fix: remove dead GameContext system and orphaned MemorySlotPicker
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GameContext (Provider, hooks, context-create, types) was never wired into
the app — no layout or page wrapped children with GameProvider. The only
consumer, MemorySlotPicker, was itself orphaned (never imported/rendered).
The app uses direct Zustand hooks throughout. Removes 6 dead files.

Fixes #65
This commit is contained in:
2026-05-18 19:38:22 +02:00
parent ff3a268358
commit 4f932b6810
9 changed files with 2 additions and 625 deletions
+1 -1
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@@ -1,5 +1,5 @@
# Circular Dependencies # Circular Dependencies
Generated: 2026-05-18T13:14:04.833Z Generated: 2026-05-18T15:51:10.807Z
Found: 1 circular chain(s) — these MUST be fixed before modifying involved files. Found: 1 circular chain(s) — these MUST be fixed before modifying involved files.
1. Processed 123 files (1.2s) (29 warnings) 1. Processed 123 files (1.2s) (29 warnings)
+1 -1
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@@ -1,6 +1,6 @@
{ {
"_meta": { "_meta": {
"generated": "2026-05-18T13:14:03.496Z", "generated": "2026-05-18T15:51:09.351Z",
"description": "Import dependency graph for src/lib/game. Keys are files, values are arrays of files they import.", "description": "Import dependency graph for src/lib/game. Keys are files, values are arrays of files they import.",
"usage": "To find what a file affects, search for its path in the VALUES. To find what a file depends on, look at its KEY entry." "usage": "To find what a file affects, search for its path in the VALUES. To find what a file depends on, look at its KEY entry."
}, },
-7
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@@ -63,11 +63,6 @@ Mana-Loop/
│ │ └── page.tsx │ │ └── page.tsx
│ ├── components/ │ ├── components/
│ │ ├── game/ │ │ ├── game/
│ │ │ ├── GameContext/
│ │ │ │ ├── Provider.tsx
│ │ │ │ ├── context-create.ts
│ │ │ │ ├── hooks.ts
│ │ │ │ └── types.ts
│ │ │ ├── LootInventory/ │ │ │ ├── LootInventory/
│ │ │ │ ├── BlueprintsSection.tsx │ │ │ │ ├── BlueprintsSection.tsx
│ │ │ │ ├── EquipmentItem.tsx │ │ │ │ ├── EquipmentItem.tsx
@@ -106,7 +101,6 @@ Mana-Loop/
│ │ │ │ ├── debug-context.tsx │ │ │ │ ├── debug-context.tsx
│ │ │ │ └── index.tsx │ │ │ │ └── index.tsx
│ │ │ ├── shared/ │ │ │ ├── shared/
│ │ │ │ └── MemorySlotPicker.tsx
│ │ │ ├── tabs/ │ │ │ ├── tabs/
│ │ │ │ ├── ActivityLog.tsx │ │ │ │ ├── ActivityLog.tsx
│ │ │ │ ├── DisciplinesTab.tsx │ │ │ │ ├── DisciplinesTab.tsx
@@ -118,7 +112,6 @@ Mana-Loop/
│ │ │ ├── CalendarDisplay.tsx │ │ │ ├── CalendarDisplay.tsx
│ │ │ ├── ConfirmDialog.tsx │ │ │ ├── ConfirmDialog.tsx
│ │ │ ├── CraftingProgress.tsx │ │ │ ├── CraftingProgress.tsx
│ │ │ ├── GameContext.tsx
│ │ │ ├── GameToast.tsx │ │ │ ├── GameToast.tsx
│ │ │ ├── ManaDisplay.tsx │ │ │ ├── ManaDisplay.tsx
│ │ │ ├── SpellsTab.tsx │ │ │ ├── SpellsTab.tsx
-10
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@@ -1,10 +0,0 @@
'use client';
// Re-export everything from the modular GameContext files
export { GameProvider, GameProvider as default } from './GameContext/Provider';
export { useGameContext } from './GameContext/hooks';
export { GameContext } from './GameContext/context-create';
export type { GameContextValue, UnifiedStore } from './GameContext/types';
// Re-export useGameLoop for convenience
export { useGameLoop } from '@/lib/game/stores/gameHooks';
@@ -1,256 +0,0 @@
'use client';
import { useMemo, type ReactNode } from 'react';
import { useManaStore } from '@/lib/game/stores/manaStore';
import { usePrestigeStore } from '@/lib/game/stores/prestigeStore';
import { useUIStore } from '@/lib/game/stores/uiStore';
import { useCombatStore } from '@/lib/game/stores/combatStore';
import { useGameStore } from '@/lib/game/stores/gameStore';
import { computeEffects } from '@/lib/game/effects/upgrade-effects';
import { hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/effects/special-effects';
import {
computeMaxMana,
computeRegen,
computeClickMana,
getMeditationBonus,
canAffordSpellCost,
calcDamage,
getFloorElement,
getBoonBonuses,
getIncursionStrength,
} from '@/lib/game/utils';
import {
ELEMENTS,
GUARDIANS,
SPELLS_DEF,
} from '@/lib/game/constants';
import type { ElementDef, GuardianDef, SpellDef, GameAction } from '@/lib/game/types';
import type { UnifiedStore, GameContextValue } from './types';
import { GameContext } from './context-create';
function createUnifiedStore(
gameStore: ReturnType<typeof useGameStore.getState>,
manaState: ReturnType<typeof useManaStore.getState>,
prestigeState: ReturnType<typeof usePrestigeStore.getState>,
uiState: ReturnType<typeof useUIStore.getState>,
combatState: ReturnType<typeof useCombatStore.getState>
): UnifiedStore {
return {
// From gameStore
day: gameStore.day,
hour: gameStore.hour,
incursionStrength: gameStore.incursionStrength,
containmentWards: gameStore.containmentWards,
initialized: gameStore.initialized,
tick: gameStore.tick,
resetGame: gameStore.resetGame,
gatherMana: gameStore.gatherMana,
startNewLoop: gameStore.startNewLoop,
// From manaStore
rawMana: manaState.rawMana,
meditateTicks: manaState.meditateTicks,
totalManaGathered: manaState.totalManaGathered,
elements: manaState.elements,
setRawMana: manaState.setRawMana,
addRawMana: manaState.addRawMana,
spendRawMana: manaState.spendRawMana,
convertMana: manaState.convertMana,
unlockElement: manaState.unlockElement,
craftComposite: manaState.craftComposite,
// From prestigeStore
loopCount: prestigeState.loopCount,
insight: prestigeState.insight,
totalInsight: prestigeState.totalInsight,
loopInsight: prestigeState.loopInsight,
prestigeUpgrades: prestigeState.prestigeUpgrades,
memorySlots: prestigeState.memorySlots,
pactSlots: prestigeState.pactSlots,
memories: prestigeState.memories,
defeatedGuardians: prestigeState.defeatedGuardians,
signedPacts: prestigeState.signedPacts,
pactRitualFloor: prestigeState.pactRitualFloor,
pactRitualProgress: prestigeState.pactRitualProgress,
doPrestige: prestigeState.doPrestige,
addMemory: prestigeState.addMemory,
removeMemory: prestigeState.removeMemory,
clearMemories: prestigeState.clearMemories,
startPactRitual: prestigeState.startPactRitual,
cancelPactRitual: prestigeState.cancelPactRitual,
removePact: prestigeState.removePact,
defeatGuardian: prestigeState.defeatGuardian,
// From combatStore
currentFloor: combatState.currentFloor,
floorHP: combatState.floorHP,
floorMaxHP: combatState.floorMaxHP,
maxFloorReached: combatState.maxFloorReached,
activeSpell: combatState.activeSpell,
currentAction: combatState.currentAction,
castProgress: combatState.castProgress,
spells: combatState.spells,
setAction: combatState.setAction,
setSpell: combatState.setSpell,
learnSpell: combatState.learnSpell,
advanceFloor: combatState.advanceFloor,
// From uiStore
log: uiState.logs,
paused: uiState.paused,
gameOver: uiState.gameOver,
victory: uiState.victory,
addLog: uiState.addLog,
togglePause: uiState.togglePause,
setPaused: uiState.setPaused,
setGameOver: uiState.setGameOver,
};
}
export function GameProvider({ children }: { children: ReactNode }) {
// Get all individual stores
const gameStore = useGameStore();
const manaState = useManaStore();
const prestigeState = usePrestigeStore();
const uiState = useUIStore();
const combatState = useCombatStore();
// Create unified store object for backward compatibility
const unifiedStore = useMemo(
() => createUnifiedStore(gameStore, manaState, prestigeState, uiState, combatState),
[gameStore, manaState, prestigeState, uiState, combatState]
);
// Computed effects from upgrades
const upgradeEffects = useMemo(
() => computeEffects({}, {}),
[]
);
// Create a minimal state object for compute functions
const stateForCompute = useMemo(() => ({
prestigeUpgrades: prestigeState.prestigeUpgrades,
signedPacts: prestigeState.signedPacts,
rawMana: manaState.rawMana,
meditateTicks: manaState.meditateTicks,
incursionStrength: gameStore.incursionStrength,
}), [prestigeState, manaState, gameStore.incursionStrength]);
// Derived stats
const maxMana = useMemo(
() => computeMaxMana(stateForCompute, upgradeEffects),
[stateForCompute, upgradeEffects]
);
const baseRegen = useMemo(
() => computeRegen(stateForCompute, upgradeEffects),
[stateForCompute, upgradeEffects]
);
const clickMana = useMemo(() => computeClickMana(stateForCompute), [stateForCompute]);
// Floor element from combat store
const floorElem = useMemo(() => getFloorElement(combatState.currentFloor), [combatState.currentFloor]);
const floorElemDef = ELEMENTS[floorElem];
const isGuardianFloor = !!GUARDIANS[combatState.currentFloor];
const currentGuardian = GUARDIANS[combatState.currentFloor];
const activeSpellDef = SPELLS_DEF[combatState.activeSpell];
const meditationMultiplier = useMemo(
() => getMeditationBonus(manaState.meditateTicks, {}, upgradeEffects.meditationEfficiency),
[manaState.meditateTicks, upgradeEffects.meditationEfficiency]
);
const incursionStrength = useMemo(
() => getIncursionStrength(gameStore.day, gameStore.hour),
[gameStore.day, gameStore.hour]
);
const studySpeedMult = 1;
const studyCostMult = 1;
// Effective regen calculations
const effectiveRegenWithSpecials = baseRegen * (1 - incursionStrength);
const manaCascadeBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_CASCADE)
? Math.floor(maxMana / 100) * 0.1
: 0;
const manaWaterfallBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_WATERFALL)
? Math.floor(maxMana / 100) * 0.25
: 0;
const effectiveRegen = (effectiveRegenWithSpecials + manaCascadeBonus + manaWaterfallBonus) * meditationMultiplier;
// Has special flags for UI
const hasManaWaterfall = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_WATERFALL);
const hasFlowSurge = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.FLOW_SURGE);
const hasManaOverflow = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_OVERFLOW);
const hasEternalFlow = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.ETERNAL_FLOW);
// Active boons
const activeBoons = useMemo(
() => getBoonBonuses(prestigeState.signedPacts),
[prestigeState.signedPacts]
);
// DPS calculation - based on active spell, attack speed, and damage
const dps = useMemo(() => {
if (!activeSpellDef) return 0;
const baseDmg = calcDamage(
{ signedPacts: prestigeState.signedPacts },
combatState.activeSpell,
floorElem
);
const dmgWithEffects = baseDmg * upgradeEffects.baseDamageMultiplier + upgradeEffects.baseDamageBonus;
const attackSpeed = (1 + 0 * 0.05) * upgradeEffects.attackSpeedMultiplier;
const castSpeed = activeSpellDef.castSpeed || 1;
return dmgWithEffects * attackSpeed * castSpeed;
}, [activeSpellDef, prestigeState.signedPacts, floorElem, upgradeEffects, combatState.activeSpell]);
// Helper functions
const canCastSpell = (spellId: string): boolean => {
const spell = SPELLS_DEF[spellId];
if (!spell) return false;
return canAffordSpellCost(spell.cost, manaState.rawMana, manaState.elements);
};
const value: GameContextValue = {
store: unifiedStore,
manaStore: manaState,
prestigeStore: prestigeState,
uiStore: uiState,
combatStore: combatState,
upgradeEffects,
maxMana,
baseRegen,
clickMana,
floorElem,
floorElemDef,
isGuardianFloor,
currentGuardian,
activeSpellDef,
meditationMultiplier,
incursionStrength,
studySpeedMult,
studyCostMult,
effectiveRegenWithSpecials,
manaCascadeBonus,
manaWaterfallBonus,
effectiveRegen,
hasManaWaterfall,
hasFlowSurge,
hasManaOverflow,
hasEternalFlow,
dps,
activeBoons,
canCastSpell,
hasSpecial,
SPECIAL_EFFECTS,
};
return <GameContext.Provider value={value}>{children}</GameContext.Provider>;
}
GameProvider.displayName = "GameProvider";
@@ -1,4 +0,0 @@
import { createContext } from 'react';
import type { GameContextValue } from './types';
export const GameContext = createContext<GameContextValue | null>(null);
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@@ -1,13 +0,0 @@
'use client';
import { useContext } from 'react';
import { GameContext } from './context-create';
import type { GameContextValue } from './types';
export function useGameContext(): GameContextValue {
const context = useContext(GameContext);
if (!context) {
throw new Error('useGameContext must be used within a GameProvider');
}
return context;
}
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@@ -1,131 +0,0 @@
import type { ElementDef, GuardianDef, SpellDef, GameAction } from '@/lib/game/types';
import { useManaStore } from '@/lib/game/stores/manaStore';
import { usePrestigeStore } from '@/lib/game/stores/prestigeStore';
import { useUIStore } from '@/lib/game/stores/uiStore';
import { useCombatStore } from '@/lib/game/stores/combatStore';
import { computeEffects } from '@/lib/game/effects/upgrade-effects';
import { hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/effects/special-effects';
import { getBoonBonuses } from '@/lib/game/utils';
// Define a unified store type that combines all stores
export interface UnifiedStore {
// From gameStore (coordinator)
day: number;
hour: number;
incursionStrength: number;
containmentWards: number;
initialized: boolean;
tick: () => void;
resetGame: () => void;
gatherMana: () => void;
startNewLoop: () => void;
// From manaStore
rawMana: number;
meditateTicks: number;
totalManaGathered: number;
elements: Record<string, { current: number; max: number; unlocked: boolean }>;
setRawMana: (amount: number) => void;
addRawMana: (amount: number, max: number) => void;
spendRawMana: (amount: number) => boolean;
convertMana: (element: string, amount: number) => boolean;
unlockElement: (element: string, cost: number) => boolean;
craftComposite: (target: string, recipe: string[]) => boolean;
// From prestigeStore
loopCount: number;
insight: number;
totalInsight: number;
loopInsight: number;
prestigeUpgrades: Record<string, number>;
memorySlots: number;
pactSlots: number;
memories: Array<{ skillId: string; level: number; tier: number; upgrades: string[] }>;
defeatedGuardians: number[];
signedPacts: number[];
pactRitualFloor: number | null;
pactRitualProgress: number;
doPrestige: (id: string) => void;
addMemory: (memory: { skillId: string; level: number; tier: number; upgrades: string[] }) => void;
removeMemory: (skillId: string) => void;
clearMemories: () => void;
startPactRitual: (floor: number, rawMana: number) => boolean;
cancelPactRitual: () => void;
removePact: (floor: number) => void;
defeatGuardian: (floor: number) => void;
// From combatStore
currentFloor: number;
floorHP: number;
floorMaxHP: number;
maxFloorReached: number;
activeSpell: string;
currentAction: GameAction;
castProgress: number;
spells: Record<string, { learned: boolean; level: number; studyProgress?: number }>;
setAction: (action: GameAction) => void;
setSpell: (spellId: string) => void;
learnSpell: (spellId: string) => void;
advanceFloor: () => void;
// From uiStore
log: string[];
paused: boolean;
gameOver: boolean;
victory: boolean;
addLog: (message: string) => void;
togglePause: () => void;
setPaused: (paused: boolean) => void;
setGameOver: (gameOver: boolean, victory?: boolean) => void;
}
export interface GameContextValue {
// Unified store for backward compatibility
store: UnifiedStore;
// Individual stores for direct access if needed
manaStore: ReturnType<typeof useManaStore.getState>;
prestigeStore: ReturnType<typeof usePrestigeStore.getState>;
uiStore: ReturnType<typeof useUIStore.getState>;
combatStore: ReturnType<typeof useCombatStore.getState>;
// Computed effects from upgrades
upgradeEffects: ReturnType<typeof computeEffects>;
// Derived stats
maxMana: number;
baseRegen: number;
clickMana: number;
floorElem: string;
floorElemDef: ElementDef | undefined;
isGuardianFloor: boolean;
currentGuardian: GuardianDef | undefined;
activeSpellDef: SpellDef | undefined;
meditationMultiplier: number;
incursionStrength: number;
studySpeedMult: number;
studyCostMult: number;
// Effective regen calculations
effectiveRegenWithSpecials: number;
manaCascadeBonus: number;
manaWaterfallBonus: number;
effectiveRegen: number;
// Has special flags
hasManaWaterfall: boolean;
hasFlowSurge: boolean;
hasManaOverflow: boolean;
hasEternalFlow: boolean;
// DPS calculation
dps: number;
// Boons
activeBoons: ReturnType<typeof getBoonBonuses>;
// Helpers
canCastSpell: (spellId: string) => boolean;
hasSpecial: (effects: ReturnType<typeof computeEffects>, specialId: string) => boolean;
SPECIAL_EFFECTS: typeof SPECIAL_EFFECTS;
}
@@ -1,202 +0,0 @@
'use client';
import { useState, useMemo } from 'react';
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
import { Button } from '@/components/ui/button';
import { Badge } from '@/components/ui/badge';
import { ScrollArea } from '@/components/ui/scroll-area';
import { Save, Trash2, Star } from 'lucide-react';
import { useGameContext } from '../GameContext';
import type { Memory } from '@/lib/game/types';
interface MemorySlotPickerProps {
onConfirm?: () => void;
}
export function MemorySlotPicker({ onConfirm }: MemorySlotPickerProps) {
const { store } = useGameContext();
const [selectedSkills, setSelectedSkills] = useState<Memory[]>(store.memories || []);
// Get all skills that have progress and can be saved
const saveableSkills = useMemo(() => {
const skills: { skillId: string; level: number; tier: number; upgrades: string[]; name: string }[] = [];
for (const [skillId, level] of Object.entries(store.skills)) {
if (level && level > 0) {
const baseSkillId = skillId;
const tier = store.skillTiers?.[baseSkillId] || 1;
const tieredSkillId = tier > 1 ? `${baseSkillId}_t${tier}` : baseSkillId;
const upgrades = store.skillUpgrades?.[tieredSkillId] || [];
// Only include if it's a base skill (not a tiered variant in the skills object)
if (skillId === baseSkillId || skillId.includes('_t')) {
// Get the actual skill ID and level
const actualLevel = store.skills[tieredSkillId] || store.skills[baseSkillId] || 0;
if (actualLevel > 0) {
skills.push({
skillId: baseSkillId,
level: actualLevel,
tier,
upgrades,
name: baseSkillId,
});
}
}
}
}
// Remove duplicates and keep highest tier/level
const uniqueSkills = new Map<string, typeof skills[0]>();
for (const skill of skills) {
const existing = uniqueSkills.get(skill.skillId);
if (!existing || skill.tier > existing.tier || (skill.tier === existing.tier && skill.level > existing.level)) {
uniqueSkills.set(skill.skillId, skill);
}
}
return Array.from(uniqueSkills.values()).sort((a, b) => {
// Sort by tier then level then name
if (a.tier !== b.tier) return b.tier - a.tier;
if (a.level !== b.level) return b.level - a.level;
return a.name.localeCompare(b.name);
});
}, [store.skills, store.skillTiers, store.skillUpgrades]);
const isSkillSelected = (skillId: string) => selectedSkills.some(m => m.skillId === skillId);
const canAddMore = selectedSkills.length < store.memorySlots;
const toggleSkill = (skillId: string) => {
const existingIndex = selectedSkills.findIndex(m => m.skillId === skillId);
if (existingIndex >= 0) {
// Remove it
setSelectedSkills(selectedSkills.filter((_, i) => i !== existingIndex));
} else if (canAddMore) {
// Add it
const skill = saveableSkills.find(s => s.skillId === skillId);
if (skill) {
setSelectedSkills([...selectedSkills, {
skillId: skill.skillId,
level: skill.level,
tier: skill.tier,
upgrades: skill.upgrades,
}]);
}
}
};
const handleConfirm = () => {
// Clear and re-add selected memories
store.clearMemories();
for (const memory of selectedSkills) {
store.addMemory(memory);
}
onConfirm?.();
};
return (
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-sm flex items-center gap-2">
<Save className="w-4 h-4" />
Memory Slots ({selectedSkills.length}/{store.memorySlots})
</CardTitle>
</CardHeader>
<CardContent className="space-y-3">
<p className="text-xs text-gray-400">
Select skills to preserve in your memory. Saved skills will retain their level, tier, and upgrades in the next loop.
</p>
{/* Selected Skills */}
{selectedSkills.length > 0 && (
<div className="space-y-1">
<div className="text-xs text-green-400 game-panel-title">Saved to Memory:</div>
<div className="flex flex-wrap gap-1">
{selectedSkills.map((memory) => (
<Badge
key={memory.skillId}
className="bg-amber-900/50 text-amber-200 cursor-pointer hover:bg-red-900/50"
onClick={() => toggleSkill(memory.skillId)}
>
{memory.skillId}
{' '}Lv.{memory.level}
{memory.tier > 1 && ` T${memory.tier}`}
{memory.upgrades.length > 0 && ` (${memory.upgrades.length}⭐)`}
<Trash2 className="w-3 h-3 ml-1" />
</Badge>
))}
</div>
</div>
)}
{/* Available Skills */}
<div className="text-xs text-gray-400 game-panel-title">Skills to Save:</div>
<ScrollArea className="h-48">
<div className="space-y-1 pr-2">
{saveableSkills.length === 0 ? (
<div className="text-gray-500 text-xs text-center py-4">
No skills with progress to save
</div>
) : (
saveableSkills.map((skill) => {
const isSelected = isSkillSelected(skill.skillId);
const tierMult = 1;
return (
<div
key={skill.skillId}
className={`p-2 rounded border cursor-pointer transition-all ${
isSelected
? 'border-amber-500 bg-amber-900/30'
: canAddMore
? 'border-gray-700 bg-gray-800/50 hover:border-gray-600'
: 'border-gray-800 bg-gray-900/30 opacity-50'
}`}
onClick={() => toggleSkill(skill.skillId)}
>
<div className="flex items-center justify-between">
<div className="flex items-center gap-2">
<span className="font-semibold text-sm">{skill.name}</span>
{skill.tier > 1 && (
<Badge className="bg-purple-600/50 text-purple-200 text-xs">
Tier {skill.tier} ({tierMult}x)
</Badge>
)}
</div>
<div className="flex items-center gap-2">
<span className="text-purple-400 text-sm">Lv.{skill.level}</span>
{skill.upgrades.length > 0 && (
<Badge className="bg-amber-700/50 text-amber-200 text-xs flex items-center gap-1">
<Star className="w-3 h-3" />
{skill.upgrades.length}
</Badge>
)}
</div>
</div>
{skill.upgrades.length > 0 && (
<div className="text-xs text-gray-500 mt-1">
Upgrades: {skill.upgrades.length} selected
</div>
)}
</div>
);
})
)}
</div>
</ScrollArea>
{/* Confirm Button */}
<Button
className="w-full bg-amber-600 hover:bg-amber-700"
onClick={handleConfirm}
>
<Save className="w-4 h-4 mr-2" />
Confirm Memories
</Button>
</CardContent>
</Card>
);
}
MemorySlotPicker.displayName = "MemorySlotPicker";