avatar to main merge
I have completed the character creation screen on the avatar branch and am preparing to merge it into main.
This commit is contained in:
@@ -2,6 +2,7 @@
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import { useCallback, useEffect, useState } from "react";
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import { TintedSpriteIcon } from "@/components/character/tinted-sprite-icon";
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import { Badge } from "@/components/ui/badge";
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import { Button } from "@/components/ui/button";
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import {
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@@ -11,33 +12,46 @@ import {
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CardHeader,
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CardTitle,
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} from "@/components/ui/card";
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import { useToast } from "@/components/ui/toast-provider";
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import { HABIT_PET_DATA_UPDATED_EVENT } from "@/lib/app-events";
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import { DEFAULT_GRAY_COLOR } from "@/lib/character/presets";
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import {
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getShopState,
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equipShopItem,
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getShopInventory,
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purchaseShopItem,
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type ShopItem,
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unequipShopItem,
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} from "@/lib/shop-storage";
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import {
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getLayerLabel,
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type ShopItemRecord,
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type ShopLayerId,
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} from "@/lib/shop-catalog";
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function formatItemType(type: string) {
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return type.charAt(0).toUpperCase() + type.slice(1);
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}
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const SHOP_LAYER_ORDER: ShopLayerId[] = [
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"head",
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"torso",
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"pants",
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"shoes",
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"eyes",
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];
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export function ShopContent() {
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const [coins, setCoins] = useState<number | null>(null);
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const [items, setItems] = useState<ShopItem[]>([]);
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const { toast } = useToast();
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const [items, setItems] = useState<ShopItemRecord[]>([]);
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const [ownedItemIds, setOwnedItemIds] = useState<string[]>([]);
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const [equippedItems, setEquippedItems] = useState<string[]>([]);
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const [coins, setCoins] = useState<number | null>(null);
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const [error, setError] = useState<string | null>(null);
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const [purchaseError, setPurchaseError] = useState<string | null>(null);
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const [isLoading, setIsLoading] = useState(true);
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const [pendingItemId, setPendingItemId] = useState<string | null>(null);
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const refreshShop = useCallback(async () => {
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try {
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setError(null);
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const state = await getShopState();
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setCoins(state.coins);
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setItems(state.items);
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setOwnedItemIds(state.ownedItemIds);
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const inventory = await getShopInventory();
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setItems(inventory.items);
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setOwnedItemIds(inventory.ownedItemIds);
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setEquippedItems(inventory.equippedItems);
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setCoins(inventory.coins);
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} catch (refreshError) {
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setError(
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refreshError instanceof Error
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@@ -45,10 +59,6 @@ export function ShopContent() {
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: "Could not load the shop.",
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);
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setCoins(0);
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setItems([]);
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setOwnedItemIds([]);
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} finally {
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setIsLoading(false);
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}
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}, []);
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@@ -61,30 +71,56 @@ export function ShopContent() {
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};
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}, [refreshShop]);
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const handlePurchase = async (item: ShopItem) => {
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if (pendingItemId) {
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return;
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}
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const handlePurchase = async (itemId: string) => {
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setPendingItemId(itemId);
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try {
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setPurchaseError(null);
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setPendingItemId(item.id);
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const remainingCoins = await purchaseShopItem(item.id);
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setCoins(remainingCoins);
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setOwnedItemIds((current) =>
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current.includes(item.id) ? current : [...current, item.id],
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);
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} catch (purchaseFailure) {
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setPurchaseError(
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purchaseFailure instanceof Error
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? purchaseFailure.message
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: "Could not complete purchase.",
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const item = await purchaseShopItem(itemId);
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toast(`Purchased ${item.name}.`, "success");
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await refreshShop();
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} catch (purchaseError) {
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toast(
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purchaseError instanceof Error
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? purchaseError.message
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: "Purchase failed.",
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"error",
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);
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} finally {
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setPendingItemId(null);
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}
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};
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const handleEquipToggle = async (item: ShopItemRecord) => {
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setPendingItemId(item.id);
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try {
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const isEquipped = equippedItems.includes(item.id);
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if (isEquipped) {
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await unequipShopItem(item.id);
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toast(`Unequipped ${item.name}.`, "default");
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} else {
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await equipShopItem(item.id);
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toast(`Equipped ${item.name}.`, "success");
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}
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await refreshShop();
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} catch (equipError) {
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toast(
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equipError instanceof Error ? equipError.message : "Could not equip item.",
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"error",
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);
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} finally {
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setPendingItemId(null);
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}
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};
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const groupedItems = SHOP_LAYER_ORDER.map((layerId) => ({
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layerId,
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label: getLayerLabel(layerId),
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items: items.filter((item) => item.type === layerId),
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})).filter((group) => group.items.length > 0);
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return (
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<>
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<div className="mb-4 flex items-center justify-between rounded-lg border bg-muted/40 px-4 py-3">
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@@ -95,63 +131,76 @@ export function ShopContent() {
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</div>
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{error ? <p className="mb-4 text-sm text-red-500">{error}</p> : null}
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{purchaseError ? (
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<p className="mb-4 text-sm text-red-500">{purchaseError}</p>
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) : null}
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{isLoading ? (
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<p className="text-sm text-muted-foreground">Loading shop items...</p>
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) : items.length === 0 ? (
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<p className="text-sm text-muted-foreground">
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No items in the shop yet. Add rows to the shop_items table in
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Supabase.
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</p>
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) : (
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<div className="grid gap-4">
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{items.map((item) => {
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const isOwned = ownedItemIds.includes(item.id);
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const canAfford = coins !== null && coins >= item.price;
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const isPending = pendingItemId === item.id;
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<div className="grid gap-6">
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{groupedItems.map((group) => (
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<section key={group.layerId} className="grid gap-3">
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<h3 className="text-sm font-medium uppercase tracking-wider text-muted-foreground">
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{group.label}
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</h3>
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<div className="grid gap-4 sm:grid-cols-2">
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{group.items.map((item) => {
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const owned = ownedItemIds.includes(item.id);
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const equipped = equippedItems.includes(item.id);
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const canAfford = coins !== null && coins >= item.price;
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const isPending = pendingItemId === item.id;
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return (
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<Card key={item.id}>
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<CardHeader>
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<div className="flex items-start justify-between gap-3">
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<div>
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<CardTitle className="text-base">{item.name}</CardTitle>
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<CardDescription>
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{formatItemType(item.type)}
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</CardDescription>
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</div>
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<Badge>{item.price} pts</Badge>
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</div>
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</CardHeader>
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<CardContent>
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<Button
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className="w-full"
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variant={isOwned ? "secondary" : "outline"}
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disabled={
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isOwned ||
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coins === null ||
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isPending ||
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(!isOwned && !canAfford)
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}
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onClick={() => void handlePurchase(item)}
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>
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{isOwned
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? "Owned"
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: isPending
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? "Purchasing..."
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: canAfford
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? "Buy"
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: "Not enough points"}
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</Button>
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</CardContent>
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</Card>
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);
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})}
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</div>
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)}
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return (
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<Card key={item.id}>
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<CardHeader className="pb-3">
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<div className="flex items-start justify-between gap-3">
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<div className="flex items-center gap-3">
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<div className="flex size-14 items-center justify-center rounded-lg border bg-zinc-950/80 p-1.5">
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<TintedSpriteIcon
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src={item.image_path}
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color={DEFAULT_GRAY_COLOR.hsl}
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size={36}
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/>
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</div>
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<div>
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<CardTitle className="text-base">{item.name}</CardTitle>
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<CardDescription>{item.id}</CardDescription>
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</div>
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</div>
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<Badge>{item.price} pts</Badge>
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</div>
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</CardHeader>
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<CardContent className="grid gap-2">
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{!owned ? (
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<Button
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className="w-full"
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variant="outline"
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disabled={coins === null || !canAfford || isPending}
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onClick={() => void handlePurchase(item.id)}
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>
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{isPending
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? "Processing..."
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: canAfford
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? "Buy"
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: "Not enough points"}
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</Button>
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) : (
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<Button
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className="w-full"
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variant={equipped ? "default" : "outline"}
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disabled={isPending}
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onClick={() => void handleEquipToggle(item)}
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>
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{isPending
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? "Updating..."
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: equipped
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? "Equipped"
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: "Equip"}
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</Button>
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)}
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</CardContent>
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</Card>
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);
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})}
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</div>
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</section>
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))}
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</div>
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</>
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);
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}
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