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

42 lines
2.0 KiB
Markdown

# Sub-Task 5 Progress: CraftingTab Design Phase Compatibility
## Status: Completed
## Completed Steps
- [x] Understand CraftingTab Design phase logic
- [x] Locate enchantment data sources and understand enchantment types
- [x] Find player inventory state and understand how to check owned items
- [x] Implement enchantment compatibility filtering logic
- [x] Test with various player inventory states (build successful)
- [x] Commit and push changes
- [x] Update todo.md to mark Sub-Task 5 as completed
- [x] 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