generated from nhcarrigan/template
chore: community feedback fixes and UI improvements (#102)
## Summary Addresses all community feedback tickets from the last deploy, plus several UI improvements made during the same session. ### Bug fixes & balance - **#97** — Fix auto-adventurer tier priority: sort by combat power instead of current cost so the highest-tier affordable unit is always purchased - **#98** — Add Dark Templar adventurer (80k CP) to bridge the Volcanic Depths progression wall; rewire upgrade and quest rewards accordingly - **#99** — Reorder and buff Shadow Assassin (55k CP, level 12) so Witch Coven feels rewarding rather than a regression - **#100** — Display effective Gold/s (all multipliers applied) in the resource bar - **#101** — Add Peasant tier 2 (10x, essence) and tier 3 (50x, crystals) upgrades for meaningful late-game scaling ### Other fixes - Sync game state to server before auto-boss challenges (matching manual challenge behaviour) - Refresh Discord avatar hash on every game load via bot token so stale CDN URLs are corrected automatically ### UI improvements - Replace Donate / Discord / Support / View Profile / Edit Profile buttons with a single avatar dropdown menu - Collapse all resources except Gold into a click-to-toggle dropdown; orange alert dot appears when a hidden resource is capped ## Closes Closes #97 Closes #98 Closes #99 Closes #100 Closes #101 Reviewed-on: #102 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com>
This commit was merged in pull request #102.
This commit is contained in:
@@ -123,6 +123,78 @@ const capResource = (value: number): number => {
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return Math.min(value, RESOURCE_CAP);
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};
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/**
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* Pure function — applies one game tick to the state.
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* DeltaSeconds: time elapsed since last tick.
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* Returns a new GameState (does not mutate the original).
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* @param state - The current game state.
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* @param deltaSeconds - Time elapsed since last tick in seconds.
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* @returns A new GameState with the tick applied.
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*/
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/**
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* Computes the effective gold earned per second across all adventurers,
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* including all active multipliers (upgrades, prestige, equipment, etc.).
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* @param state - The current game state.
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* @returns Gold per second as a number.
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*/
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export const computeGoldPerSecond = (state: GameState): number => {
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const equippedItems: Array<Equipment> = state.equipment.filter((item) => {
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return item.equipped;
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});
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const equipmentGoldMultiplier = equippedItems.reduce((mult, item) => {
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return mult * (item.bonus.goldMultiplier ?? 1);
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}, 1);
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const setGoldMultiplier = computeSetBonuses(
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equippedItems.map((item) => {
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return item.id;
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}),
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EQUIPMENT_SETS,
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).goldMultiplier;
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const runestonesIncome = state.prestige.runestonesIncomeMultiplier ?? 1;
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const echoIncome = state.transcendence?.echoIncomeMultiplier ?? 1;
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const craftedGoldMultiplier = state.exploration?.craftedGoldMultiplier ?? 1;
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const companionBonus = getActiveCompanionBonus(
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state.companions?.activeCompanionId,
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state.companions?.unlockedCompanionIds ?? [],
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);
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const companionGoldMult
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= companionBonus?.type === "passiveGold"
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? 1 + companionBonus.value
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: 1;
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let goldPerSecond = 0;
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for (const adventurer of state.adventurers) {
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if (!adventurer.unlocked || adventurer.count === 0) {
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continue;
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}
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const upgradeMultiplier = state.upgrades.
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filter((upgrade) => {
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const isGlobal = upgrade.target === "global";
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const isThisAdventurer
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= upgrade.target === "adventurer"
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&& upgrade.adventurerId === adventurer.id;
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return upgrade.purchased && (isGlobal || isThisAdventurer);
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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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const contribution
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= adventurer.goldPerSecond
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* adventurer.count
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* upgradeMultiplier
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* state.prestige.productionMultiplier
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* runestonesIncome
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* echoIncome
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* equipmentGoldMultiplier
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* setGoldMultiplier
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* craftedGoldMultiplier
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* companionGoldMult;
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goldPerSecond = goldPerSecond + contribution;
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}
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return goldPerSecond;
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};
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/**
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* Pure function — applies one game tick to the state.
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* DeltaSeconds: time elapsed since last tick.
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