feat: add codex / lore book with 364 entries

Implements a full in-game Codex panel that tracks lore discovery across
seven categories: bosses (72), quests (95), zones (18), equipment (65),
adventurer tiers (32), upgrades (57), and prestige upgrades (25).

Lore entries unlock automatically as players progress — existing
completions are retroactively and silently added on first load. New
discoveries trigger a toast notification and badge counter on the
Codex tab.
This commit is contained in:
2026-03-07 01:17:45 -08:00
committed by Naomi Carrigan
parent b0ed976a1d
commit fd286cd29f
11 changed files with 3838 additions and 6 deletions
+2 -2
View File
@@ -22,7 +22,7 @@ A running list of planned features and content additions. Strike through items a
- [x] **Equipment set bonuses** — Group existing equipment into named sets (e.g. "Shadow Infiltrator"). Wearing 2/3/4 pieces of a set grants escalating bonuses. Adds strategic depth without requiring lots of new items. - [x] **Equipment set bonuses** — Group existing equipment into named sets (e.g. "Shadow Infiltrator"). Wearing 2/3/4 pieces of a set grants escalating bonuses. Adds strategic depth without requiring lots of new items.
- [ ] **The Codex / Lore Book** — Defeating bosses and completing quests unlocks lore entries about the world. Pure flavour, but gives the world depth and a collection mechanic. Show a ✨ notification when new lore unlocks. - [x] **The Codex / Lore Book** — Defeating bosses and completing quests unlocks lore entries about the world. Pure flavour, but gives the world depth and a collection mechanic. Show a ✨ notification when new lore unlocks.
- [x] **Milestone prestige bonuses** — Every 5th prestige, earn a free prestige upgrade or a large runestone windfall. Gives players mini-goals within the prestige loop. - [x] **Milestone prestige bonuses** — Every 5th prestige, earn a free prestige upgrade or a large runestone windfall. Gives players mini-goals within the prestige loop.
@@ -45,5 +45,5 @@ A running list of planned features and content additions. Strike through items a
5. ~~Milestone prestige bonuses~~ 5. ~~Milestone prestige bonuses~~
6. ~~Equipment set bonuses~~ 6. ~~Equipment set bonuses~~
7. ~~Auto-prestige toggle~~ 7. ~~Auto-prestige toggle~~
8. The Codex / Lore Book (flavour, lower priority) 8. ~~The Codex / Lore Book~~
9. Second prestige layer / Transcendence (big feature, save for later) 9. Second prestige layer / Transcendence (big feature, save for later)
@@ -51,6 +51,10 @@ const HOW_TO_PLAY = [
title: "📅 Daily Challenges", title: "📅 Daily Challenges",
body: "Complete daily challenges for bonus rewards including gold, essence, crystals, and runestones. Challenges reset each day and vary in difficulty. Completing all daily challenges gives an extra bonus reward.", body: "Complete daily challenges for bonus rewards including gold, essence, crystals, and runestones. Challenges reset each day and vary in difficulty. Completing all daily challenges gives an extra bonus reward.",
}, },
{
title: "📖 Codex",
body: "Defeating bosses, completing quests, acquiring equipment, hiring adventurers, purchasing upgrades, unlocking prestige upgrades, and discovering new zones all permanently unlock lore entries in the Codex. A badge appears on the Codex tab and a toast notification pops up each time new lore is discovered. Collect all 364 entries to build a complete picture of the world of Elysium.",
},
{ {
title: "☁️ Cloud Saves", title: "☁️ Cloud Saves",
body: "Your progress is automatically saved to the cloud every 30 seconds whilst you play. You can also force a manual save at any time using the sync button in the resource bar. Your save is protected by HMAC validation to ensure data integrity.", body: "Your progress is automatically saved to the cloud every 30 seconds whilst you play. You can also force a manual save at any time using the sync button in the resource bar. Your save is protected by HMAC validation to ensure data integrity.",
@@ -0,0 +1,95 @@
import { useState } from "react";
import type { CodexEntry } from "@elysium/types";
import { CODEX_ENTRIES, ZONE_LABELS } from "../../data/codex.js";
import { useGame } from "../../context/GameContext.js";
const SOURCE_BADGE: Record<CodexEntry["sourceType"], string> = {
boss: "⚔️",
quest: "📜",
equipment: "🛡️",
adventurer: "👥",
upgrade: "🔧",
prestige: "🔮",
zone: "🗺️",
};
export const CodexPanel = (): React.JSX.Element => {
const { state } = useGame();
const [expandedId, setExpandedId] = useState<string | null>(null);
if (!state) return <section className="panel"><p>Loading...</p></section>;
const unlockedIds = new Set(state.codex?.unlockedEntryIds ?? []);
const totalEntries = CODEX_ENTRIES.length;
const unlockedCount = CODEX_ENTRIES.filter((e) => unlockedIds.has(e.id)).length;
const progressPercent = totalEntries > 0 ? (unlockedCount / totalEntries) * 100 : 0;
const entriesByZone = Object.entries(ZONE_LABELS).map(([zoneId, zoneName]) => {
const zoneEntries = CODEX_ENTRIES.filter((e) => e.zoneId === zoneId);
const unlockedZoneEntries = zoneEntries.filter((e) => unlockedIds.has(e.id));
return { zoneId, zoneName, entries: zoneEntries, unlockedEntries: unlockedZoneEntries };
}).filter(({ entries }) => entries.length > 0);
return (
<section className="panel codex-panel">
<h2>📖 Codex</h2>
<div className="codex-progress">
<p className="codex-progress-text">
Lore discovered: <strong>{unlockedCount} / {totalEntries}</strong>
</p>
<div className="codex-progress-bar">
<div className="codex-progress-fill" style={{ width: `${progressPercent}%` }} />
</div>
</div>
{entriesByZone.map(({ zoneId, zoneName, entries, unlockedEntries }) => (
<div key={zoneId} className="codex-zone">
<h3 className="codex-zone-header">
{zoneName}
<span className="codex-zone-count">
{unlockedEntries.length}/{entries.length}
</span>
</h3>
<div className="codex-entries">
{entries.map((entry) => {
const isUnlocked = unlockedIds.has(entry.id);
const isExpanded = expandedId === entry.id;
if (!isUnlocked) {
return (
<div key={entry.id} className="codex-entry locked">
<div className="codex-entry-header">
<span className="codex-lock">🔒</span>
<span className="codex-entry-title">???</span>
</div>
</div>
);
}
return (
<div
key={entry.id}
className={`codex-entry unlocked ${isExpanded ? "expanded" : ""}`}
onClick={() => { setExpandedId(isExpanded ? null : entry.id); }}
>
<div className="codex-entry-header">
<span className="codex-source-badge">
{SOURCE_BADGE[entry.sourceType]}
</span>
<span className="codex-entry-title">{entry.title}</span>
<span className="codex-chevron">{isExpanded ? "▲" : "▼"}</span>
</div>
{isExpanded && (
<p className="codex-entry-content">{entry.content}</p>
)}
</div>
);
})}
</div>
</div>
))}
</section>
);
};
@@ -0,0 +1,45 @@
import { useEffect } from "react";
import { CODEX_ENTRIES } from "../../data/codex.js";
import { useGame } from "../../context/GameContext.js";
interface CodexToastItemProps {
entryId: string;
onDismiss: (id: string) => void;
}
const CodexToastItem = ({ entryId, onDismiss }: CodexToastItemProps): React.JSX.Element | null => {
const entry = CODEX_ENTRIES.find((e) => e.id === entryId);
useEffect(() => {
const timer = setTimeout(() => {
onDismiss(entryId);
}, 4000);
return () => { clearTimeout(timer); };
}, [entryId, onDismiss]);
if (!entry) return null;
return (
<div className="codex-toast" onClick={() => { onDismiss(entryId); }}>
<span className="toast-icon">📖</span>
<div className="toast-content">
<span className="toast-label"> Lore Unlocked!</span>
<span className="toast-name">{entry.title}</span>
</div>
</div>
);
};
export const CodexToast = (): React.JSX.Element | null => {
const { newCodexEntryIds, dismissCodexEntry } = useGame();
if (newCodexEntryIds.length === 0) return null;
return (
<div className="achievement-toast-container">
{newCodexEntryIds.map((id) => (
<CodexToastItem key={id} entryId={id} onDismiss={dismissCodexEntry} />
))}
</div>
);
};
+12 -4
View File
@@ -8,6 +8,8 @@ import { AdventurerPanel } from "./AdventurerPanel.js";
import { BattleModal } from "./BattleModal.js"; import { BattleModal } from "./BattleModal.js";
import { BossPanel } from "./BossPanel.js"; import { BossPanel } from "./BossPanel.js";
import { ClickArea } from "./ClickArea.js"; import { ClickArea } from "./ClickArea.js";
import { CodexPanel } from "./CodexPanel.js";
import { CodexToast } from "./CodexToast.js";
import { EditProfileModal } from "./EditProfileModal.js"; import { EditProfileModal } from "./EditProfileModal.js";
import { EquipmentPanel } from "./EquipmentPanel.js"; import { EquipmentPanel } from "./EquipmentPanel.js";
import { OfflineModal } from "./OfflineModal.js"; import { OfflineModal } from "./OfflineModal.js";
@@ -17,9 +19,9 @@ import { StatisticsPanel } from "./StatisticsPanel.js";
import { UpgradePanel } from "./UpgradePanel.js"; import { UpgradePanel } from "./UpgradePanel.js";
import { DailyChallengePanel } from "./DailyChallengePanel.js"; import { DailyChallengePanel } from "./DailyChallengePanel.js";
type Tab = "adventurers" | "upgrades" | "quests" | "bosses" | "equipment" | "achievements" | "prestige" | "statistics" | "daily" | "about"; type Tab = "adventurers" | "upgrades" | "quests" | "bosses" | "equipment" | "achievements" | "prestige" | "statistics" | "daily" | "codex" | "about";
const TABS: { id: Tab; label: string }[] = [ const BASE_TABS: { id: Tab; label: string }[] = [
{ id: "adventurers", label: "⚔️ Adventurers" }, { id: "adventurers", label: "⚔️ Adventurers" },
{ id: "upgrades", label: "🔧 Upgrades" }, { id: "upgrades", label: "🔧 Upgrades" },
{ id: "quests", label: "📜 Quests" }, { id: "quests", label: "📜 Quests" },
@@ -29,11 +31,12 @@ const TABS: { id: Tab; label: string }[] = [
{ id: "prestige", label: "⭐ Prestige" }, { id: "prestige", label: "⭐ Prestige" },
{ id: "statistics", label: "📊 Statistics" }, { id: "statistics", label: "📊 Statistics" },
{ id: "daily", label: "📅 Daily" }, { id: "daily", label: "📅 Daily" },
{ id: "codex", label: "📖 Codex" },
{ id: "about", label: "️ About" }, { id: "about", label: "️ About" },
]; ];
export const GameLayout = (): React.JSX.Element => { export const GameLayout = (): React.JSX.Element => {
const { state, isLoading, error, battleResult, dismissBattle, lastSavedAt, isSyncing, forceSync } = useGame(); const { state, isLoading, error, battleResult, dismissBattle, lastSavedAt, isSyncing, forceSync, newCodexEntryIds } = useGame();
const [activeTab, setActiveTab] = useState<Tab>("adventurers"); const [activeTab, setActiveTab] = useState<Tab>("adventurers");
const [editingProfile, setEditingProfile] = useState(false); const [editingProfile, setEditingProfile] = useState(false);
@@ -71,6 +74,7 @@ export const GameLayout = (): React.JSX.Element => {
/> />
<OfflineModal /> <OfflineModal />
<AchievementToast /> <AchievementToast />
<CodexToast />
{battleResult && ( {battleResult && (
<BattleModal battle={battleResult} onDismiss={dismissBattle} /> <BattleModal battle={battleResult} onDismiss={dismissBattle} />
)} )}
@@ -85,7 +89,7 @@ export const GameLayout = (): React.JSX.Element => {
<main className="game-content"> <main className="game-content">
<nav className="tab-bar"> <nav className="tab-bar">
{TABS.map((tab) => ( {BASE_TABS.map((tab) => (
<button <button
key={tab.id} key={tab.id}
className={`tab-button ${activeTab === tab.id ? "active" : ""}`} className={`tab-button ${activeTab === tab.id ? "active" : ""}`}
@@ -93,6 +97,9 @@ export const GameLayout = (): React.JSX.Element => {
type="button" type="button"
> >
{tab.label} {tab.label}
{tab.id === "codex" && newCodexEntryIds.length > 0 && (
<span className="tab-badge">{newCodexEntryIds.length}</span>
)}
</button> </button>
))} ))}
</nav> </nav>
@@ -107,6 +114,7 @@ export const GameLayout = (): React.JSX.Element => {
{activeTab === "prestige" && <PrestigePanel />} {activeTab === "prestige" && <PrestigePanel />}
{activeTab === "statistics" && <StatisticsPanel />} {activeTab === "statistics" && <StatisticsPanel />}
{activeTab === "daily" && <DailyChallengePanel />} {activeTab === "daily" && <DailyChallengePanel />}
{activeTab === "codex" && <CodexPanel />}
{activeTab === "about" && <AboutPanel />} {activeTab === "about" && <AboutPanel />}
</div> </div>
</main> </main>
+107
View File
@@ -14,6 +14,7 @@ import {
prestige as prestigeApi, prestige as prestigeApi,
saveGame, saveGame,
} from "../api/client.js"; } from "../api/client.js";
import { CODEX_ENTRIES } from "../data/codex.js";
import { RESOURCE_CAP, applyTick, calculateClickPower } from "../engine/tick.js"; import { RESOURCE_CAP, applyTick, calculateClickPower } from "../engine/tick.js";
import { updateChallengeProgress } from "../utils/dailyChallenges.js"; import { updateChallengeProgress } from "../utils/dailyChallenges.js";
import { formatNumber as formatNumberUtil } from "../utils/format.js"; import { formatNumber as formatNumberUtil } from "../utils/format.js";
@@ -76,6 +77,10 @@ interface GameContextValue {
buyPrestigeUpgrade: (upgradeId: string) => Promise<void>; buyPrestigeUpgrade: (upgradeId: string) => Promise<void>;
/** Toggle the auto-prestige setting on/off (requires auto_prestige upgrade) */ /** Toggle the auto-prestige setting on/off (requires auto_prestige upgrade) */
toggleAutoPrestige: () => void; toggleAutoPrestige: () => void;
/** Queue of newly unlocked codex entry IDs (for toast notifications) */
newCodexEntryIds: string[];
/** Remove a codex entry ID from the notification queue */
dismissCodexEntry: (id: string) => void;
} }
const GameContext = createContext<GameContextValue | null>(null); const GameContext = createContext<GameContextValue | null>(null);
@@ -105,6 +110,8 @@ export const GameProvider = ({ children }: { children: React.ReactNode }): React
const signatureRef = useRef<string | null>(localStorage.getItem("elysium_save_signature")); const signatureRef = useRef<string | null>(localStorage.getItem("elysium_save_signature"));
const isAutoPrestigingRef = useRef(false); const isAutoPrestigingRef = useRef(false);
const reloadRef = useRef<() => Promise<void>>(() => Promise.resolve()); const reloadRef = useRef<() => Promise<void>>(() => Promise.resolve());
const [newCodexEntryIds, setNewCodexEntryIds] = useState<string[]>([]);
const codexProcessedRef = useRef<Set<string>>(new Set());
stateRef.current = state; stateRef.current = state;
@@ -149,6 +156,100 @@ export const GameProvider = ({ children }: { children: React.ReactNode }): React
void reload(); void reload();
}, [reload]); }, [reload]);
// Detect newly defeated bosses and completed quests to unlock Codex entries
useEffect(() => {
if (!state) return;
const existingUnlocked = state.codex?.unlockedEntryIds ?? [];
// On first run (empty processed set), silently unlock existing completions
const isFirstRun = codexProcessedRef.current.size === 0;
const newIds: string[] = [];
for (const boss of state.bosses) {
const codexId = `boss_${boss.id}`;
if (boss.status === "defeated" && !codexProcessedRef.current.has(codexId)) {
codexProcessedRef.current.add(codexId);
if (!existingUnlocked.includes(codexId) && CODEX_ENTRIES.some((e) => e.id === codexId)) {
newIds.push(codexId);
}
}
}
for (const quest of state.quests) {
const codexId = `quest_${quest.id}`;
if (quest.status === "completed" && !codexProcessedRef.current.has(codexId)) {
codexProcessedRef.current.add(codexId);
if (!existingUnlocked.includes(codexId) && CODEX_ENTRIES.some((e) => e.id === codexId)) {
newIds.push(codexId);
}
}
}
for (const zone of state.zones) {
const codexId = `zone_${zone.id}`;
if (zone.status === "unlocked" && !codexProcessedRef.current.has(codexId)) {
codexProcessedRef.current.add(codexId);
if (!existingUnlocked.includes(codexId) && CODEX_ENTRIES.some((e) => e.id === codexId)) {
newIds.push(codexId);
}
}
}
for (const equip of state.equipment) {
const codexId = `equipment_${equip.id}`;
if (equip.owned && !codexProcessedRef.current.has(codexId)) {
codexProcessedRef.current.add(codexId);
if (!existingUnlocked.includes(codexId) && CODEX_ENTRIES.some((e) => e.id === codexId)) {
newIds.push(codexId);
}
}
}
for (const adventurer of state.adventurers) {
const codexId = `adventurer_${adventurer.id}`;
if (adventurer.count > 0 && !codexProcessedRef.current.has(codexId)) {
codexProcessedRef.current.add(codexId);
if (!existingUnlocked.includes(codexId) && CODEX_ENTRIES.some((e) => e.id === codexId)) {
newIds.push(codexId);
}
}
}
for (const upgrade of state.upgrades) {
const codexId = `upgrade_${upgrade.id}`;
if (upgrade.purchased && !codexProcessedRef.current.has(codexId)) {
codexProcessedRef.current.add(codexId);
if (!existingUnlocked.includes(codexId) && CODEX_ENTRIES.some((e) => e.id === codexId)) {
newIds.push(codexId);
}
}
}
for (const prestigeId of state.prestige.purchasedUpgradeIds) {
const codexId = `prestige_${prestigeId}`;
if (!codexProcessedRef.current.has(codexId)) {
codexProcessedRef.current.add(codexId);
if (!existingUnlocked.includes(codexId) && CODEX_ENTRIES.some((e) => e.id === codexId)) {
newIds.push(codexId);
}
}
}
if (newIds.length > 0) {
setState((prev) => {
if (!prev) return prev;
const existing = prev.codex?.unlockedEntryIds ?? [];
const toAdd = newIds.filter((id) => !existing.includes(id));
if (toAdd.length === 0) return prev;
return { ...prev, codex: { unlockedEntryIds: [...existing, ...toAdd] } };
});
if (!isFirstRun) {
setNewCodexEntryIds((prev) => [...prev, ...newIds]);
}
}
// eslint-disable-next-line react-hooks/exhaustive-deps -- intentionally re-runs on state change to detect completions
}, [state]);
// Game loop via requestAnimationFrame // Game loop via requestAnimationFrame
useEffect(() => { useEffect(() => {
if (!state) return; if (!state) return;
@@ -571,6 +672,10 @@ export const GameProvider = ({ children }: { children: React.ReactNode }): React
setNewAchievements((prev) => prev.filter((a) => a.id !== id)); setNewAchievements((prev) => prev.filter((a) => a.id !== id));
}, []); }, []);
const dismissCodexEntry = useCallback((id: string) => {
setNewCodexEntryIds((prev) => prev.filter((e) => e !== id));
}, []);
const boundFormatNumber = useCallback( const boundFormatNumber = useCallback(
(value: number) => formatNumberUtil(value, numberFormat), (value: number) => formatNumberUtil(value, numberFormat),
[numberFormat], [numberFormat],
@@ -606,6 +711,8 @@ export const GameProvider = ({ children }: { children: React.ReactNode }): React
formatNumber: boundFormatNumber, formatNumber: boundFormatNumber,
buyPrestigeUpgrade, buyPrestigeUpgrade,
toggleAutoPrestige, toggleAutoPrestige,
newCodexEntryIds,
dismissCodexEntry,
}} }}
> >
{children} {children}
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+169
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@@ -2151,3 +2151,172 @@ body {
margin: 0; margin: 0;
line-height: 1.5; line-height: 1.5;
} }
/* ===================== CODEX PANEL ===================== */
.codex-progress {
background: var(--colour-surface-2);
border: 1px solid var(--colour-border);
border-radius: var(--radius);
margin-bottom: 1.25rem;
padding: 0.75rem 1rem;
}
.codex-progress-text {
color: var(--colour-text-muted);
font-size: 0.85rem;
margin-bottom: 0.5rem;
}
.codex-progress-bar {
background: var(--colour-bg);
border-radius: 4px;
height: 8px;
overflow: hidden;
width: 100%;
}
.codex-progress-fill {
background: linear-gradient(90deg, var(--colour-essence), var(--colour-accent-light));
border-radius: 4px;
height: 100%;
transition: width 0.4s ease;
}
.codex-zone {
margin-bottom: 1rem;
}
.codex-zone-header {
align-items: center;
color: var(--colour-accent-light);
display: flex;
font-size: 1rem;
font-weight: 700;
gap: 0.5rem;
margin-bottom: 0.5rem;
}
.codex-zone-count {
background: var(--colour-surface-2);
border: 1px solid var(--colour-border);
border-radius: 12px;
color: var(--colour-text-muted);
font-size: 0.75rem;
font-weight: 400;
margin-left: auto;
padding: 0.1rem 0.5rem;
}
.codex-entries {
display: flex;
flex-direction: column;
gap: 0.35rem;
}
.codex-entry {
border: 1px solid var(--colour-border);
border-radius: var(--radius);
overflow: hidden;
}
.codex-entry.locked {
opacity: 0.5;
}
.codex-entry.unlocked {
border-color: var(--colour-essence);
}
.codex-entry-header {
align-items: center;
background: var(--colour-surface-2);
border: none;
color: var(--colour-text);
cursor: pointer;
display: flex;
gap: 0.5rem;
padding: 0.5rem 0.75rem;
text-align: left;
width: 100%;
}
.codex-entry.unlocked .codex-entry-header:hover {
background: var(--colour-surface);
}
.codex-entry.locked .codex-entry-header {
cursor: default;
}
.codex-lock {
color: var(--colour-text-muted);
flex-shrink: 0;
font-size: 0.85rem;
}
.codex-entry-title {
flex: 1;
font-size: 0.9rem;
font-weight: 600;
}
.codex-entry.locked .codex-entry-title {
color: var(--colour-text-muted);
font-style: italic;
}
.codex-source-badge {
background: var(--colour-surface);
border: 1px solid var(--colour-border);
border-radius: 4px;
color: var(--colour-text-muted);
font-size: 0.7rem;
padding: 0.1rem 0.35rem;
}
.codex-chevron {
color: var(--colour-text-muted);
flex-shrink: 0;
font-size: 0.7rem;
transition: transform 0.2s ease;
}
.codex-entry-content {
background: var(--colour-bg);
border-top: 1px solid var(--colour-essence);
color: var(--colour-text-muted);
font-size: 0.85rem;
line-height: 1.6;
padding: 0.6rem 0.75rem;
}
/* Codex toast — uses a different accent from achievement toast */
.codex-toast {
align-items: center;
animation: slide-in-right 0.35s ease-out;
background: var(--colour-surface);
border: 1px solid var(--colour-essence);
border-radius: var(--radius);
box-shadow: 0 4px 20px rgba(0,0,0,0.4);
cursor: pointer;
display: flex;
gap: 0.75rem;
max-width: 280px;
padding: 0.75rem 1rem;
}
/* Tab notification badge */
.tab-badge {
background: var(--colour-essence);
border-radius: 10px;
color: #fff;
display: inline-block;
font-size: 0.65rem;
font-weight: 700;
line-height: 1;
margin-left: 0.35rem;
min-width: 16px;
padding: 0.2rem 0.35rem;
text-align: center;
vertical-align: middle;
}
+1
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@@ -1,3 +1,4 @@
export type { CodexEntry, CodexState } from "./interfaces/Codex.js";
export type { export type {
Achievement, Achievement,
AchievementCondition, AchievementCondition,
+12
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@@ -0,0 +1,12 @@
export interface CodexEntry {
id: string;
title: string;
content: string;
sourceType: "boss" | "quest" | "equipment" | "adventurer" | "upgrade" | "prestige" | "zone";
sourceId: string;
zoneId: string;
}
export interface CodexState {
unlockedEntryIds: string[];
}
@@ -1,6 +1,7 @@
import type { Achievement } from "./Achievement.js"; import type { Achievement } from "./Achievement.js";
import type { Adventurer } from "./Adventurer.js"; import type { Adventurer } from "./Adventurer.js";
import type { Boss } from "./Boss.js"; import type { Boss } from "./Boss.js";
import type { CodexState } from "./Codex.js";
import type { DailyChallengeState } from "./DailyChallenge.js"; import type { DailyChallengeState } from "./DailyChallenge.js";
import type { Equipment } from "./Equipment.js"; import type { Equipment } from "./Equipment.js";
import type { Player } from "./Player.js"; import type { Player } from "./Player.js";
@@ -27,4 +28,6 @@ export interface GameState {
lastTickAt: number; lastTickAt: number;
/** Daily challenge progress — optional for backwards compatibility with old saves */ /** Daily challenge progress — optional for backwards compatibility with old saves */
dailyChallenges?: DailyChallengeState; dailyChallenges?: DailyChallengeState;
/** Lore codex unlock state — optional for backwards compatibility with old saves */
codex?: CodexState;
} }