Android build v1.0.35
This commit is contained in:
+159
-119
@@ -1,10 +1,11 @@
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import { useEffect, useRef, useState } from 'react'
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import { useEffect, useMemo, useRef, useState } from 'react'
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import {
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allocateTalent,
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resetTalents,
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type CharacterProfile,
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type Talent,
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} from '../profile'
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import { useDualScreen, useDualScreenWorkshopPublisher, type DualScreenWorkshopState } from '../dualScreen'
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type Props = {
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profile: CharacterProfile
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@@ -13,199 +14,238 @@ type Props = {
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embedded?: boolean
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}
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const EFFECT_SLOT_LEVELS = [5, 10, 15, 20] as const
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const EFFECT_CLASS_ID = 1
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function effectCapacity(level: number) {
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return EFFECT_SLOT_LEVELS.filter((slotLevel) => level >= slotLevel).length
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}
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function activeEffects(talents: Talent[]) {
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return talents.filter((talent) => talent.rank > 0)
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}
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export function TalentScreen({ profile, onBack, onUpdated, embedded = false }: Props) {
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const { enabled: dualScreenEnabled } = useDualScreen()
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const [busyTalentId, setBusyTalentId] = useState<number | null>(null)
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const [talentPage, setTalentPage] = useState(0)
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const [resetting, setResetting] = useState(false)
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const [selectedTalentId, setSelectedTalentId] = useState<number | null>(null)
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const [message, setMessage] = useState('')
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const scrollRef = useRef<number>(0)
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const gameClass = profile.classes.find(
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(candidate) => candidate.id === profile.character.classId,
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)!
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const classPointsSpent = gameClass.talents.reduce(
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(total, talent) => total + talent.rank,
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0,
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)
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const tiers = Array.from(
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new Set(gameClass.talents.map((talent) => talent.tier)),
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).sort((a, b) => a - b)
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const tierPages = Array.from(
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{ length: Math.ceil(tiers.length / 2) },
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(_, index) => tiers.slice(index * 2, index * 2 + 2),
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)
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const visibleTiers = tierPages[talentPage] ?? tierPages[0] ?? []
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const isEffectClass = gameClass.id === EFFECT_CLASS_ID
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const capacity = isEffectClass ? effectCapacity(profile.character.level) : 0
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const selectedEffects = activeEffects(gameClass.talents)
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const selectedTalent = gameClass.talents.find((talent) => talent.id === selectedTalentId)
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?? selectedEffects[0]
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?? gameClass.talents[0]
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?? null
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useEffect(() => {
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window.scrollTo(0, scrollRef.current)
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}, [profile])
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useEffect(() => {
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if (selectedTalentId && gameClass.talents.some((talent) => talent.id === selectedTalentId)) return
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setSelectedTalentId(selectedTalent?.id ?? null)
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}, [gameClass.talents, selectedTalent?.id, selectedTalentId])
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function saveScroll() {
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scrollRef.current = window.scrollY
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}
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function lowerTierPoints(talent: Talent) {
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return gameClass.talents
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.filter((candidate) => candidate.tier < talent.tier)
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.reduce((total, candidate) => total + candidate.rank, 0)
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}
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function lockReason(talent: Talent) {
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if (talent.rank >= talent.maxRank) return 'Maximum rank'
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const requiredTierPoints = (talent.tier - 1) * 5
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if (lowerTierPoints(talent) < requiredTierPoints) {
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return `Requires ${requiredTierPoints} earlier-tier points`
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if (!isEffectClass) return 'Coming soon'
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if (talent.rank > 0) return ''
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if (capacity <= 0) return 'Unlocks at level 5'
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if (selectedEffects.length >= capacity) {
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return `Active slots full (${capacity}/${capacity})`
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}
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if (talent.prerequisiteTalentId) {
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const prerequisite = gameClass.talents.find(
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(candidate) => candidate.id === talent.prerequisiteTalentId,
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)
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if ((prerequisite?.rank ?? 0) < talent.prerequisiteRank) {
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return `Requires ${talent.prerequisiteName} rank ${talent.prerequisiteRank}`
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}
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}
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if (profile.character.talentPoints <= 0) return 'No points available'
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return ''
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}
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async function purchaseRank(talent: Talent) {
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async function toggleEffect(talent: Talent) {
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saveScroll()
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setBusyTalentId(talent.id)
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setMessage('')
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try {
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const updated = await allocateTalent(talent.id)
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onUpdated(updated)
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setMessage(`${talent.name} increased to rank ${talent.rank + 1}.`)
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setSelectedTalentId(talent.id)
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setMessage(talent.rank > 0 ? `${talent.name} removed.` : `${talent.name} activated.`)
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} catch (reason) {
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setMessage(reason instanceof Error ? reason.message : 'Unable to allocate talent.')
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setMessage(reason instanceof Error ? reason.message : 'Unable to update spell effect.')
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} finally {
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setBusyTalentId(null)
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}
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}
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async function refundTree() {
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async function clearEffects() {
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saveScroll()
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setResetting(true)
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setMessage('')
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try {
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const updated = await resetTalents()
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onUpdated(updated)
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setMessage('All points in this talent tree were refunded.')
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setMessage('Spell effects cleared.')
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} catch (reason) {
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setMessage(reason instanceof Error ? reason.message : 'Unable to reset talents.')
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setMessage(reason instanceof Error ? reason.message : 'Unable to clear spell effects.')
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} finally {
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setResetting(false)
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}
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}
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const workshopState = useMemo<DualScreenWorkshopState | null>(() => {
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if (!isEffectClass) return null
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return {
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mode: 'talents',
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title: 'Spell Effects',
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subtitle: `${selectedEffects.length}/${capacity} active`,
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summary: selectedTalent
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? `${selectedTalent.name}: ${selectedTalent.description}`
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: 'Choose effects to modify your spells.',
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items: gameClass.talents.map((talent) => ({
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glyph: talent.glyph,
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title: talent.name,
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meta: talent.rank > 0 ? 'Active' : lockReason(talent) || 'Available',
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detail: talent.description,
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status: talent.rank > 0 ? 'Selected' : '',
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})),
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}
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}, [capacity, gameClass.talents, isEffectClass, selectedEffects.length, selectedTalent])
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useDualScreenWorkshopPublisher(workshopState, dualScreenEnabled)
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const content = (
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<>
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{!embedded && (
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<div className="screen-heading">
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<div>
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<p className="eyebrow">Character Growth</p>
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<h1>Talents</h1>
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<h1>Spell Effects</h1>
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</div>
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<button className="back-button" onClick={onBack} type="button">Back</button>
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</div>
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)}
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<div className="talent-toolbar">
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<div className="talent-toolbar spell-effect-toolbar">
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<div className="talent-class-summary">
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<span style={{ borderColor: gameClass.themeColor, color: gameClass.themeColor }}>
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{gameClass.name[0]}
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</span>
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<div>
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<p className="eyebrow">{gameClass.name} Tree</p>
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<h2>Shape Your Healing Style</h2>
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<p className="eyebrow">{gameClass.name} Effects</p>
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<h2>Modify Your Spells</h2>
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</div>
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</div>
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<div className="talent-points">
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<strong>{profile.character.talentPoints}</strong>
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<span>Available</span>
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<small>{classPointsSpent} spent in this tree</small>
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<strong>{selectedEffects.length}/{capacity}</strong>
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<span>Active</span>
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<small>Slots unlock at levels 5, 10, 15, 20</small>
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</div>
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</div>
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<nav className="talent-page-tabs" role="tablist" aria-label="Talent tier pages">
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{tierPages.map((pageTiers, index) => (
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<button
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aria-selected={talentPage === index}
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className={talentPage === index ? 'active' : ''}
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key={pageTiers.join('-')}
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onClick={() => setTalentPage(index)}
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role="tab"
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type="button"
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>
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Tiers {pageTiers[0]}-{pageTiers[pageTiers.length - 1]}
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</button>
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))}
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</nav>
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{!isEffectClass ? (
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<div className="talent-empty-state">
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<h2>Spell effects coming soon for {gameClass.name}.</h2>
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<p>This replacement system starts with the first class.</p>
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</div>
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) : (
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<div className="spell-effect-layout">
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<section className="effect-slots-panel">
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<p className="eyebrow">Active Slots</p>
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{EFFECT_SLOT_LEVELS.map((level, index) => {
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const effect = selectedEffects[index]
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const unlocked = profile.character.level >= level
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return (
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<button
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className={`effect-slot ${effect ? 'filled' : ''} ${unlocked ? '' : 'locked'}`}
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disabled={!effect}
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key={level}
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onClick={() => effect && setSelectedTalentId(effect.id)}
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type="button"
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>
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<span>Lv {level}</span>
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<strong>{effect?.name ?? (unlocked ? 'Empty Slot' : 'Locked')}</strong>
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<small>{effect?.description ?? (unlocked ? 'Choose an effect from the pool.' : `Reach level ${level}.`)}</small>
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</button>
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)
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})}
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</section>
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<div className="talent-tree">
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{visibleTiers.map((tier) => {
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const requiredPoints = (tier - 1) * 5
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return (
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<section className="talent-tier" key={tier}>
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<div className="tier-label">
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<span>Tier {tier}</span>
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<small>
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{tier === 1 ? 'Open' : `${requiredPoints} earlier-tier points`}
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</small>
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<section className="effect-pool-panel">
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<div className="effect-panel-heading">
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<div>
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<p className="eyebrow">Effect Pool</p>
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<h2>Choose and Swap</h2>
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</div>
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<div className="tier-talents">
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{gameClass.talents
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.filter((talent) => talent.tier === tier)
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.sort((a, b) => a.branch - b.branch)
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.map((talent) => {
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const reason = lockReason(talent)
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const isBusy = busyTalentId === talent.id
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return (
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<article
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className={`talent-node ${reason ? 'locked' : 'available'} ${talent.rank > 0 ? 'invested' : ''}`}
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key={talent.id}
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style={{ gridColumn: talent.branch }}
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>
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<div className="talent-node-header">
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<span>{talent.glyph}</span>
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<div>
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<strong>{talent.name}</strong>
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<small>Rank {talent.rank}/{talent.maxRank}</small>
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</div>
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</div>
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<p>{talent.description}</p>
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<div className="rank-pips">
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{Array.from({ length: talent.maxRank }, (_, index) => (
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<i className={index < talent.rank ? 'filled' : ''} key={index} />
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))}
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</div>
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<button
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disabled={Boolean(reason) || isBusy}
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onClick={() => purchaseRank(talent)}
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type="button"
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>
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{isBusy ? 'Saving...' : reason || 'Add Rank'}
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</button>
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</article>
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)
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})}
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</div>
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</section>
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)
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})}
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</div>
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<span>{selectedEffects.length}/{capacity} active</span>
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</div>
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<div className="effect-pool">
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{gameClass.talents.map((talent) => {
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const reason = lockReason(talent)
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const active = talent.rank > 0
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const selected = selectedTalent?.id === talent.id
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const isBusy = busyTalentId === talent.id
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return (
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<button
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className={`${active ? 'active' : ''} ${selected ? 'selected' : ''}`}
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disabled={Boolean(reason) || isBusy}
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key={talent.id}
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onClick={() => {
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setSelectedTalentId(talent.id)
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void toggleEffect(talent)
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}}
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type="button"
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>
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<span>{talent.glyph}</span>
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<div>
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<strong>{talent.name}</strong>
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<small>{talent.description}</small>
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</div>
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<i>{isBusy ? 'Saving' : active ? 'Active' : reason || 'Available'}</i>
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</button>
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)
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})}
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</div>
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</section>
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<aside className="effect-detail-panel">
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<p className="eyebrow">Selected Effect</p>
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{selectedTalent ? (
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<>
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<h2>{selectedTalent.name}</h2>
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<p>{selectedTalent.description}</p>
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<button
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className="primary-button"
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disabled={Boolean(lockReason(selectedTalent)) || busyTalentId === selectedTalent.id}
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onClick={() => toggleEffect(selectedTalent)}
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type="button"
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>
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{busyTalentId === selectedTalent.id
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? 'Saving...'
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: selectedTalent.rank > 0
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? 'Remove Effect'
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: 'Activate Effect'}
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</button>
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</>
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) : (
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<p>No effect selected.</p>
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)}
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</aside>
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</div>
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)}
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<footer className="talent-footer">
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<span>{message || 'Talent changes are saved immediately.'}</span>
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<span>{message || 'Spell effect changes are saved immediately.'}</span>
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<button
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className="text-button"
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disabled={classPointsSpent === 0 || resetting}
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onClick={refundTree}
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disabled={selectedEffects.length === 0 || resetting}
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onClick={clearEffects}
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type="button"
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>
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{resetting ? 'Refunding...' : 'Reset Tree'}
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{resetting ? 'Clearing...' : 'Clear Effects'}
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</button>
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</footer>
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</>
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