47c71e6f54
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 8m47s
- 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/
450 lines
19 KiB
TypeScript
450 lines
19 KiB
TypeScript
'use client';
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import { useState, useMemo } from 'react';
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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 { GameCard } from '@/components/ui/game-card';
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import { SectionHeader } from '@/components/ui/section-header';
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import { StatRow } from '@/components/ui/stat-row';
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import { ActionButton } from '@/components/ui/action-button';
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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 { Tooltip, TooltipContent, TooltipProvider, TooltipTrigger } from '@/components/ui/tooltip';
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import { AlertCircle, Wand2, Scroll, Trash2, Plus, Minus, Check } from 'lucide-react';
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import { EQUIPMENT_TYPES } from '@/lib/game/data/equipment';
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import { ENCHANTMENT_EFFECTS, calculateEffectCapacityCost } from '@/lib/game/data/enchantment-effects';
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import type { EquipmentInstance, EnchantmentDesign, DesignEffect, EquipmentCraftingProgress, EquipmentCategory } from '@/lib/game/types';
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import { fmt, type GameStore } from '@/lib/game/store';
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export interface EnchantmentDesignerProps {
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store: GameStore;
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selectedEquipmentType: string | null;
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setSelectedEquipmentType: (type: string | null) => void;
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selectedEffects: DesignEffect[];
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setSelectedEffects: (effects: DesignEffect[]) => void;
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designName: string;
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setDesignName: (name: string) => void;
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selectedDesign: string | null;
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setSelectedDesign: (id: string | null) => void;
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}
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export function EnchantmentDesigner({
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store,
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selectedEquipmentType,
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setSelectedEquipmentType,
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selectedEffects,
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setSelectedEffects,
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designName,
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setDesignName,
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selectedDesign,
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setSelectedDesign,
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}: EnchantmentDesignerProps) {
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const enchantmentDesigns = store.enchantmentDesigns;
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const designProgress = store.designProgress;
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const startDesigningEnchantment = store.startDesigningEnchantment;
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const cancelDesign = store.cancelDesign;
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const deleteDesign = store.deleteDesign;
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const unlockedEffects = store.unlockedEffects;
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const skills = store.skills;
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const enchantingLevel = skills.enchanting || 0;
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const efficiencyBonus = (skills.efficientEnchant || 0) * 0.05;
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// Calculate total capacity cost for current design
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const designCapacityCost = selectedEffects.reduce(
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(total, eff) => total + calculateEffectCapacityCost(eff.effectId, eff.stacks, efficiencyBonus),
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0
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);
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// Get capacity limit for selected equipment type
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const selectedEquipmentCapacity = selectedEquipmentType ? EQUIPMENT_TYPES[selectedEquipmentType]?.baseCapacity || 0 : 0;
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const isOverCapacity = selectedEquipmentType ? designCapacityCost > selectedEquipmentCapacity : false;
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// Calculate design time
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const designTime = selectedEffects.reduce((total, eff) => total + 0.5 * eff.stacks, 1);
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// Add effect to design
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const addEffect = (effectId: string) => {
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const existing = selectedEffects.find(e => e.effectId === effectId);
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const effectDef = ENCHANTMENT_EFFECTS[effectId];
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if (!effectDef) return;
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if (existing) {
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if (existing.stacks < effectDef.maxStacks) {
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setSelectedEffects(selectedEffects.map(e =>
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e.effectId === effectId
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? { ...e, stacks: e.stacks + 1 }
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: e
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));
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}
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} else {
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setSelectedEffects([...selectedEffects, {
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effectId,
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stacks: 1,
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capacityCost: calculateEffectCapacityCost(effectId, 1, efficiencyBonus),
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}]);
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}
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};
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// Remove effect from design
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const removeEffect = (effectId: string) => {
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const existing = selectedEffects.find(e => e.effectId === effectId);
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if (!existing) return;
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if (existing.stacks > 1) {
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setSelectedEffects(selectedEffects.map(e =>
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e.effectId === effectId
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? { ...e, stacks: e.stacks - 1 }
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: e
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));
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} else {
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setSelectedEffects(selectedEffects.filter(e => e.effectId !== effectId));
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}
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};
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// Create design
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const handleCreateDesign = () => {
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if (!designName || !selectedEquipmentType || selectedEffects.length === 0) return;
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const success = startDesigningEnchantment(designName, selectedEquipmentType, selectedEffects);
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if (success) {
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// Reset form
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setDesignName('');
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setSelectedEquipmentType(null);
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setSelectedEffects([]);
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}
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};
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// Get available effects for selected equipment type (only unlocked ones)
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const getAvailableEffects = () => {
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if (!selectedEquipmentType) return [];
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const type = EQUIPMENT_TYPES[selectedEquipmentType];
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if (!type) return [];
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return Object.values(ENCHANTMENT_EFFECTS).filter(
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effect =>
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effect.allowedEquipmentCategories.includes(type.category) &&
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unlockedEffects.includes(effect.id)
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);
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};
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// Get incompatible effects (unlocked but not for this equipment type)
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// Requirement (task3 bug #7): Show incompatible enchantments in greyed-out "Unavailable" section
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const getIncompatibleEffects = () => {
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if (!selectedEquipmentType) return [];
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const type = EQUIPMENT_TYPES[selectedEquipmentType];
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if (!type) return [];
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return Object.values(ENCHANTMENT_EFFECTS).filter(
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effect =>
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!effect.allowedEquipmentCategories.includes(type.category) &&
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unlockedEffects.includes(effect.id)
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);
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};
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// Get equipment types that the player actually owns (has instances of)
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// This ensures enchantment compatibility is based on owned items, not just blueprints
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const getOwnedEquipmentTypes = () => {
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// Get all unique equipment type IDs from owned instances
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const ownedEquipmentTypeIds = new Set<string>();
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// Check all equipment instances the player owns
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for (const instance of Object.values(store.equipmentInstances)) {
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ownedEquipmentTypeIds.add(instance.typeId);
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}
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// Filter EQUIPMENT_TYPES to only include types the player owns
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return Object.values(EQUIPMENT_TYPES).filter(type => ownedEquipmentTypeIds.has(type.id));
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};
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const ownedEquipmentTypes = getOwnedEquipmentTypes();
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const availableEffects = getAvailableEffects();
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const incompatibleEffects = getIncompatibleEffects();
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// Get the reason why an effect is incompatible
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const getIncompatibilityReason = (effect: typeof ENCHANTMENT_EFFECTS[string]): string => {
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if (!selectedEquipmentType) return 'No equipment selected';
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const type = EQUIPMENT_TYPES[selectedEquipmentType];
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if (!type) return 'Unknown equipment type';
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// Check what categories this effect is allowed for
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const allowedCategories = effect.allowedEquipmentCategories;
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const equipmentCategory = type.category;
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if (allowedCategories.includes(equipmentCategory)) {
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return 'Compatible';
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}
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// Provide specific reasons
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if (allowedCategories.includes('weapon' as EquipmentCategory) && equipmentCategory !== 'sword' && equipmentCategory !== 'caster' && equipmentCategory !== 'catalyst') {
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return `Requires a weapon (${allowedCategories.filter(c => ['sword', 'caster', 'catalyst'].includes(c)).join(', ')})`;
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}
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return `Requires ${allowedCategories.join(' or ')} equipment`;
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};
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// Render stage
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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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{/* Equipment Type Selection */}
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<GameCard variant="default">
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<SectionHeader title="1. Select Equipment Type" />
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{designProgress ? (
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<div className="space-y-3">
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<div className="text-sm text-[var(--text-secondary)]">
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Designing for: {EQUIPMENT_TYPES[designProgress.equipmentType]?.name}
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</div>
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<div className="text-sm font-semibold text-[var(--mana-light)]">{designProgress.name}</div>
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<Progress
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value={(designProgress.progress / designProgress.required) * 100}
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className="h-3 bg-[var(--bg-sunken)]"
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/>
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<div className="flex justify-between text-xs text-[var(--text-muted)]">
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<span>{designProgress.progress.toFixed(1)}h / {designProgress.required.toFixed(1)}h</span>
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<ActionButton size="sm" variant="outline" onClick={cancelDesign}>Cancel</ActionButton>
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</div>
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</div>
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) : (
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<ScrollArea className="h-64">
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<div className="grid grid-cols-2 gap-2">
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{ownedEquipmentTypes.map(type => (
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<div
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key={type.id}
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className={`p-2 rounded border cursor-pointer transition-all
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${selectedEquipmentType === type.id
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? 'border-[var(--mana-light)] bg-[var(--mana-light)]/10'
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: 'border-[var(--border-default)] bg-[var(--bg-sunken)]/50 hover:border-[var(--border-default)]'
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}`}
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onClick={() => setSelectedEquipmentType(type.id)}
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role="button"
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tabIndex={0}
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aria-label={`Select ${type.name}`}
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>
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<div className="text-sm font-semibold text-[var(--text-primary)]">{type.name}</div>
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<div className="text-xs text-[var(--text-muted)]">Cap: {type.baseCapacity}</div>
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</div>
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))}
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</div>
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{ownedEquipmentTypes.length === 0 && (
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<div className="text-center text-[var(--text-muted)] py-4 text-sm">
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No equipment blueprints owned. Craft or find equipment blueprints first.
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</div>
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)}
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</ScrollArea>
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)}
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</GameCard>
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{/* Effect Selection */}
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<GameCard variant="default">
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<SectionHeader title="2. Select Effects" />
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{enchantingLevel < 1 ? (
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<div className="text-center text-[var(--text-muted)] py-8">
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<Wand2 className="w-12 h-12 mx-auto mb-2 opacity-50 text-[var(--text-disabled)]" />
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<p>Learn Enchanting skill to design enchantments</p>
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</div>
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) : designProgress ? (
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<div className="space-y-2">
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<div className="text-sm text-[var(--text-secondary)]">Design in progress...</div>
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{designProgress.effects.map(eff => {
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const def = ENCHANTMENT_EFFECTS[eff.effectId];
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return (
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<div key={eff.effectId} className="flex justify-between text-sm text-[var(--text-primary)]">
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<span>{def?.name} x{eff.stacks}</span>
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<span className="text-[var(--text-muted)]">{eff.capacityCost} cap</span>
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</div>
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);
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})}
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</div>
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) : !selectedEquipmentType ? (
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<div className="text-center text-[var(--text-muted)] py-8">
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Select an equipment type first
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</div>
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) : (
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<>
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<ScrollArea className="h-48 mb-4">
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<div className="space-y-2">
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{/* Compatible Effects */}
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{availableEffects.map(effect => {
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const selected = selectedEffects.find(e => e.effectId === effect.id);
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const cost = calculateEffectCapacityCost(effect.id, (selected?.stacks || 0) + 1, efficiencyBonus);
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return (
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<div
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key={effect.id}
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className={`p-2 rounded border transition-all
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${selected
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? 'border-[var(--mana-stellar)] bg-[var(--mana-stellar)]/10'
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: 'border-[var(--border-default)] bg-[var(--bg-sunken)]/50'
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}`}
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>
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<div className="flex justify-between items-start">
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<div className="flex-1">
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<div className="text-sm font-semibold text-[var(--text-primary)]">{effect.name}</div>
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<div className="text-xs text-[var(--text-muted)]">{effect.description}</div>
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<div className="text-xs text-[var(--text-disabled)] mt-1">
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Cost: {effect.baseCapacityCost} cap | Max: {effect.maxStacks}
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</div>
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</div>
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<div className="flex gap-1">
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{selected && (
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<ActionButton
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size="sm"
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variant="outline"
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className="h-6 w-6 p-0"
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onClick={() => removeEffect(effect.id)}
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>
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<Minus className="w-3 h-3" />
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</ActionButton>
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)}
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<ActionButton
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size="sm"
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variant="outline"
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className="h-6 w-6 p-0"
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onClick={() => addEffect(effect.id)}
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disabled={!selected && selectedEffects.length >= 5}
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>
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<Plus className="w-3 h-3" />
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</ActionButton>
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</div>
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</div>
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{selected && (
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<Badge variant="outline" className="mt-1 text-xs border-[var(--mana-stellar)] text-[var(--mana-stellar)]">
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{selected.stacks}/{effect.maxStacks}
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</Badge>
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)}
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</div>
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);
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})}
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{/* Incompatible Effects - Requirement: greyed-out "Unavailable" section with tooltips */}
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{incompatibleEffects.length > 0 && (
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<>
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<Separator className="bg-[var(--border-subtle)] my-2" />
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<div className="text-xs font-semibold text-[var(--text-disabled)] uppercase tracking-wider mb-2">
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Unavailable
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</div>
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{incompatibleEffects.map(effect => {
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const reason = getIncompatibilityReason(effect);
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return (
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<TooltipProvider key={effect.id}>
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<Tooltip>
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<TooltipTrigger asChild>
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<div
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className="p-2 rounded border border-[var(--border-subtle)] bg-[var(--bg-sunken)]/30 opacity-50 cursor-not-allowed"
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>
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<div className="flex justify-between items-start">
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<div className="flex-1">
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<div className="text-sm font-semibold text-[var(--text-disabled)]">{effect.name}</div>
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<div className="text-xs text-[var(--text-disabled)]">{effect.description}</div>
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</div>
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<AlertCircle size={14} className="text-[var(--text-disabled)]" />
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</div>
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</div>
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</TooltipTrigger>
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<TooltipContent className="bg-[var(--bg-elevated)] border-[var(--border-default)] text-[var(--text-primary)]">
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<p className="font-semibold">Incompatible Effect</p>
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<p className="text-xs text-[var(--text-muted)] mt-1">{reason}</p>
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</TooltipContent>
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</Tooltip>
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</TooltipProvider>
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);
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})}
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</>
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)}
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</div>
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</ScrollArea>
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{/* Selected effects summary */}
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<Separator className="bg-[var(--border-subtle)] my-2" />
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<div className="space-y-2">
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<input
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type="text"
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placeholder="Design name..."
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value={designName}
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onChange={(e) => setDesignName(e.target.value)}
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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)]"
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aria-label="Design name"
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/>
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<StatRow
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label="Total Capacity:"
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value={
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<span className={isOverCapacity ? 'text-[var(--color-danger)]' : 'text-[var(--color-success)]'}>
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{designCapacityCost.toFixed(0)} / {selectedEquipmentCapacity}
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</span>
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}
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/>
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<StatRow
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label="Design Time:"
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value={`${designTime.toFixed(1)}h`}
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highlight="default"
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/>
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<ActionButton
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className="w-full"
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disabled={!designName || selectedEffects.length === 0 || isOverCapacity}
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onClick={handleCreateDesign}
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>
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{isOverCapacity ? 'Over Capacity!' : `Start Design (${designTime.toFixed(1)}h)`}
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</ActionButton>
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</div>
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</>
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)}
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</GameCard>
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{/* Saved Designs */}
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<GameCard variant="default" className="lg:col-span-2">
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<SectionHeader title={`Saved Designs (${enchantmentDesigns.length})`} />
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{enchantmentDesigns.length === 0 ? (
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<div className="text-center text-[var(--text-muted)] py-4">
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No saved designs yet
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</div>
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) : (
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<div className="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 gap-3">
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{enchantmentDesigns.map(design => (
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<div
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key={design.id}
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className={`p-3 rounded border cursor-pointer transition-all
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${selectedDesign === design.id
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? 'border-[var(--mana-light)] bg-[var(--mana-light)]/10'
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: 'border-[var(--border-default)] bg-[var(--bg-sunken)]/50 hover:border-[var(--border-default)]'
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}`}
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onClick={() => setSelectedDesign(design.id)}
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role="button"
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tabIndex={0}
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aria-label={`Select design: ${design.name}`}
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>
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<div className="flex justify-between items-start">
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<div>
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<div className="font-semibold text-[var(--text-primary)]">{design.name}</div>
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<div className="text-xs text-[var(--text-muted)]">
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{EQUIPMENT_TYPES[design.equipmentType]?.name}
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</div>
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</div>
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<ActionButton
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size="sm"
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variant="ghost"
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className="h-6 w-6 p-0 text-[var(--text-muted)] hover:text-[var(--color-danger)]"
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onClick={(e) => {
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e.stopPropagation();
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deleteDesign(design.id);
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}}
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aria-label={`Delete design: ${design.name}`}
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>
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<Trash2 className="w-4 h-4" />
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</ActionButton>
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</div>
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<div className="mt-2 text-xs text-[var(--text-muted)]">
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{design.effects.length} effects | {design.totalCapacityUsed} cap
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</div>
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</div>
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))}
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</div>
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)}
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</GameCard>
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</div>
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);
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}
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EnchantmentDesigner.displayName = 'EnchantmentDesigner';
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