Commit Graph

20 Commits

Author SHA1 Message Date
hikari 6bf1ac5e7d feat: grant Elysian role on auth and prompt non-members to join (#134)
CI / Lint, Build & Test (push) Has been cancelled
Security Scan and Upload / Security & DefectDojo Upload (push) Has been cancelled
## Summary

- Grants the Elysian Discord role to players on login/registration and persists an `inGuild` flag on the Player record
- Connects to the Discord Gateway via WebSocket to keep `inGuild` in sync as players join or leave the server
- Shows a dismissible "Join our community" modal to players who are not yet in the guild
- Hardens `inGuild` exposure through the load endpoint and game context
- Moves all non-secret Discord IDs (guild, role, client, redirect URI) out of env vars and into hardcoded constants; removes them from `prod.env`

## Test plan

- [ ] Lint, build, and test pipeline passes (100% coverage maintained)
- [ ] New player auth grants Elysian role and sets `inGuild: true`
- [ ] Existing player auth re-attempts role grant and updates `inGuild`
- [ ] Join community modal appears for players not in the guild
- [ ] Modal does not reappear within the same browser session after dismissal
- [ ] Gateway correctly sets `inGuild: true/false` on member add/remove events

 This issue was created with help from Hikari~ 🌸

Reviewed-on: #134
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-03-24 18:49:51 -07:00
hikari b48beef474 feat: sync and patch all content stats on existing saves (#130)
Security Scan and Upload / Security & DefectDojo Upload (push) Successful in 1m2s
CI / Lint, Build & Test (push) Successful in 1m10s
## Summary

- Sync New Content now **injects** missing entries AND **patches canonical fields** on all existing entries to match current defaults
- Adventurers: stats (baseCost, combatPower, goldPerSecond, essencePerSecond, name, class, level)
- Quests: duration, prerequisites, combat requirement, rewards
- Bosses: HP, damage, rewards, prestige requirement, upgrade rewards
- Zones: unlock conditions (boss/quest required)
- Upgrades: multiplier, costs
- Equipment: bonus, cost, set membership
- Achievements: condition, reward
- Crafting: multipliers recomputed from `craftedRecipeIds` so recipe balance changes apply retroactively

Closes #126

## Test plan

- [ ] On an existing save, click Sync New Content and verify the notification reports patched counts for all content types
- [ ] Verify that rebalanced adventurer/boss/upgrade stats are reflected in the UI after syncing
- [ ] Verify that player-owned state (counts, unlock status, boss HP, quest status) is preserved after syncing
- [ ] Verify crafting multipliers are correct after syncing if any recipes were previously crafted

 This issue was created with help from Hikari~ 🌸

Reviewed-on: #130
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-03-24 16:01:48 -07:00
hikari 6e573bea14 chore: more feedback fixes (#129)
Security Scan and Upload / Security & DefectDojo Upload (push) Successful in 1m5s
CI / Lint, Build & Test (push) Successful in 1m9s
## Summary

- Fix `NaN` displayed in Sync New Content / Force Unlock notifications by guarding against undefined counts
- Poll server for exploration claimability before showing Collect button to prevent client/server desync
- Return authoritative materials list from craft API to prevent client desync causing false affordability
- Add test coverage for `sync-new-content` and `explore/claimable` endpoints

Closes #125
Closes #127
Closes #128

## Test plan

- [ ] Trigger a sync with new content and verify the notification shows a real count instead of `NaN`
- [ ] Start an exploration, wait for it to complete, and verify the Collect button only appears after the server confirms claimable
- [ ] Attempt to craft a recipe and verify the material counts in the UI update to match the server's authoritative values

 This issue was created with help from Hikari~ 🌸

Reviewed-on: #129
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-03-24 13:20:37 -07:00
hikari 790d35420f fix: patch quest and boss rewards on sync to restore unlock conditions
Security Scan and Upload / Security & DefectDojo Upload (push) Successful in 1m9s
CI / Lint, Build & Test (push) Failing after 1m11s
2026-03-23 18:45:14 -07:00
naomi 9f9edae45e release: v0.3.1
Security Scan and Upload / Security & DefectDojo Upload (push) Successful in 1m6s
CI / Lint, Build & Test (push) Failing after 1m11s
2026-03-23 18:32:15 -07:00
hikari e92cf3c9a1 feat: add sync new content debug tool
CI / Lint, Build & Test (push) Failing after 51s
Security Scan and Upload / Security & DefectDojo Upload (push) Successful in 1m9s
Adds a new debug panel button that injects any adventurers, quests,
bosses, equipment, upgrades, achievements, zones, and exploration areas
that exist in the current game data but are missing from an existing
player save (e.g. content added after the save was first created).
2026-03-23 18:10:39 -07:00
naomi 26d30c271d release: v0.3.0
Security Scan and Upload / Security & DefectDojo Upload (push) Successful in 1m6s
CI / Lint, Build & Test (push) Successful in 1m11s
2026-03-23 17:39:55 -07:00
naomi 7bd6b2d3e3 release: v0.2.1
CI / Lint, Build & Test (push) Successful in 1m9s
Security Scan and Upload / Security & DefectDojo Upload (push) Successful in 2m6s
2026-03-20 15:23:13 -07:00
hikari 635c630e49 fix: adventurer unlocks not applied by force-unlock tool (#93)
Security Scan and Upload / Security & DefectDojo Upload (push) Successful in 1m3s
CI / Lint, Build & Test (push) Successful in 1m10s
The force-unlock debug route now scans completed quests for adventurer rewards and ensures those tiers are marked as unlocked in game state.

The UI and API response type both surface the new `adventurersUnlocked` count alongside the existing zone/quest/boss/exploration counts.

Closes #88

 This PR was created with help from Hikari~ 🌸

Reviewed-on: #93
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-03-20 10:28:17 -07:00
naomi 621f594018 release: v0.2.0
Security Scan and Upload / Security & DefectDojo Upload (push) Successful in 1m2s
CI / Lint, Build & Test (push) Successful in 1m7s
2026-03-19 21:24:55 -07:00
hikari 3d114f63d7 feat: post-prestige automation (auto-adventurer) (#76)
Security Scan and Upload / Security & DefectDojo Upload (push) Successful in 1m5s
CI / Lint, Build & Test (push) Successful in 1m9s
## 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)
Security Scan and Upload / Security & DefectDojo Upload (push) Successful in 1m4s
CI / Lint, Build & Test (push) Successful in 1m8s
## 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)
Security Scan and Upload / Security & DefectDojo Upload (push) Successful in 1m5s
CI / Lint, Build & Test (push) Successful in 1m10s
## 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
naomi a20cf3ef87 release: v0.1.2
Security Scan and Upload / Security & DefectDojo Upload (push) Successful in 1m4s
CI / Lint, Build & Test (push) Successful in 1m10s
2026-03-09 22:26:15 -07:00
hikari d0790890ee fix: preserve all-time stats, achievements, and boss first-kill across prestige (#47)
Security Scan and Upload / Security & DefectDojo Upload (push) Successful in 1m4s
CI / Lint, Build & Test (push) Successful in 1m8s
Resolves #37, resolves #38, and resolves #39 — three related bugs where prestige incorrectly reset data that should survive all prestige resets.

## Changes

### fix: preserve lifetime player stats across prestige (#37)
After prestige, `GameState.player.lifetime*` fields were stale — they reflected values from *before* the current run. The Prisma Player record was incremented correctly, but the GameState JSON saved to the DB had old values, so the UI showed wrong all-time totals on reload.

`buildPostPrestigeState` now computes the run-stat contributions (bosses defeated, quests completed, adventurers recruited, achievements unlocked, gold earned, clicks) and folds them into the fresh player object before writing the prestige state.

### fix: preserve achievements across prestige (#38)
`buildPostPrestigeState` was reconstructing achievements from `defaultAchievements` (via `initialGameState`), resetting all unlocked achievements on every prestige. Achievements are now carried forward from `currentState.achievements` instead.

### fix: preserve boss first-kill state across prestige (#39)
Added `bountyRunestonesClaimed?: boolean` to the `Boss` type. The boss challenge route now:
- Only awards the first-kill bounty runestones if `bountyRunestonesClaimed !== true`
- Sets `bountyRunestonesClaimed = true` on first defeat

`buildPostPrestigeState` maps the fresh boss list and carries the `bountyRunestonesClaimed` flag forward from the current state, so the bounty is never re-awarded in subsequent prestige runs. The boss panel badge is also hidden for bosses whose bounty is already claimed.

## Test Coverage
All three fixes include new tests covering the new behaviours. API coverage remains at 100%.

 This PR was created with help from Hikari~ 🌸

Reviewed-on: #47
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-03-09 21:53:58 -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
hikari c3d79e0c11 feat: add third-person choice descriptions to public character sheet
CI / Lint, Build & Test (push) Failing after 57s
Security Scan and Upload / Security & DefectDojo Upload (push) Successful in 1m15s
Each story choice now has a concise third-person description used on
the public character page, keeping narrative spoilers out of the
profile view whilst still conveying the character's path.
2026-03-08 20:15:26 -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