generated from nhcarrigan/template
feat: add zone system to bosses and quests
This commit is contained in:
@@ -16,6 +16,7 @@ export const DEFAULT_BOSSES: Boss[] = [
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upgradeRewards: ["click_2"],
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equipmentRewards: ["iron_sword", "chainmail", "mages_focus"],
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prestigeRequirement: 0,
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zoneId: "verdant_vale",
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},
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{
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id: "lich_queen",
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@@ -32,6 +33,7 @@ export const DEFAULT_BOSSES: Boss[] = [
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upgradeRewards: ["global_2"],
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equipmentRewards: ["enchanted_blade", "plate_armour", "arcane_orb"],
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prestigeRequirement: 0,
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zoneId: "verdant_vale",
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},
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{
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id: "elder_dragon",
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@@ -48,6 +50,7 @@ export const DEFAULT_BOSSES: Boss[] = [
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upgradeRewards: ["click_3"],
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equipmentRewards: ["vorpal_sword", "dragon_scale"],
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prestigeRequirement: 1,
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zoneId: "shattered_ruins",
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},
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{
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id: "void_titan",
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@@ -64,5 +67,6 @@ export const DEFAULT_BOSSES: Boss[] = [
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upgradeRewards: [],
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equipmentRewards: ["philosophers_stone"],
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prestigeRequirement: 3,
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zoneId: "frozen_peaks",
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},
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];
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@@ -5,6 +5,7 @@ import { DEFAULT_BOSSES } from "./bosses.js";
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import { DEFAULT_EQUIPMENT } from "./equipment.js";
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import { DEFAULT_QUESTS } from "./quests.js";
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import { DEFAULT_UPGRADES } from "./upgrades.js";
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import { DEFAULT_ZONES } from "./zones.js";
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export const INITIAL_PRESTIGE: PrestigeData = {
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count: 0,
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@@ -33,6 +34,7 @@ export const INITIAL_GAME_STATE = (player: Player, characterName: string): GameS
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equipment: structuredClone(DEFAULT_EQUIPMENT),
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achievements: structuredClone(DEFAULT_ACHIEVEMENTS),
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prestige: INITIAL_PRESTIGE,
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zones: structuredClone(DEFAULT_ZONES),
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baseClickPower: 1,
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lastTickAt: Date.now(),
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});
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@@ -9,6 +9,7 @@ export const DEFAULT_QUESTS: Quest[] = [
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durationSeconds: 60,
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rewards: [{ type: "gold", amount: 500 }],
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prerequisiteIds: [],
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zoneId: "verdant_vale",
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},
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{
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id: "goblin_camp",
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@@ -21,6 +22,7 @@ export const DEFAULT_QUESTS: Quest[] = [
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{ type: "essence", amount: 5 },
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],
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prerequisiteIds: ["first_steps"],
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zoneId: "verdant_vale",
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},
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{
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id: "haunted_mine",
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@@ -33,6 +35,7 @@ export const DEFAULT_QUESTS: Quest[] = [
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{ type: "upgrade", targetId: "global_1" },
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],
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prerequisiteIds: ["goblin_camp"],
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zoneId: "verdant_vale",
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},
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{
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id: "necromancer_tower",
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@@ -47,6 +50,7 @@ export const DEFAULT_QUESTS: Quest[] = [
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{ type: "upgrade", targetId: "cleric_1" },
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],
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prerequisiteIds: ["haunted_mine"],
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zoneId: "verdant_vale",
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},
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{
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id: "ancient_ruins",
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@@ -59,6 +63,7 @@ export const DEFAULT_QUESTS: Quest[] = [
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{ type: "upgrade", targetId: "click_2" },
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],
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prerequisiteIds: ["haunted_mine"],
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zoneId: "verdant_vale",
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},
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{
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id: "shadow_mere",
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@@ -72,6 +77,7 @@ export const DEFAULT_QUESTS: Quest[] = [
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{ type: "upgrade", targetId: "scout_1" },
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],
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prerequisiteIds: ["ancient_ruins"],
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zoneId: "shattered_ruins",
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},
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{
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id: "dragon_lair",
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@@ -86,6 +92,7 @@ export const DEFAULT_QUESTS: Quest[] = [
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{ type: "adventurer", targetId: "dragon_rider" },
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],
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prerequisiteIds: ["ancient_ruins"],
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zoneId: "shattered_ruins",
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},
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{
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id: "frozen_wastes",
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@@ -100,6 +107,7 @@ export const DEFAULT_QUESTS: Quest[] = [
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{ type: "upgrade", targetId: "global_3" },
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],
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prerequisiteIds: ["dragon_lair"],
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zoneId: "frozen_peaks",
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},
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{
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id: "void_rift",
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@@ -114,5 +122,6 @@ export const DEFAULT_QUESTS: Quest[] = [
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{ type: "upgrade", targetId: "knight_1" },
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],
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prerequisiteIds: ["frozen_wastes"],
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zoneId: "frozen_peaks",
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},
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];
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@@ -0,0 +1,31 @@
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import type { Zone } from "@elysium/types";
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export const DEFAULT_ZONES: Zone[] = [
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{
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id: "verdant_vale",
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name: "The Verdant Vale",
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description:
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"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.",
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emoji: "🌿",
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status: "unlocked",
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unlockBossId: null,
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},
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{
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id: "shattered_ruins",
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name: "The Shattered Ruins",
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description:
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"The remnants of a civilisation long lost to war and dragonfire. Crumbling towers and cursed lakes hide treasures — and an elder dragon who claims these lands as his own.",
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emoji: "🏛️",
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status: "locked",
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unlockBossId: "lich_queen",
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},
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{
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id: "frozen_peaks",
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name: "The Frozen Peaks",
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description:
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"At the edge of the world, where the sun barely rises and the cold is a living thing, a tear in reality has drawn something ancient and terrible. Only the mightiest guilds dare tread here.",
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emoji: "❄️",
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status: "locked",
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unlockBossId: "elder_dragon",
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},
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];
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@@ -152,6 +152,13 @@ bossRouter.post("/challenge", async (context) => {
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nextBoss.status = "available";
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}
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// Unlock any zone whose unlock condition is this boss
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for (const zone of (state.zones ?? [])) {
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if (zone.unlockBossId === body.bossId) {
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zone.status = "unlocked";
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}
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}
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rewards = {
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gold: boss.goldReward,
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essence: boss.essenceReward,
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@@ -72,6 +72,8 @@ gameRouter.get("/load", async (context) => {
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// Backfill new quests and upgrades from defaults (add missing ones)
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const { DEFAULT_QUESTS } = await import("../data/quests.js");
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const { DEFAULT_UPGRADES } = await import("../data/upgrades.js");
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const { DEFAULT_ZONES } = await import("../data/zones.js");
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const { DEFAULT_BOSSES } = await import("../data/bosses.js");
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for (const defaultQuest of DEFAULT_QUESTS) {
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if (!state.quests.some((q) => q.id === defaultQuest.id)) {
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@@ -80,6 +82,15 @@ gameRouter.get("/load", async (context) => {
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}
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}
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// Backfill zoneId on quests that predate the field
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for (const quest of state.quests) {
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if (!quest.zoneId) {
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const defaults = DEFAULT_QUESTS.find((d) => d.id === quest.id);
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quest.zoneId = defaults?.zoneId ?? "verdant_vale";
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needsBackfill = true;
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}
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}
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for (const defaultUpgrade of DEFAULT_UPGRADES) {
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if (!state.upgrades.some((u) => u.id === defaultUpgrade.id)) {
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state.upgrades.push(structuredClone(defaultUpgrade));
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@@ -87,6 +98,30 @@ gameRouter.get("/load", async (context) => {
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}
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}
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// Backfill zones on saves that predate the feature
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if (!Array.isArray(state.zones) || state.zones.length === 0) {
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state.zones = structuredClone(DEFAULT_ZONES);
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// Infer unlock state from defeated bosses
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for (const zone of state.zones) {
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if (zone.unlockBossId != null) {
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const unlockBoss = state.bosses.find((b) => b.id === zone.unlockBossId);
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if (unlockBoss?.status === "defeated") {
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zone.status = "unlocked";
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}
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}
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}
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needsBackfill = true;
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}
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// Backfill zoneId on bosses that predate the field
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for (const boss of state.bosses) {
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if (!boss.zoneId) {
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const defaults = DEFAULT_BOSSES.find((d) => d.id === boss.id);
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boss.zoneId = defaults?.zoneId ?? "verdant_vale";
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needsBackfill = true;
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}
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}
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const now = Date.now();
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const { offlineGold, offlineSeconds } = calculateOfflineGold(state, now);
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@@ -2,6 +2,7 @@ import type { Boss } from "@elysium/types";
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import { useState } from "react";
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import { useGame } from "../../context/GameContext.js";
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import { formatNumber } from "../../utils/format.js";
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import { ZoneSelector } from "./ZoneSelector.js";
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interface BossCardProps {
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boss: Boss;
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@@ -17,7 +18,7 @@ const BossCard = ({
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isChallenging,
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}: BossCardProps): React.JSX.Element => {
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const hpPercent = (boss.currentHp / boss.maxHp) * 100;
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const isLocked = boss.prestigeRequirement > prestigeCount;
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const isPrestigeLocked = boss.prestigeRequirement > prestigeCount;
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const canChallenge =
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(boss.status === "available" || boss.status === "in_progress") && !isChallenging;
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@@ -26,7 +27,7 @@ const BossCard = ({
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<div className="boss-info">
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<h3>{boss.name}</h3>
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<p>{boss.description}</p>
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{isLocked && boss.status === "locked" && (
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{isPrestigeLocked && boss.status === "locked" && (
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<p className="prestige-lock">
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🔒 Requires Prestige {boss.prestigeRequirement}
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</p>
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@@ -87,6 +88,7 @@ const BossCard = ({
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export const BossPanel = (): React.JSX.Element => {
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const { state, challengeBoss } = useGame();
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const [challengingBossId, setChallengingBossId] = useState<string | null>(null);
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const [activeZoneId, setActiveZoneId] = useState("verdant_vale");
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if (!state) return <section className="panel"><p>Loading...</p></section>;
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@@ -135,10 +137,19 @@ export const BossPanel = (): React.JSX.Element => {
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}
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};
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const zones = state.zones ?? [];
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const zoneBosses = state.bosses.filter((b) => b.zoneId === activeZoneId);
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return (
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<section className="panel boss-panel">
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<h2>Boss Encounters</h2>
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<ZoneSelector
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activeZoneId={activeZoneId}
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zones={zones}
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onSelectZone={setActiveZoneId}
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/>
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<div className="party-combat-stats">
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<div className="combat-stat">
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<span className="stat-label">⚔️ Party DPS</span>
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@@ -151,7 +162,7 @@ export const BossPanel = (): React.JSX.Element => {
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</div>
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<div className="boss-list">
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{state.bosses.map((boss) => (
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{zoneBosses.map((boss) => (
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<BossCard
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key={boss.id}
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boss={boss}
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@@ -162,6 +173,9 @@ export const BossPanel = (): React.JSX.Element => {
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}}
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/>
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))}
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{zoneBosses.length === 0 && (
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<p className="empty-zone">No bosses in this zone yet.</p>
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)}
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</div>
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</section>
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);
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@@ -1,5 +1,7 @@
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import type { Quest } from "@elysium/types";
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import { useState } from "react";
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import { useGame } from "../../context/GameContext.js";
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import { ZoneSelector } from "./ZoneSelector.js";
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const formatDuration = (seconds: number): string => {
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if (seconds >= 3600) return `${Math.floor(seconds / 3600)}h ${Math.floor((seconds % 3600) / 60)}m`;
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@@ -62,16 +64,30 @@ const QuestCard = ({ quest }: QuestCardProps): React.JSX.Element => {
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export const QuestPanel = (): React.JSX.Element => {
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const { state } = useGame();
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const [activeZoneId, setActiveZoneId] = useState("verdant_vale");
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if (!state) return <section className="panel"><p>Loading...</p></section>;
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const zones = state.zones ?? [];
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const zoneQuests = state.quests.filter((q) => q.zoneId === activeZoneId);
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return (
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<section className="panel quest-panel">
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<h2>Quests</h2>
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<ZoneSelector
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activeZoneId={activeZoneId}
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zones={zones}
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onSelectZone={setActiveZoneId}
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/>
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<div className="quest-list">
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{state.quests.map((quest) => (
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{zoneQuests.map((quest) => (
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<QuestCard key={quest.id} quest={quest} />
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))}
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{zoneQuests.length === 0 && (
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<p className="empty-zone">No quests in this zone yet.</p>
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)}
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</div>
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</section>
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);
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@@ -0,0 +1,32 @@
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import type { Zone } from "@elysium/types";
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interface ZoneSelectorProps {
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zones: Zone[];
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activeZoneId: string;
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onSelectZone: (zoneId: string) => void;
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}
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export const ZoneSelector = ({
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zones,
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activeZoneId,
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onSelectZone,
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}: ZoneSelectorProps): React.JSX.Element => (
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<div className="zone-selector">
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{zones.map((zone) => (
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<button
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key={zone.id}
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className={`zone-tab ${zone.id === activeZoneId ? "zone-tab-active" : ""} ${zone.status === "locked" ? "zone-tab-locked" : ""}`}
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disabled={zone.status === "locked"}
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onClick={() => {
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onSelectZone(zone.id);
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}}
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title={zone.status === "locked" ? `Unlock by defeating ${zone.unlockBossId?.replace(/_/g, " ") ?? "the previous boss"}` : zone.description}
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type="button"
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>
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<span className="zone-emoji">{zone.emoji}</span>
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<span className="zone-name">{zone.name}</span>
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{zone.status === "locked" && <span className="zone-lock">🔒</span>}
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</button>
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))}
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</div>
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);
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@@ -1107,6 +1107,73 @@ body {
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font-size: 0.85rem;
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}
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/* ── Zone Selector ─────────────────────────────────────────────────────── */
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.zone-selector {
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display: flex;
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gap: 0.5rem;
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margin-bottom: 1.25rem;
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overflow-x: auto;
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padding-bottom: 0.25rem;
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}
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.zone-tab {
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align-items: center;
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background: rgba(255, 255, 255, 0.05);
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border: 1px solid rgba(147, 51, 234, 0.3);
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border-radius: 0.5rem;
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color: var(--colour-text-muted);
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cursor: pointer;
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display: flex;
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flex-direction: column;
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flex-shrink: 0;
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font-family: inherit;
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font-size: 0.8rem;
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gap: 0.2rem;
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padding: 0.6rem 1rem;
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transition: all 0.2s;
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}
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.zone-tab:hover:not(:disabled) {
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background: rgba(147, 51, 234, 0.15);
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border-color: rgba(147, 51, 234, 0.6);
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color: var(--colour-text);
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}
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.zone-tab-active {
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background: rgba(147, 51, 234, 0.25);
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border-color: var(--colour-primary);
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color: var(--colour-text);
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}
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.zone-tab-locked {
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cursor: not-allowed;
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opacity: 0.45;
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}
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.zone-emoji {
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font-size: 1.4rem;
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}
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.zone-name {
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font-size: 0.75rem;
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font-weight: 600;
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text-align: center;
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}
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.zone-lock {
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font-size: 0.7rem;
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}
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.empty-zone {
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color: var(--colour-text-muted);
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font-style: italic;
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padding: 1rem 0;
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text-align: center;
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}
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/* ── Loading / Error screens ───────────────────────────────────────────── */
|
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.loading-screen,
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.error-screen {
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align-items: center;
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@@ -38,3 +38,4 @@ export type {
|
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Upgrade,
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UpgradeTarget,
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} from "./interfaces/Upgrade.js";
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export type { Zone, ZoneStatus } from "./interfaces/Zone.js";
|
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@@ -21,4 +21,6 @@ export interface Boss {
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equipmentRewards: string[];
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/** Minimum prestige level required to access this boss */
|
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prestigeRequirement: number;
|
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/** Zone this boss belongs to */
|
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zoneId: string;
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}
|
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@@ -7,6 +7,7 @@ import type { PrestigeData } from "./Prestige.js";
|
||||
import type { Quest } from "./Quest.js";
|
||||
import type { Resource } from "./Resource.js";
|
||||
import type { Upgrade } from "./Upgrade.js";
|
||||
import type { Zone } from "./Zone.js";
|
||||
|
||||
export interface GameState {
|
||||
player: Player;
|
||||
@@ -18,6 +19,7 @@ export interface GameState {
|
||||
equipment: Equipment[];
|
||||
achievements: Achievement[];
|
||||
prestige: PrestigeData;
|
||||
zones: Zone[];
|
||||
/** Click power (gold per click, before upgrades) */
|
||||
baseClickPower: number;
|
||||
/** Unix timestamp of the last client-side tick */
|
||||
|
||||
@@ -21,4 +21,6 @@ export interface Quest {
|
||||
rewards: QuestReward[];
|
||||
/** IDs of quests that must be completed before this one unlocks */
|
||||
prerequisiteIds: string[];
|
||||
/** Zone this quest belongs to */
|
||||
zoneId: string;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
export type ZoneStatus = "locked" | "unlocked";
|
||||
|
||||
export interface Zone {
|
||||
id: string;
|
||||
name: string;
|
||||
description: string;
|
||||
emoji: string;
|
||||
status: ZoneStatus;
|
||||
/** Boss ID whose defeat unlocks this zone (null for the starter zone) */
|
||||
unlockBossId: string | null;
|
||||
}
|
||||
Reference in New Issue
Block a user