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:
+387
-228
@@ -1,7 +1,7 @@
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'use client';
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import { useGameStore, canAffordSpellCost, fmt, fmtDec, calcDamage } from '@/lib/game/store';
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import { ELEMENTS, GUARDIANS, SPELLS_DEF } from '@/lib/game/constants';
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import { useGameStore, canAffordSpellCost, fmt, fmtDec, calcDamage, getEnemyName } from '@/lib/game/store';
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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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@@ -10,7 +10,8 @@ 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 { X, BookOpen } from 'lucide-react';
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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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@@ -21,6 +22,11 @@ export function SpireTab() {
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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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@@ -28,6 +34,25 @@ export function SpireTab() {
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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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@@ -65,257 +90,391 @@ export function SpireTab() {
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};
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return (
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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">Current Floor</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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{/* HP Bar */}
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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 ${floorElemDef?.glow}`,
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<TooltipProvider>
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<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
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{/* Current Floor Card */}
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<Card className="bg-gray-900/80 border-gray-700">
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<CardHeader className="pb-2">
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<CardTitle className="text-amber-400 game-panel-title text-xs flex items-center justify-between">
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<span>Current Floor</span>
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<Badge
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className="ml-2"
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style={{
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backgroundColor: `${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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</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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<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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{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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{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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{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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</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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)}
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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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<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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<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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<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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<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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<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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{/* 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>
|
||||
</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>
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
@@ -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>
|
||||
|
||||
Reference in New Issue
Block a user