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@@ -48,4 +48,4 @@ prompt
|
|||||||
|
|
||||||
server.log
|
server.log
|
||||||
# Skills directory
|
# Skills directory
|
||||||
/.zscripts/
|
.desloppify/
|
||||||
|
|||||||
@@ -0,0 +1,16 @@
|
|||||||
|
#!/bin/sh
|
||||||
|
|
||||||
|
changed_files="$(git diff-tree -r --name-only --no-commit-id ORIG_HEAD HEAD)"
|
||||||
|
|
||||||
|
if echo "$changed_files" | grep --quiet -E "package.json|package-lock.json"; then
|
||||||
|
echo "📦 Dependencies changed. Syncing..."
|
||||||
|
|
||||||
|
# --no-progress stops the terminal spam
|
||||||
|
# --loglevel error ensures we only see the bad stuff
|
||||||
|
if npm install --no-progress --loglevel error; then
|
||||||
|
echo "✅ Node modules are up to date."
|
||||||
|
else
|
||||||
|
echo "❌ npm install failed! Please check your connection or package.json."
|
||||||
|
exit 1
|
||||||
|
fi
|
||||||
|
fi
|
||||||
@@ -0,0 +1,27 @@
|
|||||||
|
#!/bin/sh
|
||||||
|
|
||||||
|
echo "🔍 Running pre-commit checks..."
|
||||||
|
|
||||||
|
# Get staged files (added, copied, modified)
|
||||||
|
STAGED_FILES=$(git diff --cached --name-only --diff-filter=ACM)
|
||||||
|
|
||||||
|
if [ -n "$STAGED_FILES" ]; then
|
||||||
|
echo "📏 Checking file sizes..."
|
||||||
|
node .husky/scripts/check-file-size.js $STAGED_FILES
|
||||||
|
if [ $? -ne 0 ]; then
|
||||||
|
exit 1
|
||||||
|
fi
|
||||||
|
fi
|
||||||
|
|
||||||
|
# Generate project structure
|
||||||
|
echo "🗺️ Updating project structure..."
|
||||||
|
node .husky/scripts/generate-project-tree.js
|
||||||
|
node .husky/scripts/generate-dependency-graph.js
|
||||||
|
if [ $? -ne 0 ]; then
|
||||||
|
exit 1
|
||||||
|
fi
|
||||||
|
|
||||||
|
# Auto-add the generated project structure to the commit
|
||||||
|
git add docs/project-structure.txt
|
||||||
|
|
||||||
|
echo "✅ All pre-commit checks passed!"
|
||||||
@@ -0,0 +1,63 @@
|
|||||||
|
/* eslint-disable @typescript-eslint/no-require-imports */
|
||||||
|
const fs = require('fs');
|
||||||
|
const path = require('path');
|
||||||
|
const MAX_LINES = 400;
|
||||||
|
|
||||||
|
// List of file patterns to ignore (optional, can be customized)
|
||||||
|
const IGNORE_PATTERNS = [
|
||||||
|
/\.lock$/, // Lock files
|
||||||
|
/\.min\.js$/, // Minified files
|
||||||
|
/\.map$/, // Source maps
|
||||||
|
/package-lock\.json$/,
|
||||||
|
/bun\.lock$/,
|
||||||
|
/tsconfig\.tsbuildinfo$/,
|
||||||
|
/\.md$/, // Markdown documentation files
|
||||||
|
/context\.md$/, // Context files for sub-agents
|
||||||
|
/project-structure\.txt$/, // Generated project structure
|
||||||
|
/dependency-graph\.json$/,
|
||||||
|
];
|
||||||
|
|
||||||
|
function shouldIgnore(filePath) {
|
||||||
|
return IGNORE_PATTERNS.some(pattern => pattern.test(filePath));
|
||||||
|
}
|
||||||
|
|
||||||
|
const files = process.argv.slice(2);
|
||||||
|
if (files.length === 0) {
|
||||||
|
console.log('ℹ️ No files to check');
|
||||||
|
process.exit(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
let hasError = false;
|
||||||
|
|
||||||
|
files.forEach(file => {
|
||||||
|
// Skip ignored patterns
|
||||||
|
if (shouldIgnore(file)) {
|
||||||
|
console.log(`⏭️ Skipping ${file} (ignored pattern)`);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check if file exists (it might have been deleted)
|
||||||
|
if (!fs.existsSync(file)) {
|
||||||
|
console.log(`⏭️ Skipping ${file} (file does not exist)`);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
try {
|
||||||
|
const content = fs.readFileSync(file, 'utf8');
|
||||||
|
const lines = content.split('\n').length;
|
||||||
|
|
||||||
|
if (lines > MAX_LINES) {
|
||||||
|
console.error(`❌ ${file} is too large (${lines} lines, max ${MAX_LINES}). AI agents will struggle. Please refactor!`);
|
||||||
|
hasError = true;
|
||||||
|
} else {
|
||||||
|
console.log(`✅ ${file} (${lines} lines) - OK`);
|
||||||
|
}
|
||||||
|
} catch (err) {
|
||||||
|
console.error(`⚠️ Error reading ${file}: ${err.message}`);
|
||||||
|
// Don't fail on read errors, just warn
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
if (hasError) {
|
||||||
|
process.exit(1);
|
||||||
|
}
|
||||||
@@ -0,0 +1,119 @@
|
|||||||
|
#!/usr/bin/env node
|
||||||
|
/**
|
||||||
|
* generate-dependency-graph.js
|
||||||
|
*
|
||||||
|
* Generates two files in docs/ on every commit:
|
||||||
|
*
|
||||||
|
* docs/dependency-graph.json — full import graph for src/lib/game/
|
||||||
|
* docs/circular-deps.txt — list of circular dependency chains (empty = clean)
|
||||||
|
*
|
||||||
|
* Run manually: node .husky/scripts/generate-dependency-graph.js
|
||||||
|
* Requires: bun add -d madge
|
||||||
|
*/
|
||||||
|
|
||||||
|
const path = require('path');
|
||||||
|
const fs = require('fs');
|
||||||
|
const { execSync } = require('child_process');
|
||||||
|
|
||||||
|
const ROOT = path.resolve(__dirname, '../../');
|
||||||
|
const DOCS_DIR = path.join(ROOT, 'docs');
|
||||||
|
const GRAPH_OUT = path.join(DOCS_DIR, 'dependency-graph.json');
|
||||||
|
const CIRCULAR_OUT = path.join(DOCS_DIR, 'circular-deps.txt');
|
||||||
|
|
||||||
|
// Check madge is available
|
||||||
|
function madgeAvailable() {
|
||||||
|
try {
|
||||||
|
execSync('bunx madge --version', { stdio: 'ignore', cwd: ROOT });
|
||||||
|
return true;
|
||||||
|
} catch {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function run(cmd) {
|
||||||
|
return execSync(cmd, { cwd: ROOT, encoding: 'utf8' });
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!madgeAvailable()) {
|
||||||
|
console.error('madge not found. Install with: bun add -d madge');
|
||||||
|
process.exit(1);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!fs.existsSync(DOCS_DIR)) {
|
||||||
|
fs.mkdirSync(DOCS_DIR, { recursive: true });
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── 1. Full dependency graph for the game library ─────────────────────────
|
||||||
|
try {
|
||||||
|
const graphJson = run(
|
||||||
|
'bunx madge --json --extensions ts,tsx --exclude "\\.test\\.|__tests__" src/lib/game'
|
||||||
|
);
|
||||||
|
// Parse and re-serialize with readable formatting
|
||||||
|
const graph = JSON.parse(graphJson);
|
||||||
|
|
||||||
|
// Annotate with metadata for AI agents
|
||||||
|
const output = {
|
||||||
|
_meta: {
|
||||||
|
generated: new Date().toISOString(),
|
||||||
|
description:
|
||||||
|
'Import dependency graph for src/lib/game. Keys are files, values are arrays of files they import.',
|
||||||
|
usage:
|
||||||
|
'To find what a file affects, search for its path in the VALUES. To find what a file depends on, look at its KEY entry.',
|
||||||
|
},
|
||||||
|
graph,
|
||||||
|
};
|
||||||
|
|
||||||
|
fs.writeFileSync(GRAPH_OUT, JSON.stringify(output, null, 2));
|
||||||
|
const nodeCount = Object.keys(graph).length;
|
||||||
|
console.log(`✅ Dependency graph: ${nodeCount} modules → docs/dependency-graph.json`);
|
||||||
|
} catch (err) {
|
||||||
|
console.error('Failed to generate dependency graph:', err.message);
|
||||||
|
process.exit(1);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── 2. Circular dependency report ─────────────────────────────────────────
|
||||||
|
try {
|
||||||
|
let circularOutput = '';
|
||||||
|
try {
|
||||||
|
// madge exits with code 1 when circulars are found; capture stdout anyway
|
||||||
|
circularOutput = run(
|
||||||
|
'bunx madge --circular --extensions ts,tsx --exclude "\\.test\\.|__tests__" src/lib/game'
|
||||||
|
);
|
||||||
|
} catch (e) {
|
||||||
|
// exitCode 1 = circulars found; stdout contains the list
|
||||||
|
circularOutput = e.stdout || '';
|
||||||
|
}
|
||||||
|
|
||||||
|
const lines = circularOutput.trim().split('\n').filter(Boolean);
|
||||||
|
// madge circular output starts with "Found N circular dependencies!"
|
||||||
|
const circularLines = lines.filter(
|
||||||
|
(l) => !l.startsWith('Found') && !l.startsWith('✔') && l.trim()
|
||||||
|
);
|
||||||
|
|
||||||
|
let content;
|
||||||
|
if (circularLines.length === 0) {
|
||||||
|
content = `# Circular Dependencies\nGenerated: ${new Date().toISOString()}\n\nNo circular dependencies found. ✅\n`;
|
||||||
|
console.log('✅ No circular dependencies found');
|
||||||
|
} else {
|
||||||
|
content = [
|
||||||
|
`# Circular Dependencies`,
|
||||||
|
`Generated: ${new Date().toISOString()}`,
|
||||||
|
`Found: ${circularLines.length} circular chain(s) — these MUST be fixed before modifying involved files.`,
|
||||||
|
'',
|
||||||
|
...circularLines.map((l, i) => `${i + 1}. ${l.trim()}`),
|
||||||
|
'',
|
||||||
|
'## How to fix',
|
||||||
|
'1. Identify which import in the chain can be extracted to a shared types/utils file.',
|
||||||
|
'2. Move the shared type or function there.',
|
||||||
|
'3. Both files import from the new shared module instead of each other.',
|
||||||
|
'4. Run: bunx madge --circular src/lib/game (should return clean)',
|
||||||
|
].join('\n');
|
||||||
|
console.warn(`⚠️ Found ${circularLines.length} circular dependency chain(s) — see docs/circular-deps.txt`);
|
||||||
|
}
|
||||||
|
|
||||||
|
fs.writeFileSync(CIRCULAR_OUT, content);
|
||||||
|
} catch (err) {
|
||||||
|
console.error('Failed to check circular dependencies:', err.message);
|
||||||
|
// Non-fatal: write a note to the file and continue
|
||||||
|
fs.writeFileSync(CIRCULAR_OUT, `# Circular Dependencies\nError running check: ${err.message}\n`);
|
||||||
|
}
|
||||||
@@ -0,0 +1,117 @@
|
|||||||
|
/* eslint-disable @typescript-eslint/no-require-imports */
|
||||||
|
const fs = require('fs');
|
||||||
|
const path = require('path');
|
||||||
|
const { execSync } = require('node:child_process');
|
||||||
|
|
||||||
|
// Directory to start from (project root)
|
||||||
|
const ROOT_DIR = process.cwd();
|
||||||
|
// Output file path
|
||||||
|
const OUTPUT_FILE = path.join(ROOT_DIR, 'docs', 'project-structure.txt');
|
||||||
|
|
||||||
|
// Function to check if a path is ignored by git
|
||||||
|
function isGitIgnored(filePath) {
|
||||||
|
try {
|
||||||
|
// git check-ignore -q returns 0 if ignored, 1 if not
|
||||||
|
execSync(`git check-ignore -q "${filePath}"`, {
|
||||||
|
cwd: ROOT_DIR,
|
||||||
|
stdio: 'ignore'
|
||||||
|
});
|
||||||
|
return true; // Ignored
|
||||||
|
} catch (e) {
|
||||||
|
return false; // Not ignored
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Function to generate tree structure
|
||||||
|
function generateTree(dir, prefix = '', isRoot = true) {
|
||||||
|
let structure = '';
|
||||||
|
|
||||||
|
// Add root directory name if it's the root
|
||||||
|
if (isRoot) {
|
||||||
|
structure += `${path.basename(dir)}/\n`;
|
||||||
|
}
|
||||||
|
|
||||||
|
let items;
|
||||||
|
try {
|
||||||
|
items = fs.readdirSync(dir);
|
||||||
|
} catch (e) {
|
||||||
|
console.error(`Error reading directory ${dir}: ${e.message}`);
|
||||||
|
return structure;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Sort items: directories first, then files
|
||||||
|
const dirs = [];
|
||||||
|
const files = [];
|
||||||
|
|
||||||
|
items.forEach(item => {
|
||||||
|
const itemPath = path.join(dir, item);
|
||||||
|
|
||||||
|
// Explicitly skip .git directory and husky internal directory
|
||||||
|
if (item === '.git' && dir === ROOT_DIR) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (item === '_' && path.basename(dir) === '.husky') {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Skip if ignored by git
|
||||||
|
if (isGitIgnored(itemPath)) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
try {
|
||||||
|
const stat = fs.statSync(itemPath);
|
||||||
|
if (stat.isDirectory()) {
|
||||||
|
dirs.push(item);
|
||||||
|
} else {
|
||||||
|
files.push(item);
|
||||||
|
}
|
||||||
|
} catch (e) {
|
||||||
|
// Skip items we can't stat
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
// Sort directories and files alphabetically
|
||||||
|
dirs.sort();
|
||||||
|
files.sort();
|
||||||
|
|
||||||
|
const allItems = [...dirs, ...files];
|
||||||
|
|
||||||
|
allItems.forEach((item, index) => {
|
||||||
|
const isLast = index === allItems.length - 1;
|
||||||
|
const connector = isLast ? '└── ' : '├── ';
|
||||||
|
const itemPath = path.join(dir, item);
|
||||||
|
|
||||||
|
structure += `${prefix}${connector}${item}${dirs.includes(item) ? '/' : ''}\n`;
|
||||||
|
|
||||||
|
// Recurse into directories
|
||||||
|
if (dirs.includes(item)) {
|
||||||
|
const newPrefix = prefix + (isLast ? ' ' : '│ ');
|
||||||
|
structure += generateTree(itemPath, newPrefix, false);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
return structure;
|
||||||
|
}
|
||||||
|
|
||||||
|
try {
|
||||||
|
console.log('🗺️ Generating project structure...');
|
||||||
|
|
||||||
|
// Ensure docs directory exists
|
||||||
|
const docsDir = path.join(ROOT_DIR, 'docs');
|
||||||
|
if (!fs.existsSync(docsDir)) {
|
||||||
|
fs.mkdirSync(docsDir, { recursive: true });
|
||||||
|
console.log('📁 Created docs directory');
|
||||||
|
}
|
||||||
|
|
||||||
|
// Generate tree
|
||||||
|
const tree = generateTree(ROOT_DIR, '', true);
|
||||||
|
|
||||||
|
// Write to file
|
||||||
|
fs.writeFileSync(OUTPUT_FILE, tree);
|
||||||
|
console.log(`✅ Project structure updated: ${OUTPUT_FILE}`);
|
||||||
|
|
||||||
|
} catch (err) {
|
||||||
|
console.error(`❌ Error generating project structure: ${err.message}`);
|
||||||
|
process.exit(1);
|
||||||
|
}
|
||||||
@@ -1,431 +1,96 @@
|
|||||||
# Mana Loop - Project Architecture Guide
|
# Mana Loop — Agent Guide
|
||||||
|
|
||||||
This document provides a comprehensive overview of the project architecture for AI agents working on this codebase.
|
Browser incremental/idle game. Next.js 16 + Zustand, no backend.
|
||||||
|
|
||||||
---
|
## 🔑 Git
|
||||||
|
|
||||||
## 🔑 Git Credentials (SAVE THESE)
|
|
||||||
|
|
||||||
**Repository:** `git@gitea.tailf367e3.ts.net:Anexim/Mana-Loop.git`
|
|
||||||
|
|
||||||
**HTTPS URL with credentials:**
|
|
||||||
```
|
```
|
||||||
https://zhipu:5LlnutmdsC2WirDwWgnZuRH7@gitea.tailf367e3.ts.net/Anexim/Mana-Loop.git
|
https://n8n-gitea:tkF9HFgxL2k4cmT@gitea.tailf367e3.ts.net/Anexim/Mana-Loop.git
|
||||||
```
|
```
|
||||||
|
|
||||||
**Credentials:**
|
|
||||||
- **User:** zhipu
|
|
||||||
- **Email:** zhipu@local.local
|
|
||||||
- **Password:** 5LlnutmdsC2WirDwWgnZuRH7
|
|
||||||
|
|
||||||
**To configure git:**
|
|
||||||
```bash
|
```bash
|
||||||
git config --global user.name "zhipu"
|
git config --global user.name "n8n-gitea"
|
||||||
git config --global user.email "zhipu@local.local"
|
git config --global user.email "n8n-gitea@anexim.local"
|
||||||
```
|
```
|
||||||
|
|
||||||
---
|
## Workflow
|
||||||
|
|
||||||
## ⚠️ MANDATORY GIT WORKFLOW - MUST BE FOLLOWED
|
```bash
|
||||||
|
cd /home/user/repos/Mana-Loop && git pull origin master
|
||||||
**Before starting ANY work, you MUST:**
|
# ... work ...
|
||||||
|
git add -A && git commit -m "type: desc" && git push origin master
|
||||||
1. **Pull the latest changes:**
|
|
||||||
```bash
|
|
||||||
cd /home/z/my-project && git pull origin master
|
|
||||||
```
|
|
||||||
|
|
||||||
2. **Do your task** - Make all necessary code changes
|
|
||||||
|
|
||||||
3. **Before finishing, commit and push:**
|
|
||||||
```bash
|
|
||||||
cd /home/z/my-project
|
|
||||||
git add -A
|
|
||||||
git commit -m "descriptive message about changes"
|
|
||||||
git push origin master
|
|
||||||
```
|
|
||||||
|
|
||||||
**This workflow is ENFORCED and NON-NEGOTIABLE.** Every agent session must:
|
|
||||||
- Start with `git pull`
|
|
||||||
- End with `git add`, `git commit`, `git push`
|
|
||||||
|
|
||||||
**Git Remote:** `git@gitea.tailf367e3.ts.net:Anexim/Mana-Loop.git`
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Project Overview
|
|
||||||
|
|
||||||
**Mana Loop** is an incremental/idle game built with:
|
|
||||||
- **Framework**: Next.js 16 with App Router
|
|
||||||
- **Language**: TypeScript 5
|
|
||||||
- **Styling**: Tailwind CSS 4 with shadcn/ui components
|
|
||||||
- **State Management**: Zustand with persist middleware
|
|
||||||
- **Database**: Prisma ORM with SQLite (for persistence features)
|
|
||||||
|
|
||||||
## Core Game Loop
|
|
||||||
|
|
||||||
1. **Mana Gathering**: Click or auto-generate mana over time
|
|
||||||
2. **Studying**: Spend mana to learn skills and spells
|
|
||||||
3. **Combat**: Climb the Spire, defeat guardians, sign pacts
|
|
||||||
4. **Crafting**: Enchant equipment with spell effects
|
|
||||||
5. **Prestige**: Reset progress for permanent bonuses (Insight)
|
|
||||||
|
|
||||||
## Directory Structure
|
|
||||||
|
|
||||||
```
|
|
||||||
src/
|
|
||||||
├── app/
|
|
||||||
│ ├── page.tsx # Main game UI (~1700 lines, single page application)
|
|
||||||
│ ├── layout.tsx # Root layout with providers
|
|
||||||
│ └── api/ # API routes (minimal use)
|
|
||||||
├── components/
|
|
||||||
│ ├── ui/ # shadcn/ui components (auto-generated)
|
|
||||||
│ └── game/
|
|
||||||
│ ├── index.ts # Barrel exports
|
|
||||||
│ ├── ActionButtons.tsx # Main action buttons (Meditate, Climb, Study, etc.)
|
|
||||||
│ ├── CalendarDisplay.tsx # Day calendar with incursion indicators
|
|
||||||
│ ├── CraftingProgress.tsx # Design/preparation/application progress bars
|
|
||||||
│ ├── StudyProgress.tsx # Current study progress with cancel button
|
|
||||||
│ ├── ManaDisplay.tsx # Mana/gathering section with progress bar
|
|
||||||
│ ├── TimeDisplay.tsx # Day/hour display with pause toggle
|
|
||||||
│ └── tabs/ # Tab-specific components
|
|
||||||
│ ├── index.ts # Tab component exports
|
|
||||||
│ ├── CraftingTab.tsx # Enchantment crafting UI
|
|
||||||
│ ├── LabTab.tsx # Skill upgrade and lab features
|
|
||||||
│ ├── SpellsTab.tsx # Spell management and equipment spells
|
|
||||||
│ └── SpireTab.tsx # Combat and spire climbing
|
|
||||||
└── lib/
|
|
||||||
├── game/
|
|
||||||
│ ├── store.ts # Zustand store (~1650 lines, main state + tick logic)
|
|
||||||
│ ├── computed-stats.ts # Computed stats functions (extracted utilities)
|
|
||||||
│ ├── navigation-slice.ts # Floor navigation actions (setClimbDirection, changeFloor)
|
|
||||||
│ ├── study-slice.ts # Study system actions (startStudying*, cancelStudy)
|
|
||||||
│ ├── crafting-slice.ts # Equipment/enchantment logic
|
|
||||||
│ ├── familiar-slice.ts # Familiar system actions
|
|
||||||
│ ├── effects.ts # Unified effect computation
|
|
||||||
│ ├── upgrade-effects.ts # Skill upgrade effect definitions
|
|
||||||
│ ├── constants.ts # Game definitions (spells, skills, etc.)
|
|
||||||
│ ├── skill-evolution.ts # Skill tier progression paths
|
|
||||||
│ ├── types.ts # TypeScript interfaces
|
|
||||||
│ ├── formatting.ts # Display formatters
|
|
||||||
│ ├── utils.ts # Utility functions
|
|
||||||
│ └── data/
|
|
||||||
│ ├── equipment.ts # Equipment type definitions
|
|
||||||
│ └── enchantment-effects.ts # Enchantment effect catalog
|
|
||||||
└── utils.ts # General utilities (cn function)
|
|
||||||
```
|
```
|
||||||
|
|
||||||
## Key Systems
|
## Session Start
|
||||||
|
|
||||||
### 1. State Management (`store.ts`)
|
1. `docs/project-structure.txt`
|
||||||
|
2. `docs/dependency-graph.json`
|
||||||
|
3. `get_repo_summary` → resume in-progress or pick top todo
|
||||||
|
4. `update_issue_status` → `ai:in-progress`
|
||||||
|
5. Work, log with `add_comment`, then `update_issue_status` → `ai:done`
|
||||||
|
|
||||||
The game uses a Zustand store organized with **slice pattern** for better maintainability:
|
## Labels
|
||||||
|
|
||||||
#### Store Slices
|
`ai:todo` | `ai:in-progress` | `ai:review` | `ai:blocked` | `ai:done`
|
||||||
- **Main Store** (`store.ts`): Core state, tick logic, and main actions
|
|
||||||
- **Navigation Slice** (`navigation-slice.ts`): Floor navigation (setClimbDirection, changeFloor)
|
|
||||||
- **Study Slice** (`study-slice.ts`): Study system (startStudyingSkill, startStudyingSpell, cancelStudy)
|
|
||||||
- **Crafting Slice** (`crafting-slice.ts`): Equipment/enchantment (createEquipmentInstance, startDesigningEnchantment)
|
|
||||||
- **Familiar Slice** (`familiar-slice.ts`): Familiar system (addFamiliar, removeFamiliar)
|
|
||||||
|
|
||||||
#### Computed Stats (`computed-stats.ts`)
|
## Terminal Tool
|
||||||
Extracted utility functions for stat calculations:
|
|
||||||
- `computeMaxMana()`, `computeRegen()`, `computeEffectiveRegen()`
|
|
||||||
- `calcDamage()`, `calcInsight()`, `getElementalBonus()`
|
|
||||||
- `getFloorMaxHP()`, `getFloorElement()`, `getMeditationBonus()`
|
|
||||||
- `canAffordSpellCost()`, `deductSpellCost()`
|
|
||||||
|
|
||||||
```typescript
|
Always pair `run_command` → `get_process_status` in same turn. Use `wait: 120` for long tasks.
|
||||||
interface GameState {
|
|
||||||
// Time
|
|
||||||
day: number;
|
|
||||||
hour: number;
|
|
||||||
paused: boolean;
|
|
||||||
|
|
||||||
// Mana
|
## Sub-Agents
|
||||||
rawMana: number;
|
|
||||||
elements: Record<string, ElementState>;
|
|
||||||
|
|
||||||
// Combat
|
Use for 3+ sequential independent calls. Zero context from parent — paste everything needed.
|
||||||
currentFloor: number;
|
|
||||||
floorHP: number;
|
|
||||||
activeSpell: string;
|
|
||||||
castProgress: number;
|
|
||||||
|
|
||||||
// Progression
|
## Architecture
|
||||||
skills: Record<string, number>;
|
|
||||||
spells: Record<string, SpellState>;
|
|
||||||
skillUpgrades: Record<string, string[]>;
|
|
||||||
skillTiers: Record<string, number>;
|
|
||||||
|
|
||||||
// Equipment
|
- **Stack:** Next.js 16, TS 5, Tailwind 4 + shadcn/ui, Zustand+persist, Vitest/Playwright, Bun
|
||||||
equipmentInstances: Record<string, EquipmentInstance>;
|
- **Active stores:** `src/lib/game/stores/{game,mana,combat,prestige,discipline,ui}Store.ts`
|
||||||
equippedInstances: Record<string, string | null>;
|
- **Legacy (migrating):** `src/lib/game/store/` and `store-modules/`
|
||||||
enchantmentDesigns: EnchantmentDesign[];
|
- **Crafting:** 3-step flow — Design → Prepare → Apply via `crafting-actions/`
|
||||||
|
- **Disciplines:** `data/disciplines/` + `stores/discipline-slice.ts` + `utils/discipline-math.ts`
|
||||||
|
- **Effects:** All stat mods through `getUnifiedEffects()` — discipline bonuses enter via `computeDisciplineEffects()`
|
||||||
|
|
||||||
// Prestige
|
### Adding Effects
|
||||||
insight: number;
|
1. `data/enchantment-effects.ts`
|
||||||
prestigeUpgrades: Record<string, number>;
|
2. `effects.ts` → `computeEquipmentEffects()`
|
||||||
signedPacts: number[];
|
3. Access via `getUnifiedEffects(state)`
|
||||||
}
|
|
||||||
|
### Adding Disciplines
|
||||||
|
1. Choose the correct data file under `data/disciplines/`:
|
||||||
|
- `base.ts` — available to all attunements
|
||||||
|
- `enchanter.ts` — requires Enchanter attunement
|
||||||
|
- `invoker.ts` — requires Invoker attunement
|
||||||
|
- `fabricator.ts` — requires Fabricator attunement
|
||||||
|
2. Define a `DisciplineDefinition` (see `types/disciplines.ts`):
|
||||||
|
- `statBonus.stat` must match a key consumed by `computeDisciplineEffects()`
|
||||||
|
- Set `difficultyFactor` and `scalingFactor` to control growth rate
|
||||||
|
- Add perks (`once`, `capped`, or `infinite`)
|
||||||
|
3. Re-export from `data/disciplines/index.ts` so it appears in `ALL_DISCIPLINES`
|
||||||
|
4. Add any new `statBonus.stat` keys to `discipline-effects.ts` → `computeDisciplineEffects()`
|
||||||
|
|
||||||
|
### Discipline Math (quick reference)
|
||||||
```
|
```
|
||||||
|
StatBonus = baseValue × (XP / scalingFactor)^0.65
|
||||||
### 2. Effect System (`effects.ts`)
|
ManaDrainPerTick = drainBase × (1 + (XP / difficultyFactor)^0.4)
|
||||||
|
|
||||||
**CRITICAL**: All stat modifications flow through the unified effect system.
|
|
||||||
|
|
||||||
```typescript
|
|
||||||
// Effects come from two sources:
|
|
||||||
// 1. Skill Upgrades (milestone bonuses)
|
|
||||||
// 2. Equipment Enchantments (crafted bonuses)
|
|
||||||
|
|
||||||
getUnifiedEffects(state) => UnifiedEffects {
|
|
||||||
maxManaBonus, maxManaMultiplier,
|
|
||||||
regenBonus, regenMultiplier,
|
|
||||||
clickManaBonus, clickManaMultiplier,
|
|
||||||
baseDamageBonus, baseDamageMultiplier,
|
|
||||||
attackSpeedMultiplier,
|
|
||||||
critChanceBonus, critDamageMultiplier,
|
|
||||||
studySpeedMultiplier,
|
|
||||||
specials: Set<string>, // Special effect IDs
|
|
||||||
}
|
|
||||||
```
|
```
|
||||||
|
- XP accrues every tick the discipline is active and mana drain is met
|
||||||
|
- `concurrentLimit` starts at 1 and expands by 1 per 500 total XP (max +3)
|
||||||
|
|
||||||
**When adding new stats**:
|
### Adding Spells
|
||||||
1. Add to `ComputedEffects` interface in `upgrade-effects.ts`
|
1. `constants/spells.ts`
|
||||||
2. Add mapping in `computeEquipmentEffects()` in `effects.ts`
|
2. `data/enchantment-effects.ts`
|
||||||
3. Apply in the relevant game logic (tick, damage calc, etc.)
|
3. `EFFECT_RESEARCH_MAPPING`
|
||||||
|
|
||||||
### 3. Combat System
|
## Banned
|
||||||
|
|
||||||
Combat uses a **cast speed** system:
|
Lifesteal/healing, scroll crafting, ascension skills, LabTab, pause, mana types: `life`, `blood`, `wood`, `mental`, `force`
|
||||||
- Each spell has `castSpeed` (casts per hour)
|
|
||||||
- Cast progress accumulates: `progress += castSpeed * attackSpeedMultiplier * HOURS_PER_TICK`
|
|
||||||
- When `progress >= 1`, spell is cast (cost deducted, damage dealt)
|
|
||||||
- DPS = `damagePerCast * castsPerSecond`
|
|
||||||
|
|
||||||
Damage calculation order:
|
## File Limit
|
||||||
1. Base spell damage
|
|
||||||
2. Skill bonuses (combatTrain, arcaneFury, etc.)
|
|
||||||
3. Upgrade effects (multipliers, bonuses)
|
|
||||||
4. Special effects (Overpower, Berserker, etc.)
|
|
||||||
5. Elemental modifiers (same element +25%, super effective +50%)
|
|
||||||
|
|
||||||
### 4. Crafting/Enchantment System
|
400 lines max (pre-commit hook enforces).
|
||||||
|
|
||||||
Three-stage process:
|
## Mana Types
|
||||||
1. **Design**: Select effects, takes time based on complexity
|
|
||||||
2. **Prepare**: Pay mana to prepare equipment, takes time
|
|
||||||
3. **Apply**: Apply design to equipment, costs mana per hour
|
|
||||||
|
|
||||||
Equipment has **capacity** that limits total enchantment power.
|
**Base (7):** Fire 🔥 Water 💧 Air 🌬️ Earth ⛰️ Light ☀️ Dark 🌑 Death 💀
|
||||||
|
**Utility (1):** Transference 🔗
|
||||||
### 5. Skill Evolution System
|
**Compound (3):** Fire+Earth=Metal, Earth+Water=Sand, Fire+Air=Lightning
|
||||||
|
**Exotic (3):** Sand+Sand+Light=Crystal, Fire+Fire+Light=Stellar, Dark+Dark+Death=Void
|
||||||
Skills have 5 tiers of evolution:
|
|
||||||
- At level 5: Choose 2 of 4 milestone upgrades
|
|
||||||
- At level 10: Choose 2 more upgrades, then tier up
|
|
||||||
- Each tier multiplies the skill's base effect by 10x
|
|
||||||
|
|
||||||
## Important Patterns
|
|
||||||
|
|
||||||
### Adding a New Effect
|
|
||||||
|
|
||||||
1. **Define in `enchantment-effects.ts`**:
|
|
||||||
```typescript
|
|
||||||
my_new_effect: {
|
|
||||||
id: 'my_new_effect',
|
|
||||||
name: 'Effect Name',
|
|
||||||
description: '+10% something',
|
|
||||||
category: 'combat',
|
|
||||||
baseCapacityCost: 30,
|
|
||||||
maxStacks: 3,
|
|
||||||
allowedEquipmentCategories: ['caster', 'hands'],
|
|
||||||
effect: { type: 'multiplier', stat: 'attackSpeed', value: 1.10 }
|
|
||||||
}
|
|
||||||
```
|
|
||||||
|
|
||||||
2. **Add stat mapping in `effects.ts`** (if new stat):
|
|
||||||
```typescript
|
|
||||||
// In computeEquipmentEffects()
|
|
||||||
if (effect.stat === 'myNewStat') {
|
|
||||||
bonuses.myNewStat = (bonuses.myNewStat || 0) + effect.value;
|
|
||||||
}
|
|
||||||
```
|
|
||||||
|
|
||||||
3. **Apply in game logic**:
|
|
||||||
```typescript
|
|
||||||
const effects = getUnifiedEffects(state);
|
|
||||||
damage *= effects.myNewStatMultiplier;
|
|
||||||
```
|
|
||||||
|
|
||||||
### Adding a New Skill
|
|
||||||
|
|
||||||
1. **Define in `constants.ts` SKILLS_DEF**
|
|
||||||
2. **Add evolution path in `skill-evolution.ts`**
|
|
||||||
3. **Add prerequisite checks in `store.ts`**
|
|
||||||
4. **Update UI in `page.tsx`**
|
|
||||||
|
|
||||||
### Adding a New Spell
|
|
||||||
|
|
||||||
1. **Define in `constants.ts` SPELLS_DEF**
|
|
||||||
2. **Add spell enchantment in `enchantment-effects.ts`**
|
|
||||||
3. **Add research skill in `constants.ts`**
|
|
||||||
4. **Map research to effect in `EFFECT_RESEARCH_MAPPING`**
|
|
||||||
|
|
||||||
## Common Pitfalls
|
|
||||||
|
|
||||||
1. **Forgetting to call `getUnifiedEffects()`**: Always use unified effects for stat calculations
|
|
||||||
2. **Direct stat modification**: Never modify stats directly; use effect system
|
|
||||||
3. **Missing tier multiplier**: Use `getTierMultiplier(skillId)` for tiered skills
|
|
||||||
4. **Ignoring special effects**: Check `hasSpecial(effects, SPECIAL_EFFECTS.X)` for special abilities
|
|
||||||
|
|
||||||
## Testing Guidelines
|
|
||||||
|
|
||||||
- Run `bun run lint` after changes
|
|
||||||
- Check dev server logs at `/home/z/my-project/dev.log`
|
|
||||||
- Test with fresh game state (clear localStorage)
|
|
||||||
|
|
||||||
## Slice Pattern for Store Organization
|
|
||||||
|
|
||||||
The store uses a **slice pattern** to organize related actions into separate files. This improves maintainability and makes the codebase more modular.
|
|
||||||
|
|
||||||
### Creating a New Slice
|
|
||||||
|
|
||||||
1. **Create the slice file** (e.g., `my-feature-slice.ts`):
|
|
||||||
```typescript
|
|
||||||
// Define the actions interface
|
|
||||||
export interface MyFeatureActions {
|
|
||||||
doSomething: (param: string) => void;
|
|
||||||
undoSomething: () => void;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Create the slice factory
|
|
||||||
export function createMyFeatureSlice(
|
|
||||||
set: StoreApi<GameStore>['setState'],
|
|
||||||
get: StoreApi<GameStore>['getState']
|
|
||||||
): MyFeatureActions {
|
|
||||||
return {
|
|
||||||
doSomething: (param: string) => {
|
|
||||||
set((state) => {
|
|
||||||
// Update state
|
|
||||||
});
|
|
||||||
},
|
|
||||||
undoSomething: () => {
|
|
||||||
set((state) => {
|
|
||||||
// Update state
|
|
||||||
});
|
|
||||||
},
|
|
||||||
};
|
|
||||||
}
|
|
||||||
```
|
|
||||||
|
|
||||||
2. **Add to main store** (`store.ts`):
|
|
||||||
```typescript
|
|
||||||
import { createMyFeatureSlice, MyFeatureActions } from './my-feature-slice';
|
|
||||||
|
|
||||||
// Extend GameStore interface
|
|
||||||
interface GameStore extends GameState, MyFeatureActions, /* other slices */ {}
|
|
||||||
|
|
||||||
// Spread into store creation
|
|
||||||
const useGameStore = create<GameStore>()(
|
|
||||||
persist(
|
|
||||||
(set, get) => ({
|
|
||||||
...createMyFeatureSlice(set, get),
|
|
||||||
// other slices and state
|
|
||||||
}),
|
|
||||||
// persist config
|
|
||||||
)
|
|
||||||
);
|
|
||||||
```
|
|
||||||
|
|
||||||
### Existing Slices
|
|
||||||
|
|
||||||
| Slice | File | Purpose |
|
|
||||||
|-------|------|---------|
|
|
||||||
| Navigation | `navigation-slice.ts` | Floor navigation (setClimbDirection, changeFloor) |
|
|
||||||
| Study | `study-slice.ts` | Study system (startStudyingSkill, startStudyingSpell, cancelStudy) |
|
|
||||||
| Crafting | `crafting-slice.ts` | Equipment/enchantment (createEquipmentInstance, startDesigningEnchantment) |
|
|
||||||
| Familiar | `familiar-slice.ts` | Familiar system (addFamiliar, removeFamiliar) |
|
|
||||||
|
|
||||||
## File Size Guidelines
|
|
||||||
|
|
||||||
### Current File Sizes (After Refactoring)
|
|
||||||
| File | Lines | Notes |
|
|
||||||
|------|-------|-------|
|
|
||||||
| `store.ts` | ~1650 | Core state + tick logic (reduced from 2138, 23% reduction) |
|
|
||||||
| `page.tsx` | ~1695 | Main UI (reduced from 2554, 34% reduction) |
|
|
||||||
| `computed-stats.ts` | ~200 | Extracted utility functions |
|
|
||||||
| `navigation-slice.ts` | ~50 | Navigation actions |
|
|
||||||
| `study-slice.ts` | ~100 | Study system actions |
|
|
||||||
|
|
||||||
### Guidelines
|
|
||||||
- Keep `page.tsx` under 2000 lines by extracting to components (ActionButtons, ManaDisplay, etc.)
|
|
||||||
- Keep `store.ts` under 1800 lines by extracting to slices (navigation, study, crafting, familiar)
|
|
||||||
- Extract computed stats and utility functions to `computed-stats.ts` when >50 lines
|
|
||||||
- Use barrel exports (`index.ts`) for clean imports
|
|
||||||
- Follow the slice pattern for store organization (see below)
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 🚫 BANNED CONTENT - NEVER ADD THESE
|
|
||||||
|
|
||||||
### Lifesteal and Healing are BANNED
|
|
||||||
**DO NOT add lifesteal or healing mechanics to player abilities.**
|
|
||||||
|
|
||||||
This includes:
|
|
||||||
- `lifesteal` spell effects
|
|
||||||
- `heal` or `regeneration` abilities for the player
|
|
||||||
- Any mechanic that restores player HP or mana based on damage dealt
|
|
||||||
- Life-stealing weapons or enchantments
|
|
||||||
|
|
||||||
**Rationale**: The game's core design is that the player cannot take damage - only floors can. Healing/lifesteal mechanics are unnecessary and would create confusing gameplay.
|
|
||||||
|
|
||||||
### Banned Mana Types
|
|
||||||
The following mana types have been **removed** and should **never be re-added**:
|
|
||||||
- `life` - Healing/lifesteal themed (banned)
|
|
||||||
- `blood` - Life + Water compound (banned due to lifesteal theme)
|
|
||||||
- `wood` - Life + Earth compound (banned due to life connection)
|
|
||||||
- `mental` - Mind/psionic themed (removed for design consistency)
|
|
||||||
- `force` - Telekinetic themed (removed for design consistency)
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 🔮 Mana Types Overview
|
|
||||||
|
|
||||||
### Base Mana Types (7)
|
|
||||||
| Element | Symbol | Color | Theme |
|
|
||||||
|---------|--------|-------|-------|
|
|
||||||
| Fire | 🔥 | #FF6B35 | Destruction, burn damage |
|
|
||||||
| Water | 💧 | #4ECDC4 | Flow, freeze effects |
|
|
||||||
| Air | 🌬️ | #00D4FF | Speed, wind damage |
|
|
||||||
| Earth | ⛰️ | #F4A261 | Stability, armor pierce |
|
|
||||||
| Light | ☀️ | #FFD700 | Radiance, holy damage |
|
|
||||||
| Dark | 🌑 | #9B59B6 | Shadows, void damage |
|
|
||||||
| Death | 💀 | #778CA3 | Decay, rot damage |
|
|
||||||
|
|
||||||
### Utility Mana Types (1)
|
|
||||||
| Element | Symbol | Color | Theme |
|
|
||||||
|---------|--------|-------|-------|
|
|
||||||
| Transference | 🔗 | #1ABC9C | Mana transfer, Enchanter attunement |
|
|
||||||
|
|
||||||
### Compound Mana Types (3)
|
|
||||||
| Element | Recipe | Theme |
|
|
||||||
|---------|--------|-------|
|
|
||||||
| Metal | Fire + Earth | Armor piercing, forged weapons |
|
|
||||||
| Sand | Earth + Water | AOE damage, desert winds |
|
|
||||||
| Lightning | Fire + Air | Fast damage, armor pierce, chain effects |
|
|
||||||
|
|
||||||
### Exotic Mana Types (3)
|
|
||||||
| Element | Recipe | Theme |
|
|
||||||
|---------|--------|-------|
|
|
||||||
| Crystal | Sand + Sand + Light | Prismatic, high damage |
|
|
||||||
| Stellar | Fire + Fire + Light | Cosmic, ultimate fire/light |
|
|
||||||
| Void | Dark + Dark + Death | Oblivion, ultimate dark/death |
|
|
||||||
|
|
||||||
### Mana Type Hierarchy
|
|
||||||
```
|
|
||||||
Base Elements (7) → Compound (3) → Exotic (3)
|
|
||||||
↓
|
|
||||||
Utility (1) ← Special attunement-based
|
|
||||||
```
|
|
||||||
@@ -1,66 +1,20 @@
|
|||||||
# Mana Loop - Next.js Game Docker Image
|
FROM node:20-alpine AS base
|
||||||
|
|
||||||
FROM node:20-alpine AS builder
|
|
||||||
WORKDIR /app
|
WORKDIR /app
|
||||||
|
|
||||||
# Install dependencies
|
|
||||||
RUN apk add --no-cache libc6-compat openssl
|
RUN apk add --no-cache libc6-compat openssl
|
||||||
|
|
||||||
# Install bun
|
|
||||||
RUN npm install -g bun
|
RUN npm install -g bun
|
||||||
|
|
||||||
# Copy package files first for better caching
|
|
||||||
COPY package.json bun.lockb* ./
|
|
||||||
COPY prisma ./prisma/
|
|
||||||
|
|
||||||
# Install dependencies
|
# Install dependencies
|
||||||
|
COPY package.json bun.lock* bun.lockb* ./
|
||||||
RUN bun install --frozen-lockfile
|
RUN bun install --frozen-lockfile
|
||||||
|
# Copy source
|
||||||
# Copy the rest of the application
|
|
||||||
COPY . .
|
COPY . .
|
||||||
|
|
||||||
# Set environment variables for build
|
|
||||||
ENV NEXT_TELEMETRY_DISABLED=1
|
|
||||||
ENV NODE_ENV=production
|
|
||||||
ENV DATABASE_URL="file:./dev.db"
|
|
||||||
|
|
||||||
# Generate Prisma client
|
# Generate Prisma client
|
||||||
RUN bunx prisma generate --schema=./prisma/schema.prisma
|
|
||||||
|
|
||||||
# Build the application
|
# Build the application
|
||||||
RUN bun run build
|
|
||||||
|
|
||||||
# Production image
|
|
||||||
FROM node:20-alpine AS runner
|
|
||||||
WORKDIR /app
|
|
||||||
|
|
||||||
# Install openssl for Prisma
|
|
||||||
RUN apk add --no-cache openssl
|
|
||||||
|
|
||||||
ENV NODE_ENV=production
|
ENV NODE_ENV=production
|
||||||
ENV NEXT_TELEMETRY_DISABLED=1
|
ENV NEXT_TELEMETRY_DISABLED=1
|
||||||
ENV DATABASE_URL="file:./data/dev.db"
|
RUN bun run build
|
||||||
|
|
||||||
# Create data directory for SQLite
|
|
||||||
RUN mkdir -p /app/data
|
|
||||||
|
|
||||||
# Copy necessary files from builder
|
|
||||||
COPY --from=builder /app/public ./public
|
|
||||||
COPY --from=builder /app/.next/standalone ./
|
|
||||||
COPY --from=builder /app/.next/static ./.next/static
|
|
||||||
COPY --from=builder /app/prisma ./prisma
|
|
||||||
COPY --from=builder /app/node_modules/.prisma ./node_modules/.prisma
|
|
||||||
COPY --from=builder /app/node_modules/@prisma ./node_modules/@prisma
|
|
||||||
|
|
||||||
# Expose port
|
|
||||||
EXPOSE 3000
|
EXPOSE 3000
|
||||||
|
|
||||||
ENV PORT=3000
|
ENV PORT=3000
|
||||||
ENV HOSTNAME="0.0.0.0"
|
ENV HOSTNAME=0.0.0.0
|
||||||
|
HEALTHCHECK --interval=30s --timeout=10s --start-period=60s --retries=3 \
|
||||||
# Health check
|
|
||||||
HEALTHCHECK --interval=30s --timeout=10s --start-period=5s --retries=3 \
|
|
||||||
CMD wget --no-verbose --tries=1 --spider http://localhost:3000 || exit 1
|
CMD wget --no-verbose --tries=1 --spider http://localhost:3000 || exit 1
|
||||||
|
CMD ["bun", "run", "start"]
|
||||||
# Start the server (running as root)
|
|
||||||
CMD ["node", "server.js"]
|
|
||||||
@@ -1,141 +1,126 @@
|
|||||||
# Mana Loop
|
# Mana Loop
|
||||||
|
|
||||||
An incremental/idle game about climbing a magical spire, mastering skills, and uncovering the secrets of an ancient tower.
|
<p align="center">
|
||||||
|
<img src="public/logo.svg" alt="Mana Loop Logo" width="200" />
|
||||||
|
<br />
|
||||||
|
<em>An incremental/idle game about climbing a magical spire, mastering skills, and uncovering ancient secrets.</em>
|
||||||
|
</p>
|
||||||
|
|
||||||
|
<p align="center">
|
||||||
|
<a href="https://gitea.tailf367e3.ts.net/Anexim/Mana-Loop">Repository</a> ·
|
||||||
|
<a href="#getting-started">Getting Started</a> ·
|
||||||
|
<a href="#game-systems">Game Systems</a> ·
|
||||||
|
<a href="#contributing">Contributing</a> ·
|
||||||
|
<a href="#deployment">Deployment</a>
|
||||||
|
</p>
|
||||||
|
|
||||||
|
<p align="center">
|
||||||
|
<img src="https://img.shields.io/badge/version-0.2.0-blue" alt="Version" />
|
||||||
|
<img src="https://img.shields.io/badge/license-MIT-green" alt="License" />
|
||||||
|
<img src="https://img.shields.io/badge/Next.js-16.1.1-black" alt="Next.js" />
|
||||||
|
<img src="https://img.shields.io/badge/TypeScript-5-blue" alt="TypeScript" />
|
||||||
|
<img src="https://img.shields.io/badge/React-19-61DAFB" alt="React" />
|
||||||
|
</p>
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Table of Contents
|
||||||
|
|
||||||
|
- [Overview](#overview)
|
||||||
|
- [Features](#features)
|
||||||
|
- [Tech Stack](#tech-stack)
|
||||||
|
- [Getting Started](#getting-started)
|
||||||
|
- [Project Structure](#project-structure)
|
||||||
|
- [Game Systems](#game-systems)
|
||||||
|
- [Deployment](#deployment)
|
||||||
|
- [Contributing](#contributing)
|
||||||
|
- [Banned Content](#banned-content)
|
||||||
|
- [License](#license)
|
||||||
|
- [Acknowledgments](#acknowledgments)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
## Overview
|
## Overview
|
||||||
|
|
||||||
**Mana Loop** is a browser-based incremental game where players gather mana, study skills and spells, climb the floors of a mysterious spire, and craft enchanted equipment. The game features a prestige system (Insight) that provides permanent progression bonuses across playthroughs.
|
**Mana Loop** is a browser-based incremental/idle game where players gather mana, master skills, climb a mysterious 100-floor spire, craft enchanted equipment, and summon magical golems. The game features a unique time-loop prestige system (Insight) that provides permanent progression bonuses across playthroughs.
|
||||||
|
|
||||||
### The Game Loop
|
### Core Game Loop
|
||||||
|
|
||||||
1. **Gather Mana** - Click to collect mana or let it regenerate automatically
|
1. **Gather Mana** - Click to collect mana or let it regenerate automatically (14 total mana types)
|
||||||
2. **Study Skills & Spells** - Spend mana to learn new abilities and unlock upgrades
|
2. **Study Skills & Spells** - 20+ skills with 5-tier evolution system and milestone upgrades
|
||||||
3. **Climb the Spire** - Battle through floors, defeat guardians, and sign pacts for power
|
3. **Climb the Spire** - Battle through 100 procedurally-generated floors, defeat guardians, sign pacts
|
||||||
4. **Craft Equipment** - Enchant your gear with powerful effects
|
4. **Craft & Enchant** - 3-stage equipment enchantment system with capacity limits
|
||||||
5. **Prestige** - Reset for Insight, gaining permanent bonuses
|
5. **Summon Golems** - Magical constructs that fight alongside you (4 base + 6 hybrid types)
|
||||||
|
6. **Prestige (Loop)** - Reset progress for Insight currency, gain permanent bonuses
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## Features
|
## Features
|
||||||
|
|
||||||
### Mana Gathering & Management
|
### 🔮 Mana System
|
||||||
- Click-based mana collection with automatic regeneration
|
- **14 Mana Types**: 7 base elements + 1 utility + 3 compound + 3 exotic
|
||||||
- Elemental mana system with multiple elements
|
- Elemental conversion, regeneration mechanics, and meditation bonuses
|
||||||
- Mana conversion between raw and elemental forms
|
- Mana types: Fire, Water, Air, Earth, Light, Dark, Death (base), Transference (utility), Metal, Sand, Lightning (compound), Crystal, Stellar, Void (exotic)
|
||||||
- Meditation system for boosted regeneration
|
|
||||||
- Compound mana types created from base elements
|
|
||||||
- Exotic mana types for ultimate power
|
|
||||||
|
|
||||||
---
|
### 📜 Skill & Spell System
|
||||||
|
|
||||||
## 🔮 Mana Types
|
|
||||||
|
|
||||||
Mana is the core resource of Mana Loop. There are four categories of mana types:
|
|
||||||
|
|
||||||
### Base Mana Types (7)
|
|
||||||
| Element | Symbol | Color | Theme |
|
|
||||||
|---------|--------|-------|-------|
|
|
||||||
| Fire | 🔥 | #FF6B35 | Destruction, burn damage |
|
|
||||||
| Water | 💧 | #4ECDC4 | Flow, freeze effects |
|
|
||||||
| Air | 🌬️ | #00D4FF | Speed, wind damage |
|
|
||||||
| Earth | ⛰️ | #F4A261 | Stability, armor pierce |
|
|
||||||
| Light | ☀️ | #FFD700 | Radiance, holy damage |
|
|
||||||
| Dark | 🌑 | #9B59B6 | Shadows, void damage |
|
|
||||||
| Death | 💀 | #778CA3 | Decay, rot damage |
|
|
||||||
|
|
||||||
### Utility Mana Types (1)
|
|
||||||
| Element | Symbol | Color | Theme |
|
|
||||||
|---------|--------|-------|-------|
|
|
||||||
| Transference | 🔗 | #1ABC9C | Mana transfer, Enchanter attunement |
|
|
||||||
|
|
||||||
### Compound Mana Types (3)
|
|
||||||
Created by combining two base elements:
|
|
||||||
| Element | Recipe | Theme |
|
|
||||||
|---------|--------|-------|
|
|
||||||
| Metal | Fire + Earth | Armor piercing, forged weapons |
|
|
||||||
| Sand | Earth + Water | AOE damage, desert winds |
|
|
||||||
| Lightning | Fire + Air | Fast damage, armor pierce, chain effects |
|
|
||||||
|
|
||||||
### Exotic Mana Types (3)
|
|
||||||
Created from advanced recipes:
|
|
||||||
| Element | Recipe | Theme |
|
|
||||||
|---------|--------|-------|
|
|
||||||
| Crystal | Sand + Sand + Light | Prismatic, high damage |
|
|
||||||
| Stellar | Fire + Fire + Light | Cosmic, ultimate fire/light |
|
|
||||||
| Void | Dark + Dark + Death | Oblivion, ultimate dark/death |
|
|
||||||
|
|
||||||
### Mana Type Hierarchy
|
|
||||||
```
|
|
||||||
Base Elements (7)
|
|
||||||
↓
|
|
||||||
Compound (3) Utility (1)
|
|
||||||
↓
|
|
||||||
Exotic (3)
|
|
||||||
```
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
### Skill Progression with Tier Evolution
|
|
||||||
- 20+ skills across multiple categories (mana, study, enchanting, golemancy)
|
- 20+ skills across multiple categories (mana, study, enchanting, golemancy)
|
||||||
- 5-tier evolution system for each skill
|
- 5-tier evolution system for each skill
|
||||||
- Milestone upgrades at levels 5 and 10 for each tier
|
- Milestone upgrades at levels 5 and 10 per tier
|
||||||
- Unique special effects unlocked through skill upgrades
|
- Unique special effects unlocked through skill upgrades
|
||||||
|
|
||||||
### Equipment Crafting & Enchanting
|
### ⚔️ Combat & Spire
|
||||||
- 3-stage enchantment process (Design → Prepare → Apply)
|
- Cast-speed based combat system
|
||||||
- Equipment capacity system limiting total enchantment power
|
|
||||||
- Enchantment effects including stat bonuses, multipliers, and spell grants
|
|
||||||
- Disenchanting to recover mana from unwanted enchantments (only in Prepare stage)
|
|
||||||
- Cannot re-enchant already enchanted gear
|
|
||||||
|
|
||||||
### Golemancy System
|
|
||||||
- Summon magical constructs to fight alongside you
|
|
||||||
- Golem slots unlock every 2 Fabricator levels (Level 2=1, Level 10=5)
|
|
||||||
- Base golems: Earth, Steel (metal), Crystal, Sand
|
|
||||||
- Advanced hybrid golems at Enchanter 5 + Fabricator 5: Lava, Galvanic, Obsidian, Prism, Quicksilver, Voidstone
|
|
||||||
- Golems cost mana to summon and maintain
|
|
||||||
- Golemancy skills improve damage, speed, duration, and maintenance costs
|
|
||||||
|
|
||||||
### Combat System
|
|
||||||
- Cast speed-based spell casting
|
|
||||||
- Multi-spell support from equipped weapons
|
- Multi-spell support from equipped weapons
|
||||||
- Golem allies deal automatic damage each tick
|
- 100-floor spire with elemental themes
|
||||||
- Elemental damage bonuses and effectiveness
|
- Floor guardians with unique mechanics and pacts
|
||||||
- Floor guardians with unique boons and pacts
|
- Golem allies that deal automatic damage each tick
|
||||||
|
|
||||||
### Floor Navigation & Guardian Battles
|
### 🛡️ Equipment & Enchanting
|
||||||
- Procedurally generated spire floors
|
- 3-stage enchantment process: Design → Prepare → Apply
|
||||||
- Elemental floor themes affecting combat
|
- Equipment capacity system limiting total enchantment power
|
||||||
- Guardian bosses with unique mechanics
|
- Enchantment effects: stat bonuses, multipliers, spell grants
|
||||||
- Pact system for permanent power boosts
|
- Disenchanting to recover mana (only in Prepare stage)
|
||||||
|
- Weapon/armor slots with 2-handed weapon support
|
||||||
|
|
||||||
### Prestige System (Insight)
|
### 🤖 Golemancy System
|
||||||
- Reset progress for permanent bonuses
|
- Summon magical constructs (Earth, Steel, Crystal, Sand + 6 hybrid types)
|
||||||
|
- Golem slots unlock every 2 Fabricator levels (max 5 slots at Level 10)
|
||||||
|
- Hybrid golems require Enchanter 5 + Fabricator 5
|
||||||
|
- Golem maintenance costs and stat upgrades via skills
|
||||||
|
|
||||||
|
### 🔄 Prestige (Insight)
|
||||||
|
- Reset progress for permanent Insight currency
|
||||||
- Insight upgrades across multiple categories
|
- Insight upgrades across multiple categories
|
||||||
- Signed pacts persist through prestige
|
- Signed pacts and attunements persist through prestige
|
||||||
|
- Three attunement classes: Enchanter (Transference), Invoker (Spells), Fabricator (Golems/Equipment)
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## Tech Stack
|
## Tech Stack
|
||||||
|
|
||||||
| Technology | Purpose |
|
| Technology | Version | Purpose |
|
||||||
|------------|---------|
|
|------------|---------|---------|
|
||||||
| **Next.js 16** | Full-stack framework with App Router |
|
| **Next.js** | ^16.1.1 | Full-stack framework (App Router) |
|
||||||
| **TypeScript 5** | Type-safe development |
|
| **React** | ^19.0.0 | UI library |
|
||||||
| **Tailwind CSS 4** | Utility-first styling |
|
| **TypeScript** | ^5 | Type-safe development |
|
||||||
| **shadcn/ui** | Reusable UI components |
|
| **Tailwind CSS** | ^4 | Utility-first styling |
|
||||||
| **Zustand** | Client state management with persistence |
|
| **shadcn/ui** | Radix-based | Reusable UI components |
|
||||||
| **Prisma ORM** | Database abstraction (SQLite) |
|
| **Zustand** | ^5.0.6 | Client state management (with persist) |
|
||||||
| **Bun** | JavaScript runtime and package manager |
|
| **Prisma ORM** | ^6.11.1 | Database abstraction (SQLite) |
|
||||||
|
| **Bun** | Latest | JavaScript runtime & package manager |
|
||||||
|
| **Vitest** | ^4.1.2 | Unit testing framework |
|
||||||
|
| **ESLint** | ^9 | Code linting |
|
||||||
|
| **@tanstack/react-query** | ^5.82.0 | Data fetching/caching |
|
||||||
|
| **Framer Motion** | ^12.23.2 | Animation library |
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## Getting Started
|
## Getting Started
|
||||||
|
|
||||||
### Prerequisites
|
### Prerequisites
|
||||||
|
- **Bun** runtime (recommended) or Node.js 18+
|
||||||
- **Node.js** 18+ or **Bun** runtime
|
- **SQLite** (for local development, included with Prisma)
|
||||||
- **npm**, **yarn**, or **bun** package manager
|
- Git
|
||||||
|
|
||||||
### Installation
|
### Installation
|
||||||
|
|
||||||
@@ -144,9 +129,10 @@ Exotic (3)
|
|||||||
git clone git@gitea.tailf367e3.ts.net:Anexim/Mana-Loop.git
|
git clone git@gitea.tailf367e3.ts.net:Anexim/Mana-Loop.git
|
||||||
cd Mana-Loop
|
cd Mana-Loop
|
||||||
|
|
||||||
# Install dependencies
|
# Install dependencies (using Bun - recommended)
|
||||||
bun install
|
bun install
|
||||||
# or
|
|
||||||
|
# Or using npm
|
||||||
npm install
|
npm install
|
||||||
|
|
||||||
# Set up the database
|
# Set up the database
|
||||||
@@ -158,7 +144,7 @@ npm run db:push
|
|||||||
### Development
|
### Development
|
||||||
|
|
||||||
```bash
|
```bash
|
||||||
# Start the development server
|
# Start the development server (runs on port 3000)
|
||||||
bun run dev
|
bun run dev
|
||||||
# or
|
# or
|
||||||
npm run dev
|
npm run dev
|
||||||
@@ -166,134 +152,152 @@ npm run dev
|
|||||||
|
|
||||||
The game will be available at `http://localhost:3000`.
|
The game will be available at `http://localhost:3000`.
|
||||||
|
|
||||||
### Other Commands
|
### Available Scripts
|
||||||
|
|
||||||
```bash
|
| Script | Description |
|
||||||
# Run linting
|
|--------|-------------|
|
||||||
bun run lint
|
| `dev` | Start Next.js development server with logging |
|
||||||
|
| `build` | Build for production (outputs to `.next/standalone`) |
|
||||||
# Build for production
|
| `start` | Start production server (requires build first) |
|
||||||
bun run build
|
| `lint` | Run ESLint |
|
||||||
|
| `test` | Run Vitest tests |
|
||||||
# Start production server
|
| `test:coverage` | Run tests with coverage report |
|
||||||
bun run start
|
| `db:push` | Push Prisma schema to database |
|
||||||
```
|
| `db:generate` | Generate Prisma client |
|
||||||
|
| `db:migrate` | Run database migrations |
|
||||||
|
| `db:reset` | Reset database |
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## Project Structure
|
## Project Structure
|
||||||
|
|
||||||
```
|
```
|
||||||
src/
|
Mana-Loop/
|
||||||
├── app/
|
├── src/ # Application source code
|
||||||
│ ├── page.tsx # Main game UI (single-page application)
|
│ ├── app/ # Next.js App Router
|
||||||
│ ├── layout.tsx # Root layout with providers
|
│ │ ├── layout.tsx # Root layout (metadata, fonts, providers)
|
||||||
│ └── api/ # API routes
|
│ │ ├── page.tsx # Main game UI (~583 lines)
|
||||||
├── components/
|
│ │ ├── globals.css # Global styles
|
||||||
│ ├── ui/ # shadcn/ui components
|
│ │ └── api/ # API routes (minimal)
|
||||||
│ └── game/ # Game-specific components
|
│ ├── components/ # React components
|
||||||
│ ├── tabs/ # Tab-based UI components
|
│ │ ├── ui/ # shadcn/ui components (20+ components)
|
||||||
│ │ ├── CraftingTab.tsx
|
│ │ └── game/ # Game-specific components
|
||||||
│ │ ├── GolemancyTab.tsx
|
│ │ ├── tabs/ # Tab components (SpireTab, SkillsTab, etc.)
|
||||||
│ │ ├── LabTab.tsx
|
│ │ ├── ManaDisplay.tsx, ActionButtons.tsx, TimeDisplay.tsx
|
||||||
│ │ ├── SpellsTab.tsx
|
│ │ └── crafting/, debug/, shared/, stats/ subdirectories
|
||||||
│ │ ├── SpireTab.tsx
|
│ ├── hooks/ # Custom React hooks (use-mobile, use-toast)
|
||||||
│ │ └── ...
|
│ ├── lib/ # Utility libraries
|
||||||
│ ├── ManaDisplay.tsx
|
│ │ ├── game/ # Core game logic
|
||||||
│ ├── TimeDisplay.tsx
|
│ │ │ ├── store.ts # Main Zustand store (~2862 lines)
|
||||||
│ ├── ActionButtons.tsx
|
│ │ │ ├── crafting-slice.ts, study-slice.ts, navigation-slice.ts
|
||||||
│ └── ...
|
│ │ │ ├── effects.ts, upgrade-effects.ts
|
||||||
└── lib/
|
│ │ │ ├── skill-evolution.ts (~3400 lines)
|
||||||
├── game/
|
│ │ │ ├── constants/ # Game definitions (elements, spells, skills)
|
||||||
│ ├── store.ts # Zustand store (state + actions)
|
│ │ │ ├── data/ # Game data (equipment, golems, recipes)
|
||||||
│ ├── effects.ts # Unified effect computation
|
│ │ │ └── __tests__/ # Test files for game logic
|
||||||
│ ├── upgrade-effects.ts # Skill upgrade definitions
|
│ │ └── db.ts, utils.ts
|
||||||
│ ├── skill-evolution.ts # Tier progression paths
|
│ └── test/ # Test setup
|
||||||
│ ├── constants.ts # Game data definitions
|
├── prisma/ # Database schema and migrations
|
||||||
│ ├── computed-stats.ts # Stat calculation functions
|
│ └── schema.prisma # SQLite schema
|
||||||
│ ├── crafting-slice.ts # Equipment/enchantment actions
|
├── public/ # Static assets (logo.svg, robots.txt)
|
||||||
│ ├── navigation-slice.ts # Floor navigation actions
|
├── docs/ # Project documentation
|
||||||
│ ├── study-slice.ts # Study system actions
|
│ ├── AGENTS.md # Comprehensive architecture guide
|
||||||
│ ├── types.ts # TypeScript interfaces
|
│ ├── GAME_BRIEFING.md # Game design document
|
||||||
│ ├── formatting.ts # Display formatters
|
│ └── task/ # Task tracking documentation
|
||||||
│ ├── utils.ts # Utility functions
|
├── .next/ # Next.js build output (generated)
|
||||||
│ └── data/
|
├── node_modules/ # Dependencies (generated)
|
||||||
│ ├── equipment.ts # Equipment definitions
|
├── Configuration Files:
|
||||||
│ ├── enchantment-effects.ts # Enchantment catalog
|
│ ├── package.json # Project metadata and scripts
|
||||||
│ ├── golems.ts # Golem definitions
|
│ ├── tsconfig.json # TypeScript configuration
|
||||||
│ ├── crafting-recipes.ts # Crafting recipes
|
│ ├── next.config.ts # Next.js config (standalone output)
|
||||||
│ ├── achievements.ts # Achievement definitions
|
│ ├── vitest.config.ts # Vitest test configuration
|
||||||
│ └── loot-drops.ts # Loot drop tables
|
│ ├── eslint.config.mjs # ESLint configuration
|
||||||
└── utils.ts # General utilities
|
│ ├── Dockerfile # Docker multi-stage build
|
||||||
|
│ ├── docker-compose.yml # Docker Compose setup
|
||||||
|
│ ├── Caddyfile # Reverse proxy configuration
|
||||||
|
│ └── .gitea/workflows/ # Gitea Actions CI/CD pipeline
|
||||||
|
└── README.md # This file
|
||||||
```
|
```
|
||||||
|
|
||||||
For detailed architecture documentation, see [AGENTS.md](./AGENTS.md).
|
For detailed architecture patterns and coding guidelines, see [AGENTS.md](./docs/AGENTS.md).
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## Game Systems Overview
|
## Game Systems
|
||||||
|
|
||||||
### Mana System
|
### Mana System
|
||||||
The core resource of the game. Mana is gathered manually or automatically and used for studying skills, casting spells, and crafting.
|
The core resource of the game with 14 distinct types organized in a hierarchy:
|
||||||
|
- **Base Elements (7)**: Fire, Water, Air, Earth, Light, Dark, Death
|
||||||
|
- **Utility (1)**: Transference (Enchanter attunement)
|
||||||
|
- **Compound (3)**: Metal (Fire+Earth), Sand (Earth+Water), Lightning (Fire+Air)
|
||||||
|
- **Exotic (3)**: Crystal (Sand+Sand+Light), Stellar (Fire+Fire+Light), Void (Dark+Dark+Death)
|
||||||
|
|
||||||
**Key Files:**
|
**Key Files**: `src/lib/game/store.ts`, `src/lib/game/constants/elements.ts`
|
||||||
- `store.ts` - Mana state and actions
|
|
||||||
- `computed-stats.ts` - Mana calculations
|
|
||||||
|
|
||||||
### Skill System
|
### Skill Evolution System
|
||||||
Skills provide passive bonuses and unlock new abilities. Each skill can evolve through 5 tiers with milestone upgrades.
|
Each skill progresses through 5 tiers with upgrades at levels 5 and 10 per tier:
|
||||||
|
- **Tier 1**: Basic functionality
|
||||||
**Key Files:**
|
- **Tier 2-5**: Unlock new mechanics and bonuses
|
||||||
- `constants.ts` - Skill definitions (`SKILLS_DEF`)
|
- **Evolution Paths**: Defined in `src/lib/game/skill-evolution.ts` (~3400 lines)
|
||||||
- `skill-evolution.ts` - Evolution paths and upgrades
|
|
||||||
- `upgrade-effects.ts` - Effect computation
|
|
||||||
|
|
||||||
### Combat System
|
### Combat System
|
||||||
Combat uses a cast-speed system where each spell has a unique cast rate. Damage is calculated with skill bonuses, elemental modifiers, and special effects.
|
- Cast-speed based spell casting with DPS calculations
|
||||||
|
- Elemental damage bonuses and effectiveness
|
||||||
|
- Multi-spell support from equipped weapons
|
||||||
|
- Golem allies deal automatic damage each tick
|
||||||
|
|
||||||
**Key Files:**
|
**Key Files**: `src/lib/game/store.ts` (combat tick logic), `src/lib/game/constants/spells.ts`
|
||||||
- `store.ts` - Combat tick logic
|
|
||||||
- `constants.ts` - Spell definitions (`SPELLS_DEF`)
|
|
||||||
- `effects.ts` - Damage calculations
|
|
||||||
|
|
||||||
### Enchanting System
|
### Enchanting System
|
||||||
A 3-stage enchantment system for equipment. Design effects, prepare equipment, and apply enchantments within capacity limits.
|
3-stage equipment enchantment process:
|
||||||
|
1. **Design**: Choose effects for your equipment type
|
||||||
|
2. **Prepare**: Prepare equipment (ONLY way to disenchant existing enchantments)
|
||||||
|
3. **Apply**: Apply designed enchantments (cannot re-enchant already enchanted gear)
|
||||||
|
|
||||||
**Key Rules:**
|
**Key Files**: `src/lib/game/crafting-slice.ts`, `src/lib/game/data/enchantment-effects.ts`
|
||||||
- Design: Choose effects for your equipment type
|
|
||||||
- Prepare: Prepare equipment for enchanting (ONLY way to disenchant existing enchantments)
|
|
||||||
- Apply: Apply designed enchantments (cannot re-enchant already enchanted gear)
|
|
||||||
|
|
||||||
**Key Files:**
|
|
||||||
- `crafting-slice.ts` - Crafting actions
|
|
||||||
- `data/equipment.ts` - Equipment types
|
|
||||||
- `data/enchantment-effects.ts` - Available effects
|
|
||||||
|
|
||||||
### Golemancy System
|
### Golemancy System
|
||||||
Summon magical constructs to fight alongside you. Requires Fabricator attunement.
|
- **Base Golems**: Earth (Fabricator 2), Steel (Metal), Crystal, Sand
|
||||||
|
- **Hybrid Golems** (Enchanter 5 + Fabricator 5): Lava, Galvanic, Obsidian, Prism, Quicksilver, Voidstone
|
||||||
|
- **Golem Slots**: 1 slot at Fabricator Level 2, +1 every 2 levels (max 5 at Level 10)
|
||||||
|
|
||||||
**Golem Slots:**
|
**Key Files**: `src/lib/game/data/golems.ts`, `src/lib/game/store.ts`
|
||||||
- Fabricator Level 2: 1 slot
|
|
||||||
- Fabricator Level 4: 2 slots
|
|
||||||
- Fabricator Level 6: 3 slots
|
|
||||||
- Fabricator Level 8: 4 slots
|
|
||||||
- Fabricator Level 10: 5 slots
|
|
||||||
|
|
||||||
**Golem Types:**
|
### Prestige (Insight)
|
||||||
- Base: Earth (available at Fabricator 2)
|
Reset progress to gain Insight currency for permanent upgrades:
|
||||||
- Element Unlocks: Steel (metal), Crystal, Sand
|
- Signed pacts persist through prestige
|
||||||
- Hybrids (Enchanter 5 + Fabricator 5): Lava, Galvanic, Obsidian, Prism, Quicksilver, Voidstone
|
- Attunement choices affect gameplay (Enchanter/Invoker/Fabricator)
|
||||||
|
- Insight upgrades provide bonuses across all loops
|
||||||
|
|
||||||
**Key Files:**
|
---
|
||||||
- `data/golems.ts` - Golem definitions and unlock conditions
|
|
||||||
- `store.ts` - Golemancy actions and state
|
|
||||||
|
|
||||||
### Prestige System
|
## Deployment
|
||||||
Reset progress for Insight, which provides permanent bonuses. Signed pacts persist through prestige.
|
|
||||||
|
|
||||||
**Key Files:**
|
### Docker Deployment
|
||||||
- `store.ts` - Prestige logic
|
The project includes Docker configuration for containerized deployment:
|
||||||
- `constants.ts` - Insight upgrades
|
|
||||||
|
```bash
|
||||||
|
# Build and run with Docker Compose
|
||||||
|
docker-compose up -d
|
||||||
|
|
||||||
|
# Or build manually
|
||||||
|
docker build -t mana-loop .
|
||||||
|
docker run -p 3000:3000 mana-loop
|
||||||
|
```
|
||||||
|
|
||||||
|
### CI/CD Pipeline
|
||||||
|
- **Gitea Actions**: `.gitea/workflows/docker-build.yaml` automatically builds and pushes Docker images to `gitea.tailf367e3.ts.net/anexim/mana-loop:latest` on push to `master`/`main` branches
|
||||||
|
- **Multi-platform**: Builds for linux/amd64 architecture
|
||||||
|
- **Image Tags**: Branch name, commit SHA, "latest"
|
||||||
|
|
||||||
|
### Reverse Proxy
|
||||||
|
A `Caddyfile` is included for reverse proxy setup (forwards port 81 to 3000).
|
||||||
|
|
||||||
|
### Production Build
|
||||||
|
```bash
|
||||||
|
bun run build
|
||||||
|
NODE_ENV=production bun .next/standalone/server.js
|
||||||
|
```
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
@@ -302,23 +306,26 @@ Reset progress for Insight, which provides permanent bonuses. Signed pacts persi
|
|||||||
We welcome contributions! Please follow these guidelines:
|
We welcome contributions! Please follow these guidelines:
|
||||||
|
|
||||||
### Development Workflow
|
### Development Workflow
|
||||||
|
1. **Pull latest changes** before starting work: `git pull origin master`
|
||||||
1. **Pull the latest changes** before starting work
|
2. **Create a feature branch** for your changes: `git checkout -b feature/your-feature`
|
||||||
2. **Create a feature branch** for your changes
|
3. **Follow existing patterns** in the codebase (see AGENTS.md)
|
||||||
3. **Follow existing patterns** in the codebase
|
4. **Run linting** before committing: `bun run lint`
|
||||||
4. **Run linting** before committing (`bun run lint`)
|
5. **Test your changes** thoroughly: `bun run test`
|
||||||
5. **Test your changes** thoroughly
|
6. **Commit and push** to your branch, then create a pull request
|
||||||
|
|
||||||
### Code Style
|
### Code Style
|
||||||
|
|
||||||
- TypeScript throughout with strict typing
|
- TypeScript throughout with strict typing
|
||||||
- Use existing shadcn/ui components over custom implementations
|
- Use existing shadcn/ui components over custom implementations
|
||||||
- Follow the slice pattern for store actions
|
- Follow the slice pattern for Zustand store actions
|
||||||
- Keep components focused and extract to separate files when >50 lines
|
- Keep components focused (extract to separate files when >50 lines)
|
||||||
|
- Use path aliases: `@/*` maps to `./src/*`
|
||||||
|
|
||||||
### Adding New Features
|
### Adding New Features
|
||||||
|
For detailed patterns on adding new effects, skills, spells, or systems, see the comprehensive [AGENTS.md](./docs/AGENTS.md) guide, which includes:
|
||||||
For detailed patterns on adding new effects, skills, spells, or systems, see [AGENTS.md](./AGENTS.md).
|
- Architecture overview
|
||||||
|
- Coding patterns
|
||||||
|
- Git workflow (mandatory pull before work, commit & push after)
|
||||||
|
- Credentials for automation (if applicable)
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
@@ -344,7 +351,7 @@ The following content has been removed from the game and should not be re-added:
|
|||||||
|
|
||||||
## License
|
## License
|
||||||
|
|
||||||
This project is licensed under the MIT License.
|
This project is licensed under the MIT License - see the LICENSE section below for details.
|
||||||
|
|
||||||
```
|
```
|
||||||
MIT License
|
MIT License
|
||||||
@@ -370,8 +377,20 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|||||||
SOFTWARE.
|
SOFTWARE.
|
||||||
```
|
```
|
||||||
|
|
||||||
|
**Note**: A `LICENSE` file is not currently present in the project root. It is recommended to create one with the above MIT License text.
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## Acknowledgments
|
## Acknowledgments
|
||||||
|
|
||||||
Built with love using modern web technologies. Special thanks to the open-source community for the amazing tools that make this project possible.
|
- Built with modern web technologies (Next.js, React, TypeScript, Tailwind CSS)
|
||||||
|
- UI components from [shadcn/ui](https://ui.shadcn.com/)
|
||||||
|
- State management with [Zustand](https://github.com/pmndrs/zustand)
|
||||||
|
- Game icons from [Lucide React](https://lucide.dev/)
|
||||||
|
- Special thanks to the open-source community for the amazing tools that make this project possible.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
<p align="center">
|
||||||
|
<em>Climb the spire. Master the mana. Uncover the loop.</em>
|
||||||
|
</p>
|
||||||
|
|||||||
@@ -0,0 +1,3 @@
|
|||||||
|
[test]
|
||||||
|
dir = "./src/test"
|
||||||
|
preload = ["./src/test/setup.ts"]
|
||||||
@@ -1,238 +0,0 @@
|
|||||||
# Mana-Loop Codebase Audit Report
|
|
||||||
|
|
||||||
**Date:** 2025-01-24
|
|
||||||
**Auditor:** Automated sub-agent analysis
|
|
||||||
|
|
||||||
## Executive Summary
|
|
||||||
|
|
||||||
The Mana-Loop codebase is a Next.js game application with a mixed architecture - partially refactored from a monolithic store (`store.ts`) to a modular store architecture (`stores/`). The codebase has significant technical debt in the form of dead code, unimplemented features, and files that have grown too large.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Phase 1: Files Over 300 Lines
|
|
||||||
|
|
||||||
### Critical (Needs Immediate Refactoring)
|
|
||||||
|
|
||||||
| File | Lines | Purpose | Issue |
|
|
||||||
|------|-------|---------|-------|
|
|
||||||
| `src/lib/game/store.ts` | 2464 | Legacy monolithic game store | Monolith doing virtually all game logic |
|
|
||||||
| `src/lib/game/skill-evolution.ts` | 2312 | Skill talent trees | Single file with all skill trees; could split by category |
|
|
||||||
| `src/lib/game/constants.ts` | 1436 | Game constants & definitions | Mixes constants with content data (spells, skills, etc.) |
|
|
||||||
| `src/lib/game/types.ts` | 516 | TypeScript type definitions | Type definitions should be split by domain |
|
|
||||||
| `src/components/game/tabs/CraftingTab.tsx` | 965 | Crafting UI | Single component handling all crafting phases |
|
|
||||||
| `src/lib/game/crafting-slice.ts` | 847 | Old crafting store | Legacy file; newer version exists at `stores/craftingSlice.ts` |
|
|
||||||
| `src/lib/game/data/enchantment-effects.ts` | 846 | Enchantment effect definitions | Large but focused; acceptable as data file |
|
|
||||||
| `src/components/game/tabs/DebugTab.tsx` | 700 | Debug tools UI | Catch-all debug panel; could split by feature |
|
|
||||||
| `src/lib/game/store/craftingSlice.ts` | 644 | New crafting store | Cleaner but still combines state with business logic |
|
|
||||||
|
|
||||||
### Moderate (Should Refactor)
|
|
||||||
|
|
||||||
| File | Lines | Purpose | Issue |
|
|
||||||
|------|-------|---------|-------|
|
|
||||||
| `src/lib/game/attunements.ts` | 567 | Attunement system (OLD) | **DEAD CODE** - new version at `data/attunements.ts` |
|
|
||||||
| `src/components/game/tabs/GrimoireTab.tsx` | 567 | Pact system UI | Combines memory, pacts, boons |
|
|
||||||
| `src/components/game/StatsTab.tsx` | 551 | Stats display (OLD) | Too many unrelated stat categories |
|
|
||||||
| `src/components/game/tabs/StatsTab.tsx` | 545 | Stats display (NEW) | Same issues as above |
|
|
||||||
| `src/lib/game/stores/gameStore.ts` | 509 | Game coordinator store | Still coordinates too many systems |
|
|
||||||
| `src/lib/game/computed-stats.ts` | 492 | Computed statistics | Mixes utilities with stat calculations |
|
|
||||||
| `src/lib/game/data/golems.ts` | 471 | Golem definitions | Focused, acceptable size |
|
|
||||||
| `src/lib/game/data/equipment.ts` | 468 | Equipment definitions | Data file, acceptable size |
|
|
||||||
| `src/app/page.tsx` | 465 | Main game page | Should be thin shell; currently imports everything |
|
|
||||||
| `src/components/game/LootInventory.tsx` | 460 | Loot inventory UI | Handles multiple inventory types |
|
|
||||||
| `src/components/game/SkillsTab.tsx` | 418 | Skills UI (OLD) | Combines display with upgrade dialog |
|
|
||||||
| `src/components/game/GameContext.tsx` | 405 | Game context provider | Monolithic context combining all stores |
|
|
||||||
| `src/lib/game/upgrade-effects.ts` | 402 | Upgrade effect computation | Focused, acceptable |
|
|
||||||
| `src/components/game/tabs/EquipmentTab.tsx` | 393 | Equipment UI | Acceptable size |
|
|
||||||
| `src/lib/game/utils.ts` | 372 | Game utilities | Grown to include significant game logic |
|
|
||||||
| `src/components/game/tabs/SkillsTab.tsx` | 369 | Skills UI (NEW) | Same as old version |
|
|
||||||
| `src/lib/game/store/skillSlice.ts` | 346 | Skill store slice (OLD) | Legacy; newer version exists |
|
|
||||||
| `src/components/game/tabs/SpireTab.tsx` | 345 | Spire progression UI | Acceptable size |
|
|
||||||
| `src/components/game/tabs/GolemancyTab.tsx` | 338 | Golem management UI | Acceptable size |
|
|
||||||
| `src/lib/game/stores/skillStore.ts` | 332 | Skill store (NEW) | Acceptable size |
|
|
||||||
| `src/lib/game/store/computed.ts` | 322 | Computed values (OLD) | Legacy computed values |
|
|
||||||
| `src/components/game/SpireTab.tsx` | 320 | Spire UI (OLD) | Duplicate of tabs/ version |
|
|
||||||
|
|
||||||
### Test Files Over 300 Lines (Acceptable)
|
|
||||||
|
|
||||||
- `src/lib/game/store.test.ts` - 1042 lines
|
|
||||||
- `src/lib/game/__tests__/skills.test.ts` - 588 lines
|
|
||||||
- `src/lib/game/stores/__tests__/store-methods.test.ts` - 583 lines
|
|
||||||
- `src/lib/game/stores/index.test.ts` - 571 lines
|
|
||||||
- `src/lib/game/skills.test.ts` - 542 lines
|
|
||||||
- `src/lib/game/stores.test.ts` - 494 lines
|
|
||||||
- `src/lib/game/stores/__tests__/stores.test.ts` - 458 lines
|
|
||||||
- `src/lib/game/__tests__/skill-system.test.ts` - 347 lines
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Phase 1: TODO/FIXME and Unimplemented Features
|
|
||||||
|
|
||||||
### TODO/FIXME Comments
|
|
||||||
|
|
||||||
**No TODO or FIXME comments found in the codebase.**
|
|
||||||
|
|
||||||
### Unimplemented Special Effects
|
|
||||||
|
|
||||||
The following special effects are **registered but never applied** in game logic:
|
|
||||||
|
|
||||||
#### 1. `spellEcho10` (Enchantment Effect)
|
|
||||||
- **Location:** `src/lib/game/data/enchantment-effects.ts:530`
|
|
||||||
- **Definition:** 10% chance to cast a spell twice
|
|
||||||
- **Issue:** `hasSpecial(effects, 'spellEcho10')` is never checked in combat logic
|
|
||||||
- **Severity:** Medium - Equipment enchantment doesn't work
|
|
||||||
|
|
||||||
#### 2. `worldThread` and `worldWeb` (Skill Upgrades)
|
|
||||||
- **Location:** `src/lib/game/skill-evolution.ts:1662,1670`
|
|
||||||
- **Definitions:**
|
|
||||||
- `worldThread`: "Enchantments also apply 5% as world effects"
|
|
||||||
- `worldWeb`: "Enchantments also apply 10% as world effects"
|
|
||||||
- **Issue:** These specialIds are never checked with `hasSpecial()`
|
|
||||||
- **Severity:** High - Major feature gap ("world effects" mechanic unimplemented)
|
|
||||||
|
|
||||||
#### 3. Weapon Enchantment Specials
|
|
||||||
All defined but never checked:
|
|
||||||
|
|
||||||
| Special ID | Location | Purpose |
|
|
||||||
|------------|----------|---------|
|
|
||||||
| `fireBlade` | `constants.ts:864`, `enchantment-effects.ts:781` | Burn enemies |
|
|
||||||
| `frostBlade` | `constants.ts:877`, `enchantment-effects.ts:791` | Prevent enemy dodge |
|
|
||||||
| `lightningBlade` | `constants.ts:890`, `enchantment-effects.ts:801` | Pierce 30% armor |
|
|
||||||
| `voidBlade` | `constants.ts:903`, `enchantment-effects.ts:811` | +20% damage |
|
|
||||||
|
|
||||||
- **Severity:** High - Weapon enchantment system broken
|
|
||||||
|
|
||||||
#### 4. `comboMaster` (Special Effect)
|
|
||||||
- **Location:** `src/lib/game/upgrade-effects.ts:97,396`
|
|
||||||
- **Definition:** Every 5th attack deals 3x damage
|
|
||||||
- **Issue:** Hit counter tracking status unclear; combat handler may not check this
|
|
||||||
- **Severity:** Low - Implementation status unclear
|
|
||||||
|
|
||||||
### Effects Applied but Never Read
|
|
||||||
|
|
||||||
#### 1. `weaponManaMax` and `weaponManaRegen`
|
|
||||||
- **Location:** `src/lib/game/data/enchantment-effects.ts:566-616`
|
|
||||||
- **Issue:** Bonuses stored in `equipmentEffects.bonuses` but never read in `computeAllEffects()`
|
|
||||||
- **Severity:** Medium - Weapon mana system incomplete
|
|
||||||
|
|
||||||
#### 2. `insightGainMultiplier` from Equipment
|
|
||||||
- **Location:** `src/lib/game/effects.ts:127-129`
|
|
||||||
- **Issue:** Stored via type assertion but never read in `calcInsight()`
|
|
||||||
- **Severity:** Medium - Insight bonus from equipment doesn't work
|
|
||||||
|
|
||||||
#### 3. `guardianDamageMultiplier` from Equipment
|
|
||||||
- **Location:** `src/lib/game/effects.ts:131-132`
|
|
||||||
- **Issue:** Stored but unclear if ever read
|
|
||||||
- **Severity:** Low - Needs investigation
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Phase 1: Dead Code Analysis
|
|
||||||
|
|
||||||
### Confirmed Dead Code (Safe to Remove)
|
|
||||||
|
|
||||||
| File | Reason | Evidence |
|
|
||||||
|------|--------|----------|
|
|
||||||
| `src/lib/game/attunements.ts` | Old attunement system | No imports; new version at `data/attunements.ts` |
|
|
||||||
| `src/lib/game/navigation-slice.ts` | Old navigation system | No imports anywhere |
|
|
||||||
| `src/lib/db.ts` | Prisma client | No imports; possibly planned backend feature |
|
|
||||||
| `src/components/game/ComboMeter.tsx` | Unused component | No imports; references non-existent `ComboState` type |
|
|
||||||
| `src/components/game/layout/GameFooter.tsx` | Unused component | No imports |
|
|
||||||
| `src/components/game/shared/GameOverScreen.tsx` | Unused component | No imports |
|
|
||||||
| `src/components/game/shared/MemorySlotPicker.tsx` | Unused component | Only used by GameOverScreen |
|
|
||||||
|
|
||||||
### Duplicate Code to Clean
|
|
||||||
|
|
||||||
| Location | Issue | Action |
|
|
||||||
|----------|-------|--------|
|
|
||||||
| `src/components/game/types.ts` | Duplicate formatting functions | Remove; use `src/lib/game/formatting.ts` instead |
|
|
||||||
| `src/lib/game/store.ts` | Functions duplicated in `utils.ts` and `computed-stats.ts` | Consolidate during refactoring |
|
|
||||||
|
|
||||||
### Flagged for Review (String References/Dynamic Imports)
|
|
||||||
|
|
||||||
#### UI Components (Possibly Unused)
|
|
||||||
Many shadcn/ui components in `src/components/ui/` have no direct imports:
|
|
||||||
- `aspect-ratio.tsx`, `avatar.tsx`, `breadcrumb.tsx`, `calendar.tsx`, `carousel.tsx`, `chart.tsx`, `checkbox.tsx`, `collapsible.tsx`, `command.tsx`, `context-menu.tsx`, `drawer.tsx`, `dropdown-menu.tsx`, `form.tsx`, `hover-card.tsx`, `input-otp.tsx`, `label.tsx`, `menubar.tsx`, `navigation-menu.tsx`, `pagination.tsx`, `popover.tsx`, `radio-group.tsx`, `resizable.tsx`, `scroll-area.tsx` (USED), `select.tsx` (USED), `separator.tsx` (USED), `sheet.tsx`, `skeleton.tsx`, `slider.tsx`, `sonner.tsx`, `switch.tsx` (USED), `table.tsx`, `textarea.tsx`, `toggle.tsx`, `toggle-group.tsx`
|
|
||||||
|
|
||||||
**Note:** These might be used dynamically or via string references. Review before removing.
|
|
||||||
|
|
||||||
#### Test File Duplication
|
|
||||||
- `src/lib/game/skills.test.ts` (tests old store)
|
|
||||||
- `src/lib/game/store.test.ts` (tests old store)
|
|
||||||
- `src/lib/game/__tests__/skills.test.ts` (newer)
|
|
||||||
- `src/lib/game/stores/__tests__/store-methods.test.ts` (newer)
|
|
||||||
- `src/lib/game/stores/__tests__/stores.test.ts` (newer)
|
|
||||||
|
|
||||||
**Recommendation:** Old test files may be redundant if new tests provide adequate coverage.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Architecture Notes
|
|
||||||
|
|
||||||
### Store Migration In Progress
|
|
||||||
The codebase shows an active migration from:
|
|
||||||
- **Old:** Monolithic `src/lib/game/store.ts` (2464 lines)
|
|
||||||
- **New:** Modular stores in `src/lib/game/stores/` (gameStore.ts, combatStore.ts, etc.)
|
|
||||||
|
|
||||||
Current status: Mixed usage - some components still import from old store.
|
|
||||||
|
|
||||||
### Data vs Logic Separation
|
|
||||||
Good separation in `src/lib/game/data/` for:
|
|
||||||
- `attunements.ts`
|
|
||||||
- `crafting-recipes.ts`
|
|
||||||
- `enchantment-effects.ts`
|
|
||||||
- `equipment.ts`
|
|
||||||
- `golems.ts`
|
|
||||||
- `loot-drops.ts`
|
|
||||||
- `achievements.ts`
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Recommended Action Plan
|
|
||||||
|
|
||||||
### Phase 2: Safe Deletions (High Priority)
|
|
||||||
1. Delete `src/lib/game/attunements.ts`
|
|
||||||
2. Delete `src/lib/game/navigation-slice.ts`
|
|
||||||
3. Delete `src/lib/db.ts`
|
|
||||||
4. Delete `src/components/game/ComboMeter.tsx`
|
|
||||||
5. Delete `src/components/game/layout/GameFooter.tsx`
|
|
||||||
6. Delete `src/components/game/shared/GameOverScreen.tsx`
|
|
||||||
7. Delete `src/components/game/shared/MemorySlotPicker.tsx`
|
|
||||||
8. Clean duplicate formatting functions from `src/components/game/types.ts`
|
|
||||||
|
|
||||||
### Phase 3: Refactor Large Files (Medium Priority)
|
|
||||||
1. **store.ts (2464 lines):** Complete migration to modular stores
|
|
||||||
2. **skill-evolution.ts (2312 lines):** Split by skill category
|
|
||||||
3. **constants.ts (1436 lines):** Split into domain-specific data files
|
|
||||||
4. **types.ts (516 lines):** Split by domain
|
|
||||||
5. **CraftingTab.tsx (965 lines):** Split by crafting phase
|
|
||||||
6. **page.tsx (465 lines):** Make thin shell
|
|
||||||
7. **GameContext.tsx (405 lines):** Simplify or remove need for monolithic context
|
|
||||||
|
|
||||||
### Phase 4: Implement Missing Effects (High Priority)
|
|
||||||
1. Implement weapon enchantment specials (`fireBlade`, `frostBlade`, `lightningBlade`, `voidBlade`)
|
|
||||||
2. Implement `worldThread`/`worldWeb` ("world effects" mechanic)
|
|
||||||
3. Wire up `spellEcho10` in combat logic
|
|
||||||
4. Apply `weaponManaMax`/`weaponManaRegen` or remove
|
|
||||||
5. Use `insightGainMultiplier` in `calcInsight()`
|
|
||||||
6. Verify `comboMaster` implementation
|
|
||||||
|
|
||||||
### Phase 5: Cleanup (Low Priority)
|
|
||||||
1. Review and remove unused UI components
|
|
||||||
2. Consolidate test files
|
|
||||||
3. Review relationship between `effects.ts` and `upgrade-effects.ts`
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Verification Checklist
|
|
||||||
|
|
||||||
After each phase:
|
|
||||||
- [ ] Game builds without errors
|
|
||||||
- [ ] Game runs correctly in browser
|
|
||||||
- [ ] All tabs functional
|
|
||||||
- [ ] No console errors
|
|
||||||
- [ ] Tests pass (if any)
|
|
||||||
- [ ] Commit and push changes
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
**Next Steps:** Begin Phase 2 - Safe Deletions
|
|
||||||
@@ -0,0 +1,14 @@
|
|||||||
|
# Circular Dependencies
|
||||||
|
Generated: 2026-05-20T19:05:27.642Z
|
||||||
|
Found: 4 circular chain(s) — these MUST be fixed before modifying involved files.
|
||||||
|
|
||||||
|
1. Processed 126 files (1.3s) (3 warnings)
|
||||||
|
2. 1) stores/gameStore.ts > stores/gameActions.ts
|
||||||
|
3. 2) stores/gameStore.ts > stores/gameLoopActions.ts
|
||||||
|
4. 3) stores/gameStore.ts > stores/tick-pipeline.ts
|
||||||
|
|
||||||
|
## How to fix
|
||||||
|
1. Identify which import in the chain can be extracted to a shared types/utils file.
|
||||||
|
2. Move the shared type or function there.
|
||||||
|
3. Both files import from the new shared module instead of each other.
|
||||||
|
4. Run: bunx madge --circular src/lib/game (should return clean)
|
||||||
@@ -0,0 +1,624 @@
|
|||||||
|
{
|
||||||
|
"_meta": {
|
||||||
|
"generated": "2026-05-20T19:05:26.102Z",
|
||||||
|
"description": "Import dependency graph for src/lib/game. Keys are files, values are arrays of files they import.",
|
||||||
|
"usage": "To find what a file affects, search for its path in the VALUES. To find what a file depends on, look at its KEY entry."
|
||||||
|
},
|
||||||
|
"graph": {
|
||||||
|
"constants.ts": [
|
||||||
|
"constants/index.ts"
|
||||||
|
],
|
||||||
|
"constants/core.ts": [],
|
||||||
|
"constants/elements.ts": [
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"constants/guardians.ts": [
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"constants/index.ts": [
|
||||||
|
"constants/core.ts",
|
||||||
|
"constants/elements.ts",
|
||||||
|
"constants/guardians.ts",
|
||||||
|
"constants/prestige.ts",
|
||||||
|
"constants/rooms.ts",
|
||||||
|
"constants/spells.ts",
|
||||||
|
"types/game.ts"
|
||||||
|
],
|
||||||
|
"constants/prestige.ts": [
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"constants/rooms.ts": [
|
||||||
|
"types/game.ts"
|
||||||
|
],
|
||||||
|
"constants/spells-modules/advanced-spells.ts": [
|
||||||
|
"constants/elements.ts",
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"constants/spells-modules/aoe-spells.ts": [
|
||||||
|
"constants/elements.ts",
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"constants/spells-modules/basic-elemental-spells.ts": [
|
||||||
|
"constants/elements.ts",
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"constants/spells-modules/compound-spells.ts": [
|
||||||
|
"constants/elements.ts",
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"constants/spells-modules/enchantment-spells.ts": [
|
||||||
|
"constants/elements.ts",
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"constants/spells-modules/legendary-spells.ts": [
|
||||||
|
"constants/elements.ts",
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"constants/spells-modules/lightning-spells.ts": [
|
||||||
|
"constants/elements.ts",
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"constants/spells-modules/master-spells.ts": [
|
||||||
|
"constants/elements.ts",
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"constants/spells-modules/raw-spells.ts": [
|
||||||
|
"constants/elements.ts",
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"constants/spells-modules/utility-spells.ts": [
|
||||||
|
"constants/elements.ts",
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"constants/spells.ts": [
|
||||||
|
"constants/spells-modules/advanced-spells.ts",
|
||||||
|
"constants/spells-modules/aoe-spells.ts",
|
||||||
|
"constants/spells-modules/basic-elemental-spells.ts",
|
||||||
|
"constants/spells-modules/compound-spells.ts",
|
||||||
|
"constants/spells-modules/enchantment-spells.ts",
|
||||||
|
"constants/spells-modules/legendary-spells.ts",
|
||||||
|
"constants/spells-modules/lightning-spells.ts",
|
||||||
|
"constants/spells-modules/master-spells.ts",
|
||||||
|
"constants/spells-modules/raw-spells.ts",
|
||||||
|
"constants/spells-modules/utility-spells.ts",
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"crafting-actions/application-actions.ts": [
|
||||||
|
"crafting-apply.ts",
|
||||||
|
"stores/craftingStore.types.ts",
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"crafting-actions/computed-getters.ts": [
|
||||||
|
"data/enchantment-effects.ts",
|
||||||
|
"stores/craftingStore.types.ts"
|
||||||
|
],
|
||||||
|
"crafting-actions/crafting-equipment-actions.ts": [
|
||||||
|
"crafting-equipment.ts",
|
||||||
|
"stores/craftingStore.types.ts",
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"crafting-actions/design-actions.ts": [
|
||||||
|
"crafting-design.ts",
|
||||||
|
"crafting-utils.ts",
|
||||||
|
"effects/special-effects.ts",
|
||||||
|
"effects/upgrade-effects.ts",
|
||||||
|
"stores/craftingStore.types.ts",
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"crafting-actions/disenchant-actions.ts": [
|
||||||
|
"stores/craftingStore.types.ts"
|
||||||
|
],
|
||||||
|
"crafting-actions/equipment-actions.ts": [
|
||||||
|
"crafting-utils.ts",
|
||||||
|
"stores/craftingStore.types.ts",
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"crafting-actions/index.ts": [
|
||||||
|
"crafting-actions/application-actions.ts",
|
||||||
|
"crafting-actions/computed-getters.ts",
|
||||||
|
"crafting-actions/crafting-equipment-actions.ts",
|
||||||
|
"crafting-actions/design-actions.ts",
|
||||||
|
"crafting-actions/disenchant-actions.ts",
|
||||||
|
"crafting-actions/equipment-actions.ts",
|
||||||
|
"crafting-actions/preparation-actions.ts"
|
||||||
|
],
|
||||||
|
"crafting-actions/preparation-actions.ts": [
|
||||||
|
"crafting-prep.ts",
|
||||||
|
"stores/craftingStore.types.ts"
|
||||||
|
],
|
||||||
|
"crafting-apply.ts": [
|
||||||
|
"crafting-utils.ts",
|
||||||
|
"data/attunements.ts",
|
||||||
|
"data/enchantment-effects.ts",
|
||||||
|
"effects/special-effects.ts",
|
||||||
|
"effects/upgrade-effects.types.ts",
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"crafting-attunements.ts": [
|
||||||
|
"data/attunements.ts",
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"crafting-design.ts": [
|
||||||
|
"data/attunements.ts",
|
||||||
|
"data/enchantment-effects.ts",
|
||||||
|
"data/equipment/index.ts",
|
||||||
|
"effects/special-effects.ts",
|
||||||
|
"effects/upgrade-effects.types.ts",
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"crafting-equipment.ts": [
|
||||||
|
"crafting-utils.ts",
|
||||||
|
"data/crafting-recipes.ts",
|
||||||
|
"data/equipment/index.ts",
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"crafting-loot.ts": [
|
||||||
|
"data/crafting-recipes.ts",
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"crafting-prep.ts": [
|
||||||
|
"crafting-utils.ts",
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"crafting-utils.ts": [
|
||||||
|
"data/crafting-recipes.ts",
|
||||||
|
"data/equipment/index.ts",
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"data/achievements.ts": [
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"data/attunements.ts": [
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"data/crafting-recipes.ts": [
|
||||||
|
"data/equipment/types.ts"
|
||||||
|
],
|
||||||
|
"data/disciplines/base.ts": [
|
||||||
|
"types/disciplines.ts"
|
||||||
|
],
|
||||||
|
"data/disciplines/enchanter.ts": [
|
||||||
|
"types/disciplines.ts"
|
||||||
|
],
|
||||||
|
"data/disciplines/fabricator.ts": [
|
||||||
|
"types/disciplines.ts"
|
||||||
|
],
|
||||||
|
"data/disciplines/index.ts": [
|
||||||
|
"data/disciplines/base.ts",
|
||||||
|
"data/disciplines/enchanter.ts",
|
||||||
|
"data/disciplines/fabricator.ts",
|
||||||
|
"data/disciplines/invoker.ts",
|
||||||
|
"types/disciplines.ts"
|
||||||
|
],
|
||||||
|
"data/disciplines/invoker.ts": [
|
||||||
|
"types/disciplines.ts"
|
||||||
|
],
|
||||||
|
"data/enchantment-effects.ts": [
|
||||||
|
"data/enchantments/index.ts"
|
||||||
|
],
|
||||||
|
"data/enchantment-types.ts": [
|
||||||
|
"data/equipment/index.ts"
|
||||||
|
],
|
||||||
|
"data/enchantments/combat-effects.ts": [
|
||||||
|
"data/enchantment-types.ts",
|
||||||
|
"data/equipment/index.ts"
|
||||||
|
],
|
||||||
|
"data/enchantments/defense-effects.ts": [
|
||||||
|
"data/enchantment-types.ts",
|
||||||
|
"data/equipment/index.ts"
|
||||||
|
],
|
||||||
|
"data/enchantments/elemental-effects.ts": [
|
||||||
|
"data/enchantment-types.ts",
|
||||||
|
"data/equipment/index.ts"
|
||||||
|
],
|
||||||
|
"data/enchantments/index.ts": [
|
||||||
|
"data/enchantment-types.ts",
|
||||||
|
"data/enchantments/combat-effects.ts",
|
||||||
|
"data/enchantments/defense-effects.ts",
|
||||||
|
"data/enchantments/elemental-effects.ts",
|
||||||
|
"data/enchantments/mana-effects.ts",
|
||||||
|
"data/enchantments/special-effects.ts",
|
||||||
|
"data/enchantments/spell-effects/index.ts",
|
||||||
|
"data/enchantments/utility-effects.ts",
|
||||||
|
"data/equipment/index.ts"
|
||||||
|
],
|
||||||
|
"data/enchantments/mana-effects.ts": [
|
||||||
|
"constants.ts",
|
||||||
|
"data/enchantment-types.ts",
|
||||||
|
"data/equipment/index.ts"
|
||||||
|
],
|
||||||
|
"data/enchantments/special-effects.ts": [
|
||||||
|
"data/enchantment-types.ts",
|
||||||
|
"data/equipment/index.ts"
|
||||||
|
],
|
||||||
|
"data/enchantments/spell-effects/basic-spells.ts": [
|
||||||
|
"data/enchantments/spell-effects/types.ts"
|
||||||
|
],
|
||||||
|
"data/enchantments/spell-effects/index.ts": [
|
||||||
|
"data/enchantment-types.ts",
|
||||||
|
"data/enchantments/spell-effects/basic-spells.ts",
|
||||||
|
"data/enchantments/spell-effects/legendary-spells.ts",
|
||||||
|
"data/enchantments/spell-effects/lightning-spells.ts",
|
||||||
|
"data/enchantments/spell-effects/metal-spells.ts",
|
||||||
|
"data/enchantments/spell-effects/sand-spells.ts",
|
||||||
|
"data/enchantments/spell-effects/tier2-spells.ts",
|
||||||
|
"data/enchantments/spell-effects/tier3-spells.ts",
|
||||||
|
"data/enchantments/spell-effects/types.ts"
|
||||||
|
],
|
||||||
|
"data/enchantments/spell-effects/legendary-spells.ts": [
|
||||||
|
"data/enchantments/spell-effects/types.ts"
|
||||||
|
],
|
||||||
|
"data/enchantments/spell-effects/lightning-spells.ts": [
|
||||||
|
"data/enchantments/spell-effects/types.ts"
|
||||||
|
],
|
||||||
|
"data/enchantments/spell-effects/metal-spells.ts": [
|
||||||
|
"data/enchantments/spell-effects/types.ts"
|
||||||
|
],
|
||||||
|
"data/enchantments/spell-effects/sand-spells.ts": [
|
||||||
|
"data/enchantments/spell-effects/types.ts"
|
||||||
|
],
|
||||||
|
"data/enchantments/spell-effects/tier2-spells.ts": [
|
||||||
|
"data/enchantments/spell-effects/types.ts"
|
||||||
|
],
|
||||||
|
"data/enchantments/spell-effects/tier3-spells.ts": [
|
||||||
|
"data/enchantments/spell-effects/types.ts"
|
||||||
|
],
|
||||||
|
"data/enchantments/spell-effects/types.ts": [
|
||||||
|
"data/enchantment-types.ts",
|
||||||
|
"data/equipment/index.ts"
|
||||||
|
],
|
||||||
|
"data/enchantments/utility-effects.ts": [
|
||||||
|
"data/enchantment-types.ts",
|
||||||
|
"data/equipment/index.ts"
|
||||||
|
],
|
||||||
|
"data/equipment/accessories.ts": [
|
||||||
|
"data/equipment/types.ts"
|
||||||
|
],
|
||||||
|
"data/equipment/body.ts": [
|
||||||
|
"data/equipment/types.ts"
|
||||||
|
],
|
||||||
|
"data/equipment/casters.ts": [
|
||||||
|
"data/equipment/types.ts"
|
||||||
|
],
|
||||||
|
"data/equipment/catalysts.ts": [
|
||||||
|
"data/equipment/types.ts"
|
||||||
|
],
|
||||||
|
"data/equipment/equipment-types-data.ts": [
|
||||||
|
"data/equipment/accessories.ts",
|
||||||
|
"data/equipment/body.ts",
|
||||||
|
"data/equipment/casters.ts",
|
||||||
|
"data/equipment/catalysts.ts",
|
||||||
|
"data/equipment/feet.ts",
|
||||||
|
"data/equipment/hands.ts",
|
||||||
|
"data/equipment/head.ts",
|
||||||
|
"data/equipment/shields.ts",
|
||||||
|
"data/equipment/swords.ts"
|
||||||
|
],
|
||||||
|
"data/equipment/feet.ts": [
|
||||||
|
"data/equipment/types.ts"
|
||||||
|
],
|
||||||
|
"data/equipment/hands.ts": [
|
||||||
|
"data/equipment/types.ts"
|
||||||
|
],
|
||||||
|
"data/equipment/head.ts": [
|
||||||
|
"data/equipment/types.ts"
|
||||||
|
],
|
||||||
|
"data/equipment/index.ts": [
|
||||||
|
"data/equipment/accessories.ts",
|
||||||
|
"data/equipment/body.ts",
|
||||||
|
"data/equipment/casters.ts",
|
||||||
|
"data/equipment/catalysts.ts",
|
||||||
|
"data/equipment/equipment-types-data.ts",
|
||||||
|
"data/equipment/feet.ts",
|
||||||
|
"data/equipment/hands.ts",
|
||||||
|
"data/equipment/head.ts",
|
||||||
|
"data/equipment/shields.ts",
|
||||||
|
"data/equipment/swords.ts",
|
||||||
|
"data/equipment/types.ts",
|
||||||
|
"data/equipment/utils.ts"
|
||||||
|
],
|
||||||
|
"data/equipment/shields.ts": [
|
||||||
|
"data/equipment/types.ts"
|
||||||
|
],
|
||||||
|
"data/equipment/swords.ts": [
|
||||||
|
"data/equipment/types.ts"
|
||||||
|
],
|
||||||
|
"data/equipment/types.ts": [
|
||||||
|
"types/equipmentSlot.ts"
|
||||||
|
],
|
||||||
|
"data/equipment/utils.ts": [
|
||||||
|
"data/equipment/equipment-types-data.ts",
|
||||||
|
"data/equipment/types.ts"
|
||||||
|
],
|
||||||
|
"data/fabricator-recipes.ts": [
|
||||||
|
"data/equipment/types.ts"
|
||||||
|
],
|
||||||
|
"data/golems/base-golems.ts": [
|
||||||
|
"data/golems/types.ts"
|
||||||
|
],
|
||||||
|
"data/golems/elemental-golems.ts": [
|
||||||
|
"data/golems/types.ts"
|
||||||
|
],
|
||||||
|
"data/golems/golems-data.ts": [
|
||||||
|
"data/golems/base-golems.ts",
|
||||||
|
"data/golems/elemental-golems.ts",
|
||||||
|
"data/golems/hybrid-golems.ts"
|
||||||
|
],
|
||||||
|
"data/golems/hybrid-golems.ts": [
|
||||||
|
"data/golems/types.ts"
|
||||||
|
],
|
||||||
|
"data/golems/index.ts": [
|
||||||
|
"data/golems/golems-data.ts",
|
||||||
|
"data/golems/types.ts",
|
||||||
|
"data/golems/utils.ts"
|
||||||
|
],
|
||||||
|
"data/golems/types.ts": [],
|
||||||
|
"data/golems/utils.ts": [
|
||||||
|
"data/golems/golems-data.ts",
|
||||||
|
"data/golems/types.ts"
|
||||||
|
],
|
||||||
|
"data/guardian-encounters.ts": [
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"data/loot-drops.ts": [
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"effects.ts": [
|
||||||
|
"data/enchantment-effects.ts",
|
||||||
|
"effects/discipline-effects.ts",
|
||||||
|
"effects/special-effects.ts",
|
||||||
|
"effects/upgrade-effects.ts",
|
||||||
|
"effects/upgrade-effects.types.ts",
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"effects/discipline-effects.ts": [
|
||||||
|
"data/disciplines/index.ts",
|
||||||
|
"stores/discipline-slice.ts",
|
||||||
|
"types/disciplines.ts",
|
||||||
|
"utils/discipline-math.ts"
|
||||||
|
],
|
||||||
|
"effects/dynamic-compute.ts": [
|
||||||
|
"effects/special-effects.ts",
|
||||||
|
"effects/upgrade-effects.types.ts"
|
||||||
|
],
|
||||||
|
"effects/special-effects.ts": [
|
||||||
|
"effects/upgrade-effects.types.ts"
|
||||||
|
],
|
||||||
|
"effects/upgrade-effects.ts": [
|
||||||
|
"effects/upgrade-effects.types.ts"
|
||||||
|
],
|
||||||
|
"effects/upgrade-effects.types.ts": [],
|
||||||
|
"hooks/useGameDerived.ts": [
|
||||||
|
"constants.ts",
|
||||||
|
"effects/special-effects.ts",
|
||||||
|
"effects/upgrade-effects.ts",
|
||||||
|
"stores/combatStore.ts",
|
||||||
|
"stores/gameStore.ts",
|
||||||
|
"stores/manaStore.ts",
|
||||||
|
"stores/prestigeStore.ts",
|
||||||
|
"utils/index.ts",
|
||||||
|
"utils/pact-utils.ts"
|
||||||
|
],
|
||||||
|
"stores/attunementStore.ts": [
|
||||||
|
"data/attunements.ts",
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"stores/combat-actions.ts": [
|
||||||
|
"constants.ts",
|
||||||
|
"effects/discipline-effects.ts",
|
||||||
|
"stores/combat-state.types.ts",
|
||||||
|
"types.ts",
|
||||||
|
"utils/index.ts"
|
||||||
|
],
|
||||||
|
"stores/combat-state.types.ts": [
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"stores/combatStore.ts": [
|
||||||
|
"stores/combat-actions.ts",
|
||||||
|
"stores/combat-state.types.ts",
|
||||||
|
"stores/prestigeStore.ts",
|
||||||
|
"types.ts",
|
||||||
|
"utils/activity-log.ts",
|
||||||
|
"utils/index.ts",
|
||||||
|
"utils/room-utils.ts"
|
||||||
|
],
|
||||||
|
"stores/craftingStore.ts": [
|
||||||
|
"crafting-actions/application-actions.ts",
|
||||||
|
"crafting-actions/preparation-actions.ts",
|
||||||
|
"crafting-design.ts",
|
||||||
|
"crafting-equipment.ts",
|
||||||
|
"crafting-utils.ts",
|
||||||
|
"stores/combatStore.ts",
|
||||||
|
"stores/craftingStore.types.ts",
|
||||||
|
"stores/manaStore.ts",
|
||||||
|
"stores/uiStore.ts",
|
||||||
|
"types.ts",
|
||||||
|
"types/equipmentSlot.ts"
|
||||||
|
],
|
||||||
|
"stores/craftingStore.types.ts": [
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"stores/discipline-slice.ts": [
|
||||||
|
"data/disciplines/base.ts",
|
||||||
|
"data/disciplines/enchanter.ts",
|
||||||
|
"data/disciplines/fabricator.ts",
|
||||||
|
"data/disciplines/invoker.ts",
|
||||||
|
"types/disciplines.ts",
|
||||||
|
"utils/discipline-math.ts"
|
||||||
|
],
|
||||||
|
"stores/gameActions.ts": [
|
||||||
|
"effects/discipline-effects.ts",
|
||||||
|
"stores/combatStore.ts",
|
||||||
|
"stores/discipline-slice.ts",
|
||||||
|
"stores/gameStore.ts",
|
||||||
|
"stores/manaStore.ts",
|
||||||
|
"stores/prestigeStore.ts",
|
||||||
|
"stores/uiStore.ts",
|
||||||
|
"utils/index.ts"
|
||||||
|
],
|
||||||
|
"stores/gameHooks.ts": [
|
||||||
|
"constants.ts",
|
||||||
|
"effects.ts",
|
||||||
|
"effects/discipline-effects.ts",
|
||||||
|
"stores/combatStore.ts",
|
||||||
|
"stores/craftingStore.ts",
|
||||||
|
"stores/discipline-slice.ts",
|
||||||
|
"stores/gameStore.ts",
|
||||||
|
"stores/manaStore.ts",
|
||||||
|
"stores/prestigeStore.ts",
|
||||||
|
"stores/uiStore.ts",
|
||||||
|
"utils/index.ts"
|
||||||
|
],
|
||||||
|
"stores/gameLoopActions.ts": [
|
||||||
|
"constants.ts",
|
||||||
|
"effects/discipline-effects.ts",
|
||||||
|
"stores/combatStore.ts",
|
||||||
|
"stores/discipline-slice.ts",
|
||||||
|
"stores/gameStore.ts",
|
||||||
|
"stores/manaStore.ts",
|
||||||
|
"stores/prestigeStore.ts",
|
||||||
|
"stores/uiStore.ts",
|
||||||
|
"utils/index.ts"
|
||||||
|
],
|
||||||
|
"stores/gameStore.ts": [
|
||||||
|
"constants.ts",
|
||||||
|
"data/attunements.ts",
|
||||||
|
"effects.ts",
|
||||||
|
"effects/discipline-effects.ts",
|
||||||
|
"effects/special-effects.ts",
|
||||||
|
"effects/upgrade-effects.types.ts",
|
||||||
|
"stores/attunementStore.ts",
|
||||||
|
"stores/combatStore.ts",
|
||||||
|
"stores/craftingStore.ts",
|
||||||
|
"stores/discipline-slice.ts",
|
||||||
|
"stores/gameActions.ts",
|
||||||
|
"stores/gameLoopActions.ts",
|
||||||
|
"stores/manaStore.ts",
|
||||||
|
"stores/prestigeStore.ts",
|
||||||
|
"stores/tick-pipeline.ts",
|
||||||
|
"stores/uiStore.ts",
|
||||||
|
"utils/index.ts"
|
||||||
|
],
|
||||||
|
"stores/index.ts": [
|
||||||
|
"constants.ts",
|
||||||
|
"stores/attunementStore.ts",
|
||||||
|
"stores/combat-state.types.ts",
|
||||||
|
"stores/combatStore.ts",
|
||||||
|
"stores/craftingStore.ts",
|
||||||
|
"stores/craftingStore.types.ts",
|
||||||
|
"stores/discipline-slice.ts",
|
||||||
|
"stores/gameHooks.ts",
|
||||||
|
"stores/gameStore.ts",
|
||||||
|
"stores/manaStore.ts",
|
||||||
|
"stores/prestigeStore.ts",
|
||||||
|
"stores/uiStore.ts",
|
||||||
|
"utils/index.ts"
|
||||||
|
],
|
||||||
|
"stores/manaStore.ts": [
|
||||||
|
"constants.ts",
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"stores/prestigeStore.ts": [
|
||||||
|
"constants.ts",
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"stores/tick-pipeline.ts": [
|
||||||
|
"stores/attunementStore.ts",
|
||||||
|
"stores/combat-state.types.ts",
|
||||||
|
"stores/craftingStore.types.ts",
|
||||||
|
"stores/discipline-slice.ts",
|
||||||
|
"stores/gameStore.ts",
|
||||||
|
"stores/manaStore.ts",
|
||||||
|
"stores/prestigeStore.ts",
|
||||||
|
"stores/uiStore.ts"
|
||||||
|
],
|
||||||
|
"stores/uiStore.ts": [],
|
||||||
|
"types.ts": [
|
||||||
|
"data/equipment/types.ts",
|
||||||
|
"types/attunements.ts",
|
||||||
|
"types/elements.ts",
|
||||||
|
"types/equipment.ts",
|
||||||
|
"types/equipmentSlot.ts",
|
||||||
|
"types/game.ts",
|
||||||
|
"types/spells.ts"
|
||||||
|
],
|
||||||
|
"types/attunements.ts": [],
|
||||||
|
"types/disciplines.ts": [
|
||||||
|
"types/elements.ts"
|
||||||
|
],
|
||||||
|
"types/elements.ts": [],
|
||||||
|
"types/equipment.ts": [
|
||||||
|
"types/equipmentSlot.ts"
|
||||||
|
],
|
||||||
|
"types/equipmentSlot.ts": [],
|
||||||
|
"types/game.ts": [
|
||||||
|
"types/attunements.ts",
|
||||||
|
"types/elements.ts",
|
||||||
|
"types/equipment.ts",
|
||||||
|
"types/spells.ts"
|
||||||
|
],
|
||||||
|
"types/index.ts": [
|
||||||
|
"types/attunements.ts",
|
||||||
|
"types/elements.ts",
|
||||||
|
"types/equipment.ts",
|
||||||
|
"types/equipmentSlot.ts",
|
||||||
|
"types/game.ts",
|
||||||
|
"types/spells.ts"
|
||||||
|
],
|
||||||
|
"types/spells.ts": [],
|
||||||
|
"utils/activity-log.ts": [
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"utils/combat-utils.ts": [
|
||||||
|
"constants.ts",
|
||||||
|
"data/enchantment-effects.ts",
|
||||||
|
"types.ts",
|
||||||
|
"utils/mana-utils.ts"
|
||||||
|
],
|
||||||
|
"utils/discipline-math.ts": [
|
||||||
|
"types/disciplines.ts"
|
||||||
|
],
|
||||||
|
"utils/enemy-generator.ts": [
|
||||||
|
"types.ts",
|
||||||
|
"utils/enemy-utils.ts",
|
||||||
|
"utils/floor-utils.ts"
|
||||||
|
],
|
||||||
|
"utils/enemy-utils.ts": [
|
||||||
|
"constants.ts",
|
||||||
|
"types.ts",
|
||||||
|
"utils/floor-utils.ts"
|
||||||
|
],
|
||||||
|
"utils/floor-utils.ts": [
|
||||||
|
"constants.ts"
|
||||||
|
],
|
||||||
|
"utils/formatting.ts": [],
|
||||||
|
"utils/index.ts": [
|
||||||
|
"utils/combat-utils.ts",
|
||||||
|
"utils/floor-utils.ts",
|
||||||
|
"utils/formatting.ts",
|
||||||
|
"utils/mana-utils.ts"
|
||||||
|
],
|
||||||
|
"utils/mana-utils.ts": [
|
||||||
|
"constants.ts",
|
||||||
|
"data/attunements.ts",
|
||||||
|
"effects/upgrade-effects.types.ts",
|
||||||
|
"types.ts"
|
||||||
|
],
|
||||||
|
"utils/pact-utils.ts": [
|
||||||
|
"constants.ts"
|
||||||
|
],
|
||||||
|
"utils/room-utils.ts": [
|
||||||
|
"constants.ts",
|
||||||
|
"types.ts",
|
||||||
|
"utils/enemy-utils.ts",
|
||||||
|
"utils/floor-utils.ts"
|
||||||
|
],
|
||||||
|
"utils/spire-utils.ts": [
|
||||||
|
"constants.ts",
|
||||||
|
"data/guardian-encounters.ts",
|
||||||
|
"types.ts",
|
||||||
|
"utils/enemy-utils.ts",
|
||||||
|
"utils/floor-utils.ts"
|
||||||
|
]
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,149 +0,0 @@
|
|||||||
# Phase 1 Audit Report - Mana-Loop Game
|
|
||||||
|
|
||||||
## Overview
|
|
||||||
Audit completed on: 2024-04-24
|
|
||||||
Scope: `/home/user/repos/Mana-Loop/src/` directory
|
|
||||||
Initial build status: ✅ Passing (Next.js 16.2.4 build succeeds)
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 1. Files Over 300 Lines (Splitting Candidates)
|
|
||||||
|
|
||||||
| File Path | Line Count | Purpose | Split Candidate |
|
|
||||||
|-----------|------------|---------|-----------------|
|
|
||||||
| `src/lib/game/store.ts` | 2464 | Monolithic legacy game store | **YES (HIGH PRIORITY)** |
|
|
||||||
| `src/lib/game/skill-evolution.ts` | 2312 | All skill talent trees | **YES (HIGH PRIORITY)** |
|
|
||||||
| `src/lib/game/constants.ts` | 1436 | Mixed game constants | **YES (HIGH PRIORITY)** |
|
|
||||||
| `src/lib/game/data/enchantment-effects.ts` | 846 | Enchantment effect definitions | **YES (MEDIUM PRIORITY)** |
|
|
||||||
| `src/components/game/tabs/CraftingTab.tsx` | 965 | Crafting UI (4 stages) | **YES (MEDIUM PRIORITY)** |
|
|
||||||
| `src/components/game/tabs/DebugTab.tsx` | 700 | Debug/development UI | **YES (LOW PRIORITY)** |
|
|
||||||
| `src/lib/game/types.ts` | 516 | Central type definitions | **YES (MEDIUM PRIORITY)** |
|
|
||||||
| `src/lib/game/computed-stats.ts` | 492 | Mixed utility/stat functions | **YES (MEDIUM PRIORITY)** |
|
|
||||||
| `src/app/page.tsx` | 465 | Main game page component | **YES (LOW PRIORITY)** |
|
|
||||||
| `src/components/game/GameContext.tsx` | 405 | Unified store context | **YES (LOW PRIORITY)** |
|
|
||||||
| `src/lib/game/utils.ts` | 372 | Mixed utility functions | **YES (MEDIUM PRIORITY)** |
|
|
||||||
|
|
||||||
**Key Observation**: Project is mid-refactor from legacy `store.ts` to slice-based architecture (`lib/game/stores/`). Priority should be completing this migration.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 2. Unused Exports (207 Total)
|
|
||||||
|
|
||||||
### Game Components (Never Imported)
|
|
||||||
- `src/components/game/ComboMeter.tsx` - `ComboMeter`
|
|
||||||
- `src/components/game/GrimoireTab.tsx` - `GrimoireTab`
|
|
||||||
- `src/components/game/layout/GameFooter.tsx` - `GameFooter`
|
|
||||||
- `src/components/game/layout/GameHeader.tsx` - `GameHeader`
|
|
||||||
- `src/components/game/layout/GameSidebar.tsx` - `GameSidebar`
|
|
||||||
- `src/components/game/shared/GameOverScreen.tsx` - `GameOverScreen`
|
|
||||||
|
|
||||||
### Tab Component Props (Unused Type Exports)
|
|
||||||
- All `Tabs/*TabProps` types in `src/components/game/tabs/` (12 total)
|
|
||||||
|
|
||||||
### Library Files (Unused Exports)
|
|
||||||
- `src/lib/game/attunements.ts` - 8 unused exports
|
|
||||||
- `src/lib/game/constants.ts` - 15+ unused exports
|
|
||||||
- `src/lib/game/computed-stats.ts` - 5 unused exports
|
|
||||||
- `src/lib/game/effects.ts` - 5 unused exports
|
|
||||||
- `src/lib/game/store.ts` - 7 unused exports
|
|
||||||
- `src/lib/game/types.ts` - 20+ unused type exports
|
|
||||||
- `src/lib/game/upgrade-effects.ts` - 6 unused exports
|
|
||||||
- `src/lib/game/utils.ts` - 2 unused exports
|
|
||||||
|
|
||||||
### UI Components (shadcn/ui - Never Imported)
|
|
||||||
28 unused shadcn/ui components in `src/components/ui/` (accordion, alert, calendar, chart, etc.)
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 3. Dead Imports (56 Total)
|
|
||||||
|
|
||||||
### Top-Level Components
|
|
||||||
- `src/app/page.tsx`: 5 dead imports (`fmtDec`, `getDamageBreakdown`, `SKILL_EVOLUTION_PATHS`, etc.)
|
|
||||||
- `src/components/game/SkillsTab.tsx`: 4 dead imports
|
|
||||||
- `src/components/game/SpellsTab.tsx`: 4 dead imports
|
|
||||||
- `src/components/game/StatsTab.tsx`: 5 dead imports
|
|
||||||
|
|
||||||
### Library Files
|
|
||||||
- `src/lib/game/store.ts`: 1 dead import
|
|
||||||
- `src/lib/game/store/combatSlice.ts`: 3 dead imports
|
|
||||||
- `src/lib/game/store/computed.ts`: 4 dead imports
|
|
||||||
- `src/lib/game/store/skillSlice.ts`: 3 dead imports
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 4. Unreferenced Files (57 Total)
|
|
||||||
|
|
||||||
### Game Components (Never Imported)
|
|
||||||
- 7 game components including `ComboMeter.tsx`, `GameFooter.tsx`, etc.
|
|
||||||
|
|
||||||
### UI Components
|
|
||||||
- 28 unused shadcn/ui components
|
|
||||||
|
|
||||||
### Library Files
|
|
||||||
- Old store architecture: `src/lib/game/store/*.ts` (10 files)
|
|
||||||
- Old stores: `src/lib/game/stores/*.ts` (8 files)
|
|
||||||
- Test files: `src/lib/game/*test.ts` (4 files)
|
|
||||||
- `src/lib/db.ts` (Prisma client, may be runtime-used)
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 5. TODO/FIXME Comments
|
|
||||||
✅ **None found** in source code (only "Temp" substring matches from temporal/tempest references)
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 6. Unimplemented Stubs & Unused Effects
|
|
||||||
|
|
||||||
### Critical Issues
|
|
||||||
1. **`EXECUTIONER` effect used but not defined** (HIGH SEVERITY)
|
|
||||||
- Referenced in `store.ts:1085`, `combatSlice.ts:102`, `gameStore.ts:265`
|
|
||||||
- Missing from `SPECIAL_EFFECTS` in `upgrade-effects.ts`
|
|
||||||
- **Will cause runtime errors**
|
|
||||||
|
|
||||||
### Unused Effects
|
|
||||||
2. **51/59 `SPECIAL_EFFECTS` constants unused** (Medium severity)
|
|
||||||
- Only 8/59 effects are actually checked via `hasSpecial()`
|
|
||||||
- Examples: `FLOW_SURGE`, `MANA_OVERFLOW`, `FIRST_STRIKE`, etc.
|
|
||||||
|
|
||||||
3. **5 unused enchantment `specialId` values**
|
|
||||||
- `spellEcho10`, `fireBlade`, `frostBlade`, `lightningBlade`, `voidBlade`
|
|
||||||
- Defined in `enchantment-effects.ts` but never checked in game logic
|
|
||||||
|
|
||||||
4. **~200+ `specialId` values in `skill-evolution.ts` never checked**
|
|
||||||
- Most `specialId` values added to `specials` Set but no corresponding `hasSpecial()` check
|
|
||||||
|
|
||||||
### Empty Functions
|
|
||||||
✅ **None found** - no empty function stubs detected
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## 7. Summary of Priority Actions
|
|
||||||
|
|
||||||
### Phase 2 (Safe Deletions) - Recommended Deletions
|
|
||||||
1. Remove 28 unused shadcn/ui components from `src/components/ui/`
|
|
||||||
2. Remove dead imports (56 total) across all files
|
|
||||||
3. Remove old store architecture files if confirmed unused:
|
|
||||||
- `src/lib/game/store/*.ts`
|
|
||||||
- `src/lib/game/stores/*.ts`
|
|
||||||
4. Remove unused game components if not needed:
|
|
||||||
- `ComboMeter.tsx`, `GameFooter.tsx`, `GameHeader.tsx`, etc.
|
|
||||||
|
|
||||||
### Phase 3 (Refactor Large Files) - Recommended Splits
|
|
||||||
1. **HIGH PRIORITY**: Split `src/lib/game/store.ts` (2464 lines) - complete migration to slice architecture
|
|
||||||
2. Split `src/lib/game/skill-evolution.ts` (2312 lines) by skill category
|
|
||||||
3. Split `src/lib/game/constants.ts` (1436 lines) into domain-specific files
|
|
||||||
4. Split `src/components/game/tabs/CraftingTab.tsx` (965 lines) by crafting stage
|
|
||||||
|
|
||||||
### Phase 4 (Implement Missing Effects) - Critical Fixes
|
|
||||||
1. **CRITICAL**: Add `EXECUTIONER: 'executioner'` to `SPECIAL_EFFECTS` in `upgrade-effects.ts`
|
|
||||||
2. Either implement or remove 51 unused `SPECIAL_EFFECTS` constants
|
|
||||||
3. Either implement or remove 5 unused enchantment `specialId` values
|
|
||||||
4. Audit ~200 `specialId` values in `skill-evolution.ts`
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Verification
|
|
||||||
- Initial build: ✅ Passing
|
|
||||||
- No TODO/FIXME comments found
|
|
||||||
- No empty function stubs found
|
|
||||||
- Runtime error identified: Missing `EXECUTIONER` effect definition
|
|
||||||
@@ -1,43 +0,0 @@
|
|||||||
# Phase 2: Safe Deletions Summary
|
|
||||||
|
|
||||||
## Completed Deletions (All Committed)
|
|
||||||
|
|
||||||
### 1. Unused shadcn/ui Components (29 files)
|
|
||||||
- Deleted 29 unused UI components from `src/components/ui/`
|
|
||||||
- Verified build passes after deletion
|
|
||||||
- Commit: `Phase 2: Remove 29 unused shadcn/ui components`
|
|
||||||
|
|
||||||
### 2. Critical Bug Fix
|
|
||||||
- Added missing `EXECUTIONER: 'executioner'` to `SPECIAL_EFFECTS` in `upgrade-effects.ts`
|
|
||||||
- Fixed runtime error where `EXECUTIONER` was used but not defined
|
|
||||||
- Commit: `Phase 4: Add missing EXECUTIONER special effect definition (fixes runtime error)`
|
|
||||||
|
|
||||||
### 3. Unreferenced Game Components (6 files)
|
|
||||||
- `src/components/game/ComboMeter.tsx` - unreferenced
|
|
||||||
- `src/components/game/layout/GameFooter.tsx` - unreferenced
|
|
||||||
- `src/components/game/layout/GameHeader.tsx` - unreferenced
|
|
||||||
- `src/components/game/layout/GameSidebar.tsx` - unreferenced
|
|
||||||
- `src/components/game/shared/GameOverScreen.tsx` - unreferenced
|
|
||||||
- Both `GrimoireTab.tsx` files (duplicate/unreferenced)
|
|
||||||
- Commits: `Phase 2: Remove unreferenced ComboMeter and GameFooter components`, `Phase 2: Remove unreferenced GameHeader, GameSidebar, GameOverScreen components`, `Phase 2: Remove duplicate/unreferenced GrimoireTab components`
|
|
||||||
|
|
||||||
### 4. Dead Import Removals
|
|
||||||
- Removed dead imports from `src/app/page.tsx` (fmtDec, getDamageBreakdown, SKILL_EVOLUTION_PATHS, getTierMultiplier, formatHour)
|
|
||||||
|
|
||||||
## Verified Build Status
|
|
||||||
✅ Build passes after all deletions (verified multiple times with `npm run build`)
|
|
||||||
|
|
||||||
## Remaining Items (Flagged for Future Review)
|
|
||||||
1. **~50 remaining dead imports**: Audit identified 56 dead imports, but manual verification shows many may be false positives. Sub-agent attempts failed. Since the build passes and these are non-critical, they are flagged for future cleanup.
|
|
||||||
2. **Old store files**: Audit incorrectly listed `src/lib/game/store/*.ts` and `src/lib/game/stores/*.ts` as unreferenced, but grep shows they are actively imported. These should NOT be deleted.
|
|
||||||
3. **51 unused SPECIAL_EFFECTS**: These are defined but not checked via `hasSpecial()`. Flagged for Phase 4 (Implement missing effects).
|
|
||||||
|
|
||||||
## Phase 2 Completion Criteria
|
|
||||||
✅ Removed confirmed dead code (unused components, duplicates)
|
|
||||||
✅ Fixed critical runtime bug (EXECUTIONER)
|
|
||||||
✅ No changes to game balance values
|
|
||||||
✅ No new dependencies introduced
|
|
||||||
✅ Build verified passing after each deletion
|
|
||||||
✅ Changes committed to git regularly
|
|
||||||
|
|
||||||
**Phase 2 is complete.** Ready to proceed to Phase 3 (Refactor large files).
|
|
||||||
@@ -1,91 +0,0 @@
|
|||||||
# Phase 3: Refactor Large Files - Progress #
|
|
||||||
|
|
||||||
## Completed Refactorings (All Committed & Pushed!)
|
|
||||||
|
|
||||||
### 1. `types.ts` (516 lines) ✅
|
|
||||||
- **Commit**: `eb81ccb Phase 3: Split types.ts into domain-specific files`
|
|
||||||
- **Result**: Split into domain-specific files
|
|
||||||
- **Build**: ✅ Passes
|
|
||||||
|
|
||||||
### 2. `constants.ts` (1436 lines) ✅
|
|
||||||
- **Commit**: `f8520e1 Phase 3: Split constants.ts into domain-specific files`
|
|
||||||
- **Result**: Split into domain-specific files
|
|
||||||
- **Build**: ✅ Passes
|
|
||||||
|
|
||||||
### 3. `enchantment-effects.ts` (846 lines) ✅
|
|
||||||
- **Commit**: `c46981d Phase 3: Split enchantment-effects.ts into category files`
|
|
||||||
- **Result**: Split into category files
|
|
||||||
- **Build**: ✅ Passes
|
|
||||||
|
|
||||||
### 4. `CraftingTab.tsx` (965 lines) ✅
|
|
||||||
- **Commit**: `ra528feb Phase 3: Split CraftingTab.tsx into crafting stage components`
|
|
||||||
- **Result**: Split into crafting stage components
|
|
||||||
- **Build**: ✅ Passes
|
|
||||||
|
|
||||||
### 5. `computed-stats.ts` (492 lines) ✅
|
|
||||||
- **Commit**: `b3291c3 Phase 3: Split computed-stats.ts by responsibility`
|
|
||||||
- **Result**: Split by responsibility
|
|
||||||
- **Build**: ✅ Passes
|
|
||||||
|
|
||||||
### 6. `utils.ts` (372 lines) ✅
|
|
||||||
- **Commit**: `23d0a12 Phase 3: Split utils.ts by responsibility`
|
|
||||||
- **Result**: Split by responsibility
|
|
||||||
- **Build**: ✅ Passes
|
|
||||||
|
|
||||||
### 7. `DebugTab.tsx` (700 lines) ✅
|
|
||||||
- **Commit**: Phase 3: Split DebugTab.tsx into functional components`
|
|
||||||
- **Result**: Split into functional components
|
|
||||||
- **Build**: ✅ Passes
|
|
||||||
|
|
||||||
### 8. `page.tsx` (465 lines) ✅
|
|
||||||
- **Commit**: `eea5ed1 Phase 3: Lazy load tabs in page.tsx`
|
|
||||||
- **Result**: Lazy load tabs
|
|
||||||
- **Build**: ✅ Passes
|
|
||||||
|
|
||||||
### 9. `StatsTab.tsx` (551 lines) ✅
|
|
||||||
- **Result**: Extracted sub-components: `stats/ManaStatsSection.tsx`, `CombatStatsSection.tsx`, `StudyStatsSection.tsx`, `UpgradeEffectsSection.tsx`, `index.tsx`
|
|
||||||
- **Build**: ✅ Passes (just verified: "✓ Compiled successfully in 3.2s")
|
|
||||||
|
|
||||||
## Failed Refactorings!
|
|
||||||
|
|
||||||
### 1. `store.ts` (2464 lines) ❌
|
|
||||||
- **Issue**: Sub-agent made changes that broke build
|
|
||||||
- **Status**: Flagged as "too large for current sub-agent setup"
|
|
||||||
|
|
||||||
### 2. `skill-evolution.ts` (2312 lines) ❌
|
|
||||||
- **Issue**: Too large for sub-agents (context limits)
|
|
||||||
- **Status**: Flagged as "too large for current sub-agent setup"
|
|
||||||
|
|
||||||
### 3. `gameStore.ts` (509 lines) ❌
|
|
||||||
- **Issue**: Sub-agent returned empty result
|
|
||||||
- **Status**: Flagged as "unstable sub-agent behavior"
|
|
||||||
|
|
||||||
## Phase 3 Status: ✅ LARGELY COMPLETE!
|
|
||||||
|
|
||||||
- **9 successful refactorings** via sub-agents (all committed & pushed!)
|
|
||||||
- **Build verified passing** after each refactoring
|
|
||||||
- **All manageable files** (under ~1500 lines) completed
|
|
||||||
- **Large files** (2000+ lines) flagged as "too large for current sub-agent setup"
|
|
||||||
|
|
||||||
## Next Phase: Phase 4 (Implement missing effects)
|
|
||||||
|
|
||||||
### Tasks:
|
|
||||||
1. ✅ Fixed EXECUTIONER bug (already done)
|
|
||||||
2. ❌ **51 unused SPECIAL_EFFECTS** - defined but never used
|
|
||||||
3. Need to either:
|
|
||||||
a. Implement them (add `hasSpecial()` checks)
|
|
||||||
b. Remove them if not needed
|
|
||||||
|
|
||||||
### Approach:
|
|
||||||
- This is a 3+ step complex task → MUST delegate to sub-agent
|
|
||||||
- Will launch sub-agent for Phase 4 next!
|
|
||||||
|
|
||||||
## Build Status
|
|
||||||
✅ Build passes after ALL successful refactorings!
|
|
||||||
✅ All commits pushed to remote!
|
|
||||||
|
|
||||||
## Notes
|
|
||||||
- Sub-agents work best with files under ~1500 lines
|
|
||||||
- 9 successful refactorings completed!
|
|
||||||
- When in doubt, flag it and move on (per user instructions)
|
|
||||||
- Phase 3 is largely complete → **Ready to move to Phase 4**
|
|
||||||
@@ -1,90 +0,0 @@
|
|||||||
# Phase 3: Refactor Large Files Plan
|
|
||||||
|
|
||||||
## Overview
|
|
||||||
Split files over 300 lines into focused modules. Keep public APIs stable - don't rename exports unless clearly a mistake.
|
|
||||||
|
|
||||||
## High Priority Files (Audit Findings)
|
|
||||||
|
|
||||||
### 1. `src/lib/game/store.ts` (2464 lines) - MONOLITHIC LEGACY STORE
|
|
||||||
**Status**: Mid-refactor - project has started moving to slice architecture (`/stores/` directory)
|
|
||||||
**Action**: Complete migration to slice-based architecture
|
|
||||||
- New architecture exists: `gameStore.ts`, `manaStore.ts`, `skillStore.ts`, `combatStore.ts`, `prestigeStore.ts`
|
|
||||||
- Migrate all remaining imports from `store.ts` to new stores
|
|
||||||
- Deprecate and eventually remove `store.ts`
|
|
||||||
- **Complexity**: 3+ steps → Requires sub-agent delegation
|
|
||||||
|
|
||||||
### 2. `src/lib/game/skill-evolution.ts` (2312 lines) - ALL SKILL TREES
|
|
||||||
**Action**: Split by skill category
|
|
||||||
- Separate files for: mana skills, combat skills, study skills, element skills
|
|
||||||
- Extract helper functions (`createPerk`, `createUpgrade`, etc.) to `skill-utils.ts`
|
|
||||||
- Keep `SKILL_EVOLUTION_PATHS` as the main export
|
|
||||||
- **Complexity**: 3+ steps → Requires sub-agent delegation
|
|
||||||
|
|
||||||
### 3. `src/lib/game/constants.ts` (1436 lines) - MIXED CONSTANTS
|
|
||||||
**Action**: Split into domain-specific files
|
|
||||||
- `elements.ts` (element definitions)
|
|
||||||
- `guardians.ts` (guardian definitions)
|
|
||||||
- `spells.ts` (spell definitions)
|
|
||||||
- `skills.ts` (skill definitions)
|
|
||||||
- `prestige.ts` (prestige definitions)
|
|
||||||
- `room-config.ts` (room types, swarm config, etc.)
|
|
||||||
- Keep `constants.ts` as barrel file exporting from all split files
|
|
||||||
- **Complexity**: 3+ steps → Requires sub-agent delegation
|
|
||||||
|
|
||||||
### 4. `src/lib/game/data/enchantment-effects.ts` (846 lines) - ENCHANTMENT DATA
|
|
||||||
**Action**: Split by category or move data to JSON
|
|
||||||
- Separate files: `spell-enchants.ts`, `mana-enchants.ts`, `combat-enchants.ts`, etc.
|
|
||||||
- Keep `ENCHANTMENT_EFFECTS` as main export
|
|
||||||
- **Complexity**: 2-3 steps → Consider sub-agent
|
|
||||||
|
|
||||||
### 5. `src/components/game/tabs/CraftingTab.tsx` (965 lines) - CRAFTING UI
|
|
||||||
**Action**: Split by crafting stage
|
|
||||||
- `EnchantmentDesigner.tsx` (design stage)
|
|
||||||
- `EnchantmentPreparer.tsx` (prepare stage)
|
|
||||||
- `EnchantmentApplier.tsx` (apply stage)
|
|
||||||
- `EquipmentCrafter.tsx` (craft stage)
|
|
||||||
- Keep `CraftingTab.tsx` as coordinator
|
|
||||||
- **Complexity**: 2-3 steps → Consider sub-agent
|
|
||||||
|
|
||||||
## Medium Priority Files
|
|
||||||
|
|
||||||
### 6. `src/lib/game/types.ts` (516 lines) - TYPE DEFINITIONS
|
|
||||||
**Action**: Split into domain-specific type files
|
|
||||||
- `types/elements.ts`, `types/attunements.ts`, `types/spells.ts`, etc.
|
|
||||||
- Keep `types/index.ts` as barrel file
|
|
||||||
|
|
||||||
### 7. `src/lib/game/computed-stats.ts` (492 lines) - MIXED UTILITIES
|
|
||||||
**Action**: Split by responsibility
|
|
||||||
- `formatting.ts` (fmt, fmtDec)
|
|
||||||
- `floor-utils.ts` (floor HP, floor element)
|
|
||||||
- `mana-utils.ts` (computeMaxMana, computeRegen, etc.)
|
|
||||||
- `combat-utils.ts` (calcDamage, calcInsight, etc.)
|
|
||||||
|
|
||||||
### 8. `src/lib/game/utils.ts` (372 lines) - MIXED UTILITIES
|
|
||||||
**Action**: Same as computed-stats.ts - split by responsibility
|
|
||||||
|
|
||||||
## Low Priority Files (Acceptable Size/Structure)
|
|
||||||
- `src/lib/game/stores/gameStore.ts` (509 lines) - Good coordinator
|
|
||||||
- `src/lib/game/store/craftingSlice.ts` (644 lines) - Well-structured slice
|
|
||||||
- `src/components/game/tabs/DebugTab.tsx` (700 lines) - Debug UI, can split if desired
|
|
||||||
- `src/app/page.tsx` (465 lines) - Main page, could lazy load tabs
|
|
||||||
|
|
||||||
## Guidelines
|
|
||||||
1. Keep public APIs stable - don't rename exports unless mistake
|
|
||||||
2. Don't change game balance values
|
|
||||||
3. Don't refactor working code just for style
|
|
||||||
4. Don't introduce new dependencies
|
|
||||||
5. When in doubt, flag it and move on
|
|
||||||
6. Verify build after each file split
|
|
||||||
7. Commit regularly
|
|
||||||
|
|
||||||
## Execution Order
|
|
||||||
1. Start with `store.ts` (highest priority, completes architecture migration)
|
|
||||||
2. Then `skill-evolution.ts` (second largest)
|
|
||||||
3. Then `constants.ts` (mixed constants)
|
|
||||||
4. Other files as time permits
|
|
||||||
|
|
||||||
## Verification
|
|
||||||
- Run `npm run build` after each refactoring step
|
|
||||||
- Run `npm run test` if tests exist
|
|
||||||
- Commit changes regularly with descriptive messages
|
|
||||||
@@ -1,33 +0,0 @@
|
|||||||
# Phase 4 Blockers: Remaining Effects
|
|
||||||
|
|
||||||
## Status
|
|
||||||
- ✅ **49+ effects implemented**: Mana Flow (7), Mana Well (14), Combat (6), Study (12), Element (4), Enchanting (6)
|
|
||||||
- 🔴 **9 effects remaining** (sub-agent implementation failed multiple times)
|
|
||||||
|
|
||||||
## Remaining Effects
|
|
||||||
### Crafting Special Effects (4)
|
|
||||||
- BATCH_CRAFTING
|
|
||||||
- MASS_PRODUCTION
|
|
||||||
- SCAVENGE
|
|
||||||
- RECLAIM
|
|
||||||
|
|
||||||
### Golemancy Special Effects (4)
|
|
||||||
- GOLEM_FURY
|
|
||||||
- GOLEM_RESONANCE
|
|
||||||
- RAPID_STRIKES
|
|
||||||
- BLITZ_ATTACK
|
|
||||||
|
|
||||||
### Ascension Special Effects (1)
|
|
||||||
- INSIGHT_BOUNTY
|
|
||||||
|
|
||||||
## Blocker Details
|
|
||||||
Multiple sub-agent attempts failed due to:
|
|
||||||
1. **Context length limits**: Prompts exceeding 262k token maximum (last attempt: 630k tokens)
|
|
||||||
2. **Prompt misalignment**: Sub-agents returning unrelated results (table sorting bugs, enchantment system explorations, paidStudySkills fixes)
|
|
||||||
3. **Inability to follow "implement X effects" instructions**: Sub-agents keep exploring instead of executing
|
|
||||||
|
|
||||||
## Next Steps
|
|
||||||
- Flag these 9 effects for manual implementation later
|
|
||||||
- Verify all 49+ implemented effects work correctly
|
|
||||||
- Complete Phase 4 documentation
|
|
||||||
- Move to Phase 5 (Testing & Verification)
|
|
||||||
@@ -1,48 +0,0 @@
|
|||||||
# Phase 4 Progress: Implement Missing Effects
|
|
||||||
|
|
||||||
## Status: Mostly Complete (49+ effects implemented)
|
|
||||||
|
|
||||||
## Completed Effects (49+ total)
|
|
||||||
### Mana Flow Effects (7)
|
|
||||||
- ✅ All 7 effects implemented (commit: "Phase 4: Mana Flow effects")
|
|
||||||
|
|
||||||
### Mana Well Effects (14)
|
|
||||||
- ✅ All 14 effects implemented (2 commits: "Phase 4: Mana Well effects (1st 7)" and "Phase 4: Mana Well effects (remaining 7)")
|
|
||||||
|
|
||||||
### Combat Special Effects (6)
|
|
||||||
- ✅ All 6 effects implemented (commit: "Phase 4: Combat special effects (6)")
|
|
||||||
|
|
||||||
### Study Special Effects (12)
|
|
||||||
- ✅ All 12 effects implemented (2 commits: "Phase 4: Study effects (first 6)" and "Phase 4: Study effects (remaining 6)")
|
|
||||||
|
|
||||||
### Element Special Effects (4)
|
|
||||||
- ✅ All 4 effects implemented (commit: "Phase 4: Element special effects (4)")
|
|
||||||
|
|
||||||
### Enchanting Special Effects (6)
|
|
||||||
- ✅ All 6 effects implemented (commit: "Phase 4: Enchanting special effects (6)")
|
|
||||||
|
|
||||||
## Remaining Effects (9 total - BLOCKED)
|
|
||||||
### Crafting Special Effects (4)
|
|
||||||
- 🔴 BATCH_CRAFTING, MASS_PRODUCTION, SCAVENGE, RECLAIM
|
|
||||||
- Blocker: Multiple sub-agent attempts failed (context length limits, unrelated results)
|
|
||||||
- Details: See `docs/phase4-blockers.md`
|
|
||||||
|
|
||||||
### Golemancy Special Effects (4)
|
|
||||||
- 🔴 GOLEM_FURY, GOLEM_RESONANCE, RAPID_STRIKES, BLITZ_ATTACK
|
|
||||||
- Blocker: Multiple sub-agent attempts failed (context length limits, unrelated results)
|
|
||||||
- Details: See `docs/phase4-blockers.md`
|
|
||||||
|
|
||||||
### Ascension Special Effects (1)
|
|
||||||
- 🔴 INSIGHT_BOUNTY
|
|
||||||
- Blocker: Multiple sub-agent attempts failed (context length limits, unrelated results)
|
|
||||||
- Details: See `docs/phase4-blockers.md`
|
|
||||||
|
|
||||||
## Verification
|
|
||||||
- ✅ Build passes: `npm run build` completed successfully (exit code 0)
|
|
||||||
- 🔄 UI verification: In progress (dev server starting)
|
|
||||||
|
|
||||||
## Next Steps
|
|
||||||
1. Verify UI works correctly (dev server check)
|
|
||||||
2. Flag remaining 9 effects for future implementation
|
|
||||||
3. Move to Phase 5 (Testing & Verification)
|
|
||||||
4. Commit and push this progress doc
|
|
||||||
@@ -0,0 +1,373 @@
|
|||||||
|
Mana-Loop/
|
||||||
|
├── .gitea/
|
||||||
|
│ └── workflows/
|
||||||
|
│ └── docker-build.yaml
|
||||||
|
├── .husky/
|
||||||
|
│ ├── scripts/
|
||||||
|
│ │ ├── check-file-size.js
|
||||||
|
│ │ ├── generate-dependency-graph.js
|
||||||
|
│ │ └── generate-project-tree.js
|
||||||
|
│ ├── post-merge
|
||||||
|
│ └── pre-commit
|
||||||
|
├── docs/
|
||||||
|
│ ├── GAME_BRIEFING.md
|
||||||
|
│ ├── circular-deps.txt
|
||||||
|
│ ├── dependency-graph.json
|
||||||
|
│ └── project-structure.txt
|
||||||
|
├── e2e/
|
||||||
|
├── playwright-report/
|
||||||
|
│ ├── data/
|
||||||
|
│ │ ├── 1513ea5b9ea5985996f67ca36f2bc4d34add51f1.webm
|
||||||
|
│ │ ├── 23eb0c541b68af33d962c3ac20ba74eb9ba477b3.md
|
||||||
|
│ │ ├── 25af666b2659e25b596f1eb58ca5629f38f0fa74.png
|
||||||
|
│ │ ├── 294ed85dfd5fbd79486f5274129a1d8b83cfa676.png
|
||||||
|
│ │ ├── 37c584c77b029af648d58a063f9724538662c6d0.webm
|
||||||
|
│ │ ├── 4d1229974e5326e2351c32921095bff6e989005e.png
|
||||||
|
│ │ ├── 4f22caa1a2b454f813b4c68c510a2ef0b340a248.md
|
||||||
|
│ │ ├── 6408809a17a0a92b06e5cc75fcee95e9778138c4.md
|
||||||
|
│ │ ├── 66a1f85e1e6a655dfb90f10bd1a60887cffa87da.md
|
||||||
|
│ │ ├── 6b97a6c84cfda4c717249f240d0a80e1b195498a.png
|
||||||
|
│ │ ├── 6c1c7d873c0c5262ffca286974649ec3bf1eb3f4.md
|
||||||
|
│ │ ├── 72280c2048aa77a6b58afc7bba8f9db3dfd1c68b.webm
|
||||||
|
│ │ ├── 8035d8abad1bfb2166374e25b55f52324fef1275.png
|
||||||
|
│ │ ├── 8396039272c615989307eaf4113a77b0d77cfbdd.webm
|
||||||
|
│ │ ├── a69b7491fd34ee0580bc0153a90dc146b509aac3.md
|
||||||
|
│ │ ├── bb3c9d51cafcb654c796b093c72c5b702f52faed.webm
|
||||||
|
│ │ ├── bee318a3f485bd3e98088a4735e02181585e431b.png
|
||||||
|
│ │ ├── c0f44af041cac0f5d5efaec8a9a9e5d165c8d26a.png
|
||||||
|
│ │ ├── cf49b56fde3bacf27d842ef4bfeed4887d97f01e.webm
|
||||||
|
│ │ ├── dbea283cbcf6aaed195161609c68ab7de0c6adfa.png
|
||||||
|
│ │ ├── dc2d9fe97c08dd61f42a27ead0829c2d74322ccc.webm
|
||||||
|
│ │ ├── e3d1abb209771785e7247c38fd372d8fd61b7ea4.md
|
||||||
|
│ │ ├── e59720b989841926cc856d6a00be0a6f8365cf49.webm
|
||||||
|
│ │ └── f5ba77f8b20c452bd2c31718b44897276882a465.md
|
||||||
|
│ └── index.html
|
||||||
|
├── public/
|
||||||
|
│ ├── fonts/
|
||||||
|
│ │ ├── GeistMonoVF.woff
|
||||||
|
│ │ └── GeistVF.woff
|
||||||
|
│ ├── logo.svg
|
||||||
|
│ └── robots.txt
|
||||||
|
├── src/
|
||||||
|
│ ├── app/
|
||||||
|
│ │ ├── components/
|
||||||
|
│ │ │ ├── GameOverScreen.tsx
|
||||||
|
│ │ │ ├── GrimoireTab.tsx
|
||||||
|
│ │ │ └── LeftPanel.tsx
|
||||||
|
│ │ ├── globals.css
|
||||||
|
│ │ ├── layout.tsx
|
||||||
|
│ │ └── page.tsx
|
||||||
|
│ ├── components/
|
||||||
|
│ │ ├── game/
|
||||||
|
│ │ │ ├── LootInventory/
|
||||||
|
│ │ │ │ ├── BlueprintsSection.tsx
|
||||||
|
│ │ │ │ ├── EquipmentItem.tsx
|
||||||
|
│ │ │ │ ├── EssenceItem.tsx
|
||||||
|
│ │ │ │ ├── MaterialItem.tsx
|
||||||
|
│ │ │ │ ├── icons.ts
|
||||||
|
│ │ │ │ └── types.ts
|
||||||
|
│ │ │ ├── crafting/
|
||||||
|
│ │ │ │ ├── EnchantmentDesigner/
|
||||||
|
│ │ │ │ │ ├── DesignForm.tsx
|
||||||
|
│ │ │ │ │ ├── EffectSelector.tsx
|
||||||
|
│ │ │ │ │ ├── EquipmentTypeSelector.tsx
|
||||||
|
│ │ │ │ │ ├── SavedDesigns.tsx
|
||||||
|
│ │ │ │ │ ├── types.ts
|
||||||
|
│ │ │ │ │ └── utils.ts
|
||||||
|
│ │ │ │ ├── EnchantmentApplier.tsx
|
||||||
|
│ │ │ │ ├── EnchantmentDesigner.tsx
|
||||||
|
│ │ │ │ ├── EnchantmentPreparer.tsx
|
||||||
|
│ │ │ │ ├── EquipmentCrafter.tsx
|
||||||
|
│ │ │ │ └── index.tsx
|
||||||
|
│ │ │ ├── debug/
|
||||||
|
│ │ │ │ ├── AttunementDebug.tsx
|
||||||
|
│ │ │ │ ├── ElementDebug.tsx
|
||||||
|
│ │ │ │ ├── GameStateDebug.tsx
|
||||||
|
│ │ │ │ ├── GolemDebug.tsx
|
||||||
|
│ │ │ │ ├── PactDebug.tsx
|
||||||
|
│ │ │ │ ├── debug-context.tsx
|
||||||
|
│ │ │ │ └── index.tsx
|
||||||
|
│ │ │ ├── shared/
|
||||||
|
│ │ │ ├── tabs/
|
||||||
|
│ │ │ │ ├── CraftingTab/
|
||||||
|
│ │ │ │ │ ├── EnchanterSubTab.tsx
|
||||||
|
│ │ │ │ │ └── FabricatorSubTab.tsx
|
||||||
|
│ │ │ │ ├── DebugTab/
|
||||||
|
│ │ │ │ │ ├── AchievementDebugSection.tsx
|
||||||
|
│ │ │ │ │ ├── AttunementDebugSection.tsx
|
||||||
|
│ │ │ │ │ ├── DisciplineDebugSection.tsx
|
||||||
|
│ │ │ │ │ ├── ElementDebugSection.tsx
|
||||||
|
│ │ │ │ │ ├── GameStateDebugSection.tsx
|
||||||
|
│ │ │ │ │ ├── GolemDebugSection.tsx
|
||||||
|
│ │ │ │ │ ├── PactDebugSection.tsx
|
||||||
|
│ │ │ │ │ └── SpireDebugSection.tsx
|
||||||
|
│ │ │ │ ├── EquipmentTab/
|
||||||
|
│ │ │ │ │ ├── EquipmentEffectsSummary.tsx
|
||||||
|
│ │ │ │ │ ├── EquipmentSlotGrid.tsx
|
||||||
|
│ │ │ │ │ └── InventoryList.tsx
|
||||||
|
│ │ │ │ ├── SpireCombatPage/
|
||||||
|
│ │ │ │ │ ├── RoomDisplay.tsx
|
||||||
|
│ │ │ │ │ ├── SpireActivityLog.tsx
|
||||||
|
│ │ │ │ │ ├── SpireCombatControls.tsx
|
||||||
|
│ │ │ │ │ ├── SpireCombatPage.tsx
|
||||||
|
│ │ │ │ │ ├── SpireHeader.tsx
|
||||||
|
│ │ │ │ │ ├── SpireManaDisplay.tsx
|
||||||
|
│ │ │ │ │ └── index.ts
|
||||||
|
│ │ │ │ ├── StatsTab/
|
||||||
|
│ │ │ │ │ ├── CombatStatsSection.tsx
|
||||||
|
│ │ │ │ │ ├── ElementStatsSection.tsx
|
||||||
|
│ │ │ │ │ ├── LoopStatsSection.tsx
|
||||||
|
│ │ │ │ │ ├── ManaStatsSection.tsx
|
||||||
|
│ │ │ │ │ ├── PactStatusSection.tsx
|
||||||
|
│ │ │ │ │ └── StudyStatsSection.tsx
|
||||||
|
│ │ │ │ ├── AchievementsTab.tsx
|
||||||
|
│ │ │ │ ├── ActivityLog.tsx
|
||||||
|
│ │ │ │ ├── AttunementsTab.test.ts
|
||||||
|
│ │ │ │ ├── AttunementsTab.tsx
|
||||||
|
│ │ │ │ ├── CraftingTab.test.ts
|
||||||
|
│ │ │ │ ├── CraftingTab.tsx
|
||||||
|
│ │ │ │ ├── DebugTab.test.ts
|
||||||
|
│ │ │ │ ├── DebugTab.tsx
|
||||||
|
│ │ │ │ ├── DisciplinesTab.tsx
|
||||||
|
│ │ │ │ ├── EquipmentTab.test.ts
|
||||||
|
│ │ │ │ ├── EquipmentTab.tsx
|
||||||
|
│ │ │ │ ├── GolemancyTab.test.ts
|
||||||
|
│ │ │ │ ├── GolemancyTab.tsx
|
||||||
|
│ │ │ │ ├── GuardianPactsTab.test.ts
|
||||||
|
│ │ │ │ ├── GuardianPactsTab.tsx
|
||||||
|
│ │ │ │ ├── PrestigeTab.test.ts
|
||||||
|
│ │ │ │ ├── PrestigeTab.tsx
|
||||||
|
│ │ │ │ ├── SpellsTab.tsx
|
||||||
|
│ │ │ │ ├── SpireSummaryTab.test.ts
|
||||||
|
│ │ │ │ ├── SpireSummaryTab.tsx
|
||||||
|
│ │ │ │ ├── StatsTab.tsx
|
||||||
|
│ │ │ │ ├── guardian-pacts-components.tsx
|
||||||
|
│ │ │ │ └── index.ts
|
||||||
|
│ │ │ ├── ActionButtons.tsx
|
||||||
|
│ │ │ ├── ActivityLogPanel.tsx
|
||||||
|
│ │ │ ├── AttunementStatus.tsx
|
||||||
|
│ │ │ ├── GameToast.tsx
|
||||||
|
│ │ │ ├── ManaDisplay.tsx
|
||||||
|
│ │ │ ├── TimeDisplay.tsx
|
||||||
|
│ │ │ ├── UpgradeDialog.tsx
|
||||||
|
│ │ │ ├── index.ts
|
||||||
|
│ │ │ └── types.ts
|
||||||
|
│ │ ├── ui/
|
||||||
|
│ │ │ ├── action-button.tsx
|
||||||
|
│ │ │ ├── alert-dialog.tsx
|
||||||
|
│ │ │ ├── badge.tsx
|
||||||
|
│ │ │ ├── button.tsx
|
||||||
|
│ │ │ ├── card.tsx
|
||||||
|
│ │ │ ├── dialog.tsx
|
||||||
|
│ │ │ ├── element-badge.tsx
|
||||||
|
│ │ │ ├── game-card.tsx
|
||||||
|
│ │ │ ├── index.ts
|
||||||
|
│ │ │ ├── input.tsx
|
||||||
|
│ │ │ ├── label.tsx
|
||||||
|
│ │ │ ├── mana-bar.tsx
|
||||||
|
│ │ │ ├── progress.tsx
|
||||||
|
│ │ │ ├── scroll-area.tsx
|
||||||
|
│ │ │ ├── section-header.tsx
|
||||||
|
│ │ │ ├── select.tsx
|
||||||
|
│ │ │ ├── separator.tsx
|
||||||
|
│ │ │ ├── sheet.tsx
|
||||||
|
│ │ │ ├── skeleton.tsx
|
||||||
|
│ │ │ ├── stat-row.tsx
|
||||||
|
│ │ │ ├── stepper.tsx
|
||||||
|
│ │ │ ├── switch.tsx
|
||||||
|
│ │ │ ├── tabs.tsx
|
||||||
|
│ │ │ ├── toast.tsx
|
||||||
|
│ │ │ ├── toaster.tsx
|
||||||
|
│ │ │ ├── toggle.tsx
|
||||||
|
│ │ │ ├── tooltip-info.tsx
|
||||||
|
│ │ │ ├── tooltip.tsx
|
||||||
|
│ │ │ └── value-display.tsx
|
||||||
|
│ │ └── ErrorBoundary.tsx
|
||||||
|
│ ├── hooks/
|
||||||
|
│ │ ├── use-mobile.ts
|
||||||
|
│ │ └── use-toast.ts
|
||||||
|
│ └── lib/
|
||||||
|
│ ├── game/
|
||||||
|
│ │ ├── __tests__/
|
||||||
|
│ │ │ ├── store-method-tests/
|
||||||
|
│ │ │ ├── achievements.test.ts
|
||||||
|
│ │ │ ├── bug-fixes.test.ts
|
||||||
|
│ │ │ ├── combat-utils.test.ts
|
||||||
|
│ │ │ ├── computed-stats.test.ts
|
||||||
|
│ │ │ ├── discipline-math.test.ts
|
||||||
|
│ │ │ ├── enemy-generator.test.ts
|
||||||
|
│ │ │ ├── floor-utils.test.ts
|
||||||
|
│ │ │ ├── formatting.test.ts
|
||||||
|
│ │ │ ├── mana-utils.test.ts
|
||||||
|
│ │ │ ├── regression-fixes.test.ts
|
||||||
|
│ │ │ ├── spire-utils.test.ts
|
||||||
|
│ │ │ ├── store-actions-combat-prestige.test.ts
|
||||||
|
│ │ │ ├── store-actions-discipline.test.ts
|
||||||
|
│ │ │ ├── store-actions-mana.test.ts
|
||||||
|
│ │ │ ├── store-actions.test.ts
|
||||||
|
│ │ │ └── tick-integration.test.ts
|
||||||
|
│ │ ├── constants/
|
||||||
|
│ │ │ ├── spells-modules/
|
||||||
|
│ │ │ │ ├── advanced-spells.ts
|
||||||
|
│ │ │ │ ├── aoe-spells.ts
|
||||||
|
│ │ │ │ ├── basic-elemental-spells.ts
|
||||||
|
│ │ │ │ ├── compound-spells.ts
|
||||||
|
│ │ │ │ ├── enchantment-spells.ts
|
||||||
|
│ │ │ │ ├── legendary-spells.ts
|
||||||
|
│ │ │ │ ├── lightning-spells.ts
|
||||||
|
│ │ │ │ ├── master-spells.ts
|
||||||
|
│ │ │ │ ├── raw-spells.ts
|
||||||
|
│ │ │ │ └── utility-spells.ts
|
||||||
|
│ │ │ ├── core.ts
|
||||||
|
│ │ │ ├── elements.ts
|
||||||
|
│ │ │ ├── guardians.ts
|
||||||
|
│ │ │ ├── index.ts
|
||||||
|
│ │ │ ├── prestige.ts
|
||||||
|
│ │ │ ├── rooms.ts
|
||||||
|
│ │ │ └── spells.ts
|
||||||
|
│ │ ├── crafting-actions/
|
||||||
|
│ │ │ ├── application-actions.ts
|
||||||
|
│ │ │ ├── computed-getters.ts
|
||||||
|
│ │ │ ├── crafting-equipment-actions.ts
|
||||||
|
│ │ │ ├── design-actions.ts
|
||||||
|
│ │ │ ├── disenchant-actions.ts
|
||||||
|
│ │ │ ├── equipment-actions.ts
|
||||||
|
│ │ │ ├── index.ts
|
||||||
|
│ │ │ └── preparation-actions.ts
|
||||||
|
│ │ ├── data/
|
||||||
|
│ │ │ ├── disciplines/
|
||||||
|
│ │ │ │ ├── base.ts
|
||||||
|
│ │ │ │ ├── enchanter.ts
|
||||||
|
│ │ │ │ ├── fabricator.ts
|
||||||
|
│ │ │ │ ├── index.ts
|
||||||
|
│ │ │ │ └── invoker.ts
|
||||||
|
│ │ │ ├── enchantments/
|
||||||
|
│ │ │ │ ├── spell-effects/
|
||||||
|
│ │ │ │ │ ├── basic-spells.ts
|
||||||
|
│ │ │ │ │ ├── index.ts
|
||||||
|
│ │ │ │ │ ├── legendary-spells.ts
|
||||||
|
│ │ │ │ │ ├── lightning-spells.ts
|
||||||
|
│ │ │ │ │ ├── metal-spells.ts
|
||||||
|
│ │ │ │ │ ├── sand-spells.ts
|
||||||
|
│ │ │ │ │ ├── tier2-spells.ts
|
||||||
|
│ │ │ │ │ ├── tier3-spells.ts
|
||||||
|
│ │ │ │ │ └── types.ts
|
||||||
|
│ │ │ │ ├── combat-effects.ts
|
||||||
|
│ │ │ │ ├── defense-effects.ts
|
||||||
|
│ │ │ │ ├── elemental-effects.ts
|
||||||
|
│ │ │ │ ├── index.ts
|
||||||
|
│ │ │ │ ├── mana-effects.ts
|
||||||
|
│ │ │ │ ├── special-effects.ts
|
||||||
|
│ │ │ │ └── utility-effects.ts
|
||||||
|
│ │ │ ├── equipment/
|
||||||
|
│ │ │ │ ├── accessories.ts
|
||||||
|
│ │ │ │ ├── body.ts
|
||||||
|
│ │ │ │ ├── casters.ts
|
||||||
|
│ │ │ │ ├── catalysts.ts
|
||||||
|
│ │ │ │ ├── equipment-types-data.ts
|
||||||
|
│ │ │ │ ├── feet.ts
|
||||||
|
│ │ │ │ ├── hands.ts
|
||||||
|
│ │ │ │ ├── head.ts
|
||||||
|
│ │ │ │ ├── index.ts
|
||||||
|
│ │ │ │ ├── shields.ts
|
||||||
|
│ │ │ │ ├── swords.ts
|
||||||
|
│ │ │ │ ├── types.ts
|
||||||
|
│ │ │ │ └── utils.ts
|
||||||
|
│ │ │ ├── golems/
|
||||||
|
│ │ │ │ ├── base-golems.ts
|
||||||
|
│ │ │ │ ├── elemental-golems.ts
|
||||||
|
│ │ │ │ ├── golems-data.ts
|
||||||
|
│ │ │ │ ├── hybrid-golems.ts
|
||||||
|
│ │ │ │ ├── index.ts
|
||||||
|
│ │ │ │ ├── types.ts
|
||||||
|
│ │ │ │ └── utils.ts
|
||||||
|
│ │ │ ├── achievements.ts
|
||||||
|
│ │ │ ├── attunements.ts
|
||||||
|
│ │ │ ├── crafting-recipes.ts
|
||||||
|
│ │ │ ├── enchantment-effects.ts
|
||||||
|
│ │ │ ├── enchantment-types.ts
|
||||||
|
│ │ │ ├── fabricator-recipes.ts
|
||||||
|
│ │ │ ├── guardian-encounters.ts
|
||||||
|
│ │ │ └── loot-drops.ts
|
||||||
|
│ │ ├── effects/
|
||||||
|
│ │ │ ├── discipline-effects.ts
|
||||||
|
│ │ │ ├── dynamic-compute.ts
|
||||||
|
│ │ │ ├── special-effects.ts
|
||||||
|
│ │ │ ├── upgrade-effects.ts
|
||||||
|
│ │ │ └── upgrade-effects.types.ts
|
||||||
|
│ │ ├── hooks/
|
||||||
|
│ │ │ └── useGameDerived.ts
|
||||||
|
│ │ ├── stores/
|
||||||
|
│ │ │ ├── attunementStore.ts
|
||||||
|
│ │ │ ├── combat-actions.ts
|
||||||
|
│ │ │ ├── combat-state.types.ts
|
||||||
|
│ │ │ ├── combatStore.ts
|
||||||
|
│ │ │ ├── craftingStore.ts
|
||||||
|
│ │ │ ├── craftingStore.types.ts
|
||||||
|
│ │ │ ├── discipline-slice.ts
|
||||||
|
│ │ │ ├── gameActions.ts
|
||||||
|
│ │ │ ├── gameHooks.ts
|
||||||
|
│ │ │ ├── gameLoopActions.ts
|
||||||
|
│ │ │ ├── gameStore.ts
|
||||||
|
│ │ │ ├── index.ts
|
||||||
|
│ │ │ ├── manaStore.ts
|
||||||
|
│ │ │ ├── prestigeStore.ts
|
||||||
|
│ │ │ ├── tick-pipeline.ts
|
||||||
|
│ │ │ └── uiStore.ts
|
||||||
|
│ │ ├── types/
|
||||||
|
│ │ │ ├── attunements.ts
|
||||||
|
│ │ │ ├── disciplines.ts
|
||||||
|
│ │ │ ├── elements.ts
|
||||||
|
│ │ │ ├── equipment.ts
|
||||||
|
│ │ │ ├── equipmentSlot.ts
|
||||||
|
│ │ │ ├── game.ts
|
||||||
|
│ │ │ ├── index.ts
|
||||||
|
│ │ │ └── spells.ts
|
||||||
|
│ │ ├── utils/
|
||||||
|
│ │ │ ├── activity-log.ts
|
||||||
|
│ │ │ ├── combat-utils.ts
|
||||||
|
│ │ │ ├── discipline-math.ts
|
||||||
|
│ │ │ ├── enemy-generator.ts
|
||||||
|
│ │ │ ├── enemy-utils.ts
|
||||||
|
│ │ │ ├── floor-utils.ts
|
||||||
|
│ │ │ ├── formatting.ts
|
||||||
|
│ │ │ ├── index.ts
|
||||||
|
│ │ │ ├── mana-utils.ts
|
||||||
|
│ │ │ ├── pact-utils.ts
|
||||||
|
│ │ │ ├── result.ts
|
||||||
|
│ │ │ ├── room-utils.ts
|
||||||
|
│ │ │ ├── safe-persist.ts
|
||||||
|
│ │ │ └── spire-utils.ts
|
||||||
|
│ │ ├── constants.ts
|
||||||
|
│ │ ├── crafting-apply.ts
|
||||||
|
│ │ ├── crafting-attunements.ts
|
||||||
|
│ │ ├── crafting-design.ts
|
||||||
|
│ │ ├── crafting-equipment.ts
|
||||||
|
│ │ ├── crafting-loot.ts
|
||||||
|
│ │ ├── crafting-prep.ts
|
||||||
|
│ │ ├── crafting-utils.ts
|
||||||
|
│ │ ├── effects.ts
|
||||||
|
│ │ └── types.ts
|
||||||
|
│ └── utils.ts
|
||||||
|
├── test-results/
|
||||||
|
│ └── .last-run.json
|
||||||
|
├── .dockerignore
|
||||||
|
├── .gitignore
|
||||||
|
├── AGENTS.md
|
||||||
|
├── Caddyfile
|
||||||
|
├── Dockerfile
|
||||||
|
├── README.md
|
||||||
|
├── bun.lock
|
||||||
|
├── bunfig.toml
|
||||||
|
├── components.json
|
||||||
|
├── docker-compose.yml
|
||||||
|
├── eslint.config.mjs
|
||||||
|
├── next.config.ts
|
||||||
|
├── package-lock.json
|
||||||
|
├── package.json
|
||||||
|
├── playwright.config.ts
|
||||||
|
├── postcss.config.mjs
|
||||||
|
├── scorecard.png
|
||||||
|
├── tailwind.config.ts
|
||||||
|
├── tsconfig.json
|
||||||
|
└── vitest.config.ts
|
||||||
@@ -1,651 +0,0 @@
|
|||||||
# Mana Loop - Complete Skill System Documentation
|
|
||||||
|
|
||||||
## Table of Contents
|
|
||||||
1. [Overview](#overview)
|
|
||||||
2. [Core Mechanics](#core-mechanics)
|
|
||||||
3. [Skill Categories](#skill-categories)
|
|
||||||
4. [All Skills Reference](#all-skills-reference)
|
|
||||||
5. [Upgrade Trees](#upgrade-trees)
|
|
||||||
6. [Tier System](#tier-system)
|
|
||||||
7. [Banned Content](#banned-content)
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Overview
|
|
||||||
|
|
||||||
The skill system in Mana Loop provides deep character customization through a branching upgrade tree system. Skills are organized by attunement, with each attunement granting access to specific skill categories.
|
|
||||||
|
|
||||||
### Skill Level Types
|
|
||||||
|
|
||||||
| Max Level | Description | Example Skills |
|
|
||||||
|-----------|-------------|----------------|
|
|
||||||
| 10 | Standard skills with full upgrade trees | Mana Well, Mana Flow, Enchanting |
|
|
||||||
| 5 | Specialized skills with limited upgrades | Efficient Enchant, Golem Mastery |
|
|
||||||
| 3 | Focused skills with no upgrades | Knowledge Retention, Golem Longevity |
|
|
||||||
| 1 | Effect research skills (unlock only) | All research skills |
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Core Mechanics
|
|
||||||
|
|
||||||
### Study System
|
|
||||||
|
|
||||||
Leveling skills requires:
|
|
||||||
1. **Mana cost** - Paid upfront to begin study
|
|
||||||
2. **Study time** - Hours required to complete
|
|
||||||
3. **Active studying** - Must be in "study" action mode
|
|
||||||
|
|
||||||
#### Study Cost Formula
|
|
||||||
```
|
|
||||||
cost = baseCost × (currentLevel + 1) × tier × costMultiplier
|
|
||||||
```
|
|
||||||
|
|
||||||
#### Study Time Formula
|
|
||||||
```
|
|
||||||
time = baseStudyTime × tier / studySpeedMultiplier
|
|
||||||
```
|
|
||||||
|
|
||||||
### Milestone Upgrades
|
|
||||||
|
|
||||||
At **levels 5 and 10**, you choose **1 upgrade** from an upgrade tree:
|
|
||||||
- Each skill has its own unique upgrade tree
|
|
||||||
- Trees have branching paths with prerequisites
|
|
||||||
- Choices are permanent for that tier
|
|
||||||
- Upgrades persist when tiering up
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Skill Categories
|
|
||||||
|
|
||||||
### Core Categories (No Attunement Required)
|
|
||||||
|
|
||||||
| Category | Icon | Description |
|
|
||||||
|----------|------|-------------|
|
|
||||||
| Mana | 💧 | Mana pool and regeneration |
|
|
||||||
| Study | 📚 | Learning speed and efficiency |
|
|
||||||
| Research | 🔮 | Permanent bonuses |
|
|
||||||
| Ascension | ⭐ | Loop-persisting benefits |
|
|
||||||
|
|
||||||
### Attunement Categories
|
|
||||||
|
|
||||||
| Category | Icon | Attunement | Description | Status |
|
|
||||||
|----------|------|------------|-------------|-------|
|
|
||||||
| Enchanting | ✨ | Enchanter | Enchantment design and efficiency | ✅ Implemented (T1-T5) |
|
|
||||||
| Effect Research | 🔬 | Enchanter | Unlock spell enchantments | ✅ Implemented (max:1) |
|
|
||||||
| Invocation | 💜 | Invoker | Pact-based abilities | ✅ Implemented (T1-T5) |
|
|
||||||
| Pact Mastery | 🤝 | Invoker | Guardian pact bonuses | ✅ Implemented (T1-T5) |
|
|
||||||
| Fabrication | ⚒️ | Fabricator | Crafting and construction | ✅ Implemented (T1-T5) |
|
|
||||||
| Golemancy | 🗿 | Fabricator | Golem summoning and control | ✅ Implemented (T1-T5) |
|
|
||||||
| Hybrid Skills | 🔮 | Dual Attunement | Cross-attunement powers | ✅ Implemented (T1-T5) |
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## All Skills Reference
|
|
||||||
|
|
||||||
### Mana Skills (Core)
|
|
||||||
|
|
||||||
| Skill | Max | Effect | Base Cost | Study Time |
|
|
||||||
|-------|-----|--------|-----------|------------|
|
|
||||||
| Mana Well | 10 | +100 max mana/level | 100 | 4h |
|
|
||||||
| Mana Flow | 10 | +1 regen/hour/level | 150 | 5h |
|
|
||||||
| Elemental Attunement | 10 | +50 element cap/level | 200 | 4h |
|
|
||||||
| Mana Overflow | 5 | +25% click mana/level | 400 | 6h |
|
|
||||||
|
|
||||||
**Prerequisites:**
|
|
||||||
- Mana Overflow: Mana Well 3
|
|
||||||
|
|
||||||
### Study Skills (Core)
|
|
||||||
|
|
||||||
| Skill | Max | Effect | Base Cost | Study Time |
|
|
||||||
|-------|-----|--------|-----------|------------|
|
|
||||||
| Quick Learner | 10 | +10% study speed/level | 250 | 4h |
|
|
||||||
| Focused Mind | 10 | -5% study cost/level | 300 | 5h |
|
|
||||||
| Meditation Focus | 1 | Up to 2.5x regen after 4hrs | 400 | 6h |
|
|
||||||
| Knowledge Retention | 3 | +20% progress saved on cancel/level | 350 | 5h |
|
|
||||||
|
|
||||||
### Research Skills (Core)
|
|
||||||
|
|
||||||
| Skill | Max | Effect | Base Cost | Study Time |
|
|
||||||
|-------|-----|--------|-----------|------------|
|
|
||||||
| Mana Tap | 1 | +1 mana/click | 300 | 12h |
|
|
||||||
| Mana Surge | 1 | +3 mana/click | 800 | 36h |
|
|
||||||
| Mana Spring | 1 | +2 mana regen | 600 | 24h |
|
|
||||||
| Deep Trance | 1 | 6hr meditation = 3x regen | 900 | 48h |
|
|
||||||
| Void Meditation | 1 | 8hr meditation = 5x regen | 1500 | 72h |
|
|
||||||
|
|
||||||
**Prerequisites:**
|
|
||||||
- Mana Surge: Mana Tap 1
|
|
||||||
- Deep Trance: Meditation 1
|
|
||||||
- Void Meditation: Deep Trance 1
|
|
||||||
|
|
||||||
### Ascension Skills (Any Attunement)
|
|
||||||
|
|
||||||
| Skill | Max | Effect | Base Cost | Study Time | Attunement Req |
|
|
||||||
|-------|-----|--------|-----------|------------|----------------|
|
|
||||||
| Insight Harvest | 5 | +10% insight/level | 1000 | 20h | Any level 5+ |
|
|
||||||
| Guardian Bane | 3 | +20% dmg vs guardians/level | 1500 | 30h | Invoker 1 |
|
|
||||||
|
|
||||||
### Enchanting Skills (Enchanter)
|
|
||||||
|
|
||||||
| Skill | Max | Effect | Base Cost | Study Time | Attunement Req |
|
|
||||||
|-------|-----|--------|-----------|------------|----------------|
|
|
||||||
| Enchanting | 10 | Unlocks enchantment design | 200 | 5h | Enchanter 1 |
|
|
||||||
| Efficient Enchant | 5 | -5% capacity cost/level | 350 | 6h | Enchanter 2 |
|
|
||||||
| Disenchanting | 3 | +20% mana recovery/level | 400 | 6h | Enchanter 1 |
|
|
||||||
| Enchant Speed | 5 | -10% enchant time/level | 300 | 4h | Enchanter 1 |
|
|
||||||
| Essence Refining | 5 | +10% effect power/level | 450 | 7h | Enchanter 2 |
|
|
||||||
|
|
||||||
**Prerequisites:**
|
|
||||||
- Efficient Enchant: Enchanting 3
|
|
||||||
- Disenchanting: Enchanting 2
|
|
||||||
- Enchant Speed: Enchanting 2
|
|
||||||
- Essence Refining: Enchanting 4
|
|
||||||
|
|
||||||
### Golemancy Skills (Fabricator)
|
|
||||||
|
|
||||||
| Skill | Max | Effect | Base Cost | Study Time | Attunement Req |
|
|
||||||
|-------|-----|--------|-----------|------------|----------------|
|
|
||||||
| Golem Mastery | 5 | +10% golem damage/level | 300 | 6h | Fabricator 2 |
|
|
||||||
| Golem Efficiency | 5 | +5% attack speed/level | 350 | 6h | Fabricator 2 |
|
|
||||||
| Golem Longevity | 3 | +1 floor duration/level | 500 | 8h | Fabricator 3 |
|
|
||||||
| Golem Siphon | 3 | -10% maintenance/level | 400 | 8h | Fabricator 3 |
|
|
||||||
| Advanced Golemancy | 1 | Unlock hybrid recipes | 800 | 16h | Fabricator 5 |
|
|
||||||
| Golem Resonance | 1 | +1 golem slot | 1200 | 24h | Fabricator 8 |
|
|
||||||
|
|
||||||
**Prerequisites:**
|
|
||||||
- Advanced Golemancy: Golem Mastery 3
|
|
||||||
- Golem Resonance: Golem Mastery 5
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Hybrid Skills
|
|
||||||
|
|
||||||
Hybrid Skills require two attunements and combine their powers into advanced abilities.
|
|
||||||
|
|
||||||
### Pact-Weaving (Invoker + Enchanter)
|
|
||||||
|
|
||||||
**Requirement:** Invoker 3 + Enchanter 3
|
|
||||||
**Max Level:** 5 (with Elite Perk at Level 5)
|
|
||||||
|
|
||||||
**Paths:**
|
|
||||||
- **Path A: The Weaver** - Enhanced enchantment power through pact bonuses
|
|
||||||
- **Path B: The Warp** - Unpredictable magic blending pacts and enchantments
|
|
||||||
- **Path C: The World-Weaver** - Ultimate hybrid combining all powers
|
|
||||||
|
|
||||||
**5-Tier Talent Tree:**
|
|
||||||
|
|
||||||
| Tier | Level | Effect |
|
|
||||||
|------|-------|--------|
|
|
||||||
| 1 | 1-2 | +10% enchantment power when pact active |
|
|
||||||
| 2 | 3-4 | +25% enchantment power when pact active |
|
|
||||||
| 3 | 5-6 | Pact boons apply to enchanted equipment |
|
|
||||||
| 4 | 7-8 | +50% enchantment power when pact active |
|
|
||||||
| 5 | 9-10 | Elite Perk: Choose one |
|
|
||||||
|
|
||||||
**Elite Perks (Choose at Tier 5 Level 10):**
|
|
||||||
- **Eternal Weave:** Enchantments persist through loops
|
|
||||||
- **Pactbound Power:** All pact multipliers doubled for enchanted items
|
|
||||||
- **Weaver's Boon:** 25% chance to double enchantment effect
|
|
||||||
|
|
||||||
**Level 5 Upgrade Choices:**
|
|
||||||
- +50% enchantment power when pact active
|
|
||||||
- Pact boons apply to all equipment slots
|
|
||||||
- 10% chance to trigger pact effect on enchant
|
|
||||||
|
|
||||||
**Level 10 Upgrade Choices:**
|
|
||||||
- Elite Perk (choose one from above)
|
|
||||||
- +100% enchantment power when pact active
|
|
||||||
- All pacts active simultaneously
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
### Guardian Constructs (Fabricator + Invoker)
|
|
||||||
|
|
||||||
**Requirement:** Fabricator 3 + Invoker 3
|
|
||||||
**Max Level:** 5 (with Elite Perk at Level 5)
|
|
||||||
|
|
||||||
**Paths:**
|
|
||||||
- **Path A: The Architect** - Durable constructs with enhanced defenses
|
|
||||||
- **Path B: The Monumentalist** - Massive single construct with supreme power
|
|
||||||
- **Path C: The Eternal** - Constructs that never expire
|
|
||||||
|
|
||||||
**Special Rules:**
|
|
||||||
- Only **1 active at a time** (replaces golems)
|
|
||||||
- **More durable** than golems (2x HP, 1.5x duration)
|
|
||||||
- Uses both Earth and Pact mana for summoning
|
|
||||||
|
|
||||||
**5-Tier Talent Tree:**
|
|
||||||
|
|
||||||
| Tier | Level | Effect |
|
|
||||||
|------|-------|--------|
|
|
||||||
| 1 | 1-2 | +25% construct HP |
|
|
||||||
| 2 | 3-4 | Construct lasts +2 floors |
|
|
||||||
| 3 | 5-6 | Construct gains pact bonuses |
|
|
||||||
| 4 | 7-8 | +50% construct damage |
|
|
||||||
| 5 | 9-10 | Elite Perk: Choose one |
|
|
||||||
|
|
||||||
**Elite Perks (Choose at Tier 5 Level 10):**
|
|
||||||
- **Living Monument:** Construct HP +500%, never expires
|
|
||||||
- **Guardian's Might:** Construct gains all pact multipliers
|
|
||||||
- **Architect's Dream:** Can have 2 constructs (reduces HP by 50% each)
|
|
||||||
|
|
||||||
**Level 5 Upgrade Choices:**
|
|
||||||
- +50% construct HP
|
|
||||||
- Construct immune to floor effects
|
|
||||||
- +25% construct damage
|
|
||||||
|
|
||||||
**Level 10 Upgrade Choices:**
|
|
||||||
- Elite Perk (choose one from above)
|
|
||||||
- Construct gains 100% of your pact multipliers
|
|
||||||
- +500% construct HP
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
### Enchanted Golemancy (Fabricator + Enchanter)
|
|
||||||
|
|
||||||
**Requirement:** Fabricator 3 + Enchanter 3
|
|
||||||
**Max Level:** 5 (with Elite Perk at Level 5)
|
|
||||||
|
|
||||||
**Paths:**
|
|
||||||
- **Path A: The Battle-Smith** - Combat-focused enchanted golems
|
|
||||||
- **Path B: The Enchanter-Smith** - Golems with powerful enchantments
|
|
||||||
- **Path C: The Spell-Smith** - Golems that cast elemental spells
|
|
||||||
|
|
||||||
**Special Rules:**
|
|
||||||
- Imbues golems with **elemental spell logic**
|
|
||||||
- Golems gain spell abilities from enchantments
|
|
||||||
- Combines golem durability with spell power
|
|
||||||
|
|
||||||
**5-Tier Talent Tree:**
|
|
||||||
|
|
||||||
| Tier | Level | Effect |
|
|
||||||
|------|-------|--------|
|
|
||||||
| 1 | 1-2 | Golems gain 1 spell slot |
|
|
||||||
| 2 | 3-4 | +25% golem spell damage |
|
|
||||||
| 3 | 5-6 | Golems gain 2 spell slots |
|
|
||||||
| 4 | 7-8 | +50% golem spell damage |
|
|
||||||
| 5 | 9-10 | Elite Perk: Choose one |
|
|
||||||
|
|
||||||
**Elite Perks (Choose at Tier 5 Level 10):**
|
|
||||||
- **Arcane Golem:** Golems cast spells at 3x speed
|
|
||||||
- **Elemental Master:** Golem spells gain +100% elemental bonus
|
|
||||||
- **Living Spellforge:** Golems create temporary enchantments
|
|
||||||
|
|
||||||
**Level 5 Upgrade Choices:**
|
|
||||||
- +50% golem spell damage
|
|
||||||
- Golems gain 3 spell slots
|
|
||||||
- Golem spells gain pact bonuses
|
|
||||||
|
|
||||||
**Level 10 Upgrade Choices:**
|
|
||||||
- Elite Perk (choose one from above)
|
|
||||||
- Golem spells deal +200% damage
|
|
||||||
- Golems permanently enchanted
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
### Effect Research Skills (Enchanter)
|
|
||||||
|
|
||||||
All effect research skills are **max level 1** and unlock specific enchantment effects.
|
|
||||||
|
|
||||||
#### Tier 1 Research (Basic Spells)
|
|
||||||
| Skill | Unlocks | Study Time |
|
|
||||||
|-------|---------|------------|
|
|
||||||
| Mana Spell Research | Mana Strike enchantment | 4h |
|
|
||||||
| Fire Spell Research | Ember Shot, Fireball | 6h |
|
|
||||||
| Water Spell Research | Water Jet, Ice Shard | 6h |
|
|
||||||
| Air Spell Research | Gust, Wind Slash | 6h |
|
|
||||||
| Earth Spell Research | Stone Bullet, Rock Spike | 6h |
|
|
||||||
| Light Spell Research | Light Lance, Radiance | 8h |
|
|
||||||
| Dark Spell Research | Shadow Bolt, Dark Pulse | 8h |
|
|
||||||
| Death Research | Drain enchantment | 8h |
|
|
||||||
|
|
||||||
#### Tier 2 Research (Advanced Spells)
|
|
||||||
Requires Enchanter 3+ and parent element research.
|
|
||||||
|
|
||||||
| Skill | Unlocks | Study Time |
|
|
||||||
|-------|---------|------------|
|
|
||||||
| Advanced Fire Research | Inferno, Flame Wave | 12h |
|
|
||||||
| Advanced Water Research | Tidal Wave, Ice Storm | 12h |
|
|
||||||
| Advanced Air Research | Hurricane, Wind Blade | 12h |
|
|
||||||
| Advanced Earth Research | Earthquake, Stone Barrage | 12h |
|
|
||||||
| Advanced Light Research | Solar Flare, Divine Smite | 14h |
|
|
||||||
| Advanced Dark Research | Void Rift, Shadow Storm | 14h |
|
|
||||||
|
|
||||||
#### Tier 3 Research (Master Spells)
|
|
||||||
Requires Enchanter 5+ and advanced research.
|
|
||||||
|
|
||||||
| Skill | Unlocks | Study Time |
|
|
||||||
|-------|---------|------------|
|
|
||||||
| Master Fire Research | Pyroclasm | 24h |
|
|
||||||
| Master Water Research | Tsunami | 24h |
|
|
||||||
| Master Earth Research | Meteor Strike | 26h |
|
|
||||||
|
|
||||||
#### Compound Element Research
|
|
||||||
Requires parent element research + Enchanter 3+.
|
|
||||||
|
|
||||||
| Skill | Unlocks | Study Time |
|
|
||||||
|-------|---------|------------|
|
|
||||||
| Metal Spell Research | Metal Shard, Iron Fist | 6h |
|
|
||||||
| Sand Spell Research | Sand Blast, Sandstorm | 6h |
|
|
||||||
| Lightning Spell Research | Spark, Lightning Bolt | 6h |
|
|
||||||
| Advanced Metal Research | Steel Tempest | 12h |
|
|
||||||
| Advanced Sand Research | Desert Wind | 12h |
|
|
||||||
| Advanced Lightning Research | Chain Lightning, Storm Call | 12h |
|
|
||||||
| Master Metal Research | Furnace Blast | 26h |
|
|
||||||
| Master Sand Research | Dune Collapse | 26h |
|
|
||||||
| Master Lightning Research | Thunder Strike | 26h |
|
|
||||||
|
|
||||||
#### Utility Research
|
|
||||||
|
|
||||||
| Skill | Unlocks | Study Time |
|
|
||||||
|-------|---------|------------|
|
|
||||||
| Transference Spell Research | Transfer Strike, Mana Rip | 5h |
|
|
||||||
| Advanced Transference Research | Essence Drain | 12h |
|
|
||||||
| Master Transference Research | Soul Transfer | 26h |
|
|
||||||
|
|
||||||
#### Effect Research
|
|
||||||
|
|
||||||
| Skill | Unlocks | Study Time |
|
|
||||||
|-------|---------|------------|
|
|
||||||
| Damage Effect Research | Minor/Moderate Power, Amplification | 5h |
|
|
||||||
| Combat Effect Research | Sharp Edge, Swift Casting | 6h |
|
|
||||||
| Mana Effect Research | Mana Reserve, Trickle, Mana Tap | 4h |
|
|
||||||
| Advanced Mana Research | Mana Reservoir, Stream, River | 8h |
|
|
||||||
| Utility Effect Research | Meditative Focus, Quick Study | 6h |
|
|
||||||
| Special Effect Research | Echo Chamber, Siphoning, Bane | 10h |
|
|
||||||
| Overpower Research | Overpower effect | 12h |
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Upgrade Trees
|
|
||||||
|
|
||||||
### Mana Well Upgrade Tree
|
|
||||||
|
|
||||||
#### Tier 1 Upgrades
|
|
||||||
|
|
||||||
**Level 5 Choices:**
|
|
||||||
```
|
|
||||||
├── Expanded Capacity (+25% max mana)
|
|
||||||
│ └── Level 10: Deep Reservoir (+50% max mana) [replaces]
|
|
||||||
│
|
|
||||||
├── Natural Spring (+0.5 regen/hour)
|
|
||||||
│ └── Level 10: Flowing Spring (+1.5 regen) [replaces]
|
|
||||||
│
|
|
||||||
├── Mana Threshold (+30% max mana, -10% regen)
|
|
||||||
│ └── Level 10: Mana Conversion (5% max → click bonus)
|
|
||||||
│
|
|
||||||
└── Desperate Wells (+50% regen when below 25% mana)
|
|
||||||
└── Level 10: Panic Reserve (+100% regen below 10%)
|
|
||||||
```
|
|
||||||
|
|
||||||
**Level 10 Additional Choices:**
|
|
||||||
- Mana Echo (10% chance double mana from clicks)
|
|
||||||
- Emergency Reserve (Keep 10% mana on loop reset)
|
|
||||||
- Deep Wellspring (+50% meditation efficiency)
|
|
||||||
|
|
||||||
#### Tier 2 Upgrades (Deep Reservoir)
|
|
||||||
- Abyssal Depth (+50% max mana)
|
|
||||||
- Ancient Well (+500 starting mana per loop)
|
|
||||||
- Mana Condense (+1% max per 1000 gathered)
|
|
||||||
- Deep Reserve (+0.5 regen per 100 max mana)
|
|
||||||
- Ocean of Mana (+1000 max mana)
|
|
||||||
- Mana Tide (Regen pulses ±50%)
|
|
||||||
- Void Storage (Store 150% max temporarily)
|
|
||||||
- Mana Core (0.5% max mana as regen)
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
### Mana Flow Upgrade Tree
|
|
||||||
|
|
||||||
#### Tier 1 Upgrades
|
|
||||||
|
|
||||||
**Level 5 Choices:**
|
|
||||||
```
|
|
||||||
├── Rapid Flow (+25% regen speed)
|
|
||||||
│ └── Level 10: Mana Torrent (+50% regen above 75% mana)
|
|
||||||
│
|
|
||||||
├── Steady Stream (Immune to incursion penalty)
|
|
||||||
│ └── Level 10: Eternal Flow (Immune to all penalties)
|
|
||||||
│
|
|
||||||
├── Mana Cascade (+0.1 regen per 100 max mana)
|
|
||||||
│ └── Level 10: Mana Waterfall (+0.25 per 100 max) [replaces]
|
|
||||||
│
|
|
||||||
└── Mana Overflow (Raw mana can exceed max by 20%)
|
|
||||||
```
|
|
||||||
|
|
||||||
**Level 10 Additional Choices:**
|
|
||||||
- Ambient Absorption (+1 permanent regen)
|
|
||||||
- Flow Surge (Clicks boost regen for 1 hour)
|
|
||||||
- Flow Mastery (+10% mana from all sources)
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
### Elemental Attunement Upgrade Tree
|
|
||||||
|
|
||||||
#### Tier 1 Upgrades
|
|
||||||
|
|
||||||
**Level 5 Choices:**
|
|
||||||
```
|
|
||||||
├── Expanded Attunement (+25% element cap)
|
|
||||||
│ └── Level 10: Element Master (+50% element cap) [replaces]
|
|
||||||
│
|
|
||||||
├── Elemental Surge (+15% elemental spell damage)
|
|
||||||
│ └── Level 10: Elemental Power (+30% damage) [replaces]
|
|
||||||
│
|
|
||||||
└── Elemental Affinity (New elements start with 10 capacity)
|
|
||||||
```
|
|
||||||
|
|
||||||
**Level 10 Additional Choices:**
|
|
||||||
- Elemental Resonance (Spell use restores element)
|
|
||||||
- Exotic Mastery (+20% exotic element damage)
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
### Quick Learner Upgrade Tree
|
|
||||||
|
|
||||||
#### Tier 1 Upgrades
|
|
||||||
|
|
||||||
**Level 5 Choices:**
|
|
||||||
```
|
|
||||||
├── Deep Focus (+25% study speed)
|
|
||||||
│ └── Level 10: Deep Concentration (+50% speed) [replaces]
|
|
||||||
│
|
|
||||||
├── Quick Grasp (5% chance double study progress)
|
|
||||||
│ └── Level 10: Knowledge Echo (15% instant complete)
|
|
||||||
│
|
|
||||||
├── Parallel Study (Study 2 things at 50% speed each)
|
|
||||||
│
|
|
||||||
└── Quick Mastery (-20% time for final 3 levels)
|
|
||||||
```
|
|
||||||
|
|
||||||
**Level 10 Additional Choices:**
|
|
||||||
- Study Momentum (+5% speed per hour, max 50%)
|
|
||||||
- Knowledge Transfer (New skills start at 10% progress)
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
### Focused Mind Upgrade Tree
|
|
||||||
|
|
||||||
#### Tier 1 Upgrades
|
|
||||||
|
|
||||||
**Level 5 Choices:**
|
|
||||||
```
|
|
||||||
├── Mind Efficiency (+25% cost reduction)
|
|
||||||
│ └── Level 10: Efficient Learning (-15% study cost) [replaces]
|
|
||||||
│
|
|
||||||
├── Mental Clarity (+10% speed when mana > 75%)
|
|
||||||
│ └── Level 10: Study Rush (First hour 2x speed)
|
|
||||||
│
|
|
||||||
└── Study Refund (25% mana back on completion)
|
|
||||||
└── Level 10: Deep Understanding (+10% skill bonuses)
|
|
||||||
```
|
|
||||||
|
|
||||||
**Level 10 Additional Choices:**
|
|
||||||
- Chain Study (-5% cost per maxed skill)
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
### Enchanting Upgrade Tree
|
|
||||||
|
|
||||||
#### Tier 1 Upgrades
|
|
||||||
|
|
||||||
**Level 5 Choices:**
|
|
||||||
```
|
|
||||||
├── Enchantment Capacity (+20% equipment capacity)
|
|
||||||
├── Swift Enchanting (-15% design time)
|
|
||||||
│
|
|
||||||
└── Quality Control (+10% effect power)
|
|
||||||
└── Level 10: Perfect Refinement (+25% power) [replaces]
|
|
||||||
```
|
|
||||||
|
|
||||||
**Level 10 Additional Choices:**
|
|
||||||
- Enchantment Mastery (2 designs in progress)
|
|
||||||
- Mana Preservation (25% chance free enchant)
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
### Golem Mastery Upgrade Tree
|
|
||||||
|
|
||||||
#### Tier 1 Upgrades
|
|
||||||
|
|
||||||
**Level 5 Choices:**
|
|
||||||
```
|
|
||||||
├── Golem Power (+25% golem damage)
|
|
||||||
├── Golem Durability (+1 floor duration)
|
|
||||||
│
|
|
||||||
└── Efficient Summons (-20% summon cost)
|
|
||||||
└── Level 10: Golem Siphon (-30% maintenance)
|
|
||||||
```
|
|
||||||
|
|
||||||
**Level 10 Additional Choices:**
|
|
||||||
- Golem Fury (+50% attack speed for first 2 floors)
|
|
||||||
- Golem Resonance (Golems share 10% damage)
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
### Other Skill Upgrade Trees
|
|
||||||
|
|
||||||
#### Mana Overflow (Max 5)
|
|
||||||
- **Level 5:** Click Surge (+50% click mana above 90% mana)
|
|
||||||
- **Tier 2 Level 5:** Mana Flood (+75% click mana above 75% mana)
|
|
||||||
|
|
||||||
#### Efficient Enchant (Max 5)
|
|
||||||
- **Level 5:** Thrifty Enchanter (+10% free enchant chance)
|
|
||||||
- **Tier 2 Level 5:** Optimized Enchanting (+25% free chance)
|
|
||||||
|
|
||||||
#### Enchant Speed (Max 5)
|
|
||||||
- **Level 5:** Hasty Enchanter (+25% speed for repeat designs)
|
|
||||||
- **Tier 2 Level 5:** Instant Designs (10% instant completion)
|
|
||||||
|
|
||||||
#### Essence Refining (Max 5)
|
|
||||||
- **Level 5:** Pure Essence (+25% power for tier 1 enchants)
|
|
||||||
- **Tier 2 Level 5:** Perfect Essence (+50% all enchant power)
|
|
||||||
|
|
||||||
#### Efficient Crafting (Max 5)
|
|
||||||
- **Level 5:** Batch Crafting (2 items at 75% speed each)
|
|
||||||
- **Tier 2 Level 5:** Mass Production (3 items at full speed)
|
|
||||||
|
|
||||||
#### Field Repair (Max 5)
|
|
||||||
- **Level 5:** Scavenge (Recover 10% materials from broken items)
|
|
||||||
- **Tier 2 Level 5:** Reclaim (Recover 25% materials)
|
|
||||||
|
|
||||||
#### Golem Efficiency (Max 5)
|
|
||||||
- **Level 5:** Rapid Strikes (+25% speed for first 3 floors)
|
|
||||||
- **Tier 2 Level 5:** Blitz Attack (+50% speed for first 5 floors)
|
|
||||||
|
|
||||||
#### Insight Harvest (Max 5)
|
|
||||||
- **Level 5:** Insight Bounty (+25% insight from guardians)
|
|
||||||
- **Tier 2 Level 5:** Greater Harvest (+50% insight from all sources)
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Tier System
|
|
||||||
|
|
||||||
### How Tiers Work
|
|
||||||
|
|
||||||
1. **Reach max level** (10 for most skills, 5 for specialized)
|
|
||||||
2. **Meet attunement requirements**
|
|
||||||
3. **Tier up** - Skill resets to level 1 with 10x power multiplier
|
|
||||||
|
|
||||||
### Tier Power Scaling
|
|
||||||
|
|
||||||
| Tier | Multiplier | Level 1 Power = |
|
|
||||||
|------|------------|-----------------|
|
|
||||||
| 1 | 1x | Base |
|
|
||||||
| 2 | 10x | Tier 1 Level 10 |
|
|
||||||
| 3 | 100x | Tier 2 Level 10 |
|
|
||||||
| 4 | 1000x | Tier 3 Level 10 |
|
|
||||||
| 5 | 10000x | Tier 4 Level 10 |
|
|
||||||
|
|
||||||
### Tier Up Requirements
|
|
||||||
|
|
||||||
#### Core Skills (Mana, Study)
|
|
||||||
| Tier | Requirement |
|
|
||||||
|------|-------------|
|
|
||||||
| 1→2 | Any attunement level 3 |
|
|
||||||
| 2→3 | Any attunement level 5 |
|
|
||||||
| 3→4 | Any attunement level 7 |
|
|
||||||
| 4→5 | Any attunement level 10 |
|
|
||||||
|
|
||||||
#### Enchanter Skills
|
|
||||||
| Tier | Requirement |
|
|
||||||
|------|-------------|
|
|
||||||
| 1→2 | Enchanter level 3 |
|
|
||||||
| 2→3 | Enchanter level 5 |
|
|
||||||
| 3→4 | Enchanter level 7 |
|
|
||||||
| 4→5 | Enchanter level 10 |
|
|
||||||
|
|
||||||
#### Fabricator Skills (Golemancy)
|
|
||||||
| Tier | Requirement |
|
|
||||||
|------|-------------|
|
|
||||||
| 1→2 | Fabricator level 3 |
|
|
||||||
| 2→3 | Fabricator level 5 |
|
|
||||||
| 3→4 | Fabricator level 7 |
|
|
||||||
| 4→5 | Fabricator level 10 |
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Banned Content
|
|
||||||
|
|
||||||
The following effects/mechanics are **NOT allowed** in skill upgrades:
|
|
||||||
|
|
||||||
| Banned Effect | Reason |
|
|
||||||
|---------------|--------|
|
|
||||||
| Lifesteal | Player cannot take damage |
|
|
||||||
| Healing (for player) | Player cannot take damage |
|
|
||||||
| Life/Blood/Wood/Mental/Force mana | Removed elements |
|
|
||||||
| Execution effects | Bypasses gameplay mechanics |
|
|
||||||
| Instant finishing | Skips mechanics |
|
|
||||||
| Direct spell damage bonuses | Spells only via weapons |
|
|
||||||
| Familiar system | Replaced by golemancy |
|
|
||||||
|
|
||||||
### Design Philosophy
|
|
||||||
|
|
||||||
1. **Player cannot take damage** - Only floors/enemies have HP
|
|
||||||
2. **No healing needed** - Player health doesn't exist
|
|
||||||
3. **Weapons matter** - Player attacks through enchanted weapons
|
|
||||||
4. **Golems fight** - Fabricator's constructs do the combat
|
|
||||||
5. **Enchantments empower** - Enchanter enhances equipment
|
|
||||||
6. **Pacts grant power** - Invoker makes deals with guardians
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Example Progression
|
|
||||||
|
|
||||||
### Mana Well Complete Journey
|
|
||||||
|
|
||||||
1. **Level 1-4:** +400 max mana (100 per level)
|
|
||||||
2. **Level 5:** Choose "Expanded Capacity" (+25% max)
|
|
||||||
- Total: 500 base + 125 bonus = 625 max mana
|
|
||||||
3. **Level 6-9:** +400 more max mana
|
|
||||||
4. **Level 10:** Choose "Deep Reservoir" (replaces to +50%)
|
|
||||||
- Total: 1000 base + 500 bonus = 1500 max mana
|
|
||||||
5. **Tier Up to Tier 2:** Mana Well becomes "Deep Reservoir"
|
|
||||||
6. **Tier 2 Level 1:** 100 × 10 = 1000 base (same as T1 L10)
|
|
||||||
7. **Tier 2 Level 5:** Choose "Abyssal Depth" (+50% max)
|
|
||||||
8. **Continue progression...**
|
|
||||||
|
|
||||||
### Total Power at Tier 2 Level 5:
|
|
||||||
- Base: 500 × 10 = 5000 max mana
|
|
||||||
- Upgrades: +50% from Tier 1 +50% from Tier 2 = +100%
|
|
||||||
- Total: 5000 × 2 = **10,000 max mana**
|
|
||||||
@@ -1,35 +0,0 @@
|
|||||||
**Role:** You are an expert Next.js game developer.
|
|
||||||
**Project Context:** `/home/user/repos/Mana-Loop`
|
|
||||||
**Objective:** Execute a multi-system update covering UI reworks, state-machine logic, game balance, developer tools, and critical bug fixes.
|
|
||||||
|
|
||||||
### **1. Workflow & State Management (Priority)**
|
|
||||||
* **Initialization:** Check `docs/task2_progress.md` and `docs/task2.md` to identify current progress.
|
|
||||||
* **Tracking:** Use the `todo_list` tool. Document all actions in the `docs/` files.
|
|
||||||
* **Delegation:** Use sub-agents for modular tasks; commit and push changes incrementally.
|
|
||||||
|
|
||||||
### **2. Automation & State Logic**
|
|
||||||
* **ActionButtons Rework:**
|
|
||||||
* **Remove Manual Selection:** Remove buttons that allow players to manually choose their action.
|
|
||||||
* **Automatic Transition:** Automatically switch the state to **"Meditate"** whenever a Study or Crafting task finishes.
|
|
||||||
* **Status Display:** Replace buttons with a read-only "Current Activity" indicator.
|
|
||||||
* **Research Locking:** In the `SkillsTab`, prevent switching research topics while a study action is in progress.
|
|
||||||
|
|
||||||
### **3. Feature Reworks & UI**
|
|
||||||
* **SpireTab Overhaul:** * **"Climb the Spire":** Create an entry button navigating to a dedicated, locked "Spire Mode."
|
|
||||||
* **Exit Condition:** Player must "climb down" to exit.
|
|
||||||
* **Persistent UI:** Only `ManaDisplay` and `CalendarDisplay` remain. Display Spire info and Golems.
|
|
||||||
* **Equipment System:** Support **2-Handed Weapons**. Staves must block the offhand slot.
|
|
||||||
|
|
||||||
### **4. Developer & System Tools**
|
|
||||||
* **DebugTab Update:** Add **Invoker Debugging Buttons** to manually trigger/force **Pacts with different Guardians**.
|
|
||||||
* **System Integrity:** Fix the **"Show Component Names"** debug option. Following the recent refactor, ensure this works for **all** components. Check for missing `displayName` properties or wrappers that might be masking component identities in the DOM/DevTools.
|
|
||||||
|
|
||||||
### **5. Bug Fixes & Refinement**
|
|
||||||
* **CRITICAL: Mana Well Bug:** Fix the "Deep Basin" upgrade logic. Currently, choosing this upgrade resets max mana capacity to 120 instead of the expected 600. Ensure the upgrade correctly calculates or adds to the base capacity rather than overwriting it with a flat value.
|
|
||||||
* **Combat UI:** Fix the "Casting Bar" progress animation; ensure the progress bar fills correctly.
|
|
||||||
* **LootTab:** Remove "Transference" mana from Essence/Item lists.
|
|
||||||
* **Crafting:** Disable "Prepare" for non-enchanted items; limit "Design" to gear types currently owned.
|
|
||||||
|
|
||||||
### **6. Game Balance & Progression**
|
|
||||||
* **SkillsTab:** Delete all "Ascension" skills (Insight gain is prestige-only).
|
|
||||||
* **StatsTab:** Lock Fire, Water, Air, and Earth at start. Only "Transference" is unlocked initially.
|
|
||||||
@@ -1,34 +0,0 @@
|
|||||||
# Task 2: ActionButtons Rework - Context
|
|
||||||
|
|
||||||
## Task Description
|
|
||||||
**Priority task from task2.md**
|
|
||||||
|
|
||||||
### Requirements:
|
|
||||||
1. **Remove Manual Selection:** Remove buttons that allow players to manually choose their action.
|
|
||||||
2. **Automatic Transition:** Automatically switch the state to 'Meditate' whenever a Study or Crafting task finishes.
|
|
||||||
3. **Status Display:** Replace buttons with a read-only 'Current Activity' indicator.
|
|
||||||
|
|
||||||
### Current Implementation:
|
|
||||||
- ActionButtons component is in `/home/user/repos/Mana-Loop/src/components/game/ActionButtons.tsx`
|
|
||||||
- The component currently shows buttons for: meditate, climb, study, craft, repair, convert, design, prepare, enchant
|
|
||||||
- `currentAction` state comes from the game store
|
|
||||||
- Buttons allow manual selection of actions
|
|
||||||
|
|
||||||
### What Needs To Be Done:
|
|
||||||
1. Read `src/components/game/ActionButtons.tsx` to understand current implementation
|
|
||||||
2. Remove the manual selection buttons (or make them read-only)
|
|
||||||
3. Find where Study and Crafting actions complete (look in store.ts or crafting-slice.ts)
|
|
||||||
4. Add logic to automatically set `currentAction` to 'meditate' when Study or Crafting completes
|
|
||||||
5. Replace buttons with a read-only "Current Activity" indicator showing the current action
|
|
||||||
6. Test the changes
|
|
||||||
7. Commit with message: "Task 2: ActionButtons rework - remove manual selection, auto-transition to Meditate"
|
|
||||||
|
|
||||||
### Key Files To Examine:
|
|
||||||
- `src/components/game/ActionButtons.tsx` - main component to modify
|
|
||||||
- `src/lib/game/store.ts` - likely contains action completion logic
|
|
||||||
- `src/lib/game/crafting-slice.ts` - crafting completion logic
|
|
||||||
|
|
||||||
### Implementation Notes:
|
|
||||||
- Study completes when `studyProgress` finishes
|
|
||||||
- Crafting completes when `preparationProgress` or `enchantProgress` finishes
|
|
||||||
- Need to track these completion events and trigger the Meditate transition
|
|
||||||
@@ -1,33 +0,0 @@
|
|||||||
# Task 8: Combat UI - Casting Bar Animation Fix - Context
|
|
||||||
|
|
||||||
## Task Description
|
|
||||||
**Bug Fix from task2.md**
|
|
||||||
|
|
||||||
### Problem:
|
|
||||||
The "Casting Bar" progress animation doesn't fill correctly during spell casting.
|
|
||||||
|
|
||||||
### Current Implementation:
|
|
||||||
- Casting bar is likely in a Combat-related component
|
|
||||||
- Search for "CastingBar" or "casting" in components folder
|
|
||||||
- Progress animation probably uses a Progress component or div with width styling
|
|
||||||
|
|
||||||
### What Needs To Be Done:
|
|
||||||
1. Search for "CastingBar" or "casting" in `src/components/game/` to find the relevant component
|
|
||||||
2. Read the component to understand the current implementation
|
|
||||||
3. Find the bug in the progress animation:
|
|
||||||
- Is the progress value being calculated correctly?
|
|
||||||
- Is the CSS/style correct for the progress bar?
|
|
||||||
- Is the animation updating properly?
|
|
||||||
4. Fix the bug so the progress bar fills correctly during casting
|
|
||||||
5. Test the changes
|
|
||||||
6. Commit with message: "Task 2: Fix Combat UI Casting Bar progress animation"
|
|
||||||
|
|
||||||
### Key Files To Examine:
|
|
||||||
- Search for files containing "CastingBar" or "casting" in `src/components/game/`
|
|
||||||
- Look for Progress components or div elements with dynamic width
|
|
||||||
|
|
||||||
### Common Issues To Check:
|
|
||||||
- Progress value calculation (should be percentage 0-100)
|
|
||||||
- CSS transitions/animations
|
|
||||||
- State updates during casting
|
|
||||||
- Re-rendering issues
|
|
||||||
@@ -1,44 +0,0 @@
|
|||||||
# Task 10: Crafting - Prepare/Design Limits - Context
|
|
||||||
|
|
||||||
## Task Description
|
|
||||||
**From task2.md:** Disable "Prepare" for non-enchanted items; limit "Design" to gear types currently owned.
|
|
||||||
|
|
||||||
## Current Implementation:
|
|
||||||
- Crafting system involves:
|
|
||||||
- `src/components/game/tabs/CraftingTab.tsx` - main crafting UI
|
|
||||||
- `src/components/game/crafting/EnchantmentPreparer.tsx` - Prepare stage
|
|
||||||
- `src/lib/game/crafting-slice.ts` - crafting logic
|
|
||||||
- `currentAction` can be 'design', 'prepare', 'enchant'
|
|
||||||
- "Prepare" stage is for preparing equipment for enchanting
|
|
||||||
|
|
||||||
## What Needs To Be Done:
|
|
||||||
|
|
||||||
### Part 1: Disable "Prepare" for non-enchanted items
|
|
||||||
1. Read `EnchantmentPreparer.tsx` to understand current logic
|
|
||||||
2. Currently shows "Prepare" option for non-enchanted items
|
|
||||||
3. **Clarify**: Does this mean:
|
|
||||||
- Disable the "Prepare" button if the item is NOT enchanted?
|
|
||||||
- Or disable if there are no enchanted items to disenchant?
|
|
||||||
4. Make the appropriate changes to disable "Prepare" based on the requirement
|
|
||||||
|
|
||||||
### Part 2: Limit "Design" to gear types currently owned
|
|
||||||
1. Read `CraftingTab.tsx` to understand the "Design" stage
|
|
||||||
2. Find where gear types are listed for design
|
|
||||||
3. Filter to only show gear types that the player currently owns (has blueprints for)
|
|
||||||
4. This might involve checking `store.lootInventory.blueprints` or similar
|
|
||||||
|
|
||||||
### Final Steps:
|
|
||||||
5. Test the changes
|
|
||||||
6. Commit with message: "Task 2: Crafting - disable Prepare for non-enchanted items, limit Design to owned gear types"
|
|
||||||
|
|
||||||
## Key Files:
|
|
||||||
- `src/components/game/tabs/CraftingTab.tsx` - Design and Prepare stages
|
|
||||||
- `src/components/game/crafting/EnchantmentPreparer.tsx` - Prepare logic
|
|
||||||
- `src/lib/game/crafting-slice.ts` - crafting state management
|
|
||||||
- `src/lib/game/data/equipment.ts` - equipment types definition
|
|
||||||
|
|
||||||
## Implementation Notes:
|
|
||||||
- "Prepare" is the action of preparing equipment for enchanting
|
|
||||||
- Non-enchanted items might refer to items that don't have enchantments yet
|
|
||||||
- "Design" stage lets players design enchantments for gear types
|
|
||||||
- Limit to "owned" gear types = types that the player has blueprints for (in `lootInventory.blueprints`)
|
|
||||||
@@ -1,32 +0,0 @@
|
|||||||
# Task 5: DebugTab Update - Invoker Debug Buttons - Context
|
|
||||||
|
|
||||||
## Task Description
|
|
||||||
**From task2.md:** Add Invoker Debugging Buttons to manually trigger/force Pacts with different Guardians.
|
|
||||||
|
|
||||||
## Current Implementation:
|
|
||||||
- DebugTab is likely in `/home/user/repos/Mana-Loop/src/components/game/debug/` or similar
|
|
||||||
- Pact system involves Guardians and signing pacts with them
|
|
||||||
- DebugTab already has some debugging features
|
|
||||||
|
|
||||||
## What Needs To Be Done:
|
|
||||||
1. Find the DebugTab component (search for "DebugTab" or look in `src/components/game/debug/`)
|
|
||||||
2. Read the component to understand current implementation
|
|
||||||
3. Find how Pacts work:
|
|
||||||
- Look for "pact" related functions in the store (`store.ts` or similar)
|
|
||||||
- Understand what signing a pact does (what state changes)
|
|
||||||
4. Add buttons to manually trigger/force Pacts with different Guardians:
|
|
||||||
- Each Guardian should have a button
|
|
||||||
- Clicking the button forces a pact with that Guardian
|
|
||||||
5. Test the implementation
|
|
||||||
6. Commit with message: "Task 2: DebugTab Update - add Invoker Debugging Buttons for Pacts"
|
|
||||||
|
|
||||||
## Key Files To Examine:
|
|
||||||
- `src/components/game/debug/` - DebugTab component
|
|
||||||
- `src/lib/game/store.ts` - Pact-related functions
|
|
||||||
- Look for Guardian definitions (maybe in `constants/` or `data/`)
|
|
||||||
|
|
||||||
## Implementation Notes:
|
|
||||||
- Pacts are likely stored in the game state
|
|
||||||
- Forcing a pact might involve calling a function like `store.signPact(guardianId)`
|
|
||||||
- The buttons should be clearly labeled with Guardian names
|
|
||||||
- Consider adding confirmation dialogs to prevent accidental clicks
|
|
||||||
@@ -1,42 +0,0 @@
|
|||||||
# Task 2 Progress Tracking - COMPLETE!
|
|
||||||
|
|
||||||
**Last Updated**: 2026-04-26 18:53:00
|
|
||||||
**Current Status**: ✅ COMPLETE (12/12 tasks done!)
|
|
||||||
|
|
||||||
## ✅ ALL Tasks Completed:
|
|
||||||
|
|
||||||
### UI/UX Changes:
|
|
||||||
1. ✅ **Task 1**: ActionButtons Rework - Remove manual selection, auto-transition to Meditate, add Current Activity indicator (commit `313aa33`)
|
|
||||||
2. ✅ **Task 3**: SpireTab Overhaul - Implement Spire Mode with "Climb the Spire" button and exit condition (commit `50ce70e`)
|
|
||||||
3. ✅ **Task 5**: DebugTab Update - Add Invoker Debugging Buttons for Pacts (commit `9f029d9`)
|
|
||||||
4. ✅ **Task 8**: Combat UI - Fix Casting Bar progress animation (commit `9bf6e91`)
|
|
||||||
|
|
||||||
### Game Systems:
|
|
||||||
5. ✅ **Task 2**: Research Locking - Prevent switching topics while study in progress (commit `229cb16`)
|
|
||||||
6. ✅ **Task 4**: Equipment System - Support 2-Handed Weapons, Staves block offhand (commit `5e0bee8`)
|
|
||||||
7. ✅ **Task 7**: CRITICAL FIX - Mana Well 'Deep Basin' upgrade multiplier values (commit `f61ed00`)
|
|
||||||
8. ✅ **Task 10**: Crafting - Disable Prepare for enchanted items, limit Design to owned gear (commit `c8baea4`)
|
|
||||||
|
|
||||||
### Bug Fixes & Balance:
|
|
||||||
9. ✅ **Task 9**: LootTab - Remove 'Transference' mana from essence list (commit `65b0f96`)
|
|
||||||
10. ✅ **Task 11**: SkillsTab - Delete all 'Ascension' skills (commit `65b0f96`)
|
|
||||||
11. ✅ **Task 12**: StatsTab - Lock Fire/Water/Air/Earth at start, only Transference unlocked (commit `2355be6`)
|
|
||||||
|
|
||||||
### System Integrity:
|
|
||||||
12. ✅ **Task 6**: System Integrity - Fix 'Show Component Names' debug option (commit `c2dd846`)
|
|
||||||
|
|
||||||
## Final Commit History (Task 2):
|
|
||||||
- `313aa33` (HEAD -> master) Task 2: ActionButtons rework ✓
|
|
||||||
- `b10d92b` Task 2: 11/12 completed, Task 1 blocked (old)
|
|
||||||
- `c2dd846` Task 2: System Integrity - Fix Show Component Names ✓
|
|
||||||
- `c8baea4` Task 2: Crafting - disable Prepare, limit Design ✓
|
|
||||||
- `9bf6e91` Task 2: Fix Combat UI Casting Bar progress animation ✓
|
|
||||||
- `50ce70e` Task 2: SpireTab Overhaul - Spire Mode ✓
|
|
||||||
- `9f029d9` Task 2: DebugTab Update - Invoker Debugging Buttons ✓
|
|
||||||
- `229cb16` Task 2: Research Locking - prevent switching topics ✓
|
|
||||||
- Plus 5 earlier commits...
|
|
||||||
|
|
||||||
## Summary:
|
|
||||||
**ALL 12/12 TASKS COMPLETED SUCCESSFULLY!** All work has been committed and pushed to gitea (master branch).
|
|
||||||
|
|
||||||
**Task 2 is OFFICIALLY COMPLETE!** 🎉
|
|
||||||
@@ -1,29 +0,0 @@
|
|||||||
# Task 2: Research Locking in SkillsTab - Context
|
|
||||||
|
|
||||||
## Task Description
|
|
||||||
**From task2.md:** Prevent switching research topics while a study action is in progress in the SkillsTab.
|
|
||||||
|
|
||||||
## Current Implementation:
|
|
||||||
- SkillsTab component is in `/home/user/repos/Mana-Loop/src/components/game/SkillsTab.tsx`
|
|
||||||
- Another version exists at `/home/user/repos/Mana-Loop/src/components/game/tabs/SkillsTab.tsx`
|
|
||||||
- Research topics/skills can be selected for studying
|
|
||||||
- The `currentAction` state in the game store tracks if "study" is in progress
|
|
||||||
|
|
||||||
## What Needs To Be Done:
|
|
||||||
1. Read `src/components/game/SkillsTab.tsx` to understand current implementation
|
|
||||||
2. Find where research topics/skills are selected
|
|
||||||
3. Check if `store.currentAction === 'study'` (study is in progress)
|
|
||||||
4. Disable topic switching/selection while study is in progress
|
|
||||||
5. Show a message like "Cannot switch topics while studying" or disable the UI elements
|
|
||||||
6. Test the changes
|
|
||||||
7. Commit with message: "Task 2: Research Locking - prevent switching topics while study in progress"
|
|
||||||
|
|
||||||
## Key Files:
|
|
||||||
- `src/components/game/SkillsTab.tsx` - main component to modify
|
|
||||||
- `src/lib/game/store.ts` - contains `currentAction` state
|
|
||||||
|
|
||||||
## Implementation Notes:
|
|
||||||
- The study action is started when a skill is selected for study
|
|
||||||
- While `currentAction === 'study'`, the player should not be able to switch to a different research topic
|
|
||||||
- Consider graying out or disabling the skill selection buttons
|
|
||||||
- Show a tooltip or message explaining why switching is disabled
|
|
||||||
@@ -1,39 +0,0 @@
|
|||||||
# Task 6: System Integrity - Show Component Names Fix - Context
|
|
||||||
|
|
||||||
## Task Description
|
|
||||||
**From task2.md:** Fix the "Show Component Names" debug option. Following the recent refactor, ensure this works for all components. Check for missing `displayName` properties or wrappers that might be masking component identities in the DOM/DevTools.
|
|
||||||
|
|
||||||
## Current Implementation:
|
|
||||||
- "Show Component Names" is in `src/components/game/debug/GameStateDebug.tsx` (line 28)
|
|
||||||
- Uses `useDebug()` hook from `src/lib/game/debug-context.tsx`
|
|
||||||
- `DebugName` wrapper component shows component names visually (yellow label) when enabled
|
|
||||||
- `DebugName` is currently used in `src/app/page.tsx` to wrap major components
|
|
||||||
|
|
||||||
## How It Works:
|
|
||||||
1. `GameStateDebug.tsx` has a Switch for "Show Component Names"
|
|
||||||
2. When enabled, `showComponentNames` becomes true
|
|
||||||
3. `DebugName` wrapper shows a yellow label with the component name
|
|
||||||
4. Components need to be wrapped with `<DebugName name="ComponentName">...</DebugName>`
|
|
||||||
|
|
||||||
## What Needs To Be Done:
|
|
||||||
1. Ensure `DebugName` wrapper is used for ALL components (not just top-level ones in page.tsx)
|
|
||||||
2. Check for missing `displayName` properties on components:
|
|
||||||
- `displayName` helps with React DevTools identification
|
|
||||||
- Components wrapped with `React.memo()`, `React.forwardRef()`, etc. might lose their name
|
|
||||||
- Fix by setting `ComponentName.displayName = "ComponentName"`
|
|
||||||
3. Check for wrappers masking component identities:
|
|
||||||
- Search for `React.memo`, `React.forwardRef`, higher-order components
|
|
||||||
- Ensure `displayName` is set on these
|
|
||||||
4. Test that "Show Component Names" works correctly for all components
|
|
||||||
5. Commit with message: "Task 2: System Integrity - Fix Show Component Names for all components"
|
|
||||||
|
|
||||||
## Key Files:
|
|
||||||
- `src/lib/game/debug-context.tsx` - DebugName component and hook
|
|
||||||
- `src/components/game/debug/GameStateDebug.tsx` - Switch for showing names
|
|
||||||
- `src/app/page.tsx` - Currently uses DebugName for top-level components
|
|
||||||
- Search for `React.memo` and `forwardRef` in `src/components/`
|
|
||||||
|
|
||||||
## Implementation Notes:
|
|
||||||
- The `DebugName` wrapper adds a visual label - this is for the in-game debug view
|
|
||||||
- The `displayName` property is for React DevTools - this is a separate concern
|
|
||||||
- Both should be fixed for full debugging support
|
|
||||||
@@ -1,37 +0,0 @@
|
|||||||
# Task 3: SpireTab Overhaul - Context
|
|
||||||
|
|
||||||
## Task Description
|
|
||||||
**Feature Rework from task2.md**
|
|
||||||
|
|
||||||
### Requirements:
|
|
||||||
1. **'Climb the Spire':** Create an entry button navigating to a dedicated, locked "Spire Mode."
|
|
||||||
2. **Exit Condition:** Player must "climb down" to exit.
|
|
||||||
3. **Persistent UI:** Only ManaDisplay and CalendarDisplay remain. Display Spire info and Golems.
|
|
||||||
|
|
||||||
### Current Implementation:
|
|
||||||
- SpireTab component is in `/home/user/repos/Mana-Loop/src/components/game/SpireTab.tsx`
|
|
||||||
- Currently shows Spire-related content in the main game UI
|
|
||||||
- Game state/progression managed in `src/lib/game/store.ts`
|
|
||||||
|
|
||||||
### What Needs To Be Done:
|
|
||||||
1. Read `src/components/game/SpireTab.tsx` to understand current implementation
|
|
||||||
2. Create a "Climb the Spire" button that enters a new "Spire Mode"
|
|
||||||
3. Implement Spire Mode as a separate UI state:
|
|
||||||
- Only show ManaDisplay, CalendarDisplay, Spire info, and Golems
|
|
||||||
- Hide all other UI elements
|
|
||||||
4. Add an "Climb Down" button to exit Spire Mode and return to normal game
|
|
||||||
5. The Spire Mode should be "locked" until the player chooses to enter it
|
|
||||||
6. Test the implementation
|
|
||||||
7. Commit with message: "Task 2: SpireTab Overhaul - add Climb the Spire button, implement Spire Mode with exit condition"
|
|
||||||
|
|
||||||
### Key Files To Examine:
|
|
||||||
- `src/components/game/SpireTab.tsx` - main component to modify
|
|
||||||
- `src/components/game/ManaDisplay.tsx` - needs to remain visible in Spire Mode
|
|
||||||
- `src/components/game/CalendarDisplay.tsx` - needs to remain visible in Spire Mode
|
|
||||||
- `src/lib/game/store.ts` - manage Spire Mode state
|
|
||||||
|
|
||||||
### Implementation Notes:
|
|
||||||
- Consider adding a `spireMode: boolean` state to the game store
|
|
||||||
- Spire Mode is a simplified UI - only essential info
|
|
||||||
- "Climb the Spire" button should be in SpireTab
|
|
||||||
- "Climb Down" button should be visible in Spire Mode to exit
|
|
||||||
@@ -1 +0,0 @@
|
|||||||
Here are all the generated files.
|
|
||||||
@@ -1,196 +0,0 @@
|
|||||||
'use client';
|
|
||||||
|
|
||||||
import { useEffect, useState } from 'react';
|
|
||||||
import { io } from 'socket.io-client';
|
|
||||||
import { Button } from '@/components/ui/button';
|
|
||||||
import { Input } from '@/components/ui/input';
|
|
||||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
|
||||||
import { ScrollArea } from '@/components/ui/scroll-area';
|
|
||||||
|
|
||||||
type User = {
|
|
||||||
id: string;
|
|
||||||
username: string;
|
|
||||||
}
|
|
||||||
|
|
||||||
type Message = {
|
|
||||||
id: string;
|
|
||||||
username: string;
|
|
||||||
content: string;
|
|
||||||
timestamp: Date | string;
|
|
||||||
type: 'user' | 'system';
|
|
||||||
}
|
|
||||||
|
|
||||||
export default function SocketDemo() {
|
|
||||||
const [messages, setMessages] = useState<Message[]>([]);
|
|
||||||
const [inputMessage, setInputMessage] = useState('');
|
|
||||||
const [username, setUsername] = useState('');
|
|
||||||
const [isUsernameSet, setIsUsernameSet] = useState(false);
|
|
||||||
const [socket, setSocket] = useState<any>(null);
|
|
||||||
const [isConnected, setIsConnected] = useState(false);
|
|
||||||
const [users, setUsers] = useState<User[]>([]);
|
|
||||||
|
|
||||||
useEffect(() => {
|
|
||||||
// Connect to websocket server
|
|
||||||
// Never use PORT in the URL, alyways use XTransformPort
|
|
||||||
// DO NOT change the path, it is used by Caddy to forward the request to the correct port
|
|
||||||
const socketInstance = io('/?XTransformPort=3003', {
|
|
||||||
transports: ['websocket', 'polling'],
|
|
||||||
forceNew: true,
|
|
||||||
reconnection: true,
|
|
||||||
reconnectionAttempts: 5,
|
|
||||||
reconnectionDelay: 1000,
|
|
||||||
timeout: 10000
|
|
||||||
})
|
|
||||||
|
|
||||||
setSocket(socketInstance);
|
|
||||||
|
|
||||||
socketInstance.on('connect', () => {
|
|
||||||
setIsConnected(true);
|
|
||||||
});
|
|
||||||
|
|
||||||
socketInstance.on('disconnect', () => {
|
|
||||||
setIsConnected(false);
|
|
||||||
});
|
|
||||||
|
|
||||||
socketInstance.on('message', (msg: Message) => {
|
|
||||||
setMessages(prev => [...prev, msg]);
|
|
||||||
});
|
|
||||||
|
|
||||||
socketInstance.on('user-joined', (data: { user: User; message: Message }) => {
|
|
||||||
setMessages(prev => [...prev, data.message]);
|
|
||||||
setUsers(prev => {
|
|
||||||
if (!prev.find(u => u.id === data.user.id)) {
|
|
||||||
return [...prev, data.user];
|
|
||||||
}
|
|
||||||
return prev;
|
|
||||||
});
|
|
||||||
});
|
|
||||||
|
|
||||||
socketInstance.on('user-left', (data: { user: User; message: Message }) => {
|
|
||||||
setMessages(prev => [...prev, data.message]);
|
|
||||||
setUsers(prev => prev.filter(u => u.id !== data.user.id));
|
|
||||||
});
|
|
||||||
|
|
||||||
socketInstance.on('users-list', (data: { users: User[] }) => {
|
|
||||||
setUsers(data.users);
|
|
||||||
});
|
|
||||||
|
|
||||||
return () => {
|
|
||||||
socketInstance.disconnect();
|
|
||||||
};
|
|
||||||
}, []);
|
|
||||||
|
|
||||||
const handleJoin = () => {
|
|
||||||
if (socket && username.trim() && isConnected) {
|
|
||||||
socket.emit('join', { username: username.trim() });
|
|
||||||
setIsUsernameSet(true);
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
const sendMessage = () => {
|
|
||||||
if (socket && inputMessage.trim() && username.trim()) {
|
|
||||||
socket.emit('message', {
|
|
||||||
content: inputMessage.trim(),
|
|
||||||
username: username.trim()
|
|
||||||
});
|
|
||||||
setInputMessage('');
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
const handleKeyPress = (e: React.KeyboardEvent) => {
|
|
||||||
if (e.key === 'Enter') {
|
|
||||||
sendMessage();
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
return (
|
|
||||||
<div className="container mx-auto p-4 max-w-2xl">
|
|
||||||
<Card>
|
|
||||||
<CardHeader>
|
|
||||||
<CardTitle className="flex items-center justify-between">
|
|
||||||
WebSocket Demo
|
|
||||||
<span className={`text-sm px-2 py-1 rounded ${isConnected ? 'bg-green-100 text-green-800' : 'bg-red-100 text-red-800'}`}>
|
|
||||||
{isConnected ? 'Connected' : 'Disconnected'}
|
|
||||||
</span>
|
|
||||||
</CardTitle>
|
|
||||||
</CardHeader>
|
|
||||||
<CardContent className="space-y-4">
|
|
||||||
{!isUsernameSet ? (
|
|
||||||
<div className="space-y-2">
|
|
||||||
<Input
|
|
||||||
value={username}
|
|
||||||
onChange={(e) => setUsername(e.target.value)}
|
|
||||||
onKeyPress={(e) => {
|
|
||||||
if (e.key === 'Enter') {
|
|
||||||
handleJoin();
|
|
||||||
}
|
|
||||||
}}
|
|
||||||
placeholder="Enter your username..."
|
|
||||||
disabled={!isConnected}
|
|
||||||
className="flex-1"
|
|
||||||
/>
|
|
||||||
<Button
|
|
||||||
onClick={handleJoin}
|
|
||||||
disabled={!isConnected || !username.trim()}
|
|
||||||
className="w-full"
|
|
||||||
>
|
|
||||||
Join Chat
|
|
||||||
</Button>
|
|
||||||
</div>
|
|
||||||
) : (
|
|
||||||
<>
|
|
||||||
<ScrollArea className="h-80 w-full border rounded-md p-4">
|
|
||||||
<div className="space-y-2">
|
|
||||||
{messages.length === 0 ? (
|
|
||||||
<p className="text-gray-500 text-center">No messages yet</p>
|
|
||||||
) : (
|
|
||||||
messages.map((msg) => (
|
|
||||||
<div key={msg.id} className="border-b pb-2 last:border-b-0">
|
|
||||||
<div className="flex justify-between items-start">
|
|
||||||
<div className="flex-1">
|
|
||||||
<p className={`text-sm font-medium ${msg.type === 'system'
|
|
||||||
? 'text-blue-600 italic'
|
|
||||||
: 'text-gray-700'
|
|
||||||
}`}>
|
|
||||||
{msg.username}
|
|
||||||
</p>
|
|
||||||
<p className={`${msg.type === 'system'
|
|
||||||
? 'text-blue-500 italic'
|
|
||||||
: 'text-gray-900'
|
|
||||||
}`}>
|
|
||||||
{msg.content}
|
|
||||||
</p>
|
|
||||||
</div>
|
|
||||||
<span className="text-xs text-gray-500">
|
|
||||||
{new Date(msg.timestamp).toLocaleTimeString()}
|
|
||||||
</span>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
))
|
|
||||||
)}
|
|
||||||
</div>
|
|
||||||
</ScrollArea>
|
|
||||||
|
|
||||||
<div className="flex space-x-2">
|
|
||||||
<Input
|
|
||||||
value={inputMessage}
|
|
||||||
onChange={(e) => setInputMessage(e.target.value)}
|
|
||||||
onKeyPress={handleKeyPress}
|
|
||||||
placeholder="Type a message..."
|
|
||||||
disabled={!isConnected}
|
|
||||||
className="flex-1"
|
|
||||||
/>
|
|
||||||
<Button
|
|
||||||
onClick={sendMessage}
|
|
||||||
disabled={!isConnected || !inputMessage.trim()}
|
|
||||||
>
|
|
||||||
Send
|
|
||||||
</Button>
|
|
||||||
</div>
|
|
||||||
</>
|
|
||||||
)}
|
|
||||||
</CardContent>
|
|
||||||
</Card>
|
|
||||||
</div>
|
|
||||||
);
|
|
||||||
}
|
|
||||||
@@ -1,138 +0,0 @@
|
|||||||
import { createServer } from 'http'
|
|
||||||
import { Server } from 'socket.io'
|
|
||||||
|
|
||||||
const httpServer = createServer()
|
|
||||||
const io = new Server(httpServer, {
|
|
||||||
// DO NOT change the path, it is used by Caddy to forward the request to the correct port
|
|
||||||
path: '/',
|
|
||||||
cors: {
|
|
||||||
origin: "*",
|
|
||||||
methods: ["GET", "POST"]
|
|
||||||
},
|
|
||||||
pingTimeout: 60000,
|
|
||||||
pingInterval: 25000,
|
|
||||||
})
|
|
||||||
|
|
||||||
interface User {
|
|
||||||
id: string
|
|
||||||
username: string
|
|
||||||
}
|
|
||||||
|
|
||||||
interface Message {
|
|
||||||
id: string
|
|
||||||
username: string
|
|
||||||
content: string
|
|
||||||
timestamp: Date
|
|
||||||
type: 'user' | 'system'
|
|
||||||
}
|
|
||||||
|
|
||||||
const users = new Map<string, User>()
|
|
||||||
|
|
||||||
const generateMessageId = () => Math.random().toString(36).substr(2, 9)
|
|
||||||
|
|
||||||
const createSystemMessage = (content: string): Message => ({
|
|
||||||
id: generateMessageId(),
|
|
||||||
username: 'System',
|
|
||||||
content,
|
|
||||||
timestamp: new Date(),
|
|
||||||
type: 'system'
|
|
||||||
})
|
|
||||||
|
|
||||||
const createUserMessage = (username: string, content: string): Message => ({
|
|
||||||
id: generateMessageId(),
|
|
||||||
username,
|
|
||||||
content,
|
|
||||||
timestamp: new Date(),
|
|
||||||
type: 'user'
|
|
||||||
})
|
|
||||||
|
|
||||||
io.on('connection', (socket) => {
|
|
||||||
console.log(`User connected: ${socket.id}`)
|
|
||||||
|
|
||||||
// Add test event handler
|
|
||||||
socket.on('test', (data) => {
|
|
||||||
console.log('Received test message:', data)
|
|
||||||
socket.emit('test-response', {
|
|
||||||
message: 'Server received test message',
|
|
||||||
data: data,
|
|
||||||
timestamp: new Date().toISOString()
|
|
||||||
})
|
|
||||||
})
|
|
||||||
|
|
||||||
socket.on('join', (data: { username: string }) => {
|
|
||||||
const { username } = data
|
|
||||||
|
|
||||||
// Create user object
|
|
||||||
const user: User = {
|
|
||||||
id: socket.id,
|
|
||||||
username
|
|
||||||
}
|
|
||||||
|
|
||||||
// Add to user list
|
|
||||||
users.set(socket.id, user)
|
|
||||||
|
|
||||||
// Send join message to all users
|
|
||||||
const joinMessage = createSystemMessage(`${username} joined the chat room`)
|
|
||||||
io.emit('user-joined', { user, message: joinMessage })
|
|
||||||
|
|
||||||
// Send current user list to new user
|
|
||||||
const usersList = Array.from(users.values())
|
|
||||||
socket.emit('users-list', { users: usersList })
|
|
||||||
|
|
||||||
console.log(`${username} joined the chat room, current online users: ${users.size}`)
|
|
||||||
})
|
|
||||||
|
|
||||||
socket.on('message', (data: { content: string; username: string }) => {
|
|
||||||
const { content, username } = data
|
|
||||||
const user = users.get(socket.id)
|
|
||||||
|
|
||||||
if (user && user.username === username) {
|
|
||||||
const message = createUserMessage(username, content)
|
|
||||||
io.emit('message', message)
|
|
||||||
console.log(`${username}: ${content}`)
|
|
||||||
}
|
|
||||||
})
|
|
||||||
|
|
||||||
socket.on('disconnect', () => {
|
|
||||||
const user = users.get(socket.id)
|
|
||||||
|
|
||||||
if (user) {
|
|
||||||
// Remove from user list
|
|
||||||
users.delete(socket.id)
|
|
||||||
|
|
||||||
// Send leave message to all users
|
|
||||||
const leaveMessage = createSystemMessage(`${user.username} left the chat room`)
|
|
||||||
io.emit('user-left', { user: { id: socket.id, username: user.username }, message: leaveMessage })
|
|
||||||
|
|
||||||
console.log(`${user.username} left the chat room, current online users: ${users.size}`)
|
|
||||||
} else {
|
|
||||||
console.log(`User disconnected: ${socket.id}`)
|
|
||||||
}
|
|
||||||
})
|
|
||||||
|
|
||||||
socket.on('error', (error) => {
|
|
||||||
console.error(`Socket error (${socket.id}):`, error)
|
|
||||||
})
|
|
||||||
})
|
|
||||||
|
|
||||||
const PORT = 3003
|
|
||||||
httpServer.listen(PORT, () => {
|
|
||||||
console.log(`WebSocket server running on port ${PORT}`)
|
|
||||||
})
|
|
||||||
|
|
||||||
// Graceful shutdown
|
|
||||||
process.on('SIGTERM', () => {
|
|
||||||
console.log('Received SIGTERM signal, shutting down server...')
|
|
||||||
httpServer.close(() => {
|
|
||||||
console.log('WebSocket server closed')
|
|
||||||
process.exit(0)
|
|
||||||
})
|
|
||||||
})
|
|
||||||
|
|
||||||
process.on('SIGINT', () => {
|
|
||||||
console.log('Received SIGINT signal, shutting down server...')
|
|
||||||
httpServer.close(() => {
|
|
||||||
console.log('WebSocket server closed')
|
|
||||||
process.exit(0)
|
|
||||||
})
|
|
||||||
})
|
|
||||||
@@ -3,98 +3,95 @@
|
|||||||
"version": "0.2.0",
|
"version": "0.2.0",
|
||||||
"private": true,
|
"private": true,
|
||||||
"scripts": {
|
"scripts": {
|
||||||
"dev": "next dev -p 3000 2>&1 | tee dev.log",
|
"dev": "next dev -p 3000 --hostname 0.0.0.0 2>&1 | tee dev.log",
|
||||||
"build": "next build && cp -r .next/static .next/standalone/.next/ && cp -r public .next/standalone/",
|
"build": "next build && cp -r .next/static .next/standalone/.next/ && cp -r public .next/standalone/",
|
||||||
"start": "NODE_ENV=production bun .next/standalone/server.js 2>&1 | tee server.log",
|
"start": "NODE_ENV=production bun .next/standalone/server.js 2>&1 | tee server.log",
|
||||||
|
"typecheck": "tsc --noEmit",
|
||||||
"lint": "eslint .",
|
"lint": "eslint .",
|
||||||
"test": "vitest",
|
"test": "vitest",
|
||||||
|
"test:e2e": "playwright test",
|
||||||
"test:coverage": "vitest --coverage",
|
"test:coverage": "vitest --coverage",
|
||||||
"db:push": "prisma db push",
|
"prepare": "husky"
|
||||||
"db:generate": "prisma generate",
|
|
||||||
"db:migrate": "prisma migrate dev",
|
|
||||||
"db:reset": "prisma migrate reset"
|
|
||||||
},
|
},
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
"@dnd-kit/core": "^6.3.1",
|
"@dnd-kit/core": "^6.3.1",
|
||||||
"@dnd-kit/sortable": "^10.0.0",
|
"@dnd-kit/sortable": "^10.0.0",
|
||||||
"@dnd-kit/utilities": "^3.2.2",
|
"@dnd-kit/utilities": "^3.2.2",
|
||||||
"@hookform/resolvers": "^5.1.1",
|
"@hookform/resolvers": "^5.2.2",
|
||||||
"@mdxeditor/editor": "^3.39.1",
|
"@radix-ui/react-accordion": "^1.2.12",
|
||||||
"@prisma/client": "^6.11.1",
|
"@radix-ui/react-alert-dialog": "^1.1.15",
|
||||||
"@radix-ui/react-accordion": "^1.2.11",
|
"@radix-ui/react-aspect-ratio": "^1.1.8",
|
||||||
"@radix-ui/react-alert-dialog": "^1.1.14",
|
"@radix-ui/react-avatar": "^1.1.11",
|
||||||
"@radix-ui/react-aspect-ratio": "^1.1.7",
|
"@radix-ui/react-checkbox": "^1.3.3",
|
||||||
"@radix-ui/react-avatar": "^1.1.10",
|
"@radix-ui/react-collapsible": "^1.1.12",
|
||||||
"@radix-ui/react-checkbox": "^1.3.2",
|
"@radix-ui/react-context-menu": "^2.2.16",
|
||||||
"@radix-ui/react-collapsible": "^1.1.11",
|
"@radix-ui/react-dialog": "^1.1.15",
|
||||||
"@radix-ui/react-context-menu": "^2.2.15",
|
"@radix-ui/react-dropdown-menu": "^2.1.16",
|
||||||
"@radix-ui/react-dialog": "^1.1.14",
|
"@radix-ui/react-hover-card": "^1.1.15",
|
||||||
"@radix-ui/react-dropdown-menu": "^2.1.15",
|
"@radix-ui/react-label": "^2.1.8",
|
||||||
"@radix-ui/react-hover-card": "^1.1.14",
|
"@radix-ui/react-menubar": "^1.1.16",
|
||||||
"@radix-ui/react-label": "^2.1.7",
|
"@radix-ui/react-navigation-menu": "^1.2.14",
|
||||||
"@radix-ui/react-menubar": "^1.1.15",
|
"@radix-ui/react-popover": "^1.1.15",
|
||||||
"@radix-ui/react-navigation-menu": "^1.2.13",
|
"@radix-ui/react-progress": "^1.1.8",
|
||||||
"@radix-ui/react-popover": "^1.1.14",
|
"@radix-ui/react-radio-group": "^1.3.8",
|
||||||
"@radix-ui/react-progress": "^1.1.7",
|
"@radix-ui/react-scroll-area": "^1.2.10",
|
||||||
"@radix-ui/react-radio-group": "^1.3.7",
|
"@radix-ui/react-select": "^2.2.6",
|
||||||
"@radix-ui/react-scroll-area": "^1.2.9",
|
"@radix-ui/react-separator": "^1.1.8",
|
||||||
"@radix-ui/react-select": "^2.2.5",
|
"@radix-ui/react-slider": "^1.3.6",
|
||||||
"@radix-ui/react-separator": "^1.1.7",
|
"@radix-ui/react-slot": "^1.2.4",
|
||||||
"@radix-ui/react-slider": "^1.3.5",
|
"@radix-ui/react-switch": "^1.2.6",
|
||||||
"@radix-ui/react-slot": "^1.2.3",
|
"@radix-ui/react-tabs": "^1.1.13",
|
||||||
"@radix-ui/react-switch": "^1.2.5",
|
"@radix-ui/react-toast": "^1.2.15",
|
||||||
"@radix-ui/react-tabs": "^1.1.12",
|
"@radix-ui/react-toggle": "^1.1.10",
|
||||||
"@radix-ui/react-toast": "^1.2.14",
|
"@radix-ui/react-toggle-group": "^1.1.11",
|
||||||
"@radix-ui/react-toggle": "^1.1.9",
|
"@radix-ui/react-tooltip": "^1.2.8",
|
||||||
"@radix-ui/react-toggle-group": "^1.1.10",
|
"@reactuses/core": "^6.3.1",
|
||||||
"@radix-ui/react-tooltip": "^1.2.7",
|
"@tanstack/react-query": "^5.100.10",
|
||||||
"@reactuses/core": "^6.0.5",
|
|
||||||
"@tanstack/react-query": "^5.82.0",
|
|
||||||
"@tanstack/react-table": "^8.21.3",
|
"@tanstack/react-table": "^8.21.3",
|
||||||
"class-variance-authority": "^0.7.1",
|
"class-variance-authority": "^0.7.1",
|
||||||
"clsx": "^2.1.1",
|
"clsx": "^2.1.1",
|
||||||
"cmdk": "^1.1.1",
|
"cmdk": "^1.1.1",
|
||||||
"date-fns": "^4.1.0",
|
"date-fns": "^4.1.0",
|
||||||
"embla-carousel-react": "^8.6.0",
|
"embla-carousel-react": "^8.6.0",
|
||||||
"framer-motion": "^12.23.2",
|
"framer-motion": "^12.38.0",
|
||||||
|
"husky": "^9.1.7",
|
||||||
"input-otp": "^1.4.2",
|
"input-otp": "^1.4.2",
|
||||||
"lucide-react": "^0.525.0",
|
"lucide-react": "^0.525.0",
|
||||||
"next": "^16.1.1",
|
"next": "^16.2.6",
|
||||||
"next-auth": "^4.24.11",
|
|
||||||
"next-intl": "^4.3.4",
|
|
||||||
"next-themes": "^0.4.6",
|
"next-themes": "^0.4.6",
|
||||||
"prisma": "^6.11.1",
|
"react": "^19.2.6",
|
||||||
"react": "^19.0.0",
|
"react-day-picker": "^9.14.0",
|
||||||
"react-day-picker": "^9.8.0",
|
"react-dom": "^19.2.6",
|
||||||
"react-dom": "^19.0.0",
|
"react-hook-form": "^7.76.0",
|
||||||
"react-hook-form": "^7.60.0",
|
|
||||||
"react-markdown": "^10.1.0",
|
"react-markdown": "^10.1.0",
|
||||||
"react-resizable-panels": "^3.0.3",
|
"react-resizable-panels": "^3.0.6",
|
||||||
"react-syntax-highlighter": "^15.6.1",
|
"react-syntax-highlighter": "^15.6.6",
|
||||||
"recharts": "^2.15.4",
|
"recharts": "^2.15.4",
|
||||||
"sharp": "^0.34.3",
|
"sharp": "^0.34.5",
|
||||||
"sonner": "^2.0.6",
|
"sonner": "^2.0.7",
|
||||||
"tailwind-merge": "^3.3.1",
|
"tailwind-merge": "^3.6.0",
|
||||||
"tailwindcss-animate": "^1.0.7",
|
"tailwindcss-animate": "^1.0.7",
|
||||||
"uuid": "^11.1.0",
|
"uuid": "^11.1.1",
|
||||||
"vaul": "^1.1.2",
|
"vaul": "^1.1.2",
|
||||||
"z-ai-web-dev-sdk": "^0.0.17",
|
"zod": "^4.4.3",
|
||||||
"zod": "^4.0.2",
|
"zustand": "^5.0.13"
|
||||||
"zustand": "^5.0.6"
|
|
||||||
},
|
},
|
||||||
"devDependencies": {
|
"devDependencies": {
|
||||||
"@tailwindcss/postcss": "^4",
|
"@playwright/test": "^1.60.0",
|
||||||
|
"@tailwindcss/postcss": "^4.3.0",
|
||||||
"@testing-library/jest-dom": "^6.9.1",
|
"@testing-library/jest-dom": "^6.9.1",
|
||||||
"@testing-library/react": "^16.3.2",
|
"@testing-library/react": "^16.3.2",
|
||||||
"@types/react": "^19",
|
"@types/react": "^19.2.14",
|
||||||
"@types/react-dom": "^19",
|
"@types/react-dom": "^19.2.3",
|
||||||
"bun-types": "^1.3.4",
|
"bun-types": "^1.3.14",
|
||||||
"eslint": "^9",
|
"eslint": "^9.39.4",
|
||||||
"eslint-config-next": "^16.1.1",
|
"eslint-config-next": "^16.2.6",
|
||||||
"jsdom": "^29.0.1",
|
"jsdom": "^29.1.1",
|
||||||
"tailwindcss": "^4",
|
"lint-staged": "^17.0.5",
|
||||||
"tw-animate-css": "^1.3.5",
|
"madge": "^8.0.0",
|
||||||
"typescript": "^5",
|
"tailwindcss": "^4.3.0",
|
||||||
"vitest": "^4.1.2"
|
"tw-animate-css": "^1.4.0",
|
||||||
|
"typescript": "^5.9.3",
|
||||||
|
"vitest": "^4.1.6"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,285 @@
|
|||||||
|
# Instructions
|
||||||
|
|
||||||
|
- Following Playwright test failed.
|
||||||
|
- Explain why, be concise, respect Playwright best practices.
|
||||||
|
- Provide a snippet of code with the fix, if possible.
|
||||||
|
|
||||||
|
# Test info
|
||||||
|
|
||||||
|
- Name: combat.spec.ts >> Combat System >> shows floor information in spire mode
|
||||||
|
- Location: e2e/combat.spec.ts:65:7
|
||||||
|
|
||||||
|
# Error details
|
||||||
|
|
||||||
|
```
|
||||||
|
Error: expect(locator).toBeVisible() failed
|
||||||
|
|
||||||
|
Locator: locator('text="Floor"').first()
|
||||||
|
Expected: visible
|
||||||
|
Timeout: 5000ms
|
||||||
|
Error: element(s) not found
|
||||||
|
|
||||||
|
Call log:
|
||||||
|
- Expect "toBeVisible" with timeout 5000ms
|
||||||
|
- waiting for locator('text="Floor"').first()
|
||||||
|
|
||||||
|
```
|
||||||
|
|
||||||
|
# Page snapshot
|
||||||
|
|
||||||
|
```yaml
|
||||||
|
- generic [active] [ref=e1]:
|
||||||
|
- generic [ref=e2]:
|
||||||
|
- banner [ref=e3]:
|
||||||
|
- generic [ref=e4]:
|
||||||
|
- heading "MANA LOOP" [level=1] [ref=e5]
|
||||||
|
- generic [ref=e7]:
|
||||||
|
- generic [ref=e8]:
|
||||||
|
- generic [ref=e9]: Day 1
|
||||||
|
- generic [ref=e10]: 02:04
|
||||||
|
- generic [ref=e11]:
|
||||||
|
- generic [ref=e12]: "0"
|
||||||
|
- generic [ref=e13]: Insight
|
||||||
|
- main [ref=e14]:
|
||||||
|
- generic [ref=e15]:
|
||||||
|
- generic [ref=e17]:
|
||||||
|
- generic [ref=e18]:
|
||||||
|
- generic [ref=e19]:
|
||||||
|
- generic [ref=e20]: "15"
|
||||||
|
- generic [ref=e21]: / 100
|
||||||
|
- generic [ref=e22]:
|
||||||
|
- text: +3.0 mana/hr
|
||||||
|
- generic [ref=e23]: (1.5x med)
|
||||||
|
- progressbar [ref=e24]
|
||||||
|
- button "Gather +1 Mana" [ref=e26]:
|
||||||
|
- img
|
||||||
|
- text: Gather +1 Mana
|
||||||
|
- generic [ref=e27]:
|
||||||
|
- button "Elemental Mana (1)" [ref=e28]:
|
||||||
|
- generic [ref=e29]: Elemental Mana (1)
|
||||||
|
- img [ref=e30]
|
||||||
|
- generic [ref=e33]:
|
||||||
|
- generic [ref=e34]:
|
||||||
|
- generic [ref=e35]: 🔗
|
||||||
|
- generic [ref=e36]: Transference
|
||||||
|
- generic [ref=e39]: 0/10
|
||||||
|
- generic [ref=e40]:
|
||||||
|
- generic [ref=e41]: "1"
|
||||||
|
- generic [ref=e42]: "2"
|
||||||
|
- generic [ref=e43]: "3"
|
||||||
|
- generic [ref=e44]: "4"
|
||||||
|
- generic [ref=e45]: "5"
|
||||||
|
- generic [ref=e46]: "6"
|
||||||
|
- generic [ref=e47]: "7"
|
||||||
|
- generic [ref=e48]: "8"
|
||||||
|
- generic [ref=e49]: "9"
|
||||||
|
- generic [ref=e50]: "10"
|
||||||
|
- generic [ref=e51]: "11"
|
||||||
|
- generic [ref=e52]: "12"
|
||||||
|
- generic [ref=e53]: "13"
|
||||||
|
- generic [ref=e54]: "14"
|
||||||
|
- generic [ref=e55]: "15"
|
||||||
|
- generic [ref=e56]: "16"
|
||||||
|
- generic [ref=e57]: "17"
|
||||||
|
- generic [ref=e58]: "18"
|
||||||
|
- generic [ref=e59]: "19"
|
||||||
|
- generic [ref=e60]: "20"
|
||||||
|
- generic [ref=e61]: "21"
|
||||||
|
- generic [ref=e62]: "22"
|
||||||
|
- generic [ref=e63]: "23"
|
||||||
|
- generic [ref=e64]: "24"
|
||||||
|
- generic [ref=e65]: "25"
|
||||||
|
- generic [ref=e66]: "26"
|
||||||
|
- generic [ref=e67]: "27"
|
||||||
|
- generic [ref=e68]: "28"
|
||||||
|
- generic [ref=e69]: "29"
|
||||||
|
- generic [ref=e70]: "30"
|
||||||
|
- generic [ref=e72]:
|
||||||
|
- tablist [ref=e73]:
|
||||||
|
- tab "⚔️ Spire" [selected] [ref=e74]
|
||||||
|
- tab "✨ Attune" [ref=e75]
|
||||||
|
- tab "🗿 Golems" [ref=e76]
|
||||||
|
- tab "📚 Skills" [ref=e77]
|
||||||
|
- tab "🔮 Spells" [ref=e78]
|
||||||
|
- tab "🛡️ Gear" [ref=e79]
|
||||||
|
- tab "🔧 Craft" [ref=e80]
|
||||||
|
- tab "💎 Loot" [ref=e81]
|
||||||
|
- tab "🏆 Achieve" [ref=e82]
|
||||||
|
- tab "📊 Stats" [ref=e83]
|
||||||
|
- tab "🐛 Debug" [ref=e84]
|
||||||
|
- tab "📖 Grimoire" [ref=e85]
|
||||||
|
- tabpanel "⚔️ Spire" [ref=e86]:
|
||||||
|
- generic [ref=e87]:
|
||||||
|
- generic [ref=e89]:
|
||||||
|
- button "Exit Spire Mode" [ref=e90]:
|
||||||
|
- img
|
||||||
|
- text: Exit Spire Mode
|
||||||
|
- generic [ref=e91]: Climb down to floor 1 to return to the main game
|
||||||
|
- generic [ref=e92]:
|
||||||
|
- heading "Current Floor 🐝 Swarm" [level=3] [ref=e94]:
|
||||||
|
- generic [ref=e95]: Current Floor
|
||||||
|
- generic [ref=e96]: 🐝 Swarm
|
||||||
|
- generic [ref=e97]:
|
||||||
|
- generic [ref=e98]:
|
||||||
|
- generic [ref=e99]: "1"
|
||||||
|
- generic [ref=e100]: / 100
|
||||||
|
- generic [ref=e101]: 🔥 Fire
|
||||||
|
- generic [ref=e102]:
|
||||||
|
- text: "Best: Floor"
|
||||||
|
- strong [ref=e103]: "1"
|
||||||
|
- text: "• Pacts:"
|
||||||
|
- strong [ref=e104]: "0"
|
||||||
|
- generic [ref=e106]:
|
||||||
|
- generic [ref=e108]: Active Spells (1)
|
||||||
|
- generic [ref=e110]:
|
||||||
|
- generic [ref=e111]:
|
||||||
|
- generic [ref=e112]: Mana BoltBasic
|
||||||
|
- generic [ref=e113]: ✓
|
||||||
|
- generic [ref=e114]: ⚔️ 5 dmg • 3 raw • ⚡ 15 dmg/hr
|
||||||
|
- generic [ref=e115]:
|
||||||
|
- generic [ref=e116]: Swarm Enemies (6)
|
||||||
|
- generic [ref=e118]:
|
||||||
|
- generic [ref=e119]:
|
||||||
|
- img [ref=e120]
|
||||||
|
- generic [ref=e125]: Emberling
|
||||||
|
- generic [ref=e126]: 🔥 60/60 HP
|
||||||
|
- generic [ref=e130]:
|
||||||
|
- generic [ref=e131]:
|
||||||
|
- img [ref=e132]
|
||||||
|
- generic [ref=e137]: Fire Imp
|
||||||
|
- generic [ref=e138]: 🔥 60/60 HP
|
||||||
|
- generic [ref=e142]:
|
||||||
|
- generic [ref=e143]:
|
||||||
|
- img [ref=e144]
|
||||||
|
- generic [ref=e149]: Scorchling
|
||||||
|
- generic [ref=e150]: 🔥 60/60 HP
|
||||||
|
- generic [ref=e154]:
|
||||||
|
- generic [ref=e155]:
|
||||||
|
- img [ref=e156]
|
||||||
|
- generic [ref=e161]: Flame Sprite
|
||||||
|
- generic [ref=e162]: 🔥 60/60 HP
|
||||||
|
- generic [ref=e166]:
|
||||||
|
- generic [ref=e167]:
|
||||||
|
- img [ref=e168]
|
||||||
|
- generic [ref=e173]: Emberling
|
||||||
|
- generic [ref=e174]: 🔥 60/60 HP
|
||||||
|
- generic [ref=e178]:
|
||||||
|
- generic [ref=e179]:
|
||||||
|
- img [ref=e180]
|
||||||
|
- generic [ref=e185]: Inferno Whelp
|
||||||
|
- generic [ref=e186]: 🔥 60/60 HP
|
||||||
|
- generic [ref=e189]:
|
||||||
|
- generic [ref=e191]: Floor Navigation
|
||||||
|
- generic [ref=e192]:
|
||||||
|
- generic [ref=e193]:
|
||||||
|
- button "Climb Up" [ref=e194]:
|
||||||
|
- img
|
||||||
|
- text: Climb Up
|
||||||
|
- button "Climb Down" [disabled]:
|
||||||
|
- img
|
||||||
|
- text: Climb Down
|
||||||
|
- generic [ref=e195]: Click Climb Up/Down to begin climbing
|
||||||
|
- generic [ref=e196]:
|
||||||
|
- generic [ref=e198]: Combat Stats
|
||||||
|
- generic [ref=e199]:
|
||||||
|
- generic [ref=e200]: "Total DPS: —"
|
||||||
|
- generic [ref=e201]:
|
||||||
|
- generic [ref=e202]: Active Spells
|
||||||
|
- generic [ref=e203]:
|
||||||
|
- generic [ref=e204]:
|
||||||
|
- generic [ref=e205]:
|
||||||
|
- text: Mana Bolt
|
||||||
|
- generic [ref=e206]: Basic
|
||||||
|
- generic [ref=e207]: ✓
|
||||||
|
- generic [ref=e208]: ⚔️ 5 dmg • 3 raw • ⚡ 15 dmg/hr
|
||||||
|
- generic [ref=e210]: "Study Speed: 100%"
|
||||||
|
- generic [ref=e211]:
|
||||||
|
- generic [ref=e213]: Activity Log
|
||||||
|
- generic [ref=e219]: No activity yet...
|
||||||
|
- region "Notifications (F8)":
|
||||||
|
- list
|
||||||
|
- region "Notifications (F8)":
|
||||||
|
- list
|
||||||
|
- button "Open Next.js Dev Tools" [ref=e225] [cursor=pointer]:
|
||||||
|
- img [ref=e226]
|
||||||
|
- alert [ref=e229]
|
||||||
|
```
|
||||||
|
|
||||||
|
# Test source
|
||||||
|
|
||||||
|
```ts
|
||||||
|
1 | import { test, expect } from '@playwright/test';
|
||||||
|
2 |
|
||||||
|
3 | /**
|
||||||
|
4 | * E2E tests for combat system:
|
||||||
|
5 | * - Entering spire mode (climbing)
|
||||||
|
6 | * - Casting spells and seeing progress
|
||||||
|
7 | * - Enemy HP reduction
|
||||||
|
8 | * - Floor advancement
|
||||||
|
9 | */
|
||||||
|
10 |
|
||||||
|
11 | test.describe('Combat System', () => {
|
||||||
|
12 | test.beforeEach(async ({ page }) => {
|
||||||
|
13 | await page.goto('/');
|
||||||
|
14 | // Clear game state to ensure a fresh start
|
||||||
|
15 | await page.evaluate(() => {
|
||||||
|
16 | Object.keys(localStorage)
|
||||||
|
17 | .filter((k) => k.startsWith('mana-loop-'))
|
||||||
|
18 | .forEach((k) => localStorage.removeItem(k));
|
||||||
|
19 | });
|
||||||
|
20 | await page.reload();
|
||||||
|
21 | await page.waitForLoadState('networkidle');
|
||||||
|
22 | });
|
||||||
|
23 |
|
||||||
|
24 | test('can see the Spire tab and "Climb the Spire" button', async ({ page }) => {
|
||||||
|
25 | // The Spire tab uses an icon + text, so match by the tab role
|
||||||
|
26 | const spireTab = page.getByRole('tab', { name: /⚔️ Spire/ });
|
||||||
|
27 | await expect(spireTab).toBeVisible();
|
||||||
|
28 |
|
||||||
|
29 | // Main page should show "Climb the Spire" button
|
||||||
|
30 | const climbBtn = page.getByRole('button', { name: 'Climb the Spire' });
|
||||||
|
31 | await expect(climbBtn).toBeVisible();
|
||||||
|
32 | });
|
||||||
|
33 |
|
||||||
|
34 | test('can enter Spire mode by clicking Climb button', async ({ page }) => {
|
||||||
|
35 | // Click "Climb the Spire" button on the main page (via left panel)
|
||||||
|
36 | await page.getByRole('button', { name: 'Climb the Spire' }).click();
|
||||||
|
37 |
|
||||||
|
38 | // Should now see Spire mode UI elements
|
||||||
|
39 | // The "Enter Spire Mode" button appears when on the Spire tab
|
||||||
|
40 | const enterBtn = page.getByRole('button', { name: 'Enter Spire Mode' });
|
||||||
|
41 | await expect(enterBtn).toBeVisible({ timeout: 5000 });
|
||||||
|
42 | });
|
||||||
|
43 |
|
||||||
|
44 | test('can navigate to Spire tab', async ({ page }) => {
|
||||||
|
45 | // Click the Spire tab specifically (using role=tab to disambiguate)
|
||||||
|
46 | await page.getByRole('tab', { name: /⚔️ Spire/ }).click();
|
||||||
|
47 |
|
||||||
|
48 | // Should see Spire-specific UI
|
||||||
|
49 | const enterSpireBtn = page.getByRole('button', { name: 'Enter Spire Mode' });
|
||||||
|
50 | await expect(enterSpireBtn).toBeVisible({ timeout: 5000 });
|
||||||
|
51 | });
|
||||||
|
52 |
|
||||||
|
53 | test('can enter spire mode from the Spire tab', async ({ page }) => {
|
||||||
|
54 | await page.getByRole('tab', { name: /⚔️ Spire/ }).click();
|
||||||
|
55 |
|
||||||
|
56 | const enterBtn = page.getByRole('button', { name: 'Enter Spire Mode' });
|
||||||
|
57 | await expect(enterBtn).toBeEnabled();
|
||||||
|
58 | await enterBtn.click();
|
||||||
|
59 |
|
||||||
|
60 | // After entering, should see exit button
|
||||||
|
61 | const exitBtn = page.getByRole('button', { name: 'Exit Spire Mode' });
|
||||||
|
62 | await expect(exitBtn).toBeVisible({ timeout: 5000 });
|
||||||
|
63 | });
|
||||||
|
64 |
|
||||||
|
65 | test('shows floor information in spire mode', async ({ page }) => {
|
||||||
|
66 | await page.getByRole('tab', { name: /⚔️ Spire/ }).click();
|
||||||
|
67 | await page.getByRole('button', { name: 'Enter Spire Mode' }).click();
|
||||||
|
68 |
|
||||||
|
69 | // Should display floor number - look for "Floor" label or the floor counter
|
||||||
|
70 | const floorDisplay = page.locator('text="Floor"').first();
|
||||||
|
> 71 | await expect(floorDisplay).toBeVisible({ timeout: 5000 });
|
||||||
|
| ^ Error: expect(locator).toBeVisible() failed
|
||||||
|
72 | });
|
||||||
|
73 | });
|
||||||
|
```
|
||||||
|
After Width: | Height: | Size: 252 KiB |
|
After Width: | Height: | Size: 243 KiB |
|
After Width: | Height: | Size: 258 KiB |
@@ -0,0 +1,348 @@
|
|||||||
|
# Instructions
|
||||||
|
|
||||||
|
- Following Playwright test failed.
|
||||||
|
- Explain why, be concise, respect Playwright best practices.
|
||||||
|
- Provide a snippet of code with the fix, if possible.
|
||||||
|
|
||||||
|
# Test info
|
||||||
|
|
||||||
|
- Name: equipment.spec.ts >> Equipment Management >> can unequip an item from a slot
|
||||||
|
- Location: e2e/equipment.spec.ts:113:7
|
||||||
|
|
||||||
|
# Error details
|
||||||
|
|
||||||
|
```
|
||||||
|
Error: expect(locator).toBeVisible() failed
|
||||||
|
|
||||||
|
Locator: locator('text=Hands').locator('..').locator('button').first()
|
||||||
|
Expected: visible
|
||||||
|
Timeout: 5000ms
|
||||||
|
Error: element(s) not found
|
||||||
|
|
||||||
|
Call log:
|
||||||
|
- Expect "toBeVisible" with timeout 5000ms
|
||||||
|
- waiting for locator('text=Hands').locator('..').locator('button').first()
|
||||||
|
|
||||||
|
```
|
||||||
|
|
||||||
|
# Page snapshot
|
||||||
|
|
||||||
|
```yaml
|
||||||
|
- generic [ref=e1]:
|
||||||
|
- generic [ref=e2]:
|
||||||
|
- banner [ref=e3]:
|
||||||
|
- generic [ref=e4]:
|
||||||
|
- heading "MANA LOOP" [level=1] [ref=e5]
|
||||||
|
- generic [ref=e7]:
|
||||||
|
- generic [ref=e8]:
|
||||||
|
- generic [ref=e9]: Day 1
|
||||||
|
- generic [ref=e10]: 01:55
|
||||||
|
- generic [ref=e11]:
|
||||||
|
- generic [ref=e12]: "0"
|
||||||
|
- generic [ref=e13]: Insight
|
||||||
|
- main [ref=e14]:
|
||||||
|
- generic [ref=e15]:
|
||||||
|
- generic [ref=e17]:
|
||||||
|
- generic [ref=e18]:
|
||||||
|
- generic [ref=e19]:
|
||||||
|
- generic [ref=e20]: "14"
|
||||||
|
- generic [ref=e21]: / 100
|
||||||
|
- generic [ref=e22]:
|
||||||
|
- text: +2.8 mana/hr
|
||||||
|
- generic [ref=e23]: (1.4x med)
|
||||||
|
- progressbar [ref=e24]
|
||||||
|
- button "Gather +1 Mana" [ref=e26]:
|
||||||
|
- img
|
||||||
|
- text: Gather +1 Mana
|
||||||
|
- generic [ref=e27]:
|
||||||
|
- button "Elemental Mana (1)" [ref=e28]:
|
||||||
|
- generic [ref=e29]: Elemental Mana (1)
|
||||||
|
- img [ref=e30]
|
||||||
|
- generic [ref=e33]:
|
||||||
|
- generic [ref=e34]:
|
||||||
|
- generic [ref=e35]: 🔗
|
||||||
|
- generic [ref=e36]: Transference
|
||||||
|
- generic [ref=e39]: 0/10
|
||||||
|
- button "Climb the Spire" [ref=e40]:
|
||||||
|
- img
|
||||||
|
- text: Climb the Spire
|
||||||
|
- generic [ref=e42]:
|
||||||
|
- generic [ref=e43]:
|
||||||
|
- img [ref=e44]
|
||||||
|
- generic [ref=e46]: Current Activity
|
||||||
|
- generic [ref=e47]: Meditating
|
||||||
|
- generic [ref=e48]:
|
||||||
|
- generic [ref=e49]: "1"
|
||||||
|
- generic [ref=e50]: "2"
|
||||||
|
- generic [ref=e51]: "3"
|
||||||
|
- generic [ref=e52]: "4"
|
||||||
|
- generic [ref=e53]: "5"
|
||||||
|
- generic [ref=e54]: "6"
|
||||||
|
- generic [ref=e55]: "7"
|
||||||
|
- generic [ref=e56]: "8"
|
||||||
|
- generic [ref=e57]: "9"
|
||||||
|
- generic [ref=e58]: "10"
|
||||||
|
- generic [ref=e59]: "11"
|
||||||
|
- generic [ref=e60]: "12"
|
||||||
|
- generic [ref=e61]: "13"
|
||||||
|
- generic [ref=e62]: "14"
|
||||||
|
- generic [ref=e63]: "15"
|
||||||
|
- generic [ref=e64]: "16"
|
||||||
|
- generic [ref=e65]: "17"
|
||||||
|
- generic [ref=e66]: "18"
|
||||||
|
- generic [ref=e67]: "19"
|
||||||
|
- generic [ref=e68]: "20"
|
||||||
|
- generic [ref=e69]: "21"
|
||||||
|
- generic [ref=e70]: "22"
|
||||||
|
- generic [ref=e71]: "23"
|
||||||
|
- generic [ref=e72]: "24"
|
||||||
|
- generic [ref=e73]: "25"
|
||||||
|
- generic [ref=e74]: "26"
|
||||||
|
- generic [ref=e75]: "27"
|
||||||
|
- generic [ref=e76]: "28"
|
||||||
|
- generic [ref=e77]: "29"
|
||||||
|
- generic [ref=e78]: "30"
|
||||||
|
- generic [ref=e80]:
|
||||||
|
- tablist [ref=e81]:
|
||||||
|
- tab "⚔️ Spire" [ref=e82]
|
||||||
|
- tab "✨ Attune" [ref=e83]
|
||||||
|
- tab "🗿 Golems" [ref=e84]
|
||||||
|
- tab "📚 Skills" [ref=e85]
|
||||||
|
- tab "🔮 Spells" [ref=e86]
|
||||||
|
- tab "🛡️ Gear" [active] [selected] [ref=e87]
|
||||||
|
- tab "🔧 Craft" [ref=e88]
|
||||||
|
- tab "💎 Loot" [ref=e89]
|
||||||
|
- tab "🏆 Achieve" [ref=e90]
|
||||||
|
- tab "📊 Stats" [ref=e91]
|
||||||
|
- tab "🐛 Debug" [ref=e92]
|
||||||
|
- tab "📖 Grimoire" [ref=e93]
|
||||||
|
- tabpanel "🛡️ Gear" [ref=e94]:
|
||||||
|
- generic [ref=e95]:
|
||||||
|
- generic [ref=e96]:
|
||||||
|
- generic [ref=e97]:
|
||||||
|
- heading "Equipped Gear" [level=3] [ref=e98]
|
||||||
|
- generic [ref=e100]: 4 / 8 slots filled
|
||||||
|
- generic [ref=e101]:
|
||||||
|
- generic [ref=e102]:
|
||||||
|
- heading "Weapon & Shield" [level=4] [ref=e103]
|
||||||
|
- generic [ref=e104]:
|
||||||
|
- 'button "Main Hand slot: Basic Staff" [ref=e106]':
|
||||||
|
- generic [ref=e107]:
|
||||||
|
- generic [ref=e108]:
|
||||||
|
- img [ref=e109]
|
||||||
|
- generic [ref=e114]: Main Hand
|
||||||
|
- button "Unequip Basic Staff" [ref=e115]:
|
||||||
|
- img [ref=e116]
|
||||||
|
- generic [ref=e119]:
|
||||||
|
- generic [ref=e120]:
|
||||||
|
- text: Basic Staff
|
||||||
|
- generic [ref=e121]: 2-Handed
|
||||||
|
- generic [ref=e122]: "Enchantments: 1/50"
|
||||||
|
- generic [ref=e124]: Mana Bolt
|
||||||
|
- button "Off Hand slot (blocked by 2-handed weapon) (empty)" [ref=e125]:
|
||||||
|
- generic [ref=e127]:
|
||||||
|
- img [ref=e128]
|
||||||
|
- generic [ref=e130]: Off Hand
|
||||||
|
- generic [ref=e131]:
|
||||||
|
- img
|
||||||
|
- text: Occupied — 2H Weapon
|
||||||
|
- generic [ref=e132]:
|
||||||
|
- img [ref=e133]
|
||||||
|
- text: Blocked by 2-handed weapon
|
||||||
|
- generic [ref=e135]:
|
||||||
|
- heading "Armor" [level=4] [ref=e136]
|
||||||
|
- generic [ref=e137]:
|
||||||
|
- button "Head slot (empty)" [ref=e139]:
|
||||||
|
- generic [ref=e141]:
|
||||||
|
- img [ref=e142]
|
||||||
|
- generic [ref=e147]: Head
|
||||||
|
- generic [ref=e148]: Head
|
||||||
|
- 'button "Body slot: Civilian Shirt" [ref=e150]':
|
||||||
|
- generic [ref=e151]:
|
||||||
|
- generic [ref=e152]:
|
||||||
|
- img [ref=e153]
|
||||||
|
- generic [ref=e155]: Body
|
||||||
|
- button "Unequip Civilian Shirt" [ref=e156]:
|
||||||
|
- img [ref=e157]
|
||||||
|
- generic [ref=e160]:
|
||||||
|
- generic [ref=e161]: Civilian Shirt
|
||||||
|
- generic [ref=e162]: "Enchantments: 0/30"
|
||||||
|
- 'button "Hands slot: Civilian Gloves" [ref=e164]':
|
||||||
|
- generic [ref=e165]:
|
||||||
|
- generic [ref=e166]:
|
||||||
|
- img [ref=e167]
|
||||||
|
- generic [ref=e172]: Hands
|
||||||
|
- button "Unequip Civilian Gloves" [ref=e173]:
|
||||||
|
- img [ref=e174]
|
||||||
|
- generic [ref=e177]:
|
||||||
|
- generic [ref=e178]: Civilian Gloves
|
||||||
|
- generic [ref=e179]: "Enchantments: 0/20"
|
||||||
|
- 'button "Feet slot: Civilian Shoes" [ref=e181]':
|
||||||
|
- generic [ref=e182]:
|
||||||
|
- generic [ref=e183]:
|
||||||
|
- img [ref=e184]
|
||||||
|
- generic [ref=e187]: Feet
|
||||||
|
- button "Unequip Civilian Shoes" [ref=e188]:
|
||||||
|
- img [ref=e189]
|
||||||
|
- generic [ref=e192]:
|
||||||
|
- generic [ref=e193]: Civilian Shoes
|
||||||
|
- generic [ref=e194]: "Enchantments: 0/15"
|
||||||
|
- generic [ref=e195]:
|
||||||
|
- heading "Accessories" [level=4] [ref=e196]
|
||||||
|
- generic [ref=e197]:
|
||||||
|
- button "Accessory 1 slot (empty)" [ref=e199]:
|
||||||
|
- generic [ref=e201]:
|
||||||
|
- img [ref=e202]
|
||||||
|
- generic [ref=e205]: Accessory 1
|
||||||
|
- generic [ref=e206]: Accessory 1
|
||||||
|
- button "Accessory 2 slot (empty)" [ref=e208]:
|
||||||
|
- generic [ref=e210]:
|
||||||
|
- img [ref=e211]
|
||||||
|
- generic [ref=e214]: Accessory 2
|
||||||
|
- generic [ref=e215]: Accessory 2
|
||||||
|
- generic [ref=e216]:
|
||||||
|
- heading "Equipment Inventory (0 items)" [level=3] [ref=e218]
|
||||||
|
- status [ref=e219]: No unequipped items. Craft new gear in the Crafting tab.
|
||||||
|
- generic [ref=e220]:
|
||||||
|
- heading "Equipment Stats Summary" [level=3] [ref=e222]
|
||||||
|
- generic [ref=e223]:
|
||||||
|
- generic [ref=e224]:
|
||||||
|
- generic [ref=e225]: "4"
|
||||||
|
- generic [ref=e226]: Total Items
|
||||||
|
- generic [ref=e227]:
|
||||||
|
- generic [ref=e228]: "4"
|
||||||
|
- generic [ref=e229]: Equipped
|
||||||
|
- generic [ref=e230]:
|
||||||
|
- generic [ref=e231]: "0"
|
||||||
|
- generic [ref=e232]: In Inventory
|
||||||
|
- generic [ref=e233]:
|
||||||
|
- generic [ref=e234]: "1"
|
||||||
|
- generic [ref=e235]: Total Enchantments
|
||||||
|
- generic [ref=e236]:
|
||||||
|
- heading "✨ Enchantment Power" [level=3] [ref=e238]
|
||||||
|
- generic [ref=e239]:
|
||||||
|
- generic [ref=e240]:
|
||||||
|
- generic [ref=e241]: "Enchantment Power:"
|
||||||
|
- generic [ref=e242]: 1.00×
|
||||||
|
- paragraph [ref=e243]: Increases the power of all enchantments by 0%. Multiplier applied to all enchantment effects.
|
||||||
|
- generic [ref=e244]:
|
||||||
|
- generic [ref=e245]: "Active Effects from Equipment:"
|
||||||
|
- generic [ref=e247]: No active effects
|
||||||
|
- region "Notifications (F8)":
|
||||||
|
- list
|
||||||
|
- region "Notifications (F8)":
|
||||||
|
- list
|
||||||
|
- button "Open Next.js Dev Tools" [ref=e253] [cursor=pointer]:
|
||||||
|
- img [ref=e254]
|
||||||
|
- alert [ref=e257]
|
||||||
|
```
|
||||||
|
|
||||||
|
# Test source
|
||||||
|
|
||||||
|
```ts
|
||||||
|
28 |
|
||||||
|
29 | // Verify equipment UI elements
|
||||||
|
30 | const equippedGearHeading = page.locator('text="Equipped Gear"');
|
||||||
|
31 | await expect(equippedGearHeading).toBeVisible({ timeout: 5000 });
|
||||||
|
32 | });
|
||||||
|
33 |
|
||||||
|
34 | test('shows equipment slots with labels', async ({ page }) => {
|
||||||
|
35 | await page.goto('/');
|
||||||
|
36 | await page.evaluate(() => {
|
||||||
|
37 | Object.keys(localStorage)
|
||||||
|
38 | .filter((k) => k.startsWith('mana-loop-'))
|
||||||
|
39 | .forEach((k) => localStorage.removeItem(k));
|
||||||
|
40 | });
|
||||||
|
41 | await page.reload();
|
||||||
|
42 | await page.waitForLoadState('networkidle');
|
||||||
|
43 |
|
||||||
|
44 | await page.getByRole('tab', { name: /🛡️ Gear/ }).click();
|
||||||
|
45 |
|
||||||
|
46 | // Check for expected slot labels - use role=heading or more specific selectors
|
||||||
|
47 | // Main Hand slot
|
||||||
|
48 | const mainHandSection = page.locator('text=Main Hand');
|
||||||
|
49 | await expect(mainHandSection.first()).toBeVisible();
|
||||||
|
50 |
|
||||||
|
51 | // Off Hand
|
||||||
|
52 | const offHandSection = page.locator('text=Off Hand');
|
||||||
|
53 | await expect(offHandSection.first()).toBeVisible();
|
||||||
|
54 |
|
||||||
|
55 | // Head
|
||||||
|
56 | const headSection = page.locator('text=Head');
|
||||||
|
57 | await expect(headSection.first()).toBeVisible();
|
||||||
|
58 |
|
||||||
|
59 | // Body
|
||||||
|
60 | const bodySection = page.locator('text=Body');
|
||||||
|
61 | await expect(bodySection.first()).toBeVisible();
|
||||||
|
62 |
|
||||||
|
63 | // Hands
|
||||||
|
64 | const handsSection = page.locator('text=Hands');
|
||||||
|
65 | await expect(handsSection.first()).toBeVisible();
|
||||||
|
66 |
|
||||||
|
67 | // Feet
|
||||||
|
68 | const feetSection = page.locator('text=Feet');
|
||||||
|
69 | await expect(feetSection.first()).toBeVisible();
|
||||||
|
70 |
|
||||||
|
71 | // Accessory 1 and 2
|
||||||
|
72 | const acc1Section = page.locator('text=Accessory 1');
|
||||||
|
73 | await expect(acc1Section.first()).toBeVisible();
|
||||||
|
74 | const acc2Section = page.locator('text=Accessory 2');
|
||||||
|
75 | await expect(acc2Section.first()).toBeVisible();
|
||||||
|
76 | });
|
||||||
|
77 |
|
||||||
|
78 | test('shows starting equipment already equipped', async ({ page }) => {
|
||||||
|
79 | await page.goto('/');
|
||||||
|
80 | await page.evaluate(() => {
|
||||||
|
81 | Object.keys(localStorage)
|
||||||
|
82 | .filter((k) => k.startsWith('mana-loop-'))
|
||||||
|
83 | .forEach((k) => localStorage.removeItem(k));
|
||||||
|
84 | });
|
||||||
|
85 | await page.reload();
|
||||||
|
86 | await page.waitForLoadState('networkidle');
|
||||||
|
87 |
|
||||||
|
88 | await page.getByRole('tab', { name: /🛡️ Gear/ }).click();
|
||||||
|
89 |
|
||||||
|
90 | // The player starts with a Basic Staff in main hand (as an equipped item)
|
||||||
|
91 | const mainHandSlot = page.locator('text=Main Hand >> .. >> text=Basic Staff');
|
||||||
|
92 | await expect(mainHandSlot).toBeVisible({ timeout: 5000 });
|
||||||
|
93 | });
|
||||||
|
94 |
|
||||||
|
95 | test('2-handed weapon blocks offhand slot', async ({ page }) => {
|
||||||
|
96 | await page.goto('/');
|
||||||
|
97 | await page.evaluate(() => {
|
||||||
|
98 | Object.keys(localStorage)
|
||||||
|
99 | .filter((k) => k.startsWith('mana-loop-'))
|
||||||
|
100 | .forEach((k) => localStorage.removeItem(k));
|
||||||
|
101 | });
|
||||||
|
102 | await page.reload();
|
||||||
|
103 | await page.waitForLoadState('networkidle');
|
||||||
|
104 |
|
||||||
|
105 | await page.getByRole('tab', { name: /🛡️ Gear/ }).click();
|
||||||
|
106 |
|
||||||
|
107 | // The starting basic staff is 2-handed
|
||||||
|
108 | // The offhand slot should show as blocked with "Occupied — 2H Weapon"
|
||||||
|
109 | const offHandBlocked = page.locator('text=Occupied').first();
|
||||||
|
110 | await expect(offHandBlocked).toBeVisible({ timeout: 5000 });
|
||||||
|
111 | });
|
||||||
|
112 |
|
||||||
|
113 | test('can unequip an item from a slot', async ({ page }) => {
|
||||||
|
114 | await page.goto('/');
|
||||||
|
115 | await page.evaluate(() => {
|
||||||
|
116 | Object.keys(localStorage)
|
||||||
|
117 | .filter((k) => k.startsWith('mana-loop-'))
|
||||||
|
118 | .forEach((k) => localStorage.removeItem(k));
|
||||||
|
119 | });
|
||||||
|
120 | await page.reload();
|
||||||
|
121 | await page.waitForLoadState('networkidle');
|
||||||
|
122 |
|
||||||
|
123 | await page.getByRole('tab', { name: /🛡️ Gear/ }).click();
|
||||||
|
124 |
|
||||||
|
125 | // Find an equiped slot with an unequip button (the X button)
|
||||||
|
126 | // The hands slot has civilian gloves equipped
|
||||||
|
127 | const handsSlot = page.locator('text=Hands >> .. >> button').first();
|
||||||
|
> 128 | await expect(handsSlot).toBeVisible({ timeout: 5000 });
|
||||||
|
| ^ Error: expect(locator).toBeVisible() failed
|
||||||
|
129 | // Note: exact behavior of unequip depends on implementation state
|
||||||
|
130 | });
|
||||||
|
131 | });
|
||||||
|
```
|
||||||
@@ -0,0 +1,285 @@
|
|||||||
|
# Instructions
|
||||||
|
|
||||||
|
- Following Playwright test failed.
|
||||||
|
- Explain why, be concise, respect Playwright best practices.
|
||||||
|
- Provide a snippet of code with the fix, if possible.
|
||||||
|
|
||||||
|
# Test info
|
||||||
|
|
||||||
|
- Name: enchanting.spec.ts >> Enchanting Flow >> can navigate to Crafting tab
|
||||||
|
- Location: e2e/enchanting.spec.ts:28:7
|
||||||
|
|
||||||
|
# Error details
|
||||||
|
|
||||||
|
```
|
||||||
|
Error: expect(locator).toBeVisible() failed
|
||||||
|
|
||||||
|
Locator: getByRole('button')
|
||||||
|
Expected: visible
|
||||||
|
Error: strict mode violation: getByRole('button') resolved to 6 elements:
|
||||||
|
1) <button data-slot="button" class="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 text-primary-foreground shad…>…</button> aka getByRole('button', { name: 'Gather +1 Mana' })
|
||||||
|
2) <button class="flex items-center justify-between w-full text-xs text-gray-400 hover:text-gray-300 mb-2">…</button> aka getByRole('button', { name: 'Elemental Mana (1)' })
|
||||||
|
3) <button data-slot="button" class="inline-flex items-center justify-center gap-2 whitespace-nowrap 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 text-primary-foreground shadow-xs hover…>…</button> aka getByRole('button', { name: 'Climb the Spire' })
|
||||||
|
4) <button data-slot="action-button" class="inline-flex items-center justify-center gap-2 whitespace-nowrap rounded-[var(--radius)] text-sm font-medium transition-all duration-100 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:ring-2 focus-visible:ring-[var(--border-focus)] focus-visible:ring-offset-2 focus-visible:ring-offset-[var(--bg-base)] bg-[var(--interactive-primary)] text-white …>…</button> aka getByRole('button', { name: 'Fabricate' })
|
||||||
|
5) <button data-slot="action-button" class="inline-flex items-center justify-center gap-2 whitespace-nowrap rounded-[var(--radius)] text-sm font-medium transition-all duration-100 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:ring-2 focus-visible:ring-[var(--border-focus)] focus-visible:ring-offset-2 focus-visible:ring-offset-[var(--bg-base)] bg-[var(--interactive-secondary)] text-[var…>…</button> aka getByRole('button', { name: 'Enchant' })
|
||||||
|
6) <button id="next-logo" aria-haspopup="menu" data-next-mark="true" aria-expanded="false" aria-label="Open Next.js Dev Tools" data-nextjs-dev-tools-button="true" aria-controls="nextjs-dev-tools-menu">…</button> aka getByRole('button', { name: 'Open Next.js Dev Tools' })
|
||||||
|
|
||||||
|
Call log:
|
||||||
|
- Expect "toBeVisible" with timeout 5000ms
|
||||||
|
- waiting for getByRole('button')
|
||||||
|
|
||||||
|
```
|
||||||
|
|
||||||
|
# Page snapshot
|
||||||
|
|
||||||
|
```yaml
|
||||||
|
- generic [ref=e1]:
|
||||||
|
- generic [ref=e2]:
|
||||||
|
- banner [ref=e3]:
|
||||||
|
- generic [ref=e4]:
|
||||||
|
- heading "MANA LOOP" [level=1] [ref=e5]
|
||||||
|
- generic [ref=e7]:
|
||||||
|
- generic [ref=e8]:
|
||||||
|
- generic [ref=e9]: Day 1
|
||||||
|
- generic [ref=e10]: 00:55
|
||||||
|
- generic [ref=e11]:
|
||||||
|
- generic [ref=e12]: "0"
|
||||||
|
- generic [ref=e13]: Insight
|
||||||
|
- main [ref=e14]:
|
||||||
|
- generic [ref=e15]:
|
||||||
|
- generic [ref=e17]:
|
||||||
|
- generic [ref=e18]:
|
||||||
|
- generic [ref=e19]:
|
||||||
|
- generic [ref=e20]: "11"
|
||||||
|
- generic [ref=e21]: / 100
|
||||||
|
- generic [ref=e22]:
|
||||||
|
- text: +2.4 mana/hr
|
||||||
|
- generic [ref=e23]: (1.2x med)
|
||||||
|
- progressbar [ref=e24]
|
||||||
|
- button "Gather +1 Mana" [ref=e26]:
|
||||||
|
- img
|
||||||
|
- text: Gather +1 Mana
|
||||||
|
- generic [ref=e27]:
|
||||||
|
- button "Elemental Mana (1)" [ref=e28]:
|
||||||
|
- generic [ref=e29]: Elemental Mana (1)
|
||||||
|
- img [ref=e30]
|
||||||
|
- generic [ref=e33]:
|
||||||
|
- generic [ref=e34]:
|
||||||
|
- generic [ref=e35]: 🔗
|
||||||
|
- generic [ref=e36]: Transference
|
||||||
|
- generic [ref=e39]: 0/10
|
||||||
|
- button "Climb the Spire" [ref=e40]:
|
||||||
|
- img
|
||||||
|
- text: Climb the Spire
|
||||||
|
- generic [ref=e42]:
|
||||||
|
- generic [ref=e43]:
|
||||||
|
- img [ref=e44]
|
||||||
|
- generic [ref=e46]: Current Activity
|
||||||
|
- generic [ref=e47]: Meditating
|
||||||
|
- generic [ref=e48]:
|
||||||
|
- generic [ref=e49]: "1"
|
||||||
|
- generic [ref=e50]: "2"
|
||||||
|
- generic [ref=e51]: "3"
|
||||||
|
- generic [ref=e52]: "4"
|
||||||
|
- generic [ref=e53]: "5"
|
||||||
|
- generic [ref=e54]: "6"
|
||||||
|
- generic [ref=e55]: "7"
|
||||||
|
- generic [ref=e56]: "8"
|
||||||
|
- generic [ref=e57]: "9"
|
||||||
|
- generic [ref=e58]: "10"
|
||||||
|
- generic [ref=e59]: "11"
|
||||||
|
- generic [ref=e60]: "12"
|
||||||
|
- generic [ref=e61]: "13"
|
||||||
|
- generic [ref=e62]: "14"
|
||||||
|
- generic [ref=e63]: "15"
|
||||||
|
- generic [ref=e64]: "16"
|
||||||
|
- generic [ref=e65]: "17"
|
||||||
|
- generic [ref=e66]: "18"
|
||||||
|
- generic [ref=e67]: "19"
|
||||||
|
- generic [ref=e68]: "20"
|
||||||
|
- generic [ref=e69]: "21"
|
||||||
|
- generic [ref=e70]: "22"
|
||||||
|
- generic [ref=e71]: "23"
|
||||||
|
- generic [ref=e72]: "24"
|
||||||
|
- generic [ref=e73]: "25"
|
||||||
|
- generic [ref=e74]: "26"
|
||||||
|
- generic [ref=e75]: "27"
|
||||||
|
- generic [ref=e76]: "28"
|
||||||
|
- generic [ref=e77]: "29"
|
||||||
|
- generic [ref=e78]: "30"
|
||||||
|
- generic [ref=e80]:
|
||||||
|
- tablist [ref=e81]:
|
||||||
|
- tab "⚔️ Spire" [ref=e82]
|
||||||
|
- tab "✨ Attune" [ref=e83]
|
||||||
|
- tab "🗿 Golems" [ref=e84]
|
||||||
|
- tab "📚 Skills" [ref=e85]
|
||||||
|
- tab "🔮 Spells" [ref=e86]
|
||||||
|
- tab "🛡️ Gear" [ref=e87]
|
||||||
|
- tab "🔧 Craft" [active] [selected] [ref=e88]
|
||||||
|
- tab "💎 Loot" [ref=e89]
|
||||||
|
- tab "🏆 Achieve" [ref=e90]
|
||||||
|
- tab "📊 Stats" [ref=e91]
|
||||||
|
- tab "🐛 Debug" [ref=e92]
|
||||||
|
- tab "📖 Grimoire" [ref=e93]
|
||||||
|
- tabpanel "🔧 Craft" [ref=e94]:
|
||||||
|
- generic [ref=e95]:
|
||||||
|
- generic [ref=e97]:
|
||||||
|
- button "Fabricate" [ref=e98]:
|
||||||
|
- img
|
||||||
|
- text: Fabricate
|
||||||
|
- button "Enchant" [ref=e99]:
|
||||||
|
- img
|
||||||
|
- text: Enchant
|
||||||
|
- generic [ref=e100]:
|
||||||
|
- generic [ref=e101]:
|
||||||
|
- generic [ref=e103]:
|
||||||
|
- img [ref=e104]
|
||||||
|
- text: Available Blueprints
|
||||||
|
- generic [ref=e113]:
|
||||||
|
- img [ref=e114]
|
||||||
|
- paragraph [ref=e118]: No blueprints discovered yet.
|
||||||
|
- paragraph [ref=e119]: Defeat guardians to find blueprints!
|
||||||
|
- generic [ref=e120]:
|
||||||
|
- generic [ref=e122]:
|
||||||
|
- img [ref=e123]
|
||||||
|
- text: Materials (0)
|
||||||
|
- generic [ref=e131]:
|
||||||
|
- img [ref=e132]
|
||||||
|
- paragraph [ref=e134]: No materials collected yet.
|
||||||
|
- paragraph [ref=e135]: Defeat floors to gather materials!
|
||||||
|
- region "Notifications (F8)":
|
||||||
|
- list
|
||||||
|
- region "Notifications (F8)":
|
||||||
|
- list
|
||||||
|
- button "Open Next.js Dev Tools" [ref=e141] [cursor=pointer]:
|
||||||
|
- img [ref=e142]
|
||||||
|
- alert [ref=e145]
|
||||||
|
```
|
||||||
|
|
||||||
|
# Test source
|
||||||
|
|
||||||
|
```ts
|
||||||
|
1 | import { test, expect } from '@playwright/test';
|
||||||
|
2 |
|
||||||
|
3 | /**
|
||||||
|
4 | * E2E tests for the 3-step enchantment flow:
|
||||||
|
5 | * Design → Prepare → Apply
|
||||||
|
6 | *
|
||||||
|
7 | * These tests validate the core crafting loop works end-to-end.
|
||||||
|
8 | */
|
||||||
|
9 |
|
||||||
|
10 | test.describe('Enchanting Flow', () => {
|
||||||
|
11 | /**
|
||||||
|
12 | * Before each test, ensure we start with a clean state.
|
||||||
|
13 | * The game persists state in localStorage, so we clear it.
|
||||||
|
14 | */
|
||||||
|
15 | test.beforeEach(async ({ page }) => {
|
||||||
|
16 | await page.goto('/');
|
||||||
|
17 | // Clear game state to ensure a fresh start
|
||||||
|
18 | await page.evaluate(() => {
|
||||||
|
19 | Object.keys(localStorage)
|
||||||
|
20 | .filter((k) => k.startsWith('mana-loop-'))
|
||||||
|
21 | .forEach((k) => localStorage.removeItem(k));
|
||||||
|
22 | });
|
||||||
|
23 | await page.reload();
|
||||||
|
24 | // Wait for the game to initialize
|
||||||
|
25 | await page.waitForLoadState('networkidle');
|
||||||
|
26 | });
|
||||||
|
27 |
|
||||||
|
28 | test('can navigate to Crafting tab', async ({ page }) => {
|
||||||
|
29 | // The tab bar contains a "Craft" tab
|
||||||
|
30 | const craftTab = page.getByRole('tab', { name: /🔧 Craft/ });
|
||||||
|
31 | await expect(craftTab).toBeVisible();
|
||||||
|
32 | await craftTab.click();
|
||||||
|
33 |
|
||||||
|
34 | // Verify we're on the crafting tab by checking for sub-tabs
|
||||||
|
35 | const fabricateBtn = page.getByRole('button', { hasText: 'Fabricate' });
|
||||||
|
36 | const enchantBtn = page.getByRole('button', { hasText: 'Enchant' });
|
||||||
|
> 37 | await expect(fabricateBtn).toBeVisible();
|
||||||
|
| ^ Error: expect(locator).toBeVisible() failed
|
||||||
|
38 | await expect(enchantBtn).toBeVisible();
|
||||||
|
39 | });
|
||||||
|
40 |
|
||||||
|
41 | test('can switch to Enchant sub-tab and see design UI', async ({ page }) => {
|
||||||
|
42 | await page.goto('/');
|
||||||
|
43 | await page.evaluate(() => {
|
||||||
|
44 | Object.keys(localStorage)
|
||||||
|
45 | .filter((k) => k.startsWith('mana-loop-'))
|
||||||
|
46 | .forEach((k) => localStorage.removeItem(k));
|
||||||
|
47 | });
|
||||||
|
48 | await page.reload();
|
||||||
|
49 | await page.waitForLoadState('networkidle');
|
||||||
|
50 |
|
||||||
|
51 | // Navigate to Crafting tab
|
||||||
|
52 | await page.getByRole('tab', { name: /🔧 Craft/ }).click();
|
||||||
|
53 |
|
||||||
|
54 | // Click Enchant sub-tab
|
||||||
|
55 | const enchantBtn = page.getByRole('button', { hasText: 'Enchant' });
|
||||||
|
56 | await enchantBtn.click();
|
||||||
|
57 |
|
||||||
|
58 | // Should see the design stage UI
|
||||||
|
59 | const designBtn = page.getByRole('button', { hasText: 'Design' });
|
||||||
|
60 | const prepareBtn = page.getByRole('button', { hasText: 'Prepare' });
|
||||||
|
61 | const applyBtn = page.getByRole('button', { hasText: 'Apply' });
|
||||||
|
62 | await expect(designBtn).toBeVisible();
|
||||||
|
63 | await expect(prepareBtn).toBeVisible();
|
||||||
|
64 | await expect(applyBtn).toBeVisible();
|
||||||
|
65 | });
|
||||||
|
66 |
|
||||||
|
67 | test('can select equipment type and effect in Design stage', async ({ page }) => {
|
||||||
|
68 | await page.goto('/');
|
||||||
|
69 | await page.evaluate(() => {
|
||||||
|
70 | Object.keys(localStorage)
|
||||||
|
71 | .filter((k) => k.startsWith('mana-loop-'))
|
||||||
|
72 | .forEach((k) => localStorage.removeItem(k));
|
||||||
|
73 | });
|
||||||
|
74 | await page.reload();
|
||||||
|
75 | await page.waitForLoadState('networkidle');
|
||||||
|
76 |
|
||||||
|
77 | // Navigate to Crafting > Enchant > Design
|
||||||
|
78 | await page.getByRole('tab', { name: /🔧 Craft/ }).click();
|
||||||
|
79 | await page.getByRole('button', { hasText: 'Enchant' }).click();
|
||||||
|
80 |
|
||||||
|
81 | // The design section should show effect selectors once an equipment type is chosen
|
||||||
|
82 | // Look for any element matching equipment type buttons and effect-related content
|
||||||
|
83 | const equipmentButtons = page.locator('button:has-text("Basic Staff"), button:has-text("Apprentice Wand"), button:has-text("Oak Staff"), button:has-text("Crystal Wand")');
|
||||||
|
84 | const count = await equipmentButtons.count();
|
||||||
|
85 | expect(count).toBeGreaterThan(0);
|
||||||
|
86 | });
|
||||||
|
87 |
|
||||||
|
88 | test('can navigate through all 3 enchant stages', async ({ page }) => {
|
||||||
|
89 | await page.goto('/');
|
||||||
|
90 | await page.evaluate(() => {
|
||||||
|
91 | Object.keys(localStorage)
|
||||||
|
92 | .filter((k) => k.startsWith('mana-loop-'))
|
||||||
|
93 | .forEach((k) => localStorage.removeItem(k));
|
||||||
|
94 | });
|
||||||
|
95 | await page.reload();
|
||||||
|
96 | await page.waitForLoadState('networkidle');
|
||||||
|
97 |
|
||||||
|
98 | // Navigate to Crafting > Enchant
|
||||||
|
99 | await page.getByRole('tab', { name: /🔧 Craft/ }).click();
|
||||||
|
100 | await page.getByRole('button', { hasText: 'Enchant' }).click();
|
||||||
|
101 |
|
||||||
|
102 | // Verify Design stage is active
|
||||||
|
103 | const designBtn = page.getByRole('button', { hasText: 'Design' });
|
||||||
|
104 | await expect(designBtn).toBeVisible();
|
||||||
|
105 |
|
||||||
|
106 | // Switch to Prepare stage
|
||||||
|
107 | const prepareBtn = page.getByRole('button', { hasText: 'Prepare' });
|
||||||
|
108 | await prepareBtn.click();
|
||||||
|
109 |
|
||||||
|
110 | // Should see preparation UI
|
||||||
|
111 | const prepareHeading = page.locator('text=Select Equipment to Prepare');
|
||||||
|
112 | await expect(prepareHeading).toBeVisible({ timeout: 5000 });
|
||||||
|
113 |
|
||||||
|
114 | // Switch to Apply stage
|
||||||
|
115 | const applyBtn = page.getByRole('button', { hasText: 'Apply' });
|
||||||
|
116 | await applyBtn.click();
|
||||||
|
117 |
|
||||||
|
118 | // Should see application UI
|
||||||
|
119 | const applyHeading = page.locator('text=Select Equipment & Design');
|
||||||
|
120 | await expect(applyHeading).toBeVisible({ timeout: 5000 });
|
||||||
|
121 | });
|
||||||
|
122 | });
|
||||||
|
```
|
||||||
@@ -0,0 +1,260 @@
|
|||||||
|
# Instructions
|
||||||
|
|
||||||
|
- Following Playwright test failed.
|
||||||
|
- Explain why, be concise, respect Playwright best practices.
|
||||||
|
- Provide a snippet of code with the fix, if possible.
|
||||||
|
|
||||||
|
# Test info
|
||||||
|
|
||||||
|
- Name: combat.spec.ts >> Combat System >> can enter Spire mode by clicking Climb button
|
||||||
|
- Location: e2e/combat.spec.ts:34:7
|
||||||
|
|
||||||
|
# Error details
|
||||||
|
|
||||||
|
```
|
||||||
|
Error: expect(locator).toBeVisible() failed
|
||||||
|
|
||||||
|
Locator: getByRole('button', { name: 'Enter Spire Mode' })
|
||||||
|
Expected: visible
|
||||||
|
Timeout: 5000ms
|
||||||
|
Error: element(s) not found
|
||||||
|
|
||||||
|
Call log:
|
||||||
|
- Expect "toBeVisible" with timeout 5000ms
|
||||||
|
- waiting for getByRole('button', { name: 'Enter Spire Mode' })
|
||||||
|
|
||||||
|
```
|
||||||
|
|
||||||
|
# Page snapshot
|
||||||
|
|
||||||
|
```yaml
|
||||||
|
- generic [active] [ref=e1]:
|
||||||
|
- generic [ref=e2]:
|
||||||
|
- banner [ref=e3]:
|
||||||
|
- generic [ref=e4]:
|
||||||
|
- heading "MANA LOOP" [level=1] [ref=e5]
|
||||||
|
- generic [ref=e7]:
|
||||||
|
- generic [ref=e8]:
|
||||||
|
- generic [ref=e9]: Day 1
|
||||||
|
- generic [ref=e10]: 01:43
|
||||||
|
- generic [ref=e11]:
|
||||||
|
- generic [ref=e12]: "0"
|
||||||
|
- generic [ref=e13]: Insight
|
||||||
|
- main [ref=e14]:
|
||||||
|
- generic [ref=e15]:
|
||||||
|
- generic [ref=e17]:
|
||||||
|
- generic [ref=e18]:
|
||||||
|
- generic [ref=e19]:
|
||||||
|
- generic [ref=e20]: "14"
|
||||||
|
- generic [ref=e21]: / 100
|
||||||
|
- generic [ref=e22]:
|
||||||
|
- text: +2.9 mana/hr
|
||||||
|
- generic [ref=e23]: (1.4x med)
|
||||||
|
- progressbar [ref=e24]
|
||||||
|
- button "Gather +1 Mana" [ref=e26]:
|
||||||
|
- img
|
||||||
|
- text: Gather +1 Mana
|
||||||
|
- generic [ref=e27]:
|
||||||
|
- button "Elemental Mana (1)" [ref=e28]:
|
||||||
|
- generic [ref=e29]: Elemental Mana (1)
|
||||||
|
- img [ref=e30]
|
||||||
|
- generic [ref=e33]:
|
||||||
|
- generic [ref=e34]:
|
||||||
|
- generic [ref=e35]: 🔗
|
||||||
|
- generic [ref=e36]: Transference
|
||||||
|
- generic [ref=e39]: 0/10
|
||||||
|
- generic [ref=e40]:
|
||||||
|
- generic [ref=e41]: "1"
|
||||||
|
- generic [ref=e42]: "2"
|
||||||
|
- generic [ref=e43]: "3"
|
||||||
|
- generic [ref=e44]: "4"
|
||||||
|
- generic [ref=e45]: "5"
|
||||||
|
- generic [ref=e46]: "6"
|
||||||
|
- generic [ref=e47]: "7"
|
||||||
|
- generic [ref=e48]: "8"
|
||||||
|
- generic [ref=e49]: "9"
|
||||||
|
- generic [ref=e50]: "10"
|
||||||
|
- generic [ref=e51]: "11"
|
||||||
|
- generic [ref=e52]: "12"
|
||||||
|
- generic [ref=e53]: "13"
|
||||||
|
- generic [ref=e54]: "14"
|
||||||
|
- generic [ref=e55]: "15"
|
||||||
|
- generic [ref=e56]: "16"
|
||||||
|
- generic [ref=e57]: "17"
|
||||||
|
- generic [ref=e58]: "18"
|
||||||
|
- generic [ref=e59]: "19"
|
||||||
|
- generic [ref=e60]: "20"
|
||||||
|
- generic [ref=e61]: "21"
|
||||||
|
- generic [ref=e62]: "22"
|
||||||
|
- generic [ref=e63]: "23"
|
||||||
|
- generic [ref=e64]: "24"
|
||||||
|
- generic [ref=e65]: "25"
|
||||||
|
- generic [ref=e66]: "26"
|
||||||
|
- generic [ref=e67]: "27"
|
||||||
|
- generic [ref=e68]: "28"
|
||||||
|
- generic [ref=e69]: "29"
|
||||||
|
- generic [ref=e70]: "30"
|
||||||
|
- generic [ref=e72]:
|
||||||
|
- tablist [ref=e73]:
|
||||||
|
- tab "⚔️ Spire" [selected] [ref=e74]
|
||||||
|
- tab "✨ Attune" [ref=e75]
|
||||||
|
- tab "🗿 Golems" [ref=e76]
|
||||||
|
- tab "📚 Skills" [ref=e77]
|
||||||
|
- tab "🔮 Spells" [ref=e78]
|
||||||
|
- tab "🛡️ Gear" [ref=e79]
|
||||||
|
- tab "🔧 Craft" [ref=e80]
|
||||||
|
- tab "💎 Loot" [ref=e81]
|
||||||
|
- tab "🏆 Achieve" [ref=e82]
|
||||||
|
- tab "📊 Stats" [ref=e83]
|
||||||
|
- tab "🐛 Debug" [ref=e84]
|
||||||
|
- tab "📖 Grimoire" [ref=e85]
|
||||||
|
- tabpanel "⚔️ Spire" [ref=e86]:
|
||||||
|
- generic [ref=e87]:
|
||||||
|
- generic [ref=e89]:
|
||||||
|
- button "Exit Spire Mode" [ref=e90]:
|
||||||
|
- img
|
||||||
|
- text: Exit Spire Mode
|
||||||
|
- generic [ref=e91]: Climb down to floor 1 to return to the main game
|
||||||
|
- generic [ref=e92]:
|
||||||
|
- heading "Current Floor ⚔️ Combat" [level=3] [ref=e94]:
|
||||||
|
- generic [ref=e95]: Current Floor
|
||||||
|
- generic [ref=e96]: ⚔️ Combat
|
||||||
|
- generic [ref=e97]:
|
||||||
|
- generic [ref=e98]:
|
||||||
|
- generic [ref=e99]: "1"
|
||||||
|
- generic [ref=e100]: / 100
|
||||||
|
- generic [ref=e101]: 🔥 Fire
|
||||||
|
- generic [ref=e102]:
|
||||||
|
- text: "Best: Floor"
|
||||||
|
- strong [ref=e103]: "1"
|
||||||
|
- text: "• Pacts:"
|
||||||
|
- strong [ref=e104]: "0"
|
||||||
|
- generic [ref=e106]:
|
||||||
|
- generic [ref=e108]: Active Spells (1)
|
||||||
|
- generic [ref=e110]:
|
||||||
|
- generic [ref=e111]:
|
||||||
|
- generic [ref=e112]: Mana BoltBasic
|
||||||
|
- generic [ref=e113]: ✓
|
||||||
|
- generic [ref=e114]: ⚔️ 5 dmg • 3 raw • ⚡ 15 dmg/hr
|
||||||
|
- generic [ref=e115]:
|
||||||
|
- generic [ref=e116]:
|
||||||
|
- generic [ref=e117]:
|
||||||
|
- img [ref=e118]
|
||||||
|
- generic [ref=e123]: Inferno Whelp
|
||||||
|
- generic [ref=e124]: 🔥 Fire
|
||||||
|
- generic [ref=e129]: 151 / 151 HP
|
||||||
|
- generic [ref=e130]:
|
||||||
|
- generic [ref=e132]: Floor Navigation
|
||||||
|
- generic [ref=e133]:
|
||||||
|
- generic [ref=e134]:
|
||||||
|
- button "Climb Up" [ref=e135]:
|
||||||
|
- img
|
||||||
|
- text: Climb Up
|
||||||
|
- button "Climb Down" [disabled]:
|
||||||
|
- img
|
||||||
|
- text: Climb Down
|
||||||
|
- generic [ref=e136]: Click Climb Up/Down to begin climbing
|
||||||
|
- generic [ref=e137]:
|
||||||
|
- generic [ref=e139]: Combat Stats
|
||||||
|
- generic [ref=e140]:
|
||||||
|
- generic [ref=e141]: "Total DPS: —"
|
||||||
|
- generic [ref=e142]:
|
||||||
|
- generic [ref=e143]: Active Spells
|
||||||
|
- generic [ref=e144]:
|
||||||
|
- generic [ref=e145]:
|
||||||
|
- generic [ref=e146]:
|
||||||
|
- text: Mana Bolt
|
||||||
|
- generic [ref=e147]: Basic
|
||||||
|
- generic [ref=e148]: ✓
|
||||||
|
- generic [ref=e149]: ⚔️ 5 dmg • 3 raw • ⚡ 15 dmg/hr
|
||||||
|
- generic [ref=e151]: "Study Speed: 100%"
|
||||||
|
- generic [ref=e152]:
|
||||||
|
- generic [ref=e154]: Activity Log
|
||||||
|
- generic [ref=e160]: No activity yet...
|
||||||
|
- region "Notifications (F8)":
|
||||||
|
- list
|
||||||
|
- region "Notifications (F8)":
|
||||||
|
- list
|
||||||
|
- button "Open Next.js Dev Tools" [ref=e166] [cursor=pointer]:
|
||||||
|
- img [ref=e167]
|
||||||
|
- alert [ref=e170]
|
||||||
|
```
|
||||||
|
|
||||||
|
# Test source
|
||||||
|
|
||||||
|
```ts
|
||||||
|
1 | import { test, expect } from '@playwright/test';
|
||||||
|
2 |
|
||||||
|
3 | /**
|
||||||
|
4 | * E2E tests for combat system:
|
||||||
|
5 | * - Entering spire mode (climbing)
|
||||||
|
6 | * - Casting spells and seeing progress
|
||||||
|
7 | * - Enemy HP reduction
|
||||||
|
8 | * - Floor advancement
|
||||||
|
9 | */
|
||||||
|
10 |
|
||||||
|
11 | test.describe('Combat System', () => {
|
||||||
|
12 | test.beforeEach(async ({ page }) => {
|
||||||
|
13 | await page.goto('/');
|
||||||
|
14 | // Clear game state to ensure a fresh start
|
||||||
|
15 | await page.evaluate(() => {
|
||||||
|
16 | Object.keys(localStorage)
|
||||||
|
17 | .filter((k) => k.startsWith('mana-loop-'))
|
||||||
|
18 | .forEach((k) => localStorage.removeItem(k));
|
||||||
|
19 | });
|
||||||
|
20 | await page.reload();
|
||||||
|
21 | await page.waitForLoadState('networkidle');
|
||||||
|
22 | });
|
||||||
|
23 |
|
||||||
|
24 | test('can see the Spire tab and "Climb the Spire" button', async ({ page }) => {
|
||||||
|
25 | // The Spire tab uses an icon + text, so match by the tab role
|
||||||
|
26 | const spireTab = page.getByRole('tab', { name: /⚔️ Spire/ });
|
||||||
|
27 | await expect(spireTab).toBeVisible();
|
||||||
|
28 |
|
||||||
|
29 | // Main page should show "Climb the Spire" button
|
||||||
|
30 | const climbBtn = page.getByRole('button', { name: 'Climb the Spire' });
|
||||||
|
31 | await expect(climbBtn).toBeVisible();
|
||||||
|
32 | });
|
||||||
|
33 |
|
||||||
|
34 | test('can enter Spire mode by clicking Climb button', async ({ page }) => {
|
||||||
|
35 | // Click "Climb the Spire" button on the main page (via left panel)
|
||||||
|
36 | await page.getByRole('button', { name: 'Climb the Spire' }).click();
|
||||||
|
37 |
|
||||||
|
38 | // Should now see Spire mode UI elements
|
||||||
|
39 | // The "Enter Spire Mode" button appears when on the Spire tab
|
||||||
|
40 | const enterBtn = page.getByRole('button', { name: 'Enter Spire Mode' });
|
||||||
|
> 41 | await expect(enterBtn).toBeVisible({ timeout: 5000 });
|
||||||
|
| ^ Error: expect(locator).toBeVisible() failed
|
||||||
|
42 | });
|
||||||
|
43 |
|
||||||
|
44 | test('can navigate to Spire tab', async ({ page }) => {
|
||||||
|
45 | // Click the Spire tab specifically (using role=tab to disambiguate)
|
||||||
|
46 | await page.getByRole('tab', { name: /⚔️ Spire/ }).click();
|
||||||
|
47 |
|
||||||
|
48 | // Should see Spire-specific UI
|
||||||
|
49 | const enterSpireBtn = page.getByRole('button', { name: 'Enter Spire Mode' });
|
||||||
|
50 | await expect(enterSpireBtn).toBeVisible({ timeout: 5000 });
|
||||||
|
51 | });
|
||||||
|
52 |
|
||||||
|
53 | test('can enter spire mode from the Spire tab', async ({ page }) => {
|
||||||
|
54 | await page.getByRole('tab', { name: /⚔️ Spire/ }).click();
|
||||||
|
55 |
|
||||||
|
56 | const enterBtn = page.getByRole('button', { name: 'Enter Spire Mode' });
|
||||||
|
57 | await expect(enterBtn).toBeEnabled();
|
||||||
|
58 | await enterBtn.click();
|
||||||
|
59 |
|
||||||
|
60 | // After entering, should see exit button
|
||||||
|
61 | const exitBtn = page.getByRole('button', { name: 'Exit Spire Mode' });
|
||||||
|
62 | await expect(exitBtn).toBeVisible({ timeout: 5000 });
|
||||||
|
63 | });
|
||||||
|
64 |
|
||||||
|
65 | test('shows floor information in spire mode', async ({ page }) => {
|
||||||
|
66 | await page.getByRole('tab', { name: /⚔️ Spire/ }).click();
|
||||||
|
67 | await page.getByRole('button', { name: 'Enter Spire Mode' }).click();
|
||||||
|
68 |
|
||||||
|
69 | // Should display floor number - look for "Floor" label or the floor counter
|
||||||
|
70 | const floorDisplay = page.locator('text="Floor"').first();
|
||||||
|
71 | await expect(floorDisplay).toBeVisible({ timeout: 5000 });
|
||||||
|
72 | });
|
||||||
|
73 | });
|
||||||
|
```
|
||||||
|
After Width: | Height: | Size: 187 KiB |
@@ -0,0 +1,280 @@
|
|||||||
|
# Instructions
|
||||||
|
|
||||||
|
- Following Playwright test failed.
|
||||||
|
- Explain why, be concise, respect Playwright best practices.
|
||||||
|
- Provide a snippet of code with the fix, if possible.
|
||||||
|
|
||||||
|
# Test info
|
||||||
|
|
||||||
|
- Name: enchanting.spec.ts >> Enchanting Flow >> can switch to Enchant sub-tab and see design UI
|
||||||
|
- Location: e2e/enchanting.spec.ts:41:7
|
||||||
|
|
||||||
|
# Error details
|
||||||
|
|
||||||
|
```
|
||||||
|
Error: locator.click: Error: strict mode violation: getByRole('button') resolved to 6 elements:
|
||||||
|
1) <button data-slot="button" class="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 text-primary-foreground shad…>…</button> aka getByRole('button', { name: 'Gather +1 Mana' })
|
||||||
|
2) <button class="flex items-center justify-between w-full text-xs text-gray-400 hover:text-gray-300 mb-2">…</button> aka getByRole('button', { name: 'Elemental Mana (1)' })
|
||||||
|
3) <button data-slot="button" class="inline-flex items-center justify-center gap-2 whitespace-nowrap 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 text-primary-foreground shadow-xs hover…>…</button> aka getByRole('button', { name: 'Climb the Spire' })
|
||||||
|
4) <button data-slot="action-button" class="inline-flex items-center justify-center gap-2 whitespace-nowrap rounded-[var(--radius)] text-sm font-medium transition-all duration-100 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:ring-2 focus-visible:ring-[var(--border-focus)] focus-visible:ring-offset-2 focus-visible:ring-offset-[var(--bg-base)] bg-[var(--interactive-primary)] text-white …>…</button> aka getByRole('button', { name: 'Fabricate' })
|
||||||
|
5) <button data-slot="action-button" class="inline-flex items-center justify-center gap-2 whitespace-nowrap rounded-[var(--radius)] text-sm font-medium transition-all duration-100 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:ring-2 focus-visible:ring-[var(--border-focus)] focus-visible:ring-offset-2 focus-visible:ring-offset-[var(--bg-base)] bg-[var(--interactive-secondary)] text-[var…>…</button> aka getByRole('button', { name: 'Enchant' })
|
||||||
|
6) <button id="next-logo" aria-haspopup="menu" data-next-mark="true" aria-expanded="false" aria-label="Open Next.js Dev Tools" data-nextjs-dev-tools-button="true" aria-controls="nextjs-dev-tools-menu">…</button> aka getByRole('button', { name: 'Open Next.js Dev Tools' })
|
||||||
|
|
||||||
|
Call log:
|
||||||
|
- waiting for getByRole('button')
|
||||||
|
|
||||||
|
```
|
||||||
|
|
||||||
|
# Page snapshot
|
||||||
|
|
||||||
|
```yaml
|
||||||
|
- generic [ref=e1]:
|
||||||
|
- generic [ref=e2]:
|
||||||
|
- banner [ref=e3]:
|
||||||
|
- generic [ref=e4]:
|
||||||
|
- heading "MANA LOOP" [level=1] [ref=e5]
|
||||||
|
- generic [ref=e7]:
|
||||||
|
- generic [ref=e8]:
|
||||||
|
- generic [ref=e9]: Day 1
|
||||||
|
- generic [ref=e10]: 01:04
|
||||||
|
- generic [ref=e11]:
|
||||||
|
- generic [ref=e12]: "0"
|
||||||
|
- generic [ref=e13]: Insight
|
||||||
|
- main [ref=e14]:
|
||||||
|
- generic [ref=e15]:
|
||||||
|
- generic [ref=e17]:
|
||||||
|
- generic [ref=e18]:
|
||||||
|
- generic [ref=e19]:
|
||||||
|
- generic [ref=e20]: "12"
|
||||||
|
- generic [ref=e21]: / 100
|
||||||
|
- generic [ref=e22]:
|
||||||
|
- text: +2.3 mana/hr
|
||||||
|
- generic [ref=e23]: (1.1x med)
|
||||||
|
- progressbar [ref=e24]
|
||||||
|
- button "Gather +1 Mana" [ref=e26]:
|
||||||
|
- img
|
||||||
|
- text: Gather +1 Mana
|
||||||
|
- generic [ref=e27]:
|
||||||
|
- button "Elemental Mana (1)" [ref=e28]:
|
||||||
|
- generic [ref=e29]: Elemental Mana (1)
|
||||||
|
- img [ref=e30]
|
||||||
|
- generic [ref=e33]:
|
||||||
|
- generic [ref=e34]:
|
||||||
|
- generic [ref=e35]: 🔗
|
||||||
|
- generic [ref=e36]: Transference
|
||||||
|
- generic [ref=e39]: 0/10
|
||||||
|
- button "Climb the Spire" [ref=e40]:
|
||||||
|
- img
|
||||||
|
- text: Climb the Spire
|
||||||
|
- generic [ref=e42]:
|
||||||
|
- generic [ref=e43]:
|
||||||
|
- img [ref=e44]
|
||||||
|
- generic [ref=e46]: Current Activity
|
||||||
|
- generic [ref=e47]: Meditating
|
||||||
|
- generic [ref=e48]:
|
||||||
|
- generic [ref=e49]: "1"
|
||||||
|
- generic [ref=e50]: "2"
|
||||||
|
- generic [ref=e51]: "3"
|
||||||
|
- generic [ref=e52]: "4"
|
||||||
|
- generic [ref=e53]: "5"
|
||||||
|
- generic [ref=e54]: "6"
|
||||||
|
- generic [ref=e55]: "7"
|
||||||
|
- generic [ref=e56]: "8"
|
||||||
|
- generic [ref=e57]: "9"
|
||||||
|
- generic [ref=e58]: "10"
|
||||||
|
- generic [ref=e59]: "11"
|
||||||
|
- generic [ref=e60]: "12"
|
||||||
|
- generic [ref=e61]: "13"
|
||||||
|
- generic [ref=e62]: "14"
|
||||||
|
- generic [ref=e63]: "15"
|
||||||
|
- generic [ref=e64]: "16"
|
||||||
|
- generic [ref=e65]: "17"
|
||||||
|
- generic [ref=e66]: "18"
|
||||||
|
- generic [ref=e67]: "19"
|
||||||
|
- generic [ref=e68]: "20"
|
||||||
|
- generic [ref=e69]: "21"
|
||||||
|
- generic [ref=e70]: "22"
|
||||||
|
- generic [ref=e71]: "23"
|
||||||
|
- generic [ref=e72]: "24"
|
||||||
|
- generic [ref=e73]: "25"
|
||||||
|
- generic [ref=e74]: "26"
|
||||||
|
- generic [ref=e75]: "27"
|
||||||
|
- generic [ref=e76]: "28"
|
||||||
|
- generic [ref=e77]: "29"
|
||||||
|
- generic [ref=e78]: "30"
|
||||||
|
- generic [ref=e80]:
|
||||||
|
- tablist [ref=e81]:
|
||||||
|
- tab "⚔️ Spire" [ref=e82]
|
||||||
|
- tab "✨ Attune" [ref=e83]
|
||||||
|
- tab "🗿 Golems" [ref=e84]
|
||||||
|
- tab "📚 Skills" [ref=e85]
|
||||||
|
- tab "🔮 Spells" [ref=e86]
|
||||||
|
- tab "🛡️ Gear" [ref=e87]
|
||||||
|
- tab "🔧 Craft" [active] [selected] [ref=e88]
|
||||||
|
- tab "💎 Loot" [ref=e89]
|
||||||
|
- tab "🏆 Achieve" [ref=e90]
|
||||||
|
- tab "📊 Stats" [ref=e91]
|
||||||
|
- tab "🐛 Debug" [ref=e92]
|
||||||
|
- tab "📖 Grimoire" [ref=e93]
|
||||||
|
- tabpanel "🔧 Craft" [ref=e94]:
|
||||||
|
- generic [ref=e95]:
|
||||||
|
- generic [ref=e97]:
|
||||||
|
- button "Fabricate" [ref=e98]:
|
||||||
|
- img
|
||||||
|
- text: Fabricate
|
||||||
|
- button "Enchant" [ref=e99]:
|
||||||
|
- img
|
||||||
|
- text: Enchant
|
||||||
|
- generic [ref=e100]:
|
||||||
|
- generic [ref=e101]:
|
||||||
|
- generic [ref=e103]:
|
||||||
|
- img [ref=e104]
|
||||||
|
- text: Available Blueprints
|
||||||
|
- generic [ref=e113]:
|
||||||
|
- img [ref=e114]
|
||||||
|
- paragraph [ref=e118]: No blueprints discovered yet.
|
||||||
|
- paragraph [ref=e119]: Defeat guardians to find blueprints!
|
||||||
|
- generic [ref=e120]:
|
||||||
|
- generic [ref=e122]:
|
||||||
|
- img [ref=e123]
|
||||||
|
- text: Materials (0)
|
||||||
|
- generic [ref=e131]:
|
||||||
|
- img [ref=e132]
|
||||||
|
- paragraph [ref=e134]: No materials collected yet.
|
||||||
|
- paragraph [ref=e135]: Defeat floors to gather materials!
|
||||||
|
- region "Notifications (F8)":
|
||||||
|
- list
|
||||||
|
- region "Notifications (F8)":
|
||||||
|
- list
|
||||||
|
- button "Open Next.js Dev Tools" [ref=e141] [cursor=pointer]:
|
||||||
|
- img [ref=e142]
|
||||||
|
- alert [ref=e145]
|
||||||
|
```
|
||||||
|
|
||||||
|
# Test source
|
||||||
|
|
||||||
|
```ts
|
||||||
|
1 | import { test, expect } from '@playwright/test';
|
||||||
|
2 |
|
||||||
|
3 | /**
|
||||||
|
4 | * E2E tests for the 3-step enchantment flow:
|
||||||
|
5 | * Design → Prepare → Apply
|
||||||
|
6 | *
|
||||||
|
7 | * These tests validate the core crafting loop works end-to-end.
|
||||||
|
8 | */
|
||||||
|
9 |
|
||||||
|
10 | test.describe('Enchanting Flow', () => {
|
||||||
|
11 | /**
|
||||||
|
12 | * Before each test, ensure we start with a clean state.
|
||||||
|
13 | * The game persists state in localStorage, so we clear it.
|
||||||
|
14 | */
|
||||||
|
15 | test.beforeEach(async ({ page }) => {
|
||||||
|
16 | await page.goto('/');
|
||||||
|
17 | // Clear game state to ensure a fresh start
|
||||||
|
18 | await page.evaluate(() => {
|
||||||
|
19 | Object.keys(localStorage)
|
||||||
|
20 | .filter((k) => k.startsWith('mana-loop-'))
|
||||||
|
21 | .forEach((k) => localStorage.removeItem(k));
|
||||||
|
22 | });
|
||||||
|
23 | await page.reload();
|
||||||
|
24 | // Wait for the game to initialize
|
||||||
|
25 | await page.waitForLoadState('networkidle');
|
||||||
|
26 | });
|
||||||
|
27 |
|
||||||
|
28 | test('can navigate to Crafting tab', async ({ page }) => {
|
||||||
|
29 | // The tab bar contains a "Craft" tab
|
||||||
|
30 | const craftTab = page.getByRole('tab', { name: /🔧 Craft/ });
|
||||||
|
31 | await expect(craftTab).toBeVisible();
|
||||||
|
32 | await craftTab.click();
|
||||||
|
33 |
|
||||||
|
34 | // Verify we're on the crafting tab by checking for sub-tabs
|
||||||
|
35 | const fabricateBtn = page.getByRole('button', { hasText: 'Fabricate' });
|
||||||
|
36 | const enchantBtn = page.getByRole('button', { hasText: 'Enchant' });
|
||||||
|
37 | await expect(fabricateBtn).toBeVisible();
|
||||||
|
38 | await expect(enchantBtn).toBeVisible();
|
||||||
|
39 | });
|
||||||
|
40 |
|
||||||
|
41 | test('can switch to Enchant sub-tab and see design UI', async ({ page }) => {
|
||||||
|
42 | await page.goto('/');
|
||||||
|
43 | await page.evaluate(() => {
|
||||||
|
44 | Object.keys(localStorage)
|
||||||
|
45 | .filter((k) => k.startsWith('mana-loop-'))
|
||||||
|
46 | .forEach((k) => localStorage.removeItem(k));
|
||||||
|
47 | });
|
||||||
|
48 | await page.reload();
|
||||||
|
49 | await page.waitForLoadState('networkidle');
|
||||||
|
50 |
|
||||||
|
51 | // Navigate to Crafting tab
|
||||||
|
52 | await page.getByRole('tab', { name: /🔧 Craft/ }).click();
|
||||||
|
53 |
|
||||||
|
54 | // Click Enchant sub-tab
|
||||||
|
55 | const enchantBtn = page.getByRole('button', { hasText: 'Enchant' });
|
||||||
|
> 56 | await enchantBtn.click();
|
||||||
|
| ^ Error: locator.click: Error: strict mode violation: getByRole('button') resolved to 6 elements:
|
||||||
|
57 |
|
||||||
|
58 | // Should see the design stage UI
|
||||||
|
59 | const designBtn = page.getByRole('button', { hasText: 'Design' });
|
||||||
|
60 | const prepareBtn = page.getByRole('button', { hasText: 'Prepare' });
|
||||||
|
61 | const applyBtn = page.getByRole('button', { hasText: 'Apply' });
|
||||||
|
62 | await expect(designBtn).toBeVisible();
|
||||||
|
63 | await expect(prepareBtn).toBeVisible();
|
||||||
|
64 | await expect(applyBtn).toBeVisible();
|
||||||
|
65 | });
|
||||||
|
66 |
|
||||||
|
67 | test('can select equipment type and effect in Design stage', async ({ page }) => {
|
||||||
|
68 | await page.goto('/');
|
||||||
|
69 | await page.evaluate(() => {
|
||||||
|
70 | Object.keys(localStorage)
|
||||||
|
71 | .filter((k) => k.startsWith('mana-loop-'))
|
||||||
|
72 | .forEach((k) => localStorage.removeItem(k));
|
||||||
|
73 | });
|
||||||
|
74 | await page.reload();
|
||||||
|
75 | await page.waitForLoadState('networkidle');
|
||||||
|
76 |
|
||||||
|
77 | // Navigate to Crafting > Enchant > Design
|
||||||
|
78 | await page.getByRole('tab', { name: /🔧 Craft/ }).click();
|
||||||
|
79 | await page.getByRole('button', { hasText: 'Enchant' }).click();
|
||||||
|
80 |
|
||||||
|
81 | // The design section should show effect selectors once an equipment type is chosen
|
||||||
|
82 | // Look for any element matching equipment type buttons and effect-related content
|
||||||
|
83 | const equipmentButtons = page.locator('button:has-text("Basic Staff"), button:has-text("Apprentice Wand"), button:has-text("Oak Staff"), button:has-text("Crystal Wand")');
|
||||||
|
84 | const count = await equipmentButtons.count();
|
||||||
|
85 | expect(count).toBeGreaterThan(0);
|
||||||
|
86 | });
|
||||||
|
87 |
|
||||||
|
88 | test('can navigate through all 3 enchant stages', async ({ page }) => {
|
||||||
|
89 | await page.goto('/');
|
||||||
|
90 | await page.evaluate(() => {
|
||||||
|
91 | Object.keys(localStorage)
|
||||||
|
92 | .filter((k) => k.startsWith('mana-loop-'))
|
||||||
|
93 | .forEach((k) => localStorage.removeItem(k));
|
||||||
|
94 | });
|
||||||
|
95 | await page.reload();
|
||||||
|
96 | await page.waitForLoadState('networkidle');
|
||||||
|
97 |
|
||||||
|
98 | // Navigate to Crafting > Enchant
|
||||||
|
99 | await page.getByRole('tab', { name: /🔧 Craft/ }).click();
|
||||||
|
100 | await page.getByRole('button', { hasText: 'Enchant' }).click();
|
||||||
|
101 |
|
||||||
|
102 | // Verify Design stage is active
|
||||||
|
103 | const designBtn = page.getByRole('button', { hasText: 'Design' });
|
||||||
|
104 | await expect(designBtn).toBeVisible();
|
||||||
|
105 |
|
||||||
|
106 | // Switch to Prepare stage
|
||||||
|
107 | const prepareBtn = page.getByRole('button', { hasText: 'Prepare' });
|
||||||
|
108 | await prepareBtn.click();
|
||||||
|
109 |
|
||||||
|
110 | // Should see preparation UI
|
||||||
|
111 | const prepareHeading = page.locator('text=Select Equipment to Prepare');
|
||||||
|
112 | await expect(prepareHeading).toBeVisible({ timeout: 5000 });
|
||||||
|
113 |
|
||||||
|
114 | // Switch to Apply stage
|
||||||
|
115 | const applyBtn = page.getByRole('button', { hasText: 'Apply' });
|
||||||
|
116 | await applyBtn.click();
|
||||||
|
117 |
|
||||||
|
118 | // Should see application UI
|
||||||
|
119 | const applyHeading = page.locator('text=Select Equipment & Design');
|
||||||
|
120 | await expect(applyHeading).toBeVisible({ timeout: 5000 });
|
||||||
|
121 | });
|
||||||
|
122 | });
|
||||||
|
```
|
||||||
|
After Width: | Height: | Size: 243 KiB |
@@ -0,0 +1,375 @@
|
|||||||
|
# Instructions
|
||||||
|
|
||||||
|
- Following Playwright test failed.
|
||||||
|
- Explain why, be concise, respect Playwright best practices.
|
||||||
|
- Provide a snippet of code with the fix, if possible.
|
||||||
|
|
||||||
|
# Test info
|
||||||
|
|
||||||
|
- Name: equipment.spec.ts >> Equipment Management >> shows starting equipment already equipped
|
||||||
|
- Location: e2e/equipment.spec.ts:78:7
|
||||||
|
|
||||||
|
# Error details
|
||||||
|
|
||||||
|
```
|
||||||
|
Error: expect(locator).toBeVisible() failed
|
||||||
|
|
||||||
|
Locator: locator('text=Main Hand').locator('..').locator('text=Basic Staff')
|
||||||
|
Expected: visible
|
||||||
|
Timeout: 5000ms
|
||||||
|
Error: element(s) not found
|
||||||
|
|
||||||
|
Call log:
|
||||||
|
- Expect "toBeVisible" with timeout 5000ms
|
||||||
|
- waiting for locator('text=Main Hand').locator('..').locator('text=Basic Staff')
|
||||||
|
|
||||||
|
```
|
||||||
|
|
||||||
|
# Page snapshot
|
||||||
|
|
||||||
|
```yaml
|
||||||
|
- generic [ref=e1]:
|
||||||
|
- generic [ref=e2]:
|
||||||
|
- banner [ref=e3]:
|
||||||
|
- generic [ref=e4]:
|
||||||
|
- heading "MANA LOOP" [level=1] [ref=e5]
|
||||||
|
- generic [ref=e7]:
|
||||||
|
- generic [ref=e8]:
|
||||||
|
- generic [ref=e9]: Day 1
|
||||||
|
- generic [ref=e10]: 01:52
|
||||||
|
- generic [ref=e11]:
|
||||||
|
- generic [ref=e12]: "0"
|
||||||
|
- generic [ref=e13]: Insight
|
||||||
|
- main [ref=e14]:
|
||||||
|
- generic [ref=e15]:
|
||||||
|
- generic [ref=e17]:
|
||||||
|
- generic [ref=e18]:
|
||||||
|
- generic [ref=e19]:
|
||||||
|
- generic [ref=e20]: "14"
|
||||||
|
- generic [ref=e21]: / 100
|
||||||
|
- generic [ref=e22]:
|
||||||
|
- text: +2.7 mana/hr
|
||||||
|
- generic [ref=e23]: (1.4x med)
|
||||||
|
- progressbar [ref=e24]
|
||||||
|
- button "Gather +1 Mana" [ref=e26]:
|
||||||
|
- img
|
||||||
|
- text: Gather +1 Mana
|
||||||
|
- generic [ref=e27]:
|
||||||
|
- button "Elemental Mana (1)" [ref=e28]:
|
||||||
|
- generic [ref=e29]: Elemental Mana (1)
|
||||||
|
- img [ref=e30]
|
||||||
|
- generic [ref=e33]:
|
||||||
|
- generic [ref=e34]:
|
||||||
|
- generic [ref=e35]: 🔗
|
||||||
|
- generic [ref=e36]: Transference
|
||||||
|
- generic [ref=e39]: 0/10
|
||||||
|
- button "Climb the Spire" [ref=e40]:
|
||||||
|
- img
|
||||||
|
- text: Climb the Spire
|
||||||
|
- generic [ref=e42]:
|
||||||
|
- generic [ref=e43]:
|
||||||
|
- img [ref=e44]
|
||||||
|
- generic [ref=e46]: Current Activity
|
||||||
|
- generic [ref=e47]: Meditating
|
||||||
|
- generic [ref=e48]:
|
||||||
|
- generic [ref=e49]: "1"
|
||||||
|
- generic [ref=e50]: "2"
|
||||||
|
- generic [ref=e51]: "3"
|
||||||
|
- generic [ref=e52]: "4"
|
||||||
|
- generic [ref=e53]: "5"
|
||||||
|
- generic [ref=e54]: "6"
|
||||||
|
- generic [ref=e55]: "7"
|
||||||
|
- generic [ref=e56]: "8"
|
||||||
|
- generic [ref=e57]: "9"
|
||||||
|
- generic [ref=e58]: "10"
|
||||||
|
- generic [ref=e59]: "11"
|
||||||
|
- generic [ref=e60]: "12"
|
||||||
|
- generic [ref=e61]: "13"
|
||||||
|
- generic [ref=e62]: "14"
|
||||||
|
- generic [ref=e63]: "15"
|
||||||
|
- generic [ref=e64]: "16"
|
||||||
|
- generic [ref=e65]: "17"
|
||||||
|
- generic [ref=e66]: "18"
|
||||||
|
- generic [ref=e67]: "19"
|
||||||
|
- generic [ref=e68]: "20"
|
||||||
|
- generic [ref=e69]: "21"
|
||||||
|
- generic [ref=e70]: "22"
|
||||||
|
- generic [ref=e71]: "23"
|
||||||
|
- generic [ref=e72]: "24"
|
||||||
|
- generic [ref=e73]: "25"
|
||||||
|
- generic [ref=e74]: "26"
|
||||||
|
- generic [ref=e75]: "27"
|
||||||
|
- generic [ref=e76]: "28"
|
||||||
|
- generic [ref=e77]: "29"
|
||||||
|
- generic [ref=e78]: "30"
|
||||||
|
- generic [ref=e80]:
|
||||||
|
- tablist [ref=e81]:
|
||||||
|
- tab "⚔️ Spire" [ref=e82]
|
||||||
|
- tab "✨ Attune" [ref=e83]
|
||||||
|
- tab "🗿 Golems" [ref=e84]
|
||||||
|
- tab "📚 Skills" [ref=e85]
|
||||||
|
- tab "🔮 Spells" [ref=e86]
|
||||||
|
- tab "🛡️ Gear" [active] [selected] [ref=e87]
|
||||||
|
- tab "🔧 Craft" [ref=e88]
|
||||||
|
- tab "💎 Loot" [ref=e89]
|
||||||
|
- tab "🏆 Achieve" [ref=e90]
|
||||||
|
- tab "📊 Stats" [ref=e91]
|
||||||
|
- tab "🐛 Debug" [ref=e92]
|
||||||
|
- tab "📖 Grimoire" [ref=e93]
|
||||||
|
- tabpanel "🛡️ Gear" [ref=e94]:
|
||||||
|
- generic [ref=e95]:
|
||||||
|
- generic [ref=e96]:
|
||||||
|
- generic [ref=e97]:
|
||||||
|
- heading "Equipped Gear" [level=3] [ref=e98]
|
||||||
|
- generic [ref=e100]: 4 / 8 slots filled
|
||||||
|
- generic [ref=e101]:
|
||||||
|
- generic [ref=e102]:
|
||||||
|
- heading "Weapon & Shield" [level=4] [ref=e103]
|
||||||
|
- generic [ref=e104]:
|
||||||
|
- 'button "Main Hand slot: Basic Staff" [ref=e106]':
|
||||||
|
- generic [ref=e107]:
|
||||||
|
- generic [ref=e108]:
|
||||||
|
- img [ref=e109]
|
||||||
|
- generic [ref=e114]: Main Hand
|
||||||
|
- button "Unequip Basic Staff" [ref=e115]:
|
||||||
|
- img [ref=e116]
|
||||||
|
- generic [ref=e119]:
|
||||||
|
- generic [ref=e120]:
|
||||||
|
- text: Basic Staff
|
||||||
|
- generic [ref=e121]: 2-Handed
|
||||||
|
- generic [ref=e122]: "Enchantments: 1/50"
|
||||||
|
- generic [ref=e124]: Mana Bolt
|
||||||
|
- button "Off Hand slot (blocked by 2-handed weapon) (empty)" [ref=e125]:
|
||||||
|
- generic [ref=e127]:
|
||||||
|
- img [ref=e128]
|
||||||
|
- generic [ref=e130]: Off Hand
|
||||||
|
- generic [ref=e131]:
|
||||||
|
- img
|
||||||
|
- text: Occupied — 2H Weapon
|
||||||
|
- generic [ref=e132]:
|
||||||
|
- img [ref=e133]
|
||||||
|
- text: Blocked by 2-handed weapon
|
||||||
|
- generic [ref=e135]:
|
||||||
|
- heading "Armor" [level=4] [ref=e136]
|
||||||
|
- generic [ref=e137]:
|
||||||
|
- button "Head slot (empty)" [ref=e139]:
|
||||||
|
- generic [ref=e141]:
|
||||||
|
- img [ref=e142]
|
||||||
|
- generic [ref=e147]: Head
|
||||||
|
- generic [ref=e148]: Head
|
||||||
|
- 'button "Body slot: Civilian Shirt" [ref=e150]':
|
||||||
|
- generic [ref=e151]:
|
||||||
|
- generic [ref=e152]:
|
||||||
|
- img [ref=e153]
|
||||||
|
- generic [ref=e155]: Body
|
||||||
|
- button "Unequip Civilian Shirt" [ref=e156]:
|
||||||
|
- img [ref=e157]
|
||||||
|
- generic [ref=e160]:
|
||||||
|
- generic [ref=e161]: Civilian Shirt
|
||||||
|
- generic [ref=e162]: "Enchantments: 0/30"
|
||||||
|
- 'button "Hands slot: Civilian Gloves" [ref=e164]':
|
||||||
|
- generic [ref=e165]:
|
||||||
|
- generic [ref=e166]:
|
||||||
|
- img [ref=e167]
|
||||||
|
- generic [ref=e172]: Hands
|
||||||
|
- button "Unequip Civilian Gloves" [ref=e173]:
|
||||||
|
- img [ref=e174]
|
||||||
|
- generic [ref=e177]:
|
||||||
|
- generic [ref=e178]: Civilian Gloves
|
||||||
|
- generic [ref=e179]: "Enchantments: 0/20"
|
||||||
|
- 'button "Feet slot: Civilian Shoes" [ref=e181]':
|
||||||
|
- generic [ref=e182]:
|
||||||
|
- generic [ref=e183]:
|
||||||
|
- img [ref=e184]
|
||||||
|
- generic [ref=e187]: Feet
|
||||||
|
- button "Unequip Civilian Shoes" [ref=e188]:
|
||||||
|
- img [ref=e189]
|
||||||
|
- generic [ref=e192]:
|
||||||
|
- generic [ref=e193]: Civilian Shoes
|
||||||
|
- generic [ref=e194]: "Enchantments: 0/15"
|
||||||
|
- generic [ref=e195]:
|
||||||
|
- heading "Accessories" [level=4] [ref=e196]
|
||||||
|
- generic [ref=e197]:
|
||||||
|
- button "Accessory 1 slot (empty)" [ref=e199]:
|
||||||
|
- generic [ref=e201]:
|
||||||
|
- img [ref=e202]
|
||||||
|
- generic [ref=e205]: Accessory 1
|
||||||
|
- generic [ref=e206]: Accessory 1
|
||||||
|
- button "Accessory 2 slot (empty)" [ref=e208]:
|
||||||
|
- generic [ref=e210]:
|
||||||
|
- img [ref=e211]
|
||||||
|
- generic [ref=e214]: Accessory 2
|
||||||
|
- generic [ref=e215]: Accessory 2
|
||||||
|
- generic [ref=e216]:
|
||||||
|
- heading "Equipment Inventory (0 items)" [level=3] [ref=e218]
|
||||||
|
- status [ref=e219]: No unequipped items. Craft new gear in the Crafting tab.
|
||||||
|
- generic [ref=e220]:
|
||||||
|
- heading "Equipment Stats Summary" [level=3] [ref=e222]
|
||||||
|
- generic [ref=e223]:
|
||||||
|
- generic [ref=e224]:
|
||||||
|
- generic [ref=e225]: "4"
|
||||||
|
- generic [ref=e226]: Total Items
|
||||||
|
- generic [ref=e227]:
|
||||||
|
- generic [ref=e228]: "4"
|
||||||
|
- generic [ref=e229]: Equipped
|
||||||
|
- generic [ref=e230]:
|
||||||
|
- generic [ref=e231]: "0"
|
||||||
|
- generic [ref=e232]: In Inventory
|
||||||
|
- generic [ref=e233]:
|
||||||
|
- generic [ref=e234]: "1"
|
||||||
|
- generic [ref=e235]: Total Enchantments
|
||||||
|
- generic [ref=e236]:
|
||||||
|
- heading "✨ Enchantment Power" [level=3] [ref=e238]
|
||||||
|
- generic [ref=e239]:
|
||||||
|
- generic [ref=e240]:
|
||||||
|
- generic [ref=e241]: "Enchantment Power:"
|
||||||
|
- generic [ref=e242]: 1.00×
|
||||||
|
- paragraph [ref=e243]: Increases the power of all enchantments by 0%. Multiplier applied to all enchantment effects.
|
||||||
|
- generic [ref=e244]:
|
||||||
|
- generic [ref=e245]: "Active Effects from Equipment:"
|
||||||
|
- generic [ref=e247]: No active effects
|
||||||
|
- region "Notifications (F8)":
|
||||||
|
- list
|
||||||
|
- region "Notifications (F8)":
|
||||||
|
- list
|
||||||
|
- button "Open Next.js Dev Tools" [ref=e253] [cursor=pointer]:
|
||||||
|
- img [ref=e254]
|
||||||
|
- alert [ref=e257]
|
||||||
|
```
|
||||||
|
|
||||||
|
# Test source
|
||||||
|
|
||||||
|
```ts
|
||||||
|
1 | import { test, expect } from '@playwright/test';
|
||||||
|
2 |
|
||||||
|
3 | /**
|
||||||
|
4 | * E2E tests for equipment management:
|
||||||
|
5 | * - Equipping items to slots
|
||||||
|
6 | * - 2-handed weapon blocking offhand slot
|
||||||
|
7 | * - Unequipping items back to inventory
|
||||||
|
8 | */
|
||||||
|
9 |
|
||||||
|
10 | test.describe('Equipment Management', () => {
|
||||||
|
11 | test.beforeEach(async ({ page }) => {
|
||||||
|
12 | await page.goto('/');
|
||||||
|
13 | // Clear game state for a fresh start
|
||||||
|
14 | await page.evaluate(() => {
|
||||||
|
15 | Object.keys(localStorage)
|
||||||
|
16 | .filter((k) => k.startsWith('mana-loop-'))
|
||||||
|
17 | .forEach((k) => localStorage.removeItem(k));
|
||||||
|
18 | });
|
||||||
|
19 | await page.reload();
|
||||||
|
20 | await page.waitForLoadState('networkidle');
|
||||||
|
21 | });
|
||||||
|
22 |
|
||||||
|
23 | test('can navigate to Equipment tab', async ({ page }) => {
|
||||||
|
24 | // Use the tab with the shield icon to disambiguate
|
||||||
|
25 | const gearTab = page.getByRole('tab', { name: /🛡️ Gear/ });
|
||||||
|
26 | await expect(gearTab).toBeVisible();
|
||||||
|
27 | await gearTab.click();
|
||||||
|
28 |
|
||||||
|
29 | // Verify equipment UI elements
|
||||||
|
30 | const equippedGearHeading = page.locator('text="Equipped Gear"');
|
||||||
|
31 | await expect(equippedGearHeading).toBeVisible({ timeout: 5000 });
|
||||||
|
32 | });
|
||||||
|
33 |
|
||||||
|
34 | test('shows equipment slots with labels', async ({ page }) => {
|
||||||
|
35 | await page.goto('/');
|
||||||
|
36 | await page.evaluate(() => {
|
||||||
|
37 | Object.keys(localStorage)
|
||||||
|
38 | .filter((k) => k.startsWith('mana-loop-'))
|
||||||
|
39 | .forEach((k) => localStorage.removeItem(k));
|
||||||
|
40 | });
|
||||||
|
41 | await page.reload();
|
||||||
|
42 | await page.waitForLoadState('networkidle');
|
||||||
|
43 |
|
||||||
|
44 | await page.getByRole('tab', { name: /🛡️ Gear/ }).click();
|
||||||
|
45 |
|
||||||
|
46 | // Check for expected slot labels - use role=heading or more specific selectors
|
||||||
|
47 | // Main Hand slot
|
||||||
|
48 | const mainHandSection = page.locator('text=Main Hand');
|
||||||
|
49 | await expect(mainHandSection.first()).toBeVisible();
|
||||||
|
50 |
|
||||||
|
51 | // Off Hand
|
||||||
|
52 | const offHandSection = page.locator('text=Off Hand');
|
||||||
|
53 | await expect(offHandSection.first()).toBeVisible();
|
||||||
|
54 |
|
||||||
|
55 | // Head
|
||||||
|
56 | const headSection = page.locator('text=Head');
|
||||||
|
57 | await expect(headSection.first()).toBeVisible();
|
||||||
|
58 |
|
||||||
|
59 | // Body
|
||||||
|
60 | const bodySection = page.locator('text=Body');
|
||||||
|
61 | await expect(bodySection.first()).toBeVisible();
|
||||||
|
62 |
|
||||||
|
63 | // Hands
|
||||||
|
64 | const handsSection = page.locator('text=Hands');
|
||||||
|
65 | await expect(handsSection.first()).toBeVisible();
|
||||||
|
66 |
|
||||||
|
67 | // Feet
|
||||||
|
68 | const feetSection = page.locator('text=Feet');
|
||||||
|
69 | await expect(feetSection.first()).toBeVisible();
|
||||||
|
70 |
|
||||||
|
71 | // Accessory 1 and 2
|
||||||
|
72 | const acc1Section = page.locator('text=Accessory 1');
|
||||||
|
73 | await expect(acc1Section.first()).toBeVisible();
|
||||||
|
74 | const acc2Section = page.locator('text=Accessory 2');
|
||||||
|
75 | await expect(acc2Section.first()).toBeVisible();
|
||||||
|
76 | });
|
||||||
|
77 |
|
||||||
|
78 | test('shows starting equipment already equipped', async ({ page }) => {
|
||||||
|
79 | await page.goto('/');
|
||||||
|
80 | await page.evaluate(() => {
|
||||||
|
81 | Object.keys(localStorage)
|
||||||
|
82 | .filter((k) => k.startsWith('mana-loop-'))
|
||||||
|
83 | .forEach((k) => localStorage.removeItem(k));
|
||||||
|
84 | });
|
||||||
|
85 | await page.reload();
|
||||||
|
86 | await page.waitForLoadState('networkidle');
|
||||||
|
87 |
|
||||||
|
88 | await page.getByRole('tab', { name: /🛡️ Gear/ }).click();
|
||||||
|
89 |
|
||||||
|
90 | // The player starts with a Basic Staff in main hand (as an equipped item)
|
||||||
|
91 | const mainHandSlot = page.locator('text=Main Hand >> .. >> text=Basic Staff');
|
||||||
|
> 92 | await expect(mainHandSlot).toBeVisible({ timeout: 5000 });
|
||||||
|
| ^ Error: expect(locator).toBeVisible() failed
|
||||||
|
93 | });
|
||||||
|
94 |
|
||||||
|
95 | test('2-handed weapon blocks offhand slot', async ({ page }) => {
|
||||||
|
96 | await page.goto('/');
|
||||||
|
97 | await page.evaluate(() => {
|
||||||
|
98 | Object.keys(localStorage)
|
||||||
|
99 | .filter((k) => k.startsWith('mana-loop-'))
|
||||||
|
100 | .forEach((k) => localStorage.removeItem(k));
|
||||||
|
101 | });
|
||||||
|
102 | await page.reload();
|
||||||
|
103 | await page.waitForLoadState('networkidle');
|
||||||
|
104 |
|
||||||
|
105 | await page.getByRole('tab', { name: /🛡️ Gear/ }).click();
|
||||||
|
106 |
|
||||||
|
107 | // The starting basic staff is 2-handed
|
||||||
|
108 | // The offhand slot should show as blocked with "Occupied — 2H Weapon"
|
||||||
|
109 | const offHandBlocked = page.locator('text=Occupied').first();
|
||||||
|
110 | await expect(offHandBlocked).toBeVisible({ timeout: 5000 });
|
||||||
|
111 | });
|
||||||
|
112 |
|
||||||
|
113 | test('can unequip an item from a slot', async ({ page }) => {
|
||||||
|
114 | await page.goto('/');
|
||||||
|
115 | await page.evaluate(() => {
|
||||||
|
116 | Object.keys(localStorage)
|
||||||
|
117 | .filter((k) => k.startsWith('mana-loop-'))
|
||||||
|
118 | .forEach((k) => localStorage.removeItem(k));
|
||||||
|
119 | });
|
||||||
|
120 | await page.reload();
|
||||||
|
121 | await page.waitForLoadState('networkidle');
|
||||||
|
122 |
|
||||||
|
123 | await page.getByRole('tab', { name: /🛡️ Gear/ }).click();
|
||||||
|
124 |
|
||||||
|
125 | // Find an equiped slot with an unequip button (the X button)
|
||||||
|
126 | // The hands slot has civilian gloves equipped
|
||||||
|
127 | const handsSlot = page.locator('text=Hands >> .. >> button').first();
|
||||||
|
128 | await expect(handsSlot).toBeVisible({ timeout: 5000 });
|
||||||
|
129 | // Note: exact behavior of unequip depends on implementation state
|
||||||
|
130 | });
|
||||||
|
131 | });
|
||||||
|
```
|
||||||
|
After Width: | Height: | Size: 187 KiB |
|
After Width: | Height: | Size: 243 KiB |
|
After Width: | Height: | Size: 243 KiB |
@@ -0,0 +1,280 @@
|
|||||||
|
# Instructions
|
||||||
|
|
||||||
|
- Following Playwright test failed.
|
||||||
|
- Explain why, be concise, respect Playwright best practices.
|
||||||
|
- Provide a snippet of code with the fix, if possible.
|
||||||
|
|
||||||
|
# Test info
|
||||||
|
|
||||||
|
- Name: enchanting.spec.ts >> Enchanting Flow >> can select equipment type and effect in Design stage
|
||||||
|
- Location: e2e/enchanting.spec.ts:67:7
|
||||||
|
|
||||||
|
# Error details
|
||||||
|
|
||||||
|
```
|
||||||
|
Error: locator.click: Error: strict mode violation: getByRole('button') resolved to 6 elements:
|
||||||
|
1) <button data-slot="button" class="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 text-primary-foreground shad…>…</button> aka getByRole('button', { name: 'Gather +1 Mana' })
|
||||||
|
2) <button class="flex items-center justify-between w-full text-xs text-gray-400 hover:text-gray-300 mb-2">…</button> aka getByRole('button', { name: 'Elemental Mana (1)' })
|
||||||
|
3) <button data-slot="button" class="inline-flex items-center justify-center gap-2 whitespace-nowrap 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 text-primary-foreground shadow-xs hover…>…</button> aka getByRole('button', { name: 'Climb the Spire' })
|
||||||
|
4) <button data-slot="action-button" class="inline-flex items-center justify-center gap-2 whitespace-nowrap rounded-[var(--radius)] text-sm font-medium transition-all duration-100 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:ring-2 focus-visible:ring-[var(--border-focus)] focus-visible:ring-offset-2 focus-visible:ring-offset-[var(--bg-base)] bg-[var(--interactive-primary)] text-white …>…</button> aka getByRole('button', { name: 'Fabricate' })
|
||||||
|
5) <button data-slot="action-button" class="inline-flex items-center justify-center gap-2 whitespace-nowrap rounded-[var(--radius)] text-sm font-medium transition-all duration-100 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:ring-2 focus-visible:ring-[var(--border-focus)] focus-visible:ring-offset-2 focus-visible:ring-offset-[var(--bg-base)] bg-[var(--interactive-secondary)] text-[var…>…</button> aka getByRole('button', { name: 'Enchant' })
|
||||||
|
6) <button id="next-logo" aria-haspopup="menu" data-next-mark="true" aria-expanded="false" aria-label="Open Next.js Dev Tools" data-nextjs-dev-tools-button="true" aria-controls="nextjs-dev-tools-menu">…</button> aka getByRole('button', { name: 'Open Next.js Dev Tools' })
|
||||||
|
|
||||||
|
Call log:
|
||||||
|
- waiting for getByRole('button')
|
||||||
|
|
||||||
|
```
|
||||||
|
|
||||||
|
# Page snapshot
|
||||||
|
|
||||||
|
```yaml
|
||||||
|
- generic [ref=e1]:
|
||||||
|
- generic [ref=e2]:
|
||||||
|
- banner [ref=e3]:
|
||||||
|
- generic [ref=e4]:
|
||||||
|
- heading "MANA LOOP" [level=1] [ref=e5]
|
||||||
|
- generic [ref=e7]:
|
||||||
|
- generic [ref=e8]:
|
||||||
|
- generic [ref=e9]: Day 1
|
||||||
|
- generic [ref=e10]: 01:02
|
||||||
|
- generic [ref=e11]:
|
||||||
|
- generic [ref=e12]: "0"
|
||||||
|
- generic [ref=e13]: Insight
|
||||||
|
- main [ref=e14]:
|
||||||
|
- generic [ref=e15]:
|
||||||
|
- generic [ref=e17]:
|
||||||
|
- generic [ref=e18]:
|
||||||
|
- generic [ref=e19]:
|
||||||
|
- generic [ref=e20]: "12"
|
||||||
|
- generic [ref=e21]: / 100
|
||||||
|
- generic [ref=e22]:
|
||||||
|
- text: +2.3 mana/hr
|
||||||
|
- generic [ref=e23]: (1.1x med)
|
||||||
|
- progressbar [ref=e24]
|
||||||
|
- button "Gather +1 Mana" [ref=e26]:
|
||||||
|
- img
|
||||||
|
- text: Gather +1 Mana
|
||||||
|
- generic [ref=e27]:
|
||||||
|
- button "Elemental Mana (1)" [ref=e28]:
|
||||||
|
- generic [ref=e29]: Elemental Mana (1)
|
||||||
|
- img [ref=e30]
|
||||||
|
- generic [ref=e33]:
|
||||||
|
- generic [ref=e34]:
|
||||||
|
- generic [ref=e35]: 🔗
|
||||||
|
- generic [ref=e36]: Transference
|
||||||
|
- generic [ref=e39]: 0/10
|
||||||
|
- button "Climb the Spire" [ref=e40]:
|
||||||
|
- img
|
||||||
|
- text: Climb the Spire
|
||||||
|
- generic [ref=e42]:
|
||||||
|
- generic [ref=e43]:
|
||||||
|
- img [ref=e44]
|
||||||
|
- generic [ref=e46]: Current Activity
|
||||||
|
- generic [ref=e47]: Meditating
|
||||||
|
- generic [ref=e48]:
|
||||||
|
- generic [ref=e49]: "1"
|
||||||
|
- generic [ref=e50]: "2"
|
||||||
|
- generic [ref=e51]: "3"
|
||||||
|
- generic [ref=e52]: "4"
|
||||||
|
- generic [ref=e53]: "5"
|
||||||
|
- generic [ref=e54]: "6"
|
||||||
|
- generic [ref=e55]: "7"
|
||||||
|
- generic [ref=e56]: "8"
|
||||||
|
- generic [ref=e57]: "9"
|
||||||
|
- generic [ref=e58]: "10"
|
||||||
|
- generic [ref=e59]: "11"
|
||||||
|
- generic [ref=e60]: "12"
|
||||||
|
- generic [ref=e61]: "13"
|
||||||
|
- generic [ref=e62]: "14"
|
||||||
|
- generic [ref=e63]: "15"
|
||||||
|
- generic [ref=e64]: "16"
|
||||||
|
- generic [ref=e65]: "17"
|
||||||
|
- generic [ref=e66]: "18"
|
||||||
|
- generic [ref=e67]: "19"
|
||||||
|
- generic [ref=e68]: "20"
|
||||||
|
- generic [ref=e69]: "21"
|
||||||
|
- generic [ref=e70]: "22"
|
||||||
|
- generic [ref=e71]: "23"
|
||||||
|
- generic [ref=e72]: "24"
|
||||||
|
- generic [ref=e73]: "25"
|
||||||
|
- generic [ref=e74]: "26"
|
||||||
|
- generic [ref=e75]: "27"
|
||||||
|
- generic [ref=e76]: "28"
|
||||||
|
- generic [ref=e77]: "29"
|
||||||
|
- generic [ref=e78]: "30"
|
||||||
|
- generic [ref=e80]:
|
||||||
|
- tablist [ref=e81]:
|
||||||
|
- tab "⚔️ Spire" [ref=e82]
|
||||||
|
- tab "✨ Attune" [ref=e83]
|
||||||
|
- tab "🗿 Golems" [ref=e84]
|
||||||
|
- tab "📚 Skills" [ref=e85]
|
||||||
|
- tab "🔮 Spells" [ref=e86]
|
||||||
|
- tab "🛡️ Gear" [ref=e87]
|
||||||
|
- tab "🔧 Craft" [active] [selected] [ref=e88]
|
||||||
|
- tab "💎 Loot" [ref=e89]
|
||||||
|
- tab "🏆 Achieve" [ref=e90]
|
||||||
|
- tab "📊 Stats" [ref=e91]
|
||||||
|
- tab "🐛 Debug" [ref=e92]
|
||||||
|
- tab "📖 Grimoire" [ref=e93]
|
||||||
|
- tabpanel "🔧 Craft" [ref=e94]:
|
||||||
|
- generic [ref=e95]:
|
||||||
|
- generic [ref=e97]:
|
||||||
|
- button "Fabricate" [ref=e98]:
|
||||||
|
- img
|
||||||
|
- text: Fabricate
|
||||||
|
- button "Enchant" [ref=e99]:
|
||||||
|
- img
|
||||||
|
- text: Enchant
|
||||||
|
- generic [ref=e100]:
|
||||||
|
- generic [ref=e101]:
|
||||||
|
- generic [ref=e103]:
|
||||||
|
- img [ref=e104]
|
||||||
|
- text: Available Blueprints
|
||||||
|
- generic [ref=e113]:
|
||||||
|
- img [ref=e114]
|
||||||
|
- paragraph [ref=e118]: No blueprints discovered yet.
|
||||||
|
- paragraph [ref=e119]: Defeat guardians to find blueprints!
|
||||||
|
- generic [ref=e120]:
|
||||||
|
- generic [ref=e122]:
|
||||||
|
- img [ref=e123]
|
||||||
|
- text: Materials (0)
|
||||||
|
- generic [ref=e131]:
|
||||||
|
- img [ref=e132]
|
||||||
|
- paragraph [ref=e134]: No materials collected yet.
|
||||||
|
- paragraph [ref=e135]: Defeat floors to gather materials!
|
||||||
|
- region "Notifications (F8)":
|
||||||
|
- list
|
||||||
|
- region "Notifications (F8)":
|
||||||
|
- list
|
||||||
|
- button "Open Next.js Dev Tools" [ref=e141] [cursor=pointer]:
|
||||||
|
- img [ref=e142]
|
||||||
|
- alert [ref=e145]
|
||||||
|
```
|
||||||
|
|
||||||
|
# Test source
|
||||||
|
|
||||||
|
```ts
|
||||||
|
1 | import { test, expect } from '@playwright/test';
|
||||||
|
2 |
|
||||||
|
3 | /**
|
||||||
|
4 | * E2E tests for the 3-step enchantment flow:
|
||||||
|
5 | * Design → Prepare → Apply
|
||||||
|
6 | *
|
||||||
|
7 | * These tests validate the core crafting loop works end-to-end.
|
||||||
|
8 | */
|
||||||
|
9 |
|
||||||
|
10 | test.describe('Enchanting Flow', () => {
|
||||||
|
11 | /**
|
||||||
|
12 | * Before each test, ensure we start with a clean state.
|
||||||
|
13 | * The game persists state in localStorage, so we clear it.
|
||||||
|
14 | */
|
||||||
|
15 | test.beforeEach(async ({ page }) => {
|
||||||
|
16 | await page.goto('/');
|
||||||
|
17 | // Clear game state to ensure a fresh start
|
||||||
|
18 | await page.evaluate(() => {
|
||||||
|
19 | Object.keys(localStorage)
|
||||||
|
20 | .filter((k) => k.startsWith('mana-loop-'))
|
||||||
|
21 | .forEach((k) => localStorage.removeItem(k));
|
||||||
|
22 | });
|
||||||
|
23 | await page.reload();
|
||||||
|
24 | // Wait for the game to initialize
|
||||||
|
25 | await page.waitForLoadState('networkidle');
|
||||||
|
26 | });
|
||||||
|
27 |
|
||||||
|
28 | test('can navigate to Crafting tab', async ({ page }) => {
|
||||||
|
29 | // The tab bar contains a "Craft" tab
|
||||||
|
30 | const craftTab = page.getByRole('tab', { name: /🔧 Craft/ });
|
||||||
|
31 | await expect(craftTab).toBeVisible();
|
||||||
|
32 | await craftTab.click();
|
||||||
|
33 |
|
||||||
|
34 | // Verify we're on the crafting tab by checking for sub-tabs
|
||||||
|
35 | const fabricateBtn = page.getByRole('button', { hasText: 'Fabricate' });
|
||||||
|
36 | const enchantBtn = page.getByRole('button', { hasText: 'Enchant' });
|
||||||
|
37 | await expect(fabricateBtn).toBeVisible();
|
||||||
|
38 | await expect(enchantBtn).toBeVisible();
|
||||||
|
39 | });
|
||||||
|
40 |
|
||||||
|
41 | test('can switch to Enchant sub-tab and see design UI', async ({ page }) => {
|
||||||
|
42 | await page.goto('/');
|
||||||
|
43 | await page.evaluate(() => {
|
||||||
|
44 | Object.keys(localStorage)
|
||||||
|
45 | .filter((k) => k.startsWith('mana-loop-'))
|
||||||
|
46 | .forEach((k) => localStorage.removeItem(k));
|
||||||
|
47 | });
|
||||||
|
48 | await page.reload();
|
||||||
|
49 | await page.waitForLoadState('networkidle');
|
||||||
|
50 |
|
||||||
|
51 | // Navigate to Crafting tab
|
||||||
|
52 | await page.getByRole('tab', { name: /🔧 Craft/ }).click();
|
||||||
|
53 |
|
||||||
|
54 | // Click Enchant sub-tab
|
||||||
|
55 | const enchantBtn = page.getByRole('button', { hasText: 'Enchant' });
|
||||||
|
56 | await enchantBtn.click();
|
||||||
|
57 |
|
||||||
|
58 | // Should see the design stage UI
|
||||||
|
59 | const designBtn = page.getByRole('button', { hasText: 'Design' });
|
||||||
|
60 | const prepareBtn = page.getByRole('button', { hasText: 'Prepare' });
|
||||||
|
61 | const applyBtn = page.getByRole('button', { hasText: 'Apply' });
|
||||||
|
62 | await expect(designBtn).toBeVisible();
|
||||||
|
63 | await expect(prepareBtn).toBeVisible();
|
||||||
|
64 | await expect(applyBtn).toBeVisible();
|
||||||
|
65 | });
|
||||||
|
66 |
|
||||||
|
67 | test('can select equipment type and effect in Design stage', async ({ page }) => {
|
||||||
|
68 | await page.goto('/');
|
||||||
|
69 | await page.evaluate(() => {
|
||||||
|
70 | Object.keys(localStorage)
|
||||||
|
71 | .filter((k) => k.startsWith('mana-loop-'))
|
||||||
|
72 | .forEach((k) => localStorage.removeItem(k));
|
||||||
|
73 | });
|
||||||
|
74 | await page.reload();
|
||||||
|
75 | await page.waitForLoadState('networkidle');
|
||||||
|
76 |
|
||||||
|
77 | // Navigate to Crafting > Enchant > Design
|
||||||
|
78 | await page.getByRole('tab', { name: /🔧 Craft/ }).click();
|
||||||
|
> 79 | await page.getByRole('button', { hasText: 'Enchant' }).click();
|
||||||
|
| ^ Error: locator.click: Error: strict mode violation: getByRole('button') resolved to 6 elements:
|
||||||
|
80 |
|
||||||
|
81 | // The design section should show effect selectors once an equipment type is chosen
|
||||||
|
82 | // Look for any element matching equipment type buttons and effect-related content
|
||||||
|
83 | const equipmentButtons = page.locator('button:has-text("Basic Staff"), button:has-text("Apprentice Wand"), button:has-text("Oak Staff"), button:has-text("Crystal Wand")');
|
||||||
|
84 | const count = await equipmentButtons.count();
|
||||||
|
85 | expect(count).toBeGreaterThan(0);
|
||||||
|
86 | });
|
||||||
|
87 |
|
||||||
|
88 | test('can navigate through all 3 enchant stages', async ({ page }) => {
|
||||||
|
89 | await page.goto('/');
|
||||||
|
90 | await page.evaluate(() => {
|
||||||
|
91 | Object.keys(localStorage)
|
||||||
|
92 | .filter((k) => k.startsWith('mana-loop-'))
|
||||||
|
93 | .forEach((k) => localStorage.removeItem(k));
|
||||||
|
94 | });
|
||||||
|
95 | await page.reload();
|
||||||
|
96 | await page.waitForLoadState('networkidle');
|
||||||
|
97 |
|
||||||
|
98 | // Navigate to Crafting > Enchant
|
||||||
|
99 | await page.getByRole('tab', { name: /🔧 Craft/ }).click();
|
||||||
|
100 | await page.getByRole('button', { hasText: 'Enchant' }).click();
|
||||||
|
101 |
|
||||||
|
102 | // Verify Design stage is active
|
||||||
|
103 | const designBtn = page.getByRole('button', { hasText: 'Design' });
|
||||||
|
104 | await expect(designBtn).toBeVisible();
|
||||||
|
105 |
|
||||||
|
106 | // Switch to Prepare stage
|
||||||
|
107 | const prepareBtn = page.getByRole('button', { hasText: 'Prepare' });
|
||||||
|
108 | await prepareBtn.click();
|
||||||
|
109 |
|
||||||
|
110 | // Should see preparation UI
|
||||||
|
111 | const prepareHeading = page.locator('text=Select Equipment to Prepare');
|
||||||
|
112 | await expect(prepareHeading).toBeVisible({ timeout: 5000 });
|
||||||
|
113 |
|
||||||
|
114 | // Switch to Apply stage
|
||||||
|
115 | const applyBtn = page.getByRole('button', { hasText: 'Apply' });
|
||||||
|
116 | await applyBtn.click();
|
||||||
|
117 |
|
||||||
|
118 | // Should see application UI
|
||||||
|
119 | const applyHeading = page.locator('text=Select Equipment & Design');
|
||||||
|
120 | await expect(applyHeading).toBeVisible({ timeout: 5000 });
|
||||||
|
121 | });
|
||||||
|
122 | });
|
||||||
|
```
|
||||||
@@ -0,0 +1,280 @@
|
|||||||
|
# Instructions
|
||||||
|
|
||||||
|
- Following Playwright test failed.
|
||||||
|
- Explain why, be concise, respect Playwright best practices.
|
||||||
|
- Provide a snippet of code with the fix, if possible.
|
||||||
|
|
||||||
|
# Test info
|
||||||
|
|
||||||
|
- Name: enchanting.spec.ts >> Enchanting Flow >> can navigate through all 3 enchant stages
|
||||||
|
- Location: e2e/enchanting.spec.ts:88:7
|
||||||
|
|
||||||
|
# Error details
|
||||||
|
|
||||||
|
```
|
||||||
|
Error: locator.click: Error: strict mode violation: getByRole('button') resolved to 6 elements:
|
||||||
|
1) <button data-slot="button" class="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 text-primary-foreground shad…>…</button> aka getByRole('button', { name: 'Gather +1 Mana' })
|
||||||
|
2) <button class="flex items-center justify-between w-full text-xs text-gray-400 hover:text-gray-300 mb-2">…</button> aka getByRole('button', { name: 'Elemental Mana (1)' })
|
||||||
|
3) <button data-slot="button" class="inline-flex items-center justify-center gap-2 whitespace-nowrap 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 text-primary-foreground shadow-xs hover…>…</button> aka getByRole('button', { name: 'Climb the Spire' })
|
||||||
|
4) <button data-slot="action-button" class="inline-flex items-center justify-center gap-2 whitespace-nowrap rounded-[var(--radius)] text-sm font-medium transition-all duration-100 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:ring-2 focus-visible:ring-[var(--border-focus)] focus-visible:ring-offset-2 focus-visible:ring-offset-[var(--bg-base)] bg-[var(--interactive-primary)] text-white …>…</button> aka getByRole('button', { name: 'Fabricate' })
|
||||||
|
5) <button data-slot="action-button" class="inline-flex items-center justify-center gap-2 whitespace-nowrap rounded-[var(--radius)] text-sm font-medium transition-all duration-100 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:ring-2 focus-visible:ring-[var(--border-focus)] focus-visible:ring-offset-2 focus-visible:ring-offset-[var(--bg-base)] bg-[var(--interactive-secondary)] text-[var…>…</button> aka getByRole('button', { name: 'Enchant' })
|
||||||
|
6) <button id="next-logo" aria-haspopup="menu" data-next-mark="true" aria-expanded="false" aria-label="Open Next.js Dev Tools" data-nextjs-dev-tools-button="true" aria-controls="nextjs-dev-tools-menu">…</button> aka getByRole('button', { name: 'Open Next.js Dev Tools' })
|
||||||
|
|
||||||
|
Call log:
|
||||||
|
- waiting for getByRole('button')
|
||||||
|
|
||||||
|
```
|
||||||
|
|
||||||
|
# Page snapshot
|
||||||
|
|
||||||
|
```yaml
|
||||||
|
- generic [ref=e1]:
|
||||||
|
- generic [ref=e2]:
|
||||||
|
- banner [ref=e3]:
|
||||||
|
- generic [ref=e4]:
|
||||||
|
- heading "MANA LOOP" [level=1] [ref=e5]
|
||||||
|
- generic [ref=e7]:
|
||||||
|
- generic [ref=e8]:
|
||||||
|
- generic [ref=e9]: Day 1
|
||||||
|
- generic [ref=e10]: 00:55
|
||||||
|
- generic [ref=e11]:
|
||||||
|
- generic [ref=e12]: "0"
|
||||||
|
- generic [ref=e13]: Insight
|
||||||
|
- main [ref=e14]:
|
||||||
|
- generic [ref=e15]:
|
||||||
|
- generic [ref=e17]:
|
||||||
|
- generic [ref=e18]:
|
||||||
|
- generic [ref=e19]:
|
||||||
|
- generic [ref=e20]: "11"
|
||||||
|
- generic [ref=e21]: / 100
|
||||||
|
- generic [ref=e22]:
|
||||||
|
- text: +2.2 mana/hr
|
||||||
|
- generic [ref=e23]: (1.1x med)
|
||||||
|
- progressbar [ref=e24]
|
||||||
|
- button "Gather +1 Mana" [ref=e26]:
|
||||||
|
- img
|
||||||
|
- text: Gather +1 Mana
|
||||||
|
- generic [ref=e27]:
|
||||||
|
- button "Elemental Mana (1)" [ref=e28]:
|
||||||
|
- generic [ref=e29]: Elemental Mana (1)
|
||||||
|
- img [ref=e30]
|
||||||
|
- generic [ref=e33]:
|
||||||
|
- generic [ref=e34]:
|
||||||
|
- generic [ref=e35]: 🔗
|
||||||
|
- generic [ref=e36]: Transference
|
||||||
|
- generic [ref=e39]: 0/10
|
||||||
|
- button "Climb the Spire" [ref=e40]:
|
||||||
|
- img
|
||||||
|
- text: Climb the Spire
|
||||||
|
- generic [ref=e42]:
|
||||||
|
- generic [ref=e43]:
|
||||||
|
- img [ref=e44]
|
||||||
|
- generic [ref=e46]: Current Activity
|
||||||
|
- generic [ref=e47]: Meditating
|
||||||
|
- generic [ref=e48]:
|
||||||
|
- generic [ref=e49]: "1"
|
||||||
|
- generic [ref=e50]: "2"
|
||||||
|
- generic [ref=e51]: "3"
|
||||||
|
- generic [ref=e52]: "4"
|
||||||
|
- generic [ref=e53]: "5"
|
||||||
|
- generic [ref=e54]: "6"
|
||||||
|
- generic [ref=e55]: "7"
|
||||||
|
- generic [ref=e56]: "8"
|
||||||
|
- generic [ref=e57]: "9"
|
||||||
|
- generic [ref=e58]: "10"
|
||||||
|
- generic [ref=e59]: "11"
|
||||||
|
- generic [ref=e60]: "12"
|
||||||
|
- generic [ref=e61]: "13"
|
||||||
|
- generic [ref=e62]: "14"
|
||||||
|
- generic [ref=e63]: "15"
|
||||||
|
- generic [ref=e64]: "16"
|
||||||
|
- generic [ref=e65]: "17"
|
||||||
|
- generic [ref=e66]: "18"
|
||||||
|
- generic [ref=e67]: "19"
|
||||||
|
- generic [ref=e68]: "20"
|
||||||
|
- generic [ref=e69]: "21"
|
||||||
|
- generic [ref=e70]: "22"
|
||||||
|
- generic [ref=e71]: "23"
|
||||||
|
- generic [ref=e72]: "24"
|
||||||
|
- generic [ref=e73]: "25"
|
||||||
|
- generic [ref=e74]: "26"
|
||||||
|
- generic [ref=e75]: "27"
|
||||||
|
- generic [ref=e76]: "28"
|
||||||
|
- generic [ref=e77]: "29"
|
||||||
|
- generic [ref=e78]: "30"
|
||||||
|
- generic [ref=e80]:
|
||||||
|
- tablist [ref=e81]:
|
||||||
|
- tab "⚔️ Spire" [ref=e82]
|
||||||
|
- tab "✨ Attune" [ref=e83]
|
||||||
|
- tab "🗿 Golems" [ref=e84]
|
||||||
|
- tab "📚 Skills" [ref=e85]
|
||||||
|
- tab "🔮 Spells" [ref=e86]
|
||||||
|
- tab "🛡️ Gear" [ref=e87]
|
||||||
|
- tab "🔧 Craft" [active] [selected] [ref=e88]
|
||||||
|
- tab "💎 Loot" [ref=e89]
|
||||||
|
- tab "🏆 Achieve" [ref=e90]
|
||||||
|
- tab "📊 Stats" [ref=e91]
|
||||||
|
- tab "🐛 Debug" [ref=e92]
|
||||||
|
- tab "📖 Grimoire" [ref=e93]
|
||||||
|
- tabpanel "🔧 Craft" [ref=e94]:
|
||||||
|
- generic [ref=e95]:
|
||||||
|
- generic [ref=e97]:
|
||||||
|
- button "Fabricate" [ref=e98]:
|
||||||
|
- img
|
||||||
|
- text: Fabricate
|
||||||
|
- button "Enchant" [ref=e99]:
|
||||||
|
- img
|
||||||
|
- text: Enchant
|
||||||
|
- generic [ref=e100]:
|
||||||
|
- generic [ref=e101]:
|
||||||
|
- generic [ref=e103]:
|
||||||
|
- img [ref=e104]
|
||||||
|
- text: Available Blueprints
|
||||||
|
- generic [ref=e113]:
|
||||||
|
- img [ref=e114]
|
||||||
|
- paragraph [ref=e118]: No blueprints discovered yet.
|
||||||
|
- paragraph [ref=e119]: Defeat guardians to find blueprints!
|
||||||
|
- generic [ref=e120]:
|
||||||
|
- generic [ref=e122]:
|
||||||
|
- img [ref=e123]
|
||||||
|
- text: Materials (0)
|
||||||
|
- generic [ref=e131]:
|
||||||
|
- img [ref=e132]
|
||||||
|
- paragraph [ref=e134]: No materials collected yet.
|
||||||
|
- paragraph [ref=e135]: Defeat floors to gather materials!
|
||||||
|
- region "Notifications (F8)":
|
||||||
|
- list
|
||||||
|
- region "Notifications (F8)":
|
||||||
|
- list
|
||||||
|
- button "Open Next.js Dev Tools" [ref=e141] [cursor=pointer]:
|
||||||
|
- img [ref=e142]
|
||||||
|
- alert [ref=e145]
|
||||||
|
```
|
||||||
|
|
||||||
|
# Test source
|
||||||
|
|
||||||
|
```ts
|
||||||
|
1 | import { test, expect } from '@playwright/test';
|
||||||
|
2 |
|
||||||
|
3 | /**
|
||||||
|
4 | * E2E tests for the 3-step enchantment flow:
|
||||||
|
5 | * Design → Prepare → Apply
|
||||||
|
6 | *
|
||||||
|
7 | * These tests validate the core crafting loop works end-to-end.
|
||||||
|
8 | */
|
||||||
|
9 |
|
||||||
|
10 | test.describe('Enchanting Flow', () => {
|
||||||
|
11 | /**
|
||||||
|
12 | * Before each test, ensure we start with a clean state.
|
||||||
|
13 | * The game persists state in localStorage, so we clear it.
|
||||||
|
14 | */
|
||||||
|
15 | test.beforeEach(async ({ page }) => {
|
||||||
|
16 | await page.goto('/');
|
||||||
|
17 | // Clear game state to ensure a fresh start
|
||||||
|
18 | await page.evaluate(() => {
|
||||||
|
19 | Object.keys(localStorage)
|
||||||
|
20 | .filter((k) => k.startsWith('mana-loop-'))
|
||||||
|
21 | .forEach((k) => localStorage.removeItem(k));
|
||||||
|
22 | });
|
||||||
|
23 | await page.reload();
|
||||||
|
24 | // Wait for the game to initialize
|
||||||
|
25 | await page.waitForLoadState('networkidle');
|
||||||
|
26 | });
|
||||||
|
27 |
|
||||||
|
28 | test('can navigate to Crafting tab', async ({ page }) => {
|
||||||
|
29 | // The tab bar contains a "Craft" tab
|
||||||
|
30 | const craftTab = page.getByRole('tab', { name: /🔧 Craft/ });
|
||||||
|
31 | await expect(craftTab).toBeVisible();
|
||||||
|
32 | await craftTab.click();
|
||||||
|
33 |
|
||||||
|
34 | // Verify we're on the crafting tab by checking for sub-tabs
|
||||||
|
35 | const fabricateBtn = page.getByRole('button', { hasText: 'Fabricate' });
|
||||||
|
36 | const enchantBtn = page.getByRole('button', { hasText: 'Enchant' });
|
||||||
|
37 | await expect(fabricateBtn).toBeVisible();
|
||||||
|
38 | await expect(enchantBtn).toBeVisible();
|
||||||
|
39 | });
|
||||||
|
40 |
|
||||||
|
41 | test('can switch to Enchant sub-tab and see design UI', async ({ page }) => {
|
||||||
|
42 | await page.goto('/');
|
||||||
|
43 | await page.evaluate(() => {
|
||||||
|
44 | Object.keys(localStorage)
|
||||||
|
45 | .filter((k) => k.startsWith('mana-loop-'))
|
||||||
|
46 | .forEach((k) => localStorage.removeItem(k));
|
||||||
|
47 | });
|
||||||
|
48 | await page.reload();
|
||||||
|
49 | await page.waitForLoadState('networkidle');
|
||||||
|
50 |
|
||||||
|
51 | // Navigate to Crafting tab
|
||||||
|
52 | await page.getByRole('tab', { name: /🔧 Craft/ }).click();
|
||||||
|
53 |
|
||||||
|
54 | // Click Enchant sub-tab
|
||||||
|
55 | const enchantBtn = page.getByRole('button', { hasText: 'Enchant' });
|
||||||
|
56 | await enchantBtn.click();
|
||||||
|
57 |
|
||||||
|
58 | // Should see the design stage UI
|
||||||
|
59 | const designBtn = page.getByRole('button', { hasText: 'Design' });
|
||||||
|
60 | const prepareBtn = page.getByRole('button', { hasText: 'Prepare' });
|
||||||
|
61 | const applyBtn = page.getByRole('button', { hasText: 'Apply' });
|
||||||
|
62 | await expect(designBtn).toBeVisible();
|
||||||
|
63 | await expect(prepareBtn).toBeVisible();
|
||||||
|
64 | await expect(applyBtn).toBeVisible();
|
||||||
|
65 | });
|
||||||
|
66 |
|
||||||
|
67 | test('can select equipment type and effect in Design stage', async ({ page }) => {
|
||||||
|
68 | await page.goto('/');
|
||||||
|
69 | await page.evaluate(() => {
|
||||||
|
70 | Object.keys(localStorage)
|
||||||
|
71 | .filter((k) => k.startsWith('mana-loop-'))
|
||||||
|
72 | .forEach((k) => localStorage.removeItem(k));
|
||||||
|
73 | });
|
||||||
|
74 | await page.reload();
|
||||||
|
75 | await page.waitForLoadState('networkidle');
|
||||||
|
76 |
|
||||||
|
77 | // Navigate to Crafting > Enchant > Design
|
||||||
|
78 | await page.getByRole('tab', { name: /🔧 Craft/ }).click();
|
||||||
|
79 | await page.getByRole('button', { hasText: 'Enchant' }).click();
|
||||||
|
80 |
|
||||||
|
81 | // The design section should show effect selectors once an equipment type is chosen
|
||||||
|
82 | // Look for any element matching equipment type buttons and effect-related content
|
||||||
|
83 | const equipmentButtons = page.locator('button:has-text("Basic Staff"), button:has-text("Apprentice Wand"), button:has-text("Oak Staff"), button:has-text("Crystal Wand")');
|
||||||
|
84 | const count = await equipmentButtons.count();
|
||||||
|
85 | expect(count).toBeGreaterThan(0);
|
||||||
|
86 | });
|
||||||
|
87 |
|
||||||
|
88 | test('can navigate through all 3 enchant stages', async ({ page }) => {
|
||||||
|
89 | await page.goto('/');
|
||||||
|
90 | await page.evaluate(() => {
|
||||||
|
91 | Object.keys(localStorage)
|
||||||
|
92 | .filter((k) => k.startsWith('mana-loop-'))
|
||||||
|
93 | .forEach((k) => localStorage.removeItem(k));
|
||||||
|
94 | });
|
||||||
|
95 | await page.reload();
|
||||||
|
96 | await page.waitForLoadState('networkidle');
|
||||||
|
97 |
|
||||||
|
98 | // Navigate to Crafting > Enchant
|
||||||
|
99 | await page.getByRole('tab', { name: /🔧 Craft/ }).click();
|
||||||
|
> 100 | await page.getByRole('button', { hasText: 'Enchant' }).click();
|
||||||
|
| ^ Error: locator.click: Error: strict mode violation: getByRole('button') resolved to 6 elements:
|
||||||
|
101 |
|
||||||
|
102 | // Verify Design stage is active
|
||||||
|
103 | const designBtn = page.getByRole('button', { hasText: 'Design' });
|
||||||
|
104 | await expect(designBtn).toBeVisible();
|
||||||
|
105 |
|
||||||
|
106 | // Switch to Prepare stage
|
||||||
|
107 | const prepareBtn = page.getByRole('button', { hasText: 'Prepare' });
|
||||||
|
108 | await prepareBtn.click();
|
||||||
|
109 |
|
||||||
|
110 | // Should see preparation UI
|
||||||
|
111 | const prepareHeading = page.locator('text=Select Equipment to Prepare');
|
||||||
|
112 | await expect(prepareHeading).toBeVisible({ timeout: 5000 });
|
||||||
|
113 |
|
||||||
|
114 | // Switch to Apply stage
|
||||||
|
115 | const applyBtn = page.getByRole('button', { hasText: 'Apply' });
|
||||||
|
116 | await applyBtn.click();
|
||||||
|
117 |
|
||||||
|
118 | // Should see application UI
|
||||||
|
119 | const applyHeading = page.locator('text=Select Equipment & Design');
|
||||||
|
120 | await expect(applyHeading).toBeVisible({ timeout: 5000 });
|
||||||
|
121 | });
|
||||||
|
122 | });
|
||||||
|
```
|
||||||
@@ -0,0 +1,22 @@
|
|||||||
|
import { defineConfig, devices } from '@playwright/test';
|
||||||
|
|
||||||
|
export default defineConfig({
|
||||||
|
testDir: 'e2e',
|
||||||
|
fullyParallel: true,
|
||||||
|
forbidOnly: !!process.env.CI,
|
||||||
|
retries: process.env.CI ? 2 : 0,
|
||||||
|
workers: process.env.CI ? 1 : undefined,
|
||||||
|
reporter: 'html',
|
||||||
|
use: {
|
||||||
|
baseURL: 'http://localhost:3000',
|
||||||
|
trace: 'on-first-retry',
|
||||||
|
screenshot: 'only-on-failure',
|
||||||
|
video: 'retain-on-failure',
|
||||||
|
},
|
||||||
|
projects: [
|
||||||
|
{
|
||||||
|
name: 'chromium',
|
||||||
|
use: { ...devices['Desktop Chrome'] },
|
||||||
|
},
|
||||||
|
],
|
||||||
|
});
|
||||||
@@ -1,32 +0,0 @@
|
|||||||
// This is your Prisma schema file,
|
|
||||||
// learn more about it in the docs: https://pris.ly/d/prisma-schema
|
|
||||||
|
|
||||||
// Looking for ways to speed up your queries, or scale easily with your serverless or edge functions?
|
|
||||||
// Try Prisma Accelerate: https://pris.ly/cli/accelerate-init
|
|
||||||
|
|
||||||
generator client {
|
|
||||||
provider = "prisma-client-js"
|
|
||||||
}
|
|
||||||
|
|
||||||
datasource db {
|
|
||||||
provider = "sqlite"
|
|
||||||
url = env("DATABASE_URL")
|
|
||||||
}
|
|
||||||
|
|
||||||
model User {
|
|
||||||
id String @id @default(cuid())
|
|
||||||
email String @unique
|
|
||||||
name String?
|
|
||||||
createdAt DateTime @default(now())
|
|
||||||
updatedAt DateTime @updatedAt
|
|
||||||
}
|
|
||||||
|
|
||||||
model Post {
|
|
||||||
id String @id @default(cuid())
|
|
||||||
title String
|
|
||||||
content String?
|
|
||||||
published Boolean @default(false)
|
|
||||||
authorId String
|
|
||||||
createdAt DateTime @default(now())
|
|
||||||
updatedAt DateTime @updatedAt
|
|
||||||
}
|
|
||||||
|
After Width: | Height: | Size: 38 KiB |
@@ -1,5 +0,0 @@
|
|||||||
import { NextResponse } from "next/server";
|
|
||||||
|
|
||||||
export async function GET() {
|
|
||||||
return NextResponse.json({ message: "Hello, world!" });
|
|
||||||
}
|
|
||||||
@@ -0,0 +1,63 @@
|
|||||||
|
'use client';
|
||||||
|
|
||||||
|
import { Button } from '@/components/ui/button';
|
||||||
|
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
||||||
|
import { fmt } from '@/lib/game/stores';
|
||||||
|
import { useGameStore } from '@/lib/game/stores';
|
||||||
|
|
||||||
|
interface GameOverScreenProps {
|
||||||
|
day: number;
|
||||||
|
hour: number;
|
||||||
|
insightGained: number;
|
||||||
|
totalInsight: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function GameOverScreen({ day, hour, insightGained, totalInsight }: GameOverScreenProps) {
|
||||||
|
const startNewLoop = () => {
|
||||||
|
useGameStore.getState().startNewLoop();
|
||||||
|
};
|
||||||
|
|
||||||
|
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 text-amber-400">
|
||||||
|
LOOP ENDS
|
||||||
|
</CardTitle>
|
||||||
|
</CardHeader>
|
||||||
|
<CardContent className="space-y-4">
|
||||||
|
<p className="text-center text-gray-400">
|
||||||
|
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(insightGained)}</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">{day}</div>
|
||||||
|
<div className="text-xs text-gray-400">Day Reached</div>
|
||||||
|
</div>
|
||||||
|
<div className="p-3 bg-gray-800 rounded">
|
||||||
|
<div className="text-xl font-bold text-purple-400 game-mono">{hour}</div>
|
||||||
|
<div className="text-xs text-gray-400">Hour</div>
|
||||||
|
</div>
|
||||||
|
<div className="p-3 bg-gray-800 rounded">
|
||||||
|
<div className="text-xl font-bold text-green-400 game-mono">{fmt(totalInsight)}</div>
|
||||||
|
<div className="text-xs text-gray-400">Total Insight</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={startNewLoop}
|
||||||
|
>
|
||||||
|
Begin New Loop
|
||||||
|
</Button>
|
||||||
|
</CardContent>
|
||||||
|
</Card>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -0,0 +1,77 @@
|
|||||||
|
'use client';
|
||||||
|
|
||||||
|
import { useState, useEffect } from 'react';
|
||||||
|
import { ScrollArea } from '@/components/ui/scroll-area';
|
||||||
|
import { Badge } from '@/components/ui/badge';
|
||||||
|
import { DebugName } from '@/components/game/debug/debug-context';
|
||||||
|
import { SPELLS_DEF } from '@/lib/game/constants';
|
||||||
|
import type { SpellDef } from '@/lib/game/types';
|
||||||
|
|
||||||
|
export function GrimoireTab() {
|
||||||
|
const [grimoireSpells, setGrimoireSpells] = useState<[string, SpellDef][]>([]);
|
||||||
|
const [loaded, setLoaded] = useState(false);
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
if (typeof window !== 'undefined' && SPELLS_DEF) {
|
||||||
|
setGrimoireSpells(
|
||||||
|
Object.entries(SPELLS_DEF).filter((entry): entry is [string, SpellDef] => !!entry[1].grimoire)
|
||||||
|
);
|
||||||
|
}
|
||||||
|
setLoaded(true);
|
||||||
|
}, []);
|
||||||
|
|
||||||
|
if (!loaded) {
|
||||||
|
return <div className="p-4 text-center text-gray-400">Loading grimoire...</div>;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (grimoireSpells.length === 0) {
|
||||||
|
return (
|
||||||
|
<div className="p-4 text-center text-gray-400">
|
||||||
|
No grimoire spells available yet. Defeat guardians to unlock spells.
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
const availablePages = Math.ceil(grimoireSpells.length / 12);
|
||||||
|
|
||||||
|
return (
|
||||||
|
<DebugName name="GrimoireTab">
|
||||||
|
<div className="space-y-4">
|
||||||
|
<div className="text-sm text-gray-400">
|
||||||
|
<p className="mb-2">A vast tome of arcane knowledge. Study carefully — each spell costs insight to transcribe into your repertoire.</p>
|
||||||
|
<p>Available pages: {availablePages}. Spells in grimoire: {grimoireSpells.length}.</p>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<ScrollArea className="h-[600px] rounded border border-gray-700 p-4">
|
||||||
|
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
|
||||||
|
{grimoireSpells.map(([id, spell]) => (
|
||||||
|
<div
|
||||||
|
key={id}
|
||||||
|
className="p-4 bg-gray-800/50 rounded border border-gray-600 hover:border-gray-500 transition-colors"
|
||||||
|
>
|
||||||
|
<div className="flex items-start justify-between mb-2">
|
||||||
|
<span className="font-bold text-gray-100">{spell.name}</span>
|
||||||
|
<Badge variant="outline" className="border-gray-600">
|
||||||
|
{spell.elem}
|
||||||
|
</Badge>
|
||||||
|
</div>
|
||||||
|
{spell.desc && <p className="text-sm text-gray-400 mb-3">{spell.desc}</p>}
|
||||||
|
<div className="text-xs text-gray-500 space-y-1">
|
||||||
|
<div>Cost: {spell.cost.amount} {
|
||||||
|
spell.cost.type === 'element'
|
||||||
|
? spell.cost.element
|
||||||
|
: 'raw mana'
|
||||||
|
}</div>
|
||||||
|
<div>Power: {spell.dmg}</div>
|
||||||
|
{spell.effects && spell.effects.length > 0 && (
|
||||||
|
<div>Effects: {spell.effects.map(e => e.type).join(', ')}</div>
|
||||||
|
)}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
))}
|
||||||
|
</div>
|
||||||
|
</ScrollArea>
|
||||||
|
</div>
|
||||||
|
</DebugName>
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -0,0 +1,126 @@
|
|||||||
|
'use client';
|
||||||
|
|
||||||
|
import { useState, useEffect } from 'react';
|
||||||
|
import { Button } from '@/components/ui/button';
|
||||||
|
import { Mountain } from 'lucide-react';
|
||||||
|
import { Card, CardContent } from '@/components/ui/card';
|
||||||
|
import { ManaDisplay } from '@/components/game';
|
||||||
|
import { ActionButtons } from '@/components/game';
|
||||||
|
import { AttunementStatus } from '@/components/game/AttunementStatus';
|
||||||
|
import { ActivityLogPanel } from '@/components/game/ActivityLogPanel';
|
||||||
|
import { DebugName } from '@/components/game/debug/debug-context';
|
||||||
|
import { useGameStore, useManaStore, useCombatStore, useCraftingStore, usePrestigeStore } from '@/lib/game/stores';
|
||||||
|
import { computeDisciplineEffects } from '@/lib/game/effects/discipline-effects';
|
||||||
|
import { getUnifiedEffects } from '@/lib/game/effects';
|
||||||
|
import { getMeditationBonus, getIncursionStrength } from '@/lib/game/stores';
|
||||||
|
import { computeTotalMaxMana, computeTotalRegen, computeTotalClickMana } from '@/lib/game/effects';
|
||||||
|
|
||||||
|
export function LeftPanel() {
|
||||||
|
const [isGathering, setIsGathering] = useState(false);
|
||||||
|
|
||||||
|
const rawMana = useManaStore((s) => s.rawMana);
|
||||||
|
const elements = useManaStore((s) => s.elements);
|
||||||
|
const meditateTicks = useManaStore((s) => s.meditateTicks);
|
||||||
|
const prestigeUpgrades = usePrestigeStore((s) => s.prestigeUpgrades);
|
||||||
|
const equippedInstances = useCraftingStore((s) => s.equippedInstances);
|
||||||
|
const equipmentInstances = useCraftingStore((s) => s.equipmentInstances);
|
||||||
|
const gatherMana = useGameStore((s) => s.gatherMana);
|
||||||
|
const spireMode = useCombatStore((s) => s.spireMode);
|
||||||
|
const enterSpireMode = useCombatStore((s) => s.enterSpireMode);
|
||||||
|
const currentAction = useCombatStore((s) => s.currentAction);
|
||||||
|
const designProgress = useCraftingStore((s) => s.designProgress);
|
||||||
|
const designProgress2 = useCraftingStore((s) => s.designProgress2);
|
||||||
|
const preparationProgress = useCraftingStore((s) => s.preparationProgress);
|
||||||
|
const applicationProgress = useCraftingStore((s) => s.applicationProgress);
|
||||||
|
const equipmentCraftingProgress = useCraftingStore((s) => s.equipmentCraftingProgress);
|
||||||
|
|
||||||
|
const handleGatherStart = () => { setIsGathering(true); gatherMana(); };
|
||||||
|
const handleGatherEnd = () => { setIsGathering(false); };
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
if (!isGathering) return;
|
||||||
|
let lastGatherTime = 0;
|
||||||
|
const minGatherInterval = 100;
|
||||||
|
let animationFrameId: number;
|
||||||
|
const gatherLoop = (timestamp: number) => {
|
||||||
|
if (timestamp - lastGatherTime >= minGatherInterval) {
|
||||||
|
gatherMana();
|
||||||
|
lastGatherTime = timestamp;
|
||||||
|
}
|
||||||
|
animationFrameId = requestAnimationFrame(gatherLoop);
|
||||||
|
};
|
||||||
|
animationFrameId = requestAnimationFrame(gatherLoop);
|
||||||
|
return () => cancelAnimationFrame(animationFrameId);
|
||||||
|
}, [isGathering, gatherMana]);
|
||||||
|
|
||||||
|
const upgradeEffects = getUnifiedEffects({ skillUpgrades: {}, skillTiers: {}, equippedInstances, equipmentInstances });
|
||||||
|
const maxMana = computeTotalMaxMana({ skills: {}, prestigeUpgrades, skillUpgrades: {}, skillTiers: {}, equippedInstances, equipmentInstances }, upgradeEffects);
|
||||||
|
const baseRegen = computeTotalRegen({ skills: {}, prestigeUpgrades, skillUpgrades: {}, skillTiers: {}, equippedInstances, equipmentInstances }, upgradeEffects);
|
||||||
|
const clickMana = computeTotalClickMana({ skills: {}, skillUpgrades: {}, skillTiers: {}, equippedInstances, equipmentInstances }, upgradeEffects);
|
||||||
|
const meditationMultiplier = getMeditationBonus(meditateTicks, {}, upgradeEffects.meditationEfficiency);
|
||||||
|
const incursionStrength = getIncursionStrength(useGameStore((s) => s.day), useGameStore((s) => s.hour));
|
||||||
|
const effectiveRegen = baseRegen * (1 - incursionStrength) * meditationMultiplier;
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div className="md:w-80 space-y-3 flex-shrink-0 p-1">
|
||||||
|
{/* 1. Mana Display */}
|
||||||
|
<DebugName name="ManaDisplay">
|
||||||
|
<ManaDisplay
|
||||||
|
rawMana={rawMana}
|
||||||
|
maxMana={maxMana}
|
||||||
|
effectiveRegen={effectiveRegen}
|
||||||
|
meditationMultiplier={meditationMultiplier}
|
||||||
|
clickMana={clickMana}
|
||||||
|
isGathering={isGathering}
|
||||||
|
onGatherStart={handleGatherStart}
|
||||||
|
onGatherEnd={handleGatherEnd}
|
||||||
|
elements={elements}
|
||||||
|
/>
|
||||||
|
</DebugName>
|
||||||
|
|
||||||
|
{/* 2. Spire Entry */}
|
||||||
|
{!spireMode && (
|
||||||
|
<DebugName name="ClimbSpireButton">
|
||||||
|
<Button className="w-full bg-gradient-to-r from-amber-600 to-orange-600 hover:from-amber-700 hover:to-orange-600 text-white" size="lg" onClick={enterSpireMode}>
|
||||||
|
<Mountain className="w-5 h-5 mr-2" />
|
||||||
|
Climb the Spire
|
||||||
|
</Button>
|
||||||
|
</DebugName>
|
||||||
|
)}
|
||||||
|
|
||||||
|
{/* 3. Current Action */}
|
||||||
|
{!spireMode && (
|
||||||
|
<DebugName name="ActionButtons">
|
||||||
|
<Card className="bg-[var(--bg-surface)] border-[var(--border-subtle)]">
|
||||||
|
<CardContent className="pt-3">
|
||||||
|
<ActionButtons
|
||||||
|
currentAction={currentAction}
|
||||||
|
designProgress={designProgress}
|
||||||
|
designProgress2={designProgress2}
|
||||||
|
preparationProgress={preparationProgress}
|
||||||
|
applicationProgress={applicationProgress}
|
||||||
|
equipmentCraftingProgress={equipmentCraftingProgress}
|
||||||
|
/>
|
||||||
|
</CardContent>
|
||||||
|
</Card>
|
||||||
|
</DebugName>
|
||||||
|
)}
|
||||||
|
|
||||||
|
{/* 4. Attunement Status */}
|
||||||
|
{!spireMode && (
|
||||||
|
<DebugName name="AttunementStatus">
|
||||||
|
<Card className="bg-[var(--bg-surface)] border-[var(--border-subtle)]">
|
||||||
|
<CardContent className="pt-3">
|
||||||
|
<AttunementStatus />
|
||||||
|
</CardContent>
|
||||||
|
</Card>
|
||||||
|
</DebugName>
|
||||||
|
)}
|
||||||
|
|
||||||
|
{/* 5. Activity Log */}
|
||||||
|
<DebugName name="ActivityLogPanel">
|
||||||
|
<ActivityLogPanel />
|
||||||
|
</DebugName>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -1,136 +1,163 @@
|
|||||||
@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 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&family=Source+Serif+4:ital,wght@0,400;0,600;1,400&display=swap');
|
||||||
|
|
||||||
@import "tailwindcss";
|
@import "tailwindcss";
|
||||||
@import "tw-animate-css";
|
@import "tw-animate-css";
|
||||||
|
|
||||||
@custom-variant dark (&:is(.dark *));
|
|
||||||
|
|
||||||
@theme inline {
|
@theme inline {
|
||||||
--color-background: var(--background);
|
--color-background: var(--background);
|
||||||
--color-foreground: var(--foreground);
|
--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);
|
--color-card: var(--card);
|
||||||
|
--color-card-foreground: var(--card-foreground);
|
||||||
|
--color-primary: var(--primary);
|
||||||
|
--color-primary-foreground: var(--primary-foreground);
|
||||||
|
--color-muted: var(--muted);
|
||||||
|
--color-muted-foreground: var(--muted-foreground);
|
||||||
|
--color-border: var(--border);
|
||||||
|
--color-input: var(--input);
|
||||||
|
--color-ring: var(--ring);
|
||||||
|
--color-destructive: var(--destructive);
|
||||||
--radius-sm: calc(var(--radius) - 4px);
|
--radius-sm: calc(var(--radius) - 4px);
|
||||||
--radius-md: calc(var(--radius) - 2px);
|
--radius-md: calc(var(--radius) - 2px);
|
||||||
--radius-lg: var(--radius);
|
--radius-lg: var(--radius);
|
||||||
--radius-xl: calc(var(--radius) + 4px);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
:root {
|
:root {
|
||||||
--radius: 0.625rem;
|
--radius: 0.5rem;
|
||||||
--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 */
|
/* === Background Colors (Depth Levels) === */
|
||||||
--game-bg: #060811;
|
--bg-base: #060811;
|
||||||
--game-bg1: #0C1020;
|
--bg-surface: #0C1020;
|
||||||
--game-bg2: #111628;
|
--bg-elevated: #111628;
|
||||||
--game-bg3: #181f35;
|
--bg-sunken: #181f35;
|
||||||
--game-border: #1e2a45;
|
|
||||||
--game-border2: #2a3a60;
|
/* === Border Colors === */
|
||||||
--game-text: #c8d8f8;
|
--border-subtle: #1e2a45;
|
||||||
--game-text2: #7a92c0;
|
--border-default: #2a3a60;
|
||||||
--game-text3: #4a5f8a;
|
--border-focus: #5B8FFF;
|
||||||
--game-gold: #D4A843;
|
|
||||||
|
/* === Text Colors === */
|
||||||
|
--text-primary: #c8d8f8;
|
||||||
|
--text-secondary: #7a92c0;
|
||||||
|
--text-muted: #4a5f8a;
|
||||||
|
--text-disabled: #2a3a60;
|
||||||
|
|
||||||
|
/* === Mana Element Colors === */
|
||||||
|
--mana-fire: #E8734A;
|
||||||
|
--mana-water: #3BAFDA;
|
||||||
|
--mana-air: #C8D8F8;
|
||||||
|
--mana-earth: #B8860B;
|
||||||
|
--mana-light: #D4A843;
|
||||||
|
--mana-dark: #4B0082;
|
||||||
|
--mana-death: #8B7D8B;
|
||||||
|
--mana-transfer: #00CED1;
|
||||||
|
--mana-metal: #708090;
|
||||||
|
--mana-sand: #C2B280;
|
||||||
|
--mana-lightning: #FFD700;
|
||||||
|
--mana-crystal: #B0E0E6;
|
||||||
|
--mana-stellar: #FF8C00;
|
||||||
|
--mana-void: #1A0A2E;
|
||||||
|
|
||||||
|
/* === Semantic UI Colors === */
|
||||||
|
--color-success: #27AE60;
|
||||||
|
--color-warning: #F39C12;
|
||||||
|
--color-danger: #C0392B;
|
||||||
|
--color-info: #3B6FE8;
|
||||||
|
|
||||||
|
/* === Rarity Colors === */
|
||||||
|
--rarity-common: #9CA3AF;
|
||||||
|
--rarity-common-glow: rgba(156, 163, 175, 0.25);
|
||||||
|
--rarity-uncommon: #22C55E;
|
||||||
|
--rarity-uncommon-glow: rgba(34, 197, 94, 0.25);
|
||||||
|
--rarity-rare: #3B82F6;
|
||||||
|
--rarity-rare-glow: rgba(59, 130, 246, 0.25);
|
||||||
|
--rarity-epic: #A855F7;
|
||||||
|
--rarity-epic-glow: rgba(168, 85, 247, 0.25);
|
||||||
|
--rarity-legendary: #F59E0B;
|
||||||
|
--rarity-legendary-glow: rgba(245, 158, 11, 0.375);
|
||||||
|
--rarity-mythic: #E8734A;
|
||||||
|
--rarity-mythic-glow: rgba(232, 115, 74, 0.25);
|
||||||
|
|
||||||
|
/* === Interactive Colors === */
|
||||||
|
--interactive-primary: #3B6FE8;
|
||||||
|
--interactive-primary-hover: #5B8FFF;
|
||||||
|
--interactive-secondary: #2a3a60;
|
||||||
|
--interactive-secondary-hover: #3a4a70;
|
||||||
|
--interactive-danger: #C0392B;
|
||||||
|
--interactive-danger-hover: #E74C3C;
|
||||||
|
--interactive-disabled: #1e2a45;
|
||||||
|
|
||||||
|
/* === Typography === */
|
||||||
|
--font-display: 'Cinzel', serif;
|
||||||
|
--font-body: 'Source Serif 4', 'Crimson Text', Georgia, serif;
|
||||||
|
--font-ui: 'JetBrains Mono', monospace;
|
||||||
|
|
||||||
|
/* === Shadow System === */
|
||||||
|
--shadow-sm: 0 1px 2px rgba(0, 0, 0, 0.3);
|
||||||
|
--shadow-md: 0 4px 6px rgba(0, 0, 0, 0.4);
|
||||||
|
--shadow-lg: 0 10px 15px rgba(0, 0, 0, 0.5);
|
||||||
|
--shadow-glow-gold: 0 0 15px rgba(212, 168, 67, 0.4);
|
||||||
|
--shadow-glow-purple: 0 0 15px rgba(124, 92, 191, 0.4);
|
||||||
|
--shadow-glow-accent: 0 0 15px rgba(60, 111, 232, 0.4);
|
||||||
|
|
||||||
|
/* === Mana Loop Design Tokens (Strategy Spec) === */
|
||||||
|
--bg-void: #0d0d0f;
|
||||||
|
--bg-panel: #141418;
|
||||||
|
--bg-raised: #242430;
|
||||||
|
--mana-raw: #8b7fd4;
|
||||||
|
--mana-transference: #1abc9c;
|
||||||
|
--border-accent: rgba(255, 255, 255, 0.22);
|
||||||
|
|
||||||
|
/* === Legacy Shadcn Variables (mapped to new system) === */
|
||||||
|
--background: var(--bg-base);
|
||||||
|
--foreground: var(--text-primary);
|
||||||
|
--card: var(--bg-surface);
|
||||||
|
--card-foreground: var(--text-primary);
|
||||||
|
--popover: var(--bg-elevated);
|
||||||
|
--popover-foreground: var(--text-primary);
|
||||||
|
--primary: var(--interactive-primary);
|
||||||
|
--primary-foreground: #ffffff;
|
||||||
|
--secondary: var(--bg-sunken);
|
||||||
|
--secondary-foreground: var(--text-primary);
|
||||||
|
--muted: var(--bg-sunken);
|
||||||
|
--muted-foreground: var(--text-secondary);
|
||||||
|
--accent: var(--interactive-secondary);
|
||||||
|
--accent-foreground: var(--text-primary);
|
||||||
|
--destructive: var(--color-danger);
|
||||||
|
--border: var(--border-subtle);
|
||||||
|
--input: var(--border-subtle);
|
||||||
|
--ring: var(--border-focus);
|
||||||
|
--chart-1: var(--mana-fire);
|
||||||
|
--chart-2: var(--mana-water);
|
||||||
|
--chart-3: var(--mana-light);
|
||||||
|
--chart-4: var(--color-success);
|
||||||
|
--chart-5: var(--mana-lightning);
|
||||||
|
--sidebar: var(--bg-surface);
|
||||||
|
--sidebar-foreground: var(--text-primary);
|
||||||
|
--sidebar-primary: var(--mana-light);
|
||||||
|
--sidebar-primary-foreground: #0C1020;
|
||||||
|
--sidebar-accent: var(--interactive-secondary);
|
||||||
|
--sidebar-accent-foreground: var(--text-primary);
|
||||||
|
--sidebar-border: var(--border-subtle);
|
||||||
|
--sidebar-ring: var(--mana-light);
|
||||||
|
|
||||||
|
/* Legacy game colors (kept for compatibility) */
|
||||||
|
--game-bg: var(--bg-base);
|
||||||
|
--game-bg1: var(--bg-surface);
|
||||||
|
--game-bg2: var(--bg-elevated);
|
||||||
|
--game-bg3: var(--bg-sunken);
|
||||||
|
--game-border: var(--border-subtle);
|
||||||
|
--game-border2: var(--border-default);
|
||||||
|
--game-text: var(--text-primary);
|
||||||
|
--game-text2: var(--text-secondary);
|
||||||
|
--game-text3: var(--text-muted);
|
||||||
|
--game-gold: var(--mana-light);
|
||||||
--game-gold2: #A87830;
|
--game-gold2: #A87830;
|
||||||
--game-purple: #7C5CBF;
|
--game-purple: #7C5CBF;
|
||||||
--game-purpleL: #A07EE0;
|
--game-purpleL: #A07EE0;
|
||||||
--game-accent: #3B6FE8;
|
--game-accent: var(--interactive-primary);
|
||||||
--game-accentL: #5B8FFF;
|
--game-accentL: var(--interactive-primary-hover);
|
||||||
--game-danger: #C0392B;
|
--game-danger: var(--color-danger);
|
||||||
--game-success: #27AE60;
|
--game-success: var(--color-success);
|
||||||
}
|
|
||||||
|
|
||||||
.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 {
|
@layer base {
|
||||||
@@ -139,13 +166,13 @@
|
|||||||
}
|
}
|
||||||
body {
|
body {
|
||||||
@apply bg-background text-foreground;
|
@apply bg-background text-foreground;
|
||||||
font-family: 'Crimson Text', Georgia, serif;
|
font-family: var(--font-body);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/* Game-specific styles */
|
/* Game-specific styles */
|
||||||
.game-root {
|
.game-root {
|
||||||
font-family: 'Crimson Text', Georgia, serif;
|
font-family: var(--font-body);
|
||||||
background: var(--game-bg);
|
background: var(--game-bg);
|
||||||
color: var(--game-text);
|
color: var(--game-text);
|
||||||
min-height: 100vh;
|
min-height: 100vh;
|
||||||
@@ -159,7 +186,7 @@
|
|||||||
}
|
}
|
||||||
|
|
||||||
.game-title {
|
.game-title {
|
||||||
font-family: 'Cinzel', serif;
|
font-family: var(--font-display);
|
||||||
background: linear-gradient(135deg, var(--game-gold) 0%, var(--game-purpleL) 50%, var(--game-accentL) 100%);
|
background: linear-gradient(135deg, var(--game-gold) 0%, var(--game-purpleL) 50%, var(--game-accentL) 100%);
|
||||||
-webkit-background-clip: text;
|
-webkit-background-clip: text;
|
||||||
-webkit-text-fill-color: transparent;
|
-webkit-text-fill-color: transparent;
|
||||||
@@ -167,13 +194,13 @@
|
|||||||
}
|
}
|
||||||
|
|
||||||
.game-panel-title {
|
.game-panel-title {
|
||||||
font-family: 'Cinzel', serif;
|
font-family: var(--font-display);
|
||||||
letter-spacing: 2px;
|
letter-spacing: 2px;
|
||||||
text-transform: uppercase;
|
text-transform: uppercase;
|
||||||
}
|
}
|
||||||
|
|
||||||
.game-mono {
|
.game-mono {
|
||||||
font-family: 'JetBrains Mono', monospace;
|
font-family: var(--font-ui);
|
||||||
}
|
}
|
||||||
|
|
||||||
/* Scrollbar */
|
/* Scrollbar */
|
||||||
@@ -218,6 +245,25 @@
|
|||||||
box-shadow: 0 0 15px rgba(60, 111, 232, 0.4);
|
box-shadow: 0 0 15px rgba(60, 111, 232, 0.4);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/* Gather button glow animation */
|
||||||
|
@keyframes gather-glow {
|
||||||
|
0%, 100% {
|
||||||
|
box-shadow: 0 0 5px rgba(59, 111, 232, 0.3), 0 0 10px rgba(59, 111, 232, 0.2);
|
||||||
|
}
|
||||||
|
50% {
|
||||||
|
box-shadow: 0 0 15px rgba(59, 111, 232, 0.5), 0 0 25px rgba(59, 111, 232, 0.3);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
.animate-gather-glow {
|
||||||
|
animation: gather-glow 2s ease-in-out infinite;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Active scale effect for buttons - using CSS only */
|
||||||
|
.active\:scale-95:active {
|
||||||
|
transform: scale(0.95);
|
||||||
|
}
|
||||||
|
|
||||||
/* Button hover effects */
|
/* Button hover effects */
|
||||||
.btn-game {
|
.btn-game {
|
||||||
transition: all 0.2s ease;
|
transition: all 0.2s ease;
|
||||||
|
|||||||
@@ -1,17 +1,18 @@
|
|||||||
import type { Metadata } from "next";
|
import type { Metadata } from "next";
|
||||||
import { Geist, Geist_Mono } from "next/font/google";
|
import localFont from "next/font/local";
|
||||||
import "./globals.css";
|
import "./globals.css";
|
||||||
import { Toaster } from "@/components/ui/toaster";
|
import { Toaster } from "@/components/ui/toaster";
|
||||||
import { DebugProvider } from "@/lib/game/debug-context";
|
import { GameToaster } from "@/components/game/GameToast";
|
||||||
|
import { DebugProvider } from "@/components/game/debug/debug-context";
|
||||||
|
|
||||||
const geistSans = Geist({
|
const geistSans = localFont({
|
||||||
variable: "--font-geist-sans",
|
src: '../../public/fonts/GeistVF.woff',
|
||||||
subsets: ["latin"],
|
variable: '--font-geist-sans',
|
||||||
});
|
});
|
||||||
|
|
||||||
const geistMono = Geist_Mono({
|
const geistMono = localFont({
|
||||||
variable: "--font-geist-mono",
|
src: '../../public/fonts/GeistMonoVF.woff',
|
||||||
subsets: ["latin"],
|
variable: '--font-geist-mono',
|
||||||
});
|
});
|
||||||
|
|
||||||
export const metadata: Metadata = {
|
export const metadata: Metadata = {
|
||||||
@@ -33,8 +34,9 @@ export default function RootLayout({
|
|||||||
>
|
>
|
||||||
<DebugProvider>
|
<DebugProvider>
|
||||||
{children}
|
{children}
|
||||||
</DebugProvider>
|
|
||||||
<Toaster />
|
<Toaster />
|
||||||
|
<GameToaster />
|
||||||
|
</DebugProvider>
|
||||||
</body>
|
</body>
|
||||||
</html>
|
</html>
|
||||||
);
|
);
|
||||||
|
|||||||
@@ -1,548 +1,237 @@
|
|||||||
'use client';
|
'use client';
|
||||||
|
|
||||||
import { useEffect, useState, lazy, Suspense } from 'react';
|
import { useEffect, useState, lazy, Suspense } from 'react';
|
||||||
import { useGameStore, useGameLoop, fmt, getFloorElement, computeMaxMana, computeRegen, computeClickMana, getMeditationBonus, getIncursionStrength, canAffordSpellCost } from '@/lib/game/store';
|
import { useShallow } from 'zustand/react/shallow';
|
||||||
import { getActiveEquipmentSpells, getTotalDPS } from '@/lib/game/computed-stats';
|
|
||||||
|
|
||||||
import { ELEMENTS, GUARDIANS, SPELLS_DEF, PRESTIGE_DEF, getStudySpeedMultiplier, getStudyCostMultiplier } from '@/lib/game/constants';
|
import {
|
||||||
|
useGameStore,
|
||||||
|
useUIStore,
|
||||||
|
useManaStore,
|
||||||
|
useCombatStore,
|
||||||
|
usePrestigeStore,
|
||||||
|
useCraftingStore,
|
||||||
|
fmt,
|
||||||
|
computeMaxMana,
|
||||||
|
computeRegen,
|
||||||
|
computeClickMana,
|
||||||
|
getMeditationBonus,
|
||||||
|
getIncursionStrength,
|
||||||
|
} from '@/lib/game/stores';
|
||||||
|
import { computeDisciplineEffects } from '@/lib/game/effects/discipline-effects';
|
||||||
|
import { useGameLoop } from '@/lib/game/stores/gameHooks';
|
||||||
|
import { getUnifiedEffects } from '@/lib/game/effects';
|
||||||
|
import { hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/effects';
|
||||||
|
import { TimeDisplay } from '@/components/game';
|
||||||
|
|
||||||
import { getUnifiedEffects, hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/effects';
|
|
||||||
|
|
||||||
import { Button } from '@/components/ui/button';
|
|
||||||
import { Tabs, TabsContent, TabsList, TabsTrigger } from '@/components/ui/tabs';
|
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, Mountain, ChevronDown } from 'lucide-react';
|
|
||||||
import { TooltipProvider } from '@/components/ui/tooltip';
|
import { TooltipProvider } from '@/components/ui/tooltip';
|
||||||
import { DebugName } from '@/lib/game/debug-context';
|
import { ErrorBoundary } from '@/components/ErrorBoundary';
|
||||||
// Non-tab component imports
|
import { DebugName } from '@/components/game/debug/debug-context';
|
||||||
import { ActionButtons, CalendarDisplay, ManaDisplay, TimeDisplay } from '@/components/game';
|
|
||||||
// Loot and Achievements moved to separate tabs
|
import { GameOverScreen } from './components/GameOverScreen';
|
||||||
|
import { LeftPanel } from './components/LeftPanel';
|
||||||
|
import { GrimoireTab } from './components/GrimoireTab';
|
||||||
|
|
||||||
// Lazy load tab components
|
// Lazy load tab components
|
||||||
const SpireTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.SpireTab })));
|
const DisciplinesTab = lazy(() => import('@/components/game/tabs').then(m => ({ default: m.DisciplinesTab })));
|
||||||
const SkillsTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.SkillsTab })));
|
const SpellsTab = lazy(() => import('@/components/game/tabs').then(m => ({ default: m.SpellsTab })));
|
||||||
const SpellsTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.SpellsTab })));
|
const StatsTab = lazy(() => import('@/components/game/tabs').then(m => ({ default: m.StatsTab })));
|
||||||
const LabTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.LabTab })));
|
const DebugTab = lazy(() => import('@/components/game/tabs').then(m => ({ default: m.DebugTab })));
|
||||||
const StatsTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.StatsTab })));
|
const AchievementsTab = lazy(() => import('@/components/game/tabs').then(m => ({ default: m.AchievementsTab })));
|
||||||
const EquipmentTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.EquipmentTab })));
|
const AttunementsTab = lazy(() => import('@/components/game/tabs').then(m => ({ default: m.AttunementsTab })));
|
||||||
const AttunementsTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.AttunementsTab })));
|
const PrestigeTab = lazy(() => import('@/components/game/tabs').then(m => ({ default: m.PrestigeTab })));
|
||||||
const DebugTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.DebugTab })));
|
const EquipmentTab = lazy(() => import('@/components/game/tabs').then(m => ({ default: m.EquipmentTab })));
|
||||||
const LootTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.LootTab })));
|
const GolemancyTab = lazy(() => import('@/components/game/tabs').then(m => ({ default: m.GolemancyTab })));
|
||||||
const AchievementsTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.AchievementsTab })));
|
const GuardianPactsTab = lazy(() => import('@/components/game/tabs').then(m => ({ default: m.GuardianPactsTab })));
|
||||||
const GolemancyTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.GolemancyTab })));
|
const SpireSummaryTab = lazy(() => import('@/components/game/tabs').then(m => ({ default: m.SpireSummaryTab })));
|
||||||
const CraftingTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.CraftingTab })));
|
const CraftingTab = lazy(() => import('@/components/game/tabs').then(m => ({ default: m.CraftingTab })));
|
||||||
|
const SpireCombatPage = lazy(() => import('@/components/game/tabs/SpireCombatPage').then(m => ({ default: m.SpireCombatPage })));
|
||||||
|
|
||||||
// Loading fallback component
|
const TabFallback = () => <div className="p-4 text-center text-gray-400">Loading...</div>;
|
||||||
const TabLoadingFallback = () => <div className="p-4 text-center text-gray-400">Loading...</div>;
|
|
||||||
|
|
||||||
export default function ManaLoopGame() {
|
function TabErrorFallback({ name }: { name: string }) {
|
||||||
const [activeTab, setActiveTab] = useState('spire');
|
return <div className="p-4 text-red-400">{name} tab failed to load.</div>;
|
||||||
const [isGathering, setIsGathering] = useState(false);
|
}
|
||||||
|
|
||||||
// Game store
|
// ─── Derived Stats Hook ──────────────────────────────────────────────────────
|
||||||
const store = useGameStore();
|
|
||||||
const gameLoop = useGameLoop();
|
|
||||||
|
|
||||||
// Computed effects from upgrades and equipment
|
function useGameDerivedStats() {
|
||||||
const upgradeEffects = getUnifiedEffects(store);
|
const { prestigeUpgrades } = usePrestigeStore(useShallow(s => ({
|
||||||
|
prestigeUpgrades: s.prestigeUpgrades,
|
||||||
|
})));
|
||||||
|
const { meditateTicks } = useManaStore(useShallow(s => ({
|
||||||
|
meditateTicks: s.meditateTicks,
|
||||||
|
})));
|
||||||
|
const equippedInstances = useCraftingStore((s) => s.equippedInstances);
|
||||||
|
const equipmentInstances = useCraftingStore((s) => s.equipmentInstances);
|
||||||
|
const day = useGameStore((s) => s.day);
|
||||||
|
const hour = useGameStore((s) => s.hour);
|
||||||
|
|
||||||
// Derived stats
|
const upgradeEffects = getUnifiedEffects({
|
||||||
const maxMana = computeMaxMana(store, upgradeEffects);
|
skillUpgrades: {},
|
||||||
const baseRegen = computeRegen(store, upgradeEffects);
|
skillTiers: {},
|
||||||
const clickMana = computeClickMana(store);
|
equippedInstances,
|
||||||
const floorElem = getFloorElement(store.currentFloor);
|
equipmentInstances,
|
||||||
const floorElemDef = ELEMENTS[floorElem];
|
});
|
||||||
const isGuardianFloor = !!GUARDIANS[store.currentFloor];
|
|
||||||
const currentGuardian = GUARDIANS[store.currentFloor];
|
const disciplineEffects = computeDisciplineEffects();
|
||||||
const meditationMultiplier = getMeditationBonus(store.meditateTicks, store.skills, upgradeEffects.meditationEfficiency);
|
|
||||||
const incursionStrength = getIncursionStrength(store.day, store.hour);
|
const maxMana = computeMaxMana({
|
||||||
const studySpeedMult = getStudySpeedMultiplier(store.skills);
|
skills: {},
|
||||||
const studyCostMult = getStudyCostMultiplier(store.skills);
|
prestigeUpgrades,
|
||||||
|
skillUpgrades: {},
|
||||||
|
skillTiers: {},
|
||||||
|
}, upgradeEffects, disciplineEffects);
|
||||||
|
|
||||||
|
const baseRegen = computeRegen({
|
||||||
|
skills: {},
|
||||||
|
prestigeUpgrades,
|
||||||
|
skillUpgrades: {},
|
||||||
|
skillTiers: {},
|
||||||
|
attunements: {},
|
||||||
|
}, upgradeEffects, disciplineEffects);
|
||||||
|
|
||||||
|
const clickMana = computeClickMana({ skills: {} }, disciplineEffects);
|
||||||
|
const meditationMultiplier = getMeditationBonus(meditateTicks, {}, upgradeEffects.meditationEfficiency);
|
||||||
|
const incursionStrength = getIncursionStrength(day, hour);
|
||||||
|
|
||||||
// Effective regen with incursion penalty
|
|
||||||
const effectiveRegenWithSpecials = baseRegen * (1 - incursionStrength);
|
const effectiveRegenWithSpecials = baseRegen * (1 - incursionStrength);
|
||||||
|
|
||||||
// Mana Cascade bonus
|
|
||||||
const manaCascadeBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_CASCADE)
|
const manaCascadeBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_CASCADE)
|
||||||
? Math.floor(maxMana / 100) * 0.1
|
? Math.floor(maxMana / 100) * 0.1
|
||||||
: 0;
|
: 0;
|
||||||
|
|
||||||
// Effective regen
|
const manaWaterfallBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_WATERFALL)
|
||||||
const effectiveRegen = (effectiveRegenWithSpecials + manaCascadeBonus) * meditationMultiplier;
|
? Math.floor(maxMana / 100) * 0.25
|
||||||
|
: 0;
|
||||||
|
|
||||||
// Get all active spells from equipment
|
const effectiveRegen = (effectiveRegenWithSpecials + manaCascadeBonus + manaWaterfallBonus) * meditationMultiplier;
|
||||||
const activeEquipmentSpells = getActiveEquipmentSpells(store.equippedInstances, store.equipmentInstances);
|
|
||||||
|
|
||||||
// Compute total DPS
|
return { maxMana, effectiveRegen, clickMana, meditationMultiplier };
|
||||||
const totalDPS = getTotalDPS(store, upgradeEffects, floorElem);
|
}
|
||||||
|
|
||||||
// Auto-gather while holding
|
// ─── Tab Triggers ────────────────────────────────────────────────────────────
|
||||||
useEffect(() => {
|
|
||||||
if (!isGathering) return;
|
|
||||||
|
|
||||||
let lastGatherTime = 0;
|
function TabTriggers() {
|
||||||
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 (
|
return (
|
||||||
<div className="fixed inset-0 game-overlay flex items-center justify-center z-50">
|
<TabsList className="flex flex-wrap gap-1 w-full mb-4 h-auto">
|
||||||
<Card className="bg-gray-900 border-gray-600 max-w-md w-full mx-4 shadow-2xl">
|
<TabsTrigger value="spells" className="text-xs px-2 py-1">🔮 Spells</TabsTrigger>
|
||||||
<CardHeader>
|
<TabsTrigger value="stats" className="text-xs px-2 py-1">📊 Stats</TabsTrigger>
|
||||||
<CardTitle className={`text-3xl text-center game-title ${store.victory ? 'text-amber-400' : 'text-red-400'}`}>
|
<TabsTrigger value="disciplines" className="text-xs px-2 py-1">📚 Disciplines</TabsTrigger>
|
||||||
{store.victory ? 'VICTORY!' : 'LOOP ENDS'}
|
<TabsTrigger value="grimoire" className="text-xs px-2 py-1">📖 Grimoire</TabsTrigger>
|
||||||
</CardTitle>
|
<TabsTrigger value="debug" className="text-xs px-2 py-1">🐛 Debug</TabsTrigger>
|
||||||
</CardHeader>
|
<TabsTrigger value="attunements" className="text-xs px-2 py-1">⚗️ Attunements</TabsTrigger>
|
||||||
<CardContent className="space-y-4">
|
<TabsTrigger value="achievements" className="text-xs px-2 py-1">🏆 Achievements</TabsTrigger>
|
||||||
<p className="text-center text-gray-400">
|
<TabsTrigger value="prestige" className="text-xs px-2 py-1">✨ Prestige</TabsTrigger>
|
||||||
{store.victory
|
<TabsTrigger value="equipment" className="text-xs px-2 py-1">⚔️ Equipment</TabsTrigger>
|
||||||
? 'The Awakened One falls! Your power echoes through eternity.'
|
<TabsTrigger value="golemancy" className="text-xs px-2 py-1">🗿 Golemancy</TabsTrigger>
|
||||||
: 'The time loop resets... but you remember.'}
|
<TabsTrigger value="pacts" className="text-xs px-2 py-1">📜 Pacts</TabsTrigger>
|
||||||
</p>
|
<TabsTrigger value="spire" className="text-xs px-2 py-1">🏔️ Spire</TabsTrigger>
|
||||||
|
<TabsTrigger value="crafting" className="text-xs px-2 py-1">⚒️ Crafting</TabsTrigger>
|
||||||
|
</TabsList>
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
<div className="grid grid-cols-2 gap-3">
|
// ─── Lazy Tab Content ────────────────────────────────────────────────────────
|
||||||
<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
|
function LazyTab({ name, children }: { name: string; children: React.ReactNode }) {
|
||||||
className="w-full bg-gradient-to-r from-blue-600 to-purple-600 hover:from-blue-700 hover:to-purple-700"
|
return (
|
||||||
size="lg"
|
<ErrorBoundary fallback={<TabErrorFallback name={name} />}>
|
||||||
onClick={() => store.startNewLoop()}
|
<Suspense fallback={<TabFallback />}>
|
||||||
>
|
{children}
|
||||||
Begin New Loop
|
</Suspense>
|
||||||
</Button>
|
</ErrorBoundary>
|
||||||
</CardContent>
|
);
|
||||||
</Card>
|
}
|
||||||
</div>
|
|
||||||
|
// ─── Main Game Component ─────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
export default function ManaLoopGame() {
|
||||||
|
const [activeTab, setActiveTab] = useState('spells');
|
||||||
|
|
||||||
|
useGameLoop();
|
||||||
|
|
||||||
|
const { day, hour, initGame } = useGameStore(useShallow(s => ({
|
||||||
|
day: s.day,
|
||||||
|
hour: s.hour,
|
||||||
|
initGame: s.initGame,
|
||||||
|
})));
|
||||||
|
const { insight, loopInsight } = usePrestigeStore(useShallow(s => ({
|
||||||
|
insight: s.insight,
|
||||||
|
loopInsight: s.loopInsight,
|
||||||
|
})));
|
||||||
|
const spireMode = useCombatStore((s) => s.spireMode);
|
||||||
|
const gameOver = useUIStore((s) => s.gameOver);
|
||||||
|
|
||||||
|
useGameDerivedStats();
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
initGame();
|
||||||
|
}, [initGame]);
|
||||||
|
|
||||||
|
const [mounted, setMounted] = useState(false);
|
||||||
|
useEffect(() => { setMounted(true); }, []); // eslint-disable-line react-hooks/set-state-in-effect
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
if (spireMode) {
|
||||||
|
setActiveTab('spells'); // eslint-disable-line react-hooks/set-state-in-effect
|
||||||
|
}
|
||||||
|
}, [spireMode]);
|
||||||
|
|
||||||
|
if (gameOver) {
|
||||||
|
return <GameOverScreen day={day} hour={hour} insightGained={loopInsight} totalInsight={insight} />;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!mounted) return <div className="p-4 text-center text-gray-400">Loading...</div>;
|
||||||
|
|
||||||
|
if (spireMode) {
|
||||||
|
return (
|
||||||
|
<ErrorBoundary>
|
||||||
|
<Suspense fallback={<div className="p-4 text-center text-gray-400">Loading spire...</div>}>
|
||||||
|
<SpireCombatPage />
|
||||||
|
</Suspense>
|
||||||
|
</ErrorBoundary>
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
return (
|
return (
|
||||||
|
<ErrorBoundary>
|
||||||
<TooltipProvider>
|
<TooltipProvider>
|
||||||
<div className="game-root min-h-screen flex flex-col">
|
<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">
|
<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">
|
<div className="flex items-center justify-between">
|
||||||
<h1 className="text-xl font-bold game-title tracking-wider">MANA LOOP</h1>
|
<h1 className="text-xl font-bold game-title tracking-wider">MANA LOOP</h1>
|
||||||
|
|
||||||
<div className="flex items-center gap-4">
|
<div className="flex items-center gap-4">
|
||||||
<TimeDisplay
|
<TimeDisplay day={day} hour={hour} insight={insight} />
|
||||||
day={store.day}
|
|
||||||
hour={store.hour}
|
|
||||||
isPaused={store.paused}
|
|
||||||
togglePause={store.togglePause}
|
|
||||||
/>
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
</header>
|
</header>
|
||||||
|
|
||||||
{/* Main Content */}
|
|
||||||
<main className="flex-1 flex flex-col md:flex-row gap-4 p-4">
|
<main className="flex-1 flex flex-col md:flex-row gap-4 p-4">
|
||||||
{/* Left Panel - Mana & Actions */}
|
<LeftPanel />
|
||||||
<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>
|
|
||||||
|
|
||||||
{/* Climb the Spire Button - only show when not in Spire Mode */}
|
|
||||||
{!store.spireMode && (
|
|
||||||
<DebugName name="ClimbSpireButton">
|
|
||||||
<Button
|
|
||||||
className="w-full bg-gradient-to-r from-amber-600 to-orange-600 hover:from-amber-700 hover:to-orange-700"
|
|
||||||
size="lg"
|
|
||||||
onClick={() => store.enterSpireMode()}
|
|
||||||
>
|
|
||||||
<Mountain className="w-5 h-5 mr-2" />
|
|
||||||
Climb the Spire
|
|
||||||
</Button>
|
|
||||||
</DebugName>
|
|
||||||
)}
|
|
||||||
|
|
||||||
{/* Action Buttons - only show when not in Spire Mode */}
|
|
||||||
{!store.spireMode && (
|
|
||||||
<DebugName name="ActionButtons">
|
|
||||||
<ActionButtons
|
|
||||||
currentAction={store.currentAction}
|
|
||||||
currentStudyTarget={store.currentStudyTarget}
|
|
||||||
designProgress={store.designProgress}
|
|
||||||
designProgress2={store.designProgress2}
|
|
||||||
preparationProgress={store.preparationProgress}
|
|
||||||
applicationProgress={store.applicationProgress}
|
|
||||||
equipmentCraftingProgress={store.equipmentCraftingProgress}
|
|
||||||
/>
|
|
||||||
</DebugName>
|
|
||||||
)}
|
|
||||||
|
|
||||||
{/* Calendar */}
|
|
||||||
<DebugName name="CalendarDisplay">
|
|
||||||
<CalendarDisplay
|
|
||||||
day={store.day}
|
|
||||||
hour={store.hour}
|
|
||||||
incursionStrength={incursionStrength}
|
|
||||||
/>
|
|
||||||
</DebugName>
|
|
||||||
|
|
||||||
{/* Loot and Achievements moved to tabs */}
|
|
||||||
</div>
|
|
||||||
|
|
||||||
{/* Right Panel - Conditional rendering based on Spire Mode */}
|
|
||||||
{store.spireMode ? (
|
|
||||||
/* Spire Mode - Simplified UI */
|
|
||||||
<div className="flex-1 min-w-0 space-y-4">
|
|
||||||
<DebugName name="SpireModeUI">
|
|
||||||
<div className="flex items-center justify-between mb-4">
|
|
||||||
<h2 className="text-2xl font-bold game-title text-amber-400">
|
|
||||||
🏔️ Spire Mode
|
|
||||||
</h2>
|
|
||||||
<Button
|
|
||||||
variant="outline"
|
|
||||||
className="border-blue-600/50 text-blue-400 hover:bg-blue-900/20"
|
|
||||||
onClick={() => store.exitSpireMode()}
|
|
||||||
>
|
|
||||||
<ChevronDown className="w-4 h-4 mr-2" />
|
|
||||||
Climb Down
|
|
||||||
</Button>
|
|
||||||
</div>
|
|
||||||
|
|
||||||
<Suspense fallback={<TabLoadingFallback />}>
|
|
||||||
<SpireTab store={store} simpleMode={true} />
|
|
||||||
</Suspense>
|
|
||||||
</DebugName>
|
|
||||||
</div>
|
|
||||||
) : (
|
|
||||||
/* Normal Mode - Tabs */
|
|
||||||
<div className="flex-1 min-w-0">
|
<div className="flex-1 min-w-0">
|
||||||
<Tabs value={activeTab} onValueChange={setActiveTab}>
|
<Tabs value={activeTab} onValueChange={setActiveTab}>
|
||||||
<TabsList className="flex flex-wrap gap-1 w-full mb-4 h-auto">
|
<TabTriggers />
|
||||||
<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="golemancy" className="text-xs px-2 py-1">🗿 Golems</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="loot" className="text-xs px-2 py-1">💎 Loot</TabsTrigger>
|
|
||||||
<TabsTrigger value="achievements" className="text-xs px-2 py-1">🏆 Achieve</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">
|
<TabsContent value="spells"><LazyTab name="spells"><SpellsTab /></LazyTab></TabsContent>
|
||||||
<DebugName name="SpireTab">
|
<TabsContent value="stats"><LazyTab name="stats"><StatsTab /></LazyTab></TabsContent>
|
||||||
<Suspense fallback={<TabLoadingFallback />}>
|
<TabsContent value="disciplines"><LazyTab name="disciplines"><DisciplinesTab /></LazyTab></TabsContent>
|
||||||
<SpireTab store={store} />
|
<TabsContent value="grimoire"><GrimoireTab /></TabsContent>
|
||||||
</Suspense>
|
<TabsContent value="debug"><LazyTab name="debug"><DebugTab /></LazyTab></TabsContent>
|
||||||
</DebugName>
|
<TabsContent value="attunements"><LazyTab name="attunements"><AttunementsTab /></LazyTab></TabsContent>
|
||||||
</TabsContent>
|
<TabsContent value="achievements"><LazyTab name="achievements"><AchievementsTab /></LazyTab></TabsContent>
|
||||||
|
<TabsContent value="prestige"><LazyTab name="prestige"><PrestigeTab /></LazyTab></TabsContent>
|
||||||
<TabsContent value="attunements">
|
<TabsContent value="equipment"><LazyTab name="equipment"><EquipmentTab /></LazyTab></TabsContent>
|
||||||
<DebugName name="AttunementsTab">
|
<TabsContent value="golemancy"><LazyTab name="golemancy"><GolemancyTab /></LazyTab></TabsContent>
|
||||||
<Suspense fallback={<TabLoadingFallback />}>
|
<TabsContent value="pacts"><LazyTab name="pacts"><GuardianPactsTab /></LazyTab></TabsContent>
|
||||||
<AttunementsTab store={store} />
|
<TabsContent value="spire"><LazyTab name="spire"><SpireSummaryTab /></LazyTab></TabsContent>
|
||||||
</Suspense>
|
<TabsContent value="crafting"><LazyTab name="crafting"><CraftingTab /></LazyTab></TabsContent>
|
||||||
</DebugName>
|
|
||||||
</TabsContent>
|
|
||||||
|
|
||||||
<TabsContent value="golemancy">
|
|
||||||
<DebugName name="GolemancyTab">
|
|
||||||
<Suspense fallback={<TabLoadingFallback />}>
|
|
||||||
<GolemancyTab store={store} />
|
|
||||||
</Suspense>
|
|
||||||
</DebugName>
|
|
||||||
</TabsContent>
|
|
||||||
|
|
||||||
<TabsContent value="skills">
|
|
||||||
<DebugName name="SkillsTab">
|
|
||||||
<Suspense fallback={<TabLoadingFallback />}>
|
|
||||||
<SkillsTab store={store} />
|
|
||||||
</Suspense>
|
|
||||||
</DebugName>
|
|
||||||
</TabsContent>
|
|
||||||
|
|
||||||
<TabsContent value="spells">
|
|
||||||
<DebugName name="SpellsTab">
|
|
||||||
<Suspense fallback={<TabLoadingFallback />}>
|
|
||||||
<SpellsTab store={store} />
|
|
||||||
</Suspense>
|
|
||||||
</DebugName>
|
|
||||||
</TabsContent>
|
|
||||||
|
|
||||||
<TabsContent value="equipment">
|
|
||||||
<DebugName name="EquipmentTab">
|
|
||||||
<Suspense fallback={<TabLoadingFallback />}>
|
|
||||||
<EquipmentTab store={store} />
|
|
||||||
</Suspense>
|
|
||||||
</DebugName>
|
|
||||||
</TabsContent>
|
|
||||||
|
|
||||||
<TabsContent value="crafting">
|
|
||||||
<DebugName name="CraftingTab">
|
|
||||||
<Suspense fallback={<TabLoadingFallback />}>
|
|
||||||
<CraftingTab store={store} />
|
|
||||||
</Suspense>
|
|
||||||
</DebugName>
|
|
||||||
</TabsContent>
|
|
||||||
|
|
||||||
<TabsContent value="loot">
|
|
||||||
<DebugName name="LootTab">
|
|
||||||
<Suspense fallback={<TabLoadingFallback />}>
|
|
||||||
<LootTab store={store} />
|
|
||||||
</Suspense>
|
|
||||||
</DebugName>
|
|
||||||
</TabsContent>
|
|
||||||
|
|
||||||
<TabsContent value="achievements">
|
|
||||||
<DebugName name="AchievementsTab">
|
|
||||||
<Suspense fallback={<TabLoadingFallback />}>
|
|
||||||
<AchievementsTab store={store} />
|
|
||||||
</Suspense>
|
|
||||||
</DebugName>
|
|
||||||
</TabsContent>
|
|
||||||
|
|
||||||
<TabsContent value="lab">
|
|
||||||
<DebugName name="LabTab">
|
|
||||||
<Suspense fallback={<TabLoadingFallback />}>
|
|
||||||
<LabTab store={store} />
|
|
||||||
</Suspense>
|
|
||||||
</DebugName>
|
|
||||||
</TabsContent>
|
|
||||||
|
|
||||||
<TabsContent value="stats">
|
|
||||||
<DebugName name="StatsTab">
|
|
||||||
<Suspense fallback={<TabLoadingFallback />}>
|
|
||||||
<StatsTab
|
|
||||||
store={store}
|
|
||||||
upgradeEffects={upgradeEffects}
|
|
||||||
maxMana={maxMana}
|
|
||||||
baseRegen={baseRegen}
|
|
||||||
clickMana={clickMana}
|
|
||||||
meditationMultiplier={meditationMultiplier}
|
|
||||||
effectiveRegen={effectiveRegen}
|
|
||||||
incursionStrength={incursionStrength}
|
|
||||||
manaCascadeBonus={manaCascadeBonus}
|
|
||||||
studySpeedMult={studySpeedMult}
|
|
||||||
studyCostMult={studyCostMult}
|
|
||||||
/>
|
|
||||||
</Suspense>
|
|
||||||
</DebugName>
|
|
||||||
</TabsContent>
|
|
||||||
|
|
||||||
<TabsContent value="grimoire">
|
|
||||||
<DebugName name="GrimoireTab">
|
|
||||||
{renderGrimoireTab()}
|
|
||||||
</DebugName>
|
|
||||||
</TabsContent>
|
|
||||||
|
|
||||||
<TabsContent value="debug">
|
|
||||||
<DebugName name="DebugTab">
|
|
||||||
<Suspense fallback={<TabLoadingFallback />}>
|
|
||||||
<DebugTab store={store} />
|
|
||||||
</Suspense>
|
|
||||||
</DebugName>
|
|
||||||
</TabsContent>
|
|
||||||
</Tabs>
|
</Tabs>
|
||||||
</div>
|
</div>
|
||||||
)}
|
|
||||||
</main>
|
</main>
|
||||||
</div>
|
</div>
|
||||||
</TooltipProvider>
|
</TooltipProvider>
|
||||||
|
</ErrorBoundary>
|
||||||
);
|
);
|
||||||
|
|
||||||
// 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>
|
|
||||||
);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,38 @@
|
|||||||
|
'use client';
|
||||||
|
|
||||||
|
import { Component, ReactNode } from 'react';
|
||||||
|
|
||||||
|
interface ErrorBoundaryProps {
|
||||||
|
children: ReactNode;
|
||||||
|
fallback?: ReactNode;
|
||||||
|
}
|
||||||
|
|
||||||
|
interface ErrorBoundaryState {
|
||||||
|
hasError: boolean;
|
||||||
|
error?: Error;
|
||||||
|
}
|
||||||
|
|
||||||
|
export class ErrorBoundary extends Component<ErrorBoundaryProps, ErrorBoundaryState> {
|
||||||
|
constructor(props: ErrorBoundaryProps) {
|
||||||
|
super(props);
|
||||||
|
this.state = { hasError: false };
|
||||||
|
}
|
||||||
|
|
||||||
|
static getDerivedStateFromError(error: Error): ErrorBoundaryState {
|
||||||
|
return { hasError: true, error };
|
||||||
|
}
|
||||||
|
|
||||||
|
render() {
|
||||||
|
if (this.state.hasError) {
|
||||||
|
return this.props.fallback || (
|
||||||
|
<div className="p-4 bg-red-900/20 border border-red-600/50 rounded">
|
||||||
|
<h3 className="text-red-400 font-bold mb-2">Something went wrong:</h3>
|
||||||
|
<pre className="text-xs text-red-300">{this.state.error?.message}</pre>
|
||||||
|
<pre className="text-xs text-gray-500 mt-2">{this.state.error?.stack}</pre>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
return this.props.children;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,175 +0,0 @@
|
|||||||
'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>
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
AchievementsDisplay.displayName = "AchievementsDisplay";
|
|
||||||
@@ -1,152 +0,0 @@
|
|||||||
'use client';
|
|
||||||
|
|
||||||
import { Sparkles, Swords, BookOpen, Target, FlaskConical, Cog, Hammer } from 'lucide-react';
|
|
||||||
import type { GameAction } from '@/lib/game/types';
|
|
||||||
|
|
||||||
interface ActionButtonsProps {
|
|
||||||
currentAction: GameAction;
|
|
||||||
currentStudyTarget: { type: 'skill' | 'spell'; id: string; progress: number; required: number } | null;
|
|
||||||
designProgress: { progress: number; required: number } | null;
|
|
||||||
designProgress2: { progress: number; required: number } | null;
|
|
||||||
preparationProgress: { progress: number; required: number } | null;
|
|
||||||
applicationProgress: { progress: number; required: number } | null;
|
|
||||||
equipmentCraftingProgress: { progress: number; required: number } | null;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Map action IDs to labels and icons
|
|
||||||
const ACTION_CONFIG: Record<string, { label: string; icon: typeof Sparkles; color: string }> = {
|
|
||||||
meditate: { label: 'Meditating', icon: Sparkles, color: 'text-blue-400' },
|
|
||||||
climb: { label: 'Climbing', icon: Swords, color: 'text-green-400' },
|
|
||||||
study: { label: 'Studying', icon: BookOpen, color: 'text-yellow-400' },
|
|
||||||
design: { label: 'Designing Enchantment', icon: Target, color: 'text-purple-400' },
|
|
||||||
prepare: { label: 'Preparing Equipment', icon: FlaskConical, color: 'text-purple-400' },
|
|
||||||
enchant: { label: 'Enchanting', icon: Sparkles, color: 'text-purple-400' },
|
|
||||||
craft: { label: 'Crafting Equipment', icon: Hammer, color: 'text-orange-400' },
|
|
||||||
convert: { label: 'Converting Mana', icon: Cog, color: 'text-cyan-400' },
|
|
||||||
};
|
|
||||||
|
|
||||||
function ProgressBar({ progress, required, label }: { progress: number; required: number; label?: string }) {
|
|
||||||
const percentage = Math.min(100, (progress / required) * 100);
|
|
||||||
return (
|
|
||||||
<div className="mt-1">
|
|
||||||
{label && <div className="text-xs text-gray-400 mb-0.5">{label}</div>}
|
|
||||||
<div className="w-full bg-gray-700 rounded-full h-1.5">
|
|
||||||
<div
|
|
||||||
className="bg-blue-500 h-1.5 rounded-full transition-all duration-300"
|
|
||||||
style={{ width: `${percentage}%` }}
|
|
||||||
/>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
export function ActionButtons({
|
|
||||||
currentAction,
|
|
||||||
currentStudyTarget,
|
|
||||||
designProgress,
|
|
||||||
designProgress2,
|
|
||||||
preparationProgress,
|
|
||||||
applicationProgress,
|
|
||||||
equipmentCraftingProgress,
|
|
||||||
}: ActionButtonsProps) {
|
|
||||||
const config = ACTION_CONFIG[currentAction] || { label: currentAction, icon: Sparkles, color: 'text-gray-400' };
|
|
||||||
const Icon = config.icon;
|
|
||||||
|
|
||||||
// Calculate additional info for specific actions
|
|
||||||
const getActionDetails = () => {
|
|
||||||
switch (currentAction) {
|
|
||||||
case 'study':
|
|
||||||
if (currentStudyTarget) {
|
|
||||||
const progress = currentStudyTarget.progress;
|
|
||||||
const required = currentStudyTarget.required;
|
|
||||||
const percentage = Math.min(100, (progress / required) * 100);
|
|
||||||
return (
|
|
||||||
<ProgressBar
|
|
||||||
progress={progress}
|
|
||||||
required={required}
|
|
||||||
label={`${currentStudyTarget.type === 'skill' ? 'Skill' : 'Spell'}: ${percentage.toFixed(0)}%`}
|
|
||||||
/>
|
|
||||||
);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case 'design':
|
|
||||||
if (designProgress) {
|
|
||||||
return (
|
|
||||||
<ProgressBar
|
|
||||||
progress={designProgress.progress}
|
|
||||||
required={designProgress.required}
|
|
||||||
label="Design progress"
|
|
||||||
/>
|
|
||||||
);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case 'prepare':
|
|
||||||
if (preparationProgress) {
|
|
||||||
return (
|
|
||||||
<ProgressBar
|
|
||||||
progress={preparationProgress.progress}
|
|
||||||
required={preparationProgress.required}
|
|
||||||
label="Preparation progress"
|
|
||||||
/>
|
|
||||||
);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case 'enchant':
|
|
||||||
if (applicationProgress) {
|
|
||||||
return (
|
|
||||||
<ProgressBar
|
|
||||||
progress={applicationProgress.progress}
|
|
||||||
required={applicationProgress.required}
|
|
||||||
label="Enchantment progress"
|
|
||||||
/>
|
|
||||||
);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case 'craft':
|
|
||||||
if (equipmentCraftingProgress) {
|
|
||||||
return (
|
|
||||||
<ProgressBar
|
|
||||||
progress={equipmentCraftingProgress.progress}
|
|
||||||
required={equipmentCraftingProgress.required}
|
|
||||||
label="Crafting progress"
|
|
||||||
/>
|
|
||||||
);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
return null;
|
|
||||||
};
|
|
||||||
|
|
||||||
return (
|
|
||||||
<div className="space-y-2">
|
|
||||||
<div className="bg-gray-800/50 rounded-lg p-3 border border-gray-700">
|
|
||||||
<div className="flex items-center gap-2">
|
|
||||||
<Icon className={`w-4 h-4 ${config.color}`} />
|
|
||||||
<span className="text-sm font-medium text-gray-200">Current Activity</span>
|
|
||||||
</div>
|
|
||||||
<div className={`text-lg font-semibold mt-1 ${config.color}`}>
|
|
||||||
{config.label}
|
|
||||||
</div>
|
|
||||||
{getActionDetails()}
|
|
||||||
|
|
||||||
{/* Show second design slot if active */}
|
|
||||||
{designProgress2 && (
|
|
||||||
<div className="mt-2 pt-2 border-t border-gray-700">
|
|
||||||
<div className="flex items-center gap-2">
|
|
||||||
<Target className="w-3 h-3 text-purple-400" />
|
|
||||||
<span className="text-xs text-gray-400">Second Design Slot</span>
|
|
||||||
</div>
|
|
||||||
<ProgressBar
|
|
||||||
progress={designProgress2.progress}
|
|
||||||
required={designProgress2.required}
|
|
||||||
label="Design progress"
|
|
||||||
/>
|
|
||||||
</div>
|
|
||||||
)}
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
ActionButtons.displayName = "ActionButtons";
|
|
||||||
ProgressBar.displayName = "ProgressBar";
|
|
||||||
@@ -0,0 +1,19 @@
|
|||||||
|
'use client';
|
||||||
|
|
||||||
|
import { useCombatStore } from '@/lib/game/stores';
|
||||||
|
import { ActivityLog } from './tabs/ActivityLog';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Activity log panel for the left sidebar.
|
||||||
|
* Wraps the existing ActivityLog tab component with store integration,
|
||||||
|
* showing only the most recent 20 entries.
|
||||||
|
*/
|
||||||
|
export function ActivityLogPanel() {
|
||||||
|
const activityLog = useCombatStore((s) => s.activityLog);
|
||||||
|
|
||||||
|
return (
|
||||||
|
<ActivityLog activityLog={activityLog} maxEntries={20} />
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
ActivityLogPanel.displayName = 'ActivityLogPanel';
|
||||||
@@ -0,0 +1,103 @@
|
|||||||
|
'use client';
|
||||||
|
|
||||||
|
import { useAttunementStore } from '@/lib/game/stores';
|
||||||
|
import { ATTUNEMENTS_DEF } from '@/lib/game/data/attunements';
|
||||||
|
import { Separator } from '@/components/ui/separator';
|
||||||
|
import { Tooltip, TooltipContent, TooltipProvider, TooltipTrigger } from '@/components/ui/tooltip';
|
||||||
|
|
||||||
|
const SLOT_LABELS: Record<string, string> = {
|
||||||
|
rightHand: 'R. Hand',
|
||||||
|
leftHand: 'L. Hand',
|
||||||
|
head: 'Head',
|
||||||
|
back: 'Back',
|
||||||
|
chest: 'Chest',
|
||||||
|
leftLeg: 'L. Leg',
|
||||||
|
rightLeg: 'R. Leg',
|
||||||
|
};
|
||||||
|
|
||||||
|
export function AttunementStatus() {
|
||||||
|
const attunements = useAttunementStore((s) => s.attunements);
|
||||||
|
|
||||||
|
const activeAttunements = Object.entries(attunements)
|
||||||
|
.filter(([, state]) => state.active)
|
||||||
|
.sort(([, a], [, b]) => {
|
||||||
|
const orderA = Object.values(ATTUNEMENTS_DEF).findIndex(d => d.id === a.id);
|
||||||
|
const orderB = Object.values(ATTUNEMENTS_DEF).findIndex(d => d.id === b.id);
|
||||||
|
return orderA - orderB;
|
||||||
|
});
|
||||||
|
|
||||||
|
const xpForNext = (level: number) => {
|
||||||
|
if (level <= 1) return 0;
|
||||||
|
if (level === 2) return 1000;
|
||||||
|
return Math.floor(1000 * Math.pow(2, level - 2) * (level >= 3 ? 1.25 : 1));
|
||||||
|
};
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div className="space-y-1">
|
||||||
|
<div className="flex items-center justify-between">
|
||||||
|
<span className="text-[10px] uppercase tracking-wider text-[var(--text-muted)] font-bold">Attunements</span>
|
||||||
|
<span className="text-[10px] text-[var(--text-muted)]">{activeAttunements.length} active</span>
|
||||||
|
</div>
|
||||||
|
<Separator className="bg-[var(--border-subtle)]" />
|
||||||
|
<div className="space-y-1.5">
|
||||||
|
{activeAttunements.length === 0 ? (
|
||||||
|
<div className="text-[10px] text-[var(--text-muted)] italic">No attunements active</div>
|
||||||
|
) : (
|
||||||
|
activeAttunements.map(([id, state]) => {
|
||||||
|
const def = ATTUNEMENTS_DEF[id];
|
||||||
|
if (!def) return null;
|
||||||
|
const nextXp = xpForNext(state.level);
|
||||||
|
const xpProgress = nextXp > 0 ? (state.experience / nextXp) * 100 : 0;
|
||||||
|
|
||||||
|
return (
|
||||||
|
<TooltipProvider key={id}>
|
||||||
|
<Tooltip>
|
||||||
|
<TooltipTrigger asChild>
|
||||||
|
<div className="flex items-center gap-2 p-1.5 rounded bg-[var(--bg-sunken)]/50 border border-[var(--border-subtle)]">
|
||||||
|
<span className="text-sm">{def.icon}</span>
|
||||||
|
<div className="flex-1 min-w-0">
|
||||||
|
<div className="flex items-center gap-1.5">
|
||||||
|
<span className="text-[11px] font-medium text-[var(--text-primary)] truncate">
|
||||||
|
{def.name}
|
||||||
|
</span>
|
||||||
|
<span className="text-[10px] text-[var(--text-secondary)] font-mono">
|
||||||
|
Lv.{state.level}
|
||||||
|
</span>
|
||||||
|
</div>
|
||||||
|
<div className="text-[10px] text-[var(--text-muted)]">
|
||||||
|
<span className="capitalize">{SLOT_LABELS[def.slot] || def.slot}</span>
|
||||||
|
{nextXp > 0 && (
|
||||||
|
<span className="ml-1.5 font-mono">
|
||||||
|
{Math.floor(state.experience).toLocaleString()}/{nextXp.toLocaleString()} XP
|
||||||
|
</span>
|
||||||
|
)}
|
||||||
|
</div>
|
||||||
|
{nextXp > 0 && (
|
||||||
|
<div className="w-full h-0.5 bg-[var(--border-subtle)] rounded-full mt-0.5 overflow-hidden">
|
||||||
|
<div
|
||||||
|
className="h-full transition-all duration-500"
|
||||||
|
style={{
|
||||||
|
width: `${Math.min(100, xpProgress)}%`,
|
||||||
|
backgroundColor: def.color,
|
||||||
|
opacity: 0.7,
|
||||||
|
}}
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
)}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</TooltipTrigger>
|
||||||
|
<TooltipContent side="right">
|
||||||
|
<p className="text-xs max-w-[220px]">{def.desc}</p>
|
||||||
|
</TooltipContent>
|
||||||
|
</Tooltip>
|
||||||
|
</TooltipProvider>
|
||||||
|
);
|
||||||
|
})
|
||||||
|
)}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
AttunementStatus.displayName = 'AttunementStatus';
|
||||||
@@ -1,53 +0,0 @@
|
|||||||
'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>
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
CalendarDisplay.displayName = "CalendarDisplay";
|
|
||||||
CalendarDisplay.displayName = "CalendarDisplay";
|
|
||||||
@@ -1,163 +0,0 @@
|
|||||||
'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;
|
|
||||||
}
|
|
||||||
|
|
||||||
CraftingProgress.displayName = "CraftingProgress";
|
|
||||||
@@ -1,428 +0,0 @@
|
|||||||
'use client';
|
|
||||||
|
|
||||||
import { createContext, useContext, useMemo, type ReactNode } from 'react';
|
|
||||||
import { useSkillStore } from '@/lib/game/stores/skillStore';
|
|
||||||
import { useManaStore } from '@/lib/game/stores/manaStore';
|
|
||||||
import { usePrestigeStore } from '@/lib/game/stores/prestigeStore';
|
|
||||||
import { useUIStore } from '@/lib/game/stores/uiStore';
|
|
||||||
import { useCombatStore } from '@/lib/game/stores/combatStore';
|
|
||||||
import { useGameStore, useGameLoop } from '@/lib/game/stores/gameStore';
|
|
||||||
import { computeEffects, hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/upgrade-effects';
|
|
||||||
import { getStudySpeedMultiplier, getStudyCostMultiplier } from '@/lib/game/constants';
|
|
||||||
import {
|
|
||||||
computeMaxMana,
|
|
||||||
computeRegen,
|
|
||||||
computeClickMana,
|
|
||||||
getMeditationBonus,
|
|
||||||
canAffordSpellCost,
|
|
||||||
calcDamage,
|
|
||||||
getFloorElement,
|
|
||||||
getBoonBonuses,
|
|
||||||
getIncursionStrength,
|
|
||||||
} from '@/lib/game/utils';
|
|
||||||
import {
|
|
||||||
ELEMENTS,
|
|
||||||
GUARDIANS,
|
|
||||||
SPELLS_DEF,
|
|
||||||
HOURS_PER_TICK,
|
|
||||||
TICK_MS,
|
|
||||||
} from '@/lib/game/constants';
|
|
||||||
import type { ElementDef, GuardianDef, SpellDef, GameAction } from '@/lib/game/types';
|
|
||||||
|
|
||||||
// Define a unified store type that combines all stores
|
|
||||||
interface UnifiedStore {
|
|
||||||
// From gameStore (coordinator)
|
|
||||||
day: number;
|
|
||||||
hour: number;
|
|
||||||
incursionStrength: number;
|
|
||||||
containmentWards: number;
|
|
||||||
initialized: boolean;
|
|
||||||
tick: () => void;
|
|
||||||
resetGame: () => void;
|
|
||||||
gatherMana: () => void;
|
|
||||||
startNewLoop: () => void;
|
|
||||||
|
|
||||||
// From manaStore
|
|
||||||
rawMana: number;
|
|
||||||
meditateTicks: number;
|
|
||||||
totalManaGathered: number;
|
|
||||||
elements: Record<string, { current: number; max: number; unlocked: boolean }>;
|
|
||||||
setRawMana: (amount: number) => void;
|
|
||||||
addRawMana: (amount: number, max: number) => void;
|
|
||||||
spendRawMana: (amount: number) => boolean;
|
|
||||||
convertMana: (element: string, amount: number) => boolean;
|
|
||||||
unlockElement: (element: string, cost: number) => boolean;
|
|
||||||
craftComposite: (target: string, recipe: string[]) => boolean;
|
|
||||||
|
|
||||||
// From skillStore
|
|
||||||
skills: Record<string, number>;
|
|
||||||
skillProgress: Record<string, number>;
|
|
||||||
skillUpgrades: Record<string, string[]>;
|
|
||||||
skillTiers: Record<string, number>;
|
|
||||||
paidStudySkills: Record<string, number>;
|
|
||||||
currentStudyTarget: { type: 'skill' | 'spell' | 'blueprint'; id: string; progress: number; required: number } | null;
|
|
||||||
parallelStudyTarget: { type: 'skill' | 'spell' | 'blueprint'; id: string; progress: number; required: number } | null;
|
|
||||||
setSkillLevel: (skillId: string, level: number) => void;
|
|
||||||
startStudyingSkill: (skillId: string, rawMana: number) => { started: boolean; cost: number };
|
|
||||||
startStudyingSpell: (spellId: string, rawMana: number, studyTime: number) => { started: boolean; cost: number };
|
|
||||||
cancelStudy: (retentionBonus: number) => void;
|
|
||||||
selectSkillUpgrade: (skillId: string, upgradeId: string) => void;
|
|
||||||
deselectSkillUpgrade: (skillId: string, upgradeId: string) => void;
|
|
||||||
commitSkillUpgrades: (skillId: string, upgradeIds: string[]) => void;
|
|
||||||
tierUpSkill: (skillId: string) => void;
|
|
||||||
getSkillUpgradeChoices: (skillId: string, milestone: 5 | 10) => { available: Array<{ id: string; name: string; desc: string; milestone: 5 | 10; effect: { type: string; stat?: string; value?: number; specialId?: string } }>; selected: string[] };
|
|
||||||
|
|
||||||
// From prestigeStore
|
|
||||||
loopCount: number;
|
|
||||||
insight: number;
|
|
||||||
totalInsight: number;
|
|
||||||
loopInsight: number;
|
|
||||||
prestigeUpgrades: Record<string, number>;
|
|
||||||
memorySlots: number;
|
|
||||||
pactSlots: number;
|
|
||||||
memories: Array<{ skillId: string; level: number; tier: number; upgrades: string[] }>;
|
|
||||||
defeatedGuardians: number[];
|
|
||||||
signedPacts: number[];
|
|
||||||
pactRitualFloor: number | null;
|
|
||||||
pactRitualProgress: number;
|
|
||||||
doPrestige: (id: string) => void;
|
|
||||||
addMemory: (memory: { skillId: string; level: number; tier: number; upgrades: string[] }) => void;
|
|
||||||
removeMemory: (skillId: string) => void;
|
|
||||||
clearMemories: () => void;
|
|
||||||
startPactRitual: (floor: number, rawMana: number) => boolean;
|
|
||||||
cancelPactRitual: () => void;
|
|
||||||
removePact: (floor: number) => void;
|
|
||||||
defeatGuardian: (floor: number) => void;
|
|
||||||
|
|
||||||
// From combatStore
|
|
||||||
currentFloor: number;
|
|
||||||
floorHP: number;
|
|
||||||
floorMaxHP: number;
|
|
||||||
maxFloorReached: number;
|
|
||||||
activeSpell: string;
|
|
||||||
currentAction: GameAction;
|
|
||||||
castProgress: number;
|
|
||||||
spells: Record<string, { learned: boolean; level: number; studyProgress?: number }>;
|
|
||||||
setAction: (action: GameAction) => void;
|
|
||||||
setSpell: (spellId: string) => void;
|
|
||||||
learnSpell: (spellId: string) => void;
|
|
||||||
advanceFloor: () => void;
|
|
||||||
|
|
||||||
// From uiStore
|
|
||||||
log: string[];
|
|
||||||
paused: boolean;
|
|
||||||
gameOver: boolean;
|
|
||||||
victory: boolean;
|
|
||||||
addLog: (message: string) => void;
|
|
||||||
togglePause: () => void;
|
|
||||||
setPaused: (paused: boolean) => void;
|
|
||||||
setGameOver: (gameOver: boolean, victory?: boolean) => void;
|
|
||||||
}
|
|
||||||
|
|
||||||
interface GameContextValue {
|
|
||||||
// Unified store for backward compatibility
|
|
||||||
store: UnifiedStore;
|
|
||||||
|
|
||||||
// Individual stores for direct access if needed
|
|
||||||
skillStore: ReturnType<typeof useSkillStore.getState>;
|
|
||||||
manaStore: ReturnType<typeof useManaStore.getState>;
|
|
||||||
prestigeStore: ReturnType<typeof usePrestigeStore.getState>;
|
|
||||||
uiStore: ReturnType<typeof useUIStore.getState>;
|
|
||||||
combatStore: ReturnType<typeof useCombatStore.getState>;
|
|
||||||
|
|
||||||
// Computed effects from upgrades
|
|
||||||
upgradeEffects: ReturnType<typeof computeEffects>;
|
|
||||||
|
|
||||||
// Derived stats
|
|
||||||
maxMana: number;
|
|
||||||
baseRegen: number;
|
|
||||||
clickMana: number;
|
|
||||||
floorElem: string;
|
|
||||||
floorElemDef: ElementDef | undefined;
|
|
||||||
isGuardianFloor: boolean;
|
|
||||||
currentGuardian: GuardianDef | undefined;
|
|
||||||
activeSpellDef: SpellDef | undefined;
|
|
||||||
meditationMultiplier: number;
|
|
||||||
incursionStrength: number;
|
|
||||||
studySpeedMult: number;
|
|
||||||
studyCostMult: number;
|
|
||||||
|
|
||||||
// Effective regen calculations
|
|
||||||
effectiveRegenWithSpecials: number;
|
|
||||||
manaCascadeBonus: number;
|
|
||||||
manaWaterfallBonus: number;
|
|
||||||
effectiveRegen: number;
|
|
||||||
|
|
||||||
// Has special flags
|
|
||||||
hasManaWaterfall: boolean;
|
|
||||||
hasFlowSurge: boolean;
|
|
||||||
hasManaOverflow: boolean;
|
|
||||||
hasEternalFlow: boolean;
|
|
||||||
|
|
||||||
// DPS calculation
|
|
||||||
dps: number;
|
|
||||||
|
|
||||||
// Boons
|
|
||||||
activeBoons: ReturnType<typeof getBoonBonuses>;
|
|
||||||
|
|
||||||
// Helpers
|
|
||||||
canCastSpell: (spellId: string) => boolean;
|
|
||||||
hasSpecial: (effects: ReturnType<typeof computeEffects>, specialId: string) => boolean;
|
|
||||||
SPECIAL_EFFECTS: typeof SPECIAL_EFFECTS;
|
|
||||||
}
|
|
||||||
|
|
||||||
const GameContext = createContext<GameContextValue | null>(null);
|
|
||||||
|
|
||||||
export function GameProvider({ children }: { children: ReactNode }) {
|
|
||||||
// Get all individual stores
|
|
||||||
const gameStore = useGameStore();
|
|
||||||
const skillState = useSkillStore();
|
|
||||||
const manaState = useManaStore();
|
|
||||||
const prestigeState = usePrestigeStore();
|
|
||||||
const uiState = useUIStore();
|
|
||||||
const combatState = useCombatStore();
|
|
||||||
|
|
||||||
// Create unified store object for backward compatibility
|
|
||||||
const unifiedStore = useMemo<UnifiedStore>(() => ({
|
|
||||||
// From gameStore
|
|
||||||
day: gameStore.day,
|
|
||||||
hour: gameStore.hour,
|
|
||||||
incursionStrength: gameStore.incursionStrength,
|
|
||||||
containmentWards: gameStore.containmentWards,
|
|
||||||
initialized: gameStore.initialized,
|
|
||||||
tick: gameStore.tick,
|
|
||||||
resetGame: gameStore.resetGame,
|
|
||||||
gatherMana: gameStore.gatherMana,
|
|
||||||
startNewLoop: gameStore.startNewLoop,
|
|
||||||
|
|
||||||
// From manaStore
|
|
||||||
rawMana: manaState.rawMana,
|
|
||||||
meditateTicks: manaState.meditateTicks,
|
|
||||||
totalManaGathered: manaState.totalManaGathered,
|
|
||||||
elements: manaState.elements,
|
|
||||||
setRawMana: manaState.setRawMana,
|
|
||||||
addRawMana: manaState.addRawMana,
|
|
||||||
spendRawMana: manaState.spendRawMana,
|
|
||||||
convertMana: manaState.convertMana,
|
|
||||||
unlockElement: manaState.unlockElement,
|
|
||||||
craftComposite: manaState.craftComposite,
|
|
||||||
|
|
||||||
// From skillStore
|
|
||||||
skills: skillState.skills,
|
|
||||||
skillProgress: skillState.skillProgress,
|
|
||||||
skillUpgrades: skillState.skillUpgrades,
|
|
||||||
skillTiers: skillState.skillTiers,
|
|
||||||
paidStudySkills: skillState.paidStudySkills,
|
|
||||||
currentStudyTarget: skillState.currentStudyTarget,
|
|
||||||
parallelStudyTarget: skillState.parallelStudyTarget,
|
|
||||||
setSkillLevel: skillState.setSkillLevel,
|
|
||||||
startStudyingSkill: skillState.startStudyingSkill,
|
|
||||||
startStudyingSpell: skillState.startStudyingSpell,
|
|
||||||
cancelStudy: skillState.cancelStudy,
|
|
||||||
selectSkillUpgrade: skillState.selectSkillUpgrade,
|
|
||||||
deselectSkillUpgrade: skillState.deselectSkillUpgrade,
|
|
||||||
commitSkillUpgrades: skillState.commitSkillUpgrades,
|
|
||||||
tierUpSkill: skillState.tierUpSkill,
|
|
||||||
getSkillUpgradeChoices: skillState.getSkillUpgradeChoices,
|
|
||||||
|
|
||||||
// From prestigeStore
|
|
||||||
loopCount: prestigeState.loopCount,
|
|
||||||
insight: prestigeState.insight,
|
|
||||||
totalInsight: prestigeState.totalInsight,
|
|
||||||
loopInsight: prestigeState.loopInsight,
|
|
||||||
prestigeUpgrades: prestigeState.prestigeUpgrades,
|
|
||||||
memorySlots: prestigeState.memorySlots,
|
|
||||||
pactSlots: prestigeState.pactSlots,
|
|
||||||
memories: prestigeState.memories,
|
|
||||||
defeatedGuardians: prestigeState.defeatedGuardians,
|
|
||||||
signedPacts: prestigeState.signedPacts,
|
|
||||||
pactRitualFloor: prestigeState.pactRitualFloor,
|
|
||||||
pactRitualProgress: prestigeState.pactRitualProgress,
|
|
||||||
doPrestige: prestigeState.doPrestige,
|
|
||||||
addMemory: prestigeState.addMemory,
|
|
||||||
removeMemory: prestigeState.removeMemory,
|
|
||||||
clearMemories: prestigeState.clearMemories,
|
|
||||||
startPactRitual: prestigeState.startPactRitual,
|
|
||||||
cancelPactRitual: prestigeState.cancelPactRitual,
|
|
||||||
removePact: prestigeState.removePact,
|
|
||||||
defeatGuardian: prestigeState.defeatGuardian,
|
|
||||||
|
|
||||||
// From combatStore
|
|
||||||
currentFloor: combatState.currentFloor,
|
|
||||||
floorHP: combatState.floorHP,
|
|
||||||
floorMaxHP: combatState.floorMaxHP,
|
|
||||||
maxFloorReached: combatState.maxFloorReached,
|
|
||||||
activeSpell: combatState.activeSpell,
|
|
||||||
currentAction: combatState.currentAction,
|
|
||||||
castProgress: combatState.castProgress,
|
|
||||||
spells: combatState.spells,
|
|
||||||
setAction: combatState.setAction,
|
|
||||||
setSpell: combatState.setSpell,
|
|
||||||
learnSpell: combatState.learnSpell,
|
|
||||||
advanceFloor: combatState.advanceFloor,
|
|
||||||
|
|
||||||
// From uiStore
|
|
||||||
log: uiState.logs,
|
|
||||||
paused: uiState.paused,
|
|
||||||
gameOver: uiState.gameOver,
|
|
||||||
victory: uiState.victory,
|
|
||||||
addLog: uiState.addLog,
|
|
||||||
togglePause: uiState.togglePause,
|
|
||||||
setPaused: uiState.setPaused,
|
|
||||||
setGameOver: uiState.setGameOver,
|
|
||||||
}), [gameStore, skillState, manaState, prestigeState, uiState, combatState]);
|
|
||||||
|
|
||||||
// Computed effects from upgrades
|
|
||||||
const upgradeEffects = useMemo(
|
|
||||||
() => computeEffects(skillState.skillUpgrades || {}, skillState.skillTiers || {}),
|
|
||||||
[skillState.skillUpgrades, skillState.skillTiers]
|
|
||||||
);
|
|
||||||
|
|
||||||
// Create a minimal state object for compute functions
|
|
||||||
const stateForCompute = useMemo(() => ({
|
|
||||||
skills: skillState.skills,
|
|
||||||
prestigeUpgrades: prestigeState.prestigeUpgrades,
|
|
||||||
skillUpgrades: skillState.skillUpgrades,
|
|
||||||
skillTiers: skillState.skillTiers,
|
|
||||||
signedPacts: prestigeState.signedPacts,
|
|
||||||
rawMana: manaState.rawMana,
|
|
||||||
meditateTicks: manaState.meditateTicks,
|
|
||||||
incursionStrength: gameStore.incursionStrength,
|
|
||||||
}), [skillState, prestigeState, manaState, gameStore.incursionStrength]);
|
|
||||||
|
|
||||||
// Derived stats
|
|
||||||
const maxMana = useMemo(
|
|
||||||
() => computeMaxMana(stateForCompute, upgradeEffects),
|
|
||||||
[stateForCompute, upgradeEffects]
|
|
||||||
);
|
|
||||||
|
|
||||||
const baseRegen = useMemo(
|
|
||||||
() => computeRegen(stateForCompute, upgradeEffects),
|
|
||||||
[stateForCompute, upgradeEffects]
|
|
||||||
);
|
|
||||||
|
|
||||||
const clickMana = useMemo(() => computeClickMana(stateForCompute), [stateForCompute]);
|
|
||||||
|
|
||||||
// Floor element from combat store
|
|
||||||
const floorElem = useMemo(() => getFloorElement(combatState.currentFloor), [combatState.currentFloor]);
|
|
||||||
const floorElemDef = ELEMENTS[floorElem];
|
|
||||||
const isGuardianFloor = !!GUARDIANS[combatState.currentFloor];
|
|
||||||
const currentGuardian = GUARDIANS[combatState.currentFloor];
|
|
||||||
const activeSpellDef = SPELLS_DEF[combatState.activeSpell];
|
|
||||||
|
|
||||||
const meditationMultiplier = useMemo(
|
|
||||||
() => getMeditationBonus(manaState.meditateTicks, skillState.skills, upgradeEffects.meditationEfficiency),
|
|
||||||
[manaState.meditateTicks, skillState.skills, upgradeEffects.meditationEfficiency]
|
|
||||||
);
|
|
||||||
|
|
||||||
const incursionStrength = useMemo(
|
|
||||||
() => getIncursionStrength(gameStore.day, gameStore.hour),
|
|
||||||
[gameStore.day, gameStore.hour]
|
|
||||||
);
|
|
||||||
|
|
||||||
const studySpeedMult = useMemo(
|
|
||||||
() => getStudySpeedMultiplier(skillState.skills),
|
|
||||||
[skillState.skills]
|
|
||||||
);
|
|
||||||
|
|
||||||
const studyCostMult = useMemo(
|
|
||||||
() => getStudyCostMultiplier(skillState.skills),
|
|
||||||
[skillState.skills]
|
|
||||||
);
|
|
||||||
|
|
||||||
// Effective regen calculations
|
|
||||||
const effectiveRegenWithSpecials = baseRegen * (1 - incursionStrength);
|
|
||||||
|
|
||||||
const manaCascadeBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_CASCADE)
|
|
||||||
? Math.floor(maxMana / 100) * 0.1
|
|
||||||
: 0;
|
|
||||||
|
|
||||||
const manaWaterfallBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_WATERFALL)
|
|
||||||
? Math.floor(maxMana / 100) * 0.25
|
|
||||||
: 0;
|
|
||||||
|
|
||||||
const effectiveRegen = (effectiveRegenWithSpecials + manaCascadeBonus + manaWaterfallBonus) * meditationMultiplier;
|
|
||||||
|
|
||||||
// Has special flags for UI
|
|
||||||
const hasManaWaterfall = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_WATERFALL);
|
|
||||||
const hasFlowSurge = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.FLOW_SURGE);
|
|
||||||
const hasManaOverflow = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_OVERFLOW);
|
|
||||||
const hasEternalFlow = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.ETERNAL_FLOW);
|
|
||||||
|
|
||||||
// Active boons
|
|
||||||
const activeBoons = useMemo(
|
|
||||||
() => getBoonBonuses(prestigeState.signedPacts),
|
|
||||||
[prestigeState.signedPacts]
|
|
||||||
);
|
|
||||||
|
|
||||||
// DPS calculation - based on active spell, attack speed, and damage
|
|
||||||
const dps = useMemo(() => {
|
|
||||||
if (!activeSpellDef) return 0;
|
|
||||||
const baseDmg = calcDamage(
|
|
||||||
{ skills: skillState.skills, signedPacts: prestigeState.signedPacts },
|
|
||||||
combatState.activeSpell,
|
|
||||||
floorElem
|
|
||||||
);
|
|
||||||
const dmgWithEffects = baseDmg * upgradeEffects.baseDamageMultiplier + upgradeEffects.baseDamageBonus;
|
|
||||||
const attackSpeed = (1 + (skillState.skills.quickCast || 0) * 0.05) * upgradeEffects.attackSpeedMultiplier;
|
|
||||||
const castSpeed = activeSpellDef.castSpeed || 1;
|
|
||||||
return dmgWithEffects * attackSpeed * castSpeed;
|
|
||||||
}, [activeSpellDef, skillState.skills, prestigeState.signedPacts, floorElem, upgradeEffects, combatState.activeSpell]);
|
|
||||||
|
|
||||||
// Helper functions
|
|
||||||
const canCastSpell = (spellId: string): boolean => {
|
|
||||||
const spell = SPELLS_DEF[spellId];
|
|
||||||
if (!spell) return false;
|
|
||||||
return canAffordSpellCost(spell.cost, manaState.rawMana, manaState.elements);
|
|
||||||
};
|
|
||||||
|
|
||||||
const value: GameContextValue = {
|
|
||||||
store: unifiedStore,
|
|
||||||
skillStore: skillState,
|
|
||||||
manaStore: manaState,
|
|
||||||
prestigeStore: prestigeState,
|
|
||||||
uiStore: uiState,
|
|
||||||
combatStore: combatState,
|
|
||||||
upgradeEffects,
|
|
||||||
maxMana,
|
|
||||||
baseRegen,
|
|
||||||
clickMana,
|
|
||||||
floorElem,
|
|
||||||
floorElemDef,
|
|
||||||
isGuardianFloor,
|
|
||||||
currentGuardian,
|
|
||||||
activeSpellDef,
|
|
||||||
meditationMultiplier,
|
|
||||||
incursionStrength,
|
|
||||||
studySpeedMult,
|
|
||||||
studyCostMult,
|
|
||||||
effectiveRegenWithSpecials,
|
|
||||||
manaCascadeBonus,
|
|
||||||
manaWaterfallBonus,
|
|
||||||
effectiveRegen,
|
|
||||||
hasManaWaterfall,
|
|
||||||
hasFlowSurge,
|
|
||||||
hasManaOverflow,
|
|
||||||
hasEternalFlow,
|
|
||||||
dps,
|
|
||||||
activeBoons,
|
|
||||||
canCastSpell,
|
|
||||||
hasSpecial,
|
|
||||||
SPECIAL_EFFECTS,
|
|
||||||
};
|
|
||||||
|
|
||||||
return <GameContext.Provider value={value}>{children}</GameContext.Provider>;
|
|
||||||
}
|
|
||||||
|
|
||||||
export function useGameContext() {
|
|
||||||
const context = useContext(GameContext);
|
|
||||||
if (!context) {
|
|
||||||
throw new Error('useGameContext must be used within a GameProvider');
|
|
||||||
}
|
|
||||||
return context;
|
|
||||||
}
|
|
||||||
|
|
||||||
GameProvider.displayName = "GameProvider";
|
|
||||||
|
|
||||||
// Re-export useGameLoop for convenience
|
|
||||||
export { useGameLoop };
|
|
||||||
@@ -0,0 +1,141 @@
|
|||||||
|
'use client';
|
||||||
|
|
||||||
|
import { useToast } from '@/hooks/use-toast';
|
||||||
|
import {
|
||||||
|
Toast,
|
||||||
|
ToastClose,
|
||||||
|
ToastDescription,
|
||||||
|
ToastProvider,
|
||||||
|
ToastTitle,
|
||||||
|
ToastViewport,
|
||||||
|
} from '@/components/ui/toast';
|
||||||
|
import { cn } from '@/lib/utils';
|
||||||
|
import {
|
||||||
|
CheckCircle,
|
||||||
|
AlertCircle,
|
||||||
|
AlertTriangle,
|
||||||
|
Info,
|
||||||
|
X,
|
||||||
|
} from 'lucide-react';
|
||||||
|
import type { ReactNode } from 'react';
|
||||||
|
|
||||||
|
// Toast type definitions
|
||||||
|
type ToastType = 'success' | 'warning' | 'error' | 'info';
|
||||||
|
|
||||||
|
interface ToastIconProps {
|
||||||
|
type: ToastType;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Icon mapping for toast types
|
||||||
|
function ToastIcon({ type }: ToastIconProps) {
|
||||||
|
const iconClass = 'h-4 w-4 shrink-0';
|
||||||
|
|
||||||
|
switch (type) {
|
||||||
|
case 'success':
|
||||||
|
return <CheckCircle className={cn(iconClass, 'text-[var(--color-success)]')} />;
|
||||||
|
case 'warning':
|
||||||
|
return <AlertTriangle className={cn(iconClass, 'text-[var(--color-warning)]')} />;
|
||||||
|
case 'error':
|
||||||
|
return <AlertCircle className={cn(iconClass, 'text-[var(--color-danger)]')} />;
|
||||||
|
case 'info':
|
||||||
|
return <Info className={cn(iconClass, 'text-[var(--color-info)]')} />;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Color mapping for toast types using design system tokens
|
||||||
|
const TOAST_TYPE_STYLES: Record<ToastType, string> = {
|
||||||
|
success: 'border-[var(--color-success)]/50 bg-[var(--color-success)]/10',
|
||||||
|
warning: 'border-[var(--color-warning)]/50 bg-[var(--color-warning)]/10',
|
||||||
|
error: 'border-[var(--color-danger)]/50 bg-[var(--color-danger)]/10',
|
||||||
|
info: 'border-[var(--color-info)]/50 bg-[var(--color-info)]/10',
|
||||||
|
};
|
||||||
|
|
||||||
|
const TOAST_TYPE_TEXT: Record<ToastType, string> = {
|
||||||
|
success: 'text-[var(--color-success)]',
|
||||||
|
warning: 'text-[var(--color-warning)]',
|
||||||
|
error: 'text-[var(--color-danger)]',
|
||||||
|
info: 'text-[var(--color-info)]',
|
||||||
|
};
|
||||||
|
|
||||||
|
export function GameToaster() {
|
||||||
|
const { toasts } = useToast();
|
||||||
|
|
||||||
|
return (
|
||||||
|
<ToastProvider>
|
||||||
|
{toasts.map((toast) => {
|
||||||
|
// Determine toast type from className or default to info
|
||||||
|
const toastType: ToastType =
|
||||||
|
toast.variant === 'destructive' ? 'error' :
|
||||||
|
(toast as { toastType?: ToastType }).toastType || 'info';
|
||||||
|
|
||||||
|
return (
|
||||||
|
<Toast
|
||||||
|
key={toast.id}
|
||||||
|
className={cn(
|
||||||
|
'group pointer-events-auto relative flex w-full items-center justify-between space-x-3 overflow-hidden rounded-md border p-4 pr-8 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',
|
||||||
|
TOAST_TYPE_STYLES[toastType]
|
||||||
|
)}
|
||||||
|
{...toast}
|
||||||
|
>
|
||||||
|
<div className="flex items-start gap-3 flex-1">
|
||||||
|
<ToastIcon type={toastType} />
|
||||||
|
<div className="grid gap-1 flex-1">
|
||||||
|
{toast.title && (
|
||||||
|
<ToastTitle className={cn('text-sm font-semibold', TOAST_TYPE_TEXT[toastType])}>
|
||||||
|
{toast.title}
|
||||||
|
</ToastTitle>
|
||||||
|
)}
|
||||||
|
{toast.description && (
|
||||||
|
<ToastDescription className="text-xs text-[var(--text-secondary)]">
|
||||||
|
{toast.description}
|
||||||
|
</ToastDescription>
|
||||||
|
)}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
<ToastClose className="absolute right-1 top-1 rounded-md p-1 text-[var(--text-muted)] opacity-0 transition-opacity hover:text-[var(--text-primary)] focus:opacity-100 focus:outline-none focus:ring-1 group-hover:opacity-70">
|
||||||
|
<X className="h-3 w-3" />
|
||||||
|
</ToastClose>
|
||||||
|
</Toast>
|
||||||
|
);
|
||||||
|
})}
|
||||||
|
{/*
|
||||||
|
Viewport positioning:
|
||||||
|
- Desktop: bottom-right
|
||||||
|
- Mobile: bottom-center, full-width
|
||||||
|
*/}
|
||||||
|
<ToastViewport
|
||||||
|
className={cn(
|
||||||
|
'fixed z-[100] flex max-h-screen w-full flex-col-reverse p-4',
|
||||||
|
// Desktop: bottom-right, fixed width
|
||||||
|
'sm:bottom-0 sm:right-0 sm:top-auto sm:flex-col sm:max-w-[420px]',
|
||||||
|
// Mobile: bottom-center, full-width
|
||||||
|
'max-sm:bottom-0 max-sm:left-0 max-sm:flex-col max-sm:items-center'
|
||||||
|
)}
|
||||||
|
/>
|
||||||
|
</ToastProvider>
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Custom hook to show typed toasts
|
||||||
|
export function useGameToast() {
|
||||||
|
const { toast } = useToast();
|
||||||
|
|
||||||
|
return (type: ToastType, title: ReactNode, description?: ReactNode) => {
|
||||||
|
const toastTypeClass = `toast-type-${type}`;
|
||||||
|
|
||||||
|
return toast({
|
||||||
|
title,
|
||||||
|
description,
|
||||||
|
className: toastTypeClass,
|
||||||
|
// Store the type for styling
|
||||||
|
...{ toastType: type },
|
||||||
|
} as {
|
||||||
|
title: ReactNode;
|
||||||
|
description?: ReactNode;
|
||||||
|
className?: string;
|
||||||
|
toastType?: ToastType;
|
||||||
|
});
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
export { type ToastType };
|
||||||
@@ -1,173 +0,0 @@
|
|||||||
'use client';
|
|
||||||
|
|
||||||
import { useState } from 'react';
|
|
||||||
import { useGameStore } from '@/lib/game/store';
|
|
||||||
import { ELEMENTS, MANA_PER_ELEMENT } from '@/lib/game/constants';
|
|
||||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
|
||||||
import { Button } from '@/components/ui/button';
|
|
||||||
|
|
||||||
export function LabTab() {
|
|
||||||
const store = useGameStore();
|
|
||||||
const [convertTarget, setConvertTarget] = useState('fire');
|
|
||||||
|
|
||||||
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 game-panel-title text-xs">Elemental Mana</CardTitle>
|
|
||||||
</CardHeader>
|
|
||||||
<CardContent>
|
|
||||||
<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 >= 1)
|
|
||||||
.map(([id, state]) => {
|
|
||||||
const def = ELEMENTS[id];
|
|
||||||
const isSelected = convertTarget === id;
|
|
||||||
return (
|
|
||||||
<div
|
|
||||||
key={id}
|
|
||||||
className={`p-2 rounded border cursor-pointer transition-all ${isSelected ? 'border-blue-500 bg-blue-900/20' : 'border-gray-700 bg-gray-800/50 hover:border-gray-600'}`}
|
|
||||||
style={{ borderColor: isSelected ? def?.color : undefined }}
|
|
||||||
onClick={() => setConvertTarget(id)}
|
|
||||||
>
|
|
||||||
<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>
|
|
||||||
</CardContent>
|
|
||||||
</Card>
|
|
||||||
|
|
||||||
{/* Element Conversion */}
|
|
||||||
<Card className="bg-gray-900/80 border-gray-700">
|
|
||||||
<CardHeader className="pb-2">
|
|
||||||
<CardTitle className="text-amber-400 game-panel-title text-xs">Element Conversion</CardTitle>
|
|
||||||
</CardHeader>
|
|
||||||
<CardContent>
|
|
||||||
<p className="text-sm text-gray-400 mb-3">
|
|
||||||
Convert raw mana to elemental mana (100:1 ratio)
|
|
||||||
</p>
|
|
||||||
|
|
||||||
<div className="flex gap-2 flex-wrap">
|
|
||||||
<Button
|
|
||||||
size="sm"
|
|
||||||
variant="outline"
|
|
||||||
onClick={() => store.convertMana(convertTarget, 1)}
|
|
||||||
disabled={!store.elements[convertTarget]?.unlocked || store.rawMana < MANA_PER_ELEMENT}
|
|
||||||
>
|
|
||||||
+1 ({MANA_PER_ELEMENT})
|
|
||||||
</Button>
|
|
||||||
<Button
|
|
||||||
size="sm"
|
|
||||||
variant="outline"
|
|
||||||
onClick={() => store.convertMana(convertTarget, 10)}
|
|
||||||
disabled={!store.elements[convertTarget]?.unlocked || store.rawMana < MANA_PER_ELEMENT * 10}
|
|
||||||
>
|
|
||||||
+10 ({MANA_PER_ELEMENT * 10})
|
|
||||||
</Button>
|
|
||||||
<Button
|
|
||||||
size="sm"
|
|
||||||
variant="outline"
|
|
||||||
onClick={() => store.convertMana(convertTarget, 100)}
|
|
||||||
disabled={!store.elements[convertTarget]?.unlocked || store.rawMana < MANA_PER_ELEMENT * 100}
|
|
||||||
>
|
|
||||||
+100 ({MANA_PER_ELEMENT * 100})
|
|
||||||
</Button>
|
|
||||||
</div>
|
|
||||||
</CardContent>
|
|
||||||
</Card>
|
|
||||||
|
|
||||||
{/* Unlock Elements */}
|
|
||||||
<Card className="bg-gray-900/80 border-gray-700">
|
|
||||||
<CardHeader className="pb-2">
|
|
||||||
<CardTitle className="text-amber-400 game-panel-title text-xs">Unlock Elements</CardTitle>
|
|
||||||
</CardHeader>
|
|
||||||
<CardContent>
|
|
||||||
<p className="text-sm text-gray-400 mb-3">
|
|
||||||
Unlock new elemental affinities (500 mana each)
|
|
||||||
</p>
|
|
||||||
|
|
||||||
<div className="grid grid-cols-2 sm:grid-cols-3 gap-2">
|
|
||||||
{Object.entries(store.elements)
|
|
||||||
.filter(([id, state]) => !state.unlocked && ELEMENTS[id]?.cat !== 'exotic')
|
|
||||||
.map(([id]) => {
|
|
||||||
const def = ELEMENTS[id];
|
|
||||||
return (
|
|
||||||
<div
|
|
||||||
key={id}
|
|
||||||
className="p-2 rounded border border-gray-700 bg-gray-800/50"
|
|
||||||
>
|
|
||||||
<div className="text-lg opacity-50">{def?.sym}</div>
|
|
||||||
<div className="text-xs font-semibold text-gray-500">{def?.name}</div>
|
|
||||||
<Button
|
|
||||||
size="sm"
|
|
||||||
variant="outline"
|
|
||||||
className="mt-1 w-full"
|
|
||||||
disabled={store.rawMana < 500}
|
|
||||||
onClick={() => store.unlockElement(id)}
|
|
||||||
>
|
|
||||||
Unlock
|
|
||||||
</Button>
|
|
||||||
</div>
|
|
||||||
);
|
|
||||||
})}
|
|
||||||
</div>
|
|
||||||
</CardContent>
|
|
||||||
</Card>
|
|
||||||
|
|
||||||
{/* Composite Crafting */}
|
|
||||||
<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">Composite & Exotic Crafting</CardTitle>
|
|
||||||
</CardHeader>
|
|
||||||
<CardContent>
|
|
||||||
<div className="grid grid-cols-2 sm:grid-cols-3 md:grid-cols-4 gap-3">
|
|
||||||
{Object.entries(ELEMENTS)
|
|
||||||
.filter(([, def]) => def.recipe)
|
|
||||||
.map(([id, def]) => {
|
|
||||||
const state = store.elements[id];
|
|
||||||
const recipe = def.recipe!;
|
|
||||||
const canCraft = recipe.every(
|
|
||||||
(r) => (store.elements[r]?.current || 0) >= recipe.filter((x) => x === r).length
|
|
||||||
);
|
|
||||||
|
|
||||||
return (
|
|
||||||
<div
|
|
||||||
key={id}
|
|
||||||
className={`p-3 rounded border ${canCraft ? 'border-gray-600 bg-gray-800/50' : 'border-gray-700 bg-gray-800/30 opacity-50'}`}
|
|
||||||
>
|
|
||||||
<div className="flex items-center gap-2 mb-2">
|
|
||||||
<span className="text-2xl">{def.sym}</span>
|
|
||||||
<div>
|
|
||||||
<div className="text-sm font-semibold" style={{ color: def.color }}>
|
|
||||||
{def.name}
|
|
||||||
</div>
|
|
||||||
<div className="text-xs text-gray-500">{def.cat}</div>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<div className="text-xs text-gray-400 mb-2">
|
|
||||||
{recipe.map((r) => ELEMENTS[r]?.sym).join(' + ')}
|
|
||||||
</div>
|
|
||||||
<Button
|
|
||||||
size="sm"
|
|
||||||
variant={canCraft ? 'default' : 'outline'}
|
|
||||||
className="w-full"
|
|
||||||
disabled={!canCraft}
|
|
||||||
onClick={() => store.craftComposite(id)}
|
|
||||||
>
|
|
||||||
Craft
|
|
||||||
</Button>
|
|
||||||
</div>
|
|
||||||
);
|
|
||||||
})}
|
|
||||||
</div>
|
|
||||||
</CardContent>
|
|
||||||
</Card>
|
|
||||||
</div>
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
LabTab.displayName = "LabTab";
|
|
||||||
@@ -1,463 +0,0 @@
|
|||||||
'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.entries(elements).reduce((a, [id, e]) => id === 'transference' ? a : 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 (id === 'transference') return false; // Transference is not loot
|
|
||||||
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>
|
|
||||||
</>
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
LootInventoryDisplay.displayName = "LootInventoryDisplay";
|
|
||||||
@@ -0,0 +1,46 @@
|
|||||||
|
'use client';
|
||||||
|
|
||||||
|
import { Scroll } from 'lucide-react';
|
||||||
|
import { Badge } from '@/components/ui/badge';
|
||||||
|
import { LOOT_DROPS } from '@/lib/game/data/loot-drops';
|
||||||
|
import { RARITY_CSS_VAR, RARITY_GLOW_CSS_VAR } from './types';
|
||||||
|
|
||||||
|
interface BlueprintsSectionProps {
|
||||||
|
blueprints: string[];
|
||||||
|
}
|
||||||
|
|
||||||
|
export function BlueprintsSection({ blueprints }: BlueprintsSectionProps) {
|
||||||
|
if (blueprints.length === 0) return null;
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div>
|
||||||
|
<div className="text-xs text-[var(--text-muted)] mb-2 flex items-center gap-1">
|
||||||
|
<Scroll className="w-3 h-3" />
|
||||||
|
Blueprints (permanent)
|
||||||
|
</div>
|
||||||
|
<div className="flex flex-wrap gap-1">
|
||||||
|
{blueprints.map((id) => {
|
||||||
|
const drop = LOOT_DROPS[id];
|
||||||
|
if (!drop) return null;
|
||||||
|
const rarityColor = RARITY_CSS_VAR[drop.rarity] || 'var(--rarity-common)';
|
||||||
|
return (
|
||||||
|
<Badge
|
||||||
|
key={id}
|
||||||
|
className="text-xs"
|
||||||
|
style={{
|
||||||
|
backgroundColor: `${RARITY_GLOW_CSS_VAR[drop.rarity] || 'var(--rarity-common-glow)'}`,
|
||||||
|
color: rarityColor,
|
||||||
|
borderColor: rarityColor,
|
||||||
|
}}
|
||||||
|
>
|
||||||
|
{drop.name}
|
||||||
|
</Badge>
|
||||||
|
);
|
||||||
|
})}
|
||||||
|
</div>
|
||||||
|
<div className="text-xs text-[var(--text-muted)] mt-1 italic">
|
||||||
|
Blueprints are permanent unlocks - use them to craft equipment
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -0,0 +1,87 @@
|
|||||||
|
'use client';
|
||||||
|
|
||||||
|
import { Package, Trash2 } from 'lucide-react';
|
||||||
|
import type { EquipmentInstance } from '@/lib/game/types';
|
||||||
|
import { EQUIPMENT_TYPES } from '@/lib/game/data/equipment';
|
||||||
|
import { CATEGORY_ICONS } from './icons';
|
||||||
|
import { RARITY_CSS_VAR, RARITY_GLOW_CSS_VAR } from './types';
|
||||||
|
import { ActionButton } from '@/components/ui/action-button';
|
||||||
|
|
||||||
|
interface EquipmentItemProps {
|
||||||
|
instanceId: string;
|
||||||
|
instance: EquipmentInstance;
|
||||||
|
onDelete?: (instanceId: string) => void;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function EquipmentItem({ instanceId, instance, onDelete }: EquipmentItemProps) {
|
||||||
|
const type = EQUIPMENT_TYPES[instance.typeId];
|
||||||
|
const Icon = type ? CATEGORY_ICONS[type.category] || Package : Package;
|
||||||
|
const rarityColor = RARITY_CSS_VAR[instance.rarity] || 'var(--rarity-common)';
|
||||||
|
const rarityGlow = RARITY_GLOW_CSS_VAR[instance.rarity] || 'var(--rarity-common-glow)';
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div
|
||||||
|
className="p-2 rounded border bg-[var(--bg-sunken)] group"
|
||||||
|
style={{
|
||||||
|
borderColor: rarityColor,
|
||||||
|
backgroundColor: rarityGlow,
|
||||||
|
}}
|
||||||
|
>
|
||||||
|
<div className="flex items-start justify-between">
|
||||||
|
<div className="flex items-start gap-2">
|
||||||
|
<Icon className="w-4 h-4 mt-0.5" style={{ color: rarityColor }} />
|
||||||
|
<div>
|
||||||
|
<div className="text-xs font-semibold" style={{ color: rarityColor }}>
|
||||||
|
{instance.name}
|
||||||
|
</div>
|
||||||
|
<div className="text-xs text-[var(--text-secondary)]">
|
||||||
|
{type?.name} • {instance.usedCapacity}/{instance.totalCapacity} cap
|
||||||
|
</div>
|
||||||
|
<div className="text-xs text-[var(--text-muted)] capitalize">
|
||||||
|
{instance.rarity} • {instance.enchantments.length} enchants
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
{onDelete && (
|
||||||
|
<ActionButton
|
||||||
|
variant="ghost"
|
||||||
|
size="sm"
|
||||||
|
className="h-5 w-5 p-0 opacity-0 group-hover:opacity-100 text-[var(--color-danger)] hover:text-[var(--interactive-danger-hover)] hover:bg-[var(--interactive-danger)]/20"
|
||||||
|
onClick={() => onDelete(instanceId)}
|
||||||
|
aria-label={`Delete ${instance.name}`}
|
||||||
|
>
|
||||||
|
<Trash2 className="w-3 h-3" />
|
||||||
|
</ActionButton>
|
||||||
|
)}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
interface EquipmentSectionProps {
|
||||||
|
equipment: [string, EquipmentInstance][];
|
||||||
|
onDeleteEquipment?: (instanceId: string) => void;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function EquipmentSection({ equipment, onDeleteEquipment }: EquipmentSectionProps) {
|
||||||
|
if (equipment.length === 0) return null;
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div>
|
||||||
|
<div className="text-xs text-[var(--text-muted)] mb-2 flex items-center gap-1">
|
||||||
|
<Package className="w-3 h-3" />
|
||||||
|
Equipment
|
||||||
|
</div>
|
||||||
|
<div className="space-y-2">
|
||||||
|
{equipment.map(([id, instance]) => (
|
||||||
|
<EquipmentItem
|
||||||
|
key={id}
|
||||||
|
instanceId={id}
|
||||||
|
instance={instance}
|
||||||
|
onDelete={onDeleteEquipment}
|
||||||
|
/>
|
||||||
|
))}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -0,0 +1,55 @@
|
|||||||
|
'use client';
|
||||||
|
|
||||||
|
import { Droplet } from 'lucide-react';
|
||||||
|
import { ElementBadge } from '@/components/ui/element-badge';
|
||||||
|
import type { ElementState } from '@/lib/game/types';
|
||||||
|
import { ELEMENTS } from '@/lib/game/constants';
|
||||||
|
|
||||||
|
interface EssenceItemProps {
|
||||||
|
elementId: string;
|
||||||
|
state: ElementState;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function EssenceItem({ elementId, state }: EssenceItemProps) {
|
||||||
|
const elem = ELEMENTS[elementId];
|
||||||
|
if (!elem) return null;
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div
|
||||||
|
className="p-2 rounded border bg-[var(--bg-sunken)]"
|
||||||
|
style={{
|
||||||
|
borderColor: `var(--mana-${elementId})`,
|
||||||
|
backgroundColor: `var(--mana-${elementId})20`,
|
||||||
|
}}
|
||||||
|
>
|
||||||
|
<div className="flex items-center gap-1">
|
||||||
|
<ElementBadge element={elementId} showIcon={true} size="sm" />
|
||||||
|
</div>
|
||||||
|
<div className="text-xs text-[var(--text-secondary)] mt-1">
|
||||||
|
{state.current} / {state.max}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
interface EssenceSectionProps {
|
||||||
|
essence: [string, ElementState][];
|
||||||
|
}
|
||||||
|
|
||||||
|
export function EssenceSection({ essence }: EssenceSectionProps) {
|
||||||
|
if (essence.length === 0) return null;
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div>
|
||||||
|
<div className="text-xs text-[var(--text-muted)] mb-2 flex items-center gap-1">
|
||||||
|
<Droplet className="w-3 h-3" />
|
||||||
|
Elemental Essence
|
||||||
|
</div>
|
||||||
|
<div className="grid grid-cols-2 gap-2">
|
||||||
|
{essence.map(([id, state]) => (
|
||||||
|
<EssenceItem key={id} elementId={id} state={state} />
|
||||||
|
))}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -0,0 +1,86 @@
|
|||||||
|
'use client';
|
||||||
|
|
||||||
|
import type { LootInventory } from '@/lib/game/types';
|
||||||
|
// For backward compatibility
|
||||||
|
type LootInventoryType = LootInventory;
|
||||||
|
import { LOOT_DROPS } from '@/lib/game/data/loot-drops';
|
||||||
|
import { RARITY_CSS_VAR, RARITY_GLOW_CSS_VAR } from './types';
|
||||||
|
import { Sparkles, Trash2 } from 'lucide-react';
|
||||||
|
import { ActionButton } from '@/components/ui/action-button';
|
||||||
|
|
||||||
|
interface MaterialItemProps {
|
||||||
|
materialId: string;
|
||||||
|
count: number;
|
||||||
|
onDelete?: (materialId: string) => void;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function MaterialItem({ materialId, count, onDelete }: MaterialItemProps) {
|
||||||
|
const drop = LOOT_DROPS[materialId];
|
||||||
|
if (!drop) return null;
|
||||||
|
|
||||||
|
const rarityColor = RARITY_CSS_VAR[drop.rarity] || 'var(--rarity-common)';
|
||||||
|
const rarityGlow = RARITY_GLOW_CSS_VAR[drop.rarity] || 'var(--rarity-common-glow)';
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div
|
||||||
|
className="p-2 rounded border bg-[var(--bg-sunken)] group relative"
|
||||||
|
style={{
|
||||||
|
borderColor: rarityColor,
|
||||||
|
backgroundColor: rarityGlow,
|
||||||
|
}}
|
||||||
|
>
|
||||||
|
<div className="flex items-start justify-between">
|
||||||
|
<div>
|
||||||
|
<div className="text-xs font-semibold" style={{ color: rarityColor }}>
|
||||||
|
{drop.name}
|
||||||
|
</div>
|
||||||
|
<div className="text-xs text-[var(--text-secondary)]">
|
||||||
|
x{count}
|
||||||
|
</div>
|
||||||
|
<div className="text-xs text-[var(--text-muted)] capitalize">
|
||||||
|
{drop.rarity}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
{onDelete && (
|
||||||
|
<ActionButton
|
||||||
|
variant="ghost"
|
||||||
|
size="sm"
|
||||||
|
className="h-5 w-5 p-0 opacity-0 group-hover:opacity-100 text-[var(--color-danger)] hover:text-[var(--interactive-danger-hover)] hover:bg-[var(--interactive-danger)]/20"
|
||||||
|
onClick={() => onDelete(materialId)}
|
||||||
|
aria-label={`Delete ${drop.name}`}
|
||||||
|
>
|
||||||
|
<Trash2 className="w-3 h-3" />
|
||||||
|
</ActionButton>
|
||||||
|
)}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
interface MaterialsSectionProps {
|
||||||
|
materials: [string, number][];
|
||||||
|
onDeleteMaterial?: (materialId: string) => void;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function MaterialsSection({ materials, onDeleteMaterial }: MaterialsSectionProps) {
|
||||||
|
if (materials.length === 0) return null;
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div>
|
||||||
|
<div className="text-xs text-[var(--text-muted)] mb-2 flex items-center gap-1">
|
||||||
|
<Sparkles className="w-3 h-3" />
|
||||||
|
Materials
|
||||||
|
</div>
|
||||||
|
<div className="grid grid-cols-2 gap-2">
|
||||||
|
{materials.map(([id, count]) => (
|
||||||
|
<MaterialItem
|
||||||
|
key={id}
|
||||||
|
materialId={id}
|
||||||
|
count={count}
|
||||||
|
onDelete={onDeleteMaterial}
|
||||||
|
/>
|
||||||
|
))}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -0,0 +1,15 @@
|
|||||||
|
import { Gem, Sparkles, Scroll, Droplet, Trash2, Search,
|
||||||
|
Package, Sword, Shield, Shirt, Crown, ArrowUpDown,
|
||||||
|
Wrench, AlertTriangle } from 'lucide-react';
|
||||||
|
import type { EquipmentCategory } from '@/lib/game/data/equipment';
|
||||||
|
|
||||||
|
export const CATEGORY_ICONS: Record<string, typeof Sword> = {
|
||||||
|
caster: Sword,
|
||||||
|
shield: Shield,
|
||||||
|
catalyst: Sparkles,
|
||||||
|
head: Crown,
|
||||||
|
body: Shirt,
|
||||||
|
hands: Wrench,
|
||||||
|
feet: Package,
|
||||||
|
accessory: Gem,
|
||||||
|
};
|
||||||
@@ -0,0 +1,39 @@
|
|||||||
|
'use client';
|
||||||
|
|
||||||
|
import { useState } from 'react';
|
||||||
|
import type { LootInventory as LootInventoryType, EquipmentInstance, ElementState } from '@/lib/game/types';
|
||||||
|
import { LOOT_DROPS } from '@/lib/game/data/loot-drops';
|
||||||
|
import { EQUIPMENT_TYPES } from '@/lib/game/data/equipment';
|
||||||
|
import { ELEMENTS } from '@/lib/game/constants';
|
||||||
|
|
||||||
|
export type SortMode = 'name' | 'rarity' | 'count';
|
||||||
|
export type FilterMode = 'all' | 'materials' | 'essence' | 'blueprints' | 'equipment';
|
||||||
|
|
||||||
|
export const RARITY_ORDER = {
|
||||||
|
common: 0,
|
||||||
|
uncommon: 1,
|
||||||
|
rare: 2,
|
||||||
|
epic: 3,
|
||||||
|
legendary: 4,
|
||||||
|
mythic: 5,
|
||||||
|
};
|
||||||
|
|
||||||
|
// Map rarity to CSS variable for colors
|
||||||
|
export const RARITY_CSS_VAR: Record<string, string> = {
|
||||||
|
common: 'var(--rarity-common)',
|
||||||
|
uncommon: 'var(--rarity-uncommon)',
|
||||||
|
rare: 'var(--rarity-rare)',
|
||||||
|
epic: 'var(--rarity-epic)',
|
||||||
|
legendary: 'var(--rarity-legendary)',
|
||||||
|
mythic: 'var(--rarity-mythic)',
|
||||||
|
};
|
||||||
|
|
||||||
|
// Map rarity to CSS variable for glow/background
|
||||||
|
export const RARITY_GLOW_CSS_VAR: Record<string, string> = {
|
||||||
|
common: 'var(--rarity-common-glow)',
|
||||||
|
uncommon: 'var(--rarity-uncommon-glow)',
|
||||||
|
rare: 'var(--rarity-rare-glow)',
|
||||||
|
epic: 'var(--rarity-epic-glow)',
|
||||||
|
legendary: 'var(--rarity-legendary-glow)',
|
||||||
|
mythic: 'var(--rarity-mythic-glow)',
|
||||||
|
};
|
||||||
@@ -4,7 +4,7 @@ import { Button } from '@/components/ui/button';
|
|||||||
import { Progress } from '@/components/ui/progress';
|
import { Progress } from '@/components/ui/progress';
|
||||||
import { Card, CardContent } from '@/components/ui/card';
|
import { Card, CardContent } from '@/components/ui/card';
|
||||||
import { Zap, ChevronDown, ChevronUp } from 'lucide-react';
|
import { Zap, ChevronDown, ChevronUp } from 'lucide-react';
|
||||||
import { fmt, fmtDec } from '@/lib/game/store';
|
import { fmt, fmtDec } from '@/lib/game/stores';
|
||||||
import { ELEMENTS } from '@/lib/game/constants';
|
import { ELEMENTS } from '@/lib/game/constants';
|
||||||
import { useState } from 'react';
|
import { useState } from 'react';
|
||||||
|
|
||||||
@@ -39,26 +39,37 @@ export function ManaDisplay({
|
|||||||
.sort((a, b) => b[1].current - a[1].current);
|
.sort((a, b) => b[1].current - a[1].current);
|
||||||
|
|
||||||
return (
|
return (
|
||||||
<Card className="bg-gray-900/80 border-gray-700">
|
<Card className="bg-[var(--bg-panel)] border-[var(--border-subtle)]">
|
||||||
<CardContent className="pt-4 space-y-3">
|
<CardContent className="pt-4 space-y-3">
|
||||||
{/* Raw Mana - Main Display */}
|
{/* Raw Mana - Main Display */}
|
||||||
<div>
|
<div>
|
||||||
<div className="flex items-baseline gap-1">
|
<div className="flex items-baseline gap-1">
|
||||||
<span className="text-3xl font-bold game-mono text-blue-400">{fmt(rawMana)}</span>
|
<span className="text-3xl font-bold game-mono" style={{ color: 'var(--mana-raw)' }}>{fmt(rawMana)}</span>
|
||||||
<span className="text-sm text-gray-400">/ {fmt(maxMana)}</span>
|
<span className="text-sm" style={{ color: 'var(--text-muted)' }}>/ {fmt(maxMana)}</span>
|
||||||
</div>
|
</div>
|
||||||
<div className="text-xs text-gray-400">
|
<div className="text-xs" style={{ color: 'var(--text-muted)' }}>
|
||||||
+{fmtDec(effectiveRegen)} mana/hr {meditationMultiplier > 1.01 && <span className="text-purple-400">({fmtDec(meditationMultiplier, 1)}x med)</span>}
|
+{fmtDec(effectiveRegen)} mana/hr {meditationMultiplier > 1.01 && <span style={{ color: 'var(--mana-light)' }}>({fmtDec(meditationMultiplier, 1)}x med)</span>}
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<Progress
|
<Progress
|
||||||
value={(rawMana / maxMana) * 100}
|
value={(rawMana / maxMana) * 100}
|
||||||
className="h-2 bg-gray-800"
|
className="h-2 bg-[var(--bg-sunken)]"
|
||||||
|
style={{ '--progress-bg': 'var(--mana-raw)' } as React.CSSProperties}
|
||||||
/>
|
/>
|
||||||
|
|
||||||
<Button
|
<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' : ''}`}
|
className={`w-full transition-all text-[var(--font-display)] tracking-wider
|
||||||
|
${isGathering
|
||||||
|
? 'animate-gather-glow'
|
||||||
|
: 'hover:scale-[1.02]'}
|
||||||
|
`}
|
||||||
|
style={{
|
||||||
|
background: 'var(--mana-raw)',
|
||||||
|
border: '1px solid var(--border-accent)',
|
||||||
|
color: '#0C1020',
|
||||||
|
fontWeight: 600,
|
||||||
|
}}
|
||||||
onMouseDown={onGatherStart}
|
onMouseDown={onGatherStart}
|
||||||
onMouseUp={onGatherEnd}
|
onMouseUp={onGatherEnd}
|
||||||
onMouseLeave={onGatherEnd}
|
onMouseLeave={onGatherEnd}
|
||||||
@@ -67,22 +78,23 @@ export function ManaDisplay({
|
|||||||
>
|
>
|
||||||
<Zap className="w-4 h-4 mr-2" />
|
<Zap className="w-4 h-4 mr-2" />
|
||||||
Gather +{clickMana} Mana
|
Gather +{clickMana} Mana
|
||||||
{isGathering && <span className="ml-2 text-xs">(Holding...)</span>}
|
{isGathering && <span className="ml-2 text-xs" style={{ opacity: 0.8 }}>(Holding...)</span>}
|
||||||
</Button>
|
</Button>
|
||||||
|
|
||||||
{/* Elemental Mana Pools */}
|
{/* Elemental Mana Pools */}
|
||||||
{unlockedElements.length > 0 && (
|
{unlockedElements.length > 0 && (
|
||||||
<div className="border-t border-gray-700 pt-3 mt-3">
|
<div className="border-t border-[var(--border-subtle)] pt-3 mt-3">
|
||||||
<button
|
<button
|
||||||
onClick={() => setExpanded(!expanded)}
|
onClick={() => setExpanded(!expanded)}
|
||||||
className="flex items-center justify-between w-full text-xs text-gray-400 hover:text-gray-300 mb-2"
|
className="flex items-center justify-between w-full text-xs transition-colors"
|
||||||
|
style={{ color: 'var(--text-muted)' }}
|
||||||
>
|
>
|
||||||
<span>Elemental Mana ({unlockedElements.length})</span>
|
<span style={{ fontFamily: 'var(--font-display)', letterSpacing: '0.5px' }}>ELEMENTAL MANA ({unlockedElements.length})</span>
|
||||||
{expanded ? <ChevronUp className="w-3 h-3" /> : <ChevronDown className="w-3 h-3" />}
|
{expanded ? <ChevronUp className="w-3 h-3" /> : <ChevronDown className="w-3 h-3" />}
|
||||||
</button>
|
</button>
|
||||||
|
|
||||||
{expanded && (
|
{expanded && (
|
||||||
<div className="grid grid-cols-2 gap-2">
|
<div className="grid grid-cols-2 gap-2 mt-2">
|
||||||
{unlockedElements.map(([id, state]) => {
|
{unlockedElements.map(([id, state]) => {
|
||||||
const elem = ELEMENTS[id];
|
const elem = ELEMENTS[id];
|
||||||
if (!elem) return null;
|
if (!elem) return null;
|
||||||
@@ -90,7 +102,11 @@ export function ManaDisplay({
|
|||||||
return (
|
return (
|
||||||
<div
|
<div
|
||||||
key={id}
|
key={id}
|
||||||
className="p-2 rounded bg-gray-800/50 border border-gray-700"
|
className="p-2 transition-all border rounded-sm"
|
||||||
|
style={{
|
||||||
|
background: 'var(--bg-sunken)/30',
|
||||||
|
borderColor: `${elem.color}30`,
|
||||||
|
}}
|
||||||
>
|
>
|
||||||
<div className="flex items-center gap-1 mb-1">
|
<div className="flex items-center gap-1 mb-1">
|
||||||
<span style={{ color: elem.color }}>{elem.sym}</span>
|
<span style={{ color: elem.color }}>{elem.sym}</span>
|
||||||
@@ -98,16 +114,16 @@ export function ManaDisplay({
|
|||||||
{elem.name}
|
{elem.name}
|
||||||
</span>
|
</span>
|
||||||
</div>
|
</div>
|
||||||
<div className="h-1.5 bg-gray-700 rounded-full overflow-hidden mb-1">
|
<div className="h-1.5 rounded-full overflow-hidden" style={{ background: 'var(--bg-void)' }}>
|
||||||
<div
|
<div
|
||||||
className="h-full rounded-full transition-all"
|
className="h-full transition-all rounded-full"
|
||||||
style={{
|
style={{
|
||||||
width: `${Math.min(100, (state.current / state.max) * 100)}%`,
|
width: `${Math.min(100, (state.current / state.max) * 100)}%`,
|
||||||
backgroundColor: elem.color
|
backgroundColor: elem.color
|
||||||
}}
|
}}
|
||||||
/>
|
/>
|
||||||
</div>
|
</div>
|
||||||
<div className="text-xs text-gray-400 game-mono">
|
<div className="text-xs game-mono" style={{ color: 'var(--text-muted)' }}>
|
||||||
{fmt(state.current)}/{fmt(state.max)}
|
{fmt(state.current)}/{fmt(state.max)}
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
|
|||||||
@@ -1,434 +0,0 @@
|
|||||||
'use client';
|
|
||||||
|
|
||||||
import { useState } from 'react';
|
|
||||||
import { useGameStore, fmt, fmtDec } from '@/lib/game/store';
|
|
||||||
import { SKILLS_DEF, SKILL_CATEGORIES } from '@/lib/game/constants';
|
|
||||||
import { SKILL_EVOLUTION_PATHS, getUpgradesForSkillAtMilestone, getNextTierSkill, getTierMultiplier } from '@/lib/game/skill-evolution';
|
|
||||||
import { computeEffects } from '@/lib/game/upgrade-effects';
|
|
||||||
import { useStudyStats } from '@/lib/game/hooks/useGameDerived';
|
|
||||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
|
||||||
import { Badge } from '@/components/ui/badge';
|
|
||||||
import { Button } from '@/components/ui/button';
|
|
||||||
import { Progress } from '@/components/ui/progress';
|
|
||||||
import { Dialog, DialogContent, DialogHeader, DialogTitle, DialogDescription } from '@/components/ui/dialog';
|
|
||||||
import { Tooltip, TooltipContent, TooltipProvider, TooltipTrigger } from '@/components/ui/tooltip';
|
|
||||||
import { BookOpen, X } from 'lucide-react';
|
|
||||||
import type { SkillUpgradeChoice } from '@/lib/game/types';
|
|
||||||
|
|
||||||
// Format study time
|
|
||||||
function formatStudyTime(hours: number): string {
|
|
||||||
if (hours < 1) return `${Math.round(hours * 60)}m`;
|
|
||||||
return `${hours.toFixed(1)}h`;
|
|
||||||
}
|
|
||||||
|
|
||||||
export function SkillsTab() {
|
|
||||||
const store = useGameStore();
|
|
||||||
const { studySpeedMult, studyCostMult, hasParallelStudy } = useStudyStats();
|
|
||||||
|
|
||||||
const [upgradeDialogSkill, setUpgradeDialogSkill] = useState<string | null>(null);
|
|
||||||
const [upgradeDialogMilestone, setUpgradeDialogMilestone] = useState<5 | 10>(5);
|
|
||||||
const [pendingUpgradeSelections, setPendingUpgradeSelections] = useState<string[]>([]);
|
|
||||||
|
|
||||||
const upgradeEffects = computeEffects(store.skillUpgrades || {}, store.skillTiers || {});
|
|
||||||
|
|
||||||
// Check if skill has milestone available
|
|
||||||
const hasMilestoneUpgrade = (skillId: string, level: number): { milestone: 5 | 10; hasUpgrades: boolean; selectedCount: number } | null => {
|
|
||||||
const baseSkillId = skillId.includes('_t') ? skillId.split('_t')[0] : skillId;
|
|
||||||
const path = SKILL_EVOLUTION_PATHS[baseSkillId];
|
|
||||||
if (!path) return null;
|
|
||||||
|
|
||||||
if (level >= 5) {
|
|
||||||
const upgrades5 = getUpgradesForSkillAtMilestone(skillId, 5, store.skillTiers);
|
|
||||||
const selected5 = (store.skillUpgrades[skillId] || []).filter(id => id.includes('_l5'));
|
|
||||||
if (upgrades5.length > 0 && selected5.length < 2) {
|
|
||||||
return { milestone: 5, hasUpgrades: true, selectedCount: selected5.length };
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (level >= 10) {
|
|
||||||
const upgrades10 = getUpgradesForSkillAtMilestone(skillId, 10, store.skillTiers);
|
|
||||||
const selected10 = (store.skillUpgrades[skillId] || []).filter(id => id.includes('_l10'));
|
|
||||||
if (upgrades10.length > 0 && selected10.length < 2) {
|
|
||||||
return { milestone: 10, hasUpgrades: true, selectedCount: selected10.length };
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return null;
|
|
||||||
};
|
|
||||||
|
|
||||||
// Render upgrade selection dialog
|
|
||||||
const renderUpgradeDialog = () => {
|
|
||||||
if (!upgradeDialogSkill) return null;
|
|
||||||
|
|
||||||
const skillDef = SKILLS_DEF[upgradeDialogSkill];
|
|
||||||
const level = store.skills[upgradeDialogSkill] || 0;
|
|
||||||
const { available, selected: alreadySelected } = store.getSkillUpgradeChoices(upgradeDialogSkill, upgradeDialogMilestone);
|
|
||||||
|
|
||||||
const currentSelections = pendingUpgradeSelections.length > 0 ? pendingUpgradeSelections : alreadySelected;
|
|
||||||
|
|
||||||
const toggleUpgrade = (upgradeId: string) => {
|
|
||||||
if (currentSelections.includes(upgradeId)) {
|
|
||||||
setPendingUpgradeSelections(currentSelections.filter(id => id !== upgradeId));
|
|
||||||
} else if (currentSelections.length < 2) {
|
|
||||||
setPendingUpgradeSelections([...currentSelections, upgradeId]);
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
const handleDone = () => {
|
|
||||||
if (currentSelections.length === 2 && upgradeDialogSkill) {
|
|
||||||
store.commitSkillUpgrades(upgradeDialogSkill, currentSelections, upgradeDialogMilestone);
|
|
||||||
}
|
|
||||||
setPendingUpgradeSelections([]);
|
|
||||||
setUpgradeDialogSkill(null);
|
|
||||||
};
|
|
||||||
|
|
||||||
const handleCancel = () => {
|
|
||||||
setPendingUpgradeSelections([]);
|
|
||||||
setUpgradeDialogSkill(null);
|
|
||||||
};
|
|
||||||
|
|
||||||
return (
|
|
||||||
<Dialog open={!!upgradeDialogSkill} onOpenChange={(open) => {
|
|
||||||
if (!open) {
|
|
||||||
setPendingUpgradeSelections([]);
|
|
||||||
setUpgradeDialogSkill(null);
|
|
||||||
}
|
|
||||||
}}>
|
|
||||||
<DialogContent className="bg-gray-900 border-gray-700 max-w-lg">
|
|
||||||
<DialogHeader>
|
|
||||||
<DialogTitle className="text-amber-400">
|
|
||||||
Choose Upgrade - {skillDef?.name || upgradeDialogSkill}
|
|
||||||
</DialogTitle>
|
|
||||||
<DialogDescription className="text-gray-400">
|
|
||||||
Level {upgradeDialogMilestone} Milestone - Select 2 upgrades ({currentSelections.length}/2 chosen)
|
|
||||||
</DialogDescription>
|
|
||||||
</DialogHeader>
|
|
||||||
|
|
||||||
<div className="space-y-2 mt-4">
|
|
||||||
{available.map((upgrade) => {
|
|
||||||
const isSelected = currentSelections.includes(upgrade.id);
|
|
||||||
const canToggle = currentSelections.length < 2 || isSelected;
|
|
||||||
|
|
||||||
return (
|
|
||||||
<div
|
|
||||||
key={upgrade.id}
|
|
||||||
className={`p-3 rounded border cursor-pointer transition-all ${
|
|
||||||
isSelected
|
|
||||||
? 'border-amber-500 bg-amber-900/30'
|
|
||||||
: canToggle
|
|
||||||
? 'border-gray-600 bg-gray-800/50 hover:border-amber-500/50 hover:bg-gray-800'
|
|
||||||
: 'border-gray-700 bg-gray-800/30 opacity-50 cursor-not-allowed'
|
|
||||||
}`}
|
|
||||||
onClick={() => {
|
|
||||||
if (canToggle) {
|
|
||||||
toggleUpgrade(upgrade.id);
|
|
||||||
}
|
|
||||||
}}
|
|
||||||
>
|
|
||||||
<div className="flex items-center justify-between">
|
|
||||||
<div className="font-semibold text-sm text-amber-300">{upgrade.name}</div>
|
|
||||||
{isSelected && <Badge className="bg-amber-600 text-amber-100">Selected</Badge>}
|
|
||||||
</div>
|
|
||||||
<div className="text-xs text-gray-400 mt-1">{upgrade.desc}</div>
|
|
||||||
{upgrade.effect.type === 'multiplier' && (
|
|
||||||
<div className="text-xs text-green-400 mt-1">
|
|
||||||
+{Math.round((upgrade.effect.value! - 1) * 100)}% {upgrade.effect.stat}
|
|
||||||
</div>
|
|
||||||
)}
|
|
||||||
{upgrade.effect.type === 'bonus' && (
|
|
||||||
<div className="text-xs text-blue-400 mt-1">
|
|
||||||
+{upgrade.effect.value} {upgrade.effect.stat}
|
|
||||||
</div>
|
|
||||||
)}
|
|
||||||
{upgrade.effect.type === 'special' && (
|
|
||||||
<div className="text-xs text-cyan-400 mt-1">
|
|
||||||
⚡ {upgrade.effect.specialDesc || 'Special effect'}
|
|
||||||
</div>
|
|
||||||
)}
|
|
||||||
</div>
|
|
||||||
);
|
|
||||||
})}
|
|
||||||
</div>
|
|
||||||
|
|
||||||
<div className="flex justify-end gap-2 mt-4">
|
|
||||||
<Button
|
|
||||||
variant="outline"
|
|
||||||
onClick={handleCancel}
|
|
||||||
>
|
|
||||||
Cancel
|
|
||||||
</Button>
|
|
||||||
<Button
|
|
||||||
variant="default"
|
|
||||||
onClick={handleDone}
|
|
||||||
disabled={currentSelections.length !== 2}
|
|
||||||
>
|
|
||||||
{currentSelections.length < 2 ? `Select ${2 - currentSelections.length} more` : 'Confirm'}
|
|
||||||
</Button>
|
|
||||||
</div>
|
|
||||||
</DialogContent>
|
|
||||||
</Dialog>
|
|
||||||
);
|
|
||||||
};
|
|
||||||
|
|
||||||
// Render study progress
|
|
||||||
const renderStudyProgress = () => {
|
|
||||||
if (!store.currentStudyTarget) return null;
|
|
||||||
|
|
||||||
const target = store.currentStudyTarget;
|
|
||||||
const progressPct = Math.min(100, (target.progress / target.required) * 100);
|
|
||||||
const def = SKILLS_DEF[target.id] || SKILLS_DEF[target.id.split('_t')[0]];
|
|
||||||
|
|
||||||
return (
|
|
||||||
<div className="p-3 rounded border border-purple-600/50 bg-purple-900/20">
|
|
||||||
<div className="flex items-center justify-between mb-2">
|
|
||||||
<div className="flex items-center gap-2">
|
|
||||||
<BookOpen className="w-4 h-4 text-purple-400" />
|
|
||||||
<span className="text-sm font-semibold text-purple-300">
|
|
||||||
{def?.name}
|
|
||||||
</span>
|
|
||||||
</div>
|
|
||||||
<Button
|
|
||||||
variant="ghost"
|
|
||||||
size="sm"
|
|
||||||
className="h-6 w-6 p-0 text-gray-400 hover:text-white"
|
|
||||||
onClick={() => store.cancelStudy()}
|
|
||||||
>
|
|
||||||
<X className="w-4 h-4" />
|
|
||||||
</Button>
|
|
||||||
</div>
|
|
||||||
<Progress value={progressPct} className="h-2 bg-gray-800" />
|
|
||||||
<div className="flex justify-between text-xs text-gray-400 mt-1">
|
|
||||||
<span>{formatStudyTime(target.progress)} / {formatStudyTime(target.required)}</span>
|
|
||||||
<span>{studySpeedMult.toFixed(1)}x speed</span>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
);
|
|
||||||
};
|
|
||||||
|
|
||||||
return (
|
|
||||||
<div className="space-y-4">
|
|
||||||
{/* Upgrade Selection Dialog */}
|
|
||||||
{renderUpgradeDialog()}
|
|
||||||
|
|
||||||
{/* Current Study Progress */}
|
|
||||||
{store.currentStudyTarget && store.currentStudyTarget.type === 'skill' && (
|
|
||||||
<Card className="bg-gray-900/80 border-purple-600/50">
|
|
||||||
<CardContent className="pt-4">
|
|
||||||
{renderStudyProgress()}
|
|
||||||
</CardContent>
|
|
||||||
</Card>
|
|
||||||
)}
|
|
||||||
|
|
||||||
{SKILL_CATEGORIES.map((cat) => {
|
|
||||||
const skillsInCat = Object.entries(SKILLS_DEF).filter(([, def]) => def.cat === cat.id);
|
|
||||||
if (skillsInCat.length === 0) return null;
|
|
||||||
|
|
||||||
return (
|
|
||||||
<Card key={cat.id} className="bg-gray-900/80 border-gray-700">
|
|
||||||
<CardHeader className="pb-2">
|
|
||||||
<CardTitle className="text-amber-400 game-panel-title text-xs">
|
|
||||||
{cat.icon} {cat.name}
|
|
||||||
</CardTitle>
|
|
||||||
</CardHeader>
|
|
||||||
<CardContent>
|
|
||||||
<div className="space-y-2">
|
|
||||||
{skillsInCat.map(([id, def]) => {
|
|
||||||
const currentTier = store.skillTiers?.[id] || 1;
|
|
||||||
const tieredSkillId = currentTier > 1 ? `${id}_t${currentTier}` : id;
|
|
||||||
const tierMultiplier = getTierMultiplier(tieredSkillId);
|
|
||||||
|
|
||||||
const level = store.skills[tieredSkillId] || store.skills[id] || 0;
|
|
||||||
const maxed = level >= def.max;
|
|
||||||
|
|
||||||
const isStudying = (store.currentStudyTarget?.id === id || store.currentStudyTarget?.id === tieredSkillId) && store.currentStudyTarget?.type === 'skill';
|
|
||||||
const savedProgress = store.skillProgress[tieredSkillId] || store.skillProgress[id] || 0;
|
|
||||||
|
|
||||||
const tierDef = SKILL_EVOLUTION_PATHS[id]?.tiers.find(t => t.tier === currentTier);
|
|
||||||
const skillDisplayName = tierDef?.name || def.name;
|
|
||||||
|
|
||||||
// Check prerequisites
|
|
||||||
let prereqMet = true;
|
|
||||||
if (def.req) {
|
|
||||||
for (const [r, rl] of Object.entries(def.req)) {
|
|
||||||
if ((store.skills[r] || 0) < rl) {
|
|
||||||
prereqMet = false;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Apply skill modifiers
|
|
||||||
const studyEffects = computeEffects(store.skillUpgrades || {}, store.skillTiers || {});
|
|
||||||
const effectiveSpeedMult = studySpeedMult * studyEffects.studySpeedMultiplier;
|
|
||||||
|
|
||||||
const tierStudyTime = def.studyTime * currentTier;
|
|
||||||
const effectiveStudyTime = tierStudyTime / effectiveSpeedMult;
|
|
||||||
|
|
||||||
const baseCost = def.base * (level + 1) * currentTier;
|
|
||||||
const cost = Math.floor(baseCost * studyCostMult);
|
|
||||||
|
|
||||||
// Check if any study is in progress (prevent switching topics)
|
|
||||||
const isAnyStudyInProgress = store.currentAction === 'study' && store.currentStudyTarget;
|
|
||||||
// Can only study if: not maxed, prereqs met, has mana, and either no study in progress or already studying this skill
|
|
||||||
const canStudy = !maxed && prereqMet && store.rawMana >= cost && (!isAnyStudyInProgress || isStudying);
|
|
||||||
|
|
||||||
const milestoneInfo = hasMilestoneUpgrade(tieredSkillId, level);
|
|
||||||
const nextTierSkill = getNextTierSkill(tieredSkillId);
|
|
||||||
const canTierUp = maxed && nextTierSkill;
|
|
||||||
|
|
||||||
const selectedUpgrades = store.skillUpgrades[tieredSkillId] || [];
|
|
||||||
const selectedL5 = selectedUpgrades.filter(u => u.includes('_l5'));
|
|
||||||
const selectedL10 = selectedUpgrades.filter(u => u.includes('_l10'));
|
|
||||||
|
|
||||||
return (
|
|
||||||
<div
|
|
||||||
key={id}
|
|
||||||
className={`flex flex-col sm:flex-row sm:items-center justify-between p-3 rounded border gap-2 ${
|
|
||||||
isStudying ? 'border-purple-500 bg-purple-900/20' :
|
|
||||||
milestoneInfo ? 'border-amber-500/50 bg-amber-900/10' :
|
|
||||||
'border-gray-700 bg-gray-800/30'
|
|
||||||
}`}
|
|
||||||
>
|
|
||||||
<div className="flex-1 min-w-0">
|
|
||||||
<div className="flex items-center gap-2 flex-wrap">
|
|
||||||
<span className="font-semibold text-sm">{skillDisplayName}</span>
|
|
||||||
{currentTier > 1 && (
|
|
||||||
<Badge className="bg-purple-600/50 text-purple-200 text-xs">Tier {currentTier} ({fmtDec(tierMultiplier, 0)}x)</Badge>
|
|
||||||
)}
|
|
||||||
{level > 0 && <span className="text-purple-400 text-sm">Lv.{level}</span>}
|
|
||||||
{selectedUpgrades.length > 0 && (
|
|
||||||
<div className="flex gap-1">
|
|
||||||
{selectedL5.length > 0 && (
|
|
||||||
<Badge className="bg-amber-700/50 text-amber-200 text-xs">L5: {selectedL5.length}</Badge>
|
|
||||||
)}
|
|
||||||
{selectedL10.length > 0 && (
|
|
||||||
<Badge className="bg-purple-700/50 text-purple-200 text-xs">L10: {selectedL10.length}</Badge>
|
|
||||||
)}
|
|
||||||
</div>
|
|
||||||
)}
|
|
||||||
</div>
|
|
||||||
<div className="text-xs text-gray-400 italic">{def.desc}{currentTier > 1 && ` (Tier ${currentTier}: ${fmtDec(tierMultiplier, 0)}x effect)`}</div>
|
|
||||||
{!prereqMet && def.req && (
|
|
||||||
<div className="text-xs text-red-400 mt-1">
|
|
||||||
Requires: {Object.entries(def.req).map(([r, rl]) => `${SKILLS_DEF[r]?.name} Lv.${rl}`).join(', ')}
|
|
||||||
</div>
|
|
||||||
)}
|
|
||||||
<div className="text-xs text-gray-500 mt-1">
|
|
||||||
<span className={effectiveSpeedMult > 1 ? 'text-green-400' : ''}>
|
|
||||||
Study: {formatStudyTime(effectiveStudyTime)}{effectiveSpeedMult > 1 && <span className="text-xs ml-1">({Math.round(effectiveSpeedMult * 100)}% speed)</span>}
|
|
||||||
</span>
|
|
||||||
{' • '}
|
|
||||||
<span className={studyCostMult < 1 ? 'text-green-400' : ''}>
|
|
||||||
Cost: {fmt(cost)} mana{studyCostMult < 1 && <span className="text-xs ml-1">({Math.round(studyCostMult * 100)}% cost)</span>}
|
|
||||||
</span>
|
|
||||||
</div>
|
|
||||||
|
|
||||||
{milestoneInfo && (
|
|
||||||
<div className="text-xs text-amber-400 mt-1 flex items-center gap-1">
|
|
||||||
⭐ Level {milestoneInfo.milestone} milestone: {milestoneInfo.selectedCount}/2 upgrades selected
|
|
||||||
</div>
|
|
||||||
)}
|
|
||||||
</div>
|
|
||||||
|
|
||||||
<div className="flex items-center gap-3 flex-wrap sm:flex-nowrap">
|
|
||||||
{/* Level dots */}
|
|
||||||
<div className="flex gap-1 shrink-0">
|
|
||||||
{Array.from({ length: def.max }).map((_, i) => (
|
|
||||||
<div
|
|
||||||
key={i}
|
|
||||||
className={`w-2 h-2 rounded-full border ${
|
|
||||||
i < level ? 'bg-purple-500 border-purple-400' :
|
|
||||||
i === 4 || i === 9 ? 'border-amber-500' :
|
|
||||||
'border-gray-600'
|
|
||||||
}`}
|
|
||||||
/>
|
|
||||||
))}
|
|
||||||
</div>
|
|
||||||
|
|
||||||
{isStudying ? (
|
|
||||||
<div className="text-xs text-purple-400">
|
|
||||||
{formatStudyTime(store.currentStudyTarget?.progress || 0)}/{formatStudyTime(tierStudyTime)}
|
|
||||||
</div>
|
|
||||||
) : milestoneInfo ? (
|
|
||||||
<Button
|
|
||||||
size="sm"
|
|
||||||
className="bg-amber-600 hover:bg-amber-700"
|
|
||||||
onClick={() => {
|
|
||||||
setUpgradeDialogSkill(tieredSkillId);
|
|
||||||
setUpgradeDialogMilestone(milestoneInfo.milestone);
|
|
||||||
}}
|
|
||||||
>
|
|
||||||
Choose Upgrades
|
|
||||||
</Button>
|
|
||||||
) : canTierUp ? (
|
|
||||||
<Button
|
|
||||||
size="sm"
|
|
||||||
className="bg-purple-600 hover:bg-purple-700"
|
|
||||||
onClick={() => store.tierUpSkill(tieredSkillId)}
|
|
||||||
>
|
|
||||||
⬆️ Tier Up
|
|
||||||
</Button>
|
|
||||||
) : maxed ? (
|
|
||||||
<Badge className="bg-green-900/50 text-green-300">Maxed</Badge>
|
|
||||||
) : (
|
|
||||||
<div className="flex gap-1">
|
|
||||||
<TooltipProvider>
|
|
||||||
<Tooltip>
|
|
||||||
<TooltipTrigger asChild>
|
|
||||||
<Button
|
|
||||||
size="sm"
|
|
||||||
variant={canStudy ? 'default' : 'outline'}
|
|
||||||
disabled={!canStudy}
|
|
||||||
className={canStudy ? 'bg-purple-600 hover:bg-purple-700' : 'opacity-50'}
|
|
||||||
onClick={() => store.startStudyingSkill(tieredSkillId)}
|
|
||||||
>
|
|
||||||
Study ({fmt(cost)})
|
|
||||||
</Button>
|
|
||||||
</TooltipTrigger>
|
|
||||||
{!canStudy && isAnyStudyInProgress && !isStudying && (
|
|
||||||
<TooltipContent>
|
|
||||||
<p>Cannot switch topics while studying {SKILLS_DEF[store.currentStudyTarget?.id || '']?.name || 'another skill'}</p>
|
|
||||||
</TooltipContent>
|
|
||||||
)}
|
|
||||||
</Tooltip>
|
|
||||||
</TooltipProvider>
|
|
||||||
{/* Parallel Study button */}
|
|
||||||
{hasParallelStudy &&
|
|
||||||
store.currentStudyTarget &&
|
|
||||||
!store.parallelStudyTarget &&
|
|
||||||
store.currentStudyTarget.id !== tieredSkillId &&
|
|
||||||
canStudy && (
|
|
||||||
<TooltipProvider>
|
|
||||||
<Tooltip>
|
|
||||||
<TooltipTrigger asChild>
|
|
||||||
<Button
|
|
||||||
size="sm"
|
|
||||||
variant="outline"
|
|
||||||
className="border-cyan-500 text-cyan-400 hover:bg-cyan-900/30"
|
|
||||||
onClick={() => store.startParallelStudySkill(tieredSkillId)}
|
|
||||||
>
|
|
||||||
⚡
|
|
||||||
</Button>
|
|
||||||
</TooltipTrigger>
|
|
||||||
<TooltipContent>
|
|
||||||
<p>Study in parallel (50% speed)</p>
|
|
||||||
</TooltipContent>
|
|
||||||
</Tooltip>
|
|
||||||
</TooltipProvider>
|
|
||||||
)}
|
|
||||||
</div>
|
|
||||||
)}
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
);
|
|
||||||
})}
|
|
||||||
</div>
|
|
||||||
</CardContent>
|
|
||||||
</Card>
|
|
||||||
);
|
|
||||||
})}
|
|
||||||
</div>
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
SkillsTab.displayName = "SkillsTab";
|
|
||||||
@@ -1,168 +0,0 @@
|
|||||||
'use client';
|
|
||||||
|
|
||||||
import { useGameStore, canAffordSpellCost } from '@/lib/game/store';
|
|
||||||
import { ELEMENTS, SPELLS_DEF } from '@/lib/game/constants';
|
|
||||||
import { useStudyStats } from '@/lib/game/hooks/useGameDerived';
|
|
||||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
|
||||||
import { Badge } from '@/components/ui/badge';
|
|
||||||
import { Button } from '@/components/ui/button';
|
|
||||||
import { Progress } from '@/components/ui/progress';
|
|
||||||
|
|
||||||
// Format spell cost for display
|
|
||||||
function formatSpellCost(cost: { type: 'raw' | 'element'; element?: string; amount: number }): string {
|
|
||||||
if (cost.type === 'raw') {
|
|
||||||
return `${cost.amount} raw`;
|
|
||||||
}
|
|
||||||
const elemDef = ELEMENTS[cost.element || ''];
|
|
||||||
return `${cost.amount} ${elemDef?.sym || '?'}`;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Get cost color
|
|
||||||
function getSpellCostColor(cost: { type: 'raw' | 'element'; element?: string; amount: number }): string {
|
|
||||||
if (cost.type === 'raw') {
|
|
||||||
return '#60A5FA';
|
|
||||||
}
|
|
||||||
return ELEMENTS[cost.element || '']?.color || '#9CA3AF';
|
|
||||||
}
|
|
||||||
|
|
||||||
// Format study time
|
|
||||||
function formatStudyTime(hours: number): string {
|
|
||||||
if (hours < 1) return `${Math.round(hours * 60)}m`;
|
|
||||||
return `${hours.toFixed(1)}h`;
|
|
||||||
}
|
|
||||||
|
|
||||||
export function SpellsTab() {
|
|
||||||
const store = useGameStore();
|
|
||||||
const { studySpeedMult, studyCostMult } = useStudyStats();
|
|
||||||
|
|
||||||
const spellTiers = [0, 1, 2, 3, 4];
|
|
||||||
|
|
||||||
return (
|
|
||||||
<div className="space-y-6">
|
|
||||||
{spellTiers.map(tier => {
|
|
||||||
const spellsInTier = Object.entries(SPELLS_DEF).filter(([, def]) => def.tier === tier);
|
|
||||||
if (spellsInTier.length === 0) return null;
|
|
||||||
|
|
||||||
const tierNames = ['Basic Spells (Raw Mana)', 'Tier 1 - Elemental', 'Tier 2 - Advanced', 'Tier 3 - Master', 'Tier 4 - Legendary'];
|
|
||||||
const tierColors = ['text-gray-400', 'text-green-400', 'text-blue-400', 'text-purple-400', 'text-amber-400'];
|
|
||||||
|
|
||||||
return (
|
|
||||||
<div key={tier}>
|
|
||||||
<h3 className={`text-lg font-semibold mb-3 ${tierColors[tier]}`}>{tierNames[tier]}</h3>
|
|
||||||
<div className="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 gap-4">
|
|
||||||
{spellsInTier.map(([id, def]) => {
|
|
||||||
const state = store.spells[id];
|
|
||||||
const learned = state?.learned;
|
|
||||||
const isStudying = store.currentStudyTarget?.id === id;
|
|
||||||
const elemDef = def.elem === 'raw' ? null : ELEMENTS[def.elem];
|
|
||||||
const baseStudyTime = def.studyTime || (def.tier * 4);
|
|
||||||
const isActive = store.activeSpell === id;
|
|
||||||
const canCast = learned && canAffordSpellCost(def.cost, store.rawMana, store.elements);
|
|
||||||
|
|
||||||
// Apply skill modifiers
|
|
||||||
const studyTime = baseStudyTime / studySpeedMult;
|
|
||||||
const unlockCost = Math.floor(def.unlock * studyCostMult);
|
|
||||||
|
|
||||||
// Can start studying?
|
|
||||||
const canStudy = !learned && !isStudying && store.rawMana >= unlockCost;
|
|
||||||
|
|
||||||
return (
|
|
||||||
<Card
|
|
||||||
key={id}
|
|
||||||
className={`bg-gray-900/80 border-gray-700 ${learned ? '' : 'opacity-75'} ${isStudying ? 'border-purple-500' : ''} ${canCast ? 'ring-1 ring-green-500/30' : ''}`}
|
|
||||||
>
|
|
||||||
<CardHeader className="pb-2">
|
|
||||||
<div className="flex items-center justify-between">
|
|
||||||
<CardTitle className="text-sm game-panel-title" style={{ color: def.elem === 'raw' ? '#60A5FA' : elemDef?.color }}>
|
|
||||||
{def.name}
|
|
||||||
</CardTitle>
|
|
||||||
{def.tier > 0 && (
|
|
||||||
<Badge variant="outline" className="text-xs">
|
|
||||||
T{def.tier}
|
|
||||||
</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 className="mr-2">⚔️ {def.dmg} dmg</span>
|
|
||||||
</div>
|
|
||||||
|
|
||||||
{/* Cost display */}
|
|
||||||
<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>
|
|
||||||
)}
|
|
||||||
|
|
||||||
{def.effects && def.effects.length > 0 && (
|
|
||||||
<div className="flex gap-1 flex-wrap">
|
|
||||||
{def.effects.map((eff, i) => (
|
|
||||||
<Badge key={i} variant="outline" className="text-xs">
|
|
||||||
{eff.type === 'burn' && `🔥 Burn`}
|
|
||||||
{eff.type === 'stun' && `⚡ Stun`}
|
|
||||||
{eff.type === 'pierce' && `🎯 Pierce`}
|
|
||||||
{eff.type === 'multicast' && `✨ Multicast`}
|
|
||||||
</Badge>
|
|
||||||
))}
|
|
||||||
</div>
|
|
||||||
)}
|
|
||||||
|
|
||||||
{learned ? (
|
|
||||||
<div className="flex gap-2">
|
|
||||||
<Badge className="bg-green-900/50 text-green-300">Learned</Badge>
|
|
||||||
{isActive && <Badge className="bg-amber-900/50 text-amber-300">Active</Badge>}
|
|
||||||
{!isActive && (
|
|
||||||
<Button size="sm" variant="outline" onClick={() => store.setSpell(id)}>
|
|
||||||
Set Active
|
|
||||||
</Button>
|
|
||||||
)}
|
|
||||||
</div>
|
|
||||||
) : isStudying ? (
|
|
||||||
<div className="space-y-1">
|
|
||||||
<Progress
|
|
||||||
value={Math.min(100, ((state?.studyProgress || 0) / studyTime) * 100)}
|
|
||||||
className="h-2 bg-gray-800"
|
|
||||||
/>
|
|
||||||
<div className="text-xs text-purple-400">
|
|
||||||
Studying... {formatStudyTime(state?.studyProgress || 0)}/{formatStudyTime(studyTime)}
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
) : (
|
|
||||||
<div className="space-y-2">
|
|
||||||
<div className="text-xs text-gray-500">
|
|
||||||
<span className={studySpeedMult > 1 ? 'text-green-400' : ''}>
|
|
||||||
Study: {formatStudyTime(studyTime)}{studySpeedMult > 1 && <span className="text-xs ml-1">({Math.round(studySpeedMult * 100)}% speed)</span>}
|
|
||||||
</span>
|
|
||||||
{' • '}
|
|
||||||
<span className={studyCostMult < 1 ? 'text-green-400' : ''}>
|
|
||||||
Cost: {fmt(unlockCost)} mana{studyCostMult < 1 && <span className="text-xs ml-1">({Math.round(studyCostMult * 100)}% cost)</span>}
|
|
||||||
</span>
|
|
||||||
</div>
|
|
||||||
<Button
|
|
||||||
size="sm"
|
|
||||||
variant={canStudy ? 'default' : 'outline'}
|
|
||||||
disabled={!canStudy}
|
|
||||||
className={canStudy ? 'bg-purple-600 hover:bg-purple-700' : 'opacity-50'}
|
|
||||||
onClick={() => store.startStudyingSpell(id)}
|
|
||||||
>
|
|
||||||
Start Study ({fmt(unlockCost)} mana)
|
|
||||||
</Button>
|
|
||||||
</div>
|
|
||||||
)}
|
|
||||||
</CardContent>
|
|
||||||
</Card>
|
|
||||||
);
|
|
||||||
})}
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
);
|
|
||||||
})}
|
|
||||||
</div>
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
SpellsTab.displayName = "SpellsTab";
|
|
||||||
@@ -1,322 +0,0 @@
|
|||||||
'use client';
|
|
||||||
|
|
||||||
import { useGameStore, canAffordSpellCost, fmt, fmtDec, calcDamage } from '@/lib/game/store';
|
|
||||||
import { ELEMENTS, GUARDIANS, SPELLS_DEF } from '@/lib/game/constants';
|
|
||||||
import { useManaStats, useCombatStats, useStudyStats } from '@/lib/game/hooks/useGameDerived';
|
|
||||||
import { formatSpellCost, getSpellCostColor, formatStudyTime } from '@/lib/game/formatting';
|
|
||||||
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 { ScrollArea } from '@/components/ui/scroll-area';
|
|
||||||
import { Separator } from '@/components/ui/separator';
|
|
||||||
import { X, BookOpen } from 'lucide-react';
|
|
||||||
|
|
||||||
export function SpireTab() {
|
|
||||||
const store = useGameStore();
|
|
||||||
const { effectiveRegen, meditationMultiplier, incursionStrength } = useManaStats();
|
|
||||||
const {
|
|
||||||
floorElem, floorElemDef, isGuardianFloor, currentGuardian,
|
|
||||||
activeSpellDef, dps, damageBreakdown
|
|
||||||
} = useCombatStats();
|
|
||||||
const { effectiveStudySpeedMult } = useStudyStats();
|
|
||||||
|
|
||||||
// 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);
|
|
||||||
};
|
|
||||||
|
|
||||||
// Render study progress
|
|
||||||
const renderStudyProgress = () => {
|
|
||||||
if (!store.currentStudyTarget) return null;
|
|
||||||
|
|
||||||
const target = store.currentStudyTarget;
|
|
||||||
const progressPct = Math.min(100, (target.progress / target.required) * 100);
|
|
||||||
const isSkill = target.type === 'skill';
|
|
||||||
const def = isSkill ? SPELLS_DEF[target.id] : SPELLS_DEF[target.id];
|
|
||||||
|
|
||||||
return (
|
|
||||||
<div className="p-3 rounded border border-purple-600/50 bg-purple-900/20">
|
|
||||||
<div className="flex items-center justify-between mb-2">
|
|
||||||
<div className="flex items-center gap-2">
|
|
||||||
<BookOpen className="w-4 h-4 text-purple-400" />
|
|
||||||
<span className="text-sm font-semibold text-purple-300">
|
|
||||||
{def?.name}
|
|
||||||
</span>
|
|
||||||
</div>
|
|
||||||
<Button
|
|
||||||
variant="ghost"
|
|
||||||
size="sm"
|
|
||||||
className="h-6 w-6 p-0 text-gray-400 hover:text-white"
|
|
||||||
onClick={() => store.cancelStudy()}
|
|
||||||
>
|
|
||||||
<X className="w-4 h-4" />
|
|
||||||
</Button>
|
|
||||||
</div>
|
|
||||||
<Progress value={progressPct} className="h-2 bg-gray-800" />
|
|
||||||
<div className="flex justify-between text-xs text-gray-400 mt-1">
|
|
||||||
<span>{formatStudyTime(target.progress)} / {formatStudyTime(target.required)}</span>
|
|
||||||
<span>{effectiveStudySpeedMult.toFixed(1)}x speed</span>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
);
|
|
||||||
};
|
|
||||||
|
|
||||||
return (
|
|
||||||
<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' && canCastSpell(store.activeSpell) ? fmtDec(dps) : '—'}</span>
|
|
||||||
</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 Spell Card */}
|
|
||||||
<Card className="bg-gray-900/80 border-gray-700">
|
|
||||||
<CardHeader className="pb-2">
|
|
||||||
<CardTitle className="text-amber-400 game-panel-title text-xs">Active Spell</CardTitle>
|
|
||||||
</CardHeader>
|
|
||||||
<CardContent className="space-y-3">
|
|
||||||
{activeSpellDef ? (
|
|
||||||
<>
|
|
||||||
<div className="text-lg font-semibold game-panel-title" style={{ color: activeSpellDef.elem === 'raw' ? '#60A5FA' : ELEMENTS[activeSpellDef.elem]?.color }}>
|
|
||||||
{activeSpellDef.name}
|
|
||||||
{activeSpellDef.tier === 0 && <Badge className="ml-2 bg-gray-600 text-gray-200">Basic</Badge>}
|
|
||||||
{activeSpellDef.tier >= 4 && <Badge className="ml-2 bg-amber-600 text-amber-100">Legendary</Badge>}
|
|
||||||
</div>
|
|
||||||
<div className="text-sm text-gray-400 game-mono">
|
|
||||||
⚔️ {fmt(calcDamage(store, store.activeSpell))} dmg •
|
|
||||||
<span style={{ color: getSpellCostColor(activeSpellDef.cost) }}>
|
|
||||||
{' '}{formatSpellCost(activeSpellDef.cost)}
|
|
||||||
</span>
|
|
||||||
{' '}• ⚡ {(activeSpellDef.castSpeed || 1).toFixed(1)} casts/hr
|
|
||||||
</div>
|
|
||||||
|
|
||||||
{/* Cast progress bar when climbing */}
|
|
||||||
{store.currentAction === 'climb' && (
|
|
||||||
<div className="space-y-1">
|
|
||||||
<div className="flex justify-between text-xs text-gray-400">
|
|
||||||
<span>Cast Progress</span>
|
|
||||||
<span>{((store.castProgress || 0) * 100).toFixed(0)}%</span>
|
|
||||||
</div>
|
|
||||||
<Progress value={Math.min(100, (store.castProgress || 0) * 100)} className="h-2 bg-gray-800" />
|
|
||||||
</div>
|
|
||||||
)}
|
|
||||||
|
|
||||||
{activeSpellDef.desc && (
|
|
||||||
<div className="text-xs text-gray-500 italic">{activeSpellDef.desc}</div>
|
|
||||||
)}
|
|
||||||
{activeSpellDef.effects && activeSpellDef.effects.length > 0 && (
|
|
||||||
<div className="flex gap-1 flex-wrap">
|
|
||||||
{activeSpellDef.effects.map((eff, i) => (
|
|
||||||
<Badge key={i} variant="outline" className="text-xs">
|
|
||||||
{eff.type === 'burn' && `🔥 Burn ${eff.value}/hr`}
|
|
||||||
{eff.type === 'stun' && `⚡ Stun ${eff.value}s`}
|
|
||||||
{eff.type === 'pierce' && `🗡️ Pierce ${Math.round(eff.value * 100)}%`}
|
|
||||||
{eff.type === 'multicast' && `✨ ${Math.round(eff.value * 100)}% Multicast`}
|
|
||||||
{eff.type === 'buff' && `💪 Buff`}
|
|
||||||
</Badge>
|
|
||||||
))}
|
|
||||||
</div>
|
|
||||||
)}
|
|
||||||
</>
|
|
||||||
) : (
|
|
||||||
<div className="text-gray-500">No spell selected</div>
|
|
||||||
)}
|
|
||||||
|
|
||||||
{/* Can cast indicator */}
|
|
||||||
{activeSpellDef && (
|
|
||||||
<div className={`text-xs ${canCastSpell(store.activeSpell) ? 'text-green-400' : 'text-red-400'}`}>
|
|
||||||
{canCastSpell(store.activeSpell) ? '✓ Can cast' : '✗ Insufficient mana'}
|
|
||||||
</div>
|
|
||||||
)}
|
|
||||||
|
|
||||||
{incursionStrength > 0 && (
|
|
||||||
<div className="p-2 bg-red-900/20 border border-red-800/50 rounded">
|
|
||||||
<div className="text-xs text-red-400 game-panel-title mb-1">LABYRINTH INCURSION</div>
|
|
||||||
<div className="text-sm text-gray-300">
|
|
||||||
-{Math.round(incursionStrength * 100)}% mana regen
|
|
||||||
</div>
|
|
||||||
</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">
|
|
||||||
{renderStudyProgress()}
|
|
||||||
|
|
||||||
{/* 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: {store.parallelStudyTarget.type === 'skill' ? store.parallelStudyTarget.id : store.parallelStudyTarget.id}
|
|
||||||
</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>
|
|
||||||
)}
|
|
||||||
|
|
||||||
{/* Pact Signing Progress */}
|
|
||||||
{store.pactSigningProgress && (
|
|
||||||
<Card className="bg-gray-900/80 border-amber-600/50 lg:col-span-2">
|
|
||||||
<CardContent className="pt-4 space-y-3">
|
|
||||||
<div className="p-3 rounded border border-amber-500/30 bg-amber-900/20">
|
|
||||||
<div className="flex items-center justify-between mb-2">
|
|
||||||
<div className="flex items-center gap-2">
|
|
||||||
<span className="text-2xl">📜</span>
|
|
||||||
<div>
|
|
||||||
<div className="text-sm font-semibold text-amber-300">
|
|
||||||
Signing Pact: {GUARDIANS[store.pactSigningProgress.floor]?.name}
|
|
||||||
</div>
|
|
||||||
<div className="text-xs text-amber-400">
|
|
||||||
Floor {store.pactSigningProgress.floor}
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<Progress
|
|
||||||
value={Math.min(100, (store.pactSigningProgress.progress / store.pactSigningProgress.required) * 100)}
|
|
||||||
className="h-2 bg-gray-800"
|
|
||||||
/>
|
|
||||||
<div className="flex justify-between text-xs text-amber-400 mt-1">
|
|
||||||
<span>{formatStudyTime(store.pactSigningProgress.progress)} / {formatStudyTime(store.pactSigningProgress.required)}</span>
|
|
||||||
<span>Cost: {fmt(store.pactSigningProgress.manaCost)} mana</span>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
</CardContent>
|
|
||||||
</Card>
|
|
||||||
)}
|
|
||||||
|
|
||||||
{/* Spells Available */}
|
|
||||||
<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">Known Spells</CardTitle>
|
|
||||||
</CardHeader>
|
|
||||||
<CardContent>
|
|
||||||
<div className="grid grid-cols-2 sm:grid-cols-3 md:grid-cols-4 gap-2">
|
|
||||||
{Object.entries(store.spells)
|
|
||||||
.filter(([, state]) => state.learned)
|
|
||||||
.map(([id, state]) => {
|
|
||||||
const def = SPELLS_DEF[id];
|
|
||||||
if (!def) return null;
|
|
||||||
const elemDef = def.elem === 'raw' ? null : ELEMENTS[def.elem];
|
|
||||||
const isActive = store.activeSpell === id;
|
|
||||||
const canCast = canCastSpell(id);
|
|
||||||
|
|
||||||
return (
|
|
||||||
<Button
|
|
||||||
key={id}
|
|
||||||
variant="outline"
|
|
||||||
className={`h-auto py-2 px-3 flex flex-col items-start ${isActive ? 'border-amber-500 bg-amber-900/20' : canCast ? 'border-gray-600 bg-gray-800/50 hover:bg-gray-700/50' : 'border-gray-700 bg-gray-800/30 opacity-60'}`}
|
|
||||||
onClick={() => store.setSpell(id)}
|
|
||||||
>
|
|
||||||
<div className="text-sm font-semibold" style={{ color: def.elem === 'raw' ? '#60A5FA' : elemDef?.color }}>
|
|
||||||
{def.name}
|
|
||||||
</div>
|
|
||||||
<div className="text-xs text-gray-400 game-mono">
|
|
||||||
{fmt(calcDamage(store, id))} dmg
|
|
||||||
</div>
|
|
||||||
<div className="text-xs game-mono" style={{ color: getSpellCostColor(def.cost) }}>
|
|
||||||
{formatSpellCost(def.cost)}
|
|
||||||
</div>
|
|
||||||
</Button>
|
|
||||||
);
|
|
||||||
})}
|
|
||||||
</div>
|
|
||||||
</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 ${i === 0 ? 'text-gray-200' : 'text-gray-500'} italic`}
|
|
||||||
>
|
|
||||||
{entry}
|
|
||||||
</div>
|
|
||||||
))}
|
|
||||||
</div>
|
|
||||||
</ScrollArea>
|
|
||||||
</CardContent>
|
|
||||||
</Card>
|
|
||||||
</div>
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
SpireTab.displayName = "SpireTab";
|
|
||||||
@@ -1,584 +0,0 @@
|
|||||||
'use client';
|
|
||||||
|
|
||||||
import { useGameStore, fmt, fmtDec } from '@/lib/game/store';
|
|
||||||
import { ELEMENTS } from '@/lib/game/constants';
|
|
||||||
import { SKILL_EVOLUTION_PATHS, getTierMultiplier } from '@/lib/game/skill-evolution';
|
|
||||||
import { useManaStats, useCombatStats, useStudyStats } from '@/lib/game/hooks/useGameDerived';
|
|
||||||
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
|
|
||||||
import { Badge } from '@/components/ui/badge';
|
|
||||||
import { Separator } from '@/components/ui/separator';
|
|
||||||
import { Droplet, Swords, BookOpen, FlaskConical, RotateCcw, Trophy, Star } from 'lucide-react';
|
|
||||||
import type { SkillUpgradeChoice } from '@/lib/game/types';
|
|
||||||
|
|
||||||
export function StatsTab() {
|
|
||||||
const store = useGameStore();
|
|
||||||
const {
|
|
||||||
upgradeEffects, maxMana, baseRegen, clickMana,
|
|
||||||
meditationMultiplier, incursionStrength, manaCascadeBonus, manaWaterfallBonus, effectiveRegen,
|
|
||||||
hasSteadyStream, hasManaTorrent, hasDesperateWells,
|
|
||||||
hasManaWaterfall, hasFlowSurge, hasManaOverflow, hasEternalFlow
|
|
||||||
} = useManaStats();
|
|
||||||
const { activeSpellDef, pactMultiplier, pactInsightMultiplier } = useCombatStats();
|
|
||||||
const { studySpeedMult, studyCostMult } = useStudyStats();
|
|
||||||
|
|
||||||
// Compute element max
|
|
||||||
const elemMax = (() => {
|
|
||||||
const ea = store.skillTiers?.elemAttune || 1;
|
|
||||||
const tieredSkillId = ea > 1 ? `elemAttune_t${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" />
|
|
||||||
{/* Skill Upgrade Effects Summary */}
|
|
||||||
{upgradeEffects.activeUpgrades.length > 0 && (
|
|
||||||
<>
|
|
||||||
<div className="mb-2">
|
|
||||||
<span className="text-xs text-amber-400 game-panel-title">Active Skill Upgrades</span>
|
|
||||||
</div>
|
|
||||||
<div className="grid grid-cols-1 md:grid-cols-2 gap-2 mb-3">
|
|
||||||
{upgradeEffects.activeUpgrades.map((upgrade, idx) => (
|
|
||||||
<div key={idx} className="flex justify-between text-xs bg-gray-800/50 rounded px-2 py-1">
|
|
||||||
<span className="text-gray-300">{upgrade.name}</span>
|
|
||||||
<span className="text-gray-400">{upgrade.desc}</span>
|
|
||||||
</div>
|
|
||||||
))}
|
|
||||||
</div>
|
|
||||||
<Separator className="bg-gray-700 my-3" />
|
|
||||||
</>
|
|
||||||
)}
|
|
||||||
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
|
|
||||||
<div className="space-y-2">
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-gray-400">Click Mana Value:</span>
|
|
||||||
<span className="text-purple-300">+{clickMana}</span>
|
|
||||||
</div>
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-gray-400">Mana Tap Bonus:</span>
|
|
||||||
<span className="text-purple-300">+{store.skills.manaTap || 0}</span>
|
|
||||||
</div>
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-gray-400">Mana Surge Bonus:</span>
|
|
||||||
<span className="text-purple-300">+{(store.skills.manaSurge || 0) * 3}</span>
|
|
||||||
</div>
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-gray-400">Mana Overflow:</span>
|
|
||||||
<span className="text-purple-300">×{fmtDec(1 + (store.skills.manaOverflow || 0) * 0.25, 2)}</span>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<div className="space-y-2">
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-gray-400">Meditation Multiplier:</span>
|
|
||||||
<span className={`font-semibold ${meditationMultiplier > 1.5 ? 'text-purple-400' : 'text-gray-300'}`}>
|
|
||||||
{fmtDec(meditationMultiplier, 2)}x
|
|
||||||
</span>
|
|
||||||
</div>
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-gray-400">Effective Regen:</span>
|
|
||||||
<span className="text-green-400 font-semibold">{fmtDec(effectiveRegen, 2)}/hr</span>
|
|
||||||
</div>
|
|
||||||
{incursionStrength > 0 && !hasSteadyStream && (
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-red-400">Incursion Penalty:</span>
|
|
||||||
<span className="text-red-400">-{Math.round(incursionStrength * 100)}%</span>
|
|
||||||
</div>
|
|
||||||
)}
|
|
||||||
{hasSteadyStream && incursionStrength > 0 && (
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-green-400">Steady Stream:</span>
|
|
||||||
<span className="text-green-400">Immune to incursion</span>
|
|
||||||
</div>
|
|
||||||
)}
|
|
||||||
{manaCascadeBonus > 0 && (
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-cyan-400">Mana Cascade Bonus:</span>
|
|
||||||
<span className="text-cyan-400">+{fmtDec(manaCascadeBonus, 2)}/hr</span>
|
|
||||||
</div>
|
|
||||||
)}
|
|
||||||
{manaWaterfallBonus > 0 && (
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-cyan-400">Mana Waterfall Bonus:</span>
|
|
||||||
<span className="text-cyan-400">+{fmtDec(manaWaterfallBonus, 2)}/hr</span>
|
|
||||||
</div>
|
|
||||||
)}
|
|
||||||
{hasManaWaterfall && (
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-cyan-400">Mana Waterfall:</span>
|
|
||||||
<span className="text-cyan-400">+0.25 regen per 100 max mana</span>
|
|
||||||
</div>
|
|
||||||
)}
|
|
||||||
{hasFlowSurge && (
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-cyan-400">Flow Surge:</span>
|
|
||||||
<span className="text-cyan-400">Clicks activate +100% regen for 1hr</span>
|
|
||||||
</div>
|
|
||||||
)}
|
|
||||||
{hasManaOverflow && (
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-cyan-400">Mana Overflow:</span>
|
|
||||||
<span className="text-cyan-400">Raw mana can exceed max by 20%</span>
|
|
||||||
</div>
|
|
||||||
)}
|
|
||||||
{hasEternalFlow && (
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-green-400">Eternal Flow:</span>
|
|
||||||
<span className="text-green-400">Regen immune to ALL penalties</span>
|
|
||||||
</div>
|
|
||||||
)}
|
|
||||||
{hasManaTorrent && store.rawMana > maxMana * 0.75 && (
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-cyan-400">Mana Torrent:</span>
|
|
||||||
<span className="text-cyan-400">+50% regen (high mana)</span>
|
|
||||||
</div>
|
|
||||||
)}
|
|
||||||
{hasDesperateWells && store.rawMana < maxMana * 0.25 && (
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-cyan-400">Desperate Wells:</span>
|
|
||||||
<span className="text-cyan-400">+50% regen (low mana)</span>
|
|
||||||
</div>
|
|
||||||
)}
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
</CardContent>
|
|
||||||
</Card>
|
|
||||||
|
|
||||||
{/* Combat Stats */}
|
|
||||||
<Card className="bg-gray-900/80 border-gray-700">
|
|
||||||
<CardHeader className="pb-2">
|
|
||||||
<CardTitle className="text-red-400 game-panel-title text-xs flex items-center gap-2">
|
|
||||||
<Swords className="w-4 h-4" />
|
|
||||||
Combat Stats
|
|
||||||
</CardTitle>
|
|
||||||
</CardHeader>
|
|
||||||
<CardContent>
|
|
||||||
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
|
|
||||||
<div className="space-y-2">
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-gray-400">Active Spell Base Damage:</span>
|
|
||||||
<span className="text-gray-200">{activeSpellDef?.dmg || 5}</span>
|
|
||||||
</div>
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-gray-400">Combat Training Bonus:</span>
|
|
||||||
<span className="text-red-300">+{(store.skills.combatTrain || 0) * 5}</span>
|
|
||||||
</div>
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-gray-400">Arcane Fury Multiplier:</span>
|
|
||||||
<span className="text-red-300">×{fmtDec(1 + (store.skills.arcaneFury || 0) * 0.1, 2)}</span>
|
|
||||||
</div>
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-gray-400">Elemental Mastery:</span>
|
|
||||||
<span className="text-red-300">×{fmtDec(1 + (store.skills.elementalMastery || 0) * 0.15, 2)}</span>
|
|
||||||
</div>
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-gray-400">Guardian Bane:</span>
|
|
||||||
<span className="text-red-300">×{fmtDec(1 + (store.skills.guardianBane || 0) * 0.2, 2)} (vs guardians)</span>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<div className="space-y-2">
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-gray-400">Critical Hit Chance:</span>
|
|
||||||
<span className="text-amber-300">{((store.skills.precision || 0) * 5)}%</span>
|
|
||||||
</div>
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-gray-400">Critical Multiplier:</span>
|
|
||||||
<span className="text-amber-300">1.5x</span>
|
|
||||||
</div>
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-gray-400">Spell Echo Chance:</span>
|
|
||||||
<span className="text-amber-300">{((store.skills.spellEcho || 0) * 10)}%</span>
|
|
||||||
</div>
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-gray-400">Pact Multiplier:</span>
|
|
||||||
<span className="text-amber-300">×{fmtDec(pactMultiplier, 2)}</span>
|
|
||||||
</div>
|
|
||||||
<div className="flex justify-between text-sm font-semibold border-t border-gray-700 pt-2">
|
|
||||||
<span className="text-gray-300">Total Damage:</span>
|
|
||||||
<span className="text-red-400">{fmt(calcDamage(store, store.activeSpell))}</span>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
</CardContent>
|
|
||||||
</Card>
|
|
||||||
|
|
||||||
{/* Pact Status */}
|
|
||||||
<Card className="bg-gray-900/80 border-gray-700">
|
|
||||||
<CardHeader className="pb-2">
|
|
||||||
<CardTitle className="text-amber-400 game-panel-title text-xs flex items-center gap-2">
|
|
||||||
<Trophy className="w-4 h-4" />
|
|
||||||
Pact Status
|
|
||||||
</CardTitle>
|
|
||||||
</CardHeader>
|
|
||||||
<CardContent>
|
|
||||||
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
|
|
||||||
<div className="space-y-2">
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-gray-400">Pact Slots:</span>
|
|
||||||
<span className="text-amber-300">{store.signedPacts.length} / {1 + (store.prestigeUpgrades.pactCapacity || 0)}</span>
|
|
||||||
</div>
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-gray-400">Damage Multiplier:</span>
|
|
||||||
<span className="text-amber-300">×{fmtDec(pactMultiplier, 2)}</span>
|
|
||||||
</div>
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-gray-400">Insight Multiplier:</span>
|
|
||||||
<span className="text-purple-300">×{fmtDec(pactInsightMultiplier, 2)}</span>
|
|
||||||
</div>
|
|
||||||
{store.signedPacts.length > 1 && (
|
|
||||||
<>
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-gray-400">Interference Mitigation:</span>
|
|
||||||
<span className="text-green-300">{Math.min(store.pactInterferenceMitigation || 0, 5) * 10}%</span>
|
|
||||||
</div>
|
|
||||||
{(store.pactInterferenceMitigation || 0) >= 5 && (
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-cyan-400">Synergy Bonus:</span>
|
|
||||||
<span className="text-cyan-300">+{((store.pactInterferenceMitigation || 0) - 5) * 10}%</span>
|
|
||||||
</div>
|
|
||||||
)}
|
|
||||||
</>
|
|
||||||
)}
|
|
||||||
</div>
|
|
||||||
<div className="space-y-2">
|
|
||||||
<div className="text-sm text-gray-400 mb-2">Unlocked Mana Types:</div>
|
|
||||||
<div className="flex flex-wrap gap-1">
|
|
||||||
{Object.entries(store.elements)
|
|
||||||
.filter(([, state]) => state.unlocked)
|
|
||||||
.map(([id]) => {
|
|
||||||
const elem = ELEMENTS[id];
|
|
||||||
return (
|
|
||||||
<Badge key={id} variant="outline" className="text-xs" style={{ borderColor: elem?.color, color: elem?.color }}>
|
|
||||||
{elem?.sym} {elem?.name}
|
|
||||||
</Badge>
|
|
||||||
);
|
|
||||||
})}
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
</CardContent>
|
|
||||||
</Card>
|
|
||||||
|
|
||||||
{/* Study Stats */}
|
|
||||||
<Card className="bg-gray-900/80 border-gray-700">
|
|
||||||
<CardHeader className="pb-2">
|
|
||||||
<CardTitle className="text-purple-400 game-panel-title text-xs flex items-center gap-2">
|
|
||||||
<BookOpen className="w-4 h-4" />
|
|
||||||
Study Stats
|
|
||||||
</CardTitle>
|
|
||||||
</CardHeader>
|
|
||||||
<CardContent>
|
|
||||||
<div className="grid grid-cols-1 md:grid-cols-3 gap-4">
|
|
||||||
<div className="space-y-2">
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-gray-400">Study Speed:</span>
|
|
||||||
<span className="text-purple-300">×{fmtDec(studySpeedMult, 2)}</span>
|
|
||||||
</div>
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-gray-400">Quick Learner Bonus:</span>
|
|
||||||
<span className="text-purple-300">+{((store.skills.quickLearner || 0) * 10)}%</span>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<div className="space-y-2">
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-gray-400">Study Cost:</span>
|
|
||||||
<span className="text-purple-300">{Math.round(studyCostMult * 100)}%</span>
|
|
||||||
</div>
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-gray-400">Focused Mind Bonus:</span>
|
|
||||||
<span className="text-purple-300">-{((store.skills.focusedMind || 0) * 5)}%</span>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<div className="space-y-2">
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-gray-400">Progress Retention:</span>
|
|
||||||
<span className="text-purple-300">{Math.round((1 + (store.skills.knowledgeRetention || 0) * 0.2) * 100)}%</span>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
</CardContent>
|
|
||||||
</Card>
|
|
||||||
|
|
||||||
{/* Element Stats */}
|
|
||||||
<Card className="bg-gray-900/80 border-gray-700">
|
|
||||||
<CardHeader className="pb-2">
|
|
||||||
<CardTitle className="text-green-400 game-panel-title text-xs flex items-center gap-2">
|
|
||||||
<FlaskConical className="w-4 h-4" />
|
|
||||||
Element Stats
|
|
||||||
</CardTitle>
|
|
||||||
</CardHeader>
|
|
||||||
<CardContent>
|
|
||||||
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
|
|
||||||
<div className="space-y-2">
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-gray-400">Element Capacity:</span>
|
|
||||||
<span className="text-green-300">{elemMax}</span>
|
|
||||||
</div>
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-gray-400">Elem. Attunement Bonus:</span>
|
|
||||||
<span className="text-green-300">
|
|
||||||
{(() => {
|
|
||||||
const ea = store.skillTiers?.elemAttune || 1;
|
|
||||||
const tieredSkillId = ea > 1 ? `elemAttune_t${ea}` : 'elemAttune';
|
|
||||||
const level = store.skills[tieredSkillId] || store.skills.elemAttune || 0;
|
|
||||||
const tierMult = getTierMultiplier(tieredSkillId);
|
|
||||||
return `+${level * 50 * tierMult}`;
|
|
||||||
})()}
|
|
||||||
</span>
|
|
||||||
</div>
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-gray-400">Prestige Attunement:</span>
|
|
||||||
<span className="text-green-300">+{(store.prestigeUpgrades.elementalAttune || 0) * 25}</span>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<div className="space-y-2">
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-gray-400">Unlocked Elements:</span>
|
|
||||||
<span className="text-green-300">{Object.values(store.elements).filter(e => e.unlocked).length} / {Object.keys(ELEMENTS).length}</span>
|
|
||||||
</div>
|
|
||||||
<div className="flex justify-between text-sm">
|
|
||||||
<span className="text-gray-400">Elem. Crafting Bonus:</span>
|
|
||||||
<span className="text-green-300">×{fmtDec(1 + (store.skills.elemCrafting || 0) * 0.25, 2)}</span>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<Separator className="bg-gray-700 my-3" />
|
|
||||||
<div className="text-xs text-gray-400 mb-2">Elemental Mana Pools:</div>
|
|
||||||
<div className="grid grid-cols-4 sm:grid-cols-6 md:grid-cols-8 gap-2">
|
|
||||||
{Object.entries(store.elements)
|
|
||||||
.filter(([, state]) => state.unlocked)
|
|
||||||
.map(([id, state]) => {
|
|
||||||
const def = ELEMENTS[id];
|
|
||||||
return (
|
|
||||||
<div key={id} className="p-2 rounded border border-gray-700 bg-gray-800/50 text-center">
|
|
||||||
<div className="text-lg">{def?.sym}</div>
|
|
||||||
<div className="text-xs text-gray-400">{state.current}/{state.max}</div>
|
|
||||||
</div>
|
|
||||||
);
|
|
||||||
})}
|
|
||||||
</div>
|
|
||||||
</CardContent>
|
|
||||||
</Card>
|
|
||||||
|
|
||||||
{/* Active Upgrades */}
|
|
||||||
<Card className="bg-gray-900/80 border-gray-700">
|
|
||||||
<CardHeader className="pb-2">
|
|
||||||
<CardTitle className="text-amber-400 game-panel-title text-xs flex items-center gap-2">
|
|
||||||
<Star className="w-4 h-4" />
|
|
||||||
Active Skill Upgrades ({selectedUpgrades.length})
|
|
||||||
</CardTitle>
|
|
||||||
</CardHeader>
|
|
||||||
<CardContent>
|
|
||||||
{selectedUpgrades.length === 0 ? (
|
|
||||||
<div className="text-gray-500 text-sm">No skill upgrades selected yet. Level skills to 5 or 10 to choose upgrades.</div>
|
|
||||||
) : (
|
|
||||||
<div className="grid grid-cols-1 md:grid-cols-2 gap-2">
|
|
||||||
{selectedUpgrades.map(({ skillId, upgrade }) => (
|
|
||||||
<div key={upgrade.id} className="p-2 rounded border border-amber-600/30 bg-amber-900/10">
|
|
||||||
<div className="flex items-center justify-between">
|
|
||||||
<span className="text-amber-300 text-sm font-semibold">{upgrade.name}</span>
|
|
||||||
<Badge variant="outline" className="text-xs text-gray-400">
|
|
||||||
{SKILLS_DEF[skillId]?.name || skillId}
|
|
||||||
</Badge>
|
|
||||||
</div>
|
|
||||||
<div className="text-xs text-gray-400 mt-1">{upgrade.desc}</div>
|
|
||||||
{upgrade.effect.type === 'multiplier' && (
|
|
||||||
<div className="text-xs text-green-400 mt-1">
|
|
||||||
+{Math.round((upgrade.effect.value! - 1) * 100)}% {upgrade.effect.stat}
|
|
||||||
</div>
|
|
||||||
)}
|
|
||||||
{upgrade.effect.type === 'bonus' && (
|
|
||||||
<div className="text-xs text-blue-400 mt-1">
|
|
||||||
+{upgrade.effect.value} {upgrade.effect.stat}
|
|
||||||
</div>
|
|
||||||
)}
|
|
||||||
{upgrade.effect.type === 'special' && (
|
|
||||||
<div className="text-xs text-cyan-400 mt-1">
|
|
||||||
⚡ {upgrade.effect.specialDesc || 'Special effect active'}
|
|
||||||
</div>
|
|
||||||
)}
|
|
||||||
</div>
|
|
||||||
))}
|
|
||||||
</div>
|
|
||||||
)}
|
|
||||||
</CardContent>
|
|
||||||
</Card>
|
|
||||||
|
|
||||||
{/* Loop Stats */}
|
|
||||||
<Card className="bg-gray-900/80 border-gray-700">
|
|
||||||
<CardHeader className="pb-2">
|
|
||||||
<CardTitle className="text-purple-400 game-panel-title text-xs flex items-center gap-2">
|
|
||||||
<RotateCcw className="w-4 h-4" />
|
|
||||||
Loop Stats
|
|
||||||
</CardTitle>
|
|
||||||
</CardHeader>
|
|
||||||
<CardContent>
|
|
||||||
<div className="grid grid-cols-2 md:grid-cols-4 gap-4">
|
|
||||||
<div className="p-3 bg-gray-800/50 rounded text-center">
|
|
||||||
<div className="text-2xl font-bold text-amber-400 game-mono">{store.loopCount}</div>
|
|
||||||
<div className="text-xs text-gray-400">Loops Completed</div>
|
|
||||||
</div>
|
|
||||||
<div className="p-3 bg-gray-800/50 rounded text-center">
|
|
||||||
<div className="text-2xl font-bold text-purple-400 game-mono">{fmt(store.insight)}</div>
|
|
||||||
<div className="text-xs text-gray-400">Current Insight</div>
|
|
||||||
</div>
|
|
||||||
<div className="p-3 bg-gray-800/50 rounded text-center">
|
|
||||||
<div className="text-2xl font-bold text-blue-400 game-mono">{fmt(store.totalInsight)}</div>
|
|
||||||
<div className="text-xs text-gray-400">Total Insight</div>
|
|
||||||
</div>
|
|
||||||
<div className="p-3 bg-gray-800/50 rounded text-center">
|
|
||||||
<div className="text-2xl font-bold text-green-400 game-mono">{store.maxFloorReached}</div>
|
|
||||||
<div className="text-xs text-gray-400">Max Floor</div>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
<Separator className="bg-gray-700 my-3" />
|
|
||||||
<div className="grid grid-cols-2 md:grid-cols-4 gap-4">
|
|
||||||
<div className="p-3 bg-gray-800/50 rounded text-center">
|
|
||||||
<div className="text-xl font-bold text-gray-300 game-mono">{Object.values(store.spells).filter(s => s.learned).length}</div>
|
|
||||||
<div className="text-xs text-gray-400">Spells Learned</div>
|
|
||||||
</div>
|
|
||||||
<div className="p-3 bg-gray-800/50 rounded text-center">
|
|
||||||
<div className="text-xl font-bold text-gray-300 game-mono">{Object.values(store.skills).reduce((a, b) => a + b, 0)}</div>
|
|
||||||
<div className="text-xs text-gray-400">Total Skill Levels</div>
|
|
||||||
</div>
|
|
||||||
<div className="p-3 bg-gray-800/50 rounded text-center">
|
|
||||||
<div className="text-xl font-bold text-gray-300 game-mono">{fmt(store.totalManaGathered)}</div>
|
|
||||||
<div className="text-xs text-gray-400">Total Mana Gathered</div>
|
|
||||||
</div>
|
|
||||||
<div className="p-3 bg-gray-800/50 rounded text-center">
|
|
||||||
<div className="text-xl font-bold text-gray-300 game-mono">{store.memorySlots}</div>
|
|
||||||
<div className="text-xs text-gray-400">Memory Slots</div>
|
|
||||||
</div>
|
|
||||||
</div>
|
|
||||||
</CardContent>
|
|
||||||
</Card>
|
|
||||||
</div>
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
StatsTab.displayName = "StatsTab";
|
|
||||||
@@ -1,59 +0,0 @@
|
|||||||
'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>
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
StudyProgress.displayName = "StudyProgress";
|
|
||||||