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:
2026-03-25 16:16:21 -07:00
committed by Naomi Carrigan
parent 9926e7f639
commit ad4fcc2811
4 changed files with 155 additions and 9 deletions
+92 -7
View File
@@ -642,6 +642,14 @@ const patchAdventurerStats = (state: GameState): number => {
if (defaultAdventurer === undefined) {
continue;
}
const hasChanged
= savedAdventurer.baseCost !== defaultAdventurer.baseCost
|| savedAdventurer.class !== defaultAdventurer.class
|| savedAdventurer.combatPower !== defaultAdventurer.combatPower
|| savedAdventurer.essencePerSecond !== defaultAdventurer.essencePerSecond
|| savedAdventurer.goldPerSecond !== defaultAdventurer.goldPerSecond
|| savedAdventurer.level !== defaultAdventurer.level
|| savedAdventurer.name !== defaultAdventurer.name;
savedAdventurer.baseCost = defaultAdventurer.baseCost;
savedAdventurer.class = defaultAdventurer.class;
savedAdventurer.combatPower = defaultAdventurer.combatPower;
@@ -649,7 +657,9 @@ const patchAdventurerStats = (state: GameState): number => {
savedAdventurer.goldPerSecond = defaultAdventurer.goldPerSecond;
savedAdventurer.level = defaultAdventurer.level;
savedAdventurer.name = defaultAdventurer.name;
patched = patched + 1;
if (hasChanged) {
patched = patched + 1;
}
}
return patched;
};
@@ -670,6 +680,15 @@ const patchQuestStats = (state: GameState): number => {
if (defaultQuest === undefined) {
continue;
}
const savedPrereqs = JSON.stringify(savedQuest.prerequisiteIds);
const defaultPrereqs = JSON.stringify(defaultQuest.prerequisiteIds);
const hasChanged
= savedQuest.name !== defaultQuest.name
|| savedQuest.description !== defaultQuest.description
|| savedQuest.durationSeconds !== defaultQuest.durationSeconds
|| savedPrereqs !== defaultPrereqs
|| savedQuest.zoneId !== defaultQuest.zoneId
|| savedQuest.combatPowerRequired !== defaultQuest.combatPowerRequired;
savedQuest.name = defaultQuest.name;
savedQuest.description = defaultQuest.description;
savedQuest.durationSeconds = defaultQuest.durationSeconds;
@@ -678,7 +697,9 @@ const patchQuestStats = (state: GameState): number => {
if (defaultQuest.combatPowerRequired !== undefined) {
savedQuest.combatPowerRequired = defaultQuest.combatPowerRequired;
}
patched = patched + 1;
if (hasChanged) {
patched = patched + 1;
}
}
return patched;
};
@@ -689,6 +710,7 @@ const patchQuestStats = (state: GameState): number => {
* @param state - The player's current game state (mutated in place).
* @returns The number of boss entries whose stats were updated.
*/
/* eslint-disable-next-line complexity, max-statements -- Comparing many boss stat fields for change detection */
const patchBossStats = (state: GameState): number => {
const defaultBossMap = new Map(defaultBosses.map((boss) => {
return [ boss.id, boss ] as const;
@@ -699,6 +721,20 @@ const patchBossStats = (state: GameState): number => {
if (defaultBoss === undefined) {
continue;
}
const savedRewards = JSON.stringify(savedBoss.equipmentRewards);
const defaultRewards = JSON.stringify(defaultBoss.equipmentRewards);
const hasChanged
= savedBoss.name !== defaultBoss.name
|| savedBoss.description !== defaultBoss.description
|| savedBoss.maxHp !== defaultBoss.maxHp
|| savedBoss.damagePerSecond !== defaultBoss.damagePerSecond
|| savedBoss.goldReward !== defaultBoss.goldReward
|| savedBoss.essenceReward !== defaultBoss.essenceReward
|| savedBoss.crystalReward !== defaultBoss.crystalReward
|| savedRewards !== defaultRewards
|| savedBoss.prestigeRequirement !== defaultBoss.prestigeRequirement
|| savedBoss.zoneId !== defaultBoss.zoneId
|| savedBoss.bountyRunestones !== defaultBoss.bountyRunestones;
savedBoss.name = defaultBoss.name;
savedBoss.description = defaultBoss.description;
savedBoss.maxHp = defaultBoss.maxHp;
@@ -710,7 +746,9 @@ const patchBossStats = (state: GameState): number => {
savedBoss.prestigeRequirement = defaultBoss.prestigeRequirement;
savedBoss.zoneId = defaultBoss.zoneId;
savedBoss.bountyRunestones = defaultBoss.bountyRunestones;
patched = patched + 1;
if (hasChanged) {
patched = patched + 1;
}
}
return patched;
};
@@ -731,12 +769,20 @@ const patchZoneStats = (state: GameState): number => {
if (defaultZone === undefined) {
continue;
}
const hasChanged
= savedZone.name !== defaultZone.name
|| savedZone.description !== defaultZone.description
|| savedZone.emoji !== defaultZone.emoji
|| savedZone.unlockBossId !== defaultZone.unlockBossId
|| savedZone.unlockQuestId !== defaultZone.unlockQuestId;
savedZone.name = defaultZone.name;
savedZone.description = defaultZone.description;
savedZone.emoji = defaultZone.emoji;
savedZone.unlockBossId = defaultZone.unlockBossId;
savedZone.unlockQuestId = defaultZone.unlockQuestId;
patched = patched + 1;
if (hasChanged) {
patched = patched + 1;
}
}
return patched;
};
@@ -747,6 +793,7 @@ const patchZoneStats = (state: GameState): number => {
* @param state - The player's current game state (mutated in place).
* @returns The number of upgrade entries whose stats were updated.
*/
/* eslint-disable-next-line complexity -- Comparing many upgrade stat fields for change detection */
const patchUpgradeStats = (state: GameState): number => {
const defaultUpgradeMap = new Map(defaultUpgrades.map((upgrade) => {
return [ upgrade.id, upgrade ] as const;
@@ -757,6 +804,15 @@ const patchUpgradeStats = (state: GameState): number => {
if (defaultUpgrade === undefined) {
continue;
}
const hasChanged
= savedUpgrade.name !== defaultUpgrade.name
|| savedUpgrade.description !== defaultUpgrade.description
|| savedUpgrade.target !== defaultUpgrade.target
|| savedUpgrade.adventurerId !== defaultUpgrade.adventurerId
|| savedUpgrade.multiplier !== defaultUpgrade.multiplier
|| savedUpgrade.costGold !== defaultUpgrade.costGold
|| savedUpgrade.costEssence !== defaultUpgrade.costEssence
|| savedUpgrade.costCrystals !== defaultUpgrade.costCrystals;
savedUpgrade.name = defaultUpgrade.name;
savedUpgrade.description = defaultUpgrade.description;
savedUpgrade.target = defaultUpgrade.target;
@@ -767,7 +823,9 @@ const patchUpgradeStats = (state: GameState): number => {
savedUpgrade.costGold = defaultUpgrade.costGold;
savedUpgrade.costEssence = defaultUpgrade.costEssence;
savedUpgrade.costCrystals = defaultUpgrade.costCrystals;
patched = patched + 1;
if (hasChanged) {
patched = patched + 1;
}
}
return patched;
};
@@ -778,6 +836,7 @@ const patchUpgradeStats = (state: GameState): number => {
* @param state - The player's current game state (mutated in place).
* @returns The number of equipment entries whose stats were updated.
*/
/* eslint-disable-next-line complexity, max-statements -- Comparing many equipment stat fields for change detection */
const patchEquipmentStats = (state: GameState): number => {
const defaultEquipmentMap = new Map(defaultEquipment.map((item) => {
return [ item.id, item ] as const;
@@ -788,6 +847,18 @@ const patchEquipmentStats = (state: GameState): number => {
if (defaultItem === undefined) {
continue;
}
const savedBonus = JSON.stringify(savedItem.bonus);
const defaultBonus = JSON.stringify(defaultItem.bonus);
const savedCost = JSON.stringify(savedItem.cost);
const defaultCost = JSON.stringify(defaultItem.cost);
const hasChanged
= savedItem.name !== defaultItem.name
|| savedItem.description !== defaultItem.description
|| savedItem.type !== defaultItem.type
|| savedItem.rarity !== defaultItem.rarity
|| savedBonus !== defaultBonus
|| savedCost !== defaultCost
|| savedItem.setId !== defaultItem.setId;
savedItem.name = defaultItem.name;
savedItem.description = defaultItem.description;
savedItem.type = defaultItem.type;
@@ -799,7 +870,9 @@ const patchEquipmentStats = (state: GameState): number => {
if (defaultItem.setId !== undefined) {
savedItem.setId = defaultItem.setId;
}
patched = patched + 1;
if (hasChanged) {
patched = patched + 1;
}
}
return patched;
};
@@ -820,6 +893,16 @@ const patchAchievementStats = (state: GameState): number => {
if (defaultAchievement === undefined) {
continue;
}
const savedCondition = JSON.stringify(savedAchievement.condition);
const defaultCondition = JSON.stringify(defaultAchievement.condition);
const savedReward = JSON.stringify(savedAchievement.reward);
const defaultReward = JSON.stringify(defaultAchievement.reward);
const hasChanged
= savedAchievement.name !== defaultAchievement.name
|| savedAchievement.description !== defaultAchievement.description
|| savedAchievement.icon !== defaultAchievement.icon
|| savedCondition !== defaultCondition
|| savedReward !== defaultReward;
savedAchievement.name = defaultAchievement.name;
savedAchievement.description = defaultAchievement.description;
savedAchievement.icon = defaultAchievement.icon;
@@ -827,7 +910,9 @@ const patchAchievementStats = (state: GameState): number => {
if (defaultAchievement.reward !== undefined) {
savedAchievement.reward = { ...defaultAchievement.reward };
}
patched = patched + 1;
if (hasChanged) {
patched = patched + 1;
}
}
return patched;
};
+14 -1
View File
@@ -10,7 +10,11 @@
/* eslint-disable complexity -- Many conditional resource and badge render paths */
import { useState, type FocusEvent, type JSX } from "react";
import { useGame } from "../../context/gameContext.js";
import { RESOURCE_CAP, computeGoldPerSecond } from "../../engine/tick.js";
import {
RESOURCE_CAP,
computeEssencePerSecond,
computeGoldPerSecond,
} from "../../engine/tick.js";
import type { Resource } from "@elysium/types";
interface ResourceBarProperties {
@@ -83,12 +87,14 @@ const ResourceBar = ({
const { gold, essence, crystals } = resources;
let partyCombatPower = 0;
let goldPerSecond = 0;
let essencePerSecond = 0;
if (state !== null) {
for (const adventurer of state.adventurers) {
const contribution = adventurer.combatPower * adventurer.count;
partyCombatPower = partyCombatPower + contribution;
}
goldPerSecond = computeGoldPerSecond(state);
essencePerSecond = computeEssencePerSecond(state);
}
let avatarUrl: string | null = null;
@@ -182,6 +188,13 @@ const ResourceBar = ({
</span>
<span className="resource-label">{"Gold/s"}</span>
</div>
<div className="resource">
<span className="resource-icon">{"⚡"}</span>
<span className="resource-value">
{formatNumber(essencePerSecond)}
</span>
<span className="resource-label">{"Essence/s"}</span>
</div>
<div className={`resource${essenceFull
? " resource-full"
: ""}`}>
+1 -1
View File
@@ -1127,7 +1127,7 @@ export const GameProvider = ({
return adventurer.unlocked && next.resources.gold >= cost;
}).
sort((adventurerA, adventurerB) => {
return adventurerB.combatPower - adventurerA.combatPower;
return adventurerB.level - adventurerA.level;
});
if (bestAdventurer !== undefined) {
const purchaseCost
+48
View File
@@ -195,6 +195,54 @@ export const computeGoldPerSecond = (state: GameState): number => {
return goldPerSecond;
};
/**
* Computes the current essence per second for the given game state,
* applying all relevant multipliers (upgrades, prestige, echo, crafted, companion).
* @param state - The current game state.
* @returns The total essence per second.
*/
export const computeEssencePerSecond = (state: GameState): number => {
const runestonesEssence = state.prestige.runestonesEssenceMultiplier ?? 1;
const craftedEssenceMultiplier
= state.exploration?.craftedEssenceMultiplier ?? 1;
const companionBonus = getActiveCompanionBonus(
state.companions?.activeCompanionId,
state.companions?.unlockedCompanionIds ?? [],
);
const companionEssenceMult
= companionBonus?.type === "essenceIncome"
? 1 + companionBonus.value
: 1;
let essencePerSecond = 0;
for (const adventurer of state.adventurers) {
if (!adventurer.unlocked || adventurer.count === 0) {
continue;
}
const upgradeMultiplier = state.upgrades.
filter((upgrade) => {
const isGlobal = upgrade.target === "global";
const isThisAdventurer
= upgrade.target === "adventurer"
&& upgrade.adventurerId === adventurer.id;
return upgrade.purchased && (isGlobal || isThisAdventurer);
}).
reduce((mult, upgrade) => {
return mult * upgrade.multiplier;
}, 1);
const contribution
= adventurer.essencePerSecond
* adventurer.count
* upgradeMultiplier
* state.prestige.productionMultiplier
* runestonesEssence
* craftedEssenceMultiplier
* companionEssenceMult;
essencePerSecond = essencePerSecond + contribution;
}
return essencePerSecond;
};
/**
* Pure function — applies one game tick to the state.
* DeltaSeconds: time elapsed since last tick.