Anzeige erlernbare Fertigkeiten OK

Kostenanzeige OK
selektion zum lernen OK
Update verfügbare Ressourcen OK
This commit is contained in:
2025-07-26 23:15:11 +02:00
parent df18117e9d
commit 3fbfd73da4
5 changed files with 512 additions and 75 deletions
+103
View File
@@ -1310,3 +1310,106 @@ func GetRewardTypes(c *gin.Context) {
"character_id": characterID,
})
}
// GetAvailableSkills gibt alle verfügbaren Fertigkeiten mit Lernkosten zurück
func GetAvailableSkills(c *gin.Context) {
characterID := c.Param("id")
rewardType := c.Query("reward_type")
var character Char
if err := database.DB.Preload("Fertigkeiten").Preload("Erfahrungsschatz").Preload("Vermoegen").First(&character, characterID).Error; err != nil {
respondWithError(c, http.StatusNotFound, "Character not found")
return
}
// Hole alle verfügbaren Fertigkeiten aus der gsmaster Datenbank, aber filtere Placeholder aus
var allSkills []gsmaster.Skill
if err := database.DB.Where("name != ?", "Placeholder").Find(&allSkills).Error; err != nil {
respondWithError(c, http.StatusInternalServerError, "Failed to retrieve skills")
return
}
// Erstelle eine Map der bereits gelernten Fertigkeiten
learnedSkills := make(map[string]bool)
for _, skill := range character.Fertigkeiten {
learnedSkills[skill.Name] = true
}
// Organisiere Fertigkeiten nach Kategorien
skillsByCategory := make(map[string][]gin.H)
for _, skill := range allSkills {
// Überspringe bereits gelernte Fertigkeiten
if learnedSkills[skill.Name] {
continue
}
// Überspringe Placeholder-Fertigkeiten (zusätzliche Sicherheit)
if skill.Name == "Placeholder" {
continue
}
// Berechne Lernkosten mit GetLernCostNextLevel
epCost, goldCost := calculateSkillLearningCosts(skill, character, rewardType)
skillInfo := gin.H{
"name": skill.Name,
"epCost": epCost,
"goldCost": goldCost,
}
category := skill.Category
if category == "" {
category = "Sonstige"
}
skillsByCategory[category] = append(skillsByCategory[category], skillInfo)
}
c.JSON(http.StatusOK, gin.H{
"skills_by_category": skillsByCategory,
})
}
// calculateSkillLearningCosts berechnet die EP- und Goldkosten für das Lernen einer Fertigkeit mit GetLernCostNextLevel
func calculateSkillLearningCosts(skill gsmaster.Skill, character Char, rewardType string) (int, int) {
// Erstelle LernCostRequest für das Lernen (Level 0 -> 1)
var rewardTypePtr *string
if rewardType != "" && rewardType != "default" {
rewardTypePtr = &rewardType
}
request := gsmaster.LernCostRequest{
CharId: character.ID,
Name: skill.Name,
CurrentLevel: 0, // Nicht gelernt
TargetLevel: 1, // Auf Level 1 lernen
Type: "skill",
Action: "learn",
UsePP: 0,
UseGold: 0,
Reward: rewardTypePtr,
}
// Erstelle SkillCostResultNew
costResult := gsmaster.SkillCostResultNew{
CharacterID: fmt.Sprintf("%d", character.ID),
CharacterClass: getCharacterClass(&character),
SkillName: skill.Name,
Category: skill.Category,
Difficulty: skill.Difficulty,
TargetLevel: 1,
}
// Berechne Kosten mit GetLernCostNextLevel
err := gsmaster.GetLernCostNextLevel(&request, &costResult, rewardTypePtr, 1, character.Typ)
if err != nil {
// Fallback zu Standard-Kosten bei Fehler
epCost := 100
goldCost := 50
return epCost, goldCost
}
return costResult.EP, costResult.GoldCost
}
+3
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@@ -28,6 +28,9 @@ func RegisterRoutes(r *gin.RouterGroup) {
charGrp.POST("/:id/learn-skill", LearnSkill) // Fertigkeit lernen
charGrp.POST("/:id/learn-spell", LearnSpell) // Zauber lernen
// Fertigkeiten-Information
charGrp.GET("/:id/available-skills", GetAvailableSkills) // Verfügbare Fertigkeiten mit Kosten (bereits gelernte ausgeschlossen)
// Belohnungsarten für verschiedene Lernszenarien
charGrp.GET("/:id/reward-types", GetRewardTypes) // Verfügbare Belohnungsarten je nach Kontext
+258
View File
@@ -0,0 +1,258 @@
package character
import (
"encoding/json"
"fmt"
"net/http"
"net/http/httptest"
"testing"
"bamort/database"
"github.com/gin-gonic/gin"
"github.com/stretchr/testify/assert"
)
func TestGetAvailableSkills(t *testing.T) {
// Setup test database with real data
database.SetupTestDB(true, true)
defer database.ResetTestDB()
// Setup Gin in test mode
gin.SetMode(gin.TestMode)
t.Run("Get available skills for existing character - default reward type", func(t *testing.T) {
// Get a character ID from the test data
var testChar Char
err := database.DB.Preload("Fertigkeiten").Preload("Erfahrungsschatz").Preload("Vermoegen").First(&testChar).Error
assert.NoError(t, err, "Should find a test character")
// Gib dem Charakter genug EP und Gold für Tests
testChar.Erfahrungsschatz.EP = 1000
testChar.Vermoegen.Goldstücke = 1000
database.DB.Save(&testChar.Erfahrungsschatz)
database.DB.Save(&testChar.Vermoegen)
characterID := fmt.Sprintf("%d", testChar.ID)
// Create HTTP request with default reward type
req, _ := http.NewRequest("GET", fmt.Sprintf("/api/characters/%s/available-skills?reward_type=default", characterID), nil)
req.Header.Set("Content-Type", "application/json")
// Create response recorder
w := httptest.NewRecorder()
// Create Gin context
c, _ := gin.CreateTestContext(w)
c.Request = req
c.Params = []gin.Param{{Key: "id", Value: characterID}}
fmt.Printf("Test: Get available skills for character ID %s (default reward)\n", characterID)
fmt.Printf("Character EP: %d, Gold: %d\n", testChar.Erfahrungsschatz.EP, testChar.Vermoegen.Goldstücke)
// Call the handler function
GetAvailableSkills(c)
// Print the response for debugging
fmt.Printf("Response Status: %d\n", w.Code)
fmt.Printf("Response Body: %s\n", w.Body.String())
// Assert response status
assert.Equal(t, http.StatusOK, w.Code, "Status code should be 200 OK")
// Parse response
var response map[string]interface{}
err = json.Unmarshal(w.Body.Bytes(), &response)
assert.NoError(t, err, "Response should be valid JSON")
// Check response structure
assert.Contains(t, response, "skills_by_category", "Response should contain skills_by_category field")
// Check if skills_by_category is an object
skillsByCategory, ok := response["skills_by_category"].(map[string]interface{})
assert.True(t, ok, "skills_by_category should be an object")
fmt.Printf("Found %d skill categories\n", len(skillsByCategory))
// Check each category
totalSkills := 0
for categoryName, categorySkills := range skillsByCategory {
fmt.Printf("Category: %s\n", categoryName)
skills, ok := categorySkills.([]interface{})
assert.True(t, ok, fmt.Sprintf("Category %s should contain an array of skills", categoryName))
totalSkills += len(skills)
fmt.Printf(" Skills in category: %d\n", len(skills))
// Check structure of first skill in category if exists
if len(skills) > 0 {
firstSkill, ok := skills[0].(map[string]interface{})
assert.True(t, ok, "First skill should be an object")
// Check required fields
assert.Contains(t, firstSkill, "name", "Skill should have name field")
assert.Contains(t, firstSkill, "epCost", "Skill should have epCost field")
assert.Contains(t, firstSkill, "goldCost", "Skill should have goldCost field")
skillName, ok := firstSkill["name"].(string)
assert.True(t, ok, "Skill name should be a string")
assert.NotEmpty(t, skillName, "Skill name should not be empty")
epCost, ok := firstSkill["epCost"].(float64)
assert.True(t, ok, "EP cost should be a number")
assert.GreaterOrEqual(t, epCost, float64(0), "EP cost should be non-negative")
goldCost, ok := firstSkill["goldCost"].(float64)
assert.True(t, ok, "Gold cost should be a number")
assert.GreaterOrEqual(t, goldCost, float64(0), "Gold cost should be non-negative")
fmt.Printf(" First skill: %s (EP: %.0f, Gold: %.0f)\n",
skillName, epCost, goldCost)
}
}
fmt.Printf("Total available skills: %d\n", totalSkills)
})
t.Run("Get available skills for existing character - noGold reward type", func(t *testing.T) {
// Get a character ID from the test data
var testChar Char
err := database.DB.Preload("Fertigkeiten").Preload("Erfahrungsschatz").Preload("Vermoegen").First(&testChar).Error
assert.NoError(t, err, "Should find a test character")
// Gib dem Charakter genug EP und Gold für Tests
testChar.Erfahrungsschatz.EP = 1000
testChar.Vermoegen.Goldstücke = 1000
database.DB.Save(&testChar.Erfahrungsschatz)
database.DB.Save(&testChar.Vermoegen)
characterID := fmt.Sprintf("%d", testChar.ID)
// Create HTTP request with noGold reward type
req, _ := http.NewRequest("GET", fmt.Sprintf("/api/characters/%s/available-skills?reward_type=noGold", characterID), nil)
req.Header.Set("Content-Type", "application/json")
// Create response recorder
w := httptest.NewRecorder()
// Create Gin context
c, _ := gin.CreateTestContext(w)
c.Request = req
c.Params = []gin.Param{{Key: "id", Value: characterID}}
fmt.Printf("Test: Get available skills for character ID %s (noGold reward)\n", characterID)
// Call the handler function
GetAvailableSkills(c)
// Print the response for debugging
fmt.Printf("Response Status: %d\n", w.Code)
fmt.Printf("Response Body: %s\n", w.Body.String())
// Assert response status
assert.Equal(t, http.StatusOK, w.Code, "Status code should be 200 OK")
// Parse response
var response map[string]interface{}
err = json.Unmarshal(w.Body.Bytes(), &response)
assert.NoError(t, err, "Response should be valid JSON")
// Check response structure
assert.Contains(t, response, "skills_by_category", "Response should contain skills_by_category field")
skillsByCategory, ok := response["skills_by_category"].(map[string]interface{})
assert.True(t, ok, "skills_by_category should be an object")
// Check that skills have goldCost = 0 for noGold reward type
for categoryName, categorySkills := range skillsByCategory {
skills, ok := categorySkills.([]interface{})
assert.True(t, ok, fmt.Sprintf("Category %s should contain an array of skills", categoryName))
if len(skills) > 0 {
firstSkill, ok := skills[0].(map[string]interface{})
assert.True(t, ok, "First skill should be an object")
goldCost, ok := firstSkill["goldCost"].(float64)
assert.True(t, ok, "Gold cost should be a number")
assert.Equal(t, float64(0), goldCost, "Gold cost should be 0 for noGold reward type")
fmt.Printf("Category %s - First skill gold cost: %.0f (should be 0)\n", categoryName, goldCost)
}
}
})
t.Run("Error case - character not found", func(t *testing.T) {
// Test with non-existent character ID
req, _ := http.NewRequest("GET", "/api/characters/99999/available-skills", nil)
req.Header.Set("Content-Type", "application/json")
w := httptest.NewRecorder()
c, _ := gin.CreateTestContext(w)
c.Request = req
c.Params = []gin.Param{{Key: "id", Value: "99999"}}
GetAvailableSkills(c)
// Should return 404
assert.Equal(t, http.StatusNotFound, w.Code, "Status code should be 404 Not Found")
var response map[string]interface{}
err := json.Unmarshal(w.Body.Bytes(), &response)
assert.NoError(t, err, "Response should be valid JSON")
assert.Contains(t, response, "error", "Response should contain error message")
})
t.Run("Check that learned skills are excluded", func(t *testing.T) {
// Get a character with some skills
var testChar Char
err := database.DB.Preload("Fertigkeiten").First(&testChar).Error
assert.NoError(t, err, "Should find a test character")
characterID := fmt.Sprintf("%d", testChar.ID)
// Get list of learned skills
learnedSkillNames := make(map[string]bool)
for _, skill := range testChar.Fertigkeiten {
learnedSkillNames[skill.Name] = true
}
// Make request
req, _ := http.NewRequest("GET", fmt.Sprintf("/api/characters/%s/available-skills", characterID), nil)
w := httptest.NewRecorder()
c, _ := gin.CreateTestContext(w)
c.Request = req
c.Params = []gin.Param{{Key: "id", Value: characterID}}
GetAvailableSkills(c)
assert.Equal(t, http.StatusOK, w.Code, "Status code should be 200 OK")
var response map[string]interface{}
err = json.Unmarshal(w.Body.Bytes(), &response)
assert.NoError(t, err, "Response should be valid JSON")
skillsByCategory, ok := response["skills_by_category"].(map[string]interface{})
assert.True(t, ok, "skills_by_category should be an object")
// Check that no learned skills appear in available skills
for categoryName, categorySkills := range skillsByCategory {
skills, ok := categorySkills.([]interface{})
assert.True(t, ok, fmt.Sprintf("Category %s should contain an array of skills", categoryName))
for _, skillInterface := range skills {
skill, ok := skillInterface.(map[string]interface{})
assert.True(t, ok, "Skill should be an object")
skillName, ok := skill["name"].(string)
assert.True(t, ok, "Skill name should be a string")
// Assert that this skill is not in the learned skills list
assert.False(t, learnedSkillNames[skillName],
fmt.Sprintf("Learned skill '%s' should not appear in available skills", skillName))
}
}
fmt.Printf("Verified that %d learned skills are excluded from available skills\n", len(testChar.Fertigkeiten))
})
}
+2 -2
View File
@@ -98,7 +98,7 @@ func (object *LookupList) Create() error {
func (object *LookupList) First(value string) error {
gameSystem := "midgard"
err := database.DB.First(&object, "game_system=? AND name = ?", gameSystem, value).Error
err := database.DB.First(&object, "game_system=? AND name!='Placeholder' AND name = ?", gameSystem, value).Error
if err != nil {
// zauber found
return err
@@ -108,7 +108,7 @@ func (object *LookupList) First(value string) error {
func (object *LookupList) FirstId(value uint) error {
gameSystem := "midgard"
err := database.DB.First(&object, "game_system=? AND id = ?", gameSystem, value).Error
err := database.DB.First(&object, "game_system=? AND name!='Placeholder' AND id = ?", gameSystem, value).Error
if err != nil {
// zauber found
return err
+146 -73
View File
@@ -9,16 +9,47 @@
<!-- Ressourcen-Anzeige -->
<div class="resources-section">
<h4>Verfügbare Ressourcen</h4>
<div class="resources-display">
<div class="resource-item">
<div class="current-resources">
<div class="resource-display-card">
<span class="resource-icon"></span>
<span class="resource-label">Erfahrungspunkte:</span>
<span class="resource-value">{{ character.erfahrungsschatz?.ep || 0 }} EP</span>
<div class="resource-info">
<div class="resource-label">Erfahrungspunkte</div>
<div class="resource-amount">{{ character.erfahrungsschatz?.ep || 0 }} EP</div>
<div class="resource-remaining" v-if="totalSelectedEP > 0">
<small>
Verwendet: {{ totalSelectedEP }} EP |
Verbleibend: {{ remainingEP }} EP
</small>
</div>
<div class="resource-remaining" v-if="totalSelectedEP > 0">
<small :class="{ 'text-warning': remainingEP < 50, 'text-danger': remainingEP <= 0 }">
Nach Lernen: {{ remainingEP }} EP
</small>
</div>
</div>
</div>
<div class="resource-item">
<div class="resource-display-card">
<span class="resource-icon">💰</span>
<span class="resource-label">Gold:</span>
<span class="resource-value">{{ character.vermoegen?.goldstücke || 0 }} GS</span>
<div class="resource-info">
<div class="resource-label">Gold</div>
<div class="resource-amount">{{ character.vermoegen?.goldstücke || 0 }} GS</div>
<div class="resource-remaining" v-if="totalSelectedGold > 0 && rewardType === 'default'">
<small>
Verwendet: {{ totalSelectedGold }} GS |
Verbleibend: {{ remainingGold }} GS
</small>
</div>
<div class="resource-remaining" v-if="totalSelectedGold > 0 && rewardType === 'default'">
<small :class="{ 'text-warning': remainingGold < 20, 'text-danger': remainingGold <= 0 }">
Nach Lernen: {{ remainingGold }} GS
</small>
</div>
<div class="resource-remaining" v-if="rewardType === 'noGold' && totalSelectedEP > 0">
<small class="text-info">
Kein Gold benötigt (Belohnungslernen)
</small>
</div>
</div>
</div>
</div>
@@ -46,17 +77,19 @@
@click="setCategoryFilter(null)"
class="category-filter-btn"
:class="{ 'active': selectedCategoryFilter === null }"
title="Alle Kategorien anzeigen"
>
Alle
</button>
<button
v-for="category in availableCategories"
:key="category"
@click="setCategoryFilter(category)"
:key="category.key || category.name"
@click="setCategoryFilter(category.name)"
class="category-filter-btn"
:class="{ 'active': selectedCategoryFilter === category }"
:class="{ 'active': selectedCategoryFilter === category.name }"
:title="category.description"
>
{{ category }}
{{ category.name }}
</button>
</div>
@@ -264,7 +297,6 @@ export default {
skillSearchFilter: '',
isDragOver: false,
isLoadingSkills: false,
learnedSkillNames: [], // Namen der bereits gelernten Fertigkeiten
// Kategorie-Filter
availableCategories: [],
@@ -318,16 +350,12 @@ export default {
this.availableSkillsByCategory[category].forEach(skill => {
allSkills.push({
...skill,
category: category
category: category,
canAfford: this.canAffordSkill(skill) // Berechne canAfford im Frontend
})
})
})
// Entferne bereits gelernte Fertigkeiten
allSkills = allSkills.filter(skill =>
!this.learnedSkillNames.includes(skill.name)
)
// Entferne bereits ausgewählte Fertigkeiten
const selectedSkillNames = this.selectedSkills.map(s => s.name)
allSkills = allSkills.filter(skill =>
@@ -368,6 +396,16 @@ export default {
return availableEP >= this.totalSelectedEP
}
return false
},
remainingEP() {
const current = this.character.erfahrungsschatz?.ep || 0
return Math.max(0, current - this.totalSelectedEP)
},
remainingGold() {
const current = this.character.vermoegen?.goldstücke || 0
return Math.max(0, current - this.totalSelectedGold)
}
},
watch: {
@@ -398,6 +436,18 @@ export default {
this.$emit('close')
},
canAffordSkill(skill) {
const availableEP = this.character.erfahrungsschatz?.ep || 0
const availableGold = this.character.vermoegen?.goldstücke || 0
if (this.rewardType === 'default' || this.rewardType === '') {
return availableEP >= (skill.epCost || 0) && availableGold >= (skill.goldCost || 0)
} else if (this.rewardType === 'noGold') {
return availableEP >= (skill.epCost || 0)
}
return false
},
resetForm() {
this.skillName = ''
this.rewardType = 'default'
@@ -409,7 +459,6 @@ export default {
this.isDragOver = false
this.selectedCategoryFilter = null
this.availableSkillsByCategory = null
this.learnedSkillNames = []
},
async loadAvailableSkills() {
@@ -418,10 +467,7 @@ export default {
// Lade verfügbare Kategorien
await this.loadAvailableCategories()
// Lade bereits gelernte Fertigkeiten des Charakters
await this.loadLearnedSkills()
// Lade alle verfügbaren Fertigkeiten mit Kosten
// Lade alle verfügbaren Fertigkeiten mit Kosten (bereits ohne gelernte gefiltert)
const response = await this.$api.get(`/api/characters/${this.character.id}/available-skills`, {
params: {
reward_type: this.rewardType
@@ -431,7 +477,6 @@ export default {
if (response.data && response.data.skills_by_category) {
this.availableSkillsByCategory = response.data.skills_by_category
console.log('Loaded skills by category:', this.availableSkillsByCategory)
console.log('Learned skills to exclude:', this.learnedSkillNames)
} else {
// Fallback: Generiere Beispiel-Fertigkeiten
this.generateSampleSkills()
@@ -446,52 +491,37 @@ export default {
}
},
async loadLearnedSkills() {
try {
// Lade bereits gelernte Fertigkeiten des Charakters
const response = await this.$api.get(`/api/characters/${this.character.id}/skills`)
if (response.data && response.data.skills) {
// Extrahiere die Namen aller bereits gelernten Fertigkeiten
this.learnedSkillNames = response.data.skills.map(skill => skill.name)
console.log('Already learned skills:', this.learnedSkillNames)
} else if (this.character.fertigkeiten && Array.isArray(this.character.fertigkeiten)) {
// Fallback: Verwende Fertigkeiten aus dem Character-Objekt
this.learnedSkillNames = this.character.fertigkeiten.map(skill => skill.name)
console.log('Already learned skills (from character):', this.learnedSkillNames)
}
} catch (error) {
console.error('Fehler beim Laden der gelernten Fertigkeiten:', error)
// Fallback: Verwende Fertigkeiten aus dem Character-Objekt falls verfügbar
if (this.character.fertigkeiten && Array.isArray(this.character.fertigkeiten)) {
this.learnedSkillNames = this.character.fertigkeiten.map(skill => skill.name)
}
}
},
async loadAvailableCategories() {
try {
const response = await this.$api.get('/skill-categories')
if (response.data && response.data.categories) {
this.availableCategories = response.data.categories
const response = await this.$api.get('/api/characters/skill-categories')
if (response.data && response.data.skill_categories) {
// Extrahiere die Namen und Beschreibungen der Kategorien
const categories = response.data.skill_categories
this.availableCategories = Object.keys(categories).map(key => ({
name: categories[key].name,
description: categories[key].description,
key: key
}))
console.log('Loaded categories:', this.availableCategories)
} else {
// Fallback: Standard-Kategorien
this.availableCategories = [
'Körperliche Fertigkeiten',
'Geistige Fertigkeiten',
'Handwerkliche Fertigkeiten',
'Magische Fertigkeiten',
'Soziale Fertigkeiten'
{ name: 'Körperliche Fertigkeiten', description: 'Körperliche Fertigkeiten', key: 'körper' },
{ name: 'Geistige Fertigkeiten', description: 'Geistige Fertigkeiten', key: 'geist' },
{ name: 'Handwerkliche Fertigkeiten', description: 'Handwerkliche Fertigkeiten', key: 'handwerk' },
{ name: 'Magische Fertigkeiten', description: 'Magische Fertigkeiten', key: 'magie' },
{ name: 'Soziale Fertigkeiten', description: 'Soziale Fertigkeiten', key: 'sozial' }
]
}
} catch (error) {
console.error('Fehler beim Laden der Kategorien:', error)
// Fallback: Standard-Kategorien
this.availableCategories = [
'Körperliche Fertigkeiten',
'Geistige Fertigkeiten',
'Handwerkliche Fertigkeiten',
'Magische Fertigkeiten',
'Soziale Fertigkeiten'
{ name: 'Körperliche Fertigkeiten', description: 'Körperliche Fertigkeiten', key: 'körper' },
{ name: 'Geistige Fertigkeiten', description: 'Geistige Fertigkeiten', key: 'geist' },
{ name: 'Handwerkliche Fertigkeiten', description: 'Handwerkliche Fertigkeiten', key: 'handwerk' },
{ name: 'Magische Fertigkeiten', description: 'Magische Fertigkeiten', key: 'magie' },
{ name: 'Soziale Fertigkeiten', description: 'Soziale Fertigkeiten', key: 'sozial' }
]
}
},
@@ -519,13 +549,18 @@ export default {
}
// Setze verfügbare Kategorien aus den Beispieldaten
this.availableCategories = Object.keys(this.availableSkillsByCategory)
this.availableCategories = Object.keys(this.availableSkillsByCategory).map(key => ({
name: key,
description: key,
key: key.toLowerCase().replace(/\s+/g, '_')
}))
console.log('Generated sample skills:', this.availableSkillsByCategory)
},
setCategoryFilter(category) {
this.selectedCategoryFilter = category
setCategoryFilter(categoryName) {
this.selectedCategoryFilter = categoryName
console.log('Category filter set to:', categoryName)
},
onDragStart(event, skill) {
@@ -732,36 +767,65 @@ export default {
font-size: 1.1rem;
}
.resources-display {
.current-resources {
display: flex;
gap: 20px;
gap: 15px;
margin-bottom: 20px;
flex-wrap: wrap;
}
.resource-item {
.resource-display-card {
display: flex;
align-items: center;
gap: 8px;
padding: 10px 16px;
gap: 10px;
padding: 12px 16px;
background: white;
border: 1px solid #dee2e6;
border-radius: 8px;
flex: 1;
min-width: 200px;
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.1);
}
.resource-icon {
font-size: 18px;
.resource-display-card .resource-icon {
font-size: 20px;
}
.resource-info {
flex: 1;
}
.resource-label {
font-weight: 600;
color: #495057;
font-size: 12px;
color: #6c757d;
font-weight: 500;
}
.resource-value {
.resource-amount {
font-size: 16px;
font-weight: bold;
color: #1da766;
font-size: 1.1rem;
}
.resource-remaining {
margin-top: 4px;
}
.resource-remaining small {
color: #6c757d;
font-weight: normal;
}
.text-warning {
color: #f0ad4e !important;
}
.text-danger {
color: #d9534f !important;
}
.text-info {
color: #17a2b8 !important;
}
.reward-method-section {
@@ -1359,6 +1423,15 @@ export default {
gap: 10px;
}
.current-resources {
flex-direction: column;
gap: 10px;
}
.resource-display-card {
min-width: auto;
}
.cost-breakdown {
flex-direction: column;
gap: 10px;