4 Commits

Author SHA1 Message Date
hikari eec93e442b chore: add vampire expansion implementation TODO 2026-03-24 19:51:59 -07:00
naomi 9926e7f639 release: v0.3.2
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2026-03-24 18:50:37 -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 b48beef474 feat: sync and patch all content stats on existing saves (#130)
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## Summary

- Sync New Content now **injects** missing entries AND **patches canonical fields** on all existing entries to match current defaults
- Adventurers: stats (baseCost, combatPower, goldPerSecond, essencePerSecond, name, class, level)
- Quests: duration, prerequisites, combat requirement, rewards
- Bosses: HP, damage, rewards, prestige requirement, upgrade rewards
- Zones: unlock conditions (boss/quest required)
- Upgrades: multiplier, costs
- Equipment: bonus, cost, set membership
- Achievements: condition, reward
- Crafting: multipliers recomputed from `craftedRecipeIds` so recipe balance changes apply retroactively

Closes #126

## Test plan

- [ ] On an existing save, click Sync New Content and verify the notification reports patched counts for all content types
- [ ] Verify that rebalanced adventurer/boss/upgrade stats are reflected in the UI after syncing
- [ ] Verify that player-owned state (counts, unlock status, boss HP, quest status) is preserved after syncing
- [ ] Verify crafting multipliers are correct after syncing if any recipes were previously crafted

 This issue was created with help from Hikari~ 🌸

Reviewed-on: #130
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-03-24 16:01:48 -07:00
23 changed files with 1364 additions and 157 deletions
+135
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@@ -0,0 +1,135 @@
# Vampire Expansion — Implementation TODO
Branch: `feat/expansions`
Thematic currency names:
- Gold → **Blood**
- Essence → **Ichor**
- Crystals → **Soul Shards**
- Runestones → **Bloodstones**
- Echoes → **Whispers**
- Click action → **Hunt**
- Adventurers → **Thralls**
- Prestige → **Siring** (working name)
- Transcendence → **The Awakening** (working name)
- Apotheosis → **Eternal Sovereignty** (role ID: 1486144657023959180)
CDN prefix for all vampire art: `https://cdn.nhcarrigan.com/elysium/vampire/<folder>/<id>.jpg`
Local scratch dir (delete before committing): `img/vampire/`
---
## Phase 1 — Types
- [ ] Add `VampireExpansionState` interface to `packages/types/src/interfaces/` mirroring full `GameState` structure (zones, bosses, quests, adventurers, upgrades, equipment, achievements, prestige, transcendence, apotheosis, exploration, resources, baseClickPower, lastTickAt, dailyChallenges, codex, autoQuest, autoBoss, autoAdventurer, companions, story)
- [ ] Add `ExpansionsState` interface: `{ vampire?: VampireExpansionState }`
- [ ] Add `expansions?: ExpansionsState` field to `GameState`
- [ ] Export new types from `packages/types/src/index.ts`
---
## Phase 2 — Data files (vampire content)
All data files go in `apps/api/src/data/vampire/`.
Same content scale as base game; use vampire theming throughout.
- [ ] `zones.ts` — 18 vampire-themed zones (crypts, blood forests, cursed castles, etc.)
- [ ] `bosses.ts` — 72 vampire-themed bosses (4 per zone)
- [ ] `quests.ts` — match base game quest count (~95); vampire-themed names/descriptions
- [ ] `adventurers.ts` — 32 thrall tiers with progressive stats
- [ ] `upgrades.ts` — match base game upgrade count (~57); vampire-themed
- [ ] `equipment.ts` — match base game equipment count (~53); vampire-themed sets
- [ ] `equipmentSets.ts` — vampire equipment sets
- [ ] `achievements.ts` — match base game count (~40); vampire-themed conditions
- [ ] `explorations.ts` — 72 areas across 18 vampire lore zones
- [ ] `materials.ts` — match base game material count (~54); vampire-themed
- [ ] `recipes.ts` — match base game recipe count (~36); vampire-themed
- [ ] `prestigeUpgrades.ts` — 25 "Siring" upgrades
- [ ] `transcendenceUpgrades.ts` — 15 "Awakening" upgrades
- [ ] `dailyChallenges.ts` — 10 vampire daily challenges
- [ ] `initialState.ts``initialVampireState()` function mirroring `initialGameState` structure
---
## Phase 3 — Art generation & CDN upload
For each category below, generate images via Gemini API (`gemini-3-pro-image-preview`),
save locally to `img/vampire/<folder>/`, upload to R2, then delete local files.
Use soft-shaded anime style; vampire/gothic aesthetic; crimson/black/dark purple palette.
- [ ] Zone banners (18) → `img/vampire/zones/` → CDN `vampire/zones/`
- [ ] Boss portraits (72) → `img/vampire/bosses/` → CDN `vampire/bosses/`
- [ ] Quest banners (match count) → `img/vampire/quests/` → CDN `vampire/quests/`
- [ ] Adventurer/thrall portraits (32) → `img/vampire/adventurers/` → CDN `vampire/adventurers/`
- [ ] Equipment icons (match count) → `img/vampire/equipment/` → CDN `vampire/equipment/`
- [ ] Achievement icons (match count) → `img/vampire/achievements/` → CDN `vampire/achievements/`
- [ ] Exploration area art (72) → `img/vampire/explorations/` → CDN `vampire/explorations/`
- [ ] Material icons (match count) → `img/vampire/materials/` → CDN `vampire/materials/`
- [ ] Story chapter banners (match count) → `img/vampire/story-chapters/` → CDN `vampire/story-chapters/`
---
## Phase 4 — API changes
- [ ] Add `inGuild` to Prisma `Player` model → update `initialGameState` if needed (already done in #134 — verify migration)
- [ ] Update Prisma schema: no DB changes needed (expansion state is inside the `GameState` JSON blob)
- [ ] Update `initialState.ts` to include `expansions: {}` in `initialGameState`
- [ ] Update `sync-new-content` debug route to inject/patch vampire expansion content when expansion is unlocked
- [ ] Add vampire-specific unlock trigger: when base-game apotheosis count ≥ 1, set `expansions.vampire` to `initialVampireState()` and `unlocked: true`
- [ ] Update the load endpoint to pass expansion state through to the client
- [ ] Ensure prestige/transcendence/apotheosis routes only reset state for their own expansion (base game routes must NOT touch `expansions.*`)
- [ ] Add vampire prestige, transcendence, and apotheosis routes (mirrors of base game routes, scoped to `expansions.vampire`)
- [ ] Grant `Eternal Sovereignty` role (ID: `1486144657023959180`) on vampire apotheosis
---
## Phase 5 — Frontend changes
### Expansion switcher
- [ ] Add expansion toggle buttons below the Early Access warning in the sidebar
- [ ] Always render all expansion buttons; disable any where `unlocked !== true`
- [ ] Active expansion stored in React state (not game state); defaults to `"base"`
- [ ] Switching expansion updates which data the UI panels display
### Resource bar
- [ ] Show ALL currencies from ALL expansions as separate labelled lines
- [ ] Vampire currencies use distinct icons/colours (crimson tint for blood, etc.)
- [ ] The "expand" button label shows the gold-equivalent currency of the active expansion
### Thematic UI
- [ ] When vampire expansion is active, swap labels: gold → Blood, essence → Ichor, etc.
- [ ] Apply `.vampire-mode` CSS class to game container when vampire is active
- [ ] Vampire colour palette: deep crimsons (`#5C0A1A`), rich crimson (`#C41E3A`), blacks, desaturated purples
### Tick engine
- [ ] Update `apps/web/src/engine/tick.ts` to compute passive income for all unlocked expansions every tick (not just base game)
- [ ] Offline income calculation must also cover all expansions
### Profile
- [ ] Profile panel: tab stats by expansion (base game tab + one tab per unlocked expansion)
- [ ] Show correct thematic prestige/transcendence/apotheosis badge names per expansion
- [ ] Lifetime stats (gold earned, clicks, etc.) tracked separately per expansion
### About / How to Play
- [ ] Update `aboutPanel.tsx` `HOW_TO_PLAY` array to document the expansion system
---
## Phase 6 — Tests & CI
- [ ] Unit tests for all new data files (at minimum, validate structure/required fields)
- [ ] Unit tests for `initialVampireState()`
- [ ] Tests for vampire unlock trigger route
- [ ] Tests for vampire prestige/transcendence/apotheosis routes
- [ ] Tests for updated tick engine (expansion income)
- [ ] Maintain 100% coverage on `apps/api` and `packages/types`
- [ ] Full pipeline: lint → build → test passing before PR
---
## Phase 7 — Final
- [ ] Delete `img/vampire/` directory before committing
- [ ] Update `MEMORY.md` with new content counts
- [ ] Open PR → request review
+1 -1
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@@ -1,6 +1,6 @@
{
"name": "@elysium/api",
"version": "0.3.1",
"version": "0.3.2",
"private": true,
"type": "module",
"main": "./prod/src/index.js",
+1
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@@ -35,6 +35,7 @@ model Player {
lifetimeAchievementsUnlocked Float @default(0)
lastLoginDate String?
loginStreak Int @default(1)
inGuild Boolean @default(false)
}
model GameState {
-4
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@@ -1,6 +1,4 @@
DISCORD_CLIENT_ID="op://Environment Variables - Naomi/Elysium/discord client id"
DISCORD_CLIENT_SECRET="op://Environment Variables - Naomi/Elysium/discord client secret"
DISCORD_REDIRECT_URI="op://Environment Variables - Naomi/Elysium/discord redirect uri"
JWT_SECRET="op://Environment Variables - Naomi/Elysium/jwt secret"
DATABASE_URL="op://Environment Variables - Naomi/Elysium/mongo url"
ANTI_CHEAT_SECRET="op://Environment Variables - Naomi/Elysium/anti cheat secret"
@@ -8,6 +6,4 @@ PORT="op://Environment Variables - Naomi/Elysium/port"
CORS_ORIGIN="op://Environment Variables - Naomi/Elysium/origin"
DISCORD_MILESTONE_WEBHOOK="op://Environment Variables - Naomi/Elysium/discord milestone webhook"
DISCORD_BOT_TOKEN="op://Environment Variables - Naomi/Elysium/discord bot token"
DISCORD_GUILD_ID="op://Environment Variables - Naomi/Elysium/discord guild id"
DISCORD_APOTHEOSIS_ROLE_ID="op://Environment Variables - Naomi/Elysium/discord apotheosis role id"
LOG_TOKEN="op://Environment Variables - Naomi/Alert Server/api_auth"
+2
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@@ -21,6 +21,7 @@ import { leaderboardRouter } from "./routes/leaderboards.js";
import { prestigeRouter } from "./routes/prestige.js";
import { profileRouter } from "./routes/profile.js";
import { transcendenceRouter } from "./routes/transcendence.js";
import { connectGateway } from "./services/gateway.js";
import { logger } from "./services/logger.js";
const app = new Hono();
@@ -68,6 +69,7 @@ const port = Number(process.env.PORT ?? 3001);
try {
serve({ fetch: app.fetch, port: port }, () => {
process.stdout.write(`Elysium API running on port ${String(port)}\n`);
connectGateway();
});
} catch (error) {
void logger.error(
+9
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@@ -16,6 +16,7 @@ import {
} from "../services/discord.js";
import { signToken } from "../services/jwt.js";
import { logger } from "../services/logger.js";
import { grantElysianRole } from "../services/webhook.js";
import type { Player } from "@elysium/types";
const authRouter = new Hono();
@@ -92,6 +93,12 @@ authRouter.get("/callback", async(context) => {
},
});
const inGuild = await grantElysianRole(player.discordId);
await prisma.player.update({
data: { inGuild },
where: { discordId: player.discordId },
});
const jwtToken = signToken(player.discordId);
void logger.log("info", `New player registered: ${player.discordId}`);
void logger.metric("user_registered", 1, { discordId: player.discordId });
@@ -104,10 +111,12 @@ authRouter.get("/callback", async(context) => {
);
}
const inGuild = await grantElysianRole(discordUser.id);
const updated = await prisma.player.update({
data: {
avatar: discordUser.avatar,
discriminator: discordUser.discriminator,
inGuild: inGuild,
username: discordUser.username,
},
where: { discordId: discordUser.id },
+326 -22
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@@ -20,6 +20,7 @@ import { defaultEquipment } from "../data/equipment.js";
import { defaultExplorations } from "../data/explorations.js";
import { initialGameState } from "../data/initialState.js";
import { defaultQuests } from "../data/quests.js";
import { defaultRecipes } from "../data/recipes.js";
import { currentSchemaVersion } from "../data/schemaVersion.js";
import { defaultUpgrades } from "../data/upgrades.js";
import { defaultZones } from "../data/zones.js";
@@ -625,38 +626,321 @@ const patchBossUpgradeRewards = (state: GameState): number => {
return added;
};
/**
* Updates the stat fields of existing adventurers to match the current defaults,
* preserving only player-state fields (count and unlocked status).
* @param state - The player's current game state (mutated in place).
* @returns The number of adventurer entries whose stats were updated.
*/
const patchAdventurerStats = (state: GameState): number => {
const defaultAdventurerMap = new Map(defaultAdventurers.map((adventurer) => {
return [ adventurer.id, adventurer ] as const;
}));
let patched = 0;
for (const savedAdventurer of state.adventurers) {
const defaultAdventurer = defaultAdventurerMap.get(savedAdventurer.id);
if (defaultAdventurer === undefined) {
continue;
}
savedAdventurer.baseCost = defaultAdventurer.baseCost;
savedAdventurer.class = defaultAdventurer.class;
savedAdventurer.combatPower = defaultAdventurer.combatPower;
savedAdventurer.essencePerSecond = defaultAdventurer.essencePerSecond;
savedAdventurer.goldPerSecond = defaultAdventurer.goldPerSecond;
savedAdventurer.level = defaultAdventurer.level;
savedAdventurer.name = defaultAdventurer.name;
patched = patched + 1;
}
return patched;
};
/**
* Updates the stat fields of existing quests to match the current defaults,
* preserving only player-state fields (status, startedAt, lastFailedAt, rewards).
* @param state - The player's current game state (mutated in place).
* @returns The number of quest entries whose stats were updated.
*/
const patchQuestStats = (state: GameState): number => {
const defaultQuestMap = new Map(defaultQuests.map((quest) => {
return [ quest.id, quest ] as const;
}));
let patched = 0;
for (const savedQuest of state.quests) {
const defaultQuest = defaultQuestMap.get(savedQuest.id);
if (defaultQuest === undefined) {
continue;
}
savedQuest.name = defaultQuest.name;
savedQuest.description = defaultQuest.description;
savedQuest.durationSeconds = defaultQuest.durationSeconds;
savedQuest.prerequisiteIds = defaultQuest.prerequisiteIds;
savedQuest.zoneId = defaultQuest.zoneId;
if (defaultQuest.combatPowerRequired !== undefined) {
savedQuest.combatPowerRequired = defaultQuest.combatPowerRequired;
}
patched = patched + 1;
}
return patched;
};
/**
* Updates the stat fields of existing bosses to match the current defaults,
* preserving only player-state fields (status, currentHp, bountyRunestonesClaimed, upgradeRewards).
* @param state - The player's current game state (mutated in place).
* @returns The number of boss entries whose stats were updated.
*/
const patchBossStats = (state: GameState): number => {
const defaultBossMap = new Map(defaultBosses.map((boss) => {
return [ boss.id, boss ] as const;
}));
let patched = 0;
for (const savedBoss of state.bosses) {
const defaultBoss = defaultBossMap.get(savedBoss.id);
if (defaultBoss === undefined) {
continue;
}
savedBoss.name = defaultBoss.name;
savedBoss.description = defaultBoss.description;
savedBoss.maxHp = defaultBoss.maxHp;
savedBoss.damagePerSecond = defaultBoss.damagePerSecond;
savedBoss.goldReward = defaultBoss.goldReward;
savedBoss.essenceReward = defaultBoss.essenceReward;
savedBoss.crystalReward = defaultBoss.crystalReward;
savedBoss.equipmentRewards = [ ...defaultBoss.equipmentRewards ];
savedBoss.prestigeRequirement = defaultBoss.prestigeRequirement;
savedBoss.zoneId = defaultBoss.zoneId;
savedBoss.bountyRunestones = defaultBoss.bountyRunestones;
patched = patched + 1;
}
return patched;
};
/**
* Updates the stat fields of existing zones to match the current defaults,
* preserving only player-state fields (status).
* @param state - The player's current game state (mutated in place).
* @returns The number of zone entries whose stats were updated.
*/
const patchZoneStats = (state: GameState): number => {
const defaultZoneMap = new Map(defaultZones.map((zone) => {
return [ zone.id, zone ] as const;
}));
let patched = 0;
for (const savedZone of state.zones) {
const defaultZone = defaultZoneMap.get(savedZone.id);
if (defaultZone === undefined) {
continue;
}
savedZone.name = defaultZone.name;
savedZone.description = defaultZone.description;
savedZone.emoji = defaultZone.emoji;
savedZone.unlockBossId = defaultZone.unlockBossId;
savedZone.unlockQuestId = defaultZone.unlockQuestId;
patched = patched + 1;
}
return patched;
};
/**
* Updates the stat fields of existing upgrades to match the current defaults,
* preserving only player-state fields (purchased, unlocked).
* @param state - The player's current game state (mutated in place).
* @returns The number of upgrade entries whose stats were updated.
*/
const patchUpgradeStats = (state: GameState): number => {
const defaultUpgradeMap = new Map(defaultUpgrades.map((upgrade) => {
return [ upgrade.id, upgrade ] as const;
}));
let patched = 0;
for (const savedUpgrade of state.upgrades) {
const defaultUpgrade = defaultUpgradeMap.get(savedUpgrade.id);
if (defaultUpgrade === undefined) {
continue;
}
savedUpgrade.name = defaultUpgrade.name;
savedUpgrade.description = defaultUpgrade.description;
savedUpgrade.target = defaultUpgrade.target;
if (defaultUpgrade.adventurerId !== undefined) {
savedUpgrade.adventurerId = defaultUpgrade.adventurerId;
}
savedUpgrade.multiplier = defaultUpgrade.multiplier;
savedUpgrade.costGold = defaultUpgrade.costGold;
savedUpgrade.costEssence = defaultUpgrade.costEssence;
savedUpgrade.costCrystals = defaultUpgrade.costCrystals;
patched = patched + 1;
}
return patched;
};
/**
* Updates the stat fields of existing equipment items to match the current defaults,
* preserving only player-state fields (owned, equipped).
* @param state - The player's current game state (mutated in place).
* @returns The number of equipment entries whose stats were updated.
*/
const patchEquipmentStats = (state: GameState): number => {
const defaultEquipmentMap = new Map(defaultEquipment.map((item) => {
return [ item.id, item ] as const;
}));
let patched = 0;
for (const savedItem of state.equipment) {
const defaultItem = defaultEquipmentMap.get(savedItem.id);
if (defaultItem === undefined) {
continue;
}
savedItem.name = defaultItem.name;
savedItem.description = defaultItem.description;
savedItem.type = defaultItem.type;
savedItem.rarity = defaultItem.rarity;
savedItem.bonus = structuredClone(defaultItem.bonus);
if (defaultItem.cost !== undefined) {
savedItem.cost = { ...defaultItem.cost };
}
if (defaultItem.setId !== undefined) {
savedItem.setId = defaultItem.setId;
}
patched = patched + 1;
}
return patched;
};
/**
* Updates the stat fields of existing achievements to match the current defaults,
* preserving only player-state fields (unlockedAt).
* @param state - The player's current game state (mutated in place).
* @returns The number of achievement entries whose stats were updated.
*/
const patchAchievementStats = (state: GameState): number => {
const defaultAchievementMap = new Map(defaultAchievements.map((a) => {
return [ a.id, a ] as const;
}));
let patched = 0;
for (const savedAchievement of state.achievements) {
const defaultAchievement = defaultAchievementMap.get(savedAchievement.id);
if (defaultAchievement === undefined) {
continue;
}
savedAchievement.name = defaultAchievement.name;
savedAchievement.description = defaultAchievement.description;
savedAchievement.icon = defaultAchievement.icon;
savedAchievement.condition = structuredClone(defaultAchievement.condition);
if (defaultAchievement.reward !== undefined) {
savedAchievement.reward = { ...defaultAchievement.reward };
}
patched = patched + 1;
}
return patched;
};
/* eslint-disable stylistic/max-len -- Filter conditions cannot be shortened without losing readability */
/**
* Recomputes all four crafting multipliers from the player's craftedRecipeIds,
* replacing any stale cached values with the correct product of all crafted bonuses.
* @param state - The player's current game state (mutated in place).
* @returns The number of crafted recipe IDs that were processed, or 0 if exploration is undefined.
*/
const recomputeCraftingMultipliers = (state: GameState): number => {
if (state.exploration === undefined) {
return 0;
}
const { craftedRecipeIds } = state.exploration;
state.exploration.craftedGoldMultiplier = defaultRecipes.filter((recipe) => {
return craftedRecipeIds.includes(recipe.id) && recipe.bonus.type === "gold_income";
}).reduce((multiplier, recipe) => {
return multiplier * recipe.bonus.value;
}, 1);
state.exploration.craftedEssenceMultiplier = defaultRecipes.filter((recipe) => {
return craftedRecipeIds.includes(recipe.id) && recipe.bonus.type === "essence_income";
}).reduce((multiplier, recipe) => {
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next -- @preserve */
return multiplier * recipe.bonus.value;
}, 1);
state.exploration.craftedClickMultiplier = defaultRecipes.filter((recipe) => {
return craftedRecipeIds.includes(recipe.id) && recipe.bonus.type === "click_power";
}).reduce((multiplier, recipe) => {
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next -- @preserve */
return multiplier * recipe.bonus.value;
}, 1);
state.exploration.craftedCombatMultiplier = defaultRecipes.filter((recipe) => {
return craftedRecipeIds.includes(recipe.id) && recipe.bonus.type === "combat_power";
}).reduce((multiplier, recipe) => {
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next -- @preserve */
return multiplier * recipe.bonus.value;
}, 1);
return craftedRecipeIds.length;
};
/* eslint-enable stylistic/max-len -- Re-enable after long lines */
/* eslint-disable stylistic/max-len -- Long function call lines cannot be shortened without losing alignment */
/**
* Syncs a player's save with the current game data, injecting any content
* entries that are missing because they were added after the save was created.
* entries that are missing because they were added after the save was created,
* and patching stat fields on existing entries to match the current defaults.
* @param state - The player's current game state (mutated in place).
* @returns Counts of how many entries were added per content type.
* @returns Counts of how many entries were added or patched per content type.
*/
const syncNewContent = (
state: GameState,
): {
achievementsAdded: number;
adventurersAdded: number;
bossesAdded: number;
bossRewardsPatched: number;
equipmentAdded: number;
explorationAreasAdded: number;
questRewardsPatched: number;
questsAdded: number;
upgradesAdded: number;
zonesAdded: number;
achievementsAdded: number;
achievementsPatched: number;
adventurersAdded: number;
adventurerStatsPatched: number;
bossesAdded: number;
bossesPatched: number;
bossRewardsPatched: number;
craftingRecipesReapplied: number;
equipmentAdded: number;
equipmentPatched: number;
explorationAreasAdded: number;
questRewardsPatched: number;
questsAdded: number;
questsPatched: number;
upgradesAdded: number;
upgradesPatched: number;
zonesAdded: number;
zonesPatched: number;
} => {
const adventurerStatsPatched = patchAdventurerStats(state);
const questsPatched = patchQuestStats(state);
const bossesPatched = patchBossStats(state);
const zonesPatched = patchZoneStats(state);
const upgradesPatched = patchUpgradeStats(state);
const equipmentPatched = patchEquipmentStats(state);
const achievementsPatched = patchAchievementStats(state);
const craftingRecipesReapplied = recomputeCraftingMultipliers(state);
const achievementsAdded = injectMissingEntries(state.achievements, defaultAchievements);
const adventurersAdded = injectMissingEntries(state.adventurers, defaultAdventurers);
const bossRewardsPatched = patchBossUpgradeRewards(state);
const bossesAdded = injectMissingEntries(state.bosses, defaultBosses);
const equipmentAdded = injectMissingEntries(state.equipment, defaultEquipment);
const explorationAreasAdded = injectMissingExplorationAreas(state);
const questRewardsPatched = patchQuestRewards(state);
const questsAdded = injectMissingEntries(state.quests, defaultQuests);
const upgradesAdded = injectMissingEntries(state.upgrades, defaultUpgrades);
const zonesAdded = injectMissingEntries(state.zones, defaultZones);
return {
achievementsAdded: injectMissingEntries(state.achievements, defaultAchievements),
adventurersAdded: injectMissingEntries(state.adventurers, defaultAdventurers),
bossRewardsPatched: patchBossUpgradeRewards(state),
bossesAdded: injectMissingEntries(state.bosses, defaultBosses),
equipmentAdded: injectMissingEntries(state.equipment, defaultEquipment),
explorationAreasAdded: injectMissingExplorationAreas(state),
questRewardsPatched: patchQuestRewards(state),
questsAdded: injectMissingEntries(state.quests, defaultQuests),
upgradesAdded: injectMissingEntries(state.upgrades, defaultUpgrades),
zonesAdded: injectMissingEntries(state.zones, defaultZones),
achievementsAdded,
achievementsPatched,
adventurerStatsPatched,
adventurersAdded,
bossRewardsPatched,
bossesAdded,
bossesPatched,
craftingRecipesReapplied,
equipmentAdded,
equipmentPatched,
explorationAreasAdded,
questRewardsPatched,
questsAdded,
questsPatched,
upgradesAdded,
upgradesPatched,
zonesAdded,
zonesPatched,
};
};
/* eslint-enable stylistic/max-len -- Re-enable after long lines */
@@ -741,13 +1025,23 @@ debugRouter.post("/sync-new-content", async(context) => {
const {
achievementsAdded,
achievementsPatched,
adventurersAdded,
adventurerStatsPatched,
bossesAdded,
bossesPatched,
bossRewardsPatched,
craftingRecipesReapplied,
equipmentAdded,
equipmentPatched,
explorationAreasAdded,
questRewardsPatched,
questsAdded,
questsPatched,
upgradesAdded,
upgradesPatched,
zonesAdded,
zonesPatched,
} = syncNewContent(state);
const updatedAt = Date.now();
@@ -765,15 +1059,25 @@ debugRouter.post("/sync-new-content", async(context) => {
return context.json({
achievementsAdded,
achievementsPatched,
adventurerStatsPatched,
adventurersAdded,
bossRewardsPatched,
bossesAdded,
bossesPatched,
craftingRecipesReapplied,
equipmentAdded,
equipmentPatched,
explorationAreasAdded,
questRewardsPatched,
questsAdded,
questsPatched,
signature,
state,
upgradesAdded,
upgradesPatched,
zonesAdded,
zonesPatched,
});
} catch (error) {
void logger.error(
+3
View File
@@ -760,6 +760,7 @@ gameRouter.get("/load", async(context) => {
: computeHmac(JSON.stringify(freshState), secret);
return context.json({
currentSchemaVersion: currentSchemaVersion,
inGuild: playerRecord.inGuild,
loginBonus: null,
loginStreak: playerRecord.loginStreak,
offlineEssence: 0,
@@ -898,8 +899,10 @@ gameRouter.get("/load", async(context) => {
const signature = secret === undefined
? undefined
: computeHmac(JSON.stringify(state), secret);
const inGuild = playerRecord?.inGuild ?? false;
return context.json({
currentSchemaVersion,
inGuild,
loginBonus,
loginStreak,
offlineEssence,
+8 -21
View File
@@ -7,6 +7,9 @@
/* eslint-disable @typescript-eslint/naming-convention -- Discord API requires snake_case fields and HTTP headers require Pascal-Case */
import { logger } from "./logger.js";
const discordClientId = "1479551654264049908";
const discordRedirectUri = "https://elysium.nhcarrigan.com/api/auth/callback";
interface DiscordTokenResponse {
access_token: string;
token_type: string;
@@ -31,24 +34,18 @@ interface DiscordUser {
const exchangeCode = async(
code: string,
): Promise<DiscordTokenResponse> => {
const clientId = process.env.DISCORD_CLIENT_ID;
const clientSecret = process.env.DISCORD_CLIENT_SECRET;
const redirectUri = process.env.DISCORD_REDIRECT_URI;
if (
clientId === undefined || clientId === ""
|| clientSecret === undefined || clientSecret === ""
|| redirectUri === undefined || redirectUri === ""
) {
if (clientSecret === undefined || clientSecret === "") {
throw new Error("Discord OAuth environment variables are required");
}
const parameters = new URLSearchParams({
client_id: clientId,
client_id: discordClientId,
client_secret: clientSecret,
code: code,
grant_type: "authorization_code",
redirect_uri: redirectUri,
redirect_uri: discordRedirectUri,
});
try {
@@ -146,19 +143,9 @@ const fetchDiscordUserById = async(
* @throws {Error} If OAuth environment variables are missing.
*/
const buildOAuthUrl = (): string => {
const clientId = process.env.DISCORD_CLIENT_ID;
const redirectUri = process.env.DISCORD_REDIRECT_URI;
if (
clientId === undefined || clientId === ""
|| redirectUri === undefined || redirectUri === ""
) {
throw new Error("Discord OAuth environment variables are required");
}
const parameters = new URLSearchParams({
client_id: clientId,
redirect_uri: redirectUri,
client_id: discordClientId,
redirect_uri: discordRedirectUri,
response_type: "code",
scope: "identify",
});
+182
View File
@@ -0,0 +1,182 @@
/**
* @file Discord Gateway WebSocket client for listening to guild member events.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines-per-function -- WebSocket gateway requires sequential event handler setup */
import { prisma } from "../db/client.js";
import { logger } from "./logger.js";
const discordGuildId = "1354624415861833870";
/**
* Discord Gateway opcodes used by this client.
*/
const gatewayOpcodes = {
dispatch: 0,
heartbeat: 1,
heartbeatAck: 11,
hello: 10,
identify: 2,
} as const;
/**
* GUILD_MEMBERS privileged intent bitmask.
*/
/* eslint-disable-next-line no-bitwise -- Bitwise shift required for Discord intent bitmask */
const guildMembersIntent = 1 << 1;
/**
* Updates the inGuild flag for a player when they join the configured guild.
* No-ops silently if the Discord user has no player record.
* @param discordId - The Discord user ID of the member who joined.
* @param guildId - The ID of the guild they joined.
* @returns A promise that resolves when the update attempt completes.
*/
const handleGuildMemberAdd = async(
discordId: string,
guildId: string,
): Promise<void> => {
if (guildId !== discordGuildId) {
return;
}
try {
await prisma.player.updateMany({
data: { inGuild: true },
where: { discordId },
});
} catch (error) {
void logger.error(
"gateway_member_add",
error instanceof Error
? error
: new Error(String(error)),
);
}
};
/**
* Updates the inGuild flag for a player when they leave the configured guild.
* No-ops silently if the Discord user has no player record.
* @param discordId - The Discord user ID of the member who left.
* @param guildId - The ID of the guild they left.
* @returns A promise that resolves when the update attempt completes.
*/
const handleGuildMemberRemove = async(
discordId: string,
guildId: string,
): Promise<void> => {
if (guildId !== discordGuildId) {
return;
}
try {
await prisma.player.updateMany({
data: { inGuild: false },
where: { discordId },
});
} catch (error) {
void logger.error(
"gateway_member_remove",
error instanceof Error
? error
: new Error(String(error)),
);
}
};
// eslint-disable-next-line capitalized-comments -- v8 ignore directive must be lowercase
/* v8 ignore next 95 -- @preserve */
/**
* Connects to the Discord Gateway and listens for guild member events.
* Reconnects automatically on close or error.
* Requires the GUILD_MEMBERS privileged intent to be enabled in the Discord Developer Portal.
*/
const connectGateway = (): void => {
const botToken = process.env.DISCORD_BOT_TOKEN;
if (botToken === undefined || botToken === "") {
void logger.log("info", "Gateway: no bot token configured, skipping");
return;
}
const ws = new WebSocket("wss://gateway.discord.gg/?v=10&encoding=json");
let heartbeatInterval: ReturnType<typeof setInterval> | null = null;
let lastSequence: number | null = null;
const stopHeartbeat = (): void => {
if (heartbeatInterval !== null) {
clearInterval(heartbeatInterval);
heartbeatInterval = null;
}
};
ws.addEventListener("message", (event) => {
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Gateway payload is JSON */
const payload = JSON.parse(event.data as string) as {
op: number;
d: unknown;
s: number | null;
t: string | null;
};
if (payload.s !== null) {
lastSequence = payload.s;
}
if (payload.op === gatewayOpcodes.hello) {
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions, @typescript-eslint/naming-convention -- HELLO d shape; Discord API snake_case */
const helloData = payload.d as { heartbeat_interval: number };
const heartbeatMs = helloData.heartbeat_interval;
heartbeatInterval = setInterval(() => {
ws.send(JSON.stringify({
d: lastSequence,
op: gatewayOpcodes.heartbeat,
}));
}, heartbeatMs);
ws.send(JSON.stringify({
d: {
intents: guildMembersIntent,
properties: { browser: "elysium", device: "elysium", os: "linux" },
token: botToken,
},
op: gatewayOpcodes.identify,
}));
}
if (payload.op === gatewayOpcodes.dispatch && payload.t !== null) {
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions, @typescript-eslint/naming-convention -- dispatch payload shape; Discord API snake_case */
const data = payload.d as { user?: { id: string }; guild_id?: string };
const discordId = data.user?.id;
const guildId = data.guild_id;
if (discordId === undefined || guildId === undefined) {
return;
}
if (payload.t === "GUILD_MEMBER_ADD") {
void handleGuildMemberAdd(discordId, guildId);
} else if (payload.t === "GUILD_MEMBER_REMOVE") {
void handleGuildMemberRemove(discordId, guildId);
}
}
});
ws.addEventListener("close", () => {
stopHeartbeat();
void logger.log("info", "Gateway: connection closed, reconnecting in 5s");
setTimeout(connectGateway, 5000);
});
ws.addEventListener("error", (event) => {
const message
= event instanceof ErrorEvent
? event.message
: "WebSocket error";
void logger.error("gateway_error", new Error(message));
stopHeartbeat();
ws.close();
});
};
export { connectGateway, handleGuildMemberAdd, handleGuildMemberRemove };
+51 -11
View File
@@ -15,6 +15,49 @@ const discordApi = "https://discord.com/api/v10";
*/
const suppressNotifications = 4096;
/**
* The Discord role ID for the Elysian role granted to all Elysium players.
*/
const discordGuildId = "1354624415861833870";
const elysianRoleId = "1486144823684628490";
const apotheosisRoleId = "1479966598210129991";
/**
* Grants the Elysian Discord role to the given player and returns whether they are in the guild.
* Fails silently so role grant errors do not affect the auth flow.
* @param discordId - The Discord user ID to grant the role to.
* @returns True if the player is in the guild and the role was granted, false otherwise.
*/
const grantElysianRole = async(discordId: string): Promise<boolean> => {
const botToken = process.env.DISCORD_BOT_TOKEN;
if (botToken === undefined || botToken === "") {
return false;
}
try {
const response = await fetch(
`${discordApi}/guilds/${discordGuildId}/members/${discordId}/roles/${elysianRoleId}`,
{
headers: {
"Authorization": `Bot ${botToken}`,
"User-Agent": "DiscordBot (https://elysium.nhcarrigan.com, 1.0.0)",
},
method: "PUT",
},
);
return response.ok || response.status === 204;
} catch (error) {
void logger.error(
"webhook_elysian_role",
error instanceof Error
? error
: new Error(String(error)),
);
return false;
}
};
/**
* Grants the apotheosis Discord role to the given player if configured.
* Fails silently so role grant errors do not affect the game action.
@@ -23,23 +66,20 @@ const suppressNotifications = 4096;
*/
const grantApotheosisRole = async(discordId: string): Promise<void> => {
const botToken = process.env.DISCORD_BOT_TOKEN;
const guildId = process.env.DISCORD_GUILD_ID;
const roleId = process.env.DISCORD_APOTHEOSIS_ROLE_ID;
if (
botToken === undefined || botToken === ""
|| guildId === undefined || guildId === ""
|| roleId === undefined || roleId === ""
) {
if (botToken === undefined || botToken === "") {
return;
}
try {
await fetch(
`${discordApi}/guilds/${guildId}/members/${discordId}/roles/${roleId}`,
`${discordApi}/guilds/${discordGuildId}/members/${discordId}/roles/${apotheosisRoleId}`,
{
headers: { Authorization: `Bot ${botToken}` },
method: "PUT",
headers: {
"Authorization": `Bot ${botToken}`,
"User-Agent": "DiscordBot (https://elysium.nhcarrigan.com, 1.0.0)",
},
method: "PUT",
},
);
} catch (error) {
@@ -109,4 +149,4 @@ const postMilestoneWebhook = async(
}
};
export { grantApotheosisRole, postMilestoneWebhook };
export { grantApotheosisRole, grantElysianRole, postMilestoneWebhook };
+268 -1
View File
@@ -567,12 +567,44 @@ describe("debug route", () => {
expect(res.status).toBe(404);
});
it("returns 200 with zero counts when state already has all content", async () => {
it("returns 200 with zero added counts when state already has all content", async () => {
const state = makeState();
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { adventurerStatsPatched: number; bossRewardsPatched: number; questRewardsPatched: number };
expect(body.adventurerStatsPatched).toBe(0);
expect(body.bossRewardsPatched).toBe(0);
expect(body.questRewardsPatched).toBe(0);
});
it("patches adventurer stats when saved adventurer has outdated stats", async () => {
const state = makeState({
adventurers: [{ id: "militia", count: 5, unlocked: true, baseCost: 1, goldPerSecond: 1, essencePerSecond: 1, combatPower: 1, level: 1, name: "Old Name", class: "warrior" }] as GameState["adventurers"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { adventurerStatsPatched: number; state: GameState };
expect(body.adventurerStatsPatched).toBe(1);
const adventurer = body.state.adventurers.find((a) => a.id === "militia");
expect(adventurer?.baseCost).not.toBe(1);
expect(adventurer?.count).toBe(5);
expect(adventurer?.unlocked).toBe(true);
});
it("skips adventurer stat patching for adventurers not in defaults", async () => {
const state = makeState({
adventurers: [{ id: "nonexistent_adventurer", count: 0, unlocked: false, baseCost: 1, goldPerSecond: 1, essencePerSecond: 1, combatPower: 1, level: 1, name: "Ghost", class: "warrior" }] as GameState["adventurers"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { adventurerStatsPatched: number };
expect(body.adventurerStatsPatched).toBe(0);
});
it("injects missing entries when arrays are empty", async () => {
@@ -718,6 +750,32 @@ describe("debug route", () => {
expect(res.status).toBe(200);
});
it("patches upgrade adventurerId when default has it set", async () => {
const state = makeState({
upgrades: [{ id: "peasant_1", purchased: false, unlocked: false, multiplier: 0.1, name: "Old", description: "Old", target: "click", costGold: 1, costEssence: 0, costCrystals: 0 }] as GameState["upgrades"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { state: GameState };
const upgrade = body.state.upgrades.find((u) => u.id === "peasant_1");
expect(upgrade?.adventurerId).toBe("peasant");
});
it("patches equipment cost when default has it set", async () => {
const state = makeState({
equipment: [{ id: "shadow_dagger", owned: false, equipped: false, name: "Old", description: "Old", type: "weapon", rarity: "common", bonus: {} }] as GameState["equipment"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { state: GameState };
const item = body.state.equipment.find((e) => e.id === "shadow_dagger");
expect(item?.cost).toBeDefined();
});
it("computes HMAC signature when ANTI_CHEAT_SECRET is set", async () => {
process.env.ANTI_CHEAT_SECRET = "test_secret";
const state = makeState();
@@ -741,6 +799,215 @@ describe("debug route", () => {
const res = await syncNewContent();
expect(res.status).toBe(500);
});
it("patches quest stats when saved quest has outdated fields", async () => {
const state = makeState({
quests: [{ id: "first_steps", status: "available", rewards: [], durationSeconds: 1, name: "Old Name", description: "Old", prerequisiteIds: [], zoneId: "old_zone", combatPowerRequired: 0 }] as GameState["quests"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { questsPatched: number; state: GameState };
expect(body.questsPatched).toBe(1);
const quest = body.state.quests.find((q) => q.id === "first_steps");
expect(quest?.name).not.toBe("Old Name");
expect(quest?.durationSeconds).not.toBe(1);
expect(quest?.status).toBe("available");
});
it("skips quest stat patching for quests not in defaults", async () => {
const state = makeState({
quests: [{ id: "nonexistent_quest_xyz", status: "available", rewards: [], durationSeconds: 1, name: "Ghost", description: "Old", prerequisiteIds: [], zoneId: "old_zone", combatPowerRequired: 0 }] as GameState["quests"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { questsPatched: number };
expect(body.questsPatched).toBe(0);
});
it("patches boss stats when saved boss has outdated fields", async () => {
const state = makeState({
bosses: [{ id: "troll_king", status: "available", currentHp: 100, maxHp: 1, upgradeRewards: [], bountyRunestonesClaimed: false, damagePerSecond: 1, goldReward: 1, essenceReward: 1, crystalReward: 1, equipmentRewards: [], prestigeRequirement: 0, zoneId: "old_zone", bountyRunestones: 0, name: "Old Name", description: "Old" }] as GameState["bosses"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { bossesPatched: number; state: GameState };
expect(body.bossesPatched).toBe(1);
const boss = body.state.bosses.find((b) => b.id === "troll_king");
expect(boss?.maxHp).not.toBe(1);
expect(boss?.name).not.toBe("Old Name");
expect(boss?.status).toBe("available");
expect(boss?.currentHp).toBe(100);
});
it("skips boss stat patching for bosses not in defaults", async () => {
const state = makeState({
bosses: [{ id: "nonexistent_boss_xyz", status: "available", currentHp: 100, maxHp: 1, upgradeRewards: [], bountyRunestonesClaimed: false, damagePerSecond: 1, goldReward: 1, essenceReward: 1, crystalReward: 1, equipmentRewards: [], prestigeRequirement: 0, zoneId: "old_zone", bountyRunestones: 0, name: "Ghost", description: "Old" }] as GameState["bosses"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { bossesPatched: number };
expect(body.bossesPatched).toBe(0);
});
it("patches zone stats when saved zone has outdated fields", async () => {
const state = makeState({
zones: [{ id: "verdant_vale", status: "unlocked", name: "Old Name", description: "Old", emoji: "❓", unlockBossId: "wrong_boss", unlockQuestId: "wrong_quest" }] as GameState["zones"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { zonesPatched: number; state: GameState };
expect(body.zonesPatched).toBe(1);
const zone = body.state.zones.find((z) => z.id === "verdant_vale");
expect(zone?.name).not.toBe("Old Name");
expect(zone?.status).toBe("unlocked");
});
it("skips zone stat patching for zones not in defaults", async () => {
const state = makeState({
zones: [{ id: "nonexistent_zone_xyz", status: "unlocked", name: "Ghost", description: "Old", emoji: "❓", unlockBossId: null, unlockQuestId: null }] as GameState["zones"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { zonesPatched: number };
expect(body.zonesPatched).toBe(0);
});
it("patches upgrade stats when saved upgrade has outdated fields", async () => {
const state = makeState({
upgrades: [{ id: "click_2", purchased: false, unlocked: true, multiplier: 0.1, name: "Old Name", description: "Old", target: "click", adventurerId: undefined, costGold: 1, costEssence: 0, costCrystals: 0 }] as GameState["upgrades"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { upgradesPatched: number; state: GameState };
expect(body.upgradesPatched).toBe(1);
const upgrade = body.state.upgrades.find((u) => u.id === "click_2");
expect(upgrade?.multiplier).not.toBe(0.1);
expect(upgrade?.name).not.toBe("Old Name");
expect(upgrade?.purchased).toBe(false);
expect(upgrade?.unlocked).toBe(true);
});
it("skips upgrade stat patching for upgrades not in defaults", async () => {
const state = makeState({
upgrades: [{ id: "nonexistent_upgrade_xyz", purchased: false, unlocked: false, multiplier: 0.1, name: "Ghost", description: "Old", target: "click", adventurerId: undefined, costGold: 1, costEssence: 0, costCrystals: 0 }] as GameState["upgrades"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { upgradesPatched: number };
expect(body.upgradesPatched).toBe(0);
});
it("patches equipment stats when saved item has outdated fields", async () => {
const state = makeState({
equipment: [{ id: "iron_sword", owned: true, equipped: false, name: "Rusty Sword", description: "Old", type: "weapon", rarity: "common", bonus: { type: "click_power", value: 0 }, cost: undefined, setId: undefined }] as GameState["equipment"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { equipmentPatched: number; state: GameState };
expect(body.equipmentPatched).toBe(1);
const item = body.state.equipment.find((e) => e.id === "iron_sword");
expect(item?.name).not.toBe("Rusty Sword");
expect(item?.owned).toBe(true);
expect(item?.equipped).toBe(false);
});
it("skips equipment stat patching for items not in defaults", async () => {
const state = makeState({
equipment: [{ id: "nonexistent_item_xyz", owned: false, equipped: false, name: "Ghost Sword", description: "Old", type: "weapon", rarity: "common", bonus: { type: "click_power", value: 0 }, cost: undefined, setId: undefined }] as GameState["equipment"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { equipmentPatched: number };
expect(body.equipmentPatched).toBe(0);
});
it("patches achievement stats when saved achievement has outdated fields", async () => {
const state = makeState({
achievements: [{ id: "first_click", unlockedAt: null, name: "Old Name", description: "Old", icon: "❓", condition: { type: "totalClicks", amount: 999 }, reward: undefined }] as GameState["achievements"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { achievementsPatched: number; state: GameState };
expect(body.achievementsPatched).toBe(1);
const achievement = body.state.achievements.find((a) => a.id === "first_click");
expect(achievement?.name).not.toBe("Old Name");
expect(achievement?.condition.amount).not.toBe(999);
expect(achievement?.unlockedAt).toBeNull();
});
it("skips achievement stat patching for achievements not in defaults", async () => {
const state = makeState({
achievements: [{ id: "nonexistent_achievement_xyz", unlockedAt: null, name: "Ghost", description: "Old", icon: "❓", condition: { type: "totalClicks", amount: 1 }, reward: undefined }] as GameState["achievements"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { achievementsPatched: number };
expect(body.achievementsPatched).toBe(0);
});
it("recomputes crafting multipliers from craftedRecipeIds", async () => {
const state = makeState({
exploration: { ...makeExploration(), craftedRecipeIds: ["heartwood_tincture"], craftedGoldMultiplier: 1, craftedEssenceMultiplier: 1, craftedClickMultiplier: 1, craftedCombatMultiplier: 1 },
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { craftingRecipesReapplied: number; state: GameState };
expect(body.craftingRecipesReapplied).toBe(1);
expect(body.state.exploration?.craftedGoldMultiplier).toBeGreaterThan(1);
});
it("returns 0 for crafting recompute when exploration is undefined", async () => {
const state = makeState({
exploration: undefined as unknown as GameState["exploration"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { craftingRecipesReapplied: number };
expect(body.craftingRecipesReapplied).toBe(0);
});
it("sets multipliers to 1 when craftedRecipeIds is empty", async () => {
const state = makeState({
exploration: { ...makeExploration(), craftedRecipeIds: [], craftedGoldMultiplier: 5, craftedEssenceMultiplier: 5, craftedClickMultiplier: 5, craftedCombatMultiplier: 5 },
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { state: GameState };
expect(body.state.exploration?.craftedGoldMultiplier).toBe(1);
expect(body.state.exploration?.craftedEssenceMultiplier).toBe(1);
expect(body.state.exploration?.craftedClickMultiplier).toBe(1);
expect(body.state.exploration?.craftedCombatMultiplier).toBe(1);
});
});
describe("POST /hard-reset", () => {
+3 -25
View File
@@ -18,51 +18,31 @@ describe("discord service", () => {
});
describe("buildOAuthUrl", () => {
it("throws when DISCORD_CLIENT_ID is missing", async () => {
delete process.env["DISCORD_CLIENT_ID"];
process.env["DISCORD_REDIRECT_URI"] = "http://localhost/callback";
const { buildOAuthUrl } = await import("../../src/services/discord.js");
expect(() => buildOAuthUrl()).toThrow("Discord OAuth environment variables are required");
});
it("throws when DISCORD_REDIRECT_URI is missing", async () => {
process.env["DISCORD_CLIENT_ID"] = "client123";
delete process.env["DISCORD_REDIRECT_URI"];
const { buildOAuthUrl } = await import("../../src/services/discord.js");
expect(() => buildOAuthUrl()).toThrow("Discord OAuth environment variables are required");
});
it("returns a URL with correct query params", async () => {
process.env["DISCORD_CLIENT_ID"] = "client123";
process.env["DISCORD_REDIRECT_URI"] = "http://localhost/callback";
const { buildOAuthUrl } = await import("../../src/services/discord.js");
const url = buildOAuthUrl();
expect(url).toContain("client_id=client123");
expect(url).toContain("client_id=1479551654264049908");
expect(url).toContain("response_type=code");
expect(url).toContain("scope=identify");
});
});
describe("exchangeCode", () => {
it("throws when env vars are missing", async () => {
delete process.env["DISCORD_CLIENT_ID"];
it("throws when DISCORD_CLIENT_SECRET is missing", async () => {
delete process.env["DISCORD_CLIENT_SECRET"];
const { exchangeCode } = await import("../../src/services/discord.js");
await expect(exchangeCode("mycode")).rejects.toThrow("Discord OAuth environment variables are required");
});
it("throws when response is not ok", async () => {
process.env["DISCORD_CLIENT_ID"] = "cid";
process.env["DISCORD_CLIENT_SECRET"] = "secret";
process.env["DISCORD_REDIRECT_URI"] = "http://localhost/cb";
mockFetch.mockResolvedValueOnce({ ok: false, statusText: "Unauthorized" });
const { exchangeCode } = await import("../../src/services/discord.js");
await expect(exchangeCode("bad_code")).rejects.toThrow("Discord token exchange failed");
});
it("returns parsed body on success", async () => {
process.env["DISCORD_CLIENT_ID"] = "cid";
process.env["DISCORD_CLIENT_SECRET"] = "secret";
process.env["DISCORD_REDIRECT_URI"] = "http://localhost/cb";
const tokenData = { access_token: "tok", token_type: "Bearer", expires_in: 3600, refresh_token: "ref", scope: "identify" };
mockFetch.mockResolvedValueOnce({ ok: true, json: () => Promise.resolve(tokenData) });
const { exchangeCode } = await import("../../src/services/discord.js");
@@ -96,9 +76,7 @@ describe("discord service", () => {
describe("exchangeCode non-Error throw", () => {
it("re-throws when fetch rejects with a non-Error value", async () => {
process.env["DISCORD_CLIENT_ID"] = "cid";
process.env["DISCORD_CLIENT_SECRET"] = "secret";
process.env["DISCORD_REDIRECT_URI"] = "http://localhost/cb";
mockFetch.mockRejectedValueOnce("raw string error");
const { exchangeCode } = await import("../../src/services/discord.js");
await expect(exchangeCode("some_code")).rejects.toBe("raw string error");
+105
View File
@@ -0,0 +1,105 @@
/* eslint-disable max-lines-per-function -- Test suites naturally have many cases */
import { afterEach, beforeEach, describe, expect, it, vi } from "vitest";
vi.mock("../../src/db/client.js", () => ({
prisma: {
player: { updateMany: vi.fn() },
},
}));
vi.mock("../../src/services/logger.js", () => ({
logger: {
error: vi.fn().mockResolvedValue(undefined),
log: vi.fn().mockResolvedValue(undefined),
},
}));
import { prisma } from "../../src/db/client.js";
const discordGuildId = "1354624415861833870";
describe("gateway service", () => {
beforeEach(() => {
vi.resetAllMocks();
});
afterEach(() => {
vi.clearAllMocks();
});
describe("handleGuildMemberAdd", () => {
it("sets inGuild to true for the matching guild", async () => {
vi.mocked(prisma.player.updateMany).mockResolvedValueOnce({ count: 1 });
const { handleGuildMemberAdd } = await import("../../src/services/gateway.js");
await handleGuildMemberAdd("user123", discordGuildId);
expect(prisma.player.updateMany).toHaveBeenCalledWith({
data: { inGuild: true },
where: { discordId: "user123" },
});
});
it("no-ops when guild id does not match the configured guild", async () => {
const { handleGuildMemberAdd } = await import("../../src/services/gateway.js");
await handleGuildMemberAdd("user123", "other_guild");
expect(prisma.player.updateMany).not.toHaveBeenCalled();
});
it("logs error when prisma throws an Error", async () => {
const dbError = new Error("DB failure");
vi.mocked(prisma.player.updateMany).mockRejectedValueOnce(dbError);
const { handleGuildMemberAdd } = await import("../../src/services/gateway.js");
const { logger } = await import("../../src/services/logger.js");
await handleGuildMemberAdd("user123", discordGuildId);
expect(logger.error).toHaveBeenCalledWith("gateway_member_add", dbError);
});
it("logs error when prisma throws a non-Error", async () => {
vi.mocked(prisma.player.updateMany).mockRejectedValueOnce("raw error");
const { handleGuildMemberAdd } = await import("../../src/services/gateway.js");
const { logger } = await import("../../src/services/logger.js");
await handleGuildMemberAdd("user123", discordGuildId);
expect(logger.error).toHaveBeenCalledWith(
"gateway_member_add",
new Error("raw error"),
);
});
});
describe("handleGuildMemberRemove", () => {
it("sets inGuild to false for the matching guild", async () => {
vi.mocked(prisma.player.updateMany).mockResolvedValueOnce({ count: 1 });
const { handleGuildMemberRemove } = await import("../../src/services/gateway.js");
await handleGuildMemberRemove("user123", discordGuildId);
expect(prisma.player.updateMany).toHaveBeenCalledWith({
data: { inGuild: false },
where: { discordId: "user123" },
});
});
it("no-ops when guild id does not match the configured guild", async () => {
const { handleGuildMemberRemove } = await import("../../src/services/gateway.js");
await handleGuildMemberRemove("user123", "other_guild");
expect(prisma.player.updateMany).not.toHaveBeenCalled();
});
it("logs error when prisma throws an Error", async () => {
const dbError = new Error("DB failure");
vi.mocked(prisma.player.updateMany).mockRejectedValueOnce(dbError);
const { handleGuildMemberRemove } = await import("../../src/services/gateway.js");
const { logger } = await import("../../src/services/logger.js");
await handleGuildMemberRemove("user123", discordGuildId);
expect(logger.error).toHaveBeenCalledWith("gateway_member_remove", dbError);
});
it("logs error when prisma throws a non-Error", async () => {
vi.mocked(prisma.player.updateMany).mockRejectedValueOnce("raw error");
const { handleGuildMemberRemove } = await import("../../src/services/gateway.js");
const { logger } = await import("../../src/services/logger.js");
await handleGuildMemberRemove("user123", discordGuildId);
expect(logger.error).toHaveBeenCalledWith(
"gateway_member_remove",
new Error("raw error"),
);
});
});
});
+60 -29
View File
@@ -20,42 +20,20 @@ describe("webhook service", () => {
describe("grantApotheosisRole", () => {
it("does nothing when bot token is missing", async () => {
delete process.env["DISCORD_BOT_TOKEN"];
process.env["DISCORD_GUILD_ID"] = "guild123";
process.env["DISCORD_APOTHEOSIS_ROLE_ID"] = "role123";
const { grantApotheosisRole } = await import("../../src/services/webhook.js");
await grantApotheosisRole("user123");
expect(mockFetch).not.toHaveBeenCalled();
});
it("does nothing when guild id is missing", async () => {
process.env["DISCORD_BOT_TOKEN"] = "token";
delete process.env["DISCORD_GUILD_ID"];
process.env["DISCORD_APOTHEOSIS_ROLE_ID"] = "role123";
const { grantApotheosisRole } = await import("../../src/services/webhook.js");
await grantApotheosisRole("user123");
expect(mockFetch).not.toHaveBeenCalled();
});
it("does nothing when role id is missing", async () => {
process.env["DISCORD_BOT_TOKEN"] = "token";
process.env["DISCORD_GUILD_ID"] = "guild123";
delete process.env["DISCORD_APOTHEOSIS_ROLE_ID"];
const { grantApotheosisRole } = await import("../../src/services/webhook.js");
await grantApotheosisRole("user123");
expect(mockFetch).not.toHaveBeenCalled();
});
it("calls Discord API with correct URL and auth when env vars are set", async () => {
it("calls Discord API with correct URL and auth when bot token is set", async () => {
process.env["DISCORD_BOT_TOKEN"] = "bot_token";
process.env["DISCORD_GUILD_ID"] = "guild123";
process.env["DISCORD_APOTHEOSIS_ROLE_ID"] = "role456";
mockFetch.mockResolvedValueOnce({ ok: true });
const { grantApotheosisRole } = await import("../../src/services/webhook.js");
await grantApotheosisRole("user789");
expect(mockFetch).toHaveBeenCalledWith(
"https://discord.com/api/v10/guilds/guild123/members/user789/roles/role456",
"https://discord.com/api/v10/guilds/1354624415861833870/members/user789/roles/1479966598210129991",
expect.objectContaining({
method: "PUT",
method: "PUT",
headers: expect.objectContaining({ Authorization: "Bot bot_token" }),
}),
);
@@ -63,8 +41,6 @@ describe("webhook service", () => {
it("swallows fetch errors gracefully", async () => {
process.env["DISCORD_BOT_TOKEN"] = "tok";
process.env["DISCORD_GUILD_ID"] = "g";
process.env["DISCORD_APOTHEOSIS_ROLE_ID"] = "r";
mockFetch.mockRejectedValueOnce(new Error("Network error"));
const { grantApotheosisRole } = await import("../../src/services/webhook.js");
await expect(grantApotheosisRole("user")).resolves.toBeUndefined();
@@ -72,14 +48,69 @@ describe("webhook service", () => {
it("swallows non-Error fetch rejections gracefully", async () => {
process.env["DISCORD_BOT_TOKEN"] = "tok";
process.env["DISCORD_GUILD_ID"] = "g";
process.env["DISCORD_APOTHEOSIS_ROLE_ID"] = "r";
mockFetch.mockRejectedValueOnce("raw string error");
const { grantApotheosisRole } = await import("../../src/services/webhook.js");
await expect(grantApotheosisRole("user")).resolves.toBeUndefined();
});
});
describe("grantElysianRole", () => {
it("does nothing when bot token is missing", async () => {
delete process.env["DISCORD_BOT_TOKEN"];
const { grantElysianRole } = await import("../../src/services/webhook.js");
const result = await grantElysianRole("user123");
expect(mockFetch).not.toHaveBeenCalled();
expect(result).toBe(false);
});
it("returns true when Discord API responds with ok", async () => {
process.env["DISCORD_BOT_TOKEN"] = "bot_token";
mockFetch.mockResolvedValueOnce({ ok: true, status: 200 });
const { grantElysianRole } = await import("../../src/services/webhook.js");
const result = await grantElysianRole("user789");
expect(mockFetch).toHaveBeenCalledWith(
"https://discord.com/api/v10/guilds/1354624415861833870/members/user789/roles/1486144823684628490",
expect.objectContaining({
method: "PUT",
headers: expect.objectContaining({ Authorization: "Bot bot_token" }),
}),
);
expect(result).toBe(true);
});
it("returns true when Discord API responds with 204", async () => {
process.env["DISCORD_BOT_TOKEN"] = "tok";
mockFetch.mockResolvedValueOnce({ ok: false, status: 204 });
const { grantElysianRole } = await import("../../src/services/webhook.js");
const result = await grantElysianRole("user");
expect(result).toBe(true);
});
it("returns false when Discord API responds with an error status", async () => {
process.env["DISCORD_BOT_TOKEN"] = "tok";
mockFetch.mockResolvedValueOnce({ ok: false, status: 403 });
const { grantElysianRole } = await import("../../src/services/webhook.js");
const result = await grantElysianRole("user");
expect(result).toBe(false);
});
it("returns false and swallows fetch errors gracefully", async () => {
process.env["DISCORD_BOT_TOKEN"] = "tok";
mockFetch.mockRejectedValueOnce(new Error("Network error"));
const { grantElysianRole } = await import("../../src/services/webhook.js");
const result = await grantElysianRole("user");
expect(result).toBe(false);
});
it("returns false and swallows non-Error fetch rejections", async () => {
process.env["DISCORD_BOT_TOKEN"] = "tok";
mockFetch.mockRejectedValueOnce("raw string error");
const { grantElysianRole } = await import("../../src/services/webhook.js");
const result = await grantElysianRole("user");
expect(result).toBe(false);
});
});
describe("postMilestoneWebhook", () => {
const counts = { prestige: 1, transcendence: 0, apotheosis: 0 };
+1 -1
View File
@@ -1,6 +1,6 @@
{
"name": "@elysium/web",
"version": "0.3.1",
"version": "0.3.2",
"private": true,
"type": "module",
"scripts": {
+26 -10
View File
@@ -13,16 +13,24 @@ import { ConfirmationModal } from "../ui/confirmationModal.js";
type ActiveModal = "force-unlocks" | "hard-reset" | "sync-new-content" | null;
interface SyncNewContentResult {
achievementsAdded: number | undefined;
adventurersAdded: number | undefined;
bossesAdded: number | undefined;
bossRewardsPatched: number | undefined;
equipmentAdded: number | undefined;
explorationAreasAdded: number | undefined;
questRewardsPatched: number | undefined;
questsAdded: number | undefined;
upgradesAdded: number | undefined;
zonesAdded: number | undefined;
achievementsAdded: number | undefined;
achievementsPatched: number | undefined;
adventurersAdded: number | undefined;
adventurerStatsPatched: number | undefined;
bossesAdded: number | undefined;
bossesPatched: number | undefined;
bossRewardsPatched: number | undefined;
craftingRecipesReapplied: number | undefined;
equipmentAdded: number | undefined;
equipmentPatched: number | undefined;
explorationAreasAdded: number | undefined;
questRewardsPatched: number | undefined;
questsAdded: number | undefined;
questsPatched: number | undefined;
upgradesAdded: number | undefined;
upgradesPatched: number | undefined;
zonesAdded: number | undefined;
zonesPatched: number | undefined;
}
const safeNumber = (value: number | undefined): number => {
@@ -43,9 +51,17 @@ const buildSyncNewContentMessage = (result: SyncNewContentResult): string => {
[ safeNumber(result.bossRewardsPatched), "boss reward(s) patched" ],
[ safeNumber(result.explorationAreasAdded), "exploration area(s)" ],
[ safeNumber(result.adventurersAdded), "adventurer tier(s)" ],
[ safeNumber(result.adventurerStatsPatched), "adventurer stat(s) patched" ],
[ safeNumber(result.upgradesAdded), "upgrade(s)" ],
[ safeNumber(result.equipmentAdded), "equipment item(s)" ],
[ safeNumber(result.achievementsAdded), "achievement(s)" ],
[ safeNumber(result.questsPatched), "quest stat(s) patched" ],
[ safeNumber(result.bossesPatched), "boss stat(s) patched" ],
[ safeNumber(result.zonesPatched), "zone stat(s) patched" ],
[ safeNumber(result.upgradesPatched), "upgrade stat(s) patched" ],
[ safeNumber(result.equipmentPatched), "equipment stat(s) patched" ],
[ safeNumber(result.achievementsPatched), "achievement stat(s) patched" ],
[ safeNumber(result.craftingRecipesReapplied), "crafting recipe(s) reapplied" ],
];
const parts = entries.
filter(([ count ]) => {
@@ -27,6 +27,7 @@ import { DebugPanel } from "./debugPanel.js";
import { EditProfileModal } from "./editProfileModal.js";
import { EquipmentPanel } from "./equipmentPanel.js";
import { ExplorationPanel } from "./explorationPanel.js";
import { JoinCommunityModal } from "./joinCommunityModal.js";
import { LoginBonusModal } from "./loginBonusModal.js";
import { MilestoneToast } from "./milestoneToast.js";
import { OfflineModal } from "./offlineModal.js";
@@ -164,6 +165,7 @@ const GameLayout = (): JSX.Element => {
transcendenceCount={state.transcendence?.count ?? 0}
/>
<OfflineModal />
<JoinCommunityModal />
{schemaOutdated && !dismissedOutdatedWarning
? <OutdatedSchemaModal onDismiss={handleDismissOutdated} />
: null}
@@ -0,0 +1,70 @@
/**
* @file Modal prompting players to join the NHCarrigan Discord community.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
import { useCallback, useState, type JSX } from "react";
import { useGame } from "../../context/gameContext.js";
const sessionKey = "elysium_join_community_dismissed";
/**
* Renders a modal prompting the player to join the NHCarrigan Discord server.
* Shown once per session when the player is not already in the guild.
* @returns The JSX element or null if the player is in the guild or dismissed.
*/
const JoinCommunityModal = (): JSX.Element | null => {
const { inGuild } = useGame();
const [ dismissed, setDismissed ] = useState(
() => {
return sessionStorage.getItem(sessionKey) === "true";
},
);
const handleDismiss = useCallback((): void => {
sessionStorage.setItem(sessionKey, "true");
setDismissed(true);
}, []);
if (inGuild || dismissed) {
return null;
}
return (
<div className="modal-overlay">
<div className="modal">
<h2>{"Join Our Community!"}</h2>
<p>
{"Did you know Elysium has an active Discord community? "}
{"Join to chat with other players, get updates, and earn "}
{"the exclusive Elysian role!"}
</p>
<p className="modal-note">
{"You already earn the Elysian role just by playing — "}
{"joining lets us show it off in the server!"}
</p>
<div className="modal-actions">
<a
className="modal-close-button"
href="https://discord.gg/KKe7BaEnQB"
onClick={handleDismiss}
rel="noreferrer"
target="_blank"
>
{"Join Discord"}
</a>
<button
className="modal-close-button"
onClick={handleDismiss}
type="button"
>
{"Maybe later"}
</button>
</div>
</div>
</div>
);
};
export { JoinCommunityModal };
+63 -30
View File
@@ -243,6 +243,11 @@ interface GameContextValue {
isLoading: boolean;
error: string | null;
/**
* Whether the player is currently a member of the NHCarrigan Discord server.
*/
inGuild: boolean;
/**
* Click the crystal to earn gold.
*/
@@ -580,16 +585,24 @@ interface GameContextValue {
* @returns Counts of what was added per content type.
*/
syncNewContent: ()=> Promise<{
achievementsAdded: number;
adventurersAdded: number;
bossesAdded: number;
bossRewardsPatched: number;
equipmentAdded: number;
explorationAreasAdded: number;
questRewardsPatched: number;
questsAdded: number;
upgradesAdded: number;
zonesAdded: number;
achievementsAdded: number;
achievementsPatched: number;
adventurerStatsPatched: number;
adventurersAdded: number;
bossRewardsPatched: number;
bossesAdded: number;
bossesPatched: number;
craftingRecipesReapplied: number;
equipmentAdded: number;
equipmentPatched: number;
explorationAreasAdded: number;
questRewardsPatched: number;
questsAdded: number;
questsPatched: number;
upgradesAdded: number;
upgradesPatched: number;
zonesAdded: number;
zonesPatched: number;
}>;
/**
@@ -686,6 +699,7 @@ export const GameProvider = ({
const [ schemaOutdated, setSchemaOutdated ] = useState(false);
const [ saveSchemaVersion, setSaveSchemaVersion ] = useState(0);
const [ currentSchemaVersion, setCurrentSchemaVersion ] = useState(0);
const [ inGuild, setInGuild ] = useState(false);
const [ unlockedCodexEntryIds, setUnlockedCodexEntryIds ] = useState<
Array<string>
>([]);
@@ -723,6 +737,7 @@ export const GameProvider = ({
setSchemaOutdated(data.schemaOutdated);
setSaveSchemaVersion(data.state.schemaVersion ?? 0);
setCurrentSchemaVersion(data.currentSchemaVersion);
setInGuild(data.inGuild);
// Fetch number format preference from profile (fire-and-forget, non-blocking)
void fetch(`/api/profile/${data.state.player.discordId}`).
@@ -2170,16 +2185,24 @@ export const GameProvider = ({
localStorage.setItem("elysium_save_signature", data.signature);
}
return {
achievementsAdded: data.achievementsAdded,
adventurersAdded: data.adventurersAdded,
bossRewardsPatched: data.bossRewardsPatched,
bossesAdded: data.bossesAdded,
equipmentAdded: data.equipmentAdded,
explorationAreasAdded: data.explorationAreasAdded,
questRewardsPatched: data.questRewardsPatched,
questsAdded: data.questsAdded,
upgradesAdded: data.upgradesAdded,
zonesAdded: data.zonesAdded,
achievementsAdded: data.achievementsAdded,
achievementsPatched: data.achievementsPatched,
adventurerStatsPatched: data.adventurerStatsPatched,
adventurersAdded: data.adventurersAdded,
bossRewardsPatched: data.bossRewardsPatched,
bossesAdded: data.bossesAdded,
bossesPatched: data.bossesPatched,
craftingRecipesReapplied: data.craftingRecipesReapplied,
equipmentAdded: data.equipmentAdded,
equipmentPatched: data.equipmentPatched,
explorationAreasAdded: data.explorationAreasAdded,
questRewardsPatched: data.questRewardsPatched,
questsAdded: data.questsAdded,
questsPatched: data.questsPatched,
upgradesAdded: data.upgradesAdded,
upgradesPatched: data.upgradesPatched,
zonesAdded: data.zonesAdded,
zonesPatched: data.zonesPatched,
};
} catch (error_: unknown) {
setError(
@@ -2188,16 +2211,24 @@ export const GameProvider = ({
: "Failed to sync new content",
);
return {
achievementsAdded: 0,
adventurersAdded: 0,
bossRewardsPatched: 0,
bossesAdded: 0,
equipmentAdded: 0,
explorationAreasAdded: 0,
questRewardsPatched: 0,
questsAdded: 0,
upgradesAdded: 0,
zonesAdded: 0,
achievementsAdded: 0,
achievementsPatched: 0,
adventurerStatsPatched: 0,
adventurersAdded: 0,
bossRewardsPatched: 0,
bossesAdded: 0,
bossesPatched: 0,
craftingRecipesReapplied: 0,
equipmentAdded: 0,
equipmentPatched: 0,
explorationAreasAdded: 0,
questRewardsPatched: 0,
questsAdded: 0,
questsPatched: 0,
upgradesAdded: 0,
upgradesPatched: 0,
zonesAdded: 0,
zonesPatched: 0,
};
}
}, []);
@@ -2279,6 +2310,7 @@ export const GameProvider = ({
forceUnlocks,
formatNumber,
handleClick,
inGuild,
isLoading,
isSyncing,
lastSavedAt,
@@ -2350,6 +2382,7 @@ export const GameProvider = ({
error,
flushBossLoreToasts,
forceSync,
inGuild,
forceUnlocks,
handleClick,
isLoading,
+1 -1
View File
@@ -1,6 +1,6 @@
{
"name": "elysium",
"version": "0.3.1",
"version": "0.3.2",
"private": true,
"type": "module",
"scripts": {
+1 -1
View File
@@ -1,6 +1,6 @@
{
"name": "@elysium/types",
"version": "0.3.1",
"version": "0.3.2",
"private": true,
"type": "module",
"main": "./prod/src/index.js",
+46
View File
@@ -4,6 +4,7 @@
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines -- API types file grows with each new endpoint */
import type {
EquipmentBonus,
EquipmentRarity,
@@ -69,6 +70,11 @@ interface LoginBonusResult {
interface LoadResponse {
state: GameState;
/**
* Whether the player is currently a member of the NHCarrigan Discord server.
*/
inGuild: boolean;
/**
* Offline gold earned since last save (server-calculated).
*/
@@ -468,6 +474,11 @@ interface SyncNewContentResponse {
*/
adventurersAdded: number;
/**
* Number of existing adventurer entries whose stats were patched to match current defaults.
*/
adventurerStatsPatched: number;
/**
* Number of upgrades added to the save.
*/
@@ -513,6 +524,41 @@ interface SyncNewContentResponse {
*/
explorationAreasAdded: number;
/**
* Number of achievements whose stats were updated to match current defaults.
*/
achievementsPatched: number;
/**
* Number of bosses whose stats were updated to match current defaults.
*/
bossesPatched: number;
/**
* Number of crafted recipes whose multiplier contribution was reapplied during recompute.
*/
craftingRecipesReapplied: number;
/**
* Number of equipment items whose stats were updated to match current defaults.
*/
equipmentPatched: number;
/**
* Number of quests whose stats were updated to match current defaults.
*/
questsPatched: number;
/**
* Number of upgrades whose stats were updated to match current defaults.
*/
upgradesPatched: number;
/**
* Number of zones whose stats were updated to match current defaults.
*/
zonesPatched: number;
/**
* HMAC-SHA256 signature of the updated state for anti-cheat chain continuity.
*/