- Integrate narrative management into the GameLoop to handle mission completion and transitions, ensuring a smooth player experience.
- Implement health restoration logic for units based on roster data, preserving health values across missions.
- Update GameStateManager to clear active run data upon mission completion or failure, enhancing state management.
- Enhance Persistence layer with detailed logging for campaign data loading and saving, improving debugging and data integrity.
- Add event listeners in UI components to refresh mission data upon campaign changes, ensuring real-time updates for players.
- Introduce the BarracksScreen component to manage the player roster, allowing for unit selection, healing, and dismissal.
- Update GameStateManager to support roster persistence and integrate with the new BarracksScreen for seamless data handling.
- Enhance UI components for improved user experience, including dynamic filtering and sorting of units.
- Implement detailed unit information display and actions for healing and dismissing units.
- Add comprehensive tests for the BarracksScreen to validate functionality and integration with the overall game architecture.
- Introduce the Marketplace system, managed by MarketManager, to facilitate buying and selling items, enhancing player engagement and resource management.
- Update GameStateManager to integrate the new MarketManager, ensuring seamless data handling and persistence for market transactions.
- Add specifications for the Marketplace UI, detailing layout, functionality, and conditions of acceptance to ensure a robust user experience.
- Refactor existing components to support the new marketplace features, including dynamic inventory updates and currency management.
- Enhance testing coverage for the MarketManager and MarketplaceScreen to validate functionality and integration within the game architecture.
Refactor the GameLoop to implement unit death handling through the new handleUnitDeath method, which removes units from the grid and dispatches relevant events to the MissionManager. Set up MissionManager references and event listeners for mission victory and failure. Update the MissionManager to manage secondary objectives and failure conditions, ensuring proper tracking of game events like unit deaths and turn ends. This integration improves gameplay dynamics and mission management.
Introduce the EffectProcessor class to manage game state changes through various effects, including damage, healing, and status application. Define type specifications for effects, conditions, and passive abilities in Effects.d.ts. Add a comprehensive JSON registry for passive skills and item effects, enhancing gameplay dynamics. Update the GameLoop and TurnSystem to integrate the EffectProcessor, ensuring proper handling of environmental hazards and passive effects during combat. Enhance testing coverage for the EffectProcessor and environmental interactions to validate functionality and performance.
Implement event handling for skill unlocking to refresh the combat HUD. Introduce movement mode activation via hotkey during combat, allowing players to switch between skill targeting and movement. Enhance the GameLoop to manage skill usage and cooldowns effectively, and update the CombatHUD with new UI elements for movement actions. Ensure proper integration with existing game state management for a seamless user experience.
Add comprehensive tests for the InventoryManager and InventoryContainer to validate item management functionalities. Implement integration tests for the CharacterSheet component, ensuring proper interaction with the inventory system. Update the Explorer class to support new inventory features and maintain backward compatibility. Refactor related components for improved clarity and performance.
Introduce detailed specifications for combat skill usage, including interaction flow, state machine updates, and the skill targeting system. Implement the SkillTargetingSystem to handle targeting validation and area of effect calculations. Enhance the CombatHUD specification to define the UI overlay for combat phases. Integrate these systems into the GameLoop for improved combat mechanics and user experience.