Files
elysium/apps/web/src/components/game/goddessQuestsPanel.tsx
T
hikari 91c9f52daf feat: goddess expansion chunks 6–9 — UI panels, tick engine, CSS theme, about page
- Add 11 goddess panels (zones, bosses, quests, disciples, equipment,
  upgrades, consecration, enlightenment, crafting, exploration, achievements)
- Wire all panels into gameLayout via mode/tab routing
- Add goddess passive income, disciple tick, quest timers, zone/quest
  unlock logic, and achievement checking to the tick engine
- Add goddess CSS variables, .goddess-mode overrides, 300ms fade
  transition, and full panel stylesheet coverage
- Add 13 Goddess expansion entries to the How to Play guide
- Add web-side data files for crafting recipes, exploration areas, materials
2026-04-13 18:38:27 -07:00

266 lines
7.9 KiB
TypeScript

/**
* @file Read-only panel displaying goddess quests grouped by zone.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines-per-function -- Complex component with many render paths */
/* eslint-disable react/no-multi-comp -- QuestCard sub-component is tightly coupled */
import { useState, type JSX } from "react";
import { useGame } from "../../context/gameContext.js";
import type {
GoddessQuest,
GoddessQuestReward,
GoddessZone,
} from "@elysium/types";
/**
* Formats a duration in seconds to a human-readable string.
* @param seconds - The total number of seconds to format.
* @returns The formatted duration string.
*/
const formatDuration = (seconds: number): string => {
const secondsPerHour = 3600;
const secondsPerMinute = 60;
if (seconds >= secondsPerHour) {
const hours = Math.floor(seconds / secondsPerHour);
const remainderSeconds = seconds % secondsPerHour;
const minutes = Math.floor(remainderSeconds / secondsPerMinute);
return `${String(hours)}h ${String(minutes)}m`;
}
if (seconds >= secondsPerMinute) {
const minutes = Math.floor(seconds / secondsPerMinute);
const secs = seconds % secondsPerMinute;
return `${String(minutes)}m ${String(secs)}s`;
}
return `${String(seconds)}s`;
};
/**
* Returns a human-readable label string for a goddess quest reward.
* @param reward - The reward to describe.
* @param formatNumber - The number formatter function.
* @returns The label string, or an empty string for unknown types.
*/
const getRewardLabel = (
reward: GoddessQuestReward,
formatNumber: (value: number)=> string,
): string => {
if (reward.type === "prayers") {
return `🙏 ${formatNumber(reward.amount ?? 0)} Prayers`;
}
if (reward.type === "divinity") {
return `${formatNumber(reward.amount ?? 0)} Divinity`;
}
if (reward.type === "stardust") {
return `${formatNumber(reward.amount ?? 0)} Stardust`;
}
if (reward.type === "upgrade") {
return "🔓 Upgrade Unlocked";
}
if (reward.type === "disciple") {
return "👤 New Disciple Tier";
}
return "🛡️ Equipment Unlocked";
};
interface GoddessQuestCardProperties {
readonly quest: GoddessQuest;
readonly unlockHint: string | undefined;
readonly zoneIsOpen: boolean;
}
/**
* Renders a single goddess quest card (read-only).
* @param props - The component properties.
* @param props.quest - The goddess quest to display.
* @param props.unlockHint - The name of the prerequisite quest, if locked.
* @param props.zoneIsOpen - Whether the quest's zone is currently unlocked.
* @returns The JSX element.
*/
const GoddessQuestCard = ({
quest,
unlockHint,
zoneIsOpen,
}: GoddessQuestCardProperties): JSX.Element => {
const { formatNumber } = useGame();
return (
<div className={`quest-card quest-${quest.status}`}>
<div className="quest-info">
<h3>{quest.name}</h3>
<p>{quest.description}</p>
<p className="quest-duration">
{"⏱ "}
{formatDuration(quest.durationSeconds)}
</p>
<div className="quest-rewards">
{quest.rewards.map((reward, rewardIndex) => {
return <span
className="reward-tag"
key={`${reward.type}-${reward.targetId ?? String(reward.amount ?? rewardIndex)}`}
>
{getRewardLabel(reward, formatNumber)}
</span>;
})}
</div>
</div>
<div className="quest-action">
{quest.status === "locked" && !zoneIsOpen
&& <span className="quest-badge locked">{"🔒 Zone Locked"}</span>
}
{quest.status === "locked" && zoneIsOpen
? <>
<span className="quest-badge locked">{"🔒 Locked"}</span>
{unlockHint !== undefined
&& <p className="unlock-hint">
{"📜 Complete: "}
{unlockHint}
</p>
}
</>
: null
}
{quest.status === "available"
&& <span className="quest-badge available">{"📋 Available"}</span>
}
{quest.status === "active"
&& <span className="quest-badge active">{"⏳ In Progress"}</span>
}
{quest.status === "completed"
&& <span className="quest-badge completed">{"✅ Completed"}</span>
}
</div>
</div>
);
};
/**
* Renders the goddess quests panel with zone selection and quest list.
* @returns The JSX element.
*/
const GoddessQuestsPanel = (): JSX.Element => {
const { state } = useGame();
const [ activeZoneId, setActiveZoneId ] = useState(() => {
return sessionStorage.getItem("elysium_goddess_quest_zone")
?? "goddess_celestial_garden";
});
if (state === null) {
return (
<section className="panel">
<p>{"Loading..."}</p>
</section>
);
}
const goddessState = state.goddess;
if (goddessState === undefined) {
return (
<section className="panel">
<p>{"Goddess expansion not yet unlocked."}</p>
</section>
);
}
const { zones, quests } = goddessState;
const activeZone = zones.find((zone: GoddessZone) => {
return zone.id === activeZoneId;
});
const zoneIsOpen = activeZone?.status === "unlocked";
const zoneQuests = quests.filter((quest: GoddessQuest) => {
return quest.zoneId === activeZoneId;
});
const questNameById = new Map(
quests.map((quest: GoddessQuest) => {
return [ quest.id, quest.name ];
}),
);
const getUnlockHint = (quest: GoddessQuest): string | undefined => {
if (quest.status !== "locked" || quest.prerequisiteIds.length === 0) {
return undefined;
}
const [ prereqId ] = quest.prerequisiteIds;
if (prereqId === undefined) {
return undefined;
}
return questNameById.get(prereqId);
};
function handleZoneSelect(zoneId: string): void {
setActiveZoneId(zoneId);
sessionStorage.setItem("elysium_goddess_quest_zone", zoneId);
}
const completedCount = zoneQuests.filter((quest: GoddessQuest) => {
return quest.status === "completed";
}).length;
return (
<section className="panel goddess-quests-panel">
<h2>{"Goddess Quests"}</h2>
<div className="zone-filter-buttons">
{zones.map((zone: GoddessZone) => {
function handleClick(): void {
handleZoneSelect(zone.id);
}
return <button
className={`zone-filter-button ${zone.id === activeZoneId
? "active"
: ""} ${zone.status === "locked"
? "zone-locked"
: ""}`}
key={zone.id}
onClick={handleClick}
title={zone.status === "locked"
? "Zone locked"
: zone.name}
type="button"
>
{zone.emoji}
{" "}
{zone.name}
</button>;
})}
</div>
{activeZone !== undefined
&& <div className="zone-info">
<p className="zone-description">{activeZone.description}</p>
<p className="zone-progress">
{String(completedCount)}
{" / "}
{String(zoneQuests.length)}
{" quests completed"}
</p>
{activeZone.status === "locked"
&& <p className="zone-locked-notice">
{"🔒 This zone is locked. Defeat the required goddess boss"}
{" to unlock it."}
</p>
}
</div>
}
<div className="quest-list">
{zoneQuests.length === 0
? <p className="empty-state">{"No quests in this zone."}</p>
: zoneQuests.map((quest: GoddessQuest) => {
return <GoddessQuestCard
key={quest.id}
quest={quest}
unlockHint={getUnlockHint(quest)}
zoneIsOpen={zoneIsOpen}
/>;
})
}
</div>
</section>
);
};
export { GoddessQuestsPanel };