📋 Project-wide issue prioritization complete — 36 issues ranked [priority: 1-5] #66

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opened 2026-05-18 17:13:10 +02:00 by Anexim · 0 comments
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Prioritization Summary

All 36 open issues have been analyzed and assigned a priority from 1-5.

Priority 5 — CRASH/BLOCKER (5 issues)

  • #51 — DisciplinesTab: broken import path @/types/disciplines — module not found
  • #54 — DisciplinesTab: activate/deactivate crash — gameState is undefined
  • #53 — DisciplinesTab: activeAttunement property missing from store
  • #57 — CraftingTab: stale/broken export in game/index.ts
  • #52 — DisciplinesTab: canProceedDiscipline called with wrong arguments

#51 is the root cause — the broken import blocks the entire DisciplinesTab feature chain (#52-#56).

Priority 4 — BROKEN FEATURE (7 issues)

  • #65 — GameContext: context provider never wired into the app
  • #56 — DisciplinesTab: tab filtering broken — all attunements render simultaneously
  • #55 — DisciplinesTab: statBonus and baseValue props are swapped/mismatched
  • #50 — getUnlockedAttunements filter logic shows inactive-but-unlocked attunements
  • #48 — doPrestige return type mismatch — interface says void but returns boolean
  • #47 — ConfirmDialog silently swallows async errors from onConfirm
  • #46 — GameStateDebug "Fill Mana" loop can freeze UI with large mana values

Priority 3 — DATA/LOGIC BUG (10 issues)

  • #45 — drain spell description references banned "life force" concept
  • #44ascension skill category in attunements.ts references banned mechanic
  • #43 — lifeEssenceDrop references banned life mana type
  • #42 — pactMaster achievement requires 12 pacts but only 9 guardians exist
  • #41 — Missing enchantment effects for several spells (rotTouch, soulRend, master, legendary)
  • #40 — golems/utils.ts and equipment/utils.ts duplicate local constants instead of importing from index
  • #39 — RoomType type defined in two places
  • #38 — EquipmentSlot type defined differently in two places
  • #37 — Duplicate EnchantmentEffectDef types with incompatible shapes
  • #36 — Duplicate RARITY_COLORS constants with different values

Priority 2 — ORPHANED/DEAD CODE (7 issues)

  • #64 — CraftingProgress: orphaned component — exported but never rendered
  • #63 — StudyProgress: orphaned component — exported but never rendered
  • #62 — CalendarDisplay: orphaned component with duplicate displayName
  • #61 — ConfirmDialog: dead code — fully implemented but never imported
  • #60 — Duplicate LootInventoryDisplay implementations
  • #59 — LootInventoryDisplay: fully built component is orphaned — never rendered
  • #58 — AchievementsDisplay: fully built component is orphaned — never rendered

Priority 1 — CLEANUP (1 issue)

  • #49 — uiStore.ts has identical duplicate reset() and resetUI() functions

Recommended attack order: Fix all Priority 5 issues first (starting with #51 as root cause), then Priority 4, then Priority 3. Priority 2 and 1 can be batched as cleanup sprints.

## Prioritization Summary All 36 open issues have been analyzed and assigned a priority from 1-5. ### Priority 5 — CRASH/BLOCKER (5 issues) - **#51** — DisciplinesTab: broken import path `@/types/disciplines` — module not found - **#54** — DisciplinesTab: activate/deactivate crash — `gameState` is undefined - **#53** — DisciplinesTab: `activeAttunement` property missing from store - **#57** — CraftingTab: stale/broken export in `game/index.ts` - **#52** — DisciplinesTab: `canProceedDiscipline` called with wrong arguments > ⚡ **#51 is the root cause** — the broken import blocks the entire DisciplinesTab feature chain (#52-#56). ### Priority 4 — BROKEN FEATURE (7 issues) - **#65** — GameContext: context provider never wired into the app - **#56** — DisciplinesTab: tab filtering broken — all attunements render simultaneously - **#55** — DisciplinesTab: `statBonus` and `baseValue` props are swapped/mismatched - **#50** — getUnlockedAttunements filter logic shows inactive-but-unlocked attunements - **#48** — doPrestige return type mismatch — interface says void but returns boolean - **#47** — ConfirmDialog silently swallows async errors from onConfirm - **#46** — GameStateDebug "Fill Mana" loop can freeze UI with large mana values ### Priority 3 — DATA/LOGIC BUG (10 issues) - **#45** — drain spell description references banned "life force" concept - **#44** — `ascension` skill category in attunements.ts references banned mechanic - **#43** — lifeEssenceDrop references banned `life` mana type - **#42** — pactMaster achievement requires 12 pacts but only 9 guardians exist - **#41** — Missing enchantment effects for several spells (rotTouch, soulRend, master, legendary) - **#40** — golems/utils.ts and equipment/utils.ts duplicate local constants instead of importing from index - **#39** — RoomType type defined in two places - **#38** — EquipmentSlot type defined differently in two places - **#37** — Duplicate EnchantmentEffectDef types with incompatible shapes - **#36** — Duplicate RARITY_COLORS constants with different values ### Priority 2 — ORPHANED/DEAD CODE (7 issues) - **#64** — CraftingProgress: orphaned component — exported but never rendered - **#63** — StudyProgress: orphaned component — exported but never rendered - **#62** — CalendarDisplay: orphaned component with duplicate displayName - **#61** — ConfirmDialog: dead code — fully implemented but never imported - **#60** — Duplicate LootInventoryDisplay implementations - **#59** — LootInventoryDisplay: fully built component is orphaned — never rendered - **#58** — AchievementsDisplay: fully built component is orphaned — never rendered ### Priority 1 — CLEANUP (1 issue) - **#49** — uiStore.ts has identical duplicate reset() and resetUI() functions --- **Recommended attack order:** Fix all Priority 5 issues first (starting with #51 as root cause), then Priority 4, then Priority 3. Priority 2 and 1 can be batched as cleanup sprints.
Anexim added the ai:done label 2026-05-18 17:13:10 +02:00
n8n-gitea was assigned by Anexim 2026-05-18 17:13:10 +02:00
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Reference: Anexim/Mana-Loop#66