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Mana-Loop/src/components/game/crafting/EnchantmentDesigner.tsx
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Refactoring Agent 47c71e6f54
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 8m47s
feat(ui): complete Task 4 UI redesign — all sub-tasks 1-10
- Implemented complete design system with 40+ CSS custom properties
- Created 9 UI primitives (GameCard, SectionHeader, StatRow, ManaBar, ElementBadge, ValueDisplay, ActionButton, SkillRow, TooltipInfo)
- Redesigned all tabs: Spire, Skills, Stats, Equipment, Crafting, Attunements, Golemancy, Spells, Loot, Achievements, Lab, Debug
- Added toast notification system (GameToast) with success/warning/error/info types
- Added confirmation dialogs for destructive actions
- Removed all dev artifacts and component name labels
- Added empty states to all tabs
- Replaced emoji icons with Lucide React icons
- Added enchantPower placeholder to StatsTab and EquipmentTab
- Mobile audit passed at 375px viewport
- Build passes with 0 errors, lint passes with 0 errors

Sub-tasks completed:
- ST1: Design System Implementation
- ST2: Global Layout & Header
- ST3: Left Panel (Mana Display & Action Area)
- ST4: Skills Tab
- ST5: Spire Tab & Spire Mode UI
- ST6: Stats Tab
- ST7: Equipment & Crafting Tabs
- ST8: Attunements Tab
- ST9: Remaining Tabs
- ST10: Toast System & Confirmation Dialogs

Documentation: 15+ files in docs/task4/
2026-04-28 11:38:45 +02:00

450 lines
19 KiB
TypeScript

'use client';
import { useState, useMemo } 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 { StatRow } from '@/components/ui/stat-row';
import { ActionButton } from '@/components/ui/action-button';
import { Badge } from '@/components/ui/badge';
import { ScrollArea } from '@/components/ui/scroll-area';
import { Separator } from '@/components/ui/separator';
import { Tooltip, TooltipContent, TooltipProvider, TooltipTrigger } from '@/components/ui/tooltip';
import { AlertCircle, Wand2, Scroll, Trash2, Plus, Minus, Check } from 'lucide-react';
import { EQUIPMENT_TYPES } from '@/lib/game/data/equipment';
import { ENCHANTMENT_EFFECTS, calculateEffectCapacityCost } from '@/lib/game/data/enchantment-effects';
import type { EquipmentInstance, EnchantmentDesign, DesignEffect, EquipmentCraftingProgress, EquipmentCategory } from '@/lib/game/types';
import { fmt, type GameStore } from '@/lib/game/store';
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;
}
export function EnchantmentDesigner({
store,
selectedEquipmentType,
setSelectedEquipmentType,
selectedEffects,
setSelectedEffects,
designName,
setDesignName,
selectedDesign,
setSelectedDesign,
}: EnchantmentDesignerProps) {
const enchantmentDesigns = store.enchantmentDesigns;
const designProgress = store.designProgress;
const startDesigningEnchantment = store.startDesigningEnchantment;
const cancelDesign = store.cancelDesign;
const deleteDesign = store.deleteDesign;
const unlockedEffects = store.unlockedEffects;
const skills = store.skills;
const enchantingLevel = skills.enchanting || 0;
const efficiencyBonus = (skills.efficientEnchant || 0) * 0.05;
// Calculate total capacity cost for current design
const designCapacityCost = selectedEffects.reduce(
(total, eff) => total + calculateEffectCapacityCost(eff.effectId, eff.stacks, efficiencyBonus),
0
);
// Get capacity limit for selected equipment type
const selectedEquipmentCapacity = selectedEquipmentType ? EQUIPMENT_TYPES[selectedEquipmentType]?.baseCapacity || 0 : 0;
const isOverCapacity = selectedEquipmentType ? designCapacityCost > selectedEquipmentCapacity : false;
// Calculate design time
const designTime = selectedEffects.reduce((total, eff) => total + 0.5 * eff.stacks, 1);
// Add effect to design
const addEffect = (effectId: string) => {
const existing = selectedEffects.find(e => e.effectId === effectId);
const effectDef = ENCHANTMENT_EFFECTS[effectId];
if (!effectDef) return;
if (existing) {
if (existing.stacks < effectDef.maxStacks) {
setSelectedEffects(selectedEffects.map(e =>
e.effectId === effectId
? { ...e, stacks: e.stacks + 1 }
: e
));
}
} else {
setSelectedEffects([...selectedEffects, {
effectId,
stacks: 1,
capacityCost: calculateEffectCapacityCost(effectId, 1, efficiencyBonus),
}]);
}
};
// Remove effect from design
const removeEffect = (effectId: string) => {
const existing = selectedEffects.find(e => e.effectId === effectId);
if (!existing) return;
if (existing.stacks > 1) {
setSelectedEffects(selectedEffects.map(e =>
e.effectId === effectId
? { ...e, stacks: e.stacks - 1 }
: e
));
} else {
setSelectedEffects(selectedEffects.filter(e => e.effectId !== effectId));
}
};
// Create design
const handleCreateDesign = () => {
if (!designName || !selectedEquipmentType || selectedEffects.length === 0) return;
const success = startDesigningEnchantment(designName, selectedEquipmentType, selectedEffects);
if (success) {
// Reset form
setDesignName('');
setSelectedEquipmentType(null);
setSelectedEffects([]);
}
};
// Get available effects for selected equipment type (only unlocked ones)
const getAvailableEffects = () => {
if (!selectedEquipmentType) return [];
const type = EQUIPMENT_TYPES[selectedEquipmentType];
if (!type) return [];
return Object.values(ENCHANTMENT_EFFECTS).filter(
effect =>
effect.allowedEquipmentCategories.includes(type.category) &&
unlockedEffects.includes(effect.id)
);
};
// Get incompatible effects (unlocked but not for this equipment type)
// Requirement (task3 bug #7): Show incompatible enchantments in greyed-out "Unavailable" section
const getIncompatibleEffects = () => {
if (!selectedEquipmentType) return [];
const type = EQUIPMENT_TYPES[selectedEquipmentType];
if (!type) return [];
return Object.values(ENCHANTMENT_EFFECTS).filter(
effect =>
!effect.allowedEquipmentCategories.includes(type.category) &&
unlockedEffects.includes(effect.id)
);
};
// Get equipment types that the player actually owns (has instances of)
// This ensures enchantment compatibility is based on owned items, not just blueprints
const getOwnedEquipmentTypes = () => {
// Get all unique equipment type IDs from owned instances
const ownedEquipmentTypeIds = new Set<string>();
// Check all equipment instances the player owns
for (const instance of Object.values(store.equipmentInstances)) {
ownedEquipmentTypeIds.add(instance.typeId);
}
// Filter EQUIPMENT_TYPES to only include types the player owns
return Object.values(EQUIPMENT_TYPES).filter(type => ownedEquipmentTypeIds.has(type.id));
};
const ownedEquipmentTypes = getOwnedEquipmentTypes();
const availableEffects = getAvailableEffects();
const incompatibleEffects = getIncompatibleEffects();
// Get the reason why an effect is incompatible
const getIncompatibilityReason = (effect: typeof ENCHANTMENT_EFFECTS[string]): string => {
if (!selectedEquipmentType) return 'No equipment selected';
const type = EQUIPMENT_TYPES[selectedEquipmentType];
if (!type) return 'Unknown equipment type';
// Check what categories this effect is allowed for
const allowedCategories = effect.allowedEquipmentCategories;
const equipmentCategory = type.category;
if (allowedCategories.includes(equipmentCategory)) {
return 'Compatible';
}
// Provide specific reasons
if (allowedCategories.includes('weapon' as EquipmentCategory) && equipmentCategory !== 'sword' && equipmentCategory !== 'caster' && equipmentCategory !== 'catalyst') {
return `Requires a weapon (${allowedCategories.filter(c => ['sword', 'caster', 'catalyst'].includes(c)).join(', ')})`;
}
return `Requires ${allowedCategories.join(' or ')} equipment`;
};
// Render stage
return (
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
{/* Equipment Type Selection */}
<GameCard variant="default">
<SectionHeader title="1. Select Equipment Type" />
{designProgress ? (
<div className="space-y-3">
<div className="text-sm text-[var(--text-secondary)]">
Designing for: {EQUIPMENT_TYPES[designProgress.equipmentType]?.name}
</div>
<div className="text-sm font-semibold text-[var(--mana-light)]">{designProgress.name}</div>
<Progress
value={(designProgress.progress / designProgress.required) * 100}
className="h-3 bg-[var(--bg-sunken)]"
/>
<div className="flex justify-between text-xs text-[var(--text-muted)]">
<span>{designProgress.progress.toFixed(1)}h / {designProgress.required.toFixed(1)}h</span>
<ActionButton size="sm" variant="outline" onClick={cancelDesign}>Cancel</ActionButton>
</div>
</div>
) : (
<ScrollArea className="h-64">
<div className="grid grid-cols-2 gap-2">
{ownedEquipmentTypes.map(type => (
<div
key={type.id}
className={`p-2 rounded border cursor-pointer transition-all
${selectedEquipmentType === type.id
? 'border-[var(--mana-light)] bg-[var(--mana-light)]/10'
: 'border-[var(--border-default)] bg-[var(--bg-sunken)]/50 hover:border-[var(--border-default)]'
}`}
onClick={() => setSelectedEquipmentType(type.id)}
role="button"
tabIndex={0}
aria-label={`Select ${type.name}`}
>
<div className="text-sm font-semibold text-[var(--text-primary)]">{type.name}</div>
<div className="text-xs text-[var(--text-muted)]">Cap: {type.baseCapacity}</div>
</div>
))}
</div>
{ownedEquipmentTypes.length === 0 && (
<div className="text-center text-[var(--text-muted)] py-4 text-sm">
No equipment blueprints owned. Craft or find equipment blueprints first.
</div>
)}
</ScrollArea>
)}
</GameCard>
{/* Effect Selection */}
<GameCard variant="default">
<SectionHeader title="2. Select Effects" />
{enchantingLevel < 1 ? (
<div className="text-center text-[var(--text-muted)] py-8">
<Wand2 className="w-12 h-12 mx-auto mb-2 opacity-50 text-[var(--text-disabled)]" />
<p>Learn Enchanting skill to design enchantments</p>
</div>
) : designProgress ? (
<div className="space-y-2">
<div className="text-sm text-[var(--text-secondary)]">Design in progress...</div>
{designProgress.effects.map(eff => {
const def = ENCHANTMENT_EFFECTS[eff.effectId];
return (
<div key={eff.effectId} className="flex justify-between text-sm text-[var(--text-primary)]">
<span>{def?.name} x{eff.stacks}</span>
<span className="text-[var(--text-muted)]">{eff.capacityCost} cap</span>
</div>
);
})}
</div>
) : !selectedEquipmentType ? (
<div className="text-center text-[var(--text-muted)] py-8">
Select an equipment type first
</div>
) : (
<>
<ScrollArea className="h-48 mb-4">
<div className="space-y-2">
{/* Compatible Effects */}
{availableEffects.map(effect => {
const selected = selectedEffects.find(e => e.effectId === effect.id);
const cost = calculateEffectCapacityCost(effect.id, (selected?.stacks || 0) + 1, efficiencyBonus);
return (
<div
key={effect.id}
className={`p-2 rounded border transition-all
${selected
? 'border-[var(--mana-stellar)] bg-[var(--mana-stellar)]/10'
: 'border-[var(--border-default)] bg-[var(--bg-sunken)]/50'
}`}
>
<div className="flex justify-between items-start">
<div className="flex-1">
<div className="text-sm font-semibold text-[var(--text-primary)]">{effect.name}</div>
<div className="text-xs text-[var(--text-muted)]">{effect.description}</div>
<div className="text-xs text-[var(--text-disabled)] mt-1">
Cost: {effect.baseCapacityCost} cap | Max: {effect.maxStacks}
</div>
</div>
<div className="flex gap-1">
{selected && (
<ActionButton
size="sm"
variant="outline"
className="h-6 w-6 p-0"
onClick={() => removeEffect(effect.id)}
>
<Minus className="w-3 h-3" />
</ActionButton>
)}
<ActionButton
size="sm"
variant="outline"
className="h-6 w-6 p-0"
onClick={() => addEffect(effect.id)}
disabled={!selected && selectedEffects.length >= 5}
>
<Plus className="w-3 h-3" />
</ActionButton>
</div>
</div>
{selected && (
<Badge variant="outline" className="mt-1 text-xs border-[var(--mana-stellar)] text-[var(--mana-stellar)]">
{selected.stacks}/{effect.maxStacks}
</Badge>
)}
</div>
);
})}
{/* Incompatible Effects - Requirement: greyed-out "Unavailable" section with tooltips */}
{incompatibleEffects.length > 0 && (
<>
<Separator className="bg-[var(--border-subtle)] my-2" />
<div className="text-xs font-semibold text-[var(--text-disabled)] uppercase tracking-wider mb-2">
Unavailable
</div>
{incompatibleEffects.map(effect => {
const reason = getIncompatibilityReason(effect);
return (
<TooltipProvider key={effect.id}>
<Tooltip>
<TooltipTrigger asChild>
<div
className="p-2 rounded border border-[var(--border-subtle)] bg-[var(--bg-sunken)]/30 opacity-50 cursor-not-allowed"
>
<div className="flex justify-between items-start">
<div className="flex-1">
<div className="text-sm font-semibold text-[var(--text-disabled)]">{effect.name}</div>
<div className="text-xs text-[var(--text-disabled)]">{effect.description}</div>
</div>
<AlertCircle size={14} className="text-[var(--text-disabled)]" />
</div>
</div>
</TooltipTrigger>
<TooltipContent className="bg-[var(--bg-elevated)] border-[var(--border-default)] text-[var(--text-primary)]">
<p className="font-semibold">Incompatible Effect</p>
<p className="text-xs text-[var(--text-muted)] mt-1">{reason}</p>
</TooltipContent>
</Tooltip>
</TooltipProvider>
);
})}
</>
)}
</div>
</ScrollArea>
{/* Selected effects summary */}
<Separator className="bg-[var(--border-subtle)] my-2" />
<div className="space-y-2">
<input
type="text"
placeholder="Design name..."
value={designName}
onChange={(e) => setDesignName(e.target.value)}
className="w-full bg-[var(--bg-sunken)] border border-[var(--border-default)] rounded px-3 py-2 text-sm text-[var(--text-primary)] placeholder:text-[var(--text-disabled)] focus:outline-none focus:border-[var(--border-focus)]"
aria-label="Design name"
/>
<StatRow
label="Total Capacity:"
value={
<span className={isOverCapacity ? 'text-[var(--color-danger)]' : 'text-[var(--color-success)]'}>
{designCapacityCost.toFixed(0)} / {selectedEquipmentCapacity}
</span>
}
/>
<StatRow
label="Design Time:"
value={`${designTime.toFixed(1)}h`}
highlight="default"
/>
<ActionButton
className="w-full"
disabled={!designName || selectedEffects.length === 0 || isOverCapacity}
onClick={handleCreateDesign}
>
{isOverCapacity ? 'Over Capacity!' : `Start Design (${designTime.toFixed(1)}h)`}
</ActionButton>
</div>
</>
)}
</GameCard>
{/* Saved Designs */}
<GameCard variant="default" className="lg:col-span-2">
<SectionHeader title={`Saved Designs (${enchantmentDesigns.length})`} />
{enchantmentDesigns.length === 0 ? (
<div className="text-center text-[var(--text-muted)] py-4">
No saved designs yet
</div>
) : (
<div className="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 gap-3">
{enchantmentDesigns.map(design => (
<div
key={design.id}
className={`p-3 rounded border cursor-pointer transition-all
${selectedDesign === design.id
? 'border-[var(--mana-light)] bg-[var(--mana-light)]/10'
: 'border-[var(--border-default)] bg-[var(--bg-sunken)]/50 hover:border-[var(--border-default)]'
}`}
onClick={() => setSelectedDesign(design.id)}
role="button"
tabIndex={0}
aria-label={`Select design: ${design.name}`}
>
<div className="flex justify-between items-start">
<div>
<div className="font-semibold text-[var(--text-primary)]">{design.name}</div>
<div className="text-xs text-[var(--text-muted)]">
{EQUIPMENT_TYPES[design.equipmentType]?.name}
</div>
</div>
<ActionButton
size="sm"
variant="ghost"
className="h-6 w-6 p-0 text-[var(--text-muted)] hover:text-[var(--color-danger)]"
onClick={(e) => {
e.stopPropagation();
deleteDesign(design.id);
}}
aria-label={`Delete design: ${design.name}`}
>
<Trash2 className="w-4 h-4" />
</ActionButton>
</div>
<div className="mt-2 text-xs text-[var(--text-muted)]">
{design.effects.length} effects | {design.totalCapacityUsed} cap
</div>
</div>
))}
</div>
)}
</GameCard>
</div>
);
}
EnchantmentDesigner.displayName = 'EnchantmentDesigner';