Initial commit
This commit is contained in:
5
src/app/api/route.ts
Executable file
5
src/app/api/route.ts
Executable file
@@ -0,0 +1,5 @@
|
||||
import { NextResponse } from "next/server";
|
||||
|
||||
export async function GET() {
|
||||
return NextResponse.json({ message: "Hello, world!" });
|
||||
}
|
||||
300
src/app/globals.css
Executable file
300
src/app/globals.css
Executable file
@@ -0,0 +1,300 @@
|
||||
@import url('https://fonts.googleapis.com/css2?family=Cinzel:wght@400;600;700;900&family=Crimson+Text:ital,wght@0,400;0,600;1,400&family=JetBrains+Mono:wght@400;500&display=swap');
|
||||
|
||||
@import "tailwindcss";
|
||||
@import "tw-animate-css";
|
||||
|
||||
@custom-variant dark (&:is(.dark *));
|
||||
|
||||
@theme inline {
|
||||
--color-background: var(--background);
|
||||
--color-foreground: var(--foreground);
|
||||
--font-sans: var(--font-geist-sans);
|
||||
--font-mono: var(--font-geist-mono);
|
||||
--color-sidebar-ring: var(--sidebar-ring);
|
||||
--color-sidebar-border: var(--sidebar-border);
|
||||
--color-sidebar-accent-foreground: var(--sidebar-accent-foreground);
|
||||
--color-sidebar-accent: var(--sidebar-accent);
|
||||
--color-sidebar-primary-foreground: var(--sidebar-primary-foreground);
|
||||
--color-sidebar-primary: var(--sidebar-primary);
|
||||
--color-sidebar-foreground: var(--sidebar-foreground);
|
||||
--color-sidebar: var(--sidebar);
|
||||
--color-chart-5: var(--chart-5);
|
||||
--color-chart-4: var(--chart-4);
|
||||
--color-chart-3: var(--chart-3);
|
||||
--color-chart-2: var(--chart-2);
|
||||
--color-chart-1: var(--chart-1);
|
||||
--color-ring: var(--ring);
|
||||
--color-input: var(--input);
|
||||
--color-border: var(--border);
|
||||
--color-destructive: var(--destructive);
|
||||
--color-accent-foreground: var(--accent-foreground);
|
||||
--color-accent: var(--accent);
|
||||
--color-muted-foreground: var(--muted-foreground);
|
||||
--color-muted: var(--muted);
|
||||
--color-secondary-foreground: var(--secondary-foreground);
|
||||
--color-secondary: var(--secondary);
|
||||
--color-primary-foreground: var(--primary-foreground);
|
||||
--color-primary: var(--primary);
|
||||
--color-popover-foreground: var(--popover-foreground);
|
||||
--color-popover: var(--popover);
|
||||
--color-card-foreground: var(--card-foreground);
|
||||
--color-card: var(--card);
|
||||
--radius-sm: calc(var(--radius) - 4px);
|
||||
--radius-md: calc(var(--radius) - 2px);
|
||||
--radius-lg: var(--radius);
|
||||
--radius-xl: calc(var(--radius) + 4px);
|
||||
}
|
||||
|
||||
:root {
|
||||
--radius: 0.625rem;
|
||||
--background: #060811;
|
||||
--foreground: #c8d8f8;
|
||||
--card: #0C1020;
|
||||
--card-foreground: #c8d8f8;
|
||||
--popover: #111628;
|
||||
--popover-foreground: #c8d8f8;
|
||||
--primary: #3B6FE8;
|
||||
--primary-foreground: #ffffff;
|
||||
--secondary: #1e2a45;
|
||||
--secondary-foreground: #c8d8f8;
|
||||
--muted: #181f35;
|
||||
--muted-foreground: #7a92c0;
|
||||
--accent: #2a3a60;
|
||||
--accent-foreground: #c8d8f8;
|
||||
--destructive: #C0392B;
|
||||
--border: #1e2a45;
|
||||
--input: #1e2a45;
|
||||
--ring: #3B6FE8;
|
||||
--chart-1: #FF6B35;
|
||||
--chart-2: #4ECDC4;
|
||||
--chart-3: #9B59B6;
|
||||
--chart-4: #2ECC71;
|
||||
--chart-5: #FFD700;
|
||||
--sidebar: #0C1020;
|
||||
--sidebar-foreground: #c8d8f8;
|
||||
--sidebar-primary: #D4A843;
|
||||
--sidebar-primary-foreground: #0C1020;
|
||||
--sidebar-accent: #1e2a45;
|
||||
--sidebar-accent-foreground: #c8d8f8;
|
||||
--sidebar-border: #1e2a45;
|
||||
--sidebar-ring: #D4A843;
|
||||
|
||||
/* Game-specific colors */
|
||||
--game-bg: #060811;
|
||||
--game-bg1: #0C1020;
|
||||
--game-bg2: #111628;
|
||||
--game-bg3: #181f35;
|
||||
--game-border: #1e2a45;
|
||||
--game-border2: #2a3a60;
|
||||
--game-text: #c8d8f8;
|
||||
--game-text2: #7a92c0;
|
||||
--game-text3: #4a5f8a;
|
||||
--game-gold: #D4A843;
|
||||
--game-gold2: #A87830;
|
||||
--game-purple: #7C5CBF;
|
||||
--game-purpleL: #A07EE0;
|
||||
--game-accent: #3B6FE8;
|
||||
--game-accentL: #5B8FFF;
|
||||
--game-danger: #C0392B;
|
||||
--game-success: #27AE60;
|
||||
}
|
||||
|
||||
.dark {
|
||||
--background: #060811;
|
||||
--foreground: #c8d8f8;
|
||||
--card: #0C1020;
|
||||
--card-foreground: #c8d8f8;
|
||||
--popover: #111628;
|
||||
--popover-foreground: #c8d8f8;
|
||||
--primary: #5B8FFF;
|
||||
--primary-foreground: #ffffff;
|
||||
--secondary: #1e2a45;
|
||||
--secondary-foreground: #c8d8f8;
|
||||
--muted: #181f35;
|
||||
--muted-foreground: #7a92c0;
|
||||
--accent: #2a3a60;
|
||||
--accent-foreground: #c8d8f8;
|
||||
--destructive: #C0392B;
|
||||
--border: #1e2a45;
|
||||
--input: #1e2a45;
|
||||
--ring: #5B8FFF;
|
||||
--chart-1: #FF6B35;
|
||||
--chart-2: #4ECDC4;
|
||||
--chart-3: #9B59B6;
|
||||
--chart-4: #2ECC71;
|
||||
--chart-5: #FFD700;
|
||||
--sidebar: #0C1020;
|
||||
--sidebar-foreground: #c8d8f8;
|
||||
--sidebar-primary: #D4A843;
|
||||
--sidebar-primary-foreground: #0C1020;
|
||||
--sidebar-accent: #1e2a45;
|
||||
--sidebar-accent-foreground: #c8d8f8;
|
||||
--sidebar-border: #1e2a45;
|
||||
--sidebar-ring: #D4A843;
|
||||
}
|
||||
|
||||
@layer base {
|
||||
* {
|
||||
@apply border-border outline-ring/50;
|
||||
}
|
||||
body {
|
||||
@apply bg-background text-foreground;
|
||||
font-family: 'Crimson Text', Georgia, serif;
|
||||
}
|
||||
}
|
||||
|
||||
/* Game-specific styles */
|
||||
.game-root {
|
||||
font-family: 'Crimson Text', Georgia, serif;
|
||||
background: var(--game-bg);
|
||||
color: var(--game-text);
|
||||
min-height: 100vh;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
background-image:
|
||||
radial-gradient(ellipse at 20% 10%, #0D1535 0%, transparent 50%),
|
||||
radial-gradient(ellipse at 80% 90%, #0A0A20 0%, transparent 50%),
|
||||
repeating-linear-gradient(0deg, transparent, transparent 40px, rgba(30,42,69,0.15) 40px, rgba(30,42,69,0.15) 41px),
|
||||
repeating-linear-gradient(90deg, transparent, transparent 40px, rgba(30,42,69,0.15) 40px, rgba(30,42,69,0.15) 41px);
|
||||
}
|
||||
|
||||
.game-title {
|
||||
font-family: 'Cinzel', serif;
|
||||
background: linear-gradient(135deg, var(--game-gold) 0%, var(--game-purpleL) 50%, var(--game-accentL) 100%);
|
||||
-webkit-background-clip: text;
|
||||
-webkit-text-fill-color: transparent;
|
||||
background-clip: text;
|
||||
}
|
||||
|
||||
.game-panel-title {
|
||||
font-family: 'Cinzel', serif;
|
||||
letter-spacing: 2px;
|
||||
text-transform: uppercase;
|
||||
}
|
||||
|
||||
.game-mono {
|
||||
font-family: 'JetBrains Mono', monospace;
|
||||
}
|
||||
|
||||
/* Scrollbar */
|
||||
::-webkit-scrollbar {
|
||||
width: 6px;
|
||||
height: 6px;
|
||||
}
|
||||
|
||||
::-webkit-scrollbar-track {
|
||||
background: transparent;
|
||||
}
|
||||
|
||||
::-webkit-scrollbar-thumb {
|
||||
background: var(--game-border2);
|
||||
border-radius: 3px;
|
||||
}
|
||||
|
||||
::-webkit-scrollbar-thumb:hover {
|
||||
background: var(--game-purple);
|
||||
}
|
||||
|
||||
/* Mana bar animation */
|
||||
@keyframes mana-pulse {
|
||||
0%, 100% { opacity: 1; }
|
||||
50% { opacity: 0.7; }
|
||||
}
|
||||
|
||||
.mana-bar-animated {
|
||||
animation: mana-pulse 2s ease-in-out infinite;
|
||||
}
|
||||
|
||||
/* Glow effects */
|
||||
.glow-gold {
|
||||
box-shadow: 0 0 15px rgba(212, 168, 67, 0.4);
|
||||
}
|
||||
|
||||
.glow-purple {
|
||||
box-shadow: 0 0 15px rgba(124, 92, 191, 0.4);
|
||||
}
|
||||
|
||||
.glow-accent {
|
||||
box-shadow: 0 0 15px rgba(60, 111, 232, 0.4);
|
||||
}
|
||||
|
||||
/* Button hover effects */
|
||||
.btn-game {
|
||||
transition: all 0.2s ease;
|
||||
}
|
||||
|
||||
.btn-game:hover {
|
||||
transform: translateY(-1px);
|
||||
box-shadow: 0 4px 12px rgba(0, 0, 0, 0.3);
|
||||
}
|
||||
|
||||
/* Card hover effects */
|
||||
.card-game {
|
||||
transition: all 0.2s ease;
|
||||
}
|
||||
|
||||
.card-game:hover {
|
||||
border-color: var(--game-border2);
|
||||
box-shadow: 0 4px 20px rgba(0, 0, 0, 0.3);
|
||||
}
|
||||
|
||||
/* Element pill styles */
|
||||
.elem-pill {
|
||||
transition: all 0.15s ease;
|
||||
}
|
||||
|
||||
.elem-pill:hover {
|
||||
filter: brightness(1.2);
|
||||
transform: scale(1.02);
|
||||
}
|
||||
|
||||
/* Calendar day styles */
|
||||
.day-cell {
|
||||
transition: all 0.15s ease;
|
||||
}
|
||||
|
||||
.day-current {
|
||||
box-shadow: 0 0 8px rgba(60, 111, 232, 0.5);
|
||||
}
|
||||
|
||||
.day-incursion {
|
||||
border-color: rgba(192, 57, 43, 0.6) !important;
|
||||
}
|
||||
|
||||
/* Game over overlay */
|
||||
.game-overlay {
|
||||
backdrop-filter: blur(8px);
|
||||
background: rgba(6, 8, 17, 0.92);
|
||||
}
|
||||
|
||||
/* Pact badge */
|
||||
.pact-badge {
|
||||
box-shadow: 0 0 10px rgba(212, 168, 67, 0.3);
|
||||
}
|
||||
|
||||
/* Spell card active */
|
||||
.spell-active {
|
||||
border-color: var(--game-gold);
|
||||
background: rgba(212, 168, 67, 0.1);
|
||||
}
|
||||
|
||||
/* Tab active */
|
||||
.tab-active {
|
||||
color: var(--game-gold);
|
||||
border-bottom-color: var(--game-gold);
|
||||
}
|
||||
|
||||
/* Skill dot filled */
|
||||
.skill-dot-filled {
|
||||
background: var(--game-purpleL);
|
||||
box-shadow: 0 0 6px rgba(160, 126, 224, 0.5);
|
||||
}
|
||||
|
||||
/* Log entry */
|
||||
.log-entry-new {
|
||||
color: var(--game-text);
|
||||
}
|
||||
|
||||
.log-entry-old {
|
||||
color: var(--game-text2);
|
||||
}
|
||||
41
src/app/layout.tsx
Executable file
41
src/app/layout.tsx
Executable file
@@ -0,0 +1,41 @@
|
||||
import type { Metadata } from "next";
|
||||
import { Geist, Geist_Mono } from "next/font/google";
|
||||
import "./globals.css";
|
||||
import { Toaster } from "@/components/ui/toaster";
|
||||
import { DebugProvider } from "@/lib/game/debug-context";
|
||||
|
||||
const geistSans = Geist({
|
||||
variable: "--font-geist-sans",
|
||||
subsets: ["latin"],
|
||||
});
|
||||
|
||||
const geistMono = Geist_Mono({
|
||||
variable: "--font-geist-mono",
|
||||
subsets: ["latin"],
|
||||
});
|
||||
|
||||
export const metadata: Metadata = {
|
||||
title: "Mana Loop",
|
||||
description: "A time-loop incremental game where you climb the Spire and sign pacts with guardians.",
|
||||
keywords: ["Mana Loop", "incremental game", "idle game", "time loop"],
|
||||
authors: [{ name: "Mana Loop Team" }],
|
||||
};
|
||||
|
||||
export default function RootLayout({
|
||||
children,
|
||||
}: Readonly<{
|
||||
children: React.ReactNode;
|
||||
}>) {
|
||||
return (
|
||||
<html lang="en" suppressHydrationWarning>
|
||||
<body
|
||||
className={`${geistSans.variable} ${geistMono.variable} antialiased bg-background text-foreground`}
|
||||
>
|
||||
<DebugProvider>
|
||||
{children}
|
||||
</DebugProvider>
|
||||
<Toaster />
|
||||
</body>
|
||||
</html>
|
||||
);
|
||||
}
|
||||
469
src/app/page.tsx
Executable file
469
src/app/page.tsx
Executable file
@@ -0,0 +1,469 @@
|
||||
'use client';
|
||||
|
||||
import { useEffect, useState } from 'react';
|
||||
import { useGameStore, useGameLoop, fmt, fmtDec, getFloorElement, computeMaxMana, computeRegen, computeClickMana, getMeditationBonus, getIncursionStrength, canAffordSpellCost } from '@/lib/game/store';
|
||||
import { getActiveEquipmentSpells, getTotalDPS } from '@/lib/game/computed-stats';
|
||||
import { getDamageBreakdown } from '@/lib/game/computed-stats';
|
||||
import { ELEMENTS, GUARDIANS, SPELLS_DEF, PRESTIGE_DEF, getStudySpeedMultiplier, getStudyCostMultiplier } from '@/lib/game/constants';
|
||||
import { SKILL_EVOLUTION_PATHS, getTierMultiplier } from '@/lib/game/skill-evolution';
|
||||
import { getUnifiedEffects, hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/effects';
|
||||
import { formatHour } from '@/lib/game/formatting';
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Tabs, TabsContent, TabsList, TabsTrigger } from '@/components/ui/tabs';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { Badge } from '@/components/ui/badge';
|
||||
import { RotateCcw } from 'lucide-react';
|
||||
import { CraftingTab, SpireTab, SpellsTab, LabTab, SkillsTab, StatsTab, EquipmentTab, AttunementsTab, DebugTab } from '@/components/game/tabs';
|
||||
import { ActionButtons, CalendarDisplay, ManaDisplay, TimeDisplay } from '@/components/game';
|
||||
import { LootInventoryDisplay } from '@/components/game/LootInventory';
|
||||
import { AchievementsDisplay } from '@/components/game/AchievementsDisplay';
|
||||
import { DebugName } from '@/lib/game/debug-context';
|
||||
|
||||
export default function ManaLoopGame() {
|
||||
const [activeTab, setActiveTab] = useState('spire');
|
||||
const [isGathering, setIsGathering] = useState(false);
|
||||
|
||||
// Game store
|
||||
const store = useGameStore();
|
||||
const gameLoop = useGameLoop();
|
||||
|
||||
// Computed effects from upgrades and equipment
|
||||
const upgradeEffects = getUnifiedEffects(store);
|
||||
|
||||
// Derived stats
|
||||
const maxMana = computeMaxMana(store, upgradeEffects);
|
||||
const baseRegen = computeRegen(store, upgradeEffects);
|
||||
const clickMana = computeClickMana(store);
|
||||
const floorElem = getFloorElement(store.currentFloor);
|
||||
const floorElemDef = ELEMENTS[floorElem];
|
||||
const isGuardianFloor = !!GUARDIANS[store.currentFloor];
|
||||
const currentGuardian = GUARDIANS[store.currentFloor];
|
||||
const meditationMultiplier = getMeditationBonus(store.meditateTicks, store.skills, upgradeEffects.meditationEfficiency);
|
||||
const incursionStrength = getIncursionStrength(store.day, store.hour);
|
||||
const studySpeedMult = getStudySpeedMultiplier(store.skills);
|
||||
const studyCostMult = getStudyCostMultiplier(store.skills);
|
||||
|
||||
// Effective regen with incursion penalty
|
||||
const effectiveRegenWithSpecials = baseRegen * (1 - incursionStrength);
|
||||
|
||||
// Mana Cascade bonus
|
||||
const manaCascadeBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_CASCADE)
|
||||
? Math.floor(maxMana / 100) * 0.1
|
||||
: 0;
|
||||
|
||||
// Effective regen
|
||||
const effectiveRegen = (effectiveRegenWithSpecials + manaCascadeBonus) * meditationMultiplier;
|
||||
|
||||
// Get all active spells from equipment
|
||||
const activeEquipmentSpells = getActiveEquipmentSpells(store.equippedInstances, store.equipmentInstances);
|
||||
|
||||
// Compute total DPS
|
||||
const totalDPS = getTotalDPS(store, upgradeEffects, floorElem);
|
||||
|
||||
// Auto-gather while holding
|
||||
useEffect(() => {
|
||||
if (!isGathering) return;
|
||||
|
||||
let lastGatherTime = 0;
|
||||
const minGatherInterval = 100;
|
||||
let animationFrameId: number;
|
||||
|
||||
const gatherLoop = (timestamp: number) => {
|
||||
if (timestamp - lastGatherTime >= minGatherInterval) {
|
||||
store.gatherMana();
|
||||
lastGatherTime = timestamp;
|
||||
}
|
||||
animationFrameId = requestAnimationFrame(gatherLoop);
|
||||
};
|
||||
|
||||
animationFrameId = requestAnimationFrame(gatherLoop);
|
||||
return () => cancelAnimationFrame(animationFrameId);
|
||||
}, [isGathering, store]);
|
||||
|
||||
// Handle gather button events
|
||||
const handleGatherStart = () => {
|
||||
setIsGathering(true);
|
||||
store.gatherMana();
|
||||
};
|
||||
|
||||
const handleGatherEnd = () => {
|
||||
setIsGathering(false);
|
||||
};
|
||||
|
||||
// Start game loop
|
||||
useEffect(() => {
|
||||
const cleanup = gameLoop.start();
|
||||
return cleanup;
|
||||
}, [gameLoop]);
|
||||
|
||||
// Check if spell can be cast
|
||||
const canCastSpell = (spellId: string): boolean => {
|
||||
const spell = SPELLS_DEF[spellId];
|
||||
if (!spell) return false;
|
||||
return canAffordSpellCost(spell.cost, store.rawMana, store.elements);
|
||||
};
|
||||
|
||||
// Game Over Screen
|
||||
if (store.gameOver) {
|
||||
return (
|
||||
<div className="fixed inset-0 game-overlay flex items-center justify-center z-50">
|
||||
<Card className="bg-gray-900 border-gray-600 max-w-md w-full mx-4 shadow-2xl">
|
||||
<CardHeader>
|
||||
<CardTitle className={`text-3xl text-center game-title ${store.victory ? 'text-amber-400' : 'text-red-400'}`}>
|
||||
{store.victory ? 'VICTORY!' : 'LOOP ENDS'}
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-4">
|
||||
<p className="text-center text-gray-400">
|
||||
{store.victory
|
||||
? 'The Awakened One falls! Your power echoes through eternity.'
|
||||
: 'The time loop resets... but you remember.'}
|
||||
</p>
|
||||
|
||||
<div className="grid grid-cols-2 gap-3">
|
||||
<div className="p-3 bg-gray-800 rounded">
|
||||
<div className="text-xl font-bold text-amber-400 game-mono">{fmt(store.loopInsight)}</div>
|
||||
<div className="text-xs text-gray-400">Insight Gained</div>
|
||||
</div>
|
||||
<div className="p-3 bg-gray-800 rounded">
|
||||
<div className="text-xl font-bold text-blue-400 game-mono">{store.maxFloorReached}</div>
|
||||
<div className="text-xs text-gray-400">Best Floor</div>
|
||||
</div>
|
||||
<div className="p-3 bg-gray-800 rounded">
|
||||
<div className="text-xl font-bold text-purple-400 game-mono">{store.signedPacts.length}</div>
|
||||
<div className="text-xs text-gray-400">Pacts Signed</div>
|
||||
</div>
|
||||
<div className="p-3 bg-gray-800 rounded">
|
||||
<div className="text-xl font-bold text-green-400 game-mono">{store.loopCount + 1}</div>
|
||||
<div className="text-xs text-gray-400">Total Loops</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<Button
|
||||
className="w-full bg-gradient-to-r from-blue-600 to-purple-600 hover:from-blue-700 hover:to-purple-700"
|
||||
size="lg"
|
||||
onClick={() => store.startNewLoop()}
|
||||
>
|
||||
Begin New Loop
|
||||
</Button>
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
return (
|
||||
<TooltipProvider>
|
||||
<div className="game-root min-h-screen flex flex-col">
|
||||
{/* Header */}
|
||||
<header className="sticky top-0 z-50 bg-gradient-to-b from-gray-900 to-gray-900/80 border-b border-gray-700 px-4 py-2">
|
||||
<div className="flex items-center justify-between">
|
||||
<h1 className="text-xl font-bold game-title tracking-wider">MANA LOOP</h1>
|
||||
|
||||
<div className="flex items-center gap-4">
|
||||
<TimeDisplay
|
||||
day={store.day}
|
||||
hour={store.hour}
|
||||
isPaused={store.isPaused}
|
||||
togglePause={store.togglePause}
|
||||
/>
|
||||
</div>
|
||||
</div>
|
||||
</header>
|
||||
|
||||
{/* Main Content */}
|
||||
<main className="flex-1 flex flex-col md:flex-row gap-4 p-4">
|
||||
{/* Left Panel - Mana & Actions */}
|
||||
<div className="md:w-80 space-y-4 flex-shrink-0">
|
||||
{/* Mana Display */}
|
||||
<DebugName name="ManaDisplay">
|
||||
<ManaDisplay
|
||||
rawMana={store.rawMana}
|
||||
maxMana={maxMana}
|
||||
effectiveRegen={effectiveRegen}
|
||||
meditationMultiplier={meditationMultiplier}
|
||||
clickMana={clickMana}
|
||||
isGathering={isGathering}
|
||||
onGatherStart={handleGatherStart}
|
||||
onGatherEnd={handleGatherEnd}
|
||||
elements={store.elements}
|
||||
/>
|
||||
</DebugName>
|
||||
|
||||
{/* Action Buttons */}
|
||||
<DebugName name="ActionButtons">
|
||||
<ActionButtons
|
||||
currentAction={store.currentAction}
|
||||
designProgress={store.designProgress}
|
||||
preparationProgress={store.preparationProgress}
|
||||
applicationProgress={store.applicationProgress}
|
||||
setAction={store.setAction}
|
||||
/>
|
||||
</DebugName>
|
||||
|
||||
{/* Calendar */}
|
||||
<DebugName name="CalendarDisplay">
|
||||
<CalendarDisplay
|
||||
day={store.day}
|
||||
hour={store.hour}
|
||||
incursionStrength={incursionStrength}
|
||||
/>
|
||||
</DebugName>
|
||||
|
||||
{/* Loot Inventory */}
|
||||
<DebugName name="LootInventoryDisplay">
|
||||
<LootInventoryDisplay
|
||||
inventory={store.lootInventory}
|
||||
elements={store.elements}
|
||||
equipmentInstances={store.equipmentInstances}
|
||||
onDeleteMaterial={store.deleteMaterial}
|
||||
onDeleteEquipment={store.deleteEquipmentInstance}
|
||||
/>
|
||||
</DebugName>
|
||||
|
||||
{/* Achievements */}
|
||||
<DebugName name="AchievementsDisplay">
|
||||
<AchievementsDisplay
|
||||
achievements={store.achievements}
|
||||
gameState={{
|
||||
maxFloorReached: store.maxFloorReached,
|
||||
totalManaGathered: store.totalManaGathered,
|
||||
signedPacts: store.signedPacts,
|
||||
totalSpellsCast: store.totalSpellsCast,
|
||||
totalDamageDealt: store.totalDamageDealt,
|
||||
totalCraftsCompleted: store.totalCraftsCompleted,
|
||||
}}
|
||||
/>
|
||||
</DebugName>
|
||||
</div>
|
||||
|
||||
{/* Right Panel - Tabs */}
|
||||
<div className="flex-1 min-w-0">
|
||||
<Tabs value={activeTab} onValueChange={setActiveTab}>
|
||||
<TabsList className="flex flex-wrap gap-1 w-full mb-4 h-auto">
|
||||
<TabsTrigger value="spire" className="text-xs px-2 py-1">⚔️ Spire</TabsTrigger>
|
||||
<TabsTrigger value="attunements" className="text-xs px-2 py-1">✨ Attune</TabsTrigger>
|
||||
<TabsTrigger value="skills" className="text-xs px-2 py-1">📚 Skills</TabsTrigger>
|
||||
<TabsTrigger value="spells" className="text-xs px-2 py-1">🔮 Spells</TabsTrigger>
|
||||
<TabsTrigger value="equipment" className="text-xs px-2 py-1">🛡️ Gear</TabsTrigger>
|
||||
<TabsTrigger value="crafting" className="text-xs px-2 py-1">🔧 Craft</TabsTrigger>
|
||||
<TabsTrigger value="lab" className="text-xs px-2 py-1">🔬 Lab</TabsTrigger>
|
||||
<TabsTrigger value="stats" className="text-xs px-2 py-1">📊 Stats</TabsTrigger>
|
||||
<TabsTrigger value="debug" className="text-xs px-2 py-1">🔧 Debug</TabsTrigger>
|
||||
<TabsTrigger value="grimoire" className="text-xs px-2 py-1">📖 Grimoire</TabsTrigger>
|
||||
</TabsList>
|
||||
|
||||
<TabsContent value="spire">
|
||||
<DebugName name="SpireTab">
|
||||
<SpireTab store={store} />
|
||||
</DebugName>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="attunements">
|
||||
<DebugName name="AttunementsTab">
|
||||
<AttunementsTab store={store} />
|
||||
</DebugName>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="skills">
|
||||
<DebugName name="SkillsTab">
|
||||
<SkillsTab store={store} />
|
||||
</DebugName>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="spells">
|
||||
<DebugName name="SpellsTab">
|
||||
<SpellsTab store={store} />
|
||||
</DebugName>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="equipment">
|
||||
<DebugName name="EquipmentTab">
|
||||
<EquipmentTab store={store} />
|
||||
</DebugName>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="crafting">
|
||||
<DebugName name="CraftingTab">
|
||||
<CraftingTab store={store} />
|
||||
</DebugName>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="lab">
|
||||
<DebugName name="LabTab">
|
||||
<LabTab store={store} />
|
||||
</DebugName>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="stats">
|
||||
<DebugName name="StatsTab">
|
||||
<StatsTab
|
||||
store={store}
|
||||
upgradeEffects={upgradeEffects}
|
||||
maxMana={maxMana}
|
||||
baseRegen={baseRegen}
|
||||
clickMana={clickMana}
|
||||
meditationMultiplier={meditationMultiplier}
|
||||
effectiveRegen={effectiveRegen}
|
||||
incursionStrength={incursionStrength}
|
||||
manaCascadeBonus={manaCascadeBonus}
|
||||
studySpeedMult={studySpeedMult}
|
||||
studyCostMult={studyCostMult}
|
||||
/>
|
||||
</DebugName>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="grimoire">
|
||||
<DebugName name="GrimoireTab">
|
||||
{renderGrimoireTab()}
|
||||
</DebugName>
|
||||
</TabsContent>
|
||||
|
||||
<TabsContent value="debug">
|
||||
<DebugName name="DebugTab">
|
||||
<DebugTab store={store} />
|
||||
</DebugName>
|
||||
</TabsContent>
|
||||
</Tabs>
|
||||
</div>
|
||||
</main>
|
||||
</div>
|
||||
</TooltipProvider>
|
||||
);
|
||||
|
||||
// Grimoire Tab (Prestige)
|
||||
function renderGrimoireTab() {
|
||||
return (
|
||||
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
|
||||
{/* Current Status */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 game-panel-title text-xs">Loop Status</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-3">
|
||||
<div className="grid grid-cols-2 gap-3">
|
||||
<div className="p-3 bg-gray-800/50 rounded">
|
||||
<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">
|
||||
<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">
|
||||
<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">
|
||||
<div className="text-2xl font-bold text-green-400 game-mono">{store.memorySlots}</div>
|
||||
<div className="text-xs text-gray-400">Memory Slots</div>
|
||||
</div>
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Signed Pacts */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 game-panel-title text-xs">Signed Pacts</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{store.signedPacts.length === 0 ? (
|
||||
<div className="text-gray-500 text-sm">No pacts signed yet. Defeat guardians to earn pacts.</div>
|
||||
) : (
|
||||
<div className="space-y-2">
|
||||
{store.signedPacts.map((floor) => {
|
||||
const guardian = GUARDIANS[floor];
|
||||
if (!guardian) return null;
|
||||
return (
|
||||
<div
|
||||
key={floor}
|
||||
className="flex items-center justify-between p-2 rounded border"
|
||||
style={{ borderColor: guardian.color, backgroundColor: `${guardian.color}15` }}
|
||||
>
|
||||
<div>
|
||||
<div className="font-semibold text-sm" style={{ color: guardian.color }}>
|
||||
{guardian.name}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400">Floor {floor}</div>
|
||||
</div>
|
||||
<Badge className="bg-amber-900/50 text-amber-300">
|
||||
{guardian.pact}x multiplier
|
||||
</Badge>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Prestige Upgrades */}
|
||||
<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 game-panel-title text-xs">Insight Upgrades (Permanent)</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="grid grid-cols-1 sm:grid-cols-2 lg:grid-cols-3 gap-3">
|
||||
{Object.entries(PRESTIGE_DEF).map(([id, def]) => {
|
||||
const level = store.prestigeUpgrades[id] || 0;
|
||||
const maxed = level >= def.max;
|
||||
const canBuy = !maxed && store.insight >= def.cost;
|
||||
|
||||
return (
|
||||
<div
|
||||
key={id}
|
||||
className="p-3 rounded border border-gray-700 bg-gray-800/50"
|
||||
>
|
||||
<div className="flex items-center justify-between mb-2">
|
||||
<div className="font-semibold text-amber-400 text-sm">{def.name}</div>
|
||||
<Badge variant="outline" className="text-xs">
|
||||
{level}/{def.max}
|
||||
</Badge>
|
||||
</div>
|
||||
<div className="text-xs text-gray-400 italic mb-2">{def.desc}</div>
|
||||
<Button
|
||||
size="sm"
|
||||
variant={canBuy ? 'default' : 'outline'}
|
||||
className="w-full"
|
||||
disabled={!canBuy}
|
||||
onClick={() => store.doPrestige(id)}
|
||||
>
|
||||
{maxed ? 'Maxed' : `Upgrade (${fmt(def.cost)} insight)`}
|
||||
</Button>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
|
||||
{/* Reset Game Button */}
|
||||
<div className="mt-4 pt-4 border-t border-gray-700">
|
||||
<div className="flex items-center justify-between">
|
||||
<div>
|
||||
<div className="text-sm text-gray-400">Reset All Progress</div>
|
||||
<div className="text-xs text-gray-500">Clear all data and start fresh</div>
|
||||
</div>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
className="border-red-600/50 text-red-400 hover:bg-red-900/20"
|
||||
onClick={() => {
|
||||
if (confirm('Are you sure you want to reset ALL progress? This cannot be undone!')) {
|
||||
store.resetGame();
|
||||
}
|
||||
}}
|
||||
>
|
||||
<RotateCcw className="w-4 h-4 mr-1" />
|
||||
Reset
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// Import TooltipProvider
|
||||
import { TooltipProvider } from '@/components/ui/tooltip';
|
||||
173
src/components/game/AchievementsDisplay.tsx
Executable file
173
src/components/game/AchievementsDisplay.tsx
Executable file
@@ -0,0 +1,173 @@
|
||||
'use client';
|
||||
|
||||
import { useState } from 'react';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { Badge } from '@/components/ui/badge';
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { ScrollArea } from '@/components/ui/scroll-area';
|
||||
import { Progress } from '@/components/ui/progress';
|
||||
import { Trophy, Lock, CheckCircle, ChevronDown, ChevronUp } from 'lucide-react';
|
||||
import type { AchievementState } from '@/lib/game/types';
|
||||
import { ACHIEVEMENTS, ACHIEVEMENT_CATEGORY_COLORS, getAchievementsByCategory, isAchievementRevealed } from '@/lib/game/data/achievements';
|
||||
import { GameState } from '@/lib/game/types';
|
||||
|
||||
interface AchievementsProps {
|
||||
achievements: AchievementState;
|
||||
gameState: Pick<GameState, 'maxFloorReached' | 'totalManaGathered' | 'signedPacts' | 'totalSpellsCast' | 'totalDamageDealt' | 'totalCraftsCompleted'>;
|
||||
}
|
||||
|
||||
export function AchievementsDisplay({ achievements, gameState }: AchievementsProps) {
|
||||
const [expandedCategory, setExpandedCategory] = useState<string | null>('combat');
|
||||
|
||||
const categories = getAchievementsByCategory();
|
||||
const unlockedCount = achievements.unlocked.length;
|
||||
const totalCount = Object.keys(ACHIEVEMENTS).length;
|
||||
|
||||
// Calculate progress for each achievement
|
||||
const getProgress = (achievementId: string): number => {
|
||||
const achievement = ACHIEVEMENTS[achievementId];
|
||||
if (!achievement) return 0;
|
||||
if (achievements.unlocked.includes(achievementId)) return achievement.requirement.value;
|
||||
|
||||
const { type, subType } = achievement.requirement;
|
||||
|
||||
switch (type) {
|
||||
case 'floor':
|
||||
if (subType === 'noPacts') {
|
||||
return gameState.maxFloorReached >= achievement.requirement.value && gameState.signedPacts.length === 0
|
||||
? achievement.requirement.value
|
||||
: gameState.maxFloorReached;
|
||||
}
|
||||
return gameState.maxFloorReached;
|
||||
case 'spells':
|
||||
return gameState.totalSpellsCast || 0;
|
||||
case 'damage':
|
||||
return gameState.totalDamageDealt || 0;
|
||||
case 'mana':
|
||||
return gameState.totalManaGathered || 0;
|
||||
case 'pact':
|
||||
return gameState.signedPacts.length;
|
||||
case 'craft':
|
||||
return gameState.totalCraftsCompleted || 0;
|
||||
default:
|
||||
return achievements.progress[achievementId] || 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" />
|
||||
Achievements
|
||||
<Badge className="ml-auto bg-amber-900/50 text-amber-300">
|
||||
{unlockedCount} / {totalCount}
|
||||
</Badge>
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<ScrollArea className="h-64">
|
||||
<div className="space-y-2">
|
||||
{Object.entries(categories).map(([category, categoryAchievements]) => (
|
||||
<div key={category} className="space-y-1">
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="sm"
|
||||
className="w-full justify-between text-xs"
|
||||
onClick={() => setExpandedCategory(expandedCategory === category ? null : category)}
|
||||
>
|
||||
<span style={{ color: ACHIEVEMENT_CATEGORY_COLORS[category] }}>
|
||||
{category.charAt(0).toUpperCase() + category.slice(1)}
|
||||
</span>
|
||||
<span className="text-gray-500">
|
||||
{categoryAchievements.filter(a => achievements.unlocked.includes(a.id)).length} / {categoryAchievements.length}
|
||||
</span>
|
||||
{expandedCategory === category ? (
|
||||
<ChevronUp className="w-4 h-4" />
|
||||
) : (
|
||||
<ChevronDown className="w-4 h-4" />
|
||||
)}
|
||||
</Button>
|
||||
|
||||
{expandedCategory === category && (
|
||||
<div className="pl-2 space-y-2">
|
||||
{categoryAchievements.map((achievement) => {
|
||||
const isUnlocked = achievements.unlocked.includes(achievement.id);
|
||||
const progress = getProgress(achievement.id);
|
||||
const isRevealed = isAchievementRevealed(achievement, progress);
|
||||
const progressPercent = Math.min(100, (progress / achievement.requirement.value) * 100);
|
||||
|
||||
if (!isRevealed && !isUnlocked) {
|
||||
return (
|
||||
<div key={achievement.id} className="p-2 rounded bg-gray-800/30 border border-gray-700">
|
||||
<div className="flex items-center gap-2 text-gray-500">
|
||||
<Lock className="w-4 h-4" />
|
||||
<span className="text-sm">???</span>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
return (
|
||||
<div
|
||||
key={achievement.id}
|
||||
className={`p-2 rounded border ${
|
||||
isUnlocked
|
||||
? 'bg-amber-900/20 border-amber-600/50'
|
||||
: 'bg-gray-800/30 border-gray-700'
|
||||
}`}
|
||||
>
|
||||
<div className="flex items-start justify-between mb-1">
|
||||
<div className="flex items-center gap-2">
|
||||
{isUnlocked ? (
|
||||
<CheckCircle className="w-4 h-4 text-amber-400" />
|
||||
) : (
|
||||
<Trophy className="w-4 h-4 text-gray-500" />
|
||||
)}
|
||||
<span className={`text-sm font-semibold ${isUnlocked ? 'text-amber-300' : 'text-gray-300'}`}>
|
||||
{achievement.name}
|
||||
</span>
|
||||
</div>
|
||||
{achievement.reward.title && isUnlocked && (
|
||||
<Badge className="text-xs bg-purple-900/50 text-purple-300">
|
||||
Title
|
||||
</Badge>
|
||||
)}
|
||||
</div>
|
||||
|
||||
<div className="text-xs text-gray-400 mb-2">
|
||||
{achievement.desc}
|
||||
</div>
|
||||
|
||||
{!isUnlocked && (
|
||||
<div className="space-y-1">
|
||||
<Progress value={progressPercent} className="h-1 bg-gray-700" />
|
||||
<div className="flex justify-between text-xs text-gray-500">
|
||||
<span>{progress.toLocaleString()} / {achievement.requirement.value.toLocaleString()}</span>
|
||||
<span>{progressPercent.toFixed(0)}%</span>
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{isUnlocked && achievement.reward && (
|
||||
<div className="text-xs text-amber-400/70">
|
||||
Reward:
|
||||
{achievement.reward.insight && ` +${achievement.reward.insight} Insight`}
|
||||
{achievement.reward.manaBonus && ` +${achievement.reward.manaBonus} Max Mana`}
|
||||
{achievement.reward.damageBonus && ` +${(achievement.reward.damageBonus * 100).toFixed(0)}% Damage`}
|
||||
{achievement.reward.title && ` "${achievement.reward.title}"`}
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
}
|
||||
86
src/components/game/ActionButtons.tsx
Executable file
86
src/components/game/ActionButtons.tsx
Executable file
@@ -0,0 +1,86 @@
|
||||
'use client';
|
||||
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Sparkles, Swords, BookOpen, Target, FlaskConical } from 'lucide-react';
|
||||
import type { GameAction } from '@/lib/game/types';
|
||||
|
||||
interface ActionButtonsProps {
|
||||
currentAction: GameAction;
|
||||
designProgress: { progress: number; required: number } | null;
|
||||
preparationProgress: { progress: number; required: number } | null;
|
||||
applicationProgress: { progress: number; required: number } | null;
|
||||
setAction: (action: GameAction) => void;
|
||||
}
|
||||
|
||||
export function ActionButtons({
|
||||
currentAction,
|
||||
designProgress,
|
||||
preparationProgress,
|
||||
applicationProgress,
|
||||
setAction,
|
||||
}: ActionButtonsProps) {
|
||||
const actions: { id: GameAction; label: string; icon: typeof Swords }[] = [
|
||||
{ id: 'meditate', label: 'Meditate', icon: Sparkles },
|
||||
{ id: 'climb', label: 'Climb', icon: Swords },
|
||||
{ id: 'study', label: 'Study', icon: BookOpen },
|
||||
];
|
||||
|
||||
const hasDesignProgress = designProgress !== null;
|
||||
const hasPrepProgress = preparationProgress !== null;
|
||||
const hasAppProgress = applicationProgress !== null;
|
||||
|
||||
return (
|
||||
<div className="space-y-2">
|
||||
<div className="grid grid-cols-3 gap-2">
|
||||
{actions.map(({ id, label, icon: Icon }) => (
|
||||
<Button
|
||||
key={id}
|
||||
variant={currentAction === id ? 'default' : 'outline'}
|
||||
size="sm"
|
||||
className={`h-9 ${currentAction === id ? 'bg-blue-600 hover:bg-blue-700' : 'bg-gray-800/50 hover:bg-gray-700/50 border-gray-600'}`}
|
||||
onClick={() => setAction(id)}
|
||||
>
|
||||
<Icon className="w-4 h-4 mr-1" />
|
||||
{label}
|
||||
</Button>
|
||||
))}
|
||||
</div>
|
||||
|
||||
{/* Crafting actions row - shown when there's active crafting progress */}
|
||||
{(hasDesignProgress || hasPrepProgress || hasAppProgress) && (
|
||||
<div className="grid grid-cols-3 gap-2">
|
||||
<Button
|
||||
variant={currentAction === 'design' ? 'default' : 'outline'}
|
||||
size="sm"
|
||||
disabled={!hasDesignProgress}
|
||||
className={`h-9 ${currentAction === 'design' ? 'bg-purple-600 hover:bg-purple-700' : 'bg-gray-800/50 hover:bg-gray-700/50 border-gray-600'}`}
|
||||
onClick={() => hasDesignProgress && setAction('design')}
|
||||
>
|
||||
<Target className="w-4 h-4 mr-1" />
|
||||
Design
|
||||
</Button>
|
||||
<Button
|
||||
variant={currentAction === 'prepare' ? 'default' : 'outline'}
|
||||
size="sm"
|
||||
disabled={!hasPrepProgress}
|
||||
className={`h-9 ${currentAction === 'prepare' ? 'bg-purple-600 hover:bg-purple-700' : 'bg-gray-800/50 hover:bg-gray-700/50 border-gray-600'}`}
|
||||
onClick={() => hasPrepProgress && setAction('prepare')}
|
||||
>
|
||||
<FlaskConical className="w-4 h-4 mr-1" />
|
||||
Prepare
|
||||
</Button>
|
||||
<Button
|
||||
variant={currentAction === 'enchant' ? 'default' : 'outline'}
|
||||
size="sm"
|
||||
disabled={!hasAppProgress}
|
||||
className={`h-9 ${currentAction === 'enchant' ? 'bg-purple-600 hover:bg-purple-700' : 'bg-gray-800/50 hover:bg-gray-700/50 border-gray-600'}`}
|
||||
onClick={() => hasAppProgress && setAction('enchant')}
|
||||
>
|
||||
<Sparkles className="w-4 h-4 mr-1" />
|
||||
Enchant
|
||||
</Button>
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
50
src/components/game/CalendarDisplay.tsx
Executable file
50
src/components/game/CalendarDisplay.tsx
Executable file
@@ -0,0 +1,50 @@
|
||||
'use client';
|
||||
|
||||
import { Tooltip, TooltipContent, TooltipTrigger } from '@/components/ui/tooltip';
|
||||
import { MAX_DAY, INCURSION_START_DAY } from '@/lib/game/constants';
|
||||
|
||||
interface CalendarDisplayProps {
|
||||
day: number;
|
||||
hour: number;
|
||||
incursionStrength?: number;
|
||||
}
|
||||
|
||||
export function CalendarDisplay({ day }: CalendarDisplayProps) {
|
||||
const days: React.ReactElement[] = [];
|
||||
|
||||
for (let d = 1; d <= MAX_DAY; d++) {
|
||||
let dayClass = 'w-6 h-6 sm:w-7 sm:h-7 rounded text-xs flex items-center justify-center font-mono border transition-all ';
|
||||
|
||||
if (d < day) {
|
||||
dayClass += 'bg-blue-900/30 border-blue-800/50 text-blue-400';
|
||||
} else if (d === day) {
|
||||
dayClass += 'bg-blue-600/40 border-blue-500 text-blue-300 shadow-lg shadow-blue-500/30';
|
||||
} else {
|
||||
dayClass += 'bg-gray-800/30 border-gray-700/50 text-gray-500';
|
||||
}
|
||||
|
||||
if (d >= INCURSION_START_DAY) {
|
||||
dayClass += ' border-red-600/50';
|
||||
}
|
||||
|
||||
days.push(
|
||||
<Tooltip key={d}>
|
||||
<TooltipTrigger asChild>
|
||||
<div className={dayClass}>
|
||||
{d}
|
||||
</div>
|
||||
</TooltipTrigger>
|
||||
<TooltipContent>
|
||||
<p>Day {d}</p>
|
||||
{d >= INCURSION_START_DAY && <p className="text-red-400">Incursion Active</p>}
|
||||
</TooltipContent>
|
||||
</Tooltip>
|
||||
);
|
||||
}
|
||||
|
||||
return (
|
||||
<div className="grid grid-cols-7 sm:grid-cols-7 md:grid-cols-14 gap-1">
|
||||
{days}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
161
src/components/game/CraftingProgress.tsx
Executable file
161
src/components/game/CraftingProgress.tsx
Executable file
@@ -0,0 +1,161 @@
|
||||
'use client';
|
||||
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Progress } from '@/components/ui/progress';
|
||||
import { Target, FlaskConical, Sparkles, Play, Pause, X } from 'lucide-react';
|
||||
import { fmt } from '@/lib/game/store';
|
||||
import { formatStudyTime } from '@/lib/game/formatting';
|
||||
import type { EquipmentInstance, EnchantmentDesign } from '@/lib/game/types';
|
||||
|
||||
interface CraftingProgressProps {
|
||||
designProgress: { designId: string; progress: number; required: number } | null;
|
||||
preparationProgress: { equipmentInstanceId: string; progress: number; required: number; manaCostPaid: number } | null;
|
||||
applicationProgress: { equipmentInstanceId: string; designId: string; progress: number; required: number; manaPerHour: number; paused: boolean } | null;
|
||||
equipmentInstances: Record<string, EquipmentInstance>;
|
||||
enchantmentDesigns: EnchantmentDesign[];
|
||||
cancelDesign: () => void;
|
||||
cancelPreparation: () => void;
|
||||
pauseApplication: () => void;
|
||||
resumeApplication: () => void;
|
||||
cancelApplication: () => void;
|
||||
}
|
||||
|
||||
export function CraftingProgress({
|
||||
designProgress,
|
||||
preparationProgress,
|
||||
applicationProgress,
|
||||
equipmentInstances,
|
||||
enchantmentDesigns,
|
||||
cancelDesign,
|
||||
cancelPreparation,
|
||||
pauseApplication,
|
||||
resumeApplication,
|
||||
cancelApplication,
|
||||
}: CraftingProgressProps) {
|
||||
const progressSections: React.ReactNode[] = [];
|
||||
|
||||
// Design progress
|
||||
if (designProgress) {
|
||||
const progressPct = Math.min(100, (designProgress.progress / designProgress.required) * 100);
|
||||
progressSections.push(
|
||||
<div key="design" className="p-3 rounded border border-cyan-600/50 bg-cyan-900/20">
|
||||
<div className="flex items-center justify-between mb-2">
|
||||
<div className="flex items-center gap-2">
|
||||
<Target className="w-4 h-4 text-cyan-400" />
|
||||
<span className="text-sm font-semibold text-cyan-300">
|
||||
Designing Enchantment
|
||||
</span>
|
||||
</div>
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="sm"
|
||||
className="h-6 w-6 p-0 text-gray-400 hover:text-white"
|
||||
onClick={cancelDesign}
|
||||
>
|
||||
<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(designProgress.progress)} / {formatStudyTime(designProgress.required)}</span>
|
||||
<span>Design Time</span>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
// Preparation progress
|
||||
if (preparationProgress) {
|
||||
const progressPct = Math.min(100, (preparationProgress.progress / preparationProgress.required) * 100);
|
||||
const instance = equipmentInstances[preparationProgress.equipmentInstanceId];
|
||||
progressSections.push(
|
||||
<div key="prepare" className="p-3 rounded border border-green-600/50 bg-green-900/20">
|
||||
<div className="flex items-center justify-between mb-2">
|
||||
<div className="flex items-center gap-2">
|
||||
<FlaskConical className="w-4 h-4 text-green-400" />
|
||||
<span className="text-sm font-semibold text-green-300">
|
||||
Preparing {instance?.name || 'Equipment'}
|
||||
</span>
|
||||
</div>
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="sm"
|
||||
className="h-6 w-6 p-0 text-gray-400 hover:text-white"
|
||||
onClick={cancelPreparation}
|
||||
>
|
||||
<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(preparationProgress.progress)} / {formatStudyTime(preparationProgress.required)}</span>
|
||||
<span>Mana spent: {fmt(preparationProgress.manaCostPaid)}</span>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
// Application progress
|
||||
if (applicationProgress) {
|
||||
const progressPct = Math.min(100, (applicationProgress.progress / applicationProgress.required) * 100);
|
||||
const instance = equipmentInstances[applicationProgress.equipmentInstanceId];
|
||||
const design = enchantmentDesigns.find(d => d.id === applicationProgress.designId);
|
||||
progressSections.push(
|
||||
<div key="enchant" className="p-3 rounded border border-amber-600/50 bg-amber-900/20">
|
||||
<div className="flex items-center justify-between mb-2">
|
||||
<div className="flex items-center gap-2">
|
||||
<Sparkles className="w-4 h-4 text-amber-400" />
|
||||
<span className="text-sm font-semibold text-amber-300">
|
||||
Enchanting {instance?.name || 'Equipment'}
|
||||
</span>
|
||||
</div>
|
||||
<div className="flex gap-1">
|
||||
{applicationProgress.paused ? (
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="sm"
|
||||
className="h-6 w-6 p-0 text-green-400 hover:text-green-300"
|
||||
onClick={resumeApplication}
|
||||
>
|
||||
<Play className="w-4 h-4" />
|
||||
</Button>
|
||||
) : (
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="sm"
|
||||
className="h-6 w-6 p-0 text-yellow-400 hover:text-yellow-300"
|
||||
onClick={pauseApplication}
|
||||
>
|
||||
<Pause className="w-4 h-4" />
|
||||
</Button>
|
||||
)}
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="sm"
|
||||
className="h-6 w-6 p-0 text-gray-400 hover:text-white"
|
||||
onClick={cancelApplication}
|
||||
>
|
||||
<X className="w-4 h-4" />
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
<Progress value={progressPct} className="h-2 bg-gray-800" />
|
||||
<div className="flex justify-between text-xs text-gray-400 mt-1">
|
||||
<span>{formatStudyTime(applicationProgress.progress)} / {formatStudyTime(applicationProgress.required)}</span>
|
||||
<span>Mana/hr: {fmt(applicationProgress.manaPerHour)}</span>
|
||||
</div>
|
||||
{design && (
|
||||
<div className="text-xs text-amber-400/70 mt-1">
|
||||
Applying: {design.name}
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
return progressSections.length > 0 ? (
|
||||
<div className="space-y-2">
|
||||
{progressSections}
|
||||
</div>
|
||||
) : null;
|
||||
}
|
||||
460
src/components/game/LootInventory.tsx
Executable file
460
src/components/game/LootInventory.tsx
Executable file
@@ -0,0 +1,460 @@
|
||||
'use client';
|
||||
|
||||
import { useState } from 'react';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { Badge } from '@/components/ui/badge';
|
||||
import { Button } from '@/components/ui/button';
|
||||
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
|
||||
} from 'lucide-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';
|
||||
import {
|
||||
AlertDialog,
|
||||
AlertDialogAction,
|
||||
AlertDialogCancel,
|
||||
AlertDialogContent,
|
||||
AlertDialogDescription,
|
||||
AlertDialogFooter,
|
||||
AlertDialogHeader,
|
||||
AlertDialogTitle,
|
||||
} from '@/components/ui/alert-dialog';
|
||||
|
||||
interface LootInventoryProps {
|
||||
inventory: LootInventoryType;
|
||||
elements?: Record<string, ElementState>;
|
||||
equipmentInstances?: Record<string, EquipmentInstance>;
|
||||
onDeleteMaterial?: (materialId: string, amount: number) => void;
|
||||
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,
|
||||
};
|
||||
|
||||
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,
|
||||
equipmentInstances = {},
|
||||
onDeleteMaterial,
|
||||
onDeleteEquipment,
|
||||
}: LootInventoryProps) {
|
||||
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, b) => a + b, 0);
|
||||
const essenceCount = elements ? Object.values(elements).reduce((a, e) => a + e.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 (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;
|
||||
}
|
||||
});
|
||||
|
||||
// Check if we have anything to show
|
||||
const hasItems = totalItems > 0 || essenceCount > 0;
|
||||
|
||||
if (!hasItems) {
|
||||
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">
|
||||
<Gem className="w-4 h-4" />
|
||||
Inventory
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="text-gray-500 text-sm text-center py-4">
|
||||
No items collected yet. Defeat floors and guardians to find loot!
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
}
|
||||
|
||||
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) {
|
||||
onDeleteMaterial(deleteConfirm.id, inventory.materials[deleteConfirm.id] || 0);
|
||||
} else if (deleteConfirm.type === 'equipment' && onDeleteEquipment) {
|
||||
onDeleteEquipment(deleteConfirm.id);
|
||||
}
|
||||
|
||||
setDeleteConfirm(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 flex items-center gap-2">
|
||||
<Gem className="w-4 h-4" />
|
||||
Inventory
|
||||
<Badge className="ml-auto bg-gray-800 text-gray-300 text-xs">
|
||||
{totalItems} items
|
||||
</Badge>
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-3">
|
||||
{/* Search and Filter Controls */}
|
||||
<div className="flex gap-2">
|
||||
<div className="relative flex-1">
|
||||
<Search className="absolute left-2 top-1/2 -translate-y-1/2 w-3 h-3 text-gray-500" />
|
||||
<Input
|
||||
placeholder="Search..."
|
||||
value={searchTerm}
|
||||
onChange={(e) => setSearchTerm(e.target.value)}
|
||||
className="h-7 pl-7 bg-gray-800/50 border-gray-700 text-xs"
|
||||
/>
|
||||
</div>
|
||||
<Button
|
||||
variant="outline"
|
||||
size="sm"
|
||||
className="h-7 px-2 bg-gray-800/50"
|
||||
onClick={() => setSortMode(sortMode === 'rarity' ? 'name' : sortMode === 'name' ? 'count' : 'rarity')}
|
||||
>
|
||||
<ArrowUpDown className="w-3 h-3" />
|
||||
</Button>
|
||||
</div>
|
||||
|
||||
{/* Filter Tabs */}
|
||||
<div className="flex gap-1 flex-wrap">
|
||||
{[
|
||||
{ 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 }) => (
|
||||
<Button
|
||||
key={mode}
|
||||
variant={filterMode === mode ? 'default' : 'outline'}
|
||||
size="sm"
|
||||
className={`h-6 px-2 text-xs ${filterMode === mode ? 'bg-amber-600 hover:bg-amber-700' : 'bg-gray-800/50'}`}
|
||||
onClick={() => setFilterMode(mode)}
|
||||
>
|
||||
{label}
|
||||
</Button>
|
||||
))}
|
||||
</div>
|
||||
|
||||
<Separator className="bg-gray-700" />
|
||||
|
||||
<ScrollArea className="h-64">
|
||||
<div className="space-y-3">
|
||||
{/* Materials */}
|
||||
{(filterMode === 'all' || filterMode === 'materials') && filteredMaterials.length > 0 && (
|
||||
<div>
|
||||
<div className="text-xs text-gray-500 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 rarityStyle = RARITY_COLORS[drop.rarity];
|
||||
return (
|
||||
<div
|
||||
key={id}
|
||||
className="p-2 rounded border bg-gray-800/50 group relative"
|
||||
style={{
|
||||
borderColor: rarityStyle?.color || '#9CA3AF',
|
||||
}}
|
||||
>
|
||||
<div className="flex items-start justify-between">
|
||||
<div>
|
||||
<div className="text-xs font-semibold" style={{ color: rarityStyle?.color }}>
|
||||
{drop.name}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400">
|
||||
x{count}
|
||||
</div>
|
||||
<div className="text-xs text-gray-500 capitalize">
|
||||
{drop.rarity}
|
||||
</div>
|
||||
</div>
|
||||
{onDeleteMaterial && (
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="sm"
|
||||
className="h-5 w-5 p-0 opacity-0 group-hover:opacity-100 text-red-400 hover:text-red-300 hover:bg-red-900/20"
|
||||
onClick={() => handleDeleteMaterial(id)}
|
||||
>
|
||||
<Trash2 className="w-3 h-3" />
|
||||
</Button>
|
||||
)}
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Essence */}
|
||||
{(filterMode === 'all' || filterMode === 'essence') && filteredEssence.length > 0 && (
|
||||
<div>
|
||||
<div className="text-xs text-gray-500 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-gray-800/50"
|
||||
style={{
|
||||
borderColor: elem.color,
|
||||
}}
|
||||
>
|
||||
<div className="flex items-center gap-1">
|
||||
<span style={{ color: elem.color }}>{elem.sym}</span>
|
||||
<span className="text-xs font-semibold" style={{ color: elem.color }}>
|
||||
{elem.name}
|
||||
</span>
|
||||
</div>
|
||||
<div className="text-xs text-gray-400">
|
||||
{state.current} / {state.max}
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Blueprints */}
|
||||
{(filterMode === 'all' || filterMode === 'blueprints') && inventory.blueprints.length > 0 && (
|
||||
<div>
|
||||
<div className="text-xs text-gray-500 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 rarityStyle = RARITY_COLORS[drop.rarity];
|
||||
return (
|
||||
<Badge
|
||||
key={id}
|
||||
className="text-xs"
|
||||
style={{
|
||||
backgroundColor: `${rarityStyle?.color}20`,
|
||||
color: rarityStyle?.color,
|
||||
borderColor: rarityStyle?.color,
|
||||
}}
|
||||
>
|
||||
{drop.name}
|
||||
</Badge>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
<div className="text-xs text-gray-500 mt-1 italic">
|
||||
Blueprints are permanent unlocks - use them to craft equipment
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Equipment */}
|
||||
{(filterMode === 'all' || filterMode === 'equipment') && filteredEquipment.length > 0 && (
|
||||
<div>
|
||||
<div className="text-xs text-gray-500 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 rarityStyle = RARITY_COLORS[instance.rarity];
|
||||
|
||||
return (
|
||||
<div
|
||||
key={id}
|
||||
className="p-2 rounded border bg-gray-800/50 group"
|
||||
style={{
|
||||
borderColor: rarityStyle?.color || '#9CA3AF',
|
||||
}}
|
||||
>
|
||||
<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: rarityStyle?.color }} />
|
||||
<div>
|
||||
<div className="text-xs font-semibold" style={{ color: rarityStyle?.color }}>
|
||||
{instance.name}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400">
|
||||
{type?.name} • {instance.usedCapacity}/{instance.totalCapacity} cap
|
||||
</div>
|
||||
<div className="text-xs text-gray-500 capitalize">
|
||||
{instance.rarity} • {instance.enchantments.length} enchants
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
{onDeleteEquipment && (
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="sm"
|
||||
className="h-5 w-5 p-0 opacity-0 group-hover:opacity-100 text-red-400 hover:text-red-300 hover:bg-red-900/20"
|
||||
onClick={() => handleDeleteEquipment(id)}
|
||||
>
|
||||
<Trash2 className="w-3 h-3" />
|
||||
</Button>
|
||||
)}
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Delete Confirmation Dialog */}
|
||||
<AlertDialog open={!!deleteConfirm} onOpenChange={() => setDeleteConfirm(null)}>
|
||||
<AlertDialogContent className="bg-gray-900 border-gray-700">
|
||||
<AlertDialogHeader>
|
||||
<AlertDialogTitle className="text-amber-400 flex items-center gap-2">
|
||||
<AlertTriangle className="w-5 h-5" />
|
||||
Delete Item
|
||||
</AlertDialogTitle>
|
||||
<AlertDialogDescription className="text-gray-300">
|
||||
Are you sure you want to delete <strong>{deleteConfirm?.name}</strong>?
|
||||
{deleteConfirm?.type === 'material' && (
|
||||
<span className="block mt-2 text-red-400">
|
||||
This will delete ALL {inventory.materials[deleteConfirm?.id || ''] || 0} of this material!
|
||||
</span>
|
||||
)}
|
||||
{deleteConfirm?.type === 'equipment' && (
|
||||
<span className="block mt-2 text-red-400">
|
||||
This equipment and all its enchantments will be permanently lost!
|
||||
</span>
|
||||
)}
|
||||
</AlertDialogDescription>
|
||||
</AlertDialogHeader>
|
||||
<AlertDialogFooter>
|
||||
<AlertDialogCancel className="bg-gray-800 border-gray-700">Cancel</AlertDialogCancel>
|
||||
<AlertDialogAction
|
||||
className="bg-red-600 hover:bg-red-700"
|
||||
onClick={confirmDelete}
|
||||
>
|
||||
Delete
|
||||
</AlertDialogAction>
|
||||
</AlertDialogFooter>
|
||||
</AlertDialogContent>
|
||||
</AlertDialog>
|
||||
</>
|
||||
);
|
||||
}
|
||||
123
src/components/game/ManaDisplay.tsx
Executable file
123
src/components/game/ManaDisplay.tsx
Executable file
@@ -0,0 +1,123 @@
|
||||
'use client';
|
||||
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Progress } from '@/components/ui/progress';
|
||||
import { Card, CardContent } from '@/components/ui/card';
|
||||
import { Zap, ChevronDown, ChevronUp } from 'lucide-react';
|
||||
import { fmt, fmtDec } from '@/lib/game/store';
|
||||
import { ELEMENTS } from '@/lib/game/constants';
|
||||
import { useState } from 'react';
|
||||
|
||||
interface ManaDisplayProps {
|
||||
rawMana: number;
|
||||
maxMana: number;
|
||||
effectiveRegen: number;
|
||||
meditationMultiplier: number;
|
||||
clickMana: number;
|
||||
isGathering: boolean;
|
||||
onGatherStart: () => void;
|
||||
onGatherEnd: () => void;
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>;
|
||||
}
|
||||
|
||||
export function ManaDisplay({
|
||||
rawMana,
|
||||
maxMana,
|
||||
effectiveRegen,
|
||||
meditationMultiplier,
|
||||
clickMana,
|
||||
isGathering,
|
||||
onGatherStart,
|
||||
onGatherEnd,
|
||||
elements,
|
||||
}: ManaDisplayProps) {
|
||||
const [expanded, setExpanded] = useState(true);
|
||||
|
||||
// Get unlocked elements with current > 0, sorted by current amount
|
||||
const unlockedElements = Object.entries(elements)
|
||||
.filter(([, state]) => state.unlocked && state.current > 0)
|
||||
.sort((a, b) => b[1].current - a[1].current);
|
||||
|
||||
return (
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardContent className="pt-4 space-y-3">
|
||||
{/* Raw Mana - Main Display */}
|
||||
<div>
|
||||
<div className="flex items-baseline gap-1">
|
||||
<span className="text-3xl font-bold game-mono text-blue-400">{fmt(rawMana)}</span>
|
||||
<span className="text-sm text-gray-400">/ {fmt(maxMana)}</span>
|
||||
</div>
|
||||
<div className="text-xs text-gray-400">
|
||||
+{fmtDec(effectiveRegen)} mana/hr {meditationMultiplier > 1.01 && <span className="text-purple-400">({fmtDec(meditationMultiplier, 1)}x med)</span>}
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<Progress
|
||||
value={(rawMana / maxMana) * 100}
|
||||
className="h-2 bg-gray-800"
|
||||
/>
|
||||
|
||||
<Button
|
||||
className={`w-full bg-gradient-to-r from-blue-600 to-purple-600 hover:from-blue-700 hover:to-purple-700 ${isGathering ? 'animate-pulse' : ''}`}
|
||||
onMouseDown={onGatherStart}
|
||||
onMouseUp={onGatherEnd}
|
||||
onMouseLeave={onGatherEnd}
|
||||
onTouchStart={onGatherStart}
|
||||
onTouchEnd={onGatherEnd}
|
||||
>
|
||||
<Zap className="w-4 h-4 mr-2" />
|
||||
Gather +{clickMana} Mana
|
||||
{isGathering && <span className="ml-2 text-xs">(Holding...)</span>}
|
||||
</Button>
|
||||
|
||||
{/* Elemental Mana Pools */}
|
||||
{unlockedElements.length > 0 && (
|
||||
<div className="border-t border-gray-700 pt-3 mt-3">
|
||||
<button
|
||||
onClick={() => setExpanded(!expanded)}
|
||||
className="flex items-center justify-between w-full text-xs text-gray-400 hover:text-gray-300 mb-2"
|
||||
>
|
||||
<span>Elemental Mana ({unlockedElements.length})</span>
|
||||
{expanded ? <ChevronUp className="w-3 h-3" /> : <ChevronDown className="w-3 h-3" />}
|
||||
</button>
|
||||
|
||||
{expanded && (
|
||||
<div className="grid grid-cols-2 gap-2">
|
||||
{unlockedElements.map(([id, state]) => {
|
||||
const elem = ELEMENTS[id];
|
||||
if (!elem) return null;
|
||||
|
||||
return (
|
||||
<div
|
||||
key={id}
|
||||
className="p-2 rounded bg-gray-800/50 border border-gray-700"
|
||||
>
|
||||
<div className="flex items-center gap-1 mb-1">
|
||||
<span style={{ color: elem.color }}>{elem.sym}</span>
|
||||
<span className="text-xs font-medium" style={{ color: elem.color }}>
|
||||
{elem.name}
|
||||
</span>
|
||||
</div>
|
||||
<div className="h-1.5 bg-gray-700 rounded-full overflow-hidden mb-1">
|
||||
<div
|
||||
className="h-full rounded-full transition-all"
|
||||
style={{
|
||||
width: `${Math.min(100, (state.current / state.max) * 100)}%`,
|
||||
backgroundColor: elem.color
|
||||
}}
|
||||
/>
|
||||
</div>
|
||||
<div className="text-xs text-gray-400 game-mono">
|
||||
{fmt(state.current)}/{fmt(state.max)}
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
}
|
||||
57
src/components/game/StudyProgress.tsx
Executable file
57
src/components/game/StudyProgress.tsx
Executable file
@@ -0,0 +1,57 @@
|
||||
'use client';
|
||||
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Progress } from '@/components/ui/progress';
|
||||
import { BookOpen, X } from 'lucide-react';
|
||||
import { SKILLS_DEF, SPELLS_DEF } from '@/lib/game/constants';
|
||||
import { formatStudyTime } from '@/lib/game/formatting';
|
||||
import type { StudyTarget } from '@/lib/game/types';
|
||||
|
||||
interface StudyProgressProps {
|
||||
currentStudyTarget: StudyTarget | null;
|
||||
skills: Record<string, number>;
|
||||
studySpeedMult: number;
|
||||
cancelStudy: () => void;
|
||||
}
|
||||
|
||||
export function StudyProgress({
|
||||
currentStudyTarget,
|
||||
skills,
|
||||
studySpeedMult,
|
||||
cancelStudy,
|
||||
}: StudyProgressProps) {
|
||||
if (!currentStudyTarget) return null;
|
||||
|
||||
const target = currentStudyTarget;
|
||||
const progressPct = Math.min(100, (target.progress / target.required) * 100);
|
||||
const isSkill = target.type === 'skill';
|
||||
const def = isSkill ? SKILLS_DEF[target.id] : SPELLS_DEF[target.id];
|
||||
const currentLevel = isSkill ? (skills[target.id] || 0) : 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}
|
||||
{isSkill && ` Lv.${currentLevel + 1}`}
|
||||
</span>
|
||||
</div>
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="sm"
|
||||
className="h-6 w-6 p-0 text-gray-400 hover:text-white"
|
||||
onClick={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>
|
||||
);
|
||||
}
|
||||
51
src/components/game/TimeDisplay.tsx
Executable file
51
src/components/game/TimeDisplay.tsx
Executable file
@@ -0,0 +1,51 @@
|
||||
'use client';
|
||||
|
||||
import { Play, Pause } from 'lucide-react';
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { fmt } from '@/lib/game/store';
|
||||
import { formatHour } from '@/lib/game/formatting';
|
||||
|
||||
interface TimeDisplayProps {
|
||||
day: number;
|
||||
hour: number;
|
||||
insight: number;
|
||||
paused: boolean;
|
||||
onTogglePause: () => void;
|
||||
}
|
||||
|
||||
export function TimeDisplay({
|
||||
day,
|
||||
hour,
|
||||
insight,
|
||||
paused,
|
||||
onTogglePause,
|
||||
}: TimeDisplayProps) {
|
||||
return (
|
||||
<div className="flex items-center gap-4">
|
||||
<div className="text-center">
|
||||
<div className="text-lg font-bold game-mono text-amber-400">
|
||||
Day {day}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400">
|
||||
{formatHour(hour)}
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div className="text-center">
|
||||
<div className="text-lg font-bold game-mono text-purple-400">
|
||||
{fmt(insight)}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400">Insight</div>
|
||||
</div>
|
||||
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="sm"
|
||||
onClick={onTogglePause}
|
||||
className="text-gray-400 hover:text-white"
|
||||
>
|
||||
{paused ? <Play className="w-4 h-4" /> : <Pause className="w-4 h-4" />}
|
||||
</Button>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
115
src/components/game/UpgradeDialog.tsx
Executable file
115
src/components/game/UpgradeDialog.tsx
Executable file
@@ -0,0 +1,115 @@
|
||||
'use client';
|
||||
|
||||
import { SKILLS_DEF } from '@/lib/game/constants';
|
||||
import type { SkillUpgradeChoice } from '@/lib/game/types';
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Badge } from '@/components/ui/badge';
|
||||
import { Dialog, DialogContent, DialogHeader, DialogTitle, DialogDescription } from '@/components/ui/dialog';
|
||||
|
||||
export interface UpgradeDialogProps {
|
||||
open: boolean;
|
||||
skillId: string | null;
|
||||
milestone: 5 | 10;
|
||||
pendingSelections: string[];
|
||||
available: SkillUpgradeChoice[];
|
||||
alreadySelected: string[];
|
||||
onToggle: (upgradeId: string) => void;
|
||||
onConfirm: () => void;
|
||||
onCancel: () => void;
|
||||
onOpenChange: (open: boolean) => void;
|
||||
}
|
||||
|
||||
export function UpgradeDialog({
|
||||
open,
|
||||
skillId,
|
||||
milestone,
|
||||
pendingSelections,
|
||||
available,
|
||||
alreadySelected,
|
||||
onToggle,
|
||||
onConfirm,
|
||||
onCancel,
|
||||
onOpenChange,
|
||||
}: UpgradeDialogProps) {
|
||||
if (!skillId) return null;
|
||||
|
||||
const skillDef = SKILLS_DEF[skillId];
|
||||
const currentSelections = pendingSelections.length > 0 ? pendingSelections : alreadySelected;
|
||||
|
||||
return (
|
||||
<Dialog open={open} onOpenChange={onOpenChange}>
|
||||
<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) {
|
||||
onToggle(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={onCancel}
|
||||
>
|
||||
Cancel
|
||||
</Button>
|
||||
<Button
|
||||
variant="default"
|
||||
onClick={onConfirm}
|
||||
disabled={currentSelections.length !== 2}
|
||||
>
|
||||
{currentSelections.length < 2 ? `Select ${2 - currentSelections.length} more` : 'Confirm'}
|
||||
</Button>
|
||||
</div>
|
||||
</DialogContent>
|
||||
</Dialog>
|
||||
);
|
||||
}
|
||||
20
src/components/game/index.ts
Executable file
20
src/components/game/index.ts
Executable file
@@ -0,0 +1,20 @@
|
||||
// ─── Game Components Index ──────────────────────────────────────────────────────
|
||||
// Re-exports all game tab components for cleaner imports
|
||||
|
||||
// Tab components
|
||||
export { CraftingTab } from './tabs/CraftingTab';
|
||||
export { SpireTab } from './tabs/SpireTab';
|
||||
export { SpellsTab } from './tabs/SpellsTab';
|
||||
export { LabTab } from './tabs/LabTab';
|
||||
export { SkillsTab } from './tabs/SkillsTab';
|
||||
export { StatsTab } from './tabs/StatsTab';
|
||||
|
||||
// UI components
|
||||
export { ActionButtons } from './ActionButtons';
|
||||
export { CalendarDisplay } from './CalendarDisplay';
|
||||
export { ComboMeter } from './ComboMeter';
|
||||
export { CraftingProgress } from './CraftingProgress';
|
||||
export { StudyProgress } from './StudyProgress';
|
||||
export { ManaDisplay } from './ManaDisplay';
|
||||
export { TimeDisplay } from './TimeDisplay';
|
||||
export { UpgradeDialog } from './UpgradeDialog';
|
||||
268
src/components/game/tabs/AttunementsTab.tsx
Executable file
268
src/components/game/tabs/AttunementsTab.tsx
Executable file
@@ -0,0 +1,268 @@
|
||||
'use client';
|
||||
|
||||
import { ATTUNEMENTS_DEF, ATTUNEMENT_SLOT_NAMES, getTotalAttunementRegen, getAvailableSkillCategories, getAttunementXPForLevel, MAX_ATTUNEMENT_LEVEL, getAttunementConversionRate } from '@/lib/game/data/attunements';
|
||||
import { ELEMENTS } from '@/lib/game/constants';
|
||||
import type { GameStore, AttunementState } from '@/lib/game/types';
|
||||
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 { Lock, Sparkles, TrendingUp } from 'lucide-react';
|
||||
|
||||
export interface AttunementsTabProps {
|
||||
store: GameStore;
|
||||
}
|
||||
|
||||
export function AttunementsTab({ store }: AttunementsTabProps) {
|
||||
const attunements = store.attunements || {};
|
||||
|
||||
// Get active attunements
|
||||
const activeAttunements = Object.entries(attunements)
|
||||
.filter(([, state]) => state.active)
|
||||
.map(([id]) => ATTUNEMENTS_DEF[id])
|
||||
.filter(Boolean);
|
||||
|
||||
// Calculate total regen from attunements
|
||||
const totalAttunementRegen = getTotalAttunementRegen(attunements);
|
||||
|
||||
// Get available skill categories
|
||||
const availableCategories = getAvailableSkillCategories(attunements);
|
||||
|
||||
return (
|
||||
<div className="space-y-4">
|
||||
{/* Overview Card */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Your Attunements</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<p className="text-sm text-gray-400 mb-3">
|
||||
Attunements are magical bonds tied to specific body locations. Each attunement grants unique capabilities,
|
||||
mana regeneration, and access to specialized skills. Level them up to increase their power.
|
||||
</p>
|
||||
<div className="flex flex-wrap gap-2">
|
||||
<Badge className="bg-teal-900/50 text-teal-300">
|
||||
+{totalAttunementRegen.toFixed(1)} raw mana/hr
|
||||
</Badge>
|
||||
<Badge className="bg-purple-900/50 text-purple-300">
|
||||
{activeAttunements.length} active attunement{activeAttunements.length !== 1 ? 's' : ''}
|
||||
</Badge>
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Attunement Slots */}
|
||||
<div className="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 gap-4">
|
||||
{Object.entries(ATTUNEMENTS_DEF).map(([id, def]) => {
|
||||
const state = attunements[id];
|
||||
const isActive = state?.active;
|
||||
const isUnlocked = state?.active || def.unlocked;
|
||||
const level = state?.level || 1;
|
||||
const xp = state?.experience || 0;
|
||||
const xpNeeded = getAttunementXPForLevel(level + 1);
|
||||
const xpProgress = xpNeeded > 0 ? (xp / xpNeeded) * 100 : 100;
|
||||
const isMaxLevel = level >= MAX_ATTUNEMENT_LEVEL;
|
||||
|
||||
// Get primary mana element info
|
||||
const primaryElem = def.primaryManaType ? ELEMENTS[def.primaryManaType] : null;
|
||||
|
||||
// Get current mana for this attunement's type
|
||||
const currentMana = def.primaryManaType ? store.elements[def.primaryManaType]?.current || 0 : 0;
|
||||
const maxMana = def.primaryManaType ? store.elements[def.primaryManaType]?.max || 50 : 50;
|
||||
|
||||
// Calculate level-scaled stats
|
||||
const levelMult = Math.pow(1.5, level - 1);
|
||||
const scaledRegen = def.rawManaRegen * levelMult;
|
||||
const scaledConversion = getAttunementConversionRate(id, level);
|
||||
|
||||
return (
|
||||
<Card
|
||||
key={id}
|
||||
className={`bg-gray-900/80 transition-all ${
|
||||
isActive
|
||||
? 'border-2 shadow-lg'
|
||||
: isUnlocked
|
||||
? 'border-gray-600'
|
||||
: 'border-gray-800 opacity-70'
|
||||
}`}
|
||||
style={{
|
||||
borderColor: isActive ? def.color : undefined,
|
||||
boxShadow: isActive ? `0 0 20px ${def.color}30` : undefined
|
||||
}}
|
||||
>
|
||||
<CardHeader className="pb-2">
|
||||
<div className="flex items-center justify-between">
|
||||
<div className="flex items-center gap-2">
|
||||
<span className="text-2xl">{def.icon}</span>
|
||||
<div>
|
||||
<CardTitle className="text-sm" style={{ color: isActive ? def.color : '#9CA3AF' }}>
|
||||
{def.name}
|
||||
</CardTitle>
|
||||
<div className="text-xs text-gray-500">
|
||||
{ATTUNEMENT_SLOT_NAMES[def.slot]}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
{!isUnlocked && (
|
||||
<Lock className="w-4 h-4 text-gray-600" />
|
||||
)}
|
||||
{isActive && (
|
||||
<Badge className="text-xs" style={{ backgroundColor: `${def.color}30`, color: def.color }}>
|
||||
Lv.{level}
|
||||
</Badge>
|
||||
)}
|
||||
</div>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-3">
|
||||
<p className="text-xs text-gray-400">{def.desc}</p>
|
||||
|
||||
{/* Mana Type */}
|
||||
<div className="space-y-1">
|
||||
<div className="flex items-center justify-between text-xs">
|
||||
<span className="text-gray-500">Primary Mana</span>
|
||||
{primaryElem ? (
|
||||
<span style={{ color: primaryElem.color }}>
|
||||
{primaryElem.sym} {primaryElem.name}
|
||||
</span>
|
||||
) : (
|
||||
<span className="text-purple-400">From Pacts</span>
|
||||
)}
|
||||
</div>
|
||||
|
||||
{/* Mana bar (only for attunements with primary type) */}
|
||||
{primaryElem && isActive && (
|
||||
<div className="space-y-1">
|
||||
<Progress
|
||||
value={(currentMana / maxMana) * 100}
|
||||
className="h-2 bg-gray-800"
|
||||
/>
|
||||
<div className="flex justify-between text-xs text-gray-500">
|
||||
<span>{currentMana.toFixed(1)}</span>
|
||||
<span>/{maxMana}</span>
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
|
||||
{/* Stats with level scaling */}
|
||||
<div className="grid grid-cols-2 gap-2 text-xs">
|
||||
<div className="p-2 bg-gray-800/50 rounded">
|
||||
<div className="text-gray-500">Raw Regen</div>
|
||||
<div className="text-green-400 font-semibold">
|
||||
+{scaledRegen.toFixed(2)}/hr
|
||||
{level > 1 && <span className="text-xs ml-1">({((levelMult - 1) * 100).toFixed(0)}% bonus)</span>}
|
||||
</div>
|
||||
</div>
|
||||
<div className="p-2 bg-gray-800/50 rounded">
|
||||
<div className="text-gray-500">Conversion</div>
|
||||
<div className="text-cyan-400 font-semibold">
|
||||
{scaledConversion > 0 ? `${scaledConversion.toFixed(2)}/hr` : '—'}
|
||||
{level > 1 && scaledConversion > 0 && <span className="text-xs ml-1">({((levelMult - 1) * 100).toFixed(0)}% bonus)</span>}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* XP Progress Bar */}
|
||||
{isUnlocked && state && !isMaxLevel && (
|
||||
<div className="space-y-1">
|
||||
<div className="flex items-center justify-between text-xs">
|
||||
<span className="text-gray-500 flex items-center gap-1">
|
||||
<TrendingUp className="w-3 h-3" />
|
||||
XP Progress
|
||||
</span>
|
||||
<span className="text-amber-400">{xp} / {xpNeeded}</span>
|
||||
</div>
|
||||
<Progress
|
||||
value={xpProgress}
|
||||
className="h-2 bg-gray-800"
|
||||
/>
|
||||
<div className="text-xs text-gray-500">
|
||||
{isMaxLevel ? 'Max Level' : `${xpNeeded - xp} XP to Level ${level + 1}`}
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Max Level Indicator */}
|
||||
{isMaxLevel && (
|
||||
<div className="text-xs text-amber-400 text-center font-semibold">
|
||||
✨ MAX LEVEL ✨
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Capabilities */}
|
||||
<div className="space-y-1">
|
||||
<div className="text-xs text-gray-500">Capabilities</div>
|
||||
<div className="flex flex-wrap gap-1">
|
||||
{def.capabilities.map(cap => (
|
||||
<Badge key={cap} variant="outline" className="text-xs">
|
||||
{cap === 'enchanting' && '✨ Enchanting'}
|
||||
{cap === 'disenchanting' && '🔄 Disenchant'}
|
||||
{cap === 'pacts' && '🤝 Pacts'}
|
||||
{cap === 'guardianPowers' && '💜 Guardian Powers'}
|
||||
{cap === 'elementalMastery' && '🌟 Elem. Mastery'}
|
||||
{cap === 'golemCrafting' && '🗿 Golems'}
|
||||
{cap === 'gearCrafting' && '⚒️ Gear'}
|
||||
{cap === 'earthShaping' && '⛰️ Earth Shaping'}
|
||||
{!['enchanting', 'disenchanting', 'pacts', 'guardianPowers',
|
||||
'elementalMastery', 'golemCrafting', 'gearCrafting', 'earthShaping'].includes(cap) && cap}
|
||||
</Badge>
|
||||
))}
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Unlock condition for locked attunements */}
|
||||
{!isUnlocked && def.unlockCondition && (
|
||||
<div className="text-xs text-amber-400 italic">
|
||||
🔒 {def.unlockCondition}
|
||||
</div>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
|
||||
{/* Available Skills Summary */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Available Skill Categories</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<p className="text-xs text-gray-400 mb-2">
|
||||
Your attunements grant access to specialized skill categories:
|
||||
</p>
|
||||
<div className="flex flex-wrap gap-2">
|
||||
{availableCategories.map(cat => {
|
||||
const attunement = Object.values(ATTUNEMENTS_DEF).find(a =>
|
||||
a.skillCategories.includes(cat) && attunements[a.id]?.active
|
||||
);
|
||||
return (
|
||||
<Badge
|
||||
key={cat}
|
||||
className={attunement ? '' : 'bg-gray-700/50 text-gray-400'}
|
||||
style={attunement ? {
|
||||
backgroundColor: `${attunement.color}30`,
|
||||
color: attunement.color
|
||||
} : undefined}
|
||||
>
|
||||
{cat === 'mana' && '💧 Mana'}
|
||||
{cat === 'study' && '📚 Study'}
|
||||
{cat === 'research' && '🔮 Research'}
|
||||
{cat === 'ascension' && '⭐ Ascension'}
|
||||
{cat === 'enchant' && '✨ Enchanting'}
|
||||
{cat === 'effectResearch' && '🔬 Effect Research'}
|
||||
{cat === 'invocation' && '💜 Invocation'}
|
||||
{cat === 'pact' && '🤝 Pact Mastery'}
|
||||
{cat === 'fabrication' && '⚒️ Fabrication'}
|
||||
{cat === 'golemancy' && '🗿 Golemancy'}
|
||||
{!['mana', 'study', 'research', 'ascension', 'enchant', 'effectResearch',
|
||||
'invocation', 'pact', 'fabrication', 'golemancy'].includes(cat) && cat}
|
||||
</Badge>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
959
src/components/game/tabs/CraftingTab.tsx
Executable file
959
src/components/game/tabs/CraftingTab.tsx
Executable file
@@ -0,0 +1,959 @@
|
||||
'use client';
|
||||
|
||||
import { useState } from 'react';
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Progress } from '@/components/ui/progress';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { Badge } from '@/components/ui/badge';
|
||||
import { ScrollArea } from '@/components/ui/scroll-area';
|
||||
import { Separator } from '@/components/ui/separator';
|
||||
import { Tabs, TabsContent, TabsList, TabsTrigger } from '@/components/ui/tabs';
|
||||
import {
|
||||
Wand2, Scroll, Hammer, Sparkles, Trash2, Plus, Minus,
|
||||
Package, Zap, Clock, ChevronRight, Circle, Anvil
|
||||
} from 'lucide-react';
|
||||
import { EQUIPMENT_TYPES, type EquipmentType, type EquipmentSlot } from '@/lib/game/data/equipment';
|
||||
import { ENCHANTMENT_EFFECTS, type EnchantmentEffectDef, calculateEffectCapacityCost } from '@/lib/game/data/enchantment-effects';
|
||||
import { CRAFTING_RECIPES, canCraftRecipe } from '@/lib/game/data/crafting-recipes';
|
||||
import { LOOT_DROPS, RARITY_COLORS } from '@/lib/game/data/loot-drops';
|
||||
import type { EquipmentInstance, EnchantmentDesign, DesignEffect, AppliedEnchantment, LootInventory, EquipmentCraftingProgress } from '@/lib/game/types';
|
||||
import { fmt, type GameStore } from '@/lib/game/store';
|
||||
|
||||
// Slot display names
|
||||
const SLOT_NAMES: Record<EquipmentSlot, string> = {
|
||||
mainHand: 'Main Hand',
|
||||
offHand: 'Off Hand',
|
||||
head: 'Head',
|
||||
body: 'Body',
|
||||
hands: 'Hands',
|
||||
feet: 'Feet',
|
||||
accessory1: 'Accessory 1',
|
||||
accessory2: 'Accessory 2',
|
||||
};
|
||||
|
||||
export interface CraftingTabProps {
|
||||
store: GameStore;
|
||||
}
|
||||
|
||||
export function CraftingTab({ store }: CraftingTabProps) {
|
||||
const equippedInstances = store.equippedInstances;
|
||||
const equipmentInstances = store.equipmentInstances;
|
||||
const enchantmentDesigns = store.enchantmentDesigns;
|
||||
const designProgress = store.designProgress;
|
||||
const preparationProgress = store.preparationProgress;
|
||||
const applicationProgress = store.applicationProgress;
|
||||
const equipmentCraftingProgress = store.equipmentCraftingProgress;
|
||||
const rawMana = store.rawMana;
|
||||
const skills = store.skills;
|
||||
const currentAction = store.currentAction;
|
||||
const unlockedEffects = store.unlockedEffects;
|
||||
const lootInventory = store.lootInventory;
|
||||
const startDesigningEnchantment = store.startDesigningEnchantment;
|
||||
const cancelDesign = store.cancelDesign;
|
||||
const saveDesign = store.saveDesign;
|
||||
const deleteDesign = store.deleteDesign;
|
||||
const startPreparing = store.startPreparing;
|
||||
const cancelPreparation = store.cancelPreparation;
|
||||
const startApplying = store.startApplying;
|
||||
const pauseApplication = store.pauseApplication;
|
||||
const resumeApplication = store.resumeApplication;
|
||||
const cancelApplication = store.cancelApplication;
|
||||
const disenchantEquipment = store.disenchantEquipment;
|
||||
const getAvailableCapacity = store.getAvailableCapacity;
|
||||
const startCraftingEquipment = store.startCraftingEquipment;
|
||||
const cancelEquipmentCrafting = store.cancelEquipmentCrafting;
|
||||
const deleteMaterial = store.deleteMaterial;
|
||||
const [craftingStage, setCraftingStage] = useState<'design' | 'prepare' | 'apply' | 'craft'>('craft');
|
||||
const [selectedEquipmentType, setSelectedEquipmentType] = useState<string | null>(null);
|
||||
const [selectedEquipmentInstance, setSelectedEquipmentInstance] = useState<string | null>(null);
|
||||
const [selectedDesign, setSelectedDesign] = useState<string | null>(null);
|
||||
|
||||
// Design creation state
|
||||
const [designName, setDesignName] = useState('');
|
||||
const [selectedEffects, setSelectedEffects] = useState<DesignEffect[]>([]);
|
||||
|
||||
const enchantingLevel = skills.enchanting || 0;
|
||||
const efficiencyBonus = (skills.efficientEnchant || 0) * 0.05;
|
||||
|
||||
// Get equipped items as array
|
||||
const equippedItems = Object.entries(equippedInstances)
|
||||
.filter(([, instanceId]) => instanceId && equipmentInstances[instanceId])
|
||||
.map(([slot, instanceId]) => ({
|
||||
slot: slot as EquipmentSlot,
|
||||
instance: equipmentInstances[instanceId!],
|
||||
}));
|
||||
|
||||
// Calculate total capacity cost for current design
|
||||
const designCapacityCost = selectedEffects.reduce(
|
||||
(total, eff) => total + calculateEffectCapacityCost(eff.effectId, eff.stacks, efficiencyBonus),
|
||||
0
|
||||
);
|
||||
|
||||
// Get capacity limit for selected equipment type
|
||||
const selectedEquipmentCapacity = selectedEquipmentType ? EQUIPMENT_TYPES[selectedEquipmentType]?.baseCapacity || 0 : 0;
|
||||
const isOverCapacity = selectedEquipmentType ? designCapacityCost > selectedEquipmentCapacity : false;
|
||||
|
||||
// Calculate design time
|
||||
const designTime = selectedEffects.reduce((total, eff) => total + 0.5 * eff.stacks, 1);
|
||||
|
||||
// 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),
|
||||
}]);
|
||||
}
|
||||
};
|
||||
|
||||
// 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));
|
||||
}
|
||||
};
|
||||
|
||||
// Create design
|
||||
const handleCreateDesign = () => {
|
||||
if (!designName || !selectedEquipmentType || selectedEffects.length === 0) return;
|
||||
|
||||
const success = startDesigningEnchantment(designName, selectedEquipmentType, selectedEffects);
|
||||
if (success) {
|
||||
// Reset form
|
||||
setDesignName('');
|
||||
setSelectedEquipmentType(null);
|
||||
setSelectedEffects([]);
|
||||
}
|
||||
};
|
||||
|
||||
// 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)
|
||||
);
|
||||
};
|
||||
|
||||
// Render design stage
|
||||
const renderDesignStage = () => (
|
||||
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
|
||||
{/* Equipment Type Selection */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">1. Select Equipment Type</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{designProgress ? (
|
||||
<div className="space-y-3">
|
||||
<div className="text-sm text-gray-400">
|
||||
Designing for: {EQUIPMENT_TYPES[designProgress.equipmentType]?.name}
|
||||
</div>
|
||||
<div className="text-sm font-semibold text-amber-300">{designProgress.name}</div>
|
||||
<Progress value={(designProgress.progress / designProgress.required) * 100} className="h-3" />
|
||||
<div className="flex justify-between text-xs text-gray-400">
|
||||
<span>{designProgress.progress.toFixed(1)}h / {designProgress.required.toFixed(1)}h</span>
|
||||
<Button size="sm" variant="outline" onClick={cancelDesign}>Cancel</Button>
|
||||
</div>
|
||||
</div>
|
||||
) : (
|
||||
<ScrollArea className="h-64">
|
||||
<div className="grid grid-cols-2 gap-2">
|
||||
{Object.values(EQUIPMENT_TYPES).map(type => (
|
||||
<div
|
||||
key={type.id}
|
||||
className={`p-2 rounded border cursor-pointer transition-all ${
|
||||
selectedEquipmentType === type.id
|
||||
? 'border-amber-500 bg-amber-900/20'
|
||||
: 'border-gray-700 bg-gray-800/50 hover:border-gray-600'
|
||||
}`}
|
||||
onClick={() => setSelectedEquipmentType(type.id)}
|
||||
>
|
||||
<div className="text-sm font-semibold">{type.name}</div>
|
||||
<div className="text-xs text-gray-400">Cap: {type.baseCapacity}</div>
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Effect Selection */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">2. Select Effects</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{enchantingLevel < 1 ? (
|
||||
<div className="text-center text-gray-400 py-8">
|
||||
<Wand2 className="w-12 h-12 mx-auto mb-2 opacity-50" />
|
||||
<p>Learn Enchanting skill to design enchantments</p>
|
||||
</div>
|
||||
) : designProgress ? (
|
||||
<div className="space-y-2">
|
||||
<div className="text-sm text-gray-400">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">
|
||||
<span>{def?.name} x{eff.stacks}</span>
|
||||
<span className="text-gray-400">{eff.capacityCost} cap</span>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
) : !selectedEquipmentType ? (
|
||||
<div className="text-center text-gray-400 py-8">
|
||||
Select an equipment type first
|
||||
</div>
|
||||
) : (
|
||||
<>
|
||||
<ScrollArea className="h-48 mb-4">
|
||||
<div className="space-y-2">
|
||||
{getAvailableEffects().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-purple-500 bg-purple-900/20'
|
||||
: 'border-gray-700 bg-gray-800/50'
|
||||
}`}
|
||||
>
|
||||
<div className="flex justify-between items-start">
|
||||
<div className="flex-1">
|
||||
<div className="text-sm font-semibold">{effect.name}</div>
|
||||
<div className="text-xs text-gray-400">{effect.description}</div>
|
||||
<div className="text-xs text-gray-500 mt-1">
|
||||
Cost: {effect.baseCapacityCost} cap | Max: {effect.maxStacks}
|
||||
</div>
|
||||
</div>
|
||||
<div className="flex gap-1">
|
||||
{selected && (
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
className="h-6 w-6 p-0"
|
||||
onClick={() => removeEffect(effect.id)}
|
||||
>
|
||||
<Minus className="w-3 h-3" />
|
||||
</Button>
|
||||
)}
|
||||
<Button
|
||||
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" />
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
{selected && (
|
||||
<Badge variant="outline" className="mt-1 text-xs">
|
||||
{selected.stacks}/{effect.maxStacks}
|
||||
</Badge>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
|
||||
{/* Selected effects summary */}
|
||||
<Separator className="bg-gray-700 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-gray-800 border border-gray-700 rounded px-3 py-2 text-sm"
|
||||
/>
|
||||
<div className="flex justify-between text-sm">
|
||||
<span>Total Capacity:</span>
|
||||
<span className={isOverCapacity ? 'text-red-400' : 'text-green-400'}>
|
||||
{designCapacityCost.toFixed(0)} / {selectedEquipmentCapacity}
|
||||
</span>
|
||||
</div>
|
||||
<div className="flex justify-between text-sm text-gray-400">
|
||||
<span>Design Time:</span>
|
||||
<span>{designTime.toFixed(1)}h</span>
|
||||
</div>
|
||||
<Button
|
||||
className="w-full"
|
||||
disabled={!designName || selectedEffects.length === 0 || isOverCapacity}
|
||||
onClick={handleCreateDesign}
|
||||
>
|
||||
{isOverCapacity ? 'Over Capacity!' : `Start Design (${designTime.toFixed(1)}h)`}
|
||||
</Button>
|
||||
</div>
|
||||
</>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Saved Designs */}
|
||||
<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Saved Designs ({enchantmentDesigns.length})</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{enchantmentDesigns.length === 0 ? (
|
||||
<div className="text-center text-gray-400 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 ${
|
||||
selectedDesign === design.id
|
||||
? 'border-amber-500 bg-amber-900/20'
|
||||
: 'border-gray-700 bg-gray-800/50'
|
||||
}`}
|
||||
onClick={() => setSelectedDesign(design.id)}
|
||||
>
|
||||
<div className="flex justify-between items-start">
|
||||
<div>
|
||||
<div className="font-semibold">{design.name}</div>
|
||||
<div className="text-xs text-gray-400">
|
||||
{EQUIPMENT_TYPES[design.equipmentType]?.name}
|
||||
</div>
|
||||
</div>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="ghost"
|
||||
className="h-6 w-6 p-0 text-gray-400 hover:text-red-400"
|
||||
onClick={(e) => {
|
||||
e.stopPropagation();
|
||||
deleteDesign(design.id);
|
||||
}}
|
||||
>
|
||||
<Trash2 className="w-4 h-4" />
|
||||
</Button>
|
||||
</div>
|
||||
<div className="mt-2 text-xs text-gray-400">
|
||||
{design.effects.length} effects | {design.totalCapacityUsed} cap
|
||||
</div>
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
);
|
||||
|
||||
// Render prepare stage
|
||||
const renderPrepareStage = () => (
|
||||
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
|
||||
{/* Equipment Selection */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Select Equipment to Prepare</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{preparationProgress ? (
|
||||
<div className="space-y-3">
|
||||
<div className="text-sm text-gray-400">
|
||||
Preparing: {equipmentInstances[preparationProgress.equipmentInstanceId]?.name}
|
||||
</div>
|
||||
<Progress value={(preparationProgress.progress / preparationProgress.required) * 100} className="h-3" />
|
||||
<div className="flex justify-between text-xs text-gray-400">
|
||||
<span>{preparationProgress.progress.toFixed(1)}h / {preparationProgress.required.toFixed(1)}h</span>
|
||||
<span>Mana paid: {fmt(preparationProgress.manaCostPaid)}</span>
|
||||
</div>
|
||||
<Button size="sm" variant="outline" onClick={cancelPreparation}>Cancel</Button>
|
||||
</div>
|
||||
) : (
|
||||
<ScrollArea className="h-64">
|
||||
<div className="space-y-2">
|
||||
{equippedItems.map(({ slot, instance }) => (
|
||||
<div
|
||||
key={instance.instanceId}
|
||||
className={`p-3 rounded border cursor-pointer transition-all ${
|
||||
selectedEquipmentInstance === instance.instanceId
|
||||
? 'border-amber-500 bg-amber-900/20'
|
||||
: 'border-gray-700 bg-gray-800/50 hover:border-gray-600'
|
||||
}`}
|
||||
onClick={() => setSelectedEquipmentInstance(instance.instanceId)}
|
||||
>
|
||||
<div className="flex justify-between">
|
||||
<div>
|
||||
<div className="font-semibold">{instance.name}</div>
|
||||
<div className="text-xs text-gray-400">{SLOT_NAMES[slot]}</div>
|
||||
</div>
|
||||
<div className="text-right text-sm">
|
||||
<div className="text-green-400">{instance.usedCapacity}/{instance.totalCapacity} cap</div>
|
||||
<div className="text-xs text-gray-400">{instance.enchantments.length} enchants</div>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
))}
|
||||
{equippedItems.length === 0 && (
|
||||
<div className="text-center text-gray-400 py-4">No equipped items</div>
|
||||
)}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Preparation Details */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Preparation Details</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{!selectedEquipmentInstance ? (
|
||||
<div className="text-center text-gray-400 py-8">
|
||||
Select equipment to prepare
|
||||
</div>
|
||||
) : preparationProgress ? (
|
||||
<div className="text-gray-400">Preparation in progress...</div>
|
||||
) : (
|
||||
(() => {
|
||||
const instance = equipmentInstances[selectedEquipmentInstance];
|
||||
const prepTime = 2 + Math.floor(instance.totalCapacity / 50);
|
||||
const manaCost = instance.totalCapacity * 10;
|
||||
|
||||
return (
|
||||
<div className="space-y-4">
|
||||
<div className="text-lg font-semibold">{instance.name}</div>
|
||||
<Separator className="bg-gray-700" />
|
||||
<div className="space-y-2 text-sm">
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Capacity:</span>
|
||||
<span>{instance.usedCapacity}/{instance.totalCapacity}</span>
|
||||
</div>
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Prep Time:</span>
|
||||
<span>{prepTime}h</span>
|
||||
</div>
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Mana Cost:</span>
|
||||
<span className={rawMana < manaCost ? 'text-red-400' : 'text-green-400'}>
|
||||
{fmt(manaCost)}
|
||||
</span>
|
||||
</div>
|
||||
</div>
|
||||
<Button
|
||||
className="w-full"
|
||||
disabled={rawMana < manaCost}
|
||||
onClick={() => startPreparing(selectedEquipmentInstance)}
|
||||
>
|
||||
Start Preparation ({prepTime}h, {fmt(manaCost)} mana)
|
||||
</Button>
|
||||
</div>
|
||||
);
|
||||
})()
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
);
|
||||
|
||||
// Render apply stage
|
||||
const renderApplyStage = () => (
|
||||
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
|
||||
{/* Equipment & Design Selection */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Select Equipment & Design</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{applicationProgress ? (
|
||||
<div className="space-y-3">
|
||||
<div className="text-sm text-gray-400">
|
||||
Applying to: {equipmentInstances[applicationProgress.equipmentInstanceId]?.name}
|
||||
</div>
|
||||
<Progress value={(applicationProgress.progress / applicationProgress.required) * 100} className="h-3" />
|
||||
<div className="flex justify-between text-xs text-gray-400">
|
||||
<span>{applicationProgress.progress.toFixed(1)}h / {applicationProgress.required.toFixed(1)}h</span>
|
||||
<span>Mana spent: {fmt(applicationProgress.manaSpent)}</span>
|
||||
</div>
|
||||
<div className="flex gap-2">
|
||||
{applicationProgress.paused ? (
|
||||
<Button size="sm" onClick={resumeApplication}>Resume</Button>
|
||||
) : (
|
||||
<Button size="sm" variant="outline" onClick={pauseApplication}>Pause</Button>
|
||||
)}
|
||||
<Button size="sm" variant="outline" onClick={cancelApplication}>Cancel</Button>
|
||||
</div>
|
||||
</div>
|
||||
) : (
|
||||
<div className="space-y-4">
|
||||
<div>
|
||||
<div className="text-sm text-gray-400 mb-2">Equipment:</div>
|
||||
<ScrollArea className="h-32">
|
||||
<div className="space-y-1">
|
||||
{equippedItems.map(({ slot, instance }) => (
|
||||
<div
|
||||
key={instance.instanceId}
|
||||
className={`p-2 rounded border cursor-pointer text-sm ${
|
||||
selectedEquipmentInstance === instance.instanceId
|
||||
? 'border-amber-500 bg-amber-900/20'
|
||||
: 'border-gray-700 bg-gray-800/50'
|
||||
}`}
|
||||
onClick={() => setSelectedEquipmentInstance(instance.instanceId)}
|
||||
>
|
||||
{instance.name} ({instance.usedCapacity}/{instance.totalCapacity} cap)
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
</div>
|
||||
|
||||
<div>
|
||||
<div className="text-sm text-gray-400 mb-2">Design:</div>
|
||||
<ScrollArea className="h-32">
|
||||
<div className="space-y-1">
|
||||
{enchantmentDesigns.map(design => (
|
||||
<div
|
||||
key={design.id}
|
||||
className={`p-2 rounded border cursor-pointer text-sm ${
|
||||
selectedDesign === design.id
|
||||
? 'border-purple-500 bg-purple-900/20'
|
||||
: 'border-gray-700 bg-gray-800/50'
|
||||
}`}
|
||||
onClick={() => setSelectedDesign(design.id)}
|
||||
>
|
||||
{design.name} ({design.totalCapacityUsed} cap)
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Application Details */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Apply Enchantment</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{!selectedEquipmentInstance || !selectedDesign ? (
|
||||
<div className="text-center text-gray-400 py-8">
|
||||
Select equipment and a design
|
||||
</div>
|
||||
) : applicationProgress ? (
|
||||
<div className="text-gray-400">Application in progress...</div>
|
||||
) : (
|
||||
(() => {
|
||||
const instance = equipmentInstances[selectedEquipmentInstance];
|
||||
const design = enchantmentDesigns.find(d => d.id === selectedDesign);
|
||||
if (!design) return null;
|
||||
|
||||
const availableCap = instance.totalCapacity - instance.usedCapacity;
|
||||
const canFit = availableCap >= design.totalCapacityUsed;
|
||||
const applicationTime = 2 + design.effects.reduce((t, e) => t + e.stacks, 0);
|
||||
const manaPerHour = 20 + design.effects.reduce((t, e) => t + e.stacks * 5, 0);
|
||||
|
||||
return (
|
||||
<div className="space-y-4">
|
||||
<div className="text-lg font-semibold">{design.name}</div>
|
||||
<div className="text-sm text-gray-400">→ {instance.name}</div>
|
||||
<Separator className="bg-gray-700" />
|
||||
|
||||
<div className="space-y-2 text-sm">
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Required Capacity:</span>
|
||||
<span className={canFit ? 'text-green-400' : 'text-red-400'}>
|
||||
{design.totalCapacityUsed} / {availableCap} available
|
||||
</span>
|
||||
</div>
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Application Time:</span>
|
||||
<span>{applicationTime}h</span>
|
||||
</div>
|
||||
<div className="flex justify-between">
|
||||
<span className="text-gray-400">Mana per Hour:</span>
|
||||
<span>{manaPerHour}</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div className="text-sm text-gray-400">
|
||||
Effects:
|
||||
<ul className="list-disc list-inside">
|
||||
{design.effects.map(eff => (
|
||||
<li key={eff.effectId}>
|
||||
{ENCHANTMENT_EFFECTS[eff.effectId]?.name} x{eff.stacks}
|
||||
</li>
|
||||
))}
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
<Button
|
||||
className="w-full"
|
||||
disabled={!canFit}
|
||||
onClick={() => startApplying(selectedEquipmentInstance, selectedDesign)}
|
||||
>
|
||||
Apply Enchantment
|
||||
</Button>
|
||||
</div>
|
||||
);
|
||||
})()
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Disenchant Section */}
|
||||
<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Disenchant Equipment</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 gap-2">
|
||||
{equippedItems
|
||||
.filter(({ instance }) => instance.enchantments.length > 0)
|
||||
.map(({ slot, instance }) => {
|
||||
const disenchantLevel = skills.disenchanting || 0;
|
||||
const recoveryRate = 0.1 + disenchantLevel * 0.2;
|
||||
const totalRecoverable = instance.enchantments.reduce(
|
||||
(sum, e) => sum + Math.floor(e.actualCost * recoveryRate),
|
||||
0
|
||||
);
|
||||
|
||||
return (
|
||||
<div key={instance.instanceId} className="p-3 rounded border border-gray-700 bg-gray-800/50">
|
||||
<div className="flex justify-between items-start">
|
||||
<div>
|
||||
<div className="font-semibold">{instance.name}</div>
|
||||
<div className="text-xs text-gray-400">{instance.enchantments.length} enchantments</div>
|
||||
</div>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => disenchantEquipment(instance.instanceId)}
|
||||
>
|
||||
<Trash2 className="w-4 h-4 mr-1" />
|
||||
Recover {fmt(totalRecoverable)}
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
{equippedItems.filter(({ instance }) => instance.enchantments.length > 0).length === 0 && (
|
||||
<div className="col-span-full text-center text-gray-400 py-4">
|
||||
No enchanted equipment to disenchant
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
);
|
||||
|
||||
// Render equipment crafting stage
|
||||
const renderCraftStage = () => (
|
||||
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
|
||||
{/* Blueprint Selection */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm flex items-center gap-2">
|
||||
<Anvil className="w-4 h-4" />
|
||||
Available Blueprints
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{equipmentCraftingProgress ? (
|
||||
<div className="space-y-3">
|
||||
<div className="text-sm text-gray-400">
|
||||
Crafting: {CRAFTING_RECIPES[equipmentCraftingProgress.blueprintId]?.name}
|
||||
</div>
|
||||
<Progress value={(equipmentCraftingProgress.progress / equipmentCraftingProgress.required) * 100} className="h-3" />
|
||||
<div className="flex justify-between text-xs text-gray-400">
|
||||
<span>{equipmentCraftingProgress.progress.toFixed(1)}h / {equipmentCraftingProgress.required.toFixed(1)}h</span>
|
||||
<span>Mana spent: {fmt(equipmentCraftingProgress.manaSpent)}</span>
|
||||
</div>
|
||||
<Button size="sm" variant="outline" onClick={cancelEquipmentCrafting}>Cancel</Button>
|
||||
</div>
|
||||
) : (
|
||||
<ScrollArea className="h-64">
|
||||
<div className="space-y-2">
|
||||
{lootInventory.blueprints.length === 0 ? (
|
||||
<div className="text-center text-gray-400 py-4">
|
||||
<Package className="w-12 h-12 mx-auto mb-2 opacity-50" />
|
||||
<p>No blueprints discovered yet.</p>
|
||||
<p className="text-xs mt-1">Defeat guardians to find blueprints!</p>
|
||||
</div>
|
||||
) : (
|
||||
lootInventory.blueprints.map(bpId => {
|
||||
const recipe = CRAFTING_RECIPES[bpId];
|
||||
if (!recipe) return null;
|
||||
|
||||
const { canCraft, missingMaterials, missingMana } = canCraftRecipe(
|
||||
recipe,
|
||||
lootInventory.materials,
|
||||
rawMana
|
||||
);
|
||||
|
||||
const rarityStyle = RARITY_COLORS[recipe.rarity];
|
||||
|
||||
return (
|
||||
<div
|
||||
key={bpId}
|
||||
className="p-3 rounded border bg-gray-800/50"
|
||||
style={{ borderColor: rarityStyle?.color }}
|
||||
>
|
||||
<div className="flex justify-between items-start mb-2">
|
||||
<div>
|
||||
<div className="font-semibold" style={{ color: rarityStyle?.color }}>
|
||||
{recipe.name}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400 capitalize">{recipe.rarity}</div>
|
||||
</div>
|
||||
<Badge variant="outline" className="text-xs">
|
||||
{EQUIPMENT_TYPES[recipe.equipmentTypeId]?.category}
|
||||
</Badge>
|
||||
</div>
|
||||
|
||||
<div className="text-xs text-gray-400 mb-2">{recipe.description}</div>
|
||||
|
||||
<Separator className="bg-gray-700 my-2" />
|
||||
|
||||
<div className="text-xs space-y-1">
|
||||
<div className="text-gray-500">Materials:</div>
|
||||
{Object.entries(recipe.materials).map(([matId, amount]) => {
|
||||
const available = lootInventory.materials[matId] || 0;
|
||||
const matDrop = LOOT_DROPS[matId];
|
||||
const hasEnough = available >= amount;
|
||||
|
||||
return (
|
||||
<div key={matId} className="flex justify-between">
|
||||
<span>{matDrop?.name || matId}</span>
|
||||
<span className={hasEnough ? 'text-green-400' : 'text-red-400'}>
|
||||
{available} / {amount}
|
||||
</span>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
|
||||
<div className="flex justify-between mt-2">
|
||||
<span>Mana Cost:</span>
|
||||
<span className={rawMana >= recipe.manaCost ? 'text-green-400' : 'text-red-400'}>
|
||||
{fmt(recipe.manaCost)}
|
||||
</span>
|
||||
</div>
|
||||
|
||||
<div className="flex justify-between">
|
||||
<span>Craft Time:</span>
|
||||
<span>{recipe.craftTime}h</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<Button
|
||||
className="w-full mt-3"
|
||||
size="sm"
|
||||
disabled={!canCraft || currentAction === 'craft'}
|
||||
onClick={() => startCraftingEquipment(bpId)}
|
||||
>
|
||||
{canCraft ? 'Craft Equipment' : 'Missing Resources'}
|
||||
</Button>
|
||||
</div>
|
||||
);
|
||||
})
|
||||
)}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Materials Inventory */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm flex items-center gap-2">
|
||||
<Package className="w-4 h-4" />
|
||||
Materials ({Object.values(lootInventory.materials).reduce((a, b) => a + b, 0)})
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<ScrollArea className="h-64">
|
||||
{Object.keys(lootInventory.materials).length === 0 ? (
|
||||
<div className="text-center text-gray-400 py-4">
|
||||
<Sparkles className="w-12 h-12 mx-auto mb-2 opacity-50" />
|
||||
<p>No materials collected yet.</p>
|
||||
<p className="text-xs mt-1">Defeat floors to gather materials!</p>
|
||||
</div>
|
||||
) : (
|
||||
<div className="grid grid-cols-2 gap-2">
|
||||
{Object.entries(lootInventory.materials).map(([matId, count]) => {
|
||||
if (count <= 0) return null;
|
||||
const drop = LOOT_DROPS[matId];
|
||||
if (!drop) return null;
|
||||
|
||||
const rarityStyle = RARITY_COLORS[drop.rarity];
|
||||
|
||||
return (
|
||||
<div
|
||||
key={matId}
|
||||
className="p-2 rounded border bg-gray-800/50 group relative"
|
||||
style={{ borderColor: rarityStyle?.color }}
|
||||
>
|
||||
<div className="flex items-start justify-between">
|
||||
<div>
|
||||
<div className="text-sm font-semibold" style={{ color: rarityStyle?.color }}>
|
||||
{drop.name}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400">x{count}</div>
|
||||
</div>
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="sm"
|
||||
className="h-5 w-5 p-0 opacity-0 group-hover:opacity-100 text-red-400 hover:text-red-300 hover:bg-red-900/20"
|
||||
onClick={() => deleteMaterial(matId, count)}
|
||||
>
|
||||
<Trash2 className="w-3 h-3" />
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
)}
|
||||
</ScrollArea>
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
);
|
||||
|
||||
return (
|
||||
<div className="space-y-4">
|
||||
{/* Stage Tabs */}
|
||||
<Tabs value={craftingStage} onValueChange={(v) => setCraftingStage(v as typeof craftingStage)}>
|
||||
<TabsList className="bg-gray-800/50">
|
||||
<TabsTrigger value="craft" className="data-[state=active]:bg-cyan-600">
|
||||
<Anvil className="w-4 h-4 mr-1" />
|
||||
Craft
|
||||
</TabsTrigger>
|
||||
<TabsTrigger value="design" className="data-[state=active]:bg-amber-600">
|
||||
<Scroll className="w-4 h-4 mr-1" />
|
||||
Design
|
||||
</TabsTrigger>
|
||||
<TabsTrigger value="prepare" className="data-[state=active]:bg-amber-600">
|
||||
<Hammer className="w-4 h-4 mr-1" />
|
||||
Prepare
|
||||
</TabsTrigger>
|
||||
<TabsTrigger value="apply" className="data-[state=active]:bg-amber-600">
|
||||
<Sparkles className="w-4 h-4 mr-1" />
|
||||
Apply
|
||||
</TabsTrigger>
|
||||
</TabsList>
|
||||
|
||||
<TabsContent value="craft" className="mt-4">
|
||||
{renderCraftStage()}
|
||||
</TabsContent>
|
||||
<TabsContent value="design" className="mt-4">
|
||||
{renderDesignStage()}
|
||||
</TabsContent>
|
||||
<TabsContent value="prepare" className="mt-4">
|
||||
{renderPrepareStage()}
|
||||
</TabsContent>
|
||||
<TabsContent value="apply" className="mt-4">
|
||||
{renderApplyStage()}
|
||||
</TabsContent>
|
||||
</Tabs>
|
||||
|
||||
{/* Current Activity Indicator */}
|
||||
{currentAction === 'craft' && equipmentCraftingProgress && (
|
||||
<Card className="bg-cyan-900/30 border-cyan-600">
|
||||
<CardContent className="py-3 flex items-center justify-between">
|
||||
<div className="flex items-center gap-2">
|
||||
<Anvil className="w-5 h-5 text-cyan-400" />
|
||||
<span>Crafting equipment...</span>
|
||||
</div>
|
||||
<div className="text-sm text-gray-400">
|
||||
{((equipmentCraftingProgress.progress / equipmentCraftingProgress.required) * 100).toFixed(0)}%
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
)}
|
||||
|
||||
{currentAction === 'design' && designProgress && (
|
||||
<Card className="bg-purple-900/30 border-purple-600">
|
||||
<CardContent className="py-3 flex items-center justify-between">
|
||||
<div className="flex items-center gap-2">
|
||||
<Scroll className="w-5 h-5 text-purple-400" />
|
||||
<span>Designing enchantment...</span>
|
||||
</div>
|
||||
<div className="text-sm text-gray-400">
|
||||
{((designProgress.progress / designProgress.required) * 100).toFixed(0)}%
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
)}
|
||||
|
||||
{currentAction === 'prepare' && preparationProgress && (
|
||||
<Card className="bg-blue-900/30 border-blue-600">
|
||||
<CardContent className="py-3 flex items-center justify-between">
|
||||
<div className="flex items-center gap-2">
|
||||
<Hammer className="w-5 h-5 text-blue-400" />
|
||||
<span>Preparing equipment...</span>
|
||||
</div>
|
||||
<div className="text-sm text-gray-400">
|
||||
{((preparationProgress.progress / preparationProgress.required) * 100).toFixed(0)}%
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
)}
|
||||
|
||||
{currentAction === 'enchant' && applicationProgress && (
|
||||
<Card className="bg-amber-900/30 border-amber-600">
|
||||
<CardContent className="py-3 flex items-center justify-between">
|
||||
<div className="flex items-center gap-2">
|
||||
<Sparkles className="w-5 h-5 text-amber-400" />
|
||||
<span>{applicationProgress.paused ? 'Enchantment paused' : 'Applying enchantment...'}</span>
|
||||
</div>
|
||||
<div className="flex items-center gap-2">
|
||||
<div className="text-sm text-gray-400">
|
||||
{((applicationProgress.progress / applicationProgress.required) * 100).toFixed(0)}%
|
||||
</div>
|
||||
{applicationProgress.paused ? (
|
||||
<Button size="sm" onClick={resumeApplication}>Resume</Button>
|
||||
) : (
|
||||
<Button size="sm" variant="outline" onClick={pauseApplication}>Pause</Button>
|
||||
)}
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
421
src/components/game/tabs/DebugTab.tsx
Executable file
421
src/components/game/tabs/DebugTab.tsx
Executable file
@@ -0,0 +1,421 @@
|
||||
'use client';
|
||||
|
||||
import { useState } from 'react';
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { Badge } from '@/components/ui/badge';
|
||||
import { Separator } from '@/components/ui/separator';
|
||||
import { Switch } from '@/components/ui/switch';
|
||||
import { Label } from '@/components/ui/label';
|
||||
import {
|
||||
RotateCcw, Bug, Plus, Minus, Lock, Unlock, Zap,
|
||||
Clock, Star, AlertTriangle, Sparkles, Settings, Eye
|
||||
} from 'lucide-react';
|
||||
import type { GameStore } from '@/lib/game/types';
|
||||
import { ATTUNEMENTS_DEF } from '@/lib/game/data/attunements';
|
||||
import { ELEMENTS } from '@/lib/game/constants';
|
||||
import { fmt } from '@/lib/game/store';
|
||||
import { useDebug } from '@/lib/game/debug-context';
|
||||
|
||||
interface DebugTabProps {
|
||||
store: GameStore;
|
||||
}
|
||||
|
||||
export function DebugTab({ store }: DebugTabProps) {
|
||||
const [confirmReset, setConfirmReset] = useState(false);
|
||||
const { showComponentNames, toggleComponentNames } = useDebug();
|
||||
|
||||
const handleReset = () => {
|
||||
if (confirmReset) {
|
||||
store.resetGame();
|
||||
setConfirmReset(false);
|
||||
} else {
|
||||
setConfirmReset(true);
|
||||
setTimeout(() => setConfirmReset(false), 3000);
|
||||
}
|
||||
};
|
||||
|
||||
const handleAddMana = (amount: number) => {
|
||||
// Use gatherMana multiple times to add mana
|
||||
for (let i = 0; i < amount; i++) {
|
||||
store.gatherMana();
|
||||
}
|
||||
};
|
||||
|
||||
const handleUnlockAttunement = (id: string) => {
|
||||
// Debug action to unlock attunements
|
||||
if (store.debugUnlockAttunement) {
|
||||
store.debugUnlockAttunement(id);
|
||||
}
|
||||
};
|
||||
|
||||
const handleUnlockElement = (element: string) => {
|
||||
store.unlockElement(element);
|
||||
};
|
||||
|
||||
const handleAddElementalMana = (element: string, amount: number) => {
|
||||
const elem = store.elements[element];
|
||||
if (elem?.unlocked) {
|
||||
// Add directly to element pool - need to implement in store
|
||||
if (store.debugAddElementalMana) {
|
||||
store.debugAddElementalMana(element, amount);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
const handleSetTime = (day: number, hour: number) => {
|
||||
if (store.debugSetTime) {
|
||||
store.debugSetTime(day, hour);
|
||||
}
|
||||
};
|
||||
|
||||
const handleAddAttunementXP = (id: string, amount: number) => {
|
||||
if (store.debugAddAttunementXP) {
|
||||
store.debugAddAttunementXP(id, amount);
|
||||
}
|
||||
};
|
||||
|
||||
return (
|
||||
<div className="space-y-4">
|
||||
{/* Warning Banner */}
|
||||
<Card className="bg-amber-900/20 border-amber-600/50">
|
||||
<CardContent className="pt-4">
|
||||
<div className="flex items-center gap-2 text-amber-400">
|
||||
<AlertTriangle className="w-5 h-5" />
|
||||
<span className="font-semibold">Debug Mode</span>
|
||||
</div>
|
||||
<p className="text-sm text-amber-300/70 mt-1">
|
||||
These tools are for development and testing. Using them may break game balance or save data.
|
||||
</p>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Display Options */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-cyan-400 text-sm flex items-center gap-2">
|
||||
<Eye className="w-4 h-4" />
|
||||
Display Options
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="flex items-center justify-between">
|
||||
<div className="space-y-0.5">
|
||||
<Label htmlFor="show-component-names" className="text-sm">Show Component Names</Label>
|
||||
<p className="text-xs text-gray-400">
|
||||
Display component names at the top of each component for debugging
|
||||
</p>
|
||||
</div>
|
||||
<Switch
|
||||
id="show-component-names"
|
||||
checked={showComponentNames}
|
||||
onCheckedChange={toggleComponentNames}
|
||||
/>
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
|
||||
{/* Game Reset */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-red-400 text-sm flex items-center gap-2">
|
||||
<RotateCcw className="w-4 h-4" />
|
||||
Game Reset
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-3">
|
||||
<p className="text-xs text-gray-400">
|
||||
Reset all game progress and start fresh. This cannot be undone.
|
||||
</p>
|
||||
<Button
|
||||
className={`w-full ${confirmReset ? 'bg-red-600 hover:bg-red-700' : 'bg-gray-700 hover:bg-gray-600'}`}
|
||||
onClick={handleReset}
|
||||
>
|
||||
{confirmReset ? (
|
||||
<>
|
||||
<AlertTriangle className="w-4 h-4 mr-2" />
|
||||
Click Again to Confirm Reset
|
||||
</>
|
||||
) : (
|
||||
<>
|
||||
<RotateCcw className="w-4 h-4 mr-2" />
|
||||
Reset Game
|
||||
</>
|
||||
)}
|
||||
</Button>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Mana Debug */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-blue-400 text-sm flex items-center gap-2">
|
||||
<Zap className="w-4 h-4" />
|
||||
Mana Debug
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-3">
|
||||
<div className="text-xs text-gray-400 mb-2">
|
||||
Current: {fmt(store.rawMana)} / {fmt(store.getMaxMana())}
|
||||
</div>
|
||||
<div className="flex gap-2 flex-wrap">
|
||||
<Button size="sm" variant="outline" onClick={() => handleAddMana(10)}>
|
||||
<Plus className="w-3 h-3 mr-1" /> +10
|
||||
</Button>
|
||||
<Button size="sm" variant="outline" onClick={() => handleAddMana(100)}>
|
||||
<Plus className="w-3 h-3 mr-1" /> +100
|
||||
</Button>
|
||||
<Button size="sm" variant="outline" onClick={() => handleAddMana(1000)}>
|
||||
<Plus className="w-3 h-3 mr-1" /> +1K
|
||||
</Button>
|
||||
<Button size="sm" variant="outline" onClick={() => handleAddMana(10000)}>
|
||||
<Plus className="w-3 h-3 mr-1" /> +10K
|
||||
</Button>
|
||||
</div>
|
||||
<Separator className="bg-gray-700" />
|
||||
<div className="text-xs text-gray-400">Fill to max:</div>
|
||||
<Button
|
||||
size="sm"
|
||||
className="w-full bg-blue-600 hover:bg-blue-700"
|
||||
onClick={() => {
|
||||
const max = store.getMaxMana();
|
||||
const current = store.rawMana;
|
||||
for (let i = 0; i < Math.floor(max - current); i++) {
|
||||
store.gatherMana();
|
||||
}
|
||||
}}
|
||||
>
|
||||
Fill Mana
|
||||
</Button>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Time Control */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm flex items-center gap-2">
|
||||
<Clock className="w-4 h-4" />
|
||||
Time Control
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-3">
|
||||
<div className="text-xs text-gray-400">
|
||||
Current: Day {store.day}, Hour {store.hour}
|
||||
</div>
|
||||
<div className="flex gap-2 flex-wrap">
|
||||
<Button size="sm" variant="outline" onClick={() => handleSetTime(1, 0)}>
|
||||
Day 1
|
||||
</Button>
|
||||
<Button size="sm" variant="outline" onClick={() => handleSetTime(10, 0)}>
|
||||
Day 10
|
||||
</Button>
|
||||
<Button size="sm" variant="outline" onClick={() => handleSetTime(20, 0)}>
|
||||
Day 20
|
||||
</Button>
|
||||
<Button size="sm" variant="outline" onClick={() => handleSetTime(30, 0)}>
|
||||
Day 30
|
||||
</Button>
|
||||
</div>
|
||||
<Separator className="bg-gray-700" />
|
||||
<div className="flex gap-2">
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => store.togglePause()}
|
||||
>
|
||||
{store.paused ? '▶ Resume' : '⏸ Pause'}
|
||||
</Button>
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Attunement Unlock */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-purple-400 text-sm flex items-center gap-2">
|
||||
<Sparkles className="w-4 h-4" />
|
||||
Attunements
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-3">
|
||||
{Object.entries(ATTUNEMENTS_DEF).map(([id, def]) => {
|
||||
const isActive = store.attunements?.[id]?.active;
|
||||
const level = store.attunements?.[id]?.level || 1;
|
||||
const xp = store.attunements?.[id]?.experience || 0;
|
||||
|
||||
return (
|
||||
<div key={id} className="flex items-center justify-between p-2 bg-gray-800/50 rounded">
|
||||
<div className="flex items-center gap-2">
|
||||
<span>{def.icon}</span>
|
||||
<div>
|
||||
<div className="text-sm font-medium">{def.name}</div>
|
||||
{isActive && (
|
||||
<div className="text-xs text-gray-400">Lv.{level} • {xp} XP</div>
|
||||
)}
|
||||
</div>
|
||||
</div>
|
||||
<div className="flex gap-1">
|
||||
{!isActive && (
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => handleUnlockAttunement(id)}
|
||||
>
|
||||
<Unlock className="w-3 h-3" />
|
||||
</Button>
|
||||
)}
|
||||
{isActive && (
|
||||
<>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => handleAddAttunementXP(id, 50)}
|
||||
>
|
||||
+50 XP
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => handleAddAttunementXP(id, 500)}
|
||||
>
|
||||
+500 XP
|
||||
</Button>
|
||||
</>
|
||||
)}
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Element Unlock */}
|
||||
<Card className="bg-gray-900/80 border-gray-700 md:col-span-2">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-green-400 text-sm flex items-center gap-2">
|
||||
<Star className="w-4 h-4" />
|
||||
Elemental Mana
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="grid grid-cols-3 sm:grid-cols-4 md:grid-cols-6 gap-2">
|
||||
{Object.entries(ELEMENTS).map(([id, def]) => {
|
||||
const elem = store.elements[id];
|
||||
const isUnlocked = elem?.unlocked;
|
||||
|
||||
return (
|
||||
<div
|
||||
key={id}
|
||||
className={`p-2 rounded border ${
|
||||
isUnlocked ? 'border-gray-600' : 'border-gray-800 opacity-60'
|
||||
}`}
|
||||
style={{
|
||||
borderColor: isUnlocked ? def.color : undefined
|
||||
}}
|
||||
>
|
||||
<div className="flex items-center justify-between mb-1">
|
||||
<span style={{ color: def.color }}>{def.sym}</span>
|
||||
{!isUnlocked && (
|
||||
<Button
|
||||
size="sm"
|
||||
variant="ghost"
|
||||
className="h-5 w-5 p-0"
|
||||
onClick={() => handleUnlockElement(id)}
|
||||
>
|
||||
<Lock className="w-3 h-3" />
|
||||
</Button>
|
||||
)}
|
||||
</div>
|
||||
<div className="text-xs" style={{ color: def.color }}>{def.name}</div>
|
||||
{isUnlocked && (
|
||||
<div className="text-xs text-gray-400 mt-1">
|
||||
{elem.current.toFixed(0)}/{elem.max}
|
||||
</div>
|
||||
)}
|
||||
{isUnlocked && (
|
||||
<Button
|
||||
size="sm"
|
||||
variant="ghost"
|
||||
className="h-5 w-full mt-1 text-xs"
|
||||
onClick={() => handleAddElementalMana(id, 100)}
|
||||
>
|
||||
+100
|
||||
</Button>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Skills Debug */}
|
||||
<Card className="bg-gray-900/80 border-gray-700 md:col-span-2">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-cyan-400 text-sm flex items-center gap-2">
|
||||
<Settings className="w-4 h-4" />
|
||||
Quick Actions
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="flex gap-2 flex-wrap">
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
// Unlock all base elements
|
||||
['fire', 'water', 'air', 'earth', 'light', 'dark', 'life', 'death'].forEach(e => {
|
||||
if (!store.elements[e]?.unlocked) {
|
||||
store.unlockElement(e);
|
||||
}
|
||||
});
|
||||
}}
|
||||
>
|
||||
Unlock All Base Elements
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
// Unlock utility elements
|
||||
['mental', 'transference', 'force'].forEach(e => {
|
||||
if (!store.elements[e]?.unlocked) {
|
||||
store.unlockElement(e);
|
||||
}
|
||||
});
|
||||
}}
|
||||
>
|
||||
Unlock Utility Elements
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
// Max floor
|
||||
if (store.debugSetFloor) {
|
||||
store.debugSetFloor(100);
|
||||
}
|
||||
}}
|
||||
>
|
||||
Skip to Floor 100
|
||||
</Button>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
onClick={() => {
|
||||
// Reset floor HP
|
||||
if (store.resetFloorHP) {
|
||||
store.resetFloorHP();
|
||||
}
|
||||
}}
|
||||
>
|
||||
Reset Floor HP
|
||||
</Button>
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
393
src/components/game/tabs/EquipmentTab.tsx
Executable file
393
src/components/game/tabs/EquipmentTab.tsx
Executable file
@@ -0,0 +1,393 @@
|
||||
'use client';
|
||||
|
||||
import { useState } from 'react';
|
||||
import {
|
||||
EQUIPMENT_TYPES,
|
||||
EQUIPMENT_SLOTS,
|
||||
getEquipmentBySlot,
|
||||
type EquipmentSlot,
|
||||
type EquipmentType,
|
||||
} from '@/lib/game/data/equipment';
|
||||
import { ENCHANTMENT_EFFECTS } from '@/lib/game/data/enchantment-effects';
|
||||
import { fmt } from '@/lib/game/store';
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { Badge } from '@/components/ui/badge';
|
||||
import {
|
||||
Tooltip,
|
||||
TooltipContent,
|
||||
TooltipProvider,
|
||||
TooltipTrigger
|
||||
} from '@/components/ui/tooltip';
|
||||
import {
|
||||
Select,
|
||||
SelectContent,
|
||||
SelectItem,
|
||||
SelectTrigger,
|
||||
SelectValue
|
||||
} from '@/components/ui/select';
|
||||
import type { GameStore, EquipmentInstance } from '@/lib/game/types';
|
||||
|
||||
export interface EquipmentTabProps {
|
||||
store: GameStore;
|
||||
}
|
||||
|
||||
// Slot display names
|
||||
const SLOT_NAMES: Record<EquipmentSlot, string> = {
|
||||
mainHand: 'Main Hand',
|
||||
offHand: 'Off Hand',
|
||||
head: 'Head',
|
||||
body: 'Body',
|
||||
hands: 'Hands',
|
||||
feet: 'Feet',
|
||||
accessory1: 'Accessory 1',
|
||||
accessory2: 'Accessory 2',
|
||||
};
|
||||
|
||||
// Slot icons
|
||||
const SLOT_ICONS: Record<EquipmentSlot, string> = {
|
||||
mainHand: '⚔️',
|
||||
offHand: '🛡️',
|
||||
head: '🎩',
|
||||
body: '👕',
|
||||
hands: '🧤',
|
||||
feet: '👢',
|
||||
accessory1: '💍',
|
||||
accessory2: '📿',
|
||||
};
|
||||
|
||||
// Rarity colors
|
||||
const RARITY_COLORS: Record<string, string> = {
|
||||
common: 'border-gray-500 bg-gray-800/30',
|
||||
uncommon: 'border-green-500 bg-green-900/20',
|
||||
rare: 'border-blue-500 bg-blue-900/20',
|
||||
epic: 'border-purple-500 bg-purple-900/20',
|
||||
legendary: 'border-amber-500 bg-amber-900/20',
|
||||
mythic: 'border-red-500 bg-red-900/20',
|
||||
};
|
||||
|
||||
const RARITY_TEXT_COLORS: Record<string, string> = {
|
||||
common: 'text-gray-300',
|
||||
uncommon: 'text-green-400',
|
||||
rare: 'text-blue-400',
|
||||
epic: 'text-purple-400',
|
||||
legendary: 'text-amber-400',
|
||||
mythic: 'text-red-400',
|
||||
};
|
||||
|
||||
export function EquipmentTab({ store }: EquipmentTabProps) {
|
||||
const [selectedSlot, setSelectedSlot] = useState<EquipmentSlot | null>(null);
|
||||
|
||||
// Get unequipped items
|
||||
const equippedIds = new Set(Object.values(store.equippedInstances).filter(Boolean));
|
||||
const unequippedItems = Object.values(store.equipmentInstances).filter(
|
||||
(inst) => !equippedIds.has(inst.instanceId)
|
||||
);
|
||||
|
||||
// Equip an item to a slot
|
||||
const handleEquip = (instanceId: string, slot: EquipmentSlot) => {
|
||||
store.equipItem(instanceId, slot);
|
||||
setSelectedSlot(null);
|
||||
};
|
||||
|
||||
// Unequip from a slot
|
||||
const handleUnequip = (slot: EquipmentSlot) => {
|
||||
store.unequipItem(slot);
|
||||
};
|
||||
|
||||
// Get items that can be equipped in a slot
|
||||
const getEquippableItems = (slot: EquipmentSlot): EquipmentInstance[] => {
|
||||
const equipmentTypes = getEquipmentBySlot(slot);
|
||||
const typeIds = new Set(equipmentTypes.map((t) => t.id));
|
||||
|
||||
return unequippedItems.filter((inst) => typeIds.has(inst.typeId));
|
||||
};
|
||||
|
||||
// Get all items that can go in a slot (including accessories that can go in either accessory slot)
|
||||
const getItemsForSlot = (slot: EquipmentSlot): EquipmentInstance[] => {
|
||||
if (slot === 'accessory1' || slot === 'accessory2') {
|
||||
// Accessories can go in either slot
|
||||
const accessoryTypes = EQUIPMENT_TYPES;
|
||||
const accessoryTypeIds = Object.values(accessoryTypes)
|
||||
.filter((t) => t.category === 'accessory')
|
||||
.map((t) => t.id);
|
||||
|
||||
return unequippedItems.filter((inst) => accessoryTypeIds.includes(inst.typeId));
|
||||
}
|
||||
return getEquippableItems(slot);
|
||||
};
|
||||
|
||||
return (
|
||||
<div className="space-y-4">
|
||||
{/* Equipment Slots */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 game-panel-title text-xs">
|
||||
Equipped Gear
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="grid grid-cols-1 sm:grid-cols-2 lg:grid-cols-4 gap-3">
|
||||
{EQUIPMENT_SLOTS.map((slot) => {
|
||||
const instanceId = store.equippedInstances[slot];
|
||||
const instance = instanceId ? store.equipmentInstances[instanceId] : null;
|
||||
const equipmentType = instance ? EQUIPMENT_TYPES[instance.typeId] : null;
|
||||
|
||||
return (
|
||||
<div
|
||||
key={slot}
|
||||
className={`p-3 rounded border ${
|
||||
instance
|
||||
? RARITY_COLORS[instance.rarity]
|
||||
: 'border-gray-700 bg-gray-800/30'
|
||||
}`}
|
||||
>
|
||||
<div className="flex items-center justify-between mb-2">
|
||||
<div className="flex items-center gap-2">
|
||||
<span>{SLOT_ICONS[slot]}</span>
|
||||
<span className="text-sm font-semibold text-gray-300">
|
||||
{SLOT_NAMES[slot]}
|
||||
</span>
|
||||
</div>
|
||||
{instance && (
|
||||
<Button
|
||||
size="sm"
|
||||
variant="ghost"
|
||||
className="h-6 text-xs text-red-400 hover:text-red-300 hover:bg-red-900/20"
|
||||
onClick={() => handleUnequip(slot)}
|
||||
>
|
||||
✕
|
||||
</Button>
|
||||
)}
|
||||
</div>
|
||||
|
||||
{instance ? (
|
||||
<div className="space-y-1">
|
||||
<div className={`font-semibold text-sm ${RARITY_TEXT_COLORS[instance.rarity]}`}>
|
||||
{instance.name}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400">
|
||||
Capacity: {instance.usedCapacity}/{instance.totalCapacity}
|
||||
</div>
|
||||
{instance.enchantments.length > 0 && (
|
||||
<div className="flex flex-wrap gap-1 mt-1">
|
||||
{instance.enchantments.map((ench, i) => {
|
||||
const effect = ENCHANTMENT_EFFECTS[ench.effectId];
|
||||
return (
|
||||
<TooltipProvider key={i}>
|
||||
<Tooltip>
|
||||
<TooltipTrigger asChild>
|
||||
<Badge
|
||||
variant="outline"
|
||||
className="text-xs cursor-help"
|
||||
>
|
||||
{effect?.name || ench.effectId}
|
||||
{ench.stacks > 1 && ` x${ench.stacks}`}
|
||||
</Badge>
|
||||
</TooltipTrigger>
|
||||
<TooltipContent>
|
||||
<p>{effect?.description || 'Unknown effect'}</p>
|
||||
<p className="text-gray-400 text-xs">
|
||||
Category: {effect?.category || 'unknown'}
|
||||
</p>
|
||||
</TooltipContent>
|
||||
</Tooltip>
|
||||
</TooltipProvider>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
) : (
|
||||
<div className="text-sm text-gray-500 italic">
|
||||
Empty
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Inventory */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 game-panel-title text-xs">
|
||||
Equipment Inventory ({unequippedItems.length} items)
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{unequippedItems.length === 0 ? (
|
||||
<div className="text-gray-500 text-sm text-center py-4">
|
||||
No unequipped items. Craft new gear in the Crafting tab.
|
||||
</div>
|
||||
) : (
|
||||
<div className="grid grid-cols-1 sm:grid-cols-2 lg:grid-cols-3 gap-3 max-h-96 overflow-y-auto">
|
||||
{unequippedItems.map((instance) => {
|
||||
const equipmentType = EQUIPMENT_TYPES[instance.typeId];
|
||||
const validSlots = equipmentType
|
||||
? (equipmentType.category === 'accessory'
|
||||
? ['accessory1', 'accessory2'] as EquipmentSlot[]
|
||||
: [equipmentType.slot])
|
||||
: [];
|
||||
|
||||
return (
|
||||
<div
|
||||
key={instance.instanceId}
|
||||
className={`p-3 rounded border ${RARITY_COLORS[instance.rarity]}`}
|
||||
>
|
||||
<div className="flex items-start justify-between mb-2">
|
||||
<div>
|
||||
<div className={`font-semibold text-sm ${RARITY_TEXT_COLORS[instance.rarity]}`}>
|
||||
{instance.name}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400">
|
||||
{equipmentType?.description}
|
||||
</div>
|
||||
</div>
|
||||
<Badge variant="outline" className="text-xs">
|
||||
{equipmentType?.category || 'unknown'}
|
||||
</Badge>
|
||||
</div>
|
||||
|
||||
<div className="text-xs text-gray-400 space-y-1 mb-2">
|
||||
<div>
|
||||
Capacity: {instance.usedCapacity}/{instance.totalCapacity}
|
||||
{instance.quality < 100 && (
|
||||
<span className="text-yellow-500 ml-1">
|
||||
(Quality: {instance.quality}%)
|
||||
</span>
|
||||
)}
|
||||
</div>
|
||||
{instance.enchantments.length > 0 && (
|
||||
<div className="flex flex-wrap gap-1">
|
||||
{instance.enchantments.map((ench, i) => {
|
||||
const effect = ENCHANTMENT_EFFECTS[ench.effectId];
|
||||
return (
|
||||
<Badge
|
||||
key={i}
|
||||
variant="outline"
|
||||
className="text-xs"
|
||||
>
|
||||
{effect?.name || ench.effectId}
|
||||
</Badge>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
|
||||
{validSlots.length > 0 && (
|
||||
<div className="flex items-center gap-2">
|
||||
<Select
|
||||
onValueChange={(value) =>
|
||||
handleEquip(instance.instanceId, value as EquipmentSlot)
|
||||
}
|
||||
>
|
||||
<SelectTrigger className="h-8 text-xs">
|
||||
<SelectValue placeholder="Equip to..." />
|
||||
</SelectTrigger>
|
||||
<SelectContent>
|
||||
{validSlots.map((slot) => (
|
||||
<SelectItem
|
||||
key={slot}
|
||||
value={slot}
|
||||
className="text-xs"
|
||||
>
|
||||
{SLOT_ICONS[slot]} {SLOT_NAMES[slot]}
|
||||
</SelectItem>
|
||||
))}
|
||||
</SelectContent>
|
||||
</Select>
|
||||
|
||||
<TooltipProvider>
|
||||
<Tooltip>
|
||||
<TooltipTrigger asChild>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="ghost"
|
||||
className="h-8 text-xs text-red-400 hover:text-red-300 hover:bg-red-900/20"
|
||||
onClick={() => store.deleteEquipmentInstance(instance.instanceId)}
|
||||
>
|
||||
🗑️
|
||||
</Button>
|
||||
</TooltipTrigger>
|
||||
<TooltipContent>
|
||||
<p>Delete this item</p>
|
||||
</TooltipContent>
|
||||
</Tooltip>
|
||||
</TooltipProvider>
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Equipment Stats Summary */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 game-panel-title text-xs">
|
||||
Equipment Stats Summary
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="grid grid-cols-2 sm:grid-cols-4 gap-3">
|
||||
<div className="p-3 bg-gray-800/50 rounded text-center">
|
||||
<div className="text-2xl font-bold text-amber-400 game-mono">
|
||||
{Object.values(store.equipmentInstances).length}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400">Total Items</div>
|
||||
</div>
|
||||
<div className="p-3 bg-gray-800/50 rounded text-center">
|
||||
<div className="text-2xl font-bold text-green-400 game-mono">
|
||||
{equippedIds.size}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400">Equipped</div>
|
||||
</div>
|
||||
<div className="p-3 bg-gray-800/50 rounded text-center">
|
||||
<div className="text-2xl font-bold text-blue-400 game-mono">
|
||||
{unequippedItems.length}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400">In Inventory</div>
|
||||
</div>
|
||||
<div className="p-3 bg-gray-800/50 rounded text-center">
|
||||
<div className="text-2xl font-bold text-purple-400 game-mono">
|
||||
{Object.values(store.equipmentInstances).reduce(
|
||||
(sum, inst) => sum + inst.enchantments.length,
|
||||
0
|
||||
)}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400">Total Enchantments</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Active Effects from Equipment */}
|
||||
<div className="mt-4">
|
||||
<div className="text-sm text-gray-400 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);
|
||||
|
||||
if (effectEntries.length === 0) {
|
||||
return <span className="text-gray-500 text-sm">No active effects</span>;
|
||||
}
|
||||
|
||||
return effectEntries.map(([stat, value]) => (
|
||||
<Badge key={stat} variant="outline" className="text-xs">
|
||||
{stat}: +{fmt(value)}
|
||||
</Badge>
|
||||
));
|
||||
})()}
|
||||
</div>
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
116
src/components/game/tabs/LabTab.tsx
Executable file
116
src/components/game/tabs/LabTab.tsx
Executable file
@@ -0,0 +1,116 @@
|
||||
'use client';
|
||||
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { ELEMENTS } from '@/lib/game/constants';
|
||||
|
||||
interface LabTabProps {
|
||||
store: {
|
||||
rawMana: number;
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>;
|
||||
skills: Record<string, number>;
|
||||
craftComposite: (target: string) => void;
|
||||
};
|
||||
}
|
||||
|
||||
export function LabTab({ store }: LabTabProps) {
|
||||
// Render elemental mana grid - only show elements with current > 0
|
||||
const renderElementsGrid = () => (
|
||||
<div className="grid grid-cols-3 sm:grid-cols-4 md:grid-cols-6 lg:grid-cols-8 gap-2">
|
||||
{Object.entries(store.elements)
|
||||
.filter(([, state]) => state.unlocked && state.current > 0)
|
||||
.map(([id, state]) => {
|
||||
const def = ELEMENTS[id];
|
||||
return (
|
||||
<div
|
||||
key={id}
|
||||
className="p-2 rounded border border-gray-700 bg-gray-800/50"
|
||||
>
|
||||
<div className="text-lg text-center">{def?.sym}</div>
|
||||
<div className="text-xs font-semibold text-center" style={{ color: def?.color }}>{def?.name}</div>
|
||||
<div className="text-xs text-gray-400 game-mono text-center">{state.current}/{state.max}</div>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
);
|
||||
|
||||
// Render composite crafting
|
||||
const renderCompositeCrafting = () => {
|
||||
const compositeElements = Object.entries(ELEMENTS)
|
||||
.filter(([, def]) => def.recipe)
|
||||
.filter(([id]) => store.elements[id]?.unlocked);
|
||||
|
||||
if (compositeElements.length === 0) return null;
|
||||
|
||||
return (
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Composite Crafting</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<div className="space-y-2">
|
||||
{compositeElements.map(([id, def]) => {
|
||||
const recipe = def.recipe || [];
|
||||
const canCraft = recipe.every(r => (store.elements[r]?.current || 0) >= 1);
|
||||
const craftBonus = 1 + (store.skills.elemCrafting || 0) * 0.25;
|
||||
const output = Math.floor(craftBonus);
|
||||
|
||||
return (
|
||||
<div key={id} className="p-2 rounded border border-gray-700 bg-gray-800/50 flex items-center justify-between">
|
||||
<div className="flex items-center gap-2">
|
||||
<span className="text-lg">{def.sym}</span>
|
||||
<span className="text-sm" style={{ color: def.color }}>{def.name}</span>
|
||||
<span className="text-xs text-gray-500">
|
||||
({recipe.map(r => ELEMENTS[r]?.sym).join(' + ')})
|
||||
</span>
|
||||
</div>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="outline"
|
||||
disabled={!canCraft}
|
||||
onClick={() => store.craftComposite(id)}
|
||||
>
|
||||
Craft ({output})
|
||||
</Button>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
};
|
||||
|
||||
// Check if there are any unlocked elements with current > 0
|
||||
const hasUnlockedElements = Object.values(store.elements).some(e => e.unlocked && e.current > 0);
|
||||
|
||||
if (!hasUnlockedElements) {
|
||||
return (
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardContent className="pt-6">
|
||||
<div className="text-center text-gray-500">
|
||||
No elemental mana available. Gather or convert mana to see elemental pools.
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
}
|
||||
|
||||
return (
|
||||
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
|
||||
{/* Elemental Mana Display */}
|
||||
<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 text-sm">Elemental Mana</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{renderElementsGrid()}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Composite Crafting */}
|
||||
{renderCompositeCrafting()}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
369
src/components/game/tabs/SkillsTab.tsx
Executable file
369
src/components/game/tabs/SkillsTab.tsx
Executable file
@@ -0,0 +1,369 @@
|
||||
'use client';
|
||||
|
||||
import { useState } from 'react';
|
||||
import { SKILLS_DEF, SKILL_CATEGORIES, getStudySpeedMultiplier, getStudyCostMultiplier } from '@/lib/game/constants';
|
||||
import { SKILL_EVOLUTION_PATHS, getUpgradesForSkillAtMilestone, getNextTierSkill, getTierMultiplier } from '@/lib/game/skill-evolution';
|
||||
import { getUnifiedEffects, hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/effects';
|
||||
import { getAvailableSkillCategories } from '@/lib/game/data/attunements';
|
||||
import { fmt, fmtDec } from '@/lib/game/store';
|
||||
import { formatStudyTime } from '@/lib/game/formatting';
|
||||
import type { SkillUpgradeChoice, GameStore } 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';
|
||||
import { Tooltip, TooltipContent, TooltipProvider, TooltipTrigger } from '@/components/ui/tooltip';
|
||||
import { StudyProgress } from './StudyProgress';
|
||||
import { UpgradeDialog } from './UpgradeDialog';
|
||||
import { ChevronDown, ChevronRight } from 'lucide-react';
|
||||
|
||||
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 [upgradeDialogSkill, setUpgradeDialogSkill] = useState<string | null>(null);
|
||||
const [upgradeDialogMilestone, setUpgradeDialogMilestone] = useState<5 | 10>(5);
|
||||
const [pendingUpgradeSelections, setPendingUpgradeSelections] = useState<string[]>([]);
|
||||
const [collapsedCategories, setCollapsedCategories] = useState<Set<string>>(new Set());
|
||||
|
||||
const studySpeedMult = getStudySpeedMultiplier(store.skills);
|
||||
const upgradeEffects = getUnifiedEffects(store);
|
||||
|
||||
// Toggle category collapse
|
||||
const toggleCategory = (categoryId: string) => {
|
||||
setCollapsedCategories(prev => {
|
||||
const newSet = new Set(prev);
|
||||
if (newSet.has(categoryId)) {
|
||||
newSet.delete(categoryId);
|
||||
} else {
|
||||
newSet.add(categoryId);
|
||||
}
|
||||
return newSet;
|
||||
});
|
||||
};
|
||||
|
||||
// Get upgrade choices for dialog
|
||||
const getUpgradeChoices = () => {
|
||||
if (!upgradeDialogSkill) return { available: [] as SkillUpgradeChoice[], selected: [] as string[] };
|
||||
return store.getSkillUpgradeChoices(upgradeDialogSkill, upgradeDialogMilestone);
|
||||
};
|
||||
|
||||
const { available, selected: alreadySelected } = getUpgradeChoices();
|
||||
|
||||
// Toggle selection
|
||||
const toggleUpgrade = (upgradeId: string) => {
|
||||
const currentSelections = pendingUpgradeSelections.length > 0 ? pendingUpgradeSelections : alreadySelected;
|
||||
if (currentSelections.includes(upgradeId)) {
|
||||
setPendingUpgradeSelections(currentSelections.filter(id => id !== upgradeId));
|
||||
} else if (currentSelections.length < 2) {
|
||||
setPendingUpgradeSelections([...currentSelections, upgradeId]);
|
||||
}
|
||||
};
|
||||
|
||||
// Commit selections and close
|
||||
const handleConfirm = () => {
|
||||
const currentSelections = pendingUpgradeSelections.length > 0 ? pendingUpgradeSelections : alreadySelected;
|
||||
if (currentSelections.length === 2 && upgradeDialogSkill) {
|
||||
store.commitSkillUpgrades(upgradeDialogSkill, currentSelections);
|
||||
}
|
||||
setPendingUpgradeSelections([]);
|
||||
setUpgradeDialogSkill(null);
|
||||
};
|
||||
|
||||
// Cancel and close
|
||||
const handleCancel = () => {
|
||||
setPendingUpgradeSelections([]);
|
||||
setUpgradeDialogSkill(null);
|
||||
};
|
||||
|
||||
return (
|
||||
<div className="space-y-4">
|
||||
{/* Upgrade Selection Dialog */}
|
||||
<UpgradeDialog
|
||||
open={!!upgradeDialogSkill}
|
||||
skillId={upgradeDialogSkill}
|
||||
milestone={upgradeDialogMilestone}
|
||||
pendingSelections={pendingUpgradeSelections}
|
||||
available={available}
|
||||
alreadySelected={alreadySelected}
|
||||
onToggle={toggleUpgrade}
|
||||
onConfirm={handleConfirm}
|
||||
onCancel={handleCancel}
|
||||
onOpenChange={(open) => {
|
||||
if (!open) {
|
||||
setPendingUpgradeSelections([]);
|
||||
setUpgradeDialogSkill(null);
|
||||
}
|
||||
}}
|
||||
/>
|
||||
|
||||
{/* Current Study Progress */}
|
||||
{store.currentStudyTarget && store.currentStudyTarget.type === 'skill' && (
|
||||
<Card className="bg-gray-900/80 border-purple-600/50">
|
||||
<CardContent className="pt-4">
|
||||
<StudyProgress
|
||||
currentStudyTarget={store.currentStudyTarget}
|
||||
skills={store.skills}
|
||||
studySpeedMult={studySpeedMult}
|
||||
cancelStudy={store.cancelStudy}
|
||||
/>
|
||||
</CardContent>
|
||||
</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]) => {
|
||||
// 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);
|
||||
|
||||
// Can start studying?
|
||||
const canStudy = !maxed && prereqMet && store.rawMana >= cost && !isStudying;
|
||||
|
||||
// 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'));
|
||||
|
||||
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={costMult < 1 ? 'text-green-400' : ''}>
|
||||
Cost: {fmt(cost)} mana{costMult < 1 && <span className="text-xs ml-1">({Math.round(costMult * 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">
|
||||
<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>
|
||||
{/* Parallel Study button */}
|
||||
{hasSpecial(upgradeEffects, SPECIAL_EFFECTS.PARALLEL_STUDY) &&
|
||||
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>
|
||||
);
|
||||
});
|
||||
})()}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
180
src/components/game/tabs/SpellsTab.tsx
Executable file
180
src/components/game/tabs/SpellsTab.tsx
Executable file
@@ -0,0 +1,180 @@
|
||||
'use client';
|
||||
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { Badge } from '@/components/ui/badge';
|
||||
import { ELEMENTS, SPELLS_DEF } from '@/lib/game/constants';
|
||||
import { ENCHANTMENT_EFFECTS } from '@/lib/game/data/enchantment-effects';
|
||||
import { calcDamage, canAffordSpellCost, fmt } from '@/lib/game/store';
|
||||
import { formatSpellCost, getSpellCostColor } from '@/lib/game/formatting';
|
||||
|
||||
interface SpellsTabProps {
|
||||
store: {
|
||||
spells: Record<string, { learned: boolean; level: number; studyProgress: number }>;
|
||||
equippedInstances: Record<string, string | null>;
|
||||
equipmentInstances: Record<string, { instanceId: string; name: string; enchantments: { effectId: string; stacks: number }[] }>;
|
||||
activeSpell: string;
|
||||
rawMana: number;
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>;
|
||||
signedPacts: number[];
|
||||
unlockedEffects: string[];
|
||||
setSpell: (spellId: string) => void;
|
||||
};
|
||||
}
|
||||
|
||||
export function SpellsTab({ store }: SpellsTabProps) {
|
||||
// Get spells from equipment
|
||||
const equipmentSpellIds: string[] = [];
|
||||
const spellSources: Record<string, string[]> = {};
|
||||
|
||||
for (const instanceId of Object.values(store.equippedInstances)) {
|
||||
if (!instanceId) continue;
|
||||
const instance = store.equipmentInstances[instanceId];
|
||||
if (!instance) continue;
|
||||
|
||||
for (const ench of instance.enchantments) {
|
||||
const effectDef = ENCHANTMENT_EFFECTS[ench.effectId];
|
||||
if (effectDef?.effect.type === 'spell' && effectDef.effect.spellId) {
|
||||
const spellId = effectDef.effect.spellId;
|
||||
if (!equipmentSpellIds.includes(spellId)) {
|
||||
equipmentSpellIds.push(spellId);
|
||||
}
|
||||
if (!spellSources[spellId]) {
|
||||
spellSources[spellId] = [];
|
||||
}
|
||||
spellSources[spellId].push(instance.name);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const canCastSpell = (spellId: string): boolean => {
|
||||
const spell = SPELLS_DEF[spellId];
|
||||
if (!spell) return false;
|
||||
return canAffordSpellCost(spell.cost, store.rawMana, store.elements);
|
||||
};
|
||||
|
||||
return (
|
||||
<div className="space-y-6">
|
||||
{/* Equipment-Granted Spells */}
|
||||
<div className="mb-6">
|
||||
<h3 className="text-lg font-semibold mb-3 text-cyan-400">✨ Known Spells</h3>
|
||||
<p className="text-sm text-gray-400 mb-4">
|
||||
Spells are obtained by enchanting equipment with spell effects.
|
||||
Visit the Crafting tab to design and apply enchantments.
|
||||
</p>
|
||||
|
||||
{equipmentSpellIds.length > 0 ? (
|
||||
<div className="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 gap-4">
|
||||
{equipmentSpellIds.map(id => {
|
||||
const def = SPELLS_DEF[id];
|
||||
if (!def) return null;
|
||||
|
||||
const isActive = store.activeSpell === id;
|
||||
const canCast = canCastSpell(id);
|
||||
const elemDef = def.elem === 'raw' ? null : ELEMENTS[def.elem];
|
||||
const sources = spellSources[id] || [];
|
||||
|
||||
return (
|
||||
<Card
|
||||
key={id}
|
||||
className={`bg-gray-900/80 border-cyan-600/50 ${canCast ? 'ring-1 ring-green-500/30' : ''}`}
|
||||
>
|
||||
<CardHeader className="pb-2">
|
||||
<div className="flex items-center justify-between">
|
||||
<CardTitle className="text-sm" style={{ color: def.elem === 'raw' ? '#60A5FA' : elemDef?.color }}>
|
||||
{def.name}
|
||||
</CardTitle>
|
||||
<Badge className="bg-cyan-900/50 text-cyan-300 text-xs">Equipment</Badge>
|
||||
</div>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-2">
|
||||
<div className="text-xs text-gray-400">
|
||||
{def.elem !== 'raw' && <span className="mr-2">{elemDef?.sym} {elemDef?.name}</span>}
|
||||
<span>⚔️ {def.dmg} dmg</span>
|
||||
</div>
|
||||
<div className="text-xs game-mono" style={{ color: getSpellCostColor(def.cost) }}>
|
||||
Cost: {formatSpellCost(def.cost)}
|
||||
</div>
|
||||
<div className="text-xs text-cyan-400/70">From: {sources.join(', ')}</div>
|
||||
<div className="flex gap-2">
|
||||
{isActive ? (
|
||||
<Badge className="bg-amber-900/50 text-amber-300">Active</Badge>
|
||||
) : (
|
||||
<Button size="sm" variant="outline" onClick={() => store.setSpell(id)}>
|
||||
Set Active
|
||||
</Button>
|
||||
)}
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
) : (
|
||||
<div className="text-center p-8 bg-gray-800/30 rounded border border-gray-700">
|
||||
<div className="text-gray-500 mb-2">No spells known yet</div>
|
||||
<div className="text-sm text-gray-600">Enchant a staff with a spell effect to gain spells</div>
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
|
||||
{/* Pact Spells (from guardian defeats) */}
|
||||
{store.signedPacts.length > 0 && (
|
||||
<div className="mb-6">
|
||||
<h3 className="text-lg font-semibold mb-3 text-amber-400">🏆 Pact Spells</h3>
|
||||
<p className="text-sm text-gray-400 mb-3">Spells earned through guardian pacts appear here.</p>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* Spell Reference - show all available spells for enchanting */}
|
||||
<div className="mb-6">
|
||||
<h3 className="text-lg font-semibold mb-3 text-purple-400">📚 Spell Reference</h3>
|
||||
<p className="text-sm text-gray-400 mb-4">
|
||||
These spells can be applied to equipment through the enchanting system.
|
||||
Research enchantment effects in the Skills tab to unlock them for designing.
|
||||
</p>
|
||||
|
||||
<div className="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 gap-4">
|
||||
{Object.entries(SPELLS_DEF).map(([id, def]) => {
|
||||
const elemDef = def.elem === 'raw' ? null : ELEMENTS[def.elem];
|
||||
const isUnlocked = store.unlockedEffects?.includes(`spell_${id}`);
|
||||
|
||||
return (
|
||||
<Card
|
||||
key={id}
|
||||
className={`bg-gray-900/80 border-gray-700 ${isUnlocked ? 'border-purple-500/50' : 'opacity-60'}`}
|
||||
>
|
||||
<CardHeader className="pb-2">
|
||||
<div className="flex items-center justify-between">
|
||||
<CardTitle className="text-sm" style={{ color: def.elem === 'raw' ? '#60A5FA' : elemDef?.color }}>
|
||||
{def.name}
|
||||
</CardTitle>
|
||||
<div className="flex gap-1">
|
||||
{def.tier > 0 && <Badge variant="outline" className="text-xs">T{def.tier}</Badge>}
|
||||
{isUnlocked && <Badge className="bg-purple-900/50 text-purple-300 text-xs">Unlocked</Badge>}
|
||||
</div>
|
||||
</div>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-2">
|
||||
<div className="text-xs text-gray-400">
|
||||
{def.elem !== 'raw' && <span className="mr-2">{elemDef?.sym} {elemDef?.name}</span>}
|
||||
<span>⚔️ {def.dmg} dmg</span>
|
||||
</div>
|
||||
<div className="text-xs game-mono" style={{ color: getSpellCostColor(def.cost) }}>
|
||||
Cost: {formatSpellCost(def.cost)}
|
||||
</div>
|
||||
{def.desc && (
|
||||
<div className="text-xs text-gray-500 italic">{def.desc}</div>
|
||||
)}
|
||||
{!isUnlocked && (
|
||||
<div className="text-xs text-amber-400/70">Research to unlock for enchanting</div>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
288
src/components/game/tabs/SpireTab.tsx
Executable file
288
src/components/game/tabs/SpireTab.tsx
Executable file
@@ -0,0 +1,288 @@
|
||||
'use client';
|
||||
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Progress } from '@/components/ui/progress';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { Badge } from '@/components/ui/badge';
|
||||
import { ScrollArea } from '@/components/ui/scroll-area';
|
||||
import { Separator } from '@/components/ui/separator';
|
||||
import { TooltipProvider } from '@/components/ui/tooltip';
|
||||
import { Swords, BookOpen, ChevronUp, ChevronDown, RotateCcw, X } from 'lucide-react';
|
||||
import type { GameStore } from '@/lib/game/types';
|
||||
import { ELEMENTS, GUARDIANS, SPELLS_DEF, SKILLS_DEF } from '@/lib/game/constants';
|
||||
import { fmt, fmtDec, getFloorElement, canAffordSpellCost } from '@/lib/game/store';
|
||||
import { getActiveEquipmentSpells, getTotalDPS } from '@/lib/game/computed-stats';
|
||||
import { formatSpellCost, getSpellCostColor, formatStudyTime } from '@/lib/game/formatting';
|
||||
import { CraftingProgress, StudyProgress } from '@/components/game';
|
||||
import { getUnifiedEffects } from '@/lib/game/effects';
|
||||
|
||||
interface SpireTabProps {
|
||||
store: GameStore;
|
||||
}
|
||||
|
||||
export function SpireTab({ store }: SpireTabProps) {
|
||||
const floorElem = getFloorElement(store.currentFloor);
|
||||
const floorElemDef = ELEMENTS[floorElem];
|
||||
const isGuardianFloor = !!GUARDIANS[store.currentFloor];
|
||||
const currentGuardian = GUARDIANS[store.currentFloor];
|
||||
const climbDirection = store.climbDirection || 'up';
|
||||
const clearedFloors = store.clearedFloors || {};
|
||||
|
||||
// Check if current floor is cleared (for respawn indicator)
|
||||
const isFloorCleared = clearedFloors[store.currentFloor];
|
||||
|
||||
// Get active equipment spells
|
||||
const activeEquipmentSpells = getActiveEquipmentSpells(store.equippedInstances, store.equipmentInstances);
|
||||
|
||||
// Get upgrade effects and DPS
|
||||
const upgradeEffects = getUnifiedEffects(store);
|
||||
const totalDPS = getTotalDPS(store, upgradeEffects, floorElem);
|
||||
const studySpeedMult = 1; // Base study speed
|
||||
|
||||
const canCastSpell = (spellId: string): boolean => {
|
||||
const spell = SPELLS_DEF[spellId];
|
||||
if (!spell) return false;
|
||||
return canAffordSpellCost(spell.cost, store.rawMana, store.elements);
|
||||
};
|
||||
|
||||
return (
|
||||
<TooltipProvider>
|
||||
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
|
||||
{/* Current Floor Card */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 game-panel-title text-xs">Current Floor</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-3">
|
||||
<div className="flex items-baseline gap-2">
|
||||
<span className="text-4xl font-bold game-title" style={{ color: floorElemDef?.color }}>
|
||||
{store.currentFloor}
|
||||
</span>
|
||||
<span className="text-gray-400 text-sm">/ 100</span>
|
||||
<span className="ml-auto text-sm" style={{ color: floorElemDef?.color }}>
|
||||
{floorElemDef?.sym} {floorElemDef?.name}
|
||||
</span>
|
||||
{isGuardianFloor && (
|
||||
<Badge className="bg-red-900/50 text-red-300 border-red-600">GUARDIAN</Badge>
|
||||
)}
|
||||
</div>
|
||||
|
||||
{isGuardianFloor && currentGuardian && (
|
||||
<div className="text-sm font-semibold game-panel-title" style={{ color: floorElemDef?.color }}>
|
||||
⚔️ {currentGuardian.name}
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* HP Bar */}
|
||||
<div className="space-y-1">
|
||||
<div className="h-3 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 10px ${floorElemDef?.glow}`,
|
||||
}}
|
||||
/>
|
||||
</div>
|
||||
<div className="flex justify-between text-xs text-gray-400 game-mono">
|
||||
<span>{fmt(store.floorHP)} / {fmt(store.floorMaxHP)} HP</span>
|
||||
<span>DPS: {store.currentAction === 'climb' && activeEquipmentSpells.length > 0 ? fmtDec(totalDPS) : '—'}</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<Separator className="bg-gray-700" />
|
||||
|
||||
{/* Floor Navigation - Direction indicator only */}
|
||||
<div className="space-y-2">
|
||||
<div className="flex items-center justify-between">
|
||||
<span className="text-xs text-gray-400">Direction</span>
|
||||
<div className="flex gap-1">
|
||||
<Badge variant={climbDirection === 'up' ? 'default' : 'outline'}
|
||||
className={climbDirection === 'up' ? 'bg-green-600' : ''}>
|
||||
<ChevronUp className="w-3 h-3 mr-1" />
|
||||
Up
|
||||
</Badge>
|
||||
<Badge variant={climbDirection === 'down' ? 'default' : 'outline'}
|
||||
className={climbDirection === 'down' ? 'bg-blue-600' : ''}>
|
||||
<ChevronDown className="w-3 h-3 mr-1" />
|
||||
Down
|
||||
</Badge>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{isFloorCleared && (
|
||||
<div className="text-xs text-amber-400 text-center flex items-center justify-center gap-1">
|
||||
<RotateCcw className="w-3 h-3" />
|
||||
Floor cleared! Advancing...
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
|
||||
<Separator className="bg-gray-700" />
|
||||
|
||||
<div className="text-sm text-gray-400">
|
||||
Best: Floor <strong className="text-gray-200">{store.maxFloorReached}</strong> •
|
||||
Pacts: <strong className="text-amber-400">{store.signedPacts.length}</strong>
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Active Spells Card - Shows all spells from equipped weapons */}
|
||||
<Card className="bg-gray-900/80 border-gray-700">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 game-panel-title text-xs">
|
||||
Active Spells ({activeEquipmentSpells.length})
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent className="space-y-3">
|
||||
{activeEquipmentSpells.length > 0 ? (
|
||||
<div className="space-y-3">
|
||||
{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 = canAffordSpellCost(spellDef.cost, store.rawMana, store.elements);
|
||||
|
||||
return (
|
||||
<div key={`${spellId}-${equipmentId}`} className="p-2 rounded border border-gray-700 bg-gray-800/30">
|
||||
<div className="flex items-center justify-between mb-1">
|
||||
<div className="text-sm font-semibold game-panel-title" style={{ color: spellDef.elem === 'raw' ? '#60A5FA' : ELEMENTS[spellDef.elem]?.color }}>
|
||||
{spellDef.name}
|
||||
{spellDef.tier === 0 && <Badge className="ml-2 bg-gray-600 text-gray-200 text-xs">Basic</Badge>}
|
||||
{spellDef.tier >= 4 && <Badge className="ml-2 bg-amber-600 text-amber-100 text-xs">Legendary</Badge>}
|
||||
</div>
|
||||
<span className={`text-xs ${canCast ? 'text-green-400' : 'text-red-400'}`}>
|
||||
{canCast ? '✓' : '✗'}
|
||||
</span>
|
||||
</div>
|
||||
<div className="text-xs text-gray-400 game-mono mb-1">
|
||||
⚔️ {fmt(totalDPS)} DPS •
|
||||
<span style={{ color: getSpellCostColor(spellDef.cost) }}>
|
||||
{' '}{formatSpellCost(spellDef.cost)}
|
||||
</span>
|
||||
{' '}• ⚡ {(spellDef.castSpeed || 1).toFixed(1)}/hr
|
||||
</div>
|
||||
|
||||
{/* Cast progress bar when climbing */}
|
||||
{store.currentAction === 'climb' && (
|
||||
<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>
|
||||
<Progress value={Math.min(100, progress * 100)} className="h-1.5 bg-gray-700" />
|
||||
</div>
|
||||
)}
|
||||
|
||||
{spellDef.effects && spellDef.effects.length > 0 && (
|
||||
<div className="flex gap-1 flex-wrap mt-1">
|
||||
{spellDef.effects.map((eff, i) => (
|
||||
<Badge key={i} variant="outline" className="text-xs py-0">
|
||||
{eff.type === 'lifesteal' && `🩸 ${Math.round(eff.value * 100)}%`}
|
||||
{eff.type === 'burn' && `🔥 Burn`}
|
||||
{eff.type === 'freeze' && `❄️ Freeze`}
|
||||
</Badge>
|
||||
))}
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
) : (
|
||||
<div className="text-gray-500 text-sm">No spells on equipped weapons. Enchant a staff with spell effects in the Crafting tab.</div>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
|
||||
{/* Current Study (if any) */}
|
||||
{store.currentStudyTarget && (
|
||||
<Card className="bg-gray-900/80 border-purple-600/50 lg:col-span-2">
|
||||
<CardContent className="pt-4 space-y-3">
|
||||
<StudyProgress
|
||||
currentStudyTarget={store.currentStudyTarget}
|
||||
skills={store.skills}
|
||||
studySpeedMult={studySpeedMult}
|
||||
cancelStudy={store.cancelStudy}
|
||||
/>
|
||||
|
||||
{/* Parallel Study Progress */}
|
||||
{store.parallelStudyTarget && (
|
||||
<div className="p-3 rounded border border-cyan-600/50 bg-cyan-900/20">
|
||||
<div className="flex items-center justify-between mb-2">
|
||||
<div className="flex items-center gap-2">
|
||||
<BookOpen className="w-4 h-4 text-cyan-400" />
|
||||
<span className="text-sm font-semibold text-cyan-300">
|
||||
Parallel: {SKILLS_DEF[store.parallelStudyTarget.id]?.name}
|
||||
{store.parallelStudyTarget.type === 'skill' && ` Lv.${(store.skills[store.parallelStudyTarget.id] || 0) + 1}`}
|
||||
</span>
|
||||
</div>
|
||||
<Button
|
||||
variant="ghost"
|
||||
size="sm"
|
||||
className="h-6 w-6 p-0 text-gray-400 hover:text-white"
|
||||
onClick={() => store.cancelParallelStudy?.()}
|
||||
>
|
||||
<X className="w-4 h-4" />
|
||||
</Button>
|
||||
</div>
|
||||
<Progress value={Math.min(100, (store.parallelStudyTarget.progress / store.parallelStudyTarget.required) * 100)} className="h-2 bg-gray-800" />
|
||||
<div className="flex justify-between text-xs text-gray-400 mt-1">
|
||||
<span>{formatStudyTime(store.parallelStudyTarget.progress)} / {formatStudyTime(store.parallelStudyTarget.required)}</span>
|
||||
<span>50% speed (Parallel Study)</span>
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
</CardContent>
|
||||
</Card>
|
||||
)}
|
||||
|
||||
{/* Crafting Progress (if any) */}
|
||||
{(store.designProgress || store.preparationProgress || store.applicationProgress) && (
|
||||
<Card className="bg-gray-900/80 border-cyan-600/50 lg:col-span-2">
|
||||
<CardContent className="pt-4">
|
||||
<CraftingProgress
|
||||
designProgress={store.designProgress}
|
||||
preparationProgress={store.preparationProgress}
|
||||
applicationProgress={store.applicationProgress}
|
||||
equipmentInstances={store.equipmentInstances}
|
||||
enchantmentDesigns={store.enchantmentDesigns}
|
||||
cancelDesign={store.cancelDesign!}
|
||||
cancelPreparation={store.cancelPreparation!}
|
||||
pauseApplication={store.pauseApplication!}
|
||||
resumeApplication={store.resumeApplication!}
|
||||
cancelApplication={store.cancelApplication!}
|
||||
/>
|
||||
</CardContent>
|
||||
</Card>
|
||||
)}
|
||||
|
||||
{/* Activity Log */}
|
||||
<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
|
||||
<CardHeader className="pb-2">
|
||||
<CardTitle className="text-amber-400 game-panel-title text-xs">Activity Log</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
<ScrollArea className="h-32">
|
||||
<div className="space-y-1">
|
||||
{store.log.slice(0, 20).map((entry, i) => (
|
||||
<div
|
||||
key={i}
|
||||
className={`text-sm ${i === 0 ? 'text-gray-200' : 'text-gray-500'} italic`}
|
||||
>
|
||||
{entry}
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
</ScrollArea>
|
||||
</CardContent>
|
||||
</Card>
|
||||
</div>
|
||||
</TooltipProvider>
|
||||
);
|
||||
}
|
||||
545
src/components/game/tabs/StatsTab.tsx
Executable file
545
src/components/game/tabs/StatsTab.tsx
Executable file
@@ -0,0 +1,545 @@
|
||||
'use client';
|
||||
|
||||
import { ELEMENTS, GUARDIANS, SKILLS_DEF } from '@/lib/game/constants';
|
||||
import { SKILL_EVOLUTION_PATHS, getTierMultiplier } from '@/lib/game/skill-evolution';
|
||||
import { hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/effects';
|
||||
import { fmt, fmtDec, calcDamage } from '@/lib/game/store';
|
||||
import type { SkillUpgradeChoice, GameStore, UnifiedEffects } from '@/lib/game/types';
|
||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||
import { Badge } from '@/components/ui/badge';
|
||||
import { Separator } from '@/components/ui/separator';
|
||||
import { Droplet, Swords, BookOpen, FlaskConical, Trophy, RotateCcw, Star } from 'lucide-react';
|
||||
|
||||
export interface StatsTabProps {
|
||||
store: GameStore;
|
||||
upgradeEffects: UnifiedEffects;
|
||||
maxMana: number;
|
||||
baseRegen: number;
|
||||
clickMana: number;
|
||||
meditationMultiplier: number;
|
||||
effectiveRegen: number;
|
||||
incursionStrength: number;
|
||||
manaCascadeBonus: number;
|
||||
studySpeedMult: number;
|
||||
studyCostMult: number;
|
||||
}
|
||||
|
||||
export function StatsTab({
|
||||
store,
|
||||
upgradeEffects,
|
||||
maxMana,
|
||||
baseRegen,
|
||||
clickMana,
|
||||
meditationMultiplier,
|
||||
effectiveRegen,
|
||||
incursionStrength,
|
||||
manaCascadeBonus,
|
||||
studySpeedMult,
|
||||
studyCostMult,
|
||||
}: StatsTabProps) {
|
||||
// Compute element max
|
||||
const elemMax = (() => {
|
||||
const ea = store.skillTiers?.elemAttune || 1;
|
||||
const tieredSkillId = ea > 1 ? `elemAttune_t${ea}` : 'elemAttune';
|
||||
const level = store.skills[tieredSkillId] || store.skills.elemAttune || 0;
|
||||
const tierMult = getTierMultiplier(tieredSkillId);
|
||||
return 10 + level * 50 * tierMult + (store.prestigeUpgrades.elementalAttune || 0) * 25;
|
||||
})();
|
||||
|
||||
// Get all selected skill upgrades
|
||||
const getAllSelectedUpgrades = () => {
|
||||
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;
|
||||
const path = SKILL_EVOLUTION_PATHS[baseSkillId];
|
||||
if (!path) continue;
|
||||
for (const tier of path.tiers) {
|
||||
if (tier.skillId === skillId) {
|
||||
for (const upgradeId of selectedIds) {
|
||||
const upgrade = tier.upgrades.find(u => u.id === upgradeId);
|
||||
if (upgrade) {
|
||||
upgrades.push({ skillId, upgrade });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
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" />
|
||||
{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 && !hasSpecial(upgradeEffects, SPECIAL_EFFECTS.STEADY_STREAM) && (
|
||||
<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>
|
||||
)}
|
||||
{hasSpecial(upgradeEffects, SPECIAL_EFFECTS.STEADY_STREAM) && 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>
|
||||
)}
|
||||
{hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_TORRENT) && 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>
|
||||
)}
|
||||
{hasSpecial(upgradeEffects, SPECIAL_EFFECTS.DESPERATE_WELLS) && 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">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(store.signedPacts.reduce((m, f) => m * (GUARDIANS[f]?.pact || 1), 1), 2)}</span>
|
||||
</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>
|
||||
|
||||
{/* Pact Bonuses */}
|
||||
<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" />
|
||||
Signed Pacts ({store.signedPacts.length}/10)
|
||||
</CardTitle>
|
||||
</CardHeader>
|
||||
<CardContent>
|
||||
{store.signedPacts.length === 0 ? (
|
||||
<div className="text-gray-500 text-sm">No pacts signed yet. Defeat guardians to earn pacts.</div>
|
||||
) : (
|
||||
<div className="space-y-2">
|
||||
{store.signedPacts.map((floor) => {
|
||||
const guardian = GUARDIANS[floor];
|
||||
if (!guardian) return null;
|
||||
return (
|
||||
<div
|
||||
key={floor}
|
||||
className="flex items-center justify-between p-2 rounded border"
|
||||
style={{ borderColor: guardian.color, backgroundColor: `${guardian.color}15` }}
|
||||
>
|
||||
<div>
|
||||
<div className="font-semibold text-sm" style={{ color: guardian.color }}>
|
||||
{guardian.name}
|
||||
</div>
|
||||
<div className="text-xs text-gray-400">Floor {floor}</div>
|
||||
</div>
|
||||
<Badge className="bg-amber-900/50 text-amber-300">
|
||||
{guardian.pact}x multiplier
|
||||
</Badge>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
<div className="flex justify-between text-sm font-semibold border-t border-gray-700 pt-2 mt-2">
|
||||
<span className="text-gray-300">Combined Pact Multiplier:</span>
|
||||
<span className="text-amber-400">×{fmtDec(store.signedPacts.reduce((m, f) => m * (GUARDIANS[f]?.pact || 1), 1), 2)}</span>
|
||||
</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>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
73
src/components/game/tabs/StudyProgress.tsx
Executable file
73
src/components/game/tabs/StudyProgress.tsx
Executable file
@@ -0,0 +1,73 @@
|
||||
'use client';
|
||||
|
||||
import { SKILLS_DEF } from '@/lib/game/constants';
|
||||
import { formatStudyTime } from '@/lib/game/formatting';
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Progress } from '@/components/ui/progress';
|
||||
import type { StudyTarget } from '@/lib/game/types';
|
||||
|
||||
export interface StudyProgressProps {
|
||||
currentStudyTarget: StudyTarget;
|
||||
skills: Record<string, number>;
|
||||
studySpeedMult: number;
|
||||
cancelStudy: () => void;
|
||||
}
|
||||
|
||||
export function StudyProgress({
|
||||
currentStudyTarget,
|
||||
skills,
|
||||
studySpeedMult,
|
||||
cancelStudy
|
||||
}: StudyProgressProps) {
|
||||
const { id, progress, required } = currentStudyTarget;
|
||||
|
||||
// Get skill name
|
||||
const baseId = id.includes('_t') ? id.split('_t')[0] : id;
|
||||
const skillDef = SKILLS_DEF[baseId];
|
||||
const skillName = skillDef?.name || id;
|
||||
|
||||
// Get current level
|
||||
const currentLevel = skills[id] || skills[baseId] || 0;
|
||||
|
||||
// Calculate progress percentage
|
||||
const progressPercent = Math.min((progress / required) * 100, 100);
|
||||
|
||||
// Estimated completion
|
||||
const remainingHours = required - progress;
|
||||
const effectiveSpeed = studySpeedMult;
|
||||
const realTimeRemaining = remainingHours / effectiveSpeed;
|
||||
|
||||
return (
|
||||
<div className="space-y-2">
|
||||
<div className="flex items-center justify-between">
|
||||
<div>
|
||||
<span className="text-purple-300 font-semibold">{skillName}</span>
|
||||
<span className="text-gray-400 ml-2">
|
||||
Level {currentLevel} → {currentLevel + 1}
|
||||
</span>
|
||||
</div>
|
||||
<Button
|
||||
size="sm"
|
||||
variant="destructive"
|
||||
onClick={cancelStudy}
|
||||
className="text-xs"
|
||||
>
|
||||
Cancel
|
||||
</Button>
|
||||
</div>
|
||||
|
||||
<div className="space-y-1">
|
||||
<div className="flex justify-between text-xs text-gray-400">
|
||||
<span>{formatStudyTime(progress)} / {formatStudyTime(required)}</span>
|
||||
<span>{progressPercent.toFixed(1)}%</span>
|
||||
</div>
|
||||
<Progress value={progressPercent} className="h-2" />
|
||||
{studySpeedMult > 1 && (
|
||||
<div className="text-xs text-green-400">
|
||||
Speed: {(studySpeedMult * 100).toFixed(0)}% • ETA: {formatStudyTime(realTimeRemaining)}
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
116
src/components/game/tabs/UpgradeDialog.tsx
Executable file
116
src/components/game/tabs/UpgradeDialog.tsx
Executable file
@@ -0,0 +1,116 @@
|
||||
'use client';
|
||||
|
||||
import { SKILLS_DEF } from '@/lib/game/constants';
|
||||
import { getUpgradesForSkillAtMilestone, getTierMultiplier } from '@/lib/game/skill-evolution';
|
||||
import {
|
||||
Dialog,
|
||||
DialogContent,
|
||||
DialogDescription,
|
||||
DialogFooter,
|
||||
DialogHeader,
|
||||
DialogTitle,
|
||||
} from '@/components/ui/dialog';
|
||||
import { Button } from '@/components/ui/button';
|
||||
import { Badge } from '@/components/ui/badge';
|
||||
import type { SkillUpgradeChoice } from '@/lib/game/types';
|
||||
|
||||
export interface UpgradeDialogProps {
|
||||
open: boolean;
|
||||
skillId: string | null;
|
||||
milestone: 5 | 10;
|
||||
pendingSelections: string[];
|
||||
available: SkillUpgradeChoice[];
|
||||
alreadySelected: string[];
|
||||
onToggle: (upgradeId: string) => void;
|
||||
onConfirm: () => void;
|
||||
onCancel: () => void;
|
||||
onOpenChange: (open: boolean) => void;
|
||||
}
|
||||
|
||||
export function UpgradeDialog({
|
||||
open,
|
||||
skillId,
|
||||
milestone,
|
||||
pendingSelections,
|
||||
available,
|
||||
alreadySelected,
|
||||
onToggle,
|
||||
onConfirm,
|
||||
onCancel,
|
||||
onOpenChange,
|
||||
}: UpgradeDialogProps) {
|
||||
if (!skillId) return null;
|
||||
|
||||
// Get skill name
|
||||
const baseId = skillId.includes('_t') ? skillId.split('_t')[0] : skillId;
|
||||
const skillDef = SKILLS_DEF[baseId];
|
||||
const skillName = skillDef?.name || skillId;
|
||||
|
||||
const currentSelections = pendingSelections.length > 0 ? pendingSelections : alreadySelected;
|
||||
const canConfirm = currentSelections.length === 2;
|
||||
|
||||
return (
|
||||
<Dialog open={open} onOpenChange={onOpenChange}>
|
||||
<DialogContent className="sm:max-w-md bg-gray-900 border-purple-600/50">
|
||||
<DialogHeader>
|
||||
<DialogTitle className="text-amber-400">
|
||||
Level {milestone} Milestone: {skillName}
|
||||
</DialogTitle>
|
||||
<DialogDescription className="text-gray-400">
|
||||
Choose 2 upgrades for this skill. These choices are permanent.
|
||||
</DialogDescription>
|
||||
</DialogHeader>
|
||||
|
||||
<div className="space-y-2 py-4">
|
||||
{available.map((upgrade) => {
|
||||
const isSelected = currentSelections.includes(upgrade.id);
|
||||
const canSelect = isSelected || currentSelections.length < 2;
|
||||
|
||||
return (
|
||||
<div
|
||||
key={upgrade.id}
|
||||
onClick={() => canSelect && onToggle(upgrade.id)}
|
||||
className={`p-3 rounded border cursor-pointer transition-all ${
|
||||
isSelected
|
||||
? 'border-amber-500 bg-amber-900/30'
|
||||
: canSelect
|
||||
? 'border-gray-700 hover:border-gray-500 bg-gray-800/30'
|
||||
: 'border-gray-800 bg-gray-900/30 opacity-50 cursor-not-allowed'
|
||||
}`}
|
||||
>
|
||||
<div className="flex items-center justify-between">
|
||||
<span className={`font-semibold text-sm ${isSelected ? 'text-amber-300' : 'text-gray-200'}`}>
|
||||
{upgrade.name}
|
||||
</span>
|
||||
{isSelected && (
|
||||
<Badge className="bg-amber-600/50 text-amber-200 text-xs">Selected</Badge>
|
||||
)}
|
||||
</div>
|
||||
<p className="text-xs text-gray-400 mt-1">{upgrade.desc}</p>
|
||||
</div>
|
||||
);
|
||||
})}
|
||||
|
||||
{available.length === 0 && (
|
||||
<div className="text-center text-gray-500 py-4">
|
||||
No upgrades available at this milestone.
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
|
||||
<DialogFooter className="flex gap-2 sm:gap-0">
|
||||
<Button variant="outline" onClick={onCancel}>
|
||||
Cancel
|
||||
</Button>
|
||||
<Button
|
||||
className="bg-amber-600 hover:bg-amber-700"
|
||||
disabled={!canConfirm}
|
||||
onClick={onConfirm}
|
||||
>
|
||||
Confirm ({currentSelections.length}/2)
|
||||
</Button>
|
||||
</DialogFooter>
|
||||
</DialogContent>
|
||||
</Dialog>
|
||||
);
|
||||
}
|
||||
12
src/components/game/tabs/index.ts
Executable file
12
src/components/game/tabs/index.ts
Executable file
@@ -0,0 +1,12 @@
|
||||
// ─── Tab Components Index ──────────────────────────────────────────────────────
|
||||
// Re-exports all tab components for cleaner imports
|
||||
|
||||
export { CraftingTab } from './CraftingTab';
|
||||
export { SpireTab } from './SpireTab';
|
||||
export { SpellsTab } from './SpellsTab';
|
||||
export { LabTab } from './LabTab';
|
||||
export { SkillsTab } from './SkillsTab';
|
||||
export { StatsTab } from './StatsTab';
|
||||
export { EquipmentTab } from './EquipmentTab';
|
||||
export { AttunementsTab } from './AttunementsTab';
|
||||
export { DebugTab } from './DebugTab';
|
||||
66
src/components/ui/accordion.tsx
Executable file
66
src/components/ui/accordion.tsx
Executable file
@@ -0,0 +1,66 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import * as AccordionPrimitive from "@radix-ui/react-accordion"
|
||||
import { ChevronDownIcon } from "lucide-react"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function Accordion({
|
||||
...props
|
||||
}: React.ComponentProps<typeof AccordionPrimitive.Root>) {
|
||||
return <AccordionPrimitive.Root data-slot="accordion" {...props} />
|
||||
}
|
||||
|
||||
function AccordionItem({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof AccordionPrimitive.Item>) {
|
||||
return (
|
||||
<AccordionPrimitive.Item
|
||||
data-slot="accordion-item"
|
||||
className={cn("border-b last:border-b-0", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function AccordionTrigger({
|
||||
className,
|
||||
children,
|
||||
...props
|
||||
}: React.ComponentProps<typeof AccordionPrimitive.Trigger>) {
|
||||
return (
|
||||
<AccordionPrimitive.Header className="flex">
|
||||
<AccordionPrimitive.Trigger
|
||||
data-slot="accordion-trigger"
|
||||
className={cn(
|
||||
"focus-visible:border-ring focus-visible:ring-ring/50 flex flex-1 items-start justify-between gap-4 rounded-md py-4 text-left text-sm font-medium transition-all outline-none hover:underline focus-visible:ring-[3px] disabled:pointer-events-none disabled:opacity-50 [&[data-state=open]>svg]:rotate-180",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
{children}
|
||||
<ChevronDownIcon className="text-muted-foreground pointer-events-none size-4 shrink-0 translate-y-0.5 transition-transform duration-200" />
|
||||
</AccordionPrimitive.Trigger>
|
||||
</AccordionPrimitive.Header>
|
||||
)
|
||||
}
|
||||
|
||||
function AccordionContent({
|
||||
className,
|
||||
children,
|
||||
...props
|
||||
}: React.ComponentProps<typeof AccordionPrimitive.Content>) {
|
||||
return (
|
||||
<AccordionPrimitive.Content
|
||||
data-slot="accordion-content"
|
||||
className="data-[state=closed]:animate-accordion-up data-[state=open]:animate-accordion-down overflow-hidden text-sm"
|
||||
{...props}
|
||||
>
|
||||
<div className={cn("pt-0 pb-4", className)}>{children}</div>
|
||||
</AccordionPrimitive.Content>
|
||||
)
|
||||
}
|
||||
|
||||
export { Accordion, AccordionItem, AccordionTrigger, AccordionContent }
|
||||
157
src/components/ui/alert-dialog.tsx
Executable file
157
src/components/ui/alert-dialog.tsx
Executable file
@@ -0,0 +1,157 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import * as AlertDialogPrimitive from "@radix-ui/react-alert-dialog"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
import { buttonVariants } from "@/components/ui/button"
|
||||
|
||||
function AlertDialog({
|
||||
...props
|
||||
}: React.ComponentProps<typeof AlertDialogPrimitive.Root>) {
|
||||
return <AlertDialogPrimitive.Root data-slot="alert-dialog" {...props} />
|
||||
}
|
||||
|
||||
function AlertDialogTrigger({
|
||||
...props
|
||||
}: React.ComponentProps<typeof AlertDialogPrimitive.Trigger>) {
|
||||
return (
|
||||
<AlertDialogPrimitive.Trigger data-slot="alert-dialog-trigger" {...props} />
|
||||
)
|
||||
}
|
||||
|
||||
function AlertDialogPortal({
|
||||
...props
|
||||
}: React.ComponentProps<typeof AlertDialogPrimitive.Portal>) {
|
||||
return (
|
||||
<AlertDialogPrimitive.Portal data-slot="alert-dialog-portal" {...props} />
|
||||
)
|
||||
}
|
||||
|
||||
function AlertDialogOverlay({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof AlertDialogPrimitive.Overlay>) {
|
||||
return (
|
||||
<AlertDialogPrimitive.Overlay
|
||||
data-slot="alert-dialog-overlay"
|
||||
className={cn(
|
||||
"data-[state=open]:animate-in data-[state=closed]:animate-out data-[state=closed]:fade-out-0 data-[state=open]:fade-in-0 fixed inset-0 z-50 bg-black/50",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function AlertDialogContent({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof AlertDialogPrimitive.Content>) {
|
||||
return (
|
||||
<AlertDialogPortal>
|
||||
<AlertDialogOverlay />
|
||||
<AlertDialogPrimitive.Content
|
||||
data-slot="alert-dialog-content"
|
||||
className={cn(
|
||||
"bg-background data-[state=open]:animate-in data-[state=closed]:animate-out data-[state=closed]:fade-out-0 data-[state=open]:fade-in-0 data-[state=closed]:zoom-out-95 data-[state=open]:zoom-in-95 fixed top-[50%] left-[50%] z-50 grid w-full max-w-[calc(100%-2rem)] translate-x-[-50%] translate-y-[-50%] gap-4 rounded-lg border p-6 shadow-lg duration-200 sm:max-w-lg",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
</AlertDialogPortal>
|
||||
)
|
||||
}
|
||||
|
||||
function AlertDialogHeader({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<"div">) {
|
||||
return (
|
||||
<div
|
||||
data-slot="alert-dialog-header"
|
||||
className={cn("flex flex-col gap-2 text-center sm:text-left", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function AlertDialogFooter({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<"div">) {
|
||||
return (
|
||||
<div
|
||||
data-slot="alert-dialog-footer"
|
||||
className={cn(
|
||||
"flex flex-col-reverse gap-2 sm:flex-row sm:justify-end",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function AlertDialogTitle({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof AlertDialogPrimitive.Title>) {
|
||||
return (
|
||||
<AlertDialogPrimitive.Title
|
||||
data-slot="alert-dialog-title"
|
||||
className={cn("text-lg font-semibold", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function AlertDialogDescription({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof AlertDialogPrimitive.Description>) {
|
||||
return (
|
||||
<AlertDialogPrimitive.Description
|
||||
data-slot="alert-dialog-description"
|
||||
className={cn("text-muted-foreground text-sm", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function AlertDialogAction({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof AlertDialogPrimitive.Action>) {
|
||||
return (
|
||||
<AlertDialogPrimitive.Action
|
||||
className={cn(buttonVariants(), className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function AlertDialogCancel({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof AlertDialogPrimitive.Cancel>) {
|
||||
return (
|
||||
<AlertDialogPrimitive.Cancel
|
||||
className={cn(buttonVariants({ variant: "outline" }), className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
export {
|
||||
AlertDialog,
|
||||
AlertDialogPortal,
|
||||
AlertDialogOverlay,
|
||||
AlertDialogTrigger,
|
||||
AlertDialogContent,
|
||||
AlertDialogHeader,
|
||||
AlertDialogFooter,
|
||||
AlertDialogTitle,
|
||||
AlertDialogDescription,
|
||||
AlertDialogAction,
|
||||
AlertDialogCancel,
|
||||
}
|
||||
66
src/components/ui/alert.tsx
Executable file
66
src/components/ui/alert.tsx
Executable file
@@ -0,0 +1,66 @@
|
||||
import * as React from "react"
|
||||
import { cva, type VariantProps } from "class-variance-authority"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
const alertVariants = cva(
|
||||
"relative w-full rounded-lg border px-4 py-3 text-sm grid has-[>svg]:grid-cols-[calc(var(--spacing)*4)_1fr] grid-cols-[0_1fr] has-[>svg]:gap-x-3 gap-y-0.5 items-start [&>svg]:size-4 [&>svg]:translate-y-0.5 [&>svg]:text-current",
|
||||
{
|
||||
variants: {
|
||||
variant: {
|
||||
default: "bg-card text-card-foreground",
|
||||
destructive:
|
||||
"text-destructive bg-card [&>svg]:text-current *:data-[slot=alert-description]:text-destructive/90",
|
||||
},
|
||||
},
|
||||
defaultVariants: {
|
||||
variant: "default",
|
||||
},
|
||||
}
|
||||
)
|
||||
|
||||
function Alert({
|
||||
className,
|
||||
variant,
|
||||
...props
|
||||
}: React.ComponentProps<"div"> & VariantProps<typeof alertVariants>) {
|
||||
return (
|
||||
<div
|
||||
data-slot="alert"
|
||||
role="alert"
|
||||
className={cn(alertVariants({ variant }), className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function AlertTitle({ className, ...props }: React.ComponentProps<"div">) {
|
||||
return (
|
||||
<div
|
||||
data-slot="alert-title"
|
||||
className={cn(
|
||||
"col-start-2 line-clamp-1 min-h-4 font-medium tracking-tight",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function AlertDescription({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<"div">) {
|
||||
return (
|
||||
<div
|
||||
data-slot="alert-description"
|
||||
className={cn(
|
||||
"text-muted-foreground col-start-2 grid justify-items-start gap-1 text-sm [&_p]:leading-relaxed",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
export { Alert, AlertTitle, AlertDescription }
|
||||
11
src/components/ui/aspect-ratio.tsx
Executable file
11
src/components/ui/aspect-ratio.tsx
Executable file
@@ -0,0 +1,11 @@
|
||||
"use client"
|
||||
|
||||
import * as AspectRatioPrimitive from "@radix-ui/react-aspect-ratio"
|
||||
|
||||
function AspectRatio({
|
||||
...props
|
||||
}: React.ComponentProps<typeof AspectRatioPrimitive.Root>) {
|
||||
return <AspectRatioPrimitive.Root data-slot="aspect-ratio" {...props} />
|
||||
}
|
||||
|
||||
export { AspectRatio }
|
||||
53
src/components/ui/avatar.tsx
Executable file
53
src/components/ui/avatar.tsx
Executable file
@@ -0,0 +1,53 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import * as AvatarPrimitive from "@radix-ui/react-avatar"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function Avatar({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof AvatarPrimitive.Root>) {
|
||||
return (
|
||||
<AvatarPrimitive.Root
|
||||
data-slot="avatar"
|
||||
className={cn(
|
||||
"relative flex size-8 shrink-0 overflow-hidden rounded-full",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function AvatarImage({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof AvatarPrimitive.Image>) {
|
||||
return (
|
||||
<AvatarPrimitive.Image
|
||||
data-slot="avatar-image"
|
||||
className={cn("aspect-square size-full", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function AvatarFallback({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof AvatarPrimitive.Fallback>) {
|
||||
return (
|
||||
<AvatarPrimitive.Fallback
|
||||
data-slot="avatar-fallback"
|
||||
className={cn(
|
||||
"bg-muted flex size-full items-center justify-center rounded-full",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
export { Avatar, AvatarImage, AvatarFallback }
|
||||
46
src/components/ui/badge.tsx
Executable file
46
src/components/ui/badge.tsx
Executable file
@@ -0,0 +1,46 @@
|
||||
import * as React from "react"
|
||||
import { Slot } from "@radix-ui/react-slot"
|
||||
import { cva, type VariantProps } from "class-variance-authority"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
const badgeVariants = cva(
|
||||
"inline-flex items-center justify-center rounded-md border px-2 py-0.5 text-xs font-medium w-fit whitespace-nowrap shrink-0 [&>svg]:size-3 gap-1 [&>svg]:pointer-events-none focus-visible:border-ring focus-visible:ring-ring/50 focus-visible:ring-[3px] aria-invalid:ring-destructive/20 dark:aria-invalid:ring-destructive/40 aria-invalid:border-destructive transition-[color,box-shadow] overflow-hidden",
|
||||
{
|
||||
variants: {
|
||||
variant: {
|
||||
default:
|
||||
"border-transparent bg-primary text-primary-foreground [a&]:hover:bg-primary/90",
|
||||
secondary:
|
||||
"border-transparent bg-secondary text-secondary-foreground [a&]:hover:bg-secondary/90",
|
||||
destructive:
|
||||
"border-transparent bg-destructive text-white [a&]:hover:bg-destructive/90 focus-visible:ring-destructive/20 dark:focus-visible:ring-destructive/40 dark:bg-destructive/60",
|
||||
outline:
|
||||
"text-foreground [a&]:hover:bg-accent [a&]:hover:text-accent-foreground",
|
||||
},
|
||||
},
|
||||
defaultVariants: {
|
||||
variant: "default",
|
||||
},
|
||||
}
|
||||
)
|
||||
|
||||
function Badge({
|
||||
className,
|
||||
variant,
|
||||
asChild = false,
|
||||
...props
|
||||
}: React.ComponentProps<"span"> &
|
||||
VariantProps<typeof badgeVariants> & { asChild?: boolean }) {
|
||||
const Comp = asChild ? Slot : "span"
|
||||
|
||||
return (
|
||||
<Comp
|
||||
data-slot="badge"
|
||||
className={cn(badgeVariants({ variant }), className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
export { Badge, badgeVariants }
|
||||
109
src/components/ui/breadcrumb.tsx
Executable file
109
src/components/ui/breadcrumb.tsx
Executable file
@@ -0,0 +1,109 @@
|
||||
import * as React from "react"
|
||||
import { Slot } from "@radix-ui/react-slot"
|
||||
import { ChevronRight, MoreHorizontal } from "lucide-react"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function Breadcrumb({ ...props }: React.ComponentProps<"nav">) {
|
||||
return <nav aria-label="breadcrumb" data-slot="breadcrumb" {...props} />
|
||||
}
|
||||
|
||||
function BreadcrumbList({ className, ...props }: React.ComponentProps<"ol">) {
|
||||
return (
|
||||
<ol
|
||||
data-slot="breadcrumb-list"
|
||||
className={cn(
|
||||
"text-muted-foreground flex flex-wrap items-center gap-1.5 text-sm break-words sm:gap-2.5",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function BreadcrumbItem({ className, ...props }: React.ComponentProps<"li">) {
|
||||
return (
|
||||
<li
|
||||
data-slot="breadcrumb-item"
|
||||
className={cn("inline-flex items-center gap-1.5", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function BreadcrumbLink({
|
||||
asChild,
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<"a"> & {
|
||||
asChild?: boolean
|
||||
}) {
|
||||
const Comp = asChild ? Slot : "a"
|
||||
|
||||
return (
|
||||
<Comp
|
||||
data-slot="breadcrumb-link"
|
||||
className={cn("hover:text-foreground transition-colors", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function BreadcrumbPage({ className, ...props }: React.ComponentProps<"span">) {
|
||||
return (
|
||||
<span
|
||||
data-slot="breadcrumb-page"
|
||||
role="link"
|
||||
aria-disabled="true"
|
||||
aria-current="page"
|
||||
className={cn("text-foreground font-normal", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function BreadcrumbSeparator({
|
||||
children,
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<"li">) {
|
||||
return (
|
||||
<li
|
||||
data-slot="breadcrumb-separator"
|
||||
role="presentation"
|
||||
aria-hidden="true"
|
||||
className={cn("[&>svg]:size-3.5", className)}
|
||||
{...props}
|
||||
>
|
||||
{children ?? <ChevronRight />}
|
||||
</li>
|
||||
)
|
||||
}
|
||||
|
||||
function BreadcrumbEllipsis({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<"span">) {
|
||||
return (
|
||||
<span
|
||||
data-slot="breadcrumb-ellipsis"
|
||||
role="presentation"
|
||||
aria-hidden="true"
|
||||
className={cn("flex size-9 items-center justify-center", className)}
|
||||
{...props}
|
||||
>
|
||||
<MoreHorizontal className="size-4" />
|
||||
<span className="sr-only">More</span>
|
||||
</span>
|
||||
)
|
||||
}
|
||||
|
||||
export {
|
||||
Breadcrumb,
|
||||
BreadcrumbList,
|
||||
BreadcrumbItem,
|
||||
BreadcrumbLink,
|
||||
BreadcrumbPage,
|
||||
BreadcrumbSeparator,
|
||||
BreadcrumbEllipsis,
|
||||
}
|
||||
59
src/components/ui/button.tsx
Executable file
59
src/components/ui/button.tsx
Executable file
@@ -0,0 +1,59 @@
|
||||
import * as React from "react"
|
||||
import { Slot } from "@radix-ui/react-slot"
|
||||
import { cva, type VariantProps } from "class-variance-authority"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
const buttonVariants = cva(
|
||||
"inline-flex items-center justify-center gap-2 whitespace-nowrap rounded-md text-sm font-medium transition-all disabled:pointer-events-none disabled:opacity-50 [&_svg]:pointer-events-none [&_svg:not([class*='size-'])]:size-4 shrink-0 [&_svg]:shrink-0 outline-none focus-visible:border-ring focus-visible:ring-ring/50 focus-visible:ring-[3px] aria-invalid:ring-destructive/20 dark:aria-invalid:ring-destructive/40 aria-invalid:border-destructive",
|
||||
{
|
||||
variants: {
|
||||
variant: {
|
||||
default:
|
||||
"bg-primary text-primary-foreground shadow-xs hover:bg-primary/90",
|
||||
destructive:
|
||||
"bg-destructive text-white shadow-xs hover:bg-destructive/90 focus-visible:ring-destructive/20 dark:focus-visible:ring-destructive/40 dark:bg-destructive/60",
|
||||
outline:
|
||||
"border bg-background shadow-xs hover:bg-accent hover:text-accent-foreground dark:bg-input/30 dark:border-input dark:hover:bg-input/50",
|
||||
secondary:
|
||||
"bg-secondary text-secondary-foreground shadow-xs hover:bg-secondary/80",
|
||||
ghost:
|
||||
"hover:bg-accent hover:text-accent-foreground dark:hover:bg-accent/50",
|
||||
link: "text-primary underline-offset-4 hover:underline",
|
||||
},
|
||||
size: {
|
||||
default: "h-9 px-4 py-2 has-[>svg]:px-3",
|
||||
sm: "h-8 rounded-md gap-1.5 px-3 has-[>svg]:px-2.5",
|
||||
lg: "h-10 rounded-md px-6 has-[>svg]:px-4",
|
||||
icon: "size-9",
|
||||
},
|
||||
},
|
||||
defaultVariants: {
|
||||
variant: "default",
|
||||
size: "default",
|
||||
},
|
||||
}
|
||||
)
|
||||
|
||||
function Button({
|
||||
className,
|
||||
variant,
|
||||
size,
|
||||
asChild = false,
|
||||
...props
|
||||
}: React.ComponentProps<"button"> &
|
||||
VariantProps<typeof buttonVariants> & {
|
||||
asChild?: boolean
|
||||
}) {
|
||||
const Comp = asChild ? Slot : "button"
|
||||
|
||||
return (
|
||||
<Comp
|
||||
data-slot="button"
|
||||
className={cn(buttonVariants({ variant, size, className }))}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
export { Button, buttonVariants }
|
||||
213
src/components/ui/calendar.tsx
Executable file
213
src/components/ui/calendar.tsx
Executable file
@@ -0,0 +1,213 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import {
|
||||
ChevronDownIcon,
|
||||
ChevronLeftIcon,
|
||||
ChevronRightIcon,
|
||||
} from "lucide-react"
|
||||
import { DayButton, DayPicker, getDefaultClassNames } from "react-day-picker"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
import { Button, buttonVariants } from "@/components/ui/button"
|
||||
|
||||
function Calendar({
|
||||
className,
|
||||
classNames,
|
||||
showOutsideDays = true,
|
||||
captionLayout = "label",
|
||||
buttonVariant = "ghost",
|
||||
formatters,
|
||||
components,
|
||||
...props
|
||||
}: React.ComponentProps<typeof DayPicker> & {
|
||||
buttonVariant?: React.ComponentProps<typeof Button>["variant"]
|
||||
}) {
|
||||
const defaultClassNames = getDefaultClassNames()
|
||||
|
||||
return (
|
||||
<DayPicker
|
||||
showOutsideDays={showOutsideDays}
|
||||
className={cn(
|
||||
"bg-background group/calendar p-3 [--cell-size:--spacing(8)] [[data-slot=card-content]_&]:bg-transparent [[data-slot=popover-content]_&]:bg-transparent",
|
||||
String.raw`rtl:**:[.rdp-button\_next>svg]:rotate-180`,
|
||||
String.raw`rtl:**:[.rdp-button\_previous>svg]:rotate-180`,
|
||||
className
|
||||
)}
|
||||
captionLayout={captionLayout}
|
||||
formatters={{
|
||||
formatMonthDropdown: (date) =>
|
||||
date.toLocaleString("default", { month: "short" }),
|
||||
...formatters,
|
||||
}}
|
||||
classNames={{
|
||||
root: cn("w-fit", defaultClassNames.root),
|
||||
months: cn(
|
||||
"flex gap-4 flex-col md:flex-row relative",
|
||||
defaultClassNames.months
|
||||
),
|
||||
month: cn("flex flex-col w-full gap-4", defaultClassNames.month),
|
||||
nav: cn(
|
||||
"flex items-center gap-1 w-full absolute top-0 inset-x-0 justify-between",
|
||||
defaultClassNames.nav
|
||||
),
|
||||
button_previous: cn(
|
||||
buttonVariants({ variant: buttonVariant }),
|
||||
"size-(--cell-size) aria-disabled:opacity-50 p-0 select-none",
|
||||
defaultClassNames.button_previous
|
||||
),
|
||||
button_next: cn(
|
||||
buttonVariants({ variant: buttonVariant }),
|
||||
"size-(--cell-size) aria-disabled:opacity-50 p-0 select-none",
|
||||
defaultClassNames.button_next
|
||||
),
|
||||
month_caption: cn(
|
||||
"flex items-center justify-center h-(--cell-size) w-full px-(--cell-size)",
|
||||
defaultClassNames.month_caption
|
||||
),
|
||||
dropdowns: cn(
|
||||
"w-full flex items-center text-sm font-medium justify-center h-(--cell-size) gap-1.5",
|
||||
defaultClassNames.dropdowns
|
||||
),
|
||||
dropdown_root: cn(
|
||||
"relative has-focus:border-ring border border-input shadow-xs has-focus:ring-ring/50 has-focus:ring-[3px] rounded-md",
|
||||
defaultClassNames.dropdown_root
|
||||
),
|
||||
dropdown: cn(
|
||||
"absolute bg-popover inset-0 opacity-0",
|
||||
defaultClassNames.dropdown
|
||||
),
|
||||
caption_label: cn(
|
||||
"select-none font-medium",
|
||||
captionLayout === "label"
|
||||
? "text-sm"
|
||||
: "rounded-md pl-2 pr-1 flex items-center gap-1 text-sm h-8 [&>svg]:text-muted-foreground [&>svg]:size-3.5",
|
||||
defaultClassNames.caption_label
|
||||
),
|
||||
table: "w-full border-collapse",
|
||||
weekdays: cn("flex", defaultClassNames.weekdays),
|
||||
weekday: cn(
|
||||
"text-muted-foreground rounded-md flex-1 font-normal text-[0.8rem] select-none",
|
||||
defaultClassNames.weekday
|
||||
),
|
||||
week: cn("flex w-full mt-2", defaultClassNames.week),
|
||||
week_number_header: cn(
|
||||
"select-none w-(--cell-size)",
|
||||
defaultClassNames.week_number_header
|
||||
),
|
||||
week_number: cn(
|
||||
"text-[0.8rem] select-none text-muted-foreground",
|
||||
defaultClassNames.week_number
|
||||
),
|
||||
day: cn(
|
||||
"relative w-full h-full p-0 text-center [&:first-child[data-selected=true]_button]:rounded-l-md [&:last-child[data-selected=true]_button]:rounded-r-md group/day aspect-square select-none",
|
||||
defaultClassNames.day
|
||||
),
|
||||
range_start: cn(
|
||||
"rounded-l-md bg-accent",
|
||||
defaultClassNames.range_start
|
||||
),
|
||||
range_middle: cn("rounded-none", defaultClassNames.range_middle),
|
||||
range_end: cn("rounded-r-md bg-accent", defaultClassNames.range_end),
|
||||
today: cn(
|
||||
"bg-accent text-accent-foreground rounded-md data-[selected=true]:rounded-none",
|
||||
defaultClassNames.today
|
||||
),
|
||||
outside: cn(
|
||||
"text-muted-foreground aria-selected:text-muted-foreground",
|
||||
defaultClassNames.outside
|
||||
),
|
||||
disabled: cn(
|
||||
"text-muted-foreground opacity-50",
|
||||
defaultClassNames.disabled
|
||||
),
|
||||
hidden: cn("invisible", defaultClassNames.hidden),
|
||||
...classNames,
|
||||
}}
|
||||
components={{
|
||||
Root: ({ className, rootRef, ...props }) => {
|
||||
return (
|
||||
<div
|
||||
data-slot="calendar"
|
||||
ref={rootRef}
|
||||
className={cn(className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
},
|
||||
Chevron: ({ className, orientation, ...props }) => {
|
||||
if (orientation === "left") {
|
||||
return (
|
||||
<ChevronLeftIcon className={cn("size-4", className)} {...props} />
|
||||
)
|
||||
}
|
||||
|
||||
if (orientation === "right") {
|
||||
return (
|
||||
<ChevronRightIcon
|
||||
className={cn("size-4", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
return (
|
||||
<ChevronDownIcon className={cn("size-4", className)} {...props} />
|
||||
)
|
||||
},
|
||||
DayButton: CalendarDayButton,
|
||||
WeekNumber: ({ children, ...props }) => {
|
||||
return (
|
||||
<td {...props}>
|
||||
<div className="flex size-(--cell-size) items-center justify-center text-center">
|
||||
{children}
|
||||
</div>
|
||||
</td>
|
||||
)
|
||||
},
|
||||
...components,
|
||||
}}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function CalendarDayButton({
|
||||
className,
|
||||
day,
|
||||
modifiers,
|
||||
...props
|
||||
}: React.ComponentProps<typeof DayButton>) {
|
||||
const defaultClassNames = getDefaultClassNames()
|
||||
|
||||
const ref = React.useRef<HTMLButtonElement>(null)
|
||||
React.useEffect(() => {
|
||||
if (modifiers.focused) ref.current?.focus()
|
||||
}, [modifiers.focused])
|
||||
|
||||
return (
|
||||
<Button
|
||||
ref={ref}
|
||||
variant="ghost"
|
||||
size="icon"
|
||||
data-day={day.date.toLocaleDateString()}
|
||||
data-selected-single={
|
||||
modifiers.selected &&
|
||||
!modifiers.range_start &&
|
||||
!modifiers.range_end &&
|
||||
!modifiers.range_middle
|
||||
}
|
||||
data-range-start={modifiers.range_start}
|
||||
data-range-end={modifiers.range_end}
|
||||
data-range-middle={modifiers.range_middle}
|
||||
className={cn(
|
||||
"data-[selected-single=true]:bg-primary data-[selected-single=true]:text-primary-foreground data-[range-middle=true]:bg-accent data-[range-middle=true]:text-accent-foreground data-[range-start=true]:bg-primary data-[range-start=true]:text-primary-foreground data-[range-end=true]:bg-primary data-[range-end=true]:text-primary-foreground group-data-[focused=true]/day:border-ring group-data-[focused=true]/day:ring-ring/50 dark:hover:text-accent-foreground flex aspect-square size-auto w-full min-w-(--cell-size) flex-col gap-1 leading-none font-normal group-data-[focused=true]/day:relative group-data-[focused=true]/day:z-10 group-data-[focused=true]/day:ring-[3px] data-[range-end=true]:rounded-md data-[range-end=true]:rounded-r-md data-[range-middle=true]:rounded-none data-[range-start=true]:rounded-md data-[range-start=true]:rounded-l-md [&>span]:text-xs [&>span]:opacity-70",
|
||||
defaultClassNames.day,
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
export { Calendar, CalendarDayButton }
|
||||
92
src/components/ui/card.tsx
Executable file
92
src/components/ui/card.tsx
Executable file
@@ -0,0 +1,92 @@
|
||||
import * as React from "react"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function Card({ className, ...props }: React.ComponentProps<"div">) {
|
||||
return (
|
||||
<div
|
||||
data-slot="card"
|
||||
className={cn(
|
||||
"bg-card text-card-foreground flex flex-col gap-6 rounded-xl border py-6 shadow-sm",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function CardHeader({ className, ...props }: React.ComponentProps<"div">) {
|
||||
return (
|
||||
<div
|
||||
data-slot="card-header"
|
||||
className={cn(
|
||||
"@container/card-header grid auto-rows-min grid-rows-[auto_auto] items-start gap-1.5 px-6 has-data-[slot=card-action]:grid-cols-[1fr_auto] [.border-b]:pb-6",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function CardTitle({ className, ...props }: React.ComponentProps<"div">) {
|
||||
return (
|
||||
<div
|
||||
data-slot="card-title"
|
||||
className={cn("leading-none font-semibold", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function CardDescription({ className, ...props }: React.ComponentProps<"div">) {
|
||||
return (
|
||||
<div
|
||||
data-slot="card-description"
|
||||
className={cn("text-muted-foreground text-sm", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function CardAction({ className, ...props }: React.ComponentProps<"div">) {
|
||||
return (
|
||||
<div
|
||||
data-slot="card-action"
|
||||
className={cn(
|
||||
"col-start-2 row-span-2 row-start-1 self-start justify-self-end",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function CardContent({ className, ...props }: React.ComponentProps<"div">) {
|
||||
return (
|
||||
<div
|
||||
data-slot="card-content"
|
||||
className={cn("px-6", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function CardFooter({ className, ...props }: React.ComponentProps<"div">) {
|
||||
return (
|
||||
<div
|
||||
data-slot="card-footer"
|
||||
className={cn("flex items-center px-6 [.border-t]:pt-6", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
export {
|
||||
Card,
|
||||
CardHeader,
|
||||
CardFooter,
|
||||
CardTitle,
|
||||
CardAction,
|
||||
CardDescription,
|
||||
CardContent,
|
||||
}
|
||||
241
src/components/ui/carousel.tsx
Executable file
241
src/components/ui/carousel.tsx
Executable file
@@ -0,0 +1,241 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import useEmblaCarousel, {
|
||||
type UseEmblaCarouselType,
|
||||
} from "embla-carousel-react"
|
||||
import { ArrowLeft, ArrowRight } from "lucide-react"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
import { Button } from "@/components/ui/button"
|
||||
|
||||
type CarouselApi = UseEmblaCarouselType[1]
|
||||
type UseCarouselParameters = Parameters<typeof useEmblaCarousel>
|
||||
type CarouselOptions = UseCarouselParameters[0]
|
||||
type CarouselPlugin = UseCarouselParameters[1]
|
||||
|
||||
type CarouselProps = {
|
||||
opts?: CarouselOptions
|
||||
plugins?: CarouselPlugin
|
||||
orientation?: "horizontal" | "vertical"
|
||||
setApi?: (api: CarouselApi) => void
|
||||
}
|
||||
|
||||
type CarouselContextProps = {
|
||||
carouselRef: ReturnType<typeof useEmblaCarousel>[0]
|
||||
api: ReturnType<typeof useEmblaCarousel>[1]
|
||||
scrollPrev: () => void
|
||||
scrollNext: () => void
|
||||
canScrollPrev: boolean
|
||||
canScrollNext: boolean
|
||||
} & CarouselProps
|
||||
|
||||
const CarouselContext = React.createContext<CarouselContextProps | null>(null)
|
||||
|
||||
function useCarousel() {
|
||||
const context = React.useContext(CarouselContext)
|
||||
|
||||
if (!context) {
|
||||
throw new Error("useCarousel must be used within a <Carousel />")
|
||||
}
|
||||
|
||||
return context
|
||||
}
|
||||
|
||||
function Carousel({
|
||||
orientation = "horizontal",
|
||||
opts,
|
||||
setApi,
|
||||
plugins,
|
||||
className,
|
||||
children,
|
||||
...props
|
||||
}: React.ComponentProps<"div"> & CarouselProps) {
|
||||
const [carouselRef, api] = useEmblaCarousel(
|
||||
{
|
||||
...opts,
|
||||
axis: orientation === "horizontal" ? "x" : "y",
|
||||
},
|
||||
plugins
|
||||
)
|
||||
const [canScrollPrev, setCanScrollPrev] = React.useState(false)
|
||||
const [canScrollNext, setCanScrollNext] = React.useState(false)
|
||||
|
||||
const onSelect = React.useCallback((api: CarouselApi) => {
|
||||
if (!api) return
|
||||
setCanScrollPrev(api.canScrollPrev())
|
||||
setCanScrollNext(api.canScrollNext())
|
||||
}, [])
|
||||
|
||||
const scrollPrev = React.useCallback(() => {
|
||||
api?.scrollPrev()
|
||||
}, [api])
|
||||
|
||||
const scrollNext = React.useCallback(() => {
|
||||
api?.scrollNext()
|
||||
}, [api])
|
||||
|
||||
const handleKeyDown = React.useCallback(
|
||||
(event: React.KeyboardEvent<HTMLDivElement>) => {
|
||||
if (event.key === "ArrowLeft") {
|
||||
event.preventDefault()
|
||||
scrollPrev()
|
||||
} else if (event.key === "ArrowRight") {
|
||||
event.preventDefault()
|
||||
scrollNext()
|
||||
}
|
||||
},
|
||||
[scrollPrev, scrollNext]
|
||||
)
|
||||
|
||||
React.useEffect(() => {
|
||||
if (!api || !setApi) return
|
||||
setApi(api)
|
||||
}, [api, setApi])
|
||||
|
||||
React.useEffect(() => {
|
||||
if (!api) return
|
||||
onSelect(api)
|
||||
api.on("reInit", onSelect)
|
||||
api.on("select", onSelect)
|
||||
|
||||
return () => {
|
||||
api?.off("select", onSelect)
|
||||
}
|
||||
}, [api, onSelect])
|
||||
|
||||
return (
|
||||
<CarouselContext.Provider
|
||||
value={{
|
||||
carouselRef,
|
||||
api: api,
|
||||
opts,
|
||||
orientation:
|
||||
orientation || (opts?.axis === "y" ? "vertical" : "horizontal"),
|
||||
scrollPrev,
|
||||
scrollNext,
|
||||
canScrollPrev,
|
||||
canScrollNext,
|
||||
}}
|
||||
>
|
||||
<div
|
||||
onKeyDownCapture={handleKeyDown}
|
||||
className={cn("relative", className)}
|
||||
role="region"
|
||||
aria-roledescription="carousel"
|
||||
data-slot="carousel"
|
||||
{...props}
|
||||
>
|
||||
{children}
|
||||
</div>
|
||||
</CarouselContext.Provider>
|
||||
)
|
||||
}
|
||||
|
||||
function CarouselContent({ className, ...props }: React.ComponentProps<"div">) {
|
||||
const { carouselRef, orientation } = useCarousel()
|
||||
|
||||
return (
|
||||
<div
|
||||
ref={carouselRef}
|
||||
className="overflow-hidden"
|
||||
data-slot="carousel-content"
|
||||
>
|
||||
<div
|
||||
className={cn(
|
||||
"flex",
|
||||
orientation === "horizontal" ? "-ml-4" : "-mt-4 flex-col",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
</div>
|
||||
)
|
||||
}
|
||||
|
||||
function CarouselItem({ className, ...props }: React.ComponentProps<"div">) {
|
||||
const { orientation } = useCarousel()
|
||||
|
||||
return (
|
||||
<div
|
||||
role="group"
|
||||
aria-roledescription="slide"
|
||||
data-slot="carousel-item"
|
||||
className={cn(
|
||||
"min-w-0 shrink-0 grow-0 basis-full",
|
||||
orientation === "horizontal" ? "pl-4" : "pt-4",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function CarouselPrevious({
|
||||
className,
|
||||
variant = "outline",
|
||||
size = "icon",
|
||||
...props
|
||||
}: React.ComponentProps<typeof Button>) {
|
||||
const { orientation, scrollPrev, canScrollPrev } = useCarousel()
|
||||
|
||||
return (
|
||||
<Button
|
||||
data-slot="carousel-previous"
|
||||
variant={variant}
|
||||
size={size}
|
||||
className={cn(
|
||||
"absolute size-8 rounded-full",
|
||||
orientation === "horizontal"
|
||||
? "top-1/2 -left-12 -translate-y-1/2"
|
||||
: "-top-12 left-1/2 -translate-x-1/2 rotate-90",
|
||||
className
|
||||
)}
|
||||
disabled={!canScrollPrev}
|
||||
onClick={scrollPrev}
|
||||
{...props}
|
||||
>
|
||||
<ArrowLeft />
|
||||
<span className="sr-only">Previous slide</span>
|
||||
</Button>
|
||||
)
|
||||
}
|
||||
|
||||
function CarouselNext({
|
||||
className,
|
||||
variant = "outline",
|
||||
size = "icon",
|
||||
...props
|
||||
}: React.ComponentProps<typeof Button>) {
|
||||
const { orientation, scrollNext, canScrollNext } = useCarousel()
|
||||
|
||||
return (
|
||||
<Button
|
||||
data-slot="carousel-next"
|
||||
variant={variant}
|
||||
size={size}
|
||||
className={cn(
|
||||
"absolute size-8 rounded-full",
|
||||
orientation === "horizontal"
|
||||
? "top-1/2 -right-12 -translate-y-1/2"
|
||||
: "-bottom-12 left-1/2 -translate-x-1/2 rotate-90",
|
||||
className
|
||||
)}
|
||||
disabled={!canScrollNext}
|
||||
onClick={scrollNext}
|
||||
{...props}
|
||||
>
|
||||
<ArrowRight />
|
||||
<span className="sr-only">Next slide</span>
|
||||
</Button>
|
||||
)
|
||||
}
|
||||
|
||||
export {
|
||||
type CarouselApi,
|
||||
Carousel,
|
||||
CarouselContent,
|
||||
CarouselItem,
|
||||
CarouselPrevious,
|
||||
CarouselNext,
|
||||
}
|
||||
353
src/components/ui/chart.tsx
Executable file
353
src/components/ui/chart.tsx
Executable file
@@ -0,0 +1,353 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import * as RechartsPrimitive from "recharts"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
// Format: { THEME_NAME: CSS_SELECTOR }
|
||||
const THEMES = { light: "", dark: ".dark" } as const
|
||||
|
||||
export type ChartConfig = {
|
||||
[k in string]: {
|
||||
label?: React.ReactNode
|
||||
icon?: React.ComponentType
|
||||
} & (
|
||||
| { color?: string; theme?: never }
|
||||
| { color?: never; theme: Record<keyof typeof THEMES, string> }
|
||||
)
|
||||
}
|
||||
|
||||
type ChartContextProps = {
|
||||
config: ChartConfig
|
||||
}
|
||||
|
||||
const ChartContext = React.createContext<ChartContextProps | null>(null)
|
||||
|
||||
function useChart() {
|
||||
const context = React.useContext(ChartContext)
|
||||
|
||||
if (!context) {
|
||||
throw new Error("useChart must be used within a <ChartContainer />")
|
||||
}
|
||||
|
||||
return context
|
||||
}
|
||||
|
||||
function ChartContainer({
|
||||
id,
|
||||
className,
|
||||
children,
|
||||
config,
|
||||
...props
|
||||
}: React.ComponentProps<"div"> & {
|
||||
config: ChartConfig
|
||||
children: React.ComponentProps<
|
||||
typeof RechartsPrimitive.ResponsiveContainer
|
||||
>["children"]
|
||||
}) {
|
||||
const uniqueId = React.useId()
|
||||
const chartId = `chart-${id || uniqueId.replace(/:/g, "")}`
|
||||
|
||||
return (
|
||||
<ChartContext.Provider value={{ config }}>
|
||||
<div
|
||||
data-slot="chart"
|
||||
data-chart={chartId}
|
||||
className={cn(
|
||||
"[&_.recharts-cartesian-axis-tick_text]:fill-muted-foreground [&_.recharts-cartesian-grid_line[stroke='#ccc']]:stroke-border/50 [&_.recharts-curve.recharts-tooltip-cursor]:stroke-border [&_.recharts-polar-grid_[stroke='#ccc']]:stroke-border [&_.recharts-radial-bar-background-sector]:fill-muted [&_.recharts-rectangle.recharts-tooltip-cursor]:fill-muted [&_.recharts-reference-line_[stroke='#ccc']]:stroke-border flex aspect-video justify-center text-xs [&_.recharts-dot[stroke='#fff']]:stroke-transparent [&_.recharts-layer]:outline-hidden [&_.recharts-sector]:outline-hidden [&_.recharts-sector[stroke='#fff']]:stroke-transparent [&_.recharts-surface]:outline-hidden",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
<ChartStyle id={chartId} config={config} />
|
||||
<RechartsPrimitive.ResponsiveContainer>
|
||||
{children}
|
||||
</RechartsPrimitive.ResponsiveContainer>
|
||||
</div>
|
||||
</ChartContext.Provider>
|
||||
)
|
||||
}
|
||||
|
||||
const ChartStyle = ({ id, config }: { id: string; config: ChartConfig }) => {
|
||||
const colorConfig = Object.entries(config).filter(
|
||||
([, config]) => config.theme || config.color
|
||||
)
|
||||
|
||||
if (!colorConfig.length) {
|
||||
return null
|
||||
}
|
||||
|
||||
return (
|
||||
<style
|
||||
dangerouslySetInnerHTML={{
|
||||
__html: Object.entries(THEMES)
|
||||
.map(
|
||||
([theme, prefix]) => `
|
||||
${prefix} [data-chart=${id}] {
|
||||
${colorConfig
|
||||
.map(([key, itemConfig]) => {
|
||||
const color =
|
||||
itemConfig.theme?.[theme as keyof typeof itemConfig.theme] ||
|
||||
itemConfig.color
|
||||
return color ? ` --color-${key}: ${color};` : null
|
||||
})
|
||||
.join("\n")}
|
||||
}
|
||||
`
|
||||
)
|
||||
.join("\n"),
|
||||
}}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
const ChartTooltip = RechartsPrimitive.Tooltip
|
||||
|
||||
function ChartTooltipContent({
|
||||
active,
|
||||
payload,
|
||||
className,
|
||||
indicator = "dot",
|
||||
hideLabel = false,
|
||||
hideIndicator = false,
|
||||
label,
|
||||
labelFormatter,
|
||||
labelClassName,
|
||||
formatter,
|
||||
color,
|
||||
nameKey,
|
||||
labelKey,
|
||||
}: React.ComponentProps<typeof RechartsPrimitive.Tooltip> &
|
||||
React.ComponentProps<"div"> & {
|
||||
hideLabel?: boolean
|
||||
hideIndicator?: boolean
|
||||
indicator?: "line" | "dot" | "dashed"
|
||||
nameKey?: string
|
||||
labelKey?: string
|
||||
}) {
|
||||
const { config } = useChart()
|
||||
|
||||
const tooltipLabel = React.useMemo(() => {
|
||||
if (hideLabel || !payload?.length) {
|
||||
return null
|
||||
}
|
||||
|
||||
const [item] = payload
|
||||
const key = `${labelKey || item?.dataKey || item?.name || "value"}`
|
||||
const itemConfig = getPayloadConfigFromPayload(config, item, key)
|
||||
const value =
|
||||
!labelKey && typeof label === "string"
|
||||
? config[label as keyof typeof config]?.label || label
|
||||
: itemConfig?.label
|
||||
|
||||
if (labelFormatter) {
|
||||
return (
|
||||
<div className={cn("font-medium", labelClassName)}>
|
||||
{labelFormatter(value, payload)}
|
||||
</div>
|
||||
)
|
||||
}
|
||||
|
||||
if (!value) {
|
||||
return null
|
||||
}
|
||||
|
||||
return <div className={cn("font-medium", labelClassName)}>{value}</div>
|
||||
}, [
|
||||
label,
|
||||
labelFormatter,
|
||||
payload,
|
||||
hideLabel,
|
||||
labelClassName,
|
||||
config,
|
||||
labelKey,
|
||||
])
|
||||
|
||||
if (!active || !payload?.length) {
|
||||
return null
|
||||
}
|
||||
|
||||
const nestLabel = payload.length === 1 && indicator !== "dot"
|
||||
|
||||
return (
|
||||
<div
|
||||
className={cn(
|
||||
"border-border/50 bg-background grid min-w-[8rem] items-start gap-1.5 rounded-lg border px-2.5 py-1.5 text-xs shadow-xl",
|
||||
className
|
||||
)}
|
||||
>
|
||||
{!nestLabel ? tooltipLabel : null}
|
||||
<div className="grid gap-1.5">
|
||||
{payload.map((item, index) => {
|
||||
const key = `${nameKey || item.name || item.dataKey || "value"}`
|
||||
const itemConfig = getPayloadConfigFromPayload(config, item, key)
|
||||
const indicatorColor = color || item.payload.fill || item.color
|
||||
|
||||
return (
|
||||
<div
|
||||
key={item.dataKey}
|
||||
className={cn(
|
||||
"[&>svg]:text-muted-foreground flex w-full flex-wrap items-stretch gap-2 [&>svg]:h-2.5 [&>svg]:w-2.5",
|
||||
indicator === "dot" && "items-center"
|
||||
)}
|
||||
>
|
||||
{formatter && item?.value !== undefined && item.name ? (
|
||||
formatter(item.value, item.name, item, index, item.payload)
|
||||
) : (
|
||||
<>
|
||||
{itemConfig?.icon ? (
|
||||
<itemConfig.icon />
|
||||
) : (
|
||||
!hideIndicator && (
|
||||
<div
|
||||
className={cn(
|
||||
"shrink-0 rounded-[2px] border-(--color-border) bg-(--color-bg)",
|
||||
{
|
||||
"h-2.5 w-2.5": indicator === "dot",
|
||||
"w-1": indicator === "line",
|
||||
"w-0 border-[1.5px] border-dashed bg-transparent":
|
||||
indicator === "dashed",
|
||||
"my-0.5": nestLabel && indicator === "dashed",
|
||||
}
|
||||
)}
|
||||
style={
|
||||
{
|
||||
"--color-bg": indicatorColor,
|
||||
"--color-border": indicatorColor,
|
||||
} as React.CSSProperties
|
||||
}
|
||||
/>
|
||||
)
|
||||
)}
|
||||
<div
|
||||
className={cn(
|
||||
"flex flex-1 justify-between leading-none",
|
||||
nestLabel ? "items-end" : "items-center"
|
||||
)}
|
||||
>
|
||||
<div className="grid gap-1.5">
|
||||
{nestLabel ? tooltipLabel : null}
|
||||
<span className="text-muted-foreground">
|
||||
{itemConfig?.label || item.name}
|
||||
</span>
|
||||
</div>
|
||||
{item.value && (
|
||||
<span className="text-foreground font-mono font-medium tabular-nums">
|
||||
{item.value.toLocaleString()}
|
||||
</span>
|
||||
)}
|
||||
</div>
|
||||
</>
|
||||
)}
|
||||
</div>
|
||||
)
|
||||
})}
|
||||
</div>
|
||||
</div>
|
||||
)
|
||||
}
|
||||
|
||||
const ChartLegend = RechartsPrimitive.Legend
|
||||
|
||||
function ChartLegendContent({
|
||||
className,
|
||||
hideIcon = false,
|
||||
payload,
|
||||
verticalAlign = "bottom",
|
||||
nameKey,
|
||||
}: React.ComponentProps<"div"> &
|
||||
Pick<RechartsPrimitive.LegendProps, "payload" | "verticalAlign"> & {
|
||||
hideIcon?: boolean
|
||||
nameKey?: string
|
||||
}) {
|
||||
const { config } = useChart()
|
||||
|
||||
if (!payload?.length) {
|
||||
return null
|
||||
}
|
||||
|
||||
return (
|
||||
<div
|
||||
className={cn(
|
||||
"flex items-center justify-center gap-4",
|
||||
verticalAlign === "top" ? "pb-3" : "pt-3",
|
||||
className
|
||||
)}
|
||||
>
|
||||
{payload.map((item) => {
|
||||
const key = `${nameKey || item.dataKey || "value"}`
|
||||
const itemConfig = getPayloadConfigFromPayload(config, item, key)
|
||||
|
||||
return (
|
||||
<div
|
||||
key={item.value}
|
||||
className={cn(
|
||||
"[&>svg]:text-muted-foreground flex items-center gap-1.5 [&>svg]:h-3 [&>svg]:w-3"
|
||||
)}
|
||||
>
|
||||
{itemConfig?.icon && !hideIcon ? (
|
||||
<itemConfig.icon />
|
||||
) : (
|
||||
<div
|
||||
className="h-2 w-2 shrink-0 rounded-[2px]"
|
||||
style={{
|
||||
backgroundColor: item.color,
|
||||
}}
|
||||
/>
|
||||
)}
|
||||
{itemConfig?.label}
|
||||
</div>
|
||||
)
|
||||
})}
|
||||
</div>
|
||||
)
|
||||
}
|
||||
|
||||
// Helper to extract item config from a payload.
|
||||
function getPayloadConfigFromPayload(
|
||||
config: ChartConfig,
|
||||
payload: unknown,
|
||||
key: string
|
||||
) {
|
||||
if (typeof payload !== "object" || payload === null) {
|
||||
return undefined
|
||||
}
|
||||
|
||||
const payloadPayload =
|
||||
"payload" in payload &&
|
||||
typeof payload.payload === "object" &&
|
||||
payload.payload !== null
|
||||
? payload.payload
|
||||
: undefined
|
||||
|
||||
let configLabelKey: string = key
|
||||
|
||||
if (
|
||||
key in payload &&
|
||||
typeof payload[key as keyof typeof payload] === "string"
|
||||
) {
|
||||
configLabelKey = payload[key as keyof typeof payload] as string
|
||||
} else if (
|
||||
payloadPayload &&
|
||||
key in payloadPayload &&
|
||||
typeof payloadPayload[key as keyof typeof payloadPayload] === "string"
|
||||
) {
|
||||
configLabelKey = payloadPayload[
|
||||
key as keyof typeof payloadPayload
|
||||
] as string
|
||||
}
|
||||
|
||||
return configLabelKey in config
|
||||
? config[configLabelKey]
|
||||
: config[key as keyof typeof config]
|
||||
}
|
||||
|
||||
export {
|
||||
ChartContainer,
|
||||
ChartTooltip,
|
||||
ChartTooltipContent,
|
||||
ChartLegend,
|
||||
ChartLegendContent,
|
||||
ChartStyle,
|
||||
}
|
||||
32
src/components/ui/checkbox.tsx
Executable file
32
src/components/ui/checkbox.tsx
Executable file
@@ -0,0 +1,32 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import * as CheckboxPrimitive from "@radix-ui/react-checkbox"
|
||||
import { CheckIcon } from "lucide-react"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function Checkbox({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof CheckboxPrimitive.Root>) {
|
||||
return (
|
||||
<CheckboxPrimitive.Root
|
||||
data-slot="checkbox"
|
||||
className={cn(
|
||||
"peer border-input dark:bg-input/30 data-[state=checked]:bg-primary data-[state=checked]:text-primary-foreground dark:data-[state=checked]:bg-primary data-[state=checked]:border-primary focus-visible:border-ring focus-visible:ring-ring/50 aria-invalid:ring-destructive/20 dark:aria-invalid:ring-destructive/40 aria-invalid:border-destructive size-4 shrink-0 rounded-[4px] border shadow-xs transition-shadow outline-none focus-visible:ring-[3px] disabled:cursor-not-allowed disabled:opacity-50",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
<CheckboxPrimitive.Indicator
|
||||
data-slot="checkbox-indicator"
|
||||
className="flex items-center justify-center text-current transition-none"
|
||||
>
|
||||
<CheckIcon className="size-3.5" />
|
||||
</CheckboxPrimitive.Indicator>
|
||||
</CheckboxPrimitive.Root>
|
||||
)
|
||||
}
|
||||
|
||||
export { Checkbox }
|
||||
33
src/components/ui/collapsible.tsx
Executable file
33
src/components/ui/collapsible.tsx
Executable file
@@ -0,0 +1,33 @@
|
||||
"use client"
|
||||
|
||||
import * as CollapsiblePrimitive from "@radix-ui/react-collapsible"
|
||||
|
||||
function Collapsible({
|
||||
...props
|
||||
}: React.ComponentProps<typeof CollapsiblePrimitive.Root>) {
|
||||
return <CollapsiblePrimitive.Root data-slot="collapsible" {...props} />
|
||||
}
|
||||
|
||||
function CollapsibleTrigger({
|
||||
...props
|
||||
}: React.ComponentProps<typeof CollapsiblePrimitive.CollapsibleTrigger>) {
|
||||
return (
|
||||
<CollapsiblePrimitive.CollapsibleTrigger
|
||||
data-slot="collapsible-trigger"
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function CollapsibleContent({
|
||||
...props
|
||||
}: React.ComponentProps<typeof CollapsiblePrimitive.CollapsibleContent>) {
|
||||
return (
|
||||
<CollapsiblePrimitive.CollapsibleContent
|
||||
data-slot="collapsible-content"
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
export { Collapsible, CollapsibleTrigger, CollapsibleContent }
|
||||
184
src/components/ui/command.tsx
Executable file
184
src/components/ui/command.tsx
Executable file
@@ -0,0 +1,184 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import { Command as CommandPrimitive } from "cmdk"
|
||||
import { SearchIcon } from "lucide-react"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
import {
|
||||
Dialog,
|
||||
DialogContent,
|
||||
DialogDescription,
|
||||
DialogHeader,
|
||||
DialogTitle,
|
||||
} from "@/components/ui/dialog"
|
||||
|
||||
function Command({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof CommandPrimitive>) {
|
||||
return (
|
||||
<CommandPrimitive
|
||||
data-slot="command"
|
||||
className={cn(
|
||||
"bg-popover text-popover-foreground flex h-full w-full flex-col overflow-hidden rounded-md",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function CommandDialog({
|
||||
title = "Command Palette",
|
||||
description = "Search for a command to run...",
|
||||
children,
|
||||
className,
|
||||
showCloseButton = true,
|
||||
...props
|
||||
}: React.ComponentProps<typeof Dialog> & {
|
||||
title?: string
|
||||
description?: string
|
||||
className?: string
|
||||
showCloseButton?: boolean
|
||||
}) {
|
||||
return (
|
||||
<Dialog {...props}>
|
||||
<DialogHeader className="sr-only">
|
||||
<DialogTitle>{title}</DialogTitle>
|
||||
<DialogDescription>{description}</DialogDescription>
|
||||
</DialogHeader>
|
||||
<DialogContent
|
||||
className={cn("overflow-hidden p-0", className)}
|
||||
showCloseButton={showCloseButton}
|
||||
>
|
||||
<Command className="[&_[cmdk-group-heading]]:text-muted-foreground **:data-[slot=command-input-wrapper]:h-12 [&_[cmdk-group-heading]]:px-2 [&_[cmdk-group-heading]]:font-medium [&_[cmdk-group]]:px-2 [&_[cmdk-group]:not([hidden])_~[cmdk-group]]:pt-0 [&_[cmdk-input-wrapper]_svg]:h-5 [&_[cmdk-input-wrapper]_svg]:w-5 [&_[cmdk-input]]:h-12 [&_[cmdk-item]]:px-2 [&_[cmdk-item]]:py-3 [&_[cmdk-item]_svg]:h-5 [&_[cmdk-item]_svg]:w-5">
|
||||
{children}
|
||||
</Command>
|
||||
</DialogContent>
|
||||
</Dialog>
|
||||
)
|
||||
}
|
||||
|
||||
function CommandInput({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof CommandPrimitive.Input>) {
|
||||
return (
|
||||
<div
|
||||
data-slot="command-input-wrapper"
|
||||
className="flex h-9 items-center gap-2 border-b px-3"
|
||||
>
|
||||
<SearchIcon className="size-4 shrink-0 opacity-50" />
|
||||
<CommandPrimitive.Input
|
||||
data-slot="command-input"
|
||||
className={cn(
|
||||
"placeholder:text-muted-foreground flex h-10 w-full rounded-md bg-transparent py-3 text-sm outline-hidden disabled:cursor-not-allowed disabled:opacity-50",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
</div>
|
||||
)
|
||||
}
|
||||
|
||||
function CommandList({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof CommandPrimitive.List>) {
|
||||
return (
|
||||
<CommandPrimitive.List
|
||||
data-slot="command-list"
|
||||
className={cn(
|
||||
"max-h-[300px] scroll-py-1 overflow-x-hidden overflow-y-auto",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function CommandEmpty({
|
||||
...props
|
||||
}: React.ComponentProps<typeof CommandPrimitive.Empty>) {
|
||||
return (
|
||||
<CommandPrimitive.Empty
|
||||
data-slot="command-empty"
|
||||
className="py-6 text-center text-sm"
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function CommandGroup({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof CommandPrimitive.Group>) {
|
||||
return (
|
||||
<CommandPrimitive.Group
|
||||
data-slot="command-group"
|
||||
className={cn(
|
||||
"text-foreground [&_[cmdk-group-heading]]:text-muted-foreground overflow-hidden p-1 [&_[cmdk-group-heading]]:px-2 [&_[cmdk-group-heading]]:py-1.5 [&_[cmdk-group-heading]]:text-xs [&_[cmdk-group-heading]]:font-medium",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function CommandSeparator({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof CommandPrimitive.Separator>) {
|
||||
return (
|
||||
<CommandPrimitive.Separator
|
||||
data-slot="command-separator"
|
||||
className={cn("bg-border -mx-1 h-px", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function CommandItem({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof CommandPrimitive.Item>) {
|
||||
return (
|
||||
<CommandPrimitive.Item
|
||||
data-slot="command-item"
|
||||
className={cn(
|
||||
"data-[selected=true]:bg-accent data-[selected=true]:text-accent-foreground [&_svg:not([class*='text-'])]:text-muted-foreground relative flex cursor-default items-center gap-2 rounded-sm px-2 py-1.5 text-sm outline-hidden select-none data-[disabled=true]:pointer-events-none data-[disabled=true]:opacity-50 [&_svg]:pointer-events-none [&_svg]:shrink-0 [&_svg:not([class*='size-'])]:size-4",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function CommandShortcut({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<"span">) {
|
||||
return (
|
||||
<span
|
||||
data-slot="command-shortcut"
|
||||
className={cn(
|
||||
"text-muted-foreground ml-auto text-xs tracking-widest",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
export {
|
||||
Command,
|
||||
CommandDialog,
|
||||
CommandInput,
|
||||
CommandList,
|
||||
CommandEmpty,
|
||||
CommandGroup,
|
||||
CommandItem,
|
||||
CommandShortcut,
|
||||
CommandSeparator,
|
||||
}
|
||||
252
src/components/ui/context-menu.tsx
Executable file
252
src/components/ui/context-menu.tsx
Executable file
@@ -0,0 +1,252 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import * as ContextMenuPrimitive from "@radix-ui/react-context-menu"
|
||||
import { CheckIcon, ChevronRightIcon, CircleIcon } from "lucide-react"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function ContextMenu({
|
||||
...props
|
||||
}: React.ComponentProps<typeof ContextMenuPrimitive.Root>) {
|
||||
return <ContextMenuPrimitive.Root data-slot="context-menu" {...props} />
|
||||
}
|
||||
|
||||
function ContextMenuTrigger({
|
||||
...props
|
||||
}: React.ComponentProps<typeof ContextMenuPrimitive.Trigger>) {
|
||||
return (
|
||||
<ContextMenuPrimitive.Trigger data-slot="context-menu-trigger" {...props} />
|
||||
)
|
||||
}
|
||||
|
||||
function ContextMenuGroup({
|
||||
...props
|
||||
}: React.ComponentProps<typeof ContextMenuPrimitive.Group>) {
|
||||
return (
|
||||
<ContextMenuPrimitive.Group data-slot="context-menu-group" {...props} />
|
||||
)
|
||||
}
|
||||
|
||||
function ContextMenuPortal({
|
||||
...props
|
||||
}: React.ComponentProps<typeof ContextMenuPrimitive.Portal>) {
|
||||
return (
|
||||
<ContextMenuPrimitive.Portal data-slot="context-menu-portal" {...props} />
|
||||
)
|
||||
}
|
||||
|
||||
function ContextMenuSub({
|
||||
...props
|
||||
}: React.ComponentProps<typeof ContextMenuPrimitive.Sub>) {
|
||||
return <ContextMenuPrimitive.Sub data-slot="context-menu-sub" {...props} />
|
||||
}
|
||||
|
||||
function ContextMenuRadioGroup({
|
||||
...props
|
||||
}: React.ComponentProps<typeof ContextMenuPrimitive.RadioGroup>) {
|
||||
return (
|
||||
<ContextMenuPrimitive.RadioGroup
|
||||
data-slot="context-menu-radio-group"
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function ContextMenuSubTrigger({
|
||||
className,
|
||||
inset,
|
||||
children,
|
||||
...props
|
||||
}: React.ComponentProps<typeof ContextMenuPrimitive.SubTrigger> & {
|
||||
inset?: boolean
|
||||
}) {
|
||||
return (
|
||||
<ContextMenuPrimitive.SubTrigger
|
||||
data-slot="context-menu-sub-trigger"
|
||||
data-inset={inset}
|
||||
className={cn(
|
||||
"focus:bg-accent focus:text-accent-foreground data-[state=open]:bg-accent data-[state=open]:text-accent-foreground flex cursor-default items-center rounded-sm px-2 py-1.5 text-sm outline-hidden select-none data-[inset]:pl-8 [&_svg]:pointer-events-none [&_svg]:shrink-0 [&_svg:not([class*='size-'])]:size-4",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
{children}
|
||||
<ChevronRightIcon className="ml-auto" />
|
||||
</ContextMenuPrimitive.SubTrigger>
|
||||
)
|
||||
}
|
||||
|
||||
function ContextMenuSubContent({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof ContextMenuPrimitive.SubContent>) {
|
||||
return (
|
||||
<ContextMenuPrimitive.SubContent
|
||||
data-slot="context-menu-sub-content"
|
||||
className={cn(
|
||||
"bg-popover text-popover-foreground data-[state=open]:animate-in data-[state=closed]:animate-out data-[state=closed]:fade-out-0 data-[state=open]:fade-in-0 data-[state=closed]:zoom-out-95 data-[state=open]:zoom-in-95 data-[side=bottom]:slide-in-from-top-2 data-[side=left]:slide-in-from-right-2 data-[side=right]:slide-in-from-left-2 data-[side=top]:slide-in-from-bottom-2 z-50 min-w-[8rem] origin-(--radix-context-menu-content-transform-origin) overflow-hidden rounded-md border p-1 shadow-lg",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function ContextMenuContent({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof ContextMenuPrimitive.Content>) {
|
||||
return (
|
||||
<ContextMenuPrimitive.Portal>
|
||||
<ContextMenuPrimitive.Content
|
||||
data-slot="context-menu-content"
|
||||
className={cn(
|
||||
"bg-popover text-popover-foreground data-[state=open]:animate-in data-[state=closed]:animate-out data-[state=closed]:fade-out-0 data-[state=open]:fade-in-0 data-[state=closed]:zoom-out-95 data-[state=open]:zoom-in-95 data-[side=bottom]:slide-in-from-top-2 data-[side=left]:slide-in-from-right-2 data-[side=right]:slide-in-from-left-2 data-[side=top]:slide-in-from-bottom-2 z-50 max-h-(--radix-context-menu-content-available-height) min-w-[8rem] origin-(--radix-context-menu-content-transform-origin) overflow-x-hidden overflow-y-auto rounded-md border p-1 shadow-md",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
</ContextMenuPrimitive.Portal>
|
||||
)
|
||||
}
|
||||
|
||||
function ContextMenuItem({
|
||||
className,
|
||||
inset,
|
||||
variant = "default",
|
||||
...props
|
||||
}: React.ComponentProps<typeof ContextMenuPrimitive.Item> & {
|
||||
inset?: boolean
|
||||
variant?: "default" | "destructive"
|
||||
}) {
|
||||
return (
|
||||
<ContextMenuPrimitive.Item
|
||||
data-slot="context-menu-item"
|
||||
data-inset={inset}
|
||||
data-variant={variant}
|
||||
className={cn(
|
||||
"focus:bg-accent focus:text-accent-foreground data-[variant=destructive]:text-destructive data-[variant=destructive]:focus:bg-destructive/10 dark:data-[variant=destructive]:focus:bg-destructive/20 data-[variant=destructive]:focus:text-destructive data-[variant=destructive]:*:[svg]:!text-destructive [&_svg:not([class*='text-'])]:text-muted-foreground relative flex cursor-default items-center gap-2 rounded-sm px-2 py-1.5 text-sm outline-hidden select-none data-[disabled]:pointer-events-none data-[disabled]:opacity-50 data-[inset]:pl-8 [&_svg]:pointer-events-none [&_svg]:shrink-0 [&_svg:not([class*='size-'])]:size-4",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function ContextMenuCheckboxItem({
|
||||
className,
|
||||
children,
|
||||
checked,
|
||||
...props
|
||||
}: React.ComponentProps<typeof ContextMenuPrimitive.CheckboxItem>) {
|
||||
return (
|
||||
<ContextMenuPrimitive.CheckboxItem
|
||||
data-slot="context-menu-checkbox-item"
|
||||
className={cn(
|
||||
"focus:bg-accent focus:text-accent-foreground relative flex cursor-default items-center gap-2 rounded-sm py-1.5 pr-2 pl-8 text-sm outline-hidden select-none data-[disabled]:pointer-events-none data-[disabled]:opacity-50 [&_svg]:pointer-events-none [&_svg]:shrink-0 [&_svg:not([class*='size-'])]:size-4",
|
||||
className
|
||||
)}
|
||||
checked={checked}
|
||||
{...props}
|
||||
>
|
||||
<span className="pointer-events-none absolute left-2 flex size-3.5 items-center justify-center">
|
||||
<ContextMenuPrimitive.ItemIndicator>
|
||||
<CheckIcon className="size-4" />
|
||||
</ContextMenuPrimitive.ItemIndicator>
|
||||
</span>
|
||||
{children}
|
||||
</ContextMenuPrimitive.CheckboxItem>
|
||||
)
|
||||
}
|
||||
|
||||
function ContextMenuRadioItem({
|
||||
className,
|
||||
children,
|
||||
...props
|
||||
}: React.ComponentProps<typeof ContextMenuPrimitive.RadioItem>) {
|
||||
return (
|
||||
<ContextMenuPrimitive.RadioItem
|
||||
data-slot="context-menu-radio-item"
|
||||
className={cn(
|
||||
"focus:bg-accent focus:text-accent-foreground relative flex cursor-default items-center gap-2 rounded-sm py-1.5 pr-2 pl-8 text-sm outline-hidden select-none data-[disabled]:pointer-events-none data-[disabled]:opacity-50 [&_svg]:pointer-events-none [&_svg]:shrink-0 [&_svg:not([class*='size-'])]:size-4",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
<span className="pointer-events-none absolute left-2 flex size-3.5 items-center justify-center">
|
||||
<ContextMenuPrimitive.ItemIndicator>
|
||||
<CircleIcon className="size-2 fill-current" />
|
||||
</ContextMenuPrimitive.ItemIndicator>
|
||||
</span>
|
||||
{children}
|
||||
</ContextMenuPrimitive.RadioItem>
|
||||
)
|
||||
}
|
||||
|
||||
function ContextMenuLabel({
|
||||
className,
|
||||
inset,
|
||||
...props
|
||||
}: React.ComponentProps<typeof ContextMenuPrimitive.Label> & {
|
||||
inset?: boolean
|
||||
}) {
|
||||
return (
|
||||
<ContextMenuPrimitive.Label
|
||||
data-slot="context-menu-label"
|
||||
data-inset={inset}
|
||||
className={cn(
|
||||
"text-foreground px-2 py-1.5 text-sm font-medium data-[inset]:pl-8",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function ContextMenuSeparator({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof ContextMenuPrimitive.Separator>) {
|
||||
return (
|
||||
<ContextMenuPrimitive.Separator
|
||||
data-slot="context-menu-separator"
|
||||
className={cn("bg-border -mx-1 my-1 h-px", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function ContextMenuShortcut({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<"span">) {
|
||||
return (
|
||||
<span
|
||||
data-slot="context-menu-shortcut"
|
||||
className={cn(
|
||||
"text-muted-foreground ml-auto text-xs tracking-widest",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
export {
|
||||
ContextMenu,
|
||||
ContextMenuTrigger,
|
||||
ContextMenuContent,
|
||||
ContextMenuItem,
|
||||
ContextMenuCheckboxItem,
|
||||
ContextMenuRadioItem,
|
||||
ContextMenuLabel,
|
||||
ContextMenuSeparator,
|
||||
ContextMenuShortcut,
|
||||
ContextMenuGroup,
|
||||
ContextMenuPortal,
|
||||
ContextMenuSub,
|
||||
ContextMenuSubContent,
|
||||
ContextMenuSubTrigger,
|
||||
ContextMenuRadioGroup,
|
||||
}
|
||||
143
src/components/ui/dialog.tsx
Executable file
143
src/components/ui/dialog.tsx
Executable file
@@ -0,0 +1,143 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import * as DialogPrimitive from "@radix-ui/react-dialog"
|
||||
import { XIcon } from "lucide-react"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function Dialog({
|
||||
...props
|
||||
}: React.ComponentProps<typeof DialogPrimitive.Root>) {
|
||||
return <DialogPrimitive.Root data-slot="dialog" {...props} />
|
||||
}
|
||||
|
||||
function DialogTrigger({
|
||||
...props
|
||||
}: React.ComponentProps<typeof DialogPrimitive.Trigger>) {
|
||||
return <DialogPrimitive.Trigger data-slot="dialog-trigger" {...props} />
|
||||
}
|
||||
|
||||
function DialogPortal({
|
||||
...props
|
||||
}: React.ComponentProps<typeof DialogPrimitive.Portal>) {
|
||||
return <DialogPrimitive.Portal data-slot="dialog-portal" {...props} />
|
||||
}
|
||||
|
||||
function DialogClose({
|
||||
...props
|
||||
}: React.ComponentProps<typeof DialogPrimitive.Close>) {
|
||||
return <DialogPrimitive.Close data-slot="dialog-close" {...props} />
|
||||
}
|
||||
|
||||
function DialogOverlay({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof DialogPrimitive.Overlay>) {
|
||||
return (
|
||||
<DialogPrimitive.Overlay
|
||||
data-slot="dialog-overlay"
|
||||
className={cn(
|
||||
"data-[state=open]:animate-in data-[state=closed]:animate-out data-[state=closed]:fade-out-0 data-[state=open]:fade-in-0 fixed inset-0 z-50 bg-black/50",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function DialogContent({
|
||||
className,
|
||||
children,
|
||||
showCloseButton = true,
|
||||
...props
|
||||
}: React.ComponentProps<typeof DialogPrimitive.Content> & {
|
||||
showCloseButton?: boolean
|
||||
}) {
|
||||
return (
|
||||
<DialogPortal data-slot="dialog-portal">
|
||||
<DialogOverlay />
|
||||
<DialogPrimitive.Content
|
||||
data-slot="dialog-content"
|
||||
className={cn(
|
||||
"bg-background data-[state=open]:animate-in data-[state=closed]:animate-out data-[state=closed]:fade-out-0 data-[state=open]:fade-in-0 data-[state=closed]:zoom-out-95 data-[state=open]:zoom-in-95 fixed top-[50%] left-[50%] z-50 grid w-full max-w-[calc(100%-2rem)] translate-x-[-50%] translate-y-[-50%] gap-4 rounded-lg border p-6 shadow-lg duration-200 sm:max-w-lg",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
{children}
|
||||
{showCloseButton && (
|
||||
<DialogPrimitive.Close
|
||||
data-slot="dialog-close"
|
||||
className="ring-offset-background focus:ring-ring data-[state=open]:bg-accent data-[state=open]:text-muted-foreground absolute top-4 right-4 rounded-xs opacity-70 transition-opacity hover:opacity-100 focus:ring-2 focus:ring-offset-2 focus:outline-hidden disabled:pointer-events-none [&_svg]:pointer-events-none [&_svg]:shrink-0 [&_svg:not([class*='size-'])]:size-4"
|
||||
>
|
||||
<XIcon />
|
||||
<span className="sr-only">Close</span>
|
||||
</DialogPrimitive.Close>
|
||||
)}
|
||||
</DialogPrimitive.Content>
|
||||
</DialogPortal>
|
||||
)
|
||||
}
|
||||
|
||||
function DialogHeader({ className, ...props }: React.ComponentProps<"div">) {
|
||||
return (
|
||||
<div
|
||||
data-slot="dialog-header"
|
||||
className={cn("flex flex-col gap-2 text-center sm:text-left", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function DialogFooter({ className, ...props }: React.ComponentProps<"div">) {
|
||||
return (
|
||||
<div
|
||||
data-slot="dialog-footer"
|
||||
className={cn(
|
||||
"flex flex-col-reverse gap-2 sm:flex-row sm:justify-end",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function DialogTitle({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof DialogPrimitive.Title>) {
|
||||
return (
|
||||
<DialogPrimitive.Title
|
||||
data-slot="dialog-title"
|
||||
className={cn("text-lg leading-none font-semibold", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function DialogDescription({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof DialogPrimitive.Description>) {
|
||||
return (
|
||||
<DialogPrimitive.Description
|
||||
data-slot="dialog-description"
|
||||
className={cn("text-muted-foreground text-sm", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
export {
|
||||
Dialog,
|
||||
DialogClose,
|
||||
DialogContent,
|
||||
DialogDescription,
|
||||
DialogFooter,
|
||||
DialogHeader,
|
||||
DialogOverlay,
|
||||
DialogPortal,
|
||||
DialogTitle,
|
||||
DialogTrigger,
|
||||
}
|
||||
135
src/components/ui/drawer.tsx
Executable file
135
src/components/ui/drawer.tsx
Executable file
@@ -0,0 +1,135 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import { Drawer as DrawerPrimitive } from "vaul"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function Drawer({
|
||||
...props
|
||||
}: React.ComponentProps<typeof DrawerPrimitive.Root>) {
|
||||
return <DrawerPrimitive.Root data-slot="drawer" {...props} />
|
||||
}
|
||||
|
||||
function DrawerTrigger({
|
||||
...props
|
||||
}: React.ComponentProps<typeof DrawerPrimitive.Trigger>) {
|
||||
return <DrawerPrimitive.Trigger data-slot="drawer-trigger" {...props} />
|
||||
}
|
||||
|
||||
function DrawerPortal({
|
||||
...props
|
||||
}: React.ComponentProps<typeof DrawerPrimitive.Portal>) {
|
||||
return <DrawerPrimitive.Portal data-slot="drawer-portal" {...props} />
|
||||
}
|
||||
|
||||
function DrawerClose({
|
||||
...props
|
||||
}: React.ComponentProps<typeof DrawerPrimitive.Close>) {
|
||||
return <DrawerPrimitive.Close data-slot="drawer-close" {...props} />
|
||||
}
|
||||
|
||||
function DrawerOverlay({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof DrawerPrimitive.Overlay>) {
|
||||
return (
|
||||
<DrawerPrimitive.Overlay
|
||||
data-slot="drawer-overlay"
|
||||
className={cn(
|
||||
"data-[state=open]:animate-in data-[state=closed]:animate-out data-[state=closed]:fade-out-0 data-[state=open]:fade-in-0 fixed inset-0 z-50 bg-black/50",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function DrawerContent({
|
||||
className,
|
||||
children,
|
||||
...props
|
||||
}: React.ComponentProps<typeof DrawerPrimitive.Content>) {
|
||||
return (
|
||||
<DrawerPortal data-slot="drawer-portal">
|
||||
<DrawerOverlay />
|
||||
<DrawerPrimitive.Content
|
||||
data-slot="drawer-content"
|
||||
className={cn(
|
||||
"group/drawer-content bg-background fixed z-50 flex h-auto flex-col",
|
||||
"data-[vaul-drawer-direction=top]:inset-x-0 data-[vaul-drawer-direction=top]:top-0 data-[vaul-drawer-direction=top]:mb-24 data-[vaul-drawer-direction=top]:max-h-[80vh] data-[vaul-drawer-direction=top]:rounded-b-lg data-[vaul-drawer-direction=top]:border-b",
|
||||
"data-[vaul-drawer-direction=bottom]:inset-x-0 data-[vaul-drawer-direction=bottom]:bottom-0 data-[vaul-drawer-direction=bottom]:mt-24 data-[vaul-drawer-direction=bottom]:max-h-[80vh] data-[vaul-drawer-direction=bottom]:rounded-t-lg data-[vaul-drawer-direction=bottom]:border-t",
|
||||
"data-[vaul-drawer-direction=right]:inset-y-0 data-[vaul-drawer-direction=right]:right-0 data-[vaul-drawer-direction=right]:w-3/4 data-[vaul-drawer-direction=right]:border-l data-[vaul-drawer-direction=right]:sm:max-w-sm",
|
||||
"data-[vaul-drawer-direction=left]:inset-y-0 data-[vaul-drawer-direction=left]:left-0 data-[vaul-drawer-direction=left]:w-3/4 data-[vaul-drawer-direction=left]:border-r data-[vaul-drawer-direction=left]:sm:max-w-sm",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
<div className="bg-muted mx-auto mt-4 hidden h-2 w-[100px] shrink-0 rounded-full group-data-[vaul-drawer-direction=bottom]/drawer-content:block" />
|
||||
{children}
|
||||
</DrawerPrimitive.Content>
|
||||
</DrawerPortal>
|
||||
)
|
||||
}
|
||||
|
||||
function DrawerHeader({ className, ...props }: React.ComponentProps<"div">) {
|
||||
return (
|
||||
<div
|
||||
data-slot="drawer-header"
|
||||
className={cn(
|
||||
"flex flex-col gap-0.5 p-4 group-data-[vaul-drawer-direction=bottom]/drawer-content:text-center group-data-[vaul-drawer-direction=top]/drawer-content:text-center md:gap-1.5 md:text-left",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function DrawerFooter({ className, ...props }: React.ComponentProps<"div">) {
|
||||
return (
|
||||
<div
|
||||
data-slot="drawer-footer"
|
||||
className={cn("mt-auto flex flex-col gap-2 p-4", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function DrawerTitle({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof DrawerPrimitive.Title>) {
|
||||
return (
|
||||
<DrawerPrimitive.Title
|
||||
data-slot="drawer-title"
|
||||
className={cn("text-foreground font-semibold", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function DrawerDescription({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof DrawerPrimitive.Description>) {
|
||||
return (
|
||||
<DrawerPrimitive.Description
|
||||
data-slot="drawer-description"
|
||||
className={cn("text-muted-foreground text-sm", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
export {
|
||||
Drawer,
|
||||
DrawerPortal,
|
||||
DrawerOverlay,
|
||||
DrawerTrigger,
|
||||
DrawerClose,
|
||||
DrawerContent,
|
||||
DrawerHeader,
|
||||
DrawerFooter,
|
||||
DrawerTitle,
|
||||
DrawerDescription,
|
||||
}
|
||||
257
src/components/ui/dropdown-menu.tsx
Executable file
257
src/components/ui/dropdown-menu.tsx
Executable file
@@ -0,0 +1,257 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import * as DropdownMenuPrimitive from "@radix-ui/react-dropdown-menu"
|
||||
import { CheckIcon, ChevronRightIcon, CircleIcon } from "lucide-react"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function DropdownMenu({
|
||||
...props
|
||||
}: React.ComponentProps<typeof DropdownMenuPrimitive.Root>) {
|
||||
return <DropdownMenuPrimitive.Root data-slot="dropdown-menu" {...props} />
|
||||
}
|
||||
|
||||
function DropdownMenuPortal({
|
||||
...props
|
||||
}: React.ComponentProps<typeof DropdownMenuPrimitive.Portal>) {
|
||||
return (
|
||||
<DropdownMenuPrimitive.Portal data-slot="dropdown-menu-portal" {...props} />
|
||||
)
|
||||
}
|
||||
|
||||
function DropdownMenuTrigger({
|
||||
...props
|
||||
}: React.ComponentProps<typeof DropdownMenuPrimitive.Trigger>) {
|
||||
return (
|
||||
<DropdownMenuPrimitive.Trigger
|
||||
data-slot="dropdown-menu-trigger"
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function DropdownMenuContent({
|
||||
className,
|
||||
sideOffset = 4,
|
||||
...props
|
||||
}: React.ComponentProps<typeof DropdownMenuPrimitive.Content>) {
|
||||
return (
|
||||
<DropdownMenuPrimitive.Portal>
|
||||
<DropdownMenuPrimitive.Content
|
||||
data-slot="dropdown-menu-content"
|
||||
sideOffset={sideOffset}
|
||||
className={cn(
|
||||
"bg-popover text-popover-foreground data-[state=open]:animate-in data-[state=closed]:animate-out data-[state=closed]:fade-out-0 data-[state=open]:fade-in-0 data-[state=closed]:zoom-out-95 data-[state=open]:zoom-in-95 data-[side=bottom]:slide-in-from-top-2 data-[side=left]:slide-in-from-right-2 data-[side=right]:slide-in-from-left-2 data-[side=top]:slide-in-from-bottom-2 z-50 max-h-(--radix-dropdown-menu-content-available-height) min-w-[8rem] origin-(--radix-dropdown-menu-content-transform-origin) overflow-x-hidden overflow-y-auto rounded-md border p-1 shadow-md",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
</DropdownMenuPrimitive.Portal>
|
||||
)
|
||||
}
|
||||
|
||||
function DropdownMenuGroup({
|
||||
...props
|
||||
}: React.ComponentProps<typeof DropdownMenuPrimitive.Group>) {
|
||||
return (
|
||||
<DropdownMenuPrimitive.Group data-slot="dropdown-menu-group" {...props} />
|
||||
)
|
||||
}
|
||||
|
||||
function DropdownMenuItem({
|
||||
className,
|
||||
inset,
|
||||
variant = "default",
|
||||
...props
|
||||
}: React.ComponentProps<typeof DropdownMenuPrimitive.Item> & {
|
||||
inset?: boolean
|
||||
variant?: "default" | "destructive"
|
||||
}) {
|
||||
return (
|
||||
<DropdownMenuPrimitive.Item
|
||||
data-slot="dropdown-menu-item"
|
||||
data-inset={inset}
|
||||
data-variant={variant}
|
||||
className={cn(
|
||||
"focus:bg-accent focus:text-accent-foreground data-[variant=destructive]:text-destructive data-[variant=destructive]:focus:bg-destructive/10 dark:data-[variant=destructive]:focus:bg-destructive/20 data-[variant=destructive]:focus:text-destructive data-[variant=destructive]:*:[svg]:!text-destructive [&_svg:not([class*='text-'])]:text-muted-foreground relative flex cursor-default items-center gap-2 rounded-sm px-2 py-1.5 text-sm outline-hidden select-none data-[disabled]:pointer-events-none data-[disabled]:opacity-50 data-[inset]:pl-8 [&_svg]:pointer-events-none [&_svg]:shrink-0 [&_svg:not([class*='size-'])]:size-4",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function DropdownMenuCheckboxItem({
|
||||
className,
|
||||
children,
|
||||
checked,
|
||||
...props
|
||||
}: React.ComponentProps<typeof DropdownMenuPrimitive.CheckboxItem>) {
|
||||
return (
|
||||
<DropdownMenuPrimitive.CheckboxItem
|
||||
data-slot="dropdown-menu-checkbox-item"
|
||||
className={cn(
|
||||
"focus:bg-accent focus:text-accent-foreground relative flex cursor-default items-center gap-2 rounded-sm py-1.5 pr-2 pl-8 text-sm outline-hidden select-none data-[disabled]:pointer-events-none data-[disabled]:opacity-50 [&_svg]:pointer-events-none [&_svg]:shrink-0 [&_svg:not([class*='size-'])]:size-4",
|
||||
className
|
||||
)}
|
||||
checked={checked}
|
||||
{...props}
|
||||
>
|
||||
<span className="pointer-events-none absolute left-2 flex size-3.5 items-center justify-center">
|
||||
<DropdownMenuPrimitive.ItemIndicator>
|
||||
<CheckIcon className="size-4" />
|
||||
</DropdownMenuPrimitive.ItemIndicator>
|
||||
</span>
|
||||
{children}
|
||||
</DropdownMenuPrimitive.CheckboxItem>
|
||||
)
|
||||
}
|
||||
|
||||
function DropdownMenuRadioGroup({
|
||||
...props
|
||||
}: React.ComponentProps<typeof DropdownMenuPrimitive.RadioGroup>) {
|
||||
return (
|
||||
<DropdownMenuPrimitive.RadioGroup
|
||||
data-slot="dropdown-menu-radio-group"
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function DropdownMenuRadioItem({
|
||||
className,
|
||||
children,
|
||||
...props
|
||||
}: React.ComponentProps<typeof DropdownMenuPrimitive.RadioItem>) {
|
||||
return (
|
||||
<DropdownMenuPrimitive.RadioItem
|
||||
data-slot="dropdown-menu-radio-item"
|
||||
className={cn(
|
||||
"focus:bg-accent focus:text-accent-foreground relative flex cursor-default items-center gap-2 rounded-sm py-1.5 pr-2 pl-8 text-sm outline-hidden select-none data-[disabled]:pointer-events-none data-[disabled]:opacity-50 [&_svg]:pointer-events-none [&_svg]:shrink-0 [&_svg:not([class*='size-'])]:size-4",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
<span className="pointer-events-none absolute left-2 flex size-3.5 items-center justify-center">
|
||||
<DropdownMenuPrimitive.ItemIndicator>
|
||||
<CircleIcon className="size-2 fill-current" />
|
||||
</DropdownMenuPrimitive.ItemIndicator>
|
||||
</span>
|
||||
{children}
|
||||
</DropdownMenuPrimitive.RadioItem>
|
||||
)
|
||||
}
|
||||
|
||||
function DropdownMenuLabel({
|
||||
className,
|
||||
inset,
|
||||
...props
|
||||
}: React.ComponentProps<typeof DropdownMenuPrimitive.Label> & {
|
||||
inset?: boolean
|
||||
}) {
|
||||
return (
|
||||
<DropdownMenuPrimitive.Label
|
||||
data-slot="dropdown-menu-label"
|
||||
data-inset={inset}
|
||||
className={cn(
|
||||
"px-2 py-1.5 text-sm font-medium data-[inset]:pl-8",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function DropdownMenuSeparator({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof DropdownMenuPrimitive.Separator>) {
|
||||
return (
|
||||
<DropdownMenuPrimitive.Separator
|
||||
data-slot="dropdown-menu-separator"
|
||||
className={cn("bg-border -mx-1 my-1 h-px", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function DropdownMenuShortcut({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<"span">) {
|
||||
return (
|
||||
<span
|
||||
data-slot="dropdown-menu-shortcut"
|
||||
className={cn(
|
||||
"text-muted-foreground ml-auto text-xs tracking-widest",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function DropdownMenuSub({
|
||||
...props
|
||||
}: React.ComponentProps<typeof DropdownMenuPrimitive.Sub>) {
|
||||
return <DropdownMenuPrimitive.Sub data-slot="dropdown-menu-sub" {...props} />
|
||||
}
|
||||
|
||||
function DropdownMenuSubTrigger({
|
||||
className,
|
||||
inset,
|
||||
children,
|
||||
...props
|
||||
}: React.ComponentProps<typeof DropdownMenuPrimitive.SubTrigger> & {
|
||||
inset?: boolean
|
||||
}) {
|
||||
return (
|
||||
<DropdownMenuPrimitive.SubTrigger
|
||||
data-slot="dropdown-menu-sub-trigger"
|
||||
data-inset={inset}
|
||||
className={cn(
|
||||
"focus:bg-accent focus:text-accent-foreground data-[state=open]:bg-accent data-[state=open]:text-accent-foreground flex cursor-default items-center rounded-sm px-2 py-1.5 text-sm outline-hidden select-none data-[inset]:pl-8",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
{children}
|
||||
<ChevronRightIcon className="ml-auto size-4" />
|
||||
</DropdownMenuPrimitive.SubTrigger>
|
||||
)
|
||||
}
|
||||
|
||||
function DropdownMenuSubContent({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof DropdownMenuPrimitive.SubContent>) {
|
||||
return (
|
||||
<DropdownMenuPrimitive.SubContent
|
||||
data-slot="dropdown-menu-sub-content"
|
||||
className={cn(
|
||||
"bg-popover text-popover-foreground data-[state=open]:animate-in data-[state=closed]:animate-out data-[state=closed]:fade-out-0 data-[state=open]:fade-in-0 data-[state=closed]:zoom-out-95 data-[state=open]:zoom-in-95 data-[side=bottom]:slide-in-from-top-2 data-[side=left]:slide-in-from-right-2 data-[side=right]:slide-in-from-left-2 data-[side=top]:slide-in-from-bottom-2 z-50 min-w-[8rem] origin-(--radix-dropdown-menu-content-transform-origin) overflow-hidden rounded-md border p-1 shadow-lg",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
export {
|
||||
DropdownMenu,
|
||||
DropdownMenuPortal,
|
||||
DropdownMenuTrigger,
|
||||
DropdownMenuContent,
|
||||
DropdownMenuGroup,
|
||||
DropdownMenuLabel,
|
||||
DropdownMenuItem,
|
||||
DropdownMenuCheckboxItem,
|
||||
DropdownMenuRadioGroup,
|
||||
DropdownMenuRadioItem,
|
||||
DropdownMenuSeparator,
|
||||
DropdownMenuShortcut,
|
||||
DropdownMenuSub,
|
||||
DropdownMenuSubTrigger,
|
||||
DropdownMenuSubContent,
|
||||
}
|
||||
167
src/components/ui/form.tsx
Executable file
167
src/components/ui/form.tsx
Executable file
@@ -0,0 +1,167 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import * as LabelPrimitive from "@radix-ui/react-label"
|
||||
import { Slot } from "@radix-ui/react-slot"
|
||||
import {
|
||||
Controller,
|
||||
FormProvider,
|
||||
useFormContext,
|
||||
useFormState,
|
||||
type ControllerProps,
|
||||
type FieldPath,
|
||||
type FieldValues,
|
||||
} from "react-hook-form"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
import { Label } from "@/components/ui/label"
|
||||
|
||||
const Form = FormProvider
|
||||
|
||||
type FormFieldContextValue<
|
||||
TFieldValues extends FieldValues = FieldValues,
|
||||
TName extends FieldPath<TFieldValues> = FieldPath<TFieldValues>,
|
||||
> = {
|
||||
name: TName
|
||||
}
|
||||
|
||||
const FormFieldContext = React.createContext<FormFieldContextValue>(
|
||||
{} as FormFieldContextValue
|
||||
)
|
||||
|
||||
const FormField = <
|
||||
TFieldValues extends FieldValues = FieldValues,
|
||||
TName extends FieldPath<TFieldValues> = FieldPath<TFieldValues>,
|
||||
>({
|
||||
...props
|
||||
}: ControllerProps<TFieldValues, TName>) => {
|
||||
return (
|
||||
<FormFieldContext.Provider value={{ name: props.name }}>
|
||||
<Controller {...props} />
|
||||
</FormFieldContext.Provider>
|
||||
)
|
||||
}
|
||||
|
||||
const useFormField = () => {
|
||||
const fieldContext = React.useContext(FormFieldContext)
|
||||
const itemContext = React.useContext(FormItemContext)
|
||||
const { getFieldState } = useFormContext()
|
||||
const formState = useFormState({ name: fieldContext.name })
|
||||
const fieldState = getFieldState(fieldContext.name, formState)
|
||||
|
||||
if (!fieldContext) {
|
||||
throw new Error("useFormField should be used within <FormField>")
|
||||
}
|
||||
|
||||
const { id } = itemContext
|
||||
|
||||
return {
|
||||
id,
|
||||
name: fieldContext.name,
|
||||
formItemId: `${id}-form-item`,
|
||||
formDescriptionId: `${id}-form-item-description`,
|
||||
formMessageId: `${id}-form-item-message`,
|
||||
...fieldState,
|
||||
}
|
||||
}
|
||||
|
||||
type FormItemContextValue = {
|
||||
id: string
|
||||
}
|
||||
|
||||
const FormItemContext = React.createContext<FormItemContextValue>(
|
||||
{} as FormItemContextValue
|
||||
)
|
||||
|
||||
function FormItem({ className, ...props }: React.ComponentProps<"div">) {
|
||||
const id = React.useId()
|
||||
|
||||
return (
|
||||
<FormItemContext.Provider value={{ id }}>
|
||||
<div
|
||||
data-slot="form-item"
|
||||
className={cn("grid gap-2", className)}
|
||||
{...props}
|
||||
/>
|
||||
</FormItemContext.Provider>
|
||||
)
|
||||
}
|
||||
|
||||
function FormLabel({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof LabelPrimitive.Root>) {
|
||||
const { error, formItemId } = useFormField()
|
||||
|
||||
return (
|
||||
<Label
|
||||
data-slot="form-label"
|
||||
data-error={!!error}
|
||||
className={cn("data-[error=true]:text-destructive", className)}
|
||||
htmlFor={formItemId}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function FormControl({ ...props }: React.ComponentProps<typeof Slot>) {
|
||||
const { error, formItemId, formDescriptionId, formMessageId } = useFormField()
|
||||
|
||||
return (
|
||||
<Slot
|
||||
data-slot="form-control"
|
||||
id={formItemId}
|
||||
aria-describedby={
|
||||
!error
|
||||
? `${formDescriptionId}`
|
||||
: `${formDescriptionId} ${formMessageId}`
|
||||
}
|
||||
aria-invalid={!!error}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function FormDescription({ className, ...props }: React.ComponentProps<"p">) {
|
||||
const { formDescriptionId } = useFormField()
|
||||
|
||||
return (
|
||||
<p
|
||||
data-slot="form-description"
|
||||
id={formDescriptionId}
|
||||
className={cn("text-muted-foreground text-sm", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function FormMessage({ className, ...props }: React.ComponentProps<"p">) {
|
||||
const { error, formMessageId } = useFormField()
|
||||
const body = error ? String(error?.message ?? "") : props.children
|
||||
|
||||
if (!body) {
|
||||
return null
|
||||
}
|
||||
|
||||
return (
|
||||
<p
|
||||
data-slot="form-message"
|
||||
id={formMessageId}
|
||||
className={cn("text-destructive text-sm", className)}
|
||||
{...props}
|
||||
>
|
||||
{body}
|
||||
</p>
|
||||
)
|
||||
}
|
||||
|
||||
export {
|
||||
useFormField,
|
||||
Form,
|
||||
FormItem,
|
||||
FormLabel,
|
||||
FormControl,
|
||||
FormDescription,
|
||||
FormMessage,
|
||||
FormField,
|
||||
}
|
||||
44
src/components/ui/hover-card.tsx
Executable file
44
src/components/ui/hover-card.tsx
Executable file
@@ -0,0 +1,44 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import * as HoverCardPrimitive from "@radix-ui/react-hover-card"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function HoverCard({
|
||||
...props
|
||||
}: React.ComponentProps<typeof HoverCardPrimitive.Root>) {
|
||||
return <HoverCardPrimitive.Root data-slot="hover-card" {...props} />
|
||||
}
|
||||
|
||||
function HoverCardTrigger({
|
||||
...props
|
||||
}: React.ComponentProps<typeof HoverCardPrimitive.Trigger>) {
|
||||
return (
|
||||
<HoverCardPrimitive.Trigger data-slot="hover-card-trigger" {...props} />
|
||||
)
|
||||
}
|
||||
|
||||
function HoverCardContent({
|
||||
className,
|
||||
align = "center",
|
||||
sideOffset = 4,
|
||||
...props
|
||||
}: React.ComponentProps<typeof HoverCardPrimitive.Content>) {
|
||||
return (
|
||||
<HoverCardPrimitive.Portal data-slot="hover-card-portal">
|
||||
<HoverCardPrimitive.Content
|
||||
data-slot="hover-card-content"
|
||||
align={align}
|
||||
sideOffset={sideOffset}
|
||||
className={cn(
|
||||
"bg-popover text-popover-foreground data-[state=open]:animate-in data-[state=closed]:animate-out data-[state=closed]:fade-out-0 data-[state=open]:fade-in-0 data-[state=closed]:zoom-out-95 data-[state=open]:zoom-in-95 data-[side=bottom]:slide-in-from-top-2 data-[side=left]:slide-in-from-right-2 data-[side=right]:slide-in-from-left-2 data-[side=top]:slide-in-from-bottom-2 z-50 w-64 origin-(--radix-hover-card-content-transform-origin) rounded-md border p-4 shadow-md outline-hidden",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
</HoverCardPrimitive.Portal>
|
||||
)
|
||||
}
|
||||
|
||||
export { HoverCard, HoverCardTrigger, HoverCardContent }
|
||||
77
src/components/ui/input-otp.tsx
Executable file
77
src/components/ui/input-otp.tsx
Executable file
@@ -0,0 +1,77 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import { OTPInput, OTPInputContext } from "input-otp"
|
||||
import { MinusIcon } from "lucide-react"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function InputOTP({
|
||||
className,
|
||||
containerClassName,
|
||||
...props
|
||||
}: React.ComponentProps<typeof OTPInput> & {
|
||||
containerClassName?: string
|
||||
}) {
|
||||
return (
|
||||
<OTPInput
|
||||
data-slot="input-otp"
|
||||
containerClassName={cn(
|
||||
"flex items-center gap-2 has-disabled:opacity-50",
|
||||
containerClassName
|
||||
)}
|
||||
className={cn("disabled:cursor-not-allowed", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function InputOTPGroup({ className, ...props }: React.ComponentProps<"div">) {
|
||||
return (
|
||||
<div
|
||||
data-slot="input-otp-group"
|
||||
className={cn("flex items-center", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function InputOTPSlot({
|
||||
index,
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<"div"> & {
|
||||
index: number
|
||||
}) {
|
||||
const inputOTPContext = React.useContext(OTPInputContext)
|
||||
const { char, hasFakeCaret, isActive } = inputOTPContext?.slots[index] ?? {}
|
||||
|
||||
return (
|
||||
<div
|
||||
data-slot="input-otp-slot"
|
||||
data-active={isActive}
|
||||
className={cn(
|
||||
"data-[active=true]:border-ring data-[active=true]:ring-ring/50 data-[active=true]:aria-invalid:ring-destructive/20 dark:data-[active=true]:aria-invalid:ring-destructive/40 aria-invalid:border-destructive data-[active=true]:aria-invalid:border-destructive dark:bg-input/30 border-input relative flex h-9 w-9 items-center justify-center border-y border-r text-sm shadow-xs transition-all outline-none first:rounded-l-md first:border-l last:rounded-r-md data-[active=true]:z-10 data-[active=true]:ring-[3px]",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
{char}
|
||||
{hasFakeCaret && (
|
||||
<div className="pointer-events-none absolute inset-0 flex items-center justify-center">
|
||||
<div className="animate-caret-blink bg-foreground h-4 w-px duration-1000" />
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
)
|
||||
}
|
||||
|
||||
function InputOTPSeparator({ ...props }: React.ComponentProps<"div">) {
|
||||
return (
|
||||
<div data-slot="input-otp-separator" role="separator" {...props}>
|
||||
<MinusIcon />
|
||||
</div>
|
||||
)
|
||||
}
|
||||
|
||||
export { InputOTP, InputOTPGroup, InputOTPSlot, InputOTPSeparator }
|
||||
21
src/components/ui/input.tsx
Executable file
21
src/components/ui/input.tsx
Executable file
@@ -0,0 +1,21 @@
|
||||
import * as React from "react"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function Input({ className, type, ...props }: React.ComponentProps<"input">) {
|
||||
return (
|
||||
<input
|
||||
type={type}
|
||||
data-slot="input"
|
||||
className={cn(
|
||||
"file:text-foreground placeholder:text-muted-foreground selection:bg-primary selection:text-primary-foreground dark:bg-input/30 border-input flex h-9 w-full min-w-0 rounded-md border bg-transparent px-3 py-1 text-base shadow-xs transition-[color,box-shadow] outline-none file:inline-flex file:h-7 file:border-0 file:bg-transparent file:text-sm file:font-medium disabled:pointer-events-none disabled:cursor-not-allowed disabled:opacity-50 md:text-sm",
|
||||
"focus-visible:border-ring focus-visible:ring-ring/50 focus-visible:ring-[3px]",
|
||||
"aria-invalid:ring-destructive/20 dark:aria-invalid:ring-destructive/40 aria-invalid:border-destructive",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
export { Input }
|
||||
24
src/components/ui/label.tsx
Executable file
24
src/components/ui/label.tsx
Executable file
@@ -0,0 +1,24 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import * as LabelPrimitive from "@radix-ui/react-label"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function Label({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof LabelPrimitive.Root>) {
|
||||
return (
|
||||
<LabelPrimitive.Root
|
||||
data-slot="label"
|
||||
className={cn(
|
||||
"flex items-center gap-2 text-sm leading-none font-medium select-none group-data-[disabled=true]:pointer-events-none group-data-[disabled=true]:opacity-50 peer-disabled:cursor-not-allowed peer-disabled:opacity-50",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
export { Label }
|
||||
276
src/components/ui/menubar.tsx
Executable file
276
src/components/ui/menubar.tsx
Executable file
@@ -0,0 +1,276 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import * as MenubarPrimitive from "@radix-ui/react-menubar"
|
||||
import { CheckIcon, ChevronRightIcon, CircleIcon } from "lucide-react"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function Menubar({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof MenubarPrimitive.Root>) {
|
||||
return (
|
||||
<MenubarPrimitive.Root
|
||||
data-slot="menubar"
|
||||
className={cn(
|
||||
"bg-background flex h-9 items-center gap-1 rounded-md border p-1 shadow-xs",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function MenubarMenu({
|
||||
...props
|
||||
}: React.ComponentProps<typeof MenubarPrimitive.Menu>) {
|
||||
return <MenubarPrimitive.Menu data-slot="menubar-menu" {...props} />
|
||||
}
|
||||
|
||||
function MenubarGroup({
|
||||
...props
|
||||
}: React.ComponentProps<typeof MenubarPrimitive.Group>) {
|
||||
return <MenubarPrimitive.Group data-slot="menubar-group" {...props} />
|
||||
}
|
||||
|
||||
function MenubarPortal({
|
||||
...props
|
||||
}: React.ComponentProps<typeof MenubarPrimitive.Portal>) {
|
||||
return <MenubarPrimitive.Portal data-slot="menubar-portal" {...props} />
|
||||
}
|
||||
|
||||
function MenubarRadioGroup({
|
||||
...props
|
||||
}: React.ComponentProps<typeof MenubarPrimitive.RadioGroup>) {
|
||||
return (
|
||||
<MenubarPrimitive.RadioGroup data-slot="menubar-radio-group" {...props} />
|
||||
)
|
||||
}
|
||||
|
||||
function MenubarTrigger({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof MenubarPrimitive.Trigger>) {
|
||||
return (
|
||||
<MenubarPrimitive.Trigger
|
||||
data-slot="menubar-trigger"
|
||||
className={cn(
|
||||
"focus:bg-accent focus:text-accent-foreground data-[state=open]:bg-accent data-[state=open]:text-accent-foreground flex items-center rounded-sm px-2 py-1 text-sm font-medium outline-hidden select-none",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function MenubarContent({
|
||||
className,
|
||||
align = "start",
|
||||
alignOffset = -4,
|
||||
sideOffset = 8,
|
||||
...props
|
||||
}: React.ComponentProps<typeof MenubarPrimitive.Content>) {
|
||||
return (
|
||||
<MenubarPortal>
|
||||
<MenubarPrimitive.Content
|
||||
data-slot="menubar-content"
|
||||
align={align}
|
||||
alignOffset={alignOffset}
|
||||
sideOffset={sideOffset}
|
||||
className={cn(
|
||||
"bg-popover text-popover-foreground data-[state=open]:animate-in data-[state=closed]:fade-out-0 data-[state=open]:fade-in-0 data-[state=closed]:zoom-out-95 data-[state=open]:zoom-in-95 data-[side=bottom]:slide-in-from-top-2 data-[side=left]:slide-in-from-right-2 data-[side=right]:slide-in-from-left-2 data-[side=top]:slide-in-from-bottom-2 z-50 min-w-[12rem] origin-(--radix-menubar-content-transform-origin) overflow-hidden rounded-md border p-1 shadow-md",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
</MenubarPortal>
|
||||
)
|
||||
}
|
||||
|
||||
function MenubarItem({
|
||||
className,
|
||||
inset,
|
||||
variant = "default",
|
||||
...props
|
||||
}: React.ComponentProps<typeof MenubarPrimitive.Item> & {
|
||||
inset?: boolean
|
||||
variant?: "default" | "destructive"
|
||||
}) {
|
||||
return (
|
||||
<MenubarPrimitive.Item
|
||||
data-slot="menubar-item"
|
||||
data-inset={inset}
|
||||
data-variant={variant}
|
||||
className={cn(
|
||||
"focus:bg-accent focus:text-accent-foreground data-[variant=destructive]:text-destructive data-[variant=destructive]:focus:bg-destructive/10 dark:data-[variant=destructive]:focus:bg-destructive/20 data-[variant=destructive]:focus:text-destructive data-[variant=destructive]:*:[svg]:!text-destructive [&_svg:not([class*='text-'])]:text-muted-foreground relative flex cursor-default items-center gap-2 rounded-sm px-2 py-1.5 text-sm outline-hidden select-none data-[disabled]:pointer-events-none data-[disabled]:opacity-50 data-[inset]:pl-8 [&_svg]:pointer-events-none [&_svg]:shrink-0 [&_svg:not([class*='size-'])]:size-4",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function MenubarCheckboxItem({
|
||||
className,
|
||||
children,
|
||||
checked,
|
||||
...props
|
||||
}: React.ComponentProps<typeof MenubarPrimitive.CheckboxItem>) {
|
||||
return (
|
||||
<MenubarPrimitive.CheckboxItem
|
||||
data-slot="menubar-checkbox-item"
|
||||
className={cn(
|
||||
"focus:bg-accent focus:text-accent-foreground relative flex cursor-default items-center gap-2 rounded-xs py-1.5 pr-2 pl-8 text-sm outline-hidden select-none data-[disabled]:pointer-events-none data-[disabled]:opacity-50 [&_svg]:pointer-events-none [&_svg]:shrink-0 [&_svg:not([class*='size-'])]:size-4",
|
||||
className
|
||||
)}
|
||||
checked={checked}
|
||||
{...props}
|
||||
>
|
||||
<span className="pointer-events-none absolute left-2 flex size-3.5 items-center justify-center">
|
||||
<MenubarPrimitive.ItemIndicator>
|
||||
<CheckIcon className="size-4" />
|
||||
</MenubarPrimitive.ItemIndicator>
|
||||
</span>
|
||||
{children}
|
||||
</MenubarPrimitive.CheckboxItem>
|
||||
)
|
||||
}
|
||||
|
||||
function MenubarRadioItem({
|
||||
className,
|
||||
children,
|
||||
...props
|
||||
}: React.ComponentProps<typeof MenubarPrimitive.RadioItem>) {
|
||||
return (
|
||||
<MenubarPrimitive.RadioItem
|
||||
data-slot="menubar-radio-item"
|
||||
className={cn(
|
||||
"focus:bg-accent focus:text-accent-foreground relative flex cursor-default items-center gap-2 rounded-xs py-1.5 pr-2 pl-8 text-sm outline-hidden select-none data-[disabled]:pointer-events-none data-[disabled]:opacity-50 [&_svg]:pointer-events-none [&_svg]:shrink-0 [&_svg:not([class*='size-'])]:size-4",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
<span className="pointer-events-none absolute left-2 flex size-3.5 items-center justify-center">
|
||||
<MenubarPrimitive.ItemIndicator>
|
||||
<CircleIcon className="size-2 fill-current" />
|
||||
</MenubarPrimitive.ItemIndicator>
|
||||
</span>
|
||||
{children}
|
||||
</MenubarPrimitive.RadioItem>
|
||||
)
|
||||
}
|
||||
|
||||
function MenubarLabel({
|
||||
className,
|
||||
inset,
|
||||
...props
|
||||
}: React.ComponentProps<typeof MenubarPrimitive.Label> & {
|
||||
inset?: boolean
|
||||
}) {
|
||||
return (
|
||||
<MenubarPrimitive.Label
|
||||
data-slot="menubar-label"
|
||||
data-inset={inset}
|
||||
className={cn(
|
||||
"px-2 py-1.5 text-sm font-medium data-[inset]:pl-8",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function MenubarSeparator({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof MenubarPrimitive.Separator>) {
|
||||
return (
|
||||
<MenubarPrimitive.Separator
|
||||
data-slot="menubar-separator"
|
||||
className={cn("bg-border -mx-1 my-1 h-px", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function MenubarShortcut({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<"span">) {
|
||||
return (
|
||||
<span
|
||||
data-slot="menubar-shortcut"
|
||||
className={cn(
|
||||
"text-muted-foreground ml-auto text-xs tracking-widest",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function MenubarSub({
|
||||
...props
|
||||
}: React.ComponentProps<typeof MenubarPrimitive.Sub>) {
|
||||
return <MenubarPrimitive.Sub data-slot="menubar-sub" {...props} />
|
||||
}
|
||||
|
||||
function MenubarSubTrigger({
|
||||
className,
|
||||
inset,
|
||||
children,
|
||||
...props
|
||||
}: React.ComponentProps<typeof MenubarPrimitive.SubTrigger> & {
|
||||
inset?: boolean
|
||||
}) {
|
||||
return (
|
||||
<MenubarPrimitive.SubTrigger
|
||||
data-slot="menubar-sub-trigger"
|
||||
data-inset={inset}
|
||||
className={cn(
|
||||
"focus:bg-accent focus:text-accent-foreground data-[state=open]:bg-accent data-[state=open]:text-accent-foreground flex cursor-default items-center rounded-sm px-2 py-1.5 text-sm outline-none select-none data-[inset]:pl-8",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
{children}
|
||||
<ChevronRightIcon className="ml-auto h-4 w-4" />
|
||||
</MenubarPrimitive.SubTrigger>
|
||||
)
|
||||
}
|
||||
|
||||
function MenubarSubContent({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof MenubarPrimitive.SubContent>) {
|
||||
return (
|
||||
<MenubarPrimitive.SubContent
|
||||
data-slot="menubar-sub-content"
|
||||
className={cn(
|
||||
"bg-popover text-popover-foreground data-[state=open]:animate-in data-[state=closed]:animate-out data-[state=closed]:fade-out-0 data-[state=open]:fade-in-0 data-[state=closed]:zoom-out-95 data-[state=open]:zoom-in-95 data-[side=bottom]:slide-in-from-top-2 data-[side=left]:slide-in-from-right-2 data-[side=right]:slide-in-from-left-2 data-[side=top]:slide-in-from-bottom-2 z-50 min-w-[8rem] origin-(--radix-menubar-content-transform-origin) overflow-hidden rounded-md border p-1 shadow-lg",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
export {
|
||||
Menubar,
|
||||
MenubarPortal,
|
||||
MenubarMenu,
|
||||
MenubarTrigger,
|
||||
MenubarContent,
|
||||
MenubarGroup,
|
||||
MenubarSeparator,
|
||||
MenubarLabel,
|
||||
MenubarItem,
|
||||
MenubarShortcut,
|
||||
MenubarCheckboxItem,
|
||||
MenubarRadioGroup,
|
||||
MenubarRadioItem,
|
||||
MenubarSub,
|
||||
MenubarSubTrigger,
|
||||
MenubarSubContent,
|
||||
}
|
||||
168
src/components/ui/navigation-menu.tsx
Executable file
168
src/components/ui/navigation-menu.tsx
Executable file
@@ -0,0 +1,168 @@
|
||||
import * as React from "react"
|
||||
import * as NavigationMenuPrimitive from "@radix-ui/react-navigation-menu"
|
||||
import { cva } from "class-variance-authority"
|
||||
import { ChevronDownIcon } from "lucide-react"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function NavigationMenu({
|
||||
className,
|
||||
children,
|
||||
viewport = true,
|
||||
...props
|
||||
}: React.ComponentProps<typeof NavigationMenuPrimitive.Root> & {
|
||||
viewport?: boolean
|
||||
}) {
|
||||
return (
|
||||
<NavigationMenuPrimitive.Root
|
||||
data-slot="navigation-menu"
|
||||
data-viewport={viewport}
|
||||
className={cn(
|
||||
"group/navigation-menu relative flex max-w-max flex-1 items-center justify-center",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
{children}
|
||||
{viewport && <NavigationMenuViewport />}
|
||||
</NavigationMenuPrimitive.Root>
|
||||
)
|
||||
}
|
||||
|
||||
function NavigationMenuList({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof NavigationMenuPrimitive.List>) {
|
||||
return (
|
||||
<NavigationMenuPrimitive.List
|
||||
data-slot="navigation-menu-list"
|
||||
className={cn(
|
||||
"group flex flex-1 list-none items-center justify-center gap-1",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function NavigationMenuItem({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof NavigationMenuPrimitive.Item>) {
|
||||
return (
|
||||
<NavigationMenuPrimitive.Item
|
||||
data-slot="navigation-menu-item"
|
||||
className={cn("relative", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
const navigationMenuTriggerStyle = cva(
|
||||
"group inline-flex h-9 w-max items-center justify-center rounded-md bg-background px-4 py-2 text-sm font-medium hover:bg-accent hover:text-accent-foreground focus:bg-accent focus:text-accent-foreground disabled:pointer-events-none disabled:opacity-50 data-[state=open]:hover:bg-accent data-[state=open]:text-accent-foreground data-[state=open]:focus:bg-accent data-[state=open]:bg-accent/50 focus-visible:ring-ring/50 outline-none transition-[color,box-shadow] focus-visible:ring-[3px] focus-visible:outline-1"
|
||||
)
|
||||
|
||||
function NavigationMenuTrigger({
|
||||
className,
|
||||
children,
|
||||
...props
|
||||
}: React.ComponentProps<typeof NavigationMenuPrimitive.Trigger>) {
|
||||
return (
|
||||
<NavigationMenuPrimitive.Trigger
|
||||
data-slot="navigation-menu-trigger"
|
||||
className={cn(navigationMenuTriggerStyle(), "group", className)}
|
||||
{...props}
|
||||
>
|
||||
{children}{" "}
|
||||
<ChevronDownIcon
|
||||
className="relative top-[1px] ml-1 size-3 transition duration-300 group-data-[state=open]:rotate-180"
|
||||
aria-hidden="true"
|
||||
/>
|
||||
</NavigationMenuPrimitive.Trigger>
|
||||
)
|
||||
}
|
||||
|
||||
function NavigationMenuContent({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof NavigationMenuPrimitive.Content>) {
|
||||
return (
|
||||
<NavigationMenuPrimitive.Content
|
||||
data-slot="navigation-menu-content"
|
||||
className={cn(
|
||||
"data-[motion^=from-]:animate-in data-[motion^=to-]:animate-out data-[motion^=from-]:fade-in data-[motion^=to-]:fade-out data-[motion=from-end]:slide-in-from-right-52 data-[motion=from-start]:slide-in-from-left-52 data-[motion=to-end]:slide-out-to-right-52 data-[motion=to-start]:slide-out-to-left-52 top-0 left-0 w-full p-2 pr-2.5 md:absolute md:w-auto",
|
||||
"group-data-[viewport=false]/navigation-menu:bg-popover group-data-[viewport=false]/navigation-menu:text-popover-foreground group-data-[viewport=false]/navigation-menu:data-[state=open]:animate-in group-data-[viewport=false]/navigation-menu:data-[state=closed]:animate-out group-data-[viewport=false]/navigation-menu:data-[state=closed]:zoom-out-95 group-data-[viewport=false]/navigation-menu:data-[state=open]:zoom-in-95 group-data-[viewport=false]/navigation-menu:data-[state=open]:fade-in-0 group-data-[viewport=false]/navigation-menu:data-[state=closed]:fade-out-0 group-data-[viewport=false]/navigation-menu:top-full group-data-[viewport=false]/navigation-menu:mt-1.5 group-data-[viewport=false]/navigation-menu:overflow-hidden group-data-[viewport=false]/navigation-menu:rounded-md group-data-[viewport=false]/navigation-menu:border group-data-[viewport=false]/navigation-menu:shadow group-data-[viewport=false]/navigation-menu:duration-200 **:data-[slot=navigation-menu-link]:focus:ring-0 **:data-[slot=navigation-menu-link]:focus:outline-none",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function NavigationMenuViewport({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof NavigationMenuPrimitive.Viewport>) {
|
||||
return (
|
||||
<div
|
||||
className={cn(
|
||||
"absolute top-full left-0 isolate z-50 flex justify-center"
|
||||
)}
|
||||
>
|
||||
<NavigationMenuPrimitive.Viewport
|
||||
data-slot="navigation-menu-viewport"
|
||||
className={cn(
|
||||
"origin-top-center bg-popover text-popover-foreground data-[state=open]:animate-in data-[state=closed]:animate-out data-[state=closed]:zoom-out-95 data-[state=open]:zoom-in-90 relative mt-1.5 h-[var(--radix-navigation-menu-viewport-height)] w-full overflow-hidden rounded-md border shadow md:w-[var(--radix-navigation-menu-viewport-width)]",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
</div>
|
||||
)
|
||||
}
|
||||
|
||||
function NavigationMenuLink({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof NavigationMenuPrimitive.Link>) {
|
||||
return (
|
||||
<NavigationMenuPrimitive.Link
|
||||
data-slot="navigation-menu-link"
|
||||
className={cn(
|
||||
"data-[active=true]:focus:bg-accent data-[active=true]:hover:bg-accent data-[active=true]:bg-accent/50 data-[active=true]:text-accent-foreground hover:bg-accent hover:text-accent-foreground focus:bg-accent focus:text-accent-foreground focus-visible:ring-ring/50 [&_svg:not([class*='text-'])]:text-muted-foreground flex flex-col gap-1 rounded-sm p-2 text-sm transition-all outline-none focus-visible:ring-[3px] focus-visible:outline-1 [&_svg:not([class*='size-'])]:size-4",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function NavigationMenuIndicator({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof NavigationMenuPrimitive.Indicator>) {
|
||||
return (
|
||||
<NavigationMenuPrimitive.Indicator
|
||||
data-slot="navigation-menu-indicator"
|
||||
className={cn(
|
||||
"data-[state=visible]:animate-in data-[state=hidden]:animate-out data-[state=hidden]:fade-out data-[state=visible]:fade-in top-full z-[1] flex h-1.5 items-end justify-center overflow-hidden",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
<div className="bg-border relative top-[60%] h-2 w-2 rotate-45 rounded-tl-sm shadow-md" />
|
||||
</NavigationMenuPrimitive.Indicator>
|
||||
)
|
||||
}
|
||||
|
||||
export {
|
||||
NavigationMenu,
|
||||
NavigationMenuList,
|
||||
NavigationMenuItem,
|
||||
NavigationMenuContent,
|
||||
NavigationMenuTrigger,
|
||||
NavigationMenuLink,
|
||||
NavigationMenuIndicator,
|
||||
NavigationMenuViewport,
|
||||
navigationMenuTriggerStyle,
|
||||
}
|
||||
127
src/components/ui/pagination.tsx
Executable file
127
src/components/ui/pagination.tsx
Executable file
@@ -0,0 +1,127 @@
|
||||
import * as React from "react"
|
||||
import {
|
||||
ChevronLeftIcon,
|
||||
ChevronRightIcon,
|
||||
MoreHorizontalIcon,
|
||||
} from "lucide-react"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
import { Button, buttonVariants } from "@/components/ui/button"
|
||||
|
||||
function Pagination({ className, ...props }: React.ComponentProps<"nav">) {
|
||||
return (
|
||||
<nav
|
||||
role="navigation"
|
||||
aria-label="pagination"
|
||||
data-slot="pagination"
|
||||
className={cn("mx-auto flex w-full justify-center", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function PaginationContent({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<"ul">) {
|
||||
return (
|
||||
<ul
|
||||
data-slot="pagination-content"
|
||||
className={cn("flex flex-row items-center gap-1", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function PaginationItem({ ...props }: React.ComponentProps<"li">) {
|
||||
return <li data-slot="pagination-item" {...props} />
|
||||
}
|
||||
|
||||
type PaginationLinkProps = {
|
||||
isActive?: boolean
|
||||
} & Pick<React.ComponentProps<typeof Button>, "size"> &
|
||||
React.ComponentProps<"a">
|
||||
|
||||
function PaginationLink({
|
||||
className,
|
||||
isActive,
|
||||
size = "icon",
|
||||
...props
|
||||
}: PaginationLinkProps) {
|
||||
return (
|
||||
<a
|
||||
aria-current={isActive ? "page" : undefined}
|
||||
data-slot="pagination-link"
|
||||
data-active={isActive}
|
||||
className={cn(
|
||||
buttonVariants({
|
||||
variant: isActive ? "outline" : "ghost",
|
||||
size,
|
||||
}),
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function PaginationPrevious({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof PaginationLink>) {
|
||||
return (
|
||||
<PaginationLink
|
||||
aria-label="Go to previous page"
|
||||
size="default"
|
||||
className={cn("gap-1 px-2.5 sm:pl-2.5", className)}
|
||||
{...props}
|
||||
>
|
||||
<ChevronLeftIcon />
|
||||
<span className="hidden sm:block">Previous</span>
|
||||
</PaginationLink>
|
||||
)
|
||||
}
|
||||
|
||||
function PaginationNext({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof PaginationLink>) {
|
||||
return (
|
||||
<PaginationLink
|
||||
aria-label="Go to next page"
|
||||
size="default"
|
||||
className={cn("gap-1 px-2.5 sm:pr-2.5", className)}
|
||||
{...props}
|
||||
>
|
||||
<span className="hidden sm:block">Next</span>
|
||||
<ChevronRightIcon />
|
||||
</PaginationLink>
|
||||
)
|
||||
}
|
||||
|
||||
function PaginationEllipsis({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<"span">) {
|
||||
return (
|
||||
<span
|
||||
aria-hidden
|
||||
data-slot="pagination-ellipsis"
|
||||
className={cn("flex size-9 items-center justify-center", className)}
|
||||
{...props}
|
||||
>
|
||||
<MoreHorizontalIcon className="size-4" />
|
||||
<span className="sr-only">More pages</span>
|
||||
</span>
|
||||
)
|
||||
}
|
||||
|
||||
export {
|
||||
Pagination,
|
||||
PaginationContent,
|
||||
PaginationLink,
|
||||
PaginationItem,
|
||||
PaginationPrevious,
|
||||
PaginationNext,
|
||||
PaginationEllipsis,
|
||||
}
|
||||
48
src/components/ui/popover.tsx
Executable file
48
src/components/ui/popover.tsx
Executable file
@@ -0,0 +1,48 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import * as PopoverPrimitive from "@radix-ui/react-popover"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function Popover({
|
||||
...props
|
||||
}: React.ComponentProps<typeof PopoverPrimitive.Root>) {
|
||||
return <PopoverPrimitive.Root data-slot="popover" {...props} />
|
||||
}
|
||||
|
||||
function PopoverTrigger({
|
||||
...props
|
||||
}: React.ComponentProps<typeof PopoverPrimitive.Trigger>) {
|
||||
return <PopoverPrimitive.Trigger data-slot="popover-trigger" {...props} />
|
||||
}
|
||||
|
||||
function PopoverContent({
|
||||
className,
|
||||
align = "center",
|
||||
sideOffset = 4,
|
||||
...props
|
||||
}: React.ComponentProps<typeof PopoverPrimitive.Content>) {
|
||||
return (
|
||||
<PopoverPrimitive.Portal>
|
||||
<PopoverPrimitive.Content
|
||||
data-slot="popover-content"
|
||||
align={align}
|
||||
sideOffset={sideOffset}
|
||||
className={cn(
|
||||
"bg-popover text-popover-foreground data-[state=open]:animate-in data-[state=closed]:animate-out data-[state=closed]:fade-out-0 data-[state=open]:fade-in-0 data-[state=closed]:zoom-out-95 data-[state=open]:zoom-in-95 data-[side=bottom]:slide-in-from-top-2 data-[side=left]:slide-in-from-right-2 data-[side=right]:slide-in-from-left-2 data-[side=top]:slide-in-from-bottom-2 z-50 w-72 origin-(--radix-popover-content-transform-origin) rounded-md border p-4 shadow-md outline-hidden",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
</PopoverPrimitive.Portal>
|
||||
)
|
||||
}
|
||||
|
||||
function PopoverAnchor({
|
||||
...props
|
||||
}: React.ComponentProps<typeof PopoverPrimitive.Anchor>) {
|
||||
return <PopoverPrimitive.Anchor data-slot="popover-anchor" {...props} />
|
||||
}
|
||||
|
||||
export { Popover, PopoverTrigger, PopoverContent, PopoverAnchor }
|
||||
31
src/components/ui/progress.tsx
Executable file
31
src/components/ui/progress.tsx
Executable file
@@ -0,0 +1,31 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import * as ProgressPrimitive from "@radix-ui/react-progress"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function Progress({
|
||||
className,
|
||||
value,
|
||||
...props
|
||||
}: React.ComponentProps<typeof ProgressPrimitive.Root>) {
|
||||
return (
|
||||
<ProgressPrimitive.Root
|
||||
data-slot="progress"
|
||||
className={cn(
|
||||
"bg-primary/20 relative h-2 w-full overflow-hidden rounded-full",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
<ProgressPrimitive.Indicator
|
||||
data-slot="progress-indicator"
|
||||
className="bg-primary h-full w-full flex-1 transition-all"
|
||||
style={{ transform: `translateX(-${100 - (value || 0)}%)` }}
|
||||
/>
|
||||
</ProgressPrimitive.Root>
|
||||
)
|
||||
}
|
||||
|
||||
export { Progress }
|
||||
45
src/components/ui/radio-group.tsx
Executable file
45
src/components/ui/radio-group.tsx
Executable file
@@ -0,0 +1,45 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import * as RadioGroupPrimitive from "@radix-ui/react-radio-group"
|
||||
import { CircleIcon } from "lucide-react"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function RadioGroup({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof RadioGroupPrimitive.Root>) {
|
||||
return (
|
||||
<RadioGroupPrimitive.Root
|
||||
data-slot="radio-group"
|
||||
className={cn("grid gap-3", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function RadioGroupItem({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof RadioGroupPrimitive.Item>) {
|
||||
return (
|
||||
<RadioGroupPrimitive.Item
|
||||
data-slot="radio-group-item"
|
||||
className={cn(
|
||||
"border-input text-primary focus-visible:border-ring focus-visible:ring-ring/50 aria-invalid:ring-destructive/20 dark:aria-invalid:ring-destructive/40 aria-invalid:border-destructive dark:bg-input/30 aspect-square size-4 shrink-0 rounded-full border shadow-xs transition-[color,box-shadow] outline-none focus-visible:ring-[3px] disabled:cursor-not-allowed disabled:opacity-50",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
<RadioGroupPrimitive.Indicator
|
||||
data-slot="radio-group-indicator"
|
||||
className="relative flex items-center justify-center"
|
||||
>
|
||||
<CircleIcon className="fill-primary absolute top-1/2 left-1/2 size-2 -translate-x-1/2 -translate-y-1/2" />
|
||||
</RadioGroupPrimitive.Indicator>
|
||||
</RadioGroupPrimitive.Item>
|
||||
)
|
||||
}
|
||||
|
||||
export { RadioGroup, RadioGroupItem }
|
||||
56
src/components/ui/resizable.tsx
Executable file
56
src/components/ui/resizable.tsx
Executable file
@@ -0,0 +1,56 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import { GripVerticalIcon } from "lucide-react"
|
||||
import * as ResizablePrimitive from "react-resizable-panels"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function ResizablePanelGroup({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof ResizablePrimitive.PanelGroup>) {
|
||||
return (
|
||||
<ResizablePrimitive.PanelGroup
|
||||
data-slot="resizable-panel-group"
|
||||
className={cn(
|
||||
"flex h-full w-full data-[panel-group-direction=vertical]:flex-col",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function ResizablePanel({
|
||||
...props
|
||||
}: React.ComponentProps<typeof ResizablePrimitive.Panel>) {
|
||||
return <ResizablePrimitive.Panel data-slot="resizable-panel" {...props} />
|
||||
}
|
||||
|
||||
function ResizableHandle({
|
||||
withHandle,
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof ResizablePrimitive.PanelResizeHandle> & {
|
||||
withHandle?: boolean
|
||||
}) {
|
||||
return (
|
||||
<ResizablePrimitive.PanelResizeHandle
|
||||
data-slot="resizable-handle"
|
||||
className={cn(
|
||||
"bg-border focus-visible:ring-ring relative flex w-px items-center justify-center after:absolute after:inset-y-0 after:left-1/2 after:w-1 after:-translate-x-1/2 focus-visible:ring-1 focus-visible:ring-offset-1 focus-visible:outline-hidden data-[panel-group-direction=vertical]:h-px data-[panel-group-direction=vertical]:w-full data-[panel-group-direction=vertical]:after:left-0 data-[panel-group-direction=vertical]:after:h-1 data-[panel-group-direction=vertical]:after:w-full data-[panel-group-direction=vertical]:after:translate-x-0 data-[panel-group-direction=vertical]:after:-translate-y-1/2 [&[data-panel-group-direction=vertical]>div]:rotate-90",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
{withHandle && (
|
||||
<div className="bg-border z-10 flex h-4 w-3 items-center justify-center rounded-xs border">
|
||||
<GripVerticalIcon className="size-2.5" />
|
||||
</div>
|
||||
)}
|
||||
</ResizablePrimitive.PanelResizeHandle>
|
||||
)
|
||||
}
|
||||
|
||||
export { ResizablePanelGroup, ResizablePanel, ResizableHandle }
|
||||
58
src/components/ui/scroll-area.tsx
Executable file
58
src/components/ui/scroll-area.tsx
Executable file
@@ -0,0 +1,58 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import * as ScrollAreaPrimitive from "@radix-ui/react-scroll-area"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function ScrollArea({
|
||||
className,
|
||||
children,
|
||||
...props
|
||||
}: React.ComponentProps<typeof ScrollAreaPrimitive.Root>) {
|
||||
return (
|
||||
<ScrollAreaPrimitive.Root
|
||||
data-slot="scroll-area"
|
||||
className={cn("relative", className)}
|
||||
{...props}
|
||||
>
|
||||
<ScrollAreaPrimitive.Viewport
|
||||
data-slot="scroll-area-viewport"
|
||||
className="focus-visible:ring-ring/50 size-full rounded-[inherit] transition-[color,box-shadow] outline-none focus-visible:ring-[3px] focus-visible:outline-1"
|
||||
>
|
||||
{children}
|
||||
</ScrollAreaPrimitive.Viewport>
|
||||
<ScrollBar />
|
||||
<ScrollAreaPrimitive.Corner />
|
||||
</ScrollAreaPrimitive.Root>
|
||||
)
|
||||
}
|
||||
|
||||
function ScrollBar({
|
||||
className,
|
||||
orientation = "vertical",
|
||||
...props
|
||||
}: React.ComponentProps<typeof ScrollAreaPrimitive.ScrollAreaScrollbar>) {
|
||||
return (
|
||||
<ScrollAreaPrimitive.ScrollAreaScrollbar
|
||||
data-slot="scroll-area-scrollbar"
|
||||
orientation={orientation}
|
||||
className={cn(
|
||||
"flex touch-none p-px transition-colors select-none",
|
||||
orientation === "vertical" &&
|
||||
"h-full w-2.5 border-l border-l-transparent",
|
||||
orientation === "horizontal" &&
|
||||
"h-2.5 flex-col border-t border-t-transparent",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
<ScrollAreaPrimitive.ScrollAreaThumb
|
||||
data-slot="scroll-area-thumb"
|
||||
className="bg-border relative flex-1 rounded-full"
|
||||
/>
|
||||
</ScrollAreaPrimitive.ScrollAreaScrollbar>
|
||||
)
|
||||
}
|
||||
|
||||
export { ScrollArea, ScrollBar }
|
||||
185
src/components/ui/select.tsx
Executable file
185
src/components/ui/select.tsx
Executable file
@@ -0,0 +1,185 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import * as SelectPrimitive from "@radix-ui/react-select"
|
||||
import { CheckIcon, ChevronDownIcon, ChevronUpIcon } from "lucide-react"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function Select({
|
||||
...props
|
||||
}: React.ComponentProps<typeof SelectPrimitive.Root>) {
|
||||
return <SelectPrimitive.Root data-slot="select" {...props} />
|
||||
}
|
||||
|
||||
function SelectGroup({
|
||||
...props
|
||||
}: React.ComponentProps<typeof SelectPrimitive.Group>) {
|
||||
return <SelectPrimitive.Group data-slot="select-group" {...props} />
|
||||
}
|
||||
|
||||
function SelectValue({
|
||||
...props
|
||||
}: React.ComponentProps<typeof SelectPrimitive.Value>) {
|
||||
return <SelectPrimitive.Value data-slot="select-value" {...props} />
|
||||
}
|
||||
|
||||
function SelectTrigger({
|
||||
className,
|
||||
size = "default",
|
||||
children,
|
||||
...props
|
||||
}: React.ComponentProps<typeof SelectPrimitive.Trigger> & {
|
||||
size?: "sm" | "default"
|
||||
}) {
|
||||
return (
|
||||
<SelectPrimitive.Trigger
|
||||
data-slot="select-trigger"
|
||||
data-size={size}
|
||||
className={cn(
|
||||
"border-input data-[placeholder]:text-muted-foreground [&_svg:not([class*='text-'])]:text-muted-foreground focus-visible:border-ring focus-visible:ring-ring/50 aria-invalid:ring-destructive/20 dark:aria-invalid:ring-destructive/40 aria-invalid:border-destructive dark:bg-input/30 dark:hover:bg-input/50 flex w-fit items-center justify-between gap-2 rounded-md border bg-transparent px-3 py-2 text-sm whitespace-nowrap shadow-xs transition-[color,box-shadow] outline-none focus-visible:ring-[3px] disabled:cursor-not-allowed disabled:opacity-50 data-[size=default]:h-9 data-[size=sm]:h-8 *:data-[slot=select-value]:line-clamp-1 *:data-[slot=select-value]:flex *:data-[slot=select-value]:items-center *:data-[slot=select-value]:gap-2 [&_svg]:pointer-events-none [&_svg]:shrink-0 [&_svg:not([class*='size-'])]:size-4",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
{children}
|
||||
<SelectPrimitive.Icon asChild>
|
||||
<ChevronDownIcon className="size-4 opacity-50" />
|
||||
</SelectPrimitive.Icon>
|
||||
</SelectPrimitive.Trigger>
|
||||
)
|
||||
}
|
||||
|
||||
function SelectContent({
|
||||
className,
|
||||
children,
|
||||
position = "popper",
|
||||
...props
|
||||
}: React.ComponentProps<typeof SelectPrimitive.Content>) {
|
||||
return (
|
||||
<SelectPrimitive.Portal>
|
||||
<SelectPrimitive.Content
|
||||
data-slot="select-content"
|
||||
className={cn(
|
||||
"bg-popover text-popover-foreground data-[state=open]:animate-in data-[state=closed]:animate-out data-[state=closed]:fade-out-0 data-[state=open]:fade-in-0 data-[state=closed]:zoom-out-95 data-[state=open]:zoom-in-95 data-[side=bottom]:slide-in-from-top-2 data-[side=left]:slide-in-from-right-2 data-[side=right]:slide-in-from-left-2 data-[side=top]:slide-in-from-bottom-2 relative z-50 max-h-(--radix-select-content-available-height) min-w-[8rem] origin-(--radix-select-content-transform-origin) overflow-x-hidden overflow-y-auto rounded-md border shadow-md",
|
||||
position === "popper" &&
|
||||
"data-[side=bottom]:translate-y-1 data-[side=left]:-translate-x-1 data-[side=right]:translate-x-1 data-[side=top]:-translate-y-1",
|
||||
className
|
||||
)}
|
||||
position={position}
|
||||
{...props}
|
||||
>
|
||||
<SelectScrollUpButton />
|
||||
<SelectPrimitive.Viewport
|
||||
className={cn(
|
||||
"p-1",
|
||||
position === "popper" &&
|
||||
"h-[var(--radix-select-trigger-height)] w-full min-w-[var(--radix-select-trigger-width)] scroll-my-1"
|
||||
)}
|
||||
>
|
||||
{children}
|
||||
</SelectPrimitive.Viewport>
|
||||
<SelectScrollDownButton />
|
||||
</SelectPrimitive.Content>
|
||||
</SelectPrimitive.Portal>
|
||||
)
|
||||
}
|
||||
|
||||
function SelectLabel({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof SelectPrimitive.Label>) {
|
||||
return (
|
||||
<SelectPrimitive.Label
|
||||
data-slot="select-label"
|
||||
className={cn("text-muted-foreground px-2 py-1.5 text-xs", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function SelectItem({
|
||||
className,
|
||||
children,
|
||||
...props
|
||||
}: React.ComponentProps<typeof SelectPrimitive.Item>) {
|
||||
return (
|
||||
<SelectPrimitive.Item
|
||||
data-slot="select-item"
|
||||
className={cn(
|
||||
"focus:bg-accent focus:text-accent-foreground [&_svg:not([class*='text-'])]:text-muted-foreground relative flex w-full cursor-default items-center gap-2 rounded-sm py-1.5 pr-8 pl-2 text-sm outline-hidden select-none data-[disabled]:pointer-events-none data-[disabled]:opacity-50 [&_svg]:pointer-events-none [&_svg]:shrink-0 [&_svg:not([class*='size-'])]:size-4 *:[span]:last:flex *:[span]:last:items-center *:[span]:last:gap-2",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
<span className="absolute right-2 flex size-3.5 items-center justify-center">
|
||||
<SelectPrimitive.ItemIndicator>
|
||||
<CheckIcon className="size-4" />
|
||||
</SelectPrimitive.ItemIndicator>
|
||||
</span>
|
||||
<SelectPrimitive.ItemText>{children}</SelectPrimitive.ItemText>
|
||||
</SelectPrimitive.Item>
|
||||
)
|
||||
}
|
||||
|
||||
function SelectSeparator({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof SelectPrimitive.Separator>) {
|
||||
return (
|
||||
<SelectPrimitive.Separator
|
||||
data-slot="select-separator"
|
||||
className={cn("bg-border pointer-events-none -mx-1 my-1 h-px", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function SelectScrollUpButton({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof SelectPrimitive.ScrollUpButton>) {
|
||||
return (
|
||||
<SelectPrimitive.ScrollUpButton
|
||||
data-slot="select-scroll-up-button"
|
||||
className={cn(
|
||||
"flex cursor-default items-center justify-center py-1",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
<ChevronUpIcon className="size-4" />
|
||||
</SelectPrimitive.ScrollUpButton>
|
||||
)
|
||||
}
|
||||
|
||||
function SelectScrollDownButton({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof SelectPrimitive.ScrollDownButton>) {
|
||||
return (
|
||||
<SelectPrimitive.ScrollDownButton
|
||||
data-slot="select-scroll-down-button"
|
||||
className={cn(
|
||||
"flex cursor-default items-center justify-center py-1",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
<ChevronDownIcon className="size-4" />
|
||||
</SelectPrimitive.ScrollDownButton>
|
||||
)
|
||||
}
|
||||
|
||||
export {
|
||||
Select,
|
||||
SelectContent,
|
||||
SelectGroup,
|
||||
SelectItem,
|
||||
SelectLabel,
|
||||
SelectScrollDownButton,
|
||||
SelectScrollUpButton,
|
||||
SelectSeparator,
|
||||
SelectTrigger,
|
||||
SelectValue,
|
||||
}
|
||||
28
src/components/ui/separator.tsx
Executable file
28
src/components/ui/separator.tsx
Executable file
@@ -0,0 +1,28 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import * as SeparatorPrimitive from "@radix-ui/react-separator"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function Separator({
|
||||
className,
|
||||
orientation = "horizontal",
|
||||
decorative = true,
|
||||
...props
|
||||
}: React.ComponentProps<typeof SeparatorPrimitive.Root>) {
|
||||
return (
|
||||
<SeparatorPrimitive.Root
|
||||
data-slot="separator"
|
||||
decorative={decorative}
|
||||
orientation={orientation}
|
||||
className={cn(
|
||||
"bg-border shrink-0 data-[orientation=horizontal]:h-px data-[orientation=horizontal]:w-full data-[orientation=vertical]:h-full data-[orientation=vertical]:w-px",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
export { Separator }
|
||||
139
src/components/ui/sheet.tsx
Executable file
139
src/components/ui/sheet.tsx
Executable file
@@ -0,0 +1,139 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import * as SheetPrimitive from "@radix-ui/react-dialog"
|
||||
import { XIcon } from "lucide-react"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function Sheet({ ...props }: React.ComponentProps<typeof SheetPrimitive.Root>) {
|
||||
return <SheetPrimitive.Root data-slot="sheet" {...props} />
|
||||
}
|
||||
|
||||
function SheetTrigger({
|
||||
...props
|
||||
}: React.ComponentProps<typeof SheetPrimitive.Trigger>) {
|
||||
return <SheetPrimitive.Trigger data-slot="sheet-trigger" {...props} />
|
||||
}
|
||||
|
||||
function SheetClose({
|
||||
...props
|
||||
}: React.ComponentProps<typeof SheetPrimitive.Close>) {
|
||||
return <SheetPrimitive.Close data-slot="sheet-close" {...props} />
|
||||
}
|
||||
|
||||
function SheetPortal({
|
||||
...props
|
||||
}: React.ComponentProps<typeof SheetPrimitive.Portal>) {
|
||||
return <SheetPrimitive.Portal data-slot="sheet-portal" {...props} />
|
||||
}
|
||||
|
||||
function SheetOverlay({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof SheetPrimitive.Overlay>) {
|
||||
return (
|
||||
<SheetPrimitive.Overlay
|
||||
data-slot="sheet-overlay"
|
||||
className={cn(
|
||||
"data-[state=open]:animate-in data-[state=closed]:animate-out data-[state=closed]:fade-out-0 data-[state=open]:fade-in-0 fixed inset-0 z-50 bg-black/50",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function SheetContent({
|
||||
className,
|
||||
children,
|
||||
side = "right",
|
||||
...props
|
||||
}: React.ComponentProps<typeof SheetPrimitive.Content> & {
|
||||
side?: "top" | "right" | "bottom" | "left"
|
||||
}) {
|
||||
return (
|
||||
<SheetPortal>
|
||||
<SheetOverlay />
|
||||
<SheetPrimitive.Content
|
||||
data-slot="sheet-content"
|
||||
className={cn(
|
||||
"bg-background data-[state=open]:animate-in data-[state=closed]:animate-out fixed z-50 flex flex-col gap-4 shadow-lg transition ease-in-out data-[state=closed]:duration-300 data-[state=open]:duration-500",
|
||||
side === "right" &&
|
||||
"data-[state=closed]:slide-out-to-right data-[state=open]:slide-in-from-right inset-y-0 right-0 h-full w-3/4 border-l sm:max-w-sm",
|
||||
side === "left" &&
|
||||
"data-[state=closed]:slide-out-to-left data-[state=open]:slide-in-from-left inset-y-0 left-0 h-full w-3/4 border-r sm:max-w-sm",
|
||||
side === "top" &&
|
||||
"data-[state=closed]:slide-out-to-top data-[state=open]:slide-in-from-top inset-x-0 top-0 h-auto border-b",
|
||||
side === "bottom" &&
|
||||
"data-[state=closed]:slide-out-to-bottom data-[state=open]:slide-in-from-bottom inset-x-0 bottom-0 h-auto border-t",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
{children}
|
||||
<SheetPrimitive.Close className="ring-offset-background focus:ring-ring data-[state=open]:bg-secondary absolute top-4 right-4 rounded-xs opacity-70 transition-opacity hover:opacity-100 focus:ring-2 focus:ring-offset-2 focus:outline-hidden disabled:pointer-events-none">
|
||||
<XIcon className="size-4" />
|
||||
<span className="sr-only">Close</span>
|
||||
</SheetPrimitive.Close>
|
||||
</SheetPrimitive.Content>
|
||||
</SheetPortal>
|
||||
)
|
||||
}
|
||||
|
||||
function SheetHeader({ className, ...props }: React.ComponentProps<"div">) {
|
||||
return (
|
||||
<div
|
||||
data-slot="sheet-header"
|
||||
className={cn("flex flex-col gap-1.5 p-4", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function SheetFooter({ className, ...props }: React.ComponentProps<"div">) {
|
||||
return (
|
||||
<div
|
||||
data-slot="sheet-footer"
|
||||
className={cn("mt-auto flex flex-col gap-2 p-4", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function SheetTitle({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof SheetPrimitive.Title>) {
|
||||
return (
|
||||
<SheetPrimitive.Title
|
||||
data-slot="sheet-title"
|
||||
className={cn("text-foreground font-semibold", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function SheetDescription({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof SheetPrimitive.Description>) {
|
||||
return (
|
||||
<SheetPrimitive.Description
|
||||
data-slot="sheet-description"
|
||||
className={cn("text-muted-foreground text-sm", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
export {
|
||||
Sheet,
|
||||
SheetTrigger,
|
||||
SheetClose,
|
||||
SheetContent,
|
||||
SheetHeader,
|
||||
SheetFooter,
|
||||
SheetTitle,
|
||||
SheetDescription,
|
||||
}
|
||||
726
src/components/ui/sidebar.tsx
Executable file
726
src/components/ui/sidebar.tsx
Executable file
@@ -0,0 +1,726 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import { Slot } from "@radix-ui/react-slot"
|
||||
import { cva, VariantProps } from "class-variance-authority"
|
||||
import { PanelLeftIcon } from "lucide-react"
|
||||
|
||||
import { useIsMobile } from "@/hooks/use-mobile"
|
||||
import { cn } from "@/lib/utils"
|
||||
import { Button } from "@/components/ui/button"
|
||||
import { Input } from "@/components/ui/input"
|
||||
import { Separator } from "@/components/ui/separator"
|
||||
import {
|
||||
Sheet,
|
||||
SheetContent,
|
||||
SheetDescription,
|
||||
SheetHeader,
|
||||
SheetTitle,
|
||||
} from "@/components/ui/sheet"
|
||||
import { Skeleton } from "@/components/ui/skeleton"
|
||||
import {
|
||||
Tooltip,
|
||||
TooltipContent,
|
||||
TooltipProvider,
|
||||
TooltipTrigger,
|
||||
} from "@/components/ui/tooltip"
|
||||
|
||||
const SIDEBAR_COOKIE_NAME = "sidebar_state"
|
||||
const SIDEBAR_COOKIE_MAX_AGE = 60 * 60 * 24 * 7
|
||||
const SIDEBAR_WIDTH = "16rem"
|
||||
const SIDEBAR_WIDTH_MOBILE = "18rem"
|
||||
const SIDEBAR_WIDTH_ICON = "3rem"
|
||||
const SIDEBAR_KEYBOARD_SHORTCUT = "b"
|
||||
|
||||
type SidebarContextProps = {
|
||||
state: "expanded" | "collapsed"
|
||||
open: boolean
|
||||
setOpen: (open: boolean) => void
|
||||
openMobile: boolean
|
||||
setOpenMobile: (open: boolean) => void
|
||||
isMobile: boolean
|
||||
toggleSidebar: () => void
|
||||
}
|
||||
|
||||
const SidebarContext = React.createContext<SidebarContextProps | null>(null)
|
||||
|
||||
function useSidebar() {
|
||||
const context = React.useContext(SidebarContext)
|
||||
if (!context) {
|
||||
throw new Error("useSidebar must be used within a SidebarProvider.")
|
||||
}
|
||||
|
||||
return context
|
||||
}
|
||||
|
||||
function SidebarProvider({
|
||||
defaultOpen = true,
|
||||
open: openProp,
|
||||
onOpenChange: setOpenProp,
|
||||
className,
|
||||
style,
|
||||
children,
|
||||
...props
|
||||
}: React.ComponentProps<"div"> & {
|
||||
defaultOpen?: boolean
|
||||
open?: boolean
|
||||
onOpenChange?: (open: boolean) => void
|
||||
}) {
|
||||
const isMobile = useIsMobile()
|
||||
const [openMobile, setOpenMobile] = React.useState(false)
|
||||
|
||||
// This is the internal state of the sidebar.
|
||||
// We use openProp and setOpenProp for control from outside the component.
|
||||
const [_open, _setOpen] = React.useState(defaultOpen)
|
||||
const open = openProp ?? _open
|
||||
const setOpen = React.useCallback(
|
||||
(value: boolean | ((value: boolean) => boolean)) => {
|
||||
const openState = typeof value === "function" ? value(open) : value
|
||||
if (setOpenProp) {
|
||||
setOpenProp(openState)
|
||||
} else {
|
||||
_setOpen(openState)
|
||||
}
|
||||
|
||||
// This sets the cookie to keep the sidebar state.
|
||||
document.cookie = `${SIDEBAR_COOKIE_NAME}=${openState}; path=/; max-age=${SIDEBAR_COOKIE_MAX_AGE}`
|
||||
},
|
||||
[setOpenProp, open]
|
||||
)
|
||||
|
||||
// Helper to toggle the sidebar.
|
||||
const toggleSidebar = React.useCallback(() => {
|
||||
return isMobile ? setOpenMobile((open) => !open) : setOpen((open) => !open)
|
||||
}, [isMobile, setOpen, setOpenMobile])
|
||||
|
||||
// Adds a keyboard shortcut to toggle the sidebar.
|
||||
React.useEffect(() => {
|
||||
const handleKeyDown = (event: KeyboardEvent) => {
|
||||
if (
|
||||
event.key === SIDEBAR_KEYBOARD_SHORTCUT &&
|
||||
(event.metaKey || event.ctrlKey)
|
||||
) {
|
||||
event.preventDefault()
|
||||
toggleSidebar()
|
||||
}
|
||||
}
|
||||
|
||||
window.addEventListener("keydown", handleKeyDown)
|
||||
return () => window.removeEventListener("keydown", handleKeyDown)
|
||||
}, [toggleSidebar])
|
||||
|
||||
// We add a state so that we can do data-state="expanded" or "collapsed".
|
||||
// This makes it easier to style the sidebar with Tailwind classes.
|
||||
const state = open ? "expanded" : "collapsed"
|
||||
|
||||
const contextValue = React.useMemo<SidebarContextProps>(
|
||||
() => ({
|
||||
state,
|
||||
open,
|
||||
setOpen,
|
||||
isMobile,
|
||||
openMobile,
|
||||
setOpenMobile,
|
||||
toggleSidebar,
|
||||
}),
|
||||
[state, open, setOpen, isMobile, openMobile, setOpenMobile, toggleSidebar]
|
||||
)
|
||||
|
||||
return (
|
||||
<SidebarContext.Provider value={contextValue}>
|
||||
<TooltipProvider delayDuration={0}>
|
||||
<div
|
||||
data-slot="sidebar-wrapper"
|
||||
style={
|
||||
{
|
||||
"--sidebar-width": SIDEBAR_WIDTH,
|
||||
"--sidebar-width-icon": SIDEBAR_WIDTH_ICON,
|
||||
...style,
|
||||
} as React.CSSProperties
|
||||
}
|
||||
className={cn(
|
||||
"group/sidebar-wrapper has-data-[variant=inset]:bg-sidebar flex min-h-svh w-full",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
{children}
|
||||
</div>
|
||||
</TooltipProvider>
|
||||
</SidebarContext.Provider>
|
||||
)
|
||||
}
|
||||
|
||||
function Sidebar({
|
||||
side = "left",
|
||||
variant = "sidebar",
|
||||
collapsible = "offcanvas",
|
||||
className,
|
||||
children,
|
||||
...props
|
||||
}: React.ComponentProps<"div"> & {
|
||||
side?: "left" | "right"
|
||||
variant?: "sidebar" | "floating" | "inset"
|
||||
collapsible?: "offcanvas" | "icon" | "none"
|
||||
}) {
|
||||
const { isMobile, state, openMobile, setOpenMobile } = useSidebar()
|
||||
|
||||
if (collapsible === "none") {
|
||||
return (
|
||||
<div
|
||||
data-slot="sidebar"
|
||||
className={cn(
|
||||
"bg-sidebar text-sidebar-foreground flex h-full w-(--sidebar-width) flex-col",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
{children}
|
||||
</div>
|
||||
)
|
||||
}
|
||||
|
||||
if (isMobile) {
|
||||
return (
|
||||
<Sheet open={openMobile} onOpenChange={setOpenMobile} {...props}>
|
||||
<SheetContent
|
||||
data-sidebar="sidebar"
|
||||
data-slot="sidebar"
|
||||
data-mobile="true"
|
||||
className="bg-sidebar text-sidebar-foreground w-(--sidebar-width) p-0 [&>button]:hidden"
|
||||
style={
|
||||
{
|
||||
"--sidebar-width": SIDEBAR_WIDTH_MOBILE,
|
||||
} as React.CSSProperties
|
||||
}
|
||||
side={side}
|
||||
>
|
||||
<SheetHeader className="sr-only">
|
||||
<SheetTitle>Sidebar</SheetTitle>
|
||||
<SheetDescription>Displays the mobile sidebar.</SheetDescription>
|
||||
</SheetHeader>
|
||||
<div className="flex h-full w-full flex-col">{children}</div>
|
||||
</SheetContent>
|
||||
</Sheet>
|
||||
)
|
||||
}
|
||||
|
||||
return (
|
||||
<div
|
||||
className="group peer text-sidebar-foreground hidden md:block"
|
||||
data-state={state}
|
||||
data-collapsible={state === "collapsed" ? collapsible : ""}
|
||||
data-variant={variant}
|
||||
data-side={side}
|
||||
data-slot="sidebar"
|
||||
>
|
||||
{/* This is what handles the sidebar gap on desktop */}
|
||||
<div
|
||||
data-slot="sidebar-gap"
|
||||
className={cn(
|
||||
"relative w-(--sidebar-width) bg-transparent transition-[width] duration-200 ease-linear",
|
||||
"group-data-[collapsible=offcanvas]:w-0",
|
||||
"group-data-[side=right]:rotate-180",
|
||||
variant === "floating" || variant === "inset"
|
||||
? "group-data-[collapsible=icon]:w-[calc(var(--sidebar-width-icon)+(--spacing(4)))]"
|
||||
: "group-data-[collapsible=icon]:w-(--sidebar-width-icon)"
|
||||
)}
|
||||
/>
|
||||
<div
|
||||
data-slot="sidebar-container"
|
||||
className={cn(
|
||||
"fixed inset-y-0 z-10 hidden h-svh w-(--sidebar-width) transition-[left,right,width] duration-200 ease-linear md:flex",
|
||||
side === "left"
|
||||
? "left-0 group-data-[collapsible=offcanvas]:left-[calc(var(--sidebar-width)*-1)]"
|
||||
: "right-0 group-data-[collapsible=offcanvas]:right-[calc(var(--sidebar-width)*-1)]",
|
||||
// Adjust the padding for floating and inset variants.
|
||||
variant === "floating" || variant === "inset"
|
||||
? "p-2 group-data-[collapsible=icon]:w-[calc(var(--sidebar-width-icon)+(--spacing(4))+2px)]"
|
||||
: "group-data-[collapsible=icon]:w-(--sidebar-width-icon) group-data-[side=left]:border-r group-data-[side=right]:border-l",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
<div
|
||||
data-sidebar="sidebar"
|
||||
data-slot="sidebar-inner"
|
||||
className="bg-sidebar group-data-[variant=floating]:border-sidebar-border flex h-full w-full flex-col group-data-[variant=floating]:rounded-lg group-data-[variant=floating]:border group-data-[variant=floating]:shadow-sm"
|
||||
>
|
||||
{children}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
)
|
||||
}
|
||||
|
||||
function SidebarTrigger({
|
||||
className,
|
||||
onClick,
|
||||
...props
|
||||
}: React.ComponentProps<typeof Button>) {
|
||||
const { toggleSidebar } = useSidebar()
|
||||
|
||||
return (
|
||||
<Button
|
||||
data-sidebar="trigger"
|
||||
data-slot="sidebar-trigger"
|
||||
variant="ghost"
|
||||
size="icon"
|
||||
className={cn("size-7", className)}
|
||||
onClick={(event) => {
|
||||
onClick?.(event)
|
||||
toggleSidebar()
|
||||
}}
|
||||
{...props}
|
||||
>
|
||||
<PanelLeftIcon />
|
||||
<span className="sr-only">Toggle Sidebar</span>
|
||||
</Button>
|
||||
)
|
||||
}
|
||||
|
||||
function SidebarRail({ className, ...props }: React.ComponentProps<"button">) {
|
||||
const { toggleSidebar } = useSidebar()
|
||||
|
||||
return (
|
||||
<button
|
||||
data-sidebar="rail"
|
||||
data-slot="sidebar-rail"
|
||||
aria-label="Toggle Sidebar"
|
||||
tabIndex={-1}
|
||||
onClick={toggleSidebar}
|
||||
title="Toggle Sidebar"
|
||||
className={cn(
|
||||
"hover:after:bg-sidebar-border absolute inset-y-0 z-20 hidden w-4 -translate-x-1/2 transition-all ease-linear group-data-[side=left]:-right-4 group-data-[side=right]:left-0 after:absolute after:inset-y-0 after:left-1/2 after:w-[2px] sm:flex",
|
||||
"in-data-[side=left]:cursor-w-resize in-data-[side=right]:cursor-e-resize",
|
||||
"[[data-side=left][data-state=collapsed]_&]:cursor-e-resize [[data-side=right][data-state=collapsed]_&]:cursor-w-resize",
|
||||
"hover:group-data-[collapsible=offcanvas]:bg-sidebar group-data-[collapsible=offcanvas]:translate-x-0 group-data-[collapsible=offcanvas]:after:left-full",
|
||||
"[[data-side=left][data-collapsible=offcanvas]_&]:-right-2",
|
||||
"[[data-side=right][data-collapsible=offcanvas]_&]:-left-2",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function SidebarInset({ className, ...props }: React.ComponentProps<"main">) {
|
||||
return (
|
||||
<main
|
||||
data-slot="sidebar-inset"
|
||||
className={cn(
|
||||
"bg-background relative flex w-full flex-1 flex-col",
|
||||
"md:peer-data-[variant=inset]:m-2 md:peer-data-[variant=inset]:ml-0 md:peer-data-[variant=inset]:rounded-xl md:peer-data-[variant=inset]:shadow-sm md:peer-data-[variant=inset]:peer-data-[state=collapsed]:ml-2",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function SidebarInput({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof Input>) {
|
||||
return (
|
||||
<Input
|
||||
data-slot="sidebar-input"
|
||||
data-sidebar="input"
|
||||
className={cn("bg-background h-8 w-full shadow-none", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function SidebarHeader({ className, ...props }: React.ComponentProps<"div">) {
|
||||
return (
|
||||
<div
|
||||
data-slot="sidebar-header"
|
||||
data-sidebar="header"
|
||||
className={cn("flex flex-col gap-2 p-2", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function SidebarFooter({ className, ...props }: React.ComponentProps<"div">) {
|
||||
return (
|
||||
<div
|
||||
data-slot="sidebar-footer"
|
||||
data-sidebar="footer"
|
||||
className={cn("flex flex-col gap-2 p-2", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function SidebarSeparator({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof Separator>) {
|
||||
return (
|
||||
<Separator
|
||||
data-slot="sidebar-separator"
|
||||
data-sidebar="separator"
|
||||
className={cn("bg-sidebar-border mx-2 w-auto", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function SidebarContent({ className, ...props }: React.ComponentProps<"div">) {
|
||||
return (
|
||||
<div
|
||||
data-slot="sidebar-content"
|
||||
data-sidebar="content"
|
||||
className={cn(
|
||||
"flex min-h-0 flex-1 flex-col gap-2 overflow-auto group-data-[collapsible=icon]:overflow-hidden",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function SidebarGroup({ className, ...props }: React.ComponentProps<"div">) {
|
||||
return (
|
||||
<div
|
||||
data-slot="sidebar-group"
|
||||
data-sidebar="group"
|
||||
className={cn("relative flex w-full min-w-0 flex-col p-2", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function SidebarGroupLabel({
|
||||
className,
|
||||
asChild = false,
|
||||
...props
|
||||
}: React.ComponentProps<"div"> & { asChild?: boolean }) {
|
||||
const Comp = asChild ? Slot : "div"
|
||||
|
||||
return (
|
||||
<Comp
|
||||
data-slot="sidebar-group-label"
|
||||
data-sidebar="group-label"
|
||||
className={cn(
|
||||
"text-sidebar-foreground/70 ring-sidebar-ring flex h-8 shrink-0 items-center rounded-md px-2 text-xs font-medium outline-hidden transition-[margin,opacity] duration-200 ease-linear focus-visible:ring-2 [&>svg]:size-4 [&>svg]:shrink-0",
|
||||
"group-data-[collapsible=icon]:-mt-8 group-data-[collapsible=icon]:opacity-0",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function SidebarGroupAction({
|
||||
className,
|
||||
asChild = false,
|
||||
...props
|
||||
}: React.ComponentProps<"button"> & { asChild?: boolean }) {
|
||||
const Comp = asChild ? Slot : "button"
|
||||
|
||||
return (
|
||||
<Comp
|
||||
data-slot="sidebar-group-action"
|
||||
data-sidebar="group-action"
|
||||
className={cn(
|
||||
"text-sidebar-foreground ring-sidebar-ring hover:bg-sidebar-accent hover:text-sidebar-accent-foreground absolute top-3.5 right-3 flex aspect-square w-5 items-center justify-center rounded-md p-0 outline-hidden transition-transform focus-visible:ring-2 [&>svg]:size-4 [&>svg]:shrink-0",
|
||||
// Increases the hit area of the button on mobile.
|
||||
"after:absolute after:-inset-2 md:after:hidden",
|
||||
"group-data-[collapsible=icon]:hidden",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function SidebarGroupContent({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<"div">) {
|
||||
return (
|
||||
<div
|
||||
data-slot="sidebar-group-content"
|
||||
data-sidebar="group-content"
|
||||
className={cn("w-full text-sm", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function SidebarMenu({ className, ...props }: React.ComponentProps<"ul">) {
|
||||
return (
|
||||
<ul
|
||||
data-slot="sidebar-menu"
|
||||
data-sidebar="menu"
|
||||
className={cn("flex w-full min-w-0 flex-col gap-1", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function SidebarMenuItem({ className, ...props }: React.ComponentProps<"li">) {
|
||||
return (
|
||||
<li
|
||||
data-slot="sidebar-menu-item"
|
||||
data-sidebar="menu-item"
|
||||
className={cn("group/menu-item relative", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
const sidebarMenuButtonVariants = cva(
|
||||
"peer/menu-button flex w-full items-center gap-2 overflow-hidden rounded-md p-2 text-left text-sm outline-hidden ring-sidebar-ring transition-[width,height,padding] hover:bg-sidebar-accent hover:text-sidebar-accent-foreground focus-visible:ring-2 active:bg-sidebar-accent active:text-sidebar-accent-foreground disabled:pointer-events-none disabled:opacity-50 group-has-data-[sidebar=menu-action]/menu-item:pr-8 aria-disabled:pointer-events-none aria-disabled:opacity-50 data-[active=true]:bg-sidebar-accent data-[active=true]:font-medium data-[active=true]:text-sidebar-accent-foreground data-[state=open]:hover:bg-sidebar-accent data-[state=open]:hover:text-sidebar-accent-foreground group-data-[collapsible=icon]:size-8! group-data-[collapsible=icon]:p-2! [&>span:last-child]:truncate [&>svg]:size-4 [&>svg]:shrink-0",
|
||||
{
|
||||
variants: {
|
||||
variant: {
|
||||
default: "hover:bg-sidebar-accent hover:text-sidebar-accent-foreground",
|
||||
outline:
|
||||
"bg-background shadow-[0_0_0_1px_hsl(var(--sidebar-border))] hover:bg-sidebar-accent hover:text-sidebar-accent-foreground hover:shadow-[0_0_0_1px_hsl(var(--sidebar-accent))]",
|
||||
},
|
||||
size: {
|
||||
default: "h-8 text-sm",
|
||||
sm: "h-7 text-xs",
|
||||
lg: "h-12 text-sm group-data-[collapsible=icon]:p-0!",
|
||||
},
|
||||
},
|
||||
defaultVariants: {
|
||||
variant: "default",
|
||||
size: "default",
|
||||
},
|
||||
}
|
||||
)
|
||||
|
||||
function SidebarMenuButton({
|
||||
asChild = false,
|
||||
isActive = false,
|
||||
variant = "default",
|
||||
size = "default",
|
||||
tooltip,
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<"button"> & {
|
||||
asChild?: boolean
|
||||
isActive?: boolean
|
||||
tooltip?: string | React.ComponentProps<typeof TooltipContent>
|
||||
} & VariantProps<typeof sidebarMenuButtonVariants>) {
|
||||
const Comp = asChild ? Slot : "button"
|
||||
const { isMobile, state } = useSidebar()
|
||||
|
||||
const button = (
|
||||
<Comp
|
||||
data-slot="sidebar-menu-button"
|
||||
data-sidebar="menu-button"
|
||||
data-size={size}
|
||||
data-active={isActive}
|
||||
className={cn(sidebarMenuButtonVariants({ variant, size }), className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
|
||||
if (!tooltip) {
|
||||
return button
|
||||
}
|
||||
|
||||
if (typeof tooltip === "string") {
|
||||
tooltip = {
|
||||
children: tooltip,
|
||||
}
|
||||
}
|
||||
|
||||
return (
|
||||
<Tooltip>
|
||||
<TooltipTrigger asChild>{button}</TooltipTrigger>
|
||||
<TooltipContent
|
||||
side="right"
|
||||
align="center"
|
||||
hidden={state !== "collapsed" || isMobile}
|
||||
{...tooltip}
|
||||
/>
|
||||
</Tooltip>
|
||||
)
|
||||
}
|
||||
|
||||
function SidebarMenuAction({
|
||||
className,
|
||||
asChild = false,
|
||||
showOnHover = false,
|
||||
...props
|
||||
}: React.ComponentProps<"button"> & {
|
||||
asChild?: boolean
|
||||
showOnHover?: boolean
|
||||
}) {
|
||||
const Comp = asChild ? Slot : "button"
|
||||
|
||||
return (
|
||||
<Comp
|
||||
data-slot="sidebar-menu-action"
|
||||
data-sidebar="menu-action"
|
||||
className={cn(
|
||||
"text-sidebar-foreground ring-sidebar-ring hover:bg-sidebar-accent hover:text-sidebar-accent-foreground peer-hover/menu-button:text-sidebar-accent-foreground absolute top-1.5 right-1 flex aspect-square w-5 items-center justify-center rounded-md p-0 outline-hidden transition-transform focus-visible:ring-2 [&>svg]:size-4 [&>svg]:shrink-0",
|
||||
// Increases the hit area of the button on mobile.
|
||||
"after:absolute after:-inset-2 md:after:hidden",
|
||||
"peer-data-[size=sm]/menu-button:top-1",
|
||||
"peer-data-[size=default]/menu-button:top-1.5",
|
||||
"peer-data-[size=lg]/menu-button:top-2.5",
|
||||
"group-data-[collapsible=icon]:hidden",
|
||||
showOnHover &&
|
||||
"peer-data-[active=true]/menu-button:text-sidebar-accent-foreground group-focus-within/menu-item:opacity-100 group-hover/menu-item:opacity-100 data-[state=open]:opacity-100 md:opacity-0",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function SidebarMenuBadge({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<"div">) {
|
||||
return (
|
||||
<div
|
||||
data-slot="sidebar-menu-badge"
|
||||
data-sidebar="menu-badge"
|
||||
className={cn(
|
||||
"text-sidebar-foreground pointer-events-none absolute right-1 flex h-5 min-w-5 items-center justify-center rounded-md px-1 text-xs font-medium tabular-nums select-none",
|
||||
"peer-hover/menu-button:text-sidebar-accent-foreground peer-data-[active=true]/menu-button:text-sidebar-accent-foreground",
|
||||
"peer-data-[size=sm]/menu-button:top-1",
|
||||
"peer-data-[size=default]/menu-button:top-1.5",
|
||||
"peer-data-[size=lg]/menu-button:top-2.5",
|
||||
"group-data-[collapsible=icon]:hidden",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function SidebarMenuSkeleton({
|
||||
className,
|
||||
showIcon = false,
|
||||
...props
|
||||
}: React.ComponentProps<"div"> & {
|
||||
showIcon?: boolean
|
||||
}) {
|
||||
// Random width between 50 to 90%.
|
||||
const width = React.useMemo(() => {
|
||||
return `${Math.floor(Math.random() * 40) + 50}%`
|
||||
}, [])
|
||||
|
||||
return (
|
||||
<div
|
||||
data-slot="sidebar-menu-skeleton"
|
||||
data-sidebar="menu-skeleton"
|
||||
className={cn("flex h-8 items-center gap-2 rounded-md px-2", className)}
|
||||
{...props}
|
||||
>
|
||||
{showIcon && (
|
||||
<Skeleton
|
||||
className="size-4 rounded-md"
|
||||
data-sidebar="menu-skeleton-icon"
|
||||
/>
|
||||
)}
|
||||
<Skeleton
|
||||
className="h-4 max-w-(--skeleton-width) flex-1"
|
||||
data-sidebar="menu-skeleton-text"
|
||||
style={
|
||||
{
|
||||
"--skeleton-width": width,
|
||||
} as React.CSSProperties
|
||||
}
|
||||
/>
|
||||
</div>
|
||||
)
|
||||
}
|
||||
|
||||
function SidebarMenuSub({ className, ...props }: React.ComponentProps<"ul">) {
|
||||
return (
|
||||
<ul
|
||||
data-slot="sidebar-menu-sub"
|
||||
data-sidebar="menu-sub"
|
||||
className={cn(
|
||||
"border-sidebar-border mx-3.5 flex min-w-0 translate-x-px flex-col gap-1 border-l px-2.5 py-0.5",
|
||||
"group-data-[collapsible=icon]:hidden",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function SidebarMenuSubItem({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<"li">) {
|
||||
return (
|
||||
<li
|
||||
data-slot="sidebar-menu-sub-item"
|
||||
data-sidebar="menu-sub-item"
|
||||
className={cn("group/menu-sub-item relative", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function SidebarMenuSubButton({
|
||||
asChild = false,
|
||||
size = "md",
|
||||
isActive = false,
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<"a"> & {
|
||||
asChild?: boolean
|
||||
size?: "sm" | "md"
|
||||
isActive?: boolean
|
||||
}) {
|
||||
const Comp = asChild ? Slot : "a"
|
||||
|
||||
return (
|
||||
<Comp
|
||||
data-slot="sidebar-menu-sub-button"
|
||||
data-sidebar="menu-sub-button"
|
||||
data-size={size}
|
||||
data-active={isActive}
|
||||
className={cn(
|
||||
"text-sidebar-foreground ring-sidebar-ring hover:bg-sidebar-accent hover:text-sidebar-accent-foreground active:bg-sidebar-accent active:text-sidebar-accent-foreground [&>svg]:text-sidebar-accent-foreground flex h-7 min-w-0 -translate-x-px items-center gap-2 overflow-hidden rounded-md px-2 outline-hidden focus-visible:ring-2 disabled:pointer-events-none disabled:opacity-50 aria-disabled:pointer-events-none aria-disabled:opacity-50 [&>span:last-child]:truncate [&>svg]:size-4 [&>svg]:shrink-0",
|
||||
"data-[active=true]:bg-sidebar-accent data-[active=true]:text-sidebar-accent-foreground",
|
||||
size === "sm" && "text-xs",
|
||||
size === "md" && "text-sm",
|
||||
"group-data-[collapsible=icon]:hidden",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
export {
|
||||
Sidebar,
|
||||
SidebarContent,
|
||||
SidebarFooter,
|
||||
SidebarGroup,
|
||||
SidebarGroupAction,
|
||||
SidebarGroupContent,
|
||||
SidebarGroupLabel,
|
||||
SidebarHeader,
|
||||
SidebarInput,
|
||||
SidebarInset,
|
||||
SidebarMenu,
|
||||
SidebarMenuAction,
|
||||
SidebarMenuBadge,
|
||||
SidebarMenuButton,
|
||||
SidebarMenuItem,
|
||||
SidebarMenuSkeleton,
|
||||
SidebarMenuSub,
|
||||
SidebarMenuSubButton,
|
||||
SidebarMenuSubItem,
|
||||
SidebarProvider,
|
||||
SidebarRail,
|
||||
SidebarSeparator,
|
||||
SidebarTrigger,
|
||||
useSidebar,
|
||||
}
|
||||
13
src/components/ui/skeleton.tsx
Executable file
13
src/components/ui/skeleton.tsx
Executable file
@@ -0,0 +1,13 @@
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function Skeleton({ className, ...props }: React.ComponentProps<"div">) {
|
||||
return (
|
||||
<div
|
||||
data-slot="skeleton"
|
||||
className={cn("bg-accent animate-pulse rounded-md", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
export { Skeleton }
|
||||
63
src/components/ui/slider.tsx
Executable file
63
src/components/ui/slider.tsx
Executable file
@@ -0,0 +1,63 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import * as SliderPrimitive from "@radix-ui/react-slider"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function Slider({
|
||||
className,
|
||||
defaultValue,
|
||||
value,
|
||||
min = 0,
|
||||
max = 100,
|
||||
...props
|
||||
}: React.ComponentProps<typeof SliderPrimitive.Root>) {
|
||||
const _values = React.useMemo(
|
||||
() =>
|
||||
Array.isArray(value)
|
||||
? value
|
||||
: Array.isArray(defaultValue)
|
||||
? defaultValue
|
||||
: [min, max],
|
||||
[value, defaultValue, min, max]
|
||||
)
|
||||
|
||||
return (
|
||||
<SliderPrimitive.Root
|
||||
data-slot="slider"
|
||||
defaultValue={defaultValue}
|
||||
value={value}
|
||||
min={min}
|
||||
max={max}
|
||||
className={cn(
|
||||
"relative flex w-full touch-none items-center select-none data-[disabled]:opacity-50 data-[orientation=vertical]:h-full data-[orientation=vertical]:min-h-44 data-[orientation=vertical]:w-auto data-[orientation=vertical]:flex-col",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
<SliderPrimitive.Track
|
||||
data-slot="slider-track"
|
||||
className={cn(
|
||||
"bg-muted relative grow overflow-hidden rounded-full data-[orientation=horizontal]:h-1.5 data-[orientation=horizontal]:w-full data-[orientation=vertical]:h-full data-[orientation=vertical]:w-1.5"
|
||||
)}
|
||||
>
|
||||
<SliderPrimitive.Range
|
||||
data-slot="slider-range"
|
||||
className={cn(
|
||||
"bg-primary absolute data-[orientation=horizontal]:h-full data-[orientation=vertical]:w-full"
|
||||
)}
|
||||
/>
|
||||
</SliderPrimitive.Track>
|
||||
{Array.from({ length: _values.length }, (_, index) => (
|
||||
<SliderPrimitive.Thumb
|
||||
data-slot="slider-thumb"
|
||||
key={index}
|
||||
className="border-primary bg-background ring-ring/50 block size-4 shrink-0 rounded-full border shadow-sm transition-[color,box-shadow] hover:ring-4 focus-visible:ring-4 focus-visible:outline-hidden disabled:pointer-events-none disabled:opacity-50"
|
||||
/>
|
||||
))}
|
||||
</SliderPrimitive.Root>
|
||||
)
|
||||
}
|
||||
|
||||
export { Slider }
|
||||
25
src/components/ui/sonner.tsx
Executable file
25
src/components/ui/sonner.tsx
Executable file
@@ -0,0 +1,25 @@
|
||||
"use client"
|
||||
|
||||
import { useTheme } from "next-themes"
|
||||
import { Toaster as Sonner, ToasterProps } from "sonner"
|
||||
|
||||
const Toaster = ({ ...props }: ToasterProps) => {
|
||||
const { theme = "system" } = useTheme()
|
||||
|
||||
return (
|
||||
<Sonner
|
||||
theme={theme as ToasterProps["theme"]}
|
||||
className="toaster group"
|
||||
style={
|
||||
{
|
||||
"--normal-bg": "var(--popover)",
|
||||
"--normal-text": "var(--popover-foreground)",
|
||||
"--normal-border": "var(--border)",
|
||||
} as React.CSSProperties
|
||||
}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
export { Toaster }
|
||||
31
src/components/ui/switch.tsx
Executable file
31
src/components/ui/switch.tsx
Executable file
@@ -0,0 +1,31 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import * as SwitchPrimitive from "@radix-ui/react-switch"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function Switch({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof SwitchPrimitive.Root>) {
|
||||
return (
|
||||
<SwitchPrimitive.Root
|
||||
data-slot="switch"
|
||||
className={cn(
|
||||
"peer data-[state=checked]:bg-primary data-[state=unchecked]:bg-input focus-visible:border-ring focus-visible:ring-ring/50 dark:data-[state=unchecked]:bg-input/80 inline-flex h-[1.15rem] w-8 shrink-0 items-center rounded-full border border-transparent shadow-xs transition-all outline-none focus-visible:ring-[3px] disabled:cursor-not-allowed disabled:opacity-50",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
<SwitchPrimitive.Thumb
|
||||
data-slot="switch-thumb"
|
||||
className={cn(
|
||||
"bg-background dark:data-[state=unchecked]:bg-foreground dark:data-[state=checked]:bg-primary-foreground pointer-events-none block size-4 rounded-full ring-0 transition-transform data-[state=checked]:translate-x-[calc(100%-2px)] data-[state=unchecked]:translate-x-0"
|
||||
)}
|
||||
/>
|
||||
</SwitchPrimitive.Root>
|
||||
)
|
||||
}
|
||||
|
||||
export { Switch }
|
||||
116
src/components/ui/table.tsx
Executable file
116
src/components/ui/table.tsx
Executable file
@@ -0,0 +1,116 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function Table({ className, ...props }: React.ComponentProps<"table">) {
|
||||
return (
|
||||
<div
|
||||
data-slot="table-container"
|
||||
className="relative w-full overflow-x-auto"
|
||||
>
|
||||
<table
|
||||
data-slot="table"
|
||||
className={cn("w-full caption-bottom text-sm", className)}
|
||||
{...props}
|
||||
/>
|
||||
</div>
|
||||
)
|
||||
}
|
||||
|
||||
function TableHeader({ className, ...props }: React.ComponentProps<"thead">) {
|
||||
return (
|
||||
<thead
|
||||
data-slot="table-header"
|
||||
className={cn("[&_tr]:border-b", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function TableBody({ className, ...props }: React.ComponentProps<"tbody">) {
|
||||
return (
|
||||
<tbody
|
||||
data-slot="table-body"
|
||||
className={cn("[&_tr:last-child]:border-0", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function TableFooter({ className, ...props }: React.ComponentProps<"tfoot">) {
|
||||
return (
|
||||
<tfoot
|
||||
data-slot="table-footer"
|
||||
className={cn(
|
||||
"bg-muted/50 border-t font-medium [&>tr]:last:border-b-0",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function TableRow({ className, ...props }: React.ComponentProps<"tr">) {
|
||||
return (
|
||||
<tr
|
||||
data-slot="table-row"
|
||||
className={cn(
|
||||
"hover:bg-muted/50 data-[state=selected]:bg-muted border-b transition-colors",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function TableHead({ className, ...props }: React.ComponentProps<"th">) {
|
||||
return (
|
||||
<th
|
||||
data-slot="table-head"
|
||||
className={cn(
|
||||
"text-foreground h-10 px-2 text-left align-middle font-medium whitespace-nowrap [&:has([role=checkbox])]:pr-0 [&>[role=checkbox]]:translate-y-[2px]",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function TableCell({ className, ...props }: React.ComponentProps<"td">) {
|
||||
return (
|
||||
<td
|
||||
data-slot="table-cell"
|
||||
className={cn(
|
||||
"p-2 align-middle whitespace-nowrap [&:has([role=checkbox])]:pr-0 [&>[role=checkbox]]:translate-y-[2px]",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function TableCaption({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<"caption">) {
|
||||
return (
|
||||
<caption
|
||||
data-slot="table-caption"
|
||||
className={cn("text-muted-foreground mt-4 text-sm", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
export {
|
||||
Table,
|
||||
TableHeader,
|
||||
TableBody,
|
||||
TableFooter,
|
||||
TableHead,
|
||||
TableRow,
|
||||
TableCell,
|
||||
TableCaption,
|
||||
}
|
||||
66
src/components/ui/tabs.tsx
Executable file
66
src/components/ui/tabs.tsx
Executable file
@@ -0,0 +1,66 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import * as TabsPrimitive from "@radix-ui/react-tabs"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function Tabs({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof TabsPrimitive.Root>) {
|
||||
return (
|
||||
<TabsPrimitive.Root
|
||||
data-slot="tabs"
|
||||
className={cn("flex flex-col gap-2", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function TabsList({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof TabsPrimitive.List>) {
|
||||
return (
|
||||
<TabsPrimitive.List
|
||||
data-slot="tabs-list"
|
||||
className={cn(
|
||||
"bg-muted text-muted-foreground inline-flex h-9 w-fit items-center justify-center rounded-lg p-[3px]",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function TabsTrigger({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof TabsPrimitive.Trigger>) {
|
||||
return (
|
||||
<TabsPrimitive.Trigger
|
||||
data-slot="tabs-trigger"
|
||||
className={cn(
|
||||
"data-[state=active]:bg-background dark:data-[state=active]:text-foreground focus-visible:border-ring focus-visible:ring-ring/50 focus-visible:outline-ring dark:data-[state=active]:border-input dark:data-[state=active]:bg-input/30 text-foreground dark:text-muted-foreground inline-flex h-[calc(100%-1px)] flex-1 items-center justify-center gap-1.5 rounded-md border border-transparent px-2 py-1 text-sm font-medium whitespace-nowrap transition-[color,box-shadow] focus-visible:ring-[3px] focus-visible:outline-1 disabled:pointer-events-none disabled:opacity-50 data-[state=active]:shadow-sm [&_svg]:pointer-events-none [&_svg]:shrink-0 [&_svg:not([class*='size-'])]:size-4",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function TabsContent({
|
||||
className,
|
||||
...props
|
||||
}: React.ComponentProps<typeof TabsPrimitive.Content>) {
|
||||
return (
|
||||
<TabsPrimitive.Content
|
||||
data-slot="tabs-content"
|
||||
className={cn("flex-1 outline-none", className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
export { Tabs, TabsList, TabsTrigger, TabsContent }
|
||||
18
src/components/ui/textarea.tsx
Executable file
18
src/components/ui/textarea.tsx
Executable file
@@ -0,0 +1,18 @@
|
||||
import * as React from "react"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function Textarea({ className, ...props }: React.ComponentProps<"textarea">) {
|
||||
return (
|
||||
<textarea
|
||||
data-slot="textarea"
|
||||
className={cn(
|
||||
"border-input placeholder:text-muted-foreground focus-visible:border-ring focus-visible:ring-ring/50 aria-invalid:ring-destructive/20 dark:aria-invalid:ring-destructive/40 aria-invalid:border-destructive dark:bg-input/30 flex field-sizing-content min-h-16 w-full rounded-md border bg-transparent px-3 py-2 text-base shadow-xs transition-[color,box-shadow] outline-none focus-visible:ring-[3px] disabled:cursor-not-allowed disabled:opacity-50 md:text-sm",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
export { Textarea }
|
||||
129
src/components/ui/toast.tsx
Executable file
129
src/components/ui/toast.tsx
Executable file
@@ -0,0 +1,129 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import * as ToastPrimitives from "@radix-ui/react-toast"
|
||||
import { cva, type VariantProps } from "class-variance-authority"
|
||||
import { X } from "lucide-react"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
const ToastProvider = ToastPrimitives.Provider
|
||||
|
||||
const ToastViewport = React.forwardRef<
|
||||
React.ElementRef<typeof ToastPrimitives.Viewport>,
|
||||
React.ComponentPropsWithoutRef<typeof ToastPrimitives.Viewport>
|
||||
>(({ className, ...props }, ref) => (
|
||||
<ToastPrimitives.Viewport
|
||||
ref={ref}
|
||||
className={cn(
|
||||
"fixed top-0 z-[100] flex max-h-screen w-full flex-col-reverse p-4 sm:bottom-0 sm:right-0 sm:top-auto sm:flex-col md:max-w-[420px]",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
))
|
||||
ToastViewport.displayName = ToastPrimitives.Viewport.displayName
|
||||
|
||||
const toastVariants = cva(
|
||||
"group pointer-events-auto relative flex w-full items-center justify-between space-x-2 overflow-hidden rounded-md border p-4 pr-6 shadow-lg transition-all data-[swipe=cancel]:translate-x-0 data-[swipe=end]:translate-x-[var(--radix-toast-swipe-end-x)] data-[swipe=move]:translate-x-[var(--radix-toast-swipe-move-x)] data-[swipe=move]:transition-none data-[state=open]:animate-in data-[state=closed]:animate-out data-[swipe=end]:animate-out data-[state=closed]:fade-out-80 data-[state=closed]:slide-out-to-right-full data-[state=open]:slide-in-from-top-full data-[state=open]:sm:slide-in-from-bottom-full",
|
||||
{
|
||||
variants: {
|
||||
variant: {
|
||||
default: "border bg-background text-foreground",
|
||||
destructive:
|
||||
"destructive group border-destructive bg-destructive text-destructive-foreground",
|
||||
},
|
||||
},
|
||||
defaultVariants: {
|
||||
variant: "default",
|
||||
},
|
||||
}
|
||||
)
|
||||
|
||||
const Toast = React.forwardRef<
|
||||
React.ElementRef<typeof ToastPrimitives.Root>,
|
||||
React.ComponentPropsWithoutRef<typeof ToastPrimitives.Root> &
|
||||
VariantProps<typeof toastVariants>
|
||||
>(({ className, variant, ...props }, ref) => {
|
||||
return (
|
||||
<ToastPrimitives.Root
|
||||
ref={ref}
|
||||
className={cn(toastVariants({ variant }), className)}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
})
|
||||
Toast.displayName = ToastPrimitives.Root.displayName
|
||||
|
||||
const ToastAction = React.forwardRef<
|
||||
React.ElementRef<typeof ToastPrimitives.Action>,
|
||||
React.ComponentPropsWithoutRef<typeof ToastPrimitives.Action>
|
||||
>(({ className, ...props }, ref) => (
|
||||
<ToastPrimitives.Action
|
||||
ref={ref}
|
||||
className={cn(
|
||||
"inline-flex h-8 shrink-0 items-center justify-center rounded-md border bg-transparent px-3 text-sm font-medium transition-colors hover:bg-secondary focus:outline-none focus:ring-1 focus:ring-ring disabled:pointer-events-none disabled:opacity-50 group-[.destructive]:border-muted/40 group-[.destructive]:hover:border-destructive/30 group-[.destructive]:hover:bg-destructive group-[.destructive]:hover:text-destructive-foreground group-[.destructive]:focus:ring-destructive",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
/>
|
||||
))
|
||||
ToastAction.displayName = ToastPrimitives.Action.displayName
|
||||
|
||||
const ToastClose = React.forwardRef<
|
||||
React.ElementRef<typeof ToastPrimitives.Close>,
|
||||
React.ComponentPropsWithoutRef<typeof ToastPrimitives.Close>
|
||||
>(({ className, ...props }, ref) => (
|
||||
<ToastPrimitives.Close
|
||||
ref={ref}
|
||||
className={cn(
|
||||
"absolute right-1 top-1 rounded-md p-1 text-foreground/50 opacity-0 transition-opacity hover:text-foreground focus:opacity-100 focus:outline-none focus:ring-1 group-hover:opacity-100 group-[.destructive]:text-red-300 group-[.destructive]:hover:text-red-50 group-[.destructive]:focus:ring-red-400 group-[.destructive]:focus:ring-offset-red-600",
|
||||
className
|
||||
)}
|
||||
toast-close=""
|
||||
{...props}
|
||||
>
|
||||
<X className="h-4 w-4" />
|
||||
</ToastPrimitives.Close>
|
||||
))
|
||||
ToastClose.displayName = ToastPrimitives.Close.displayName
|
||||
|
||||
const ToastTitle = React.forwardRef<
|
||||
React.ElementRef<typeof ToastPrimitives.Title>,
|
||||
React.ComponentPropsWithoutRef<typeof ToastPrimitives.Title>
|
||||
>(({ className, ...props }, ref) => (
|
||||
<ToastPrimitives.Title
|
||||
ref={ref}
|
||||
className={cn("text-sm font-semibold [&+div]:text-xs", className)}
|
||||
{...props}
|
||||
/>
|
||||
))
|
||||
ToastTitle.displayName = ToastPrimitives.Title.displayName
|
||||
|
||||
const ToastDescription = React.forwardRef<
|
||||
React.ElementRef<typeof ToastPrimitives.Description>,
|
||||
React.ComponentPropsWithoutRef<typeof ToastPrimitives.Description>
|
||||
>(({ className, ...props }, ref) => (
|
||||
<ToastPrimitives.Description
|
||||
ref={ref}
|
||||
className={cn("text-sm opacity-90", className)}
|
||||
{...props}
|
||||
/>
|
||||
))
|
||||
ToastDescription.displayName = ToastPrimitives.Description.displayName
|
||||
|
||||
type ToastProps = React.ComponentPropsWithoutRef<typeof Toast>
|
||||
|
||||
type ToastActionElement = React.ReactElement<typeof ToastAction>
|
||||
|
||||
export {
|
||||
type ToastProps,
|
||||
type ToastActionElement,
|
||||
ToastProvider,
|
||||
ToastViewport,
|
||||
Toast,
|
||||
ToastTitle,
|
||||
ToastDescription,
|
||||
ToastClose,
|
||||
ToastAction,
|
||||
}
|
||||
35
src/components/ui/toaster.tsx
Executable file
35
src/components/ui/toaster.tsx
Executable file
@@ -0,0 +1,35 @@
|
||||
"use client"
|
||||
|
||||
import { useToast } from "@/hooks/use-toast"
|
||||
import {
|
||||
Toast,
|
||||
ToastClose,
|
||||
ToastDescription,
|
||||
ToastProvider,
|
||||
ToastTitle,
|
||||
ToastViewport,
|
||||
} from "@/components/ui/toast"
|
||||
|
||||
export function Toaster() {
|
||||
const { toasts } = useToast()
|
||||
|
||||
return (
|
||||
<ToastProvider>
|
||||
{toasts.map(function ({ id, title, description, action, ...props }) {
|
||||
return (
|
||||
<Toast key={id} {...props}>
|
||||
<div className="grid gap-1">
|
||||
{title && <ToastTitle>{title}</ToastTitle>}
|
||||
{description && (
|
||||
<ToastDescription>{description}</ToastDescription>
|
||||
)}
|
||||
</div>
|
||||
{action}
|
||||
<ToastClose />
|
||||
</Toast>
|
||||
)
|
||||
})}
|
||||
<ToastViewport />
|
||||
</ToastProvider>
|
||||
)
|
||||
}
|
||||
73
src/components/ui/toggle-group.tsx
Executable file
73
src/components/ui/toggle-group.tsx
Executable file
@@ -0,0 +1,73 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import * as ToggleGroupPrimitive from "@radix-ui/react-toggle-group"
|
||||
import { type VariantProps } from "class-variance-authority"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
import { toggleVariants } from "@/components/ui/toggle"
|
||||
|
||||
const ToggleGroupContext = React.createContext<
|
||||
VariantProps<typeof toggleVariants>
|
||||
>({
|
||||
size: "default",
|
||||
variant: "default",
|
||||
})
|
||||
|
||||
function ToggleGroup({
|
||||
className,
|
||||
variant,
|
||||
size,
|
||||
children,
|
||||
...props
|
||||
}: React.ComponentProps<typeof ToggleGroupPrimitive.Root> &
|
||||
VariantProps<typeof toggleVariants>) {
|
||||
return (
|
||||
<ToggleGroupPrimitive.Root
|
||||
data-slot="toggle-group"
|
||||
data-variant={variant}
|
||||
data-size={size}
|
||||
className={cn(
|
||||
"group/toggle-group flex w-fit items-center rounded-md data-[variant=outline]:shadow-xs",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
<ToggleGroupContext.Provider value={{ variant, size }}>
|
||||
{children}
|
||||
</ToggleGroupContext.Provider>
|
||||
</ToggleGroupPrimitive.Root>
|
||||
)
|
||||
}
|
||||
|
||||
function ToggleGroupItem({
|
||||
className,
|
||||
children,
|
||||
variant,
|
||||
size,
|
||||
...props
|
||||
}: React.ComponentProps<typeof ToggleGroupPrimitive.Item> &
|
||||
VariantProps<typeof toggleVariants>) {
|
||||
const context = React.useContext(ToggleGroupContext)
|
||||
|
||||
return (
|
||||
<ToggleGroupPrimitive.Item
|
||||
data-slot="toggle-group-item"
|
||||
data-variant={context.variant || variant}
|
||||
data-size={context.size || size}
|
||||
className={cn(
|
||||
toggleVariants({
|
||||
variant: context.variant || variant,
|
||||
size: context.size || size,
|
||||
}),
|
||||
"min-w-0 flex-1 shrink-0 rounded-none shadow-none first:rounded-l-md last:rounded-r-md focus:z-10 focus-visible:z-10 data-[variant=outline]:border-l-0 data-[variant=outline]:first:border-l",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
{children}
|
||||
</ToggleGroupPrimitive.Item>
|
||||
)
|
||||
}
|
||||
|
||||
export { ToggleGroup, ToggleGroupItem }
|
||||
47
src/components/ui/toggle.tsx
Executable file
47
src/components/ui/toggle.tsx
Executable file
@@ -0,0 +1,47 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import * as TogglePrimitive from "@radix-ui/react-toggle"
|
||||
import { cva, type VariantProps } from "class-variance-authority"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
const toggleVariants = cva(
|
||||
"inline-flex items-center justify-center gap-2 rounded-md text-sm font-medium hover:bg-muted hover:text-muted-foreground disabled:pointer-events-none disabled:opacity-50 data-[state=on]:bg-accent data-[state=on]:text-accent-foreground [&_svg]:pointer-events-none [&_svg:not([class*='size-'])]:size-4 [&_svg]:shrink-0 focus-visible:border-ring focus-visible:ring-ring/50 focus-visible:ring-[3px] outline-none transition-[color,box-shadow] aria-invalid:ring-destructive/20 dark:aria-invalid:ring-destructive/40 aria-invalid:border-destructive whitespace-nowrap",
|
||||
{
|
||||
variants: {
|
||||
variant: {
|
||||
default: "bg-transparent",
|
||||
outline:
|
||||
"border border-input bg-transparent shadow-xs hover:bg-accent hover:text-accent-foreground",
|
||||
},
|
||||
size: {
|
||||
default: "h-9 px-2 min-w-9",
|
||||
sm: "h-8 px-1.5 min-w-8",
|
||||
lg: "h-10 px-2.5 min-w-10",
|
||||
},
|
||||
},
|
||||
defaultVariants: {
|
||||
variant: "default",
|
||||
size: "default",
|
||||
},
|
||||
}
|
||||
)
|
||||
|
||||
function Toggle({
|
||||
className,
|
||||
variant,
|
||||
size,
|
||||
...props
|
||||
}: React.ComponentProps<typeof TogglePrimitive.Root> &
|
||||
VariantProps<typeof toggleVariants>) {
|
||||
return (
|
||||
<TogglePrimitive.Root
|
||||
data-slot="toggle"
|
||||
className={cn(toggleVariants({ variant, size, className }))}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
export { Toggle, toggleVariants }
|
||||
61
src/components/ui/tooltip.tsx
Executable file
61
src/components/ui/tooltip.tsx
Executable file
@@ -0,0 +1,61 @@
|
||||
"use client"
|
||||
|
||||
import * as React from "react"
|
||||
import * as TooltipPrimitive from "@radix-ui/react-tooltip"
|
||||
|
||||
import { cn } from "@/lib/utils"
|
||||
|
||||
function TooltipProvider({
|
||||
delayDuration = 0,
|
||||
...props
|
||||
}: React.ComponentProps<typeof TooltipPrimitive.Provider>) {
|
||||
return (
|
||||
<TooltipPrimitive.Provider
|
||||
data-slot="tooltip-provider"
|
||||
delayDuration={delayDuration}
|
||||
{...props}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
function Tooltip({
|
||||
...props
|
||||
}: React.ComponentProps<typeof TooltipPrimitive.Root>) {
|
||||
return (
|
||||
<TooltipProvider>
|
||||
<TooltipPrimitive.Root data-slot="tooltip" {...props} />
|
||||
</TooltipProvider>
|
||||
)
|
||||
}
|
||||
|
||||
function TooltipTrigger({
|
||||
...props
|
||||
}: React.ComponentProps<typeof TooltipPrimitive.Trigger>) {
|
||||
return <TooltipPrimitive.Trigger data-slot="tooltip-trigger" {...props} />
|
||||
}
|
||||
|
||||
function TooltipContent({
|
||||
className,
|
||||
sideOffset = 0,
|
||||
children,
|
||||
...props
|
||||
}: React.ComponentProps<typeof TooltipPrimitive.Content>) {
|
||||
return (
|
||||
<TooltipPrimitive.Portal>
|
||||
<TooltipPrimitive.Content
|
||||
data-slot="tooltip-content"
|
||||
sideOffset={sideOffset}
|
||||
className={cn(
|
||||
"bg-primary text-primary-foreground animate-in fade-in-0 zoom-in-95 data-[state=closed]:animate-out data-[state=closed]:fade-out-0 data-[state=closed]:zoom-out-95 data-[side=bottom]:slide-in-from-top-2 data-[side=left]:slide-in-from-right-2 data-[side=right]:slide-in-from-left-2 data-[side=top]:slide-in-from-bottom-2 z-50 w-fit origin-(--radix-tooltip-content-transform-origin) rounded-md px-3 py-1.5 text-xs text-balance",
|
||||
className
|
||||
)}
|
||||
{...props}
|
||||
>
|
||||
{children}
|
||||
<TooltipPrimitive.Arrow className="bg-primary fill-primary z-50 size-2.5 translate-y-[calc(-50%_-_2px)] rotate-45 rounded-[2px]" />
|
||||
</TooltipPrimitive.Content>
|
||||
</TooltipPrimitive.Portal>
|
||||
)
|
||||
}
|
||||
|
||||
export { Tooltip, TooltipTrigger, TooltipContent, TooltipProvider }
|
||||
19
src/hooks/use-mobile.ts
Executable file
19
src/hooks/use-mobile.ts
Executable file
@@ -0,0 +1,19 @@
|
||||
import * as React from "react"
|
||||
|
||||
const MOBILE_BREAKPOINT = 768
|
||||
|
||||
export function useIsMobile() {
|
||||
const [isMobile, setIsMobile] = React.useState<boolean | undefined>(undefined)
|
||||
|
||||
React.useEffect(() => {
|
||||
const mql = window.matchMedia(`(max-width: ${MOBILE_BREAKPOINT - 1}px)`)
|
||||
const onChange = () => {
|
||||
setIsMobile(window.innerWidth < MOBILE_BREAKPOINT)
|
||||
}
|
||||
mql.addEventListener("change", onChange)
|
||||
setIsMobile(window.innerWidth < MOBILE_BREAKPOINT)
|
||||
return () => mql.removeEventListener("change", onChange)
|
||||
}, [])
|
||||
|
||||
return !!isMobile
|
||||
}
|
||||
194
src/hooks/use-toast.ts
Executable file
194
src/hooks/use-toast.ts
Executable file
@@ -0,0 +1,194 @@
|
||||
"use client"
|
||||
|
||||
// Inspired by react-hot-toast library
|
||||
import * as React from "react"
|
||||
|
||||
import type {
|
||||
ToastActionElement,
|
||||
ToastProps,
|
||||
} from "@/components/ui/toast"
|
||||
|
||||
const TOAST_LIMIT = 1
|
||||
const TOAST_REMOVE_DELAY = 1000000
|
||||
|
||||
type ToasterToast = ToastProps & {
|
||||
id: string
|
||||
title?: React.ReactNode
|
||||
description?: React.ReactNode
|
||||
action?: ToastActionElement
|
||||
}
|
||||
|
||||
const actionTypes = {
|
||||
ADD_TOAST: "ADD_TOAST",
|
||||
UPDATE_TOAST: "UPDATE_TOAST",
|
||||
DISMISS_TOAST: "DISMISS_TOAST",
|
||||
REMOVE_TOAST: "REMOVE_TOAST",
|
||||
} as const
|
||||
|
||||
let count = 0
|
||||
|
||||
function genId() {
|
||||
count = (count + 1) % Number.MAX_SAFE_INTEGER
|
||||
return count.toString()
|
||||
}
|
||||
|
||||
type ActionType = typeof actionTypes
|
||||
|
||||
type Action =
|
||||
| {
|
||||
type: ActionType["ADD_TOAST"]
|
||||
toast: ToasterToast
|
||||
}
|
||||
| {
|
||||
type: ActionType["UPDATE_TOAST"]
|
||||
toast: Partial<ToasterToast>
|
||||
}
|
||||
| {
|
||||
type: ActionType["DISMISS_TOAST"]
|
||||
toastId?: ToasterToast["id"]
|
||||
}
|
||||
| {
|
||||
type: ActionType["REMOVE_TOAST"]
|
||||
toastId?: ToasterToast["id"]
|
||||
}
|
||||
|
||||
interface State {
|
||||
toasts: ToasterToast[]
|
||||
}
|
||||
|
||||
const toastTimeouts = new Map<string, ReturnType<typeof setTimeout>>()
|
||||
|
||||
const addToRemoveQueue = (toastId: string) => {
|
||||
if (toastTimeouts.has(toastId)) {
|
||||
return
|
||||
}
|
||||
|
||||
const timeout = setTimeout(() => {
|
||||
toastTimeouts.delete(toastId)
|
||||
dispatch({
|
||||
type: "REMOVE_TOAST",
|
||||
toastId: toastId,
|
||||
})
|
||||
}, TOAST_REMOVE_DELAY)
|
||||
|
||||
toastTimeouts.set(toastId, timeout)
|
||||
}
|
||||
|
||||
export const reducer = (state: State, action: Action): State => {
|
||||
switch (action.type) {
|
||||
case "ADD_TOAST":
|
||||
return {
|
||||
...state,
|
||||
toasts: [action.toast, ...state.toasts].slice(0, TOAST_LIMIT),
|
||||
}
|
||||
|
||||
case "UPDATE_TOAST":
|
||||
return {
|
||||
...state,
|
||||
toasts: state.toasts.map((t) =>
|
||||
t.id === action.toast.id ? { ...t, ...action.toast } : t
|
||||
),
|
||||
}
|
||||
|
||||
case "DISMISS_TOAST": {
|
||||
const { toastId } = action
|
||||
|
||||
// ! Side effects ! - This could be extracted into a dismissToast() action,
|
||||
// but I'll keep it here for simplicity
|
||||
if (toastId) {
|
||||
addToRemoveQueue(toastId)
|
||||
} else {
|
||||
state.toasts.forEach((toast) => {
|
||||
addToRemoveQueue(toast.id)
|
||||
})
|
||||
}
|
||||
|
||||
return {
|
||||
...state,
|
||||
toasts: state.toasts.map((t) =>
|
||||
t.id === toastId || toastId === undefined
|
||||
? {
|
||||
...t,
|
||||
open: false,
|
||||
}
|
||||
: t
|
||||
),
|
||||
}
|
||||
}
|
||||
case "REMOVE_TOAST":
|
||||
if (action.toastId === undefined) {
|
||||
return {
|
||||
...state,
|
||||
toasts: [],
|
||||
}
|
||||
}
|
||||
return {
|
||||
...state,
|
||||
toasts: state.toasts.filter((t) => t.id !== action.toastId),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const listeners: Array<(state: State) => void> = []
|
||||
|
||||
let memoryState: State = { toasts: [] }
|
||||
|
||||
function dispatch(action: Action) {
|
||||
memoryState = reducer(memoryState, action)
|
||||
listeners.forEach((listener) => {
|
||||
listener(memoryState)
|
||||
})
|
||||
}
|
||||
|
||||
type Toast = Omit<ToasterToast, "id">
|
||||
|
||||
function toast({ ...props }: Toast) {
|
||||
const id = genId()
|
||||
|
||||
const update = (props: ToasterToast) =>
|
||||
dispatch({
|
||||
type: "UPDATE_TOAST",
|
||||
toast: { ...props, id },
|
||||
})
|
||||
const dismiss = () => dispatch({ type: "DISMISS_TOAST", toastId: id })
|
||||
|
||||
dispatch({
|
||||
type: "ADD_TOAST",
|
||||
toast: {
|
||||
...props,
|
||||
id,
|
||||
open: true,
|
||||
onOpenChange: (open) => {
|
||||
if (!open) dismiss()
|
||||
},
|
||||
},
|
||||
})
|
||||
|
||||
return {
|
||||
id: id,
|
||||
dismiss,
|
||||
update,
|
||||
}
|
||||
}
|
||||
|
||||
function useToast() {
|
||||
const [state, setState] = React.useState<State>(memoryState)
|
||||
|
||||
React.useEffect(() => {
|
||||
listeners.push(setState)
|
||||
return () => {
|
||||
const index = listeners.indexOf(setState)
|
||||
if (index > -1) {
|
||||
listeners.splice(index, 1)
|
||||
}
|
||||
}
|
||||
}, [state])
|
||||
|
||||
return {
|
||||
...state,
|
||||
toast,
|
||||
dismiss: (toastId?: string) => dispatch({ type: "DISMISS_TOAST", toastId }),
|
||||
}
|
||||
}
|
||||
|
||||
export { useToast, toast }
|
||||
13
src/lib/db.ts
Executable file
13
src/lib/db.ts
Executable file
@@ -0,0 +1,13 @@
|
||||
import { PrismaClient } from '@prisma/client'
|
||||
|
||||
const globalForPrisma = globalThis as unknown as {
|
||||
prisma: PrismaClient | undefined
|
||||
}
|
||||
|
||||
export const db =
|
||||
globalForPrisma.prisma ??
|
||||
new PrismaClient({
|
||||
log: ['query'],
|
||||
})
|
||||
|
||||
if (process.env.NODE_ENV !== 'production') globalForPrisma.prisma = db
|
||||
133
src/lib/game/__tests__/bug-fixes.test.ts
Executable file
133
src/lib/game/__tests__/bug-fixes.test.ts
Executable file
@@ -0,0 +1,133 @@
|
||||
import { describe, it, expect } from 'vitest';
|
||||
import { calculateEffectCapacityCost, ENCHANTMENT_EFFECTS } from '../data/enchantment-effects';
|
||||
import { EQUIPMENT_TYPES } from '../data/equipment';
|
||||
import { ATTUNEMENTS_DEF, getAttunementConversionRate } from '../data/attunements';
|
||||
|
||||
describe('Enchantment Capacity Validation', () => {
|
||||
it('should calculate capacity cost for single stack effects', () => {
|
||||
// Mana Bolt spell effect has base capacity cost of 50
|
||||
const cost = calculateEffectCapacityCost('spell_manaBolt', 1, 0);
|
||||
expect(cost).toBe(50);
|
||||
});
|
||||
|
||||
it('should apply scaling for multiple stacks', () => {
|
||||
// damage_5 has base cost 15, each additional stack costs 20% more
|
||||
const cost1 = calculateEffectCapacityCost('damage_5', 1, 0);
|
||||
const cost2 = calculateEffectCapacityCost('damage_5', 2, 0);
|
||||
|
||||
// First stack: 15
|
||||
// Second stack: 15 * 1.2 = 18
|
||||
// Total: 33
|
||||
expect(cost1).toBe(15);
|
||||
expect(cost2).toBe(Math.floor(15 + 15 * 1.2));
|
||||
});
|
||||
|
||||
it('should apply efficiency bonus to reduce cost', () => {
|
||||
const costWithoutEfficiency = calculateEffectCapacityCost('spell_manaBolt', 1, 0);
|
||||
const costWithEfficiency = calculateEffectCapacityCost('spell_manaBolt', 1, 0.1); // 10% reduction
|
||||
|
||||
expect(costWithEfficiency).toBe(Math.floor(costWithoutEfficiency * 0.9));
|
||||
});
|
||||
|
||||
it('should respect equipment base capacity', () => {
|
||||
// Civilian Shirt has base capacity 30
|
||||
const shirt = EQUIPMENT_TYPES['civilianShirt'];
|
||||
expect(shirt.baseCapacity).toBe(30);
|
||||
|
||||
// Basic Staff has base capacity 50
|
||||
const staff = EQUIPMENT_TYPES['basicStaff'];
|
||||
expect(staff.baseCapacity).toBe(50);
|
||||
});
|
||||
|
||||
it('should reject enchantment designs exceeding equipment capacity', () => {
|
||||
// Mana Bolt spell effect costs 50 capacity
|
||||
// Civilian Shirt only has 30 capacity
|
||||
const manaBoltCost = calculateEffectCapacityCost('spell_manaBolt', 1, 0);
|
||||
const shirtCapacity = EQUIPMENT_TYPES['civilianShirt'].baseCapacity;
|
||||
|
||||
expect(manaBoltCost).toBeGreaterThan(shirtCapacity);
|
||||
});
|
||||
});
|
||||
|
||||
describe('Attunement Mana Type Unlocking', () => {
|
||||
it('should define primary mana types for attunements', () => {
|
||||
// Enchanter should have transference as primary mana
|
||||
const enchanter = ATTUNEMENTS_DEF['enchanter'];
|
||||
expect(enchanter.primaryManaType).toBe('transference');
|
||||
|
||||
// Fabricator should have earth as primary mana
|
||||
const fabricator = ATTUNEMENTS_DEF['fabricator'];
|
||||
expect(fabricator.primaryManaType).toBe('earth');
|
||||
});
|
||||
|
||||
it('should have conversion rates for attunements with primary mana', () => {
|
||||
// Enchanter should have a conversion rate
|
||||
const enchanter = ATTUNEMENTS_DEF['enchanter'];
|
||||
expect(enchanter.conversionRate).toBeGreaterThan(0);
|
||||
|
||||
// Get scaled conversion rate at level 1
|
||||
const level1Rate = getAttunementConversionRate('enchanter', 1);
|
||||
expect(level1Rate).toBe(enchanter.conversionRate);
|
||||
|
||||
// Higher level should have higher rate
|
||||
const level5Rate = getAttunementConversionRate('enchanter', 5);
|
||||
expect(level5Rate).toBeGreaterThan(level1Rate);
|
||||
});
|
||||
|
||||
it('should have raw mana regen for all attunements', () => {
|
||||
Object.values(ATTUNEMENTS_DEF).forEach(attunement => {
|
||||
expect(attunement.rawManaRegen).toBeGreaterThanOrEqual(0);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('Floor HP State', () => {
|
||||
it('should have getFloorMaxHP function that returns positive values', async () => {
|
||||
const { getFloorMaxHP } = await import('../computed-stats');
|
||||
|
||||
for (let floor = 1; floor <= 100; floor++) {
|
||||
const hp = getFloorMaxHP(floor);
|
||||
expect(hp).toBeGreaterThan(0);
|
||||
}
|
||||
});
|
||||
|
||||
it('should scale HP correctly with floor progression', async () => {
|
||||
const { getFloorMaxHP } = await import('../computed-stats');
|
||||
|
||||
const hp1 = getFloorMaxHP(1);
|
||||
const hp10 = getFloorMaxHP(10);
|
||||
const hp50 = getFloorMaxHP(50);
|
||||
const hp100 = getFloorMaxHP(100);
|
||||
|
||||
expect(hp10).toBeGreaterThan(hp1);
|
||||
expect(hp50).toBeGreaterThan(hp10);
|
||||
expect(hp100).toBeGreaterThan(hp50);
|
||||
});
|
||||
});
|
||||
|
||||
describe('Element State', () => {
|
||||
it('should have utility elements defined', async () => {
|
||||
const { ELEMENTS } = await import('../constants');
|
||||
|
||||
// Check that utility elements exist
|
||||
expect(ELEMENTS['mental']).toBeDefined();
|
||||
expect(ELEMENTS['transference']).toBeDefined();
|
||||
expect(ELEMENTS['force']).toBeDefined();
|
||||
|
||||
// Check categories
|
||||
expect(ELEMENTS['mental'].cat).toBe('utility');
|
||||
expect(ELEMENTS['transference'].cat).toBe('utility');
|
||||
});
|
||||
|
||||
it('should have composite elements with recipes', async () => {
|
||||
const { ELEMENTS } = await import('../constants');
|
||||
|
||||
// Blood is life + water
|
||||
expect(ELEMENTS['blood'].cat).toBe('composite');
|
||||
expect(ELEMENTS['blood'].recipe).toEqual(['life', 'water']);
|
||||
|
||||
// Metal is fire + earth
|
||||
expect(ELEMENTS['metal'].cat).toBe('composite');
|
||||
expect(ELEMENTS['metal'].recipe).toEqual(['fire', 'earth']);
|
||||
});
|
||||
});
|
||||
272
src/lib/game/__tests__/computed-stats.test.ts
Executable file
272
src/lib/game/__tests__/computed-stats.test.ts
Executable file
@@ -0,0 +1,272 @@
|
||||
import { describe, it, expect } from 'vitest';
|
||||
import {
|
||||
fmt,
|
||||
fmtDec,
|
||||
getFloorMaxHP,
|
||||
getFloorElement,
|
||||
canAffordSpellCost,
|
||||
deductSpellCost,
|
||||
computeMaxMana,
|
||||
computeRegen,
|
||||
computeClickMana,
|
||||
getMeditationBonus,
|
||||
getIncursionStrength,
|
||||
} from '../computed-stats';
|
||||
import { MAX_DAY, INCURSION_START_DAY, HOURS_PER_TICK } from '../constants';
|
||||
|
||||
describe('fmt', () => {
|
||||
it('should format numbers < 1000 as integers', () => {
|
||||
expect(fmt(500)).toBe('500');
|
||||
expect(fmt(0)).toBe('0');
|
||||
expect(fmt(999)).toBe('999');
|
||||
});
|
||||
|
||||
it('should format thousands with K suffix', () => {
|
||||
expect(fmt(1500)).toBe('1.5K');
|
||||
expect(fmt(1000)).toBe('1.0K');
|
||||
expect(fmt(9999)).toBe('10.0K');
|
||||
});
|
||||
|
||||
it('should format millions with M suffix', () => {
|
||||
expect(fmt(1500000)).toBe('1.50M');
|
||||
expect(fmt(1000000)).toBe('1.00M');
|
||||
});
|
||||
|
||||
it('should format billions with B suffix', () => {
|
||||
expect(fmt(1500000000)).toBe('1.50B');
|
||||
expect(fmt(1000000000)).toBe('1.00B');
|
||||
});
|
||||
|
||||
it('should handle edge cases', () => {
|
||||
expect(fmt(NaN)).toBe('0');
|
||||
expect(fmt(Infinity)).toBe('0');
|
||||
expect(fmt(-100)).toBe('-100');
|
||||
});
|
||||
});
|
||||
|
||||
describe('fmtDec', () => {
|
||||
it('should format decimal numbers', () => {
|
||||
expect(fmtDec(1.5, 1)).toBe('1.5');
|
||||
expect(fmtDec(1.234, 2)).toBe('1.23');
|
||||
expect(fmtDec(1000.5, 1)).toBe('1000.5');
|
||||
});
|
||||
});
|
||||
|
||||
describe('getFloorMaxHP', () => {
|
||||
it('should return base HP for floor 1', () => {
|
||||
const hp = getFloorMaxHP(1);
|
||||
expect(hp).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
it('should scale HP with floor number', () => {
|
||||
const hp1 = getFloorMaxHP(1);
|
||||
const hp5 = getFloorMaxHP(5);
|
||||
const hp10 = getFloorMaxHP(10);
|
||||
expect(hp5).toBeGreaterThan(hp1);
|
||||
expect(hp10).toBeGreaterThan(hp5);
|
||||
});
|
||||
|
||||
it('should return higher HP for guardian floors', () => {
|
||||
// Floor 10 is Ignis Prime guardian
|
||||
const hp10 = getFloorMaxHP(10);
|
||||
const hp9 = getFloorMaxHP(9);
|
||||
expect(hp10).toBeGreaterThan(hp9 * 2); // Guardians have much more HP
|
||||
});
|
||||
});
|
||||
|
||||
describe('getFloorElement', () => {
|
||||
it('should return an element string for valid floors', () => {
|
||||
const elem = getFloorElement(1);
|
||||
expect(typeof elem).toBe('string');
|
||||
expect(['fire', 'water', 'earth', 'air', 'raw']).toContain(elem);
|
||||
});
|
||||
|
||||
it('should cycle through elements based on floor number', () => {
|
||||
// Check that floors have different elements
|
||||
const elem1 = getFloorElement(1);
|
||||
const elem7 = getFloorElement(7);
|
||||
// Since it cycles every 5 floors, floor 1 and 7 might have same element
|
||||
const elem2 = getFloorElement(2);
|
||||
// Floor 1 and 2 should have different elements (if cycle allows)
|
||||
});
|
||||
});
|
||||
|
||||
describe('canAffordSpellCost', () => {
|
||||
it('should return true for raw mana cost when enough mana', () => {
|
||||
const result = canAffordSpellCost({ type: 'raw', amount: 10 }, 50, {});
|
||||
expect(result).toBe(true);
|
||||
});
|
||||
|
||||
it('should return false for raw mana cost when not enough mana', () => {
|
||||
const result = canAffordSpellCost({ type: 'raw', amount: 100 }, 50, {});
|
||||
expect(result).toBe(false);
|
||||
});
|
||||
|
||||
it('should handle zero cost', () => {
|
||||
const result = canAffordSpellCost({ type: 'raw', amount: 0 }, 0, {});
|
||||
expect(result).toBe(true);
|
||||
});
|
||||
|
||||
it('should handle elemental costs', () => {
|
||||
const elements = {
|
||||
fire: { current: 10, max: 50, unlocked: true },
|
||||
};
|
||||
const result = canAffordSpellCost({ type: 'element', element: 'fire', amount: 5 }, 0, elements);
|
||||
expect(result).toBe(true);
|
||||
});
|
||||
|
||||
it('should return false for elemental cost when not enough', () => {
|
||||
const elements = {
|
||||
fire: { current: 3, max: 50, unlocked: true },
|
||||
};
|
||||
const result = canAffordSpellCost({ type: 'element', element: 'fire', amount: 5 }, 0, elements);
|
||||
expect(result).toBe(false);
|
||||
});
|
||||
|
||||
it('should return false for locked element', () => {
|
||||
const elements = {
|
||||
fire: { current: 10, max: 50, unlocked: false },
|
||||
};
|
||||
const result = canAffordSpellCost({ type: 'element', element: 'fire', amount: 5 }, 0, elements);
|
||||
expect(result).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe('deductSpellCost', () => {
|
||||
it('should deduct raw mana correctly', () => {
|
||||
const result = deductSpellCost({ type: 'raw', amount: 10 }, 50, {});
|
||||
expect(result.rawMana).toBe(40);
|
||||
});
|
||||
|
||||
it('should not go below zero', () => {
|
||||
const result = deductSpellCost({ type: 'raw', amount: 100 }, 50, {});
|
||||
expect(result.rawMana).toBe(0);
|
||||
});
|
||||
|
||||
it('should deduct elemental mana correctly', () => {
|
||||
const elements = {
|
||||
fire: { current: 10, max: 50, unlocked: true },
|
||||
};
|
||||
const result = deductSpellCost({ type: 'element', element: 'fire', amount: 5 }, 0, elements);
|
||||
expect(result.elements.fire.current).toBe(5);
|
||||
});
|
||||
|
||||
it('should return same values when cost is zero', () => {
|
||||
const elements = {
|
||||
fire: { current: 10, max: 50, unlocked: true },
|
||||
};
|
||||
const result = deductSpellCost({ type: 'raw', amount: 0 }, 50, elements);
|
||||
expect(result.rawMana).toBe(50);
|
||||
expect(result.elements.fire.current).toBe(10);
|
||||
});
|
||||
});
|
||||
|
||||
describe('computeMaxMana', () => {
|
||||
it('should return base 100 with no skills or upgrades', () => {
|
||||
const state = {
|
||||
skills: {},
|
||||
prestigeUpgrades: {},
|
||||
skillUpgrades: {},
|
||||
skillTiers: {},
|
||||
};
|
||||
const effects = { maxManaBonus: 0, maxManaMultiplier: 1 };
|
||||
const result = computeMaxMana(state, effects);
|
||||
expect(result).toBe(100);
|
||||
});
|
||||
|
||||
it('should include manaWell prestige upgrade', () => {
|
||||
const state = {
|
||||
skills: {},
|
||||
prestigeUpgrades: { manaWell: 5 },
|
||||
skillUpgrades: {},
|
||||
skillTiers: {},
|
||||
};
|
||||
const effects = { maxManaBonus: 0, maxManaMultiplier: 1 };
|
||||
const result = computeMaxMana(state, effects);
|
||||
expect(result).toBe(100 + 5 * 500); // Base + 500 per level
|
||||
});
|
||||
|
||||
it('should apply multiplier from effects', () => {
|
||||
const state = {
|
||||
skills: {},
|
||||
prestigeUpgrades: {},
|
||||
skillUpgrades: {},
|
||||
skillTiers: {},
|
||||
};
|
||||
const effects = { maxManaBonus: 0, maxManaMultiplier: 1.5 };
|
||||
const result = computeMaxMana(state, effects);
|
||||
expect(result).toBe(150); // 100 * 1.5
|
||||
});
|
||||
|
||||
it('should apply bonus from effects', () => {
|
||||
const state = {
|
||||
skills: {},
|
||||
prestigeUpgrades: {},
|
||||
skillUpgrades: {},
|
||||
skillTiers: {},
|
||||
};
|
||||
const effects = { maxManaBonus: 50, maxManaMultiplier: 1 };
|
||||
const result = computeMaxMana(state, effects);
|
||||
expect(result).toBe(150); // 100 + 50
|
||||
});
|
||||
});
|
||||
|
||||
describe('computeRegen', () => {
|
||||
it('should return base regen with no skills', () => {
|
||||
const state = {
|
||||
skills: {},
|
||||
prestigeUpgrades: {},
|
||||
skillUpgrades: {},
|
||||
skillTiers: {},
|
||||
};
|
||||
const effects = { regenBonus: 0, regenMultiplier: 1, permanentRegenBonus: 0 };
|
||||
const result = computeRegen(state, effects);
|
||||
expect(result).toBe(2); // Base regen
|
||||
});
|
||||
});
|
||||
|
||||
describe('computeClickMana', () => {
|
||||
it('should return base click mana with no skills', () => {
|
||||
const state = {
|
||||
skills: {},
|
||||
prestigeUpgrades: {},
|
||||
skillUpgrades: {},
|
||||
skillTiers: {},
|
||||
};
|
||||
const effects = { clickManaBonus: 0, clickManaMultiplier: 1 };
|
||||
const result = computeClickMana(state, effects);
|
||||
expect(result).toBeGreaterThanOrEqual(1);
|
||||
});
|
||||
});
|
||||
|
||||
describe('getMeditationBonus', () => {
|
||||
it('should return 1.0 with zero ticks', () => {
|
||||
const result = getMeditationBonus(0, {});
|
||||
expect(result).toBe(1.0);
|
||||
});
|
||||
|
||||
it('should increase with more ticks', () => {
|
||||
const result1 = getMeditationBonus(10, {});
|
||||
const result2 = getMeditationBonus(100, {});
|
||||
expect(result2).toBeGreaterThan(result1);
|
||||
});
|
||||
});
|
||||
|
||||
describe('getIncursionStrength', () => {
|
||||
it('should return 0 before incursion start day', () => {
|
||||
const result = getIncursionStrength(1, 12);
|
||||
expect(result).toBe(0);
|
||||
});
|
||||
|
||||
it('should return positive value during incursion', () => {
|
||||
// After incursion start day
|
||||
const result = getIncursionStrength(INCURSION_START_DAY, 12);
|
||||
expect(result).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
it('should increase with later days', () => {
|
||||
const result1 = getIncursionStrength(INCURSION_START_DAY, 12);
|
||||
const result2 = getIncursionStrength(MAX_DAY, 12);
|
||||
expect(result2).toBeGreaterThan(result1);
|
||||
});
|
||||
});
|
||||
567
src/lib/game/attunements.ts
Executable file
567
src/lib/game/attunements.ts
Executable file
@@ -0,0 +1,567 @@
|
||||
// ─── Attunement System ─────────────────────────────────────────────────────────
|
||||
// Attunements are powerful magical bonds tied to specific body locations
|
||||
// Each grants a unique capability, primary mana type, and skill tree
|
||||
|
||||
import type { SkillDef } from './types';
|
||||
|
||||
// ─── Body Slots ───────────────────────────────────────────────────────────────
|
||||
|
||||
export type AttunementSlot =
|
||||
| 'rightHand'
|
||||
| 'leftHand'
|
||||
| 'head'
|
||||
| 'back'
|
||||
| 'chest'
|
||||
| 'leftLeg'
|
||||
| 'rightLeg';
|
||||
|
||||
export const ATTUNEMENT_SLOTS: AttunementSlot[] = [
|
||||
'rightHand',
|
||||
'leftHand',
|
||||
'head',
|
||||
'back',
|
||||
'chest',
|
||||
'leftLeg',
|
||||
'rightLeg',
|
||||
];
|
||||
|
||||
// Slot display names
|
||||
export const ATTUNEMENT_SLOT_NAMES: Record<AttunementSlot, string> = {
|
||||
rightHand: 'Right Hand',
|
||||
leftHand: 'Left Hand',
|
||||
head: 'Head',
|
||||
back: 'Back',
|
||||
chest: 'Heart',
|
||||
leftLeg: 'Left Leg',
|
||||
rightLeg: 'Right Leg',
|
||||
};
|
||||
|
||||
// ─── Mana Types ───────────────────────────────────────────────────────────────
|
||||
|
||||
export type ManaType =
|
||||
// Primary mana types from attunements
|
||||
| 'transference' // Enchanter - moving/enchanting
|
||||
| 'form' // Caster - shaping spells
|
||||
| 'vision' // Seer - perception/revelation
|
||||
| 'barrier' // Warden - protection/defense
|
||||
| 'flow' // Strider - movement/swiftness
|
||||
| 'stability' // Anchor - grounding/endurance
|
||||
// Guardian pact types (Invoker)
|
||||
| 'fire'
|
||||
| 'water'
|
||||
| 'earth'
|
||||
| 'air'
|
||||
| 'light'
|
||||
| 'dark'
|
||||
| 'life'
|
||||
| 'death'
|
||||
// Raw mana
|
||||
| 'raw';
|
||||
|
||||
// ─── Attunement Types ─────────────────────────────────────────────────────────
|
||||
|
||||
export type AttunementType =
|
||||
| 'enchanter'
|
||||
| 'caster'
|
||||
| 'seer'
|
||||
| 'warden'
|
||||
| 'invoker'
|
||||
| 'strider'
|
||||
| 'anchor';
|
||||
|
||||
// ─── Attunement Definition ────────────────────────────────────────────────────
|
||||
|
||||
export interface AttunementDef {
|
||||
id: AttunementType;
|
||||
name: string;
|
||||
slot: AttunementSlot;
|
||||
description: string;
|
||||
capability: string; // What this attunement unlocks
|
||||
primaryManaType: ManaType | null; // null for Invoker (uses guardian types)
|
||||
rawManaRegen: number; // Base raw mana regen bonus
|
||||
autoConvertRate: number; // Raw mana -> primary mana per hour
|
||||
skills: Record<string, SkillDef>; // Attunement-specific skills
|
||||
icon: string; // Lucide icon name
|
||||
color: string; // Theme color
|
||||
}
|
||||
|
||||
// ─── Attunement State ─────────────────────────────────────────────────────────
|
||||
|
||||
export interface AttunementState {
|
||||
unlocked: boolean;
|
||||
level: number; // Attunement level (from challenges)
|
||||
manaPool: number; // Current primary mana
|
||||
maxMana: number; // Max primary mana pool
|
||||
}
|
||||
|
||||
// ─── Attunement Definitions ───────────────────────────────────────────────────
|
||||
|
||||
export const ATTUNEMENTS: Record<AttunementType, AttunementDef> = {
|
||||
// ═══════════════════════════════════════════════════════════════════════════
|
||||
// ENCHANTER - Right Hand
|
||||
// The starting attunement. Grants access to enchanting and transference magic.
|
||||
// ═══════════════════════════════════════════════════════════════════════════
|
||||
enchanter: {
|
||||
id: 'enchanter',
|
||||
name: 'Enchanter',
|
||||
slot: 'rightHand',
|
||||
description: 'Channel mana through your right hand to imbue equipment with magical properties.',
|
||||
capability: 'Unlock enchanting. Apply enchantments using transference mana.',
|
||||
primaryManaType: 'transference',
|
||||
rawManaRegen: 0.5,
|
||||
autoConvertRate: 0.2, // 0.2 transference per hour per raw regen
|
||||
icon: 'Wand2',
|
||||
color: '#8B5CF6', // Purple
|
||||
skills: {
|
||||
// Core enchanting skills
|
||||
enchanting: {
|
||||
name: 'Enchanting',
|
||||
desc: 'Apply magical effects to equipment',
|
||||
cat: 'enchanter',
|
||||
max: 10,
|
||||
base: 100,
|
||||
studyTime: 8,
|
||||
},
|
||||
efficientEnchant: {
|
||||
name: 'Efficient Enchanting',
|
||||
desc: 'Reduce enchantment mana costs',
|
||||
cat: 'enchanter',
|
||||
max: 5,
|
||||
base: 200,
|
||||
studyTime: 12,
|
||||
req: { enchanting: 3 },
|
||||
},
|
||||
disenchanting: {
|
||||
name: 'Disenchanting',
|
||||
desc: 'Remove enchantments and recover some mana',
|
||||
cat: 'enchanter',
|
||||
max: 5,
|
||||
base: 150,
|
||||
studyTime: 10,
|
||||
req: { enchanting: 2 },
|
||||
},
|
||||
enchantSpeed: {
|
||||
name: 'Swift Enchanting',
|
||||
desc: 'Faster enchantment application',
|
||||
cat: 'enchanter',
|
||||
max: 5,
|
||||
base: 175,
|
||||
studyTime: 10,
|
||||
req: { enchanting: 2 },
|
||||
},
|
||||
transferenceMastery: {
|
||||
name: 'Transference Mastery',
|
||||
desc: 'Increased transference mana pool and regen',
|
||||
cat: 'enchanter',
|
||||
max: 10,
|
||||
base: 250,
|
||||
studyTime: 15,
|
||||
},
|
||||
},
|
||||
},
|
||||
|
||||
// ═══════════════════════════════════════════════════════════════════════════
|
||||
// CASTER - Left Hand
|
||||
// Shapes raw mana into spell patterns. Enhanced spell damage.
|
||||
// ═══════════════════════════════════════════════════════════════════════════
|
||||
caster: {
|
||||
id: 'caster',
|
||||
name: 'Caster',
|
||||
slot: 'leftHand',
|
||||
description: 'Shape mana into devastating spell patterns through your left hand.',
|
||||
capability: 'Form mana shaping. +25% spell damage bonus.',
|
||||
primaryManaType: 'form',
|
||||
rawManaRegen: 0.3,
|
||||
autoConvertRate: 0.15,
|
||||
icon: 'Hand',
|
||||
color: '#3B82F6', // Blue
|
||||
skills: {
|
||||
spellShaping: {
|
||||
name: 'Spell Shaping',
|
||||
desc: 'Increase spell damage and efficiency',
|
||||
cat: 'caster',
|
||||
max: 10,
|
||||
base: 100,
|
||||
studyTime: 8,
|
||||
},
|
||||
quickCast: {
|
||||
name: 'Quick Cast',
|
||||
desc: 'Faster spell casting speed',
|
||||
cat: 'caster',
|
||||
max: 10,
|
||||
base: 120,
|
||||
studyTime: 8,
|
||||
},
|
||||
spellEcho: {
|
||||
name: 'Spell Echo',
|
||||
desc: 'Chance to cast spells twice',
|
||||
cat: 'caster',
|
||||
max: 5,
|
||||
base: 300,
|
||||
studyTime: 15,
|
||||
req: { spellShaping: 5 },
|
||||
},
|
||||
formMastery: {
|
||||
name: 'Form Mastery',
|
||||
desc: 'Increased form mana pool and regen',
|
||||
cat: 'caster',
|
||||
max: 10,
|
||||
base: 250,
|
||||
studyTime: 15,
|
||||
},
|
||||
},
|
||||
},
|
||||
|
||||
// ═══════════════════════════════════════════════════════════════════════════
|
||||
// SEER - Head
|
||||
// Perception and revelation. Critical hit bonus and weakness detection.
|
||||
// ═══════════════════════════════════════════════════════════════════════════
|
||||
seer: {
|
||||
id: 'seer',
|
||||
name: 'Seer',
|
||||
slot: 'head',
|
||||
description: 'See beyond the veil. Reveal hidden truths and enemy weaknesses.',
|
||||
capability: 'Reveal floor weaknesses. +20% critical hit chance.',
|
||||
primaryManaType: 'vision',
|
||||
rawManaRegen: 0.2,
|
||||
autoConvertRate: 0.1,
|
||||
icon: 'Eye',
|
||||
color: '#F59E0B', // Amber
|
||||
skills: {
|
||||
insight: {
|
||||
name: 'Insight',
|
||||
desc: 'Increased critical hit chance',
|
||||
cat: 'seer',
|
||||
max: 10,
|
||||
base: 100,
|
||||
studyTime: 8,
|
||||
},
|
||||
revealWeakness: {
|
||||
name: 'Reveal Weakness',
|
||||
desc: 'Show enemy elemental weaknesses',
|
||||
cat: 'seer',
|
||||
max: 5,
|
||||
base: 200,
|
||||
studyTime: 12,
|
||||
},
|
||||
foresight: {
|
||||
name: 'Foresight',
|
||||
desc: 'Chance to anticipate and dodge attacks',
|
||||
cat: 'seer',
|
||||
max: 5,
|
||||
base: 250,
|
||||
studyTime: 15,
|
||||
req: { insight: 5 },
|
||||
},
|
||||
visionMastery: {
|
||||
name: 'Vision Mastery',
|
||||
desc: 'Increased vision mana pool and regen',
|
||||
cat: 'seer',
|
||||
max: 10,
|
||||
base: 250,
|
||||
studyTime: 15,
|
||||
},
|
||||
},
|
||||
},
|
||||
|
||||
// ═══════════════════════════════════════════════════════════════════════════
|
||||
// WARDEN - Back
|
||||
// Protection and defense. Damage reduction and shields.
|
||||
// ═══════════════════════════════════════════════════════════════════════════
|
||||
warden: {
|
||||
id: 'warden',
|
||||
name: 'Warden',
|
||||
slot: 'back',
|
||||
description: 'Shield yourself with protective wards and barriers.',
|
||||
capability: 'Generate protective shields. -10% damage taken.',
|
||||
primaryManaType: 'barrier',
|
||||
rawManaRegen: 0.25,
|
||||
autoConvertRate: 0.12,
|
||||
icon: 'Shield',
|
||||
color: '#10B981', // Green
|
||||
skills: {
|
||||
warding: {
|
||||
name: 'Warding',
|
||||
desc: 'Generate protective shields',
|
||||
cat: 'warden',
|
||||
max: 10,
|
||||
base: 100,
|
||||
studyTime: 8,
|
||||
},
|
||||
fortitude: {
|
||||
name: 'Fortitude',
|
||||
desc: 'Reduce damage taken',
|
||||
cat: 'warden',
|
||||
max: 10,
|
||||
base: 150,
|
||||
studyTime: 10,
|
||||
},
|
||||
reflection: {
|
||||
name: 'Reflection',
|
||||
desc: 'Chance to reflect damage to attacker',
|
||||
cat: 'warden',
|
||||
max: 5,
|
||||
base: 300,
|
||||
studyTime: 15,
|
||||
req: { warding: 5 },
|
||||
},
|
||||
barrierMastery: {
|
||||
name: 'Barrier Mastery',
|
||||
desc: 'Increased barrier mana pool and regen',
|
||||
cat: 'warden',
|
||||
max: 10,
|
||||
base: 250,
|
||||
studyTime: 15,
|
||||
},
|
||||
},
|
||||
},
|
||||
|
||||
// ═══════════════════════════════════════════════════════════════════════════
|
||||
// INVOKER - Chest/Heart
|
||||
// Pact with guardians. No primary mana - uses guardian elemental types.
|
||||
// ═══════════════════════════════════════════════════════════════════════════
|
||||
invoker: {
|
||||
id: 'invoker',
|
||||
name: 'Invoker',
|
||||
slot: 'chest',
|
||||
description: 'Form pacts with spire guardians and channel their elemental power.',
|
||||
capability: 'Pact with guardians. Gain mana types from pacted guardians.',
|
||||
primaryManaType: null, // Uses guardian types instead
|
||||
rawManaRegen: 0.4,
|
||||
autoConvertRate: 0, // No auto-convert; mana comes from guardian pacts
|
||||
icon: 'Heart',
|
||||
color: '#EF4444', // Red
|
||||
skills: {
|
||||
pactMaking: {
|
||||
name: 'Pact Making',
|
||||
desc: 'Form stronger pacts with guardians',
|
||||
cat: 'invoker',
|
||||
max: 10,
|
||||
base: 100,
|
||||
studyTime: 8,
|
||||
},
|
||||
guardianChannel: {
|
||||
name: 'Guardian Channeling',
|
||||
desc: 'Channel guardian powers more effectively',
|
||||
cat: 'invoker',
|
||||
max: 10,
|
||||
base: 150,
|
||||
studyTime: 10,
|
||||
},
|
||||
elementalBurst: {
|
||||
name: 'Elemental Burst',
|
||||
desc: 'Unleash stored guardian energy',
|
||||
cat: 'invoker',
|
||||
max: 5,
|
||||
base: 300,
|
||||
studyTime: 15,
|
||||
req: { pactMaking: 5, guardianChannel: 3 },
|
||||
},
|
||||
soulResonance: {
|
||||
name: 'Soul Resonance',
|
||||
desc: 'Deep bond with pacted guardians',
|
||||
cat: 'invoker',
|
||||
max: 5,
|
||||
base: 400,
|
||||
studyTime: 20,
|
||||
req: { pactMaking: 8 },
|
||||
},
|
||||
},
|
||||
},
|
||||
|
||||
// ═══════════════════════════════════════════════════════════════════════════
|
||||
// STRIDER - Left Leg
|
||||
// Movement and swiftness. Attack speed and mobility.
|
||||
// ═══════════════════════════════════════════════════════════════════════════
|
||||
strider: {
|
||||
id: 'strider',
|
||||
name: 'Strider',
|
||||
slot: 'leftLeg',
|
||||
description: 'Move with supernatural speed and grace.',
|
||||
capability: 'Enhanced mobility. +15% attack speed.',
|
||||
primaryManaType: 'flow',
|
||||
rawManaRegen: 0.3,
|
||||
autoConvertRate: 0.15,
|
||||
icon: 'Zap',
|
||||
color: '#06B6D4', // Cyan
|
||||
skills: {
|
||||
swiftness: {
|
||||
name: 'Swiftness',
|
||||
desc: 'Increased attack and movement speed',
|
||||
cat: 'strider',
|
||||
max: 10,
|
||||
base: 100,
|
||||
studyTime: 8,
|
||||
},
|
||||
evasive: {
|
||||
name: 'Evasive',
|
||||
desc: 'Chance to avoid damage',
|
||||
cat: 'strider',
|
||||
max: 5,
|
||||
base: 200,
|
||||
studyTime: 12,
|
||||
},
|
||||
momentum: {
|
||||
name: 'Momentum',
|
||||
desc: 'Build speed over consecutive attacks',
|
||||
cat: 'strider',
|
||||
max: 5,
|
||||
base: 250,
|
||||
studyTime: 15,
|
||||
req: { swiftness: 5 },
|
||||
},
|
||||
flowMastery: {
|
||||
name: 'Flow Mastery',
|
||||
desc: 'Increased flow mana pool and regen',
|
||||
cat: 'strider',
|
||||
max: 10,
|
||||
base: 250,
|
||||
studyTime: 15,
|
||||
},
|
||||
},
|
||||
},
|
||||
|
||||
// ═══════════════════════════════════════════════════════════════════════════
|
||||
// ANCHOR - Right Leg
|
||||
// Stability and endurance. Max mana and knockback resistance.
|
||||
// ═══════════════════════════════════════════════════════════════════════════
|
||||
anchor: {
|
||||
id: 'anchor',
|
||||
name: 'Anchor',
|
||||
slot: 'rightLeg',
|
||||
description: 'Stand firm against any force. Your foundation is unshakeable.',
|
||||
capability: 'Increased stability. +100 max mana.',
|
||||
primaryManaType: 'stability',
|
||||
rawManaRegen: 0.35,
|
||||
autoConvertRate: 0.18,
|
||||
icon: 'Mountain',
|
||||
color: '#78716C', // Stone gray
|
||||
skills: {
|
||||
grounding: {
|
||||
name: 'Grounding',
|
||||
desc: 'Increased max mana and stability',
|
||||
cat: 'anchor',
|
||||
max: 10,
|
||||
base: 100,
|
||||
studyTime: 8,
|
||||
},
|
||||
endurance: {
|
||||
name: 'Endurance',
|
||||
desc: 'Reduced mana costs when below 50% mana',
|
||||
cat: 'anchor',
|
||||
max: 5,
|
||||
base: 200,
|
||||
studyTime: 12,
|
||||
},
|
||||
ironWill: {
|
||||
name: 'Iron Will',
|
||||
desc: 'Prevent mana drain effects',
|
||||
cat: 'anchor',
|
||||
max: 5,
|
||||
base: 250,
|
||||
studyTime: 15,
|
||||
req: { grounding: 5 },
|
||||
},
|
||||
stabilityMastery: {
|
||||
name: 'Stability Mastery',
|
||||
desc: 'Increased stability mana pool and regen',
|
||||
cat: 'anchor',
|
||||
max: 10,
|
||||
base: 250,
|
||||
studyTime: 15,
|
||||
},
|
||||
},
|
||||
},
|
||||
};
|
||||
|
||||
// ─── Helper Functions ─────────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Get the attunement for a specific body slot
|
||||
*/
|
||||
export function getAttunementForSlot(slot: AttunementSlot): AttunementDef | undefined {
|
||||
return Object.values(ATTUNEMENTS).find(a => a.slot === slot);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the starting attunement (Enchanter - right hand)
|
||||
*/
|
||||
export function getStartingAttunement(): AttunementDef {
|
||||
return ATTUNEMENTS.enchanter;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if an attunement is unlocked for the player
|
||||
*/
|
||||
export function isAttunementUnlocked(
|
||||
attunementStates: Record<AttunementType, AttunementState>,
|
||||
attunementType: AttunementType
|
||||
): boolean {
|
||||
return attunementStates[attunementType]?.unlocked ?? false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get total raw mana regen from all unlocked attunements
|
||||
*/
|
||||
export function getTotalAttunementRegen(
|
||||
attunementStates: Record<AttunementType, AttunementState>
|
||||
): number {
|
||||
let total = 0;
|
||||
for (const [type, state] of Object.entries(attunementStates)) {
|
||||
if (state.unlocked) {
|
||||
const def = ATTUNEMENTS[type as AttunementType];
|
||||
if (def) {
|
||||
total += def.rawManaRegen * (1 + state.level * 0.1); // +10% per level
|
||||
}
|
||||
}
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get mana type display name
|
||||
*/
|
||||
export function getManaTypeName(type: ManaType): string {
|
||||
const names: Record<ManaType, string> = {
|
||||
raw: 'Raw Mana',
|
||||
transference: 'Transference',
|
||||
form: 'Form',
|
||||
vision: 'Vision',
|
||||
barrier: 'Barrier',
|
||||
flow: 'Flow',
|
||||
stability: 'Stability',
|
||||
fire: 'Fire',
|
||||
water: 'Water',
|
||||
earth: 'Earth',
|
||||
air: 'Air',
|
||||
light: 'Light',
|
||||
dark: 'Dark',
|
||||
life: 'Life',
|
||||
death: 'Death',
|
||||
};
|
||||
return names[type] || type;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get mana type color
|
||||
*/
|
||||
export function getManaTypeColor(type: ManaType): string {
|
||||
const colors: Record<ManaType, string> = {
|
||||
raw: '#A78BFA', // Light purple
|
||||
transference: '#8B5CF6', // Purple
|
||||
form: '#3B82F6', // Blue
|
||||
vision: '#F59E0B', // Amber
|
||||
barrier: '#10B981', // Green
|
||||
flow: '#06B6D4', // Cyan
|
||||
stability: '#78716C', // Stone
|
||||
fire: '#EF4444', // Red
|
||||
water: '#3B82F6', // Blue
|
||||
earth: '#A16207', // Brown
|
||||
air: '#94A3B8', // Slate
|
||||
light: '#FCD34D', // Yellow
|
||||
dark: '#6B7280', // Gray
|
||||
life: '#22C55E', // Green
|
||||
death: '#7C3AED', // Violet
|
||||
};
|
||||
return colors[type] || '#A78BFA';
|
||||
}
|
||||
492
src/lib/game/computed-stats.ts
Executable file
492
src/lib/game/computed-stats.ts
Executable file
@@ -0,0 +1,492 @@
|
||||
// ─── Computed Stats and Utility Functions ───────────────────────────────────────
|
||||
// This module contains all computed stat functions and utility helpers
|
||||
// extracted from the main store for better organization
|
||||
|
||||
import type { GameState, SpellCost, EquipmentInstance } from './types';
|
||||
import {
|
||||
GUARDIANS,
|
||||
SPELLS_DEF,
|
||||
FLOOR_ELEM_CYCLE,
|
||||
HOURS_PER_TICK,
|
||||
MAX_DAY,
|
||||
INCURSION_START_DAY,
|
||||
ELEMENT_OPPOSITES,
|
||||
ELEMENTS,
|
||||
TICK_MS,
|
||||
} from './constants';
|
||||
import type { ComputedEffects } from './upgrade-effects';
|
||||
import { getUnifiedEffects, type UnifiedEffects } from './effects';
|
||||
import { EQUIPMENT_TYPES } from './data/equipment';
|
||||
import { ENCHANTMENT_EFFECTS } from './data/enchantment-effects';
|
||||
|
||||
// ─── Default Effects Constant ───────────────────────────────────────────────────
|
||||
|
||||
// Default empty effects for when effects aren't provided
|
||||
export const DEFAULT_EFFECTS: ComputedEffects = {
|
||||
maxManaMultiplier: 1,
|
||||
maxManaBonus: 0,
|
||||
regenMultiplier: 1,
|
||||
regenBonus: 0,
|
||||
clickManaMultiplier: 1,
|
||||
clickManaBonus: 0,
|
||||
meditationEfficiency: 1,
|
||||
spellCostMultiplier: 1,
|
||||
conversionEfficiency: 1,
|
||||
baseDamageMultiplier: 1,
|
||||
baseDamageBonus: 0,
|
||||
attackSpeedMultiplier: 1,
|
||||
critChanceBonus: 0,
|
||||
critDamageMultiplier: 1.5,
|
||||
elementalDamageMultiplier: 1,
|
||||
studySpeedMultiplier: 1,
|
||||
studyCostMultiplier: 1,
|
||||
progressRetention: 0,
|
||||
instantStudyChance: 0,
|
||||
freeStudyChance: 0,
|
||||
elementCapMultiplier: 1,
|
||||
elementCapBonus: 0,
|
||||
conversionCostMultiplier: 1,
|
||||
doubleCraftChance: 0,
|
||||
permanentRegenBonus: 0,
|
||||
specials: new Set(),
|
||||
activeUpgrades: [],
|
||||
};
|
||||
|
||||
// ─── Number Formatting Functions ────────────────────────────────────────────────
|
||||
|
||||
export function fmt(n: number): string {
|
||||
if (!isFinite(n) || isNaN(n)) return '0';
|
||||
if (n >= 1e9) return (n / 1e9).toFixed(2) + 'B';
|
||||
if (n >= 1e6) return (n / 1e6).toFixed(2) + 'M';
|
||||
if (n >= 1e3) return (n / 1e3).toFixed(1) + 'K';
|
||||
return Math.floor(n).toString();
|
||||
}
|
||||
|
||||
export function fmtDec(n: number, d: number = 1): string {
|
||||
return isFinite(n) ? n.toFixed(d) : '0';
|
||||
}
|
||||
|
||||
// ─── Floor Functions ────────────────────────────────────────────────────────────
|
||||
|
||||
export function getFloorMaxHP(floor: number): number {
|
||||
if (GUARDIANS[floor]) return GUARDIANS[floor].hp;
|
||||
// Improved scaling: slower early game, faster late game
|
||||
const baseHP = 100;
|
||||
const floorScaling = floor * 50;
|
||||
const exponentialScaling = Math.pow(floor, 1.7);
|
||||
return Math.floor(baseHP + floorScaling + exponentialScaling);
|
||||
}
|
||||
|
||||
export function getFloorElement(floor: number): string {
|
||||
return FLOOR_ELEM_CYCLE[(floor - 1) % 8];
|
||||
}
|
||||
|
||||
// ─── Equipment Spell Helper ─────────────────────────────────────────────────────
|
||||
|
||||
// Get all spells from equipped caster weapons (staves, wands, etc.)
|
||||
// Returns array of { spellId, equipmentInstanceId }
|
||||
export function getActiveEquipmentSpells(
|
||||
equippedInstances: Record<string, string | null>,
|
||||
equipmentInstances: Record<string, EquipmentInstance>
|
||||
): Array<{ spellId: string; equipmentId: string }> {
|
||||
const spells: Array<{ spellId: string; equipmentId: string }> = [];
|
||||
|
||||
// Check main hand and off hand for caster equipment
|
||||
const weaponSlots = ['mainHand', 'offHand'] as const;
|
||||
|
||||
for (const slot of weaponSlots) {
|
||||
const instanceId = equippedInstances[slot];
|
||||
if (!instanceId) continue;
|
||||
|
||||
const instance = equipmentInstances[instanceId];
|
||||
if (!instance) continue;
|
||||
|
||||
// Check if this is a caster-type equipment
|
||||
const equipType = EQUIPMENT_TYPES[instance.typeId];
|
||||
if (!equipType || equipType.category !== 'caster') continue;
|
||||
|
||||
// Get spells from enchantments
|
||||
for (const ench of instance.enchantments) {
|
||||
const effectDef = ENCHANTMENT_EFFECTS[ench.effectId];
|
||||
if (effectDef?.effect.type === 'spell' && effectDef.effect.spellId) {
|
||||
spells.push({
|
||||
spellId: effectDef.effect.spellId,
|
||||
equipmentId: instanceId,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return spells;
|
||||
}
|
||||
|
||||
// ─── Skill Level Helper ─────────────────────────────────────────────────────────
|
||||
|
||||
// Helper to get effective skill level accounting for tiers
|
||||
export function getEffectiveSkillLevel(
|
||||
skills: Record<string, number>,
|
||||
baseSkillId: string,
|
||||
skillTiers: Record<string, number> = {}
|
||||
): { level: number; tier: number; tierMultiplier: number } {
|
||||
// Find the highest tier the player has for this base skill
|
||||
const currentTier = skillTiers[baseSkillId] || 1;
|
||||
|
||||
// Look for the tiered skill ID (e.g., manaFlow_t2)
|
||||
const tieredSkillId = currentTier > 1 ? `${baseSkillId}_t${currentTier}` : baseSkillId;
|
||||
const level = skills[tieredSkillId] || skills[baseSkillId] || 0;
|
||||
|
||||
// Tier multiplier: each tier is 10x more powerful
|
||||
const tierMultiplier = Math.pow(10, currentTier - 1);
|
||||
|
||||
return { level, tier: currentTier, tierMultiplier };
|
||||
}
|
||||
|
||||
// ─── Computed Stat Functions ────────────────────────────────────────────────────
|
||||
|
||||
export function computeMaxMana(
|
||||
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers' | 'equipmentInstances' | 'equippedInstances'>,
|
||||
effects?: ComputedEffects | UnifiedEffects
|
||||
): number {
|
||||
const pu = state.prestigeUpgrades;
|
||||
const base =
|
||||
100 +
|
||||
(state.skills.manaWell || 0) * 100 +
|
||||
(pu.manaWell || 0) * 500;
|
||||
|
||||
// If effects not provided, compute unified effects (includes equipment)
|
||||
if (!effects && state.equipmentInstances && state.equippedInstances) {
|
||||
effects = getUnifiedEffects(state as any);
|
||||
}
|
||||
|
||||
// Apply effects if available (now includes equipment bonuses)
|
||||
if (effects) {
|
||||
return Math.floor((base + effects.maxManaBonus) * effects.maxManaMultiplier);
|
||||
}
|
||||
return base;
|
||||
}
|
||||
|
||||
export function computeElementMax(
|
||||
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers'>,
|
||||
effects?: ComputedEffects
|
||||
): number {
|
||||
const pu = state.prestigeUpgrades;
|
||||
const base = 10 + (state.skills.elemAttune || 0) * 50 + (pu.elementalAttune || 0) * 25;
|
||||
|
||||
// Apply upgrade effects if provided
|
||||
if (effects) {
|
||||
return Math.floor((base + effects.elementCapBonus) * effects.elementCapMultiplier);
|
||||
}
|
||||
return base;
|
||||
}
|
||||
|
||||
export function computeRegen(
|
||||
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers' | 'equipmentInstances' | 'equippedInstances'>,
|
||||
effects?: ComputedEffects | UnifiedEffects
|
||||
): number {
|
||||
const pu = state.prestigeUpgrades;
|
||||
const temporalBonus = 1 + (pu.temporalEcho || 0) * 0.1;
|
||||
const base =
|
||||
2 +
|
||||
(state.skills.manaFlow || 0) * 1 +
|
||||
(state.skills.manaSpring || 0) * 2 +
|
||||
(pu.manaFlow || 0) * 0.5;
|
||||
|
||||
let regen = base * temporalBonus;
|
||||
|
||||
// If effects not provided, compute unified effects (includes equipment)
|
||||
if (!effects && state.equipmentInstances && state.equippedInstances) {
|
||||
effects = getUnifiedEffects(state as any);
|
||||
}
|
||||
|
||||
// Apply effects if available (now includes equipment bonuses)
|
||||
if (effects) {
|
||||
regen = (regen + effects.regenBonus + effects.permanentRegenBonus) * effects.regenMultiplier;
|
||||
}
|
||||
|
||||
return regen;
|
||||
}
|
||||
|
||||
/**
|
||||
* Compute regen with dynamic special effects (needs current mana, max mana, incursion)
|
||||
*/
|
||||
export function computeEffectiveRegen(
|
||||
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'rawMana' | 'incursionStrength' | 'skillUpgrades' | 'skillTiers' | 'equipmentInstances' | 'equippedInstances'>,
|
||||
effects?: ComputedEffects | UnifiedEffects
|
||||
): number {
|
||||
// Base regen from existing function
|
||||
let regen = computeRegen(state, effects);
|
||||
|
||||
const maxMana = computeMaxMana(state, effects);
|
||||
const currentMana = state.rawMana;
|
||||
const incursionStrength = state.incursionStrength || 0;
|
||||
|
||||
// Apply incursion penalty
|
||||
regen *= (1 - incursionStrength);
|
||||
|
||||
return regen;
|
||||
}
|
||||
|
||||
export function computeClickMana(
|
||||
state: Pick<GameState, 'skills' | 'skillUpgrades' | 'skillTiers' | 'equipmentInstances' | 'equippedInstances'>,
|
||||
effects?: ComputedEffects | UnifiedEffects
|
||||
): number {
|
||||
const base =
|
||||
1 +
|
||||
(state.skills.manaTap || 0) * 1 +
|
||||
(state.skills.manaSurge || 0) * 3;
|
||||
|
||||
// If effects not provided, compute unified effects (includes equipment)
|
||||
if (!effects && state.equipmentInstances && state.equippedInstances) {
|
||||
effects = getUnifiedEffects(state as any);
|
||||
}
|
||||
|
||||
// Apply effects if available (now includes equipment bonuses)
|
||||
if (effects) {
|
||||
return Math.floor((base + effects.clickManaBonus) * effects.clickManaMultiplier);
|
||||
}
|
||||
return base;
|
||||
}
|
||||
|
||||
// ─── Damage Calculation Helpers ─────────────────────────────────────────────────
|
||||
|
||||
// Elemental damage bonus: +50% if spell element opposes floor element (super effective)
|
||||
// -25% if spell element matches its own opposite (weak)
|
||||
export function getElementalBonus(spellElem: string, floorElem: string): number {
|
||||
if (spellElem === 'raw') return 1.0; // Raw mana has no elemental bonus
|
||||
|
||||
if (spellElem === floorElem) return 1.25; // Same element: +25% damage
|
||||
|
||||
// Check for super effective first: spell is the opposite of floor
|
||||
// e.g., casting water (opposite of fire) at fire floor = super effective
|
||||
if (ELEMENT_OPPOSITES[floorElem] === spellElem) return 1.5; // Super effective: +50% damage
|
||||
|
||||
// Check for weak: spell's opposite matches floor
|
||||
// e.g., casting fire (whose opposite is water) at water floor = weak
|
||||
if (ELEMENT_OPPOSITES[spellElem] === floorElem) return 0.75; // Weak: -25% damage
|
||||
|
||||
return 1.0; // Neutral
|
||||
}
|
||||
|
||||
export function calcDamage(
|
||||
state: Pick<GameState, 'skills' | 'signedPacts'>,
|
||||
spellId: string,
|
||||
floorElem?: string
|
||||
): number {
|
||||
const sp = SPELLS_DEF[spellId];
|
||||
if (!sp) return 5;
|
||||
const skills = state.skills;
|
||||
const baseDmg = sp.dmg + (skills.combatTrain || 0) * 5;
|
||||
const pct = 1 + (skills.arcaneFury || 0) * 0.1;
|
||||
|
||||
// Elemental mastery bonus
|
||||
const elemMasteryBonus = 1 + (skills.elementalMastery || 0) * 0.15;
|
||||
|
||||
// Guardian bane bonus
|
||||
const guardianBonus = floorElem && GUARDIANS[Object.values(GUARDIANS).find(g => g.element === floorElem)?.hp ? 0 : 0]
|
||||
? 1 + (skills.guardianBane || 0) * 0.2
|
||||
: 1;
|
||||
|
||||
const critChance = (skills.precision || 0) * 0.05;
|
||||
const pactMult = state.signedPacts.reduce(
|
||||
(m, f) => m * (GUARDIANS[f]?.pact || 1),
|
||||
1
|
||||
);
|
||||
|
||||
let damage = baseDmg * pct * pactMult * elemMasteryBonus;
|
||||
|
||||
// Apply elemental bonus if floor element provided
|
||||
if (floorElem) {
|
||||
damage *= getElementalBonus(sp.elem, floorElem);
|
||||
}
|
||||
|
||||
// Apply crit
|
||||
if (Math.random() < critChance) {
|
||||
damage *= 1.5;
|
||||
}
|
||||
|
||||
return damage;
|
||||
}
|
||||
|
||||
// ─── Insight Calculation ────────────────────────────────────────────────────────
|
||||
|
||||
export function calcInsight(state: Pick<GameState, 'maxFloorReached' | 'totalManaGathered' | 'signedPacts' | 'prestigeUpgrades' | 'skills'>): number {
|
||||
const pu = state.prestigeUpgrades;
|
||||
const skillBonus = 1 + (state.skills.insightHarvest || 0) * 0.1;
|
||||
const mult = (1 + (pu.insightAmp || 0) * 0.25) * skillBonus;
|
||||
return Math.floor(
|
||||
(state.maxFloorReached * 15 + state.totalManaGathered / 500 + state.signedPacts.length * 150) * mult
|
||||
);
|
||||
}
|
||||
|
||||
// ─── Meditation Bonus ───────────────────────────────────────────────────────────
|
||||
|
||||
// Meditation bonus now affects regen rate directly
|
||||
export function getMeditationBonus(meditateTicks: number, skills: Record<string, number>, meditationEfficiency: number = 1): number {
|
||||
const hasMeditation = skills.meditation === 1;
|
||||
const hasDeepTrance = skills.deepTrance === 1;
|
||||
const hasVoidMeditation = skills.voidMeditation === 1;
|
||||
|
||||
const hours = meditateTicks * HOURS_PER_TICK;
|
||||
|
||||
// Base meditation: ramps up over 4 hours to 1.5x
|
||||
let bonus = 1 + Math.min(hours / 4, 0.5);
|
||||
|
||||
// With Meditation Focus: up to 2.5x after 4 hours
|
||||
if (hasMeditation && hours >= 4) {
|
||||
bonus = 2.5;
|
||||
}
|
||||
|
||||
// With Deep Trance: up to 3.0x after 6 hours
|
||||
if (hasDeepTrance && hours >= 6) {
|
||||
bonus = 3.0;
|
||||
}
|
||||
|
||||
// With Void Meditation: up to 5.0x after 8 hours
|
||||
if (hasVoidMeditation && hours >= 8) {
|
||||
bonus = 5.0;
|
||||
}
|
||||
|
||||
// Apply meditation efficiency from upgrades (Deep Wellspring, etc.)
|
||||
bonus *= meditationEfficiency;
|
||||
|
||||
return bonus;
|
||||
}
|
||||
|
||||
// ─── Incursion Strength ─────────────────────────────────────────────────────────
|
||||
|
||||
export function getIncursionStrength(day: number, hour: number): number {
|
||||
if (day < INCURSION_START_DAY) return 0;
|
||||
const totalHours = (day - INCURSION_START_DAY) * 24 + hour;
|
||||
const maxHours = (MAX_DAY - INCURSION_START_DAY) * 24;
|
||||
return Math.min(0.95, (totalHours / maxHours) * 0.95);
|
||||
}
|
||||
|
||||
// ─── Spell Cost Helpers ─────────────────────────────────────────────────────────
|
||||
|
||||
// Check if player can afford spell cost
|
||||
export function canAffordSpellCost(
|
||||
cost: SpellCost,
|
||||
rawMana: number,
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>
|
||||
): boolean {
|
||||
if (cost.type === 'raw') {
|
||||
return rawMana >= cost.amount;
|
||||
} else {
|
||||
const elem = elements[cost.element || ''];
|
||||
return elem && elem.unlocked && elem.current >= cost.amount;
|
||||
}
|
||||
}
|
||||
|
||||
// Deduct spell cost from appropriate mana pool
|
||||
export function deductSpellCost(
|
||||
cost: SpellCost,
|
||||
rawMana: number,
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>
|
||||
): { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> } {
|
||||
const newElements = { ...elements };
|
||||
|
||||
if (cost.type === 'raw') {
|
||||
// Clamp to 0 to prevent negative mana
|
||||
return { rawMana: Math.max(0, rawMana - cost.amount), elements: newElements };
|
||||
} else if (cost.element && newElements[cost.element]) {
|
||||
newElements[cost.element] = {
|
||||
...newElements[cost.element],
|
||||
current: Math.max(0, newElements[cost.element].current - cost.amount)
|
||||
};
|
||||
return { rawMana, elements: newElements };
|
||||
}
|
||||
|
||||
return { rawMana, elements: newElements };
|
||||
}
|
||||
|
||||
// ─── Damage Breakdown Helper ───────────────────────────────────────────────────
|
||||
|
||||
export interface DamageBreakdown {
|
||||
base: number;
|
||||
combatTrainBonus: number;
|
||||
arcaneFuryMult: number;
|
||||
elemMasteryMult: number;
|
||||
guardianBaneMult: number;
|
||||
pactMult: number;
|
||||
precisionChance: number;
|
||||
elemBonus: number;
|
||||
elemBonusText: string;
|
||||
total: number;
|
||||
}
|
||||
|
||||
export function getDamageBreakdown(
|
||||
state: Pick<GameState, 'skills' | 'signedPacts'>,
|
||||
activeSpellId: string,
|
||||
floorElem: string,
|
||||
isGuardianFloor: boolean
|
||||
): DamageBreakdown | null {
|
||||
const spell = SPELLS_DEF[activeSpellId];
|
||||
if (!spell) return null;
|
||||
|
||||
const baseDmg = spell.dmg;
|
||||
const combatTrainBonus = (state.skills.combatTrain || 0) * 5;
|
||||
const arcaneFuryMult = 1 + (state.skills.arcaneFury || 0) * 0.1;
|
||||
const elemMasteryMult = 1 + (state.skills.elementalMastery || 0) * 0.15;
|
||||
const guardianBaneMult = isGuardianFloor ? (1 + (state.skills.guardianBane || 0) * 0.2) : 1;
|
||||
const pactMult = state.signedPacts.reduce((m, f) => m * (GUARDIANS[f]?.pact || 1), 1);
|
||||
const precisionChance = (state.skills.precision || 0) * 0.05;
|
||||
|
||||
// Elemental bonus
|
||||
let elemBonus = 1.0;
|
||||
let elemBonusText = '';
|
||||
if (spell.elem !== 'raw' && floorElem) {
|
||||
if (spell.elem === floorElem) {
|
||||
elemBonus = 1.25;
|
||||
elemBonusText = '+25% same element';
|
||||
} else if (ELEMENTS[spell.elem] && ELEMENT_OPPOSITES[floorElem] === spell.elem) {
|
||||
elemBonus = 1.5;
|
||||
elemBonusText = '+50% super effective';
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
base: baseDmg,
|
||||
combatTrainBonus,
|
||||
arcaneFuryMult,
|
||||
elemMasteryMult,
|
||||
guardianBaneMult,
|
||||
pactMult,
|
||||
precisionChance,
|
||||
elemBonus,
|
||||
elemBonusText,
|
||||
total: calcDamage(state, activeSpellId, floorElem)
|
||||
};
|
||||
}
|
||||
|
||||
// ─── Total DPS Calculation ─────────────────────────────────────────────────────
|
||||
|
||||
export function getTotalDPS(
|
||||
state: Pick<GameState, 'skills' | 'signedPacts' | 'equippedInstances' | 'equipmentInstances'>,
|
||||
upgradeEffects: { attackSpeedMultiplier: number },
|
||||
floorElem: string
|
||||
): number {
|
||||
const quickCastBonus = 1 + (state.skills.quickCast || 0) * 0.05;
|
||||
const attackSpeedMult = upgradeEffects.attackSpeedMultiplier;
|
||||
const castsPerSecondMult = HOURS_PER_TICK / (TICK_MS / 1000);
|
||||
|
||||
const activeEquipmentSpells = getActiveEquipmentSpells(
|
||||
state.equippedInstances,
|
||||
state.equipmentInstances
|
||||
);
|
||||
|
||||
let totalDPS = 0;
|
||||
|
||||
for (const { spellId } of activeEquipmentSpells) {
|
||||
const spell = SPELLS_DEF[spellId];
|
||||
if (!spell) continue;
|
||||
|
||||
const spellCastSpeed = spell.castSpeed || 1;
|
||||
const totalCastSpeed = spellCastSpeed * quickCastBonus * attackSpeedMult;
|
||||
const damagePerCast = calcDamage(state, spellId, floorElem);
|
||||
const castsPerSecond = totalCastSpeed * castsPerSecondMult;
|
||||
|
||||
totalDPS += damagePerCast * castsPerSecond;
|
||||
}
|
||||
|
||||
return totalDPS;
|
||||
}
|
||||
1658
src/lib/game/constants.ts
Executable file
1658
src/lib/game/constants.ts
Executable file
File diff suppressed because it is too large
Load Diff
847
src/lib/game/crafting-slice.ts
Executable file
847
src/lib/game/crafting-slice.ts
Executable file
@@ -0,0 +1,847 @@
|
||||
// ─── Crafting Store Slice ─────────────────────────────────────────────────────────
|
||||
// Handles equipment and enchantment system: design, prepare, apply stages
|
||||
|
||||
import type { GameState, EquipmentInstance, AppliedEnchantment, EnchantmentDesign, DesignEffect, EquipmentSlot, EquipmentCraftingProgress, LootInventory, AttunementState } from './types';
|
||||
import { EQUIPMENT_TYPES, type EquipmentCategory } from './data/equipment';
|
||||
import { ENCHANTMENT_EFFECTS, calculateEffectCapacityCost } from './data/enchantment-effects';
|
||||
import { CRAFTING_RECIPES, canCraftRecipe, type CraftingRecipe } from './data/crafting-recipes';
|
||||
import { SPELLS_DEF } from './constants';
|
||||
import { calculateEnchantingXP, getAttunementXPForLevel, MAX_ATTUNEMENT_LEVEL } from './data/attunements';
|
||||
|
||||
// ─── Helper Functions ─────────────────────────────────────────────────────────
|
||||
|
||||
function generateInstanceId(): string {
|
||||
return `equip_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`;
|
||||
}
|
||||
|
||||
// Get equipment category from type
|
||||
function getEquipmentCategory(typeId: string): EquipmentCategory | null {
|
||||
const type = EQUIPMENT_TYPES[typeId];
|
||||
return type?.category || null;
|
||||
}
|
||||
|
||||
// Calculate total capacity cost for a design
|
||||
function calculateDesignCapacityCost(effects: DesignEffect[], efficiencyBonus: number = 0): number {
|
||||
return effects.reduce((total, eff) => total + calculateEffectCapacityCost(eff.effectId, eff.stacks, efficiencyBonus), 0);
|
||||
}
|
||||
|
||||
// Calculate design time based on number and complexity of effects
|
||||
function calculateDesignTime(effects: DesignEffect[]): number {
|
||||
// Base 1 hour + 0.5 hours per effect stack
|
||||
let time = 1;
|
||||
for (const eff of effects) {
|
||||
const effectDef = ENCHANTMENT_EFFECTS[eff.effectId];
|
||||
if (effectDef) {
|
||||
time += 0.5 * eff.stacks;
|
||||
}
|
||||
}
|
||||
return time;
|
||||
}
|
||||
|
||||
// Calculate preparation time based on equipment capacity
|
||||
function calculatePrepTime(equipmentCapacity: number): number {
|
||||
// Base 2 hours + 1 hour per 50 capacity
|
||||
return 2 + Math.floor(equipmentCapacity / 50);
|
||||
}
|
||||
|
||||
// Calculate preparation mana cost
|
||||
function calculatePrepManaCost(equipmentCapacity: number): number {
|
||||
// 10 mana per capacity point
|
||||
return equipmentCapacity * 10;
|
||||
}
|
||||
|
||||
// Calculate application time based on design complexity
|
||||
function calculateApplicationTime(design: EnchantmentDesign): number {
|
||||
// 2 hours base + 1 hour per effect stack
|
||||
return 2 + design.effects.reduce((total, eff) => total + eff.stacks, 0);
|
||||
}
|
||||
|
||||
// Calculate application mana cost per hour
|
||||
function calculateApplicationManaPerHour(design: EnchantmentDesign): number {
|
||||
// 20 mana per hour base + 5 per effect stack
|
||||
return 20 + design.effects.reduce((total, eff) => total + eff.stacks * 5, 0);
|
||||
}
|
||||
|
||||
// ─── Crafting Actions Interface ───────────────────────────────────────────────
|
||||
|
||||
export interface CraftingActions {
|
||||
// Equipment management
|
||||
createEquipmentInstance: (typeId: string) => string | null;
|
||||
equipItem: (instanceId: string, slot: EquipmentSlot) => boolean;
|
||||
unequipItem: (slot: EquipmentSlot) => void;
|
||||
deleteEquipmentInstance: (instanceId: string) => void;
|
||||
|
||||
// Enchantment design
|
||||
startDesigningEnchantment: (name: string, equipmentTypeId: string, effects: DesignEffect[]) => boolean;
|
||||
cancelDesign: () => void;
|
||||
saveDesign: (design: EnchantmentDesign) => void;
|
||||
deleteDesign: (designId: string) => void;
|
||||
|
||||
// Enchantment preparation
|
||||
startPreparing: (equipmentInstanceId: string) => boolean;
|
||||
cancelPreparation: () => void;
|
||||
|
||||
// Enchantment application
|
||||
startApplying: (equipmentInstanceId: string, designId: string) => boolean;
|
||||
pauseApplication: () => void;
|
||||
resumeApplication: () => void;
|
||||
cancelApplication: () => void;
|
||||
|
||||
// Disenchanting
|
||||
disenchantEquipment: (instanceId: string) => void;
|
||||
|
||||
// Equipment Crafting (from blueprints)
|
||||
startCraftingEquipment: (blueprintId: string) => boolean;
|
||||
cancelEquipmentCrafting: () => void;
|
||||
deleteMaterial: (materialId: string, amount: number) => void;
|
||||
|
||||
// Computed getters
|
||||
getEquipmentSpells: () => string[];
|
||||
getEquipmentEffects: () => Record<string, number>;
|
||||
getAvailableCapacity: (instanceId: string) => number;
|
||||
}
|
||||
|
||||
// ─── Initial Equipment Setup ───────────────────────────────────────────────────
|
||||
|
||||
export function createStartingEquipment(): {
|
||||
equippedInstances: Record<string, string | null>;
|
||||
equipmentInstances: Record<string, EquipmentInstance>;
|
||||
} {
|
||||
// Create starting staff with Mana Bolt enchantment
|
||||
const staffId = generateInstanceId();
|
||||
const staffInstance: EquipmentInstance = {
|
||||
instanceId: staffId,
|
||||
typeId: 'basicStaff',
|
||||
name: 'Basic Staff',
|
||||
enchantments: [
|
||||
{ effectId: 'spell_manaBolt', stacks: 1, actualCost: 50 }
|
||||
],
|
||||
usedCapacity: 50,
|
||||
totalCapacity: 50,
|
||||
rarity: 'common',
|
||||
quality: 100,
|
||||
};
|
||||
|
||||
// Create starting clothes
|
||||
const shirtId = generateInstanceId();
|
||||
const shirtInstance: EquipmentInstance = {
|
||||
instanceId: shirtId,
|
||||
typeId: 'civilianShirt',
|
||||
name: 'Civilian Shirt',
|
||||
enchantments: [],
|
||||
usedCapacity: 0,
|
||||
totalCapacity: 30,
|
||||
rarity: 'common',
|
||||
quality: 100,
|
||||
};
|
||||
|
||||
const shoesId = generateInstanceId();
|
||||
const shoesInstance: EquipmentInstance = {
|
||||
instanceId: shoesId,
|
||||
typeId: 'civilianShoes',
|
||||
name: 'Civilian Shoes',
|
||||
enchantments: [],
|
||||
usedCapacity: 0,
|
||||
totalCapacity: 15,
|
||||
rarity: 'common',
|
||||
quality: 100,
|
||||
};
|
||||
|
||||
return {
|
||||
equippedInstances: {
|
||||
mainHand: staffId,
|
||||
offHand: null,
|
||||
head: null,
|
||||
body: shirtId,
|
||||
hands: null,
|
||||
feet: shoesId,
|
||||
accessory1: null,
|
||||
accessory2: null,
|
||||
},
|
||||
equipmentInstances: {
|
||||
[staffId]: staffInstance,
|
||||
[shirtId]: shirtInstance,
|
||||
[shoesId]: shoesInstance,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
// ─── Crafting Store Extensions ─────────────────────────────────────────────────
|
||||
|
||||
export function createCraftingSlice(
|
||||
set: (fn: (state: GameState) => Partial<GameState>) => void,
|
||||
get: () => GameState & CraftingActions
|
||||
): CraftingActions {
|
||||
return {
|
||||
// ─── Equipment Management ─────────────────────────────────────────────────
|
||||
|
||||
createEquipmentInstance: (typeId: string) => {
|
||||
const type = EQUIPMENT_TYPES[typeId];
|
||||
if (!type) return null;
|
||||
|
||||
const instanceId = generateInstanceId();
|
||||
const instance: EquipmentInstance = {
|
||||
instanceId,
|
||||
typeId,
|
||||
name: type.name,
|
||||
enchantments: [],
|
||||
usedCapacity: 0,
|
||||
totalCapacity: type.baseCapacity,
|
||||
rarity: 'common',
|
||||
quality: 100,
|
||||
};
|
||||
|
||||
set((state) => ({
|
||||
equipmentInstances: {
|
||||
...state.equipmentInstances,
|
||||
[instanceId]: instance,
|
||||
},
|
||||
}));
|
||||
|
||||
return instanceId;
|
||||
},
|
||||
|
||||
equipItem: (instanceId: string, slot: EquipmentSlot) => {
|
||||
const state = get();
|
||||
const instance = state.equipmentInstances[instanceId];
|
||||
if (!instance) return false;
|
||||
|
||||
const type = EQUIPMENT_TYPES[instance.typeId];
|
||||
if (!type) return false;
|
||||
|
||||
// Check if equipment can go in this slot
|
||||
const validSlots = type.category === 'accessory'
|
||||
? ['accessory1', 'accessory2']
|
||||
: [type.slot];
|
||||
|
||||
if (!validSlots.includes(slot)) return false;
|
||||
|
||||
// Check if slot is occupied
|
||||
const currentEquipped = state.equippedInstances[slot];
|
||||
if (currentEquipped === instanceId) return true; // Already equipped here
|
||||
|
||||
// If this item is equipped elsewhere, unequip it first
|
||||
let newEquipped = { ...state.equippedInstances };
|
||||
for (const [s, id] of Object.entries(newEquipped)) {
|
||||
if (id === instanceId) {
|
||||
newEquipped[s as EquipmentSlot] = null;
|
||||
}
|
||||
}
|
||||
|
||||
// Equip to new slot
|
||||
newEquipped[slot] = instanceId;
|
||||
|
||||
set(() => ({ equippedInstances: newEquipped }));
|
||||
return true;
|
||||
},
|
||||
|
||||
unequipItem: (slot: EquipmentSlot) => {
|
||||
set((state) => ({
|
||||
equippedInstances: {
|
||||
...state.equippedInstances,
|
||||
[slot]: null,
|
||||
},
|
||||
}));
|
||||
},
|
||||
|
||||
deleteEquipmentInstance: (instanceId: string) => {
|
||||
set((state) => {
|
||||
// First unequip if equipped
|
||||
let newEquipped = { ...state.equippedInstances };
|
||||
for (const [slot, id] of Object.entries(newEquipped)) {
|
||||
if (id === instanceId) {
|
||||
newEquipped[slot as EquipmentSlot] = null;
|
||||
}
|
||||
}
|
||||
|
||||
// Remove from instances
|
||||
const newInstances = { ...state.equipmentInstances };
|
||||
delete newInstances[instanceId];
|
||||
|
||||
return {
|
||||
equippedInstances: newEquipped,
|
||||
equipmentInstances: newInstances,
|
||||
};
|
||||
});
|
||||
},
|
||||
|
||||
// ─── Enchantment Design ─────────────────────────────────────────────────
|
||||
|
||||
startDesigningEnchantment: (name: string, equipmentTypeId: string, effects: DesignEffect[]) => {
|
||||
const state = get();
|
||||
|
||||
// Check if player has enchanting skill
|
||||
const enchantingLevel = state.skills.enchanting || 0;
|
||||
if (enchantingLevel < 1) return false;
|
||||
|
||||
// Get equipment type and category
|
||||
const equipType = EQUIPMENT_TYPES[equipmentTypeId];
|
||||
if (!equipType) return false;
|
||||
|
||||
const category = equipType.category;
|
||||
if (!category) return false;
|
||||
|
||||
for (const eff of effects) {
|
||||
const effectDef = ENCHANTMENT_EFFECTS[eff.effectId];
|
||||
if (!effectDef) return false;
|
||||
if (!effectDef.allowedEquipmentCategories.includes(category)) return false;
|
||||
if (eff.stacks > effectDef.maxStacks) return false;
|
||||
}
|
||||
|
||||
// Calculate capacity cost
|
||||
const efficiencyBonus = (state.skills.efficientEnchant || 0) * 0.05;
|
||||
const totalCapacityCost = calculateDesignCapacityCost(effects, efficiencyBonus);
|
||||
|
||||
// Validate capacity - design must fit within equipment capacity
|
||||
if (totalCapacityCost > equipType.baseCapacity) {
|
||||
return false; // Design exceeds equipment capacity
|
||||
}
|
||||
|
||||
// Create design ID
|
||||
const designId = `design_${Date.now()}`;
|
||||
const designTime = calculateDesignTime(effects);
|
||||
|
||||
// Store design data in progress
|
||||
set(() => ({
|
||||
currentAction: 'design',
|
||||
designProgress: {
|
||||
designId,
|
||||
progress: 0,
|
||||
required: designTime,
|
||||
name,
|
||||
equipmentType: equipmentTypeId,
|
||||
effects,
|
||||
},
|
||||
}));
|
||||
|
||||
return true;
|
||||
},
|
||||
|
||||
cancelDesign: () => {
|
||||
set(() => ({
|
||||
currentAction: 'meditate',
|
||||
designProgress: null,
|
||||
}));
|
||||
},
|
||||
|
||||
saveDesign: (design: EnchantmentDesign) => {
|
||||
set((state) => ({
|
||||
enchantmentDesigns: [...state.enchantmentDesigns, design],
|
||||
designProgress: null,
|
||||
currentAction: 'meditate',
|
||||
}));
|
||||
},
|
||||
|
||||
deleteDesign: (designId: string) => {
|
||||
set((state) => ({
|
||||
enchantmentDesigns: state.enchantmentDesigns.filter(d => d.id !== designId),
|
||||
}));
|
||||
},
|
||||
|
||||
// ─── Enchantment Preparation ─────────────────────────────────────────────
|
||||
|
||||
startPreparing: (equipmentInstanceId: string) => {
|
||||
const state = get();
|
||||
const instance = state.equipmentInstances[equipmentInstanceId];
|
||||
if (!instance) return false;
|
||||
|
||||
const prepTime = calculatePrepTime(instance.totalCapacity);
|
||||
const manaCost = calculatePrepManaCost(instance.totalCapacity);
|
||||
|
||||
if (state.rawMana < manaCost) return false;
|
||||
|
||||
set(() => ({
|
||||
currentAction: 'prepare',
|
||||
preparationProgress: {
|
||||
equipmentInstanceId,
|
||||
progress: 0,
|
||||
required: prepTime,
|
||||
manaCostPaid: 0,
|
||||
},
|
||||
}));
|
||||
|
||||
return true;
|
||||
},
|
||||
|
||||
cancelPreparation: () => {
|
||||
set(() => ({
|
||||
currentAction: 'meditate',
|
||||
preparationProgress: null,
|
||||
}));
|
||||
},
|
||||
|
||||
// ─── Enchantment Application ─────────────────────────────────────────────
|
||||
|
||||
startApplying: (equipmentInstanceId: string, designId: string) => {
|
||||
const state = get();
|
||||
const instance = state.equipmentInstances[equipmentInstanceId];
|
||||
const design = state.enchantmentDesigns.find(d => d.id === designId);
|
||||
|
||||
if (!instance || !design) return false;
|
||||
|
||||
// Check capacity
|
||||
if (instance.usedCapacity + design.totalCapacityUsed > instance.totalCapacity) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const applicationTime = calculateApplicationTime(design);
|
||||
const manaPerHour = calculateApplicationManaPerHour(design);
|
||||
|
||||
set(() => ({
|
||||
currentAction: 'enchant',
|
||||
applicationProgress: {
|
||||
equipmentInstanceId,
|
||||
designId,
|
||||
progress: 0,
|
||||
required: applicationTime,
|
||||
manaPerHour,
|
||||
paused: false,
|
||||
manaSpent: 0,
|
||||
},
|
||||
}));
|
||||
|
||||
return true;
|
||||
},
|
||||
|
||||
pauseApplication: () => {
|
||||
set((state) => {
|
||||
if (!state.applicationProgress) return {};
|
||||
return {
|
||||
applicationProgress: {
|
||||
...state.applicationProgress,
|
||||
paused: true,
|
||||
},
|
||||
};
|
||||
});
|
||||
},
|
||||
|
||||
resumeApplication: () => {
|
||||
set((state) => {
|
||||
if (!state.applicationProgress) return {};
|
||||
return {
|
||||
applicationProgress: {
|
||||
...state.applicationProgress,
|
||||
paused: false,
|
||||
},
|
||||
};
|
||||
});
|
||||
},
|
||||
|
||||
cancelApplication: () => {
|
||||
set(() => ({
|
||||
currentAction: 'meditate',
|
||||
applicationProgress: null,
|
||||
}));
|
||||
},
|
||||
|
||||
// ─── Disenchanting ─────────────────────────────────────────────────────────
|
||||
|
||||
disenchantEquipment: (instanceId: string) => {
|
||||
const state = get();
|
||||
const instance = state.equipmentInstances[instanceId];
|
||||
if (!instance || instance.enchantments.length === 0) return;
|
||||
|
||||
const disenchantLevel = state.skills.disenchanting || 0;
|
||||
const recoveryRate = 0.1 + disenchantLevel * 0.2; // 10% base + 20% per level
|
||||
|
||||
let totalRecovered = 0;
|
||||
for (const ench of instance.enchantments) {
|
||||
totalRecovered += Math.floor(ench.actualCost * recoveryRate);
|
||||
}
|
||||
|
||||
set((state) => ({
|
||||
rawMana: state.rawMana + totalRecovered,
|
||||
equipmentInstances: {
|
||||
...state.equipmentInstances,
|
||||
[instanceId]: {
|
||||
...instance,
|
||||
enchantments: [],
|
||||
usedCapacity: 0,
|
||||
},
|
||||
},
|
||||
log: [`✨ Disenchanted ${instance.name}, recovered ${totalRecovered} mana.`, ...state.log.slice(0, 49)],
|
||||
}));
|
||||
},
|
||||
|
||||
// ─── Computed Getters ─────────────────────────────────────────────────────
|
||||
|
||||
getEquipmentSpells: () => {
|
||||
const state = get();
|
||||
const spells: string[] = [];
|
||||
|
||||
for (const instanceId of Object.values(state.equippedInstances)) {
|
||||
if (!instanceId) continue;
|
||||
const instance = state.equipmentInstances[instanceId];
|
||||
if (!instance) continue;
|
||||
|
||||
for (const ench of instance.enchantments) {
|
||||
const effectDef = ENCHANTMENT_EFFECTS[ench.effectId];
|
||||
if (effectDef?.effect.type === 'spell' && effectDef.effect.spellId) {
|
||||
spells.push(effectDef.effect.spellId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return [...new Set(spells)]; // Remove duplicates
|
||||
},
|
||||
|
||||
getEquipmentEffects: () => {
|
||||
const state = get();
|
||||
const effects: Record<string, number> = {};
|
||||
|
||||
for (const instanceId of Object.values(state.equippedInstances)) {
|
||||
if (!instanceId) continue;
|
||||
const instance = state.equipmentInstances[instanceId];
|
||||
if (!instance) continue;
|
||||
|
||||
for (const ench of instance.enchantments) {
|
||||
const effectDef = ENCHANTMENT_EFFECTS[ench.effectId];
|
||||
if (!effectDef) continue;
|
||||
|
||||
if (effectDef.effect.type === 'bonus' && effectDef.effect.stat && effectDef.effect.value) {
|
||||
effects[effectDef.effect.stat] = (effects[effectDef.effect.stat] || 0) + effectDef.effect.value * ench.stacks;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return effects;
|
||||
},
|
||||
|
||||
getAvailableCapacity: (instanceId: string) => {
|
||||
const state = get();
|
||||
const instance = state.equipmentInstances[instanceId];
|
||||
if (!instance) return 0;
|
||||
return instance.totalCapacity - instance.usedCapacity;
|
||||
},
|
||||
|
||||
// ─── Equipment Crafting (from Blueprints) ───────────────────────────────────
|
||||
|
||||
startCraftingEquipment: (blueprintId: string) => {
|
||||
const state = get();
|
||||
const recipe = CRAFTING_RECIPES[blueprintId];
|
||||
if (!recipe) return false;
|
||||
|
||||
// Check if player has the blueprint
|
||||
if (!state.lootInventory.blueprints.includes(blueprintId)) return false;
|
||||
|
||||
// Check materials
|
||||
const { canCraft, missingMaterials, missingMana } = canCraftRecipe(
|
||||
recipe,
|
||||
state.lootInventory.materials,
|
||||
state.rawMana
|
||||
);
|
||||
|
||||
if (!canCraft) return false;
|
||||
|
||||
// Deduct materials
|
||||
const newMaterials = { ...state.lootInventory.materials };
|
||||
for (const [matId, amount] of Object.entries(recipe.materials)) {
|
||||
newMaterials[matId] = (newMaterials[matId] || 0) - amount;
|
||||
if (newMaterials[matId] <= 0) {
|
||||
delete newMaterials[matId];
|
||||
}
|
||||
}
|
||||
|
||||
// Start crafting progress
|
||||
set((state) => ({
|
||||
lootInventory: {
|
||||
...state.lootInventory,
|
||||
materials: newMaterials,
|
||||
},
|
||||
rawMana: state.rawMana - recipe.manaCost,
|
||||
currentAction: 'craft',
|
||||
equipmentCraftingProgress: {
|
||||
blueprintId,
|
||||
equipmentTypeId: recipe.equipmentTypeId,
|
||||
progress: 0,
|
||||
required: recipe.craftTime,
|
||||
manaSpent: recipe.manaCost,
|
||||
},
|
||||
}));
|
||||
|
||||
return true;
|
||||
},
|
||||
|
||||
cancelEquipmentCrafting: () => {
|
||||
set((state) => {
|
||||
const progress = state.equipmentCraftingProgress;
|
||||
if (!progress) return {};
|
||||
|
||||
const recipe = CRAFTING_RECIPES[progress.blueprintId];
|
||||
if (!recipe) return { currentAction: 'meditate', equipmentCraftingProgress: null };
|
||||
|
||||
// Refund 50% of mana
|
||||
const manaRefund = Math.floor(progress.manaSpent * 0.5);
|
||||
|
||||
return {
|
||||
currentAction: 'meditate',
|
||||
equipmentCraftingProgress: null,
|
||||
rawMana: state.rawMana + manaRefund,
|
||||
log: [`🚫 Equipment crafting cancelled. Refunded ${manaRefund} mana.`, ...state.log.slice(0, 49)],
|
||||
};
|
||||
});
|
||||
},
|
||||
|
||||
deleteMaterial: (materialId: string, amount: number) => {
|
||||
set((state) => {
|
||||
const currentAmount = state.lootInventory.materials[materialId] || 0;
|
||||
const newAmount = Math.max(0, currentAmount - amount);
|
||||
const newMaterials = { ...state.lootInventory.materials };
|
||||
|
||||
if (newAmount <= 0) {
|
||||
delete newMaterials[materialId];
|
||||
} else {
|
||||
newMaterials[materialId] = newAmount;
|
||||
}
|
||||
|
||||
const dropName = materialId; // Could look up in LOOT_DROPS for proper name
|
||||
return {
|
||||
lootInventory: {
|
||||
...state.lootInventory,
|
||||
materials: newMaterials,
|
||||
},
|
||||
log: [`🗑️ Deleted ${amount}x ${dropName}.`, ...state.log.slice(0, 49)],
|
||||
};
|
||||
});
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
// ─── Tick Processing for Crafting ─────────────────────────────────────────────
|
||||
|
||||
export function processCraftingTick(
|
||||
state: GameState,
|
||||
effects: { rawMana: number; log: string[] }
|
||||
): Partial<GameState> {
|
||||
const { rawMana, log } = effects;
|
||||
let updates: Partial<GameState> = {};
|
||||
|
||||
// Process design progress
|
||||
if (state.currentAction === 'design' && state.designProgress) {
|
||||
const progress = state.designProgress.progress + 0.04; // HOURS_PER_TICK
|
||||
if (progress >= state.designProgress.required) {
|
||||
// Design complete - auto-save the design using stored data
|
||||
const dp = state.designProgress;
|
||||
const efficiencyBonus = (state.skills.efficientEnchant || 0) * 0.05;
|
||||
const totalCapacityCost = calculateDesignCapacityCost(dp.effects, efficiencyBonus);
|
||||
|
||||
const completedDesign: EnchantmentDesign = {
|
||||
id: dp.designId,
|
||||
name: dp.name,
|
||||
equipmentType: dp.equipmentType,
|
||||
effects: dp.effects,
|
||||
totalCapacityUsed: totalCapacityCost,
|
||||
designTime: dp.required,
|
||||
created: Date.now(),
|
||||
};
|
||||
|
||||
updates = {
|
||||
...updates,
|
||||
designProgress: null,
|
||||
currentAction: 'meditate',
|
||||
enchantmentDesigns: [...state.enchantmentDesigns, completedDesign],
|
||||
log: [`✅ Enchantment design "${dp.name}" complete!`, ...log],
|
||||
};
|
||||
} else {
|
||||
updates = {
|
||||
...updates,
|
||||
designProgress: {
|
||||
...state.designProgress,
|
||||
progress,
|
||||
},
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// Process preparation progress
|
||||
if (state.currentAction === 'prepare' && state.preparationProgress) {
|
||||
const prep = state.preparationProgress;
|
||||
const manaPerHour = calculatePrepManaCost(
|
||||
state.equipmentInstances[prep.equipmentInstanceId]?.totalCapacity || 50
|
||||
) / prep.required;
|
||||
const manaCost = manaPerHour * 0.04; // HOURS_PER_TICK
|
||||
|
||||
if (rawMana >= manaCost) {
|
||||
const progress = prep.progress + 0.04;
|
||||
const manaCostPaid = prep.manaCostPaid + manaCost;
|
||||
|
||||
if (progress >= prep.required) {
|
||||
updates = {
|
||||
...updates,
|
||||
rawMana: rawMana - manaCost,
|
||||
preparationProgress: null,
|
||||
currentAction: 'meditate',
|
||||
log: ['✅ Equipment prepared for enchanting!', ...log],
|
||||
};
|
||||
} else {
|
||||
updates = {
|
||||
...updates,
|
||||
rawMana: rawMana - manaCost,
|
||||
preparationProgress: {
|
||||
...prep,
|
||||
progress,
|
||||
manaCostPaid,
|
||||
},
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Process application progress
|
||||
if (state.currentAction === 'enchant' && state.applicationProgress && !state.applicationProgress.paused) {
|
||||
const app = state.applicationProgress;
|
||||
const manaCost = app.manaPerHour * 0.04; // HOURS_PER_TICK
|
||||
|
||||
if (rawMana >= manaCost) {
|
||||
const progress = app.progress + 0.04;
|
||||
const manaSpent = app.manaSpent + manaCost;
|
||||
|
||||
if (progress >= app.required) {
|
||||
// Apply the enchantment!
|
||||
const instance = state.equipmentInstances[app.equipmentInstanceId];
|
||||
const design = state.enchantmentDesigns.find(d => d.id === app.designId);
|
||||
|
||||
if (instance && design) {
|
||||
const newEnchantments: AppliedEnchantment[] = design.effects.map(eff => ({
|
||||
effectId: eff.effectId,
|
||||
stacks: eff.stacks,
|
||||
actualCost: eff.capacityCost,
|
||||
}));
|
||||
|
||||
// Calculate and grant attunement XP to enchanter
|
||||
const xpGained = calculateEnchantingXP(design.totalCapacityUsed);
|
||||
let newAttunements = state.attunements;
|
||||
|
||||
if (state.attunements.enchanter?.active && xpGained > 0) {
|
||||
const enchanterState = state.attunements.enchanter;
|
||||
let newXP = enchanterState.experience + xpGained;
|
||||
let newLevel = enchanterState.level;
|
||||
|
||||
// Check for level ups
|
||||
while (newLevel < MAX_ATTUNEMENT_LEVEL) {
|
||||
const xpNeeded = getAttunementXPForLevel(newLevel + 1);
|
||||
if (newXP >= xpNeeded) {
|
||||
newXP -= xpNeeded;
|
||||
newLevel++;
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
newAttunements = {
|
||||
...state.attunements,
|
||||
enchanter: {
|
||||
...enchanterState,
|
||||
level: newLevel,
|
||||
experience: newXP,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
updates = {
|
||||
...updates,
|
||||
rawMana: rawMana - manaCost,
|
||||
applicationProgress: null,
|
||||
currentAction: 'meditate',
|
||||
attunements: newAttunements,
|
||||
equipmentInstances: {
|
||||
...state.equipmentInstances,
|
||||
[app.equipmentInstanceId]: {
|
||||
...instance,
|
||||
enchantments: [...instance.enchantments, ...newEnchantments],
|
||||
usedCapacity: instance.usedCapacity + design.totalCapacityUsed,
|
||||
},
|
||||
},
|
||||
log: [`✨ Enchantment "${design.name}" applied to ${instance.name}! (+${xpGained} Enchanter XP)`, ...log],
|
||||
};
|
||||
}
|
||||
} else {
|
||||
updates = {
|
||||
...updates,
|
||||
rawMana: rawMana - manaCost,
|
||||
applicationProgress: {
|
||||
...app,
|
||||
progress,
|
||||
manaSpent,
|
||||
},
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Process equipment crafting progress
|
||||
if (state.currentAction === 'craft' && state.equipmentCraftingProgress) {
|
||||
const craft = state.equipmentCraftingProgress;
|
||||
const progress = craft.progress + 0.04; // HOURS_PER_TICK
|
||||
|
||||
if (progress >= craft.required) {
|
||||
// Crafting complete - create the equipment!
|
||||
const recipe = CRAFTING_RECIPES[craft.blueprintId];
|
||||
const equipType = recipe ? EQUIPMENT_TYPES[recipe.equipmentTypeId] : null;
|
||||
|
||||
if (recipe && equipType) {
|
||||
const instanceId = generateInstanceId();
|
||||
const newInstance: EquipmentInstance = {
|
||||
instanceId,
|
||||
typeId: recipe.equipmentTypeId,
|
||||
name: recipe.name,
|
||||
enchantments: [],
|
||||
usedCapacity: 0,
|
||||
totalCapacity: equipType.baseCapacity,
|
||||
rarity: recipe.rarity,
|
||||
quality: 100,
|
||||
};
|
||||
|
||||
updates = {
|
||||
...updates,
|
||||
equipmentCraftingProgress: null,
|
||||
currentAction: 'meditate',
|
||||
equipmentInstances: {
|
||||
...state.equipmentInstances,
|
||||
[instanceId]: newInstance,
|
||||
},
|
||||
totalCraftsCompleted: (state.totalCraftsCompleted || 0) + 1,
|
||||
log: [`🔨 Crafted ${recipe.name}!`, ...log],
|
||||
};
|
||||
} else {
|
||||
updates = {
|
||||
...updates,
|
||||
equipmentCraftingProgress: null,
|
||||
currentAction: 'meditate',
|
||||
log: ['⚠️ Crafting failed - invalid recipe!', ...log],
|
||||
};
|
||||
}
|
||||
} else {
|
||||
updates = {
|
||||
...updates,
|
||||
equipmentCraftingProgress: {
|
||||
...craft,
|
||||
progress,
|
||||
},
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
return updates;
|
||||
}
|
||||
|
||||
// ─── Export helper to get equipment instance spells ─────────────────────────────
|
||||
|
||||
export function getSpellsFromEquipment(instances: Record<string, EquipmentInstance>, equippedIds: (string | null)[]): string[] {
|
||||
const spells: string[] = [];
|
||||
|
||||
for (const id of equippedIds) {
|
||||
if (!id) continue;
|
||||
const instance = instances[id];
|
||||
if (!instance) continue;
|
||||
|
||||
for (const ench of instance.enchantments) {
|
||||
const effectDef = ENCHANTMENT_EFFECTS[ench.effectId];
|
||||
if (effectDef?.effect.type === 'spell' && effectDef.effect.spellId) {
|
||||
spells.push(effectDef.effect.spellId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return [...new Set(spells)];
|
||||
}
|
||||
246
src/lib/game/data/achievements.ts
Executable file
246
src/lib/game/data/achievements.ts
Executable file
@@ -0,0 +1,246 @@
|
||||
// ─── Achievement Definitions ───────────────────────────────────────────────────
|
||||
|
||||
import type { AchievementDef } from '../types';
|
||||
|
||||
export const ACHIEVEMENTS: Record<string, AchievementDef> = {
|
||||
// ─── Combat Achievements ───
|
||||
firstBlood: {
|
||||
id: 'firstBlood',
|
||||
name: 'First Blood',
|
||||
desc: 'Clear your first floor',
|
||||
category: 'combat',
|
||||
requirement: { type: 'floor', value: 2 },
|
||||
reward: { insight: 10 },
|
||||
},
|
||||
floorClimber: {
|
||||
id: 'floorClimber',
|
||||
name: 'Floor Climber',
|
||||
desc: 'Reach floor 10',
|
||||
category: 'combat',
|
||||
requirement: { type: 'floor', value: 10 },
|
||||
reward: { insight: 25, manaBonus: 10 },
|
||||
},
|
||||
spireAssault: {
|
||||
id: 'spireAssault',
|
||||
name: 'Spire Assault',
|
||||
desc: 'Reach floor 25',
|
||||
category: 'combat',
|
||||
requirement: { type: 'floor', value: 25 },
|
||||
reward: { insight: 50, damageBonus: 0.05 },
|
||||
},
|
||||
towerConqueror: {
|
||||
id: 'towerConqueror',
|
||||
name: 'Tower Conqueror',
|
||||
desc: 'Reach floor 50',
|
||||
category: 'combat',
|
||||
requirement: { type: 'floor', value: 50 },
|
||||
reward: { insight: 100, manaBonus: 50, damageBonus: 0.1 },
|
||||
},
|
||||
spireMaster: {
|
||||
id: 'spireMaster',
|
||||
name: 'Spire Master',
|
||||
desc: 'Reach floor 75',
|
||||
category: 'combat',
|
||||
requirement: { type: 'floor', value: 75 },
|
||||
reward: { insight: 200, damageBonus: 0.15, title: 'Spire Master' },
|
||||
},
|
||||
apexReached: {
|
||||
id: 'apexReached',
|
||||
name: 'Apex Reached',
|
||||
desc: 'Reach floor 100',
|
||||
category: 'combat',
|
||||
requirement: { type: 'floor', value: 100 },
|
||||
reward: { insight: 500, manaBonus: 200, damageBonus: 0.25, title: 'Apex Climber' },
|
||||
},
|
||||
|
||||
// ─── Damage Achievements ───
|
||||
hundredDamage: {
|
||||
id: 'hundredDamage',
|
||||
name: 'Heavy Hitter',
|
||||
desc: 'Deal 100 damage in a single hit',
|
||||
category: 'combat',
|
||||
requirement: { type: 'damage', value: 100 },
|
||||
reward: { insight: 20 },
|
||||
},
|
||||
thousandDamage: {
|
||||
id: 'thousandDamage',
|
||||
name: 'Devastating Blow',
|
||||
desc: 'Deal 1,000 damage in a single hit',
|
||||
category: 'combat',
|
||||
requirement: { type: 'damage', value: 1000 },
|
||||
reward: { insight: 75, damageBonus: 0.03 },
|
||||
},
|
||||
tenThousandDamage: {
|
||||
id: 'tenThousandDamage',
|
||||
name: 'Apocalypse Now',
|
||||
desc: 'Deal 10,000 damage in a single hit',
|
||||
category: 'combat',
|
||||
requirement: { type: 'damage', value: 10000 },
|
||||
reward: { insight: 200, damageBonus: 0.05, title: 'Apocalypse Bringer' },
|
||||
},
|
||||
|
||||
// ─── Pact Achievements ───
|
||||
pactSeeker: {
|
||||
id: 'pactSeeker',
|
||||
name: 'Pact Seeker',
|
||||
desc: 'Sign your first guardian pact',
|
||||
category: 'progression',
|
||||
requirement: { type: 'pact', value: 1 },
|
||||
reward: { insight: 30 },
|
||||
},
|
||||
pactCollector: {
|
||||
id: 'pactCollector',
|
||||
name: 'Pact Collector',
|
||||
desc: 'Sign 5 guardian pacts',
|
||||
category: 'progression',
|
||||
requirement: { type: 'pact', value: 5 },
|
||||
reward: { insight: 100, manaBonus: 25 },
|
||||
},
|
||||
pactMaster: {
|
||||
id: 'pactMaster',
|
||||
name: 'Pact Master',
|
||||
desc: 'Sign all guardian pacts',
|
||||
category: 'progression',
|
||||
requirement: { type: 'pact', value: 12 },
|
||||
reward: { insight: 500, damageBonus: 0.2, title: 'Pact Master' },
|
||||
},
|
||||
|
||||
// ─── Magic Achievements ───
|
||||
spellCaster: {
|
||||
id: 'spellCaster',
|
||||
name: 'Spell Caster',
|
||||
desc: 'Cast 100 spells',
|
||||
category: 'magic',
|
||||
requirement: { type: 'spells', value: 100 },
|
||||
reward: { insight: 25 },
|
||||
},
|
||||
spellWeaver: {
|
||||
id: 'spellWeaver',
|
||||
name: 'Spell Weaver',
|
||||
desc: 'Cast 1,000 spells',
|
||||
category: 'magic',
|
||||
requirement: { type: 'spells', value: 1000 },
|
||||
reward: { insight: 75, regenBonus: 0.5 },
|
||||
},
|
||||
spellStorm: {
|
||||
id: 'spellStorm',
|
||||
name: 'Spell Storm',
|
||||
desc: 'Cast 10,000 spells',
|
||||
category: 'magic',
|
||||
requirement: { type: 'spells', value: 10000 },
|
||||
reward: { insight: 200, regenBonus: 1, title: 'Storm Caller' },
|
||||
},
|
||||
|
||||
// ─── Mana Achievements ───
|
||||
manaPool: {
|
||||
id: 'manaPool',
|
||||
name: 'Mana Pool',
|
||||
desc: 'Accumulate 1,000 total mana',
|
||||
category: 'magic',
|
||||
requirement: { type: 'mana', value: 1000 },
|
||||
reward: { insight: 20 },
|
||||
},
|
||||
manaLake: {
|
||||
id: 'manaLake',
|
||||
name: 'Mana Lake',
|
||||
desc: 'Accumulate 100,000 total mana',
|
||||
category: 'magic',
|
||||
requirement: { type: 'mana', value: 100000 },
|
||||
reward: { insight: 100, manaBonus: 50 },
|
||||
},
|
||||
manaOcean: {
|
||||
id: 'manaOcean',
|
||||
name: 'Mana Ocean',
|
||||
desc: 'Accumulate 10,000,000 total mana',
|
||||
category: 'magic',
|
||||
requirement: { type: 'mana', value: 10000000 },
|
||||
reward: { insight: 500, manaBonus: 200, title: 'Mana Ocean' },
|
||||
},
|
||||
|
||||
// ─── Crafting Achievements ───
|
||||
enchanter: {
|
||||
id: 'enchanter',
|
||||
name: 'Enchanter',
|
||||
desc: 'Complete your first enchantment',
|
||||
category: 'crafting',
|
||||
requirement: { type: 'craft', value: 1 },
|
||||
reward: { insight: 30 },
|
||||
},
|
||||
masterEnchanter: {
|
||||
id: 'masterEnchanter',
|
||||
name: 'Master Enchanter',
|
||||
desc: 'Complete 10 enchantments',
|
||||
category: 'crafting',
|
||||
requirement: { type: 'craft', value: 10 },
|
||||
reward: { insight: 100, unlockEffect: 'efficiencyBoost' },
|
||||
},
|
||||
legendaryEnchanter: {
|
||||
id: 'legendaryEnchanter',
|
||||
name: 'Legendary Enchanter',
|
||||
desc: 'Complete 50 enchantments',
|
||||
category: 'crafting',
|
||||
requirement: { type: 'craft', value: 50 },
|
||||
reward: { insight: 300, title: 'Legendary Enchanter' },
|
||||
},
|
||||
|
||||
// ─── Special Achievements ───
|
||||
speedRunner: {
|
||||
id: 'speedRunner',
|
||||
name: 'Speed Runner',
|
||||
desc: 'Reach floor 50 in under 5 days',
|
||||
category: 'special',
|
||||
requirement: { type: 'time', value: 5, subType: 'floor50' },
|
||||
reward: { insight: 200, title: 'Speed Demon' },
|
||||
hidden: true,
|
||||
},
|
||||
perfectionist: {
|
||||
id: 'perfectionist',
|
||||
name: 'Perfectionist',
|
||||
desc: 'Reach floor 100 without any guardian pacts',
|
||||
category: 'special',
|
||||
requirement: { type: 'floor', value: 100, subType: 'noPacts' },
|
||||
reward: { insight: 1000, title: 'Perfect Climber' },
|
||||
hidden: true,
|
||||
},
|
||||
survivor: {
|
||||
id: 'survivor',
|
||||
name: 'Survivor',
|
||||
desc: 'Complete a loop during full incursion (day 30+)',
|
||||
category: 'special',
|
||||
requirement: { type: 'time', value: 30 },
|
||||
reward: { insight: 300, manaBonus: 100, title: 'Survivor' },
|
||||
},
|
||||
};
|
||||
|
||||
// Category colors for UI
|
||||
export const ACHIEVEMENT_CATEGORY_COLORS: Record<string, string> = {
|
||||
combat: '#EF4444', // Red
|
||||
progression: '#F59E0B', // Amber
|
||||
crafting: '#8B5CF6', // Purple
|
||||
magic: '#3B82F6', // Blue
|
||||
special: '#EC4899', // Pink
|
||||
};
|
||||
|
||||
// Get achievements by category
|
||||
export function getAchievementsByCategory(): Record<string, AchievementDef[]> {
|
||||
const result: Record<string, AchievementDef[]> = {};
|
||||
|
||||
for (const achievement of Object.values(ACHIEVEMENTS)) {
|
||||
if (!result[achievement.category]) {
|
||||
result[achievement.category] = [];
|
||||
}
|
||||
result[achievement.category].push(achievement);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Check if an achievement should be revealed
|
||||
export function isAchievementRevealed(
|
||||
achievement: AchievementDef,
|
||||
progress: number
|
||||
): boolean {
|
||||
if (!achievement.hidden) return true;
|
||||
// Reveal hidden achievements when at 50% progress
|
||||
return progress >= achievement.requirement.value * 0.5;
|
||||
}
|
||||
185
src/lib/game/data/attunements.ts
Executable file
185
src/lib/game/data/attunements.ts
Executable file
@@ -0,0 +1,185 @@
|
||||
// ─── Attunement Definitions ─────────────────────────────────────────────────────
|
||||
// Attunements are class-like abilities tied to body locations
|
||||
// Each provides unique capabilities, primary mana types, and skill access
|
||||
|
||||
import type { AttunementDef, AttunementSlot } from '../types';
|
||||
|
||||
// Attunement slot display names
|
||||
export const ATTUNEMENT_SLOT_NAMES: Record<AttunementSlot, string> = {
|
||||
rightHand: 'Right Hand',
|
||||
leftHand: 'Left Hand',
|
||||
head: 'Head',
|
||||
back: 'Back',
|
||||
chest: 'Chest',
|
||||
leftLeg: 'Left Leg',
|
||||
rightLeg: 'Right Leg',
|
||||
};
|
||||
|
||||
// All attunement definitions
|
||||
export const ATTUNEMENTS_DEF: Record<string, AttunementDef> = {
|
||||
// ─── Enchanter (Right Hand) ─────────────────────────────────────────────────
|
||||
// Unlocks the enchanting system - applying magical effects to equipment
|
||||
// Primary mana: Transference (used to move/apply enchantments)
|
||||
enchanter: {
|
||||
id: 'enchanter',
|
||||
name: 'Enchanter',
|
||||
desc: 'Channel transference mana through your right hand to apply magical enchantments to equipment. The art of enchanting allows you to imbue items with spell effects, stat bonuses, and special properties.',
|
||||
slot: 'rightHand',
|
||||
icon: '✨',
|
||||
color: '#1ABC9C', // Teal (transference color)
|
||||
primaryManaType: 'transference',
|
||||
rawManaRegen: 0.5,
|
||||
conversionRate: 0.2, // Converts 0.2 raw mana to transference per hour
|
||||
unlocked: true, // Starting attunement
|
||||
capabilities: ['enchanting', 'disenchanting'],
|
||||
skillCategories: ['enchant', 'effectResearch'],
|
||||
},
|
||||
|
||||
// ─── Invoker (Chest/Heart) ───────────────────────────────────────────────────
|
||||
// Enables forming pacts with spire guardians
|
||||
// No primary mana - instead gains mana types from each pact signed
|
||||
invoker: {
|
||||
id: 'invoker',
|
||||
name: 'Invoker',
|
||||
desc: 'Open your heart to the guardians of the spire. Form pacts with defeated guardians to gain their elemental affinity and access to their unique powers. Each pact grants access to a new mana type.',
|
||||
slot: 'chest',
|
||||
icon: '💜',
|
||||
color: '#9B59B6', // Purple
|
||||
primaryManaType: undefined, // Invoker has no primary - gains from pacts
|
||||
rawManaRegen: 0.3,
|
||||
conversionRate: 0, // No automatic conversion - mana comes from pacts
|
||||
unlocked: false, // Unlocked through gameplay
|
||||
unlockCondition: 'Defeat your first guardian and choose the path of the Invoker',
|
||||
capabilities: ['pacts', 'guardianPowers', 'elementalMastery'],
|
||||
skillCategories: ['invocation', 'pact'],
|
||||
},
|
||||
|
||||
// ─── Fabricator (Left Hand) ──────────────────────────────────────────────────
|
||||
// Crafts earth golems and earthen gear
|
||||
// Primary mana: Earth
|
||||
// Later with fire mana -> metal mana, can craft metallic gear and golems
|
||||
fabricator: {
|
||||
id: 'fabricator',
|
||||
name: 'Fabricator',
|
||||
desc: 'Shape earth and metal through your left hand to craft golems and equipment. Start with earthen constructs, and unlock metalworking when you gain fire mana to create metal mana.',
|
||||
slot: 'leftHand',
|
||||
icon: '⚒️',
|
||||
color: '#F4A261', // Earth color
|
||||
primaryManaType: 'earth',
|
||||
rawManaRegen: 0.4,
|
||||
conversionRate: 0.25, // Converts 0.25 raw mana to earth per hour
|
||||
unlocked: false, // Unlocked through gameplay
|
||||
unlockCondition: 'Prove your worth as a crafter',
|
||||
capabilities: ['golemCrafting', 'gearCrafting', 'earthShaping'],
|
||||
skillCategories: ['fabrication', 'golemancy'],
|
||||
},
|
||||
};
|
||||
|
||||
// Helper function to get attunement by slot
|
||||
export function getAttunementBySlot(slot: AttunementSlot): AttunementDef | undefined {
|
||||
return Object.values(ATTUNEMENTS_DEF).find(a => a.slot === slot);
|
||||
}
|
||||
|
||||
// Helper function to get all unlocked attunements for a player
|
||||
export function getUnlockedAttunements(attunements: Record<string, { active: boolean; level: number; experience: number }>): AttunementDef[] {
|
||||
return Object.entries(attunements)
|
||||
.filter(([id, state]) => state.active || ATTUNEMENTS_DEF[id]?.unlocked)
|
||||
.map(([id]) => ATTUNEMENTS_DEF[id])
|
||||
.filter(Boolean);
|
||||
}
|
||||
|
||||
// Helper function to calculate total raw mana regen from attunements (with level scaling)
|
||||
export function getTotalAttunementRegen(attunements: Record<string, { active: boolean; level: number; experience: number }>): number {
|
||||
return Object.entries(attunements)
|
||||
.filter(([, state]) => state.active)
|
||||
.reduce((total, [id, state]) => {
|
||||
const def = ATTUNEMENTS_DEF[id];
|
||||
if (!def) return total;
|
||||
// Exponential scaling: base * (1.5 ^ (level - 1))
|
||||
const levelMult = Math.pow(1.5, (state.level || 1) - 1);
|
||||
return total + def.rawManaRegen * levelMult;
|
||||
}, 0);
|
||||
}
|
||||
|
||||
// Get conversion rate with level scaling
|
||||
export function getAttunementConversionRate(attunementId: string, level: number): number {
|
||||
const def = ATTUNEMENTS_DEF[attunementId];
|
||||
if (!def || def.conversionRate <= 0) return 0;
|
||||
// Exponential scaling: base * (1.5 ^ (level - 1))
|
||||
return def.conversionRate * Math.pow(1.5, (level || 1) - 1);
|
||||
}
|
||||
|
||||
// XP required for attunement level
|
||||
export function getAttunementXPForLevel(level: number): number {
|
||||
// New scaling:
|
||||
// Level 2: 1000 XP
|
||||
// Level 3: 2500 XP
|
||||
// Level 4: 5000 XP
|
||||
// Level 5: 10000 XP
|
||||
// etc. (each level requires 2x the previous, starting from 1000)
|
||||
if (level <= 1) return 0;
|
||||
if (level === 2) return 1000;
|
||||
// For level 3+: 1000 * 2.5^(level-2), but rounded nicely
|
||||
return Math.floor(1000 * Math.pow(2, level - 2) * (level >= 3 ? 1.25 : 1));
|
||||
}
|
||||
|
||||
// Calculate XP gained from enchanting based on capacity used
|
||||
export function calculateEnchantingXP(capacityUsed: number): number {
|
||||
// 1 XP per 10 capacity used, floored, minimum 1
|
||||
return Math.max(1, Math.floor(capacityUsed / 10));
|
||||
}
|
||||
|
||||
// Max attunement level
|
||||
export const MAX_ATTUNEMENT_LEVEL = 10;
|
||||
|
||||
// Helper function to get mana types from active attunements and pacts
|
||||
export function getAttunementManaTypes(
|
||||
attunements: Record<string, { active: boolean; level: number; experience: number }>,
|
||||
signedPacts: number[]
|
||||
): string[] {
|
||||
const manaTypes: string[] = [];
|
||||
|
||||
// Add primary mana types from active attunements
|
||||
Object.entries(attunements)
|
||||
.filter(([, state]) => state.active)
|
||||
.forEach(([id]) => {
|
||||
const def = ATTUNEMENTS_DEF[id];
|
||||
if (def?.primaryManaType) {
|
||||
manaTypes.push(def.primaryManaType);
|
||||
}
|
||||
});
|
||||
|
||||
// Invoker gains mana types from signed pacts
|
||||
if (attunements.invoker?.active && signedPacts.length > 0) {
|
||||
// Import GUARDIANS would be circular, so this is handled in the store
|
||||
// For now, just mark that invoker provides pact-based mana
|
||||
manaTypes.push('pactElements');
|
||||
}
|
||||
|
||||
return [...new Set(manaTypes)]; // Remove duplicates
|
||||
}
|
||||
|
||||
// Get skill categories available to player based on active attunements
|
||||
export function getAvailableSkillCategories(
|
||||
attunements: Record<string, { active: boolean; level: number; experience: number }>
|
||||
): string[] {
|
||||
const categories = new Set<string>();
|
||||
|
||||
// Always available categories
|
||||
categories.add('mana');
|
||||
categories.add('study');
|
||||
categories.add('research');
|
||||
categories.add('ascension');
|
||||
|
||||
// Add categories from active attunements
|
||||
Object.entries(attunements)
|
||||
.filter(([, state]) => state.active)
|
||||
.forEach(([id]) => {
|
||||
const def = ATTUNEMENTS_DEF[id];
|
||||
if (def?.skillCategories) {
|
||||
def.skillCategories.forEach(cat => categories.add(cat));
|
||||
}
|
||||
});
|
||||
|
||||
return Array.from(categories);
|
||||
}
|
||||
257
src/lib/game/data/crafting-recipes.ts
Executable file
257
src/lib/game/data/crafting-recipes.ts
Executable file
@@ -0,0 +1,257 @@
|
||||
// ─── Crafting Recipes ─────────────────────────────────────────────────────────
|
||||
// Defines what materials are needed to craft equipment from blueprints
|
||||
|
||||
import type { EquipmentSlot } from '../types';
|
||||
|
||||
export interface CraftingRecipe {
|
||||
id: string; // Blueprint ID (matches loot drop)
|
||||
equipmentTypeId: string; // Resulting equipment type ID
|
||||
name: string; // Display name
|
||||
description: string;
|
||||
rarity: 'common' | 'uncommon' | 'rare' | 'epic' | 'legendary';
|
||||
materials: Record<string, number>; // materialId -> count required
|
||||
manaCost: number; // Raw mana cost to craft
|
||||
craftTime: number; // Hours to craft
|
||||
minFloor: number; // Minimum floor where blueprint drops
|
||||
unlocked: boolean; // Whether the player has discovered this
|
||||
}
|
||||
|
||||
export const CRAFTING_RECIPES: Record<string, CraftingRecipe> = {
|
||||
// ─── Staff Blueprints ───
|
||||
staffBlueprint: {
|
||||
id: 'staffBlueprint',
|
||||
equipmentTypeId: 'oakStaff',
|
||||
name: 'Oak Staff',
|
||||
description: 'A sturdy oak staff with decent mana capacity.',
|
||||
rarity: 'uncommon',
|
||||
materials: {
|
||||
manaCrystalDust: 5,
|
||||
arcaneShard: 2,
|
||||
},
|
||||
manaCost: 200,
|
||||
craftTime: 4,
|
||||
minFloor: 10,
|
||||
unlocked: false,
|
||||
},
|
||||
|
||||
wandBlueprint: {
|
||||
id: 'wandBlueprint',
|
||||
equipmentTypeId: 'crystalWand',
|
||||
name: 'Crystal Wand',
|
||||
description: 'A wand tipped with a small crystal. Excellent for elemental enchantments.',
|
||||
rarity: 'rare',
|
||||
materials: {
|
||||
manaCrystalDust: 8,
|
||||
arcaneShard: 4,
|
||||
elementalCore: 1,
|
||||
},
|
||||
manaCost: 500,
|
||||
craftTime: 6,
|
||||
minFloor: 20,
|
||||
unlocked: false,
|
||||
},
|
||||
|
||||
robeBlueprint: {
|
||||
id: 'robeBlueprint',
|
||||
equipmentTypeId: 'scholarRobe',
|
||||
name: 'Scholar Robe',
|
||||
description: 'A robe worn by scholars and researchers.',
|
||||
rarity: 'rare',
|
||||
materials: {
|
||||
manaCrystalDust: 6,
|
||||
arcaneShard: 3,
|
||||
elementalCore: 1,
|
||||
},
|
||||
manaCost: 400,
|
||||
craftTime: 5,
|
||||
minFloor: 25,
|
||||
unlocked: false,
|
||||
},
|
||||
|
||||
artifactBlueprint: {
|
||||
id: 'artifactBlueprint',
|
||||
equipmentTypeId: 'arcanistStaff',
|
||||
name: 'Arcanist Staff',
|
||||
description: 'A staff designed for advanced spellcasters. High capacity for complex enchantments.',
|
||||
rarity: 'legendary',
|
||||
materials: {
|
||||
manaCrystalDust: 20,
|
||||
arcaneShard: 10,
|
||||
elementalCore: 5,
|
||||
voidEssence: 2,
|
||||
celestialFragment: 1,
|
||||
},
|
||||
manaCost: 2000,
|
||||
craftTime: 12,
|
||||
minFloor: 60,
|
||||
unlocked: false,
|
||||
},
|
||||
|
||||
// ─── Additional Blueprints ───
|
||||
battlestaffBlueprint: {
|
||||
id: 'battlestaffBlueprint',
|
||||
equipmentTypeId: 'battlestaff',
|
||||
name: 'Battlestaff',
|
||||
description: 'A reinforced staff suitable for both casting and combat.',
|
||||
rarity: 'rare',
|
||||
materials: {
|
||||
manaCrystalDust: 10,
|
||||
arcaneShard: 5,
|
||||
elementalCore: 2,
|
||||
},
|
||||
manaCost: 600,
|
||||
craftTime: 6,
|
||||
minFloor: 30,
|
||||
unlocked: false,
|
||||
},
|
||||
|
||||
catalystBlueprint: {
|
||||
id: 'catalystBlueprint',
|
||||
equipmentTypeId: 'fireCatalyst',
|
||||
name: 'Fire Catalyst',
|
||||
description: 'A catalyst attuned to fire magic. Enhances fire enchantments.',
|
||||
rarity: 'rare',
|
||||
materials: {
|
||||
manaCrystalDust: 8,
|
||||
arcaneShard: 4,
|
||||
elementalCore: 3,
|
||||
},
|
||||
manaCost: 500,
|
||||
craftTime: 5,
|
||||
minFloor: 25,
|
||||
unlocked: false,
|
||||
},
|
||||
|
||||
shieldBlueprint: {
|
||||
id: 'shieldBlueprint',
|
||||
equipmentTypeId: 'runicShield',
|
||||
name: 'Runic Shield',
|
||||
description: 'A shield engraved with protective runes.',
|
||||
rarity: 'rare',
|
||||
materials: {
|
||||
manaCrystalDust: 10,
|
||||
arcaneShard: 6,
|
||||
elementalCore: 2,
|
||||
},
|
||||
manaCost: 450,
|
||||
craftTime: 5,
|
||||
minFloor: 28,
|
||||
unlocked: false,
|
||||
},
|
||||
|
||||
hatBlueprint: {
|
||||
id: 'hatBlueprint',
|
||||
equipmentTypeId: 'wizardHat',
|
||||
name: 'Wizard Hat',
|
||||
description: 'A classic pointed wizard hat. Decent capacity for headwear.',
|
||||
rarity: 'uncommon',
|
||||
materials: {
|
||||
manaCrystalDust: 4,
|
||||
arcaneShard: 2,
|
||||
},
|
||||
manaCost: 150,
|
||||
craftTime: 3,
|
||||
minFloor: 12,
|
||||
unlocked: false,
|
||||
},
|
||||
|
||||
glovesBlueprint: {
|
||||
id: 'glovesBlueprint',
|
||||
equipmentTypeId: 'spellweaveGloves',
|
||||
name: 'Spellweave Gloves',
|
||||
description: 'Gloves woven with mana-conductive threads.',
|
||||
rarity: 'uncommon',
|
||||
materials: {
|
||||
manaCrystalDust: 3,
|
||||
arcaneShard: 2,
|
||||
},
|
||||
manaCost: 120,
|
||||
craftTime: 3,
|
||||
minFloor: 15,
|
||||
unlocked: false,
|
||||
},
|
||||
|
||||
bootsBlueprint: {
|
||||
id: 'bootsBlueprint',
|
||||
equipmentTypeId: 'travelerBoots',
|
||||
name: 'Traveler Boots',
|
||||
description: 'Comfortable boots for long journeys.',
|
||||
rarity: 'uncommon',
|
||||
materials: {
|
||||
manaCrystalDust: 3,
|
||||
arcaneShard: 1,
|
||||
},
|
||||
manaCost: 100,
|
||||
craftTime: 2,
|
||||
minFloor: 8,
|
||||
unlocked: false,
|
||||
},
|
||||
|
||||
ringBlueprint: {
|
||||
id: 'ringBlueprint',
|
||||
equipmentTypeId: 'silverRing',
|
||||
name: 'Silver Ring',
|
||||
description: 'A silver ring with decent magical conductivity.',
|
||||
rarity: 'uncommon',
|
||||
materials: {
|
||||
manaCrystalDust: 2,
|
||||
arcaneShard: 1,
|
||||
},
|
||||
manaCost: 80,
|
||||
craftTime: 2,
|
||||
minFloor: 10,
|
||||
unlocked: false,
|
||||
},
|
||||
|
||||
amuletBlueprint: {
|
||||
id: 'amuletBlueprint',
|
||||
equipmentTypeId: 'silverAmulet',
|
||||
name: 'Silver Amulet',
|
||||
description: 'A silver amulet with a small gem.',
|
||||
rarity: 'uncommon',
|
||||
materials: {
|
||||
manaCrystalDust: 3,
|
||||
arcaneShard: 2,
|
||||
},
|
||||
manaCost: 100,
|
||||
craftTime: 3,
|
||||
minFloor: 12,
|
||||
unlocked: false,
|
||||
},
|
||||
};
|
||||
|
||||
// Helper functions
|
||||
export function getRecipeByBlueprint(blueprintId: string): CraftingRecipe | undefined {
|
||||
return CRAFTING_RECIPES[blueprintId];
|
||||
}
|
||||
|
||||
export function canCraftRecipe(
|
||||
recipe: CraftingRecipe,
|
||||
materials: Record<string, number>,
|
||||
rawMana: number
|
||||
): { canCraft: boolean; missingMaterials: Record<string, number>; missingMana: number } {
|
||||
const missingMaterials: Record<string, number> = {};
|
||||
let canCraft = true;
|
||||
|
||||
for (const [matId, required] of Object.entries(recipe.materials)) {
|
||||
const available = materials[matId] || 0;
|
||||
if (available < required) {
|
||||
missingMaterials[matId] = required - available;
|
||||
canCraft = false;
|
||||
}
|
||||
}
|
||||
|
||||
const missingMana = Math.max(0, recipe.manaCost - rawMana);
|
||||
if (missingMana > 0) {
|
||||
canCraft = false;
|
||||
}
|
||||
|
||||
return { canCraft, missingMaterials, missingMana };
|
||||
}
|
||||
|
||||
// Get all recipes available based on unlocked blueprints
|
||||
export function getAvailableRecipes(unlockedBlueprints: string[]): CraftingRecipe[] {
|
||||
return unlockedBlueprints
|
||||
.map(bpId => CRAFTING_RECIPES[bpId])
|
||||
.filter(Boolean);
|
||||
}
|
||||
1086
src/lib/game/data/enchantment-effects.ts
Executable file
1086
src/lib/game/data/enchantment-effects.ts
Executable file
File diff suppressed because it is too large
Load Diff
468
src/lib/game/data/equipment.ts
Executable file
468
src/lib/game/data/equipment.ts
Executable file
@@ -0,0 +1,468 @@
|
||||
// ─── Equipment Types ─────────────────────────────────────────────────────────
|
||||
|
||||
export type EquipmentSlot = 'mainHand' | 'offHand' | 'head' | 'body' | 'hands' | 'feet' | 'accessory1' | 'accessory2';
|
||||
export type EquipmentCategory = 'caster' | 'shield' | 'catalyst' | 'sword' | 'head' | 'body' | 'hands' | 'feet' | 'accessory';
|
||||
|
||||
// All equipment slots in order
|
||||
export const EQUIPMENT_SLOTS: EquipmentSlot[] = ['mainHand', 'offHand', 'head', 'body', 'hands', 'feet', 'accessory1', 'accessory2'];
|
||||
|
||||
export interface EquipmentType {
|
||||
id: string;
|
||||
name: string;
|
||||
category: EquipmentCategory;
|
||||
slot: EquipmentSlot;
|
||||
baseCapacity: number;
|
||||
description: string;
|
||||
baseDamage?: number; // For swords
|
||||
baseCastSpeed?: number; // For swords (higher = faster)
|
||||
}
|
||||
|
||||
// ─── Equipment Types Definition ─────────────────────────────────────────────
|
||||
|
||||
export const EQUIPMENT_TYPES: Record<string, EquipmentType> = {
|
||||
// ─── Main Hand - Casters ─────────────────────────────────────────────────
|
||||
basicStaff: {
|
||||
id: 'basicStaff',
|
||||
name: 'Basic Staff',
|
||||
category: 'caster',
|
||||
slot: 'mainHand',
|
||||
baseCapacity: 50,
|
||||
description: 'A simple wooden staff, basic but reliable for channeling mana.',
|
||||
},
|
||||
apprenticeWand: {
|
||||
id: 'apprenticeWand',
|
||||
name: 'Apprentice Wand',
|
||||
category: 'caster',
|
||||
slot: 'mainHand',
|
||||
baseCapacity: 35,
|
||||
description: 'A lightweight wand favored by apprentices. Lower capacity but faster to prepare.',
|
||||
},
|
||||
oakStaff: {
|
||||
id: 'oakStaff',
|
||||
name: 'Oak Staff',
|
||||
category: 'caster',
|
||||
slot: 'mainHand',
|
||||
baseCapacity: 65,
|
||||
description: 'A sturdy oak staff with decent mana capacity.',
|
||||
},
|
||||
crystalWand: {
|
||||
id: 'crystalWand',
|
||||
name: 'Crystal Wand',
|
||||
category: 'caster',
|
||||
slot: 'mainHand',
|
||||
baseCapacity: 45,
|
||||
description: 'A wand tipped with a small crystal. Excellent for elemental enchantments.',
|
||||
},
|
||||
arcanistStaff: {
|
||||
id: 'arcanistStaff',
|
||||
name: 'Arcanist Staff',
|
||||
category: 'caster',
|
||||
slot: 'mainHand',
|
||||
baseCapacity: 80,
|
||||
description: 'A staff designed for advanced spellcasters. High capacity for complex enchantments.',
|
||||
},
|
||||
battlestaff: {
|
||||
id: 'battlestaff',
|
||||
name: 'Battlestaff',
|
||||
category: 'caster',
|
||||
slot: 'mainHand',
|
||||
baseCapacity: 70,
|
||||
description: 'A reinforced staff suitable for both casting and combat.',
|
||||
},
|
||||
|
||||
// ─── Main Hand - Catalysts ────────────────────────────────────────────────
|
||||
basicCatalyst: {
|
||||
id: 'basicCatalyst',
|
||||
name: 'Basic Catalyst',
|
||||
category: 'catalyst',
|
||||
slot: 'mainHand',
|
||||
baseCapacity: 40,
|
||||
description: 'A simple catalyst for amplifying magical effects.',
|
||||
},
|
||||
fireCatalyst: {
|
||||
id: 'fireCatalyst',
|
||||
name: 'Fire Catalyst',
|
||||
category: 'catalyst',
|
||||
slot: 'mainHand',
|
||||
baseCapacity: 55,
|
||||
description: 'A catalyst attuned to fire magic. Enhances fire enchantments.',
|
||||
},
|
||||
voidCatalyst: {
|
||||
id: 'voidCatalyst',
|
||||
name: 'Void Catalyst',
|
||||
category: 'catalyst',
|
||||
slot: 'mainHand',
|
||||
baseCapacity: 75,
|
||||
description: 'A rare catalyst touched by void energy. High capacity but volatile.',
|
||||
},
|
||||
|
||||
// ─── Main Hand - Magic Swords ─────────────────────────────────────────────
|
||||
// Magic swords have low base damage but high cast speed
|
||||
// They can be enchanted with elemental effects that use mana over time
|
||||
ironBlade: {
|
||||
id: 'ironBlade',
|
||||
name: 'Iron Blade',
|
||||
category: 'sword',
|
||||
slot: 'mainHand',
|
||||
baseCapacity: 30,
|
||||
baseDamage: 3,
|
||||
baseCastSpeed: 4,
|
||||
description: 'A simple iron sword. Can be enchanted with elemental effects.',
|
||||
},
|
||||
steelBlade: {
|
||||
id: 'steelBlade',
|
||||
name: 'Steel Blade',
|
||||
category: 'sword',
|
||||
slot: 'mainHand',
|
||||
baseCapacity: 40,
|
||||
baseDamage: 4,
|
||||
baseCastSpeed: 4,
|
||||
description: 'A well-crafted steel sword. Balanced for combat and enchanting.',
|
||||
},
|
||||
crystalBlade: {
|
||||
id: 'crystalBlade',
|
||||
name: 'Crystal Blade',
|
||||
category: 'sword',
|
||||
slot: 'mainHand',
|
||||
baseCapacity: 55,
|
||||
baseDamage: 3,
|
||||
baseCastSpeed: 5,
|
||||
description: 'A blade made of crystallized mana. Excellent for elemental enchantments.',
|
||||
},
|
||||
arcanistBlade: {
|
||||
id: 'arcanistBlade',
|
||||
name: 'Arcanist Blade',
|
||||
category: 'sword',
|
||||
slot: 'mainHand',
|
||||
baseCapacity: 65,
|
||||
baseDamage: 5,
|
||||
baseCastSpeed: 4,
|
||||
description: 'A sword forged for battle mages. High capacity for powerful enchantments.',
|
||||
},
|
||||
voidBlade: {
|
||||
id: 'voidBlade',
|
||||
name: 'Void-Touched Blade',
|
||||
category: 'sword',
|
||||
slot: 'mainHand',
|
||||
baseCapacity: 50,
|
||||
baseDamage: 6,
|
||||
baseCastSpeed: 3,
|
||||
description: 'A blade corrupted by void energy. Powerful but consumes more mana.',
|
||||
},
|
||||
|
||||
// ─── Off Hand - Shields ───────────────────────────────────────────────────
|
||||
basicShield: {
|
||||
id: 'basicShield',
|
||||
name: 'Basic Shield',
|
||||
category: 'shield',
|
||||
slot: 'offHand',
|
||||
baseCapacity: 40,
|
||||
description: 'A simple wooden shield. Provides basic protection.',
|
||||
},
|
||||
reinforcedShield: {
|
||||
id: 'reinforcedShield',
|
||||
name: 'Reinforced Shield',
|
||||
category: 'shield',
|
||||
slot: 'offHand',
|
||||
baseCapacity: 55,
|
||||
description: 'A metal-reinforced shield with enhanced durability and capacity.',
|
||||
},
|
||||
runicShield: {
|
||||
id: 'runicShield',
|
||||
name: 'Runic Shield',
|
||||
category: 'shield',
|
||||
slot: 'offHand',
|
||||
baseCapacity: 70,
|
||||
description: 'A shield engraved with protective runes. Excellent for defensive enchantments.',
|
||||
},
|
||||
manaShield: {
|
||||
id: 'manaShield',
|
||||
name: 'Mana Shield',
|
||||
category: 'shield',
|
||||
slot: 'offHand',
|
||||
baseCapacity: 60,
|
||||
description: 'A crystalline shield that can store and reflect mana.',
|
||||
},
|
||||
|
||||
// ─── Head ─────────────────────────────────────────────────────────────────
|
||||
clothHood: {
|
||||
id: 'clothHood',
|
||||
name: 'Cloth Hood',
|
||||
category: 'head',
|
||||
slot: 'head',
|
||||
baseCapacity: 25,
|
||||
description: 'A simple cloth hood. Minimal protection but comfortable.',
|
||||
},
|
||||
apprenticeCap: {
|
||||
id: 'apprenticeCap',
|
||||
name: 'Apprentice Cap',
|
||||
category: 'head',
|
||||
slot: 'head',
|
||||
baseCapacity: 30,
|
||||
description: 'The traditional cap of magic apprentices.',
|
||||
},
|
||||
wizardHat: {
|
||||
id: 'wizardHat',
|
||||
name: 'Wizard Hat',
|
||||
category: 'head',
|
||||
slot: 'head',
|
||||
baseCapacity: 45,
|
||||
description: 'A classic pointed wizard hat. Decent capacity for headwear.',
|
||||
},
|
||||
arcanistCirclet: {
|
||||
id: 'arcanistCirclet',
|
||||
name: 'Arcanist Circlet',
|
||||
category: 'head',
|
||||
slot: 'head',
|
||||
baseCapacity: 40,
|
||||
description: 'A silver circlet worn by accomplished arcanists.',
|
||||
},
|
||||
battleHelm: {
|
||||
id: 'battleHelm',
|
||||
name: 'Battle Helm',
|
||||
category: 'head',
|
||||
slot: 'head',
|
||||
baseCapacity: 50,
|
||||
description: 'A sturdy helm for battle mages.',
|
||||
},
|
||||
|
||||
// ─── Body ────────────────────────────────────────────────────────────────
|
||||
civilianShirt: {
|
||||
id: 'civilianShirt',
|
||||
name: 'Civilian Shirt',
|
||||
category: 'body',
|
||||
slot: 'body',
|
||||
baseCapacity: 30,
|
||||
description: 'A plain shirt with minimal magical properties.',
|
||||
},
|
||||
apprenticeRobe: {
|
||||
id: 'apprenticeRobe',
|
||||
name: 'Apprentice Robe',
|
||||
category: 'body',
|
||||
slot: 'body',
|
||||
baseCapacity: 45,
|
||||
description: 'The standard robe for magic apprentices.',
|
||||
},
|
||||
scholarRobe: {
|
||||
id: 'scholarRobe',
|
||||
name: 'Scholar Robe',
|
||||
category: 'body',
|
||||
slot: 'body',
|
||||
baseCapacity: 55,
|
||||
description: 'A robe worn by scholars and researchers.',
|
||||
},
|
||||
battleRobe: {
|
||||
id: 'battleRobe',
|
||||
name: 'Battle Robe',
|
||||
category: 'body',
|
||||
slot: 'body',
|
||||
baseCapacity: 65,
|
||||
description: 'A reinforced robe designed for combat mages.',
|
||||
},
|
||||
arcanistRobe: {
|
||||
id: 'arcanistRobe',
|
||||
name: 'Arcanist Robe',
|
||||
category: 'body',
|
||||
slot: 'body',
|
||||
baseCapacity: 80,
|
||||
description: 'An ornate robe for master arcanists. High capacity for body armor.',
|
||||
},
|
||||
|
||||
// ─── Hands ───────────────────────────────────────────────────────────────
|
||||
civilianGloves: {
|
||||
id: 'civilianGloves',
|
||||
name: 'Civilian Gloves',
|
||||
category: 'hands',
|
||||
slot: 'hands',
|
||||
baseCapacity: 20,
|
||||
description: 'Simple cloth gloves. Minimal magical capacity.',
|
||||
},
|
||||
apprenticeGloves: {
|
||||
id: 'apprenticeGloves',
|
||||
name: 'Apprentice Gloves',
|
||||
category: 'hands',
|
||||
slot: 'hands',
|
||||
baseCapacity: 30,
|
||||
description: 'Basic gloves for handling magical components.',
|
||||
},
|
||||
spellweaveGloves: {
|
||||
id: 'spellweaveGloves',
|
||||
name: 'Spellweave Gloves',
|
||||
category: 'hands',
|
||||
slot: 'hands',
|
||||
baseCapacity: 40,
|
||||
description: 'Gloves woven with mana-conductive threads.',
|
||||
},
|
||||
combatGauntlets: {
|
||||
id: 'combatGauntlets',
|
||||
name: 'Combat Gauntlets',
|
||||
category: 'hands',
|
||||
slot: 'hands',
|
||||
baseCapacity: 35,
|
||||
description: 'Armored gauntlets for battle mages.',
|
||||
},
|
||||
|
||||
// ─── Feet ────────────────────────────────────────────────────────────────
|
||||
civilianShoes: {
|
||||
id: 'civilianShoes',
|
||||
name: 'Civilian Shoes',
|
||||
category: 'feet',
|
||||
slot: 'feet',
|
||||
baseCapacity: 15,
|
||||
description: 'Simple leather shoes. No special properties.',
|
||||
},
|
||||
apprenticeBoots: {
|
||||
id: 'apprenticeBoots',
|
||||
name: 'Apprentice Boots',
|
||||
category: 'feet',
|
||||
slot: 'feet',
|
||||
baseCapacity: 25,
|
||||
description: 'Basic boots for magic students.',
|
||||
},
|
||||
travelerBoots: {
|
||||
id: 'travelerBoots',
|
||||
name: 'Traveler Boots',
|
||||
category: 'feet',
|
||||
slot: 'feet',
|
||||
baseCapacity: 30,
|
||||
description: 'Comfortable boots for long journeys.',
|
||||
},
|
||||
battleBoots: {
|
||||
id: 'battleBoots',
|
||||
name: 'Battle Boots',
|
||||
category: 'feet',
|
||||
slot: 'feet',
|
||||
baseCapacity: 35,
|
||||
description: 'Sturdy boots for combat situations.',
|
||||
},
|
||||
|
||||
// ─── Accessories ────────────────────────────────────────────────────────
|
||||
copperRing: {
|
||||
id: 'copperRing',
|
||||
name: 'Copper Ring',
|
||||
category: 'accessory',
|
||||
slot: 'accessory1',
|
||||
baseCapacity: 15,
|
||||
description: 'A simple copper ring. Basic capacity for accessories.',
|
||||
},
|
||||
silverRing: {
|
||||
id: 'silverRing',
|
||||
name: 'Silver Ring',
|
||||
category: 'accessory',
|
||||
slot: 'accessory1',
|
||||
baseCapacity: 25,
|
||||
description: 'A silver ring with decent magical conductivity.',
|
||||
},
|
||||
goldRing: {
|
||||
id: 'goldRing',
|
||||
name: 'Gold Ring',
|
||||
category: 'accessory',
|
||||
slot: 'accessory1',
|
||||
baseCapacity: 35,
|
||||
description: 'A gold ring with excellent magical properties.',
|
||||
},
|
||||
signetRing: {
|
||||
id: 'signetRing',
|
||||
name: 'Signet Ring',
|
||||
category: 'accessory',
|
||||
slot: 'accessory1',
|
||||
baseCapacity: 30,
|
||||
description: 'A ring bearing a magical sigil.',
|
||||
},
|
||||
copperAmulet: {
|
||||
id: 'copperAmulet',
|
||||
name: 'Copper Amulet',
|
||||
category: 'accessory',
|
||||
slot: 'accessory1',
|
||||
baseCapacity: 20,
|
||||
description: 'A simple copper amulet on a leather cord.',
|
||||
},
|
||||
silverAmulet: {
|
||||
id: 'silverAmulet',
|
||||
name: 'Silver Amulet',
|
||||
category: 'accessory',
|
||||
slot: 'accessory1',
|
||||
baseCapacity: 30,
|
||||
description: 'A silver amulet with a small gem.',
|
||||
},
|
||||
crystalPendant: {
|
||||
id: 'crystalPendant',
|
||||
name: 'Crystal Pendant',
|
||||
category: 'accessory',
|
||||
slot: 'accessory1',
|
||||
baseCapacity: 45,
|
||||
description: 'A pendant with a mana-infused crystal.',
|
||||
},
|
||||
manaBrooch: {
|
||||
id: 'manaBrooch',
|
||||
name: 'Mana Brooch',
|
||||
category: 'accessory',
|
||||
slot: 'accessory1',
|
||||
baseCapacity: 40,
|
||||
description: 'A decorative brooch that can hold enchantments.',
|
||||
},
|
||||
arcanistPendant: {
|
||||
id: 'arcanistPendant',
|
||||
name: 'Arcanist Pendant',
|
||||
category: 'accessory',
|
||||
slot: 'accessory1',
|
||||
baseCapacity: 55,
|
||||
description: 'A powerful pendant worn by master arcanists.',
|
||||
},
|
||||
voidTouchedRing: {
|
||||
id: 'voidTouchedRing',
|
||||
name: 'Void-Touched Ring',
|
||||
category: 'accessory',
|
||||
slot: 'accessory1',
|
||||
baseCapacity: 50,
|
||||
description: 'A ring corrupted by void energy. High capacity but risky.',
|
||||
},
|
||||
};
|
||||
|
||||
// ─── Helper Functions ─────────────────────────────────────────────────────────
|
||||
|
||||
export function getEquipmentType(id: string): EquipmentType | undefined {
|
||||
return EQUIPMENT_TYPES[id];
|
||||
}
|
||||
|
||||
export function getEquipmentByCategory(category: EquipmentCategory): EquipmentType[] {
|
||||
return Object.values(EQUIPMENT_TYPES).filter(e => e.category === category);
|
||||
}
|
||||
|
||||
export function getEquipmentBySlot(slot: EquipmentSlot): EquipmentType[] {
|
||||
return Object.values(EQUIPMENT_TYPES).filter(e => e.slot === slot);
|
||||
}
|
||||
|
||||
export function getAllEquipmentTypes(): EquipmentType[] {
|
||||
return Object.values(EQUIPMENT_TYPES);
|
||||
}
|
||||
|
||||
// Get valid slots for a category
|
||||
export function getValidSlotsForCategory(category: EquipmentCategory): EquipmentSlot[] {
|
||||
switch (category) {
|
||||
case 'caster':
|
||||
case 'catalyst':
|
||||
case 'sword':
|
||||
return ['mainHand'];
|
||||
case 'shield':
|
||||
return ['offHand'];
|
||||
case 'head':
|
||||
return ['head'];
|
||||
case 'body':
|
||||
return ['body'];
|
||||
case 'hands':
|
||||
return ['hands'];
|
||||
case 'feet':
|
||||
return ['feet'];
|
||||
case 'accessory':
|
||||
return ['accessory1', 'accessory2'];
|
||||
default:
|
||||
return [];
|
||||
}
|
||||
}
|
||||
|
||||
// Check if an equipment type can be equipped in a specific slot
|
||||
export function canEquipInSlot(equipmentType: EquipmentType, slot: EquipmentSlot): boolean {
|
||||
const validSlots = getValidSlotsForCategory(equipmentType.category);
|
||||
return validSlots.includes(slot);
|
||||
}
|
||||
242
src/lib/game/data/loot-drops.ts
Executable file
242
src/lib/game/data/loot-drops.ts
Executable file
@@ -0,0 +1,242 @@
|
||||
// ─── Loot Drop Definitions ─────────────────────────────────────────────────────
|
||||
|
||||
import type { LootDrop } from '../types';
|
||||
|
||||
export const LOOT_DROPS: Record<string, LootDrop> = {
|
||||
// ─── Materials (used for crafting) ───
|
||||
manaCrystalDust: {
|
||||
id: 'manaCrystalDust',
|
||||
name: 'Mana Crystal Dust',
|
||||
rarity: 'common',
|
||||
type: 'material',
|
||||
minFloor: 1,
|
||||
dropChance: 0.15,
|
||||
},
|
||||
arcaneShard: {
|
||||
id: 'arcaneShard',
|
||||
name: 'Arcane Shard',
|
||||
rarity: 'uncommon',
|
||||
type: 'material',
|
||||
minFloor: 10,
|
||||
dropChance: 0.10,
|
||||
},
|
||||
elementalCore: {
|
||||
id: 'elementalCore',
|
||||
name: 'Elemental Core',
|
||||
rarity: 'rare',
|
||||
type: 'material',
|
||||
minFloor: 25,
|
||||
dropChance: 0.08,
|
||||
},
|
||||
voidEssence: {
|
||||
id: 'voidEssence',
|
||||
name: 'Void Essence',
|
||||
rarity: 'epic',
|
||||
type: 'material',
|
||||
minFloor: 50,
|
||||
dropChance: 0.05,
|
||||
guardianOnly: true,
|
||||
},
|
||||
celestialFragment: {
|
||||
id: 'celestialFragment',
|
||||
name: 'Celestial Fragment',
|
||||
rarity: 'legendary',
|
||||
type: 'material',
|
||||
minFloor: 75,
|
||||
dropChance: 0.02,
|
||||
guardianOnly: true,
|
||||
},
|
||||
|
||||
// ─── Elemental Essence (grants elemental mana) ───
|
||||
fireEssenceDrop: {
|
||||
id: 'fireEssenceDrop',
|
||||
name: 'Fire Essence',
|
||||
rarity: 'uncommon',
|
||||
type: 'essence',
|
||||
minFloor: 5,
|
||||
dropChance: 0.12,
|
||||
amount: { min: 5, max: 15 },
|
||||
},
|
||||
waterEssenceDrop: {
|
||||
id: 'waterEssenceDrop',
|
||||
name: 'Water Essence',
|
||||
rarity: 'uncommon',
|
||||
type: 'essence',
|
||||
minFloor: 5,
|
||||
dropChance: 0.12,
|
||||
amount: { min: 5, max: 15 },
|
||||
},
|
||||
airEssenceDrop: {
|
||||
id: 'airEssenceDrop',
|
||||
name: 'Air Essence',
|
||||
rarity: 'uncommon',
|
||||
type: 'essence',
|
||||
minFloor: 5,
|
||||
dropChance: 0.12,
|
||||
amount: { min: 5, max: 15 },
|
||||
},
|
||||
earthEssenceDrop: {
|
||||
id: 'earthEssenceDrop',
|
||||
name: 'Earth Essence',
|
||||
rarity: 'uncommon',
|
||||
type: 'essence',
|
||||
minFloor: 5,
|
||||
dropChance: 0.12,
|
||||
amount: { min: 5, max: 15 },
|
||||
},
|
||||
lightEssenceDrop: {
|
||||
id: 'lightEssenceDrop',
|
||||
name: 'Light Essence',
|
||||
rarity: 'rare',
|
||||
type: 'essence',
|
||||
minFloor: 20,
|
||||
dropChance: 0.08,
|
||||
amount: { min: 3, max: 10 },
|
||||
},
|
||||
darkEssenceDrop: {
|
||||
id: 'darkEssenceDrop',
|
||||
name: 'Dark Essence',
|
||||
rarity: 'rare',
|
||||
type: 'essence',
|
||||
minFloor: 20,
|
||||
dropChance: 0.08,
|
||||
amount: { min: 3, max: 10 },
|
||||
},
|
||||
lifeEssenceDrop: {
|
||||
id: 'lifeEssenceDrop',
|
||||
name: 'Life Essence',
|
||||
rarity: 'epic',
|
||||
type: 'essence',
|
||||
minFloor: 40,
|
||||
dropChance: 0.05,
|
||||
amount: { min: 2, max: 8 },
|
||||
},
|
||||
deathEssenceDrop: {
|
||||
id: 'deathEssenceDrop',
|
||||
name: 'Death Essence',
|
||||
rarity: 'epic',
|
||||
type: 'essence',
|
||||
minFloor: 40,
|
||||
dropChance: 0.05,
|
||||
amount: { min: 2, max: 8 },
|
||||
},
|
||||
|
||||
// ─── Raw Mana Drops ───
|
||||
manaOrb: {
|
||||
id: 'manaOrb',
|
||||
name: 'Mana Orb',
|
||||
rarity: 'common',
|
||||
type: 'gold', // Uses gold type but gives raw mana
|
||||
minFloor: 1,
|
||||
dropChance: 0.20,
|
||||
amount: { min: 10, max: 50 },
|
||||
},
|
||||
greaterManaOrb: {
|
||||
id: 'greaterManaOrb',
|
||||
name: 'Greater Mana Orb',
|
||||
rarity: 'uncommon',
|
||||
type: 'gold',
|
||||
minFloor: 15,
|
||||
dropChance: 0.10,
|
||||
amount: { min: 50, max: 150 },
|
||||
},
|
||||
supremeManaOrb: {
|
||||
id: 'supremeManaOrb',
|
||||
name: 'Supreme Mana Orb',
|
||||
rarity: 'rare',
|
||||
type: 'gold',
|
||||
minFloor: 35,
|
||||
dropChance: 0.05,
|
||||
amount: { min: 100, max: 500 },
|
||||
},
|
||||
|
||||
// ─── Equipment Blueprints ───
|
||||
staffBlueprint: {
|
||||
id: 'staffBlueprint',
|
||||
name: 'Staff Blueprint',
|
||||
rarity: 'uncommon',
|
||||
type: 'blueprint',
|
||||
minFloor: 10,
|
||||
dropChance: 0.03,
|
||||
},
|
||||
wandBlueprint: {
|
||||
id: 'wandBlueprint',
|
||||
name: 'Wand Blueprint',
|
||||
rarity: 'rare',
|
||||
type: 'blueprint',
|
||||
minFloor: 20,
|
||||
dropChance: 0.02,
|
||||
},
|
||||
robeBlueprint: {
|
||||
id: 'robeBlueprint',
|
||||
name: 'Mage Robe Blueprint',
|
||||
rarity: 'rare',
|
||||
type: 'blueprint',
|
||||
minFloor: 25,
|
||||
dropChance: 0.02,
|
||||
},
|
||||
artifactBlueprint: {
|
||||
id: 'artifactBlueprint',
|
||||
name: 'Artifact Blueprint',
|
||||
rarity: 'legendary',
|
||||
type: 'blueprint',
|
||||
minFloor: 60,
|
||||
dropChance: 0.01,
|
||||
guardianOnly: true,
|
||||
},
|
||||
};
|
||||
|
||||
// Rarity colors for UI
|
||||
export const RARITY_COLORS: Record<string, { color: string; glow: string }> = {
|
||||
common: { color: '#9CA3AF', glow: '#9CA3AF40' },
|
||||
uncommon: { color: '#22C55E', glow: '#22C55E40' },
|
||||
rare: { color: '#3B82F6', glow: '#3B82F640' },
|
||||
epic: { color: '#A855F7', glow: '#A855F740' },
|
||||
legendary: { color: '#F59E0B', glow: '#F59E0B60' },
|
||||
};
|
||||
|
||||
// Get loot drops available at a given floor
|
||||
export function getAvailableDrops(floor: number, isGuardian: boolean): LootDrop[] {
|
||||
return Object.values(LOOT_DROPS).filter(drop => {
|
||||
if (drop.minFloor > floor) return false;
|
||||
if (drop.guardianOnly && !isGuardian) return false;
|
||||
return true;
|
||||
});
|
||||
}
|
||||
|
||||
// Roll for loot drops
|
||||
export function rollLootDrops(
|
||||
floor: number,
|
||||
isGuardian: boolean,
|
||||
luckBonus: number = 0
|
||||
): Array<{ drop: LootDrop; amount: number }> {
|
||||
const available = getAvailableDrops(floor, isGuardian);
|
||||
const drops: Array<{ drop: LootDrop; amount: number }> = [];
|
||||
|
||||
for (const drop of available) {
|
||||
// Calculate adjusted drop chance
|
||||
let chance = drop.dropChance;
|
||||
chance *= (1 + luckBonus); // Apply luck bonus
|
||||
|
||||
// Guardian floors have 2x drop rate
|
||||
if (isGuardian) chance *= 2;
|
||||
|
||||
// Cap at 50% for any single drop
|
||||
chance = Math.min(0.5, chance);
|
||||
|
||||
if (Math.random() < chance) {
|
||||
let amount = 1;
|
||||
|
||||
// For gold/essence types, roll amount
|
||||
if (drop.amount) {
|
||||
amount = Math.floor(
|
||||
Math.random() * (drop.amount.max - drop.amount.min + 1) + drop.amount.min
|
||||
);
|
||||
}
|
||||
|
||||
drops.push({ drop, amount });
|
||||
}
|
||||
}
|
||||
|
||||
return drops;
|
||||
}
|
||||
67
src/lib/game/debug-context.tsx
Executable file
67
src/lib/game/debug-context.tsx
Executable file
@@ -0,0 +1,67 @@
|
||||
'use client';
|
||||
|
||||
import { createContext, useContext, useState, useEffect, type ReactNode } from 'react';
|
||||
|
||||
interface DebugContextType {
|
||||
showComponentNames: boolean;
|
||||
toggleComponentNames: () => void;
|
||||
}
|
||||
|
||||
const DebugContext = createContext<DebugContextType | null>(null);
|
||||
|
||||
export function DebugProvider({ children }: { children: ReactNode }) {
|
||||
// Initialize from localStorage if available
|
||||
const [showComponentNames, setShowComponentNames] = useState(() => {
|
||||
if (typeof window !== 'undefined') {
|
||||
const saved = localStorage.getItem('debug-show-component-names');
|
||||
return saved === 'true';
|
||||
}
|
||||
return false;
|
||||
});
|
||||
|
||||
const toggleComponentNames = () => {
|
||||
setShowComponentNames(prev => {
|
||||
const newValue = !prev;
|
||||
localStorage.setItem('debug-show-component-names', String(newValue));
|
||||
return newValue;
|
||||
});
|
||||
};
|
||||
|
||||
return (
|
||||
<DebugContext.Provider value={{ showComponentNames, toggleComponentNames }}>
|
||||
{children}
|
||||
</DebugContext.Provider>
|
||||
);
|
||||
}
|
||||
|
||||
export function useDebug() {
|
||||
const context = useContext(DebugContext);
|
||||
if (!context) {
|
||||
// Return default values if used outside provider
|
||||
return { showComponentNames: false, toggleComponentNames: () => {} };
|
||||
}
|
||||
return context;
|
||||
}
|
||||
|
||||
// Wrapper component to show component name in debug mode
|
||||
interface DebugNameProps {
|
||||
name: string;
|
||||
children: ReactNode;
|
||||
}
|
||||
|
||||
export function DebugName({ name, children }: DebugNameProps) {
|
||||
const { showComponentNames } = useDebug();
|
||||
|
||||
if (!showComponentNames) {
|
||||
return <>{children}</>;
|
||||
}
|
||||
|
||||
return (
|
||||
<div className="relative">
|
||||
<div className="absolute -top-5 left-0 text-[10px] font-mono text-yellow-400 bg-yellow-900/50 px-1 rounded z-50">
|
||||
{name}
|
||||
</div>
|
||||
{children}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
215
src/lib/game/effects.ts
Executable file
215
src/lib/game/effects.ts
Executable file
@@ -0,0 +1,215 @@
|
||||
// ─── Unified Effect System ─────────────────────────────────────────────────────────
|
||||
// This module consolidates ALL effect sources into a single computation:
|
||||
// - Skill upgrade effects (from milestone upgrades)
|
||||
// - Equipment enchantment effects (from enchanted gear)
|
||||
// - Direct skill bonuses (from skill levels)
|
||||
|
||||
import type { GameState, EquipmentInstance } from './types';
|
||||
import { ENCHANTMENT_EFFECTS } from './data/enchantment-effects';
|
||||
import { computeEffects, hasSpecial, SPECIAL_EFFECTS, type ComputedEffects } from './upgrade-effects';
|
||||
|
||||
// Re-export for convenience
|
||||
export { computeEffects, hasSpecial, SPECIAL_EFFECTS, type ComputedEffects };
|
||||
|
||||
// ─── Equipment Effect Computation ────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Compute all effects from equipped enchantments
|
||||
*/
|
||||
export function computeEquipmentEffects(
|
||||
equipmentInstances: Record<string, EquipmentInstance>,
|
||||
equippedInstances: Record<string, string | null>
|
||||
): {
|
||||
bonuses: Record<string, number>;
|
||||
multipliers: Record<string, number>;
|
||||
specials: Set<string>;
|
||||
} {
|
||||
const bonuses: Record<string, number> = {};
|
||||
const multipliers: Record<string, number> = {};
|
||||
const specials = new Set<string>();
|
||||
|
||||
// Iterate through all equipped items
|
||||
for (const instanceId of Object.values(equippedInstances)) {
|
||||
if (!instanceId) continue;
|
||||
const instance = equipmentInstances[instanceId];
|
||||
if (!instance) continue;
|
||||
|
||||
// Process each enchantment on the item
|
||||
for (const ench of instance.enchantments) {
|
||||
const effectDef = ENCHANTMENT_EFFECTS[ench.effectId];
|
||||
if (!effectDef) continue;
|
||||
|
||||
const { effect } = effectDef;
|
||||
|
||||
if (effect.type === 'bonus' && effect.stat && effect.value) {
|
||||
// Bonus effects add to the stat
|
||||
bonuses[effect.stat] = (bonuses[effect.stat] || 0) + effect.value * ench.stacks;
|
||||
} else if (effect.type === 'multiplier' && effect.stat && effect.value) {
|
||||
// Multiplier effects multiply together
|
||||
// For multipliers, we need to track them separately and apply as product
|
||||
const key = effect.stat;
|
||||
if (!multipliers[key]) {
|
||||
multipliers[key] = 1;
|
||||
}
|
||||
// Each stack applies the multiplier
|
||||
for (let i = 0; i < ench.stacks; i++) {
|
||||
multipliers[key] *= effect.value;
|
||||
}
|
||||
} else if (effect.type === 'special' && effect.specialId) {
|
||||
specials.add(effect.specialId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return { bonuses, multipliers, specials };
|
||||
}
|
||||
|
||||
// ─── Unified Computed Effects ────────────────────────────────────────────────────
|
||||
|
||||
export interface UnifiedEffects extends ComputedEffects {
|
||||
// Equipment bonuses
|
||||
equipmentBonuses: Record<string, number>;
|
||||
equipmentMultipliers: Record<string, number>;
|
||||
equipmentSpecials: Set<string>;
|
||||
}
|
||||
|
||||
/**
|
||||
* Compute all effects from all sources: skill upgrades + equipment enchantments
|
||||
*/
|
||||
export function computeAllEffects(
|
||||
skillUpgrades: Record<string, string[]>,
|
||||
skillTiers: Record<string, number>,
|
||||
equipmentInstances: Record<string, EquipmentInstance>,
|
||||
equippedInstances: Record<string, string | null>
|
||||
): UnifiedEffects {
|
||||
// Get skill upgrade effects
|
||||
const upgradeEffects = computeEffects(skillUpgrades, skillTiers);
|
||||
|
||||
// Get equipment effects
|
||||
const equipmentEffects = computeEquipmentEffects(equipmentInstances, equippedInstances);
|
||||
|
||||
// Merge the effects
|
||||
const merged: UnifiedEffects = {
|
||||
...upgradeEffects,
|
||||
// Merge equipment bonuses with upgrade bonuses
|
||||
maxManaBonus: upgradeEffects.maxManaBonus + (equipmentEffects.bonuses.maxMana || 0),
|
||||
regenBonus: upgradeEffects.regenBonus + (equipmentEffects.bonuses.regen || 0),
|
||||
clickManaBonus: upgradeEffects.clickManaBonus + (equipmentEffects.bonuses.clickMana || 0),
|
||||
baseDamageBonus: upgradeEffects.baseDamageBonus + (equipmentEffects.bonuses.baseDamage || 0),
|
||||
elementCapBonus: upgradeEffects.elementCapBonus + (equipmentEffects.bonuses.elementCap || 0),
|
||||
// Merge equipment multipliers with upgrade multipliers
|
||||
maxManaMultiplier: upgradeEffects.maxManaMultiplier * (equipmentEffects.multipliers.maxMana || 1),
|
||||
regenMultiplier: upgradeEffects.regenMultiplier * (equipmentEffects.multipliers.regen || 1),
|
||||
clickManaMultiplier: upgradeEffects.clickManaMultiplier * (equipmentEffects.multipliers.clickMana || 1),
|
||||
baseDamageMultiplier: upgradeEffects.baseDamageMultiplier * (equipmentEffects.multipliers.baseDamage || 1),
|
||||
attackSpeedMultiplier: upgradeEffects.attackSpeedMultiplier * (equipmentEffects.multipliers.attackSpeed || 1),
|
||||
elementCapMultiplier: upgradeEffects.elementCapMultiplier * (equipmentEffects.multipliers.elementCap || 1),
|
||||
// Merge specials
|
||||
specials: new Set([...upgradeEffects.specials, ...equipmentEffects.specials]),
|
||||
// Store equipment effects for reference
|
||||
equipmentBonuses: equipmentEffects.bonuses,
|
||||
equipmentMultipliers: equipmentEffects.multipliers,
|
||||
equipmentSpecials: equipmentEffects.specials,
|
||||
};
|
||||
|
||||
// Handle special stats that are equipment-only
|
||||
if (equipmentEffects.bonuses.critChance) {
|
||||
merged.critChanceBonus += equipmentEffects.bonuses.critChance;
|
||||
}
|
||||
if (equipmentEffects.bonuses.meditationEfficiency) {
|
||||
// This is a multiplier in equipment, convert to additive for simplicity
|
||||
// Equipment gives +10% per stack, so add it to the base
|
||||
merged.meditationEfficiency *= (equipmentEffects.multipliers.meditationEfficiency || 1);
|
||||
}
|
||||
if (equipmentEffects.bonuses.studySpeed) {
|
||||
merged.studySpeedMultiplier *= (equipmentEffects.multipliers.studySpeed || 1);
|
||||
}
|
||||
if (equipmentEffects.bonuses.insightGain) {
|
||||
// Store separately - insight multiplier
|
||||
(merged as any).insightGainMultiplier = (equipmentEffects.multipliers.insightGain || 1);
|
||||
}
|
||||
if (equipmentEffects.bonuses.guardianDamage) {
|
||||
(merged as any).guardianDamageMultiplier = (equipmentEffects.multipliers.guardianDamage || 1);
|
||||
}
|
||||
|
||||
return merged;
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper to get unified effects from game state
|
||||
*/
|
||||
export function getUnifiedEffects(state: Pick<GameState, 'skillUpgrades' | 'skillTiers' | 'equipmentInstances' | 'equippedInstances'>): UnifiedEffects {
|
||||
return computeAllEffects(
|
||||
state.skillUpgrades || {},
|
||||
state.skillTiers || {},
|
||||
state.equipmentInstances,
|
||||
state.equippedInstances
|
||||
);
|
||||
}
|
||||
|
||||
// ─── Stat Computation with All Effects ───────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Compute max mana with all effect sources
|
||||
*/
|
||||
export function computeTotalMaxMana(
|
||||
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers' | 'equipmentInstances' | 'equippedInstances'>,
|
||||
effects?: UnifiedEffects
|
||||
): number {
|
||||
const pu = state.prestigeUpgrades;
|
||||
const base =
|
||||
100 +
|
||||
(state.skills.manaWell || 0) * 100 +
|
||||
(pu.manaWell || 0) * 500;
|
||||
|
||||
if (!effects) {
|
||||
effects = getUnifiedEffects(state);
|
||||
}
|
||||
|
||||
return Math.floor((base + effects.maxManaBonus) * effects.maxManaMultiplier);
|
||||
}
|
||||
|
||||
/**
|
||||
* Compute regen with all effect sources
|
||||
*/
|
||||
export function computeTotalRegen(
|
||||
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers' | 'equipmentInstances' | 'equippedInstances'>,
|
||||
effects?: UnifiedEffects
|
||||
): number {
|
||||
const pu = state.prestigeUpgrades;
|
||||
const temporalBonus = 1 + (pu.temporalEcho || 0) * 0.1;
|
||||
const base =
|
||||
2 +
|
||||
(state.skills.manaFlow || 0) * 1 +
|
||||
(state.skills.manaSpring || 0) * 2 +
|
||||
(pu.manaFlow || 0) * 0.5;
|
||||
|
||||
let regen = base * temporalBonus;
|
||||
|
||||
if (!effects) {
|
||||
effects = getUnifiedEffects(state);
|
||||
}
|
||||
|
||||
regen = (regen + effects.regenBonus + effects.permanentRegenBonus) * effects.regenMultiplier;
|
||||
|
||||
return regen;
|
||||
}
|
||||
|
||||
/**
|
||||
* Compute click mana with all effect sources
|
||||
*/
|
||||
export function computeTotalClickMana(
|
||||
state: Pick<GameState, 'skills' | 'skillUpgrades' | 'skillTiers' | 'equipmentInstances' | 'equippedInstances'>,
|
||||
effects?: UnifiedEffects
|
||||
): number {
|
||||
const base =
|
||||
1 +
|
||||
(state.skills.manaTap || 0) * 1 +
|
||||
(state.skills.manaSurge || 0) * 3;
|
||||
|
||||
if (!effects) {
|
||||
effects = getUnifiedEffects(state as any);
|
||||
}
|
||||
|
||||
return Math.floor((base + effects.clickManaBonus) * effects.clickManaMultiplier);
|
||||
}
|
||||
46
src/lib/game/formatting.ts
Executable file
46
src/lib/game/formatting.ts
Executable file
@@ -0,0 +1,46 @@
|
||||
// ─── Shared Formatting Utilities ─────────────────────────────────────────────────
|
||||
// Utility functions for consistent formatting across components
|
||||
|
||||
import { ELEMENTS } from '@/lib/game/constants';
|
||||
import type { SpellCost } from '@/lib/game/types';
|
||||
|
||||
// Re-export number formatting functions from computed-stats.ts
|
||||
export { fmt, fmtDec } from './computed-stats';
|
||||
|
||||
/**
|
||||
* Format a spell cost for display
|
||||
*/
|
||||
export function formatSpellCost(cost: SpellCost): string {
|
||||
if (cost.type === 'raw') {
|
||||
return `${cost.amount} raw`;
|
||||
}
|
||||
const elemDef = ELEMENTS[cost.element || ''];
|
||||
return `${cost.amount} ${elemDef?.sym || '?'}`;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the display color for a spell cost
|
||||
*/
|
||||
export function getSpellCostColor(cost: SpellCost): string {
|
||||
if (cost.type === 'raw') {
|
||||
return '#60A5FA'; // Blue for raw mana
|
||||
}
|
||||
return ELEMENTS[cost.element || '']?.color || '#9CA3AF';
|
||||
}
|
||||
|
||||
/**
|
||||
* Format study time in hours to human-readable string
|
||||
*/
|
||||
export function formatStudyTime(hours: number): string {
|
||||
if (hours < 1) return `${Math.round(hours * 60)}m`;
|
||||
return `${hours.toFixed(1)}h`;
|
||||
}
|
||||
|
||||
/**
|
||||
* Format time (hour of day) to HH:MM format
|
||||
*/
|
||||
export function formatHour(hour: number): string {
|
||||
const h = Math.floor(hour);
|
||||
const m = Math.floor((hour % 1) * 60);
|
||||
return `${h.toString().padStart(2, '0')}:${m.toString().padStart(2, '0')}`;
|
||||
}
|
||||
75
src/lib/game/navigation-slice.ts
Executable file
75
src/lib/game/navigation-slice.ts
Executable file
@@ -0,0 +1,75 @@
|
||||
// ─── Navigation Slice ─────────────────────────────────────────────────────────
|
||||
// Actions for floor navigation: climbing direction and manual floor changes
|
||||
|
||||
import type { GameState } from './types';
|
||||
import { getFloorMaxHP } from './computed-stats';
|
||||
|
||||
// ─── Navigation Actions Interface ─────────────────────────────────────────────
|
||||
|
||||
export interface NavigationActions {
|
||||
// Floor Navigation
|
||||
setClimbDirection: (direction: 'up' | 'down') => void;
|
||||
changeFloor: (direction: 'up' | 'down') => void;
|
||||
resetFloorHP: () => void;
|
||||
}
|
||||
|
||||
// ─── Navigation Slice Factory ─────────────────────────────────────────────────
|
||||
|
||||
export function createNavigationSlice(
|
||||
set: (partial: Partial<GameState> | ((state: GameState) => Partial<GameState>)) => void,
|
||||
get: () => GameState
|
||||
): NavigationActions {
|
||||
return {
|
||||
// Set the climbing direction (up or down)
|
||||
setClimbDirection: (direction: 'up' | 'down') => {
|
||||
set({ climbDirection: direction });
|
||||
},
|
||||
|
||||
// Manually change floors by one
|
||||
changeFloor: (direction: 'up' | 'down') => {
|
||||
const state = get();
|
||||
const currentFloor = state.currentFloor;
|
||||
|
||||
// Calculate next floor
|
||||
const nextFloor = direction === 'up'
|
||||
? Math.min(currentFloor + 1, 100)
|
||||
: Math.max(currentFloor - 1, 1);
|
||||
|
||||
// Can't stay on same floor
|
||||
if (nextFloor === currentFloor) return;
|
||||
|
||||
// Mark current floor as cleared (it will respawn when we come back)
|
||||
const clearedFloors = { ...state.clearedFloors };
|
||||
clearedFloors[currentFloor] = true;
|
||||
|
||||
// Check if next floor was cleared (needs respawn)
|
||||
const nextFloorCleared = clearedFloors[nextFloor];
|
||||
if (nextFloorCleared) {
|
||||
// Respawn the floor
|
||||
delete clearedFloors[nextFloor];
|
||||
}
|
||||
|
||||
set({
|
||||
currentFloor: nextFloor,
|
||||
floorMaxHP: getFloorMaxHP(nextFloor),
|
||||
floorHP: getFloorMaxHP(nextFloor),
|
||||
maxFloorReached: Math.max(state.maxFloorReached, nextFloor),
|
||||
clearedFloors,
|
||||
climbDirection: direction,
|
||||
equipmentSpellStates: state.equipmentSpellStates.map(s => ({ ...s, castProgress: 0 })),
|
||||
log: [`🚶 Moved to floor ${nextFloor}${nextFloorCleared ? ' (respawned)' : ''}.`, ...state.log.slice(0, 49)],
|
||||
});
|
||||
},
|
||||
|
||||
// Reset current floor HP to max (useful when floor HP gets stuck)
|
||||
resetFloorHP: () => {
|
||||
const state = get();
|
||||
const maxHP = getFloorMaxHP(state.currentFloor);
|
||||
set({
|
||||
floorMaxHP: maxHP,
|
||||
floorHP: maxHP,
|
||||
log: [`🔄 Floor ${state.currentFloor} HP reset to full.`, ...state.log.slice(0, 49)],
|
||||
});
|
||||
},
|
||||
};
|
||||
}
|
||||
797
src/lib/game/skill-evolution.ts
Executable file
797
src/lib/game/skill-evolution.ts
Executable file
@@ -0,0 +1,797 @@
|
||||
// ─── Skill Evolution System ───────────────────────────────────────────────────────
|
||||
// Each base skill has 5 tiers of evolution
|
||||
// At level 5 and 10, you choose 2 out of 4 upgrades
|
||||
// At max level (10), you tier up to the next evolution
|
||||
// Tier multiplier: each tier is 10x more powerful (so tier N level 1 = tier N-1 level 10)
|
||||
|
||||
import type { SkillDef, SkillUpgradeChoice, SkillEvolutionPath, SkillTierDef } from './types';
|
||||
|
||||
// ─── Upgrade Choice Definitions ───────────────────────────────────────────────────
|
||||
|
||||
// Mana Well Upgrades (Tiers 1-5)
|
||||
// Mana Well: +100 max mana per level
|
||||
const MANA_WELL_TIER1_UPGRADES_L5: SkillUpgradeChoice[] = [
|
||||
{ id: 'mw_t1_l5_capacity', name: 'Expanded Capacity', desc: '+25% max mana bonus', milestone: 5, effect: { type: 'multiplier', stat: 'maxMana', value: 1.25 } },
|
||||
{ id: 'mw_t1_l5_regen', name: 'Natural Spring', desc: '+0.5 regen per hour', milestone: 5, effect: { type: 'bonus', stat: 'regen', value: 0.5 } },
|
||||
{ id: 'mw_t1_l5_threshold', name: 'Mana Threshold', desc: '+20% max mana but reduces natural regen by 10%', milestone: 5, effect: { type: 'special', specialId: 'manaThreshold', specialDesc: 'Trade regen for capacity' } },
|
||||
{ id: 'mw_t1_l5_desperate', name: 'Desperate Wells', desc: '+50% regen when below 25% mana', milestone: 5, effect: { type: 'special', specialId: 'desperateWells', specialDesc: 'Emergency regen boost' } },
|
||||
];
|
||||
|
||||
const MANA_WELL_TIER1_UPGRADES_L10: SkillUpgradeChoice[] = [
|
||||
{ id: 'mw_t1_l10_echo', name: 'Mana Echo', desc: '10% chance to gain double mana from clicks', milestone: 10, effect: { type: 'special', specialId: 'manaEcho', specialDesc: 'Double mana chance' } },
|
||||
{ id: 'mw_t1_l10_reserve', name: 'Emergency Reserve', desc: 'Keep 10% max mana when starting a new loop', milestone: 10, effect: { type: 'special', specialId: 'emergencyReserve', specialDesc: 'Keep mana on loop' } },
|
||||
{ id: 'mw_t1_l10_efficiency', name: 'Mana Efficiency', desc: '-5% spell costs', milestone: 10, effect: { type: 'multiplier', stat: 'spellCost', value: 0.95 } },
|
||||
{ id: 'mw_t1_l10_meditation', name: 'Deep Wellspring', desc: '+50% meditation efficiency', milestone: 10, effect: { type: 'multiplier', stat: 'meditationEfficiency', value: 1.5 } },
|
||||
];
|
||||
|
||||
// Mana Flow Upgrades (+1 regen per level)
|
||||
const MANA_FLOW_TIER1_UPGRADES_L5: SkillUpgradeChoice[] = [
|
||||
{ id: 'mf_t1_l5_rapid', name: 'Rapid Flow', desc: '+25% regen speed', milestone: 5, effect: { type: 'multiplier', stat: 'regen', value: 1.25 } },
|
||||
{ id: 'mf_t1_l5_steady', name: 'Steady Stream', desc: 'Regen never drops below base even with incursion', milestone: 5, effect: { type: 'special', specialId: 'steadyStream', specialDesc: 'Immune to regen reduction' } },
|
||||
{ id: 'mf_t1_l5_cascade', name: 'Mana Cascade', desc: '+0.1 regen per 100 max mana', milestone: 5, effect: { type: 'special', specialId: 'manaCascade', specialDesc: 'Scaling regen' } },
|
||||
{ id: 'mf_t1_l5_overflow', name: 'Mana Overflow', desc: 'Raw mana can exceed max by 20%', milestone: 5, effect: { type: 'special', specialId: 'manaOverflow', specialDesc: 'Mana overfill' } },
|
||||
];
|
||||
|
||||
const MANA_FLOW_TIER1_UPGRADES_L10: SkillUpgradeChoice[] = [
|
||||
{ id: 'mf_t1_l10_torrent', name: 'Mana Torrent', desc: '+50% regen when above 75% mana', milestone: 10, effect: { type: 'special', specialId: 'manaTorrent', specialDesc: 'High mana regen bonus' } },
|
||||
{ id: 'mf_t1_l10_ambient', name: 'Ambient Absorption', desc: '+1 regen permanently (persists through loops)', milestone: 10, effect: { type: 'bonus', stat: 'permanentRegen', value: 1 } },
|
||||
{ id: 'mf_t1_l10_surge', name: 'Flow Surge', desc: 'Clicks restore 2x regen for 1 hour', milestone: 10, effect: { type: 'special', specialId: 'flowSurge', specialDesc: 'Click boosts regen' } },
|
||||
{ id: 'mf_t1_l10_mastery', name: 'Flow Mastery', desc: '+10% mana from all sources', milestone: 10, effect: { type: 'multiplier', stat: 'allManaSources', value: 1.1 } },
|
||||
];
|
||||
|
||||
// Combat Training Upgrades (+5 base damage per level)
|
||||
const COMBAT_TRAIN_TIER1_UPGRADES_L5: SkillUpgradeChoice[] = [
|
||||
{ id: 'ct_t1_l5_power', name: 'Raw Power', desc: '+25% base damage', milestone: 5, effect: { type: 'multiplier', stat: 'baseDamage', value: 1.25 } },
|
||||
{ id: 'ct_t1_l5_crit', name: 'Critical Eye', desc: '+10% critical hit chance', milestone: 5, effect: { type: 'bonus', stat: 'critChance', value: 10 } },
|
||||
{ id: 'ct_t1_l5_firstStrike', name: 'Power Strike', desc: '+15% damage on first attack each floor', milestone: 5, effect: { type: 'special', specialId: 'firstStrike', specialDesc: 'Opening attack bonus' } },
|
||||
{ id: 'ct_t1_l5_speed', name: 'Quick Strikes', desc: '+20% attack speed', milestone: 5, effect: { type: 'multiplier', stat: 'attackSpeed', value: 1.2 } },
|
||||
];
|
||||
|
||||
const COMBAT_TRAIN_TIER1_UPGRADES_L10: SkillUpgradeChoice[] = [
|
||||
{ id: 'ct_t1_l10_overpower', name: 'Overpower', desc: '+50% damage when mana above 80%', milestone: 10, effect: { type: 'special', specialId: 'overpower', specialDesc: 'High mana damage bonus' } },
|
||||
{ id: 'ct_t1_l10_berserker', name: 'Berserker', desc: '+50% damage when below 50% mana', milestone: 10, effect: { type: 'special', specialId: 'berserker', specialDesc: 'Low mana damage bonus' } },
|
||||
{ id: 'ct_t1_l10_combo', name: 'Combo Master', desc: 'Every 5th attack deals 3x damage', milestone: 10, effect: { type: 'special', specialId: 'comboMaster', specialDesc: 'Combo finisher' } },
|
||||
{ id: 'ct_t1_l10_adrenaline', name: 'Adrenaline Rush', desc: 'Defeating an enemy restores 5% mana', milestone: 10, effect: { type: 'special', specialId: 'adrenalineRush', specialDesc: 'Kill restore' } },
|
||||
];
|
||||
|
||||
// Quick Learner Upgrades (+10% study speed per level)
|
||||
const QUICK_LEARNER_TIER1_UPGRADES_L5: SkillUpgradeChoice[] = [
|
||||
{ id: 'ql_t1_l5_focus', name: 'Deep Focus', desc: '+25% study speed', milestone: 5, effect: { type: 'multiplier', stat: 'studySpeed', value: 1.25 } },
|
||||
{ id: 'ql_t1_l5_recall', name: 'Quick Grasp', desc: '5% chance for double study progress per hour', milestone: 5, effect: { type: 'special', specialId: 'quickGrasp', specialDesc: 'Double study progress chance' } },
|
||||
{ id: 'ql_t1_l5_mastery', name: 'Quick Mastery', desc: '-20% study time for final 3 levels', milestone: 5, effect: { type: 'special', specialId: 'quickMastery', specialDesc: 'Faster final levels' } },
|
||||
{ id: 'ql_t1_l5_parallel', name: 'Parallel Study', desc: 'Can study 2 things at once at 50% speed each', milestone: 5, effect: { type: 'special', specialId: 'parallelStudy', specialDesc: 'Dual study' } },
|
||||
];
|
||||
|
||||
const QUICK_LEARNER_TIER1_UPGRADES_L10: SkillUpgradeChoice[] = [
|
||||
{ id: 'ql_t1_l10_concentration', name: 'Deep Concentration', desc: '+20% study speed when mana > 90%', milestone: 10, effect: { type: 'special', specialId: 'deepConcentration', specialDesc: 'High mana study bonus' } },
|
||||
{ id: 'ql_t1_l10_momentum', name: 'Study Momentum', desc: '+5% study speed for each consecutive hour (max 50%)', milestone: 10, effect: { type: 'special', specialId: 'studyMomentum', specialDesc: 'Consecutive study bonus' } },
|
||||
{ id: 'ql_t1_l10_echo', name: 'Knowledge Echo', desc: '10% chance to instantly complete study', milestone: 10, effect: { type: 'special', specialId: 'knowledgeEcho', specialDesc: 'Instant study chance' } },
|
||||
{ id: 'ql_t1_l10_transfer', name: 'Knowledge Transfer', desc: 'New spells/skills start at 10% progress', milestone: 10, effect: { type: 'special', specialId: 'knowledgeTransfer', specialDesc: 'Starting progress' } },
|
||||
];
|
||||
|
||||
// Focused Mind Upgrades (-5% study cost per level)
|
||||
const FOCUSED_MIND_TIER1_UPGRADES_L5: SkillUpgradeChoice[] = [
|
||||
{ id: 'fm_t1_l5_efficiency', name: 'Mind Efficiency', desc: '+25% cost reduction', milestone: 5, effect: { type: 'multiplier', stat: 'costReduction', value: 1.25 } },
|
||||
{ id: 'fm_t1_l5_clarity', name: 'Mental Clarity', desc: 'Study speed +10% when mana is above 75%', milestone: 5, effect: { type: 'special', specialId: 'mentalClarity', specialDesc: 'High mana study bonus' } },
|
||||
{ id: 'fm_t1_l5_refund', name: 'Study Refund', desc: 'Get 25% mana back when study completes', milestone: 5, effect: { type: 'special', specialId: 'studyRefund', specialDesc: 'Study completion refund' } },
|
||||
{ id: 'fm_t1_l5_discount', name: 'Bulk Discount', desc: '-10% cost for tier 2+ skills/spells', milestone: 5, effect: { type: 'special', specialId: 'bulkDiscount', specialDesc: 'High tier discount' } },
|
||||
];
|
||||
|
||||
const FOCUSED_MIND_TIER1_UPGRADES_L10: SkillUpgradeChoice[] = [
|
||||
{ id: 'fm_t1_l10_efficient', name: 'Efficient Learning', desc: '-10% study mana cost', milestone: 10, effect: { type: 'multiplier', stat: 'studyCost', value: 0.9 } },
|
||||
{ id: 'fm_t1_l10_understanding', name: 'Deep Understanding', desc: '+10% bonus from all skill levels', milestone: 10, effect: { type: 'special', specialId: 'deepUnderstanding', specialDesc: 'Enhanced skills' } },
|
||||
{ id: 'fm_t1_l10_rush', name: 'Study Rush', desc: 'First hour of study is 2x speed', milestone: 10, effect: { type: 'special', specialId: 'studyRush', specialDesc: 'Fast first hour' } },
|
||||
{ id: 'fm_t1_l10_chain', name: 'Chain Study', desc: '-5% cost for each skill already maxed', milestone: 10, effect: { type: 'special', specialId: 'chainStudy', specialDesc: 'Learning synergy' } },
|
||||
];
|
||||
|
||||
// Elemental Attunement Upgrades (+50 element cap per level)
|
||||
const ELEM_ATTUNE_TIER1_UPGRADES_L5: SkillUpgradeChoice[] = [
|
||||
{ id: 'ea_t1_l5_expand', name: 'Expanded Attunement', desc: '+25% element cap', milestone: 5, effect: { type: 'multiplier', stat: 'elementCap', value: 1.25 } },
|
||||
{ id: 'ea_t1_l5_surge', name: 'Elemental Surge', desc: '+15% elemental damage', milestone: 5, effect: { type: 'multiplier', stat: 'elementalDamage', value: 1.15 } },
|
||||
{ id: 'ea_t1_l5_expand2', name: 'Element Mastery', desc: '+10% element capacity', milestone: 5, effect: { type: 'bonus', stat: 'elementCap', value: 10 } },
|
||||
{ id: 'ea_t1_l5_affinity', name: 'Elemental Affinity', desc: 'Newly unlocked elements start with 10 capacity', milestone: 5, effect: { type: 'special', specialId: 'elementalAffinity', specialDesc: 'Starting element capacity' } },
|
||||
];
|
||||
|
||||
const ELEM_ATTUNE_TIER1_UPGRADES_L10: SkillUpgradeChoice[] = [
|
||||
{ id: 'ea_t1_l10_master', name: 'Element Master', desc: '+20% elemental damage to all spells', milestone: 10, effect: { type: 'multiplier', stat: 'elementalDamage', value: 1.2 } },
|
||||
{ id: 'ea_t1_l10_power', name: 'Elemental Power', desc: '+15% elemental damage', milestone: 10, effect: { type: 'multiplier', stat: 'elementalDamage', value: 1.15 } },
|
||||
{ id: 'ea_t1_l10_resonance', name: 'Elemental Resonance', desc: 'Using element spells restores 1 of that element', milestone: 10, effect: { type: 'special', specialId: 'elementalResonance', specialDesc: 'Spell use restores element' } },
|
||||
{ id: 'ea_t1_l10_exotic', name: 'Exotic Mastery', desc: '+20% exotic element damage', milestone: 10, effect: { type: 'special', specialId: 'exoticMastery', specialDesc: 'Exotic damage bonus' } },
|
||||
];
|
||||
|
||||
// ─── Skill Evolution Paths ─────────────────────────────────────────────────────
|
||||
// Tier multiplier: Each tier is 10x more powerful
|
||||
// So Tier 2 level 1 = Tier 1 level 10, Tier 3 level 1 = Tier 2 level 10, etc.
|
||||
|
||||
export const SKILL_EVOLUTION_PATHS: Record<string, SkillEvolutionPath> = {
|
||||
manaWell: {
|
||||
baseSkillId: 'manaWell',
|
||||
tiers: [
|
||||
{
|
||||
tier: 1,
|
||||
skillId: 'manaWell',
|
||||
name: 'Mana Well',
|
||||
multiplier: 1,
|
||||
upgrades: [...MANA_WELL_TIER1_UPGRADES_L5, ...MANA_WELL_TIER1_UPGRADES_L10],
|
||||
},
|
||||
{
|
||||
tier: 2,
|
||||
skillId: 'manaWell_t2',
|
||||
name: 'Deep Reservoir',
|
||||
multiplier: 10,
|
||||
upgrades: [
|
||||
{ id: 'mw_t2_l5_depth', name: 'Abyssal Depth', desc: '+50% max mana', milestone: 5, effect: { type: 'multiplier', stat: 'maxMana', value: 1.5 } },
|
||||
{ id: 'mw_t2_l5_ancient', name: 'Ancient Well', desc: '+500 starting mana per loop', milestone: 5, effect: { type: 'bonus', stat: 'startingMana', value: 500 } },
|
||||
{ id: 'mw_t2_l5_condense', name: 'Mana Condense', desc: 'Max mana +1% per 1000 total mana gathered', milestone: 5, effect: { type: 'special', specialId: 'manaCondense', specialDesc: 'Scaling max mana' } },
|
||||
{ id: 'mw_t2_l5_reserve', name: 'Deep Reserve', desc: 'Regen +0.5 per 100 max mana', milestone: 5, effect: { type: 'special', specialId: 'deepReserve', specialDesc: 'Max mana scaling regen' } },
|
||||
{ id: 'mw_t2_l10_ocean', name: 'Ocean of Mana', desc: '+1000 max mana', milestone: 10, effect: { type: 'bonus', stat: 'maxMana', value: 1000 } },
|
||||
{ id: 'mw_t2_l10_tide', name: 'Mana Tide', desc: 'Mana regeneration pulses with time (+/- 50%)', milestone: 10, effect: { type: 'special', specialId: 'manaTide', specialDesc: 'Cyclic regen' } },
|
||||
{ id: 'mw_t2_l10_void', name: 'Void Storage', desc: 'Store up to 150% max mana temporarily', milestone: 10, effect: { type: 'special', specialId: 'voidStorage', specialDesc: 'Overfill mana' } },
|
||||
{ id: 'mw_t2_l10_core', name: 'Mana Core', desc: 'Gain mana regen equal to 0.5% of max mana', milestone: 10, effect: { type: 'special', specialId: 'manaCore', specialDesc: 'Max mana based regen' } },
|
||||
],
|
||||
},
|
||||
{
|
||||
tier: 3,
|
||||
skillId: 'manaWell_t3',
|
||||
name: 'Abyssal Pool',
|
||||
multiplier: 100,
|
||||
upgrades: [
|
||||
{ id: 'mw_t3_l5_abyss', name: 'Abyssal Power', desc: '+100% max mana', milestone: 5, effect: { type: 'multiplier', stat: 'maxMana', value: 2 } },
|
||||
{ id: 'mw_t3_l5_siphon', name: 'Mana Siphon', desc: 'Convert 1% of floor HP to mana on defeat', milestone: 5, effect: { type: 'special', specialId: 'manaSiphon', specialDesc: 'HP to mana conversion' } },
|
||||
{ id: 'mw_t3_l5_heart', name: 'Mana Heart', desc: '+10% max mana per loop completed', milestone: 5, effect: { type: 'special', specialId: 'manaHeart', specialDesc: 'Loop scaling mana' } },
|
||||
{ id: 'mw_t3_l5_ancient', name: 'Ancient Reserve', desc: 'Start each loop with 25% max mana', milestone: 5, effect: { type: 'special', specialId: 'ancientReserve', specialDesc: 'Loop starting mana' } },
|
||||
{ id: 'mw_t3_l10_realm', name: 'Mana Realm', desc: '+5000 max mana', milestone: 10, effect: { type: 'bonus', stat: 'maxMana', value: 5000 } },
|
||||
{ id: 'mw_t3_l10_avatar', name: 'Mana Avatar', desc: 'When full, all spells cost 50% less', milestone: 10, effect: { type: 'special', specialId: 'manaAvatar', specialDesc: 'Full mana discount' } },
|
||||
{ id: 'mw_t3_l10_genesis', name: 'Mana Genesis', desc: 'Generate 1% max mana per hour passively', milestone: 10, effect: { type: 'special', specialId: 'manaGenesis', specialDesc: 'Passive mana generation' } },
|
||||
{ id: 'mw_t3_l10_reflect', name: 'Mana Reflect', desc: '10% chance to reflect spell cost as damage', milestone: 10, effect: { type: 'special', specialId: 'manaReflect', specialDesc: 'Cost to damage' } },
|
||||
],
|
||||
},
|
||||
{
|
||||
tier: 4,
|
||||
skillId: 'manaWell_t4',
|
||||
name: 'Ocean of Power',
|
||||
multiplier: 1000,
|
||||
upgrades: [
|
||||
{ id: 'mw_t4_l5_tsunami', name: 'Mana Tsunami', desc: '+200% max mana', milestone: 5, effect: { type: 'multiplier', stat: 'maxMana', value: 3 } },
|
||||
{ id: 'mw_t4_l5_breath', name: 'Deep Breath', desc: 'Meditate for 1 hour = fill 50% mana', milestone: 5, effect: { type: 'special', specialId: 'deepBreath', specialDesc: 'Quick fill' } },
|
||||
{ id: 'mw_t4_l5_sovereign', name: 'Mana Sovereign', desc: 'All mana costs reduced by 20%', milestone: 5, effect: { type: 'multiplier', stat: 'allCosts', value: 0.8 } },
|
||||
{ id: 'mw_t4_l5_wellspring', name: 'Primordial Wellspring', desc: 'Clicks give 5% of max mana', milestone: 5, effect: { type: 'special', specialId: 'primordialWellspring', specialDesc: 'Max mana clicks' } },
|
||||
{ id: 'mw_t4_l10_infinite', name: 'Infinite Reservoir', desc: '+50000 max mana', milestone: 10, effect: { type: 'bonus', stat: 'maxMana', value: 50000 } },
|
||||
{ id: 'mw_t4_l10_ascend', name: 'Mana Conduit', desc: 'Meditation also regenerates 5% max elemental mana per hour', milestone: 10, effect: { type: 'special', specialId: 'manaConduit', specialDesc: 'Meditation element regen' } },
|
||||
{ id: 'mw_t4_l10_nova', name: 'Mana Nova', desc: 'When taking damage, release 5% mana as damage', milestone: 10, effect: { type: 'special', specialId: 'manaNova', specialDesc: 'Defensive burst' } },
|
||||
{ id: 'mw_t4_l10_overflow', name: 'Mana Overflow', desc: 'Excess mana from clicks is doubled', milestone: 10, effect: { type: 'special', specialId: 'manaOverflowT4', specialDesc: 'Click overflow' } },
|
||||
],
|
||||
},
|
||||
{
|
||||
tier: 5,
|
||||
skillId: 'manaWell_t5',
|
||||
name: 'Infinite Reservoir',
|
||||
multiplier: 10000,
|
||||
upgrades: [
|
||||
{ id: 'mw_t5_l5_cosmic', name: 'Cosmic Mana', desc: '+500% max mana', milestone: 5, effect: { type: 'multiplier', stat: 'maxMana', value: 6 } },
|
||||
{ id: 'mw_t5_l5_omega', name: 'Omega Well', desc: 'All mana effects +50%', milestone: 5, effect: { type: 'multiplier', stat: 'manaEffects', value: 1.5 } },
|
||||
{ id: 'mw_t5_l5_origin', name: 'Origin Point', desc: 'Start loops with 100% mana', milestone: 5, effect: { type: 'special', specialId: 'originPoint', specialDesc: 'Full start' } },
|
||||
{ id: 'mw_t5_l5_zenith', name: 'Mana Zenith', desc: 'At max mana, deal +50% damage', milestone: 5, effect: { type: 'special', specialId: 'manaZenith', specialDesc: 'Max mana damage' } },
|
||||
{ id: 'mw_t5_l10_godhood', name: 'Mana Godhood', desc: '+100000 max mana', milestone: 10, effect: { type: 'bonus', stat: 'maxMana', value: 100000 } },
|
||||
{ id: 'mw_t5_l10_ultimate', name: 'Ultimate Reservoir', desc: 'All spells enhanced by 1% per 1000 max mana', milestone: 10, effect: { type: 'special', specialId: 'ultimateReservoir', specialDesc: 'Mana scaling spells' } },
|
||||
{ id: 'mw_t5_l10_immortal', name: 'Immortal Mana', desc: 'Mana regeneration never stops', milestone: 10, effect: { type: 'special', specialId: 'immortalMana', specialDesc: 'Always regen' } },
|
||||
{ id: 'mw_t5_l10_victory', name: 'Mana Victory', desc: 'Alternative victory: reach 1M mana', milestone: 10, effect: { type: 'special', specialId: 'manaVictory', specialDesc: 'Mana victory' } },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
manaFlow: {
|
||||
baseSkillId: 'manaFlow',
|
||||
tiers: [
|
||||
{
|
||||
tier: 1,
|
||||
skillId: 'manaFlow',
|
||||
name: 'Mana Flow',
|
||||
multiplier: 1,
|
||||
upgrades: [...MANA_FLOW_TIER1_UPGRADES_L5, ...MANA_FLOW_TIER1_UPGRADES_L10],
|
||||
},
|
||||
{
|
||||
tier: 2,
|
||||
skillId: 'manaFlow_t2',
|
||||
name: 'Rushing Stream',
|
||||
multiplier: 10,
|
||||
upgrades: [
|
||||
{ id: 'mf_t2_l5_river', name: 'River of Mana', desc: '+50% regen', milestone: 5, effect: { type: 'multiplier', stat: 'regen', value: 1.5 } },
|
||||
{ id: 'mf_t2_l5_flood', name: 'Mana Flood', desc: 'Regen +2 per guardian defeated', milestone: 5, effect: { type: 'special', specialId: 'manaFlood', specialDesc: 'Guardian regen' } },
|
||||
{ id: 'mf_t2_l5_whirlpool', name: 'Mana Whirlpool', desc: 'Convert overflow mana to random elements', milestone: 5, effect: { type: 'special', specialId: 'manaWhirlpool', specialDesc: 'Overflow conversion' } },
|
||||
{ id: 'mf_t2_l5_current', name: 'Swift Current', desc: '+25% regen during combat', milestone: 5, effect: { type: 'special', specialId: 'swiftCurrent', specialDesc: 'Combat regen' } },
|
||||
{ id: 'mf_t2_l10_cascade', name: 'Mana Cascade', desc: '+20 regen', milestone: 10, effect: { type: 'bonus', stat: 'regen', value: 20 } },
|
||||
{ id: 'mf_t2_l10_storm', name: 'Mana Storm', desc: 'Every 6 hours, gain 500 mana instantly', milestone: 10, effect: { type: 'special', specialId: 'manaStorm', specialDesc: 'Periodic burst' } },
|
||||
{ id: 'mf_t2_l10_tributary', name: 'Tributary Flow', desc: '+0.5 regen per learned spell', milestone: 10, effect: { type: 'special', specialId: 'tributaryFlow', specialDesc: 'Spell regen' } },
|
||||
{ id: 'mf_t2_l10_eternal', name: 'Eternal Flow', desc: 'Regen is immune to incursion penalty', milestone: 10, effect: { type: 'special', specialId: 'eternalFlow', specialDesc: 'Incursion immunity' } },
|
||||
],
|
||||
},
|
||||
{
|
||||
tier: 3,
|
||||
skillId: 'manaFlow_t3',
|
||||
name: 'Eternal River',
|
||||
multiplier: 100,
|
||||
upgrades: [
|
||||
{ id: 'mf_t3_l5_ocean', name: 'Ocean Current', desc: '+100% regen', milestone: 5, effect: { type: 'multiplier', stat: 'regen', value: 2 } },
|
||||
{ id: 'mf_t3_l5_tide', name: 'Tidal Force', desc: 'Regen varies with time of day (0.5x to 2x)', milestone: 5, effect: { type: 'special', specialId: 'tidalForce', specialDesc: 'Time scaling' } },
|
||||
{ id: 'mf_t3_l5_abyss', name: 'Abyssal Current', desc: '+1 regen per floor reached', milestone: 5, effect: { type: 'special', specialId: 'abyssalCurrent', specialDesc: 'Floor regen' } },
|
||||
{ id: 'mf_t3_l5_monsoon', name: 'Mana Monsoon', desc: '+5 regen per loop completed', milestone: 5, effect: { type: 'special', specialId: 'manaMonsoon', specialDesc: 'Loop regen' } },
|
||||
{ id: 'mf_t3_l10_deluge', name: 'Mana Deluge', desc: '+100 regen', milestone: 10, effect: { type: 'bonus', stat: 'regen', value: 100 } },
|
||||
{ id: 'mf_t3_l10_fountain', name: 'Infinite Fountain', desc: 'Mana regen has no upper limit to overflow', milestone: 10, effect: { type: 'special', specialId: 'infiniteFountain', specialDesc: 'Always regen' } },
|
||||
{ id: 'mf_t3_l10_source', name: 'Primordial Source', desc: 'Regen +1% of max mana per hour', milestone: 10, effect: { type: 'special', specialId: 'primordialSource', specialDesc: 'Max mana regen' } },
|
||||
{ id: 'mf_t3_l10_blessing', name: 'River Blessing', desc: 'Spells cost 1 less mana minimum (min 1)', milestone: 10, effect: { type: 'special', specialId: 'riverBlessing', specialDesc: 'Min cost reduction' } },
|
||||
],
|
||||
},
|
||||
{
|
||||
tier: 4,
|
||||
skillId: 'manaFlow_t4',
|
||||
name: 'Cosmic Torrent',
|
||||
multiplier: 1000,
|
||||
upgrades: [
|
||||
{ id: 'mf_t4_l5_nova', name: 'Mana Nova', desc: '+200% regen', milestone: 5, effect: { type: 'multiplier', stat: 'regen', value: 3 } },
|
||||
{ id: 'mf_t4_l5_nebula', name: 'Nebula Flow', desc: 'Gain 10% regen from all actions', milestone: 5, effect: { type: 'special', specialId: 'nebulaFlow', specialDesc: 'Action mana' } },
|
||||
{ id: 'mf_t4_l5_constellation', name: 'Constellation Link', desc: '+5 regen per skill maxed', milestone: 5, effect: { type: 'special', specialId: 'constellationLink', specialDesc: 'Skill regen' } },
|
||||
{ id: 'mf_t4_l5_supernova', name: 'Supernova Burst', desc: 'Once per loop, instantly fill all mana', milestone: 5, effect: { type: 'special', specialId: 'supernovaBurst', specialDesc: 'Loop burst' } },
|
||||
{ id: 'mf_t4_l10_galaxy', name: 'Galaxy Flow', desc: '+500 regen', milestone: 10, effect: { type: 'bonus', stat: 'regen', value: 500 } },
|
||||
{ id: 'mf_t4_l10_universe', name: 'Universal Mana', desc: 'All mana sources +100%', milestone: 10, effect: { type: 'multiplier', stat: 'allManaSources', value: 2 } },
|
||||
{ id: 'mf_t4_l10_omega', name: 'Omega Flow', desc: 'Regen = max mana / 50', milestone: 10, effect: { type: 'special', specialId: 'omegaFlow', specialDesc: 'Max mana scaling' } },
|
||||
{ id: 'mf_t4_l10_zenith', name: 'Flow Zenith', desc: 'At peak hours (12:00), gain 10x regen', milestone: 10, effect: { type: 'special', specialId: 'flowZenith', specialDesc: 'Peak hours bonus' } },
|
||||
],
|
||||
},
|
||||
{
|
||||
tier: 5,
|
||||
skillId: 'manaFlow_t5',
|
||||
name: 'Infinite Cascade',
|
||||
multiplier: 10000,
|
||||
upgrades: [
|
||||
{ id: 'mf_t5_l5_multiverse', name: 'Multiverse Flow', desc: '+500% regen', milestone: 5, effect: { type: 'multiplier', stat: 'regen', value: 6 } },
|
||||
{ id: 'mf_t5_l5_dimension', name: 'Dimensional Tap', desc: 'Draw mana from alternate dimensions (+50% all sources)', milestone: 5, effect: { type: 'multiplier', stat: 'allManaSources', value: 1.5 } },
|
||||
{ id: 'mf_t5_l5_omniscience', name: 'Omniscient Flow', desc: 'Know when mana peaks (predict high regen times)', milestone: 5, effect: { type: 'special', specialId: 'omniscientFlow', specialDesc: 'Peak prediction' } },
|
||||
{ id: 'mf_t5_l5_ultimate', name: 'Ultimate Stream', desc: 'All mana effects doubled', milestone: 5, effect: { type: 'multiplier', stat: 'manaEffects', value: 2 } },
|
||||
{ id: 'mf_t5_l10_godhood', name: 'Flow Godhood', desc: '+2000 regen', milestone: 10, effect: { type: 'bonus', stat: 'regen', value: 2000 } },
|
||||
{ id: 'mf_t5_l10_infinity', name: 'Infinite Flow', desc: 'Mana regeneration has no limits', milestone: 10, effect: { type: 'special', specialId: 'infiniteFlowRegen', specialDesc: 'Uncapped regen' } },
|
||||
{ id: 'mf_t5_l10_transcend', name: 'Flow Transcendence', desc: 'Become one with mana flow (all actions give mana)', milestone: 10, effect: { type: 'special', specialId: 'flowTranscendence', specialDesc: 'Mana unity' } },
|
||||
{ id: 'mf_t5_l10_victory', name: 'Flow Victory', desc: 'Victory: regenerate 10000 mana/hour', milestone: 10, effect: { type: 'special', specialId: 'flowVictory', specialDesc: 'Flow victory' } },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
combatTrain: {
|
||||
baseSkillId: 'combatTrain',
|
||||
tiers: [
|
||||
{
|
||||
tier: 1,
|
||||
skillId: 'combatTrain',
|
||||
name: 'Combat Training',
|
||||
multiplier: 1,
|
||||
upgrades: [...COMBAT_TRAIN_TIER1_UPGRADES_L5, ...COMBAT_TRAIN_TIER1_UPGRADES_L10],
|
||||
},
|
||||
{
|
||||
tier: 2,
|
||||
skillId: 'combatTrain_t2',
|
||||
name: 'Warrior Instinct',
|
||||
multiplier: 10,
|
||||
upgrades: [
|
||||
{ id: 'ct_t2_l5_mastery', name: 'Combat Mastery', desc: '+50% base damage', milestone: 5, effect: { type: 'multiplier', stat: 'baseDamage', value: 1.5 } },
|
||||
{ id: 'ct_t2_l5_cleave', name: 'Cleave', desc: 'Deal 25% damage to next floor enemy', milestone: 5, effect: { type: 'special', specialId: 'cleave', specialDesc: 'Multi-floor damage' } },
|
||||
{ id: 'ct_t2_l5_berserk', name: 'Berserk Training', desc: '+5% damage per consecutive hit (max +100%)', milestone: 5, effect: { type: 'special', specialId: 'berserkTraining', specialDesc: 'Consecutive bonus' } },
|
||||
{ id: 'ct_t2_l5_weapon', name: 'Weapon Mastery', desc: '+25% equipment damage bonuses', milestone: 5, effect: { type: 'multiplier', stat: 'equipmentDamage', value: 1.25 } },
|
||||
{ id: 'ct_t2_l10_devastate', name: 'Devastation', desc: '+100 base damage', milestone: 10, effect: { type: 'bonus', stat: 'baseDamage', value: 100 } },
|
||||
{ id: 'ct_t2_l10_streak', name: 'Kill Streak', desc: '+5% damage per kill this loop (max +100%)', milestone: 10, effect: { type: 'special', specialId: 'killStreak', specialDesc: 'Kill scaling' } },
|
||||
{ id: 'ct_t2_l10_finisher', name: 'Finisher', desc: '+100% damage to enemies below 50% HP', milestone: 10, effect: { type: 'special', specialId: 'finisherBonus', specialDesc: 'Execute mastery' } },
|
||||
{ id: 'ct_t2_l10_frenzy', name: 'Battle Frenzy', desc: 'Attack speed +50% for 1 hour after kill', milestone: 10, effect: { type: 'special', specialId: 'battleFrenzy', specialDesc: 'Kill speed boost' } },
|
||||
],
|
||||
},
|
||||
{
|
||||
tier: 3,
|
||||
skillId: 'combatTrain_t3',
|
||||
name: 'Battlemaster',
|
||||
multiplier: 100,
|
||||
upgrades: [
|
||||
{ id: 'ct_t3_l5_legendary', name: 'Legendary Combat', desc: '+100% base damage', milestone: 5, effect: { type: 'multiplier', stat: 'baseDamage', value: 2 } },
|
||||
{ id: 'ct_t3_l5_annihilate', name: 'Annihilation', desc: '10% chance to deal 5x damage', milestone: 5, effect: { type: 'special', specialId: 'annihilation', specialDesc: 'Massive crit chance' } },
|
||||
{ id: 'ct_t3_l5_bane', name: 'Guardian Bane+', desc: '+50% damage vs guardians', milestone: 5, effect: { type: 'special', specialId: 'guardianBanePlus', specialDesc: 'Guardian bonus' } },
|
||||
{ id: 'ct_t3_l5_onslaught', name: 'Onslaught', desc: 'Each hit increases next hit by 5% (resets on floor clear)', milestone: 5, effect: { type: 'special', specialId: 'onslaught', specialDesc: 'Cumulative damage' } },
|
||||
{ id: 'ct_t3_l10_dominator', name: 'Floor Dominator', desc: '+500 base damage', milestone: 10, effect: { type: 'bonus', stat: 'baseDamage', value: 500 } },
|
||||
{ id: 'ct_t3_l10_aura', name: 'Battle Aura', desc: 'Passively deal 5% damage per hour while climbing', milestone: 10, effect: { type: 'special', specialId: 'battleAura', specialDesc: 'Passive damage' } },
|
||||
{ id: 'ct_t3_l10_chain', name: 'Chain Strike', desc: '25% chance to hit again at 50% damage', milestone: 10, effect: { type: 'special', specialId: 'chainStrike', specialDesc: 'Chain attack' } },
|
||||
{ id: 'ct_t3_l10_rage', name: 'Eternal Rage', desc: 'Damage increases by 10% per loop completed', milestone: 10, effect: { type: 'special', specialId: 'eternalRage', specialDesc: 'Loop scaling damage' } },
|
||||
],
|
||||
},
|
||||
{
|
||||
tier: 4,
|
||||
skillId: 'combatTrain_t4',
|
||||
name: 'Avatar of War',
|
||||
multiplier: 1000,
|
||||
upgrades: [
|
||||
{ id: 'ct_t4_l5_godlike', name: 'Godlike Combat', desc: '+200% base damage', milestone: 5, effect: { type: 'multiplier', stat: 'baseDamage', value: 3 } },
|
||||
{ id: 'ct_t4_l5_void', name: 'Void Strike', desc: 'Attacks deal 10% true damage (ignores defense)', milestone: 5, effect: { type: 'special', specialId: 'voidStrike', specialDesc: 'True damage' } },
|
||||
{ id: 'ct_t4_l5_master', name: 'Combat Grandmaster', desc: 'All combat skills +2 levels', milestone: 5, effect: { type: 'special', specialId: 'combatGrandmaster', specialDesc: 'Skill boost' } },
|
||||
{ id: 'ct_t4_l5_tempest', name: 'Tempest Strike', desc: 'Every 10th attack is a guaranteed crit', milestone: 5, effect: { type: 'special', specialId: 'tempestStrike', specialDesc: 'Guaranteed crit' } },
|
||||
{ id: 'ct_t4_l10_destruction', name: 'Avatar of Destruction', desc: '+2000 base damage', milestone: 10, effect: { type: 'bonus', stat: 'baseDamage', value: 2000 } },
|
||||
{ id: 'ct_t4_l10_apocalypse', name: 'Apocalypse Strike', desc: '1% chance to instantly clear floor', milestone: 10, effect: { type: 'special', specialId: 'apocalypseStrike', specialDesc: 'Instant clear' } },
|
||||
{ id: 'ct_t4_l10_omega', name: 'Omega Strike', desc: 'Final hit on floor deals +300% damage to next floor', milestone: 10, effect: { type: 'special', specialId: 'omegaStrike', specialDesc: 'Finisher carryover' } },
|
||||
{ id: 'ct_t4_l10_immortal', name: 'Immortal Warrior', desc: 'Combat unaffected by incursion', milestone: 10, effect: { type: 'special', specialId: 'immortalWarrior', specialDesc: 'Incursion immunity' } },
|
||||
],
|
||||
},
|
||||
{
|
||||
tier: 5,
|
||||
skillId: 'combatTrain_t5',
|
||||
name: 'Eternal Conqueror',
|
||||
multiplier: 10000,
|
||||
upgrades: [
|
||||
{ id: 'ct_t5_l5_transcend', name: 'Transcendent Combat', desc: '+500% base damage', milestone: 5, effect: { type: 'multiplier', stat: 'baseDamage', value: 6 } },
|
||||
{ id: 'ct_t5_l5_ultimate', name: 'Ultimate Warrior', desc: 'All attacks have +50% crit chance', milestone: 5, effect: { type: 'special', specialId: 'ultimateWarrior', specialDesc: 'Enhanced attacks' } },
|
||||
{ id: 'ct_t5_l5_legend', name: 'Living Legend', desc: '+50% damage per loop completed', milestone: 5, effect: { type: 'special', specialId: 'livingLegend', specialDesc: 'Loop scaling' } },
|
||||
{ id: 'ct_t5_l5_dominator', name: 'Absolute Dominator', desc: 'Guardians take 3x damage', milestone: 5, effect: { type: 'special', specialId: 'absoluteDominator', specialDesc: 'Triple guardian damage' } },
|
||||
{ id: 'ct_t5_l10_godhood', name: 'War Godhood', desc: '+10000 base damage', milestone: 10, effect: { type: 'bonus', stat: 'baseDamage', value: 10000 } },
|
||||
{ id: 'ct_t5_l10_oneshot', name: 'One Shot', desc: '5% chance to deal 50x damage', milestone: 10, effect: { type: 'special', specialId: 'oneShot', specialDesc: 'Massive damage' } },
|
||||
{ id: 'ct_t5_l10_victory', name: 'Combat Victory', desc: 'Victory: defeat all guardians automatically', milestone: 10, effect: { type: 'special', specialId: 'combatVictory', specialDesc: 'Combat victory' } },
|
||||
{ id: 'ct_t5_l10_omnipotence', name: 'Omnipotent Strike', desc: 'Every attack is a critical hit', milestone: 10, effect: { type: 'special', specialId: 'omnipotentStrike', specialDesc: 'Always crit' } },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
quickLearner: {
|
||||
baseSkillId: 'quickLearner',
|
||||
tiers: [
|
||||
{
|
||||
tier: 1,
|
||||
skillId: 'quickLearner',
|
||||
name: 'Quick Learner',
|
||||
multiplier: 1,
|
||||
upgrades: [...QUICK_LEARNER_TIER1_UPGRADES_L5, ...QUICK_LEARNER_TIER1_UPGRADES_L10],
|
||||
},
|
||||
{
|
||||
tier: 2,
|
||||
skillId: 'quickLearner_t2',
|
||||
name: 'Swift Scholar',
|
||||
multiplier: 10,
|
||||
upgrades: [
|
||||
{ id: 'ql_t2_l5_genius', name: 'Study Genius', desc: '+50% study speed', milestone: 5, effect: { type: 'multiplier', stat: 'studySpeed', value: 1.5 } },
|
||||
{ id: 'ql_t2_l5_snap', name: 'Snap Learning', desc: 'Instantly complete 10% of study when starting', milestone: 5, effect: { type: 'special', specialId: 'snapLearning', specialDesc: 'Study head start' } },
|
||||
{ id: 'ql_t2_l5_archive', name: 'Mental Archive', desc: 'Keep 50% study progress between loops', milestone: 5, effect: { type: 'special', specialId: 'mentalArchive', specialDesc: 'Progress retention' } },
|
||||
{ id: 'ql_t2_l5_rush', name: 'Study Rush+', desc: 'First 2 hours of study are 2x speed', milestone: 5, effect: { type: 'special', specialId: 'studyRushT2', specialDesc: 'Quick start' } },
|
||||
{ id: 'ql_t2_l10_master', name: 'Study Master', desc: '+100% study speed', milestone: 10, effect: { type: 'multiplier', stat: 'studySpeed', value: 2 } },
|
||||
{ id: 'ql_t2_l10_instant', name: 'Instant Grasp', desc: '5% chance to instantly learn', milestone: 10, effect: { type: 'special', specialId: 'instantGrasp', specialDesc: 'Instant learn chance' } },
|
||||
{ id: 'ql_t2_l10_resonance', name: 'Knowledge Resonance', desc: 'Learning one thing speeds up others by 5%', milestone: 10, effect: { type: 'special', specialId: 'knowledgeResonance', specialDesc: 'Study synergy' } },
|
||||
{ id: 'ql_t2_l10_adept', name: 'Quick Adept', desc: 'Tier 2+ studies are 25% faster', milestone: 10, effect: { type: 'special', specialId: 'quickAdept', specialDesc: 'High tier speed' } },
|
||||
],
|
||||
},
|
||||
{
|
||||
tier: 3,
|
||||
skillId: 'quickLearner_t3',
|
||||
name: 'Sage Mind',
|
||||
multiplier: 100,
|
||||
upgrades: [
|
||||
{ id: 'ql_t3_l5_enlightenment', name: 'Enlightenment', desc: '+100% study speed', milestone: 5, effect: { type: 'multiplier', stat: 'studySpeed', value: 2 } },
|
||||
{ id: 'ql_t3_l5_palace', name: 'Mind Palace+', desc: 'Store 3 skills for instant study next loop', milestone: 5, effect: { type: 'special', specialId: 'mindPalacePlus', specialDesc: 'Stored skills' } },
|
||||
{ id: 'ql_t3_l5_burst', name: 'Study Burst', desc: 'First 50% of study takes half time', milestone: 5, effect: { type: 'special', specialId: 'studyBurst', specialDesc: 'Quick first half' } },
|
||||
{ id: 'ql_t3_l5_legacy', name: 'Scholar Legacy', desc: 'Start loops with 1 random skill at level 1', milestone: 5, effect: { type: 'special', specialId: 'scholarLegacy', specialDesc: 'Starting skill' } },
|
||||
{ id: 'ql_t3_l10_transcend', name: 'Study Transcendence', desc: 'Studies complete at 90% progress', milestone: 10, effect: { type: 'special', specialId: 'studyTranscendence', specialDesc: 'Early completion' } },
|
||||
{ id: 'ql_t3_l10_overflow', name: 'Knowledge Overflow', desc: 'Excess study progress carries to next study', milestone: 10, effect: { type: 'special', specialId: 'knowledgeOverflow', specialDesc: 'Progress carryover' } },
|
||||
{ id: 'ql_t3_l10_triple', name: 'Triple Mind', desc: 'Study 3 things at once at 33% speed each', milestone: 10, effect: { type: 'special', specialId: 'tripleMind', specialDesc: 'Triple study' } },
|
||||
{ id: 'ql_t3_l10_ancient', name: 'Ancient Scholar', desc: 'Tier 4+ studies are 50% faster', milestone: 10, effect: { type: 'special', specialId: 'ancientScholar', specialDesc: 'High tier bonus' } },
|
||||
],
|
||||
},
|
||||
{
|
||||
tier: 4,
|
||||
skillId: 'quickLearner_t4',
|
||||
name: 'Cosmic Scholar',
|
||||
multiplier: 1000,
|
||||
upgrades: [
|
||||
{ id: 'ql_t4_l5_cosmic', name: 'Cosmic Learning', desc: '+200% study speed', milestone: 5, effect: { type: 'multiplier', stat: 'studySpeed', value: 3 } },
|
||||
{ id: 'ql_t4_l5_archive', name: 'Cosmic Archive', desc: 'Access all known spells/skills instantly for re-study', milestone: 5, effect: { type: 'special', specialId: 'cosmicArchive', specialDesc: 'All knowledge' } },
|
||||
{ id: 'ql_t4_l5_dimension', name: 'Dimension Study', desc: 'Study continues in background while doing other actions', milestone: 5, effect: { type: 'special', specialId: 'dimensionStudy', specialDesc: 'Background study' } },
|
||||
{ id: 'ql_t4_l5_grant', name: 'Knowledge Grant', desc: 'Each loop, gain 1 free random spell', milestone: 5, effect: { type: 'special', specialId: 'knowledgeGrant', specialDesc: 'Free spell per loop' } },
|
||||
{ id: 'ql_t4_l10_omniscient', name: 'Omniscient Mind', desc: 'All studies are 50% faster', milestone: 10, effect: { type: 'multiplier', stat: 'allStudy', value: 1.5 } },
|
||||
{ id: 'ql_t4_l10_infinite', name: 'Infinite Learning', desc: 'No maximum on study queue', milestone: 10, effect: { type: 'special', specialId: 'infiniteLearning', specialDesc: 'No learning cap' } },
|
||||
{ id: 'ql_t4_l10_echo', name: 'Knowledge Echo+', desc: '20% instant learn chance', milestone: 10, effect: { type: 'special', specialId: 'knowledgeEchoPlus', specialDesc: 'Better instant' } },
|
||||
{ id: 'ql_t4_l10_mastery', name: 'Study Mastery', desc: 'Completing study gives 25% mana back', milestone: 10, effect: { type: 'special', specialId: 'studyMastery', specialDesc: 'Completion refund' } },
|
||||
],
|
||||
},
|
||||
{
|
||||
tier: 5,
|
||||
skillId: 'quickLearner_t5',
|
||||
name: 'Omniscient Being',
|
||||
multiplier: 10000,
|
||||
upgrades: [
|
||||
{ id: 'ql_t5_l5_godhood', name: 'Learning Godhood', desc: '+500% study speed', milestone: 5, effect: { type: 'multiplier', stat: 'studySpeed', value: 6 } },
|
||||
{ id: 'ql_t5_l5_allknowing', name: 'All-Knowing', desc: 'See all unlock requirements', milestone: 5, effect: { type: 'special', specialId: 'allKnowing', specialDesc: 'All secrets' } },
|
||||
{ id: 'ql_t5_l5_ultimate', name: 'Ultimate Scholar', desc: 'All learning is instant', milestone: 5, effect: { type: 'special', specialId: 'ultimateScholar', specialDesc: 'Instant all' } },
|
||||
{ id: 'ql_t5_l5_transcend', name: 'Mind Transcendence', desc: 'Keep 5 skill levels across loops', milestone: 5, effect: { type: 'special', specialId: 'mindTranscendence', specialDesc: 'Unlimited retention' } },
|
||||
{ id: 'ql_t5_l10_perfection', name: 'Perfect Learning', desc: 'All studies complete instantly', milestone: 10, effect: { type: 'special', specialId: 'perfectLearning', specialDesc: 'Instant mastery' } },
|
||||
{ id: 'ql_t5_l10_victory', name: 'Knowledge Victory', desc: 'Victory: learn all things', milestone: 10, effect: { type: 'special', specialId: 'knowledgeVictory', specialDesc: 'Learn victory' } },
|
||||
{ id: 'ql_t5_l10_eternal', name: 'Eternal Knowledge', desc: 'Keep all knowledge forever', milestone: 10, effect: { type: 'special', specialId: 'eternalKnowledge', specialDesc: 'Permanent knowledge' } },
|
||||
{ id: 'ql_t5_l10_origin', name: 'Origin Mind', desc: 'Become the source of all knowledge', milestone: 10, effect: { type: 'special', specialId: 'originMind', specialDesc: 'Knowledge source' } },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
focusedMind: {
|
||||
baseSkillId: 'focusedMind',
|
||||
tiers: [
|
||||
{
|
||||
tier: 1,
|
||||
skillId: 'focusedMind',
|
||||
name: 'Focused Mind',
|
||||
multiplier: 1,
|
||||
upgrades: [...FOCUSED_MIND_TIER1_UPGRADES_L5, ...FOCUSED_MIND_TIER1_UPGRADES_L10],
|
||||
},
|
||||
{
|
||||
tier: 2,
|
||||
skillId: 'focusedMind_t2',
|
||||
name: 'Crystal Mind',
|
||||
multiplier: 10,
|
||||
upgrades: [
|
||||
{ id: 'fm_t2_l5_clarity', name: 'Crystal Clarity', desc: '+50% cost reduction', milestone: 5, effect: { type: 'multiplier', stat: 'costReduction', value: 1.5 } },
|
||||
{ id: 'fm_t2_l5_store', name: 'Mana Store', desc: 'Store up to 50% of study cost for next study', milestone: 5, effect: { type: 'special', specialId: 'manaStore', specialDesc: 'Cost storage' } },
|
||||
{ id: 'fm_t2_l5_efficient', name: 'Efficient Mind', desc: 'Tier 2+ skills cost 20% less', milestone: 5, effect: { type: 'special', specialId: 'efficientMind', specialDesc: 'High tier discount' } },
|
||||
{ id: 'fm_t2_l5_resonance', name: 'Cost Resonance', desc: 'Each study reduces next study cost by 5%', milestone: 5, effect: { type: 'special', specialId: 'costResonance', specialDesc: 'Cumulative discount' } },
|
||||
{ id: 'fm_t2_l10_mastery', name: 'Cost Mastery', desc: 'All costs reduced by 25%', milestone: 10, effect: { type: 'multiplier', stat: 'allCosts', value: 0.75 } },
|
||||
{ id: 'fm_t2_l10_refund', name: 'Full Refund', desc: 'Get 50% mana back when study completes', milestone: 10, effect: { type: 'special', specialId: 'fullRefund', specialDesc: 'Big refund' } },
|
||||
{ id: 'fm_t2_l10_discount', name: 'Master Discount', desc: 'Skills cost 10% of base instead of level scaling', milestone: 10, effect: { type: 'special', specialId: 'masterDiscount', specialDesc: 'Flat cost' } },
|
||||
{ id: 'fm_t2_l10_memory', name: 'Cost Memory', desc: 'First study of each type is free', milestone: 10, effect: { type: 'special', specialId: 'costMemory', specialDesc: 'Free first study' } },
|
||||
],
|
||||
},
|
||||
{
|
||||
tier: 3,
|
||||
skillId: 'focusedMind_t3',
|
||||
name: 'Void Mind',
|
||||
multiplier: 100,
|
||||
upgrades: [
|
||||
{ id: 'fm_t3_l5_void', name: 'Void Focus', desc: '+100% cost reduction', milestone: 5, effect: { type: 'multiplier', stat: 'costReduction', value: 2 } },
|
||||
{ id: 'fm_t3_l5_negate', name: 'Cost Negation', desc: '25% chance for study to be free', milestone: 5, effect: { type: 'special', specialId: 'costNegation', specialDesc: 'Free chance' } },
|
||||
{ id: 'fm_t3_l5_reverse', name: 'Cost Reverse', desc: '10% chance to gain mana from study', milestone: 5, effect: { type: 'special', specialId: 'costReverse', specialDesc: 'Reverse cost' } },
|
||||
{ id: 'fm_t3_l5_unlimited', name: 'Unlimited Focus', desc: 'Study cost can go below 1', milestone: 5, effect: { type: 'special', specialId: 'unlimitedFocus', specialDesc: 'No minimum' } },
|
||||
{ id: 'fm_t3_l10_free', name: 'Mostly Free', desc: '50% of studies are free', milestone: 10, effect: { type: 'special', specialId: 'mostlyFree', specialDesc: 'Mostly free' } },
|
||||
{ id: 'fm_t3_l10_zenith', name: 'Mind Zenith', desc: 'When mana is full, all studies free', milestone: 10, effect: { type: 'special', specialId: 'mindZenith', specialDesc: 'Peak free' } },
|
||||
{ id: 'fm_t3_l10_ultimate', name: 'Ultimate Efficiency', desc: 'All costs are 10% of base', milestone: 10, effect: { type: 'multiplier', stat: 'allCosts', value: 0.1 } },
|
||||
{ id: 'fm_t3_l10_infinite', name: 'Infinite Focus', desc: 'Never run out of mana for study', milestone: 10, effect: { type: 'special', specialId: 'infiniteFocus', specialDesc: 'Infinite study mana' } },
|
||||
],
|
||||
},
|
||||
{
|
||||
tier: 4,
|
||||
skillId: 'focusedMind_t4',
|
||||
name: 'Cosmic Mind',
|
||||
multiplier: 1000,
|
||||
upgrades: [
|
||||
{ id: 'fm_t4_l5_cosmic', name: 'Cosmic Focus', desc: '+200% cost reduction', milestone: 5, effect: { type: 'multiplier', stat: 'costReduction', value: 3 } },
|
||||
{ id: 'fm_t4_l5_void', name: 'Void Cost', desc: 'Studies draw from void instead of mana (75% free)', milestone: 5, effect: { type: 'special', specialId: 'voidCost', specialDesc: 'Void power' } },
|
||||
{ id: 'fm_t4_l5_transcend', name: 'Cost Transcendence', desc: 'Costs are capped at 10% of current mana', milestone: 5, effect: { type: 'special', specialId: 'costTranscendence', specialDesc: 'Capped costs' } },
|
||||
{ id: 'fm_t4_l5_omega', name: 'Omega Focus', desc: 'All sources of mana cost reduction are doubled', milestone: 5, effect: { type: 'special', specialId: 'omegaFocus', specialDesc: 'Doubled reduction' } },
|
||||
{ id: 'fm_t4_l10_free', name: 'Mostly Free+', desc: '90% of studies are free', milestone: 10, effect: { type: 'special', specialId: 'mostlyFreePlus', specialDesc: 'Almost all free' } },
|
||||
{ id: 'fm_t4_l10_zero', name: 'Zero Cost', desc: 'All studies cost 0', milestone: 10, effect: { type: 'special', specialId: 'zeroCost', specialDesc: 'All free' } },
|
||||
{ id: 'fm_t4_l10_profit', name: 'Study Profit', desc: 'Gain mana when studying', milestone: 10, effect: { type: 'special', specialId: 'studyProfit', specialDesc: 'Study gives mana' } },
|
||||
{ id: 'fm_t4_l10_eternal', name: 'Eternal Focus', desc: 'Mind never tires - no cost ever', milestone: 10, effect: { type: 'special', specialId: 'eternalFocus', specialDesc: 'Never tire' } },
|
||||
],
|
||||
},
|
||||
{
|
||||
tier: 5,
|
||||
skillId: 'focusedMind_t5',
|
||||
name: 'Omniscient Mind',
|
||||
multiplier: 10000,
|
||||
upgrades: [
|
||||
{ id: 'fm_t5_l5_godhood', name: 'Focus Godhood', desc: '+500% cost reduction', milestone: 5, effect: { type: 'multiplier', stat: 'costReduction', value: 6 } },
|
||||
{ id: 'fm_t5_l5_all', name: 'All Free', desc: 'All studies cost nothing', milestone: 5, effect: { type: 'special', specialId: 'allFree', specialDesc: 'All free' } },
|
||||
{ id: 'fm_t5_l5_source', name: 'Mana Source', desc: 'Become a source of study mana (regen while studying)', milestone: 5, effect: { type: 'special', specialId: 'manaSource', specialDesc: 'Mana source' } },
|
||||
{ id: 'fm_t5_l5_transcend', name: 'Cost Transcendence', desc: 'Transcend all costs permanently', milestone: 5, effect: { type: 'special', specialId: 'costTranscendenceFinal', specialDesc: 'Transcend costs' } },
|
||||
{ id: 'fm_t5_l10_perfection', name: 'Perfect Mind', desc: 'All costs are 0, always', milestone: 10, effect: { type: 'special', specialId: 'perfectMind', specialDesc: 'Zero costs' } },
|
||||
{ id: 'fm_t5_l10_victory', name: 'Focus Victory', desc: 'Victory: study everything instantly', milestone: 10, effect: { type: 'special', specialId: 'focusVictory', specialDesc: 'Free victory' } },
|
||||
{ id: 'fm_t5_l10_eternal', name: 'Eternal Focus', desc: 'Mind never tires, infinite capacity', milestone: 10, effect: { type: 'special', specialId: 'eternalFocusFinal', specialDesc: 'Never tire' } },
|
||||
{ id: 'fm_t5_l10_origin', name: 'Origin Focus', desc: 'You are the source of focus', milestone: 10, effect: { type: 'special', specialId: 'originFocus', specialDesc: 'Focus origin' } },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
elemAttune: {
|
||||
baseSkillId: 'elemAttune',
|
||||
tiers: [
|
||||
{
|
||||
tier: 1,
|
||||
skillId: 'elemAttune',
|
||||
name: 'Elemental Attunement',
|
||||
multiplier: 1,
|
||||
upgrades: [...ELEM_ATTUNE_TIER1_UPGRADES_L5, ...ELEM_ATTUNE_TIER1_UPGRADES_L10],
|
||||
},
|
||||
{
|
||||
tier: 2,
|
||||
skillId: 'elemAttune_t2',
|
||||
name: 'Elemental Affinity',
|
||||
multiplier: 10,
|
||||
upgrades: [
|
||||
{ id: 'ea_t2_l5_expand', name: 'Expanded Affinity', desc: '+50% element cap', milestone: 5, effect: { type: 'multiplier', stat: 'elementCap', value: 1.5 } },
|
||||
{ id: 'ea_t2_l5_dual', name: 'Dual Elements', desc: 'Convert to 2 elements at once', milestone: 5, effect: { type: 'special', specialId: 'dualElements', specialDesc: 'Dual convert' } },
|
||||
{ id: 'ea_t2_l5_stable', name: 'Stable Elements', desc: 'Elemental mana never decays', milestone: 5, effect: { type: 'special', specialId: 'stableElements', specialDesc: 'No decay' } },
|
||||
{ id: 'ea_t2_l5_amplify', name: 'Element Amplify', desc: '+25% elemental damage', milestone: 5, effect: { type: 'multiplier', stat: 'elementalDamage', value: 1.25 } },
|
||||
{ id: 'ea_t2_l10_mastery', name: 'Element Mastery', desc: '+200 element cap', milestone: 10, effect: { type: 'bonus', stat: 'elementCap', value: 200 } },
|
||||
{ id: 'ea_t2_l10_convert', name: 'Quick Convert', desc: 'Convert 10 at a time with 10% bonus', milestone: 10, effect: { type: 'special', specialId: 'quickConvert', specialDesc: 'Bulk convert' } },
|
||||
{ id: 'ea_t2_l10_harmony', name: 'Element Harmony+', desc: 'All elements work together (+10% all element damage)', milestone: 10, effect: { type: 'special', specialId: 'elementHarmonyPlus', specialDesc: 'Element synergy' } },
|
||||
{ id: 'ea_t2_l10_overflow', name: 'Element Overflow', desc: 'Excess elements convert to raw mana', milestone: 10, effect: { type: 'special', specialId: 'elementOverflow', specialDesc: 'Overflow conversion' } },
|
||||
],
|
||||
},
|
||||
{
|
||||
tier: 3,
|
||||
skillId: 'elemAttune_t3',
|
||||
name: 'Elemental Mastery',
|
||||
multiplier: 100,
|
||||
upgrades: [
|
||||
{ id: 'ea_t3_l5_dominator', name: 'Element Dominator', desc: '+100% element cap', milestone: 5, effect: { type: 'multiplier', stat: 'elementCap', value: 2 } },
|
||||
{ id: 'ea_t3_l5_forge', name: 'Element Forge', desc: 'Craft exotic elements without recipe', milestone: 5, effect: { type: 'special', specialId: 'elementForge', specialDesc: 'Exotic crafting' } },
|
||||
{ id: 'ea_t3_l5_surge', name: 'Element Surge', desc: '+50% elemental spell damage', milestone: 5, effect: { type: 'multiplier', stat: 'elementalDamage', value: 1.5 } },
|
||||
{ id: 'ea_t3_l5_well', name: 'Element Well', desc: 'Elements regenerate 1 per hour', milestone: 5, effect: { type: 'special', specialId: 'elementWell', specialDesc: 'Element regen' } },
|
||||
{ id: 'ea_t3_l10_transcend', name: 'Element Transcendence', desc: '+1000 element cap', milestone: 10, effect: { type: 'bonus', stat: 'elementCap', value: 1000 } },
|
||||
{ id: 'ea_t3_l10_avatar', name: 'Element Avatar', desc: 'Become one with elements (immune to element weaknesses)', milestone: 10, effect: { type: 'special', specialId: 'elementAvatar', specialDesc: 'Element unity' } },
|
||||
{ id: 'ea_t3_l10_chain', name: 'Element Chain', desc: 'Using one element boosts next element by 20%', milestone: 10, effect: { type: 'special', specialId: 'elementChain', specialDesc: 'Chain bonus' } },
|
||||
{ id: 'ea_t3_l10_prime', name: 'Prime Elements', desc: 'Base elements give 2x capacity bonus', milestone: 10, effect: { type: 'special', specialId: 'primeElements', specialDesc: 'Prime bonus' } },
|
||||
],
|
||||
},
|
||||
{
|
||||
tier: 4,
|
||||
skillId: 'elemAttune_t4',
|
||||
name: 'Elemental Sovereign',
|
||||
multiplier: 1000,
|
||||
upgrades: [
|
||||
{ id: 'ea_t4_l5_sovereign', name: 'Sovereign Elements', desc: '+200% element cap', milestone: 5, effect: { type: 'multiplier', stat: 'elementCap', value: 3 } },
|
||||
{ id: 'ea_t4_l5_exotic', name: 'Exotic Mastery', desc: 'Exotic elements +100% damage', milestone: 5, effect: { type: 'special', specialId: 'exoticMastery', specialDesc: 'Exotic bonus' } },
|
||||
{ id: 'ea_t4_l5_infinite', name: 'Infinite Elements', desc: 'Element cap scales with loop count', milestone: 5, effect: { type: 'special', specialId: 'infiniteElements', specialDesc: 'Loop scaling cap' } },
|
||||
{ id: 'ea_t4_l5_conduit', name: 'Element Conduit', desc: 'Channel all elements at once for combined damage', milestone: 5, effect: { type: 'special', specialId: 'elementConduit', specialDesc: 'All elements' } },
|
||||
{ id: 'ea_t4_l10_ascension', name: 'Element Ascension', desc: '+5000 element cap', milestone: 10, effect: { type: 'bonus', stat: 'elementCap', value: 5000 } },
|
||||
{ id: 'ea_t4_l10_omega', name: 'Omega Element', desc: 'Unlock the Omega element (combines all)', milestone: 10, effect: { type: 'special', specialId: 'omegaElement', specialDesc: 'Omega unlock' } },
|
||||
{ id: 'ea_t4_l10_perfect', name: 'Perfect Attunement', desc: 'All elements at max power always', milestone: 10, effect: { type: 'special', specialId: 'perfectAttunement', specialDesc: 'Perfect power' } },
|
||||
{ id: 'ea_t4_l10_storm', name: 'Element Storm', desc: 'All elements attack together for 3x damage', milestone: 10, effect: { type: 'special', specialId: 'elementStorm', specialDesc: 'Combined attack' } },
|
||||
],
|
||||
},
|
||||
{
|
||||
tier: 5,
|
||||
skillId: 'elemAttune_t5',
|
||||
name: 'Primordial Element',
|
||||
multiplier: 10000,
|
||||
upgrades: [
|
||||
{ id: 'ea_t5_l5_primordial', name: 'Primordial Power', desc: '+500% element cap', milestone: 5, effect: { type: 'multiplier', stat: 'elementCap', value: 6 } },
|
||||
{ id: 'ea_t5_l5_omega', name: 'Omega Mastery', desc: 'Control the Omega element (all elements in one)', milestone: 5, effect: { type: 'special', specialId: 'omegaMastery', specialDesc: 'Omega control' } },
|
||||
{ id: 'ea_t5_l5_origin', name: 'Element Origin', desc: 'You are the source of elements', milestone: 5, effect: { type: 'special', specialId: 'elementOrigin', specialDesc: 'Element source' } },
|
||||
{ id: 'ea_t5_l5_transcend', name: 'Element Transcendence', desc: 'Transcend elemental limits', milestone: 5, effect: { type: 'special', specialId: 'elementTranscendence', specialDesc: 'Limitless' } },
|
||||
{ id: 'ea_t5_l10_godhood', name: 'Element Godhood', desc: '+50000 element cap', milestone: 10, effect: { type: 'bonus', stat: 'elementCap', value: 50000 } },
|
||||
{ id: 'ea_t5_l10_victory', name: 'Element Victory', desc: 'Victory: master all elements', milestone: 10, effect: { type: 'special', specialId: 'elementVictory', specialDesc: 'Element victory' } },
|
||||
{ id: 'ea_t5_l10_eternal', name: 'Eternal Elements', desc: 'Elements never deplete', milestone: 10, effect: { type: 'special', specialId: 'eternalElements', specialDesc: 'Infinite elements' } },
|
||||
{ id: 'ea_t5_l10_ultimate', name: 'Ultimate Element', desc: 'Create your own element', milestone: 10, effect: { type: 'special', specialId: 'ultimateElement', specialDesc: 'Custom element' } },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
// ─── Enchanting Skills Evolution Paths ─────────────────────────────────────
|
||||
enchanting: {
|
||||
baseSkillId: 'enchanting',
|
||||
tiers: [
|
||||
{
|
||||
tier: 1,
|
||||
skillId: 'enchanting',
|
||||
name: 'Enchanting',
|
||||
multiplier: 1,
|
||||
upgrades: [
|
||||
{ id: 'ench_t1_l5_capacity', name: 'Efficient Runes', desc: '-10% enchantment capacity cost', milestone: 5, effect: { type: 'multiplier', stat: 'enchantCapacityCost', value: 0.9 } },
|
||||
{ id: 'ench_t1_l5_speed', name: 'Quick Scribing', desc: '-15% design time', milestone: 5, effect: { type: 'multiplier', stat: 'designTime', value: 0.85 } },
|
||||
{ id: 'ench_t1_l5_power', name: 'Potent Enchantments', desc: '+10% effect power', milestone: 5, effect: { type: 'multiplier', stat: 'enchantPower', value: 1.1 } },
|
||||
{ id: 'ench_t1_l5_stable', name: 'Stable Runes', desc: 'Enchantments never degrade', milestone: 5, effect: { type: 'special', specialId: 'stableRunes', specialDesc: 'No degradation' } },
|
||||
{ id: 'ench_t1_l10_master', name: 'Enchant Master', desc: '-20% capacity cost', milestone: 10, effect: { type: 'multiplier', stat: 'enchantCapacityCost', value: 0.8 } },
|
||||
{ id: 'ench_t1_l10_speed', name: 'Swift Enchanter', desc: '-25% all enchant times', milestone: 10, effect: { type: 'multiplier', stat: 'enchantTime', value: 0.75 } },
|
||||
{ id: 'ench_t1_l10_double', name: 'Double Enchant', desc: '10% chance to apply enchant twice', milestone: 10, effect: { type: 'special', specialId: 'doubleEnchant', specialDesc: 'Double application' } },
|
||||
{ id: 'ench_t1_l10_quality', name: 'Quality Craft', desc: '+25% effect power', milestone: 10, effect: { type: 'multiplier', stat: 'enchantPower', value: 1.25 } },
|
||||
],
|
||||
},
|
||||
{
|
||||
tier: 2,
|
||||
skillId: 'enchanting_t2',
|
||||
name: 'Rune Master',
|
||||
multiplier: 10,
|
||||
upgrades: [
|
||||
{ id: 'ench_t2_l5_advanced', name: 'Advanced Runes', desc: '-25% capacity cost', milestone: 5, effect: { type: 'multiplier', stat: 'enchantCapacityCost', value: 0.75 } },
|
||||
{ id: 'ench_t2_l5_quick', name: 'Quick Application', desc: '-30% application time', milestone: 5, effect: { type: 'multiplier', stat: 'applicationTime', value: 0.7 } },
|
||||
{ id: 'ench_t2_l5_overcharge', name: 'Overcharge', desc: 'Effects are 50% stronger', milestone: 5, effect: { type: 'multiplier', stat: 'enchantPower', value: 1.5 } },
|
||||
{ id: 'ench_t2_l5_save', name: 'Design Memory', desc: 'Save 3 designs per equipment type', milestone: 5, effect: { type: 'special', specialId: 'designMemory', specialDesc: 'More designs' } },
|
||||
{ id: 'ench_t2_l10_expert', name: 'Expert Enchanter', desc: '-40% all costs', milestone: 10, effect: { type: 'multiplier', stat: 'enchantCapacityCost', value: 0.6 } },
|
||||
{ id: 'ench_t2_l10_rapid', name: 'Rapid Enchant', desc: '-50% all times', milestone: 10, effect: { type: 'multiplier', stat: 'enchantTime', value: 0.5 } },
|
||||
{ id: 'ench_t2_l10_triple', name: 'Triple Chance', desc: '15% chance for triple effect', milestone: 10, effect: { type: 'special', specialId: 'tripleEnchant', specialDesc: 'Triple chance' } },
|
||||
{ id: 'ench_t2_l10_essence', name: 'Essence Infusion', desc: 'Enchantments grant bonus mana', milestone: 10, effect: { type: 'special', specialId: 'essenceInfusion', specialDesc: 'Mana from enchants' } },
|
||||
],
|
||||
},
|
||||
{
|
||||
tier: 3,
|
||||
skillId: 'enchanting_t3',
|
||||
name: 'Arcane Forgemaster',
|
||||
multiplier: 100,
|
||||
upgrades: [
|
||||
{ id: 'ench_t3_l5_efficient', name: 'Efficient Runes', desc: '-50% capacity cost', milestone: 5, effect: { type: 'multiplier', stat: 'enchantCapacityCost', value: 0.5 } },
|
||||
{ id: 'ench_t3_l5_instant', name: 'Instant Prep', desc: 'Preparation takes 1 hour', milestone: 5, effect: { type: 'special', specialId: 'instantPrep', specialDesc: 'Fast prep' } },
|
||||
{ id: 'ench_t3_l5_mighty', name: 'Mighty Enchantments', desc: '+100% effect power', milestone: 5, effect: { type: 'multiplier', stat: 'enchantPower', value: 2 } },
|
||||
{ id: 'ench_t3_l5_transfer', name: 'Enchant Transfer', desc: 'Move enchantments between items', milestone: 5, effect: { type: 'special', specialId: 'enchantTransfer', specialDesc: 'Transfer enchants' } },
|
||||
{ id: 'ench_t3_l10_master', name: 'Forge Master', desc: '-60% capacity cost', milestone: 10, effect: { type: 'multiplier', stat: 'enchantCapacityCost', value: 0.4 } },
|
||||
{ id: 'ench_t3_l10_spellweave', name: 'Spellweaving', desc: 'Combine spell effects', milestone: 10, effect: { type: 'special', specialId: 'spellweaving', specialDesc: 'Combine spells' } },
|
||||
{ id: 'ench_t3_l10_legendary', name: 'Legendary Enchanter', desc: 'Create legendary tier items', milestone: 10, effect: { type: 'special', specialId: 'legendaryEnchanter', specialDesc: 'Legendary tier' } },
|
||||
{ id: 'ench_t3_l10_eternal', name: 'Eternal Enchantments', desc: 'Enchantments last forever', milestone: 10, effect: { type: 'special', specialId: 'eternalEnchantments', specialDesc: 'Permanent enchants' } },
|
||||
],
|
||||
},
|
||||
{
|
||||
tier: 4,
|
||||
skillId: 'enchanting_t4',
|
||||
name: 'Void Enchanter',
|
||||
multiplier: 1000,
|
||||
upgrades: [
|
||||
{ id: 'ench_t4_l5_void', name: 'Void Runes', desc: '-70% capacity cost', milestone: 5, effect: { type: 'multiplier', stat: 'enchantCapacityCost', value: 0.3 } },
|
||||
{ id: 'ench_t4_l5_instant', name: 'Instant Design', desc: 'Designs complete instantly', milestone: 5, effect: { type: 'special', specialId: 'instantDesign', specialDesc: 'Instant design' } },
|
||||
{ id: 'ench_t4_l5_power', name: 'Void Power', desc: '+200% effect power', milestone: 5, effect: { type: 'multiplier', stat: 'enchantPower', value: 3 } },
|
||||
{ id: 'ench_t4_l5_copy', name: 'Enchant Copy', desc: 'Copy enchantments from other items', milestone: 5, effect: { type: 'special', specialId: 'enchantCopy', specialDesc: 'Copy enchants' } },
|
||||
{ id: 'ench_t4_l10_transcend', name: 'Transcendent Enchanting', desc: '-80% capacity cost', milestone: 10, effect: { type: 'multiplier', stat: 'enchantCapacityCost', value: 0.2 } },
|
||||
{ id: 'ench_t4_l10_mythic', name: 'Mythic Crafter', desc: 'Create mythic tier items', milestone: 10, effect: { type: 'special', specialId: 'mythicCrafter', specialDesc: 'Mythic tier' } },
|
||||
{ id: 'ench_t4_l10_soulbind', name: 'Soulbinding', desc: 'Enchantments persist through loops', milestone: 10, effect: { type: 'special', specialId: 'soulbinding', specialDesc: 'Loop persistence' } },
|
||||
{ id: 'ench_t4_l10_overflow', name: 'Capacity Overflow', desc: 'Equipment can exceed capacity limits', milestone: 10, effect: { type: 'special', specialId: 'capacityOverflow', specialDesc: 'Overfill capacity' } },
|
||||
],
|
||||
},
|
||||
{
|
||||
tier: 5,
|
||||
skillId: 'enchanting_t5',
|
||||
name: 'Enchantment God',
|
||||
multiplier: 10000,
|
||||
upgrades: [
|
||||
{ id: 'ench_t5_l5_godhood', name: 'Enchant Godhood', desc: '-90% capacity cost', milestone: 5, effect: { type: 'multiplier', stat: 'enchantCapacityCost', value: 0.1 } },
|
||||
{ id: 'ench_t5_l5_instant', name: 'Instant All', desc: 'All enchanting is instant', milestone: 5, effect: { type: 'special', specialId: 'instantAllEnchant', specialDesc: 'All instant' } },
|
||||
{ id: 'ench_t5_l5_ultimate', name: 'Ultimate Power', desc: '+500% effect power', milestone: 5, effect: { type: 'multiplier', stat: 'enchantPower', value: 6 } },
|
||||
{ id: 'ench_t5_l5_create', name: 'Create Effects', desc: 'Design custom enchantment effects', milestone: 5, effect: { type: 'special', specialId: 'createEffects', specialDesc: 'Custom effects' } },
|
||||
{ id: 'ench_t5_l10_perfection', name: 'Perfect Enchanting', desc: 'All costs are 0', milestone: 10, effect: { type: 'special', specialId: 'perfectEnchanting', specialDesc: 'Zero costs' } },
|
||||
{ id: 'ench_t5_l10_victory', name: 'Enchant Victory', desc: 'Victory: enchant anything', milestone: 10, effect: { type: 'special', specialId: 'enchantVictory', specialDesc: 'Enchant victory' } },
|
||||
{ id: 'ench_t5_l10_infinite', name: 'Infinite Capacity', desc: 'No capacity limits on equipment', milestone: 10, effect: { type: 'special', specialId: 'infiniteCapacity', specialDesc: 'Infinite capacity' } },
|
||||
{ id: 'ench_t5_l10_origin', name: 'Enchantment Origin', desc: 'You are the source of all enchantments', milestone: 10, effect: { type: 'special', specialId: 'enchantmentOrigin', specialDesc: 'Enchant source' } },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
efficientEnchant: {
|
||||
baseSkillId: 'efficientEnchant',
|
||||
tiers: [
|
||||
{
|
||||
tier: 1,
|
||||
skillId: 'efficientEnchant',
|
||||
name: 'Efficient Enchant',
|
||||
multiplier: 1,
|
||||
upgrades: [
|
||||
{ id: 'ee_t1_l5_extra', name: 'Extra Efficiency', desc: '-10% additional capacity cost', milestone: 5, effect: { type: 'bonus', stat: 'enchantEfficiency', value: 0.1 } },
|
||||
{ id: 'ee_t1_l5_stacking', name: 'Stacking Efficiency', desc: 'Each enchant is 5% cheaper', milestone: 5, effect: { type: 'special', specialId: 'stackingEfficiency', specialDesc: 'Stacking discount' } },
|
||||
{ id: 'ee_t1_l10_master', name: 'Efficiency Master', desc: '-20% capacity cost', milestone: 10, effect: { type: 'bonus', stat: 'enchantEfficiency', value: 0.2 } },
|
||||
{ id: 'ee_t1_l10_overflow', name: 'Efficient Overflow', desc: 'Spare capacity becomes bonus power', milestone: 10, effect: { type: 'special', specialId: 'efficientOverflow', specialDesc: 'Capacity to power' } },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
disenchanting: {
|
||||
baseSkillId: 'disenchanting',
|
||||
tiers: [
|
||||
{
|
||||
tier: 1,
|
||||
skillId: 'disenchanting',
|
||||
name: 'Disenchanting',
|
||||
multiplier: 1,
|
||||
upgrades: [
|
||||
{ id: 'dis_t1_l5_recover', name: 'Better Recovery', desc: '+15% mana recovery', milestone: 5, effect: { type: 'bonus', stat: 'disenchantRecovery', value: 0.15 } },
|
||||
{ id: 'dis_t1_l5_partial', name: 'Partial Disenchant', desc: 'Remove individual enchantments', milestone: 5, effect: { type: 'special', specialId: 'partialDisenchant', specialDesc: 'Selective removal' } },
|
||||
{ id: 'dis_t1_l10_full', name: 'Full Recovery', desc: '+30% mana recovery', milestone: 10, effect: { type: 'bonus', stat: 'disenchantRecovery', value: 0.3 } },
|
||||
{ id: 'dis_t1_l10_salvage', name: 'Effect Salvage', desc: 'Save removed effects as scrolls', milestone: 10, effect: { type: 'special', specialId: 'effectSalvage', specialDesc: 'Save as scroll' } },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
enchantSpeed: {
|
||||
baseSkillId: 'enchantSpeed',
|
||||
tiers: [
|
||||
{
|
||||
tier: 1,
|
||||
skillId: 'enchantSpeed',
|
||||
name: 'Enchant Speed',
|
||||
multiplier: 1,
|
||||
upgrades: [
|
||||
{ id: 'es_t1_l5_haste', name: 'Enchant Haste', desc: '-15% all enchant times', milestone: 5, effect: { type: 'multiplier', stat: 'enchantTime', value: 0.85 } },
|
||||
{ id: 'es_t1_l5_parallel', name: 'Parallel Enchant', desc: 'Work on 2 items at once', milestone: 5, effect: { type: 'special', specialId: 'parallelEnchant', specialDesc: 'Dual work' } },
|
||||
{ id: 'es_t1_l10_swift', name: 'Swift Enchanter', desc: '-30% all enchant times', milestone: 10, effect: { type: 'multiplier', stat: 'enchantTime', value: 0.7 } },
|
||||
{ id: 'es_t1_l10_instant', name: 'Quick Design', desc: 'Designs complete in half time', milestone: 10, effect: { type: 'special', specialId: 'quickDesign', specialDesc: 'Fast design' } },
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
};
|
||||
|
||||
// ─── Get Upgrades for Skill at Milestone ──────────────────────────────────────────
|
||||
export function getUpgradesForSkillAtMilestone(
|
||||
skillId: string,
|
||||
milestone: 5 | 10,
|
||||
skillTiers: Record<string, number> = {}
|
||||
): SkillUpgradeChoice[] {
|
||||
// Find the base skill and current tier
|
||||
let baseSkillId = skillId;
|
||||
let currentTier = skillTiers[skillId] || 1;
|
||||
|
||||
// Check if this is a tier skill (e.g., 'manaWell_t2')
|
||||
if (skillId.includes('_t')) {
|
||||
const parts = skillId.split('_t');
|
||||
baseSkillId = parts[0];
|
||||
currentTier = parseInt(parts[1]) || 1;
|
||||
}
|
||||
|
||||
const path = SKILL_EVOLUTION_PATHS[baseSkillId];
|
||||
if (!path) return [];
|
||||
|
||||
const tierDef = path.tiers.find(t => t.tier === currentTier);
|
||||
if (!tierDef) return [];
|
||||
|
||||
return tierDef.upgrades.filter(u => u.milestone === milestone);
|
||||
}
|
||||
|
||||
// ─── Get Next Tier Skill ─────────────────────────────────────────────────────────
|
||||
export function getNextTierSkill(skillId: string): string | null {
|
||||
let baseSkillId = skillId;
|
||||
let currentTier = 1;
|
||||
|
||||
if (skillId.includes('_t')) {
|
||||
const parts = skillId.split('_t');
|
||||
baseSkillId = parts[0];
|
||||
currentTier = parseInt(parts[1]) || 1;
|
||||
}
|
||||
|
||||
const path = SKILL_EVOLUTION_PATHS[baseSkillId];
|
||||
if (!path) return null;
|
||||
|
||||
const nextTier = path.tiers.find(t => t.tier === currentTier + 1);
|
||||
return nextTier?.skillId || null;
|
||||
}
|
||||
|
||||
// ─── Get Tier Multiplier ─────────────────────────────────────────────────────────
|
||||
export function getTierMultiplier(skillId: string): number {
|
||||
let baseSkillId = skillId;
|
||||
let currentTier = 1;
|
||||
|
||||
if (skillId.includes('_t')) {
|
||||
const parts = skillId.split('_t');
|
||||
baseSkillId = parts[0];
|
||||
currentTier = parseInt(parts[1]) || 1;
|
||||
}
|
||||
|
||||
const path = SKILL_EVOLUTION_PATHS[baseSkillId];
|
||||
if (!path) return 1;
|
||||
|
||||
const tierDef = path.tiers.find(t => t.tier === currentTier);
|
||||
return tierDef?.multiplier || 1;
|
||||
}
|
||||
|
||||
// ─── Generate Tier Skills Dynamically ─────────────────────────────────────────────
|
||||
export function generateTierSkillDef(baseSkillId: string, tier: number): SkillDef | null {
|
||||
const path = SKILL_EVOLUTION_PATHS[baseSkillId];
|
||||
if (!path) return null;
|
||||
|
||||
const tierDef = path.tiers.find(t => t.tier === tier);
|
||||
if (!tierDef) return null;
|
||||
|
||||
const baseDef = path.tiers[0];
|
||||
|
||||
return {
|
||||
name: tierDef.name,
|
||||
desc: `Tier ${tier} evolution - ${tierDef.multiplier}x base effect`,
|
||||
cat: getCategoryForBaseSkill(baseSkillId),
|
||||
max: 10,
|
||||
base: 100 * tier, // Cost scales with tier
|
||||
studyTime: 4 * tier, // Study time scales with tier
|
||||
tier: tier,
|
||||
baseSkill: baseSkillId,
|
||||
tierMultiplier: tierDef.multiplier,
|
||||
};
|
||||
}
|
||||
|
||||
function getCategoryForBaseSkill(baseSkillId: string): string {
|
||||
const categoryMap: Record<string, string> = {
|
||||
manaWell: 'mana',
|
||||
manaFlow: 'mana',
|
||||
combatTrain: 'combat',
|
||||
quickLearner: 'study',
|
||||
focusedMind: 'study',
|
||||
elemAttune: 'mana',
|
||||
};
|
||||
return categoryMap[baseSkillId] || 'study';
|
||||
}
|
||||
2193
src/lib/game/store.ts
Executable file
2193
src/lib/game/store.ts
Executable file
File diff suppressed because it is too large
Load Diff
180
src/lib/game/study-slice.ts
Executable file
180
src/lib/game/study-slice.ts
Executable file
@@ -0,0 +1,180 @@
|
||||
// ─── Study Slice ─────────────────────────────────────────────────────────────
|
||||
// Actions for studying skills and spells
|
||||
|
||||
import type { GameState } from './types';
|
||||
import { SKILLS_DEF, SPELLS_DEF, getStudyCostMultiplier } from './constants';
|
||||
|
||||
// ─── Study Actions Interface ──────────────────────────────────────────────────
|
||||
|
||||
export interface StudyActions {
|
||||
startStudyingSkill: (skillId: string) => void;
|
||||
startStudyingSpell: (spellId: string) => void;
|
||||
cancelStudy: () => void;
|
||||
startParallelStudySkill: (skillId: string) => void;
|
||||
cancelParallelStudy: () => void;
|
||||
}
|
||||
|
||||
// ─── Study Slice Factory ──────────────────────────────────────────────────────
|
||||
|
||||
export function createStudySlice(
|
||||
set: (partial: Partial<GameState> | ((state: GameState) => Partial<GameState>)) => void,
|
||||
get: () => GameState
|
||||
): StudyActions {
|
||||
return {
|
||||
// Start studying a skill - mana is deducted per hour, not upfront
|
||||
startStudyingSkill: (skillId: string) => {
|
||||
const state = get();
|
||||
const sk = SKILLS_DEF[skillId];
|
||||
if (!sk) return;
|
||||
|
||||
const currentLevel = state.skills[skillId] || 0;
|
||||
if (currentLevel >= sk.max) return;
|
||||
|
||||
// Check prerequisites
|
||||
if (sk.req) {
|
||||
for (const [r, rl] of Object.entries(sk.req)) {
|
||||
if ((state.skills[r] || 0) < rl) return;
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate total mana cost and cost per hour
|
||||
const costMult = getStudyCostMultiplier(state.skills);
|
||||
const totalCost = Math.floor(sk.base * (currentLevel + 1) * costMult);
|
||||
const manaCostPerHour = Math.ceil(totalCost / sk.studyTime);
|
||||
|
||||
// Must have at least 1 hour worth of mana to start
|
||||
if (state.rawMana < manaCostPerHour) return;
|
||||
|
||||
// Start studying (no upfront cost - mana is deducted per hour during study)
|
||||
set({
|
||||
currentAction: 'study',
|
||||
currentStudyTarget: {
|
||||
type: 'skill',
|
||||
id: skillId,
|
||||
progress: state.skillProgress[skillId] || 0,
|
||||
required: sk.studyTime,
|
||||
manaCostPerHour: manaCostPerHour,
|
||||
totalCost: totalCost,
|
||||
},
|
||||
log: [`📚 Started studying ${sk.name} (${manaCostPerHour} mana/hr)...`, ...state.log.slice(0, 49)],
|
||||
});
|
||||
},
|
||||
|
||||
// Start studying a spell
|
||||
startStudyingSpell: (spellId: string) => {
|
||||
const state = get();
|
||||
const sp = SPELLS_DEF[spellId];
|
||||
if (!sp || state.spells[spellId]?.learned) return;
|
||||
|
||||
// Calculate total mana cost and cost per hour
|
||||
const costMult = getStudyCostMultiplier(state.skills);
|
||||
const totalCost = Math.floor(sp.unlock * costMult);
|
||||
const studyTime = sp.studyTime || (sp.tier * 4);
|
||||
const manaCostPerHour = Math.ceil(totalCost / studyTime);
|
||||
|
||||
// Must have at least 1 hour worth of mana to start
|
||||
if (state.rawMana < manaCostPerHour) return;
|
||||
|
||||
// Start studying (no upfront cost - mana is deducted per hour during study)
|
||||
set({
|
||||
currentAction: 'study',
|
||||
currentStudyTarget: {
|
||||
type: 'spell',
|
||||
id: spellId,
|
||||
progress: state.spells[spellId]?.studyProgress || 0,
|
||||
required: studyTime,
|
||||
manaCostPerHour: manaCostPerHour,
|
||||
totalCost: totalCost,
|
||||
},
|
||||
spells: {
|
||||
...state.spells,
|
||||
[spellId]: { ...(state.spells[spellId] || { learned: false, level: 0 }), studyProgress: state.spells[spellId]?.studyProgress || 0 },
|
||||
},
|
||||
log: [`📚 Started studying ${sp.name} (${manaCostPerHour} mana/hr)...`, ...state.log.slice(0, 49)],
|
||||
});
|
||||
},
|
||||
|
||||
// Cancel current study (saves progress)
|
||||
cancelStudy: () => {
|
||||
const state = get();
|
||||
if (!state.currentStudyTarget) return;
|
||||
|
||||
// Knowledge retention bonus
|
||||
const retentionBonus = 1 + (state.skills.knowledgeRetention || 0) * 0.2;
|
||||
const savedProgress = Math.min(
|
||||
state.currentStudyTarget.progress,
|
||||
state.currentStudyTarget.required * retentionBonus
|
||||
);
|
||||
|
||||
// Save progress
|
||||
if (state.currentStudyTarget.type === 'skill') {
|
||||
set({
|
||||
currentStudyTarget: null,
|
||||
currentAction: 'meditate',
|
||||
skillProgress: {
|
||||
...state.skillProgress,
|
||||
[state.currentStudyTarget.id]: savedProgress,
|
||||
},
|
||||
log: [`📖 Study interrupted. Progress saved.`, ...state.log.slice(0, 49)],
|
||||
});
|
||||
} else if (state.currentStudyTarget.type === 'spell') {
|
||||
set({
|
||||
currentStudyTarget: null,
|
||||
currentAction: 'meditate',
|
||||
spells: {
|
||||
...state.spells,
|
||||
[state.currentStudyTarget.id]: {
|
||||
...(state.spells[state.currentStudyTarget.id] || { learned: false, level: 0 }),
|
||||
studyProgress: savedProgress,
|
||||
},
|
||||
},
|
||||
log: [`📖 Study interrupted. Progress saved.`, ...state.log.slice(0, 49)],
|
||||
});
|
||||
}
|
||||
},
|
||||
|
||||
// Start parallel study of a skill (requires Parallel Mind upgrade)
|
||||
startParallelStudySkill: (skillId: string) => {
|
||||
const state = get();
|
||||
if (state.parallelStudyTarget) return; // Already have parallel study
|
||||
if (!state.currentStudyTarget) return; // Need primary study
|
||||
|
||||
const sk = SKILLS_DEF[skillId];
|
||||
if (!sk) return;
|
||||
|
||||
const currentLevel = state.skills[skillId] || 0;
|
||||
if (currentLevel >= sk.max) return;
|
||||
|
||||
// Can't study same thing in parallel
|
||||
if (state.currentStudyTarget.id === skillId) return;
|
||||
|
||||
// Calculate mana cost for parallel study
|
||||
const costMult = getStudyCostMultiplier(state.skills);
|
||||
const totalCost = Math.floor(sk.base * (currentLevel + 1) * costMult);
|
||||
const manaCostPerHour = Math.ceil(totalCost / sk.studyTime);
|
||||
|
||||
set({
|
||||
parallelStudyTarget: {
|
||||
type: 'skill',
|
||||
id: skillId,
|
||||
progress: state.skillProgress[skillId] || 0,
|
||||
required: sk.studyTime,
|
||||
manaCostPerHour: Math.ceil(manaCostPerHour / 2), // Half speed = half mana cost per tick
|
||||
totalCost: totalCost,
|
||||
},
|
||||
log: [`📚 Started parallel study of ${sk.name}... (50% speed)`, ...state.log.slice(0, 49)],
|
||||
});
|
||||
},
|
||||
|
||||
// Cancel parallel study
|
||||
cancelParallelStudy: () => {
|
||||
set((state) => {
|
||||
if (!state.parallelStudyTarget) return state;
|
||||
return {
|
||||
parallelStudyTarget: null,
|
||||
log: ['📖 Parallel study cancelled.', ...state.log.slice(0, 49)],
|
||||
};
|
||||
});
|
||||
},
|
||||
};
|
||||
}
|
||||
479
src/lib/game/types.ts
Executable file
479
src/lib/game/types.ts
Executable file
@@ -0,0 +1,479 @@
|
||||
// ─── Game Types ───────────────────────────────────────────────────────────────
|
||||
|
||||
export type ElementCategory = 'base' | 'utility' | 'composite' | 'exotic';
|
||||
|
||||
// Attunement body slots
|
||||
export type AttunementSlot = 'rightHand' | 'leftHand' | 'head' | 'back' | 'chest' | 'leftLeg' | 'rightLeg';
|
||||
|
||||
// Attunement definition
|
||||
export interface AttunementDef {
|
||||
id: string;
|
||||
name: string;
|
||||
desc: string;
|
||||
slot: AttunementSlot;
|
||||
icon: string;
|
||||
color: string;
|
||||
primaryManaType?: string; // Primary mana type this attunement generates (null for Invoker)
|
||||
rawManaRegen: number; // Raw mana regeneration per hour granted by this attunement
|
||||
conversionRate: number; // Raw mana converted to primary type per hour
|
||||
unlocked: boolean; // Whether this is unlocked by default
|
||||
unlockCondition?: string; // Description of how to unlock (for future challenges)
|
||||
capabilities: string[]; // What this attunement enables (e.g., 'enchanting', 'pacts', 'golemCrafting')
|
||||
skillCategories: string[]; // Skill categories this attunement provides access to
|
||||
}
|
||||
|
||||
// Attunement instance state (tracks player's attunements)
|
||||
export interface AttunementState {
|
||||
id: string;
|
||||
active: boolean; // Whether this attunement is currently active
|
||||
level: number; // Attunement level (for future progression)
|
||||
experience: number; // Progress toward next level
|
||||
}
|
||||
|
||||
export interface ElementDef {
|
||||
name: string;
|
||||
sym: string;
|
||||
color: string;
|
||||
glow: string;
|
||||
cat: ElementCategory;
|
||||
recipe?: string[];
|
||||
}
|
||||
|
||||
export interface ElementState {
|
||||
current: number;
|
||||
max: number;
|
||||
unlocked: boolean;
|
||||
}
|
||||
|
||||
// Boon types that guardians can grant
|
||||
export interface GuardianBoon {
|
||||
type: 'maxMana' | 'manaRegen' | 'castingSpeed' | 'elementalDamage' | 'rawDamage' |
|
||||
'critChance' | 'critDamage' | 'spellEfficiency' | 'manaGain' | 'insightGain' |
|
||||
'studySpeed' | 'prestigeInsight';
|
||||
value: number;
|
||||
desc: string;
|
||||
}
|
||||
|
||||
export interface GuardianDef {
|
||||
name: string;
|
||||
element: string;
|
||||
hp: number;
|
||||
pact: number; // Pact multiplier when signed
|
||||
color: string;
|
||||
boons: GuardianBoon[]; // Bonuses granted when pact is signed
|
||||
pactCost: number; // Mana cost to perform pact ritual
|
||||
pactTime: number; // Hours required for pact ritual
|
||||
uniquePerk: string; // Description of unique perk
|
||||
armor?: number; // Damage reduction (0-1, e.g., 0.2 = 20% reduction)
|
||||
}
|
||||
|
||||
// Spell cost can be raw mana or elemental mana
|
||||
export interface SpellCost {
|
||||
type: 'raw' | 'element'; // 'raw' for raw mana, 'element' for specific elemental mana
|
||||
element?: string; // Required if type is 'element'
|
||||
amount: number; // Amount of mana required
|
||||
}
|
||||
|
||||
export interface SpellDef {
|
||||
name: string;
|
||||
elem: string; // Element type for damage calculations
|
||||
dmg: number;
|
||||
cost: SpellCost; // Changed from number to SpellCost object
|
||||
tier: number;
|
||||
unlock: number; // Mana cost to start studying
|
||||
studyTime?: number; // Hours needed to study (optional, defaults based on tier)
|
||||
castSpeed?: number; // Casts per hour (default 1, higher = faster)
|
||||
desc?: string; // Optional spell description
|
||||
effects?: SpellEffect[]; // Optional special effects
|
||||
isAoe?: boolean; // AOE spell that hits multiple enemies
|
||||
aoeTargets?: number; // Number of enemies hit by AOE
|
||||
isWeaponEnchant?: boolean; // Can be used as weapon enchantment (magic swords)
|
||||
}
|
||||
|
||||
export interface SpellEffect {
|
||||
type: 'lifesteal' | 'burn' | 'freeze' | 'stun' | 'pierce' | 'multicast' | 'shield' | 'buff' | 'chain' | 'aoe' | 'armor_pierce';
|
||||
value: number; // Effect potency
|
||||
duration?: number; // Duration in hours for timed effects
|
||||
targets?: number; // For AOE: number of targets
|
||||
chance?: number; // For chance-based effects (e.g., stun chance)
|
||||
}
|
||||
|
||||
export interface SpellState {
|
||||
learned: boolean;
|
||||
level: number;
|
||||
studyProgress?: number; // Hours studied so far (for in-progress spells)
|
||||
}
|
||||
|
||||
// ─── Room and Enemy Types ─────────────────────────────────────────────────────
|
||||
|
||||
export type RoomType = 'combat' | 'puzzle' | 'swarm' | 'speed' | 'guardian';
|
||||
|
||||
export interface EnemyState {
|
||||
id: string;
|
||||
hp: number;
|
||||
maxHP: number;
|
||||
armor: number; // Damage reduction (0-1)
|
||||
dodgeChance: number; // For speed rooms (0-1)
|
||||
element: string;
|
||||
}
|
||||
|
||||
export interface FloorState {
|
||||
roomType: RoomType;
|
||||
enemies: EnemyState[]; // For swarm rooms, multiple enemies
|
||||
puzzleProgress?: number; // For puzzle rooms (0-1)
|
||||
puzzleRequired?: number; // Total progress needed
|
||||
puzzleId?: string; // Which puzzle type
|
||||
puzzleAttunements?: string[]; // Which attunements speed up this puzzle
|
||||
}
|
||||
|
||||
export interface SkillDef {
|
||||
name: string;
|
||||
desc: string;
|
||||
cat: string;
|
||||
attunement?: string; // Which attunement this skill belongs to (null = core)
|
||||
max: number;
|
||||
base: number; // Mana cost to start studying
|
||||
req?: Record<string, number>; // Skill prerequisites
|
||||
attunementReq?: Record<string, number>; // Attunement level requirements (attunement id -> min level)
|
||||
studyTime: number; // Hours needed to study
|
||||
level?: number; // Current level (optional, for UI display)
|
||||
tier?: number; // Skill tier (1-5)
|
||||
tierUp?: string; // Skill ID this evolves into at max level
|
||||
baseSkill?: string; // Original skill ID this evolved from
|
||||
tierMultiplier?: number; // Multiplier for each tier (default 2)
|
||||
}
|
||||
|
||||
// Skill upgrade choices at milestones (level 5 and level 10)
|
||||
export interface SkillUpgradeDef {
|
||||
id: string;
|
||||
name: string;
|
||||
desc: string;
|
||||
skillId: string; // Which skill this upgrade belongs to
|
||||
milestone: 5 | 10; // Level at which this upgrade is available
|
||||
effect: SkillUpgradeEffect;
|
||||
}
|
||||
|
||||
export interface SkillUpgradeEffect {
|
||||
type: 'multiplier' | 'bonus' | 'special';
|
||||
stat?: string; // Stat to modify
|
||||
value?: number; // Multiplier or bonus value
|
||||
specialId?: string; // Special effect identifier
|
||||
specialDesc?: string; // Description of special effect
|
||||
}
|
||||
|
||||
// Skill evolution system
|
||||
export interface SkillEvolutionPath {
|
||||
baseSkillId: string; // Starting skill ID
|
||||
tiers: SkillTierDef[]; // 5 tiers of evolution
|
||||
}
|
||||
|
||||
export interface SkillTierDef {
|
||||
tier: number;
|
||||
skillId: string; // Skill ID for this tier
|
||||
name: string;
|
||||
multiplier: number; // Base effect multiplier
|
||||
upgrades: SkillUpgradeChoice[]; // 4 upgrades available at each milestone
|
||||
}
|
||||
|
||||
export interface SkillUpgradeChoice {
|
||||
id: string;
|
||||
name: string;
|
||||
desc: string;
|
||||
milestone: 5 | 10; // Level at which this upgrade is available
|
||||
effect: SkillUpgradeEffect;
|
||||
}
|
||||
|
||||
export interface PrestigeDef {
|
||||
name: string;
|
||||
desc: string;
|
||||
max: number;
|
||||
cost: number;
|
||||
}
|
||||
|
||||
// Legacy EquipmentDef for backward compatibility
|
||||
export interface EquipmentDef {
|
||||
id: string;
|
||||
name: string;
|
||||
slot: 'mainHand' | 'offHand' | 'head' | 'body' | 'hands' | 'accessory';
|
||||
rarity: 'common' | 'uncommon' | 'rare' | 'epic' | 'legendary' | 'mythic';
|
||||
stats: Record<string, number>;
|
||||
durability: number;
|
||||
maxDurability: number;
|
||||
element?: string;
|
||||
}
|
||||
|
||||
// Equipment Instance (actual equipped item with enchantments)
|
||||
export interface EquipmentInstance {
|
||||
instanceId: string; // Unique ID for this specific item
|
||||
typeId: string; // Reference to EquipmentType (e.g., 'basicStaff')
|
||||
name: string; // Display name (defaults to type name)
|
||||
enchantments: AppliedEnchantment[];
|
||||
usedCapacity: number; // Currently used capacity
|
||||
totalCapacity: number; // Base capacity + bonuses
|
||||
rarity: 'common' | 'uncommon' | 'rare' | 'epic' | 'legendary' | 'mythic';
|
||||
quality: number; // 0-100, affects capacity efficiency
|
||||
weaponMana?: number; // Current mana stored in weapon (for weapon enchantments)
|
||||
weaponManaMax?: number; // Max mana the weapon can store
|
||||
weaponManaRegen?: number; // Mana regen per hour for weapon
|
||||
weaponManaType?: string; // Type of mana the weapon stores
|
||||
activeWeaponEnchant?: string; // Active weapon enchantment (for magic swords)
|
||||
}
|
||||
|
||||
export interface AppliedEnchantment {
|
||||
effectId: string; // Reference to EnchantmentEffectDef
|
||||
stacks: number; // Number of times this effect is applied
|
||||
actualCost: number; // Actual capacity cost (after efficiency)
|
||||
}
|
||||
|
||||
// Enchantment Design (saved design for later application)
|
||||
export interface EnchantmentDesign {
|
||||
id: string;
|
||||
name: string;
|
||||
equipmentType: string; // Which equipment type this is designed for
|
||||
effects: DesignEffect[];
|
||||
totalCapacityUsed: number;
|
||||
designTime: number; // Hours required to design
|
||||
created: number; // Timestamp
|
||||
}
|
||||
|
||||
export interface DesignEffect {
|
||||
effectId: string;
|
||||
stacks: number;
|
||||
capacityCost: number;
|
||||
}
|
||||
|
||||
// Crafting Progress States
|
||||
export interface DesignProgress {
|
||||
designId: string;
|
||||
progress: number; // Hours spent designing
|
||||
required: number; // Total hours needed
|
||||
// Design data stored during progress
|
||||
name: string;
|
||||
equipmentType: string;
|
||||
effects: DesignEffect[];
|
||||
}
|
||||
|
||||
export interface PreparationProgress {
|
||||
equipmentInstanceId: string;
|
||||
progress: number; // Hours spent preparing
|
||||
required: number; // Total hours needed
|
||||
manaCostPaid: number; // Mana cost already paid
|
||||
}
|
||||
|
||||
export interface ApplicationProgress {
|
||||
equipmentInstanceId: string;
|
||||
designId: string;
|
||||
progress: number; // Hours spent applying
|
||||
required: number; // Total hours needed
|
||||
manaPerHour: number; // Mana cost per hour
|
||||
paused: boolean;
|
||||
manaSpent: number; // Total mana spent so far
|
||||
}
|
||||
|
||||
// Equipment crafting progress (from blueprints)
|
||||
export interface EquipmentCraftingProgress {
|
||||
blueprintId: string;
|
||||
equipmentTypeId: string;
|
||||
progress: number; // Hours spent crafting
|
||||
required: number; // Total hours needed
|
||||
manaSpent: number; // Total mana spent so far
|
||||
}
|
||||
|
||||
// Equipment spell state (for multi-spell casting)
|
||||
export interface EquipmentSpellState {
|
||||
spellId: string;
|
||||
sourceEquipment: string; // Equipment instance ID
|
||||
castProgress: number; // 0-1 progress toward next cast
|
||||
}
|
||||
|
||||
export interface BlueprintDef {
|
||||
id: string;
|
||||
name: string;
|
||||
tier: number;
|
||||
slot: string;
|
||||
stats: Record<string, number>;
|
||||
studyTime: number;
|
||||
craftTime: number;
|
||||
craftCost: number;
|
||||
discovered: boolean;
|
||||
learned: boolean;
|
||||
}
|
||||
|
||||
// Loot inventory for materials and blueprints
|
||||
export interface LootInventory {
|
||||
materials: Record<string, number>; // materialId -> count
|
||||
blueprints: string[]; // blueprint IDs discovered
|
||||
}
|
||||
|
||||
// Achievement definitions
|
||||
export interface AchievementDef {
|
||||
id: string;
|
||||
name: string;
|
||||
desc: string;
|
||||
category: string;
|
||||
requirement: {
|
||||
type: string;
|
||||
value: number;
|
||||
subType?: string;
|
||||
};
|
||||
reward: {
|
||||
insight?: number;
|
||||
manaBonus?: number;
|
||||
damageBonus?: number;
|
||||
regenBonus?: number;
|
||||
title?: string;
|
||||
unlockEffect?: string;
|
||||
};
|
||||
hidden?: boolean;
|
||||
}
|
||||
|
||||
// Achievement state tracks unlocked achievements and progress
|
||||
export interface AchievementState {
|
||||
unlocked: string[]; // IDs of unlocked achievements
|
||||
progress: Record<string, number>; // Progress toward achievement requirements
|
||||
}
|
||||
|
||||
export type GameAction = 'meditate' | 'climb' | 'study' | 'craft' | 'repair' | 'convert' | 'design' | 'prepare' | 'enchant';
|
||||
|
||||
export interface ScheduleBlock {
|
||||
id: string;
|
||||
action: GameAction;
|
||||
startHour: number;
|
||||
endHour: number;
|
||||
enabled: boolean;
|
||||
target?: string; // spell id, blueprint id, skill id, element id
|
||||
}
|
||||
|
||||
export interface StudyTarget {
|
||||
type: 'skill' | 'spell' | 'blueprint';
|
||||
id: string;
|
||||
progress: number; // Hours studied
|
||||
required: number; // Total hours needed
|
||||
}
|
||||
|
||||
export interface GameState {
|
||||
// Time
|
||||
day: number;
|
||||
hour: number;
|
||||
loopCount: number;
|
||||
gameOver: boolean;
|
||||
victory: boolean;
|
||||
paused: boolean;
|
||||
|
||||
// Raw Mana
|
||||
rawMana: number;
|
||||
meditateTicks: number;
|
||||
totalManaGathered: number;
|
||||
|
||||
// Attunements (class-like system)
|
||||
attunements: Record<string, AttunementState>; // attunement id -> state
|
||||
|
||||
// Elements
|
||||
elements: Record<string, ElementState>;
|
||||
|
||||
// Spire
|
||||
currentFloor: number;
|
||||
floorHP: number;
|
||||
floorMaxHP: number;
|
||||
maxFloorReached: number;
|
||||
signedPacts: number[];
|
||||
activeSpell: string;
|
||||
currentAction: GameAction;
|
||||
castProgress: number; // Progress towards next spell cast (0-1)
|
||||
|
||||
// Room system for special floors
|
||||
currentRoom: FloorState; // Current room state (swarm, puzzle, speed, etc.)
|
||||
|
||||
// Spells
|
||||
spells: Record<string, SpellState>;
|
||||
|
||||
// Skills
|
||||
skills: Record<string, number>;
|
||||
skillProgress: Record<string, number>; // Saved study progress for skills
|
||||
skillUpgrades: Record<string, string[]>; // Selected upgrade IDs per skill
|
||||
skillTiers: Record<string, number>; // Current tier for each base skill
|
||||
|
||||
// Equipment System (new instance-based system)
|
||||
equippedInstances: Record<string, string | null>; // slot -> instanceId
|
||||
equipmentInstances: Record<string, EquipmentInstance>; // instanceId -> instance
|
||||
enchantmentDesigns: EnchantmentDesign[]; // Saved enchantment designs
|
||||
|
||||
// Crafting Progress
|
||||
designProgress: DesignProgress | null;
|
||||
preparationProgress: PreparationProgress | null;
|
||||
applicationProgress: ApplicationProgress | null;
|
||||
equipmentCraftingProgress: EquipmentCraftingProgress | null;
|
||||
|
||||
// Unlocked enchantment effects for designing
|
||||
unlockedEffects: string[]; // Effect IDs that have been researched
|
||||
|
||||
// Equipment spell states for multi-casting
|
||||
equipmentSpellStates: EquipmentSpellState[];
|
||||
|
||||
// Legacy Equipment (for backward compatibility)
|
||||
equipment: Record<string, EquipmentDef | null>;
|
||||
inventory: EquipmentDef[];
|
||||
|
||||
// Blueprints
|
||||
blueprints: Record<string, BlueprintDef>;
|
||||
|
||||
// Loot Inventory
|
||||
lootInventory: LootInventory;
|
||||
|
||||
// Schedule
|
||||
schedule: ScheduleBlock[];
|
||||
autoSchedule: boolean;
|
||||
studyQueue: string[];
|
||||
craftQueue: string[];
|
||||
|
||||
// Current Study Target
|
||||
currentStudyTarget: StudyTarget | null;
|
||||
|
||||
// Parallel Study Target (for Parallel Mind milestone upgrade)
|
||||
parallelStudyTarget: StudyTarget | null;
|
||||
|
||||
// Achievements
|
||||
achievements: AchievementState;
|
||||
|
||||
// Stats tracking
|
||||
totalSpellsCast: number;
|
||||
totalDamageDealt: number;
|
||||
totalCraftsCompleted: number;
|
||||
|
||||
// Prestige
|
||||
insight: number;
|
||||
totalInsight: number;
|
||||
prestigeUpgrades: Record<string, number>;
|
||||
memorySlots: number;
|
||||
memories: string[];
|
||||
|
||||
// Incursion
|
||||
incursionStrength: number;
|
||||
containmentWards: number;
|
||||
|
||||
// Log
|
||||
log: string[];
|
||||
|
||||
// Loop insight (earned at end of current loop)
|
||||
loopInsight: number;
|
||||
}
|
||||
|
||||
// Action types for the store
|
||||
export type GameActionType =
|
||||
| { type: 'TICK' }
|
||||
| { type: 'GATHER_MANA' }
|
||||
| { type: 'SET_ACTION'; action: GameAction }
|
||||
| { type: 'SET_SPELL'; spellId: string }
|
||||
| { type: 'LEARN_SPELL'; spellId: string }
|
||||
| { type: 'START_STUDYING_SKILL'; skillId: string }
|
||||
| { type: 'START_STUDYING_SPELL'; spellId: string }
|
||||
| { type: 'CANCEL_STUDY' }
|
||||
| { type: 'CONVERT_MANA'; element: string; amount: number }
|
||||
| { type: 'UNLOCK_ELEMENT'; element: string }
|
||||
| { type: 'CRAFT_COMPOSITE'; target: string }
|
||||
| { type: 'DO_PRESTIGE'; id: string }
|
||||
| { type: 'START_NEW_LOOP' }
|
||||
| { type: 'TOGGLE_PAUSE' }
|
||||
| { type: 'RESET_GAME' }
|
||||
| { type: 'SELECT_SKILL_UPGRADE'; skillId: string; upgradeId: string }
|
||||
| { type: 'TIER_UP_SKILL'; skillId: string };
|
||||
362
src/lib/game/upgrade-effects.ts
Executable file
362
src/lib/game/upgrade-effects.ts
Executable file
@@ -0,0 +1,362 @@
|
||||
// ─── Upgrade Effect System ─────────────────────────────────────────────────────
|
||||
// This module handles applying skill upgrade effects to game stats
|
||||
|
||||
import type { SkillUpgradeChoice, SkillUpgradeEffect } from './types';
|
||||
import { getUpgradesForSkillAtMilestone, SKILL_EVOLUTION_PATHS } from './skill-evolution';
|
||||
|
||||
// ─── Types ───────────────────────────────────────────────────────────────────
|
||||
|
||||
export interface ActiveUpgradeEffect {
|
||||
upgradeId: string;
|
||||
skillId: string;
|
||||
milestone: 5 | 10;
|
||||
effect: SkillUpgradeEffect;
|
||||
name: string;
|
||||
desc: string;
|
||||
}
|
||||
|
||||
export interface ComputedEffects {
|
||||
// Mana effects
|
||||
maxManaMultiplier: number;
|
||||
maxManaBonus: number;
|
||||
regenMultiplier: number;
|
||||
regenBonus: number;
|
||||
clickManaMultiplier: number;
|
||||
clickManaBonus: number;
|
||||
meditationEfficiency: number;
|
||||
spellCostMultiplier: number;
|
||||
conversionEfficiency: number;
|
||||
|
||||
// Combat effects
|
||||
baseDamageMultiplier: number;
|
||||
baseDamageBonus: number;
|
||||
attackSpeedMultiplier: number;
|
||||
critChanceBonus: number;
|
||||
critDamageMultiplier: number;
|
||||
elementalDamageMultiplier: number;
|
||||
|
||||
// Study effects
|
||||
studySpeedMultiplier: number;
|
||||
studyCostMultiplier: number;
|
||||
progressRetention: number;
|
||||
instantStudyChance: number;
|
||||
freeStudyChance: number;
|
||||
|
||||
// Element effects
|
||||
elementCapMultiplier: number;
|
||||
elementCapBonus: number;
|
||||
conversionCostMultiplier: number;
|
||||
doubleCraftChance: number;
|
||||
|
||||
// Special values
|
||||
permanentRegenBonus: number;
|
||||
|
||||
// Special effect flags (for game logic to check)
|
||||
specials: Set<string>;
|
||||
|
||||
// All active upgrades for display
|
||||
activeUpgrades: ActiveUpgradeEffect[];
|
||||
}
|
||||
|
||||
// ─── Special Effect IDs ────────────────────────────────────────────────────────
|
||||
// These are the IDs used in the 'specialId' field of special effects
|
||||
|
||||
export const SPECIAL_EFFECTS = {
|
||||
// Mana Flow special effects
|
||||
MANA_CASCADE: 'manaCascade', // +0.1 regen per 100 max mana
|
||||
STEADY_STREAM: 'steadyStream', // Regen immune to incursion
|
||||
MANA_TORRENT: 'manaTorrent', // +50% regen when above 75% mana
|
||||
FLOW_SURGE: 'flowSurge', // Clicks restore 2x regen for 1 hour
|
||||
MANA_OVERFLOW: 'manaOverflow', // Raw mana can exceed max by 20%
|
||||
|
||||
// Mana Well special effects
|
||||
DESPERATE_WELLS: 'desperateWells', // +50% regen when below 25% mana
|
||||
MANA_ECHO: 'manaEcho', // 10% chance double mana from clicks
|
||||
EMERGENCY_RESERVE: 'emergencyReserve', // Keep 10% mana on new loop
|
||||
|
||||
// Combat special effects
|
||||
FIRST_STRIKE: 'firstStrike', // +15% damage on first attack each floor
|
||||
OVERPOWER: 'overpower', // +50% damage when mana above 80%
|
||||
BERSERKER: 'berserker', // +50% damage when below 50% mana
|
||||
COMBO_MASTER: 'comboMaster', // Every 5th attack deals 3x damage
|
||||
ADRENALINE_RUSH: 'adrenalineRush', // Defeating enemy restores 5% mana
|
||||
|
||||
// Study special effects
|
||||
QUICK_GRASP: 'quickGrasp', // 5% chance double study progress per hour
|
||||
DEEP_CONCENTRATION: 'deepConcentration', // +20% study speed when mana > 90%
|
||||
QUICK_MASTERY: 'quickMastery', // -20% study time for final 3 levels
|
||||
PARALLEL_STUDY: 'parallelStudy', // Study 2 things at 50% speed
|
||||
STUDY_MOMENTUM: 'studyMomentum', // +5% study speed per consecutive hour
|
||||
KNOWLEDGE_ECHO: 'knowledgeEcho', // 10% chance instant study
|
||||
KNOWLEDGE_TRANSFER: 'knowledgeTransfer', // New skills start at 10% progress
|
||||
MENTAL_CLARITY: 'mentalClarity', // +10% study speed when mana > 75%
|
||||
STUDY_REFUND: 'studyRefund', // 25% mana back on study complete
|
||||
DEEP_UNDERSTANDING: 'deepUnderstanding', // +10% bonus from all skill levels
|
||||
STUDY_RUSH: 'studyRush', // First hour of study is 2x speed
|
||||
CHAIN_STUDY: 'chainStudy', // -5% cost per maxed skill
|
||||
|
||||
// Element special effects
|
||||
ELEMENTAL_AFFINITY: 'elementalAffinity', // New elements start with 10 capacity
|
||||
EXOTIC_MASTERY: 'exoticMastery', // +20% exotic element damage
|
||||
ELEMENTAL_RESONANCE: 'elementalResonance', // Using element spells restores 1 of that element
|
||||
MANA_CONDUIT: 'manaConduit', // Meditation regenerates elemental mana
|
||||
} as const;
|
||||
|
||||
// ─── Upgrade Definition Cache ─────────────────────────────────────────────────
|
||||
|
||||
// Cache all upgrades by ID for quick lookup
|
||||
const upgradeDefinitionsById: Map<string, SkillUpgradeChoice> = new Map();
|
||||
|
||||
// Build the cache on first access
|
||||
function buildUpgradeCache(): void {
|
||||
if (upgradeDefinitionsById.size > 0) return;
|
||||
|
||||
for (const [baseSkillId, path] of Object.entries(SKILL_EVOLUTION_PATHS)) {
|
||||
for (const tierDef of path.tiers) {
|
||||
for (const upgrade of tierDef.upgrades) {
|
||||
upgradeDefinitionsById.set(upgrade.id, upgrade);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ─── Helper Functions ─────────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Get all selected upgrades with their full effect definitions
|
||||
*/
|
||||
export function getActiveUpgrades(
|
||||
skillUpgrades: Record<string, string[]>,
|
||||
skillTiers: Record<string, number>
|
||||
): ActiveUpgradeEffect[] {
|
||||
buildUpgradeCache();
|
||||
const result: ActiveUpgradeEffect[] = [];
|
||||
|
||||
for (const [skillId, upgradeIds] of Object.entries(skillUpgrades)) {
|
||||
for (const upgradeId of upgradeIds) {
|
||||
const upgradeDef = upgradeDefinitionsById.get(upgradeId);
|
||||
if (upgradeDef) {
|
||||
result.push({
|
||||
upgradeId,
|
||||
skillId,
|
||||
milestone: upgradeDef.milestone,
|
||||
effect: upgradeDef.effect,
|
||||
name: upgradeDef.name,
|
||||
desc: upgradeDef.desc,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* Compute all active effects from selected upgrades
|
||||
*/
|
||||
export function computeEffects(
|
||||
skillUpgrades: Record<string, string[]>,
|
||||
skillTiers: Record<string, number>
|
||||
): ComputedEffects {
|
||||
const activeUpgrades = getActiveUpgrades(skillUpgrades, skillTiers);
|
||||
|
||||
// Start with base values
|
||||
const effects: ComputedEffects = {
|
||||
maxManaMultiplier: 1,
|
||||
maxManaBonus: 0,
|
||||
regenMultiplier: 1,
|
||||
regenBonus: 0,
|
||||
clickManaMultiplier: 1,
|
||||
clickManaBonus: 0,
|
||||
meditationEfficiency: 1,
|
||||
spellCostMultiplier: 1,
|
||||
conversionEfficiency: 1,
|
||||
baseDamageMultiplier: 1,
|
||||
baseDamageBonus: 0,
|
||||
attackSpeedMultiplier: 1,
|
||||
critChanceBonus: 0,
|
||||
critDamageMultiplier: 1.5,
|
||||
elementalDamageMultiplier: 1,
|
||||
studySpeedMultiplier: 1,
|
||||
studyCostMultiplier: 1,
|
||||
progressRetention: 0,
|
||||
instantStudyChance: 0,
|
||||
freeStudyChance: 0,
|
||||
elementCapMultiplier: 1,
|
||||
elementCapBonus: 0,
|
||||
conversionCostMultiplier: 1,
|
||||
doubleCraftChance: 0,
|
||||
permanentRegenBonus: 0,
|
||||
specials: new Set<string>(),
|
||||
activeUpgrades,
|
||||
};
|
||||
|
||||
// Apply each upgrade effect
|
||||
for (const upgrade of activeUpgrades) {
|
||||
const { effect } = upgrade;
|
||||
|
||||
if (effect.type === 'multiplier' && effect.stat && effect.value !== undefined) {
|
||||
// Multiplier effects (multiply the stat)
|
||||
switch (effect.stat) {
|
||||
case 'maxMana':
|
||||
effects.maxManaMultiplier *= effect.value;
|
||||
break;
|
||||
case 'regen':
|
||||
effects.regenMultiplier *= effect.value;
|
||||
break;
|
||||
case 'clickMana':
|
||||
effects.clickManaMultiplier *= effect.value;
|
||||
break;
|
||||
case 'meditationEfficiency':
|
||||
effects.meditationEfficiency *= effect.value;
|
||||
break;
|
||||
case 'spellCost':
|
||||
effects.spellCostMultiplier *= effect.value;
|
||||
break;
|
||||
case 'conversionEfficiency':
|
||||
effects.conversionEfficiency *= effect.value;
|
||||
break;
|
||||
case 'baseDamage':
|
||||
effects.baseDamageMultiplier *= effect.value;
|
||||
break;
|
||||
case 'attackSpeed':
|
||||
effects.attackSpeedMultiplier *= effect.value;
|
||||
break;
|
||||
case 'elementalDamage':
|
||||
effects.elementalDamageMultiplier *= effect.value;
|
||||
break;
|
||||
case 'studySpeed':
|
||||
effects.studySpeedMultiplier *= effect.value;
|
||||
break;
|
||||
case 'elementCap':
|
||||
effects.elementCapMultiplier *= effect.value;
|
||||
break;
|
||||
case 'conversionCost':
|
||||
effects.conversionCostMultiplier *= effect.value;
|
||||
break;
|
||||
case 'costReduction':
|
||||
// For cost reduction, higher is better (less cost)
|
||||
// This is a multiplier on the reduction effectiveness
|
||||
effects.studyCostMultiplier /= effect.value;
|
||||
break;
|
||||
}
|
||||
} else if (effect.type === 'bonus' && effect.stat && effect.value !== undefined) {
|
||||
// Bonus effects (add to the stat)
|
||||
switch (effect.stat) {
|
||||
case 'maxMana':
|
||||
effects.maxManaBonus += effect.value;
|
||||
break;
|
||||
case 'regen':
|
||||
effects.regenBonus += effect.value;
|
||||
break;
|
||||
case 'clickMana':
|
||||
effects.clickManaBonus += effect.value;
|
||||
break;
|
||||
case 'baseDamage':
|
||||
effects.baseDamageBonus += effect.value;
|
||||
break;
|
||||
case 'elementCap':
|
||||
effects.elementCapBonus += effect.value;
|
||||
break;
|
||||
case 'permanentRegen':
|
||||
effects.permanentRegenBonus += effect.value;
|
||||
break;
|
||||
}
|
||||
} else if (effect.type === 'special' && effect.specialId) {
|
||||
// Special effects - add to the set for game logic to check
|
||||
effects.specials.add(effect.specialId);
|
||||
}
|
||||
}
|
||||
|
||||
return effects;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if a special effect is active
|
||||
*/
|
||||
export function hasSpecial(effects: ComputedEffects, specialId: string): boolean {
|
||||
return effects?.specials?.has(specialId) ?? false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Compute regen with special effects that depend on dynamic values
|
||||
*/
|
||||
export function computeDynamicRegen(
|
||||
effects: ComputedEffects,
|
||||
baseRegen: number,
|
||||
maxMana: number,
|
||||
currentMana: number,
|
||||
incursionStrength: number
|
||||
): number {
|
||||
let regen = baseRegen;
|
||||
|
||||
// Mana Cascade: +0.1 regen per 100 max mana
|
||||
if (hasSpecial(effects, SPECIAL_EFFECTS.MANA_CASCADE)) {
|
||||
regen += Math.floor(maxMana / 100) * 0.1;
|
||||
}
|
||||
|
||||
// Mana Torrent: +50% regen when above 75% mana
|
||||
if (hasSpecial(effects, SPECIAL_EFFECTS.MANA_TORRENT) && currentMana > maxMana * 0.75) {
|
||||
regen *= 1.5;
|
||||
}
|
||||
|
||||
// Desperate Wells: +50% regen when below 25% mana
|
||||
if (hasSpecial(effects, SPECIAL_EFFECTS.DESPERATE_WELLS) && currentMana < maxMana * 0.25) {
|
||||
regen *= 1.5;
|
||||
}
|
||||
|
||||
// Steady Stream: Regen immune to incursion
|
||||
if (hasSpecial(effects, SPECIAL_EFFECTS.STEADY_STREAM)) {
|
||||
return regen * effects.regenMultiplier;
|
||||
}
|
||||
|
||||
// Apply incursion penalty
|
||||
regen *= (1 - incursionStrength);
|
||||
|
||||
return regen * effects.regenMultiplier;
|
||||
}
|
||||
|
||||
/**
|
||||
* Compute click mana with special effects
|
||||
*/
|
||||
export function computeDynamicClickMana(
|
||||
effects: ComputedEffects,
|
||||
baseClickMana: number
|
||||
): number {
|
||||
let clickMana = baseClickMana;
|
||||
|
||||
// Mana Echo: 10% chance to gain double mana from clicks
|
||||
// Note: The chance is handled in the click handler, this just returns the base
|
||||
// The click handler should check hasSpecial and apply the 10% chance
|
||||
|
||||
return Math.floor((clickMana + effects.clickManaBonus) * effects.clickManaMultiplier);
|
||||
}
|
||||
|
||||
/**
|
||||
* Compute damage with special effects
|
||||
*/
|
||||
export function computeDynamicDamage(
|
||||
effects: ComputedEffects,
|
||||
baseDamage: number,
|
||||
floorHPPct: number,
|
||||
currentMana: number,
|
||||
maxMana: number
|
||||
): number {
|
||||
let damage = baseDamage * effects.baseDamageMultiplier;
|
||||
|
||||
// Overpower: +50% damage when mana above 80%
|
||||
if (hasSpecial(effects, SPECIAL_EFFECTS.OVERPOWER) && currentMana >= maxMana * 0.8) {
|
||||
damage *= 1.5;
|
||||
}
|
||||
|
||||
// Berserker: +50% damage when below 50% mana
|
||||
if (hasSpecial(effects, SPECIAL_EFFECTS.BERSERKER) && currentMana < maxMana * 0.5) {
|
||||
damage *= 1.5;
|
||||
}
|
||||
|
||||
// Combo Master: Every 5th attack deals 3x damage
|
||||
// Note: The hit counter is tracked in game state, this just returns the multiplier
|
||||
// The combat handler should check hasSpecial and the hit count
|
||||
|
||||
return damage + effects.baseDamageBonus;
|
||||
}
|
||||
372
src/lib/game/utils.ts
Executable file
372
src/lib/game/utils.ts
Executable file
@@ -0,0 +1,372 @@
|
||||
// ─── Game Utilities ───────────────────────────────────────────────────────────
|
||||
|
||||
import type { GameState, SpellCost } from './types';
|
||||
import type { ComputedEffects } from './upgrade-effects';
|
||||
import {
|
||||
GUARDIANS,
|
||||
SPELLS_DEF,
|
||||
FLOOR_ELEM_CYCLE,
|
||||
HOURS_PER_TICK,
|
||||
MAX_DAY,
|
||||
INCURSION_START_DAY,
|
||||
ELEMENT_OPPOSITES,
|
||||
} from './constants';
|
||||
|
||||
// ─── Formatting Functions ─────────────────────────────────────────────────────
|
||||
|
||||
export function fmt(n: number): string {
|
||||
if (!isFinite(n) || isNaN(n)) return '0';
|
||||
if (n >= 1e9) return (n / 1e9).toFixed(2) + 'B';
|
||||
if (n >= 1e6) return (n / 1e6).toFixed(2) + 'M';
|
||||
if (n >= 1e3) return (n / 1e3).toFixed(1) + 'K';
|
||||
return Math.floor(n).toString();
|
||||
}
|
||||
|
||||
export function fmtDec(n: number, d: number = 1): string {
|
||||
return isFinite(n) ? n.toFixed(d) : '0';
|
||||
}
|
||||
|
||||
// ─── Floor Helpers ────────────────────────────────────────────────────────────
|
||||
|
||||
export function getFloorMaxHP(floor: number): number {
|
||||
if (GUARDIANS[floor]) return GUARDIANS[floor].hp;
|
||||
// Improved scaling: slower early game, faster late game
|
||||
const baseHP = 100;
|
||||
const floorScaling = floor * 50;
|
||||
const exponentialScaling = Math.pow(floor, 1.7);
|
||||
return Math.floor(baseHP + floorScaling + exponentialScaling);
|
||||
}
|
||||
|
||||
export function getFloorElement(floor: number): string {
|
||||
return FLOOR_ELEM_CYCLE[(floor - 1) % 8];
|
||||
}
|
||||
|
||||
// ─── Computed Stats Functions ─────────────────────────────────────────────────
|
||||
|
||||
export function computeMaxMana(
|
||||
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers'>,
|
||||
effects?: ComputedEffects
|
||||
): number {
|
||||
const pu = state.prestigeUpgrades;
|
||||
const base =
|
||||
100 +
|
||||
(state.skills.manaWell || 0) * 100 +
|
||||
(pu.manaWell || 0) * 500;
|
||||
|
||||
// Apply upgrade effects if provided
|
||||
if (effects) {
|
||||
return Math.floor((base + effects.maxManaBonus) * effects.maxManaMultiplier);
|
||||
}
|
||||
return base;
|
||||
}
|
||||
|
||||
export function computeElementMax(
|
||||
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers'>,
|
||||
effects?: ComputedEffects
|
||||
): number {
|
||||
const pu = state.prestigeUpgrades;
|
||||
const base = 10 + (state.skills.elemAttune || 0) * 50 + (pu.elementalAttune || 0) * 25;
|
||||
|
||||
// Apply upgrade effects if provided
|
||||
if (effects) {
|
||||
return Math.floor((base + effects.elementCapBonus) * effects.elementCapMultiplier);
|
||||
}
|
||||
return base;
|
||||
}
|
||||
|
||||
export function computeRegen(
|
||||
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'skillUpgrades' | 'skillTiers'>,
|
||||
effects?: ComputedEffects
|
||||
): number {
|
||||
const pu = state.prestigeUpgrades;
|
||||
const temporalBonus = 1 + (pu.temporalEcho || 0) * 0.1;
|
||||
const base =
|
||||
2 +
|
||||
(state.skills.manaFlow || 0) * 1 +
|
||||
(state.skills.manaSpring || 0) * 2 +
|
||||
(pu.manaFlow || 0) * 0.5;
|
||||
|
||||
let regen = base * temporalBonus;
|
||||
|
||||
// Apply upgrade effects if provided
|
||||
if (effects) {
|
||||
regen = (regen + effects.regenBonus + effects.permanentRegenBonus) * effects.regenMultiplier;
|
||||
}
|
||||
|
||||
return regen;
|
||||
}
|
||||
|
||||
/**
|
||||
* Compute regen with dynamic special effects (needs current mana, max mana, incursion)
|
||||
*/
|
||||
export function computeEffectiveRegen(
|
||||
state: Pick<GameState, 'skills' | 'prestigeUpgrades' | 'rawMana' | 'incursionStrength' | 'skillUpgrades' | 'skillTiers'>,
|
||||
effects?: ComputedEffects
|
||||
): number {
|
||||
// Base regen from existing function
|
||||
let regen = computeRegen(state, effects);
|
||||
|
||||
const incursionStrength = state.incursionStrength || 0;
|
||||
|
||||
// Apply incursion penalty
|
||||
regen *= (1 - incursionStrength);
|
||||
|
||||
return regen;
|
||||
}
|
||||
|
||||
export function computeClickMana(state: Pick<GameState, 'skills'>): number {
|
||||
return (
|
||||
1 +
|
||||
(state.skills.manaTap || 0) * 1 +
|
||||
(state.skills.manaSurge || 0) * 3
|
||||
);
|
||||
}
|
||||
|
||||
// ─── Elemental Damage Bonus ──────────────────────────────────────────────────
|
||||
|
||||
// Elemental damage bonus: +50% if spell element opposes floor element (super effective)
|
||||
// -25% if spell element matches its own opposite (weak)
|
||||
export function getElementalBonus(spellElem: string, floorElem: string): number {
|
||||
if (spellElem === 'raw') return 1.0; // Raw mana has no elemental bonus
|
||||
|
||||
if (spellElem === floorElem) return 1.25; // Same element: +25% damage
|
||||
|
||||
// Check for super effective first: spell is the opposite of floor
|
||||
// e.g., casting water (opposite of fire) at fire floor = super effective
|
||||
if (ELEMENT_OPPOSITES[floorElem] === spellElem) return 1.5; // Super effective: +50% damage
|
||||
|
||||
// Check for weak: spell's opposite matches floor
|
||||
// e.g., casting fire (whose opposite is water) at water floor = weak
|
||||
if (ELEMENT_OPPOSITES[spellElem] === floorElem) return 0.75; // Weak: -25% damage
|
||||
|
||||
return 1.0; // Neutral
|
||||
}
|
||||
|
||||
// ─── Boon Bonuses ─────────────────────────────────────────────────────────────
|
||||
|
||||
// Helper to calculate total boon bonuses from signed pacts
|
||||
export function getBoonBonuses(signedPacts: number[]): {
|
||||
maxMana: number;
|
||||
manaRegen: number;
|
||||
castingSpeed: number;
|
||||
elementalDamage: number;
|
||||
rawDamage: number;
|
||||
critChance: number;
|
||||
critDamage: number;
|
||||
spellEfficiency: number;
|
||||
manaGain: number;
|
||||
insightGain: number;
|
||||
studySpeed: number;
|
||||
prestigeInsight: number;
|
||||
} {
|
||||
const bonuses = {
|
||||
maxMana: 0,
|
||||
manaRegen: 0,
|
||||
castingSpeed: 0,
|
||||
elementalDamage: 0,
|
||||
rawDamage: 0,
|
||||
critChance: 0,
|
||||
critDamage: 0,
|
||||
spellEfficiency: 0,
|
||||
manaGain: 0,
|
||||
insightGain: 0,
|
||||
studySpeed: 0,
|
||||
prestigeInsight: 0,
|
||||
};
|
||||
|
||||
for (const floor of signedPacts) {
|
||||
const guardian = GUARDIANS[floor];
|
||||
if (!guardian) continue;
|
||||
|
||||
for (const boon of guardian.boons) {
|
||||
switch (boon.type) {
|
||||
case 'maxMana':
|
||||
bonuses.maxMana += boon.value;
|
||||
break;
|
||||
case 'manaRegen':
|
||||
bonuses.manaRegen += boon.value;
|
||||
break;
|
||||
case 'castingSpeed':
|
||||
bonuses.castingSpeed += boon.value;
|
||||
break;
|
||||
case 'elementalDamage':
|
||||
bonuses.elementalDamage += boon.value;
|
||||
break;
|
||||
case 'rawDamage':
|
||||
bonuses.rawDamage += boon.value;
|
||||
break;
|
||||
case 'critChance':
|
||||
bonuses.critChance += boon.value;
|
||||
break;
|
||||
case 'critDamage':
|
||||
bonuses.critDamage += boon.value;
|
||||
break;
|
||||
case 'spellEfficiency':
|
||||
bonuses.spellEfficiency += boon.value;
|
||||
break;
|
||||
case 'manaGain':
|
||||
bonuses.manaGain += boon.value;
|
||||
break;
|
||||
case 'insightGain':
|
||||
bonuses.insightGain += boon.value;
|
||||
break;
|
||||
case 'studySpeed':
|
||||
bonuses.studySpeed += boon.value;
|
||||
break;
|
||||
case 'prestigeInsight':
|
||||
bonuses.prestigeInsight += boon.value;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return bonuses;
|
||||
}
|
||||
|
||||
// ─── Damage Calculation ───────────────────────────────────────────────────────
|
||||
|
||||
export function calcDamage(
|
||||
state: Pick<GameState, 'skills' | 'signedPacts'>,
|
||||
spellId: string,
|
||||
floorElem?: string
|
||||
): number {
|
||||
const sp = SPELLS_DEF[spellId];
|
||||
if (!sp) return 5;
|
||||
const skills = state.skills;
|
||||
const baseDmg = sp.dmg + (skills.combatTrain || 0) * 5;
|
||||
const pct = 1 + (skills.arcaneFury || 0) * 0.1;
|
||||
|
||||
// Elemental mastery bonus
|
||||
const elemMasteryBonus = 1 + (skills.elementalMastery || 0) * 0.15;
|
||||
|
||||
// Guardian bane bonus - check if current floor has a guardian with matching element
|
||||
const isGuardianFloor = floorElem && Object.values(GUARDIANS).some(g => g.element === floorElem);
|
||||
const guardianBonus = isGuardianFloor
|
||||
? 1 + (skills.guardianBane || 0) * 0.2
|
||||
: 1;
|
||||
|
||||
// Get boon bonuses from pacts
|
||||
const boons = getBoonBonuses(state.signedPacts);
|
||||
|
||||
// Apply raw damage and elemental damage bonuses
|
||||
const rawDamageMult = 1 + boons.rawDamage / 100;
|
||||
const elemDamageMult = 1 + boons.elementalDamage / 100;
|
||||
|
||||
// Apply crit chance and damage from boons
|
||||
const critChance = (skills.precision || 0) * 0.05 + boons.critChance / 100;
|
||||
const critDamageMult = 1.5 + boons.critDamage / 100;
|
||||
|
||||
let damage = baseDmg * pct * elemMasteryBonus * guardianBonus * rawDamageMult * elemDamageMult;
|
||||
|
||||
// Apply elemental bonus if floor element provided
|
||||
if (floorElem) {
|
||||
damage *= getElementalBonus(sp.elem, floorElem);
|
||||
}
|
||||
|
||||
// Apply crit
|
||||
if (Math.random() < critChance) {
|
||||
damage *= critDamageMult;
|
||||
}
|
||||
|
||||
return damage;
|
||||
}
|
||||
|
||||
// ─── Insight Calculation ──────────────────────────────────────────────────────
|
||||
|
||||
export function calcInsight(state: Pick<GameState, 'maxFloorReached' | 'totalManaGathered' | 'signedPacts' | 'prestigeUpgrades' | 'skills'>): number {
|
||||
const pu = state.prestigeUpgrades;
|
||||
const skillBonus = 1 + (state.skills.insightHarvest || 0) * 0.1;
|
||||
|
||||
// Get boon bonuses for insight gain
|
||||
const boons = getBoonBonuses(state.signedPacts);
|
||||
const boonInsightMult = 1 + boons.insightGain / 100;
|
||||
|
||||
const mult = (1 + (pu.insightAmp || 0) * 0.25) * skillBonus * boonInsightMult;
|
||||
|
||||
// Add prestigeInsight bonus per loop
|
||||
const prestigeInsightBonus = boons.prestigeInsight;
|
||||
|
||||
return Math.floor(
|
||||
(state.maxFloorReached * 15 + state.totalManaGathered / 500 + state.signedPacts.length * 150 + prestigeInsightBonus) * mult
|
||||
);
|
||||
}
|
||||
|
||||
// ─── Meditation Bonus ─────────────────────────────────────────────────────────
|
||||
|
||||
// Meditation bonus now affects regen rate directly
|
||||
export function getMeditationBonus(meditateTicks: number, skills: Record<string, number>, meditationEfficiency: number = 1): number {
|
||||
const hasMeditation = skills.meditation === 1;
|
||||
const hasDeepTrance = skills.deepTrance === 1;
|
||||
const hasVoidMeditation = skills.voidMeditation === 1;
|
||||
|
||||
const hours = meditateTicks * HOURS_PER_TICK;
|
||||
|
||||
// Base meditation: ramps up over 4 hours to 1.5x
|
||||
let bonus = 1 + Math.min(hours / 4, 0.5);
|
||||
|
||||
// With Meditation Focus: up to 2.5x after 4 hours
|
||||
if (hasMeditation && hours >= 4) {
|
||||
bonus = 2.5;
|
||||
}
|
||||
|
||||
// With Deep Trance: up to 3.0x after 6 hours
|
||||
if (hasDeepTrance && hours >= 6) {
|
||||
bonus = 3.0;
|
||||
}
|
||||
|
||||
// With Void Meditation: up to 5.0x after 8 hours
|
||||
if (hasVoidMeditation && hours >= 8) {
|
||||
bonus = 5.0;
|
||||
}
|
||||
|
||||
// Apply meditation efficiency from upgrades (Deep Wellspring, etc.)
|
||||
bonus *= meditationEfficiency;
|
||||
|
||||
return bonus;
|
||||
}
|
||||
|
||||
// ─── Incursion Strength ───────────────────────────────────────────────────────
|
||||
|
||||
export function getIncursionStrength(day: number, hour: number): number {
|
||||
if (day < INCURSION_START_DAY) return 0;
|
||||
const totalHours = (day - INCURSION_START_DAY) * 24 + hour;
|
||||
const maxHours = (MAX_DAY - INCURSION_START_DAY) * 24;
|
||||
return Math.min(0.95, (totalHours / maxHours) * 0.95);
|
||||
}
|
||||
|
||||
// ─── Spell Cost Helpers ───────────────────────────────────────────────────────
|
||||
|
||||
// Check if player can afford spell cost
|
||||
export function canAffordSpellCost(
|
||||
cost: SpellCost,
|
||||
rawMana: number,
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>
|
||||
): boolean {
|
||||
if (cost.type === 'raw') {
|
||||
return rawMana >= cost.amount;
|
||||
} else {
|
||||
const elem = elements[cost.element || ''];
|
||||
return elem && elem.unlocked && elem.current >= cost.amount;
|
||||
}
|
||||
}
|
||||
|
||||
// Deduct spell cost from appropriate mana pool
|
||||
export function deductSpellCost(
|
||||
cost: SpellCost,
|
||||
rawMana: number,
|
||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>
|
||||
): { rawMana: number; elements: Record<string, { current: number; max: number; unlocked: boolean }> } {
|
||||
const newElements = { ...elements };
|
||||
|
||||
if (cost.type === 'raw') {
|
||||
return { rawMana: rawMana - cost.amount, elements: newElements };
|
||||
} else if (cost.element && newElements[cost.element]) {
|
||||
newElements[cost.element] = {
|
||||
...newElements[cost.element],
|
||||
current: newElements[cost.element].current - cost.amount
|
||||
};
|
||||
return { rawMana, elements: newElements };
|
||||
}
|
||||
|
||||
return { rawMana, elements: newElements };
|
||||
}
|
||||
6
src/lib/utils.ts
Executable file
6
src/lib/utils.ts
Executable file
@@ -0,0 +1,6 @@
|
||||
import { clsx, type ClassValue } from "clsx"
|
||||
import { twMerge } from "tailwind-merge"
|
||||
|
||||
export function cn(...inputs: ClassValue[]) {
|
||||
return twMerge(clsx(inputs))
|
||||
}
|
||||
Reference in New Issue
Block a user