Add golemancy system, combination skills, and UI redesigns
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- Remove scroll crafting skill (no consumables in idle game)
- Add golem types (Earth, Metal, Crystal) with variants (Lava, Mud, Forge, Storm)
- Implement golemancy state in store with summoning/drain mechanics
- Add combination skills requiring level 5+ in two attunements:
  - Enchanter+Fabricator: Enchanted Golems, Capacity Overflow
  - Invoker+Fabricator: Pact-Bonded Golems, Guardian Infusion
  - Invoker+Enchanter: Pact Enchantments, Elemental Resonance
- Redesign CraftingTab with sub-tabs for Enchanter/Fabricator
- Redesign SpireTab to show summoned golems and DPS contribution
- Redesign StatsTab with attunement-specific stats sections
- Update documentation (README.md, AGENTS.md)
This commit is contained in:
Z User
2026-03-28 07:56:52 +00:00
parent 3c79e66b87
commit 17c6d5652d
9 changed files with 1596 additions and 139 deletions

View File

@@ -1,6 +1,6 @@
'use client';
import { useState } from 'react';
import { useState, useMemo } from 'react';
import { Button } from '@/components/ui/button';
import { Progress } from '@/components/ui/progress';
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
@@ -10,13 +10,15 @@ import { Separator } from '@/components/ui/separator';
import { Tabs, TabsContent, TabsList, TabsTrigger } from '@/components/ui/tabs';
import {
Wand2, Scroll, Hammer, Sparkles, Trash2, Plus, Minus,
Package, Zap, Clock, ChevronRight, Circle, Anvil
Package, Zap, Clock, ChevronRight, Circle, Anvil, Heart,
Sword, Skull
} from 'lucide-react';
import { EQUIPMENT_TYPES, type EquipmentType, type EquipmentSlot } from '@/lib/game/data/equipment';
import { ENCHANTMENT_EFFECTS, type EnchantmentEffectDef, calculateEffectCapacityCost } from '@/lib/game/data/enchantment-effects';
import { CRAFTING_RECIPES, canCraftRecipe } from '@/lib/game/data/crafting-recipes';
import { LOOT_DROPS, RARITY_COLORS } from '@/lib/game/data/loot-drops';
import type { EquipmentInstance, EnchantmentDesign, DesignEffect, AppliedEnchantment, LootInventory, EquipmentCraftingProgress } from '@/lib/game/types';
import { GOLEM_DEFS, GOLEM_VARIANTS, ELEMENTS } from '@/lib/game/constants';
import type { EquipmentInstance, EnchantmentDesign, DesignEffect, AppliedEnchantment, LootInventory, EquipmentCraftingProgress, ActiveGolem } from '@/lib/game/types';
import { fmt, type GameStore } from '@/lib/game/store';
// Slot display names
@@ -48,6 +50,8 @@ export function CraftingTab({ store }: CraftingTabProps) {
const currentAction = store.currentAction;
const unlockedEffects = store.unlockedEffects;
const lootInventory = store.lootInventory;
const elements = store.elements;
const activeGolems = store.activeGolems;
const startDesigningEnchantment = store.startDesigningEnchantment;
const cancelDesign = store.cancelDesign;
const saveDesign = store.saveDesign;
@@ -63,7 +67,19 @@ export function CraftingTab({ store }: CraftingTabProps) {
const startCraftingEquipment = store.startCraftingEquipment;
const cancelEquipmentCrafting = store.cancelEquipmentCrafting;
const deleteMaterial = store.deleteMaterial;
const [craftingStage, setCraftingStage] = useState<'design' | 'prepare' | 'apply' | 'craft'>('craft');
const canSummonGolem = store.canSummonGolem;
const summonGolem = store.summonGolem;
const dismissGolem = store.dismissGolem;
const getGolemDuration = store.getGolemDuration;
// Top-level attunement tab state
const [topLevelTab, setTopLevelTab] = useState<'enchanter' | 'fabricator'>('enchanter');
// Sub-tab states
const [enchanterSubTab, setEnchanterSubTab] = useState<'design' | 'prepare' | 'apply'>('design');
const [fabricatorSubTab, setFabricatorSubTab] = useState<'craft' | 'golemancy'>('craft');
// Selection states
const [selectedEquipmentType, setSelectedEquipmentType] = useState<string | null>(null);
const [selectedEquipmentInstance, setSelectedEquipmentInstance] = useState<string | null>(null);
const [selectedDesign, setSelectedDesign] = useState<string | null>(null);
@@ -75,6 +91,11 @@ export function CraftingTab({ store }: CraftingTabProps) {
const enchantingLevel = skills.enchanting || 0;
const efficiencyBonus = (skills.efficientEnchant || 0) * 0.05;
// Determine active attunements
const enchanterActive = store.attunements?.enchanter?.active ?? false;
const fabricatorActive = store.attunements?.fabricator?.active ?? false;
const activeAttunementCount = (enchanterActive ? 1 : 0) + (fabricatorActive ? 1 : 0);
// Get equipped items as array
const equippedItems = Object.entries(equippedInstances)
.filter(([, instanceId]) => instanceId && equipmentInstances[instanceId])
@@ -877,42 +898,383 @@ export function CraftingTab({ store }: CraftingTabProps) {
</div>
);
// Render golemancy stage
const renderGolemancyStage = () => {
const golemancySkill = skills.golemancy || 0;
const golemDuration = getGolemDuration();
return (
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
{/* Available Golems */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 text-sm flex items-center gap-2">
<span className="text-lg">🗿</span>
Available Golems
</CardTitle>
</CardHeader>
<CardContent>
{golemancySkill < 1 ? (
<div className="text-center text-gray-400 py-8">
<span className="text-4xl mb-2 block">🗿</span>
<p>Learn Golemancy skill to summon golems</p>
<p className="text-xs mt-1">Available through Fabricator attunement</p>
</div>
) : (
<ScrollArea className="h-72">
<div className="space-y-3">
{Object.values(GOLEM_DEFS).map(golemDef => {
const canSummon = canSummonGolem(golemDef.id);
const requiredElement = elements[golemDef.requiredManaType];
const hasEnoughMana = requiredElement?.current >= golemDef.summonCost;
const isActive = activeGolems.some(g => g.golemId === golemDef.id);
const elementDef = ELEMENTS[golemDef.element];
// Check if golem type is locked
const isLocked = !requiredElement?.unlocked;
return (
<div
key={golemDef.id}
className={`p-3 rounded border transition-all ${
isLocked
? 'border-gray-800 bg-gray-900/50 opacity-60'
: isActive
? 'border-green-600 bg-green-900/20'
: 'border-gray-700 bg-gray-800/50'
}`}
>
<div className="flex justify-between items-start mb-2">
<div>
<div
className="font-semibold flex items-center gap-2"
style={{ color: elementDef?.color }}
>
{isLocked && <span className="text-gray-500">🔒</span>}
{golemDef.name}
{isActive && <Badge variant="outline" className="text-xs text-green-400 border-green-600">Active</Badge>}
</div>
<div className="text-xs text-gray-400">{golemDef.desc}</div>
</div>
</div>
{isLocked ? (
<div className="text-xs text-gray-500 mt-2 p-2 bg-gray-900/50 rounded">
<span className="text-amber-500">Locked:</span> {golemDef.unlockCondition}
</div>
) : (
<>
<Separator className="bg-gray-700 my-2" />
<div className="grid grid-cols-3 gap-2 text-xs mb-2">
<div className="text-center">
<Sword className="w-4 h-4 mx-auto text-red-400 mb-1" />
<div className="text-gray-400">Damage</div>
<div className="font-semibold">{golemDef.baseDamage}</div>
</div>
<div className="text-center">
<Heart className="w-4 h-4 mx-auto text-green-400 mb-1" />
<div className="text-gray-400">HP</div>
<div className="font-semibold">{golemDef.baseHP}</div>
</div>
<div className="text-center">
<Zap className="w-4 h-4 mx-auto text-yellow-400 mb-1" />
<div className="text-gray-400">Speed</div>
<div className="font-semibold">{golemDef.attackSpeed}/hr</div>
</div>
</div>
<Button
className="w-full"
size="sm"
disabled={!canSummon}
onClick={() => summonGolem(golemDef.id)}
>
{isActive
? 'Already Active'
: !hasEnoughMana
? `Need ${golemDef.summonCost} ${elementDef?.name || golemDef.requiredManaType} Mana`
: `Summon - ${golemDef.summonCost} ${elementDef?.name || golemDef.requiredManaType} Mana`
}
</Button>
</>
)}
</div>
);
})}
</div>
</ScrollArea>
)}
</CardContent>
</Card>
{/* Active Golems */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 text-sm flex items-center justify-between">
<span className="flex items-center gap-2">
<span className="text-lg"></span>
Active Golems ({activeGolems.length})
</span>
{golemancySkill >= 1 && (
<span className="text-xs text-gray-400">Duration: {golemDuration} floors</span>
)}
</CardTitle>
</CardHeader>
<CardContent>
{activeGolems.length === 0 ? (
<div className="text-center text-gray-400 py-8">
<span className="text-4xl mb-2 block">🤖</span>
<p>No active golems</p>
<p className="text-xs mt-1">Summon a golem to help clear floors!</p>
</div>
) : (
<ScrollArea className="h-72">
<div className="space-y-3">
{activeGolems.map((golem, index) => {
const golemDef = GOLEM_DEFS[golem.golemId];
const elementDef = ELEMENTS[golemDef?.element || 'earth'];
const variantDef = golem.variant ? GOLEM_VARIANTS[golem.variant] : null;
const displayName = variantDef?.name || golemDef?.name || 'Unknown Golem';
const instanceId = `${golem.golemId}-${golem.currentFloor}`;
return (
<div
key={instanceId}
className="p-3 rounded border border-gray-700 bg-gray-800/50"
>
<div className="flex justify-between items-start mb-2">
<div
className="font-semibold flex items-center gap-2"
style={{ color: elementDef?.color }}
>
{displayName}
{golem.variant && (
<Badge variant="outline" className="text-xs" style={{ borderColor: elementDef?.color }}>
{golem.variant}
</Badge>
)}
</div>
<Button
size="sm"
variant="ghost"
className="h-6 text-red-400 hover:text-red-300 hover:bg-red-900/20"
onClick={() => dismissGolem(instanceId)}
>
<Skull className="w-4 h-4 mr-1" />
Dismiss
</Button>
</div>
<div className="grid grid-cols-2 gap-2 text-xs mb-2">
<div>
<span className="text-gray-400">Floor:</span>{' '}
<span className="font-semibold">{golem.currentFloor}</span>
</div>
<div>
<span className="text-gray-400">Remaining:</span>{' '}
<span className="font-semibold">{golem.remainingFloors} floors</span>
</div>
</div>
{/* HP Bar */}
<div className="mb-2">
<div className="flex justify-between text-xs mb-1">
<span className="text-gray-400">HP</span>
<span>{golem.currentHP} / {golem.maxHP}</span>
</div>
<Progress
value={(golem.currentHP / golem.maxHP) * 100}
className="h-2"
/>
</div>
<div className="text-xs text-gray-400">
<span className="text-green-400">Total Damage:</span> {fmt(golem.damageDealt)}
</div>
</div>
);
})}
</div>
</ScrollArea>
)}
</CardContent>
</Card>
{/* Golem Variants Info */}
<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 text-sm flex items-center gap-2">
<span className="text-lg"></span>
Golem Variants
{skills.crystalEmbedding ? (
<Badge variant="outline" className="text-xs text-green-400 border-green-600">Unlocked</Badge>
) : (
<Badge variant="outline" className="text-xs text-gray-500">Requires Crystal Embedding</Badge>
)}
</CardTitle>
</CardHeader>
<CardContent>
{skills.crystalEmbedding ? (
<div className="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-4 gap-3">
{Object.entries(GOLEM_VARIANTS).map(([variantId, variant]) => {
const baseGolem = GOLEM_DEFS[variant.baseGolem];
const baseElement = ELEMENTS[baseGolem?.element || 'earth'];
const requiredElement = ELEMENTS[variant.requiredElement];
return (
<div
key={variantId}
className="p-3 rounded border border-gray-700 bg-gray-800/50"
>
<div
className="font-semibold mb-1"
style={{ color: baseElement?.color }}
>
{variant.name}
</div>
<div className="text-xs text-gray-400 mb-2">{variant.desc}</div>
<div className="flex justify-between text-xs">
<span className="text-gray-500">Base: {baseGolem?.name}</span>
<span className="text-green-400">+{Math.round((variant.damageMultiplier - 1) * 100)}% dmg</span>
</div>
<div className="text-xs text-gray-500 mt-1">
Requires: <span style={{ color: requiredElement?.color }}>{requiredElement?.name}</span>
</div>
</div>
);
})}
</div>
) : (
<div className="text-center text-gray-400 py-4">
<span className="text-2xl mb-2 block">🔒</span>
<p>Learn Crystal Embedding skill to unlock golem variants</p>
<p className="text-xs mt-1">Enchanter attunement level 3+ required</p>
</div>
)}
</CardContent>
</Card>
</div>
);
};
// Render Enchanter content (Design, Prepare, Apply)
const renderEnchanterContent = () => (
<Tabs value={enchanterSubTab} onValueChange={(v) => setEnchanterSubTab(v as typeof enchanterSubTab)}>
<TabsList className="bg-gray-800/50 mb-4">
<TabsTrigger value="design" className="data-[state=active]:bg-amber-600">
<Scroll className="w-4 h-4 mr-1" />
Design
</TabsTrigger>
<TabsTrigger value="prepare" className="data-[state=active]:bg-amber-600">
<Hammer className="w-4 h-4 mr-1" />
Prepare
</TabsTrigger>
<TabsTrigger value="apply" className="data-[state=active]:bg-amber-600">
<Sparkles className="w-4 h-4 mr-1" />
Apply
</TabsTrigger>
</TabsList>
<TabsContent value="design" className="mt-0">
{renderDesignStage()}
</TabsContent>
<TabsContent value="prepare" className="mt-0">
{renderPrepareStage()}
</TabsContent>
<TabsContent value="apply" className="mt-0">
{renderApplyStage()}
</TabsContent>
</Tabs>
);
// Render Fabricator content (Craft, Golemancy)
const renderFabricatorContent = () => (
<Tabs value={fabricatorSubTab} onValueChange={(v) => setFabricatorSubTab(v as typeof fabricatorSubTab)}>
<TabsList className="bg-gray-800/50 mb-4">
<TabsTrigger value="craft" className="data-[state=active]:bg-cyan-600">
<Anvil className="w-4 h-4 mr-1" />
Craft
</TabsTrigger>
<TabsTrigger value="golemancy" className="data-[state=active]:bg-cyan-600">
<span className="mr-1">🗿</span>
Golemancy
</TabsTrigger>
</TabsList>
<TabsContent value="craft" className="mt-0">
{renderCraftStage()}
</TabsContent>
<TabsContent value="golemancy" className="mt-0">
{renderGolemancyStage()}
</TabsContent>
</Tabs>
);
// Determine what to render based on active attunements
const renderContent = () => {
// If only one attunement is active, skip top-level tabs
if (activeAttunementCount === 1) {
if (enchanterActive) {
return renderEnchanterContent();
}
if (fabricatorActive) {
return renderFabricatorContent();
}
}
// If both attunements are active, show top-level tabs
if (activeAttunementCount >= 2) {
return (
<Tabs value={topLevelTab} onValueChange={(v) => setTopLevelTab(v as typeof topLevelTab)}>
<TabsList className="bg-gray-800/50 mb-4">
{enchanterActive && (
<TabsTrigger value="enchanter" className="data-[state=active]:bg-amber-600">
<span className="mr-1"></span>
Enchanter
</TabsTrigger>
)}
{fabricatorActive && (
<TabsTrigger value="fabricator" className="data-[state=active]:bg-cyan-600">
<span className="mr-1"></span>
Fabricator
</TabsTrigger>
)}
</TabsList>
{enchanterActive && (
<TabsContent value="enchanter" className="mt-0">
{renderEnchanterContent()}
</TabsContent>
)}
{fabricatorActive && (
<TabsContent value="fabricator" className="mt-0">
{renderFabricatorContent()}
</TabsContent>
)}
</Tabs>
);
}
// No attunements active
return (
<Card className="bg-gray-900/80 border-gray-700">
<CardContent className="py-8 text-center text-gray-400">
<span className="text-4xl mb-4 block">🔒</span>
<p className="text-lg font-semibold mb-2">No Crafting Attunements Active</p>
<p className="text-sm">Activate an attunement to access crafting features.</p>
<p className="text-xs mt-2 text-gray-500">
Enchanter: Enchantment design and application<br/>
Fabricator: Equipment crafting and golemancy
</p>
</CardContent>
</Card>
);
};
return (
<div className="space-y-4">
{/* Stage Tabs */}
<Tabs value={craftingStage} onValueChange={(v) => setCraftingStage(v as typeof craftingStage)}>
<TabsList className="bg-gray-800/50">
<TabsTrigger value="craft" className="data-[state=active]:bg-cyan-600">
<Anvil className="w-4 h-4 mr-1" />
Craft
</TabsTrigger>
<TabsTrigger value="design" className="data-[state=active]:bg-amber-600">
<Scroll className="w-4 h-4 mr-1" />
Design
</TabsTrigger>
<TabsTrigger value="prepare" className="data-[state=active]:bg-amber-600">
<Hammer className="w-4 h-4 mr-1" />
Prepare
</TabsTrigger>
<TabsTrigger value="apply" className="data-[state=active]:bg-amber-600">
<Sparkles className="w-4 h-4 mr-1" />
Apply
</TabsTrigger>
</TabsList>
<TabsContent value="craft" className="mt-4">
{renderCraftStage()}
</TabsContent>
<TabsContent value="design" className="mt-4">
{renderDesignStage()}
</TabsContent>
<TabsContent value="prepare" className="mt-4">
{renderPrepareStage()}
</TabsContent>
<TabsContent value="apply" className="mt-4">
{renderApplyStage()}
</TabsContent>
</Tabs>
{renderContent()}
{/* Current Activity Indicator */}
{currentAction === 'craft' && equipmentCraftingProgress && (
@@ -920,59 +1282,18 @@ export function CraftingTab({ store }: CraftingTabProps) {
<CardContent className="py-3 flex items-center justify-between">
<div className="flex items-center gap-2">
<Anvil className="w-5 h-5 text-cyan-400" />
<span>Crafting equipment...</span>
</div>
<div className="text-sm text-gray-400">
{((equipmentCraftingProgress.progress / equipmentCraftingProgress.required) * 100).toFixed(0)}%
</div>
</CardContent>
</Card>
)}
{currentAction === 'design' && designProgress && (
<Card className="bg-purple-900/30 border-purple-600">
<CardContent className="py-3 flex items-center justify-between">
<div className="flex items-center gap-2">
<Scroll className="w-5 h-5 text-purple-400" />
<span>Designing enchantment...</span>
</div>
<div className="text-sm text-gray-400">
{((designProgress.progress / designProgress.required) * 100).toFixed(0)}%
</div>
</CardContent>
</Card>
)}
{currentAction === 'prepare' && preparationProgress && (
<Card className="bg-blue-900/30 border-blue-600">
<CardContent className="py-3 flex items-center justify-between">
<div className="flex items-center gap-2">
<Hammer className="w-5 h-5 text-blue-400" />
<span>Preparing equipment...</span>
</div>
<div className="text-sm text-gray-400">
{((preparationProgress.progress / preparationProgress.required) * 100).toFixed(0)}%
</div>
</CardContent>
</Card>
)}
{currentAction === 'enchant' && applicationProgress && (
<Card className="bg-amber-900/30 border-amber-600">
<CardContent className="py-3 flex items-center justify-between">
<div className="flex items-center gap-2">
<Sparkles className="w-5 h-5 text-amber-400" />
<span>{applicationProgress.paused ? 'Enchantment paused' : 'Applying enchantment...'}</span>
<span className="text-sm">
Crafting: {CRAFTING_RECIPES[equipmentCraftingProgress.blueprintId]?.name}
</span>
</div>
<div className="flex items-center gap-2">
<div className="text-sm text-gray-400">
{((applicationProgress.progress / applicationProgress.required) * 100).toFixed(0)}%
</div>
{applicationProgress.paused ? (
<Button size="sm" onClick={resumeApplication}>Resume</Button>
) : (
<Button size="sm" variant="outline" onClick={pauseApplication}>Pause</Button>
)}
<Progress
value={(equipmentCraftingProgress.progress / equipmentCraftingProgress.required) * 100}
className="w-24 h-2"
/>
<span className="text-xs text-gray-400">
{equipmentCraftingProgress.progress.toFixed(1)}h / {equipmentCraftingProgress.required.toFixed(1)}h
</span>
</div>
</CardContent>
</Card>

View File

@@ -9,7 +9,7 @@ import { Separator } from '@/components/ui/separator';
import { TooltipProvider } from '@/components/ui/tooltip';
import { Swords, BookOpen, ChevronUp, ChevronDown, RotateCcw, X } from 'lucide-react';
import type { GameStore } from '@/lib/game/types';
import { ELEMENTS, GUARDIANS, SPELLS_DEF, SKILLS_DEF } from '@/lib/game/constants';
import { ELEMENTS, GUARDIANS, SPELLS_DEF, SKILLS_DEF, GOLEM_DEFS, GOLEM_VARIANTS } from '@/lib/game/constants';
import { fmt, fmtDec, getFloorElement, canAffordSpellCost } from '@/lib/game/store';
import { getActiveEquipmentSpells, getTotalDPS } from '@/lib/game/computed-stats';
import { formatSpellCost, getSpellCostColor, formatStudyTime } from '@/lib/game/formatting';
@@ -36,7 +36,9 @@ export function SpireTab({ store }: SpireTabProps) {
// Get upgrade effects and DPS
const upgradeEffects = getUnifiedEffects(store);
const totalDPS = getTotalDPS(store, upgradeEffects, floorElem);
const spellDPS = getTotalDPS(store, upgradeEffects, floorElem);
const golemDPS = store.getActiveGolemDPS();
const totalDPS = spellDPS + golemDPS;
const studySpeedMult = 1; // Base study speed
const canCastSpell = (spellId: string): boolean => {
@@ -45,6 +47,19 @@ export function SpireTab({ store }: SpireTabProps) {
return canAffordSpellCost(spell.cost, store.rawMana, store.elements);
};
// Helper to get golem element color
const getGolemElementColor = (element: string): string => {
return ELEMENTS[element]?.color || '#F4A261'; // Default to earth color
};
// Helper to get golem element symbol
const getGolemElementSymbol = (element: string): string => {
return ELEMENTS[element]?.sym || '⛰️';
};
// Get active golems on current floor
const activeGolemsOnFloor = store.activeGolems.filter(g => g.currentFloor === store.currentFloor);
return (
<TooltipProvider>
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
@@ -87,7 +102,18 @@ export function SpireTab({ store }: SpireTabProps) {
</div>
<div className="flex justify-between text-xs text-gray-400 game-mono">
<span>{fmt(store.floorHP)} / {fmt(store.floorMaxHP)} HP</span>
<span>DPS: {store.currentAction === 'climb' && activeEquipmentSpells.length > 0 ? fmtDec(totalDPS) : '—'}</span>
<span>
{store.currentAction === 'climb' && (activeEquipmentSpells.length > 0 || activeGolemsOnFloor.length > 0) ? (
<span>
DPS: {fmtDec(totalDPS)}
{activeGolemsOnFloor.length > 0 && (
<span className="text-gray-500 ml-1">
(Spell: {fmtDec(spellDPS)} | Golem: {fmtDec(golemDPS)})
</span>
)}
</span>
) : '—'}
</span>
</div>
</div>
@@ -128,6 +154,116 @@ export function SpireTab({ store }: SpireTabProps) {
</CardContent>
</Card>
{/* Active Golems Card */}
<Card className="bg-gray-900/80 border-gray-700" style={{ borderColor: activeGolemsOnFloor.length > 0 ? '#F4A26150' : undefined }}>
<CardHeader className="pb-2">
<CardTitle className="game-panel-title text-xs flex items-center gap-2" style={{ color: '#F4A261' }}>
<span>🗿 Active Golems</span>
{activeGolemsOnFloor.length > 0 && (
<Badge className="bg-amber-900/50 text-amber-300 border-amber-600">
{activeGolemsOnFloor.length}
</Badge>
)}
</CardTitle>
</CardHeader>
<CardContent className="space-y-3">
{activeGolemsOnFloor.length > 0 ? (
<>
<ScrollArea className="max-h-48">
<div className="space-y-2 pr-2">
{activeGolemsOnFloor.map((golem, index) => {
const golemDef = GOLEM_DEFS[golem.golemId];
const variantDef = golem.variant ? GOLEM_VARIANTS[golem.variant] : null;
const elementColor = getGolemElementColor(golemDef?.element || 'earth');
const elementSymbol = getGolemElementSymbol(golemDef?.element || 'earth');
// Calculate golem DPS
let golemSingleDPS = golemDef?.baseDamage || 0;
if (variantDef) {
golemSingleDPS *= variantDef.damageMultiplier;
}
if (store.skills.golemancyMaster === 1) {
golemSingleDPS *= 1.5;
}
if (store.skills.pactBondedGolems === 1) {
golemSingleDPS *= 1 + (store.signedPacts.length * 0.1);
}
if (store.skills.guardianInfusion === 1 && GUARDIANS[store.currentFloor]) {
golemSingleDPS *= 1.25;
}
golemSingleDPS *= golemDef?.attackSpeed || 1;
return (
<div
key={`${golem.golemId}-${index}`}
className="p-2 rounded border bg-gray-800/30"
style={{ borderColor: `${elementColor}50` }}
>
<div className="flex items-center justify-between mb-1">
<div className="flex items-center gap-2">
<span style={{ color: elementColor }}>{elementSymbol}</span>
<span className="text-sm font-semibold game-panel-title" style={{ color: elementColor }}>
{variantDef?.name || golemDef?.name || 'Unknown Golem'}
</span>
{golem.variant && !variantDef && (
<span className="text-xs text-gray-500">({golem.variant})</span>
)}
</div>
<span className="text-xs text-gray-400">
{fmtDec(golemSingleDPS)} DPS
</span>
</div>
{/* HP Bar */}
<div className="space-y-0.5 mb-1">
<div className="h-2 bg-gray-700 rounded-full overflow-hidden">
<div
className="h-full rounded-full transition-all duration-300"
style={{
width: `${Math.max(0, (golem.currentHP / golem.maxHP) * 100)}%`,
background: `linear-gradient(90deg, ${elementColor}99, ${elementColor})`,
}}
/>
</div>
<div className="flex justify-between text-xs text-gray-500 game-mono">
<span>{fmt(golem.currentHP)} / {fmt(golem.maxHP)} HP</span>
</div>
</div>
{/* Remaining Floors */}
<div className="flex items-center justify-between text-xs text-gray-400">
<span className="flex items-center gap-1">
<RotateCcw className="w-3 h-3" />
{golem.remainingFloors} floor{golem.remainingFloors !== 1 ? 's' : ''} remaining
</span>
<span className="text-gray-500">
{fmt(golem.damageDealt)} total dmg
</span>
</div>
</div>
);
})}
</div>
</ScrollArea>
{/* Total Golem DPS Summary */}
<Separator className="bg-gray-700" />
<div className="flex items-center justify-between text-sm">
<span className="text-gray-400">Total Golem DPS</span>
<span className="font-semibold game-mono" style={{ color: '#F4A261' }}>
{fmtDec(golemDPS)}
</span>
</div>
</>
) : (
<div className="text-gray-500 text-sm py-4 text-center">
<p className="mb-2">No golems summoned.</p>
<p className="text-xs text-gray-600">Visit the Crafting tab to summon golems.</p>
</div>
)}
</CardContent>
</Card>
{/* Active Spells Card - Shows all spells from equipped weapons */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
@@ -161,7 +297,7 @@ export function SpireTab({ store }: SpireTabProps) {
</span>
</div>
<div className="text-xs text-gray-400 game-mono mb-1">
{fmt(totalDPS)} DPS
{fmt(spellDPS)} DPS
<span style={{ color: getSpellCostColor(spellDef.cost) }}>
{' '}{formatSpellCost(spellDef.cost)}
</span>

View File

@@ -1,14 +1,22 @@
'use client';
import { useState } from 'react';
import { ELEMENTS, GUARDIANS, SKILLS_DEF } from '@/lib/game/constants';
import { SKILL_EVOLUTION_PATHS, getTierMultiplier } from '@/lib/game/skill-evolution';
import { hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/effects';
import { fmt, fmtDec, calcDamage } from '@/lib/game/store';
import type { SkillUpgradeChoice, GameStore, UnifiedEffects } from '@/lib/game/types';
import { ATTUNEMENTS_DEF, getAttunementXPForLevel, MAX_ATTUNEMENT_LEVEL } from '@/lib/game/data/attunements';
import { SKILL_CATEGORIES } from '@/lib/game/constants';
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
import { Badge } from '@/components/ui/badge';
import { Separator } from '@/components/ui/separator';
import { Droplet, Swords, BookOpen, FlaskConical, Trophy, RotateCcw, Star } from 'lucide-react';
import { Progress } from '@/components/ui/progress';
import { Collapsible, CollapsibleContent, CollapsibleTrigger } from '@/components/ui/collapsible';
import {
Droplet, Swords, BookOpen, FlaskConical, Trophy, RotateCcw, Star,
ChevronDown, ChevronRight, Wand2, Heart, Hammer, Golem, Sparkles
} from 'lucide-react';
export interface StatsTabProps {
store: GameStore;
@@ -37,6 +45,72 @@ export function StatsTab({
studySpeedMult,
studyCostMult,
}: StatsTabProps) {
const [expandedAttunements, setExpandedAttunements] = useState<Set<string>>(new Set());
// Toggle attunement expansion
const toggleAttunement = (attunementId: string) => {
setExpandedAttunements(prev => {
const newSet = new Set(prev);
if (newSet.has(attunementId)) {
newSet.delete(attunementId);
} else {
newSet.add(attunementId);
}
return newSet;
});
};
// Get active attunements
const activeAttunements = Object.entries(store.attunements)
.filter(([, state]) => state.active)
.map(([id, state]) => ({ id, ...state, def: ATTUNEMENTS_DEF[id] }))
.filter(att => att.def);
// Get skills for an attunement
const getSkillsForAttunement = (attunementId: string) => {
return Object.entries(SKILLS_DEF)
.filter(([, def]) => def.attunement === attunementId && def.cat !== 'combination')
.map(([id, def]) => ({
id,
...def,
currentLevel: store.skills[id] || 0,
}));
};
// Get combination skills
const getCombinationSkills = () => {
return Object.entries(SKILLS_DEF)
.filter(([, def]) => def.cat === 'combination')
.map(([id, def]) => {
const requirements = def.reqAttunements || {};
const attunementLevels = Object.entries(requirements).map(([attId, reqLevel]) => ({
attunementId: attId,
requiredLevel: reqLevel,
currentLevel: store.attunements[attId]?.level || 0,
isMet: (store.attunements[attId]?.level || 0) >= reqLevel,
}));
const allRequirementsMet = attunementLevels.every(r => r.isMet);
const isUnlocked = allRequirementsMet &&
(!def.req || Object.entries(def.req).every(([skillId, level]) => (store.skills[skillId] || 0) >= level));
const isStudied = (store.skills[id] || 0) > 0;
return {
id,
...def,
attunementRequirements: attunementLevels,
allRequirementsMet,
isUnlocked,
isStudied,
currentLevel: store.skills[id] || 0,
};
});
};
const combinationSkills = getCombinationSkills();
const unlockedCombinationSkills = combinationSkills.filter(s => s.isUnlocked);
const lockedCombinationSkills = combinationSkills.filter(s => !s.isUnlocked);
// Compute element max
const elemMax = (() => {
const ea = store.skillTiers?.elemAttune || 1;
@@ -69,8 +143,432 @@ export function StatsTab({
const selectedUpgrades = getAllSelectedUpgrades();
// Calculate golem stats for Fabricator
const golemDuration = store.getGolemDuration();
const golemDPS = store.getActiveGolemDPS();
const activeGolems = store.activeGolems || [];
// Capability display names
const capabilityNames: Record<string, string> = {
enchanting: 'Enchanting',
disenchanting: 'Disenchanting',
pacts: 'Pact Signing',
guardianPowers: 'Guardian Powers',
elementalMastery: 'Elemental Mastery',
golemCrafting: 'Golemancy',
gearCrafting: 'Gear Crafting',
earthShaping: 'Earth Shaping',
};
return (
<div className="space-y-4">
{/* Active Attunements Card */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs flex items-center gap-2">
<Sparkles className="w-4 h-4" />
Active Attunements ({activeAttunements.length})
</CardTitle>
</CardHeader>
<CardContent>
{activeAttunements.length === 0 ? (
<div className="text-gray-500 text-sm">No attunements active. Visit the Attune tab to unlock your potential.</div>
) : (
<div className="space-y-3">
{activeAttunements.map(({ id, level, experience, def }) => {
const xpForNext = getAttunementXPForLevel(level + 1);
const xpProgress = xpForNext > 0 ? (experience / xpForNext) * 100 : 0;
const isExpanded = expandedAttunements.has(id);
const skills = getSkillsForAttunement(id);
const studyingSkills = skills.filter(s =>
store.currentStudyTarget?.type === 'skill' && store.currentStudyTarget.id === s.id
);
return (
<Collapsible key={id} open={isExpanded} onOpenChange={() => toggleAttunement(id)}>
<CollapsibleTrigger asChild>
<div
className="p-3 rounded-lg border cursor-pointer hover:bg-gray-800/50 transition-colors"
style={{
borderColor: def.color,
backgroundColor: `${def.color}10`,
}}
>
<div className="flex items-center justify-between">
<div className="flex items-center gap-3">
<span className="text-2xl">{def.icon}</span>
<div>
<div className="font-semibold" style={{ color: def.color }}>{def.name}</div>
<div className="text-xs text-gray-400">
Level {level}/{MAX_ATTUNEMENT_LEVEL}
</div>
</div>
</div>
<div className="flex items-center gap-2">
{def.primaryManaType && (
<Badge variant="outline" className="text-xs" style={{ color: ELEMENTS[def.primaryManaType]?.color }}>
{ELEMENTS[def.primaryManaType]?.sym} {ELEMENTS[def.primaryManaType]?.name}
</Badge>
)}
<Badge variant="outline" className="text-xs text-gray-300">
{capabilityNames[def.capabilities[0]] || def.capabilities[0]}
</Badge>
{isExpanded ? <ChevronDown className="w-4 h-4 text-gray-400" /> : <ChevronRight className="w-4 h-4 text-gray-400" />}
</div>
</div>
{/* XP Progress Bar */}
{level < MAX_ATTUNEMENT_LEVEL && (
<div className="mt-2">
<div className="flex justify-between text-xs text-gray-400 mb-1">
<span>XP Progress</span>
<span>{fmt(experience)} / {fmt(xpForNext)}</span>
</div>
<Progress
value={xpProgress}
className="h-2 bg-gray-700"
/>
</div>
)}
{level >= MAX_ATTUNEMENT_LEVEL && (
<div className="mt-2 text-xs text-amber-400 font-semibold">MAX LEVEL REACHED</div>
)}
</div>
</CollapsibleTrigger>
<CollapsibleContent>
<div className="mt-2 ml-4 p-3 bg-gray-800/30 rounded-lg border border-gray-700">
<div className="text-xs text-gray-400 mb-2">Available Skills ({skills.length})</div>
<div className="grid grid-cols-1 md:grid-cols-2 gap-2">
{skills.map(skill => {
const isStudying = store.currentStudyTarget?.type === 'skill' && store.currentStudyTarget.id === skill.id;
return (
<div
key={skill.id}
className={`p-2 rounded border text-xs ${
isStudying
? 'border-purple-500 bg-purple-900/20'
: skill.currentLevel > 0
? 'border-gray-600 bg-gray-800/50'
: 'border-gray-700 bg-gray-800/30'
}`}
>
<div className="flex justify-between items-center">
<span className={skill.currentLevel > 0 ? 'text-gray-200' : 'text-gray-500'}>
{skill.name}
</span>
<div className="flex items-center gap-1">
{skill.currentLevel > 0 && (
<Badge variant="outline" className="text-xs">
Lv.{skill.currentLevel}/{skill.max}
</Badge>
)}
{isStudying && (
<Badge className="bg-purple-600 text-xs">Studying</Badge>
)}
</div>
</div>
<div className="text-gray-500 mt-1">{skill.desc}</div>
</div>
);
})}
</div>
</div>
</CollapsibleContent>
</Collapsible>
);
})}
</div>
)}
</CardContent>
</Card>
{/* Combination Skills Card */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-purple-400 game-panel-title text-xs flex items-center gap-2">
<Wand2 className="w-4 h-4" />
Combination Skills
</CardTitle>
</CardHeader>
<CardContent>
{/* Unlocked Skills */}
{unlockedCombinationSkills.length > 0 && (
<div className="mb-4">
<div className="text-xs text-green-400 mb-2">Available to Study ({unlockedCombinationSkills.length})</div>
<div className="grid grid-cols-1 md:grid-cols-2 gap-2">
{unlockedCombinationSkills.map(skill => (
<div
key={skill.id}
className="p-2 rounded border border-green-600/30 bg-green-900/10"
>
<div className="flex justify-between items-center">
<span className="text-green-300 text-sm font-semibold">{skill.name}</span>
{skill.currentLevel > 0 && (
<Badge variant="outline" className="text-xs text-green-400">
Lv.{skill.currentLevel}/{skill.max}
</Badge>
)}
</div>
<div className="text-xs text-gray-400 mt-1">{skill.desc}</div>
<div className="flex gap-1 mt-2 flex-wrap">
{skill.attunementRequirements.map((req) => (
<Badge key={req.attunementId} variant="outline" className="text-xs text-green-400">
{ATTUNEMENTS_DEF[req.attunementId]?.icon} {ATTUNEMENTS_DEF[req.attunementId]?.name} Lv.{req.currentLevel}
</Badge>
))}
</div>
</div>
))}
</div>
</div>
)}
{/* Locked Skills */}
{lockedCombinationSkills.length > 0 && (
<div>
<div className="text-xs text-gray-400 mb-2">Requires Level 5+ in Multiple Attunements</div>
<div className="grid grid-cols-1 md:grid-cols-2 gap-2">
{lockedCombinationSkills.map(skill => (
<div
key={skill.id}
className="p-2 rounded border border-gray-700 bg-gray-800/30 opacity-75"
>
<div className="flex justify-between items-center">
<span className="text-gray-400 text-sm">{skill.name}</span>
<Badge variant="outline" className="text-xs text-gray-500">Locked</Badge>
</div>
<div className="text-xs text-gray-500 mt-1">{skill.desc}</div>
<div className="flex gap-1 mt-2 flex-wrap">
{skill.attunementRequirements.map((req) => (
<Badge
key={req.attunementId}
variant="outline"
className={`text-xs ${req.isMet ? 'text-green-400' : 'text-red-400'}`}
>
{ATTUNEMENTS_DEF[req.attunementId]?.icon} Lv.{req.requiredLevel} ({req.currentLevel}/{req.requiredLevel})
</Badge>
))}
</div>
</div>
))}
</div>
</div>
)}
{combinationSkills.length === 0 && (
<div className="text-gray-500 text-sm">No combination skills available yet.</div>
)}
</CardContent>
</Card>
{/* Enchanter Stats */}
{store.attunements.enchanter?.active && (
<Card className="bg-gray-900/80 border-gray-700" style={{ borderTop: `2px solid ${ATTUNEMENTS_DEF.enchanter.color}` }}>
<CardHeader className="pb-2">
<CardTitle className="game-panel-title text-xs flex items-center gap-2" style={{ color: ATTUNEMENTS_DEF.enchanter.color }}>
<Wand2 className="w-4 h-4" />
Enchanter Stats {ATTUNEMENTS_DEF.enchanter.icon}
</CardTitle>
</CardHeader>
<CardContent>
<div className="grid grid-cols-1 md:grid-cols-3 gap-4">
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Enchantment Capacity:</span>
<span className="text-gray-200">
{(() => {
const base = 100 + (store.skills.enchanting || 0) * 10;
const bonus = (store.skills.ancientEcho || 0) * Math.floor((store.attunements.enchanter?.level || 0) / 2);
return `${base + bonus} (+${bonus} from Ancient Echo)`;
})()}
</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Efficiency Bonus:</span>
<span className="text-teal-300">-{(store.skills.efficientEnchant || 0) * 5}% cost</span>
</div>
</div>
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Designs Created:</span>
<span className="text-teal-300">{store.enchantmentDesigns?.length || 0}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Effects Unlocked:</span>
<span className="text-teal-300">{store.unlockedEffects?.length || 0}</span>
</div>
</div>
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Disenchant Recovery:</span>
<span className="text-teal-300">{20 + (store.skills.disenchanting || 0) * 20}%</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Enchant Speed:</span>
<span className="text-teal-300">+{(store.skills.enchantSpeed || 0) * 10}%</span>
</div>
</div>
</div>
</CardContent>
</Card>
)}
{/* Invoker Stats */}
{store.attunements.invoker?.active && (
<Card className="bg-gray-900/80 border-gray-700" style={{ borderTop: `2px solid ${ATTUNEMENTS_DEF.invoker.color}` }}>
<CardHeader className="pb-2">
<CardTitle className="game-panel-title text-xs flex items-center gap-2" style={{ color: ATTUNEMENTS_DEF.invoker.color }}>
<Heart className="w-4 h-4" />
Invoker Stats {ATTUNEMENTS_DEF.invoker.icon}
</CardTitle>
</CardHeader>
<CardContent>
<div className="grid grid-cols-1 md:grid-cols-3 gap-4">
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Pacts Signed:</span>
<span className="text-purple-300">{store.signedPacts.length}/10</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Pact Multiplier:</span>
<span className="text-purple-300">
×{fmtDec(store.signedPacts.reduce((m, f) => m * (GUARDIANS[f]?.pact || 1), 1), 2)}
</span>
</div>
</div>
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Pact Mastery Bonus:</span>
<span className="text-purple-300">+{(store.skills.pactMastery || 0) * 10}%</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Guardian Affinity:</span>
<span className="text-purple-300">-{(store.skills.guardianAffinity || 0) * 15}% time</span>
</div>
</div>
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Elemental Bond:</span>
<span className="text-purple-300">+{(store.skills.elementalBond || 0) * 20} cap/pact</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Pact Synergy:</span>
<span className="text-purple-300">+{(store.skills.pactSynergy || 0) * 5}%/pact</span>
</div>
</div>
</div>
{/* Signed Pacts List */}
{store.signedPacts.length > 0 && (
<div className="mt-3">
<Separator className="bg-gray-700 my-2" />
<div className="text-xs text-gray-400 mb-2">Signed Pacts:</div>
<div className="grid grid-cols-2 md:grid-cols-5 gap-2">
{store.signedPacts.map((floor) => {
const guardian = GUARDIANS[floor];
if (!guardian) return null;
return (
<div
key={floor}
className="p-2 rounded border text-center"
style={{ borderColor: guardian.color, backgroundColor: `${guardian.color}15` }}
>
<div className="text-xs font-semibold" style={{ color: guardian.color }}>
{guardian.name}
</div>
<div className="text-xs text-gray-400">×{guardian.pact}</div>
</div>
);
})}
</div>
</div>
)}
</CardContent>
</Card>
)}
{/* Fabricator Stats */}
{store.attunements.fabricator?.active && (
<Card className="bg-gray-900/80 border-gray-700" style={{ borderTop: `2px solid ${ATTUNEMENTS_DEF.fabricator.color}` }}>
<CardHeader className="pb-2">
<CardTitle className="game-panel-title text-xs flex items-center gap-2" style={{ color: ATTUNEMENTS_DEF.fabricator.color }}>
<Hammer className="w-4 h-4" />
Fabricator Stats {ATTUNEMENTS_DEF.fabricator.icon}
</CardTitle>
</CardHeader>
<CardContent>
<div className="grid grid-cols-1 md:grid-cols-3 gap-4">
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Golems Active:</span>
<span className="text-amber-300">{activeGolems.length}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Golem DPS:</span>
<span className="text-amber-300">{fmtDec(golemDPS, 1)}/hr</span>
</div>
</div>
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Golem Duration:</span>
<span className="text-amber-300">{golemDuration} floors</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Golem Vitality:</span>
<span className="text-amber-300">+{(store.skills.golemVitality || 0) * 20}% HP</span>
</div>
</div>
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Crafting Speed:</span>
<span className="text-amber-300">+{(store.skills.efficientCrafting || 0) * 10}%</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Earth Conversion:</span>
<span className="text-amber-300">+{(store.skills.earthShaping || 0) * 25}%</span>
</div>
</div>
</div>
{/* Active Golems List */}
{activeGolems.length > 0 && (
<div className="mt-3">
<Separator className="bg-gray-700 my-2" />
<div className="text-xs text-gray-400 mb-2">Active Golems:</div>
<div className="grid grid-cols-1 md:grid-cols-2 gap-2">
{activeGolems.map((golem, idx) => {
const elemColor = ELEMENTS[golem.variant || 'earth']?.color || '#F4A261';
return (
<div
key={idx}
className="p-2 rounded border"
style={{ borderColor: elemColor, backgroundColor: `${elemColor}10` }}
>
<div className="flex justify-between items-center">
<span className="text-sm font-semibold" style={{ color: elemColor }}>
{golem.variant ? `${golem.variant} Golem` : 'Earth Golem'}
</span>
<Badge variant="outline" className="text-xs">{golem.remainingFloors} floors left</Badge>
</div>
<div className="flex justify-between text-xs text-gray-400 mt-1">
<span>HP: {fmt(golem.currentHP)}/{fmt(golem.maxHP)}</span>
<span>DMG: {fmt(golem.damageDealt)}</span>
</div>
<Progress
value={(golem.currentHP / golem.maxHP) * 100}
className="h-1 mt-1 bg-gray-700"
/>
</div>
);
})}
</div>
</div>
)}
</CardContent>
</Card>
)}
{/* Mana Stats */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
@@ -449,49 +947,6 @@ export function StatsTab({
</CardContent>
</Card>
{/* Pact Bonuses */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs flex items-center gap-2">
<Trophy className="w-4 h-4" />
Signed Pacts ({store.signedPacts.length}/10)
</CardTitle>
</CardHeader>
<CardContent>
{store.signedPacts.length === 0 ? (
<div className="text-gray-500 text-sm">No pacts signed yet. Defeat guardians to earn pacts.</div>
) : (
<div className="space-y-2">
{store.signedPacts.map((floor) => {
const guardian = GUARDIANS[floor];
if (!guardian) return null;
return (
<div
key={floor}
className="flex items-center justify-between p-2 rounded border"
style={{ borderColor: guardian.color, backgroundColor: `${guardian.color}15` }}
>
<div>
<div className="font-semibold text-sm" style={{ color: guardian.color }}>
{guardian.name}
</div>
<div className="text-xs text-gray-400">Floor {floor}</div>
</div>
<Badge className="bg-amber-900/50 text-amber-300">
{guardian.pact}x multiplier
</Badge>
</div>
);
})}
<div className="flex justify-between text-sm font-semibold border-t border-gray-700 pt-2 mt-2">
<span className="text-gray-300">Combined Pact Multiplier:</span>
<span className="text-amber-400">×{fmtDec(store.signedPacts.reduce((m, f) => m * (GUARDIANS[f]?.pact || 1), 1), 2)}</span>
</div>
</div>
)}
</CardContent>
</Card>
{/* Loop Stats */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">