6f0b86d4d7
- Deleted old src/components/game/SpireTab.tsx (duplicate of tabs/SpireTab.tsx) - Verified SWARM_CONFIG: 15% chance, 3-6 enemies at 40% HP - Verified UI in tabs/SpireTab.tsx correctly renders each swarm enemy individually - Verified generateSwarmEnemies() and generateRoomType() logic is correct
574 lines
28 KiB
TypeScript
Executable File
574 lines
28 KiB
TypeScript
Executable File
'use client';
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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 { Card, CardContent, CardHeader, CardTitle } from '@/components/ui/card';
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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 { TooltipProvider, Tooltip, TooltipContent, TooltipTrigger } from '@/components/ui/tooltip';
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import { BookOpen, ChevronUp, ChevronDown, RotateCcw, X, Mountain, Skull, Zap, Wind, Shield } from 'lucide-react';
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import type { ActivityLogEntry } from '@/lib/game/types';
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import type { GameStore } from '@/lib/game/store';
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import { ELEMENTS, GUARDIANS, SPELLS_DEF, SKILLS_DEF, ROOM_TYPE_LABELS } from '@/lib/game/constants';
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import { GOLEMS_DEF, getGolemDamage, getGolemAttackSpeed } from '@/lib/game/data/golems';
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import { fmt, fmtDec, getFloorElement, canAffordSpellCost, getEnemyName } from '@/lib/game/store';
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import { getActiveEquipmentSpells, getTotalDPS } from '@/lib/game/computed-stats';
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import { formatSpellCost, getSpellCostColor, formatStudyTime } from '@/lib/game/formatting';
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import { CraftingProgress, StudyProgress } from '@/components/game';
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import { getUnifiedEffects } from '@/lib/game/effects';
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interface SpireTabProps {
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store: GameStore;
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simpleMode?: boolean; // When true, only show essential Spire info (for Spire Mode)
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}
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// Helper to check if player can enter spire mode
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const canEnterSpireMode = (store: GameStore): boolean => {
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return !store.spireMode; // Can enter if not already in Spire Mode
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};
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// Room type configurations for display
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const ROOM_TYPE_CONFIG: Record<string, { label: string; icon: string; color: string }> = {
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combat: { label: 'Combat', icon: '⚔️', color: '#EF4444' },
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swarm: { label: 'Swarm', icon: '🐝', color: '#F59E0B' },
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speed: { label: 'Speed', icon: '💨', color: '#3B82F6' },
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guardian: { label: 'Guardian', icon: '🛡️', color: '#EF4444' },
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puzzle: { label: 'Puzzle', icon: '🧩', color: '#8B5CF6' },
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};
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export function SpireTab({ store, simpleMode = false }: SpireTabProps) {
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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 climbDirection = store.climbDirection || 'up';
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const clearedFloors = store.clearedFloors || {};
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const currentRoom = store.currentRoom;
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// Check if current floor is cleared (for respawn indicator)
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const isFloorCleared = clearedFloors[store.currentFloor];
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// Get room type info
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const roomType = currentRoom?.roomType || 'combat';
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const roomConfig = ROOM_TYPE_CONFIG[roomType] || ROOM_TYPE_CONFIG.combat;
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// Get active equipment spells
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const activeEquipmentSpells = getActiveEquipmentSpells(store.equippedInstances, store.equipmentInstances);
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// Get upgrade effects and DPS
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const upgradeEffects = getUnifiedEffects(store);
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const totalDPS = getTotalDPS(store, upgradeEffects, floorElem);
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const studySpeedMult = 1; // Base study speed
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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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// Get enemy display info
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const getEnemyDisplayInfo = () => {
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if (!currentRoom || !currentRoom.enemies || currentRoom.enemies.length === 0) {
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return { primaryEnemy: null, swarmEnemies: [] };
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}
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const enemies = currentRoom.enemies;
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const primaryEnemy = enemies[0];
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// For swarm rooms, return all enemies
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if (roomType === 'swarm') {
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return { primaryEnemy: null, swarmEnemies: enemies };
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}
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return { primaryEnemy, swarmEnemies: [] };
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};
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const { primaryEnemy, swarmEnemies } = getEnemyDisplayInfo();
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return (
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<TooltipProvider>
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<div className={`grid gap-4 ${simpleMode ? 'grid-cols-1' : 'grid-cols-1 lg:grid-cols-2'}`}>
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{/* Spire Stats View - Only show in normal mode (not simpleMode) */}
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{!simpleMode && (
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<>
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{/* Enter Spire Mode Button */}
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<Card className="bg-gray-900/80 border-amber-600/50">
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<CardContent className="pt-4">
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<Button
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className="w-full bg-gradient-to-r from-amber-600 to-orange-600 hover:from-amber-700 hover:to-orange-700"
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size="lg"
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onClick={() => store.enterSpireMode()}
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disabled={!canEnterSpireMode(store)}
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>
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<Mountain className="w-5 h-5 mr-2" />
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Enter Spire Mode
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</Button>
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<div className="text-xs text-gray-400 text-center mt-2">
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Climb the Spire to face guardians and earn pacts
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</div>
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</CardContent>
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</Card>
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{/* Spire Stats Card - Replaces Current Floor stat */}
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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">Spire Stats</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.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-800/50 rounded">
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<div className="text-2xl 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>
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<div className="text-sm text-gray-400">
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Current Floor: <strong className="text-gray-200">{store.currentFloor}</strong>
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</div>
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</CardContent>
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</Card>
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</>
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)}
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{/* Current Floor Card - Only show in Spire Mode (simpleMode) */}
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{simpleMode && (
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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 flex items-center justify-between">
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<span>Current Floor</span>
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<Badge
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className="ml-2"
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style={{
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backgroundColor: `${roomConfig.color}20`,
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color: roomConfig.color,
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borderColor: `${roomConfig.color}60`
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}}
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>
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{roomConfig.icon} {roomConfig.label}
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</Badge>
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</CardTitle>
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</CardHeader>
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<CardContent className="space-y-3">
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<div className="flex items-baseline gap-2">
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<span className="text-4xl font-bold game-title" style={{ color: floorElemDef?.color }}>
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{store.currentFloor}
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</span>
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<span className="text-gray-400 text-sm">/ 100</span>
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<span className="ml-auto text-sm" style={{ color: floorElemDef?.color }}>
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{floorElemDef?.sym} {floorElemDef?.name}
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</span>
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{isGuardianFloor && (
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<Badge className="bg-red-900/50 text-red-300 border-red-600">GUARDIAN</Badge>
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)}
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</div>
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{/* Guardian Name */}
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{isGuardianFloor && currentGuardian && (
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<div className="text-sm font-semibold game-panel-title" style={{ color: floorElemDef?.color }}>
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⚔️ {currentGuardian.name}
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</div>
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)}
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{/* Single Enemy Display (Combat/Speed/Guardian) */}
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{!isGuardianFloor && primaryEnemy && roomType !== 'swarm' && (
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<div className="p-3 bg-gray-800/50 rounded border border-gray-700">
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<div className="flex items-center justify-between mb-2">
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<div className="flex items-center gap-2">
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<Skull className="w-4 h-4 text-red-400" />
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<span className="text-sm font-semibold text-gray-200">
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{primaryEnemy.name || 'Unknown Enemy'}
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</span>
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</div>
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<Badge variant="outline" className="text-xs">
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{ELEMENTS[primaryEnemy.element]?.sym} {ELEMENTS[primaryEnemy.element]?.name}
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</Badge>
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</div>
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{/* Enemy HP Bar */}
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<div className="space-y-1 mb-2">
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<div className="h-2 bg-gray-800 rounded-full overflow-hidden">
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<div
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className="h-full rounded-full transition-all duration-300"
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style={{
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width: `${Math.max(0, (primaryEnemy.hp / primaryEnemy.maxHP) * 100)}%`,
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background: `linear-gradient(90deg, ${floorElemDef?.color}99, ${floorElemDef?.color})`,
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}}
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/>
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</div>
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<div className="flex justify-between text-xs text-gray-400 game-mono">
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<span>{fmt(primaryEnemy.hp)} / {fmt(primaryEnemy.maxHP)} HP</span>
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</div>
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</div>
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{/* Enemy Properties */}
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<div className="flex flex-wrap gap-2 text-xs">
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{primaryEnemy.armor > 0 && (
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<Tooltip>
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<TooltipTrigger>
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<Badge variant="outline" className="text-xs py-0">
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<Shield className="w-3 h-3 mr-1" />
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{(primaryEnemy.armor * 100).toFixed(0)}% Armor
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</Badge>
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</TooltipTrigger>
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<TooltipContent>
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<p>Reduces incoming damage by {(primaryEnemy.armor * 100).toFixed(0)}%</p>
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</TooltipContent>
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</Tooltip>
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)}
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{primaryEnemy.dodgeChance > 0 && (
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<Tooltip>
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<TooltipTrigger>
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<Badge variant="outline" className="text-xs py-0">
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<Wind className="w-3 h-3 mr-1" />
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{(primaryEnemy.dodgeChance * 100).toFixed(0)}% Dodge
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</Badge>
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</TooltipTrigger>
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<TooltipContent>
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<p>Chance to dodge attacks and reduce progress</p>
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</TooltipContent>
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</Tooltip>
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)}
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</div>
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</div>
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)}
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{/* Swarm Enemies Display */}
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{roomType === 'swarm' && swarmEnemies.length > 0 && (
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<div className="space-y-2">
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<div className="text-xs text-gray-400 font-semibold">
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Swarm Enemies ({swarmEnemies.length})
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</div>
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{swarmEnemies.map((enemy, index) => (
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<div key={enemy.id || `swarm-${index}`} className="p-2 bg-gray-800/50 rounded border border-gray-700">
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<div className="flex items-center justify-between mb-1">
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<div className="flex items-center gap-2">
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<Skull className="w-3 h-3 text-red-400" />
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<span className="text-xs font-semibold text-gray-300">
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{enemy.name || `Enemy ${index + 1}`}
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</span>
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</div>
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<Badge variant="outline" className="text-xs py-0">
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{ELEMENTS[enemy.element]?.sym} {fmt(enemy.hp)}/{fmt(enemy.maxHP)} HP
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</Badge>
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</div>
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<div className="h-1.5 bg-gray-800 rounded-full overflow-hidden">
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<div
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className="h-full rounded-full transition-all duration-300"
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style={{
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width: `${Math.max(0, (enemy.hp / enemy.maxHP) * 100)}%`,
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background: `linear-gradient(90deg, ${ELEMENTS[enemy.element]?.color}99, ${ELEMENTS[enemy.element]?.color})`,
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}}
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/>
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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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{/* Puzzle Room Display */}
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{roomType === 'puzzle' && (
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<div className="p-3 bg-purple-900/20 rounded border border-purple-700">
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<div className="flex items-center gap-2 mb-2">
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<span className="text-lg">🧩</span>
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<span className="text-sm font-semibold text-purple-300">
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{currentRoom.puzzleId ? currentRoom.puzzleId.replace(/_/g, ' ').toUpperCase() : 'Puzzle Room'}
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</span>
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</div>
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<div className="space-y-1">
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<div className="flex justify-between text-xs text-gray-400">
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<span>Progress</span>
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<span>{((currentRoom.puzzleProgress || 0) * 100).toFixed(0)}%</span>
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</div>
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<Progress
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value={Math.min(100, (currentRoom.puzzleProgress || 0) * 100)}
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className="h-2 bg-gray-800"
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/>
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</div>
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</div>
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)}
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{/* Floor HP Bar (for non-swarm, non-puzzle) */}
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{roomType !== 'swarm' && roomType !== 'puzzle' && (
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<div className="space-y-1">
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<div className="h-3 bg-gray-800 rounded-full overflow-hidden">
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<div
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className="h-full rounded-full transition-all duration-300"
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style={{
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width: `${Math.max(0, (store.floorHP / store.floorMaxHP) * 100)}%`,
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background: `linear-gradient(90deg, ${floorElemDef?.color}99, ${floorElemDef?.color})`,
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boxShadow: `0 0 10px ${floorElemDef?.glow}`,
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}}
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/>
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</div>
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<div className="flex justify-between text-xs text-gray-400 game-mono">
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<span>{fmt(store.floorHP)} / {fmt(store.floorMaxHP)} HP</span>
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<span>DPS: {store.currentAction === 'climb' && activeEquipmentSpells.length > 0 ? fmtDec(totalDPS) : '—'}</span>
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</div>
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</div>
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)}
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<div className="text-sm text-gray-400">
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Best: Floor <strong className="text-gray-200">{store.maxFloorReached}</strong> •
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Pacts: <strong className="text-amber-400">{store.signedPacts.length}</strong>
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</div>
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</CardContent>
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</Card>
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)}
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{/* Active Spells Card - Only show in Spire Mode (simpleMode) */}
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{simpleMode && (
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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">
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Active Spells ({activeEquipmentSpells.length})
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</CardTitle>
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</CardHeader>
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<CardContent className="space-y-3">
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{activeEquipmentSpells.length > 0 ? (
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<div className="space-y-3">
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{activeEquipmentSpells.map(({ spellId, equipmentId }) => {
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const spellDef = SPELLS_DEF[spellId];
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if (!spellDef) return null;
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const spellState = store.equipmentSpellStates?.find(
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s => s.spellId === spellId && s.sourceEquipment === equipmentId
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);
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const progress = spellState?.castProgress || 0;
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const canCast = canAffordSpellCost(spellDef.cost, store.rawMana, store.elements);
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return (
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<div key={`${spellId}-${equipmentId}`} className="p-2 rounded border border-gray-700 bg-gray-800/30">
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<div className="flex items-center justify-between mb-1">
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<div className="text-sm font-semibold game-panel-title" style={{ color: spellDef.elem === 'raw' ? '#60A5FA' : ELEMENTS[spellDef.elem]?.color }}>
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{spellDef.name}
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{spellDef.tier === 0 && <Badge className="ml-2 bg-gray-600 text-gray-200 text-xs">Basic</Badge>}
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{spellDef.tier >= 4 && <Badge className="ml-2 bg-amber-600 text-amber-100 text-xs">Legendary</Badge>}
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</div>
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<span className={`text-xs ${canCast ? 'text-green-400' : 'text-red-400'}`}>
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{canCast ? '✓' : '✗'}
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</span>
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</div>
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<div className="text-xs text-gray-400 game-mono mb-1">
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⚔️ {fmt(calcDamage(store, spellId))} dmg/cast •
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<span style={{ color: getSpellCostColor(spellDef.cost) }}>
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{' '}{formatSpellCost(spellDef.cost)}
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</span>
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{' '}• ⚡ {fmt(Math.floor(calcDamage(store, spellId) * (spellDef.castSpeed || 1)))} dmg/hr
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</div>
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{/* Cast progress bar when climbing */}
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{store.currentAction === 'climb' && (
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<div className="space-y-0.5">
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<div className="flex justify-between text-xs text-gray-500">
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<span>Cast</span>
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<span>{(progress * 100).toFixed(0)}%</span>
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</div>
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<Progress value={Math.min(100, progress * 100)} className="h-1.5 bg-gray-700" />
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</div>
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)}
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{spellDef.effects && spellDef.effects.length > 0 && (
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<div className="flex gap-1 flex-wrap mt-1">
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{spellDef.effects.map((eff, i) => (
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<Badge key={i} variant="outline" className="text-xs py-0">
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{eff.type === 'burn' && `🔥 Burn`}
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{eff.type === 'freeze' && `❄️ Freeze`}
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{eff.type === 'stun' && `⚡ Stun`}
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{eff.type === 'armor_pierce' && `🗡️ Pierce`}
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{eff.type === 'buff' && `⬆ Buff`}
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{eff.type === 'chain' && `⛓️ Chain`}
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{eff.type === 'aoe' && `💥 AOE`}
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</Badge>
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))}
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</div>
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)}
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</div>
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);
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})}
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</div>
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) : (
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<div className="text-gray-500 text-sm">No spells on equipped weapons. Enchant a staff with spell effects in the Crafting tab.</div>
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)}
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</CardContent>
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</Card>
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)}
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{/* Summoned Golems Card - Show in Spire Mode (simpleMode) or if have golems */}
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{simpleMode && store.golemancy.summonedGolems.length > 0 && (
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<Card className="bg-gray-900/80 border-amber-600/50">
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<CardHeader className="pb-2">
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<CardTitle className="text-amber-400 game-panel-title text-xs flex items-center gap-2">
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<Mountain className="w-4 h-4" />
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Active Golems ({store.golemancy.summonedGolems.length})
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</CardTitle>
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</CardHeader>
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<CardContent className="space-y-2">
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{store.golemancy.summonedGolems.map((summoned) => {
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const golemDef = GOLEMS_DEF[summoned.golemId];
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if (!golemDef) return null;
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const elemColor = ELEMENTS[golemDef.baseManaType]?.color || '#888';
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const damage = getGolemDamage(summoned.golemId, store.skills);
|
||
const attackSpeed = getGolemAttackSpeed(summoned.golemId, store.skills);
|
||
|
||
return (
|
||
<div key={summoned.golemId} className="p-2 rounded border border-gray-700 bg-gray-800/30">
|
||
<div className="flex items-center justify-between mb-1">
|
||
<div className="flex items-center gap-2">
|
||
<Mountain className="w-4 h-4" style={{ color: elemColor }} />
|
||
<span className="text-sm font-semibold game-panel-title" style={{ color: elemColor }}>
|
||
{golemDef.name}
|
||
</span>
|
||
</div>
|
||
{golemDef.isAoe && (
|
||
<Badge variant="outline" className="text-xs">AOE {golemDef.aoeTargets}</Badge>
|
||
)}
|
||
</div>
|
||
<div className="text-xs text-gray-400 game-mono">
|
||
⚔️ {damage} DMG • ⚡ {attackSpeed.toFixed(1)}/hr •
|
||
🗡️ {Math.floor(golemDef.armorPierce * 100)}% Pierce
|
||
</div>
|
||
{/* Attack progress bar when climbing */}
|
||
{store.currentAction === 'climb' && summoned.attackProgress > 0 && (
|
||
<div className="space-y-0.5 mt-1">
|
||
<div className="flex justify-between text-xs text-gray-500">
|
||
<span>Attack</span>
|
||
<span>{Math.min(100, (summoned.attackProgress * 100)).toFixed(0)}%</span>
|
||
</div>
|
||
<Progress value={Math.min(100, summoned.attackProgress * 100)} className="h-1.5 bg-gray-700" />
|
||
</div>
|
||
)}
|
||
</div>
|
||
);
|
||
})}
|
||
</CardContent>
|
||
</Card>
|
||
)}
|
||
|
||
{/* Current Study (if any) - Only show in normal mode */}
|
||
{!simpleMode && store.currentStudyTarget && (
|
||
<Card className="bg-gray-900/80 border-purple-600/50 lg:col-span-2">
|
||
<CardContent className="pt-4 space-y-3">
|
||
<StudyProgress
|
||
currentStudyTarget={store.currentStudyTarget}
|
||
skills={store.skills}
|
||
studySpeedMult={studySpeedMult}
|
||
cancelStudy={store.cancelStudy}
|
||
/>
|
||
|
||
{/* Parallel Study Progress */}
|
||
{store.parallelStudyTarget && (
|
||
<div className="p-3 rounded border border-cyan-600/50 bg-cyan-900/20">
|
||
<div className="flex items-center justify-between mb-2">
|
||
<div className="flex items-center gap-2">
|
||
<BookOpen className="w-4 h-4 text-cyan-400" />
|
||
<span className="text-sm font-semibold text-cyan-300">
|
||
Parallel: {SKILLS_DEF[store.parallelStudyTarget.id]?.name}
|
||
{store.parallelStudyTarget.type === 'skill' && ` Lv.${(store.skills[store.parallelStudyTarget.id] || 0) + 1}`}
|
||
</span>
|
||
</div>
|
||
<Button
|
||
variant="ghost"
|
||
size="sm"
|
||
className="h-6 w-6 p-0 text-gray-400 hover:text-white"
|
||
onClick={() => store.cancelParallelStudy?.()}
|
||
>
|
||
<X className="w-4 h-4" />
|
||
</Button>
|
||
</div>
|
||
<Progress value={Math.min(100, (store.parallelStudyTarget.progress / store.parallelStudyTarget.required) * 100)} className="h-2 bg-gray-800" />
|
||
<div className="flex justify-between text-xs text-gray-400 mt-1">
|
||
<span>{formatStudyTime(store.parallelStudyTarget.progress)} / {formatStudyTime(store.parallelStudyTarget.required)}</span>
|
||
<span>50% speed (Parallel Study)</span>
|
||
</div>
|
||
</div>
|
||
)}
|
||
</CardContent>
|
||
</Card>
|
||
)}
|
||
|
||
{/* Activity Log - Show in Spire Mode (simpleMode) */}
|
||
{simpleMode && (
|
||
<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
|
||
<CardHeader className="pb-2">
|
||
<CardTitle className="text-amber-400 game-panel-title text-xs">Activity Log</CardTitle>
|
||
</CardHeader>
|
||
<CardContent>
|
||
<ScrollArea className="h-48">
|
||
<div className="space-y-1">
|
||
{(store.activityLog || []).slice(0, 50).map((entry: ActivityLogEntry, i) => {
|
||
// Style based on event type
|
||
const getEventStyle = (eventType: string) => {
|
||
switch (eventType) {
|
||
case 'enemy_defeated':
|
||
case 'floor_cleared':
|
||
return 'text-green-400';
|
||
case 'damage_dealt':
|
||
return 'text-red-400';
|
||
case 'dodge':
|
||
return 'text-yellow-400';
|
||
case 'armor_proc':
|
||
return 'text-blue-400';
|
||
case 'special_effect':
|
||
return 'text-purple-400';
|
||
case 'floor_transition':
|
||
return 'text-cyan-400';
|
||
case 'spell_cast':
|
||
return 'text-amber-400';
|
||
case 'golem_attack':
|
||
return 'text-orange-400';
|
||
case 'puzzle_solved':
|
||
return 'text-pink-400';
|
||
default:
|
||
return 'text-gray-300';
|
||
}
|
||
};
|
||
|
||
return (
|
||
<div
|
||
key={entry.id}
|
||
className={`text-xs ${i === 0 ? 'text-gray-200 font-semibold' : getEventStyle(entry.eventType)}`}
|
||
>
|
||
{entry.message}
|
||
</div>
|
||
);
|
||
})}
|
||
{(store.activityLog || []).length === 0 && (
|
||
<div className="text-xs text-gray-500 italic">No activity yet...</div>
|
||
)}
|
||
</div>
|
||
</ScrollArea>
|
||
</CardContent>
|
||
</Card>
|
||
)}
|
||
|
||
{/* Crafting Progress (if any) - Only show in normal mode */}
|
||
{!simpleMode && (store.designProgress || store.preparationProgress || store.applicationProgress) && (
|
||
<Card className="bg-gray-900/80 border-cyan-600/50 lg:col-span-2">
|
||
<CardContent className="pt-4">
|
||
<CraftingProgress
|
||
designProgress={store.designProgress}
|
||
preparationProgress={store.preparationProgress}
|
||
applicationProgress={store.applicationProgress}
|
||
equipmentInstances={store.equipmentInstances}
|
||
enchantmentDesigns={store.enchantmentDesigns}
|
||
cancelDesign={store.cancelDesign!}
|
||
cancelPreparation={store.cancelPreparation!}
|
||
pauseApplication={store.pauseApplication!}
|
||
resumeApplication={store.resumeApplication!}
|
||
cancelApplication={store.cancelApplication!}
|
||
/>
|
||
</CardContent>
|
||
</Card>
|
||
)}
|
||
</div>
|
||
</TooltipProvider>
|
||
);
|
||
}
|
||
|
||
SpireTab.displayName = "SpireTab";
|