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 +1,102 @@
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>
);
};