fix: SpireTab refresh - cast bar, mana costs, full-screen mode, exit button
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 1m14s

This commit is contained in:
2026-05-08 14:57:35 +02:00
parent d496dd241b
commit d1c90cd544
13 changed files with 655 additions and 520 deletions
@@ -0,0 +1,88 @@
'use client';
import { Card, CardContent } from '@/components/ui/card';
import { Badge } from '@/components/ui/badge';
import { Button } from '@/components/ui/button';
import { ELEMENTS, SPELLS_DEF } from '@/lib/game/constants';
import { calcDamage } from '@/lib/game/stores';
import { getUnifiedEffects } from '@/lib/game/effects';
import { formatSpellCost, getSpellCostColor } from '@/lib/game/formatting';
import { canAffordSpellCost } from '@/lib/game/stores';
import type { EquipmentSpellState } from '@/lib/game/types';
interface ActiveSpellsProps {
activeEquipmentSpells: { spellId: string; equipmentId: string }[];
spells: Record<string, { learned: boolean; level: number; studyProgress: number }>;
equipmentSpellStates: EquipmentSpellState[];
skills: Record<string, number>;
skillUpgrades: Record<string, string[]>;
skillTiers: Record<string, number>;
signedPacts: number[];
currentAction: string;
floorElem: string;
canCastSpell: (spellId: string) => boolean;
}
export function SpireActiveSpells({
activeEquipmentSpells,
spells,
equipmentSpellStates,
skills,
skillUpgrades,
skillTiers,
signedPacts,
currentAction,
floorElem,
canCastSpell,
}: ActiveSpellsProps) {
return (
<Card className="bg-gray-900/80 border-gray-700">
<CardContent className="pt-4 pb-4">
<div className="text-amber-400 text-xs font-semibold mb-3 uppercase tracking-wider flex items-center gap-2">
<span>Active Spells ({activeEquipmentSpells.length})</span>
</div>
{activeEquipmentSpells.length > 0 ? (
<div className="space-y-2">
{activeEquipmentSpells.map(({ spellId, equipmentId }) => {
const spellDef = SPELLS_DEF[spellId];
if (!spellDef) return null;
const spellState = equipmentSpellStates?.find(
s => s.spellId === spellId && s.sourceEquipment === equipmentId
);
const progress = spellState?.castProgress || 0;
const canCast = canCastSpell(spellId);
return (
<div key={`${spellId}-${equipmentId}`} className="p-2 rounded bg-gray-800/30 border border-gray-700">
<div className="flex items-center justify-between mb-1">
<span className="text-sm font-semibold" style={{ color: spellDef.elem === 'raw' ? '#60A5FA' : ELEMENTS[spellDef.elem]?.color }}>
{spellDef.name}
{spellDef.tier === 0 && <span className="ml-2 bg-gray-600 text-gray-200 text-xs px-1 rounded">Basic</span>}
</span>
<span className={`text-xs ${canCast ? 'text-green-400' : 'text-red-400'`}>{canCast ? '✓' : '✗'}</span>
</div>
<div className="text-xs text-gray-400 mb-1">
⚔️ {calcDamage({ skills, signedPacts, skillUpgrades, skillTiers }, spellId, floorElem)} dmg • <span style={{ color: getSpellCostColor(spellDef.cost) }}>{formatSpellCost(spellDef.cost)}</span> {' '}• ⚡ {Math.floor(calcDamage({ skills, signedPacts, skillUpgrades, skillTiers }, spellId, floorElem) * (spellDef.castSpeed || 1))} dmg/hr
</div>
{currentAction === 'climb' && (
<div className="space-y-0.5">
<div className="flex justify-between text-xs text-gray-500">
<span>Cast</span>
<span>{(progress * 100).toFixed(0)}%</span>
</div>
<div className="h-1.5 bg-gray-700 rounded-full overflow-hidden">
<div className="h-full rounded-full transition-all duration-300" style={{ width: `${Math.min(100, progress * 100)}%`, background: spellDef.elem === 'raw' ? 'linear-gradient(90deg, #60A5FA99, #60A5FA)' : `linear-gradient(90deg, ${ELEMENTS[spellDef.elem]?.color}99, ${ELEMENTS[spellDef.elem]?.color})` }} />
</div>
</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>
);
}
+64
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@@ -0,0 +1,64 @@
'use client';
import { Card, CardContent } from '@/components/ui/card';
import { GOLEMS_DEF, getGolemDamage, getGolemAttackSpeed } from '@/lib/game/data/golems';
interface SpireGolemsProps {
golemancy: {
summonedGolems: string[];
enabledGolems: string[];
};
skills: Record<string, number>;
floorElem: string;
}
export function SpireGolems({ golemancy, skills, floorElem }: SpireGolemsProps) {
if (golemancy.summonedGolems.length === 0) return null;
return (
<Card className="bg-gray-900/80 border-amber-600/50">
<CardContent className="pt-4 pb-4">
<div className="text-amber-400 text-xs font-semibold mb-3 uppercase tracking-wider flex items-center gap-2">
<Mountain className="w-4 h-4" />
Active Golems ({golemancy.summonedGolems.length})
</div>
<div className="space-y-2">
{golemancy.summonedGolems.map((summoned) => {
const golemDef = GOLEMS_DEF[summoned.golemId];
if (!golemDef) return null;
const elemColor = ELEMENTS[golemDef.baseManaType]?.color || '#888';
const damage = getGolemDamage(summoned.golemId, skills);
const attackSpeed = getGolemAttackSpeed(summoned.golemId, skills);
return (
<div key={summoned.golemId} className="p-2 rounded bg-gray-800/30 border border-gray-700">
<div className="flex items-center justify-between mb-1">
<div className="flex items-center gap-2">
<Mountain className="w-3 h-3" style={{ color: elemColor }} />
<span className="text-xs font-semibold" style={{ color: elemColor }}>{golemDef.name}</span>
</div>
{golemDef.isAoe && <span className="text-xs border border-gray-600 px-1 rounded">AOE {golemDef.aoeTargets}</span>}
</div>
<div className="text-xs text-gray-400"> {damage} DMG {attackSpeed.toFixed(1)}/hr</div>
{currentAction === 'climb' && summoned.attackProgress > 0 && (
<div className="mt-1">
<div className="flex justify-between text-xs text-gray-500 mb-0.5">
<span>Attack</span>
<span>{(summoned.attackProgress * 100).toFixed(0)}%</span>
</div>
<div className="h-1 bg-gray-700 rounded-full overflow-hidden">
<div
className="h-full rounded-full transition-all duration-300"
style={{ width: `${Math.min(100, summoned.attackProgress * 100)}%`, background: elemColor }}
/>
</div>
</div>
)}
</div>
);
})}
</div>
</CardContent>
</Card>
);
}
+229 -280
View File
@@ -3,15 +3,12 @@
import { useMemo } from 'react';
import { Button } from '@/components/ui/button';
import { Card, CardContent } from '@/components/ui/card';
import { Mountain } from 'lucide-react';
import type { ActivityLogEntry } from '@/lib/game/types';
import { ELEMENTS, GUARDIANS, SPELLS_DEF, SKILLS_DEF } from '@/lib/game/constants';
import { calcDamage } from '@/lib/game/stores';
// Removed legacy import - getEnemyName not used in this component
import { getActiveEquipmentSpells, getTotalDPS } from '@/lib/game/computed-stats';
import { Mountain, ChevronDown } from 'lucide-react';
import { ELEMENTS, GUARDIANS, SPELLS_DEF } from '@/lib/game/constants';
import { calcDamage, getActiveEquipmentSpells, getTotalDPS } from '@/lib/game/utils';
import { getUnifiedEffects } from '@/lib/game/effects';
import { formatSpellCost, getSpellCostColor } from '@/lib/game/formatting';
import { canAffordSpellCost, getFloorElement } from '@/lib/game/stores';
import { canAffordSpellCost, getFloorElement } from '@/lib/game/utils';
import { useManaStore, useSkillStore, useCombatStore, usePrestigeStore, useCraftingStore } from '@/lib/game/stores';
import { GOLEMS_DEF, getGolemDamage, getGolemAttackSpeed } from '@/lib/game/data/golems';
@@ -22,22 +19,14 @@ import { RoomDisplay } from './RoomDisplay';
import { FloorControls } from './FloorControls';
import { CombatStatsPanel } from './CombatStatsPanel';
import { ActivityLog } from './ActivityLog';
import { SpireActiveSpells } from './SpireActiveSpells';
import { SpireGolems } from './SpireGolems';
import { DebugName } from '@/lib/game/debug-context';
// Room type configurations
const ROOM_TYPE_CONFIG: Record<string, { label: string; icon: string; color: string }> = {
combat: { label: 'Combat', icon: '⚔️', color: '#EF4444' },
swarm: { label: 'Swarm', icon: '🐝', color: '#F59E0B' },
speed: { label: 'Speed', icon: '💨', color: '#3B82F6' },
guardian: { label: 'Guardian', icon: '🛡️', color: '#EF4444' },
puzzle: { label: 'Puzzle', icon: '🧩', color: '#8B5CF6' },
};
interface SpireTabProps {
simpleMode?: boolean;
}
// Check if player can enter spire mode
const canEnterSpireMode = (spireMode: boolean): boolean => {
return !spireMode;
};
@@ -51,9 +40,6 @@ export function SpireTab({ simpleMode = false }: SpireTabProps) {
const currentAction = useCombatStore((s) => s.currentAction);
const castProgress = useCombatStore((s) => s.castProgress);
const activeSpell = useCombatStore((s) => s.activeSpell);
const startClimbUp = useCombatStore((s) => s.startClimbUp);
const startClimbDown = useCombatStore((s) => s.startClimbDown);
const enterSpireMode = useCombatStore((s) => s.enterSpireMode);
const spireMode = useCombatStore((s) => s.spireMode);
const climbDirection = useCombatStore((s) => s.climbDirection) || 'up';
const clearedFloors = useCombatStore((s) => s.clearedFloors || {});
@@ -61,12 +47,14 @@ export function SpireTab({ simpleMode = false }: SpireTabProps) {
const equipmentSpellStates = useCombatStore((s) => s.equipmentSpellStates);
const golemancy = useCombatStore((s) => s.golemancy);
const activityLog = useCombatStore((s) => s.activityLog);
const currentStudyTarget = useSkillStore((s) => s.currentStudyTarget);
const parallelStudyTarget = useSkillStore((s) => s.parallelStudyTarget);
const signedPacts = usePrestigeStore((s) => s.signedPacts);
const skills = useSkillStore((s) => s.skills);
const skillUpgrades = useSkillStore((s) => s.skillUpgrades);
const skillTiers = useSkillStore((s) => s.skillTiers);
const rawMana = useManaStore((s) => s.rawMana);
const elements = useManaStore((s) => s.elements);
const equippedInstances = useCraftingStore((s) => s.equippedInstances);
@@ -84,7 +72,13 @@ export function SpireTab({ simpleMode = false }: SpireTabProps) {
const currentGuardian = GUARDIANS[currentFloor];
const isFloorCleared = clearedFloors[currentFloor];
const roomType = currentRoom?.roomType || 'combat';
const roomConfig = ROOM_TYPE_CONFIG[roomType] || ROOM_TYPE_CONFIG.combat;
const roomConfig = {
combat: { label: 'Combat', icon: '⚔️', color: '#EF4444' },
swarm: { label: 'Swarm', icon: '🐝', color: '#F59E0B' },
speed: { label: 'Speed', icon: '💨', color: '#3B82F6' },
guardian: { label: 'Guardian', icon: '🛡️', color: '#EF4444' },
puzzle: { label: 'Puzzle', icon: '🧩', color: '#8B5CF6' },
}[roomType] || { label: 'Combat', icon: '⚔️', color: '#EF4444' };
const activeEquipmentSpells = useMemo(
() => getActiveEquipmentSpells(equippedInstances, equipmentInstances),
@@ -106,292 +100,247 @@ export function SpireTab({ simpleMode = false }: SpireTabProps) {
[skills, signedPacts, skillUpgrades, skillTiers, upgradeEffects, floorElem]
);
// Enemy display info
const primaryEnemy = currentRoom?.enemies?.[0] || null;
const swarmEnemies = roomType === 'swarm' && currentRoom?.enemies ? currentRoom.enemies : [];
// Spell casting check
const canCastSpell = (spellId: string): boolean => {
const spell = SPELLS_DEF[spellId];
if (!spell) return false;
if (!spell || !spell.cost) return false;
return canAffordSpellCost(spell.cost, rawMana, elements);
};
// Climb handler
const handleClimb = (direction: 'up' | 'down') => {
if (direction === 'up') {
startClimbUp();
} else {
startClimbDown();
}
const getSkillName = (skillId: string): string => {
return SPELLS_DEF[skillId]?.name || skillId;
};
const getSkillName = (skillId: string): string => {
return SKILLS_DEF[skillId]?.name || skillId;
};
// Handle exit spire mode
const exitSpireMode = useCombatStore((s) => s.exitSpireMode);
return (
<DebugName name="SpireTab">
<div className="grid gap-4">
{/* Enter Spire Mode - Normal mode only */}
{!simpleMode && (
<Card className="bg-gray-900/80 border-amber-600/50">
<CardContent className="pt-4">
<Button
className="w-full bg-gradient-to-r from-amber-600 to-orange-600 hover:from-amber-700 hover:to-orange-700"
size="lg"
onClick={enterSpireMode}
disabled={!canEnterSpireMode(spireMode)}
>
<Mountain className="w-5 h-5 mr-2" />
Enter Spire Mode
</Button>
<div className="text-xs text-gray-400 text-center mt-2">
Climb the Spire to face guardians and earn pacts
</div>
</CardContent>
</Card>
)}
{/* Spire Header */}
<SpireHeader
currentFloor={currentFloor}
maxFloorReached={maxFloorReached}
signedPacts={signedPacts.length}
isGuardianFloor={isGuardianFloor}
roomType={roomType}
roomLabel={roomConfig.label}
roomIcon={roomConfig.icon}
roomColor={roomConfig.color}
floorElem={floorElem}
floorElemDef={floorElemDef}
simpleMode={simpleMode}
/>
{/* Active Spells Card - Spire Mode only */}
{simpleMode && (
<Card className="bg-gray-900/80 border-gray-700">
<CardContent className="pt-4 pb-4">
<div className="text-amber-400 text-xs font-semibold mb-3 uppercase tracking-wider">
Active Spells ({activeEquipmentSpells.length})
</div>
{activeEquipmentSpells.length > 0 ? (
<div className="space-y-2">
{activeEquipmentSpells.map(({ spellId, equipmentId }) => {
const spellDef = SPELLS_DEF[spellId];
if (!spellDef) return null;
const spellState = equipmentSpellStates?.find(
s => s.spellId === spellId && s.sourceEquipment === equipmentId
);
const progress = spellState?.castProgress || 0;
const canCast = canCastSpell(spellId);
return (
<div key={`${spellId}-${equipmentId}`} className="p-2 rounded bg-gray-800/30 border border-gray-700">
<div className="flex items-center justify-between mb-1">
<span className="text-sm font-semibold" style={{ color: spellDef.elem === 'raw' ? '#60A5FA' : ELEMENTS[spellDef.elem]?.color }}>
{spellDef.name}
{spellDef.tier === 0 && <span className="ml-2 bg-gray-600 text-gray-200 text-xs px-1 rounded">Basic</span>}
</span>
<span className={`text-xs ${canCast ? 'text-green-400' : 'text-red-400'}`}>{canCast ? '✓' : '✗'}</span>
</div>
<div className="text-xs text-gray-400 mb-1">
{calcDamage({ skills, signedPacts, skillUpgrades, skillTiers }, spellId, floorElem)} dmg <span style={{ color: getSpellCostColor(spellDef.cost) }}>{formatSpellCost(spellDef.cost)}</span> {' '} {Math.floor(calcDamage({ skills, signedPacts, skillUpgrades, skillTiers }, spellId, floorElem) * (spellDef.castSpeed || 1))} dmg/hr
</div>
{currentAction === 'climb' && (
<div className="space-y-0.5">
<div className="flex justify-between text-xs text-gray-500">
<span>Cast</span>
<span>{(progress * 100).toFixed(0)}%</span>
</div>
<div className="h-1.5 bg-gray-700 rounded-full overflow-hidden">
<div className="h-full rounded-full transition-all duration-300" style={{ width: `${Math.min(100, progress * 100)}%`, background: spellDef.elem === 'raw' ? 'linear-gradient(90deg, #60A5FA99, #60A5FA)' : `linear-gradient(90deg, ${ELEMENTS[spellDef.elem]?.color}99, ${ELEMENTS[spellDef.elem]?.color})` }} />
</div>
</div>
)}
</div>
);
})}
<div className="grid gap-4">
{/* Enter Spire Mode - Normal mode only */}
{!simpleMode && (
<Card className="bg-gray-900/80 border-amber-600/50">
<CardContent className="pt-4">
<Button
className="w-full bg-gradient-to-r from-amber-600 to-orange-600 hover:from-amber-700 hover:to-orange-700"
size="lg"
onClick={useCombatStore.getState().enterSpireMode}
disabled={!canEnterSpireMode(spireMode)}
>
<Mountain className="w-5 h-5 mr-2" />
Enter Spire Mode
</Button>
<div className="text-xs text-gray-400 text-center mt-2">
Climb the Spire to face guardians and earn pacts
</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>
)}
</CardContent>
</Card>
)}
{/* Summoned Golems */}
{simpleMode && golemancy.summonedGolems.length > 0 && (
<Card className="bg-gray-900/80 border-amber-600/50">
<CardContent className="pt-4 pb-4">
<div className="text-amber-400 text-xs font-semibold mb-3 uppercase tracking-wider flex items-center gap-2">
<Mountain className="w-4 h-4" />
Active Golems ({golemancy.summonedGolems.length})
</div>
<div className="space-y-2">
{golemancy.summonedGolems.map((summoned) => {
const golemDef = GOLEMS_DEF[summoned.golemId];
if (!golemDef) return null;
const elemColor = ELEMENTS[golemDef.baseManaType]?.color || '#888';
const damage = getGolemDamage(summoned.golemId, skills);
const attackSpeed = getGolemAttackSpeed(summoned.golemId, skills);
{/* Exit Spire Mode - Spire mode only */}
{simpleMode && (
<Card className="bg-gray-900/80 border-red-600/50">
<CardContent className="pt-4">
<Button
className="w-full bg-gradient-to-r from-red-600 to-red-700 hover:from-red-700 hover:to-red-800"
size="lg"
onClick={exitSpireMode}
>
<ChevronDown className="w-5 h-5 mr-2" />
Exit Spire Mode
</Button>
<div className="text-xs text-gray-400 text-center mt-2">
Climb down to floor 1 to return to the main game
</div>
</CardContent>
</Card>
)}
return (
<div key={summoned.golemId} className="p-2 rounded bg-gray-800/30 border border-gray-700">
<div className="flex items-center justify-between mb-1">
<div className="flex items-center gap-2">
<Mountain className="w-3 h-3" style={{ color: elemColor }} />
<span className="text-xs font-semibold" style={{ color: elemColor }}>{golemDef.name}</span>
</div>
{golemDef.isAoe && <span className="text-xs border border-gray-600 px-1 rounded">AOE {golemDef.aoeTargets}</span>}
</div>
<div className="text-xs text-gray-400"> {damage} DMG {attackSpeed.toFixed(1)}/hr</div>
{currentAction === 'climb' && summoned.attackProgress > 0 && (
<div className="mt-1">
<div className="flex justify-between text-xs text-gray-500 mb-0.5">
<span>Attack</span>
<span>{(summoned.attackProgress * 100).toFixed(0)}%</span>
</div>
<div className="h-1 bg-gray-700 rounded-full overflow-hidden">
<div className="h-full rounded-full transition-all duration-300" style={{ width: `${Math.min(100, summoned.attackProgress * 100)}%`, background: elemColor }} />
</div>
</div>
)}
</div>
);
})}
</div>
</CardContent>
</Card>
)}
{/* Guardian Panel */}
{isGuardianFloor && simpleMode && (
<GuardianPanel currentFloor={currentFloor} floorElemDef={floorElemDef} />
)}
{/* Room Display */}
{simpleMode && (
<RoomDisplay
roomType={roomType}
roomConfig={roomConfig}
primaryEnemy={primaryEnemy}
swarmEnemies={swarmEnemies}
puzzleId={currentRoom?.puzzleId}
puzzleProgress={currentRoom?.puzzleProgress}
simpleMode={true}
floorElemDef={floorElemDef}
floorHP={floorHP}
floorMaxHP={floorMaxHP}
totalDPS={totalDPS}
currentAction={currentAction}
activeEquipmentSpells={activeEquipmentSpells}
/>
)}
{/* Floor Controls */}
{simpleMode && (
<FloorControls
{/* Spire Header */}
<SpireHeader
currentFloor={currentFloor}
floorHP={floorHP}
floorMaxHP={floorMaxHP}
maxFloorReached={maxFloorReached}
equipmentSpellStates={equipmentSpellStates}
skills={skills}
signedPacts={signedPacts}
storeCurrentAction={currentAction}
climbDirection={climbDirection}
signedPacts={signedPacts.length}
isGuardianFloor={isGuardianFloor}
currentRoom={currentRoom}
currentGuardian={currentGuardian}
isFloorCleared={isFloorCleared}
floorElemDef={floorElemDef}
roomType={roomType}
roomConfig={roomConfig}
activeEquipmentSpells={activeEquipmentSpells}
roomLabel={roomConfig.label}
roomIcon={roomConfig.icon}
roomColor={roomConfig.color}
floorElem={floorElem}
totalDPS={totalDPS}
calcDamage={calcDamage}
SPELLS_DEF={SPELLS_DEF}
canCastSpell={canCastSpell}
handleClimb={handleClimb}
formatSpellCost={formatSpellCost}
getSpellCostColor={getSpellCostColor}
floorElemDef={floorElemDef}
simpleMode={simpleMode}
/>
)}
{/* Combat Stats Panel */}
{simpleMode && (
<CombatStatsPanel
activeEquipmentSpells={activeEquipmentSpells}
storeCurrentAction={currentAction}
totalDPS={totalDPS}
calcDamage={calcDamage}
formatSpellCost={formatSpellCost}
getSpellCostColor={getSpellCostColor}
SPELLS_DEF={SPELLS_DEF}
upgradeEffects={upgradeEffects}
canCastSpell={canCastSpell}
studySpeedMult={1}
/>
)}
{/* Active Spells Card - Spire Mode only */}
{simpleMode && (
<SpireActiveSpells
activeEquipmentSpells={activeEquipmentSpells}
spells={useSkillStore.getState().spells}
equipmentSpellStates={equipmentSpellStates}
skills={skills}
skillUpgrades={skillUpgrades}
skillTiers={skillTiers}
signedPacts={signedPacts}
currentAction={currentAction}
floorElem={floorElem}
canCastSpell={canCastSpell}
/>
)}
{/* Activity Log - Spire Mode only */}
{simpleMode && <ActivityLog activityLog={activityLog} />}
{/* Summoned Golems */}
{simpleMode && golemancy.summonedGolems.length > 0 && (
<SpireGolems
golemancy={golemancy}
skills={skills}
currentAction={currentAction}
/>
))}
{/* Study Progress - Normal mode only */}
{!simpleMode && currentStudyTarget && (
<Card className="bg-gray-900/80 border-purple-600/50">
<CardContent className="pt-4 pb-4">
<div className="text-xs text-gray-400 mb-2">Study: {getSkillName(currentStudyTarget.id)}</div>
<div className="h-2 bg-gray-800 rounded-full overflow-hidden">
<div className="h-full rounded-full transition-all duration-300 bg-purple-500" style={{ width: `${Math.min(100, (currentStudyTarget.progress / currentStudyTarget.required) * 100)}%` }} />
</div>
{parallelStudyTarget && (
<div className="mt-3 p-2 rounded border border-cyan-600/50 bg-cyan-900/20">
<div className="text-xs text-cyan-300 mb-1">Parallel: {getSkillName(parallelStudyTarget.id)} (50% speed)</div>
<div className="h-1.5 bg-gray-800 rounded-full overflow-hidden">
<div className="h-full rounded-full transition-all duration-300 bg-cyan-500" style={{ width: `${Math.min(100, (parallelStudyTarget.progress / parallelStudyTarget.required) * 100)}%` }} />
</div>
</div>
)}
</CardContent>
</Card>
)}
{/* Guardian Panel */}
{isGuardianFloor && simpleMode && (
<GuardianPanel
currentFloor={currentFloor}
floorElemDef={floorElemDef}
/>
)}
{/* Crafting Progress - Normal mode only */}
{!simpleMode && (designProgress || preparationProgress || applicationProgress) && (
<Card className="bg-gray-900/80 border-cyan-600/50">
<CardContent className="pt-4 pb-4">
{designProgress && (
<div className="mb-3">
<div className="text-xs text-gray-400 mb-1">Design Progress</div>
<div className="h-2 bg-gray-800 rounded-full overflow-hidden">
<div className="h-full rounded-full transition-all duration-300 bg-cyan-500" style={{ width: `${Math.min(100, (designProgress.progress / designProgress.required) * 100)}%` }} />
</div>
{/* Room Display */}
{simpleMode && (
<RoomDisplay
roomType={roomType}
roomConfig={roomConfig}
primaryEnemy={currentRoom?.enemies?.[0] || null}
swarmEnemies={roomType === 'swarm' ? currentRoom?.enemies || [] : []}
puzzleId={currentRoom?.puzzleId}
puzzleProgress={currentRoom?.puzzleProgress}
simpleMode={true}
floorElemDef={floorElemDef}
floorHP={floorHP}
floorMaxHP={floorMaxHP}
totalDPS={totalDPS}
currentAction={currentAction}
activeEquipmentSpells={activeEquipmentSpells}
/>
)}
{/* Floor Controls */}
{simpleMode && (
<FloorControls
currentFloor={currentFloor}
floorHP={floorHP}
floorMaxHP={floorMaxHP}
maxFloorReached={maxFloorReached}
equipmentSpellStates={equipmentSpellStates}
skills={skills}
signedPacts={signedPacts}
storeCurrentAction={currentAction}
climbDirection={climbDirection}
isGuardianFloor={isGuardianFloor}
currentRoom={currentRoom}
currentGuardian={currentGuardian}
isFloorCleared={isFloorCleared}
floorElemDef={floorElemDef}
roomType={roomType}
roomConfig={roomConfig}
activeEquipmentSpells={activeEquipmentSpells}
floorElem={floorElem}
totalDPS={totalDPS}
calcDamage={calcDamage}
SPELLS_DEF={SPELLS_DEF}
canCastSpell={canCastSpell}
handleClimb={(dir) => dir === 'up' ? useCombatStore.getState().startClimbUp() : useCombatStore.getState().startClimbDown()}
formatSpellCost={formatSpellCost}
getSpellCostColor={getSpellCostColor}
/>
)}
{/* Combat Stats Panel */}
{simpleMode && (
<CombatStatsPanel
activeEquipmentSpells={activeEquipmentSpells}
storeCurrentAction={currentAction}
totalDPS={totalDPS}
calcDamage={calcDamage}
formatSpellCost={formatSpellCost}
getSpellCostColor={getSpellCostColor}
SPELLS_DEF={SPELLS_DEF}
upgradeEffects={upgradeEffects}
canCastSpell={canCastSpell}
studySpeedMult={1}
/>
)}
{/* Activity Log - Spire Mode only */}
{simpleMode && <ActivityLog activityLog={activityLog} />}
{/* Study Progress - Normal mode only */}
{!simpleMode && currentStudyTarget && (
<Card className="bg-gray-900/80 border-purple-600/50">
<CardContent className="pt-4 pb-4">
<div className="text-xs text-gray-400 mb-2">Study: {getSkillName(currentStudyTarget.id)}</div>
<div className="h-2 bg-gray-800 rounded-full overflow-hidden">
<div
className="h-full rounded-full transition-all duration-300 bg-purple-500"
style={{ width: `${Math.min(100, (currentStudyTarget.progress / currentStudyTarget.required) * 100)}%` }}
/>
</div>
)}
{preparationProgress && (
<div className="mb-3">
<div className="text-xs text-gray-400 mb-1">Preparation Progress</div>
<div className="h-2 bg-gray-800 rounded-full overflow-hidden">
<div className="h-full rounded-full transition-all duration-300 bg-cyan-500" style={{ width: `${Math.min(100, (preparationProgress.progress / preparationProgress.required) * 100)}%` }} />
{parallelStudyTarget && (
<div className="mt-3 p-2 rounded border border-cyan-600/50 bg-cyan-900/20">
<div className="text-xs text-cyan-300 mb-1">Parallel: {getSkillName(parallelStudyTarget.id)} (50% speed)</div>
<div className="h-1.5 bg-gray-800 rounded-full overflow-hidden">
<div
className="h-full rounded-full transition-all duration-300 bg-cyan-500"
style={{ width: `${Math.min(100, (parallelStudyTarget.progress / parallelStudyTarget.required) * 100)}%` }}
/>
</div>
</div>
</div>
)}
{applicationProgress && (
<div>
<div className="text-xs text-gray-400 mb-1">Application Progress</div>
<div className="h-2 bg-gray-800 rounded-full overflow-hidden">
<div className="h-full rounded-full transition-all duration-300 bg-cyan-500" style={{ width: `${Math.min(100, (applicationProgress.progress / applicationProgress.required) * 100)}%` }} />
)}
</CardContent>
</Card>
)}
{/* Crafting Progress - Normal mode only */}
{!simpleMode && (designProgress || preparationProgress || applicationProgress) && (
<Card className="bg-gray-900/80 border-cyan-600/50">
<CardContent className="pt-4 pb-4">
{designProgress && (
<div className="mb-3">
<div className="text-xs text-gray-400 mb-1">Design Progress</div>
<div className="h-2 bg-gray-800 rounded-full overflow-hidden">
<div
className="h-full rounded-full transition-all duration-300 bg-cyan-500"
style={{ width: `${Math.min(100, (designProgress.progress / designProgress.required) * 100)}%` }}
/>
</div>
</div>
</div>
)}
</CardContent>
</Card>
)}
</div>
</DebugName>
)}
{preparationProgress && (
<div className="mb-3">
<div className="text-xs text-gray-400 mb-1">Preparation Progress</div>
<div className="h-2 bg-gray-800 rounded-full overflow-hidden">
<div
className="h-full rounded-full transition-all duration-300 bg-cyan-500"
style={{ width: `${Math.min(100, (preparationProgress.progress / preparationProgress.required) * 100)}%` }}
/>
</div>
</div>
)}
{applicationProgress && (
<div>
<div className="text-xs text-gray-400 mb-1">Application Progress</div>
<div className="h-2 bg-gray-800 rounded-full overflow-hidden">
<div
className="h-full rounded-full transition-all duration-300 bg-cyan-500"
style={{ width: `${Math.min(100, (applicationProgress.progress / applicationProgress.required) * 100)}%` }}
/>
</div>
</div>
)}
</CardContent>
</Card>
)}
</div>
</DebugName>
);
}
@@ -0,0 +1,94 @@
import { describe, it, expect, beforeEach } from 'vitest';
import { useCombatStore } from '../combatStore';
import { useManaStore } from '../manaStore';
import { useCraftingStore } from '../craftingStore';
describe('SpireTab Refresh & Casting Fixes', () => {
beforeEach(() => {
// Reset stores
useCombatStore.setState({
currentFloor: 1,
floorHP: 100,
floorMaxHP: 100,
maxFloorReached: 1,
activeSpell: 'manaBolt',
currentAction: 'climb',
castProgress: 0,
spireMode: false,
equipmentSpellStates: [
{ spellId: 'manaBolt', sourceEquipment: 'test-staff', castProgress: 0 }
],
});
useManaStore.setState({
rawMana: 100,
elements: {
fire: { current: 50, max: 100, unlocked: true },
transference: { current: 20, max: 100, unlocked: true },
},
});
});
it('should update equipment spell cast progress', () => {
const initialState = useCombatStore.getState();
expect(initialState.castProgress).toBe(0);
// Simulate combat tick (simplified)
const newProgress = 0.5;
useCombatStore.setState({ castProgress: newProgress });
const updatedState = useCombatStore.getState();
expect(updatedState.castProgress).toBe(newProgress);
});
it('should deduct mana when casting spells', () => {
const initialMana = useManaStore.getState().rawMana;
expect(initialMana).toBeGreaterThan(0);
// Simulate spell cast (simplified - mana should decrease)
const spellCost = 10;
useManaStore.setState({ rawMana: initialMana - spellCost });
const updatedMana = useManaStore.getState().rawMana;
expect(updatedMana).toBe(initialMana - spellCost);
});
it('should have exitSpireMode function', () => {
const state = useCombatStore.getState();
expect(typeof state.exitSpireMode).toBe('function');
});
it('should set spireMode to false when exitSpireMode is called', () => {
// Enter spire mode first
useCombatStore.setState({ spireMode: true });
expect(useCombatStore.getState().spireMode).toBe(true);
// Exit spire mode
useCombatStore.getState().exitSpireMode();
expect(useCombatStore.getState().spireMode).toBe(false);
});
it('should NOT show study components when spireMode is true', () => {
// This is a UI test - we can only verify the state
useCombatStore.setState({ spireMode: true });
const state = useCombatStore.getState();
expect(state.spireMode).toBe(true);
// Study target should be null or ignored when in spire mode
// (UI conditionally renders based on spireMode)
});
it('should process equipment spell states in combat tick', () => {
const state = useCombatStore.getState();
expect(state.equipmentSpellStates.length).toBeGreaterThan(0);
// Simulate equipment spell progress
const updatedStates = state.equipmentSpellStates.map(s =>
({ ...s, castProgress: 0.5 })
);
useCombatStore.setState({ equipmentSpellStates: updatedStates });
const updatedState = useCombatStore.getState();
expect(updatedState.equipmentSpellStates[0].castProgress).toBe(0.5);
});
});
+45 -1
View File
@@ -47,7 +47,7 @@ export function processCombatTick(
let currentFloor = state.currentFloor;
let floorMaxHP = state.floorMaxHP;
// Process complete casts
// Process complete casts for active spell
while (castProgress >= 1 && canAffordSpellCost(spellDef.cost, rawMana, elements)) {
// Deduct spell cost
const afterCost = deductSpellCost(spellDef.cost, rawMana, elements);
@@ -91,12 +91,56 @@ export function processCombatTick(
}
}
// Process equipment spell states (for progress bars in UI)
const updatedEquipmentSpellStates = [...state.equipmentSpellStates];
for (let i = 0; i < updatedEquipmentSpellStates.length; i++) {
const eSpell = updatedEquipmentSpellStates[i];
const eSpellDef = SPELLS_DEF[eSpell.spellId];
if (!eSpellDef) continue;
// Calculate progress for this equipment spell
const eSpellCastSpeed = eSpellDef.castSpeed || 1;
const eProgressPerTick = HOURS_PER_TICK * eSpellCastSpeed * totalAttackSpeed;
let eCastProgress = (eSpell.castProgress || 0) + eProgressPerTick;
// Process complete casts for equipment spells
while (eCastProgress >= 1 && canAffordSpellCost(eSpellDef.cost, rawMana, elements)) {
// Deduct cost
const eAfterCost = deductSpellCost(eSpellDef.cost, rawMana, elements);
rawMana = eAfterCost.rawMana;
elements = eAfterCost.elements;
totalManaGathered += eSpellDef.cost.amount;
// Calculate damage
const eFloorElement = getFloorElement(currentFloor);
const eDamage = calcDamage(
{ skills, signedPacts: usePrestigeStore.getState().signedPacts },
eSpell.spellId,
eFloorElement,
);
const eResult = onDamageDealt(eDamage);
rawMana = eResult.rawMana;
elements = eResult.elements;
const eFinalDamage = eResult.modifiedDamage || eDamage;
floorHP = Math.max(0, floorHP - eFinalDamage);
eCastProgress -= 1;
if (floorHP <= 0) break; // Floor cleared, stop processing
}
// Update equipment spell state
updatedEquipmentSpellStates[i] = { ...eSpell, castProgress: eCastProgress % 1 };
}
set({
currentFloor,
floorHP,
floorMaxHP: getFloorMaxHP(currentFloor),
maxFloorReached: Math.max(state.maxFloorReached, currentFloor),
castProgress,
equipmentSpellStates: updatedEquipmentSpellStates,
});
return { rawMana, elements, logMessages, totalManaGathered };