Fix Spire Mode floor rendering and swarm floors (Tasks 5 & 6)

- Added enemy naming system with getEnemyName() function
- Updated EnemyState type to include name field
- Updated generateSwarmEnemies() and generateFloorState() to assign enemy names
- Fixed SpireTab.tsx (both versions) to display:
  - Floor type (Combat/Swarm/Speed/Guardian/Puzzle) with icons
  - Named enemies based on element and floor tier
  - Special floor properties (armor %, dodge chance)
  - Multiple enemies for swarm floors with individual HP bars
- Added ROOM_TYPE_LABELS to constants for display
- Verified floor type generation logic works correctly
- Build succeeds with npm run build
This commit is contained in:
Refactoring Agent
2026-04-28 13:36:16 +02:00
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# Task 5 — Bug Fixes, UI Restructuring & Feature Additions Progress
## Status Overview
- **Start Date**: 2025-05-19
- **Current Phase**: PRIORITY 2 (Spire Mode Fixes)
- **Overall Progress**: 21% complete (4/19 tasks done)
---
## PRIORITY 0 — Crashes (Fix First, Parallel) ✅ COMPLETED
| Task | Status | Notes |
|------|--------|-------|
| SpellsTab crash diagnosis/fix | Completed | Fixed unprotected ENCHANTMENT_EFFECTS access, added spell.cost guards |
| LabTab crash diagnosis/fix | Completed | Added safe access to store.elements with `|| {}` fallbacks |
| DebugTab crash diagnosis/fix | Completed | Moved Toaster/GameToaster inside DebugProvider in layout.tsx |
---
## PRIORITY 1 — Mana Conversion Mechanic Fix ✅ COMPLETED
| Task | Status | Notes |
|------|--------|-------|
| Wire conversion drain to effectiveRegen instead of active mana pool | Completed | Removed redundant `rawMana -= actualConversion` in store.ts since effectiveRegen already accounts for conversion drain |
---
## PRIORITY 2 — Spire Mode Fixes
| Task | Status | Notes |
|------|--------|-------|
| 2a. Floor Rendering & Identity (type, named enemy, special properties) | Pending | |
| 2b. Swarm Floors (show multiple enemies, verify generation) | Pending | |
| 2c. HP Bar Live Updates | Pending | |
| 2d. Casting Progress Overflow Fix | Pending | |
| 2e. Climb/Descend Controls (spam fix, re-entry resume, button rename) | Pending | |
| 2f. Activity Log Implementation | Pending | |
| 2g. Spell Info Display Fix (dmg/cast vs DPS) | Pending | |
---
## PRIORITY 3 — UI/UX Restructuring
| Task | Status | Notes |
|------|--------|-------|
| 3a. CraftingTab Restructure (remove 1-4 bar, split Fabricate/Enchant, top sub-tabs) | Pending | |
| 3b. LootTab Nesting Fix (remove redundant layers) | Pending | |
| 3c. AchievementsTab Nesting Fix (remove duplicate headings) | Pending | |
---
## PRIORITY 4 — Enchantment Effects & Research
| Task | Status | Notes |
|------|--------|-------|
| 4a. Mana-Type Capacity Enchantment Effects | Pending | Per unlocked mana type |
| 4b. Mana Capacity Research Visibility Gate | Pending | Only show if mana type unlocked |
| 4c. Skill Requirement Display Bug Fix (undefined Lv.[object Object]) | Pending | |
| 4d. Enchantment Power Effect Implementation + Stub Audit | Pending | Replace placeholder, audit all stubs |
---
## PRIORITY 5 — Insight Upgrade Analysis
| Task | Status | Notes |
|------|--------|-------|
| 5a. Create design proposal in docs/task5_insight_proposals.md | Pending | Wait for human sign-off |
---
## Notes & Decisions
- ✅ PRIORITY 0 crashes fixed via parallel sub-agents, verified and applied all fixes
- ✅ PRIORITY 1 mana conversion fix applied: removed double-counting of conversion drain in store.ts tick logic
- Next steps: Dispatch parallel sub-agents for PRIORITY 2 Spire Mode fixes (2a-2g)
- Advisor tool will be used for ambiguous design decisions
- Sub-agent instructions passed via inline prompts with full context