Commit Graph

10 Commits

Author SHA1 Message Date
hikari 35e4d71d98 fix: preserve boss first-kill state across prestige
CI / Lint, Build & Test (pull_request) Successful in 1m10s
Security Scan and Upload / Security & DefectDojo Upload (pull_request) Successful in 1m11s
Fixes #39. Added bountyRunestonesClaimed?: boolean to the Boss type.
The first-kill bounty runestones are now only awarded once across all
prestige resets — the boss route checks the flag before awarding, sets
it on first defeat, and buildPostPrestigeState carries the flag forward
through fresh boss state on prestige. The boss panel badge no longer
shows for bosses whose bounty has already been claimed.
2026-03-09 21:35:03 -07:00
hikari f2d82d58fc fix: preserve achievements across prestige
Fixes #38. buildPostPrestigeState was using structuredClone(defaultAchievements)
via the freshState, which reset all achievements on every prestige. Achievements
are now carried forward from currentState.achievements instead, ensuring unlocked
achievements are never lost across prestige resets.
2026-03-09 21:31:06 -07:00
hikari 062e5b59a6 fix: preserve lifetime player stats across prestige
Fixes #37. After prestige, the GameState's player.lifetime* fields were
stale — they did not include the current run's contributions. The Prisma
Player record was updated correctly, but the saved GameState had old values,
so the UI showed stale all-time totals on reload.

buildPostPrestigeState now computes run-stat contributions and folds them
into the fresh player object before writing the prestige state, ensuring
the GameState is always consistent with the DB Player record.
2026-03-09 21:28:16 -07:00
hikari 4d7e624358 fix: turn off auto-boss/auto-quest on failure and surface status (#46)
Security Scan and Upload / Security & DefectDojo Upload (push) Successful in 1m3s
CI / Lint, Build & Test (push) Successful in 1m7s
## Summary

- Auto-boss now turns itself **off** when a boss fight is **lost**, so the player can reassess rather than the system silently looping. A "🤖 Last fight: [Boss] —  Lost" status line appears in the boss panel.
- Auto-boss also turns off (with an ⚠️ error message) when the API call fails outright (e.g. party has no adventurers), replacing the previous behaviour of silently hammering the API every animation frame.
- Auto-quest now turns itself **off** whenever a quest fails the random-chance check, detected inside the tick's `setState` callback immediately after `applyTick`.
- `autoBoss: false` and `autoQuest: false` are now part of `initialGameState`, so these fields persist through save/load cycles from the very first session — preventing a race window where the boss-route DB write could strip them before the first auto-save.
- `toggleAutoBoss` clears both `autoBossLastResult` and `autoBossError` on each toggle so the panel always reflects the current session cleanly.

## Test plan

- [x] `pnpm lint` — 0 errors, 0 warnings
- [x] `pnpm build` — all packages clean
- [x] `pnpm test` — 100% coverage maintained across the board

Closes #40

 This issue was created with help from Hikari~ 🌸

Reviewed-on: #46
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-03-09 21:12:03 -07:00
hikari ac94f67797 fix: send webhook milestone notifications silently (#45)
CI / Lint, Build & Test (push) Successful in 1m8s
Security Scan and Upload / Security & DefectDojo Upload (push) Successful in 1m8s
## Summary

- Adds `flags: 4096` (`MessageFlags.SUPPRESS_NOTIFICATIONS`) to the Discord webhook payload in `postMilestoneWebhook`
- Milestone announcements (prestige, transcendence, apotheosis) will now appear in the channel without triggering desktop or mobile push notifications
- Defines the magic number as a documented `suppressNotifications` constant for self-documentation
- Updates the webhook test to assert `flags: 4096` is present in the outgoing payload

Closes #41

## Test plan

- [ ] Lint passes: `pnpm lint`
- [ ] Build passes: `pnpm build`
- [ ] Tests pass with 100% coverage: `pnpm test`
- [ ] Trigger a prestige/transcendence/apotheosis in-game and verify the Discord webhook message arrives without pinging anyone

 This issue was created with help from Hikari~ 🌸

Reviewed-on: #45
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-03-09 20:24:13 -07:00
hikari a36c8e72a5 feat: error handling, logging, analytics, OG tags, and sticky sidebar (#44)
Security Scan and Upload / Security & DefectDojo Upload (push) Successful in 1m3s
CI / Lint, Build & Test (push) Successful in 1m8s
## Summary

- Add comprehensive try/catch error handling across all API routes, middleware, and the Hono global error handler, piping every unhandled error to the `@nhcarrigan/logger` service to prevent silent crashes and unhandled Promise rejections
- Add a `logError` utility on the frontend that forwards errors through the overridden `console.error` to the backend telemetry endpoint; apply it to every silent `catch {}` block in the game context, sound, notification, and clipboard utilities, and wrap the React tree in an `ErrorBoundary`
- Add Plausible analytics, Open Graph + Twitter Card meta tags, Tree-Nation widget, and Google Ads to `index.html`
- Make the game sidebar sticky with a `--resource-bar-height` CSS custom property offset so it stays viewport-height without overlapping the resource bar; reset sticky behaviour in the mobile responsive override

## Test plan

- [ ] Lint passes: `pnpm lint`
- [ ] Build passes: `pnpm build`
- [ ] Verify errors thrown in API routes appear in the logger service rather than crashing the process
- [ ] Verify frontend errors appear in the `/api/fe/error` backend log
- [ ] Verify Open Graph tags render correctly when sharing the URL
- [ ] Verify Plausible analytics fires on page load
- [ ] Verify Tree-Nation badge renders in the sidebar
- [ ] Verify sidebar stays fixed while the main content scrolls on desktop
- [ ] Verify mobile layout is unaffected

 This issue was created with help from Hikari~ 🌸

Reviewed-on: #44
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-03-09 19:54:42 -07:00
naomi b604a4aa5c release: v0.1.1
Security Scan and Upload / Security & DefectDojo Upload (push) Successful in 1m7s
CI / Lint, Build & Test (push) Successful in 1m8s
2026-03-08 20:23:22 -07:00
hikari e10eabc8b5 fix: save character name correctly and show story on character sheet
CI / Lint, Build & Test (push) Successful in 1m9s
Security Scan and Upload / Security & DefectDojo Upload (push) Successful in 1m9s
- Load route syncs characterName from Player record so profile updates
  are reflected immediately on next load
- Save route preserves Player record's characterName so auto-saves
  cannot overwrite profile updates
- Public profile response now includes completedChapters
- Character sheet panel displays completed story chapters with outcome
- Removed stale CSS for old achievement/codex toast classes
2026-03-08 20:19:40 -07:00
naomi 205b4136ce release: v0.1.0
CI / Lint, Build & Test (push) Successful in 1m8s
Security Scan and Upload / Security & DefectDojo Upload (push) Successful in 1m11s
2026-03-08 15:55:47 -07:00
hikari 29c817230d feat: initial prototype — core game systems (#30)
Security Scan and Upload / Security & DefectDojo Upload (push) Successful in 1m1s
CI / Lint, Build & Test (push) Successful in 1m6s
## Summary

This PR represents the full v1 prototype, implementing the core game systems for Elysium.

- Full idle/clicker RPG loop: resource collection, crafting, boss fights, exploration, and quests
- Adventurer hiring with batch size selector and progressive tier cost scaling
- Prestige, transcendence, and apotheosis systems with auto-prestige support
- Character sheet, titles, leaderboards, companion system, and daily login bonuses
- Auto-quest and auto-boss toggles
- Discord webhook notifications on prestige/transcendence/apotheosis
- Discord role awarded on apotheosis
- Responsive design and overarching story/lore system
- In-game sound effects and browser notifications for key events
- Support link button in the resource bar
- Full test coverage (100% on `apps/api` and `packages/types`)
- CI pipeline: lint → build → test

## Closes

Closes #1
Closes #2
Closes #3
Closes #4
Closes #5
Closes #6
Closes #7
Closes #8
Closes #9
Closes #10
Closes #11
Closes #12
Closes #13
Closes #14
Closes #16
Closes #19
Closes #20
Closes #21
Closes #22
Closes #23
Closes #24
Closes #25
Closes #26
Closes #27
Closes #29

 This issue was created with help from Hikari~ 🌸

Co-authored-by: Naomi Carrigan <commits@nhcarrigan.com>
Reviewed-on: #30
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-03-08 15:53:39 -07:00