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gioco-mobile/client/src/screens/MissionsScreen.tsx
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2026-06-09 23:42:35 +02:00
import { useCallback, useEffect, useState } from 'react';
import { api } from '../api/api';
import { ApiError } from '../api/http';
import type { ActiveMission, ClaimMissionResponse, Mission } from '../api/types';
import { useAuth } from '../auth/AuthContext';
import { Countdown } from '../components/Countdown';
import { useToast } from '../components/Toast';
import {
difficultyStars,
formatDuration,
formatMoney,
formatPercent,
MISSION_TYPE_LABELS,
} from '../shared/format';
export function MissionsScreen() {
const { setPlayer } = useAuth();
const { toast } = useToast();
const [available, setAvailable] = useState<Mission[]>([]);
const [active, setActive] = useState<ActiveMission[]>([]);
const [result, setResult] = useState<ClaimMissionResponse | null>(null);
const [busy, setBusy] = useState(false);
// tick fittizio per ri-renderizzare quando un countdown arriva a zero
const [, setTick] = useState(0);
const reload = useCallback(async () => {
const [av, ac] = await Promise.all([api.missionsAvailable(), api.missionsActive()]);
setAvailable(av.missions);
setActive(ac.missions);
}, []);
useEffect(() => {
void reload();
}, [reload]);
async function start(mission: Mission) {
setBusy(true);
try {
await api.startMission(mission.id);
toast(`Missione "${mission.title}" avviata`, 'success');
await reload();
} catch (err) {
toast(err instanceof ApiError ? err.message : 'Errore imprevisto', 'error');
} finally {
setBusy(false);
}
}
async function claim(playerMissionId: string) {
setBusy(true);
try {
const res = await api.claimMission(playerMissionId);
setResult(res);
setPlayer(res.player);
await reload();
} catch (err) {
toast(err instanceof ApiError ? err.message : 'Errore imprevisto', 'error');
} finally {
setBusy(false);
}
}
const isReady = (m: ActiveMission) => new Date(m.completesAt).getTime() <= Date.now();
return (
<div className="screen">
<h2 className="screen__title">Missioni</h2>
{active.length > 0 && (
<section className="card">
<h3 className="card__title">In corso</h3>
<ul className="list">
{active.map((m) => (
<li key={m.playerMissionId} className="list__row">
<div>
<strong>{m.mission.title}</strong>
<p className="muted small">
{MISSION_TYPE_LABELS[m.mission.type]} · premio{' '}
{formatMoney(m.mission.rewardMoney)} + {m.mission.rewardXp} XP
</p>
</div>
{isReady(m) ? (
<button
type="button"
className="btn btn--primary btn--small"
disabled={busy}
onClick={() => void claim(m.playerMissionId)}
>
Riscuoti
</button>
) : (
<Countdown target={m.completesAt} onDone={() => setTick((t) => t + 1)} />
)}
</li>
))}
</ul>
</section>
)}
<section className="card">
<h3 className="card__title">Disponibili in città</h3>
{available.length === 0 ? (
<p className="muted">Nessuna missione al momento. Riprova tra un minuto.</p>
) : (
<ul className="list">
{available.map((mission) => (
<li key={mission.id} className="mission">
<div className="mission__head">
<strong>{mission.title}</strong>
<span className="mission__stars">{difficultyStars(mission.difficulty)}</span>
</div>
<p className="muted small">
{MISSION_TYPE_LABELS[mission.type]} · durata{' '}
{formatDuration(mission.durationSeconds)} · rischio {formatPercent(mission.risk)}
</p>
{mission.requiredItemName && (
<p className="mission__required">
Richiede: {mission.requiredItemQuantity}× {mission.requiredItemName}
</p>
)}
<div className="mission__footer">
<span className="mission__reward">
{formatMoney(mission.rewardMoney)} · {mission.rewardXp} XP
</span>
<button
type="button"
className="btn btn--secondary btn--small"
disabled={busy}
onClick={() => void start(mission)}
>
Avvia
</button>
</div>
</li>
))}
</ul>
)}
</section>
{result && (
<div className="modal-backdrop" onClick={() => setResult(null)}>
<div className="modal" onClick={(e) => e.stopPropagation()}>
<h3>{result.success ? '✅ Colpo riuscito!' : '❌ Missione fallita'}</h3>
<p className="muted">"{result.missionTitle}"</p>
{result.success ? (
<ul className="result-list">
<li>+{formatMoney(result.rewardMoney)}</li>
<li>+{result.rewardXp} XP</li>
<li>+{result.reputationChange} reputazione</li>
{result.levelsGained > 0 && (
<li className="levelup">
Sei salito al livello {result.player.level}!
</li>
)}
</ul>
) : (
<ul className="result-list">
<li>{result.reputationChange} reputazione</li>
<li className="muted small">
Probabilità di successo: {formatPercent(result.successChance)}
</li>
</ul>
)}
<button type="button" className="btn btn--primary" onClick={() => setResult(null)}>
Continua
</button>
</div>
</div>
)}
</div>
);
}