generated from nhcarrigan/template
fix: runestone formula, prestige/transcendence rebalance, exploration fixes, and comprehensive balance audit (#135)
## What changed and why ### Runestone formula (`prestige.ts`) - Swapped `sqrt` for `cbrt` — much stronger diminishing returns for large gold values - Added base cap of **200** (→ ~1,125 max with all upgrades at 5.625× multiplier) - Prevents extended AFK sessions from producing runestone windfalls that allow immediate upgrade purchasing and rapid prestige chaining ### Prestige threshold formula (`prestige.ts`) - Old: `1,000,000 × 5^n` — exponential, grows impossibly fast, prestige 10+ takes years - New: `1,000,000 × (n+1)²` — polynomial, peaks at ~1 day/run around P8–10, then gets *easier* as the production multiplier overtakes it - Removed `thresholdScaleFactor` constant (no longer needed) ### Production multiplier (`prestige.ts`) - Old: `1.15^n` - New: `1.25^n` — compounds faster, ensures the polynomial threshold eventually gets easy in the late game ### Boss prestige requirements (`bosses.ts`) - Rescaled proportionally from 0–88 range to 0–20 range - The Absolute One now requires prestige **20** (was 88), making transcendence reachable in a few weeks of idle play ### Echo formula (`transcendence.ts`) - Constant changed from 853 → **224** - At the target prestige of 20: `floor(224 / sqrt(20)) = 50 echoes` per transcendence (no meta upgrades) - With all echo_meta upgrades (3.75× total): up to **187 echoes** per transcendence ### Transcendence upgrade costs (`transcendenceUpgrades.ts`) - Old total: **866 echoes** → New total: **400 echoes** (roughly halved across all categories) - Apotheosis still requires **all 15 upgrades** purchased ### Balance fixes (closes #141, #142, #143, #144, #145) - Equipment: `philosophers_stone` click multiplier 2.25→2.5, `crystal_shard` 1.55→1.65 (#144) - Recipes: added `primal_omega_lens` cross-zone click_power recipe at 1.38× (#142) - Adventurers: `celestial_guard` base cost adjusted to smooth tier 14→15→16 cost curve (#145) ### Quest reward rebalancing (closes #136, #137) - Shadow Marshes: buffed `shadow_mere`, `witch_coven`, `plague_ruins` rewards to match combat requirements (#136) - Astral Void: added gold to `void_rift`, increased rewards across all Astral Void quests (#137) ### Boss reward additions (closes #138, #139, #140) - Assigned 9 unassigned adventurer-specific upgrades to Crystalline Spire through Eternal Throne bosses that had empty `upgradeRewards` arrays (#140) ### Combat power documentation (closes #153) - Expanded JSDoc on `computePartyCombatPower` to clarify companion `bossDamage` multiplier behaviour ### Effective adventurer stats (closes #154) - Added `computeEffectiveAdventurerStats` to `tick.ts` and updated `AdventurerCard` to display effective post-multiplier stats ### Adventurer upgrade timing (closes #158) - Audited every adventurer-specific upgrade reward — upgrades now land within the same progression window where that adventurer tier is still a meaningful contributor ### Sync and save fixes (closes #147, #148, #151) - Fixed sync new content count to report only genuinely changed items (#147) - Fixed signature mismatch after first auto-boss completion (#148) - Added auto-buy cap (100) on non-max-tier adventurers (#151) ### Auto-adventurer persistence (closes #156) - Auto-buy preference now preserved across prestige resets ### Broken CDN image (closes #159) - Uploaded missing `auto_adventurer.jpg` to CDN ### Codex unlock hints (closes #146) - Locked codex entries now display a hint generated from `sourceType` and `sourceId` ### Exploration bug fixes (closes #160, #161) - Fixed auto-save race condition discarding exploration materials collected mid-tick (#160) - Fixed exploration areas failing to unlock when zone was unlocked via boss kill or quest completion (#161) ### Concurrent prestige fix (closes #162) - Added optimistic locking via `updatedAt` — concurrent prestige requests return 409 ### Prestige UX (closes #163) - Added `reloadSilent` to game context — no loading screen flash after prestige ### Balance adjustments (closes #164, #165, #166, #167) - Reduced `shadow_mere` CP requirement 5,000,000 → 2,000,000 (#164) - Buffed crystal drops from Shadow Marshes bosses and quests (#165) - Increased runestone yield from 10 → 15 per prestige level (#166) - Daily challenge set always includes a clicks challenge (#167) ### Progression QoL (closes #168, #169) - Added `computeProjectedRunestones()` and persistent `+N On Prestige` resource bar row (#168) - Added `enablePrestigeAnnouncements` setting per player (#169) --- ## Comprehensive balance audit (closes #187, #191, #192, #193, #194, #195, #196, #197, #198) ### Crystal economy fixes - Zeroed crystal rewards for all Zone 7+ boss drops (Celestial Reaches onwards) — crystals are an early/mid-game currency and should not flow freely into the endgame (#187) - Zeroed crystal rewards for all Zone 9+ quest rewards (Infernal Court onwards) — same rationale (#191) ### Achievement additions and fixes - Added quest milestone achievements at 75 quests (10,000 crystals) and 100 quests (15,000 crystals) - Added boss milestone achievement at 50 bosses (15,000 crystals) - Added prestige milestone achievements at P50, P100, P150, P200 — rewarding **runestones** rather than crystals to match the late-game economy - Added gold milestone achievements through 1e90 gold earned - Fixed `quest_eternal` condition from 122 → **112** (actual quest count) — was permanently impossible (#197) - Fixed `fully_equipped` condition from 65 → **78** (actual equipment count after new items) (#197) - Fixed `devourer_slayer` description to remove incorrect zone reference ### Upgrade balance - Fixed Essence Guild multiplier 1.5× → **2×** — was identical to the cheaper Merchant Alliance for 5× the cost (#194) - Raised Void Ascendancy crystal cost 10M → **50M** — was trivially cheap compared to the parallel Celestial Mandate upgrade (100B essence + 50T gold) (#195) - Fixed Sunken Temple quest rewards (gold 2M → 60M, essence 1,500 → 25,000, crystals 75 → 400) — was rewarding less than its easier prerequisite Witch Coven (#193) ### Equipment balance - Buffed Eternal Prism stats to click 5×, combat **3×**, gold **2.5×** — was only marginally better than the free Eternity Stone boss drop for 100M crystals (#196) ### Missing content - Created **13 missing equipment items** for Zones 15–18 (primordial_chaos through the_absolute) that were referenced by late-game boss `equipmentRewards` arrays but never existed in `equipment.ts` (#198): - `chaos_mantle`, `titan_core` (Primordial Chaos) - `expanse_blade`, `void_armour_mk2` (Infinite Expanse) - `cosmos_blade`, `reality_plate` (Reality Forge) - `maelstrom_edge`, `cosmic_plate` (Cosmic Maelstrom) - `primeval_blade`, `ancient_aegis` (Primeval Sanctum) - `absolute_blade`, `eternity_plate`, `omniversal_core` (The Absolute) - Stats scale from combat 14× / gold 9× (Zone 15) up to combat 28× / gold 20× for the final boss drops ### Type system - Extended `AchievementReward` type to support `runestones` field - Updated tick engine achievement processing to award both crystals and runestones --- ## Target progression timeline (optimal play, ~16h/day idle) - First cycle to P20: ~375h (~3.3 weeks) - Each subsequent cycle gets faster as echo upgrades boost income/combat/threshold - Expected **~5 transcendences** before apotheosis at 50–187 echoes/transcendence - **~6 months** to apotheosis for a dedicated player ## Test plan - [ ] Lint, build, and test pipeline passes (100% coverage maintained) - [ ] Prestige threshold at P0 is still 1,000,000 gold - [ ] Prestige runs feel ~1 day long around P8–10 and get easier after - [ ] The Absolute One is locked until prestige 20 - [ ] Transcendence at P20 awards 50 echoes (no meta upgrades) - [ ] All 15 transcendence upgrades cost 400 echoes total - [ ] Bosses in Zones 7+ drop 0 crystals; Zones 1–6 retain crystal drops - [ ] Quests in Zones 9+ reward 0 crystals; Zones 1–8 retain crystal rewards - [ ] Sunken Temple rewards more gold/essence/crystals than Witch Coven - [ ] Essence Guild gives 2× income (stronger than Merchant Alliance 1.5×) - [ ] Void Ascendancy costs 50M crystals - [ ] Eternal Prism stats are click 5×, combat 3×, gold 2.5× - [ ] Late-game bosses (primordial_titan through the_absolute_one) drop equipment on kill - [ ] `quest_eternal` achievement requires 112 quests - [ ] `fully_equipped` achievement requires 78 equipment pieces - [ ] P50/P100/P150/P200 prestige achievements reward runestones - [ ] Adventurer cards show effective post-multiplier stats - [ ] Exploration areas unlock correctly when their zone is unlocked - [ ] Concurrent prestige requests return 409 - [ ] No loading screen flash after prestige - [ ] Daily challenge set always includes a clicks challenge - [ ] Resource bar shows `+N On Prestige` runestone preview ✨ This PR was crafted with help from Hikari~ 🌸 Reviewed-on: #135 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com>
This commit was merged in pull request #135.
This commit is contained in:
@@ -595,6 +595,18 @@ describe("debug route", () => {
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expect(adventurer?.unlocked).toBe(true);
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});
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it("patches adventurer stats when only name has changed (exercises all earlier OR conditions)", async () => {
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const state = makeState({
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adventurers: [{ id: "militia", count: 5, unlocked: true, baseCost: 100, goldPerSecond: 0.7, essencePerSecond: 0, combatPower: 3, level: 2, name: "Old Name", class: "warrior" }] as GameState["adventurers"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await syncNewContent();
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expect(res.status).toBe(200);
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const body = await res.json() as { adventurerStatsPatched: number };
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expect(body.adventurerStatsPatched).toBe(1);
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});
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it("skips adventurer stat patching for adventurers not in defaults", async () => {
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const state = makeState({
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adventurers: [{ id: "nonexistent_adventurer", count: 0, unlocked: false, baseCost: 1, goldPerSecond: 1, essencePerSecond: 1, combatPower: 1, level: 1, name: "Ghost", class: "warrior" }] as GameState["adventurers"],
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@@ -816,6 +828,18 @@ describe("debug route", () => {
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expect(quest?.status).toBe("available");
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});
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it("patches quest stats when only combatPowerRequired has changed (exercises all earlier OR conditions)", async () => {
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const state = makeState({
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quests: [{ id: "haunted_mine", status: "available", rewards: [], durationSeconds: 900, name: "The Haunted Mine", description: "An abandoned mine is rich with crystal deposits — if you dare brave its ghosts.", prerequisiteIds: ["goblin_camp"], zoneId: "verdant_vale", combatPowerRequired: 0 }] as GameState["quests"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await syncNewContent();
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expect(res.status).toBe(200);
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const body = await res.json() as { questsPatched: number };
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expect(body.questsPatched).toBe(1);
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});
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it("skips quest stat patching for quests not in defaults", async () => {
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const state = makeState({
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quests: [{ id: "nonexistent_quest_xyz", status: "available", rewards: [], durationSeconds: 1, name: "Ghost", description: "Old", prerequisiteIds: [], zoneId: "old_zone", combatPowerRequired: 0 }] as GameState["quests"],
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@@ -845,6 +869,42 @@ describe("debug route", () => {
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expect(boss?.currentHp).toBe(100);
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});
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it("patches boss stats when only bountyRunestones has changed (exercises all earlier OR conditions)", async () => {
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const state = makeState({
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bosses: [{ id: "troll_king", status: "available", currentHp: 1000, maxHp: 1000, upgradeRewards: [], bountyRunestonesClaimed: false, damagePerSecond: 5, goldReward: 10_000, essenceReward: 25, crystalReward: 0, equipmentRewards: ["iron_sword", "chainmail", "mages_focus"], prestigeRequirement: 0, zoneId: "verdant_vale", bountyRunestones: 99, name: "The Troll King", description: "Gruk the Immovable has terrorised the trade roads for decades. Merchants will pay handsomely for his head." }] as GameState["bosses"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await syncNewContent();
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expect(res.status).toBe(200);
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const body = await res.json() as { bossesPatched: number };
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expect(body.bossesPatched).toBe(1);
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});
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it("patches boss when only equipmentRewards differ (covers savedRewards branch)", async () => {
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const state = makeState({
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bosses: [{ id: "troll_king", status: "available", currentHp: 1000, maxHp: 1000, upgradeRewards: ["click_2"], bountyRunestonesClaimed: false, damagePerSecond: 5, goldReward: 10_000, essenceReward: 25, crystalReward: 5, equipmentRewards: [], prestigeRequirement: 0, zoneId: "verdant_vale", bountyRunestones: 1, name: "The Troll King", description: "Gruk the Immovable has terrorised the trade roads for decades. Merchants will pay handsomely for his head." }] as GameState["bosses"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await syncNewContent();
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expect(res.status).toBe(200);
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const body = await res.json() as { bossesPatched: number };
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expect(body.bossesPatched).toBe(1);
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});
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it("patches boss when only bountyRunestones differs with all other fields matching", async () => {
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const state = makeState({
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bosses: [{ id: "troll_king", status: "available", currentHp: 1000, maxHp: 1000, upgradeRewards: ["click_2"], bountyRunestonesClaimed: false, damagePerSecond: 5, goldReward: 10_000, essenceReward: 25, crystalReward: 5, equipmentRewards: ["iron_sword", "chainmail", "mages_focus"], prestigeRequirement: 0, zoneId: "verdant_vale", bountyRunestones: 99, name: "The Troll King", description: "Gruk the Immovable has terrorised the trade roads for decades. Merchants will pay handsomely for his head." }] as GameState["bosses"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await syncNewContent();
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expect(res.status).toBe(200);
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const body = await res.json() as { bossesPatched: number };
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expect(body.bossesPatched).toBe(1);
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});
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it("skips boss stat patching for bosses not in defaults", async () => {
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const state = makeState({
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bosses: [{ id: "nonexistent_boss_xyz", status: "available", currentHp: 100, maxHp: 1, upgradeRewards: [], bountyRunestonesClaimed: false, damagePerSecond: 1, goldReward: 1, essenceReward: 1, crystalReward: 1, equipmentRewards: [], prestigeRequirement: 0, zoneId: "old_zone", bountyRunestones: 0, name: "Ghost", description: "Old" }] as GameState["bosses"],
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@@ -872,6 +932,18 @@ describe("debug route", () => {
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expect(zone?.status).toBe("unlocked");
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});
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it("patches zone stats when only unlockQuestId has changed (exercises all earlier OR conditions)", async () => {
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const state = makeState({
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zones: [{ id: "verdant_vale", status: "unlocked", name: "The Verdant Vale", description: "Rolling green hills and ancient forests stretch to the horizon. This is where your guild takes its first steps — trade roads in need of clearing, goblin camps to rout, and an undead queen stirring in the north.", emoji: "🌿", unlockBossId: null, unlockQuestId: "wrong_quest" }] as GameState["zones"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await syncNewContent();
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expect(res.status).toBe(200);
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const body = await res.json() as { zonesPatched: number };
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expect(body.zonesPatched).toBe(1);
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});
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it("skips zone stat patching for zones not in defaults", async () => {
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const state = makeState({
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zones: [{ id: "nonexistent_zone_xyz", status: "unlocked", name: "Ghost", description: "Old", emoji: "❓", unlockBossId: null, unlockQuestId: null }] as GameState["zones"],
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@@ -901,6 +973,18 @@ describe("debug route", () => {
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expect(upgrade?.unlocked).toBe(true);
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});
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it("patches upgrade stats when only costCrystals has changed (exercises all earlier OR conditions)", async () => {
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const state = makeState({
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upgrades: [{ id: "click_2", purchased: false, unlocked: false, multiplier: 2, name: "Battle Hardened", description: "Years of combat sharpen your instincts. Doubles click power again.", target: "click", adventurerId: undefined, costGold: 1000, costEssence: 0, costCrystals: 99 }] as GameState["upgrades"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await syncNewContent();
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expect(res.status).toBe(200);
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const body = await res.json() as { upgradesPatched: number };
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expect(body.upgradesPatched).toBe(1);
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});
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it("skips upgrade stat patching for upgrades not in defaults", async () => {
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const state = makeState({
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upgrades: [{ id: "nonexistent_upgrade_xyz", purchased: false, unlocked: false, multiplier: 0.1, name: "Ghost", description: "Old", target: "click", adventurerId: undefined, costGold: 1, costEssence: 0, costCrystals: 0 }] as GameState["upgrades"],
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@@ -929,6 +1013,30 @@ describe("debug route", () => {
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expect(item?.equipped).toBe(false);
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});
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it("patches equipment stats when only cost has changed (exercises name/desc/type/rarity/bonus OR conditions)", async () => {
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const state = makeState({
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equipment: [{ id: "shadow_dagger", owned: true, equipped: false, name: "Shadow Dagger", description: "Forged in the Shadow Marshes from condensed darkness. It strikes before it is seen.", type: "weapon", rarity: "epic", bonus: { combatMultiplier: 1.65 }, cost: { crystals: 99, essence: 500, gold: 0 }, setId: "shadow_infiltrator" }] as GameState["equipment"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await syncNewContent();
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expect(res.status).toBe(200);
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const body = await res.json() as { equipmentPatched: number };
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expect(body.equipmentPatched).toBe(1);
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});
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it("patches equipment stats when only setId has changed (exercises all earlier OR conditions)", async () => {
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const state = makeState({
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equipment: [{ id: "iron_sword", owned: true, equipped: false, name: "Iron Sword", description: "A sturdy weapon issued to veterans of the guild.", type: "weapon", rarity: "rare", bonus: { combatMultiplier: 1.25 }, cost: undefined, setId: "old_set" }] as GameState["equipment"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await syncNewContent();
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expect(res.status).toBe(200);
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const body = await res.json() as { equipmentPatched: number };
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expect(body.equipmentPatched).toBe(1);
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});
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it("skips equipment stat patching for items not in defaults", async () => {
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const state = makeState({
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equipment: [{ id: "nonexistent_item_xyz", owned: false, equipped: false, name: "Ghost Sword", description: "Old", type: "weapon", rarity: "common", bonus: { type: "click_power", value: 0 }, cost: undefined, setId: undefined }] as GameState["equipment"],
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@@ -957,6 +1065,18 @@ describe("debug route", () => {
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expect(achievement?.unlockedAt).toBeNull();
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});
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it("patches achievement stats when only reward has changed (exercises all earlier OR conditions)", async () => {
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const state = makeState({
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achievements: [{ id: "first_click", unlockedAt: null, name: "First Strike", description: "Click the Guild Hall for the first time.", icon: "👆", condition: { amount: 1, type: "totalClicks" }, reward: { crystals: 999 } }] as GameState["achievements"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await syncNewContent();
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expect(res.status).toBe(200);
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const body = await res.json() as { achievementsPatched: number };
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expect(body.achievementsPatched).toBe(1);
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});
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it("skips achievement stat patching for achievements not in defaults", async () => {
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const state = makeState({
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achievements: [{ id: "nonexistent_achievement_xyz", unlockedAt: null, name: "Ghost", description: "Old", icon: "❓", condition: { type: "totalClicks", amount: 1 }, reward: undefined }] as GameState["achievements"],
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@@ -7,8 +7,8 @@ import type { GameState } from "@elysium/types";
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vi.mock("../../src/db/client.js", () => ({
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prisma: {
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player: { update: vi.fn() },
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gameState: { findUnique: vi.fn(), update: vi.fn() },
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player: { findUnique: vi.fn(), update: vi.fn() },
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gameState: { findUnique: vi.fn(), update: vi.fn(), updateMany: vi.fn() },
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},
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}));
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@@ -47,8 +47,8 @@ const makeState = (overrides: Partial<GameState> = {}): GameState => ({
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describe("prestige route", () => {
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let app: Hono;
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let prisma: {
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player: { update: ReturnType<typeof vi.fn> };
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gameState: { findUnique: ReturnType<typeof vi.fn>; update: ReturnType<typeof vi.fn> };
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player: { findUnique: ReturnType<typeof vi.fn>; update: ReturnType<typeof vi.fn> };
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gameState: { findUnique: ReturnType<typeof vi.fn>; update: ReturnType<typeof vi.fn>; updateMany: ReturnType<typeof vi.fn> };
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};
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beforeEach(async () => {
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@@ -83,8 +83,8 @@ describe("prestige route", () => {
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it("returns runestones on successful prestige", async () => {
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const state = makeState();
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state, updatedAt: 0 } as never);
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vi.mocked(prisma.gameState.updateMany).mockResolvedValueOnce({ count: 1 } as never);
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vi.mocked(prisma.player.update).mockResolvedValueOnce({} as never);
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const res = await post("");
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expect(res.status).toBe(200);
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@@ -93,6 +93,14 @@ describe("prestige route", () => {
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expect(body.runestones).toBeGreaterThanOrEqual(0);
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});
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it("returns 409 when a concurrent prestige already committed", async () => {
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const state = makeState();
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state, updatedAt: 0 } as never);
|
||||
vi.mocked(prisma.gameState.updateMany).mockResolvedValueOnce({ count: 0 } as never);
|
||||
const res = await post("");
|
||||
expect(res.status).toBe(409);
|
||||
});
|
||||
|
||||
it("returns 500 when the database throws during prestige", async () => {
|
||||
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB error"));
|
||||
const res = await post("");
|
||||
@@ -112,14 +120,26 @@ describe("prestige route", () => {
|
||||
challenges: [{ id: "prestige_challenge", type: "prestige", target: 2, progress: 0, completed: false, crystalReward: 5 }],
|
||||
} as GameState["dailyChallenges"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state, updatedAt: 0 } as never);
|
||||
vi.mocked(prisma.gameState.updateMany).mockResolvedValueOnce({ count: 1 } as never);
|
||||
vi.mocked(prisma.player.update).mockResolvedValueOnce({} as never);
|
||||
const res = await post("");
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as { runestones: number; newPrestigeCount: number };
|
||||
expect(body.newPrestigeCount).toBe(1);
|
||||
});
|
||||
|
||||
it("skips webhook when enablePrestigeAnnouncements is false", async () => {
|
||||
const { postMilestoneWebhook } = await import("../../src/services/webhook.js");
|
||||
const state = makeState();
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state, updatedAt: 0 } as never);
|
||||
vi.mocked(prisma.gameState.updateMany).mockResolvedValueOnce({ count: 1 } as never);
|
||||
vi.mocked(prisma.player.update).mockResolvedValueOnce({} as never);
|
||||
vi.mocked(prisma.player.findUnique).mockResolvedValueOnce({ profileSettings: { enablePrestigeAnnouncements: false } } as never);
|
||||
const res = await post("");
|
||||
expect(res.status).toBe(200);
|
||||
expect(postMilestoneWebhook).not.toHaveBeenCalledWith(expect.anything(), "prestige", expect.anything());
|
||||
});
|
||||
});
|
||||
|
||||
describe("POST /buy-upgrade", () => {
|
||||
|
||||
@@ -158,7 +158,7 @@ describe("transcendence route", () => {
|
||||
const res = await post("/buy-upgrade", { upgradeId: "echo_income_1" });
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as { echoesRemaining: number; purchasedUpgradeIds: string[] };
|
||||
expect(body.echoesRemaining).toBe(95); // 100 - 5
|
||||
expect(body.echoesRemaining).toBe(98); // 100 - 2
|
||||
expect(body.purchasedUpgradeIds).toContain("echo_income_1");
|
||||
});
|
||||
|
||||
|
||||
@@ -46,13 +46,24 @@ describe("generateDailyChallenges", () => {
|
||||
expect(a.map((c) => c.id)).toEqual(b.map((c) => c.id));
|
||||
});
|
||||
|
||||
it("always includes a clicks challenge regardless of date", async () => {
|
||||
vi.setSystemTime(LA_MIDNIGHT_2024_01_15);
|
||||
const { generateDailyChallenges } = await import("../../src/services/dailyChallenges.js");
|
||||
const day1 = generateDailyChallenges("2024-01-15");
|
||||
const day2 = generateDailyChallenges("2024-01-16");
|
||||
expect(day1.some((c) => c.type === "clicks")).toBe(true);
|
||||
expect(day2.some((c) => c.type === "clicks")).toBe(true);
|
||||
});
|
||||
|
||||
it("generates different challenges for different dates", async () => {
|
||||
vi.setSystemTime(LA_MIDNIGHT_2024_01_15);
|
||||
const { generateDailyChallenges } = await import("../../src/services/dailyChallenges.js");
|
||||
const day1 = generateDailyChallenges("2024-01-15");
|
||||
const day2 = generateDailyChallenges("2024-01-16");
|
||||
// They should differ in at least one challenge ID (types vary by seed)
|
||||
expect(day1.map((c) => c.type)).not.toEqual(day2.map((c) => c.type));
|
||||
// The 2 non-clicks types should vary by seed between dates
|
||||
const day1NonClicks = day1.filter((c) => c.type !== "clicks").map((c) => c.type);
|
||||
const day2NonClicks = day2.filter((c) => c.type !== "clicks").map((c) => c.type);
|
||||
expect(day1NonClicks).not.toEqual(day2NonClicks);
|
||||
});
|
||||
});
|
||||
|
||||
|
||||
@@ -55,15 +55,18 @@ const makeMinimalState = (overrides: Partial<GameState> = {}): GameState =>
|
||||
|
||||
describe("calculatePrestigeThreshold", () => {
|
||||
it("returns base threshold at count 0", () => {
|
||||
// base × (0+1)^2 = 1_000_000 × 1 = 1_000_000
|
||||
expect(calculatePrestigeThreshold(0)).toBe(1_000_000);
|
||||
});
|
||||
|
||||
it("returns 5× at count 1", () => {
|
||||
expect(calculatePrestigeThreshold(1)).toBe(5_000_000);
|
||||
it("returns 4× base at count 1", () => {
|
||||
// base × (1+1)^2 = 1_000_000 × 4 = 4_000_000
|
||||
expect(calculatePrestigeThreshold(1)).toBe(4_000_000);
|
||||
});
|
||||
|
||||
it("returns 25× at count 2", () => {
|
||||
expect(calculatePrestigeThreshold(2)).toBe(25_000_000);
|
||||
it("returns 9× base at count 2", () => {
|
||||
// base × (2+1)^2 = 1_000_000 × 9 = 9_000_000
|
||||
expect(calculatePrestigeThreshold(2)).toBe(9_000_000);
|
||||
});
|
||||
|
||||
it("applies threshold multiplier correctly", () => {
|
||||
@@ -99,21 +102,27 @@ describe("isEligibleForPrestige", () => {
|
||||
|
||||
describe("calculateRunestones", () => {
|
||||
it("calculates basic runestones formula", () => {
|
||||
// floor(sqrt(4_000_000 / 1_000_000)) × 10 = floor(2) × 10 = 20
|
||||
// floor(cbrt(4_000_000 / 1_000_000)) × 15 = floor(cbrt(4)) × 15 = 1 × 15 = 15
|
||||
const result = calculateRunestones({ totalGoldEarned: 4_000_000, prestigeCount: 0, purchasedUpgradeIds: [] });
|
||||
expect(result).toBe(20);
|
||||
expect(result).toBe(15);
|
||||
});
|
||||
|
||||
it("applies echo runestone multiplier", () => {
|
||||
// floor(sqrt(4) × 10) = 20; × 2 = 40
|
||||
// floor(cbrt(4)) × 15 = 15; × 2 = 30
|
||||
const result = calculateRunestones({ totalGoldEarned: 4_000_000, prestigeCount: 0, purchasedUpgradeIds: [], echoRunestoneMultiplier: 2 });
|
||||
expect(result).toBe(40);
|
||||
expect(result).toBe(30);
|
||||
});
|
||||
|
||||
it("applies purchased runestone upgrade multiplier", () => {
|
||||
// With "runestones_1" purchased (multiplier 1.25): floor(20 × 1.25) = 25
|
||||
// With "runestone_gain_1" purchased (multiplier 1.25): floor(15 × 1.25) = 18
|
||||
const result = calculateRunestones({ totalGoldEarned: 4_000_000, prestigeCount: 0, purchasedUpgradeIds: ["runestone_gain_1"] });
|
||||
expect(result).toBeGreaterThan(20);
|
||||
expect(result).toBe(18);
|
||||
});
|
||||
|
||||
it("caps base runestones before multipliers", () => {
|
||||
// cbrt(9_261_000_000 / 1_000_000) = cbrt(9261) = 21 → 21 × 10 = 210, capped at 200
|
||||
const result = calculateRunestones({ totalGoldEarned: 9_261_000_000, prestigeCount: 0, purchasedUpgradeIds: [] });
|
||||
expect(result).toBe(200);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -122,12 +131,12 @@ describe("calculateProductionMultiplier", () => {
|
||||
expect(calculateProductionMultiplier(0)).toBe(1);
|
||||
});
|
||||
|
||||
it("returns 1.15 at count 1", () => {
|
||||
expect(calculateProductionMultiplier(1)).toBeCloseTo(1.15);
|
||||
it("returns 1.3 at count 1", () => {
|
||||
expect(calculateProductionMultiplier(1)).toBeCloseTo(1.3);
|
||||
});
|
||||
|
||||
it("scales exponentially", () => {
|
||||
expect(calculateProductionMultiplier(10)).toBeCloseTo(Math.pow(1.15, 10));
|
||||
expect(calculateProductionMultiplier(10)).toBeCloseTo(Math.pow(1.3, 10));
|
||||
});
|
||||
});
|
||||
|
||||
@@ -142,12 +151,12 @@ describe("calculateMilestoneBonus", () => {
|
||||
expect(calculateMilestoneBonus(5)).toBe(25);
|
||||
});
|
||||
|
||||
it("returns 50 at prestige 10", () => {
|
||||
expect(calculateMilestoneBonus(10)).toBe(50);
|
||||
it("returns 100 at prestige 10", () => {
|
||||
expect(calculateMilestoneBonus(10)).toBe(100);
|
||||
});
|
||||
|
||||
it("returns 75 at prestige 15", () => {
|
||||
expect(calculateMilestoneBonus(15)).toBe(75);
|
||||
it("returns 225 at prestige 15", () => {
|
||||
expect(calculateMilestoneBonus(15)).toBe(225);
|
||||
});
|
||||
});
|
||||
|
||||
|
||||
@@ -97,20 +97,21 @@ describe("isEligibleForTranscendence", () => {
|
||||
|
||||
describe("calculateEchoes", () => {
|
||||
it("handles prestige count of 0 by treating it as 1", () => {
|
||||
// safeCount = max(0, 1) = 1; floor(853 / sqrt(1)) = 853
|
||||
expect(calculateEchoes(0, 1)).toBe(853);
|
||||
// safeCount = max(0, 1) = 1; floor(224 / sqrt(1)) = 224
|
||||
expect(calculateEchoes(0, 1)).toBe(224);
|
||||
});
|
||||
|
||||
it("calculates echoes at count 1", () => {
|
||||
expect(calculateEchoes(1, 1)).toBe(853);
|
||||
// floor(224 / sqrt(1)) = 224
|
||||
expect(calculateEchoes(1, 1)).toBe(224);
|
||||
});
|
||||
|
||||
it("decreases echoes with higher prestige count", () => {
|
||||
const echoesAt1 = calculateEchoes(1, 1);
|
||||
const echoesAt4 = calculateEchoes(4, 1);
|
||||
expect(echoesAt4).toBeLessThan(echoesAt1);
|
||||
// floor(853 / sqrt(4)) = floor(853 / 2) = 426
|
||||
expect(echoesAt4).toBe(426);
|
||||
// floor(224 / sqrt(4)) = floor(224 / 2) = 112
|
||||
expect(echoesAt4).toBe(112);
|
||||
});
|
||||
|
||||
it("applies echoMetaMultiplier", () => {
|
||||
@@ -118,6 +119,11 @@ describe("calculateEchoes", () => {
|
||||
const withMult = calculateEchoes(1, 2);
|
||||
expect(withMult).toBe(base * 2);
|
||||
});
|
||||
|
||||
it("returns 50 echoes at the target prestige 20", () => {
|
||||
// floor(224 / sqrt(20)) = floor(224 / 4.472) = floor(50.09) = 50
|
||||
expect(calculateEchoes(20, 1)).toBe(50);
|
||||
});
|
||||
});
|
||||
|
||||
describe("buildPostTranscendenceState", () => {
|
||||
|
||||
Reference in New Issue
Block a user