bdee84244f
Available missions now show description, type chip (colored by type), success probability bar (green/gold/red), minLevel lock with 🔒. Reward loot item displayed in footer. Active missions show reward loot and an Abandon button (confirm dialog, −1 rep warning). Result modal shows loot and fine details. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
241 lines
8.8 KiB
TypeScript
241 lines
8.8 KiB
TypeScript
import { useCallback, useEffect, useState } from 'react';
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import { api } from '../api/api';
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import { ApiError } from '../api/http';
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import type { ActiveMission, AvailableMission, ClaimMissionResponse } from '../api/types';
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import { useAuth } from '../auth/AuthContext';
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import { Countdown } from '../components/Countdown';
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import { useToast } from '../components/Toast';
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import {
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difficultyStars,
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formatDuration,
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formatMoney,
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formatPercent,
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MISSION_TYPE_LABELS,
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} from '../shared/format';
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/** Colore della barra probabilità: verde → oro → rosso. */
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function chanceColor(chance: number): string {
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if (chance >= 0.7) return '#4caf6e';
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if (chance >= 0.45) return '#d4a017';
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return '#d9534f';
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}
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export function MissionsScreen() {
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const { setPlayer } = useAuth();
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const { toast } = useToast();
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const [available, setAvailable] = useState<AvailableMission[]>([]);
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const [active, setActive] = useState<ActiveMission[]>([]);
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const [result, setResult] = useState<ClaimMissionResponse | null>(null);
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const [busy, setBusy] = useState(false);
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// tick fittizio per ri-renderizzare quando un countdown arriva a zero
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const [, setTick] = useState(0);
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const reload = useCallback(async () => {
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const [av, ac] = await Promise.all([api.missionsAvailable(), api.missionsActive()]);
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setAvailable(av.missions);
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setActive(ac.missions);
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}, []);
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useEffect(() => {
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void reload();
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}, [reload]);
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async function start(mission: AvailableMission) {
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setBusy(true);
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try {
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await api.startMission(mission.id);
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toast(`Missione "${mission.title}" avviata`, 'success');
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await reload();
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} catch (err) {
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toast(err instanceof ApiError ? err.message : 'Errore imprevisto', 'error');
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} finally {
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setBusy(false);
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}
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}
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async function claim(playerMissionId: string) {
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setBusy(true);
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try {
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const res = await api.claimMission(playerMissionId);
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setResult(res);
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setPlayer(res.player);
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await reload();
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} catch (err) {
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toast(err instanceof ApiError ? err.message : 'Errore imprevisto', 'error');
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} finally {
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setBusy(false);
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}
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}
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async function abandon(mission: ActiveMission) {
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if (!window.confirm(`Abbandonare "${mission.mission.title}"? Perderai reputazione e la merce già consegnata.`)) {
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return;
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}
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setBusy(true);
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try {
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const res = await api.abandonMission(mission.playerMissionId);
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setPlayer(res.player);
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toast(`Missione abbandonata (${res.reputationChange} reputazione)`, 'info');
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await reload();
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} catch (err) {
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toast(err instanceof ApiError ? err.message : 'Errore imprevisto', 'error');
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} finally {
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setBusy(false);
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}
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}
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const isReady = (m: ActiveMission) => new Date(m.completesAt).getTime() <= Date.now();
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return (
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<div className="screen">
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<h2 className="screen__title">Missioni</h2>
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{active.length > 0 && (
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<section className="card">
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<h3 className="card__title">In corso</h3>
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<ul className="list">
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{active.map((m) => (
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<li key={m.playerMissionId} className="mission">
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<div className="mission__head">
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<strong>{m.mission.title}</strong>
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{isReady(m) ? (
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<button
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type="button"
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className="btn btn--primary btn--small"
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disabled={busy}
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onClick={() => void claim(m.playerMissionId)}
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>
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Riscuoti
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</button>
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) : (
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<Countdown target={m.completesAt} onDone={() => setTick((t) => t + 1)} />
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)}
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</div>
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<p className="muted small">
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{MISSION_TYPE_LABELS[m.mission.type]} · premio{' '}
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{formatMoney(m.mission.rewardMoney)} + {m.mission.rewardXp} XP
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{m.mission.rewardItemName &&
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` + ${m.mission.rewardItemQuantity}× ${m.mission.rewardItemName}`}
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</p>
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{!isReady(m) && (
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<button
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type="button"
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className="btn btn--ghost btn--small mission__abandon"
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disabled={busy}
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onClick={() => void abandon(m)}
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>
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Abbandona
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</button>
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)}
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</li>
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))}
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</ul>
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</section>
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)}
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<section className="card">
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<h3 className="card__title">Disponibili in città</h3>
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{available.length === 0 ? (
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<p className="muted">Nessuna missione al momento. Riprova tra un minuto.</p>
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) : (
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<ul className="list">
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{available.map((mission) => {
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const locked = !mission.canStart;
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return (
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<li key={mission.id} className={`mission${locked ? ' mission--locked' : ''}`}>
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<div className="mission__head">
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<strong>{mission.title}</strong>
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<span className="mission__stars">{difficultyStars(mission.difficulty)}</span>
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</div>
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<span className={`chip chip--${mission.type.toLowerCase()}`}>
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{MISSION_TYPE_LABELS[mission.type]}
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</span>
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<p className="mission__description">{mission.description}</p>
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<p className="muted small">
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durata {formatDuration(mission.durationSeconds)} · rischio{' '}
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{formatPercent(mission.risk)}
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</p>
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<div className="chancebar" title="Probabilità di successo stimata">
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<div
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className="chancebar__fill"
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style={{
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width: `${mission.estimatedSuccessChance * 100}%`,
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background: chanceColor(mission.estimatedSuccessChance),
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}}
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/>
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<span className="chancebar__text">
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successo {formatPercent(mission.estimatedSuccessChance)}
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</span>
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</div>
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{mission.requiredItemName && (
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<p className="mission__required">
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Richiede: {mission.requiredItemQuantity}× {mission.requiredItemName}
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</p>
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)}
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<div className="mission__footer">
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<span className="mission__reward">
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{formatMoney(mission.rewardMoney)} · {mission.rewardXp} XP
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{mission.rewardItemName &&
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` · 🎁 ${mission.rewardItemQuantity}× ${mission.rewardItemName}`}
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</span>
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{locked ? (
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<span className="mission__locked">🔒 liv. {mission.minLevel}</span>
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) : (
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<button
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type="button"
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className="btn btn--secondary btn--small"
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disabled={busy}
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onClick={() => void start(mission)}
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>
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Avvia
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</button>
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)}
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</div>
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</li>
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);
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})}
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</ul>
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)}
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</section>
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{result && (
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<div className="modal-backdrop" onClick={() => setResult(null)}>
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<div className="modal" onClick={(e) => e.stopPropagation()}>
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<h3>{result.success ? '✅ Colpo riuscito!' : '❌ Missione fallita'}</h3>
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<p className="muted">"{result.missionTitle}"</p>
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{result.success ? (
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<ul className="result-list">
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<li>+{formatMoney(result.rewardMoney)}</li>
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<li>+{result.rewardXp} XP</li>
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<li>+{result.reputationChange} reputazione</li>
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{result.lootItemName && (
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<li>
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🎁 +{result.lootItemQuantity}× {result.lootItemName}
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</li>
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)}
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{result.levelsGained > 0 && (
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<li className="levelup">Sei salito al livello {result.player.level}!</li>
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)}
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</ul>
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) : (
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<ul className="result-list">
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{result.fine > 0 && <li>💸 multa: −{formatMoney(result.fine)}</li>}
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<li>{result.reputationChange} reputazione</li>
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<li className="muted small">
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Probabilità di successo: {formatPercent(result.successChance)}
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</li>
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</ul>
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)}
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<button type="button" className="btn btn--primary" onClick={() => setResult(null)}>
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Continua
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</button>
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</div>
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</div>
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)}
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</div>
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);
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}
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