3 Commits

Author SHA1 Message Date
hikari 35e4d71d98 fix: preserve boss first-kill state across prestige
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Fixes #39. Added bountyRunestonesClaimed?: boolean to the Boss type.
The first-kill bounty runestones are now only awarded once across all
prestige resets — the boss route checks the flag before awarding, sets
it on first defeat, and buildPostPrestigeState carries the flag forward
through fresh boss state on prestige. The boss panel badge no longer
shows for bosses whose bounty has already been claimed.
2026-03-09 21:35:03 -07:00
hikari f2d82d58fc fix: preserve achievements across prestige
Fixes #38. buildPostPrestigeState was using structuredClone(defaultAchievements)
via the freshState, which reset all achievements on every prestige. Achievements
are now carried forward from currentState.achievements instead, ensuring unlocked
achievements are never lost across prestige resets.
2026-03-09 21:31:06 -07:00
hikari 062e5b59a6 fix: preserve lifetime player stats across prestige
Fixes #37. After prestige, the GameState's player.lifetime* fields were
stale — they did not include the current run's contributions. The Prisma
Player record was updated correctly, but the saved GameState had old values,
so the UI showed stale all-time totals on reload.

buildPostPrestigeState now computes run-stat contributions and folds them
into the fresh player object before writing the prestige state, ensuring
the GameState is always consistent with the DB Player record.
2026-03-09 21:28:16 -07:00
6 changed files with 242 additions and 14 deletions
+10 -3
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@@ -8,6 +8,7 @@
/* eslint-disable max-statements -- Boss handler requires many statements */
/* eslint-disable complexity -- Boss handler has inherent complexity */
/* eslint-disable stylistic/max-len -- Long lines in combat logic */
/* eslint-disable max-lines -- Boss route with full combat logic and helpers exceeds line limit */
import {
computeSetBonuses,
getActiveCompanionBonus,
@@ -298,14 +299,20 @@ bossRouter.post("/challenge", async(context) => {
state.resources.crystals = state.resources.crystals + crystalsAwarded;
}
// First-kill bounty — look up authoritative bounty from static data
// First-kill bounty — only awarded once across all prestiges
const staticBoss = defaultBosses.find((b) => {
return b.id === body.bossId;
});
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next -- @preserve */
const bountyRunestones = staticBoss?.bountyRunestones ?? 0;
/* v8 ignore next 7 -- @preserve */
const bountyRunestones
= boss.bountyRunestonesClaimed === true
? 0
: staticBoss?.bountyRunestones ?? 0;
if (bountyRunestones > 0) {
boss.bountyRunestonesClaimed = true;
}
state.prestige.runestones = state.prestige.runestones + bountyRunestones;
rewards = {
+61 -2
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@@ -205,10 +205,69 @@ const buildPostPrestigeState = (
};
const freshState = initialGameState(currentState.player, characterName);
/*
* Preserve first-kill (bounty claimed) status across the prestige reset so
* the one-time bounty is never re-awarded in subsequent runs.
*/
const bossesWithBountyClaimed = freshState.bosses.map((freshBoss) => {
const currentBoss = currentState.bosses.find((candidate) => {
return candidate.id === freshBoss.id;
});
if (currentBoss?.bountyRunestonesClaimed === true) {
return { ...freshBoss, bountyRunestonesClaimed: true };
}
return freshBoss;
});
// Compute current-run contributions to accumulate into lifetime totals
const runBossesDefeated = currentState.bosses.filter((boss) => {
return boss.status === "defeated";
}).length;
const runQuestsCompleted = currentState.quests.filter((quest) => {
return quest.status === "completed";
}).length;
let runAdventurersRecruited = 0;
for (const adventurer of currentState.adventurers) {
runAdventurersRecruited = runAdventurersRecruited + adventurer.count;
}
const runAchievementsUnlocked = currentState.achievements.filter(
(achievement) => {
return achievement.unlockedAt !== null;
},
).length;
const prestigeState: GameState = {
...freshState,
lastTickAt: Date.now(),
prestige: prestigeData,
// Achievements are permanent — earned achievements survive all prestiges
achievements: currentState.achievements,
// Boss statuses reset for gameplay, but first-kill claimed flag is preserved
bosses: bossesWithBountyClaimed,
lastTickAt: Date.now(),
/*
* Fold current-run totals into lifetime stats so the GameState reflects
* the true all-time values immediately after prestige.
*/
player: {
...freshState.player,
lifetimeAchievementsUnlocked:
freshState.player.lifetimeAchievementsUnlocked
+ runAchievementsUnlocked,
lifetimeAdventurersRecruited:
freshState.player.lifetimeAdventurersRecruited
+ runAdventurersRecruited,
lifetimeBossesDefeated:
freshState.player.lifetimeBossesDefeated + runBossesDefeated,
lifetimeClicks:
freshState.player.lifetimeClicks + currentState.player.totalClicks,
lifetimeGoldEarned:
freshState.player.lifetimeGoldEarned
+ currentState.player.totalGoldEarned,
lifetimeQuestsCompleted:
freshState.player.lifetimeQuestsCompleted + runQuestsCompleted,
},
prestige: prestigeData,
// Codex lore persists across prestiges — players keep their discovered entries
...currentState.codex === undefined
? {}
+21
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@@ -305,4 +305,25 @@ describe("boss route", () => {
const res = await challenge({ bossId: "test_boss" });
expect(res.status).toBe(500);
});
it("does not re-award bounty runestones when bountyRunestonesClaimed is true", async () => {
const state = makeState({
bosses: [makeBoss({
bountyRunestonesClaimed: true,
currentHp: 100,
damagePerSecond: 1,
maxHp: 100,
})] as GameState["bosses"],
adventurers: [makeAdventurer()] as GameState["adventurers"],
prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 5 },
zones: [],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean; rewards: { bountyRunestones: number } };
expect(body.won).toBe(true);
expect(body.rewards.bountyRunestones).toBe(0);
});
});
+140 -8
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@@ -13,14 +13,24 @@ import {
} from "../../src/services/prestige.js";
import type { GameState } from "@elysium/types";
const makePlayer = (totalGoldEarned: number) => ({
discordId: "test_id",
username: "testuser",
discriminator: "0",
avatar: null,
totalGoldEarned,
totalClicks: 0,
characterName: "Tester",
const makePlayer = (
totalGoldEarned: number,
lifetimeGoldEarned = 0,
totalClicks = 0,
) => ({
avatar: null,
characterName: "Tester",
discordId: "test_id",
discriminator: "0",
lifetimeAchievementsUnlocked: 0,
lifetimeAdventurersRecruited: 0,
lifetimeBossesDefeated: 0,
lifetimeClicks: 0,
lifetimeGoldEarned: lifetimeGoldEarned,
lifetimeQuestsCompleted: 0,
totalClicks: totalClicks,
totalGoldEarned: totalGoldEarned,
username: "testuser",
});
const makeMinimalState = (overrides: Partial<GameState> = {}): GameState =>
@@ -242,4 +252,126 @@ describe("buildPostPrestigeState", () => {
const { prestigeState } = buildPostPrestigeState(state, "Tester");
expect(prestigeState.apotheosis).toEqual(apotheosis);
});
it("accumulates current-run gold into lifetime total", () => {
const state = makeMinimalState({
player: makePlayer(4_000_000, 1_000_000),
});
const { prestigeState } = buildPostPrestigeState(state, "Tester");
expect(prestigeState.player.lifetimeGoldEarned).toBe(5_000_000);
});
it("accumulates current-run clicks into lifetime total", () => {
const state = makeMinimalState({
player: makePlayer(4_000_000, 0, 500),
});
const { prestigeState } = buildPostPrestigeState(state, "Tester");
expect(prestigeState.player.lifetimeClicks).toBe(500);
});
it("accumulates defeated bosses into lifetime total", () => {
const defeatedBoss = {
bountyRunestones: 0,
crystalReward: 0,
currentHp: 0,
damagePerSecond: 10,
description: "A boss",
equipmentRewards: [] as string[],
essenceReward: 0,
goldReward: 100,
id: "boss_1",
maxHp: 100,
name: "Boss One",
prestigeRequirement: 0,
status: "defeated" as const,
upgradeRewards: [] as string[],
zoneId: "zone_1",
};
const state = makeMinimalState({ bosses: [ defeatedBoss ] });
const { prestigeState } = buildPostPrestigeState(state, "Tester");
expect(prestigeState.player.lifetimeBossesDefeated).toBe(1);
});
it("preserves bountyRunestonesClaimed flag on bosses across prestige", () => {
const claimedBoss = {
bountyRunestones: 5,
bountyRunestonesClaimed: true,
crystalReward: 0,
currentHp: 0,
damagePerSecond: 10,
description: "A boss",
equipmentRewards: [] as string[],
essenceReward: 0,
goldReward: 100,
id: "troll_king",
maxHp: 100,
name: "Troll King",
prestigeRequirement: 0,
status: "defeated" as const,
upgradeRewards: [] as string[],
zoneId: "verdant_vale",
};
const state = makeMinimalState({ bosses: [ claimedBoss ] as GameState["bosses"] });
const { prestigeState } = buildPostPrestigeState(state, "Tester");
const matchingBoss = prestigeState.bosses.find((boss) => {
return boss.id === "troll_king";
});
expect(matchingBoss?.bountyRunestonesClaimed).toBe(true);
});
it("accumulates completed quests into lifetime total", () => {
const quest = {
id: "q_1",
name: "A Quest",
description: "Do the thing",
status: "completed" as const,
zoneId: "zone_1",
};
const state = makeMinimalState({ quests: [ quest ] as GameState["quests"] });
const { prestigeState } = buildPostPrestigeState(state, "Tester");
expect(prestigeState.player.lifetimeQuestsCompleted).toBe(1);
});
it("accumulates recruited adventurers into lifetime total", () => {
const adventurer = {
combatPower: 10,
count: 5,
essencePerSecond: 0,
goldPerSecond: 1,
id: "adv_1",
level: 1,
unlocked: true,
};
const state = makeMinimalState({ adventurers: [ adventurer ] as GameState["adventurers"] });
const { prestigeState } = buildPostPrestigeState(state, "Tester");
expect(prestigeState.player.lifetimeAdventurersRecruited).toBe(5);
});
it("preserves achievements from current state across prestige", () => {
const achievement = {
description: "Did a thing",
id: "ach_persisted",
name: "Achiever",
requirement: 1,
type: "totalClicks" as const,
unlockedAt: Date.now(),
};
const state = makeMinimalState({ achievements: [ achievement ] as GameState["achievements"] });
const { prestigeState } = buildPostPrestigeState(state, "Tester");
expect(prestigeState.achievements).toEqual([ achievement ]);
});
it("accumulates unlocked achievements into lifetime total", () => {
const achievement = {
description: "Did a thing",
id: "ach_1",
name: "Achiever",
requirement: 1,
type: "totalClicks" as const,
unlockedAt: Date.now(),
};
const state = makeMinimalState({ achievements: [ achievement ] as GameState["achievements"] });
const { prestigeState } = buildPostPrestigeState(state, "Tester");
expect(prestigeState.player.lifetimeAchievementsUnlocked).toBe(1);
});
});
+3 -1
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@@ -126,7 +126,9 @@ const BossCard = ({
{" Equipment"}
</span>
}
{boss.status !== "defeated" && boss.bountyRunestones > 0
{boss.status !== "defeated"
&& boss.bountyRunestones > 0
&& boss.bountyRunestonesClaimed !== true
&& <span className="boss-bounty">
{"🔮 "}
{boss.bountyRunestones}
+7
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@@ -59,6 +59,13 @@ interface Boss {
* One-time runestone bounty awarded on first-ever defeat.
*/
bountyRunestones: number;
/**
* Whether the first-kill runestone bounty has already been claimed.
* Set to true on first defeat and preserved across all prestiges so the
* bounty is never re-awarded in subsequent runs.
*/
bountyRunestonesClaimed?: boolean;
}
export type { Boss, BossStatus };