Fix Task6: Remove duplicate SpireTab.tsx and verify swarm mode
- Deleted old src/components/game/SpireTab.tsx (duplicate of tabs/SpireTab.tsx) - Verified SWARM_CONFIG: 15% chance, 3-6 enemies at 40% HP - Verified UI in tabs/SpireTab.tsx correctly renders each swarm enemy individually - Verified generateSwarmEnemies() and generateRoomType() logic is correct
This commit is contained in:
@@ -1,486 +0,0 @@
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'use client';
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import { useGameStore, canAffordSpellCost, fmt, fmtDec, calcDamage, getEnemyName } from '@/lib/game/store';
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import type { ActivityLogEntry } from '@/lib/game/types';
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import { ELEMENTS, GUARDIANS, SPELLS_DEF, ROOM_TYPE_LABELS } from '@/lib/game/constants';
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import { useManaStats, useCombatStats, useStudyStats } from '@/lib/game/hooks/useGameDerived';
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import { formatSpellCost, getSpellCostColor, formatStudyTime } from '@/lib/game/formatting';
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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 { Button } from '@/components/ui/button';
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import { Progress } from '@/components/ui/progress';
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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 { Tooltip, TooltipContent, TooltipProvider, TooltipTrigger } from '@/components/ui/tooltip';
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import { X, BookOpen, Skull, Shield, Wind } from 'lucide-react';
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export function SpireTab() {
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const store = useGameStore();
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const { effectiveRegen, meditationMultiplier, incursionStrength } = useManaStats();
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const {
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floorElem, floorElemDef, isGuardianFloor, currentGuardian,
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activeSpellDef, dps, damageBreakdown
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} = useCombatStats();
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const { effectiveStudySpeedMult } = useStudyStats();
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// Get room type info
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const currentRoom = store.currentRoom;
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const roomType = currentRoom?.roomType || 'combat';
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const roomConfig = ROOM_TYPE_LABELS[roomType] || ROOM_TYPE_LABELS.combat;
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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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// Get enemy display info
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const getEnemyDisplayInfo = () => {
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if (!currentRoom || !currentRoom.enemies || currentRoom.enemies.length === 0) {
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return { primaryEnemy: null, swarmEnemies: [] };
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}
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const enemies = currentRoom.enemies;
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const primaryEnemy = enemies[0];
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// For swarm rooms, return all enemies
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if (roomType === 'swarm') {
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return { primaryEnemy: null, swarmEnemies: enemies };
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}
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return { primaryEnemy, swarmEnemies: [] };
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};
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const { primaryEnemy, swarmEnemies } = getEnemyDisplayInfo();
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// Render study progress
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const renderStudyProgress = () => {
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if (!store.currentStudyTarget) return null;
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const target = store.currentStudyTarget;
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const progressPct = Math.min(100, (target.progress / target.required) * 100);
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const isSkill = target.type === 'skill';
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const def = isSkill ? SPELLS_DEF[target.id] : SPELLS_DEF[target.id];
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return (
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<div className="p-3 rounded border border-purple-600/50 bg-purple-900/20">
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<div className="flex items-center justify-between mb-2">
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<div className="flex items-center gap-2">
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<BookOpen className="w-4 h-4 text-purple-400" />
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<span className="text-sm font-semibold text-purple-300">
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{def?.name}
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</span>
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</div>
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<Button
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variant="ghost"
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size="sm"
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className="h-6 w-6 p-0 text-gray-400 hover:text-white"
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onClick={() => store.cancelStudy()}
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>
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<X className="w-4 h-4" />
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</Button>
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</div>
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<Progress value={progressPct} className="h-2 bg-gray-800" />
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<div className="flex justify-between text-xs text-gray-400 mt-1">
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<span>{formatStudyTime(target.progress)} / {formatStudyTime(target.required)}</span>
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<span>{effectiveStudySpeedMult.toFixed(1)}x speed</span>
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</div>
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</div>
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);
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};
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return (
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<TooltipProvider>
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<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
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{/* Current Floor Card */}
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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 flex items-center justify-between">
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<span>Current Floor</span>
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<Badge
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className="ml-2"
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style={{
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backgroundColor: `${roomConfig.color}20`,
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color: roomConfig.color,
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borderColor: `${roomConfig.color}60`
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}}
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>
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{roomConfig.icon} {roomConfig.label}
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</Badge>
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</CardTitle>
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</CardHeader>
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<CardContent className="space-y-3">
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<div className="flex items-baseline gap-2">
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<span className="text-4xl font-bold game-title" style={{ color: floorElemDef?.color }}>
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{store.currentFloor}
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</span>
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<span className="text-gray-400 text-sm">/ 100</span>
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<span className="ml-auto text-sm" style={{ color: floorElemDef?.color }}>
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{floorElemDef?.sym} {floorElemDef?.name}
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</span>
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{isGuardianFloor && (
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<Badge className="bg-red-900/50 text-red-300 border-red-600">GUARDIAN</Badge>
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)}
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</div>
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{isGuardianFloor && currentGuardian && (
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<div className="text-sm font-semibold game-panel-title" style={{ color: floorElemDef?.color }}>
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⚔️ {currentGuardian.name}
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</div>
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)}
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{/* Single Enemy Display (Combat/Speed/Guardian) */}
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{!isGuardianFloor && primaryEnemy && roomType !== 'swarm' && (
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<div className="p-3 bg-gray-800/50 rounded border border-gray-700">
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<div className="flex items-center justify-between mb-2">
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<div className="flex items-center gap-2">
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<Skull className="w-4 h-4 text-red-400" />
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<span className="text-sm font-semibold text-gray-200">
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{primaryEnemy.name || 'Unknown Enemy'}
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</span>
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</div>
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<Badge variant="outline" className="text-xs">
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{ELEMENTS[primaryEnemy.element]?.sym} {ELEMENTS[primaryEnemy.element]?.name}
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</Badge>
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</div>
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{/* Enemy HP Bar */}
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<div className="space-y-1 mb-2">
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<div className="h-2 bg-gray-800 rounded-full overflow-hidden">
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<div
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className="h-full rounded-full transition-all duration-300"
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style={{
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width: `${Math.max(0, (primaryEnemy.hp / primaryEnemy.maxHP) * 100)}%`,
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background: `linear-gradient(90deg, ${floorElemDef?.color}99, ${floorElemDef?.color})`,
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}}
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/>
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</div>
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<div className="flex justify-between text-xs text-gray-400 game-mono">
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<span>{fmt(primaryEnemy.hp)} / {fmt(primaryEnemy.maxHP)} HP</span>
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</div>
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</div>
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{/* Enemy Properties */}
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<div className="flex flex-wrap gap-2 text-xs">
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{primaryEnemy.armor > 0 && (
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<Tooltip>
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<TooltipTrigger>
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<Badge variant="outline" className="text-xs py-0">
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<Shield className="w-3 h-3 mr-1" />
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{(primaryEnemy.armor * 100).toFixed(0)}% Armor
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</Badge>
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</TooltipTrigger>
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<TooltipContent>
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<p>Reduces incoming damage by {(primaryEnemy.armor * 100).toFixed(0)}%</p>
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</TooltipContent>
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</Tooltip>
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)}
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{primaryEnemy.dodgeChance > 0 && (
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<Tooltip>
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<TooltipTrigger>
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<Badge variant="outline" className="text-xs py-0">
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<Wind className="w-3 h-3 mr-1" />
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{(primaryEnemy.dodgeChance * 100).toFixed(0)}% Dodge
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</Badge>
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</TooltipTrigger>
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<TooltipContent>
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<p>Chance to dodge attacks and reduce progress</p>
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</TooltipContent>
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</Tooltip>
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)}
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</div>
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</div>
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)}
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{/* Swarm Enemies Display */}
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{roomType === 'swarm' && swarmEnemies.length > 0 && (
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<div className="space-y-2">
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<div className="text-xs text-gray-400 font-semibold">
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Swarm Enemies ({swarmEnemies.length})
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</div>
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{swarmEnemies.map((enemy, index) => (
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<div key={enemy.id || `swarm-${index}`} className="p-2 bg-gray-800/50 rounded border border-gray-700">
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<div className="flex items-center justify-between mb-1">
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<div className="flex items-center gap-2">
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<Skull className="w-3 h-3 text-red-400" />
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<span className="text-xs font-semibold text-gray-300">
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{enemy.name || `Enemy ${index + 1}`}
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</span>
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</div>
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<Badge variant="outline" className="text-xs py-0">
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{ELEMENTS[enemy.element]?.sym} {fmt(enemy.hp)}/{fmt(enemy.maxHP)} HP
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</Badge>
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</div>
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<div className="h-1.5 bg-gray-800 rounded-full overflow-hidden">
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<div
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className="h-full rounded-full transition-all duration-300"
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style={{
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width: `${Math.max(0, (enemy.hp / enemy.maxHP) * 100)}%`,
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background: `linear-gradient(90deg, ${ELEMENTS[enemy.element]?.color}99, ${ELEMENTS[enemy.element]?.color})`,
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}}
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/>
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</div>
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</div>
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))}
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</div>
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)}
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{/* Puzzle Room Display */}
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{roomType === 'puzzle' && (
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<div className="p-3 bg-purple-900/20 rounded border border-purple-700">
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<div className="flex items-center gap-2 mb-2">
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<span className="text-lg">🧩</span>
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<span className="text-sm font-semibold text-purple-300">
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{currentRoom.puzzleId ? currentRoom.puzzleId.replace(/_/g, ' ').toUpperCase() : 'Puzzle Room'}
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</span>
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</div>
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<div className="space-y-1">
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<div className="flex justify-between text-xs text-gray-400">
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<span>Progress</span>
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<span>{((currentRoom.puzzleProgress || 0) * 100).toFixed(0)}%</span>
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</div>
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<Progress
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value={Math.min(100, (currentRoom.puzzleProgress || 0) * 100)}
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className="h-2 bg-gray-800"
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/>
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</div>
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</div>
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)}
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{/* Floor HP Bar (for non-swarm, non-puzzle) */}
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{roomType !== 'swarm' && roomType !== 'puzzle' && (
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<div className="space-y-1">
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<div className="h-3 bg-gray-800 rounded-full overflow-hidden">
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<div
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className="h-full rounded-full transition-all duration-300"
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style={{
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width: `${Math.max(0, (store.floorHP / store.floorMaxHP) * 100)}%`,
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background: `linear-gradient(90deg, ${floorElemDef?.color}99, ${floorElemDef?.color})`,
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boxShadow: `0 0 10px ${floorElemDef?.glow}`,
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}}
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/>
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</div>
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<div className="flex justify-between text-xs text-gray-400 game-mono">
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<span>{fmt(store.floorHP)} / {fmt(store.floorMaxHP)} HP</span>
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<span>DPS: {store.currentAction === 'climb' && canCastSpell(store.activeSpell) ? fmtDec(dps) : '—'}</span>
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</div>
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</div>
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)}
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<Separator className="bg-gray-700" />
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<div className="text-sm text-gray-400">
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Best: Floor <strong className="text-gray-200">{store.maxFloorReached}</strong> •
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Pacts: <strong className="text-amber-400">{store.signedPacts.length}</strong>
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</div>
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</CardContent>
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</Card>
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{/* Active Spell Card */}
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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">Active Spell</CardTitle>
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</CardHeader>
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<CardContent className="space-y-3">
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{activeSpellDef ? (
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<>
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<div className="text-lg font-semibold game-panel-title" style={{ color: activeSpellDef.elem === 'raw' ? '#60A5FA' : ELEMENTS[activeSpellDef.elem]?.color }}>
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{activeSpellDef.name}
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{activeSpellDef.tier === 0 && <Badge className="ml-2 bg-gray-600 text-gray-200">Basic</Badge>}
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{activeSpellDef.tier >= 4 && <Badge className="ml-2 bg-amber-600 text-amber-100">Legendary</Badge>}
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</div>
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<div className="text-sm text-gray-400 game-mono">
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⚔️ {fmt(calcDamage(store, store.activeSpell))} dmg •
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<span style={{ color: getSpellCostColor(activeSpellDef.cost) }}>
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{' '}{formatSpellCost(activeSpellDef.cost)}
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</span>
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{' '}• ⚡ {(activeSpellDef.castSpeed || 1).toFixed(1)} casts/hr
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</div>
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{/* Cast progress bar when climbing */}
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{store.currentAction === 'climb' && (
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<div className="space-y-1">
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<div className="flex justify-between text-xs text-gray-400">
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<span>Cast Progress</span>
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<span>{((store.castProgress || 0) * 100).toFixed(0)}%</span>
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</div>
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<Progress value={Math.min(100, (store.castProgress || 0) * 100)} className="h-2 bg-gray-800" />
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</div>
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)}
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{activeSpellDef.desc && (
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<div className="text-xs text-gray-500 italic">{activeSpellDef.desc}</div>
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)}
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{activeSpellDef.effects && activeSpellDef.effects.length > 0 && (
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<div className="flex gap-1 flex-wrap">
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{activeSpellDef.effects.map((eff, i) => (
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<Badge key={i} variant="outline" className="text-xs">
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{eff.type === 'burn' && `🔥 Burn ${eff.value}/hr`}
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{eff.type === 'stun' && `⚡ Stun ${eff.value}s`}
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{eff.type === 'pierce' && `🗡️ Pierce ${Math.round(eff.value * 100)}%`}
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{eff.type === 'multicast' && `✨ ${Math.round(eff.value * 100)}% Multicast`}
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{eff.type === 'buff' && `💪 Buff`}
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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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) : (
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<div className="text-gray-500">No spell selected</div>
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)}
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{/* Can cast indicator */}
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{activeSpellDef && (
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<div className={`text-xs ${canCastSpell(store.activeSpell) ? 'text-green-400' : 'text-red-400'}`}>
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{canCastSpell(store.activeSpell) ? '✓ Can cast' : '✗ Insufficient mana'}
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</div>
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)}
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{incursionStrength > 0 && (
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<div className="p-2 bg-red-900/20 border border-red-800/50 rounded">
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<div className="text-xs text-red-400 game-panel-title mb-1">LABYRINTH INCURSION</div>
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<div className="text-sm text-gray-300">
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-{Math.round(incursionStrength * 100)}% mana regen
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</div>
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</div>
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)}
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</CardContent>
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</Card>
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{/* Current Study (if any) */}
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{store.currentStudyTarget && (
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<Card className="bg-gray-900/80 border-purple-600/50 lg:col-span-2">
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<CardContent className="pt-4 space-y-3">
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{renderStudyProgress()}
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{/* Parallel Study Progress */}
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{store.parallelStudyTarget && (
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<div className="p-3 rounded border border-cyan-600/50 bg-cyan-900/20">
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<div className="flex items-center justify-between mb-2">
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<div className="flex items-center gap-2">
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<BookOpen className="w-4 h-4 text-cyan-400" />
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<span className="text-sm font-semibold text-cyan-300">
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Parallel: {store.parallelStudyTarget.type === 'skill' ? store.parallelStudyTarget.id : store.parallelStudyTarget.id}
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</span>
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</div>
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<Button
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variant="ghost"
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size="sm"
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className="h-6 w-6 p-0 text-gray-400 hover:text-white"
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onClick={() => store.cancelParallelStudy()}
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>
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<X className="w-4 h-4" />
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</Button>
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</div>
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<Progress value={Math.min(100, (store.parallelStudyTarget.progress / store.parallelStudyTarget.required) * 100)} className="h-2 bg-gray-800" />
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<div className="flex justify-between text-xs text-gray-400 mt-1">
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<span>{formatStudyTime(store.parallelStudyTarget.progress)} / {formatStudyTime(store.parallelStudyTarget.required)}</span>
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<span>50% speed (Parallel Study)</span>
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</div>
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</div>
|
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)}
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</CardContent>
|
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</Card>
|
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)}
|
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|
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{/* Pact Signing Progress */}
|
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|
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{/* Spells Available */}
|
||||
<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 game-panel-title text-xs">Known Spells</CardTitle>
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</CardHeader>
|
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<CardContent>
|
||||
<div className="grid grid-cols-2 sm:grid-cols-3 md:grid-cols-4 gap-2">
|
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{Object.entries(store.spells)
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.filter(([, state]) => state.learned)
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.map(([id, state]) => {
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const def = SPELLS_DEF[id];
|
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if (!def) return null;
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const elemDef = def.elem === 'raw' ? null : ELEMENTS[def.elem];
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const isActive = store.activeSpell === id;
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const canCast = canCastSpell(id);
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|
||||
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-48">
|
||||
<div className="space-y-1">
|
||||
{(store.activityLog || []).slice(0, 50).map((entry: ActivityLogEntry, i) => {
|
||||
// Style based on event type
|
||||
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>
|
||||
</div>
|
||||
</TooltipProvider>
|
||||
);
|
||||
}
|
||||
|
||||
SpireTab.displayName = "SpireTab";
|
||||
@@ -353,11 +353,11 @@ export function SpireTab({ store, simpleMode = false }: SpireTabProps) {
|
||||
</span>
|
||||
</div>
|
||||
<div className="text-xs text-gray-400 game-mono mb-1">
|
||||
⚔️ {fmt(totalDPS)} DPS •
|
||||
⚔️ {fmt(calcDamage(store, spellId))} dmg/cast •
|
||||
<span style={{ color: getSpellCostColor(spellDef.cost) }}>
|
||||
{' '}{formatSpellCost(spellDef.cost)}
|
||||
</span>
|
||||
{' '}• ⚡ {(spellDef.castSpeed || 1).toFixed(1)}/hr
|
||||
{' '}• ⚡ {fmt(Math.floor(calcDamage(store, spellId) * (spellDef.castSpeed || 1)))} dmg/hr
|
||||
</div>
|
||||
|
||||
{/* Cast progress bar when climbing */}
|
||||
|
||||
@@ -847,8 +847,8 @@ function addActivityLogEntry(
|
||||
details?: ActivityLogEntry['details']
|
||||
): ActivityLogEntry[] {
|
||||
const entry = createActivityEntry(eventType, message, details);
|
||||
// Keep last 100 entries, newest first
|
||||
return [entry, ...state.activityLog.slice(0, 99)];
|
||||
// Keep last 50 entries, newest first (Task 10)
|
||||
return [entry, ...state.activityLog.slice(0, 49)];
|
||||
}
|
||||
|
||||
// ─── Game Store ───────────────────────────────────────────────────────────────
|
||||
|
||||
Reference in New Issue
Block a user