generated from nhcarrigan/template
fix: apply crystal multiplier to boss rewards, steepen prestige threshold, fix stale upgrade race condition, and fix companion format display
Closes #221 Closes #222 Closes #201 Closes #213
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@@ -205,9 +205,11 @@ bossRouter.post("/challenge", async(context) => {
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boss.status = "defeated";
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boss.currentHp = 0;
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const crystalMult = state.prestige.runestonesCrystalMultiplier ?? 1;
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state.resources.gold = state.resources.gold + boss.goldReward;
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state.resources.essence = state.resources.essence + boss.essenceReward;
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state.resources.crystals = state.resources.crystals + boss.crystalReward;
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const crystalAward = boss.crystalReward * crystalMult;
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state.resources.crystals = state.resources.crystals + crystalAward;
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state.player.totalGoldEarned = state.player.totalGoldEarned + boss.goldReward;
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for (const upgradeId of boss.upgradeRewards) {
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@@ -323,7 +325,7 @@ bossRouter.post("/challenge", async(context) => {
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rewards = {
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bountyRunestones: bountyRunestones,
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crystals: boss.crystalReward,
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crystals: crystalAward,
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equipmentIds: boss.equipmentRewards,
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essence: boss.essenceReward,
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gold: boss.goldReward,
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@@ -546,6 +546,17 @@ const validateAndSanitize = (
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? previous.prestige
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: incoming.prestige;
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/*
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* If the DB prestige count is higher than the client's, the client is sending a
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* stale pre-prestige save. Discard its upgrades (which have purchased: true) in
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* favour of the DB's post-prestige upgrades (purchased: false) so that upgrade
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* multipliers cannot persist across prestige via a race-condition auto-save.
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*/
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const upgrades
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= incoming.prestige.count < previous.prestige.count
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? previous.upgrades
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: incoming.upgrades;
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/*
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* Echoes are only granted server-side via transcendence and can only decrease between
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* saves (spent on echo upgrades). Cap at the previous value to block inflation.
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@@ -671,6 +682,7 @@ const validateAndSanitize = (
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prestige,
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quests,
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resources,
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upgrades,
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...transcendenceSpread,
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...apotheosisSpread,
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...explorationSpread,
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@@ -28,8 +28,8 @@ const maxBaseRunestones = 200;
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/**
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* Calculates the gold threshold required for the next prestige.
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* Formula: BASE * (count + 1)^2 — polynomial growth that peaks around prestige 8–10
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* then gets easier as the production multiplier overtakes it.
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* Formula: BASE * (count + 1)^2.5 — steeper growth to keep late prestiges
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* meaningful even as the production multiplier scales.
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* @param prestigeCount - The current number of prestiges completed.
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* @param thresholdMultiplier - An optional echo-upgrade multiplier applied to the threshold.
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* @returns The gold amount required to prestige.
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@@ -40,7 +40,7 @@ const calculatePrestigeThreshold = (
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): number => {
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return (
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basePrestigeGoldThreshold
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* Math.pow(prestigeCount + 1, 2)
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* Math.pow(prestigeCount + 1, 2.5)
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* thresholdMultiplier
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);
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};
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@@ -477,6 +477,28 @@ describe("game route", () => {
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expect(body.savedAt).toBeGreaterThan(0);
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});
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it("restores previous upgrades when incoming prestige count is lower (stale post-prestige save)", async () => {
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const prevUpgrades = [
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{ id: "click_1", purchased: false, unlocked: true, target: "click", multiplier: 2 },
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] as GameState["upgrades"];
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const prevState = makeState({
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prestige: { count: 1, runestones: 10, productionMultiplier: 1.3, purchasedUpgradeIds: [] },
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upgrades: prevUpgrades,
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});
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const incomingState = makeState({
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prestige: { count: 0, runestones: 0, productionMultiplier: 1, purchasedUpgradeIds: [] },
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upgrades: [
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{ id: "click_1", purchased: true, unlocked: true, target: "click", multiplier: 2 },
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] as GameState["upgrades"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state: prevState } as never);
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vi.mocked(prisma.player.findUnique).mockResolvedValueOnce(makePlayer({ createdAt: Date.now() }) as never);
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vi.mocked(prisma.player.update).mockResolvedValueOnce({} as never);
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vi.mocked(prisma.gameState.upsert).mockResolvedValueOnce({} as never);
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const res = await save({ state: incomingState });
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expect(res.status).toBe(200);
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});
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it("validates companion when active companion is legitimately unlocked", async () => {
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const prevState = makeState();
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const stateWithCompanion = makeState({
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@@ -81,6 +81,16 @@ describe("prestige route", () => {
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expect(res.status).toBe(400);
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});
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it("returns 400 with echoPrestigeThresholdMultiplier applied when transcendence is present", async () => {
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const state = makeState({
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player: { discordId: DISCORD_ID, username: "u", discriminator: "0", avatar: null, totalGoldEarned: 500_000, totalClicks: 0, characterName: "T" },
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transcendence: { count: 1, echoes: 0, purchasedUpgradeIds: [], echoIncomeMultiplier: 1, echoCombatMultiplier: 1, echoPrestigeThresholdMultiplier: 2, echoPrestigeRunestoneMultiplier: 1, echoMetaMultiplier: 1 },
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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const res = await post("");
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expect(res.status).toBe(400);
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});
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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, updatedAt: 0 } as never);
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@@ -55,18 +55,18 @@ const makeMinimalState = (overrides: Partial<GameState> = {}): GameState =>
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describe("calculatePrestigeThreshold", () => {
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it("returns base threshold at count 0", () => {
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// base × (0+1)^2 = 1_000_000 × 1 = 1_000_000
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// base × (0+1)^2.5 = 1_000_000 × 1 = 1_000_000
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expect(calculatePrestigeThreshold(0)).toBe(1_000_000);
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});
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it("returns 4× base at count 1", () => {
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// base × (1+1)^2 = 1_000_000 × 4 = 4_000_000
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expect(calculatePrestigeThreshold(1)).toBe(4_000_000);
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it("returns base × 2^2.5 at count 1", () => {
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// base × (1+1)^2.5 = 1_000_000 × 2^2.5
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expect(calculatePrestigeThreshold(1)).toBeCloseTo(1_000_000 * Math.pow(2, 2.5));
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});
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it("returns 9× base at count 2", () => {
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// base × (2+1)^2 = 1_000_000 × 9 = 9_000_000
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expect(calculatePrestigeThreshold(2)).toBe(9_000_000);
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it("returns base × 3^2.5 at count 2", () => {
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// base × (2+1)^2.5 = 1_000_000 × 3^2.5
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expect(calculatePrestigeThreshold(2)).toBeCloseTo(1_000_000 * Math.pow(3, 2.5));
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});
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it("applies threshold multiplier correctly", () => {
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