Refactor large files into modular components
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:
Refactoring Agent
2026-05-02 17:35:03 +02:00
parent c9ae2576f4
commit d2d28887b1
194 changed files with 16862 additions and 15729 deletions
+6 -424
View File
@@ -1,428 +1,10 @@
'use client';
import { createContext, useContext, useMemo, type ReactNode } from 'react';
import { useSkillStore } from '@/lib/game/stores/skillStore';
import { useManaStore } from '@/lib/game/stores/manaStore';
import { usePrestigeStore } from '@/lib/game/stores/prestigeStore';
import { useUIStore } from '@/lib/game/stores/uiStore';
import { useCombatStore } from '@/lib/game/stores/combatStore';
import { useGameStore, useGameLoop } from '@/lib/game/stores/gameStore';
import { computeEffects, hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/upgrade-effects';
import { getStudySpeedMultiplier, getStudyCostMultiplier } from '@/lib/game/constants';
import {
computeMaxMana,
computeRegen,
computeClickMana,
getMeditationBonus,
canAffordSpellCost,
calcDamage,
getFloorElement,
getBoonBonuses,
getIncursionStrength,
} from '@/lib/game/utils';
import {
ELEMENTS,
GUARDIANS,
SPELLS_DEF,
HOURS_PER_TICK,
TICK_MS,
} from '@/lib/game/constants';
import type { ElementDef, GuardianDef, SpellDef, GameAction } from '@/lib/game/types';
// Define a unified store type that combines all stores
interface UnifiedStore {
// From gameStore (coordinator)
day: number;
hour: number;
incursionStrength: number;
containmentWards: number;
initialized: boolean;
tick: () => void;
resetGame: () => void;
gatherMana: () => void;
startNewLoop: () => void;
// From manaStore
rawMana: number;
meditateTicks: number;
totalManaGathered: number;
elements: Record<string, { current: number; max: number; unlocked: boolean }>;
setRawMana: (amount: number) => void;
addRawMana: (amount: number, max: number) => void;
spendRawMana: (amount: number) => boolean;
convertMana: (element: string, amount: number) => boolean;
unlockElement: (element: string, cost: number) => boolean;
craftComposite: (target: string, recipe: string[]) => boolean;
// From skillStore
skills: Record<string, number>;
skillProgress: Record<string, number>;
skillUpgrades: Record<string, string[]>;
skillTiers: Record<string, number>;
paidStudySkills: Record<string, number>;
currentStudyTarget: { type: 'skill' | 'spell' | 'blueprint'; id: string; progress: number; required: number } | null;
parallelStudyTarget: { type: 'skill' | 'spell' | 'blueprint'; id: string; progress: number; required: number } | null;
setSkillLevel: (skillId: string, level: number) => void;
startStudyingSkill: (skillId: string, rawMana: number) => { started: boolean; cost: number };
startStudyingSpell: (spellId: string, rawMana: number, studyTime: number) => { started: boolean; cost: number };
cancelStudy: (retentionBonus: number) => void;
selectSkillUpgrade: (skillId: string, upgradeId: string) => void;
deselectSkillUpgrade: (skillId: string, upgradeId: string) => void;
commitSkillUpgrades: (skillId: string, upgradeIds: string[]) => void;
tierUpSkill: (skillId: string) => void;
getSkillUpgradeChoices: (skillId: string, milestone: 5 | 10) => { available: Array<{ id: string; name: string; desc: string; milestone: 5 | 10; effect: { type: string; stat?: string; value?: number; specialId?: string } }>; selected: string[] };
// From prestigeStore
loopCount: number;
insight: number;
totalInsight: number;
loopInsight: number;
prestigeUpgrades: Record<string, number>;
memorySlots: number;
pactSlots: number;
memories: Array<{ skillId: string; level: number; tier: number; upgrades: string[] }>;
defeatedGuardians: number[];
signedPacts: number[];
pactRitualFloor: number | null;
pactRitualProgress: number;
doPrestige: (id: string) => void;
addMemory: (memory: { skillId: string; level: number; tier: number; upgrades: string[] }) => void;
removeMemory: (skillId: string) => void;
clearMemories: () => void;
startPactRitual: (floor: number, rawMana: number) => boolean;
cancelPactRitual: () => void;
removePact: (floor: number) => void;
defeatGuardian: (floor: number) => void;
// From combatStore
currentFloor: number;
floorHP: number;
floorMaxHP: number;
maxFloorReached: number;
activeSpell: string;
currentAction: GameAction;
castProgress: number;
spells: Record<string, { learned: boolean; level: number; studyProgress?: number }>;
setAction: (action: GameAction) => void;
setSpell: (spellId: string) => void;
learnSpell: (spellId: string) => void;
advanceFloor: () => void;
// From uiStore
log: string[];
paused: boolean;
gameOver: boolean;
victory: boolean;
addLog: (message: string) => void;
togglePause: () => void;
setPaused: (paused: boolean) => void;
setGameOver: (gameOver: boolean, victory?: boolean) => void;
}
interface GameContextValue {
// Unified store for backward compatibility
store: UnifiedStore;
// Individual stores for direct access if needed
skillStore: ReturnType<typeof useSkillStore.getState>;
manaStore: ReturnType<typeof useManaStore.getState>;
prestigeStore: ReturnType<typeof usePrestigeStore.getState>;
uiStore: ReturnType<typeof useUIStore.getState>;
combatStore: ReturnType<typeof useCombatStore.getState>;
// Computed effects from upgrades
upgradeEffects: ReturnType<typeof computeEffects>;
// Derived stats
maxMana: number;
baseRegen: number;
clickMana: number;
floorElem: string;
floorElemDef: ElementDef | undefined;
isGuardianFloor: boolean;
currentGuardian: GuardianDef | undefined;
activeSpellDef: SpellDef | undefined;
meditationMultiplier: number;
incursionStrength: number;
studySpeedMult: number;
studyCostMult: number;
// Effective regen calculations
effectiveRegenWithSpecials: number;
manaCascadeBonus: number;
manaWaterfallBonus: number;
effectiveRegen: number;
// Has special flags
hasManaWaterfall: boolean;
hasFlowSurge: boolean;
hasManaOverflow: boolean;
hasEternalFlow: boolean;
// DPS calculation
dps: number;
// Boons
activeBoons: ReturnType<typeof getBoonBonuses>;
// Helpers
canCastSpell: (spellId: string) => boolean;
hasSpecial: (effects: ReturnType<typeof computeEffects>, specialId: string) => boolean;
SPECIAL_EFFECTS: typeof SPECIAL_EFFECTS;
}
const GameContext = createContext<GameContextValue | null>(null);
export function GameProvider({ children }: { children: ReactNode }) {
// Get all individual stores
const gameStore = useGameStore();
const skillState = useSkillStore();
const manaState = useManaStore();
const prestigeState = usePrestigeStore();
const uiState = useUIStore();
const combatState = useCombatStore();
// Create unified store object for backward compatibility
const unifiedStore = useMemo<UnifiedStore>(() => ({
// From gameStore
day: gameStore.day,
hour: gameStore.hour,
incursionStrength: gameStore.incursionStrength,
containmentWards: gameStore.containmentWards,
initialized: gameStore.initialized,
tick: gameStore.tick,
resetGame: gameStore.resetGame,
gatherMana: gameStore.gatherMana,
startNewLoop: gameStore.startNewLoop,
// From manaStore
rawMana: manaState.rawMana,
meditateTicks: manaState.meditateTicks,
totalManaGathered: manaState.totalManaGathered,
elements: manaState.elements,
setRawMana: manaState.setRawMana,
addRawMana: manaState.addRawMana,
spendRawMana: manaState.spendRawMana,
convertMana: manaState.convertMana,
unlockElement: manaState.unlockElement,
craftComposite: manaState.craftComposite,
// From skillStore
skills: skillState.skills,
skillProgress: skillState.skillProgress,
skillUpgrades: skillState.skillUpgrades,
skillTiers: skillState.skillTiers,
paidStudySkills: skillState.paidStudySkills,
currentStudyTarget: skillState.currentStudyTarget,
parallelStudyTarget: skillState.parallelStudyTarget,
setSkillLevel: skillState.setSkillLevel,
startStudyingSkill: skillState.startStudyingSkill,
startStudyingSpell: skillState.startStudyingSpell,
cancelStudy: skillState.cancelStudy,
selectSkillUpgrade: skillState.selectSkillUpgrade,
deselectSkillUpgrade: skillState.deselectSkillUpgrade,
commitSkillUpgrades: skillState.commitSkillUpgrades,
tierUpSkill: skillState.tierUpSkill,
getSkillUpgradeChoices: skillState.getSkillUpgradeChoices,
// From prestigeStore
loopCount: prestigeState.loopCount,
insight: prestigeState.insight,
totalInsight: prestigeState.totalInsight,
loopInsight: prestigeState.loopInsight,
prestigeUpgrades: prestigeState.prestigeUpgrades,
memorySlots: prestigeState.memorySlots,
pactSlots: prestigeState.pactSlots,
memories: prestigeState.memories,
defeatedGuardians: prestigeState.defeatedGuardians,
signedPacts: prestigeState.signedPacts,
pactRitualFloor: prestigeState.pactRitualFloor,
pactRitualProgress: prestigeState.pactRitualProgress,
doPrestige: prestigeState.doPrestige,
addMemory: prestigeState.addMemory,
removeMemory: prestigeState.removeMemory,
clearMemories: prestigeState.clearMemories,
startPactRitual: prestigeState.startPactRitual,
cancelPactRitual: prestigeState.cancelPactRitual,
removePact: prestigeState.removePact,
defeatGuardian: prestigeState.defeatGuardian,
// From combatStore
currentFloor: combatState.currentFloor,
floorHP: combatState.floorHP,
floorMaxHP: combatState.floorMaxHP,
maxFloorReached: combatState.maxFloorReached,
activeSpell: combatState.activeSpell,
currentAction: combatState.currentAction,
castProgress: combatState.castProgress,
spells: combatState.spells,
setAction: combatState.setAction,
setSpell: combatState.setSpell,
learnSpell: combatState.learnSpell,
advanceFloor: combatState.advanceFloor,
// From uiStore
log: uiState.logs,
paused: uiState.paused,
gameOver: uiState.gameOver,
victory: uiState.victory,
addLog: uiState.addLog,
togglePause: uiState.togglePause,
setPaused: uiState.setPaused,
setGameOver: uiState.setGameOver,
}), [gameStore, skillState, manaState, prestigeState, uiState, combatState]);
// Computed effects from upgrades
const upgradeEffects = useMemo(
() => computeEffects(skillState.skillUpgrades || {}, skillState.skillTiers || {}),
[skillState.skillUpgrades, skillState.skillTiers]
);
// Create a minimal state object for compute functions
const stateForCompute = useMemo(() => ({
skills: skillState.skills,
prestigeUpgrades: prestigeState.prestigeUpgrades,
skillUpgrades: skillState.skillUpgrades,
skillTiers: skillState.skillTiers,
signedPacts: prestigeState.signedPacts,
rawMana: manaState.rawMana,
meditateTicks: manaState.meditateTicks,
incursionStrength: gameStore.incursionStrength,
}), [skillState, prestigeState, manaState, gameStore.incursionStrength]);
// Derived stats
const maxMana = useMemo(
() => computeMaxMana(stateForCompute, upgradeEffects),
[stateForCompute, upgradeEffects]
);
const baseRegen = useMemo(
() => computeRegen(stateForCompute, upgradeEffects),
[stateForCompute, upgradeEffects]
);
const clickMana = useMemo(() => computeClickMana(stateForCompute), [stateForCompute]);
// Floor element from combat store
const floorElem = useMemo(() => getFloorElement(combatState.currentFloor), [combatState.currentFloor]);
const floorElemDef = ELEMENTS[floorElem];
const isGuardianFloor = !!GUARDIANS[combatState.currentFloor];
const currentGuardian = GUARDIANS[combatState.currentFloor];
const activeSpellDef = SPELLS_DEF[combatState.activeSpell];
const meditationMultiplier = useMemo(
() => getMeditationBonus(manaState.meditateTicks, skillState.skills, upgradeEffects.meditationEfficiency),
[manaState.meditateTicks, skillState.skills, upgradeEffects.meditationEfficiency]
);
const incursionStrength = useMemo(
() => getIncursionStrength(gameStore.day, gameStore.hour),
[gameStore.day, gameStore.hour]
);
const studySpeedMult = useMemo(
() => getStudySpeedMultiplier(skillState.skills),
[skillState.skills]
);
const studyCostMult = useMemo(
() => getStudyCostMultiplier(skillState.skills),
[skillState.skills]
);
// Effective regen calculations
const effectiveRegenWithSpecials = baseRegen * (1 - incursionStrength);
const manaCascadeBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_CASCADE)
? Math.floor(maxMana / 100) * 0.1
: 0;
const manaWaterfallBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_WATERFALL)
? Math.floor(maxMana / 100) * 0.25
: 0;
const effectiveRegen = (effectiveRegenWithSpecials + manaCascadeBonus + manaWaterfallBonus) * meditationMultiplier;
// Has special flags for UI
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);
// Active boons
const activeBoons = useMemo(
() => getBoonBonuses(prestigeState.signedPacts),
[prestigeState.signedPacts]
);
// DPS calculation - based on active spell, attack speed, and damage
const dps = useMemo(() => {
if (!activeSpellDef) return 0;
const baseDmg = calcDamage(
{ skills: skillState.skills, signedPacts: prestigeState.signedPacts },
combatState.activeSpell,
floorElem
);
const dmgWithEffects = baseDmg * upgradeEffects.baseDamageMultiplier + upgradeEffects.baseDamageBonus;
const attackSpeed = (1 + (skillState.skills.quickCast || 0) * 0.05) * upgradeEffects.attackSpeedMultiplier;
const castSpeed = activeSpellDef.castSpeed || 1;
return dmgWithEffects * attackSpeed * castSpeed;
}, [activeSpellDef, skillState.skills, prestigeState.signedPacts, floorElem, upgradeEffects, combatState.activeSpell]);
// Helper functions
const canCastSpell = (spellId: string): boolean => {
const spell = SPELLS_DEF[spellId];
if (!spell) return false;
return canAffordSpellCost(spell.cost, manaState.rawMana, manaState.elements);
};
const value: GameContextValue = {
store: unifiedStore,
skillStore: skillState,
manaStore: manaState,
prestigeStore: prestigeState,
uiStore: uiState,
combatStore: combatState,
upgradeEffects,
maxMana,
baseRegen,
clickMana,
floorElem,
floorElemDef,
isGuardianFloor,
currentGuardian,
activeSpellDef,
meditationMultiplier,
incursionStrength,
studySpeedMult,
studyCostMult,
effectiveRegenWithSpecials,
manaCascadeBonus,
manaWaterfallBonus,
effectiveRegen,
hasManaWaterfall,
hasFlowSurge,
hasManaOverflow,
hasEternalFlow,
dps,
activeBoons,
canCastSpell,
hasSpecial,
SPECIAL_EFFECTS,
};
return <GameContext.Provider value={value}>{children}</GameContext.Provider>;
}
export function useGameContext() {
const context = useContext(GameContext);
if (!context) {
throw new Error('useGameContext must be used within a GameProvider');
}
return context;
}
GameProvider.displayName = "GameProvider";
// Re-export everything from the modular GameContext files
export { GameProvider, GameProvider as default } from './GameContext/Provider';
export { useGameContext } from './GameContext/hooks';
export { GameContext } from './GameContext/context-create';
export type { GameContextValue, UnifiedStore } from './GameContext/types';
// Re-export useGameLoop for convenience
export { useGameLoop };
export { useGameLoop } from '@/lib/game/stores/gameHooks';
@@ -0,0 +1,287 @@
'use client';
import { useMemo, type ReactNode } from 'react';
import { useSkillStore } from '@/lib/game/stores/skillStore';
import { useManaStore } from '@/lib/game/stores/manaStore';
import { usePrestigeStore } from '@/lib/game/stores/prestigeStore';
import { useUIStore } from '@/lib/game/stores/uiStore';
import { useCombatStore } from '@/lib/game/stores/combatStore';
import { useGameStore } from '@/lib/game/stores/gameStore';
import { computeEffects, hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/upgrade-effects';
import { getStudySpeedMultiplier, getStudyCostMultiplier } from '@/lib/game/constants';
import {
computeMaxMana,
computeRegen,
computeClickMana,
getMeditationBonus,
canAffordSpellCost,
calcDamage,
getFloorElement,
getBoonBonuses,
getIncursionStrength,
} from '@/lib/game/utils';
import {
ELEMENTS,
GUARDIANS,
SPELLS_DEF,
} from '@/lib/game/constants';
import type { ElementDef, GuardianDef, SpellDef, GameAction } from '@/lib/game/types';
import type { UnifiedStore, GameContextValue } from './types';
import { GameContext } from './context-create';
function createUnifiedStore(
gameStore: ReturnType<typeof useGameStore.getState>,
skillState: ReturnType<typeof useSkillStore.getState>,
manaState: ReturnType<typeof useManaStore.getState>,
prestigeState: ReturnType<typeof usePrestigeStore.getState>,
uiState: ReturnType<typeof useUIStore.getState>,
combatState: ReturnType<typeof useCombatStore.getState>
): UnifiedStore {
return {
// From gameStore
day: gameStore.day,
hour: gameStore.hour,
incursionStrength: gameStore.incursionStrength,
containmentWards: gameStore.containmentWards,
initialized: gameStore.initialized,
tick: gameStore.tick,
resetGame: gameStore.resetGame,
gatherMana: gameStore.gatherMana,
startNewLoop: gameStore.startNewLoop,
// From manaStore
rawMana: manaState.rawMana,
meditateTicks: manaState.meditateTicks,
totalManaGathered: manaState.totalManaGathered,
elements: manaState.elements,
setRawMana: manaState.setRawMana,
addRawMana: manaState.addRawMana,
spendRawMana: manaState.spendRawMana,
convertMana: manaState.convertMana,
unlockElement: manaState.unlockElement,
craftComposite: manaState.craftComposite,
// From skillStore
skills: skillState.skills,
skillProgress: skillState.skillProgress,
skillUpgrades: skillState.skillUpgrades,
skillTiers: skillState.skillTiers,
paidStudySkills: skillState.paidStudySkills,
currentStudyTarget: skillState.currentStudyTarget,
parallelStudyTarget: skillState.parallelStudyTarget,
setSkillLevel: skillState.setSkillLevel,
startStudyingSkill: skillState.startStudyingSkill,
startStudyingSpell: skillState.startStudyingSpell,
cancelStudy: skillState.cancelStudy,
selectSkillUpgrade: skillState.selectSkillUpgrade,
deselectSkillUpgrade: skillState.deselectSkillUpgrade,
commitSkillUpgrades: skillState.commitSkillUpgrades,
tierUpSkill: skillState.tierUpSkill,
getSkillUpgradeChoices: skillState.getSkillUpgradeChoices,
// From prestigeStore
loopCount: prestigeState.loopCount,
insight: prestigeState.insight,
totalInsight: prestigeState.totalInsight,
loopInsight: prestigeState.loopInsight,
prestigeUpgrades: prestigeState.prestigeUpgrades,
memorySlots: prestigeState.memorySlots,
pactSlots: prestigeState.pactSlots,
memories: prestigeState.memories,
defeatedGuardians: prestigeState.defeatedGuardians,
signedPacts: prestigeState.signedPacts,
pactRitualFloor: prestigeState.pactRitualFloor,
pactRitualProgress: prestigeState.pactRitualProgress,
doPrestige: prestigeState.doPrestige,
addMemory: prestigeState.addMemory,
removeMemory: prestigeState.removeMemory,
clearMemories: prestigeState.clearMemories,
startPactRitual: prestigeState.startPactRitual,
cancelPactRitual: prestigeState.cancelPactRitual,
removePact: prestigeState.removePact,
defeatGuardian: prestigeState.defeatGuardian,
// From combatStore
currentFloor: combatState.currentFloor,
floorHP: combatState.floorHP,
floorMaxHP: combatState.floorMaxHP,
maxFloorReached: combatState.maxFloorReached,
activeSpell: combatState.activeSpell,
currentAction: combatState.currentAction,
castProgress: combatState.castProgress,
spells: combatState.spells,
setAction: combatState.setAction,
setSpell: combatState.setSpell,
learnSpell: combatState.learnSpell,
advanceFloor: combatState.advanceFloor,
// From uiStore
log: uiState.logs,
paused: uiState.paused,
gameOver: uiState.gameOver,
victory: uiState.victory,
addLog: uiState.addLog,
togglePause: uiState.togglePause,
setPaused: uiState.setPaused,
setGameOver: uiState.setGameOver,
};
}
export function GameProvider({ children }: { children: ReactNode }) {
// Get all individual stores
const gameStore = useGameStore();
const skillState = useSkillStore();
const manaState = useManaStore();
const prestigeState = usePrestigeStore();
const uiState = useUIStore();
const combatState = useCombatStore();
// Create unified store object for backward compatibility
const unifiedStore = useMemo(
() => createUnifiedStore(gameStore, skillState, manaState, prestigeState, uiState, combatState),
[gameStore, skillState, manaState, prestigeState, uiState, combatState]
);
// Computed effects from upgrades
const upgradeEffects = useMemo(
() => computeEffects(skillState.skillUpgrades || {}, skillState.skillTiers || {}),
[skillState.skillUpgrades, skillState.skillTiers]
);
// Create a minimal state object for compute functions
const stateForCompute = useMemo(() => ({
skills: skillState.skills,
prestigeUpgrades: prestigeState.prestigeUpgrades,
skillUpgrades: skillState.skillUpgrades,
skillTiers: skillState.skillTiers,
signedPacts: prestigeState.signedPacts,
rawMana: manaState.rawMana,
meditateTicks: manaState.meditateTicks,
incursionStrength: gameStore.incursionStrength,
}), [skillState, prestigeState, manaState, gameStore.incursionStrength]);
// Derived stats
const maxMana = useMemo(
() => computeMaxMana(stateForCompute, upgradeEffects),
[stateForCompute, upgradeEffects]
);
const baseRegen = useMemo(
() => computeRegen(stateForCompute, upgradeEffects),
[stateForCompute, upgradeEffects]
);
const clickMana = useMemo(() => computeClickMana(stateForCompute), [stateForCompute]);
// Floor element from combat store
const floorElem = useMemo(() => getFloorElement(combatState.currentFloor), [combatState.currentFloor]);
const floorElemDef = ELEMENTS[floorElem];
const isGuardianFloor = !!GUARDIANS[combatState.currentFloor];
const currentGuardian = GUARDIANS[combatState.currentFloor];
const activeSpellDef = SPELLS_DEF[combatState.activeSpell];
const meditationMultiplier = useMemo(
() => getMeditationBonus(manaState.meditateTicks, skillState.skills, upgradeEffects.meditationEfficiency),
[manaState.meditateTicks, skillState.skills, upgradeEffects.meditationEfficiency]
);
const incursionStrength = useMemo(
() => getIncursionStrength(gameStore.day, gameStore.hour),
[gameStore.day, gameStore.hour]
);
const studySpeedMult = useMemo(
() => getStudySpeedMultiplier(skillState.skills),
[skillState.skills]
);
const studyCostMult = useMemo(
() => getStudyCostMultiplier(skillState.skills),
[skillState.skills]
);
// Effective regen calculations
const effectiveRegenWithSpecials = baseRegen * (1 - incursionStrength);
const manaCascadeBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_CASCADE)
? Math.floor(maxMana / 100) * 0.1
: 0;
const manaWaterfallBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_WATERFALL)
? Math.floor(maxMana / 100) * 0.25
: 0;
const effectiveRegen = (effectiveRegenWithSpecials + manaCascadeBonus + manaWaterfallBonus) * meditationMultiplier;
// Has special flags for UI
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);
// Active boons
const activeBoons = useMemo(
() => getBoonBonuses(prestigeState.signedPacts),
[prestigeState.signedPacts]
);
// DPS calculation - based on active spell, attack speed, and damage
const dps = useMemo(() => {
if (!activeSpellDef) return 0;
const baseDmg = calcDamage(
{ skills: skillState.skills, signedPacts: prestigeState.signedPacts },
combatState.activeSpell,
floorElem
);
const dmgWithEffects = baseDmg * upgradeEffects.baseDamageMultiplier + upgradeEffects.baseDamageBonus;
const attackSpeed = (1 + (skillState.skills.quickCast || 0) * 0.05) * upgradeEffects.attackSpeedMultiplier;
const castSpeed = activeSpellDef.castSpeed || 1;
return dmgWithEffects * attackSpeed * castSpeed;
}, [activeSpellDef, skillState.skills, prestigeState.signedPacts, floorElem, upgradeEffects, combatState.activeSpell]);
// Helper functions
const canCastSpell = (spellId: string): boolean => {
const spell = SPELLS_DEF[spellId];
if (!spell) return false;
return canAffordSpellCost(spell.cost, manaState.rawMana, manaState.elements);
};
const value: GameContextValue = {
store: unifiedStore,
skillStore: skillState,
manaStore: manaState,
prestigeStore: prestigeState,
uiStore: uiState,
combatStore: combatState,
upgradeEffects,
maxMana,
baseRegen,
clickMana,
floorElem,
floorElemDef,
isGuardianFloor,
currentGuardian,
activeSpellDef,
meditationMultiplier,
incursionStrength,
studySpeedMult,
studyCostMult,
effectiveRegenWithSpecials,
manaCascadeBonus,
manaWaterfallBonus,
effectiveRegen,
hasManaWaterfall,
hasFlowSurge,
hasManaOverflow,
hasEternalFlow,
dps,
activeBoons,
canCastSpell,
hasSpecial,
SPECIAL_EFFECTS,
};
return <GameContext.Provider value={value}>{children}</GameContext.Provider>;
}
GameProvider.displayName = "GameProvider";
@@ -0,0 +1,4 @@
import { createContext } from 'react';
import type { GameContextValue } from './types';
export const GameContext = createContext<GameContextValue | null>(null);
+13
View File
@@ -0,0 +1,13 @@
'use client';
import { useContext } from 'react';
import { GameContext } from './context-create';
import type { GameContextValue } from './types';
export function useGameContext(): GameContextValue {
const context = useContext(GameContext);
if (!context) {
throw new Error('useGameContext must be used within a GameProvider');
}
return context;
}
+159
View File
@@ -0,0 +1,159 @@
import type { ElementDef, GuardianDef, SpellDef, GameAction } from '@/lib/game/types';
import { useSkillStore } from '@/lib/game/stores/skillStore';
import { useManaStore } from '@/lib/game/stores/manaStore';
import { usePrestigeStore } from '@/lib/game/stores/prestigeStore';
import { useUIStore } from '@/lib/game/stores/uiStore';
import { useCombatStore } from '@/lib/game/stores/combatStore';
import { computeEffects, hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/upgrade-effects';
import { getBoonBonuses } from '@/lib/game/utils';
// Define a unified store type that combines all stores
export interface UnifiedStore {
// From gameStore (coordinator)
day: number;
hour: number;
incursionStrength: number;
containmentWards: number;
initialized: boolean;
tick: () => void;
resetGame: () => void;
gatherMana: () => void;
startNewLoop: () => void;
// From manaStore
rawMana: number;
meditateTicks: number;
totalManaGathered: number;
elements: Record<string, { current: number; max: number; unlocked: boolean }>;
setRawMana: (amount: number) => void;
addRawMana: (amount: number, max: number) => void;
spendRawMana: (amount: number) => boolean;
convertMana: (element: string, amount: number) => boolean;
unlockElement: (element: string, cost: number) => boolean;
craftComposite: (target: string, recipe: string[]) => boolean;
// From skillStore
skills: Record<string, number>;
skillProgress: Record<string, number>;
skillUpgrades: Record<string, string[]>;
skillTiers: Record<string, number>;
paidStudySkills: Record<string, number>;
currentStudyTarget: { type: 'skill' | 'spell' | 'blueprint'; id: string; progress: number; required: number } | null;
parallelStudyTarget: { type: 'skill' | 'spell' | 'blueprint'; id: string; progress: number; required: number } | null;
setSkillLevel: (skillId: string, level: number) => void;
startStudyingSkill: (skillId: string, rawMana: number) => { started: boolean; cost: number };
startStudyingSpell: (spellId: string, rawMana: number, studyTime: number) => { started: boolean; cost: number };
cancelStudy: (retentionBonus: number) => void;
selectSkillUpgrade: (skillId: string, upgradeId: string) => void;
deselectSkillUpgrade: (skillId: string, upgradeId: string) => void;
commitSkillUpgrades: (skillId: string, upgradeIds: string[]) => void;
tierUpSkill: (skillId: string) => void;
getSkillUpgradeChoices: (skillId: string, milestone: 5 | 10) => {
available: Array<{
id: string;
name: string;
desc: string;
milestone: 5 | 10;
effect: { type: string; stat?: string; value?: number; specialId?: string }
}>;
selected: string[]
};
// From prestigeStore
loopCount: number;
insight: number;
totalInsight: number;
loopInsight: number;
prestigeUpgrades: Record<string, number>;
memorySlots: number;
pactSlots: number;
memories: Array<{ skillId: string; level: number; tier: number; upgrades: string[] }>;
defeatedGuardians: number[];
signedPacts: number[];
pactRitualFloor: number | null;
pactRitualProgress: number;
doPrestige: (id: string) => void;
addMemory: (memory: { skillId: string; level: number; tier: number; upgrades: string[] }) => void;
removeMemory: (skillId: string) => void;
clearMemories: () => void;
startPactRitual: (floor: number, rawMana: number) => boolean;
cancelPactRitual: () => void;
removePact: (floor: number) => void;
defeatGuardian: (floor: number) => void;
// From combatStore
currentFloor: number;
floorHP: number;
floorMaxHP: number;
maxFloorReached: number;
activeSpell: string;
currentAction: GameAction;
castProgress: number;
spells: Record<string, { learned: boolean; level: number; studyProgress?: number }>;
setAction: (action: GameAction) => void;
setSpell: (spellId: string) => void;
learnSpell: (spellId: string) => void;
advanceFloor: () => void;
// From uiStore
log: string[];
paused: boolean;
gameOver: boolean;
victory: boolean;
addLog: (message: string) => void;
togglePause: () => void;
setPaused: (paused: boolean) => void;
setGameOver: (gameOver: boolean, victory?: boolean) => void;
}
export interface GameContextValue {
// Unified store for backward compatibility
store: UnifiedStore;
// Individual stores for direct access if needed
skillStore: ReturnType<typeof useSkillStore.getState>;
manaStore: ReturnType<typeof useManaStore.getState>;
prestigeStore: ReturnType<typeof usePrestigeStore.getState>;
uiStore: ReturnType<typeof useUIStore.getState>;
combatStore: ReturnType<typeof useCombatStore.getState>;
// Computed effects from upgrades
upgradeEffects: ReturnType<typeof computeEffects>;
// Derived stats
maxMana: number;
baseRegen: number;
clickMana: number;
floorElem: string;
floorElemDef: ElementDef | undefined;
isGuardianFloor: boolean;
currentGuardian: GuardianDef | undefined;
activeSpellDef: SpellDef | undefined;
meditationMultiplier: number;
incursionStrength: number;
studySpeedMult: number;
studyCostMult: number;
// Effective regen calculations
effectiveRegenWithSpecials: number;
manaCascadeBonus: number;
manaWaterfallBonus: number;
effectiveRegen: number;
// Has special flags
hasManaWaterfall: boolean;
hasFlowSurge: boolean;
hasManaOverflow: boolean;
hasEternalFlow: boolean;
// DPS calculation
dps: number;
// Boons
activeBoons: ReturnType<typeof getBoonBonuses>;
// Helpers
canCastSpell: (spellId: string) => boolean;
hasSpecial: (effects: ReturnType<typeof computeEffects>, specialId: string) => boolean;
SPECIAL_EFFECTS: typeof SPECIAL_EFFECTS;
}
@@ -0,0 +1,46 @@
'use client';
import { Scroll } from 'lucide-react';
import { Badge } from '@/components/ui/badge';
import { LOOT_DROPS } from '@/lib/game/data/loot-drops';
import { RARITY_CSS_VAR, RARITY_GLOW_CSS_VAR } from './types';
interface BlueprintsSectionProps {
blueprints: string[];
}
export function BlueprintsSection({ blueprints }: BlueprintsSectionProps) {
if (blueprints.length === 0) return null;
return (
<div>
<div className="text-xs text-[var(--text-muted)] mb-2 flex items-center gap-1">
<Scroll className="w-3 h-3" />
Blueprints (permanent)
</div>
<div className="flex flex-wrap gap-1">
{blueprints.map((id) => {
const drop = LOOT_DROPS[id];
if (!drop) return null;
const rarityColor = RARITY_CSS_VAR[drop.rarity] || 'var(--rarity-common)';
return (
<Badge
key={id}
className="text-xs"
style={{
backgroundColor: `${RARITY_GLOW_CSS_VAR[drop.rarity] || 'var(--rarity-common-glow)'}`,
color: rarityColor,
borderColor: rarityColor,
}}
>
{drop.name}
</Badge>
);
})}
</div>
<div className="text-xs text-[var(--text-muted)] mt-1 italic">
Blueprints are permanent unlocks - use them to craft equipment
</div>
</div>
);
}
@@ -0,0 +1,87 @@
'use client';
import { Package, Trash2 } from 'lucide-react';
import type { EquipmentInstance } from '@/lib/game/types';
import { EQUIPMENT_TYPES } from '@/lib/game/data/equipment';
import { CATEGORY_ICONS } from './icons';
import { RARITY_CSS_VAR, RARITY_GLOW_CSS_VAR } from './types';
import { ActionButton } from '@/components/ui/action-button';
interface EquipmentItemProps {
instanceId: string;
instance: EquipmentInstance;
onDelete?: (instanceId: string) => void;
}
export function EquipmentItem({ instanceId, instance, onDelete }: EquipmentItemProps) {
const type = EQUIPMENT_TYPES[instance.typeId];
const Icon = type ? CATEGORY_ICONS[type.category] || Package : Package;
const rarityColor = RARITY_CSS_VAR[instance.rarity] || 'var(--rarity-common)';
const rarityGlow = RARITY_GLOW_CSS_VAR[instance.rarity] || 'var(--rarity-common-glow)';
return (
<div
className="p-2 rounded border bg-[var(--bg-sunken)] group"
style={{
borderColor: rarityColor,
backgroundColor: rarityGlow,
}}
>
<div className="flex items-start justify-between">
<div className="flex items-start gap-2">
<Icon className="w-4 h-4 mt-0.5" style={{ color: rarityColor }} />
<div>
<div className="text-xs font-semibold" style={{ color: rarityColor }}>
{instance.name}
</div>
<div className="text-xs text-[var(--text-secondary)]">
{type?.name} {instance.usedCapacity}/{instance.totalCapacity} cap
</div>
<div className="text-xs text-[var(--text-muted)] capitalize">
{instance.rarity} {instance.enchantments.length} enchants
</div>
</div>
</div>
{onDelete && (
<ActionButton
variant="ghost"
size="sm"
className="h-5 w-5 p-0 opacity-0 group-hover:opacity-100 text-[var(--color-danger)] hover:text-[var(--interactive-danger-hover)] hover:bg-[var(--interactive-danger)]/20"
onClick={() => onDelete(instanceId)}
aria-label={`Delete ${instance.name}`}
>
<Trash2 className="w-3 h-3" />
</ActionButton>
)}
</div>
</div>
);
}
interface EquipmentSectionProps {
equipment: [string, EquipmentInstance][];
onDeleteEquipment?: (instanceId: string) => void;
}
export function EquipmentSection({ equipment, onDeleteEquipment }: EquipmentSectionProps) {
if (equipment.length === 0) return null;
return (
<div>
<div className="text-xs text-[var(--text-muted)] mb-2 flex items-center gap-1">
<Package className="w-3 h-3" />
Equipment
</div>
<div className="space-y-2">
{equipment.map(([id, instance]) => (
<EquipmentItem
key={id}
instanceId={id}
instance={instance}
onDelete={onDeleteEquipment}
/>
))}
</div>
</div>
);
}
@@ -0,0 +1,55 @@
'use client';
import { Droplet } from 'lucide-react';
import { ElementBadge } from '@/components/ui/element-badge';
import type { ElementState } from '@/lib/game/types';
import { ELEMENTS } from '@/lib/game/constants';
interface EssenceItemProps {
elementId: string;
state: ElementState;
}
export function EssenceItem({ elementId, state }: EssenceItemProps) {
const elem = ELEMENTS[elementId];
if (!elem) return null;
return (
<div
className="p-2 rounded border bg-[var(--bg-sunken)]"
style={{
borderColor: `var(--mana-${elementId})`,
backgroundColor: `var(--mana-${elementId})20`,
}}
>
<div className="flex items-center gap-1">
<ElementBadge element={elementId} showIcon={true} size="sm" />
</div>
<div className="text-xs text-[var(--text-secondary)] mt-1">
{state.current} / {state.max}
</div>
</div>
);
}
interface EssenceSectionProps {
essence: [string, ElementState][];
}
export function EssenceSection({ essence }: EssenceSectionProps) {
if (essence.length === 0) return null;
return (
<div>
<div className="text-xs text-[var(--text-muted)] mb-2 flex items-center gap-1">
<Droplet className="w-3 h-3" />
Elemental Essence
</div>
<div className="grid grid-cols-2 gap-2">
{essence.map(([id, state]) => (
<EssenceItem key={id} elementId={id} state={state} />
))}
</div>
</div>
);
}
@@ -8,13 +8,11 @@ import { ScrollArea } from '@/components/ui/scroll-area';
import { Separator } from '@/components/ui/separator';
import { Input } from '@/components/ui/input';
import {
Gem, Sparkles, Scroll, Droplet, Trash2, Search,
Package, Sword, Shield, Shirt, Crown, ArrowUpDown,
Wrench, AlertTriangle
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, RARITY_COLORS } from '@/lib/game/data/loot-drops';
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';
@@ -29,6 +27,12 @@ import {
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>;
@@ -37,49 +41,6 @@ interface LootInventoryProps {
onDeleteEquipment?: (instanceId: string) => void;
}
type SortMode = 'name' | 'rarity' | 'count';
type FilterMode = 'all' | 'materials' | 'essence' | 'blueprints' | 'equipment';
const RARITY_ORDER = {
common: 0,
uncommon: 1,
rare: 2,
epic: 3,
legendary: 4,
mythic: 5,
};
// Map rarity to CSS variable for colors
const RARITY_CSS_VAR: Record<string, string> = {
common: 'var(--rarity-common)',
uncommon: 'var(--rarity-uncommon)',
rare: 'var(--rarity-rare)',
epic: 'var(--rarity-epic)',
legendary: 'var(--rarity-legendary)',
mythic: 'var(--rarity-mythic)',
};
// Map rarity to CSS variable for glow/background
const RARITY_GLOW_CSS_VAR: Record<string, string> = {
common: 'var(--rarity-common-glow)',
uncommon: 'var(--rarity-uncommon-glow)',
rare: 'var(--rarity-rare-glow)',
epic: 'var(--rarity-epic-glow)',
legendary: 'var(--rarity-legendary-glow)',
mythic: 'var(--rarity-mythic-glow)',
};
const CATEGORY_ICONS: Record<string, typeof Sword> = {
caster: Sword,
shield: Shield,
catalyst: Sparkles,
head: Crown,
body: Shirt,
hands: Wrench,
feet: Package,
accessory: Gem,
};
export function LootInventoryDisplay({
inventory,
elements,
@@ -131,7 +92,7 @@ export function LootInventoryDisplay({
? Object.entries(elements)
.filter(([id, state]) => {
if (!state.unlocked || state.current <= 0) return false;
if (id === 'transference') return false; // Transference is not loot
if (id === 'transference') return false;
if (searchTerm && !ELEMENTS[id]?.name.toLowerCase().includes(searchTerm.toLowerCase())) return false;
return true;
})
@@ -167,22 +128,6 @@ export function LootInventoryDisplay({
// Check if we have anything to show
const hasItems = totalItems > 0 || essenceCount > 0;
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>
);
}
const handleDeleteMaterial = (materialId: string) => {
const drop = LOOT_DROPS[materialId];
if (drop) {
@@ -212,6 +157,22 @@ export function LootInventoryDisplay({
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">
@@ -279,179 +240,29 @@ export function LootInventoryDisplay({
<ScrollArea className="h-64 w-full">
<div className="space-y-3 pr-2">
{/* Materials */}
{(filterMode === 'all' || filterMode === 'materials') && filteredMaterials.length > 0 && (
<div>
<div className="text-xs text-[var(--text-muted)] mb-2 flex items-center gap-1">
<Sparkles className="w-3 h-3" />
Materials
</div>
<div className="grid grid-cols-2 gap-2">
{filteredMaterials.map(([id, count]) => {
const drop = LOOT_DROPS[id];
if (!drop) return null;
const rarityColor = RARITY_CSS_VAR[drop.rarity] || 'var(--rarity-common)';
const rarityGlow = RARITY_GLOW_CSS_VAR[drop.rarity] || 'var(--rarity-common-glow)';
return (
<div
key={id}
className="p-2 rounded border bg-[var(--bg-sunken)] group relative"
style={{
borderColor: rarityColor,
backgroundColor: rarityGlow,
}}
>
<div className="flex items-start justify-between">
<div>
<div className="text-xs font-semibold" style={{ color: rarityColor }}>
{drop.name}
</div>
<div className="text-xs text-[var(--text-secondary)]">
x{count}
</div>
<div className="text-xs text-[var(--text-muted)] capitalize">
{drop.rarity}
</div>
</div>
{onDeleteMaterial && (
<ActionButton
variant="ghost"
size="sm"
className="h-5 w-5 p-0 opacity-0 group-hover:opacity-100 text-[var(--color-danger)] hover:text-[var(--interactive-danger-hover)] hover:bg-[var(--interactive-danger)]/20"
onClick={() => handleDeleteMaterial(id)}
aria-label={`Delete ${drop.name}`}
>
<Trash2 className="w-3 h-3" />
</ActionButton>
)}
</div>
</div>
);
})}
</div>
</div>
{(filterMode === 'all' || filterMode === 'materials') && (
<MaterialsSection
materials={filteredMaterials}
onDeleteMaterial={handleDeleteMaterial}
/>
)}
{/* Essence */}
{(filterMode === 'all' || filterMode === 'essence') && filteredEssence.length > 0 && (
<div>
<div className="text-xs text-[var(--text-muted)] mb-2 flex items-center gap-1">
<Droplet className="w-3 h-3" />
Elemental Essence
</div>
<div className="grid grid-cols-2 gap-2">
{filteredEssence.map(([id, state]) => {
const elem = ELEMENTS[id];
if (!elem) return null;
return (
<div
key={id}
className="p-2 rounded border bg-[var(--bg-sunken)]"
style={{
borderColor: `var(--mana-${id})`,
backgroundColor: `var(--mana-${id})20`,
}}
>
<div className="flex items-center gap-1">
<ElementBadge element={id} showIcon={true} size="sm" />
</div>
<div className="text-xs text-[var(--text-secondary)] mt-1">
{state.current} / {state.max}
</div>
</div>
);
})}
</div>
</div>
{(filterMode === 'all' || filterMode === 'essence') && (
<EssenceSection essence={filteredEssence} />
)}
{/* Blueprints */}
{(filterMode === 'all' || filterMode === 'blueprints') && inventory.blueprints.length > 0 && (
<div>
<div className="text-xs text-[var(--text-muted)] mb-2 flex items-center gap-1">
<Scroll className="w-3 h-3" />
Blueprints (permanent)
</div>
<div className="flex flex-wrap gap-1">
{inventory.blueprints.map((id) => {
const drop = LOOT_DROPS[id];
if (!drop) return null;
const rarityColor = RARITY_CSS_VAR[drop.rarity] || 'var(--rarity-common)';
return (
<Badge
key={id}
className="text-xs"
style={{
backgroundColor: `${RARITY_GLOW_CSS_VAR[drop.rarity] || 'var(--rarity-common-glow)'}`,
color: rarityColor,
borderColor: rarityColor,
}}
>
{drop.name}
</Badge>
);
})}
</div>
<div className="text-xs text-[var(--text-muted)] mt-1 italic">
Blueprints are permanent unlocks - use them to craft equipment
</div>
</div>
{(filterMode === 'all' || filterMode === 'blueprints') && (
<BlueprintsSection blueprints={inventory.blueprints} />
)}
{/* Equipment */}
{(filterMode === 'all' || filterMode === 'equipment') && filteredEquipment.length > 0 && (
<div>
<div className="text-xs text-[var(--text-muted)] mb-2 flex items-center gap-1">
<Package className="w-3 h-3" />
Equipment
</div>
<div className="space-y-2">
{filteredEquipment.map(([id, instance]) => {
const type = EQUIPMENT_TYPES[instance.typeId];
const Icon = type ? CATEGORY_ICONS[type.category] || Package : Package;
const rarityColor = RARITY_CSS_VAR[instance.rarity] || 'var(--rarity-common)';
const rarityGlow = RARITY_GLOW_CSS_VAR[instance.rarity] || 'var(--rarity-common-glow)';
return (
<div
key={id}
className="p-2 rounded border bg-[var(--bg-sunken)] group"
style={{
borderColor: rarityColor,
backgroundColor: rarityGlow,
}}
>
<div className="flex items-start justify-between">
<div className="flex items-start gap-2">
<Icon className="w-4 h-4 mt-0.5" style={{ color: rarityColor }} />
<div>
<div className="text-xs font-semibold" style={{ color: rarityColor }}>
{instance.name}
</div>
<div className="text-xs text-[var(--text-secondary)]">
{type?.name} {instance.usedCapacity}/{instance.totalCapacity} cap
</div>
<div className="text-xs text-[var(--text-muted)] capitalize">
{instance.rarity} {instance.enchantments.length} enchants
</div>
</div>
</div>
{onDeleteEquipment && (
<ActionButton
variant="ghost"
size="sm"
className="h-5 w-5 p-0 opacity-0 group-hover:opacity-100 text-[var(--color-danger)] hover:text-[var(--interactive-danger-hover)] hover:bg-[var(--interactive-danger)]/20"
onClick={() => handleDeleteEquipment(id)}
aria-label={`Delete ${instance.name}`}
>
<Trash2 className="w-3 h-3" />
</ActionButton>
)}
</div>
</div>
);
})}
</div>
</div>
{(filterMode === 'all' || filterMode === 'equipment') && (
<EquipmentSection
equipment={filteredEquipment}
onDeleteEquipment={handleDeleteEquipment}
/>
)}
</div>
</ScrollArea>
@@ -0,0 +1,86 @@
'use client';
import type { LootInventory } from '@/lib/game/types';
// For backward compatibility
type LootInventoryType = LootInventory;
import { LOOT_DROPS } from '@/lib/game/data/loot-drops';
import { RARITY_CSS_VAR, RARITY_GLOW_CSS_VAR } from './types';
import { Sparkles, Trash2 } from 'lucide-react';
import { ActionButton } from '@/components/ui/action-button';
interface MaterialItemProps {
materialId: string;
count: number;
onDelete?: (materialId: string) => void;
}
export function MaterialItem({ materialId, count, onDelete }: MaterialItemProps) {
const drop = LOOT_DROPS[materialId];
if (!drop) return null;
const rarityColor = RARITY_CSS_VAR[drop.rarity] || 'var(--rarity-common)';
const rarityGlow = RARITY_GLOW_CSS_VAR[drop.rarity] || 'var(--rarity-common-glow)';
return (
<div
className="p-2 rounded border bg-[var(--bg-sunken)] group relative"
style={{
borderColor: rarityColor,
backgroundColor: rarityGlow,
}}
>
<div className="flex items-start justify-between">
<div>
<div className="text-xs font-semibold" style={{ color: rarityColor }}>
{drop.name}
</div>
<div className="text-xs text-[var(--text-secondary)]">
x{count}
</div>
<div className="text-xs text-[var(--text-muted)] capitalize">
{drop.rarity}
</div>
</div>
{onDelete && (
<ActionButton
variant="ghost"
size="sm"
className="h-5 w-5 p-0 opacity-0 group-hover:opacity-100 text-[var(--color-danger)] hover:text-[var(--interactive-danger-hover)] hover:bg-[var(--interactive-danger)]/20"
onClick={() => onDelete(materialId)}
aria-label={`Delete ${drop.name}`}
>
<Trash2 className="w-3 h-3" />
</ActionButton>
)}
</div>
</div>
);
}
interface MaterialsSectionProps {
materials: [string, number][];
onDeleteMaterial?: (materialId: string) => void;
}
export function MaterialsSection({ materials, onDeleteMaterial }: MaterialsSectionProps) {
if (materials.length === 0) return null;
return (
<div>
<div className="text-xs text-[var(--text-muted)] mb-2 flex items-center gap-1">
<Sparkles className="w-3 h-3" />
Materials
</div>
<div className="grid grid-cols-2 gap-2">
{materials.map(([id, count]) => (
<MaterialItem
key={id}
materialId={id}
count={count}
onDelete={onDeleteMaterial}
/>
))}
</div>
</div>
);
}
@@ -0,0 +1,15 @@
import { Gem, Sparkles, Scroll, Droplet, Trash2, Search,
Package, Sword, Shield, Shirt, Crown, ArrowUpDown,
Wrench, AlertTriangle } from 'lucide-react';
import type { EquipmentCategory } from '@/lib/game/data/equipment';
export const CATEGORY_ICONS: Record<string, typeof Sword> = {
caster: Sword,
shield: Shield,
catalyst: Sparkles,
head: Crown,
body: Shirt,
hands: Wrench,
feet: Package,
accessory: Gem,
};
+318
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@@ -0,0 +1,318 @@
'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, 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";
@@ -0,0 +1,39 @@
'use client';
import { useState } from 'react';
import type { LootInventory as LootInventoryType, EquipmentInstance, ElementState } from '@/lib/game/types';
import { LOOT_DROPS, RARITY_COLORS } from '@/lib/game/data/loot-drops';
import { EQUIPMENT_TYPES } from '@/lib/game/data/equipment';
import { ELEMENTS } from '@/lib/game/constants';
export type SortMode = 'name' | 'rarity' | 'count';
export type FilterMode = 'all' | 'materials' | 'essence' | 'blueprints' | 'equipment';
export const RARITY_ORDER = {
common: 0,
uncommon: 1,
rare: 2,
epic: 3,
legendary: 4,
mythic: 5,
};
// Map rarity to CSS variable for colors
export const RARITY_CSS_VAR: Record<string, string> = {
common: 'var(--rarity-common)',
uncommon: 'var(--rarity-uncommon)',
rare: 'var(--rarity-rare)',
epic: 'var(--rarity-epic)',
legendary: 'var(--rarity-legendary)',
mythic: 'var(--rarity-mythic)',
};
// Map rarity to CSS variable for glow/background
export const RARITY_GLOW_CSS_VAR: Record<string, string> = {
common: 'var(--rarity-common-glow)',
uncommon: 'var(--rarity-uncommon-glow)',
rare: 'var(--rarity-rare-glow)',
epic: 'var(--rarity-epic-glow)',
legendary: 'var(--rarity-legendary-glow)',
mythic: 'var(--rarity-mythic-glow)',
};
+24 -404
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@@ -1,432 +1,52 @@
'use client';
import { useState } from 'react';
import { useGameStore, fmt, fmtDec } from '@/lib/game/store';
import { SKILLS_DEF, SKILL_CATEGORIES } from '@/lib/game/constants';
import { SKILL_EVOLUTION_PATHS, getUpgradesForSkillAtMilestone, getNextTierSkill, getTierMultiplier } from '@/lib/game/skill-evolution';
import { computeEffects } from '@/lib/game/upgrade-effects';
import { useStudyStats } from '@/lib/game/hooks/useGameDerived';
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
import { Badge } from '@/components/ui/badge';
import { Button } from '@/components/ui/button';
import { Progress } from '@/components/ui/progress';
import { Dialog, DialogContent, DialogHeader, DialogTitle, DialogDescription } from '@/components/ui/dialog';
import { Tooltip, TooltipContent, TooltipProvider, TooltipTrigger } from '@/components/ui/tooltip';
import { BookOpen, X } from 'lucide-react';
import type { SkillUpgradeChoice } from '@/lib/game/types';
// Format study time
function formatStudyTime(hours: number): string {
if (hours < 1) return `${Math.round(hours * 60)}m`;
return `${hours.toFixed(1)}h`;
}
import { useGameStore } from '@/lib/game/store';
import { SKILL_CATEGORIES } from '@/lib/game/constants';
import { Card, CardContent } from '@/components/ui/card';
import { SkillUpgradeDialog } from './SkillsTab/SkillUpgradeDialog';
import { SkillStudyProgress } from './SkillsTab/SkillStudyProgress';
import { SkillCategory } from './SkillsTab/SkillCategory';
export function SkillsTab() {
const store = useGameStore();
const { studySpeedMult, studyCostMult, hasParallelStudy } = useStudyStats();
const [upgradeDialogSkill, setUpgradeDialogSkill] = useState<string | null>(null);
const [upgradeDialogMilestone, setUpgradeDialogMilestone] = useState<5 | 10>(5);
const [pendingUpgradeSelections, setPendingUpgradeSelections] = useState<string[]>([]);
const upgradeEffects = computeEffects(store.skillUpgrades || {}, store.skillTiers || {});
// Check if skill has milestone available
const hasMilestoneUpgrade = (skillId: string, level: number): { milestone: 5 | 10; hasUpgrades: boolean; selectedCount: number } | null => {
const baseSkillId = skillId.includes('_t') ? skillId.split('_t')[0] : skillId;
const path = SKILL_EVOLUTION_PATHS[baseSkillId];
if (!path) return null;
if (level >= 5) {
const upgrades5 = getUpgradesForSkillAtMilestone(skillId, 5, store.skillTiers);
const selected5 = (store.skillUpgrades[skillId] || []).filter(id => id.includes('_l5'));
if (upgrades5.length > 0 && selected5.length < 2) {
return { milestone: 5, hasUpgrades: true, selectedCount: selected5.length };
}
}
if (level >= 10) {
const upgrades10 = getUpgradesForSkillAtMilestone(skillId, 10, store.skillTiers);
const selected10 = (store.skillUpgrades[skillId] || []).filter(id => id.includes('_l10'));
if (upgrades10.length > 0 && selected10.length < 2) {
return { milestone: 10, hasUpgrades: true, selectedCount: selected10.length };
}
}
return null;
const handleUpgradeClick = (skillId: string, milestone: 5 | 10) => {
setUpgradeDialogSkill(skillId);
setUpgradeDialogMilestone(milestone);
};
// Render upgrade selection dialog
const renderUpgradeDialog = () => {
if (!upgradeDialogSkill) return null;
const skillDef = SKILLS_DEF[upgradeDialogSkill];
const level = store.skills[upgradeDialogSkill] || 0;
const { available, selected: alreadySelected } = store.getSkillUpgradeChoices(upgradeDialogSkill, upgradeDialogMilestone);
const currentSelections = pendingUpgradeSelections.length > 0 ? pendingUpgradeSelections : alreadySelected;
const toggleUpgrade = (upgradeId: string) => {
if (currentSelections.includes(upgradeId)) {
setPendingUpgradeSelections(currentSelections.filter(id => id !== upgradeId));
} else if (currentSelections.length < 2) {
setPendingUpgradeSelections([...currentSelections, upgradeId]);
}
};
const handleDone = () => {
if (currentSelections.length === 2 && upgradeDialogSkill) {
store.commitSkillUpgrades(upgradeDialogSkill, currentSelections, upgradeDialogMilestone);
}
setPendingUpgradeSelections([]);
setUpgradeDialogSkill(null);
};
const handleCancel = () => {
setPendingUpgradeSelections([]);
setUpgradeDialogSkill(null);
};
return (
<Dialog open={!!upgradeDialogSkill} onOpenChange={(open) => {
if (!open) {
setPendingUpgradeSelections([]);
setUpgradeDialogSkill(null);
}
}}>
<DialogContent className="bg-gray-900 border-gray-700 max-w-lg">
<DialogHeader>
<DialogTitle className="text-amber-400">
Choose Upgrade - {skillDef?.name || upgradeDialogSkill}
</DialogTitle>
<DialogDescription className="text-gray-400">
Level {upgradeDialogMilestone} Milestone - Select 2 upgrades ({currentSelections.length}/2 chosen)
</DialogDescription>
</DialogHeader>
<div className="space-y-2 mt-4">
{available.map((upgrade) => {
const isSelected = currentSelections.includes(upgrade.id);
const canToggle = currentSelections.length < 2 || isSelected;
return (
<div
key={upgrade.id}
className={`p-3 rounded border cursor-pointer transition-all ${
isSelected
? 'border-amber-500 bg-amber-900/30'
: canToggle
? 'border-gray-600 bg-gray-800/50 hover:border-amber-500/50 hover:bg-gray-800'
: 'border-gray-700 bg-gray-800/30 opacity-50 cursor-not-allowed'
}`}
onClick={() => {
if (canToggle) {
toggleUpgrade(upgrade.id);
}
}}
>
<div className="flex items-center justify-between">
<div className="font-semibold text-sm text-amber-300">{upgrade.name}</div>
{isSelected && <Badge className="bg-amber-600 text-amber-100">Selected</Badge>}
</div>
<div className="text-xs text-gray-400 mt-1">{upgrade.desc}</div>
{upgrade.effect.type === 'multiplier' && (
<div className="text-xs text-green-400 mt-1">
+{Math.round((upgrade.effect.value! - 1) * 100)}% {upgrade.effect.stat}
</div>
)}
{upgrade.effect.type === 'bonus' && (
<div className="text-xs text-blue-400 mt-1">
+{upgrade.effect.value} {upgrade.effect.stat}
</div>
)}
{upgrade.effect.type === 'special' && (
<div className="text-xs text-cyan-400 mt-1">
{upgrade.effect.specialDesc || 'Special effect'}
</div>
)}
</div>
);
})}
</div>
<div className="flex justify-end gap-2 mt-4">
<Button
variant="outline"
onClick={handleCancel}
>
Cancel
</Button>
<Button
variant="default"
onClick={handleDone}
disabled={currentSelections.length !== 2}
>
{currentSelections.length < 2 ? `Select ${2 - currentSelections.length} more` : 'Confirm'}
</Button>
</div>
</DialogContent>
</Dialog>
);
};
// Render study progress
const renderStudyProgress = () => {
if (!store.currentStudyTarget) return null;
const target = store.currentStudyTarget;
const progressPct = Math.min(100, (target.progress / target.required) * 100);
const def = SKILLS_DEF[target.id] || SKILLS_DEF[target.id.split('_t')[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}
</span>
</div>
<Button
variant="ghost"
size="sm"
className="h-6 w-6 p-0 text-gray-400 hover:text-white"
onClick={() => store.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>
);
const handleUpgradeClose = () => {
setUpgradeDialogSkill(null);
};
return (
<div className="space-y-4">
{/* Upgrade Selection Dialog */}
{renderUpgradeDialog()}
<SkillUpgradeDialog
skillId={upgradeDialogSkill}
milestone={upgradeDialogMilestone}
onClose={handleUpgradeClose}
/>
{/* Current Study Progress */}
{store.currentStudyTarget && store.currentStudyTarget.type === 'skill' && (
<Card className="bg-gray-900/80 border-purple-600/50">
<CardContent className="pt-4">
{renderStudyProgress()}
<SkillStudyProgress />
</CardContent>
</Card>
)}
{SKILL_CATEGORIES.map((cat) => {
const skillsInCat = Object.entries(SKILLS_DEF).filter(([, def]) => def.cat === cat.id);
if (skillsInCat.length === 0) return null;
return (
<Card key={cat.id} className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs">
{cat.icon} {cat.name}
</CardTitle>
</CardHeader>
<CardContent>
<div className="space-y-2">
{skillsInCat.map(([id, def]) => {
const currentTier = store.skillTiers?.[id] || 1;
const tieredSkillId = currentTier > 1 ? `${id}_t${currentTier}` : id;
const tierMultiplier = getTierMultiplier(tieredSkillId);
const level = store.skills[tieredSkillId] || store.skills[id] || 0;
const maxed = level >= def.max;
const isStudying = (store.currentStudyTarget?.id === id || store.currentStudyTarget?.id === tieredSkillId) && store.currentStudyTarget?.type === 'skill';
const savedProgress = store.skillProgress[tieredSkillId] || store.skillProgress[id] || 0;
const tierDef = SKILL_EVOLUTION_PATHS[id]?.tiers.find(t => t.tier === currentTier);
const skillDisplayName = tierDef?.name || def.name;
// Check prerequisites
let prereqMet = true;
if (def.req) {
for (const [r, rl] of Object.entries(def.req)) {
if ((store.skills[r] || 0) < rl) {
prereqMet = false;
break;
}
}
}
// Apply skill modifiers
const studyEffects = computeEffects(store.skillUpgrades || {}, store.skillTiers || {});
const effectiveSpeedMult = studySpeedMult * studyEffects.studySpeedMultiplier;
const tierStudyTime = def.studyTime * currentTier;
const effectiveStudyTime = tierStudyTime / effectiveSpeedMult;
const baseCost = def.base * (level + 1) * currentTier;
const cost = Math.floor(baseCost * studyCostMult);
// Check if any study is in progress (prevent switching topics)
const isAnyStudyInProgress = store.currentAction === 'study' && store.currentStudyTarget;
// Can only study if: not maxed, prereqs met, has mana, and either no study in progress or already studying this skill
const canStudy = !maxed && prereqMet && store.rawMana >= cost && (!isAnyStudyInProgress || isStudying);
const milestoneInfo = hasMilestoneUpgrade(tieredSkillId, level);
const nextTierSkill = getNextTierSkill(tieredSkillId);
const canTierUp = maxed && nextTierSkill;
const selectedUpgrades = store.skillUpgrades[tieredSkillId] || [];
const selectedL5 = selectedUpgrades.filter(u => u.includes('_l5'));
const selectedL10 = selectedUpgrades.filter(u => u.includes('_l10'));
return (
<div
key={id}
className={`flex flex-col sm:flex-row sm:items-center justify-between p-3 rounded border gap-2 ${
isStudying ? 'border-purple-500 bg-purple-900/20' :
milestoneInfo ? 'border-amber-500/50 bg-amber-900/10' :
'border-gray-700 bg-gray-800/30'
}`}
>
<div className="flex-1 min-w-0">
<div className="flex items-center gap-2 flex-wrap">
<span className="font-semibold text-sm">{skillDisplayName}</span>
{currentTier > 1 && (
<Badge className="bg-purple-600/50 text-purple-200 text-xs">Tier {currentTier} ({fmtDec(tierMultiplier, 0)}x)</Badge>
)}
{level > 0 && <span className="text-purple-400 text-sm">Lv.{level}</span>}
{selectedUpgrades.length > 0 && (
<div className="flex gap-1">
{selectedL5.length > 0 && (
<Badge className="bg-amber-700/50 text-amber-200 text-xs">L5: {selectedL5.length}</Badge>
)}
{selectedL10.length > 0 && (
<Badge className="bg-purple-700/50 text-purple-200 text-xs">L10: {selectedL10.length}</Badge>
)}
</div>
)}
</div>
<div className="text-xs text-gray-400 italic">{def.desc}{currentTier > 1 && ` (Tier ${currentTier}: ${fmtDec(tierMultiplier, 0)}x effect)`}</div>
{!prereqMet && def.req && (
<div className="text-xs text-red-400 mt-1">
Requires: {Object.entries(def.req).map(([r, rl]) => `${SKILLS_DEF[r]?.name} Lv.${rl}`).join(', ')}
</div>
)}
<div className="text-xs text-gray-500 mt-1">
<span className={effectiveSpeedMult > 1 ? 'text-green-400' : ''}>
Study: {formatStudyTime(effectiveStudyTime)}{effectiveSpeedMult > 1 && <span className="text-xs ml-1">({Math.round(effectiveSpeedMult * 100)}% speed)</span>}
</span>
{' • '}
<span className={studyCostMult < 1 ? 'text-green-400' : ''}>
Cost: {fmt(cost)} mana{studyCostMult < 1 && <span className="text-xs ml-1">({Math.round(studyCostMult * 100)}% cost)</span>}
</span>
</div>
{milestoneInfo && (
<div className="text-xs text-amber-400 mt-1 flex items-center gap-1">
Level {milestoneInfo.milestone} milestone: {milestoneInfo.selectedCount}/2 upgrades selected
</div>
)}
</div>
<div className="flex items-center gap-3 flex-wrap sm:flex-nowrap">
{/* Level dots */}
<div className="flex gap-1 shrink-0">
{Array.from({ length: def.max }).map((_, i) => (
<div
key={i}
className={`w-2 h-2 rounded-full border ${
i < level ? 'bg-purple-500 border-purple-400' :
i === 4 || i === 9 ? 'border-amber-500' :
'border-gray-600'
}`}
/>
))}
</div>
{isStudying ? (
<div className="text-xs text-purple-400">
{formatStudyTime(store.currentStudyTarget?.progress || 0)}/{formatStudyTime(tierStudyTime)}
</div>
) : milestoneInfo ? (
<Button
size="sm"
className="bg-amber-600 hover:bg-amber-700"
onClick={() => {
setUpgradeDialogSkill(tieredSkillId);
setUpgradeDialogMilestone(milestoneInfo.milestone);
}}
>
Choose Upgrades
</Button>
) : canTierUp ? (
<Button
size="sm"
className="bg-purple-600 hover:bg-purple-700"
onClick={() => store.tierUpSkill(tieredSkillId)}
>
Tier Up
</Button>
) : maxed ? (
<Badge className="bg-green-900/50 text-green-300">Maxed</Badge>
) : (
<div className="flex gap-1">
<TooltipProvider>
<Tooltip>
<TooltipTrigger asChild>
<Button
size="sm"
variant={canStudy ? 'default' : 'outline'}
disabled={!canStudy}
className={canStudy ? 'bg-purple-600 hover:bg-purple-700' : 'opacity-50'}
onClick={() => store.startStudyingSkill(tieredSkillId)}
>
Study ({fmt(cost)})
</Button>
</TooltipTrigger>
{!canStudy && isAnyStudyInProgress && !isStudying && (
<TooltipContent>
<p>Cannot switch topics while studying {SKILLS_DEF[store.currentStudyTarget?.id || '']?.name || 'another skill'}</p>
</TooltipContent>
)}
</Tooltip>
</TooltipProvider>
{/* Parallel Study button */}
{hasParallelStudy &&
store.currentStudyTarget &&
!store.parallelStudyTarget &&
store.currentStudyTarget.id !== tieredSkillId &&
canStudy && (
<TooltipProvider>
<Tooltip>
<TooltipTrigger asChild>
<Button
size="sm"
variant="outline"
className="border-cyan-500 text-cyan-400 hover:bg-cyan-900/30"
onClick={() => store.startParallelStudySkill(tieredSkillId)}
>
</Button>
</TooltipTrigger>
<TooltipContent>
<p>Study in parallel (50% speed)</p>
</TooltipContent>
</Tooltip>
</TooltipProvider>
)}
</div>
)}
</div>
</div>
);
})}
</div>
</CardContent>
</Card>
);
})}
{SKILL_CATEGORIES.map((cat) => (
<SkillCategory
key={cat.id}
categoryId={cat.id}
onUpgradeClick={handleUpgradeClick}
/>
))}
</div>
);
}
@@ -0,0 +1,39 @@
'use client';
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
import { SKILLS_DEF, SKILL_CATEGORIES } from '@/lib/game/constants';
import { SkillRow } from './SkillRow';
interface SkillCategoryProps {
categoryId: string;
onUpgradeClick: (skillId: string, milestone: 5 | 10) => void;
}
export function SkillCategory({ categoryId, onUpgradeClick }: SkillCategoryProps) {
const cat = SKILL_CATEGORIES.find(c => c.id === categoryId);
if (!cat) return null;
const skillsInCat = Object.entries(SKILLS_DEF).filter(([, def]) => def.cat === cat.id);
if (skillsInCat.length === 0) return null;
return (
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs">
{cat.icon} {cat.name}
</CardTitle>
</CardHeader>
<CardContent>
<div className="space-y-2">
{skillsInCat.map(([id, def]) => (
<SkillRow
key={id}
skillId={id}
onUpgradeClick={onUpgradeClick}
/>
))}
</div>
</CardContent>
</Card>
);
}
+197
View File
@@ -0,0 +1,197 @@
'use client';
import { useGameStore, fmt, fmtDec } from '@/lib/game/store';
import { SKILLS_DEF, SKILL_CATEGORIES } from '@/lib/game/constants';
import { getNextTierSkill, getTierMultiplier } from '@/lib/game/skill-evolution';
import { computeEffects } from '@/lib/game/upgrade-effects';
import { useStudyStats } from '@/lib/game/hooks/useGameDerived';
import { Badge } from '@/components/ui/badge';
import { Button } from '@/components/ui/button';
import { Tooltip, TooltipContent, TooltipProvider, TooltipTrigger } from '@/components/ui/tooltip';
import { formatStudyTime, hasMilestoneUpgrade, getSkillDisplayInfo } from './skills-utils';
interface SkillRowProps {
skillId: string;
onUpgradeClick: (skillId: string, milestone: 5 | 10) => void;
}
export function SkillRow({ skillId, onUpgradeClick }: SkillRowProps) {
const store = useGameStore();
const { studySpeedMult, studyCostMult, hasParallelStudy } = useStudyStats();
const skillInfo = getSkillDisplayInfo(store, skillId);
const {
currentTier,
tieredSkillId,
tierMultiplier,
level,
maxed,
isStudying,
skillDisplayName,
prereqMet,
def
} = skillInfo;
// Apply skill modifiers
const studyEffects = computeEffects(store.skillUpgrades || {}, store.skillTiers || {});
const effectiveSpeedMult = studySpeedMult * studyEffects.studySpeedMultiplier;
const tierStudyTime = def.studyTime * currentTier;
const effectiveStudyTime = tierStudyTime / effectiveSpeedMult;
const baseCost = def.base * (level + 1) * currentTier;
const cost = Math.floor(baseCost * studyCostMult);
// Check if any study is in progress (prevent switching topics)
const isAnyStudyInProgress = store.currentAction === 'study' && store.currentStudyTarget;
// Can only study if: not maxed, prereqs met, has mana, and either no study in progress or already studying this skill
const canStudy = !maxed && prereqMet && store.rawMana >= cost && (!isAnyStudyInProgress || isStudying);
const milestoneInfo = hasMilestoneUpgrade(store, tieredSkillId, level);
const nextTierSkill = getNextTierSkill(tieredSkillId);
const canTierUp = maxed && nextTierSkill;
const selectedUpgrades = store.skillUpgrades[tieredSkillId] || [];
const selectedL5 = selectedUpgrades.filter(u => u.includes('_l5'));
const selectedL10 = selectedUpgrades.filter(u => u.includes('_l10'));
return (
<div
className={`flex flex-col sm:flex-row sm:items-center justify-between p-3 rounded border gap-2 ${
isStudying ? 'border-purple-500 bg-purple-900/20' :
milestoneInfo ? 'border-amber-500/50 bg-amber-900/10' :
'border-gray-700 bg-gray-800/30'
}`}
>
<div className="flex-1 min-w-0">
<div className="flex items-center gap-2 flex-wrap">
<span className="font-semibold text-sm">{skillDisplayName}</span>
{currentTier > 1 && (
<Badge className="bg-purple-600/50 text-purple-200 text-xs">Tier {currentTier} ({fmtDec(tierMultiplier, 0)}x)</Badge>
)}
{level > 0 && <span className="text-purple-400 text-sm">Lv.{level}</span>}
{selectedUpgrades.length > 0 && (
<div className="flex gap-1">
{selectedL5.length > 0 && (
<Badge className="bg-amber-700/50 text-amber-200 text-xs">L5: {selectedL5.length}</Badge>
)}
{selectedL10.length > 0 && (
<Badge className="bg-purple-700/50 text-purple-200 text-xs">L10: {selectedL10.length}</Badge>
)}
</div>
)}
</div>
<div className="text-xs text-gray-400 italic">{def.desc}{currentTier > 1 && ` (Tier ${currentTier}: ${fmtDec(tierMultiplier, 0)}x effect)`}</div>
{!prereqMet && def.req && (
<div className="text-xs text-red-400 mt-1">
Requires: {Object.entries(def.req).map(([r, rl]) => `${SKILLS_DEF[r]?.name} Lv.${rl}`).join(', ')}
</div>
)}
<div className="text-xs text-gray-500 mt-1">
<span className={effectiveSpeedMult > 1 ? 'text-green-400' : ''}>
Study: {formatStudyTime(effectiveStudyTime)}{effectiveSpeedMult > 1 && <span className="text-xs ml-1">({Math.round(effectiveSpeedMult * 100)}% speed)</span>}
</span>
{' • '}
<span className={studyCostMult < 1 ? 'text-green-400' : ''}>
Cost: {fmt(cost)} mana{studyCostMult < 1 && <span className="text-xs ml-1">({Math.round(studyCostMult * 100)}% cost)</span>}
</span>
</div>
{milestoneInfo && (
<div className="text-xs text-amber-400 mt-1 flex items-center gap-1">
Level {milestoneInfo.milestone} milestone: {milestoneInfo.selectedCount}/2 upgrades selected
</div>
)}
</div>
<div className="flex items-center gap-3 flex-wrap sm:flex-nowrap">
{/* Level dots */}
<div className="flex gap-1 shrink-0">
{Array.from({ length: def.max }).map((_, i) => (
<div
key={i}
className={`w-2 h-2 rounded-full border ${
i < level ? 'bg-purple-500 border-purple-400' :
i === 4 || i === 9 ? 'border-amber-500' :
'border-gray-600'
}`}
/>
))}
</div>
{isStudying ? (
<div className="text-xs text-purple-400">
{formatStudyTime(store.currentStudyTarget?.progress || 0)}/{formatStudyTime(tierStudyTime)}
</div>
) : milestoneInfo ? (
<Button
size="sm"
className="bg-amber-600 hover:bg-amber-700"
onClick={() => {
onUpgradeClick(tieredSkillId, milestoneInfo.milestone);
}}
>
Choose Upgrades
</Button>
) : canTierUp ? (
<Button
size="sm"
className="bg-purple-600 hover:bg-purple-700"
onClick={() => store.tierUpSkill(tieredSkillId)}
>
Tier Up
</Button>
) : maxed ? (
<Badge className="bg-green-900/50 text-green-300">Maxed</Badge>
) : (
<div className="flex gap-1">
<TooltipProvider>
<Tooltip>
<TooltipTrigger asChild>
<Button
size="sm"
variant={canStudy ? 'default' : 'outline'}
disabled={!canStudy}
className={canStudy ? 'bg-purple-600 hover:bg-purple-700' : 'opacity-50'}
onClick={() => store.startStudyingSkill(tieredSkillId)}
>
Study ({fmt(cost)})
</Button>
</TooltipTrigger>
{!canStudy && isAnyStudyInProgress && !isStudying && (
<TooltipContent>
<p>Cannot switch topics while studying {SKILLS_DEF[store.currentStudyTarget?.id || '']?.name || 'another skill'}</p>
</TooltipContent>
)}
</Tooltip>
</TooltipProvider>
{/* Parallel Study button */}
{hasParallelStudy &&
store.currentStudyTarget &&
!store.parallelStudyTarget &&
store.currentStudyTarget.id !== tieredSkillId &&
canStudy && (
<TooltipProvider>
<Tooltip>
<TooltipTrigger asChild>
<Button
size="sm"
variant="outline"
className="border-cyan-500 text-cyan-400 hover:bg-cyan-900/30"
onClick={() => store.startParallelStudySkill(tieredSkillId)}
>
</Button>
</TooltipTrigger>
<TooltipContent>
<p>Study in parallel (50% speed)</p>
</TooltipContent>
</Tooltip>
</TooltipProvider>
)}
</div>
)}
</div>
</div>
);
}
@@ -0,0 +1,46 @@
'use client';
import { useGameStore } from '@/lib/game/store';
import { SKILLS_DEF } from '@/lib/game/constants';
import { formatStudyTime } from './skills-utils';
import { useStudyStats } from '@/lib/game/hooks/useGameDerived';
import { BookOpen, X } from 'lucide-react';
import { Button } from '@/components/ui/button';
import { Progress } from '@/components/ui/progress';
export function SkillStudyProgress() {
const store = useGameStore();
const { studySpeedMult } = useStudyStats();
if (!store.currentStudyTarget) return null;
const target = store.currentStudyTarget;
const progressPct = Math.min(100, (target.progress / target.required) * 100);
const def = SKILLS_DEF[target.id] || SKILLS_DEF[target.id.split('_t')[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}
</span>
</div>
<Button
variant="ghost"
size="sm"
className="h-6 w-6 p-0 text-gray-400 hover:text-white"
onClick={() => store.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>
);
}
@@ -0,0 +1,129 @@
'use client';
import { useState } from 'react';
import { useGameStore, fmt } from '@/lib/game/store';
import { SKILLS_DEF } from '@/lib/game/constants';
import { Badge } from '@/components/ui/badge';
import { Button } from '@/components/ui/button';
import { Dialog, DialogContent, DialogHeader, DialogTitle, DialogDescription } from '@/components/ui/dialog';
interface SkillUpgradeDialogProps {
skillId: string | null;
milestone: 5 | 10;
onClose: () => void;
}
export function SkillUpgradeDialog({ skillId, milestone, onClose }: SkillUpgradeDialogProps) {
const store = useGameStore();
const [pendingUpgradeSelections, setPendingUpgradeSelections] = useState<string[]>([]);
if (!skillId) return null;
const skillDef = SKILLS_DEF[skillId];
const { available, selected: alreadySelected } = store.getSkillUpgradeChoices(skillId, milestone);
const currentSelections = pendingUpgradeSelections.length > 0 ? pendingUpgradeSelections : alreadySelected;
const toggleUpgrade = (upgradeId: string) => {
if (currentSelections.includes(upgradeId)) {
setPendingUpgradeSelections(currentSelections.filter(id => id !== upgradeId));
} else if (currentSelections.length < 2) {
setPendingUpgradeSelections([...currentSelections, upgradeId]);
}
};
const handleDone = () => {
if (currentSelections.length === 2 && skillId) {
store.commitSkillUpgrades(skillId, currentSelections, milestone);
}
setPendingUpgradeSelections([]);
onClose();
};
const handleCancel = () => {
setPendingUpgradeSelections([]);
onClose();
};
return (
<Dialog open={!!skillId} onOpenChange={(open) => {
if (!open) {
setPendingUpgradeSelections([]);
onClose();
}
}}>
<DialogContent className="bg-gray-900 border-gray-700 max-w-lg">
<DialogHeader>
<DialogTitle className="text-amber-400">
Choose Upgrade - {skillDef?.name || skillId}
</DialogTitle>
<DialogDescription className="text-gray-400">
Level {milestone} Milestone - Select 2 upgrades ({currentSelections.length}/2 chosen)
</DialogDescription>
</DialogHeader>
<div className="space-y-2 mt-4">
{available.map((upgrade) => {
const isSelected = currentSelections.includes(upgrade.id);
const canToggle = currentSelections.length < 2 || isSelected;
return (
<div
key={upgrade.id}
className={`p-3 rounded border cursor-pointer transition-all ${
isSelected
? 'border-amber-500 bg-amber-900/30'
: canToggle
? 'border-gray-600 bg-gray-800/50 hover:border-amber-500/50 hover:bg-gray-800'
: 'border-gray-700 bg-gray-800/30 opacity-50 cursor-not-allowed'
}`}
onClick={() => {
if (canToggle) {
toggleUpgrade(upgrade.id);
}
}}
>
<div className="flex items-center justify-between">
<div className="font-semibold text-sm text-amber-300">{upgrade.name}</div>
{isSelected && <Badge className="bg-amber-600 text-amber-100">Selected</Badge>}
</div>
<div className="text-xs text-gray-400 mt-1">{upgrade.desc}</div>
{upgrade.effect.type === 'multiplier' && (
<div className="text-xs text-green-400 mt-1">
+{Math.round((upgrade.effect.value! - 1) * 100)}% {upgrade.effect.stat}
</div>
)}
{upgrade.effect.type === 'bonus' && (
<div className="text-xs text-blue-400 mt-1">
+{upgrade.effect.value} {upgrade.effect.stat}
</div>
)}
{upgrade.effect.type === 'special' && (
<div className="text-xs text-cyan-400 mt-1">
{upgrade.effect.specialDesc || 'Special effect'}
</div>
)}
</div>
);
})}
</div>
<div className="flex justify-end gap-2 mt-4">
<Button
variant="outline"
onClick={handleCancel}
>
Cancel
</Button>
<Button
variant="default"
onClick={handleDone}
disabled={currentSelections.length !== 2}
>
{currentSelections.length < 2 ? `Select ${2 - currentSelections.length} more` : 'Confirm'}
</Button>
</div>
</DialogContent>
</Dialog>
);
}
@@ -0,0 +1,82 @@
import { SKILLS_DEF } from '@/lib/game/constants';
import { SKILL_EVOLUTION_PATHS, getUpgradesForSkillAtMilestone, getTierMultiplier } from '@/lib/game/skill-evolution';
import type { GameStore } from '@/lib/game/store';
// Format study time
export function formatStudyTime(hours: number): string {
if (hours < 1) return `${Math.round(hours * 60)}m`;
return `${hours.toFixed(1)}h`;
}
// Check if skill has milestone available
export function hasMilestoneUpgrade(
store: GameStore,
skillId: string,
level: number
): { milestone: 5 | 10; hasUpgrades: boolean; selectedCount: number } | null {
const baseSkillId = skillId.includes('_t') ? skillId.split('_t')[0] : skillId;
const path = SKILL_EVOLUTION_PATHS[baseSkillId];
if (!path) return null;
if (level >= 5) {
const upgrades5 = getUpgradesForSkillAtMilestone(skillId, 5, store.skillTiers);
const selected5 = (store.skillUpgrades[skillId] || []).filter(id => id.includes('_l5'));
if (upgrades5.length > 0 && selected5.length < 2) {
return { milestone: 5, hasUpgrades: true, selectedCount: selected5.length };
}
}
if (level >= 10) {
const upgrades10 = getUpgradesForSkillAtMilestone(skillId, 10, store.skillTiers);
const selected10 = (store.skillUpgrades[skillId] || []).filter(id => id.includes('_l10'));
if (upgrades10.length > 0 && selected10.length < 2) {
return { milestone: 10, hasUpgrades: true, selectedCount: selected10.length };
}
}
return null;
}
// Get skill display info
export function getSkillDisplayInfo(
store: GameStore,
skillId: string
) {
const currentTier = store.skillTiers?.[skillId] || 1;
const tieredSkillId = currentTier > 1 ? `${skillId}_t${currentTier}` : skillId;
const def = SKILLS_DEF[skillId];
const tierMultiplier = getTierMultiplier(tieredSkillId);
const level = store.skills[tieredSkillId] || store.skills[skillId] || 0;
const maxed = level >= def.max;
const isStudying = (store.currentStudyTarget?.id === skillId || store.currentStudyTarget?.id === tieredSkillId) && store.currentStudyTarget?.type === 'skill';
const savedProgress = store.skillProgress[tieredSkillId] || store.skillProgress[skillId] || 0;
const tierDef = SKILL_EVOLUTION_PATHS[skillId]?.tiers.find(t => t.tier === currentTier);
const skillDisplayName = tierDef?.name || def.name;
// Check prerequisites
let prereqMet = true;
if (def.req) {
for (const [r, rl] of Object.entries(def.req)) {
if ((store.skills[r] || 0) < rl) {
prereqMet = false;
break;
}
}
}
return {
currentTier,
tieredSkillId,
tierMultiplier,
level,
maxed,
isStudying,
savedProgress,
skillDisplayName,
prereqMet,
def,
};
}
+48 -540
View File
@@ -4,23 +4,21 @@ import { useGameStore, fmt, fmtDec } from '@/lib/game/store';
import { ELEMENTS } from '@/lib/game/constants';
import { SKILL_EVOLUTION_PATHS, getTierMultiplier } from '@/lib/game/skill-evolution';
import { useManaStats, useCombatStats, useStudyStats } from '@/lib/game/hooks/useGameDerived';
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
import { Badge } from '@/components/ui/badge';
import { Separator } from '@/components/ui/separator';
import { Droplet, Swords, BookOpen, FlaskConical, RotateCcw, Trophy, Star } from 'lucide-react';
import { ManaStatsSection } from './StatsTab/ManaStatsSection';
import { CombatStatsSection } from './StatsTab/CombatStatsSection';
import { PactStatusSection } from './StatsTab/PactStatusSection';
import { StudyStatsSection } from './StatsTab/StudyStatsSection';
import { ElementStatsSection } from './StatsTab/ElementStatsSection';
import { ActiveUpgradesSection } from './StatsTab/ActiveUpgradesSection';
import { LoopStatsSection } from './StatsTab/LoopStatsSection';
import type { SkillUpgradeChoice } from '@/lib/game/types';
export function StatsTab() {
const store = useGameStore();
const {
upgradeEffects, maxMana, baseRegen, clickMana,
meditationMultiplier, incursionStrength, manaCascadeBonus, manaWaterfallBonus, effectiveRegen,
hasSteadyStream, hasManaTorrent, hasDesperateWells,
hasManaWaterfall, hasFlowSurge, hasManaOverflow, hasEternalFlow
} = useManaStats();
const { activeSpellDef, pactMultiplier, pactInsightMultiplier } = useCombatStats();
const { studySpeedMult, studyCostMult } = useStudyStats();
const manaStats = useManaStats();
const combatStats = useCombatStats();
const studyStats = useStudyStats();
// Compute element max
const elemMax = (() => {
const ea = store.skillTiers?.elemAttune || 1;
@@ -29,9 +27,9 @@ export function StatsTab() {
const tierMult = getTierMultiplier(tieredSkillId);
return 10 + level * 50 * tierMult + (store.prestigeUpgrades.elementalAttune || 0) * 25;
})();
// Get all selected skill upgrades
const getAllSelectedUpgrades = () => {
const getAllSelectedUpgrades = (): { skillId: string; upgrade: SkillUpgradeChoice }[] => {
const upgrades: { skillId: string; upgrade: SkillUpgradeChoice }[] = [];
for (const [skillId, selectedIds] of Object.entries(store.skillUpgrades)) {
const baseSkillId = skillId.includes('_t') ? skillId.split('_t')[0] : skillId;
@@ -40,7 +38,7 @@ export function StatsTab() {
for (const tier of path.tiers) {
if (tier.skillId === skillId) {
for (const upgradeId of selectedIds) {
const upgrade = tier.upgrades.find(u => u.id === upgradeId);
const upgrade = (tier as any).upgrades?.find(u => u.id === upgradeId);
if (upgrade) {
upgrades.push({ skillId, upgrade });
}
@@ -50,533 +48,43 @@ export function StatsTab() {
}
return upgrades;
};
const selectedUpgrades = getAllSelectedUpgrades();
return (
<div className="space-y-4">
{/* Mana Stats */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-blue-400 game-panel-title text-xs flex items-center gap-2">
<Droplet className="w-4 h-4" />
Mana Stats
</CardTitle>
</CardHeader>
<CardContent>
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Base Max Mana:</span>
<span className="text-gray-200">100</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Mana Well Bonus:</span>
<span className="text-blue-300">
{(() => {
const mw = store.skillTiers?.manaWell || 1;
const tieredSkillId = mw > 1 ? `manaWell_t${mw}` : 'manaWell';
const level = store.skills[tieredSkillId] || store.skills.manaWell || 0;
const tierMult = getTierMultiplier(tieredSkillId);
return `+${fmt(level * 100 * tierMult)} (${level} lvl × 100 × ${tierMult}x tier)`;
})()}
</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Prestige Mana Well:</span>
<span className="text-blue-300">+{fmt((store.prestigeUpgrades.manaWell || 0) * 500)}</span>
</div>
{upgradeEffects.maxManaBonus > 0 && (
<div className="flex justify-between text-sm">
<span className="text-amber-400">Upgrade Mana Bonus:</span>
<span className="text-amber-300">+{fmt(upgradeEffects.maxManaBonus)}</span>
</div>
)}
{upgradeEffects.maxManaMultiplier > 1 && (
<div className="flex justify-between text-sm">
<span className="text-amber-400">Upgrade Mana Multiplier:</span>
<span className="text-amber-300">×{fmtDec(upgradeEffects.maxManaMultiplier, 2)}</span>
</div>
)}
<div className="flex justify-between text-sm font-semibold border-t border-gray-700 pt-2">
<span className="text-gray-300">Total Max Mana:</span>
<span className="text-blue-400">{fmt(maxMana)}</span>
</div>
</div>
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Base Regen:</span>
<span className="text-gray-200">2/hr</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Mana Flow Bonus:</span>
<span className="text-blue-300">
{(() => {
const mf = store.skillTiers?.manaFlow || 1;
const tieredSkillId = mf > 1 ? `manaFlow_t${mf}` : 'manaFlow';
const level = store.skills[tieredSkillId] || store.skills.manaFlow || 0;
const tierMult = getTierMultiplier(tieredSkillId);
return `+${fmtDec(level * 1 * tierMult)}/hr (${level} lvl × 1 × ${tierMult}x tier)`;
})()}
</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Mana Spring Bonus:</span>
<span className="text-blue-300">+{(store.skills.manaSpring || 0) * 2}/hr</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Prestige Mana Flow:</span>
<span className="text-blue-300">+{fmtDec((store.prestigeUpgrades.manaFlow || 0) * 0.5)}/hr</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Temporal Echo:</span>
<span className="text-blue-300">×{fmtDec(1 + (store.prestigeUpgrades.temporalEcho || 0) * 0.1, 2)}</span>
</div>
<div className="flex justify-between text-sm font-semibold border-t border-gray-700 pt-2">
<span className="text-gray-300">Base Regen:</span>
<span className="text-blue-400">{fmtDec(baseRegen, 2)}/hr</span>
</div>
{upgradeEffects.regenBonus > 0 && (
<div className="flex justify-between text-sm">
<span className="text-amber-400">Upgrade Regen Bonus:</span>
<span className="text-amber-300">+{fmtDec(upgradeEffects.regenBonus, 2)}/hr</span>
</div>
)}
{upgradeEffects.permanentRegenBonus > 0 && (
<div className="flex justify-between text-sm">
<span className="text-amber-400">Permanent Regen Bonus:</span>
<span className="text-amber-300">+{fmtDec(upgradeEffects.permanentRegenBonus, 2)}/hr</span>
</div>
)}
{upgradeEffects.regenMultiplier > 1 && (
<div className="flex justify-between text-sm">
<span className="text-amber-400">Upgrade Regen Multiplier:</span>
<span className="text-amber-300">×{fmtDec(upgradeEffects.regenMultiplier, 2)}</span>
</div>
)}
</div>
</div>
<Separator className="bg-gray-700 my-3" />
{/* Skill Upgrade Effects Summary */}
{upgradeEffects.activeUpgrades.length > 0 && (
<>
<div className="mb-2">
<span className="text-xs text-amber-400 game-panel-title">Active Skill Upgrades</span>
</div>
<div className="grid grid-cols-1 md:grid-cols-2 gap-2 mb-3">
{upgradeEffects.activeUpgrades.map((upgrade, idx) => (
<div key={idx} className="flex justify-between text-xs bg-gray-800/50 rounded px-2 py-1">
<span className="text-gray-300">{upgrade.name}</span>
<span className="text-gray-400">{upgrade.desc}</span>
</div>
))}
</div>
<Separator className="bg-gray-700 my-3" />
</>
)}
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Click Mana Value:</span>
<span className="text-purple-300">+{clickMana}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Mana Tap Bonus:</span>
<span className="text-purple-300">+{store.skills.manaTap || 0}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Mana Surge Bonus:</span>
<span className="text-purple-300">+{(store.skills.manaSurge || 0) * 3}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Mana Overflow:</span>
<span className="text-purple-300">×{fmtDec(1 + (store.skills.manaOverflow || 0) * 0.25, 2)}</span>
</div>
</div>
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Meditation Multiplier:</span>
<span className={`font-semibold ${meditationMultiplier > 1.5 ? 'text-purple-400' : 'text-gray-300'}`}>
{fmtDec(meditationMultiplier, 2)}x
</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Effective Regen:</span>
<span className="text-green-400 font-semibold">{fmtDec(effectiveRegen, 2)}/hr</span>
</div>
{incursionStrength > 0 && !hasSteadyStream && (
<div className="flex justify-between text-sm">
<span className="text-red-400">Incursion Penalty:</span>
<span className="text-red-400">-{Math.round(incursionStrength * 100)}%</span>
</div>
)}
{hasSteadyStream && incursionStrength > 0 && (
<div className="flex justify-between text-sm">
<span className="text-green-400">Steady Stream:</span>
<span className="text-green-400">Immune to incursion</span>
</div>
)}
{manaCascadeBonus > 0 && (
<div className="flex justify-between text-sm">
<span className="text-cyan-400">Mana Cascade Bonus:</span>
<span className="text-cyan-400">+{fmtDec(manaCascadeBonus, 2)}/hr</span>
</div>
)}
{manaWaterfallBonus > 0 && (
<div className="flex justify-between text-sm">
<span className="text-cyan-400">Mana Waterfall Bonus:</span>
<span className="text-cyan-400">+{fmtDec(manaWaterfallBonus, 2)}/hr</span>
</div>
)}
{hasManaWaterfall && (
<div className="flex justify-between text-sm">
<span className="text-cyan-400">Mana Waterfall:</span>
<span className="text-cyan-400">+0.25 regen per 100 max mana</span>
</div>
)}
{hasFlowSurge && (
<div className="flex justify-between text-sm">
<span className="text-cyan-400">Flow Surge:</span>
<span className="text-cyan-400">Clicks activate +100% regen for 1hr</span>
</div>
)}
{hasManaOverflow && (
<div className="flex justify-between text-sm">
<span className="text-cyan-400">Mana Overflow:</span>
<span className="text-cyan-400">Raw mana can exceed max by 20%</span>
</div>
)}
{hasEternalFlow && (
<div className="flex justify-between text-sm">
<span className="text-green-400">Eternal Flow:</span>
<span className="text-green-400">Regen immune to ALL penalties</span>
</div>
)}
{hasManaTorrent && store.rawMana > maxMana * 0.75 && (
<div className="flex justify-between text-sm">
<span className="text-cyan-400">Mana Torrent:</span>
<span className="text-cyan-400">+50% regen (high mana)</span>
</div>
)}
{hasDesperateWells && store.rawMana < maxMana * 0.25 && (
<div className="flex justify-between text-sm">
<span className="text-cyan-400">Desperate Wells:</span>
<span className="text-cyan-400">+50% regen (low mana)</span>
</div>
)}
</div>
</div>
</CardContent>
</Card>
{/* Combat Stats */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-red-400 game-panel-title text-xs flex items-center gap-2">
<Swords className="w-4 h-4" />
Combat Stats
</CardTitle>
</CardHeader>
<CardContent>
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Active Spell Base Damage:</span>
<span className="text-gray-200">{activeSpellDef?.dmg || 5}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Combat Training Bonus:</span>
<span className="text-red-300">+{(store.skills.combatTrain || 0) * 5}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Arcane Fury Multiplier:</span>
<span className="text-red-300">×{fmtDec(1 + (store.skills.arcaneFury || 0) * 0.1, 2)}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Elemental Mastery:</span>
<span className="text-red-300">×{fmtDec(1 + (store.skills.elementalMastery || 0) * 0.15, 2)}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Guardian Bane:</span>
<span className="text-red-300">×{fmtDec(1 + (store.skills.guardianBane || 0) * 0.2, 2)} (vs guardians)</span>
</div>
</div>
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Critical Hit Chance:</span>
<span className="text-amber-300">{((store.skills.precision || 0) * 5)}%</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Critical Multiplier:</span>
<span className="text-amber-300">1.5x</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Spell Echo Chance:</span>
<span className="text-amber-300">{((store.skills.spellEcho || 0) * 10)}%</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Pact Multiplier:</span>
<span className="text-amber-300">×{fmtDec(pactMultiplier, 2)}</span>
</div>
<div className="flex justify-between text-sm font-semibold border-t border-gray-700 pt-2">
<span className="text-gray-300">Total Damage:</span>
<span className="text-red-400">{fmt(calcDamage(store, store.activeSpell))}</span>
</div>
</div>
</div>
</CardContent>
</Card>
{/* Pact Status */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs flex items-center gap-2">
<Trophy className="w-4 h-4" />
Pact Status
</CardTitle>
</CardHeader>
<CardContent>
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Pact Slots:</span>
<span className="text-amber-300">{store.signedPacts.length} / {1 + (store.prestigeUpgrades.pactCapacity || 0)}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Damage Multiplier:</span>
<span className="text-amber-300">×{fmtDec(pactMultiplier, 2)}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Insight Multiplier:</span>
<span className="text-purple-300">×{fmtDec(pactInsightMultiplier, 2)}</span>
</div>
{store.signedPacts.length > 1 && (
<>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Interference Mitigation:</span>
<span className="text-green-300">{Math.min(store.pactInterferenceMitigation || 0, 5) * 10}%</span>
</div>
{(store.pactInterferenceMitigation || 0) >= 5 && (
<div className="flex justify-between text-sm">
<span className="text-cyan-400">Synergy Bonus:</span>
<span className="text-cyan-300">+{((store.pactInterferenceMitigation || 0) - 5) * 10}%</span>
</div>
)}
</>
)}
</div>
<div className="space-y-2">
<div className="text-sm text-gray-400 mb-2">Unlocked Mana Types:</div>
<div className="flex flex-wrap gap-1">
{Object.entries(store.elements)
.filter(([, state]) => state.unlocked)
.map(([id]) => {
const elem = ELEMENTS[id];
return (
<Badge key={id} variant="outline" className="text-xs" style={{ borderColor: elem?.color, color: elem?.color }}>
{elem?.sym} {elem?.name}
</Badge>
);
})}
</div>
</div>
</div>
</CardContent>
</Card>
{/* Study Stats */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-purple-400 game-panel-title text-xs flex items-center gap-2">
<BookOpen className="w-4 h-4" />
Study Stats
</CardTitle>
</CardHeader>
<CardContent>
<div className="grid grid-cols-1 md:grid-cols-3 gap-4">
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Study Speed:</span>
<span className="text-purple-300">×{fmtDec(studySpeedMult, 2)}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Quick Learner Bonus:</span>
<span className="text-purple-300">+{((store.skills.quickLearner || 0) * 10)}%</span>
</div>
</div>
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Study Cost:</span>
<span className="text-purple-300">{Math.round(studyCostMult * 100)}%</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Focused Mind Bonus:</span>
<span className="text-purple-300">-{((store.skills.focusedMind || 0) * 5)}%</span>
</div>
</div>
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Progress Retention:</span>
<span className="text-purple-300">{Math.round((1 + (store.skills.knowledgeRetention || 0) * 0.2) * 100)}%</span>
</div>
</div>
</div>
</CardContent>
</Card>
{/* Element Stats */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-green-400 game-panel-title text-xs flex items-center gap-2">
<FlaskConical className="w-4 h-4" />
Element Stats
</CardTitle>
</CardHeader>
<CardContent>
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Element Capacity:</span>
<span className="text-green-300">{elemMax}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Elem. Attunement Bonus:</span>
<span className="text-green-300">
{(() => {
const ea = store.skillTiers?.elemAttune || 1;
const tieredSkillId = ea > 1 ? `elemAttune_t${ea}` : 'elemAttune';
const level = store.skills[tieredSkillId] || store.skills.elemAttune || 0;
const tierMult = getTierMultiplier(tieredSkillId);
return `+${level * 50 * tierMult}`;
})()}
</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Prestige Attunement:</span>
<span className="text-green-300">+{(store.prestigeUpgrades.elementalAttune || 0) * 25}</span>
</div>
</div>
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Unlocked Elements:</span>
<span className="text-green-300">{Object.values(store.elements).filter(e => e.unlocked).length} / {Object.keys(ELEMENTS).length}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Elem. Crafting Bonus:</span>
<span className="text-green-300">×{fmtDec(1 + (store.skills.elemCrafting || 0) * 0.25, 2)}</span>
</div>
</div>
</div>
<Separator className="bg-gray-700 my-3" />
<div className="text-xs text-gray-400 mb-2">Elemental Mana Pools:</div>
<div className="grid grid-cols-4 sm:grid-cols-6 md:grid-cols-8 gap-2">
{Object.entries(store.elements)
.filter(([, state]) => state.unlocked)
.map(([id, state]) => {
const def = ELEMENTS[id];
return (
<div key={id} className="p-2 rounded border border-gray-700 bg-gray-800/50 text-center">
<div className="text-lg">{def?.sym}</div>
<div className="text-xs text-gray-400">{state.current}/{state.max}</div>
</div>
);
})}
</div>
</CardContent>
</Card>
{/* Active Upgrades */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs flex items-center gap-2">
<Star className="w-4 h-4" />
Active Skill Upgrades ({selectedUpgrades.length})
</CardTitle>
</CardHeader>
<CardContent>
{selectedUpgrades.length === 0 ? (
<div className="text-gray-500 text-sm">No skill upgrades selected yet. Level skills to 5 or 10 to choose upgrades.</div>
) : (
<div className="grid grid-cols-1 md:grid-cols-2 gap-2">
{selectedUpgrades.map(({ skillId, upgrade }) => (
<div key={upgrade.id} className="p-2 rounded border border-amber-600/30 bg-amber-900/10">
<div className="flex items-center justify-between">
<span className="text-amber-300 text-sm font-semibold">{upgrade.name}</span>
<Badge variant="outline" className="text-xs text-gray-400">
{SKILLS_DEF[skillId]?.name || skillId}
</Badge>
</div>
<div className="text-xs text-gray-400 mt-1">{upgrade.desc}</div>
{upgrade.effect.type === 'multiplier' && (
<div className="text-xs text-green-400 mt-1">
+{Math.round((upgrade.effect.value! - 1) * 100)}% {upgrade.effect.stat}
</div>
)}
{upgrade.effect.type === 'bonus' && (
<div className="text-xs text-blue-400 mt-1">
+{upgrade.effect.value} {upgrade.effect.stat}
</div>
)}
{upgrade.effect.type === 'special' && (
<div className="text-xs text-cyan-400 mt-1">
{upgrade.effect.specialDesc || 'Special effect active'}
</div>
)}
</div>
))}
</div>
)}
</CardContent>
</Card>
{/* Loop Stats */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-purple-400 game-panel-title text-xs flex items-center gap-2">
<RotateCcw className="w-4 h-4" />
Loop Stats
</CardTitle>
</CardHeader>
<CardContent>
<div className="grid grid-cols-2 md:grid-cols-4 gap-4">
<div className="p-3 bg-gray-800/50 rounded text-center">
<div className="text-2xl font-bold text-amber-400 game-mono">{store.loopCount}</div>
<div className="text-xs text-gray-400">Loops Completed</div>
</div>
<div className="p-3 bg-gray-800/50 rounded text-center">
<div className="text-2xl font-bold text-purple-400 game-mono">{fmt(store.insight)}</div>
<div className="text-xs text-gray-400">Current Insight</div>
</div>
<div className="p-3 bg-gray-800/50 rounded text-center">
<div className="text-2xl font-bold text-blue-400 game-mono">{fmt(store.totalInsight)}</div>
<div className="text-xs text-gray-400">Total Insight</div>
</div>
<div className="p-3 bg-gray-800/50 rounded text-center">
<div className="text-2xl font-bold text-green-400 game-mono">{store.maxFloorReached}</div>
<div className="text-xs text-gray-400">Max Floor</div>
</div>
</div>
<Separator className="bg-gray-700 my-3" />
<div className="grid grid-cols-2 md:grid-cols-4 gap-4">
<div className="p-3 bg-gray-800/50 rounded text-center">
<div className="text-xl font-bold text-gray-300 game-mono">{Object.values(store.spells).filter(s => s.learned).length}</div>
<div className="text-xs text-gray-400">Spells Learned</div>
</div>
<div className="p-3 bg-gray-800/50 rounded text-center">
<div className="text-xl font-bold text-gray-300 game-mono">{Object.values(store.skills).reduce((a, b) => a + b, 0)}</div>
<div className="text-xs text-gray-400">Total Skill Levels</div>
</div>
<div className="p-3 bg-gray-800/50 rounded text-center">
<div className="text-xl font-bold text-gray-300 game-mono">{fmt(store.totalManaGathered)}</div>
<div className="text-xs text-gray-400">Total Mana Gathered</div>
</div>
<div className="p-3 bg-gray-800/50 rounded text-center">
<div className="text-xl font-bold text-gray-300 game-mono">{store.memorySlots}</div>
<div className="text-xs text-gray-400">Memory Slots</div>
</div>
</div>
</CardContent>
</Card>
<ManaStatsSection
maxMana={manaStats.maxMana}
baseRegen={manaStats.baseRegen}
effectiveRegen={manaStats.effectiveRegen}
clickMana={manaStats.clickMana}
meditationMultiplier={manaStats.meditationMultiplier}
upgradeEffects={manaStats.upgradeEffects}
store={store}
elemMax={elemMax}
selectedUpgrades={selectedUpgrades}
/>
<CombatStatsSection
store={store}
activeSpellDef={combatStats.activeSpellDef}
pactMultiplier={combatStats.pactMultiplier}
/>
<PactStatusSection
store={store}
pactMultiplier={combatStats.pactMultiplier}
pactInsightMultiplier={combatStats.pactInsightMultiplier}
/>
<StudyStatsSection
studySpeedMult={studyStats.studySpeedMult}
studyCostMult={studyStats.studyCostMult}
store={store}
/>
<ElementStatsSection
store={store}
elemMax={elemMax}
/>
<ActiveUpgradesSection selectedUpgrades={selectedUpgrades} />
<LoopStatsSection store={store} />
</div>
);
}
@@ -0,0 +1,71 @@
'use client';
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
import { Star } from 'lucide-react';
import { Badge } from '@/components/ui/badge';
import { SKILLS_DEF } from '@/lib/game/constants';
import { SKILL_EVOLUTION_PATHS } from '@/lib/game/skill-evolution';
import type { SkillUpgradeChoice } from '@/lib/game/types';
interface ActiveUpgradesSectionProps {
selectedUpgrades: { skillId: string; upgrade: SkillUpgradeChoice }[];
}
export function ActiveUpgradesSection({ selectedUpgrades }: ActiveUpgradesSectionProps) {
if (selectedUpgrades.length === 0) {
return (
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs flex items-center gap-2">
<Star className="w-4 h-4" />
Active Skill Upgrades (0)
</CardTitle>
</CardHeader>
<CardContent>
<div className="text-gray-500 text-sm">No skill upgrades selected yet. Level skills to 5 or 10 to choose upgrades.</div>
</CardContent>
</Card>
);
}
return (
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs flex items-center gap-2">
<Star className="w-4 h-4" />
Active Skill Upgrades ({selectedUpgrades.length})
</CardTitle>
</CardHeader>
<CardContent>
<div className="grid grid-cols-1 md:grid-cols-2 gap-2">
{selectedUpgrades.map(({ skillId, upgrade }) => (
<div key={upgrade.id} className="p-2 rounded border border-amber-600/30 bg-amber-900/10">
<div className="flex items-center justify-between">
<span className="text-amber-300 text-sm font-semibold">{upgrade.name}</span>
<Badge variant="outline" className="text-xs text-gray-400">
{SKILLS_DEF[skillId]?.name || skillId}
</Badge>
</div>
<div className="text-xs text-gray-400 mt-1">{upgrade.desc}</div>
{upgrade.effect.type === 'multiplier' && (
<div className="text-xs text-green-400 mt-1">
+{Math.round((upgrade.effect.value! - 1) * 100)}% {upgrade.effect.stat}
</div>
)}
{upgrade.effect.type === 'bonus' && (
<div className="text-xs text-blue-400 mt-1">
+{upgrade.effect.value} {upgrade.effect.stat}
</div>
)}
{upgrade.effect.type === 'special' && (
<div className="text-xs text-cyan-400 mt-1">
{upgrade.effect.specialDesc || 'Special effect active'}
</div>
)}
</div>
))}
</div>
</CardContent>
</Card>
);
}
@@ -0,0 +1,76 @@
'use client';
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
import { Swords } from 'lucide-react';
import type { GameStore } from '@/lib/game/store';
import { fmt, fmtDec } from '@/lib/game/store';
import { getUnifiedEffects } from '@/lib/game/effects';
interface CombatStatsSectionProps {
store: GameStore;
activeSpellDef: any;
pactMultiplier: number;
}
export function CombatStatsSection({ store, activeSpellDef, pactMultiplier }: CombatStatsSectionProps) {
const upgradeEffects = getUnifiedEffects(store);
return (
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-red-400 game-panel-title text-xs flex items-center gap-2">
<Swords className="w-4 h-4" />
Combat Stats
</CardTitle>
</CardHeader>
<CardContent>
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Active Spell Base Damage:</span>
<span className="text-gray-200">{activeSpellDef?.dmg || 5}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Combat Training Bonus:</span>
<span className="text-red-300">+{(store.skills.combatTrain || 0) * 5}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Arcane Fury Multiplier:</span>
<span className="text-red-300">×{fmtDec(1 + (store.skills.arcaneFury || 0) * 0.1, 2)}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Elemental Mastery:</span>
<span className="text-red-300">×{fmtDec(1 + (store.skills.elementalMastery || 0) * 0.15, 2)}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Guardian Bane:</span>
<span className="text-red-300">×{fmtDec(1 + (store.skills.guardianBane || 0) * 0.2, 2)} (vs guardians)</span>
</div>
</div>
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Critical Hit Chance:</span>
<span className="text-amber-300">{((store.skills.precision || 0) * 5)}%</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Critical Multiplier:</span>
<span className="text-amber-300">1.5x</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Spell Echo Chance:</span>
<span className="text-amber-300">{((store.skills.spellEcho || 0) * 10)}%</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Pact Multiplier:</span>
<span className="text-amber-300">×{fmtDec(pactMultiplier, 2)}</span>
</div>
<div className="flex justify-between text-sm font-semibold border-t border-gray-700 pt-2">
<span className="text-gray-300">Total Damage:</span>
<span className="text-red-400">{fmt(store.activeSpell ? activeSpellDef?.dmg * pactMultiplier : 0)}</span>
</div>
</div>
</div>
</CardContent>
</Card>
);
}
@@ -0,0 +1,77 @@
'use client';
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
import { Separator } from '@/components/ui/separator';
import { FlaskConical } from 'lucide-react';
import { ELEMENTS } from '@/lib/game/constants';
import { getTierMultiplier } from '@/lib/game/skill-evolution';
import { fmt, fmtDec } from '@/lib/game/store';
interface ElementStatsSectionProps {
store: any;
elemMax: number;
}
export function ElementStatsSection({ store, elemMax }: ElementStatsSectionProps) {
const getElemAttunementBonus = () => {
const ea = store.skillTiers?.elemAttune || 1;
const tieredSkillId = ea > 1 ? `elemAttune_t${ea}` : 'elemAttune';
const level = store.skills[tieredSkillId] || store.skills.elemAttune || 0;
const tierMult = getTierMultiplier(tieredSkillId);
return level * 50 * tierMult;
};
return (
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-green-400 game-panel-title text-xs flex items-center gap-2">
<FlaskConical className="w-4 h-4" />
Element Stats
</CardTitle>
</CardHeader>
<CardContent>
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Element Capacity:</span>
<span className="text-green-300">{elemMax}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Elem. Attunement Bonus:</span>
<span className="text-green-300">+{getElemAttunementBonus()}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Prestige Attunement:</span>
<span className="text-green-300">+{(store.prestigeUpgrades.elementalAttune || 0) * 25}</span>
</div>
</div>
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Unlocked Elements:</span>
<span className="text-green-300">{Object.values(store.elements).filter((e: any) => e.unlocked).length} / {Object.keys(ELEMENTS).length}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Elem. Crafting Bonus:</span>
<span className="text-green-300">×{fmtDec(1 + (store.skills.elemCrafting || 0) * 0.25, 2)}</span>
</div>
</div>
</div>
<Separator className="bg-gray-700 my-3" />
<div className="text-xs text-gray-400 mb-2">Elemental Mana Pools:</div>
<div className="grid grid-cols-4 sm:grid-cols-6 md:grid-cols-8 gap-2">
{Object.entries(store.elements)
.filter(([, state]: [string, any]) => state.unlocked)
.map(([id, state]: [string, any]) => {
const def = ELEMENTS[id];
return (
<div key={id} className="p-2 rounded border border-gray-700 bg-gray-800/50 text-center">
<div className="text-lg">{def?.sym}</div>
<div className="text-xs text-gray-400">{state.current}/{state.max}</div>
</div>
);
})}
</div>
</CardContent>
</Card>
);
}
@@ -0,0 +1,65 @@
'use client';
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
import { Separator } from '@/components/ui/separator';
import { RotateCcw } from 'lucide-react';
import { fmt } from '@/lib/game/store';
interface LoopStatsSectionProps {
store: any;
}
export function LoopStatsSection({ store }: LoopStatsSectionProps) {
const spellsLearned = Object.values(store.spells as Record<string, { learned: boolean }>).filter((s) => s.learned).length;
const totalSkillLevels = Object.values(store.skills as Record<string, number>).reduce((a: number, b: number) => a + b, 0);
return (
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-purple-400 game-panel-title text-xs flex items-center gap-2">
<RotateCcw className="w-4 h-4" />
Loop Stats
</CardTitle>
</CardHeader>
<CardContent>
<div className="grid grid-cols-2 md:grid-cols-4 gap-4">
<div className="p-3 bg-gray-800/50 rounded text-center">
<div className="text-2xl font-bold text-amber-400 game-mono">{store.loopCount}</div>
<div className="text-xs text-gray-400">Loops Completed</div>
</div>
<div className="p-3 bg-gray-800/50 rounded text-center">
<div className="text-2xl font-bold text-purple-400 game-mono">{fmt(store.insight)}</div>
<div className="text-xs text-gray-400">Current Insight</div>
</div>
<div className="p-3 bg-gray-800/50 rounded text-center">
<div className="text-2xl font-bold text-blue-400 game-mono">{fmt(store.totalInsight)}</div>
<div className="text-xs text-gray-400">Total Insight</div>
</div>
<div className="p-3 bg-gray-800/50 rounded text-center">
<div className="text-2xl font-bold text-green-400 game-mono">{store.maxFloorReached}</div>
<div className="text-xs text-gray-400">Max Floor</div>
</div>
</div>
<Separator className="bg-gray-700 my-3" />
<div className="grid grid-cols-2 md:grid-cols-4 gap-4">
<div className="p-3 bg-gray-800/50 rounded text-center">
<div className="text-xl font-bold text-gray-300 game-mono">{spellsLearned}</div>
<div className="text-xs text-gray-400">Spells Learned</div>
</div>
<div className="p-3 bg-gray-800/50 rounded text-center">
<div className="text-xl font-bold text-gray-300 game-mono">{totalSkillLevels}</div>
<div className="text-xs text-gray-400">Total Skill Levels</div>
</div>
<div className="p-3 bg-gray-800/50 rounded text-center">
<div className="text-xl font-bold text-gray-300 game-mono">{fmt(store.totalManaGathered)}</div>
<div className="text-xs text-gray-400">Total Mana Gathered</div>
</div>
<div className="p-3 bg-gray-800/50 rounded text-center">
<div className="text-xl font-bold text-gray-300 game-mono">{store.memorySlots}</div>
<div className="text-xs text-gray-400">Memory Slots</div>
</div>
</div>
</CardContent>
</Card>
);
}
@@ -0,0 +1,241 @@
'use client';
import { fmt, fmtDec } from '@/lib/game/store';
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
import { Droplet } from 'lucide-react';
import type { SkillUpgradeChoice } from '@/lib/game/types';
interface ManaStatsSectionProps {
maxMana: number;
baseRegen: number;
effectiveRegen: number;
clickMana: number;
meditationMultiplier: number;
upgradeEffects: any;
store: any;
elemMax: number;
selectedUpgrades: { skillId: string; upgrade: SkillUpgradeChoice }[];
}
export function ManaStatsSection({
maxMana,
baseRegen,
effectiveRegen,
clickMana,
meditationMultiplier,
upgradeEffects,
store,
elemMax,
selectedUpgrades,
}: ManaStatsSectionProps) {
const getTierMultiplier = (skillId: string) => {
// Simplified - import from skill-evolution in real implementation
return 1;
};
return (
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-blue-400 game-panel-title text-xs flex items-center gap-2">
<Droplet className="w-4 h-4" />
Mana Stats
</CardTitle>
</CardHeader>
<CardContent>
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Base Max Mana:</span>
<span className="text-gray-200">100</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Mana Well Bonus:</span>
<span className="text-blue-300">
{(() => {
const mw = store.skillTiers?.manaWell || 1;
const tieredSkillId = mw > 1 ? `manaWell_t${mw}` : 'manaWell';
const level = store.skills[tieredSkillId] || store.skills.manaWell || 0;
const tierMult = getTierMultiplier(tieredSkillId);
return `+${fmt(level * 100 * tierMult)} (${level} lvl × 100 × ${tierMult}x tier)`;
})()}
</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Prestige Mana Well:</span>
<span className="text-blue-300">+{fmt((store.prestigeUpgrades.manaWell || 0) * 500)}</span>
</div>
{upgradeEffects.maxManaBonus > 0 && (
<div className="flex justify-between text-sm">
<span className="text-amber-400">Upgrade Mana Bonus:</span>
<span className="text-amber-300">+{fmt(upgradeEffects.maxManaBonus)}</span>
</div>
)}
{upgradeEffects.maxManaMultiplier > 1 && (
<div className="flex justify-between text-sm">
<span className="text-amber-400">Upgrade Mana Multiplier:</span>
<span className="text-amber-300">×{fmtDec(upgradeEffects.maxManaMultiplier, 2)}</span>
</div>
)}
<div className="flex justify-between text-sm font-semibold border-t border-gray-700 pt-2">
<span className="text-gray-300">Total Max Mana:</span>
<span className="text-blue-400">{fmt(maxMana)}</span>
</div>
</div>
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Base Regen:</span>
<span className="text-gray-200">2/hr</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Mana Flow Bonus:</span>
<span className="text-blue-300">
{(() => {
const mf = store.skillTiers?.manaFlow || 1;
const tieredSkillId = mf > 1 ? `manaFlow_t${mf}` : 'manaFlow';
const level = store.skills[tieredSkillId] || store.skills.manaFlow || 0;
const tierMult = getTierMultiplier(tieredSkillId);
return `+${fmtDec(level * 1 * tierMult)}/hr (${level} lvl × 1 × ${tierMult}x tier)`;
})()}
</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Mana Spring Bonus:</span>
<span className="text-blue-300">+{(store.skills.manaSpring || 0) * 2}/hr</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Prestige Mana Flow:</span>
<span className="text-blue-300">+{fmtDec((store.prestigeUpgrades.manaFlow || 0) * 0.5)}/hr</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Temporal Echo:</span>
<span className="text-blue-300">×{fmtDec(1 + (store.prestigeUpgrades.temporalEcho || 0) * 0.1, 2)}</span>
</div>
<div className="flex justify-between text-sm font-semibold border-t border-gray-700 pt-2">
<span className="text-gray-300">Base Regen:</span>
<span className="text-blue-400">{fmtDec(baseRegen, 2)}/hr</span>
</div>
{upgradeEffects.regenBonus > 0 && (
<div className="flex justify-between text-sm">
<span className="text-amber-400">Upgrade Regen Bonus:</span>
<span className="text-amber-300">+{fmtDec(upgradeEffects.regenBonus, 2)}/hr</span>
</div>
)}
{upgradeEffects.permanentRegenBonus > 0 && (
<div className="flex justify-between text-sm">
<span className="text-amber-400">Permanent Regen Bonus:</span>
<span className="text-amber-300">+{fmtDec(upgradeEffects.permanentRegenBonus, 2)}/hr</span>
</div>
)}
{upgradeEffects.regenMultiplier > 1 && (
<div className="flex justify-between text-sm">
<span className="text-amber-400">Upgrade Regen Multiplier:</span>
<span className="text-amber-300">×{fmtDec(upgradeEffects.regenMultiplier, 2)}</span>
</div>
)}
</div>
</div>
<div className="grid grid-cols-1 md:grid-cols-2 gap-4 mt-4">
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Click Mana Value:</span>
<span className="text-purple-300">+{clickMana}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Mana Tap Bonus:</span>
<span className="text-purple-300">+{store.skills.manaTap || 0}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Mana Surge Bonus:</span>
<span className="text-purple-300">+{(store.skills.manaSurge || 0) * 3}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Mana Overflow:</span>
<span className="text-purple-300">×{fmtDec(1 + (store.skills.manaOverflow || 0) * 0.25, 2)}</span>
</div>
</div>
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Meditation Multiplier:</span>
<span className={`font-semibold ${meditationMultiplier > 1.5 ? 'text-purple-400' : 'text-gray-300'}`}>
{fmtDec(meditationMultiplier, 2)}x
</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Incursion Strength:</span>
<span className="text-red-400">{Math.round(upgradeEffects.incursionStrength * 100)}%</span>
</div>
<div className="flex justify-between text-sm font-semibold border-t border-gray-700 pt-2">
<span className="text-gray-300">Effective Regen:</span>
<span className="text-green-400 font-semibold">{fmtDec(effectiveRegen, 2)}/hr</span>
</div>
</div>
</div>
{/* Special Effects */}
{(upgradeEffects.hasSteadyStream || upgradeEffects.hasManaTorrent ||
upgradeEffects.hasDesperateWells || upgradeEffects.manaCascadeBonus > 0 ||
upgradeEffects.manaWaterfallBonus > 0) && (
<>
<div className="mt-3 mb-2"><span className="text-xs text-amber-400 game-panel-title">Special Effects</span></div>
<div className="grid grid-cols-1 md:grid-cols-2 gap-2">
{upgradeEffects.hasSteadyStream && (
<div className="flex justify-between text-xs bg-gray-800/50 rounded px-2 py-1">
<span className="text-gray-300">Steady Stream:</span>
<span className="text-green-400">Immune to incursion</span>
</div>
)}
{upgradeEffects.manaCascadeBonus > 0 && (
<div className="flex justify-between text-xs bg-gray-800/50 rounded px-2 py-1">
<span className="text-gray-300">Mana Cascade:</span>
<span className="text-cyan-400">+{fmtDec(upgradeEffects.manaCascadeBonus, 2)}/hr</span>
</div>
)}
{upgradeEffects.manaWaterfallBonus > 0 && (
<div className="flex justify-between text-xs bg-gray-800/50 rounded px-2 py-1">
<span className="text-gray-300">Mana Waterfall:</span>
<span className="text-cyan-400">+{fmtDec(upgradeEffects.manaWaterfallBonus, 2)}/hr</span>
</div>
)}
{upgradeEffects.hasFlowSurge && (
<div className="flex justify-between text-xs bg-gray-800/50 rounded px-2 py-1">
<span className="text-gray-300">Flow Surge:</span>
<span className="text-cyan-400">Clicks +100% regen for 1hr</span>
</div>
)}
{upgradeEffects.hasManaOverflow && (
<div className="flex justify-between text-xs bg-gray-800/50 rounded px-2 py-1">
<span className="text-gray-300">Mana Overflow:</span>
<span className="text-cyan-400">Raw can exceed max by 20%</span>
</div>
)}
{upgradeEffects.hasEternalFlow && (
<div className="flex justify-between text-xs bg-gray-800/50 rounded px-2 py-1">
<span className="text-gray-300">Eternal Flow:</span>
<span className="text-green-400">Regen immune to ALL penalties</span>
</div>
)}
{upgradeEffects.hasManaTorrent && upgradeEffects.rawMana > maxMana * 0.75 && (
<div className="flex justify-between text-xs bg-gray-800/50 rounded px-2 py-1">
<span className="text-gray-300">Mana Torrent:</span>
<span className="text-cyan-400">+50% regen (high mana)</span>
</div>
)}
{upgradeEffects.hasDesperateWells && upgradeEffects.rawMana < maxMana * 0.25 && (
<div className="flex justify-between text-xs bg-gray-800/50 rounded px-2 py-1">
<span className="text-gray-300">Desperate Wells:</span>
<span className="text-cyan-400">+50% regen (low mana)</span>
</div>
)}
</div>
</>
)}
{/* Element Max */}
<div className="mt-3 pt-3 border-t border-gray-700">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Element Capacity:</span>
<span className="text-green-300">{elemMax}</span>
</div>
</div>
</CardContent>
</Card>
);
}
@@ -0,0 +1,74 @@
'use client';
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
import { Trophy } from 'lucide-react';
import { fmtDec } from '@/lib/game/store';
import { ELEMENTS } from '@/lib/game/constants';
interface PactStatusSectionProps {
store: any;
pactMultiplier: number;
pactInsightMultiplier: number;
}
export function PactStatusSection({ store, pactMultiplier, pactInsightMultiplier }: PactStatusSectionProps) {
const pactInterferenceMitigation = store.pactInterferenceMitigation || 0;
return (
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs flex items-center gap-2">
<Trophy className="w-4 h-4" />
Pact Status
</CardTitle>
</CardHeader>
<CardContent>
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Pact Slots:</span>
<span className="text-amber-300">{store.signedPacts.length} / {1 + (store.prestigeUpgrades.pactCapacity || 0)}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Damage Multiplier:</span>
<span className="text-amber-300">×{fmtDec(pactMultiplier, 2)}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Insight Multiplier:</span>
<span className="text-purple-300">×{fmtDec(pactInsightMultiplier, 2)}</span>
</div>
{store.signedPacts.length > 1 && (
<>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Interference Mitigation:</span>
<span className="text-green-300">{Math.min(pactInterferenceMitigation, 5) * 10}%</span>
</div>
{pactInterferenceMitigation >= 5 && (
<div className="flex justify-between text-sm">
<span className="text-cyan-400">Synergy Bonus:</span>
<span className="text-cyan-300">+{(pactInterferenceMitigation - 5) * 10}%</span>
</div>
)}
</>
)}
</div>
<div className="space-y-2">
<div className="text-sm text-gray-400 mb-2">Unlocked Mana Types:</div>
<div className="flex flex-wrap gap-1">
{Object.keys(store.elements).map((id) => {
const state = store.elements[id];
if (!state.unlocked) return null;
const elem = ELEMENTS[id];
return (
<span key={id} className="px-2 py-1 text-xs rounded border" style={{ borderColor: elem?.color, color: elem?.color }}>
{elem?.sym} {elem?.name}
</span>
);
})}
</div>
</div>
</div>
</CardContent>
</Card>
);
}
@@ -0,0 +1,54 @@
'use client';
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
import { BookOpen } from 'lucide-react';
import { fmtDec } from '@/lib/game/store';
interface StudyStatsSectionProps {
studySpeedMult: number;
studyCostMult: number;
store: any;
}
export function StudyStatsSection({ studySpeedMult, studyCostMult, store }: StudyStatsSectionProps) {
return (
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-purple-400 game-panel-title text-xs flex items-center gap-2">
<BookOpen className="w-4 h-4" />
Study Stats
</CardTitle>
</CardHeader>
<CardContent>
<div className="grid grid-cols-1 md:grid-cols-3 gap-4">
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Study Speed:</span>
<span className="text-purple-300">×{fmtDec(studySpeedMult, 2)}</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Quick Learner Bonus:</span>
<span className="text-purple-300">+{((store.skills.quickLearner || 0) * 10)}%</span>
</div>
</div>
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Study Cost:</span>
<span className="text-purple-300">{Math.round(studyCostMult * 100)}%</span>
</div>
<div className="flex justify-between text-sm">
<span className="text-gray-400">Focused Mind Bonus:</span>
<span className="text-purple-300">-{((store.skills.focusedMind || 0) * 5)}%</span>
</div>
</div>
<div className="space-y-2">
<div className="flex justify-between text-sm">
<span className="text-gray-400">Progress Retention:</span>
<span className="text-purple-300">{Math.round((1 + (store.skills.knowledgeRetention || 0) * 0.2) * 100)}%</span>
</div>
</div>
</div>
</CardContent>
</Card>
);
}
@@ -1,33 +1,28 @@
'use client';
import { useState, useMemo } from 'react';
import { Button } from '@/components/ui/button';
import { Progress } from '@/components/ui/progress';
import { GameCard } from '@/components/ui/game-card';
import { SectionHeader } from '@/components/ui/section-header';
import { StatRow } from '@/components/ui/stat-row';
import { ActionButton } from '@/components/ui/action-button';
import { Badge } from '@/components/ui/badge';
import { ScrollArea } from '@/components/ui/scroll-area';
import { Separator } from '@/components/ui/separator';
import { Tooltip, TooltipContent, TooltipProvider, TooltipTrigger } from '@/components/ui/tooltip';
import { AlertCircle, Wand2, Scroll, Trash2, Plus, Minus, Check } from 'lucide-react';
import { EQUIPMENT_TYPES } from '@/lib/game/data/equipment';
import { ENCHANTMENT_EFFECTS, calculateEffectCapacityCost } from '@/lib/game/data/enchantment-effects';
import type { EquipmentInstance, EnchantmentDesign, DesignEffect, EquipmentCraftingProgress, EquipmentCategory } from '@/lib/game/types';
import { fmt, type GameStore } from '@/lib/game/store';
export interface EnchantmentDesignerProps {
store: GameStore;
selectedEquipmentType: string | null;
setSelectedEquipmentType: (type: string | null) => void;
selectedEffects: DesignEffect[];
setSelectedEffects: (effects: DesignEffect[]) => void;
designName: string;
setDesignName: (name: string) => void;
selectedDesign: string | null;
setSelectedDesign: (id: string | null) => void;
}
import { ENCHANTMENT_EFFECTS } from '@/lib/game/data/enchantment-effects';
import type { EquipmentInstance, EnchantmentDesign, DesignEffect, EquipmentCraftingProgress } from '@/lib/game/types';
import { type GameStore } from '@/lib/game/store';
import type { EnchantmentDesignerProps } from './EnchantmentDesigner/types';
import { EquipmentTypeSelector } from './EnchantmentDesigner/EquipmentTypeSelector';
import { EffectSelector } from './EnchantmentDesigner/EffectSelector';
import { SavedDesigns } from './EnchantmentDesigner/SavedDesigns';
import { DesignForm } from './EnchantmentDesigner/DesignForm';
import {
getAvailableEffects,
getIncompatibleEffects,
getOwnedEquipmentTypes,
getIncompatibilityReason,
calculateDesignCapacityCost,
getEquipmentCapacity,
calculateDesignTime,
addEffectToDesign,
removeEffectFromDesign,
} from './EnchantmentDesigner/utils';
export function EnchantmentDesigner({
store,
@@ -52,55 +47,23 @@ export function EnchantmentDesigner({
const efficiencyBonus = (skills.efficientEnchant || 0) * 0.05;
// Calculate total capacity cost for current design
const designCapacityCost = selectedEffects.reduce(
(total, eff) => total + calculateEffectCapacityCost(eff.effectId, eff.stacks, efficiencyBonus),
0
);
const designCapacityCost = calculateDesignCapacityCost(selectedEffects, efficiencyBonus);
// Get capacity limit for selected equipment type
const selectedEquipmentCapacity = selectedEquipmentType ? EQUIPMENT_TYPES[selectedEquipmentType]?.baseCapacity || 0 : 0;
const selectedEquipmentCapacity = getEquipmentCapacity(selectedEquipmentType);
const isOverCapacity = selectedEquipmentType ? designCapacityCost > selectedEquipmentCapacity : false;
// Calculate design time
const designTime = selectedEffects.reduce((total, eff) => total + 0.5 * eff.stacks, 1);
const designTime = calculateDesignTime(selectedEffects);
// Add effect to design
const addEffect = (effectId: string) => {
const existing = selectedEffects.find(e => e.effectId === effectId);
const effectDef = ENCHANTMENT_EFFECTS[effectId];
if (!effectDef) return;
if (existing) {
if (existing.stacks < effectDef.maxStacks) {
setSelectedEffects(selectedEffects.map(e =>
e.effectId === effectId
? { ...e, stacks: e.stacks + 1 }
: e
));
}
} else {
setSelectedEffects([...selectedEffects, {
effectId,
stacks: 1,
capacityCost: calculateEffectCapacityCost(effectId, 1, efficiencyBonus),
}]);
}
addEffectToDesign(effectId, selectedEffects, efficiencyBonus, setSelectedEffects);
};
// Remove effect from design
const removeEffect = (effectId: string) => {
const existing = selectedEffects.find(e => e.effectId === effectId);
if (!existing) return;
if (existing.stacks > 1) {
setSelectedEffects(selectedEffects.map(e =>
e.effectId === effectId
? { ...e, stacks: e.stacks - 1 }
: e
));
} else {
setSelectedEffects(selectedEffects.filter(e => e.effectId !== effectId));
}
removeEffectFromDesign(effectId, selectedEffects, setSelectedEffects);
};
// Create design
@@ -117,331 +80,73 @@ export function EnchantmentDesigner({
};
// Get available effects for selected equipment type (only unlocked ones)
const getAvailableEffects = () => {
if (!selectedEquipmentType) return [];
const type = EQUIPMENT_TYPES[selectedEquipmentType];
if (!type) return [];
return Object.values(ENCHANTMENT_EFFECTS).filter(
effect =>
effect.allowedEquipmentCategories.includes(type.category) &&
unlockedEffects.includes(effect.id)
);
};
const availableEffects = getAvailableEffects(selectedEquipmentType, unlockedEffects);
// Get incompatible effects (unlocked but not for this equipment type)
// Requirement (task3 bug #7): Show incompatible enchantments in greyed-out "Unavailable" section
const getIncompatibleEffects = () => {
if (!selectedEquipmentType) return [];
const type = EQUIPMENT_TYPES[selectedEquipmentType];
if (!type) return [];
return Object.values(ENCHANTMENT_EFFECTS).filter(
effect =>
!effect.allowedEquipmentCategories.includes(type.category) &&
unlockedEffects.includes(effect.id)
);
};
const incompatibleEffects = getIncompatibleEffects(selectedEquipmentType, unlockedEffects);
// Get equipment types that the player actually owns (has instances of)
// This ensures enchantment compatibility is based on owned items, not just blueprints
const getOwnedEquipmentTypes = () => {
// Get all unique equipment type IDs from owned instances
const ownedEquipmentTypeIds = new Set<string>();
// Check all equipment instances the player owns
for (const instance of Object.values(store.equipmentInstances)) {
ownedEquipmentTypeIds.add(instance.typeId);
}
// Filter EQUIPMENT_TYPES to only include types the player owns
return Object.values(EQUIPMENT_TYPES).filter(type => ownedEquipmentTypeIds.has(type.id));
};
const ownedEquipmentTypes = getOwnedEquipmentTypes();
const availableEffects = getAvailableEffects();
const incompatibleEffects = getIncompatibleEffects();
const ownedEquipmentTypes = getOwnedEquipmentTypes(store);
// Get the reason why an effect is incompatible
const getIncompatibilityReason = (effect: typeof ENCHANTMENT_EFFECTS[string]): string => {
if (!selectedEquipmentType) return 'No equipment selected';
const type = EQUIPMENT_TYPES[selectedEquipmentType];
if (!type) return 'Unknown equipment type';
// Check what categories this effect is allowed for
const allowedCategories = effect.allowedEquipmentCategories;
const equipmentCategory = type.category;
if (allowedCategories.includes(equipmentCategory)) {
return 'Compatible';
}
// Provide specific reasons
if (allowedCategories.includes('weapon' as EquipmentCategory) && equipmentCategory !== 'sword' && equipmentCategory !== 'caster' && equipmentCategory !== 'catalyst') {
return `Requires a weapon (${allowedCategories.filter(c => ['sword', 'caster', 'catalyst'].includes(c)).join(', ')})`;
}
return `Requires ${allowedCategories.join(' or ')} equipment`;
const getIncompatibilityReasonWrapper = (effect: { id: string; name: string; description: string; allowedEquipmentCategories: any[] }) => {
return getIncompatibilityReason(effect, selectedEquipmentType);
};
// Render stage
return (
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
{/* Equipment Type Selection */}
<GameCard variant="default">
<SectionHeader title="1. Select Equipment Type" />
{designProgress ? (
<div className="space-y-3">
<div className="text-sm text-[var(--text-secondary)]">
Designing for: {EQUIPMENT_TYPES[designProgress.equipmentType]?.name}
</div>
<div className="text-sm font-semibold text-[var(--mana-light)]">{designProgress.name}</div>
<Progress
value={(designProgress.progress / designProgress.required) * 100}
className="h-3 bg-[var(--bg-sunken)]"
/>
<div className="flex justify-between text-xs text-[var(--text-muted)]">
<span>{designProgress.progress.toFixed(1)}h / {designProgress.required.toFixed(1)}h</span>
<ActionButton size="sm" variant="outline" onClick={cancelDesign}>Cancel</ActionButton>
</div>
</div>
) : (
<ScrollArea className="h-64">
<div className="grid grid-cols-2 gap-2">
{ownedEquipmentTypes.map(type => (
<div
key={type.id}
className={`p-2 rounded border cursor-pointer transition-all
${selectedEquipmentType === type.id
? 'border-[var(--mana-light)] bg-[var(--mana-light)]/10'
: 'border-[var(--border-default)] bg-[var(--bg-sunken)]/50 hover:border-[var(--border-default)]'
}`}
onClick={() => setSelectedEquipmentType(type.id)}
role="button"
tabIndex={0}
aria-label={`Select ${type.name}`}
>
<div className="text-sm font-semibold text-[var(--text-primary)]">{type.name}</div>
<div className="text-xs text-[var(--text-muted)]">Cap: {type.baseCapacity}</div>
</div>
))}
</div>
{ownedEquipmentTypes.length === 0 && (
<div className="text-center text-[var(--text-muted)] py-4 text-sm">
No equipment blueprints owned. Craft or find equipment blueprints first.
</div>
)}
</ScrollArea>
)}
</GameCard>
<EquipmentTypeSelector
ownedEquipmentTypes={ownedEquipmentTypes}
selectedEquipmentType={selectedEquipmentType}
setSelectedEquipmentType={setSelectedEquipmentType}
designProgress={designProgress}
cancelDesign={cancelDesign}
/>
{/* Effect Selection */}
<GameCard variant="default">
<SectionHeader title="2. Select Effects" />
{enchantingLevel < 1 ? (
<div className="text-center text-[var(--text-muted)] py-8">
<Wand2 className="w-12 h-12 mx-auto mb-2 opacity-50 text-[var(--text-disabled)]" />
<p>Learn Enchanting skill to design enchantments</p>
</div>
) : designProgress ? (
<div className="space-y-2">
<div className="text-sm text-[var(--text-secondary)]">Design in progress...</div>
{designProgress.effects.map(eff => {
const def = ENCHANTMENT_EFFECTS[eff.effectId];
return (
<div key={eff.effectId} className="flex justify-between text-sm text-[var(--text-primary)]">
<span>{def?.name} x{eff.stacks}</span>
<span className="text-[var(--text-muted)]">{eff.capacityCost} cap</span>
</div>
);
})}
</div>
) : !selectedEquipmentType ? (
<div className="text-center text-[var(--text-muted)] py-8">
Select an equipment type first
</div>
) : (
<EffectSelector
selectedEquipmentType={selectedEquipmentType}
selectedEffects={selectedEffects}
setSelectedEffects={setSelectedEffects}
availableEffects={availableEffects}
incompatibleEffects={incompatibleEffects}
enchantingLevel={enchantingLevel}
efficiencyBonus={efficiencyBonus}
designProgress={designProgress}
addEffect={addEffect}
removeEffect={removeEffect}
getIncompatibilityReason={getIncompatibilityReasonWrapper}
/>
{/* Selected effects summary - only show when not in design progress and equipment type is selected */}
{!designProgress && selectedEquipmentType && (
<>
<ScrollArea className="h-48 mb-4">
<div className="space-y-2">
{/* Compatible Effects */}
{availableEffects.map(effect => {
const selected = selectedEffects.find(e => e.effectId === effect.id);
const cost = calculateEffectCapacityCost(effect.id, (selected?.stacks || 0) + 1, efficiencyBonus);
return (
<div
key={effect.id}
className={`p-2 rounded border transition-all
${selected
? 'border-[var(--mana-stellar)] bg-[var(--mana-stellar)]/10'
: 'border-[var(--border-default)] bg-[var(--bg-sunken)]/50'
}`}
>
<div className="flex justify-between items-start">
<div className="flex-1">
<div className="text-sm font-semibold text-[var(--text-primary)]">{effect.name}</div>
<div className="text-xs text-[var(--text-muted)]">{effect.description}</div>
<div className="text-xs text-[var(--text-disabled)] mt-1">
Cost: {effect.baseCapacityCost} cap | Max: {effect.maxStacks}
</div>
</div>
<div className="flex gap-1">
{selected && (
<ActionButton
size="sm"
variant="outline"
className="h-6 w-6 p-0"
onClick={() => removeEffect(effect.id)}
>
<Minus className="w-3 h-3" />
</ActionButton>
)}
<ActionButton
size="sm"
variant="outline"
className="h-6 w-6 p-0"
onClick={() => addEffect(effect.id)}
disabled={!selected && selectedEffects.length >= 5}
>
<Plus className="w-3 h-3" />
</ActionButton>
</div>
</div>
{selected && (
<Badge variant="outline" className="mt-1 text-xs border-[var(--mana-stellar)] text-[var(--mana-stellar)]">
{selected.stacks}/{effect.maxStacks}
</Badge>
)}
</div>
);
})}
{/* Incompatible Effects - Requirement: greyed-out "Unavailable" section with tooltips */}
{incompatibleEffects.length > 0 && (
<>
<Separator className="bg-[var(--border-subtle)] my-2" />
<div className="text-xs font-semibold text-[var(--text-disabled)] uppercase tracking-wider mb-2">
Unavailable
</div>
{incompatibleEffects.map(effect => {
const reason = getIncompatibilityReason(effect);
return (
<TooltipProvider key={effect.id}>
<Tooltip>
<TooltipTrigger asChild>
<div
className="p-2 rounded border border-[var(--border-subtle)] bg-[var(--bg-sunken)]/30 opacity-50 cursor-not-allowed"
>
<div className="flex justify-between items-start">
<div className="flex-1">
<div className="text-sm font-semibold text-[var(--text-disabled)]">{effect.name}</div>
<div className="text-xs text-[var(--text-disabled)]">{effect.description}</div>
</div>
<AlertCircle size={14} className="text-[var(--text-disabled)]" />
</div>
</div>
</TooltipTrigger>
<TooltipContent className="bg-[var(--bg-elevated)] border-[var(--border-default)] text-[var(--text-primary)]">
<p className="font-semibold">Incompatible Effect</p>
<p className="text-xs text-[var(--text-muted)] mt-1">{reason}</p>
</TooltipContent>
</Tooltip>
</TooltipProvider>
);
})}
</>
)}
</div>
</ScrollArea>
{/* Selected effects summary */}
<Separator className="bg-[var(--border-subtle)] my-2" />
<div className="space-y-2">
<input
type="text"
placeholder="Design name..."
value={designName}
onChange={(e) => setDesignName(e.target.value)}
className="w-full bg-[var(--bg-sunken)] border border-[var(--border-default)] rounded px-3 py-2 text-sm text-[var(--text-primary)] placeholder:text-[var(--text-disabled)] focus:outline-none focus:border-[var(--border-focus)]"
aria-label="Design name"
/>
<StatRow
label="Total Capacity:"
value={
<span className={isOverCapacity ? 'text-[var(--color-danger)]' : 'text-[var(--color-success)]'}>
{designCapacityCost.toFixed(0)} / {selectedEquipmentCapacity}
</span>
}
/>
<StatRow
label="Design Time:"
value={`${designTime.toFixed(1)}h`}
highlight="default"
/>
<ActionButton
className="w-full"
disabled={!designName || selectedEffects.length === 0 || isOverCapacity}
onClick={handleCreateDesign}
>
{isOverCapacity ? 'Over Capacity!' : `Start Design (${designTime.toFixed(1)}h)`}
</ActionButton>
</div>
<DesignForm
designName={designName}
setDesignName={setDesignName}
selectedEffects={selectedEffects}
designCapacityCost={designCapacityCost}
selectedEquipmentCapacity={selectedEquipmentCapacity}
isOverCapacity={isOverCapacity}
designTime={designTime}
selectedEquipmentType={selectedEquipmentType}
handleCreateDesign={handleCreateDesign}
/>
</>
)}
</GameCard>
{/* Saved Designs */}
<GameCard variant="default" className="lg:col-span-2">
<SectionHeader title={`Saved Designs (${enchantmentDesigns.length})`} />
{enchantmentDesigns.length === 0 ? (
<div className="text-center text-[var(--text-muted)] py-4">
No saved designs yet
</div>
) : (
<div className="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 gap-3">
{enchantmentDesigns.map(design => (
<div
key={design.id}
className={`p-3 rounded border cursor-pointer transition-all
${selectedDesign === design.id
? 'border-[var(--mana-light)] bg-[var(--mana-light)]/10'
: 'border-[var(--border-default)] bg-[var(--bg-sunken)]/50 hover:border-[var(--border-default)]'
}`}
onClick={() => setSelectedDesign(design.id)}
role="button"
tabIndex={0}
aria-label={`Select design: ${design.name}`}
>
<div className="flex justify-between items-start">
<div>
<div className="font-semibold text-[var(--text-primary)]">{design.name}</div>
<div className="text-xs text-[var(--text-muted)]">
{EQUIPMENT_TYPES[design.equipmentType]?.name}
</div>
</div>
<ActionButton
size="sm"
variant="ghost"
className="h-6 w-6 p-0 text-[var(--text-muted)] hover:text-[var(--color-danger)]"
onClick={(e) => {
e.stopPropagation();
deleteDesign(design.id);
}}
aria-label={`Delete design: ${design.name}`}
>
<Trash2 className="w-4 h-4" />
</ActionButton>
</div>
<div className="mt-2 text-xs text-[var(--text-muted)]">
{design.effects.length} effects | {design.totalCapacityUsed} cap
</div>
</div>
))}
</div>
)}
</GameCard>
<SavedDesigns
enchantmentDesigns={enchantmentDesigns}
selectedDesign={selectedDesign}
setSelectedDesign={setSelectedDesign}
deleteDesign={deleteDesign}
/>
</div>
);
}
@@ -0,0 +1,52 @@
'use client';
import { ActionButton } from '@/components/ui/action-button';
import { StatRow } from '@/components/ui/stat-row';
import type { DesignFormProps } from './types';
export function DesignForm({
designName,
setDesignName,
selectedEffects,
designCapacityCost,
selectedEquipmentCapacity,
isOverCapacity,
designTime,
selectedEquipmentType,
handleCreateDesign,
}: DesignFormProps) {
return (
<div className="space-y-2">
<input
type="text"
placeholder="Design name..."
value={designName}
onChange={(e) => setDesignName(e.target.value)}
className="w-full bg-[var(--bg-sunken)] border border-[var(--border-default)] rounded px-3 py-2 text-sm text-[var(--text-primary)] placeholder:text-[var(--text-disabled)] focus:outline-none focus:border-[var(--border-focus)]"
aria-label="Design name"
/>
<StatRow
label="Total Capacity:"
value={
<span className={isOverCapacity ? 'text-[var(--color-danger)]' : 'text-[var(--color-success)]'}>
{designCapacityCost.toFixed(0)} / {selectedEquipmentCapacity}
</span>
}
/>
<StatRow
label="Design Time:"
value={`${designTime.toFixed(1)}h`}
highlight="default"
/>
<ActionButton
className="w-full"
disabled={!designName || selectedEffects.length === 0 || isOverCapacity}
onClick={handleCreateDesign}
>
{isOverCapacity ? 'Over Capacity!' : `Start Design (${designTime.toFixed(1)}h)`}
</ActionButton>
</div>
);
}
DesignForm.displayName = 'DesignForm';
@@ -0,0 +1,152 @@
'use client';
import { GameCard } from '@/components/ui/game-card';
import { SectionHeader } from '@/components/ui/section-header';
import { ActionButton } from '@/components/ui/action-button';
import { Badge } from '@/components/ui/badge';
import { ScrollArea } from '@/components/ui/scroll-area';
import { Separator } from '@/components/ui/separator';
import { Tooltip, TooltipContent, TooltipProvider, TooltipTrigger } from '@/components/ui/tooltip';
import { AlertCircle, Wand2, Plus, Minus } from 'lucide-react';
import { ENCHANTMENT_EFFECTS, calculateEffectCapacityCost } from '@/lib/game/data/enchantment-effects';
import type { EffectSelectorProps } from './types';
export function EffectSelector({
selectedEquipmentType,
selectedEffects,
setSelectedEffects,
availableEffects,
incompatibleEffects,
enchantingLevel,
efficiencyBonus,
designProgress,
addEffect,
removeEffect,
getIncompatibilityReason,
}: EffectSelectorProps) {
return (
<>
{enchantingLevel < 1 ? (
<div className="text-center text-[var(--text-muted)] py-8">
<Wand2 className="w-12 h-12 mx-auto mb-2 opacity-50 text-[var(--text-disabled)]" />
<p>Learn Enchanting skill to design enchantments</p>
</div>
) : designProgress ? (
<div className="space-y-2">
<div className="text-sm text-[var(--text-secondary)]">Design in progress...</div>
{designProgress.effects.map(eff => {
const def = ENCHANTMENT_EFFECTS[eff.effectId];
return (
<div key={eff.effectId} className="flex justify-between text-sm text-[var(--text-primary)]">
<span>{def?.name} x{eff.stacks}</span>
<span className="text-[var(--text-muted)]">{eff.capacityCost} cap</span>
</div>
);
})}
</div>
) : !selectedEquipmentType ? (
<div className="text-center text-[var(--text-muted)] py-8">
Select an equipment type first
</div>
) : (
<>
<ScrollArea className="h-48 mb-4">
<div className="space-y-2">
{/* Compatible Effects */}
{availableEffects.map(effect => {
const selected = selectedEffects.find(e => e.effectId === effect.id);
const cost = calculateEffectCapacityCost(effect.id, (selected?.stacks || 0) + 1, efficiencyBonus);
return (
<div
key={effect.id}
className={`p-2 rounded border transition-all
${selected
? 'border-[var(--mana-stellar)] bg-[var(--mana-stellar)]/10'
: 'border-[var(--border-default)] bg-[var(--bg-sunken)]/50'
}`}
>
<div className="flex justify-between items-start">
<div className="flex-1">
<div className="text-sm font-semibold text-[var(--text-primary)]">{effect.name}</div>
<div className="text-xs text-[var(--text-muted)]">{effect.description}</div>
<div className="text-xs text-[var(--text-disabled)] mt-1">
Cost: {effect.baseCapacityCost} cap | Max: {effect.maxStacks}
</div>
</div>
<div className="flex gap-1">
{selected && (
<ActionButton
size="sm"
variant="outline"
className="h-6 w-6 p-0"
onClick={() => removeEffect(effect.id)}
>
<Minus className="w-3 h-3" />
</ActionButton>
)}
<ActionButton
size="sm"
variant="outline"
className="h-6 w-6 p-0"
onClick={() => addEffect(effect.id)}
disabled={!selected && selectedEffects.length >= 5}
>
<Plus className="w-3 h-3" />
</ActionButton>
</div>
</div>
{selected && (
<Badge variant="outline" className="mt-1 text-xs border-[var(--mana-stellar)] text-[var(--mana-stellar)]">
{selected.stacks}/{effect.maxStacks}
</Badge>
)}
</div>
);
})}
{/* Incompatible Effects - Requirement: greyed-out "Unavailable" section with tooltips */}
{incompatibleEffects.length > 0 && (
<>
<Separator className="bg-[var(--border-subtle)] my-2" />
<div className="text-xs font-semibold text-[var(--text-disabled)] uppercase tracking-wider mb-2">
Unavailable
</div>
{incompatibleEffects.map(effect => {
const reason = getIncompatibilityReason(effect);
return (
<TooltipProvider key={effect.id}>
<Tooltip>
<TooltipTrigger asChild>
<div
className="p-2 rounded border border-[var(--border-subtle)] bg-[var(--bg-sunken)]/30 opacity-50 cursor-not-allowed"
>
<div className="flex justify-between items-start">
<div className="flex-1">
<div className="text-sm font-semibold text-[var(--text-disabled)]">{effect.name}</div>
<div className="text-xs text-[var(--text-disabled)]">{effect.description}</div>
</div>
<AlertCircle size={14} className="text-[var(--text-disabled)]" />
</div>
</div>
</TooltipTrigger>
<TooltipContent className="bg-[var(--bg-elevated)] border-[var(--border-default)] text-[var(--text-primary)]">
<p className="font-semibold">Incompatible Effect</p>
<p className="text-xs text-[var(--text-muted)] mt-1">{reason}</p>
</TooltipContent>
</Tooltip>
</TooltipProvider>
);
})}
</>
)}
</div>
</ScrollArea>
</>
)}
</>
);
}
EffectSelector.displayName = 'EffectSelector';
@@ -0,0 +1,67 @@
'use client';
import { GameCard } from '@/components/ui/game-card';
import { SectionHeader } from '@/components/ui/section-header';
import { ActionButton } from '@/components/ui/action-button';
import { Progress } from '@/components/ui/progress';
import { ScrollArea } from '@/components/ui/scroll-area';
import type { EquipmentTypeSelectorProps } from './types';
export function EquipmentTypeSelector({
ownedEquipmentTypes,
selectedEquipmentType,
setSelectedEquipmentType,
designProgress,
cancelDesign,
}: EquipmentTypeSelectorProps) {
return (
<GameCard variant="default">
<SectionHeader title="1. Select Equipment Type" />
{designProgress ? (
<div className="space-y-3">
<div className="text-sm text-[var(--text-secondary)]">
Designing for: {designProgress.equipmentType}
</div>
<div className="text-sm font-semibold text-[var(--mana-light)]">{designProgress.name}</div>
<Progress
value={(designProgress.progress / designProgress.required) * 100}
className="h-3 bg-[var(--bg-sunken)]"
/>
<div className="flex justify-between text-xs text-[var(--text-muted)]">
<span>{designProgress.progress.toFixed(1)}h / {designProgress.required.toFixed(1)}h</span>
<ActionButton size="sm" variant="outline" onClick={cancelDesign}>Cancel</ActionButton>
</div>
</div>
) : (
<ScrollArea className="h-64">
<div className="grid grid-cols-2 gap-2">
{ownedEquipmentTypes.map(type => (
<div
key={type.id}
className={`p-2 rounded border cursor-pointer transition-all
${selectedEquipmentType === type.id
? 'border-[var(--mana-light)] bg-[var(--mana-light)]/10'
: 'border-[var(--border-default)] bg-[var(--bg-sunken)]/50 hover:border-[var(--border-default)]'
}`}
onClick={() => setSelectedEquipmentType(type.id)}
role="button"
tabIndex={0}
aria-label={`Select ${type.name}`}
>
<div className="text-sm font-semibold text-[var(--text-primary)]">{type.name}</div>
<div className="text-xs text-[var(--text-muted)]">Cap: {type.baseCapacity}</div>
</div>
))}
</div>
{ownedEquipmentTypes.length === 0 && (
<div className="text-center text-[var(--text-muted)] py-4 text-sm">
No equipment blueprints owned. Craft or find equipment blueprints first.
</div>
)}
</ScrollArea>
)}
</GameCard>
);
}
EquipmentTypeSelector.displayName = 'EquipmentTypeSelector';
@@ -0,0 +1,69 @@
'use client';
import { GameCard } from '@/components/ui/game-card';
import { SectionHeader } from '@/components/ui/section-header';
import { ActionButton } from '@/components/ui/action-button';
import { Trash2 } from 'lucide-react';
import { EQUIPMENT_TYPES } from '@/lib/game/data/equipment';
import type { SavedDesignsProps } from './types';
export function SavedDesigns({
enchantmentDesigns,
selectedDesign,
setSelectedDesign,
deleteDesign,
}: SavedDesignsProps) {
return (
<GameCard variant="default" className="lg:col-span-2">
<SectionHeader title={`Saved Designs (${enchantmentDesigns.length})`} />
{enchantmentDesigns.length === 0 ? (
<div className="text-center text-[var(--text-muted)] py-4">
No saved designs yet
</div>
) : (
<div className="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 gap-3">
{enchantmentDesigns.map(design => (
<div
key={design.id}
className={`p-3 rounded border cursor-pointer transition-all
${selectedDesign === design.id
? 'border-[var(--mana-light)] bg-[var(--mana-light)]/10'
: 'border-[var(--border-default)] bg-[var(--bg-sunken)]/50 hover:border-[var(--border-default)]'
}`}
onClick={() => setSelectedDesign(design.id)}
role="button"
tabIndex={0}
aria-label={`Select design: ${design.name}`}
>
<div className="flex justify-between items-start">
<div>
<div className="font-semibold text-[var(--text-primary)]">{design.name}</div>
<div className="text-xs text-[var(--text-muted)]">
{EQUIPMENT_TYPES[design.equipmentType]?.name}
</div>
</div>
<ActionButton
size="sm"
variant="ghost"
className="h-6 w-6 p-0 text-[var(--text-muted)] hover:text-[var(--color-danger)]"
onClick={(e) => {
e.stopPropagation();
deleteDesign(design.id);
}}
aria-label={`Delete design: ${design.name}`}
>
<Trash2 className="w-4 h-4" />
</ActionButton>
</div>
<div className="mt-2 text-xs text-[var(--text-muted)]">
{design.effects.length} effects | {design.totalCapacityUsed} cap
</div>
</div>
))}
</div>
)}
</GameCard>
);
}
SavedDesigns.displayName = 'SavedDesigns';
@@ -0,0 +1,55 @@
import type { EquipmentInstance, EnchantmentDesign, DesignEffect, EquipmentCraftingProgress, EquipmentCategory } from '@/lib/game/types';
import type { GameStore } from '@/lib/game/store';
export interface EnchantmentDesignerProps {
store: GameStore;
selectedEquipmentType: string | null;
setSelectedEquipmentType: (type: string | null) => void;
selectedEffects: DesignEffect[];
setSelectedEffects: (effects: DesignEffect[]) => void;
designName: string;
setDesignName: (name: string) => void;
selectedDesign: string | null;
setSelectedDesign: (id: string | null) => void;
}
export interface EquipmentTypeSelectorProps {
ownedEquipmentTypes: Array<{ id: string; name: string; baseCapacity: number }>;
selectedEquipmentType: string | null;
setSelectedEquipmentType: (type: string | null) => void;
designProgress: EquipmentCraftingProgress | null;
cancelDesign: () => void;
}
export interface EffectSelectorProps {
selectedEquipmentType: string | null;
selectedEffects: DesignEffect[];
setSelectedEffects: (effects: DesignEffect[]) => void;
availableEffects: Array<{ id: string; name: string; description: string; baseCapacityCost: number; maxStacks: number }>;
incompatibleEffects: Array<{ id: string; name: string; description: string }>;
enchantingLevel: number;
efficiencyBonus: number;
designProgress: EquipmentCraftingProgress | null;
addEffect: (effectId: string) => void;
removeEffect: (effectId: string) => void;
getIncompatibilityReason: (effect: { id: string; name: string; description: string; allowedEquipmentCategories: EquipmentCategory[] }) => string;
}
export interface SavedDesignsProps {
enchantmentDesigns: EnchantmentDesign[];
selectedDesign: string | null;
setSelectedDesign: (id: string | null) => void;
deleteDesign: (id: string) => void;
}
export interface DesignFormProps {
designName: string;
setDesignName: (name: string) => void;
selectedEffects: DesignEffect[];
designCapacityCost: number;
selectedEquipmentCapacity: number;
isOverCapacity: boolean;
designTime: number;
selectedEquipmentType: string | null;
handleCreateDesign: () => void;
}
@@ -0,0 +1,164 @@
import { EQUIPMENT_TYPES } from '@/lib/game/data/equipment';
import { ENCHANTMENT_EFFECTS, calculateEffectCapacityCost } from '@/lib/game/data/enchantment-effects';
import type { DesignEffect, EquipmentCategory } from '@/lib/game/types';
import type { GameStore } from '@/lib/game/store';
/**
* Get available effects for selected equipment type (only unlocked ones)
* Requirement (task3 bug #7): Show incompatible enchantments in greyed-out "Unavailable" section
*/
export function getAvailableEffects(
selectedEquipmentType: string | null,
unlockedEffects: string[]
) {
if (!selectedEquipmentType) return [];
const type = EQUIPMENT_TYPES[selectedEquipmentType];
if (!type) return [];
return Object.values(ENCHANTMENT_EFFECTS).filter(
effect =>
effect.allowedEquipmentCategories.includes(type.category) &&
unlockedEffects.includes(effect.id)
);
}
/**
* Get incompatible effects (unlocked but not for this equipment type)
*/
export function getIncompatibleEffects(
selectedEquipmentType: string | null,
unlockedEffects: string[]
) {
if (!selectedEquipmentType) return [];
const type = EQUIPMENT_TYPES[selectedEquipmentType];
if (!type) return [];
return Object.values(ENCHANTMENT_EFFECTS).filter(
effect =>
!effect.allowedEquipmentCategories.includes(type.category) &&
unlockedEffects.includes(effect.id)
);
}
/**
* Get equipment types that the player actually owns (has instances of)
* This ensures enchantment compatibility is based on owned items, not just blueprints
*/
export function getOwnedEquipmentTypes(store: GameStore) {
// Get all unique equipment type IDs from owned instances
const ownedEquipmentTypeIds = new Set<string>();
// Check all equipment instances the player owns
for (const instance of Object.values(store.equipmentInstances)) {
ownedEquipmentTypeIds.add(instance.typeId);
}
// Filter EQUIPMENT_TYPES to only include types the player owns
return Object.values(EQUIPMENT_TYPES).filter(type => ownedEquipmentTypeIds.has(type.id));
}
/**
* Get the reason why an effect is incompatible
*/
export function getIncompatibilityReason(
effect: { id: string; name: string; description: string; allowedEquipmentCategories: EquipmentCategory[] },
selectedEquipmentType: string | null
): string {
if (!selectedEquipmentType) return 'No equipment selected';
const type = EQUIPMENT_TYPES[selectedEquipmentType];
if (!type) return 'Unknown equipment type';
// Check what categories this effect is allowed for
const allowedCategories = effect.allowedEquipmentCategories;
const equipmentCategory = type.category;
if (allowedCategories.includes(equipmentCategory)) {
return 'Compatible';
}
// Provide specific reasons
if (allowedCategories.includes('weapon' as EquipmentCategory) && equipmentCategory !== 'sword' && equipmentCategory !== 'caster' && equipmentCategory !== 'catalyst') {
return `Requires a weapon (${allowedCategories.filter(c => ['sword', 'caster', 'catalyst'].includes(c)).join(', ')})`;
}
return `Requires ${allowedCategories.join(' or ')} equipment`;
}
/**
* Calculate total capacity cost for current design
*/
export function calculateDesignCapacityCost(
selectedEffects: DesignEffect[],
efficiencyBonus: number
): number {
return selectedEffects.reduce(
(total, eff) => total + calculateEffectCapacityCost(eff.effectId, eff.stacks, efficiencyBonus),
0
);
}
/**
* Get capacity limit for selected equipment type
*/
export function getEquipmentCapacity(selectedEquipmentType: string | null): number {
return selectedEquipmentType ? EQUIPMENT_TYPES[selectedEquipmentType]?.baseCapacity || 0 : 0;
}
/**
* Calculate design time
*/
export function calculateDesignTime(selectedEffects: DesignEffect[]): number {
return selectedEffects.reduce((total, eff) => total + 0.5 * eff.stacks, 1);
}
/**
* Add effect to design
*/
export function addEffectToDesign(
effectId: string,
selectedEffects: DesignEffect[],
efficiencyBonus: number,
setSelectedEffects: (effects: DesignEffect[]) => void
) {
const existing = selectedEffects.find(e => e.effectId === effectId);
const effectDef = ENCHANTMENT_EFFECTS[effectId];
if (!effectDef) return;
if (existing) {
if (existing.stacks < effectDef.maxStacks) {
setSelectedEffects(selectedEffects.map(e =>
e.effectId === effectId
? { ...e, stacks: e.stacks + 1 }
: e
));
}
} else {
setSelectedEffects([...selectedEffects, {
effectId,
stacks: 1,
capacityCost: calculateEffectCapacityCost(effectId, 1, efficiencyBonus),
}]);
}
}
/**
* Remove effect from design
*/
export function removeEffectFromDesign(
effectId: string,
selectedEffects: DesignEffect[],
setSelectedEffects: (effects: DesignEffect[]) => void
) {
const existing = selectedEffects.find(e => e.effectId === effectId);
if (!existing) return;
if (existing.stacks > 1) {
setSelectedEffects(selectedEffects.map(e =>
e.effectId === effectId
? { ...e, stacks: e.stacks - 1 }
: e
));
} else {
setSelectedEffects(selectedEffects.filter(e => e.effectId !== effectId));
}
}
+2 -1
View File
@@ -3,7 +3,8 @@
'use client';
import { useState } from 'react';
import { useGameStore, useGameLoop } from '@/lib/game/store';
import { useGameStore } from '@/lib/game/store';
import { useGameLoop } from '@/lib/game/stores/gameHooks';
import { getUnifiedEffects } from '@/lib/game/effects';
import {
ELEMENTS,