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
+101 -13
View File
@@ -1,15 +1,25 @@
import type { Boss } from "@elysium/types";
import { useState } from "react";
import { useGame } from "../../context/GameContext.js";
import { formatNumber } from "../../utils/format.js";
interface BossCardProps {
boss: Boss;
prestigeCount: number;
onChallenge: (bossId: string) => void;
isChallenging: boolean;
}
const BossCard = ({ boss, prestigeCount }: BossCardProps): React.JSX.Element => {
const { attackBoss } = useGame();
const BossCard = ({
boss,
prestigeCount,
onChallenge,
isChallenging,
}: BossCardProps): React.JSX.Element => {
const hpPercent = (boss.currentHp / boss.maxHp) * 100;
const isLocked = boss.prestigeRequirement > prestigeCount;
const canChallenge =
(boss.status === "available" || boss.status === "in_progress") && !isChallenging;
return (
<div className={`boss-card boss-${boss.status}`}>
@@ -17,7 +27,9 @@ const BossCard = ({ boss, prestigeCount }: BossCardProps): React.JSX.Element =>
<h3>{boss.name}</h3>
<p>{boss.description}</p>
{isLocked && boss.status === "locked" && (
<p className="prestige-lock">🔒 Requires Prestige {boss.prestigeRequirement}</p>
<p className="prestige-lock">
🔒 Requires Prestige {boss.prestigeRequirement}
</p>
)}
</div>
@@ -30,26 +42,40 @@ const BossCard = ({ boss, prestigeCount }: BossCardProps): React.JSX.Element =>
/>
</div>
<span className="hp-text">
{boss.currentHp.toLocaleString()} / {boss.maxHp.toLocaleString()} HP
{formatNumber(boss.currentHp)} / {formatNumber(boss.maxHp)} HP
</span>
</div>
)}
<div className="boss-rewards">
<span>🪙 {boss.goldReward.toLocaleString()}</span>
{boss.essenceReward > 0 && <span> {boss.essenceReward.toLocaleString()}</span>}
{boss.crystalReward > 0 && <span>💎 {boss.crystalReward.toLocaleString()}</span>}
<div className="boss-meta">
<span className="boss-dps">💢 Boss DPS: {formatNumber(boss.damagePerSecond)}</span>
</div>
{boss.status === "available" || boss.status === "in_progress" ? (
<div className="boss-rewards">
<span>🪙 {formatNumber(boss.goldReward)}</span>
{boss.essenceReward > 0 && (
<span> {formatNumber(boss.essenceReward)}</span>
)}
{boss.crystalReward > 0 && (
<span>💎 {formatNumber(boss.crystalReward)}</span>
)}
{(boss.equipmentRewards ?? []).length > 0 && (
<span>🗡 {boss.equipmentRewards.length} Equipment</span>
)}
</div>
{(boss.status === "available" || boss.status === "in_progress") && (
<button
className="attack-button"
onClick={() => { void attackBoss(boss.id); }}
disabled={!canChallenge}
onClick={() => {
onChallenge(boss.id);
}}
type="button"
>
Attack
{isChallenging ? "⚔️ Battling…" : "⚔️ Challenge"}
</button>
) : null}
)}
{boss.status === "defeated" && (
<span className="boss-badge defeated"> Defeated</span>
@@ -59,19 +85,81 @@ const BossCard = ({ boss, prestigeCount }: BossCardProps): React.JSX.Element =>
};
export const BossPanel = (): React.JSX.Element => {
const { state } = useGame();
const { state, challengeBoss } = useGame();
const [challengingBossId, setChallengingBossId] = useState<string | null>(null);
if (!state) return <section className="panel"><p>Loading...</p></section>;
// Calculate party combat stats including equipment multiplier
let globalMultiplier = 1;
for (const upgrade of state.upgrades) {
if (upgrade.purchased && upgrade.target === "global") {
globalMultiplier *= upgrade.multiplier;
}
}
const prestigeMultiplier = 1 + state.prestige.count * 0.1;
const equipmentCombatMultiplier = (state.equipment ?? [])
.filter((e) => e.equipped && e.bonus.combatMultiplier != null)
.reduce((mult, e) => mult * (e.bonus.combatMultiplier ?? 1), 1);
let partyDPS = 0;
let partyHP = 0;
for (const adventurer of state.adventurers) {
if (adventurer.count === 0) continue;
let adventurerMultiplier = 1;
for (const upgrade of state.upgrades) {
if (
upgrade.purchased &&
upgrade.target === "adventurer" &&
upgrade.adventurerId === adventurer.id
) {
adventurerMultiplier *= upgrade.multiplier;
}
}
partyDPS +=
adventurer.combatPower *
adventurer.count *
adventurerMultiplier *
globalMultiplier *
prestigeMultiplier;
partyHP += adventurer.level * 50 * adventurer.count;
}
partyDPS *= equipmentCombatMultiplier;
const handleChallenge = async (bossId: string): Promise<void> => {
setChallengingBossId(bossId);
try {
await challengeBoss(bossId);
} finally {
setChallengingBossId(null);
}
};
return (
<section className="panel boss-panel">
<h2>Boss Encounters</h2>
<div className="party-combat-stats">
<div className="combat-stat">
<span className="stat-label"> Party DPS</span>
<span className="stat-value">{formatNumber(partyDPS)}</span>
</div>
<div className="combat-stat">
<span className="stat-label"> Party HP</span>
<span className="stat-value">{formatNumber(partyHP)}</span>
</div>
</div>
<div className="boss-list">
{state.bosses.map((boss) => (
<BossCard
key={boss.id}
boss={boss}
isChallenging={challengingBossId === boss.id}
prestigeCount={state.prestige.count}
onChallenge={(id) => {
void handleChallenge(id);
}}
/>
))}
</div>