generated from nhcarrigan/template
fix: resolve sync inflation, signature mismatch, CP accuracy, auto-buy cap, unlock hints
- #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
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@@ -58,6 +58,7 @@ import {
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RESOURCE_CAP,
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applyTick,
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calculateClickPower,
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computePartyCombatPower,
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} from "../engine/tick.js";
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import { updateChallengeProgress } from "../utils/dailyChallenges.js";
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import { formatNumber as formatNumberUtil } from "../utils/format.js";
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@@ -1078,11 +1079,7 @@ export const GameProvider = ({
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return q.status === "active";
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});
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if (!hasActiveQuest) {
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// eslint-disable-next-line unicorn/no-array-reduce -- Need the total!
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const partyCombatPower = next.adventurers.reduce((total, a) => {
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const power = total + a.combatPower;
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return power * a.count;
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}, 0);
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const partyCombatPower = computePartyCombatPower(next);
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const zoneOrder = new Map(
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next.zones.map((z, index) => {
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return [ z.id, index ];
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@@ -1120,14 +1117,31 @@ export const GameProvider = ({
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next.autoAdventurer === true
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&& next.prestige.purchasedUpgradeIds.includes("auto_adventurer")
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) {
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const maxAdventurerLevel = Math.max(
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...next.adventurers.
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filter((a) => {
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return a.unlocked;
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}).
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map((a) => {
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return a.level;
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}),
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);
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const autoBuyCap = 100;
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const [ bestAdventurer ] = next.adventurers.
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filter((adventurer) => {
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const cost
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= adventurer.baseCost * Math.pow(1.15, adventurer.count);
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return adventurer.unlocked && next.resources.gold >= cost;
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const isMaxTier = adventurer.level === maxAdventurerLevel;
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const withinCap
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= isMaxTier || adventurer.count < autoBuyCap;
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return (
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adventurer.unlocked
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&& next.resources.gold >= cost
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&& withinCap
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);
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}).
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sort((adventurerA, adventurerB) => {
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return adventurerB.combatPower - adventurerA.combatPower;
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return adventurerB.level - adventurerA.level;
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});
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if (bestAdventurer !== undefined) {
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const purchaseCost
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@@ -1346,6 +1360,13 @@ export const GameProvider = ({
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}
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return afterBoss;
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});
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/*
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* Boss fight modifies server state; clear stale signature so
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* the next pre-save or auto-save does not send a mismatched one.
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*/
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signatureReference.current = null;
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localStorage.removeItem("elysium_save_signature");
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setAutoBossLastResult({
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at: Date.now(),
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bossName: bossName,
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