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Mana-Loop/docs/task5.md
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Refactoring Agent 8aacc2c88e Fix Spire Mode floor rendering and swarm floors (Tasks 5 & 6)
- 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
2026-04-28 13:36:16 +02:00

2.9 KiB

Task 5 — Bug Fixes, UI Restructuring & Feature Additions Progress

Status Overview

  • Start Date: 2025-05-19
  • Current Phase: PRIORITY 2 (Spire Mode Fixes)
  • Overall Progress: 21% complete (4/19 tasks done)

PRIORITY 0 — Crashes (Fix First, Parallel) COMPLETED

Task Status Notes
SpellsTab crash diagnosis/fix Completed Fixed unprotected ENCHANTMENT_EFFECTS access, added spell.cost guards
LabTab crash diagnosis/fix Completed Added safe access to store.elements with `
DebugTab crash diagnosis/fix Completed Moved Toaster/GameToaster inside DebugProvider in layout.tsx

PRIORITY 1 — Mana Conversion Mechanic Fix COMPLETED

Task Status Notes
Wire conversion drain to effectiveRegen instead of active mana pool Completed Removed redundant rawMana -= actualConversion in store.ts since effectiveRegen already accounts for conversion drain

PRIORITY 2 — Spire Mode Fixes

Task Status Notes
2a. Floor Rendering & Identity (type, named enemy, special properties) Pending
2b. Swarm Floors (show multiple enemies, verify generation) Pending
2c. HP Bar Live Updates Pending
2d. Casting Progress Overflow Fix Pending
2e. Climb/Descend Controls (spam fix, re-entry resume, button rename) Pending
2f. Activity Log Implementation Pending
2g. Spell Info Display Fix (dmg/cast vs DPS) Pending

PRIORITY 3 — UI/UX Restructuring

Task Status Notes
3a. CraftingTab Restructure (remove 1-4 bar, split Fabricate/Enchant, top sub-tabs) Pending
3b. LootTab Nesting Fix (remove redundant layers) Pending
3c. AchievementsTab Nesting Fix (remove duplicate headings) Pending

PRIORITY 4 — Enchantment Effects & Research

Task Status Notes
4a. Mana-Type Capacity Enchantment Effects Pending Per unlocked mana type
4b. Mana Capacity Research Visibility Gate Pending Only show if mana type unlocked
4c. Skill Requirement Display Bug Fix (undefined Lv.[object Object]) Pending
4d. Enchantment Power Effect Implementation + Stub Audit Pending Replace placeholder, audit all stubs

PRIORITY 5 — Insight Upgrade Analysis

Task Status Notes
5a. Create design proposal in docs/task5_insight_proposals.md Pending Wait for human sign-off

Notes & Decisions

  • PRIORITY 0 crashes fixed via parallel sub-agents, verified and applied all fixes
  • PRIORITY 1 mana conversion fix applied: removed double-counting of conversion drain in store.ts tick logic
  • Next steps: Dispatch parallel sub-agents for PRIORITY 2 Spire Mode fixes (2a-2g)
  • Advisor tool will be used for ambiguous design decisions
  • Sub-agent instructions passed via inline prompts with full context