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.
This commit is contained in:
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/**
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* @file Prestige routes handling prestige resets and upgrade purchases.
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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 handlers require many steps */
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/* eslint-disable max-statements -- Route handlers require many statements */
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import { Hono } from "hono";
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import { defaultPrestigeUpgrades } from "../data/prestigeUpgrades.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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import {
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buildPostPrestigeState,
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computeRunestoneMultipliers,
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isEligibleForPrestige,
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} from "../services/prestige.js";
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import { postMilestoneWebhook } from "../services/webhook.js";
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import type { HonoEnvironment } from "../types/hono.js";
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import type { BuyPrestigeUpgradeRequest, GameState } from "@elysium/types";
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const prestigeRouter = new Hono<HonoEnvironment>();
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prestigeRouter.use("*", authMiddleware);
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prestigeRouter.post("/", async(context) => {
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const discordId = context.get("discordId");
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const record = await prisma.gameState.findUnique({ where: { discordId } });
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if (!record) {
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return context.json({ error: "No save 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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if (!isEligibleForPrestige(state)) {
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return context.json(
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{
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error: "Not eligible for prestige — collect 1,000,000 total gold first",
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},
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400,
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);
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}
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// Update daily prestige challenge progress before resetting the run
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let updatedDailyChallenges = state.dailyChallenges;
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let challengeCrystals = 0;
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if (updatedDailyChallenges) {
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const result = updateChallengeProgress(
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updatedDailyChallenges,
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"prestige",
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1,
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);
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updatedDailyChallenges = result.updatedChallenges;
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challengeCrystals = result.crystalsAwarded;
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}
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const {
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milestoneRunestones,
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prestigeData,
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prestigeState,
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runestonesEarned,
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} = buildPostPrestigeState(state, state.player.characterName);
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// Preserve daily challenges across the prestige reset and apply any crystal rewards
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const finalState: GameState = {
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...prestigeState,
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...updatedDailyChallenges === undefined
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? {}
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: { dailyChallenges: updatedDailyChallenges },
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resources: {
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...prestigeState.resources,
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crystals: prestigeState.resources.crystals + challengeCrystals,
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},
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};
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// Capture current-run stats to accumulate into lifetime totals before resetting
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// eslint-disable-next-line capitalized-comments -- v8 ignore
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/* v8 ignore next 10 -- @preserve */
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const runBossesDefeated = state.bosses.filter((boss) => {
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return boss.status === "defeated";
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}).length;
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const runQuestsCompleted = state.quests.filter((quest) => {
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return quest.status === "completed";
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}).length;
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let runAdventurersRecruited = 0;
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for (const adventurer of state.adventurers) {
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runAdventurersRecruited = runAdventurersRecruited + adventurer.count;
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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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const runAchievementsUnlocked = state.achievements.filter((achievement) => {
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return achievement.unlockedAt !== null;
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}).length;
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const now = Date.now();
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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: finalState as object, updatedAt: now },
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where: { discordId },
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});
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await prisma.player.update({
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data: {
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characterName: state.player.characterName,
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lastSavedAt: now,
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lifetimeAchievementsUnlocked: { increment: runAchievementsUnlocked },
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lifetimeAdventurersRecruited: { increment: runAdventurersRecruited },
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lifetimeBossesDefeated: { increment: runBossesDefeated },
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lifetimeClicks: { increment: state.player.totalClicks },
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// Accumulate into lifetime totals — never reset
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lifetimeGoldEarned: { increment: state.player.totalGoldEarned },
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lifetimeQuestsCompleted: { increment: runQuestsCompleted },
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totalClicks: 0,
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// Reset current-run counters
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totalGoldEarned: 0,
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},
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where: { discordId },
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});
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void postMilestoneWebhook(discordId, "prestige", {
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// eslint-disable-next-line capitalized-comments -- v8 ignore
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/* v8 ignore next -- @preserve */
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apotheosis: prestigeState.apotheosis?.count ?? 0,
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prestige: prestigeData.count,
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// eslint-disable-next-line capitalized-comments -- v8 ignore
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/* v8 ignore next 2 -- @preserve */
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transcendence: prestigeState.transcendence?.count ?? 0,
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});
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return context.json({
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milestoneRunestones: milestoneRunestones,
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newPrestigeCount: prestigeData.count, // eslint-disable-line unicorn/no-keyword-prefix -- API response field name required by client
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runestones: runestonesEarned,
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});
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});
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prestigeRouter.post("/buy-upgrade", async(context) => {
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const discordId = context.get("discordId");
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const body = await context.req.json<BuyPrestigeUpgradeRequest>();
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const { upgradeId } = body;
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// eslint-disable-next-line @typescript-eslint/strict-boolean-expressions -- Runtime body validation
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if (!upgradeId) {
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return context.json({ error: "upgradeId is required" }, 400);
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}
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const upgrade = defaultPrestigeUpgrades.find((prestigeUpgrade) => {
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return prestigeUpgrade.id === upgradeId;
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});
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if (!upgrade) {
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return context.json({ error: "Unknown prestige upgrade" }, 404);
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}
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const record = await prisma.gameState.findUnique({ where: { discordId } });
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if (!record) {
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return context.json({ error: "No save 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 { purchasedUpgradeIds, runestones } = state.prestige;
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if (purchasedUpgradeIds.includes(upgradeId)) {
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return context.json({ error: "Upgrade already purchased" }, 400);
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}
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if (runestones < upgrade.runestonesCost) {
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return context.json({ error: "Not enough runestones" }, 400);
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}
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const updatedRunestones = runestones - upgrade.runestonesCost;
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const updatedPurchasedUpgradeIds = [ ...purchasedUpgradeIds, upgradeId ];
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const updatedState: GameState = {
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...state,
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prestige: {
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...state.prestige,
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purchasedUpgradeIds: updatedPurchasedUpgradeIds,
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runestones: updatedRunestones,
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...computeRunestoneMultipliers(updatedPurchasedUpgradeIds),
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},
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};
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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: updatedState as object, updatedAt: Date.now() },
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where: { discordId },
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});
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const multipliers = computeRunestoneMultipliers(updatedPurchasedUpgradeIds);
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return context.json({
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purchasedUpgradeIds: updatedPurchasedUpgradeIds,
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runestonesRemaining: updatedRunestones,
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...multipliers,
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});
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});
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export { prestigeRouter };
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