generated from nhcarrigan/template
d723656743
## Summary
- Adds a `getCurrentProgress` helper that mirrors the tick engine's achievement-checking logic to compute the player's current progress for each condition type
- Locked achievement cards now display a `<progress>` bar and a numeric `{current} / {target}` label so players can see exactly how close they are to each achievement
- Unlocked achievements are unaffected — no progress bar shown once earned
## Test plan
- [ ] Verify locked achievement cards display a progress bar and numeric label
- [ ] Verify the progress values match what the tick engine uses for unlock checking
- [ ] Verify unlocked achievement cards show no progress bar
- [ ] Confirm lint, build, and tests all pass
Closes #57
Reviewed-on: #71
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
234 lines
7.2 KiB
TypeScript
234 lines
7.2 KiB
TypeScript
/**
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* @file Achievement panel component displaying all game achievements.
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* @copyright nhcarrigan
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* @license Naomi's Public License
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* @author Naomi Carrigan
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*/
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/* eslint-disable react/no-multi-comp -- Sub-component is tightly coupled to this panel */
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import { type JSX, useState } from "react";
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import { useGame } from "../../context/gameContext.js";
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import { cdnImage } from "../../utils/cdn.js";
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import { LockToggle } from "../ui/lockToggle.js";
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import type { Achievement, GameState } from "@elysium/types";
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/**
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* Returns the plural form of a word based on a count.
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* @param count - The count to check.
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* @param word - The base word to pluralise.
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* @returns The pluralised word string.
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*/
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const pluralise = (count: number, word: string): string => {
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return count > 1
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? `${word}s`
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: word;
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};
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/**
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* Generates a human-readable condition description for an achievement.
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* @param achievement - The achievement to describe.
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* @param formatNumber - The number formatting utility function.
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* @returns A string describing the achievement condition.
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*/
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const conditionDescription = (
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achievement: Achievement,
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formatNumber: (n: number)=> string,
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): string => {
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const { condition } = achievement;
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switch (condition.type) {
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case "totalGoldEarned":
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return `Earn ${formatNumber(condition.amount)} total gold`;
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case "totalClicks":
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return `Click ${formatNumber(condition.amount)} times`;
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case "bossesDefeated":
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return `Defeat ${String(condition.amount)} ${pluralise(condition.amount, "boss")}`;
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case "questsCompleted":
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return `Complete ${String(condition.amount)} ${pluralise(condition.amount, "quest")}`;
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case "adventurerTotal":
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return `Recruit ${formatNumber(condition.amount)} total adventurers`;
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case "prestigeCount":
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return `Prestige ${String(condition.amount)} ${pluralise(condition.amount, "time")}`;
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case "equipmentOwned":
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return `Own ${String(condition.amount)} equipment ${pluralise(condition.amount, "item")}`;
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default:
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return "Unknown condition";
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}
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};
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/**
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* Returns the player's current progress value toward an achievement's unlock condition,
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* mirroring the logic used by the tick engine's checkAchievements function.
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* @param achievement - The achievement to evaluate progress for.
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* @param state - The current game state.
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* @returns The current numeric progress toward the achievement condition.
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*/
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const getCurrentProgress = (
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achievement: Achievement,
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state: GameState,
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): number => {
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const { condition } = achievement;
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switch (condition.type) {
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case "totalGoldEarned":
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return state.player.totalGoldEarned;
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case "totalClicks":
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return state.player.totalClicks;
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case "bossesDefeated":
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return state.bosses.filter((boss) => {
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return boss.status === "defeated";
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}).length;
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case "questsCompleted":
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return state.quests.filter((quest) => {
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return quest.status === "completed";
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}).length;
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case "adventurerTotal":
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return state.adventurers.reduce((sum, adventurer) => {
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return sum + adventurer.count;
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}, 0);
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case "prestigeCount":
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return state.prestige.count;
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case "equipmentOwned":
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return state.equipment.filter((item) => {
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return item.owned;
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}).length;
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default:
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return 0;
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}
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};
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interface AchievementCardProperties {
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readonly achievement: Achievement;
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readonly formatNumber: (n: number)=> string;
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readonly progressValue: number;
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}
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/**
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* Renders a single achievement card.
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* @param props - The achievement card properties.
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* @param props.achievement - The achievement to display.
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* @param props.formatNumber - The number formatting utility function.
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* @param props.progressValue - The player's current progress toward the unlock condition.
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* @returns The JSX element.
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*/
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// eslint-disable-next-line max-lines-per-function -- Progress bar adds necessary lines for locked state
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const AchievementCard = ({
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achievement,
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formatNumber,
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progressValue,
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}: AchievementCardProperties): JSX.Element => {
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const isUnlocked = achievement.unlockedAt !== null;
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const crystals = achievement.reward?.crystals;
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const cappedProgress = Math.min(progressValue, achievement.condition.amount);
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return (
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<div className={`achievement-card ${isUnlocked
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? "unlocked"
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: "locked"}`}>
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<img
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alt={achievement.name}
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className="card-thumbnail"
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src={cdnImage("achievements", achievement.id)}
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/>
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<div className="achievement-info">
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<h3>{achievement.name}</h3>
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<p>{achievement.description}</p>
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<p className="achievement-condition">
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{conditionDescription(achievement, formatNumber)}
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</p>
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{!isUnlocked
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&& <div className="achievement-progress">
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<progress
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max={achievement.condition.amount}
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value={cappedProgress}
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/>
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<span className="achievement-progress-label">
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{formatNumber(progressValue)}
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{" / "}
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{formatNumber(achievement.condition.amount)}
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</span>
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</div>
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}
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{crystals !== undefined
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&& <p className="achievement-reward">
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{"💎 +"}
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{crystals}
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{" Crystals"}
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</p>
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}
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</div>
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<div className="achievement-status">
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{isUnlocked
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? <span className="achievement-unlocked-badge">{"✓ Unlocked"}</span>
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: <span className="achievement-locked-badge">{"🔒"}</span>
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}
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</div>
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</div>
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);
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};
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/**
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* Renders the achievement panel with all achievements.
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* @returns The JSX element.
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*/
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// eslint-disable-next-line max-lines-per-function -- Achievement panel renders many achievement states
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const AchievementPanel = (): JSX.Element => {
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const { state, formatNumber } = useGame();
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const [ showLocked, setShowLocked ] = useState(true);
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if (state === null) {
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return (
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<section className="panel">
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<p>{"Loading..."}</p>
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</section>
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);
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}
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const achievementList = state.achievements;
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const unlocked = achievementList.filter((a) => {
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return a.unlockedAt !== null;
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});
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const locked = achievementList.filter((a) => {
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return a.unlockedAt === null;
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});
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const visible = showLocked
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? achievementList
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: unlocked;
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function handleToggle(): void {
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setShowLocked((current) => {
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return !current;
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});
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}
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return (
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<section className="panel achievement-panel">
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<div className="panel-header">
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<h2>{"Achievements"}</h2>
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<LockToggle
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lockedCount={locked.length}
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onToggle={handleToggle}
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showLocked={showLocked}
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/>
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</div>
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<p className="achievement-progress">
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{unlocked.length}
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{" / "}
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{achievementList.length}
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{" unlocked"}
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</p>
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<div className="achievement-list">
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{visible.map((achievement) => {
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return (
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<AchievementCard
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achievement={achievement}
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formatNumber={formatNumber}
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key={achievement.id}
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progressValue={getCurrentProgress(achievement, state)}
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/>
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);
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})}
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</div>
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</section>
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);
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};
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export { AchievementPanel };
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