Add equipment crafting system

- Add crafting-recipes.ts with blueprint definitions and material requirements
- Update crafting-slice.ts with equipment crafting functions
- Add EquipmentCraftingProgress type and state
- Update CraftingTab.tsx with new Craft tab for equipment crafting
- Add material deletion functionality
- Update store.ts with equipment crafting methods
- Update page.tsx to pass new props to CraftingTab

Features:
- Players can craft equipment from discovered blueprints
- Crafting requires materials and mana
- Materials are obtained from loot drops
- New Craft tab in the crafting interface
- Shows blueprint details and material requirements
This commit is contained in:
2026-03-26 11:04:50 +00:00
parent 4f4cbeb527
commit 1d2dce75cc
6 changed files with 734 additions and 5 deletions

View File

@@ -10,11 +10,13 @@ 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
Package, Zap, Clock, ChevronRight, Circle, Anvil
} 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 type { EquipmentInstance, EnchantmentDesign, DesignEffect, AppliedEnchantment } from '@/lib/game/types';
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 { fmt } from '@/lib/game/store';
// Slot display names
@@ -39,6 +41,7 @@ interface CraftingTabProps {
designProgress: { designId: string; progress: number; required: number } | null;
preparationProgress: { equipmentInstanceId: string; progress: number; required: number; manaCostPaid: number } | null;
applicationProgress: { equipmentInstanceId: string; designId: string; progress: number; required: number; manaPerHour: number; paused: boolean; manaSpent: number } | null;
equipmentCraftingProgress: EquipmentCraftingProgress | null;
// Player state
rawMana: number;
@@ -46,6 +49,9 @@ interface CraftingTabProps {
currentAction: string;
unlockedEffects: string[]; // Effect IDs that have been researched
// Loot inventory
lootInventory: LootInventory;
// Actions
startDesigningEnchantment: (name: string, equipmentTypeId: string, effects: DesignEffect[]) => boolean;
cancelDesign: () => void;
@@ -59,6 +65,11 @@ interface CraftingTabProps {
cancelApplication: () => void;
disenchantEquipment: (instanceId: string) => void;
getAvailableCapacity: (instanceId: string) => number;
// Equipment crafting actions
startCraftingEquipment: (blueprintId: string) => boolean;
cancelEquipmentCrafting: () => void;
deleteMaterial: (materialId: string, amount: number) => void;
}
export function CraftingTab({
@@ -68,10 +79,12 @@ export function CraftingTab({
designProgress,
preparationProgress,
applicationProgress,
equipmentCraftingProgress,
rawMana,
skills,
currentAction,
unlockedEffects,
lootInventory,
startDesigningEnchantment,
cancelDesign,
saveDesign,
@@ -84,8 +97,11 @@ export function CraftingTab({
cancelApplication,
disenchantEquipment,
getAvailableCapacity,
startCraftingEquipment,
cancelEquipmentCrafting,
deleteMaterial,
}: CraftingTabProps) {
const [craftingStage, setCraftingStage] = useState<'design' | 'prepare' | 'apply'>('design');
const [craftingStage, setCraftingStage] = useState<'design' | 'prepare' | 'apply' | 'craft'>('craft');
const [selectedEquipmentType, setSelectedEquipmentType] = useState<string | null>(null);
const [selectedEquipmentInstance, setSelectedEquipmentInstance] = useState<string | null>(null);
const [selectedDesign, setSelectedDesign] = useState<string | null>(null);
@@ -718,11 +734,189 @@ export function CraftingTab({
</div>
);
// Render equipment crafting stage
const renderCraftStage = () => (
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
{/* Blueprint Selection */}
<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">
<Anvil className="w-4 h-4" />
Available Blueprints
</CardTitle>
</CardHeader>
<CardContent>
{equipmentCraftingProgress ? (
<div className="space-y-3">
<div className="text-sm text-gray-400">
Crafting: {CRAFTING_RECIPES[equipmentCraftingProgress.blueprintId]?.name}
</div>
<Progress value={(equipmentCraftingProgress.progress / equipmentCraftingProgress.required) * 100} className="h-3" />
<div className="flex justify-between text-xs text-gray-400">
<span>{equipmentCraftingProgress.progress.toFixed(1)}h / {equipmentCraftingProgress.required.toFixed(1)}h</span>
<span>Mana spent: {fmt(equipmentCraftingProgress.manaSpent)}</span>
</div>
<Button size="sm" variant="outline" onClick={cancelEquipmentCrafting}>Cancel</Button>
</div>
) : (
<ScrollArea className="h-64">
<div className="space-y-2">
{lootInventory.blueprints.length === 0 ? (
<div className="text-center text-gray-400 py-4">
<Package className="w-12 h-12 mx-auto mb-2 opacity-50" />
<p>No blueprints discovered yet.</p>
<p className="text-xs mt-1">Defeat guardians to find blueprints!</p>
</div>
) : (
lootInventory.blueprints.map(bpId => {
const recipe = CRAFTING_RECIPES[bpId];
if (!recipe) return null;
const { canCraft, missingMaterials, missingMana } = canCraftRecipe(
recipe,
lootInventory.materials,
rawMana
);
const rarityStyle = RARITY_COLORS[recipe.rarity];
return (
<div
key={bpId}
className="p-3 rounded border bg-gray-800/50"
style={{ borderColor: rarityStyle?.color }}
>
<div className="flex justify-between items-start mb-2">
<div>
<div className="font-semibold" style={{ color: rarityStyle?.color }}>
{recipe.name}
</div>
<div className="text-xs text-gray-400 capitalize">{recipe.rarity}</div>
</div>
<Badge variant="outline" className="text-xs">
{EQUIPMENT_TYPES[recipe.equipmentTypeId]?.category}
</Badge>
</div>
<div className="text-xs text-gray-400 mb-2">{recipe.description}</div>
<Separator className="bg-gray-700 my-2" />
<div className="text-xs space-y-1">
<div className="text-gray-500">Materials:</div>
{Object.entries(recipe.materials).map(([matId, amount]) => {
const available = lootInventory.materials[matId] || 0;
const matDrop = LOOT_DROPS[matId];
const hasEnough = available >= amount;
return (
<div key={matId} className="flex justify-between">
<span>{matDrop?.name || matId}</span>
<span className={hasEnough ? 'text-green-400' : 'text-red-400'}>
{available} / {amount}
</span>
</div>
);
})}
<div className="flex justify-between mt-2">
<span>Mana Cost:</span>
<span className={rawMana >= recipe.manaCost ? 'text-green-400' : 'text-red-400'}>
{fmt(recipe.manaCost)}
</span>
</div>
<div className="flex justify-between">
<span>Craft Time:</span>
<span>{recipe.craftTime}h</span>
</div>
</div>
<Button
className="w-full mt-3"
size="sm"
disabled={!canCraft || currentAction === 'craft'}
onClick={() => startCraftingEquipment(bpId)}
>
{canCraft ? 'Craft Equipment' : 'Missing Resources'}
</Button>
</div>
);
})
)}
</div>
</ScrollArea>
)}
</CardContent>
</Card>
{/* Materials Inventory */}
<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">
<Package className="w-4 h-4" />
Materials ({Object.values(lootInventory.materials).reduce((a, b) => a + b, 0)})
</CardTitle>
</CardHeader>
<CardContent>
<ScrollArea className="h-64">
{Object.keys(lootInventory.materials).length === 0 ? (
<div className="text-center text-gray-400 py-4">
<Sparkles className="w-12 h-12 mx-auto mb-2 opacity-50" />
<p>No materials collected yet.</p>
<p className="text-xs mt-1">Defeat floors to gather materials!</p>
</div>
) : (
<div className="grid grid-cols-2 gap-2">
{Object.entries(lootInventory.materials).map(([matId, count]) => {
if (count <= 0) return null;
const drop = LOOT_DROPS[matId];
if (!drop) return null;
const rarityStyle = RARITY_COLORS[drop.rarity];
return (
<div
key={matId}
className="p-2 rounded border bg-gray-800/50 group relative"
style={{ borderColor: rarityStyle?.color }}
>
<div className="flex items-start justify-between">
<div>
<div className="text-sm font-semibold" style={{ color: rarityStyle?.color }}>
{drop.name}
</div>
<div className="text-xs text-gray-400">x{count}</div>
</div>
<Button
variant="ghost"
size="sm"
className="h-5 w-5 p-0 opacity-0 group-hover:opacity-100 text-red-400 hover:text-red-300 hover:bg-red-900/20"
onClick={() => deleteMaterial(matId, count)}
>
<Trash2 className="w-3 h-3" />
</Button>
</div>
</div>
);
})}
</div>
)}
</ScrollArea>
</CardContent>
</Card>
</div>
);
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
@@ -737,6 +931,9 @@ export function CraftingTab({
</TabsTrigger>
</TabsList>
<TabsContent value="craft" className="mt-4">
{renderCraftStage()}
</TabsContent>
<TabsContent value="design" className="mt-4">
{renderDesignStage()}
</TabsContent>
@@ -749,6 +946,20 @@ export function CraftingTab({
</Tabs>
{/* Current Activity Indicator */}
{currentAction === 'craft' && equipmentCraftingProgress && (
<Card className="bg-cyan-900/30 border-cyan-600">
<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">