refactor: extract components from SpireTab.tsx to reduce below 400 lines
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Refactoring Agent
2026-05-01 17:02:32 +02:00
parent f0ab3ca3ce
commit dc38445225
9 changed files with 1148 additions and 564 deletions
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'use client';
import { Button } from '@/components/ui/button';
import { Badge } from '@/components/ui/badge';
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
import { Tooltip, TooltipContent, TooltipProvider, TooltipTrigger } from '@/components/ui/tooltip';
import { ChevronUp, ChevronDown, Mountain, Shield, Skull, Heart, Wind, ShieldCheck } from 'lucide-react';
import { ELEMENTS } from '@/lib/game/constants';
import type { FloorControlsProps } from '@/lib/game/types';
const ROOM_TYPE_CONFIG: Record<string, { label: string; icon: string; color: string }> = {
combat: { label: 'Combat', icon: '⚔️', color: '#EF4444' },
swarm: { label: 'Swarm', icon: '🐝', color: '#F59E0B' },
speed: { label: 'Speed', icon: '💨', color: '#3B82F6' },
guardian: { label: 'Guardian', icon: '🛡️', color: '#EF4444' },
puzzle: { label: 'Puzzle', icon: '🧩', color: '#8B5CF6' },
};
export function FloorControls({
store,
climbDirection,
isGuardianFloor,
currentRoom,
currentGuardian,
isFloorCleared,
floorElemDef,
roomType,
roomConfig,
activeEquipmentSpells,
upgradeEffects,
floorElem,
totalDPS,
getEnemyName,
calcDamage,
SPELLS_DEF,
canCastSpell,
storeCurrentAction,
handleClimb,
formatSpellCost,
getSpellCostColor,
}: FloorControlsProps) {
return (
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs">Floor Navigation</CardTitle>
</CardHeader>
<CardContent className="space-y-3">
<div className="grid grid-cols-2 gap-2">
<Button
variant="outline"
size="sm"
onClick={() => handleClimb('up')}
disabled={storeCurrentAction === 'climb' || isFloorCleared || store.maxFloorReached >= 100}
className="border-gray-600 hover:bg-gray-800"
>
<ChevronUp className="w-4 h-4 mr-1" />
Climb Up
</Button>
<Button
variant="outline"
size="sm"
onClick={() => handleClimb('down')}
disabled={storeCurrentAction === 'climb' || store.currentFloor <= 1}
className="border-gray-600 hover:bg-gray-800"
>
<ChevronDown className="w-4 h-4 mr-1" />
Climb Down
</Button>
</div>
{storeCurrentAction === 'climb' && (
<div className="p-3 bg-amber-900/30 rounded border border-amber-700/50">
<div className="flex items-center gap-2 mb-2">
<Mountain className="w-4 h-4 text-amber-400" />
<span className="text-sm font-semibold text-amber-400">
Climbing {climbDirection === 'up' ? 'Up' : 'Down'}
</span>
{isGuardianFloor && (
<Badge className="bg-red-900/50 text-red-300 border-red-600">GUARDIAN</Badge>
)}
</div>
{currentGuardian && (
<div className="text-xs mb-2 p-2 bg-gray-800/50 rounded">
<div className="flex items-center gap-2">
<Skull className="w-3 h-3 text-red-400" />
<span className="font-semibold" style={{ color: floorElemDef?.color }}>
{currentGuardian.name}
</span>
</div>
</div>
)}
{!(roomType === 'swarm' || roomType === 'puzzle') && (
<div className="space-y-1 mb-2">
<div className="h-1.5 bg-gray-800 rounded-full overflow-hidden">
<div
className="h-full rounded-full transition-all duration-300"
style={{
width: `${Math.max(0, (store.floorHP / store.floorMaxHP) * 100)}%`,
background: `linear-gradient(90deg, ${floorElemDef?.color}99, ${floorElemDef?.color})`,
boxShadow: `0 0 8px ${floorElemDef?.glow}`,
}}
/>
</div>
<div className="flex justify-between text-xs text-gray-400">
<span>{fmt(store.floorHP)} / {fmt(store.floorMaxHP)} HP</span>
<span className="text-amber-400">
DPS: {activeEquipmentSpells.length > 0 ? fmtDec(totalDPS) : '—'}
</span>
</div>
</div>
)}
{activeEquipmentSpells.length > 0 ? (
<div className="space-y-2">
{activeEquipmentSpells.map(({ spellId, equipmentId }) => {
const spellDef = SPELLS_DEF[spellId];
if (!spellDef) return null;
const spellState = store.equipmentSpellStates?.find(
s => s.spellId === spellId && s.sourceEquipment === equipmentId
);
const progress = spellState?.castProgress || 0;
const canCast = canCastSpell(spellId);
return (
<div key={`${spellId}-${equipmentId}`} className="p-2 bg-gray-800/50 rounded">
<div className="flex items-center justify-between mb-1">
<span className="text-xs font-semibold" style={{ color: spellDef.elem === 'raw' ? '#60A5FA' : ELEMENTS[spellDef.elem]?.color }}>
{spellDef.name}
</span>
<span className={`text-xs ${canCast ? 'text-green-400' : 'text-red-400'}`}>
{canCast ? '✓' : '✗'}
</span>
</div>
<div className="text-xs text-gray-400 mb-1">
{fmt(calcDamage(store, spellId))} dmg {' '}
<span style={{ color: getSpellCostColor(spellDef.cost) }}>
{formatSpellCost(spellDef.cost)}
</span>
</div>
<div className="space-y-0.5">
<div className="flex justify-between text-xs text-gray-500">
<span>Cast</span>
<span>{(progress * 100).toFixed(0)}%</span>
</div>
<div className="h-1.5 bg-gray-700 rounded-full overflow-hidden">
<div
className="h-full rounded-full transition-all duration-300"
style={{
width: `${Math.min(100, progress * 100)}%`,
background: `linear-gradient(90deg, ${spellDef.elem === 'raw' ? '#60A5FA' : ELEMENTS[spellDef.elem]?.color}99, ${spellDef.elem === 'raw' ? '#60A5FA' : ELEMENTS[spellDef.elem]?.color})`,
}}
/>
</div>
</div>
</div>
);
})}
</div>
) : (
<div className="text-xs text-gray-500 italic">No active spells. Equip staves with spell effects.</div>
)}
</div>
)}
{storeCurrentAction !== 'climb' && (
<div className="text-xs text-gray-500 text-center">
Click Climb Up/Down to begin climbing
</div>
)}
</CardContent>
</Card>
);
}
function fmt(value: number): string {
if (value >= 1e12) return (value / 1e12).toFixed(2) + 't';
if (value >= 1e9) return (value / 1e9).toFixed(2) + 'b';
if (value >= 1e6) return (value / 1e6).toFixed(2) + 'm';
if (value >= 1e3) return (value / 1e3).toFixed(2) + 'k';
return value.toFixed(0);
}
function fmtDec(value: number): string {
if (value >= 1e12) return (value / 1e12).toFixed(2) + 't';
if (value >= 1e9) return (value / 1e9).toFixed(2) + 'b';
if (value >= 1e6) return (value / 1e6).toFixed(2) + 'm';
if (value >= 1e3) return (value / 1e3).toFixed(2) + 'k';
return value.toFixed(0);
}