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:
@@ -9,6 +9,7 @@
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/* eslint-disable complexity -- Complex component with many render paths */
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import { type JSX, useState } from "react";
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import { useGame } from "../../context/gameContext.js";
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import { computeEffectiveAdventurerStats } from "../../engine/tick.js";
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import { cdnImage } from "../../utils/cdn.js";
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import { LockToggle } from "../ui/lockToggle.js";
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import type { Adventurer } from "@elysium/types";
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@@ -76,12 +77,19 @@ const computeMaxAffordable = (adventurer: Adventurer, gold: number): number => {
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return quantity;
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};
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interface EffectiveAdventurerStats {
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readonly combatPower: number;
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readonly essencePerSecond: number;
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readonly goldPerSecond: number;
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}
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interface AdventurerCardProperties {
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readonly adventurer: Adventurer;
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readonly currentGold: number;
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readonly batchSize: BatchSize;
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readonly unlockHint: string | undefined;
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readonly formatNumber: (n: number)=> string;
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readonly adventurer: Adventurer;
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readonly currentGold: number;
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readonly batchSize: BatchSize;
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readonly unlockHint: string | undefined;
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readonly formatNumber: (n: number)=> string;
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readonly effectiveStats: EffectiveAdventurerStats;
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}
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/**
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@@ -92,6 +100,7 @@ interface AdventurerCardProperties {
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* @param props.batchSize - The selected batch size.
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* @param props.unlockHint - Optional quest name that unlocks this adventurer.
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* @param props.formatNumber - The number formatting utility function.
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* @param props.effectiveStats - The post-multiplier per-unit stats.
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* @returns The JSX element.
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*/
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const AdventurerCard = ({
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@@ -100,6 +109,7 @@ const AdventurerCard = ({
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batchSize,
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unlockHint,
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formatNumber,
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effectiveStats,
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}: AdventurerCardProperties): JSX.Element => {
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const { buyAdventurer } = useGame();
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@@ -134,17 +144,17 @@ const AdventurerCard = ({
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<div className="adventurer-info">
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<h3>{adventurer.name}</h3>
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<p>
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{formatNumber(adventurer.goldPerSecond)}
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{formatNumber(effectiveStats.goldPerSecond)}
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{" gold/s each"}
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</p>
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{adventurer.essencePerSecond > 0
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&& <p>
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{formatNumber(adventurer.essencePerSecond)}
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{formatNumber(effectiveStats.essencePerSecond)}
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{" essence/s each"}
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</p>
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}
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<p>
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{formatNumber(adventurer.combatPower)}
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{formatNumber(effectiveStats.combatPower)}
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{" combat power each"}
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</p>
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</div>
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@@ -280,6 +290,10 @@ const AdventurerPanel = (): JSX.Element => {
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adventurer={adventurer}
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batchSize={batchSize}
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currentGold={state.resources.gold}
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effectiveStats={computeEffectiveAdventurerStats(
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state,
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adventurer.id,
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)}
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formatNumber={formatNumber}
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key={adventurer.id}
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unlockHint={adventurerUnlockHints.get(adventurer.id)}
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@@ -11,10 +11,11 @@
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/* eslint-disable max-lines -- Boss panel with sub-component and helper function */
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import { type JSX, useState } from "react";
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import { useGame } from "../../context/gameContext.js";
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import { computePartyCombatPower } from "../../engine/tick.js";
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import { cdnImage } from "../../utils/cdn.js";
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import { LockToggle } from "../ui/lockToggle.js";
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import { ZoneSelector } from "./zoneSelector.js";
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import type { Boss, GameState } from "@elysium/types";
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import type { Boss } from "@elysium/types";
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interface BossCardProperties {
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readonly boss: Boss;
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@@ -157,72 +158,6 @@ const BossCard = ({
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);
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};
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/**
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* Computes party DPS and HP from the current game state.
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* @param state - The full game state.
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* @returns The computed party DPS and HP values.
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*/
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const computePartyStats = (
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state: GameState,
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): {
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partyDps: number;
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partyHp: number;
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} => {
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const { upgrades, adventurers, equipment, prestige } = state;
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let globalMultiplier = 1;
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for (const upgrade of upgrades) {
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const { purchased, target, multiplier } = upgrade;
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if (purchased && target === "global") {
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globalMultiplier = globalMultiplier * multiplier;
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}
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}
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const prestigeBonus = prestige.count * 0.1;
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const prestigeMultiplier = 1 + prestigeBonus;
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const equipmentCombatMultiplier = equipment.
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filter((item) => {
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return item.equipped && item.bonus.combatMultiplier !== undefined;
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}).
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reduce((multiplier, item) => {
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return multiplier * (item.bonus.combatMultiplier ?? 1);
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}, 1);
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let partyDps = 0;
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let partyHp = 0;
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for (const adventurer of adventurers) {
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const { count, id: adventurerId, combatPower, level } = adventurer;
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if (count === 0) {
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continue;
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}
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let adventurerMultiplier = 1;
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for (const upgrade of upgrades) {
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const {
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purchased,
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target,
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multiplier,
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adventurerId: upgradeAdventurerId,
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} = upgrade;
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if (
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purchased
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&& target === "adventurer"
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&& upgradeAdventurerId === adventurerId
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) {
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adventurerMultiplier = adventurerMultiplier * multiplier;
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}
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}
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const dps
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= combatPower
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* count
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* adventurerMultiplier
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* globalMultiplier
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* prestigeMultiplier;
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partyDps = partyDps + dps;
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const hp = level * 50 * count;
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partyHp = partyHp + hp;
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}
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partyDps = partyDps * equipmentCombatMultiplier;
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return { partyDps, partyHp };
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};
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/**
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* Renders the boss panel with zone selection and boss list.
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* @returns The JSX element.
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@@ -266,7 +201,14 @@ const BossPanel = (): JSX.Element => {
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void handleChallenge(bossId);
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}
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const { zones, bosses, quests, autoBoss, prestige: playerPrestige } = state;
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const {
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adventurers,
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autoBoss,
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bosses,
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prestige: playerPrestige,
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quests,
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zones,
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} = state;
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const activeZone = zones.find((zone) => {
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return zone.id === activeZoneId;
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@@ -349,7 +291,12 @@ const BossPanel = (): JSX.Element => {
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}
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const autoBossOn = autoBoss === true;
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const { partyDps, partyHp } = computePartyStats(state);
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const partyDps = computePartyCombatPower(state);
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let partyHp = 0;
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for (const { level, count } of adventurers) {
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// eslint-disable-next-line stylistic/no-mixed-operators -- level * 50 * count is clear
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partyHp = partyHp + level * 50 * count;
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}
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const { count: prestigeCount } = playerPrestige;
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return (
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@@ -49,6 +49,40 @@ const sourceTypeFolder: Record<CodexEntry["sourceType"], string> = {
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zone: "zones",
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};
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/**
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* Converts a snake_case ID to a Title Case display name.
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* @param id - The snake_case identifier to format.
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* @returns The formatted display name.
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*/
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const formatId = (id: string): string => {
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return id.split("_").
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map((word) => {
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return word.charAt(0).toUpperCase() + word.slice(1);
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}).
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join(" ");
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};
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/**
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* Generates a human-readable unlock hint for a locked codex entry.
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* @param entry - The locked codex entry.
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* @returns A string describing how to unlock the entry.
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*/
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const buildUnlockHint = (entry: CodexEntry): string => {
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const name = formatId(entry.sourceId);
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switch (entry.sourceType) {
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case "boss": return `Defeat ${name}`;
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case "quest": return `Complete: ${name}`;
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case "equipment": return `Obtain: ${name}`;
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case "adventurer": return `Recruit a ${name}`;
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case "upgrade": return `Purchase: ${name}`;
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case "prestige": return `Purchase runestone upgrade: ${name}`;
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case "zone": return `Explore: ${name}`;
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case "exploration": return `Discover: ${name}`;
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case "recipe": return `Craft: ${name}`;
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default: return "Keep playing to unlock";
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}
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};
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/**
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* Renders the codex panel with lore entries grouped by zone.
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* @returns The JSX element.
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@@ -136,6 +170,9 @@ const CodexPanel = (): JSX.Element => {
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<span className="codex-lock">{"🔒"}</span>
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<span className="codex-entry-title">{"???"}</span>
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</div>
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<p className="codex-unlock-hint">
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{buildUnlockHint(entry)}
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</p>
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</div>
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);
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}
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@@ -225,6 +225,10 @@ const EditProfileModal = ({
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void handleNotificationsEnable();
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}
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function handlePrestigeAnnouncementsToggle(): void {
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toggleSetting("enablePrestigeAnnouncements");
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}
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const isSaveDisabled = saving || characterName.trim() === "";
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let saveLabel = "Save Profile";
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@@ -417,6 +421,23 @@ const EditProfileModal = ({
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}
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</span>
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</button>
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<button
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className={`stat-toggle-btn ${
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profileSettings.enablePrestigeAnnouncements
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? "stat-toggle-on"
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: "stat-toggle-off"
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}`}
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onClick={handlePrestigeAnnouncementsToggle}
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type="button"
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>
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<span>{"⭐ Prestige Bot Announcements"}</span>
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<span className="stat-toggle-indicator">
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{profileSettings.enablePrestigeAnnouncements
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? "✓ On"
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: "Off"
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}
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</span>
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</button>
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</div>
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<div className="edit-profile-section">
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@@ -12,25 +12,27 @@ import { useState, type JSX } from "react";
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import { prestige } from "../../api/client.js";
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import { useGame } from "../../context/gameContext.js";
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import {
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PRESTIGE_UPGRADES,
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PRESTIGE_UPGRADE_CATEGORY_LABELS,
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PRESTIGE_UPGRADES,
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} from "../../data/prestigeUpgrades.js";
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import {
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computeProjectedRunestones,
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} from "../../engine/tick.js";
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import { cdnImage } from "../../utils/cdn.js";
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import { sendNotification } from "../../utils/notification.js";
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import { playSound } from "../../utils/sound.js";
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import type { PrestigeUpgradeCategory } from "@elysium/types";
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const baseThreshold = 1_000_000;
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const thresholdScale = 5;
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const runestonesPerLevel = 10;
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/**
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* Calculates the prestige threshold for a given prestige count.
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* Mirrors the server formula: BASE * (count + 1)^2.
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* @param prestigeCount - The current prestige count.
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* @returns The required gold to prestige.
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*/
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const calculateThreshold = (prestigeCount: number): number => {
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return baseThreshold * Math.pow(thresholdScale, prestigeCount);
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return baseThreshold * Math.pow(prestigeCount + 1, 2);
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};
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/**
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@@ -42,32 +44,6 @@ const calculateProductionMultiplier = (prestigeCount: number): number => {
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return Math.pow(1.15, prestigeCount);
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};
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/**
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* Calculates the runestone preview for a prestige.
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* @param totalGoldEarned - Total gold earned this run.
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* @param prestigeCount - The current prestige count.
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* @param purchasedUpgradeIds - IDs of purchased prestige upgrades.
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* @returns The predicted runestone reward.
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*/
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const calculateRunestonePreview = (
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totalGoldEarned: number,
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prestigeCount: number,
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purchasedUpgradeIds: Array<string>,
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): number => {
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const threshold = calculateThreshold(prestigeCount);
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const base
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= Math.floor(Math.sqrt(totalGoldEarned / threshold)) * runestonesPerLevel;
|
||||
const runestoneMult = PRESTIGE_UPGRADES.filter((upgrade) => {
|
||||
return (
|
||||
upgrade.category === "runestones"
|
||||
&& purchasedUpgradeIds.includes(upgrade.id)
|
||||
);
|
||||
}).reduce((mult, upgrade) => {
|
||||
return mult * upgrade.multiplier;
|
||||
}, 1);
|
||||
return Math.floor(base * runestoneMult);
|
||||
};
|
||||
|
||||
const categoryOrder: Array<PrestigeUpgradeCategory> = [
|
||||
"income",
|
||||
"click",
|
||||
@@ -84,7 +60,7 @@ const categoryOrder: Array<PrestigeUpgradeCategory> = [
|
||||
const PrestigePanel = (): JSX.Element => {
|
||||
const {
|
||||
state,
|
||||
reload,
|
||||
reloadSilent,
|
||||
formatNumber,
|
||||
buyPrestigeUpgrade,
|
||||
enableNotifications,
|
||||
@@ -114,11 +90,7 @@ const PrestigePanel = (): JSX.Element => {
|
||||
const { autoAdventurer, prestige: prestigeData, player } = state;
|
||||
const threshold = calculateThreshold(prestigeData.count);
|
||||
const isEligible = player.totalGoldEarned >= threshold;
|
||||
const runestonePreview = calculateRunestonePreview(
|
||||
player.totalGoldEarned,
|
||||
prestigeData.count,
|
||||
prestigeData.purchasedUpgradeIds,
|
||||
);
|
||||
const runestonePreview = computeProjectedRunestones(state);
|
||||
const nextMultiplier = calculateProductionMultiplier(prestigeData.count + 1);
|
||||
|
||||
async function handlePrestige(): Promise<void> {
|
||||
@@ -141,7 +113,7 @@ const PrestigePanel = (): JSX.Element => {
|
||||
`You've reached prestige level ${data.newPrestigeCount.toString()}!`,
|
||||
);
|
||||
}
|
||||
await reload();
|
||||
await reloadSilent();
|
||||
} catch (error_: unknown) {
|
||||
setPrestigeError(
|
||||
error_ instanceof Error
|
||||
|
||||
@@ -11,7 +11,10 @@
|
||||
/* eslint-disable max-statements -- Many local variables needed for quest state */
|
||||
import { useState, type JSX } from "react";
|
||||
import { useGame } from "../../context/gameContext.js";
|
||||
import { zoneFailureChance } from "../../engine/tick.js";
|
||||
import {
|
||||
computePartyCombatPower,
|
||||
zoneFailureChance,
|
||||
} from "../../engine/tick.js";
|
||||
import { cdnImage } from "../../utils/cdn.js";
|
||||
import { LockToggle } from "../ui/lockToggle.js";
|
||||
import { ZoneSelector } from "./zoneSelector.js";
|
||||
@@ -208,7 +211,7 @@ const QuestPanel = (): JSX.Element => {
|
||||
);
|
||||
}
|
||||
|
||||
const { adventurers, autoQuest, bosses, quests, zones } = state;
|
||||
const { autoQuest, bosses, quests, zones } = state;
|
||||
|
||||
const activeZone = zones.find((zone) => {
|
||||
return zone.id === activeZoneId;
|
||||
@@ -226,11 +229,7 @@ const QuestPanel = (): JSX.Element => {
|
||||
: quests.find((quest) => {
|
||||
return quest.id === activeZone.unlockQuestId;
|
||||
});
|
||||
let partyCombatPower = 0;
|
||||
for (const adventurer of adventurers) {
|
||||
const contribution = adventurer.combatPower * adventurer.count;
|
||||
partyCombatPower = partyCombatPower + contribution;
|
||||
}
|
||||
const partyCombatPower = computePartyCombatPower(state);
|
||||
const zoneQuests = quests.filter(({ zoneId }) => {
|
||||
return zoneId === activeZoneId;
|
||||
});
|
||||
|
||||
@@ -7,6 +7,8 @@
|
||||
/* eslint-disable react/no-multi-comp -- Sub-component is tightly coupled to the panel */
|
||||
/* eslint-disable max-lines-per-function -- Complex component with many render paths */
|
||||
/* eslint-disable complexity -- UpgradeCard has many conditional render paths for states */
|
||||
/* eslint-disable max-statements -- UpgradePanel builds hints from three sources */
|
||||
/* eslint-disable max-lines -- Upgrade panel with sub-component exceeds line limit */
|
||||
import { type JSX, useState } from "react";
|
||||
import { useGame } from "../../context/gameContext.js";
|
||||
import { cdnImage } from "../../utils/cdn.js";
|
||||
@@ -238,6 +240,22 @@ const UpgradePanel = (): JSX.Element => {
|
||||
}
|
||||
}
|
||||
}
|
||||
for (const upgrade of locked) {
|
||||
if (
|
||||
!upgradeUnlockHints.has(upgrade.id)
|
||||
&& upgrade.adventurerId !== undefined
|
||||
) {
|
||||
const adventurerForHint = adventurers.find((a) => {
|
||||
return a.id === upgrade.adventurerId;
|
||||
});
|
||||
if (adventurerForHint !== undefined) {
|
||||
upgradeUnlockHints.set(
|
||||
upgrade.id,
|
||||
`🗡️ Recruit: ${adventurerForHint.name}`,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function handleToggle(): void {
|
||||
setShowLocked((current) => {
|
||||
|
||||
Reference in New Issue
Block a user