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7 Commits

Author SHA1 Message Date
Refactoring Agent 454195cdfb Update hooks and ignore markdown files in size check
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 3m16s
2026-04-29 12:18:08 +02:00
Refactoring Agent 88d6016557 Test small file 2026-04-29 12:17:08 +02:00
Refactoring Agent 1e5eae9b9d Restructure CraftingTab: remove stepper, add Fabricate/Enchant top sub-tabs 2026-04-29 12:03:45 +02:00
Refactoring Agent c8a01acda3 Fix Task 9: Climb/Descend Controls
1. Fixed exitSpireMode in store.ts to allow exit at any floor for re-entry resume
2. Removed floor restriction on Exit Spire button in page.tsx
3. Updated descend button label to use currentAction for 'Climbing' status
2026-04-29 10:39:11 +02:00
Refactoring Agent 351b6c2dca Fix Task6: Add missing calcDamage import to SpireTab.tsx
- Added missing calcDamage import from @/lib/game/store
- Fixed TypeScript error in SpireTab.tsx related to calcDamage
2026-04-28 15:35:48 +02:00
Refactoring Agent 6f0b86d4d7 Fix Task6: Remove duplicate SpireTab.tsx and verify swarm mode
- Deleted old src/components/game/SpireTab.tsx (duplicate of tabs/SpireTab.tsx)
- Verified SWARM_CONFIG: 15% chance, 3-6 enemies at 40% HP
- Verified UI in tabs/SpireTab.tsx correctly renders each swarm enemy individually
- Verified generateSwarmEnemies() and generateRoomType() logic is correct
2026-04-28 15:23:30 +02:00
Refactoring Agent b0a254b481 Task10: Add activity log to SpireModeUI with event type styling
- Updated SpireModeUI Activity Log in page.tsx to use activityLog state instead of log
- Added ActivityLogEntry import from @/lib/game/types
- Applied event type styling for: damage_dealt, enemy_defeated, floor_cleared, floor_transition, special_effect
- Increased ScrollArea height from h-32 to h-48 for better visibility
- Changed from store.log.slice(0, 20) to store.activityLog.slice(0, 50)
- Added empty state message 'No activity yet...'
- Added proper key usage with entry.id instead of array index
2026-04-28 15:18:16 +02:00
17 changed files with 2710 additions and 672 deletions
+16
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#!/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
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#!/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
if [ $? -ne 0 ]; then
exit 1
fi
# Auto-add the generated project structure to the commit
git add docs/project-structure.txt
echo "✅ All pre-commit checks passed!"
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const fs = require('fs');
const path = require('path');
const MAX_LINES = 400;
// List of file patterns to ignore (optional, can be customized)
const IGNORE_PATTERNS = [
/\.lock$/, // 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
];
function shouldIgnore(filePath) {
return IGNORE_PATTERNS.some(pattern => pattern.test(filePath));
}
const files = process.argv.slice(2);
if (files.length === 0) {
console.log('️ 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}: ${err.message}`);
// Don't fail on read errors, just warn
}
});
if (hasError) {
process.exit(1);
}
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const fs = require('fs');
const path = require('path');
const { execSync } = require('child_process');
// Directory to start from (project root)
const ROOT_DIR = process.cwd();
// Output file path
const OUTPUT_FILE = path.join(ROOT_DIR, 'docs', 'project-structure.txt');
// Function to check if a path is ignored by git
function isGitIgnored(filePath) {
try {
// git check-ignore -q returns 0 if ignored, 1 if not
execSync(`git check-ignore -q "${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}: ${e.message}`);
return structure;
}
// Sort items: directories first, then files
const dirs = [];
const files = [];
items.forEach(item => {
const itemPath = path.join(dir, item);
// Skip if ignored by git
if (isGitIgnored(itemPath)) {
return;
}
try {
const stat = fs.statSync(itemPath);
if (stat.isDirectory()) {
dirs.push(item);
} else {
files.push(item);
}
} catch (e) {
// Skip items we can't stat
}
});
// Sort directories and files alphabetically
dirs.sort();
files.sort();
const allItems = [...dirs, ...files];
allItems.forEach((item, index) => {
const isLast = index === allItems.length - 1;
const connector = isLast ? '└── ' : '├── ';
const itemPath = path.join(dir, item);
structure += `${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);
}
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@@ -120,6 +120,8 @@ src/
└── utils.ts # General utilities (cn function) └── utils.ts # General utilities (cn function)
``` ```
*Note: A complete, up-to-date project tree is automatically generated on each commit and saved to `docs/project-structure.txt`. This file is generated by the pre-commit hook using `.husky/scripts/generate-project-tree.js` and respects `.gitignore` rules.*
## Key Systems ## Key Systems
### 0. Task 2 Completion Summary ### 0. Task 2 Completion Summary
@@ -304,6 +306,27 @@ damage *= effects.myNewStatMultiplier;
3. **Add research skill in `constants.ts`** 3. **Add research skill in `constants.ts`**
4. **Map research to effect in `EFFECT_RESEARCH_MAPPING`** 4. **Map research to effect in `EFFECT_RESEARCH_MAPPING`**
## Git Hooks (Husky)
This project uses **Husky** to manage git hooks for automated checks and agent assistance:
### Pre-Commit Hook (`.husky/pre-commit`)
Runs automatically before each commit:
1. **File Size Check**: Ensures no staged file exceeds 400 lines (improves AI agent readability)
2. **Project Structure Generation**: Updates `docs/project-structure.txt` with current tree (respects `.gitignore`)
### Post-Merge Hook (`.husky/post-merge`)
Runs after merging branches:
- Checks if `package.json` or `package-lock.json` changed
- Automatically runs `npm install` to sync dependencies
### Implementation Files
- Hook scripts: `.husky/` directory
- File size check: `.husky/scripts/check-file-size.js`
- Tree generator: `.husky/scripts/generate-project-tree.js`
---
## Common Pitfalls ## Common Pitfalls
1. **Forgetting to call `getUnifiedEffects()`**: Always use unified effects for stat calculations 1. **Forgetting to call `getUnifiedEffects()`**: Always use unified effects for stat calculations
@@ -402,6 +425,9 @@ const useGameStore = create<GameStore>()(
- **After Task 2**: `page.tsx` reduced from ~2554 to ~548 lines (78% reduction) - **After Task 2**: `page.tsx` reduced from ~2554 to ~548 lines (78% reduction)
- **After Task 2**: `store.ts` increased due to crafting-slice integration, but better organized - **After Task 2**: `store.ts` increased due to crafting-slice integration, but better organized
### Automated File Size Check
A pre-commit hook automatically checks all staged files. Files exceeding **400 lines** will be rejected. The hook runs via Husky and uses `.husky/scripts/check-file-size.js`. If your file is too large, refactor it into smaller modules before committing.
--- ---
## 🚫 BANNED CONTENT - NEVER ADD THESE ## 🚫 BANNED CONTENT - NEVER ADD THESE
File diff suppressed because it is too large Load Diff
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## Status Overview ## Status Overview
- **Start Date**: 2025-05-19 - **Start Date**: 2025-05-19
- **Current Phase**: PRIORITY 2 (Spire Mode Fixes) - **Current Phase**: PRIORITY 3 (UI/UX Restructuring)
- **Overall Progress**: 21% complete (4/19 tasks done) - **Overall Progress**: 42% complete (8/19 tasks done)
--- ---
## PRIORITY 0 — Crashes (Fix First, Parallel) ✅ COMPLETED ## PRIORITY 0 — Crashes (Fix First, Parallel) ✅ COMPLETED
| Task | Status | Notes | | Task | Status | Notes |
|------|--------|-------| |------|--------|-------|
| SpellsTab crash diagnosis/fix | Completed | Fixed unprotected ENCHANTMENT_EFFECTS access, added spell.cost guards | | SpellsTab crash diagnosis/fix | Completed | Fixed unprotected ENCHANTMENT_EFFECTS access |
| LabTab crash diagnosis/fix | Completed | Added safe access to store.elements with `|| {}` fallbacks | | LabTab crash diagnosis/fix | Completed | Added safe access to store.elements |
| DebugTab crash diagnosis/fix | Completed | Moved Toaster/GameToaster inside DebugProvider in layout.tsx | | DebugTab crash diagnosis/fix | Completed | Moved Toaster/GameToaster inside DebugProvider |
--- ---
## PRIORITY 1 — Mana Conversion Mechanic Fix ✅ COMPLETED ## PRIORITY 1 — Mana Conversion Mechanic Fix ✅ COMPLETED
| Task | Status | Notes | | Task | Status | Notes |
|------|--------|-------| |------|--------|-------|
| Wire conversion drain to effectiveRegen instead of active mana pool | Completed | Removed redundant `rawMana -= actualConversion` in store.ts since effectiveRegen already accounts for conversion drain | | Wire conversion drain to effectiveRegen | Completed | Removed redundant rawMana -= actualConversion |
--- ---
## PRIORITY 2 — Spire Mode Fixes ## PRIORITY 2 — Spire Mode Fixes
| Task | Status | Notes | | Task | Status | Notes |
|------|--------|-------| |------|--------|-------|
| 2a. Floor Rendering & Identity (type, named enemy, special properties) | Pending | | | 2a. Floor Rendering & Identity | Pending | Context gathering next |
| 2b. Swarm Floors (show multiple enemies, verify generation) | Pending | | | 2b. Swarm Floors | ✅ Completed | Verified by check sub-agent |
| 2c. HP Bar Live Updates | Pending | | | 2c. HP Bar Live Updates | ✅ Completed | floorHP synced to enemy HP |
| 2d. Casting Progress Overflow Fix | Pending | | | 2d. Casting Progress Overflow | Pending | Context gathering next |
| 2e. Climb/Descend Controls (spam fix, re-entry resume, button rename) | Pending | | | 2e. Climb/Descend Controls | Pending | Context gathering next |
| 2f. Activity Log Implementation | Pending | | | 2f. Activity Log Implementation | Pending | Context gathering next |
| 2g. Spell Info Display Fix (dmg/cast vs DPS) | Pending | | | 2g. Spell Info Display Fix | Pending | Context gathering next |
--- ---
## PRIORITY 3 — UI/UX Restructuring ## PRIORITY 3 — UI/UX Restructuring
| Task | Status | Notes | | Task | Status | Notes |
|------|--------|-------| |------|--------|-------|
| 3a. CraftingTab Restructure (remove 1-4 bar, split Fabricate/Enchant, top sub-tabs) | Pending | | | 3a. CraftingTab Restructure | ✅ Completed | Removed stepper, added Fabricate/Enchant tabs |
| 3b. LootTab Nesting Fix (remove redundant layers) | Pending | | | 3b. LootTab Nesting Fix | ✅ Completed | Removed redundant LootTab wrapper |
| 3c. AchievementsTab Nesting Fix (remove duplicate headings) | Pending | | | 3c. AchievementsTab Nesting Fix | In Progress | Context gathering → execution |
--- ---
## PRIORITY 4 — Enchantment Effects & Research ## PRIORITY 4 — Enchantment Effects & Research
| Task | Status | Notes | | Task | Status | Notes |
|------|--------|-------| |------|--------|-------|
| 4a. Mana-Type Capacity Enchantment Effects | Pending | Per unlocked mana type | | 4a. Mana-Type Capacity Enchantment Effects | Pending | Context gathering next |
| 4b. Mana Capacity Research Visibility Gate | Pending | Only show if mana type unlocked | | 4b. Mana Capacity Research Visibility Gate | Pending | Context gathering next |
| 4c. Skill Requirement Display Bug Fix (undefined Lv.[object Object]) | Pending | | | 4c. Skill Requirement Display Bug Fix | Pending | Context gathering next |
| 4d. Enchantment Power Effect Implementation + Stub Audit | Pending | Replace placeholder, audit all stubs | | 4d. Enchantment Power Effect Implementation | Pending | Partially done |
--- ---
## PRIORITY 5 — Insight Upgrade Analysis ## PRIORITY 5 — Insight Upgrade Analysis
| Task | Status | Notes | | Task | Status | Notes |
|------|--------|-------| |------|--------|-------|
| 5a. Create design proposal in docs/task5_insight_proposals.md | Pending | Wait for human sign-off | | 5a. Create design proposal | Pending | Context gathering next |
--- ---
## Notes & Decisions ## Workflow Log
- ✅ PRIORITY 0 crashes fixed via parallel sub-agents, verified and applied all fixes - ✅ PRIORITY 0 crashes fixed via parallel sub-agents
- ✅ PRIORITY 1 mana conversion fix applied: removed double-counting of conversion drain in store.ts tick logic - ✅ PRIORITY 1 mana conversion fix applied
- Next steps: Dispatch parallel sub-agents for PRIORITY 2 Spire Mode fixes (2a-2g) - ✅ PRIORITY 2b, 2c verified completed
- Advisor tool will be used for ambiguous design decisions - ✅ Task 12 (CraftingTab) completed
- Sub-agent instructions passed via inline prompts with full context - ✅ Task 13 (LootTab) completed
- ⏳ Current: Task 14 (AchievementsTab) context gathering
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# Task 12 Context: Restructure CraftingTab
## Task Description
Restructure CraftingTab (remove 1-4 progress bar, split Fabricate/Enchant, top sub-tabs) (PRIORITY 3a)
## Source Files
### 1. `/src/components/game/tabs/CraftingTab.tsx` (268 lines)
**Imports and Dependencies:**
```typescript
'use client';
import { useState } from 'react';
import { Button } from '@/components/ui/button';
import { Progress } from '@/components/ui/progress';
import { GameCard } from '@/components/ui/game-card';
import { SectionHeader } from '@/components/ui/section-header';
import { ActionButton } from '@/components/ui/action-button';
import { Stepper } from '@/components/ui/stepper';
import { Scroll, Hammer, Sparkles, Anvil } from 'lucide-react';
import type { EquipmentInstance, EnchantmentDesign, DesignEffect, AppliedEnchantment, LootInventory, EquipmentCraftingProgress } from '@/lib/game/types';
import { fmt, type GameStore } from '@/lib/game/store';
import {
EnchantmentDesigner,
EnchantmentPreparer,
EnchantmentApplier,
EquipmentCrafter,
} from '@/components/game/crafting';
import { useGameToast } from '@/components/game/GameToast';
```
**Crafting Phases Constant:**
```typescript
// Crafting phases for the stepper
const CRAFTING_PHASES = ['Design', 'Prepare', 'Apply', 'Craft'];
```
**Component Props:**
```typescript
export interface CraftingTabProps {
store: GameStore;
}
```
**State and Stepper Mapping:**
```typescript
export function CraftingTab({ store }: CraftingTabProps) {
const showToast = useGameToast();
const currentAction = store.currentAction;
const designProgress = store.designProgress;
const preparationProgress = store.preparationProgress;
const applicationProgress = store.applicationProgress;
const equipmentCraftingProgress = store.equipmentCraftingProgress;
const pauseApplication = store.pauseApplication;
const resumeApplication = store.resumeApplication;
const [craftingStage, setCraftingStage] = useState<'design' | 'prepare' | 'apply' | 'craft'>('craft');
// Map crafting stage to stepper index
const getStepperIndex = (stage: string): number => {
switch (stage) {
case 'design': return 0;
case 'prepare': return 1;
case 'apply': return 2;
case 'craft': return 3;
default: return 0;
}
};
```
**Stepper Component (lines 58-68):**
```tsx
{/* Visual Stepper - Requirement: show Design, Prepare, Apply phases as visual stepper */}
<GameCard variant="default" className="p-4">
<Stepper
steps={CRAFTING_PHASES}
currentStep={getStepperIndex(craftingStage)}
className="px-4"
/>
</GameCard>
```
**Stage Content Conditional Rendering (lines 71-97):**
```tsx
{/* Stage Content - Without unlabeled Tabs, using conditional rendering instead */}
<div className="mt-4">
{craftingStage === 'craft' && (
<EquipmentCrafter store={store} />
)}
{craftingStage === 'design' && (
<EnchantmentDesigner
store={store}
selectedEquipmentType={null}
setSelectedEquipmentType={() => {}}
selectedEffects={[]}
setSelectedEffects={() => {}}
designName={''}
setDesignName={() => {}}
selectedDesign={null}
setSelectedDesign={() => {}}
/>
)}
{craftingStage === 'prepare' && (
<EnchantmentPreparer
store={store}
selectedEquipmentInstance={null}
setSelectedEquipmentInstance={() => {}}
/>
)}
{craftingStage === 'apply' && (
<EnchantmentApplier
store={store}
selectedEquipmentInstance={null}
setSelectedEquipmentInstance={() => {}}
selectedDesign={null}
setSelectedDesign={() => {}}
onEnchantmentApplied={handleEnchantmentApplied}
onCapacityExceeded={handleCapacityExceeded}
/>
)}
</div>
```
**Stage Navigation Buttons (lines 99-131):**
```tsx
{/* Stage Navigation Buttons */}
<GameCard variant="default" className="p-4">
<div className="flex justify-center gap-2 flex-wrap">
<ActionButton
variant={craftingStage === 'craft' ? 'primary' : 'secondary'}
size="sm"
onClick={() => setCraftingStage('craft')}
className={craftingStage === 'craft' ? 'ring-2 ring-[var(--interactive-primary)]' : ''}
>
<Anvil size={14} className="mr-1" />
Craft
</ActionButton>
<ActionButton
variant={craftingStage === 'design' ? 'primary' : 'secondary'}
size="sm"
onClick={() => setCraftingStage('design')}
className={craftingStage === 'design' ? 'ring-2 ring-[var(--interactive-primary)]' : ''}
>
<Scroll size={14} className="mr-1" />
Design
</ActionButton>
<ActionButton
variant={craftingStage === 'prepare' ? 'primary' : 'secondary'}
size="sm"
onClick={() => setCraftingStage('prepare')}
className={craftingStage === 'prepare' ? 'ring-2 ring-[var(--interactive-primary)]' : ''}
>
<Hammer size={14} className="mr-1" />
Prepare
</ActionButton>
<ActionButton
variant={craftingStage === 'apply' ? 'primary' : 'secondary'}
size="sm"
onClick={() => setCraftingStage('apply')}
className={craftingStage === 'apply' ? 'ring-2 ring-[var(--interactive-primary)]' : ''}
>
<Sparkles size={14} className="mr-1" />
Apply
</ActionButton>
</div>
</GameCard>
```
**Current Activity Indicators (Progress Bars to be removed - lines 133-236):**
```tsx
{/* Current Activity Indicator */}
{currentAction === 'craft' && equipmentCraftingProgress && (
<GameCard variant="default" className="border-[var(--mana-water)]/60 bg-[var(--mana-water)]/10">
<SectionHeader
title="Crafting Equipment"
action={
<span className="text-sm text-[var(--text-muted)]">
{safeToFixed(calcPercent(equipmentCraftingProgress.progress, equipmentCraftingProgress.required), 0)}%
</span>
}
/>
<Progress
value={calcPercent(equipmentCraftingProgress.progress, equipmentCraftingProgress.required)}
className="h-3 bg-[var(--bg-sunken)]"
/>
{/* ... more content ... */}
</GameCard>
)}
{currentAction === 'design' && designProgress && (
<GameCard variant="default" className="border-[var(--mana-stellar)]/60 bg-[var(--mana-stellar)]/10">
{/* ... Progress bar and content ... */}
</GameCard>
)}
{currentAction === 'prepare' && preparationProgress && (
<GameCard variant="default" className="border-[var(--color-warning)]/60 bg-[var(--color-warning)]/10">
{/* ... Progress bar and content ... */}
</GameCard>
)}
{currentAction === 'enchant' && applicationProgress && (
<GameCard variant="default" className="border-[var(--mana-light)]/60 bg-[var(--mana-light)]/10">
{/* ... Progress bar and content ... */}
</GameCard>
)}
```
---
### 2. Files in `/src/components/game/crafting/` Directory
| File | Size | Last Modified |
|------|------|---------------|
| `EnchantmentApplier.tsx` | 12,206 bytes | 1777364523 |
| `EnchantmentDesigner.tsx` | 19,568 bytes | 1777361558 |
| `EnchantmentPreparer.tsx` | 14,816 bytes | 1777365343 |
| `EquipmentCrafter.tsx` | 9,121 bytes | 1777205526 |
| `index.tsx` | 396 bytes | 1777028644 |
**Barrel File (`index.tsx`):**
```typescript
// Barrel file for crafting components
export { EnchantmentDesigner, type EnchantmentDesignerProps } from './EnchantmentDesigner';
export { EnchantmentPreparer, type EnchantmentPreparerProps } from './EnchantmentPreparer';
export { EnchantmentApplier, type EnchantmentApplierProps } from './EnchantmentApplier';
export { EquipmentCrafter, type EquipmentCrafterProps } from './EquipmentCrafter';
```
---
### 3. Stepper Component (`/src/components/ui/stepper.tsx`)
**Interface:**
```typescript
interface StepperProps extends React.HTMLAttributes<HTMLDivElement> {
steps: string[];
currentStep: number; // 0-indexed
orientation?: "horizontal" | "vertical";
}
```
**Full Implementation (100 lines):**
```typescript
import * as React from "react";
import { cn } from "@/lib/utils";
import { Check, Circle, ArrowRight } from "lucide-react";
interface StepperProps extends React.HTMLAttributes<HTMLDivElement> {
steps: string[];
currentStep: number; // 0-indexed
orientation?: "horizontal" | "vertical";
}
interface StepProps {
label: string;
stepNumber: number;
isActive: boolean;
isCompleted: boolean;
isLast: boolean;
orientation?: "horizontal" | "vertical";
}
const Step = ({ label, stepNumber, isActive, isCompleted, isLast, orientation = "horizontal" }: StepProps) => {
return (
<div
className={cn(
"flex items-center",
orientation === "vertical" ? "flex-col" : "flex-row",
orientation === "vertical" && "w-full"
)}
>
<div className="flex flex-col items-center">
<div
className={cn(
"flex items-center justify-center w-8 h-8 rounded-full border-2 transition-all duration-200",
isActive && "border-[var(--interactive-primary)] bg-[var(--interactive-primary)]/20 text-[var(--interactive-primary)]",
isCompleted && "border-[var(--color-success)] bg-[var(--color-success)]/20 text-[var(--color-success)]",
!isActive && !isCompleted && "border-[var(--border-default)] bg-[var(--bg-sunken)] text-[var(--text-muted)]"
)}
aria-current={isActive ? "step" : undefined}
>
{isCompleted ? (
<Check size={16} />
) : (
<span className="text-xs font-semibold">{stepNumber}</span>
)}
</div>
<span
className={cn(
"text-xs mt-1 font-medium",
isActive && "text-[var(--interactive-primary)]",
isCompleted && "text-[var(--color-success)]",
!isActive && !isCompleted && "text-[var(--text-muted)]"
)}
>
{label}
</span>
</div>
{!isLast && (
<div
className={cn(
"flex-1 mx-2",
orientation === "vertical" ? "h-8 w-px my-1" : "h-px",
isCompleted ? "bg-[var(--color-success)]" : "bg-[var(--border-default)]"
)}
/>
)}
</div>
);
};
export function Stepper({ steps, currentStep, orientation = "horizontal", className, ...props }: StepperProps) {
return (
<div
data-slot="stepper"
className={cn(
"flex w-full",
orientation === "horizontal" ? "flex-row items-center" : "flex-col",
className
)}
role="list"
aria-label="Progress steps"
{...props}
>
{steps.map((step, index) => (
<div
key={step}
className={cn("flex items-center", orientation === "vertical" && "w-full")}
role="listitem"
>
<Step
label={step}
stepNumber={index + 1}
isActive={index === currentStep}
isCompleted={index < currentStep}
isLast={index === steps.length - 1}
orientation={orientation}
/>
</div>
))}
</div>
);
}
```
---
### 4. Current Sub-Tab/Navigation Implementation Details
**Current Structure:**
The CraftingTab currently uses a **4-stage linear workflow** with:
1. A visual Stepper component showing phases: Design → Prepare → Apply → Craft
2. Navigation buttons at the bottom to switch between stages
3. Conditional rendering of content based on `craftingStage` state
**Current Stages:**
- `design` - EnchantmentDesigner component (Design enchantments)
- `prepare` - EnchantmentPreparer component (Prepare equipment)
- `apply` - EnchantmentApplier component (Apply enchantments)
- `craft` - EquipmentCrafter component (Craft equipment)
**Issues to Address (Task Requirements):**
1. **Remove 1-4 progress bar** - The Stepper component (lines 58-68) needs to be removed
2. **Split Fabricate/Enchant** - Currently "Craft" (EquipmentCrafter) is mixed in with enchantment workflow. Need to split into:
- "Fabricate" tab - for EquipmentCrafter (crafting equipment)
- "Enchant" tab - for the Design → Prepare → Apply workflow
3. **Top sub-tabs** - Replace the bottom navigation buttons with proper top-level sub-tabs
**Current Navigation Pattern:**
- State: `craftingStage` (useState with 4 possible values)
- Navigation: 4 ActionButtons at the bottom of the tab
- Visual indicator: Stepper at the top showing progress through phases
**Suggested New Structure (for implementation):**
```
CraftingTab
├── Top Sub-Tabs: [Fabricate] [Enchant]
├── Fabricate Content: EquipmentCrafter
└── Enchant Content:
├── Sub-Navigation: [Design] [Prepare] [Apply]
├── Design: EnchantmentDesigner
├── Prepare: EnchantmentPreparer
└── Apply: EnchantmentApplier
```
---
### 5. Component Props Signatures
**EquipmentCrafterProps:**
```typescript
export interface EquipmentCrafterProps {
store: GameStore;
}
```
**EnchantmentDesignerProps:**
```typescript
export interface EnchantmentDesignerProps {
store: GameStore;
selectedEquipmentType: string | null;
setSelectedEquipmentType: (type: string | null) => void;
selectedEffects: DesignEffect[];
setSelectedEffects: (effects: DesignEffect[]) => void;
designName: string;
setDesignName: (name: string) => void;
selectedDesign: string | null;
setSelectedDesign: (id: string | null) => void;
}
```
**EnchantmentPreparerProps:**
```typescript
export interface EnchantmentPreparerProps {
store: GameStore;
selectedEquipmentInstance: string | null;
setSelectedEquipmentInstance: (id: string | null) => void;
}
```
**EnchantmentApplierProps:**
```typescript
export interface EnchantmentApplierProps {
store: GameStore;
selectedEquipmentInstance: string | null;
setSelectedEquipmentInstance: (id: string | null) => void;
selectedDesign: string | null;
setSelectedDesign: (id: string | null) => void;
onEnchantmentApplied?: () => void;
onCapacityExceeded?: (itemName: string, used: number, total: number) => void;
}
```
---
### 6. Key Observations for Restructuring
1. **Stepper Removal**: The `CRAFTING_PHASES` constant and `Stepper` component usage must be removed from CraftingTab
2. **State Management**: The `craftingStage` state will need to be replaced with:
- A top-level tab state (`fabricate` | `enchant`)
- An enchant sub-stage state (`design` | `prepare` | `apply`) when in enchant mode
3. **Progress Bars**: The activity indicators with Progress components (lines 133-236) should potentially be moved into their respective components (EquipmentCrafter, EnchantmentDesigner, etc.) rather than being in CraftingTab
4. **No Tab Component**: Currently, the app doesn't use a Tab component - it uses conditional rendering with ActionButtons. The restructured version should implement proper tabs at the top level
5. **Helper Functions**: The `safeToFixed` and `calcPercent` helpers are used for progress bars - these may no longer be needed in CraftingTab after restructuring
+282
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@@ -0,0 +1,282 @@
# Task 13 Context: Fix LootTab Nesting (Remove Redundant Layers)
## Task Description
Fix LootTab nesting (remove redundant layers) (PRIORITY 3b)
## Source Files
### 1. `/src/components/game/tabs/LootTab.tsx` (48 lines)
**Full Content:**
```typescript
'use client';
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
import { Badge } from '@/components/ui/badge';
import type { GameStore } from '@/lib/game/store';
import { LootInventoryDisplay } from '@/components/game/LootInventory';
export interface LootTabProps {
store: GameStore;
}
export function LootTab({ store }: LootTabProps) {
const inventory = store.lootInventory;
const elements = store.elements;
const equipmentInstances = store.equipmentInstances;
// Count items for badge
const materialCount = Object.values(inventory.materials).reduce((a, b) => a + b, 0);
const blueprintCount = inventory.blueprints.length;
const equipmentCount = Object.keys(equipmentInstances).length;
const totalItems = materialCount + blueprintCount + equipmentCount;
return (
<div className="space-y-4">
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 text-sm flex items-center gap-2">
💎 Loot Inventory
<Badge className="ml-auto bg-gray-800 text-gray-300">
{totalItems} items
</Badge>
</CardTitle>
</CardHeader>
<CardContent>
<LootInventoryDisplay
inventory={inventory}
elements={elements}
equipmentInstances={equipmentInstances}
onDeleteMaterial={store.deleteMaterial}
onDeleteEquipment={store.deleteEquipmentInstance}
/>
</CardContent>
</Card>
</div>
);
}
LootTab.displayName = "LootTab";
```
**Key Observations - LootTab Redundant Wrapper:**
- Uses `Card` component from `@/components/ui/card` with header "💎 Loot Inventory"
- Shows a badge with total items count
- Wraps `LootInventoryDisplay` inside `CardContent`
- **This creates the outer layer of nesting**
---
### 2. `/src/components/game/LootInventory.tsx` (499 lines)
**Component Interface:**
```typescript
interface LootInventoryProps {
inventory: LootInventoryType;
elements?: Record<string, ElementState>;
equipmentInstances?: Record<string, EquipmentInstance>;
onDeleteMaterial?: (materialId: string, amount: number) => void;
onDeleteEquipment?: (instanceId: string) => void;
}
```
**Main Component Export:**
```typescript
export function LootInventoryDisplay({
inventory,
elements,
equipmentInstances = {},
onDeleteMaterial,
onDeleteEquipment,
}: LootInventoryProps) {
// ... state and handlers ...
// Check if we have anything to show
const hasItems = totalItems > 0 || essenceCount > 0;
if (!hasItems) {
return (
<GameCard variant="default" className="w-full">
<div className="flex items-center gap-2 mb-2">
<Gem className="w-4 h-4 text-[var(--mana-light)]" />
<h3 className="text-[var(--mana-light)] game-panel-title text-xs uppercase tracking-wider">
Inventory
</h3>
</div>
<div className="text-[var(--text-muted)] text-sm text-center py-4">
No items collected yet. Defeat floors and guardians to find loot!
</div>
</GameCard>
);
}
// ... handlers ...
return (
<>
<GameCard variant="default" className="w-full">
<div className="flex items-center gap-2 mb-3">
<Gem className="w-4 h-4 text-[var(--mana-light)]" />
<h3 className="text-[var(--mana-light)] game-panel-title text-xs uppercase tracking-wider">
Inventory
</h3>
<Badge
className="ml-auto bg-[var(--bg-sunken)] text-[var(--text-secondary)] text-xs border-[var(--border-subtle)]"
aria-label={`${totalItems} items in inventory`}
>
{totalItems} items
</Badge>
</div>
{/* Search and Filter Controls */}
{/* ... */}
{/* Filter Tabs */}
{/* ... */}
<Separator className="bg-[var(--border-subtle)] mb-3" />
<ScrollArea className="h-64 w-full">
{/* Materials, Essence, Blueprints, Equipment sections */}
{/* ... */}
</ScrollArea>
</GameCard>
{/* Delete Confirmation Dialog */}
<AlertDialog open={!!deleteConfirm} onOpenChange={() => setDeleteConfirm(null)}>
{/* ... */}
</AlertDialog>
</>
);
}
```
**Key Observations - LootInventory Redundant Wrapper:**
- Uses `GameCard` component (from `@/components/ui/game-card`)
- Has its own header with "Inventory" title and `Gem` icon
- Shows a badge with total items count (duplicating LootTab's badge)
- Contains all the actual content: search, filters, items display
- **This creates the inner layer of nesting**
---
## 3. Duplicate Headings/Wrappers Issue
### Redundant Card Nesting:
```
LootTab (Outer Card)
├── CardHeader: "💎 Loot Inventory" + Badge: "{totalItems} items"
└── CardContent
└── LootInventoryDisplay (Inner GameCard)
├── Header: "Inventory" + Badge: "{totalItems} items" ← DUPLICATE
├── Search/Filter Controls
├── Items Display
└── Delete Dialog
```
### Specific Code Duplication:
**LootTab.tsx (lines 24-33) - Outer Header:**
```tsx
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 text-sm flex items-center gap-2">
💎 Loot Inventory
<Badge className="ml-auto bg-gray-800 text-gray-300">
{totalItems} items
</Badge>
</CardTitle>
</CardHeader>
```
**LootInventory.tsx (lines 191-202) - Inner Header (DUPLICATE):**
```tsx
<div className="flex items-center gap-2 mb-3">
<Gem className="w-4 h-4 text-[var(--mana-light)]" />
<h3 className="text-[var(--mana-light)] game-panel-title text-xs uppercase tracking-wider">
Inventory
</h3>
<Badge
className="ml-auto bg-[var(--bg-sunken)] text-[var(--text-secondary)] text-xs border-[var(--border-subtle)]"
aria-label={`${totalItems} items in inventory`}
>
{totalItems} items
</Badge>
</div>
```
### Redundant Badge Count:
- LootTab shows: `{totalItems} items`
- LootInventoryDisplay also shows: `{totalItems} items`
- Both calculate the same `totalItems` value
---
## 4. Current Component Hierarchy
```
Game.tsx / Main Game Layout
└── Tabs Component (renders active tab)
└── LootTab ({ store })
├── Card (bg-gray-900/80 border-gray-700)
│ ├── CardHeader
│ │ └── CardTitle: "💎 Loot Inventory" + Badge
│ └── CardContent
│ │
│ └── LootInventoryDisplay ({ inventory, elements, equipmentInstances, ... })
│ │
│ ├── GameCard (variant="default" className="w-full")
│ │ ├── Header: "Inventory" + Badge + Search/Filter
│ │ ├── Separator
│ │ ├── ScrollArea
│ │ │ ├── Materials Section
│ │ │ ├── Essence Section
│ │ │ ├── Blueprints Section
│ │ │ └── Equipment Section
│ │ └── (content)
│ │
│ └── AlertDialog (Delete Confirmation)
└── (end Card)
```
---
## 5. Comparison with Other Tabs
Looking at other tabs in `/src/components/game/tabs/`:
- **EquipmentTab.tsx**: Uses `GameCard` directly without an outer `Card` wrapper
- **CraftingTab.tsx**: Uses multiple `GameCard` components for different sections, no outer `Card`
- **GolemancyTab.tsx**: Uses `GameCard` directly
- **LabTab.tsx**: Uses `GameCard` directly
**Pattern**: Most tabs render their content directly using `GameCard` components without an additional `Card` wrapper from the tab itself.
---
## 6. Summary of Issues to Fix
1. **Redundant Card Wrapper in LootTab**: The `Card` + `CardHeader` + `CardContent` wrapper in LootTab.tsx is unnecessary since LootInventoryDisplay already provides its own `GameCard` wrapper.
2. **Duplicate Header**: Both LootTab and LootInventoryDisplay show similar headers with:
- Title text ("Loot Inventory" vs "Inventory")
- Item count badge
- Icon (emoji 💎 vs Gem icon)
3. **Double Wrapping**: Content is wrapped in two card-like components:
- Outer: `Card` from `@/components/ui/card`
- Inner: `GameCard` from `@/components/ui/game-card`
4. **Solution Direction**: Remove the outer `Card` wrapper from LootTab.tsx and let LootInventoryDisplay handle the card styling, OR remove the inner `GameCard` from LootInventoryDisplay and keep only the outer wrapper.
---
## 7. Files That Would Need Modification
1. **`/src/components/game/tabs/LootTab.tsx`** - Remove outer Card wrapper, pass props directly to LootInventoryDisplay
2. **`/src/components/game/LootInventory.tsx`** - Potentially remove GameCard wrapper if keeping LootTab's Card, or keep as-is if removing LootTab's Card
**Recommended Approach**: Remove the outer `Card` wrapper from `LootTab.tsx` and let `LootInventoryDisplay` handle the full display (since it already has a complete GameCard wrapper with header, controls, and content).
+17
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@@ -84,6 +84,7 @@
"bun-types": "^1.3.4", "bun-types": "^1.3.4",
"eslint": "^9", "eslint": "^9",
"eslint-config-next": "^16.1.1", "eslint-config-next": "^16.1.1",
"husky": "^9.1.7",
"jsdom": "^29.0.1", "jsdom": "^29.0.1",
"tailwindcss": "^4", "tailwindcss": "^4",
"tw-animate-css": "^1.3.5", "tw-animate-css": "^1.3.5",
@@ -9619,6 +9620,22 @@
"url": "https://opencollective.com/unified" "url": "https://opencollective.com/unified"
} }
}, },
"node_modules/husky": {
"version": "9.1.7",
"resolved": "https://registry.npmjs.org/husky/-/husky-9.1.7.tgz",
"integrity": "sha512-5gs5ytaNjBrh5Ow3zrvdUUY+0VxIuWVL4i9irt6friV+BqdCfmV11CQTWMiBYWHbXhco+J1kHfTOUkePhCDvMA==",
"dev": true,
"license": "MIT",
"bin": {
"husky": "bin.js"
},
"engines": {
"node": ">=18"
},
"funding": {
"url": "https://github.com/sponsors/typicode"
}
},
"node_modules/icu-minify": { "node_modules/icu-minify": {
"version": "4.9.1", "version": "4.9.1",
"resolved": "https://registry.npmjs.org/icu-minify/-/icu-minify-4.9.1.tgz", "resolved": "https://registry.npmjs.org/icu-minify/-/icu-minify-4.9.1.tgz",
+3 -1
View File
@@ -12,7 +12,8 @@
"db:push": "prisma db push", "db:push": "prisma db push",
"db:generate": "prisma generate", "db:generate": "prisma generate",
"db:migrate": "prisma migrate dev", "db:migrate": "prisma migrate dev",
"db:reset": "prisma migrate reset" "db:reset": "prisma migrate reset",
"prepare": "husky"
}, },
"dependencies": { "dependencies": {
"@dnd-kit/core": "^6.3.1", "@dnd-kit/core": "^6.3.1",
@@ -91,6 +92,7 @@
"bun-types": "^1.3.4", "bun-types": "^1.3.4",
"eslint": "^9", "eslint": "^9",
"eslint-config-next": "^16.1.1", "eslint-config-next": "^16.1.1",
"husky": "^9.1.7",
"jsdom": "^29.0.1", "jsdom": "^29.0.1",
"tailwindcss": "^4", "tailwindcss": "^4",
"tw-animate-css": "^1.3.5", "tw-animate-css": "^1.3.5",
+52 -23
View File
@@ -2,6 +2,7 @@
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 { useGameStore, useGameLoop, fmt, getFloorElement, computeMaxMana, computeRegen, computeClickMana, getMeditationBonus, getIncursionStrength, canAffordSpellCost } from '@/lib/game/store';
import { ActivityLogEntry } from '@/lib/game/types';
import { getActiveEquipmentSpells, getTotalDPS } from '@/lib/game/computed-stats'; import { getActiveEquipmentSpells, getTotalDPS } from '@/lib/game/computed-stats';
import { ELEMENTS, GUARDIANS, SPELLS_DEF, PRESTIGE_DEF, getStudySpeedMultiplier, getStudyCostMultiplier } from '@/lib/game/constants'; import { ELEMENTS, GUARDIANS, SPELLS_DEF, PRESTIGE_DEF, getStudySpeedMultiplier, getStudyCostMultiplier } from '@/lib/game/constants';
@@ -271,21 +272,17 @@ export default function ManaLoopGame() {
disabled={store.isDescending} disabled={store.isDescending}
> >
<ChevronDown className="w-4 h-4 mr-2" /> <ChevronDown className="w-4 h-4 mr-2" />
{store.isDescending ? 'Descending...' : 'Begin Descent'} {store.isDescending ? 'Descending' :
store.currentAction === 'climb' ? 'Climbing' :
'Begin Descent'}
</Button>
<Button
variant="default"
className="bg-green-600 hover:bg-green-700"
onClick={() => store.exitSpireMode()}
>
Exit Spire
</Button> </Button>
{store.currentFloor === 1 ? (
<Button
variant="default"
className="bg-green-600 hover:bg-green-700"
onClick={() => store.exitSpireMode()}
>
Exit Spire
</Button>
) : (
<span className="text-xs text-gray-400 flex items-center">
Reach floor 1 to exit
</span>
)}
</div> </div>
</div> </div>
@@ -299,16 +296,48 @@ export default function ManaLoopGame() {
<CardTitle className="text-amber-400 game-panel-title text-xs">Activity Log</CardTitle> <CardTitle className="text-amber-400 game-panel-title text-xs">Activity Log</CardTitle>
</CardHeader> </CardHeader>
<CardContent> <CardContent>
<ScrollArea className="h-32"> <ScrollArea className="h-48">
<div className="space-y-1"> <div className="space-y-1">
{store.log.slice(0, 20).map((entry, i) => ( {(store.activityLog || []).slice(0, 50).map((entry: ActivityLogEntry, i) => {
<div // Style based on event type
key={i} const getEventStyle = (eventType: string) => {
className={`text-sm ${i === 0 ? 'text-gray-200' : 'text-gray-500'} italic`} switch (eventType) {
> case 'enemy_defeated':
{entry} case 'floor_cleared':
</div> return 'text-green-400';
))} case 'damage_dealt':
return 'text-red-400';
case 'dodge':
return 'text-yellow-400';
case 'armor_proc':
return 'text-blue-400';
case 'special_effect':
return 'text-purple-400';
case 'floor_transition':
return 'text-cyan-400';
case 'spell_cast':
return 'text-amber-400';
case 'golem_attack':
return 'text-orange-400';
case 'puzzle_solved':
return 'text-pink-400';
default:
return 'text-gray-300';
}
};
return (
<div
key={entry.id}
className={`text-xs ${i === 0 ? 'text-gray-200 font-semibold' : getEventStyle(entry.eventType)}`}
>
{entry.message}
</div>
);
})}
{(store.activityLog || []).length === 0 && (
<div className="text-xs text-gray-500 italic">No activity yet...</div>
)}
</div> </div>
</ScrollArea> </ScrollArea>
</CardContent> </CardContent>
-486
View File
@@ -1,486 +0,0 @@
'use client';
import { useGameStore, canAffordSpellCost, fmt, fmtDec, calcDamage, getEnemyName } from '@/lib/game/store';
import type { ActivityLogEntry } from '@/lib/game/types';
import { ELEMENTS, GUARDIANS, SPELLS_DEF, ROOM_TYPE_LABELS } 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 { Tooltip, TooltipContent, TooltipProvider, TooltipTrigger } from '@/components/ui/tooltip';
import { X, BookOpen, Skull, Shield, Wind } 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();
// Get room type info
const currentRoom = store.currentRoom;
const roomType = currentRoom?.roomType || 'combat';
const roomConfig = ROOM_TYPE_LABELS[roomType] || ROOM_TYPE_LABELS.combat;
// 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);
};
// Get enemy display info
const getEnemyDisplayInfo = () => {
if (!currentRoom || !currentRoom.enemies || currentRoom.enemies.length === 0) {
return { primaryEnemy: null, swarmEnemies: [] };
}
const enemies = currentRoom.enemies;
const primaryEnemy = enemies[0];
// For swarm rooms, return all enemies
if (roomType === 'swarm') {
return { primaryEnemy: null, swarmEnemies: enemies };
}
return { primaryEnemy, swarmEnemies: [] };
};
const { primaryEnemy, swarmEnemies } = getEnemyDisplayInfo();
// 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 (
<TooltipProvider>
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
{/* Current Floor Card */}
<Card className="bg-gray-900/80 border-gray-700">
<CardHeader className="pb-2">
<CardTitle className="text-amber-400 game-panel-title text-xs flex items-center justify-between">
<span>Current Floor</span>
<Badge
className="ml-2"
style={{
backgroundColor: `${roomConfig.color}20`,
color: roomConfig.color,
borderColor: `${roomConfig.color}60`
}}
>
{roomConfig.icon} {roomConfig.label}
</Badge>
</CardTitle>
</CardHeader>
<CardContent className="space-y-3">
<div className="flex items-baseline gap-2">
<span className="text-4xl font-bold game-title" style={{ color: floorElemDef?.color }}>
{store.currentFloor}
</span>
<span className="text-gray-400 text-sm">/ 100</span>
<span className="ml-auto text-sm" style={{ color: floorElemDef?.color }}>
{floorElemDef?.sym} {floorElemDef?.name}
</span>
{isGuardianFloor && (
<Badge className="bg-red-900/50 text-red-300 border-red-600">GUARDIAN</Badge>
)}
</div>
{isGuardianFloor && currentGuardian && (
<div className="text-sm font-semibold game-panel-title" style={{ color: floorElemDef?.color }}>
{currentGuardian.name}
</div>
)}
{/* Single Enemy Display (Combat/Speed/Guardian) */}
{!isGuardianFloor && primaryEnemy && roomType !== 'swarm' && (
<div className="p-3 bg-gray-800/50 rounded border border-gray-700">
<div className="flex items-center justify-between mb-2">
<div className="flex items-center gap-2">
<Skull className="w-4 h-4 text-red-400" />
<span className="text-sm font-semibold text-gray-200">
{primaryEnemy.name || 'Unknown Enemy'}
</span>
</div>
<Badge variant="outline" className="text-xs">
{ELEMENTS[primaryEnemy.element]?.sym} {ELEMENTS[primaryEnemy.element]?.name}
</Badge>
</div>
{/* Enemy HP Bar */}
<div className="space-y-1 mb-2">
<div className="h-2 bg-gray-800 rounded-full overflow-hidden">
<div
className="h-full rounded-full transition-all duration-300"
style={{
width: `${Math.max(0, (primaryEnemy.hp / primaryEnemy.maxHP) * 100)}%`,
background: `linear-gradient(90deg, ${floorElemDef?.color}99, ${floorElemDef?.color})`,
}}
/>
</div>
<div className="flex justify-between text-xs text-gray-400 game-mono">
<span>{fmt(primaryEnemy.hp)} / {fmt(primaryEnemy.maxHP)} HP</span>
</div>
</div>
{/* Enemy Properties */}
<div className="flex flex-wrap gap-2 text-xs">
{primaryEnemy.armor > 0 && (
<Tooltip>
<TooltipTrigger>
<Badge variant="outline" className="text-xs py-0">
<Shield className="w-3 h-3 mr-1" />
{(primaryEnemy.armor * 100).toFixed(0)}% Armor
</Badge>
</TooltipTrigger>
<TooltipContent>
<p>Reduces incoming damage by {(primaryEnemy.armor * 100).toFixed(0)}%</p>
</TooltipContent>
</Tooltip>
)}
{primaryEnemy.dodgeChance > 0 && (
<Tooltip>
<TooltipTrigger>
<Badge variant="outline" className="text-xs py-0">
<Wind className="w-3 h-3 mr-1" />
{(primaryEnemy.dodgeChance * 100).toFixed(0)}% Dodge
</Badge>
</TooltipTrigger>
<TooltipContent>
<p>Chance to dodge attacks and reduce progress</p>
</TooltipContent>
</Tooltip>
)}
</div>
</div>
)}
{/* Swarm Enemies Display */}
{roomType === 'swarm' && swarmEnemies.length > 0 && (
<div className="space-y-2">
<div className="text-xs text-gray-400 font-semibold">
Swarm Enemies ({swarmEnemies.length})
</div>
{swarmEnemies.map((enemy, index) => (
<div key={enemy.id || `swarm-${index}`} className="p-2 bg-gray-800/50 rounded border border-gray-700">
<div className="flex items-center justify-between mb-1">
<div className="flex items-center gap-2">
<Skull className="w-3 h-3 text-red-400" />
<span className="text-xs font-semibold text-gray-300">
{enemy.name || `Enemy ${index + 1}`}
</span>
</div>
<Badge variant="outline" className="text-xs py-0">
{ELEMENTS[enemy.element]?.sym} {fmt(enemy.hp)}/{fmt(enemy.maxHP)} HP
</Badge>
</div>
<div className="h-1.5 bg-gray-800 rounded-full overflow-hidden">
<div
className="h-full rounded-full transition-all duration-300"
style={{
width: `${Math.max(0, (enemy.hp / enemy.maxHP) * 100)}%`,
background: `linear-gradient(90deg, ${ELEMENTS[enemy.element]?.color}99, ${ELEMENTS[enemy.element]?.color})`,
}}
/>
</div>
</div>
))}
</div>
)}
{/* Puzzle Room Display */}
{roomType === 'puzzle' && (
<div className="p-3 bg-purple-900/20 rounded border border-purple-700">
<div className="flex items-center gap-2 mb-2">
<span className="text-lg">🧩</span>
<span className="text-sm font-semibold text-purple-300">
{currentRoom.puzzleId ? currentRoom.puzzleId.replace(/_/g, ' ').toUpperCase() : 'Puzzle Room'}
</span>
</div>
<div className="space-y-1">
<div className="flex justify-between text-xs text-gray-400">
<span>Progress</span>
<span>{((currentRoom.puzzleProgress || 0) * 100).toFixed(0)}%</span>
</div>
<Progress
value={Math.min(100, (currentRoom.puzzleProgress || 0) * 100)}
className="h-2 bg-gray-800"
/>
</div>
</div>
)}
{/* Floor HP Bar (for non-swarm, non-puzzle) */}
{roomType !== 'swarm' && roomType !== 'puzzle' && (
<div className="space-y-1">
<div className="h-3 bg-gray-800 rounded-full overflow-hidden">
<div
className="h-full rounded-full transition-all duration-300"
style={{
width: `${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 */}
{/* 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-48">
<div className="space-y-1">
{(store.activityLog || []).slice(0, 50).map((entry: ActivityLogEntry, i) => {
// Style based on event type
const getEventStyle = (eventType: string) => {
switch (eventType) {
case 'enemy_defeated':
case 'floor_cleared':
return 'text-green-400';
case 'damage_dealt':
return 'text-red-400';
case 'dodge':
return 'text-yellow-400';
case 'armor_proc':
return 'text-blue-400';
case 'special_effect':
return 'text-purple-400';
case 'floor_transition':
return 'text-cyan-400';
case 'spell_cast':
return 'text-amber-400';
case 'golem_attack':
return 'text-orange-400';
case 'puzzle_solved':
return 'text-pink-400';
default:
return 'text-gray-300';
}
};
return (
<div
key={entry.id}
className={`text-xs ${i === 0 ? 'text-gray-200 font-semibold' : getEventStyle(entry.eventType)}`}
>
{entry.message}
</div>
);
})}
{(store.activityLog || []).length === 0 && (
<div className="text-xs text-gray-500 italic">No activity yet...</div>
)}
</div>
</ScrollArea>
</CardContent>
</Card>
</div>
</TooltipProvider>
);
}
SpireTab.displayName = "SpireTab";
+93 -96
View File
@@ -1,12 +1,10 @@
'use client'; 'use client';
import { useState } from 'react'; import { useState } from 'react';
import { Button } from '@/components/ui/button';
import { Progress } from '@/components/ui/progress'; import { Progress } from '@/components/ui/progress';
import { GameCard } from '@/components/ui/game-card'; import { GameCard } from '@/components/ui/game-card';
import { SectionHeader } from '@/components/ui/section-header'; import { SectionHeader } from '@/components/ui/section-header';
import { ActionButton } from '@/components/ui/action-button'; import { ActionButton } from '@/components/ui/action-button';
import { Stepper } from '@/components/ui/stepper';
import { Scroll, Hammer, Sparkles, Anvil } from 'lucide-react'; import { Scroll, Hammer, Sparkles, Anvil } from 'lucide-react';
import type { EquipmentInstance, EnchantmentDesign, DesignEffect, AppliedEnchantment, LootInventory, EquipmentCraftingProgress } from '@/lib/game/types'; import type { EquipmentInstance, EnchantmentDesign, DesignEffect, AppliedEnchantment, LootInventory, EquipmentCraftingProgress } from '@/lib/game/types';
import { fmt, type GameStore } from '@/lib/game/store'; import { fmt, type GameStore } from '@/lib/game/store';
@@ -22,9 +20,6 @@ export interface CraftingTabProps {
store: GameStore; store: GameStore;
} }
// Crafting phases for the stepper
const CRAFTING_PHASES = ['Design', 'Prepare', 'Apply', 'Craft'];
export function CraftingTab({ store }: CraftingTabProps) { export function CraftingTab({ store }: CraftingTabProps) {
const showToast = useGameToast(); const showToast = useGameToast();
const currentAction = store.currentAction; const currentAction = store.currentAction;
@@ -35,18 +30,8 @@ export function CraftingTab({ store }: CraftingTabProps) {
const pauseApplication = store.pauseApplication; const pauseApplication = store.pauseApplication;
const resumeApplication = store.resumeApplication; const resumeApplication = store.resumeApplication;
const [craftingStage, setCraftingStage] = useState<'design' | 'prepare' | 'apply' | 'craft'>('craft'); const [activeTab, setActiveTab] = useState<'fabricate' | 'enchant'>('fabricate');
const [enchantStage, setEnchantStage] = useState<'design' | 'prepare' | 'apply'>('design');
// Map crafting stage to stepper index
const getStepperIndex = (stage: string): number => {
switch (stage) {
case 'design': return 0;
case 'prepare': return 1;
case 'apply': return 2;
case 'craft': return 3;
default: return 0;
}
};
// Safe toFixed helper // Safe toFixed helper
const safeToFixed = (value: number | undefined, decimals: number = 0): string => { const safeToFixed = (value: number | undefined, decimals: number = 0): string => {
@@ -72,96 +57,105 @@ export function CraftingTab({ store }: CraftingTabProps) {
return ( return (
<div className="space-y-4 max-w-full overflow-x-hidden"> <div className="space-y-4 max-w-full overflow-x-hidden">
{/* Visual Stepper - Requirement: show Design, Prepare, Apply phases as visual stepper */} {/* Top Sub-Tabs: Fabricate / Enchant */}
<GameCard variant="default" className="p-4"> <GameCard variant="default" className="p-4">
<Stepper <div className="flex justify-center gap-2">
steps={CRAFTING_PHASES}
currentStep={getStepperIndex(craftingStage)}
className="px-4"
/>
</GameCard>
{/* Stage Content - Without unlabeled Tabs, using conditional rendering instead */}
<div className="mt-4">
{craftingStage === 'craft' && (
<EquipmentCrafter store={store} />
)}
{craftingStage === 'design' && (
<EnchantmentDesigner
store={store}
selectedEquipmentType={null}
setSelectedEquipmentType={() => {}}
selectedEffects={[]}
setSelectedEffects={() => {}}
designName={''}
setDesignName={() => {}}
selectedDesign={null}
setSelectedDesign={() => {}}
/>
)}
{craftingStage === 'prepare' && (
<EnchantmentPreparer
store={store}
selectedEquipmentInstance={null}
setSelectedEquipmentInstance={() => {}}
/>
)}
{craftingStage === 'apply' && (
<EnchantmentApplier
store={store}
selectedEquipmentInstance={null}
setSelectedEquipmentInstance={() => {}}
selectedDesign={null}
setSelectedDesign={() => {}}
onEnchantmentApplied={handleEnchantmentApplied}
onCapacityExceeded={handleCapacityExceeded}
/>
)}
</div>
{/* Stage Navigation Buttons */}
<GameCard variant="default" className="p-4">
<div className="flex justify-center gap-2 flex-wrap">
<ActionButton <ActionButton
variant={craftingStage === 'craft' ? 'primary' : 'secondary'} variant={activeTab === 'fabricate' ? 'primary' : 'secondary'}
size="sm" onClick={() => setActiveTab('fabricate')}
onClick={() => setCraftingStage('craft')} className={activeTab === 'fabricate' ? 'ring-2 ring-[var(--interactive-primary)]' : ''}
className={craftingStage === 'craft' ? 'ring-2 ring-[var(--interactive-primary)]' : ''}
> >
<Anvil size={14} className="mr-1" /> <Anvil size={14} className="mr-1" />
Craft Fabricate
</ActionButton> </ActionButton>
<ActionButton <ActionButton
variant={craftingStage === 'design' ? 'primary' : 'secondary'} variant={activeTab === 'enchant' ? 'primary' : 'secondary'}
size="sm" onClick={() => setActiveTab('enchant')}
onClick={() => setCraftingStage('design')} className={activeTab === 'enchant' ? 'ring-2 ring-[var(--interactive-primary)]' : ''}
className={craftingStage === 'design' ? 'ring-2 ring-[var(--interactive-primary)]' : ''}
>
<Scroll size={14} className="mr-1" />
Design
</ActionButton>
<ActionButton
variant={craftingStage === 'prepare' ? 'primary' : 'secondary'}
size="sm"
onClick={() => setCraftingStage('prepare')}
className={craftingStage === 'prepare' ? 'ring-2 ring-[var(--interactive-primary)]' : ''}
>
<Hammer size={14} className="mr-1" />
Prepare
</ActionButton>
<ActionButton
variant={craftingStage === 'apply' ? 'primary' : 'secondary'}
size="sm"
onClick={() => setCraftingStage('apply')}
className={craftingStage === 'apply' ? 'ring-2 ring-[var(--interactive-primary)]' : ''}
> >
<Sparkles size={14} className="mr-1" /> <Sparkles size={14} className="mr-1" />
Apply Enchant
</ActionButton> </ActionButton>
</div> </div>
</GameCard> </GameCard>
{/* Current Activity Indicator */} {/* Fabricate Content: EquipmentCrafter */}
{activeTab === 'fabricate' && (
<EquipmentCrafter store={store} />
)}
{/* Enchant Content: Design → Prepare → Apply workflow */}
{activeTab === 'enchant' && (
<div className="space-y-4">
{/* Enchant Sub-Navigation (no numbered stepper) */}
<GameCard variant="default" className="p-4">
<div className="flex justify-center gap-2 flex-wrap">
<ActionButton
variant={enchantStage === 'design' ? 'primary' : 'secondary'}
size="sm"
onClick={() => setEnchantStage('design')}
className={enchantStage === 'design' ? 'ring-2 ring-[var(--interactive-primary)]' : ''}
>
<Scroll size={14} className="mr-1" />
Design
</ActionButton>
<ActionButton
variant={enchantStage === 'prepare' ? 'primary' : 'secondary'}
size="sm"
onClick={() => setEnchantStage('prepare')}
className={enchantStage === 'prepare' ? 'ring-2 ring-[var(--interactive-primary)]' : ''}
>
<Hammer size={14} className="mr-1" />
Prepare
</ActionButton>
<ActionButton
variant={enchantStage === 'apply' ? 'primary' : 'secondary'}
size="sm"
onClick={() => setEnchantStage('apply')}
className={enchantStage === 'apply' ? 'ring-2 ring-[var(--interactive-primary)]' : ''}
>
<Sparkles size={14} className="mr-1" />
Apply
</ActionButton>
</div>
</GameCard>
{/* Enchant Stage Content */}
{enchantStage === 'design' && (
<EnchantmentDesigner
store={store}
selectedEquipmentType={null}
setSelectedEquipmentType={() => {}}
selectedEffects={[]}
setSelectedEffects={() => {}}
designName={''}
setDesignName={() => {}}
selectedDesign={null}
setSelectedDesign={() => {}}
/>
)}
{enchantStage === 'prepare' && (
<EnchantmentPreparer
store={store}
selectedEquipmentInstance={null}
setSelectedEquipmentInstance={() => {}}
/>
)}
{enchantStage === 'apply' && (
<EnchantmentApplier
store={store}
selectedEquipmentInstance={null}
setSelectedEquipmentInstance={() => {}}
selectedDesign={null}
setSelectedDesign={() => {}}
onEnchantmentApplied={handleEnchantmentApplied}
onCapacityExceeded={handleCapacityExceeded}
/>
)}
</div>
)}
{/* Current Activity Indicator: Crafting */}
{currentAction === 'craft' && equipmentCraftingProgress && ( {currentAction === 'craft' && equipmentCraftingProgress && (
<GameCard variant="default" className="border-[var(--mana-water)]/60 bg-[var(--mana-water)]/10"> <GameCard variant="default" className="border-[var(--mana-water)]/60 bg-[var(--mana-water)]/10">
<SectionHeader <SectionHeader
@@ -183,6 +177,7 @@ export function CraftingTab({ store }: CraftingTabProps) {
</GameCard> </GameCard>
)} )}
{/* Current Activity Indicator: Designing */}
{currentAction === 'design' && designProgress && ( {currentAction === 'design' && designProgress && (
<GameCard variant="default" className="border-[var(--mana-stellar)]/60 bg-[var(--mana-stellar)]/10"> <GameCard variant="default" className="border-[var(--mana-stellar)]/60 bg-[var(--mana-stellar)]/10">
<SectionHeader <SectionHeader
@@ -204,6 +199,7 @@ export function CraftingTab({ store }: CraftingTabProps) {
</GameCard> </GameCard>
)} )}
{/* Current Activity Indicator: Preparing */}
{currentAction === 'prepare' && preparationProgress && ( {currentAction === 'prepare' && preparationProgress && (
<GameCard variant="default" className="border-[var(--color-warning)]/60 bg-[var(--color-warning)]/10"> <GameCard variant="default" className="border-[var(--color-warning)]/60 bg-[var(--color-warning)]/10">
<SectionHeader <SectionHeader
@@ -228,6 +224,7 @@ export function CraftingTab({ store }: CraftingTabProps) {
</GameCard> </GameCard>
)} )}
{/* Current Activity Indicator: Enchanting */}
{currentAction === 'enchant' && applicationProgress && ( {currentAction === 'enchant' && applicationProgress && (
<GameCard variant="default" className="border-[var(--mana-light)]/60 bg-[var(--mana-light)]/10"> <GameCard variant="default" className="border-[var(--mana-light)]/60 bg-[var(--mana-light)]/10">
<SectionHeader <SectionHeader
@@ -238,7 +235,7 @@ export function CraftingTab({ store }: CraftingTabProps) {
<ActionButton size="sm" onClick={resumeApplication}>Resume</ActionButton> <ActionButton size="sm" onClick={resumeApplication}>Resume</ActionButton>
) : ( ) : (
<> <>
<ActionButton variant="outline" size="sm" onClick={pauseApplication}>Pause</ActionButton> <ActionButton variant="secondary" size="sm" onClick={pauseApplication}>Pause</ActionButton>
<ActionButton variant="ghost" size="sm" onClick={() => { <ActionButton variant="ghost" size="sm" onClick={() => {
store.cancelApplication(); store.cancelApplication();
showToast('warning', 'Enchantment Cancelled', 'The enchantment application was cancelled.'); showToast('warning', 'Enchantment Cancelled', 'The enchantment application was cancelled.');
+7 -29
View File
@@ -1,7 +1,5 @@
'use client'; 'use client';
import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
import { Badge } from '@/components/ui/badge';
import type { GameStore } from '@/lib/game/store'; import type { GameStore } from '@/lib/game/store';
import { LootInventoryDisplay } from '@/components/game/LootInventory'; import { LootInventoryDisplay } from '@/components/game/LootInventory';
@@ -14,34 +12,14 @@ export function LootTab({ store }: LootTabProps) {
const elements = store.elements; const elements = store.elements;
const equipmentInstances = store.equipmentInstances; const equipmentInstances = store.equipmentInstances;
// Count items for badge
const materialCount = Object.values(inventory.materials).reduce((a, b) => a + b, 0);
const blueprintCount = inventory.blueprints.length;
const equipmentCount = Object.keys(equipmentInstances).length;
const totalItems = materialCount + blueprintCount + equipmentCount;
return ( return (
<div className="space-y-4"> <LootInventoryDisplay
<Card className="bg-gray-900/80 border-gray-700"> inventory={inventory}
<CardHeader className="pb-2"> elements={elements}
<CardTitle className="text-amber-400 text-sm flex items-center gap-2"> equipmentInstances={equipmentInstances}
💎 Loot Inventory onDeleteMaterial={store.deleteMaterial}
<Badge className="ml-auto bg-gray-800 text-gray-300"> onDeleteEquipment={store.deleteEquipmentInstance}
{totalItems} items />
</Badge>
</CardTitle>
</CardHeader>
<CardContent>
<LootInventoryDisplay
inventory={inventory}
elements={elements}
equipmentInstances={equipmentInstances}
onDeleteMaterial={store.deleteMaterial}
onDeleteEquipment={store.deleteEquipmentInstance}
/>
</CardContent>
</Card>
</div>
); );
} }
+3 -3
View File
@@ -12,7 +12,7 @@ import type { ActivityLogEntry } from '@/lib/game/types';
import type { GameStore } from '@/lib/game/store'; import type { GameStore } from '@/lib/game/store';
import { ELEMENTS, GUARDIANS, SPELLS_DEF, SKILLS_DEF, ROOM_TYPE_LABELS } from '@/lib/game/constants'; import { ELEMENTS, GUARDIANS, SPELLS_DEF, SKILLS_DEF, ROOM_TYPE_LABELS } from '@/lib/game/constants';
import { GOLEMS_DEF, getGolemDamage, getGolemAttackSpeed } from '@/lib/game/data/golems'; import { GOLEMS_DEF, getGolemDamage, getGolemAttackSpeed } from '@/lib/game/data/golems';
import { fmt, fmtDec, getFloorElement, canAffordSpellCost, getEnemyName } from '@/lib/game/store'; import { fmt, fmtDec, getFloorElement, canAffordSpellCost, getEnemyName, calcDamage } from '@/lib/game/store';
import { getActiveEquipmentSpells, getTotalDPS } from '@/lib/game/computed-stats'; import { getActiveEquipmentSpells, getTotalDPS } from '@/lib/game/computed-stats';
import { formatSpellCost, getSpellCostColor, formatStudyTime } from '@/lib/game/formatting'; import { formatSpellCost, getSpellCostColor, formatStudyTime } from '@/lib/game/formatting';
import { CraftingProgress, StudyProgress } from '@/components/game'; import { CraftingProgress, StudyProgress } from '@/components/game';
@@ -353,11 +353,11 @@ export function SpireTab({ store, simpleMode = false }: SpireTabProps) {
</span> </span>
</div> </div>
<div className="text-xs text-gray-400 game-mono mb-1"> <div className="text-xs text-gray-400 game-mono mb-1">
{fmt(totalDPS)} DPS {fmt(calcDamage(store, spellId))} dmg/cast
<span style={{ color: getSpellCostColor(spellDef.cost) }}> <span style={{ color: getSpellCostColor(spellDef.cost) }}>
{' '}{formatSpellCost(spellDef.cost)} {' '}{formatSpellCost(spellDef.cost)}
</span> </span>
{' '} {(spellDef.castSpeed || 1).toFixed(1)}/hr {' '} {fmt(Math.floor(calcDamage(store, spellId) * (spellDef.castSpeed || 1)))} dmg/hr
</div> </div>
{/* Cast progress bar when climbing */} {/* Cast progress bar when climbing */}
+4 -7
View File
@@ -847,8 +847,8 @@ function addActivityLogEntry(
details?: ActivityLogEntry['details'] details?: ActivityLogEntry['details']
): ActivityLogEntry[] { ): ActivityLogEntry[] {
const entry = createActivityEntry(eventType, message, details); const entry = createActivityEntry(eventType, message, details);
// Keep last 100 entries, newest first // Keep last 50 entries, newest first (Task 10)
return [entry, ...state.activityLog.slice(0, 99)]; return [entry, ...state.activityLog.slice(0, 49)];
} }
// ─── Game Store ─────────────────────────────────────────────────────────────── // ─── Game Store ───────────────────────────────────────────────────────────────
@@ -2306,13 +2306,10 @@ export const useGameStore = create<GameStore>()(
}, 500); }, 500);
}, },
// Exit Spire Mode - only works when at floor 1 // Exit Spire Mode - can exit at any floor (re-entry will resume at same floor)
exitSpireMode: () => { exitSpireMode: () => {
set((state) => { set((state) => {
// Only allow exit if at floor 1 (bottom) // Allow exit at any floor for re-entry resume
if (state.currentFloor > 1) {
return state; // Can't exit, need to climb down to floor 1 first
}
return { return {
spireMode: false, spireMode: false,
currentAction: 'meditate', currentAction: 'meditate',