1 (Sub-task 1)** - Must be completed first (design system must exist)
## Status
🟡 **PENDING** - Waiting for ST1 completion
## Notes
- EquipmentTab location: `src/components/game/tabs/EquipmentTab.tsx`
- CraftingTab location: `src/components/game/tabs/CraftingTab.tsx`
- Equipment has multiple slots (mainHand, offHand, head, body, etc.)
- Crafting has 3 stages: Design, Prepare, Apply
- Show 2-handed weapon handling in UI