feat: add zone system to bosses and quests

This commit is contained in:
2026-03-06 13:42:40 -08:00
committed by Naomi Carrigan
parent e9e0df31fd
commit 897eba5f64
15 changed files with 239 additions and 4 deletions
+4
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@@ -16,6 +16,7 @@ export const DEFAULT_BOSSES: Boss[] = [
upgradeRewards: ["click_2"],
equipmentRewards: ["iron_sword", "chainmail", "mages_focus"],
prestigeRequirement: 0,
zoneId: "verdant_vale",
},
{
id: "lich_queen",
@@ -32,6 +33,7 @@ export const DEFAULT_BOSSES: Boss[] = [
upgradeRewards: ["global_2"],
equipmentRewards: ["enchanted_blade", "plate_armour", "arcane_orb"],
prestigeRequirement: 0,
zoneId: "verdant_vale",
},
{
id: "elder_dragon",
@@ -48,6 +50,7 @@ export const DEFAULT_BOSSES: Boss[] = [
upgradeRewards: ["click_3"],
equipmentRewards: ["vorpal_sword", "dragon_scale"],
prestigeRequirement: 1,
zoneId: "shattered_ruins",
},
{
id: "void_titan",
@@ -64,5 +67,6 @@ export const DEFAULT_BOSSES: Boss[] = [
upgradeRewards: [],
equipmentRewards: ["philosophers_stone"],
prestigeRequirement: 3,
zoneId: "frozen_peaks",
},
];
+2
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@@ -5,6 +5,7 @@ import { DEFAULT_BOSSES } from "./bosses.js";
import { DEFAULT_EQUIPMENT } from "./equipment.js";
import { DEFAULT_QUESTS } from "./quests.js";
import { DEFAULT_UPGRADES } from "./upgrades.js";
import { DEFAULT_ZONES } from "./zones.js";
export const INITIAL_PRESTIGE: PrestigeData = {
count: 0,
@@ -33,6 +34,7 @@ export const INITIAL_GAME_STATE = (player: Player, characterName: string): GameS
equipment: structuredClone(DEFAULT_EQUIPMENT),
achievements: structuredClone(DEFAULT_ACHIEVEMENTS),
prestige: INITIAL_PRESTIGE,
zones: structuredClone(DEFAULT_ZONES),
baseClickPower: 1,
lastTickAt: Date.now(),
});
+9
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@@ -9,6 +9,7 @@ export const DEFAULT_QUESTS: Quest[] = [
durationSeconds: 60,
rewards: [{ type: "gold", amount: 500 }],
prerequisiteIds: [],
zoneId: "verdant_vale",
},
{
id: "goblin_camp",
@@ -21,6 +22,7 @@ export const DEFAULT_QUESTS: Quest[] = [
{ type: "essence", amount: 5 },
],
prerequisiteIds: ["first_steps"],
zoneId: "verdant_vale",
},
{
id: "haunted_mine",
@@ -33,6 +35,7 @@ export const DEFAULT_QUESTS: Quest[] = [
{ type: "upgrade", targetId: "global_1" },
],
prerequisiteIds: ["goblin_camp"],
zoneId: "verdant_vale",
},
{
id: "necromancer_tower",
@@ -47,6 +50,7 @@ export const DEFAULT_QUESTS: Quest[] = [
{ type: "upgrade", targetId: "cleric_1" },
],
prerequisiteIds: ["haunted_mine"],
zoneId: "verdant_vale",
},
{
id: "ancient_ruins",
@@ -59,6 +63,7 @@ export const DEFAULT_QUESTS: Quest[] = [
{ type: "upgrade", targetId: "click_2" },
],
prerequisiteIds: ["haunted_mine"],
zoneId: "verdant_vale",
},
{
id: "shadow_mere",
@@ -72,6 +77,7 @@ export const DEFAULT_QUESTS: Quest[] = [
{ type: "upgrade", targetId: "scout_1" },
],
prerequisiteIds: ["ancient_ruins"],
zoneId: "shattered_ruins",
},
{
id: "dragon_lair",
@@ -86,6 +92,7 @@ export const DEFAULT_QUESTS: Quest[] = [
{ type: "adventurer", targetId: "dragon_rider" },
],
prerequisiteIds: ["ancient_ruins"],
zoneId: "shattered_ruins",
},
{
id: "frozen_wastes",
@@ -100,6 +107,7 @@ export const DEFAULT_QUESTS: Quest[] = [
{ type: "upgrade", targetId: "global_3" },
],
prerequisiteIds: ["dragon_lair"],
zoneId: "frozen_peaks",
},
{
id: "void_rift",
@@ -114,5 +122,6 @@ export const DEFAULT_QUESTS: Quest[] = [
{ type: "upgrade", targetId: "knight_1" },
],
prerequisiteIds: ["frozen_wastes"],
zoneId: "frozen_peaks",
},
];
+31
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@@ -0,0 +1,31 @@
import type { Zone } from "@elysium/types";
export const DEFAULT_ZONES: Zone[] = [
{
id: "verdant_vale",
name: "The Verdant Vale",
description:
"Rolling green hills and ancient forests stretch to the horizon. This is where your guild takes its first steps — trade roads in need of clearing, goblin camps to rout, and an undead queen stirring in the north.",
emoji: "🌿",
status: "unlocked",
unlockBossId: null,
},
{
id: "shattered_ruins",
name: "The Shattered Ruins",
description:
"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.",
emoji: "🏛️",
status: "locked",
unlockBossId: "lich_queen",
},
{
id: "frozen_peaks",
name: "The Frozen Peaks",
description:
"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.",
emoji: "❄️",
status: "locked",
unlockBossId: "elder_dragon",
},
];
+7
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@@ -152,6 +152,13 @@ bossRouter.post("/challenge", async (context) => {
nextBoss.status = "available";
}
// Unlock any zone whose unlock condition is this boss
for (const zone of (state.zones ?? [])) {
if (zone.unlockBossId === body.bossId) {
zone.status = "unlocked";
}
}
rewards = {
gold: boss.goldReward,
essence: boss.essenceReward,
+35
View File
@@ -72,6 +72,8 @@ gameRouter.get("/load", async (context) => {
// Backfill new quests and upgrades from defaults (add missing ones)
const { DEFAULT_QUESTS } = await import("../data/quests.js");
const { DEFAULT_UPGRADES } = await import("../data/upgrades.js");
const { DEFAULT_ZONES } = await import("../data/zones.js");
const { DEFAULT_BOSSES } = await import("../data/bosses.js");
for (const defaultQuest of DEFAULT_QUESTS) {
if (!state.quests.some((q) => q.id === defaultQuest.id)) {
@@ -80,6 +82,15 @@ gameRouter.get("/load", async (context) => {
}
}
// Backfill zoneId on quests that predate the field
for (const quest of state.quests) {
if (!quest.zoneId) {
const defaults = DEFAULT_QUESTS.find((d) => d.id === quest.id);
quest.zoneId = defaults?.zoneId ?? "verdant_vale";
needsBackfill = true;
}
}
for (const defaultUpgrade of DEFAULT_UPGRADES) {
if (!state.upgrades.some((u) => u.id === defaultUpgrade.id)) {
state.upgrades.push(structuredClone(defaultUpgrade));
@@ -87,6 +98,30 @@ gameRouter.get("/load", async (context) => {
}
}
// Backfill zones on saves that predate the feature
if (!Array.isArray(state.zones) || state.zones.length === 0) {
state.zones = structuredClone(DEFAULT_ZONES);
// Infer unlock state from defeated bosses
for (const zone of state.zones) {
if (zone.unlockBossId != null) {
const unlockBoss = state.bosses.find((b) => b.id === zone.unlockBossId);
if (unlockBoss?.status === "defeated") {
zone.status = "unlocked";
}
}
}
needsBackfill = true;
}
// Backfill zoneId on bosses that predate the field
for (const boss of state.bosses) {
if (!boss.zoneId) {
const defaults = DEFAULT_BOSSES.find((d) => d.id === boss.id);
boss.zoneId = defaults?.zoneId ?? "verdant_vale";
needsBackfill = true;
}
}
const now = Date.now();
const { offlineGold, offlineSeconds } = calculateOfflineGold(state, now);
+17 -3
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@@ -2,6 +2,7 @@ import type { Boss } from "@elysium/types";
import { useState } from "react";
import { useGame } from "../../context/GameContext.js";
import { formatNumber } from "../../utils/format.js";
import { ZoneSelector } from "./ZoneSelector.js";
interface BossCardProps {
boss: Boss;
@@ -17,7 +18,7 @@ const BossCard = ({
isChallenging,
}: BossCardProps): React.JSX.Element => {
const hpPercent = (boss.currentHp / boss.maxHp) * 100;
const isLocked = boss.prestigeRequirement > prestigeCount;
const isPrestigeLocked = boss.prestigeRequirement > prestigeCount;
const canChallenge =
(boss.status === "available" || boss.status === "in_progress") && !isChallenging;
@@ -26,7 +27,7 @@ const BossCard = ({
<div className="boss-info">
<h3>{boss.name}</h3>
<p>{boss.description}</p>
{isLocked && boss.status === "locked" && (
{isPrestigeLocked && boss.status === "locked" && (
<p className="prestige-lock">
🔒 Requires Prestige {boss.prestigeRequirement}
</p>
@@ -87,6 +88,7 @@ const BossCard = ({
export const BossPanel = (): React.JSX.Element => {
const { state, challengeBoss } = useGame();
const [challengingBossId, setChallengingBossId] = useState<string | null>(null);
const [activeZoneId, setActiveZoneId] = useState("verdant_vale");
if (!state) return <section className="panel"><p>Loading...</p></section>;
@@ -135,10 +137,19 @@ export const BossPanel = (): React.JSX.Element => {
}
};
const zones = state.zones ?? [];
const zoneBosses = state.bosses.filter((b) => b.zoneId === activeZoneId);
return (
<section className="panel boss-panel">
<h2>Boss Encounters</h2>
<ZoneSelector
activeZoneId={activeZoneId}
zones={zones}
onSelectZone={setActiveZoneId}
/>
<div className="party-combat-stats">
<div className="combat-stat">
<span className="stat-label"> Party DPS</span>
@@ -151,7 +162,7 @@ export const BossPanel = (): React.JSX.Element => {
</div>
<div className="boss-list">
{state.bosses.map((boss) => (
{zoneBosses.map((boss) => (
<BossCard
key={boss.id}
boss={boss}
@@ -162,6 +173,9 @@ export const BossPanel = (): React.JSX.Element => {
}}
/>
))}
{zoneBosses.length === 0 && (
<p className="empty-zone">No bosses in this zone yet.</p>
)}
</div>
</section>
);
+17 -1
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@@ -1,5 +1,7 @@
import type { Quest } from "@elysium/types";
import { useState } from "react";
import { useGame } from "../../context/GameContext.js";
import { ZoneSelector } from "./ZoneSelector.js";
const formatDuration = (seconds: number): string => {
if (seconds >= 3600) return `${Math.floor(seconds / 3600)}h ${Math.floor((seconds % 3600) / 60)}m`;
@@ -62,16 +64,30 @@ const QuestCard = ({ quest }: QuestCardProps): React.JSX.Element => {
export const QuestPanel = (): React.JSX.Element => {
const { state } = useGame();
const [activeZoneId, setActiveZoneId] = useState("verdant_vale");
if (!state) return <section className="panel"><p>Loading...</p></section>;
const zones = state.zones ?? [];
const zoneQuests = state.quests.filter((q) => q.zoneId === activeZoneId);
return (
<section className="panel quest-panel">
<h2>Quests</h2>
<ZoneSelector
activeZoneId={activeZoneId}
zones={zones}
onSelectZone={setActiveZoneId}
/>
<div className="quest-list">
{state.quests.map((quest) => (
{zoneQuests.map((quest) => (
<QuestCard key={quest.id} quest={quest} />
))}
{zoneQuests.length === 0 && (
<p className="empty-zone">No quests in this zone yet.</p>
)}
</div>
</section>
);
@@ -0,0 +1,32 @@
import type { Zone } from "@elysium/types";
interface ZoneSelectorProps {
zones: Zone[];
activeZoneId: string;
onSelectZone: (zoneId: string) => void;
}
export const ZoneSelector = ({
zones,
activeZoneId,
onSelectZone,
}: ZoneSelectorProps): React.JSX.Element => (
<div className="zone-selector">
{zones.map((zone) => (
<button
key={zone.id}
className={`zone-tab ${zone.id === activeZoneId ? "zone-tab-active" : ""} ${zone.status === "locked" ? "zone-tab-locked" : ""}`}
disabled={zone.status === "locked"}
onClick={() => {
onSelectZone(zone.id);
}}
title={zone.status === "locked" ? `Unlock by defeating ${zone.unlockBossId?.replace(/_/g, " ") ?? "the previous boss"}` : zone.description}
type="button"
>
<span className="zone-emoji">{zone.emoji}</span>
<span className="zone-name">{zone.name}</span>
{zone.status === "locked" && <span className="zone-lock">🔒</span>}
</button>
))}
</div>
);
+67
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@@ -1107,6 +1107,73 @@ body {
font-size: 0.85rem;
}
/* ── Zone Selector ─────────────────────────────────────────────────────── */
.zone-selector {
display: flex;
gap: 0.5rem;
margin-bottom: 1.25rem;
overflow-x: auto;
padding-bottom: 0.25rem;
}
.zone-tab {
align-items: center;
background: rgba(255, 255, 255, 0.05);
border: 1px solid rgba(147, 51, 234, 0.3);
border-radius: 0.5rem;
color: var(--colour-text-muted);
cursor: pointer;
display: flex;
flex-direction: column;
flex-shrink: 0;
font-family: inherit;
font-size: 0.8rem;
gap: 0.2rem;
padding: 0.6rem 1rem;
transition: all 0.2s;
}
.zone-tab:hover:not(:disabled) {
background: rgba(147, 51, 234, 0.15);
border-color: rgba(147, 51, 234, 0.6);
color: var(--colour-text);
}
.zone-tab-active {
background: rgba(147, 51, 234, 0.25);
border-color: var(--colour-primary);
color: var(--colour-text);
}
.zone-tab-locked {
cursor: not-allowed;
opacity: 0.45;
}
.zone-emoji {
font-size: 1.4rem;
}
.zone-name {
font-size: 0.75rem;
font-weight: 600;
text-align: center;
}
.zone-lock {
font-size: 0.7rem;
}
.empty-zone {
color: var(--colour-text-muted);
font-style: italic;
padding: 1rem 0;
text-align: center;
}
/* ── Loading / Error screens ───────────────────────────────────────────── */
.loading-screen,
.error-screen {
align-items: center;