pack
This commit is contained in:
153
src/app/page.tsx
153
src/app/page.tsx
@@ -18,9 +18,14 @@ 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 { Dialog, DialogContent, DialogHeader, DialogTitle, DialogDescription } from '@/components/ui/dialog';
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import { Sparkles, Swords, BookOpen, FlaskConical, Trophy, RotateCcw, Pause, Play, Zap, Clock, Target, Flame, Droplet, Wind, Mountain, Sun, Moon, Leaf, Skull, Brain, Link, Wind as Force, Droplets, TreeDeciduous, Hourglass, Gem, Star, CircleDot, X, Circle, BarChart3 } from 'lucide-react';
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import { Sparkles, Swords, BookOpen, FlaskConical, Trophy, RotateCcw, Pause, Play, Zap, Clock, Target, Flame, Droplet, Wind, Mountain, Sun, Moon, Leaf, Skull, Brain, Link, Wind as Force, Droplets, TreeDeciduous, Hourglass, Gem, Star, CircleDot, X, Circle, BarChart3, Award, Package, Heart } from 'lucide-react';
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import type { GameAction } from '@/lib/game/types';
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import { CraftingTab } from '@/components/game/tabs/CraftingTab';
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import { FamiliarTab } from '@/components/game/tabs/FamiliarTab';
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import { ComboMeter } from '@/components/game/ComboMeter';
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import { LootInventoryDisplay } from '@/components/game/LootInventory';
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import { AchievementsDisplay } from '@/components/game/AchievementsDisplay';
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import { ACHIEVEMENTS } from '@/lib/game/data/achievements';
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// Helper to get active spells from equipped caster weapons
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function getActiveEquipmentSpells(
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@@ -647,6 +652,9 @@ export default function ManaLoopGame() {
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</CardContent>
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</Card>
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{/* Combo Meter - Shows when climbing or has active combo */}
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<ComboMeter combo={store.combo} isClimbing={store.currentAction === 'climb'} />
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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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@@ -2246,7 +2254,10 @@ export default function ManaLoopGame() {
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<TabsTrigger value="spells" className="data-[state=active]:bg-gray-700 shrink-0">📖 Spells</TabsTrigger>
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<TabsTrigger value="lab" className="data-[state=active]:bg-gray-700 shrink-0">🧪 Lab</TabsTrigger>
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<TabsTrigger value="crafting" className="data-[state=active]:bg-gray-700 shrink-0">✨ Crafting</TabsTrigger>
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<TabsTrigger value="familiars" className="data-[state=active]:bg-gray-700 shrink-0">🔮 Familiars</TabsTrigger>
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<TabsTrigger value="skills" className="data-[state=active]:bg-gray-700 shrink-0">📚 Skills</TabsTrigger>
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<TabsTrigger value="loot" className="data-[state=active]:bg-gray-700 shrink-0">💎 Loot</TabsTrigger>
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<TabsTrigger value="achievements" className="data-[state=active]:bg-gray-700 shrink-0">🏆 Achievements</TabsTrigger>
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<TabsTrigger value="grimoire" className="data-[state=active]:bg-gray-700 shrink-0">⭐ Grimoire</TabsTrigger>
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<TabsTrigger value="stats" className="data-[state=active]:bg-gray-700 shrink-0">📊 Stats</TabsTrigger>
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</TabsList>
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@@ -2289,10 +2300,150 @@ export default function ManaLoopGame() {
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/>
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</TabsContent>
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<TabsContent value="familiars">
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<FamiliarTab store={store} />
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</TabsContent>
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<TabsContent value="skills">
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{renderSkillsTab()}
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</TabsContent>
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<TabsContent value="loot">
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<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
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<LootInventoryDisplay inventory={store.lootInventory} />
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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 gap-2">
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<Package className="w-4 h-4" />
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Loot Information
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</CardTitle>
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</CardHeader>
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<CardContent>
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<div className="space-y-3 text-sm">
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<p className="text-gray-400">
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As you climb the Spire, you'll discover valuable loot from defeated floors and guardians.
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</p>
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<div className="space-y-2">
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<div className="text-gray-300 font-semibold">Loot Types:</div>
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<ul className="text-gray-400 space-y-1 list-disc list-inside">
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<li><span className="text-gray-300">Materials</span> - Used for advanced crafting</li>
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<li><span className="text-gray-300">Essence</span> - Grants elemental mana</li>
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<li><span className="text-gray-300">Mana Orbs</span> - Direct mana boost</li>
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<li><span className="text-gray-300">Blueprints</span> - New equipment designs</li>
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</ul>
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</div>
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<div className="space-y-2">
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<div className="text-gray-300 font-semibold">Drop Rates:</div>
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<ul className="text-gray-400 space-y-1 list-disc list-inside">
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<li>Higher floors = better loot</li>
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<li>Guardians have 2x drop rate</li>
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<li>Rare drops from floor 50+</li>
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<li>Legendary items from floor 75+</li>
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</ul>
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</div>
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</div>
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</CardContent>
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</Card>
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<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
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<CardHeader className="pb-2">
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<CardTitle className="text-amber-400 game-panel-title text-xs">Loot Statistics</CardTitle>
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</CardHeader>
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<CardContent>
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<div className="grid grid-cols-2 md:grid-cols-4 gap-4">
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<div className="p-3 bg-gray-800/50 rounded text-center">
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<div className="text-xl font-bold text-amber-400 game-mono">
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{Object.values(store.lootInventory.materials).reduce((a, b) => a + b, 0)}
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</div>
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<div className="text-xs text-gray-400">Materials Found</div>
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</div>
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<div className="p-3 bg-gray-800/50 rounded text-center">
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<div className="text-xl font-bold text-purple-400 game-mono">
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{store.lootInventory.blueprints.length}
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</div>
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<div className="text-xs text-gray-400">Blueprints</div>
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</div>
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<div className="p-3 bg-gray-800/50 rounded text-center">
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<div className="text-xl font-bold text-blue-400 game-mono">
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{store.totalSpellsCast || 0}
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</div>
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<div className="text-xs text-gray-400">Spells Cast</div>
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</div>
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<div className="p-3 bg-gray-800/50 rounded text-center">
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<div className="text-xl font-bold text-green-400 game-mono">
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{store.combo?.maxCombo || 0}
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</div>
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<div className="text-xs text-gray-400">Max Combo</div>
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</div>
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</div>
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</CardContent>
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</Card>
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</div>
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</TabsContent>
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<TabsContent value="achievements">
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<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
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<AchievementsDisplay
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achievements={store.achievements}
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gameState={{
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maxFloorReached: store.maxFloorReached,
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totalManaGathered: store.totalManaGathered,
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signedPacts: store.signedPacts,
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totalSpellsCast: store.totalSpellsCast || 0,
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totalDamageDealt: store.totalDamageDealt || 0,
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totalCraftsCompleted: store.totalCraftsCompleted || 0,
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combo: store.combo,
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}}
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/>
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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 gap-2">
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<Award className="w-4 h-4" />
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Achievement Progress
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</CardTitle>
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</CardHeader>
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<CardContent>
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<div className="space-y-3">
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<div className="grid grid-cols-2 gap-3">
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<div className="p-3 bg-gray-800/50 rounded">
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<div className="text-xl font-bold text-amber-400 game-mono">
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{store.achievements?.unlocked?.length || 0}
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</div>
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<div className="text-xs text-gray-400">Unlocked</div>
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</div>
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<div className="p-3 bg-gray-800/50 rounded">
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<div className="text-xl font-bold text-purple-400 game-mono">
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{(store.achievements?.unlocked || [])
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.reduce((sum: number, id: string) => sum + (ACHIEVEMENTS[id]?.reward?.insight || 0), 0)}
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</div>
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<div className="text-xs text-gray-400">Insight Earned</div>
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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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Achievements provide permanent bonuses and insight rewards. Track your progress and unlock special titles!
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</div>
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<div className="space-y-2">
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<div className="text-gray-300 font-semibold text-sm">Categories:</div>
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<div className="flex flex-wrap gap-2">
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<Badge className="bg-red-900/50 text-red-300">Combat</Badge>
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<Badge className="bg-amber-900/50 text-amber-300">Progression</Badge>
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<Badge className="bg-purple-900/50 text-purple-300">Crafting</Badge>
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<Badge className="bg-blue-900/50 text-blue-300">Magic</Badge>
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<Badge className="bg-pink-900/50 text-pink-300">Special</Badge>
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</div>
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</div>
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</div>
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</CardContent>
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</Card>
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</div>
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</TabsContent>
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<TabsContent value="grimoire">
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{renderGrimoireTab()}
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</TabsContent>
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175
src/components/game/AchievementsDisplay.tsx
Normal file
175
src/components/game/AchievementsDisplay.tsx
Normal file
@@ -0,0 +1,175 @@
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'use client';
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import { useState } from 'react';
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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 { ScrollArea } from '@/components/ui/scroll-area';
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import { Progress } from '@/components/ui/progress';
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import { Trophy, Lock, CheckCircle, ChevronDown, ChevronUp } from 'lucide-react';
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import type { AchievementState } from '@/lib/game/types';
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import { ACHIEVEMENTS, ACHIEVEMENT_CATEGORY_COLORS, getAchievementsByCategory, isAchievementRevealed } from '@/lib/game/data/achievements';
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import { GameState } from '@/lib/game/types';
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interface AchievementsProps {
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achievements: AchievementState;
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gameState: Pick<GameState, 'maxFloorReached' | 'totalManaGathered' | 'signedPacts' | 'totalSpellsCast' | 'totalDamageDealt' | 'totalCraftsCompleted' | 'combo'>;
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}
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export function AchievementsDisplay({ achievements, gameState }: AchievementsProps) {
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const [expandedCategory, setExpandedCategory] = useState<string | null>('combat');
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const categories = getAchievementsByCategory();
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const unlockedCount = achievements.unlocked.length;
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const totalCount = Object.keys(ACHIEVEMENTS).length;
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// Calculate progress for each achievement
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const getProgress = (achievementId: string): number => {
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const achievement = ACHIEVEMENTS[achievementId];
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if (!achievement) return 0;
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if (achievements.unlocked.includes(achievementId)) return achievement.requirement.value;
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const { type, subType } = achievement.requirement;
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switch (type) {
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case 'floor':
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if (subType === 'noPacts') {
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return gameState.maxFloorReached >= achievement.requirement.value && gameState.signedPacts.length === 0
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? achievement.requirement.value
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: gameState.maxFloorReached;
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}
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return gameState.maxFloorReached;
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case 'combo':
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return gameState.combo?.maxCombo || 0;
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case 'spells':
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return gameState.totalSpellsCast || 0;
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case 'damage':
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return gameState.totalDamageDealt || 0;
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case 'mana':
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return gameState.totalManaGathered || 0;
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case 'pact':
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return gameState.signedPacts.length;
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case 'craft':
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return gameState.totalCraftsCompleted || 0;
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default:
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return achievements.progress[achievementId] || 0;
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}
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};
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return (
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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 gap-2">
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<Trophy className="w-4 h-4" />
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Achievements
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<Badge className="ml-auto bg-amber-900/50 text-amber-300">
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{unlockedCount} / {totalCount}
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</Badge>
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</CardTitle>
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</CardHeader>
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<CardContent>
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<ScrollArea className="h-64">
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<div className="space-y-2">
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{Object.entries(categories).map(([category, categoryAchievements]) => (
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<div key={category} className="space-y-1">
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<Button
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variant="ghost"
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size="sm"
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className="w-full justify-between text-xs"
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onClick={() => setExpandedCategory(expandedCategory === category ? null : category)}
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>
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<span style={{ color: ACHIEVEMENT_CATEGORY_COLORS[category] }}>
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{category.charAt(0).toUpperCase() + category.slice(1)}
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</span>
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<span className="text-gray-500">
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{categoryAchievements.filter(a => achievements.unlocked.includes(a.id)).length} / {categoryAchievements.length}
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</span>
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{expandedCategory === category ? (
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<ChevronUp className="w-4 h-4" />
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) : (
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<ChevronDown className="w-4 h-4" />
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)}
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</Button>
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{expandedCategory === category && (
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<div className="pl-2 space-y-2">
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{categoryAchievements.map((achievement) => {
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const isUnlocked = achievements.unlocked.includes(achievement.id);
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const progress = getProgress(achievement.id);
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const isRevealed = isAchievementRevealed(achievement, progress);
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const progressPercent = Math.min(100, (progress / achievement.requirement.value) * 100);
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if (!isRevealed && !isUnlocked) {
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return (
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<div key={achievement.id} className="p-2 rounded bg-gray-800/30 border border-gray-700">
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<div className="flex items-center gap-2 text-gray-500">
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<Lock className="w-4 h-4" />
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<span className="text-sm">???</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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<div
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key={achievement.id}
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className={`p-2 rounded border ${
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isUnlocked
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? 'bg-amber-900/20 border-amber-600/50'
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: 'bg-gray-800/30 border-gray-700'
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}`}
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>
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<div className="flex items-start justify-between mb-1">
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<div className="flex items-center gap-2">
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{isUnlocked ? (
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<CheckCircle className="w-4 h-4 text-amber-400" />
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) : (
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<Trophy className="w-4 h-4 text-gray-500" />
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)}
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<span className={`text-sm font-semibold ${isUnlocked ? 'text-amber-300' : 'text-gray-300'}`}>
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{achievement.name}
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</span>
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</div>
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{achievement.reward.title && isUnlocked && (
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<Badge className="text-xs bg-purple-900/50 text-purple-300">
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Title
|
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</Badge>
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)}
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</div>
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|
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<div className="text-xs text-gray-400 mb-2">
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{achievement.desc}
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</div>
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{!isUnlocked && (
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<div className="space-y-1">
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<Progress value={progressPercent} className="h-1 bg-gray-700" />
|
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<div className="flex justify-between text-xs text-gray-500">
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<span>{progress.toLocaleString()} / {achievement.requirement.value.toLocaleString()}</span>
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<span>{progressPercent.toFixed(0)}%</span>
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</div>
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</div>
|
||||
)}
|
||||
|
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{isUnlocked && achievement.reward && (
|
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<div className="text-xs text-amber-400/70">
|
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Reward:
|
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{achievement.reward.insight && ` +${achievement.reward.insight} Insight`}
|
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{achievement.reward.manaBonus && ` +${achievement.reward.manaBonus} Max Mana`}
|
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{achievement.reward.damageBonus && ` +${(achievement.reward.damageBonus * 100).toFixed(0)}% Damage`}
|
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{achievement.reward.title && ` "${achievement.reward.title}"`}
|
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</div>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
}
|
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143
src/components/game/ComboMeter.tsx
Normal file
143
src/components/game/ComboMeter.tsx
Normal file
@@ -0,0 +1,143 @@
|
||||
'use client';
|
||||
|
||||
import { Progress } from '@/components/ui/progress';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { Badge } from '@/components/ui/badge';
|
||||
import { Zap, Flame, Sparkles } from 'lucide-react';
|
||||
import type { ComboState } from '@/lib/game/types';
|
||||
import { ELEMENTS } from '@/lib/game/constants';
|
||||
|
||||
interface ComboMeterProps {
|
||||
combo: ComboState;
|
||||
isClimbing: boolean;
|
||||
}
|
||||
|
||||
export function ComboMeter({ combo, isClimbing }: ComboMeterProps) {
|
||||
const comboPercent = Math.min(100, combo.count);
|
||||
const multiplierPercent = Math.min(100, ((combo.multiplier - 1) / 2) * 100); // Max 300% = 200% bonus
|
||||
|
||||
// Combo tier names
|
||||
const getComboTier = (count: number): { name: string; color: string } => {
|
||||
if (count >= 100) return { name: 'LEGENDARY', color: 'text-amber-400' };
|
||||
if (count >= 75) return { name: 'Master', color: 'text-purple-400' };
|
||||
if (count >= 50) return { name: 'Expert', color: 'text-blue-400' };
|
||||
if (count >= 25) return { name: 'Adept', color: 'text-green-400' };
|
||||
if (count >= 10) return { name: 'Novice', color: 'text-cyan-400' };
|
||||
return { name: 'Building...', color: 'text-gray-400' };
|
||||
};
|
||||
|
||||
const tier = getComboTier(combo.count);
|
||||
const hasElementChain = combo.elementChain.length === 3 && new Set(combo.elementChain).size === 3;
|
||||
|
||||
if (!isClimbing && combo.count === 0) {
|
||||
return null;
|
||||
}
|
||||
|
||||
return (
|
||||
<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 gap-2">
|
||||
<Zap className="w-4 h-4" />
|
||||
Combo Meter
|
||||
{combo.count >= 10 && (
|
||||
<Badge className={`ml-auto ${tier.color} bg-gray-800`}>
|
||||
{tier.name}
|
||||
</Badge>
|
||||
)}
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-3">
|
||||
{/* Combo Count */}
|
||||
<div className="space-y-1">
|
||||
<div className="flex justify-between items-center text-sm">
|
||||
<span className="text-gray-400">Hits</span>
|
||||
<span className={`font-bold ${tier.color}`}>
|
||||
{combo.count}
|
||||
{combo.maxCombo > combo.count && (
|
||||
<span className="text-gray-500 text-xs ml-2">max: {combo.maxCombo}</span>
|
||||
)}
|
||||
</span>
|
||||
</div>
|
||||
<Progress
|
||||
value={comboPercent}
|
||||
className="h-2 bg-gray-800"
|
||||
/>
|
||||
</div>
|
||||
|
||||
{/* Multiplier */}
|
||||
<div className="space-y-1">
|
||||
<div className="flex justify-between items-center text-sm">
|
||||
<span className="text-gray-400">Multiplier</span>
|
||||
<span className="font-bold text-amber-400">
|
||||
{combo.multiplier.toFixed(2)}x
|
||||
</span>
|
||||
</div>
|
||||
<div className="h-2 bg-gray-800 rounded-full overflow-hidden">
|
||||
<div
|
||||
className="h-full rounded-full transition-all duration-300"
|
||||
style={{
|
||||
width: `${multiplierPercent}%`,
|
||||
background: `linear-gradient(90deg, #F59E0B, #EF4444)`,
|
||||
}}
|
||||
/>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Element Chain */}
|
||||
{combo.elementChain.length > 0 && (
|
||||
<div className="space-y-1">
|
||||
<div className="flex justify-between items-center text-sm">
|
||||
<span className="text-gray-400">Element Chain</span>
|
||||
{hasElementChain && (
|
||||
<span className="text-green-400 text-xs">+25% bonus!</span>
|
||||
)}
|
||||
</div>
|
||||
<div className="flex gap-1">
|
||||
{combo.elementChain.map((elem, i) => {
|
||||
const elemDef = ELEMENTS[elem];
|
||||
return (
|
||||
<div
|
||||
key={i}
|
||||
className="w-8 h-8 rounded border flex items-center justify-center text-xs"
|
||||
style={{
|
||||
borderColor: elemDef?.color || '#60A5FA',
|
||||
backgroundColor: `${elemDef?.color}20`,
|
||||
color: elemDef?.color || '#60A5FA',
|
||||
}}
|
||||
>
|
||||
{elemDef?.sym || '?'}
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
{/* Empty slots */}
|
||||
{Array.from({ length: 3 - combo.elementChain.length }).map((_, i) => (
|
||||
<div
|
||||
key={`empty-${i}`}
|
||||
className="w-8 h-8 rounded border border-gray-700 bg-gray-800/50 flex items-center justify-center text-gray-600"
|
||||
>
|
||||
?
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Decay Warning */}
|
||||
{isClimbing && combo.count > 0 && combo.decayTimer <= 3 && (
|
||||
<div className="text-xs text-red-400 flex items-center gap-1">
|
||||
<Flame className="w-3 h-3" />
|
||||
Combo decaying soon!
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Not climbing warning */}
|
||||
{!isClimbing && combo.count > 0 && (
|
||||
<div className="text-xs text-amber-400 flex items-center gap-1">
|
||||
<Sparkles className="w-3 h-3" />
|
||||
Resume climbing to maintain combo
|
||||
</div>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
}
|
||||
117
src/components/game/LootInventory.tsx
Normal file
117
src/components/game/LootInventory.tsx
Normal file
@@ -0,0 +1,117 @@
|
||||
'use client';
|
||||
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { Badge } from '@/components/ui/badge';
|
||||
import { ScrollArea } from '@/components/ui/scroll-area';
|
||||
import { Gem, Sparkles, Scroll, Droplet } from 'lucide-react';
|
||||
import type { LootInventory as LootInventoryType } from '@/lib/game/types';
|
||||
import { LOOT_DROPS, RARITY_COLORS } from '@/lib/game/data/loot-drops';
|
||||
|
||||
interface LootInventoryProps {
|
||||
inventory: LootInventoryType;
|
||||
}
|
||||
|
||||
export function LootInventoryDisplay({ inventory }: LootInventoryProps) {
|
||||
const materialCount = Object.values(inventory.materials).reduce((a, b) => a + b, 0);
|
||||
const blueprintCount = inventory.blueprints.length;
|
||||
|
||||
if (materialCount === 0 && blueprintCount === 0) {
|
||||
return (
|
||||
<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 gap-2">
|
||||
<Gem className="w-4 h-4" />
|
||||
Loot Inventory
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="text-gray-500 text-sm text-center py-4">
|
||||
No loot collected yet. Defeat floors and guardians to find items!
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
}
|
||||
|
||||
return (
|
||||
<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 gap-2">
|
||||
<Gem className="w-4 h-4" />
|
||||
Loot Inventory
|
||||
<Badge className="ml-auto bg-gray-800 text-gray-300">
|
||||
{materialCount + blueprintCount} items
|
||||
</Badge>
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<ScrollArea className="h-48">
|
||||
<div className="space-y-3">
|
||||
{/* Materials */}
|
||||
{Object.entries(inventory.materials).length > 0 && (
|
||||
<div>
|
||||
<div className="text-xs text-gray-500 mb-2 flex items-center gap-1">
|
||||
<Sparkles className="w-3 h-3" />
|
||||
Materials
|
||||
</div>
|
||||
<div className="grid grid-cols-2 gap-2">
|
||||
{Object.entries(inventory.materials).map(([id, count]) => {
|
||||
const drop = LOOT_DROPS[id];
|
||||
if (!drop || count <= 0) return null;
|
||||
const rarityStyle = RARITY_COLORS[drop.rarity];
|
||||
return (
|
||||
<div
|
||||
key={id}
|
||||
className="p-2 rounded border bg-gray-800/50"
|
||||
style={{
|
||||
borderColor: rarityStyle?.color || '#9CA3AF',
|
||||
}}
|
||||
>
|
||||
<div className="text-xs font-semibold" style={{ color: rarityStyle?.color }}>
|
||||
{drop.name}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400">
|
||||
x{count}
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Blueprints */}
|
||||
{inventory.blueprints.length > 0 && (
|
||||
<div>
|
||||
<div className="text-xs text-gray-500 mb-2 flex items-center gap-1">
|
||||
<Scroll className="w-3 h-3" />
|
||||
Blueprints Discovered
|
||||
</div>
|
||||
<div className="flex flex-wrap gap-1">
|
||||
{inventory.blueprints.map((id) => {
|
||||
const drop = LOOT_DROPS[id];
|
||||
if (!drop) return null;
|
||||
const rarityStyle = RARITY_COLORS[drop.rarity];
|
||||
return (
|
||||
<Badge
|
||||
key={id}
|
||||
className="text-xs"
|
||||
style={{
|
||||
backgroundColor: `${rarityStyle?.color}20`,
|
||||
color: rarityStyle?.color,
|
||||
borderColor: rarityStyle?.color,
|
||||
}}
|
||||
>
|
||||
{drop.name}
|
||||
</Badge>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
}
|
||||
582
src/components/game/tabs/FamiliarTab.tsx
Normal file
582
src/components/game/tabs/FamiliarTab.tsx
Normal file
@@ -0,0 +1,582 @@
|
||||
'use client';
|
||||
|
||||
import { useMemo, useState } from 'react';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Badge } from '@/components/ui/badge';
|
||||
import { Progress } from '@/components/ui/progress';
|
||||
import { ScrollArea } from '@/components/ui/scroll-area';
|
||||
import { Separator } from '@/components/ui/separator';
|
||||
import { Tooltip, TooltipContent, TooltipProvider, TooltipTrigger } from '@/components/ui/tooltip';
|
||||
import { Input } from '@/components/ui/input';
|
||||
import {
|
||||
Sparkles, Heart, Zap, Star, Shield, Flame, Droplet, Wind, Mountain, Sun, Moon, Leaf, Skull,
|
||||
Brain, Link, Wind as Force, Droplets, TreeDeciduous, Hourglass, Gem, CircleDot, Circle,
|
||||
Sword, Wand2, ShieldCheck, TrendingUp, Clock, Crown
|
||||
} from 'lucide-react';
|
||||
import type { GameState, FamiliarInstance, FamiliarDef, FamiliarAbilityType } from '@/lib/game/types';
|
||||
import { FAMILIARS_DEF, getFamiliarXpRequired, getFamiliarAbilityValue } from '@/lib/game/data/familiars';
|
||||
import { ELEMENTS } from '@/lib/game/constants';
|
||||
|
||||
// Element icon mapping
|
||||
const ELEMENT_ICONS: Record<string, typeof Flame> = {
|
||||
fire: Flame,
|
||||
water: Droplet,
|
||||
air: Wind,
|
||||
earth: Mountain,
|
||||
light: Sun,
|
||||
dark: Moon,
|
||||
life: Leaf,
|
||||
death: Skull,
|
||||
mental: Brain,
|
||||
transference: Link,
|
||||
force: Force,
|
||||
blood: Droplets,
|
||||
metal: Shield,
|
||||
wood: TreeDeciduous,
|
||||
sand: Hourglass,
|
||||
crystal: Gem,
|
||||
stellar: Star,
|
||||
void: CircleDot,
|
||||
raw: Circle,
|
||||
};
|
||||
|
||||
// Rarity colors
|
||||
const RARITY_COLORS: Record<string, string> = {
|
||||
common: 'text-gray-400 border-gray-600',
|
||||
uncommon: 'text-green-400 border-green-600',
|
||||
rare: 'text-blue-400 border-blue-600',
|
||||
epic: 'text-purple-400 border-purple-600',
|
||||
legendary: 'text-amber-400 border-amber-600',
|
||||
};
|
||||
|
||||
const RARITY_BG: Record<string, string> = {
|
||||
common: 'bg-gray-900/50',
|
||||
uncommon: 'bg-green-900/20',
|
||||
rare: 'bg-blue-900/20',
|
||||
epic: 'bg-purple-900/20',
|
||||
legendary: 'bg-amber-900/20',
|
||||
};
|
||||
|
||||
// Role icons
|
||||
const ROLE_ICONS: Record<string, typeof Sword> = {
|
||||
combat: Sword,
|
||||
mana: Sparkles,
|
||||
support: Heart,
|
||||
guardian: ShieldCheck,
|
||||
};
|
||||
|
||||
// Ability type icons
|
||||
const ABILITY_ICONS: Record<FamiliarAbilityType, typeof Zap> = {
|
||||
damageBonus: Sword,
|
||||
manaRegen: Sparkles,
|
||||
autoGather: Zap,
|
||||
critChance: Star,
|
||||
castSpeed: Clock,
|
||||
manaShield: Shield,
|
||||
elementalBonus: Flame,
|
||||
lifeSteal: Heart,
|
||||
bonusGold: TrendingUp,
|
||||
autoConvert: Wand2,
|
||||
thorns: ShieldCheck,
|
||||
};
|
||||
|
||||
interface FamiliarTabProps {
|
||||
store: GameState & {
|
||||
setActiveFamiliar: (index: number, active: boolean) => void;
|
||||
setFamiliarNickname: (index: number, nickname: string) => void;
|
||||
summonFamiliar: (familiarId: string) => void;
|
||||
upgradeFamiliarAbility: (index: number, abilityType: FamiliarAbilityType) => void;
|
||||
getActiveFamiliarBonuses: () => ReturnType<typeof import('@/lib/game/familiar-slice').createFamiliarSlice>['getActiveFamiliarBonuses'] extends () => infer R ? R : never;
|
||||
getAvailableFamiliars: () => string[];
|
||||
};
|
||||
}
|
||||
|
||||
export function FamiliarTab({ store }: FamiliarTabProps) {
|
||||
const [selectedFamiliar, setSelectedFamiliar] = useState<number | null>(null);
|
||||
const [nicknameInput, setNicknameInput] = useState('');
|
||||
|
||||
const familiars = store.familiars;
|
||||
const activeFamiliarSlots = store.activeFamiliarSlots;
|
||||
const activeCount = familiars.filter(f => f.active).length;
|
||||
const availableFamiliars = store.getAvailableFamiliars();
|
||||
const familiarBonuses = store.getActiveFamiliarBonuses();
|
||||
|
||||
// Format XP display
|
||||
const formatXp = (current: number, level: number) => {
|
||||
const required = getFamiliarXpRequired(level);
|
||||
return `${current}/${required}`;
|
||||
};
|
||||
|
||||
// Get familiar definition
|
||||
const getFamiliarDef = (instance: FamiliarInstance): FamiliarDef | undefined => {
|
||||
return FAMILIARS_DEF[instance.familiarId];
|
||||
};
|
||||
|
||||
// Render a single familiar card
|
||||
const renderFamiliarCard = (instance: FamiliarInstance, index: number) => {
|
||||
const def = getFamiliarDef(instance);
|
||||
if (!def) return null;
|
||||
|
||||
const ElementIcon = ELEMENT_ICONS[def.element] || Circle;
|
||||
const RoleIcon = ROLE_ICONS[def.role] || Sparkles;
|
||||
const xpRequired = getFamiliarXpRequired(instance.level);
|
||||
const xpPercent = Math.min(100, (instance.experience / xpRequired) * 100);
|
||||
const bondPercent = instance.bond;
|
||||
const isSelected = selectedFamiliar === index;
|
||||
|
||||
return (
|
||||
<Card
|
||||
key={`${instance.familiarId}-${index}`}
|
||||
className={`cursor-pointer transition-all ${RARITY_BG[def.rarity]} ${
|
||||
isSelected ? 'ring-2 ring-amber-500' : ''
|
||||
} ${instance.active ? 'ring-1 ring-green-500/50' : ''} border ${RARITY_COLORS[def.rarity]}`}
|
||||
onClick={() => setSelectedFamiliar(isSelected ? null : index)}
|
||||
>
|
||||
<CardHeader className="pb-2">
|
||||
<div className="flex items-center justify-between">
|
||||
<div className="flex items-center gap-2">
|
||||
<div className="w-10 h-10 rounded-full bg-black/30 flex items-center justify-center">
|
||||
<ElementIcon className="w-6 h-6" style={{ color: ELEMENTS[def.element]?.color || '#fff' }} />
|
||||
</div>
|
||||
<div>
|
||||
<CardTitle className={`text-sm ${RARITY_COLORS[def.rarity]}`}>
|
||||
{instance.nickname || def.name}
|
||||
</CardTitle>
|
||||
<div className="flex items-center gap-1 text-xs text-gray-400">
|
||||
<RoleIcon className="w-3 h-3" />
|
||||
<span>Lv.{instance.level}</span>
|
||||
{instance.active && (
|
||||
<Badge className="ml-1 bg-green-900/50 text-green-300 text-xs py-0">Active</Badge>
|
||||
)}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<Badge variant="outline" className={`${RARITY_COLORS[def.rarity]} text-xs`}>
|
||||
{def.rarity}
|
||||
</Badge>
|
||||
</div>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-2">
|
||||
{/* XP Bar */}
|
||||
<div className="space-y-0.5">
|
||||
<div className="flex justify-between text-xs text-gray-400">
|
||||
<span>XP</span>
|
||||
<span>{formatXp(instance.experience, instance.level)}</span>
|
||||
</div>
|
||||
<Progress value={xpPercent} className="h-1.5 bg-gray-800" />
|
||||
</div>
|
||||
|
||||
{/* Bond Bar */}
|
||||
<div className="space-y-0.5">
|
||||
<div className="flex justify-between text-xs text-gray-400">
|
||||
<span className="flex items-center gap-1">
|
||||
<Heart className="w-3 h-3" /> Bond
|
||||
</span>
|
||||
<span>{bondPercent.toFixed(0)}%</span>
|
||||
</div>
|
||||
<Progress value={bondPercent} className="h-1.5 bg-gray-800" />
|
||||
</div>
|
||||
|
||||
{/* Abilities Preview */}
|
||||
<div className="flex flex-wrap gap-1 mt-2">
|
||||
{instance.abilities.slice(0, 3).map(ability => {
|
||||
const abilityDef = def.abilities.find(a => a.type === ability.type);
|
||||
if (!abilityDef) return null;
|
||||
const AbilityIcon = ABILITY_ICONS[ability.type] || Zap;
|
||||
const value = getFamiliarAbilityValue(abilityDef, instance.level, ability.level);
|
||||
|
||||
return (
|
||||
<Tooltip key={ability.type}>
|
||||
<TooltipTrigger asChild>
|
||||
<Badge variant="outline" className="text-xs py-0 flex items-center gap-1">
|
||||
<AbilityIcon className="w-3 h-3" />
|
||||
{ability.type === 'damageBonus' || ability.type === 'elementalBonus' ||
|
||||
ability.type === 'castSpeed' || ability.type === 'critChance' ||
|
||||
ability.type === 'lifeSteal' || ability.type === 'thorns' ||
|
||||
ability.type === 'bonusGold'
|
||||
? `+${value.toFixed(1)}%`
|
||||
: `+${value.toFixed(1)}`}
|
||||
</Badge>
|
||||
</TooltipTrigger>
|
||||
<TooltipContent>
|
||||
<p className="text-sm">{abilityDef.desc}</p>
|
||||
<p className="text-xs text-gray-400">Level {ability.level}/10</p>
|
||||
</TooltipContent>
|
||||
</Tooltip>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
};
|
||||
|
||||
// Render selected familiar details
|
||||
const renderFamiliarDetails = () => {
|
||||
if (selectedFamiliar === null || selectedFamiliar >= familiars.length) return null;
|
||||
|
||||
const instance = familiars[selectedFamiliar];
|
||||
const def = getFamiliarDef(instance);
|
||||
if (!def) return null;
|
||||
|
||||
const ElementIcon = ELEMENT_ICONS[def.element] || Circle;
|
||||
|
||||
return (
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<div className="flex items-center justify-between">
|
||||
<CardTitle className="text-amber-400 text-sm">Familiar Details</CardTitle>
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="sm"
|
||||
className="h-6 w-6 p-0"
|
||||
onClick={() => setSelectedFamiliar(null)}
|
||||
>
|
||||
✕
|
||||
</Button>
|
||||
</div>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-4">
|
||||
{/* Name and nickname */}
|
||||
<div className="space-y-2">
|
||||
<div className="flex items-center gap-2">
|
||||
<div className="w-12 h-12 rounded-full bg-black/30 flex items-center justify-center">
|
||||
<ElementIcon className="w-8 h-8" style={{ color: ELEMENTS[def.element]?.color || '#fff' }} />
|
||||
</div>
|
||||
<div>
|
||||
<h3 className={`text-lg font-bold ${RARITY_COLORS[def.rarity]}`}>
|
||||
{def.name}
|
||||
</h3>
|
||||
{instance.nickname && (
|
||||
<p className="text-sm text-gray-400">"{instance.nickname}"</p>
|
||||
)}
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Nickname input */}
|
||||
<div className="flex gap-2">
|
||||
<Input
|
||||
value={nicknameInput}
|
||||
onChange={(e) => setNicknameInput(e.target.value)}
|
||||
placeholder="Set nickname..."
|
||||
className="h-8 text-sm bg-gray-800 border-gray-600"
|
||||
/>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
store.setFamiliarNickname(selectedFamiliar, nicknameInput);
|
||||
setNicknameInput('');
|
||||
}}
|
||||
disabled={!nicknameInput.trim()}
|
||||
>
|
||||
Set
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Description */}
|
||||
<div className="text-sm text-gray-300 italic">
|
||||
{def.desc}
|
||||
</div>
|
||||
|
||||
{/* Stats */}
|
||||
<div className="grid grid-cols-2 gap-2 text-sm">
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Level:</span>
|
||||
<span className="text-white">{instance.level}/100</span>
|
||||
</div>
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Bond:</span>
|
||||
<span className="text-white">{instance.bond.toFixed(0)}%</span>
|
||||
</div>
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Role:</span>
|
||||
<span className="text-white capitalize">{def.role}</span>
|
||||
</div>
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Element:</span>
|
||||
<span style={{ color: ELEMENTS[def.element]?.color }}>{def.element}</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<Separator className="bg-gray-700" />
|
||||
|
||||
{/* Abilities */}
|
||||
<div className="space-y-2">
|
||||
<h4 className="text-sm font-semibold text-gray-300">Abilities</h4>
|
||||
{instance.abilities.map(ability => {
|
||||
const abilityDef = def.abilities.find(a => a.type === ability.type);
|
||||
if (!abilityDef) return null;
|
||||
const AbilityIcon = ABILITY_ICONS[ability.type] || Zap;
|
||||
const value = getFamiliarAbilityValue(abilityDef, instance.level, ability.level);
|
||||
const upgradeCost = ability.level * 100;
|
||||
const canUpgrade = instance.experience >= upgradeCost && ability.level < 10;
|
||||
|
||||
return (
|
||||
<div key={ability.type} className="p-2 rounded bg-gray-800/50 border border-gray-700">
|
||||
<div className="flex items-center justify-between mb-1">
|
||||
<div className="flex items-center gap-2">
|
||||
<AbilityIcon className="w-4 h-4 text-amber-400" />
|
||||
<span className="text-sm font-medium capitalize">
|
||||
{ability.type.replace(/([A-Z])/g, ' $1').trim()}
|
||||
</span>
|
||||
</div>
|
||||
<Badge variant="outline" className="text-xs">Lv.{ability.level}/10</Badge>
|
||||
</div>
|
||||
<p className="text-xs text-gray-400 mb-2">{abilityDef.desc}</p>
|
||||
<div className="flex items-center justify-between">
|
||||
<span className="text-sm text-green-400">
|
||||
Current: +{value.toFixed(2)}
|
||||
{ability.type === 'damageBonus' || ability.type === 'elementalBonus' ||
|
||||
ability.type === 'castSpeed' || ability.type === 'critChance' ||
|
||||
ability.type === 'lifeSteal' || ability.type === 'thorns' ||
|
||||
ability.type === 'bonusGold' ? '%' : ''}
|
||||
</span>
|
||||
{ability.level < 10 && (
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
className="h-6 text-xs"
|
||||
disabled={!canUpgrade}
|
||||
onClick={() => store.upgradeFamiliarAbility(selectedFamiliar, ability.type)}
|
||||
>
|
||||
Upgrade ({upgradeCost} XP)
|
||||
</Button>
|
||||
)}
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
|
||||
{/* Activate/Deactivate */}
|
||||
<Button
|
||||
className={`w-full ${instance.active ? 'bg-red-900/50 hover:bg-red-800/50' : 'bg-green-900/50 hover:bg-green-800/50'}`}
|
||||
onClick={() => store.setActiveFamiliar(selectedFamiliar, !instance.active)}
|
||||
disabled={!instance.active && activeCount >= activeFamiliarSlots}
|
||||
>
|
||||
{instance.active ? 'Deactivate' : 'Activate'}
|
||||
</Button>
|
||||
|
||||
{/* Flavor text */}
|
||||
{def.flavorText && (
|
||||
<p className="text-xs text-gray-500 italic text-center">
|
||||
"{def.flavorText}"
|
||||
</p>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
};
|
||||
|
||||
// Render summonable familiars
|
||||
const renderSummonableFamiliars = () => {
|
||||
if (availableFamiliars.length === 0) return null;
|
||||
|
||||
return (
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-cyan-400 text-sm flex items-center gap-2">
|
||||
<Sparkles className="w-4 h-4" />
|
||||
Available to Summon ({availableFamiliars.length})
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<ScrollArea className="h-48">
|
||||
<div className="space-y-2">
|
||||
{availableFamiliars.map(familiarId => {
|
||||
const def = FAMILIARS_DEF[familiarId];
|
||||
if (!def) return null;
|
||||
|
||||
const ElementIcon = ELEMENT_ICONS[def.element] || Circle;
|
||||
const RoleIcon = ROLE_ICONS[def.role] || Sparkles;
|
||||
|
||||
return (
|
||||
<div
|
||||
key={familiarId}
|
||||
className={`p-2 rounded border ${RARITY_COLORS[def.rarity]} ${RARITY_BG[def.rarity]} flex items-center justify-between`}
|
||||
>
|
||||
<div className="flex items-center gap-2">
|
||||
<ElementIcon className="w-5 h-5" style={{ color: ELEMENTS[def.element]?.color || '#fff' }} />
|
||||
<div>
|
||||
<div className={`text-sm font-medium ${RARITY_COLORS[def.rarity]}`}>
|
||||
{def.name}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400 flex items-center gap-1">
|
||||
<RoleIcon className="w-3 h-3" />
|
||||
{def.role}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
className="h-7"
|
||||
onClick={() => store.summonFamiliar(familiarId)}
|
||||
>
|
||||
Summon
|
||||
</Button>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
};
|
||||
|
||||
// Render active bonuses
|
||||
const renderActiveBonuses = () => {
|
||||
const hasBonuses = Object.entries(familiarBonuses).some(([key, value]) => {
|
||||
if (key === 'damageMultiplier' || key === 'castSpeedMultiplier' ||
|
||||
key === 'elementalDamageMultiplier' || key === 'insightMultiplier') {
|
||||
return value > 1;
|
||||
}
|
||||
return value > 0;
|
||||
});
|
||||
|
||||
if (!hasBonuses) return null;
|
||||
|
||||
return (
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-green-400 text-sm flex items-center gap-2">
|
||||
<TrendingUp className="w-4 h-4" />
|
||||
Active Familiar Bonuses
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="grid grid-cols-2 sm:grid-cols-3 gap-2 text-sm">
|
||||
{familiarBonuses.damageMultiplier > 1 && (
|
||||
<div className="flex items-center gap-2">
|
||||
<Sword className="w-4 h-4 text-red-400" />
|
||||
<span>+{((familiarBonuses.damageMultiplier - 1) * 100).toFixed(0)}% DMG</span>
|
||||
</div>
|
||||
)}
|
||||
{familiarBonuses.manaRegenBonus > 0 && (
|
||||
<div className="flex items-center gap-2">
|
||||
<Sparkles className="w-4 h-4 text-blue-400" />
|
||||
<span>+{familiarBonuses.manaRegenBonus.toFixed(1)} regen</span>
|
||||
</div>
|
||||
)}
|
||||
{familiarBonuses.autoGatherRate > 0 && (
|
||||
<div className="flex items-center gap-2">
|
||||
<Zap className="w-4 h-4 text-yellow-400" />
|
||||
<span>+{familiarBonuses.autoGatherRate.toFixed(1)}/hr gather</span>
|
||||
</div>
|
||||
)}
|
||||
{familiarBonuses.critChanceBonus > 0 && (
|
||||
<div className="flex items-center gap-2">
|
||||
<Star className="w-4 h-4 text-amber-400" />
|
||||
<span>+{familiarBonuses.critChanceBonus.toFixed(1)}% crit</span>
|
||||
</div>
|
||||
)}
|
||||
{familiarBonuses.castSpeedMultiplier > 1 && (
|
||||
<div className="flex items-center gap-2">
|
||||
<Clock className="w-4 h-4 text-cyan-400" />
|
||||
<span>+{((familiarBonuses.castSpeedMultiplier - 1) * 100).toFixed(0)}% speed</span>
|
||||
</div>
|
||||
)}
|
||||
{familiarBonuses.elementalDamageMultiplier > 1 && (
|
||||
<div className="flex items-center gap-2">
|
||||
<Flame className="w-4 h-4 text-orange-400" />
|
||||
<span>+{((familiarBonuses.elementalDamageMultiplier - 1) * 100).toFixed(0)}% elem</span>
|
||||
</div>
|
||||
)}
|
||||
{familiarBonuses.lifeStealPercent > 0 && (
|
||||
<div className="flex items-center gap-2">
|
||||
<Heart className="w-4 h-4 text-red-400" />
|
||||
<span>+{familiarBonuses.lifeStealPercent.toFixed(0)}% lifesteal</span>
|
||||
</div>
|
||||
)}
|
||||
{familiarBonuses.insightMultiplier > 1 && (
|
||||
<div className="flex items-center gap-2">
|
||||
<TrendingUp className="w-4 h-4 text-purple-400" />
|
||||
<span>+{((familiarBonuses.insightMultiplier - 1) * 100).toFixed(0)}% insight</span>
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
};
|
||||
|
||||
return (
|
||||
<TooltipProvider>
|
||||
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
|
||||
{/* Owned Familiars */}
|
||||
<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
|
||||
<CardHeader className="pb-2">
|
||||
<div className="flex items-center justify-between">
|
||||
<CardTitle className="text-amber-400 text-sm flex items-center gap-2">
|
||||
<Heart className="w-4 h-4" />
|
||||
Your Familiars ({familiars.length})
|
||||
</CardTitle>
|
||||
<div className="text-xs text-gray-400">
|
||||
Active Slots: {activeCount}/{activeFamiliarSlots}
|
||||
</div>
|
||||
</div>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{familiars.length > 0 ? (
|
||||
<div className="grid grid-cols-1 sm:grid-cols-2 lg:grid-cols-3 gap-3">
|
||||
{familiars.map((instance, index) => renderFamiliarCard(instance, index))}
|
||||
</div>
|
||||
) : (
|
||||
<div className="text-center p-8 text-gray-500">
|
||||
No familiars yet. Progress through the game to summon companions!
|
||||
</div>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Active Bonuses */}
|
||||
{renderActiveBonuses()}
|
||||
|
||||
{/* Selected Familiar Details */}
|
||||
{renderFamiliarDetails()}
|
||||
|
||||
{/* Summonable Familiars */}
|
||||
{renderSummonableFamiliars()}
|
||||
|
||||
{/* Familiar Guide */}
|
||||
<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-purple-400 text-sm flex items-center gap-2">
|
||||
<Crown className="w-4 h-4" />
|
||||
Familiar Guide
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="grid grid-cols-1 sm:grid-cols-2 gap-4 text-sm text-gray-300">
|
||||
<div>
|
||||
<h4 className="font-semibold text-amber-400 mb-1">Acquiring Familiars</h4>
|
||||
<p>Familiars become available to summon as you progress through floors, gather mana, and sign pacts with guardians. Higher rarity familiars are unlocked later.</p>
|
||||
</div>
|
||||
<div>
|
||||
<h4 className="font-semibold text-amber-400 mb-1">Leveling & Bond</h4>
|
||||
<p>Active familiars gain XP from combat, gathering, and time. Higher bond increases their power and XP gain. Upgrade abilities using XP to boost their effects.</p>
|
||||
</div>
|
||||
<div>
|
||||
<h4 className="font-semibold text-amber-400 mb-1">Roles</h4>
|
||||
<p>
|
||||
<span className="text-red-400">Combat</span> - Damage and crit bonuses<br/>
|
||||
<span className="text-blue-400">Mana</span> - Regeneration and auto-gathering<br/>
|
||||
<span className="text-green-400">Support</span> - Speed and utility<br/>
|
||||
<span className="text-amber-400">Guardian</span> - Defense and shields
|
||||
</p>
|
||||
</div>
|
||||
<div>
|
||||
<h4 className="font-semibold text-amber-400 mb-1">Active Slots</h4>
|
||||
<p>You can have 1 familiar active by default. Upgrade through prestige to unlock more active slots for stacking bonuses.</p>
|
||||
</div>
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
</TooltipProvider>
|
||||
);
|
||||
}
|
||||
272
src/lib/game/data/achievements.ts
Normal file
272
src/lib/game/data/achievements.ts
Normal file
@@ -0,0 +1,272 @@
|
||||
// ─── Achievement Definitions ───────────────────────────────────────────────────
|
||||
|
||||
import type { AchievementDef } from '../types';
|
||||
|
||||
export const ACHIEVEMENTS: Record<string, AchievementDef> = {
|
||||
// ─── Combat Achievements ───
|
||||
firstBlood: {
|
||||
id: 'firstBlood',
|
||||
name: 'First Blood',
|
||||
desc: 'Clear your first floor',
|
||||
category: 'combat',
|
||||
requirement: { type: 'floor', value: 2 },
|
||||
reward: { insight: 10 },
|
||||
},
|
||||
floorClimber: {
|
||||
id: 'floorClimber',
|
||||
name: 'Floor Climber',
|
||||
desc: 'Reach floor 10',
|
||||
category: 'combat',
|
||||
requirement: { type: 'floor', value: 10 },
|
||||
reward: { insight: 25, manaBonus: 10 },
|
||||
},
|
||||
spireAssault: {
|
||||
id: 'spireAssault',
|
||||
name: 'Spire Assault',
|
||||
desc: 'Reach floor 25',
|
||||
category: 'combat',
|
||||
requirement: { type: 'floor', value: 25 },
|
||||
reward: { insight: 50, damageBonus: 0.05 },
|
||||
},
|
||||
towerConqueror: {
|
||||
id: 'towerConqueror',
|
||||
name: 'Tower Conqueror',
|
||||
desc: 'Reach floor 50',
|
||||
category: 'combat',
|
||||
requirement: { type: 'floor', value: 50 },
|
||||
reward: { insight: 100, manaBonus: 50, damageBonus: 0.1 },
|
||||
},
|
||||
spireMaster: {
|
||||
id: 'spireMaster',
|
||||
name: 'Spire Master',
|
||||
desc: 'Reach floor 75',
|
||||
category: 'combat',
|
||||
requirement: { type: 'floor', value: 75 },
|
||||
reward: { insight: 200, damageBonus: 0.15, title: 'Spire Master' },
|
||||
},
|
||||
apexReached: {
|
||||
id: 'apexReached',
|
||||
name: 'Apex Reached',
|
||||
desc: 'Reach floor 100',
|
||||
category: 'combat',
|
||||
requirement: { type: 'floor', value: 100 },
|
||||
reward: { insight: 500, manaBonus: 200, damageBonus: 0.25, title: 'Apex Climber' },
|
||||
},
|
||||
|
||||
// ─── Combo Achievements ───
|
||||
comboStarter: {
|
||||
id: 'comboStarter',
|
||||
name: 'Combo Starter',
|
||||
desc: 'Reach a 10-hit combo',
|
||||
category: 'combat',
|
||||
requirement: { type: 'combo', value: 10 },
|
||||
reward: { insight: 15 },
|
||||
},
|
||||
comboMaster: {
|
||||
id: 'comboMaster',
|
||||
name: 'Combo Master',
|
||||
desc: 'Reach a 50-hit combo',
|
||||
category: 'combat',
|
||||
requirement: { type: 'combo', value: 50 },
|
||||
reward: { insight: 50, damageBonus: 0.05 },
|
||||
},
|
||||
comboLegend: {
|
||||
id: 'comboLegend',
|
||||
name: 'Combo Legend',
|
||||
desc: 'Reach a 100-hit combo',
|
||||
category: 'combat',
|
||||
requirement: { type: 'combo', value: 100 },
|
||||
reward: { insight: 150, damageBonus: 0.1, title: 'Combo Legend' },
|
||||
},
|
||||
|
||||
// ─── Damage Achievements ───
|
||||
hundredDamage: {
|
||||
id: 'hundredDamage',
|
||||
name: 'Heavy Hitter',
|
||||
desc: 'Deal 100 damage in a single hit',
|
||||
category: 'combat',
|
||||
requirement: { type: 'damage', value: 100 },
|
||||
reward: { insight: 20 },
|
||||
},
|
||||
thousandDamage: {
|
||||
id: 'thousandDamage',
|
||||
name: 'Devastating Blow',
|
||||
desc: 'Deal 1,000 damage in a single hit',
|
||||
category: 'combat',
|
||||
requirement: { type: 'damage', value: 1000 },
|
||||
reward: { insight: 75, damageBonus: 0.03 },
|
||||
},
|
||||
tenThousandDamage: {
|
||||
id: 'tenThousandDamage',
|
||||
name: 'Apocalypse Now',
|
||||
desc: 'Deal 10,000 damage in a single hit',
|
||||
category: 'combat',
|
||||
requirement: { type: 'damage', value: 10000 },
|
||||
reward: { insight: 200, damageBonus: 0.05, title: 'Apocalypse Bringer' },
|
||||
},
|
||||
|
||||
// ─── Pact Achievements ───
|
||||
pactSeeker: {
|
||||
id: 'pactSeeker',
|
||||
name: 'Pact Seeker',
|
||||
desc: 'Sign your first guardian pact',
|
||||
category: 'progression',
|
||||
requirement: { type: 'pact', value: 1 },
|
||||
reward: { insight: 30 },
|
||||
},
|
||||
pactCollector: {
|
||||
id: 'pactCollector',
|
||||
name: 'Pact Collector',
|
||||
desc: 'Sign 5 guardian pacts',
|
||||
category: 'progression',
|
||||
requirement: { type: 'pact', value: 5 },
|
||||
reward: { insight: 100, manaBonus: 25 },
|
||||
},
|
||||
pactMaster: {
|
||||
id: 'pactMaster',
|
||||
name: 'Pact Master',
|
||||
desc: 'Sign all guardian pacts',
|
||||
category: 'progression',
|
||||
requirement: { type: 'pact', value: 12 },
|
||||
reward: { insight: 500, damageBonus: 0.2, title: 'Pact Master' },
|
||||
},
|
||||
|
||||
// ─── Magic Achievements ───
|
||||
spellCaster: {
|
||||
id: 'spellCaster',
|
||||
name: 'Spell Caster',
|
||||
desc: 'Cast 100 spells',
|
||||
category: 'magic',
|
||||
requirement: { type: 'spells', value: 100 },
|
||||
reward: { insight: 25 },
|
||||
},
|
||||
spellWeaver: {
|
||||
id: 'spellWeaver',
|
||||
name: 'Spell Weaver',
|
||||
desc: 'Cast 1,000 spells',
|
||||
category: 'magic',
|
||||
requirement: { type: 'spells', value: 1000 },
|
||||
reward: { insight: 75, regenBonus: 0.5 },
|
||||
},
|
||||
spellStorm: {
|
||||
id: 'spellStorm',
|
||||
name: 'Spell Storm',
|
||||
desc: 'Cast 10,000 spells',
|
||||
category: 'magic',
|
||||
requirement: { type: 'spells', value: 10000 },
|
||||
reward: { insight: 200, regenBonus: 1, title: 'Storm Caller' },
|
||||
},
|
||||
|
||||
// ─── Mana Achievements ───
|
||||
manaPool: {
|
||||
id: 'manaPool',
|
||||
name: 'Mana Pool',
|
||||
desc: 'Accumulate 1,000 total mana',
|
||||
category: 'magic',
|
||||
requirement: { type: 'mana', value: 1000 },
|
||||
reward: { insight: 20 },
|
||||
},
|
||||
manaLake: {
|
||||
id: 'manaLake',
|
||||
name: 'Mana Lake',
|
||||
desc: 'Accumulate 100,000 total mana',
|
||||
category: 'magic',
|
||||
requirement: { type: 'mana', value: 100000 },
|
||||
reward: { insight: 100, manaBonus: 50 },
|
||||
},
|
||||
manaOcean: {
|
||||
id: 'manaOcean',
|
||||
name: 'Mana Ocean',
|
||||
desc: 'Accumulate 10,000,000 total mana',
|
||||
category: 'magic',
|
||||
requirement: { type: 'mana', value: 10000000 },
|
||||
reward: { insight: 500, manaBonus: 200, title: 'Mana Ocean' },
|
||||
},
|
||||
|
||||
// ─── Crafting Achievements ───
|
||||
enchanter: {
|
||||
id: 'enchanter',
|
||||
name: 'Enchanter',
|
||||
desc: 'Complete your first enchantment',
|
||||
category: 'crafting',
|
||||
requirement: { type: 'craft', value: 1 },
|
||||
reward: { insight: 30 },
|
||||
},
|
||||
masterEnchanter: {
|
||||
id: 'masterEnchanter',
|
||||
name: 'Master Enchanter',
|
||||
desc: 'Complete 10 enchantments',
|
||||
category: 'crafting',
|
||||
requirement: { type: 'craft', value: 10 },
|
||||
reward: { insight: 100, unlockEffect: 'efficiencyBoost' },
|
||||
},
|
||||
legendaryEnchanter: {
|
||||
id: 'legendaryEnchanter',
|
||||
name: 'Legendary Enchanter',
|
||||
desc: 'Complete 50 enchantments',
|
||||
category: 'crafting',
|
||||
requirement: { type: 'craft', value: 50 },
|
||||
reward: { insight: 300, title: 'Legendary Enchanter' },
|
||||
},
|
||||
|
||||
// ─── Special Achievements ───
|
||||
speedRunner: {
|
||||
id: 'speedRunner',
|
||||
name: 'Speed Runner',
|
||||
desc: 'Reach floor 50 in under 5 days',
|
||||
category: 'special',
|
||||
requirement: { type: 'time', value: 5, subType: 'floor50' },
|
||||
reward: { insight: 200, title: 'Speed Demon' },
|
||||
hidden: true,
|
||||
},
|
||||
perfectionist: {
|
||||
id: 'perfectionist',
|
||||
name: 'Perfectionist',
|
||||
desc: 'Reach floor 100 without any guardian pacts',
|
||||
category: 'special',
|
||||
requirement: { type: 'floor', value: 100, subType: 'noPacts' },
|
||||
reward: { insight: 1000, title: 'Perfect Climber' },
|
||||
hidden: true,
|
||||
},
|
||||
survivor: {
|
||||
id: 'survivor',
|
||||
name: 'Survivor',
|
||||
desc: 'Complete a loop during full incursion (day 30+)',
|
||||
category: 'special',
|
||||
requirement: { type: 'time', value: 30 },
|
||||
reward: { insight: 300, manaBonus: 100, title: 'Survivor' },
|
||||
},
|
||||
};
|
||||
|
||||
// Category colors for UI
|
||||
export const ACHIEVEMENT_CATEGORY_COLORS: Record<string, string> = {
|
||||
combat: '#EF4444', // Red
|
||||
progression: '#F59E0B', // Amber
|
||||
crafting: '#8B5CF6', // Purple
|
||||
magic: '#3B82F6', // Blue
|
||||
special: '#EC4899', // Pink
|
||||
};
|
||||
|
||||
// Get achievements by category
|
||||
export function getAchievementsByCategory(): Record<string, AchievementDef[]> {
|
||||
const result: Record<string, AchievementDef[]> = {};
|
||||
|
||||
for (const achievement of Object.values(ACHIEVEMENTS)) {
|
||||
if (!result[achievement.category]) {
|
||||
result[achievement.category] = [];
|
||||
}
|
||||
result[achievement.category].push(achievement);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Check if an achievement should be revealed
|
||||
export function isAchievementRevealed(
|
||||
achievement: AchievementDef,
|
||||
progress: number
|
||||
): boolean {
|
||||
if (!achievement.hidden) return true;
|
||||
// Reveal hidden achievements when at 50% progress
|
||||
return progress >= achievement.requirement.value * 0.5;
|
||||
}
|
||||
498
src/lib/game/data/familiars.ts
Normal file
498
src/lib/game/data/familiars.ts
Normal file
@@ -0,0 +1,498 @@
|
||||
// ─── Familiar Definitions ───────────────────────────────────────────────────────
|
||||
// Magical companions that provide passive bonuses and active assistance
|
||||
|
||||
import type { FamiliarDef, FamiliarAbility } from '../types';
|
||||
|
||||
// ─── Familiar Abilities ─────────────────────────────────────────────────────────
|
||||
|
||||
const ABILITIES = {
|
||||
// Combat abilities
|
||||
damageBonus: (base: number, scaling: number): FamiliarAbility => ({
|
||||
type: 'damageBonus',
|
||||
baseValue: base,
|
||||
scalingPerLevel: scaling,
|
||||
desc: `+${base}% damage (+${scaling}% per level)`,
|
||||
}),
|
||||
|
||||
critChance: (base: number, scaling: number): FamiliarAbility => ({
|
||||
type: 'critChance',
|
||||
baseValue: base,
|
||||
scalingPerLevel: scaling,
|
||||
desc: `+${base}% crit chance (+${scaling}% per level)`,
|
||||
}),
|
||||
|
||||
castSpeed: (base: number, scaling: number): FamiliarAbility => ({
|
||||
type: 'castSpeed',
|
||||
baseValue: base,
|
||||
scalingPerLevel: scaling,
|
||||
desc: `+${base}% cast speed (+${scaling}% per level)`,
|
||||
}),
|
||||
|
||||
elementalBonus: (base: number, scaling: number): FamiliarAbility => ({
|
||||
type: 'elementalBonus',
|
||||
baseValue: base,
|
||||
scalingPerLevel: scaling,
|
||||
desc: `+${base}% elemental damage (+${scaling}% per level)`,
|
||||
}),
|
||||
|
||||
lifeSteal: (base: number, scaling: number): FamiliarAbility => ({
|
||||
type: 'lifeSteal',
|
||||
baseValue: base,
|
||||
scalingPerLevel: scaling,
|
||||
desc: `+${base}% life steal (+${scaling}% per level)`,
|
||||
}),
|
||||
|
||||
thorns: (base: number, scaling: number): FamiliarAbility => ({
|
||||
type: 'thorns',
|
||||
baseValue: base,
|
||||
scalingPerLevel: scaling,
|
||||
desc: `Reflect ${base}% damage taken (+${scaling}% per level)`,
|
||||
}),
|
||||
|
||||
// Mana abilities
|
||||
manaRegen: (base: number, scaling: number): FamiliarAbility => ({
|
||||
type: 'manaRegen',
|
||||
baseValue: base,
|
||||
scalingPerLevel: scaling,
|
||||
desc: `+${base} mana regen (+${scaling} per level)`,
|
||||
}),
|
||||
|
||||
autoGather: (base: number, scaling: number): FamiliarAbility => ({
|
||||
type: 'autoGather',
|
||||
baseValue: base,
|
||||
scalingPerLevel: scaling,
|
||||
desc: `Auto-gather ${base} mana/hour (+${scaling} per level)`,
|
||||
}),
|
||||
|
||||
autoConvert: (base: number, scaling: number): FamiliarAbility => ({
|
||||
type: 'autoConvert',
|
||||
baseValue: base,
|
||||
scalingPerLevel: scaling,
|
||||
desc: `Auto-convert ${base} mana/hour (+${scaling} per level)`,
|
||||
}),
|
||||
|
||||
manaShield: (base: number, scaling: number): FamiliarAbility => ({
|
||||
type: 'manaShield',
|
||||
baseValue: base,
|
||||
scalingPerLevel: scaling,
|
||||
desc: `Shield absorbs ${base} damage, costs 1 mana per ${base} damage`,
|
||||
}),
|
||||
|
||||
// Support abilities
|
||||
bonusGold: (base: number, scaling: number): FamiliarAbility => ({
|
||||
type: 'bonusGold',
|
||||
baseValue: base,
|
||||
scalingPerLevel: scaling,
|
||||
desc: `+${base}% insight gain (+${scaling}% per level)`,
|
||||
}),
|
||||
};
|
||||
|
||||
// ─── Familiar Definitions ───────────────────────────────────────────────────────
|
||||
|
||||
export const FAMILIARS_DEF: Record<string, FamiliarDef> = {
|
||||
// === COMMON FAMILIARS (Tier 1) ===
|
||||
|
||||
// Mana Wisps - Basic mana helpers
|
||||
manaWisp: {
|
||||
id: 'manaWisp',
|
||||
name: 'Mana Wisp',
|
||||
desc: 'A gentle spirit of pure mana that drifts lazily through the air.',
|
||||
role: 'mana',
|
||||
element: 'raw',
|
||||
rarity: 'common',
|
||||
abilities: [
|
||||
ABILITIES.manaRegen(0.5, 0.1),
|
||||
],
|
||||
baseStats: { power: 10, bond: 15 },
|
||||
unlockCondition: { type: 'mana', value: 100 },
|
||||
flavorText: 'It hums with quiet contentment, barely visible in dim light.',
|
||||
},
|
||||
|
||||
fireSpark: {
|
||||
id: 'fireSpark',
|
||||
name: 'Fire Spark',
|
||||
desc: 'A tiny ember given life, crackling with barely contained energy.',
|
||||
role: 'combat',
|
||||
element: 'fire',
|
||||
rarity: 'common',
|
||||
abilities: [
|
||||
ABILITIES.damageBonus(2, 0.5),
|
||||
],
|
||||
baseStats: { power: 12, bond: 10 },
|
||||
unlockCondition: { type: 'floor', value: 5 },
|
||||
flavorText: 'It bounces excitedly, leaving scorch marks on everything it touches.',
|
||||
},
|
||||
|
||||
waterDroplet: {
|
||||
id: 'waterDroplet',
|
||||
name: 'Water Droplet',
|
||||
desc: 'A perfect sphere of living water that never seems to evaporate.',
|
||||
role: 'support',
|
||||
element: 'water',
|
||||
rarity: 'common',
|
||||
abilities: [
|
||||
ABILITIES.manaRegen(0.3, 0.1),
|
||||
ABILITIES.lifeSteal(1, 0.2),
|
||||
],
|
||||
baseStats: { power: 8, bond: 12 },
|
||||
unlockCondition: { type: 'floor', value: 3 },
|
||||
flavorText: 'Ripples spread across its surface with each spell you cast.',
|
||||
},
|
||||
|
||||
earthPebble: {
|
||||
id: 'earthPebble',
|
||||
name: 'Earth Pebble',
|
||||
desc: 'A small stone with a surprisingly friendly personality.',
|
||||
role: 'guardian',
|
||||
element: 'earth',
|
||||
rarity: 'common',
|
||||
abilities: [
|
||||
ABILITIES.thorns(2, 0.5),
|
||||
],
|
||||
baseStats: { power: 15, bond: 8 },
|
||||
unlockCondition: { type: 'floor', value: 8 },
|
||||
flavorText: 'It occasionally rolls itself to a new position when bored.',
|
||||
},
|
||||
|
||||
// === UNCOMMON FAMILIARS (Tier 2) ===
|
||||
|
||||
flameImp: {
|
||||
id: 'flameImp',
|
||||
name: 'Flame Imp',
|
||||
desc: 'A mischievous fire spirit that delights in destruction.',
|
||||
role: 'combat',
|
||||
element: 'fire',
|
||||
rarity: 'uncommon',
|
||||
abilities: [
|
||||
ABILITIES.damageBonus(4, 0.8),
|
||||
ABILITIES.elementalBonus(3, 0.6),
|
||||
],
|
||||
baseStats: { power: 25, bond: 12 },
|
||||
unlockCondition: { type: 'floor', value: 15 },
|
||||
flavorText: 'It cackles with glee whenever you defeat an enemy.',
|
||||
},
|
||||
|
||||
windSylph: {
|
||||
id: 'windSylph',
|
||||
name: 'Wind Sylph',
|
||||
desc: 'An airy spirit that moves like a gentle breeze.',
|
||||
role: 'support',
|
||||
element: 'air',
|
||||
rarity: 'uncommon',
|
||||
abilities: [
|
||||
ABILITIES.castSpeed(3, 0.6),
|
||||
],
|
||||
baseStats: { power: 20, bond: 15 },
|
||||
unlockCondition: { type: 'floor', value: 12 },
|
||||
flavorText: 'Its laughter sounds like wind chimes in a storm.',
|
||||
},
|
||||
|
||||
manaSprite: {
|
||||
id: 'manaSprite',
|
||||
name: 'Mana Sprite',
|
||||
desc: 'A more evolved mana spirit with a playful nature.',
|
||||
role: 'mana',
|
||||
element: 'raw',
|
||||
rarity: 'uncommon',
|
||||
abilities: [
|
||||
ABILITIES.manaRegen(1, 0.2),
|
||||
ABILITIES.autoGather(2, 0.5),
|
||||
],
|
||||
baseStats: { power: 18, bond: 18 },
|
||||
unlockCondition: { type: 'mana', value: 1000 },
|
||||
flavorText: 'It sometimes tickles your ear with invisible hands.',
|
||||
},
|
||||
|
||||
crystalGolem: {
|
||||
id: 'crystalGolem',
|
||||
name: 'Crystal Golem',
|
||||
desc: 'A small construct made of crystallized mana.',
|
||||
role: 'guardian',
|
||||
element: 'crystal',
|
||||
rarity: 'uncommon',
|
||||
abilities: [
|
||||
ABILITIES.thorns(5, 1),
|
||||
ABILITIES.manaShield(10, 2),
|
||||
],
|
||||
baseStats: { power: 30, bond: 10 },
|
||||
unlockCondition: { type: 'floor', value: 20 },
|
||||
flavorText: 'Light refracts through its body in mesmerizing patterns.',
|
||||
},
|
||||
|
||||
// === RARE FAMILIARS (Tier 3) ===
|
||||
|
||||
phoenixHatchling: {
|
||||
id: 'phoenixHatchling',
|
||||
name: 'Phoenix Hatchling',
|
||||
desc: 'A young phoenix, still learning to control its flames.',
|
||||
role: 'combat',
|
||||
element: 'fire',
|
||||
rarity: 'rare',
|
||||
abilities: [
|
||||
ABILITIES.damageBonus(6, 1.2),
|
||||
ABILITIES.lifeSteal(3, 0.5),
|
||||
],
|
||||
baseStats: { power: 40, bond: 15 },
|
||||
unlockCondition: { type: 'floor', value: 30 },
|
||||
flavorText: 'Tiny flames dance around its feathers as it practices flying.',
|
||||
},
|
||||
|
||||
frostWisp: {
|
||||
id: 'frostWisp',
|
||||
name: 'Frost Wisp',
|
||||
desc: 'A spirit of eternal winter, beautiful and deadly.',
|
||||
role: 'combat',
|
||||
element: 'water',
|
||||
rarity: 'rare',
|
||||
abilities: [
|
||||
ABILITIES.elementalBonus(8, 1.5),
|
||||
ABILITIES.castSpeed(4, 0.8),
|
||||
],
|
||||
baseStats: { power: 35, bond: 12 },
|
||||
unlockCondition: { type: 'floor', value: 25 },
|
||||
flavorText: 'Frost patterns appear on surfaces wherever it lingers.',
|
||||
},
|
||||
|
||||
manaElemental: {
|
||||
id: 'manaElemental',
|
||||
name: 'Mana Elemental',
|
||||
desc: 'A concentrated form of pure magical energy.',
|
||||
role: 'mana',
|
||||
element: 'raw',
|
||||
rarity: 'rare',
|
||||
abilities: [
|
||||
ABILITIES.manaRegen(2, 0.4),
|
||||
ABILITIES.autoGather(5, 1),
|
||||
ABILITIES.autoConvert(2, 0.5),
|
||||
],
|
||||
baseStats: { power: 30, bond: 20 },
|
||||
unlockCondition: { type: 'mana', value: 5000 },
|
||||
flavorText: 'Reality seems to bend slightly around its fluctuating form.',
|
||||
},
|
||||
|
||||
shieldGuardian: {
|
||||
id: 'shieldGuardian',
|
||||
name: 'Shield Guardian',
|
||||
desc: 'A loyal protector carved from enchanted stone.',
|
||||
role: 'guardian',
|
||||
element: 'earth',
|
||||
rarity: 'rare',
|
||||
abilities: [
|
||||
ABILITIES.thorns(8, 1.5),
|
||||
ABILITIES.manaShield(20, 4),
|
||||
],
|
||||
baseStats: { power: 50, bond: 8 },
|
||||
unlockCondition: { type: 'floor', value: 35 },
|
||||
flavorText: 'It stands motionless for hours, then suddenly moves to block danger.',
|
||||
},
|
||||
|
||||
// === EPIC FAMILIARS (Tier 4) ===
|
||||
|
||||
infernoDrake: {
|
||||
id: 'infernoDrake',
|
||||
name: 'Inferno Drake',
|
||||
desc: 'A small dragon wreathed in eternal flames.',
|
||||
role: 'combat',
|
||||
element: 'fire',
|
||||
rarity: 'epic',
|
||||
abilities: [
|
||||
ABILITIES.damageBonus(10, 2),
|
||||
ABILITIES.elementalBonus(12, 2),
|
||||
ABILITIES.critChance(3, 0.6),
|
||||
],
|
||||
baseStats: { power: 60, bond: 12 },
|
||||
unlockCondition: { type: 'floor', value: 50 },
|
||||
flavorText: 'Smoke occasionally drifts from its nostrils as it dreams of conquest.',
|
||||
},
|
||||
|
||||
starlightSerpent: {
|
||||
id: 'starlightSerpent',
|
||||
name: 'Starlight Serpent',
|
||||
desc: 'A serpentine creature formed from captured starlight.',
|
||||
role: 'support',
|
||||
element: 'stellar',
|
||||
rarity: 'epic',
|
||||
abilities: [
|
||||
ABILITIES.castSpeed(8, 1.5),
|
||||
ABILITIES.bonusGold(5, 1),
|
||||
ABILITIES.manaRegen(1.5, 0.3),
|
||||
],
|
||||
baseStats: { power: 45, bond: 25 },
|
||||
unlockCondition: { type: 'floor', value: 45 },
|
||||
flavorText: 'It traces constellations in the air with its glowing body.',
|
||||
},
|
||||
|
||||
voidWalker: {
|
||||
id: 'voidWalker',
|
||||
name: 'Void Walker',
|
||||
desc: 'A being that exists partially outside normal reality.',
|
||||
role: 'mana',
|
||||
element: 'void',
|
||||
rarity: 'epic',
|
||||
abilities: [
|
||||
ABILITIES.manaRegen(3, 0.6),
|
||||
ABILITIES.autoGather(10, 2),
|
||||
ABILITIES.manaShield(15, 3),
|
||||
],
|
||||
baseStats: { power: 55, bond: 15 },
|
||||
unlockCondition: { type: 'floor', value: 55 },
|
||||
flavorText: 'It sometimes disappears entirely, only to reappear moments later.',
|
||||
},
|
||||
|
||||
ancientGolem: {
|
||||
id: 'ancientGolem',
|
||||
name: 'Ancient Golem',
|
||||
desc: 'A construct from a forgotten age, still following its prime directive.',
|
||||
role: 'guardian',
|
||||
element: 'earth',
|
||||
rarity: 'epic',
|
||||
abilities: [
|
||||
ABILITIES.thorns(15, 3),
|
||||
ABILITIES.manaShield(30, 5),
|
||||
ABILITIES.damageBonus(5, 1),
|
||||
],
|
||||
baseStats: { power: 80, bond: 6 },
|
||||
unlockCondition: { type: 'floor', value: 60 },
|
||||
flavorText: 'Ancient runes glow faintly across its weathered surface.',
|
||||
},
|
||||
|
||||
// === LEGENDARY FAMILIARS (Tier 5) ===
|
||||
|
||||
primordialPhoenix: {
|
||||
id: 'primordialPhoenix',
|
||||
name: 'Primordial Phoenix',
|
||||
desc: 'An ancient fire bird, reborn countless times through the ages.',
|
||||
role: 'combat',
|
||||
element: 'fire',
|
||||
rarity: 'legendary',
|
||||
abilities: [
|
||||
ABILITIES.damageBonus(15, 3),
|
||||
ABILITIES.elementalBonus(20, 4),
|
||||
ABILITIES.lifeSteal(8, 1.5),
|
||||
ABILITIES.critChance(5, 1),
|
||||
],
|
||||
baseStats: { power: 100, bond: 20 },
|
||||
unlockCondition: { type: 'pact', value: 25 }, // Guardian floor 25
|
||||
flavorText: 'Its eyes hold the wisdom of a thousand lifetimes.',
|
||||
},
|
||||
|
||||
leviathanSpawn: {
|
||||
id: 'leviathanSpawn',
|
||||
name: 'Leviathan Spawn',
|
||||
desc: 'The offspring of an ancient sea god, still growing into its power.',
|
||||
role: 'mana',
|
||||
element: 'water',
|
||||
rarity: 'legendary',
|
||||
abilities: [
|
||||
ABILITIES.manaRegen(5, 1),
|
||||
ABILITIES.autoGather(20, 4),
|
||||
ABILITIES.autoConvert(8, 1.5),
|
||||
ABILITIES.manaShield(25, 5),
|
||||
],
|
||||
baseStats: { power: 90, bond: 18 },
|
||||
unlockCondition: { type: 'pact', value: 50 },
|
||||
flavorText: 'The air around it always smells of salt and deep ocean.',
|
||||
},
|
||||
|
||||
celestialGuardian: {
|
||||
id: 'celestialGuardian',
|
||||
name: 'Celestial Guardian',
|
||||
desc: 'A divine protector sent by powers beyond mortal comprehension.',
|
||||
role: 'guardian',
|
||||
element: 'light',
|
||||
rarity: 'legendary',
|
||||
abilities: [
|
||||
ABILITIES.thorns(25, 5),
|
||||
ABILITIES.manaShield(50, 10),
|
||||
ABILITIES.damageBonus(10, 2),
|
||||
ABILITIES.lifeSteal(5, 1),
|
||||
],
|
||||
baseStats: { power: 120, bond: 12 },
|
||||
unlockCondition: { type: 'pact', value: 75 },
|
||||
flavorText: 'It radiates an aura of absolute protection and quiet judgment.',
|
||||
},
|
||||
|
||||
voidEmperor: {
|
||||
id: 'voidEmperor',
|
||||
name: 'Void Emperor',
|
||||
desc: 'A ruler from the spaces between dimensions, bound to your service.',
|
||||
role: 'support',
|
||||
element: 'void',
|
||||
rarity: 'legendary',
|
||||
abilities: [
|
||||
ABILITIES.castSpeed(15, 3),
|
||||
ABILITIES.bonusGold(15, 3),
|
||||
ABILITIES.manaRegen(4, 0.8),
|
||||
ABILITIES.critChance(8, 1.5),
|
||||
],
|
||||
baseStats: { power: 85, bond: 25 },
|
||||
unlockCondition: { type: 'floor', value: 90 },
|
||||
flavorText: 'It regards reality with the detached interest of a god.',
|
||||
},
|
||||
};
|
||||
|
||||
// ─── Helper Functions ───────────────────────────────────────────────────────────
|
||||
|
||||
// Get XP required for next familiar level
|
||||
export function getFamiliarXpRequired(level: number): number {
|
||||
// Exponential scaling: 100 * 1.5^(level-1)
|
||||
return Math.floor(100 * Math.pow(1.5, level - 1));
|
||||
}
|
||||
|
||||
// Get bond required for next bond level (1-100)
|
||||
export function getBondRequired(currentBond: number): number {
|
||||
// Linear scaling, every 10 bond requires more time
|
||||
const bondTier = Math.floor(currentBond / 10);
|
||||
return 100 + bondTier * 50; // Base 100, +50 per tier
|
||||
}
|
||||
|
||||
// Calculate familiar's ability value at given level and ability level
|
||||
export function getFamiliarAbilityValue(
|
||||
ability: FamiliarAbility,
|
||||
familiarLevel: number,
|
||||
abilityLevel: number
|
||||
): number {
|
||||
// Base value + (familiar level bonus) + (ability level bonus)
|
||||
const familiarBonus = Math.floor(familiarLevel / 10) * ability.scalingPerLevel;
|
||||
const abilityBonus = (abilityLevel - 1) * ability.scalingPerLevel * 2;
|
||||
return ability.baseValue + familiarBonus + abilityBonus;
|
||||
}
|
||||
|
||||
// Get all familiars of a specific rarity
|
||||
export function getFamiliarsByRarity(rarity: FamiliarDef['rarity']): FamiliarDef[] {
|
||||
return Object.values(FAMILIARS_DEF).filter(f => f.rarity === rarity);
|
||||
}
|
||||
|
||||
// Get all familiars of a specific role
|
||||
export function getFamiliarsByRole(role: FamiliarRole): FamiliarDef[] {
|
||||
return Object.values(FAMILIARS_DEF).filter(f => f.role === role);
|
||||
}
|
||||
|
||||
// Check if player meets unlock condition for a familiar
|
||||
export function canUnlockFamiliar(
|
||||
familiar: FamiliarDef,
|
||||
maxFloor: number,
|
||||
signedPacts: number[],
|
||||
totalManaGathered: number,
|
||||
skillsLearned: number
|
||||
): boolean {
|
||||
if (!familiar.unlockCondition) return true;
|
||||
|
||||
const { type, value } = familiar.unlockCondition;
|
||||
|
||||
switch (type) {
|
||||
case 'floor':
|
||||
return maxFloor >= value;
|
||||
case 'pact':
|
||||
return signedPacts.includes(value);
|
||||
case 'mana':
|
||||
return totalManaGathered >= value;
|
||||
case 'study':
|
||||
return skillsLearned >= value;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Starting familiar (given to new players)
|
||||
export const STARTING_FAMILIAR = 'manaWisp';
|
||||
242
src/lib/game/data/loot-drops.ts
Normal file
242
src/lib/game/data/loot-drops.ts
Normal file
@@ -0,0 +1,242 @@
|
||||
// ─── Loot Drop Definitions ─────────────────────────────────────────────────────
|
||||
|
||||
import type { LootDrop } from '../types';
|
||||
|
||||
export const LOOT_DROPS: Record<string, LootDrop> = {
|
||||
// ─── Materials (used for crafting) ───
|
||||
manaCrystalDust: {
|
||||
id: 'manaCrystalDust',
|
||||
name: 'Mana Crystal Dust',
|
||||
rarity: 'common',
|
||||
type: 'material',
|
||||
minFloor: 1,
|
||||
dropChance: 0.15,
|
||||
},
|
||||
arcaneShard: {
|
||||
id: 'arcaneShard',
|
||||
name: 'Arcane Shard',
|
||||
rarity: 'uncommon',
|
||||
type: 'material',
|
||||
minFloor: 10,
|
||||
dropChance: 0.10,
|
||||
},
|
||||
elementalCore: {
|
||||
id: 'elementalCore',
|
||||
name: 'Elemental Core',
|
||||
rarity: 'rare',
|
||||
type: 'material',
|
||||
minFloor: 25,
|
||||
dropChance: 0.08,
|
||||
},
|
||||
voidEssence: {
|
||||
id: 'voidEssence',
|
||||
name: 'Void Essence',
|
||||
rarity: 'epic',
|
||||
type: 'material',
|
||||
minFloor: 50,
|
||||
dropChance: 0.05,
|
||||
guardianOnly: true,
|
||||
},
|
||||
celestialFragment: {
|
||||
id: 'celestialFragment',
|
||||
name: 'Celestial Fragment',
|
||||
rarity: 'legendary',
|
||||
type: 'material',
|
||||
minFloor: 75,
|
||||
dropChance: 0.02,
|
||||
guardianOnly: true,
|
||||
},
|
||||
|
||||
// ─── Elemental Essence (grants elemental mana) ───
|
||||
fireEssenceDrop: {
|
||||
id: 'fireEssenceDrop',
|
||||
name: 'Fire Essence',
|
||||
rarity: 'uncommon',
|
||||
type: 'essence',
|
||||
minFloor: 5,
|
||||
dropChance: 0.12,
|
||||
amount: { min: 5, max: 15 },
|
||||
},
|
||||
waterEssenceDrop: {
|
||||
id: 'waterEssenceDrop',
|
||||
name: 'Water Essence',
|
||||
rarity: 'uncommon',
|
||||
type: 'essence',
|
||||
minFloor: 5,
|
||||
dropChance: 0.12,
|
||||
amount: { min: 5, max: 15 },
|
||||
},
|
||||
airEssenceDrop: {
|
||||
id: 'airEssenceDrop',
|
||||
name: 'Air Essence',
|
||||
rarity: 'uncommon',
|
||||
type: 'essence',
|
||||
minFloor: 5,
|
||||
dropChance: 0.12,
|
||||
amount: { min: 5, max: 15 },
|
||||
},
|
||||
earthEssenceDrop: {
|
||||
id: 'earthEssenceDrop',
|
||||
name: 'Earth Essence',
|
||||
rarity: 'uncommon',
|
||||
type: 'essence',
|
||||
minFloor: 5,
|
||||
dropChance: 0.12,
|
||||
amount: { min: 5, max: 15 },
|
||||
},
|
||||
lightEssenceDrop: {
|
||||
id: 'lightEssenceDrop',
|
||||
name: 'Light Essence',
|
||||
rarity: 'rare',
|
||||
type: 'essence',
|
||||
minFloor: 20,
|
||||
dropChance: 0.08,
|
||||
amount: { min: 3, max: 10 },
|
||||
},
|
||||
darkEssenceDrop: {
|
||||
id: 'darkEssenceDrop',
|
||||
name: 'Dark Essence',
|
||||
rarity: 'rare',
|
||||
type: 'essence',
|
||||
minFloor: 20,
|
||||
dropChance: 0.08,
|
||||
amount: { min: 3, max: 10 },
|
||||
},
|
||||
lifeEssenceDrop: {
|
||||
id: 'lifeEssenceDrop',
|
||||
name: 'Life Essence',
|
||||
rarity: 'epic',
|
||||
type: 'essence',
|
||||
minFloor: 40,
|
||||
dropChance: 0.05,
|
||||
amount: { min: 2, max: 8 },
|
||||
},
|
||||
deathEssenceDrop: {
|
||||
id: 'deathEssenceDrop',
|
||||
name: 'Death Essence',
|
||||
rarity: 'epic',
|
||||
type: 'essence',
|
||||
minFloor: 40,
|
||||
dropChance: 0.05,
|
||||
amount: { min: 2, max: 8 },
|
||||
},
|
||||
|
||||
// ─── Raw Mana Drops ───
|
||||
manaOrb: {
|
||||
id: 'manaOrb',
|
||||
name: 'Mana Orb',
|
||||
rarity: 'common',
|
||||
type: 'gold', // Uses gold type but gives raw mana
|
||||
minFloor: 1,
|
||||
dropChance: 0.20,
|
||||
amount: { min: 10, max: 50 },
|
||||
},
|
||||
greaterManaOrb: {
|
||||
id: 'greaterManaOrb',
|
||||
name: 'Greater Mana Orb',
|
||||
rarity: 'uncommon',
|
||||
type: 'gold',
|
||||
minFloor: 15,
|
||||
dropChance: 0.10,
|
||||
amount: { min: 50, max: 150 },
|
||||
},
|
||||
supremeManaOrb: {
|
||||
id: 'supremeManaOrb',
|
||||
name: 'Supreme Mana Orb',
|
||||
rarity: 'rare',
|
||||
type: 'gold',
|
||||
minFloor: 35,
|
||||
dropChance: 0.05,
|
||||
amount: { min: 100, max: 500 },
|
||||
},
|
||||
|
||||
// ─── Equipment Blueprints ───
|
||||
staffBlueprint: {
|
||||
id: 'staffBlueprint',
|
||||
name: 'Staff Blueprint',
|
||||
rarity: 'uncommon',
|
||||
type: 'blueprint',
|
||||
minFloor: 10,
|
||||
dropChance: 0.03,
|
||||
},
|
||||
wandBlueprint: {
|
||||
id: 'wandBlueprint',
|
||||
name: 'Wand Blueprint',
|
||||
rarity: 'rare',
|
||||
type: 'blueprint',
|
||||
minFloor: 20,
|
||||
dropChance: 0.02,
|
||||
},
|
||||
robeBlueprint: {
|
||||
id: 'robeBlueprint',
|
||||
name: 'Mage Robe Blueprint',
|
||||
rarity: 'rare',
|
||||
type: 'blueprint',
|
||||
minFloor: 25,
|
||||
dropChance: 0.02,
|
||||
},
|
||||
artifactBlueprint: {
|
||||
id: 'artifactBlueprint',
|
||||
name: 'Artifact Blueprint',
|
||||
rarity: 'legendary',
|
||||
type: 'blueprint',
|
||||
minFloor: 60,
|
||||
dropChance: 0.01,
|
||||
guardianOnly: true,
|
||||
},
|
||||
};
|
||||
|
||||
// Rarity colors for UI
|
||||
export const RARITY_COLORS: Record<string, { color: string; glow: string }> = {
|
||||
common: { color: '#9CA3AF', glow: '#9CA3AF40' },
|
||||
uncommon: { color: '#22C55E', glow: '#22C55E40' },
|
||||
rare: { color: '#3B82F6', glow: '#3B82F640' },
|
||||
epic: { color: '#A855F7', glow: '#A855F740' },
|
||||
legendary: { color: '#F59E0B', glow: '#F59E0B60' },
|
||||
};
|
||||
|
||||
// Get loot drops available at a given floor
|
||||
export function getAvailableDrops(floor: number, isGuardian: boolean): LootDrop[] {
|
||||
return Object.values(LOOT_DROPS).filter(drop => {
|
||||
if (drop.minFloor > floor) return false;
|
||||
if (drop.guardianOnly && !isGuardian) return false;
|
||||
return true;
|
||||
});
|
||||
}
|
||||
|
||||
// Roll for loot drops
|
||||
export function rollLootDrops(
|
||||
floor: number,
|
||||
isGuardian: boolean,
|
||||
luckBonus: number = 0
|
||||
): Array<{ drop: LootDrop; amount: number }> {
|
||||
const available = getAvailableDrops(floor, isGuardian);
|
||||
const drops: Array<{ drop: LootDrop; amount: number }> = [];
|
||||
|
||||
for (const drop of available) {
|
||||
// Calculate adjusted drop chance
|
||||
let chance = drop.dropChance;
|
||||
chance *= (1 + luckBonus); // Apply luck bonus
|
||||
|
||||
// Guardian floors have 2x drop rate
|
||||
if (isGuardian) chance *= 2;
|
||||
|
||||
// Cap at 50% for any single drop
|
||||
chance = Math.min(0.5, chance);
|
||||
|
||||
if (Math.random() < chance) {
|
||||
let amount = 1;
|
||||
|
||||
// For gold/essence types, roll amount
|
||||
if (drop.amount) {
|
||||
amount = Math.floor(
|
||||
Math.random() * (drop.amount.max - drop.amount.min + 1) + drop.amount.min
|
||||
);
|
||||
}
|
||||
|
||||
drops.push({ drop, amount });
|
||||
}
|
||||
}
|
||||
|
||||
return drops;
|
||||
}
|
||||
367
src/lib/game/familiar-slice.ts
Normal file
367
src/lib/game/familiar-slice.ts
Normal file
@@ -0,0 +1,367 @@
|
||||
// ─── Familiar Slice ─────────────────────────────────────────────────────────────
|
||||
// Actions and computations for the familiar system
|
||||
|
||||
import type { GameState, FamiliarInstance, FamiliarAbilityType } from './types';
|
||||
import { FAMILIARS_DEF, getFamiliarXpRequired, getFamiliarAbilityValue, canUnlockFamiliar, STARTING_FAMILIAR } from './data/familiars';
|
||||
import { HOURS_PER_TICK } from './constants';
|
||||
|
||||
// ─── Familiar Actions Interface ─────────────────────────────────────────────────
|
||||
|
||||
export interface FamiliarActions {
|
||||
// Summoning and management
|
||||
summonFamiliar: (familiarId: string) => void;
|
||||
setActiveFamiliar: (instanceIndex: number, active: boolean) => void;
|
||||
setFamiliarNickname: (instanceIndex: number, nickname: string) => void;
|
||||
|
||||
// Progression
|
||||
gainFamiliarXp: (amount: number, source: 'combat' | 'gather' | 'meditate' | 'study' | 'time') => void;
|
||||
upgradeFamiliarAbility: (instanceIndex: number, abilityType: FamiliarAbilityType) => void;
|
||||
|
||||
// Computation
|
||||
getActiveFamiliarBonuses: () => FamiliarBonuses;
|
||||
getAvailableFamiliars: () => string[];
|
||||
}
|
||||
|
||||
// ─── Computed Bonuses ───────────────────────────────────────────────────────────
|
||||
|
||||
export interface FamiliarBonuses {
|
||||
damageMultiplier: number;
|
||||
manaRegenBonus: number;
|
||||
autoGatherRate: number;
|
||||
autoConvertRate: number;
|
||||
critChanceBonus: number;
|
||||
castSpeedMultiplier: number;
|
||||
elementalDamageMultiplier: number;
|
||||
lifeStealPercent: number;
|
||||
thornsPercent: number;
|
||||
insightMultiplier: number;
|
||||
manaShieldAmount: number;
|
||||
}
|
||||
|
||||
export const DEFAULT_FAMILIAR_BONUSES: FamiliarBonuses = {
|
||||
damageMultiplier: 1,
|
||||
manaRegenBonus: 0,
|
||||
autoGatherRate: 0,
|
||||
autoConvertRate: 0,
|
||||
critChanceBonus: 0,
|
||||
castSpeedMultiplier: 1,
|
||||
elementalDamageMultiplier: 1,
|
||||
lifeStealPercent: 0,
|
||||
thornsPercent: 0,
|
||||
insightMultiplier: 1,
|
||||
manaShieldAmount: 0,
|
||||
};
|
||||
|
||||
// ─── Familiar Slice Factory ─────────────────────────────────────────────────────
|
||||
|
||||
export function createFamiliarSlice(
|
||||
set: (fn: (state: GameState) => Partial<GameState>) => void,
|
||||
get: () => GameState
|
||||
): FamiliarActions {
|
||||
return {
|
||||
// Summon a new familiar
|
||||
summonFamiliar: (familiarId: string) => {
|
||||
const state = get();
|
||||
const familiarDef = FAMILIARS_DEF[familiarId];
|
||||
if (!familiarDef) return;
|
||||
|
||||
// Check if already owned
|
||||
if (state.familiars.some(f => f.familiarId === familiarId)) return;
|
||||
|
||||
// Check unlock condition
|
||||
if (!canUnlockFamiliar(
|
||||
familiarDef,
|
||||
state.maxFloorReached,
|
||||
state.signedPacts,
|
||||
state.totalManaGathered,
|
||||
Object.keys(state.skills).length
|
||||
)) return;
|
||||
|
||||
// Create new familiar instance
|
||||
const newInstance: FamiliarInstance = {
|
||||
familiarId,
|
||||
level: 1,
|
||||
bond: 0,
|
||||
experience: 0,
|
||||
abilities: familiarDef.abilities.map(a => ({
|
||||
type: a.type,
|
||||
level: 1,
|
||||
})),
|
||||
active: false,
|
||||
};
|
||||
|
||||
// Add to familiars list
|
||||
set((s) => ({
|
||||
familiars: [...s.familiars, newInstance],
|
||||
log: [`🌟 ${familiarDef.name} has answered your call!`, ...s.log.slice(0, 49)],
|
||||
}));
|
||||
},
|
||||
|
||||
// Set a familiar as active/inactive
|
||||
setActiveFamiliar: (instanceIndex: number, active: boolean) => {
|
||||
const state = get();
|
||||
if (instanceIndex < 0 || instanceIndex >= state.familiars.length) return;
|
||||
|
||||
const activeCount = state.familiars.filter(f => f.active).length;
|
||||
|
||||
// Check if we have slots available
|
||||
if (active && activeCount >= state.activeFamiliarSlots) {
|
||||
// Deactivate another familiar first
|
||||
const newFamiliars = [...state.familiars];
|
||||
const activeIndex = newFamiliars.findIndex(f => f.active);
|
||||
if (activeIndex >= 0) {
|
||||
newFamiliars[activeIndex] = { ...newFamiliars[activeIndex], active: false };
|
||||
}
|
||||
newFamiliars[instanceIndex] = { ...newFamiliars[instanceIndex], active };
|
||||
set({ familiars: newFamiliars });
|
||||
} else {
|
||||
// Just toggle the familiar
|
||||
const newFamiliars = [...state.familiars];
|
||||
newFamiliars[instanceIndex] = { ...newFamiliars[instanceIndex], active };
|
||||
set({ familiars: newFamiliars });
|
||||
}
|
||||
},
|
||||
|
||||
// Set a familiar's nickname
|
||||
setFamiliarNickname: (instanceIndex: number, nickname: string) => {
|
||||
const state = get();
|
||||
if (instanceIndex < 0 || instanceIndex >= state.familiars.length) return;
|
||||
|
||||
const newFamiliars = [...state.familiars];
|
||||
newFamiliars[instanceIndex] = {
|
||||
...newFamiliars[instanceIndex],
|
||||
nickname: nickname || undefined
|
||||
};
|
||||
set({ familiars: newFamiliars });
|
||||
},
|
||||
|
||||
// Grant XP to all active familiars
|
||||
gainFamiliarXp: (amount: number, _source: 'combat' | 'gather' | 'meditate' | 'study' | 'time') => {
|
||||
const state = get();
|
||||
if (state.familiars.length === 0) return;
|
||||
|
||||
const newFamiliars = [...state.familiars];
|
||||
let leveled = false;
|
||||
|
||||
for (let i = 0; i < newFamiliars.length; i++) {
|
||||
const familiar = newFamiliars[i];
|
||||
if (!familiar.active) continue;
|
||||
|
||||
const def = FAMILIARS_DEF[familiar.familiarId];
|
||||
if (!def) continue;
|
||||
|
||||
// Apply bond multiplier to XP gain
|
||||
const bondMultiplier = 1 + (familiar.bond / 100);
|
||||
const xpGain = Math.floor(amount * bondMultiplier);
|
||||
|
||||
let newExp = familiar.experience + xpGain;
|
||||
let newLevel = familiar.level;
|
||||
|
||||
// Check for level ups
|
||||
while (newLevel < 100 && newExp >= getFamiliarXpRequired(newLevel)) {
|
||||
newExp -= getFamiliarXpRequired(newLevel);
|
||||
newLevel++;
|
||||
leveled = true;
|
||||
}
|
||||
|
||||
// Gain bond passively
|
||||
const newBond = Math.min(100, familiar.bond + 0.01);
|
||||
|
||||
newFamiliars[i] = {
|
||||
...familiar,
|
||||
level: newLevel,
|
||||
experience: newExp,
|
||||
bond: newBond,
|
||||
};
|
||||
}
|
||||
|
||||
set({
|
||||
familiars: newFamiliars,
|
||||
totalFamiliarXpEarned: state.totalFamiliarXpEarned + amount,
|
||||
...(leveled ? { log: ['📈 Your familiar has grown stronger!', ...state.log.slice(0, 49)] } : {}),
|
||||
});
|
||||
},
|
||||
|
||||
// Upgrade a familiar's ability
|
||||
upgradeFamiliarAbility: (instanceIndex: number, abilityType: FamiliarAbilityType) => {
|
||||
const state = get();
|
||||
if (instanceIndex < 0 || instanceIndex >= state.familiars.length) return;
|
||||
|
||||
const familiar = state.familiars[instanceIndex];
|
||||
const def = FAMILIARS_DEF[familiar.familiarId];
|
||||
if (!def) return;
|
||||
|
||||
// Find the ability
|
||||
const abilityIndex = familiar.abilities.findIndex(a => a.type === abilityType);
|
||||
if (abilityIndex < 0) return;
|
||||
|
||||
const ability = familiar.abilities[abilityIndex];
|
||||
if (ability.level >= 10) return; // Max level
|
||||
|
||||
// Cost: level * 100 XP
|
||||
const cost = ability.level * 100;
|
||||
if (familiar.experience < cost) return;
|
||||
|
||||
// Upgrade
|
||||
const newAbilities = [...familiar.abilities];
|
||||
newAbilities[abilityIndex] = { ...ability, level: ability.level + 1 };
|
||||
|
||||
const newFamiliars = [...state.familiars];
|
||||
newFamiliars[instanceIndex] = {
|
||||
...familiar,
|
||||
abilities: newAbilities,
|
||||
experience: familiar.experience - cost,
|
||||
};
|
||||
|
||||
set({ familiars: newFamiliars });
|
||||
},
|
||||
|
||||
// Get total bonuses from active familiars
|
||||
getActiveFamiliarBonuses: (): FamiliarBonuses => {
|
||||
const state = get();
|
||||
const bonuses = { ...DEFAULT_FAMILIAR_BONUSES };
|
||||
|
||||
for (const familiar of state.familiars) {
|
||||
if (!familiar.active) continue;
|
||||
|
||||
const def = FAMILIARS_DEF[familiar.familiarId];
|
||||
if (!def) continue;
|
||||
|
||||
// Bond multiplier: up to 50% bonus at max bond
|
||||
const bondMultiplier = 1 + (familiar.bond / 200);
|
||||
|
||||
for (const abilityInst of familiar.abilities) {
|
||||
const abilityDef = def.abilities.find(a => a.type === abilityInst.type);
|
||||
if (!abilityDef) continue;
|
||||
|
||||
const value = getFamiliarAbilityValue(abilityDef, familiar.level, abilityInst.level) * bondMultiplier;
|
||||
|
||||
switch (abilityInst.type) {
|
||||
case 'damageBonus':
|
||||
bonuses.damageMultiplier += value / 100;
|
||||
break;
|
||||
case 'manaRegen':
|
||||
bonuses.manaRegenBonus += value;
|
||||
break;
|
||||
case 'autoGather':
|
||||
bonuses.autoGatherRate += value;
|
||||
break;
|
||||
case 'autoConvert':
|
||||
bonuses.autoConvertRate += value;
|
||||
break;
|
||||
case 'critChance':
|
||||
bonuses.critChanceBonus += value;
|
||||
break;
|
||||
case 'castSpeed':
|
||||
bonuses.castSpeedMultiplier += value / 100;
|
||||
break;
|
||||
case 'elementalBonus':
|
||||
bonuses.elementalDamageMultiplier += value / 100;
|
||||
break;
|
||||
case 'lifeSteal':
|
||||
bonuses.lifeStealPercent += value;
|
||||
break;
|
||||
case 'thorns':
|
||||
bonuses.thornsPercent += value;
|
||||
break;
|
||||
case 'bonusGold':
|
||||
bonuses.insightMultiplier += value / 100;
|
||||
break;
|
||||
case 'manaShield':
|
||||
bonuses.manaShieldAmount += value;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return bonuses;
|
||||
},
|
||||
|
||||
// Get list of available (unlocked but not owned) familiars
|
||||
getAvailableFamiliars: (): string[] => {
|
||||
const state = get();
|
||||
const owned = new Set(state.familiars.map(f => f.familiarId));
|
||||
|
||||
return Object.values(FAMILIARS_DEF)
|
||||
.filter(f =>
|
||||
!owned.has(f.id) &&
|
||||
canUnlockFamiliar(
|
||||
f,
|
||||
state.maxFloorReached,
|
||||
state.signedPacts,
|
||||
state.totalManaGathered,
|
||||
Object.keys(state.skills).length
|
||||
)
|
||||
)
|
||||
.map(f => f.id);
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
// ─── Familiar Tick Processing ───────────────────────────────────────────────────
|
||||
|
||||
// Process familiar-related tick effects (called from main tick)
|
||||
export function processFamiliarTick(
|
||||
state: Pick<GameState, 'familiars' | 'rawMana' | 'elements' | 'totalManaGathered' | 'activeFamiliarSlots'>,
|
||||
familiarBonuses: FamiliarBonuses
|
||||
): { rawMana: number; elements: GameState['elements']; totalManaGathered: number; gatherLog?: string } {
|
||||
let rawMana = state.rawMana;
|
||||
let elements = state.elements;
|
||||
let totalManaGathered = state.totalManaGathered;
|
||||
let gatherLog: string | undefined;
|
||||
|
||||
// Auto-gather from familiars
|
||||
if (familiarBonuses.autoGatherRate > 0) {
|
||||
const gathered = familiarBonuses.autoGatherRate * HOURS_PER_TICK;
|
||||
rawMana += gathered;
|
||||
totalManaGathered += gathered;
|
||||
if (gathered >= 1) {
|
||||
gatherLog = `✨ Familiars gathered ${Math.floor(gathered)} mana`;
|
||||
}
|
||||
}
|
||||
|
||||
// Auto-convert from familiars
|
||||
if (familiarBonuses.autoConvertRate > 0) {
|
||||
const convertAmount = Math.min(
|
||||
familiarBonuses.autoConvertRate * HOURS_PER_TICK,
|
||||
Math.floor(rawMana / 5) // 5 raw mana per element
|
||||
);
|
||||
|
||||
if (convertAmount > 0) {
|
||||
// Find unlocked elements with space
|
||||
const unlockedElements = Object.entries(elements)
|
||||
.filter(([, e]) => e.unlocked && e.current < e.max)
|
||||
.sort((a, b) => (b[1].max - b[1].current) - (a[1].max - a[1].current));
|
||||
|
||||
if (unlockedElements.length > 0) {
|
||||
const [targetId, targetState] = unlockedElements[0];
|
||||
const canConvert = Math.min(convertAmount, targetState.max - targetState.current);
|
||||
rawMana -= canConvert * 5;
|
||||
elements = {
|
||||
...elements,
|
||||
[targetId]: { ...targetState, current: targetState.current + canConvert },
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return { rawMana, elements, totalManaGathered, gatherLog };
|
||||
}
|
||||
|
||||
// Grant starting familiar to new players
|
||||
export function grantStartingFamiliar(): FamiliarInstance[] {
|
||||
const starterDef = FAMILIARS_DEF[STARTING_FAMILIAR];
|
||||
if (!starterDef) return [];
|
||||
|
||||
return [{
|
||||
familiarId: STARTING_FAMILIAR,
|
||||
level: 1,
|
||||
bond: 0,
|
||||
experience: 0,
|
||||
abilities: starterDef.abilities.map(a => ({
|
||||
type: a.type,
|
||||
level: 1,
|
||||
})),
|
||||
active: true, // Start with familiar active
|
||||
}];
|
||||
}
|
||||
@@ -39,6 +39,15 @@ import {
|
||||
} from './crafting-slice';
|
||||
import { EQUIPMENT_TYPES } from './data/equipment';
|
||||
import { ENCHANTMENT_EFFECTS, calculateEffectCapacityCost } from './data/enchantment-effects';
|
||||
import {
|
||||
createFamiliarSlice,
|
||||
processFamiliarTick,
|
||||
grantStartingFamiliar,
|
||||
type FamiliarActions,
|
||||
type FamiliarBonuses,
|
||||
DEFAULT_FAMILIAR_BONUSES,
|
||||
} from './familiar-slice';
|
||||
import { rollLootDrops } from './data/loot-drops';
|
||||
|
||||
// Default empty effects for when effects aren't provided
|
||||
const DEFAULT_EFFECTS: ComputedEffects = {
|
||||
@@ -528,14 +537,48 @@ function makeInitial(overrides: Partial<GameState> = {}): GameState {
|
||||
incursionStrength: 0,
|
||||
containmentWards: 0,
|
||||
|
||||
log: ['✨ The loop begins. You start with a Basic Staff (Mana Bolt) and civilian clothes. Gather your strength, mage.'],
|
||||
// Combo System
|
||||
combo: {
|
||||
count: 0,
|
||||
multiplier: 1,
|
||||
lastCastTime: 0,
|
||||
decayTimer: 0,
|
||||
maxCombo: 0,
|
||||
elementChain: [],
|
||||
},
|
||||
totalTicks: 0,
|
||||
|
||||
// Loot System
|
||||
lootInventory: {
|
||||
materials: {},
|
||||
essence: {},
|
||||
blueprints: [],
|
||||
},
|
||||
lootDropsToday: 0,
|
||||
|
||||
// Achievements
|
||||
achievements: {
|
||||
unlocked: [],
|
||||
progress: {},
|
||||
},
|
||||
totalDamageDealt: 0,
|
||||
totalSpellsCast: 0,
|
||||
totalCraftsCompleted: 0,
|
||||
|
||||
// Familiars
|
||||
familiars: grantStartingFamiliar(),
|
||||
activeFamiliarSlots: 1,
|
||||
familiarSummonProgress: 0,
|
||||
totalFamiliarXpEarned: 0,
|
||||
|
||||
log: ['✨ The loop begins. You start with a Basic Staff (Mana Bolt) and civilian clothes. A friendly Mana Wisp floats nearby. Gather your strength, mage.'],
|
||||
loopInsight: 0,
|
||||
};
|
||||
}
|
||||
|
||||
// ─── Game Store ───────────────────────────────────────────────────────────────
|
||||
|
||||
interface GameStore extends GameState, CraftingActions {
|
||||
interface GameStore extends GameState, CraftingActions, FamiliarActions {
|
||||
// Actions
|
||||
tick: () => void;
|
||||
gatherMana: () => void;
|
||||
@@ -573,6 +616,7 @@ export const useGameStore = create<GameStore>()(
|
||||
persist(
|
||||
(set, get) => ({
|
||||
...makeInitial(),
|
||||
...createFamiliarSlice(set, get),
|
||||
|
||||
getMaxMana: () => computeMaxMana(get()),
|
||||
getRegen: () => computeRegen(get()),
|
||||
@@ -600,8 +644,16 @@ export const useGameStore = create<GameStore>()(
|
||||
// Compute unified effects (includes skill upgrades AND equipment enchantments)
|
||||
const effects = getUnifiedEffects(state);
|
||||
|
||||
// Compute familiar bonuses
|
||||
const familiarBonuses = state.familiars.length > 0
|
||||
? (() => {
|
||||
const slice = createFamiliarSlice(set, get);
|
||||
return slice.getActiveFamiliarBonuses();
|
||||
})()
|
||||
: DEFAULT_FAMILIAR_BONUSES;
|
||||
|
||||
const maxMana = computeMaxMana(state, effects);
|
||||
const baseRegen = computeRegen(state, effects);
|
||||
const baseRegen = computeRegen(state, effects) + familiarBonuses.manaRegenBonus;
|
||||
|
||||
// Time progression
|
||||
let hour = state.hour + HOURS_PER_TICK;
|
||||
@@ -658,13 +710,24 @@ export const useGameStore = create<GameStore>()(
|
||||
let rawMana = Math.min(state.rawMana + effectiveRegen * HOURS_PER_TICK, maxMana);
|
||||
let totalManaGathered = state.totalManaGathered;
|
||||
|
||||
// Familiar auto-gather and auto-convert
|
||||
let elements = state.elements;
|
||||
if (familiarBonuses.autoGatherRate > 0 || familiarBonuses.autoConvertRate > 0) {
|
||||
const familiarUpdates = processFamiliarTick(
|
||||
{ rawMana, elements, totalManaGathered, familiars: state.familiars, activeFamiliarSlots: state.activeFamiliarSlots },
|
||||
familiarBonuses
|
||||
);
|
||||
rawMana = Math.min(familiarUpdates.rawMana, maxMana);
|
||||
elements = familiarUpdates.elements;
|
||||
totalManaGathered = familiarUpdates.totalManaGathered;
|
||||
}
|
||||
|
||||
// Study progress
|
||||
let currentStudyTarget = state.currentStudyTarget;
|
||||
let skills = state.skills;
|
||||
let skillProgress = state.skillProgress;
|
||||
let spells = state.spells;
|
||||
let log = state.log;
|
||||
let elements = state.elements;
|
||||
let unlockedEffects = state.unlockedEffects;
|
||||
|
||||
if (state.currentAction === 'study' && currentStudyTarget) {
|
||||
@@ -738,9 +801,28 @@ export const useGameStore = create<GameStore>()(
|
||||
}
|
||||
|
||||
// Combat - MULTI-SPELL casting from all equipped weapons
|
||||
let { currentFloor, floorHP, floorMaxHP, maxFloorReached, signedPacts, equipmentSpellStates } = state;
|
||||
let { currentFloor, floorHP, floorMaxHP, maxFloorReached, signedPacts, equipmentSpellStates, combo, totalTicks, lootInventory, achievements, totalDamageDealt, totalSpellsCast } = state;
|
||||
const floorElement = getFloorElement(currentFloor);
|
||||
|
||||
// Increment total ticks
|
||||
const newTotalTicks = totalTicks + 1;
|
||||
|
||||
// Combo decay - decay combo when not climbing or when decay timer expires
|
||||
let newCombo = { ...combo };
|
||||
if (state.currentAction !== 'climb') {
|
||||
// Rapidly decay combo when not climbing
|
||||
newCombo.count = Math.max(0, newCombo.count - 5);
|
||||
newCombo.multiplier = 1 + newCombo.count * 0.02;
|
||||
} else if (newCombo.count > 0) {
|
||||
// Slow decay while climbing but not casting
|
||||
newCombo.decayTimer--;
|
||||
if (newCombo.decayTimer <= 0) {
|
||||
newCombo.count = Math.max(0, newCombo.count - 2);
|
||||
newCombo.multiplier = 1 + newCombo.count * 0.02;
|
||||
newCombo.decayTimer = 10;
|
||||
}
|
||||
}
|
||||
|
||||
if (state.currentAction === 'climb') {
|
||||
// Get all spells from equipped caster weapons
|
||||
const activeSpells = getActiveEquipmentSpells(state.equippedInstances, state.equipmentInstances);
|
||||
@@ -768,7 +850,7 @@ export const useGameStore = create<GameStore>()(
|
||||
|
||||
// Compute attack speed from quickCast skill and upgrades
|
||||
const baseAttackSpeed = 1 + (state.skills.quickCast || 0) * 0.05;
|
||||
const totalAttackSpeed = baseAttackSpeed * effects.attackSpeedMultiplier;
|
||||
const totalAttackSpeed = baseAttackSpeed * effects.attackSpeedMultiplier * familiarBonuses.castSpeedMultiplier;
|
||||
|
||||
// Process each active spell
|
||||
for (const { spellId, equipmentId } of activeSpells) {
|
||||
@@ -796,9 +878,41 @@ export const useGameStore = create<GameStore>()(
|
||||
elements = afterCost.elements;
|
||||
totalManaGathered += spellDef.cost.amount;
|
||||
|
||||
// Increment spell cast counter
|
||||
totalSpellsCast++;
|
||||
|
||||
// ─── Combo System ───
|
||||
// Build combo on each cast
|
||||
newCombo.count = Math.min(100, newCombo.count + 1);
|
||||
newCombo.lastCastTime = newTotalTicks;
|
||||
newCombo.decayTimer = 10; // Reset decay timer
|
||||
newCombo.maxCombo = Math.max(newCombo.maxCombo, newCombo.count);
|
||||
|
||||
// Track element chain
|
||||
const spellElement = spellDef.elem;
|
||||
newCombo.elementChain = [...newCombo.elementChain.slice(-2), spellElement];
|
||||
|
||||
// Calculate combo multiplier
|
||||
let comboMult = 1 + newCombo.count * 0.02; // +2% per combo
|
||||
|
||||
// Element chain bonus: +25% if last 3 spells were different elements
|
||||
const uniqueElements = new Set(newCombo.elementChain);
|
||||
if (newCombo.elementChain.length === 3 && uniqueElements.size === 3) {
|
||||
comboMult += 0.25;
|
||||
// Log elemental chain occasionally
|
||||
if (newCombo.count % 10 === 0) {
|
||||
log = [`🌈 Elemental Chain! (${newCombo.elementChain.join(' → ')})`, ...log.slice(0, 49)];
|
||||
}
|
||||
}
|
||||
|
||||
newCombo.multiplier = Math.min(3.0, comboMult);
|
||||
|
||||
// Calculate damage
|
||||
let dmg = calcDamage(state, spellId, floorElement);
|
||||
|
||||
// Apply combo multiplier FIRST
|
||||
dmg *= newCombo.multiplier;
|
||||
|
||||
// Apply upgrade damage multipliers and bonuses
|
||||
dmg = dmg * effects.baseDamageMultiplier + effects.baseDamageBonus;
|
||||
|
||||
@@ -812,6 +926,15 @@ export const useGameStore = create<GameStore>()(
|
||||
dmg *= 1.5;
|
||||
}
|
||||
|
||||
// Familiar bonuses
|
||||
dmg *= familiarBonuses.damageMultiplier;
|
||||
dmg *= familiarBonuses.elementalDamageMultiplier;
|
||||
|
||||
// Familiar crit chance bonus
|
||||
if (Math.random() < familiarBonuses.critChanceBonus / 100) {
|
||||
dmg *= 1.5;
|
||||
}
|
||||
|
||||
// Spell echo - chance to cast again
|
||||
const echoChance = (skills.spellEcho || 0) * 0.1;
|
||||
if (Math.random() < echoChance) {
|
||||
@@ -826,6 +949,15 @@ export const useGameStore = create<GameStore>()(
|
||||
rawMana = Math.min(rawMana + healAmount, maxMana);
|
||||
}
|
||||
|
||||
// Familiar lifesteal
|
||||
if (familiarBonuses.lifeStealPercent > 0) {
|
||||
const healAmount = dmg * (familiarBonuses.lifeStealPercent / 100);
|
||||
rawMana = Math.min(rawMana + healAmount, maxMana);
|
||||
}
|
||||
|
||||
// Track total damage for achievements
|
||||
totalDamageDealt += dmg;
|
||||
|
||||
// Apply damage
|
||||
floorHP = Math.max(0, floorHP - dmg);
|
||||
|
||||
@@ -835,6 +967,33 @@ export const useGameStore = create<GameStore>()(
|
||||
if (floorHP <= 0) {
|
||||
// Floor cleared
|
||||
const wasGuardian = GUARDIANS[currentFloor];
|
||||
|
||||
// ─── Loot Drop System ───
|
||||
const lootDrops = rollLootDrops(currentFloor, !!wasGuardian, 0);
|
||||
|
||||
for (const { drop, amount } of lootDrops) {
|
||||
if (drop.type === 'material') {
|
||||
lootInventory.materials[drop.id] = (lootInventory.materials[drop.id] || 0) + amount;
|
||||
log = [`💎 Found: ${drop.name}!`, ...log.slice(0, 49)];
|
||||
} else if (drop.type === 'essence' && drop.id) {
|
||||
// Extract element from essence drop id (e.g., 'fireEssenceDrop' -> 'fire')
|
||||
const element = drop.id.replace('EssenceDrop', '');
|
||||
if (elements[element]) {
|
||||
const gain = Math.min(amount, elements[element].max - elements[element].current);
|
||||
elements[element] = { ...elements[element], current: elements[element].current + gain };
|
||||
log = [`✨ Gained ${gain} ${element} essence!`, ...log.slice(0, 49)];
|
||||
}
|
||||
} else if (drop.type === 'gold') {
|
||||
rawMana += amount;
|
||||
log = [`💫 Gained ${amount} mana from ${drop.name}!`, ...log.slice(0, 49)];
|
||||
} else if (drop.type === 'blueprint') {
|
||||
if (!lootInventory.blueprints.includes(drop.id)) {
|
||||
lootInventory.blueprints.push(drop.id);
|
||||
log = [`📜 Discovered: ${drop.name}!`, ...log.slice(0, 49)];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (wasGuardian && !signedPacts.includes(currentFloor)) {
|
||||
signedPacts = [...signedPacts, currentFloor];
|
||||
log = [`⚔️ ${wasGuardian.name} defeated! Pact signed! (${wasGuardian.pact}x)`, ...log.slice(0, 49)];
|
||||
@@ -852,6 +1011,11 @@ export const useGameStore = create<GameStore>()(
|
||||
floorHP = floorMaxHP;
|
||||
maxFloorReached = Math.max(maxFloorReached, currentFloor);
|
||||
|
||||
// Reset combo on floor change (partial reset - keep 50%)
|
||||
newCombo.count = Math.floor(newCombo.count * 0.5);
|
||||
newCombo.multiplier = 1 + newCombo.count * 0.02;
|
||||
newCombo.elementChain = [];
|
||||
|
||||
// Reset ALL spell progress on floor change
|
||||
equipmentSpellStates = equipmentSpellStates.map(s => ({ ...s, castProgress: 0 }));
|
||||
spellState = { ...spellState, castProgress: 0 };
|
||||
@@ -866,6 +1030,9 @@ export const useGameStore = create<GameStore>()(
|
||||
}
|
||||
}
|
||||
|
||||
// Update combo state
|
||||
combo = newCombo;
|
||||
|
||||
// Process crafting actions (design, prepare, enchant)
|
||||
const craftingUpdates = processCraftingTick(
|
||||
{
|
||||
@@ -913,10 +1080,46 @@ export const useGameStore = create<GameStore>()(
|
||||
elements,
|
||||
log,
|
||||
equipmentSpellStates,
|
||||
combo,
|
||||
totalTicks: newTotalTicks,
|
||||
lootInventory,
|
||||
achievements,
|
||||
totalDamageDealt,
|
||||
totalSpellsCast,
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
// Grant XP to active familiars based on activity
|
||||
let familiars = state.familiars;
|
||||
if (familiars.some(f => f.active)) {
|
||||
let xpGain = 0;
|
||||
let xpSource: 'combat' | 'gather' | 'meditate' | 'study' | 'time' = 'time';
|
||||
|
||||
if (state.currentAction === 'climb') {
|
||||
xpGain = 2 * HOURS_PER_TICK; // 2 XP per hour in combat
|
||||
xpSource = 'combat';
|
||||
} else if (state.currentAction === 'meditate') {
|
||||
xpGain = 1 * HOURS_PER_TICK;
|
||||
xpSource = 'meditate';
|
||||
} else if (state.currentAction === 'study') {
|
||||
xpGain = 1.5 * HOURS_PER_TICK;
|
||||
xpSource = 'study';
|
||||
} else {
|
||||
xpGain = 0.5 * HOURS_PER_TICK; // Passive XP
|
||||
}
|
||||
|
||||
// Update familiar XP and bond
|
||||
familiars = familiars.map(f => {
|
||||
if (!f.active) return f;
|
||||
const bondMultiplier = 1 + (f.bond / 100);
|
||||
const xpGained = Math.floor(xpGain * bondMultiplier);
|
||||
const newXp = f.experience + xpGained;
|
||||
const newBond = Math.min(100, f.bond + 0.02); // Slow bond gain
|
||||
return { ...f, experience: newXp, bond: newBond };
|
||||
});
|
||||
}
|
||||
|
||||
set({
|
||||
day,
|
||||
hour,
|
||||
@@ -937,6 +1140,13 @@ export const useGameStore = create<GameStore>()(
|
||||
unlockedEffects,
|
||||
log,
|
||||
equipmentSpellStates,
|
||||
combo,
|
||||
totalTicks: newTotalTicks,
|
||||
lootInventory,
|
||||
achievements,
|
||||
totalDamageDealt,
|
||||
totalSpellsCast,
|
||||
familiars,
|
||||
...craftingUpdates,
|
||||
});
|
||||
},
|
||||
|
||||
@@ -213,6 +213,85 @@ export interface EquipmentSpellState {
|
||||
castProgress: number; // 0-1 progress toward next cast
|
||||
}
|
||||
|
||||
// ─── Combo System ─────────────────────────────────────────────────────────────
|
||||
|
||||
export interface ComboState {
|
||||
count: number; // Number of consecutive spell casts
|
||||
multiplier: number; // Current damage multiplier (1.0 = base)
|
||||
lastCastTime: number; // Game tick when last spell was cast
|
||||
decayTimer: number; // Ticks until combo decays
|
||||
maxCombo: number; // Highest combo achieved this loop
|
||||
elementChain: string[]; // Last 3 elements cast (for elemental chain bonus)
|
||||
}
|
||||
|
||||
export const COMBO_CONFIG = {
|
||||
maxCombo: 100, // Maximum combo count
|
||||
baseDecayTicks: 10, // Ticks before combo starts decaying
|
||||
decayRate: 2, // Combo lost per decay tick
|
||||
baseMultiplier: 0.02, // +2% damage per combo
|
||||
maxMultiplier: 3.0, // 300% max multiplier
|
||||
elementalChainBonus: 0.25, // +25% for 3 different elements
|
||||
perfectChainBonus: 0.5, // +50% for perfect element wheel
|
||||
} as const;
|
||||
|
||||
// ─── Loot Drop System ─────────────────────────────────────────────────────────
|
||||
|
||||
export interface LootDrop {
|
||||
id: string;
|
||||
name: string;
|
||||
rarity: 'common' | 'uncommon' | 'rare' | 'epic' | 'legendary';
|
||||
type: 'equipment' | 'material' | 'gold' | 'essence' | 'blueprint';
|
||||
minFloor: number; // Minimum floor for this drop
|
||||
dropChance: number; // Base drop chance (0-1)
|
||||
guardianOnly?: boolean; // Only drops from guardians
|
||||
effect?: LootEffect;
|
||||
amount?: { min: number; max: number }; // For gold/essence
|
||||
}
|
||||
|
||||
export interface LootEffect {
|
||||
type: 'manaBonus' | 'damageBonus' | 'regenBonus' | 'castSpeed' | 'critChance' | 'special';
|
||||
value: number;
|
||||
desc: string;
|
||||
}
|
||||
|
||||
export interface LootInventory {
|
||||
materials: Record<string, number>; // materialId -> count
|
||||
essence: Record<string, number>; // element -> count
|
||||
blueprints: string[]; // unlocked blueprint IDs
|
||||
}
|
||||
|
||||
// ─── Achievement System ───────────────────────────────────────────────────────
|
||||
|
||||
export interface AchievementDef {
|
||||
id: string;
|
||||
name: string;
|
||||
desc: string;
|
||||
category: 'combat' | 'progression' | 'crafting' | 'magic' | 'special';
|
||||
requirement: AchievementRequirement;
|
||||
reward: AchievementReward;
|
||||
hidden?: boolean; // Hidden until unlocked
|
||||
}
|
||||
|
||||
export interface AchievementRequirement {
|
||||
type: 'floor' | 'combo' | 'spells' | 'damage' | 'mana' | 'craft' | 'pact' | 'time';
|
||||
value: number;
|
||||
subType?: string; // e.g., specific element, spell type
|
||||
}
|
||||
|
||||
export interface AchievementReward {
|
||||
insight?: number;
|
||||
manaBonus?: number;
|
||||
regenBonus?: number;
|
||||
damageBonus?: number;
|
||||
unlockEffect?: string; // Unlocks an enchantment effect
|
||||
title?: string; // Display title
|
||||
}
|
||||
|
||||
export interface AchievementState {
|
||||
unlocked: string[]; // Achievement IDs
|
||||
progress: Record<string, number>; // achievementId -> progress
|
||||
}
|
||||
|
||||
export interface BlueprintDef {
|
||||
id: string;
|
||||
name: string;
|
||||
@@ -226,6 +305,69 @@ export interface BlueprintDef {
|
||||
learned: boolean;
|
||||
}
|
||||
|
||||
// ─── Familiar System ───────────────────────────────────────────────────────────
|
||||
|
||||
// Familiar role determines their primary function
|
||||
export type FamiliarRole = 'combat' | 'mana' | 'support' | 'guardian';
|
||||
|
||||
// Familiar ability types
|
||||
export type FamiliarAbilityType =
|
||||
| 'damageBonus' // +X% damage
|
||||
| 'manaRegen' // +X mana regen
|
||||
| 'autoGather' // Gathers mana automatically
|
||||
| 'critChance' // +X% crit chance
|
||||
| 'castSpeed' // +X% cast speed
|
||||
| 'manaShield' // Absorbs damage, costs mana
|
||||
| 'elementalBonus' // +X% elemental damage
|
||||
| 'lifeSteal' // Heal on hit
|
||||
| 'bonusGold' // +X% insight gain
|
||||
| 'autoConvert' // Auto-converts mana to elements
|
||||
| 'thorns'; // Reflects damage
|
||||
|
||||
export interface FamiliarAbility {
|
||||
type: FamiliarAbilityType;
|
||||
baseValue: number; // Base effect value
|
||||
scalingPerLevel: number; // How much it increases per familiar level
|
||||
desc: string;
|
||||
}
|
||||
|
||||
// Familiar definition (static data)
|
||||
export interface FamiliarDef {
|
||||
id: string;
|
||||
name: string;
|
||||
desc: string;
|
||||
role: FamiliarRole;
|
||||
element: string; // Associated element
|
||||
rarity: 'common' | 'uncommon' | 'rare' | 'epic' | 'legendary';
|
||||
abilities: FamiliarAbility[];
|
||||
baseStats: {
|
||||
power: number; // Affects ability strength
|
||||
bond: number; // How fast bond grows
|
||||
};
|
||||
unlockCondition?: {
|
||||
type: 'floor' | 'pact' | 'mana' | 'study';
|
||||
value: number;
|
||||
};
|
||||
flavorText?: string;
|
||||
}
|
||||
|
||||
// Familiar instance (player's owned familiar)
|
||||
export interface FamiliarInstance {
|
||||
familiarId: string; // Reference to FamiliarDef
|
||||
level: number; // 1-100
|
||||
bond: number; // 0-100, affects power multiplier
|
||||
experience: number; // XP towards next level
|
||||
abilities: Array<{
|
||||
type: FamiliarAbilityType;
|
||||
level: number; // Ability level (1-10)
|
||||
}>;
|
||||
active: boolean; // Is this familiar currently summoned?
|
||||
nickname?: string; // Optional custom name
|
||||
}
|
||||
|
||||
// Familiar experience gain sources
|
||||
export type FamiliarXpSource = 'combat' | 'gather' | 'meditate' | 'study' | 'time';
|
||||
|
||||
export type GameAction = 'meditate' | 'climb' | 'study' | 'craft' | 'repair' | 'convert' | 'design' | 'prepare' | 'enchant';
|
||||
|
||||
export interface ScheduleBlock {
|
||||
@@ -326,6 +468,26 @@ export interface GameState {
|
||||
incursionStrength: number;
|
||||
containmentWards: number;
|
||||
|
||||
// Combo System
|
||||
combo: ComboState;
|
||||
totalTicks: number; // Total ticks this loop (for combo timing)
|
||||
|
||||
// Loot System
|
||||
lootInventory: LootInventory;
|
||||
lootDropsToday: number; // Track drops for diminishing returns
|
||||
|
||||
// Achievements
|
||||
achievements: AchievementState;
|
||||
totalDamageDealt: number; // For damage achievements
|
||||
totalSpellsCast: number; // For spell achievements
|
||||
totalCraftsCompleted: number; // For craft achievements
|
||||
|
||||
// Familiars
|
||||
familiars: FamiliarInstance[]; // Owned familiars
|
||||
activeFamiliarSlots: number; // How many familiars can be active (default 1)
|
||||
familiarSummonProgress: number; // Progress toward summoning new familiar (0-100)
|
||||
totalFamiliarXpEarned: number; // Lifetime XP earned for familiars
|
||||
|
||||
// Log
|
||||
log: string[];
|
||||
|
||||
|
||||
Reference in New Issue
Block a user