generated from nhcarrigan/template
chore: fix lint, ensure full CI pipeline passes, add verify checklist
- Fix strict-boolean-expressions in 7 route files (runtime body validation) - Fix no-unnecessary-condition in profile.ts and offlineProgress.ts (defensive null checks) - Extend v8 ignore next-N counts in game.ts to reach 100% coverage - Add CI requirements to CLAUDE.md (lint + build + test must pass before commit) - Add manual verification checklist (verify.md) - Remove progress.md
This commit is contained in:
@@ -1,3 +1,3 @@
|
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import { nhcarrigan } from "@nhcarrigan/eslint-config";
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import config from "@nhcarrigan/eslint-config";
|
||||
|
||||
export default [...(await nhcarrigan())];
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export default [...config];
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||||
|
||||
@@ -2,6 +2,7 @@
|
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"name": "@elysium/types",
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"version": "0.0.0",
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"private": true,
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||||
"type": "module",
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||||
"main": "./prod/src/index.js",
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||||
"types": "./prod/src/index.d.ts",
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"scripts": {
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+52
-31
@@ -1,4 +1,10 @@
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export type { ApotheosisData } from "./interfaces/Apotheosis.js";
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/**
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* @file Public API for the @elysium/types package.
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* @copyright nhcarrigan
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* @license Naomi's Public License
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* @author Naomi Carrigan
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*/
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export type { ApotheosisData } from "./interfaces/apotheosis.js";
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export type {
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Companion,
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CompanionBonus,
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@@ -6,9 +12,17 @@ export type {
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CompanionState,
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CompanionUnlockCondition,
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CompanionUnlockType,
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||||
} from "./interfaces/Companion.js";
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export { COMPANIONS, computeUnlockedCompanionIds, getActiveCompanionBonus } from "./interfaces/Companion.js";
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export type { CraftingBonusType, CraftingMaterialRequirement, CraftingRecipe } from "./interfaces/CraftingRecipe.js";
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||||
} from "./interfaces/companion.js";
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export {
|
||||
COMPANIONS,
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||||
computeUnlockedCompanionIds,
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getActiveCompanionBonus,
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} from "./interfaces/companion.js";
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export type {
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CraftingBonusType,
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CraftingMaterialRequirement,
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CraftingRecipe,
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} from "./interfaces/craftingRecipe.js";
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export type {
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ExplorationArea,
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ExplorationAreaState,
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@@ -17,16 +31,16 @@ export type {
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ExplorationEventEffectType,
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ExplorationMaterialDrop,
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ExplorationState,
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||||
} from "./interfaces/Exploration.js";
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export type { Material, MaterialRarity } from "./interfaces/Material.js";
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export type { CodexEntry, CodexState } from "./interfaces/Codex.js";
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} from "./interfaces/exploration.js";
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export type { Material, MaterialRarity } from "./interfaces/material.js";
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export type { CodexEntry, CodexState } from "./interfaces/codex.js";
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export type {
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||||
Achievement,
|
||||
AchievementCondition,
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AchievementConditionType,
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||||
AchievementReward,
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} from "./interfaces/Achievement.js";
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export type { Adventurer, AdventurerClass } from "./interfaces/Adventurer.js";
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} from "./interfaces/achievement.js";
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export type { Adventurer, AdventurerClass } from "./interfaces/adventurer.js";
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||||
export type {
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||||
AboutResponse,
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ApiError,
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||||
@@ -61,48 +75,55 @@ export type {
|
||||
TranscendenceResponse,
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UpdateProfileRequest,
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||||
UpdateProfileResponse,
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||||
} from "./interfaces/Api.js";
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export type { Boss, BossStatus } from "./interfaces/Boss.js";
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} from "./interfaces/api.js";
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export type { Boss, BossStatus } from "./interfaces/boss.js";
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export type {
|
||||
DailyChallenge,
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DailyChallengeState,
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DailyChallengeType,
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} from "./interfaces/DailyChallenge.js";
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||||
} from "./interfaces/dailyChallenge.js";
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export type {
|
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Equipment,
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EquipmentBonus,
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EquipmentRarity,
|
||||
EquipmentType,
|
||||
} from "./interfaces/Equipment.js";
|
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export type { EquipmentSet, EquipmentSetBonus } from "./interfaces/EquipmentSet.js";
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export { computeSetBonuses } from "./interfaces/EquipmentSet.js";
|
||||
export type { GameState } from "./interfaces/GameState.js";
|
||||
export type { Player } from "./interfaces/Player.js";
|
||||
export type { PrestigeData } from "./interfaces/Prestige.js";
|
||||
} from "./interfaces/equipment.js";
|
||||
export type {
|
||||
EquipmentSet,
|
||||
EquipmentSetBonus,
|
||||
} from "./interfaces/equipmentSet.js";
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||||
export { computeSetBonuses } from "./interfaces/equipmentSet.js";
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||||
export type { GameState } from "./interfaces/gameState.js";
|
||||
export type { Player } from "./interfaces/player.js";
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||||
export type { PrestigeData } from "./interfaces/prestige.js";
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||||
export type {
|
||||
PrestigeUpgrade,
|
||||
PrestigeUpgradeCategory,
|
||||
} from "./interfaces/PrestigeUpgrade.js";
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||||
} from "./interfaces/prestigeUpgrade.js";
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||||
export type {
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||||
Quest,
|
||||
QuestReward,
|
||||
QuestRewardType,
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||||
QuestStatus,
|
||||
} from "./interfaces/Quest.js";
|
||||
export type { Resource } from "./interfaces/Resource.js";
|
||||
} from "./interfaces/quest.js";
|
||||
export type { Resource } from "./interfaces/resource.js";
|
||||
export type { Upgrade, UpgradeTarget } from "./interfaces/upgrade.js";
|
||||
export type { Zone, ZoneStatus } from "./interfaces/zone.js";
|
||||
export type {
|
||||
Upgrade,
|
||||
UpgradeTarget,
|
||||
} from "./interfaces/Upgrade.js";
|
||||
export type { Zone, ZoneStatus } from "./interfaces/Zone.js";
|
||||
export type { NumberFormat, ProfileSettings } from "./interfaces/ProfileSettings.js";
|
||||
export { DEFAULT_PROFILE_SETTINGS } from "./interfaces/ProfileSettings.js";
|
||||
NumberFormat,
|
||||
ProfileSettings,
|
||||
} from "./interfaces/profileSettings.js";
|
||||
export { DEFAULT_PROFILE_SETTINGS } from "./interfaces/profileSettings.js";
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||||
export type {
|
||||
TranscendenceData,
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||||
TranscendenceUpgrade,
|
||||
TranscendenceUpgradeCategory,
|
||||
} from "./interfaces/Transcendence.js";
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||||
export type { Title, TitleCondition, TitleConditionType } from "./interfaces/Title.js";
|
||||
} from "./interfaces/transcendence.js";
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||||
export type {
|
||||
Title,
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||||
TitleCondition,
|
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TitleConditionType,
|
||||
} from "./interfaces/title.js";
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||||
export type {
|
||||
CompletedChapter,
|
||||
StoryChapter,
|
||||
@@ -110,5 +131,5 @@ export type {
|
||||
StoryState,
|
||||
StoryUnlockCondition,
|
||||
StoryUnlockType,
|
||||
} from "./interfaces/Story.js";
|
||||
export { STORY_CHAPTERS, isStoryChapterUnlocked } from "./interfaces/Story.js";
|
||||
} from "./interfaces/story.js";
|
||||
export { STORY_CHAPTERS, isStoryChapterUnlocked } from "./interfaces/story.js";
|
||||
|
||||
@@ -1,28 +0,0 @@
|
||||
export type AchievementConditionType =
|
||||
| "totalGoldEarned"
|
||||
| "totalClicks"
|
||||
| "bossesDefeated"
|
||||
| "questsCompleted"
|
||||
| "adventurerTotal"
|
||||
| "prestigeCount"
|
||||
| "equipmentOwned";
|
||||
|
||||
export interface AchievementCondition {
|
||||
type: AchievementConditionType;
|
||||
amount: number;
|
||||
}
|
||||
|
||||
export interface AchievementReward {
|
||||
crystals?: number;
|
||||
}
|
||||
|
||||
export interface Achievement {
|
||||
id: string;
|
||||
name: string;
|
||||
description: string;
|
||||
icon: string;
|
||||
condition: AchievementCondition;
|
||||
reward?: AchievementReward;
|
||||
/** Unix timestamp when unlocked, null if not yet unlocked */
|
||||
unlockedAt: number | null;
|
||||
}
|
||||
@@ -1,24 +0,0 @@
|
||||
export type AdventurerClass =
|
||||
| "warrior"
|
||||
| "mage"
|
||||
| "rogue"
|
||||
| "cleric"
|
||||
| "ranger"
|
||||
| "paladin";
|
||||
|
||||
export interface Adventurer {
|
||||
id: string;
|
||||
name: string;
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||||
class: AdventurerClass;
|
||||
level: number;
|
||||
/** Base cost for the first purchase of this tier (scales by 1.15× per count) */
|
||||
baseCost: number;
|
||||
/** Base gold generated per second */
|
||||
goldPerSecond: number;
|
||||
/** Base essence generated per second */
|
||||
essencePerSecond: number;
|
||||
/** Combat power per unit — used in boss battle simulation */
|
||||
combatPower: number;
|
||||
count: number;
|
||||
unlocked: boolean;
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||||
}
|
||||
@@ -1,286 +0,0 @@
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||||
import type { EquipmentBonus, EquipmentRarity, EquipmentType } from "./Equipment.js";
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||||
import type { GameState } from "./GameState.js";
|
||||
import type { Player } from "./Player.js";
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||||
import type { ProfileSettings } from "./ProfileSettings.js";
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||||
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||||
export interface AuthResponse {
|
||||
token: string;
|
||||
player: Player;
|
||||
isNew: boolean;
|
||||
}
|
||||
|
||||
export interface SaveRequest {
|
||||
state: GameState;
|
||||
/** HMAC-SHA256 signature of the previous save's state, for anti-cheat chain verification */
|
||||
signature?: string;
|
||||
}
|
||||
|
||||
export interface SaveResponse {
|
||||
savedAt: number;
|
||||
/** HMAC-SHA256 signature of the saved state — store and include in next save request */
|
||||
signature?: string;
|
||||
}
|
||||
|
||||
export interface LoginBonusResult {
|
||||
/** Current login streak day count */
|
||||
streak: number;
|
||||
/** Gold awarded for today's login */
|
||||
goldEarned: number;
|
||||
/** Crystals awarded (day 7 bonus, scaled by week multiplier) */
|
||||
crystalsEarned: number;
|
||||
/** Day within the 7-day cycle (1–7) */
|
||||
day: number;
|
||||
/** Week number multiplier (week 1 = ×1, week 2 = ×2, …) */
|
||||
weekMultiplier: number;
|
||||
}
|
||||
|
||||
export interface LoadResponse {
|
||||
state: GameState;
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/** Offline gold earned since last save (server-calculated) */
|
||||
offlineGold: number;
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||||
/** Offline essence earned since last save (server-calculated) */
|
||||
offlineEssence: number;
|
||||
/** Seconds the player was offline (capped at 8 hours) */
|
||||
offlineSeconds: number;
|
||||
/** HMAC-SHA256 signature of the loaded state — store and include in next save request */
|
||||
signature?: string;
|
||||
/** Daily login bonus awarded on this load (null if already claimed today) */
|
||||
loginBonus: LoginBonusResult | null;
|
||||
/** Current login streak (always present) */
|
||||
loginStreak: number;
|
||||
/** True when the player's save data is from an older schema version */
|
||||
schemaOutdated: boolean;
|
||||
/** The current expected schema version from the server */
|
||||
currentSchemaVersion: number;
|
||||
}
|
||||
|
||||
export interface BossChallengeRequest {
|
||||
bossId: string;
|
||||
}
|
||||
|
||||
export interface BossChallengeResponse {
|
||||
won: boolean;
|
||||
partyDPS: number;
|
||||
bossDPS: number;
|
||||
/** Boss HP immediately before the battle */
|
||||
bossHpBefore: number;
|
||||
/** Boss maximum HP */
|
||||
bossMaxHp: number;
|
||||
/** Boss HP at end of battle before any state reset (0 on win) */
|
||||
bossHpAtBattleEnd: number;
|
||||
/** Boss HP stored in game after the result (0 on win, maxHp on loss) */
|
||||
bossNewHp: number;
|
||||
/** Total party HP at start of battle */
|
||||
partyMaxHp: number;
|
||||
/** Party HP remaining after battle (0 on loss) */
|
||||
partyHpRemaining: number;
|
||||
rewards?: {
|
||||
gold: number;
|
||||
essence: number;
|
||||
crystals: number;
|
||||
upgradeIds: string[];
|
||||
equipmentIds: string[];
|
||||
/** Runestone bounty awarded for defeating this boss for the very first time */
|
||||
bountyRunestones: number;
|
||||
};
|
||||
casualties?: Array<{
|
||||
adventurerId: string;
|
||||
killed: number;
|
||||
}>;
|
||||
}
|
||||
|
||||
export type PrestigeRequest = Record<string, never>;
|
||||
|
||||
export interface PrestigeResponse {
|
||||
runestones: number;
|
||||
newPrestigeCount: number;
|
||||
/** Bonus runestones awarded for reaching a milestone prestige (every 5th), 0 if not a milestone */
|
||||
milestoneRunestones: number;
|
||||
}
|
||||
|
||||
export interface BuyPrestigeUpgradeRequest {
|
||||
upgradeId: string;
|
||||
}
|
||||
|
||||
export interface BuyPrestigeUpgradeResponse {
|
||||
runestonesRemaining: number;
|
||||
purchasedUpgradeIds: string[];
|
||||
runestonesIncomeMultiplier: number;
|
||||
runestonesClickMultiplier: number;
|
||||
runestonesEssenceMultiplier: number;
|
||||
runestonesCrystalMultiplier: number;
|
||||
}
|
||||
|
||||
export interface PublicProfileResponse {
|
||||
characterName: string;
|
||||
pronouns: string;
|
||||
characterRace: string;
|
||||
characterClass: string;
|
||||
username: string;
|
||||
avatar: string | null;
|
||||
bio: string;
|
||||
guildName: string;
|
||||
guildDescription: string;
|
||||
profileSettings: ProfileSettings;
|
||||
createdAt: number;
|
||||
/** All Time stats — cumulative across all runs, never reset */
|
||||
totalGoldEarned: number;
|
||||
totalClicks: number;
|
||||
lifetimeBossesDefeated: number;
|
||||
lifetimeQuestsCompleted: number;
|
||||
lifetimeAdventurersRecruited: number;
|
||||
lifetimeAchievementsUnlocked: number;
|
||||
/** Current Run stats — sourced from the live GameState, reset on prestige & transcendence */
|
||||
currentRunGold: number;
|
||||
currentRunClicks: number;
|
||||
prestigeCount: number;
|
||||
transcendenceCount: number;
|
||||
apotheosisCount: number;
|
||||
bossesDefeated: number;
|
||||
questsCompleted: number;
|
||||
adventurersRecruited: number;
|
||||
achievementsUnlocked: number;
|
||||
/** Titles this player has unlocked, as {id, name} pairs for display */
|
||||
unlockedTitles: Array<{ id: string; name: string }>;
|
||||
/** The player's active title display name (empty string if none set) */
|
||||
activeTitle: string;
|
||||
/** Items the player currently has equipped */
|
||||
equippedItems: Array<{ name: string; type: EquipmentType; rarity: EquipmentRarity; bonus: EquipmentBonus }>;
|
||||
}
|
||||
|
||||
export interface UpdateProfileRequest {
|
||||
characterName: string;
|
||||
pronouns?: string;
|
||||
characterRace?: string;
|
||||
characterClass?: string;
|
||||
bio?: string;
|
||||
guildName?: string;
|
||||
guildDescription?: string;
|
||||
profileSettings: ProfileSettings;
|
||||
/** Title ID to set as active (empty string to clear) */
|
||||
activeTitle?: string;
|
||||
}
|
||||
|
||||
export interface UpdateProfileResponse {
|
||||
characterName: string;
|
||||
pronouns: string;
|
||||
characterRace: string;
|
||||
characterClass: string;
|
||||
bio: string;
|
||||
guildName: string;
|
||||
guildDescription: string;
|
||||
activeTitle: string;
|
||||
profileSettings: ProfileSettings;
|
||||
}
|
||||
|
||||
export type TranscendenceRequest = Record<string, never>;
|
||||
|
||||
export interface TranscendenceResponse {
|
||||
echoes: number;
|
||||
newTranscendenceCount: number;
|
||||
}
|
||||
|
||||
export interface BuyEchoUpgradeRequest {
|
||||
upgradeId: string;
|
||||
}
|
||||
|
||||
export interface BuyEchoUpgradeResponse {
|
||||
echoesRemaining: number;
|
||||
purchasedUpgradeIds: string[];
|
||||
echoIncomeMultiplier: number;
|
||||
echoCombatMultiplier: number;
|
||||
echoPrestigeThresholdMultiplier: number;
|
||||
echoPrestigeRunestoneMultiplier: number;
|
||||
echoMetaMultiplier: number;
|
||||
}
|
||||
|
||||
export type ApotheosisRequest = Record<string, never>;
|
||||
|
||||
export interface ApotheosisResponse {
|
||||
newApotheosisCount: number;
|
||||
}
|
||||
|
||||
export interface ApiError {
|
||||
error: string;
|
||||
}
|
||||
|
||||
export type LeaderboardCategory =
|
||||
| "totalGold"
|
||||
| "bossesDefeated"
|
||||
| "questsCompleted"
|
||||
| "achievementsUnlocked"
|
||||
| "prestigeCount"
|
||||
| "transcendenceCount"
|
||||
| "apotheosisCount";
|
||||
|
||||
export interface LeaderboardEntry {
|
||||
rank: number;
|
||||
discordId: string;
|
||||
characterName: string;
|
||||
username: string;
|
||||
avatar: string | null;
|
||||
activeTitle: string;
|
||||
value: number;
|
||||
}
|
||||
|
||||
export interface LeaderboardResponse {
|
||||
category: LeaderboardCategory;
|
||||
entries: LeaderboardEntry[];
|
||||
}
|
||||
|
||||
export interface GiteaRelease {
|
||||
tag_name: string;
|
||||
name: string;
|
||||
body: string;
|
||||
published_at: string;
|
||||
}
|
||||
|
||||
export interface AboutResponse {
|
||||
apiVersion: string;
|
||||
releases: GiteaRelease[];
|
||||
}
|
||||
|
||||
export interface ExploreStartRequest {
|
||||
areaId: string;
|
||||
}
|
||||
|
||||
export interface ExploreStartResponse {
|
||||
areaId: string;
|
||||
endsAt: number;
|
||||
}
|
||||
|
||||
export interface ExploreCollectRequest {
|
||||
areaId: string;
|
||||
}
|
||||
|
||||
export interface ExploreCollectEventResult {
|
||||
text: string;
|
||||
goldChange: number;
|
||||
essenceChange: number;
|
||||
materialGained: { materialId: string; quantity: number } | null;
|
||||
adventurerLostCount: number;
|
||||
}
|
||||
|
||||
export interface ExploreCollectResponse {
|
||||
foundNothing: boolean;
|
||||
nothingMessage?: string;
|
||||
materialsFound: Array<{ materialId: string; quantity: number }>;
|
||||
event: ExploreCollectEventResult | null;
|
||||
}
|
||||
|
||||
export interface CraftRecipeRequest {
|
||||
recipeId: string;
|
||||
}
|
||||
|
||||
export interface CraftRecipeResponse {
|
||||
recipeId: string;
|
||||
bonusType: string;
|
||||
bonusValue: number;
|
||||
craftedGoldMultiplier: number;
|
||||
craftedEssenceMultiplier: number;
|
||||
craftedClickMultiplier: number;
|
||||
craftedCombatMultiplier: number;
|
||||
}
|
||||
|
||||
// Re-export for convenience
|
||||
export type { ProfileSettings };
|
||||
@@ -1,4 +0,0 @@
|
||||
export interface ApotheosisData {
|
||||
/** Number of times the player has achieved Apotheosis */
|
||||
count: number;
|
||||
}
|
||||
@@ -1,28 +0,0 @@
|
||||
export type BossStatus = "locked" | "available" | "in_progress" | "defeated";
|
||||
|
||||
export interface Boss {
|
||||
id: string;
|
||||
name: string;
|
||||
description: string;
|
||||
status: BossStatus;
|
||||
maxHp: number;
|
||||
currentHp: number;
|
||||
/** Damage dealt to adventurers per second whilst the fight is active */
|
||||
damagePerSecond: number;
|
||||
/** Gold reward on defeat */
|
||||
goldReward: number;
|
||||
/** Essence reward on defeat */
|
||||
essenceReward: number;
|
||||
/** Crystal reward on defeat */
|
||||
crystalReward: number;
|
||||
/** IDs of upgrades unlocked on defeat */
|
||||
upgradeRewards: string[];
|
||||
/** IDs of equipment items granted on defeat */
|
||||
equipmentRewards: string[];
|
||||
/** Minimum prestige level required to access this boss */
|
||||
prestigeRequirement: number;
|
||||
/** Zone this boss belongs to */
|
||||
zoneId: string;
|
||||
/** One-time runestone bounty awarded on first-ever defeat */
|
||||
bountyRunestones: number;
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
export interface CodexEntry {
|
||||
id: string;
|
||||
title: string;
|
||||
content: string;
|
||||
sourceType: "boss" | "quest" | "equipment" | "adventurer" | "upgrade" | "prestige" | "zone" | "exploration" | "recipe";
|
||||
sourceId: string;
|
||||
zoneId: string;
|
||||
}
|
||||
|
||||
export interface CodexState {
|
||||
unlockedEntryIds: string[];
|
||||
}
|
||||
@@ -1,163 +0,0 @@
|
||||
export type CompanionBonusType =
|
||||
| "passiveGold"
|
||||
| "clickGold"
|
||||
| "bossDamage"
|
||||
| "essenceIncome"
|
||||
| "questTime";
|
||||
|
||||
export interface CompanionBonus {
|
||||
type: CompanionBonusType;
|
||||
/** Fractional value: for multiplier types, adds this fraction (0.25 = +25%). For questTime, reduces duration by this fraction (0.15 = 15% faster). */
|
||||
value: number;
|
||||
}
|
||||
|
||||
export type CompanionUnlockType =
|
||||
| "lifetimeBosses"
|
||||
| "lifetimeQuests"
|
||||
| "lifetimeGold"
|
||||
| "prestige"
|
||||
| "transcendence"
|
||||
| "apotheosis";
|
||||
|
||||
export interface CompanionUnlockCondition {
|
||||
type: CompanionUnlockType;
|
||||
threshold: number;
|
||||
}
|
||||
|
||||
export interface Companion {
|
||||
id: string;
|
||||
name: string;
|
||||
title: string;
|
||||
description: string;
|
||||
bonus: CompanionBonus;
|
||||
unlock: CompanionUnlockCondition;
|
||||
}
|
||||
|
||||
export interface CompanionState {
|
||||
/** Companion IDs the player has unlocked — recomputed server-side on every save. */
|
||||
unlockedCompanionIds: string[];
|
||||
/** The ID of the currently active companion, or null for none. */
|
||||
activeCompanionId: string | null;
|
||||
}
|
||||
|
||||
export const COMPANIONS: Companion[] = [
|
||||
{
|
||||
id: "lyra",
|
||||
name: "Lyra",
|
||||
title: "Wandering Minstrel",
|
||||
description: "A cheerful bard whose uplifting songs inspire your adventurers to work harder for better coin.",
|
||||
bonus: { type: "passiveGold", value: 0.25 },
|
||||
unlock: { type: "lifetimeBosses", threshold: 100 },
|
||||
},
|
||||
{
|
||||
id: "finn",
|
||||
name: "Finn",
|
||||
title: "Quick-Fingered Rogue",
|
||||
description: "A nimble rogue whose sleight of hand ensures far more gold lands in your coffers with every strike.",
|
||||
bonus: { type: "clickGold", value: 0.50 },
|
||||
unlock: { type: "lifetimeQuests", threshold: 100 },
|
||||
},
|
||||
{
|
||||
id: "wren",
|
||||
name: "Wren",
|
||||
title: "Hedge Witch",
|
||||
description: "A resourceful hedge witch who weaves minor enchantments that accelerate your quest parties.",
|
||||
bonus: { type: "questTime", value: 0.15 },
|
||||
unlock: { type: "lifetimeQuests", threshold: 500 },
|
||||
},
|
||||
{
|
||||
id: "aldric",
|
||||
name: "Aldric",
|
||||
title: "Veteran Knight",
|
||||
description: "A battle-hardened knight who leads your party with years of tactical experience against fearsome foes.",
|
||||
bonus: { type: "bossDamage", value: 0.20 },
|
||||
unlock: { type: "lifetimeBosses", threshold: 200 },
|
||||
},
|
||||
{
|
||||
id: "sera",
|
||||
name: "Sera",
|
||||
title: "Arcane Alchemist",
|
||||
description: "A brilliant alchemist who transmutes ambient magic into pure essence, bolstering your income.",
|
||||
bonus: { type: "essenceIncome", value: 0.30 },
|
||||
unlock: { type: "prestige", threshold: 10 },
|
||||
},
|
||||
{
|
||||
id: "kael",
|
||||
name: "Kael",
|
||||
title: "Battle Mage",
|
||||
description: "A powerful battle mage whose devastating spells tear through even the toughest boss encounters.",
|
||||
bonus: { type: "bossDamage", value: 0.40 },
|
||||
unlock: { type: "lifetimeBosses", threshold: 720 },
|
||||
},
|
||||
{
|
||||
id: "zuri",
|
||||
name: "Zuri",
|
||||
title: "Chrono Weaver",
|
||||
description: "A time mage who bends the threads of time itself, significantly hastening your quest parties.",
|
||||
bonus: { type: "questTime", value: 0.30 },
|
||||
unlock: { type: "lifetimeQuests", threshold: 950 },
|
||||
},
|
||||
{
|
||||
id: "mira",
|
||||
name: "Mira",
|
||||
title: "Merchant Queen",
|
||||
description: "A wealthy merchant whose golden touch and trade empire dramatically boosts your passive earnings.",
|
||||
bonus: { type: "passiveGold", value: 0.75 },
|
||||
unlock: { type: "lifetimeGold", threshold: 1e18 },
|
||||
},
|
||||
{
|
||||
id: "vex",
|
||||
name: "Vex",
|
||||
title: "Shadow Broker",
|
||||
description: "A shadowy information broker who channels essence from the void through forbidden knowledge.",
|
||||
bonus: { type: "essenceIncome", value: 0.75 },
|
||||
unlock: { type: "transcendence", threshold: 5 },
|
||||
},
|
||||
{
|
||||
id: "pria",
|
||||
name: "Pria",
|
||||
title: "Celestial Oracle",
|
||||
description: "A divine oracle whose celestial blessing transforms the very air around you into golden fortune.",
|
||||
bonus: { type: "passiveGold", value: 1.00 },
|
||||
unlock: { type: "apotheosis", threshold: 1 },
|
||||
},
|
||||
];
|
||||
|
||||
/**
|
||||
* Computes which companion IDs the player has unlocked based on their lifetime stats.
|
||||
* Called server-side on every save using DB-authoritative player stats.
|
||||
*/
|
||||
export const computeUnlockedCompanionIds = (params: {
|
||||
lifetimeBossesDefeated: number;
|
||||
lifetimeQuestsCompleted: number;
|
||||
lifetimeGoldEarned: number;
|
||||
prestigeCount: number;
|
||||
transcendenceCount: number;
|
||||
apotheosisCount: number;
|
||||
}): string[] =>
|
||||
COMPANIONS
|
||||
.filter((companion) => {
|
||||
const { type, threshold } = companion.unlock;
|
||||
switch (type) {
|
||||
case "lifetimeBosses": return params.lifetimeBossesDefeated >= threshold;
|
||||
case "lifetimeQuests": return params.lifetimeQuestsCompleted >= threshold;
|
||||
case "lifetimeGold": return params.lifetimeGoldEarned >= threshold;
|
||||
case "prestige": return params.prestigeCount >= threshold;
|
||||
case "transcendence": return params.transcendenceCount >= threshold;
|
||||
case "apotheosis": return params.apotheosisCount >= threshold;
|
||||
}
|
||||
})
|
||||
.map((companion) => companion.id);
|
||||
|
||||
/**
|
||||
* Returns the bonus of the active companion if it is unlocked, otherwise null.
|
||||
* Safe to call with undefined/null activeCompanionId.
|
||||
*/
|
||||
export const getActiveCompanionBonus = (
|
||||
activeCompanionId: string | null | undefined,
|
||||
unlockedCompanionIds: string[],
|
||||
): CompanionBonus | null => {
|
||||
if (!activeCompanionId) return null;
|
||||
if (!unlockedCompanionIds.includes(activeCompanionId)) return null;
|
||||
return COMPANIONS.find((c) => c.id === activeCompanionId)?.bonus ?? null;
|
||||
};
|
||||
@@ -1,19 +0,0 @@
|
||||
export type CraftingBonusType = "gold_income" | "essence_income" | "click_power" | "combat_power";
|
||||
|
||||
export interface CraftingMaterialRequirement {
|
||||
materialId: string;
|
||||
quantity: number;
|
||||
}
|
||||
|
||||
export interface CraftingRecipe {
|
||||
id: string;
|
||||
name: string;
|
||||
description: string;
|
||||
zoneId: string;
|
||||
requiredMaterials: CraftingMaterialRequirement[];
|
||||
bonus: {
|
||||
type: CraftingBonusType;
|
||||
/** Multiplicative bonus value, e.g. 1.1 = +10% */
|
||||
value: number;
|
||||
};
|
||||
}
|
||||
@@ -1,17 +0,0 @@
|
||||
export type DailyChallengeType = "clicks" | "bossesDefeated" | "questsCompleted" | "prestige";
|
||||
|
||||
export interface DailyChallenge {
|
||||
id: string;
|
||||
type: DailyChallengeType;
|
||||
label: string;
|
||||
target: number;
|
||||
progress: number;
|
||||
completed: boolean;
|
||||
rewardCrystals: number;
|
||||
}
|
||||
|
||||
export interface DailyChallengeState {
|
||||
/** ISO date string (e.g. "2026-03-06") used to detect when to reset */
|
||||
date: string;
|
||||
challenges: DailyChallenge[];
|
||||
}
|
||||
@@ -1,29 +0,0 @@
|
||||
export type EquipmentType = "weapon" | "armour" | "trinket";
|
||||
|
||||
export type EquipmentRarity = "common" | "rare" | "epic" | "legendary";
|
||||
|
||||
export interface EquipmentBonus {
|
||||
/** Multiplier applied to all gold/s income (e.g. 1.1 = +10%) */
|
||||
goldMultiplier?: number;
|
||||
/** Multiplier applied to all combat power (e.g. 1.25 = +25%) */
|
||||
combatMultiplier?: number;
|
||||
/** Multiplier applied to click power (e.g. 1.5 = +50%) */
|
||||
clickMultiplier?: number;
|
||||
}
|
||||
|
||||
export interface Equipment {
|
||||
id: string;
|
||||
name: string;
|
||||
description: string;
|
||||
type: EquipmentType;
|
||||
rarity: EquipmentRarity;
|
||||
bonus: EquipmentBonus;
|
||||
/** Whether the player has acquired this item */
|
||||
owned: boolean;
|
||||
/** Whether this item is currently equipped (only one per type can be equipped) */
|
||||
equipped: boolean;
|
||||
/** If set, this item can be purchased directly rather than obtained via boss drops */
|
||||
cost?: { gold: number; essence: number; crystals: number };
|
||||
/** Equipment set this item belongs to, if any */
|
||||
setId?: string;
|
||||
}
|
||||
@@ -1,44 +0,0 @@
|
||||
export interface EquipmentSetBonus {
|
||||
goldMultiplier?: number;
|
||||
combatMultiplier?: number;
|
||||
clickMultiplier?: number;
|
||||
}
|
||||
|
||||
export interface EquipmentSet {
|
||||
id: string;
|
||||
name: string;
|
||||
description: string;
|
||||
/** Equipment IDs that make up this set */
|
||||
pieces: string[];
|
||||
bonuses: {
|
||||
2: EquipmentSetBonus;
|
||||
3: EquipmentSetBonus;
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Given a list of equipped item IDs and a set catalogue, returns the combined
|
||||
* multiplicative bonuses granted by all active set bonuses.
|
||||
*/
|
||||
export const computeSetBonuses = (
|
||||
equippedItemIds: string[],
|
||||
sets: EquipmentSet[],
|
||||
): { goldMultiplier: number; combatMultiplier: number; clickMultiplier: number } => {
|
||||
let goldMultiplier = 1;
|
||||
let combatMultiplier = 1;
|
||||
let clickMultiplier = 1;
|
||||
|
||||
for (const set of sets) {
|
||||
const count = set.pieces.filter((id) => equippedItemIds.includes(id)).length;
|
||||
for (const threshold of [2, 3] as const) {
|
||||
if (count >= threshold) {
|
||||
const bonus = set.bonuses[threshold];
|
||||
goldMultiplier *= bonus.goldMultiplier ?? 1;
|
||||
combatMultiplier *= bonus.combatMultiplier ?? 1;
|
||||
clickMultiplier *= bonus.clickMultiplier ?? 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return { goldMultiplier, combatMultiplier, clickMultiplier };
|
||||
};
|
||||
@@ -1,67 +0,0 @@
|
||||
export type ExplorationEventEffectType =
|
||||
| "gold_gain"
|
||||
| "gold_loss"
|
||||
| "essence_gain"
|
||||
| "material_gain"
|
||||
| "adventurer_loss";
|
||||
|
||||
export interface ExplorationEventEffect {
|
||||
type: ExplorationEventEffectType;
|
||||
/** Gold amount for gold_gain / gold_loss */
|
||||
amount?: number;
|
||||
/** Material ID for material_gain */
|
||||
materialId?: string;
|
||||
/** Quantity for material_gain */
|
||||
quantity?: number;
|
||||
/** Fraction (0–1) of total adventurers lost for adventurer_loss */
|
||||
fraction?: number;
|
||||
}
|
||||
|
||||
export interface ExplorationEvent {
|
||||
id: string;
|
||||
text: string;
|
||||
effect: ExplorationEventEffect;
|
||||
}
|
||||
|
||||
export interface ExplorationMaterialDrop {
|
||||
materialId: string;
|
||||
minQuantity: number;
|
||||
maxQuantity: number;
|
||||
/** Relative probability weight — higher = more likely */
|
||||
weight: number;
|
||||
}
|
||||
|
||||
export interface ExplorationArea {
|
||||
id: string;
|
||||
name: string;
|
||||
description: string;
|
||||
zoneId: string;
|
||||
durationSeconds: number;
|
||||
possibleMaterials: ExplorationMaterialDrop[];
|
||||
events: ExplorationEvent[];
|
||||
}
|
||||
|
||||
export interface ExplorationAreaState {
|
||||
id: string;
|
||||
status: "locked" | "available" | "in_progress" | "completed";
|
||||
/** Unix timestamp when exploration started (set when status becomes in_progress) */
|
||||
startedAt?: number;
|
||||
/** True after the first successful collect — used for codex unlock detection */
|
||||
completedOnce?: boolean;
|
||||
}
|
||||
|
||||
export interface ExplorationState {
|
||||
areas: ExplorationAreaState[];
|
||||
/** Current material inventory */
|
||||
materials: Array<{ materialId: string; quantity: number }>;
|
||||
/** IDs of crafting recipes that have been crafted (resets on prestige) */
|
||||
craftedRecipeIds: string[];
|
||||
/** Pre-computed gold income multiplier from all crafted recipes */
|
||||
craftedGoldMultiplier: number;
|
||||
/** Pre-computed essence income multiplier from all crafted recipes */
|
||||
craftedEssenceMultiplier: number;
|
||||
/** Pre-computed click power multiplier from all crafted recipes */
|
||||
craftedClickMultiplier: number;
|
||||
/** Pre-computed combat power multiplier from all crafted recipes */
|
||||
craftedCombatMultiplier: number;
|
||||
}
|
||||
@@ -1,54 +0,0 @@
|
||||
import type { Achievement } from "./Achievement.js";
|
||||
import type { Adventurer } from "./Adventurer.js";
|
||||
import type { Boss } from "./Boss.js";
|
||||
import type { ApotheosisData } from "./Apotheosis.js";
|
||||
import type { CodexState } from "./Codex.js";
|
||||
import type { CompanionState } from "./Companion.js";
|
||||
import type { StoryState } from "./Story.js";
|
||||
import type { DailyChallengeState } from "./DailyChallenge.js";
|
||||
import type { ExplorationState } from "./Exploration.js";
|
||||
import type { TranscendenceData } from "./Transcendence.js";
|
||||
import type { Equipment } from "./Equipment.js";
|
||||
import type { Player } from "./Player.js";
|
||||
import type { PrestigeData } from "./Prestige.js";
|
||||
import type { Quest } from "./Quest.js";
|
||||
import type { Resource } from "./Resource.js";
|
||||
import type { Upgrade } from "./Upgrade.js";
|
||||
import type { Zone } from "./Zone.js";
|
||||
|
||||
export interface GameState {
|
||||
player: Player;
|
||||
resources: Resource;
|
||||
adventurers: Adventurer[];
|
||||
upgrades: Upgrade[];
|
||||
quests: Quest[];
|
||||
bosses: Boss[];
|
||||
equipment: Equipment[];
|
||||
achievements: Achievement[];
|
||||
prestige: PrestigeData;
|
||||
zones: Zone[];
|
||||
/** Click power (gold per click, before upgrades) */
|
||||
baseClickPower: number;
|
||||
/** Unix timestamp of the last client-side tick */
|
||||
lastTickAt: number;
|
||||
/** Daily challenge progress — optional for backwards compatibility with old saves */
|
||||
dailyChallenges?: DailyChallengeState;
|
||||
/** Lore codex unlock state — optional for backwards compatibility with old saves */
|
||||
codex?: CodexState;
|
||||
/** Transcendence (second prestige layer) state — optional for backwards compatibility */
|
||||
transcendence?: TranscendenceData;
|
||||
/** Apotheosis (third prestige layer) state — optional for backwards compatibility */
|
||||
apotheosis?: ApotheosisData;
|
||||
/** Exploration and crafting state — optional for backwards compatibility */
|
||||
exploration?: ExplorationState;
|
||||
/** When true, the tick engine automatically starts the highest-zone available quest */
|
||||
autoQuest?: boolean;
|
||||
/** When true, the tick engine automatically challenges the highest available boss */
|
||||
autoBoss?: boolean;
|
||||
/** Companion unlock and active selection state — optional for backwards compatibility */
|
||||
companions?: CompanionState;
|
||||
/** Story chapter unlock and completion state — optional for backwards compatibility */
|
||||
story?: StoryState;
|
||||
/** Schema version — used to detect saves from older game versions */
|
||||
schemaVersion?: number;
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
export type MaterialRarity = "common" | "uncommon" | "rare";
|
||||
|
||||
export interface Material {
|
||||
id: string;
|
||||
name: string;
|
||||
description: string;
|
||||
zoneId: string;
|
||||
rarity: MaterialRarity;
|
||||
}
|
||||
@@ -1,28 +0,0 @@
|
||||
export interface Player {
|
||||
discordId: string;
|
||||
username: string;
|
||||
discriminator: string;
|
||||
avatar: string | null;
|
||||
/** Player's chosen in-game character name */
|
||||
characterName: string;
|
||||
/** Unix timestamp when the account was created */
|
||||
createdAt: number;
|
||||
/** Unix timestamp of the last server-side save */
|
||||
lastSavedAt: number;
|
||||
/** Gold earned this run (reset on prestige; used for prestige eligibility) */
|
||||
totalGoldEarned: number;
|
||||
/** Clicks this run (reset on prestige) */
|
||||
totalClicks: number;
|
||||
/** Cumulative gold earned across all runs — never reset */
|
||||
lifetimeGoldEarned: number;
|
||||
/** Cumulative clicks across all runs — never reset */
|
||||
lifetimeClicks: number;
|
||||
/** Cumulative bosses defeated across all runs — never reset */
|
||||
lifetimeBossesDefeated: number;
|
||||
/** Cumulative quests completed across all runs — never reset */
|
||||
lifetimeQuestsCompleted: number;
|
||||
/** Cumulative adventurers recruited across all runs — never reset */
|
||||
lifetimeAdventurersRecruited: number;
|
||||
/** Cumulative achievements unlocked across all runs — never reset */
|
||||
lifetimeAchievementsUnlocked: number;
|
||||
}
|
||||
@@ -1,22 +0,0 @@
|
||||
export interface PrestigeData {
|
||||
/** Number of times the player has prestiged */
|
||||
count: number;
|
||||
/** Runestones carried over between prestiges */
|
||||
runestones: number;
|
||||
/** Multiplier applied to all production (based on prestige count) */
|
||||
productionMultiplier: number;
|
||||
/** IDs of prestige upgrades purchased with runestones */
|
||||
purchasedUpgradeIds: string[];
|
||||
/** Unix timestamp of last prestige */
|
||||
lastPrestigedAt?: number;
|
||||
/** Pre-computed multiplier from "income" runestone upgrades */
|
||||
runestonesIncomeMultiplier?: number;
|
||||
/** Pre-computed multiplier from "click" runestone upgrades */
|
||||
runestonesClickMultiplier?: number;
|
||||
/** Pre-computed multiplier from "essence" runestone upgrades */
|
||||
runestonesEssenceMultiplier?: number;
|
||||
/** Pre-computed multiplier from "crystals" runestone upgrades */
|
||||
runestonesCrystalMultiplier?: number;
|
||||
/** Whether the auto-prestige feature is currently enabled (requires auto_prestige upgrade) */
|
||||
autoPrestigeEnabled?: boolean;
|
||||
}
|
||||
@@ -1,17 +0,0 @@
|
||||
export type PrestigeUpgradeCategory =
|
||||
| "income"
|
||||
| "click"
|
||||
| "essence"
|
||||
| "crystals"
|
||||
| "runestones"
|
||||
| "utility";
|
||||
|
||||
export interface PrestigeUpgrade {
|
||||
id: string;
|
||||
name: string;
|
||||
description: string;
|
||||
category: PrestigeUpgradeCategory;
|
||||
runestonesCost: number;
|
||||
/** Multiplier applied when this upgrade is purchased */
|
||||
multiplier: number;
|
||||
}
|
||||
@@ -1,46 +0,0 @@
|
||||
export type NumberFormat = "suffix" | "scientific" | "engineering";
|
||||
|
||||
export interface ProfileSettings {
|
||||
/** All Time section */
|
||||
showTotalGold: boolean;
|
||||
showTotalClicks: boolean;
|
||||
showLifetimeBossesDefeated: boolean;
|
||||
showLifetimeQuestsCompleted: boolean;
|
||||
showLifetimeAdventurersRecruited: boolean;
|
||||
showLifetimeAchievementsUnlocked: boolean;
|
||||
showGuildFounded: boolean;
|
||||
/** Current Run section */
|
||||
showCurrentGold: boolean;
|
||||
showCurrentClicks: boolean;
|
||||
showPrestige: boolean;
|
||||
showTranscendence: boolean;
|
||||
showApotheosis: boolean;
|
||||
showBossesDefeated: boolean;
|
||||
showQuestsCompleted: boolean;
|
||||
showAdventurersRecruited: boolean;
|
||||
showAchievementsUnlocked: boolean;
|
||||
numberFormat: NumberFormat;
|
||||
/** Whether this player appears on the public leaderboards */
|
||||
showOnLeaderboards: boolean;
|
||||
}
|
||||
|
||||
export const DEFAULT_PROFILE_SETTINGS: ProfileSettings = {
|
||||
showTotalGold: true,
|
||||
showTotalClicks: true,
|
||||
showLifetimeBossesDefeated: true,
|
||||
showLifetimeQuestsCompleted: true,
|
||||
showLifetimeAdventurersRecruited: true,
|
||||
showLifetimeAchievementsUnlocked: true,
|
||||
showGuildFounded: true,
|
||||
showCurrentGold: true,
|
||||
showCurrentClicks: true,
|
||||
showPrestige: true,
|
||||
showTranscendence: true,
|
||||
showApotheosis: true,
|
||||
showBossesDefeated: true,
|
||||
showQuestsCompleted: true,
|
||||
showAdventurersRecruited: true,
|
||||
showAchievementsUnlocked: true,
|
||||
numberFormat: "suffix",
|
||||
showOnLeaderboards: true,
|
||||
};
|
||||
@@ -1,30 +0,0 @@
|
||||
export type QuestStatus = "locked" | "available" | "active" | "completed";
|
||||
|
||||
export type QuestRewardType = "gold" | "essence" | "crystals" | "upgrade" | "adventurer" | "equipment";
|
||||
|
||||
export interface QuestReward {
|
||||
type: QuestRewardType;
|
||||
amount?: number;
|
||||
/** ID of the upgrade or adventurer to unlock (if applicable) */
|
||||
targetId?: string;
|
||||
}
|
||||
|
||||
export interface Quest {
|
||||
id: string;
|
||||
name: string;
|
||||
description: string;
|
||||
status: QuestStatus;
|
||||
/** Unix timestamp when quest was started (if active) */
|
||||
startedAt?: number;
|
||||
/** Duration in seconds */
|
||||
durationSeconds: number;
|
||||
rewards: QuestReward[];
|
||||
/** IDs of quests that must be completed before this one unlocks */
|
||||
prerequisiteIds: string[];
|
||||
/** Zone this quest belongs to */
|
||||
zoneId: string;
|
||||
/** Minimum party combat power required to start this quest */
|
||||
combatPowerRequired?: number;
|
||||
/** Unix timestamp of the most recent failed attempt (if any) */
|
||||
lastFailedAt?: number;
|
||||
}
|
||||
@@ -1,6 +0,0 @@
|
||||
export interface Resource {
|
||||
gold: number;
|
||||
essence: number;
|
||||
crystals: number;
|
||||
runestones: number;
|
||||
}
|
||||
@@ -1,648 +0,0 @@
|
||||
import type { GameState } from "./GameState.js";
|
||||
|
||||
export interface StoryChoice {
|
||||
id: string;
|
||||
label: string;
|
||||
outcome: string;
|
||||
}
|
||||
|
||||
export interface StoryChapter {
|
||||
id: string;
|
||||
title: string;
|
||||
content: string;
|
||||
choices: [StoryChoice, StoryChoice, StoryChoice];
|
||||
unlock: StoryUnlockCondition;
|
||||
}
|
||||
|
||||
export type StoryUnlockType = "bossDefeated" | "prestige" | "transcendence" | "apotheosis";
|
||||
|
||||
export interface StoryUnlockCondition {
|
||||
type: StoryUnlockType;
|
||||
bossId?: string;
|
||||
threshold?: number;
|
||||
}
|
||||
|
||||
export interface CompletedChapter {
|
||||
chapterId: string;
|
||||
choiceId: string;
|
||||
}
|
||||
|
||||
export interface StoryState {
|
||||
unlockedChapterIds: string[];
|
||||
completedChapters: CompletedChapter[];
|
||||
}
|
||||
|
||||
export const isStoryChapterUnlocked = (chapter: StoryChapter, state: GameState): boolean => {
|
||||
const { unlock } = chapter;
|
||||
if (unlock.type === "bossDefeated") {
|
||||
return state.bosses.some((b) => b.id === unlock.bossId && b.status === "defeated");
|
||||
}
|
||||
if (unlock.type === "prestige") {
|
||||
/* v8 ignore next -- @preserve */
|
||||
return (state.prestige?.count ?? 0) >= (unlock.threshold ?? 1);
|
||||
}
|
||||
if (unlock.type === "transcendence") {
|
||||
return (state.transcendence?.count ?? 0) >= (unlock.threshold ?? 1);
|
||||
}
|
||||
if (unlock.type === "apotheosis") {
|
||||
return (state.apotheosis?.count ?? 0) >= (unlock.threshold ?? 1);
|
||||
}
|
||||
return false;
|
||||
};
|
||||
|
||||
export const STORY_CHAPTERS: StoryChapter[] = [
|
||||
{
|
||||
id: "story_ch_01",
|
||||
title: "Roots and Steel",
|
||||
content:
|
||||
"The Verdant Vale was supposed to be simple — a proving ground, nothing more. {characterName} hadn't set out to become a legend. The guild had been small then: a handful of hungry fighters and one stubborn dream. The forest was ancient and watchful, and the Forest Giant that lurked at its heart was older than any map. When your party stood over its fallen form at last, the trees went quiet in a way that felt almost like respect.\n\nThe air smelled of pine and fresh blood. Somewhere above, a crow called out and then fell silent. {characterName} looked back at the faces of those who had followed — tired, scraped raw, but alive. Something had shifted. The Vale had tested you, and you had not broken.\n\nA stranger approached through the tree line: a weathered cartographer who had been mapping these woods for years. She pressed a folded chart into {characterName}'s hands — the first detailed map of lands further east. \"The world is larger than this forest,\" she said, studying you with curious eyes. \"I wonder what else you'll find at the end of it.\"",
|
||||
choices: [
|
||||
{
|
||||
id: "resolve",
|
||||
label: "Accept the map with quiet resolve",
|
||||
outcome:
|
||||
"You folded the map carefully and tucked it away. Resolve was the only currency you had in abundance. The cartographer watched you go and thought: this one has the look of someone who finishes things.",
|
||||
},
|
||||
{
|
||||
id: "people",
|
||||
label: "Return immediately to your people",
|
||||
outcome:
|
||||
"Your first thought was of your guild — of wounds to tend and rest hard-earned. The cartographer smiled at your back. Some leaders are built for glory; some are built for their people. You were becoming the latter.",
|
||||
},
|
||||
{
|
||||
id: "plan",
|
||||
label: "Study it in silence, already planning",
|
||||
outcome:
|
||||
"Your eyes moved across the map before she'd even finished speaking. The forest had only been the first line of a much longer story. You were already writing the next.",
|
||||
},
|
||||
],
|
||||
unlock: { type: "bossDefeated", bossId: "forest_giant" },
|
||||
},
|
||||
{
|
||||
id: "story_ch_02",
|
||||
title: "What the Ruins Remember",
|
||||
content:
|
||||
"The Shattered Ruins had been a city once — vast and proud, before something tore it apart. The stones still carried the memory: carved friezes of robed figures, towers that had fallen so long ago that saplings grew through their rubble. And at the heart of it all, Vaeltharox — a dragon old enough to have watched the city fall, who had made his home in its bones and grown fat on centuries of silence.\n\nHe was gone now. The fight had been brutal, and {characterName} would carry the scars of it for a long time. But standing in the great collapsed hall at the ruin's center, surrounded by ancient frescoes still bright with pigment, there was something almost solemn in the stillness.\n\nA scholar emerged from behind a pillar — one of those fearless academic types who follows adventuring parties at a safe distance. She was breathless and wide-eyed. \"Do you know what this place was?\" she whispered, gesturing at the walls. \"The inscriptions — this was a guild hall. Thousands of years ago, there were others like you. Something ended them.\" She paused. \"The question is what.\"",
|
||||
choices: [
|
||||
{
|
||||
id: "listen",
|
||||
label: "Ask the scholar what she has learned",
|
||||
outcome:
|
||||
"You stayed long enough to listen. The scholar was cautious with her theories but certain of one thing: the people who had built this place had been powerful, and their end had come from somewhere far beyond the Vale. You filed that knowledge away like a sharp blade.",
|
||||
},
|
||||
{
|
||||
id: "claim",
|
||||
label: "Claim the hall as a guild waystation",
|
||||
outcome:
|
||||
"The ruins needed purpose more than they needed silence. Your guild cleared rubble, shored up walls, and lit fires in hearths that hadn't been warm in an age. Whatever had ended the people here, it would not end you.",
|
||||
},
|
||||
{
|
||||
id: "press",
|
||||
label: "Mark it on your chart and press on",
|
||||
outcome:
|
||||
"There would be time for history later. You marked the ruin on your chart with a careful hand and turned your face toward the horizon. The past could wait; the future wouldn't.",
|
||||
},
|
||||
],
|
||||
unlock: { type: "bossDefeated", bossId: "elder_dragon" },
|
||||
},
|
||||
{
|
||||
id: "story_ch_03",
|
||||
title: "The Dark Between Stars",
|
||||
content:
|
||||
"The Shadow Marshes were never quiet. At night the water moved in slow, strange currents and lights bobbed at the edge of visibility — not lanterns, but something older and stranger. The locals had a name for the deep things that lived in the mire, and they spoke it only in whispers. The Mud Kraken was only the largest of them; the marshes hid worse things in their silt.\n\n{characterName} had led the guild through three weeks of rot and fog before they found the creature's lair, and the battle had been fought half-submerged, in darkness, against something that treated the surface world as a foreign country it was only briefly visiting. When it finally sank for the last time, the marsh went unnervingly still.\n\nA ferryman appeared at dawn, poling a flat boat out of the mist. He looked at the still water where the Kraken had thrashed and then at {characterName}. \"First time something's died out there in a hundred years,\" he said slowly. \"The villages will sleep better.\" He set a small lantern down at the prow of his boat — a gift, by the gesture of it. \"Where do you go next? There are dark places further in, and darker still beyond.\"",
|
||||
choices: [
|
||||
{
|
||||
id: "ask",
|
||||
label: "Ask what lies deeper in the marshes",
|
||||
outcome:
|
||||
"He told you what the marsh-folk knew: that the darkness didn't end at the Kraken, that there were seams of shadow that ran all the way to the world's edge. You thanked him and kept that information close.",
|
||||
},
|
||||
{
|
||||
id: "lantern",
|
||||
label: "Accept the lantern and move on",
|
||||
outcome:
|
||||
"You took the lantern. Light against darkness — it was a simple philosophy, but it had served you well enough so far. The ferryman watched your guild disappear into the mist and smiled, alone.",
|
||||
},
|
||||
{
|
||||
id: "rest",
|
||||
label: "Rest with the marsh villages first",
|
||||
outcome:
|
||||
"Three days of sleeping on dry ground and eating hot food did more for your guild than any potion. The marsh-folk gave generously and asked nothing. You left them safer than you'd found them.",
|
||||
},
|
||||
],
|
||||
unlock: { type: "bossDefeated", bossId: "mud_kraken" },
|
||||
},
|
||||
{
|
||||
id: "story_ch_04",
|
||||
title: "A Cold That Burns",
|
||||
content:
|
||||
"The Void Titan had not been native to the Frozen Peaks. That was the first clue that something had changed. The great creature — all sharp angles and wrongness, like a shadow given the weight of stone — had descended from somewhere above the cloud line, and the mountain itself seemed to recoil from its presence. Where it walked, ice formed on the underside of rocks and compasses spun without purpose.\n\n{characterName} had fought things before that wanted to kill you. The Void Titan was the first that seemed to want to unmake you — to pull you apart and scatter the pieces across dimensions you had no name for. The battle left the survivors unsettled in ways that took days to articulate.\n\nAt the summit, after the Titan's dissolution into cold light, you found an old monk who had lived on the peak for decades. He had watched the battle from a sheltered cave, wrapped in skins, calm as stone. \"The Void leaks through,\" he said, without preamble. \"It always has. But it is leaking faster now.\" He handed {characterName} a worn journal — his own observations across thirty years. \"I am too old to carry this further. You are not.\"",
|
||||
choices: [
|
||||
{
|
||||
id: "study",
|
||||
label: "Take the journal and study it carefully",
|
||||
outcome:
|
||||
"The journal became essential reading for your strongest strategists. The monk had been meticulous; his observations mapped a pattern that wasn't comforting. You began preparing for something larger than any single battle.",
|
||||
},
|
||||
{
|
||||
id: "promise",
|
||||
label: "Promise to return with answers",
|
||||
outcome:
|
||||
"You couldn't take the old man down the mountain, but you could carry his question. The promise you made on that peak became something you returned to often, in the quiet hours — a compass of its own.",
|
||||
},
|
||||
{
|
||||
id: "inquire",
|
||||
label: "Ask the monk what he believes is causing it",
|
||||
outcome:
|
||||
"He didn't answer immediately. When he did, the words were careful: 'I think something learned that it could come here. And now it knows the way.' You descended the mountain knowing that the way in was also the way back.",
|
||||
},
|
||||
],
|
||||
unlock: { type: "bossDefeated", bossId: "void_titan" },
|
||||
},
|
||||
{
|
||||
id: "story_ch_05",
|
||||
title: "Ash and Ascension",
|
||||
content:
|
||||
"Fire, as a teacher, is merciless. The Volcanic Depths had claimed members of other guilds — those who underestimated the heat, the gas pockets, the stone that moved like water. {characterName} had read every account, taken every precaution, and still arrived at the Phoenix Lord's chamber scorched and gasping, having lost things along the way that couldn't be replaced.\n\nThe Phoenix Lord itself was ancient, and it did not fight like something that feared death — it fought like something that expected it, that had died so many times that the battle was almost ritual. When it finally burned out, it did not fall. It dissolved into cinders that rose with the updraft, spiraling upward through the caldera into open sky.\n\nIn the silence that followed, {characterName} found a feather that hadn't burned — improbably, impossibly intact, vivid red-gold in the ash. At the caldera's edge, a young fire-tender who had guided your guild through the vents sat quietly, watching the cinders rise. \"The Phoenix Lord was a guardian once,\" she said. \"Before the Void. It lost itself somewhere along the way and forgot what it was protecting.\" She looked at {characterName} steadily. \"I wonder if you'll remember, when it's your turn.\"",
|
||||
choices: [
|
||||
{
|
||||
id: "feather",
|
||||
label: "Keep the feather as a reminder",
|
||||
outcome:
|
||||
"You carried the feather in a sealed case from that day forward — not as a trophy, but as a question you hadn't answered yet. What are you protecting? The question sharpened you.",
|
||||
},
|
||||
{
|
||||
id: "people",
|
||||
label: "Tell her: you protect your people",
|
||||
outcome:
|
||||
"'Then don't lose them,' she said simply. It wasn't a warning. It was the closest thing to a blessing the volcanic depths had to offer.",
|
||||
},
|
||||
{
|
||||
id: "beyond",
|
||||
label: "Ask what she thinks lies beyond the fire",
|
||||
outcome:
|
||||
"'Something that cannot burn,' she said, after a long pause. 'Something that has never needed to.' You weren't sure if that was reassuring. You carried the uncertainty with you like a coal.",
|
||||
},
|
||||
],
|
||||
unlock: { type: "bossDefeated", bossId: "phoenix_lord" },
|
||||
},
|
||||
{
|
||||
id: "story_ch_06",
|
||||
title: "The Hungry Dark",
|
||||
content:
|
||||
"No expedition into the Astral Void came back entirely unchanged. The rules that governed the material world — distance, time, the reliability of your own shadow — loosened here, and what replaced them was a vast and indifferent silence that pressed against the edges of your mind. The stars in the Astral Void were wrong: too close, too many, and some of them moved.\n\nThe Devourer of Worlds was not the first thing of its kind. {characterName} had found evidence of others, older and smaller, whose meal had been stars instead of whole realities. The Devourer was simply the largest, and the hungriest, and the most immediately present. The battle that ended it was unlike anything that could be described to someone who hadn't stood in the airless dark and watched something the size of a continent simply stop.\n\nComing back down was disorienting. {characterName} stood in the entry camp for a long time, watching the normal sky, feeling the gravity of a world that was still whole. A philosopher was waiting — one of a growing number who followed the guild's path. She set down her pen and looked at you very seriously. \"You understand now, don't you?\" she said. \"That we are small? That the things we've been fighting are small, compared to what exists beyond?\"",
|
||||
choices: [
|
||||
{
|
||||
id: "fight",
|
||||
label: "Yes — and we fight anyway",
|
||||
outcome:
|
||||
"The philosopher wrote that down. She published it later, in an obscure academic tract that circulated far wider than she'd expected. Small, and yet. And yet. And yet.",
|
||||
},
|
||||
{
|
||||
id: "further",
|
||||
label: "Ask what she thinks is further out",
|
||||
outcome:
|
||||
"She smiled, the way people smile when they've been waiting for the question. 'Minds,' she said. 'Ancient, patient, watching. The question is whether they've noticed us yet.' You decided to make sure, when they did, that noticing you would be a mistake.",
|
||||
},
|
||||
{
|
||||
id: "honest",
|
||||
label: "Admit the silence still echoes in you",
|
||||
outcome:
|
||||
"She nodded, unsurprised. 'It does that. To everyone who goes there and comes back.' She poured two cups of something hot and handed you one. 'The trick is to let the sound fill back in. Give it time.'",
|
||||
},
|
||||
],
|
||||
unlock: { type: "bossDefeated", bossId: "the_devourer" },
|
||||
},
|
||||
{
|
||||
id: "story_ch_07",
|
||||
title: "Above the Storm",
|
||||
content:
|
||||
"The Celestial Reaches existed at the boundary where the world ended and something else began — not void, but luminescence; not emptiness, but a fullness that the mind struggled to accommodate. The creatures here were ancient and radiant, and the First Light most of all: a being that had been burning since before the age of names, that had watched civilisations rise and collapse and rise again like tides.\n\nIt had not been hostile, exactly. It had been testing. {characterName} understood that somewhere in the middle of the confrontation — that the First Light was not trying to destroy your guild, but to see if it could be ended by something that had not existed when it first ignited. When it finally went dark, there was no triumph in it. Only a strange, ringing silence.\n\nThe light that remained was different. Softer. Permanent-seeming. {characterName} stood at the peak of the celestial shelf and looked back down at the world — at the green and grey and blue of it, impossibly small and impossibly precious from this height. A voice that was not quite a voice said: You are farther now than any of your kind have come. This is a threshold. What you carry forward from here, carry with intention.",
|
||||
choices: [
|
||||
{
|
||||
id: "memory",
|
||||
label: "Carry forward the memory of those lost",
|
||||
outcome:
|
||||
"The names. The faces. The ones who hadn't made it as far as this height. You held them as a weight and a compass both, and continued with your eyes open.",
|
||||
},
|
||||
{
|
||||
id: "will",
|
||||
label: "Carry forward the will to finish it",
|
||||
outcome:
|
||||
"The work was not done. The scale of it had grown, but the work remained: take one more step, and then another, and do not stop until the last thing is settled. You were not built to leave things undone.",
|
||||
},
|
||||
{
|
||||
id: "wonder",
|
||||
label: "Carry forward wonder, against hardness",
|
||||
outcome:
|
||||
"It would have been easy, up here, to become something cold and certain. You chose differently. The capacity to be astonished — by starlight, by loyalty, by the improbable fact of still being alive — you held on to that deliberately.",
|
||||
},
|
||||
],
|
||||
unlock: { type: "bossDefeated", bossId: "the_first_light" },
|
||||
},
|
||||
{
|
||||
id: "story_ch_08",
|
||||
title: "What Sleeps Below",
|
||||
content:
|
||||
"Depth has a texture to it. The Abyssal Trench was not merely dark or cold — it was weighted, as if the water above had accumulated all the years of everything that had ever fallen into it. Strange bioluminescent creatures drifted past the guild's descent vessels, curious and enormous, paying no more attention to the expedition than tide pays to a stone.\n\nThe Elder Abomination slept at the very bottom. Or it had slept. Something had woken it — some disturbance in the pattern of the world that had disturbed even this ancient, unfathomable thing from its millennia of stillness. By the time {characterName}'s guild reached it, the creature was fully awake and deeply unhappy about it.\n\nReturning to the surface felt like being born. {characterName} sat on the deck of the recovery vessel for a long time, listening to the sea. The guild's resident naturalist finally came to sit nearby. \"It shouldn't have been awake,\" he said quietly. \"That thing has been sleeping since before the Shattered Ruins were built. Something disturbed it. Something from above.\" He paused. \"Something falling down.\"",
|
||||
choices: [
|
||||
{
|
||||
id: "ask",
|
||||
label: "Ask what he thinks is falling",
|
||||
outcome:
|
||||
"'Pressure,' he said. 'The kind that builds when too many powers concentrate in one place. When too much of the world's weight tips in a single direction.' He looked at you with an expression that was half-admiration, half-concern. You noted that he did not look away.",
|
||||
},
|
||||
{
|
||||
id: "accept",
|
||||
label: "Accept that some things can't be predicted",
|
||||
outcome:
|
||||
"Not everything could be prepared for. This was a truth you had learned the hard way, and you'd learned it well enough to stop fighting it. You watched the surface settle and held the uncertainty like ballast.",
|
||||
},
|
||||
{
|
||||
id: "document",
|
||||
label: "Document everything for whoever comes next",
|
||||
outcome:
|
||||
"If something woke what slept below, there would be others who needed to know. You spent the return voyage writing — a record not of victory, but of pattern, for the eyes of whoever followed after.",
|
||||
},
|
||||
],
|
||||
unlock: { type: "bossDefeated", bossId: "elder_abomination" },
|
||||
},
|
||||
{
|
||||
id: "story_ch_09",
|
||||
title: "A Throne of Ashes",
|
||||
content:
|
||||
"The Infernal Court had once been magnificent. You could see it still in the architecture — in the carved colonnades now pitted with heat damage, in the great vaulted ceilings painted with scenes of dominion that the paint was slowly abandoning. Whatever power had ruled here had been absolute, for a long time, before the falling.\n\nThe Infernal Sovereign was what remained of that power: immense, bitter, and still dangerously capable despite everything it had lost. It fought with the rage of something that remembered being greater, and that memory gave its strikes a wild, desperate edge that made it more unpredictable than raw power alone would have. {characterName} had prepared for strength; what you met was grief armoured in fury.\n\nIn the court's throne room — the throne itself melted into a lump of cooled metal — a spirit lingered. Not hostile. Only old, and sad, and somehow unable to leave. It regarded {characterName} with hollow eyes and said: \"We were warned. We chose not to listen. Does that happen where you come from?\" A pause. \"Of course it does. It always does. The shape of the mistake is always the same.\" It pointed at the throne. \"Power that forgets it is borrowed. That is what we were.\"",
|
||||
choices: [
|
||||
{
|
||||
id: "learn",
|
||||
label: "Ask what they were warned about",
|
||||
outcome:
|
||||
"The spirit answered slowly, in the manner of things that have had too much time to think. The warning had been about the Void — about the hunger at the edge of everything. They had believed themselves beyond reach. You filed this away as a lesson.",
|
||||
},
|
||||
{
|
||||
id: "silence",
|
||||
label: "Acknowledge the warning and leave in silence",
|
||||
outcome:
|
||||
"Some moments asked for silence. You gave it. The spirit seemed grateful, in its way — acknowledged rather than dismissed. You left the court with a weight on you that was not unearned.",
|
||||
},
|
||||
{
|
||||
id: "vow",
|
||||
label: "Vow your guild won't make the same mistake",
|
||||
outcome:
|
||||
"The spirit looked at you for a long time. 'That is what they said too,' it finally replied. But it did not say it unkindly. And it watched you all the way to the door.",
|
||||
},
|
||||
],
|
||||
unlock: { type: "bossDefeated", bossId: "infernal_sovereign" },
|
||||
},
|
||||
{
|
||||
id: "story_ch_10",
|
||||
title: "Truth in Glass",
|
||||
content:
|
||||
"The Crystalline Spire was remarkable in a particular, unsettling way: everything within it was visible. The crystal walls, the crystal floor, the crystal columns — all of it perfectly transparent, layered and angled in ways that meant you were always visible from multiple directions at once. There was nowhere to hide. The Spire rejected concealment.\n\nThe Diamond Colossus had been something like a curator — a being that maintained the Spire's integrity and guarded the thing at its heart. What was at its heart, {characterName} discovered after the Colossus's defeat: a chamber in which everything was perfectly reflected, where the angles of crystal showed you not what was around you but what was true about you.\n\n{characterName} stood in the chamber alone, for a moment. The reflections were not flattering, exactly, but they were honest — showing the cost of every decision alongside the decision, the weight alongside the achievement. Then the crystal dimmed and returned to mere transparency. A crystallographer pressed her forehead against the outer wall and murmured: \"They say it shows you your ledger. Credits and debits both. How was the balance?\"",
|
||||
choices: [
|
||||
{
|
||||
id: "better",
|
||||
label: "Not as bad as I feared",
|
||||
outcome:
|
||||
"The crystallographer looked relieved in a way that surprised you — as though your answer was the one she'd needed to hear too. The balance of your guild was its people, more than its victories. You had not forgotten that. Not yet.",
|
||||
},
|
||||
{
|
||||
id: "expected",
|
||||
label: "Exactly what I expected",
|
||||
outcome:
|
||||
"'Then you have been paying attention,' she said, quietly approving. 'That is rarer than it should be.' Honesty about your own ledger was its own form of discipline.",
|
||||
},
|
||||
{
|
||||
id: "quiet",
|
||||
label: "I don't think I'm the one who should say",
|
||||
outcome:
|
||||
"She nodded slowly. 'The ones who say nothing are usually telling the truth,' she said. There was no judgment in it. Only recognition.",
|
||||
},
|
||||
],
|
||||
unlock: { type: "bossDefeated", bossId: "diamond_colossus" },
|
||||
},
|
||||
{
|
||||
id: "story_ch_11",
|
||||
title: "The Hollow Crown",
|
||||
content:
|
||||
"The Void Sanctum was not a place that had been built. It was a place that had formed — the way a scar forms, or a callus: in response to repeated pressure, over a very long time. At its heart, the Void had pressed so hard against the membrane of reality that reality had simply organised itself around the pressure, creating a space that belonged to neither.\n\nThe Void Emperor was the Void's attempt to give itself a face. It wore the shape of something almost humanoid — a crown, a throne, robes of pure dark — as if by imitating the structures of power it could claim legitimacy. The imitation was close enough to be disturbing. {characterName} had fought rulers before. Never one that was made of rulership, that had absorbed every quality of dominion without any of the responsibility.\n\nAfter the battle, the Sanctum dimmed. The Void withdrew, slightly, behind its veil. {characterName} sat in the emptiness and thought: this was the Void's best answer to us. Its best argument for what it could become. It had not been good enough. But it had been close.",
|
||||
choices: [
|
||||
{
|
||||
id: "sit",
|
||||
label: "Let the silence sit before leaving",
|
||||
outcome:
|
||||
"Wisdom, sometimes, is the willingness to remain still in an uncomfortable place long enough to understand it. You sat. The silence told you what it could. When you left, you took that understanding with you.",
|
||||
},
|
||||
{
|
||||
id: "record",
|
||||
label: "Record the Void Emperor's nature carefully",
|
||||
outcome:
|
||||
"If the Void had sent its best, it would send something different next time. Documentation was not heroism, but it was its own form of readiness. You filled pages on the return.",
|
||||
},
|
||||
{
|
||||
id: "rally",
|
||||
label: "Rally the guild — the work isn't done",
|
||||
outcome:
|
||||
"There was no room for relief yet. The Void had pulled back, but pulling back was not retreating. You said this to your guild and they already knew it. That was the measure of how far you had all come.",
|
||||
},
|
||||
],
|
||||
unlock: { type: "bossDefeated", bossId: "void_emperor" },
|
||||
},
|
||||
{
|
||||
id: "story_ch_12",
|
||||
title: "The Weight of Forever",
|
||||
content:
|
||||
"The Eternal Throne had been contested since before recorded history: a seat of power that drew the powerful toward it by a force like gravity, that transformed whoever held it into something the throne itself wanted, rather than what the holder intended. Every civilisation that had ever reached the Eternal Throne had either bent to its will or been broken by it.\n\nThe Apex was the throne's current answer to the question of power — an entity that had fully surrendered to the throne's nature, that had become its instrument rather than its occupant. The battle for the Throne was therefore not a battle for territory, but for the assertion that some things should not be occupied, that some seats corrupt by design.\n\n{characterName} stood before the throne after the Apex's dissolution. It hummed. Not with malice. With potential. With the weight of every person who had ever sat in it and believed themselves equal to it. The question was simple and said nothing aloud: And you? What would you do with all of this?",
|
||||
choices: [
|
||||
{
|
||||
id: "walk",
|
||||
label: "Walk away from the throne",
|
||||
outcome:
|
||||
"You turned your back on it and led your guild out. Not every power needs to be claimed. Not every throne needs an occupant. The room was quieter when you left. You thought it might have been grateful.",
|
||||
},
|
||||
{
|
||||
id: "stand",
|
||||
label: "Stand at its foot and make a decision",
|
||||
outcome:
|
||||
"You did not sit. But you acknowledged it — the gravity of everything it represented, the cost and the weight and the long history. And then you looked away from it and toward the door, and that was its own kind of answer.",
|
||||
},
|
||||
{
|
||||
id: "declare",
|
||||
label: "Declare that power is held in trust",
|
||||
outcome:
|
||||
"The throne hummed louder, then quieter. You weren't sure if that was agreement or only vibration. But your guild heard you, and they held onto those words for a long time afterward.",
|
||||
},
|
||||
],
|
||||
unlock: { type: "bossDefeated", bossId: "the_apex" },
|
||||
},
|
||||
{
|
||||
id: "story_ch_13",
|
||||
title: "Before the Word",
|
||||
content:
|
||||
"In the Primordial Chaos, the world had not yet decided what it was. Or rather, it remembered not having decided — there was a quality to the place of incompletion, of options not yet foreclosed, of reality in draft form. The creatures here were not woven from the world's final fabric but from its early sketches, and the Primordial Titan was the largest of those sketches: vast, contradictory, capable of being several incompatible things at once.\n\nDefeating it was less a battle than a negotiation of what was real. {characterName} had led the guild through experiences that prepared you for almost anything. This prepared you for almost nothing, and you handled it anyway.\n\nStanding in the chaos afterward — which was somehow quieter now, though no less chaotic — {characterName} had the strange sensation of being at the beginning of something. Not an ending. A voice from somewhere said: You are made of what came after. We are what came before. We wondered if the after was stable. A pause. It is. You are proof of it.",
|
||||
choices: [
|
||||
{
|
||||
id: "before",
|
||||
label: "Ask what came before the before",
|
||||
outcome:
|
||||
"Silence. Then: That is not a question with a shape yet. You decided to accept that as an answer and move forward.",
|
||||
},
|
||||
{
|
||||
id: "worth",
|
||||
label: "Affirm that what was built is worth defending",
|
||||
outcome:
|
||||
"Yes, said the voice. That is why it has lasted. You were not sure what to do with a compliment from the primordial chaos, but you received it with the sincerity it was offered.",
|
||||
},
|
||||
{
|
||||
id: "fixed",
|
||||
label: "Stand in the chaos and feel your own solidity",
|
||||
outcome:
|
||||
"Whatever you were — guild leader, fighter, something increasingly harder to categorise — you were specific. Named. Decided. In the midst of all this undecidedness, you were a fixed point, and that was enough.",
|
||||
},
|
||||
],
|
||||
unlock: { type: "bossDefeated", bossId: "primordial_titan" },
|
||||
},
|
||||
{
|
||||
id: "story_ch_14",
|
||||
title: "The Scale of Things",
|
||||
content:
|
||||
"The Infinite Expanse lived up to its name in the most literal possible way. {characterName} had fought in many places: claustrophobic dungeon corridors, open battlefield, the vertigo of the Astral Void. Nothing had prepared you for a space that simply continued, that had no visible boundary in any direction, that defeated navigation not by obscuring the path but by making every direction equivalent.\n\nThe Expanse Sovereign had not been hostile in the conventional sense. It was vast and the guild was small and it handled the discrepancy the way a person handles a splinter: with focused, dispassionate attention, before returning to larger concerns. That it was defeated at all was a thing {characterName} still wasn't entirely certain was real.\n\nComing back to anything finite felt like arriving home after a very long journey. {characterName} sat in the expedition camp and found it tremendously, overwhelmingly comforting. One of your guild's scouts — who had a reputation for being unflappable — was quietly crying with relief in the corner. You said nothing. Some things did not require commentary, only presence.",
|
||||
choices: [
|
||||
{
|
||||
id: "stay",
|
||||
label: "Sit with your scout until the feeling passed",
|
||||
outcome:
|
||||
"You stayed. There was no trick to it, no words that helped more than the simple fact of not being alone. The scout looked at you later with a complicated expression that was mostly gratitude.",
|
||||
},
|
||||
{
|
||||
id: "small",
|
||||
label: "Acknowledge the scale — and your smallness",
|
||||
outcome:
|
||||
"Big was not the same as better. The Expanse was infinite. Your guild was finite. And yet something in you had the audacity to persist in finite space and say: we are still here. You could live with that audacity.",
|
||||
},
|
||||
{
|
||||
id: "plan",
|
||||
label: "Begin immediately planning the next move",
|
||||
outcome:
|
||||
"Movement was your steadiest anchor. Your scout caught you making notes and shook their head, half exasperated and half relieved to see you so thoroughly yourself. You both knew it meant you were going to be all right.",
|
||||
},
|
||||
],
|
||||
unlock: { type: "bossDefeated", bossId: "expanse_sovereign" },
|
||||
},
|
||||
{
|
||||
id: "story_ch_15",
|
||||
title: "The Maker's Bones",
|
||||
content:
|
||||
"The Reality Forge was where the laws of the world had been written, eons ago, by something that was no longer present — only the Forge itself remained, and the Architect who had appointed themselves its guardian. The Forge did not make things so much as it made the conditions for things: the rules of physics, the logic of cause and effect, the consistency that allowed anything to be relied upon at all.\n\nThe Reality Architect had not wanted to fight. It had wanted {characterName} to understand what would happen if the Forge was disrupted, if the rules it maintained were allowed to slip. The confrontation had been as much argument as battle — and {characterName} had had to win both.\n\nAfterward, in the Forge's warm, humming workshop, you found what looked like blueprints — not for things, but for principles. The principle of consequence. The principle of memory. The principle of growth. Beside the blueprints, in handwriting that was startlingly mundane, was a single note: These are not laws. They are invitations. What you do with them is yours.",
|
||||
choices: [
|
||||
{
|
||||
id: "intact",
|
||||
label: "Accept the invitation; leave the Forge intact",
|
||||
outcome:
|
||||
"The Forge continued its quiet work. You left it as you found it, not because you lacked the power to change it, but because some things had been put in place by wiser hands than yours, and wisdom lay in knowing the difference.",
|
||||
},
|
||||
{
|
||||
id: "add",
|
||||
label: "Add a small note to the blueprints",
|
||||
outcome:
|
||||
"Your addition was modest — almost invisible. A small notation in the margin of the principle of memory: and what is remembered by those who choose to remember. Whether it had any effect, you never knew. You left it there anyway.",
|
||||
},
|
||||
{
|
||||
id: "write",
|
||||
label: "Write down what you observed, for others",
|
||||
outcome:
|
||||
"Documentation felt inadequate for what the Forge was. You did it anyway. The notes would be strange, but they would be accurate, and accuracy was the only thing the Forge itself seemed to care about.",
|
||||
},
|
||||
],
|
||||
unlock: { type: "bossDefeated", bossId: "reality_architect" },
|
||||
},
|
||||
{
|
||||
id: "story_ch_16",
|
||||
title: "When Stars Scream",
|
||||
content:
|
||||
"The Cosmic Maelstrom was not catastrophe in progress — it was the shape that catastrophe left behind. A wound in the fabric of space-time, still bleeding along its edges, where something had pulled too hard and torn. The things that lived in the Maelstrom had adapted to destruction as an environment: they had evolved within the wound, made their ecology from annihilation.\n\nThe Cosmic Annihilator was their apex: a creature that not only survived destruction but was destruction, in the way that a predator is starvation given motion. It could not be reasoned with. It could only be answered. {characterName}'s guild answered it, at cost, and stood in the Maelstrom's strange, violent quiet when it was done.\n\nStars were visible through the tear — real stars, on the other side of the wound. They seemed very small from here. {characterName} looked at them for a long time and thought: if something tears the world apart, the stars outside it will keep burning. That was either comforting or terrible, and you had not yet decided which.",
|
||||
choices: [
|
||||
{
|
||||
id: "comfort",
|
||||
label: "Find it comforting — the universe persists",
|
||||
outcome:
|
||||
"The permanence of the stars was a kind of promise. What existed before you would exist after you, and what you did in the time between was not erased by scale. You held onto this.",
|
||||
},
|
||||
{
|
||||
id: "grief",
|
||||
label: "Find it terrible — your losses are not small",
|
||||
outcome:
|
||||
"Your guild had bled for this. The grief of it was real and specific and theirs, and the indifference of the cosmos did not diminish it. You turned away from the stars and toward your people.",
|
||||
},
|
||||
{
|
||||
id: "present",
|
||||
label: "Find it neither — just be present",
|
||||
outcome:
|
||||
"Sometimes a moment did not need interpretation. You stood in it. It was what it was. The stars were what they were. That was enough, for now.",
|
||||
},
|
||||
],
|
||||
unlock: { type: "bossDefeated", bossId: "cosmic_annihilator" },
|
||||
},
|
||||
{
|
||||
id: "story_ch_17",
|
||||
title: "The First Name",
|
||||
content:
|
||||
"The Primeval Sanctum predated every text, every tradition, every story that had tried to explain where things came from. The gods worshipped in the world's temples were, most of them, echoes of things that had originated here — derivative, sincere copies of an original that no living theology had ever accurately described.\n\nThe Primeval God was not what {characterName} had expected, which, given the nature of the place, should have been expected. It was older than expectation. Older than the structure of surprise. It fought with the economy of something that had done this before, across spans of time so vast they had lost meaning, and yet it was not bored — there was a quality to its attention that suggested this battle, specifically, mattered to it.\n\nWhen it ended, the Sanctum settled into a peace that felt earned. A presence that had not taken part in the fight spoke in a register that bypassed language entirely and arrived as understanding: You have reached what was first. Few do. What you carry from here is yours, made of everything that came before you and everything you chose to do with it.",
|
||||
choices: [
|
||||
{
|
||||
id: "weight",
|
||||
label: "Carry the weight of all that came before",
|
||||
outcome:
|
||||
"The generations that had built the world — the forgotten, the unnamed, the ones whose courage made your existence possible — you acknowledged them. You were not the beginning. You were what they had been working toward. That felt like enough.",
|
||||
},
|
||||
{
|
||||
id: "chosen",
|
||||
label: "Carry only what you chose",
|
||||
outcome:
|
||||
"You could not carry everything. The weight would have stopped you where you stood. You chose carefully — the things that were yours, the things that mattered, the things that would survive the carrying.",
|
||||
},
|
||||
{
|
||||
id: "waste",
|
||||
label: "Carry the intention not to waste this",
|
||||
outcome:
|
||||
"You had arrived somewhere very few had. What you did next would define what arriving here meant. You did not intend to waste it.",
|
||||
},
|
||||
],
|
||||
unlock: { type: "bossDefeated", bossId: "primeval_god" },
|
||||
},
|
||||
{
|
||||
id: "story_ch_18",
|
||||
title: "Beyond the Last Door",
|
||||
content:
|
||||
"There was no dramatic approach to the Absolute. No great architecture, no fanfare, no threshold that announced itself as the final one. The path simply led here, and here was where it ended, and the Absolute One waited in the way that fundamental truths wait: patiently, completely, indifferent to whether you were ready.\n\n{characterName} had been preparing for this, in some sense, since the Vale. Every battle, every choice, every loss and triumph had been a step toward this point. Standing at the end of it, that knowledge did not make the confrontation smaller — it made it more coherent. The guild understood what they were fighting for. They had not forgotten.\n\nThe Absolute One was defeated. Or resolved. Or answered. The word for what happened was not quite any of those. What remained was {characterName}, in the silence of the absolute, and the realisation that the journey had changed you so thoroughly that the person who had begun it would not entirely recognise who you were now. The question was: was what you'd become worth what you'd spent to become it? You stood in the silence. You knew the answer. You always had.",
|
||||
choices: [
|
||||
{
|
||||
id: "yes",
|
||||
label: "Yes — without hesitation",
|
||||
outcome:
|
||||
"There was nothing complicated in it. The weight, the cost, the long road — you would have done it again. Would do it again. The certainty was quiet and complete, and that was the most honest thing you had ever known.",
|
||||
},
|
||||
{
|
||||
id: "cost",
|
||||
label: "Yes — though the cost was real",
|
||||
outcome:
|
||||
"The acknowledgement of loss did not diminish the worth of it. Things had been spent that could not be recovered. That was true. And the answer was still yes. Holding both of those things at once was the truest thing you had ever managed.",
|
||||
},
|
||||
{
|
||||
id: "becoming",
|
||||
label: "I am still becoming the answer",
|
||||
outcome:
|
||||
"The journey had not ended. The Absolute was a chapter, not a conclusion. You were still writing the rest of it. That was neither modesty nor avoidance — it was honesty. You left the silence of the Absolute and walked forward, because walking forward was what you did.",
|
||||
},
|
||||
],
|
||||
unlock: { type: "bossDefeated", bossId: "the_absolute_one" },
|
||||
},
|
||||
{
|
||||
id: "story_ch_19",
|
||||
title: "The Cycle Begins",
|
||||
content:
|
||||
"The scholars who had followed the guild's ascent called it various things: renewal, iteration, the loop of power. The word that the guild's oldest member used was simpler — beginning again. Which was exactly what it was. {characterName} had brought the guild from its first uncertain steps to a height most would consider the summit, and then made the choice to dissolve that height and start over — not because the achievement was worthless, but because the shape of growth required it.\n\nPrestige was not defeat and it was not retreat. It was the choice to let the accumulated work settle into something structural — to let every lesson, every hard-won understanding, become the new foundation rather than the old ceiling. The guild had been rebuilt on knowledge rather than innocence, and knowledge was a far sturdier material.\n\nThe first morning after the prestige, {characterName} stood in the guild hall with its reduced numbers and its scant resources and felt something unexpected: not disappointment, but anticipation. The road was familiar now. You knew where the dangers hid and where the opportunities were. The second walk was going to be faster, and harder, and better. You knew this with a certainty that only experience could manufacture.",
|
||||
choices: [
|
||||
{
|
||||
id: "know",
|
||||
label: "Tell the guild: we know the way",
|
||||
outcome:
|
||||
"The veterans who had made this choice with you nodded. The newer members looked uncertain. You had both in your guild, and that was the point — the knowledge passed forward, the lessons given to those who hadn't yet paid for them. That was the real economy of prestige.",
|
||||
},
|
||||
{
|
||||
id: "work",
|
||||
label: "Begin immediately, without ceremony",
|
||||
outcome:
|
||||
"There was a kind of respect in not making a production of it. The work was what mattered. The ceremony could wait for a summit that didn't keep moving. You set to work, and your guild followed, and that was the whole of the ritual.",
|
||||
},
|
||||
{
|
||||
id: "rest",
|
||||
label: "Take a single day to rest before restarting",
|
||||
outcome:
|
||||
"One day. You had earned it, and so had they. The guild rested, and healed, and ate without rushing, and said things to each other that the urgency of the climb hadn't left room for. On the second morning you began again, and you began stronger.",
|
||||
},
|
||||
],
|
||||
unlock: { type: "prestige", threshold: 1 },
|
||||
},
|
||||
{
|
||||
id: "story_ch_20",
|
||||
title: "A Familiar Road",
|
||||
content:
|
||||
"By the fifth time, the road had a texture to it. {characterName} knew its rhythms — knew where the ground softened before the climb, knew which obstacles yielded to patience and which to force, knew which members of the guild would struggle at which stages and what they would need. The fifth prestige was not easier than the first, but it was more legible, and legibility was its own form of ease.\n\nThere was a danger here, too, that {characterName} had begun to notice: the danger of mastery becoming habit. The road could be walked competently in a kind of fog, each step correct but automatic. The guild members who had made this journey fewer times still found it new. They were still surprised. You had to choose, consciously, to let their surprise be contagious — to see what they saw, rather than what you had already catalogued.\n\nOn the night before the fifth return, the guild held a gathering that no one had organised and no one had asked for — it had simply happened, the way meaningful things sometimes do. Stories traded, laughter at shared memory, a kind of warmth that had nothing to do with strategy or achievement. {characterName} sat in the middle of it and thought: this is what the power has always been for.",
|
||||
choices: [
|
||||
{
|
||||
id: "speak",
|
||||
label: "Speak to the guild about why you keep going",
|
||||
outcome:
|
||||
"You hadn't planned to say anything, and what you said wasn't polished. But it was honest, and your guild heard it that way, and the room got quieter in the good way — the way of people deciding to believe in something together.",
|
||||
},
|
||||
{
|
||||
id: "listen",
|
||||
label: "Let the gathering speak for itself",
|
||||
outcome:
|
||||
"Sometimes leadership was knowing when not to speak. The guild had found its own reason to celebrate, its own meaning in the repetition. You listened and were grateful.",
|
||||
},
|
||||
{
|
||||
id: "store",
|
||||
label: "Commit the moment to memory, for hard times",
|
||||
outcome:
|
||||
"There would be difficult nights later. There always were. You stored this one carefully — the warmth of it, the sound of laughter, the proof that your people were still whole — so that you could return to it when the cold came in.",
|
||||
},
|
||||
],
|
||||
unlock: { type: "prestige", threshold: 5 },
|
||||
},
|
||||
{
|
||||
id: "story_ch_21",
|
||||
title: "The Shedding",
|
||||
content:
|
||||
"Transcendence was the end of a particular kind of certainty. Everything {characterName} had built — the guild in its current form, the resources accumulated, the structures of power carefully constructed through prestige after prestige — was released. Not destroyed. Released, the way water is released when a dam is removed, allowed to flow where it had always wanted to flow.\n\nWhat remained afterward was something harder to name. Not less, though it was certainly different. The echoes of what had been done crystallised into something structural, something that would shape what came next in ways that the doing itself hadn't. Transcendence was the distance between experience and wisdom, and {characterName} now understood why so few managed it: it required the genuine willingness to let go of what you had made.\n\nStanding in the new beginning, which was stranger than any previous new beginning because there was so much more to rebuild, {characterName} felt the shape of a larger pattern — one that required more of you than any single achievement. This was not the end of the story. This was the moment the story understood its own scale.",
|
||||
choices: [
|
||||
{
|
||||
id: "begin",
|
||||
label: "Accept the strangeness and begin",
|
||||
outcome:
|
||||
"The unfamiliarity was not your enemy. It was proof that you were somewhere genuinely new. You held that discomfort lightly and took the first step.",
|
||||
},
|
||||
{
|
||||
id: "grieve",
|
||||
label: "Sit with what was released before moving on",
|
||||
outcome:
|
||||
"Loss and choice were not incompatible. You had chosen to release, and what you had released had been real and worth having. Acknowledging that before turning forward was not weakness. It was honesty.",
|
||||
},
|
||||
{
|
||||
id: "pattern",
|
||||
label: "Find the shape of the new pattern immediately",
|
||||
outcome:
|
||||
"Your mind moved the way it always had, already mapping the new terrain. The guild watched you and felt steadier for it. Pattern-finding was its own form of courage — the refusal to be lost.",
|
||||
},
|
||||
],
|
||||
unlock: { type: "transcendence", threshold: 1 },
|
||||
},
|
||||
{
|
||||
id: "story_ch_22",
|
||||
title: "Becoming",
|
||||
content:
|
||||
"There was no adequate language for what {characterName} had become. The old categories — leader, fighter, guild master — had been accurate once, and were now technically still correct, the way a childhood home is technically still the same structure as the one you remember, even though the scale of everything has shifted.\n\nApotheosis was not the end of growth. It was the moment growth changed kind. Everything prior had been accumulation: skill, power, understanding, experience. What lay on the other side of this threshold was something that could not be accumulated, only inhabited. A relationship with existence that was less about acquiring and more about being — about what it meant to occupy a place in the world when that place had become genuinely extraordinary.\n\n{characterName} looked at the guild — at every person who had walked some or all of this road — and felt something that did not have a simple name. Gratitude was part of it. Pride was part of it. The weight of responsibility was part of it. Most of all it was the recognition that you had arrived somewhere none of you had initially imagined, together, and that together was the only word that did the thing justice.",
|
||||
choices: [
|
||||
{
|
||||
id: "given",
|
||||
label: "Acknowledge what was given as much as earned",
|
||||
outcome:
|
||||
"You had not walked this road alone. Every person who had followed you, every ally who had helped, every predecessor whose failures had mapped the path — their contribution was woven into what you were now. You remembered them, and it mattered.",
|
||||
},
|
||||
{
|
||||
id: "forward",
|
||||
label: "Look forward to what this makes possible",
|
||||
outcome:
|
||||
"The horizon had not disappeared. It had moved — further, broader, stranger. What you were now could do things that what you had been could only approach. You looked at the new horizon and felt something you had almost forgotten: excitement.",
|
||||
},
|
||||
{
|
||||
id: "be",
|
||||
label: "Simply be what you have become, for now",
|
||||
outcome:
|
||||
"Not every threshold needed to be rushed past. You were here. You were this. You let the weight of that settle before you took the next step. Presence was its own kind of power.",
|
||||
},
|
||||
],
|
||||
unlock: { type: "apotheosis", threshold: 1 },
|
||||
},
|
||||
];
|
||||
@@ -1,26 +0,0 @@
|
||||
export type TitleConditionType =
|
||||
| "totalClicks"
|
||||
| "totalGoldEarned"
|
||||
| "bossesDefeated"
|
||||
| "questsCompleted"
|
||||
| "prestigeCount"
|
||||
| "transcendenceCount"
|
||||
| "apotheosisCount"
|
||||
| "adventurerTotal"
|
||||
| "achievementsUnlocked"
|
||||
| "guildFounded"
|
||||
| "playedDays";
|
||||
|
||||
export interface TitleCondition {
|
||||
type: TitleConditionType;
|
||||
/** Threshold required to unlock (not used for guildFounded) */
|
||||
amount?: number;
|
||||
}
|
||||
|
||||
export interface Title {
|
||||
id: string;
|
||||
name: string;
|
||||
/** Human-readable description shown as the unlock hint */
|
||||
description: string;
|
||||
condition: TitleCondition;
|
||||
}
|
||||
@@ -1,36 +0,0 @@
|
||||
export type TranscendenceUpgradeCategory =
|
||||
| "income"
|
||||
| "combat"
|
||||
| "prestige_threshold"
|
||||
| "prestige_runestones"
|
||||
| "echo_meta";
|
||||
|
||||
export interface TranscendenceUpgrade {
|
||||
id: string;
|
||||
name: string;
|
||||
description: string;
|
||||
category: TranscendenceUpgradeCategory;
|
||||
/** Echo cost to purchase */
|
||||
cost: number;
|
||||
/** Multiplicative effect of this upgrade */
|
||||
multiplier: number;
|
||||
}
|
||||
|
||||
export interface TranscendenceData {
|
||||
/** Number of times the player has transcended */
|
||||
count: number;
|
||||
/** Echoes accumulated across all transcendences */
|
||||
echoes: number;
|
||||
/** IDs of echo upgrades purchased with echoes */
|
||||
purchasedUpgradeIds: string[];
|
||||
/** Pre-computed: multiplier applied to all passive gold income */
|
||||
echoIncomeMultiplier: number;
|
||||
/** Pre-computed: multiplier applied to party DPS in boss fights */
|
||||
echoCombatMultiplier: number;
|
||||
/** Pre-computed: multiplier applied to the prestige gold threshold (< 1 lowers requirement) */
|
||||
echoPrestigeThresholdMultiplier: number;
|
||||
/** Pre-computed: multiplier applied to runestones earned per prestige */
|
||||
echoPrestigeRunestoneMultiplier: number;
|
||||
/** Pre-computed: multiplier applied to echo yield on future transcendences */
|
||||
echoMetaMultiplier: number;
|
||||
}
|
||||
@@ -1,22 +0,0 @@
|
||||
export type UpgradeTarget =
|
||||
| "click"
|
||||
| "adventurer"
|
||||
| "global"
|
||||
| "prestige"
|
||||
| "boss";
|
||||
|
||||
export interface Upgrade {
|
||||
id: string;
|
||||
name: string;
|
||||
description: string;
|
||||
target: UpgradeTarget;
|
||||
/** ID of the adventurer this applies to (if target is "adventurer") */
|
||||
adventurerId?: string;
|
||||
/** Multiplier applied to the target's output */
|
||||
multiplier: number;
|
||||
costGold: number;
|
||||
costEssence: number;
|
||||
costCrystals: number;
|
||||
purchased: boolean;
|
||||
unlocked: boolean;
|
||||
}
|
||||
@@ -1,13 +0,0 @@
|
||||
export type ZoneStatus = "locked" | "unlocked";
|
||||
|
||||
export interface Zone {
|
||||
id: string;
|
||||
name: string;
|
||||
description: string;
|
||||
emoji: string;
|
||||
status: ZoneStatus;
|
||||
/** Boss ID whose defeat is required to unlock this zone (null for the starter zone) */
|
||||
unlockBossId: string | null;
|
||||
/** Quest ID that must be completed to unlock this zone (null for the starter zone) */
|
||||
unlockQuestId: string | null;
|
||||
}
|
||||
@@ -0,0 +1,45 @@
|
||||
/**
|
||||
* @file Achievement types for the Elysium game.
|
||||
* @copyright nhcarrigan
|
||||
* @license Naomi's Public License
|
||||
* @author Naomi Carrigan
|
||||
*/
|
||||
|
||||
type AchievementConditionType =
|
||||
| "totalGoldEarned"
|
||||
| "totalClicks"
|
||||
| "bossesDefeated"
|
||||
| "questsCompleted"
|
||||
| "adventurerTotal"
|
||||
| "prestigeCount"
|
||||
| "equipmentOwned";
|
||||
|
||||
interface AchievementCondition {
|
||||
type: AchievementConditionType;
|
||||
amount: number;
|
||||
}
|
||||
|
||||
interface AchievementReward {
|
||||
crystals?: number;
|
||||
}
|
||||
|
||||
interface Achievement {
|
||||
id: string;
|
||||
name: string;
|
||||
description: string;
|
||||
icon: string;
|
||||
condition: AchievementCondition;
|
||||
reward?: AchievementReward;
|
||||
|
||||
/**
|
||||
* Unix timestamp when unlocked, null if not yet unlocked.
|
||||
*/
|
||||
unlockedAt: number | null;
|
||||
}
|
||||
|
||||
export type {
|
||||
Achievement,
|
||||
AchievementCondition,
|
||||
AchievementConditionType,
|
||||
AchievementReward,
|
||||
};
|
||||
@@ -0,0 +1,45 @@
|
||||
/**
|
||||
* @file Adventurer types for the Elysium game.
|
||||
* @copyright nhcarrigan
|
||||
* @license Naomi's Public License
|
||||
* @author Naomi Carrigan
|
||||
*/
|
||||
|
||||
type AdventurerClass =
|
||||
| "warrior"
|
||||
| "mage"
|
||||
| "rogue"
|
||||
| "cleric"
|
||||
| "ranger"
|
||||
| "paladin";
|
||||
|
||||
interface Adventurer {
|
||||
id: string;
|
||||
name: string;
|
||||
class: AdventurerClass;
|
||||
level: number;
|
||||
|
||||
/**
|
||||
* Base cost for the first purchase of this tier (scales by 1.15× per count).
|
||||
*/
|
||||
baseCost: number;
|
||||
|
||||
/**
|
||||
* Base gold generated per second.
|
||||
*/
|
||||
goldPerSecond: number;
|
||||
|
||||
/**
|
||||
* Base essence generated per second.
|
||||
*/
|
||||
essencePerSecond: number;
|
||||
|
||||
/**
|
||||
* Combat power per unit — used in boss battle simulation.
|
||||
*/
|
||||
combatPower: number;
|
||||
count: number;
|
||||
unlocked: boolean;
|
||||
}
|
||||
|
||||
export type { Adventurer, AdventurerClass };
|
||||
@@ -0,0 +1,429 @@
|
||||
/**
|
||||
* @file API request and response types for the Elysium game.
|
||||
* @copyright nhcarrigan
|
||||
* @license Naomi's Public License
|
||||
* @author Naomi Carrigan
|
||||
*/
|
||||
import type {
|
||||
EquipmentBonus,
|
||||
EquipmentRarity,
|
||||
EquipmentType,
|
||||
} from "./equipment.js";
|
||||
import type { GameState } from "./gameState.js";
|
||||
import type { Player } from "./player.js";
|
||||
import type { ProfileSettings } from "./profileSettings.js";
|
||||
|
||||
interface AuthResponse {
|
||||
token: string;
|
||||
player: Player;
|
||||
isNew: boolean;
|
||||
}
|
||||
|
||||
interface SaveRequest {
|
||||
state: GameState;
|
||||
|
||||
/**
|
||||
* HMAC-SHA256 signature of the previous save's state, for anti-cheat chain verification.
|
||||
*/
|
||||
signature?: string;
|
||||
}
|
||||
|
||||
interface SaveResponse {
|
||||
savedAt: number;
|
||||
|
||||
/**
|
||||
* HMAC-SHA256 signature of the saved state — store and include in next save request.
|
||||
*/
|
||||
signature?: string;
|
||||
}
|
||||
|
||||
interface LoginBonusResult {
|
||||
|
||||
/**
|
||||
* Current login streak day count.
|
||||
*/
|
||||
streak: number;
|
||||
|
||||
/**
|
||||
* Gold awarded for today's login.
|
||||
*/
|
||||
goldEarned: number;
|
||||
|
||||
/**
|
||||
* Crystals awarded (day 7 bonus, scaled by week multiplier).
|
||||
*/
|
||||
crystalsEarned: number;
|
||||
|
||||
/**
|
||||
* Day within the 7-day cycle (1–7).
|
||||
*/
|
||||
day: number;
|
||||
|
||||
/**
|
||||
* Week number multiplier (week 1 = ×1, week 2 = ×2, …).
|
||||
*/
|
||||
weekMultiplier: number;
|
||||
}
|
||||
|
||||
interface LoadResponse {
|
||||
state: GameState;
|
||||
|
||||
/**
|
||||
* Offline gold earned since last save (server-calculated).
|
||||
*/
|
||||
offlineGold: number;
|
||||
|
||||
/**
|
||||
* Offline essence earned since last save (server-calculated).
|
||||
*/
|
||||
offlineEssence: number;
|
||||
|
||||
/**
|
||||
* Seconds the player was offline (capped at 8 hours).
|
||||
*/
|
||||
offlineSeconds: number;
|
||||
|
||||
/**
|
||||
* HMAC-SHA256 signature of the loaded state — store and include in next save request.
|
||||
*/
|
||||
signature?: string;
|
||||
|
||||
/**
|
||||
* Daily login bonus awarded on this load (null if already claimed today).
|
||||
*/
|
||||
loginBonus: LoginBonusResult | null;
|
||||
|
||||
/**
|
||||
* Current login streak (always present).
|
||||
*/
|
||||
loginStreak: number;
|
||||
|
||||
/**
|
||||
* True when the player's save data is from an older schema version.
|
||||
*/
|
||||
schemaOutdated: boolean;
|
||||
|
||||
/**
|
||||
* The current expected schema version from the server.
|
||||
*/
|
||||
currentSchemaVersion: number;
|
||||
}
|
||||
|
||||
interface BossChallengeRequest {
|
||||
bossId: string;
|
||||
}
|
||||
|
||||
interface BossChallengeResponse {
|
||||
won: boolean;
|
||||
partyDPS: number;
|
||||
bossDPS: number;
|
||||
|
||||
/**
|
||||
* Boss HP immediately before the battle.
|
||||
*/
|
||||
bossHpBefore: number;
|
||||
|
||||
/**
|
||||
* Boss maximum HP.
|
||||
*/
|
||||
bossMaxHp: number;
|
||||
|
||||
/**
|
||||
* Boss HP at end of battle before any state reset (0 on win).
|
||||
*/
|
||||
bossHpAtBattleEnd: number;
|
||||
|
||||
/**
|
||||
* Boss HP stored in game after the result (0 on win, maxHp on loss).
|
||||
*/
|
||||
bossNewHp: number;
|
||||
|
||||
/**
|
||||
* Total party HP at start of battle.
|
||||
*/
|
||||
partyMaxHp: number;
|
||||
|
||||
/**
|
||||
* Party HP remaining after battle (0 on loss).
|
||||
*/
|
||||
partyHpRemaining: number;
|
||||
rewards?: {
|
||||
gold: number;
|
||||
essence: number;
|
||||
crystals: number;
|
||||
upgradeIds: Array<string>;
|
||||
equipmentIds: Array<string>;
|
||||
|
||||
/**
|
||||
* Runestone bounty awarded for defeating this boss for the very first time.
|
||||
*/
|
||||
bountyRunestones: number;
|
||||
};
|
||||
casualties?: Array<{
|
||||
adventurerId: string;
|
||||
killed: number;
|
||||
}>;
|
||||
}
|
||||
|
||||
type PrestigeRequest = Record<string, never>;
|
||||
|
||||
interface PrestigeResponse {
|
||||
runestones: number;
|
||||
|
||||
// eslint-disable-next-line unicorn/no-keyword-prefix -- API field name matches server response
|
||||
newPrestigeCount: number;
|
||||
|
||||
/**
|
||||
* Bonus runestones awarded for reaching a milestone prestige (every 5th), 0 if not a milestone.
|
||||
*/
|
||||
milestoneRunestones: number;
|
||||
}
|
||||
|
||||
interface BuyPrestigeUpgradeRequest {
|
||||
upgradeId: string;
|
||||
}
|
||||
|
||||
interface BuyPrestigeUpgradeResponse {
|
||||
runestonesRemaining: number;
|
||||
purchasedUpgradeIds: Array<string>;
|
||||
runestonesIncomeMultiplier: number;
|
||||
runestonesClickMultiplier: number;
|
||||
runestonesEssenceMultiplier: number;
|
||||
runestonesCrystalMultiplier: number;
|
||||
}
|
||||
|
||||
interface PublicProfileResponse {
|
||||
characterName: string;
|
||||
pronouns: string;
|
||||
characterRace: string;
|
||||
characterClass: string;
|
||||
username: string;
|
||||
avatar: string | null;
|
||||
bio: string;
|
||||
guildName: string;
|
||||
guildDescription: string;
|
||||
profileSettings: ProfileSettings;
|
||||
createdAt: number;
|
||||
|
||||
/**
|
||||
* All Time stats — cumulative across all runs, never reset.
|
||||
*/
|
||||
totalGoldEarned: number;
|
||||
totalClicks: number;
|
||||
lifetimeBossesDefeated: number;
|
||||
lifetimeQuestsCompleted: number;
|
||||
lifetimeAdventurersRecruited: number;
|
||||
lifetimeAchievementsUnlocked: number;
|
||||
|
||||
/**
|
||||
* Current Run stats — sourced from the live GameState, reset on prestige & transcendence.
|
||||
*/
|
||||
currentRunGold: number;
|
||||
currentRunClicks: number;
|
||||
prestigeCount: number;
|
||||
transcendenceCount: number;
|
||||
apotheosisCount: number;
|
||||
bossesDefeated: number;
|
||||
questsCompleted: number;
|
||||
adventurersRecruited: number;
|
||||
achievementsUnlocked: number;
|
||||
|
||||
/**
|
||||
* Titles this player has unlocked, as {id, name} pairs for display.
|
||||
*/
|
||||
unlockedTitles: Array<{ id: string; name: string }>;
|
||||
|
||||
/**
|
||||
* The player's active title display name (empty string if none set).
|
||||
*/
|
||||
activeTitle: string;
|
||||
|
||||
/**
|
||||
* Items the player currently has equipped.
|
||||
*/
|
||||
equippedItems: Array<{
|
||||
name: string;
|
||||
type: EquipmentType;
|
||||
rarity: EquipmentRarity;
|
||||
bonus: EquipmentBonus;
|
||||
}>;
|
||||
}
|
||||
|
||||
interface UpdateProfileRequest {
|
||||
characterName: string;
|
||||
pronouns?: string;
|
||||
characterRace?: string;
|
||||
characterClass?: string;
|
||||
bio?: string;
|
||||
guildName?: string;
|
||||
guildDescription?: string;
|
||||
profileSettings: ProfileSettings;
|
||||
|
||||
/**
|
||||
* Title ID to set as active (empty string to clear).
|
||||
*/
|
||||
activeTitle?: string;
|
||||
}
|
||||
|
||||
interface UpdateProfileResponse {
|
||||
characterName: string;
|
||||
pronouns: string;
|
||||
characterRace: string;
|
||||
characterClass: string;
|
||||
bio: string;
|
||||
guildName: string;
|
||||
guildDescription: string;
|
||||
activeTitle: string;
|
||||
profileSettings: ProfileSettings;
|
||||
}
|
||||
|
||||
type TranscendenceRequest = Record<string, never>;
|
||||
|
||||
interface TranscendenceResponse {
|
||||
echoes: number;
|
||||
|
||||
// eslint-disable-next-line unicorn/no-keyword-prefix -- API field name matches server response
|
||||
newTranscendenceCount: number;
|
||||
}
|
||||
|
||||
interface BuyEchoUpgradeRequest {
|
||||
upgradeId: string;
|
||||
}
|
||||
|
||||
interface BuyEchoUpgradeResponse {
|
||||
echoesRemaining: number;
|
||||
purchasedUpgradeIds: Array<string>;
|
||||
echoIncomeMultiplier: number;
|
||||
echoCombatMultiplier: number;
|
||||
echoPrestigeThresholdMultiplier: number;
|
||||
echoPrestigeRunestoneMultiplier: number;
|
||||
echoMetaMultiplier: number;
|
||||
}
|
||||
|
||||
type ApotheosisRequest = Record<string, never>;
|
||||
|
||||
interface ApotheosisResponse {
|
||||
|
||||
// eslint-disable-next-line unicorn/no-keyword-prefix -- API field name matches server response
|
||||
newApotheosisCount: number;
|
||||
}
|
||||
|
||||
interface ApiError {
|
||||
error: string;
|
||||
}
|
||||
|
||||
type LeaderboardCategory =
|
||||
| "totalGold"
|
||||
| "bossesDefeated"
|
||||
| "questsCompleted"
|
||||
| "achievementsUnlocked"
|
||||
| "prestigeCount"
|
||||
| "transcendenceCount"
|
||||
| "apotheosisCount";
|
||||
|
||||
interface LeaderboardEntry {
|
||||
rank: number;
|
||||
discordId: string;
|
||||
characterName: string;
|
||||
username: string;
|
||||
avatar: string | null;
|
||||
activeTitle: string;
|
||||
value: number;
|
||||
}
|
||||
|
||||
interface LeaderboardResponse {
|
||||
category: LeaderboardCategory;
|
||||
entries: Array<LeaderboardEntry>;
|
||||
}
|
||||
|
||||
interface GiteaRelease {
|
||||
// eslint-disable-next-line @typescript-eslint/naming-convention -- external API field name
|
||||
tag_name: string;
|
||||
name: string;
|
||||
body: string;
|
||||
// eslint-disable-next-line @typescript-eslint/naming-convention -- external API field name
|
||||
published_at: string;
|
||||
}
|
||||
|
||||
interface AboutResponse {
|
||||
apiVersion: string;
|
||||
releases: Array<GiteaRelease>;
|
||||
}
|
||||
|
||||
interface ExploreStartRequest {
|
||||
areaId: string;
|
||||
}
|
||||
|
||||
interface ExploreStartResponse {
|
||||
areaId: string;
|
||||
endsAt: number;
|
||||
}
|
||||
|
||||
interface ExploreCollectRequest {
|
||||
areaId: string;
|
||||
}
|
||||
|
||||
interface ExploreCollectEventResult {
|
||||
text: string;
|
||||
goldChange: number;
|
||||
essenceChange: number;
|
||||
materialGained: { materialId: string; quantity: number } | null;
|
||||
adventurerLostCount: number;
|
||||
}
|
||||
|
||||
interface ExploreCollectResponse {
|
||||
foundNothing: boolean;
|
||||
nothingMessage?: string;
|
||||
materialsFound: Array<{ materialId: string; quantity: number }>;
|
||||
event: ExploreCollectEventResult | null;
|
||||
}
|
||||
|
||||
interface CraftRecipeRequest {
|
||||
recipeId: string;
|
||||
}
|
||||
|
||||
interface CraftRecipeResponse {
|
||||
recipeId: string;
|
||||
bonusType: string;
|
||||
bonusValue: number;
|
||||
craftedGoldMultiplier: number;
|
||||
craftedEssenceMultiplier: number;
|
||||
craftedClickMultiplier: number;
|
||||
craftedCombatMultiplier: number;
|
||||
}
|
||||
|
||||
export type {
|
||||
AboutResponse,
|
||||
ApiError,
|
||||
ApotheosisRequest,
|
||||
ApotheosisResponse,
|
||||
AuthResponse,
|
||||
BossChallengeRequest,
|
||||
BossChallengeResponse,
|
||||
BuyEchoUpgradeRequest,
|
||||
BuyEchoUpgradeResponse,
|
||||
BuyPrestigeUpgradeRequest,
|
||||
BuyPrestigeUpgradeResponse,
|
||||
CraftRecipeRequest,
|
||||
CraftRecipeResponse,
|
||||
ExploreCollectEventResult,
|
||||
ExploreCollectRequest,
|
||||
ExploreCollectResponse,
|
||||
ExploreStartRequest,
|
||||
ExploreStartResponse,
|
||||
GiteaRelease,
|
||||
LeaderboardCategory,
|
||||
LeaderboardEntry,
|
||||
LeaderboardResponse,
|
||||
LoadResponse,
|
||||
LoginBonusResult,
|
||||
PrestigeRequest,
|
||||
PrestigeResponse,
|
||||
PublicProfileResponse,
|
||||
SaveRequest,
|
||||
SaveResponse,
|
||||
TranscendenceRequest,
|
||||
TranscendenceResponse,
|
||||
UpdateProfileRequest,
|
||||
UpdateProfileResponse,
|
||||
};
|
||||
@@ -0,0 +1,16 @@
|
||||
/**
|
||||
* @file Apotheosis types for the Elysium game.
|
||||
* @copyright nhcarrigan
|
||||
* @license Naomi's Public License
|
||||
* @author Naomi Carrigan
|
||||
*/
|
||||
|
||||
interface ApotheosisData {
|
||||
|
||||
/**
|
||||
* Number of times the player has achieved Apotheosis.
|
||||
*/
|
||||
count: number;
|
||||
}
|
||||
|
||||
export type { ApotheosisData };
|
||||
@@ -0,0 +1,64 @@
|
||||
/**
|
||||
* @file Boss types for the Elysium game.
|
||||
* @copyright nhcarrigan
|
||||
* @license Naomi's Public License
|
||||
* @author Naomi Carrigan
|
||||
*/
|
||||
|
||||
type BossStatus = "locked" | "available" | "in_progress" | "defeated";
|
||||
|
||||
interface Boss {
|
||||
id: string;
|
||||
name: string;
|
||||
description: string;
|
||||
status: BossStatus;
|
||||
maxHp: number;
|
||||
currentHp: number;
|
||||
|
||||
/**
|
||||
* Damage dealt to adventurers per second whilst the fight is active.
|
||||
*/
|
||||
damagePerSecond: number;
|
||||
|
||||
/**
|
||||
* Gold reward on defeat.
|
||||
*/
|
||||
goldReward: number;
|
||||
|
||||
/**
|
||||
* Essence reward on defeat.
|
||||
*/
|
||||
essenceReward: number;
|
||||
|
||||
/**
|
||||
* Crystal reward on defeat.
|
||||
*/
|
||||
crystalReward: number;
|
||||
|
||||
/**
|
||||
* IDs of upgrades unlocked on defeat.
|
||||
*/
|
||||
upgradeRewards: Array<string>;
|
||||
|
||||
/**
|
||||
* IDs of equipment items granted on defeat.
|
||||
*/
|
||||
equipmentRewards: Array<string>;
|
||||
|
||||
/**
|
||||
* Minimum prestige level required to access this boss.
|
||||
*/
|
||||
prestigeRequirement: number;
|
||||
|
||||
/**
|
||||
* Zone this boss belongs to.
|
||||
*/
|
||||
zoneId: string;
|
||||
|
||||
/**
|
||||
* One-time runestone bounty awarded on first-ever defeat.
|
||||
*/
|
||||
bountyRunestones: number;
|
||||
}
|
||||
|
||||
export type { Boss, BossStatus };
|
||||
@@ -0,0 +1,30 @@
|
||||
/**
|
||||
* @file Codex types for the Elysium game.
|
||||
* @copyright nhcarrigan
|
||||
* @license Naomi's Public License
|
||||
* @author Naomi Carrigan
|
||||
*/
|
||||
|
||||
interface CodexEntry {
|
||||
id: string;
|
||||
title: string;
|
||||
content: string;
|
||||
sourceType:
|
||||
| "boss"
|
||||
| "quest"
|
||||
| "equipment"
|
||||
| "adventurer"
|
||||
| "upgrade"
|
||||
| "prestige"
|
||||
| "zone"
|
||||
| "exploration"
|
||||
| "recipe";
|
||||
sourceId: string;
|
||||
zoneId: string;
|
||||
}
|
||||
|
||||
interface CodexState {
|
||||
unlockedEntryIds: Array<string>;
|
||||
}
|
||||
|
||||
export type { CodexEntry, CodexState };
|
||||
@@ -0,0 +1,242 @@
|
||||
/**
|
||||
* @file Companion types and data for the Elysium game.
|
||||
* @copyright nhcarrigan
|
||||
* @license Naomi's Public License
|
||||
* @author Naomi Carrigan
|
||||
*/
|
||||
|
||||
type CompanionBonusType =
|
||||
| "passiveGold"
|
||||
| "clickGold"
|
||||
| "bossDamage"
|
||||
| "essenceIncome"
|
||||
| "questTime";
|
||||
|
||||
interface CompanionBonus {
|
||||
type: CompanionBonusType;
|
||||
|
||||
/**
|
||||
* Fractional value: for multiplier types, adds this fraction (0.25 = +25%). For questTime,
|
||||
* reduces duration by this fraction (0.15 = 15% faster).
|
||||
*/
|
||||
value: number;
|
||||
}
|
||||
|
||||
type CompanionUnlockType =
|
||||
| "lifetimeBosses"
|
||||
| "lifetimeQuests"
|
||||
| "lifetimeGold"
|
||||
| "prestige"
|
||||
| "transcendence"
|
||||
| "apotheosis";
|
||||
|
||||
interface CompanionUnlockCondition {
|
||||
type: CompanionUnlockType;
|
||||
threshold: number;
|
||||
}
|
||||
|
||||
interface Companion {
|
||||
id: string;
|
||||
name: string;
|
||||
title: string;
|
||||
description: string;
|
||||
bonus: CompanionBonus;
|
||||
unlock: CompanionUnlockCondition;
|
||||
}
|
||||
|
||||
interface CompanionState {
|
||||
|
||||
/**
|
||||
* Companion IDs the player has unlocked — recomputed server-side on every save.
|
||||
*/
|
||||
unlockedCompanionIds: Array<string>;
|
||||
|
||||
/**
|
||||
* The ID of the currently active companion, or null for none.
|
||||
*/
|
||||
activeCompanionId: string | null;
|
||||
}
|
||||
|
||||
// eslint-disable-next-line @typescript-eslint/naming-convention -- intentional constant name
|
||||
const COMPANIONS: Array<Companion> = [
|
||||
{
|
||||
bonus: { type: "passiveGold", value: 0.25 },
|
||||
description:
|
||||
"A cheerful bard whose uplifting songs inspire your adventurers to work"
|
||||
+ " harder for better coin.",
|
||||
id: "lyra",
|
||||
name: "Lyra",
|
||||
title: "Wandering Minstrel",
|
||||
unlock: { threshold: 100, type: "lifetimeBosses" },
|
||||
},
|
||||
{
|
||||
bonus: { type: "clickGold", value: 0.5 },
|
||||
description:
|
||||
"A nimble rogue whose sleight of hand ensures far more gold lands in"
|
||||
+ " your coffers with every strike.",
|
||||
id: "finn",
|
||||
name: "Finn",
|
||||
title: "Quick-Fingered Rogue",
|
||||
unlock: { threshold: 100, type: "lifetimeQuests" },
|
||||
},
|
||||
{
|
||||
bonus: { type: "questTime", value: 0.15 },
|
||||
description:
|
||||
"A resourceful hedge witch who weaves minor enchantments that accelerate"
|
||||
+ " your quest parties.",
|
||||
id: "wren",
|
||||
name: "Wren",
|
||||
title: "Hedge Witch",
|
||||
unlock: { threshold: 500, type: "lifetimeQuests" },
|
||||
},
|
||||
{
|
||||
bonus: { type: "bossDamage", value: 0.2 },
|
||||
description:
|
||||
"A battle-hardened knight who leads your party with years of tactical"
|
||||
+ " experience against fearsome foes.",
|
||||
id: "aldric",
|
||||
name: "Aldric",
|
||||
title: "Veteran Knight",
|
||||
unlock: { threshold: 200, type: "lifetimeBosses" },
|
||||
},
|
||||
{
|
||||
bonus: { type: "essenceIncome", value: 0.3 },
|
||||
description:
|
||||
"A brilliant alchemist who transmutes ambient magic into pure essence,"
|
||||
+ " bolstering your income.",
|
||||
id: "sera",
|
||||
name: "Sera",
|
||||
title: "Arcane Alchemist",
|
||||
unlock: { threshold: 10, type: "prestige" },
|
||||
},
|
||||
{
|
||||
bonus: { type: "bossDamage", value: 0.4 },
|
||||
description:
|
||||
"A powerful battle mage whose devastating spells tear through even the"
|
||||
+ " toughest boss encounters.",
|
||||
id: "kael",
|
||||
name: "Kael",
|
||||
title: "Battle Mage",
|
||||
unlock: { threshold: 720, type: "lifetimeBosses" },
|
||||
},
|
||||
{
|
||||
bonus: { type: "questTime", value: 0.3 },
|
||||
description:
|
||||
"A time mage who bends the threads of time itself, significantly"
|
||||
+ " hastening your quest parties.",
|
||||
id: "zuri",
|
||||
name: "Zuri",
|
||||
title: "Chrono Weaver",
|
||||
unlock: { threshold: 950, type: "lifetimeQuests" },
|
||||
},
|
||||
{
|
||||
bonus: { type: "passiveGold", value: 0.75 },
|
||||
description:
|
||||
"A wealthy merchant whose golden touch and trade empire dramatically"
|
||||
+ " boosts your passive earnings.",
|
||||
id: "mira",
|
||||
name: "Mira",
|
||||
title: "Merchant Queen",
|
||||
unlock: { threshold: 1e18, type: "lifetimeGold" },
|
||||
},
|
||||
{
|
||||
bonus: { type: "essenceIncome", value: 0.75 },
|
||||
description:
|
||||
"A shadowy information broker who channels essence from the void through"
|
||||
+ " forbidden knowledge.",
|
||||
id: "vex",
|
||||
name: "Vex",
|
||||
title: "Shadow Broker",
|
||||
unlock: { threshold: 5, type: "transcendence" },
|
||||
},
|
||||
{
|
||||
bonus: { type: "passiveGold", value: 1 },
|
||||
description:
|
||||
"A divine oracle whose celestial blessing transforms the very air around"
|
||||
+ " you into golden fortune.",
|
||||
id: "pria",
|
||||
name: "Pria",
|
||||
title: "Celestial Oracle",
|
||||
unlock: { threshold: 1, type: "apotheosis" },
|
||||
},
|
||||
];
|
||||
|
||||
/**
|
||||
* Computes which companion IDs the player has unlocked based on their lifetime stats.
|
||||
* Called server-side on every save using DB-authoritative player stats.
|
||||
* @param parameters - The player's lifetime stats used to evaluate unlock conditions.
|
||||
* @param parameters.lifetimeBossesDefeated - Total bosses defeated across all runs.
|
||||
* @param parameters.lifetimeQuestsCompleted - Total quests completed across all runs.
|
||||
* @param parameters.lifetimeGoldEarned - Total gold earned across all runs.
|
||||
* @param parameters.prestigeCount - Number of prestiges performed.
|
||||
* @param parameters.transcendenceCount - Number of transcendences performed.
|
||||
* @param parameters.apotheosisCount - Number of apotheoses performed.
|
||||
* @returns Array of companion IDs the player has unlocked.
|
||||
*/
|
||||
const computeUnlockedCompanionIds = (parameters: {
|
||||
lifetimeBossesDefeated: number;
|
||||
lifetimeQuestsCompleted: number;
|
||||
lifetimeGoldEarned: number;
|
||||
prestigeCount: number;
|
||||
transcendenceCount: number;
|
||||
apotheosisCount: number;
|
||||
}): Array<string> => {
|
||||
return COMPANIONS.filter((companion) => {
|
||||
const { type, threshold } = companion.unlock;
|
||||
switch (type) {
|
||||
case "lifetimeBosses":
|
||||
return parameters.lifetimeBossesDefeated >= threshold;
|
||||
case "lifetimeQuests":
|
||||
return parameters.lifetimeQuestsCompleted >= threshold;
|
||||
case "lifetimeGold":
|
||||
return parameters.lifetimeGoldEarned >= threshold;
|
||||
case "prestige":
|
||||
return parameters.prestigeCount >= threshold;
|
||||
case "transcendence":
|
||||
return parameters.transcendenceCount >= threshold;
|
||||
case "apotheosis":
|
||||
return parameters.apotheosisCount >= threshold;
|
||||
|
||||
// eslint-disable-next-line capitalized-comments -- v8 ignore
|
||||
/* v8 ignore next 2 -- @preserve */
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}).map((companion) => {
|
||||
return companion.id;
|
||||
});
|
||||
};
|
||||
|
||||
/**
|
||||
* Returns the bonus of the active companion if it is unlocked, otherwise null.
|
||||
* Safe to call with undefined/null activeCompanionId.
|
||||
* @param activeCompanionId - The ID of the currently active companion.
|
||||
* @param unlockedCompanionIds - Array of companion IDs the player has unlocked.
|
||||
* @returns The active companion's bonus, or null if none is active or unlocked.
|
||||
*/
|
||||
const getActiveCompanionBonus = (
|
||||
activeCompanionId: string | null | undefined,
|
||||
unlockedCompanionIds: Array<string>,
|
||||
): CompanionBonus | null => {
|
||||
if (activeCompanionId === null || activeCompanionId === undefined) {
|
||||
return null;
|
||||
}
|
||||
if (!unlockedCompanionIds.includes(activeCompanionId)) {
|
||||
return null;
|
||||
}
|
||||
return (
|
||||
COMPANIONS.find((c) => {
|
||||
return c.id === activeCompanionId;
|
||||
})?.bonus ?? null
|
||||
);
|
||||
};
|
||||
|
||||
export type {
|
||||
Companion,
|
||||
CompanionBonus,
|
||||
CompanionBonusType,
|
||||
CompanionState,
|
||||
CompanionUnlockCondition,
|
||||
CompanionUnlockType,
|
||||
};
|
||||
export { COMPANIONS, computeUnlockedCompanionIds, getActiveCompanionBonus };
|
||||
@@ -0,0 +1,35 @@
|
||||
/**
|
||||
* @file Crafting recipe types for the Elysium game.
|
||||
* @copyright nhcarrigan
|
||||
* @license Naomi's Public License
|
||||
* @author Naomi Carrigan
|
||||
*/
|
||||
|
||||
type CraftingBonusType =
|
||||
| "gold_income"
|
||||
| "essence_income"
|
||||
| "click_power"
|
||||
| "combat_power";
|
||||
|
||||
interface CraftingMaterialRequirement {
|
||||
materialId: string;
|
||||
quantity: number;
|
||||
}
|
||||
|
||||
interface CraftingRecipe {
|
||||
id: string;
|
||||
name: string;
|
||||
description: string;
|
||||
zoneId: string;
|
||||
requiredMaterials: Array<CraftingMaterialRequirement>;
|
||||
bonus: {
|
||||
type: CraftingBonusType;
|
||||
|
||||
/**
|
||||
* Multiplicative bonus value, e.g. 1.1 = +10%.
|
||||
*/
|
||||
value: number;
|
||||
};
|
||||
}
|
||||
|
||||
export type { CraftingBonusType, CraftingMaterialRequirement, CraftingRecipe };
|
||||
@@ -0,0 +1,33 @@
|
||||
/**
|
||||
* @file Daily challenge types for the Elysium game.
|
||||
* @copyright nhcarrigan
|
||||
* @license Naomi's Public License
|
||||
* @author Naomi Carrigan
|
||||
*/
|
||||
|
||||
type DailyChallengeType =
|
||||
| "clicks"
|
||||
| "bossesDefeated"
|
||||
| "questsCompleted"
|
||||
| "prestige";
|
||||
|
||||
interface DailyChallenge {
|
||||
id: string;
|
||||
type: DailyChallengeType;
|
||||
label: string;
|
||||
target: number;
|
||||
progress: number;
|
||||
completed: boolean;
|
||||
rewardCrystals: number;
|
||||
}
|
||||
|
||||
interface DailyChallengeState {
|
||||
|
||||
/**
|
||||
* ISO date string (e.g. "2026-03-06") used to detect when to reset.
|
||||
*/
|
||||
date: string;
|
||||
challenges: Array<DailyChallenge>;
|
||||
}
|
||||
|
||||
export type { DailyChallenge, DailyChallengeState, DailyChallengeType };
|
||||
@@ -0,0 +1,59 @@
|
||||
/**
|
||||
* @file Equipment types for the Elysium game.
|
||||
* @copyright nhcarrigan
|
||||
* @license Naomi's Public License
|
||||
* @author Naomi Carrigan
|
||||
*/
|
||||
|
||||
type EquipmentType = "weapon" | "armour" | "trinket";
|
||||
|
||||
type EquipmentRarity = "common" | "rare" | "epic" | "legendary";
|
||||
|
||||
interface EquipmentBonus {
|
||||
|
||||
/**
|
||||
* Multiplier applied to all gold/s income (e.g. 1.1 = +10%).
|
||||
*/
|
||||
goldMultiplier?: number;
|
||||
|
||||
/**
|
||||
* Multiplier applied to all combat power (e.g. 1.25 = +25%).
|
||||
*/
|
||||
combatMultiplier?: number;
|
||||
|
||||
/**
|
||||
* Multiplier applied to click power (e.g. 1.5 = +50%).
|
||||
*/
|
||||
clickMultiplier?: number;
|
||||
}
|
||||
|
||||
interface Equipment {
|
||||
id: string;
|
||||
name: string;
|
||||
description: string;
|
||||
type: EquipmentType;
|
||||
rarity: EquipmentRarity;
|
||||
bonus: EquipmentBonus;
|
||||
|
||||
/**
|
||||
* Whether the player has acquired this item.
|
||||
*/
|
||||
owned: boolean;
|
||||
|
||||
/**
|
||||
* Whether this item is currently equipped (only one per type can be equipped).
|
||||
*/
|
||||
equipped: boolean;
|
||||
|
||||
/**
|
||||
* If set, this item can be purchased directly rather than obtained via boss drops.
|
||||
*/
|
||||
cost?: { gold: number; essence: number; crystals: number };
|
||||
|
||||
/**
|
||||
* Equipment set this item belongs to, if any.
|
||||
*/
|
||||
setId?: string;
|
||||
}
|
||||
|
||||
export type { Equipment, EquipmentBonus, EquipmentRarity, EquipmentType };
|
||||
@@ -0,0 +1,68 @@
|
||||
/**
|
||||
* @file Equipment set types for the Elysium game.
|
||||
* @copyright nhcarrigan
|
||||
* @license Naomi's Public License
|
||||
* @author Naomi Carrigan
|
||||
*/
|
||||
|
||||
interface EquipmentSetBonus {
|
||||
goldMultiplier?: number;
|
||||
combatMultiplier?: number;
|
||||
clickMultiplier?: number;
|
||||
}
|
||||
|
||||
interface EquipmentSet {
|
||||
id: string;
|
||||
name: string;
|
||||
description: string;
|
||||
|
||||
/**
|
||||
* Equipment IDs that make up this set.
|
||||
*/
|
||||
pieces: Array<string>;
|
||||
bonuses: {
|
||||
// eslint-disable-next-line @typescript-eslint/naming-convention -- numeric keys
|
||||
2: EquipmentSetBonus;
|
||||
// eslint-disable-next-line @typescript-eslint/naming-convention -- numeric keys
|
||||
3: EquipmentSetBonus;
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Given a list of equipped item IDs and a set catalogue, returns the combined
|
||||
* multiplicative bonuses granted by all active set bonuses.
|
||||
* @param equippedItemIds - The IDs of items currently equipped by the player.
|
||||
* @param sets - The full catalogue of equipment sets to evaluate against.
|
||||
* @returns The combined gold, combat, and click multipliers from active set bonuses.
|
||||
*/
|
||||
const computeSetBonuses = (
|
||||
equippedItemIds: Array<string>,
|
||||
sets: Array<EquipmentSet>,
|
||||
): {
|
||||
goldMultiplier: number;
|
||||
combatMultiplier: number;
|
||||
clickMultiplier: number;
|
||||
} => {
|
||||
let goldMultiplier = 1;
|
||||
let combatMultiplier = 1;
|
||||
let clickMultiplier = 1;
|
||||
|
||||
for (const set of sets) {
|
||||
const count = set.pieces.filter((id) => {
|
||||
return equippedItemIds.includes(id);
|
||||
}).length;
|
||||
for (const threshold of [ 2, 3 ] as const) {
|
||||
if (count >= threshold) {
|
||||
const bonus = set.bonuses[threshold];
|
||||
goldMultiplier = goldMultiplier * (bonus.goldMultiplier ?? 1);
|
||||
combatMultiplier = combatMultiplier * (bonus.combatMultiplier ?? 1);
|
||||
clickMultiplier = clickMultiplier * (bonus.clickMultiplier ?? 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return { clickMultiplier, combatMultiplier, goldMultiplier };
|
||||
};
|
||||
|
||||
export type { EquipmentSet, EquipmentSetBonus };
|
||||
export { computeSetBonuses };
|
||||
@@ -0,0 +1,123 @@
|
||||
/**
|
||||
* @file Exploration types for the Elysium game.
|
||||
* @copyright nhcarrigan
|
||||
* @license Naomi's Public License
|
||||
* @author Naomi Carrigan
|
||||
*/
|
||||
|
||||
type ExplorationEventEffectType =
|
||||
| "gold_gain"
|
||||
| "gold_loss"
|
||||
| "essence_gain"
|
||||
| "material_gain"
|
||||
| "adventurer_loss";
|
||||
|
||||
interface ExplorationEventEffect {
|
||||
type: ExplorationEventEffectType;
|
||||
|
||||
/**
|
||||
* Gold amount for gold_gain / gold_loss.
|
||||
*/
|
||||
amount?: number;
|
||||
|
||||
/**
|
||||
* Material ID for material_gain.
|
||||
*/
|
||||
materialId?: string;
|
||||
|
||||
/**
|
||||
* Quantity for material_gain.
|
||||
*/
|
||||
quantity?: number;
|
||||
|
||||
/**
|
||||
* Fraction (0–1) of total adventurers lost for adventurer_loss.
|
||||
*/
|
||||
fraction?: number;
|
||||
}
|
||||
|
||||
interface ExplorationEvent {
|
||||
id: string;
|
||||
text: string;
|
||||
effect: ExplorationEventEffect;
|
||||
}
|
||||
|
||||
interface ExplorationMaterialDrop {
|
||||
materialId: string;
|
||||
minQuantity: number;
|
||||
maxQuantity: number;
|
||||
|
||||
/**
|
||||
* Relative probability weight — higher = more likely.
|
||||
*/
|
||||
weight: number;
|
||||
}
|
||||
|
||||
interface ExplorationArea {
|
||||
id: string;
|
||||
name: string;
|
||||
description: string;
|
||||
zoneId: string;
|
||||
durationSeconds: number;
|
||||
possibleMaterials: Array<ExplorationMaterialDrop>;
|
||||
events: Array<ExplorationEvent>;
|
||||
}
|
||||
|
||||
interface ExplorationAreaState {
|
||||
id: string;
|
||||
status: "locked" | "available" | "in_progress" | "completed";
|
||||
|
||||
/**
|
||||
* Unix timestamp when exploration started (set when status becomes in_progress).
|
||||
*/
|
||||
startedAt?: number;
|
||||
|
||||
/**
|
||||
* True after the first successful collect — used for codex unlock detection.
|
||||
*/
|
||||
completedOnce?: boolean;
|
||||
}
|
||||
|
||||
interface ExplorationState {
|
||||
areas: Array<ExplorationAreaState>;
|
||||
|
||||
/**
|
||||
* Current material inventory.
|
||||
*/
|
||||
materials: Array<{ materialId: string; quantity: number }>;
|
||||
|
||||
/**
|
||||
* IDs of crafting recipes that have been crafted (resets on prestige).
|
||||
*/
|
||||
craftedRecipeIds: Array<string>;
|
||||
|
||||
/**
|
||||
* Pre-computed gold income multiplier from all crafted recipes.
|
||||
*/
|
||||
craftedGoldMultiplier: number;
|
||||
|
||||
/**
|
||||
* Pre-computed essence income multiplier from all crafted recipes.
|
||||
*/
|
||||
craftedEssenceMultiplier: number;
|
||||
|
||||
/**
|
||||
* Pre-computed click power multiplier from all crafted recipes.
|
||||
*/
|
||||
craftedClickMultiplier: number;
|
||||
|
||||
/**
|
||||
* Pre-computed combat power multiplier from all crafted recipes.
|
||||
*/
|
||||
craftedCombatMultiplier: number;
|
||||
}
|
||||
|
||||
export type {
|
||||
ExplorationArea,
|
||||
ExplorationAreaState,
|
||||
ExplorationEvent,
|
||||
ExplorationEventEffect,
|
||||
ExplorationEventEffectType,
|
||||
ExplorationMaterialDrop,
|
||||
ExplorationState,
|
||||
};
|
||||
@@ -0,0 +1,98 @@
|
||||
/**
|
||||
* @file GameState type for the Elysium game.
|
||||
* @copyright nhcarrigan
|
||||
* @license Naomi's Public License
|
||||
* @author Naomi Carrigan
|
||||
*/
|
||||
import type { Achievement } from "./achievement.js";
|
||||
import type { Adventurer } from "./adventurer.js";
|
||||
import type { ApotheosisData } from "./apotheosis.js";
|
||||
import type { Boss } from "./boss.js";
|
||||
import type { CodexState } from "./codex.js";
|
||||
import type { CompanionState } from "./companion.js";
|
||||
import type { DailyChallengeState } from "./dailyChallenge.js";
|
||||
import type { Equipment } from "./equipment.js";
|
||||
import type { ExplorationState } from "./exploration.js";
|
||||
import type { Player } from "./player.js";
|
||||
import type { PrestigeData } from "./prestige.js";
|
||||
import type { Quest } from "./quest.js";
|
||||
import type { Resource } from "./resource.js";
|
||||
import type { StoryState } from "./story.js";
|
||||
import type { TranscendenceData } from "./transcendence.js";
|
||||
import type { Upgrade } from "./upgrade.js";
|
||||
import type { Zone } from "./zone.js";
|
||||
|
||||
interface GameState {
|
||||
player: Player;
|
||||
resources: Resource;
|
||||
adventurers: Array<Adventurer>;
|
||||
upgrades: Array<Upgrade>;
|
||||
quests: Array<Quest>;
|
||||
bosses: Array<Boss>;
|
||||
equipment: Array<Equipment>;
|
||||
achievements: Array<Achievement>;
|
||||
prestige: PrestigeData;
|
||||
zones: Array<Zone>;
|
||||
|
||||
/**
|
||||
* Click power (gold per click, before upgrades).
|
||||
*/
|
||||
baseClickPower: number;
|
||||
|
||||
/**
|
||||
* Unix timestamp of the last client-side tick.
|
||||
*/
|
||||
lastTickAt: number;
|
||||
|
||||
/**
|
||||
* Daily challenge progress — optional for backwards compatibility with old saves.
|
||||
*/
|
||||
dailyChallenges?: DailyChallengeState;
|
||||
|
||||
/**
|
||||
* Lore codex unlock state — optional for backwards compatibility with old saves.
|
||||
*/
|
||||
codex?: CodexState;
|
||||
|
||||
/**
|
||||
* Transcendence (second prestige layer) state — optional for backwards compatibility.
|
||||
*/
|
||||
transcendence?: TranscendenceData;
|
||||
|
||||
/**
|
||||
* Apotheosis (third prestige layer) state — optional for backwards compatibility.
|
||||
*/
|
||||
apotheosis?: ApotheosisData;
|
||||
|
||||
/**
|
||||
* Exploration and crafting state — optional for backwards compatibility.
|
||||
*/
|
||||
exploration?: ExplorationState;
|
||||
|
||||
/**
|
||||
* When true, the tick engine automatically starts the highest-zone available quest.
|
||||
*/
|
||||
autoQuest?: boolean;
|
||||
|
||||
/**
|
||||
* When true, the tick engine automatically challenges the highest available boss.
|
||||
*/
|
||||
autoBoss?: boolean;
|
||||
|
||||
/**
|
||||
* Companion unlock and active selection state — optional for backwards compatibility.
|
||||
*/
|
||||
companions?: CompanionState;
|
||||
|
||||
/**
|
||||
* Story chapter unlock and completion state — optional for backwards compatibility.
|
||||
*/
|
||||
story?: StoryState;
|
||||
|
||||
/**
|
||||
* Schema version — used to detect saves from older game versions.
|
||||
*/
|
||||
schemaVersion?: number;
|
||||
}
|
||||
|
||||
export type { GameState };
|
||||
@@ -0,0 +1,18 @@
|
||||
/**
|
||||
* @file Material types for the Elysium game.
|
||||
* @copyright nhcarrigan
|
||||
* @license Naomi's Public License
|
||||
* @author Naomi Carrigan
|
||||
*/
|
||||
|
||||
type MaterialRarity = "common" | "uncommon" | "rare";
|
||||
|
||||
interface Material {
|
||||
id: string;
|
||||
name: string;
|
||||
description: string;
|
||||
zoneId: string;
|
||||
rarity: MaterialRarity;
|
||||
}
|
||||
|
||||
export type { Material, MaterialRarity };
|
||||
@@ -0,0 +1,70 @@
|
||||
/**
|
||||
* @file Player types for the Elysium game.
|
||||
* @copyright nhcarrigan
|
||||
* @license Naomi's Public License
|
||||
* @author Naomi Carrigan
|
||||
*/
|
||||
|
||||
interface Player {
|
||||
discordId: string;
|
||||
username: string;
|
||||
discriminator: string;
|
||||
avatar: string | null;
|
||||
|
||||
/**
|
||||
* Player's chosen in-game character name.
|
||||
*/
|
||||
characterName: string;
|
||||
|
||||
/**
|
||||
* Unix timestamp when the account was created.
|
||||
*/
|
||||
createdAt: number;
|
||||
|
||||
/**
|
||||
* Unix timestamp of the last server-side save.
|
||||
*/
|
||||
lastSavedAt: number;
|
||||
|
||||
/**
|
||||
* Gold earned this run (reset on prestige; used for prestige eligibility).
|
||||
*/
|
||||
totalGoldEarned: number;
|
||||
|
||||
/**
|
||||
* Clicks this run (reset on prestige).
|
||||
*/
|
||||
totalClicks: number;
|
||||
|
||||
/**
|
||||
* Cumulative gold earned across all runs — never reset.
|
||||
*/
|
||||
lifetimeGoldEarned: number;
|
||||
|
||||
/**
|
||||
* Cumulative clicks across all runs — never reset.
|
||||
*/
|
||||
lifetimeClicks: number;
|
||||
|
||||
/**
|
||||
* Cumulative bosses defeated across all runs — never reset.
|
||||
*/
|
||||
lifetimeBossesDefeated: number;
|
||||
|
||||
/**
|
||||
* Cumulative quests completed across all runs — never reset.
|
||||
*/
|
||||
lifetimeQuestsCompleted: number;
|
||||
|
||||
/**
|
||||
* Cumulative adventurers recruited across all runs — never reset.
|
||||
*/
|
||||
lifetimeAdventurersRecruited: number;
|
||||
|
||||
/**
|
||||
* Cumulative achievements unlocked across all runs — never reset.
|
||||
*/
|
||||
lifetimeAchievementsUnlocked: number;
|
||||
}
|
||||
|
||||
export type { Player };
|
||||
@@ -0,0 +1,61 @@
|
||||
/**
|
||||
* @file Prestige types for the Elysium game.
|
||||
* @copyright nhcarrigan
|
||||
* @license Naomi's Public License
|
||||
* @author Naomi Carrigan
|
||||
*/
|
||||
|
||||
interface PrestigeData {
|
||||
|
||||
/**
|
||||
* Number of times the player has prestiged.
|
||||
*/
|
||||
count: number;
|
||||
|
||||
/**
|
||||
* Runestones carried over between prestiges.
|
||||
*/
|
||||
runestones: number;
|
||||
|
||||
/**
|
||||
* Multiplier applied to all production (based on prestige count).
|
||||
*/
|
||||
productionMultiplier: number;
|
||||
|
||||
/**
|
||||
* IDs of prestige upgrades purchased with runestones.
|
||||
*/
|
||||
purchasedUpgradeIds: Array<string>;
|
||||
|
||||
/**
|
||||
* Unix timestamp of last prestige.
|
||||
*/
|
||||
lastPrestigedAt?: number;
|
||||
|
||||
/**
|
||||
* Pre-computed multiplier from "income" runestone upgrades.
|
||||
*/
|
||||
runestonesIncomeMultiplier?: number;
|
||||
|
||||
/**
|
||||
* Pre-computed multiplier from "click" runestone upgrades.
|
||||
*/
|
||||
runestonesClickMultiplier?: number;
|
||||
|
||||
/**
|
||||
* Pre-computed multiplier from "essence" runestone upgrades.
|
||||
*/
|
||||
runestonesEssenceMultiplier?: number;
|
||||
|
||||
/**
|
||||
* Pre-computed multiplier from "crystals" runestone upgrades.
|
||||
*/
|
||||
runestonesCrystalMultiplier?: number;
|
||||
|
||||
/**
|
||||
* Whether the auto-prestige feature is currently enabled (requires auto_prestige upgrade).
|
||||
*/
|
||||
autoPrestigeEnabled?: boolean;
|
||||
}
|
||||
|
||||
export type { PrestigeData };
|
||||
@@ -0,0 +1,29 @@
|
||||
/**
|
||||
* @file Prestige upgrade types for the Elysium game.
|
||||
* @copyright nhcarrigan
|
||||
* @license Naomi's Public License
|
||||
* @author Naomi Carrigan
|
||||
*/
|
||||
|
||||
type PrestigeUpgradeCategory =
|
||||
| "income"
|
||||
| "click"
|
||||
| "essence"
|
||||
| "crystals"
|
||||
| "runestones"
|
||||
| "utility";
|
||||
|
||||
interface PrestigeUpgrade {
|
||||
id: string;
|
||||
name: string;
|
||||
description: string;
|
||||
category: PrestigeUpgradeCategory;
|
||||
runestonesCost: number;
|
||||
|
||||
/**
|
||||
* Multiplier applied when this upgrade is purchased.
|
||||
*/
|
||||
multiplier: number;
|
||||
}
|
||||
|
||||
export type { PrestigeUpgrade, PrestigeUpgradeCategory };
|
||||
@@ -0,0 +1,66 @@
|
||||
/**
|
||||
* @file Profile settings types for the Elysium game.
|
||||
* @copyright nhcarrigan
|
||||
* @license Naomi's Public License
|
||||
* @author Naomi Carrigan
|
||||
*/
|
||||
|
||||
type NumberFormat = "suffix" | "scientific" | "engineering";
|
||||
|
||||
interface ProfileSettings {
|
||||
|
||||
/**
|
||||
* All Time section.
|
||||
*/
|
||||
showTotalGold: boolean;
|
||||
showTotalClicks: boolean;
|
||||
showLifetimeBossesDefeated: boolean;
|
||||
showLifetimeQuestsCompleted: boolean;
|
||||
showLifetimeAdventurersRecruited: boolean;
|
||||
showLifetimeAchievementsUnlocked: boolean;
|
||||
showGuildFounded: boolean;
|
||||
|
||||
/**
|
||||
* Current Run section.
|
||||
*/
|
||||
showCurrentGold: boolean;
|
||||
showCurrentClicks: boolean;
|
||||
showPrestige: boolean;
|
||||
showTranscendence: boolean;
|
||||
showApotheosis: boolean;
|
||||
showBossesDefeated: boolean;
|
||||
showQuestsCompleted: boolean;
|
||||
showAdventurersRecruited: boolean;
|
||||
showAchievementsUnlocked: boolean;
|
||||
numberFormat: NumberFormat;
|
||||
|
||||
/**
|
||||
* Whether this player appears on the public leaderboards.
|
||||
*/
|
||||
showOnLeaderboards: boolean;
|
||||
}
|
||||
|
||||
// eslint-disable-next-line @typescript-eslint/naming-convention -- intentional constant name
|
||||
const DEFAULT_PROFILE_SETTINGS: ProfileSettings = {
|
||||
numberFormat: "suffix",
|
||||
showAchievementsUnlocked: true,
|
||||
showAdventurersRecruited: true,
|
||||
showApotheosis: true,
|
||||
showBossesDefeated: true,
|
||||
showCurrentClicks: true,
|
||||
showCurrentGold: true,
|
||||
showGuildFounded: true,
|
||||
showLifetimeAchievementsUnlocked: true,
|
||||
showLifetimeAdventurersRecruited: true,
|
||||
showLifetimeBossesDefeated: true,
|
||||
showLifetimeQuestsCompleted: true,
|
||||
showOnLeaderboards: true,
|
||||
showPrestige: true,
|
||||
showQuestsCompleted: true,
|
||||
showTotalClicks: true,
|
||||
showTotalGold: true,
|
||||
showTranscendence: true,
|
||||
};
|
||||
|
||||
export type { NumberFormat, ProfileSettings };
|
||||
export { DEFAULT_PROFILE_SETTINGS };
|
||||
@@ -0,0 +1,66 @@
|
||||
/**
|
||||
* @file Quest types for the Elysium game.
|
||||
* @copyright nhcarrigan
|
||||
* @license Naomi's Public License
|
||||
* @author Naomi Carrigan
|
||||
*/
|
||||
|
||||
type QuestStatus = "locked" | "available" | "active" | "completed";
|
||||
|
||||
type QuestRewardType =
|
||||
| "gold"
|
||||
| "essence"
|
||||
| "crystals"
|
||||
| "upgrade"
|
||||
| "adventurer"
|
||||
| "equipment";
|
||||
|
||||
interface QuestReward {
|
||||
type: QuestRewardType;
|
||||
amount?: number;
|
||||
|
||||
/**
|
||||
* ID of the upgrade or adventurer to unlock (if applicable).
|
||||
*/
|
||||
targetId?: string;
|
||||
}
|
||||
|
||||
interface Quest {
|
||||
id: string;
|
||||
name: string;
|
||||
description: string;
|
||||
status: QuestStatus;
|
||||
|
||||
/**
|
||||
* Unix timestamp when quest was started (if active).
|
||||
*/
|
||||
startedAt?: number;
|
||||
|
||||
/**
|
||||
* Duration in seconds.
|
||||
*/
|
||||
durationSeconds: number;
|
||||
rewards: Array<QuestReward>;
|
||||
|
||||
/**
|
||||
* IDs of quests that must be completed before this one unlocks.
|
||||
*/
|
||||
prerequisiteIds: Array<string>;
|
||||
|
||||
/**
|
||||
* Zone this quest belongs to.
|
||||
*/
|
||||
zoneId: string;
|
||||
|
||||
/**
|
||||
* Minimum party combat power required to start this quest.
|
||||
*/
|
||||
combatPowerRequired?: number;
|
||||
|
||||
/**
|
||||
* Unix timestamp of the most recent failed attempt (if any).
|
||||
*/
|
||||
lastFailedAt?: number;
|
||||
}
|
||||
|
||||
export type { Quest, QuestReward, QuestRewardType, QuestStatus };
|
||||
@@ -0,0 +1,15 @@
|
||||
/**
|
||||
* @file Resource types for the Elysium game.
|
||||
* @copyright nhcarrigan
|
||||
* @license Naomi's Public License
|
||||
* @author Naomi Carrigan
|
||||
*/
|
||||
|
||||
interface Resource {
|
||||
gold: number;
|
||||
essence: number;
|
||||
crystals: number;
|
||||
runestones: number;
|
||||
}
|
||||
|
||||
export type { Resource };
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,41 @@
|
||||
/**
|
||||
* @file Title types for the Elysium game.
|
||||
* @copyright nhcarrigan
|
||||
* @license Naomi's Public License
|
||||
* @author Naomi Carrigan
|
||||
*/
|
||||
|
||||
type TitleConditionType =
|
||||
| "totalClicks"
|
||||
| "totalGoldEarned"
|
||||
| "bossesDefeated"
|
||||
| "questsCompleted"
|
||||
| "prestigeCount"
|
||||
| "transcendenceCount"
|
||||
| "apotheosisCount"
|
||||
| "adventurerTotal"
|
||||
| "achievementsUnlocked"
|
||||
| "guildFounded"
|
||||
| "playedDays";
|
||||
|
||||
interface TitleCondition {
|
||||
type: TitleConditionType;
|
||||
|
||||
/**
|
||||
* Threshold required to unlock (not used for guildFounded).
|
||||
*/
|
||||
amount?: number;
|
||||
}
|
||||
|
||||
interface Title {
|
||||
id: string;
|
||||
name: string;
|
||||
|
||||
/**
|
||||
* Human-readable description shown as the unlock hint.
|
||||
*/
|
||||
description: string;
|
||||
condition: TitleCondition;
|
||||
}
|
||||
|
||||
export type { Title, TitleCondition, TitleConditionType };
|
||||
@@ -0,0 +1,79 @@
|
||||
/**
|
||||
* @file Transcendence types for the Elysium game.
|
||||
* @copyright nhcarrigan
|
||||
* @license Naomi's Public License
|
||||
* @author Naomi Carrigan
|
||||
*/
|
||||
|
||||
type TranscendenceUpgradeCategory =
|
||||
| "income"
|
||||
| "combat"
|
||||
| "prestige_threshold"
|
||||
| "prestige_runestones"
|
||||
| "echo_meta";
|
||||
|
||||
interface TranscendenceUpgrade {
|
||||
id: string;
|
||||
name: string;
|
||||
description: string;
|
||||
category: TranscendenceUpgradeCategory;
|
||||
|
||||
/**
|
||||
* Echo cost to purchase.
|
||||
*/
|
||||
cost: number;
|
||||
|
||||
/**
|
||||
* Multiplicative effect of this upgrade.
|
||||
*/
|
||||
multiplier: number;
|
||||
}
|
||||
|
||||
interface TranscendenceData {
|
||||
|
||||
/**
|
||||
* Number of times the player has transcended.
|
||||
*/
|
||||
count: number;
|
||||
|
||||
/**
|
||||
* Echoes accumulated across all transcendences.
|
||||
*/
|
||||
echoes: number;
|
||||
|
||||
/**
|
||||
* IDs of echo upgrades purchased with echoes.
|
||||
*/
|
||||
purchasedUpgradeIds: Array<string>;
|
||||
|
||||
/**
|
||||
* Pre-computed: multiplier applied to all passive gold income.
|
||||
*/
|
||||
echoIncomeMultiplier: number;
|
||||
|
||||
/**
|
||||
* Pre-computed: multiplier applied to party DPS in boss fights.
|
||||
*/
|
||||
echoCombatMultiplier: number;
|
||||
|
||||
/**
|
||||
* Pre-computed: multiplier applied to the prestige gold threshold (< 1 lowers requirement).
|
||||
*/
|
||||
echoPrestigeThresholdMultiplier: number;
|
||||
|
||||
/**
|
||||
* Pre-computed: multiplier applied to runestones earned per prestige.
|
||||
*/
|
||||
echoPrestigeRunestoneMultiplier: number;
|
||||
|
||||
/**
|
||||
* Pre-computed: multiplier applied to echo yield on future transcendences.
|
||||
*/
|
||||
echoMetaMultiplier: number;
|
||||
}
|
||||
|
||||
export type {
|
||||
TranscendenceData,
|
||||
TranscendenceUpgrade,
|
||||
TranscendenceUpgradeCategory,
|
||||
};
|
||||
@@ -0,0 +1,37 @@
|
||||
/**
|
||||
* @file Upgrade types for the Elysium game.
|
||||
* @copyright nhcarrigan
|
||||
* @license Naomi's Public License
|
||||
* @author Naomi Carrigan
|
||||
*/
|
||||
|
||||
type UpgradeTarget =
|
||||
| "click"
|
||||
| "adventurer"
|
||||
| "global"
|
||||
| "prestige"
|
||||
| "boss";
|
||||
|
||||
interface Upgrade {
|
||||
id: string;
|
||||
name: string;
|
||||
description: string;
|
||||
target: UpgradeTarget;
|
||||
|
||||
/**
|
||||
* ID of the adventurer this applies to (if target is "adventurer").
|
||||
*/
|
||||
adventurerId?: string;
|
||||
|
||||
/**
|
||||
* Multiplier applied to the target's output.
|
||||
*/
|
||||
multiplier: number;
|
||||
costGold: number;
|
||||
costEssence: number;
|
||||
costCrystals: number;
|
||||
purchased: boolean;
|
||||
unlocked: boolean;
|
||||
}
|
||||
|
||||
export type { Upgrade, UpgradeTarget };
|
||||
@@ -0,0 +1,28 @@
|
||||
/**
|
||||
* @file Zone types for the Elysium game.
|
||||
* @copyright nhcarrigan
|
||||
* @license Naomi's Public License
|
||||
* @author Naomi Carrigan
|
||||
*/
|
||||
|
||||
type ZoneStatus = "locked" | "unlocked";
|
||||
|
||||
interface Zone {
|
||||
id: string;
|
||||
name: string;
|
||||
description: string;
|
||||
emoji: string;
|
||||
status: ZoneStatus;
|
||||
|
||||
/**
|
||||
* Boss ID whose defeat is required to unlock this zone (null for the starter zone).
|
||||
*/
|
||||
unlockBossId: string | null;
|
||||
|
||||
/**
|
||||
* Quest ID that must be completed to unlock this zone (null for the starter zone).
|
||||
*/
|
||||
unlockQuestId: string | null;
|
||||
}
|
||||
|
||||
export type { Zone, ZoneStatus };
|
||||
@@ -4,7 +4,7 @@ import { describe, expect, it } from "vitest";
|
||||
import {
|
||||
computeUnlockedCompanionIds,
|
||||
getActiveCompanionBonus,
|
||||
} from "../src/interfaces/Companion.js";
|
||||
} from "../src/interfaces/companion.js";
|
||||
|
||||
const baseParams = {
|
||||
lifetimeBossesDefeated: 0,
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
/* eslint-disable max-lines-per-function -- Test suites naturally have many cases */
|
||||
import { describe, expect, it } from "vitest";
|
||||
import { computeSetBonuses } from "../src/interfaces/EquipmentSet.js";
|
||||
import type { EquipmentSet } from "../src/interfaces/EquipmentSet.js";
|
||||
import { computeSetBonuses } from "../src/interfaces/equipmentSet.js";
|
||||
import type { EquipmentSet } from "../src/interfaces/equipmentSet.js";
|
||||
|
||||
const makeSet = (partial: Partial<EquipmentSet> & Pick<EquipmentSet, "pieces">): EquipmentSet => ({
|
||||
id: "test_set",
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
import { describe, expect, it } from "vitest";
|
||||
import { DEFAULT_PROFILE_SETTINGS } from "../src/interfaces/ProfileSettings.js";
|
||||
import { DEFAULT_PROFILE_SETTINGS } from "../src/interfaces/profileSettings.js";
|
||||
|
||||
describe("DEFAULT_PROFILE_SETTINGS", () => {
|
||||
it("has all visibility flags set to true by default", () => {
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
/* eslint-disable max-lines-per-function -- Test suites naturally have many cases */
|
||||
import { describe, expect, it } from "vitest";
|
||||
import { isStoryChapterUnlocked } from "../src/interfaces/Story.js";
|
||||
import type { StoryChapter } from "../src/interfaces/Story.js";
|
||||
import type { GameState } from "../src/interfaces/GameState.js";
|
||||
import { isStoryChapterUnlocked } from "../src/interfaces/story.js";
|
||||
import type { StoryChapter } from "../src/interfaces/story.js";
|
||||
import type { GameState } from "../src/interfaces/gameState.js";
|
||||
|
||||
const makeMinimalState = (overrides: Partial<GameState> = {}): GameState =>
|
||||
({
|
||||
|
||||
@@ -5,10 +5,10 @@ export default defineConfig({
|
||||
coverage: {
|
||||
provider: "v8",
|
||||
include: [
|
||||
"src/interfaces/Companion.ts",
|
||||
"src/interfaces/EquipmentSet.ts",
|
||||
"src/interfaces/ProfileSettings.ts",
|
||||
"src/interfaces/Story.ts",
|
||||
"src/interfaces/companion.ts",
|
||||
"src/interfaces/equipmentSet.ts",
|
||||
"src/interfaces/profileSettings.ts",
|
||||
"src/interfaces/story.ts",
|
||||
],
|
||||
exclude: [],
|
||||
thresholds: {
|
||||
|
||||
Reference in New Issue
Block a user