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Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 3m17s
- Remove scroll crafting skill (no consumables in idle game) - Add golem types (Earth, Metal, Crystal) with variants (Lava, Mud, Forge, Storm) - Implement golemancy state in store with summoning/drain mechanics - Add combination skills requiring level 5+ in two attunements: - Enchanter+Fabricator: Enchanted Golems, Capacity Overflow - Invoker+Fabricator: Pact-Bonded Golems, Guardian Infusion - Invoker+Enchanter: Pact Enchantments, Elemental Resonance - Redesign CraftingTab with sub-tabs for Enchanter/Fabricator - Redesign SpireTab to show summoned golems and DPS contribution - Redesign StatsTab with attunement-specific stats sections - Update documentation (README.md, AGENTS.md)
425 lines
20 KiB
TypeScript
Executable File
425 lines
20 KiB
TypeScript
Executable File
'use client';
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import { Button } from '@/components/ui/button';
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import { Progress } from '@/components/ui/progress';
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import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
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import { Badge } from '@/components/ui/badge';
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import { ScrollArea } from '@/components/ui/scroll-area';
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import { Separator } from '@/components/ui/separator';
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import { TooltipProvider } from '@/components/ui/tooltip';
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import { Swords, BookOpen, ChevronUp, ChevronDown, RotateCcw, X } from 'lucide-react';
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import type { GameStore } from '@/lib/game/types';
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import { ELEMENTS, GUARDIANS, SPELLS_DEF, SKILLS_DEF, GOLEM_DEFS, GOLEM_VARIANTS } from '@/lib/game/constants';
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import { fmt, fmtDec, getFloorElement, canAffordSpellCost } from '@/lib/game/store';
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import { getActiveEquipmentSpells, getTotalDPS } from '@/lib/game/computed-stats';
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import { formatSpellCost, getSpellCostColor, formatStudyTime } from '@/lib/game/formatting';
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import { CraftingProgress, StudyProgress } from '@/components/game';
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import { getUnifiedEffects } from '@/lib/game/effects';
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interface SpireTabProps {
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store: GameStore;
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}
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export function SpireTab({ store }: SpireTabProps) {
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const floorElem = getFloorElement(store.currentFloor);
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const floorElemDef = ELEMENTS[floorElem];
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const isGuardianFloor = !!GUARDIANS[store.currentFloor];
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const currentGuardian = GUARDIANS[store.currentFloor];
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const climbDirection = store.climbDirection || 'up';
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const clearedFloors = store.clearedFloors || {};
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// Check if current floor is cleared (for respawn indicator)
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const isFloorCleared = clearedFloors[store.currentFloor];
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// Get active equipment spells
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const activeEquipmentSpells = getActiveEquipmentSpells(store.equippedInstances, store.equipmentInstances);
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// Get upgrade effects and DPS
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const upgradeEffects = getUnifiedEffects(store);
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const spellDPS = getTotalDPS(store, upgradeEffects, floorElem);
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const golemDPS = store.getActiveGolemDPS();
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const totalDPS = spellDPS + golemDPS;
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const studySpeedMult = 1; // Base study speed
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const canCastSpell = (spellId: string): boolean => {
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const spell = SPELLS_DEF[spellId];
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if (!spell) return false;
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return canAffordSpellCost(spell.cost, store.rawMana, store.elements);
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};
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// Helper to get golem element color
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const getGolemElementColor = (element: string): string => {
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return ELEMENTS[element]?.color || '#F4A261'; // Default to earth color
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};
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// Helper to get golem element symbol
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const getGolemElementSymbol = (element: string): string => {
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return ELEMENTS[element]?.sym || '⛰️';
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};
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// Get active golems on current floor
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const activeGolemsOnFloor = store.activeGolems.filter(g => g.currentFloor === store.currentFloor);
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return (
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<TooltipProvider>
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<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
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{/* Current Floor Card */}
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<Card className="bg-gray-900/80 border-gray-700">
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<CardHeader className="pb-2">
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<CardTitle className="text-amber-400 game-panel-title text-xs">Current Floor</CardTitle>
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</CardHeader>
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<CardContent className="space-y-3">
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<div className="flex items-baseline gap-2">
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<span className="text-4xl font-bold game-title" style={{ color: floorElemDef?.color }}>
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{store.currentFloor}
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</span>
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<span className="text-gray-400 text-sm">/ 100</span>
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<span className="ml-auto text-sm" style={{ color: floorElemDef?.color }}>
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{floorElemDef?.sym} {floorElemDef?.name}
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</span>
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{isGuardianFloor && (
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<Badge className="bg-red-900/50 text-red-300 border-red-600">GUARDIAN</Badge>
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)}
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</div>
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{isGuardianFloor && currentGuardian && (
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<div className="text-sm font-semibold game-panel-title" style={{ color: floorElemDef?.color }}>
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⚔️ {currentGuardian.name}
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</div>
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)}
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{/* HP Bar */}
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<div className="space-y-1">
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<div className="h-3 bg-gray-800 rounded-full overflow-hidden">
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<div
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className="h-full rounded-full transition-all duration-300"
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style={{
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width: `${Math.max(0, (store.floorHP / store.floorMaxHP) * 100)}%`,
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background: `linear-gradient(90deg, ${floorElemDef?.color}99, ${floorElemDef?.color})`,
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boxShadow: `0 0 10px ${floorElemDef?.glow}`,
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}}
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/>
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</div>
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<div className="flex justify-between text-xs text-gray-400 game-mono">
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<span>{fmt(store.floorHP)} / {fmt(store.floorMaxHP)} HP</span>
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<span>
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{store.currentAction === 'climb' && (activeEquipmentSpells.length > 0 || activeGolemsOnFloor.length > 0) ? (
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<span>
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DPS: {fmtDec(totalDPS)}
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{activeGolemsOnFloor.length > 0 && (
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<span className="text-gray-500 ml-1">
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(Spell: {fmtDec(spellDPS)} | Golem: {fmtDec(golemDPS)})
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</span>
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)}
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</span>
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) : '—'}
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</span>
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</div>
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</div>
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<Separator className="bg-gray-700" />
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{/* Floor Navigation - Direction indicator only */}
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<div className="space-y-2">
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<div className="flex items-center justify-between">
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<span className="text-xs text-gray-400">Direction</span>
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<div className="flex gap-1">
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<Badge variant={climbDirection === 'up' ? 'default' : 'outline'}
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className={climbDirection === 'up' ? 'bg-green-600' : ''}>
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<ChevronUp className="w-3 h-3 mr-1" />
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Up
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</Badge>
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<Badge variant={climbDirection === 'down' ? 'default' : 'outline'}
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className={climbDirection === 'down' ? 'bg-blue-600' : ''}>
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<ChevronDown className="w-3 h-3 mr-1" />
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Down
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</Badge>
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</div>
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</div>
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{isFloorCleared && (
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<div className="text-xs text-amber-400 text-center flex items-center justify-center gap-1">
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<RotateCcw className="w-3 h-3" />
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Floor cleared! Advancing...
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</div>
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)}
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</div>
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<Separator className="bg-gray-700" />
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<div className="text-sm text-gray-400">
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Best: Floor <strong className="text-gray-200">{store.maxFloorReached}</strong> •
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Pacts: <strong className="text-amber-400">{store.signedPacts.length}</strong>
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</div>
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</CardContent>
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</Card>
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{/* Active Golems Card */}
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<Card className="bg-gray-900/80 border-gray-700" style={{ borderColor: activeGolemsOnFloor.length > 0 ? '#F4A26150' : undefined }}>
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<CardHeader className="pb-2">
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<CardTitle className="game-panel-title text-xs flex items-center gap-2" style={{ color: '#F4A261' }}>
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<span>🗿 Active Golems</span>
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{activeGolemsOnFloor.length > 0 && (
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<Badge className="bg-amber-900/50 text-amber-300 border-amber-600">
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{activeGolemsOnFloor.length}
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</Badge>
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)}
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</CardTitle>
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</CardHeader>
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<CardContent className="space-y-3">
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{activeGolemsOnFloor.length > 0 ? (
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<>
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<ScrollArea className="max-h-48">
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<div className="space-y-2 pr-2">
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{activeGolemsOnFloor.map((golem, index) => {
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const golemDef = GOLEM_DEFS[golem.golemId];
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const variantDef = golem.variant ? GOLEM_VARIANTS[golem.variant] : null;
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const elementColor = getGolemElementColor(golemDef?.element || 'earth');
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const elementSymbol = getGolemElementSymbol(golemDef?.element || 'earth');
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// Calculate golem DPS
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let golemSingleDPS = golemDef?.baseDamage || 0;
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if (variantDef) {
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golemSingleDPS *= variantDef.damageMultiplier;
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}
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if (store.skills.golemancyMaster === 1) {
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golemSingleDPS *= 1.5;
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}
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if (store.skills.pactBondedGolems === 1) {
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golemSingleDPS *= 1 + (store.signedPacts.length * 0.1);
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}
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if (store.skills.guardianInfusion === 1 && GUARDIANS[store.currentFloor]) {
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golemSingleDPS *= 1.25;
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}
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golemSingleDPS *= golemDef?.attackSpeed || 1;
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return (
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<div
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key={`${golem.golemId}-${index}`}
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className="p-2 rounded border bg-gray-800/30"
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style={{ borderColor: `${elementColor}50` }}
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>
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<div className="flex items-center justify-between mb-1">
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<div className="flex items-center gap-2">
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<span style={{ color: elementColor }}>{elementSymbol}</span>
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<span className="text-sm font-semibold game-panel-title" style={{ color: elementColor }}>
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{variantDef?.name || golemDef?.name || 'Unknown Golem'}
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</span>
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{golem.variant && !variantDef && (
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<span className="text-xs text-gray-500">({golem.variant})</span>
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)}
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</div>
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<span className="text-xs text-gray-400">
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{fmtDec(golemSingleDPS)} DPS
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</span>
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</div>
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{/* HP Bar */}
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<div className="space-y-0.5 mb-1">
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<div className="h-2 bg-gray-700 rounded-full overflow-hidden">
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<div
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className="h-full rounded-full transition-all duration-300"
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style={{
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width: `${Math.max(0, (golem.currentHP / golem.maxHP) * 100)}%`,
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background: `linear-gradient(90deg, ${elementColor}99, ${elementColor})`,
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}}
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/>
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</div>
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<div className="flex justify-between text-xs text-gray-500 game-mono">
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<span>{fmt(golem.currentHP)} / {fmt(golem.maxHP)} HP</span>
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</div>
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</div>
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{/* Remaining Floors */}
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<div className="flex items-center justify-between text-xs text-gray-400">
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<span className="flex items-center gap-1">
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<RotateCcw className="w-3 h-3" />
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{golem.remainingFloors} floor{golem.remainingFloors !== 1 ? 's' : ''} remaining
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</span>
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<span className="text-gray-500">
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{fmt(golem.damageDealt)} total dmg
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</span>
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</div>
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</div>
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);
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})}
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</div>
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</ScrollArea>
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{/* Total Golem DPS Summary */}
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<Separator className="bg-gray-700" />
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<div className="flex items-center justify-between text-sm">
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<span className="text-gray-400">Total Golem DPS</span>
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<span className="font-semibold game-mono" style={{ color: '#F4A261' }}>
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{fmtDec(golemDPS)}
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</span>
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</div>
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</>
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) : (
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<div className="text-gray-500 text-sm py-4 text-center">
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<p className="mb-2">No golems summoned.</p>
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<p className="text-xs text-gray-600">Visit the Crafting tab to summon golems.</p>
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</div>
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)}
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</CardContent>
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</Card>
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{/* Active Spells Card - Shows all spells from equipped weapons */}
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<Card className="bg-gray-900/80 border-gray-700">
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<CardHeader className="pb-2">
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<CardTitle className="text-amber-400 game-panel-title text-xs">
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Active Spells ({activeEquipmentSpells.length})
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</CardTitle>
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</CardHeader>
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<CardContent className="space-y-3">
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{activeEquipmentSpells.length > 0 ? (
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<div className="space-y-3">
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{activeEquipmentSpells.map(({ spellId, equipmentId }) => {
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const spellDef = SPELLS_DEF[spellId];
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if (!spellDef) return null;
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const spellState = store.equipmentSpellStates?.find(
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s => s.spellId === spellId && s.sourceEquipment === equipmentId
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);
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const progress = spellState?.castProgress || 0;
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const canCast = canAffordSpellCost(spellDef.cost, store.rawMana, store.elements);
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return (
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<div key={`${spellId}-${equipmentId}`} className="p-2 rounded border border-gray-700 bg-gray-800/30">
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<div className="flex items-center justify-between mb-1">
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<div className="text-sm font-semibold game-panel-title" style={{ color: spellDef.elem === 'raw' ? '#60A5FA' : ELEMENTS[spellDef.elem]?.color }}>
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{spellDef.name}
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{spellDef.tier === 0 && <Badge className="ml-2 bg-gray-600 text-gray-200 text-xs">Basic</Badge>}
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{spellDef.tier >= 4 && <Badge className="ml-2 bg-amber-600 text-amber-100 text-xs">Legendary</Badge>}
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</div>
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<span className={`text-xs ${canCast ? 'text-green-400' : 'text-red-400'}`}>
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{canCast ? '✓' : '✗'}
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</span>
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</div>
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<div className="text-xs text-gray-400 game-mono mb-1">
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⚔️ {fmt(spellDPS)} DPS •
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<span style={{ color: getSpellCostColor(spellDef.cost) }}>
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{' '}{formatSpellCost(spellDef.cost)}
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</span>
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{' '}• ⚡ {(spellDef.castSpeed || 1).toFixed(1)}/hr
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</div>
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{/* Cast progress bar when climbing */}
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{store.currentAction === 'climb' && (
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<div className="space-y-0.5">
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<div className="flex justify-between text-xs text-gray-500">
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<span>Cast</span>
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<span>{(progress * 100).toFixed(0)}%</span>
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</div>
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<Progress value={Math.min(100, progress * 100)} className="h-1.5 bg-gray-700" />
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</div>
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)}
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{spellDef.effects && spellDef.effects.length > 0 && (
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<div className="flex gap-1 flex-wrap mt-1">
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{spellDef.effects.map((eff, i) => (
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<Badge key={i} variant="outline" className="text-xs py-0">
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{eff.type === 'lifesteal' && `🩸 ${Math.round(eff.value * 100)}%`}
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{eff.type === 'burn' && `🔥 Burn`}
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{eff.type === 'freeze' && `❄️ Freeze`}
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</Badge>
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))}
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</div>
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)}
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</div>
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);
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})}
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</div>
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) : (
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<div className="text-gray-500 text-sm">No spells on equipped weapons. Enchant a staff with spell effects in the Crafting tab.</div>
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)}
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</CardContent>
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</Card>
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{/* Current Study (if any) */}
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{store.currentStudyTarget && (
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<Card className="bg-gray-900/80 border-purple-600/50 lg:col-span-2">
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<CardContent className="pt-4 space-y-3">
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<StudyProgress
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currentStudyTarget={store.currentStudyTarget}
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skills={store.skills}
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studySpeedMult={studySpeedMult}
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cancelStudy={store.cancelStudy}
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/>
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{/* Parallel Study Progress */}
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{store.parallelStudyTarget && (
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<div className="p-3 rounded border border-cyan-600/50 bg-cyan-900/20">
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<div className="flex items-center justify-between mb-2">
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<div className="flex items-center gap-2">
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<BookOpen className="w-4 h-4 text-cyan-400" />
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<span className="text-sm font-semibold text-cyan-300">
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Parallel: {SKILLS_DEF[store.parallelStudyTarget.id]?.name}
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{store.parallelStudyTarget.type === 'skill' && ` Lv.${(store.skills[store.parallelStudyTarget.id] || 0) + 1}`}
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</span>
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</div>
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<Button
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variant="ghost"
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size="sm"
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className="h-6 w-6 p-0 text-gray-400 hover:text-white"
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onClick={() => store.cancelParallelStudy?.()}
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>
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<X className="w-4 h-4" />
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</Button>
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</div>
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<Progress value={Math.min(100, (store.parallelStudyTarget.progress / store.parallelStudyTarget.required) * 100)} className="h-2 bg-gray-800" />
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<div className="flex justify-between text-xs text-gray-400 mt-1">
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<span>{formatStudyTime(store.parallelStudyTarget.progress)} / {formatStudyTime(store.parallelStudyTarget.required)}</span>
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<span>50% speed (Parallel Study)</span>
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</div>
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</div>
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)}
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</CardContent>
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</Card>
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)}
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{/* Crafting Progress (if any) */}
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{(store.designProgress || store.preparationProgress || store.applicationProgress) && (
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<Card className="bg-gray-900/80 border-cyan-600/50 lg:col-span-2">
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<CardContent className="pt-4">
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<CraftingProgress
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designProgress={store.designProgress}
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preparationProgress={store.preparationProgress}
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applicationProgress={store.applicationProgress}
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equipmentInstances={store.equipmentInstances}
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enchantmentDesigns={store.enchantmentDesigns}
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cancelDesign={store.cancelDesign!}
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cancelPreparation={store.cancelPreparation!}
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pauseApplication={store.pauseApplication!}
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resumeApplication={store.resumeApplication!}
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cancelApplication={store.cancelApplication!}
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/>
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</CardContent>
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</Card>
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)}
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{/* Activity Log */}
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<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
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<CardHeader className="pb-2">
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<CardTitle className="text-amber-400 game-panel-title text-xs">Activity Log</CardTitle>
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</CardHeader>
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<CardContent>
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<ScrollArea className="h-32">
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<div className="space-y-1">
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{store.log.slice(0, 20).map((entry, i) => (
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<div
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key={i}
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className={`text-sm ${i === 0 ? 'text-gray-200' : 'text-gray-500'} italic`}
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>
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{entry}
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</div>
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))}
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</div>
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</ScrollArea>
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</CardContent>
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</Card>
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</div>
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</TooltipProvider>
|
||
);
|
||
}
|