feat: add equipment, achievements, and visual polish

- Equipment system: 12 items across weapon/armour/trinket slots with
  common/rare/epic/legendary rarities; starter commons auto-equipped,
  higher tiers drop from boss victories
- Achievement system: 15 milestones with typed conditions; checked
  each tick and crystal rewards applied automatically
- Achievement toast: slide-in notification, auto-dismisses after 4s
- Floating click text: +X gold floats on each manual click
- Expanded quests (9 total) and upgrades (12 total)
- Upgrade panel now shows locked upgrades so players can see their
  progression path
- formatNumber utility (K/M/B/T) used consistently across all panels
- Backfill logic for existing saves to add new content gracefully
- types package now emits .d.ts declarations
This commit is contained in:
2026-03-06 13:27:48 -08:00
committed by Naomi Carrigan
parent a3daed1683
commit e9e0df31fd
33 changed files with 2066 additions and 133 deletions
@@ -0,0 +1,75 @@
import type { Achievement } from "@elysium/types";
import { useGame } from "../../context/GameContext.js";
import { formatNumber } from "../../utils/format.js";
const conditionDescription = (achievement: Achievement): string => {
const { condition } = achievement;
switch (condition.type) {
case "totalGoldEarned":
return `Earn ${formatNumber(condition.amount)} total gold`;
case "totalClicks":
return `Click ${formatNumber(condition.amount)} times`;
case "bossesDefeated":
return `Defeat ${condition.amount} boss${condition.amount > 1 ? "es" : ""}`;
case "questsCompleted":
return `Complete ${condition.amount} quest${condition.amount > 1 ? "s" : ""}`;
case "adventurerTotal":
return `Recruit ${formatNumber(condition.amount)} total adventurers`;
case "prestigeCount":
return `Prestige ${condition.amount} time${condition.amount > 1 ? "s" : ""}`;
case "equipmentOwned":
return `Own ${condition.amount} equipment item${condition.amount > 1 ? "s" : ""}`;
}
};
interface AchievementCardProps {
achievement: Achievement;
}
const AchievementCard = ({ achievement }: AchievementCardProps): React.JSX.Element => {
const isUnlocked = achievement.unlockedAt !== null;
return (
<div className={`achievement-card ${isUnlocked ? "unlocked" : "locked"}`}>
<div className="achievement-icon">{achievement.icon}</div>
<div className="achievement-info">
<h3>{achievement.name}</h3>
<p>{achievement.description}</p>
<p className="achievement-condition">{conditionDescription(achievement)}</p>
{achievement.reward?.crystals != null && (
<p className="achievement-reward">💎 +{achievement.reward.crystals} Crystals</p>
)}
</div>
<div className="achievement-status">
{isUnlocked ? (
<span className="achievement-unlocked-badge"> Unlocked</span>
) : (
<span className="achievement-locked-badge">🔒</span>
)}
</div>
</div>
);
};
export const AchievementPanel = (): React.JSX.Element => {
const { state } = useGame();
if (!state) return <section className="panel"><p>Loading...</p></section>;
const achievements = state.achievements ?? [];
const unlocked = achievements.filter((a) => a.unlockedAt !== null).length;
return (
<section className="panel achievement-panel">
<h2>Achievements</h2>
<p className="achievement-progress">
{unlocked} / {achievements.length} unlocked
</p>
<div className="achievement-list">
{achievements.map((achievement) => (
<AchievementCard key={achievement.id} achievement={achievement} />
))}
</div>
</section>
);
};
@@ -0,0 +1,48 @@
import { useEffect } from "react";
import type { Achievement } from "@elysium/types";
import { useGame } from "../../context/GameContext.js";
interface ToastItemProps {
achievement: Achievement;
onDismiss: (id: string) => void;
}
const ToastItem = ({ achievement, onDismiss }: ToastItemProps): React.JSX.Element => {
useEffect(() => {
const timer = setTimeout(() => {
onDismiss(achievement.id);
}, 4000);
return () => { clearTimeout(timer); };
}, [achievement.id, onDismiss]);
return (
<div className="achievement-toast" onClick={() => { onDismiss(achievement.id); }}>
<span className="toast-icon">{achievement.icon}</span>
<div className="toast-content">
<span className="toast-label">Achievement Unlocked!</span>
<span className="toast-name">{achievement.name}</span>
{achievement.reward?.crystals != null && (
<span className="toast-reward">💎 +{achievement.reward.crystals}</span>
)}
</div>
</div>
);
};
export const AchievementToast = (): React.JSX.Element | null => {
const { newAchievements, dismissAchievement } = useGame();
if (newAchievements.length === 0) return null;
return (
<div className="achievement-toast-container">
{newAchievements.map((achievement) => (
<ToastItem
key={achievement.id}
achievement={achievement}
onDismiss={dismissAchievement}
/>
))}
</div>
);
};
@@ -0,0 +1,171 @@
import type { BattleResult } from "../../context/GameContext.js";
import { useEffect, useState } from "react";
interface BattleModalProps {
battle: BattleResult;
onDismiss: () => void;
}
const formatNumber = (n: number): string => {
if (n >= 1_000_000) return `${(n / 1_000_000).toFixed(1)}M`;
if (n >= 1_000) return `${(n / 1_000).toFixed(1)}k`;
return Math.floor(n).toLocaleString();
};
export const BattleModal = ({
battle,
onDismiss,
}: BattleModalProps): React.JSX.Element => {
const { result, bossName } = battle;
const [phase, setPhase] = useState<"animating" | "result">("animating");
// Starting HP percentages
const bossStartPercent = (result.bossHpBefore / result.bossMaxHp) * 100;
const partyStartPercent = 100;
// Target HP percentages (after battle)
const bossEndPercent = (result.bossHpAtBattleEnd / result.bossMaxHp) * 100;
const partyEndPercent = result.partyMaxHp > 0
? (result.partyHpRemaining / result.partyMaxHp) * 100
: 0;
const [bossHpPercent, setBossHpPercent] = useState(bossStartPercent);
const [partyHpPercent, setPartyHpPercent] = useState(partyStartPercent);
useEffect(() => {
// Brief delay so CSS transition has a starting point to animate from
const startAnimation = setTimeout(() => {
setBossHpPercent(bossEndPercent);
setPartyHpPercent(partyEndPercent);
}, 200);
// Reveal result after animation completes
const revealResult = setTimeout(() => {
setPhase("result");
}, 5_200);
return () => {
clearTimeout(startAnimation);
clearTimeout(revealResult);
};
}, [bossEndPercent, partyEndPercent]);
const bossHpBarColour = bossHpPercent > 50
? "#e74c3c"
: bossHpPercent > 25
? "#e67e22"
: "#c0392b";
const partyHpBarColour = partyHpPercent > 50
? "#27ae60"
: partyHpPercent > 25
? "#f39c12"
: "#e74c3c";
return (
<div className="modal-overlay">
<div className="modal battle-modal">
<h2> Battle: {bossName}</h2>
<div className="battle-stats">
<div className="battle-stat">
<span className="stat-label">Your Party DPS</span>
<span className="stat-value">{formatNumber(result.partyDPS)}</span>
</div>
<div className="battle-stat-divider">vs</div>
<div className="battle-stat">
<span className="stat-label">Boss DPS</span>
<span className="stat-value">{formatNumber(result.bossDPS)}</span>
</div>
</div>
<div className="battle-bars">
<div className="battle-bar-row">
<span className="bar-label">👹 {bossName}</span>
<div className="hp-bar-container">
<div
className="hp-bar-fill"
style={{
width: `${bossHpPercent.toFixed(1)}%`,
backgroundColor: bossHpBarColour,
transition: "width 5s ease-in-out",
}}
/>
</div>
<span className="bar-hp">
{formatNumber(result.bossHpAtBattleEnd)} / {formatNumber(result.bossMaxHp)}
</span>
</div>
<div className="vs-divider"> VS </div>
<div className="battle-bar-row">
<span className="bar-label">🛡 Your Party</span>
<div className="hp-bar-container">
<div
className="hp-bar-fill party-hp"
style={{
width: `${partyHpPercent.toFixed(1)}%`,
backgroundColor: partyHpBarColour,
transition: "width 5s ease-in-out",
}}
/>
</div>
<span className="bar-hp">
{formatNumber(result.partyHpRemaining)} / {formatNumber(result.partyMaxHp)}
</span>
</div>
</div>
{phase === "animating" && (
<p className="battle-in-progress">Battling</p>
)}
{phase === "result" && (
<div className={`battle-outcome ${result.won ? "victory" : "defeat"}`}>
{result.won ? (
<>
<h3>🏆 Victory!</h3>
{result.rewards && (
<div className="battle-rewards">
<p>Rewards:</p>
<span>🪙 {formatNumber(result.rewards.gold)} gold</span>
{result.rewards.essence > 0 && (
<span> {formatNumber(result.rewards.essence)} essence</span>
)}
{result.rewards.crystals > 0 && (
<span>💎 {formatNumber(result.rewards.crystals)} crystals</span>
)}
</div>
)}
</>
) : (
<>
<h3>💀 Defeat</h3>
<p>Your party was defeated. The boss has reset.</p>
{result.casualties && result.casualties.length > 0 && (
<div className="battle-casualties">
<p>Casualties:</p>
{result.casualties.map((c) => (
<span key={c.adventurerId}>
{c.killed} {c.adventurerId} lost
</span>
))}
</div>
)}
</>
)}
<button
className="dismiss-button"
onClick={onDismiss}
type="button"
>
Continue
</button>
</div>
)}
</div>
</div>
);
};
+101 -13
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@@ -1,15 +1,25 @@
import type { Boss } from "@elysium/types";
import { useState } from "react";
import { useGame } from "../../context/GameContext.js";
import { formatNumber } from "../../utils/format.js";
interface BossCardProps {
boss: Boss;
prestigeCount: number;
onChallenge: (bossId: string) => void;
isChallenging: boolean;
}
const BossCard = ({ boss, prestigeCount }: BossCardProps): React.JSX.Element => {
const { attackBoss } = useGame();
const BossCard = ({
boss,
prestigeCount,
onChallenge,
isChallenging,
}: BossCardProps): React.JSX.Element => {
const hpPercent = (boss.currentHp / boss.maxHp) * 100;
const isLocked = boss.prestigeRequirement > prestigeCount;
const canChallenge =
(boss.status === "available" || boss.status === "in_progress") && !isChallenging;
return (
<div className={`boss-card boss-${boss.status}`}>
@@ -17,7 +27,9 @@ const BossCard = ({ boss, prestigeCount }: BossCardProps): React.JSX.Element =>
<h3>{boss.name}</h3>
<p>{boss.description}</p>
{isLocked && boss.status === "locked" && (
<p className="prestige-lock">🔒 Requires Prestige {boss.prestigeRequirement}</p>
<p className="prestige-lock">
🔒 Requires Prestige {boss.prestigeRequirement}
</p>
)}
</div>
@@ -30,26 +42,40 @@ const BossCard = ({ boss, prestigeCount }: BossCardProps): React.JSX.Element =>
/>
</div>
<span className="hp-text">
{boss.currentHp.toLocaleString()} / {boss.maxHp.toLocaleString()} HP
{formatNumber(boss.currentHp)} / {formatNumber(boss.maxHp)} HP
</span>
</div>
)}
<div className="boss-rewards">
<span>🪙 {boss.goldReward.toLocaleString()}</span>
{boss.essenceReward > 0 && <span> {boss.essenceReward.toLocaleString()}</span>}
{boss.crystalReward > 0 && <span>💎 {boss.crystalReward.toLocaleString()}</span>}
<div className="boss-meta">
<span className="boss-dps">💢 Boss DPS: {formatNumber(boss.damagePerSecond)}</span>
</div>
{boss.status === "available" || boss.status === "in_progress" ? (
<div className="boss-rewards">
<span>🪙 {formatNumber(boss.goldReward)}</span>
{boss.essenceReward > 0 && (
<span> {formatNumber(boss.essenceReward)}</span>
)}
{boss.crystalReward > 0 && (
<span>💎 {formatNumber(boss.crystalReward)}</span>
)}
{(boss.equipmentRewards ?? []).length > 0 && (
<span>🗡 {boss.equipmentRewards.length} Equipment</span>
)}
</div>
{(boss.status === "available" || boss.status === "in_progress") && (
<button
className="attack-button"
onClick={() => { void attackBoss(boss.id); }}
disabled={!canChallenge}
onClick={() => {
onChallenge(boss.id);
}}
type="button"
>
Attack
{isChallenging ? "⚔️ Battling…" : "⚔️ Challenge"}
</button>
) : null}
)}
{boss.status === "defeated" && (
<span className="boss-badge defeated"> Defeated</span>
@@ -59,19 +85,81 @@ const BossCard = ({ boss, prestigeCount }: BossCardProps): React.JSX.Element =>
};
export const BossPanel = (): React.JSX.Element => {
const { state } = useGame();
const { state, challengeBoss } = useGame();
const [challengingBossId, setChallengingBossId] = useState<string | null>(null);
if (!state) return <section className="panel"><p>Loading...</p></section>;
// Calculate party combat stats including equipment multiplier
let globalMultiplier = 1;
for (const upgrade of state.upgrades) {
if (upgrade.purchased && upgrade.target === "global") {
globalMultiplier *= upgrade.multiplier;
}
}
const prestigeMultiplier = 1 + state.prestige.count * 0.1;
const equipmentCombatMultiplier = (state.equipment ?? [])
.filter((e) => e.equipped && e.bonus.combatMultiplier != null)
.reduce((mult, e) => mult * (e.bonus.combatMultiplier ?? 1), 1);
let partyDPS = 0;
let partyHP = 0;
for (const adventurer of state.adventurers) {
if (adventurer.count === 0) continue;
let adventurerMultiplier = 1;
for (const upgrade of state.upgrades) {
if (
upgrade.purchased &&
upgrade.target === "adventurer" &&
upgrade.adventurerId === adventurer.id
) {
adventurerMultiplier *= upgrade.multiplier;
}
}
partyDPS +=
adventurer.combatPower *
adventurer.count *
adventurerMultiplier *
globalMultiplier *
prestigeMultiplier;
partyHP += adventurer.level * 50 * adventurer.count;
}
partyDPS *= equipmentCombatMultiplier;
const handleChallenge = async (bossId: string): Promise<void> => {
setChallengingBossId(bossId);
try {
await challengeBoss(bossId);
} finally {
setChallengingBossId(null);
}
};
return (
<section className="panel boss-panel">
<h2>Boss Encounters</h2>
<div className="party-combat-stats">
<div className="combat-stat">
<span className="stat-label"> Party DPS</span>
<span className="stat-value">{formatNumber(partyDPS)}</span>
</div>
<div className="combat-stat">
<span className="stat-label"> Party HP</span>
<span className="stat-value">{formatNumber(partyHP)}</span>
</div>
</div>
<div className="boss-list">
{state.bosses.map((boss) => (
<BossCard
key={boss.id}
boss={boss}
isChallenging={challengingBossId === boss.id}
prestigeCount={state.prestige.count}
onChallenge={(id) => {
void handleChallenge(id);
}}
/>
))}
</div>
+50 -9
View File
@@ -1,8 +1,38 @@
import { useCallback, useRef, useState } from "react";
import { useGame } from "../../context/GameContext.js";
import { calculateClickPower } from "../../engine/tick.js";
import { formatNumber } from "../../utils/format.js";
interface FloatText {
id: number;
x: number;
y: number;
text: string;
}
export const ClickArea = (): React.JSX.Element => {
const { state, handleClick } = useGame();
const [floats, setFloats] = useState<FloatText[]>([]);
const nextIdRef = useRef(0);
const handleClickWithFloat = useCallback(
(e: React.MouseEvent<HTMLButtonElement>) => {
if (!state) return;
const rect = e.currentTarget.getBoundingClientRect();
const x = e.clientX - rect.left;
const y = e.clientY - rect.top;
const id = nextIdRef.current++;
const clickPower = calculateClickPower(state);
setFloats((prev) => [...prev, { id, x, y, text: `+${formatNumber(clickPower)}` }]);
handleClick();
setTimeout(() => {
setFloats((prev) => prev.filter((f) => f.id !== id));
}, 900);
},
[state, handleClick],
);
if (!state) return <div className="click-area-placeholder" />;
@@ -11,15 +41,26 @@ export const ClickArea = (): React.JSX.Element => {
return (
<section className="click-area">
<h2>Guild Hall</h2>
<button
className="click-button"
onClick={handleClick}
type="button"
aria-label={`Click to earn ${clickPower.toFixed(1)} gold`}
>
</button>
<p className="click-power">+{clickPower.toFixed(1)} gold per click</p>
<div className="click-button-wrapper">
<button
className="click-button"
onClick={handleClickWithFloat}
type="button"
aria-label={`Click to earn ${formatNumber(clickPower)} gold`}
>
</button>
{floats.map((float) => (
<span
key={float.id}
className="click-float"
style={{ left: float.x, top: float.y }}
>
{float.text}
</span>
))}
</div>
<p className="click-power">+{formatNumber(clickPower)} gold/click</p>
</section>
);
};
@@ -0,0 +1,102 @@
import type { Equipment, EquipmentType } from "@elysium/types";
import { useGame } from "../../context/GameContext.js";
const RARITY_LABEL: Record<string, string> = {
common: "Common",
rare: "Rare",
epic: "Epic",
legendary: "Legendary",
};
const TYPE_ICON: Record<EquipmentType, string> = {
weapon: "⚔️",
armour: "🛡️",
trinket: "💍",
};
const bonusDescription = (item: Equipment): string => {
const parts: string[] = [];
if (item.bonus.combatMultiplier != null) {
parts.push(`+${Math.round((item.bonus.combatMultiplier - 1) * 100)}% Combat`);
}
if (item.bonus.goldMultiplier != null) {
parts.push(`+${Math.round((item.bonus.goldMultiplier - 1) * 100)}% Gold/s`);
}
if (item.bonus.clickMultiplier != null) {
parts.push(`+${Math.round((item.bonus.clickMultiplier - 1) * 100)}% Click`);
}
return parts.join(", ");
};
interface EquipmentCardProps {
item: Equipment;
}
const EquipmentCard = ({ item }: EquipmentCardProps): React.JSX.Element => {
const { equipItem } = useGame();
return (
<div className={`equipment-card rarity-${item.rarity} ${item.equipped ? "equipped" : ""} ${!item.owned ? "not-owned" : ""}`}>
<div className="equipment-icon">{TYPE_ICON[item.type]}</div>
<div className="equipment-info">
<div className="equipment-name-row">
<h3>{item.name}</h3>
<span className={`rarity-badge rarity-${item.rarity}`}>{RARITY_LABEL[item.rarity]}</span>
</div>
<p className="equipment-description">{item.description}</p>
<p className="equipment-bonus">{bonusDescription(item)}</p>
</div>
<div className="equipment-action">
{!item.owned && <span className="equipment-locked">🔒 Not yet obtained</span>}
{item.owned && item.equipped && <span className="equipment-equipped-badge"> Equipped</span>}
{item.owned && !item.equipped && (
<button
className="equip-button"
onClick={() => { equipItem(item.id); }}
type="button"
>
Equip
</button>
)}
</div>
</div>
);
};
const SLOT_ORDER: EquipmentType[] = ["weapon", "armour", "trinket"];
const SLOT_LABEL: Record<EquipmentType, string> = {
weapon: "⚔️ Weapons",
armour: "🛡️ Armour",
trinket: "💍 Trinkets",
};
export const EquipmentPanel = (): React.JSX.Element => {
const { state } = useGame();
if (!state) return <section className="panel"><p>Loading...</p></section>;
const equipment = state.equipment ?? [];
return (
<section className="panel equipment-panel">
<h2>Equipment</h2>
<p className="equipment-intro">
Equipment drops from bosses and grants passive bonuses. Only one item per slot can be equipped at a time.
</p>
{SLOT_ORDER.map((slotType) => {
const items = equipment.filter((e) => e.type === slotType);
return (
<div key={slotType} className="equipment-slot-section">
<h3 className="slot-heading">{SLOT_LABEL[slotType]}</h3>
<div className="equipment-list">
{items.map((item) => (
<EquipmentCard key={item.id} item={item} />
))}
</div>
</div>
);
})}
</section>
);
};
+14 -2
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@@ -1,26 +1,32 @@
import { useState } from "react";
import { useGame } from "../../context/GameContext.js";
import { ResourceBar } from "../ui/ResourceBar.js";
import { AchievementPanel } from "./AchievementPanel.js";
import { AchievementToast } from "./AchievementToast.js";
import { AdventurerPanel } from "./AdventurerPanel.js";
import { BattleModal } from "./BattleModal.js";
import { BossPanel } from "./BossPanel.js";
import { ClickArea } from "./ClickArea.js";
import { EquipmentPanel } from "./EquipmentPanel.js";
import { OfflineModal } from "./OfflineModal.js";
import { PrestigePanel } from "./PrestigePanel.js";
import { QuestPanel } from "./QuestPanel.js";
import { UpgradePanel } from "./UpgradePanel.js";
type Tab = "adventurers" | "upgrades" | "quests" | "bosses" | "prestige";
type Tab = "adventurers" | "upgrades" | "quests" | "bosses" | "equipment" | "achievements" | "prestige";
const TABS: { id: Tab; label: string }[] = [
{ id: "adventurers", label: "⚔️ Adventurers" },
{ id: "upgrades", label: "🔧 Upgrades" },
{ id: "quests", label: "📜 Quests" },
{ id: "bosses", label: "👹 Bosses" },
{ id: "equipment", label: "🗡️ Equipment" },
{ id: "achievements", label: "🏆 Achievements" },
{ id: "prestige", label: "⭐ Prestige" },
];
export const GameLayout = (): React.JSX.Element => {
const { state, isLoading, error } = useGame();
const { state, isLoading, error, battleResult, dismissBattle } = useGame();
const [activeTab, setActiveTab] = useState<Tab>("adventurers");
if (isLoading) {
@@ -48,6 +54,10 @@ export const GameLayout = (): React.JSX.Element => {
prestigeCount={state.prestige.count}
/>
<OfflineModal />
<AchievementToast />
{battleResult && (
<BattleModal battle={battleResult} onDismiss={dismissBattle} />
)}
<div className="game-main">
<aside className="game-sidebar">
@@ -73,6 +83,8 @@ export const GameLayout = (): React.JSX.Element => {
{activeTab === "upgrades" && <UpgradePanel />}
{activeTab === "quests" && <QuestPanel />}
{activeTab === "bosses" && <BossPanel />}
{activeTab === "equipment" && <EquipmentPanel />}
{activeTab === "achievements" && <AchievementPanel />}
{activeTab === "prestige" && <PrestigePanel />}
</div>
</main>
+39 -3
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@@ -12,6 +12,23 @@ const UpgradeCard = ({ upgrade, currentGold, currentEssence }: UpgradeCardProps)
const canAfford =
currentGold >= upgrade.costGold && currentEssence >= upgrade.costEssence;
if (!upgrade.unlocked) {
return (
<div className="upgrade-card locked">
<div className="upgrade-info">
<h3>🔒 {upgrade.name}</h3>
<p>{upgrade.description}</p>
<p className="upgrade-multiplier">×{upgrade.multiplier} multiplier</p>
</div>
<div className="upgrade-cost">
{upgrade.costGold > 0 && <span>🪙 {upgrade.costGold.toLocaleString()}</span>}
{upgrade.costEssence > 0 && <span> {upgrade.costEssence.toLocaleString()}</span>}
</div>
<span className="upgrade-locked-label">Locked</span>
</div>
);
}
if (upgrade.purchased) {
return (
<div className="upgrade-card purchased">
@@ -49,16 +66,35 @@ export const UpgradePanel = (): React.JSX.Element => {
if (!state) return <section className="panel"><p>Loading...</p></section>;
const availableUpgrades = state.upgrades.filter((u) => u.unlocked);
const purchased = state.upgrades.filter((u) => u.purchased);
const available = state.upgrades.filter((u) => u.unlocked && !u.purchased);
const locked = state.upgrades.filter((u) => !u.unlocked);
return (
<section className="panel upgrade-panel">
<h2>Upgrades</h2>
{availableUpgrades.length === 0 ? (
<p className="upgrade-progress">{purchased.length} / {state.upgrades.length} purchased</p>
{state.upgrades.length === 0 ? (
<p className="empty-state">No upgrades available yet keep adventuring!</p>
) : (
<div className="upgrade-list">
{availableUpgrades.map((upgrade) => (
{available.map((upgrade) => (
<UpgradeCard
key={upgrade.id}
upgrade={upgrade}
currentGold={state.resources.gold}
currentEssence={state.resources.essence}
/>
))}
{purchased.map((upgrade) => (
<UpgradeCard
key={upgrade.id}
upgrade={upgrade}
currentGold={state.resources.gold}
currentEssence={state.resources.essence}
/>
))}
{locked.map((upgrade) => (
<UpgradeCard
key={upgrade.id}
upgrade={upgrade}