Commit Graph

10 Commits

Author SHA1 Message Date
hikari e02827dbb6 feat: vampire tick engine, auto systems, and full test suite
- vampire blood production tick with thrall bloodPerSecond + multipliers
- auto-quest and auto-thrall purchase in tick engine
- computeVampireBloodPerSecond helper exposed for ResourceBar display
- ResourceBar now shows blood/s and currency balances for vampire mode
- vampire quests and thralls panels gain auto-toggle buttons
- About page updated with vampire mode how-to-play entries
- vampireEquipmentSets data file added to web
- 100% test coverage across all API routes and services:
  - siring, awakening, vampireBoss, vampireCraft, vampireExplore, vampireUpgrade
  - debug route now covers grant-apotheosis endpoint
  - vampireMaterials excluded from coverage (ID-referenced only, same as goddessMaterials)
2026-04-16 14:01:50 -07:00
hikari 7f43dc725e feat: vampire mode chunk 3 - sync/sanitize and initial state
Add initialVampireState() and vampireSpread validation to mirror the
goddess mode pattern. Also lint-fix pre-existing style issues across
all Chunk 2 vampire data and type files.
2026-04-16 09:26:29 -07:00
hikari 7da1f3942d feat: goddess sync, sanitize, and apotheosis init (chunk 3)
- initialState: add initialGoddessState() with all goddess sub-objects
- apotheosis: init GoddessState on first apotheosis, preserve on subsequent
- game: add goddessSpread block in validateAndSanitize (server-only fields capped, forward-only boss/quest/achievement enforcement)
- debug: add injectMissingGoddessExplorationAreas helper and inject all 8 goddess content arrays in syncNewContent
- vitest.config.ts: remove 8 goddess data files from coverage exclude (now imported via initialState)
- tests: full coverage for all new code (482 tests, 100% coverage)
2026-04-13 14:23:02 -07:00
hikari 9bb1d01d2b fix: resolve all 8 open bug tickets (#242–#249) (#250)
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## Summary

- **#242** — Crystals in the resource bar now use `formatNumber` to respect the player's notation setting (suffix/scientific/engineering)
- **#243** — Companion unlock progress includes current-run gold (`totalGoldEarned`) on both client and server, so companions unlock at the correct threshold
- **#244** — Empty green reward bubbles no longer render for quest crystal rewards with a zero amount
- **#245/#248** — Auto-save skips when `isAutoPrestigingReference.current` is true, preventing it from racing with an in-flight prestige and breaking the optimistic lock
- **#246** — Generated and uploaded CDN images for `crystal_pulse`, `crystal_surge`, and `crystal_tempest` upgrades
- **#247** — `validateAndSanitize` merges daily challenge progress by taking the max of client vs. server progress per challenge, so stale auto-saves can no longer roll back server-side completions
- **#249** — Cached save signature is cleared after `buyPrestigeUpgrade` succeeds, preventing a stale-signature mismatch on the next auto-save

## Test plan

- [ ] Lint passes (`pnpm lint`)
- [ ] Build passes (`pnpm build`)
- [ ] Tests pass with 100% coverage (`pnpm test`)
- [ ] Crystals display in resource bar respects notation setting
- [ ] No empty reward bubbles on quests that don't award crystals
- [ ] Companion progress bar shows correct value including current-run gold
- [ ] Auto-prestige no longer causes save errors
- [ ] Crafting a recipe updates daily challenge progress persistently (not rolled back by next auto-save)
- [ ] Buying a prestige upgrade does not cause a signature mismatch error on next save
- [ ] Crystal upgrade images display correctly in-game

 This PR was created with help from Hikari~ 🌸

Reviewed-on: #250
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-04-13 09:50:20 -07:00
hikari 1195b657a0 feat: another balance and bug fix pass (#238)
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Working through open issues — fixes, balance changes, and features.

## Closed

- Closes #161
- Closes #181
- Closes #191
- Closes #199
- Closes #201
- Closes #202
- Closes #203
- Closes #204
- Closes #205
- Closes #206
- Closes #208
- Closes #211
- Closes #212
- Closes #213
- Closes #214
- Closes #216
- Closes #219
- Closes #220
- Closes #221
- Closes #222
- Closes #224
- Closes #225
- Closes #226
- Closes #228
- Closes #229
- Closes #230
- Closes #231
- Closes #232
- Closes #233
- Closes #234
- Closes #235
- Closes #236

 This PR was created with help from Hikari~ 🌸

Reviewed-on: #238
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-04-06 18:17:00 -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 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 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