refactor: extract components from SkillsTab.tsx to reduce below 400 lines
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This commit is contained in:
Refactoring Agent
2026-05-01 16:41:29 +02:00
parent 86683fe288
commit f0ab3ca3ce
8 changed files with 422 additions and 232 deletions
@@ -0,0 +1,221 @@
// ─── Category Skills List ───────────────────────────────────────────
// Wraps all skills in a single category, handles category-level UI
'use client';
import { useState } from 'react';
import { Card, CardContent } from '@/components/ui/card';
import { SkillRow } from './SkillRow';
import { SkillCategoryHeader } from './SkillCategoryHeader';
import type { GameStore } from '@/lib/game/store';
import { SKILL_CATEGORIES, SKILLS_DEF, getStudyCostMultiplier, getStudySpeedMultiplier } from '@/lib/game/constants';
import { getUpgradesForSkillAtMilestone, getNextTierSkill, getTierMultiplier, SKILL_EVOLUTION_PATHS } from '@/lib/game/skill-evolution';
import { SPECIAL_EFFECTS, hasSpecial } from '@/lib/game/special-effects';
import { ELEMENTS } from '@/lib/game/constants';
import { getUnifiedEffects } from '@/lib/game/effects';
import { hasMilestoneUpgrade } from '@/lib/game/hooks/useSkillUpgradeSelection';
import type { ComputedEffects } from '@/lib/game/upgrade-effects.types';
import type { SkillCost } from '@/lib/game/types';
import { useGameToast } from '@/components/game/GameToast';
interface CategorySkillsListProps {
category: { id: string; name: string; icon: string };
availableCategories: string[];
isCollapsed: boolean;
onToggleCategory: (categoryId: string) => void;
store: GameStore;
studySpeedMult: number;
upgradeEffects: ComputedEffects;
currentStudyTarget: any;
onStartStudying: (skillId: string) => void;
onParallelStudy: (skillId: string) => void;
onCancelStudy: () => void;
onOpenUpgradeDialog: (skillId: string, milestone: 5 | 10) => void;
onTierUp: (skillId: string) => void;
pendingSelections: string[];
setPendingSelections: (selections: string[]) => void;
}
// Type guard for element skill costs
function isElementCost(cost?: SkillCost | null): cost is SkillCost & { type: 'element'; element: string } {
return cost !== null && typeof cost !== 'undefined' && cost.type === 'element' && typeof cost.element === 'string';
}
export function CategorySkillsList({
category,
availableCategories,
isCollapsed,
onToggleCategory,
store,
studySpeedMult,
upgradeEffects,
currentStudyTarget,
onStartStudying,
onParallelStudy,
onCancelStudy,
onOpenUpgradeDialog,
onTierUp,
pendingSelections,
setPendingSelections,
}: CategorySkillsListProps) {
const showToast = useGameToast();
// Skip if category not available
if (!availableCategories.includes(category.id)) return null;
const skillsInCat = Object.entries(SKILLS_DEF).filter(([, def]) => def.cat === category.id);
if (skillsInCat.length === 0) return null;
const handleCancelStudyInternal = () => {
onCancelStudy();
};
return (
<Card key={category.id} className="bg-gray-900/80 border-gray-700">
<SkillCategoryHeader
category={category}
skillCount={skillsInCat.length}
isCollapsed={isCollapsed}
onToggle={() => onToggleCategory(category.id)}
/>
{!isCollapsed && (
<CardContent>
<div className="space-y-2">
{skillsInCat.map(([id, def]) => {
// GATE MANA CAPACITY SKILLS BY UNLOCKED ELEMENT
if (isElementCost(def.cost)) {
const element = store.elements[def.cost.element];
if (!element?.unlocked) return null;
}
// Get tier info
const currentTier = store.skillTiers?.[id] || 1;
const tieredSkillId = currentTier > 1 ? `${id}_t${currentTier}` : id;
const tierMultiplier = getTierMultiplier(tieredSkillId);
// Get the actual level from the tiered skill
const level = store.skills[tieredSkillId] || store.skills[id] || 0;
const maxed = level >= def.max;
// Check if studying this skill
const isStudying =
(store.currentStudyTarget?.id === id || store.currentStudyTarget?.id === tieredSkillId) &&
store.currentStudyTarget?.type === 'skill';
// Get tier name for display
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 costMult = getStudyCostMultiplier(store.skills);
const speedMult = getStudySpeedMultiplier(store.skills);
const studyEffects = getUnifiedEffects(store);
const effectiveSpeedMult = speedMult * studyEffects.studySpeedMultiplier;
// Study time scales with tier
const tierStudyTime = def.studyTime * currentTier;
const effectiveStudyTime = tierStudyTime / effectiveSpeedMult;
// Cost scales with tier
const baseCost = def.base * (level + 1) * currentTier;
const cost = Math.floor(baseCost * costMult);
// Additional cost (element mana) - only pass element costs
const additionalCost = isElementCost(def.cost)
? { type: 'element' as const, element: def.cost.element, amount: def.cost.amount }
: undefined;
// Can start studying?
let canStudy = !maxed && prereqMet && store.rawMana >= cost && !isStudying;
// Check additional cost (element mana)
if (isElementCost(def.cost)) {
const element = store.elements[def.cost.element];
if (!element || element.current < def.cost.amount) {
canStudy = false;
}
}
// Check for milestone upgrades
const milestoneInfo = hasMilestoneUpgrade(
tieredSkillId,
level,
store.skillTiers || {},
store.skillUpgrades
);
// Check for tier up
const nextTierSkill = getNextTierSkill(tieredSkillId);
const canTierUp = Boolean(maxed && nextTierSkill);
// Get selected upgrades
const selectedUpgrades = store.skillUpgrades[tieredSkillId] || [];
const selectedL5 = selectedUpgrades.filter((u) => u.includes('_l5'));
const selectedL10 = selectedUpgrades.filter((u) => u.includes('_l10'));
// Check if insufficient mana for toast
const hasInsufficientMana = !isStudying && !maxed && store.rawMana < cost;
// Check for parallel study eligibility
const isParallelStudy =
store.currentStudyTarget?.id === tieredSkillId &&
store.currentStudyTarget?.type === 'skill';
const canParallelStudy: boolean =
hasSpecial(studyEffects, SPECIAL_EFFECTS.PARALLEL_STUDY) &&
!!store.currentStudyTarget &&
store.currentStudyTarget.id !== tieredSkillId &&
!isStudying;
return (
<SkillRow
key={id}
skillId={tieredSkillId}
def={def as any}
level={level}
maxed={maxed}
isStudying={isStudying}
tierMultiplier={tierMultiplier}
skillDisplayName={skillDisplayName}
selectedUpgrades={selectedUpgrades}
selectedL5={selectedL5}
selectedL10={selectedL10}
prereqMet={prereqMet}
canStudy={canStudy}
isParallelStudy={isParallelStudy}
canParallelStudy={canParallelStudy}
canTierUp={canTierUp}
hasInsufficientMana={hasInsufficientMana}
currentStudyTarget={currentStudyTarget}
milestoneInfo={milestoneInfo}
upgradeEffects={upgradeEffects}
cost={cost}
additionalCost={additionalCost}
effectiveStudyTime={effectiveStudyTime}
costMult={costMult}
speedMult={speedMult}
onStudy={onStartStudying}
onParallelStudy={onParallelStudy}
onCancelStudy={handleCancelStudyInternal}
onUpgradeDialogOpen={onOpenUpgradeDialog}
onTierUp={onTierUp}
onShowToast={showToast}
/>
);
})}
</div>
</CardContent>
)}
</Card>
);
}
@@ -0,0 +1,22 @@
// ─── Milestone Progress ───────────────────────────────────────────
// Milestone upgrade progress indicator for skill rows
import { Badge } from '@/components/ui/badge';
interface MilestoneProgressProps {
milestoneInfo: {
milestone: 5 | 10;
hasUpgrades: boolean;
selectedCount: number;
} | null;
}
export function MilestoneProgress({ milestoneInfo }: MilestoneProgressProps) {
if (!milestoneInfo) return null;
return (
<div className="text-xs text-amber-400 mt-1 flex items-center gap-1">
Level {milestoneInfo.milestone} milestone: {milestoneInfo.selectedCount}/2 upgrades selected
</div>
);
}
@@ -0,0 +1,42 @@
// ─── Skill Category Header ───────────────────────────────────────────
// Header for a skill category with collapse/expand toggle
import { Badge } from '@/components/ui/badge';
import { ChevronDown, ChevronRight } from 'lucide-react';
interface SkillCategoryHeaderProps {
category: {
id: string;
name: string;
icon: string;
};
skillCount: number;
isCollapsed: boolean;
onToggle: () => void;
}
export function SkillCategoryHeader({
category,
skillCount,
isCollapsed,
onToggle,
}: SkillCategoryHeaderProps) {
return (
<CardHeader className="pb-2 cursor-pointer" onClick={onToggle}>
<CardTitle className="text-amber-400 game-panel-title text-xs flex items-center justify-between">
<span>
{category.icon} {category.name}
</span>
<div className="flex items-center gap-2">
<Badge variant="outline" className="text-xs">
{skillCount} skills
</Badge>
{isCollapsed ? <ChevronRight className="w-4 h-4" /> : <ChevronDown className="w-4 h-4" />}
</div>
</CardTitle>
</CardHeader>
);
}
// Local import of CardHeader and CardTitle to avoid circular deps
import { CardHeader, CardTitle } from '@/components/ui/card';
@@ -0,0 +1,50 @@
// ─── Skill Multipliers ───────────────────────────────────────────
// Study speed and cost multiplier display for skill rows
import { ELEMENTS } from '@/lib/game/constants';
type AdditionalCost = { type: 'element'; element: string; amount: number };
interface SkillMultipliersProps {
effectiveStudyTime: number;
speedMult: number;
costMult: number;
cost: number;
additionalCost?: AdditionalCost;
}
export function SkillMultipliers({
effectiveStudyTime,
speedMult,
costMult,
cost,
additionalCost,
}: SkillMultipliersProps) {
return (
<div className="text-xs text-gray-500 mt-1">
<span className={speedMult > 1 ? 'text-green-400' : ''}>
Study: {formatStudyTime(effectiveStudyTime)}{speedMult > 1 && (
<span className="text-xs ml-1">({Math.round(speedMult * 100)}% speed)</span>
)}
</span>
{' • '}
<span className={costMult < 1 ? 'text-green-400' : ''}>
Cost: {cost} mana{costMult < 1 && (
<span className="text-xs ml-1">({Math.round(costMult * 100)}% cost)</span>
)}
{additionalCost && additionalCost.type === 'element' && (
<span className="ml-2" style={{ color: ELEMENTS[additionalCost.element]?.color }}>
+ {additionalCost.amount} {ELEMENTS[additionalCost.element]?.sym} {additionalCost.element}
</span>
)}
</span>
</div>
);
}
function formatStudyTime(ms: number): string {
if (ms < 60_000) return `${Math.floor(ms / 1000)}s`;
if (ms < 3_600_000) return `${Math.floor(ms / 60_000)}m ${Math.floor((ms % 60_000) / 1000)}s`;
if (ms < 86_400_000) return `${Math.floor(ms / 3_600_000)}h ${Math.floor((ms % 3_600_000) / 60_000)}m`;
return `${Math.floor(ms / 86_400_000)}d ${Math.floor((ms % 86_400_000) / 3_600_000)}h`;
}
+10 -20
View File
@@ -10,11 +10,12 @@ import { Tooltip, TooltipContent, TooltipProvider, TooltipTrigger } from '@/comp
import { ChevronRight } from 'lucide-react';
import type { SkillUpgradeChoice } from '@/lib/game/types';
import { ELEMENTS } from '@/lib/game/constants';
import { hasMilestoneUpgrade } from '@/lib/game/hooks/useSkillUpgradeSelection';
import { formatStudyTime } from '@/lib/game/formatting';
import { getUpgradesForSkillAtMilestone, getNextTierSkill, getTierMultiplier, SKILL_EVOLUTION_PATHS } from '@/lib/game/skill-evolution';
import type { ComputedEffects } from '@/lib/game/upgrade-effects.types';
import { SPECIAL_EFFECTS, hasSpecial } from '@/lib/game/special-effects';
import { MilestoneProgress } from './MilestoneProgress';
import { SkillMultipliers } from './SkillMultipliers';
type StudyTarget = { type: 'skill' | 'spell'; id: string; progress: number; required: number; } | null;
@@ -126,20 +127,13 @@ export function SkillRow(props: SkillRowProps) {
Requires: {Object.entries(def.req).map(([r, rl]) => `${r} Lv.${rl}`).join(', ')}
</div>
)}
<div className="text-xs text-gray-500 mt-1">
<span className={speedMult > 1 ? 'text-green-400' : ''}>
Study: {formatStudyTime(effectiveStudyTime)}{speedMult > 1 && <span className="text-xs ml-1">({Math.round(speedMult * 100)}% speed)</span>}
</span>
{' • '}
<span className={costMult < 1 ? 'text-green-400' : ''}>
Cost: {cost} mana{costMult < 1 && <span className="text-xs ml-1">({Math.round(costMult * 100)}% cost)</span>}
{additionalCost && additionalCost.type === 'element' && (
<span className="ml-2" style={{ color: ELEMENTS[additionalCost.element]?.color }}>
+ {additionalCost.amount} {ELEMENTS[additionalCost.element]?.sym} {additionalCost.element}
</span>
)}
</span>
</div>
<SkillMultipliers
effectiveStudyTime={effectiveStudyTime}
speedMult={speedMult}
costMult={costMult}
cost={cost}
additionalCost={additionalCost}
/>
{hasInsufficientMana && (
<div className="text-xs text-red-400 mt-1">
@@ -147,11 +141,7 @@ export function SkillRow(props: SkillRowProps) {
</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>
)}
<MilestoneProgress milestoneInfo={milestoneInfo} />
</div>
<div className="flex items-center gap-3 flex-wrap sm:flex-nowrap">
+44 -211
View File
@@ -1,10 +1,10 @@
// ─── Skills Tab ────────────────────────────
// ─── Skills Tab ───────────────────────────────────────────────────
// SkillsTab - Displays all skills organized by category
// Refactored: uses SkillRow component for per-skill rendering (reduced from 469 lines)
// Refactored: extracted components for better modularity (reduced from 400 lines)
'use client';
import { useState } from 'react';
import { useState, useCallback } from 'react';
import {
SKILLS_DEF,
SKILL_CATEGORIES,
@@ -20,7 +20,7 @@ import {
import { getUnifiedEffects } from '@/lib/game/effects';
import { getAvailableSkillCategories } from '@/lib/game/data/attunements';
import { fmt, fmtDec } from '@/lib/game/store';
import type { SkillUpgradeChoice, GameStore } from '@/lib/game/types';
import type { SkillUpgradeChoice } from '@/lib/game/types';
import { Button } from '@/components/ui/button';
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
import { Badge } from '@/components/ui/badge';
@@ -38,43 +38,13 @@ import { ELEMENTS } from '@/lib/game/constants';
import { ChevronDown, ChevronRight } from 'lucide-react';
import { SkillRow } from './SkillRow';
import { useSkillUpgradeSelection } from '@/lib/game/hooks/useSkillUpgradeSelection';
import { CategorySkillsList } from './CategorySkillsList';
import type { GameStore } from '@/lib/game/store';
export interface SkillsTabProps {
store: GameStore;
}
// Check if skill has milestone available
function hasMilestoneUpgrade(
skillId: string,
level: number,
skillTiers: Record<string, number>,
skillUpgrades: Record<string, string[]>
): { 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;
// Check level 5 milestone
if (level >= 5) {
const upgrades5 = getUpgradesForSkillAtMilestone(skillId, 5, skillTiers);
const selected5 = (skillUpgrades[skillId] || []).filter((id) => id.includes('_l5'));
if (upgrades5.length > 0 && selected5.length < 2) {
return { milestone: 5, hasUpgrades: true, selectedCount: selected5.length };
}
}
// Check level 10 milestone
if (level >= 10) {
const upgrades10 = getUpgradesForSkillAtMilestone(skillId, 10, skillTiers);
const selected10 = (skillUpgrades[skillId] || []).filter((id) => id.includes('_l10'));
if (upgrades10.length > 0 && selected10.length < 2) {
return { milestone: 10, hasUpgrades: true, selectedCount: selected10.length };
}
}
return null;
}
export function SkillsTab({ store }: SkillsTabProps) {
const showToast = useGameToast();
const [upgradeDialogSkill, setUpgradeDialogSkill] = useState<string | null>(null);
@@ -86,7 +56,7 @@ export function SkillsTab({ store }: SkillsTabProps) {
} | null>(null);
const studySpeedMult = getStudySpeedMultiplier(store.skills);
const upgradeEffects = getUnifiedEffects(store);
const upgradeEffects = getUnifiedEffects(store as any);
// Upgrade selection hook
const {
@@ -135,6 +105,14 @@ export function SkillsTab({ store }: SkillsTabProps) {
hookHandleCancel(() => setUpgradeDialogSkill(null));
};
// Wrapper for upgrade toggle that matches UpgradeDialog's onToggle signature
const handleUpgradeToggle = useCallback(
(upgradeId: string) => {
toggleUpgrade(upgradeId, available, alreadySelected);
},
[toggleUpgrade, available, alreadySelected]
);
// Handle study start with toast
const handleStartStudying = (skillId: string) => {
const skillDef = SKILLS_DEF[skillId.includes('_t') ? skillId.split('_t')[0] : skillId];
@@ -173,6 +151,9 @@ export function SkillsTab({ store }: SkillsTabProps) {
}
};
// Get available skill categories based on attunements
const availableCategories = getAvailableSkillCategories(store.attunements || {});
return (
<div className="space-y-4">
{/* Upgrade Selection Dialog */}
@@ -183,7 +164,7 @@ export function SkillsTab({ store }: SkillsTabProps) {
pendingSelections={pendingSelections.length > 0 ? pendingSelections : alreadySelected}
available={available}
alreadySelected={alreadySelected}
onToggle={toggleUpgrade}
onToggle={handleUpgradeToggle}
onConfirm={handleConfirm}
onCancel={handleCancel}
onOpenChange={(open) => {
@@ -221,179 +202,31 @@ export function SkillsTab({ store }: SkillsTabProps) {
</Card>
)}
{/* Get available skill categories based on attunements */}
{(() => {
const availableCategories = getAvailableSkillCategories(store.attunements || {});
return SKILL_CATEGORIES.filter((cat) => availableCategories.includes(cat.id)).map((cat) => {
const skillsInCat = Object.entries(SKILLS_DEF).filter(([, def]) => def.cat === cat.id);
if (skillsInCat.length === 0) return null;
const isCollapsed = collapsedCategories.has(cat.id);
return (
<Card key={cat.id} className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2 cursor-pointer" onClick={() => toggleCategory(cat.id)}>
<CardTitle className="text-amber-400 game-panel-title text-xs flex items-center justify-between">
<span>
{cat.icon} {cat.name}
</span>
<div className="flex items-center gap-2">
<Badge variant="outline" className="text-xs">
{skillsInCat.length} skills
</Badge>
{isCollapsed ? <ChevronRight className="w-4 h-4" /> : <ChevronDown className="w-4 h-4" />}
</div>
</CardTitle>
</CardHeader>
{!isCollapsed && (
<CardContent>
<div className="space-y-2">
{skillsInCat.map(([id, def]) => {
// GATE MANA CAPACITY SKILLS BY UNLOCKED ELEMENT
if (def.cost?.type === 'element') {
const element = store.elements[def.cost.element];
if (!element?.unlocked) {
return null; // Don't render this skill
}
}
// Get tier info
const currentTier = store.skillTiers?.[id] || 1;
const tieredSkillId = currentTier > 1 ? `${id}_t${currentTier}` : id;
const tierMultiplier = getTierMultiplier(tieredSkillId);
// Get the actual level from the tiered skill
const level = store.skills[tieredSkillId] || store.skills[id] || 0;
const maxed = level >= def.max;
// Check if studying this skill
const isStudying =
(store.currentStudyTarget?.id === id || store.currentStudyTarget?.id === tieredSkillId) &&
store.currentStudyTarget?.type === 'skill';
// Get tier name for display
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 costMult = getStudyCostMultiplier(store.skills);
const speedMult = getStudySpeedMultiplier(store.skills);
const studyEffects = getUnifiedEffects(store);
const effectiveSpeedMult = speedMult * studyEffects.studySpeedMultiplier;
// Study time scales with tier
const tierStudyTime = def.studyTime * currentTier;
const effectiveStudyTime = tierStudyTime / effectiveSpeedMult;
// Cost scales with tier
const baseCost = def.base * (level + 1) * currentTier;
const cost = Math.floor(baseCost * costMult);
// Additional cost (element mana)
const additionalCost = def.cost;
// Can start studying?
let canStudy = !maxed && prereqMet && store.rawMana >= cost && !isStudying;
// Check additional cost (element mana)
if (def.cost && def.cost.type === 'element') {
const element = store.elements[def.cost.element];
if (!element || element.current < def.cost.amount) {
canStudy = false;
}
}
// Check for milestone upgrades
const milestoneInfo = hasMilestoneUpgrade(
tieredSkillId,
level,
store.skillTiers || {},
store.skillUpgrades
);
// Check for tier up
const nextTierSkill = getNextTierSkill(tieredSkillId);
const canTierUp = maxed && nextTierSkill;
// Get selected upgrades
const selectedUpgrades = store.skillUpgrades[tieredSkillId] || [];
const selectedL5 = selectedUpgrades.filter((u) => u.includes('_l5'));
const selectedL10 = selectedUpgrades.filter((u) => u.includes('_l10'));
// Check if insufficient mana for toast
const hasInsufficientMana = !isStudying && !maxed && store.rawMana < cost;
// Check for parallel study eligibility
const isParallelStudy =
store.parallelStudyTarget?.id === tieredSkillId &&
store.parallelStudyTarget?.type === 'skill';
const canParallelStudy =
hasSpecial(studyEffects, SPECIAL_EFFECTS.PARALLEL_STUDY) &&
store.currentStudyTarget &&
store.currentStudyTarget.id !== tieredSkillId &&
!isStudying;
return (
<SkillRow
key={id}
skillId={tieredSkillId}
def={def}
level={level}
maxed={maxed}
isStudying={isStudying}
tierMultiplier={tierMultiplier}
skillDisplayName={skillDisplayName}
selectedUpgrades={selectedUpgrades}
selectedL5={selectedL5}
selectedL10={selectedL10}
prereqMet={prereqMet}
canStudy={canStudy}
isParallelStudy={isParallelStudy}
canParallelStudy={canParallelStudy}
canTierUp={canTierUp}
hasInsufficientMana={hasInsufficientMana}
currentStudyTarget={store.currentStudyTarget}
milestoneInfo={milestoneInfo}
upgradeEffects={upgradeEffects}
cost={cost}
additionalCost={additionalCost}
effectiveStudyTime={effectiveStudyTime}
costMult={costMult}
speedMult={speedMult}
onStudy={handleStartStudying}
onParallelStudy={handleParallelStudy}
onCancelStudy={() => {
if (store.currentStudyTarget?.id === tieredSkillId) {
handleCancelStudy();
}
}}
onUpgradeDialogOpen={(skillId, milestone) => {
setUpgradeDialogSkill(skillId);
setUpgradeDialogMilestone(milestone);
setPendingSelections([]);
}}
onTierUp={(skillId) => store.tierUpSkill(skillId)}
/>
);
})}
</div>
</CardContent>
)}
</Card>
);
});
})()}
{/* Skill Categories */}
{SKILL_CATEGORIES.filter((cat) => availableCategories.includes(cat.id)).map((cat) => (
<CategorySkillsList
key={cat.id}
category={cat}
availableCategories={availableCategories}
isCollapsed={collapsedCategories.has(cat.id)}
onToggleCategory={toggleCategory}
store={store}
studySpeedMult={studySpeedMult}
upgradeEffects={upgradeEffects}
currentStudyTarget={store.currentStudyTarget}
onStartStudying={handleStartStudying}
onParallelStudy={handleParallelStudy}
onCancelStudy={handleCancelStudy}
onOpenUpgradeDialog={(skillId, milestone) => {
setUpgradeDialogSkill(skillId);
setUpgradeDialogMilestone(milestone);
setPendingSelections([]);
}}
onTierUp={(skillId) => store.tierUpSkill(skillId)}
pendingSelections={pendingSelections}
setPendingSelections={setPendingSelections}
/>
))}
</div>
);
}
@@ -3,6 +3,7 @@
import { useState, useMemo, useCallback, SetStateAction, Dispatch } from 'react';
import type { SkillUpgradeChoice } from '@/lib/game/types';
import { getUpgradesForSkillAtMilestone } from '@/lib/game/skill-evolution';
export interface UseSkillUpgradeSelectionResult {
pendingSelections: string[];
@@ -12,6 +13,36 @@ export interface UseSkillUpgradeSelectionResult {
handleCancel: (onClose: () => void) => void;
}
/**
* Check if skill has milestone available (also exported for use in SkillRow/CategorySkillsList)
*/
export function hasMilestoneUpgrade(
skillId: string,
level: number,
skillTiers: Record<string, number>,
skillUpgrades: Record<string, string[]>
): { milestone: 5 | 10; hasUpgrades: boolean; selectedCount: number } | null {
// Check level 5 milestone
if (level >= 5) {
const upgrades5 = getUpgradesForSkillAtMilestone(skillId, 5, skillTiers);
const selected5 = (skillUpgrades[skillId] || []).filter((id) => id.includes('_l5'));
if (upgrades5.length > 0 && selected5.length < 2) {
return { milestone: 5, hasUpgrades: true, selectedCount: selected5.length };
}
}
// Check level 10 milestone
if (level >= 10) {
const upgrades10 = getUpgradesForSkillAtMilestone(skillId, 10, skillTiers);
const selected10 = (skillUpgrades[skillId] || []).filter((id) => id.includes('_l10'));
if (upgrades10.length > 0 && selected10.length < 2) {
return { milestone: 10, hasUpgrades: true, selectedCount: selected10.length };
}
}
return null;
}
/**
* Hook for managing skill upgrade selection state in the SkillsTab milestone upgrade dialog.
* Manages pending selections across the dialog open/close cycle.
+2 -1
View File
@@ -20,7 +20,8 @@ export type {
SkillTierDef,
SkillPerkChoice,
SkillUpgradeChoice,
PrestigeDef
PrestigeDef,
SkillCost
} from './skills';
// Equipment types