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440 lines
18 KiB
TypeScript
Executable File
440 lines
18 KiB
TypeScript
Executable File
'use client';
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import { useEffect, useState } from 'react';
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import { useGameStore, useGameLoop, fmt, fmtDec, getFloorElement, computeMaxMana, computeRegen, computeClickMana, getMeditationBonus, getIncursionStrength, canAffordSpellCost } from '@/lib/game/store';
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import { getActiveEquipmentSpells, getTotalDPS } from '@/lib/game/computed-stats';
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import { getDamageBreakdown } from '@/lib/game/computed-stats';
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import { ELEMENTS, GUARDIANS, SPELLS_DEF, PRESTIGE_DEF, getStudySpeedMultiplier, getStudyCostMultiplier } from '@/lib/game/constants';
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import { SKILL_EVOLUTION_PATHS, getTierMultiplier } from '@/lib/game/skill-evolution';
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import { getUnifiedEffects, hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/effects';
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import { formatHour } from '@/lib/game/formatting';
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import { Button } from '@/components/ui/button';
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import { Tabs, TabsContent, TabsList, TabsTrigger } from '@/components/ui/tabs';
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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 { RotateCcw } from 'lucide-react';
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import { CraftingTab, SpireTab, SpellsTab, LabTab, SkillsTab, StatsTab, EquipmentTab, AttunementsTab, DebugTab } from '@/components/game/tabs';
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import { ActionButtons, CalendarDisplay, ManaDisplay, TimeDisplay } from '@/components/game';
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import { LootInventoryDisplay } from '@/components/game/LootInventory';
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import { AchievementsDisplay } from '@/components/game/AchievementsDisplay';
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export default function ManaLoopGame() {
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const [activeTab, setActiveTab] = useState('spire');
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const [isGathering, setIsGathering] = useState(false);
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// Game store
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const store = useGameStore();
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const gameLoop = useGameLoop();
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// Computed effects from upgrades and equipment
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const upgradeEffects = getUnifiedEffects(store);
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// Derived stats
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const maxMana = computeMaxMana(store, upgradeEffects);
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const baseRegen = computeRegen(store, upgradeEffects);
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const clickMana = computeClickMana(store);
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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 meditationMultiplier = getMeditationBonus(store.meditateTicks, store.skills, upgradeEffects.meditationEfficiency);
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const incursionStrength = getIncursionStrength(store.day, store.hour);
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const studySpeedMult = getStudySpeedMultiplier(store.skills);
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const studyCostMult = getStudyCostMultiplier(store.skills);
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// Effective regen with incursion penalty
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const effectiveRegenWithSpecials = baseRegen * (1 - incursionStrength);
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// Mana Cascade bonus
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const manaCascadeBonus = hasSpecial(upgradeEffects, SPECIAL_EFFECTS.MANA_CASCADE)
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? Math.floor(maxMana / 100) * 0.1
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: 0;
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// Effective regen
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const effectiveRegen = (effectiveRegenWithSpecials + manaCascadeBonus) * meditationMultiplier;
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// Get all active spells from equipment
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const activeEquipmentSpells = getActiveEquipmentSpells(store.equippedInstances, store.equipmentInstances);
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// Compute total DPS
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const totalDPS = getTotalDPS(store, upgradeEffects, floorElem);
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// Auto-gather while holding
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useEffect(() => {
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if (!isGathering) return;
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let lastGatherTime = 0;
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const minGatherInterval = 100;
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let animationFrameId: number;
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const gatherLoop = (timestamp: number) => {
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if (timestamp - lastGatherTime >= minGatherInterval) {
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store.gatherMana();
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lastGatherTime = timestamp;
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}
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animationFrameId = requestAnimationFrame(gatherLoop);
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};
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animationFrameId = requestAnimationFrame(gatherLoop);
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return () => cancelAnimationFrame(animationFrameId);
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}, [isGathering, store]);
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// Handle gather button events
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const handleGatherStart = () => {
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setIsGathering(true);
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store.gatherMana();
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};
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const handleGatherEnd = () => {
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setIsGathering(false);
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};
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// Start game loop
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useEffect(() => {
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const cleanup = gameLoop.start();
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return cleanup;
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}, [gameLoop]);
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// Check if spell can be cast
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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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// Game Over Screen
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if (store.gameOver) {
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return (
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<div className="fixed inset-0 game-overlay flex items-center justify-center z-50">
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<Card className="bg-gray-900 border-gray-600 max-w-md w-full mx-4 shadow-2xl">
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<CardHeader>
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<CardTitle className={`text-3xl text-center game-title ${store.victory ? 'text-amber-400' : 'text-red-400'}`}>
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{store.victory ? 'VICTORY!' : 'LOOP ENDS'}
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</CardTitle>
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</CardHeader>
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<CardContent className="space-y-4">
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<p className="text-center text-gray-400">
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{store.victory
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? 'The Awakened One falls! Your power echoes through eternity.'
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: 'The time loop resets... but you remember.'}
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</p>
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<div className="grid grid-cols-2 gap-3">
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<div className="p-3 bg-gray-800 rounded">
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<div className="text-xl font-bold text-amber-400 game-mono">{fmt(store.loopInsight)}</div>
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<div className="text-xs text-gray-400">Insight Gained</div>
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</div>
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<div className="p-3 bg-gray-800 rounded">
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<div className="text-xl font-bold text-blue-400 game-mono">{store.maxFloorReached}</div>
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<div className="text-xs text-gray-400">Best Floor</div>
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</div>
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<div className="p-3 bg-gray-800 rounded">
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<div className="text-xl font-bold text-purple-400 game-mono">{store.signedPacts.length}</div>
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<div className="text-xs text-gray-400">Pacts Signed</div>
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</div>
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<div className="p-3 bg-gray-800 rounded">
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<div className="text-xl font-bold text-green-400 game-mono">{store.loopCount + 1}</div>
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<div className="text-xs text-gray-400">Total Loops</div>
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</div>
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</div>
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<Button
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className="w-full bg-gradient-to-r from-blue-600 to-purple-600 hover:from-blue-700 hover:to-purple-700"
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size="lg"
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onClick={() => store.startNewLoop()}
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>
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Begin New Loop
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</Button>
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</CardContent>
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</Card>
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</div>
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);
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}
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return (
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<TooltipProvider>
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<div className="game-root min-h-screen flex flex-col">
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{/* Header */}
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<header className="sticky top-0 z-50 bg-gradient-to-b from-gray-900 to-gray-900/80 border-b border-gray-700 px-4 py-2">
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<div className="flex items-center justify-between">
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<h1 className="text-xl font-bold game-title tracking-wider">MANA LOOP</h1>
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<div className="flex items-center gap-4">
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<TimeDisplay
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day={store.day}
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hour={store.hour}
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isPaused={store.isPaused}
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togglePause={store.togglePause}
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/>
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</div>
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</div>
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</header>
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{/* Main Content */}
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<main className="flex-1 flex flex-col md:flex-row gap-4 p-4">
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{/* Left Panel - Mana & Actions */}
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<div className="md:w-80 space-y-4 flex-shrink-0">
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{/* Mana Display */}
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<ManaDisplay
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rawMana={store.rawMana}
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maxMana={maxMana}
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effectiveRegen={effectiveRegen}
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meditationMultiplier={meditationMultiplier}
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clickMana={clickMana}
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isGathering={isGathering}
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onGatherStart={handleGatherStart}
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onGatherEnd={handleGatherEnd}
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elements={store.elements}
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/>
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{/* Action Buttons */}
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<ActionButtons
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currentAction={store.currentAction}
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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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setAction={store.setAction}
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/>
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{/* Calendar */}
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<CalendarDisplay
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day={store.day}
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hour={store.hour}
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incursionStrength={incursionStrength}
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/>
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{/* Loot Inventory */}
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<LootInventoryDisplay
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inventory={store.lootInventory}
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elements={store.elements}
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equipmentInstances={store.equipmentInstances}
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onDeleteMaterial={store.deleteMaterial}
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onDeleteEquipment={store.deleteEquipmentInstance}
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/>
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{/* Achievements */}
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<AchievementsDisplay
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achievements={store.achievements}
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gameState={{
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maxFloorReached: store.maxFloorReached,
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totalManaGathered: store.totalManaGathered,
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signedPacts: store.signedPacts,
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totalSpellsCast: store.totalSpellsCast,
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totalDamageDealt: store.totalDamageDealt,
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totalCraftsCompleted: store.totalCraftsCompleted,
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combo: store.combo,
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}}
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/>
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</div>
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{/* Right Panel - Tabs */}
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<div className="flex-1 min-w-0">
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<Tabs value={activeTab} onValueChange={setActiveTab}>
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<TabsList className="flex flex-wrap gap-1 w-full mb-4 h-auto">
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<TabsTrigger value="spire" className="text-xs px-2 py-1">⚔️ Spire</TabsTrigger>
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<TabsTrigger value="attunements" className="text-xs px-2 py-1">✨ Attune</TabsTrigger>
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<TabsTrigger value="skills" className="text-xs px-2 py-1">📚 Skills</TabsTrigger>
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<TabsTrigger value="spells" className="text-xs px-2 py-1">🔮 Spells</TabsTrigger>
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<TabsTrigger value="equipment" className="text-xs px-2 py-1">🛡️ Gear</TabsTrigger>
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<TabsTrigger value="crafting" className="text-xs px-2 py-1">🔧 Craft</TabsTrigger>
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<TabsTrigger value="lab" className="text-xs px-2 py-1">🔬 Lab</TabsTrigger>
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<TabsTrigger value="stats" className="text-xs px-2 py-1">📊 Stats</TabsTrigger>
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<TabsTrigger value="debug" className="text-xs px-2 py-1">🔧 Debug</TabsTrigger>
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<TabsTrigger value="grimoire" className="text-xs px-2 py-1">📖 Grimoire</TabsTrigger>
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</TabsList>
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<TabsContent value="spire">
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<SpireTab store={store} />
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</TabsContent>
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<TabsContent value="attunements">
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<AttunementsTab store={store} />
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</TabsContent>
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<TabsContent value="skills">
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<SkillsTab store={store} />
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</TabsContent>
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<TabsContent value="spells">
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<SpellsTab store={store} />
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</TabsContent>
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<TabsContent value="equipment">
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<EquipmentTab store={store} />
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</TabsContent>
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<TabsContent value="crafting">
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<CraftingTab store={store} />
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</TabsContent>
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<TabsContent value="lab">
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<LabTab store={store} />
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</TabsContent>
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<TabsContent value="stats">
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<StatsTab
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store={store}
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upgradeEffects={upgradeEffects}
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maxMana={maxMana}
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baseRegen={baseRegen}
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clickMana={clickMana}
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meditationMultiplier={meditationMultiplier}
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effectiveRegen={effectiveRegen}
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incursionStrength={incursionStrength}
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manaCascadeBonus={manaCascadeBonus}
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studySpeedMult={studySpeedMult}
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studyCostMult={studyCostMult}
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/>
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</TabsContent>
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<TabsContent value="grimoire">
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{renderGrimoireTab()}
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</TabsContent>
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<TabsContent value="debug">
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<DebugTab store={store} />
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</TabsContent>
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</Tabs>
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</div>
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</main>
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</div>
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</TooltipProvider>
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);
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// Grimoire Tab (Prestige)
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function renderGrimoireTab() {
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return (
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<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
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{/* Current Status */}
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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">Loop Status</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-3">
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<div className="p-3 bg-gray-800/50 rounded">
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<div className="text-2xl font-bold text-amber-400 game-mono">{store.loopCount}</div>
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<div className="text-xs text-gray-400">Loops Completed</div>
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</div>
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<div className="p-3 bg-gray-800/50 rounded">
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<div className="text-2xl font-bold text-purple-400 game-mono">{fmt(store.insight)}</div>
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<div className="text-xs text-gray-400">Current Insight</div>
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</div>
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<div className="p-3 bg-gray-800/50 rounded">
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<div className="text-2xl font-bold text-blue-400 game-mono">{fmt(store.totalInsight)}</div>
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<div className="text-xs text-gray-400">Total Insight</div>
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</div>
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<div className="p-3 bg-gray-800/50 rounded">
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<div className="text-2xl font-bold text-green-400 game-mono">{store.memorySlots}</div>
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<div className="text-xs text-gray-400">Memory Slots</div>
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</div>
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</div>
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</CardContent>
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</Card>
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{/* Signed Pacts */}
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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">Signed Pacts</CardTitle>
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</CardHeader>
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<CardContent>
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{store.signedPacts.length === 0 ? (
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<div className="text-gray-500 text-sm">No pacts signed yet. Defeat guardians to earn pacts.</div>
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) : (
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<div className="space-y-2">
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{store.signedPacts.map((floor) => {
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const guardian = GUARDIANS[floor];
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if (!guardian) return null;
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return (
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<div
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key={floor}
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className="flex items-center justify-between p-2 rounded border"
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style={{ borderColor: guardian.color, backgroundColor: `${guardian.color}15` }}
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>
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<div>
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<div className="font-semibold text-sm" style={{ color: guardian.color }}>
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{guardian.name}
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</div>
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<div className="text-xs text-gray-400">Floor {floor}</div>
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</div>
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<Badge className="bg-amber-900/50 text-amber-300">
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{guardian.pact}x multiplier
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</Badge>
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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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</CardContent>
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</Card>
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{/* Prestige Upgrades */}
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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">Insight Upgrades (Permanent)</CardTitle>
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</CardHeader>
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<CardContent>
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<div className="grid grid-cols-1 sm:grid-cols-2 lg:grid-cols-3 gap-3">
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{Object.entries(PRESTIGE_DEF).map(([id, def]) => {
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const level = store.prestigeUpgrades[id] || 0;
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const maxed = level >= def.max;
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const canBuy = !maxed && store.insight >= def.cost;
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return (
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<div
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key={id}
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className="p-3 rounded border border-gray-700 bg-gray-800/50"
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>
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<div className="flex items-center justify-between mb-2">
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<div className="font-semibold text-amber-400 text-sm">{def.name}</div>
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<Badge variant="outline" className="text-xs">
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{level}/{def.max}
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</Badge>
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</div>
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<div className="text-xs text-gray-400 italic mb-2">{def.desc}</div>
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<Button
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size="sm"
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variant={canBuy ? 'default' : 'outline'}
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className="w-full"
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disabled={!canBuy}
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onClick={() => store.doPrestige(id)}
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>
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{maxed ? 'Maxed' : `Upgrade (${fmt(def.cost)} insight)`}
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</Button>
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</div>
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);
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})}
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</div>
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{/* Reset Game Button */}
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<div className="mt-4 pt-4 border-t border-gray-700">
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<div className="flex items-center justify-between">
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<div>
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<div className="text-sm text-gray-400">Reset All Progress</div>
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<div className="text-xs text-gray-500">Clear all data and start fresh</div>
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</div>
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<Button
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size="sm"
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variant="outline"
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className="border-red-600/50 text-red-400 hover:bg-red-900/20"
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onClick={() => {
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if (confirm('Are you sure you want to reset ALL progress? This cannot be undone!')) {
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store.resetGame();
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}
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}}
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>
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<RotateCcw className="w-4 h-4 mr-1" />
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Reset
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</Button>
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</div>
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</div>
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</CardContent>
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</Card>
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</div>
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);
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}
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}
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// Import TooltipProvider
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import { TooltipProvider } from '@/components/ui/tooltip';
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