Applies the same sticky-zone pattern as the boss and quest panels.
The handleZoneSelect wrapper already existed — it just needed to write
to sessionStorage alongside updating state, and the useState initialiser
needed to read from sessionStorage on mount.
item.type only has three possible values (weapon/armour/trinket).
Using it as a React key is safe in practice because the equipment system
enforces one item per slot, but item.name is a stable, semantically
correct unique identifier that does not rely on that invariant.
The previous key `${reward.type}-${amount ?? ""}` collapsed to
"adventurer-" for every adventurer-unlock reward (which carries no
amount), producing duplicate-key React warnings on every render tick.
Because console.error is forwarded to the backend telemetry service,
this caused continuous email alerts.
The key now uses targetId (present on adventurer and upgrade rewards)
first, falls back to amount (present on gold/essence/crystal rewards),
and uses the map index only as a last resort.
Both the boss panel and the quest panel now read their active zone from
sessionStorage on mount and write back to it whenever the user selects
a new zone. The stored selections are cleared automatically when the
session ends, and fall back to verdant_vale when no stored value exists.
Closes#36
Reads the saved batch-size preference on mount and writes it back to
localStorage on every selection change, so the chosen multiplier
survives page refreshes. Falls back to 1 when no stored value is found
or the value is unrecognisable.
Closes#35
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>
## 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>
## 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>
## 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>
## Summary
- Adds `apps/web/src/utils/cdn.ts` with a `cdnImage(folder, id)` helper that builds URLs from `https://cdn.nhcarrigan.com/elysium/`
- Wires CDN art into all 13 game panels (bosses, quests, adventurers, companions, equipment, upgrades, prestige, transcendence, achievements, explorations, crafting, story, codex)
- Zone selector tabs now display 16:9 zone art thumbnails in place of emoji icons
- Adds a fixed background image at 15% opacity via `body::before`
- Documents the art generation and CDN upload process in `CLAUDE.md` for future expansions
Resolves#15✨ This PR was created with help from Hikari~ 🌸
Reviewed-on: #43
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
## Summary
- Installs `react-markdown@10.1.0` in `apps/web`
- Replaces the `<pre>` tag in the changelog section with the `<Markdown>` component for proper rendering
- Updates CSS to style markdown elements (paragraphs, lists, headings, code blocks, links, bold text)
Closes#31✨ This PR was created with help from Hikari~ 🌸
Reviewed-on: #33
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
- 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
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.
- 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
- 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
## 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#1Closes#2Closes#3Closes#4Closes#5Closes#6Closes#7Closes#8Closes#9Closes#10Closes#11Closes#12Closes#13Closes#14Closes#16Closes#19Closes#20Closes#21Closes#22Closes#23Closes#24Closes#25Closes#26Closes#27Closes#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>