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:
@@ -0,0 +1,53 @@
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/**
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* @file Daily challenge progress utilities for Elysium.
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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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import type { DailyChallengeState, DailyChallengeType } from "@elysium/types";
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/**
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* Increments progress for daily challenges matching the given type.
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* Returns the updated challenge state and any crystals awarded for newly-completed challenges.
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*
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* Note: challenge generation and daily resets are handled server-side only.
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* This utility is purely for client-side progress tracking.
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* @param challengeState - The current state of all daily challenges.
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* @param type - The type of challenge to update progress for.
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* @param amount - The amount to increment progress by.
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* @returns The updated challenges and total crystals awarded.
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*/
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export const updateChallengeProgress = (
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challengeState: DailyChallengeState,
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type: DailyChallengeType,
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amount: number,
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): { updatedChallenges: DailyChallengeState; crystalsAwarded: number } => {
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let crystalsAwarded = 0;
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const updatedChallenges: DailyChallengeState = {
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...challengeState,
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challenges: challengeState.challenges.map((challenge) => {
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if (challenge.type !== type || challenge.completed) {
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return challenge;
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}
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const progressValue = Math.min(
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challenge.progress + amount,
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challenge.target,
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);
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const nowCompleted = progressValue >= challenge.target;
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if (nowCompleted) {
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crystalsAwarded = crystalsAwarded + challenge.rewardCrystals;
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}
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return {
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...challenge,
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completed: nowCompleted,
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progress: progressValue,
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};
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}),
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};
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return { crystalsAwarded, updatedChallenges };
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};
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@@ -0,0 +1,141 @@
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/* eslint-disable stylistic/lines-around-comment -- Need the comment! */
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/**
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* @file Number formatting utilities for Elysium.
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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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import type { NumberFormat } from "@elysium/types";
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// Named suffixes up to 1e33 (Decillion). Letter-based suffixes take over from 1e36 onwards.
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const namedSuffixes: Array<{ threshold: number; suffix: string }> = [
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// Decillion
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{ suffix: "Dc", threshold: 1e33 },
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// Nonillion
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{ suffix: "No", threshold: 1e30 },
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// Octillion
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{ suffix: "Oc", threshold: 1e27 },
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// Septillion
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{ suffix: "Sp", threshold: 1e24 },
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// Sextillion
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{ suffix: "Sx", threshold: 1e21 },
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// Quintillion
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{ suffix: "Qi", threshold: 1e18 },
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// Quadrillion
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{ suffix: "Qa", threshold: 1e15 },
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// Trillion
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{ suffix: "T", threshold: 1e12 },
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// Billion
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{ suffix: "B", threshold: 1e9 },
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// Million
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{ suffix: "M", threshold: 1e6 },
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// Thousand
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{ suffix: "K", threshold: 1e3 },
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];
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// Letter suffixes start at 1e36 ("a"), stepping by 1000 each time (i.e. +3 exponent per letter).
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const letterBaseExp = 36;
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/**
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* Generates an alphabetic suffix for a given index:
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* 0 → "a", 1 → "b", ..., 25 → "z",
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* 26 → "aa", 27 → "ab", ..., 701 → "zz", 702 → "aaa", ...
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* @param index - The zero-based index to convert to a letter suffix.
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* @returns The alphabetic suffix string.
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*/
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const getLetterSuffix = (index: number): string => {
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let result = "";
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let n = index;
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do {
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const percent = n % 26;
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result = String.fromCodePoint(97 + percent) + result;
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n = Math.floor(n / 26) - 1;
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} while (n >= 0);
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return result;
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};
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/**
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* Formats a number with a named or letter-based suffix.
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* @param value - The number to format.
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* @returns The formatted string with suffix.
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*/
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const formatSuffix = (value: number): string => {
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if (value >= Math.pow(10, letterBaseExp)) {
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const exp = Math.floor(Math.log10(value));
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const stepsAboveBase = Math.floor((exp - letterBaseExp) / 3);
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const steps = stepsAboveBase * 3;
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const divisorExp = letterBaseExp + steps;
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const divisor = Math.pow(10, divisorExp);
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return `${(value / divisor).toFixed(2)}${getLetterSuffix(stepsAboveBase)}`;
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}
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for (const { threshold, suffix } of namedSuffixes) {
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if (value >= threshold) {
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return `${(value / threshold).toFixed(2)}${suffix}`;
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}
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}
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return value < 1
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? value.toFixed(2)
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: value.toFixed(1);
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};
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/**
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* Formats a number in scientific notation: e.g. 1.23e15.
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* Falls back to K/M/B/T style below 1 million.
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* @param value - The number to format.
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* @returns The formatted string in scientific notation.
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*/
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const formatScientific = (value: number): string => {
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if (value < 1e6) {
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return formatSuffix(value);
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}
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// ToExponential handles all magnitudes JS can represent (up to ~1.8e308)
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return value.toExponential(2).replace("e+", "e");
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};
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/**
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* Formats a number in engineering notation (exponent always a multiple of 3):
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* e.g. 12.35E12, 1.23E300. Falls back to K/M/B/T style below 1 million.
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* @param value - The number to format.
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* @returns The formatted string in engineering notation.
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*/
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const formatEngineering = (value: number): string => {
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if (value < 1e6) {
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return formatSuffix(value);
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}
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const exp = Math.floor(Math.log10(value));
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const engExp = Math.floor(exp / 3) * 3;
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const mantissa = value / Math.pow(10, engExp);
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return `${mantissa.toFixed(2)}E${String(engExp)}`;
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};
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/**
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* Formats a number for display using the player's chosen notation style.
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* Negative values are formatted with a leading minus sign.
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* @param value - The number to format.
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* @param format - The notation style to use.
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* @returns The formatted number string.
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*/
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export const formatNumber = (
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value: number,
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format: NumberFormat = "suffix",
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): string => {
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if (!Number.isFinite(value) || Number.isNaN(value)) {
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return "0";
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}
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if (value < 0) {
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return `-${formatNumber(-value, format)}`;
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}
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switch (format) {
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case "scientific":
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return formatScientific(value);
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case "engineering":
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return formatEngineering(value);
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case "suffix":
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return formatSuffix(value);
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default: {
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/* V8 ignore next -- @preserve */
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return formatSuffix(value);
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}
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}
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};
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@@ -0,0 +1,46 @@
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/**
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* @file Browser notification utilities.
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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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/**
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* Requests browser notification permission from the user.
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* @returns Whether permission was granted.
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*/
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const requestNotificationPermission = async(): Promise<boolean> => {
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if (typeof Notification === "undefined") {
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return false;
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}
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if (Notification.permission === "granted") {
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return true;
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}
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if (Notification.permission === "denied") {
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return false;
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}
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const permission = await Notification.requestPermission();
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return permission === "granted";
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};
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/**
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* Sends a browser notification if permission has been granted.
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* @param title - The notification title text.
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* @param body - The notification message displayed below the title.
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*/
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const sendNotification = (title: string, body: string): void => {
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if (
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typeof Notification === "undefined"
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|| Notification.permission !== "granted"
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) {
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return;
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}
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try {
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// eslint-disable-next-line no-new -- Notification constructor has side effects
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new Notification(title, { body: body, icon: "/favicon.ico" });
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} catch {
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// Silently ignore — notifications may fail silently
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}
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};
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export { requestNotificationPermission, sendNotification };
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@@ -0,0 +1,110 @@
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/**
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* @file Sound effect utilities using the Web Audio API.
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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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type SoundEvent =
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| "achievement"
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| "apotheosis"
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| "bossVictory"
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| "prestige"
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| "questCompleted"
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| "questFailed"
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| "transcendence";
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interface SoundPattern {
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frequencies: Array<number>;
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gain: number;
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noteDuration: number;
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type: OscillatorType;
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}
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// eslint-disable-next-line @typescript-eslint/naming-convention -- intentional constant name
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const SOUND_PATTERNS: Record<SoundEvent, SoundPattern> = {
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achievement: {
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frequencies: [ 523, 659, 784, 1047 ],
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gain: 0.3,
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noteDuration: 0.12,
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type: "triangle",
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},
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apotheosis: {
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frequencies: [ 1047, 880, 784, 659, 523 ],
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gain: 0.35,
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noteDuration: 0.25,
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type: "sine",
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},
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bossVictory: {
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frequencies: [ 523, 784, 1047 ],
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gain: 0.4,
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noteDuration: 0.18,
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type: "square",
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},
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prestige: {
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frequencies: [ 392, 523, 659, 784 ],
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gain: 0.35,
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noteDuration: 0.15,
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type: "sawtooth",
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},
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questCompleted: {
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frequencies: [ 523, 659 ],
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gain: 0.25,
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noteDuration: 0.15,
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type: "sine",
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},
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questFailed: {
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frequencies: [ 392, 330, 261 ],
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gain: 0.25,
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noteDuration: 0.18,
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type: "triangle",
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},
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transcendence: {
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frequencies: [ 261, 329, 392, 523 ],
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gain: 0.3,
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noteDuration: 0.3,
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type: "sine",
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},
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};
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// eslint-disable-next-line @typescript-eslint/init-declarations -- lazily initialised on first use
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let audioContext: AudioContext | undefined;
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const getAudioContext = (): AudioContext => {
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if (audioContext === undefined) {
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audioContext = new AudioContext();
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}
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return audioContext;
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};
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/**
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* Plays a sound effect for a given game event using the Web Audio API.
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* @param event - The game event to play a sound for.
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*/
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const playSound = (event: SoundEvent): void => {
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try {
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const context = getAudioContext();
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const pattern = SOUND_PATTERNS[event];
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for (const [ index, frequency ] of pattern.frequencies.entries()) {
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const oscillator = context.createOscillator();
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const gainNode = context.createGain();
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oscillator.connect(gainNode);
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gainNode.connect(context.destination);
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oscillator.type = pattern.type;
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oscillator.frequency.value = frequency;
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const noteOffset = index * pattern.noteDuration;
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const startTime = context.currentTime + noteOffset;
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const endTime = startTime + pattern.noteDuration;
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gainNode.gain.setValueAtTime(0, startTime);
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gainNode.gain.linearRampToValueAtTime(pattern.gain, startTime + 0.01);
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gainNode.gain.linearRampToValueAtTime(0, endTime);
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oscillator.start(startTime);
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oscillator.stop(endTime);
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}
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} catch {
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// Silently ignore — audio may not be available in all environments
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}
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};
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export type { SoundEvent };
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export { playSound };
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