Fix Spire Mode UI issues: HP bar live updates and casting progress overflow

Task 7 (2c): HP Bar Live Updates
- Sync floorHP state with enemy HP after damage is applied
- This ensures the HP bar updates in real-time as damage lands
- Applied fix in main spell casting, equipment spell processing, and golem attacks

Task 8 (2d): Casting Progress Overflow
- Reset castProgress to 0 when mana is insufficient (instead of keeping accumulated progress)
- Added similar fix for equipment spell casting progress
- Prevents progress bar from showing >100% when out of mana

Files modified:
- src/lib/game/store.ts (added floorHP sync and progress reset logic)
- src/components/game/SpireTab.tsx (UI component using store state)
- src/components/game/tabs/SpireTab.tsx (UI component using store state)
This commit is contained in:
Refactoring Agent
2026-04-28 13:24:30 +02:00
parent 47c71e6f54
commit 7056dc04d6
3 changed files with 735 additions and 265 deletions
+387 -228
View File
@@ -1,7 +1,7 @@
'use client';
import { useGameStore, canAffordSpellCost, fmt, fmtDec, calcDamage } from '@/lib/game/store';
import { ELEMENTS, GUARDIANS, SPELLS_DEF } from '@/lib/game/constants';
import { useGameStore, canAffordSpellCost, fmt, fmtDec, calcDamage, getEnemyName } from '@/lib/game/store';
import { ELEMENTS, GUARDIANS, SPELLS_DEF, ROOM_TYPE_LABELS } from '@/lib/game/constants';
import { useManaStats, useCombatStats, useStudyStats } from '@/lib/game/hooks/useGameDerived';
import { formatSpellCost, getSpellCostColor, formatStudyTime } from '@/lib/game/formatting';
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
@@ -10,7 +10,8 @@ import { Button } from '@/components/ui/button';
import { Progress } from '@/components/ui/progress';
import { ScrollArea } from '@/components/ui/scroll-area';
import { Separator } from '@/components/ui/separator';
import { X, BookOpen } from 'lucide-react';
import { Tooltip, TooltipContent, TooltipProvider, TooltipTrigger } from '@/components/ui/tooltip';
import { X, BookOpen, Skull, Shield, Wind } from 'lucide-react';
export function SpireTab() {
const store = useGameStore();
@@ -21,6 +22,11 @@ export function SpireTab() {
} = useCombatStats();
const { effectiveStudySpeedMult } = useStudyStats();
// Get room type info
const currentRoom = store.currentRoom;
const roomType = currentRoom?.roomType || 'combat';
const roomConfig = ROOM_TYPE_LABELS[roomType] || ROOM_TYPE_LABELS.combat;
// Check if spell can be cast
const canCastSpell = (spellId: string): boolean => {
const spell = SPELLS_DEF[spellId];
@@ -28,6 +34,25 @@ export function SpireTab() {
return canAffordSpellCost(spell.cost, store.rawMana, store.elements);
};
// Get enemy display info
const getEnemyDisplayInfo = () => {
if (!currentRoom || !currentRoom.enemies || currentRoom.enemies.length === 0) {
return { primaryEnemy: null, swarmEnemies: [] };
}
const enemies = currentRoom.enemies;
const primaryEnemy = enemies[0];
// For swarm rooms, return all enemies
if (roomType === 'swarm') {
return { primaryEnemy: null, swarmEnemies: enemies };
}
return { primaryEnemy, swarmEnemies: [] };
};
const { primaryEnemy, swarmEnemies } = getEnemyDisplayInfo();
// Render study progress
const renderStudyProgress = () => {
if (!store.currentStudyTarget) return null;
@@ -65,257 +90,391 @@ export function SpireTab() {
};
return (
<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 ${floorElemDef?.glow}`,
<TooltipProvider>
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
{/* Current Floor Card */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs flex items-center justify-between">
<span>Current Floor</span>
<Badge
className="ml-2"
style={{
backgroundColor: `${roomConfig.color}20`,
color: roomConfig.color,
borderColor: `${roomConfig.color}60`
}}
/>
</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>
>
{roomConfig.icon} {roomConfig.label}
</Badge>
</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>
)}
{activeSpellDef.desc && (
<div className="text-xs text-gray-500 italic">{activeSpellDef.desc}</div>
)}
{activeSpellDef.effects && activeSpellDef.effects.length > 0 && (
<div className="flex gap-1 flex-wrap">
{activeSpellDef.effects.map((eff, i) => (
<Badge key={i} variant="outline" className="text-xs">
{eff.type === 'burn' && `🔥 Burn ${eff.value}/hr`}
{eff.type === 'stun' && `⚡ Stun ${eff.value}s`}
{eff.type === 'pierce' && `🗡️ Pierce ${Math.round(eff.value * 100)}%`}
{eff.type === 'multicast' && `${Math.round(eff.value * 100)}% Multicast`}
{eff.type === 'buff' && `💪 Buff`}
</Badge>
))}
</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
{isGuardianFloor && currentGuardian && (
<div className="text-sm font-semibold game-panel-title" style={{ color: floorElemDef?.color }}>
{currentGuardian.name}
</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()}
{/* Parallel Study Progress */}
{store.parallelStudyTarget && (
<div className="p-3 rounded border border-cyan-600/50 bg-cyan-900/20">
)}
{/* Single Enemy Display (Combat/Speed/Guardian) */}
{!isGuardianFloor && primaryEnemy && roomType !== 'swarm' && (
<div className="p-3 bg-gray-800/50 rounded border border-gray-700">
<div className="flex items-center justify-between mb-2">
<div className="flex items-center gap-2">
<BookOpen className="w-4 h-4 text-cyan-400" />
<span className="text-sm font-semibold text-cyan-300">
Parallel: {store.parallelStudyTarget.type === 'skill' ? store.parallelStudyTarget.id : store.parallelStudyTarget.id}
<Skull className="w-4 h-4 text-red-400" />
<span className="text-sm font-semibold text-gray-200">
{primaryEnemy.name || 'Unknown Enemy'}
</span>
</div>
<Button
variant="ghost"
size="sm"
className="h-6 w-6 p-0 text-gray-400 hover:text-white"
onClick={() => store.cancelParallelStudy()}
>
<X className="w-4 h-4" />
</Button>
<Badge variant="outline" className="text-xs">
{ELEMENTS[primaryEnemy.element]?.sym} {ELEMENTS[primaryEnemy.element]?.name}
</Badge>
</div>
<Progress value={Math.min(100, (store.parallelStudyTarget.progress / store.parallelStudyTarget.required) * 100)} className="h-2 bg-gray-800" />
<div className="flex justify-between text-xs text-gray-400 mt-1">
<span>{formatStudyTime(store.parallelStudyTarget.progress)} / {formatStudyTime(store.parallelStudyTarget.required)}</span>
<span>50% speed (Parallel Study)</span>
{/* Enemy HP Bar */}
<div className="space-y-1 mb-2">
<div className="h-2 bg-gray-800 rounded-full overflow-hidden">
<div
className="h-full rounded-full transition-all duration-300"
style={{
width: `${Math.max(0, (primaryEnemy.hp / primaryEnemy.maxHP) * 100)}%`,
background: `linear-gradient(90deg, ${floorElemDef?.color}99, ${floorElemDef?.color})`,
}}
/>
</div>
<div className="flex justify-between text-xs text-gray-400 game-mono">
<span>{fmt(primaryEnemy.hp)} / {fmt(primaryEnemy.maxHP)} HP</span>
</div>
</div>
{/* Enemy Properties */}
<div className="flex flex-wrap gap-2 text-xs">
{primaryEnemy.armor > 0 && (
<Tooltip>
<TooltipTrigger>
<Badge variant="outline" className="text-xs py-0">
<Shield className="w-3 h-3 mr-1" />
{(primaryEnemy.armor * 100).toFixed(0)}% Armor
</Badge>
</TooltipTrigger>
<TooltipContent>
<p>Reduces incoming damage by {(primaryEnemy.armor * 100).toFixed(0)}%</p>
</TooltipContent>
</Tooltip>
)}
{primaryEnemy.dodgeChance > 0 && (
<Tooltip>
<TooltipTrigger>
<Badge variant="outline" className="text-xs py-0">
<Wind className="w-3 h-3 mr-1" />
{(primaryEnemy.dodgeChance * 100).toFixed(0)}% Dodge
</Badge>
</TooltipTrigger>
<TooltipContent>
<p>Chance to dodge attacks and reduce progress</p>
</TooltipContent>
</Tooltip>
)}
</div>
</div>
)}
{/* Swarm Enemies Display */}
{roomType === 'swarm' && swarmEnemies.length > 0 && (
<div className="space-y-2">
<div className="text-xs text-gray-400 font-semibold">
Swarm Enemies ({swarmEnemies.length})
</div>
{swarmEnemies.map((enemy, index) => (
<div key={enemy.id || `swarm-${index}`} className="p-2 bg-gray-800/50 rounded border border-gray-700">
<div className="flex items-center justify-between mb-1">
<div className="flex items-center gap-2">
<Skull className="w-3 h-3 text-red-400" />
<span className="text-xs font-semibold text-gray-300">
{enemy.name || `Enemy ${index + 1}`}
</span>
</div>
<Badge variant="outline" className="text-xs py-0">
{ELEMENTS[enemy.element]?.sym} {fmt(enemy.hp)}/{fmt(enemy.maxHP)} HP
</Badge>
</div>
<div className="h-1.5 bg-gray-800 rounded-full overflow-hidden">
<div
className="h-full rounded-full transition-all duration-300"
style={{
width: `${Math.max(0, (enemy.hp / enemy.maxHP) * 100)}%`,
background: `linear-gradient(90deg, ${ELEMENTS[enemy.element]?.color}99, ${ELEMENTS[enemy.element]?.color})`,
}}
/>
</div>
</div>
))}
</div>
)}
{/* Puzzle Room Display */}
{roomType === 'puzzle' && (
<div className="p-3 bg-purple-900/20 rounded border border-purple-700">
<div className="flex items-center gap-2 mb-2">
<span className="text-lg">🧩</span>
<span className="text-sm font-semibold text-purple-300">
{currentRoom.puzzleId ? currentRoom.puzzleId.replace(/_/g, ' ').toUpperCase() : 'Puzzle Room'}
</span>
</div>
<div className="space-y-1">
<div className="flex justify-between text-xs text-gray-400">
<span>Progress</span>
<span>{((currentRoom.puzzleProgress || 0) * 100).toFixed(0)}%</span>
</div>
<Progress
value={Math.min(100, (currentRoom.puzzleProgress || 0) * 100)}
className="h-2 bg-gray-800"
/>
</div>
</div>
)}
{/* Floor HP Bar (for non-swarm, non-puzzle) */}
{roomType !== 'swarm' && roomType !== 'puzzle' && (
<div className="space-y-1">
<div className="h-3 bg-gray-800 rounded-full overflow-hidden">
<div
className="h-full rounded-full transition-all duration-300"
style={{
width: `${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>
)}
{activeSpellDef.effects && activeSpellDef.effects.length > 0 && (
<div className="flex gap-1 flex-wrap">
{activeSpellDef.effects.map((eff, i) => (
<Badge key={i} variant="outline" className="text-xs">
{eff.type === 'burn' && `🔥 Burn ${eff.value}/hr`}
{eff.type === 'stun' && `⚡ Stun ${eff.value}s`}
{eff.type === 'pierce' && `🗡️ Pierce ${Math.round(eff.value * 100)}%`}
{eff.type === 'multicast' && `${Math.round(eff.value * 100)}% Multicast`}
{eff.type === 'buff' && `💪 Buff`}
</Badge>
))}
</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>
)}
{/* Pact Signing Progress */}
{store.pactSigningProgress && (
<Card className="bg-gray-900/80 border-amber-600/50 lg:col-span-2">
<CardContent className="pt-4 space-y-3">
<div className="p-3 rounded border border-amber-500/30 bg-amber-900/20">
<div className="flex items-center justify-between mb-2">
<div className="flex items-center gap-2">
<span className="text-2xl">📜</span>
<div>
<div className="text-sm font-semibold text-amber-300">
Signing Pact: {GUARDIANS[store.pactSigningProgress.floor]?.name}
{/* 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()}
{/* Parallel Study Progress */}
{store.parallelStudyTarget && (
<div className="p-3 rounded border border-cyan-600/50 bg-cyan-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-cyan-400" />
<span className="text-sm font-semibold text-cyan-300">
Parallel: {store.parallelStudyTarget.type === 'skill' ? store.parallelStudyTarget.id : store.parallelStudyTarget.id}
</span>
</div>
<div className="text-xs text-amber-400">
Floor {store.pactSigningProgress.floor}
<Button
variant="ghost"
size="sm"
className="h-6 w-6 p-0 text-gray-400 hover:text-white"
onClick={() => store.cancelParallelStudy()}
>
<X className="w-4 h-4" />
</Button>
</div>
<Progress value={Math.min(100, (store.parallelStudyTarget.progress / store.parallelStudyTarget.required) * 100)} className="h-2 bg-gray-800" />
<div className="flex justify-between text-xs text-gray-400 mt-1">
<span>{formatStudyTime(store.parallelStudyTarget.progress)} / {formatStudyTime(store.parallelStudyTarget.required)}</span>
<span>50% speed (Parallel Study)</span>
</div>
</div>
)}
</CardContent>
</Card>
)}
{/* Pact Signing Progress */}
{store.pactSigningProgress && (
<Card className="bg-gray-900/80 border-amber-600/50 lg:col-span-2">
<CardContent className="pt-4 space-y-3">
<div className="p-3 rounded border border-amber-500/30 bg-amber-900/20">
<div className="flex items-center justify-between mb-2">
<div className="flex items-center gap-2">
<span className="text-2xl">📜</span>
<div>
<div className="text-sm font-semibold text-amber-300">
Signing Pact: {GUARDIANS[store.pactSigningProgress.floor]?.name}
</div>
<div className="text-xs text-amber-400">
Floor {store.pactSigningProgress.floor}
</div>
</div>
</div>
</div>
<Progress
value={Math.min(100, (store.pactSigningProgress.progress / store.pactSigningProgress.required) * 100)}
className="h-2 bg-gray-800"
/>
<div className="flex justify-between text-xs text-amber-400 mt-1">
<span>{formatStudyTime(store.pactSigningProgress.progress)} / {formatStudyTime(store.pactSigningProgress.required)}</span>
<span>Cost: {fmt(store.pactSigningProgress.manaCost)} mana</span>
</div>
</div>
<Progress
value={Math.min(100, (store.pactSigningProgress.progress / store.pactSigningProgress.required) * 100)}
className="h-2 bg-gray-800"
/>
<div className="flex justify-between text-xs text-amber-400 mt-1">
<span>{formatStudyTime(store.pactSigningProgress.progress)} / {formatStudyTime(store.pactSigningProgress.required)}</span>
<span>Cost: {fmt(store.pactSigningProgress.manaCost)} mana</span>
</div>
</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>
)}
{/* 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)}
{/* 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`}
>
<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>
{entry}
</div>
))}
</div>
</ScrollArea>
</CardContent>
</Card>
</div>
</TooltipProvider>
);
}
+188 -22
View File
@@ -6,12 +6,12 @@ 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 { TooltipProvider } from '@/components/ui/tooltip';
import { BookOpen, ChevronUp, ChevronDown, RotateCcw, X, Mountain } from 'lucide-react';
import { TooltipProvider, Tooltip, TooltipContent, TooltipTrigger } from '@/components/ui/tooltip';
import { BookOpen, ChevronUp, ChevronDown, RotateCcw, X, Mountain, Skull, Zap, Wind, Shield } from 'lucide-react';
import type { GameStore } from '@/lib/game/types';
import { ELEMENTS, GUARDIANS, SPELLS_DEF, SKILLS_DEF } from '@/lib/game/constants';
import { ELEMENTS, GUARDIANS, SPELLS_DEF, SKILLS_DEF, ROOM_TYPE_LABELS } from '@/lib/game/constants';
import { GOLEMS_DEF, getGolemDamage, getGolemAttackSpeed } from '@/lib/game/data/golems';
import { fmt, fmtDec, getFloorElement, canAffordSpellCost } from '@/lib/game/store';
import { fmt, fmtDec, getFloorElement, canAffordSpellCost, getEnemyName } from '@/lib/game/store';
import { getActiveEquipmentSpells, getTotalDPS } from '@/lib/game/computed-stats';
import { formatSpellCost, getSpellCostColor, formatStudyTime } from '@/lib/game/formatting';
import { CraftingProgress, StudyProgress } from '@/components/game';
@@ -27,6 +27,15 @@ const canEnterSpireMode = (store: GameStore): boolean => {
return !store.spireMode; // Can enter if not already in Spire Mode
};
// Room type configurations for display
const ROOM_TYPE_CONFIG: Record<string, { label: string; icon: string; color: string }> = {
combat: { label: 'Combat', icon: '⚔️', color: '#EF4444' },
swarm: { label: 'Swarm', icon: '🐝', color: '#F59E0B' },
speed: { label: 'Speed', icon: '💨', color: '#3B82F6' },
guardian: { label: 'Guardian', icon: '🛡️', color: '#EF4444' },
puzzle: { label: 'Puzzle', icon: '🧩', color: '#8B5CF6' },
};
export function SpireTab({ store, simpleMode = false }: SpireTabProps) {
const floorElem = getFloorElement(store.currentFloor);
const floorElemDef = ELEMENTS[floorElem];
@@ -34,10 +43,15 @@ export function SpireTab({ store, simpleMode = false }: SpireTabProps) {
const currentGuardian = GUARDIANS[store.currentFloor];
const climbDirection = store.climbDirection || 'up';
const clearedFloors = store.clearedFloors || {};
const currentRoom = store.currentRoom;
// Check if current floor is cleared (for respawn indicator)
const isFloorCleared = clearedFloors[store.currentFloor];
// Get room type info
const roomType = currentRoom?.roomType || 'combat';
const roomConfig = ROOM_TYPE_CONFIG[roomType] || ROOM_TYPE_CONFIG.combat;
// Get active equipment spells
const activeEquipmentSpells = getActiveEquipmentSpells(store.equippedInstances, store.equipmentInstances);
@@ -52,6 +66,25 @@ export function SpireTab({ store, simpleMode = false }: SpireTabProps) {
return canAffordSpellCost(spell.cost, store.rawMana, store.elements);
};
// Get enemy display info
const getEnemyDisplayInfo = () => {
if (!currentRoom || !currentRoom.enemies || currentRoom.enemies.length === 0) {
return { primaryEnemy: null, swarmEnemies: [] };
}
const enemies = currentRoom.enemies;
const primaryEnemy = enemies[0];
// For swarm rooms, return all enemies
if (roomType === 'swarm') {
return { primaryEnemy: null, swarmEnemies: enemies };
}
return { primaryEnemy, swarmEnemies: [] };
};
const { primaryEnemy, swarmEnemies } = getEnemyDisplayInfo();
return (
<TooltipProvider>
<div className={`grid gap-4 ${simpleMode ? 'grid-cols-1' : 'grid-cols-1 lg:grid-cols-2'}`}>
@@ -104,7 +137,19 @@ export function SpireTab({ store, simpleMode = false }: SpireTabProps) {
{simpleMode && (
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs">Current Floor</CardTitle>
<CardTitle className="text-amber-400 game-panel-title text-xs flex items-center justify-between">
<span>Current Floor</span>
<Badge
className="ml-2"
style={{
backgroundColor: `${roomConfig.color}20`,
color: roomConfig.color,
borderColor: `${roomConfig.color}60`
}}
>
{roomConfig.icon} {roomConfig.label}
</Badge>
</CardTitle>
</CardHeader>
<CardContent className="space-y-3">
<div className="flex items-baseline gap-2">
@@ -120,30 +165,151 @@ export function SpireTab({ store, simpleMode = false }: SpireTabProps) {
)}
</div>
{/* Guardian Name */}
{isGuardianFloor && currentGuardian && (
<div className="text-sm font-semibold game-panel-title" style={{ color: floorElemDef?.color }}>
{currentGuardian.name}
</div>
)}
{/* HP Bar */}
<div className="space-y-1">
<div className="h-3 bg-gray-800 rounded-full overflow-hidden">
<div
className="h-full rounded-full transition-all duration-300"
style={{
width: `${Math.max(0, (store.floorHP / store.floorMaxHP) * 100)}%`,
background: `linear-gradient(90deg, ${floorElemDef?.color}99, ${floorElemDef?.color})`,
boxShadow: `0 0 10px ${floorElemDef?.glow}`,
}}
/>
{/* Single Enemy Display (Combat/Speed/Guardian) */}
{!isGuardianFloor && primaryEnemy && roomType !== 'swarm' && (
<div className="p-3 bg-gray-800/50 rounded border border-gray-700">
<div className="flex items-center justify-between mb-2">
<div className="flex items-center gap-2">
<Skull className="w-4 h-4 text-red-400" />
<span className="text-sm font-semibold text-gray-200">
{primaryEnemy.name || 'Unknown Enemy'}
</span>
</div>
<Badge variant="outline" className="text-xs">
{ELEMENTS[primaryEnemy.element]?.sym} {ELEMENTS[primaryEnemy.element]?.name}
</Badge>
</div>
{/* Enemy HP Bar */}
<div className="space-y-1 mb-2">
<div className="h-2 bg-gray-800 rounded-full overflow-hidden">
<div
className="h-full rounded-full transition-all duration-300"
style={{
width: `${Math.max(0, (primaryEnemy.hp / primaryEnemy.maxHP) * 100)}%`,
background: `linear-gradient(90deg, ${floorElemDef?.color}99, ${floorElemDef?.color})`,
}}
/>
</div>
<div className="flex justify-between text-xs text-gray-400 game-mono">
<span>{fmt(primaryEnemy.hp)} / {fmt(primaryEnemy.maxHP)} HP</span>
</div>
</div>
{/* Enemy Properties */}
<div className="flex flex-wrap gap-2 text-xs">
{primaryEnemy.armor > 0 && (
<Tooltip>
<TooltipTrigger>
<Badge variant="outline" className="text-xs py-0">
<Shield className="w-3 h-3 mr-1" />
{(primaryEnemy.armor * 100).toFixed(0)}% Armor
</Badge>
</TooltipTrigger>
<TooltipContent>
<p>Reduces incoming damage by {(primaryEnemy.armor * 100).toFixed(0)}%</p>
</TooltipContent>
</Tooltip>
)}
{primaryEnemy.dodgeChance > 0 && (
<Tooltip>
<TooltipTrigger>
<Badge variant="outline" className="text-xs py-0">
<Wind className="w-3 h-3 mr-1" />
{(primaryEnemy.dodgeChance * 100).toFixed(0)}% Dodge
</Badge>
</TooltipTrigger>
<TooltipContent>
<p>Chance to dodge attacks and reduce progress</p>
</TooltipContent>
</Tooltip>
)}
</div>
</div>
<div className="flex justify-between text-xs text-gray-400 game-mono">
<span>{fmt(store.floorHP)} / {fmt(store.floorMaxHP)} HP</span>
<span>DPS: {store.currentAction === 'climb' && activeEquipmentSpells.length > 0 ? fmtDec(totalDPS) : '—'}</span>
)}
{/* Swarm Enemies Display */}
{roomType === 'swarm' && swarmEnemies.length > 0 && (
<div className="space-y-2">
<div className="text-xs text-gray-400 font-semibold">
Swarm Enemies ({swarmEnemies.length})
</div>
{swarmEnemies.map((enemy, index) => (
<div key={enemy.id || `swarm-${index}`} className="p-2 bg-gray-800/50 rounded border border-gray-700">
<div className="flex items-center justify-between mb-1">
<div className="flex items-center gap-2">
<Skull className="w-3 h-3 text-red-400" />
<span className="text-xs font-semibold text-gray-300">
{enemy.name || `Enemy ${index + 1}`}
</span>
</div>
<Badge variant="outline" className="text-xs py-0">
{ELEMENTS[enemy.element]?.sym} {fmt(enemy.hp)}/{fmt(enemy.maxHP)} HP
</Badge>
</div>
<div className="h-1.5 bg-gray-800 rounded-full overflow-hidden">
<div
className="h-full rounded-full transition-all duration-300"
style={{
width: `${Math.max(0, (enemy.hp / enemy.maxHP) * 100)}%`,
background: `linear-gradient(90deg, ${ELEMENTS[enemy.element]?.color}99, ${ELEMENTS[enemy.element]?.color})`,
}}
/>
</div>
</div>
))}
</div>
</div>
)}
{/* Puzzle Room Display */}
{roomType === 'puzzle' && (
<div className="p-3 bg-purple-900/20 rounded border border-purple-700">
<div className="flex items-center gap-2 mb-2">
<span className="text-lg">🧩</span>
<span className="text-sm font-semibold text-purple-300">
{currentRoom.puzzleId ? currentRoom.puzzleId.replace(/_/g, ' ').toUpperCase() : 'Puzzle Room'}
</span>
</div>
<div className="space-y-1">
<div className="flex justify-between text-xs text-gray-400">
<span>Progress</span>
<span>{((currentRoom.puzzleProgress || 0) * 100).toFixed(0)}%</span>
</div>
<Progress
value={Math.min(100, (currentRoom.puzzleProgress || 0) * 100)}
className="h-2 bg-gray-800"
/>
</div>
</div>
)}
{/* Floor HP Bar (for non-swarm, non-puzzle) */}
{roomType !== 'swarm' && roomType !== 'puzzle' && (
<div className="space-y-1">
<div className="h-3 bg-gray-800 rounded-full overflow-hidden">
<div
className="h-full rounded-full transition-all duration-300"
style={{
width: `${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' && activeEquipmentSpells.length > 0 ? fmtDec(totalDPS) : '—'}</span>
</div>
</div>
)}
<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>