Add context files for Task 2 sub-agents
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# Task 10: Crafting - Prepare/Design Limits - Context
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## Task Description
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**From task2.md:** Disable "Prepare" for non-enchanted items; limit "Design" to gear types currently owned.
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## Current Implementation:
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- Crafting system involves:
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- `src/components/game/tabs/CraftingTab.tsx` - main crafting UI
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- `src/components/game/crafting/EnchantmentPreparer.tsx` - Prepare stage
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- `src/lib/game/crafting-slice.ts` - crafting logic
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- `currentAction` can be 'design', 'prepare', 'enchant'
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- "Prepare" stage is for preparing equipment for enchanting
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## What Needs To Be Done:
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### Part 1: Disable "Prepare" for non-enchanted items
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1. Read `EnchantmentPreparer.tsx` to understand current logic
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2. Currently shows "Prepare" option for non-enchanted items
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3. **Clarify**: Does this mean:
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- Disable the "Prepare" button if the item is NOT enchanted?
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- Or disable if there are no enchanted items to disenchant?
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4. Make the appropriate changes to disable "Prepare" based on the requirement
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### Part 2: Limit "Design" to gear types currently owned
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1. Read `CraftingTab.tsx` to understand the "Design" stage
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2. Find where gear types are listed for design
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3. Filter to only show gear types that the player currently owns (has blueprints for)
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4. This might involve checking `store.lootInventory.blueprints` or similar
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### Final Steps:
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5. Test the changes
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6. Commit with message: "Task 2: Crafting - disable Prepare for non-enchanted items, limit Design to owned gear types"
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## Key Files:
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- `src/components/game/tabs/CraftingTab.tsx` - Design and Prepare stages
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- `src/components/game/crafting/EnchantmentPreparer.tsx` - Prepare logic
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- `src/lib/game/crafting-slice.ts` - crafting state management
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- `src/lib/game/data/equipment.ts` - equipment types definition
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## Implementation Notes:
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- "Prepare" is the action of preparing equipment for enchanting
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- Non-enchanted items might refer to items that don't have enchantments yet
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- "Design" stage lets players design enchantments for gear types
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- Limit to "owned" gear types = types that the player has blueprints for (in `lootInventory.blueprints`)
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