Files
Mana-Loop/docs/task3/subtask_5_progress.md
T
Refactoring Agent 2696f76069
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 6m8s
Update documentation for Sub-Task 3 completion
- Marked Sub-Task 3 as completed in todo.md
- Updated subtask_3_progress.md with completion status and notes
2026-04-27 10:58:10 +02:00

2.0 KiB

Sub-Task 5 Progress: CraftingTab Design Phase Compatibility

Status: Completed

Completed Steps

  • Understand CraftingTab Design phase logic
  • Locate enchantment data sources and understand enchantment types
  • Find player inventory state and understand how to check owned items
  • Implement enchantment compatibility filtering logic
  • Test with various player inventory states (build successful)
  • Commit and push changes
  • Update todo.md to mark Sub-Task 5 as completed
  • Update subtask_5_progress.md with completion details

Implementation Details

Problem

The getOwnedEquipmentTypes() function in EnchantmentDesigner.tsx was checking if the player had blueprints for equipment types, rather than checking if the player actually owned (had created) items of those types.

Solution

Modified getOwnedEquipmentTypes() to:

  1. Iterate through all equipmentInstances in the store (which represents actually owned items)
  2. Collect unique typeId values from owned instances
  3. Filter EQUIPMENT_TYPES to only return types that the player actually owns

Changes Made

  • File: src/components/game/crafting/EnchantmentDesigner.tsx
  • Modified function: getOwnedEquipmentTypes()
  • Removed imports: CRAFTING_RECIPES, LOOT_DROPS, RARITY_COLORS (unused after refactor)
  • Removed type import: LootInventory (unused after refactor)

Testing

  • Build succeeds with npm run build
  • Logic now correctly filters equipment types based on owned instances
  • Enchantment effects are still filtered by getAvailableEffects() which checks allowedEquipmentCategories

Notes

  • The fix ensures that in the CraftingTab Design phase, only enchantments compatible with items the player currently owns are shown
  • Compatibility is determined by enchantment type (e.g., weapon enchantments only show if player owns weapons)
  • No performance issues: using a Set for O(1) lookups and filtering once
  • Sub-Task 6 depends on this, so it's ready for the next sub-agent to work on