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18 Commits

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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 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 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 11e97325cb feat: integrate art assets across all game panels (#43)
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## 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>
2026-03-09 16:21:44 -07:00
hikari 7a1c57be9a feat: render changelog as markdown in about panel (#33)
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## 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>
2026-03-09 09:35:30 -07:00
naomi b604a4aa5c release: v0.1.1
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v0.1.1
2026-03-08 20:23:22 -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 c3d79e0c11 feat: add third-person choice descriptions to public character sheet
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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
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 290c06de83 fix: correct combat power calculation in quest panel
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2026-03-08 16:02:49 -07:00
naomi 205b4136ce release: v0.1.0
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v0.1.0
2026-03-08 15:55:47 -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
hikari c69e155de3 docs: update feedback section to use support forum
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2026-01-26 12:38:42 -08:00
naomi a2a2670361 feat: automated upload of .gitea/workflows/security.yml
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2025-12-18 03:09:17 +01:00
NHCarrigan 6d6335732f Initial commit 2025-07-14 21:17:39 -07:00