Commit Graph

21 Commits

Author SHA1 Message Date
hikari 9cff54cfcd balance: smooth prestige income cliff, quadratic milestones, exponential combat scaling (#170, #171)
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Reduce income_10 cost 30k→22.5k and income_11 80k→60k (25% cut each)
to ease the late-prestige runestone cliff without collapsing the timeline.

Change prestige milestone bonus from linear (n×25) to quadratic (n²×25)
so high-prestige milestones feel meaningful (P100 = 10k stones).

Replace linear prestige combat multiplier (1 + count×0.1) with exponential
(4^count) in both the tick engine and server-side boss route. Without this
the final boss (2×10^145 HP) was unreachable by ~112 orders of magnitude;
base-4 makes it achievable around P190, consistent with the 6-month target.
2026-03-31 15:05:41 -07:00
hikari 87686a310f feat: add opt-out toggle for prestige bot announcements
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Adds enablePrestigeAnnouncements to ProfileSettings (defaults to true).
The prestige route now checks this setting before posting the Discord
webhook, and the edit profile modal exposes a toggle in the Sounds &
Notifications section so players can opt out.

Closes #169
2026-03-31 13:20:01 -07:00
hikari 7d1126e8ad fix: guarantee clicks challenge in daily set (#167)
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Players blocked on zone progression had days where all three daily
challenges (bossesDefeated, questsCompleted, prestige) required
progression they couldn't make. Always including a clicks challenge
ensures at least one challenge is completable regardless of where
the player is in the game.
2026-03-31 12:48:34 -07:00
hikari ec0763819e balance: increase runestone yield 50% per prestige (#166)
Raise runestonesPerPrestigeLevel from 10 to 15. Early-game players
were earning only 10-20 runestones per prestige, making the upgrade
shop feel out of reach. This boost helps mid-game without affecting
the cap behaviour (cbrt formula still prevents AFK windfalls).
2026-03-31 12:47:48 -07:00
hikari b3d257048f fix: prevent duplicate prestige bot announcements on concurrent requests
Adds an optimistic lock on the prestige route so that a second concurrent
request for the same state is rejected with 409 rather than firing the
Discord announcement twice. Also adds missing branch-coverage tests for
debug.ts to satisfy the 100% threshold.

Closes #162
2026-03-31 12:12:42 -07:00
hikari 0ae6aa12b2 fix: rewrite prestige/transcendence formula and rebalance progression
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2026-03-24 20:44:25 -07:00
hikari 0d6d05e50b chore: raise runestone base cap to 200
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2026-03-24 20:08:53 -07:00
hikari 74dd3bf463 chore: raise runestone base cap to 100
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2026-03-24 20:03:17 -07:00
hikari 959b86fa8b fix: apply cbrt and cap to runestone formula to prevent AFK windfalls
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2026-03-24 20:01:22 -07:00
hikari 6bf1ac5e7d feat: grant Elysian role on auth and prompt non-members to join (#134)
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## 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)
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## 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)
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## 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 3ac1d566cb chore: community feedback fixes and UI improvements (#102)
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## Summary

Addresses all community feedback tickets from the last deploy, plus several UI improvements made during the same session.

### Bug fixes & balance
- **#97** — Fix auto-adventurer tier priority: sort by combat power instead of current cost so the highest-tier affordable unit is always purchased
- **#98** — Add Dark Templar adventurer (80k CP) to bridge the Volcanic Depths progression wall; rewire upgrade and quest rewards accordingly
- **#99** — Reorder and buff Shadow Assassin (55k CP, level 12) so Witch Coven feels rewarding rather than a regression
- **#100** — Display effective Gold/s (all multipliers applied) in the resource bar
- **#101** — Add Peasant tier 2 (10x, essence) and tier 3 (50x, crystals) upgrades for meaningful late-game scaling

### Other fixes
- Sync game state to server before auto-boss challenges (matching manual challenge behaviour)
- Refresh Discord avatar hash on every game load via bot token so stale CDN URLs are corrected automatically

### UI improvements
- Replace Donate / Discord / Support / View Profile / Edit Profile buttons with a single avatar dropdown menu
- Collapse all resources except Gold into a click-to-toggle dropdown; orange alert dot appears when a hidden resource is capped

## Closes

Closes #97
Closes #98
Closes #99
Closes #100
Closes #101

Reviewed-on: #102
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-03-23 16:07:25 -07:00
hikari 635c630e49 fix: adventurer unlocks not applied by force-unlock tool (#93)
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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
hikari aede55a13d fix: preserve runestone bounty flag for legacy defeated bosses (#67)
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## Summary

- Bosses defeated before `bountyRunestonesClaimed` was introduced had `status: "defeated"` but the field `undefined`
- After prestige, the preservation check (`=== true`) missed these bosses, so the first-kill bounty was re-awarded on the next run
- Now also treats `status === "defeated"` as proof the bounty was already earned, covering the migration case

## Test plan

- [ ] Existing test: `preserves bountyRunestonesClaimed flag on bosses across prestige` — still passes
- [ ] New test: `sets bountyRunestonesClaimed on bosses defeated before the flag was introduced` — covers the legacy save migration path
- [ ] Full coverage maintained at 100%

Closes #52

 This PR was created with help from Hikari~ 🌸

Reviewed-on: #67
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-03-18 13:50:20 -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 d0790890ee fix: preserve all-time stats, achievements, and boss first-kill across prestige (#47)
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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
hikari ac94f67797 fix: send webhook milestone notifications silently (#45)
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## 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)
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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 e10eabc8b5 fix: save character name correctly and show story on character sheet
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- 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 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