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
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# Task 5 — Bug Fixes, UI Restructuring & Feature Additions Progress
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## Status Overview
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- **Start Date**: 2025-05-19
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- **Current Phase**: PRIORITY 2 (Spire Mode Fixes)
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- **Overall Progress**: 21% complete (4/19 tasks done)
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---
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## PRIORITY 0 — Crashes (Fix First, Parallel) ✅ COMPLETED
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| Task | Status | Notes |
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|------|--------|-------|
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| SpellsTab crash diagnosis/fix | Completed | Fixed unprotected ENCHANTMENT_EFFECTS access, added spell.cost guards |
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| LabTab crash diagnosis/fix | Completed | Added safe access to store.elements with `|| {}` fallbacks |
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| DebugTab crash diagnosis/fix | Completed | Moved Toaster/GameToaster inside DebugProvider in layout.tsx |
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---
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## PRIORITY 1 — Mana Conversion Mechanic Fix ✅ COMPLETED
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| Task | Status | Notes |
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|------|--------|-------|
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| 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 |
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---
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## PRIORITY 2 — Spire Mode Fixes
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| Task | Status | Notes |
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|------|--------|-------|
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| 2a. Floor Rendering & Identity (type, named enemy, special properties) | Pending | |
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| 2b. Swarm Floors (show multiple enemies, verify generation) | Pending | |
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| 2c. HP Bar Live Updates | Pending | |
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| 2d. Casting Progress Overflow Fix | Pending | |
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| 2e. Climb/Descend Controls (spam fix, re-entry resume, button rename) | Pending | |
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| 2f. Activity Log Implementation | Pending | |
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| 2g. Spell Info Display Fix (dmg/cast vs DPS) | Pending | |
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---
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## PRIORITY 3 — UI/UX Restructuring
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| Task | Status | Notes |
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|------|--------|-------|
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| 3a. CraftingTab Restructure (remove 1-4 bar, split Fabricate/Enchant, top sub-tabs) | Pending | |
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| 3b. LootTab Nesting Fix (remove redundant layers) | Pending | |
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| 3c. AchievementsTab Nesting Fix (remove duplicate headings) | Pending | |
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---
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## PRIORITY 4 — Enchantment Effects & Research
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| Task | Status | Notes |
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|------|--------|-------|
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| 4a. Mana-Type Capacity Enchantment Effects | Pending | Per unlocked mana type |
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| 4b. Mana Capacity Research Visibility Gate | Pending | Only show if mana type unlocked |
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| 4c. Skill Requirement Display Bug Fix (undefined Lv.[object Object]) | Pending | |
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| 4d. Enchantment Power Effect Implementation + Stub Audit | Pending | Replace placeholder, audit all stubs |
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---
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## PRIORITY 5 — Insight Upgrade Analysis
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| Task | Status | Notes |
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|------|--------|-------|
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| 5a. Create design proposal in docs/task5_insight_proposals.md | Pending | Wait for human sign-off |
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---
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## Notes & Decisions
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- ✅ PRIORITY 0 crashes fixed via parallel sub-agents, verified and applied all fixes
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- ✅ PRIORITY 1 mana conversion fix applied: removed double-counting of conversion drain in store.ts tick logic
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- Next steps: Dispatch parallel sub-agents for PRIORITY 2 Spire Mode fixes (2a-2g)
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- Advisor tool will be used for ambiguous design decisions
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- Sub-agent instructions passed via inline prompts with full context
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