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 panel component for ascending and purchasing runestone upgrades.
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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 -- Complex component with many render paths */
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/* eslint-disable complexity -- Many conditional render paths */
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/* eslint-disable max-lines -- Large panel with prestige and shop tabs */
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/* eslint-disable max-statements -- Prestige panel manages many local state variables */
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import { useState, type JSX } from "react";
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import { prestige } from "../../api/client.js";
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import { useGame } from "../../context/gameContext.js";
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import {
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PRESTIGE_UPGRADES,
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PRESTIGE_UPGRADE_CATEGORY_LABELS,
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} from "../../data/prestigeUpgrades.js";
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import { sendNotification } from "../../utils/notification.js";
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import { playSound } from "../../utils/sound.js";
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import type { PrestigeUpgradeCategory } from "@elysium/types";
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const baseThreshold = 1_000_000;
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const thresholdScale = 5;
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const runestonesPerLevel = 10;
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/**
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* Calculates the prestige threshold for a given prestige count.
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* @param prestigeCount - The current prestige count.
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* @returns The required gold to prestige.
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*/
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const calculateThreshold = (prestigeCount: number): number => {
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return baseThreshold * Math.pow(thresholdScale, prestigeCount);
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};
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/**
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* Calculates the production multiplier for a given prestige count.
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* @param prestigeCount - The number of times the player has prestiged.
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* @returns The compounding multiplier applied to all income sources.
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*/
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const calculateProductionMultiplier = (prestigeCount: number): number => {
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return Math.pow(1.15, prestigeCount);
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};
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/**
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* Calculates the runestone preview for a prestige.
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* @param totalGoldEarned - Total gold earned this run.
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* @param prestigeCount - The current prestige count.
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* @param purchasedUpgradeIds - IDs of purchased prestige upgrades.
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* @returns The predicted runestone reward.
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*/
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const calculateRunestonePreview = (
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totalGoldEarned: number,
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prestigeCount: number,
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purchasedUpgradeIds: Array<string>,
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): number => {
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const threshold = calculateThreshold(prestigeCount);
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const base
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= Math.floor(Math.sqrt(totalGoldEarned / threshold)) * runestonesPerLevel;
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const runestoneMult = PRESTIGE_UPGRADES.filter((upgrade) => {
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return (
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upgrade.category === "runestones"
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&& purchasedUpgradeIds.includes(upgrade.id)
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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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return Math.floor(base * runestoneMult);
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};
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const categoryOrder: Array<PrestigeUpgradeCategory> = [
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"income",
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"click",
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"essence",
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"crystals",
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"runestones",
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"utility",
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];
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/**
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* Renders the prestige panel with ascension and runestone shop tabs.
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* @returns The JSX element.
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*/
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const PrestigePanel = (): JSX.Element => {
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const {
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state,
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reload,
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formatNumber,
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buyPrestigeUpgrade,
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enableNotifications,
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enableSounds,
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toggleAutoPrestige,
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} = useGame();
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const [ isPending, setIsPending ] = useState(false);
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const [ result, setResult ] = useState<{
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runestones: number;
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count: number;
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milestoneRunestones: number;
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} | null>(null);
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const [ prestigeError, setPrestigeError ] = useState<string | null>(null);
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const [ buyingId, setBuyingId ] = useState<string | null>(null);
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const [ activeTab, setActiveTab ] = useState<"prestige" | "shop">("prestige");
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if (state === null) {
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return (
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<section className="panel">
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<p>{"Loading..."}</p>
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</section>
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);
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}
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const { prestige: prestigeData, player } = state;
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const threshold = calculateThreshold(prestigeData.count);
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const isEligible = player.totalGoldEarned >= threshold;
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const runestonePreview = calculateRunestonePreview(
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player.totalGoldEarned,
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prestigeData.count,
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prestigeData.purchasedUpgradeIds,
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);
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const nextMultiplier = calculateProductionMultiplier(prestigeData.count + 1);
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async function handlePrestige(): Promise<void> {
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setIsPending(true);
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setPrestigeError(null);
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try {
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const data = await prestige({});
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setResult({
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count: data.newPrestigeCount,
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milestoneRunestones: data.milestoneRunestones,
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runestones: data.runestones,
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});
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if (enableSounds) {
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playSound("prestige");
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}
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if (enableNotifications) {
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sendNotification(
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"⭐ Prestige!",
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`You've reached prestige level ${data.newPrestigeCount.toString()}!`,
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);
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}
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await reload();
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} catch (error_: unknown) {
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setPrestigeError(
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error_ instanceof Error
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? error_.message
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: "Prestige failed",
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);
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} finally {
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setIsPending(false);
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}
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}
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async function handleBuyUpgrade(upgradeId: string): Promise<void> {
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setBuyingId(upgradeId);
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try {
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await buyPrestigeUpgrade(upgradeId);
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} finally {
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setBuyingId(null);
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}
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}
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const upgradesByCategory = categoryOrder.map((categoryId) => {
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const label = PRESTIGE_UPGRADE_CATEGORY_LABELS[categoryId] ?? categoryId;
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const upgrades = PRESTIGE_UPGRADES.filter((upgrade) => {
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return upgrade.category === categoryId;
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});
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return { categoryId, label, upgrades };
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});
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function handlePrestigeClick(): void {
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void handlePrestige();
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}
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function handleAutoPrestigeToggle(): void {
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toggleAutoPrestige();
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}
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function handlePrestigeTabClick(): void {
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setActiveTab("prestige");
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}
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function handleShopTabClick(): void {
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setActiveTab("shop");
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}
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const progressRatio = player.totalGoldEarned / threshold;
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const progressPct = (progressRatio * 100).toFixed(1);
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return (
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<section className="panel prestige-panel">
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<h2>{"⭐ Prestige"}</h2>
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<div className="prestige-tabs">
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<button
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className={`prestige-tab ${activeTab === "prestige"
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? "active"
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: ""}`}
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onClick={handlePrestigeTabClick}
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type="button"
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>
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{"Ascend"}
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</button>
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<button
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className={`prestige-tab ${activeTab === "shop"
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? "active"
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: ""}`}
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onClick={handleShopTabClick}
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type="button"
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>
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{"🔮 Runestone Shop ("}
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{formatNumber(prestigeData.runestones)}
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{" stones)"}
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</button>
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</div>
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{activeTab === "prestige"
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&& <>
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<p>
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{"Prestige resets your progress but grants "}
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<strong>{"Runestones"}</strong>
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{"— permanent currency used for powerful upgrades."}
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{" Each prestige multiplies your global production by ×1.15"}
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{" (compounding each run)."}
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</p>
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<div className="prestige-status">
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<p>
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{"Total gold this run: "}
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<strong>{formatNumber(player.totalGoldEarned)}</strong>
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</p>
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<p>
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{"Required to prestige: "}
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<strong>{formatNumber(threshold)}</strong>
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</p>
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<p>
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{"Prestige count: "}
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<strong>{prestigeData.count}</strong>
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</p>
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<p>
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{"Current production multiplier: "}
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<strong>
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{"×"}
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{prestigeData.productionMultiplier.toFixed(2)}
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</strong>
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</p>
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<p>
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{"After next prestige: "}
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<strong>
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{"×"}
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{nextMultiplier.toFixed(2)}
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</strong>
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</p>
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<p>
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{"Runestones: "}
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<strong>{formatNumber(prestigeData.runestones)}</strong>
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</p>
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{isEligible
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? <p className="runestone-preview">
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{"Runestones on prestige: "}
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<strong>
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{"+"}
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{formatNumber(runestonePreview)}
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</strong>
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</p>
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: null}
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{isEligible
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? null
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: <p className="prestige-progress">
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{"Progress: "}
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{formatNumber(player.totalGoldEarned)}
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{" / "}
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{formatNumber(threshold)}
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{" ("}
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{progressPct}
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{"%"}
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{")"}
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</p>
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}
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</div>
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{isEligible
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? <div className="prestige-form">
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<p>{"You are ready to prestige!"}</p>
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<button
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className="prestige-button"
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disabled={isPending}
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onClick={handlePrestigeClick}
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type="button"
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>
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{isPending
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? "Ascending..."
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: `✨ Ascend (+${formatNumber(runestonePreview)} Runestones)`}
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</button>
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{prestigeError === null
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? null
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: <p className="error">{prestigeError}</p>
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}
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{result === null
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? null
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: <p className="success">
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{"Ascended to Prestige "}
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{result.count}
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{"! Earned "}
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{formatNumber(result.runestones)}
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{" Runestones."}
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{result.milestoneRunestones > 0
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&& <>
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{" 🎉 Milestone bonus: +"}
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{formatNumber(result.milestoneRunestones)}
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{" Runestones!"}
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</>
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}
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</p>
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}
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</div>
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: <p className="prestige-locked">
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{"Earn "}
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{formatNumber(threshold - player.totalGoldEarned)}
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{" more gold to unlock prestige."}
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</p>
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}
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</>
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}
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{activeTab === "shop"
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&& <div className="runestone-shop">
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<p className="shop-balance">
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{"Balance: "}
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<strong>
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{formatNumber(prestigeData.runestones)}
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{" Runestones"}
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</strong>
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</p>
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{upgradesByCategory.map(({ categoryId, label, upgrades }) => {
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return (
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<div className="shop-category" key={categoryId}>
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<h3>{label}</h3>
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<div className="shop-upgrades">
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{upgrades.map((upgrade) => {
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const purchased = prestigeData.purchasedUpgradeIds.includes(
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upgrade.id,
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);
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const canAfford
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= prestigeData.runestones >= upgrade.runestonesCost;
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const isLoading = buyingId === upgrade.id;
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const isAutoPrestigeToggle
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= upgrade.id === "auto_prestige" && purchased;
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const autoPrestigeEnabled
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= prestigeData.autoPrestigeEnabled ?? false;
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function handleBuyClick(): void {
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void handleBuyUpgrade(upgrade.id);
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}
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return (
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<div
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className={`shop-upgrade-card ${
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purchased
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? "purchased"
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: ""
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} ${!canAfford && !purchased
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? "unaffordable"
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: ""}`}
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key={upgrade.id}
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>
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<div className="shop-upgrade-info">
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<h4>{upgrade.name}</h4>
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<p>{upgrade.description}</p>
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<p className="upgrade-cost">
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{purchased
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? "✅ Purchased"
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: `🔮 ${formatNumber(upgrade.runestonesCost)} Runestones`}
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</p>
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</div>
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{isAutoPrestigeToggle
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? <button
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className={`auto-prestige-toggle ${
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autoPrestigeEnabled
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? "enabled"
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: "disabled"
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}`}
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onClick={handleAutoPrestigeToggle}
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type="button"
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>
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{autoPrestigeEnabled
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? "⚡ Auto ON"
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: "⏸ Auto OFF"}
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</button>
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: null}
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{purchased
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? null
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: <button
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className="buy-upgrade-button"
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disabled={
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!canAfford || isLoading || buyingId !== null
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}
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onClick={handleBuyClick}
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type="button"
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>
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{isLoading
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? "Buying..."
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: "Buy"}
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</button>
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}
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</div>
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);
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})}
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</div>
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</div>
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);
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})}
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</div>
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}
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</section>
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);
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};
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export { PrestigePanel };
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Block a user