feat: add auto-prestige toggle via runestone shop upgrade

Adds a new Utility category to the prestige shop with the "Autonomous Ascension" upgrade (100 runestones). Once purchased, a toggle button appears in the shop that enables automatic prestige — the client RAF loop checks the threshold on each tick and fires the prestige API automatically using the current character name.

 This feature was implemented with help from Hikari~ 🌸
This commit is contained in:
2026-03-07 00:15:10 -08:00
committed by Naomi Carrigan
parent acda4c2fc4
commit b27454669e
10 changed files with 115 additions and 5 deletions
+40
View File
@@ -11,6 +11,7 @@ import {
buyPrestigeUpgrade as buyPrestigeUpgradeApi,
challengeBoss as challengeBossApi,
loadGame,
prestige as prestigeApi,
saveGame,
} from "../api/client.js";
import { RESOURCE_CAP, applyTick, calculateClickPower } from "../engine/tick.js";
@@ -73,11 +74,15 @@ interface GameContextValue {
formatNumber: (value: number) => string;
/** Buy a prestige upgrade from the runestone shop */
buyPrestigeUpgrade: (upgradeId: string) => Promise<void>;
/** Toggle the auto-prestige setting on/off (requires auto_prestige upgrade) */
toggleAutoPrestige: () => void;
}
const GameContext = createContext<GameContextValue | null>(null);
const AUTO_SAVE_INTERVAL_MS = 30_000;
const AUTO_PRESTIGE_THRESHOLD_BASE = 1_000_000;
const AUTO_PRESTIGE_THRESHOLD_SCALE = 5;
export const GameProvider = ({ children }: { children: React.ReactNode }): React.JSX.Element => {
const [state, setState] = useState<GameState | null>(null);
@@ -98,6 +103,8 @@ export const GameProvider = ({ children }: { children: React.ReactNode }): React
const rafRef = useRef<number | null>(null);
const newlyUnlockedRef = useRef<Achievement[]>([]);
const signatureRef = useRef<string | null>(localStorage.getItem("elysium_save_signature"));
const isAutoPrestigingRef = useRef(false);
const reloadRef = useRef<() => Promise<void>>(() => Promise.resolve());
stateRef.current = state;
@@ -136,6 +143,8 @@ export const GameProvider = ({ children }: { children: React.ReactNode }): React
}
}, []);
reloadRef.current = reload;
useEffect(() => {
void reload();
}, [reload]);
@@ -191,6 +200,23 @@ export const GameProvider = ({ children }: { children: React.ReactNode }): React
}
}
// Auto-prestige: fire when unlocked, enabled, and threshold is met
const autoState = stateRef.current;
if (
!isAutoPrestigingRef.current &&
autoState?.prestige.purchasedUpgradeIds.includes("auto_prestige") &&
autoState.prestige.autoPrestigeEnabled &&
autoState.player.totalGoldEarned >=
AUTO_PRESTIGE_THRESHOLD_BASE *
Math.pow(AUTO_PRESTIGE_THRESHOLD_SCALE, autoState.prestige.count)
) {
isAutoPrestigingRef.current = true;
void prestigeApi({ characterName: autoState.player.characterName })
.then(() => reloadRef.current())
.catch(() => { /* silently ignore — will retry next tick */ })
.finally(() => { isAutoPrestigingRef.current = false; });
}
rafRef.current = requestAnimationFrame(tick);
};
@@ -404,6 +430,19 @@ export const GameProvider = ({ children }: { children: React.ReactNode }): React
}
}, []);
const toggleAutoPrestige = useCallback(() => {
setState((prev) => {
if (!prev) return prev;
return {
...prev,
prestige: {
...prev.prestige,
autoPrestigeEnabled: !prev.prestige.autoPrestigeEnabled,
},
};
});
}, []);
const challengeBoss = useCallback(async (bossId: string) => {
if (!stateRef.current) return;
const boss = stateRef.current.bosses.find((b) => b.id === bossId);
@@ -566,6 +605,7 @@ export const GameProvider = ({ children }: { children: React.ReactNode }): React
setNumberFormat,
formatNumber: boundFormatNumber,
buyPrestigeUpgrade,
toggleAutoPrestige,
}}
>
{children}