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
172 changed files with 50706 additions and 0 deletions
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/**
* @file Achievement panel component displaying all game achievements.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable react/no-multi-comp -- Sub-component is tightly coupled to this panel */
import { type JSX, useState } from "react";
import { useGame } from "../../context/gameContext.js";
import { LockToggle } from "../ui/lockToggle.js";
import type { Achievement } from "@elysium/types";
/**
* Returns the plural form of a word based on a count.
* @param count - The count to check.
* @param word - The base word to pluralise.
* @returns The pluralised word string.
*/
const pluralise = (count: number, word: string): string => {
return count > 1
? `${word}s`
: word;
};
/**
* Generates a human-readable condition description for an achievement.
* @param achievement - The achievement to describe.
* @param formatNumber - The number formatting utility function.
* @returns A string describing the achievement condition.
*/
const conditionDescription = (
achievement: Achievement,
formatNumber: (n: number)=> string,
): string => {
const { condition } = achievement;
switch (condition.type) {
case "totalGoldEarned":
return `Earn ${formatNumber(condition.amount)} total gold`;
case "totalClicks":
return `Click ${formatNumber(condition.amount)} times`;
case "bossesDefeated":
return `Defeat ${String(condition.amount)} ${pluralise(condition.amount, "boss")}`;
case "questsCompleted":
return `Complete ${String(condition.amount)} ${pluralise(condition.amount, "quest")}`;
case "adventurerTotal":
return `Recruit ${formatNumber(condition.amount)} total adventurers`;
case "prestigeCount":
return `Prestige ${String(condition.amount)} ${pluralise(condition.amount, "time")}`;
case "equipmentOwned":
return `Own ${String(condition.amount)} equipment ${pluralise(condition.amount, "item")}`;
default:
return "Unknown condition";
}
};
interface AchievementCardProperties {
readonly achievement: Achievement;
readonly formatNumber: (n: number)=> string;
}
/**
* Renders a single achievement card.
* @param props - The achievement card properties.
* @param props.achievement - The achievement to display.
* @param props.formatNumber - The number formatting utility function.
* @returns The JSX element.
*/
const AchievementCard = ({
achievement,
formatNumber,
}: AchievementCardProperties): JSX.Element => {
const isUnlocked = achievement.unlockedAt !== null;
const crystals = achievement.reward?.crystals;
return (
<div className={`achievement-card ${isUnlocked
? "unlocked"
: "locked"}`}>
<div className="achievement-icon">{achievement.icon}</div>
<div className="achievement-info">
<h3>{achievement.name}</h3>
<p>{achievement.description}</p>
<p className="achievement-condition">
{conditionDescription(achievement, formatNumber)}
</p>
{crystals !== undefined
&& <p className="achievement-reward">
{"💎 +"}
{crystals}
{" Crystals"}
</p>
}
</div>
<div className="achievement-status">
{isUnlocked
? <span className="achievement-unlocked-badge">{"✓ Unlocked"}</span>
: <span className="achievement-locked-badge">{"🔒"}</span>
}
</div>
</div>
);
};
/**
* Renders the achievement panel with all achievements.
* @returns The JSX element.
*/
// eslint-disable-next-line max-lines-per-function -- Achievement panel renders many achievement states
const AchievementPanel = (): JSX.Element => {
const { state, formatNumber } = useGame();
const [ showLocked, setShowLocked ] = useState(true);
if (state === null) {
return (
<section className="panel">
<p>{"Loading..."}</p>
</section>
);
}
const achievementList = state.achievements;
const unlocked = achievementList.filter((a) => {
return a.unlockedAt !== null;
});
const locked = achievementList.filter((a) => {
return a.unlockedAt === null;
});
const visible = showLocked
? achievementList
: unlocked;
function handleToggle(): void {
setShowLocked((current) => {
return !current;
});
}
return (
<section className="panel achievement-panel">
<div className="panel-header">
<h2>{"Achievements"}</h2>
<LockToggle
lockedCount={locked.length}
onToggle={handleToggle}
showLocked={showLocked}
/>
</div>
<p className="achievement-progress">
{unlocked.length}
{" / "}
{achievementList.length}
{" unlocked"}
</p>
<div className="achievement-list">
{visible.map((achievement) => {
return (
<AchievementCard
achievement={achievement}
formatNumber={formatNumber}
key={achievement.id}
/>
);
})}
</div>
</section>
);
};
export { AchievementPanel };