966 lines
42 KiB
TypeScript
Executable File
966 lines
42 KiB
TypeScript
Executable File
'use client';
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import { useState } from 'react';
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import { Button } from '@/components/ui/button';
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import { Progress } from '@/components/ui/progress';
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import { 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 { Tabs, TabsContent, TabsList, TabsTrigger } from '@/components/ui/tabs';
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import {
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Wand2, Scroll, Hammer, Sparkles, Trash2, Plus, Minus,
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Package, Zap, Clock, ChevronRight, Circle, Anvil
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} from 'lucide-react';
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import { EQUIPMENT_TYPES } from '@/lib/game/data/equipment';
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import { ENCHANTMENT_EFFECTS, calculateEffectCapacityCost } from '@/lib/game/data/enchantment-effects';
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import { CRAFTING_RECIPES, canCraftRecipe } from '@/lib/game/data/crafting-recipes';
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import { LOOT_DROPS, RARITY_COLORS } from '@/lib/game/data/loot-drops';
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import type { EquipmentInstance, EnchantmentDesign, DesignEffect, AppliedEnchantment, LootInventory, EquipmentCraftingProgress } from '@/lib/game/types';
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import { fmt, type GameStore } from '@/lib/game/store';
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// Slot display names
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const SLOT_NAMES: Record<EquipmentSlot, string> = {
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mainHand: 'Main Hand',
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offHand: 'Off Hand',
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head: 'Head',
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body: 'Body',
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hands: 'Hands',
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feet: 'Feet',
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accessory1: 'Accessory 1',
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accessory2: 'Accessory 2',
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};
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export interface CraftingTabProps {
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store: GameStore;
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}
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export function CraftingTab({ store }: CraftingTabProps) {
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const equippedInstances = store.equippedInstances;
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const equipmentInstances = store.equipmentInstances;
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const enchantmentDesigns = store.enchantmentDesigns;
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const designProgress = store.designProgress;
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const preparationProgress = store.preparationProgress;
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const applicationProgress = store.applicationProgress;
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const equipmentCraftingProgress = store.equipmentCraftingProgress;
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const rawMana = store.rawMana;
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const skills = store.skills;
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const currentAction = store.currentAction;
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const unlockedEffects = store.unlockedEffects;
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const lootInventory = store.lootInventory;
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const startDesigningEnchantment = store.startDesigningEnchantment;
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const cancelDesign = store.cancelDesign;
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const saveDesign = store.saveDesign;
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const deleteDesign = store.deleteDesign;
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const startPreparing = store.startPreparing;
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const cancelPreparation = store.cancelPreparation;
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const startApplying = store.startApplying;
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const pauseApplication = store.pauseApplication;
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const resumeApplication = store.resumeApplication;
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const cancelApplication = store.cancelApplication;
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const disenchantEquipment = store.disenchantEquipment;
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const getAvailableCapacity = store.getAvailableCapacity;
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const startCraftingEquipment = store.startCraftingEquipment;
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const cancelEquipmentCrafting = store.cancelEquipmentCrafting;
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const deleteMaterial = store.deleteMaterial;
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const [craftingStage, setCraftingStage] = useState<'design' | 'prepare' | 'apply' | 'craft'>('craft');
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const [selectedEquipmentType, setSelectedEquipmentType] = useState<string | null>(null);
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const [selectedEquipmentInstance, setSelectedEquipmentInstance] = useState<string | null>(null);
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const [selectedDesign, setSelectedDesign] = useState<string | null>(null);
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// Design creation state
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const [designName, setDesignName] = useState('');
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const [selectedEffects, setSelectedEffects] = useState<DesignEffect[]>([]);
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const enchantingLevel = skills.enchanting || 0;
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const efficiencyBonus = (skills.efficientEnchant || 0) * 0.05;
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// Get equipped items as array
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const equippedItems = Object.entries(equippedInstances)
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.filter(([, instanceId]) => instanceId && equipmentInstances[instanceId])
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.map(([slot, instanceId]) => ({
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slot: slot as EquipmentSlot,
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instance: equipmentInstances[instanceId!],
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}));
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// Calculate total capacity cost for current design
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const designCapacityCost = selectedEffects.reduce(
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(total, eff) => total + calculateEffectCapacityCost(eff.effectId, eff.stacks, efficiencyBonus),
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0
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);
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// Get capacity limit for selected equipment type
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const selectedEquipmentCapacity = selectedEquipmentType ? EQUIPMENT_TYPES[selectedEquipmentType]?.baseCapacity || 0 : 0;
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const isOverCapacity = selectedEquipmentType ? designCapacityCost > selectedEquipmentCapacity : false;
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// Calculate design time
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const designTime = selectedEffects.reduce((total, eff) => total + 0.5 * eff.stacks, 1);
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// Add effect to design
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const addEffect = (effectId: string) => {
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const existing = selectedEffects.find(e => e.effectId === effectId);
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const effectDef = ENCHANTMENT_EFFECTS[effectId];
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if (!effectDef) return;
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if (existing) {
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if (existing.stacks < effectDef.maxStacks) {
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setSelectedEffects(selectedEffects.map(e =>
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e.effectId === effectId
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? { ...e, stacks: e.stacks + 1 }
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: e
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));
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}
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} else {
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setSelectedEffects([...selectedEffects, {
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effectId,
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stacks: 1,
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capacityCost: calculateEffectCapacityCost(effectId, 1, efficiencyBonus),
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}]);
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}
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};
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// Remove effect from design
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const removeEffect = (effectId: string) => {
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const existing = selectedEffects.find(e => e.effectId === effectId);
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if (!existing) return;
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if (existing.stacks > 1) {
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setSelectedEffects(selectedEffects.map(e =>
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e.effectId === effectId
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? { ...e, stacks: e.stacks - 1 }
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: e
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));
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} else {
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setSelectedEffects(selectedEffects.filter(e => e.effectId !== effectId));
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}
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};
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// Create design
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const handleCreateDesign = () => {
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if (!designName || !selectedEquipmentType || selectedEffects.length === 0) return;
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const success = startDesigningEnchantment(designName, selectedEquipmentType, selectedEffects);
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if (success) {
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// Reset form
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setDesignName('');
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setSelectedEquipmentType(null);
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setSelectedEffects([]);
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}
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};
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// Get available effects for selected equipment type (only unlocked ones)
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const getAvailableEffects = () => {
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if (!selectedEquipmentType) return [];
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const type = EQUIPMENT_TYPES[selectedEquipmentType];
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if (!type) return [];
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return Object.values(ENCHANTMENT_EFFECTS).filter(
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effect =>
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effect.allowedEquipmentCategories.includes(type.category) &&
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unlockedEffects.includes(effect.id)
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);
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};
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// Render design stage
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const renderDesignStage = () => (
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<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
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{/* Equipment Type Selection */}
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<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 text-sm">1. Select Equipment Type</CardTitle>
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</CardHeader>
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<CardContent>
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{designProgress ? (
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<div className="space-y-3">
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<div className="text-sm text-gray-400">
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Designing for: {EQUIPMENT_TYPES[designProgress.equipmentType]?.name}
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</div>
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<div className="text-sm font-semibold text-amber-300">{designProgress.name}</div>
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<Progress value={(designProgress.progress / designProgress.required) * 100} className="h-3" />
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<div className="flex justify-between text-xs text-gray-400">
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<span>{designProgress.progress.toFixed(1)}h / {designProgress.required.toFixed(1)}h</span>
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<Button size="sm" variant="outline" onClick={cancelDesign}>Cancel</Button>
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</div>
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</div>
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) : (
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<ScrollArea className="h-64">
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<div className="grid grid-cols-2 gap-2">
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{Object.values(EQUIPMENT_TYPES).map(type => (
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<div
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key={type.id}
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className={`p-2 rounded border cursor-pointer transition-all ${
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selectedEquipmentType === type.id
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? 'border-amber-500 bg-amber-900/20'
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: 'border-gray-700 bg-gray-800/50 hover:border-gray-600'
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}`}
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onClick={() => setSelectedEquipmentType(type.id)}
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>
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<div className="text-sm font-semibold">{type.name}</div>
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<div className="text-xs text-gray-400">Cap: {type.baseCapacity}</div>
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</div>
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))}
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</div>
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</ScrollArea>
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)}
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</CardContent>
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</Card>
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{/* Effect Selection */}
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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 text-sm">2. Select Effects</CardTitle>
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</CardHeader>
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<CardContent>
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{enchantingLevel < 1 ? (
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<div className="text-center text-gray-400 py-8">
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<Wand2 className="w-12 h-12 mx-auto mb-2 opacity-50" />
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<p>Learn Enchanting skill to design enchantments</p>
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</div>
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) : designProgress ? (
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<div className="space-y-2">
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<div className="text-sm text-gray-400">Design in progress...</div>
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{designProgress.effects.map(eff => {
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const def = ENCHANTMENT_EFFECTS[eff.effectId];
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return (
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<div key={eff.effectId} className="flex justify-between text-sm">
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<span>{def?.name} x{eff.stacks}</span>
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<span className="text-gray-400">{eff.capacityCost} cap</span>
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</div>
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);
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})}
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</div>
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) : !selectedEquipmentType ? (
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<div className="text-center text-gray-400 py-8">
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Select an equipment type first
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</div>
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) : (
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<>
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<ScrollArea className="h-48 mb-4">
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<div className="space-y-2">
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{getAvailableEffects().map(effect => {
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const selected = selectedEffects.find(e => e.effectId === effect.id);
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const cost = calculateEffectCapacityCost(effect.id, (selected?.stacks || 0) + 1, efficiencyBonus);
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return (
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<div
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key={effect.id}
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className={`p-2 rounded border transition-all ${
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selected
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? 'border-purple-500 bg-purple-900/20'
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: 'border-gray-700 bg-gray-800/50'
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}`}
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>
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<div className="flex justify-between items-start">
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<div className="flex-1">
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<div className="text-sm font-semibold">{effect.name}</div>
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<div className="text-xs text-gray-400">{effect.description}</div>
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<div className="text-xs text-gray-500 mt-1">
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Cost: {effect.baseCapacityCost} cap | Max: {effect.maxStacks}
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</div>
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</div>
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<div className="flex gap-1">
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{selected && (
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<Button
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size="sm"
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variant="outline"
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className="h-6 w-6 p-0"
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onClick={() => removeEffect(effect.id)}
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>
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<Minus className="w-3 h-3" />
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</Button>
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)}
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<Button
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size="sm"
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variant="outline"
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className="h-6 w-6 p-0"
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onClick={() => addEffect(effect.id)}
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disabled={!selected && selectedEffects.length >= 5}
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>
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<Plus className="w-3 h-3" />
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</Button>
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</div>
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</div>
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{selected && (
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<Badge variant="outline" className="mt-1 text-xs">
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{selected.stacks}/{effect.maxStacks}
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</Badge>
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)}
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</div>
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);
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})}
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</div>
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</ScrollArea>
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{/* Selected effects summary */}
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<Separator className="bg-gray-700 my-2" />
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<div className="space-y-2">
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<input
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type="text"
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placeholder="Design name..."
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value={designName}
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onChange={(e) => setDesignName(e.target.value)}
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className="w-full bg-gray-800 border border-gray-700 rounded px-3 py-2 text-sm"
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/>
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<div className="flex justify-between text-sm">
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<span>Total Capacity:</span>
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<span className={isOverCapacity ? 'text-red-400' : 'text-green-400'}>
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{designCapacityCost.toFixed(0)} / {selectedEquipmentCapacity}
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</span>
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</div>
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<div className="flex justify-between text-sm text-gray-400">
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<span>Design Time:</span>
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<span>{designTime.toFixed(1)}h</span>
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</div>
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<Button
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className="w-full"
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disabled={!designName || selectedEffects.length === 0 || isOverCapacity}
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onClick={handleCreateDesign}
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>
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{isOverCapacity ? 'Over Capacity!' : `Start Design (${designTime.toFixed(1)}h)`}
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</Button>
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</div>
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</>
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)}
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</CardContent>
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</Card>
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{/* Saved Designs */}
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<Card className="bg-gray-900/80 border-gray-700 lg:col-span-2">
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<CardHeader className="pb-2">
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<CardTitle className="text-amber-400 text-sm">Saved Designs ({enchantmentDesigns.length})</CardTitle>
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</CardHeader>
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<CardContent>
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{enchantmentDesigns.length === 0 ? (
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<div className="text-center text-gray-400 py-4">
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No saved designs yet
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</div>
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) : (
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<div className="grid grid-cols-1 md:grid-cols-2 lg:grid-cols-3 gap-3">
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{enchantmentDesigns.map(design => (
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<div
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key={design.id}
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className={`p-3 rounded border ${
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selectedDesign === design.id
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? 'border-amber-500 bg-amber-900/20'
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: 'border-gray-700 bg-gray-800/50'
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}`}
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onClick={() => setSelectedDesign(design.id)}
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>
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<div className="flex justify-between items-start">
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<div>
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<div className="font-semibold">{design.name}</div>
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<div className="text-xs text-gray-400">
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{EQUIPMENT_TYPES[design.equipmentType]?.name}
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</div>
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</div>
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<Button
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size="sm"
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variant="ghost"
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className="h-6 w-6 p-0 text-gray-400 hover:text-red-400"
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onClick={(e) => {
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e.stopPropagation();
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deleteDesign(design.id);
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}}
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>
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<Trash2 className="w-4 h-4" />
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</Button>
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</div>
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<div className="mt-2 text-xs text-gray-400">
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{design.effects.length} effects | {design.totalCapacityUsed} cap
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</div>
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</div>
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))}
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</div>
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)}
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</CardContent>
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</Card>
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</div>
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);
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// Render prepare stage
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const renderPrepareStage = () => (
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<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
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{/* Equipment Selection */}
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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 text-sm">Select Equipment to Prepare or Disenchant</CardTitle>
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</CardHeader>
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<CardContent>
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{preparationProgress ? (
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<div className="space-y-3">
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<div className="text-sm text-gray-400">
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Preparing: {equipmentInstances[preparationProgress.equipmentInstanceId]?.name}
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</div>
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<Progress value={(preparationProgress.progress / preparationProgress.required) * 100} className="h-3" />
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<div className="flex justify-between text-xs text-gray-400">
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<span>{preparationProgress.progress.toFixed(1)}h / {preparationProgress.required.toFixed(1)}h</span>
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<span>Mana paid: {fmt(preparationProgress.manaCostPaid)}</span>
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</div>
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<Button size="sm" variant="outline" onClick={cancelPreparation}>Cancel</Button>
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</div>
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) : (
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<ScrollArea className="h-64">
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<div className="space-y-2">
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{equippedItems.map(({ slot, instance }) => {
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const hasEnchantments = instance.enchantments.length > 0;
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return (
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<div
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key={instance.instanceId}
|
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className={`p-3 rounded border cursor-pointer transition-all ${
|
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selectedEquipmentInstance === instance.instanceId
|
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? 'border-amber-500 bg-amber-900/20'
|
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: 'border-gray-700 bg-gray-800/50 hover:border-gray-600'
|
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} ${hasEnchantments ? 'border-l-4 border-l-red-600' : ''}`}
|
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onClick={() => setSelectedEquipmentInstance(instance.instanceId)}
|
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>
|
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<div className="flex justify-between">
|
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<div>
|
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<div className="font-semibold">{instance.name}</div>
|
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<div className="text-xs text-gray-400">{SLOT_NAMES[slot]}</div>
|
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{hasEnchantments && (
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<div className="text-xs text-red-400 mt-1">
|
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⚠️ {instance.enchantments.length} enchantments - Disenchant to apply new
|
||
</div>
|
||
)}
|
||
</div>
|
||
<div className="text-right text-sm">
|
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<div className="text-green-400">{instance.usedCapacity}/{instance.totalCapacity} cap</div>
|
||
<div className="text-xs text-gray-400">{instance.enchantments.length} enchants</div>
|
||
</div>
|
||
</div>
|
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</div>
|
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);
|
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})}
|
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{equippedItems.length === 0 && (
|
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<div className="text-center text-gray-400 py-4">No equipped items</div>
|
||
)}
|
||
</div>
|
||
</ScrollArea>
|
||
)}
|
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</CardContent>
|
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</Card>
|
||
|
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{/* Preparation Details */}
|
||
<Card className="bg-gray-900/80 border-gray-700">
|
||
<CardHeader className="pb-2">
|
||
<CardTitle className="text-amber-400 text-sm">Preparation Details</CardTitle>
|
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</CardHeader>
|
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<CardContent>
|
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{!selectedEquipmentInstance ? (
|
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<div className="text-center text-gray-400 py-8">
|
||
Select equipment to prepare or disenchant
|
||
</div>
|
||
) : preparationProgress ? (
|
||
<div className="text-gray-400">Preparation in progress...</div>
|
||
) : (
|
||
(() => {
|
||
const instance = equipmentInstances[selectedEquipmentInstance];
|
||
const hasEnchantments = instance.enchantments.length > 0;
|
||
const prepTime = 2 + Math.floor(instance.totalCapacity / 50);
|
||
const manaCost = instance.totalCapacity * 10;
|
||
|
||
// Calculate disenchant recovery
|
||
const disenchantLevel = skills.disenchanting || 0;
|
||
const recoveryRate = 0.1 + disenchantLevel * 0.2;
|
||
const totalRecoverable = instance.enchantments.reduce(
|
||
(sum, e) => sum + Math.floor(e.actualCost * recoveryRate),
|
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0
|
||
);
|
||
|
||
return (
|
||
<div className="space-y-4">
|
||
<div className="text-lg font-semibold">{instance.name}</div>
|
||
<Separator className="bg-gray-700" />
|
||
|
||
{/* Disenchant option for enchanted gear */}
|
||
{hasEnchantments && (
|
||
<div className="p-3 rounded border border-red-600/50 bg-red-900/20 space-y-3">
|
||
<div className="text-sm font-semibold text-red-400">⚠️ Equipment has enchantments</div>
|
||
<div className="text-xs text-gray-400">
|
||
You must disenchant before applying new enchantments.
|
||
</div>
|
||
<div className="flex justify-between text-sm">
|
||
<span className="text-gray-400">Recoverable Mana:</span>
|
||
<span className="text-green-400">{fmt(totalRecoverable)}</span>
|
||
</div>
|
||
<Button
|
||
className="w-full bg-red-600 hover:bg-red-700"
|
||
onClick={() => disenchantEquipment(instance.instanceId)}
|
||
>
|
||
<Trash2 className="w-4 h-4 mr-2" />
|
||
Disenchant & Recover {fmt(totalRecoverable)} Mana
|
||
</Button>
|
||
</div>
|
||
)}
|
||
|
||
{/* Prepare option for non-enchanted gear */}
|
||
{!hasEnchantments && (
|
||
<>
|
||
<div className="space-y-2 text-sm">
|
||
<div className="flex justify-between">
|
||
<span className="text-gray-400">Capacity:</span>
|
||
<span>{instance.usedCapacity}/{instance.totalCapacity}</span>
|
||
</div>
|
||
<div className="flex justify-between">
|
||
<span className="text-gray-400">Prep Time:</span>
|
||
<span>{prepTime}h</span>
|
||
</div>
|
||
<div className="flex justify-between">
|
||
<span className="text-gray-400">Mana Cost:</span>
|
||
<span className={rawMana < manaCost ? 'text-red-400' : 'text-green-400'}>
|
||
{fmt(manaCost)}
|
||
</span>
|
||
</div>
|
||
</div>
|
||
<Button
|
||
className="w-full"
|
||
disabled={rawMana < manaCost}
|
||
onClick={() => startPreparing(selectedEquipmentInstance)}
|
||
>
|
||
Start Preparation ({prepTime}h, {fmt(manaCost)} mana)
|
||
</Button>
|
||
</>
|
||
)}
|
||
</div>
|
||
);
|
||
})()
|
||
)}
|
||
</CardContent>
|
||
</Card>
|
||
</div>
|
||
);
|
||
|
||
// Render apply stage
|
||
const renderApplyStage = () => (
|
||
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
|
||
{/* Equipment & Design Selection */}
|
||
<Card className="bg-gray-900/80 border-gray-700">
|
||
<CardHeader className="pb-2">
|
||
<CardTitle className="text-amber-400 text-sm">Select Equipment & Design</CardTitle>
|
||
</CardHeader>
|
||
<CardContent>
|
||
{applicationProgress ? (
|
||
<div className="space-y-3">
|
||
<div className="text-sm text-gray-400">
|
||
Applying to: {equipmentInstances[applicationProgress.equipmentInstanceId]?.name}
|
||
</div>
|
||
<Progress value={(applicationProgress.progress / applicationProgress.required) * 100} className="h-3" />
|
||
<div className="flex justify-between text-xs text-gray-400">
|
||
<span>{applicationProgress.progress.toFixed(1)}h / {applicationProgress.required.toFixed(1)}h</span>
|
||
<span>Mana spent: {fmt(applicationProgress.manaSpent)}</span>
|
||
</div>
|
||
<div className="flex gap-2">
|
||
{applicationProgress.paused ? (
|
||
<Button size="sm" onClick={resumeApplication}>Resume</Button>
|
||
) : (
|
||
<Button size="sm" variant="outline" onClick={pauseApplication}>Pause</Button>
|
||
)}
|
||
<Button size="sm" variant="outline" onClick={cancelApplication}>Cancel</Button>
|
||
</div>
|
||
</div>
|
||
) : (
|
||
<div className="space-y-4">
|
||
<div>
|
||
<div className="text-sm text-gray-400 mb-2">Equipment (without enchantments):</div>
|
||
<ScrollArea className="h-32">
|
||
<div className="space-y-1">
|
||
{equippedItems
|
||
.filter(({ instance }) => instance.enchantments.length === 0)
|
||
.map(({ slot, instance }) => (
|
||
<div
|
||
key={instance.instanceId}
|
||
className={`p-2 rounded border cursor-pointer text-sm ${
|
||
selectedEquipmentInstance === instance.instanceId
|
||
? 'border-amber-500 bg-amber-900/20'
|
||
: 'border-gray-700 bg-gray-800/50'
|
||
}`}
|
||
onClick={() => setSelectedEquipmentInstance(instance.instanceId)}
|
||
>
|
||
{instance.name} ({instance.usedCapacity}/{instance.totalCapacity} cap)
|
||
</div>
|
||
))}
|
||
{equippedItems.filter(({ instance }) => instance.enchantments.length === 0).length === 0 && (
|
||
<div className="text-center text-gray-500 text-xs py-2">
|
||
No unenchanted equipment available. Disenchant in Prepare stage first.
|
||
</div>
|
||
)}
|
||
</div>
|
||
</ScrollArea>
|
||
</div>
|
||
|
||
<div>
|
||
<div className="text-sm text-gray-400 mb-2">Design:</div>
|
||
<ScrollArea className="h-32">
|
||
<div className="space-y-1">
|
||
{enchantmentDesigns.map(design => (
|
||
<div
|
||
key={design.id}
|
||
className={`p-2 rounded border cursor-pointer text-sm ${
|
||
selectedDesign === design.id
|
||
? 'border-purple-500 bg-purple-900/20'
|
||
: 'border-gray-700 bg-gray-800/50'
|
||
}`}
|
||
onClick={() => setSelectedDesign(design.id)}
|
||
>
|
||
{design.name} ({design.totalCapacityUsed} cap)
|
||
</div>
|
||
))}
|
||
</div>
|
||
</ScrollArea>
|
||
</div>
|
||
</div>
|
||
)}
|
||
</CardContent>
|
||
</Card>
|
||
|
||
{/* Application Details */}
|
||
<Card className="bg-gray-900/80 border-gray-700">
|
||
<CardHeader className="pb-2">
|
||
<CardTitle className="text-amber-400 text-sm">Apply Enchantment</CardTitle>
|
||
</CardHeader>
|
||
<CardContent>
|
||
{!selectedEquipmentInstance || !selectedDesign ? (
|
||
<div className="text-center text-gray-400 py-8">
|
||
Select equipment and a design
|
||
</div>
|
||
) : applicationProgress ? (
|
||
<div className="text-gray-400">Application in progress...</div>
|
||
) : (
|
||
(() => {
|
||
const instance = equipmentInstances[selectedEquipmentInstance];
|
||
const design = enchantmentDesigns.find(d => d.id === selectedDesign);
|
||
if (!design) return null;
|
||
|
||
const availableCap = instance.totalCapacity - instance.usedCapacity;
|
||
const canFit = availableCap >= design.totalCapacityUsed;
|
||
const applicationTime = 2 + design.effects.reduce((t, e) => t + e.stacks, 0);
|
||
const manaPerHour = 20 + design.effects.reduce((t, e) => t + e.stacks * 5, 0);
|
||
|
||
return (
|
||
<div className="space-y-4">
|
||
<div className="text-lg font-semibold">{design.name}</div>
|
||
<div className="text-sm text-gray-400">→ {instance.name}</div>
|
||
<Separator className="bg-gray-700" />
|
||
|
||
<div className="space-y-2 text-sm">
|
||
<div className="flex justify-between">
|
||
<span className="text-gray-400">Required Capacity:</span>
|
||
<span className={canFit ? 'text-green-400' : 'text-red-400'}>
|
||
{design.totalCapacityUsed} / {availableCap} available
|
||
</span>
|
||
</div>
|
||
<div className="flex justify-between">
|
||
<span className="text-gray-400">Application Time:</span>
|
||
<span>{applicationTime}h</span>
|
||
</div>
|
||
<div className="flex justify-between">
|
||
<span className="text-gray-400">Mana per Hour:</span>
|
||
<span>{manaPerHour}</span>
|
||
</div>
|
||
</div>
|
||
|
||
<div className="text-sm text-gray-400">
|
||
Effects:
|
||
<ul className="list-disc list-inside">
|
||
{design.effects.map(eff => (
|
||
<li key={eff.effectId}>
|
||
{ENCHANTMENT_EFFECTS[eff.effectId]?.name} x{eff.stacks}
|
||
</li>
|
||
))}
|
||
</ul>
|
||
</div>
|
||
|
||
<Button
|
||
className="w-full"
|
||
disabled={!canFit}
|
||
onClick={() => startApplying(selectedEquipmentInstance, selectedDesign)}
|
||
>
|
||
Apply Enchantment
|
||
</Button>
|
||
</div>
|
||
);
|
||
})()
|
||
)}
|
||
</CardContent>
|
||
</Card>
|
||
</div>
|
||
);
|
||
|
||
// Render equipment crafting stage
|
||
const renderCraftStage = () => (
|
||
<div className="grid grid-cols-1 lg:grid-cols-2 gap-4">
|
||
{/* Blueprint Selection */}
|
||
<Card className="bg-gray-900/80 border-gray-700">
|
||
<CardHeader className="pb-2">
|
||
<CardTitle className="text-amber-400 text-sm flex items-center gap-2">
|
||
<Anvil className="w-4 h-4" />
|
||
Available Blueprints
|
||
</CardTitle>
|
||
</CardHeader>
|
||
<CardContent>
|
||
{equipmentCraftingProgress ? (
|
||
<div className="space-y-3">
|
||
<div className="text-sm text-gray-400">
|
||
Crafting: {CRAFTING_RECIPES[equipmentCraftingProgress.blueprintId]?.name}
|
||
</div>
|
||
<Progress value={(equipmentCraftingProgress.progress / equipmentCraftingProgress.required) * 100} className="h-3" />
|
||
<div className="flex justify-between text-xs text-gray-400">
|
||
<span>{equipmentCraftingProgress.progress.toFixed(1)}h / {equipmentCraftingProgress.required.toFixed(1)}h</span>
|
||
<span>Mana spent: {fmt(equipmentCraftingProgress.manaSpent)}</span>
|
||
</div>
|
||
<Button size="sm" variant="outline" onClick={cancelEquipmentCrafting}>Cancel</Button>
|
||
</div>
|
||
) : (
|
||
<ScrollArea className="h-64">
|
||
<div className="space-y-2">
|
||
{lootInventory.blueprints.length === 0 ? (
|
||
<div className="text-center text-gray-400 py-4">
|
||
<Package className="w-12 h-12 mx-auto mb-2 opacity-50" />
|
||
<p>No blueprints discovered yet.</p>
|
||
<p className="text-xs mt-1">Defeat guardians to find blueprints!</p>
|
||
</div>
|
||
) : (
|
||
lootInventory.blueprints.map(bpId => {
|
||
const recipe = CRAFTING_RECIPES[bpId];
|
||
if (!recipe) return null;
|
||
|
||
const { canCraft, missingMaterials, missingMana } = canCraftRecipe(
|
||
recipe,
|
||
lootInventory.materials,
|
||
rawMana
|
||
);
|
||
|
||
const rarityStyle = RARITY_COLORS[recipe.rarity];
|
||
|
||
return (
|
||
<div
|
||
key={bpId}
|
||
className="p-3 rounded border bg-gray-800/50"
|
||
style={{ borderColor: rarityStyle?.color }}
|
||
>
|
||
<div className="flex justify-between items-start mb-2">
|
||
<div>
|
||
<div className="font-semibold" style={{ color: rarityStyle?.color }}>
|
||
{recipe.name}
|
||
</div>
|
||
<div className="text-xs text-gray-400 capitalize">{recipe.rarity}</div>
|
||
</div>
|
||
<Badge variant="outline" className="text-xs">
|
||
{EQUIPMENT_TYPES[recipe.equipmentTypeId]?.category}
|
||
</Badge>
|
||
</div>
|
||
|
||
<div className="text-xs text-gray-400 mb-2">{recipe.description}</div>
|
||
|
||
<Separator className="bg-gray-700 my-2" />
|
||
|
||
<div className="text-xs space-y-1">
|
||
<div className="text-gray-500">Materials:</div>
|
||
{Object.entries(recipe.materials).map(([matId, amount]) => {
|
||
const available = lootInventory.materials[matId] || 0;
|
||
const matDrop = LOOT_DROPS[matId];
|
||
const hasEnough = available >= amount;
|
||
|
||
return (
|
||
<div key={matId} className="flex justify-between">
|
||
<span>{matDrop?.name || matId}</span>
|
||
<span className={hasEnough ? 'text-green-400' : 'text-red-400'}>
|
||
{available} / {amount}
|
||
</span>
|
||
</div>
|
||
);
|
||
})}
|
||
|
||
<div className="flex justify-between mt-2">
|
||
<span>Mana Cost:</span>
|
||
<span className={rawMana >= recipe.manaCost ? 'text-green-400' : 'text-red-400'}>
|
||
{fmt(recipe.manaCost)}
|
||
</span>
|
||
</div>
|
||
|
||
<div className="flex justify-between">
|
||
<span>Craft Time:</span>
|
||
<span>{recipe.craftTime}h</span>
|
||
</div>
|
||
</div>
|
||
|
||
<Button
|
||
className="w-full mt-3"
|
||
size="sm"
|
||
disabled={!canCraft || currentAction === 'craft'}
|
||
onClick={() => startCraftingEquipment(bpId)}
|
||
>
|
||
{canCraft ? 'Craft Equipment' : 'Missing Resources'}
|
||
</Button>
|
||
</div>
|
||
);
|
||
})
|
||
)}
|
||
</div>
|
||
</ScrollArea>
|
||
)}
|
||
</CardContent>
|
||
</Card>
|
||
|
||
{/* Materials Inventory */}
|
||
<Card className="bg-gray-900/80 border-gray-700">
|
||
<CardHeader className="pb-2">
|
||
<CardTitle className="text-amber-400 text-sm flex items-center gap-2">
|
||
<Package className="w-4 h-4" />
|
||
Materials ({Object.values(lootInventory.materials).reduce((a, b) => a + b, 0)})
|
||
</CardTitle>
|
||
</CardHeader>
|
||
<CardContent>
|
||
<ScrollArea className="h-64">
|
||
{Object.keys(lootInventory.materials).length === 0 ? (
|
||
<div className="text-center text-gray-400 py-4">
|
||
<Sparkles className="w-12 h-12 mx-auto mb-2 opacity-50" />
|
||
<p>No materials collected yet.</p>
|
||
<p className="text-xs mt-1">Defeat floors to gather materials!</p>
|
||
</div>
|
||
) : (
|
||
<div className="grid grid-cols-2 gap-2">
|
||
{Object.entries(lootInventory.materials).map(([matId, count]) => {
|
||
if (count <= 0) return null;
|
||
const drop = LOOT_DROPS[matId];
|
||
if (!drop) return null;
|
||
|
||
const rarityStyle = RARITY_COLORS[drop.rarity];
|
||
|
||
return (
|
||
<div
|
||
key={matId}
|
||
className="p-2 rounded border bg-gray-800/50 group relative"
|
||
style={{ borderColor: rarityStyle?.color }}
|
||
>
|
||
<div className="flex items-start justify-between">
|
||
<div>
|
||
<div className="text-sm font-semibold" style={{ color: rarityStyle?.color }}>
|
||
{drop.name}
|
||
</div>
|
||
<div className="text-xs text-gray-400">x{count}</div>
|
||
</div>
|
||
<Button
|
||
variant="ghost"
|
||
size="sm"
|
||
className="h-5 w-5 p-0 opacity-0 group-hover:opacity-100 text-red-400 hover:text-red-300 hover:bg-red-900/20"
|
||
onClick={() => deleteMaterial(matId, count)}
|
||
>
|
||
<Trash2 className="w-3 h-3" />
|
||
</Button>
|
||
</div>
|
||
</div>
|
||
);
|
||
})}
|
||
</div>
|
||
)}
|
||
</ScrollArea>
|
||
</CardContent>
|
||
</Card>
|
||
</div>
|
||
);
|
||
|
||
return (
|
||
<div className="space-y-4">
|
||
{/* Stage Tabs */}
|
||
<Tabs value={craftingStage} onValueChange={(v) => setCraftingStage(v as typeof craftingStage)}>
|
||
<TabsList className="bg-gray-800/50">
|
||
<TabsTrigger value="craft" className="data-[state=active]:bg-cyan-600">
|
||
<Anvil className="w-4 h-4 mr-1" />
|
||
Craft
|
||
</TabsTrigger>
|
||
<TabsTrigger value="design" className="data-[state=active]:bg-amber-600">
|
||
<Scroll className="w-4 h-4 mr-1" />
|
||
Design
|
||
</TabsTrigger>
|
||
<TabsTrigger value="prepare" className="data-[state=active]:bg-amber-600">
|
||
<Hammer className="w-4 h-4 mr-1" />
|
||
Prepare
|
||
</TabsTrigger>
|
||
<TabsTrigger value="apply" className="data-[state=active]:bg-amber-600">
|
||
<Sparkles className="w-4 h-4 mr-1" />
|
||
Apply
|
||
</TabsTrigger>
|
||
</TabsList>
|
||
|
||
<TabsContent value="craft" className="mt-4">
|
||
{renderCraftStage()}
|
||
</TabsContent>
|
||
<TabsContent value="design" className="mt-4">
|
||
{renderDesignStage()}
|
||
</TabsContent>
|
||
<TabsContent value="prepare" className="mt-4">
|
||
{renderPrepareStage()}
|
||
</TabsContent>
|
||
<TabsContent value="apply" className="mt-4">
|
||
{renderApplyStage()}
|
||
</TabsContent>
|
||
</Tabs>
|
||
|
||
{/* Current Activity Indicator */}
|
||
{currentAction === 'craft' && equipmentCraftingProgress && (
|
||
<Card className="bg-cyan-900/30 border-cyan-600">
|
||
<CardContent className="py-3 flex items-center justify-between">
|
||
<div className="flex items-center gap-2">
|
||
<Anvil className="w-5 h-5 text-cyan-400" />
|
||
<span>Crafting equipment...</span>
|
||
</div>
|
||
<div className="text-sm text-gray-400">
|
||
{((equipmentCraftingProgress.progress / equipmentCraftingProgress.required) * 100).toFixed(0)}%
|
||
</div>
|
||
</CardContent>
|
||
</Card>
|
||
)}
|
||
|
||
{currentAction === 'design' && designProgress && (
|
||
<Card className="bg-purple-900/30 border-purple-600">
|
||
<CardContent className="py-3 flex items-center justify-between">
|
||
<div className="flex items-center gap-2">
|
||
<Scroll className="w-5 h-5 text-purple-400" />
|
||
<span>Designing enchantment...</span>
|
||
</div>
|
||
<div className="text-sm text-gray-400">
|
||
{((designProgress.progress / designProgress.required) * 100).toFixed(0)}%
|
||
</div>
|
||
</CardContent>
|
||
</Card>
|
||
)}
|
||
|
||
{currentAction === 'prepare' && preparationProgress && (
|
||
<Card className="bg-blue-900/30 border-blue-600">
|
||
<CardContent className="py-3 flex items-center justify-between">
|
||
<div className="flex items-center gap-2">
|
||
<Hammer className="w-5 h-5 text-blue-400" />
|
||
<span>Preparing equipment...</span>
|
||
</div>
|
||
<div className="text-sm text-gray-400">
|
||
{((preparationProgress.progress / preparationProgress.required) * 100).toFixed(0)}%
|
||
</div>
|
||
</CardContent>
|
||
</Card>
|
||
)}
|
||
|
||
{currentAction === 'enchant' && applicationProgress && (
|
||
<Card className="bg-amber-900/30 border-amber-600">
|
||
<CardContent className="py-3 flex items-center justify-between">
|
||
<div className="flex items-center gap-2">
|
||
<Sparkles className="w-5 h-5 text-amber-400" />
|
||
<span>{applicationProgress.paused ? 'Enchantment paused' : 'Applying enchantment...'}</span>
|
||
</div>
|
||
<div className="flex items-center gap-2">
|
||
<div className="text-sm text-gray-400">
|
||
{((applicationProgress.progress / applicationProgress.required) * 100).toFixed(0)}%
|
||
</div>
|
||
{applicationProgress.paused ? (
|
||
<Button size="sm" onClick={resumeApplication}>Resume</Button>
|
||
) : (
|
||
<Button size="sm" variant="outline" onClick={pauseApplication}>Pause</Button>
|
||
)}
|
||
</div>
|
||
</CardContent>
|
||
</Card>
|
||
)}
|
||
</div>
|
||
);
|
||
}
|