feat: initial prototype — core game systems (#30)
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## Summary

This PR represents the full v1 prototype, implementing the core game systems for Elysium.

- Full idle/clicker RPG loop: resource collection, crafting, boss fights, exploration, and quests
- Adventurer hiring with batch size selector and progressive tier cost scaling
- Prestige, transcendence, and apotheosis systems with auto-prestige support
- Character sheet, titles, leaderboards, companion system, and daily login bonuses
- Auto-quest and auto-boss toggles
- Discord webhook notifications on prestige/transcendence/apotheosis
- Discord role awarded on apotheosis
- Responsive design and overarching story/lore system
- In-game sound effects and browser notifications for key events
- Support link button in the resource bar
- Full test coverage (100% on `apps/api` and `packages/types`)
- CI pipeline: lint → build → test

## Closes

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Closes #29

 This issue was created with help from Hikari~ 🌸

Co-authored-by: Naomi Carrigan <commits@nhcarrigan.com>
Reviewed-on: #30
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
This commit was merged in pull request #30.
This commit is contained in:
2026-03-08 15:53:39 -07:00
committed by Naomi Carrigan
parent c69e155de3
commit 29c817230d
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/**
* @file Initial game state data.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
import { defaultAchievements } from "./achievements.js";
import { defaultAdventurers } from "./adventurers.js";
import { defaultBosses } from "./bosses.js";
import { defaultEquipment } from "./equipment.js";
import { defaultExplorations } from "./explorations.js";
import { defaultQuests } from "./quests.js";
import { currentSchemaVersion } from "./schemaVersion.js";
import { defaultUpgrades } from "./upgrades.js";
import { defaultZones } from "./zones.js";
import type {
ApotheosisData,
ExplorationState,
GameState,
Player,
PrestigeData,
TranscendenceData,
} from "@elysium/types";
const initialPrestige: PrestigeData = {
count: 0,
productionMultiplier: 1,
purchasedUpgradeIds: [],
runestones: 0,
};
const initialTranscendence: TranscendenceData = {
count: 0,
echoCombatMultiplier: 1,
echoIncomeMultiplier: 1,
echoMetaMultiplier: 1,
echoPrestigeRunestoneMultiplier: 1,
echoPrestigeThresholdMultiplier: 1,
echoes: 0,
purchasedUpgradeIds: [],
};
const initialApotheosis: ApotheosisData = {
count: 0,
};
const initialExploration: ExplorationState = {
areas: defaultExplorations.map((area) => {
return {
id: area.id,
status:
area.zoneId === "verdant_vale"
? ("available" as const)
: ("locked" as const),
};
}),
craftedClickMultiplier: 1,
craftedCombatMultiplier: 1,
craftedEssenceMultiplier: 1,
craftedGoldMultiplier: 1,
craftedRecipeIds: [],
materials: [],
};
/**
* Builds an initial game state for a new player.
* @param player - The player data from Discord OAuth.
* @param characterName - The character name chosen by the player.
* @returns A fresh GameState object.
*/
const initialGameState = (
player: Player,
characterName: string,
): GameState => {
return {
achievements: structuredClone(defaultAchievements),
adventurers: structuredClone(defaultAdventurers),
apotheosis: { ...initialApotheosis },
baseClickPower: 1,
bosses: structuredClone(defaultBosses),
companions: { activeCompanionId: null, unlockedCompanionIds: [] },
equipment: structuredClone(defaultEquipment),
exploration: structuredClone(initialExploration),
lastTickAt: Date.now(),
player: {
...player,
characterName: characterName,
totalClicks: 0,
totalGoldEarned: 0,
},
prestige: initialPrestige,
quests: structuredClone(defaultQuests),
resources: {
crystals: 0,
essence: 0,
gold: 0,
runestones: 0,
},
schemaVersion: currentSchemaVersion,
transcendence: { ...initialTranscendence },
upgrades: structuredClone(defaultUpgrades),
zones: structuredClone(defaultZones),
};
};
export { initialExploration, initialGameState };