generated from nhcarrigan/template
fix: resolve sync count inflation, add essence/s display, sort auto-buy by level
Closes #147: patch functions now detect actual changes before incrementing the patched counter, preventing inflated sync reports. Closes #149: computeEssencePerSecond exported from tick engine and shown in the resource bar dropdown alongside Gold/s. Closes #150: auto-buy now sorts adventurers by level descending for semantic clarity, ensuring highest-tier units are purchased first.
This commit is contained in:
@@ -642,6 +642,14 @@ const patchAdventurerStats = (state: GameState): number => {
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if (defaultAdventurer === undefined) {
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continue;
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}
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const hasChanged
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= savedAdventurer.baseCost !== defaultAdventurer.baseCost
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|| savedAdventurer.class !== defaultAdventurer.class
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|| savedAdventurer.combatPower !== defaultAdventurer.combatPower
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|| savedAdventurer.essencePerSecond !== defaultAdventurer.essencePerSecond
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|| savedAdventurer.goldPerSecond !== defaultAdventurer.goldPerSecond
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|| savedAdventurer.level !== defaultAdventurer.level
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|| savedAdventurer.name !== defaultAdventurer.name;
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savedAdventurer.baseCost = defaultAdventurer.baseCost;
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savedAdventurer.class = defaultAdventurer.class;
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savedAdventurer.combatPower = defaultAdventurer.combatPower;
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@@ -649,7 +657,9 @@ const patchAdventurerStats = (state: GameState): number => {
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savedAdventurer.goldPerSecond = defaultAdventurer.goldPerSecond;
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savedAdventurer.level = defaultAdventurer.level;
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savedAdventurer.name = defaultAdventurer.name;
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patched = patched + 1;
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if (hasChanged) {
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patched = patched + 1;
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}
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}
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return patched;
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};
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@@ -670,6 +680,15 @@ const patchQuestStats = (state: GameState): number => {
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if (defaultQuest === undefined) {
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continue;
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}
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const savedPrereqs = JSON.stringify(savedQuest.prerequisiteIds);
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const defaultPrereqs = JSON.stringify(defaultQuest.prerequisiteIds);
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const hasChanged
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= savedQuest.name !== defaultQuest.name
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|| savedQuest.description !== defaultQuest.description
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|| savedQuest.durationSeconds !== defaultQuest.durationSeconds
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|| savedPrereqs !== defaultPrereqs
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|| savedQuest.zoneId !== defaultQuest.zoneId
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|| savedQuest.combatPowerRequired !== defaultQuest.combatPowerRequired;
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savedQuest.name = defaultQuest.name;
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savedQuest.description = defaultQuest.description;
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savedQuest.durationSeconds = defaultQuest.durationSeconds;
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@@ -678,7 +697,9 @@ const patchQuestStats = (state: GameState): number => {
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if (defaultQuest.combatPowerRequired !== undefined) {
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savedQuest.combatPowerRequired = defaultQuest.combatPowerRequired;
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}
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patched = patched + 1;
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if (hasChanged) {
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patched = patched + 1;
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}
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}
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return patched;
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};
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@@ -689,6 +710,7 @@ const patchQuestStats = (state: GameState): number => {
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* @param state - The player's current game state (mutated in place).
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* @returns The number of boss entries whose stats were updated.
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*/
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/* eslint-disable-next-line complexity, max-statements -- Comparing many boss stat fields for change detection */
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const patchBossStats = (state: GameState): number => {
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const defaultBossMap = new Map(defaultBosses.map((boss) => {
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return [ boss.id, boss ] as const;
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@@ -699,6 +721,20 @@ const patchBossStats = (state: GameState): number => {
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if (defaultBoss === undefined) {
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continue;
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}
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const savedRewards = JSON.stringify(savedBoss.equipmentRewards);
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const defaultRewards = JSON.stringify(defaultBoss.equipmentRewards);
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const hasChanged
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= savedBoss.name !== defaultBoss.name
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|| savedBoss.description !== defaultBoss.description
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|| savedBoss.maxHp !== defaultBoss.maxHp
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|| savedBoss.damagePerSecond !== defaultBoss.damagePerSecond
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|| savedBoss.goldReward !== defaultBoss.goldReward
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|| savedBoss.essenceReward !== defaultBoss.essenceReward
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|| savedBoss.crystalReward !== defaultBoss.crystalReward
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|| savedRewards !== defaultRewards
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|| savedBoss.prestigeRequirement !== defaultBoss.prestigeRequirement
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|| savedBoss.zoneId !== defaultBoss.zoneId
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|| savedBoss.bountyRunestones !== defaultBoss.bountyRunestones;
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savedBoss.name = defaultBoss.name;
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savedBoss.description = defaultBoss.description;
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savedBoss.maxHp = defaultBoss.maxHp;
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@@ -710,7 +746,9 @@ const patchBossStats = (state: GameState): number => {
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savedBoss.prestigeRequirement = defaultBoss.prestigeRequirement;
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savedBoss.zoneId = defaultBoss.zoneId;
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savedBoss.bountyRunestones = defaultBoss.bountyRunestones;
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patched = patched + 1;
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if (hasChanged) {
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patched = patched + 1;
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}
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}
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return patched;
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};
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@@ -731,12 +769,20 @@ const patchZoneStats = (state: GameState): number => {
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if (defaultZone === undefined) {
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continue;
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}
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const hasChanged
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= savedZone.name !== defaultZone.name
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|| savedZone.description !== defaultZone.description
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|| savedZone.emoji !== defaultZone.emoji
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|| savedZone.unlockBossId !== defaultZone.unlockBossId
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|| savedZone.unlockQuestId !== defaultZone.unlockQuestId;
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savedZone.name = defaultZone.name;
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savedZone.description = defaultZone.description;
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savedZone.emoji = defaultZone.emoji;
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savedZone.unlockBossId = defaultZone.unlockBossId;
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savedZone.unlockQuestId = defaultZone.unlockQuestId;
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patched = patched + 1;
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if (hasChanged) {
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patched = patched + 1;
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}
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}
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return patched;
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};
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@@ -747,6 +793,7 @@ const patchZoneStats = (state: GameState): number => {
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* @param state - The player's current game state (mutated in place).
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* @returns The number of upgrade entries whose stats were updated.
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*/
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/* eslint-disable-next-line complexity -- Comparing many upgrade stat fields for change detection */
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const patchUpgradeStats = (state: GameState): number => {
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const defaultUpgradeMap = new Map(defaultUpgrades.map((upgrade) => {
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return [ upgrade.id, upgrade ] as const;
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@@ -757,6 +804,15 @@ const patchUpgradeStats = (state: GameState): number => {
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if (defaultUpgrade === undefined) {
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continue;
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}
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const hasChanged
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= savedUpgrade.name !== defaultUpgrade.name
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|| savedUpgrade.description !== defaultUpgrade.description
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|| savedUpgrade.target !== defaultUpgrade.target
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|| savedUpgrade.adventurerId !== defaultUpgrade.adventurerId
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|| savedUpgrade.multiplier !== defaultUpgrade.multiplier
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|| savedUpgrade.costGold !== defaultUpgrade.costGold
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|| savedUpgrade.costEssence !== defaultUpgrade.costEssence
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|| savedUpgrade.costCrystals !== defaultUpgrade.costCrystals;
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savedUpgrade.name = defaultUpgrade.name;
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savedUpgrade.description = defaultUpgrade.description;
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savedUpgrade.target = defaultUpgrade.target;
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@@ -767,7 +823,9 @@ const patchUpgradeStats = (state: GameState): number => {
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savedUpgrade.costGold = defaultUpgrade.costGold;
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savedUpgrade.costEssence = defaultUpgrade.costEssence;
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savedUpgrade.costCrystals = defaultUpgrade.costCrystals;
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patched = patched + 1;
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if (hasChanged) {
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patched = patched + 1;
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}
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}
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return patched;
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};
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@@ -778,6 +836,7 @@ const patchUpgradeStats = (state: GameState): number => {
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* @param state - The player's current game state (mutated in place).
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* @returns The number of equipment entries whose stats were updated.
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*/
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/* eslint-disable-next-line complexity, max-statements -- Comparing many equipment stat fields for change detection */
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const patchEquipmentStats = (state: GameState): number => {
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const defaultEquipmentMap = new Map(defaultEquipment.map((item) => {
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return [ item.id, item ] as const;
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@@ -788,6 +847,18 @@ const patchEquipmentStats = (state: GameState): number => {
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if (defaultItem === undefined) {
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continue;
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}
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const savedBonus = JSON.stringify(savedItem.bonus);
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const defaultBonus = JSON.stringify(defaultItem.bonus);
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const savedCost = JSON.stringify(savedItem.cost);
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const defaultCost = JSON.stringify(defaultItem.cost);
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const hasChanged
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= savedItem.name !== defaultItem.name
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|| savedItem.description !== defaultItem.description
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|| savedItem.type !== defaultItem.type
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|| savedItem.rarity !== defaultItem.rarity
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|| savedBonus !== defaultBonus
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|| savedCost !== defaultCost
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|| savedItem.setId !== defaultItem.setId;
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savedItem.name = defaultItem.name;
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savedItem.description = defaultItem.description;
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savedItem.type = defaultItem.type;
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@@ -799,7 +870,9 @@ const patchEquipmentStats = (state: GameState): number => {
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if (defaultItem.setId !== undefined) {
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savedItem.setId = defaultItem.setId;
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}
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patched = patched + 1;
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if (hasChanged) {
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patched = patched + 1;
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}
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}
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return patched;
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};
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@@ -820,6 +893,16 @@ const patchAchievementStats = (state: GameState): number => {
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if (defaultAchievement === undefined) {
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continue;
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}
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const savedCondition = JSON.stringify(savedAchievement.condition);
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const defaultCondition = JSON.stringify(defaultAchievement.condition);
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const savedReward = JSON.stringify(savedAchievement.reward);
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const defaultReward = JSON.stringify(defaultAchievement.reward);
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const hasChanged
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= savedAchievement.name !== defaultAchievement.name
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|| savedAchievement.description !== defaultAchievement.description
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|| savedAchievement.icon !== defaultAchievement.icon
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|| savedCondition !== defaultCondition
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|| savedReward !== defaultReward;
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savedAchievement.name = defaultAchievement.name;
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savedAchievement.description = defaultAchievement.description;
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savedAchievement.icon = defaultAchievement.icon;
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@@ -827,7 +910,9 @@ const patchAchievementStats = (state: GameState): number => {
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if (defaultAchievement.reward !== undefined) {
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savedAchievement.reward = { ...defaultAchievement.reward };
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}
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patched = patched + 1;
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if (hasChanged) {
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patched = patched + 1;
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}
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}
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return patched;
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};
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@@ -10,7 +10,11 @@
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/* eslint-disable complexity -- Many conditional resource and badge render paths */
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import { useState, type FocusEvent, type JSX } from "react";
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import { useGame } from "../../context/gameContext.js";
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import { RESOURCE_CAP, computeGoldPerSecond } from "../../engine/tick.js";
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import {
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RESOURCE_CAP,
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computeEssencePerSecond,
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computeGoldPerSecond,
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} from "../../engine/tick.js";
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import type { Resource } from "@elysium/types";
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interface ResourceBarProperties {
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@@ -83,12 +87,14 @@ const ResourceBar = ({
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const { gold, essence, crystals } = resources;
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let partyCombatPower = 0;
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let goldPerSecond = 0;
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let essencePerSecond = 0;
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if (state !== null) {
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for (const adventurer of state.adventurers) {
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const contribution = adventurer.combatPower * adventurer.count;
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partyCombatPower = partyCombatPower + contribution;
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}
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goldPerSecond = computeGoldPerSecond(state);
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essencePerSecond = computeEssencePerSecond(state);
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}
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let avatarUrl: string | null = null;
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@@ -182,6 +188,13 @@ const ResourceBar = ({
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</span>
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<span className="resource-label">{"Gold/s"}</span>
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</div>
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<div className="resource">
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<span className="resource-icon">{"⚡"}</span>
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<span className="resource-value">
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{formatNumber(essencePerSecond)}
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</span>
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<span className="resource-label">{"Essence/s"}</span>
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</div>
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<div className={`resource${essenceFull
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? " resource-full"
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: ""}`}>
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@@ -1127,7 +1127,7 @@ export const GameProvider = ({
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return adventurer.unlocked && next.resources.gold >= cost;
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}).
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sort((adventurerA, adventurerB) => {
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return adventurerB.combatPower - adventurerA.combatPower;
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return adventurerB.level - adventurerA.level;
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});
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if (bestAdventurer !== undefined) {
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const purchaseCost
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@@ -195,6 +195,54 @@ export const computeGoldPerSecond = (state: GameState): number => {
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return goldPerSecond;
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};
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/**
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* Computes the current essence per second for the given game state,
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* applying all relevant multipliers (upgrades, prestige, echo, crafted, companion).
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* @param state - The current game state.
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* @returns The total essence per second.
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*/
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export const computeEssencePerSecond = (state: GameState): number => {
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const runestonesEssence = state.prestige.runestonesEssenceMultiplier ?? 1;
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const craftedEssenceMultiplier
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= state.exploration?.craftedEssenceMultiplier ?? 1;
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const companionBonus = getActiveCompanionBonus(
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state.companions?.activeCompanionId,
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state.companions?.unlockedCompanionIds ?? [],
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);
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const companionEssenceMult
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= companionBonus?.type === "essenceIncome"
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? 1 + companionBonus.value
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: 1;
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let essencePerSecond = 0;
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for (const adventurer of state.adventurers) {
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if (!adventurer.unlocked || adventurer.count === 0) {
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continue;
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}
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const upgradeMultiplier = state.upgrades.
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filter((upgrade) => {
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const isGlobal = upgrade.target === "global";
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const isThisAdventurer
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= upgrade.target === "adventurer"
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&& upgrade.adventurerId === adventurer.id;
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return upgrade.purchased && (isGlobal || isThisAdventurer);
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}).
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reduce((mult, upgrade) => {
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return mult * upgrade.multiplier;
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}, 1);
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const contribution
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= adventurer.essencePerSecond
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* adventurer.count
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* upgradeMultiplier
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* state.prestige.productionMultiplier
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* runestonesEssence
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* craftedEssenceMultiplier
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* companionEssenceMult;
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essencePerSecond = essencePerSecond + contribution;
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}
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return essencePerSecond;
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};
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/**
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* Pure function — applies one game tick to the state.
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* DeltaSeconds: time elapsed since last tick.
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