192 lines
7.9 KiB
TypeScript
192 lines
7.9 KiB
TypeScript
'use client';
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import { Button } from '@/components/ui/button';
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import { Badge } from '@/components/ui/badge';
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import { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
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import { Tooltip, TooltipContent, TooltipProvider, TooltipTrigger } from '@/components/ui/tooltip';
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import { ChevronUp, ChevronDown, Mountain, Shield, Skull, Heart, Wind, ShieldCheck } from 'lucide-react';
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import { ELEMENTS } from '@/lib/game/constants';
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import type { FloorControlsProps } from '@/lib/game/types';
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const ROOM_TYPE_CONFIG: Record<string, { label: string; icon: string; color: string }> = {
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combat: { label: 'Combat', icon: '⚔️', color: '#EF4444' },
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swarm: { label: 'Swarm', icon: '🐝', color: '#F59E0B' },
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speed: { label: 'Speed', icon: '💨', color: '#3B82F6' },
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guardian: { label: 'Guardian', icon: '🛡️', color: '#EF4444' },
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puzzle: { label: 'Puzzle', icon: '🧩', color: '#8B5CF6' },
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};
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export function FloorControls({
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store,
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climbDirection,
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isGuardianFloor,
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currentRoom,
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currentGuardian,
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isFloorCleared,
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floorElemDef,
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roomType,
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roomConfig,
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activeEquipmentSpells,
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upgradeEffects,
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floorElem,
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totalDPS,
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getEnemyName,
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calcDamage,
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SPELLS_DEF,
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canCastSpell,
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storeCurrentAction,
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handleClimb,
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formatSpellCost,
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getSpellCostColor,
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}: FloorControlsProps) {
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return (
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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">Floor Navigation</CardTitle>
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</CardHeader>
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<CardContent className="space-y-3">
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<div className="grid grid-cols-2 gap-2">
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<Button
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variant="outline"
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size="sm"
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onClick={() => handleClimb('up')}
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disabled={storeCurrentAction === 'climb' || isFloorCleared || store.maxFloorReached >= 100}
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className="border-gray-600 hover:bg-gray-800"
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>
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<ChevronUp className="w-4 h-4 mr-1" />
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Climb Up
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</Button>
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<Button
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variant="outline"
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size="sm"
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onClick={() => handleClimb('down')}
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disabled={storeCurrentAction === 'climb' || store.currentFloor <= 1}
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className="border-gray-600 hover:bg-gray-800"
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>
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<ChevronDown className="w-4 h-4 mr-1" />
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Climb Down
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</Button>
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</div>
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{storeCurrentAction === 'climb' && (
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<div className="p-3 bg-amber-900/30 rounded border border-amber-700/50">
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<div className="flex items-center gap-2 mb-2">
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<Mountain className="w-4 h-4 text-amber-400" />
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<span className="text-sm font-semibold text-amber-400">
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Climbing {climbDirection === 'up' ? 'Up' : 'Down'}
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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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{currentGuardian && (
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<div className="text-xs mb-2 p-2 bg-gray-800/50 rounded">
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<div className="flex items-center gap-2">
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<Skull className="w-3 h-3 text-red-400" />
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<span className="font-semibold" style={{ color: floorElemDef?.color }}>
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{currentGuardian.name}
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</span>
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</div>
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</div>
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)}
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{!(roomType === 'swarm' || roomType === 'puzzle') && (
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<div className="space-y-1 mb-2">
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<div className="h-1.5 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 8px ${floorElemDef?.glow}`,
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}}
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/>
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</div>
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<div className="flex justify-between text-xs text-gray-400">
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<span>{fmt(store.floorHP)} / {fmt(store.floorMaxHP)} HP</span>
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<span className="text-amber-400">
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DPS: {activeEquipmentSpells.length > 0 ? fmtDec(totalDPS) : '—'}
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</span>
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</div>
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</div>
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)}
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{activeEquipmentSpells.length > 0 ? (
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<div className="space-y-2">
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{activeEquipmentSpells.map(({ spellId, equipmentId }) => {
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const spellDef = SPELLS_DEF[spellId];
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if (!spellDef) return null;
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const spellState = store.equipmentSpellStates?.find(
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s => s.spellId === spellId && s.sourceEquipment === equipmentId
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);
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const progress = spellState?.castProgress || 0;
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const canCast = canCastSpell(spellId);
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return (
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<div key={`${spellId}-${equipmentId}`} className="p-2 bg-gray-800/50 rounded">
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<div className="flex items-center justify-between mb-1">
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<span className="text-xs font-semibold" style={{ color: spellDef.elem === 'raw' ? '#60A5FA' : ELEMENTS[spellDef.elem]?.color }}>
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{spellDef.name}
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</span>
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<span className={`text-xs ${canCast ? 'text-green-400' : 'text-red-400'}`}>
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{canCast ? '✓' : '✗'}
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</span>
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</div>
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<div className="text-xs text-gray-400 mb-1">
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⚔️ {fmt(calcDamage(store, spellId))} dmg • {' '}
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<span style={{ color: getSpellCostColor(spellDef.cost) }}>
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{formatSpellCost(spellDef.cost)}
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</span>
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</div>
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<div className="space-y-0.5">
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<div className="flex justify-between text-xs text-gray-500">
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<span>Cast</span>
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<span>{(progress * 100).toFixed(0)}%</span>
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</div>
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<div className="h-1.5 bg-gray-700 rounded-full overflow-hidden">
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<div
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className="h-full rounded-full transition-all duration-300"
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style={{
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width: `${Math.min(100, progress * 100)}%`,
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background: `linear-gradient(90deg, ${spellDef.elem === 'raw' ? '#60A5FA' : ELEMENTS[spellDef.elem]?.color}99, ${spellDef.elem === 'raw' ? '#60A5FA' : ELEMENTS[spellDef.elem]?.color})`,
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}}
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/>
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</div>
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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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) : (
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<div className="text-xs text-gray-500 italic">No active spells. Equip staves with spell effects.</div>
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)}
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</div>
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)}
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{storeCurrentAction !== 'climb' && (
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<div className="text-xs text-gray-500 text-center">
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Click Climb Up/Down to begin climbing
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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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}
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function fmt(value: number): string {
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if (value >= 1e12) return (value / 1e12).toFixed(2) + 't';
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if (value >= 1e9) return (value / 1e9).toFixed(2) + 'b';
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if (value >= 1e6) return (value / 1e6).toFixed(2) + 'm';
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if (value >= 1e3) return (value / 1e3).toFixed(2) + 'k';
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return value.toFixed(0);
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}
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function fmtDec(value: number): string {
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if (value >= 1e12) return (value / 1e12).toFixed(2) + 't';
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if (value >= 1e9) return (value / 1e9).toFixed(2) + 'b';
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if (value >= 1e6) return (value / 1e6).toFixed(2) + 'm';
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if (value >= 1e3) return (value / 1e3).toFixed(2) + 'k';
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return value.toFixed(0);
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}
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