bitburner-src/src/Achievements/AchievementList.tsx

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import React from "react";
import { Accordion, AccordionSummary, AccordionDetails, Box, Typography } from "@mui/material";
import { AchievementEntry } from "./AchievementEntry";
import { Achievement, PlayerAchievement} from "./Achievements";
import { Settings } from "../Settings/Settings"
import { getFiltersFromHex } from "../ThirdParty/colorUtils";
import { CorruptableText } from "../ui/React/CorruptableText";
interface IProps {
achievements: Achievement[];
playerAchievements: PlayerAchievement[];
}
export function AchievementList({ achievements, playerAchievements }: IProps): JSX.Element {
// Need to transform the primary color into css filters to change the color of the SVG.
const cssPrimary = getFiltersFromHex(Settings.theme.primary);
const cssSecondary = getFiltersFromHex(Settings.theme.secondary);
const data = achievements.map(achievement => ({
achievement,
unlockedOn: playerAchievements.find(playerAchievement => playerAchievement.ID === achievement.ID)?.unlockedOn,
})).sort((a, b) => (b.unlockedOn ?? 0) - (a.unlockedOn ?? 0));
const unlocked = data.filter(entry => entry.unlockedOn);
// Hidden achievements
const secret = data.filter(entry => !entry.unlockedOn && entry.achievement.Secret)
// Locked behind locked content (bitnode x)
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const unavailable = data.filter(entry => !entry.unlockedOn && !entry.achievement.Secret && entry.achievement.Visible && !entry.achievement.Visible());
// Remaining achievements
const locked = data
.filter(entry => !unlocked.map(u => u.achievement.ID).includes(entry.achievement.ID))
.filter(entry => !secret.map(u => u.achievement.ID).includes(entry.achievement.ID))
.filter(entry => !unavailable.map(u => u.achievement.ID).includes(entry.achievement.ID));
return (
<Box sx={{ pr: 18, my: 2 }}>
<Box sx={{
display: 'flex',
flexDirection: 'column',
flexWrap: 'wrap',
}}>
{unlocked.length > 0 && (
<Accordion defaultExpanded disableGutters square>
<AccordionSummary>
<Typography variant="h5" sx={{ my: 1 }}>
Acquired ({unlocked.length}/{data.length})
</Typography>
</AccordionSummary>
<AccordionDetails sx={{ pt: 2 }}>
{unlocked.map(item => (
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<AchievementEntry key={`unlocked_${item.achievement.ID}`}
achievement={item.achievement}
unlockedOn={item.unlockedOn}
cssFiltersUnlocked={cssPrimary}
cssFiltersLocked={cssSecondary} />
))}
</AccordionDetails>
</Accordion>
)}
{locked.length > 0 && (
<Accordion disableGutters square>
<AccordionSummary>
<Typography variant="h5" color="secondary">
Locked ({locked.length} remaining)
</Typography>
</AccordionSummary>
<AccordionDetails sx={{ pt: 2 }}>
{locked.map(item => (
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<AchievementEntry key={`locked_${item.achievement.ID}`}
achievement={item.achievement}
cssFiltersUnlocked={cssPrimary}
cssFiltersLocked={cssSecondary} />
))}
</AccordionDetails>
</Accordion>
)}
{unavailable.length > 0 && (
<Accordion disableGutters square>
<AccordionSummary>
<Typography variant="h5" color="secondary">
Unavailable ({unavailable.length} remaining)
</Typography>
</AccordionSummary>
<AccordionDetails>
<Typography sx={{ mt: 1 }}>
{unavailable.length} additional achievements hidden behind content you don't have access to.
</Typography>
</AccordionDetails>
</Accordion>
)}
{secret.length > 0 && (
<Accordion disableGutters square>
<AccordionSummary>
<Typography variant="h5" color="secondary">
Secret ({secret.length} remaining)
</Typography>
</AccordionSummary>
<AccordionDetails>
<Typography color="secondary" sx={{ mt: 1 }}>
{secret.map(item => (
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<span key={`secret_${item.achievement.ID}`}>
<CorruptableText content={item.achievement.ID}></CorruptableText>
<br />
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</span>
))}
</Typography>
</AccordionDetails>
</Accordion>
)}
</Box>
</Box>
);
}