generated from nhcarrigan/template
feat: initial elysium idle game prototype
Sets up the full monorepo with pnpm workspaces. Includes shared types package, Hono API with Discord OAuth/JWT auth, Prisma v6 + MongoDB Atlas, and React + Vite frontend with game loop, five tabs, and Discord-linked save/load.
This commit is contained in:
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import type { Player } from "@elysium/types";
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import { Hono } from "hono";
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import { prisma } from "../db/client.js";
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import { INITIAL_GAME_STATE } from "../data/initialState.js";
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import {
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buildOAuthUrl,
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exchangeCode,
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fetchDiscordUser,
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} from "../services/discord.js";
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import { signToken } from "../services/jwt.js";
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export const authRouter = new Hono();
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authRouter.get("/url", (context) => {
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try {
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const url = buildOAuthUrl();
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return context.json({ url });
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} catch {
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return context.json({ error: "Failed to build OAuth URL" }, 500);
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}
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});
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authRouter.get("/callback", async (context) => {
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const code = context.req.query("code");
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if (!code) {
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return context.json({ error: "Missing code parameter" }, 400);
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}
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try {
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const tokenData = await exchangeCode(code);
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const discordUser = await fetchDiscordUser(tokenData.access_token);
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const existing = await prisma.player.findUnique({
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where: { discordId: discordUser.id },
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});
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const now = Date.now();
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if (!existing) {
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const player = await prisma.player.create({
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data: {
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discordId: discordUser.id,
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username: discordUser.username,
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discriminator: discordUser.discriminator,
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avatar: discordUser.avatar,
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characterName: discordUser.username,
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createdAt: now,
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lastSavedAt: now,
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totalGoldEarned: 0,
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totalClicks: 0,
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},
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});
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const playerShape: Player = {
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discordId: player.discordId,
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username: player.username,
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discriminator: player.discriminator,
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avatar: player.avatar ?? null,
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characterName: player.characterName,
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createdAt: player.createdAt,
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lastSavedAt: player.lastSavedAt,
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totalGoldEarned: player.totalGoldEarned,
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totalClicks: player.totalClicks,
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};
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const initialState = INITIAL_GAME_STATE(playerShape, playerShape.characterName);
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await prisma.gameState.create({
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data: {
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discordId: player.discordId,
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state: initialState,
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updatedAt: now,
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},
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});
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const jwtToken = signToken(player.discordId);
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const clientUrl = process.env["CORS_ORIGIN"] ?? "http://localhost:5173";
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return context.redirect(`${clientUrl}/auth/callback?token=${jwtToken}&isNew=true`);
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}
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const updated = await prisma.player.update({
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where: { discordId: discordUser.id },
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data: {
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username: discordUser.username,
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discriminator: discordUser.discriminator,
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avatar: discordUser.avatar,
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},
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});
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const jwtToken = signToken(updated.discordId);
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const clientUrl = process.env["CORS_ORIGIN"] ?? "http://localhost:5173";
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return context.redirect(`${clientUrl}/auth/callback?token=${jwtToken}&isNew=false`);
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} catch {
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const clientUrl = process.env["CORS_ORIGIN"] ?? "http://localhost:5173";
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return context.redirect(`${clientUrl}/auth/callback?error=auth_failed`);
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}
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});
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@@ -0,0 +1,100 @@
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import type { BossDamageRequest, GameState } from "@elysium/types";
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import { Hono } from "hono";
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import { prisma } from "../db/client.js";
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import { authMiddleware } from "../middleware/auth.js";
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const RATE_LIMIT_WINDOW_MS = 1_000;
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const MAX_DAMAGE_PER_SECOND = 10_000;
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export const bossRouter = new Hono();
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bossRouter.use("*", authMiddleware);
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bossRouter.post("/damage", async (context) => {
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const discordId = context.get("discordId") as string;
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const body = await context.req.json<BossDamageRequest>();
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if (!body.bossId || body.damage == null || body.damage <= 0) {
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return context.json({ error: "Invalid request body" }, 400);
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}
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// Rate limiting: sum damage dealt to this boss in the last second
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const windowStart = Date.now() - RATE_LIMIT_WINDOW_MS;
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const aggregate = await prisma.bossDamageLog.aggregate({
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where: { discordId, bossId: body.bossId, dealtAt: { gt: windowStart } },
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_sum: { damage: true },
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});
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const recentDamage = aggregate._sum.damage ?? 0;
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if (recentDamage + body.damage > MAX_DAMAGE_PER_SECOND) {
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return context.json({ error: "Rate limit exceeded" }, 429);
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}
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const record = await prisma.gameState.findUnique({ where: { discordId } });
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if (!record) {
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return context.json({ error: "No save found" }, 404);
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}
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const state = record.state as unknown as GameState;
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const boss = state.bosses.find((b) => b.id === body.bossId);
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if (!boss) {
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return context.json({ error: "Boss not found" }, 404);
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}
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if (boss.status !== "in_progress" && boss.status !== "available") {
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return context.json({ error: "Boss is not currently available" }, 400);
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}
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if (boss.prestigeRequirement > state.prestige.count) {
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return context.json({ error: "Prestige requirement not met" }, 403);
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}
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await prisma.bossDamageLog.create({
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data: { discordId, bossId: body.bossId, damage: body.damage, dealtAt: Date.now() },
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});
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boss.status = "in_progress";
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boss.currentHp = Math.max(0, boss.currentHp - body.damage);
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const defeated = boss.currentHp <= 0;
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let rewards: { gold: number; essence: number; crystals: number; upgradeIds: string[] } | undefined;
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if (defeated) {
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boss.status = "defeated";
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state.resources.gold += boss.goldReward;
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state.resources.essence += boss.essenceReward;
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state.resources.crystals += boss.crystalReward;
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state.player.totalGoldEarned += boss.goldReward;
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for (const upgradeId of boss.upgradeRewards) {
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const upgrade = state.upgrades.find((u) => u.id === upgradeId);
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if (upgrade) {
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upgrade.unlocked = true;
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}
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}
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const bossIndex = state.bosses.findIndex((b) => b.id === body.bossId);
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const nextBoss = state.bosses[bossIndex + 1];
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if (nextBoss && nextBoss.prestigeRequirement <= state.prestige.count) {
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nextBoss.status = "available";
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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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crystals: boss.crystalReward,
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upgradeIds: boss.upgradeRewards,
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};
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}
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const now = Date.now();
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await prisma.gameState.update({
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where: { discordId },
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data: { state: state as object, updatedAt: now },
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});
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return context.json({ currentHp: boss.currentHp, defeated, rewards });
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});
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@@ -0,0 +1,62 @@
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import type { GameState, SaveRequest } from "@elysium/types";
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import { Hono } from "hono";
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import { prisma } from "../db/client.js";
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import { authMiddleware } from "../middleware/auth.js";
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import { calculateOfflineGold } from "../services/offlineProgress.js";
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export const gameRouter = new Hono();
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gameRouter.use("*", authMiddleware);
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gameRouter.get("/load", async (context) => {
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const discordId = context.get("discordId") as string;
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const record = await prisma.gameState.findUnique({ where: { discordId } });
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if (!record) {
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return context.json({ error: "No save found" }, 404);
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}
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const state = record.state as unknown as GameState;
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const now = Date.now();
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const { offlineGold, offlineSeconds } = calculateOfflineGold(state, now);
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if (offlineGold > 0) {
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state.resources.gold += offlineGold;
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state.player.totalGoldEarned += offlineGold;
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}
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state.lastTickAt = now;
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return context.json({ state, offlineGold, offlineSeconds });
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});
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gameRouter.post("/save", async (context) => {
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const discordId = context.get("discordId") as string;
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const body = await context.req.json<SaveRequest>();
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if (!body.state) {
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return context.json({ error: "Missing state in request body" }, 400);
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}
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const now = Date.now();
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await prisma.player.update({
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where: { discordId },
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data: {
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lastSavedAt: now,
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totalGoldEarned: body.state.player.totalGoldEarned,
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totalClicks: body.state.player.totalClicks,
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characterName: body.state.player.characterName,
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},
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});
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await prisma.gameState.upsert({
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where: { discordId },
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create: { discordId, state: body.state, updatedAt: now },
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update: { state: body.state, updatedAt: now },
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});
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return context.json({ savedAt: now });
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});
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@@ -0,0 +1,63 @@
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import type { GameState, PrestigeRequest } from "@elysium/types";
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import { Hono } from "hono";
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import { prisma } from "../db/client.js";
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import { authMiddleware } from "../middleware/auth.js";
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import {
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buildPostPrestigeState,
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isEligibleForPrestige,
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} from "../services/prestige.js";
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export const prestigeRouter = new Hono();
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prestigeRouter.use("*", authMiddleware);
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prestigeRouter.post("/", async (context) => {
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const discordId = context.get("discordId") as string;
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const body = await context.req.json<PrestigeRequest>();
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const characterName = body.characterName?.trim();
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if (!characterName) {
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return context.json({ error: "characterName is required" }, 400);
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}
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const record = await prisma.gameState.findUnique({ where: { discordId } });
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if (!record) {
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return context.json({ error: "No save found" }, 404);
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}
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const state = record.state as unknown as GameState;
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if (!isEligibleForPrestige(state)) {
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return context.json(
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{ error: "Not eligible for prestige — collect 1,000,000 total gold first" },
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400,
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);
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}
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const { newState, newPrestigeData, runestonesEarned } = buildPostPrestigeState(
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state,
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characterName,
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);
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const now = Date.now();
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await prisma.gameState.update({
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where: { discordId },
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data: { state: newState as object, updatedAt: now },
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});
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await prisma.player.update({
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where: { discordId },
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data: {
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characterName,
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totalGoldEarned: 0,
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totalClicks: 0,
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lastSavedAt: now,
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},
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});
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return context.json({
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runestones: runestonesEarned,
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newPrestigeCount: newPrestigeData.count,
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});
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});
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@@ -0,0 +1,31 @@
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import type { GameState } from "@elysium/types";
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import { Hono } from "hono";
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import { prisma } from "../db/client.js";
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export const profileRouter = new Hono();
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profileRouter.get("/:discordId", async (context) => {
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const { discordId } = context.req.param();
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const [player, gameStateRecord] = await Promise.all([
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prisma.player.findUnique({ where: { discordId } }),
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prisma.gameState.findUnique({ where: { discordId } }),
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]);
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if (!player) {
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return context.json({ error: "Player not found" }, 404);
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}
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const state = gameStateRecord?.state as unknown as GameState | undefined;
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const prestigeCount = state?.prestige.count ?? 0;
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return context.json({
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characterName: player.characterName,
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username: player.username,
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avatar: player.avatar ?? null,
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prestigeCount,
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totalGoldEarned: player.totalGoldEarned,
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totalClicks: player.totalClicks,
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createdAt: player.createdAt,
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});
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});
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