refactor: extract components from EquipmentTab.tsx to reduce below 400 lines
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This commit is contained in:
Refactoring Agent
2026-05-01 15:46:11 +02:00
parent 6c4ebd8b8e
commit 86683fe288
5 changed files with 662 additions and 334 deletions
@@ -0,0 +1,48 @@
'use client';
import { ENCHANTMENT_EFFECTS } from '@/lib/game/data/enchantment-effects';
import { Tooltip, TooltipContent, TooltipProvider, TooltipTrigger } from '@/components/ui/tooltip';
import { Badge } from '@/components/ui/badge';
interface EnchantmentsPanelProps {
enchantments: Array<{ effectId: string; stacks: number }>;
compact?: boolean;
}
export function EnchantmentsPanel({
enchantments,
compact = false,
}: EnchantmentsPanelProps) {
if (enchantments.length === 0) {
return null;
}
return (
<div className={`flex flex-wrap gap-1 ${compact ? 'mt-1' : ''}`}>
{enchantments.map((ench, i) => {
const effect = ENCHANTMENT_EFFECTS[ench.effectId];
return (
<TooltipProvider key={i}>
<Tooltip>
<TooltipTrigger asChild>
<Badge
variant="outline"
className="text-xs cursor-help border-[var(--border-default)] text-[var(--text-secondary)]"
>
{effect?.name || ench.effectId}
{ench.stacks > 1 && ` x${ench.stacks}`}
</Badge>
</TooltipTrigger>
<TooltipContent className="bg-[var(--bg-elevated)] border-[var(--border-default)] text-[var(--text-primary)]">
<p>{effect?.description || 'Unknown effect'}</p>
<p className="text-[var(--text-muted)] text-xs">
Category: {effect?.category || 'unknown'}
</p>
</TooltipContent>
</Tooltip>
</TooltipProvider>
);
})}
</div>
);
}
@@ -0,0 +1,76 @@
'use client';
import { EquipmentSlot } from '@/lib/game/data/equipment';
import type { GameStore } from '@/lib/game/types';
import { ActionButton } from '@/components/ui/action-button';
import { Tooltip, TooltipContent, TooltipProvider, TooltipTrigger } from '@/components/ui/tooltip';
import { X } from 'lucide-react';
interface EquipmentControlsProps {
store: GameStore;
onUnequip: (slot: EquipmentSlot) => void;
onDelete: (instanceId: string, name: string) => void;
selectedSlot: EquipmentSlot | null;
isSlotBlocked: (slot: EquipmentSlot) => boolean;
isEquipped: (instanceId: string) => boolean;
getEquippableSlots: (typeId: string) => EquipmentSlot[];
}
export function EquipmentControls({
store,
onUnequip,
onDelete,
selectedSlot,
isSlotBlocked,
isEquipped,
getEquippableSlots,
}: EquipmentControlsProps) {
const SLOT_NAMES = {
mainHand: 'Main Hand',
offHand: 'Off Hand',
head: 'Head',
body: 'Body',
hands: 'Hands',
feet: 'Feet',
accessory1: 'Accessory 1',
accessory2: 'Accessory 2',
} as const;
return {
renderUnequipButton: (slot: EquipmentSlot, instanceName: string) => (
<ActionButton
variant="ghost"
size="sm"
className="h-6 w-6 p-0 text-[var(--color-danger)] hover:text-[var(--interactive-danger-hover)] hover:bg-[var(--interactive-danger)]/20"
onClick={(e) => {
e.stopPropagation();
onUnequip(slot);
}}
aria-label={`Unequip ${instanceName}`}
>
<X size={14} />
</ActionButton>
),
renderDeleteButton: (instanceId: string, name: string) => (
<TooltipProvider>
<Tooltip>
<TooltipTrigger asChild>
<ActionButton
variant="ghost"
size="sm"
className="h-8 w-8 p-0 text-[var(--color-danger)] hover:text-[var(--interactive-danger-hover)] hover:bg-[var(--interactive-danger)]/20"
onClick={() => onDelete(instanceId, name)}
aria-label={`Delete ${name}`}
>
<X size={14} />
</ActionButton>
</TooltipTrigger>
<TooltipContent className="bg-[var(--bg-elevated)] border-[var(--border-default)] text-[var(--text-primary)]">
<p>Delete this item</p>
</TooltipContent>
</Tooltip>
</TooltipProvider>
),
};
}
@@ -0,0 +1,187 @@
'use client';
import { useState } from 'react';
import { EquipmentSlot } from '@/lib/game/data/equipment';
import { EQUIPMENT_TYPES } from '@/lib/game/data/equipment';
import type { GameStore, EquipmentInstance } from '@/lib/game/types';
import { GameCard } from '@/components/ui/game-card';
import { Badge } from '@/components/ui/badge';
import { Button } from '@/components/ui/button';
import {
Select,
SelectContent,
SelectItem,
SelectTrigger,
SelectValue,
} from '@/components/ui/select';
import { EnchantmentsPanel } from './EnchantmentsPanel';
interface EquipmentInventoryProps {
store: GameStore;
unequippedItems: EquipmentInstance[];
onEquip: (instanceId: string, slot: EquipmentSlot) => void;
onDelete: (instanceId: string, name: string) => void;
getEquippableSlots: (typeId: string) => EquipmentSlot[];
SLOT_NAMES: Record<EquipmentSlot, string>;
SLOT_ICONS: Record<EquipmentSlot, React.ElementType>;
}
export function EquipmentInventory({
store,
unequippedItems,
onEquip,
onDelete,
getEquippableSlots,
SLOT_NAMES,
SLOT_ICONS,
}: EquipmentInventoryProps) {
return (
<div className="grid grid-cols-1 sm:grid-cols-2 lg:grid-cols-3 gap-3 max-h-96 overflow-y-auto">
{unequippedItems.map((instance) => {
const equipmentType = EQUIPMENT_TYPES[instance.typeId];
const validSlots = getEquippableSlots(instance.typeId);
return (
<GameCard
key={instance.instanceId}
variant="default"
className={`${getRarityBorderColor(instance.rarity)} ${getRarityBgColor(instance.rarity)}`}
>
<div className="flex items-start justify-between mb-2">
<div>
<div className={`font-semibold text-sm ${getRarityTextColor(instance.rarity)}`}>
{instance.name}
</div>
<div className="text-xs text-[var(--text-muted)]">
{equipmentType?.description}
</div>
</div>
<Badge variant="outline" className="text-xs border-[var(--border-default)] text-[var(--text-secondary)]">
{equipmentType?.category || 'unknown'}
</Badge>
</div>
<div className="text-xs text-[var(--text-muted)] space-y-1 mb-2">
<div>
Capacity: {instance.usedCapacity}/{instance.totalCapacity}
{instance.quality < 100 && (
<span className="text-[var(--mana-light)] ml-1">
(Quality: {instance.quality}%)
</span>
)}
</div>
{instance.enchantments.length > 0 && (
<EnchantmentsPanel enchantments={instance.enchantments} />
)}
</div>
{validSlots.length > 0 && (
<EquipControls
instance={instance}
validSlots={validSlots}
onEquip={onEquip}
onDelete={onDelete}
SLOT_NAMES={SLOT_NAMES}
SLOT_ICONS={SLOT_ICONS}
/>
)}
</GameCard>
);
})}
</div>
);
}
function getRarityBorderColor(rarity: string) {
const colors: Record<string, string> = {
common: 'border-[var(--text-muted)]',
uncommon: 'border-[var(--color-success)]',
rare: 'border-[var(--mana-water)]',
epic: 'border-[var(--mana-stellar)]',
legendary: 'border-[var(--mana-light)]',
mythic: 'border-[var(--mana-dark)]',
};
return colors[rarity] || 'border-[var(--border-default)]';
}
function getRarityBgColor(rarity: string) {
const colors: Record<string, string> = {
common: 'bg-[var(--bg-sunken)]/30',
uncommon: 'bg-[var(--color-success)]/10',
rare: 'bg-[var(--mana-water)]/10',
epic: 'bg-[var(--mana-stellar)]/10',
legendary: 'bg-[var(--mana-light)]/10',
mythic: 'bg-[var(--mana-dark)]/10',
};
return colors[rarity] || '';
}
function getRarityTextColor(rarity: string) {
const colors: Record<string, string> = {
common: 'text-[var(--text-secondary)]',
uncommon: 'text-[var(--color-success)]',
rare: 'text-[var(--mana-water)]',
epic: 'text-[var(--mana-stellar)]',
legendary: 'text-[var(--mana-light)]',
mythic: 'text-[var(--mana-dark)]',
};
return colors[rarity] || 'text-[var(--text-primary)]';
}
interface EquipControlsProps {
instance: EquipmentInstance;
validSlots: EquipmentSlot[];
onEquip: (instanceId: string, slot: EquipmentSlot) => void;
onDelete: (instanceId: string, name: string) => void;
SLOT_NAMES: Record<EquipmentSlot, string>;
SLOT_ICONS: Record<EquipmentSlot, React.ElementType>;
}
function EquipControls({
instance,
validSlots,
onEquip,
onDelete,
SLOT_NAMES,
SLOT_ICONS,
}: EquipControlsProps) {
return (
<div className="flex items-center gap-2">
<Select
onValueChange={(value) => onEquip(instance.instanceId, value as EquipmentSlot)}
>
<SelectTrigger className="h-8 text-xs bg-[var(--bg-sunken)] border-[var(--border-default)]">
<SelectValue placeholder="Equip to..." />
</SelectTrigger>
<SelectContent className="bg-[var(--bg-elevated)] border-[var(--border-default)]">
{validSlots.map((slot) => (
<SelectItem
key={slot}
value={slot}
className="text-xs text-[var(--text-primary)] focus:bg-[var(--bg-sunken)]"
>
<div className="flex items-center gap-2">
{(() => {
const Icon = SLOT_ICONS[slot];
return <Icon size={14} />;
})()}
{SLOT_NAMES[slot]}
</div>
</SelectItem>
))}
</SelectContent>
</Select>
<button
className="h-8 w-8 p-0 text-[var(--color-danger)] hover:text-[var(--interactive-danger-hover)] hover:bg-[var(--interactive-danger)]/20 rounded flex items-center justify-center"
onClick={() => onDelete(instance.instanceId, instance.name)}
aria-label={`Delete ${instance.name}`}
>
<svg width="14" height="14" viewBox="0 0 24 24" fill="none" stroke="currentColor" strokeWidth="2">
<line x1="18" y1="6" x2="6" y2="18" />
<line x1="6" y1="6" x2="18" y2="18" />
</svg>
</button>
</div>
);
}
@@ -0,0 +1,235 @@
'use client';
import { EquipmentSlot } from '@/lib/game/data/equipment';
import { SLOT_NAMES } from './EquipmentTab';
import type { GameStore, EquipmentInstance } from '@/lib/game/types';
import { GameCard } from '@/components/ui/game-card';
import { Badge } from '@/components/ui/badge';
import { AlertCircle, Sword, Shield, HardHat, Shirt, Hand, Footprints, Gem } from 'lucide-react';
import { Tooltip, TooltipContent, TooltipProvider, TooltipTrigger } from '@/components/ui/tooltip';
import { RARITY_BORDER_COLORS, RARITY_BG_COLORS, RARITY_TEXT_COLORS } from './EquipmentTab';
import { ENCHANTMENT_EFFECTS } from '@/lib/game/data/enchantment-effects';
import type { EquipmentType } from '@/lib/game/data/equipment';
const SLOT_ICONS: Record<EquipmentSlot, React.ElementType> = {
mainHand: Sword,
offHand: Shield,
head: HardHat,
body: Shirt,
hands: Hand,
feet: Footprints,
accessory1: Gem,
accessory2: Gem,
};
interface EquipmentSlotGridProps {
store: GameStore;
selectedSlot: EquipmentSlot | null;
onSlotClick: (slot: EquipmentSlot) => void;
onUnequip: (slot: EquipmentSlot) => void;
isSlotBlocked: (slot: EquipmentSlot) => boolean;
SLOT_GROUPS: Array<{ label: string; slots: EquipmentSlot[] }>;
}
export function EquipmentSlotGrid({
store,
selectedSlot,
onSlotClick,
onUnequip,
isSlotBlocked,
SLOT_GROUPS,
}: EquipmentSlotGridProps) {
const renderSlot = (slot: EquipmentSlot) => {
const instanceId = store.equippedInstances[slot];
const instance = instanceId ? store.equipmentInstances[instanceId] : null;
const equipmentType = instance ? (store as any).EQUIPMENT_TYPES?.[instance.typeId] : null;
const blocked = isSlotBlocked(slot);
const isEmpty = !instance;
const SlotIcon = SLOT_ICONS[slot];
const slotContent = (
<GameCard
variant={blocked ? 'danger' : instance ? 'default' : 'sunken'}
className={`relative transition-all duration-200
${isEmpty && !blocked ? 'border-dashed' : ''}
${blocked ? 'opacity-60 cursor-not-allowed' : 'hover:border-[var(--border-default)]'}
`}
role="button"
aria-label={`${SLOT_NAMES[slot]} slot${blocked ? ' (blocked by 2-handed weapon)' : ''}${instance ? `: ${instance.name}` : ' (empty)'}`}
tabIndex={blocked ? -1 : 0}
onClick={() => !blocked && onSlotClick(slot)}
onKeyDown={(e) => {
if (!blocked && (e.key === 'Enter' || e.key === ' ')) {
onSlotClick(slot);
}
}}
>
<div className="flex items-center justify-between mb-2">
<div className="flex items-center gap-2">
<SlotIcon
size={16}
className={blocked ? 'text-[var(--text-disabled)]' : 'text-[var(--text-secondary)]'}
/>
<span
className={`text-sm font-semibold
${blocked ? 'text-[var(--text-disabled)]' : 'text-[var(--text-primary)]'}
`}
>
{SLOT_NAMES[slot]}
</span>
{blocked && (
<Badge
variant="outline"
className="text-xs border-[var(--mana-dark)] text-[var(--mana-dark)] ml-2"
>
<AlertCircle size={12} className="mr-1" />
Occupied 2H Weapon
</Badge>
)}
</div>
{instance && !blocked && (
<button
className="h-6 w-6 p-0 text-[var(--color-danger)] hover:text-[var(--interactive-danger-hover)] hover:bg-[var(--interactive-danger)]/20 rounded flex items-center justify-center"
onClick={(e) => {
e.stopPropagation();
onUnequip(slot);
}}
aria-label={`Unequip ${instance.name}`}
>
<svg width="14" height="14" viewBox="0 0 24 24" fill="none" stroke="currentColor" strokeWidth="2">
<line x1="18" y1="6" x2="6" y2="18" />
<line x1="6" y1="6" x2="18" y2="18" />
</svg>
</button>
)}
</div>
{instance ? (
<EquipmentItemDisplay
instance={instance}
equipmentType={equipmentType}
isTwoHanded={equipmentType?.twoHanded || false}
isCompact={true}
/>
) : blocked ? (
<div className="text-sm text-[var(--text-disabled)] italic">
<AlertCircle size={14} className="inline mr-1" />
Blocked by 2-handed weapon
</div>
) : (
<div className="text-sm text-[var(--text-muted)] italic text-center py-2">
{SLOT_NAMES[slot]}
</div>
)}
</GameCard>
);
if (blocked) {
return (
<TooltipProvider key={slot}>
<Tooltip>
<TooltipTrigger asChild>
{slotContent}
</TooltipTrigger>
<TooltipContent className="bg-[var(--bg-elevated)] border-[var(--border-default)] text-[var(--text-primary)]">
<p>The offhand slot is blocked because a 2-handed weapon is equipped in the main hand.</p>
<p className="text-[var(--text-muted)] text-xs mt-1">Unequip the 2-handed weapon to use this slot.</p>
</TooltipContent>
</Tooltip>
</TooltipProvider>
);
}
return <div key={slot}>{slotContent}</div>;
};
return (
<div className="space-y-6">
{SLOT_GROUPS.map((group) => (
<div key={group.label}>
<h4 className="text-xs font-semibold text-[var(--text-muted)] uppercase tracking-wider mb-2">
{group.label}
</h4>
<div className={`grid gap-3
grid-cols-2
${group.slots.includes('mainHand' as EquipmentSlot) ? 'sm:grid-cols-2' : 'sm:grid-cols-2 lg:grid-cols-4'}
`}>
{group.slots.map((slot) => renderSlot(slot))}
</div>
</div>
))}
</div>
);
}
interface EquipmentItemDisplayProps {
instance: EquipmentInstance;
equipmentType: EquipmentType | undefined;
isTwoHanded: boolean;
isCompact?: boolean;
}
function EquipmentItemDisplay({
instance,
equipmentType,
isTwoHanded,
isCompact = false,
}: EquipmentItemDisplayProps) {
return (
<div className="space-y-1">
<div className={`font-semibold text-sm ${RARITY_TEXT_COLORS[instance.rarity] || 'text-[var(--text-primary)]'}`}>
{instance.name}
{isTwoHanded && (
<Badge
variant="outline"
className="ml-2 text-xs border-[var(--mana-light)] text-[var(--mana-light)]"
>
2-Handed
</Badge>
)}
</div>
<div className="text-xs text-[var(--text-secondary)]">
Enchantments: {instance.enchantments.length}/{instance.totalCapacity}
</div>
{instance.enchantments.length > 0 && (
<EnchantmentsDisplay enchantments={instance.enchantments} compact={isCompact} />
)}
</div>
);
}
interface EnchantmentsDisplayProps {
enchantments: Array<{ effectId: string; stacks: number }>;
compact?: boolean;
}
function EnchantmentsDisplay({ enchantments, compact = false }: EnchantmentsDisplayProps) {
return (
<div className={`flex flex-wrap gap-1 ${compact ? 'mt-1' : ''}`}>
{enchantments.map((ench, i) => {
const effect = ENCHANTMENT_EFFECTS[ench.effectId];
return (
<TooltipProvider key={i}>
<Tooltip>
<TooltipTrigger asChild>
<Badge
variant="outline"
className="text-xs cursor-help border-[var(--border-default)] text-[var(--text-secondary)]"
>
{effect?.name || ench.effectId}
{ench.stacks > 1 && ` x${ench.stacks}`}
</Badge>
</TooltipTrigger>
<TooltipContent className="bg-[var(--bg-elevated)] border-[var(--border-default)] text-[var(--text-primary)]">
<p>{effect?.description || 'Unknown effect'}</p>
<p className="text-[var(--text-muted)] text-xs">
Category: {effect?.category || 'unknown'}
</p>
</TooltipContent>
</Tooltip>
</TooltipProvider>
);
})}
</div>
);
}
+115 -333
View File
@@ -15,42 +15,13 @@ import { Button } from '@/components/ui/button';
import { GameCard } from '@/components/ui/game-card';
import { SectionHeader } from '@/components/ui/section-header';
import { StatRow } from '@/components/ui/stat-row';
import { ActionButton } from '@/components/ui/action-button';
import { Badge } from '@/components/ui/badge';
import {
Tooltip,
TooltipContent,
TooltipProvider,
TooltipTrigger,
} from '@/components/ui/tooltip';
import {
Select,
SelectContent,
SelectItem,
SelectTrigger,
SelectValue,
} from '@/components/ui/select';
import {
Sword,
Shield,
ShieldOff,
Shirt,
Hand,
Footprints,
Gem,
X,
AlertCircle,
Info,
ChevronDown,
HardHat,
} from 'lucide-react';
import type { GameStore, EquipmentInstance } from '@/lib/game/types';
import { EquipmentSlotGrid } from './EquipmentSlotGrid';
import { EquipmentInventory } from './EquipmentInventory';
import { EnchantmentsPanel } from './EnchantmentsPanel';
import { useGameToast } from '@/components/game/GameToast';
import { ConfirmDialog } from '@/components/game/ConfirmDialog';
import type { GameStore, EquipmentInstance } from '@/lib/game/types';
export interface EquipmentTabProps {
store: GameStore;
}
// Slot display names
const SLOT_NAMES: Record<EquipmentSlot, string> = {
@@ -65,7 +36,7 @@ const SLOT_NAMES: Record<EquipmentSlot, string> = {
};
// Rarity color mappings using design system tokens
const RARITY_BORDER_COLORS: Record<string, string> = {
export const RARITY_BORDER_COLORS: Record<string, string> = {
common: 'border-[var(--text-muted)]',
uncommon: 'border-[var(--color-success)]',
rare: 'border-[var(--mana-water)]',
@@ -74,7 +45,7 @@ const RARITY_BORDER_COLORS: Record<string, string> = {
mythic: 'border-[var(--mana-dark)]',
};
const RARITY_BG_COLORS: Record<string, string> = {
export const RARITY_BG_COLORS: Record<string, string> = {
common: 'bg-[var(--bg-sunken)]/30',
uncommon: 'bg-[var(--color-success)]/10',
rare: 'bg-[var(--mana-water)]/10',
@@ -83,7 +54,7 @@ const RARITY_BG_COLORS: Record<string, string> = {
mythic: 'bg-[var(--mana-dark)]/10',
};
const RARITY_TEXT_COLORS: Record<string, string> = {
export const RARITY_TEXT_COLORS: Record<string, string> = {
common: 'text-[var(--text-secondary)]',
uncommon: 'text-[var(--color-success)]',
rare: 'text-[var(--mana-water)]',
@@ -92,19 +63,57 @@ const RARITY_TEXT_COLORS: Record<string, string> = {
mythic: 'text-[var(--mana-dark)]',
};
// Slot icon mapping using Lucide icons
const SLOT_ICONS: Record<EquipmentSlot, React.ElementType> = {
mainHand: Sword,
offHand: Shield,
head: HardHat,
body: Shirt,
hands: Hand,
feet: Footprints,
accessory1: Gem,
accessory2: Gem,
mainHand: () => (
<svg width="16" height="16" viewBox="0 0 24 24" fill="none" stroke="currentColor" strokeWidth="2">
<path d="M14.5 4H5.5L2 10v10a2 2 0 002 2h16a2 2 0 002-2V10l-3.5-6z" />
<line x1="6" y1="10" x2="18" y2="10" />
</svg>
),
offHand: () => (
<svg width="16" height="16" viewBox="0 0 24 24" fill="none" stroke="currentColor" strokeWidth="2">
<path d="M20 7H9a2 2 0 01-2-2V4a2 2 0 012-2h5l3 6-3 6h-5a2 2 0 00-2 2v4a2 2 0 002 2h7l3 6-3 6H4a2 2 0 01-2-2v-2" />
</svg>
),
head: () => (
<svg width="16" height="16" viewBox="0 0 24 24" fill="none" stroke="currentColor" strokeWidth="2">
<path d="M14 2H6a2 2 0 00-2 2v16a2 2 0 002 2h12a2 2 0 002-2V8z" />
<path d="M14 2v6h6M10 14l2 2 4-4" />
</svg>
),
body: () => (
<svg width="16" height="16" viewBox="0 0 24 24" fill="none" stroke="currentColor" strokeWidth="2">
<path d="M20.38 8.5c.6-1.4 1.3-4.9-1.2-8.5-1.1-1.8-3.6-1.8-4.7 0-2.5 3.6-1.9 7.1-1.2 8.5.7 1.4 2.5 1.9 4 1.9 1.5 0 3.3-.5 4-1.9z" />
<path d="M12 8v7M8 18h8" />
</svg>
),
hands: () => (
<svg width="16" height="16" viewBox="0 0 24 24" fill="none" stroke="currentColor" strokeWidth="2">
<path d="M18 11V6a2 2 0 00-2-2h-2a2 2 0 00-2 2v5M6 11v6a2 2 0 002 2h5a2 2 0 002-2v-6" />
<path d="M10 15V7a2 2 0 012-2h2a2 2 0 012 2v8" />
</svg>
),
feet: () => (
<svg width="16" height="16" viewBox="0 0 24 24" fill="none" stroke="currentColor" strokeWidth="2">
<path d="M12 2v20M5 13a4 4 0 000 8h14a4 4 0 000-8" />
<path d="M9 13V5a2 2 0 012-2h2a2 2 0 012 2v8" />
</svg>
),
accessory1: () => (
<svg width="16" height="16" viewBox="0 0 24 24" fill="none" stroke="currentColor" strokeWidth="2">
<circle cx="12" cy="12" r="8" />
<path d="M12 4v8l2 4" />
</svg>
),
accessory2: () => (
<svg width="16" height="16" viewBox="0 0 24 24" fill="none" stroke="currentColor" strokeWidth="2">
<circle cx="12" cy="12" r="8" />
<path d="M12 4v8l2 4" />
</svg>
),
};
// Slot grouping for visual layout - requirement: visual slot layout
// Slot grouping for visual layout
type SlotGroup = {
label: string;
slots: EquipmentSlot[];
@@ -116,7 +125,7 @@ const SLOT_GROUPS: SlotGroup[] = [
{ label: 'Accessories', slots: ['accessory1', 'accessory2'] },
];
export function EquipmentTab({ store }: EquipmentTabProps) {
export function EquipmentTab({ store }: { store: GameStore }) {
const showToast = useGameToast();
const [selectedSlot, setSelectedSlot] = useState<EquipmentSlot | null>(null);
const [deleteConfirm, setDeleteConfirm] = useState<{ instanceId: string; name: string } | null>(null);
@@ -147,18 +156,10 @@ export function EquipmentTab({ store }: EquipmentTabProps) {
const instanceId = store.equippedInstances[slot];
const instance = instanceId ? store.equipmentInstances[instanceId] : null;
store.unequipItem(slot);
showToast('success', 'Item Unequipped', `${instance?.name || 'Item'} removed from ${SLOT_NAMES[slot]}`);
showToast('success', 'Item Unequipped', `${instance?.name || 'Item'} removed from ${SLOT_NAMES[slot]}`);
};
// Get items that can be equipped in a slot
const getEquippableItems = (slot: EquipmentSlot): EquipmentInstance[] => {
const equipmentTypes = getEquipmentBySlot(slot);
const typeIds = new Set(equipmentTypes.map((t) => t.id));
return unequippedItems.filter((inst) => typeIds.has(inst.typeId));
};
// Check if a slot is blocked by a 2-handed weapon (task3 bug #6)
// Check if a slot is blocked by a 2-handed weapon
const isSlotBlocked = (slot: EquipmentSlot): boolean => {
if (slot === 'offHand' && store.equippedInstances.mainHand) {
const mainHandInstance = store.equipmentInstances[store.equippedInstances.mainHand];
@@ -169,6 +170,13 @@ showToast('success', 'Item Unequipped', `${instance?.name || 'Item'} removed fro
return false;
};
// Get items that can be equipped in a slot
const getEquippableItems = (slot: EquipmentSlot): EquipmentInstance[] => {
const equipmentTypes = getEquipmentBySlot(slot);
const typeIds = new Set(equipmentTypes.map((t) => t.id));
return unequippedItems.filter((inst) => typeIds.has(inst.typeId));
};
// Get all items that can go in a slot
const getItemsForSlot = (slot: EquipmentSlot): EquipmentInstance[] => {
if (isSlotBlocked(slot)) return [];
@@ -177,7 +185,6 @@ showToast('success', 'Item Unequipped', `${instance?.name || 'Item'} removed fro
const accessoryTypeIds = Object.values(EQUIPMENT_TYPES)
.filter((t) => t.category === 'accessory')
.map((t) => t.id);
return unequippedItems.filter((inst) => accessoryTypeIds.includes(inst.typeId));
}
@@ -191,145 +198,36 @@ showToast('success', 'Item Unequipped', `${instance?.name || 'Item'} removed fro
return getEquippableItems(slot);
};
// Render a single equipment slot
const renderSlot = (slot: EquipmentSlot) => {
const instanceId = store.equippedInstances[slot];
const instance = instanceId ? store.equipmentInstances[instanceId] : null;
const equipmentType = instance ? EQUIPMENT_TYPES[instance.typeId] : null;
const blocked = isSlotBlocked(slot);
const isEmpty = !instance;
const SlotIcon = SLOT_ICONS[slot];
// Check if an instance is currently equipped
const isEquipped = (instanceId: string): boolean =>
Object.values(store.equippedInstances).includes(instanceId);
const slotContent = (
<GameCard
variant={blocked ? 'danger' : instance ? 'default' : 'sunken'}
className={`relative transition-all duration-200
${isEmpty && !blocked ? 'border-dashed' : ''}
${blocked ? 'opacity-60 cursor-not-allowed' : 'hover:border-[var(--border-default)]'}
`}
role="button"
aria-label={`${SLOT_NAMES[slot]} slot${blocked ? ' (blocked by 2-handed weapon)' : ''}${instance ? `: ${instance.name}` : ' (empty)'}`}
tabIndex={blocked ? -1 : 0}
>
<div className="flex items-center justify-between mb-2">
<div className="flex items-center gap-2">
<SlotIcon
size={16}
className={blocked ? 'text-[var(--text-disabled)]' : 'text-[var(--text-secondary)]'}
/>
<span
className={`text-sm font-semibold
${blocked ? 'text-[var(--text-disabled)]' : 'text-[var(--text-primary)]'}
`}
>
{SLOT_NAMES[slot]}
</span>
{blocked && (
<Badge
variant="outline"
className="text-xs border-[var(--mana-dark)] text-[var(--mana-dark)] ml-2"
>
<AlertCircle size={12} className="mr-1" />
Occupied 2H Weapon
</Badge>
)}
</div>
{instance && !blocked && (
<ActionButton
variant="ghost"
size="sm"
className="h-6 w-6 p-0 text-[var(--color-danger)] hover:text-[var(--interactive-danger-hover)] hover:bg-[var(--interactive-danger)]/20"
onClick={(e) => {
e.stopPropagation();
handleUnequip(slot);
}}
aria-label={`Unequip ${instance.name}`}
>
<X size={14} />
</ActionButton>
)}
</div>
{instance ? (
<div className="space-y-1">
<div className={`font-semibold text-sm ${RARITY_TEXT_COLORS[instance.rarity] || 'text-[var(--text-primary)]'}`}>
{instance.name}
{equipmentType?.twoHanded && (
<Badge
variant="outline"
className="ml-2 text-xs border-[var(--mana-light)] text-[var(--mana-light)]"
>
2-Handed
</Badge>
)}
</div>
<div className="text-xs text-[var(--text-secondary)]">
Enchantments: {instance.enchantments.length}/{instance.totalCapacity}
</div>
{instance.enchantments.length > 0 && (
<div className="flex flex-wrap gap-1 mt-1">
{instance.enchantments.map((ench, i) => {
const effect = ENCHANTMENT_EFFECTS[ench.effectId];
return (
<TooltipProvider key={i}>
<Tooltip>
<TooltipTrigger asChild>
<Badge
variant="outline"
className="text-xs cursor-help border-[var(--border-default)] text-[var(--text-secondary)]"
>
{effect?.name || ench.effectId}
{ench.stacks > 1 && ` x${ench.stacks}`}
</Badge>
</TooltipTrigger>
<TooltipContent className="bg-[var(--bg-elevated)] border-[var(--border-default)] text-[var(--text-primary)]">
<p>{effect?.description || 'Unknown effect'}</p>
<p className="text-[var(--text-muted)] text-xs">
Category: {effect?.category || 'unknown'}
</p>
</TooltipContent>
</Tooltip>
</TooltipProvider>
);
})}
</div>
)}
</div>
) : blocked ? (
<div className="text-sm text-[var(--text-disabled)] italic">
<AlertCircle size={14} className="inline mr-1" />
Blocked by 2-handed weapon
</div>
) : (
<div className="text-sm text-[var(--text-muted)] italic text-center py-2">
{SLOT_NAMES[slot]}
</div>
)}
</GameCard>
);
if (blocked) {
return (
<TooltipProvider key={slot}>
<Tooltip>
<TooltipTrigger asChild>
{slotContent}
</TooltipTrigger>
<TooltipContent className="bg-[var(--bg-elevated)] border-[var(--border-default)] text-[var(--text-primary)]">
<p>The offhand slot is blocked because a 2-handed weapon is equipped in the main hand.</p>
<p className="text-[var(--text-muted)] text-xs mt-1">Unequip the 2-handed weapon to use this slot.</p>
</TooltipContent>
</Tooltip>
</TooltipProvider>
);
// Get all slots an item type can be equipped to
const getEquippableSlots = (typeId: string): EquipmentSlot[] => {
const equipmentType = EQUIPMENT_TYPES[typeId];
if (!equipmentType) return [];
if (equipmentType.category === 'accessory') {
return ['accessory1', 'accessory2'];
}
return [equipmentType.slot];
};
return <div key={slot}>{slotContent}</div>;
// Handle item deletion
const handleDelete = (instanceId: string, name: string) => {
setDeleteConfirm({ instanceId, name });
};
const confirmDelete = () => {
if (deleteConfirm) {
store.deleteEquipmentInstance(deleteConfirm.instanceId);
showToast('success', 'Item Discarded', `${deleteConfirm.name} has been removed from inventory`);
setDeleteConfirm(null);
}
};
return (
<div className="space-y-4 max-w-full overflow-x-hidden">
{/* Equipment Slots - Requirement: Visual slot layout */}
{/* Equipment Slots */}
<GameCard variant="default">
<SectionHeader
title="Equipped Gear"
@@ -339,27 +237,17 @@ showToast('success', 'Item Unequipped', `${instance?.name || 'Item'} removed fro
</span>
}
/>
<div className="space-y-6">
{/* Render slot groups */}
{SLOT_GROUPS.map((group) => (
<div key={group.label}>
<h4 className="text-xs font-semibold text-[var(--text-muted)] uppercase tracking-wider mb-2">
{group.label}
</h4>
<div className={`grid gap-3
/* Mobile: 2 columns for all groups - requirement: mobile layout */
grid-cols-2
/* Tablet and up */
${group.slots.includes('mainHand' as EquipmentSlot) ? 'sm:grid-cols-2' : 'sm:grid-cols-2 lg:grid-cols-4'}
`}>
{group.slots.map((slot) => renderSlot(slot))}
</div>
</div>
))}
</div>
<EquipmentSlotGrid
store={store}
selectedSlot={selectedSlot}
onSlotClick={setSelectedSlot}
onUnequip={handleUnequip}
isSlotBlocked={isSlotBlocked}
SLOT_GROUPS={SLOT_GROUPS}
/>
</GameCard>
{/* Inventory */}
{/* Equipment Inventory */}
<GameCard variant="default">
<SectionHeader
title={`Equipment Inventory (${unequippedItems.length} items)`}
@@ -369,115 +257,15 @@ showToast('success', 'Item Unequipped', `${instance?.name || 'Item'} removed fro
No unequipped items. Craft new gear in the Crafting tab.
</div>
) : (
<div className="grid grid-cols-1 sm:grid-cols-2 lg:grid-cols-3 gap-3 max-h-96 overflow-y-auto">
{unequippedItems.map((instance) => {
const equipmentType = EQUIPMENT_TYPES[instance.typeId];
const validSlots = equipmentType
? (equipmentType.category === 'accessory'
? ['accessory1', 'accessory2'] as EquipmentSlot[]
: [equipmentType.slot])
: [];
return (
<GameCard
key={instance.instanceId}
variant="default"
className={`${RARITY_BORDER_COLORS[instance.rarity] || 'border-[var(--border-default)]'} ${RARITY_BG_COLORS[instance.rarity] || ''}`}
>
<div className="flex items-start justify-between mb-2">
<div>
<div className={`font-semibold text-sm ${RARITY_TEXT_COLORS[instance.rarity] || 'text-[var(--text-primary)]'}`}>
{instance.name}
</div>
<div className="text-xs text-[var(--text-muted)]">
{equipmentType?.description}
</div>
</div>
<Badge variant="outline" className="text-xs border-[var(--border-default)] text-[var(--text-secondary)]">
{equipmentType?.category || 'unknown'}
</Badge>
</div>
<div className="text-xs text-[var(--text-muted)] space-y-1 mb-2">
<div>
Capacity: {instance.usedCapacity}/{instance.totalCapacity}
{instance.quality < 100 && (
<span className="text-[var(--mana-light)] ml-1">
(Quality: {instance.quality}%)
</span>
)}
</div>
{instance.enchantments.length > 0 && (
<div className="flex flex-wrap gap-1">
{instance.enchantments.map((ench, i) => {
const effect = ENCHANTMENT_EFFECTS[ench.effectId];
return (
<Badge
key={i}
variant="outline"
className="text-xs border-[var(--border-default)] text-[var(--text-secondary)]"
>
{effect?.name || ench.effectId}
</Badge>
);
})}
</div>
)}
</div>
{validSlots.length > 0 && (
<div className="flex items-center gap-2">
<Select
onValueChange={(value) =>
handleEquip(instance.instanceId, value as EquipmentSlot)
}
>
<SelectTrigger className="h-8 text-xs bg-[var(--bg-sunken)] border-[var(--border-default)]">
<SelectValue placeholder="Equip to..." />
</SelectTrigger>
<SelectContent className="bg-[var(--bg-elevated)] border-[var(--border-default)]">
{validSlots.map((slot) => (
<SelectItem
key={slot}
value={slot}
className="text-xs text-[var(--text-primary)] focus:bg-[var(--bg-sunken)]"
>
<div className="flex items-center gap-2">
{(() => {
const Icon = SLOT_ICONS[slot];
return <Icon size={14} />;
})()}
{SLOT_NAMES[slot]}
</div>
</SelectItem>
))}
</SelectContent>
</Select>
<TooltipProvider>
<Tooltip>
<TooltipTrigger asChild>
<ActionButton
variant="ghost"
size="sm"
className="h-8 w-8 p-0 text-[var(--color-danger)] hover:text-[var(--interactive-danger-hover)] hover:bg-[var(--interactive-danger)]/20"
onClick={() => setDeleteConfirm({ instanceId: instance.instanceId, name: instance.name })}
aria-label={`Delete ${instance.name}`}
>
<X size={14} />
</ActionButton>
</TooltipTrigger>
<TooltipContent className="bg-[var(--bg-elevated)] border-[var(--border-default)] text-[var(--text-primary)]">
<p>Delete this item</p>
</TooltipContent>
</Tooltip>
</TooltipProvider>
</div>
)}
</GameCard>
);
})}
</div>
<EquipmentInventory
store={store}
unequippedItems={unequippedItems}
onEquip={handleEquip}
onDelete={handleDelete}
getEquippableSlots={getEquippableSlots}
SLOT_NAMES={SLOT_NAMES}
SLOT_ICONS={SLOT_ICONS}
/>
)}
</GameCard>
@@ -564,21 +352,15 @@ showToast('success', 'Item Unequipped', `${instance?.name || 'Item'} removed fro
</GameCard>
{/* Delete Confirmation Dialog */}
{deleteConfirm && (
<ConfirmDialog
open={!!deleteConfirm}
onOpenChange={() => setDeleteConfirm(null)}
title="Discard Item?"
description={`Discard ${deleteConfirm.name}? This cannot be undone.`}
variant="danger"
confirmText="Discard"
onConfirm={() => {
store.deleteEquipmentInstance(deleteConfirm.instanceId);
showToast('success', 'Item Discarded', `${deleteConfirm.name} has been removed from inventory`);
setDeleteConfirm(null);
}}
/>
)}
<ConfirmDialog
open={!!deleteConfirm}
onOpenChange={() => setDeleteConfirm(null)}
title="Discard Item?"
description={`Discard ${deleteConfirm?.name}? This cannot be undone.`}
variant="danger"
confirmText="Discard"
onConfirm={confirmDelete}
/>
</div>
);
}