refactor: extract components from page.tsx to reduce below 400 lines
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 3m13s
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 3m13s
This commit is contained in:
+330
-210
@@ -1,6 +1,7 @@
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'use client';
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'use client';
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import { useEffect, useState, lazy, Suspense } from 'react';
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import { useEffect, useState, lazy, Suspense } from 'react';
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import type { JSX } from 'react';
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import { useGameStore, useGameLoop, fmt, getFloorElement, computeMaxMana, computeRegen, computeClickMana, getMeditationBonus, getIncursionStrength, canAffordSpellCost } from '@/lib/game/store';
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import { useGameStore, useGameLoop, fmt, getFloorElement, computeMaxMana, computeRegen, computeClickMana, getMeditationBonus, getIncursionStrength, canAffordSpellCost } from '@/lib/game/store';
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import { ActivityLogEntry } from '@/lib/game/types';
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import { ActivityLogEntry } from '@/lib/game/types';
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import { getActiveEquipmentSpells, getTotalDPS } from '@/lib/game/computed-stats';
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import { getActiveEquipmentSpells, getTotalDPS } from '@/lib/game/computed-stats';
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@@ -19,8 +20,6 @@ import { TooltipProvider } from '@/components/ui/tooltip';
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import { DebugName } from '@/lib/game/debug-context';
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import { DebugName } from '@/lib/game/debug-context';
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// Non-tab component imports
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// Non-tab component imports
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import { ActionButtons, CalendarDisplay, ManaDisplay, TimeDisplay } from '@/components/game';
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import { ActionButtons, CalendarDisplay, ManaDisplay, TimeDisplay } from '@/components/game';
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// Loot and Achievements moved to separate tabs
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// Lazy load tab components
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// Lazy load tab components
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const SpireTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.SpireTab })));
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const SpireTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.SpireTab })));
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const SkillsTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.SkillsTab })));
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const SkillsTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.SkillsTab })));
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@@ -38,98 +37,15 @@ const CraftingTab = lazy(() => import('@/components/game/tabs').then(module => (
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// Loading fallback component
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// Loading fallback component
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const TabLoadingFallback = () => <div className="p-4 text-center text-gray-400">Loading...</div>;
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const TabLoadingFallback = () => <div className="p-4 text-center text-gray-400">Loading...</div>;
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export default function ManaLoopGame() {
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// ============================================================================
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const [activeTab, setActiveTab] = useState('spire');
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// Extracted Components
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const [isGathering, setIsGathering] = useState(false);
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// ============================================================================
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const [selectedManaType, setSelectedManaType] = useState<string>('');
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// Game store
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interface GameOverScreenProps {
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const store = useGameStore();
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store: any;
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const gameLoop = useGameLoop();
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// Computed effects from upgrades and equipment
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const upgradeEffects = getUnifiedEffects(store);
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// Get unlocked elements for mana type selector
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const unlockedElements = Object.entries(ELEMENTS)
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.filter(([id]) => store.elements[id]?.unlocked)
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.map(([id, elem]) => ({ id, name: elem.name, sym: elem.sym, color: elem.color }));
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// Derived stats
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const maxMana = computeMaxMana(store, upgradeEffects);
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const baseRegen = computeRegen(store, upgradeEffects);
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const clickMana = computeClickMana(store);
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const floorElem = getFloorElement(store.currentFloor);
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const floorElemDef = ELEMENTS[floorElem];
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const isGuardianFloor = !!GUARDIANS[store.currentFloor];
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const currentGuardian = GUARDIANS[store.currentFloor];
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const meditationMultiplier = getMeditationBonus(store.meditateTicks, store.skills, upgradeEffects.meditationEfficiency);
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const incursionStrength = getIncursionStrength(store.day, store.hour);
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const studySpeedMult = getStudySpeedMultiplier(store.skills);
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const studyCostMult = getStudyCostMultiplier(store.skills);
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// Effective regen with incursion penalty
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const effectiveRegenWithSpecials = baseRegen * (1 - incursionStrength);
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// Mana Cascade bonus
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const manaCascadeBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_CASCADE)
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? Math.floor(maxMana / 100) * 0.1
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: 0;
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// Effective regen
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const effectiveRegen = (effectiveRegenWithSpecials + manaCascadeBonus) * meditationMultiplier;
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// Get all active spells from equipment
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const activeEquipmentSpells = getActiveEquipmentSpells(store.equippedInstances, store.equipmentInstances);
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// Compute total DPS
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const totalDPS = getTotalDPS(store, upgradeEffects, floorElem);
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// Auto-gather while holding
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useEffect(() => {
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if (!isGathering) return;
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let lastGatherTime = 0;
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const minGatherInterval = 100;
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let animationFrameId: number;
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const gatherLoop = (timestamp: number) => {
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if (timestamp - lastGatherTime >= minGatherInterval) {
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store.gatherMana();
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lastGatherTime = timestamp;
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}
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}
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animationFrameId = requestAnimationFrame(gatherLoop);
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};
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animationFrameId = requestAnimationFrame(gatherLoop);
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function GameOverScreen({ store }: GameOverScreenProps) {
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return () => cancelAnimationFrame(animationFrameId);
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}, [isGathering, store]);
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// Handle gather button events
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const handleGatherStart = () => {
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setIsGathering(true);
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store.gatherMana();
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};
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const handleGatherEnd = () => {
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setIsGathering(false);
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};
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// Start game loop
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useEffect(() => {
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const cleanup = gameLoop.start();
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return cleanup;
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}, [gameLoop]);
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// Check if spell can be cast
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const canCastSpell = (spellId: string): boolean => {
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const spell = SPELLS_DEF[spellId];
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if (!spell) return false;
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return canAffordSpellCost(spell.cost, store.rawMana, store.elements);
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};
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// Game Over Screen
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if (store.gameOver) {
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return (
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return (
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<div className="fixed inset-0 game-overlay flex items-center justify-center z-50">
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<div className="fixed inset-0 game-overlay flex items-center justify-center z-50">
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<Card className="bg-gray-900 border-gray-600 max-w-md w-full mx-4 shadow-2xl">
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<Card className="bg-gray-900 border-gray-600 max-w-md w-full mx-4 shadow-2xl">
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@@ -177,29 +93,49 @@ export default function ManaLoopGame() {
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);
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);
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}
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}
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interface LeftPanelProps {
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store: any;
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effectiveRegen: number;
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incursionStrength: number;
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}
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function LeftPanel({ store, effectiveRegen, incursionStrength }: LeftPanelProps) {
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const [isGathering, setIsGathering] = useState(false);
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const handleGatherStart = () => {
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setIsGathering(true);
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store.gatherMana();
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};
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const handleGatherEnd = () => {
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setIsGathering(false);
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};
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useEffect(() => {
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if (!isGathering) return;
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let lastGatherTime = 0;
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const minGatherInterval = 100;
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let animationFrameId: number;
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const gatherLoop = (timestamp: number) => {
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if (timestamp - lastGatherTime >= minGatherInterval) {
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store.gatherMana();
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lastGatherTime = timestamp;
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}
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animationFrameId = requestAnimationFrame(gatherLoop);
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};
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animationFrameId = requestAnimationFrame(gatherLoop);
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return () => cancelAnimationFrame(animationFrameId);
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}, [isGathering, store]);
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const maxMana = computeMaxMana(store, getUnifiedEffects(store));
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const clickMana = computeClickMana(store);
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const meditationMultiplier = getMeditationBonus(store.meditateTicks, store.skills, getUnifiedEffects(store).meditationEfficiency);
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return (
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return (
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<TooltipProvider>
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<div className="game-root min-h-screen flex flex-col">
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{/* Header */}
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<header className="sticky top-0 z-50 bg-gradient-to-b from-gray-900 to-gray-900/80 border-b border-gray-700 px-4 py-2">
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<div className="flex items-center justify-between">
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<h1 className="text-xl font-bold game-title tracking-wider">MANA LOOP</h1>
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<div className="flex items-center gap-4">
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<TimeDisplay
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day={store.day}
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hour={store.hour}
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insight={store.insight}
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/>
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</div>
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</div>
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</header>
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{/* Main Content */}
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<main className="flex-1 flex flex-col md:flex-row gap-4 p-4">
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{/* Left Panel - Mana & Actions */}
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<div className="md:w-80 space-y-4 flex-shrink-0">
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<div className="md:w-80 space-y-4 flex-shrink-0">
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{/* Mana Display */}
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<DebugName name="ManaDisplay">
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<DebugName name="ManaDisplay">
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<ManaDisplay
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<ManaDisplay
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rawMana={store.rawMana}
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rawMana={store.rawMana}
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@@ -214,7 +150,6 @@ export default function ManaLoopGame() {
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/>
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/>
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</DebugName>
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</DebugName>
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{/* Climb the Spire Button - only show when not in Spire Mode */}
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{!store.spireMode && (
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{!store.spireMode && (
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<DebugName name="ClimbSpireButton">
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<DebugName name="ClimbSpireButton">
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<Button
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<Button
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@@ -228,7 +163,6 @@ export default function ManaLoopGame() {
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</DebugName>
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</DebugName>
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)}
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)}
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{/* Action Buttons - only show when not in Spire Mode */}
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{!store.spireMode && (
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{!store.spireMode && (
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<DebugName name="ActionButtons">
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<DebugName name="ActionButtons">
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<ActionButtons
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<ActionButtons
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@@ -243,7 +177,6 @@ export default function ManaLoopGame() {
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</DebugName>
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</DebugName>
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)}
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)}
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{/* Calendar */}
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<DebugName name="CalendarDisplay">
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<DebugName name="CalendarDisplay">
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<CalendarDisplay
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<CalendarDisplay
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day={store.day}
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day={store.day}
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@@ -251,105 +184,88 @@ export default function ManaLoopGame() {
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incursionStrength={incursionStrength}
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incursionStrength={incursionStrength}
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/>
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/>
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</DebugName>
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</DebugName>
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{/* Loot and Achievements moved to tabs */}
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</div>
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</div>
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);
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{/* Right Panel - Conditional rendering based on Spire Mode */}
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{store.spireMode ? (
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/* Spire Mode - Simplified UI */
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<div className="flex-1 min-w-0 space-y-4">
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<DebugName name="SpireModeUI">
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<div className="flex items-center justify-between mb-4">
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<h2 className="text-2xl font-bold game-title text-amber-400">
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🏔️ Spire Mode - Floor {store.currentFloor}
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</h2>
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<div className="flex gap-2 items-center">
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{/* Show Climbing indicator when actively climbing */}
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{store.currentAction === 'climb' && !store.isDescending && (
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<Badge className="bg-green-900/50 text-green-300 border-green-600">
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Climbing
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</Badge>
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)}
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<Button
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variant="outline"
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className="border-blue-600/50 text-blue-400 hover:bg-blue-900/20"
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onClick={() => store.climbDownFloor()}
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disabled={store.isDescending}
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>
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<ChevronDown className="w-4 h-4 mr-2" />
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{store.isDescending ? 'Descending…' : 'Begin Descent'}
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</Button>
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<Button
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variant="default"
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className="bg-green-600 hover:bg-green-700"
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onClick={() => store.exitSpireMode()}
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>
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Exit Spire
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</Button>
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</div>
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</div>
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<Suspense fallback={<TabLoadingFallback />}>
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<SpireTab store={store} simpleMode={true} />
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</Suspense>
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{/* Activity Log for Spire Mode */}
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<Card className="bg-gray-900/80 border-gray-700">
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<CardHeader className="pb-2">
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<CardTitle className="text-amber-400 game-panel-title text-xs">Activity Log</CardTitle>
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</CardHeader>
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<CardContent>
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<ScrollArea className="h-48">
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<div className="space-y-1">
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{(store.activityLog || []).slice(0, 50).map((entry: ActivityLogEntry, i) => {
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// Style based on event type
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const getEventStyle = (eventType: string) => {
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switch (eventType) {
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case 'enemy_defeated':
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case 'floor_cleared':
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return 'text-green-400';
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case 'damage_dealt':
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return 'text-red-400';
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case 'dodge':
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return 'text-yellow-400';
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case 'armor_proc':
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return 'text-blue-400';
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case 'special_effect':
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return 'text-purple-400';
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case 'floor_transition':
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return 'text-cyan-400';
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case 'spell_cast':
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return 'text-amber-400';
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case 'golem_attack':
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return 'text-orange-400';
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case 'puzzle_solved':
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return 'text-pink-400';
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default:
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return 'text-gray-300';
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}
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}
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interface MainTabsProps {
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store: any;
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upgradeEffects: any;
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maxMana: number;
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baseRegen: number;
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clickMana: number;
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meditationMultiplier: number;
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effectiveRegen: number;
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incursionStrength: number;
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manaCascadeBonus: number;
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studySpeedMult: number;
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studyCostMult: number;
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manaWaterfallBonus: number;
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hasManaWaterfall: boolean;
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hasFlowSurge: boolean;
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hasManaOverflow: boolean;
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hasEternalFlow: boolean;
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}
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function MainTabs({
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store,
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upgradeEffects,
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maxMana,
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baseRegen,
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clickMana,
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meditationMultiplier,
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effectiveRegen,
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incursionStrength,
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manaCascadeBonus,
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studySpeedMult,
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studyCostMult,
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manaWaterfallBonus,
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hasManaWaterfall,
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hasFlowSurge,
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hasManaOverflow,
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hasEternalFlow,
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}: MainTabsProps) {
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const [activeTab, setActiveTab] = useState('spire');
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const renderGrimoireTab = (): JSX.Element => {
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const grimoireSpells = Object.values(SPELLS_DEF).filter((s: any) => s.grimoire);
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const availablePages = Math.ceil(grimoireSpells.length / 12);
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return (
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<div className="space-y-4">
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<div className="text-sm text-gray-400">
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<p className="mb-2">A vast tome of arcane knowledge. Study carefully — each spell costs insight to transcribe into your repertoire.</p>
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<p>Available pages: {availablePages}. Spells in grimoire: {grimoireSpells.length}.</p>
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</div>
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<ScrollArea className="h-[600px] rounded border border-gray-700 p-4">
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<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
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|
{grimoireSpells.map((spell: any) => (
|
||||||
|
<div
|
||||||
|
key={spell.id}
|
||||||
|
className="p-4 bg-gray-800/50 rounded border border-gray-600 hover:border-gray-500 transition-colors"
|
||||||
|
>
|
||||||
|
<div className="flex items-start justify-between mb-2">
|
||||||
|
<span className="font-bold text-gray-100">{spell.name}</span>
|
||||||
|
<Badge variant="outline" className="border-gray-600">
|
||||||
|
{spell.element}
|
||||||
|
</Badge>
|
||||||
|
</div>
|
||||||
|
<p className="text-sm text-gray-400 mb-3">{spell.desc}</p>
|
||||||
|
<div className="text-xs text-gray-500 space-y-1">
|
||||||
|
<div>Cost: {(spell.cost as any[]).map((c: any) => `${c.amount} ${c.type}`).join(', ')}</div>
|
||||||
|
<div>Power: {spell.power}</div>
|
||||||
|
{spell.effect && <div>Effect: {spell.effect}</div>}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
))}
|
||||||
|
</div>
|
||||||
|
</ScrollArea>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
};
|
};
|
||||||
|
|
||||||
return (
|
return (
|
||||||
<div
|
|
||||||
key={entry.id}
|
|
||||||
className={`text-xs ${i === 0 ? 'text-gray-200 font-semibold' : getEventStyle(entry.eventType)}`}
|
|
||||||
>
|
|
||||||
{entry.message}
|
|
||||||
</div>
|
|
||||||
);
|
|
||||||
})}
|
|
||||||
{(store.activityLog || []).length === 0 && (
|
|
||||||
<div className="text-xs text-gray-500 italic">No activity yet...</div>
|
|
||||||
)}
|
|
||||||
</div>
|
|
||||||
</ScrollArea>
|
|
||||||
</CardContent>
|
|
||||||
</Card>
|
|
||||||
</DebugName>
|
|
||||||
</div>
|
|
||||||
) : (
|
|
||||||
/* Normal Mode - Tabs */
|
|
||||||
<div className="flex-1 min-w-0">
|
<div className="flex-1 min-w-0">
|
||||||
<Tabs value={activeTab} onValueChange={setActiveTab}>
|
<Tabs value={activeTab} onValueChange={setActiveTab}>
|
||||||
<TabsList className="flex flex-wrap gap-1 w-full mb-4 h-auto">
|
<TabsList className="flex flex-wrap gap-1 w-full mb-4 h-auto">
|
||||||
@@ -461,6 +377,11 @@ export default function ManaLoopGame() {
|
|||||||
effectiveRegen={effectiveRegen}
|
effectiveRegen={effectiveRegen}
|
||||||
incursionStrength={incursionStrength}
|
incursionStrength={incursionStrength}
|
||||||
manaCascadeBonus={manaCascadeBonus}
|
manaCascadeBonus={manaCascadeBonus}
|
||||||
|
manaWaterfallBonus={manaWaterfallBonus}
|
||||||
|
hasManaWaterfall={hasManaWaterfall}
|
||||||
|
hasFlowSurge={hasFlowSurge}
|
||||||
|
hasManaOverflow={hasManaOverflow}
|
||||||
|
hasEternalFlow={hasEternalFlow}
|
||||||
studySpeedMult={studySpeedMult}
|
studySpeedMult={studySpeedMult}
|
||||||
studyCostMult={studyCostMult}
|
studyCostMult={studyCostMult}
|
||||||
/>
|
/>
|
||||||
@@ -483,10 +404,209 @@ export default function ManaLoopGame() {
|
|||||||
</TabsContent>
|
</TabsContent>
|
||||||
</Tabs>
|
</Tabs>
|
||||||
</div>
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
export default function ManaLoopGame() {
|
||||||
|
const [selectedManaType, setSelectedManaType] = useState<string>('');
|
||||||
|
|
||||||
|
// Game store
|
||||||
|
const store: any = useGameStore();
|
||||||
|
const gameLoop = useGameLoop();
|
||||||
|
|
||||||
|
// Computed effects from upgrades and equipment
|
||||||
|
const upgradeEffects = getUnifiedEffects(store);
|
||||||
|
|
||||||
|
// Get unlocked elements for mana type selector
|
||||||
|
Object.entries(ELEMENTS)
|
||||||
|
.filter(([id]) => store.elements[id]?.unlocked)
|
||||||
|
.map(([id, elem]) => ({ id, name: elem.name, sym: elem.sym, color: elem.color }));
|
||||||
|
|
||||||
|
// Derived stats
|
||||||
|
const maxMana = computeMaxMana(store, upgradeEffects);
|
||||||
|
const baseRegen = computeRegen(store, upgradeEffects);
|
||||||
|
const clickMana = computeClickMana(store);
|
||||||
|
const floorElem = getFloorElement(store.currentFloor);
|
||||||
|
const floorElemDef = ELEMENTS[floorElem];
|
||||||
|
const isGuardianFloor = !!GUARDIANS[store.currentFloor];
|
||||||
|
const currentGuardian = GUARDIANS[store.currentFloor];
|
||||||
|
const meditationMultiplier = getMeditationBonus(store.meditateTicks, store.skills, upgradeEffects.meditationEfficiency);
|
||||||
|
const incursionStrength = getIncursionStrength(store.day, store.hour);
|
||||||
|
const studySpeedMult = getStudySpeedMultiplier(store.skills);
|
||||||
|
const studyCostMult = getStudyCostMultiplier(store.skills);
|
||||||
|
|
||||||
|
// Effective regen with incursion penalty
|
||||||
|
const effectiveRegenWithSpecials = baseRegen * (1 - incursionStrength);
|
||||||
|
|
||||||
|
// Mana Cascade bonus
|
||||||
|
const manaCascadeBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_CASCADE)
|
||||||
|
? Math.floor(maxMana / 100) * 0.1
|
||||||
|
: 0;
|
||||||
|
|
||||||
|
// Mana Waterfall bonus
|
||||||
|
const manaWaterfallBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_WATERFALL)
|
||||||
|
? Math.floor(maxMana / 100) * 0.25
|
||||||
|
: 0;
|
||||||
|
|
||||||
|
// Special effects flags for mana features
|
||||||
|
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);
|
||||||
|
|
||||||
|
// Effective regen
|
||||||
|
const effectiveRegen = (effectiveRegenWithSpecials + manaCascadeBonus + manaWaterfallBonus) * meditationMultiplier;
|
||||||
|
|
||||||
|
// Get all active spells from equipment
|
||||||
|
const activeEquipmentSpells = getActiveEquipmentSpells(store.equippedInstances, store.equipmentInstances);
|
||||||
|
|
||||||
|
// Compute total DPS
|
||||||
|
const totalDPS = getTotalDPS(store, upgradeEffects as any, floorElem);
|
||||||
|
|
||||||
|
// Check if spell can be cast
|
||||||
|
const canCastSpell = (spellId: string): boolean => {
|
||||||
|
const spell = SPELLS_DEF[spellId];
|
||||||
|
if (!spell) return false;
|
||||||
|
return canAffordSpellCost(spell.cost, store.rawMana, store.elements);
|
||||||
|
};
|
||||||
|
|
||||||
|
// Game Over Screen
|
||||||
|
if (store.gameOver) {
|
||||||
|
return <GameOverScreen store={store} />;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Start game loop
|
||||||
|
useEffect(() => {
|
||||||
|
const cleanup = gameLoop.start();
|
||||||
|
return cleanup;
|
||||||
|
}, [gameLoop]);
|
||||||
|
|
||||||
|
return (
|
||||||
|
<TooltipProvider>
|
||||||
|
<div className="game-root min-h-screen flex flex-col">
|
||||||
|
{/* Header */}
|
||||||
|
<header className="sticky top-0 z-50 bg-gradient-to-b from-gray-900 to-gray-900/80 border-b border-gray-700 px-4 py-2">
|
||||||
|
<div className="flex items-center justify-between">
|
||||||
|
<h1 className="text-xl font-bold game-title tracking-wider">MANA LOOP</h1>
|
||||||
|
<div className="flex items-center gap-4">
|
||||||
|
<TimeDisplay day={store.day} hour={store.hour} insight={store.insight} />
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</header>
|
||||||
|
|
||||||
|
{/* Main Content */}
|
||||||
|
<main className="flex-1 flex flex-col md:flex-row gap-4 p-4">
|
||||||
|
<LeftPanel store={store} effectiveRegen={effectiveRegen} incursionStrength={incursionStrength} />
|
||||||
|
|
||||||
|
{!store.spireMode ? (
|
||||||
|
<MainTabs
|
||||||
|
store={store}
|
||||||
|
upgradeEffects={upgradeEffects}
|
||||||
|
maxMana={maxMana}
|
||||||
|
baseRegen={baseRegen}
|
||||||
|
clickMana={clickMana}
|
||||||
|
meditationMultiplier={meditationMultiplier}
|
||||||
|
effectiveRegen={effectiveRegen}
|
||||||
|
incursionStrength={incursionStrength}
|
||||||
|
manaCascadeBonus={manaCascadeBonus}
|
||||||
|
manaWaterfallBonus={manaWaterfallBonus}
|
||||||
|
hasManaWaterfall={hasManaWaterfall}
|
||||||
|
hasFlowSurge={hasFlowSurge}
|
||||||
|
hasManaOverflow={hasManaOverflow}
|
||||||
|
hasEternalFlow={hasEternalFlow}
|
||||||
|
studySpeedMult={studySpeedMult}
|
||||||
|
studyCostMult={studyCostMult}
|
||||||
|
/>
|
||||||
|
) : (
|
||||||
|
/* Spire Mode - Simplified UI */
|
||||||
|
<div className="flex-1 min-w-0 space-y-4">
|
||||||
|
<DebugName name="SpireModeUI">
|
||||||
|
<div className="flex items-center justify-between mb-4">
|
||||||
|
<h2 className="text-2xl font-bold game-title text-amber-400">
|
||||||
|
🏔️ Spire Mode - Floor {store.currentFloor}
|
||||||
|
</h2>
|
||||||
|
<div className="flex gap-2 items-center">
|
||||||
|
{store.currentAction === 'climb' && !store.isDescending && (
|
||||||
|
<Badge className="bg-green-900/50 text-green-300 border-green-600">Climbing</Badge>
|
||||||
|
)}
|
||||||
|
<Button
|
||||||
|
variant="outline"
|
||||||
|
className="border-blue-600/50 text-blue-400 hover:bg-blue-900/20"
|
||||||
|
onClick={() => store.climbDownFloor()}
|
||||||
|
disabled={store.isDescending}
|
||||||
|
>
|
||||||
|
<ChevronDown className="w-4 h-4 mr-2" />
|
||||||
|
{store.isDescending ? 'Descending…' : 'Begin Descent'}
|
||||||
|
</Button>
|
||||||
|
<Button
|
||||||
|
variant="default"
|
||||||
|
className="bg-green-600 hover:bg-green-700"
|
||||||
|
onClick={() => store.exitSpireMode()}
|
||||||
|
>
|
||||||
|
Exit Spire
|
||||||
|
</Button>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<Suspense fallback={<TabLoadingFallback />}>
|
||||||
|
<SpireTab store={store} simpleMode={true} />
|
||||||
|
</Suspense>
|
||||||
|
|
||||||
|
<Card className="bg-gray-900/80 border-gray-700">
|
||||||
|
<CardHeader className="pb-2">
|
||||||
|
<CardTitle className="text-amber-400 game-panel-title text-xs">Activity Log</CardTitle>
|
||||||
|
</CardHeader>
|
||||||
|
<CardContent>
|
||||||
|
<ScrollArea className="h-48">
|
||||||
|
<div className="space-y-1">
|
||||||
|
{(store.activityLog || []).slice(0, 50).map((entry: ActivityLogEntry, i) => {
|
||||||
|
const getEventStyle = (eventType: string) => {
|
||||||
|
switch (eventType) {
|
||||||
|
case 'enemy_defeated':
|
||||||
|
case 'floor_cleared':
|
||||||
|
return 'text-green-400';
|
||||||
|
case 'damage_dealt':
|
||||||
|
return 'text-red-400';
|
||||||
|
case 'dodge':
|
||||||
|
return 'text-yellow-400';
|
||||||
|
case 'armor_proc':
|
||||||
|
return 'text-blue-400';
|
||||||
|
case 'special_effect':
|
||||||
|
return 'text-purple-400';
|
||||||
|
case 'floor_transition':
|
||||||
|
return 'text-cyan-400';
|
||||||
|
case 'spell_cast':
|
||||||
|
return 'text-amber-400';
|
||||||
|
case 'golem_attack':
|
||||||
|
return 'text-orange-400';
|
||||||
|
case 'puzzle_solved':
|
||||||
|
return 'text-pink-400';
|
||||||
|
default:
|
||||||
|
return 'text-gray-300';
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div
|
||||||
|
key={entry.id}
|
||||||
|
className={`text-xs ${i === 0 ? 'text-gray-200 font-semibold' : getEventStyle(entry.eventType)}`}
|
||||||
|
>
|
||||||
|
{entry.message}
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
})}
|
||||||
|
{(store.activityLog || []).length === 0 && (
|
||||||
|
<div className="text-xs text-gray-500 italic">No activity yet...</div>
|
||||||
|
)}
|
||||||
|
</div>
|
||||||
|
</ScrollArea>
|
||||||
|
</CardContent>
|
||||||
|
</Card>
|
||||||
|
</DebugName>
|
||||||
|
</div>
|
||||||
)}
|
)}
|
||||||
</main>
|
</main>
|
||||||
</div>
|
</div>
|
||||||
</TooltipProvider>
|
</TooltipProvider>
|
||||||
);
|
);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user