generated from nhcarrigan/template
feat: initial prototype — core game systems (#30)
## 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 Closes #1 Closes #2 Closes #3 Closes #4 Closes #5 Closes #6 Closes #7 Closes #8 Closes #9 Closes #10 Closes #11 Closes #12 Closes #13 Closes #14 Closes #16 Closes #19 Closes #20 Closes #21 Closes #22 Closes #23 Closes #24 Closes #25 Closes #26 Closes #27 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.
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/**
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* @file Leaderboard routes for retrieving ranked player statistics.
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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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/* eslint-disable max-lines-per-function -- Route handler requires many steps */
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/* eslint-disable complexity -- Leaderboard handler has inherent complexity */
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import { Hono } from "hono";
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import { gameTitles } from "../data/titles.js";
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import { prisma } from "../db/client.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 leaderboardRouter = new Hono<HonoEnvironment>();
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const validCategories = new Set([
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"totalGold",
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"bossesDefeated",
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"questsCompleted",
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"achievementsUnlocked",
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"prestigeCount",
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"transcendenceCount",
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"apotheosisCount",
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]);
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const gameStateCategories = new Set([
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"prestigeCount",
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"transcendenceCount",
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"apotheosisCount",
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]);
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/**
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* Parses the showOnLeaderboards flag from a player's profile settings blob.
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* @param raw - The raw profile settings value from the database.
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* @returns True if the player should appear on leaderboards, false otherwise.
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*/
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const parseShowOnLeaderboards = (raw: unknown): boolean => {
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if (raw !== null && typeof raw === "object" && !Array.isArray(raw)) {
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/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Runtime profile shape */
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return (raw as Record<string, unknown>).showOnLeaderboards !== false;
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}
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return true;
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};
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/**
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* Resolves the display title name for a given title ID.
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* @param titleId - The player's active title ID.
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* @returns The human-readable title name, or empty string if no title.
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*/
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const resolveTitleName = (titleId: string | null): string => {
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if (titleId === null || titleId === "") {
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return "";
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}
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return gameTitles.find((title) => {
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return title.id === titleId;
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})?.name ?? titleId;
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};
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leaderboardRouter.get("/", async(context) => {
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const category = context.req.query("category") ?? "totalGold";
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const limitRaw = Number(context.req.query("limit") ?? "100");
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const limit = Math.min(Math.max(1, limitRaw), 100);
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if (!validCategories.has(category)) {
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return context.json({ error: "Invalid category" }, 400);
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}
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const [ players, gameStates ] = await Promise.all([
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prisma.player.findMany(),
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gameStateCategories.has(category)
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? prisma.gameState.findMany()
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: Promise.resolve([]),
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]);
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const stateMap = new Map(
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gameStates.map((gs) => {
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/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma returns JsonValue */
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return [ gs.discordId, gs.state as unknown as GameState ];
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}),
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);
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const entries = players.
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filter((player) => {
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return parseShowOnLeaderboards(player.profileSettings);
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}).
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map((player) => {
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let value = 0;
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if (category === "totalGold") {
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value = player.lifetimeGoldEarned;
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} else if (category === "bossesDefeated") {
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value = player.lifetimeBossesDefeated;
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} else if (category === "questsCompleted") {
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value = player.lifetimeQuestsCompleted;
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} else if (category === "achievementsUnlocked") {
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value = player.lifetimeAchievementsUnlocked;
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} else {
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const state = stateMap.get(player.discordId);
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if (category === "prestigeCount") {
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value = state?.prestige.count ?? 0;
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} else if (category === "transcendenceCount") {
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value = state?.transcendence?.count ?? 0;
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} else if (category === "apotheosisCount") {
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value = state?.apotheosis?.count ?? 0;
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}
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}
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return {
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activeTitle: resolveTitleName(player.activeTitle),
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avatar: player.avatar ?? null,
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characterName: player.characterName,
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discordId: player.discordId,
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username: player.username,
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value: value,
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};
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}).
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sort((a, b) => {
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return b.value - a.value;
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}).
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slice(0, limit).
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map((entry, index) => {
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return { ...entry, rank: index + 1 };
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});
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return context.json({ category, entries });
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});
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export { leaderboardRouter };
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