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
+122 -10
View File
@@ -1,4 +1,44 @@
import type { GameState } from "@elysium/types";
import type { Achievement, Equipment, GameState } from "@elysium/types";
/**
* Checks all achievements against the current game state and returns an updated
* achievements array, marking newly-met conditions with the current timestamp.
*/
const checkAchievements = (state: GameState): Achievement[] => {
const now = Date.now();
return (state.achievements ?? []).map((achievement) => {
if (achievement.unlockedAt !== null) return achievement;
const { condition } = achievement;
let met = false;
switch (condition.type) {
case "totalGoldEarned":
met = state.player.totalGoldEarned >= condition.amount;
break;
case "totalClicks":
met = state.player.totalClicks >= condition.amount;
break;
case "bossesDefeated":
met = state.bosses.filter((b) => b.status === "defeated").length >= condition.amount;
break;
case "questsCompleted":
met = state.quests.filter((q) => q.status === "completed").length >= condition.amount;
break;
case "adventurerTotal":
met = state.adventurers.reduce((sum, a) => sum + a.count, 0) >= condition.amount;
break;
case "prestigeCount":
met = state.prestige.count >= condition.amount;
break;
case "equipmentOwned":
met = (state.equipment ?? []).filter((e) => e.owned).length >= condition.amount;
break;
}
return met ? { ...achievement, unlockedAt: now } : achievement;
});
};
/**
* Pure function — applies one game tick to the state.
@@ -6,6 +46,12 @@ import type { GameState } from "@elysium/types";
* Returns a new GameState (does not mutate the original).
*/
export const applyTick = (state: GameState, deltaSeconds: number): GameState => {
const equippedItems: Equipment[] = (state.equipment ?? []).filter((e) => e.equipped);
const equipmentGoldMultiplier = equippedItems.reduce(
(mult, e) => mult * (e.bonus.goldMultiplier ?? 1),
1,
);
let goldGained = 0;
let essenceGained = 0;
@@ -26,7 +72,12 @@ export const applyTick = (state: GameState, deltaSeconds: number): GameState =>
const prestige = state.prestige.productionMultiplier;
goldGained +=
adventurer.goldPerSecond * adventurer.count * upgradeMultiplier * prestige * deltaSeconds;
adventurer.goldPerSecond *
adventurer.count *
upgradeMultiplier *
prestige *
equipmentGoldMultiplier *
deltaSeconds;
essenceGained +=
adventurer.essencePerSecond *
@@ -36,12 +87,16 @@ export const applyTick = (state: GameState, deltaSeconds: number): GameState =>
deltaSeconds;
}
// Complete active quests
// Complete active quests and apply their rewards
const now = Date.now();
let questGold = 0;
let questEssence = 0;
let questCrystals = 0;
let updatedUpgrades = state.upgrades;
let updatedAdventurers = state.adventurers;
let updatedEquipment = state.equipment ?? [];
const updatedQuests = state.quests.map((quest) => {
if (
quest.status !== "active" ||
@@ -51,7 +106,6 @@ export const applyTick = (state: GameState, deltaSeconds: number): GameState =>
return quest;
}
const completed = { ...quest, status: "completed" as const };
for (const reward of quest.rewards) {
if (reward.type === "gold" && reward.amount != null) {
questGold += reward.amount;
@@ -59,15 +113,46 @@ export const applyTick = (state: GameState, deltaSeconds: number): GameState =>
questEssence += reward.amount;
} else if (reward.type === "crystals" && reward.amount != null) {
questCrystals += reward.amount;
} else if (reward.type === "upgrade" && reward.targetId != null) {
updatedUpgrades = updatedUpgrades.map((u) =>
u.id === reward.targetId ? { ...u, unlocked: true } : u,
);
} else if (reward.type === "adventurer" && reward.targetId != null) {
updatedAdventurers = updatedAdventurers.map((a) =>
a.id === reward.targetId ? { ...a, unlocked: true } : a,
);
} else if (reward.type === "equipment" && reward.targetId != null) {
const targetId = reward.targetId;
updatedEquipment = updatedEquipment.map((e) => {
if (e.id !== targetId) return e;
const slotEmpty = !updatedEquipment.some(
(other) => other.type === e.type && other.equipped,
);
return { ...e, owned: true, equipped: slotEmpty || e.equipped };
});
}
}
return completed;
return { ...quest, status: "completed" as const };
});
// Unlock quests whose prerequisites are now all completed
const completedIds = new Set(
updatedQuests.filter((q) => q.status === "completed").map((q) => q.id),
);
const fullyUpdatedQuests = updatedQuests.map((quest) => {
if (quest.status !== "locked") return quest;
if (quest.prerequisiteIds.every((id) => completedIds.has(id))) {
return { ...quest, status: "available" as const };
}
return quest;
});
const newGold = state.resources.gold + goldGained + questGold;
const newEssence = state.resources.essence + essenceGained + questEssence;
const newTotalGoldEarned = state.player.totalGoldEarned + goldGained + questGold;
return {
const partialState: GameState = {
...state,
resources: {
...state.resources,
@@ -77,20 +162,47 @@ export const applyTick = (state: GameState, deltaSeconds: number): GameState =>
},
player: {
...state.player,
totalGoldEarned: state.player.totalGoldEarned + goldGained + questGold,
totalGoldEarned: newTotalGoldEarned,
},
quests: updatedQuests,
quests: fullyUpdatedQuests,
upgrades: updatedUpgrades,
adventurers: updatedAdventurers,
equipment: updatedEquipment,
lastTickAt: now,
};
// Check achievements and apply crystal rewards for newly unlocked ones
const updatedAchievements = checkAchievements(partialState);
const crystalsFromAchievements = updatedAchievements.reduce((sum, a, i) => {
const wasLocked = (state.achievements ?? [])[i]?.unlockedAt === null;
const isNowUnlocked = a.unlockedAt !== null;
if (wasLocked && isNowUnlocked) {
return sum + (a.reward?.crystals ?? 0);
}
return sum;
}, 0);
return {
...partialState,
achievements: updatedAchievements,
resources: {
...partialState.resources,
crystals: partialState.resources.crystals + crystalsFromAchievements,
},
};
};
/**
* Calculates the effective click power, including upgrades.
* Calculates the effective click power, including upgrades and equipped trinkets.
*/
export const calculateClickPower = (state: GameState): number => {
const clickMultiplier = state.upgrades
.filter((u) => u.purchased && u.target === "click")
.reduce((mult, upgrade) => mult * upgrade.multiplier, 1);
return state.baseClickPower * clickMultiplier * state.prestige.productionMultiplier;
const equipmentClickMultiplier = (state.equipment ?? [])
.filter((e) => e.equipped && e.bonus.clickMultiplier != null)
.reduce((mult, e) => mult * (e.bonus.clickMultiplier ?? 1), 1);
return state.baseClickPower * clickMultiplier * state.prestige.productionMultiplier * equipmentClickMultiplier;
};