fix: resolve 22 remaining issues - type exports, dead code, state mutations, orphaned components
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m19s

This commit is contained in:
2026-05-18 21:03:43 +02:00
parent a9918e83a6
commit c3a5f333da
31 changed files with 108 additions and 1519 deletions
+2 -2
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@@ -1,8 +1,8 @@
# Circular Dependencies # Circular Dependencies
Generated: 2026-05-18T18:09:58.620Z Generated: 2026-05-18T18:30:51.103Z
Found: 3 circular chain(s) — these MUST be fixed before modifying involved files. Found: 3 circular chain(s) — these MUST be fixed before modifying involved files.
1. Processed 123 files (1.3s) (29 warnings) 1. Processed 124 files (1.3s) (29 warnings)
2. 1) data/equipment/index.ts > data/equipment/utils.ts 2. 1) data/equipment/index.ts > data/equipment/utils.ts
3. 2) data/golems/index.ts > data/golems/utils.ts 3. 2) data/golems/index.ts > data/golems/utils.ts
+5 -1
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@@ -1,6 +1,6 @@
{ {
"_meta": { "_meta": {
"generated": "2026-05-18T18:09:57.081Z", "generated": "2026-05-18T18:30:49.611Z",
"description": "Import dependency graph for src/lib/game. Keys are files, values are arrays of files they import.", "description": "Import dependency graph for src/lib/game. Keys are files, values are arrays of files they import.",
"usage": "To find what a file affects, search for its path in the VALUES. To find what a file depends on, look at its KEY entry." "usage": "To find what a file affects, search for its path in the VALUES. To find what a file depends on, look at its KEY entry."
}, },
@@ -260,6 +260,7 @@
"data/enchantments/spell-effects/index.ts": [ "data/enchantments/spell-effects/index.ts": [
"data/enchantment-types.ts", "data/enchantment-types.ts",
"data/enchantments/spell-effects/basic-spells.ts", "data/enchantments/spell-effects/basic-spells.ts",
"data/enchantments/spell-effects/legendary-spells.ts",
"data/enchantments/spell-effects/lightning-spells.ts", "data/enchantments/spell-effects/lightning-spells.ts",
"data/enchantments/spell-effects/metal-spells.ts", "data/enchantments/spell-effects/metal-spells.ts",
"data/enchantments/spell-effects/sand-spells.ts", "data/enchantments/spell-effects/sand-spells.ts",
@@ -267,6 +268,9 @@
"data/enchantments/spell-effects/tier3-spells.ts", "data/enchantments/spell-effects/tier3-spells.ts",
"data/enchantments/spell-effects/types.ts" "data/enchantments/spell-effects/types.ts"
], ],
"data/enchantments/spell-effects/legendary-spells.ts": [
"data/enchantments/spell-effects/types.ts"
],
"data/enchantments/spell-effects/lightning-spells.ts": [ "data/enchantments/spell-effects/lightning-spells.ts": [
"data/enchantments/spell-effects/types.ts" "data/enchantments/spell-effects/types.ts"
], ],
-11
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@@ -67,10 +67,8 @@ Mana-Loop/
│ │ │ │ ├── BlueprintsSection.tsx │ │ │ │ ├── BlueprintsSection.tsx
│ │ │ │ ├── EquipmentItem.tsx │ │ │ │ ├── EquipmentItem.tsx
│ │ │ │ ├── EssenceItem.tsx │ │ │ │ ├── EssenceItem.tsx
│ │ │ │ ├── LootInventoryDisplay.tsx
│ │ │ │ ├── MaterialItem.tsx │ │ │ │ ├── MaterialItem.tsx
│ │ │ │ ├── icons.ts │ │ │ │ ├── icons.ts
│ │ │ │ ├── index.tsx
│ │ │ │ └── types.ts │ │ │ │ └── types.ts
│ │ │ ├── StatsTab/ │ │ │ ├── StatsTab/
│ │ │ │ ├── CombatStatsSection.tsx │ │ │ │ ├── CombatStatsSection.tsx
@@ -105,18 +103,13 @@ Mana-Loop/
│ │ │ │ ├── ActivityLog.tsx │ │ │ │ ├── ActivityLog.tsx
│ │ │ │ ├── DisciplinesTab.tsx │ │ │ │ ├── DisciplinesTab.tsx
│ │ │ │ └── index.ts │ │ │ │ └── index.ts
│ │ │ ├── AchievementsDisplay.tsx
│ │ │ ├── ActionButtons.tsx │ │ │ ├── ActionButtons.tsx
│ │ │ ├── ActivityLogPanel.tsx │ │ │ ├── ActivityLogPanel.tsx
│ │ │ ├── AttunementStatus.tsx │ │ │ ├── AttunementStatus.tsx
│ │ │ ├── CalendarDisplay.tsx
│ │ │ ├── ConfirmDialog.tsx
│ │ │ ├── CraftingProgress.tsx
│ │ │ ├── GameToast.tsx │ │ │ ├── GameToast.tsx
│ │ │ ├── ManaDisplay.tsx │ │ │ ├── ManaDisplay.tsx
│ │ │ ├── SpellsTab.tsx │ │ │ ├── SpellsTab.tsx
│ │ │ ├── StatsTab.tsx │ │ │ ├── StatsTab.tsx
│ │ │ ├── StudyProgress.tsx
│ │ │ ├── TimeDisplay.tsx │ │ │ ├── TimeDisplay.tsx
│ │ │ ├── UpgradeDialog.tsx │ │ │ ├── UpgradeDialog.tsx
│ │ │ ├── index.ts │ │ │ ├── index.ts
@@ -191,14 +184,10 @@ Mana-Loop/
│ │ │ └── preparation-actions.ts │ │ │ └── preparation-actions.ts
│ │ ├── data/ │ │ ├── data/
│ │ │ ├── disciplines/ │ │ │ ├── disciplines/
│ │ │ │ ├── base-disciplines.ts
│ │ │ │ ├── base.ts │ │ │ │ ├── base.ts
│ │ │ │ ├── enchanter-disciplines.ts
│ │ │ │ ├── enchanter.ts │ │ │ │ ├── enchanter.ts
│ │ │ │ ├── fabricator-disciplines.ts
│ │ │ │ ├── fabricator.ts │ │ │ │ ├── fabricator.ts
│ │ │ │ ├── index.ts │ │ │ │ ├── index.ts
│ │ │ │ ├── invoker-disciplines.ts
│ │ │ │ └── invoker.ts │ │ │ │ └── invoker.ts
│ │ │ ├── enchantments/ │ │ │ ├── enchantments/
│ │ │ │ ├── spell-effects/ │ │ │ │ ├── spell-effects/
-205
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@@ -1,205 +0,0 @@
'use client';
import { useState } from 'react';
import { GameCard } from '@/components/ui/game-card';
import { Badge } from '@/components/ui/badge';
import { ActionButton } from '@/components/ui/action-button';
import { ScrollArea } from '@/components/ui/scroll-area';
import { ManaBar } from '@/components/ui/mana-bar';
import { Trophy, Lock, CheckCircle, ChevronDown, ChevronUp } from 'lucide-react';
import type { AchievementState } from '@/lib/game/types';
import { ACHIEVEMENTS, getAchievementsByCategory, isAchievementRevealed } from '@/lib/game/data/achievements';
import { GameState } from '@/lib/game/types';
// Map achievement categories to CSS variables for colors
const CATEGORY_COLOR_MAP: Record<string, string> = {
combat: 'var(--color-danger)',
progression: 'var(--rarity-legendary)',
crafting: 'var(--mana-dark)',
magic: 'var(--mana-water)',
special: 'var(--mana-stellar)',
};
interface AchievementsProps {
achievements: AchievementState;
gameState: Pick<GameState, 'maxFloorReached' | 'totalManaGathered' | 'signedPacts' | 'totalSpellsCast' | 'totalDamageDealt' | 'totalCraftsCompleted'>;
}
export function AchievementsDisplay({ achievements, gameState }: AchievementsProps) {
const [expandedCategory, setExpandedCategory] = useState<string | null>('combat');
const categories = getAchievementsByCategory();
const unlockedCount = achievements.unlocked.length;
const totalCount = Object.keys(ACHIEVEMENTS).length;
// Calculate progress for each achievement
const getProgress = (achievementId: string): number => {
const achievement = ACHIEVEMENTS[achievementId];
if (!achievement) return 0;
if (achievements.unlocked.includes(achievementId)) return achievement.requirement.value;
const { type, subType } = achievement.requirement;
switch (type) {
case 'floor':
if (subType === 'noPacts') {
return gameState.maxFloorReached >= achievement.requirement.value && gameState.signedPacts.length === 0
? achievement.requirement.value
: gameState.maxFloorReached;
}
return gameState.maxFloorReached;
case 'spells':
return gameState.totalSpellsCast || 0;
case 'damage':
return gameState.totalDamageDealt || 0;
case 'mana':
return gameState.totalManaGathered || 0;
case 'pact':
return gameState.signedPacts.length;
case 'craft':
return gameState.totalCraftsCompleted || 0;
default:
return achievements.progress[achievementId] || 0;
}
};
return (
<GameCard variant="default" className="w-full">
<div className="flex items-center gap-2 mb-3">
<Trophy className="w-4 h-4 text-[var(--mana-light)]" />
<h3 className="text-[var(--mana-light)] game-panel-title text-xs uppercase tracking-wider">
Achievements
</h3>
<Badge
className="ml-auto bg-[var(--bg-sunken)] text-[var(--text-secondary)] border-[var(--border-subtle)]"
aria-label={`${unlockedCount} out of ${totalCount} achievements unlocked`}
>
{unlockedCount} / {totalCount}
</Badge>
</div>
<ScrollArea className="h-64 w-full">
<div className="space-y-2 pr-2">
{Object.entries(categories).map(([category, categoryAchievements]) => (
<div key={category} className="space-y-1">
<ActionButton
variant="ghost"
size="sm"
className="w-full justify-between text-xs hover:bg-[var(--bg-sunken)]"
onClick={() => setExpandedCategory(expandedCategory === category ? null : category)}
aria-expanded={expandedCategory === category}
aria-label={`${category} category - ${categoryAchievements.filter(a => achievements.unlocked.includes(a.id)).length} of ${categoryAchievements.length} unlocked`}
>
<span style={{ color: CATEGORY_COLOR_MAP[category] || 'var(--text-primary)' }}>
{category.charAt(0).toUpperCase() + category.slice(1)}
</span>
<span className="text-[var(--text-muted)]">
{categoryAchievements.filter(a => achievements.unlocked.includes(a.id)).length} / {categoryAchievements.length}
</span>
{expandedCategory === category ? (
<ChevronUp className="w-4 h-4 text-[var(--text-muted)]" />
) : (
<ChevronDown className="w-4 h-4 text-[var(--text-muted)]" />
)}
</ActionButton>
{expandedCategory === category && (
<div className="pl-2 space-y-2">
{categoryAchievements.map((achievement) => {
const isUnlocked = achievements.unlocked.includes(achievement.id);
const progress = getProgress(achievement.id);
const isRevealed = isAchievementRevealed(achievement, progress);
const progressPercent = Math.min(100, (progress / achievement.requirement.value) * 100);
if (!isRevealed && !isUnlocked) {
return (
<div
key={achievement.id}
className="p-2 rounded bg-[var(--bg-sunken)] border border-[var(--border-subtle)]"
aria-label="Locked achievement - details hidden"
>
<div className="flex items-center gap-2 text-[var(--text-muted)]">
<Lock className="w-4 h-4" aria-hidden="true" />
<span className="text-sm">???</span>
</div>
</div>
);
}
return (
<div
key={achievement.id}
className={`p-2 rounded border ${
isUnlocked
? 'bg-[var(--rarity-legendary-glow)] border-[var(--rarity-legendary)]/50'
: 'bg-[var(--bg-sunken)] border-[var(--border-subtle)]'
}`}
>
<div className="flex items-start justify-between mb-1">
<div className="flex items-center gap-2">
{isUnlocked ? (
<CheckCircle className="w-4 h-4 text-[var(--mana-light)]" aria-hidden="true" />
) : (
<Trophy className="w-4 h-4 text-[var(--text-muted)]" aria-hidden="true" />
)}
<span
className={`text-sm font-semibold ${
isUnlocked ? 'text-[var(--mana-light)]' : 'text-[var(--text-secondary)]'
}`}
>
{achievement.name}
</span>
</div>
{achievement.reward.title && isUnlocked && (
<Badge
className="text-xs bg-[var(--mana-dark)]/20 text-[var(--mana-dark)] border-[var(--mana-dark)]/40"
aria-label="Title reward"
>
Title
</Badge>
)}
</div>
<div className="text-xs text-[var(--text-muted)] mb-2">
{achievement.desc}
</div>
{!isUnlocked && (
<div className="space-y-1">
<ManaBar
value={progress}
max={achievement.requirement.value}
manaType="light"
className="h-1.5"
aria-label={`Progress: ${Math.round(progressPercent)}%`}
/>
<div className="flex justify-between text-xs text-[var(--text-muted)]">
<span>{progress.toLocaleString()} / {achievement.requirement.value.toLocaleString()}</span>
<span>{progressPercent.toFixed(0)}%</span>
</div>
</div>
)}
{isUnlocked && achievement.reward && (
<div className="text-xs text-[var(--mana-light)]/70">
Reward:
{achievement.reward.insight && ` +${achievement.reward.insight} Insight`}
{achievement.reward.manaBonus && ` +${achievement.reward.manaBonus} Max Mana`}
{achievement.reward.damageBonus && ` +${(achievement.reward.damageBonus * 100).toFixed(0)}% Damage`}
{achievement.reward.title && ` "${achievement.reward.title}"`}
</div>
)}
</div>
);
})}
</div>
)}
</div>
))}
</div>
</ScrollArea>
</GameCard>
);
}
AchievementsDisplay.displayName = "AchievementsDisplay";
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@@ -1,53 +0,0 @@
'use client';
import { Tooltip, TooltipContent, TooltipTrigger } from '@/components/ui/tooltip';
import { MAX_DAY, INCURSION_START_DAY } from '@/lib/game/constants';
interface CalendarDisplayProps {
day: number;
hour: number;
incursionStrength?: number;
}
export function CalendarDisplay({ day }: CalendarDisplayProps) {
const days: React.ReactElement[] = [];
for (let d = 1; d <= MAX_DAY; d++) {
let dayClass = 'w-6 h-6 sm:w-7 sm:h-7 rounded text-xs flex items-center justify-center font-mono border transition-all ';
if (d < day) {
dayClass += 'bg-blue-900/30 border-blue-800/50 text-blue-400';
} else if (d === day) {
dayClass += 'bg-blue-600/40 border-blue-500 text-blue-300 shadow-lg shadow-blue-500/30';
} else {
dayClass += 'bg-gray-800/30 border-gray-700/50 text-gray-500';
}
if (d >= INCURSION_START_DAY) {
dayClass += ' border-red-600/50';
}
days.push(
<Tooltip key={d}>
<TooltipTrigger asChild>
<div className={dayClass}>
{d}
</div>
</TooltipTrigger>
<TooltipContent>
<p>Day {d}</p>
{d >= INCURSION_START_DAY && <p className="text-red-400">Incursion Active</p>}
</TooltipContent>
</Tooltip>
);
}
return (
<div className="grid grid-cols-7 sm:grid-cols-7 md:grid-cols-14 gap-1">
{days}
</div>
);
}
CalendarDisplay.displayName = "CalendarDisplay";
CalendarDisplay.displayName = "CalendarDisplay";
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@@ -1,193 +0,0 @@
'use client';
import { useState, type ReactNode } from 'react';
import {
AlertDialog,
AlertDialogAction,
AlertDialogCancel,
AlertDialogContent,
AlertDialogDescription,
AlertDialogFooter,
AlertDialogHeader,
AlertDialogTitle,
} from '@/components/ui/alert-dialog';
import { AlertTriangle, AlertCircle, Info, CheckCircle } from 'lucide-react';
import { cn } from '@/lib/utils';
export type ConfirmDialogVariant = 'danger' | 'warning' | 'info' | 'success';
interface ConfirmDialogProps {
/** Whether the dialog is open */
open: boolean;
/** Callback when open state changes */
onOpenChange: (open: boolean) => void;
/** Dialog title */
title: string;
/** Dialog description/content */
description: ReactNode;
/** Cancel button text (default: "Cancel") */
cancelText?: string;
/** Confirm button text (default: "Confirm") */
confirmText?: string;
/** Dialog variant/type */
variant?: ConfirmDialogVariant;
/** Callback when user confirms */
onConfirm: () => void | Promise<void>;
/** Callback when user cancels */
onCancel?: () => void;
/** Whether the confirm action is destructive */
destructive?: boolean;
}
const VARIANT_ICONS = {
danger: AlertTriangle,
warning: AlertCircle,
info: Info,
success: CheckCircle,
};
const VARIANT_TITLE_COLORS = {
danger: 'text-[var(--color-danger)]',
warning: 'text-[var(--color-warning)]',
info: 'text-[var(--color-info)]',
success: 'text-[var(--color-success)]',
};
const VARIANT_ACTION_COLORS = {
danger: 'bg-[var(--color-danger)] hover:bg-[var(--interactive-danger-hover)] text-white',
warning: 'bg-[var(--color-warning)] hover:opacity-90 text-black',
info: 'bg-[var(--color-info)] hover:opacity-90 text-white',
success: 'bg-[var(--color-success)] hover:opacity-90 text-white',
};
/**
* Reusable confirmation dialog component.
* Uses the existing shadcn/ui AlertDialog.
*
* @example
* <ConfirmDialog
* open={showDialog}
* onOpenChange={setShowDialog}
* title="Delete Item"
* description="Are you sure you want to delete this item? This action cannot be undone."
* variant="danger"
* onConfirm={handleDelete}
* />
*/
export function ConfirmDialog({
open,
onOpenChange,
title,
description,
cancelText = 'Cancel',
confirmText = 'Confirm',
variant = 'warning',
onConfirm,
onCancel,
destructive = false,
}: ConfirmDialogProps) {
const [isLoading, setIsLoading] = useState(false);
const [error, setError] = useState<string | null>(null);
const Icon = VARIANT_ICONS[variant];
const titleColor = VARIANT_TITLE_COLORS[variant];
const actionClass = destructive ? VARIANT_ACTION_COLORS.danger : VARIANT_ACTION_COLORS[variant];
const handleConfirm = async () => {
setIsLoading(true);
setError(null);
try {
await onConfirm();
onOpenChange(false);
} catch (e) {
setError(e instanceof Error ? e.message : 'Action failed');
} finally {
setIsLoading(false);
}
};
const handleCancel = () => {
onCancel?.();
onOpenChange(false);
};
return (
<AlertDialog open={open} onOpenChange={onOpenChange}>
<AlertDialogContent className="bg-[var(--bg-elevated)] border-[var(--border-default)] text-[var(--text-primary)]">
<AlertDialogHeader>
<AlertDialogTitle className={cn('flex items-center gap-2', titleColor)}>
<Icon className="h-5 w-5" />
{title}
</AlertDialogTitle>
<AlertDialogDescription className="text-[var(--text-secondary)]">
{description}
</AlertDialogDescription>
{error && (
<div className="mt-2 rounded-md bg-red-900/30 border border-red-700/50 px-3 py-2 text-sm text-red-300">
{error}
</div>
)}
</AlertDialogHeader>
<AlertDialogFooter>
<AlertDialogCancel
className="bg-[var(--bg-sunken)] border-[var(--border-default)] text-[var(--text-primary)] hover:bg-[var(--bg-elevated)]"
onClick={handleCancel}
>
{cancelText}
</AlertDialogCancel>
<AlertDialogAction
className={cn(actionClass, isLoading && 'opacity-50 cursor-not-allowed')}
onClick={handleConfirm}
disabled={isLoading}
>
{isLoading ? 'Processing...' : confirmText}
</AlertDialogAction>
</AlertDialogFooter>
</AlertDialogContent>
</AlertDialog>
);
}
/**
* Hook to easily manage a confirmation dialog state.
*
* @example
* const { dialogProps, showConfirm } = useConfirmDialog();
*
* showConfirm({
* title: "Delete Item",
* description: "Are you sure?",
* onConfirm: () => deleteItem(),
* });
*/
export function useConfirmDialog() {
const [dialogState, setDialogState] = useState<{
open: boolean;
props: Omit<ConfirmDialogProps, 'open' | 'onOpenChange'>;
}>({
open: false,
props: {
title: '',
description: '',
onConfirm: () => {},
},
});
const showConfirm = (props: Omit<ConfirmDialogProps, 'open' | 'onOpenChange'>) => {
setDialogState({ open: true, props });
};
const dialogProps: ConfirmDialogProps = {
open: dialogState.open,
onOpenChange: (open: boolean) => setDialogState(prev => ({ ...prev, open })),
...dialogState.props,
};
return {
dialogProps,
showConfirm,
ConfirmDialogComponent: <ConfirmDialog {...dialogProps} />,
};
}
export default ConfirmDialog;
-163
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@@ -1,163 +0,0 @@
'use client';
import { Button } from '@/components/ui/button';
import { Progress } from '@/components/ui/progress';
import { Target, FlaskConical, Sparkles, Play, Pause, X } from 'lucide-react';
import { fmt } from '@/lib/game/stores';
import { formatStudyTime } from '@/lib/game/utils/formatting';
import type { EquipmentInstance, EnchantmentDesign } from '@/lib/game/types';
interface CraftingProgressProps {
designProgress: { designId: string; progress: number; required: number } | null;
preparationProgress: { equipmentInstanceId: string; progress: number; required: number; manaCostPaid: number } | null;
applicationProgress: { equipmentInstanceId: string; designId: string; progress: number; required: number; manaPerHour: number; paused: boolean } | null;
equipmentInstances: Record<string, EquipmentInstance>;
enchantmentDesigns: EnchantmentDesign[];
cancelDesign: () => void;
cancelPreparation: () => void;
pauseApplication: () => void;
resumeApplication: () => void;
cancelApplication: () => void;
}
export function CraftingProgress({
designProgress,
preparationProgress,
applicationProgress,
equipmentInstances,
enchantmentDesigns,
cancelDesign,
cancelPreparation,
pauseApplication,
resumeApplication,
cancelApplication,
}: CraftingProgressProps) {
const progressSections: React.ReactNode[] = [];
// Design progress
if (designProgress) {
const progressPct = Math.min(100, (designProgress.progress / designProgress.required) * 100);
progressSections.push(
<div key="design" 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">
<Target className="w-4 h-4 text-cyan-400" />
<span className="text-sm font-semibold text-cyan-300">
Designing Enchantment
</span>
</div>
<Button
variant="ghost"
size="sm"
className="h-6 w-6 p-0 text-gray-400 hover:text-white"
onClick={cancelDesign}
>
<X className="w-4 h-4" />
</Button>
</div>
<Progress value={progressPct} className="h-2 bg-gray-800" />
<div className="flex justify-between text-xs text-gray-400 mt-1">
<span>{formatStudyTime(designProgress.progress)} / {formatStudyTime(designProgress.required)}</span>
<span>Design Time</span>
</div>
</div>
);
}
// Preparation progress
if (preparationProgress) {
const progressPct = Math.min(100, (preparationProgress.progress / preparationProgress.required) * 100);
const instance = equipmentInstances[preparationProgress.equipmentInstanceId];
progressSections.push(
<div key="prepare" className="p-3 rounded border border-green-600/50 bg-green-900/20">
<div className="flex items-center justify-between mb-2">
<div className="flex items-center gap-2">
<FlaskConical className="w-4 h-4 text-green-400" />
<span className="text-sm font-semibold text-green-300">
Preparing {instance?.name || 'Equipment'}
</span>
</div>
<Button
variant="ghost"
size="sm"
className="h-6 w-6 p-0 text-gray-400 hover:text-white"
onClick={cancelPreparation}
>
<X className="w-4 h-4" />
</Button>
</div>
<Progress value={progressPct} className="h-2 bg-gray-800" />
<div className="flex justify-between text-xs text-gray-400 mt-1">
<span>{formatStudyTime(preparationProgress.progress)} / {formatStudyTime(preparationProgress.required)}</span>
<span>Mana spent: {fmt(preparationProgress.manaCostPaid)}</span>
</div>
</div>
);
}
// Application progress
if (applicationProgress) {
const progressPct = Math.min(100, (applicationProgress.progress / applicationProgress.required) * 100);
const instance = equipmentInstances[applicationProgress.equipmentInstanceId];
const design = enchantmentDesigns.find(d => d.id === applicationProgress.designId);
progressSections.push(
<div key="enchant" className="p-3 rounded border border-amber-600/50 bg-amber-900/20">
<div className="flex items-center justify-between mb-2">
<div className="flex items-center gap-2">
<Sparkles className="w-4 h-4 text-amber-400" />
<span className="text-sm font-semibold text-amber-300">
Enchanting {instance?.name || 'Equipment'}
</span>
</div>
<div className="flex gap-1">
{applicationProgress.paused ? (
<Button
variant="ghost"
size="sm"
className="h-6 w-6 p-0 text-green-400 hover:text-green-300"
onClick={resumeApplication}
>
<Play className="w-4 h-4" />
</Button>
) : (
<Button
variant="ghost"
size="sm"
className="h-6 w-6 p-0 text-yellow-400 hover:text-yellow-300"
onClick={pauseApplication}
>
<Pause className="w-4 h-4" />
</Button>
)}
<Button
variant="ghost"
size="sm"
className="h-6 w-6 p-0 text-gray-400 hover:text-white"
onClick={cancelApplication}
>
<X className="w-4 h-4" />
</Button>
</div>
</div>
<Progress value={progressPct} className="h-2 bg-gray-800" />
<div className="flex justify-between text-xs text-gray-400 mt-1">
<span>{formatStudyTime(applicationProgress.progress)} / {formatStudyTime(applicationProgress.required)}</span>
<span>Mana/hr: {fmt(applicationProgress.manaPerHour)}</span>
</div>
{design && (
<div className="text-xs text-amber-400/70 mt-1">
Applying: {design.name}
</div>
)}
</div>
);
}
return progressSections.length > 0 ? (
<div className="space-y-2">
{progressSections}
</div>
) : null;
}
CraftingProgress.displayName = "CraftingProgress";
@@ -1,310 +0,0 @@
'use client';
import { useState } from 'react';
import { GameCard } from '@/components/ui/game-card';
import { Badge } from '@/components/ui/badge';
import { ActionButton } from '@/components/ui/action-button';
import { ScrollArea } from '@/components/ui/scroll-area';
import { Separator } from '@/components/ui/separator';
import { Input } from '@/components/ui/input';
import {
Gem, Search, ArrowUpDown, AlertTriangle
} from 'lucide-react';
import { ElementBadge } from '@/components/ui/element-badge';
import type { LootInventory as LootInventoryType, EquipmentInstance, ElementState } from '@/lib/game/types';
import { LOOT_DROPS } from '@/lib/game/data/loot-drops';
import { EQUIPMENT_TYPES } from '@/lib/game/data/equipment';
import { ELEMENTS } from '@/lib/game/constants';
import { useGameToast } from '@/components/game/GameToast';
import {
AlertDialog,
AlertDialogAction,
AlertDialogCancel,
AlertDialogContent,
AlertDialogDescription,
AlertDialogFooter,
AlertDialogHeader,
AlertDialogTitle,
} from '@/components/ui/alert-dialog';
import { type SortMode, type FilterMode, RARITY_ORDER } from './types';
import { MaterialsSection } from './MaterialItem';
import { EssenceSection } from './EssenceItem';
import { BlueprintsSection } from './BlueprintsSection';
import { EquipmentSection } from './EquipmentItem';
interface LootInventoryProps {
inventory: LootInventoryType;
elements?: Record<string, ElementState>;
equipmentInstances?: Record<string, EquipmentInstance>;
onDeleteMaterial?: (materialId: string, amount: number) => void;
onDeleteEquipment?: (instanceId: string) => void;
}
export function LootInventoryDisplay({
inventory,
elements,
equipmentInstances = {},
onDeleteMaterial,
onDeleteEquipment,
}: LootInventoryProps) {
const showToast = useGameToast();
const [searchTerm, setSearchTerm] = useState('');
const [sortMode, setSortMode] = useState<SortMode>('rarity');
const [filterMode, setFilterMode] = useState<FilterMode>('all');
const [deleteConfirm, setDeleteConfirm] = useState<{ type: 'material' | 'equipment'; id: string; name: string } | null>(null);
// Count items
const materialCount = Object.values(inventory.materials || {}).reduce((a, b) => a + b, 0);
const essenceCount = elements ? Object.entries(elements).reduce((a, [id, e]) => id === 'transference' ? a : a + e.current, 0) : 0;
const blueprintCount = inventory.blueprints.length;
const equipmentCount = Object.keys(equipmentInstances).length;
const totalItems = materialCount + blueprintCount + equipmentCount;
// Filter and sort materials
const filteredMaterials = Object.entries(inventory.materials)
.filter(([id, count]) => {
if (count <= 0) return false;
const drop = LOOT_DROPS[id];
if (!drop) return false;
if (searchTerm && !drop.name.toLowerCase().includes(searchTerm.toLowerCase())) return false;
return true;
})
.sort(([aId, aCount], [bId, bCount]) => {
const aDrop = LOOT_DROPS[aId];
const bDrop = LOOT_DROPS[bId];
if (!aDrop || !bDrop) return 0;
switch (sortMode) {
case 'name':
return aDrop.name.localeCompare(bDrop.name);
case 'rarity':
return RARITY_ORDER[bDrop.rarity] - RARITY_ORDER[aDrop.rarity];
case 'count':
return bCount - aCount;
default:
return 0;
}
});
// Filter and sort essence
const filteredEssence = elements
? Object.entries(elements)
.filter(([id, state]) => {
if (!state.unlocked || state.current <= 0) return false;
if (id === 'transference') return false;
if (searchTerm && !ELEMENTS[id]?.name.toLowerCase().includes(searchTerm.toLowerCase())) return false;
return true;
})
.sort(([aId, aState], [bId, bState]) => {
switch (sortMode) {
case 'name':
return (ELEMENTS[aId]?.name || aId).localeCompare(ELEMENTS[bId]?.name || bId);
case 'count':
return bState.current - aState.current;
default:
return 0;
}
})
: [];
// Filter and sort equipment
const filteredEquipment = Object.entries(equipmentInstances)
.filter(([id, instance]) => {
if (searchTerm && !instance.name.toLowerCase().includes(searchTerm.toLowerCase())) return false;
return true;
})
.sort(([aId, aInst], [bId, bInst]) => {
switch (sortMode) {
case 'name':
return aInst.name.localeCompare(bInst.name);
case 'rarity':
return RARITY_ORDER[bInst.rarity] - RARITY_ORDER[aInst.rarity];
default:
return 0;
}
});
// Check if we have anything to show
const hasItems = totalItems > 0 || essenceCount > 0;
const handleDeleteMaterial = (materialId: string) => {
const drop = LOOT_DROPS[materialId];
if (drop) {
setDeleteConfirm({ type: 'material', id: materialId, name: drop.name });
}
};
const handleDeleteEquipment = (instanceId: string) => {
const instance = equipmentInstances[instanceId];
if (instance) {
setDeleteConfirm({ type: 'equipment', id: instanceId, name: instance.name });
}
};
const confirmDelete = () => {
if (!deleteConfirm) return;
if (deleteConfirm.type === 'material' && onDeleteMaterial) {
const amount = inventory.materials[deleteConfirm.id] || 0;
onDeleteMaterial(deleteConfirm.id, amount);
showToast('success', 'Material Deleted', `${deleteConfirm.name} removed from inventory`);
} else if (deleteConfirm.type === 'equipment' && onDeleteEquipment) {
onDeleteEquipment(deleteConfirm.id);
showToast('success', 'Item Discarded', `${deleteConfirm.name} has been removed from inventory`);
}
setDeleteConfirm(null);
};
if (!hasItems) {
return (
<GameCard variant="default" className="w-full">
<div className="flex items-center gap-2 mb-2">
<Gem className="w-4 h-4 text-[var(--mana-light)]" />
<h3 className="text-[var(--mana-light)] game-panel-title text-xs uppercase tracking-wider">
Inventory
</h3>
</div>
<div className="text-[var(--text-muted)] text-sm text-center py-4">
No items collected yet. Defeat floors and guardians to find loot!
</div>
</GameCard>
);
}
return (
<>
<GameCard variant="default" className="w-full">
<div className="flex items-center gap-2 mb-3">
<Gem className="w-4 h-4 text-[var(--mana-light)]" />
<h3 className="text-[var(--mana-light)] game-panel-title text-xs uppercase tracking-wider">
Inventory
</h3>
<Badge
className="ml-auto bg-[var(--bg-sunken)] text-[var(--text-secondary)] text-xs border-[var(--border-subtle)]"
aria-label={`${totalItems} items in inventory`}
>
{totalItems} items
</Badge>
</div>
{/* Search and Filter Controls */}
<div className="flex gap-2 mb-3">
<div className="relative flex-1">
<Search className="absolute left-2 top-1/2 -translate-y-1/2 w-3 h-3 text-[var(--text-muted)]" />
<Input
placeholder="Search..."
value={searchTerm}
onChange={(e) => setSearchTerm(e.target.value)}
className="h-7 pl-7 bg-[var(--bg-sunken)] border-[var(--border-subtle)] text-xs text-[var(--text-primary)] placeholder:text-[var(--text-disabled)]"
aria-label="Search inventory"
/>
</div>
<ActionButton
variant="secondary"
size="sm"
className="h-7 px-2"
onClick={() => setSortMode(sortMode === 'rarity' ? 'name' : sortMode === 'name' ? 'count' : 'rarity')}
aria-label={`Sort by ${sortMode === 'rarity' ? 'name' : sortMode === 'name' ? 'count' : 'rarity'}`}
>
<ArrowUpDown className="w-3 h-3" />
</ActionButton>
</div>
{/* Filter Tabs */}
<div className="flex gap-1 flex-wrap mb-3">
{[
{ mode: 'all' as FilterMode, label: 'All' },
{ mode: 'materials' as FilterMode, label: `Materials (${materialCount})` },
{ mode: 'essence' as FilterMode, label: `Essence (${essenceCount})` },
{ mode: 'blueprints' as FilterMode, label: `Blueprints (${blueprintCount})` },
{ mode: 'equipment' as FilterMode, label: `Equipment (${equipmentCount})` },
].map(({ mode, label }) => (
<ActionButton
key={mode}
variant={filterMode === mode ? 'primary' : 'secondary'}
size="sm"
className={`h-6 px-2 text-xs ${filterMode === mode ? '' : 'bg-[var(--bg-sunken)]'}`}
onClick={() => setFilterMode(mode)}
aria-pressed={filterMode === mode}
aria-label={`Filter by ${label}`}
>
{label}
</ActionButton>
))}
</div>
<Separator className="bg-[var(--border-subtle)] mb-3" />
<ScrollArea className="h-64 w-full">
<div className="space-y-3 pr-2">
{/* Materials */}
{(filterMode === 'all' || filterMode === 'materials') && (
<MaterialsSection
materials={filteredMaterials}
onDeleteMaterial={handleDeleteMaterial}
/>
)}
{/* Essence */}
{(filterMode === 'all' || filterMode === 'essence') && (
<EssenceSection essence={filteredEssence} />
)}
{/* Blueprints */}
{(filterMode === 'all' || filterMode === 'blueprints') && (
<BlueprintsSection blueprints={inventory.blueprints} />
)}
{/* Equipment */}
{(filterMode === 'all' || filterMode === 'equipment') && (
<EquipmentSection
equipment={filteredEquipment}
onDeleteEquipment={handleDeleteEquipment}
/>
)}
</div>
</ScrollArea>
</GameCard>
{/* Delete Confirmation Dialog */}
<AlertDialog open={!!deleteConfirm} onOpenChange={() => setDeleteConfirm(null)}>
<AlertDialogContent className="bg-[var(--bg-surface)] border-[var(--border-default)]">
<AlertDialogHeader>
<AlertDialogTitle className="text-[var(--mana-light)] flex items-center gap-2">
<AlertTriangle className="w-5 h-5" />
Delete Item
</AlertDialogTitle>
<AlertDialogDescription className="text-[var(--text-secondary)]">
Are you sure you want to delete <strong className="text-[var(--text-primary)]">{deleteConfirm?.name}</strong>?
{deleteConfirm?.type === 'material' && (
<span className="block mt-2 text-[var(--color-danger)]">
This will delete ALL {inventory.materials[deleteConfirm?.id || ''] || 0} of this material!
</span>
)}
{deleteConfirm?.type === 'equipment' && (
<span className="block mt-2 text-[var(--color-danger)]">
This equipment and all its enchantments will be permanently lost!
</span>
)}
</AlertDialogDescription>
</AlertDialogHeader>
<AlertDialogFooter>
<AlertDialogCancel className="bg-[var(--bg-sunken)] border-[var(--border-default)] text-[var(--text-primary)] hover:bg-[var(--bg-elevated)]">
Cancel
</AlertDialogCancel>
<AlertDialogAction
className="bg-[var(--interactive-danger)] hover:bg-[var(--interactive-danger-hover)] text-white"
onClick={confirmDelete}
>
Delete
</AlertDialogAction>
</AlertDialogFooter>
</AlertDialogContent>
</AlertDialog>
</>
);
}
LootInventoryDisplay.displayName = "LootInventoryDisplay";
-318
View File
@@ -1,318 +0,0 @@
'use client';
import { useState } from 'react';
import { GameCard } from '@/components/ui/game-card';
import { Badge } from '@/components/ui/badge';
import { ActionButton } from '@/components/ui/action-button';
import { ScrollArea } from '@/components/ui/scroll-area';
import { Separator } from '@/components/ui/separator';
import { Input } from '@/components/ui/input';
import {
Gem, Search, ArrowUpDown, AlertTriangle
} from 'lucide-react';
import { ElementBadge } from '@/components/ui/element-badge';
import type { LootInventory as LootInventoryType, EquipmentInstance, ElementState } from '@/lib/game/types';
import { LOOT_DROPS, LOOT_RARITY_COLORS } from '@/lib/game/data/loot-drops';
import { EQUIPMENT_TYPES } from '@/lib/game/data/equipment';
import { ELEMENTS } from '@/lib/game/constants';
import { useGameToast } from '@/components/game/GameToast';
import {
AlertDialog,
AlertDialogAction,
AlertDialogCancel,
AlertDialogContent,
AlertDialogDescription,
AlertDialogFooter,
AlertDialogHeader,
AlertDialogTitle,
} from '@/components/ui/alert-dialog';
import { type SortMode, type FilterMode, RARITY_ORDER, RARITY_CSS_VAR, RARITY_GLOW_CSS_VAR } from './types';
import { MaterialsSection } from './MaterialItem';
import { EssenceSection } from './EssenceItem';
import { BlueprintsSection } from './BlueprintsSection';
import { EquipmentSection } from './EquipmentItem';
interface LootInventoryProps {
inventory: LootInventoryType;
elements?: Record<string, ElementState>;
equipmentInstances?: Record<string, EquipmentInstance>;
onDeleteMaterial?: (materialId: string, amount: number) => void;
onDeleteEquipment?: (instanceId: string) => void;
}
export function LootInventoryDisplay({
inventory,
elements,
equipmentInstances = {},
onDeleteMaterial,
onDeleteEquipment,
}: LootInventoryProps) {
const showToast = useGameToast();
const [searchTerm, setSearchTerm] = useState('');
const [sortMode, setSortMode] = useState<SortMode>('rarity');
const [filterMode, setFilterMode] = useState<FilterMode>('all');
const [deleteConfirm, setDeleteConfirm] = useState<{ type: 'material' | 'equipment'; id: string; name: string } | null>(null);
// Count items
const materialCount = Object.values(inventory.materials || {}).reduce((a: number, b: number) => a + b, 0);
// Calculate essence count
let essenceCount = 0;
if (elements) {
essenceCount = Object.entries(elements).reduce((acc: number, [id, state]) => {
if (id === 'transference') return acc;
return acc + (state.current || 0);
}, 0);
}
const blueprintCount = inventory.blueprints.length;
const equipmentCount = Object.keys(equipmentInstances).length;
const totalItems = materialCount + blueprintCount + equipmentCount;
// Filter and sort materials
const filteredMaterials = Object.entries(inventory.materials)
.filter(([id, count]) => {
if (count <= 0) return false;
const drop = LOOT_DROPS[id];
if (!drop) return false;
if (searchTerm && !drop.name.toLowerCase().includes(searchTerm.toLowerCase())) return false;
return true;
})
.sort(([aId, aCount], [bId, bCount]) => {
const aDrop = LOOT_DROPS[aId];
const bDrop = LOOT_DROPS[bId];
if (!aDrop || !bDrop) return 0;
switch (sortMode) {
case 'name':
return aDrop.name.localeCompare(bDrop.name);
case 'rarity':
return RARITY_ORDER[bDrop.rarity] - RARITY_ORDER[aDrop.rarity];
case 'count':
return bCount - aCount;
default:
return 0;
}
});
// Filter and sort essence
const filteredEssence = elements
? Object.entries(elements)
.filter(([id, state]) => {
if (!state.unlocked || state.current <= 0) return false;
if (id === 'transference') return false;
if (searchTerm && !ELEMENTS[id]?.name.toLowerCase().includes(searchTerm.toLowerCase())) return false;
return true;
})
.sort(([aId, aState], [bId, bState]) => {
switch (sortMode) {
case 'name':
return (ELEMENTS[aId]?.name || aId).localeCompare(ELEMENTS[bId]?.name || bId);
case 'count':
return bState.current - aState.current;
default:
return 0;
}
})
: [];
// Filter and sort equipment
const filteredEquipment = Object.entries(equipmentInstances)
.filter(([id, instance]) => {
if (searchTerm && !instance.name.toLowerCase().includes(searchTerm.toLowerCase())) return false;
return true;
})
.sort(([aId, aInst], [bId, bInst]) => {
switch (sortMode) {
case 'name':
return aInst.name.localeCompare(bInst.name);
case 'rarity':
return RARITY_ORDER[bInst.rarity] - RARITY_ORDER[aInst.rarity];
default:
return 0;
}
});
const hasItems = totalItems > 0 || essenceCount > 0;
const handleDeleteMaterial = (materialId: string) => {
const drop = LOOT_DROPS[materialId];
if (drop) {
setDeleteConfirm({ type: 'material', id: materialId, name: drop.name });
}
};
const handleDeleteEquipment = (instanceId: string) => {
const instance = equipmentInstances[instanceId];
if (instance) {
setDeleteConfirm({ type: 'equipment', id: instanceId, name: instance.name });
}
};
const confirmDelete = () => {
if (!deleteConfirm) return;
if (deleteConfirm.type === 'material' && onDeleteMaterial) {
const amount = inventory.materials[deleteConfirm.id] || 0;
onDeleteMaterial(deleteConfirm.id, amount);
showToast('success', 'Material Deleted', `${deleteConfirm.name} removed from inventory`);
} else if (deleteConfirm.type === 'equipment' && onDeleteEquipment) {
onDeleteEquipment(deleteConfirm.id);
showToast('success', 'Item Discarded', `${deleteConfirm.name} has been removed from inventory`);
}
setDeleteConfirm(null);
};
if (!hasItems) {
return (
<GameCard variant="default" className="w-full">
<div className="flex items-center gap-2 mb-2">
<Gem className="w-4 h-4 text-[var(--mana-light)]" />
<h3 className="text-[var(--mana-light)] game-panel-title text-xs uppercase tracking-wider">
Inventory
</h3>
</div>
<div className="text-[var(--text-muted)] text-sm text-center py-4">
No items collected yet. Defeat floors and guardians to find loot!
</div>
</GameCard>
);
}
return (
<>
<GameCard variant="default" className="w-full">
<div className="flex items-center gap-2 mb-3">
<Gem className="w-4 h-4 text-[var(--mana-light)]" />
<h3 className="text-[var(--mana-light)] game-panel-title text-xs uppercase tracking-wider">
Inventory
</h3>
<Badge
className="ml-auto bg-[var(--bg-sunken)] text-[var(--text-secondary)] text-xs border-[var(--border-subtle)]"
aria-label={`${totalItems} items in inventory`}
>
{totalItems} items
</Badge>
</div>
{/* Search and Filter Controls */}
<div className="flex gap-2 mb-3">
<div className="relative flex-1">
<Search className="absolute left-2 top-1/2 -translate-y-1/2 w-3 h-3 text-[var(--text-muted)]" />
<Input
placeholder="Search..."
value={searchTerm}
onChange={(e) => setSearchTerm(e.target.value)}
className="h-7 pl-7 bg-[var(--bg-sunken)] border-[var(--border-subtle)] text-xs text-[var(--text-primary)] placeholder:text-[var(--text-disabled)]"
aria-label="Search inventory"
/>
</div>
<ActionButton
variant="secondary"
size="sm"
className="h-7 px-2"
onClick={() => setSortMode(sortMode === 'rarity' ? 'name' : sortMode === 'name' ? 'count' : 'rarity')}
aria-label={`Sort by ${sortMode === 'rarity' ? 'name' : sortMode === 'name' ? 'count' : 'rarity'}`}
>
<ArrowUpDown className="w-3 h-3" />
</ActionButton>
</div>
{/* Filter Tabs */}
<div className="flex gap-1 flex-wrap mb-3">
{[
{ mode: 'all' as FilterMode, label: 'All' },
{ mode: 'materials' as FilterMode, label: `Materials (${materialCount})` },
{ mode: 'essence' as FilterMode, label: `Essence (${essenceCount})` },
{ mode: 'blueprints' as FilterMode, label: `Blueprints (${blueprintCount})` },
{ mode: 'equipment' as FilterMode, label: `Equipment (${equipmentCount})` },
].map(({ mode, label }) => (
<ActionButton
key={mode}
variant={filterMode === mode ? 'primary' : 'secondary'}
size="sm"
className={`h-6 px-2 text-xs ${filterMode === mode ? '' : 'bg-[var(--bg-sunken)]'}`}
onClick={() => setFilterMode(mode)}
aria-pressed={filterMode === mode}
aria-label={`Filter by ${label}`}
>
{label}
</ActionButton>
))}
</div>
<Separator className="bg-[var(--border-subtle)] mb-3" />
<ScrollArea className="h-64 w-full">
<div className="space-y-3 pr-2">
{/* Materials */}
{(filterMode === 'all' || filterMode === 'materials') && (
<MaterialsSection
materials={filteredMaterials}
onDeleteMaterial={handleDeleteMaterial}
/>
)}
{/* Essence */}
{(filterMode === 'all' || filterMode === 'essence') && (
<EssenceSection essence={filteredEssence} />
)}
{/* Blueprints */}
{(filterMode === 'all' || filterMode === 'blueprints') && (
<BlueprintsSection blueprints={inventory.blueprints} />
)}
{/* Equipment */}
{(filterMode === 'all' || filterMode === 'equipment') && (
<EquipmentSection
equipment={filteredEquipment}
onDeleteEquipment={handleDeleteEquipment}
/>
)}
</div>
</ScrollArea>
</GameCard>
{/* Delete Confirmation Dialog */}
<AlertDialog open={!!deleteConfirm} onOpenChange={() => setDeleteConfirm(null)}>
<AlertDialogContent className="bg-[var(--bg-surface)] border-[var(--border-default)]">
<AlertDialogHeader>
<AlertDialogTitle className="text-[var(--mana-light)] flex items-center gap-2">
<AlertTriangle className="w-5 h-5" />
Delete Item
</AlertDialogTitle>
<AlertDialogDescription className="text-[var(--text-secondary)]">
Are you sure you want to delete <strong className="text-[var(--text-primary)]">{deleteConfirm?.name}</strong>?
{deleteConfirm?.type === 'material' && (
<span className="block mt-2 text-[var(--color-danger)]">
This will delete ALL {inventory.materials[deleteConfirm?.id || ''] || 0} of this material!
</span>
)}
{deleteConfirm?.type === 'equipment' && (
<span className="block mt-2 text-[var(--color-danger)]">
This equipment and all its enchantments will be permanently lost!
</span>
)}
</AlertDialogDescription>
</AlertDialogHeader>
<AlertDialogFooter>
<AlertDialogCancel className="bg-[var(--bg-sunken)] border-[var(--border-default)] text-[var(--text-primary)] hover:bg-[var(--bg-elevated)]">
Cancel
</AlertDialogCancel>
<AlertDialogAction
className="bg-[var(--interactive-danger)] hover:bg-[var(--interactive-danger-hover)] text-white"
onClick={confirmDelete}
>
Delete
</AlertDialogAction>
</AlertDialogFooter>
</AlertDialogContent>
</AlertDialog>
</>
);
}
LootInventoryDisplay.displayName = "LootInventoryDisplay";
-59
View File
@@ -1,59 +0,0 @@
'use client';
import { Button } from '@/components/ui/button';
import { Progress } from '@/components/ui/progress';
import { BookOpen, X } from 'lucide-react';
import { SPELLS_DEF } from '@/lib/game/constants';
import { formatStudyTime } from '@/lib/game/utils/formatting';
import type { StudyTarget } from '@/lib/game/types';
interface StudyProgressProps {
currentStudyTarget: StudyTarget | null;
skills: Record<string, number>;
studySpeedMult: number;
cancelStudy: () => void;
}
export function StudyProgress({
currentStudyTarget,
skills,
studySpeedMult,
cancelStudy,
}: StudyProgressProps) {
if (!currentStudyTarget) return null;
const target = currentStudyTarget;
const progressPct = Math.min(100, (target.progress / target.required) * 100);
const isSkill = target.type === 'skill';
const def = isSkill ? undefined : SPELLS_DEF[target.id];
const currentLevel = isSkill ? (skills[target.id] || 0) : 0;
return (
<div className="p-3 rounded border border-purple-600/50 bg-purple-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-purple-400" />
<span className="text-sm font-semibold text-purple-300">
{def?.name ?? target.id}
{isSkill && ` Lv.${currentLevel + 1}`}
</span>
</div>
<Button
variant="ghost"
size="sm"
className="h-6 w-6 p-0 text-gray-400 hover:text-white"
onClick={cancelStudy}
>
<X className="w-4 h-4" />
</Button>
</div>
<Progress value={progressPct} className="h-2 bg-gray-800" />
<div className="flex justify-between text-xs text-gray-400 mt-1">
<span>{formatStudyTime(target.progress)} / {formatStudyTime(target.required)}</span>
<span>{studySpeedMult.toFixed(1)}x speed</span>
</div>
</div>
);
}
StudyProgress.displayName = "StudyProgress";
-3
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@@ -7,9 +7,6 @@ export { StatsTab } from './StatsTab';
// UI components // UI components
export { ActionButtons } from './ActionButtons'; export { ActionButtons } from './ActionButtons';
export { CalendarDisplay } from './CalendarDisplay';
export { CraftingProgress } from './CraftingProgress';
export { StudyProgress } from './StudyProgress';
export { ManaDisplay } from './ManaDisplay'; export { ManaDisplay } from './ManaDisplay';
export { TimeDisplay } from './TimeDisplay'; export { TimeDisplay } from './TimeDisplay';
export { UpgradeDialog } from './UpgradeDialog'; export { UpgradeDialog } from './UpgradeDialog';
+34 -15
View File
@@ -1,4 +1,4 @@
import React, { useEffect, useState } from 'react'; import React, { useEffect, useState, useCallback } from 'react';
import { useDisciplineStore } from '@/lib/game/stores/discipline-slice'; import { useDisciplineStore } from '@/lib/game/stores/discipline-slice';
import type { DisciplineDefinition } from '@/lib/game/types/disciplines'; import type { DisciplineDefinition } from '@/lib/game/types/disciplines';
import { baseDisciplines } from '@/lib/game/data/disciplines/base'; import { baseDisciplines } from '@/lib/game/data/disciplines/base';
@@ -33,6 +33,10 @@ interface DisciplineCardProps {
drainBase: number; drainBase: number;
difficultyFactor: number; difficultyFactor: number;
scalingFactor: number; scalingFactor: number;
xp: number;
paused: boolean;
concurrentLimit: number;
onToggle: (id: string, paused: boolean) => void;
} }
const DisciplineCard: React.FC<DisciplineCardProps> = ({ const DisciplineCard: React.FC<DisciplineCardProps> = ({
@@ -47,14 +51,14 @@ const DisciplineCard: React.FC<DisciplineCardProps> = ({
drainBase, drainBase,
difficultyFactor, difficultyFactor,
scalingFactor, scalingFactor,
xp,
paused,
concurrentLimit,
onToggle,
}) => { }) => {
const activeIds = useDisciplineStore((s) => s.activeIds); const displayXp = xp;
const concurrentLimit = useDisciplineStore((s) => s.concurrentLimit);
const currentDisc = useDisciplineStore((s) => s.disciplines[id] ?? { xp: 0, paused: true });
const displayXp = currentDisc.xp;
const progressPercent = Math.min(displayXp / Math.max(1, concurrentLimit * 100), 100); const progressPercent = Math.min(displayXp / Math.max(1, concurrentLimit * 100), 100);
const isPaused = currentDisc.paused; const isPaused = paused;
const activeStatBonus = calculateStatBonus(baseValue, displayXp, scalingFactor); const activeStatBonus = calculateStatBonus(baseValue, displayXp, scalingFactor);
const estimatedDrain = calculateManaDrain(drainBase, displayXp, difficultyFactor); const estimatedDrain = calculateManaDrain(drainBase, displayXp, difficultyFactor);
@@ -73,11 +77,7 @@ const DisciplineCard: React.FC<DisciplineCardProps> = ({
}, []); }, []);
const toggleAction = () => { const toggleAction = () => {
if (isPaused) { onToggle(id, isPaused);
useDisciplineStore.getState().activate(id);
} else {
useDisciplineStore.getState().deactivate(id);
}
}; };
return ( return (
@@ -135,7 +135,11 @@ const DisciplineCard: React.FC<DisciplineCardProps> = ({
}; };
export const DisciplinesTab: React.FC = () => { export const DisciplinesTab: React.FC = () => {
const { activeIds, concurrentLimit } = useDisciplineStore(); const activeIds = useDisciplineStore((s) => s.activeIds);
const concurrentLimit = useDisciplineStore((s) => s.concurrentLimit);
const disciplines = useDisciplineStore((s) => s.disciplines);
const activate = useDisciplineStore((s) => s.activate);
const deactivate = useDisciplineStore((s) => s.deactivate);
const [mounted, setMounted] = useState(false); const [mounted, setMounted] = useState(false);
const [activeAttunement, setActiveAttunement] = useState<string>('base'); const [activeAttunement, setActiveAttunement] = useState<string>('base');
@@ -144,6 +148,14 @@ export const DisciplinesTab: React.FC = () => {
setMounted(true); setMounted(true);
}, []); }, []);
const handleToggle = useCallback((id: string, paused: boolean) => {
if (paused) {
activate(id);
} else {
deactivate(id);
}
}, [activate, deactivate]);
if (!mounted) { if (!mounted) {
return ( return (
<div className="flex items-center justify-center p-8 text-gray-500"> <div className="flex items-center justify-center p-8 text-gray-500">
@@ -177,7 +189,9 @@ export const DisciplinesTab: React.FC = () => {
{/* Discipline cards — only render active tab */} {/* Discipline cards — only render active tab */}
<div className="grid grid-cols-1 sm:grid-cols-2 lg:grid-cols-3 gap-4"> <div className="grid grid-cols-1 sm:grid-cols-2 lg:grid-cols-3 gap-4">
{activeTab?.items.map((disc) => ( {activeTab?.items.map((disc) => {
const discState = disciplines[disc.id] ?? { xp: 0, paused: true };
return (
<DisciplineCard <DisciplineCard
key={disc.id} key={disc.id}
id={disc.id} id={disc.id}
@@ -191,8 +205,13 @@ export const DisciplinesTab: React.FC = () => {
drainBase={disc.drainBase} drainBase={disc.drainBase}
difficultyFactor={disc.difficultyFactor} difficultyFactor={disc.difficultyFactor}
scalingFactor={disc.scalingFactor} scalingFactor={disc.scalingFactor}
xp={discState.xp}
paused={discState.paused}
concurrentLimit={concurrentLimit}
onToggle={handleToggle}
/> />
))} );
})}
</div> </div>
{/* Summary info */} {/* Summary info */}
@@ -45,7 +45,7 @@ export function equipItem(
const instance = state.equipmentInstances[instanceId]; const instance = state.equipmentInstances[instanceId];
if (!instance) return false; if (!instance) return false;
if (!CraftingUtils.canEquipInSlot(instance, slot, state.equippedInstances)) { if (!CraftingUtils.canEquipInSlot(instance, slot, state.equippedInstances, state.equipmentInstances)) {
return false; return false;
} }
+4 -2
View File
@@ -123,7 +123,8 @@ export function refundCraftMaterials(recipe: CraftingRecipe, refundRate: number
export function canEquipInSlot( export function canEquipInSlot(
instance: EquipmentInstance, instance: EquipmentInstance,
slot: EquipmentSlot, slot: EquipmentSlot,
currentlyEquipped: Record<EquipmentSlot, string | null> currentlyEquipped: Record<EquipmentSlot, string | null>,
instances: Record<string, EquipmentInstance> = {},
): boolean { ): boolean {
const type = EQUIPMENT_TYPES[instance.typeId]; const type = EQUIPMENT_TYPES[instance.typeId];
if (!type) return false; if (!type) return false;
@@ -145,7 +146,8 @@ export function canEquipInSlot(
} }
if (slot === 'offHand' && currentlyEquipped.mainHand) { if (slot === 'offHand' && currentlyEquipped.mainHand) {
const mainHandType = EQUIPMENT_TYPES[currentlyEquipped.mainHand]; const mainHandInstance = instances[currentlyEquipped.mainHand];
const mainHandType = mainHandInstance ? EQUIPMENT_TYPES[mainHandInstance.typeId] : undefined;
if (mainHandType?.twoHanded) { if (mainHandType?.twoHanded) {
return false; return false;
} }
@@ -1,34 +0,0 @@
type DisciplineDefinition = {
name: string;
attunement: DisciplinesAttunementType;
manaType: ManaType;
baseCost: number;
description: string;
requires?: DisciplineDefinition[];
};
enum DisciplinesAttunementType {
base,
enchanter,
fabricator,
invoker
};
export const baseDisciplines: DisciplineDefinition[] = [
{
name: "Embercraft",
attunement: DisciplinesAttunementType.base,
manaType: "fire",
baseCost: 10,
description: "Basic flame projection with autocrit on combustion explosion",
requires: []
},
{
name: "Earthbind",
attunement: DisciplinesAttunementType.base,
manaType: "earth",
baseCost: 12,
description: "Basic mana chains with passive ground stability",
requires: []
}
];
@@ -1,34 +0,0 @@
type DisciplineDefinition = {
name: string;
attunement: DisciplinesAttunementType;
manaType: ManaType;
baseCost: number;
description: string;
requires?: DisciplineDefinition[];
};
enum DisciplinesAttunementType {
base,
enchanter,
fabricator,
invoker
};
export const enchanterDisciplines: DisciplineDefinition[] = [
{
name: "Soulforge",
attunement: DisciplinesAttunementType.enchanter,
manaType: "light",
baseCost: 25,
description: "Mana chains that create permanent elemental storage nodes",
requires: [{name: "Embercraft"}]
},
{
name: "Mana Prism",
attunement: DisciplinesAttunementType.enchanter,
manaType: "light",
baseCost: 30,
description: "Prismatic mana focusing that reflexes attacks as fixed ratio",
requires: [{name: "Soulforge"}]
}
];
@@ -1,21 +0,0 @@
import type { DisciplineDefinition } from '../../types/disciplines';
const fabricatorDisciplines: DisciplineDefinition[] = [
{
name: 'Metalworking',
attunement: 'fabricator',
manaType: 'metal',
baseCosts: { mana: 28, time: 7 },
description: 'Increase metal equipment crafting speed',
thresholds: { xp: 140, interval: 70 }
},
{
name: 'Crystal Shaping',
attunement: 'fabricator',
manaType: 'crystal',
baseCosts: { mana: 30, time: 8 },
description: 'Increase crystal equipment durability',
thresholds: { xp: 160, interval: 80 }
}
];
export default fabricatorDisciplines;
@@ -1,21 +0,0 @@
import type { DisciplineDefinition } from '../../types/disciplines';
const invokerDisciplines: DisciplineDefinition[] = [
{
name: 'Lightning Surge',
attunement: 'invoker',
manaType: 'lightning',
baseCost: 30,
description: 'Boost lightning spell damage',
thresholds: { xp: 150, interval: 75 }
},
{
name: 'Void Echo',
attunement: 'invoker',
manaType: 'void',
baseCost: 35,
description: 'Increase void spell cast speed',
thresholds: { xp: 180, interval: 90 }
}
];
export default invokerDisciplines;
+1
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@@ -3,6 +3,7 @@
// Import types // Import types
import type { EnchantmentEffectCategory, EnchantmentEffectDef } from '../enchantment-types' import type { EnchantmentEffectCategory, EnchantmentEffectDef } from '../enchantment-types'
import type { EquipmentCategory } from '../equipment'
// Import all category-specific effect collections // Import all category-specific effect collections
import { SPELL_EFFECTS } from './spell-effects' import { SPELL_EFFECTS } from './spell-effects'
@@ -1,13 +1,11 @@
// ─── Upgrade Effect Types ──────────────────────────────────────────────────── // ─── Upgrade Effect Types ────────────────────────────────────────────────────
// Type interfaces for upgrade effects // Type interfaces for upgrade effects
import type { SkillUpgradeChoice, SkillUpgradeEffect } from './types';
export interface ActiveUpgradeEffect { export interface ActiveUpgradeEffect {
upgradeId: string; upgradeId: string;
skillId: string; skillId: string;
milestone: 5 | 10; milestone: 5 | 10;
effect: SkillUpgradeEffect; effect: string;
name: string; name: string;
desc: string; desc: string;
} }
-4
View File
@@ -51,8 +51,6 @@ export function processCombatTick(
const afterCost = deductSpellCost(spellDef.cost, rawMana, elements); const afterCost = deductSpellCost(spellDef.cost, rawMana, elements);
rawMana = afterCost.rawMana; rawMana = afterCost.rawMana;
elements = afterCost.elements; elements = afterCost.elements;
totalManaGathered += spellDef.cost.amount;
// Calculate base damage // Calculate base damage
const floorElement = getFloorElement(currentFloor); const floorElement = getFloorElement(currentFloor);
const damage = calcDamage( const damage = calcDamage(
@@ -107,8 +105,6 @@ export function processCombatTick(
const eAfterCost = deductSpellCost(eSpellDef.cost, rawMana, elements); const eAfterCost = deductSpellCost(eSpellDef.cost, rawMana, elements);
rawMana = eAfterCost.rawMana; rawMana = eAfterCost.rawMana;
elements = eAfterCost.elements; elements = eAfterCost.elements;
totalManaGathered += eSpellDef.cost.amount;
// Calculate damage // Calculate damage
const eFloorElement = getFloorElement(currentFloor); const eFloorElement = getFloorElement(currentFloor);
const eDamage = calcDamage( const eDamage = calcDamage(
+1 -1
View File
@@ -274,7 +274,7 @@ export const useCombatStore = create<CombatState>()(
currentFloor: state.currentFloor, currentFloor: state.currentFloor,
maxFloorReached: state.maxFloorReached, maxFloorReached: state.maxFloorReached,
spells: state.spells, spells: state.spells,
activeSpell: state.activeAction, activeSpell: state.activeSpell,
}), }),
} }
) )
+5 -4
View File
@@ -80,9 +80,10 @@ export const useDisciplineStore = create<DisciplineStore>()(
let rawMana = mana.rawMana; let rawMana = mana.rawMana;
const elements = { ...mana.elements }; const elements = { ...mana.elements };
let newXP = s.totalXP; let newXP = s.totalXP;
const newDisciplines = { ...s.disciplines };
for (const id of s.activeIds) { for (const id of s.activeIds) {
const disc = s.disciplines[id]; const disc = newDisciplines[id];
if (!disc) continue; if (!disc) continue;
if (disc.paused) continue; if (disc.paused) continue;
@@ -94,7 +95,7 @@ export const useDisciplineStore = create<DisciplineStore>()(
const available = def.manaType === 'raw' ? rawMana : element?.current; const available = def.manaType === 'raw' ? rawMana : element?.current;
if (!available || available < drain) { if (!available || available < drain) {
disc.paused = true; newDisciplines[id] = { ...disc, paused: true };
continue; continue;
} }
@@ -104,7 +105,7 @@ export const useDisciplineStore = create<DisciplineStore>()(
elements[def.manaType].current -= drain; elements[def.manaType].current -= drain;
} }
disc.xp += 1; newDisciplines[id] = { ...disc, xp: disc.xp + 1 };
newXP += 1; newXP += 1;
} }
@@ -114,7 +115,7 @@ export const useDisciplineStore = create<DisciplineStore>()(
); );
set({ set({
disciplines: s.disciplines, disciplines: newDisciplines,
totalXP: newXP, totalXP: newXP,
concurrentLimit: Math.max(s.concurrentLimit, newLimit), concurrentLimit: Math.max(s.concurrentLimit, newLimit),
}); });
+1 -1
View File
@@ -18,7 +18,7 @@ export const createResetGame = (set: (state: any) => void, initialState: any) =>
const startFloor = 1; const startFloor = 1;
useUIStore.getState().resetUI(); useUIStore.getState().reset();
usePrestigeStore.getState().resetPrestige(); usePrestigeStore.getState().resetPrestige();
useManaStore.getState().resetMana({}, {}, {}, {}); useManaStore.getState().resetMana({}, {}, {}, {});
useCombatStore.getState().resetCombat(startFloor); useCombatStore.getState().resetCombat(startFloor);
-1
View File
@@ -206,7 +206,6 @@ export const useGameStore = create<GameCoordinatorStore>()(
// Combat - delegate to combatStore // Combat - delegate to combatStore
if (combatState.currentAction === 'climb') { if (combatState.currentAction === 'climb') {
const combatResult = useCombatStore.getState().processCombatTick( const combatResult = useCombatStore.getState().processCombatTick(
{},
rawMana, rawMana,
elements, elements,
maxMana, maxMana,
-10
View File
@@ -21,7 +21,6 @@ export interface UIState {
setPaused: (paused: boolean) => void; setPaused: (paused: boolean) => void;
setGameOver: (gameOver: boolean, victory?: boolean) => void; setGameOver: (gameOver: boolean, victory?: boolean) => void;
reset: () => void; reset: () => void;
resetUI: () => void;
} }
const MAX_LOGS = 50; const MAX_LOGS = 50;
@@ -62,13 +61,4 @@ export const useUIStore = create<UIState>((set) => ({
victory: false, victory: false,
}); });
}, },
resetUI: () => {
set({
logs: ['✨ The loop begins. You start with Mana Bolt. Gather your strength, mage.'],
paused: false,
gameOver: false,
victory: false,
});
},
})); }));
+2
View File
@@ -2,6 +2,8 @@
export type ElementCategory = 'base' | 'utility' | 'composite' | 'exotic'; export type ElementCategory = 'base' | 'utility' | 'composite' | 'exotic';
export type ManaType = 'raw' | 'fire' | 'water' | 'air' | 'earth' | 'light' | 'dark' | 'death' | 'transference' | 'metal' | 'sand' | 'lightning' | 'crystal' | 'stellar' | 'void';
export interface ElementDef { export interface ElementDef {
name: string; name: string;
sym: string; sym: string;
+18 -1
View File
@@ -43,7 +43,6 @@ export interface EnemyState {
maxHP: number; maxHP: number;
armor: number; // Damage reduction (0-1) armor: number; // Damage reduction (0-1)
dodgeChance: number; // For speed rooms (0-1) dodgeChance: number; // For speed rooms (0-1)
healthRegen?: number; // HP regenerated per tick (0-1 as percentage of max HP)
barrier?: number; // Shield that absorbs damage before HP (0-1 as percentage of max HP) barrier?: number; // Shield that absorbs damage before HP (0-1 as percentage of max HP)
element: string; element: string;
} }
@@ -262,6 +261,24 @@ export interface GameState {
// ─── Action Types for Store ───────────────────────────────────────────── // ─── Action Types for Store ─────────────────────────────────────────────
export interface PrestigeDef {
name: string;
desc: string;
max: number;
cost: number;
}
export interface LootDrop {
id: string;
name: string;
rarity: string;
type: string;
minFloor: number;
dropChance: number;
guardianOnly?: boolean;
amount?: { min: number; max: number };
}
export type GameActionType = export type GameActionType =
| { type: 'TICK' } | { type: 'TICK' }
| { type: 'GATHER_MANA' } | { type: 'GATHER_MANA' }
+3 -1
View File
@@ -3,7 +3,7 @@
// Re-export all types from domain-specific files // Re-export all types from domain-specific files
// Element types // Element types
export type { ElementCategory, ElementDef, ElementState } from './elements'; export type { ElementCategory, ElementDef, ElementState, ManaType } from './elements';
// Attunement types // Attunement types
export type { AttunementSlot, AttunementDef, AttunementState, GuardianBoon, GuardianDef } from './attunements'; export type { AttunementSlot, AttunementDef, AttunementState, GuardianBoon, GuardianDef } from './attunements';
@@ -46,4 +46,6 @@ export type {
GameActionType, GameActionType,
ActivityEventType, ActivityEventType,
ActivityLogEntry, ActivityLogEntry,
PrestigeDef,
LootDrop,
} from './game'; } from './game';
+1
View File
@@ -21,6 +21,7 @@ export interface SpellDef {
isAoe?: boolean; // AOE spell that hits multiple enemies isAoe?: boolean; // AOE spell that hits multiple enemies
aoeTargets?: number; // Number of enemies hit by AOE aoeTargets?: number; // Number of enemies hit by AOE
isWeaponEnchant?: boolean; // Can be used as weapon enchantment (magic swords) isWeaponEnchant?: boolean; // Can be used as weapon enchantment (magic swords)
grimoire?: boolean; // Whether this spell appears in the grimoire
} }
export interface SpellEffect { export interface SpellEffect {
-18
View File
@@ -61,20 +61,6 @@ export function getDodgeChance(floor: number): number {
); );
} }
// Get health regen for an enemy (0-1 as percentage of max HP per tick)
export function getEnemyHealthRegen(floor: number, element: string): number {
// Higher floors have a chance for enemies with health regen
if (floor < 15) return 0;
// Health regen becomes more common on higher floors
const regenChance = Math.min(0.3, (floor - 15) * 0.005); // Max 30% chance
if (Math.random() > regenChance) return 0;
// Scale regen with floor (0.5% to 3% of max HP per tick)
const floorProgress = Math.min(1, (floor - 15) / 85);
return 0.005 + floorProgress * 0.025;
}
// Get barrier for an enemy (0-1 as percentage of max HP) // Get barrier for an enemy (0-1 as percentage of max HP)
export function getEnemyBarrier(floor: number, element: string): number { export function getEnemyBarrier(floor: number, element: string): number {
// Barrier appears on higher floors, more common with certain elements // Barrier appears on higher floors, more common with certain elements
@@ -110,7 +96,6 @@ export function generateSwarmEnemies(floor: number): EnemyState[] {
maxHP: Math.floor(baseHP * SWARM_CONFIG.hpMultiplier), maxHP: Math.floor(baseHP * SWARM_CONFIG.hpMultiplier),
armor: SWARM_CONFIG.armorBase + Math.floor(floor / 10) * SWARM_CONFIG.armorPerFloor, armor: SWARM_CONFIG.armorBase + Math.floor(floor / 10) * SWARM_CONFIG.armorPerFloor,
dodgeChance: 0, dodgeChance: 0,
healthRegen: getEnemyHealthRegen(floor, element),
barrier: getEnemyBarrier(floor, element), barrier: getEnemyBarrier(floor, element),
element, element,
}); });
@@ -136,7 +121,6 @@ export function generateFloorState(floor: number): FloorState {
maxHP: guardian.hp, maxHP: guardian.hp,
armor: guardian.armor || 0, armor: guardian.armor || 0,
dodgeChance: 0, dodgeChance: 0,
healthRegen: 0.01, // Guardians have 1% HP regen per tick
barrier: 0, barrier: 0,
element: guardian.element, element: guardian.element,
}], }],
@@ -159,7 +143,6 @@ export function generateFloorState(floor: number): FloorState {
maxHP: baseHP, maxHP: baseHP,
armor: getFloorArmor(floor), armor: getFloorArmor(floor),
dodgeChance: getDodgeChance(floor), dodgeChance: getDodgeChance(floor),
healthRegen: getEnemyHealthRegen(floor, element),
barrier: getEnemyBarrier(floor, element), barrier: getEnemyBarrier(floor, element),
element, element,
}], }],
@@ -192,7 +175,6 @@ export function generateFloorState(floor: number): FloorState {
maxHP: baseHP, maxHP: baseHP,
armor: getFloorArmor(floor), armor: getFloorArmor(floor),
dodgeChance: 0, dodgeChance: 0,
healthRegen: getEnemyHealthRegen(floor, element),
barrier: getEnemyBarrier(floor, element), barrier: getEnemyBarrier(floor, element),
element, element,
}], }],