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elysium/apps/web/src/components/game/codexPanel.tsx
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fix: show unlock hint on locked codex entries (#146)
Locked codex entries previously showed only '???' with no indication
of how to unlock them. Each entry now displays a hint generated from
its sourceType and sourceId (e.g. 'Defeat Troll King', 'Complete:
Shadow Mere').

Closes #146
2026-03-31 13:41:44 -07:00

232 lines
7.0 KiB
TypeScript

/**
* @file Codex panel component displaying discovered lore entries.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines-per-function -- Complex component with zone and entry rendering */
import { type JSX, useState } from "react";
import { useGame } from "../../context/gameContext.js";
import { CODEX_ENTRIES, ZONE_LABELS } from "../../data/codex.js";
import { cdnImage } from "../../utils/cdn.js";
import type { CodexEntry } from "@elysium/types";
/**
* Converts a fraction to a percentage value.
* @param numerator - The numerator value.
* @param denominator - The denominator value.
* @returns The percentage as a number between 0 and 100.
*/
const toPercent = (numerator: number, denominator: number): number => {
if (denominator === 0) {
return 0;
}
const scaled = numerator * 100;
return scaled / denominator;
};
const sourceBadge: Record<CodexEntry["sourceType"], string> = {
adventurer: "👥",
boss: "⚔️",
equipment: "🛡️",
exploration: "🧭",
prestige: "🔮",
quest: "📜",
recipe: "⚗️",
upgrade: "🔧",
zone: "🗺️",
};
const sourceTypeFolder: Record<CodexEntry["sourceType"], string> = {
adventurer: "adventurers",
boss: "bosses",
equipment: "equipment",
exploration: "explorations",
prestige: "prestige-upgrades",
quest: "quests",
recipe: "recipes",
upgrade: "upgrades",
zone: "zones",
};
/**
* Converts a snake_case ID to a Title Case display name.
* @param id - The snake_case identifier to format.
* @returns The formatted display name.
*/
const formatId = (id: string): string => {
return id.split("_").
map((word) => {
return word.charAt(0).toUpperCase() + word.slice(1);
}).
join(" ");
};
/**
* Generates a human-readable unlock hint for a locked codex entry.
* @param entry - The locked codex entry.
* @returns A string describing how to unlock the entry.
*/
const buildUnlockHint = (entry: CodexEntry): string => {
const name = formatId(entry.sourceId);
switch (entry.sourceType) {
case "boss": return `Defeat ${name}`;
case "quest": return `Complete: ${name}`;
case "equipment": return `Obtain: ${name}`;
case "adventurer": return `Recruit a ${name}`;
case "upgrade": return `Purchase: ${name}`;
case "prestige": return `Purchase runestone upgrade: ${name}`;
case "zone": return `Explore: ${name}`;
case "exploration": return `Discover: ${name}`;
case "recipe": return `Craft: ${name}`;
default: return "Keep playing to unlock";
}
};
/**
* Renders the codex panel with lore entries grouped by zone.
* @returns The JSX element.
*/
const CodexPanel = (): JSX.Element => {
const { state } = useGame();
const [ expandedId, setExpandedId ] = useState<string | null>(null);
if (state === null) {
return (
<section className="panel">
<p>{"Loading..."}</p>
</section>
);
}
const unlockedIds = new Set(state.codex?.unlockedEntryIds ?? []);
const totalEntries = CODEX_ENTRIES.length;
const unlockedCount = CODEX_ENTRIES.filter((entry) => {
return unlockedIds.has(entry.id);
}).length;
const progressPercent = toPercent(unlockedCount, totalEntries);
const entriesByZone = Object.entries(ZONE_LABELS).
map(([ zoneId, zoneName ]) => {
const entries = CODEX_ENTRIES.filter((entry) => {
return entry.zoneId === zoneId;
});
const unlockedEntries = entries.filter((entry) => {
return unlockedIds.has(entry.id);
});
return {
entries,
unlockedEntries,
zoneId,
zoneName,
};
}).
filter(({ entries }) => {
return entries.length > 0;
});
return (
<section className="panel codex-panel">
<h2>{"📖 Codex"}</h2>
<div className="codex-progress">
<p className="codex-progress-text">
{"Lore discovered: "}
<strong>
{unlockedCount}
{" / "}
{totalEntries}
</strong>
</p>
<div className="codex-progress-bar">
<div
className="codex-progress-fill"
style={{ width: `${String(Math.round(progressPercent))}%` }}
/>
</div>
</div>
{entriesByZone.map(({ zoneId, zoneName, entries, unlockedEntries }) => {
return (
<div className="codex-zone" key={zoneId}>
<h3 className="codex-zone-header">
{zoneName}
<span className="codex-zone-count">
{unlockedEntries.length}
{"/"}
{entries.length}
</span>
</h3>
<div className="codex-entries">
{entries.map((entry) => {
const isUnlocked = unlockedIds.has(entry.id);
const isExpanded = expandedId === entry.id;
if (!isUnlocked) {
return (
<div className="codex-entry locked" key={entry.id}>
<div className="codex-entry-header">
<span className="codex-lock">{"🔒"}</span>
<span className="codex-entry-title">{"???"}</span>
</div>
<p className="codex-unlock-hint">
{buildUnlockHint(entry)}
</p>
</div>
);
}
function handleExpand(): void {
setExpandedId(isExpanded
? null
: entry.id);
}
return (
<div
className={`codex-entry unlocked ${
isExpanded
? "expanded"
: ""
}`}
key={entry.id}
onClick={handleExpand}
>
<div className="codex-entry-header">
<span className="codex-source-badge">
{sourceBadge[entry.sourceType]}
</span>
<span className="codex-entry-title">{entry.title}</span>
<span className="codex-chevron">
{isExpanded
? "▲"
: "▼"}
</span>
</div>
{isExpanded
? <>
<img
alt={entry.title}
className="codex-entry-image"
src={cdnImage(
sourceTypeFolder[entry.sourceType],
entry.sourceId,
)}
/>
<p className="codex-entry-content">{entry.content}</p>
</>
: null}
</div>
);
})}
</div>
</div>
);
})}
</section>
);
};
export { CodexPanel };