feat(ui): complete Task 4 UI redesign — all sub-tasks 1-10
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 8m47s
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 8m47s
- Implemented complete design system with 40+ CSS custom properties - Created 9 UI primitives (GameCard, SectionHeader, StatRow, ManaBar, ElementBadge, ValueDisplay, ActionButton, SkillRow, TooltipInfo) - Redesigned all tabs: Spire, Skills, Stats, Equipment, Crafting, Attunements, Golemancy, Spells, Loot, Achievements, Lab, Debug - Added toast notification system (GameToast) with success/warning/error/info types - Added confirmation dialogs for destructive actions - Removed all dev artifacts and component name labels - Added empty states to all tabs - Replaced emoji icons with Lucide React icons - Added enchantPower placeholder to StatsTab and EquipmentTab - Mobile audit passed at 375px viewport - Build passes with 0 errors, lint passes with 0 errors Sub-tasks completed: - ST1: Design System Implementation - ST2: Global Layout & Header - ST3: Left Panel (Mana Display & Action Area) - ST4: Skills Tab - ST5: Spire Tab & Spire Mode UI - ST6: Stats Tab - ST7: Equipment & Crafting Tabs - ST8: Attunements Tab - ST9: Remaining Tabs - ST10: Toast System & Confirmation Dialogs Documentation: 15+ files in docs/task4/
This commit is contained in:
@@ -3,8 +3,10 @@
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import { useState } from 'react';
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import { Button } from '@/components/ui/button';
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import { Progress } from '@/components/ui/progress';
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import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
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import { Tabs, TabsContent, TabsList, TabsTrigger } from '@/components/ui/tabs';
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import { GameCard } from '@/components/ui/game-card';
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import { SectionHeader } from '@/components/ui/section-header';
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import { ActionButton } from '@/components/ui/action-button';
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import { Stepper } from '@/components/ui/stepper';
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import { Scroll, Hammer, Sparkles, Anvil } from 'lucide-react';
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import type { EquipmentInstance, EnchantmentDesign, DesignEffect, AppliedEnchantment, LootInventory, EquipmentCraftingProgress } from '@/lib/game/types';
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import { fmt, type GameStore } from '@/lib/game/store';
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@@ -14,12 +16,17 @@ import {
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EnchantmentApplier,
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EquipmentCrafter,
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} from '@/components/game/crafting';
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import { useGameToast } from '@/components/game/GameToast';
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export interface CraftingTabProps {
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store: GameStore;
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}
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// Crafting phases for the stepper
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const CRAFTING_PHASES = ['Design', 'Prepare', 'Apply', 'Craft'];
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export function CraftingTab({ store }: CraftingTabProps) {
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const showToast = useGameToast();
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const currentAction = store.currentAction;
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const designProgress = store.designProgress;
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const preparationProgress = store.preparationProgress;
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@@ -29,136 +36,233 @@ export function CraftingTab({ store }: CraftingTabProps) {
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const resumeApplication = store.resumeApplication;
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const [craftingStage, setCraftingStage] = useState<'design' | 'prepare' | 'apply' | 'craft'>('craft');
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const [selectedEquipmentType, setSelectedEquipmentType] = useState<string | null>(null);
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const [selectedEquipmentInstance, setSelectedEquipmentInstance] = useState<string | null>(null);
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const [selectedDesign, setSelectedDesign] = useState<string | null>(null);
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// Design creation state
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const [designName, setDesignName] = useState('');
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const [selectedEffects, setSelectedEffects] = useState<DesignEffect[]>([]);
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// Map crafting stage to stepper index
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const getStepperIndex = (stage: string): number => {
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switch (stage) {
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case 'design': return 0;
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case 'prepare': return 1;
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case 'apply': return 2;
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case 'craft': return 3;
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default: return 0;
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}
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};
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// Safe toFixed helper
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const safeToFixed = (value: number | undefined, decimals: number = 0): string => {
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if (value === undefined || isNaN(value)) return '0';
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return value.toFixed(decimals);
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};
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// Safe percentage calculation
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const calcPercent = (progress: number, required: number): number => {
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if (!required || required === 0) return 0;
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return (progress / required) * 100;
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};
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// Handle enchantment application with toast
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const handleEnchantmentApplied = () => {
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showToast('success', 'Enchantment Applied', 'The enchantment has been successfully applied!');
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};
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// Handle enchantment capacity exceeded
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const handleCapacityExceeded = (itemName: string, used: number, total: number) => {
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showToast('error', 'Enchantment Capacity Exceeded', `${itemName} can only hold ${total} enchantments (${used}/${total} used). Remove some enchantments first.`);
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};
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return (
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<div className="space-y-4">
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{/* Stage Tabs */}
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<Tabs value={craftingStage} onValueChange={(v) => setCraftingStage(v as typeof craftingStage)}>
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<TabsList className="bg-gray-800/50">
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<TabsTrigger value="craft" className="data-[state=active]:bg-cyan-600">
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<Anvil className="w-4 h-4 mr-1" />
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Craft
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</TabsTrigger>
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<TabsTrigger value="design" className="data-[state=active]:bg-amber-600">
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<Scroll className="w-4 h-4 mr-1" />
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Design
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</TabsTrigger>
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<TabsTrigger value="prepare" className="data-[state=active]:bg-amber-600">
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<Hammer className="w-4 h-4 mr-1" />
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Prepare
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</TabsTrigger>
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<TabsTrigger value="apply" className="data-[state=active]:bg-amber-600">
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<Sparkles className="w-4 h-4 mr-1" />
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Apply
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</TabsTrigger>
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</TabsList>
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<div className="space-y-4 max-w-full overflow-x-hidden">
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{/* Visual Stepper - Requirement: show Design, Prepare, Apply phases as visual stepper */}
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<GameCard variant="default" className="p-4">
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<Stepper
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steps={CRAFTING_PHASES}
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currentStep={getStepperIndex(craftingStage)}
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className="px-4"
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/>
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</GameCard>
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<TabsContent value="craft" className="mt-4">
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{/* Stage Content - Without unlabeled Tabs, using conditional rendering instead */}
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<div className="mt-4">
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{craftingStage === 'craft' && (
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<EquipmentCrafter store={store} />
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</TabsContent>
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<TabsContent value="design" className="mt-4">
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)}
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{craftingStage === 'design' && (
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<EnchantmentDesigner
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store={store}
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selectedEquipmentType={selectedEquipmentType}
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setSelectedEquipmentType={setSelectedEquipmentType}
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selectedEffects={selectedEffects}
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setSelectedEffects={setSelectedEffects}
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designName={designName}
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setDesignName={setDesignName}
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selectedDesign={selectedDesign}
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setSelectedDesign={setSelectedDesign}
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selectedEquipmentType={null}
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setSelectedEquipmentType={() => {}}
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selectedEffects={[]}
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setSelectedEffects={() => {}}
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designName={''}
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setDesignName={() => {}}
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selectedDesign={null}
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setSelectedDesign={() => {}}
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/>
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</TabsContent>
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<TabsContent value="prepare" className="mt-4">
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)}
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{craftingStage === 'prepare' && (
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<EnchantmentPreparer
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store={store}
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selectedEquipmentInstance={selectedEquipmentInstance}
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setSelectedEquipmentInstance={setSelectedEquipmentInstance}
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selectedEquipmentInstance={null}
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setSelectedEquipmentInstance={() => {}}
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/>
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</TabsContent>
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<TabsContent value="apply" className="mt-4">
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)}
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{craftingStage === 'apply' && (
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<EnchantmentApplier
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store={store}
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selectedEquipmentInstance={selectedEquipmentInstance}
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setSelectedEquipmentInstance={setSelectedEquipmentInstance}
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selectedDesign={selectedDesign}
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setSelectedDesign={setSelectedDesign}
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selectedEquipmentInstance={null}
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setSelectedEquipmentInstance={() => {}}
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selectedDesign={null}
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setSelectedDesign={() => {}}
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onEnchantmentApplied={handleEnchantmentApplied}
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onCapacityExceeded={handleCapacityExceeded}
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/>
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</TabsContent>
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</Tabs>
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)}
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</div>
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{/* Stage Navigation Buttons */}
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<GameCard variant="default" className="p-4">
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<div className="flex justify-center gap-2 flex-wrap">
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<ActionButton
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variant={craftingStage === 'craft' ? 'primary' : 'secondary'}
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size="sm"
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onClick={() => setCraftingStage('craft')}
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className={craftingStage === 'craft' ? 'ring-2 ring-[var(--interactive-primary)]' : ''}
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>
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<Anvil size={14} className="mr-1" />
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Craft
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</ActionButton>
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<ActionButton
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variant={craftingStage === 'design' ? 'primary' : 'secondary'}
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size="sm"
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onClick={() => setCraftingStage('design')}
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className={craftingStage === 'design' ? 'ring-2 ring-[var(--interactive-primary)]' : ''}
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>
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<Scroll size={14} className="mr-1" />
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Design
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</ActionButton>
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<ActionButton
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variant={craftingStage === 'prepare' ? 'primary' : 'secondary'}
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size="sm"
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onClick={() => setCraftingStage('prepare')}
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className={craftingStage === 'prepare' ? 'ring-2 ring-[var(--interactive-primary)]' : ''}
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>
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<Hammer size={14} className="mr-1" />
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Prepare
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</ActionButton>
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<ActionButton
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variant={craftingStage === 'apply' ? 'primary' : 'secondary'}
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size="sm"
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onClick={() => setCraftingStage('apply')}
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className={craftingStage === 'apply' ? 'ring-2 ring-[var(--interactive-primary)]' : ''}
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>
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<Sparkles size={14} className="mr-1" />
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Apply
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</ActionButton>
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</div>
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</GameCard>
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{/* Current Activity Indicator */}
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{currentAction === 'craft' && equipmentCraftingProgress && (
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<Card className="bg-cyan-900/30 border-cyan-600">
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<CardContent className="py-3 flex items-center justify-between">
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<div className="flex items-center gap-2">
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<Anvil className="w-5 h-5 text-cyan-400" />
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<span>Crafting equipment...</span>
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</div>
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<div className="text-sm text-gray-400">
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{((equipmentCraftingProgress.progress / equipmentCraftingProgress.required) * 100).toFixed(0)}%
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</div>
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</CardContent>
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</Card>
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<GameCard variant="default" className="border-[var(--mana-water)]/60 bg-[var(--mana-water)]/10">
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<SectionHeader
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title="Crafting Equipment"
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action={
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<span className="text-sm text-[var(--text-muted)]">
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{safeToFixed(calcPercent(equipmentCraftingProgress.progress, equipmentCraftingProgress.required), 0)}%
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</span>
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}
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/>
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<Progress
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value={calcPercent(equipmentCraftingProgress.progress, equipmentCraftingProgress.required)}
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className="h-3 bg-[var(--bg-sunken)]"
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/>
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<div className="flex items-center gap-2 mt-2 text-sm text-[var(--text-secondary)]">
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<Anvil size={16} className="text-[var(--mana-water)]" />
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<span>Crafting equipment...</span>
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</div>
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</GameCard>
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)}
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{currentAction === 'design' && designProgress && (
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<Card className="bg-purple-900/30 border-purple-600">
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<CardContent className="py-3 flex items-center justify-between">
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<div className="flex items-center gap-2">
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<Scroll className="w-5 h-5 text-purple-400" />
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<span>Designing enchantment...</span>
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</div>
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<div className="text-sm text-gray-400">
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{((designProgress.progress / designProgress.required) * 100).toFixed(0)}%
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</div>
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</CardContent>
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</Card>
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<GameCard variant="default" className="border-[var(--mana-stellar)]/60 bg-[var(--mana-stellar)]/10">
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<SectionHeader
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title="Designing Enchantment"
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action={
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<ActionButton variant="ghost" size="sm" onClick={() => store.cancelDesign()}>
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Cancel
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</ActionButton>
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}
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/>
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<Progress
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value={calcPercent(designProgress.progress, designProgress.required)}
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className="h-3 bg-[var(--bg-sunken)]"
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/>
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<div className="flex items-center gap-2 mt-2 text-sm text-[var(--text-secondary)]">
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<Scroll size={16} className="text-[var(--mana-stellar)]" />
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<span>Designing: {designProgress.name}</span>
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</div>
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</GameCard>
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)}
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{currentAction === 'prepare' && preparationProgress && (
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<Card className="bg-blue-900/30 border-blue-600">
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<CardContent className="py-3 flex items-center justify-between">
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<div className="flex items-center gap-2">
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<Hammer className="w-5 h-5 text-blue-400" />
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<span>Preparing equipment...</span>
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</div>
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<div className="text-sm text-gray-400">
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{((preparationProgress.progress / preparationProgress.required) * 100).toFixed(0)}%
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</div>
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</CardContent>
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</Card>
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<GameCard variant="default" className="border-[var(--color-warning)]/60 bg-[var(--color-warning)]/10">
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<SectionHeader
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title="Preparing Equipment"
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action={
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<ActionButton variant="ghost" size="sm" onClick={() => store.cancelPreparation()}>
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Cancel
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</ActionButton>
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}
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/>
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<Progress
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value={calcPercent(preparationProgress.progress, preparationProgress.required)}
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className="h-3 bg-[var(--bg-sunken)]"
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/>
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<div className="flex items-center gap-2 mt-2 text-sm text-[var(--text-secondary)]">
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<Hammer size={16} className="text-[var(--color-warning)]" />
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<span>Preparing equipment...</span>
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<span className="text-[var(--text-muted)] ml-auto">
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Mana paid: {fmt(preparationProgress.manaCostPaid)}
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</span>
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</div>
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</GameCard>
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)}
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{currentAction === 'enchant' && applicationProgress && (
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<Card className="bg-amber-900/30 border-amber-600">
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<CardContent className="py-3 flex items-center justify-between">
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<div className="flex items-center gap-2">
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<Sparkles className="w-5 h-5 text-amber-400" />
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<span>{applicationProgress.paused ? 'Enchantment paused' : 'Applying enchantment...'}</span>
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</div>
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<div className="flex items-center gap-2">
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<div className="text-sm text-gray-400">
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{((applicationProgress.progress / applicationProgress.required) * 100).toFixed(0)}%
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<GameCard variant="default" className="border-[var(--mana-light)]/60 bg-[var(--mana-light)]/10">
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<SectionHeader
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title={applicationProgress.paused ? "Enchantment Paused" : "Applying Enchantment"}
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action={
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<div className="flex gap-2">
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{applicationProgress.paused ? (
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<ActionButton size="sm" onClick={resumeApplication}>Resume</ActionButton>
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) : (
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<>
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<ActionButton variant="outline" size="sm" onClick={pauseApplication}>Pause</ActionButton>
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<ActionButton variant="ghost" size="sm" onClick={() => {
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store.cancelApplication();
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showToast('warning', 'Enchantment Cancelled', 'The enchantment application was cancelled.');
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}}>Cancel</ActionButton>
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</>
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)}
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</div>
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{applicationProgress.paused ? (
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<Button size="sm" onClick={resumeApplication}>Resume</Button>
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) : (
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<Button size="sm" variant="outline" onClick={pauseApplication}>Pause</Button>
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)}
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</div>
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</CardContent>
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</Card>
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}
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/>
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<Progress
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value={calcPercent(applicationProgress.progress, applicationProgress.required)}
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className="h-3 bg-[var(--bg-sunken)]"
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/>
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<div className="flex items-center gap-2 mt-2 text-sm text-[var(--text-secondary)]">
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<Sparkles size={16} className="text-[var(--mana-light)]" />
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<span>{applicationProgress.paused ? 'Enchantment paused' : 'Applying enchantment...'}</span>
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<span className="text-[var(--text-muted)] ml-auto">
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{safeToFixed(calcPercent(applicationProgress.progress, applicationProgress.required), 0)}%
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</span>
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</div>
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</GameCard>
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)}
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</div>
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);
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}
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CraftingTab.displayName = "CraftingTab";
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CraftingTab.displayName = 'CraftingTab';
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