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
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/
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@@ -507,28 +507,88 @@ The goal is visual consistency, not a full rework.
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Tabs to align:
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- **Golems Tab** — golem cards with element badges, stat rows, slot count.
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Add explicit empty state when `hasGolemancy && summonedGolems.length === 0`.
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- **Spells Tab** — spell list with element badges, DPS, mana cost.
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Add empty state for pact spells section when no pact spells exist.
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- **Loot Tab** — inventory with item rarity colors, category filter pills
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styled consistently.
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- **Achievements Tab** — achievement cards with progress bars.
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- **Lab Tab** — prestige/insight upgrades; upgrade cards consistent with
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skill rows.
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skill rows. Selected element uses `--border-focus` ring, not raw blue.
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- **Grimoire Tab** — whatever this displays; ensure heading and content
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structure uses design system.
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- **Debug Tab** — fix crash (task3 bug #4 — verify it's done; if not, fix it
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here). Style minimally; this is a dev tool.
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- **StatsTab / EquipmentTab** — when `enchantPower` is implemented by task5,
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the enchantment power multiplier should surface here. Add a placeholder
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`StatRow` labeled "Enchantment Power" that reads from `effects.enchantPower`
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if present, defaulting to `1.0×`. This will light up automatically once
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task5 wires the value.
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For each tab:
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1. Replace ad-hoc background/border colors with design tokens.
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2. Replace plain text label/value pairs with `<StatRow>`.
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3. Ensure empty states have explicit messaging.
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4. Verify mobile layout doesn't overflow.
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5. Standardize icons: use `Trash2` (Lucide) everywhere, remove emoji trash
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icons. Use the same icon for the same concept across all tabs.
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Acceptance criteria:
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- All tabs render without crashes.
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- All tabs use `--bg-*`, `--border-*`, `--text-*` tokens (no raw hex).
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- All tabs have explicit empty states.
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- All tabs usable at 375px width.
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- Consistent icon usage throughout.
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---
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### Sub-task 10 — Toast System & Confirmation Dialogs [parallel after ST1]
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**Files:** New `src/components/game/GameToast.tsx`,
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`src/components/game/ConfirmDialog.tsx`,
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updates to `EquipmentTab.tsx`, `LootInventory.tsx`,
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`EnchantmentPreparer.tsx`, `CraftingTab.tsx`.
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The game currently performs destructive actions silently and gives no
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confirmation feedback for success or failure. This is the highest-priority
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UX gap identified in the audit.
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**Toast notification system:**
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- Implement a lightweight toast component using the existing `useToast` hook
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(`src/hooks/use-toast.ts`). Do not add a new library.
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- Toast types: `success` (green), `warning` (amber), `error` (red), `info`
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(muted).
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- Position: bottom-right on desktop; bottom-center full-width on mobile.
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- Auto-dismiss after 3 seconds. No manual dismiss button needed.
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- Max 3 visible toasts at once (oldest dismissed first).
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- Wire toasts to these actions:
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- Item equipped / unequipped → success toast
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- Item deleted → success toast ("Item discarded")
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- Study started → info toast with skill name
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- Enchantment applied → success toast
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- Insufficient mana to study → error toast with specific mana type and
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amount needed (not a generic "not enough mana" message)
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- Enchantment capacity exceeded → error toast explaining why Apply failed
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**Confirmation dialogs:**
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- Use the existing `AlertDialog` from shadcn/ui (already available).
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- Require confirmation before:
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- **Deleting any item** from inventory or equipment (both EquipmentTab and
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LootInventory). Dialog: "Discard [item name]? This cannot be undone."
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- **Cancelling in-progress study** — "Cancel studying [skill]? Progress
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will be partially saved based on your Knowledge Retention skill."
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- **Starting Prepare on an enchanted item** — "Prepare [item name]?
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This will remove its existing enchantments." (this overlaps with task3
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bug #8 — verify that fix is done; if not, implement it here too).
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- Do NOT require confirmation for: equipping items, gathering mana, studying
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(starting, not cancelling), or climbing.
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Acceptance criteria:
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- Toast appears and auto-dismisses for all wired actions.
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- Error toasts for mana costs name the specific element type.
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- Confirm dialog appears before all destructive actions.
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- No action is performed before the user confirms.
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- Toasts readable on mobile (full-width, no overflow).
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---
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@@ -571,6 +631,25 @@ Write `docs/task4/ui_audit_report.md` covering:
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---
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## Cross-task Dependencies
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**Task 5** (running in parallel or after this task) fixes broken game logic
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in `src/lib/game/`. Two of its fixes have UI implications:
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- **`enchantPower` implementation** (task5 H1): Once task5 adds
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`enchantPower` to `ComputedEffects`, the UI should display it. Sub-task 9
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already handles this with a placeholder `StatRow` that reads
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`effects.enchantPower` and shows `1.0×` until the value is wired.
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- **Per-mana-type capacity skills** (task5 H2): Once task5 fixes
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`computeElementMax()`, the mana breakdown in StatsTab (sub-task 6) will
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automatically show correct per-element capacities — no additional UI work
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needed if `<StatRow>` reads from the store correctly.
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Do NOT attempt to fix `enchantPower` logic or `computeElementMax` in this
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task. Only build the UI surface that will display those values.
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---
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## Constraints & Rules
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1. **No new external dependencies** unless absolutely necessary and approved.
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@@ -611,9 +690,13 @@ Write `docs/task4/ui_audit_report.md` covering:
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- [ ] `src/app/globals.css` — all CSS custom properties defined
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- [ ] `src/components/ui/` — all 9 primitives implemented
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- [ ] All dev labels removed from rendered output
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- [ ] Sub-task docs (1–9) with progress files
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- [ ] Sub-task docs (1–10) with progress files
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- [ ] `docs/task4/todo.md` updated throughout
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- [ ] `docs/task4/mobile_audit.md` — mobile pass findings
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- [ ] `docs/task4/ui_audit_report.md` — final audit
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- [ ] Toast system wired to all destructive and error actions
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- [ ] Confirm dialogs on item deletion, study cancel, prepare on enchanted item
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- [ ] `enchantPower` placeholder StatRow present in StatsTab/EquipmentTab
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- [ ] Consistent Lucide icons throughout (no emoji icons)
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- [ ] `bun run build` passes with 0 new errors
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- [ ] `bun run lint` passes with 0 new errors
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