Phase 3: Split CraftingTab.tsx into crafting stage components
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'use client';
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import { Button } from '@/components/ui/button';
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import { Progress } from '@/components/ui/progress';
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import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
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import { Badge } from '@/components/ui/badge';
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import { ScrollArea } from '@/components/ui/scroll-area';
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import { Separator } from '@/components/ui/separator';
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import { Package, Sparkles, Trash2, Anvil } from 'lucide-react';
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import { CRAFTING_RECIPES, canCraftRecipe } from '@/lib/game/data/crafting-recipes';
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import { LOOT_DROPS, RARITY_COLORS } from '@/lib/game/data/loot-drops';
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import type { EquipmentInstance, AppliedEnchantment, LootInventory, EquipmentCraftingProgress } from '@/lib/game/types';
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import { fmt, type GameStore } from '@/lib/game/store';
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export interface EquipmentCrafterProps {
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store: GameStore;
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}
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export function EquipmentCrafter({ store }: EquipmentCrafterProps) {
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const lootInventory = store.lootInventory;
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const equipmentCraftingProgress = store.equipmentCraftingProgress;
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const rawMana = store.rawMana;
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const currentAction = store.currentAction;
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const startCraftingEquipment = store.startCraftingEquipment;
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const cancelEquipmentCrafting = store.cancelEquipmentCrafting;
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const deleteMaterial = store.deleteMaterial;
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return (
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<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
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{/* Blueprint Selection */}
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<Card className="bg-gray-900/80 border-gray-700">
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<CardHeader className="pb-2">
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<CardTitle className="text-amber-400 text-sm flex items-center gap-2">
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<Anvil className="w-4 h-4" />
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Available Blueprints
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</CardTitle>
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</CardHeader>
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<CardContent>
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{equipmentCraftingProgress ? (
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<div className="space-y-3">
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<div className="text-sm text-gray-400">
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Crafting: {CRAFTING_RECIPES[equipmentCraftingProgress.blueprintId]?.name}
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</div>
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<Progress value={(equipmentCraftingProgress.progress / equipmentCraftingProgress.required) * 100} className="h-3" />
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<div className="flex justify-between text-xs text-gray-400">
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<span>{equipmentCraftingProgress.progress.toFixed(1)}h / {equipmentCraftingProgress.required.toFixed(1)}h</span>
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<span>Mana spent: {fmt(equipmentCraftingProgress.manaSpent)}</span>
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</div>
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<Button size="sm" variant="outline" onClick={cancelEquipmentCrafting}>Cancel</Button>
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</div>
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) : (
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<ScrollArea className="h-64">
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<div className="space-y-2">
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{lootInventory.blueprints.length === 0 ? (
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<div className="text-center text-gray-400 py-4">
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<Package className="w-12 h-12 mx-auto mb-2 opacity-50" />
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<p>No blueprints discovered yet.</p>
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<p className="text-xs mt-1">Defeat guardians to find blueprints!</p>
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</div>
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) : (
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lootInventory.blueprints.map(bpId => {
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const recipe = CRAFTING_RECIPES[bpId];
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if (!recipe) return null;
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const { canCraft, missingMaterials, missingMana } = canCraftRecipe(
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recipe,
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lootInventory.materials,
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rawMana
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);
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const rarityStyle = RARITY_COLORS[recipe.rarity];
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return (
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<div
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key={bpId}
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className="p-3 rounded border bg-gray-800/50"
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style={{ borderColor: rarityStyle?.color }}
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>
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<div className="flex justify-between items-start mb-2">
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<div>
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<div className="font-semibold" style={{ color: rarityStyle?.color }}>
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{recipe.name}
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</div>
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<div className="text-xs text-gray-400 capitalize">{recipe.rarity}</div>
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</div>
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<Badge variant="outline" className="text-xs">
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{recipe.equipmentTypeId ? 'Equipment' : 'Other'}
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</Badge>
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</div>
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<div className="text-xs text-gray-400 mb-2">{recipe.description}</div>
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<Separator className="bg-gray-700 my-2" />
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<div className="text-xs space-y-1">
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<div className="text-gray-500">Materials:</div>
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{Object.entries(recipe.materials).map(([matId, amount]) => {
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const available = lootInventory.materials[matId] || 0;
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const matDrop = LOOT_DROPS[matId];
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const hasEnough = available >= amount;
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return (
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<div key={matId} className="flex justify-between">
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<span>{matDrop?.name || matId}</span>
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<span className={hasEnough ? 'text-green-400' : 'text-red-400'}>
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{available} / {amount}
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</span>
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</div>
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);
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})}
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<div className="flex justify-between mt-2">
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<span>Mana Cost:</span>
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<span className={rawMana >= recipe.manaCost ? 'text-green-400' : 'text-red-400'}>
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{fmt(recipe.manaCost)}
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</span>
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</div>
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<div className="flex justify-between">
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<span>Craft Time:</span>
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<span>{recipe.craftTime}h</span>
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</div>
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</div>
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<Button
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className="w-full mt-3"
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size="sm"
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disabled={!canCraft || currentAction === 'craft'}
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onClick={() => startCraftingEquipment(bpId)}
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>
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{canCraft ? 'Craft Equipment' : 'Missing Resources'}
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</Button>
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</div>
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);
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})
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)}
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</div>
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</ScrollArea>
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)}
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</CardContent>
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</Card>
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{/* Materials Inventory */}
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<Card className="bg-gray-900/80 border-gray-700">
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<CardHeader className="pb-2">
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<CardTitle className="text-amber-400 text-sm flex items-center gap-2">
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<Package className="w-4 h-4" />
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Materials ({Object.values(lootInventory.materials).reduce((a, b) => a + b, 0)})
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</CardTitle>
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</CardHeader>
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<CardContent>
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<ScrollArea className="h-64">
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{Object.keys(lootInventory.materials).length === 0 ? (
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<div className="text-center text-gray-400 py-4">
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<Sparkles className="w-12 h-12 mx-auto mb-2 opacity-50" />
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<p>No materials collected yet.</p>
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<p className="text-xs mt-1">Defeat floors to gather materials!</p>
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</div>
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) : (
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<div className="grid grid-cols-2 gap-2">
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{Object.entries(lootInventory.materials).map(([matId, count]) => {
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if (count <= 0) return null;
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const drop = LOOT_DROPS[matId];
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if (!drop) return null;
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const rarityStyle = RARITY_COLORS[drop.rarity];
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return (
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<div
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key={matId}
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className="p-2 rounded border bg-gray-800/50 group relative"
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style={{ borderColor: rarityStyle?.color }}
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>
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<div className="flex items-start justify-between">
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<div>
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<div className="text-sm font-semibold" style={{ color: rarityStyle?.color }}>
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{drop.name}
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</div>
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<div className="text-xs text-gray-400">x{count}</div>
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</div>
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<Button
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variant="ghost"
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size="sm"
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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"
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onClick={() => deleteMaterial(matId, count)}
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>
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<Trash2 className="w-3 h-3" />
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</Button>
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</div>
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</div>
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);
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})}
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</div>
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)}
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</ScrollArea>
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</CardContent>
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</Card>
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</div>
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);
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}
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