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

Closes #1
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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
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/**
* @file Transcendence eligibility checks, echo calculations, and post-transcendence state builder.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
import { initialGameState } from "../data/initialState.js";
import { defaultTranscendenceUpgrades } from "../data/transcendenceUpgrades.js";
import type {
GameState,
TranscendenceData,
TranscendenceUpgradeCategory,
} from "@elysium/types";
/**
* ID of the boss that must be defeated to unlock transcendence.
*/
const finalBossId = "the_absolute_one";
/**
* Base constant used in the echo yield formula.
*/
const echoFormulaConstant = 853;
const getCategoryMultiplier = (
purchasedIds: Array<string>,
category: TranscendenceUpgradeCategory,
): number => {
return defaultTranscendenceUpgrades.filter((upgrade) => {
return upgrade.category === category && purchasedIds.includes(upgrade.id);
}).reduce((mult, upgrade) => {
return mult * upgrade.multiplier;
}, 1);
};
/**
* Computes all transcendence multipliers from the purchased upgrade IDs.
* @param purchasedUpgradeIds - The array of purchased transcendence upgrade IDs.
* @returns An object containing all transcendence multiplier values.
*/
const computeTranscendenceMultipliers = (
purchasedUpgradeIds: Array<string>,
): Omit<TranscendenceData, "count" | "echoes" | "purchasedUpgradeIds"> => {
return {
echoCombatMultiplier: getCategoryMultiplier(
purchasedUpgradeIds,
"combat",
),
echoIncomeMultiplier: getCategoryMultiplier(
purchasedUpgradeIds,
"income",
),
echoMetaMultiplier: getCategoryMultiplier(
purchasedUpgradeIds,
"echo_meta",
),
echoPrestigeRunestoneMultiplier: getCategoryMultiplier(
purchasedUpgradeIds,
"prestige_runestones",
),
echoPrestigeThresholdMultiplier: getCategoryMultiplier(
purchasedUpgradeIds,
"prestige_threshold",
),
};
};
/**
* Returns true when the player is eligible to transcend:
* they must have defeated the final boss at least once.
* @param state - The current game state.
* @returns Whether the player is eligible for transcendence.
*/
const isEligibleForTranscendence = (state: GameState): boolean => {
return state.bosses.some((boss) => {
return boss.id === finalBossId && boss.status === "defeated";
});
};
/**
* Calculates echo yield for a transcendence.
* Formula: floor(CONSTANT / sqrt(prestigeCount)) × echoMetaMultiplier.
* Fewer prestiges = more echoes (rewards efficient play).
* Minimum prestige count of 1 is enforced to avoid division by zero.
* @param prestigeCount - The current prestige count.
* @param echoMetaMultiplier - The echo meta multiplier from transcendence upgrades.
* @returns The number of echoes earned.
*/
const calculateEchoes = (
prestigeCount: number,
echoMetaMultiplier: number,
): number => {
const safeCount = Math.max(prestigeCount, 1);
const baseEchoes = echoFormulaConstant / Math.sqrt(safeCount);
return Math.floor(baseEchoes * echoMetaMultiplier);
};
/**
* Builds the permanent-data spread objects that survive a transcendence reset.
* @param currentState - The game state at the time of transcendence.
* @param transcendenceData - The newly-computed transcendence data to carry forward.
* @returns A partial GameState object containing all data that persists through transcendence.
*/
const buildPermanentSpreads = (
currentState: GameState,
transcendenceData: TranscendenceData,
): Partial<GameState> => {
return {
transcendence: transcendenceData,
...currentState.codex === undefined
? {}
: { codex: currentState.codex },
...currentState.apotheosis === undefined
? {}
: { apotheosis: currentState.apotheosis },
...currentState.story === undefined
? {}
: { story: currentState.story },
};
};
/**
* Builds the new game state after a transcendence (nuclear reset).
* Wipes everything except codex, dailyChallenges, and transcendence data.
* @param currentState - The game state at the time of transcendence.
* @param characterName - The player's character name to carry forward.
* @returns The new game state, transcendence data, and echoes earned.
*/
const buildPostTranscendenceState = (
currentState: GameState,
characterName: string,
): {
transcendenceState: GameState;
transcendenceData: TranscendenceData;
echoesEarned: number;
} => {
const previousTranscendence = currentState.transcendence;
const echoMetaMultiplier = previousTranscendence?.echoMetaMultiplier ?? 1;
const echoesEarned = calculateEchoes(
currentState.prestige.count,
echoMetaMultiplier,
);
const previousEchoes = previousTranscendence?.echoes ?? 0;
const updatedCount = (previousTranscendence?.count ?? 0) + 1;
const updatedPurchasedIds = previousTranscendence?.purchasedUpgradeIds ?? [];
const transcendenceData: TranscendenceData = {
count: updatedCount,
echoes: previousEchoes + echoesEarned,
purchasedUpgradeIds: updatedPurchasedIds,
...computeTranscendenceMultipliers(updatedPurchasedIds),
};
const freshState = initialGameState(currentState.player, characterName);
const transcendenceState: GameState = {
...freshState,
lastTickAt: Date.now(),
...buildPermanentSpreads(currentState, transcendenceData),
};
return { echoesEarned, transcendenceData, transcendenceState };
};
export {
buildPostTranscendenceState,
calculateEchoes,
computeTranscendenceMultipliers,
isEligibleForTranscendence,
};