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

- 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:
Refactoring Agent
2026-04-28 11:38:45 +02:00
parent 3c29c1c834
commit 47c71e6f54
61 changed files with 6892 additions and 1842 deletions
+148 -168
View File
@@ -1,11 +1,11 @@
'use client';
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
import { Badge } from '@/components/ui/badge';
import { GameCard, StatRow, ElementBadge, ActionButton } from '@/components/ui';
import { ScrollArea } from '@/components/ui/scroll-area';
import { Separator } from '@/components/ui/separator';
import {
Mountain, Zap, Clock, Swords, Target, Sparkles, Lock, Check, X
Mountain, Zap, Clock, Swords, Target, Sparkles, Lock, Check, X,
Info, HelpCircle
} from 'lucide-react';
import { GOLEMS_DEF, getGolemSlots, isGolemUnlocked, getGolemDamage, getGolemAttackSpeed, getGolemFloorDuration } from '@/lib/game/data/golems';
import { ELEMENTS } from '@/lib/game/constants';
@@ -65,19 +65,19 @@ export function GolemancyTab({ store }: GolemancyTabProps) {
// Get element color
const primaryElement = getElementInfo(golem.baseManaType);
const elementColor = primaryElement?.color || '#888';
const elementId = golem.baseManaType;
if (!isUnlocked) {
// Locked golem card
return (
<Card key={golemId} className="bg-gray-900/80 border-gray-700 opacity-50">
<CardHeader className="pb-2">
<CardTitle className="text-sm flex items-center gap-2">
<GameCard key={golemId} variant="sunken" className="opacity-60">
<div className="pb-2">
<h3 className="text-sm font-semibold flex items-center gap-2">
<Lock className="w-4 h-4" />
<span className="text-gray-500">???</span>
</CardTitle>
</CardHeader>
<CardContent className="text-xs text-gray-500">
<span className="text-[var(--text-muted)]">???</span>
</h3>
</div>
<div className="text-xs text-[var(--text-muted)]">
{golem.unlockCondition.type === 'attunement_level' && (
<div>Requires Fabricator Level {golem.unlockCondition.level}</div>
)}
@@ -87,73 +87,65 @@ export function GolemancyTab({ store }: GolemancyTabProps) {
{golem.unlockCondition.type === 'dual_attunement' && (
<div>Requires Enchanter & Fabricator Level 5</div>
)}
</CardContent>
</Card>
</div>
</GameCard>
);
}
return (
<Card
<GameCard
key={golemId}
className={`bg-gray-900/80 border-2 transition-all cursor-pointer ${
variant={isEnabled ? "default" : "sunken"}
className={`transition-all cursor-pointer border-2 ${
isEnabled
? 'border-green-500 bg-green-900/10'
: 'border-gray-700 hover:border-gray-600'
? 'border-[var(--color-success)] bg-[var(--bg-surface)]'
: 'border-[var(--border-subtle)] hover:border-[var(--border-default)]'
}`}
onClick={() => toggleGolem(golemId)}
aria-label={`${isEnabled ? 'Disable' : 'Enable'} ${golem.name}`}
role="button"
tabIndex={0}
>
<CardHeader className="pb-2">
<CardTitle className="text-sm flex items-center justify-between">
<div className="pb-2">
<h3 className="text-sm font-semibold flex items-center justify-between">
<div className="flex items-center gap-2">
<Mountain className="w-4 h-4" style={{ color: elementColor }} />
<span style={{ color: elementColor }}>{golem.name}</span>
<Mountain className="w-4 h-4" style={{ color: `var(--mana-${elementId})` }} />
<span style={{ color: `var(--mana-${elementId})` }}>{golem.name}</span>
</div>
<div className="flex items-center gap-1">
{golem.isAoe && (
<Badge variant="outline" className="text-xs">AOE {golem.aoeTargets}</Badge>
<span className="text-xs px-1.5 py-0.5 border border-[var(--border-default)] rounded">
AOE {golem.aoeTargets}
</span>
)}
<Badge variant="outline" className="text-xs">T{golem.tier}</Badge>
<span className="text-xs px-1.5 py-0.5 border border-[var(--border-default)] rounded">
T{golem.tier}
</span>
{isEnabled ? (
<Check className="w-4 h-4 text-green-400" />
<Check className="w-4 h-4 text-[var(--color-success)]" />
) : (
<X className="w-4 h-4 text-gray-500" />
<X className="w-4 h-4 text-[var(--text-muted)]" />
)}
</div>
</CardTitle>
</CardHeader>
<CardContent className="space-y-2">
<p className="text-xs text-gray-400">{golem.description}</p>
</h3>
</div>
<div className="space-y-2">
<p className="text-xs text-[var(--text-secondary)]">{golem.description}</p>
<Separator className="bg-gray-700" />
<Separator className="bg-[var(--border-subtle)]" />
<div className="grid grid-cols-2 gap-2 text-xs">
<div className="flex items-center gap-1">
<Swords className="w-3 h-3 text-red-400" />
<span className="text-gray-400">DMG:</span>
<span className="text-white">{damage}</span>
</div>
<div className="flex items-center gap-1">
<Zap className="w-3 h-3 text-yellow-400" />
<span className="text-gray-400">Speed:</span>
<span className="text-white">{attackSpeed.toFixed(1)}/hr</span>
</div>
<div className="flex items-center gap-1">
<Target className="w-3 h-3 text-blue-400" />
<span className="text-gray-400">Pierce:</span>
<span className="text-white">{Math.floor(golem.armorPierce * 100)}%</span>
</div>
<div className="flex items-center gap-1">
<Clock className="w-3 h-3 text-purple-400" />
<span className="text-gray-400">Duration:</span>
<span className="text-white">{floorDuration} floor(s)</span>
</div>
<StatRow label="DMG:" value={damage.toString()} />
<StatRow label="Speed:" value={`${attackSpeed.toFixed(1)}/hr`} />
<StatRow label="Pierce:" value={`${Math.floor(golem.armorPierce * 100)}%`} />
<StatRow label="Duration:" value={`${floorDuration} floor(s)`} />
</div>
<Separator className="bg-gray-700" />
<Separator className="bg-[var(--border-subtle)]" />
{/* Summon Cost */}
<div>
<div className="text-xs text-gray-500 mb-1">Summon Cost:</div>
<div className="text-xs text-[var(--text-secondary)] mb-1">Summon Cost:</div>
<div className="flex flex-wrap gap-1">
{golem.summonCost.map((cost, idx) => {
const elem = getElementInfo(cost.element || '');
@@ -163,15 +155,17 @@ export function GolemancyTab({ store }: GolemancyTabProps) {
const canAfford = available >= cost.amount;
return (
<Badge
<span
key={idx}
variant="outline"
className={`text-xs ${canAfford ? 'border-green-500' : 'border-red-500'}`}
style={{ borderColor: canAfford ? undefined : '#ef4444' }}
className={`text-xs px-1.5 py-0.5 border rounded ${
canAfford
? 'border-[var(--color-success)] text-[var(--color-success)]'
: 'border-[var(--color-danger)] text-[var(--color-danger)]'
}`}
>
<span style={{ color: elem?.color }}>{elem?.sym || '💎'}</span>
{cost.element && <ElementBadge elementId={cost.element} size="sm" />}
{' '}{cost.amount}
</Badge>
</span>
);
})}
</div>
@@ -179,16 +173,14 @@ export function GolemancyTab({ store }: GolemancyTabProps) {
{/* Maintenance Cost */}
<div>
<div className="text-xs text-gray-500 mb-1">Maintenance/hr:</div>
<div className="text-xs text-[var(--text-secondary)] mb-1">Maintenance/hr:</div>
<div className="flex flex-wrap gap-1">
{golem.maintenanceCost.map((cost, idx) => {
const elem = getElementInfo(cost.element || '');
return (
<Badge key={idx} variant="outline" className="text-xs">
<span style={{ color: elem?.color }}>{elem?.sym || '💎'}</span>
<span key={idx} className="text-xs px-1.5 py-0.5 border border-[var(--border-default)] rounded">
{cost.element && <ElementBadge elementId={cost.element} size="sm" />}
{' '}{cost.amount}/hr
</Badge>
</span>
);
})}
</div>
@@ -196,143 +188,131 @@ export function GolemancyTab({ store }: GolemancyTabProps) {
{/* Status */}
{isSelected && (
<div className="mt-2 text-xs text-green-400 flex items-center gap-1">
<div className="mt-2 text-xs text-[var(--color-success)] flex items-center gap-1">
<Sparkles className="w-3 h-3" />
Active on Floor {currentFloor}
</div>
)}
</CardContent>
</Card>
</div>
</GameCard>
);
};
return (
<div className="space-y-4">
{/* Header */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-lg flex items-center gap-2">
<Mountain className="w-5 h-5 text-amber-500" />
<GameCard>
<div className="pb-2">
<h2 className="text-lg font-[var(--font-heading)] font-semibold flex items-center gap-2 text-[var(--text-primary)]">
<Mountain className="w-5 h-5 text-[var(--mana-earth)]" />
Golemancy
</CardTitle>
</CardHeader>
<CardContent>
</h2>
</div>
<div className="space-y-3">
{!hasGolemancy ? (
<div className="text-center text-gray-400 py-4">
<div className="text-center text-[var(--text-secondary)] py-4">
<Lock className="w-12 h-12 mx-auto mb-2 opacity-50" />
<p>Unlock the Fabricator attunement and reach Level 2 to summon golems.</p>
</div>
) : (
<div className="space-y-3">
<div className="flex justify-between items-center">
<span className="text-sm text-gray-400">Golem Slots:</span>
<span className="text-sm font-semibold">
<span className="text-amber-400">{golemancy.enabledGolems.length}</span>
<span className="text-gray-500"> / {maxSlots}</span>
</span>
</div>
<>
<StatRow
label="Golem Slots:"
value={`${golemancy.enabledGolems.length} / ${maxSlots}`}
highlight={golemancy.enabledGolems.length > 0 ? 'success' : undefined}
/>
<StatRow
label="Fabricator Level:"
value={fabricatorLevel.toString()}
highlight="warning"
/>
<StatRow
label="Floor Duration:"
value={`${getGolemFloorDuration(skills)} floor(s)`}
/>
<StatRow
label="Status:"
value={inCombat ? 'Combat Active' : 'Puzzle Room (No Golems)'}
highlight={inCombat ? 'success' : 'warning'}
/>
<div className="flex justify-between items-center">
<span className="text-sm text-gray-400">Fabricator Level:</span>
<span className="text-sm font-semibold text-amber-400">{fabricatorLevel}</span>
</div>
<div className="flex justify-between items-center">
<span className="text-sm text-gray-400">Floor Duration:</span>
<span className="text-sm font-semibold">{getGolemFloorDuration(skills)} floor(s)</span>
</div>
<div className="flex justify-between items-center">
<span className="text-sm text-gray-400">Status:</span>
<span className={`text-sm ${inCombat ? 'text-green-400' : 'text-yellow-400'}`}>
{inCombat ? '⚔️ Combat Active' : '🧩 Puzzle Room (No Golems)'}
</span>
</div>
<p className="text-xs text-gray-500 mt-2">
<p className="text-xs text-[var(--text-muted)] mt-2">
Golems are automatically summoned at the start of each combat floor.
They cost mana to maintain and will be dismissed if you run out.
</p>
</div>
</>
)}
</CardContent>
</Card>
</div>
</GameCard>
{/* Active Golems - Empty State */}
{hasGolemancy && golemancy.summonedGolems.length === 0 && (
<GameCard variant="sunken">
<div className="text-center py-4 text-[var(--text-muted)]">
<Info className="w-8 h-8 mx-auto mb-2 opacity-50" />
<p className="text-sm">No golems summoned</p>
<p className="text-xs mt-1">Enable golems below to summon them at the start of combat</p>
</div>
</GameCard>
)}
{/* Active Golems */}
{hasGolemancy && golemancy.summonedGolems.length > 0 && (
<Card className="bg-gray-900/80 border-green-600">
<CardHeader className="pb-2">
<CardTitle className="text-sm text-green-400 flex items-center gap-2">
<GameCard variant="default" className="border-[var(--color-success)]">
<div className="pb-2">
<h3 className="text-sm font-semibold text-[var(--color-success)] flex items-center gap-2">
<Sparkles className="w-4 h-4" />
Active Golems ({golemancy.summonedGolems.length})
</CardTitle>
</CardHeader>
<CardContent>
<div className="flex flex-wrap gap-2">
{golemancy.summonedGolems.map(sg => {
const golem = GOLEMS_DEF[sg.golemId];
const elem = getElementInfo(golem?.baseManaType || '');
return (
<Badge key={sg.golemId} variant="outline" className="text-sm py-1 px-2">
<Mountain className="w-3 h-3 mr-1" style={{ color: elem?.color }} />
{golem?.name}
</Badge>
);
})}
</div>
</CardContent>
</Card>
</h3>
</div>
<div className="flex flex-wrap gap-2">
{golemancy.summonedGolems.map(sg => {
const golem = GOLEMS_DEF[sg.golemId];
if (!golem) return null;
return (
<span key={sg.golemId} className="text-xs px-2 py-1 border border-[var(--border-default)] rounded">
<Mountain className="w-3 h-3 inline mr-1" style={{ color: `var(--mana-${golem.baseManaType})` }} />
{golem.name}
</span>
);
})}
</div>
</GameCard>
)}
{/* Golem Selection */}
{hasGolemancy && (
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-sm">Select Golems to Summon</CardTitle>
</CardHeader>
<CardContent>
<ScrollArea className="h-96">
<div className="grid grid-cols-1 md:grid-cols-2 gap-3 pr-4">
{/* Unlocked Golems */}
{unlockedGolems.map(golem => renderGolemCard(golem.id, true))}
{/* Locked Golems */}
{Object.values(GOLEMS_DEF)
.filter(g => !isGolemUnlocked(g.id, attunements, unlockedElements))
.map(golem => renderGolemCard(golem.id, false))}
</div>
</ScrollArea>
</CardContent>
</Card>
<GameCard>
<div className="pb-2">
<h3 className="text-sm font-semibold text-[var(--text-primary)]">Select Golems to Summon</h3>
</div>
<ScrollArea className="h-96">
<div className="grid grid-cols-1 md:grid-cols-2 gap-3 pr-4">
{/* Unlocked Golems */}
{unlockedGolems.map(golem => renderGolemCard(golem.id, true))}
{/* Locked Golems */}
{Object.values(GOLEMS_DEF)
.filter(g => !isGolemUnlocked(g.id, attunements, unlockedElements))
.map(golem => renderGolemCard(golem.id, false))}
</div>
</ScrollArea>
</GameCard>
)}
{/* Golemancy Skills Info */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-sm">Golemancy Skills</CardTitle>
</CardHeader>
<CardContent>
<div className="text-xs text-gray-400 space-y-1">
<div className="flex justify-between">
<span>Golem Mastery:</span>
<span className="text-white">+{skills.golemMastery || 0}0% damage</span>
</div>
<div className="flex justify-between">
<span>Golem Efficiency:</span>
<span className="text-white">+{(skills.golemEfficiency || 0) * 5}% attack speed</span>
</div>
<div className="flex justify-between">
<span>Golem Longevity:</span>
<span className="text-white">+{skills.golemLongevity || 0} floor duration</span>
</div>
<div className="flex justify-between">
<span>Golem Siphon:</span>
<span className="text-white">-{(skills.golemSiphon || 0) * 10}% maintenance</span>
</div>
</div>
</CardContent>
</Card>
<GameCard>
<div className="pb-2">
<h3 className="text-sm font-semibold text-[var(--text-primary)]">Golemancy Skills</h3>
</div>
<div className="space-y-1 text-xs">
<StatRow label="Golem Mastery:" value={`+${(skills.golemMastery || 0) * 10}% damage`} />
<StatRow label="Golem Efficiency:" value={`+${(skills.golemEfficiency || 0) * 5}% attack speed`} />
<StatRow label="Golem Longevity:" value={`+${skills.golemLongevity || 0} floor duration`} />
<StatRow label="Golem Siphon:" value={`-${(skills.golemSiphon || 0) * 10}% maintenance`} />
</div>
</GameCard>
</div>
);
}