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6 Commits

Author SHA1 Message Date
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 14de87d765 feat: communicate exploration zone unlock conditions in-game (#74)
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## Summary

- Locked exploration zones now show a `🔒 This zone is locked. Unlock exploration by:` hint above the area list, with the specific `⚔️ Defeat: {boss}` and `📜 Complete: {quest}` required
- Updated the About panel's Exploration how-to-play entry to document the zone unlock rule explicitly
- No new data required — unlock conditions are read directly from `zone.unlockBossId` and `zone.unlockQuestId` already in state

## Test plan

- [ ] Verify locked exploration zones display the correct boss and quest unlock hints
- [ ] Verify already-unlocked zones show no hint
- [ ] Verify starter zone (no unlock conditions) shows no hint
- [ ] Verify the About panel Exploration entry reflects the updated description
- [ ] Confirm lint, build, and tests all pass

Closes #59

Reviewed-on: #74
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-03-19 12:18:45 -07:00
hikari cfcf763ce3 fix: use server-computed endsAt for exploration timer to prevent clock drift (#68)
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## 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 404b31bd13 fix: persist UI preferences across navigation and sessions (#48)
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## Summary

- **#35** — Adventure multiplier selection is now persisted in `localStorage` (`"elysium_batch_size"`). The chosen batch size is restored automatically on the next visit, with a graceful fallback to `1` for missing or unrecognisable values.
- **#36** — Zone selection in the boss panel and quest panel is now persisted in `sessionStorage` (`"elysium_boss_zone"` / `"elysium_quest_zone"`). The selected zone survives navigation within a session and resets cleanly when the session ends, defaulting to Verdant Vale if no stored value exists.

## Test plan

- [x] Lint — zero errors, zero warnings
- [x] Build — all packages build cleanly
- [x] Tests — 415 tests passing, 100% coverage across all packages
- [ ] Manual: select a non-default batch size, refresh the page — multiplier should be restored
- [ ] Manual: switch to a non-default zone in the boss panel, navigate away and back — zone should still be selected
- [ ] Manual: repeat for the quest panel
- [ ] Manual: log out and back in — zone selection should reset to Verdant Vale

 This PR was created with help from Hikari~ 🌸

Reviewed-on: #48
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-03-09 22:17:12 -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 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