-
-
Notifications
You must be signed in to change notification settings - Fork 24
Expand file tree
/
Copy pathquests-ui.js
More file actions
383 lines (352 loc) · 16.4 KB
/
Copy pathquests-ui.js
File metadata and controls
383 lines (352 loc) · 16.4 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
// Jobs Board UI (W08 hooking W05), the client the quest engine never had.
// multiplayer/src/quests.js + quest-zones.js + WalkRoom's questReq/questAccept/
// questAbandon/questInteract handlers were fully built and fully wired
// server-side, but nothing on the client ever called requestQuests() or
// rendered what came back, "designed and completely unreachable", the same
// gap W04's economy pass found and closed for the cash economy. This is that
// same fix for jobs: walk up to any quest-giver NPC (npc/quest-npcs.js) or
// open it directly, and the real board, real daily rotation, real
// prereqs/repeat rules, real per-objective progress, real heist crew size,
// renders straight from the server's own snapshot. Every button only sends an
// intent; the server's reply re-renders, exactly like the store/bank panel
// this one is styled to match.
import { EconPanel } from './economy-ui.js';
import { t } from './i18n-play.js';
import './quests-ui.css';
function el(tag, props = {}, kids = []) {
const n = document.createElement(tag);
for (const [k, v] of Object.entries(props)) {
if (k === 'class') n.className = v;
else if (k === 'text') n.textContent = v;
else if (k.startsWith('on') && typeof v === 'function') n.addEventListener(k.slice(2), v);
else if (v !== null && v !== undefined && v !== false) n.setAttribute(k, v === true ? '' : v);
}
for (const kid of [].concat(kids)) if (kid != null && kid !== false) n.appendChild(typeof kid === 'string' ? document.createTextNode(kid) : kid);
return n;
}
const KIND_GLYPH = { job: '🎯', heist: '🤝' };
const EVENT_GLYPH = '🎉';
// How often the standings refresh while the Event tab is open. The room caches the
// upstream read, so this is a cheap way to watch the race move without a manual
// refresh; the interval is cleared with the panel.
const BOARD_POLL_MS = 15_000;
function rewardText(reward) {
if (!reward) return '';
const parts = [`💰 ${reward.gold ?? 0}`];
if (reward.xp?.amount) parts.push(`✨ ${reward.xp.amount} ${reward.xp.skill}`);
return parts.join(' · ');
}
// "3 runs · 960 cash", the two numbers the ranking is actually sorted on, in the
// order it sorts them.
function scoreText(row) {
const runs = row?.runs | 0;
return `${runs} ${runs === 1 ? 'run' : 'runs'} · 💰 ${row?.cash | 0}`;
}
let _openQuests = null;
/**
* Open the Jobs Board: browse offers, accept/abandon, and track active
* objectives, all server-authoritative. Idempotent, a second open while one
* is already up just refocuses it (and re-targets `highlight` if given).
* @param {{ ui: object, net: object }} deps
* @param {string} [highlight] a mission id to jump straight to (from the
* giver NPC the player just walked up to).
*/
export function openQuestsPanel({ ui, net } = {}, highlight) {
if (!net) return;
if (_openQuests) { _openQuests.focusMission(highlight); return; }
_openQuests = new QuestsPanel({ ui, net, highlight, onClose: () => { _openQuests = null; } });
}
class QuestsPanel extends EconPanel {
constructor({ ui, net, highlight, onClose }) {
super({ title: t('play.jobs_title_panel', 'Jobs Board'), onClose });
this.ui = ui;
this.net = net;
this.tab = 'board';
this.board = { offers: [], active: [], day: '' };
// False until the first server snapshot lands, so an empty board renders as
// "loading" rather than a premature "no jobs" (the server hasn't spoken yet).
this._loaded = false;
// The abandon just sent, confirmed by the next snapshot no longer listing it.
this._abandoning = null; // { id, title }
this._highlight = highlight || null;
// One-shot flag: which id to flash/scroll-to on the NEXT render only,
// kept separate from _pickForTab's persistent `_highlight` so a later
// snapshot re-render (progress ticking in) doesn't keep re-pulsing it.
this._flashId = highlight || null;
// The event leaderboard's own view state. `null` = the first read is still in
// flight (the loading state); a payload with ok:false is the error state.
this.eventBoard = null;
this._boardPoll = null;
this.boardTabBtn = el('button', { class: 'ec-tab ec-on', type: 'button', role: 'tab', 'aria-selected': 'true', text: 'Board', 'data-i18n': 'play.jobs_tab_board', onclick: () => this._setTab('board') });
this.activeTabBtn = el('button', { class: 'ec-tab', type: 'button', role: 'tab', 'aria-selected': 'false', text: 'Active', 'data-i18n': 'play.jobs_tab_active', onclick: () => this._setTab('active') });
// The Event tab only exists when there is an event to show: live right now, or
// finished with a standing still worth reading. Hidden until then rather than
// shown empty, so the board doesn't grow a dead tab for 51 weeks of the year.
this.eventTabBtn = el('button', {
class: 'ec-tab qb-event-tab', type: 'button', hidden: true, role: 'tab', 'aria-selected': 'false',
text: `${EVENT_GLYPH} Event`, onclick: () => this._setTab('event'),
});
this.tabs = el('div', { class: 'ec-tabs', role: 'tablist', 'aria-label': t('play.jobs_sections', 'Jobs board sections'), 'data-i18n-attr': 'aria-label:play.jobs_sections' }, [this.boardTabBtn, this.activeTabBtn, this.eventTabBtn]);
this.card.insertBefore(this.tabs, this.body);
this.track(net.on('quests', (snap) => {
this.board = snap && typeof snap === 'object' ? snap : this.board;
this._loaded = true;
// The server confirms an abandon by sending a snapshot without the run;
// there's no dedicated notice for it, so this is where the status lands.
if (this._abandoning && !this.board.active.some((r) => r.id === this._abandoning.id)) {
this.setStatus(`Abandoned: ${this._abandoning.title}`, 'ok');
this._abandoning = null;
}
this._pickTabForHighlight();
this._render();
}));
this.track(net.on('questComplete', (c) => this._onComplete(c)));
// Accept refusals ("You already took that job", prereqs, crew rules) come
// back as 'quest' notices; without this the status sat on "Accepting…"
// forever. `ok` styles it; older servers omit the flag, and every quest
// notice they send is a refusal, so undefined styles as an error too.
this.track(net.on('notice', (n) => {
if (n?.kind !== 'quest' || !n.text) return;
this._abandoning = null;
this.setStatus(n.text, n.ok === true ? 'ok' : 'err');
}));
this.track(net.on('eventBoard', (b) => {
this.eventBoard = b && typeof b === 'object' ? b : { ok: false, reason: 'unavailable' };
this._render();
}));
// Finishing an event job moves the standings, pull the fresh ranking rather
// than waiting out the poll, so the panel reacts to the player's own run.
this.track(net.on('eventScore', () => this.net.requestEventBoard()));
net.requestQuests();
net.requestEventBoard();
this._render();
}
close() {
clearInterval(this._boardPoll);
this._boardPoll = null;
super.close();
}
// Called again if a giver NPC/menu opens the board while it's already up,
// jump to whichever tab actually has that mission and flash it once.
focusMission(id) {
if (!id) return;
this._highlight = id;
this._flashId = id;
this._pickTabForHighlight();
this._render();
}
_pickTabForHighlight() {
if (!this._highlight) return;
if (this.board.active.some((r) => r.id === this._highlight)) this.tab = 'active';
else if (this.board.offers.some((o) => o.id === this._highlight)) this.tab = 'board';
}
_setTab(tab) {
this.tab = tab;
for (const [btn, id] of [[this.boardTabBtn, 'board'], [this.activeTabBtn, 'active'], [this.eventTabBtn, 'event']]) {
btn.classList.toggle('ec-on', tab === id);
btn.setAttribute('aria-selected', tab === id ? 'true' : 'false');
}
// Poll only while the standings are actually on screen.
clearInterval(this._boardPoll);
this._boardPoll = null;
if (tab === 'event') {
this.net.requestEventBoard();
this._boardPoll = setInterval(() => this.net.requestEventBoard(), BOARD_POLL_MS);
}
this._render();
}
_onComplete(c) {
if (!c) return;
const crew = c.coop && c.crew > 1 ? ` (crew of ${c.crew})` : '';
const tag = c.event ? `${EVENT_GLYPH} Event job, ` : '';
this.setStatus(`${tag}${c.title} complete${crew}, ${rewardText(c.reward)}`, 'ok');
}
// Is there an event worth surfacing a tab for? Live right now, or finished with a
// standing still on the board (so winners stay readable after the window shuts).
_hasEvent() {
return !!this.board.eventLive || (this.eventBoard?.ok && this.eventBoard.players > 0);
}
_render() {
// Interpolated, so it cannot be a static data-i18n attribute; the count has
// to sit inside the translated string, not be glued onto the end of it.
this.activeTabBtn.textContent = this.board.active.length
? t('play.jobs_tab_active_n', 'Active ({{n}})', { n: this.board.active.length })
: t('play.jobs_tab_active', 'Active');
const showEvent = this._hasEvent();
this.eventTabBtn.hidden = !showEvent;
// The tab can vanish under the player when the window closes mid-session.
if (this.tab === 'event' && !showEvent) this.tab = 'board';
this.body.replaceChildren();
if (this.tab === 'event') this._renderEvent();
else if (this.tab === 'board') this._renderBoard();
else this._renderActive();
// One-shot: flash + scroll to the targeted row, then clear so a later
// re-render (progress ticking in) doesn't keep re-pulsing it.
if (this._flashId) {
const flashed = this.body.querySelector('.qb-flash');
flashed?.scrollIntoView({ block: 'center', behavior: 'smooth' });
this._flashId = null;
}
}
_renderBoard() {
if (!this._loaded) {
this.body.appendChild(el('div', { class: 'ec-empty ec-loading', text: 'Loading the jobs board…' }));
return;
}
if (!this.board.offers.length) {
this.body.appendChild(el('div', { class: 'ec-empty', text: 'No jobs on the board right now, dailies rotate at UTC midnight, and repeatable work is always open somewhere in town.' }));
return;
}
for (const offer of this.board.offers) {
const flash = offer.id === this._flashId;
const row = el('div', { class: 'ec-row qb-row' + (offer.event ? ' qb-event-row' : '') + (flash ? ' qb-flash' : ''), 'data-mission': offer.id }, [
el('span', { class: 'ec-row-glyph', text: offer.event ? EVENT_GLYPH : (KIND_GLYPH[offer.kind] || '🎯') }),
el('div', { class: 'ec-row-main' }, [
el('div', { class: 'ec-row-name' }, [
offer.title,
offer.event ? el('span', { class: 'qb-event-badge', text: 'EVENT' }) : null,
]),
el('div', { class: 'ec-row-sub', text: `${offer.giver} · ${offer.summary}` }),
el('div', { class: 'qb-obj-preview', text: offer.objectives.map((o) => o.label).join(' → ') }),
el('div', { class: 'qb-reward', text: rewardText(offer.reward) + (offer.kind === 'heist' ? ` · needs a crew of ${offer.party}` : '') }),
]),
el('button', {
class: 'ec-row-btn', type: 'button', text: 'Accept',
'aria-label': `Accept ${offer.title}`,
onclick: () => { this.setStatus('Accepting…'); this.net.questAccept(offer.id); },
}),
]);
this.body.appendChild(row);
}
}
_renderActive() {
if (!this._loaded) {
this.body.appendChild(el('div', { class: 'ec-empty ec-loading', text: 'Loading your jobs…' }));
return;
}
if (!this.board.active.length) {
this.body.appendChild(el('div', { class: 'ec-empty', text: 'No active jobs, accept one from the Board tab or talk to a quest-giver out in the world.' }));
return;
}
for (const run of this.board.active) {
const flash = run.id === this._flashId;
const objList = el('div', { class: 'qb-obj-list' }, run.objectives.map((o) => el('div', {
class: 'qb-obj' + (o.done ? ' is-done' : '') + (o.current ? ' is-current' : ''),
}, [
el('span', { class: 'qb-obj-mark', text: o.done ? '✔' : (o.current ? '▶' : '·') }),
el('span', { class: 'qb-obj-label', text: o.label }),
el('span', { class: 'qb-obj-count', text: o.count > 1 ? `${o.progress}/${o.count}` : '' }),
])));
const crewLine = run.kind === 'heist'
? el('div', { class: 'qb-reward', text: `Crew: ${run.crew || 1}/${run.party || 2}` })
: null;
const row = el('div', { class: 'ec-row qb-row qb-active-row' + (run.event ? ' qb-event-row' : '') + (flash ? ' qb-flash' : ''), 'data-mission': run.id }, [
el('div', { class: 'ec-row-main' }, [
el('div', { class: 'ec-row-name' }, [
run.title,
run.event ? el('span', { class: 'qb-event-badge', text: 'EVENT' }) : null,
]),
el('div', { class: 'ec-row-sub', text: run.giver }),
objList,
crewLine,
el('div', { class: 'qb-reward', text: rewardText(run.reward) }),
].filter(Boolean)),
el('button', {
class: 'ec-row-btn ec-secondary', type: 'button', text: 'Abandon',
'aria-label': `Abandon ${run.title}`,
onclick: () => {
this._abandoning = { id: run.id, title: run.title };
this.setStatus('Abandoning…');
this.net.questAbandon(run.id);
},
}),
]);
this.body.appendChild(row);
}
}
// --- Event leaderboard ----------------------------------------------------
// Four states, all designed: the first read in flight (skeleton rows), the read
// failed (a reason plus a retry that actually retries), nobody has run a job yet
// (an invitation, not a void), and the ranking itself with the player's own row
// pinned below the top ten whether or not they made it.
_renderEvent() {
const b = this.eventBoard;
if (!b) { this._renderBoardSkeleton(); return; }
if (!b.ok) { this._renderBoardError(b.reason); return; }
const ev = b.event || {};
this.body.appendChild(el('div', { class: 'qb-lb-head' }, [
el('div', { class: 'qb-lb-title', text: ev.name || 'Live event' }),
el('div', {
class: 'qb-lb-note',
text: ev.live
? `Live now · ${b.players} ${b.players === 1 ? 'runner' : 'runners'} · ${b.totalRuns} event ${b.totalRuns === 1 ? 'job' : 'jobs'} finished`
: 'Final standings, the event has ended',
}),
]));
if (!b.top?.length) {
this.body.appendChild(el('div', { class: 'ec-empty' }, [
el('div', { text: 'No event runs yet, be the first.' }),
el('div', {
class: 'qb-lb-note',
text: 'Take an EVENT job from the Board tab and finish it. Every completed event job is one run.',
}),
]));
this._renderPrizeNote();
return;
}
const list = el('ol', { class: 'qb-lb-list' });
for (const row of b.top) {
list.appendChild(this._leaderRow(row, !!b.you && b.you.rank === row.rank));
}
this.body.appendChild(list);
// Your own rank, pinned. Shown even when you are already in the top ten (as a
// restatement below the list) so "where am I" is answered in one place, always.
if (b.you) {
this.body.appendChild(el('div', { class: 'qb-lb-you-wrap' }, [
el('div', { class: 'qb-lb-note', text: b.you.inTop ? 'Your standing' : 'Your standing (outside the top ten)' }),
this._leaderRow(b.you, true),
]));
} else {
this.body.appendChild(el('div', { class: 'qb-lb-you-wrap' }, [
el('div', { class: 'qb-lb-note', text: 'You have not finished an event job yet, one run puts you on this board.' }),
]));
}
this._renderPrizeNote();
}
_leaderRow(row, mine) {
return el('li', { class: 'qb-lb-row' + (mine ? ' is-you' : '') }, [
el('span', { class: 'qb-lb-rank', text: `#${row.rank}` }),
el('span', { class: 'qb-lb-name', text: row.name || 'Anonymous' }),
el('span', { class: 'qb-lb-score', text: scoreText(row) }),
]);
}
_renderBoardSkeleton() {
const list = el('div', { class: 'qb-lb-list qb-lb-skeleton', 'aria-hidden': 'true' });
for (let i = 0; i < 5; i++) list.appendChild(el('div', { class: 'qb-lb-row qb-lb-ghost' }));
this.body.appendChild(el('div', { class: 'qb-lb-note', role: 'status', text: 'Loading the standings…' }));
this.body.appendChild(list);
}
_renderBoardError(reason) {
this.body.appendChild(el('div', { class: 'ec-empty' }, [
el('div', { text: 'The standings could not be read just now.' }),
el('div', {
class: 'qb-lb-note',
text: reason === 'unavailable'
? 'Your own progress is safe, every finished job was already paid and recorded. Only this view is offline.'
: 'Try again in a moment.',
}),
el('button', {
class: 'ec-row-btn', type: 'button', text: 'Retry',
onclick: () => { this.eventBoard = null; this._render(); this.net.requestEventBoard(); },
}),
]));
}
// The one line that has to be on this panel: the board ranks, the team pays.
// Nothing in this client or the server ever settles a prize automatically.
_renderPrizeNote() {
this.body.appendChild(el('div', {
class: 'qb-lb-prize',
text: 'Winners are announced from this board and settled by the three.ws team after the event. No prize is paid automatically.',
}));
}
}