Files
Mana-Loop/src/app/page.tsx
T
n8n-gitea 639d396f80
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feat: recreate Achievements tab with category sections, progress tracking, and hidden achievement logic
2026-05-19 14:44:27 +02:00

283 lines
11 KiB
TypeScript

'use client';
import { useEffect, useState, lazy, Suspense } from 'react';
import { useShallow } from 'zustand/react/shallow';
// Import from new modular stores
import {
useGameStore,
useUIStore,
useManaStore,
useCombatStore,
usePrestigeStore,
useCraftingStore,
useDisciplineStore,
fmt,
computeMaxMana,
computeRegen,
computeClickMana,
getMeditationBonus,
getIncursionStrength,
} from '@/lib/game/stores';
import { computeDisciplineEffects } from '@/lib/game/effects/discipline-effects';
import { useGameLoop } from '@/lib/game/stores/gameHooks';
import { getUnifiedEffects } from '@/lib/game/effects';
import { SPELLS_DEF } from '@/lib/game/constants';
import { TimeDisplay } from '@/components/game';
import { hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/effects';
import { Tabs, TabsContent, TabsList, TabsTrigger } from '@/components/ui/tabs';
import { Badge } from '@/components/ui/badge';
import { ScrollArea } from '@/components/ui/scroll-area';
import { TooltipProvider } from '@/components/ui/tooltip';
import { ErrorBoundary } from '@/components/ErrorBoundary';
import { DebugName } from '@/components/game/debug/debug-context';
// Import extracted components
import { GameOverScreen } from './components/GameOverScreen';
import { LeftPanel } from './components/LeftPanel';
// Lazy load tab components
const DisciplinesTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.DisciplinesTab })));
const SpellsTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.SpellsTab })));
const StatsTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.StatsTab })));
const AchievementsTab = lazy(() => import('@/components/game/tabs').then(module => ({ default: module.AchievementsTab })));
const TabLoadingFallback = () => <div className="p-4 text-center text-gray-400">Loading...</div>;
// ============================================================================
// Grimoire Tab Component
// ============================================================================
function GrimoireTab() {
const [grimoireSpells, setGrimoireSpells] = useState<any[]>(() => {
if (typeof window !== 'undefined' && SPELLS_DEF) {
return Object.values(SPELLS_DEF).filter((s: any) => s.grimoire);
}
return [];
});
const loaded = typeof window !== 'undefined';
if (!loaded) {
return <div className="p-4 text-center text-gray-400">Loading grimoire...</div>;
}
if (grimoireSpells.length === 0) {
return (
<div className="p-4 text-center text-gray-400">
No grimoire spells available yet. Defeat guardians to unlock spells.
</div>
);
}
const availablePages = Math.ceil(grimoireSpells.length / 12);
return (
<DebugName name="GrimoireTab">
<div className="space-y-4">
<div className="text-sm text-gray-400">
<p className="mb-2">A vast tome of arcane knowledge. Study carefully each spell costs insight to transcribe into your repertoire.</p>
<p>Available pages: {availablePages}. Spells in grimoire: {grimoireSpells.length}.</p>
</div>
<ScrollArea className="h-[600px] rounded border border-gray-700 p-4">
<div className="grid grid-cols-1 md:grid-cols-2 gap-4">
{grimoireSpells.map((spell: any) => (
<div
key={spell.id}
className="p-4 bg-gray-800/50 rounded border border-gray-600 hover:border-gray-500 transition-colors"
>
<div className="flex items-start justify-between mb-2">
<span className="font-bold text-gray-100">{spell.name}</span>
<Badge variant="outline" className="border-gray-600">
{spell.element}
</Badge>
</div>
<p className="text-sm text-gray-400 mb-3">{spell.desc}</p>
<div className="text-xs text-gray-500 space-y-1">
<div>Cost: {spell.cost.amount} {
spell.cost.type === 'element'
? spell.cost.element
: 'raw mana'
}</div>
<div>Power: {spell.power}</div>
{spell.effect && <div>Effect: {spell.effect}</div>}
</div>
</div>
))}
</div>
</ScrollArea>
</div>
</DebugName>
);
}
// ============================================================================
// Main Game Component
// ============================================================================
export default function ManaLoopGame() {
const [selectedManaType, setSelectedManaType] = useState<string>('');
const [activeTab, setActiveTab] = useState('spells');
// ALL hooks must be called before any conditional returns
useGameLoop();
// Use useShallow to combine multi-field subscriptions and reduce re-renders
const { day, hour, initGame } = useGameStore(useShallow(s => ({ day: s.day, hour: s.hour, initGame: s.initGame })));
const { prestigeUpgrades, insight, loopInsight } = usePrestigeStore(useShallow(s => ({ prestigeUpgrades: s.prestigeUpgrades, insight: s.insight, loopInsight: s.loopInsight })));
const { rawMana, meditateTicks } = useManaStore(useShallow(s => ({ rawMana: s.rawMana, meditateTicks: s.meditateTicks })));
const spireMode = useCombatStore((s) => s.spireMode);
const gameOver = useUIStore((s) => s.gameOver);
// Get equipment state from crafting store
const equippedInstances = useCraftingStore((s) => s.equippedInstances);
const equipmentInstances = useCraftingStore((s) => s.equipmentInstances);
// Derived state
const upgradeEffects = getUnifiedEffects({
skillUpgrades: {},
skillTiers: {},
equippedInstances,
equipmentInstances
});
// Compute discipline bonuses from active disciplines
const disciplineStoreState = useDisciplineStore();
const disciplineEffects = computeDisciplineEffects(disciplineStoreState as any);
const maxMana = computeMaxMana({
skills: {},
prestigeUpgrades,
skillUpgrades: {},
skillTiers: {}
}, upgradeEffects as any, disciplineEffects);
const baseRegen = computeRegen({
skills: {},
prestigeUpgrades,
skillUpgrades: {},
skillTiers: {},
attunements: {},
}, upgradeEffects as any, disciplineEffects);
const clickMana = computeClickMana({
skills: {},
}, disciplineEffects);
const meditationMultiplier = getMeditationBonus(meditateTicks, {}, (upgradeEffects as any).meditationEfficiency);
const incursionStrength = getIncursionStrength(day, hour);
// Effective regen with incursion penalty
const effectiveRegenWithSpecials = baseRegen * (1 - incursionStrength);
// Mana Cascade bonus
const manaCascadeBonus = hasSpecial(upgradeEffects as any, SPECIAL_EFFECTS.MANA_CASCADE)
? Math.floor(maxMana / 100) * 0.1
: 0;
// Mana Waterfall bonus
const manaWaterfallBonus = hasSpecial(upgradeEffects as any, SPECIAL_EFFECTS.MANA_WATERFALL)
? Math.floor(maxMana / 100) * 0.25
: 0;
// Effective regen
const effectiveRegen = (effectiveRegenWithSpecials + manaCascadeBonus + manaWaterfallBonus) * meditationMultiplier;
// Initialize game on mount
useEffect(() => {
initGame();
}, [initGame]);
const [mounted, setMounted] = useState(false);
useEffect(() => { setMounted(true); }, []); // eslint-disable-line react-hooks/set-state-in-effect
// React to spireMode changes from combat store
useEffect(() => {
if (spireMode) {
setActiveTab('spells'); // eslint-disable-line react-hooks/set-state-in-effect
}
}, [spireMode]);
// Conditional returns AFTER all hooks
if (gameOver) {
return <GameOverScreen day={day} hour={hour} insightGained={loopInsight} totalInsight={insight} />;
}
if (!mounted) return <div className="p-4 text-center text-gray-400">Loading...</div>;
return (
<ErrorBoundary>
<TooltipProvider>
<div className="game-root min-h-screen flex flex-col">
{/* Header */}
<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">
<div className="flex items-center justify-between">
<h1 className="text-xl font-bold game-title tracking-wider">MANA LOOP</h1>
<div className="flex items-center gap-4">
<TimeDisplay day={day} hour={hour} insight={insight} />
</div>
</div>
</header>
{/* Main Content */}
<main className="flex-1 flex flex-col md:flex-row gap-4 p-4">
<LeftPanel />
<div className="flex-1 min-w-0">
<Tabs value={activeTab} onValueChange={setActiveTab}>
<TabsList className="flex flex-wrap gap-1 w-full mb-4 h-auto">
<TabsTrigger value="spells" className="text-xs px-2 py-1">🔮 Spells</TabsTrigger>
<TabsTrigger value="stats" className="text-xs px-2 py-1">📊 Stats</TabsTrigger>
<TabsTrigger value="disciplines" className="text-xs px-2 py-1">📚 Disciplines</TabsTrigger>
<TabsTrigger value="grimoire" className="text-xs px-2 py-1">📖 Grimoire</TabsTrigger>
<TabsTrigger value="achievements" className="text-xs px-2 py-1">🏆 Achievements</TabsTrigger>
</TabsList>
<TabsContent value="spells">
<ErrorBoundary fallback={<div className="p-4 text-red-400">spells tab failed to load.</div>}>
<Suspense fallback={<TabLoadingFallback />}>
<SpellsTab />
</Suspense>
</ErrorBoundary>
</TabsContent>
<TabsContent value="stats">
<ErrorBoundary fallback={<div className="p-4 text-red-400">stats tab failed to load.</div>}>
<Suspense fallback={<TabLoadingFallback />}>
<StatsTab />
</Suspense>
</ErrorBoundary>
</TabsContent>
<TabsContent value="disciplines">
<ErrorBoundary fallback={<div className="p-4 text-red-400">disciplines tab failed to load.</div>}>
<Suspense fallback={<TabLoadingFallback />}>
<DisciplinesTab />
</Suspense>
</ErrorBoundary>
</TabsContent>
<TabsContent value="grimoire">
<GrimoireTab />
</TabsContent>
<TabsContent value="achievements">
<ErrorBoundary fallback={<div className="p-4 text-red-400">achievements tab failed to load.</div>}>
<Suspense fallback={<TabLoadingFallback />}>
<AchievementsTab />
</Suspense>
</ErrorBoundary>
</TabsContent>
</Tabs>
</div>
</main>
</div>
</TooltipProvider>
</ErrorBoundary>
);
}