fix: show the real mission title for gauntlet/contract runs - #41
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The combat HUD derived its title from a hardcoded switch over the six
story mission ids, so every replay-mode run rendered "Unknown Mission".
Gauntlet floors ("GAUNTLET — FLOOR N") and contracts (generated job
titles) already carry a real title on the loaded MultiRoomMission, so
fall back to RoomManager.shared.currentMission?.title before the stub.
Verified in the simulator: a gauntlet floor now reads
"MISSION: GAUNTLET — FLOOR 1".
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
knownSpawnTypes has 22 entries, not 17 — the matrix undercounted. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Found while doing a simulator pass on the new arena backgrounds: every Gauntlet/Contract run rendered "MISSION: Unknown Mission" in the combat objective banner.
Cause
missionTitleinHexwireApp.swiftswitched over the six hardcoded story mission ids and fell through to a"Unknown Mission"stub for anything else — which is every replay-mode run.Fix
Both replay modes already build a
MultiRoomMissionwith a real title:"GAUNTLET — FLOOR \(currentFloor)"(MissionLoader.swift:268)ContractService.swift:124)So the
defaultcase now readsRoomManager.shared.currentMission?.titlebefore falling back to the stub. Story-mission titles are untouched.Also included
docs:fix the stale spawn-type count inMissionCertificationMatrix.md(17 → 22, matchingknownSpawnTypes).Validation
Verified on the iPhone 17 simulator — a Gauntlet floor now renders "MISSION: GAUNTLET — FLOOR 1".
Same pass also confirmed the new arena art (#39/#40) is working: all 20
arena_*.pngare bundled, andarena_19(Data Haven) andarena_12(Cryo Vault) render their own backgrounds with no story-room fallback.Code-only + docs; no files added/removed → no XcodeGen regeneration needed.
🤖 Generated with Claude Code