- Fix mana conversion to deduct from regen instead of mana pool (resolves player stuck at 1 mana below cap)
- Fix Spire Tab error by removing unused legacy import (store-modules/enemy-utils)
- Fix Grimoire Tab error by adding Array.isArray check for effects.map
- Move utility functions from legacy store-modules to utils/ to eliminate legacy dependencies
- Add regression test for mana conversion fix
- Update SpellsTab.tsx imports to use utils instead of legacy stores
- Added useManaStore import to skillStore.ts
- Added mana deduction logic in startStudyingSkill action
- Mana is now properly deducted when starting to study a skill (unless already paid)
- SkillDebug.tsx: Use useSkillStore.getState().incrementSkillLevel() and setSkillLevel() instead of direct setState
- ElementDebug.tsx: Use getState() for consistency
- AttunementDebug.tsx: When unlocking Enchanter, also unlock transference element
- GameStateDebug.tsx: Use proper store actions (debugSetFloor, resetFloorHP, debugSetTime) and fix Switch component usage
- SkillsTab.tsx: Replace useGameStore with useSkillStore for currentStudyTarget
- SkillUpgradeDialog.tsx: Migrate to useSkillStore, fix commitSkillUpgrades call
- SkillRow.tsx: Remove parallel study feature (startParallelStudySkill doesn't exist in skillStore), remove hasParallelStudy reference
- Update index.ts export to point to new SkillsTab location
- Delete old legacy tabs/SkillsTab.tsx file
- Updated AGENTS.md to include store/ directory and clarify store architecture
- Updated GAME_BRIEFING.md Code Architecture section with store/ and legacy store info
- Updated skills.md with skill state management information
- Includes other refactoring changes (store hooks, component updates, etc.)
- Fix game loop store mismatch (page.tsx was using old store, gameHooks using new store)
- Fix StatsTab.tsx calling getStudySpeedMultiplier with wrong arguments
- Add ErrorBoundary to page.tsx for better error handling
- Fix import syntax issues in page.tsx
- Ensure build succeeds with fixes
- 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
- Added getTotalAttunementConversionDrain function to calculate total conversion drain
- Updated computeRegen to include attunement regen bonus
- Added computeEffectiveRegenForDisplay function for UI display
- Added conversionDrains to GameState to track per-attunement drain
- Updated tick function to track and persist conversion drains
- Build passes successfully
- Add 'tags' field to EquipmentInstance type
- Modify Prepare step to show warning and different button text when item has enchantments
- Consolidate disenchanting into Prepare step (remove separate disenchant UI)
- After successful preparation, item receives 'Ready for Enchantment' tag
- Modify Apply step to only allow applying enchantments to items tagged 'Ready for Enchantment'
- Update subtask_6_progress.md and todo.md to mark Sub-Task 6 as completed
- Bug 1: Floor health display now reactive (uses Zustand store properly)
- Bug 2: Climb Down button now climbs floor-by-floor, exit only at floor 1
- Bug 3: Redesigned SpireTab as Spire Stats view, moved Enter Spire Mode button to SpireTab, moved activity log to SpireModeUI
Changes:
- Added climbDownFloor() action to store.ts
- Modified exitSpireMode() to only work at floor 1
- Updated SpireTab.tsx: removed Current Floor stat, added Enter Spire Mode button
- Updated page.tsx: Climb Down climbs one floor, added Exit Spire button at floor 1, moved activity log to SpireModeUI
The fix was already implemented in the repository - the getOwnedEquipmentTypes() function in EnchantmentDesigner.tsx now correctly checks store.equipmentInstances (actual owned items) instead of store.lootInventory.blueprints.
Acceptance Criteria Met:
1. In CraftingTab Design phase, only enchantments compatible with items the player currently owns are shown
2. Compatibility is determined by enchantment type (e.g., weapon enchantments only show if player owns weapons)
3. No performance issues when filtering enchantments (uses Set for O(1) lookups)
Sub-Task 6 (Bug 8) can now proceed as it depends on this.