Celebration animations for purchases, XP gains & achievement unlocks
CI/CD / CI - API (dotnet build + engine sim) (push) Successful in 28s
CI/CD / CI - Web (tsc + next build) (push) Successful in 1m1s
CI/CD / Deploy - local stack (db + server + web) (push) Failing after 0s

- New global celebration system: celebration-store (queue) + CelebrationOverlay
  (animated: count-up XP, filling bar, level-up pop, achievement cards; plays
  levelUp/award sounds; tap or auto-dismiss). Rendered in page.tsx.
- Shop: every purchase now celebrates — XP packs animate XP gain + level-up,
  cosmetics show a "purchased!" pop. Newly-unlocked achievements (diffed from
  the profile before/after) animate too.
- XP purchases now actually evaluate achievements: gamification.evaluateAchievements
  (client) + Gamification.EvaluateAchievements (server, called in ShopBuy xp path)
  unlock level milestones + grant their coins.

Verified live: buying XP took L1→L5, unlocked level_5 server-side and credited its
reward. tsc + dotnet + next build clean; images rebuilt :1500/:1505.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
soroush.asadi
2026-06-05 09:52:28 +03:30
parent be8c758425
commit b661385a00
9 changed files with 306 additions and 3 deletions
@@ -148,6 +148,25 @@ public static class Gamification
p.Xp = r.xp;
}
/// <summary>Re-evaluate achievements vs current state (outside a match), unlock new
/// ones + grant their coins, and return the newly-unlocked list.</summary>
public static List<AchievementUnlockDto> EvaluateAchievements(ProfileDto p)
{
var list = new List<AchievementUnlockDto>();
foreach (var d in Achs)
{
int prog = AchProgress(d, p.Stats, p.Rating, p.Level);
p.Achievements[d.Id] = prog;
if (prog >= d.Goal && !p.Unlocked.Contains(d.Id))
{
p.Unlocked.Add(d.Id);
p.Coins += d.Coin;
list.Add(new() { Id = d.Id, NameFa = d.NameFa, NameEn = d.NameEn, Icon = d.Icon, CoinReward = d.Coin });
}
}
return list;
}
private static (int level, int xp, bool up) AddXp(int level, int xp, int gain)
{
bool up = false;
@@ -131,6 +131,7 @@ public class ProfileService
if (p.Coins < pk.Price) return (false, p, "insufficient");
p.Coins -= pk.Price;
Gamification.GrantXp(p, pk.Xp);
Gamification.EvaluateAchievements(p); // unlock any level milestones reached
await Save(p);
await Ledger(uid, "xp", -pk.Price, id);
return (true, p, "");