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elysium/apps/web/src/components/game/companionPanel.tsx
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hikari 11e97325cb
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feat: integrate art assets across all game panels (#43)
## Summary

- Adds `apps/web/src/utils/cdn.ts` with a `cdnImage(folder, id)` helper that builds URLs from `https://cdn.nhcarrigan.com/elysium/`
- Wires CDN art into all 13 game panels (bosses, quests, adventurers, companions, equipment, upgrades, prestige, transcendence, achievements, explorations, crafting, story, codex)
- Zone selector tabs now display 16:9 zone art thumbnails in place of emoji icons
- Adds a fixed background image at 15% opacity via `body::before`
- Documents the art generation and CDN upload process in `CLAUDE.md` for future expansions

Resolves #15

 This PR was created with help from Hikari~ 🌸

Reviewed-on: #43
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-03-09 16:21:44 -07:00

220 lines
6.1 KiB
TypeScript

/**
* @file Companion panel component for managing active companions.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable react/no-multi-comp -- Sub-component is tightly coupled to the panel */
/* eslint-disable max-lines-per-function -- Complex companion card with conditional renders */
import { COMPANIONS, type Companion } from "@elysium/types";
import { useGame } from "../../context/gameContext.js";
import { cdnImage } from "../../utils/cdn.js";
import type { JSX } from "react";
const bonusLabels: Record<string, string> = {
bossDamage: "Boss Damage",
clickGold: "Click Gold",
essenceIncome: "Essence Income",
passiveGold: "Passive Gold",
questTime: "Quest Time",
};
const unlockLabels: Record<string, string> = {
apotheosis: "apotheosis",
lifetimeBosses: "lifetime bosses defeated",
lifetimeGold: "lifetime gold earned",
lifetimeQuests: "lifetime quests completed",
prestige: "prestige(s)",
transcendence: "transcendence(s)",
};
/**
* Formats a companion unlock threshold for display.
* @param type - The unlock condition type.
* @param threshold - The threshold value.
* @returns The formatted threshold string.
*/
const formatThreshold = (type: string, threshold: number): string => {
if (type === "lifetimeGold") {
if (threshold >= 1e18) {
return `${(threshold / 1e18).toFixed(0)}Qt`;
}
if (threshold >= 1e15) {
return `${(threshold / 1e15).toFixed(0)}Q`;
}
if (threshold >= 1e12) {
return `${(threshold / 1e12).toFixed(0)}T`;
}
if (threshold >= 1e9) {
return `${(threshold / 1e9).toFixed(0)}B`;
}
if (threshold >= 1e6) {
return `${(threshold / 1e6).toFixed(0)}M`;
}
if (threshold >= 1e3) {
return `${(threshold / 1e3).toFixed(0)}K`;
}
}
return threshold.toString();
};
interface CompanionCardProperties {
readonly companion: Companion;
readonly isUnlocked: boolean;
readonly isActive: boolean;
readonly onSelect: ()=> void;
}
/**
* Renders a single companion card.
* @param props - The companion card properties.
* @param props.companion - The companion data.
* @param props.isUnlocked - Whether this companion is unlocked.
* @param props.isActive - Whether this companion is currently active.
* @param props.onSelect - Callback when the companion is selected/deselected.
* @returns The JSX element.
*/
const CompanionCard = ({
companion,
isUnlocked,
isActive,
onSelect,
}: CompanionCardProperties): JSX.Element => {
const bonusSign = companion.bonus.type === "questTime"
? "-"
: "+";
const bonusPercent = Math.round(companion.bonus.value * 100);
const bonusLabel = bonusLabels[companion.bonus.type] ?? companion.bonus.type;
return (
<div
className={`companion-card ${
isUnlocked
? "companion-unlocked"
: "companion-locked"
} ${isActive
? "companion-active"
: ""}`}
>
<div className="companion-header">
<img
alt={companion.name}
className="card-thumbnail"
src={cdnImage("companions", companion.id)}
/>
<div className="companion-name-block">
<span className="companion-name">{companion.name}</span>
<span className="companion-title">{companion.title}</span>
</div>
{isActive
? <span className="companion-active-badge">{"Active"}</span>
: null}
</div>
<p className="companion-description">{companion.description}</p>
<div className="companion-bonus">
<span className="companion-bonus-label">{bonusLabel}</span>
<span className="companion-bonus-value">
{bonusSign}
{bonusPercent}
{"%"}
</span>
</div>
{isUnlocked
? <button
className={`companion-select-btn ${
isActive
? "companion-select-active"
: ""
}`}
onClick={onSelect}
type="button"
>
{isActive
? "Deactivate"
: "Activate"}
</button>
: <div className="companion-unlock-requirement">
{"🔒 Unlock: "}
{formatThreshold(
companion.unlock.type,
companion.unlock.threshold,
)}{" "}
{unlockLabels[companion.unlock.type] ?? companion.unlock.type}
</div>
}
</div>
);
};
/**
* Renders the companion panel with all companions.
* @returns The JSX element.
*/
const CompanionPanel = (): JSX.Element => {
const { state, setActiveCompanion } = useGame();
if (state === null) {
return (
<section className="panel">
<p>{"Loading..."}</p>
</section>
);
}
const unlockedIds = state.companions?.unlockedCompanionIds ?? [];
const activeId = state.companions?.activeCompanionId ?? null;
function handleSelect(companionId: string): void {
setActiveCompanion(activeId === companionId
? null
: companionId);
}
const activeCompanion
= activeId === null
? undefined
: COMPANIONS.find((companion) => {
return companion.id === activeId;
});
return (
<div className="companion-panel">
<h2>{"👥 Companions"}</h2>
<p className="companion-intro">
{"Companions provide powerful bonuses while active."
+ " You can only have one companion active at a time."}
{activeId === null
? null
: <>
{" Currently active: "}
<strong>{activeCompanion?.name ?? activeId}</strong>
{"."}
</>
}
</p>
<div className="companion-grid">
{COMPANIONS.map((companion) => {
function handleCompanionSelect(): void {
handleSelect(companion.id);
}
return (
<CompanionCard
companion={companion}
isActive={activeId === companion.id}
isUnlocked={unlockedIds.includes(companion.id)}
key={companion.id}
onSelect={handleCompanionSelect}
/>
);
})}
</div>
</div>
);
};
export { CompanionPanel };