generated from nhcarrigan/template
feat: another balance and bug fix pass (#238)
Working through open issues — fixes, balance changes, and features. ## Closed - Closes #161 - Closes #181 - Closes #191 - Closes #199 - Closes #201 - Closes #202 - Closes #203 - Closes #204 - Closes #205 - Closes #206 - Closes #208 - Closes #211 - Closes #212 - Closes #213 - Closes #214 - Closes #216 - Closes #219 - Closes #220 - Closes #221 - Closes #222 - Closes #224 - Closes #225 - Closes #226 - Closes #228 - Closes #229 - Closes #230 - Closes #231 - Closes #232 - Closes #233 - Closes #234 - Closes #235 - Closes #236 ✨ This PR was created with help from Hikari~ 🌸 Reviewed-on: #238 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com>
This commit was merged in pull request #238.
This commit is contained in:
@@ -334,8 +334,8 @@ export const defaultAchievements: Array<Achievement> = [
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unlockedAt: null,
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},
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{
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condition: { amount: 112, type: "questsCompleted" },
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description: "Complete all 112 quests across the known multiverse.",
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condition: { amount: 122, type: "questsCompleted" },
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description: "Complete all 122 quests across the known multiverse.",
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icon: "🌌",
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id: "quest_eternal",
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name: "Quest Eternal",
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@@ -77,7 +77,7 @@ export const defaultQuests: Array<Quest> = [
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combatPowerRequired: 500,
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description:
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"A rogue necromancer has raised an army of skeletons near the city. Silence him before the dead overrun us.",
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durationSeconds: 5 * 60,
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durationSeconds: 30 * 60,
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id: "necromancer_tower",
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name: "Necromancer's Tower",
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prerequisiteIds: [],
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@@ -94,7 +94,7 @@ export const defaultQuests: Array<Quest> = [
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combatPowerRequired: 2000,
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description:
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"An ancient fortress still garrisoned by constructs who don't know the war ended. Clear it out and claim its vaults.",
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durationSeconds: 5 * 60,
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durationSeconds: 45 * 60,
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id: "crumbling_fortress",
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name: "The Crumbling Fortress",
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prerequisiteIds: [ "necromancer_tower" ],
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@@ -111,7 +111,7 @@ export const defaultQuests: Array<Quest> = [
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combatPowerRequired: 8000,
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description:
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"A vast library sealed for centuries whose contents have warped and grown hostile. The knowledge within is priceless.",
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durationSeconds: 10 * 60,
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durationSeconds: 60 * 60,
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id: "cursed_library",
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name: "The Cursed Library",
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prerequisiteIds: [ "crumbling_fortress" ],
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@@ -127,7 +127,7 @@ export const defaultQuests: Array<Quest> = [
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combatPowerRequired: 30_000,
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description:
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"The legendary lair of Pyraxis the Undying. Few who enter return — those who do are rich beyond imagining.",
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durationSeconds: 15 * 60,
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durationSeconds: 90 * 60,
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id: "dragon_lair",
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name: "Dragon's Lair",
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prerequisiteIds: [ "cursed_library" ],
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@@ -545,7 +545,7 @@ export const defaultQuests: Array<Quest> = [
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rewards: [
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{ amount: 3_000_000_000_000, type: "gold" },
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{ amount: 1_500_000_000, type: "essence" },
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{ amount: 12_000_000, type: "crystals" },
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{ amount: 0, type: "crystals" },
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],
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status: "locked",
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zoneId: "abyssal_trench",
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@@ -561,7 +561,7 @@ export const defaultQuests: Array<Quest> = [
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rewards: [
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{ amount: 10_000_000_000_000, type: "gold" },
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{ amount: 5_000_000_000, type: "essence" },
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{ amount: 30_000_000, type: "crystals" },
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{ amount: 0, type: "crystals" },
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],
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status: "locked",
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zoneId: "abyssal_trench",
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@@ -577,7 +577,7 @@ export const defaultQuests: Array<Quest> = [
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rewards: [
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{ amount: 30_000_000_000_000, type: "gold" },
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{ amount: 15_000_000_000, type: "essence" },
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{ amount: 60_000_000, type: "crystals" },
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{ amount: 0, type: "crystals" },
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],
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status: "locked",
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zoneId: "abyssal_trench",
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@@ -593,7 +593,7 @@ export const defaultQuests: Array<Quest> = [
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rewards: [
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{ amount: 100_000_000_000_000, type: "gold" },
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{ amount: 50_000_000_000, type: "essence" },
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{ amount: 120_000_000, type: "crystals" },
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{ amount: 0, type: "crystals" },
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{ targetId: "abyss_diver_1", type: "upgrade" },
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],
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status: "locked",
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@@ -610,7 +610,7 @@ export const defaultQuests: Array<Quest> = [
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rewards: [
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{ amount: 400_000_000_000_000, type: "gold" },
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{ amount: 200_000_000_000, type: "essence" },
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{ amount: 400_000_000, type: "crystals" },
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{ amount: 0, type: "crystals" },
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],
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status: "locked",
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zoneId: "abyssal_trench",
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@@ -20,6 +20,7 @@ import { gameRouter } from "./routes/game.js";
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import { leaderboardRouter } from "./routes/leaderboards.js";
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import { prestigeRouter } from "./routes/prestige.js";
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import { profileRouter } from "./routes/profile.js";
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import { timersRouter } from "./routes/timers.js";
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import { transcendenceRouter } from "./routes/transcendence.js";
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import { connectGateway } from "./services/gateway.js";
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import { logger } from "./services/logger.js";
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@@ -49,6 +50,7 @@ app.route("/transcendence", transcendenceRouter);
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app.route("/apotheosis", apotheosisRouter);
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app.route("/leaderboards", leaderboardRouter);
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app.route("/profile", profileRouter);
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app.route("/timers", timersRouter);
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app.get("/health", (context) => {
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return context.json({ status: "ok" });
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@@ -18,6 +18,7 @@ import {
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import { Hono } from "hono";
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import { defaultBosses } from "../data/bosses.js";
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import { defaultEquipmentSets } from "../data/equipmentSets.js";
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import { defaultExplorations } from "../data/explorations.js";
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import { prisma } from "../db/client.js";
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import { authMiddleware } from "../middleware/auth.js";
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import { updateChallengeProgress } from "../services/dailyChallenges.js";
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@@ -205,9 +206,11 @@ bossRouter.post("/challenge", async(context) => {
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boss.status = "defeated";
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boss.currentHp = 0;
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const crystalMult = state.prestige.runestonesCrystalMultiplier ?? 1;
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state.resources.gold = state.resources.gold + boss.goldReward;
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state.resources.essence = state.resources.essence + boss.essenceReward;
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state.resources.crystals = state.resources.crystals + boss.crystalReward;
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const crystalAward = boss.crystalReward * crystalMult;
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state.resources.crystals = state.resources.crystals + crystalAward;
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state.player.totalGoldEarned = state.player.totalGoldEarned + boss.goldReward;
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for (const upgradeId of boss.upgradeRewards) {
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@@ -282,6 +285,19 @@ bossRouter.post("/challenge", async(context) => {
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continue;
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}
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zone.status = "unlocked";
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// Unlock exploration areas for the newly unlocked zone
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for (const area of state.exploration?.areas ?? []) {
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const areaDefinition = defaultExplorations.find((explorationArea) => {
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return explorationArea.id === area.id;
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});
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// eslint-disable-next-line capitalized-comments -- v8 ignore
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/* v8 ignore next 3 -- @preserve */
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if (areaDefinition?.zoneId === zone.id && area.status === "locked") {
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area.status = "available";
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}
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}
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const updatedZoneBosses = state.bosses.filter((b) => {
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return b.zoneId === zone.id;
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});
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@@ -323,7 +339,7 @@ bossRouter.post("/challenge", async(context) => {
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rewards = {
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bountyRunestones: bountyRunestones,
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crystals: boss.crystalReward,
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crystals: crystalAward,
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equipmentIds: boss.equipmentRewards,
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essence: boss.essenceReward,
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gold: boss.goldReward,
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@@ -191,17 +191,17 @@ exploreRouter.post("/start", async(context) => {
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}
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const now = Date.now();
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// eslint-disable-next-line stylistic/no-mixed-operators -- duration * 1000 is clear
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const endsAt = now + explorationArea.durationSeconds * 1000;
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area.status = "in_progress";
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area.startedAt = now;
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area.endsAt = endsAt;
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await prisma.gameState.update({
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/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
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data: { state: state as object, updatedAt: now },
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where: { discordId },
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});
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// eslint-disable-next-line stylistic/no-mixed-operators -- duration * 1000 is clear
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const endsAt = now + explorationArea.durationSeconds * 1000;
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const response: ExploreStartResponse = {
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areaId,
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endsAt,
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@@ -546,6 +546,17 @@ const validateAndSanitize = (
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? previous.prestige
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: incoming.prestige;
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/*
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* If the DB prestige count is higher than the client's, the client is sending a
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* stale pre-prestige save. Discard its upgrades (which have purchased: true) in
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* favour of the DB's post-prestige upgrades (purchased: false) so that upgrade
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* multipliers cannot persist across prestige via a race-condition auto-save.
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*/
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const upgrades
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= incoming.prestige.count < previous.prestige.count
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? previous.upgrades
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: incoming.upgrades;
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/*
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* Echoes are only granted server-side via transcendence and can only decrease between
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* saves (spent on echo upgrades). Cap at the previous value to block inflation.
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@@ -611,11 +622,17 @@ const validateAndSanitize = (
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= Math.min(material.quantity, previousQuantity);
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return { ...material, quantity: cappedQuantity };
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});
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const craftedRecipeIds = incoming.exploration.craftedRecipeIds.filter(
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(recipeId) => {
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return previousExploration.craftedRecipeIds.includes(recipeId);
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},
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);
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/*
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* Merge crafted recipe IDs from both states so the list can only ever grow.
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* A stale auto-save arriving after a craft must not silently un-craft items.
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*/
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const craftedRecipeIds = [
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...new Set([
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...previousExploration.craftedRecipeIds,
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...incoming.exploration.craftedRecipeIds,
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]),
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];
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explorationSpread = {
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exploration: {
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...incoming.exploration,
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@@ -671,6 +688,7 @@ const validateAndSanitize = (
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prestige,
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quests,
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resources,
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upgrades,
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...transcendenceSpread,
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...apotheosisSpread,
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...explorationSpread,
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@@ -15,6 +15,7 @@ import { updateChallengeProgress } from "../services/dailyChallenges.js";
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import { logger } from "../services/logger.js";
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import {
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buildPostPrestigeState,
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calculatePrestigeThreshold,
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computeRunestoneMultipliers,
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isEligibleForPrestige,
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} from "../services/prestige.js";
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@@ -40,10 +41,15 @@ prestigeRouter.post("/", async(context) => {
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const state = record.state as unknown as GameState;
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if (!isEligibleForPrestige(state)) {
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const thresholdMultiplier
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= state.transcendence?.echoPrestigeThresholdMultiplier ?? 1;
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const required = calculatePrestigeThreshold(
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state.prestige.count,
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thresholdMultiplier,
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);
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return context.json(
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{
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// eslint-disable-next-line stylistic/max-len -- Error message cannot be shortened
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error: "Not eligible for prestige — collect 1,000,000 total gold first",
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error: `Not eligible for prestige — collect ${required.toLocaleString()} total gold first`,
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},
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400,
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);
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@@ -0,0 +1,127 @@
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/**
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* @file Public read-only timer API for external tooling (bots, automations, etc.).
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* @copyright nhcarrigan
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* @license Naomi's Public License
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* @author Naomi Carrigan
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*/
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import { Hono } from "hono";
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import { defaultExplorations } from "../data/explorations.js";
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import { prisma } from "../db/client.js";
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import { logger } from "../services/logger.js";
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import type { HonoEnvironment } from "../types/hono.js";
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import type { GameState } from "@elysium/types";
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const timersRouter = new Hono<HonoEnvironment>();
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const explorationNameMap = new Map(
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defaultExplorations.map((area) => {
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return [ area.id, area.name ];
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}),
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);
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/**
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* Extracts active quest timers from a game state.
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* @param state - The player's game state.
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* @param now - The current timestamp in milliseconds.
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* @returns An array of active quest timer objects.
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*/
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const getQuestTimers = (
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state: GameState,
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now: number,
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): Array<{
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endsAt: number;
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name: string;
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questId: string;
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timeLeft: number;
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}> => {
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return state.quests.
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filter((quest) => {
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return quest.status === "active" && quest.startedAt !== undefined;
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}).
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map((quest) => {
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const durationMs = quest.durationSeconds * 1000;
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// eslint-disable-next-line capitalized-comments -- v8 ignore
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/* v8 ignore next -- @preserve */
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const endsAt = (quest.startedAt ?? 0) + durationMs;
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return {
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endsAt: endsAt,
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name: quest.name,
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questId: quest.id,
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timeLeft: Math.max(0, endsAt - now),
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};
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});
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};
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/**
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* Extracts active exploration timers from a game state.
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* @param state - The player's game state.
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* @param now - The current timestamp in milliseconds.
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* @returns An array of active exploration timer objects.
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*/
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const getExplorationTimers = (
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state: GameState,
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now: number,
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): Array<{
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areaId: string;
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endsAt: number;
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name: string;
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timeLeft: number;
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}> => {
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return (state.exploration?.areas ?? []).
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filter((area) => {
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return area.status === "in_progress" && area.endsAt !== undefined;
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}).
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map((area) => {
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// eslint-disable-next-line capitalized-comments -- v8 ignore
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/* v8 ignore next -- @preserve */
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const endsAt = area.endsAt ?? 0;
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return {
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areaId: area.id,
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endsAt: endsAt,
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name: explorationNameMap.get(area.id) ?? area.id,
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timeLeft: Math.max(0, endsAt - now),
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};
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});
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};
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/**
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* Returns active quest and exploration timers for a given player.
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* This endpoint is public and read-only — no authentication required.
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* Rate limiting is enforced at the infrastructure level.
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*/
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timersRouter.get("/:userId", async(context) => {
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try {
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const { userId } = context.req.param();
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if (userId.length === 0 || !/^\d+$/u.test(userId)) {
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return context.json({ error: "Invalid user ID" }, 400);
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}
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const record = await prisma.gameState.findUnique({
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where: { discordId: userId },
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});
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if (record === null) {
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return context.json({ error: "Player not found" }, 404);
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}
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/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma returns JsonValue */
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const state = record.state as unknown as GameState;
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const now = Date.now();
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return context.json({
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explorations: getExplorationTimers(state, now),
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quests: getQuestTimers(state, now),
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});
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} catch (error) {
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void logger.error(
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"timers",
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error instanceof Error
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? error
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: new Error(String(error)),
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);
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return context.json({ error: "Internal server error" }, 500);
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}
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});
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export { timersRouter };
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@@ -28,8 +28,8 @@ const maxBaseRunestones = 200;
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/**
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* Calculates the gold threshold required for the next prestige.
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* Formula: BASE * (count + 1)^2 — polynomial growth that peaks around prestige 8–10
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* then gets easier as the production multiplier overtakes it.
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* Formula: BASE * (count + 1)^2.5 — steeper growth to keep late prestiges
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* meaningful even as the production multiplier scales.
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* @param prestigeCount - The current number of prestiges completed.
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* @param thresholdMultiplier - An optional echo-upgrade multiplier applied to the threshold.
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* @returns The gold amount required to prestige.
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@@ -40,7 +40,7 @@ const calculatePrestigeThreshold = (
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): number => {
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return (
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basePrestigeGoldThreshold
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* Math.pow(prestigeCount + 1, 2)
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* Math.pow(prestigeCount + 1, 2.5)
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* thresholdMultiplier
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);
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};
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@@ -189,6 +189,7 @@ const buildPostPrestigeState = (
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} => {
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const {
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autoPrestigeEnabled,
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autoPrestigeMaxRunestonesOnly,
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count: currentPrestigeCount,
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purchasedUpgradeIds,
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runestones: currentRunestones,
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@@ -215,6 +216,9 @@ const buildPostPrestigeState = (
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...autoPrestigeEnabled === undefined
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? {}
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: { autoPrestigeEnabled },
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...autoPrestigeMaxRunestonesOnly === undefined
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? {}
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: { autoPrestigeMaxRunestonesOnly },
|
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};
|
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const freshState = initialGameState(currentState.player, characterName);
|
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|
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