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/
500 lines
20 KiB
TypeScript
500 lines
20 KiB
TypeScript
'use client';
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import { useState } from 'react';
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import { GameCard } from '@/components/ui/game-card';
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import { Badge } from '@/components/ui/badge';
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import { ActionButton } from '@/components/ui/action-button';
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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 { Input } from '@/components/ui/input';
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import {
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Gem, Sparkles, Scroll, Droplet, Trash2, Search,
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Package, Sword, Shield, Shirt, Crown, ArrowUpDown,
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Wrench, AlertTriangle
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} from 'lucide-react';
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import { ElementBadge } from '@/components/ui/element-badge';
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import type { LootInventory as LootInventoryType, EquipmentInstance, ElementState } from '@/lib/game/types';
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import { LOOT_DROPS, RARITY_COLORS } from '@/lib/game/data/loot-drops';
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import { EQUIPMENT_TYPES } from '@/lib/game/data/equipment';
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import { ELEMENTS } from '@/lib/game/constants';
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import { useGameToast } from '@/components/game/GameToast';
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import {
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AlertDialog,
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AlertDialogAction,
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AlertDialogCancel,
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AlertDialogContent,
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AlertDialogDescription,
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AlertDialogFooter,
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AlertDialogHeader,
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AlertDialogTitle,
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} from '@/components/ui/alert-dialog';
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interface LootInventoryProps {
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inventory: LootInventoryType;
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elements?: Record<string, ElementState>;
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equipmentInstances?: Record<string, EquipmentInstance>;
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onDeleteMaterial?: (materialId: string, amount: number) => void;
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onDeleteEquipment?: (instanceId: string) => void;
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}
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type SortMode = 'name' | 'rarity' | 'count';
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type FilterMode = 'all' | 'materials' | 'essence' | 'blueprints' | 'equipment';
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const RARITY_ORDER = {
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common: 0,
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uncommon: 1,
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rare: 2,
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epic: 3,
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legendary: 4,
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mythic: 5,
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};
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// Map rarity to CSS variable for colors
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const RARITY_CSS_VAR: Record<string, string> = {
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common: 'var(--rarity-common)',
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uncommon: 'var(--rarity-uncommon)',
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rare: 'var(--rarity-rare)',
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epic: 'var(--rarity-epic)',
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legendary: 'var(--rarity-legendary)',
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mythic: 'var(--rarity-mythic)',
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};
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// Map rarity to CSS variable for glow/background
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const RARITY_GLOW_CSS_VAR: Record<string, string> = {
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common: 'var(--rarity-common-glow)',
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uncommon: 'var(--rarity-uncommon-glow)',
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rare: 'var(--rarity-rare-glow)',
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epic: 'var(--rarity-epic-glow)',
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legendary: 'var(--rarity-legendary-glow)',
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mythic: 'var(--rarity-mythic-glow)',
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};
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const CATEGORY_ICONS: Record<string, typeof Sword> = {
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caster: Sword,
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shield: Shield,
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catalyst: Sparkles,
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head: Crown,
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body: Shirt,
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hands: Wrench,
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feet: Package,
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accessory: Gem,
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};
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export function LootInventoryDisplay({
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inventory,
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elements,
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equipmentInstances = {},
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onDeleteMaterial,
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onDeleteEquipment,
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}: LootInventoryProps) {
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const showToast = useGameToast();
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const [searchTerm, setSearchTerm] = useState('');
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const [sortMode, setSortMode] = useState<SortMode>('rarity');
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const [filterMode, setFilterMode] = useState<FilterMode>('all');
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const [deleteConfirm, setDeleteConfirm] = useState<{ type: 'material' | 'equipment'; id: string; name: string } | null>(null);
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// Count items
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const materialCount = Object.values(inventory.materials).reduce((a, b) => a + b, 0);
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const essenceCount = elements ? Object.entries(elements).reduce((a, [id, e]) => id === 'transference' ? a : a + e.current, 0) : 0;
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const blueprintCount = inventory.blueprints.length;
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const equipmentCount = Object.keys(equipmentInstances).length;
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const totalItems = materialCount + blueprintCount + equipmentCount;
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// Filter and sort materials
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const filteredMaterials = Object.entries(inventory.materials)
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.filter(([id, count]) => {
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if (count <= 0) return false;
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const drop = LOOT_DROPS[id];
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if (!drop) return false;
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if (searchTerm && !drop.name.toLowerCase().includes(searchTerm.toLowerCase())) return false;
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return true;
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})
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.sort(([aId, aCount], [bId, bCount]) => {
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const aDrop = LOOT_DROPS[aId];
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const bDrop = LOOT_DROPS[bId];
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if (!aDrop || !bDrop) return 0;
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switch (sortMode) {
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case 'name':
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return aDrop.name.localeCompare(bDrop.name);
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case 'rarity':
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return RARITY_ORDER[bDrop.rarity] - RARITY_ORDER[aDrop.rarity];
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case 'count':
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return bCount - aCount;
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default:
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return 0;
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}
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});
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// Filter and sort essence
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const filteredEssence = elements
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? Object.entries(elements)
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.filter(([id, state]) => {
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if (!state.unlocked || state.current <= 0) return false;
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if (id === 'transference') return false; // Transference is not loot
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if (searchTerm && !ELEMENTS[id]?.name.toLowerCase().includes(searchTerm.toLowerCase())) return false;
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return true;
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})
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.sort(([aId, aState], [bId, bState]) => {
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switch (sortMode) {
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case 'name':
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return (ELEMENTS[aId]?.name || aId).localeCompare(ELEMENTS[bId]?.name || bId);
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case 'count':
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return bState.current - aState.current;
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default:
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return 0;
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}
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})
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: [];
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// Filter and sort equipment
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const filteredEquipment = Object.entries(equipmentInstances)
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.filter(([id, instance]) => {
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if (searchTerm && !instance.name.toLowerCase().includes(searchTerm.toLowerCase())) return false;
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return true;
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})
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.sort(([aId, aInst], [bId, bInst]) => {
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switch (sortMode) {
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case 'name':
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return aInst.name.localeCompare(bInst.name);
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case 'rarity':
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return RARITY_ORDER[bInst.rarity] - RARITY_ORDER[aInst.rarity];
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default:
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return 0;
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}
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});
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// Check if we have anything to show
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const hasItems = totalItems > 0 || essenceCount > 0;
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if (!hasItems) {
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return (
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<GameCard variant="default" className="w-full">
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<div className="flex items-center gap-2 mb-2">
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<Gem className="w-4 h-4 text-[var(--mana-light)]" />
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<h3 className="text-[var(--mana-light)] game-panel-title text-xs uppercase tracking-wider">
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Inventory
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</h3>
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</div>
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<div className="text-[var(--text-muted)] text-sm text-center py-4">
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No items collected yet. Defeat floors and guardians to find loot!
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</div>
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</GameCard>
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);
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}
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const handleDeleteMaterial = (materialId: string) => {
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const drop = LOOT_DROPS[materialId];
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if (drop) {
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setDeleteConfirm({ type: 'material', id: materialId, name: drop.name });
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}
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};
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const handleDeleteEquipment = (instanceId: string) => {
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const instance = equipmentInstances[instanceId];
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if (instance) {
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setDeleteConfirm({ type: 'equipment', id: instanceId, name: instance.name });
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}
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};
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const confirmDelete = () => {
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if (!deleteConfirm) return;
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if (deleteConfirm.type === 'material' && onDeleteMaterial) {
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const amount = inventory.materials[deleteConfirm.id] || 0;
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onDeleteMaterial(deleteConfirm.id, amount);
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showToast('success', 'Material Deleted', `${deleteConfirm.name} removed from inventory`);
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} else if (deleteConfirm.type === 'equipment' && onDeleteEquipment) {
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onDeleteEquipment(deleteConfirm.id);
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showToast('success', 'Item Discarded', `${deleteConfirm.name} has been removed from inventory`);
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}
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setDeleteConfirm(null);
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};
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return (
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<>
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<GameCard variant="default" className="w-full">
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<div className="flex items-center gap-2 mb-3">
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<Gem className="w-4 h-4 text-[var(--mana-light)]" />
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<h3 className="text-[var(--mana-light)] game-panel-title text-xs uppercase tracking-wider">
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Inventory
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</h3>
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<Badge
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className="ml-auto bg-[var(--bg-sunken)] text-[var(--text-secondary)] text-xs border-[var(--border-subtle)]"
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aria-label={`${totalItems} items in inventory`}
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>
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{totalItems} items
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</Badge>
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</div>
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{/* Search and Filter Controls */}
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<div className="flex gap-2 mb-3">
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<div className="relative flex-1">
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<Search className="absolute left-2 top-1/2 -translate-y-1/2 w-3 h-3 text-[var(--text-muted)]" />
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<Input
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placeholder="Search..."
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value={searchTerm}
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onChange={(e) => setSearchTerm(e.target.value)}
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className="h-7 pl-7 bg-[var(--bg-sunken)] border-[var(--border-subtle)] text-xs text-[var(--text-primary)] placeholder:text-[var(--text-disabled)]"
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aria-label="Search inventory"
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/>
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</div>
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<ActionButton
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variant="secondary"
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size="sm"
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className="h-7 px-2"
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onClick={() => setSortMode(sortMode === 'rarity' ? 'name' : sortMode === 'name' ? 'count' : 'rarity')}
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aria-label={`Sort by ${sortMode === 'rarity' ? 'name' : sortMode === 'name' ? 'count' : 'rarity'}`}
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>
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<ArrowUpDown className="w-3 h-3" />
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</ActionButton>
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</div>
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{/* Filter Tabs */}
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<div className="flex gap-1 flex-wrap mb-3">
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{[
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{ mode: 'all' as FilterMode, label: 'All' },
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{ mode: 'materials' as FilterMode, label: `Materials (${materialCount})` },
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{ mode: 'essence' as FilterMode, label: `Essence (${essenceCount})` },
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{ mode: 'blueprints' as FilterMode, label: `Blueprints (${blueprintCount})` },
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{ mode: 'equipment' as FilterMode, label: `Equipment (${equipmentCount})` },
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].map(({ mode, label }) => (
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<ActionButton
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key={mode}
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variant={filterMode === mode ? 'primary' : 'secondary'}
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size="sm"
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className={`h-6 px-2 text-xs ${filterMode === mode ? '' : 'bg-[var(--bg-sunken)]'}`}
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onClick={() => setFilterMode(mode)}
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aria-pressed={filterMode === mode}
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aria-label={`Filter by ${label}`}
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>
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{label}
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</ActionButton>
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))}
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</div>
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<Separator className="bg-[var(--border-subtle)] mb-3" />
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<ScrollArea className="h-64 w-full">
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<div className="space-y-3 pr-2">
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{/* Materials */}
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{(filterMode === 'all' || filterMode === 'materials') && filteredMaterials.length > 0 && (
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<div>
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<div className="text-xs text-[var(--text-muted)] mb-2 flex items-center gap-1">
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<Sparkles className="w-3 h-3" />
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Materials
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</div>
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<div className="grid grid-cols-2 gap-2">
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{filteredMaterials.map(([id, count]) => {
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const drop = LOOT_DROPS[id];
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if (!drop) return null;
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const rarityColor = RARITY_CSS_VAR[drop.rarity] || 'var(--rarity-common)';
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const rarityGlow = RARITY_GLOW_CSS_VAR[drop.rarity] || 'var(--rarity-common-glow)';
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return (
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<div
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key={id}
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className="p-2 rounded border bg-[var(--bg-sunken)] group relative"
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style={{
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borderColor: rarityColor,
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backgroundColor: rarityGlow,
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}}
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>
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<div className="flex items-start justify-between">
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<div>
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<div className="text-xs font-semibold" style={{ color: rarityColor }}>
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{drop.name}
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</div>
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<div className="text-xs text-[var(--text-secondary)]">
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x{count}
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</div>
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<div className="text-xs text-[var(--text-muted)] capitalize">
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{drop.rarity}
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</div>
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</div>
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{onDeleteMaterial && (
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<ActionButton
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variant="ghost"
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size="sm"
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className="h-5 w-5 p-0 opacity-0 group-hover:opacity-100 text-[var(--color-danger)] hover:text-[var(--interactive-danger-hover)] hover:bg-[var(--interactive-danger)]/20"
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onClick={() => handleDeleteMaterial(id)}
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aria-label={`Delete ${drop.name}`}
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>
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<Trash2 className="w-3 h-3" />
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</ActionButton>
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)}
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</div>
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</div>
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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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{/* Essence */}
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{(filterMode === 'all' || filterMode === 'essence') && filteredEssence.length > 0 && (
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<div>
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<div className="text-xs text-[var(--text-muted)] mb-2 flex items-center gap-1">
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<Droplet className="w-3 h-3" />
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Elemental Essence
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</div>
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<div className="grid grid-cols-2 gap-2">
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{filteredEssence.map(([id, state]) => {
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const elem = ELEMENTS[id];
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if (!elem) return null;
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return (
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<div
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key={id}
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className="p-2 rounded border bg-[var(--bg-sunken)]"
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style={{
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borderColor: `var(--mana-${id})`,
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backgroundColor: `var(--mana-${id})20`,
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}}
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>
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<div className="flex items-center gap-1">
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<ElementBadge element={id} showIcon={true} size="sm" />
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</div>
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<div className="text-xs text-[var(--text-secondary)] mt-1">
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{state.current} / {state.max}
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</div>
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</div>
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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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{/* Blueprints */}
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{(filterMode === 'all' || filterMode === 'blueprints') && inventory.blueprints.length > 0 && (
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<div>
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<div className="text-xs text-[var(--text-muted)] mb-2 flex items-center gap-1">
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<Scroll className="w-3 h-3" />
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Blueprints (permanent)
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</div>
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<div className="flex flex-wrap gap-1">
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{inventory.blueprints.map((id) => {
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const drop = LOOT_DROPS[id];
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if (!drop) return null;
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const rarityColor = RARITY_CSS_VAR[drop.rarity] || 'var(--rarity-common)';
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return (
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<Badge
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key={id}
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className="text-xs"
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style={{
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backgroundColor: `${RARITY_GLOW_CSS_VAR[drop.rarity] || 'var(--rarity-common-glow)'}`,
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color: rarityColor,
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borderColor: rarityColor,
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}}
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>
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{drop.name}
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</Badge>
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);
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})}
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</div>
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<div className="text-xs text-[var(--text-muted)] mt-1 italic">
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Blueprints are permanent unlocks - use them to craft equipment
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</div>
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</div>
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)}
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{/* Equipment */}
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{(filterMode === 'all' || filterMode === 'equipment') && filteredEquipment.length > 0 && (
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<div>
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<div className="text-xs text-[var(--text-muted)] mb-2 flex items-center gap-1">
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<Package className="w-3 h-3" />
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Equipment
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</div>
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<div className="space-y-2">
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{filteredEquipment.map(([id, instance]) => {
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const type = EQUIPMENT_TYPES[instance.typeId];
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const Icon = type ? CATEGORY_ICONS[type.category] || Package : Package;
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const rarityColor = RARITY_CSS_VAR[instance.rarity] || 'var(--rarity-common)';
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const rarityGlow = RARITY_GLOW_CSS_VAR[instance.rarity] || 'var(--rarity-common-glow)';
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return (
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<div
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key={id}
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className="p-2 rounded border bg-[var(--bg-sunken)] group"
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style={{
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borderColor: rarityColor,
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backgroundColor: rarityGlow,
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}}
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>
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<div className="flex items-start justify-between">
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<div className="flex items-start gap-2">
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<Icon className="w-4 h-4 mt-0.5" style={{ color: rarityColor }} />
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<div>
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<div className="text-xs font-semibold" style={{ color: rarityColor }}>
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{instance.name}
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</div>
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<div className="text-xs text-[var(--text-secondary)]">
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{type?.name} • {instance.usedCapacity}/{instance.totalCapacity} cap
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</div>
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<div className="text-xs text-[var(--text-muted)] capitalize">
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{instance.rarity} • {instance.enchantments.length} enchants
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</div>
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</div>
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</div>
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{onDeleteEquipment && (
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<ActionButton
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variant="ghost"
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size="sm"
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className="h-5 w-5 p-0 opacity-0 group-hover:opacity-100 text-[var(--color-danger)] hover:text-[var(--interactive-danger-hover)] hover:bg-[var(--interactive-danger)]/20"
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onClick={() => handleDeleteEquipment(id)}
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aria-label={`Delete ${instance.name}`}
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>
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<Trash2 className="w-3 h-3" />
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</ActionButton>
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)}
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</div>
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</div>
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);
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})}
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</div>
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</div>
|
|
)}
|
|
</div>
|
|
</ScrollArea>
|
|
</GameCard>
|
|
|
|
{/* Delete Confirmation Dialog */}
|
|
<AlertDialog open={!!deleteConfirm} onOpenChange={() => setDeleteConfirm(null)}>
|
|
<AlertDialogContent className="bg-[var(--bg-surface)] border-[var(--border-default)]">
|
|
<AlertDialogHeader>
|
|
<AlertDialogTitle className="text-[var(--mana-light)] flex items-center gap-2">
|
|
<AlertTriangle className="w-5 h-5" />
|
|
Delete Item
|
|
</AlertDialogTitle>
|
|
<AlertDialogDescription className="text-[var(--text-secondary)]">
|
|
Are you sure you want to delete <strong className="text-[var(--text-primary)]">{deleteConfirm?.name}</strong>?
|
|
{deleteConfirm?.type === 'material' && (
|
|
<span className="block mt-2 text-[var(--color-danger)]">
|
|
This will delete ALL {inventory.materials[deleteConfirm?.id || ''] || 0} of this material!
|
|
</span>
|
|
)}
|
|
{deleteConfirm?.type === 'equipment' && (
|
|
<span className="block mt-2 text-[var(--color-danger)]">
|
|
This equipment and all its enchantments will be permanently lost!
|
|
</span>
|
|
)}
|
|
</AlertDialogDescription>
|
|
</AlertDialogHeader>
|
|
<AlertDialogFooter>
|
|
<AlertDialogCancel className="bg-[var(--bg-sunken)] border-[var(--border-default)] text-[var(--text-primary)] hover:bg-[var(--bg-elevated)]">
|
|
Cancel
|
|
</AlertDialogCancel>
|
|
<AlertDialogAction
|
|
className="bg-[var(--interactive-danger)] hover:bg-[var(--interactive-danger-hover)] text-white"
|
|
onClick={confirmDelete}
|
|
>
|
|
Delete
|
|
</AlertDialogAction>
|
|
</AlertDialogFooter>
|
|
</AlertDialogContent>
|
|
</AlertDialog>
|
|
</>
|
|
);
|
|
}
|
|
|
|
LootInventoryDisplay.displayName = "LootInventoryDisplay";
|