Commit Graph

11 Commits

Author SHA1 Message Date
hikari 161127dc21 chore: audit frontend error reporting to exclude expected behaviours (#79)
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## Summary

Audits all `logError` call sites in `gameContext.tsx` and suppresses telemetry for expected business logic rejections, eliminating alert fatigue without hiding real errors.

### Changes per call site

| Context | Before | After |
|---|---|---|
| `auto_save` | Logged all non-signature errors | Network failures silently swallowed — next tick retries |
| `auto_prestige` | Logged eligibility failures | Silently ignored — eligibility re-checked every tick |
| `auto_boss` | Logged all errors | Filters out `"Boss is not currently available"` (race condition); other errors still logged |
| `challenge_boss` | Logged all errors | Filters out `"Boss is not currently available"` (race condition); other errors still logged |
| `start_exploration` | Logged then rethrew | Removed useless try/catch — error propagates to UI naturally |
| `collect_exploration` | Logged then rethrew | Removed useless try/catch — error propagates to UI naturally |

Genuine errors (`buy_prestige_upgrade`, `transcend`, `apotheosis`, `buy_echo_upgrade`, `craft_recipe`) are unchanged — they still fire telemetry.

Closes #73

 This PR was created with help from Hikari~ 🌸

Reviewed-on: #79
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-03-19 16:01:22 -07:00
hikari 3d114f63d7 feat: post-prestige automation (auto-adventurer) (#76)
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## Summary

Closes #61

- Adds the **Autonomous Recruitment** prestige upgrade (50 runestones) to both the API and web data files
- Adds `autoAdventurer?: boolean` to the `GameState` type for backwards-compatible saves
- Adds tick-loop logic in GameContext that automatically purchases the highest-tier unlocked adventurer the player can afford each frame when the toggle is enabled
- Adds `toggleAutoAdventurer` callback and exposes it through the context
- Adds toggle UI in the Prestige Shop (mirrors the existing Auto-Prestige toggle pattern)
- Updates the How to Play guide in the About panel to document the new automation feature

 This issue was created with help from Hikari~ 🌸

Reviewed-on: #76
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-03-19 13:38:25 -07:00
hikari cfcf763ce3 fix: use server-computed endsAt for exploration timer to prevent clock drift (#68)
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## Summary

- Exploration timers showed more time than the area's stated duration when the server clock was ahead of the client's
- The timer was derived from `startedAt = endsAt - durationMs`, then computed as `durationSeconds - (clientNow - startedAt) / 1000` — any server/client clock skew directly inflated the result
- Now stores `endsAt` (the server-computed completion timestamp) directly in `ExplorationAreaState` and computes the timer as `(endsAt - Date.now()) / 1000`, which is immune to clock drift
- Old saves without `endsAt` fall back gracefully to the previous `startedAt`-based calculation

## Test plan

- [ ] Start a new exploration — timer should show exactly the area's stated duration (no more "1h area shows 1h15m")
- [ ] Refresh the page mid-exploration — timer should resume from the correct remaining time (using server-anchored `endsAt`)
- [ ] Old saves with `startedAt` but no `endsAt` should still display a timer via the fallback path

Closes #53

 This PR was created with help from Hikari~ 🌸

Reviewed-on: #68
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-03-18 17:09:48 -07:00
hikari 03b6c847b3 feat: debug panel with force unlocks and hard reset (#65)
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## Summary
- Adds a new **Debug** tab to the game UI with two self-service tools for players with broken save state
- **Force Unlocks**: scans the player's save and grants any zones, quests, bosses, and exploration areas they've earned but that are still locked — shows a breakdown of what was unlocked (or reports nothing needed fixing)
- **Hard Reset**: wipes progress back to a fresh save (preserving lifetime stats), guarded behind a confirmation modal to prevent accidental clicks

## Files added
- `apps/api/src/routes/debug.ts` — two POST endpoints (`/force-unlocks`, `/hard-reset`)
- `apps/web/src/components/game/debugPanel.tsx` — the Debug tab UI
- `apps/web/src/components/ui/confirmationModal.tsx` — reusable confirmation modal

## Files modified
- `apps/api/src/index.ts` — registers the debug router
- `packages/types/src/interfaces/api.ts` — adds `ForceUnlocksResponse` type
- `packages/types/src/index.ts` — exports the new type
- `apps/web/src/api/client.ts` — adds `forceUnlocks()` and `debugHardReset()` API calls
- `apps/web/src/context/gameContext.tsx` — wires both functions into game context
- `apps/web/src/components/game/gameLayout.tsx` — adds the Debug tab
- `apps/web/src/styles.css` — styles for action buttons, cards, result messages, and confirmation modal

 This PR was created with help from Hikari~ 🌸

Reviewed-on: #65
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-03-18 12:37:06 -07:00
hikari 219d299e9f fix: force sync before boss fight and surface challenge errors to UI (#64)
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Closes #50

## Summary
- Calls `forceSync()` before every boss challenge so the server always fights against the player's live state (equipped items, upgrades, etc.) rather than a potentially stale snapshot
- Adds a `bossError` state that captures and displays error messages from failed manual boss challenges in the boss panel, matching the existing `autoBossError` display pattern

 This PR was created with help from Hikari~ 🌸

Reviewed-on: #64
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-03-18 11:26:12 -07:00
hikari 4d7e624358 fix: turn off auto-boss/auto-quest on failure and surface status (#46)
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## 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 a36c8e72a5 feat: error handling, logging, analytics, OG tags, and sticky sidebar (#44)
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## 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
hikari 6e2cb45553 fix: delay boss lore toasts until battle animation reveals result
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Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08 19:18:46 -07:00
hikari 5a065998b6 fix: delay boss notifications until reveal and animate hp bar colours
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- Move bossVictory sound and notification from gameContext into BattleModal,
  fired at the 5.2s reveal timeout so the animation plays before the spoiler
- Replace CSS width transition with a setInterval tick (50ms steps over 5s)
  so bossHpPercent and partyHpPercent update incrementally during the animation
- Both bars now use a shared getHpColour helper: green >50%, yellow 25-50%,
  red <25%, causing colour to shift naturally as the bar visually drains
2026-03-08 19:07:04 -07:00
hikari f9c925b9fc feat: unify toast styles and add quest/milestone toast notifications
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- Merge .codex-toast and .achievement-toast into a single .game-toast class
- Fix storyToast inner class names and replace <button> wrapper with <div>
- Add QuestCompleteToast and QuestFailedToast components
- Add MilestoneToast for prestige, transcendence, and apotheosis events
- Move shared toast container to gameLayout so all toasts stack in one column
- Wire quest detection in GameContext to store full Quest objects for toast names
- Trigger prestige toast from both auto-prestige and manual prestige panel
2026-03-08 18:47:42 -07:00
hikari 29c817230d feat: initial prototype — core game systems (#30)
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## 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