Initial commit
This commit is contained in:
+76
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'use client';
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import { useState } from 'react';
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import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
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import { Button } from '@/components/ui/button';
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import { useGameContext } from '../GameContext';
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import { fmt } from '@/lib/game/stores';
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import { MemorySlotPicker } from './MemorySlotPicker';
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export function GameOverScreen() {
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const { store } = useGameContext();
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const [memoriesConfirmed, setMemoriesConfirmed] = useState(false);
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if (!store.gameOver) return null;
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const handleStartNewLoop = () => {
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store.startNewLoop();
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};
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return (
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<div className="fixed inset-0 game-overlay flex items-center justify-center z-50 overflow-auto py-4">
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<div className="max-w-lg w-full mx-4 space-y-4">
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<Card className="bg-gray-900 border-gray-600 shadow-2xl">
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<CardHeader>
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<CardTitle
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className={`text-3xl text-center game-title ${store.victory ? 'text-amber-400' : 'text-red-400'}`}
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>
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{store.victory ? '🏆 VICTORY!' : '⏰ LOOP ENDS'}
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</CardTitle>
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</CardHeader>
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<CardContent className="space-y-4">
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<p className="text-center text-gray-400">
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{store.victory
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? 'The Awakened One falls! Your power echoes through eternity.'
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: 'The time loop resets... but you remember.'}
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</p>
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<div className="grid grid-cols-2 gap-3">
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<div className="p-3 bg-gray-800 rounded">
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<div className="text-xl font-bold text-amber-400 game-mono">{fmt(store.loopInsight)}</div>
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<div className="text-xs text-gray-400">Insight Gained</div>
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</div>
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<div className="p-3 bg-gray-800 rounded">
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<div className="text-xl font-bold text-blue-400 game-mono">{store.maxFloorReached}</div>
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<div className="text-xs text-gray-400">Best Floor</div>
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</div>
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<div className="p-3 bg-gray-800 rounded">
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<div className="text-xl font-bold text-purple-400 game-mono">{store.signedPacts.length}</div>
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<div className="text-xs text-gray-400">Pacts Signed</div>
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</div>
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<div className="p-3 bg-gray-800 rounded">
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<div className="text-xl font-bold text-green-400 game-mono">{store.loopCount + 1}</div>
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<div className="text-xs text-gray-400">Total Loops</div>
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</div>
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</div>
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</CardContent>
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</Card>
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{/* Memory Slot Picker */}
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{store.memorySlots > 0 && !memoriesConfirmed && (
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<MemorySlotPicker onConfirm={() => setMemoriesConfirmed(true)} />
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)}
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<Button
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className="w-full bg-gradient-to-r from-blue-600 to-purple-600 hover:from-blue-700 hover:to-purple-700"
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size="lg"
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onClick={handleStartNewLoop}
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disabled={store.memorySlots > 0 && !memoriesConfirmed}
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>
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Begin New Loop
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{store.memorySlots > 0 && !memoriesConfirmed && ' (Confirm Memories First)'}
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</Button>
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</div>
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</div>
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);
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}
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+206
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'use client';
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import { useState, useMemo } from 'react';
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import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
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import { Button } from '@/components/ui/button';
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import { Badge } from '@/components/ui/badge';
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import { ScrollArea } from '@/components/ui/scroll-area';
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import { Save, Trash2, Star, ChevronUp } from 'lucide-react';
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import { useGameContext } from '../GameContext';
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import { SKILLS_DEF } from '@/lib/game/constants';
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import { getTierMultiplier, getBaseSkillId } from '@/lib/game/skill-evolution';
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import type { Memory } from '@/lib/game/types';
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interface MemorySlotPickerProps {
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onConfirm?: () => void;
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}
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export function MemorySlotPicker({ onConfirm }: MemorySlotPickerProps) {
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const { store } = useGameContext();
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const [selectedSkills, setSelectedSkills] = useState<Memory[]>(store.memories || []);
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// Get all skills that have progress and can be saved
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const saveableSkills = useMemo(() => {
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const skills: { skillId: string; level: number; tier: number; upgrades: string[]; name: string }[] = [];
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for (const [skillId, level] of Object.entries(store.skills)) {
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if (level && level > 0) {
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const baseSkillId = getBaseSkillId(skillId);
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const tier = store.skillTiers?.[baseSkillId] || 1;
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const tieredSkillId = tier > 1 ? `${baseSkillId}_t${tier}` : baseSkillId;
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const upgrades = store.skillUpgrades?.[tieredSkillId] || [];
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const skillDef = SKILLS_DEF[baseSkillId];
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// Only include if it's a base skill (not a tiered variant in the skills object)
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if (skillId === baseSkillId || skillId.includes('_t')) {
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// Get the actual skill ID and level
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const actualLevel = store.skills[tieredSkillId] || store.skills[baseSkillId] || 0;
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if (actualLevel > 0) {
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skills.push({
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skillId: baseSkillId,
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level: actualLevel,
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tier,
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upgrades,
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name: skillDef?.name || baseSkillId,
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});
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}
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}
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}
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}
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// Remove duplicates and keep highest tier/level
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const uniqueSkills = new Map<string, typeof skills[0]>();
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for (const skill of skills) {
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const existing = uniqueSkills.get(skill.skillId);
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if (!existing || skill.tier > existing.tier || (skill.tier === existing.tier && skill.level > existing.level)) {
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uniqueSkills.set(skill.skillId, skill);
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}
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}
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return Array.from(uniqueSkills.values()).sort((a, b) => {
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// Sort by tier then level then name
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if (a.tier !== b.tier) return b.tier - a.tier;
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if (a.level !== b.level) return b.level - a.level;
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return a.name.localeCompare(b.name);
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});
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}, [store.skills, store.skillTiers, store.skillUpgrades]);
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const isSkillSelected = (skillId: string) => selectedSkills.some(m => m.skillId === skillId);
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const canAddMore = selectedSkills.length < store.memorySlots;
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const toggleSkill = (skillId: string) => {
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const existingIndex = selectedSkills.findIndex(m => m.skillId === skillId);
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if (existingIndex >= 0) {
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// Remove it
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setSelectedSkills(selectedSkills.filter((_, i) => i !== existingIndex));
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} else if (canAddMore) {
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// Add it
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const skill = saveableSkills.find(s => s.skillId === skillId);
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if (skill) {
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setSelectedSkills([...selectedSkills, {
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skillId: skill.skillId,
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level: skill.level,
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tier: skill.tier,
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upgrades: skill.upgrades,
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}]);
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}
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}
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};
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const handleConfirm = () => {
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// Clear and re-add selected memories
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store.clearMemories();
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for (const memory of selectedSkills) {
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store.addMemory(memory);
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}
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onConfirm?.();
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};
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return (
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<Card className="bg-gray-900/80 border-gray-700">
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<CardHeader className="pb-2">
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<CardTitle className="text-amber-400 game-panel-title text-sm flex items-center gap-2">
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<Save className="w-4 h-4" />
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Memory Slots ({selectedSkills.length}/{store.memorySlots})
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</CardTitle>
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</CardHeader>
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<CardContent className="space-y-3">
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<p className="text-xs text-gray-400">
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Select skills to preserve in your memory. Saved skills will retain their level, tier, and upgrades in the next loop.
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</p>
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{/* Selected Skills */}
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{selectedSkills.length > 0 && (
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<div className="space-y-1">
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<div className="text-xs text-green-400 game-panel-title">Saved to Memory:</div>
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<div className="flex flex-wrap gap-1">
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{selectedSkills.map((memory) => {
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const skillDef = SKILLS_DEF[memory.skillId];
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return (
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<Badge
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key={memory.skillId}
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className="bg-amber-900/50 text-amber-200 cursor-pointer hover:bg-red-900/50"
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onClick={() => toggleSkill(memory.skillId)}
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>
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{skillDef?.name || memory.skillId}
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{' '}Lv.{memory.level}
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{memory.tier > 1 && ` T${memory.tier}`}
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{memory.upgrades.length > 0 && ` (${memory.upgrades.length}⭐)`}
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<Trash2 className="w-3 h-3 ml-1" />
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</Badge>
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);
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})}
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</div>
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</div>
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)}
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{/* Available Skills */}
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<div className="text-xs text-gray-400 game-panel-title">Skills to Save:</div>
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<ScrollArea className="h-48">
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<div className="space-y-1 pr-2">
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{saveableSkills.length === 0 ? (
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<div className="text-gray-500 text-xs text-center py-4">
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No skills with progress to save
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</div>
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) : (
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saveableSkills.map((skill) => {
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const isSelected = isSkillSelected(skill.skillId);
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const tierMult = getTierMultiplier(skill.tier > 1 ? `${skill.skillId}_t${skill.tier}` : skill.skillId);
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return (
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<div
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key={skill.skillId}
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className={`p-2 rounded border cursor-pointer transition-all ${
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isSelected
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? 'border-amber-500 bg-amber-900/30'
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: canAddMore
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? 'border-gray-700 bg-gray-800/50 hover:border-gray-600'
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: 'border-gray-800 bg-gray-900/30 opacity-50'
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}`}
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onClick={() => toggleSkill(skill.skillId)}
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>
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<div className="flex items-center justify-between">
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<div className="flex items-center gap-2">
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<span className="font-semibold text-sm">{skill.name}</span>
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{skill.tier > 1 && (
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<Badge className="bg-purple-600/50 text-purple-200 text-xs">
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Tier {skill.tier} ({tierMult}x)
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</Badge>
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)}
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</div>
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<div className="flex items-center gap-2">
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<span className="text-purple-400 text-sm">Lv.{skill.level}</span>
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{skill.upgrades.length > 0 && (
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<Badge className="bg-amber-700/50 text-amber-200 text-xs flex items-center gap-1">
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<Star className="w-3 h-3" />
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{skill.upgrades.length}
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</Badge>
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)}
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</div>
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</div>
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{skill.upgrades.length > 0 && (
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<div className="text-xs text-gray-500 mt-1">
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Upgrades: {skill.upgrades.length} selected
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</div>
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)}
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</div>
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);
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})
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)}
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</div>
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</ScrollArea>
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{/* Confirm Button */}
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<Button
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className="w-full bg-amber-600 hover:bg-amber-700"
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onClick={handleConfirm}
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>
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<Save className="w-4 h-4 mr-2" />
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Confirm Memories
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</Button>
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</CardContent>
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</Card>
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);
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}
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Executable
+60
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'use client';
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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 { BookOpen, X } from 'lucide-react';
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import { useGameContext } from '../GameContext';
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import { formatStudyTime } from '../types';
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import { SKILLS_DEF, SPELLS_DEF } from '@/lib/game/constants';
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interface StudyProgressProps {
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target: NonNullable<ReturnType<typeof useGameContext>['store']['currentStudyTarget']>;
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showCancel?: boolean;
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speedLabel?: string;
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}
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export function StudyProgress({ target, showCancel = true, speedLabel }: StudyProgressProps) {
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const { store, studySpeedMult } = useGameContext();
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const progressPct = Math.min(100, (target.progress / target.required) * 100);
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const isSkill = target.type === 'skill';
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const def = isSkill ? SKILLS_DEF[target.id] : SPELLS_DEF[target.id];
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const currentLevel = isSkill ? store.skills[target.id] || 0 : 0;
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const handleCancel = () => {
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// Calculate retention bonus from knowledge retention skill
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const retentionBonus = 0.2 * (store.skills.knowledgeRetention || 0);
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store.cancelStudy(retentionBonus);
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};
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return (
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<div className="p-3 rounded border border-purple-600/50 bg-purple-900/20">
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<div className="flex items-center justify-between mb-2">
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<div className="flex items-center gap-2">
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<BookOpen className="w-4 h-4 text-purple-400" />
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<span className="text-sm font-semibold text-purple-300">
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{def?.name}
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{isSkill && ` Lv.${currentLevel + 1}`}
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</span>
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</div>
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{showCancel && (
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<Button
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variant="ghost"
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size="sm"
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className="h-6 w-6 p-0 text-gray-400 hover:text-white"
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onClick={handleCancel}
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>
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<X className="w-4 h-4" />
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</Button>
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)}
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</div>
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<Progress value={progressPct} className="h-2 bg-gray-800" />
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<div className="flex justify-between text-xs text-gray-400 mt-1">
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<span>
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{formatStudyTime(target.progress)} / {formatStudyTime(target.required)}
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</span>
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<span>{speedLabel ?? `${studySpeedMult.toFixed(1)}x speed`}</span>
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</div>
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</div>
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);
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}
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Executable
+126
@@ -0,0 +1,126 @@
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'use client';
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import { useState } from 'react';
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import { Dialog, DialogContent, DialogHeader, DialogTitle, DialogDescription } from '@/components/ui/dialog';
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import { Button } from '@/components/ui/button';
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import { Badge } from '@/components/ui/badge';
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import { useGameContext } from '../GameContext';
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import { SKILLS_DEF } from '@/lib/game/constants';
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interface UpgradeDialogProps {
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skillId: string | null;
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milestone: 5 | 10;
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onClose: () => void;
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}
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export function UpgradeDialog({ skillId, milestone, onClose }: UpgradeDialogProps) {
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const { store } = useGameContext();
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const skillDef = skillId ? SKILLS_DEF[skillId] : null;
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const { available, selected: alreadySelected } = skillId
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? store.getSkillUpgradeChoices(skillId, milestone)
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: { available: [], selected: [] };
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// Use local state for selections within this dialog session
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const [pendingSelections, setPendingSelections] = useState<string[]>(() => [...alreadySelected]);
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const toggleUpgrade = (upgradeId: string) => {
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setPendingSelections((prev) => {
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if (prev.includes(upgradeId)) {
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return prev.filter((id) => id !== upgradeId);
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} else if (prev.length < 2) {
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return [...prev, upgradeId];
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}
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return prev;
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});
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};
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const handleDone = () => {
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if (pendingSelections.length === 2 && skillId) {
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store.commitSkillUpgrades(skillId, pendingSelections);
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}
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onClose();
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};
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const handleOpenChange = (open: boolean) => {
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if (!open) {
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setPendingSelections([...alreadySelected]);
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onClose();
|
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}
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};
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// Don't render if no skill selected
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if (!skillId) return null;
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return (
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<Dialog open={!!skillId} onOpenChange={handleOpenChange}>
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<DialogContent className="bg-gray-900 border-gray-700 max-w-lg">
|
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<DialogHeader>
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<DialogTitle className="text-amber-400">Choose Upgrade - {skillDef?.name || skillId}</DialogTitle>
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<DialogDescription className="text-gray-400">
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Level {milestone} Milestone - Select 2 upgrades ({pendingSelections.length}/2 chosen)
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</DialogDescription>
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</DialogHeader>
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||||
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<div className="space-y-2 mt-4">
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{available.map((upgrade) => {
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const isSelected = pendingSelections.includes(upgrade.id);
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const canToggle = pendingSelections.length < 2 || isSelected;
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return (
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<div
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key={upgrade.id}
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||||
className={`p-3 rounded border cursor-pointer transition-all ${
|
||||
isSelected
|
||||
? 'border-amber-500 bg-amber-900/30'
|
||||
: canToggle
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? 'border-gray-600 bg-gray-800/50 hover:border-amber-500/50 hover:bg-gray-800'
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: 'border-gray-700 bg-gray-800/30 opacity-50 cursor-not-allowed'
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}`}
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onClick={() => {
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if (canToggle) {
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toggleUpgrade(upgrade.id);
|
||||
}
|
||||
}}
|
||||
>
|
||||
<div className="flex items-center justify-between">
|
||||
<div className="font-semibold text-sm text-amber-300">{upgrade.name}</div>
|
||||
{isSelected && <Badge className="bg-amber-600 text-amber-100">Selected</Badge>}
|
||||
</div>
|
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<div className="text-xs text-gray-400 mt-1">{upgrade.desc}</div>
|
||||
{upgrade.effect.type === 'multiplier' && (
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<div className="text-xs text-green-400 mt-1">
|
||||
+{Math.round((upgrade.effect.value! - 1) * 100)}% {upgrade.effect.stat}
|
||||
</div>
|
||||
)}
|
||||
{upgrade.effect.type === 'bonus' && (
|
||||
<div className="text-xs text-blue-400 mt-1">
|
||||
+{upgrade.effect.value} {upgrade.effect.stat}
|
||||
</div>
|
||||
)}
|
||||
{upgrade.effect.type === 'special' && (
|
||||
<div className="text-xs text-cyan-400 mt-1">⚡ {upgrade.desc || 'Special effect'}</div>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
|
||||
<div className="flex justify-end gap-2 mt-4">
|
||||
<Button
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
setPendingSelections([...alreadySelected]);
|
||||
onClose();
|
||||
}}
|
||||
>
|
||||
Cancel
|
||||
</Button>
|
||||
<Button variant="default" onClick={handleDone} disabled={pendingSelections.length !== 2}>
|
||||
{pendingSelections.length < 2 ? `Select ${2 - pendingSelections.length} more` : 'Confirm'}
|
||||
</Button>
|
||||
</div>
|
||||
</DialogContent>
|
||||
</Dialog>
|
||||
);
|
||||
}
|
||||
Reference in New Issue
Block a user