feat(ui): MISSIONS tab renders the live mission board
Self-fetching MissionPanel (world-map pattern — refetches on each tab open, accept responses applied directly). One card per contract: type title + state badge, CONTRACT // #id line, objective, reward line, EXPLORE progress line. ACCEPT enabled only when AVAILABLE and nothing else is ACTIVE. Placeholder encounter content removed.
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@@ -2,7 +2,6 @@
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import { useEffect, useState } from 'react'
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import { Badge } from '@/components/ui/badge'
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import { Alert, AlertDescription, AlertTitle } from '@/components/ui/alert'
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import { Panel, PanelContent, PanelHeader, PanelTitle } from '@/components/ui/panel'
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import { Progress } from '@/components/ui/progress'
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import { StatCard } from '@/components/ui/stat-card'
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@@ -11,6 +10,7 @@ import { Tabs, TabsContent, TabsList, TabsTrigger } from '@/components/ui/tabs'
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import { Terminal, type TerminalLine } from '@/components/ui/terminal'
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import { CrewPanel } from '@/components/crew-panel'
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import { LocalSystemPanel } from '@/components/local-system'
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import { MissionPanel } from '@/components/missions'
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import { ShipSystemsPanel } from '@/components/ship-systems'
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import { SkillTreePanel } from '@/components/skill-tree'
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import { WorldMapPanel } from '@/components/world-map'
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@@ -21,9 +21,9 @@ import type { TechDto } from '@/lib/game/tech'
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// Interface base: layout + visual treatment rebuilt from the scificn-ui Mission Control
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// showcase (src/app/_pages/showcase/mission-control-content.tsx in baxy5/scificn-ui). The
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// WORLD MAP, LOCAL SYSTEM, CREW, SHIP SYSTEMS and SKILL TREE tabs render live data (/api/world,
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// /api/system, /api/crew, /api/ship, /api/tech); the other tabs keep placeholder content until
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// their own issues land. Single player, no auth, by design.
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// WORLD MAP, LOCAL SYSTEM, CREW, SHIP SYSTEMS, SKILL TREE and MISSIONS tabs render live data
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// (/api/world, /api/system, /api/crew, /api/ship, /api/tech, /api/missions); the EVENT LOG tab
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// keeps placeholder content until its own issue lands. Single player, no auth, by design.
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function useNarrow(threshold = 900): boolean {
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const [narrow, setNarrow] = useState(
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@@ -386,62 +386,9 @@ export function MissionControl() {
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<SkillTreePanel techs={techs} ship={ship} narrow={narrow} onResearched={setTechs} />
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</TabsContent>
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{/* MISSIONS TAB */}
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{/* MISSIONS TAB — live data from /api/missions */}
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<TabsContent value="missions" style={{ margin: 0, padding: '1rem' }}>
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<div
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style={{ display: 'flex', flexDirection: 'column', gap: '0.75rem' }}
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>
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<Alert variant="STATUS">
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<AlertTitle>ENCOUNTER #E-102 — DERELICT FREIGHTER</AlertTitle>
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<AlertDescription>
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Placeholder briefing. Real encounter resolution lands with the turn engine.
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</AlertDescription>
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</Alert>
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<div
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style={{
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display: 'grid',
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gridTemplateColumns: narrow ? '1fr' : '1fr 1fr',
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gap: '0.625rem',
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}}
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>
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{[
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{ label: 'DESTINATION', value: 'SECTOR 7G // DRIFT LANE' },
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{ label: 'ETA', value: 'T-07:14 (PLACEHOLDER)' },
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{ label: 'THREAT LEVEL', value: 'LOW — UNMANNED' },
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{ label: 'CARGO MANIFEST', value: 'UNKNOWN' },
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].map((item) => (
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<div
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key={item.label}
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style={{
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padding: '0.75rem',
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background: 'var(--surface)',
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border: '1px solid var(--border)',
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}}
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>
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<div
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style={{
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fontSize: '0.55rem',
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color: 'var(--text-muted)',
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letterSpacing: '0.12em',
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marginBottom: '0.35rem',
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}}
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>
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{item.label}
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</div>
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<div
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style={{
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fontSize: '0.8rem',
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color: 'var(--text-secondary)',
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letterSpacing: '0.04em',
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}}
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>
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{item.value}
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</div>
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</div>
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))}
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</div>
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</div>
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<MissionPanel />
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</TabsContent>
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{/* EVENT LOG TAB */}
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@@ -0,0 +1,120 @@
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'use client'
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import { useCallback, useEffect, useState } from 'react'
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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 { Card, CardContent, CardFooter, CardHeader, CardTitle } from '@/components/ui/card'
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import type { MissionDto } from '@/lib/game/missions'
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// MISSIONS tab — live data. Fetches /api/missions on mount (Radix Tabs unmounts inactive tabs, so it
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// refetches whenever the tab is opened); accept responses are applied directly (no polling). ACCEPT is
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// enabled only when the contract is AVAILABLE and no other mission is ACTIVE — mirroring what
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// POST /api/missions/{id}/accept enforces.
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export function MissionPanel() {
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const [missions, setMissions] = useState<MissionDto[] | null>(null)
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const [error, setError] = useState<string | null>(null)
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const [busyId, setBusyId] = useState<number | null>(null) // one action at a time — turn-based game
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useEffect(() => {
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let cancelled = false
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fetch('/api/missions')
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.then(async (res) => {
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if (!res.ok) throw new Error(`HTTP ${res.status}`)
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return (await res.json()) as MissionDto[]
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})
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.then((m) => {
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if (!cancelled) setMissions(m)
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})
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.catch((err: unknown) => {
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if (!cancelled) setError(err instanceof Error ? err.message : String(err))
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})
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return () => {
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cancelled = true
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}
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}, [])
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const accept = useCallback(async (mission: MissionDto) => {
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setBusyId(mission.id)
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setError(null)
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try {
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const res = await fetch(`/api/missions/${mission.id}/accept`, { method: 'POST' })
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const data = (await res.json()) as MissionDto[] & { error?: string }
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if (!res.ok) throw new Error(data.error ?? `HTTP ${res.status}`)
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setMissions(data) // response is the fresh board — apply directly
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} catch (err: unknown) {
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setError(err instanceof Error ? err.message : String(err))
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} finally {
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setBusyId(null)
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}
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}, [])
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if (!missions && !error) {
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return (
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<div style={{ border: '1px solid var(--border)', background: 'var(--surface)', padding: '0.75rem' }}>
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<span style={{ fontSize: '0.62rem', color: 'var(--text-muted)', letterSpacing: '0.12em' }}>LOADING MISSIONS…</span>
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</div>
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)
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}
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const active = (missions ?? []).find((m) => m.state === 'ACTIVE')
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return (
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<div style={{ display: 'flex', flexDirection: 'column', gap: '0.75rem' }}>
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{error && (
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<div style={{ border: '1px solid var(--border)', background: 'var(--surface)', padding: '0.75rem' }}>
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<span style={{ fontSize: '0.62rem', color: 'var(--color-red)', letterSpacing: '0.08em' }}>{error.toUpperCase()}</span>
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</div>
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)}
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<div style={{ display: 'grid', gridTemplateColumns: 'repeat(3, 1fr)', gap: '0.75rem' }}>
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{(missions ?? []).map((mission) => (
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<MissionCard key={mission.id} mission={mission} busy={busyId === mission.id} blockedByActive={!!active && active.id !== mission.id} onAccept={accept} />
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))}
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</div>
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</div>
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)
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}
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function MissionCard({
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mission,
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busy,
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blockedByActive,
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onAccept,
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}: {
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mission: MissionDto
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busy: boolean
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blockedByActive: boolean
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onAccept: (mission: MissionDto) => void
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}) {
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const acceptDisabled = busy || mission.state !== 'AVAILABLE' || blockedByActive
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return (
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<Card>
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<CardHeader>
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<div style={{ display: 'flex', alignItems: 'center' }}>
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<CardTitle>{mission.type}</CardTitle>
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<Badge variant={mission.state === 'ACTIVE' ? 'ACTIVE' : mission.state === 'AVAILABLE' ? 'SCANNING' : 'OFFLINE'} className="ml-auto">
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{mission.state}
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</Badge>
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</div>
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</CardHeader>
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<CardContent>
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<p style={{ fontSize: '0.62rem', color: 'var(--text-muted)', letterSpacing: '0.08em' }}>CONTRACT // #{mission.id}</p>
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<p style={{ fontSize: '0.65rem', color: 'var(--text-secondary)', letterSpacing: '0.08em' }}>{mission.description.toUpperCase()}</p>
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<p style={{ fontSize: '0.62rem', color: 'var(--color-green)', letterSpacing: '0.08em' }}>
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REWARD {mission.rewardQty}× {mission.rewardKind === 'resource' ? 'RESOURCES' : 'PARTS'}
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</p>
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{mission.type === 'EXPLORE' && (
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<p style={{ fontSize: '0.62rem', color: 'var(--text-muted)', letterSpacing: '0.08em' }}>
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PROGRESS // {mission.progress}/{mission.progressTarget}
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</p>
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)}
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</CardContent>
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<CardFooter>
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<Button variant="OUTLINE" size="SM" disabled={acceptDisabled} onClick={() => onAccept(mission)}>
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ACCEPT
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</Button>
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</CardFooter>
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</Card>
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)
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}
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