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
commit 29c817230d
172 changed files with 50706 additions and 0 deletions
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/**
* @file Codex panel component displaying discovered lore entries.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines-per-function -- Complex component with zone and entry rendering */
import { type JSX, useState } from "react";
import { useGame } from "../../context/gameContext.js";
import { CODEX_ENTRIES, ZONE_LABELS } from "../../data/codex.js";
import type { CodexEntry } from "@elysium/types";
/**
* Converts a fraction to a percentage value.
* @param numerator - The numerator value.
* @param denominator - The denominator value.
* @returns The percentage as a number between 0 and 100.
*/
const toPercent = (numerator: number, denominator: number): number => {
if (denominator === 0) {
return 0;
}
const scaled = numerator * 100;
return scaled / denominator;
};
const sourceBadge: Record<CodexEntry["sourceType"], string> = {
adventurer: "👥",
boss: "⚔️",
equipment: "🛡️",
exploration: "🧭",
prestige: "🔮",
quest: "📜",
recipe: "⚗️",
upgrade: "🔧",
zone: "🗺️",
};
/**
* Renders the codex panel with lore entries grouped by zone.
* @returns The JSX element.
*/
const CodexPanel = (): JSX.Element => {
const { state } = useGame();
const [ expandedId, setExpandedId ] = useState<string | null>(null);
if (state === null) {
return (
<section className="panel">
<p>{"Loading..."}</p>
</section>
);
}
const unlockedIds = new Set(state.codex?.unlockedEntryIds ?? []);
const totalEntries = CODEX_ENTRIES.length;
const unlockedCount = CODEX_ENTRIES.filter((entry) => {
return unlockedIds.has(entry.id);
}).length;
const progressPercent = toPercent(unlockedCount, totalEntries);
const entriesByZone = Object.entries(ZONE_LABELS).
map(([ zoneId, zoneName ]) => {
const entries = CODEX_ENTRIES.filter((entry) => {
return entry.zoneId === zoneId;
});
const unlockedEntries = entries.filter((entry) => {
return unlockedIds.has(entry.id);
});
return {
entries,
unlockedEntries,
zoneId,
zoneName,
};
}).
filter(({ entries }) => {
return entries.length > 0;
});
return (
<section className="panel codex-panel">
<h2>{"📖 Codex"}</h2>
<div className="codex-progress">
<p className="codex-progress-text">
{"Lore discovered: "}
<strong>
{unlockedCount}
{" / "}
{totalEntries}
</strong>
</p>
<div className="codex-progress-bar">
<div
className="codex-progress-fill"
style={{ width: `${String(Math.round(progressPercent))}%` }}
/>
</div>
</div>
{entriesByZone.map(({ zoneId, zoneName, entries, unlockedEntries }) => {
return (
<div className="codex-zone" key={zoneId}>
<h3 className="codex-zone-header">
{zoneName}
<span className="codex-zone-count">
{unlockedEntries.length}
{"/"}
{entries.length}
</span>
</h3>
<div className="codex-entries">
{entries.map((entry) => {
const isUnlocked = unlockedIds.has(entry.id);
const isExpanded = expandedId === entry.id;
if (!isUnlocked) {
return (
<div className="codex-entry locked" key={entry.id}>
<div className="codex-entry-header">
<span className="codex-lock">{"🔒"}</span>
<span className="codex-entry-title">{"???"}</span>
</div>
</div>
);
}
function handleExpand(): void {
setExpandedId(isExpanded
? null
: entry.id);
}
return (
<div
className={`codex-entry unlocked ${
isExpanded
? "expanded"
: ""
}`}
key={entry.id}
onClick={handleExpand}
>
<div className="codex-entry-header">
<span className="codex-source-badge">
{sourceBadge[entry.sourceType]}
</span>
<span className="codex-entry-title">{entry.title}</span>
<span className="codex-chevron">
{isExpanded
? "▲"
: "▼"}
</span>
</div>
{isExpanded
? <p className="codex-entry-content">{entry.content}</p>
: null}
</div>
);
})}
</div>
</div>
);
})}
</section>
);
};
export { CodexPanel };