feat: add equipment, achievements, and visual polish

- Equipment system: 12 items across weapon/armour/trinket slots with
  common/rare/epic/legendary rarities; starter commons auto-equipped,
  higher tiers drop from boss victories
- Achievement system: 15 milestones with typed conditions; checked
  each tick and crystal rewards applied automatically
- Achievement toast: slide-in notification, auto-dismisses after 4s
- Floating click text: +X gold floats on each manual click
- Expanded quests (9 total) and upgrades (12 total)
- Upgrade panel now shows locked upgrades so players can see their
  progression path
- formatNumber utility (K/M/B/T) used consistently across all panels
- Backfill logic for existing saves to add new content gracefully
- types package now emits .d.ts declarations
This commit is contained in:
2026-03-06 13:27:48 -08:00
committed by Naomi Carrigan
parent a3daed1683
commit e9e0df31fd
33 changed files with 2066 additions and 133 deletions
+76
View File
@@ -1,6 +1,9 @@
import type { GameState, SaveRequest } from "@elysium/types";
import { Hono } from "hono";
import { prisma } from "../db/client.js";
import { DEFAULT_ACHIEVEMENTS } from "../data/achievements.js";
import { DEFAULT_ADVENTURERS } from "../data/adventurers.js";
import { DEFAULT_EQUIPMENT } from "../data/equipment.js";
import { authMiddleware } from "../middleware/auth.js";
import { calculateOfflineGold } from "../services/offlineProgress.js";
@@ -18,6 +21,72 @@ gameRouter.get("/load", async (context) => {
}
const state = record.state as unknown as GameState;
let needsBackfill = false;
// Backfill combatPower on saves that predate the field
for (const adventurer of state.adventurers) {
if (adventurer.combatPower == null) {
const defaults = DEFAULT_ADVENTURERS.find((d) => d.id === adventurer.id);
adventurer.combatPower = defaults?.combatPower ?? 1;
needsBackfill = true;
}
}
// Backfill equipment on saves that predate the feature
if (!Array.isArray(state.equipment) || state.equipment.length === 0) {
state.equipment = structuredClone(DEFAULT_EQUIPMENT);
needsBackfill = true;
} else {
// Merge in any equipment items missing from existing saves (new items added later)
for (const defaultItem of DEFAULT_EQUIPMENT) {
if (!state.equipment.some((e) => e.id === defaultItem.id)) {
state.equipment.push(structuredClone(defaultItem));
needsBackfill = true;
}
}
}
// Backfill achievements on saves that predate the feature
if (!Array.isArray(state.achievements) || state.achievements.length === 0) {
state.achievements = structuredClone(DEFAULT_ACHIEVEMENTS);
needsBackfill = true;
} else {
// Merge in any achievements missing from existing saves
for (const defaultAchievement of DEFAULT_ACHIEVEMENTS) {
if (!state.achievements.some((a) => a.id === defaultAchievement.id)) {
state.achievements.push(structuredClone(defaultAchievement));
needsBackfill = true;
}
}
}
// Backfill equipmentRewards on bosses that predate the field
for (const boss of state.bosses) {
if (!Array.isArray(boss.equipmentRewards)) {
boss.equipmentRewards = [];
needsBackfill = true;
}
}
// Backfill new quests and upgrades from defaults (add missing ones)
const { DEFAULT_QUESTS } = await import("../data/quests.js");
const { DEFAULT_UPGRADES } = await import("../data/upgrades.js");
for (const defaultQuest of DEFAULT_QUESTS) {
if (!state.quests.some((q) => q.id === defaultQuest.id)) {
state.quests.push(structuredClone(defaultQuest));
needsBackfill = true;
}
}
for (const defaultUpgrade of DEFAULT_UPGRADES) {
if (!state.upgrades.some((u) => u.id === defaultUpgrade.id)) {
state.upgrades.push(structuredClone(defaultUpgrade));
needsBackfill = true;
}
}
const now = Date.now();
const { offlineGold, offlineSeconds } = calculateOfflineGold(state, now);
@@ -29,6 +98,13 @@ gameRouter.get("/load", async (context) => {
state.lastTickAt = now;
if (needsBackfill || offlineGold > 0) {
await prisma.gameState.update({
where: { discordId },
data: { state: state as object, updatedAt: now },
});
}
return context.json({ state, offlineGold, offlineSeconds });
});