generated from nhcarrigan/template
feat: major content expansion with essence and crystal sinks
- 6 zones (up from 3): Shadow Marshes, Volcanic Depths, Astral Void - 18 bosses (up from 4): 3 per zone with zone-based sequential unlock - 24 quests (up from 9): 3-4 per zone, reorganised by zone - 15 adventurer tiers (up from 10): Shadow Assassin through Divine Champion - 28 equipment pieces (up from 12): boss drops + purchasable with essence/crystals - 24 upgrades (up from 13): crystal-cost upgrades + new adventurer upgrades - 22 achievements (up from 14): new milestones for bosses, quests, gold, armies - Purchasable equipment system: buy items directly with essence or crystals - Crystal-cost upgrades: spend crystals on global and click power boosts - Zone-based boss progression: defeating a zone's last boss unlocks the next zone
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@@ -25,6 +25,8 @@ interface GameContextValue {
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buyAdventurer: (adventurerId: string) => void;
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/** Buy an upgrade */
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buyUpgrade: (upgradeId: string) => void;
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/** Purchase a buyable equipment item */
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buyEquipment: (equipmentId: string) => void;
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/** Start a quest */
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startQuest: (questId: string) => void;
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/** Challenge a boss — runs full server-side simulation */
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@@ -175,6 +177,7 @@ export const GameProvider = ({ children }: { children: React.ReactNode }): React
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if (!upgrade || !upgrade.unlocked || upgrade.purchased) return prev;
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if (prev.resources.gold < upgrade.costGold) return prev;
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if (prev.resources.essence < upgrade.costEssence) return prev;
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if (prev.resources.crystals < (upgrade.costCrystals ?? 0)) return prev;
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return {
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...prev,
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@@ -182,6 +185,7 @@ export const GameProvider = ({ children }: { children: React.ReactNode }): React
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...prev.resources,
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gold: prev.resources.gold - upgrade.costGold,
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essence: prev.resources.essence - upgrade.costEssence,
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crystals: prev.resources.crystals - (upgrade.costCrystals ?? 0),
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},
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upgrades: prev.upgrades.map((u) =>
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u.id === upgradeId ? { ...u, purchased: true } : u,
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@@ -225,6 +229,37 @@ export const GameProvider = ({ children }: { children: React.ReactNode }): React
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});
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}, []);
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const buyEquipment = useCallback((equipmentId: string) => {
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setState((prev) => {
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if (!prev) return prev;
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const item = (prev.equipment ?? []).find((e) => e.id === equipmentId);
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if (!item || item.owned || !item.cost) return prev;
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const { gold, essence, crystals } = item.cost;
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if (prev.resources.gold < gold) return prev;
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if (prev.resources.essence < essence) return prev;
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if (prev.resources.crystals < crystals) return prev;
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const slotAlreadyEquipped = (prev.equipment ?? []).some(
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(e) => e.type === item.type && e.equipped,
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);
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return {
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...prev,
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resources: {
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...prev.resources,
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gold: prev.resources.gold - gold,
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essence: prev.resources.essence - essence,
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crystals: prev.resources.crystals - crystals,
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},
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equipment: (prev.equipment ?? []).map((e) => {
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if (e.id === equipmentId) return { ...e, owned: true, equipped: !slotAlreadyEquipped };
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return e;
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}),
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};
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});
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}, []);
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const challengeBoss = useCallback(async (bossId: string) => {
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if (!stateRef.current) return;
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const boss = stateRef.current.bosses.find((b) => b.id === bossId);
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@@ -238,21 +273,33 @@ export const GameProvider = ({ children }: { children: React.ReactNode }): React
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if (!prev) return prev;
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if (result.won) {
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const bossIndex = prev.bosses.findIndex((b) => b.id === bossId);
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const defeatedBoss = prev.bosses.find((b) => b.id === bossId);
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const zoneBosses = prev.bosses.filter((b) => b.zoneId === defeatedBoss?.zoneId);
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const zoneIdx = zoneBosses.findIndex((b) => b.id === bossId);
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const nextZoneBossId = zoneBosses[zoneIdx + 1]?.id;
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// Find newly unlocked zones and their first bosses
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const newlyUnlockedZones = (prev.zones ?? []).filter((z) => z.unlockBossId === bossId && z.status === "locked");
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const newZoneFirstBossIds = newlyUnlockedZones.map((z) => {
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const firstBoss = prev.bosses.find((b) => b.zoneId === z.id);
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return firstBoss?.id;
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}).filter(Boolean);
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return {
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...prev,
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bosses: prev.bosses.map((b, idx) => {
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if (b.id === bossId) {
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return { ...b, status: "defeated" as const, currentHp: 0 };
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bosses: prev.bosses.map((b) => {
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if (b.id === bossId) return { ...b, status: "defeated" as const, currentHp: 0 };
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if (b.id === nextZoneBossId && b.prestigeRequirement <= prev.prestige.count) {
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return { ...b, status: "available" as const };
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}
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if (
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idx === bossIndex + 1 &&
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b.prestigeRequirement <= prev.prestige.count
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) {
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if (newZoneFirstBossIds.includes(b.id) && b.prestigeRequirement <= prev.prestige.count) {
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return { ...b, status: "available" as const };
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}
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return b;
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}),
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zones: (prev.zones ?? []).map((z) =>
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z.unlockBossId === bossId ? { ...z, status: "unlocked" as const } : z,
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),
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resources: result.rewards
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? {
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...prev.resources,
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@@ -332,6 +379,7 @@ export const GameProvider = ({ children }: { children: React.ReactNode }): React
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handleClick,
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buyAdventurer,
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buyUpgrade,
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buyEquipment,
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startQuest,
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challengeBoss,
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equipItem,
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