Initial I Want to Heal app
This commit is contained in:
@@ -0,0 +1,766 @@
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import { useEffect, useState } from 'react'
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type AdminItem = {
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id: number
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slug: string
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name: string
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slot: string
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rarity: string
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itemLevel: number
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healingPower: number
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maxResourceBonus: number
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glyph: string
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imageUrl: string
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description: string
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}
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type AdminEncounter = {
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id: number
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dungeonId: number
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sequence: number
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slug: string
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enemyName: string
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encounterType: string
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imageUrl: string
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}
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type AdminDifficulty = {
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id: number
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slug: string
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name: string
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droppedItemLevel: number
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}
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type AdminLootEntry = {
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encounterId: number
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itemId: number
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difficultyId: number
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dropWeight: number
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dropChance: number
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}
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type AdminRecipeComponent = {
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itemId: number
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quantity: number
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}
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type AdminRecipe = {
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id: number
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itemId: number
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difficultyId: number | null
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sourceDungeonId: number | null
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sourceEncounterId: number | null
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components: AdminRecipeComponent[]
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}
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type AdminDungeon = {
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id: number
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slug: string
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name: string
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}
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type AdminData = {
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items: AdminItem[]
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encounters: AdminEncounter[]
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difficulties: AdminDifficulty[]
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encounterLoot: AdminLootEntry[]
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craftingRecipes: AdminRecipe[]
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dungeons: AdminDungeon[]
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}
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const API = '/api/admin'
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async function fetchJson<T>(url: string, init?: RequestInit): Promise<T> {
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const res = await fetch(url, init)
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const body = await res.json()
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if (!res.ok) throw new Error(body.error ?? 'Request failed')
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return body
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}
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export function AdminScreen({ onBack }: { onBack: () => void }) {
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const [data, setData] = useState<AdminData | null>(null)
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const [tab, setTab] = useState<'items' | 'bosses' | 'loot' | 'crafting'>('items')
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const [error, setError] = useState('')
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const [saving, setSaving] = useState<Record<string, boolean>>({})
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useEffect(() => {
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fetchJson<AdminData>(`${API}/data`)
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.then(setData)
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.catch((e: unknown) => setError(e instanceof Error ? e.message : 'Failed to load'))
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}, [])
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if (error) return <section className="content-screen"><p className="error-message">{error}</p></section>
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if (!data) return <section className="content-screen"><p>Loading admin data...</p></section>
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return (
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<section className="content-screen admin-screen">
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<div className="screen-heading">
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<div><p className="eyebrow">Developer Tools</p><h1>Admin Panel</h1></div>
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<button className="back-button" onClick={onBack} type="button">Back</button>
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</div>
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<nav className="admin-tabs">
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{(['items', 'bosses', 'loot', 'crafting'] as const).map((t) => (
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<button key={t} className={`admin-tab ${tab === t ? 'active' : ''}`}
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onClick={() => setTab(t)} type="button">
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{t === 'items' ? 'Items' : t === 'bosses' ? 'Boss Images' : t === 'loot' ? 'Boss Loot' : 'Crafting'}
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</button>
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))}
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</nav>
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{tab === 'items' && <ItemsTab data={data} setData={setData} setSaving={setSaving} saving={saving} />}
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{tab === 'bosses' && <BossImagesTab data={data} setData={setData} setSaving={setSaving} saving={saving} />}
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{tab === 'loot' && <LootTab data={data} setData={setData} setSaving={setSaving} saving={saving} />}
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{tab === 'crafting' && <CraftingTab data={data} setData={setData} setSaving={setSaving} saving={saving} />}
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</section>
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)
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}
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function ItemsTab({ data, setData, setSaving, saving }: {
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data: AdminData | null
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setData: React.Dispatch<React.SetStateAction<AdminData | null>>
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setSaving: (s: Record<string, boolean> | ((prev: Record<string, boolean>) => Record<string, boolean>)) => void
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saving: Record<string, boolean>
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}) {
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if (!data) return null
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const [filter, setFilter] = useState('')
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const [editId, setEditId] = useState<number | null>(null)
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const [form, setForm] = useState<Partial<AdminItem>>({})
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const groups = groupBy(data.items.filter((i) =>
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i.name.toLowerCase().includes(filter.toLowerCase()) || i.slug.includes(filter)),
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(i) => i.slot,
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)
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async function saveItem(id: number) {
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setSaving((prev) => ({ ...prev, [`item-${id}`]: true }))
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try {
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const body: Record<string, string | number> = {}
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if (form.name !== undefined) body.name = form.name
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if (form.glyph !== undefined) body.glyph = form.glyph
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if (form.description !== undefined) body.description = form.description
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if (form.rarity !== undefined) body.rarity = form.rarity
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if (form.slot !== undefined) body.slot = form.slot
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if (form.itemLevel !== undefined) body.item_level = form.itemLevel
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if (form.healingPower !== undefined) body.healing_power = form.healingPower
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if (form.maxResourceBonus !== undefined) body.max_resource_bonus = form.maxResourceBonus
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await fetchJson(`${API}/items/${id}`, {
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method: 'PUT',
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headers: { 'Content-Type': 'application/json' },
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body: JSON.stringify(body),
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})
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setData((prev) => prev ? {
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...prev,
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items: prev.items.map((i) => i.id === id ? { ...i, ...form } : i),
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} : prev)
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setEditId(null)
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setForm({})
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} catch (e: unknown) {
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alert(e instanceof Error ? e.message : 'Save failed')
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} finally {
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setSaving((prev) => ({ ...prev, [`item-${id}`]: false }))
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}
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}
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return (
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<div className="admin-panel">
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<input className="admin-search" placeholder="Search items..." value={filter}
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onChange={(e) => setFilter(e.target.value)} />
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{Object.entries(groups).map(([slot, items]) => (
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<details key={slot} open>
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<summary className="admin-group-header">{slot} ({items.length})</summary>
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<div className="admin-grid">
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{items.map((item) => (
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<div key={item.id} className="admin-card">
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{editId === item.id ? (
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<div className="admin-edit-form">
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<label>Glyph <input value={form.glyph ?? item.glyph} onChange={(e) => setForm({ ...form, glyph: e.target.value })} /></label>
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<label>Name <input value={form.name ?? item.name} onChange={(e) => setForm({ ...form, name: e.target.value })} /></label>
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<label>Slot
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<select value={form.slot ?? item.slot} onChange={(e) => setForm({ ...form, slot: e.target.value })}>
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{['weapon', 'helmet', 'chest', 'gloves', 'boots', 'pants', 'ring', 'necklace', 'trinket', 'component'].map((s) => (
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<option key={s} value={s}>{s}</option>
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))}
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</select>
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</label>
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<label>Rarity
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<select value={form.rarity ?? item.rarity} onChange={(e) => setForm({ ...form, rarity: e.target.value })}>
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{['common', 'uncommon', 'rare', 'epic'].map((r) => (
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<option key={r} value={r}>{r}</option>
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))}
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</select>
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</label>
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<label>iLvl <input type="number" value={form.itemLevel ?? item.itemLevel} onChange={(e) => setForm({ ...form, itemLevel: Number(e.target.value) })} /></label>
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<label>Healing <input type="number" value={form.healingPower ?? item.healingPower} onChange={(e) => setForm({ ...form, healingPower: Number(e.target.value) })} /></label>
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<label>Resource <input type="number" value={form.maxResourceBonus ?? item.maxResourceBonus} onChange={(e) => setForm({ ...form, maxResourceBonus: Number(e.target.value) })} /></label>
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<label>Description <textarea value={form.description ?? item.description} onChange={(e) => setForm({ ...form, description: e.target.value })} /></label>
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<div className="admin-edit-actions">
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<button className="primary-button" onClick={() => saveItem(item.id)} disabled={saving[`item-${item.id}`]} type="button">
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{saving[`item-${item.id}`] ? 'Saving...' : 'Save'}
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</button>
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<button className="text-button" onClick={() => { setEditId(null); setForm({}) }} type="button">Cancel</button>
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</div>
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</div>
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) : (
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<>
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<div className="admin-item-header">
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<span className={`admin-glyph rarity-${item.rarity}`}>{item.glyph}</span>
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<div>
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<strong>{item.name}</strong>
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<small className="admin-item-meta">{item.slot} · iLvl {item.itemLevel} · {item.rarity}</small>
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</div>
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</div>
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<p className="admin-item-desc">{item.description}</p>
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<div className="admin-item-stats">
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<span>+{item.healingPower} healing</span>
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<span>+{item.maxResourceBonus} resource</span>
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</div>
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<button className="text-button" onClick={() => { setEditId(item.id); setForm({}) }} type="button">Edit</button>
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</>
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)}
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</div>
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))}
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</div>
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</details>
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))}
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</div>
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)
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}
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function BossImagesTab({ data, setData, setSaving, saving }: {
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data: AdminData | null
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setData: React.Dispatch<React.SetStateAction<AdminData | null>>
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setSaving: (s: Record<string, boolean> | ((prev: Record<string, boolean>) => Record<string, boolean>)) => void
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saving: Record<string, boolean>
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}) {
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if (!data) return null
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async function uploadBossImage(encounterId: number, file: File | undefined) {
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if (!file) return
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setSaving((prev) => ({ ...prev, [`boss-image-${encounterId}`]: true }))
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try {
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const imageData = await fileToDataUrl(file)
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const result = await fetchJson<{ imageUrl: string }>(`${API}/encounters/${encounterId}/image`, {
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method: 'PUT',
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headers: { 'Content-Type': 'application/json' },
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body: JSON.stringify({ imageData }),
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})
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setData((prev) => prev ? {
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...prev,
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encounters: prev.encounters.map((encounter) => (
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encounter.id === encounterId
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? { ...encounter, imageUrl: result.imageUrl }
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: encounter
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)),
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} : prev)
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} catch (e: unknown) {
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alert(e instanceof Error ? e.message : 'Upload failed')
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} finally {
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setSaving((prev) => ({ ...prev, [`boss-image-${encounterId}`]: false }))
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}
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}
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const bosses = data.encounters.filter((encounter) => encounter.encounterType === 'boss')
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return (
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<div className="admin-panel">
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<div className="admin-grid boss-image-grid">
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{bosses.map((boss) => (
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<div key={boss.id} className="admin-card boss-image-card">
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<img src={boss.imageUrl} alt={`${boss.enemyName} icon`} />
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<div>
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<strong>{boss.enemyName}</strong>
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<small className="admin-item-meta">Dungeon {boss.dungeonId} · Encounter {boss.sequence}</small>
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</div>
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<label className="boss-upload-button">
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{saving[`boss-image-${boss.id}`] ? 'Uploading...' : 'Upload Image'}
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<input
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accept="image/png,image/jpeg,image/webp,image/gif"
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disabled={saving[`boss-image-${boss.id}`]}
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onChange={(event) => uploadBossImage(boss.id, event.target.files?.[0])}
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type="file"
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/>
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</label>
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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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function LootTab({ data, setData, setSaving, saving }: {
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data: AdminData | null
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setData: React.Dispatch<React.SetStateAction<AdminData | null>>
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setSaving: (s: Record<string, boolean> | ((prev: Record<string, boolean>) => Record<string, boolean>)) => void
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saving: Record<string, boolean>
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}) {
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const [encounterId, setEncounterId] = useState(data?.encounters.filter(e => e.encounterType === 'boss')[0]?.id ?? 0)
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const [difficultyId, setDifficultyId] = useState(data?.difficulties[0]?.id ?? 0)
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const [addItemId, setAddItemId] = useState(0)
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const [addDropWeight, setAddDropWeight] = useState(100)
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const [addDropChance, setAddDropChance] = useState(1)
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const [renameItemId, setRenameItemId] = useState<number | null>(null)
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const [renameValue, setRenameValue] = useState('')
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const [bossSort, setBossSort] = useState<'dungeon' | 'boss'>('dungeon')
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if (!data) return null
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const enc = data.encounters.find(e => e.id === encounterId)
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const bossOptions = data.encounters
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.filter((e) => e.encounterType === 'boss')
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.sort((a, b) => bossSort === 'boss'
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? a.enemyName.localeCompare(b.enemyName) || a.dungeonId - b.dungeonId || a.sequence - b.sequence
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: a.dungeonId - b.dungeonId || a.sequence - b.sequence || a.enemyName.localeCompare(b.enemyName))
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const bossLoot = data.encounterLoot.filter(
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(l) => l.encounterId === encounterId && l.difficultyId === difficultyId,
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)
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const items = data.items
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function itemName(id: number) { return items.find(i => i.id === id)?.name ?? `#${id}` }
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function itemGlyph(id: number) { return items.find(i => i.id === id)?.glyph ?? '?' }
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async function renameItem(itemId: number) {
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if (renameValue.trim() === '' || renameValue === itemName(itemId)) return
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setSaving((prev) => ({ ...prev, [`loot-rename-${itemId}`]: true }))
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try {
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await fetchJson(`${API}/items/${itemId}`, {
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method: 'PUT',
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headers: { 'Content-Type': 'application/json' },
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body: JSON.stringify({ name: renameValue.trim() }),
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})
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setData((prev) => prev ? {
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...prev,
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items: prev.items.map((item) =>
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item.id === itemId ? { ...item, name: renameValue.trim() } : item,
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),
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} : prev)
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setRenameItemId(null)
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setRenameValue('')
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} catch (e: unknown) {
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alert(e instanceof Error ? e.message : 'Rename failed')
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} finally {
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setSaving((prev) => ({ ...prev, [`loot-rename-${itemId}`]: false }))
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}
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}
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async function deleteLoot(eId: number, dId: number, iId: number) {
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try {
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await fetchJson(`${API}/encounter-loot/${eId}/${dId}/${iId}`, { method: 'DELETE' })
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setData((prev) => prev ? {
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...prev,
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encounterLoot: prev.encounterLoot.filter(
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(l) => !(l.encounterId === eId && l.difficultyId === dId && l.itemId === iId),
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),
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} : prev)
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} catch (e: unknown) {
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alert(e instanceof Error ? e.message : 'Delete failed')
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}
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}
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async function addLoot() {
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if (!addItemId) return
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try {
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await fetchJson(`${API}/encounter-loot`, {
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method: 'POST',
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headers: { 'Content-Type': 'application/json' },
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body: JSON.stringify({ encounterId, itemId: addItemId, difficultyId, dropWeight: addDropWeight, dropChance: addDropChance }),
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})
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setData((prev) => prev ? {
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...prev,
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encounterLoot: [
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...prev.encounterLoot.filter(
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(l) => !(l.encounterId === encounterId && l.difficultyId === difficultyId && l.itemId === addItemId),
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),
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{ encounterId, itemId: addItemId, difficultyId, dropWeight: addDropWeight, dropChance: addDropChance },
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],
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} : prev)
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setAddItemId(0)
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setAddDropWeight(100)
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setAddDropChance(1)
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} catch (e: unknown) {
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alert(e instanceof Error ? e.message : 'Add failed')
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}
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}
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return (
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<div className="admin-panel">
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<div className="admin-loot-selectors">
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<label>Boss
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<select value={encounterId} onChange={(e) => setEncounterId(Number(e.target.value))}>
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{bossOptions.map((e) => (
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<option key={e.id} value={e.id}>{e.enemyName} (dungeon {e.dungeonId})</option>
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))}
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</select>
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</label>
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<label>Sort Bosses
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<select value={bossSort} onChange={(e) => setBossSort(e.target.value as 'dungeon' | 'boss')}>
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<option value="dungeon">Dungeon order</option>
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<option value="boss">Boss name</option>
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</select>
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</label>
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<label>Difficulty
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<select value={difficultyId} onChange={(e) => setDifficultyId(Number(e.target.value))}>
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||||
{data.difficulties.map((d) => (
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<option key={d.id} value={d.id}>{d.name} (iLvl {d.droppedItemLevel})</option>
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||||
))}
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</select>
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||||
</label>
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</div>
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||||
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<h3 className="admin-loot-title">
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{enc?.enemyName ?? 'Unknown'} — {data.difficulties.find(d => d.id === difficultyId)?.name ?? '?'}
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</h3>
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||||
|
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{bossLoot.length === 0 && <p className="admin-empty">No loot entries for this boss + difficulty.</p>}
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||||
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||||
<div className="admin-loot-list">
|
||||
{bossLoot.map((entry) => (
|
||||
<div key={`${entry.itemId}`} className="admin-loot-row">
|
||||
<span className={`admin-glyph rarity-${data.items.find(i => i.id === entry.itemId)?.rarity ?? 'common'}`}>
|
||||
{itemGlyph(entry.itemId)}
|
||||
</span>
|
||||
{renameItemId === entry.itemId ? (
|
||||
<span className="admin-loot-name">
|
||||
<input
|
||||
className="admin-rename-input"
|
||||
ref={(node) => {
|
||||
if (node) window.requestAnimationFrame(() => node.focus({ preventScroll: true }))
|
||||
}}
|
||||
value={renameValue}
|
||||
onChange={(e) => setRenameValue(e.target.value)}
|
||||
onKeyDown={(e) => { if (e.key === 'Enter') renameItem(entry.itemId); if (e.key === 'Escape') { setRenameItemId(null); setRenameValue('') } }}
|
||||
/>
|
||||
</span>
|
||||
) : (
|
||||
<span className="admin-loot-name">{itemName(entry.itemId)}</span>
|
||||
)}
|
||||
<span className="admin-loot-weight">Weight: {entry.dropWeight}</span>
|
||||
<span className="admin-loot-chance">Chance: {(entry.dropChance * 100).toFixed(0)}%</span>
|
||||
{renameItemId === entry.itemId ? (
|
||||
<>
|
||||
<button className="primary-button" disabled={saving[`loot-rename-${entry.itemId}`]} onClick={() => renameItem(entry.itemId)} type="button">
|
||||
{saving[`loot-rename-${entry.itemId}`] ? 'Saving...' : 'Save'}
|
||||
</button>
|
||||
<button className="text-button" onClick={() => { setRenameItemId(null); setRenameValue('') }} type="button">Cancel</button>
|
||||
</>
|
||||
) : (
|
||||
<>
|
||||
<button className="text-button" onClick={() => { setRenameItemId(entry.itemId); setRenameValue(itemName(entry.itemId)) }} type="button">Rename</button>
|
||||
<button className="danger-button" onClick={() => deleteLoot(entry.encounterId, entry.difficultyId, entry.itemId)} type="button">X</button>
|
||||
</>
|
||||
)}
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
|
||||
<details className="admin-add-section">
|
||||
<summary>Add Item to Loot Table</summary>
|
||||
<div className="admin-add-form">
|
||||
<label>Item
|
||||
<select value={addItemId} onChange={(e) => setAddItemId(Number(e.target.value))}>
|
||||
<option value={0}>Select item...</option>
|
||||
{data.items.filter((i) => !bossLoot.some((l) => l.itemId === i.id)).map((i) => (
|
||||
<option key={i.id} value={i.id}>[{i.glyph}] {i.name} ({i.slot})</option>
|
||||
))}
|
||||
</select>
|
||||
</label>
|
||||
<label>Drop Weight <input type="number" value={addDropWeight} onChange={(e) => setAddDropWeight(Number(e.target.value))} /></label>
|
||||
<label>Drop Chance <input type="number" min="0" max="1" step="0.05" value={addDropChance} onChange={(e) => setAddDropChance(Number(e.target.value))} /></label>
|
||||
<button className="primary-button" onClick={addLoot} disabled={!addItemId} type="button">Add</button>
|
||||
</div>
|
||||
</details>
|
||||
</div>
|
||||
)
|
||||
}
|
||||
|
||||
function CraftingTab({ data, setData, setSaving, saving }: {
|
||||
data: AdminData | null
|
||||
setData: React.Dispatch<React.SetStateAction<AdminData | null>>
|
||||
setSaving: (s: Record<string, boolean> | ((prev: Record<string, boolean>) => Record<string, boolean>)) => void
|
||||
saving: Record<string, boolean>
|
||||
}) {
|
||||
const [recipeId, setRecipeId] = useState(data?.craftingRecipes[0]?.id ?? 0)
|
||||
const [itemLevelFilter, setItemLevelFilter] = useState('all')
|
||||
const [bossFilterId, setBossFilterId] = useState(0)
|
||||
const [addItemId, setAddItemId] = useState(0)
|
||||
const [addQty, setAddQty] = useState(1)
|
||||
const [outputNameByItem, setOutputNameByItem] = useState<Record<number, string>>({})
|
||||
|
||||
if (!data) return null
|
||||
|
||||
const bossEncounters = data.encounters.filter((encounter) => encounter.encounterType === 'boss')
|
||||
const bossLootItemIds = new Set(
|
||||
data.encounterLoot
|
||||
.filter((entry) => bossEncounters.some((boss) => boss.id === entry.encounterId))
|
||||
.map((entry) => entry.itemId),
|
||||
)
|
||||
const itemLevels = Array.from(new Set(
|
||||
data.craftingRecipes
|
||||
.map((candidate) => data.items.find((item) => item.id === candidate.itemId)?.itemLevel)
|
||||
.filter((itemLevel): itemLevel is number => itemLevel !== undefined),
|
||||
)).sort((a, b) => a - b)
|
||||
const filteredRecipes = data.craftingRecipes.filter((candidate) => {
|
||||
const item = data.items.find((i) => i.id === candidate.itemId)
|
||||
if (!item) return false
|
||||
if (itemLevelFilter !== 'all' && item.itemLevel !== Number(itemLevelFilter)) return false
|
||||
if (bossFilterId === 0) return true
|
||||
return candidate.sourceEncounterId === bossFilterId
|
||||
|| candidate.components.some((component) => data.encounterLoot.some(
|
||||
(entry) => entry.encounterId === bossFilterId && entry.itemId === component.itemId,
|
||||
))
|
||||
})
|
||||
const recipe = filteredRecipes.find((r) => r.id === recipeId) ?? filteredRecipes[0] ?? null
|
||||
const outputItem = recipe ? data.items.find((i) => i.id === recipe.itemId) : null
|
||||
const outputName = outputItem ? outputNameByItem[outputItem.id] ?? outputItem.name : ''
|
||||
const bossComponentOptions = data.items.filter((item) => (
|
||||
item.slot === 'component'
|
||||
&& bossLootItemIds.has(item.id)
|
||||
&& !recipe?.components.some((component) => component.itemId === item.id)
|
||||
))
|
||||
const addComponentIsValid = bossComponentOptions.some((item) => item.id === addItemId)
|
||||
|
||||
const items = data.items
|
||||
function itemName(id: number) { return items.find(i => i.id === id)?.name ?? `#${id}` }
|
||||
function itemGlyph(id: number) { return items.find(i => i.id === id)?.glyph ?? '?' }
|
||||
function bossName(id: number | null) {
|
||||
return id ? bossEncounters.find((boss) => boss.id === id)?.enemyName ?? `Boss #${id}` : 'Any boss'
|
||||
}
|
||||
function componentBossNames(itemId: number) {
|
||||
return (data!).encounterLoot
|
||||
.filter((entry) => entry.itemId === itemId)
|
||||
.map((entry) => bossEncounters.find((boss) => boss.id === entry.encounterId)?.enemyName ?? `Boss #${entry.encounterId}`)
|
||||
.join(', ')
|
||||
}
|
||||
|
||||
async function saveOutputName() {
|
||||
if (!outputItem || outputName.trim() === '' || outputName === outputItem.name) return
|
||||
setSaving((prev) => ({ ...prev, [`item-name-${outputItem.id}`]: true }))
|
||||
try {
|
||||
await fetchJson(`${API}/items/${outputItem.id}`, {
|
||||
method: 'PUT',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ name: outputName.trim() }),
|
||||
})
|
||||
setData((prev) => prev ? {
|
||||
...prev,
|
||||
items: prev.items.map((item) => (
|
||||
item.id === outputItem.id ? { ...item, name: outputName.trim() } : item
|
||||
)),
|
||||
} : prev)
|
||||
setOutputNameByItem((prev) => ({ ...prev, [outputItem.id]: outputName.trim() }))
|
||||
} catch (e: unknown) {
|
||||
alert(e instanceof Error ? e.message : 'Rename failed')
|
||||
} finally {
|
||||
setSaving((prev) => ({ ...prev, [`item-name-${outputItem.id}`]: false }))
|
||||
}
|
||||
}
|
||||
|
||||
async function uploadItemImage(itemId: number, file: File | undefined) {
|
||||
if (!file) return
|
||||
setSaving((prev) => ({ ...prev, [`item-image-${itemId}`]: true }))
|
||||
try {
|
||||
const imageData = await fileToDataUrl(file)
|
||||
const result = await fetchJson<{ imageUrl: string }>(`${API}/items/${itemId}/image`, {
|
||||
method: 'PUT',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ imageData }),
|
||||
})
|
||||
setData((prev) => prev ? {
|
||||
...prev,
|
||||
items: prev.items.map((item) => (
|
||||
item.id === itemId ? { ...item, imageUrl: result.imageUrl } : item
|
||||
)),
|
||||
} : prev)
|
||||
} catch (e: unknown) {
|
||||
alert(e instanceof Error ? e.message : 'Upload failed')
|
||||
} finally {
|
||||
setSaving((prev) => ({ ...prev, [`item-image-${itemId}`]: false }))
|
||||
}
|
||||
}
|
||||
|
||||
async function deleteComponent(rId: number, iId: number) {
|
||||
try {
|
||||
await fetchJson(`${API}/crafting-recipes/${rId}/components/${iId}`, { method: 'DELETE' })
|
||||
setData((prev) => prev ? {
|
||||
...prev,
|
||||
craftingRecipes: prev.craftingRecipes.map((r) =>
|
||||
r.id === rId ? { ...r, components: r.components.filter((c) => c.itemId !== iId) } : r,
|
||||
),
|
||||
} : prev)
|
||||
} catch (e: unknown) {
|
||||
alert(e instanceof Error ? e.message : 'Delete failed')
|
||||
}
|
||||
}
|
||||
|
||||
async function addComponent() {
|
||||
if (!addComponentIsValid || !recipe) return
|
||||
try {
|
||||
await fetchJson(`${API}/crafting-recipes/${recipe.id}/components`, {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ itemId: addItemId, quantity: addQty }),
|
||||
})
|
||||
setData((prev) => prev ? {
|
||||
...prev,
|
||||
craftingRecipes: prev.craftingRecipes.map((r) =>
|
||||
r.id === recipe!.id
|
||||
? { ...r, components: [...r.components.filter((c) => c.itemId !== addItemId), { itemId: addItemId, quantity: addQty }] }
|
||||
: r,
|
||||
),
|
||||
} : prev)
|
||||
setAddItemId(0)
|
||||
setAddQty(1)
|
||||
} catch (e: unknown) {
|
||||
alert(e instanceof Error ? e.message : 'Add failed')
|
||||
}
|
||||
}
|
||||
|
||||
async function updateQty(rId: number, iId: number, quantity: number) {
|
||||
try {
|
||||
await fetchJson(`${API}/crafting-recipes/${rId}/components`, {
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify({ itemId: iId, quantity }),
|
||||
})
|
||||
setData((prev) => prev ? {
|
||||
...prev,
|
||||
craftingRecipes: prev.craftingRecipes.map((r) =>
|
||||
r.id === rId ? {
|
||||
...r,
|
||||
components: r.components.map((c) => c.itemId === iId ? { ...c, quantity } : c),
|
||||
} : r,
|
||||
),
|
||||
} : prev)
|
||||
} catch (e: unknown) {
|
||||
alert(e instanceof Error ? e.message : 'Update failed')
|
||||
}
|
||||
}
|
||||
|
||||
return (
|
||||
<div className="admin-panel">
|
||||
<div className="admin-crafting-filters">
|
||||
<label>Item Level
|
||||
<select value={itemLevelFilter} onChange={(e) => setItemLevelFilter(e.target.value)}>
|
||||
<option value="all">All levels</option>
|
||||
{itemLevels.map((itemLevel) => (
|
||||
<option key={itemLevel} value={itemLevel}>iLvl {itemLevel}</option>
|
||||
))}
|
||||
</select>
|
||||
</label>
|
||||
<label>Boss
|
||||
<select value={bossFilterId} onChange={(e) => setBossFilterId(Number(e.target.value))}>
|
||||
<option value={0}>All bosses</option>
|
||||
{bossEncounters.map((boss) => (
|
||||
<option key={boss.id} value={boss.id}>{boss.enemyName}</option>
|
||||
))}
|
||||
</select>
|
||||
</label>
|
||||
<label>Recipe
|
||||
<select value={recipe?.id ?? 0} onChange={(e) => setRecipeId(Number(e.target.value))}>
|
||||
{filteredRecipes.length === 0 && <option value={0}>No matching recipes</option>}
|
||||
{filteredRecipes.map((r) => (
|
||||
<option key={r.id} value={r.id}>
|
||||
[{itemGlyph(r.itemId)}] {itemName(r.itemId)} - {bossName(r.sourceEncounterId)}
|
||||
</option>
|
||||
))}
|
||||
</select>
|
||||
</label>
|
||||
</div>
|
||||
|
||||
{outputItem && (
|
||||
<div className="admin-recipe-header">
|
||||
<img className="admin-recipe-image" src={outputItem.imageUrl || '/equipment-placeholder.svg'} alt={`${outputItem.name} icon`} />
|
||||
<div>
|
||||
<label className="admin-inline-field">Name
|
||||
<input
|
||||
value={outputName}
|
||||
onChange={(e) => {
|
||||
if (!outputItem) return
|
||||
setOutputNameByItem((prev) => ({ ...prev, [outputItem.id]: e.target.value }))
|
||||
}}
|
||||
/>
|
||||
</label>
|
||||
<small className="admin-item-meta">{outputItem.slot} · iLvl {outputItem.itemLevel} · {outputItem.rarity}</small>
|
||||
</div>
|
||||
<div className="admin-recipe-actions">
|
||||
<button
|
||||
className="primary-button"
|
||||
disabled={saving[`item-name-${outputItem.id}`] || outputName.trim() === '' || outputName === outputItem.name}
|
||||
onClick={saveOutputName}
|
||||
type="button"
|
||||
>
|
||||
{saving[`item-name-${outputItem.id}`] ? 'Saving...' : 'Rename'}
|
||||
</button>
|
||||
<label className="boss-upload-button">
|
||||
{saving[`item-image-${outputItem.id}`] ? 'Uploading...' : 'Upload Image'}
|
||||
<input
|
||||
accept="image/png,image/jpeg,image/webp,image/gif"
|
||||
disabled={saving[`item-image-${outputItem.id}`]}
|
||||
onChange={(event) => uploadItemImage(outputItem.id, event.target.files?.[0])}
|
||||
type="file"
|
||||
/>
|
||||
</label>
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
|
||||
<h3 className="admin-loot-title">Required Components</h3>
|
||||
|
||||
{(!recipe || recipe.components.length === 0) && (
|
||||
<p className="admin-empty">No component requirements.</p>
|
||||
)}
|
||||
|
||||
<div className="admin-loot-list">
|
||||
{recipe?.components.map((comp) => (
|
||||
<div key={comp.itemId} className="admin-loot-row">
|
||||
<span className={`admin-glyph rarity-${data.items.find(i => i.id === comp.itemId)?.rarity ?? 'common'}`}>
|
||||
{itemGlyph(comp.itemId)}
|
||||
</span>
|
||||
<span className="admin-loot-name">{itemName(comp.itemId)}</span>
|
||||
<span className="admin-loot-weight">Qty:
|
||||
<input className="admin-qty-input" type="number" min="1" value={comp.quantity}
|
||||
onChange={(e) => updateQty(recipe.id, comp.itemId, Number(e.target.value))} />
|
||||
</span>
|
||||
<button className="danger-button" onClick={() => deleteComponent(recipe.id, comp.itemId)} type="button">X</button>
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
|
||||
<details className="admin-add-section">
|
||||
<summary>Add Component</summary>
|
||||
<div className="admin-add-form">
|
||||
<label>Component
|
||||
<select value={addItemId} onChange={(e) => setAddItemId(Number(e.target.value))}>
|
||||
<option value={0}>Select component...</option>
|
||||
{bossComponentOptions.map((i) => (
|
||||
<option key={i.id} value={i.id}>[{i.glyph}] {i.name} ({componentBossNames(i.id)})</option>
|
||||
))}
|
||||
</select>
|
||||
</label>
|
||||
<label>Quantity <input type="number" min="1" value={addQty} onChange={(e) => setAddQty(Number(e.target.value))} /></label>
|
||||
<button className="primary-button" onClick={addComponent} disabled={!recipe || !addComponentIsValid} type="button">Add</button>
|
||||
</div>
|
||||
</details>
|
||||
</div>
|
||||
)
|
||||
}
|
||||
|
||||
function fileToDataUrl(file: File) {
|
||||
return new Promise<string>((resolve, reject) => {
|
||||
const reader = new FileReader()
|
||||
reader.addEventListener('load', () => {
|
||||
if (typeof reader.result === 'string') resolve(reader.result)
|
||||
else reject(new Error('Unable to read image.'))
|
||||
})
|
||||
reader.addEventListener('error', () => reject(reader.error ?? new Error('Unable to read image.')))
|
||||
reader.readAsDataURL(file)
|
||||
})
|
||||
}
|
||||
|
||||
function groupBy<T>(items: T[], keyFn: (item: T) => string): Record<string, T[]> {
|
||||
const groups: Record<string, T[]> = {}
|
||||
for (const item of items) {
|
||||
const key = keyFn(item)
|
||||
if (!groups[key]) groups[key] = []
|
||||
groups[key].push(item)
|
||||
}
|
||||
return groups
|
||||
}
|
||||
@@ -0,0 +1,193 @@
|
||||
import { useState } from 'react'
|
||||
import {
|
||||
loginAccount,
|
||||
registerAccount,
|
||||
type AuthSession,
|
||||
} from '../profile'
|
||||
import {
|
||||
createOfflineCharacter,
|
||||
hasOfflineCharacter,
|
||||
resumeOfflineCharacter,
|
||||
selectOnlineMode,
|
||||
} from '../gameRepository'
|
||||
|
||||
type Props = {
|
||||
onAuthenticated: (session: AuthSession) => void
|
||||
serverMessage?: string
|
||||
}
|
||||
|
||||
export function AuthScreen({ onAuthenticated, serverMessage = '' }: Props) {
|
||||
const [mode, setMode] = useState<'login' | 'register'>('login')
|
||||
const [username, setUsername] = useState('')
|
||||
const [password, setPassword] = useState('')
|
||||
const [characterName, setCharacterName] = useState('')
|
||||
const [offlineName, setOfflineName] = useState('')
|
||||
const [busy, setBusy] = useState(false)
|
||||
const [message, setMessage] = useState('')
|
||||
const offlineCharacterExists = hasOfflineCharacter()
|
||||
|
||||
async function submit(event: React.FormEvent) {
|
||||
event.preventDefault()
|
||||
setBusy(true)
|
||||
setMessage('')
|
||||
try {
|
||||
selectOnlineMode()
|
||||
const session = mode === 'login'
|
||||
? await loginAccount(username, password)
|
||||
: await registerAccount(username, password, characterName)
|
||||
onAuthenticated(session)
|
||||
} catch (reason) {
|
||||
setMessage(reason instanceof Error ? reason.message : 'Unable to authenticate.')
|
||||
} finally {
|
||||
setBusy(false)
|
||||
}
|
||||
}
|
||||
|
||||
function beginOffline() {
|
||||
setMessage('')
|
||||
try {
|
||||
onAuthenticated(createOfflineCharacter(offlineName))
|
||||
} catch (reason) {
|
||||
setMessage(reason instanceof Error ? reason.message : 'Unable to create an offline character.')
|
||||
}
|
||||
}
|
||||
|
||||
function resumeOffline() {
|
||||
const session = resumeOfflineCharacter()
|
||||
if (session) onAuthenticated(session)
|
||||
}
|
||||
|
||||
return (
|
||||
<main className="auth-shell">
|
||||
<section className="auth-panel">
|
||||
<div className="auth-brand">
|
||||
<p className="eyebrow">Healer RPG</p>
|
||||
<h1>I want to Heal</h1>
|
||||
<p>
|
||||
Build your healer, master each dungeon, and compete for the most
|
||||
efficient clears.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<div className="auth-card">
|
||||
<div className="auth-tabs">
|
||||
<button
|
||||
className={mode === 'login' ? 'selected' : ''}
|
||||
onClick={() => {
|
||||
setMode('login')
|
||||
setMessage('')
|
||||
}}
|
||||
type="button"
|
||||
>
|
||||
Sign In
|
||||
</button>
|
||||
<button
|
||||
className={mode === 'register' ? 'selected' : ''}
|
||||
onClick={() => {
|
||||
setMode('register')
|
||||
setMessage('')
|
||||
}}
|
||||
type="button"
|
||||
>
|
||||
Create Account
|
||||
</button>
|
||||
</div>
|
||||
|
||||
<form onSubmit={submit}>
|
||||
<label>
|
||||
Username
|
||||
<input
|
||||
autoComplete="username"
|
||||
maxLength={20}
|
||||
minLength={3}
|
||||
onChange={(event) => setUsername(event.target.value)}
|
||||
pattern="[A-Za-z0-9_]+"
|
||||
required
|
||||
value={username}
|
||||
/>
|
||||
</label>
|
||||
{mode === 'register' && (
|
||||
<label>
|
||||
Character Name
|
||||
<input
|
||||
autoComplete="nickname"
|
||||
maxLength={20}
|
||||
minLength={2}
|
||||
onChange={(event) => setCharacterName(event.target.value)}
|
||||
required
|
||||
value={characterName}
|
||||
/>
|
||||
</label>
|
||||
)}
|
||||
<label>
|
||||
Password
|
||||
<input
|
||||
autoComplete={mode === 'login' ? 'current-password' : 'new-password'}
|
||||
maxLength={128}
|
||||
minLength={10}
|
||||
onChange={(event) => setPassword(event.target.value)}
|
||||
required
|
||||
type="password"
|
||||
value={password}
|
||||
/>
|
||||
</label>
|
||||
<button className="primary-button" disabled={busy} type="submit">
|
||||
{busy
|
||||
? 'Working...'
|
||||
: mode === 'login'
|
||||
? 'Enter Chronicle'
|
||||
: 'Begin Adventure'}
|
||||
</button>
|
||||
</form>
|
||||
|
||||
<p className={`auth-message ${message ? 'error' : ''}`}>
|
||||
{message || serverMessage || (
|
||||
mode === 'register'
|
||||
? 'The first account keeps the current local character and save.'
|
||||
: 'Sign in to continue your character.'
|
||||
)}
|
||||
</p>
|
||||
|
||||
<div className="offline-divider"><span>or</span></div>
|
||||
|
||||
<section className="offline-entry">
|
||||
<div>
|
||||
<p className="eyebrow">Local Save</p>
|
||||
<h2>Play Offline</h2>
|
||||
<p>
|
||||
No account or connection required. Offline progress stays on
|
||||
this device and is excluded from online leaderboards.
|
||||
</p>
|
||||
</div>
|
||||
{offlineCharacterExists && (
|
||||
<button
|
||||
className="offline-resume-button"
|
||||
onClick={resumeOffline}
|
||||
type="button"
|
||||
>
|
||||
Continue Offline Character
|
||||
</button>
|
||||
)}
|
||||
<label>
|
||||
{offlineCharacterExists ? 'New Character Name' : 'Character Name'}
|
||||
<input
|
||||
maxLength={20}
|
||||
minLength={2}
|
||||
onChange={(event) => setOfflineName(event.target.value)}
|
||||
placeholder="Mira"
|
||||
value={offlineName}
|
||||
/>
|
||||
</label>
|
||||
<button
|
||||
className="text-button offline-new-button"
|
||||
onClick={beginOffline}
|
||||
type="button"
|
||||
>
|
||||
{offlineCharacterExists ? 'Replace Offline Character' : 'Begin Offline Adventure'}
|
||||
</button>
|
||||
</section>
|
||||
</div>
|
||||
</section>
|
||||
</main>
|
||||
)
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,102 @@
|
||||
import type { CSSProperties } from 'react'
|
||||
import {
|
||||
bindingLabel,
|
||||
compactBindingLabel,
|
||||
type ControllerIconStyle,
|
||||
} from '../input'
|
||||
|
||||
const FACE_BUTTONS: Record<ControllerIconStyle, Partial<Record<number, { color: string; label: string }>>> = {
|
||||
xbox: {
|
||||
0: { color: '#107c10', label: 'A' },
|
||||
1: { color: '#d13438', label: 'B' },
|
||||
2: { color: '#0078d4', label: 'X' },
|
||||
3: { color: '#ffb900', label: 'Y' },
|
||||
},
|
||||
playstation: {
|
||||
0: { color: '#0070d1', label: '×' },
|
||||
1: { color: '#df0024', label: '○' },
|
||||
2: { color: '#f27ab8', label: '□' },
|
||||
3: { color: '#00a35a', label: '△' },
|
||||
},
|
||||
nintendo: {
|
||||
0: { color: '#e60012', label: 'B' },
|
||||
1: { color: '#e60012', label: 'A' },
|
||||
2: { color: '#e60012', label: 'Y' },
|
||||
3: { color: '#e60012', label: 'X' },
|
||||
},
|
||||
}
|
||||
|
||||
function faceButtonFor(binding: string, iconStyle: ControllerIconStyle) {
|
||||
if (!binding.startsWith('Button')) return null
|
||||
return FACE_BUTTONS[iconStyle][Number(binding.slice(6))] ?? null
|
||||
}
|
||||
|
||||
function FaceIcon({
|
||||
color,
|
||||
iconStyle,
|
||||
label,
|
||||
title,
|
||||
}: {
|
||||
color: string
|
||||
iconStyle: ControllerIconStyle
|
||||
label: string
|
||||
title: string
|
||||
}) {
|
||||
return (
|
||||
<span
|
||||
aria-label={title}
|
||||
className={`controller-face-icon controller-face-${iconStyle}`}
|
||||
role="img"
|
||||
style={{ '--button-color': color } as CSSProperties}
|
||||
>
|
||||
{label}
|
||||
</span>
|
||||
)
|
||||
}
|
||||
|
||||
export function ControllerBindingLabel({
|
||||
binding,
|
||||
compact = false,
|
||||
iconStyle,
|
||||
}: {
|
||||
binding: string
|
||||
compact?: boolean
|
||||
iconStyle: ControllerIconStyle
|
||||
}) {
|
||||
const faceButton = faceButtonFor(binding, iconStyle)
|
||||
const title = bindingLabel(binding, iconStyle)
|
||||
|
||||
if (faceButton) {
|
||||
return (
|
||||
<FaceIcon
|
||||
color={faceButton.color}
|
||||
iconStyle={iconStyle}
|
||||
label={faceButton.label}
|
||||
title={title}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
return <>{compact ? compactBindingLabel(binding, iconStyle) : title}</>
|
||||
}
|
||||
|
||||
export function ControllerStylePreview({ iconStyle }: { iconStyle: ControllerIconStyle }) {
|
||||
return (
|
||||
<span className="controller-style-preview" aria-hidden="true">
|
||||
{[0, 1, 2, 3].map((button) => {
|
||||
const faceButton = FACE_BUTTONS[iconStyle][button]
|
||||
if (!faceButton) return null
|
||||
|
||||
return (
|
||||
<FaceIcon
|
||||
color={faceButton.color}
|
||||
iconStyle={iconStyle}
|
||||
key={button}
|
||||
label={faceButton.label}
|
||||
title=""
|
||||
/>
|
||||
)
|
||||
})}
|
||||
</span>
|
||||
)
|
||||
}
|
||||
@@ -0,0 +1,235 @@
|
||||
import { useEffect, useMemo, useRef, useState } from 'react'
|
||||
import {
|
||||
saveProfile,
|
||||
type CharacterProfile,
|
||||
type GameClass,
|
||||
} from '../profile'
|
||||
import { EquipmentScreen } from './EquipmentScreen'
|
||||
import { TalentScreen } from './TalentScreen'
|
||||
|
||||
type Props = {
|
||||
profile: CharacterProfile
|
||||
onBack: () => void
|
||||
onSaved: (profile: CharacterProfile) => void
|
||||
}
|
||||
|
||||
export function CustomizeScreen({ profile, onBack, onSaved }: Props) {
|
||||
const [activeTab, setActiveTab] = useState<'equipment' | 'talents' | 'class'>('class')
|
||||
const [classId, setClassId] = useState(profile.character.classId)
|
||||
const [slots, setSlots] = useState<Array<number | null>>(profile.abilitySlots)
|
||||
const [selectedSlot, setSelectedSlot] = useState(0)
|
||||
const [message, setMessage] = useState('')
|
||||
const [saving, setSaving] = useState(false)
|
||||
const scrollRef = useRef<number>(0)
|
||||
const gameClass = profile.classes.find((candidate) => candidate.id === classId)!
|
||||
const abilityMap = useMemo(
|
||||
() => new Map(gameClass.spells.map((ability) => [ability.id, ability])),
|
||||
[gameClass],
|
||||
)
|
||||
|
||||
useEffect(() => {
|
||||
window.scrollTo(0, scrollRef.current)
|
||||
}, [profile])
|
||||
|
||||
function saveScroll() {
|
||||
scrollRef.current = window.scrollY
|
||||
}
|
||||
|
||||
function chooseClass(nextClass: GameClass) {
|
||||
const starterAbilities = nextClass.spells
|
||||
.filter((ability) => ability.unlockLevel <= profile.character.level)
|
||||
.slice(0, 5)
|
||||
.map((ability) => ability.id)
|
||||
setClassId(nextClass.id)
|
||||
setSlots([...starterAbilities, ...Array(6 - starterAbilities.length).fill(null)])
|
||||
setSelectedSlot(0)
|
||||
setMessage('')
|
||||
}
|
||||
|
||||
function equipAbility(abilityId: number) {
|
||||
if (slots.includes(abilityId)) {
|
||||
setMessage('That ability is already equipped.')
|
||||
return
|
||||
}
|
||||
setSlots((current) =>
|
||||
current.map((spellId, index) => index === selectedSlot ? abilityId : spellId),
|
||||
)
|
||||
setMessage('')
|
||||
}
|
||||
|
||||
function clearSlot() {
|
||||
setSlots((current) =>
|
||||
current.map((spellId, index) => index === selectedSlot ? null : spellId),
|
||||
)
|
||||
}
|
||||
|
||||
async function persistChanges() {
|
||||
saveScroll()
|
||||
setSaving(true)
|
||||
setMessage('')
|
||||
try {
|
||||
const updated = await saveProfile(classId, slots)
|
||||
onSaved(updated)
|
||||
setMessage('Character saved.')
|
||||
} catch (reason) {
|
||||
setMessage(reason instanceof Error ? reason.message : 'Unable to save character.')
|
||||
} finally {
|
||||
setSaving(false)
|
||||
}
|
||||
}
|
||||
|
||||
return (
|
||||
<section className="content-screen customize-screen">
|
||||
<div className="screen-heading">
|
||||
<div>
|
||||
<p className="eyebrow">Character Workshop</p>
|
||||
<h1>Customize Character</h1>
|
||||
</div>
|
||||
<button className="back-button" onClick={onBack} type="button">Back</button>
|
||||
</div>
|
||||
|
||||
<div className="customize-tabs" role="tablist" aria-label="Customize character sections">
|
||||
{([
|
||||
{ key: 'equipment', label: 'Equipment' },
|
||||
{ key: 'talents', label: 'Talents' },
|
||||
{ key: 'class', label: 'Class' },
|
||||
] as const).map((tab) => (
|
||||
<button
|
||||
aria-selected={activeTab === tab.key}
|
||||
className={activeTab === tab.key ? 'active' : ''}
|
||||
key={tab.key}
|
||||
onClick={() => setActiveTab(tab.key)}
|
||||
role="tab"
|
||||
type="button"
|
||||
>
|
||||
{tab.label}
|
||||
</button>
|
||||
))}
|
||||
</div>
|
||||
|
||||
{activeTab === 'equipment' && (
|
||||
<EquipmentScreen
|
||||
embedded
|
||||
profile={profile}
|
||||
onUpdated={onSaved}
|
||||
/>
|
||||
)}
|
||||
|
||||
{activeTab === 'talents' && (
|
||||
<TalentScreen
|
||||
embedded
|
||||
profile={profile}
|
||||
onUpdated={onSaved}
|
||||
/>
|
||||
)}
|
||||
|
||||
{activeTab === 'class' && (
|
||||
<div className="customize-layout">
|
||||
<aside className="class-picker">
|
||||
<p className="eyebrow">Healing Class</p>
|
||||
{profile.classes.map((candidate) => (
|
||||
<button
|
||||
className={candidate.id === classId ? 'active' : ''}
|
||||
key={candidate.id}
|
||||
onClick={() => chooseClass(candidate)}
|
||||
style={{ '--class-color': candidate.themeColor } as React.CSSProperties}
|
||||
type="button"
|
||||
>
|
||||
<span>{candidate.name[0]}</span>
|
||||
<div>
|
||||
<strong>{candidate.name}</strong>
|
||||
<small>{candidate.resourceName}</small>
|
||||
</div>
|
||||
</button>
|
||||
))}
|
||||
</aside>
|
||||
|
||||
<div className="loadout-editor">
|
||||
<div className="class-detail">
|
||||
<div
|
||||
className="class-portrait"
|
||||
style={{ borderColor: gameClass.themeColor, color: gameClass.themeColor }}
|
||||
>
|
||||
{gameClass.name[0]}
|
||||
</div>
|
||||
<div>
|
||||
<p className="eyebrow">Level {profile.character.level} Healer</p>
|
||||
<h2>{gameClass.name}</h2>
|
||||
<p>{gameClass.description}</p>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div className="loadout-heading">
|
||||
<div>
|
||||
<p className="eyebrow">Active Loadout</p>
|
||||
<h2>Ability Bar</h2>
|
||||
</div>
|
||||
<span>Select a slot, then choose an ability.</span>
|
||||
</div>
|
||||
|
||||
<div className="ability-slots">
|
||||
{slots.map((abilityId, index) => {
|
||||
const ability = abilityId ? abilityMap.get(abilityId) : undefined
|
||||
return (
|
||||
<button
|
||||
className={selectedSlot === index ? 'selected' : ''}
|
||||
key={index}
|
||||
onClick={() => setSelectedSlot(index)}
|
||||
type="button"
|
||||
>
|
||||
<kbd>{index + 1}</kbd>
|
||||
<span>{ability?.glyph ?? '-'}</span>
|
||||
<strong>{ability?.name ?? 'Empty Slot'}</strong>
|
||||
</button>
|
||||
)
|
||||
})}
|
||||
</div>
|
||||
|
||||
<div className="ability-library-heading">
|
||||
<div>
|
||||
<p className="eyebrow">Class Abilities</p>
|
||||
<h2>Ability Library</h2>
|
||||
</div>
|
||||
<button className="text-button" onClick={clearSlot} type="button">Clear Selected Slot</button>
|
||||
</div>
|
||||
|
||||
<div className="ability-library">
|
||||
{gameClass.spells.map((ability) => {
|
||||
const locked = ability.unlockLevel > profile.character.level
|
||||
const equipped = slots.includes(ability.id)
|
||||
return (
|
||||
<button
|
||||
className={`${locked ? 'locked' : ''} ${equipped ? 'equipped' : ''}`}
|
||||
disabled={locked}
|
||||
key={ability.id}
|
||||
onClick={() => equipAbility(ability.id)}
|
||||
type="button"
|
||||
>
|
||||
<span>{locked ? 'L' : ability.glyph}</span>
|
||||
<div>
|
||||
<strong>{ability.name}</strong>
|
||||
<small>{ability.description}</small>
|
||||
</div>
|
||||
<i>{locked ? `Level ${ability.unlockLevel}` : equipped ? 'Equipped' : `${ability.cost} ${gameClass.resourceName}`}</i>
|
||||
</button>
|
||||
)
|
||||
})}
|
||||
</div>
|
||||
|
||||
<div className="save-row">
|
||||
<span>{message}</span>
|
||||
<button
|
||||
className="primary-button"
|
||||
disabled={saving}
|
||||
onClick={persistChanges}
|
||||
type="button"
|
||||
>
|
||||
{saving ? 'Saving...' : 'Save Character'}
|
||||
</button>
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
</section>
|
||||
)
|
||||
}
|
||||
@@ -0,0 +1,537 @@
|
||||
import { useEffect, useMemo, useRef, useState } from 'react'
|
||||
import {
|
||||
breakdownItem,
|
||||
craftItem,
|
||||
equipItem,
|
||||
loadProfile,
|
||||
type CharacterProfile,
|
||||
type EquipmentSlot,
|
||||
type Item,
|
||||
} from '../profile'
|
||||
|
||||
const SLOT_LABELS: Record<EquipmentSlot, string> = {
|
||||
weapon: 'Weapon',
|
||||
helmet: 'Helmet',
|
||||
chest: 'Chest',
|
||||
gloves: 'Gloves',
|
||||
boots: 'Boots',
|
||||
pants: 'Pants',
|
||||
ring: 'Ring',
|
||||
necklace: 'Necklace',
|
||||
trinket: 'Trinket',
|
||||
component: 'Component',
|
||||
}
|
||||
|
||||
type Props = {
|
||||
profile: CharacterProfile
|
||||
onBack?: () => void
|
||||
onUpdated: (profile: CharacterProfile) => void
|
||||
embedded?: boolean
|
||||
}
|
||||
|
||||
export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }: Props) {
|
||||
const totalItemCount = profile.inventory.reduce(
|
||||
(total, item) => total + item.quantity,
|
||||
0,
|
||||
)
|
||||
const firstItem = profile.inventory.find((item) => !item.equipped)
|
||||
?? profile.inventory[0]
|
||||
const [selectedItemId, setSelectedItemId] = useState<number | null>(
|
||||
firstItem?.id ?? null,
|
||||
)
|
||||
const [selectedSlot, setSelectedSlot] = useState<EquipmentSlot | null>(null)
|
||||
const [equipping, setEquipping] = useState(false)
|
||||
const [breakingDown, setBreakingDown] = useState(false)
|
||||
const [crafting, setCrafting] = useState(false)
|
||||
const [showSetBonuses, setShowSetBonuses] = useState(false)
|
||||
const [equipmentTab, setEquipmentTab] = useState<'equipment' | 'crafting'>('equipment')
|
||||
const [message, setMessage] = useState('')
|
||||
const scrollRef = useRef<number>(0)
|
||||
const selectedItem = profile.inventory.find((item) => item.id === selectedItemId)
|
||||
const firstRecipe = profile.craftingRecipes.find((recipe) => recipe.canCraft)
|
||||
?? profile.craftingRecipes[0]
|
||||
const [selectedRecipeId, setSelectedRecipeId] = useState<number | null>(
|
||||
firstRecipe?.id ?? null,
|
||||
)
|
||||
const selectedRecipe = profile.craftingRecipes.find((recipe) => recipe.id === selectedRecipeId)
|
||||
const equippedBySlot = useMemo(
|
||||
() => new Map(
|
||||
profile.inventory
|
||||
.filter((item) => item.equipped)
|
||||
.map((item) => [item.slot, item]),
|
||||
),
|
||||
[profile.inventory],
|
||||
)
|
||||
const comparisonItem = selectedItem
|
||||
? equippedBySlot.get(selectedItem.slot)
|
||||
: undefined
|
||||
const visibleInventory = useMemo(
|
||||
() => selectedSlot
|
||||
? profile.inventory.filter((item) => item.slot === selectedSlot)
|
||||
: profile.inventory,
|
||||
[profile.inventory, selectedSlot],
|
||||
)
|
||||
const visibleItemCount = visibleInventory.reduce(
|
||||
(total, item) => total + item.quantity,
|
||||
0,
|
||||
)
|
||||
|
||||
const [slotFilter, setSlotFilter] = useState<EquipmentSlot | 'all'>('all')
|
||||
const [levelFilter, setLevelFilter] = useState<number | null>(null)
|
||||
const availableLevels = useMemo(
|
||||
() => [...new Set(profile.craftingRecipes.map((r) => r.item.itemLevel))].sort((a, b) => b - a),
|
||||
[profile.craftingRecipes],
|
||||
)
|
||||
const filteredRecipes = useMemo(
|
||||
() => {
|
||||
let result = [...profile.craftingRecipes]
|
||||
if (slotFilter !== 'all') result = result.filter((r) => r.item.slot === slotFilter)
|
||||
if (levelFilter !== null) result = result.filter((r) => r.item.itemLevel === levelFilter)
|
||||
result.sort((a, b) => b.item.itemLevel - a.item.itemLevel)
|
||||
return result
|
||||
},
|
||||
[profile.craftingRecipes, slotFilter, levelFilter],
|
||||
)
|
||||
|
||||
useEffect(() => {
|
||||
window.scrollTo(0, scrollRef.current)
|
||||
}, [profile])
|
||||
|
||||
useEffect(() => {
|
||||
if (equipmentTab === 'crafting') {
|
||||
loadProfile().then((fresh) => onUpdated(fresh)).catch(() => {})
|
||||
}
|
||||
}, [equipmentTab])
|
||||
|
||||
function saveScroll() {
|
||||
scrollRef.current = window.scrollY
|
||||
}
|
||||
|
||||
async function equipSelected() {
|
||||
if (!selectedItem || selectedItem.equipped) return
|
||||
saveScroll()
|
||||
setEquipping(true)
|
||||
setMessage('')
|
||||
try {
|
||||
const updated = await equipItem(selectedItem.id)
|
||||
onUpdated(updated)
|
||||
setMessage(`${selectedItem.name} equipped.`)
|
||||
} catch (reason) {
|
||||
setMessage(reason instanceof Error ? reason.message : 'Unable to equip item.')
|
||||
} finally {
|
||||
setEquipping(false)
|
||||
}
|
||||
}
|
||||
|
||||
async function breakdownSelected() {
|
||||
if (!selectedItem) return
|
||||
saveScroll()
|
||||
setBreakingDown(true)
|
||||
setMessage('')
|
||||
try {
|
||||
const updated = await breakdownItem(selectedItem.id)
|
||||
onUpdated(updated)
|
||||
setMessage(
|
||||
selectedItem.quantity > 1
|
||||
? `One duplicate ${selectedItem.name} broken down into components.`
|
||||
: `${selectedItem.name} broken down into components.`,
|
||||
)
|
||||
} catch (reason) {
|
||||
setMessage(reason instanceof Error ? reason.message : 'Unable to break down item.')
|
||||
} finally {
|
||||
setBreakingDown(false)
|
||||
}
|
||||
}
|
||||
|
||||
async function craftSelected() {
|
||||
if (!selectedRecipe) return
|
||||
saveScroll()
|
||||
setCrafting(true)
|
||||
setMessage('')
|
||||
try {
|
||||
const updated = await craftItem(selectedRecipe.id)
|
||||
onUpdated(updated)
|
||||
setSelectedItemId(selectedRecipe.item.id)
|
||||
setMessage(`${selectedRecipe.item.name} crafted.`)
|
||||
} catch (reason) {
|
||||
setMessage(reason instanceof Error ? reason.message : 'Unable to craft item.')
|
||||
} finally {
|
||||
setCrafting(false)
|
||||
}
|
||||
}
|
||||
|
||||
const content = (
|
||||
<>
|
||||
{!embedded && (
|
||||
<div className="screen-heading">
|
||||
<div>
|
||||
<p className="eyebrow">Character Loadout</p>
|
||||
<h1>Equipment</h1>
|
||||
</div>
|
||||
<button className="back-button" onClick={onBack} type="button">Back</button>
|
||||
</div>
|
||||
)}
|
||||
<div className="gear-summary">
|
||||
<div className="gear-character">
|
||||
<span style={{ borderColor: profile.character.themeColor, color: profile.character.themeColor }}>
|
||||
{profile.character.className[0]}
|
||||
</span>
|
||||
<div>
|
||||
<p className="eyebrow">{profile.character.className}</p>
|
||||
<h2>{profile.character.name}</h2>
|
||||
</div>
|
||||
</div>
|
||||
<GearStat value={profile.gearStats.averageItemLevel.toFixed(1)} label="Average Item Level" />
|
||||
<GearStat value={`+${profile.gearStats.healingPower}`} label="Healing Power" />
|
||||
<GearStat value={`+${profile.gearStats.maxResourceBonus}`} label={`Max ${profile.character.resourceName}`} />
|
||||
</div>
|
||||
|
||||
<nav className="equipment-tabs">
|
||||
<button
|
||||
className={`equipment-tab ${equipmentTab === 'equipment' ? 'active' : ''}`}
|
||||
onClick={() => setEquipmentTab('equipment')}
|
||||
type="button"
|
||||
>
|
||||
Equipment
|
||||
</button>
|
||||
<button
|
||||
className={`equipment-tab ${equipmentTab === 'crafting' ? 'active' : ''}`}
|
||||
onClick={() => setEquipmentTab('crafting')}
|
||||
type="button"
|
||||
>
|
||||
Crafting
|
||||
</button>
|
||||
</nav>
|
||||
|
||||
{equipmentTab === 'equipment' ? (
|
||||
<>
|
||||
<section className="item-comparison">
|
||||
{selectedItem ? (
|
||||
selectedItem.slot === 'component' ? (
|
||||
<>
|
||||
<ItemDetail title="Crafting Component" item={selectedItem} />
|
||||
<div className="equip-action">
|
||||
<p className="component-note">Used in crafting.</p>
|
||||
</div>
|
||||
</>
|
||||
) : (
|
||||
<>
|
||||
<ItemDetail title={selectedItem.equipped ? 'Selected Equipment' : 'Inventory Item'} item={selectedItem} />
|
||||
<div className="comparison-arrow">vs</div>
|
||||
{comparisonItem && comparisonItem.id !== selectedItem.id ? (
|
||||
<ItemDetail title="Currently Equipped" item={comparisonItem} />
|
||||
) : (
|
||||
<div className="item-detail empty-comparison">
|
||||
<p className="eyebrow">Comparison</p>
|
||||
<h2>{selectedItem.equipped ? 'Already Equipped' : 'Empty Slot'}</h2>
|
||||
</div>
|
||||
)}
|
||||
<div className="equip-action">
|
||||
<ComparisonDelta selected={selectedItem} equipped={comparisonItem} />
|
||||
<button
|
||||
className="primary-button"
|
||||
disabled={selectedItem.equipped || equipping || breakingDown}
|
||||
onClick={equipSelected}
|
||||
type="button"
|
||||
>
|
||||
{selectedItem.equipped ? 'Equipped' : equipping ? 'Equipping...' : 'Equip Item'}
|
||||
</button>
|
||||
{(!selectedItem.equipped || selectedItem.quantity > 1) && (
|
||||
<button
|
||||
className="breakdown-button"
|
||||
disabled={equipping || breakingDown}
|
||||
onClick={breakdownSelected}
|
||||
type="button"
|
||||
>
|
||||
{breakingDown
|
||||
? 'Breaking Down...'
|
||||
: selectedItem.quantity > 1
|
||||
? 'Break Down Duplicate'
|
||||
: 'Break Down'}
|
||||
</button>
|
||||
)}
|
||||
</div>
|
||||
</>
|
||||
)
|
||||
) : (
|
||||
<p>Select an item to inspect it.</p>
|
||||
)}
|
||||
</section>
|
||||
|
||||
<div className="equipment-layout">
|
||||
<section className="equipped-panel">
|
||||
<EquipmentHeading eyebrow="Currently Worn" title="Equipment Slots" />
|
||||
<div className="equipment-slots">
|
||||
{profile.equipmentSlots.map((slot) => {
|
||||
const item = equippedBySlot.get(slot)
|
||||
return (
|
||||
<button
|
||||
className={`${item ? `rarity-${item.rarity}` : 'empty'} ${selectedSlot === slot ? 'selected-slot' : ''}`}
|
||||
key={slot}
|
||||
onClick={() => {
|
||||
setSelectedSlot(slot)
|
||||
const firstSlotItem = profile.inventory.find(
|
||||
(candidate) => candidate.slot === slot,
|
||||
)
|
||||
setSelectedItemId(item?.id ?? firstSlotItem?.id ?? null)
|
||||
}}
|
||||
type="button"
|
||||
>
|
||||
<span>{item?.glyph ?? '-'}</span>
|
||||
<div>
|
||||
<strong>{item?.name ?? SLOT_LABELS[slot]}</strong>
|
||||
<small>{SLOT_LABELS[slot]}{item ? ` - iLvl ${item.itemLevel}` : ' - Empty'}</small>
|
||||
</div>
|
||||
<div className="item-status">
|
||||
{item && <i>Equipped</i>}
|
||||
</div>
|
||||
</button>
|
||||
)
|
||||
})}
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<section className="inventory-panel">
|
||||
<EquipmentHeading
|
||||
eyebrow="Owned Items"
|
||||
title={selectedSlot ? `${SLOT_LABELS[selectedSlot]} Inventory` : 'Inventory'}
|
||||
detail={selectedSlot
|
||||
? `${visibleItemCount} items - ${visibleInventory.length} types`
|
||||
: `${totalItemCount} items - ${profile.inventory.length} types`}
|
||||
/>
|
||||
{selectedSlot && (
|
||||
<button
|
||||
className="inventory-filter-clear"
|
||||
onClick={() => setSelectedSlot(null)}
|
||||
type="button"
|
||||
>
|
||||
Show All Items
|
||||
</button>
|
||||
)}
|
||||
<div className="inventory-list">
|
||||
{visibleInventory.map((item) => (
|
||||
<button
|
||||
className={`${selectedItemId === item.id ? 'selected' : ''} rarity-${item.rarity}`}
|
||||
key={item.id}
|
||||
onClick={() => setSelectedItemId(item.id)}
|
||||
type="button"
|
||||
>
|
||||
<span>{item.glyph}</span>
|
||||
<div>
|
||||
<strong>{item.name}</strong>
|
||||
<small>{SLOT_LABELS[item.slot]} - Item Level {item.itemLevel}</small>
|
||||
</div>
|
||||
<div className="item-status">
|
||||
{item.equipped && <i>Equipped</i>}
|
||||
{item.quantity > 1 && <i className="item-quantity">x{item.quantity}</i>}
|
||||
</div>
|
||||
</button>
|
||||
))}
|
||||
{visibleInventory.length === 0 && (
|
||||
<p className="inventory-empty">
|
||||
No {SLOT_LABELS[selectedSlot ?? 'component'].toLowerCase()} items owned.
|
||||
</p>
|
||||
)}
|
||||
</div>
|
||||
</section>
|
||||
</div>
|
||||
</>
|
||||
) : (
|
||||
<section className="crafting-panel">
|
||||
<EquipmentHeading
|
||||
eyebrow="Crafting"
|
||||
title="Recipes"
|
||||
detail={`${filteredRecipes.filter((recipe) => recipe.canCraft).length} ready`}
|
||||
/>
|
||||
<div className="crafting-filter-bar">
|
||||
<select
|
||||
className="filter-select"
|
||||
value={slotFilter}
|
||||
onChange={(e) => setSlotFilter(e.target.value as EquipmentSlot | 'all')}
|
||||
>
|
||||
<option value="all">All Slots</option>
|
||||
{(Object.entries(SLOT_LABELS) as [EquipmentSlot, string][]).map(([slot, label]) => (
|
||||
<option key={slot} value={slot}>{label}</option>
|
||||
))}
|
||||
</select>
|
||||
<select
|
||||
className="filter-select"
|
||||
value={levelFilter ?? ''}
|
||||
onChange={(e) => setLevelFilter(e.target.value === '' ? null : Number(e.target.value))}
|
||||
>
|
||||
<option value="">All Levels</option>
|
||||
{availableLevels.map((level) => (
|
||||
<option key={level} value={level}>Item Level {level}</option>
|
||||
))}
|
||||
</select>
|
||||
</div>
|
||||
{filteredRecipes.length === 0 && (
|
||||
<p className="inventory-empty">No crafting recipes match filters.</p>
|
||||
)}
|
||||
{filteredRecipes.length > 0 && (
|
||||
<div className="crafting-layout">
|
||||
<div className="crafting-list">
|
||||
{filteredRecipes.map((recipe) => (
|
||||
<button
|
||||
className={`${selectedRecipeId === recipe.id ? 'selected' : ''} rarity-${recipe.item.rarity}`}
|
||||
key={recipe.id}
|
||||
onClick={() => setSelectedRecipeId(recipe.id)}
|
||||
type="button"
|
||||
>
|
||||
<span>{recipe.item.glyph}</span>
|
||||
<div>
|
||||
<strong>{recipe.item.name}</strong>
|
||||
<small>
|
||||
{SLOT_LABELS[recipe.item.slot]} - Item Level {recipe.item.itemLevel}
|
||||
{recipe.item.setName ? ` - ${recipe.item.setName}` : ''}
|
||||
</small>
|
||||
</div>
|
||||
<i>{recipe.canCraft ? 'Ready' : 'Needs materials'}</i>
|
||||
</button>
|
||||
))}
|
||||
</div>
|
||||
{selectedRecipe && (
|
||||
<div className={`crafting-detail rarity-${selectedRecipe.item.rarity}`}>
|
||||
<ItemDetail title="Craft Output" item={{ ...selectedRecipe.item, quantity: 1, equipped: false }} />
|
||||
<div className="crafting-components">
|
||||
{selectedRecipe.components.map((component) => (
|
||||
<div
|
||||
className={component.owned >= component.quantity ? 'ready' : 'missing'}
|
||||
key={component.item.id}
|
||||
>
|
||||
<span>{component.item.glyph}</span>
|
||||
<strong>{component.item.name}</strong>
|
||||
<i>{component.owned}/{component.quantity}</i>
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
<button
|
||||
className="primary-button"
|
||||
disabled={!selectedRecipe.canCraft || crafting}
|
||||
onClick={craftSelected}
|
||||
type="button"
|
||||
>
|
||||
{crafting ? 'Crafting...' : 'Craft Item'}
|
||||
</button>
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
)}
|
||||
</section>
|
||||
)}
|
||||
|
||||
{profile.setBonuses.length > 0 && (
|
||||
<section className="set-bonus-panel">
|
||||
<div className="equipment-heading toggle-heading">
|
||||
<div>
|
||||
<p className="eyebrow">Set Bonuses</p>
|
||||
<h2>Raid Sets</h2>
|
||||
</div>
|
||||
<button
|
||||
className="text-button"
|
||||
onClick={() => setShowSetBonuses((current) => !current)}
|
||||
type="button"
|
||||
>
|
||||
{showSetBonuses ? 'Hide Raid Sets' : 'Show Raid Sets'}
|
||||
</button>
|
||||
</div>
|
||||
{showSetBonuses && (
|
||||
<div className="set-bonus-list">
|
||||
{profile.setBonuses.map((bonus) => (
|
||||
<div className={bonus.active ? 'active' : ''} key={`${bonus.setId}-${bonus.requiredPieces}`}>
|
||||
<strong>{bonus.requiredPieces} pieces</strong>
|
||||
<span>{bonus.description}</span>
|
||||
<i>{bonus.equippedPieces}/{bonus.requiredPieces}</i>
|
||||
</div>
|
||||
))}
|
||||
</div>
|
||||
)}
|
||||
</section>
|
||||
)}
|
||||
|
||||
<footer className="equipment-footer">
|
||||
{message || 'Equipment changes are saved immediately.'}
|
||||
</footer>
|
||||
</>
|
||||
)
|
||||
|
||||
if (embedded) {
|
||||
return <div className="equipment-screen embedded-screen">{content}</div>
|
||||
}
|
||||
|
||||
return (
|
||||
<section className="content-screen equipment-screen">
|
||||
{content}
|
||||
</section>
|
||||
)
|
||||
}
|
||||
|
||||
function GearStat({ value, label }: { value: string; label: string }) {
|
||||
return (
|
||||
<div className="gear-stat">
|
||||
<strong>{value}</strong>
|
||||
<span>{label}</span>
|
||||
</div>
|
||||
)
|
||||
}
|
||||
|
||||
function EquipmentHeading({
|
||||
eyebrow,
|
||||
title,
|
||||
detail,
|
||||
}: {
|
||||
eyebrow: string
|
||||
title: string
|
||||
detail?: string
|
||||
}) {
|
||||
return (
|
||||
<div className="equipment-heading">
|
||||
<div><p className="eyebrow">{eyebrow}</p><h2>{title}</h2></div>
|
||||
{detail && <span>{detail}</span>}
|
||||
</div>
|
||||
)
|
||||
}
|
||||
|
||||
function ItemDetail({ title, item }: { title: string; item: Item }) {
|
||||
return (
|
||||
<article className={`item-detail rarity-${item.rarity}`}>
|
||||
<p className="eyebrow">{title}</p>
|
||||
<div className="item-title">
|
||||
<span>{item.glyph}</span>
|
||||
<div>
|
||||
<h2>{item.name}</h2>
|
||||
<small>{SLOT_LABELS[item.slot]} - Item Level {item.itemLevel}</small>
|
||||
</div>
|
||||
</div>
|
||||
<p>{item.description}</p>
|
||||
{item.quantity > 1 && <p className="owned-quantity">Owned: {item.quantity}</p>}
|
||||
{item.slot !== 'component' && (
|
||||
<ul>
|
||||
<li>+{item.healingPower} Healing Power</li>
|
||||
<li>+{item.maxResourceBonus} Max Resource</li>
|
||||
</ul>
|
||||
)}
|
||||
</article>
|
||||
)
|
||||
}
|
||||
|
||||
function ComparisonDelta({
|
||||
selected,
|
||||
equipped,
|
||||
}: {
|
||||
selected: Item
|
||||
equipped?: Item
|
||||
}) {
|
||||
const healingDelta = selected.healingPower - (equipped?.healingPower ?? 0)
|
||||
const resourceDelta = selected.maxResourceBonus - (equipped?.maxResourceBonus ?? 0)
|
||||
return (
|
||||
<div className="comparison-delta">
|
||||
<span className={healingDelta >= 0 ? 'positive' : 'negative'}>
|
||||
{healingDelta >= 0 ? '+' : ''}{healingDelta} Healing
|
||||
</span>
|
||||
<span className={resourceDelta >= 0 ? 'positive' : 'negative'}>
|
||||
{resourceDelta >= 0 ? '+' : ''}{resourceDelta} Resource
|
||||
</span>
|
||||
</div>
|
||||
)
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,245 @@
|
||||
import { useEffect, useState } from 'react'
|
||||
import {
|
||||
ACTION_LABELS,
|
||||
INPUT_ACTIONS,
|
||||
useInput,
|
||||
type InputDevice,
|
||||
} from '../input'
|
||||
import {
|
||||
ControllerBindingLabel,
|
||||
ControllerStylePreview,
|
||||
} from './ControllerIcons'
|
||||
|
||||
const CONTROLLER_STYLE_LABELS = {
|
||||
xbox: 'Xbox',
|
||||
playstation: 'PlayStation',
|
||||
nintendo: 'Nintendo',
|
||||
} as const
|
||||
import { useDualScreen } from '../dualScreen'
|
||||
import {
|
||||
getNativeDisplays,
|
||||
hasNativeDualScreenBridge,
|
||||
type AndroidDisplay,
|
||||
} from '../nativeDualScreen'
|
||||
|
||||
export function SettingsScreen({ onBack }: { onBack: () => void }) {
|
||||
const [device, setDevice] = useState<InputDevice>('controller')
|
||||
const [displayMessage, setDisplayMessage] = useState('')
|
||||
const [androidDisplays, setAndroidDisplays] = useState<AndroidDisplay[]>([])
|
||||
const {
|
||||
bindings,
|
||||
capture,
|
||||
controllerIconStyle,
|
||||
directPartyTargeting,
|
||||
beginCapture,
|
||||
cancelCapture,
|
||||
resetBindings,
|
||||
setControllerIconStyle,
|
||||
setDirectPartyTargeting,
|
||||
} = useInput()
|
||||
const {
|
||||
enabled: dualScreenEnabled,
|
||||
connected: topDisplayConnected,
|
||||
setEnabled: setDualScreenEnabled,
|
||||
openTopDisplay,
|
||||
} = useDualScreen()
|
||||
const nativeDualScreen = hasNativeDualScreenBridge()
|
||||
const directTargetActions = new Set([
|
||||
'targetParty1',
|
||||
'targetParty2',
|
||||
'targetParty3',
|
||||
'targetParty4',
|
||||
'targetParty5',
|
||||
'toggleTargetGroup',
|
||||
])
|
||||
const visibleActions = INPUT_ACTIONS.filter((action) => (
|
||||
directPartyTargeting
|
||||
? action !== 'previousTarget' && action !== 'nextTarget'
|
||||
: !directTargetActions.has(action)
|
||||
))
|
||||
|
||||
async function refreshNativeDisplays() {
|
||||
if (!nativeDualScreen) return
|
||||
try {
|
||||
const result = await getNativeDisplays()
|
||||
setAndroidDisplays(result.displays)
|
||||
} catch {
|
||||
setAndroidDisplays([])
|
||||
}
|
||||
}
|
||||
|
||||
useEffect(() => {
|
||||
if (!nativeDualScreen) return
|
||||
getNativeDisplays()
|
||||
.then((result) => setAndroidDisplays(result.displays))
|
||||
.catch(() => setAndroidDisplays([]))
|
||||
}, [nativeDualScreen])
|
||||
|
||||
async function launchTopDisplay() {
|
||||
const opened = await openTopDisplay()
|
||||
setDisplayMessage(opened
|
||||
? nativeDualScreen
|
||||
? 'Android placed the game on the larger display and controls on the smaller display.'
|
||||
: 'Companion display opened. Move it to the Thor screen you want and select Fullscreen.'
|
||||
: 'No usable second display was found. Check the Thor display mode and try again.')
|
||||
await refreshNativeDisplays()
|
||||
}
|
||||
|
||||
return (
|
||||
<section className="content-screen settings-screen">
|
||||
<div className="screen-heading">
|
||||
<div>
|
||||
<p className="eyebrow">Game Options</p>
|
||||
<h1>Settings</h1>
|
||||
</div>
|
||||
<button className="back-button" onClick={onBack} type="button">Back</button>
|
||||
</div>
|
||||
|
||||
<section className="dual-screen-settings">
|
||||
<div>
|
||||
<p className="eyebrow">Display</p>
|
||||
<h2>AYN Thor Dual-Screen Mode</h2>
|
||||
<p>
|
||||
The upper display shows enemy and party health. The lower display
|
||||
keeps targeting, resources, skills, and cooldowns.
|
||||
</p>
|
||||
</div>
|
||||
<div className="dual-screen-actions">
|
||||
<button
|
||||
className={dualScreenEnabled ? 'selected' : ''}
|
||||
onClick={() => {
|
||||
setDualScreenEnabled(!dualScreenEnabled)
|
||||
setDisplayMessage('')
|
||||
}}
|
||||
type="button"
|
||||
>
|
||||
{dualScreenEnabled ? 'Dual-Screen Enabled' : 'Enable Dual-Screen'}
|
||||
</button>
|
||||
<button onClick={launchTopDisplay} type="button">
|
||||
{topDisplayConnected ? 'Companion Connected' : 'Open Companion Display'}
|
||||
</button>
|
||||
</div>
|
||||
<small>
|
||||
{displayMessage || (
|
||||
topDisplayConnected
|
||||
? 'The companion display is connected and receiving live combat data.'
|
||||
: 'Open the companion display before starting combat.'
|
||||
)}
|
||||
</small>
|
||||
{nativeDualScreen && androidDisplays.length > 0 && (
|
||||
<div className="android-display-list">
|
||||
{androidDisplays.map((display) => (
|
||||
<span key={display.id}>
|
||||
<strong>{display.isCurrent ? 'Current' : 'Secondary'} #{display.id}</strong>
|
||||
{display.width}×{display.height} at {Math.round(display.refreshRate)} Hz
|
||||
{display.isPresentation ? ' - Presentation' : ''}
|
||||
</span>
|
||||
))}
|
||||
</div>
|
||||
)}
|
||||
</section>
|
||||
|
||||
<div className="settings-heading">
|
||||
<div>
|
||||
<p className="eyebrow">Input</p>
|
||||
<h2>Keybindings</h2>
|
||||
</div>
|
||||
<p>Select an action, then press the new key or controller control.</p>
|
||||
</div>
|
||||
|
||||
<section className="controller-preferences">
|
||||
<div>
|
||||
<p className="eyebrow">Targeting</p>
|
||||
<h3>Direct Party Keybinds</h3>
|
||||
<p>
|
||||
Assign party slots directly. In raids, use the group-switch binding
|
||||
to alternate between members 1-5 and 6-10.
|
||||
</p>
|
||||
</div>
|
||||
<button
|
||||
aria-pressed={directPartyTargeting}
|
||||
className={directPartyTargeting ? 'selected' : ''}
|
||||
onClick={() => setDirectPartyTargeting(!directPartyTargeting)}
|
||||
type="button"
|
||||
>
|
||||
{directPartyTargeting ? 'Direct Targeting On' : 'Direct Targeting Off'}
|
||||
</button>
|
||||
<div className="controller-icon-options">
|
||||
<span>Controller Icons</span>
|
||||
{(['xbox', 'playstation', 'nintendo'] as const).map((style) => (
|
||||
<button
|
||||
aria-pressed={controllerIconStyle === style}
|
||||
className={controllerIconStyle === style ? 'selected' : ''}
|
||||
key={style}
|
||||
onClick={() => setControllerIconStyle(style)}
|
||||
type="button"
|
||||
>
|
||||
<ControllerStylePreview iconStyle={style} />
|
||||
<span className="controller-style-name">{CONTROLLER_STYLE_LABELS[style]}</span>
|
||||
</button>
|
||||
))}
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<div className="binding-tabs">
|
||||
<button
|
||||
className={device === 'controller' ? 'selected' : ''}
|
||||
onClick={() => setDevice('controller')}
|
||||
type="button"
|
||||
>
|
||||
Controller
|
||||
</button>
|
||||
<button
|
||||
className={device === 'pc' ? 'selected' : ''}
|
||||
onClick={() => setDevice('pc')}
|
||||
type="button"
|
||||
>
|
||||
PC
|
||||
</button>
|
||||
</div>
|
||||
|
||||
<div className="binding-list">
|
||||
{visibleActions.map((action) => (
|
||||
<button
|
||||
className={capture?.device === device && capture.action === action ? 'listening' : ''}
|
||||
key={action}
|
||||
onClick={() => beginCapture(device, action)}
|
||||
type="button"
|
||||
>
|
||||
<span>{ACTION_LABELS[action]}</span>
|
||||
<kbd>
|
||||
{capture?.device === device && capture.action === action
|
||||
? 'Press a control...'
|
||||
: (
|
||||
<ControllerBindingLabel
|
||||
binding={bindings[device][action]}
|
||||
iconStyle={controllerIconStyle}
|
||||
/>
|
||||
)}
|
||||
</kbd>
|
||||
</button>
|
||||
))}
|
||||
</div>
|
||||
|
||||
<footer className="settings-footer">
|
||||
<span>Bindings are saved automatically on this device.</span>
|
||||
<button className="text-button" onClick={() => resetBindings(device)} type="button">
|
||||
Reset {device === 'pc' ? 'PC' : 'Controller'} Defaults
|
||||
</button>
|
||||
</footer>
|
||||
|
||||
{capture && (
|
||||
<div className="binding-capture" role="dialog" aria-modal="true">
|
||||
<div>
|
||||
<p className="eyebrow">Remapping</p>
|
||||
<h2>{ACTION_LABELS[capture.action]}</h2>
|
||||
<p>
|
||||
Press any {capture.device === 'pc' ? 'keyboard key' : 'controller button or move a stick'}.
|
||||
</p>
|
||||
<button onClick={cancelCapture} type="button">Cancel</button>
|
||||
</div>
|
||||
</div>
|
||||
)}
|
||||
</section>
|
||||
)
|
||||
}
|
||||
@@ -0,0 +1,202 @@
|
||||
import { useEffect, useRef, useState } from 'react'
|
||||
import {
|
||||
allocateTalent,
|
||||
resetTalents,
|
||||
type CharacterProfile,
|
||||
type Talent,
|
||||
} from '../profile'
|
||||
|
||||
type Props = {
|
||||
profile: CharacterProfile
|
||||
onBack?: () => void
|
||||
onUpdated: (profile: CharacterProfile) => void
|
||||
embedded?: boolean
|
||||
}
|
||||
|
||||
export function TalentScreen({ profile, onBack, onUpdated, embedded = false }: Props) {
|
||||
const [busyTalentId, setBusyTalentId] = useState<number | null>(null)
|
||||
const [resetting, setResetting] = useState(false)
|
||||
const [message, setMessage] = useState('')
|
||||
const scrollRef = useRef<number>(0)
|
||||
const gameClass = profile.classes.find(
|
||||
(candidate) => candidate.id === profile.character.classId,
|
||||
)!
|
||||
const classPointsSpent = gameClass.talents.reduce(
|
||||
(total, talent) => total + talent.rank,
|
||||
0,
|
||||
)
|
||||
const tiers = Array.from(
|
||||
new Set(gameClass.talents.map((talent) => talent.tier)),
|
||||
).sort((a, b) => a - b)
|
||||
|
||||
useEffect(() => {
|
||||
window.scrollTo(0, scrollRef.current)
|
||||
}, [profile])
|
||||
|
||||
function saveScroll() {
|
||||
scrollRef.current = window.scrollY
|
||||
}
|
||||
|
||||
function lowerTierPoints(talent: Talent) {
|
||||
return gameClass.talents
|
||||
.filter((candidate) => candidate.tier < talent.tier)
|
||||
.reduce((total, candidate) => total + candidate.rank, 0)
|
||||
}
|
||||
|
||||
function lockReason(talent: Talent) {
|
||||
if (talent.rank >= talent.maxRank) return 'Maximum rank'
|
||||
|
||||
const requiredTierPoints = (talent.tier - 1) * 5
|
||||
if (lowerTierPoints(talent) < requiredTierPoints) {
|
||||
return `Requires ${requiredTierPoints} earlier-tier points`
|
||||
}
|
||||
|
||||
if (talent.prerequisiteTalentId) {
|
||||
const prerequisite = gameClass.talents.find(
|
||||
(candidate) => candidate.id === talent.prerequisiteTalentId,
|
||||
)
|
||||
if ((prerequisite?.rank ?? 0) < talent.prerequisiteRank) {
|
||||
return `Requires ${talent.prerequisiteName} rank ${talent.prerequisiteRank}`
|
||||
}
|
||||
}
|
||||
|
||||
if (profile.character.talentPoints <= 0) return 'No points available'
|
||||
|
||||
return ''
|
||||
}
|
||||
|
||||
async function purchaseRank(talent: Talent) {
|
||||
saveScroll()
|
||||
setBusyTalentId(talent.id)
|
||||
setMessage('')
|
||||
try {
|
||||
const updated = await allocateTalent(talent.id)
|
||||
onUpdated(updated)
|
||||
setMessage(`${talent.name} increased to rank ${talent.rank + 1}.`)
|
||||
} catch (reason) {
|
||||
setMessage(reason instanceof Error ? reason.message : 'Unable to allocate talent.')
|
||||
} finally {
|
||||
setBusyTalentId(null)
|
||||
}
|
||||
}
|
||||
|
||||
async function refundTree() {
|
||||
saveScroll()
|
||||
setResetting(true)
|
||||
setMessage('')
|
||||
try {
|
||||
const updated = await resetTalents()
|
||||
onUpdated(updated)
|
||||
setMessage('All points in this talent tree were refunded.')
|
||||
} catch (reason) {
|
||||
setMessage(reason instanceof Error ? reason.message : 'Unable to reset talents.')
|
||||
} finally {
|
||||
setResetting(false)
|
||||
}
|
||||
}
|
||||
|
||||
const content = (
|
||||
<>
|
||||
{!embedded && (
|
||||
<div className="screen-heading">
|
||||
<div>
|
||||
<p className="eyebrow">Character Growth</p>
|
||||
<h1>Talents</h1>
|
||||
</div>
|
||||
<button className="back-button" onClick={onBack} type="button">Back</button>
|
||||
</div>
|
||||
)}
|
||||
<div className="talent-toolbar">
|
||||
<div className="talent-class-summary">
|
||||
<span style={{ borderColor: gameClass.themeColor, color: gameClass.themeColor }}>
|
||||
{gameClass.name[0]}
|
||||
</span>
|
||||
<div>
|
||||
<p className="eyebrow">{gameClass.name} Tree</p>
|
||||
<h2>Shape Your Healing Style</h2>
|
||||
</div>
|
||||
</div>
|
||||
<div className="talent-points">
|
||||
<strong>{profile.character.talentPoints}</strong>
|
||||
<span>Available</span>
|
||||
<small>{classPointsSpent} spent in this tree</small>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div className="talent-tree">
|
||||
{tiers.map((tier) => {
|
||||
const requiredPoints = (tier - 1) * 5
|
||||
return (
|
||||
<section className="talent-tier" key={tier}>
|
||||
<div className="tier-label">
|
||||
<span>Tier {tier}</span>
|
||||
<small>
|
||||
{tier === 1 ? 'Open' : `${requiredPoints} earlier-tier points`}
|
||||
</small>
|
||||
</div>
|
||||
<div className="tier-talents">
|
||||
{gameClass.talents
|
||||
.filter((talent) => talent.tier === tier)
|
||||
.sort((a, b) => a.branch - b.branch)
|
||||
.map((talent) => {
|
||||
const reason = lockReason(talent)
|
||||
const isBusy = busyTalentId === talent.id
|
||||
return (
|
||||
<article
|
||||
className={`talent-node ${reason ? 'locked' : 'available'} ${talent.rank > 0 ? 'invested' : ''}`}
|
||||
key={talent.id}
|
||||
style={{ gridColumn: talent.branch }}
|
||||
>
|
||||
<div className="talent-node-header">
|
||||
<span>{talent.glyph}</span>
|
||||
<div>
|
||||
<strong>{talent.name}</strong>
|
||||
<small>Rank {talent.rank}/{talent.maxRank}</small>
|
||||
</div>
|
||||
</div>
|
||||
<p>{talent.description}</p>
|
||||
<div className="rank-pips">
|
||||
{Array.from({ length: talent.maxRank }, (_, index) => (
|
||||
<i className={index < talent.rank ? 'filled' : ''} key={index} />
|
||||
))}
|
||||
</div>
|
||||
<button
|
||||
disabled={Boolean(reason) || isBusy}
|
||||
onClick={() => purchaseRank(talent)}
|
||||
type="button"
|
||||
>
|
||||
{isBusy ? 'Saving...' : reason || 'Add Rank'}
|
||||
</button>
|
||||
</article>
|
||||
)
|
||||
})}
|
||||
</div>
|
||||
</section>
|
||||
)
|
||||
})}
|
||||
</div>
|
||||
|
||||
<footer className="talent-footer">
|
||||
<span>{message || 'Talent changes are saved immediately.'}</span>
|
||||
<button
|
||||
className="text-button"
|
||||
disabled={classPointsSpent === 0 || resetting}
|
||||
onClick={refundTree}
|
||||
type="button"
|
||||
>
|
||||
{resetting ? 'Refunding...' : 'Reset Tree'}
|
||||
</button>
|
||||
</footer>
|
||||
</>
|
||||
)
|
||||
|
||||
if (embedded) {
|
||||
return <div className="talent-screen embedded-screen">{content}</div>
|
||||
}
|
||||
|
||||
return (
|
||||
<section className="content-screen talent-screen">
|
||||
{content}
|
||||
</section>
|
||||
)
|
||||
}
|
||||
Reference in New Issue
Block a user