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Major changes: - Created docs/skills.md with comprehensive skill system documentation - Rewrote skill-evolution.ts with new upgrade tree structure: - Upgrades organized in branching paths with prerequisites - Each choice can lead to upgraded versions at future milestones - Support for upgrade children and requirement chains - Added getBaseSkillId and generateTierSkillDef helper functions - Fixed getFloorElement to use FLOOR_ELEM_CYCLE.length - Updated test files to match current skill definitions - Removed tests for non-existent skills Skill system now supports: - Levels 1-10 for most skills, level 5 caps for specialized, level 1 for research - Tier up system: Tier N Level 1 = Tier N-1 Level 10 in power - Milestone upgrades at levels 5 and 10 with branching upgrade trees - Attunement requirements for skill access and tier up - Study costs and time for leveling
370 lines
17 KiB
TypeScript
Executable File
370 lines
17 KiB
TypeScript
Executable File
'use client';
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import { useState } from 'react';
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import { SKILLS_DEF, SKILL_CATEGORIES, getStudySpeedMultiplier, getStudyCostMultiplier } from '@/lib/game/constants';
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import { SKILL_EVOLUTION_PATHS, getUpgradesForSkillAtMilestone, getNextTierSkill, getTierMultiplier } from '@/lib/game/skill-evolution';
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import { getUnifiedEffects, hasSpecial, SPECIAL_EFFECTS } from '@/lib/game/effects';
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import { getAvailableSkillCategories } from '@/lib/game/data/attunements';
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import { fmt, fmtDec } from '@/lib/game/store';
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import { formatStudyTime } from '@/lib/game/formatting';
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import type { SkillUpgradeChoice, GameStore } from '@/lib/game/types';
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import { Button } from '@/components/ui/button';
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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 { Tooltip, TooltipContent, TooltipProvider, TooltipTrigger } from '@/components/ui/tooltip';
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import { StudyProgress } from './StudyProgress';
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import { UpgradeDialog } from './UpgradeDialog';
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import { ChevronDown, ChevronRight } from 'lucide-react';
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export interface SkillsTabProps {
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store: GameStore;
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}
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// Check if skill has milestone available
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function hasMilestoneUpgrade(
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skillId: string,
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level: number,
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skillTiers: Record<string, number>,
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skillUpgrades: Record<string, string[]>
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): { milestone: 5 | 10; hasUpgrades: boolean; selectedCount: number } | null {
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const baseSkillId = skillId.includes('_t') ? skillId.split('_t')[0] : skillId;
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const path = SKILL_EVOLUTION_PATHS[baseSkillId];
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if (!path) return null;
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// Check level 5 milestone
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if (level >= 5) {
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const upgrades5 = getUpgradesForSkillAtMilestone(skillId, 5, skillTiers);
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const selected5 = (skillUpgrades[skillId] || []).filter(id => id.includes('_l5'));
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if (upgrades5.length > 0 && selected5.length < 2) {
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return { milestone: 5, hasUpgrades: true, selectedCount: selected5.length };
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}
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}
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// Check level 10 milestone
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if (level >= 10) {
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const upgrades10 = getUpgradesForSkillAtMilestone(skillId, 10, skillTiers);
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const selected10 = (skillUpgrades[skillId] || []).filter(id => id.includes('_l10'));
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if (upgrades10.length > 0 && selected10.length < 2) {
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return { milestone: 10, hasUpgrades: true, selectedCount: selected10.length };
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}
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}
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return null;
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}
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export function SkillsTab({ store }: SkillsTabProps) {
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const [upgradeDialogSkill, setUpgradeDialogSkill] = useState<string | null>(null);
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const [upgradeDialogMilestone, setUpgradeDialogMilestone] = useState<5 | 10>(5);
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const [pendingUpgradeSelections, setPendingUpgradeSelections] = useState<string[]>([]);
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const [collapsedCategories, setCollapsedCategories] = useState<Set<string>>(new Set());
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const studySpeedMult = getStudySpeedMultiplier(store.skills);
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const upgradeEffects = getUnifiedEffects(store);
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// Toggle category collapse
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const toggleCategory = (categoryId: string) => {
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setCollapsedCategories(prev => {
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const newSet = new Set(prev);
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if (newSet.has(categoryId)) {
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newSet.delete(categoryId);
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} else {
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newSet.add(categoryId);
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}
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return newSet;
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});
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};
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// Get upgrade choices for dialog
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const getUpgradeChoices = () => {
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if (!upgradeDialogSkill) return { available: [] as SkillUpgradeChoice[], selected: [] as string[] };
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return store.getSkillUpgradeChoices(upgradeDialogSkill, upgradeDialogMilestone);
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};
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const { available, selected: alreadySelected } = getUpgradeChoices();
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// Toggle selection
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const toggleUpgrade = (upgradeId: string) => {
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const currentSelections = pendingUpgradeSelections.length > 0 ? pendingUpgradeSelections : alreadySelected;
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if (currentSelections.includes(upgradeId)) {
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setPendingUpgradeSelections(currentSelections.filter(id => id !== upgradeId));
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} else if (currentSelections.length < 2) {
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setPendingUpgradeSelections([...currentSelections, upgradeId]);
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}
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};
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// Commit selections and close
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const handleConfirm = () => {
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const currentSelections = pendingUpgradeSelections.length > 0 ? pendingUpgradeSelections : alreadySelected;
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if (currentSelections.length === 2 && upgradeDialogSkill) {
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store.commitSkillUpgrades(upgradeDialogSkill, currentSelections, upgradeDialogMilestone);
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}
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setPendingUpgradeSelections([]);
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setUpgradeDialogSkill(null);
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};
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// Cancel and close
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const handleCancel = () => {
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setPendingUpgradeSelections([]);
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setUpgradeDialogSkill(null);
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};
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return (
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<div className="space-y-4">
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{/* Upgrade Selection Dialog */}
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<UpgradeDialog
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open={!!upgradeDialogSkill}
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skillId={upgradeDialogSkill}
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milestone={upgradeDialogMilestone}
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pendingSelections={pendingUpgradeSelections}
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available={available}
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alreadySelected={alreadySelected}
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onToggle={toggleUpgrade}
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onConfirm={handleConfirm}
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onCancel={handleCancel}
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onOpenChange={(open) => {
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if (!open) {
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setPendingUpgradeSelections([]);
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setUpgradeDialogSkill(null);
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}
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}}
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/>
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{/* Current Study Progress */}
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{store.currentStudyTarget && store.currentStudyTarget.type === 'skill' && (
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<Card className="bg-gray-900/80 border-purple-600/50">
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<CardContent className="pt-4">
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<StudyProgress
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currentStudyTarget={store.currentStudyTarget}
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skills={store.skills}
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studySpeedMult={studySpeedMult}
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cancelStudy={store.cancelStudy}
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/>
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</CardContent>
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</Card>
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)}
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{/* Get available skill categories based on attunements */}
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{(() => {
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const availableCategories = getAvailableSkillCategories(store.attunements || {});
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return SKILL_CATEGORIES
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.filter(cat => availableCategories.includes(cat.id))
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.map((cat) => {
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const skillsInCat = Object.entries(SKILLS_DEF).filter(([, def]) => def.cat === cat.id);
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if (skillsInCat.length === 0) return null;
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const isCollapsed = collapsedCategories.has(cat.id);
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return (
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<Card key={cat.id} className="bg-gray-900/80 border-gray-700">
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<CardHeader className="pb-2 cursor-pointer" onClick={() => toggleCategory(cat.id)}>
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<CardTitle className="text-amber-400 game-panel-title text-xs flex items-center justify-between">
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<span>{cat.icon} {cat.name}</span>
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<div className="flex items-center gap-2">
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<Badge variant="outline" className="text-xs">{skillsInCat.length} skills</Badge>
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{isCollapsed ? <ChevronRight className="w-4 h-4" /> : <ChevronDown className="w-4 h-4" />}
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</div>
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</CardTitle>
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</CardHeader>
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{!isCollapsed && (
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<CardContent>
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<div className="space-y-2">
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{skillsInCat.map(([id, def]) => {
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// Get tier info
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const currentTier = store.skillTiers?.[id] || 1;
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const tieredSkillId = currentTier > 1 ? `${id}_t${currentTier}` : id;
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const tierMultiplier = getTierMultiplier(tieredSkillId);
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// Get the actual level from the tiered skill
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const level = store.skills[tieredSkillId] || store.skills[id] || 0;
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const maxed = level >= def.max;
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// Check if studying this skill
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const isStudying = (store.currentStudyTarget?.id === id || store.currentStudyTarget?.id === tieredSkillId) && store.currentStudyTarget?.type === 'skill';
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// Get tier name for display
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const tierDef = SKILL_EVOLUTION_PATHS[id]?.tiers.find(t => t.tier === currentTier);
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const skillDisplayName = tierDef?.name || def.name;
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// Check prerequisites
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let prereqMet = true;
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if (def.req) {
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for (const [r, rl] of Object.entries(def.req)) {
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if ((store.skills[r] || 0) < rl) {
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prereqMet = false;
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break;
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}
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}
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}
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// Apply skill modifiers
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const costMult = getStudyCostMultiplier(store.skills);
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const speedMult = getStudySpeedMultiplier(store.skills);
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const studyEffects = getUnifiedEffects(store);
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const effectiveSpeedMult = speedMult * studyEffects.studySpeedMultiplier;
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// Study time scales with tier
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const tierStudyTime = def.studyTime * currentTier;
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const effectiveStudyTime = tierStudyTime / effectiveSpeedMult;
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// Cost scales with tier
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const baseCost = def.base * (level + 1) * currentTier;
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const cost = Math.floor(baseCost * costMult);
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// Can start studying?
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const canStudy = !maxed && prereqMet && store.rawMana >= cost && !isStudying;
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// Check for milestone upgrades
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const milestoneInfo = hasMilestoneUpgrade(tieredSkillId, level, store.skillTiers || {}, store.skillUpgrades);
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// Check for tier up
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const nextTierSkill = getNextTierSkill(tieredSkillId);
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const canTierUp = maxed && nextTierSkill;
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// Get selected upgrades
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const selectedUpgrades = store.skillUpgrades[tieredSkillId] || [];
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const selectedL5 = selectedUpgrades.filter(u => u.includes('_l5'));
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const selectedL10 = selectedUpgrades.filter(u => u.includes('_l10'));
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return (
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<div
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key={id}
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className={`flex flex-col sm:flex-row sm:items-center justify-between p-3 rounded border gap-2 ${
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isStudying ? 'border-purple-500 bg-purple-900/20' :
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milestoneInfo ? 'border-amber-500/50 bg-amber-900/10' :
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'border-gray-700 bg-gray-800/30'
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}`}
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>
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<div className="flex-1 min-w-0">
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<div className="flex items-center gap-2 flex-wrap">
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<span className="font-semibold text-sm">{skillDisplayName}</span>
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{currentTier > 1 && (
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<Badge className="bg-purple-600/50 text-purple-200 text-xs">Tier {currentTier} ({fmtDec(tierMultiplier, 0)}x)</Badge>
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)}
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{level > 0 && <span className="text-purple-400 text-sm">Lv.{level}</span>}
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{selectedUpgrades.length > 0 && (
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<div className="flex gap-1">
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{selectedL5.length > 0 && (
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<Badge className="bg-amber-700/50 text-amber-200 text-xs">L5: {selectedL5.length}</Badge>
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)}
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{selectedL10.length > 0 && (
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<Badge className="bg-purple-700/50 text-purple-200 text-xs">L10: {selectedL10.length}</Badge>
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)}
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</div>
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)}
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</div>
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<div className="text-xs text-gray-400 italic">{def.desc}{currentTier > 1 && ` (Tier ${currentTier}: ${fmtDec(tierMultiplier, 0)}x effect)`}</div>
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{!prereqMet && def.req && (
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<div className="text-xs text-red-400 mt-1">
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Requires: {Object.entries(def.req).map(([r, rl]) => `${SKILLS_DEF[r]?.name} Lv.${rl}`).join(', ')}
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</div>
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)}
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<div className="text-xs text-gray-500 mt-1">
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<span className={effectiveSpeedMult > 1 ? 'text-green-400' : ''}>
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Study: {formatStudyTime(effectiveStudyTime)}{effectiveSpeedMult > 1 && <span className="text-xs ml-1">({Math.round(effectiveSpeedMult * 100)}% speed)</span>}
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</span>
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{' • '}
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<span className={costMult < 1 ? 'text-green-400' : ''}>
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Cost: {fmt(cost)} mana{costMult < 1 && <span className="text-xs ml-1">({Math.round(costMult * 100)}% cost)</span>}
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</span>
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</div>
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{milestoneInfo && (
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<div className="text-xs text-amber-400 mt-1 flex items-center gap-1">
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⭐ Level {milestoneInfo.milestone} milestone: {milestoneInfo.selectedCount}/2 upgrades selected
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</div>
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)}
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</div>
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<div className="flex items-center gap-3 flex-wrap sm:flex-nowrap">
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{/* Level dots */}
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<div className="flex gap-1 shrink-0">
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{Array.from({ length: def.max }).map((_, i) => (
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<div
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key={i}
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className={`w-2 h-2 rounded-full border ${
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i < level ? 'bg-purple-500 border-purple-400' :
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i === 4 || i === 9 ? 'border-amber-500' :
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'border-gray-600'
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}`}
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/>
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))}
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</div>
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{isStudying ? (
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<div className="text-xs text-purple-400">
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{formatStudyTime(store.currentStudyTarget?.progress || 0)}/{formatStudyTime(tierStudyTime)}
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</div>
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) : milestoneInfo ? (
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<Button
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size="sm"
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className="bg-amber-600 hover:bg-amber-700"
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onClick={() => {
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setUpgradeDialogSkill(tieredSkillId);
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setUpgradeDialogMilestone(milestoneInfo.milestone);
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}}
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>
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Choose Upgrades
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</Button>
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) : canTierUp ? (
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<Button
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size="sm"
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className="bg-purple-600 hover:bg-purple-700"
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onClick={() => store.tierUpSkill(tieredSkillId)}
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>
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⬆️ Tier Up
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</Button>
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) : maxed ? (
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<Badge className="bg-green-900/50 text-green-300">Maxed</Badge>
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) : (
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<div className="flex gap-1">
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<Button
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size="sm"
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variant={canStudy ? 'default' : 'outline'}
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disabled={!canStudy}
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className={canStudy ? 'bg-purple-600 hover:bg-purple-700' : 'opacity-50'}
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onClick={() => store.startStudyingSkill(tieredSkillId)}
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>
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Study ({fmt(cost)})
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</Button>
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{/* Parallel Study button */}
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{hasSpecial(upgradeEffects, SPECIAL_EFFECTS.PARALLEL_STUDY) &&
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store.currentStudyTarget &&
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!store.parallelStudyTarget &&
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store.currentStudyTarget.id !== tieredSkillId &&
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canStudy && (
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<TooltipProvider>
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<Tooltip>
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<TooltipTrigger asChild>
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<Button
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size="sm"
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variant="outline"
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className="border-cyan-500 text-cyan-400 hover:bg-cyan-900/30"
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onClick={() => store.startParallelStudySkill(tieredSkillId)}
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>
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⚡
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</Button>
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</TooltipTrigger>
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<TooltipContent>
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<p>Study in parallel (50% speed)</p>
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</TooltipContent>
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</Tooltip>
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</TooltipProvider>
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)}
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</div>
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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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</CardContent>
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)}
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</Card>
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);
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});
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})()}
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</div>
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);
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}
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