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15 Commits

Author SHA1 Message Date
hikari e92cf3c9a1 feat: add sync new content debug tool
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Adds a new debug panel button that injects any adventurers, quests,
bosses, equipment, upgrades, achievements, zones, and exploration areas
that exist in the current game data but are missing from an existing
player save (e.g. content added after the save was first created).
2026-03-23 18:10:39 -07:00
naomi 26d30c271d release: v0.3.0
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2026-03-23 17:39:55 -07:00
naomi 7bd6b2d3e3 release: v0.2.1
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2026-03-20 15:23:13 -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
naomi 621f594018 release: v0.2.0
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2026-03-19 21:24:55 -07:00
hikari 3d114f63d7 feat: post-prestige automation (auto-adventurer) (#76)
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## Summary

Closes #61

- Adds the **Autonomous Recruitment** prestige upgrade (50 runestones) to both the API and web data files
- Adds `autoAdventurer?: boolean` to the `GameState` type for backwards-compatible saves
- Adds tick-loop logic in GameContext that automatically purchases the highest-tier unlocked adventurer the player can afford each frame when the toggle is enabled
- Adds `toggleAutoAdventurer` callback and exposes it through the context
- Adds toggle UI in the Prestige Shop (mirrors the existing Auto-Prestige toggle pattern)
- Updates the How to Play guide in the About panel to document the new automation feature

 This issue was created with help from Hikari~ 🌸

Reviewed-on: #76
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-03-19 13:38:25 -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 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
naomi a20cf3ef87 release: v0.1.2
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2026-03-09 22:26:15 -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
naomi b604a4aa5c release: v0.1.1
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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
naomi 205b4136ce release: v0.1.0
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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