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
parent 7056dc04d6
commit 8aacc2c88e
61 changed files with 239 additions and 4651 deletions
+4 -4
View File
@@ -17,7 +17,7 @@ export function LabTab({ store }: LabTabProps) {
// Render elemental mana grid - only show elements with current > 0
const renderElementsGrid = () => (
<div className="grid grid-cols-3 sm:grid-cols-4 md:grid-cols-6 lg:grid-cols-8 gap-2">
{Object.entries(store.elements)
{Object.entries(store.elements || {})
.filter(([, state]) => state.unlocked && state.current > 0)
.map(([id, state]) => {
const def = ELEMENTS[id];
@@ -41,7 +41,7 @@ export function LabTab({ store }: LabTabProps) {
const renderCompositeCrafting = () => {
const compositeElements = Object.entries(ELEMENTS)
.filter(([, def]) => def.recipe)
.filter(([id]) => store.elements[id]?.unlocked);
.filter(([id]) => (store.elements || {})[id]?.unlocked);
if (compositeElements.length === 0) return null;
@@ -53,7 +53,7 @@ export function LabTab({ store }: LabTabProps) {
<div className="space-y-2">
{compositeElements.map(([id, def]) => {
const recipe = def.recipe || [];
const canCraft = recipe.every(r => (store.elements[r]?.current || 0) >= 1);
const canCraft = recipe.every(r => ((store.elements || {})[r]?.current || 0) >= 1);
const craftBonus = 1 + (store.skills.elemCrafting || 0) * 0.25;
const output = Math.floor(craftBonus);
@@ -87,7 +87,7 @@ export function LabTab({ store }: LabTabProps) {
};
// Check if there are any unlocked elements with current > 0
const hasUnlockedElements = Object.values(store.elements).some(e => e.unlocked && e.current > 0);
const hasUnlockedElements = Object.values(store.elements || {}).some(e => e.unlocked && e.current > 0);
if (!hasUnlockedElements) {
return (