feat(web): announce offers a trade just unlocked

This commit is contained in:
Bastian Wagner
2026-08-22 20:30:36 +02:00
parent 681af334bf
commit 374926e494
4 changed files with 183 additions and 20 deletions

View File

@@ -208,6 +208,21 @@
<h2 class="merchant__panel-title">{{ shop.shopName }}</h2>
<p class="merchant__purse" data-purse>{{ shop.silver }} Silver</p>
@if (store.newlyUnlocked().length > 0) {
<p class="shop-unlocked" data-unlocked aria-live="polite">
@for (name of store.newlyUnlocked(); track name) {
<span>New merchant offer unlocked: {{ name }}</span>
}
<button
type="button"
class="merchant__link"
(click)="store.dismissUnlocked()"
>
Dismiss
</button>
</p>
}
<ul class="shop-list">
@for (offer of shop.offers; track offer.itemKey) {
<li class="shop-row" [attr.data-shop-item]="offer.itemKey">

View File

@@ -380,6 +380,17 @@
font-size: var(--ar-font-sm);
}
/* A line, not a modal (slice 0.8.5 §9). */
.shop-unlocked {
display: flex;
flex-wrap: wrap;
gap: var(--ar-space-2);
align-items: center;
margin: 0;
color: var(--ar-gold);
font-size: var(--ar-font-sm);
}
@media (max-width: 40rem) {
.merchant__identity {
grid-template-columns: 1fr;

View File

@@ -6,6 +6,7 @@ import type {
ExchangeResult,
ExchangeView,
NpcInteraction,
ShopOfferView,
ShopView,
} from '../../core/api/game-api.models';
import { GameApiService } from '../../core/api/game-api.service';
@@ -74,26 +75,35 @@ function exchangeView(overrides: Partial<ExchangeView> = {}): ExchangeView {
};
}
function shopView(): ShopView {
/** A single shop offer, defaulting to the fields no test in this file varies. */
function offer(
itemKey: string,
itemName: string,
unlocked: boolean,
): ShopOfferView {
return {
itemKey,
itemName,
itemDescription: 'A bitter draught.',
iconPath: '/images/items/potion.png',
currencyType: 'SILVER',
price: 12,
quantity: 1,
effectSummary: null,
requirements: [],
unlocked,
affordable: true,
};
}
function shopView(offers?: ShopOfferView[]): ShopView {
return {
shopKey: 'borin-supplies',
shopName: "Quartermaster's Supplies",
npcKey: 'borin-quartermaster',
silver: 100,
offers: [
{
itemKey: 'small-healing-potion',
itemName: 'Small Healing Potion',
itemDescription: 'A bitter draught.',
iconPath: '/images/items/potion.png',
currencyType: 'SILVER',
price: 12,
quantity: 1,
effectSummary: null,
requirements: [],
unlocked: true,
affordable: true,
},
offers: offers ?? [
offer('small-healing-potion', 'Small Healing Potion', true),
],
};
}
@@ -111,11 +121,23 @@ function tradeResult(): ExchangeResult {
};
}
function createApi(overrides: Partial<Record<string, unknown>> = {}) {
function createApi(
overrides: Partial<Record<string, unknown>> & { shopSequence?: ShopView[] } = {},
) {
// `shopSequence` lets a test hand back a different shop view on each call to
// `getShop`, so before/after `unlocked` flags can be observed across a trade
// without needing a real server round-trip.
const { shopSequence, ...rest } = overrides;
let shopCallIndex = 0;
return {
getNpcInteraction: vi.fn(() => of(interaction())),
getTradeIn: vi.fn(() => of(exchangeView())),
getShop: vi.fn(() => of(shopView())),
getShop: vi.fn(() =>
shopSequence
? of(shopSequence[Math.min(shopCallIndex++, shopSequence.length - 1)])
: of(shopView()),
),
tradeIn: vi.fn(() => of(tradeResult())),
getCharacter: vi.fn(() =>
of({
@@ -137,7 +159,7 @@ function createApi(overrides: Partial<Record<string, unknown>> = {}) {
silverBalance: 88,
}),
),
...overrides,
...rest,
};
}
@@ -361,4 +383,75 @@ describe('MerchantStore', () => {
store.showPanel('EXCHANGE');
expect(store.panel()).toBe('EXCHANGE');
});
it('announces an offer that a trade just unlocked', async () => {
// Reputation earned by the trade opened the pouch. The player should learn
// that without hunting for it (slice §9).
const api = createApi({
shopSequence: [
shopView([offer('basic-trophy-pouch', 'Basic Trophy Pouch', false)]),
shopView([offer('basic-trophy-pouch', 'Basic Trophy Pouch', true)]),
],
});
const store = createStore(api);
await store.load('borin-quartermaster');
store.setQuantity('ash-pelt', 1);
await store.tradeSelected();
expect(store.newlyUnlocked()).toEqual(['Basic Trophy Pouch']);
});
it('says nothing when a trade unlocks nothing', async () => {
const api = createApi({
shopSequence: [
shopView([offer('basic-trophy-pouch', 'Basic Trophy Pouch', false)]),
shopView([offer('basic-trophy-pouch', 'Basic Trophy Pouch', false)]),
],
});
const store = createStore(api);
await store.load('borin-quartermaster');
store.setQuantity('ash-pelt', 1);
await store.tradeSelected();
expect(store.newlyUnlocked()).toEqual([]);
});
it('does not re-announce an offer that was already open', async () => {
const api = createApi({
shopSequence: [
shopView([offer('small-healing-potion', 'Small Healing Potion', true)]),
shopView([offer('small-healing-potion', 'Small Healing Potion', true)]),
],
});
const store = createStore(api);
await store.load('borin-quartermaster');
store.setQuantity('ash-pelt', 1);
await store.tradeSelected();
expect(store.newlyUnlocked()).toEqual([]);
});
it('clears the unlock banner on a fresh load and at the start of a purchase', async () => {
// A stale banner from a previous merchant visit, or from before a buy
// click resolves, would misattribute an unlock to the wrong action.
const api = createApi({
shopSequence: [
shopView([offer('basic-trophy-pouch', 'Basic Trophy Pouch', false)]),
shopView([offer('basic-trophy-pouch', 'Basic Trophy Pouch', true)]),
],
});
const store = createStore(api);
await store.load('borin-quartermaster');
store.setQuantity('ash-pelt', 1);
await store.tradeSelected();
expect(store.newlyUnlocked()).toEqual(['Basic Trophy Pouch']);
await store.buy('basic-trophy-pouch');
expect(store.newlyUnlocked()).toEqual([]);
});
});

View File

@@ -30,6 +30,8 @@ const ERROR_MESSAGES: Readonly<Record<string, string>> = {
SHOP_OFFER_LOCKED: 'You have not earned the right to buy this yet.',
SHOP_INSUFFICIENT_SILVER: 'You cannot afford that.',
SHOP_INVALID_QUANTITY: 'That quantity cannot be bought.',
MERCHANT_REPUTATION_TOO_LOW: 'You have not earned enough standing for this yet.',
SHOP_BAG_ALREADY_OWNED: 'You already carry that.',
CHARACTER_NOT_FOUND: 'Your character could not be found.',
};
@@ -59,6 +61,7 @@ export class MerchantStore {
private readonly lastTradeState = signal<ExchangeResult | null>(null);
private readonly lastPurchaseState = signal<ShopPurchaseResult | null>(null);
private readonly selectionState = signal<Record<string, number>>({});
private readonly newlyUnlockedState = signal<string[]>([]);
readonly interaction = this.interactionState.asReadonly();
readonly exchange = this.exchangeState.asReadonly();
@@ -71,6 +74,7 @@ export class MerchantStore {
readonly lastTrade = this.lastTradeState.asReadonly();
readonly lastPurchase = this.lastPurchaseState.asReadonly();
readonly selection = this.selectionState.asReadonly();
readonly newlyUnlocked = this.newlyUnlockedState.asReadonly();
/** True once anything is selected, so the trade button can enable. */
readonly hasSelection = computed(() =>
@@ -110,6 +114,7 @@ export class MerchantStore {
this.lastTradeState.set(null);
this.lastPurchaseState.set(null);
this.selectionState.set({});
this.newlyUnlockedState.set([]);
this.panelState.set('DIALOGUE');
try {
@@ -207,8 +212,13 @@ export class MerchantStore {
// capacity, Silver and possibly renown at once, and the server is the
// only place that knows all of it.
this.exchangeState.set(await firstValueFrom(this.api.getTradeIn(npcKey)));
this.shopState.set(
this.shopState() ? await firstValueFrom(this.api.getShop(npcKey)) : null,
const previousShop = this.shopState();
const refreshedShop = previousShop
? await firstValueFrom(this.api.getShop(npcKey))
: null;
this.shopState.set(refreshedShop);
this.newlyUnlockedState.set(
this.unlockedSince(previousShop, refreshedShop),
);
// The purse in the top bar comes from the shared character state, so a
@@ -230,6 +240,9 @@ export class MerchantStore {
this.pendingState.set(itemKey);
this.actionErrorState.set(null);
// A purchase re-reads the shop below, so a banner from an earlier trade
// must not linger and be misread as caused by this buy.
this.newlyUnlockedState.set([]);
try {
this.lastPurchaseState.set(
@@ -252,6 +265,37 @@ export class MerchantStore {
this.lastPurchaseState.set(null);
}
dismissUnlocked(): void {
this.newlyUnlockedState.set([]);
}
/**
* Offer names that went from locked to open (slice §9).
*
* Derived from two shop reads the store already performs rather than from a
* server event: the trade re-fetches the shop anyway, so the before/after
* state is in hand, and a notification the server has to remember would be
* more machinery than a one-line message is worth.
*/
private unlockedSince(
before: ShopView | null,
after: ShopView | null,
): string[] {
if (!before || !after) {
return [];
}
const wasLocked = new Set(
before.offers
.filter((offer) => !offer.unlocked)
.map((offer) => offer.itemKey),
);
return after.offers
.filter((offer) => offer.unlocked && wasLocked.has(offer.itemKey))
.map((offer) => offer.itemName);
}
private toMessage(error: unknown): string {
if (error instanceof HttpErrorResponse) {
const code = (error.error as { code?: string } | null)?.code;