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 Offline earnings calculator for gold and essence accrued while logged out.
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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 -- Offline earnings calculation requires iterating all adventurers with multi-step math */
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import type { GameState } from "@elysium/types";
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/**
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* Maximum offline accrual cap: 8 hours.
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*/
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const maxOfflineSeconds = 8 * 60 * 60;
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/**
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* Calculates the gold and essence earned whilst the player was offline.
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* Capped at 8 hours to prevent exploit via system clock manipulation.
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* Applies the same multipliers as the client-side tick engine.
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* @param state - The current game state to calculate offline earnings from.
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* @param nowMs - The current timestamp in milliseconds.
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* @returns The gold, essence, and elapsed seconds earned offline.
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*/
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const calculateOfflineEarnings = (
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state: GameState,
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nowMs: number,
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): { offlineGold: number; offlineEssence: number; offlineSeconds: number } => {
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const elapsedSeconds = Math.min(
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(nowMs - state.lastTickAt) / 1000,
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maxOfflineSeconds,
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);
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// eslint-disable-next-line @typescript-eslint/no-unnecessary-condition -- Defensive check for runtime nullable fields
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const equipmentGoldMultiplier = (state.equipment ?? []).
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filter((item) => {
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return item.equipped;
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}).
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reduce((mult, item) => {
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return mult * (item.bonus.goldMultiplier ?? 1);
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}, 1);
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const runestonesIncome = state.prestige.runestonesIncomeMultiplier ?? 1;
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const runestonesEssence = state.prestige.runestonesEssenceMultiplier ?? 1;
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let goldPerSecond = 0;
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let essencePerSecond = 0;
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for (const adventurer of state.adventurers) {
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if (!adventurer.unlocked || adventurer.count === 0) {
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continue;
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}
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const upgradeMultiplier = state.upgrades.
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filter((upgrade) => {
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const isGlobal = upgrade.target === "global";
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const isForAdventurer
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= upgrade.target === "adventurer"
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&& upgrade.adventurerId === adventurer.id;
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const affectsAdventurer = isGlobal || isForAdventurer;
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return upgrade.purchased && affectsAdventurer;
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}).
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reduce((mult, upgrade) => {
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return mult * upgrade.multiplier;
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}, 1);
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const prestige = state.prestige.productionMultiplier;
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const goldContribution
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= adventurer.goldPerSecond
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* adventurer.count
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* upgradeMultiplier
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* prestige
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* runestonesIncome
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* equipmentGoldMultiplier;
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goldPerSecond = goldPerSecond + goldContribution;
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const essenceContribution
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= adventurer.essencePerSecond
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* adventurer.count
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* upgradeMultiplier
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* prestige
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* runestonesEssence;
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essencePerSecond = essencePerSecond + essenceContribution;
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}
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return {
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offlineEssence: essencePerSecond * elapsedSeconds,
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offlineGold: goldPerSecond * elapsedSeconds,
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offlineSeconds: elapsedSeconds,
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};
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};
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export { calculateOfflineEarnings };
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