Initial commit
This commit is contained in:
7
src/components/game/index.ts
Executable file
7
src/components/game/index.ts
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// ─── Game Components Index ──────────────────────────────────────────────────────
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// Re-exports all game tab components for cleaner imports
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export { CraftingTab } from './tabs/CraftingTab';
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export { SpireTab } from './tabs/SpireTab';
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export { SpellsTab } from './tabs/SpellsTab';
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export { LabTab } from './tabs/LabTab';
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802
src/components/game/tabs/CraftingTab.tsx
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802
src/components/game/tabs/CraftingTab.tsx
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'use client';
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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 { Badge } from '@/components/ui/badge';
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import { ScrollArea } from '@/components/ui/scroll-area';
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import { Separator } from '@/components/ui/separator';
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import { Tabs, TabsContent, TabsList, TabsTrigger } from '@/components/ui/tabs';
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import {
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Wand2, Scroll, Hammer, Sparkles, Trash2, Plus, Minus,
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Package, Zap, Clock, ChevronRight, Circle
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} from 'lucide-react';
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import { EQUIPMENT_TYPES, type EquipmentType, type EquipmentSlot } from '@/lib/game/data/equipment';
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import { ENCHANTMENT_EFFECTS, type EnchantmentEffectDef, calculateEffectCapacityCost } from '@/lib/game/data/enchantment-effects';
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import type { EquipmentInstance, EnchantmentDesign, DesignEffect, AppliedEnchantment } from '@/lib/game/types';
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import { fmt } from '@/lib/game/store';
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// Slot display names
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const SLOT_NAMES: Record<EquipmentSlot, string> = {
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mainHand: 'Main Hand',
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offHand: 'Off Hand',
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head: 'Head',
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body: 'Body',
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hands: 'Hands',
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feet: 'Feet',
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accessory1: 'Accessory 1',
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accessory2: 'Accessory 2',
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};
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interface CraftingTabProps {
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// Equipment state
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equippedInstances: Record<string, string | null>;
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equipmentInstances: Record<string, EquipmentInstance>;
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enchantmentDesigns: EnchantmentDesign[];
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// Progress states
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designProgress: { designId: string; progress: number; required: number } | null;
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preparationProgress: { equipmentInstanceId: string; progress: number; required: number; manaCostPaid: number } | null;
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applicationProgress: { equipmentInstanceId: string; designId: string; progress: number; required: number; manaPerHour: number; paused: boolean; manaSpent: number } | null;
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// Player state
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rawMana: number;
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skills: Record<string, number>;
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currentAction: string;
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unlockedEffects: string[]; // Effect IDs that have been researched
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// Actions
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startDesigningEnchantment: (name: string, equipmentTypeId: string, effects: DesignEffect[]) => boolean;
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cancelDesign: () => void;
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saveDesign: (design: EnchantmentDesign) => void;
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deleteDesign: (designId: string) => void;
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startPreparing: (equipmentInstanceId: string) => boolean;
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cancelPreparation: () => void;
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startApplying: (equipmentInstanceId: string, designId: string) => boolean;
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pauseApplication: () => void;
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resumeApplication: () => void;
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cancelApplication: () => void;
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disenchantEquipment: (instanceId: string) => void;
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getAvailableCapacity: (instanceId: string) => number;
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}
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export function CraftingTab({
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equippedInstances,
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equipmentInstances,
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enchantmentDesigns,
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designProgress,
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preparationProgress,
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applicationProgress,
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rawMana,
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skills,
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currentAction,
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unlockedEffects,
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startDesigningEnchantment,
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cancelDesign,
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saveDesign,
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deleteDesign,
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startPreparing,
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cancelPreparation,
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startApplying,
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pauseApplication,
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resumeApplication,
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cancelApplication,
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disenchantEquipment,
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getAvailableCapacity,
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}: CraftingTabProps) {
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const [craftingStage, setCraftingStage] = useState<'design' | 'prepare' | 'apply'>('design');
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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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const enchantingLevel = skills.enchanting || 0;
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const efficiencyBonus = (skills.efficientEnchant || 0) * 0.05;
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// Get equipped items as array
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const equippedItems = Object.entries(equippedInstances)
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.filter(([, instanceId]) => instanceId && equipmentInstances[instanceId])
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.map(([slot, instanceId]) => ({
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slot: slot as EquipmentSlot,
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instance: equipmentInstances[instanceId!],
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}));
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// Calculate total capacity cost for current design
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const designCapacityCost = selectedEffects.reduce(
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(total, eff) => total + calculateEffectCapacityCost(eff.effectId, eff.stacks, efficiencyBonus),
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0
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);
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// Calculate design time
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const designTime = selectedEffects.reduce((total, eff) => total + 0.5 * eff.stacks, 1);
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// Add effect to design
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const addEffect = (effectId: string) => {
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const existing = selectedEffects.find(e => e.effectId === effectId);
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const effectDef = ENCHANTMENT_EFFECTS[effectId];
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if (!effectDef) return;
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if (existing) {
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if (existing.stacks < effectDef.maxStacks) {
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setSelectedEffects(selectedEffects.map(e =>
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e.effectId === effectId
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? { ...e, stacks: e.stacks + 1 }
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: e
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));
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}
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} else {
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setSelectedEffects([...selectedEffects, {
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effectId,
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stacks: 1,
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capacityCost: calculateEffectCapacityCost(effectId, 1, efficiencyBonus),
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}]);
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}
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};
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// Remove effect from design
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const removeEffect = (effectId: string) => {
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const existing = selectedEffects.find(e => e.effectId === effectId);
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if (!existing) return;
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if (existing.stacks > 1) {
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setSelectedEffects(selectedEffects.map(e =>
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e.effectId === effectId
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? { ...e, stacks: e.stacks - 1 }
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: e
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));
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} else {
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setSelectedEffects(selectedEffects.filter(e => e.effectId !== effectId));
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}
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};
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// Create design
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const handleCreateDesign = () => {
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if (!designName || !selectedEquipmentType || selectedEffects.length === 0) return;
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const success = startDesigningEnchantment(designName, selectedEquipmentType, selectedEffects);
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if (success) {
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// Reset form
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setDesignName('');
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setSelectedEquipmentType(null);
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setSelectedEffects([]);
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}
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};
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// Complete design after progress
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const handleCompleteDesign = () => {
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if (!designProgress || !selectedEquipmentType) return;
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const design: EnchantmentDesign = {
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id: designProgress.designId,
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name: designName || 'Untitled Design',
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equipmentType: selectedEquipmentType,
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effects: selectedEffects,
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totalCapacityUsed: designCapacityCost,
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designTime,
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created: Date.now(),
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};
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saveDesign(design);
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setDesignName('');
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setSelectedEquipmentType(null);
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setSelectedEffects([]);
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};
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// Get available effects for selected equipment type (only unlocked ones)
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const getAvailableEffects = () => {
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if (!selectedEquipmentType) return [];
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const type = EQUIPMENT_TYPES[selectedEquipmentType];
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if (!type) return [];
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return Object.values(ENCHANTMENT_EFFECTS).filter(
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effect =>
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effect.allowedEquipmentCategories.includes(type.category) &&
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unlockedEffects.includes(effect.id)
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);
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};
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// Render design stage
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const renderDesignStage = () => (
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<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
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{/* Equipment Type Selection */}
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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 text-sm">1. Select Equipment Type</CardTitle>
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</CardHeader>
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<CardContent>
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{designProgress ? (
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<div className="space-y-3">
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<div className="text-sm text-gray-400">Designing for: {EQUIPMENT_TYPES[selectedEquipmentType || '']?.name}</div>
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<Progress value={(designProgress.progress / designProgress.required) * 100} className="h-3" />
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<div className="flex justify-between text-xs text-gray-400">
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<span>{designProgress.progress.toFixed(1)}h / {designProgress.required.toFixed(1)}h</span>
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<Button size="sm" variant="outline" onClick={cancelDesign}>Cancel</Button>
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</div>
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{designProgress.progress >= designProgress.required && (
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<Button onClick={handleCompleteDesign} className="w-full">Complete Design</Button>
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)}
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</div>
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) : (
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<ScrollArea className="h-64">
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<div className="grid grid-cols-2 gap-2">
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{Object.values(EQUIPMENT_TYPES).map(type => (
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<div
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key={type.id}
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className={`p-2 rounded border cursor-pointer transition-all ${
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selectedEquipmentType === type.id
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? 'border-amber-500 bg-amber-900/20'
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: 'border-gray-700 bg-gray-800/50 hover:border-gray-600'
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}`}
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onClick={() => setSelectedEquipmentType(type.id)}
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>
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<div className="text-sm font-semibold">{type.name}</div>
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<div className="text-xs text-gray-400">Cap: {type.baseCapacity}</div>
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</div>
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))}
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</div>
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</ScrollArea>
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)}
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</CardContent>
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</Card>
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{/* Effect Selection */}
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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 text-sm">2. Select Effects</CardTitle>
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</CardHeader>
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<CardContent>
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{enchantingLevel < 1 ? (
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<div className="text-center text-gray-400 py-8">
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<Wand2 className="w-12 h-12 mx-auto mb-2 opacity-50" />
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<p>Learn Enchanting skill to design enchantments</p>
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</div>
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) : designProgress ? (
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<div className="space-y-2">
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<div className="text-sm text-gray-400">Design in progress...</div>
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{selectedEffects.map(eff => {
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const def = ENCHANTMENT_EFFECTS[eff.effectId];
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return (
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<div key={eff.effectId} className="flex justify-between text-sm">
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<span>{def?.name} x{eff.stacks}</span>
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<span className="text-gray-400">{eff.capacityCost} cap</span>
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</div>
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);
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})}
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</div>
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) : !selectedEquipmentType ? (
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<div className="text-center text-gray-400 py-8">
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Select an equipment type first
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</div>
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) : (
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<>
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<ScrollArea className="h-48 mb-4">
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<div className="space-y-2">
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{getAvailableEffects().map(effect => {
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const selected = selectedEffects.find(e => e.effectId === effect.id);
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const cost = calculateEffectCapacityCost(effect.id, (selected?.stacks || 0) + 1, efficiencyBonus);
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return (
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<div
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key={effect.id}
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className={`p-2 rounded border transition-all ${
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selected
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? 'border-purple-500 bg-purple-900/20'
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: 'border-gray-700 bg-gray-800/50'
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}`}
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>
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<div className="flex justify-between items-start">
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<div className="flex-1">
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<div className="text-sm font-semibold">{effect.name}</div>
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<div className="text-xs text-gray-400">{effect.description}</div>
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<div className="text-xs text-gray-500 mt-1">
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Cost: {effect.baseCapacityCost} cap | Max: {effect.maxStacks}
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</div>
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</div>
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<div className="flex gap-1">
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{selected && (
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<Button
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size="sm"
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variant="outline"
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className="h-6 w-6 p-0"
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onClick={() => removeEffect(effect.id)}
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>
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<Minus className="w-3 h-3" />
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</Button>
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)}
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<Button
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size="sm"
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variant="outline"
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className="h-6 w-6 p-0"
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onClick={() => addEffect(effect.id)}
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disabled={!selected && selectedEffects.length >= 5}
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>
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<Plus className="w-3 h-3" />
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</Button>
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</div>
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</div>
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{selected && (
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<Badge variant="outline" className="mt-1 text-xs">
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{selected.stacks}/{effect.maxStacks}
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</Badge>
|
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)}
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</div>
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);
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})}
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</div>
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</ScrollArea>
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{/* Selected effects summary */}
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<Separator className="bg-gray-700 my-2" />
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<div className="space-y-2">
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<input
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type="text"
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placeholder="Design name..."
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value={designName}
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onChange={(e) => setDesignName(e.target.value)}
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className="w-full bg-gray-800 border border-gray-700 rounded px-3 py-2 text-sm"
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/>
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<div className="flex justify-between text-sm">
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<span>Total Capacity:</span>
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<span className={designCapacityCost > 100 ? 'text-red-400' : 'text-green-400'}>
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{designCapacityCost.toFixed(0)}
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</span>
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</div>
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<div className="flex justify-between text-sm text-gray-400">
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<span>Design Time:</span>
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<span>{designTime.toFixed(1)}h</span>
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</div>
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<Button
|
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className="w-full"
|
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disabled={!designName || selectedEffects.length === 0}
|
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onClick={handleCreateDesign}
|
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>
|
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Start Design ({designTime.toFixed(1)}h)
|
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</Button>
|
||||
</div>
|
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</>
|
||||
)}
|
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</CardContent>
|
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</Card>
|
||||
|
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{/* Saved Designs */}
|
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<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
|
||||
<CardHeader className="pb-2">
|
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<CardTitle className="text-amber-400 text-sm">Saved Designs ({enchantmentDesigns.length})</CardTitle>
|
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</CardHeader>
|
||||
<CardContent>
|
||||
{enchantmentDesigns.length === 0 ? (
|
||||
<div className="text-center text-gray-400 py-4">
|
||||
No saved designs yet
|
||||
</div>
|
||||
) : (
|
||||
<div className="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 gap-3">
|
||||
{enchantmentDesigns.map(design => (
|
||||
<div
|
||||
key={design.id}
|
||||
className={`p-3 rounded border ${
|
||||
selectedDesign === design.id
|
||||
? 'border-amber-500 bg-amber-900/20'
|
||||
: 'border-gray-700 bg-gray-800/50'
|
||||
}`}
|
||||
onClick={() => setSelectedDesign(design.id)}
|
||||
>
|
||||
<div className="flex justify-between items-start">
|
||||
<div>
|
||||
<div className="font-semibold">{design.name}</div>
|
||||
<div className="text-xs text-gray-400">
|
||||
{EQUIPMENT_TYPES[design.equipmentType]?.name}
|
||||
</div>
|
||||
</div>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="ghost"
|
||||
className="h-6 w-6 p-0 text-gray-400 hover:text-red-400"
|
||||
onClick={(e) => {
|
||||
e.stopPropagation();
|
||||
deleteDesign(design.id);
|
||||
}}
|
||||
>
|
||||
<Trash2 className="w-4 h-4" />
|
||||
</Button>
|
||||
</div>
|
||||
<div className="mt-2 text-xs text-gray-400">
|
||||
{design.effects.length} effects | {design.totalCapacityUsed} cap
|
||||
</div>
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
);
|
||||
|
||||
// Render prepare stage
|
||||
const renderPrepareStage = () => (
|
||||
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
|
||||
{/* Equipment Selection */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Select Equipment to Prepare</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{preparationProgress ? (
|
||||
<div className="space-y-3">
|
||||
<div className="text-sm text-gray-400">
|
||||
Preparing: {equipmentInstances[preparationProgress.equipmentInstanceId]?.name}
|
||||
</div>
|
||||
<Progress value={(preparationProgress.progress / preparationProgress.required) * 100} className="h-3" />
|
||||
<div className="flex justify-between text-xs text-gray-400">
|
||||
<span>{preparationProgress.progress.toFixed(1)}h / {preparationProgress.required.toFixed(1)}h</span>
|
||||
<span>Mana paid: {fmt(preparationProgress.manaCostPaid)}</span>
|
||||
</div>
|
||||
<Button size="sm" variant="outline" onClick={cancelPreparation}>Cancel</Button>
|
||||
</div>
|
||||
) : (
|
||||
<ScrollArea className="h-64">
|
||||
<div className="space-y-2">
|
||||
{equippedItems.map(({ slot, instance }) => (
|
||||
<div
|
||||
key={instance.instanceId}
|
||||
className={`p-3 rounded border cursor-pointer transition-all ${
|
||||
selectedEquipmentInstance === instance.instanceId
|
||||
? 'border-amber-500 bg-amber-900/20'
|
||||
: 'border-gray-700 bg-gray-800/50 hover:border-gray-600'
|
||||
}`}
|
||||
onClick={() => setSelectedEquipmentInstance(instance.instanceId)}
|
||||
>
|
||||
<div className="flex justify-between">
|
||||
<div>
|
||||
<div className="font-semibold">{instance.name}</div>
|
||||
<div className="text-xs text-gray-400">{SLOT_NAMES[slot]}</div>
|
||||
</div>
|
||||
<div className="text-right text-sm">
|
||||
<div className="text-green-400">{instance.usedCapacity}/{instance.totalCapacity} cap</div>
|
||||
<div className="text-xs text-gray-400">{instance.enchantments.length} enchants</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
))}
|
||||
{equippedItems.length === 0 && (
|
||||
<div className="text-center text-gray-400 py-4">No equipped items</div>
|
||||
)}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Preparation Details */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Preparation Details</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{!selectedEquipmentInstance ? (
|
||||
<div className="text-center text-gray-400 py-8">
|
||||
Select equipment to prepare
|
||||
</div>
|
||||
) : preparationProgress ? (
|
||||
<div className="text-gray-400">Preparation in progress...</div>
|
||||
) : (
|
||||
(() => {
|
||||
const instance = equipmentInstances[selectedEquipmentInstance];
|
||||
const prepTime = 2 + Math.floor(instance.totalCapacity / 50);
|
||||
const manaCost = instance.totalCapacity * 10;
|
||||
|
||||
return (
|
||||
<div className="space-y-4">
|
||||
<div className="text-lg font-semibold">{instance.name}</div>
|
||||
<Separator className="bg-gray-700" />
|
||||
<div className="space-y-2 text-sm">
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Capacity:</span>
|
||||
<span>{instance.usedCapacity}/{instance.totalCapacity}</span>
|
||||
</div>
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Prep Time:</span>
|
||||
<span>{prepTime}h</span>
|
||||
</div>
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Mana Cost:</span>
|
||||
<span className={rawMana < manaCost ? 'text-red-400' : 'text-green-400'}>
|
||||
{fmt(manaCost)}
|
||||
</span>
|
||||
</div>
|
||||
</div>
|
||||
<Button
|
||||
className="w-full"
|
||||
disabled={rawMana < manaCost}
|
||||
onClick={() => startPreparing(selectedEquipmentInstance)}
|
||||
>
|
||||
Start Preparation ({prepTime}h, {fmt(manaCost)} mana)
|
||||
</Button>
|
||||
</div>
|
||||
);
|
||||
})()
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
);
|
||||
|
||||
// Render apply stage
|
||||
const renderApplyStage = () => (
|
||||
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
|
||||
{/* Equipment & Design Selection */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Select Equipment & Design</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{applicationProgress ? (
|
||||
<div className="space-y-3">
|
||||
<div className="text-sm text-gray-400">
|
||||
Applying to: {equipmentInstances[applicationProgress.equipmentInstanceId]?.name}
|
||||
</div>
|
||||
<Progress value={(applicationProgress.progress / applicationProgress.required) * 100} className="h-3" />
|
||||
<div className="flex justify-between text-xs text-gray-400">
|
||||
<span>{applicationProgress.progress.toFixed(1)}h / {applicationProgress.required.toFixed(1)}h</span>
|
||||
<span>Mana spent: {fmt(applicationProgress.manaSpent)}</span>
|
||||
</div>
|
||||
<div className="flex gap-2">
|
||||
{applicationProgress.paused ? (
|
||||
<Button size="sm" onClick={resumeApplication}>Resume</Button>
|
||||
) : (
|
||||
<Button size="sm" variant="outline" onClick={pauseApplication}>Pause</Button>
|
||||
)}
|
||||
<Button size="sm" variant="outline" onClick={cancelApplication}>Cancel</Button>
|
||||
</div>
|
||||
</div>
|
||||
) : (
|
||||
<div className="space-y-4">
|
||||
<div>
|
||||
<div className="text-sm text-gray-400 mb-2">Equipment:</div>
|
||||
<ScrollArea className="h-32">
|
||||
<div className="space-y-1">
|
||||
{equippedItems.map(({ slot, instance }) => (
|
||||
<div
|
||||
key={instance.instanceId}
|
||||
className={`p-2 rounded border cursor-pointer text-sm ${
|
||||
selectedEquipmentInstance === instance.instanceId
|
||||
? 'border-amber-500 bg-amber-900/20'
|
||||
: 'border-gray-700 bg-gray-800/50'
|
||||
}`}
|
||||
onClick={() => setSelectedEquipmentInstance(instance.instanceId)}
|
||||
>
|
||||
{instance.name} ({instance.usedCapacity}/{instance.totalCapacity} cap)
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
</div>
|
||||
|
||||
<div>
|
||||
<div className="text-sm text-gray-400 mb-2">Design:</div>
|
||||
<ScrollArea className="h-32">
|
||||
<div className="space-y-1">
|
||||
{enchantmentDesigns.map(design => (
|
||||
<div
|
||||
key={design.id}
|
||||
className={`p-2 rounded border cursor-pointer text-sm ${
|
||||
selectedDesign === design.id
|
||||
? 'border-purple-500 bg-purple-900/20'
|
||||
: 'border-gray-700 bg-gray-800/50'
|
||||
}`}
|
||||
onClick={() => setSelectedDesign(design.id)}
|
||||
>
|
||||
{design.name} ({design.totalCapacityUsed} cap)
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Application Details */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Apply Enchantment</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{!selectedEquipmentInstance || !selectedDesign ? (
|
||||
<div className="text-center text-gray-400 py-8">
|
||||
Select equipment and a design
|
||||
</div>
|
||||
) : applicationProgress ? (
|
||||
<div className="text-gray-400">Application in progress...</div>
|
||||
) : (
|
||||
(() => {
|
||||
const instance = equipmentInstances[selectedEquipmentInstance];
|
||||
const design = enchantmentDesigns.find(d => d.id === selectedDesign);
|
||||
if (!design) return null;
|
||||
|
||||
const availableCap = instance.totalCapacity - instance.usedCapacity;
|
||||
const canFit = availableCap >= design.totalCapacityUsed;
|
||||
const applicationTime = 2 + design.effects.reduce((t, e) => t + e.stacks, 0);
|
||||
const manaPerHour = 20 + design.effects.reduce((t, e) => t + e.stacks * 5, 0);
|
||||
|
||||
return (
|
||||
<div className="space-y-4">
|
||||
<div className="text-lg font-semibold">{design.name}</div>
|
||||
<div className="text-sm text-gray-400">→ {instance.name}</div>
|
||||
<Separator className="bg-gray-700" />
|
||||
|
||||
<div className="space-y-2 text-sm">
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Required Capacity:</span>
|
||||
<span className={canFit ? 'text-green-400' : 'text-red-400'}>
|
||||
{design.totalCapacityUsed} / {availableCap} available
|
||||
</span>
|
||||
</div>
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Application Time:</span>
|
||||
<span>{applicationTime}h</span>
|
||||
</div>
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Mana per Hour:</span>
|
||||
<span>{manaPerHour}</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div className="text-sm text-gray-400">
|
||||
Effects:
|
||||
<ul className="list-disc list-inside">
|
||||
{design.effects.map(eff => (
|
||||
<li key={eff.effectId}>
|
||||
{ENCHANTMENT_EFFECTS[eff.effectId]?.name} x{eff.stacks}
|
||||
</li>
|
||||
))}
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<Button
|
||||
className="w-full"
|
||||
disabled={!canFit}
|
||||
onClick={() => startApplying(selectedEquipmentInstance, selectedDesign)}
|
||||
>
|
||||
Apply Enchantment
|
||||
</Button>
|
||||
</div>
|
||||
);
|
||||
})()
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Disenchant Section */}
|
||||
<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Disenchant Equipment</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 gap-2">
|
||||
{equippedItems
|
||||
.filter(({ instance }) => instance.enchantments.length > 0)
|
||||
.map(({ slot, instance }) => {
|
||||
const disenchantLevel = skills.disenchanting || 0;
|
||||
const recoveryRate = 0.1 + disenchantLevel * 0.2;
|
||||
const totalRecoverable = instance.enchantments.reduce(
|
||||
(sum, e) => sum + Math.floor(e.actualCost * recoveryRate),
|
||||
0
|
||||
);
|
||||
|
||||
return (
|
||||
<div key={instance.instanceId} className="p-3 rounded border border-gray-700 bg-gray-800/50">
|
||||
<div className="flex justify-between items-start">
|
||||
<div>
|
||||
<div className="font-semibold">{instance.name}</div>
|
||||
<div className="text-xs text-gray-400">{instance.enchantments.length} enchantments</div>
|
||||
</div>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => disenchantEquipment(instance.instanceId)}
|
||||
>
|
||||
<Trash2 className="w-4 h-4 mr-1" />
|
||||
Recover {fmt(totalRecoverable)}
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
{equippedItems.filter(({ instance }) => instance.enchantments.length > 0).length === 0 && (
|
||||
<div className="col-span-full text-center text-gray-400 py-4">
|
||||
No enchanted equipment to disenchant
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
);
|
||||
|
||||
return (
|
||||
<div className="space-y-4">
|
||||
{/* Stage Tabs */}
|
||||
<Tabs value={craftingStage} onValueChange={(v) => setCraftingStage(v as typeof craftingStage)}>
|
||||
<TabsList className="bg-gray-800/50">
|
||||
<TabsTrigger value="design" className="data-[state=active]:bg-amber-600">
|
||||
<Scroll className="w-4 h-4 mr-1" />
|
||||
Design
|
||||
</TabsTrigger>
|
||||
<TabsTrigger value="prepare" className="data-[state=active]:bg-amber-600">
|
||||
<Hammer className="w-4 h-4 mr-1" />
|
||||
Prepare
|
||||
</TabsTrigger>
|
||||
<TabsTrigger value="apply" className="data-[state=active]:bg-amber-600">
|
||||
<Sparkles className="w-4 h-4 mr-1" />
|
||||
Apply
|
||||
</TabsTrigger>
|
||||
</TabsList>
|
||||
|
||||
<TabsContent value="design" className="mt-4">
|
||||
{renderDesignStage()}
|
||||
</TabsContent>
|
||||
<TabsContent value="prepare" className="mt-4">
|
||||
{renderPrepareStage()}
|
||||
</TabsContent>
|
||||
<TabsContent value="apply" className="mt-4">
|
||||
{renderApplyStage()}
|
||||
</TabsContent>
|
||||
</Tabs>
|
||||
|
||||
{/* Current Activity Indicator */}
|
||||
{currentAction === 'design' && designProgress && (
|
||||
<Card className="bg-purple-900/30 border-purple-600">
|
||||
<CardContent className="py-3 flex items-center justify-between">
|
||||
<div className="flex items-center gap-2">
|
||||
<Scroll className="w-5 h-5 text-purple-400" />
|
||||
<span>Designing enchantment...</span>
|
||||
</div>
|
||||
<div className="text-sm text-gray-400">
|
||||
{((designProgress.progress / designProgress.required) * 100).toFixed(0)}%
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
)}
|
||||
|
||||
{currentAction === 'prepare' && preparationProgress && (
|
||||
<Card className="bg-blue-900/30 border-blue-600">
|
||||
<CardContent className="py-3 flex items-center justify-between">
|
||||
<div className="flex items-center gap-2">
|
||||
<Hammer className="w-5 h-5 text-blue-400" />
|
||||
<span>Preparing equipment...</span>
|
||||
</div>
|
||||
<div className="text-sm text-gray-400">
|
||||
{((preparationProgress.progress / preparationProgress.required) * 100).toFixed(0)}%
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
)}
|
||||
|
||||
{currentAction === 'enchant' && applicationProgress && (
|
||||
<Card className="bg-amber-900/30 border-amber-600">
|
||||
<CardContent className="py-3 flex items-center justify-between">
|
||||
<div className="flex items-center gap-2">
|
||||
<Sparkles className="w-5 h-5 text-amber-400" />
|
||||
<span>{applicationProgress.paused ? 'Enchantment paused' : 'Applying enchantment...'}</span>
|
||||
</div>
|
||||
<div className="flex items-center gap-2">
|
||||
<div className="text-sm text-gray-400">
|
||||
{((applicationProgress.progress / applicationProgress.required) * 100).toFixed(0)}%
|
||||
</div>
|
||||
{applicationProgress.paused ? (
|
||||
<Button size="sm" onClick={resumeApplication}>Resume</Button>
|
||||
) : (
|
||||
<Button size="sm" variant="outline" onClick={pauseApplication}>Pause</Button>
|
||||
)}
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
195
src/components/game/tabs/LabTab.tsx
Executable file
195
src/components/game/tabs/LabTab.tsx
Executable file
@@ -0,0 +1,195 @@
|
||||
'use client';
|
||||
|
||||
import { useState } from 'react';
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { ELEMENTS, MANA_PER_ELEMENT } from '@/lib/game/constants';
|
||||
|
||||
interface LabTabProps {
|
||||
store: {
|
||||
rawMana: number;
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>;
|
||||
skills: Record<string, number>;
|
||||
convertMana: (element: string, amount: number) => void;
|
||||
unlockElement: (element: string) => void;
|
||||
craftComposite: (target: string) => void;
|
||||
};
|
||||
}
|
||||
|
||||
export function LabTab({ store }: LabTabProps) {
|
||||
const [convertTarget, setConvertTarget] = useState('fire');
|
||||
|
||||
// Unlock cost
|
||||
const UNLOCK_COST = 500;
|
||||
|
||||
// Render elemental mana grid
|
||||
const renderElementsGrid = () => (
|
||||
<div className="grid grid-cols-3 sm:grid-cols-4 md:grid-cols-6 lg:grid-cols-8 gap-2">
|
||||
{Object.entries(store.elements)
|
||||
.filter(([, state]) => state.unlocked)
|
||||
.map(([id, state]) => {
|
||||
const def = ELEMENTS[id];
|
||||
const isSelected = convertTarget === id;
|
||||
return (
|
||||
<div
|
||||
key={id}
|
||||
className={`p-2 rounded border cursor-pointer transition-all ${isSelected ? 'border-blue-500 bg-blue-900/20' : 'border-gray-700 bg-gray-800/50 hover:border-gray-600'}`}
|
||||
style={{ borderColor: isSelected ? def?.color : undefined }}
|
||||
onClick={() => setConvertTarget(id)}
|
||||
>
|
||||
<div className="text-lg text-center">{def?.sym}</div>
|
||||
<div className="text-xs font-semibold text-center" style={{ color: def?.color }}>{def?.name}</div>
|
||||
<div className="text-xs text-gray-400 game-mono text-center">{state.current}/{state.max}</div>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
);
|
||||
|
||||
// Render locked elements (can be unlocked)
|
||||
const renderLockedElements = () => {
|
||||
const lockedElements = Object.entries(store.elements)
|
||||
.filter(([, state]) => !state.unlocked)
|
||||
.filter(([id]) => !ELEMENTS[id]?.recipe); // Only show base elements (no recipe = base)
|
||||
|
||||
if (lockedElements.length === 0) return null;
|
||||
|
||||
return (
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Unlock Elements</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="grid grid-cols-2 sm:grid-cols-3 gap-2">
|
||||
{lockedElements.map(([id, state]) => {
|
||||
const def = ELEMENTS[id];
|
||||
const canUnlock = store.rawMana >= UNLOCK_COST;
|
||||
return (
|
||||
<div key={id} className="p-2 rounded border border-gray-700 bg-gray-800/50 flex items-center justify-between">
|
||||
<div className="flex items-center gap-2">
|
||||
<span className="text-lg">{def?.sym}</span>
|
||||
<span className="text-sm" style={{ color: def?.color }}>{def?.name}</span>
|
||||
</div>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
disabled={!canUnlock}
|
||||
onClick={() => store.unlockElement(id)}
|
||||
>
|
||||
{UNLOCK_COST}
|
||||
</Button>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
};
|
||||
|
||||
// Render composite crafting
|
||||
const renderCompositeCrafting = () => {
|
||||
const compositeElements = Object.entries(ELEMENTS)
|
||||
.filter(([, def]) => def.recipe)
|
||||
.filter(([id]) => store.elements[id]?.unlocked);
|
||||
|
||||
if (compositeElements.length === 0) return null;
|
||||
|
||||
return (
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Composite Crafting</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="space-y-2">
|
||||
{compositeElements.map(([id, def]) => {
|
||||
const recipe = def.recipe || [];
|
||||
const canCraft = recipe.every(r => (store.elements[r]?.current || 0) >= 1);
|
||||
const craftBonus = 1 + (store.skills.elemCrafting || 0) * 0.25;
|
||||
const output = Math.floor(craftBonus);
|
||||
|
||||
return (
|
||||
<div key={id} className="p-2 rounded border border-gray-700 bg-gray-800/50 flex items-center justify-between">
|
||||
<div className="flex items-center gap-2">
|
||||
<span className="text-lg">{def.sym}</span>
|
||||
<span className="text-sm" style={{ color: def.color }}>{def.name}</span>
|
||||
<span className="text-xs text-gray-500">
|
||||
({recipe.map(r => ELEMENTS[r]?.sym).join(' + ')})
|
||||
</span>
|
||||
</div>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
disabled={!canCraft}
|
||||
onClick={() => store.craftComposite(id)}
|
||||
>
|
||||
Craft ({output})
|
||||
</Button>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
};
|
||||
|
||||
return (
|
||||
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
|
||||
{/* Elemental Mana Display */}
|
||||
<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Elemental Mana</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{renderElementsGrid()}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Element Conversion */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Element Conversion</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<p className="text-sm text-gray-400 mb-3">
|
||||
Convert raw mana to elemental mana (100:1 ratio)
|
||||
</p>
|
||||
|
||||
<div className="flex gap-2 flex-wrap">
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => store.convertMana(convertTarget, 1)}
|
||||
disabled={!store.elements[convertTarget]?.unlocked || store.rawMana < MANA_PER_ELEMENT}
|
||||
>
|
||||
+1 ({MANA_PER_ELEMENT})
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => store.convertMana(convertTarget, 10)}
|
||||
disabled={!store.elements[convertTarget]?.unlocked || store.rawMana < MANA_PER_ELEMENT * 10}
|
||||
>
|
||||
+10 ({MANA_PER_ELEMENT * 10})
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => store.convertMana(convertTarget, 100)}
|
||||
disabled={!store.elements[convertTarget]?.unlocked || store.rawMana < MANA_PER_ELEMENT * 100}
|
||||
>
|
||||
+100 ({MANA_PER_ELEMENT * 100})
|
||||
</Button>
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Unlock Elements */}
|
||||
{renderLockedElements()}
|
||||
|
||||
{/* Composite Crafting */}
|
||||
{renderCompositeCrafting()}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
180
src/components/game/tabs/SpellsTab.tsx
Executable file
180
src/components/game/tabs/SpellsTab.tsx
Executable file
@@ -0,0 +1,180 @@
|
||||
'use client';
|
||||
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { Badge } from '@/components/ui/badge';
|
||||
import { ELEMENTS, SPELLS_DEF } from '@/lib/game/constants';
|
||||
import { ENCHANTMENT_EFFECTS } from '@/lib/game/data/enchantment-effects';
|
||||
import { calcDamage, canAffordSpellCost, fmt } from '@/lib/game/store';
|
||||
import { formatSpellCost, getSpellCostColor } from '@/lib/game/formatting';
|
||||
|
||||
interface SpellsTabProps {
|
||||
store: {
|
||||
spells: Record<string, { learned: boolean; level: number; studyProgress: number }>;
|
||||
equippedInstances: Record<string, string | null>;
|
||||
equipmentInstances: Record<string, { instanceId: string; name: string; enchantments: { effectId: string; stacks: number }[] }>;
|
||||
activeSpell: string;
|
||||
rawMana: number;
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>;
|
||||
signedPacts: number[];
|
||||
unlockedEffects: string[];
|
||||
setSpell: (spellId: string) => void;
|
||||
};
|
||||
}
|
||||
|
||||
export function SpellsTab({ store }: SpellsTabProps) {
|
||||
// Get spells from equipment
|
||||
const equipmentSpellIds: string[] = [];
|
||||
const spellSources: Record<string, string[]> = {};
|
||||
|
||||
for (const instanceId of Object.values(store.equippedInstances)) {
|
||||
if (!instanceId) continue;
|
||||
const instance = store.equipmentInstances[instanceId];
|
||||
if (!instance) continue;
|
||||
|
||||
for (const ench of instance.enchantments) {
|
||||
const effectDef = ENCHANTMENT_EFFECTS[ench.effectId];
|
||||
if (effectDef?.effect.type === 'spell' && effectDef.effect.spellId) {
|
||||
const spellId = effectDef.effect.spellId;
|
||||
if (!equipmentSpellIds.includes(spellId)) {
|
||||
equipmentSpellIds.push(spellId);
|
||||
}
|
||||
if (!spellSources[spellId]) {
|
||||
spellSources[spellId] = [];
|
||||
}
|
||||
spellSources[spellId].push(instance.name);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const canCastSpell = (spellId: string): boolean => {
|
||||
const spell = SPELLS_DEF[spellId];
|
||||
if (!spell) return false;
|
||||
return canAffordSpellCost(spell.cost, store.rawMana, store.elements);
|
||||
};
|
||||
|
||||
return (
|
||||
<div className="space-y-6">
|
||||
{/* Equipment-Granted Spells */}
|
||||
<div className="mb-6">
|
||||
<h3 className="text-lg font-semibold mb-3 text-cyan-400">✨ Known Spells</h3>
|
||||
<p className="text-sm text-gray-400 mb-4">
|
||||
Spells are obtained by enchanting equipment with spell effects.
|
||||
Visit the Crafting tab to design and apply enchantments.
|
||||
</p>
|
||||
|
||||
{equipmentSpellIds.length > 0 ? (
|
||||
<div className="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 gap-4">
|
||||
{equipmentSpellIds.map(id => {
|
||||
const def = SPELLS_DEF[id];
|
||||
if (!def) return null;
|
||||
|
||||
const isActive = store.activeSpell === id;
|
||||
const canCast = canCastSpell(id);
|
||||
const elemDef = def.elem === 'raw' ? null : ELEMENTS[def.elem];
|
||||
const sources = spellSources[id] || [];
|
||||
|
||||
return (
|
||||
<Card
|
||||
key={id}
|
||||
className={`bg-gray-900/80 border-cyan-600/50 ${canCast ? 'ring-1 ring-green-500/30' : ''}`}
|
||||
>
|
||||
<CardHeader className="pb-2">
|
||||
<div className="flex items-center justify-between">
|
||||
<CardTitle className="text-sm" style={{ color: def.elem === 'raw' ? '#60A5FA' : elemDef?.color }}>
|
||||
{def.name}
|
||||
</CardTitle>
|
||||
<Badge className="bg-cyan-900/50 text-cyan-300 text-xs">Equipment</Badge>
|
||||
</div>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-2">
|
||||
<div className="text-xs text-gray-400">
|
||||
{def.elem !== 'raw' && <span className="mr-2">{elemDef?.sym} {elemDef?.name}</span>}
|
||||
<span>⚔️ {def.dmg} dmg</span>
|
||||
</div>
|
||||
<div className="text-xs game-mono" style={{ color: getSpellCostColor(def.cost) }}>
|
||||
Cost: {formatSpellCost(def.cost)}
|
||||
</div>
|
||||
<div className="text-xs text-cyan-400/70">From: {sources.join(', ')}</div>
|
||||
<div className="flex gap-2">
|
||||
{isActive ? (
|
||||
<Badge className="bg-amber-900/50 text-amber-300">Active</Badge>
|
||||
) : (
|
||||
<Button size="sm" variant="outline" onClick={() => store.setSpell(id)}>
|
||||
Set Active
|
||||
</Button>
|
||||
)}
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
) : (
|
||||
<div className="text-center p-8 bg-gray-800/30 rounded border border-gray-700">
|
||||
<div className="text-gray-500 mb-2">No spells known yet</div>
|
||||
<div className="text-sm text-gray-600">Enchant a staff with a spell effect to gain spells</div>
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
|
||||
{/* Pact Spells (from guardian defeats) */}
|
||||
{store.signedPacts.length > 0 && (
|
||||
<div className="mb-6">
|
||||
<h3 className="text-lg font-semibold mb-3 text-amber-400">🏆 Pact Spells</h3>
|
||||
<p className="text-sm text-gray-400 mb-3">Spells earned through guardian pacts appear here.</p>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Spell Reference - show all available spells for enchanting */}
|
||||
<div className="mb-6">
|
||||
<h3 className="text-lg font-semibold mb-3 text-purple-400">📚 Spell Reference</h3>
|
||||
<p className="text-sm text-gray-400 mb-4">
|
||||
These spells can be applied to equipment through the enchanting system.
|
||||
Research enchantment effects in the Skills tab to unlock them for designing.
|
||||
</p>
|
||||
|
||||
<div className="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 gap-4">
|
||||
{Object.entries(SPELLS_DEF).map(([id, def]) => {
|
||||
const elemDef = def.elem === 'raw' ? null : ELEMENTS[def.elem];
|
||||
const isUnlocked = store.unlockedEffects?.includes(`spell_${id}`);
|
||||
|
||||
return (
|
||||
<Card
|
||||
key={id}
|
||||
className={`bg-gray-900/80 border-gray-700 ${isUnlocked ? 'border-purple-500/50' : 'opacity-60'}`}
|
||||
>
|
||||
<CardHeader className="pb-2">
|
||||
<div className="flex items-center justify-between">
|
||||
<CardTitle className="text-sm" style={{ color: def.elem === 'raw' ? '#60A5FA' : elemDef?.color }}>
|
||||
{def.name}
|
||||
</CardTitle>
|
||||
<div className="flex gap-1">
|
||||
{def.tier > 0 && <Badge variant="outline" className="text-xs">T{def.tier}</Badge>}
|
||||
{isUnlocked && <Badge className="bg-purple-900/50 text-purple-300 text-xs">Unlocked</Badge>}
|
||||
</div>
|
||||
</div>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-2">
|
||||
<div className="text-xs text-gray-400">
|
||||
{def.elem !== 'raw' && <span className="mr-2">{elemDef?.sym} {elemDef?.name}</span>}
|
||||
<span>⚔️ {def.dmg} dmg</span>
|
||||
</div>
|
||||
<div className="text-xs game-mono" style={{ color: getSpellCostColor(def.cost) }}>
|
||||
Cost: {formatSpellCost(def.cost)}
|
||||
</div>
|
||||
{def.desc && (
|
||||
<div className="text-xs text-gray-500 italic">{def.desc}</div>
|
||||
)}
|
||||
{!isUnlocked && (
|
||||
<div className="text-xs text-amber-400/70">Research to unlock for enchanting</div>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
276
src/components/game/tabs/SpireTab.tsx
Executable file
276
src/components/game/tabs/SpireTab.tsx
Executable file
@@ -0,0 +1,276 @@
|
||||
'use client';
|
||||
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Progress } from '@/components/ui/progress';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { Badge } from '@/components/ui/badge';
|
||||
import { ScrollArea } from '@/components/ui/scroll-area';
|
||||
import { Separator } from '@/components/ui/separator';
|
||||
import { Tooltip, TooltipContent, TooltipProvider, TooltipTrigger } from '@/components/ui/tooltip';
|
||||
import { Swords, Sparkles, BookOpen } from 'lucide-react';
|
||||
import type { GameState, GameAction } from '@/lib/game/types';
|
||||
import { ELEMENTS, GUARDIANS, SPELLS_DEF, MAX_DAY, INCURSION_START_DAY } from '@/lib/game/constants';
|
||||
import { fmt, fmtDec, getFloorElement, calcDamage, canAffordSpellCost } from '@/lib/game/store';
|
||||
import { formatSpellCost, getSpellCostColor, formatStudyTime } from '@/lib/game/formatting';
|
||||
import type { ComputedEffects } from '@/lib/game/effects';
|
||||
|
||||
interface SpireTabProps {
|
||||
store: GameState & {
|
||||
setAction: (action: GameAction) => void;
|
||||
setSpell: (spellId: string) => void;
|
||||
cancelStudy: () => void;
|
||||
cancelParallelStudy: () => void;
|
||||
};
|
||||
upgradeEffects: ComputedEffects;
|
||||
maxMana: number;
|
||||
effectiveRegen: number;
|
||||
incursionStrength: number;
|
||||
dps: number;
|
||||
studySpeedMult: number;
|
||||
formatTime: (hour: number) => string;
|
||||
}
|
||||
|
||||
export function SpireTab({
|
||||
store,
|
||||
upgradeEffects,
|
||||
maxMana,
|
||||
effectiveRegen,
|
||||
incursionStrength,
|
||||
dps,
|
||||
studySpeedMult,
|
||||
formatTime,
|
||||
}: SpireTabProps) {
|
||||
const floorElem = getFloorElement(store.currentFloor);
|
||||
const floorElemDef = ELEMENTS[floorElem];
|
||||
const isGuardianFloor = !!GUARDIANS[store.currentFloor];
|
||||
const currentGuardian = GUARDIANS[store.currentFloor];
|
||||
const activeSpellDef = SPELLS_DEF[store.activeSpell];
|
||||
|
||||
const canCastSpell = (spellId: string): boolean => {
|
||||
const spell = SPELLS_DEF[spellId];
|
||||
if (!spell) return false;
|
||||
return canAffordSpellCost(spell.cost, store.rawMana, store.elements);
|
||||
};
|
||||
|
||||
// Render study progress
|
||||
const renderStudyProgress = () => {
|
||||
if (!store.currentStudyTarget) return null;
|
||||
|
||||
const target = store.currentStudyTarget;
|
||||
const progressPct = Math.min(100, (target.progress / target.required) * 100);
|
||||
const isSkill = target.type === 'skill';
|
||||
const def = isSkill ? SPELLS_DEF[target.id] : SPELLS_DEF[target.id];
|
||||
|
||||
return (
|
||||
<div className="p-3 rounded border border-purple-600/50 bg-purple-900/20">
|
||||
<div className="flex items-center justify-between mb-2">
|
||||
<div className="flex items-center gap-2">
|
||||
<BookOpen className="w-4 h-4 text-purple-400" />
|
||||
<span className="text-sm font-semibold text-purple-300">
|
||||
{def?.name}
|
||||
{isSkill && ` Lv.${(store.skills[target.id] || 0) + 1}`}
|
||||
</span>
|
||||
</div>
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="sm"
|
||||
className="h-6 w-6 p-0 text-gray-400 hover:text-white"
|
||||
onClick={() => store.cancelStudy()}
|
||||
>
|
||||
✕
|
||||
</Button>
|
||||
</div>
|
||||
<Progress value={progressPct} className="h-2 bg-gray-800" />
|
||||
<div className="flex justify-between text-xs text-gray-400 mt-1">
|
||||
<span>{formatStudyTime(target.progress)} / {formatStudyTime(target.required)}</span>
|
||||
<span>{studySpeedMult.toFixed(1)}x speed</span>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
};
|
||||
|
||||
return (
|
||||
<TooltipProvider>
|
||||
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
|
||||
{/* Current Floor Card */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 game-panel-title text-xs">Current Floor</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-3">
|
||||
<div className="flex items-baseline gap-2">
|
||||
<span className="text-4xl font-bold game-title" style={{ color: floorElemDef?.color }}>
|
||||
{store.currentFloor}
|
||||
</span>
|
||||
<span className="text-gray-400 text-sm">/ 100</span>
|
||||
<span className="ml-auto text-sm" style={{ color: floorElemDef?.color }}>
|
||||
{floorElemDef?.sym} {floorElemDef?.name}
|
||||
</span>
|
||||
{isGuardianFloor && (
|
||||
<Badge className="bg-red-900/50 text-red-300 border-red-600">GUARDIAN</Badge>
|
||||
)}
|
||||
</div>
|
||||
|
||||
{isGuardianFloor && currentGuardian && (
|
||||
<div className="text-sm font-semibold game-panel-title" style={{ color: floorElemDef?.color }}>
|
||||
⚔️ {currentGuardian.name}
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* HP Bar */}
|
||||
<div className="space-y-1">
|
||||
<div className="h-3 bg-gray-800 rounded-full overflow-hidden">
|
||||
<div
|
||||
className="h-full rounded-full transition-all duration-300"
|
||||
style={{
|
||||
width: `${Math.max(0, (store.floorHP / store.floorMaxHP) * 100)}%`,
|
||||
background: `linear-gradient(90deg, ${floorElemDef?.color}99, ${floorElemDef?.color})`,
|
||||
boxShadow: `0 0 10px ${floorElemDef?.glow}`,
|
||||
}}
|
||||
/>
|
||||
</div>
|
||||
<div className="flex justify-between text-xs text-gray-400 game-mono">
|
||||
<span>{fmt(store.floorHP)} / {fmt(store.floorMaxHP)} HP</span>
|
||||
<span>DPS: {store.currentAction === 'climb' && canCastSpell(store.activeSpell) ? fmtDec(dps) : '—'}</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<Separator className="bg-gray-700" />
|
||||
|
||||
<div className="text-sm text-gray-400">
|
||||
Best: Floor <strong className="text-gray-200">{store.maxFloorReached}</strong> •
|
||||
Pacts: <strong className="text-amber-400">{store.signedPacts.length}</strong>
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Active Spell Card */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 game-panel-title text-xs">Active Spell</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-3">
|
||||
{activeSpellDef ? (
|
||||
<>
|
||||
<div className="text-lg font-semibold game-panel-title" style={{ color: activeSpellDef.elem === 'raw' ? '#60A5FA' : ELEMENTS[activeSpellDef.elem]?.color }}>
|
||||
{activeSpellDef.name}
|
||||
{activeSpellDef.tier === 0 && <Badge className="ml-2 bg-gray-600 text-gray-200">Basic</Badge>}
|
||||
{activeSpellDef.tier >= 4 && <Badge className="ml-2 bg-amber-600 text-amber-100">Legendary</Badge>}
|
||||
</div>
|
||||
<div className="text-sm text-gray-400 game-mono">
|
||||
⚔️ {fmt(calcDamage(store, store.activeSpell))} dmg •
|
||||
<span style={{ color: getSpellCostColor(activeSpellDef.cost) }}>
|
||||
{' '}{formatSpellCost(activeSpellDef.cost)}
|
||||
</span>
|
||||
{' '}• ⚡ {(activeSpellDef.castSpeed || 1).toFixed(1)} casts/hr
|
||||
</div>
|
||||
|
||||
{/* Cast progress bar when climbing */}
|
||||
{store.currentAction === 'climb' && (
|
||||
<div className="space-y-1">
|
||||
<div className="flex justify-between text-xs text-gray-400">
|
||||
<span>Cast Progress</span>
|
||||
<span>{((store.castProgress || 0) * 100).toFixed(0)}%</span>
|
||||
</div>
|
||||
<Progress value={Math.min(100, (store.castProgress || 0) * 100)} className="h-2 bg-gray-800" />
|
||||
</div>
|
||||
)}
|
||||
|
||||
{activeSpellDef.desc && (
|
||||
<div className="text-xs text-gray-500 italic">{activeSpellDef.desc}</div>
|
||||
)}
|
||||
</>
|
||||
) : (
|
||||
<div className="text-gray-500">No spell selected</div>
|
||||
)}
|
||||
|
||||
{/* Can cast indicator */}
|
||||
{activeSpellDef && (
|
||||
<div className={`text-xs ${canCastSpell(store.activeSpell) ? 'text-green-400' : 'text-red-400'}`}>
|
||||
{canCastSpell(store.activeSpell) ? '✓ Can cast' : '✗ Insufficient mana'}
|
||||
</div>
|
||||
)}
|
||||
|
||||
{incursionStrength > 0 && (
|
||||
<div className="p-2 bg-red-900/20 border border-red-800/50 rounded">
|
||||
<div className="text-xs text-red-400 game-panel-title mb-1">LABYRINTH INCURSION</div>
|
||||
<div className="text-sm text-gray-300">
|
||||
-{Math.round(incursionStrength * 100)}% mana regen
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Current Study (if any) */}
|
||||
{store.currentStudyTarget && (
|
||||
<Card className="bg-gray-900/80 border-purple-600/50 lg:col-span-2">
|
||||
<CardContent className="pt-4 space-y-3">
|
||||
{renderStudyProgress()}
|
||||
</CardContent>
|
||||
</Card>
|
||||
)}
|
||||
|
||||
{/* Spells Available */}
|
||||
<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 game-panel-title text-xs">Known Spells</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="grid grid-cols-2 sm:grid-cols-3 md:grid-cols-4 gap-2">
|
||||
{Object.entries(store.spells)
|
||||
.filter(([, state]) => state.learned)
|
||||
.map(([id, state]) => {
|
||||
const def = SPELLS_DEF[id];
|
||||
if (!def) return null;
|
||||
const elemDef = def.elem === 'raw' ? null : ELEMENTS[def.elem];
|
||||
const isActive = store.activeSpell === id;
|
||||
const canCast = canCastSpell(id);
|
||||
|
||||
return (
|
||||
<Button
|
||||
key={id}
|
||||
variant="outline"
|
||||
className={`h-auto py-2 px-3 flex flex-col items-start ${isActive ? 'border-amber-500 bg-amber-900/20' : canCast ? 'border-gray-600 bg-gray-800/50 hover:bg-gray-700/50' : 'border-gray-700 bg-gray-800/30 opacity-60'}`}
|
||||
onClick={() => store.setSpell(id)}
|
||||
>
|
||||
<div className="text-sm font-semibold" style={{ color: def.elem === 'raw' ? '#60A5FA' : elemDef?.color }}>
|
||||
{def.name}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400 game-mono">
|
||||
{fmt(calcDamage(store, id))} dmg
|
||||
</div>
|
||||
<div className="text-xs game-mono" style={{ color: getSpellCostColor(def.cost) }}>
|
||||
{formatSpellCost(def.cost)}
|
||||
</div>
|
||||
</Button>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Activity Log */}
|
||||
<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 game-panel-title text-xs">Activity Log</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<ScrollArea className="h-32">
|
||||
<div className="space-y-1">
|
||||
{store.log.slice(0, 20).map((entry, i) => (
|
||||
<div
|
||||
key={i}
|
||||
className={`text-sm ${i === 0 ? 'text-gray-200' : 'text-gray-500'} italic`}
|
||||
>
|
||||
{entry}
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
</TooltipProvider>
|
||||
);
|
||||
}
|
||||
Reference in New Issue
Block a user