fix: resolve sync inflation, signature mismatch, CP accuracy, auto-buy cap, unlock hints
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- #147: Guard all patch functions with hasChanged before incrementing
  sync counter to prevent inflation on no-op patches
- #148: Clear stale HMAC signature after each boss fight so subsequent
  auto-saves do not send a mismatched signature
- #146: Auto-unlock adventurer-specific upgrades in applyTick when
  their adventurer count > 0; show recruit hint in upgrade panel
- #149: Add Essence/s row to resource bar dropdown
- #150: Fix broken auto-quest CP reduce formula; centralise via
  computePartyCombatPower which applies all multipliers correctly
- #151: Cap auto-buy at 100 for non-max-tier adventurers; max tier
  (highest level unlocked) remains uncapped
- #152: Export computePartyCombatPower from tick, applying global
  upgrades, prestige, equipment, set bonuses, echo, crafted, and
  companion multipliers; use it in resource bar and boss panel
This commit is contained in:
2026-03-25 16:47:53 -07:00
committed by Naomi Carrigan
parent b6e218167d
commit 4c297f1ce1
6 changed files with 315 additions and 88 deletions
+16 -5
View File
@@ -10,7 +10,12 @@
/* eslint-disable complexity -- Many conditional resource and badge render paths */
import { useState, type FocusEvent, type JSX } from "react";
import { useGame } from "../../context/gameContext.js";
import { RESOURCE_CAP, computeGoldPerSecond } from "../../engine/tick.js";
import {
RESOURCE_CAP,
computeEssencePerSecond,
computeGoldPerSecond,
computePartyCombatPower,
} from "../../engine/tick.js";
import type { Resource } from "@elysium/types";
interface ResourceBarProperties {
@@ -83,12 +88,11 @@ const ResourceBar = ({
const { gold, essence, crystals } = resources;
let partyCombatPower = 0;
let goldPerSecond = 0;
let essencePerSecond = 0;
if (state !== null) {
for (const adventurer of state.adventurers) {
const contribution = adventurer.combatPower * adventurer.count;
partyCombatPower = partyCombatPower + contribution;
}
partyCombatPower = computePartyCombatPower(state);
goldPerSecond = computeGoldPerSecond(state);
essencePerSecond = computeEssencePerSecond(state);
}
let avatarUrl: string | null = null;
@@ -182,6 +186,13 @@ const ResourceBar = ({
</span>
<span className="resource-label">{"Gold/s"}</span>
</div>
<div className="resource">
<span className="resource-icon">{"⚡"}</span>
<span className="resource-value">
{formatNumber(essencePerSecond)}
</span>
<span className="resource-label">{"Essence/s"}</span>
</div>
<div className={`resource${essenceFull
? " resource-full"
: ""}`}>