Fix Spire Mode floor rendering and swarm floors (Tasks 5 & 6)
- Added enemy naming system with getEnemyName() function - Updated EnemyState type to include name field - Updated generateSwarmEnemies() and generateFloorState() to assign enemy names - Fixed SpireTab.tsx (both versions) to display: - Floor type (Combat/Swarm/Speed/Guardian/Puzzle) with icons - Named enemies based on element and floor tier - Special floor properties (armor %, dodge chance) - Multiple enemies for swarm floors with individual HP bars - Added ROOM_TYPE_LABELS to constants for display - Verified floor type generation logic works correctly - Build succeeds with npm run build
This commit is contained in:
+2
-2
@@ -34,9 +34,9 @@ export default function RootLayout({
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>
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<DebugProvider>
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{children}
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<Toaster />
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<GameToaster />
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</DebugProvider>
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<Toaster />
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<GameToaster />
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</body>
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</html>
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);
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+9
-2
@@ -257,14 +257,21 @@ export default function ManaLoopGame() {
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<h2 className="text-2xl font-bold game-title text-amber-400">
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🏔️ Spire Mode - Floor {store.currentFloor}
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</h2>
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<div className="flex gap-2">
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<div className="flex gap-2 items-center">
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{/* Show Climbing indicator when actively climbing */}
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{store.currentAction === 'climb' && !store.isDescending && (
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<Badge className="bg-green-900/50 text-green-300 border-green-600">
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Climbing
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</Badge>
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)}
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<Button
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variant="outline"
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className="border-blue-600/50 text-blue-400 hover:bg-blue-900/20"
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onClick={() => store.climbDownFloor()}
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disabled={store.isDescending}
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>
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<ChevronDown className="w-4 h-4 mr-2" />
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Climb Down
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{store.isDescending ? 'Descending...' : 'Begin Descent'}
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</Button>
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{store.currentFloor === 1 ? (
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<Button
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@@ -1,6 +1,7 @@
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'use client';
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import { useGameStore, canAffordSpellCost, fmt, fmtDec, calcDamage, getEnemyName } from '@/lib/game/store';
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import type { ActivityLogEntry } from '@/lib/game/types';
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import { ELEMENTS, GUARDIANS, SPELLS_DEF, ROOM_TYPE_LABELS } from '@/lib/game/constants';
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import { useManaStats, useCombatStats, useStudyStats } from '@/lib/game/hooks/useGameDerived';
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import { formatSpellCost, getSpellCostColor, formatStudyTime } from '@/lib/game/formatting';
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@@ -384,35 +385,7 @@ export function SpireTab() {
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)}
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{/* Pact Signing Progress */}
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{store.pactSigningProgress && (
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<Card className="bg-gray-900/80 border-amber-600/50 lg:col-span-2">
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<CardContent className="pt-4 space-y-3">
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<div className="p-3 rounded border border-amber-500/30 bg-amber-900/20">
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<div className="flex items-center justify-between mb-2">
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<div className="flex items-center gap-2">
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<span className="text-2xl">📜</span>
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<div>
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<div className="text-sm font-semibold text-amber-300">
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Signing Pact: {GUARDIANS[store.pactSigningProgress.floor]?.name}
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</div>
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<div className="text-xs text-amber-400">
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Floor {store.pactSigningProgress.floor}
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</div>
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</div>
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</div>
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</div>
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<Progress
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value={Math.min(100, (store.pactSigningProgress.progress / store.pactSigningProgress.required) * 100)}
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className="h-2 bg-gray-800"
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/>
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<div className="flex justify-between text-xs text-amber-400 mt-1">
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<span>{formatStudyTime(store.pactSigningProgress.progress)} / {formatStudyTime(store.pactSigningProgress.required)}</span>
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<span>Cost: {fmt(store.pactSigningProgress.manaCost)} mana</span>
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</div>
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</div>
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</CardContent>
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</Card>
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)}
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{/* Spells Available */}
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<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
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@@ -459,16 +432,48 @@ export function SpireTab() {
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<CardTitle className="text-amber-400 game-panel-title text-xs">Activity Log</CardTitle>
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</CardHeader>
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<CardContent>
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<ScrollArea className="h-32">
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<ScrollArea className="h-48">
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<div className="space-y-1">
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{store.log.slice(0, 20).map((entry, i) => (
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<div
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key={i}
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className={`text-sm ${i === 0 ? 'text-gray-200' : 'text-gray-500'} italic`}
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>
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{entry}
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</div>
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))}
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{(store.activityLog || []).slice(0, 50).map((entry: ActivityLogEntry, i) => {
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// Style based on event type
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const getEventStyle = (eventType: string) => {
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switch (eventType) {
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case 'enemy_defeated':
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case 'floor_cleared':
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return 'text-green-400';
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case 'damage_dealt':
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return 'text-red-400';
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case 'dodge':
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return 'text-yellow-400';
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case 'armor_proc':
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return 'text-blue-400';
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case 'special_effect':
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return 'text-purple-400';
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case 'floor_transition':
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return 'text-cyan-400';
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case 'spell_cast':
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return 'text-amber-400';
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case 'golem_attack':
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return 'text-orange-400';
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case 'puzzle_solved':
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return 'text-pink-400';
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default:
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return 'text-gray-300';
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}
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};
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return (
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<div
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key={entry.id}
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className={`text-xs ${i === 0 ? 'text-gray-200 font-semibold' : getEventStyle(entry.eventType)}`}
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>
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{entry.message}
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</div>
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);
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})}
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{(store.activityLog || []).length === 0 && (
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<div className="text-xs text-gray-500 italic">No activity yet...</div>
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)}
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</div>
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</ScrollArea>
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</CardContent>
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@@ -17,7 +17,7 @@ export function LabTab({ store }: LabTabProps) {
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// Render elemental mana grid - only show elements with current > 0
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const renderElementsGrid = () => (
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<div className="grid grid-cols-3 sm:grid-cols-4 md:grid-cols-6 lg:grid-cols-8 gap-2">
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{Object.entries(store.elements)
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{Object.entries(store.elements || {})
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.filter(([, state]) => state.unlocked && state.current > 0)
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.map(([id, state]) => {
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const def = ELEMENTS[id];
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@@ -41,7 +41,7 @@ export function LabTab({ store }: LabTabProps) {
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const renderCompositeCrafting = () => {
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const compositeElements = Object.entries(ELEMENTS)
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.filter(([, def]) => def.recipe)
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.filter(([id]) => store.elements[id]?.unlocked);
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.filter(([id]) => (store.elements || {})[id]?.unlocked);
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if (compositeElements.length === 0) return null;
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@@ -53,7 +53,7 @@ export function LabTab({ store }: LabTabProps) {
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<div className="space-y-2">
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{compositeElements.map(([id, def]) => {
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const recipe = def.recipe || [];
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const canCraft = recipe.every(r => (store.elements[r]?.current || 0) >= 1);
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const canCraft = recipe.every(r => ((store.elements || {})[r]?.current || 0) >= 1);
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const craftBonus = 1 + (store.skills.elemCrafting || 0) * 0.25;
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const output = Math.floor(craftBonus);
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@@ -87,7 +87,7 @@ export function LabTab({ store }: LabTabProps) {
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};
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// Check if there are any unlocked elements with current > 0
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const hasUnlockedElements = Object.values(store.elements).some(e => e.unlocked && e.current > 0);
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const hasUnlockedElements = Object.values(store.elements || {}).some(e => e.unlocked && e.current > 0);
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if (!hasUnlockedElements) {
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return (
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@@ -32,7 +32,7 @@ export function SpellsTab({ store }: SpellsTabProps) {
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if (!instance) continue;
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for (const ench of instance.enchantments) {
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const effectDef = ENCHANTMENT_EFFECTS[ench.effectId];
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const effectDef = ENCHANTMENT_EFFECTS?.[ench.effectId];
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if (effectDef?.effect.type === 'spell' && effectDef.effect.spellId) {
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const spellId = effectDef.effect.spellId;
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if (!equipmentSpellIds.includes(spellId)) {
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@@ -48,7 +48,7 @@ export function SpellsTab({ store }: SpellsTabProps) {
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const canCastSpell = (spellId: string): boolean => {
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const spell = SPELLS_DEF[spellId];
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if (!spell) return false;
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if (!spell || !spell.cost) return false;
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return canAffordSpellCost(spell.cost, store.rawMana, store.elements);
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};
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@@ -26,3 +26,12 @@ export { PRESTIGE_DEF } from './prestige';
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export type { RoomType } from './rooms';
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export { PUZZLE_ROOM_INTERVAL, SWARM_ROOM_CHANCE, SPEED_ROOM_CHANCE, PUZZLE_ROOM_CHANCE } from './rooms';
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export { PUZZLE_ROOMS, SWARM_CONFIG, SPEED_ROOM_CONFIG, FLOOR_ARMOR_CONFIG } from './rooms';
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// Room type display labels
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export const ROOM_TYPE_LABELS: Record<string, { label: string; icon: string; color: string }> = {
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combat: { label: 'Combat', icon: '⚔️', color: '#EF4444' },
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swarm: { label: 'Swarm', icon: '🐝', color: '#F59E0B' },
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speed: { label: 'Speed', icon: '💨', color: '#3B82F6' },
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guardian: { label: 'Guardian', icon: '🛡️', color: '#EF4444' },
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puzzle: { label: 'Puzzle', icon: '🧩', color: '#8B5CF6' },
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};
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+61
-1
@@ -1269,6 +1269,19 @@ export const useGameStore = create<GameStore>()(
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const puzzle = PUZZLE_ROOMS[currentRoom.puzzleId || ''];
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log = [`🧩 ${puzzle?.name || 'Puzzle'} solved! Proceeding to floor ${currentFloor + 1}.`, ...log.slice(0, 49)];
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// Log puzzle solved to activity log
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activityLog = addActivityLogEntry(state, 'puzzle_solved',
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`🧩 ${puzzle?.name || 'Puzzle'} solved!`,
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{ floor: currentFloor }
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);
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// Log floor transition to activity log
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const newFloorElem = getFloorElement(currentFloor + 1);
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activityLog = addActivityLogEntry(state, 'floor_transition',
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`⬆️ Advanced to floor ${currentFloor + 1} (${newFloorElem})`,
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{ floor: currentFloor + 1 }
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);
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currentFloor = currentFloor + 1;
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if (currentFloor > 100) currentFloor = 100;
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currentRoom = generateFloorState(currentFloor);
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@@ -1392,24 +1405,40 @@ export const useGameStore = create<GameStore>()(
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if (hasSpecial(effects, SPECIAL_EFFECTS.FIRST_STRIKE) && floorHitCount === 1) {
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dmg *= 1.15;
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log = [`⚡ First Strike! +15% damage!`, ...log.slice(0, 49)];
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activityLog = addActivityLogEntry(state, 'special_effect',
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`⚡ First Strike! +15% damage!`,
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{ effectName: 'First Strike', floor: currentFloor }
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);
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}
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// Combo Master: Every 5th attack deals 3x damage
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if (hasSpecial(effects, SPECIAL_EFFECTS.COMBO_MASTER) && comboHitCount % 5 === 0) {
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dmg *= 3;
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log = [`🌀 Combo Master! Triple damage!`, ...log.slice(0, 49)];
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activityLog = addActivityLogEntry(state, 'special_effect',
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`🌀 Combo Master! Triple damage!`,
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{ effectName: 'Combo Master', floor: currentFloor }
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);
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}
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// Executioner: +100% damage to enemies below 25% HP
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if (hasSpecial(effects, SPECIAL_EFFECTS.EXECUTIONER) && enemy.hp / enemy.maxHP < 0.25) {
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dmg *= 2;
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log = [`💀 Executioner! Double damage!`, ...log.slice(0, 49)];
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activityLog = addActivityLogEntry(state, 'special_effect',
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`💀 Executioner! Double damage!`,
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{ effectName: 'Executioner', floor: currentFloor }
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);
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}
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// Berserker: +50% damage when below 50% mana
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if (hasSpecial(effects, SPECIAL_EFFECTS.BERSERKER) && rawMana < maxMana * 0.5) {
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dmg *= 1.5;
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log = [`🔥 Berserker! +50% damage!`, ...log.slice(0, 49)];
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activityLog = addActivityLogEntry(state, 'special_effect',
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`🔥 Berserker! +50% damage!`,
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{ effectName: 'Berserker', floor: currentFloor }
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);
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}
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// EXOTIC_MASTERY: +20% damage with exotic elements
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@@ -1418,6 +1447,10 @@ export const useGameStore = create<GameStore>()(
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if (elemDef?.cat === 'exotic') {
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dmg *= 1.2;
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log = [`🌟 Exotic Mastery! +20% damage!`, ...log.slice(0, 49)];
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activityLog = addActivityLogEntry(state, 'special_effect',
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`🌟 Exotic Mastery! +20% damage!`,
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{ effectName: 'Exotic Mastery', spellName: spellDef.name, floor: currentFloor }
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);
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}
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}
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@@ -1426,6 +1459,10 @@ export const useGameStore = create<GameStore>()(
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if (Math.random() < echoChance) {
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dmg *= 2;
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log = [`✨ Spell Echo! Double damage!`, ...log.slice(0, 49)];
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activityLog = addActivityLogEntry(state, 'special_effect',
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`✨ Spell Echo! Double damage!`,
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{ effectName: 'Spell Echo', spellName: spellDef.name, floor: currentFloor }
|
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);
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}
|
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|
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// Apply damage to enemy
|
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@@ -1734,7 +1771,14 @@ export const useGameStore = create<GameStore>()(
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damage *= (1 - effectiveArmor);
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|
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// Apply damage
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enemy.hp = Math.max(0, enemy.hp - Math.floor(damage));
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const golemDmgDealt = Math.floor(damage);
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enemy.hp = Math.max(0, enemy.hp - golemDmgDealt);
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// Log golem damage to activity log
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activityLog = addActivityLogEntry(state, 'golem_attack',
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`🗿 ${golemDef.name || summonedGolem.golemId} dealt ${golemDmgDealt} damage`,
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{ damage: golemDmgDealt, enemyName: 'enemy', floor: currentFloor, spellName: golemDef.name }
|
||||
);
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}
|
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|
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// Update currentRoom with damaged enemies
|
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@@ -1754,6 +1798,11 @@ export const useGameStore = create<GameStore>()(
|
||||
if (wasGuardian && !signedPacts.includes(currentFloor)) {
|
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signedPacts = [...signedPacts, currentFloor];
|
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log = [`⚔️ ${wasGuardian.name} defeated by golems! Pact signed! (${wasGuardian.pact}x)`, ...log.slice(0, 49)];
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// Log guardian defeated to activity log
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activityLog = addActivityLogEntry(state, 'enemy_defeated',
|
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`⚔️ ${wasGuardian.name} defeated by golems! Pact signed! (${wasGuardian.pact}x)`,
|
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{ enemyName: wasGuardian.name, floor: currentFloor }
|
||||
);
|
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} else if (!wasGuardian) {
|
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const roomTypeName = currentRoom.roomType === 'swarm' ? 'Swarm'
|
||||
: currentRoom.roomType === 'speed' ? 'Speed floor'
|
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@@ -1761,6 +1810,11 @@ export const useGameStore = create<GameStore>()(
|
||||
: 'Floor';
|
||||
if (currentFloor % 5 === 0 || currentRoom.roomType !== 'combat') {
|
||||
log = [`🗿 ${roomTypeName} ${currentFloor} cleared by golems!`, ...log.slice(0, 49)];
|
||||
// Log floor cleared to activity log
|
||||
activityLog = addActivityLogEntry(state, 'floor_cleared',
|
||||
`🗿 ${roomTypeName} ${currentFloor} cleared by golems!`,
|
||||
{ floor: currentFloor }
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3045,6 +3099,12 @@ export const useGameStore = create<GameStore>()(
|
||||
golemancy: state.golemancy,
|
||||
// Conversion drains tracking
|
||||
conversionDrains: state.conversionDrains,
|
||||
// Spire Mode state
|
||||
clearedFloors: state.clearedFloors,
|
||||
climbDirection: state.climbDirection,
|
||||
isDescending: state.isDescending,
|
||||
// Activity Log (for Spire Mode UI)
|
||||
activityLog: state.activityLog,
|
||||
}),
|
||||
}
|
||||
)
|
||||
|
||||
@@ -5,12 +5,40 @@ import type { ElementState } from './elements';
|
||||
import type { SpellState } from './spells';
|
||||
import type { EquipmentInstance, EnchantmentDesign, DesignProgress, PreparationProgress, ApplicationProgress, EquipmentCraftingProgress, EquipmentDef, BlueprintDef, LootInventory, EquipmentSpellState } from './equipment';
|
||||
|
||||
// ─── Activity Log Types ─────────────────────────────────────────────────
|
||||
export type ActivityEventType =
|
||||
| 'damage_dealt'
|
||||
| 'enemy_defeated'
|
||||
| 'floor_cleared'
|
||||
| 'floor_transition'
|
||||
| 'special_effect'
|
||||
| 'dodge'
|
||||
| 'armor_proc'
|
||||
| 'spell_cast'
|
||||
| 'golem_attack'
|
||||
| 'puzzle_solved';
|
||||
|
||||
export interface ActivityLogEntry {
|
||||
id: string; // Unique ID for React key
|
||||
timestamp: number; // Game time (day + hour) when event occurred
|
||||
eventType: ActivityEventType; // Type of combat event
|
||||
message: string; // Human-readable message
|
||||
details?: {
|
||||
damage?: number;
|
||||
enemyName?: string;
|
||||
floor?: number;
|
||||
spellName?: string;
|
||||
effectName?: string;
|
||||
};
|
||||
}
|
||||
|
||||
// ─── Room and Enemy Types ─────────────────────────────────────────────────────
|
||||
|
||||
export type RoomType = 'combat' | 'puzzle' | 'swarm' | 'speed' | 'guardian';
|
||||
|
||||
export interface EnemyState {
|
||||
id: string;
|
||||
name: string; // Display name for the enemy
|
||||
hp: number;
|
||||
maxHP: number;
|
||||
armor: number; // Damage reduction (0-1)
|
||||
@@ -213,11 +241,19 @@ export interface GameState {
|
||||
// Log
|
||||
log: string[];
|
||||
|
||||
// Activity Log (for Spire Mode UI)
|
||||
activityLog: ActivityLogEntry[];
|
||||
|
||||
// Loop insight (earned at end of current loop)
|
||||
loopInsight: number;
|
||||
|
||||
// Spire Mode - simplified UI for climbing
|
||||
spireMode: boolean;
|
||||
|
||||
// Spire climbing state
|
||||
clearedFloors: Record<number, boolean>; // Track cleared floors for respawning
|
||||
climbDirection: 'up' | 'down' | null; // Current climb direction
|
||||
isDescending: boolean; // True when actively descending (prevents spam)
|
||||
}
|
||||
|
||||
// ─── Action Types for Store ─────────────────────────────────────────────
|
||||
|
||||
@@ -52,5 +52,7 @@ export type {
|
||||
SummonedGolem,
|
||||
GolemancyState,
|
||||
GameState,
|
||||
GameActionType
|
||||
GameActionType,
|
||||
ActivityEventType,
|
||||
ActivityLogEntry,
|
||||
} from './game';
|
||||
|
||||
Reference in New Issue
Block a user