fix: split SpireTab.tsx to 395 lines, remove require() imports, import from data modules; complete store migration
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This commit is contained in:
Refactoring Agent
2026-05-04 13:36:10 +02:00
parent 0eabd604b0
commit 837d963b63
41 changed files with 727 additions and 3935 deletions
@@ -10,11 +10,11 @@ import { ScrollArea } from '@/components/ui/scroll-area';
import { Separator } from '@/components/ui/separator';
import { ENCHANTMENT_EFFECTS } from '@/lib/game/data/enchantment-effects';
import type { EquipmentInstance, EnchantmentDesign, AppliedEnchantment, LootInventory, EquipmentCraftingProgress, EquipmentSlot } from '@/lib/game/types';
import { fmt, type GameStore } from '@/lib/game/store';
import { fmt } from '@/lib/game/stores';
import { CheckCircle, Sparkles } from 'lucide-react';
import { useGameStore } from '@/lib/game/stores';
export interface EnchantmentApplierProps {
store: GameStore;
selectedEquipmentInstance: string | null;
setSelectedEquipmentInstance: (id: string | null) => void;
selectedDesign: string | null;
@@ -24,7 +24,6 @@ export interface EnchantmentApplierProps {
}
export function EnchantmentApplier({
store,
selectedEquipmentInstance,
setSelectedEquipmentInstance,
selectedDesign,
@@ -32,15 +31,15 @@ export function EnchantmentApplier({
onEnchantmentApplied,
onCapacityExceeded,
}: EnchantmentApplierProps) {
const equippedInstances = store.equippedInstances;
const equipmentInstances = store.equipmentInstances;
const enchantmentDesigns = store.enchantmentDesigns;
const applicationProgress = store.applicationProgress;
const rawMana = store.rawMana;
const startApplying = store.startApplying;
const pauseApplication = store.pauseApplication;
const resumeApplication = store.resumeApplication;
const cancelApplication = store.cancelApplication;
const equippedInstances = useGameStore((s) => s.equippedInstances);
const equipmentInstances = useGameStore((s) => s.equipmentInstances);
const enchantmentDesigns = useGameStore((s) => s.enchantmentDesigns);
const applicationProgress = useGameStore((s) => s.applicationProgress);
const rawMana = useGameStore((s) => s.rawMana);
const startApplying = useGameStore((s) => s.startApplying);
const pauseApplication = useGameStore((s) => s.pauseApplication);
const resumeApplication = useGameStore((s) => s.resumeApplication);
const cancelApplication = useGameStore((s) => s.cancelApplication);
// Get equipped items as array - ONLY show items tagged 'Ready for Enchantment' (requirement cr5)
const equippedItems = Object.entries(equippedInstances)
@@ -119,7 +118,8 @@ export function EnchantmentApplier({
${selectedEquipmentInstance === instance.instanceId
? 'border-[var(--mana-light)] bg-[var(--mana-light)]/10'
: 'border-[var(--border-default)] bg-[var(--bg-sunken)]/50 hover:border-[var(--border-default)]'
}`}
}
`}
onClick={() => setSelectedEquipmentInstance(instance.instanceId)}
role="button"
tabIndex={0}
@@ -159,7 +159,8 @@ export function EnchantmentApplier({
${selectedDesign === design.id
? 'border-[var(--mana-stellar)] bg-[var(--mana-stellar)]/10'
: 'border-[var(--border-default)] bg-[var(--bg-sunken)]/50 hover:border-[var(--border-default)]'
}`}
}
`}
onClick={() => setSelectedDesign(design.id)}
role="button"
tabIndex={0}
@@ -252,7 +253,7 @@ export function EnchantmentApplier({
<ul className="list-disc list-inside mt-1">
{design.effects.map(eff => (
<li key={eff.effectId} className="text-[var(--text-secondary)]">
{ENCHANTMENT_EFFECTS[eff.effectId]?.name} x{eff.stacks}
{ENCHANTMENT_EFFECT_S[eff.effectId]?.name} x{eff.stacks}
</li>
))}
</ul>
@@ -6,7 +6,6 @@ import { Separator } from '@/components/ui/separator';
import { EQUIPMENT_TYPES } from '@/lib/game/data/equipment';
import { ENCHANTMENT_EFFECTS } from '@/lib/game/data/enchantment-effects';
import type { EquipmentInstance, EnchantmentDesign, DesignEffect, EquipmentCraftingProgress } from '@/lib/game/types';
import { type GameStore } from '@/lib/game/store';
import type { EnchantmentDesignerProps } from './EnchantmentDesigner/types';
import { EquipmentTypeSelector } from './EnchantmentDesigner/EquipmentTypeSelector';
import { EffectSelector } from './EnchantmentDesigner/EffectSelector';
@@ -23,9 +22,9 @@ import {
addEffectToDesign,
removeEffectFromDesign,
} from './EnchantmentDesigner/utils';
import { useGameStore } from '@/lib/game/stores';
export function EnchantmentDesigner({
store,
selectedEquipmentType,
setSelectedEquipmentType,
selectedEffects,
@@ -35,13 +34,13 @@ export function EnchantmentDesigner({
selectedDesign,
setSelectedDesign,
}: EnchantmentDesignerProps) {
const enchantmentDesigns = store.enchantmentDesigns;
const designProgress = store.designProgress;
const startDesigningEnchantment = store.startDesigningEnchantment;
const cancelDesign = store.cancelDesign;
const deleteDesign = store.deleteDesign;
const unlockedEffects = store.unlockedEffects;
const skills = store.skills;
const enchantmentDesigns = useGameStore((s) => s.enchantmentDesigns);
const designProgress = useGameStore((s) => s.designProgress);
const startDesigningEnchantment = useGameStore((s) => s.startDesigningEnchantment);
const cancelDesign = useGameStore((s) => s.cancelDesign);
const deleteDesign = useGameStore((s) => s.deleteDesign);
const unlockedEffects = useGameStore((s) => s.unlockedEffects);
const skills = useGameStore((s) => s.skills);
const enchantingLevel = skills.enchanting || 0;
const efficiencyBonus = (skills.efficientEnchant || 0) * 0.05;
@@ -51,7 +50,6 @@ export function EnchantmentDesigner({
// Get capacity limit for selected equipment type
const selectedEquipmentCapacity = getEquipmentCapacity(selectedEquipmentType);
const isOverCapacity = selectedEquipmentType ? designCapacityCost > selectedEquipmentCapacity : false;
// Calculate design time
const designTime = calculateDesignTime(selectedEffects);
@@ -86,7 +84,7 @@ export function EnchantmentDesigner({
const incompatibleEffects = getIncompatibleEffects(selectedEquipmentType, unlockedEffects);
// Get equipment types that the player actually owns (has instances of)
const ownedEquipmentTypes = getOwnedEquipmentTypes(store);
const ownedEquipmentTypes = getOwnedEquipmentTypes(useGameStore.getState());
// Get the reason why an effect is incompatible
const getIncompatibilityReasonWrapper = (effect: { id: string; name: string; description: string; allowedEquipmentCategories: any[] }) => {
@@ -131,7 +129,7 @@ export function EnchantmentDesigner({
selectedEffects={selectedEffects}
designCapacityCost={designCapacityCost}
selectedEquipmentCapacity={selectedEquipmentCapacity}
isOverCapacity={isOverCapacity}
isOverCapacity={designCapacityCost > selectedEquipmentCapacity}
designTime={designTime}
selectedEquipmentType={selectedEquipmentType}
handleCreateDesign={handleCreateDesign}
@@ -12,28 +12,27 @@ import { AlertDialog, AlertDialogAction, AlertDialogCancel, AlertDialogContent,
import { Trash2, CheckCircle, AlertTriangle } from 'lucide-react';
import { EQUIPMENT_TYPES } from '@/lib/game/data/equipment';
import type { EquipmentInstance, AppliedEnchantment, LootInventory, EquipmentCraftingProgress, EquipmentSlot } from '@/lib/game/types';
import { fmt, type GameStore } from '@/lib/game/store';
import { fmt } from '@/lib/game/stores';
import { useGameStore } from '@/lib/game/stores';
import { useGameToast } from '@/components/game/GameToast';
export interface EnchantmentPreparerProps {
store: GameStore;
selectedEquipmentInstance: string | null;
setSelectedEquipmentInstance: (id: string | null) => void;
}
export function EnchantmentPreparer({
store,
selectedEquipmentInstance,
setSelectedEquipmentInstance,
}: EnchantmentPreparerProps) {
const showToast = useGameToast();
const equippedInstances = store.equippedInstances;
const equipmentInstances = store.equipmentInstances;
const preparationProgress = store.preparationProgress;
const rawMana = store.rawMana;
const skills = store.skills;
const startPreparing = store.startPreparing;
const cancelPreparation = store.cancelPreparation;
const equippedInstances = useGameStore((s) => s.equippedInstances);
const equipmentInstances = useGameStore((s) => s.equipmentInstances);
const preparationProgress = useGameStore((s) => s.preparationProgress);
const rawMana = useGameStore((s) => s.rawMana);
const skills = useGameStore((s) => s.skills);
const startPreparing = useGameStore((s) => s.startPreparing);
const cancelPreparation = useGameStore((s) => s.cancelPreparation);
// Get equipped items as array
const equippedItems = Object.entries(equippedInstances)
@@ -10,20 +10,17 @@ import { Package, Sparkles, Trash2, Anvil } from 'lucide-react';
import { CRAFTING_RECIPES, canCraftRecipe } from '@/lib/game/data/crafting-recipes';
import { LOOT_DROPS, RARITY_COLORS } from '@/lib/game/data/loot-drops';
import type { EquipmentInstance, AppliedEnchantment, LootInventory, EquipmentCraftingProgress } from '@/lib/game/types';
import { fmt, type GameStore } from '@/lib/game/store';
import { fmt } from '@/lib/game/stores';
import { useGameStore } from '@/lib/game/stores';
export interface EquipmentCrafterProps {
store: GameStore;
}
export function EquipmentCrafter({ store }: EquipmentCrafterProps) {
const lootInventory = store.lootInventory;
const equipmentCraftingProgress = store.equipmentCraftingProgress;
const rawMana = store.rawMana;
const currentAction = store.currentAction;
const startCraftingEquipment = store.startCraftingEquipment;
const cancelEquipmentCrafting = store.cancelEquipmentCrafting;
const deleteMaterial = store.deleteMaterial;
export function EquipmentCrafter() {
const lootInventory = useGameStore((s) => s.lootInventory);
const equipmentCraftingProgress = useGameStore((s) => s.equipmentCraftingProgress);
const rawMana = useGameStore((s) => s.rawMana);
const currentAction = useGameStore((s) => s.currentAction);
const startCraftingEquipment = useGameStore((s) => s.startCraftingEquipment);
const cancelEquipmentCrafting = useGameStore((s) => s.cancelEquipmentCrafting);
const deleteMaterial = useGameStore((s) => s.deleteMaterial);
return (
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">