Initial commit
This commit is contained in:
268
src/components/game/tabs/AttunementsTab.tsx
Executable file
268
src/components/game/tabs/AttunementsTab.tsx
Executable file
@@ -0,0 +1,268 @@
|
||||
'use client';
|
||||
|
||||
import { ATTUNEMENTS_DEF, ATTUNEMENT_SLOT_NAMES, getTotalAttunementRegen, getAvailableSkillCategories, getAttunementXPForLevel, MAX_ATTUNEMENT_LEVEL, getAttunementConversionRate } from '@/lib/game/data/attunements';
|
||||
import { ELEMENTS } from '@/lib/game/constants';
|
||||
import type { GameStore, AttunementState } from '@/lib/game/types';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { Badge } from '@/components/ui/badge';
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Progress } from '@/components/ui/progress';
|
||||
import { Lock, Sparkles, TrendingUp } from 'lucide-react';
|
||||
|
||||
export interface AttunementsTabProps {
|
||||
store: GameStore;
|
||||
}
|
||||
|
||||
export function AttunementsTab({ store }: AttunementsTabProps) {
|
||||
const attunements = store.attunements || {};
|
||||
|
||||
// Get active attunements
|
||||
const activeAttunements = Object.entries(attunements)
|
||||
.filter(([, state]) => state.active)
|
||||
.map(([id]) => ATTUNEMENTS_DEF[id])
|
||||
.filter(Boolean);
|
||||
|
||||
// Calculate total regen from attunements
|
||||
const totalAttunementRegen = getTotalAttunementRegen(attunements);
|
||||
|
||||
// Get available skill categories
|
||||
const availableCategories = getAvailableSkillCategories(attunements);
|
||||
|
||||
return (
|
||||
<div className="space-y-4">
|
||||
{/* Overview Card */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Your Attunements</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<p className="text-sm text-gray-400 mb-3">
|
||||
Attunements are magical bonds tied to specific body locations. Each attunement grants unique capabilities,
|
||||
mana regeneration, and access to specialized skills. Level them up to increase their power.
|
||||
</p>
|
||||
<div className="flex flex-wrap gap-2">
|
||||
<Badge className="bg-teal-900/50 text-teal-300">
|
||||
+{totalAttunementRegen.toFixed(1)} raw mana/hr
|
||||
</Badge>
|
||||
<Badge className="bg-purple-900/50 text-purple-300">
|
||||
{activeAttunements.length} active attunement{activeAttunements.length !== 1 ? 's' : ''}
|
||||
</Badge>
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Attunement Slots */}
|
||||
<div className="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 gap-4">
|
||||
{Object.entries(ATTUNEMENTS_DEF).map(([id, def]) => {
|
||||
const state = attunements[id];
|
||||
const isActive = state?.active;
|
||||
const isUnlocked = state?.active || def.unlocked;
|
||||
const level = state?.level || 1;
|
||||
const xp = state?.experience || 0;
|
||||
const xpNeeded = getAttunementXPForLevel(level + 1);
|
||||
const xpProgress = xpNeeded > 0 ? (xp / xpNeeded) * 100 : 100;
|
||||
const isMaxLevel = level >= MAX_ATTUNEMENT_LEVEL;
|
||||
|
||||
// Get primary mana element info
|
||||
const primaryElem = def.primaryManaType ? ELEMENTS[def.primaryManaType] : null;
|
||||
|
||||
// Get current mana for this attunement's type
|
||||
const currentMana = def.primaryManaType ? store.elements[def.primaryManaType]?.current || 0 : 0;
|
||||
const maxMana = def.primaryManaType ? store.elements[def.primaryManaType]?.max || 50 : 50;
|
||||
|
||||
// Calculate level-scaled stats
|
||||
const levelMult = Math.pow(1.5, level - 1);
|
||||
const scaledRegen = def.rawManaRegen * levelMult;
|
||||
const scaledConversion = getAttunementConversionRate(id, level);
|
||||
|
||||
return (
|
||||
<Card
|
||||
key={id}
|
||||
className={`bg-gray-900/80 transition-all ${
|
||||
isActive
|
||||
? 'border-2 shadow-lg'
|
||||
: isUnlocked
|
||||
? 'border-gray-600'
|
||||
: 'border-gray-800 opacity-70'
|
||||
}`}
|
||||
style={{
|
||||
borderColor: isActive ? def.color : undefined,
|
||||
boxShadow: isActive ? `0 0 20px ${def.color}30` : undefined
|
||||
}}
|
||||
>
|
||||
<CardHeader className="pb-2">
|
||||
<div className="flex items-center justify-between">
|
||||
<div className="flex items-center gap-2">
|
||||
<span className="text-2xl">{def.icon}</span>
|
||||
<div>
|
||||
<CardTitle className="text-sm" style={{ color: isActive ? def.color : '#9CA3AF' }}>
|
||||
{def.name}
|
||||
</CardTitle>
|
||||
<div className="text-xs text-gray-500">
|
||||
{ATTUNEMENT_SLOT_NAMES[def.slot]}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
{!isUnlocked && (
|
||||
<Lock className="w-4 h-4 text-gray-600" />
|
||||
)}
|
||||
{isActive && (
|
||||
<Badge className="text-xs" style={{ backgroundColor: `${def.color}30`, color: def.color }}>
|
||||
Lv.{level}
|
||||
</Badge>
|
||||
)}
|
||||
</div>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-3">
|
||||
<p className="text-xs text-gray-400">{def.desc}</p>
|
||||
|
||||
{/* Mana Type */}
|
||||
<div className="space-y-1">
|
||||
<div className="flex items-center justify-between text-xs">
|
||||
<span className="text-gray-500">Primary Mana</span>
|
||||
{primaryElem ? (
|
||||
<span style={{ color: primaryElem.color }}>
|
||||
{primaryElem.sym} {primaryElem.name}
|
||||
</span>
|
||||
) : (
|
||||
<span className="text-purple-400">From Pacts</span>
|
||||
)}
|
||||
</div>
|
||||
|
||||
{/* Mana bar (only for attunements with primary type) */}
|
||||
{primaryElem && isActive && (
|
||||
<div className="space-y-1">
|
||||
<Progress
|
||||
value={(currentMana / maxMana) * 100}
|
||||
className="h-2 bg-gray-800"
|
||||
/>
|
||||
<div className="flex justify-between text-xs text-gray-500">
|
||||
<span>{currentMana.toFixed(1)}</span>
|
||||
<span>/{maxMana}</span>
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
|
||||
{/* Stats with level scaling */}
|
||||
<div className="grid grid-cols-2 gap-2 text-xs">
|
||||
<div className="p-2 bg-gray-800/50 rounded">
|
||||
<div className="text-gray-500">Raw Regen</div>
|
||||
<div className="text-green-400 font-semibold">
|
||||
+{scaledRegen.toFixed(2)}/hr
|
||||
{level > 1 && <span className="text-xs ml-1">({((levelMult - 1) * 100).toFixed(0)}% bonus)</span>}
|
||||
</div>
|
||||
</div>
|
||||
<div className="p-2 bg-gray-800/50 rounded">
|
||||
<div className="text-gray-500">Conversion</div>
|
||||
<div className="text-cyan-400 font-semibold">
|
||||
{scaledConversion > 0 ? `${scaledConversion.toFixed(2)}/hr` : '—'}
|
||||
{level > 1 && scaledConversion > 0 && <span className="text-xs ml-1">({((levelMult - 1) * 100).toFixed(0)}% bonus)</span>}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* XP Progress Bar */}
|
||||
{isUnlocked && state && !isMaxLevel && (
|
||||
<div className="space-y-1">
|
||||
<div className="flex items-center justify-between text-xs">
|
||||
<span className="text-gray-500 flex items-center gap-1">
|
||||
<TrendingUp className="w-3 h-3" />
|
||||
XP Progress
|
||||
</span>
|
||||
<span className="text-amber-400">{xp} / {xpNeeded}</span>
|
||||
</div>
|
||||
<Progress
|
||||
value={xpProgress}
|
||||
className="h-2 bg-gray-800"
|
||||
/>
|
||||
<div className="text-xs text-gray-500">
|
||||
{isMaxLevel ? 'Max Level' : `${xpNeeded - xp} XP to Level ${level + 1}`}
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Max Level Indicator */}
|
||||
{isMaxLevel && (
|
||||
<div className="text-xs text-amber-400 text-center font-semibold">
|
||||
✨ MAX LEVEL ✨
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Capabilities */}
|
||||
<div className="space-y-1">
|
||||
<div className="text-xs text-gray-500">Capabilities</div>
|
||||
<div className="flex flex-wrap gap-1">
|
||||
{def.capabilities.map(cap => (
|
||||
<Badge key={cap} variant="outline" className="text-xs">
|
||||
{cap === 'enchanting' && '✨ Enchanting'}
|
||||
{cap === 'disenchanting' && '🔄 Disenchant'}
|
||||
{cap === 'pacts' && '🤝 Pacts'}
|
||||
{cap === 'guardianPowers' && '💜 Guardian Powers'}
|
||||
{cap === 'elementalMastery' && '🌟 Elem. Mastery'}
|
||||
{cap === 'golemCrafting' && '🗿 Golems'}
|
||||
{cap === 'gearCrafting' && '⚒️ Gear'}
|
||||
{cap === 'earthShaping' && '⛰️ Earth Shaping'}
|
||||
{!['enchanting', 'disenchanting', 'pacts', 'guardianPowers',
|
||||
'elementalMastery', 'golemCrafting', 'gearCrafting', 'earthShaping'].includes(cap) && cap}
|
||||
</Badge>
|
||||
))}
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Unlock condition for locked attunements */}
|
||||
{!isUnlocked && def.unlockCondition && (
|
||||
<div className="text-xs text-amber-400 italic">
|
||||
🔒 {def.unlockCondition}
|
||||
</div>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
|
||||
{/* Available Skills Summary */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Available Skill Categories</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<p className="text-xs text-gray-400 mb-2">
|
||||
Your attunements grant access to specialized skill categories:
|
||||
</p>
|
||||
<div className="flex flex-wrap gap-2">
|
||||
{availableCategories.map(cat => {
|
||||
const attunement = Object.values(ATTUNEMENTS_DEF).find(a =>
|
||||
a.skillCategories.includes(cat) && attunements[a.id]?.active
|
||||
);
|
||||
return (
|
||||
<Badge
|
||||
key={cat}
|
||||
className={attunement ? '' : 'bg-gray-700/50 text-gray-400'}
|
||||
style={attunement ? {
|
||||
backgroundColor: `${attunement.color}30`,
|
||||
color: attunement.color
|
||||
} : undefined}
|
||||
>
|
||||
{cat === 'mana' && '💧 Mana'}
|
||||
{cat === 'study' && '📚 Study'}
|
||||
{cat === 'research' && '🔮 Research'}
|
||||
{cat === 'ascension' && '⭐ Ascension'}
|
||||
{cat === 'enchant' && '✨ Enchanting'}
|
||||
{cat === 'effectResearch' && '🔬 Effect Research'}
|
||||
{cat === 'invocation' && '💜 Invocation'}
|
||||
{cat === 'pact' && '🤝 Pact Mastery'}
|
||||
{cat === 'fabrication' && '⚒️ Fabrication'}
|
||||
{cat === 'golemancy' && '🗿 Golemancy'}
|
||||
{!['mana', 'study', 'research', 'ascension', 'enchant', 'effectResearch',
|
||||
'invocation', 'pact', 'fabrication', 'golemancy'].includes(cat) && cat}
|
||||
</Badge>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
975
src/components/game/tabs/CraftingTab.tsx
Executable file
975
src/components/game/tabs/CraftingTab.tsx
Executable file
@@ -0,0 +1,975 @@
|
||||
'use client';
|
||||
|
||||
import { useState } from 'react';
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Progress } from '@/components/ui/progress';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { Badge } from '@/components/ui/badge';
|
||||
import { ScrollArea } from '@/components/ui/scroll-area';
|
||||
import { Separator } from '@/components/ui/separator';
|
||||
import { Tabs, TabsContent, TabsList, TabsTrigger } from '@/components/ui/tabs';
|
||||
import {
|
||||
Wand2, Scroll, Hammer, Sparkles, Trash2, Plus, Minus,
|
||||
Package, Zap, Clock, ChevronRight, Circle, Anvil
|
||||
} from 'lucide-react';
|
||||
import { EQUIPMENT_TYPES, type EquipmentType, type EquipmentSlot } from '@/lib/game/data/equipment';
|
||||
import { ENCHANTMENT_EFFECTS, type EnchantmentEffectDef, calculateEffectCapacityCost } from '@/lib/game/data/enchantment-effects';
|
||||
import { CRAFTING_RECIPES, canCraftRecipe } from '@/lib/game/data/crafting-recipes';
|
||||
import { LOOT_DROPS, RARITY_COLORS } from '@/lib/game/data/loot-drops';
|
||||
import type { EquipmentInstance, EnchantmentDesign, DesignEffect, AppliedEnchantment, LootInventory, EquipmentCraftingProgress } from '@/lib/game/types';
|
||||
import { fmt, type GameStore } from '@/lib/game/store';
|
||||
|
||||
// Slot display names
|
||||
const SLOT_NAMES: Record<EquipmentSlot, string> = {
|
||||
mainHand: 'Main Hand',
|
||||
offHand: 'Off Hand',
|
||||
head: 'Head',
|
||||
body: 'Body',
|
||||
hands: 'Hands',
|
||||
feet: 'Feet',
|
||||
accessory1: 'Accessory 1',
|
||||
accessory2: 'Accessory 2',
|
||||
};
|
||||
|
||||
export interface CraftingTabProps {
|
||||
store: GameStore;
|
||||
}
|
||||
|
||||
export function CraftingTab({ store }: CraftingTabProps) {
|
||||
const equippedInstances = store.equippedInstances;
|
||||
const equipmentInstances = store.equipmentInstances;
|
||||
const enchantmentDesigns = store.enchantmentDesigns;
|
||||
const designProgress = store.designProgress;
|
||||
const preparationProgress = store.preparationProgress;
|
||||
const applicationProgress = store.applicationProgress;
|
||||
const equipmentCraftingProgress = store.equipmentCraftingProgress;
|
||||
const rawMana = store.rawMana;
|
||||
const skills = store.skills;
|
||||
const currentAction = store.currentAction;
|
||||
const unlockedEffects = store.unlockedEffects;
|
||||
const lootInventory = store.lootInventory;
|
||||
const startDesigningEnchantment = store.startDesigningEnchantment;
|
||||
const cancelDesign = store.cancelDesign;
|
||||
const saveDesign = store.saveDesign;
|
||||
const deleteDesign = store.deleteDesign;
|
||||
const startPreparing = store.startPreparing;
|
||||
const cancelPreparation = store.cancelPreparation;
|
||||
const startApplying = store.startApplying;
|
||||
const pauseApplication = store.pauseApplication;
|
||||
const resumeApplication = store.resumeApplication;
|
||||
const cancelApplication = store.cancelApplication;
|
||||
const disenchantEquipment = store.disenchantEquipment;
|
||||
const getAvailableCapacity = store.getAvailableCapacity;
|
||||
const startCraftingEquipment = store.startCraftingEquipment;
|
||||
const cancelEquipmentCrafting = store.cancelEquipmentCrafting;
|
||||
const deleteMaterial = store.deleteMaterial;
|
||||
const [craftingStage, setCraftingStage] = useState<'design' | 'prepare' | 'apply' | 'craft'>('craft');
|
||||
const [selectedEquipmentType, setSelectedEquipmentType] = useState<string | null>(null);
|
||||
const [selectedEquipmentInstance, setSelectedEquipmentInstance] = useState<string | null>(null);
|
||||
const [selectedDesign, setSelectedDesign] = useState<string | null>(null);
|
||||
|
||||
// Design creation state
|
||||
const [designName, setDesignName] = useState('');
|
||||
const [selectedEffects, setSelectedEffects] = useState<DesignEffect[]>([]);
|
||||
|
||||
const enchantingLevel = skills.enchanting || 0;
|
||||
const efficiencyBonus = (skills.efficientEnchant || 0) * 0.05;
|
||||
|
||||
// Get equipped items as array
|
||||
const equippedItems = Object.entries(equippedInstances)
|
||||
.filter(([, instanceId]) => instanceId && equipmentInstances[instanceId])
|
||||
.map(([slot, instanceId]) => ({
|
||||
slot: slot as EquipmentSlot,
|
||||
instance: equipmentInstances[instanceId!],
|
||||
}));
|
||||
|
||||
// Calculate total capacity cost for current design
|
||||
const designCapacityCost = selectedEffects.reduce(
|
||||
(total, eff) => total + calculateEffectCapacityCost(eff.effectId, eff.stacks, efficiencyBonus),
|
||||
0
|
||||
);
|
||||
|
||||
// Calculate design time
|
||||
const designTime = selectedEffects.reduce((total, eff) => total + 0.5 * eff.stacks, 1);
|
||||
|
||||
// Add effect to design
|
||||
const addEffect = (effectId: string) => {
|
||||
const existing = selectedEffects.find(e => e.effectId === effectId);
|
||||
const effectDef = ENCHANTMENT_EFFECTS[effectId];
|
||||
if (!effectDef) return;
|
||||
|
||||
if (existing) {
|
||||
if (existing.stacks < effectDef.maxStacks) {
|
||||
setSelectedEffects(selectedEffects.map(e =>
|
||||
e.effectId === effectId
|
||||
? { ...e, stacks: e.stacks + 1 }
|
||||
: e
|
||||
));
|
||||
}
|
||||
} else {
|
||||
setSelectedEffects([...selectedEffects, {
|
||||
effectId,
|
||||
stacks: 1,
|
||||
capacityCost: calculateEffectCapacityCost(effectId, 1, efficiencyBonus),
|
||||
}]);
|
||||
}
|
||||
};
|
||||
|
||||
// Remove effect from design
|
||||
const removeEffect = (effectId: string) => {
|
||||
const existing = selectedEffects.find(e => e.effectId === effectId);
|
||||
if (!existing) return;
|
||||
|
||||
if (existing.stacks > 1) {
|
||||
setSelectedEffects(selectedEffects.map(e =>
|
||||
e.effectId === effectId
|
||||
? { ...e, stacks: e.stacks - 1 }
|
||||
: e
|
||||
));
|
||||
} else {
|
||||
setSelectedEffects(selectedEffects.filter(e => e.effectId !== effectId));
|
||||
}
|
||||
};
|
||||
|
||||
// Create design
|
||||
const handleCreateDesign = () => {
|
||||
if (!designName || !selectedEquipmentType || selectedEffects.length === 0) return;
|
||||
|
||||
const success = startDesigningEnchantment(designName, selectedEquipmentType, selectedEffects);
|
||||
if (success) {
|
||||
// Reset form
|
||||
setDesignName('');
|
||||
setSelectedEquipmentType(null);
|
||||
setSelectedEffects([]);
|
||||
}
|
||||
};
|
||||
|
||||
// Complete design after progress
|
||||
const handleCompleteDesign = () => {
|
||||
if (!designProgress || !selectedEquipmentType) return;
|
||||
|
||||
const design: EnchantmentDesign = {
|
||||
id: designProgress.designId,
|
||||
name: designName || 'Untitled Design',
|
||||
equipmentType: selectedEquipmentType,
|
||||
effects: selectedEffects,
|
||||
totalCapacityUsed: designCapacityCost,
|
||||
designTime,
|
||||
created: Date.now(),
|
||||
};
|
||||
|
||||
saveDesign(design);
|
||||
setDesignName('');
|
||||
setSelectedEquipmentType(null);
|
||||
setSelectedEffects([]);
|
||||
};
|
||||
|
||||
// Get available effects for selected equipment type (only unlocked ones)
|
||||
const getAvailableEffects = () => {
|
||||
if (!selectedEquipmentType) return [];
|
||||
const type = EQUIPMENT_TYPES[selectedEquipmentType];
|
||||
if (!type) return [];
|
||||
|
||||
return Object.values(ENCHANTMENT_EFFECTS).filter(
|
||||
effect =>
|
||||
effect.allowedEquipmentCategories.includes(type.category) &&
|
||||
unlockedEffects.includes(effect.id)
|
||||
);
|
||||
};
|
||||
|
||||
// Render design stage
|
||||
const renderDesignStage = () => (
|
||||
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
|
||||
{/* Equipment Type Selection */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">1. Select Equipment Type</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{designProgress ? (
|
||||
<div className="space-y-3">
|
||||
<div className="text-sm text-gray-400">Designing for: {EQUIPMENT_TYPES[selectedEquipmentType || '']?.name}</div>
|
||||
<Progress value={(designProgress.progress / designProgress.required) * 100} className="h-3" />
|
||||
<div className="flex justify-between text-xs text-gray-400">
|
||||
<span>{designProgress.progress.toFixed(1)}h / {designProgress.required.toFixed(1)}h</span>
|
||||
<Button size="sm" variant="outline" onClick={cancelDesign}>Cancel</Button>
|
||||
</div>
|
||||
{designProgress.progress >= designProgress.required && (
|
||||
<Button onClick={handleCompleteDesign} className="w-full">Complete Design</Button>
|
||||
)}
|
||||
</div>
|
||||
) : (
|
||||
<ScrollArea className="h-64">
|
||||
<div className="grid grid-cols-2 gap-2">
|
||||
{Object.values(EQUIPMENT_TYPES).map(type => (
|
||||
<div
|
||||
key={type.id}
|
||||
className={`p-2 rounded border cursor-pointer transition-all ${
|
||||
selectedEquipmentType === type.id
|
||||
? 'border-amber-500 bg-amber-900/20'
|
||||
: 'border-gray-700 bg-gray-800/50 hover:border-gray-600'
|
||||
}`}
|
||||
onClick={() => setSelectedEquipmentType(type.id)}
|
||||
>
|
||||
<div className="text-sm font-semibold">{type.name}</div>
|
||||
<div className="text-xs text-gray-400">Cap: {type.baseCapacity}</div>
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Effect Selection */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">2. Select Effects</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{enchantingLevel < 1 ? (
|
||||
<div className="text-center text-gray-400 py-8">
|
||||
<Wand2 className="w-12 h-12 mx-auto mb-2 opacity-50" />
|
||||
<p>Learn Enchanting skill to design enchantments</p>
|
||||
</div>
|
||||
) : designProgress ? (
|
||||
<div className="space-y-2">
|
||||
<div className="text-sm text-gray-400">Design in progress...</div>
|
||||
{selectedEffects.map(eff => {
|
||||
const def = ENCHANTMENT_EFFECTS[eff.effectId];
|
||||
return (
|
||||
<div key={eff.effectId} className="flex justify-between text-sm">
|
||||
<span>{def?.name} x{eff.stacks}</span>
|
||||
<span className="text-gray-400">{eff.capacityCost} cap</span>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
) : !selectedEquipmentType ? (
|
||||
<div className="text-center text-gray-400 py-8">
|
||||
Select an equipment type first
|
||||
</div>
|
||||
) : (
|
||||
<>
|
||||
<ScrollArea className="h-48 mb-4">
|
||||
<div className="space-y-2">
|
||||
{getAvailableEffects().map(effect => {
|
||||
const selected = selectedEffects.find(e => e.effectId === effect.id);
|
||||
const cost = calculateEffectCapacityCost(effect.id, (selected?.stacks || 0) + 1, efficiencyBonus);
|
||||
|
||||
return (
|
||||
<div
|
||||
key={effect.id}
|
||||
className={`p-2 rounded border transition-all ${
|
||||
selected
|
||||
? 'border-purple-500 bg-purple-900/20'
|
||||
: 'border-gray-700 bg-gray-800/50'
|
||||
}`}
|
||||
>
|
||||
<div className="flex justify-between items-start">
|
||||
<div className="flex-1">
|
||||
<div className="text-sm font-semibold">{effect.name}</div>
|
||||
<div className="text-xs text-gray-400">{effect.description}</div>
|
||||
<div className="text-xs text-gray-500 mt-1">
|
||||
Cost: {effect.baseCapacityCost} cap | Max: {effect.maxStacks}
|
||||
</div>
|
||||
</div>
|
||||
<div className="flex gap-1">
|
||||
{selected && (
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
className="h-6 w-6 p-0"
|
||||
onClick={() => removeEffect(effect.id)}
|
||||
>
|
||||
<Minus className="w-3 h-3" />
|
||||
</Button>
|
||||
)}
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
className="h-6 w-6 p-0"
|
||||
onClick={() => addEffect(effect.id)}
|
||||
disabled={!selected && selectedEffects.length >= 5}
|
||||
>
|
||||
<Plus className="w-3 h-3" />
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
{selected && (
|
||||
<Badge variant="outline" className="mt-1 text-xs">
|
||||
{selected.stacks}/{effect.maxStacks}
|
||||
</Badge>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
|
||||
{/* Selected effects summary */}
|
||||
<Separator className="bg-gray-700 my-2" />
|
||||
<div className="space-y-2">
|
||||
<input
|
||||
type="text"
|
||||
placeholder="Design name..."
|
||||
value={designName}
|
||||
onChange={(e) => setDesignName(e.target.value)}
|
||||
className="w-full bg-gray-800 border border-gray-700 rounded px-3 py-2 text-sm"
|
||||
/>
|
||||
<div className="flex justify-between text-sm">
|
||||
<span>Total Capacity:</span>
|
||||
<span className={designCapacityCost > 100 ? 'text-red-400' : 'text-green-400'}>
|
||||
{designCapacityCost.toFixed(0)}
|
||||
</span>
|
||||
</div>
|
||||
<div className="flex justify-between text-sm text-gray-400">
|
||||
<span>Design Time:</span>
|
||||
<span>{designTime.toFixed(1)}h</span>
|
||||
</div>
|
||||
<Button
|
||||
className="w-full"
|
||||
disabled={!designName || selectedEffects.length === 0}
|
||||
onClick={handleCreateDesign}
|
||||
>
|
||||
Start Design ({designTime.toFixed(1)}h)
|
||||
</Button>
|
||||
</div>
|
||||
</>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Saved Designs */}
|
||||
<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Saved Designs ({enchantmentDesigns.length})</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{enchantmentDesigns.length === 0 ? (
|
||||
<div className="text-center text-gray-400 py-4">
|
||||
No saved designs yet
|
||||
</div>
|
||||
) : (
|
||||
<div className="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 gap-3">
|
||||
{enchantmentDesigns.map(design => (
|
||||
<div
|
||||
key={design.id}
|
||||
className={`p-3 rounded border ${
|
||||
selectedDesign === design.id
|
||||
? 'border-amber-500 bg-amber-900/20'
|
||||
: 'border-gray-700 bg-gray-800/50'
|
||||
}`}
|
||||
onClick={() => setSelectedDesign(design.id)}
|
||||
>
|
||||
<div className="flex justify-between items-start">
|
||||
<div>
|
||||
<div className="font-semibold">{design.name}</div>
|
||||
<div className="text-xs text-gray-400">
|
||||
{EQUIPMENT_TYPES[design.equipmentType]?.name}
|
||||
</div>
|
||||
</div>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="ghost"
|
||||
className="h-6 w-6 p-0 text-gray-400 hover:text-red-400"
|
||||
onClick={(e) => {
|
||||
e.stopPropagation();
|
||||
deleteDesign(design.id);
|
||||
}}
|
||||
>
|
||||
<Trash2 className="w-4 h-4" />
|
||||
</Button>
|
||||
</div>
|
||||
<div className="mt-2 text-xs text-gray-400">
|
||||
{design.effects.length} effects | {design.totalCapacityUsed} cap
|
||||
</div>
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
);
|
||||
|
||||
// Render prepare stage
|
||||
const renderPrepareStage = () => (
|
||||
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
|
||||
{/* Equipment Selection */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Select Equipment to Prepare</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{preparationProgress ? (
|
||||
<div className="space-y-3">
|
||||
<div className="text-sm text-gray-400">
|
||||
Preparing: {equipmentInstances[preparationProgress.equipmentInstanceId]?.name}
|
||||
</div>
|
||||
<Progress value={(preparationProgress.progress / preparationProgress.required) * 100} className="h-3" />
|
||||
<div className="flex justify-between text-xs text-gray-400">
|
||||
<span>{preparationProgress.progress.toFixed(1)}h / {preparationProgress.required.toFixed(1)}h</span>
|
||||
<span>Mana paid: {fmt(preparationProgress.manaCostPaid)}</span>
|
||||
</div>
|
||||
<Button size="sm" variant="outline" onClick={cancelPreparation}>Cancel</Button>
|
||||
</div>
|
||||
) : (
|
||||
<ScrollArea className="h-64">
|
||||
<div className="space-y-2">
|
||||
{equippedItems.map(({ slot, instance }) => (
|
||||
<div
|
||||
key={instance.instanceId}
|
||||
className={`p-3 rounded border cursor-pointer transition-all ${
|
||||
selectedEquipmentInstance === instance.instanceId
|
||||
? 'border-amber-500 bg-amber-900/20'
|
||||
: 'border-gray-700 bg-gray-800/50 hover:border-gray-600'
|
||||
}`}
|
||||
onClick={() => setSelectedEquipmentInstance(instance.instanceId)}
|
||||
>
|
||||
<div className="flex justify-between">
|
||||
<div>
|
||||
<div className="font-semibold">{instance.name}</div>
|
||||
<div className="text-xs text-gray-400">{SLOT_NAMES[slot]}</div>
|
||||
</div>
|
||||
<div className="text-right text-sm">
|
||||
<div className="text-green-400">{instance.usedCapacity}/{instance.totalCapacity} cap</div>
|
||||
<div className="text-xs text-gray-400">{instance.enchantments.length} enchants</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
))}
|
||||
{equippedItems.length === 0 && (
|
||||
<div className="text-center text-gray-400 py-4">No equipped items</div>
|
||||
)}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Preparation Details */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Preparation Details</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{!selectedEquipmentInstance ? (
|
||||
<div className="text-center text-gray-400 py-8">
|
||||
Select equipment to prepare
|
||||
</div>
|
||||
) : preparationProgress ? (
|
||||
<div className="text-gray-400">Preparation in progress...</div>
|
||||
) : (
|
||||
(() => {
|
||||
const instance = equipmentInstances[selectedEquipmentInstance];
|
||||
const prepTime = 2 + Math.floor(instance.totalCapacity / 50);
|
||||
const manaCost = instance.totalCapacity * 10;
|
||||
|
||||
return (
|
||||
<div className="space-y-4">
|
||||
<div className="text-lg font-semibold">{instance.name}</div>
|
||||
<Separator className="bg-gray-700" />
|
||||
<div className="space-y-2 text-sm">
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Capacity:</span>
|
||||
<span>{instance.usedCapacity}/{instance.totalCapacity}</span>
|
||||
</div>
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Prep Time:</span>
|
||||
<span>{prepTime}h</span>
|
||||
</div>
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Mana Cost:</span>
|
||||
<span className={rawMana < manaCost ? 'text-red-400' : 'text-green-400'}>
|
||||
{fmt(manaCost)}
|
||||
</span>
|
||||
</div>
|
||||
</div>
|
||||
<Button
|
||||
className="w-full"
|
||||
disabled={rawMana < manaCost}
|
||||
onClick={() => startPreparing(selectedEquipmentInstance)}
|
||||
>
|
||||
Start Preparation ({prepTime}h, {fmt(manaCost)} mana)
|
||||
</Button>
|
||||
</div>
|
||||
);
|
||||
})()
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
);
|
||||
|
||||
// Render apply stage
|
||||
const renderApplyStage = () => (
|
||||
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
|
||||
{/* Equipment & Design Selection */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Select Equipment & Design</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{applicationProgress ? (
|
||||
<div className="space-y-3">
|
||||
<div className="text-sm text-gray-400">
|
||||
Applying to: {equipmentInstances[applicationProgress.equipmentInstanceId]?.name}
|
||||
</div>
|
||||
<Progress value={(applicationProgress.progress / applicationProgress.required) * 100} className="h-3" />
|
||||
<div className="flex justify-between text-xs text-gray-400">
|
||||
<span>{applicationProgress.progress.toFixed(1)}h / {applicationProgress.required.toFixed(1)}h</span>
|
||||
<span>Mana spent: {fmt(applicationProgress.manaSpent)}</span>
|
||||
</div>
|
||||
<div className="flex gap-2">
|
||||
{applicationProgress.paused ? (
|
||||
<Button size="sm" onClick={resumeApplication}>Resume</Button>
|
||||
) : (
|
||||
<Button size="sm" variant="outline" onClick={pauseApplication}>Pause</Button>
|
||||
)}
|
||||
<Button size="sm" variant="outline" onClick={cancelApplication}>Cancel</Button>
|
||||
</div>
|
||||
</div>
|
||||
) : (
|
||||
<div className="space-y-4">
|
||||
<div>
|
||||
<div className="text-sm text-gray-400 mb-2">Equipment:</div>
|
||||
<ScrollArea className="h-32">
|
||||
<div className="space-y-1">
|
||||
{equippedItems.map(({ slot, instance }) => (
|
||||
<div
|
||||
key={instance.instanceId}
|
||||
className={`p-2 rounded border cursor-pointer text-sm ${
|
||||
selectedEquipmentInstance === instance.instanceId
|
||||
? 'border-amber-500 bg-amber-900/20'
|
||||
: 'border-gray-700 bg-gray-800/50'
|
||||
}`}
|
||||
onClick={() => setSelectedEquipmentInstance(instance.instanceId)}
|
||||
>
|
||||
{instance.name} ({instance.usedCapacity}/{instance.totalCapacity} cap)
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
</div>
|
||||
|
||||
<div>
|
||||
<div className="text-sm text-gray-400 mb-2">Design:</div>
|
||||
<ScrollArea className="h-32">
|
||||
<div className="space-y-1">
|
||||
{enchantmentDesigns.map(design => (
|
||||
<div
|
||||
key={design.id}
|
||||
className={`p-2 rounded border cursor-pointer text-sm ${
|
||||
selectedDesign === design.id
|
||||
? 'border-purple-500 bg-purple-900/20'
|
||||
: 'border-gray-700 bg-gray-800/50'
|
||||
}`}
|
||||
onClick={() => setSelectedDesign(design.id)}
|
||||
>
|
||||
{design.name} ({design.totalCapacityUsed} cap)
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Application Details */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Apply Enchantment</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{!selectedEquipmentInstance || !selectedDesign ? (
|
||||
<div className="text-center text-gray-400 py-8">
|
||||
Select equipment and a design
|
||||
</div>
|
||||
) : applicationProgress ? (
|
||||
<div className="text-gray-400">Application in progress...</div>
|
||||
) : (
|
||||
(() => {
|
||||
const instance = equipmentInstances[selectedEquipmentInstance];
|
||||
const design = enchantmentDesigns.find(d => d.id === selectedDesign);
|
||||
if (!design) return null;
|
||||
|
||||
const availableCap = instance.totalCapacity - instance.usedCapacity;
|
||||
const canFit = availableCap >= design.totalCapacityUsed;
|
||||
const applicationTime = 2 + design.effects.reduce((t, e) => t + e.stacks, 0);
|
||||
const manaPerHour = 20 + design.effects.reduce((t, e) => t + e.stacks * 5, 0);
|
||||
|
||||
return (
|
||||
<div className="space-y-4">
|
||||
<div className="text-lg font-semibold">{design.name}</div>
|
||||
<div className="text-sm text-gray-400">→ {instance.name}</div>
|
||||
<Separator className="bg-gray-700" />
|
||||
|
||||
<div className="space-y-2 text-sm">
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Required Capacity:</span>
|
||||
<span className={canFit ? 'text-green-400' : 'text-red-400'}>
|
||||
{design.totalCapacityUsed} / {availableCap} available
|
||||
</span>
|
||||
</div>
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Application Time:</span>
|
||||
<span>{applicationTime}h</span>
|
||||
</div>
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Mana per Hour:</span>
|
||||
<span>{manaPerHour}</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div className="text-sm text-gray-400">
|
||||
Effects:
|
||||
<ul className="list-disc list-inside">
|
||||
{design.effects.map(eff => (
|
||||
<li key={eff.effectId}>
|
||||
{ENCHANTMENT_EFFECTS[eff.effectId]?.name} x{eff.stacks}
|
||||
</li>
|
||||
))}
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<Button
|
||||
className="w-full"
|
||||
disabled={!canFit}
|
||||
onClick={() => startApplying(selectedEquipmentInstance, selectedDesign)}
|
||||
>
|
||||
Apply Enchantment
|
||||
</Button>
|
||||
</div>
|
||||
);
|
||||
})()
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Disenchant Section */}
|
||||
<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Disenchant Equipment</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 gap-2">
|
||||
{equippedItems
|
||||
.filter(({ instance }) => instance.enchantments.length > 0)
|
||||
.map(({ slot, instance }) => {
|
||||
const disenchantLevel = skills.disenchanting || 0;
|
||||
const recoveryRate = 0.1 + disenchantLevel * 0.2;
|
||||
const totalRecoverable = instance.enchantments.reduce(
|
||||
(sum, e) => sum + Math.floor(e.actualCost * recoveryRate),
|
||||
0
|
||||
);
|
||||
|
||||
return (
|
||||
<div key={instance.instanceId} className="p-3 rounded border border-gray-700 bg-gray-800/50">
|
||||
<div className="flex justify-between items-start">
|
||||
<div>
|
||||
<div className="font-semibold">{instance.name}</div>
|
||||
<div className="text-xs text-gray-400">{instance.enchantments.length} enchantments</div>
|
||||
</div>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => disenchantEquipment(instance.instanceId)}
|
||||
>
|
||||
<Trash2 className="w-4 h-4 mr-1" />
|
||||
Recover {fmt(totalRecoverable)}
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
{equippedItems.filter(({ instance }) => instance.enchantments.length > 0).length === 0 && (
|
||||
<div className="col-span-full text-center text-gray-400 py-4">
|
||||
No enchanted equipment to disenchant
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
);
|
||||
|
||||
// Render equipment crafting stage
|
||||
const renderCraftStage = () => (
|
||||
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
|
||||
{/* Blueprint Selection */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm flex items-center gap-2">
|
||||
<Anvil className="w-4 h-4" />
|
||||
Available Blueprints
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{equipmentCraftingProgress ? (
|
||||
<div className="space-y-3">
|
||||
<div className="text-sm text-gray-400">
|
||||
Crafting: {CRAFTING_RECIPES[equipmentCraftingProgress.blueprintId]?.name}
|
||||
</div>
|
||||
<Progress value={(equipmentCraftingProgress.progress / equipmentCraftingProgress.required) * 100} className="h-3" />
|
||||
<div className="flex justify-between text-xs text-gray-400">
|
||||
<span>{equipmentCraftingProgress.progress.toFixed(1)}h / {equipmentCraftingProgress.required.toFixed(1)}h</span>
|
||||
<span>Mana spent: {fmt(equipmentCraftingProgress.manaSpent)}</span>
|
||||
</div>
|
||||
<Button size="sm" variant="outline" onClick={cancelEquipmentCrafting}>Cancel</Button>
|
||||
</div>
|
||||
) : (
|
||||
<ScrollArea className="h-64">
|
||||
<div className="space-y-2">
|
||||
{lootInventory.blueprints.length === 0 ? (
|
||||
<div className="text-center text-gray-400 py-4">
|
||||
<Package className="w-12 h-12 mx-auto mb-2 opacity-50" />
|
||||
<p>No blueprints discovered yet.</p>
|
||||
<p className="text-xs mt-1">Defeat guardians to find blueprints!</p>
|
||||
</div>
|
||||
) : (
|
||||
lootInventory.blueprints.map(bpId => {
|
||||
const recipe = CRAFTING_RECIPES[bpId];
|
||||
if (!recipe) return null;
|
||||
|
||||
const { canCraft, missingMaterials, missingMana } = canCraftRecipe(
|
||||
recipe,
|
||||
lootInventory.materials,
|
||||
rawMana
|
||||
);
|
||||
|
||||
const rarityStyle = RARITY_COLORS[recipe.rarity];
|
||||
|
||||
return (
|
||||
<div
|
||||
key={bpId}
|
||||
className="p-3 rounded border bg-gray-800/50"
|
||||
style={{ borderColor: rarityStyle?.color }}
|
||||
>
|
||||
<div className="flex justify-between items-start mb-2">
|
||||
<div>
|
||||
<div className="font-semibold" style={{ color: rarityStyle?.color }}>
|
||||
{recipe.name}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400 capitalize">{recipe.rarity}</div>
|
||||
</div>
|
||||
<Badge variant="outline" className="text-xs">
|
||||
{EQUIPMENT_TYPES[recipe.equipmentTypeId]?.category}
|
||||
</Badge>
|
||||
</div>
|
||||
|
||||
<div className="text-xs text-gray-400 mb-2">{recipe.description}</div>
|
||||
|
||||
<Separator className="bg-gray-700 my-2" />
|
||||
|
||||
<div className="text-xs space-y-1">
|
||||
<div className="text-gray-500">Materials:</div>
|
||||
{Object.entries(recipe.materials).map(([matId, amount]) => {
|
||||
const available = lootInventory.materials[matId] || 0;
|
||||
const matDrop = LOOT_DROPS[matId];
|
||||
const hasEnough = available >= amount;
|
||||
|
||||
return (
|
||||
<div key={matId} className="flex justify-between">
|
||||
<span>{matDrop?.name || matId}</span>
|
||||
<span className={hasEnough ? 'text-green-400' : 'text-red-400'}>
|
||||
{available} / {amount}
|
||||
</span>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
|
||||
<div className="flex justify-between mt-2">
|
||||
<span>Mana Cost:</span>
|
||||
<span className={rawMana >= recipe.manaCost ? 'text-green-400' : 'text-red-400'}>
|
||||
{fmt(recipe.manaCost)}
|
||||
</span>
|
||||
</div>
|
||||
|
||||
<div className="flex justify-between">
|
||||
<span>Craft Time:</span>
|
||||
<span>{recipe.craftTime}h</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<Button
|
||||
className="w-full mt-3"
|
||||
size="sm"
|
||||
disabled={!canCraft || currentAction === 'craft'}
|
||||
onClick={() => startCraftingEquipment(bpId)}
|
||||
>
|
||||
{canCraft ? 'Craft Equipment' : 'Missing Resources'}
|
||||
</Button>
|
||||
</div>
|
||||
);
|
||||
})
|
||||
)}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Materials Inventory */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm flex items-center gap-2">
|
||||
<Package className="w-4 h-4" />
|
||||
Materials ({Object.values(lootInventory.materials).reduce((a, b) => a + b, 0)})
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<ScrollArea className="h-64">
|
||||
{Object.keys(lootInventory.materials).length === 0 ? (
|
||||
<div className="text-center text-gray-400 py-4">
|
||||
<Sparkles className="w-12 h-12 mx-auto mb-2 opacity-50" />
|
||||
<p>No materials collected yet.</p>
|
||||
<p className="text-xs mt-1">Defeat floors to gather materials!</p>
|
||||
</div>
|
||||
) : (
|
||||
<div className="grid grid-cols-2 gap-2">
|
||||
{Object.entries(lootInventory.materials).map(([matId, count]) => {
|
||||
if (count <= 0) return null;
|
||||
const drop = LOOT_DROPS[matId];
|
||||
if (!drop) return null;
|
||||
|
||||
const rarityStyle = RARITY_COLORS[drop.rarity];
|
||||
|
||||
return (
|
||||
<div
|
||||
key={matId}
|
||||
className="p-2 rounded border bg-gray-800/50 group relative"
|
||||
style={{ borderColor: rarityStyle?.color }}
|
||||
>
|
||||
<div className="flex items-start justify-between">
|
||||
<div>
|
||||
<div className="text-sm font-semibold" style={{ color: rarityStyle?.color }}>
|
||||
{drop.name}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400">x{count}</div>
|
||||
</div>
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="sm"
|
||||
className="h-5 w-5 p-0 opacity-0 group-hover:opacity-100 text-red-400 hover:text-red-300 hover:bg-red-900/20"
|
||||
onClick={() => deleteMaterial(matId, count)}
|
||||
>
|
||||
<Trash2 className="w-3 h-3" />
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
)}
|
||||
</ScrollArea>
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
);
|
||||
|
||||
return (
|
||||
<div className="space-y-4">
|
||||
{/* Stage Tabs */}
|
||||
<Tabs value={craftingStage} onValueChange={(v) => setCraftingStage(v as typeof craftingStage)}>
|
||||
<TabsList className="bg-gray-800/50">
|
||||
<TabsTrigger value="craft" className="data-[state=active]:bg-cyan-600">
|
||||
<Anvil className="w-4 h-4 mr-1" />
|
||||
Craft
|
||||
</TabsTrigger>
|
||||
<TabsTrigger value="design" className="data-[state=active]:bg-amber-600">
|
||||
<Scroll className="w-4 h-4 mr-1" />
|
||||
Design
|
||||
</TabsTrigger>
|
||||
<TabsTrigger value="prepare" className="data-[state=active]:bg-amber-600">
|
||||
<Hammer className="w-4 h-4 mr-1" />
|
||||
Prepare
|
||||
</TabsTrigger>
|
||||
<TabsTrigger value="apply" className="data-[state=active]:bg-amber-600">
|
||||
<Sparkles className="w-4 h-4 mr-1" />
|
||||
Apply
|
||||
</TabsTrigger>
|
||||
</TabsList>
|
||||
|
||||
<TabsContent value="craft" className="mt-4">
|
||||
{renderCraftStage()}
|
||||
</TabsContent>
|
||||
<TabsContent value="design" className="mt-4">
|
||||
{renderDesignStage()}
|
||||
</TabsContent>
|
||||
<TabsContent value="prepare" className="mt-4">
|
||||
{renderPrepareStage()}
|
||||
</TabsContent>
|
||||
<TabsContent value="apply" className="mt-4">
|
||||
{renderApplyStage()}
|
||||
</TabsContent>
|
||||
</Tabs>
|
||||
|
||||
{/* Current Activity Indicator */}
|
||||
{currentAction === 'craft' && equipmentCraftingProgress && (
|
||||
<Card className="bg-cyan-900/30 border-cyan-600">
|
||||
<CardContent className="py-3 flex items-center justify-between">
|
||||
<div className="flex items-center gap-2">
|
||||
<Anvil className="w-5 h-5 text-cyan-400" />
|
||||
<span>Crafting equipment...</span>
|
||||
</div>
|
||||
<div className="text-sm text-gray-400">
|
||||
{((equipmentCraftingProgress.progress / equipmentCraftingProgress.required) * 100).toFixed(0)}%
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
)}
|
||||
|
||||
{currentAction === 'design' && designProgress && (
|
||||
<Card className="bg-purple-900/30 border-purple-600">
|
||||
<CardContent className="py-3 flex items-center justify-between">
|
||||
<div className="flex items-center gap-2">
|
||||
<Scroll className="w-5 h-5 text-purple-400" />
|
||||
<span>Designing enchantment...</span>
|
||||
</div>
|
||||
<div className="text-sm text-gray-400">
|
||||
{((designProgress.progress / designProgress.required) * 100).toFixed(0)}%
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
)}
|
||||
|
||||
{currentAction === 'prepare' && preparationProgress && (
|
||||
<Card className="bg-blue-900/30 border-blue-600">
|
||||
<CardContent className="py-3 flex items-center justify-between">
|
||||
<div className="flex items-center gap-2">
|
||||
<Hammer className="w-5 h-5 text-blue-400" />
|
||||
<span>Preparing equipment...</span>
|
||||
</div>
|
||||
<div className="text-sm text-gray-400">
|
||||
{((preparationProgress.progress / preparationProgress.required) * 100).toFixed(0)}%
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
)}
|
||||
|
||||
{currentAction === 'enchant' && applicationProgress && (
|
||||
<Card className="bg-amber-900/30 border-amber-600">
|
||||
<CardContent className="py-3 flex items-center justify-between">
|
||||
<div className="flex items-center gap-2">
|
||||
<Sparkles className="w-5 h-5 text-amber-400" />
|
||||
<span>{applicationProgress.paused ? 'Enchantment paused' : 'Applying enchantment...'}</span>
|
||||
</div>
|
||||
<div className="flex items-center gap-2">
|
||||
<div className="text-sm text-gray-400">
|
||||
{((applicationProgress.progress / applicationProgress.required) * 100).toFixed(0)}%
|
||||
</div>
|
||||
{applicationProgress.paused ? (
|
||||
<Button size="sm" onClick={resumeApplication}>Resume</Button>
|
||||
) : (
|
||||
<Button size="sm" variant="outline" onClick={pauseApplication}>Pause</Button>
|
||||
)}
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
380
src/components/game/tabs/DebugTab.tsx
Executable file
380
src/components/game/tabs/DebugTab.tsx
Executable file
@@ -0,0 +1,380 @@
|
||||
'use client';
|
||||
|
||||
import { useState } from 'react';
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { Badge } from '@/components/ui/badge';
|
||||
import { Separator } from '@/components/ui/separator';
|
||||
import {
|
||||
RotateCcw, Bug, Plus, Minus, Lock, Unlock, Zap,
|
||||
Clock, Star, AlertTriangle, Sparkles, Settings
|
||||
} from 'lucide-react';
|
||||
import type { GameStore } from '@/lib/game/types';
|
||||
import { ATTUNEMENTS_DEF } from '@/lib/game/data/attunements';
|
||||
import { ELEMENTS } from '@/lib/game/constants';
|
||||
import { fmt } from '@/lib/game/store';
|
||||
|
||||
interface DebugTabProps {
|
||||
store: GameStore;
|
||||
}
|
||||
|
||||
export function DebugTab({ store }: DebugTabProps) {
|
||||
const [confirmReset, setConfirmReset] = useState(false);
|
||||
|
||||
const handleReset = () => {
|
||||
if (confirmReset) {
|
||||
store.resetGame();
|
||||
setConfirmReset(false);
|
||||
} else {
|
||||
setConfirmReset(true);
|
||||
setTimeout(() => setConfirmReset(false), 3000);
|
||||
}
|
||||
};
|
||||
|
||||
const handleAddMana = (amount: number) => {
|
||||
// Use gatherMana multiple times to add mana
|
||||
for (let i = 0; i < amount; i++) {
|
||||
store.gatherMana();
|
||||
}
|
||||
};
|
||||
|
||||
const handleUnlockAttunement = (id: string) => {
|
||||
// Debug action to unlock attunements
|
||||
if (store.debugUnlockAttunement) {
|
||||
store.debugUnlockAttunement(id);
|
||||
}
|
||||
};
|
||||
|
||||
const handleUnlockElement = (element: string) => {
|
||||
store.unlockElement(element);
|
||||
};
|
||||
|
||||
const handleAddElementalMana = (element: string, amount: number) => {
|
||||
const elem = store.elements[element];
|
||||
if (elem?.unlocked) {
|
||||
// Add directly to element pool - need to implement in store
|
||||
if (store.debugAddElementalMana) {
|
||||
store.debugAddElementalMana(element, amount);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
const handleSetTime = (day: number, hour: number) => {
|
||||
if (store.debugSetTime) {
|
||||
store.debugSetTime(day, hour);
|
||||
}
|
||||
};
|
||||
|
||||
const handleAddAttunementXP = (id: string, amount: number) => {
|
||||
if (store.debugAddAttunementXP) {
|
||||
store.debugAddAttunementXP(id, amount);
|
||||
}
|
||||
};
|
||||
|
||||
return (
|
||||
<div className="space-y-4">
|
||||
{/* Warning Banner */}
|
||||
<Card className="bg-amber-900/20 border-amber-600/50">
|
||||
<CardContent className="pt-4">
|
||||
<div className="flex items-center gap-2 text-amber-400">
|
||||
<AlertTriangle className="w-5 h-5" />
|
||||
<span className="font-semibold">Debug Mode</span>
|
||||
</div>
|
||||
<p className="text-sm text-amber-300/70 mt-1">
|
||||
These tools are for development and testing. Using them may break game balance or save data.
|
||||
</p>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
|
||||
{/* Game Reset */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-red-400 text-sm flex items-center gap-2">
|
||||
<RotateCcw className="w-4 h-4" />
|
||||
Game Reset
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-3">
|
||||
<p className="text-xs text-gray-400">
|
||||
Reset all game progress and start fresh. This cannot be undone.
|
||||
</p>
|
||||
<Button
|
||||
className={`w-full ${confirmReset ? 'bg-red-600 hover:bg-red-700' : 'bg-gray-700 hover:bg-gray-600'}`}
|
||||
onClick={handleReset}
|
||||
>
|
||||
{confirmReset ? (
|
||||
<>
|
||||
<AlertTriangle className="w-4 h-4 mr-2" />
|
||||
Click Again to Confirm Reset
|
||||
</>
|
||||
) : (
|
||||
<>
|
||||
<RotateCcw className="w-4 h-4 mr-2" />
|
||||
Reset Game
|
||||
</>
|
||||
)}
|
||||
</Button>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Mana Debug */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-blue-400 text-sm flex items-center gap-2">
|
||||
<Zap className="w-4 h-4" />
|
||||
Mana Debug
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-3">
|
||||
<div className="text-xs text-gray-400 mb-2">
|
||||
Current: {fmt(store.rawMana)} / {fmt(store.getMaxMana())}
|
||||
</div>
|
||||
<div className="flex gap-2 flex-wrap">
|
||||
<Button size="sm" variant="outline" onClick={() => handleAddMana(10)}>
|
||||
<Plus className="w-3 h-3 mr-1" /> +10
|
||||
</Button>
|
||||
<Button size="sm" variant="outline" onClick={() => handleAddMana(100)}>
|
||||
<Plus className="w-3 h-3 mr-1" /> +100
|
||||
</Button>
|
||||
<Button size="sm" variant="outline" onClick={() => handleAddMana(1000)}>
|
||||
<Plus className="w-3 h-3 mr-1" /> +1K
|
||||
</Button>
|
||||
<Button size="sm" variant="outline" onClick={() => handleAddMana(10000)}>
|
||||
<Plus className="w-3 h-3 mr-1" /> +10K
|
||||
</Button>
|
||||
</div>
|
||||
<Separator className="bg-gray-700" />
|
||||
<div className="text-xs text-gray-400">Fill to max:</div>
|
||||
<Button
|
||||
size="sm"
|
||||
className="w-full bg-blue-600 hover:bg-blue-700"
|
||||
onClick={() => {
|
||||
const max = store.getMaxMana();
|
||||
const current = store.rawMana;
|
||||
for (let i = 0; i < Math.floor(max - current); i++) {
|
||||
store.gatherMana();
|
||||
}
|
||||
}}
|
||||
>
|
||||
Fill Mana
|
||||
</Button>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Time Control */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm flex items-center gap-2">
|
||||
<Clock className="w-4 h-4" />
|
||||
Time Control
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-3">
|
||||
<div className="text-xs text-gray-400">
|
||||
Current: Day {store.day}, Hour {store.hour}
|
||||
</div>
|
||||
<div className="flex gap-2 flex-wrap">
|
||||
<Button size="sm" variant="outline" onClick={() => handleSetTime(1, 0)}>
|
||||
Day 1
|
||||
</Button>
|
||||
<Button size="sm" variant="outline" onClick={() => handleSetTime(10, 0)}>
|
||||
Day 10
|
||||
</Button>
|
||||
<Button size="sm" variant="outline" onClick={() => handleSetTime(20, 0)}>
|
||||
Day 20
|
||||
</Button>
|
||||
<Button size="sm" variant="outline" onClick={() => handleSetTime(30, 0)}>
|
||||
Day 30
|
||||
</Button>
|
||||
</div>
|
||||
<Separator className="bg-gray-700" />
|
||||
<div className="flex gap-2">
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => store.togglePause()}
|
||||
>
|
||||
{store.paused ? '▶ Resume' : '⏸ Pause'}
|
||||
</Button>
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Attunement Unlock */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-purple-400 text-sm flex items-center gap-2">
|
||||
<Sparkles className="w-4 h-4" />
|
||||
Attunements
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-3">
|
||||
{Object.entries(ATTUNEMENTS_DEF).map(([id, def]) => {
|
||||
const isActive = store.attunements?.[id]?.active;
|
||||
const level = store.attunements?.[id]?.level || 1;
|
||||
const xp = store.attunements?.[id]?.experience || 0;
|
||||
|
||||
return (
|
||||
<div key={id} className="flex items-center justify-between p-2 bg-gray-800/50 rounded">
|
||||
<div className="flex items-center gap-2">
|
||||
<span>{def.icon}</span>
|
||||
<div>
|
||||
<div className="text-sm font-medium">{def.name}</div>
|
||||
{isActive && (
|
||||
<div className="text-xs text-gray-400">Lv.{level} • {xp} XP</div>
|
||||
)}
|
||||
</div>
|
||||
</div>
|
||||
<div className="flex gap-1">
|
||||
{!isActive && (
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => handleUnlockAttunement(id)}
|
||||
>
|
||||
<Unlock className="w-3 h-3" />
|
||||
</Button>
|
||||
)}
|
||||
{isActive && (
|
||||
<>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => handleAddAttunementXP(id, 50)}
|
||||
>
|
||||
+50 XP
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => handleAddAttunementXP(id, 500)}
|
||||
>
|
||||
+500 XP
|
||||
</Button>
|
||||
</>
|
||||
)}
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Element Unlock */}
|
||||
<Card className="bg-gray-900/80 border-gray-700 md:col-span-2">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-green-400 text-sm flex items-center gap-2">
|
||||
<Star className="w-4 h-4" />
|
||||
Elemental Mana
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="grid grid-cols-3 sm:grid-cols-4 md:grid-cols-6 gap-2">
|
||||
{Object.entries(ELEMENTS).map(([id, def]) => {
|
||||
const elem = store.elements[id];
|
||||
const isUnlocked = elem?.unlocked;
|
||||
|
||||
return (
|
||||
<div
|
||||
key={id}
|
||||
className={`p-2 rounded border ${
|
||||
isUnlocked ? 'border-gray-600' : 'border-gray-800 opacity-60'
|
||||
}`}
|
||||
style={{
|
||||
borderColor: isUnlocked ? def.color : undefined
|
||||
}}
|
||||
>
|
||||
<div className="flex items-center justify-between mb-1">
|
||||
<span style={{ color: def.color }}>{def.sym}</span>
|
||||
{!isUnlocked && (
|
||||
<Button
|
||||
size="sm"
|
||||
variant="ghost"
|
||||
className="h-5 w-5 p-0"
|
||||
onClick={() => handleUnlockElement(id)}
|
||||
>
|
||||
<Lock className="w-3 h-3" />
|
||||
</Button>
|
||||
)}
|
||||
</div>
|
||||
<div className="text-xs" style={{ color: def.color }}>{def.name}</div>
|
||||
{isUnlocked && (
|
||||
<div className="text-xs text-gray-400 mt-1">
|
||||
{elem.current.toFixed(0)}/{elem.max}
|
||||
</div>
|
||||
)}
|
||||
{isUnlocked && (
|
||||
<Button
|
||||
size="sm"
|
||||
variant="ghost"
|
||||
className="h-5 w-full mt-1 text-xs"
|
||||
onClick={() => handleAddElementalMana(id, 100)}
|
||||
>
|
||||
+100
|
||||
</Button>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Skills Debug */}
|
||||
<Card className="bg-gray-900/80 border-gray-700 md:col-span-2">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-cyan-400 text-sm flex items-center gap-2">
|
||||
<Settings className="w-4 h-4" />
|
||||
Quick Actions
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="flex gap-2 flex-wrap">
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
// Unlock all base elements
|
||||
['fire', 'water', 'air', 'earth', 'light', 'dark', 'life', 'death'].forEach(e => {
|
||||
if (!store.elements[e]?.unlocked) {
|
||||
store.unlockElement(e);
|
||||
}
|
||||
});
|
||||
}}
|
||||
>
|
||||
Unlock All Base Elements
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
// Unlock utility elements
|
||||
['mental', 'transference', 'force'].forEach(e => {
|
||||
if (!store.elements[e]?.unlocked) {
|
||||
store.unlockElement(e);
|
||||
}
|
||||
});
|
||||
}}
|
||||
>
|
||||
Unlock Utility Elements
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
// Max floor
|
||||
if (store.debugSetFloor) {
|
||||
store.debugSetFloor(100);
|
||||
}
|
||||
}}
|
||||
>
|
||||
Skip to Floor 100
|
||||
</Button>
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
393
src/components/game/tabs/EquipmentTab.tsx
Executable file
393
src/components/game/tabs/EquipmentTab.tsx
Executable file
@@ -0,0 +1,393 @@
|
||||
'use client';
|
||||
|
||||
import { useState } from 'react';
|
||||
import {
|
||||
EQUIPMENT_TYPES,
|
||||
EQUIPMENT_SLOTS,
|
||||
getEquipmentBySlot,
|
||||
type EquipmentSlot,
|
||||
type EquipmentType,
|
||||
} from '@/lib/game/data/equipment';
|
||||
import { ENCHANTMENT_EFFECTS } from '@/lib/game/data/enchantment-effects';
|
||||
import { fmt } from '@/lib/game/store';
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
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 type { GameStore, EquipmentInstance } from '@/lib/game/types';
|
||||
|
||||
export interface EquipmentTabProps {
|
||||
store: GameStore;
|
||||
}
|
||||
|
||||
// Slot display names
|
||||
const SLOT_NAMES: Record<EquipmentSlot, string> = {
|
||||
mainHand: 'Main Hand',
|
||||
offHand: 'Off Hand',
|
||||
head: 'Head',
|
||||
body: 'Body',
|
||||
hands: 'Hands',
|
||||
feet: 'Feet',
|
||||
accessory1: 'Accessory 1',
|
||||
accessory2: 'Accessory 2',
|
||||
};
|
||||
|
||||
// Slot icons
|
||||
const SLOT_ICONS: Record<EquipmentSlot, string> = {
|
||||
mainHand: '⚔️',
|
||||
offHand: '🛡️',
|
||||
head: '🎩',
|
||||
body: '👕',
|
||||
hands: '🧤',
|
||||
feet: '👢',
|
||||
accessory1: '💍',
|
||||
accessory2: '📿',
|
||||
};
|
||||
|
||||
// Rarity colors
|
||||
const RARITY_COLORS: Record<string, string> = {
|
||||
common: 'border-gray-500 bg-gray-800/30',
|
||||
uncommon: 'border-green-500 bg-green-900/20',
|
||||
rare: 'border-blue-500 bg-blue-900/20',
|
||||
epic: 'border-purple-500 bg-purple-900/20',
|
||||
legendary: 'border-amber-500 bg-amber-900/20',
|
||||
mythic: 'border-red-500 bg-red-900/20',
|
||||
};
|
||||
|
||||
const RARITY_TEXT_COLORS: Record<string, string> = {
|
||||
common: 'text-gray-300',
|
||||
uncommon: 'text-green-400',
|
||||
rare: 'text-blue-400',
|
||||
epic: 'text-purple-400',
|
||||
legendary: 'text-amber-400',
|
||||
mythic: 'text-red-400',
|
||||
};
|
||||
|
||||
export function EquipmentTab({ store }: EquipmentTabProps) {
|
||||
const [selectedSlot, setSelectedSlot] = useState<EquipmentSlot | null>(null);
|
||||
|
||||
// Get unequipped items
|
||||
const equippedIds = new Set(Object.values(store.equippedInstances).filter(Boolean));
|
||||
const unequippedItems = Object.values(store.equipmentInstances).filter(
|
||||
(inst) => !equippedIds.has(inst.instanceId)
|
||||
);
|
||||
|
||||
// Equip an item to a slot
|
||||
const handleEquip = (instanceId: string, slot: EquipmentSlot) => {
|
||||
store.equipItem(instanceId, slot);
|
||||
setSelectedSlot(null);
|
||||
};
|
||||
|
||||
// Unequip from a slot
|
||||
const handleUnequip = (slot: EquipmentSlot) => {
|
||||
store.unequipItem(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));
|
||||
};
|
||||
|
||||
// Get all items that can go in a slot (including accessories that can go in either accessory slot)
|
||||
const getItemsForSlot = (slot: EquipmentSlot): EquipmentInstance[] => {
|
||||
if (slot === 'accessory1' || slot === 'accessory2') {
|
||||
// Accessories can go in either slot
|
||||
const accessoryTypes = EQUIPMENT_TYPES;
|
||||
const accessoryTypeIds = Object.values(accessoryTypes)
|
||||
.filter((t) => t.category === 'accessory')
|
||||
.map((t) => t.id);
|
||||
|
||||
return unequippedItems.filter((inst) => accessoryTypeIds.includes(inst.typeId));
|
||||
}
|
||||
return getEquippableItems(slot);
|
||||
};
|
||||
|
||||
return (
|
||||
<div className="space-y-4">
|
||||
{/* Equipment Slots */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 game-panel-title text-xs">
|
||||
Equipped Gear
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="grid grid-cols-1 sm:grid-cols-2 lg:grid-cols-4 gap-3">
|
||||
{EQUIPMENT_SLOTS.map((slot) => {
|
||||
const instanceId = store.equippedInstances[slot];
|
||||
const instance = instanceId ? store.equipmentInstances[instanceId] : null;
|
||||
const equipmentType = instance ? EQUIPMENT_TYPES[instance.typeId] : null;
|
||||
|
||||
return (
|
||||
<div
|
||||
key={slot}
|
||||
className={`p-3 rounded border ${
|
||||
instance
|
||||
? RARITY_COLORS[instance.rarity]
|
||||
: 'border-gray-700 bg-gray-800/30'
|
||||
}`}
|
||||
>
|
||||
<div className="flex items-center justify-between mb-2">
|
||||
<div className="flex items-center gap-2">
|
||||
<span>{SLOT_ICONS[slot]}</span>
|
||||
<span className="text-sm font-semibold text-gray-300">
|
||||
{SLOT_NAMES[slot]}
|
||||
</span>
|
||||
</div>
|
||||
{instance && (
|
||||
<Button
|
||||
size="sm"
|
||||
variant="ghost"
|
||||
className="h-6 text-xs text-red-400 hover:text-red-300 hover:bg-red-900/20"
|
||||
onClick={() => handleUnequip(slot)}
|
||||
>
|
||||
✕
|
||||
</Button>
|
||||
)}
|
||||
</div>
|
||||
|
||||
{instance ? (
|
||||
<div className="space-y-1">
|
||||
<div className={`font-semibold text-sm ${RARITY_TEXT_COLORS[instance.rarity]}`}>
|
||||
{instance.name}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400">
|
||||
Capacity: {instance.usedCapacity}/{instance.totalCapacity}
|
||||
</div>
|
||||
{instance.enchantments.length > 0 && (
|
||||
<div className="flex flex-wrap gap-1 mt-1">
|
||||
{instance.enchantments.map((ench, i) => {
|
||||
const effect = ENCHANTMENT_EFFECTS[ench.effectId];
|
||||
return (
|
||||
<TooltipProvider key={i}>
|
||||
<Tooltip>
|
||||
<TooltipTrigger asChild>
|
||||
<Badge
|
||||
variant="outline"
|
||||
className="text-xs cursor-help"
|
||||
>
|
||||
{effect?.name || ench.effectId}
|
||||
{ench.stacks > 1 && ` x${ench.stacks}`}
|
||||
</Badge>
|
||||
</TooltipTrigger>
|
||||
<TooltipContent>
|
||||
<p>{effect?.description || 'Unknown effect'}</p>
|
||||
<p className="text-gray-400 text-xs">
|
||||
Category: {effect?.category || 'unknown'}
|
||||
</p>
|
||||
</TooltipContent>
|
||||
</Tooltip>
|
||||
</TooltipProvider>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
) : (
|
||||
<div className="text-sm text-gray-500 italic">
|
||||
Empty
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Inventory */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 game-panel-title text-xs">
|
||||
Equipment Inventory ({unequippedItems.length} items)
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{unequippedItems.length === 0 ? (
|
||||
<div className="text-gray-500 text-sm text-center py-4">
|
||||
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 (
|
||||
<div
|
||||
key={instance.instanceId}
|
||||
className={`p-3 rounded border ${RARITY_COLORS[instance.rarity]}`}
|
||||
>
|
||||
<div className="flex items-start justify-between mb-2">
|
||||
<div>
|
||||
<div className={`font-semibold text-sm ${RARITY_TEXT_COLORS[instance.rarity]}`}>
|
||||
{instance.name}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400">
|
||||
{equipmentType?.description}
|
||||
</div>
|
||||
</div>
|
||||
<Badge variant="outline" className="text-xs">
|
||||
{equipmentType?.category || 'unknown'}
|
||||
</Badge>
|
||||
</div>
|
||||
|
||||
<div className="text-xs text-gray-400 space-y-1 mb-2">
|
||||
<div>
|
||||
Capacity: {instance.usedCapacity}/{instance.totalCapacity}
|
||||
{instance.quality < 100 && (
|
||||
<span className="text-yellow-500 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"
|
||||
>
|
||||
{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">
|
||||
<SelectValue placeholder="Equip to..." />
|
||||
</SelectTrigger>
|
||||
<SelectContent>
|
||||
{validSlots.map((slot) => (
|
||||
<SelectItem
|
||||
key={slot}
|
||||
value={slot}
|
||||
className="text-xs"
|
||||
>
|
||||
{SLOT_ICONS[slot]} {SLOT_NAMES[slot]}
|
||||
</SelectItem>
|
||||
))}
|
||||
</SelectContent>
|
||||
</Select>
|
||||
|
||||
<TooltipProvider>
|
||||
<Tooltip>
|
||||
<TooltipTrigger asChild>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="ghost"
|
||||
className="h-8 text-xs text-red-400 hover:text-red-300 hover:bg-red-900/20"
|
||||
onClick={() => store.deleteEquipmentInstance(instance.instanceId)}
|
||||
>
|
||||
🗑️
|
||||
</Button>
|
||||
</TooltipTrigger>
|
||||
<TooltipContent>
|
||||
<p>Delete this item</p>
|
||||
</TooltipContent>
|
||||
</Tooltip>
|
||||
</TooltipProvider>
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Equipment Stats Summary */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 game-panel-title text-xs">
|
||||
Equipment Stats Summary
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="grid grid-cols-2 sm:grid-cols-4 gap-3">
|
||||
<div className="p-3 bg-gray-800/50 rounded text-center">
|
||||
<div className="text-2xl font-bold text-amber-400 game-mono">
|
||||
{Object.values(store.equipmentInstances).length}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400">Total Items</div>
|
||||
</div>
|
||||
<div className="p-3 bg-gray-800/50 rounded text-center">
|
||||
<div className="text-2xl font-bold text-green-400 game-mono">
|
||||
{equippedIds.size}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400">Equipped</div>
|
||||
</div>
|
||||
<div className="p-3 bg-gray-800/50 rounded text-center">
|
||||
<div className="text-2xl font-bold text-blue-400 game-mono">
|
||||
{unequippedItems.length}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400">In Inventory</div>
|
||||
</div>
|
||||
<div className="p-3 bg-gray-800/50 rounded text-center">
|
||||
<div className="text-2xl font-bold text-purple-400 game-mono">
|
||||
{Object.values(store.equipmentInstances).reduce(
|
||||
(sum, inst) => sum + inst.enchantments.length,
|
||||
0
|
||||
)}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400">Total Enchantments</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Active Effects from Equipment */}
|
||||
<div className="mt-4">
|
||||
<div className="text-sm text-gray-400 mb-2">Active Effects from Equipment:</div>
|
||||
<div className="flex flex-wrap gap-2">
|
||||
{(() => {
|
||||
const effects = store.getEquipmentEffects();
|
||||
const effectEntries = Object.entries(effects).filter(([, v]) => v > 0);
|
||||
|
||||
if (effectEntries.length === 0) {
|
||||
return <span className="text-gray-500 text-sm">No active effects</span>;
|
||||
}
|
||||
|
||||
return effectEntries.map(([stat, value]) => (
|
||||
<Badge key={stat} variant="outline" className="text-xs">
|
||||
{stat}: +{fmt(value)}
|
||||
</Badge>
|
||||
));
|
||||
})()}
|
||||
</div>
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
116
src/components/game/tabs/LabTab.tsx
Executable file
116
src/components/game/tabs/LabTab.tsx
Executable file
@@ -0,0 +1,116 @@
|
||||
'use client';
|
||||
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { ELEMENTS } from '@/lib/game/constants';
|
||||
|
||||
interface LabTabProps {
|
||||
store: {
|
||||
rawMana: number;
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>;
|
||||
skills: Record<string, number>;
|
||||
craftComposite: (target: string) => void;
|
||||
};
|
||||
}
|
||||
|
||||
export function LabTab({ store }: LabTabProps) {
|
||||
// Render elemental mana grid
|
||||
const renderElementsGrid = () => (
|
||||
<div className="grid grid-cols-3 sm:grid-cols-4 md:grid-cols-6 lg:grid-cols-8 gap-2">
|
||||
{Object.entries(store.elements)
|
||||
.filter(([, state]) => state.unlocked)
|
||||
.map(([id, state]) => {
|
||||
const def = ELEMENTS[id];
|
||||
return (
|
||||
<div
|
||||
key={id}
|
||||
className="p-2 rounded border border-gray-700 bg-gray-800/50"
|
||||
>
|
||||
<div className="text-lg text-center">{def?.sym}</div>
|
||||
<div className="text-xs font-semibold text-center" style={{ color: def?.color }}>{def?.name}</div>
|
||||
<div className="text-xs text-gray-400 game-mono text-center">{state.current}/{state.max}</div>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
);
|
||||
|
||||
// Render composite crafting
|
||||
const renderCompositeCrafting = () => {
|
||||
const compositeElements = Object.entries(ELEMENTS)
|
||||
.filter(([, def]) => def.recipe)
|
||||
.filter(([id]) => store.elements[id]?.unlocked);
|
||||
|
||||
if (compositeElements.length === 0) return null;
|
||||
|
||||
return (
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Composite Crafting</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="space-y-2">
|
||||
{compositeElements.map(([id, def]) => {
|
||||
const recipe = def.recipe || [];
|
||||
const canCraft = recipe.every(r => (store.elements[r]?.current || 0) >= 1);
|
||||
const craftBonus = 1 + (store.skills.elemCrafting || 0) * 0.25;
|
||||
const output = Math.floor(craftBonus);
|
||||
|
||||
return (
|
||||
<div key={id} className="p-2 rounded border border-gray-700 bg-gray-800/50 flex items-center justify-between">
|
||||
<div className="flex items-center gap-2">
|
||||
<span className="text-lg">{def.sym}</span>
|
||||
<span className="text-sm" style={{ color: def.color }}>{def.name}</span>
|
||||
<span className="text-xs text-gray-500">
|
||||
({recipe.map(r => ELEMENTS[r]?.sym).join(' + ')})
|
||||
</span>
|
||||
</div>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
disabled={!canCraft}
|
||||
onClick={() => store.craftComposite(id)}
|
||||
>
|
||||
Craft ({output})
|
||||
</Button>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
};
|
||||
|
||||
// Check if there are any unlocked elements
|
||||
const hasUnlockedElements = Object.values(store.elements).some(e => e.unlocked);
|
||||
|
||||
if (!hasUnlockedElements) {
|
||||
return (
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardContent className="pt-6">
|
||||
<div className="text-center text-gray-500">
|
||||
No elemental mana available. Elements are unlocked through gameplay.
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
}
|
||||
|
||||
return (
|
||||
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
|
||||
{/* Elemental Mana Display */}
|
||||
<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Elemental Mana</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{renderElementsGrid()}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Composite Crafting */}
|
||||
{renderCompositeCrafting()}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
369
src/components/game/tabs/SkillsTab.tsx
Executable file
369
src/components/game/tabs/SkillsTab.tsx
Executable file
@@ -0,0 +1,369 @@
|
||||
'use client';
|
||||
|
||||
import { useState } from 'react';
|
||||
import { SKILLS_DEF, SKILL_CATEGORIES, getStudySpeedMultiplier, getStudyCostMultiplier } from '@/lib/game/constants';
|
||||
import { SKILL_EVOLUTION_PATHS, getUpgradesForSkillAtMilestone, getNextTierSkill, getTierMultiplier } from '@/lib/game/skill-evolution';
|
||||
import { getUnifiedEffects, hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/effects';
|
||||
import { getAvailableSkillCategories } from '@/lib/game/data/attunements';
|
||||
import { fmt, fmtDec } from '@/lib/game/store';
|
||||
import { formatStudyTime } from '@/lib/game/formatting';
|
||||
import type { SkillUpgradeChoice, GameStore } from '@/lib/game/types';
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { Badge } from '@/components/ui/badge';
|
||||
import { Tooltip, TooltipContent, TooltipProvider, TooltipTrigger } from '@/components/ui/tooltip';
|
||||
import { StudyProgress } from './StudyProgress';
|
||||
import { UpgradeDialog } from './UpgradeDialog';
|
||||
import { ChevronDown, ChevronRight } from 'lucide-react';
|
||||
|
||||
export interface SkillsTabProps {
|
||||
store: GameStore;
|
||||
}
|
||||
|
||||
// Check if skill has milestone available
|
||||
function hasMilestoneUpgrade(
|
||||
skillId: string,
|
||||
level: number,
|
||||
skillTiers: Record<string, number>,
|
||||
skillUpgrades: Record<string, string[]>
|
||||
): { milestone: 5 | 10; hasUpgrades: boolean; selectedCount: number } | null {
|
||||
const baseSkillId = skillId.includes('_t') ? skillId.split('_t')[0] : skillId;
|
||||
const path = SKILL_EVOLUTION_PATHS[baseSkillId];
|
||||
if (!path) return null;
|
||||
|
||||
// Check level 5 milestone
|
||||
if (level >= 5) {
|
||||
const upgrades5 = getUpgradesForSkillAtMilestone(skillId, 5, skillTiers);
|
||||
const selected5 = (skillUpgrades[skillId] || []).filter(id => id.includes('_l5'));
|
||||
if (upgrades5.length > 0 && selected5.length < 2) {
|
||||
return { milestone: 5, hasUpgrades: true, selectedCount: selected5.length };
|
||||
}
|
||||
}
|
||||
|
||||
// Check level 10 milestone
|
||||
if (level >= 10) {
|
||||
const upgrades10 = getUpgradesForSkillAtMilestone(skillId, 10, skillTiers);
|
||||
const selected10 = (skillUpgrades[skillId] || []).filter(id => id.includes('_l10'));
|
||||
if (upgrades10.length > 0 && selected10.length < 2) {
|
||||
return { milestone: 10, hasUpgrades: true, selectedCount: selected10.length };
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
export function SkillsTab({ store }: SkillsTabProps) {
|
||||
const [upgradeDialogSkill, setUpgradeDialogSkill] = useState<string | null>(null);
|
||||
const [upgradeDialogMilestone, setUpgradeDialogMilestone] = useState<5 | 10>(5);
|
||||
const [pendingUpgradeSelections, setPendingUpgradeSelections] = useState<string[]>([]);
|
||||
const [collapsedCategories, setCollapsedCategories] = useState<Set<string>>(new Set());
|
||||
|
||||
const studySpeedMult = getStudySpeedMultiplier(store.skills);
|
||||
const upgradeEffects = getUnifiedEffects(store);
|
||||
|
||||
// Toggle category collapse
|
||||
const toggleCategory = (categoryId: string) => {
|
||||
setCollapsedCategories(prev => {
|
||||
const newSet = new Set(prev);
|
||||
if (newSet.has(categoryId)) {
|
||||
newSet.delete(categoryId);
|
||||
} else {
|
||||
newSet.add(categoryId);
|
||||
}
|
||||
return newSet;
|
||||
});
|
||||
};
|
||||
|
||||
// Get upgrade choices for dialog
|
||||
const getUpgradeChoices = () => {
|
||||
if (!upgradeDialogSkill) return { available: [] as SkillUpgradeChoice[], selected: [] as string[] };
|
||||
return store.getSkillUpgradeChoices(upgradeDialogSkill, upgradeDialogMilestone);
|
||||
};
|
||||
|
||||
const { available, selected: alreadySelected } = getUpgradeChoices();
|
||||
|
||||
// Toggle selection
|
||||
const toggleUpgrade = (upgradeId: string) => {
|
||||
const currentSelections = pendingUpgradeSelections.length > 0 ? pendingUpgradeSelections : alreadySelected;
|
||||
if (currentSelections.includes(upgradeId)) {
|
||||
setPendingUpgradeSelections(currentSelections.filter(id => id !== upgradeId));
|
||||
} else if (currentSelections.length < 2) {
|
||||
setPendingUpgradeSelections([...currentSelections, upgradeId]);
|
||||
}
|
||||
};
|
||||
|
||||
// Commit selections and close
|
||||
const handleConfirm = () => {
|
||||
const currentSelections = pendingUpgradeSelections.length > 0 ? pendingUpgradeSelections : alreadySelected;
|
||||
if (currentSelections.length === 2 && upgradeDialogSkill) {
|
||||
store.commitSkillUpgrades(upgradeDialogSkill, currentSelections);
|
||||
}
|
||||
setPendingUpgradeSelections([]);
|
||||
setUpgradeDialogSkill(null);
|
||||
};
|
||||
|
||||
// Cancel and close
|
||||
const handleCancel = () => {
|
||||
setPendingUpgradeSelections([]);
|
||||
setUpgradeDialogSkill(null);
|
||||
};
|
||||
|
||||
return (
|
||||
<div className="space-y-4">
|
||||
{/* Upgrade Selection Dialog */}
|
||||
<UpgradeDialog
|
||||
open={!!upgradeDialogSkill}
|
||||
skillId={upgradeDialogSkill}
|
||||
milestone={upgradeDialogMilestone}
|
||||
pendingSelections={pendingUpgradeSelections}
|
||||
available={available}
|
||||
alreadySelected={alreadySelected}
|
||||
onToggle={toggleUpgrade}
|
||||
onConfirm={handleConfirm}
|
||||
onCancel={handleCancel}
|
||||
onOpenChange={(open) => {
|
||||
if (!open) {
|
||||
setPendingUpgradeSelections([]);
|
||||
setUpgradeDialogSkill(null);
|
||||
}
|
||||
}}
|
||||
/>
|
||||
|
||||
{/* Current Study Progress */}
|
||||
{store.currentStudyTarget && store.currentStudyTarget.type === 'skill' && (
|
||||
<Card className="bg-gray-900/80 border-purple-600/50">
|
||||
<CardContent className="pt-4">
|
||||
<StudyProgress
|
||||
currentStudyTarget={store.currentStudyTarget}
|
||||
skills={store.skills}
|
||||
studySpeedMult={studySpeedMult}
|
||||
cancelStudy={store.cancelStudy}
|
||||
/>
|
||||
</CardContent>
|
||||
</Card>
|
||||
)}
|
||||
|
||||
{/* Get available skill categories based on attunements */}
|
||||
{(() => {
|
||||
const availableCategories = getAvailableSkillCategories(store.attunements || {});
|
||||
|
||||
return SKILL_CATEGORIES
|
||||
.filter(cat => availableCategories.includes(cat.id))
|
||||
.map((cat) => {
|
||||
const skillsInCat = Object.entries(SKILLS_DEF).filter(([, def]) => def.cat === cat.id);
|
||||
if (skillsInCat.length === 0) return null;
|
||||
|
||||
const isCollapsed = collapsedCategories.has(cat.id);
|
||||
|
||||
return (
|
||||
<Card key={cat.id} className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2 cursor-pointer" onClick={() => toggleCategory(cat.id)}>
|
||||
<CardTitle className="text-amber-400 game-panel-title text-xs flex items-center justify-between">
|
||||
<span>{cat.icon} {cat.name}</span>
|
||||
<div className="flex items-center gap-2">
|
||||
<Badge variant="outline" className="text-xs">{skillsInCat.length} skills</Badge>
|
||||
{isCollapsed ? <ChevronRight className="w-4 h-4" /> : <ChevronDown className="w-4 h-4" />}
|
||||
</div>
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
{!isCollapsed && (
|
||||
<CardContent>
|
||||
<div className="space-y-2">
|
||||
{skillsInCat.map(([id, def]) => {
|
||||
// Get tier info
|
||||
const currentTier = store.skillTiers?.[id] || 1;
|
||||
const tieredSkillId = currentTier > 1 ? `${id}_t${currentTier}` : id;
|
||||
const tierMultiplier = getTierMultiplier(tieredSkillId);
|
||||
|
||||
// Get the actual level from the tiered skill
|
||||
const level = store.skills[tieredSkillId] || store.skills[id] || 0;
|
||||
const maxed = level >= def.max;
|
||||
|
||||
// Check if studying this skill
|
||||
const isStudying = (store.currentStudyTarget?.id === id || store.currentStudyTarget?.id === tieredSkillId) && store.currentStudyTarget?.type === 'skill';
|
||||
|
||||
// Get tier name for display
|
||||
const tierDef = SKILL_EVOLUTION_PATHS[id]?.tiers.find(t => t.tier === currentTier);
|
||||
const skillDisplayName = tierDef?.name || def.name;
|
||||
|
||||
// Check prerequisites
|
||||
let prereqMet = true;
|
||||
if (def.req) {
|
||||
for (const [r, rl] of Object.entries(def.req)) {
|
||||
if ((store.skills[r] || 0) < rl) {
|
||||
prereqMet = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Apply skill modifiers
|
||||
const costMult = getStudyCostMultiplier(store.skills);
|
||||
const speedMult = getStudySpeedMultiplier(store.skills);
|
||||
const studyEffects = getUnifiedEffects(store);
|
||||
const effectiveSpeedMult = speedMult * studyEffects.studySpeedMultiplier;
|
||||
|
||||
// Study time scales with tier
|
||||
const tierStudyTime = def.studyTime * currentTier;
|
||||
const effectiveStudyTime = tierStudyTime / effectiveSpeedMult;
|
||||
|
||||
// Cost scales with tier
|
||||
const baseCost = def.base * (level + 1) * currentTier;
|
||||
const cost = Math.floor(baseCost * costMult);
|
||||
|
||||
// Can start studying?
|
||||
const canStudy = !maxed && prereqMet && store.rawMana >= cost && !isStudying;
|
||||
|
||||
// Check for milestone upgrades
|
||||
const milestoneInfo = hasMilestoneUpgrade(tieredSkillId, level, store.skillTiers || {}, store.skillUpgrades);
|
||||
|
||||
// Check for tier up
|
||||
const nextTierSkill = getNextTierSkill(tieredSkillId);
|
||||
const canTierUp = maxed && nextTierSkill;
|
||||
|
||||
// Get selected upgrades
|
||||
const selectedUpgrades = store.skillUpgrades[tieredSkillId] || [];
|
||||
const selectedL5 = selectedUpgrades.filter(u => u.includes('_l5'));
|
||||
const selectedL10 = selectedUpgrades.filter(u => u.includes('_l10'));
|
||||
|
||||
return (
|
||||
<div
|
||||
key={id}
|
||||
className={`flex flex-col sm:flex-row sm:items-center justify-between p-3 rounded border gap-2 ${
|
||||
isStudying ? 'border-purple-500 bg-purple-900/20' :
|
||||
milestoneInfo ? 'border-amber-500/50 bg-amber-900/10' :
|
||||
'border-gray-700 bg-gray-800/30'
|
||||
}`}
|
||||
>
|
||||
<div className="flex-1 min-w-0">
|
||||
<div className="flex items-center gap-2 flex-wrap">
|
||||
<span className="font-semibold text-sm">{skillDisplayName}</span>
|
||||
{currentTier > 1 && (
|
||||
<Badge className="bg-purple-600/50 text-purple-200 text-xs">Tier {currentTier} ({fmtDec(tierMultiplier, 0)}x)</Badge>
|
||||
)}
|
||||
{level > 0 && <span className="text-purple-400 text-sm">Lv.{level}</span>}
|
||||
{selectedUpgrades.length > 0 && (
|
||||
<div className="flex gap-1">
|
||||
{selectedL5.length > 0 && (
|
||||
<Badge className="bg-amber-700/50 text-amber-200 text-xs">L5: {selectedL5.length}</Badge>
|
||||
)}
|
||||
{selectedL10.length > 0 && (
|
||||
<Badge className="bg-purple-700/50 text-purple-200 text-xs">L10: {selectedL10.length}</Badge>
|
||||
)}
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400 italic">{def.desc}{currentTier > 1 && ` (Tier ${currentTier}: ${fmtDec(tierMultiplier, 0)}x effect)`}</div>
|
||||
{!prereqMet && def.req && (
|
||||
<div className="text-xs text-red-400 mt-1">
|
||||
Requires: {Object.entries(def.req).map(([r, rl]) => `${SKILLS_DEF[r]?.name} Lv.${rl}`).join(', ')}
|
||||
</div>
|
||||
)}
|
||||
<div className="text-xs text-gray-500 mt-1">
|
||||
<span className={effectiveSpeedMult > 1 ? 'text-green-400' : ''}>
|
||||
Study: {formatStudyTime(effectiveStudyTime)}{effectiveSpeedMult > 1 && <span className="text-xs ml-1">({Math.round(effectiveSpeedMult * 100)}% speed)</span>}
|
||||
</span>
|
||||
{' • '}
|
||||
<span className={costMult < 1 ? 'text-green-400' : ''}>
|
||||
Cost: {fmt(cost)} mana{costMult < 1 && <span className="text-xs ml-1">({Math.round(costMult * 100)}% cost)</span>}
|
||||
</span>
|
||||
</div>
|
||||
|
||||
{milestoneInfo && (
|
||||
<div className="text-xs text-amber-400 mt-1 flex items-center gap-1">
|
||||
⭐ Level {milestoneInfo.milestone} milestone: {milestoneInfo.selectedCount}/2 upgrades selected
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
|
||||
<div className="flex items-center gap-3 flex-wrap sm:flex-nowrap">
|
||||
{/* Level dots */}
|
||||
<div className="flex gap-1 shrink-0">
|
||||
{Array.from({ length: def.max }).map((_, i) => (
|
||||
<div
|
||||
key={i}
|
||||
className={`w-2 h-2 rounded-full border ${
|
||||
i < level ? 'bg-purple-500 border-purple-400' :
|
||||
i === 4 || i === 9 ? 'border-amber-500' :
|
||||
'border-gray-600'
|
||||
}`}
|
||||
/>
|
||||
))}
|
||||
</div>
|
||||
|
||||
{isStudying ? (
|
||||
<div className="text-xs text-purple-400">
|
||||
{formatStudyTime(store.currentStudyTarget?.progress || 0)}/{formatStudyTime(tierStudyTime)}
|
||||
</div>
|
||||
) : milestoneInfo ? (
|
||||
<Button
|
||||
size="sm"
|
||||
className="bg-amber-600 hover:bg-amber-700"
|
||||
onClick={() => {
|
||||
setUpgradeDialogSkill(tieredSkillId);
|
||||
setUpgradeDialogMilestone(milestoneInfo.milestone);
|
||||
}}
|
||||
>
|
||||
Choose Upgrades
|
||||
</Button>
|
||||
) : canTierUp ? (
|
||||
<Button
|
||||
size="sm"
|
||||
className="bg-purple-600 hover:bg-purple-700"
|
||||
onClick={() => store.tierUpSkill(tieredSkillId)}
|
||||
>
|
||||
⬆️ Tier Up
|
||||
</Button>
|
||||
) : maxed ? (
|
||||
<Badge className="bg-green-900/50 text-green-300">Maxed</Badge>
|
||||
) : (
|
||||
<div className="flex gap-1">
|
||||
<Button
|
||||
size="sm"
|
||||
variant={canStudy ? 'default' : 'outline'}
|
||||
disabled={!canStudy}
|
||||
className={canStudy ? 'bg-purple-600 hover:bg-purple-700' : 'opacity-50'}
|
||||
onClick={() => store.startStudyingSkill(tieredSkillId)}
|
||||
>
|
||||
Study ({fmt(cost)})
|
||||
</Button>
|
||||
{/* Parallel Study button */}
|
||||
{hasSpecial(upgradeEffects, SPECIAL_EFFECTS.PARALLEL_STUDY) &&
|
||||
store.currentStudyTarget &&
|
||||
!store.parallelStudyTarget &&
|
||||
store.currentStudyTarget.id !== tieredSkillId &&
|
||||
canStudy && (
|
||||
<TooltipProvider>
|
||||
<Tooltip>
|
||||
<TooltipTrigger asChild>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
className="border-cyan-500 text-cyan-400 hover:bg-cyan-900/30"
|
||||
onClick={() => store.startParallelStudySkill(tieredSkillId)}
|
||||
>
|
||||
⚡
|
||||
</Button>
|
||||
</TooltipTrigger>
|
||||
<TooltipContent>
|
||||
<p>Study in parallel (50% speed)</p>
|
||||
</TooltipContent>
|
||||
</Tooltip>
|
||||
</TooltipProvider>
|
||||
)}
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</CardContent>
|
||||
)}
|
||||
</Card>
|
||||
);
|
||||
});
|
||||
})()}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
180
src/components/game/tabs/SpellsTab.tsx
Executable file
180
src/components/game/tabs/SpellsTab.tsx
Executable file
@@ -0,0 +1,180 @@
|
||||
'use client';
|
||||
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { Badge } from '@/components/ui/badge';
|
||||
import { ELEMENTS, SPELLS_DEF } from '@/lib/game/constants';
|
||||
import { ENCHANTMENT_EFFECTS } from '@/lib/game/data/enchantment-effects';
|
||||
import { calcDamage, canAffordSpellCost, fmt } from '@/lib/game/store';
|
||||
import { formatSpellCost, getSpellCostColor } from '@/lib/game/formatting';
|
||||
|
||||
interface SpellsTabProps {
|
||||
store: {
|
||||
spells: Record<string, { learned: boolean; level: number; studyProgress: number }>;
|
||||
equippedInstances: Record<string, string | null>;
|
||||
equipmentInstances: Record<string, { instanceId: string; name: string; enchantments: { effectId: string; stacks: number }[] }>;
|
||||
activeSpell: string;
|
||||
rawMana: number;
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>;
|
||||
signedPacts: number[];
|
||||
unlockedEffects: string[];
|
||||
setSpell: (spellId: string) => void;
|
||||
};
|
||||
}
|
||||
|
||||
export function SpellsTab({ store }: SpellsTabProps) {
|
||||
// Get spells from equipment
|
||||
const equipmentSpellIds: string[] = [];
|
||||
const spellSources: Record<string, string[]> = {};
|
||||
|
||||
for (const instanceId of Object.values(store.equippedInstances)) {
|
||||
if (!instanceId) continue;
|
||||
const instance = store.equipmentInstances[instanceId];
|
||||
if (!instance) continue;
|
||||
|
||||
for (const ench of instance.enchantments) {
|
||||
const effectDef = ENCHANTMENT_EFFECTS[ench.effectId];
|
||||
if (effectDef?.effect.type === 'spell' && effectDef.effect.spellId) {
|
||||
const spellId = effectDef.effect.spellId;
|
||||
if (!equipmentSpellIds.includes(spellId)) {
|
||||
equipmentSpellIds.push(spellId);
|
||||
}
|
||||
if (!spellSources[spellId]) {
|
||||
spellSources[spellId] = [];
|
||||
}
|
||||
spellSources[spellId].push(instance.name);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const canCastSpell = (spellId: string): boolean => {
|
||||
const spell = SPELLS_DEF[spellId];
|
||||
if (!spell) return false;
|
||||
return canAffordSpellCost(spell.cost, store.rawMana, store.elements);
|
||||
};
|
||||
|
||||
return (
|
||||
<div className="space-y-6">
|
||||
{/* Equipment-Granted Spells */}
|
||||
<div className="mb-6">
|
||||
<h3 className="text-lg font-semibold mb-3 text-cyan-400">✨ Known Spells</h3>
|
||||
<p className="text-sm text-gray-400 mb-4">
|
||||
Spells are obtained by enchanting equipment with spell effects.
|
||||
Visit the Crafting tab to design and apply enchantments.
|
||||
</p>
|
||||
|
||||
{equipmentSpellIds.length > 0 ? (
|
||||
<div className="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 gap-4">
|
||||
{equipmentSpellIds.map(id => {
|
||||
const def = SPELLS_DEF[id];
|
||||
if (!def) return null;
|
||||
|
||||
const isActive = store.activeSpell === id;
|
||||
const canCast = canCastSpell(id);
|
||||
const elemDef = def.elem === 'raw' ? null : ELEMENTS[def.elem];
|
||||
const sources = spellSources[id] || [];
|
||||
|
||||
return (
|
||||
<Card
|
||||
key={id}
|
||||
className={`bg-gray-900/80 border-cyan-600/50 ${canCast ? 'ring-1 ring-green-500/30' : ''}`}
|
||||
>
|
||||
<CardHeader className="pb-2">
|
||||
<div className="flex items-center justify-between">
|
||||
<CardTitle className="text-sm" style={{ color: def.elem === 'raw' ? '#60A5FA' : elemDef?.color }}>
|
||||
{def.name}
|
||||
</CardTitle>
|
||||
<Badge className="bg-cyan-900/50 text-cyan-300 text-xs">Equipment</Badge>
|
||||
</div>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-2">
|
||||
<div className="text-xs text-gray-400">
|
||||
{def.elem !== 'raw' && <span className="mr-2">{elemDef?.sym} {elemDef?.name}</span>}
|
||||
<span>⚔️ {def.dmg} dmg</span>
|
||||
</div>
|
||||
<div className="text-xs game-mono" style={{ color: getSpellCostColor(def.cost) }}>
|
||||
Cost: {formatSpellCost(def.cost)}
|
||||
</div>
|
||||
<div className="text-xs text-cyan-400/70">From: {sources.join(', ')}</div>
|
||||
<div className="flex gap-2">
|
||||
{isActive ? (
|
||||
<Badge className="bg-amber-900/50 text-amber-300">Active</Badge>
|
||||
) : (
|
||||
<Button size="sm" variant="outline" onClick={() => store.setSpell(id)}>
|
||||
Set Active
|
||||
</Button>
|
||||
)}
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
) : (
|
||||
<div className="text-center p-8 bg-gray-800/30 rounded border border-gray-700">
|
||||
<div className="text-gray-500 mb-2">No spells known yet</div>
|
||||
<div className="text-sm text-gray-600">Enchant a staff with a spell effect to gain spells</div>
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
|
||||
{/* Pact Spells (from guardian defeats) */}
|
||||
{store.signedPacts.length > 0 && (
|
||||
<div className="mb-6">
|
||||
<h3 className="text-lg font-semibold mb-3 text-amber-400">🏆 Pact Spells</h3>
|
||||
<p className="text-sm text-gray-400 mb-3">Spells earned through guardian pacts appear here.</p>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Spell Reference - show all available spells for enchanting */}
|
||||
<div className="mb-6">
|
||||
<h3 className="text-lg font-semibold mb-3 text-purple-400">📚 Spell Reference</h3>
|
||||
<p className="text-sm text-gray-400 mb-4">
|
||||
These spells can be applied to equipment through the enchanting system.
|
||||
Research enchantment effects in the Skills tab to unlock them for designing.
|
||||
</p>
|
||||
|
||||
<div className="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 gap-4">
|
||||
{Object.entries(SPELLS_DEF).map(([id, def]) => {
|
||||
const elemDef = def.elem === 'raw' ? null : ELEMENTS[def.elem];
|
||||
const isUnlocked = store.unlockedEffects?.includes(`spell_${id}`);
|
||||
|
||||
return (
|
||||
<Card
|
||||
key={id}
|
||||
className={`bg-gray-900/80 border-gray-700 ${isUnlocked ? 'border-purple-500/50' : 'opacity-60'}`}
|
||||
>
|
||||
<CardHeader className="pb-2">
|
||||
<div className="flex items-center justify-between">
|
||||
<CardTitle className="text-sm" style={{ color: def.elem === 'raw' ? '#60A5FA' : elemDef?.color }}>
|
||||
{def.name}
|
||||
</CardTitle>
|
||||
<div className="flex gap-1">
|
||||
{def.tier > 0 && <Badge variant="outline" className="text-xs">T{def.tier}</Badge>}
|
||||
{isUnlocked && <Badge className="bg-purple-900/50 text-purple-300 text-xs">Unlocked</Badge>}
|
||||
</div>
|
||||
</div>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-2">
|
||||
<div className="text-xs text-gray-400">
|
||||
{def.elem !== 'raw' && <span className="mr-2">{elemDef?.sym} {elemDef?.name}</span>}
|
||||
<span>⚔️ {def.dmg} dmg</span>
|
||||
</div>
|
||||
<div className="text-xs game-mono" style={{ color: getSpellCostColor(def.cost) }}>
|
||||
Cost: {formatSpellCost(def.cost)}
|
||||
</div>
|
||||
{def.desc && (
|
||||
<div className="text-xs text-gray-500 italic">{def.desc}</div>
|
||||
)}
|
||||
{!isUnlocked && (
|
||||
<div className="text-xs text-amber-400/70">Research to unlock for enchanting</div>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
288
src/components/game/tabs/SpireTab.tsx
Executable file
288
src/components/game/tabs/SpireTab.tsx
Executable file
@@ -0,0 +1,288 @@
|
||||
'use client';
|
||||
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Progress } from '@/components/ui/progress';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { Badge } from '@/components/ui/badge';
|
||||
import { ScrollArea } from '@/components/ui/scroll-area';
|
||||
import { Separator } from '@/components/ui/separator';
|
||||
import { TooltipProvider } from '@/components/ui/tooltip';
|
||||
import { Swords, BookOpen, ChevronUp, ChevronDown, RotateCcw, X } from 'lucide-react';
|
||||
import type { GameStore } from '@/lib/game/types';
|
||||
import { ELEMENTS, GUARDIANS, SPELLS_DEF, SKILLS_DEF } from '@/lib/game/constants';
|
||||
import { fmt, fmtDec, getFloorElement, canAffordSpellCost } from '@/lib/game/store';
|
||||
import { getActiveEquipmentSpells, getTotalDPS } from '@/lib/game/computed-stats';
|
||||
import { formatSpellCost, getSpellCostColor, formatStudyTime } from '@/lib/game/formatting';
|
||||
import { CraftingProgress, StudyProgress } from '@/components/game';
|
||||
import { getUnifiedEffects } from '@/lib/game/effects';
|
||||
|
||||
interface SpireTabProps {
|
||||
store: GameStore;
|
||||
}
|
||||
|
||||
export function SpireTab({ store }: SpireTabProps) {
|
||||
const floorElem = getFloorElement(store.currentFloor);
|
||||
const floorElemDef = ELEMENTS[floorElem];
|
||||
const isGuardianFloor = !!GUARDIANS[store.currentFloor];
|
||||
const currentGuardian = GUARDIANS[store.currentFloor];
|
||||
const climbDirection = store.climbDirection || 'up';
|
||||
const clearedFloors = store.clearedFloors || {};
|
||||
|
||||
// Check if current floor is cleared (for respawn indicator)
|
||||
const isFloorCleared = clearedFloors[store.currentFloor];
|
||||
|
||||
// Get active equipment spells
|
||||
const activeEquipmentSpells = getActiveEquipmentSpells(store.equippedInstances, store.equipmentInstances);
|
||||
|
||||
// Get upgrade effects and DPS
|
||||
const upgradeEffects = getUnifiedEffects(store);
|
||||
const totalDPS = getTotalDPS(store, upgradeEffects, floorElem);
|
||||
const studySpeedMult = 1; // Base study speed
|
||||
|
||||
const canCastSpell = (spellId: string): boolean => {
|
||||
const spell = SPELLS_DEF[spellId];
|
||||
if (!spell) return false;
|
||||
return canAffordSpellCost(spell.cost, store.rawMana, store.elements);
|
||||
};
|
||||
|
||||
return (
|
||||
<TooltipProvider>
|
||||
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
|
||||
{/* Current Floor Card */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 game-panel-title text-xs">Current Floor</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-3">
|
||||
<div className="flex items-baseline gap-2">
|
||||
<span className="text-4xl font-bold game-title" style={{ color: floorElemDef?.color }}>
|
||||
{store.currentFloor}
|
||||
</span>
|
||||
<span className="text-gray-400 text-sm">/ 100</span>
|
||||
<span className="ml-auto text-sm" style={{ color: floorElemDef?.color }}>
|
||||
{floorElemDef?.sym} {floorElemDef?.name}
|
||||
</span>
|
||||
{isGuardianFloor && (
|
||||
<Badge className="bg-red-900/50 text-red-300 border-red-600">GUARDIAN</Badge>
|
||||
)}
|
||||
</div>
|
||||
|
||||
{isGuardianFloor && currentGuardian && (
|
||||
<div className="text-sm font-semibold game-panel-title" style={{ color: floorElemDef?.color }}>
|
||||
⚔️ {currentGuardian.name}
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* HP Bar */}
|
||||
<div className="space-y-1">
|
||||
<div className="h-3 bg-gray-800 rounded-full overflow-hidden">
|
||||
<div
|
||||
className="h-full rounded-full transition-all duration-300"
|
||||
style={{
|
||||
width: `${Math.max(0, (store.floorHP / store.floorMaxHP) * 100)}%`,
|
||||
background: `linear-gradient(90deg, ${floorElemDef?.color}99, ${floorElemDef?.color})`,
|
||||
boxShadow: `0 0 10px ${floorElemDef?.glow}`,
|
||||
}}
|
||||
/>
|
||||
</div>
|
||||
<div className="flex justify-between text-xs text-gray-400 game-mono">
|
||||
<span>{fmt(store.floorHP)} / {fmt(store.floorMaxHP)} HP</span>
|
||||
<span>DPS: {store.currentAction === 'climb' && activeEquipmentSpells.length > 0 ? fmtDec(totalDPS) : '—'}</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<Separator className="bg-gray-700" />
|
||||
|
||||
{/* Floor Navigation - Direction indicator only */}
|
||||
<div className="space-y-2">
|
||||
<div className="flex items-center justify-between">
|
||||
<span className="text-xs text-gray-400">Direction</span>
|
||||
<div className="flex gap-1">
|
||||
<Badge variant={climbDirection === 'up' ? 'default' : 'outline'}
|
||||
className={climbDirection === 'up' ? 'bg-green-600' : ''}>
|
||||
<ChevronUp className="w-3 h-3 mr-1" />
|
||||
Up
|
||||
</Badge>
|
||||
<Badge variant={climbDirection === 'down' ? 'default' : 'outline'}
|
||||
className={climbDirection === 'down' ? 'bg-blue-600' : ''}>
|
||||
<ChevronDown className="w-3 h-3 mr-1" />
|
||||
Down
|
||||
</Badge>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{isFloorCleared && (
|
||||
<div className="text-xs text-amber-400 text-center flex items-center justify-center gap-1">
|
||||
<RotateCcw className="w-3 h-3" />
|
||||
Floor cleared! Advancing...
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
|
||||
<Separator className="bg-gray-700" />
|
||||
|
||||
<div className="text-sm text-gray-400">
|
||||
Best: Floor <strong className="text-gray-200">{store.maxFloorReached}</strong> •
|
||||
Pacts: <strong className="text-amber-400">{store.signedPacts.length}</strong>
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Active Spells Card - Shows all spells from equipped weapons */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 game-panel-title text-xs">
|
||||
Active Spells ({activeEquipmentSpells.length})
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-3">
|
||||
{activeEquipmentSpells.length > 0 ? (
|
||||
<div className="space-y-3">
|
||||
{activeEquipmentSpells.map(({ spellId, equipmentId }) => {
|
||||
const spellDef = SPELLS_DEF[spellId];
|
||||
if (!spellDef) return null;
|
||||
|
||||
const spellState = store.equipmentSpellStates?.find(
|
||||
s => s.spellId === spellId && s.sourceEquipment === equipmentId
|
||||
);
|
||||
const progress = spellState?.castProgress || 0;
|
||||
const canCast = canAffordSpellCost(spellDef.cost, store.rawMana, store.elements);
|
||||
|
||||
return (
|
||||
<div key={`${spellId}-${equipmentId}`} className="p-2 rounded border border-gray-700 bg-gray-800/30">
|
||||
<div className="flex items-center justify-between mb-1">
|
||||
<div className="text-sm font-semibold game-panel-title" style={{ color: spellDef.elem === 'raw' ? '#60A5FA' : ELEMENTS[spellDef.elem]?.color }}>
|
||||
{spellDef.name}
|
||||
{spellDef.tier === 0 && <Badge className="ml-2 bg-gray-600 text-gray-200 text-xs">Basic</Badge>}
|
||||
{spellDef.tier >= 4 && <Badge className="ml-2 bg-amber-600 text-amber-100 text-xs">Legendary</Badge>}
|
||||
</div>
|
||||
<span className={`text-xs ${canCast ? 'text-green-400' : 'text-red-400'}`}>
|
||||
{canCast ? '✓' : '✗'}
|
||||
</span>
|
||||
</div>
|
||||
<div className="text-xs text-gray-400 game-mono mb-1">
|
||||
⚔️ {fmt(totalDPS)} DPS •
|
||||
<span style={{ color: getSpellCostColor(spellDef.cost) }}>
|
||||
{' '}{formatSpellCost(spellDef.cost)}
|
||||
</span>
|
||||
{' '}• ⚡ {(spellDef.castSpeed || 1).toFixed(1)}/hr
|
||||
</div>
|
||||
|
||||
{/* Cast progress bar when climbing */}
|
||||
{store.currentAction === 'climb' && (
|
||||
<div className="space-y-0.5">
|
||||
<div className="flex justify-between text-xs text-gray-500">
|
||||
<span>Cast</span>
|
||||
<span>{(progress * 100).toFixed(0)}%</span>
|
||||
</div>
|
||||
<Progress value={Math.min(100, progress * 100)} className="h-1.5 bg-gray-700" />
|
||||
</div>
|
||||
)}
|
||||
|
||||
{spellDef.effects && spellDef.effects.length > 0 && (
|
||||
<div className="flex gap-1 flex-wrap mt-1">
|
||||
{spellDef.effects.map((eff, i) => (
|
||||
<Badge key={i} variant="outline" className="text-xs py-0">
|
||||
{eff.type === 'lifesteal' && `🩸 ${Math.round(eff.value * 100)}%`}
|
||||
{eff.type === 'burn' && `🔥 Burn`}
|
||||
{eff.type === 'freeze' && `❄️ Freeze`}
|
||||
</Badge>
|
||||
))}
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
) : (
|
||||
<div className="text-gray-500 text-sm">No spells on equipped weapons. Enchant a staff with spell effects in the Crafting tab.</div>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Current Study (if any) */}
|
||||
{store.currentStudyTarget && (
|
||||
<Card className="bg-gray-900/80 border-purple-600/50 lg:col-span-2">
|
||||
<CardContent className="pt-4 space-y-3">
|
||||
<StudyProgress
|
||||
currentStudyTarget={store.currentStudyTarget}
|
||||
skills={store.skills}
|
||||
studySpeedMult={studySpeedMult}
|
||||
cancelStudy={store.cancelStudy}
|
||||
/>
|
||||
|
||||
{/* Parallel Study Progress */}
|
||||
{store.parallelStudyTarget && (
|
||||
<div className="p-3 rounded border border-cyan-600/50 bg-cyan-900/20">
|
||||
<div className="flex items-center justify-between mb-2">
|
||||
<div className="flex items-center gap-2">
|
||||
<BookOpen className="w-4 h-4 text-cyan-400" />
|
||||
<span className="text-sm font-semibold text-cyan-300">
|
||||
Parallel: {SKILLS_DEF[store.parallelStudyTarget.id]?.name}
|
||||
{store.parallelStudyTarget.type === 'skill' && ` Lv.${(store.skills[store.parallelStudyTarget.id] || 0) + 1}`}
|
||||
</span>
|
||||
</div>
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="sm"
|
||||
className="h-6 w-6 p-0 text-gray-400 hover:text-white"
|
||||
onClick={() => store.cancelParallelStudy?.()}
|
||||
>
|
||||
<X className="w-4 h-4" />
|
||||
</Button>
|
||||
</div>
|
||||
<Progress value={Math.min(100, (store.parallelStudyTarget.progress / store.parallelStudyTarget.required) * 100)} className="h-2 bg-gray-800" />
|
||||
<div className="flex justify-between text-xs text-gray-400 mt-1">
|
||||
<span>{formatStudyTime(store.parallelStudyTarget.progress)} / {formatStudyTime(store.parallelStudyTarget.required)}</span>
|
||||
<span>50% speed (Parallel Study)</span>
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
)}
|
||||
|
||||
{/* Crafting Progress (if any) */}
|
||||
{(store.designProgress || store.preparationProgress || store.applicationProgress) && (
|
||||
<Card className="bg-gray-900/80 border-cyan-600/50 lg:col-span-2">
|
||||
<CardContent className="pt-4">
|
||||
<CraftingProgress
|
||||
designProgress={store.designProgress}
|
||||
preparationProgress={store.preparationProgress}
|
||||
applicationProgress={store.applicationProgress}
|
||||
equipmentInstances={store.equipmentInstances}
|
||||
enchantmentDesigns={store.enchantmentDesigns}
|
||||
cancelDesign={store.cancelDesign!}
|
||||
cancelPreparation={store.cancelPreparation!}
|
||||
pauseApplication={store.pauseApplication!}
|
||||
resumeApplication={store.resumeApplication!}
|
||||
cancelApplication={store.cancelApplication!}
|
||||
/>
|
||||
</CardContent>
|
||||
</Card>
|
||||
)}
|
||||
|
||||
{/* Activity Log */}
|
||||
<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 game-panel-title text-xs">Activity Log</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<ScrollArea className="h-32">
|
||||
<div className="space-y-1">
|
||||
{store.log.slice(0, 20).map((entry, i) => (
|
||||
<div
|
||||
key={i}
|
||||
className={`text-sm ${i === 0 ? 'text-gray-200' : 'text-gray-500'} italic`}
|
||||
>
|
||||
{entry}
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
</TooltipProvider>
|
||||
);
|
||||
}
|
||||
545
src/components/game/tabs/StatsTab.tsx
Executable file
545
src/components/game/tabs/StatsTab.tsx
Executable file
@@ -0,0 +1,545 @@
|
||||
'use client';
|
||||
|
||||
import { ELEMENTS, GUARDIANS, SKILLS_DEF } from '@/lib/game/constants';
|
||||
import { SKILL_EVOLUTION_PATHS, getTierMultiplier } from '@/lib/game/skill-evolution';
|
||||
import { hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/effects';
|
||||
import { fmt, fmtDec, calcDamage } from '@/lib/game/store';
|
||||
import type { SkillUpgradeChoice, GameStore, UnifiedEffects } from '@/lib/game/types';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { Badge } from '@/components/ui/badge';
|
||||
import { Separator } from '@/components/ui/separator';
|
||||
import { Droplet, Swords, BookOpen, FlaskConical, Trophy, RotateCcw, Star } from 'lucide-react';
|
||||
|
||||
export interface StatsTabProps {
|
||||
store: GameStore;
|
||||
upgradeEffects: UnifiedEffects;
|
||||
maxMana: number;
|
||||
baseRegen: number;
|
||||
clickMana: number;
|
||||
meditationMultiplier: number;
|
||||
effectiveRegen: number;
|
||||
incursionStrength: number;
|
||||
manaCascadeBonus: number;
|
||||
studySpeedMult: number;
|
||||
studyCostMult: number;
|
||||
}
|
||||
|
||||
export function StatsTab({
|
||||
store,
|
||||
upgradeEffects,
|
||||
maxMana,
|
||||
baseRegen,
|
||||
clickMana,
|
||||
meditationMultiplier,
|
||||
effectiveRegen,
|
||||
incursionStrength,
|
||||
manaCascadeBonus,
|
||||
studySpeedMult,
|
||||
studyCostMult,
|
||||
}: StatsTabProps) {
|
||||
// Compute element max
|
||||
const elemMax = (() => {
|
||||
const ea = store.skillTiers?.elemAttune || 1;
|
||||
const tieredSkillId = ea > 1 ? `elemAttune_t${ea}` : 'elemAttune';
|
||||
const level = store.skills[tieredSkillId] || store.skills.elemAttune || 0;
|
||||
const tierMult = getTierMultiplier(tieredSkillId);
|
||||
return 10 + level * 50 * tierMult + (store.prestigeUpgrades.elementalAttune || 0) * 25;
|
||||
})();
|
||||
|
||||
// Get all selected skill upgrades
|
||||
const getAllSelectedUpgrades = () => {
|
||||
const upgrades: { skillId: string; upgrade: SkillUpgradeChoice }[] = [];
|
||||
for (const [skillId, selectedIds] of Object.entries(store.skillUpgrades)) {
|
||||
const baseSkillId = skillId.includes('_t') ? skillId.split('_t')[0] : skillId;
|
||||
const path = SKILL_EVOLUTION_PATHS[baseSkillId];
|
||||
if (!path) continue;
|
||||
for (const tier of path.tiers) {
|
||||
if (tier.skillId === skillId) {
|
||||
for (const upgradeId of selectedIds) {
|
||||
const upgrade = tier.upgrades.find(u => u.id === upgradeId);
|
||||
if (upgrade) {
|
||||
upgrades.push({ skillId, upgrade });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return upgrades;
|
||||
};
|
||||
|
||||
const selectedUpgrades = getAllSelectedUpgrades();
|
||||
|
||||
return (
|
||||
<div className="space-y-4">
|
||||
{/* Mana Stats */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-blue-400 game-panel-title text-xs flex items-center gap-2">
|
||||
<Droplet className="w-4 h-4" />
|
||||
Mana Stats
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
|
||||
<div className="space-y-2">
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Base Max Mana:</span>
|
||||
<span className="text-gray-200">100</span>
|
||||
</div>
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Mana Well Bonus:</span>
|
||||
<span className="text-blue-300">
|
||||
{(() => {
|
||||
const mw = store.skillTiers?.manaWell || 1;
|
||||
const tieredSkillId = mw > 1 ? `manaWell_t${mw}` : 'manaWell';
|
||||
const level = store.skills[tieredSkillId] || store.skills.manaWell || 0;
|
||||
const tierMult = getTierMultiplier(tieredSkillId);
|
||||
return `+${fmt(level * 100 * tierMult)} (${level} lvl × 100 × ${tierMult}x tier)`;
|
||||
})()}
|
||||
</span>
|
||||
</div>
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Prestige Mana Well:</span>
|
||||
<span className="text-blue-300">+{fmt((store.prestigeUpgrades.manaWell || 0) * 500)}</span>
|
||||
</div>
|
||||
{upgradeEffects.maxManaBonus > 0 && (
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-amber-400">Upgrade Mana Bonus:</span>
|
||||
<span className="text-amber-300">+{fmt(upgradeEffects.maxManaBonus)}</span>
|
||||
</div>
|
||||
)}
|
||||
{upgradeEffects.maxManaMultiplier > 1 && (
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-amber-400">Upgrade Mana Multiplier:</span>
|
||||
<span className="text-amber-300">×{fmtDec(upgradeEffects.maxManaMultiplier, 2)}</span>
|
||||
</div>
|
||||
)}
|
||||
<div className="flex justify-between text-sm font-semibold border-t border-gray-700 pt-2">
|
||||
<span className="text-gray-300">Total Max Mana:</span>
|
||||
<span className="text-blue-400">{fmt(maxMana)}</span>
|
||||
</div>
|
||||
</div>
|
||||
<div className="space-y-2">
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Base Regen:</span>
|
||||
<span className="text-gray-200">2/hr</span>
|
||||
</div>
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Mana Flow Bonus:</span>
|
||||
<span className="text-blue-300">
|
||||
{(() => {
|
||||
const mf = store.skillTiers?.manaFlow || 1;
|
||||
const tieredSkillId = mf > 1 ? `manaFlow_t${mf}` : 'manaFlow';
|
||||
const level = store.skills[tieredSkillId] || store.skills.manaFlow || 0;
|
||||
const tierMult = getTierMultiplier(tieredSkillId);
|
||||
return `+${fmtDec(level * 1 * tierMult)}/hr (${level} lvl × 1 × ${tierMult}x tier)`;
|
||||
})()}
|
||||
</span>
|
||||
</div>
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Mana Spring Bonus:</span>
|
||||
<span className="text-blue-300">+{(store.skills.manaSpring || 0) * 2}/hr</span>
|
||||
</div>
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Prestige Mana Flow:</span>
|
||||
<span className="text-blue-300">+{fmtDec((store.prestigeUpgrades.manaFlow || 0) * 0.5)}/hr</span>
|
||||
</div>
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Temporal Echo:</span>
|
||||
<span className="text-blue-300">×{fmtDec(1 + (store.prestigeUpgrades.temporalEcho || 0) * 0.1, 2)}</span>
|
||||
</div>
|
||||
<div className="flex justify-between text-sm font-semibold border-t border-gray-700 pt-2">
|
||||
<span className="text-gray-300">Base Regen:</span>
|
||||
<span className="text-blue-400">{fmtDec(baseRegen, 2)}/hr</span>
|
||||
</div>
|
||||
{upgradeEffects.regenBonus > 0 && (
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-amber-400">Upgrade Regen Bonus:</span>
|
||||
<span className="text-amber-300">+{fmtDec(upgradeEffects.regenBonus, 2)}/hr</span>
|
||||
</div>
|
||||
)}
|
||||
{upgradeEffects.permanentRegenBonus > 0 && (
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-amber-400">Permanent Regen Bonus:</span>
|
||||
<span className="text-amber-300">+{fmtDec(upgradeEffects.permanentRegenBonus, 2)}/hr</span>
|
||||
</div>
|
||||
)}
|
||||
{upgradeEffects.regenMultiplier > 1 && (
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-amber-400">Upgrade Regen Multiplier:</span>
|
||||
<span className="text-amber-300">×{fmtDec(upgradeEffects.regenMultiplier, 2)}</span>
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
</div>
|
||||
<Separator className="bg-gray-700 my-3" />
|
||||
{upgradeEffects.activeUpgrades.length > 0 && (
|
||||
<>
|
||||
<div className="mb-2">
|
||||
<span className="text-xs text-amber-400 game-panel-title">Active Skill Upgrades</span>
|
||||
</div>
|
||||
<div className="grid grid-cols-1 md:grid-cols-2 gap-2 mb-3">
|
||||
{upgradeEffects.activeUpgrades.map((upgrade, idx) => (
|
||||
<div key={idx} className="flex justify-between text-xs bg-gray-800/50 rounded px-2 py-1">
|
||||
<span className="text-gray-300">{upgrade.name}</span>
|
||||
<span className="text-gray-400">{upgrade.desc}</span>
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
<Separator className="bg-gray-700 my-3" />
|
||||
</>
|
||||
)}
|
||||
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
|
||||
<div className="space-y-2">
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Click Mana Value:</span>
|
||||
<span className="text-purple-300">+{clickMana}</span>
|
||||
</div>
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Mana Tap Bonus:</span>
|
||||
<span className="text-purple-300">+{store.skills.manaTap || 0}</span>
|
||||
</div>
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Mana Surge Bonus:</span>
|
||||
<span className="text-purple-300">+{(store.skills.manaSurge || 0) * 3}</span>
|
||||
</div>
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Mana Overflow:</span>
|
||||
<span className="text-purple-300">×{fmtDec(1 + (store.skills.manaOverflow || 0) * 0.25, 2)}</span>
|
||||
</div>
|
||||
</div>
|
||||
<div className="space-y-2">
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Meditation Multiplier:</span>
|
||||
<span className={`font-semibold ${meditationMultiplier > 1.5 ? 'text-purple-400' : 'text-gray-300'}`}>
|
||||
{fmtDec(meditationMultiplier, 2)}x
|
||||
</span>
|
||||
</div>
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Effective Regen:</span>
|
||||
<span className="text-green-400 font-semibold">{fmtDec(effectiveRegen, 2)}/hr</span>
|
||||
</div>
|
||||
{incursionStrength > 0 && !hasSpecial(upgradeEffects, SPECIAL_EFFECTS.STEADY_STREAM) && (
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-red-400">Incursion Penalty:</span>
|
||||
<span className="text-red-400">-{Math.round(incursionStrength * 100)}%</span>
|
||||
</div>
|
||||
)}
|
||||
{hasSpecial(upgradeEffects, SPECIAL_EFFECTS.STEADY_STREAM) && incursionStrength > 0 && (
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-green-400">Steady Stream:</span>
|
||||
<span className="text-green-400">Immune to incursion</span>
|
||||
</div>
|
||||
)}
|
||||
{manaCascadeBonus > 0 && (
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-cyan-400">Mana Cascade Bonus:</span>
|
||||
<span className="text-cyan-400">+{fmtDec(manaCascadeBonus, 2)}/hr</span>
|
||||
</div>
|
||||
)}
|
||||
{hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_TORRENT) && store.rawMana > maxMana * 0.75 && (
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-cyan-400">Mana Torrent:</span>
|
||||
<span className="text-cyan-400">+50% regen (high mana)</span>
|
||||
</div>
|
||||
)}
|
||||
{hasSpecial(upgradeEffects, SPECIAL_EFFECTS.DESPERATE_WELLS) && store.rawMana < maxMana * 0.25 && (
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-cyan-400">Desperate Wells:</span>
|
||||
<span className="text-cyan-400">+50% regen (low mana)</span>
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Combat Stats */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-red-400 game-panel-title text-xs flex items-center gap-2">
|
||||
<Swords className="w-4 h-4" />
|
||||
Combat Stats
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
|
||||
<div className="space-y-2">
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Combat Training Bonus:</span>
|
||||
<span className="text-red-300">+{(store.skills.combatTrain || 0) * 5}</span>
|
||||
</div>
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Arcane Fury Multiplier:</span>
|
||||
<span className="text-red-300">×{fmtDec(1 + (store.skills.arcaneFury || 0) * 0.1, 2)}</span>
|
||||
</div>
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Elemental Mastery:</span>
|
||||
<span className="text-red-300">×{fmtDec(1 + (store.skills.elementalMastery || 0) * 0.15, 2)}</span>
|
||||
</div>
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Guardian Bane:</span>
|
||||
<span className="text-red-300">×{fmtDec(1 + (store.skills.guardianBane || 0) * 0.2, 2)} (vs guardians)</span>
|
||||
</div>
|
||||
</div>
|
||||
<div className="space-y-2">
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Critical Hit Chance:</span>
|
||||
<span className="text-amber-300">{((store.skills.precision || 0) * 5)}%</span>
|
||||
</div>
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Critical Multiplier:</span>
|
||||
<span className="text-amber-300">1.5x</span>
|
||||
</div>
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Spell Echo Chance:</span>
|
||||
<span className="text-amber-300">{((store.skills.spellEcho || 0) * 10)}%</span>
|
||||
</div>
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Pact Multiplier:</span>
|
||||
<span className="text-amber-300">×{fmtDec(store.signedPacts.reduce((m, f) => m * (GUARDIANS[f]?.pact || 1), 1), 2)}</span>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Study Stats */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-purple-400 game-panel-title text-xs flex items-center gap-2">
|
||||
<BookOpen className="w-4 h-4" />
|
||||
Study Stats
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="grid grid-cols-1 md:grid-cols-3 gap-4">
|
||||
<div className="space-y-2">
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Study Speed:</span>
|
||||
<span className="text-purple-300">×{fmtDec(studySpeedMult, 2)}</span>
|
||||
</div>
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Quick Learner Bonus:</span>
|
||||
<span className="text-purple-300">+{((store.skills.quickLearner || 0) * 10)}%</span>
|
||||
</div>
|
||||
</div>
|
||||
<div className="space-y-2">
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Study Cost:</span>
|
||||
<span className="text-purple-300">{Math.round(studyCostMult * 100)}%</span>
|
||||
</div>
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Focused Mind Bonus:</span>
|
||||
<span className="text-purple-300">-{((store.skills.focusedMind || 0) * 5)}%</span>
|
||||
</div>
|
||||
</div>
|
||||
<div className="space-y-2">
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Progress Retention:</span>
|
||||
<span className="text-purple-300">{Math.round((1 + (store.skills.knowledgeRetention || 0) * 0.2) * 100)}%</span>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Element Stats */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-green-400 game-panel-title text-xs flex items-center gap-2">
|
||||
<FlaskConical className="w-4 h-4" />
|
||||
Element Stats
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
|
||||
<div className="space-y-2">
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Element Capacity:</span>
|
||||
<span className="text-green-300">{elemMax}</span>
|
||||
</div>
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Elem. Attunement Bonus:</span>
|
||||
<span className="text-green-300">
|
||||
{(() => {
|
||||
const ea = store.skillTiers?.elemAttune || 1;
|
||||
const tieredSkillId = ea > 1 ? `elemAttune_t${ea}` : 'elemAttune';
|
||||
const level = store.skills[tieredSkillId] || store.skills.elemAttune || 0;
|
||||
const tierMult = getTierMultiplier(tieredSkillId);
|
||||
return `+${level * 50 * tierMult}`;
|
||||
})()}
|
||||
</span>
|
||||
</div>
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Prestige Attunement:</span>
|
||||
<span className="text-green-300">+{(store.prestigeUpgrades.elementalAttune || 0) * 25}</span>
|
||||
</div>
|
||||
</div>
|
||||
<div className="space-y-2">
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Unlocked Elements:</span>
|
||||
<span className="text-green-300">{Object.values(store.elements).filter(e => e.unlocked).length} / {Object.keys(ELEMENTS).length}</span>
|
||||
</div>
|
||||
<div className="flex justify-between text-sm">
|
||||
<span className="text-gray-400">Elem. Crafting Bonus:</span>
|
||||
<span className="text-green-300">×{fmtDec(1 + (store.skills.elemCrafting || 0) * 0.25, 2)}</span>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
<Separator className="bg-gray-700 my-3" />
|
||||
<div className="text-xs text-gray-400 mb-2">Elemental Mana Pools:</div>
|
||||
<div className="grid grid-cols-4 sm:grid-cols-6 md:grid-cols-8 gap-2">
|
||||
{Object.entries(store.elements)
|
||||
.filter(([, state]) => state.unlocked)
|
||||
.map(([id, state]) => {
|
||||
const def = ELEMENTS[id];
|
||||
return (
|
||||
<div key={id} className="p-2 rounded border border-gray-700 bg-gray-800/50 text-center">
|
||||
<div className="text-lg">{def?.sym}</div>
|
||||
<div className="text-xs text-gray-400">{state.current}/{state.max}</div>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Active Upgrades */}
|
||||
<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">
|
||||
<Star className="w-4 h-4" />
|
||||
Active Skill Upgrades ({selectedUpgrades.length})
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{selectedUpgrades.length === 0 ? (
|
||||
<div className="text-gray-500 text-sm">No skill upgrades selected yet. Level skills to 5 or 10 to choose upgrades.</div>
|
||||
) : (
|
||||
<div className="grid grid-cols-1 md:grid-cols-2 gap-2">
|
||||
{selectedUpgrades.map(({ skillId, upgrade }) => (
|
||||
<div key={upgrade.id} className="p-2 rounded border border-amber-600/30 bg-amber-900/10">
|
||||
<div className="flex items-center justify-between">
|
||||
<span className="text-amber-300 text-sm font-semibold">{upgrade.name}</span>
|
||||
<Badge variant="outline" className="text-xs text-gray-400">
|
||||
{SKILLS_DEF[skillId]?.name || skillId}
|
||||
</Badge>
|
||||
</div>
|
||||
<div className="text-xs text-gray-400 mt-1">{upgrade.desc}</div>
|
||||
{upgrade.effect.type === 'multiplier' && (
|
||||
<div className="text-xs text-green-400 mt-1">
|
||||
+{Math.round((upgrade.effect.value! - 1) * 100)}% {upgrade.effect.stat}
|
||||
</div>
|
||||
)}
|
||||
{upgrade.effect.type === 'bonus' && (
|
||||
<div className="text-xs text-blue-400 mt-1">
|
||||
+{upgrade.effect.value} {upgrade.effect.stat}
|
||||
</div>
|
||||
)}
|
||||
{upgrade.effect.type === 'special' && (
|
||||
<div className="text-xs text-cyan-400 mt-1">
|
||||
⚡ {upgrade.effect.specialDesc || 'Special effect active'}
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Pact Bonuses */}
|
||||
<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">
|
||||
<Trophy className="w-4 h-4" />
|
||||
Signed Pacts ({store.signedPacts.length}/10)
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{store.signedPacts.length === 0 ? (
|
||||
<div className="text-gray-500 text-sm">No pacts signed yet. Defeat guardians to earn pacts.</div>
|
||||
) : (
|
||||
<div className="space-y-2">
|
||||
{store.signedPacts.map((floor) => {
|
||||
const guardian = GUARDIANS[floor];
|
||||
if (!guardian) return null;
|
||||
return (
|
||||
<div
|
||||
key={floor}
|
||||
className="flex items-center justify-between p-2 rounded border"
|
||||
style={{ borderColor: guardian.color, backgroundColor: `${guardian.color}15` }}
|
||||
>
|
||||
<div>
|
||||
<div className="font-semibold text-sm" style={{ color: guardian.color }}>
|
||||
{guardian.name}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400">Floor {floor}</div>
|
||||
</div>
|
||||
<Badge className="bg-amber-900/50 text-amber-300">
|
||||
{guardian.pact}x multiplier
|
||||
</Badge>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
<div className="flex justify-between text-sm font-semibold border-t border-gray-700 pt-2 mt-2">
|
||||
<span className="text-gray-300">Combined Pact Multiplier:</span>
|
||||
<span className="text-amber-400">×{fmtDec(store.signedPacts.reduce((m, f) => m * (GUARDIANS[f]?.pact || 1), 1), 2)}</span>
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Loop Stats */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-purple-400 game-panel-title text-xs flex items-center gap-2">
|
||||
<RotateCcw className="w-4 h-4" />
|
||||
Loop Stats
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="grid grid-cols-2 md:grid-cols-4 gap-4">
|
||||
<div className="p-3 bg-gray-800/50 rounded text-center">
|
||||
<div className="text-2xl font-bold text-amber-400 game-mono">{store.loopCount}</div>
|
||||
<div className="text-xs text-gray-400">Loops Completed</div>
|
||||
</div>
|
||||
<div className="p-3 bg-gray-800/50 rounded text-center">
|
||||
<div className="text-2xl font-bold text-purple-400 game-mono">{fmt(store.insight)}</div>
|
||||
<div className="text-xs text-gray-400">Current Insight</div>
|
||||
</div>
|
||||
<div className="p-3 bg-gray-800/50 rounded text-center">
|
||||
<div className="text-2xl font-bold text-blue-400 game-mono">{fmt(store.totalInsight)}</div>
|
||||
<div className="text-xs text-gray-400">Total Insight</div>
|
||||
</div>
|
||||
<div className="p-3 bg-gray-800/50 rounded text-center">
|
||||
<div className="text-2xl font-bold text-green-400 game-mono">{store.maxFloorReached}</div>
|
||||
<div className="text-xs text-gray-400">Max Floor</div>
|
||||
</div>
|
||||
</div>
|
||||
<Separator className="bg-gray-700 my-3" />
|
||||
<div className="grid grid-cols-2 md:grid-cols-4 gap-4">
|
||||
<div className="p-3 bg-gray-800/50 rounded text-center">
|
||||
<div className="text-xl font-bold text-gray-300 game-mono">{Object.values(store.spells).filter(s => s.learned).length}</div>
|
||||
<div className="text-xs text-gray-400">Spells Learned</div>
|
||||
</div>
|
||||
<div className="p-3 bg-gray-800/50 rounded text-center">
|
||||
<div className="text-xl font-bold text-gray-300 game-mono">{Object.values(store.skills).reduce((a, b) => a + b, 0)}</div>
|
||||
<div className="text-xs text-gray-400">Total Skill Levels</div>
|
||||
</div>
|
||||
<div className="p-3 bg-gray-800/50 rounded text-center">
|
||||
<div className="text-xl font-bold text-gray-300 game-mono">{fmt(store.totalManaGathered)}</div>
|
||||
<div className="text-xs text-gray-400">Total Mana Gathered</div>
|
||||
</div>
|
||||
<div className="p-3 bg-gray-800/50 rounded text-center">
|
||||
<div className="text-xl font-bold text-gray-300 game-mono">{store.memorySlots}</div>
|
||||
<div className="text-xs text-gray-400">Memory Slots</div>
|
||||
</div>
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
73
src/components/game/tabs/StudyProgress.tsx
Executable file
73
src/components/game/tabs/StudyProgress.tsx
Executable file
@@ -0,0 +1,73 @@
|
||||
'use client';
|
||||
|
||||
import { SKILLS_DEF } from '@/lib/game/constants';
|
||||
import { formatStudyTime } from '@/lib/game/formatting';
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Progress } from '@/components/ui/progress';
|
||||
import type { StudyTarget } from '@/lib/game/types';
|
||||
|
||||
export interface StudyProgressProps {
|
||||
currentStudyTarget: StudyTarget;
|
||||
skills: Record<string, number>;
|
||||
studySpeedMult: number;
|
||||
cancelStudy: () => void;
|
||||
}
|
||||
|
||||
export function StudyProgress({
|
||||
currentStudyTarget,
|
||||
skills,
|
||||
studySpeedMult,
|
||||
cancelStudy
|
||||
}: StudyProgressProps) {
|
||||
const { id, progress, required } = currentStudyTarget;
|
||||
|
||||
// Get skill name
|
||||
const baseId = id.includes('_t') ? id.split('_t')[0] : id;
|
||||
const skillDef = SKILLS_DEF[baseId];
|
||||
const skillName = skillDef?.name || id;
|
||||
|
||||
// Get current level
|
||||
const currentLevel = skills[id] || skills[baseId] || 0;
|
||||
|
||||
// Calculate progress percentage
|
||||
const progressPercent = Math.min((progress / required) * 100, 100);
|
||||
|
||||
// Estimated completion
|
||||
const remainingHours = required - progress;
|
||||
const effectiveSpeed = studySpeedMult;
|
||||
const realTimeRemaining = remainingHours / effectiveSpeed;
|
||||
|
||||
return (
|
||||
<div className="space-y-2">
|
||||
<div className="flex items-center justify-between">
|
||||
<div>
|
||||
<span className="text-purple-300 font-semibold">{skillName}</span>
|
||||
<span className="text-gray-400 ml-2">
|
||||
Level {currentLevel} → {currentLevel + 1}
|
||||
</span>
|
||||
</div>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="destructive"
|
||||
onClick={cancelStudy}
|
||||
className="text-xs"
|
||||
>
|
||||
Cancel
|
||||
</Button>
|
||||
</div>
|
||||
|
||||
<div className="space-y-1">
|
||||
<div className="flex justify-between text-xs text-gray-400">
|
||||
<span>{formatStudyTime(progress)} / {formatStudyTime(required)}</span>
|
||||
<span>{progressPercent.toFixed(1)}%</span>
|
||||
</div>
|
||||
<Progress value={progressPercent} className="h-2" />
|
||||
{studySpeedMult > 1 && (
|
||||
<div className="text-xs text-green-400">
|
||||
Speed: {(studySpeedMult * 100).toFixed(0)}% • ETA: {formatStudyTime(realTimeRemaining)}
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
116
src/components/game/tabs/UpgradeDialog.tsx
Executable file
116
src/components/game/tabs/UpgradeDialog.tsx
Executable file
@@ -0,0 +1,116 @@
|
||||
'use client';
|
||||
|
||||
import { SKILLS_DEF } from '@/lib/game/constants';
|
||||
import { getUpgradesForSkillAtMilestone, getTierMultiplier } from '@/lib/game/skill-evolution';
|
||||
import {
|
||||
Dialog,
|
||||
DialogContent,
|
||||
DialogDescription,
|
||||
DialogFooter,
|
||||
DialogHeader,
|
||||
DialogTitle,
|
||||
} from '@/components/ui/dialog';
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Badge } from '@/components/ui/badge';
|
||||
import type { SkillUpgradeChoice } from '@/lib/game/types';
|
||||
|
||||
export interface UpgradeDialogProps {
|
||||
open: boolean;
|
||||
skillId: string | null;
|
||||
milestone: 5 | 10;
|
||||
pendingSelections: string[];
|
||||
available: SkillUpgradeChoice[];
|
||||
alreadySelected: string[];
|
||||
onToggle: (upgradeId: string) => void;
|
||||
onConfirm: () => void;
|
||||
onCancel: () => void;
|
||||
onOpenChange: (open: boolean) => void;
|
||||
}
|
||||
|
||||
export function UpgradeDialog({
|
||||
open,
|
||||
skillId,
|
||||
milestone,
|
||||
pendingSelections,
|
||||
available,
|
||||
alreadySelected,
|
||||
onToggle,
|
||||
onConfirm,
|
||||
onCancel,
|
||||
onOpenChange,
|
||||
}: UpgradeDialogProps) {
|
||||
if (!skillId) return null;
|
||||
|
||||
// Get skill name
|
||||
const baseId = skillId.includes('_t') ? skillId.split('_t')[0] : skillId;
|
||||
const skillDef = SKILLS_DEF[baseId];
|
||||
const skillName = skillDef?.name || skillId;
|
||||
|
||||
const currentSelections = pendingSelections.length > 0 ? pendingSelections : alreadySelected;
|
||||
const canConfirm = currentSelections.length === 2;
|
||||
|
||||
return (
|
||||
<Dialog open={open} onOpenChange={onOpenChange}>
|
||||
<DialogContent className="sm:max-w-md bg-gray-900 border-purple-600/50">
|
||||
<DialogHeader>
|
||||
<DialogTitle className="text-amber-400">
|
||||
Level {milestone} Milestone: {skillName}
|
||||
</DialogTitle>
|
||||
<DialogDescription className="text-gray-400">
|
||||
Choose 2 upgrades for this skill. These choices are permanent.
|
||||
</DialogDescription>
|
||||
</DialogHeader>
|
||||
|
||||
<div className="space-y-2 py-4">
|
||||
{available.map((upgrade) => {
|
||||
const isSelected = currentSelections.includes(upgrade.id);
|
||||
const canSelect = isSelected || currentSelections.length < 2;
|
||||
|
||||
return (
|
||||
<div
|
||||
key={upgrade.id}
|
||||
onClick={() => canSelect && onToggle(upgrade.id)}
|
||||
className={`p-3 rounded border cursor-pointer transition-all ${
|
||||
isSelected
|
||||
? 'border-amber-500 bg-amber-900/30'
|
||||
: canSelect
|
||||
? 'border-gray-700 hover:border-gray-500 bg-gray-800/30'
|
||||
: 'border-gray-800 bg-gray-900/30 opacity-50 cursor-not-allowed'
|
||||
}`}
|
||||
>
|
||||
<div className="flex items-center justify-between">
|
||||
<span className={`font-semibold text-sm ${isSelected ? 'text-amber-300' : 'text-gray-200'}`}>
|
||||
{upgrade.name}
|
||||
</span>
|
||||
{isSelected && (
|
||||
<Badge className="bg-amber-600/50 text-amber-200 text-xs">Selected</Badge>
|
||||
)}
|
||||
</div>
|
||||
<p className="text-xs text-gray-400 mt-1">{upgrade.desc}</p>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
|
||||
{available.length === 0 && (
|
||||
<div className="text-center text-gray-500 py-4">
|
||||
No upgrades available at this milestone.
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
|
||||
<DialogFooter className="flex gap-2 sm:gap-0">
|
||||
<Button variant="outline" onClick={onCancel}>
|
||||
Cancel
|
||||
</Button>
|
||||
<Button
|
||||
className="bg-amber-600 hover:bg-amber-700"
|
||||
disabled={!canConfirm}
|
||||
onClick={onConfirm}
|
||||
>
|
||||
Confirm ({currentSelections.length}/2)
|
||||
</Button>
|
||||
</DialogFooter>
|
||||
</DialogContent>
|
||||
</Dialog>
|
||||
);
|
||||
}
|
||||
12
src/components/game/tabs/index.ts
Executable file
12
src/components/game/tabs/index.ts
Executable file
@@ -0,0 +1,12 @@
|
||||
// ─── Tab Components Index ──────────────────────────────────────────────────────
|
||||
// Re-exports all tab components for cleaner imports
|
||||
|
||||
export { CraftingTab } from './CraftingTab';
|
||||
export { SpireTab } from './SpireTab';
|
||||
export { SpellsTab } from './SpellsTab';
|
||||
export { LabTab } from './LabTab';
|
||||
export { SkillsTab } from './SkillsTab';
|
||||
export { StatsTab } from './StatsTab';
|
||||
export { EquipmentTab } from './EquipmentTab';
|
||||
export { AttunementsTab } from './AttunementsTab';
|
||||
export { DebugTab } from './DebugTab';
|
||||
Reference in New Issue
Block a user