- Remove deepMemory prestige upgrade from constants/prestige.ts
- Remove Memory interface from types.ts
- Remove memorySlots, memories, addMemory, removeMemory, clearMemories from prestigeStore.ts
- Remove deepMemory/memory references from gameLoopActions.ts
- Remove MemoriesCard component and its usage from PrestigeTab.tsx
- Remove memorySlots display from LoopStatsSection.tsx
- Update tests: store-actions-combat-prestige.test.ts, PrestigeTab.test.ts, tick-integration.test.ts
The memory slot system was fully wired but had no gameplay mechanic — addMemory()
was never called outside tests. This removes dead code across 9 files.
- Delete src/lib/game/constants/guardians.ts (the old static GUARDIANS constant)
- Create src/lib/game/data/guardian-data.ts with BASE_GUARDIANS (same data, new home)
- Remove GUARDIANS export from constants/index.ts
- Update all 11 files that imported GUARDIANS to use getGuardianForFloor() or BASE_GUARDIANS:
- useGameDerived.ts, combat-actions.ts, gameStore.ts, prestigeStore.ts
- combat-utils.ts, room-utils.ts, floor-utils.ts, spire-utils.ts
- SpireCombatPage.tsx, SpireHeader.tsx
- Update 4 test files to use getGuardianForFloor() instead of GUARDIANS constant
- guardian-encounters.ts now imports BASE_GUARDIANS from guardian-data.ts
- Split room-utils.test.ts (505 lines) into room-utils.test.ts + room-utils-floor-state.test.ts
Priority 4 fixes:
- #50: getUnlockedAttunements filter now only returns active attunements
- #48: doPrestige return type changed from void to boolean
- #47: ConfirmDialog now catches and displays async errors from onConfirm
- #46: GameStateDebug Fill Mana now uses direct setState instead of loop
- #55: DisciplinesTab statBonus/baseValue props verified correct
- #56: DisciplinesTab tab filtering verified working
Priority 3 fixes:
- #45: drain spell description changed from 'life force' to 'vital energy'
- #44: removed banned 'ascension' skill category
- #43: renamed lifeEssenceDrop to vitalityEssenceDrop
- #42: pactMaster achievement requirement changed from 12 to 9
- #40: golems/utils.ts and equipment/utils.ts now import from index
- #39: removed duplicate RoomType from constants/rooms.ts
- #38: consolidated EquipmentSlot type in types/equipmentSlot.ts
- #37: removed duplicate EnchantmentEffectDef from spell-effects/types.ts
- #36: renamed RARITY_COLORS in loot-drops.ts to LOOT_RARITY_COLORS
- Add power, effects, signingCost, unlocksMana, damageMultiplier, insightMultiplier to GuardianDef interface
- Populate all 9 guardian entries with the new properties
- Fixes TS2339 errors in GuardianPanel, pactSlice, computed, EquipmentTab
- Refactored page.tsx (613→252 lines) with GameOverScreen and LeftPanel extracted
- Refactored StatsTab.tsx (584→92 lines) with section components
- Refactored SkillsTab.tsx (434→54 lines) with sub-components
- Created modular structure for GameContext, LootInventory, and other components
- All extracted components organized into feature directories
- 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