fix: update EquipmentTab to use modular stores, fixing tab crash
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This commit is contained in:
Refactoring Agent
2026-05-02 21:38:54 +02:00
parent 129f7876c1
commit f1499046b5
+53 -30
View File
@@ -11,18 +11,20 @@ import {
} from '@/lib/game/data/equipment';
import { ENCHANTMENT_EFFECTS } from '@/lib/game/data/enchantment-effects';
import { getUnifiedEffects } from '@/lib/game/effects';
import { fmt } from '@/lib/game/store';
import { fmt } from '@/lib/game/stores';
import { Button } from '@/components/ui/button';
import { GameCard } from '@/components/ui/game-card';
import { SectionHeader } from '@/components/ui/section-header';
import { StatRow } from '@/components/ui/stat-row';
import { Badge } from '@/components/ui/badge';
import type { GameStore, EquipmentInstance } from '@/lib/game/types';
import type { EquipmentInstance } from '@/lib/game/types';
import { EquipmentSlotGrid } from './EquipmentSlotGrid';
import { EquipmentInventory } from './EquipmentInventory';
import { EnchantmentsPanel } from './EnchantmentsPanel';
import { useGameToast } from '@/components/game/GameToast';
import { ConfirmDialog } from '@/components/game/ConfirmDialog';
import { equipItem, unequipItem, deleteEquipmentInstance } from '@/lib/game/crafting-actions';
import { useCombatStore } from '@/lib/game/stores';
// Rarity color mappings using design system tokens
export const RARITY_BORDER_COLORS: Record<string, string> = {
@@ -33,7 +35,6 @@ export const RARITY_BORDER_COLORS: Record<string, string> = {
legendary: 'border-[var(--mana-light)]',
mythic: 'border-[var(--mana-dark)]',
};
export const RARITY_BG_COLORS: Record<string, string> = {
common: 'bg-[var(--bg-sunken)]/30',
uncommon: 'bg-[var(--color-success)]/10',
@@ -42,7 +43,6 @@ export const RARITY_BG_COLORS: Record<string, string> = {
legendary: 'bg-[var(--mana-light)]/10',
mythic: 'bg-[var(--mana-dark)]/10',
};
export const RARITY_TEXT_COLORS: Record<string, string> = {
common: 'text-[var(--text-secondary)]',
uncommon: 'text-[var(--color-success)]',
@@ -61,7 +61,7 @@ const SLOT_ICONS: Record<EquipmentSlot, React.ElementType> = {
),
offHand: () => (
<svg width="16" height="16" viewBox="0 0 24 24" fill="none" stroke="currentColor" strokeWidth="2">
<path d="M20 7H9a2 2 0 01-2-2V4a2 2 0 012-2h5l3 6-3 6h-5a2 2 0 00-2 2v4a2 2 0 002 2h7l3 6-3 6H4a2 2 0 01-2-2v-2" />
<path d="M20 7H9a2 2 0 01-2-2V4a2 2 0 012-2h5l3 6-3 6h-5a2 2 0 01-2 2v4a2 2 0 002 2h7l3 6-3 6H4a2 2 0 01-2-2v-2" />
</svg>
),
head: () => (
@@ -114,44 +114,57 @@ const SLOT_GROUPS: SlotGroup[] = [
{ label: 'Accessories', slots: ['accessory1', 'accessory2'] },
];
export function EquipmentTab({ store }: { store: GameStore }) {
export function EquipmentTab() {
const showToast = useGameToast();
const [selectedSlot, setSelectedSlot] = useState<EquipmentSlot | null>(null);
const [deleteConfirm, setDeleteConfirm] = useState<{ instanceId: string; name: string } | null>(null);
// Use modular store directly
const equippedInstances = useCombatStore((s) => s.equippedInstances);
const equipmentInstances = useCombatStore((s) => s.equipmentInstances);
// Guard against undefined during initialization
if (!equippedInstances || !equipmentInstances) {
return (
<div className="p-4 text-center text-[var(--text-muted)]">
Loading equipment data...
</div>
);
}
// Get unequipped items
const equippedIds = useMemo(() =>
new Set(Object.values(store.equippedInstances).filter(Boolean)),
[store.equippedInstances]
new Set(Object.values(equippedInstances).filter(Boolean)),
[equippedInstances]
);
const unequippedItems = useMemo(() =>
Object.values(store.equipmentInstances).filter(
Object.values(equipmentInstances).filter(
(inst) => !equippedIds.has(inst.instanceId)
),
[store.equipmentInstances, equippedIds]
[equipmentInstances, equippedIds]
);
// Equip an item to a slot
const handleEquip = (instanceId: string, slot: EquipmentSlot) => {
const instance = store.equipmentInstances[instanceId];
store.equipItem(instanceId, slot);
const instance = equipmentInstances[instanceId];
equipItem(instanceId, slot, useCombatStore.getState, (fn) => useCombatStore.setState(fn));
setSelectedSlot(null);
showToast('success', 'Item Equipped', `${instance?.name || 'Item'} equipped to ${SLOT_NAMES[slot]}`);
};
// Unequip from a slot
const handleUnequip = (slot: EquipmentSlot) => {
const instanceId = store.equippedInstances[slot];
const instance = instanceId ? store.equipmentInstances[instanceId] : null;
store.unequipItem(slot);
const instanceId = equippedInstances[slot];
const instance = instanceId ? equipmentInstances[instanceId] : null;
unequipItem(slot, useCombatStore.getState, (fn) => useCombatStore.setState(fn));
showToast('success', 'Item Unequipped', `${instance?.name || 'Item'} removed from ${SLOT_NAMES[slot]}`);
};
// Check if a slot is blocked by a 2-handed weapon
const isSlotBlocked = (slot: EquipmentSlot): boolean => {
if (slot === 'offHand' && store.equippedInstances.mainHand) {
const mainHandInstance = store.equipmentInstances[store.equippedInstances.mainHand];
if (slot === 'offHand' && equippedInstances.mainHand) {
const mainHandInstance = equipmentInstances[equippedInstances.mainHand];
if (!mainHandInstance) return false;
const mainHandType = EQUIPMENT_TYPES[mainHandInstance.typeId];
return mainHandType?.twoHanded === true;
@@ -189,7 +202,7 @@ export function EquipmentTab({ store }: { store: GameStore }) {
// Check if an instance is currently equipped
const isEquipped = (instanceId: string): boolean =>
Object.values(store.equippedInstances).includes(instanceId);
Object.values(equippedInstances).includes(instanceId);
// Get all slots an item type can be equipped to
const getEquippableSlots = (typeId: string): EquipmentSlot[] => {
@@ -208,12 +221,15 @@ export function EquipmentTab({ store }: { store: GameStore }) {
const confirmDelete = () => {
if (deleteConfirm) {
store.deleteEquipmentInstance(deleteConfirm.instanceId);
deleteEquipmentInstance(deleteConfirm.instanceId, useCombatStore.getState, (fn) => useCombatStore.setState(fn));
showToast('success', 'Item Discarded', `${deleteConfirm.name} has been removed from inventory`);
setDeleteConfirm(null);
}
};
// Get unified effects for equipment stats
const unifiedEffects = useCombatStore((s) => s.equipmentInstances) ? getUnifiedEffects({ equipmentInstances, equippedInstances }) : null;
return (
<div className="space-y-4 max-w-full overflow-x-hidden">
{/* Equipment Slots */}
@@ -222,17 +238,20 @@ export function EquipmentTab({ store }: { store: GameStore }) {
title="Equipped Gear"
action={
<span className="text-xs text-[var(--text-muted)]">
{Object.values(store.equippedInstances).filter(Boolean).length} / {EQUIPMENT_SLOTS.length} slots filled
{Object.values(equippedInstances).filter(Boolean).length} / {EQUIPMENT_SLOTS.length} slots filled
</span>
}
/>
<EquipmentSlotGrid
store={store}
equippedInstances={equippedInstances}
equipmentInstances={equipmentInstances}
selectedSlot={selectedSlot}
onSlotClick={setSelectedSlot}
onUnequip={handleUnequip}
isSlotBlocked={isSlotBlocked}
SLOT_GROUPS={SLOT_GROUPS}
SLOT_NAMES={SLOT_NAMES}
SLOT_ICONS={SLOT_ICONS}
/>
</GameCard>
@@ -247,8 +266,8 @@ export function EquipmentTab({ store }: { store: GameStore }) {
</div>
) : (
<EquipmentInventory
store={store}
unequippedItems={unequippedItems}
equipmentInstances={equipmentInstances}
onEquip={handleEquip}
onDelete={handleDelete}
getEquippableSlots={getEquippableSlots}
@@ -264,7 +283,7 @@ export function EquipmentTab({ store }: { store: GameStore }) {
<div className="grid grid-cols-2 sm:grid-cols-4 gap-3">
<div className="p-3 bg-[var(--bg-sunken)]/50 rounded text-center">
<div className="text-2xl font-bold text-[var(--mana-light)] font-[var(--font-mono)]">
{Object.values(store.equipmentInstances).length}
{Object.values(equipmentInstances).length}
</div>
<div className="text-xs text-[var(--text-muted)]">Total Items</div>
</div>
@@ -282,7 +301,7 @@ export function EquipmentTab({ store }: { store: GameStore }) {
</div>
<div className="p-3 bg-[var(--bg-sunken)]/50 rounded text-center">
<div className="text-2xl font-bold text-[var(--mana-stellar)] font-[var(--font-mono)]">
{Object.values(store.equipmentInstances).reduce(
{Object.values(equipmentInstances).reduce(
(sum, inst) => sum + inst.enchantments.length,
0
)}
@@ -300,8 +319,9 @@ export function EquipmentTab({ store }: { store: GameStore }) {
</div>
<div>
{(() => {
const unifiedEffects = getUnifiedEffects(store);
const enchantPower = unifiedEffects.enchantmentPowerMultiplier || 1;
const effects = unifiedEffects;
if (!effects) return null;
const enchantPower = effects.enchantmentPowerMultiplier || 1;
return (
<>
<StatRow
@@ -323,13 +343,16 @@ export function EquipmentTab({ store }: { store: GameStore }) {
<div className="text-sm text-[var(--text-muted)] mb-2">Active Effects from Equipment:</div>
<div className="flex flex-wrap gap-2">
{(() => {
const effects = store.getEquipmentEffects();
const effectEntries = Object.entries(effects).filter(([, v]) => v > 0);
const effects = unifiedEffects;
if (!effects?.equipmentEffects) {
return <span className="text-[var(--text-muted)] text-sm">No active effects</span>;
}
const effectEntries = Object.entries(effects.equipmentEffects).filter(([, v]) => v > 0);
if (effectEntries.length === 0) {
return <span className="text-[var(--text-muted)] text-sm">No active effects</span>;
}
return effectEntries.map(([stat, value]) => (
<Badge key={stat} variant="outline" className="text-xs border-[var(--border-default)] text-[var(--text-secondary)]">
{stat}: +{fmt(value)}