Pre-combat-rewrite: Backup current state before comprehensive combat frontend rewrite

This commit is contained in:
Joan
2026-01-09 11:07:37 +01:00
parent dc438ae4c1
commit 2875e72b20
29 changed files with 1827 additions and 332 deletions

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import { useTranslation } from 'react-i18next'
import type { CombatState, CombatLogEntry, Profile, Equipment, PlayerState } from './types'
import { getTranslatedText } from '../../utils/i18nUtils'
interface CombatViewProps {
combatState: CombatState
combatLog: CombatLogEntry[]
profile: Profile | null
playerState: PlayerState | null
equipment: Equipment
enemyName: string
enemyImage: string
enemyTurnMessage: string
pvpTimeRemaining: number | null
turnTimeRemaining: number | null
onCombatAction: (action: string) => void
onFlee: () => void
onPvPAction: (action: string) => void
onExitCombat: () => void
onExitPvPCombat: () => void
flashEnemy?: boolean
buttonsDisabled?: boolean
floatingTexts?: { id: number, text: string, x: number, y: number, type: 'damage-player' | 'damage-enemy' | 'damage-player-dealt' | 'heal' }[]
}
function CombatView({
combatState,
combatLog,
profile: _profile,
playerState,
enemyName,
enemyImage,
enemyTurnMessage,
pvpTimeRemaining,
turnTimeRemaining,
onCombatAction,
onPvPAction,
onExitCombat,
onExitPvPCombat,
flashEnemy,
buttonsDisabled,
floatingTexts = []
}: CombatViewProps) {
const { t } = useTranslation()
const displayEnemyName = typeof enemyName === 'object' ? getTranslatedText(enemyName) : (enemyName || 'Enemy')
// Render structured combat messages
const renderCombatMessage = (msg: any) => {
// Support both old string format and new structured format
if (typeof msg === 'string') {
return msg // Legacy format
}
if (!msg || !msg.type) {
return String(msg)
}
const { type, data } = msg
switch (type) {
case 'combat_start':
return t('combat.messages.combat_start', { enemy: getTranslatedText(data.npc_name) })
case 'player_attack':
return t('combat.messages.player_attack', { damage: data.damage })
case 'enemy_attack':
return t('combat.messages.enemy_attack', {
enemy: getTranslatedText(data.npc_name),
damage: data.damage
})
case 'victory':
return t('combat.messages.victory', { enemy: getTranslatedText(data.npc_name) })
case 'flee_fail':
return t('combat.messages.flee_fail', {
enemy: getTranslatedText(data.npc_name),
damage: data.damage
})
default:
return JSON.stringify(msg)
}
}
return (
<div className="combat-view">
<div className="combat-header-inline">
<h2>
{combatState.is_pvp ? `⚔️ ${t('combat.title')} - PvP` : `⚔️ ${t('combat.title')} - ${displayEnemyName}`}
</h2>
</div>
{combatState.is_pvp ? (
/* PvP Combat UI - Unified Layout */
<div className="combat-content-wrapper">
<div className="combat-enemy-display-inline">
{/* Opponent Display (using same structure as PvE Enemy) */}
<div className="combat-enemy-image-large">
<div className="floating-texts-container">
{floatingTexts.map(ft => (
<div
key={ft.id}
className={`floating-text ${ft.type}`}
style={{ left: `${ft.x}%`, top: `${ft.y}%` }}>
{ft.text}
</div>
))}
</div>
{(() => {
if (!combatState.pvp_combat) return null
const opponent = combatState.pvp_combat.is_attacker ?
combatState.pvp_combat.defender :
combatState.pvp_combat.attacker
if (!opponent) return <div className="pvp-opponent-avatar"></div>
// Use a default avatar if no image, or maybe the class image if available?
// For now, let's use a placeholder or try to get it from profile if passed?
// The opponent object has: username, level, hp, max_hp.
// It might not have an image url.
return (
<div className="pvp-opponent-avatar" style={{ fontSize: '4rem', textAlign: 'center' }}>
👤
<div style={{ fontSize: '1rem', marginTop: '0.5rem' }}>{opponent.username} (Lv. {opponent.level})</div>
</div>
)
})()}
</div>
<div className="combat-enemy-info-inline">
{/* Opponent HP Bar */}
{(() => {
if (!combatState.pvp_combat) return null
const opponent = combatState.pvp_combat.is_attacker ?
combatState.pvp_combat.defender :
combatState.pvp_combat.attacker
if (!opponent) return null
return (
<div className="combat-hp-bar-container-inline enemy-hp-bar">
<div className="combat-hp-bar-inline">
<div className="combat-stat-label-inline">
{opponent.username}: {opponent.hp} / {opponent.max_hp}
</div>
<div
className="combat-hp-fill-inline"
style={{
width: `${(opponent.hp / opponent.max_hp) * 100}%`
}}
/>
</div>
</div>
)
})()}
{/* Player HP Bar */}
{(() => {
if (!combatState.pvp_combat) return null
const you = combatState.pvp_combat.is_attacker ?
combatState.pvp_combat.attacker :
combatState.pvp_combat.defender
if (!you) return null
return (
<div className="combat-hp-bar-container-inline player-hp-bar" style={{ marginTop: '0.75rem' }}>
<div className="combat-hp-bar-inline" style={{ background: 'rgba(255, 107, 107, 0.2)' }}>
<div className="combat-stat-label-inline" style={{ color: '#ff6b6b' }}>
You: {you.hp} / {you.max_hp}
</div>
<div
className="combat-hp-fill-inline"
style={{
width: `${(you.hp / you.max_hp) * 100}%`,
background: 'linear-gradient(90deg, #f44336, #ff6b6b)'
}}
/>
</div>
</div>
)
})()}
</div>
</div>
<div className="combat-turn-indicator-inline">
{combatState.pvp_combat.combat_over ? (
<span className={combatState.pvp_combat.attacker_fled || combatState.pvp_combat.defender_fled ? "your-turn" : "enemy-turn"}>
{combatState.pvp_combat.attacker_fled || combatState.pvp_combat.defender_fled ? "🏃 Combat Ended" : "💀 Combat Over"}
</span>
) : combatState.pvp_combat.your_turn ? (
<span className="your-turn"> Your Turn ({pvpTimeRemaining ?? combatState.pvp_combat.time_remaining}s)</span>
) : (
<span className="enemy-turn"> Opponent's Turn ({pvpTimeRemaining ?? combatState.pvp_combat.time_remaining}s)</span>
)}
</div>
<div className="combat-actions-inline">
{!combatState.pvp_combat.combat_over ? (
<>
<button
className="combat-action-btn attack-btn"
onClick={() => onPvPAction('attack')}
disabled={!combatState.pvp_combat.your_turn || buttonsDisabled}
>
{t('game.attack')}
</button>
<button
className="combat-action-btn flee-btn"
onClick={() => onPvPAction('flee')}
disabled={!combatState.pvp_combat.your_turn || buttonsDisabled}
>
{t('game.flee')}
</button>
</>
) : (
<button
className="combat-action-btn exit-btn"
onClick={onExitPvPCombat}
>
{combatState.pvp_combat.attacker_fled || combatState.pvp_combat.defender_fled ? ' Continue' : '💀 Return'}
</button>
)}
</div>
{/* Combat Log */}
<div className="combat-log-wrapper">
<h3 className="combat-log-title">{t('combat.combatLog')}</h3>
<div className="combat-log-inline">
<div className="log-entries">
<div className="log-list">
{combatLog.length > 0 ? (
combatLog.map((entry: any) => (
<div key={entry.id} className={`log-entry ${entry.isPlayer ? 'player-log' : 'enemy-log'}`}>
<span className="log-time">[{entry.time}]</span>
<span className="log-message">{renderCombatMessage(entry.message)}</span>
</div>
))
) : (
<div className="log-entry"><span className="log-message">PvP Combat started...</span></div>
)}
</div>
</div>
</div>
</div>
</div>
) : (
/* PvE Combat UI */
<>
<div className="combat-content-wrapper">
<div className="combat-enemy-display-inline">
{/* Intent Bubble - Moved here to avoid overflow:hidden clipping */}
{combatState.combat?.npc_intent && !combatState.combat_over && (
<div className={`intent-bubble intent-${combatState.combat.npc_intent}`}>
<span className="intent-icon">
{combatState.combat.npc_intent === 'attack' ? '' :
combatState.combat.npc_intent === 'defend' ? '🛡' :
combatState.combat.npc_intent === 'special' ? '🔥' : ''}
</span>
<span className="intent-desc">{combatState.combat.npc_intent}</span>
</div>
)}
<div className="combat-enemy-image-large">
<div className="floating-texts-container">
{floatingTexts.map(ft => (
<div
key={ft.id}
className={`floating-text ${ft.type}`}
style={{ left: `${ft.x}%`, top: `${ft.y}%` }}>
{ft.text}
</div>
))}
</div>
<img
src={enemyImage || combatState.combat?.npc_image || combatState.combat_image}
alt={enemyName || combatState.combat?.npc_name || 'Enemy'}
className={`${flashEnemy ? 'flash-hit' : ''
} ${combatState.combat_over && combatState.player_won ? 'enemy-dead' : ''
} ${combatState.combat_over && combatState.player_fled ? 'enemy-fled' : ''
}`}
/>
</div>
<div className="combat-enemy-info-inline">
<div className="combat-hp-bar-container-inline enemy-hp-bar">
<div className="combat-hp-bar-inline">
<div className="combat-stat-label-inline">
{t('combat.enemyHp')}: {combatState.combat?.npc_hp || 0} / {combatState.combat?.npc_max_hp || 100}
</div>
<div
className="combat-hp-fill-inline"
style={{
width: `${((combatState.combat?.npc_hp || 0) / (combatState.combat?.npc_max_hp || 100)) * 100}%`
}}
/>
</div>
</div>
{playerState && (
<div className="combat-hp-bar-container-inline player-hp-bar" style={{ marginTop: '0.75rem' }}>
<div className="combat-hp-bar-inline" style={{ background: 'rgba(255, 107, 107, 0.2)' }}>
<div className="combat-stat-label-inline" style={{ color: '#ff6b6b' }}>
{t('combat.playerHp')}: {playerState.health} / {playerState.max_health}
</div>
<div
className="combat-hp-fill-inline"
style={{
width: `${(playerState.health / playerState.max_health) * 100}%`,
background: 'linear-gradient(90deg, #f44336, #ff6b6b)'
}}
/>
</div>
</div>
)}
</div>
</div>
<div className={`combat-turn-indicator-inline ${enemyTurnMessage ? 'enemy-turn-message' : ''}`}>
{!combatState.combat_over ? (
enemyTurnMessage ? (
<span className="enemy-turn">🗡️ Enemy's turn...</span>
) : combatState.combat?.turn === 'player' ? (
<>
<span className="your-turn"> {t('combat.yourTurn')}</span>
{turnTimeRemaining !== null && (
<span className="turn-timer" style={{ marginLeft: '1rem', fontSize: '0.9em', opacity: 0.8 }}>
{Math.floor(turnTimeRemaining / 60)}:{String(Math.floor(turnTimeRemaining % 60)).padStart(2, '0')}
</span>
)}
</>
) : (
<span className="enemy-turn"> {t('combat.enemyTurn')}</span>
)
) : (
<span className={combatState.player_won ? "your-turn" : combatState.player_fled ? "your-turn" : "enemy-turn"}>
{combatState.player_won ? `${t('combat.victory')}` : combatState.player_fled ? `🏃 ${t('combat.fleeSuccess')}` : `💀 ${t('combat.defeat')}`}
</span>
)}
</div>
{/* PvE Combat Actions */}
<div className="combat-actions-inline">
{!combatState.combat_over ? (
<>
<button
className="combat-action-btn attack-btn"
onClick={() => onCombatAction('attack')}
disabled={combatState.combat?.turn !== 'player' || !!enemyTurnMessage || buttonsDisabled}
>
{t('game.attack')}
</button>
<button
className="combat-action-btn flee-btn"
onClick={() => onCombatAction('flee')}
disabled={combatState.combat?.turn !== 'player' || !!enemyTurnMessage || buttonsDisabled}
>
{t('game.flee')}
</button>
</>
) : (
<button
className="combat-action-btn exit-btn"
onClick={onExitCombat}
>
{combatState.player_won ? '✅ Continue' : combatState.player_fled ? '✅ Continue' : '💀 Return'}
</button>
)}
</div>
{/* Combat Log */}
<div className="combat-log-wrapper">
<h3 className="combat-log-title">{t('combat.combatLog')}</h3>
<div className="combat-log-inline">
<div className="log-entries">
<div className="log-list">
{combatLog.length > 0 ? (
combatLog.map((entry: any) => (
<div key={entry.id} className={`log-entry ${entry.isPlayer ? 'player-log' : 'enemy-log'}`}>
<span className="log-time">[{entry.time}]</span>
<span className="log-message">{renderCombatMessage(entry.message)}</span>
</div>
))
) : (
<div className="log-entry"><span className="log-message">Combat started...</span></div>
)}
</div>
</div>
</div>
</div>
</div>
</>
)}
</div>
)
}
export default CombatView