generated from nhcarrigan/template
feat: add daily challenges system
Three PST-midnight-resetting challenges generated deterministically per day from click, boss, quest, and prestige types. Progress tracked server-side for bosses and prestige, client-side for clicks and quests. Crystal rewards awarded on completion and preserved through prestige resets.
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import type {
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DailyChallenge,
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DailyChallengeState,
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DailyChallengeType,
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GameState,
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} from "@elysium/types";
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import { DAILY_CHALLENGE_TEMPLATES } from "../data/dailyChallenges.js";
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// Use the server's PST/PDT timezone so challenges roll over at PST midnight
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const getTodayString = (): string =>
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new Intl.DateTimeFormat("en-CA", { timeZone: "America/Los_Angeles" }).format(new Date());
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/** Simple deterministic pseudo-random based on a numeric seed. */
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const seededRandom = (seed: number): number => {
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const x = Math.sin(seed + 1) * 10_000;
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return x - Math.floor(x);
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};
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/** Converts a date string into a stable numeric seed. */
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const dateSeed = (dateStr: string): number =>
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dateStr.split("").reduce((acc, char, i) => acc + char.charCodeAt(0) * (i + 1), 0);
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/** Deterministically shuffles an array using a numeric seed. */
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const shuffleWithSeed = <T>(arr: T[], seed: number): T[] => {
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const result = [...arr];
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for (let i = result.length - 1; i > 0; i--) {
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const j = Math.floor(seededRandom(seed + i) * (i + 1));
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[result[i], result[j]] = [result[j], result[i]];
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}
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return result;
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};
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const CHALLENGE_TYPES: DailyChallengeType[] = [
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"clicks",
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"bossesDefeated",
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"questsCompleted",
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"prestige",
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];
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/**
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* Generates 3 daily challenges for the given date string, deterministically.
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* Picks one challenge from 3 different randomly-selected types.
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*/
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export const generateDailyChallenges = (dateStr: string): DailyChallenge[] => {
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const seed = dateSeed(dateStr);
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const selectedTypes = shuffleWithSeed([...CHALLENGE_TYPES], seed).slice(0, 3);
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return selectedTypes.map((type, index) => {
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const templates = DAILY_CHALLENGE_TEMPLATES.filter((t) => t.type === type);
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const templateIndex = Math.floor(seededRandom(seed + index * 100) * templates.length);
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const template = templates[templateIndex];
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return {
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id: `${dateStr}_${type}`,
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type: template.type,
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label: template.label,
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target: template.target,
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progress: 0,
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completed: false,
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rewardCrystals: template.rewardCrystals,
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};
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});
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};
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/**
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* Returns the current daily challenge state, generating fresh challenges if
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* the stored date doesn't match today (i.e. a new day has begun).
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*/
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export const getOrResetDailyChallenges = (state: GameState): DailyChallengeState => {
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const today = getTodayString();
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if (state.dailyChallenges?.date === today) {
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return state.dailyChallenges;
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}
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return { date: today, challenges: generateDailyChallenges(today) };
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};
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/**
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* Increments progress for challenges matching the given type.
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* Returns the updated challenge state and total crystals awarded for newly completed challenges.
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*/
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export const updateChallengeProgress = (
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challengeState: DailyChallengeState,
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type: DailyChallengeType,
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amount: number,
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): { updatedChallenges: DailyChallengeState; crystalsAwarded: number } => {
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let crystalsAwarded = 0;
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const updatedChallenges: DailyChallengeState = {
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...challengeState,
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challenges: challengeState.challenges.map((challenge) => {
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if (challenge.type !== type || challenge.completed) return challenge;
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const newProgress = Math.min(challenge.progress + amount, challenge.target);
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const nowCompleted = newProgress >= challenge.target;
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if (nowCompleted) crystalsAwarded += challenge.rewardCrystals;
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return { ...challenge, progress: newProgress, completed: nowCompleted };
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}),
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};
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return { updatedChallenges, crystalsAwarded };
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};
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