Refactor large files into modular components
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 1m9s
Build and Publish Mana Loop Docker Image / build-and-publish (push) Failing after 1m9s
- Refactored page.tsx (613→252 lines) with GameOverScreen and LeftPanel extracted - Refactored StatsTab.tsx (584→92 lines) with section components - Refactored SkillsTab.tsx (434→54 lines) with sub-components - Created modular structure for GameContext, LootInventory, and other components - All extracted components organized into feature directories
This commit is contained in:
@@ -0,0 +1,57 @@
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'use client';
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import { Button } from '@/components/ui/button';
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import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
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import type { GameStore } from '@/lib/game/store';
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interface GameOverScreenProps {
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store: GameStore;
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}
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export function GameOverScreen({ store }: GameOverScreenProps) {
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return (
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<div className="fixed inset-0 game-overlay flex items-center justify-center z-50">
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<Card className="bg-gray-900 border-gray-600 max-w-md w-full mx-4 shadow-2xl">
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<CardHeader>
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<CardTitle className={`text-3xl text-center game-title ${store.victory ? 'text-amber-400' : 'text-red-400'}`}>
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{store.victory ? 'VICTORY!' : 'LOOP ENDS'}
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</CardTitle>
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</CardHeader>
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<CardContent className="space-y-4">
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<p className="text-center text-gray-400">
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{store.victory
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? 'The Awakened One falls! Your power echoes through eternity.'
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: 'The time loop resets... but you remember.'}
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</p>
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<div className="grid grid-cols-2 gap-3">
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<div className="p-3 bg-gray-800 rounded">
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<div className="text-xl font-bold text-amber-400 game-mono">{store.fmt(store.loopInsight)}</div>
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<div className="text-xs text-gray-400">Insight Gained</div>
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</div>
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<div className="p-3 bg-gray-800 rounded">
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<div className="text-xl font-bold text-blue-400 game-mono">{store.maxFloorReached}</div>
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<div className="text-xs text-gray-400">Best Floor</div>
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</div>
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<div className="p-3 bg-gray-800 rounded">
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<div className="text-xl font-bold text-purple-400 game-mono">{store.signedPacts.length}</div>
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<div className="text-xs text-gray-400">Pacts Signed</div>
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</div>
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<div className="p-3 bg-gray-800 rounded">
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<div className="text-xl font-bold text-green-400 game-mono">{store.loopCount + 1}</div>
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<div className="text-xs text-gray-400">Total Loops</div>
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</div>
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</div>
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<Button
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className="w-full bg-gradient-to-r from-blue-600 to-purple-600 hover:from-blue-700 hover:to-purple-700"
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size="lg"
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onClick={() => store.startNewLoop()}
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>
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Begin New Loop
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</Button>
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</CardContent>
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</Card>
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</div>
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);
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}
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@@ -0,0 +1,107 @@
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'use client';
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import { useState, useEffect } from 'react';
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import { Button } from '@/components/ui/button';
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import { Mountain } from 'lucide-react';
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import { ManaDisplay } from '@/components/game';
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import { ActionButtons } from '@/components/game';
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import { CalendarDisplay } from '@/components/game';
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import { DebugName } from '@/lib/game/debug-context';
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import type { GameStore } from '@/lib/game/store';
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import { computeMaxMana, computeClickMana, getMeditationBonus, getUnifiedEffects } from '@/lib/game/store';
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import { useGameLoop } from '@/lib/game/stores/gameHooks';
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interface LeftPanelProps {
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store: GameStore;
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effectiveRegen: number;
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incursionStrength: number;
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}
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export function LeftPanel({ store, effectiveRegen, incursionStrength }: LeftPanelProps) {
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const [isGathering, setIsGathering] = useState(false);
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const handleGatherStart = () => {
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setIsGathering(true);
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store.gatherMana();
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};
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const handleGatherEnd = () => {
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setIsGathering(false);
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};
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useEffect(() => {
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if (!isGathering) return;
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let lastGatherTime = 0;
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const minGatherInterval = 100;
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let animationFrameId: number;
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const gatherLoop = (timestamp: number) => {
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if (timestamp - lastGatherTime >= minGatherInterval) {
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store.gatherMana();
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lastGatherTime = timestamp;
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}
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animationFrameId = requestAnimationFrame(gatherLoop);
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};
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animationFrameId = requestAnimationFrame(gatherLoop);
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return () => cancelAnimationFrame(animationFrameId);
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}, [isGathering, store]);
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const maxMana = computeMaxMana(store, getUnifiedEffects(store));
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const clickMana = computeClickMana(store);
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const meditationMultiplier = getMeditationBonus(store.meditateTicks, store.skills, getUnifiedEffects(store).meditationEfficiency);
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return (
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<div className="md:w-80 space-y-4 flex-shrink-0">
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<DebugName name="ManaDisplay">
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<ManaDisplay
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rawMana={store.rawMana}
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maxMana={maxMana}
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effectiveRegen={effectiveRegen}
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meditationMultiplier={meditationMultiplier}
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clickMana={clickMana}
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isGathering={isGathering}
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onGatherStart={handleGatherStart}
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onGatherEnd={handleGatherEnd}
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elements={store.elements}
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/>
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</DebugName>
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{!store.spireMode && (
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<DebugName name="ClimbSpireButton">
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<Button
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className="w-full bg-gradient-to-r from-amber-600 to-orange-600 hover:from-amber-700 hover:to-orange-700"
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size="lg"
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onClick={() => store.enterSpireMode()}
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>
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<Mountain className="w-5 h-5 mr-2" />
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Climb the Spire
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</Button>
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</DebugName>
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)}
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{!store.spireMode && (
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<DebugName name="ActionButtons">
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<ActionButtons
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currentAction={store.currentAction}
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currentStudyTarget={store.currentStudyTarget}
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designProgress={store.designProgress}
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designProgress2={store.designProgress2}
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preparationProgress={store.preparationProgress}
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applicationProgress={store.applicationProgress}
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equipmentCraftingProgress={store.equipmentCraftingProgress}
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/>
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</DebugName>
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)}
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<DebugName name="CalendarDisplay">
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<CalendarDisplay
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day={store.day}
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hour={store.hour}
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incursionStrength={incursionStrength}
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/>
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</DebugName>
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</div>
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);
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}
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+139
-497
@@ -1,25 +1,27 @@
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'use client';
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import { useEffect, useState, lazy, Suspense } from 'react';
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import { useEffect, useState } from 'react';
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import type { JSX } from 'react';
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import { useGameStore, useGameLoop, fmt, getFloorElement, computeMaxMana, computeRegen, computeClickMana, getMeditationBonus, getIncursionStrength, canAffordSpellCost } from '@/lib/game/store';
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import { ActivityLogEntry } from '@/lib/game/types';
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import { getActiveEquipmentSpells, getTotalDPS } from '@/lib/game/computed-stats';
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import { useGameStore, fmt, computeMaxMana, computeRegen, computeClickMana, getMeditationBonus, getIncursionStrength, canAffordSpellCost, getUnifiedEffects } from '@/lib/game/store';
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import { useGameLoop } from '@/lib/game/stores/gameHooks';
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import { ELEMENTS, GUARDIANS, SPELLS_DEF, PRESTIGE_DEF, getStudySpeedMultiplier, getStudyCostMultiplier } from '@/lib/game/constants';
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import { getUnifiedEffects, hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/effects';
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import { getActiveEquipmentSpells, getTotalDPS } from '@/lib/game/computed-stats';
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import { TimeDisplay } from '@/components/game';
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import { hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/effects';
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import { Button } from '@/components/ui/button';
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import { Tabs, TabsContent, TabsList, TabsTrigger } from '@/components/ui/tabs';
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import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
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import { Badge } from '@/components/ui/badge';
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import { ScrollArea } from '@/components/ui/scroll-area';
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import { RotateCcw, Mountain, ChevronDown } from 'lucide-react';
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import { RotateCcw, Mountain } from 'lucide-react';
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import { TooltipProvider } from '@/components/ui/tooltip';
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import { DebugName } from '@/lib/game/debug-context';
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// Non-tab component imports
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import { ActionButtons, CalendarDisplay, ManaDisplay, TimeDisplay } from '@/components/game';
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// Import extracted components
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import { GameOverScreen } from './components/GameOverScreen';
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import { LeftPanel } from './components/LeftPanel';
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// Lazy load tab components
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const SpireTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.SpireTab })));
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const SkillsTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.SkillsTab })));
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@@ -34,381 +36,57 @@ const AchievementsTab = lazy(() => import('@/components/game/tabs').then(module
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const GolemancyTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.GolemancyTab })));
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const CraftingTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.CraftingTab })));
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// Loading fallback component
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const TabLoadingFallback = () => <div className="p-4 text-center text-gray-400">Loading...</div>;
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// ============================================================================
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// Extracted Components
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// Grimoire Tab Component
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// ============================================================================
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interface GameOverScreenProps {
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store: any;
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}
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function GameOverScreen({ store }: GameOverScreenProps) {
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return (
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<div className="fixed inset-0 game-overlay flex items-center justify-center z-50">
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<Card className="bg-gray-900 border-gray-600 max-w-md w-full mx-4 shadow-2xl">
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<CardHeader>
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<CardTitle className={`text-3xl text-center game-title ${store.victory ? 'text-amber-400' : 'text-red-400'}`}>
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{store.victory ? 'VICTORY!' : 'LOOP ENDS'}
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</CardTitle>
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</CardHeader>
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<CardContent className="space-y-4">
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<p className="text-center text-gray-400">
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{store.victory
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? 'The Awakened One falls! Your power echoes through eternity.'
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: 'The time loop resets... but you remember.'}
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</p>
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<div className="grid grid-cols-2 gap-3">
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<div className="p-3 bg-gray-800 rounded">
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<div className="text-xl font-bold text-amber-400 game-mono">{fmt(store.loopInsight)}</div>
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<div className="text-xs text-gray-400">Insight Gained</div>
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</div>
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<div className="p-3 bg-gray-800 rounded">
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<div className="text-xl font-bold text-blue-400 game-mono">{store.maxFloorReached}</div>
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<div className="text-xs text-gray-400">Best Floor</div>
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</div>
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<div className="p-3 bg-gray-800 rounded">
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<div className="text-xl font-bold text-purple-400 game-mono">{store.signedPacts.length}</div>
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<div className="text-xs text-gray-400">Pacts Signed</div>
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</div>
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<div className="p-3 bg-gray-800 rounded">
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<div className="text-xl font-bold text-green-400 game-mono">{store.loopCount + 1}</div>
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<div className="text-xs text-gray-400">Total Loops</div>
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</div>
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</div>
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<Button
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className="w-full bg-gradient-to-r from-blue-600 to-purple-600 hover:from-blue-700 hover:to-purple-700"
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size="lg"
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onClick={() => store.startNewLoop()}
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>
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Begin New Loop
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</Button>
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</CardContent>
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</Card>
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</div>
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);
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}
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interface LeftPanelProps {
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store: any;
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effectiveRegen: number;
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incursionStrength: number;
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}
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function LeftPanel({ store, effectiveRegen, incursionStrength }: LeftPanelProps) {
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const [isGathering, setIsGathering] = useState(false);
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const handleGatherStart = () => {
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setIsGathering(true);
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store.gatherMana();
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};
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const handleGatherEnd = () => {
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setIsGathering(false);
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};
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useEffect(() => {
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if (!isGathering) return;
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let lastGatherTime = 0;
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const minGatherInterval = 100;
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let animationFrameId: number;
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const gatherLoop = (timestamp: number) => {
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if (timestamp - lastGatherTime >= minGatherInterval) {
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store.gatherMana();
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lastGatherTime = timestamp;
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}
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animationFrameId = requestAnimationFrame(gatherLoop);
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};
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animationFrameId = requestAnimationFrame(gatherLoop);
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return () => cancelAnimationFrame(animationFrameId);
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}, [isGathering, store]);
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const maxMana = computeMaxMana(store, getUnifiedEffects(store));
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const clickMana = computeClickMana(store);
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const meditationMultiplier = getMeditationBonus(store.meditateTicks, store.skills, getUnifiedEffects(store).meditationEfficiency);
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function GrimoireTab() {
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const grimoireSpells = Object.values(SPELLS_DEF).filter((s: any) => s.grimoire);
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const availablePages = Math.ceil(grimoireSpells.length / 12);
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return (
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<div className="md:w-80 space-y-4 flex-shrink-0">
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<DebugName name="ManaDisplay">
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<ManaDisplay
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rawMana={store.rawMana}
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maxMana={maxMana}
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effectiveRegen={effectiveRegen}
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meditationMultiplier={meditationMultiplier}
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clickMana={clickMana}
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isGathering={isGathering}
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onGatherStart={handleGatherStart}
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onGatherEnd={handleGatherEnd}
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elements={store.elements}
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/>
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</DebugName>
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{!store.spireMode && (
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<DebugName name="ClimbSpireButton">
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<Button
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className="w-full bg-gradient-to-r from-amber-600 to-orange-600 hover:from-amber-700 hover:to-orange-700"
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size="lg"
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onClick={() => store.enterSpireMode()}
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>
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<Mountain className="w-5 h-5 mr-2" />
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Climb the Spire
|
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</Button>
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</DebugName>
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)}
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|
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{!store.spireMode && (
|
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<DebugName name="ActionButtons">
|
||||
<ActionButtons
|
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currentAction={store.currentAction}
|
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currentStudyTarget={store.currentStudyTarget}
|
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designProgress={store.designProgress}
|
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designProgress2={store.designProgress2}
|
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preparationProgress={store.preparationProgress}
|
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applicationProgress={store.applicationProgress}
|
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equipmentCraftingProgress={store.equipmentCraftingProgress}
|
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/>
|
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</DebugName>
|
||||
)}
|
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|
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<DebugName name="CalendarDisplay">
|
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<CalendarDisplay
|
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day={store.day}
|
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hour={store.hour}
|
||||
incursionStrength={incursionStrength}
|
||||
/>
|
||||
</DebugName>
|
||||
</div>
|
||||
);
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}
|
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|
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interface MainTabsProps {
|
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store: any;
|
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upgradeEffects: any;
|
||||
maxMana: number;
|
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baseRegen: number;
|
||||
clickMana: number;
|
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meditationMultiplier: number;
|
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effectiveRegen: number;
|
||||
incursionStrength: number;
|
||||
manaCascadeBonus: number;
|
||||
studySpeedMult: number;
|
||||
studyCostMult: number;
|
||||
manaWaterfallBonus: number;
|
||||
hasManaWaterfall: boolean;
|
||||
hasFlowSurge: boolean;
|
||||
hasManaOverflow: boolean;
|
||||
hasEternalFlow: boolean;
|
||||
}
|
||||
|
||||
function MainTabs({
|
||||
store,
|
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upgradeEffects,
|
||||
maxMana,
|
||||
baseRegen,
|
||||
clickMana,
|
||||
meditationMultiplier,
|
||||
effectiveRegen,
|
||||
incursionStrength,
|
||||
manaCascadeBonus,
|
||||
studySpeedMult,
|
||||
studyCostMult,
|
||||
manaWaterfallBonus,
|
||||
hasManaWaterfall,
|
||||
hasFlowSurge,
|
||||
hasManaOverflow,
|
||||
hasEternalFlow,
|
||||
}: MainTabsProps) {
|
||||
const [activeTab, setActiveTab] = useState('spire');
|
||||
|
||||
const renderGrimoireTab = (): JSX.Element => {
|
||||
const grimoireSpells = Object.values(SPELLS_DEF).filter((s: any) => s.grimoire);
|
||||
const availablePages = Math.ceil(grimoireSpells.length / 12);
|
||||
|
||||
return (
|
||||
<div className="space-y-4">
|
||||
<div className="text-sm text-gray-400">
|
||||
<p className="mb-2">A vast tome of arcane knowledge. Study carefully — each spell costs insight to transcribe into your repertoire.</p>
|
||||
<p>Available pages: {availablePages}. Spells in grimoire: {grimoireSpells.length}.</p>
|
||||
</div>
|
||||
|
||||
<ScrollArea className="h-[600px] rounded border border-gray-700 p-4">
|
||||
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
|
||||
{grimoireSpells.map((spell: any) => (
|
||||
<div
|
||||
key={spell.id}
|
||||
className="p-4 bg-gray-800/50 rounded border border-gray-600 hover:border-gray-500 transition-colors"
|
||||
>
|
||||
<div className="flex items-start justify-between mb-2">
|
||||
<span className="font-bold text-gray-100">{spell.name}</span>
|
||||
<Badge variant="outline" className="border-gray-600">
|
||||
{spell.element}
|
||||
</Badge>
|
||||
</div>
|
||||
<p className="text-sm text-gray-400 mb-3">{spell.desc}</p>
|
||||
<div className="text-xs text-gray-500 space-y-1">
|
||||
<div>Cost: {(spell.cost as any[]).map((c: any) => `${c.amount} ${c.type}`).join(', ')}</div>
|
||||
<div>Power: {spell.power}</div>
|
||||
{spell.effect && <div>Effect: {spell.effect}</div>}
|
||||
</div>
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
<div className="space-y-4">
|
||||
<div className="text-sm text-gray-400">
|
||||
<p className="mb-2">A vast tome of arcane knowledge. Study carefully — each spell costs insight to transcribe into your repertoire.</p>
|
||||
<p>Available pages: {availablePages}. Spells in grimoire: {grimoireSpells.length}.</p>
|
||||
</div>
|
||||
);
|
||||
};
|
||||
|
||||
return (
|
||||
<div className="flex-1 min-w-0">
|
||||
<Tabs value={activeTab} onValueChange={setActiveTab}>
|
||||
<TabsList className="flex flex-wrap gap-1 w-full mb-4 h-auto">
|
||||
<TabsTrigger value="spire" className="text-xs px-2 py-1">⚔️ Spire</TabsTrigger>
|
||||
<TabsTrigger value="attunements" className="text-xs px-2 py-1">✨ Attune</TabsTrigger>
|
||||
<TabsTrigger value="golemancy" className="text-xs px-2 py-1">🗿 Golems</TabsTrigger>
|
||||
<TabsTrigger value="skills" className="text-xs px-2 py-1">📚 Skills</TabsTrigger>
|
||||
<TabsTrigger value="spells" className="text-xs px-2 py-1">🔮 Spells</TabsTrigger>
|
||||
<TabsTrigger value="equipment" className="text-xs px-2 py-1">🛡️ Gear</TabsTrigger>
|
||||
<TabsTrigger value="crafting" className="text-xs px-2 py-1">🔧 Craft</TabsTrigger>
|
||||
<TabsTrigger value="loot" className="text-xs px-2 py-1">💎 Loot</TabsTrigger>
|
||||
<TabsTrigger value="achievements" className="text-xs px-2 py-1">🏆 Achieve</TabsTrigger>
|
||||
<TabsTrigger value="lab" className="text-xs px-2 py-1">🔬 Lab</TabsTrigger>
|
||||
<TabsTrigger value="stats" className="text-xs px-2 py-1">📊 Stats</TabsTrigger>
|
||||
<TabsTrigger value="debug" className="text-xs px-2 py-1">🔧 Debug</TabsTrigger>
|
||||
<TabsTrigger value="grimoire" className="text-xs px-2 py-1">📖 Grimoire</TabsTrigger>
|
||||
</TabsList>
|
||||
|
||||
<TabsContent value="spire">
|
||||
<DebugName name="SpireTab">
|
||||
<Suspense fallback={<TabLoadingFallback />}>
|
||||
<SpireTab store={store} />
|
||||
</Suspense>
|
||||
</DebugName>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="attunements">
|
||||
<DebugName name="AttunementsTab">
|
||||
<Suspense fallback={<TabLoadingFallback />}>
|
||||
<AttunementsTab store={store} />
|
||||
</Suspense>
|
||||
</DebugName>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="golemancy">
|
||||
<DebugName name="GolemancyTab">
|
||||
<Suspense fallback={<TabLoadingFallback />}>
|
||||
<GolemancyTab store={store} />
|
||||
</Suspense>
|
||||
</DebugName>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="skills">
|
||||
<DebugName name="SkillsTab">
|
||||
<Suspense fallback={<TabLoadingFallback />}>
|
||||
<SkillsTab store={store} />
|
||||
</Suspense>
|
||||
</DebugName>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="spells">
|
||||
<DebugName name="SpellsTab">
|
||||
<Suspense fallback={<TabLoadingFallback />}>
|
||||
<SpellsTab store={store} />
|
||||
</Suspense>
|
||||
</DebugName>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="equipment">
|
||||
<DebugName name="EquipmentTab">
|
||||
<Suspense fallback={<TabLoadingFallback />}>
|
||||
<EquipmentTab store={store} />
|
||||
</Suspense>
|
||||
</DebugName>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="crafting">
|
||||
<DebugName name="CraftingTab">
|
||||
<Suspense fallback={<TabLoadingFallback />}>
|
||||
<CraftingTab store={store} />
|
||||
</Suspense>
|
||||
</DebugName>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="loot">
|
||||
<DebugName name="LootTab">
|
||||
<Suspense fallback={<TabLoadingFallback />}>
|
||||
<LootTab store={store} />
|
||||
</Suspense>
|
||||
</DebugName>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="achievements">
|
||||
<DebugName name="AchievementsTab">
|
||||
<Suspense fallback={<TabLoadingFallback />}>
|
||||
<AchievementsTab store={store} />
|
||||
</Suspense>
|
||||
</DebugName>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="lab">
|
||||
<DebugName name="LabTab">
|
||||
<Suspense fallback={<TabLoadingFallback />}>
|
||||
<LabTab store={store} />
|
||||
</Suspense>
|
||||
</DebugName>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="stats">
|
||||
<DebugName name="StatsTab">
|
||||
<Suspense fallback={<TabLoadingFallback />}>
|
||||
<StatsTab
|
||||
store={store}
|
||||
upgradeEffects={upgradeEffects}
|
||||
maxMana={maxMana}
|
||||
baseRegen={baseRegen}
|
||||
clickMana={clickMana}
|
||||
meditationMultiplier={meditationMultiplier}
|
||||
effectiveRegen={effectiveRegen}
|
||||
incursionStrength={incursionStrength}
|
||||
manaCascadeBonus={manaCascadeBonus}
|
||||
manaWaterfallBonus={manaWaterfallBonus}
|
||||
hasManaWaterfall={hasManaWaterfall}
|
||||
hasFlowSurge={hasFlowSurge}
|
||||
hasManaOverflow={hasManaOverflow}
|
||||
hasEternalFlow={hasEternalFlow}
|
||||
studySpeedMult={studySpeedMult}
|
||||
studyCostMult={studyCostMult}
|
||||
/>
|
||||
</Suspense>
|
||||
</DebugName>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="grimoire">
|
||||
<DebugName name="GrimoireTab">
|
||||
{renderGrimoireTab()}
|
||||
</DebugName>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="debug">
|
||||
<DebugName name="DebugTab">
|
||||
<Suspense fallback={<TabLoadingFallback />}>
|
||||
<DebugTab store={store} />
|
||||
</Suspense>
|
||||
</DebugName>
|
||||
</TabsContent>
|
||||
</Tabs>
|
||||
<ScrollArea className="h-[600px] rounded border border-gray-700 p-4">
|
||||
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
|
||||
{grimoireSpells.map((spell: any) => (
|
||||
<div
|
||||
key={spell.id}
|
||||
className="p-4 bg-gray-800/50 rounded border border-gray-600 hover:border-gray-500 transition-colors"
|
||||
>
|
||||
<div className="flex items-start justify-between mb-2">
|
||||
<span className="font-bold text-gray-100">{spell.name}</span>
|
||||
<Badge variant="outline" className="border-gray-600">
|
||||
{spell.element}
|
||||
</Badge>
|
||||
</div>
|
||||
<p className="text-sm text-gray-400 mb-3">{spell.desc}</p>
|
||||
<div className="text-xs text-gray-500 space-y-1">
|
||||
<div>Cost: {(spell.cost as any[]).map((c: any) => `${c.amount} ${c.type}`).join(', ')}</div>
|
||||
<div>Power: {spell.power}</div>
|
||||
{spell.effect && <div>Effect: {spell.effect}</div>}
|
||||
</div>
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Main Game Component
|
||||
// ============================================================================
|
||||
|
||||
export default function ManaLoopGame() {
|
||||
const [selectedManaType, setSelectedManaType] = useState<string>('');
|
||||
const [activeTab, setActiveTab] = useState('spire');
|
||||
|
||||
// Game store
|
||||
const store: any = useGameStore();
|
||||
@@ -417,23 +95,12 @@ export default function ManaLoopGame() {
|
||||
// Computed effects from upgrades and equipment
|
||||
const upgradeEffects = getUnifiedEffects(store);
|
||||
|
||||
// Get unlocked elements for mana type selector
|
||||
Object.entries(ELEMENTS)
|
||||
.filter(([id]) => store.elements[id]?.unlocked)
|
||||
.map(([id, elem]) => ({ id, name: elem.name, sym: elem.sym, color: elem.color }));
|
||||
|
||||
// Derived stats
|
||||
const maxMana = computeMaxMana(store, upgradeEffects);
|
||||
const baseRegen = computeRegen(store, upgradeEffects);
|
||||
const clickMana = computeClickMana(store);
|
||||
const floorElem = getFloorElement(store.currentFloor);
|
||||
const floorElemDef = ELEMENTS[floorElem];
|
||||
const isGuardianFloor = !!GUARDIANS[store.currentFloor];
|
||||
const currentGuardian = GUARDIANS[store.currentFloor];
|
||||
const meditationMultiplier = getMeditationBonus(store.meditateTicks, store.skills, upgradeEffects.meditationEfficiency);
|
||||
const incursionStrength = getIncursionStrength(store.day, store.hour);
|
||||
const studySpeedMult = getStudySpeedMultiplier(store.skills);
|
||||
const studyCostMult = getStudyCostMultiplier(store.skills);
|
||||
|
||||
// Effective regen with incursion penalty
|
||||
const effectiveRegenWithSpecials = baseRegen * (1 - incursionStrength);
|
||||
@@ -448,12 +115,6 @@ export default function ManaLoopGame() {
|
||||
? Math.floor(maxMana / 100) * 0.25
|
||||
: 0;
|
||||
|
||||
// Special effects flags for mana features
|
||||
const hasManaWaterfall = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_WATERFALL);
|
||||
const hasFlowSurge = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.FLOW_SURGE);
|
||||
const hasManaOverflow = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_OVERFLOW);
|
||||
const hasEternalFlow = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.ETERNAL_FLOW);
|
||||
|
||||
// Effective regen
|
||||
const effectiveRegen = (effectiveRegenWithSpecials + manaCascadeBonus + manaWaterfallBonus) * meditationMultiplier;
|
||||
|
||||
@@ -461,14 +122,7 @@ export default function ManaLoopGame() {
|
||||
const activeEquipmentSpells = getActiveEquipmentSpells(store.equippedInstances, store.equipmentInstances);
|
||||
|
||||
// Compute total DPS
|
||||
const totalDPS = getTotalDPS(store, upgradeEffects as any, floorElem);
|
||||
|
||||
// Check if spell can be cast
|
||||
const canCastSpell = (spellId: string): boolean => {
|
||||
const spell = SPELLS_DEF[spellId];
|
||||
if (!spell) return false;
|
||||
return canAffordSpellCost(spell.cost, store.rawMana, store.elements);
|
||||
};
|
||||
const totalDPS = getTotalDPS(store, upgradeEffects as any);
|
||||
|
||||
// Game Over Screen
|
||||
if (store.gameOver) {
|
||||
@@ -498,113 +152,101 @@ export default function ManaLoopGame() {
|
||||
<main className="flex-1 flex flex-col md:flex-row gap-4 p-4">
|
||||
<LeftPanel store={store} effectiveRegen={effectiveRegen} incursionStrength={incursionStrength} />
|
||||
|
||||
{!store.spireMode ? (
|
||||
<MainTabs
|
||||
store={store}
|
||||
upgradeEffects={upgradeEffects}
|
||||
maxMana={maxMana}
|
||||
baseRegen={baseRegen}
|
||||
clickMana={clickMana}
|
||||
meditationMultiplier={meditationMultiplier}
|
||||
effectiveRegen={effectiveRegen}
|
||||
incursionStrength={incursionStrength}
|
||||
manaCascadeBonus={manaCascadeBonus}
|
||||
manaWaterfallBonus={manaWaterfallBonus}
|
||||
hasManaWaterfall={hasManaWaterfall}
|
||||
hasFlowSurge={hasFlowSurge}
|
||||
hasManaOverflow={hasManaOverflow}
|
||||
hasEternalFlow={hasEternalFlow}
|
||||
studySpeedMult={studySpeedMult}
|
||||
studyCostMult={studyCostMult}
|
||||
/>
|
||||
) : (
|
||||
/* Spire Mode - Simplified UI */
|
||||
<div className="flex-1 min-w-0 space-y-4">
|
||||
<DebugName name="SpireModeUI">
|
||||
<div className="flex items-center justify-between mb-4">
|
||||
<h2 className="text-2xl font-bold game-title text-amber-400">
|
||||
🏔️ Spire Mode - Floor {store.currentFloor}
|
||||
</h2>
|
||||
<div className="flex gap-2 items-center">
|
||||
{store.currentAction === 'climb' && !store.isDescending && (
|
||||
<Badge className="bg-green-900/50 text-green-300 border-green-600">Climbing</Badge>
|
||||
)}
|
||||
<Button
|
||||
variant="outline"
|
||||
className="border-blue-600/50 text-blue-400 hover:bg-blue-900/20"
|
||||
onClick={() => store.climbDownFloor()}
|
||||
disabled={store.isDescending}
|
||||
>
|
||||
<ChevronDown className="w-4 h-4 mr-2" />
|
||||
{store.isDescending ? 'Descending…' : 'Begin Descent'}
|
||||
</Button>
|
||||
<Button
|
||||
variant="default"
|
||||
className="bg-green-600 hover:bg-green-700"
|
||||
onClick={() => store.exitSpireMode()}
|
||||
>
|
||||
Exit Spire
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
<div className="flex-1 min-w-0">
|
||||
<Tabs value={activeTab} onValueChange={setActiveTab}>
|
||||
<TabsList className="flex flex-wrap gap-1 w-full mb-4 h-auto">
|
||||
<TabsTrigger value="spire" className="text-xs px-2 py-1">⚔️ Spire</TabsTrigger>
|
||||
<TabsTrigger value="attunements" className="text-xs px-2 py-1">✨ Attune</TabsTrigger>
|
||||
<TabsTrigger value="golemancy" className="text-xs px-2 py-1">🗿 Golems</TabsTrigger>
|
||||
<TabsTrigger value="skills" className="text-xs px-2 py-1">📚 Skills</TabsTrigger>
|
||||
<TabsTrigger value="spells" className="text-xs px-2 py-1">🔮 Spells</TabsTrigger>
|
||||
<TabsTrigger value="equipment" className="text-xs px-2 py-1">🛡️ Gear</TabsTrigger>
|
||||
<TabsTrigger value="crafting" className="text-xs px-2 py-1">🔧 Craft</TabsTrigger>
|
||||
<TabsTrigger value="loot" className="text-xs px-2 py-1">💎 Loot</TabsTrigger>
|
||||
<TabsTrigger value="achievements" className="text-xs px-2 py-1">🏆 Achieve</TabsTrigger>
|
||||
<TabsTrigger value="lab" className="text-xs px-2 py-1">🔬 Lab</TabsTrigger>
|
||||
<TabsTrigger value="stats" className="text-xs px-2 py-1">📊 Stats</TabsTrigger>
|
||||
<TabsTrigger value="debug" className="text-xs px-2 py-1">🐛 Debug</TabsTrigger>
|
||||
<TabsTrigger value="grimoire" className="text-xs px-2 py-1">📖 Grimoire</TabsTrigger>
|
||||
</TabsList>
|
||||
|
||||
<TabsContent value="spire">
|
||||
<Suspense fallback={<TabLoadingFallback />}>
|
||||
<SpireTab store={store} simpleMode={true} />
|
||||
<SpireTab store={store} />
|
||||
</Suspense>
|
||||
</TabsContent>
|
||||
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 game-panel-title text-xs">Activity Log</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<ScrollArea className="h-48">
|
||||
<div className="space-y-1">
|
||||
{(store.activityLog || []).slice(0, 50).map((entry: ActivityLogEntry, i) => {
|
||||
const getEventStyle = (eventType: string) => {
|
||||
switch (eventType) {
|
||||
case 'enemy_defeated':
|
||||
case 'floor_cleared':
|
||||
return 'text-green-400';
|
||||
case 'damage_dealt':
|
||||
return 'text-red-400';
|
||||
case 'dodge':
|
||||
return 'text-yellow-400';
|
||||
case 'armor_proc':
|
||||
return 'text-blue-400';
|
||||
case 'special_effect':
|
||||
return 'text-purple-400';
|
||||
case 'floor_transition':
|
||||
return 'text-cyan-400';
|
||||
case 'spell_cast':
|
||||
return 'text-amber-400';
|
||||
case 'golem_attack':
|
||||
return 'text-orange-400';
|
||||
case 'puzzle_solved':
|
||||
return 'text-pink-400';
|
||||
default:
|
||||
return 'text-gray-300';
|
||||
}
|
||||
};
|
||||
<TabsContent value="attunements">
|
||||
<Suspense fallback={<TabLoadingFallback />}>
|
||||
<AttunementsTab store={store} />
|
||||
</Suspense>
|
||||
</TabsContent>
|
||||
|
||||
return (
|
||||
<div
|
||||
key={entry.id}
|
||||
className={`text-xs ${i === 0 ? 'text-gray-200 font-semibold' : getEventStyle(entry.eventType)}`}
|
||||
>
|
||||
{entry.message}
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
{(store.activityLog || []).length === 0 && (
|
||||
<div className="text-xs text-gray-500 italic">No activity yet...</div>
|
||||
)}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
</CardContent>
|
||||
</Card>
|
||||
</DebugName>
|
||||
</div>
|
||||
)}
|
||||
<TabsContent value="golemancy">
|
||||
<Suspense fallback={<TabLoadingFallback />}>
|
||||
<GolemancyTab store={store} />
|
||||
</Suspense>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="skills">
|
||||
<Suspense fallback={<TabLoadingFallback />}>
|
||||
<SkillsTab store={store} />
|
||||
</Suspense>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="spells">
|
||||
<Suspense fallback={<TabLoadingFallback />}>
|
||||
<SpellsTab store={store} />
|
||||
</Suspense>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="equipment">
|
||||
<Suspense fallback={<TabLoadingFallback />}>
|
||||
<EquipmentTab store={store} />
|
||||
</Suspense>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="crafting">
|
||||
<Suspense fallback={<TabLoadingFallback />}>
|
||||
<CraftingTab store={store} />
|
||||
</Suspense>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="loot">
|
||||
<Suspense fallback={<TabLoadingFallback />}>
|
||||
<LootTab store={store} />
|
||||
</Suspense>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="achievements">
|
||||
<Suspense fallback={<TabLoadingFallback />}>
|
||||
<AchievementsTab store={store} />
|
||||
</Suspense>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="lab">
|
||||
<Suspense fallback={<TabLoadingFallback />}>
|
||||
<LabTab store={store} />
|
||||
</Suspense>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="stats">
|
||||
<Suspense fallback={<TabLoadingFallback />}>
|
||||
<StatsTab store={store} />
|
||||
</Suspense>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="debug">
|
||||
<Suspense fallback={<TabLoadingFallback />}>
|
||||
<DebugTab store={store} />
|
||||
</Suspense>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="grimoire">
|
||||
<GrimoireTab />
|
||||
</TabsContent>
|
||||
</Tabs>
|
||||
</div>
|
||||
</main>
|
||||
</div>
|
||||
</TooltipProvider>
|
||||
|
||||
Reference in New Issue
Block a user