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
Closes #2
Closes #3
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Closes #19
Closes #20
Closes #21
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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:
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 Daily challenge progress utilities for Elysium.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
import type { DailyChallengeState, DailyChallengeType } from "@elysium/types";
/**
* Increments progress for daily challenges matching the given type.
* Returns the updated challenge state and any crystals awarded for newly-completed challenges.
*
* Note: challenge generation and daily resets are handled server-side only.
* This utility is purely for client-side progress tracking.
* @param challengeState - The current state of all daily challenges.
* @param type - The type of challenge to update progress for.
* @param amount - The amount to increment progress by.
* @returns The updated challenges and total crystals awarded.
*/
export const updateChallengeProgress = (
challengeState: DailyChallengeState,
type: DailyChallengeType,
amount: number,
): { updatedChallenges: DailyChallengeState; crystalsAwarded: number } => {
let crystalsAwarded = 0;
const updatedChallenges: DailyChallengeState = {
...challengeState,
challenges: challengeState.challenges.map((challenge) => {
if (challenge.type !== type || challenge.completed) {
return challenge;
}
const progressValue = Math.min(
challenge.progress + amount,
challenge.target,
);
const nowCompleted = progressValue >= challenge.target;
if (nowCompleted) {
crystalsAwarded = crystalsAwarded + challenge.rewardCrystals;
}
return {
...challenge,
completed: nowCompleted,
progress: progressValue,
};
}),
};
return { crystalsAwarded, updatedChallenges };
};
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/* eslint-disable stylistic/lines-around-comment -- Need the comment! */
/**
* @file Number formatting utilities for Elysium.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
import type { NumberFormat } from "@elysium/types";
// Named suffixes up to 1e33 (Decillion). Letter-based suffixes take over from 1e36 onwards.
const namedSuffixes: Array<{ threshold: number; suffix: string }> = [
// Decillion
{ suffix: "Dc", threshold: 1e33 },
// Nonillion
{ suffix: "No", threshold: 1e30 },
// Octillion
{ suffix: "Oc", threshold: 1e27 },
// Septillion
{ suffix: "Sp", threshold: 1e24 },
// Sextillion
{ suffix: "Sx", threshold: 1e21 },
// Quintillion
{ suffix: "Qi", threshold: 1e18 },
// Quadrillion
{ suffix: "Qa", threshold: 1e15 },
// Trillion
{ suffix: "T", threshold: 1e12 },
// Billion
{ suffix: "B", threshold: 1e9 },
// Million
{ suffix: "M", threshold: 1e6 },
// Thousand
{ suffix: "K", threshold: 1e3 },
];
// Letter suffixes start at 1e36 ("a"), stepping by 1000 each time (i.e. +3 exponent per letter).
const letterBaseExp = 36;
/**
* Generates an alphabetic suffix for a given index:
* 0 → "a", 1 → "b", ..., 25 → "z",
* 26 → "aa", 27 → "ab", ..., 701 → "zz", 702 → "aaa", ...
* @param index - The zero-based index to convert to a letter suffix.
* @returns The alphabetic suffix string.
*/
const getLetterSuffix = (index: number): string => {
let result = "";
let n = index;
do {
const percent = n % 26;
result = String.fromCodePoint(97 + percent) + result;
n = Math.floor(n / 26) - 1;
} while (n >= 0);
return result;
};
/**
* Formats a number with a named or letter-based suffix.
* @param value - The number to format.
* @returns The formatted string with suffix.
*/
const formatSuffix = (value: number): string => {
if (value >= Math.pow(10, letterBaseExp)) {
const exp = Math.floor(Math.log10(value));
const stepsAboveBase = Math.floor((exp - letterBaseExp) / 3);
const steps = stepsAboveBase * 3;
const divisorExp = letterBaseExp + steps;
const divisor = Math.pow(10, divisorExp);
return `${(value / divisor).toFixed(2)}${getLetterSuffix(stepsAboveBase)}`;
}
for (const { threshold, suffix } of namedSuffixes) {
if (value >= threshold) {
return `${(value / threshold).toFixed(2)}${suffix}`;
}
}
return value < 1
? value.toFixed(2)
: value.toFixed(1);
};
/**
* Formats a number in scientific notation: e.g. 1.23e15.
* Falls back to K/M/B/T style below 1 million.
* @param value - The number to format.
* @returns The formatted string in scientific notation.
*/
const formatScientific = (value: number): string => {
if (value < 1e6) {
return formatSuffix(value);
}
// ToExponential handles all magnitudes JS can represent (up to ~1.8e308)
return value.toExponential(2).replace("e+", "e");
};
/**
* Formats a number in engineering notation (exponent always a multiple of 3):
* e.g. 12.35E12, 1.23E300. Falls back to K/M/B/T style below 1 million.
* @param value - The number to format.
* @returns The formatted string in engineering notation.
*/
const formatEngineering = (value: number): string => {
if (value < 1e6) {
return formatSuffix(value);
}
const exp = Math.floor(Math.log10(value));
const engExp = Math.floor(exp / 3) * 3;
const mantissa = value / Math.pow(10, engExp);
return `${mantissa.toFixed(2)}E${String(engExp)}`;
};
/**
* Formats a number for display using the player's chosen notation style.
* Negative values are formatted with a leading minus sign.
* @param value - The number to format.
* @param format - The notation style to use.
* @returns The formatted number string.
*/
export const formatNumber = (
value: number,
format: NumberFormat = "suffix",
): string => {
if (!Number.isFinite(value) || Number.isNaN(value)) {
return "0";
}
if (value < 0) {
return `-${formatNumber(-value, format)}`;
}
switch (format) {
case "scientific":
return formatScientific(value);
case "engineering":
return formatEngineering(value);
case "suffix":
return formatSuffix(value);
default: {
/* V8 ignore next -- @preserve */
return formatSuffix(value);
}
}
};
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/**
* @file Browser notification utilities.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/**
* Requests browser notification permission from the user.
* @returns Whether permission was granted.
*/
const requestNotificationPermission = async(): Promise<boolean> => {
if (typeof Notification === "undefined") {
return false;
}
if (Notification.permission === "granted") {
return true;
}
if (Notification.permission === "denied") {
return false;
}
const permission = await Notification.requestPermission();
return permission === "granted";
};
/**
* Sends a browser notification if permission has been granted.
* @param title - The notification title text.
* @param body - The notification message displayed below the title.
*/
const sendNotification = (title: string, body: string): void => {
if (
typeof Notification === "undefined"
|| Notification.permission !== "granted"
) {
return;
}
try {
// eslint-disable-next-line no-new -- Notification constructor has side effects
new Notification(title, { body: body, icon: "/favicon.ico" });
} catch {
// Silently ignore — notifications may fail silently
}
};
export { requestNotificationPermission, sendNotification };
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/**
* @file Sound effect utilities using the Web Audio API.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
type SoundEvent =
| "achievement"
| "apotheosis"
| "bossVictory"
| "prestige"
| "questCompleted"
| "questFailed"
| "transcendence";
interface SoundPattern {
frequencies: Array<number>;
gain: number;
noteDuration: number;
type: OscillatorType;
}
// eslint-disable-next-line @typescript-eslint/naming-convention -- intentional constant name
const SOUND_PATTERNS: Record<SoundEvent, SoundPattern> = {
achievement: {
frequencies: [ 523, 659, 784, 1047 ],
gain: 0.3,
noteDuration: 0.12,
type: "triangle",
},
apotheosis: {
frequencies: [ 1047, 880, 784, 659, 523 ],
gain: 0.35,
noteDuration: 0.25,
type: "sine",
},
bossVictory: {
frequencies: [ 523, 784, 1047 ],
gain: 0.4,
noteDuration: 0.18,
type: "square",
},
prestige: {
frequencies: [ 392, 523, 659, 784 ],
gain: 0.35,
noteDuration: 0.15,
type: "sawtooth",
},
questCompleted: {
frequencies: [ 523, 659 ],
gain: 0.25,
noteDuration: 0.15,
type: "sine",
},
questFailed: {
frequencies: [ 392, 330, 261 ],
gain: 0.25,
noteDuration: 0.18,
type: "triangle",
},
transcendence: {
frequencies: [ 261, 329, 392, 523 ],
gain: 0.3,
noteDuration: 0.3,
type: "sine",
},
};
// eslint-disable-next-line @typescript-eslint/init-declarations -- lazily initialised on first use
let audioContext: AudioContext | undefined;
const getAudioContext = (): AudioContext => {
if (audioContext === undefined) {
audioContext = new AudioContext();
}
return audioContext;
};
/**
* Plays a sound effect for a given game event using the Web Audio API.
* @param event - The game event to play a sound for.
*/
const playSound = (event: SoundEvent): void => {
try {
const context = getAudioContext();
const pattern = SOUND_PATTERNS[event];
for (const [ index, frequency ] of pattern.frequencies.entries()) {
const oscillator = context.createOscillator();
const gainNode = context.createGain();
oscillator.connect(gainNode);
gainNode.connect(context.destination);
oscillator.type = pattern.type;
oscillator.frequency.value = frequency;
const noteOffset = index * pattern.noteDuration;
const startTime = context.currentTime + noteOffset;
const endTime = startTime + pattern.noteDuration;
gainNode.gain.setValueAtTime(0, startTime);
gainNode.gain.linearRampToValueAtTime(pattern.gain, startTime + 0.01);
gainNode.gain.linearRampToValueAtTime(0, endTime);
oscillator.start(startTime);
oscillator.stop(endTime);
}
} catch {
// Silently ignore — audio may not be available in all environments
}
};
export type { SoundEvent };
export { playSound };