5 Commits

Author SHA1 Message Date
hikari c3e85c3768 feat: persist exploration zone selection in sessionStorage
CI / Lint, Build & Test (pull_request) Successful in 1m16s
Security Scan and Upload / Security & DefectDojo Upload (pull_request) Successful in 1m17s
Applies the same sticky-zone pattern as the boss and quest panels.
The handleZoneSelect wrapper already existed — it just needed to write
to sessionStorage alongside updating state, and the useState initialiser
needed to read from sessionStorage on mount.
2026-03-09 22:15:38 -07:00
hikari 2c16736bdf fix: use item name as key for equipped items list
Security Scan and Upload / Security & DefectDojo Upload (pull_request) Successful in 1m4s
CI / Lint, Build & Test (pull_request) Successful in 1m8s
item.type only has three possible values (weapon/armour/trinket).
Using it as a React key is safe in practice because the equipment system
enforces one item per slot, but item.name is a stable, semantically
correct unique identifier that does not rely on that invariant.
2026-03-09 22:12:42 -07:00
hikari 0dc572c6fa fix: use stable unique keys for quest reward list
Security Scan and Upload / Security & DefectDojo Upload (pull_request) Successful in 1m3s
CI / Lint, Build & Test (pull_request) Successful in 1m8s
The previous key `${reward.type}-${amount ?? ""}` collapsed to
"adventurer-" for every adventurer-unlock reward (which carries no
amount), producing duplicate-key React warnings on every render tick.
Because console.error is forwarded to the backend telemetry service,
this caused continuous email alerts.

The key now uses targetId (present on adventurer and upgrade rewards)
first, falls back to amount (present on gold/essence/crystal rewards),
and uses the map index only as a last resort.
2026-03-09 22:07:36 -07:00
hikari 9fcc5bb836 feat: persist zone selection across panel navigation in sessionStorage
Security Scan and Upload / Security & DefectDojo Upload (pull_request) Successful in 1m2s
CI / Lint, Build & Test (pull_request) Successful in 1m7s
Both the boss panel and the quest panel now read their active zone from
sessionStorage on mount and write back to it whenever the user selects
a new zone. The stored selections are cleared automatically when the
session ends, and fall back to verdant_vale when no stored value exists.

Closes #36
2026-03-09 22:02:56 -07:00
hikari fc93efd245 feat: persist adventure multiplier selection in localStorage
Reads the saved batch-size preference on mount and writes it back to
localStorage on every selection change, so the chosen multiplier
survives page refreshes. Falls back to 1 when no stored value is found
or the value is unrecognisable.

Closes #35
2026-03-09 22:02:52 -07:00
39 changed files with 194 additions and 2514 deletions
+1 -1
View File
@@ -14,7 +14,7 @@ Game art is generated via the Gemini API (`gemini-3-pro-image-preview`, ~$0.134/
### Process
1. Generate images with `curl` to `https://generativelanguage.googleapis.com/v1beta/models/gemini-3-pro-image-preview:generateContent?key=<API_KEY>`, requesting soft-shaded anime style
2. Save responses to `/home/naomi/code/naomi/elysium/img/<category>/<id>.jpg`
3. Upload to R2 with the AWS CLI — credentials are in the global `~/.claude/CLAUDE.md` (never commit them here)
3. Upload to R2 with: `AWS_ACCESS_KEY_ID=dd0a3d73969143ada84d50f8940cc5e2 AWS_SECRET_ACCESS_KEY=f73e9907da1b2297e93e17f786d6446d33d4ac60e185879578a0d5020899b18e aws s3 sync img/ s3://nhcarrigan-cdn/elysium/ --endpoint-url https://751c386661d378cc032093493cfb0869.r2.cloudflarestorage.com`
4. Delete the local `img/` directory before committing (images live on CDN only)
### CDN URL Helper
+1 -1
View File
@@ -1,6 +1,6 @@
{
"name": "@elysium/api",
"version": "0.2.1",
"version": "0.1.1",
"private": true,
"type": "module",
"main": "./prod/src/index.js",
+9 -9
View File
@@ -101,7 +101,7 @@ export const defaultEquipment: Array<Equipment> = [
type: "weapon",
},
{
bonus: { combatMultiplier: 3.25 },
bonus: { combatMultiplier: 2.75 },
cost: { crystals: 500, essence: 2000, gold: 0 },
description:
"A blade made of compressed nothingness. It does not cut — it simply unmakes.",
@@ -204,7 +204,7 @@ export const defaultEquipment: Array<Equipment> = [
type: "armour",
},
{
bonus: { goldMultiplier: 2.75 },
bonus: { goldMultiplier: 2.25 },
description:
"Woven from threads of pure starlight harvested by the Astral Wraith. Income flows like cosmic energy.",
equipped: false,
@@ -305,7 +305,7 @@ export const defaultEquipment: Array<Equipment> = [
type: "trinket",
},
{
bonus: { clickMultiplier: 2.25, goldMultiplier: 1.25 },
bonus: { clickMultiplier: 2, goldMultiplier: 1.25 },
description:
"The legendary stone that grants mastery over gold and combat alike.",
equipped: false,
@@ -316,7 +316,7 @@ export const defaultEquipment: Array<Equipment> = [
type: "trinket",
},
{
bonus: { clickMultiplier: 2.25, goldMultiplier: 1.25 },
bonus: { clickMultiplier: 2.25, goldMultiplier: 1.15 },
description:
"A flame that has never been extinguished, sealed in crystal by the Phoenix Lord. It burns with the power of rebirth.",
equipped: false,
@@ -697,7 +697,7 @@ export const defaultEquipment: Array<Equipment> = [
},
// ── Purchasable endgame sinks ─────────────────────────────────────────────
{
bonus: { clickMultiplier: 3 },
bonus: { clickMultiplier: 2.5 },
cost: { crystals: 0, essence: 20_000_000, gold: 0 },
description:
"A lens of compressed celestial light that sharpens every strike with divine precision.",
@@ -709,7 +709,7 @@ export const defaultEquipment: Array<Equipment> = [
type: "trinket",
},
{
bonus: { goldMultiplier: 3.75 },
bonus: { goldMultiplier: 3 },
cost: { crystals: 0, essence: 50_000_000, gold: 0 },
description:
"A book written in the language of the deep — reading it aligns your guild's operations with abyssal efficiency.",
@@ -721,7 +721,7 @@ export const defaultEquipment: Array<Equipment> = [
type: "armour",
},
{
bonus: { combatMultiplier: 7 },
bonus: { combatMultiplier: 4 },
cost: { crystals: 0, essence: 100_000_000, gold: 0 },
description:
"A weapon that channels void energy — the absence of resistance makes every strike devastating.",
@@ -733,7 +733,7 @@ export const defaultEquipment: Array<Equipment> = [
type: "weapon",
},
{
bonus: { clickMultiplier: 4, goldMultiplier: 1.5 },
bonus: { clickMultiplier: 3.5, goldMultiplier: 1.5 },
cost: { crystals: 5_000_000, essence: 0, gold: 0 },
description:
"A gem forged in the heart of the Infernal Court — it burns with productivity and righteous fury in equal measure.",
@@ -745,7 +745,7 @@ export const defaultEquipment: Array<Equipment> = [
type: "trinket",
},
{
bonus: { goldMultiplier: 4.75 },
bonus: { goldMultiplier: 4 },
cost: { crystals: 20_000_000, essence: 0, gold: 0 },
description:
"Armour structured around a crystalline lattice of optimal income calculations. Every gold piece finds you faster.",
-9
View File
@@ -210,15 +210,6 @@ export const defaultPrestigeUpgrades: Array<PrestigeUpgrade> = [
runestonesCost: 1200,
},
// ── Utility Unlocks ───────────────────────────────────────────────────────
{
category: "utility",
description:
"Unlock the Auto-Adventurer toggle. When enabled, the tick engine will automatically purchase the highest-tier adventurer you can currently afford.",
id: "auto_adventurer",
multiplier: 1,
name: "Autonomous Recruitment",
runestonesCost: 50,
},
{
category: "utility",
description:
+13 -15
View File
@@ -141,7 +141,7 @@ export const defaultQuests: Array<Quest> = [
},
// ── Shadow Marshes ────────────────────────────────────────────────────────
{
combatPowerRequired: 5_000_000,
combatPowerRequired: 5000,
description:
"A cursed lake shrouded in permanent twilight. Strange energies pulse beneath its surface.",
durationSeconds: 45 * 60,
@@ -156,7 +156,7 @@ export const defaultQuests: Array<Quest> = [
zoneId: "shadow_marshes",
},
{
combatPowerRequired: 20_000_000,
combatPowerRequired: 20_000,
description:
"Deep in the marshes, a coven of swamp witches performs rites that twist the very land. Their power must be broken.",
durationSeconds: 90 * 60,
@@ -171,7 +171,7 @@ export const defaultQuests: Array<Quest> = [
zoneId: "shadow_marshes",
},
{
combatPowerRequired: 80_000_000,
combatPowerRequired: 80_000,
description:
"An ancient temple half-submerged in black water, its altars still humming with the power of a god long since departed.",
durationSeconds: 2 * 60 * 60,
@@ -180,7 +180,6 @@ export const defaultQuests: Array<Quest> = [
prerequisiteIds: [ "witch_coven" ],
rewards: [
{ amount: 2_000_000, type: "gold" },
{ amount: 1500, type: "essence" },
{ amount: 75, type: "crystals" },
{ targetId: "knight_1", type: "upgrade" },
],
@@ -188,7 +187,7 @@ export const defaultQuests: Array<Quest> = [
zoneId: "shadow_marshes",
},
{
combatPowerRequired: 300_000_000,
combatPowerRequired: 300_000,
description:
"A city that died overnight, its streets still thick with something no healer can identify. Treasures lie unclaimed among the bones.",
durationSeconds: 3 * 60 * 60,
@@ -254,7 +253,7 @@ export const defaultQuests: Array<Quest> = [
},
// ── Volcanic Depths ───────────────────────────────────────────────────────
{
combatPowerRequired: 1_200_000_000,
combatPowerRequired: 2_000_000,
description:
"A river of molten rock that flows without end through the volcanic tunnels. Something valuable gleams in the depths.",
durationSeconds: 3 * 60 * 60,
@@ -264,13 +263,12 @@ export const defaultQuests: Array<Quest> = [
rewards: [
{ amount: 15_000_000, type: "gold" },
{ amount: 4000, type: "essence" },
{ targetId: "void_walker", type: "adventurer" },
],
status: "locked",
zoneId: "volcanic_depths",
},
{
combatPowerRequired: 4_800_000_000,
combatPowerRequired: 8_000_000,
description:
"A vast shrine where fire elementals perform rituals that shake the mountains. Whatever they worship, it has answered.",
durationSeconds: 5 * 60 * 60,
@@ -278,15 +276,15 @@ export const defaultQuests: Array<Quest> = [
name: "The Temple of the Flame",
prerequisiteIds: [ "lava_flows" ],
rewards: [
{ amount: 40_000_000, type: "gold" },
{ amount: 12_000, type: "essence" },
{ amount: 300, type: "crystals" },
{ targetId: "void_walker", type: "adventurer" },
],
status: "locked",
zoneId: "volcanic_depths",
},
{
combatPowerRequired: 18_000_000_000,
combatPowerRequired: 30_000_000,
description:
"Kilometres of tunnels filled with rivers of fire and creatures born from the earth's core. The heat alone should kill you. Somehow, it won't.",
durationSeconds: 7 * 60 * 60,
@@ -302,7 +300,7 @@ export const defaultQuests: Array<Quest> = [
zoneId: "volcanic_depths",
},
{
combatPowerRequired: 72_000_000_000,
combatPowerRequired: 120_000_000,
description:
"The oldest forge in existence, where the fire elementals crafted weapons for gods. Its secrets could revolutionise your guild's arsenal.",
durationSeconds: 10 * 60 * 60,
@@ -319,7 +317,7 @@ export const defaultQuests: Array<Quest> = [
},
// ── Astral Void ───────────────────────────────────────────────────────────
{
combatPowerRequired: 300_000_000_000,
combatPowerRequired: 50_000_000,
description:
"A tear in reality itself. What lies beyond defies description — but the power within is unlike anything of this world.",
durationSeconds: 4 * 60 * 60,
@@ -334,7 +332,7 @@ export const defaultQuests: Array<Quest> = [
zoneId: "astral_void",
},
{
combatPowerRequired: 1_200_000_000_000,
combatPowerRequired: 200_000_000,
description:
"A field of dead stars, each one larger than a planet, each one cold and silent where once they burned with the light of creation.",
durationSeconds: 8 * 60 * 60,
@@ -350,7 +348,7 @@ export const defaultQuests: Array<Quest> = [
zoneId: "astral_void",
},
{
combatPowerRequired: 4_800_000_000_000,
combatPowerRequired: 800_000_000,
description:
"The space between realities, where the rules that govern your world do not apply. Time is meaningless here. Power is everything.",
durationSeconds: 12 * 60 * 60,
@@ -366,7 +364,7 @@ export const defaultQuests: Array<Quest> = [
zoneId: "astral_void",
},
{
combatPowerRequired: 18_000_000_000_000,
combatPowerRequired: 3_000_000_000,
description:
"There is nothing beyond this point. Only the greatest guild in the history of all existence could reach here — and you have.",
durationSeconds: 24 * 60 * 60,
-66
View File
@@ -767,70 +767,4 @@ export const defaultUpgrades: Array<Upgrade> = [
target: "adventurer",
unlocked: false,
},
// ── Essence Sinks ─────────────────────────────────────────────────────────
{
costCrystals: 0,
costEssence: 1e12,
costGold: 0,
description:
"Channel a vast reservoir of essence into the guild's core — all production ×2.",
id: "essence_sink_1",
multiplier: 2,
name: "Essence Infusion I",
purchased: false,
target: "global",
unlocked: true,
},
{
costCrystals: 0,
costEssence: 5e12,
costGold: 0,
description:
"A deeper infusion saturates every operation with raw essence — all production ×2.",
id: "essence_sink_2",
multiplier: 2,
name: "Essence Infusion II",
purchased: false,
target: "global",
unlocked: true,
},
{
costCrystals: 0,
costEssence: 2.5e13,
costGold: 0,
description:
"Essence floods the ley-lines binding your guild — all production ×2.",
id: "essence_sink_3",
multiplier: 2,
name: "Essence Infusion III",
purchased: false,
target: "global",
unlocked: true,
},
{
costCrystals: 0,
costEssence: 1e14,
costGold: 0,
description:
"The guild breathes essence as its very lifeblood — all production ×3.",
id: "essence_sink_4",
multiplier: 3,
name: "Essence Infusion IV",
purchased: false,
target: "global",
unlocked: true,
},
{
costCrystals: 0,
costEssence: 5e14,
costGold: 0,
description:
"Essence transcends material form and reshapes reality itself — all production ×5.",
id: "essence_sink_5",
multiplier: 5,
name: "Essence Infusion V",
purchased: false,
target: "global",
unlocked: true,
},
];
-2
View File
@@ -13,7 +13,6 @@ import { apotheosisRouter } from "./routes/apotheosis.js";
import { authRouter } from "./routes/auth.js";
import { bossRouter } from "./routes/boss.js";
import { craftRouter } from "./routes/craft.js";
import { debugRouter } from "./routes/debug.js";
import { exploreRouter } from "./routes/explore.js";
import { frontendRouter } from "./routes/frontend.js";
import { gameRouter } from "./routes/game.js";
@@ -36,7 +35,6 @@ app.use(
);
app.route("/about", aboutRouter);
app.route("/debug", debugRouter);
app.route("/fe", frontendRouter);
app.route("/auth", authRouter);
app.route("/game", gameRouter);
-648
View File
@@ -1,648 +0,0 @@
/**
* @file Debug routes for administrative player state corrections.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines-per-function -- Route handlers require many steps */
/* eslint-disable max-lines -- Multiple route handlers and helper functions in one file */
import { createHmac } from "node:crypto";
import {
STORY_CHAPTERS,
isStoryChapterUnlocked,
type GameState,
} from "@elysium/types";
import { Hono } from "hono";
import { defaultBosses } from "../data/bosses.js";
import { defaultExplorations } from "../data/explorations.js";
import { initialGameState } from "../data/initialState.js";
import { defaultQuests } from "../data/quests.js";
import { currentSchemaVersion } from "../data/schemaVersion.js";
import { defaultZones } from "../data/zones.js";
import { prisma } from "../db/client.js";
import { authMiddleware } from "../middleware/auth.js";
import { logger } from "../services/logger.js";
import type { HonoEnvironment } from "../types/hono.js";
/**
* Computes the HMAC-SHA256 of data using the given secret.
* @param data - The data string to sign.
* @param secret - The HMAC secret key.
* @returns The hex-encoded HMAC digest.
*/
const computeHmac = (data: string, secret: string): string => {
return createHmac("sha256", secret).update(data).
digest("hex");
};
/**
* Unlocks any zones whose required boss and quest conditions are satisfied.
* @param state - The player's current game state (mutated directly).
* @returns The number of zones that were unlocked.
*/
const applyZoneUnlocks = (state: GameState): number => {
let count = 0;
for (const zoneDefinition of defaultZones) {
const zoneInState = state.zones.find((z) => {
return z.id === zoneDefinition.id;
});
if (!zoneInState || zoneInState.status !== "locked") {
continue;
}
const requiredBossDefeated
= zoneDefinition.unlockBossId === null
|| state.bosses.some((b) => {
return b.id === zoneDefinition.unlockBossId && b.status === "defeated";
});
const requiredQuestCompleted
= zoneDefinition.unlockQuestId === null
|| state.quests.some((q) => {
return (
q.id === zoneDefinition.unlockQuestId && q.status === "completed"
);
});
if (requiredBossDefeated && requiredQuestCompleted) {
zoneInState.status = "unlocked";
count = count + 1;
}
}
return count;
};
interface QuestUnlockCheck {
questId: string;
zoneId: string;
prerequisiteIds: Array<string>;
state: GameState;
completedQuestIds: Set<string>;
}
/**
* Determines whether a quest should be made available given the current state.
* @param options - The options for the quest unlock check.
* @param options.questId - The ID of the quest to check.
* @param options.zoneId - The zone the quest belongs to.
* @param options.prerequisiteIds - The quest IDs that must be completed first.
* @param options.state - The current game state.
* @param options.completedQuestIds - Set of already-completed quest IDs.
* @returns True when the quest should be unlocked.
*/
const shouldUnlockQuest = ({
questId,
zoneId,
prerequisiteIds,
state,
completedQuestIds,
}: QuestUnlockCheck): boolean => {
const questInState = state.quests.find((q) => {
return q.id === questId;
});
if (!questInState || questInState.status !== "locked") {
return false;
}
const zoneInState = state.zones.find((z) => {
return z.id === zoneId;
});
if (!zoneInState || zoneInState.status === "locked") {
return false;
}
return prerequisiteIds.every((id) => {
return completedQuestIds.has(id);
});
};
/**
* Makes available any quests whose zone is unlocked and prerequisites are met.
* @param state - The player's current game state (mutated directly).
* @returns The number of quests that were made available.
*/
const applyQuestUnlocks = (state: GameState): number => {
let count = 0;
const completedQuestIds = new Set(
state.quests.
filter((q) => {
return q.status === "completed";
}).
map((q) => {
return q.id;
}),
);
for (const questDefinition of defaultQuests) {
if (
!shouldUnlockQuest({
completedQuestIds: completedQuestIds,
prerequisiteIds: questDefinition.prerequisiteIds,
questId: questDefinition.id,
state: state,
zoneId: questDefinition.zoneId,
})
) {
continue;
}
const questInState = state.quests.find((q) => {
return q.id === questDefinition.id;
});
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 4 -- @preserve */
if (questInState) {
questInState.status = "available";
count = count + 1;
}
}
return count;
};
interface BossUnlockCheck {
bossId: string;
previousBossId: string | undefined;
isFirstInZone: boolean;
prestigeRequirement: number;
state: GameState;
prestigeCount: number;
}
/**
* Determines whether a boss should be made available given the current state.
* @param options - The options for the boss unlock check.
* @param options.bossId - The ID of the boss to check.
* @param options.previousBossId - The ID of the previous boss in the zone.
* @param options.isFirstInZone - Whether this boss is the first in its zone.
* @param options.prestigeRequirement - The prestige level required for this boss.
* @param options.state - The current game state.
* @param options.prestigeCount - The player's current prestige count.
* @returns True when the boss should be made available.
*/
const shouldUnlockBoss = ({
bossId,
previousBossId,
isFirstInZone,
prestigeRequirement,
state,
prestigeCount,
}: BossUnlockCheck): boolean => {
const bossInState = state.bosses.find((b) => {
return b.id === bossId;
});
if (!bossInState || bossInState.status !== "locked") {
return false;
}
if (prestigeRequirement > prestigeCount) {
return false;
}
if (isFirstInZone) {
return true;
}
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 3 -- @preserve */
if (previousBossId === undefined) {
return false;
}
const previousBossInState = state.bosses.find((b) => {
return b.id === previousBossId;
});
return previousBossInState?.status === "defeated";
};
/**
* Makes available any bosses that should be accessible based on zone status
* and sequential defeat order within each zone.
* @param state - The player's current game state (mutated directly).
* @returns The number of bosses that were made available.
*/
const applyBossUnlocks = (state: GameState): number => {
let count = 0;
const prestigeCount = state.prestige.count;
for (const zoneDefinition of defaultZones) {
const zoneInState = state.zones.find((z) => {
return z.id === zoneDefinition.id;
});
if (!zoneInState || zoneInState.status === "locked") {
continue;
}
const bossesInZone = defaultBosses.filter((b) => {
return b.zoneId === zoneDefinition.id;
});
for (let index = 0; index < bossesInZone.length; index = index + 1) {
const bossDefinition = bossesInZone[index];
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 3 -- @preserve */
if (!bossDefinition) {
continue;
}
const previousBossDefinition = bossesInZone[index - 1];
const unlock = shouldUnlockBoss({
bossId: bossDefinition.id,
isFirstInZone: index === 0,
prestigeCount: prestigeCount,
prestigeRequirement: bossDefinition.prestigeRequirement,
previousBossId: previousBossDefinition?.id,
state: state,
});
if (unlock) {
const bossInState = state.bosses.find((b) => {
return b.id === bossDefinition.id;
});
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 4 -- @preserve */
if (bossInState) {
bossInState.status = "available";
count = count + 1;
}
}
}
}
return count;
};
/**
* Unlocks any adventurer tiers that were granted as rewards for completed quests
* but are still locked in the player's state.
* @param state - The player's current game state (mutated directly).
* @returns The number of adventurer tiers that were unlocked.
*/
const applyAdventurerUnlocks = (state: GameState): number => {
let count = 0;
const completedQuestIds = new Set(
state.quests.
filter((q) => {
return q.status === "completed";
}).
map((q) => {
return q.id;
}),
);
const earnedAdventurerIds = new Set<string>();
for (const questDefinition of defaultQuests) {
if (!completedQuestIds.has(questDefinition.id)) {
continue;
}
for (const reward of questDefinition.rewards) {
if (reward.type === "adventurer" && reward.targetId !== undefined) {
earnedAdventurerIds.add(reward.targetId);
}
}
}
for (const adventurer of state.adventurers) {
if (!adventurer.unlocked && earnedAdventurerIds.has(adventurer.id)) {
adventurer.unlocked = true;
count = count + 1;
}
}
return count;
};
/**
* Collects all upgrade IDs the player has legitimately earned via boss defeats
* and completed quest rewards, sourcing reward data from game definitions.
* @param state - The player's current game state.
* @returns A set of earned upgrade IDs.
*/
const collectEarnedUpgradeIds = (state: GameState): Set<string> => {
const earnedIds = new Set<string>();
const defeatedBossIds = new Set(
state.bosses.
filter((b) => {
return b.status === "defeated";
}).
map((b) => {
return b.id;
}),
);
const completedQuestIds = new Set(
state.quests.
filter((q) => {
return q.status === "completed";
}).
map((q) => {
return q.id;
}),
);
for (const bossDefinition of defaultBosses) {
if (!defeatedBossIds.has(bossDefinition.id)) {
continue;
}
for (const upgradeId of bossDefinition.upgradeRewards) {
earnedIds.add(upgradeId);
}
}
for (const questDefinition of defaultQuests) {
if (!completedQuestIds.has(questDefinition.id)) {
continue;
}
for (const reward of questDefinition.rewards) {
if (reward.type === "upgrade" && reward.targetId !== undefined) {
earnedIds.add(reward.targetId);
}
}
}
return earnedIds;
};
/**
* Unlocks any upgrades that were granted as rewards for defeated bosses or
* completed quests but are still locked in the player's state.
* @param state - The player's current game state (mutated directly).
* @returns The number of upgrades that were unlocked.
*/
const applyUpgradeUnlocks = (state: GameState): number => {
let count = 0;
const earnedUpgradeIds = collectEarnedUpgradeIds(state);
for (const upgrade of state.upgrades) {
if (!upgrade.unlocked && earnedUpgradeIds.has(upgrade.id)) {
upgrade.unlocked = true;
count = count + 1;
}
}
return count;
};
/**
* Marks as owned any equipment that was granted as a reward for defeated bosses
* but is still unowned in the player's state.
* @param state - The player's current game state (mutated directly).
* @returns The number of equipment items that were marked as owned.
*/
const applyEquipmentUnlocks = (state: GameState): number => {
let count = 0;
const defeatedBossIds = new Set(
state.bosses.
filter((b) => {
return b.status === "defeated";
}).
map((b) => {
return b.id;
}),
);
const earnedEquipmentIds = new Set<string>();
for (const bossDefinition of defaultBosses) {
if (!defeatedBossIds.has(bossDefinition.id)) {
continue;
}
for (const equipmentId of bossDefinition.equipmentRewards) {
earnedEquipmentIds.add(equipmentId);
}
}
for (const item of state.equipment) {
if (!item.owned && earnedEquipmentIds.has(item.id)) {
item.owned = true;
count = count + 1;
}
}
return count;
};
/**
* Unlocks any story chapters whose conditions are met by the current game state
* but are still absent from the player's unlockedChapterIds list.
* @param state - The player's current game state (mutated directly).
* @returns The number of story chapters that were unlocked.
*/
const applyStoryUnlocks = (state: GameState): number => {
if (state.story === undefined) {
return 0;
}
let count = 0;
const alreadyUnlocked = new Set(state.story.unlockedChapterIds);
for (const chapter of STORY_CHAPTERS) {
if (alreadyUnlocked.has(chapter.id)) {
continue;
}
if (isStoryChapterUnlocked(chapter, state)) {
state.story.unlockedChapterIds.push(chapter.id);
count = count + 1;
}
}
return count;
};
/**
* Makes available any exploration areas whose parent zone is now unlocked.
* @param state - The player's current game state (mutated directly).
* @returns The number of exploration areas that were made available.
*/
const applyExplorationUnlocks = (state: GameState): number => {
if (state.exploration === undefined) {
return 0;
}
let count = 0;
const unlockedZoneIds = new Set(
state.zones.
filter((z) => {
return z.status === "unlocked";
}).
map((z) => {
return z.id;
}),
);
for (const areaDefinition of defaultExplorations) {
if (!unlockedZoneIds.has(areaDefinition.zoneId)) {
continue;
}
const areaInState = state.exploration.areas.find((a) => {
return a.id === areaDefinition.id;
});
if (areaInState && areaInState.status === "locked") {
areaInState.status = "available";
count = count + 1;
}
}
return count;
};
/**
* Applies all missing unlock corrections to a game state in-place.
* Delegates to per-category helpers and aggregates the results.
* @param state - The player's current game state (mutated directly).
* @returns Counts of each entity type that was corrected.
*/
const applyForceUnlocks = (
state: GameState,
): {
adventurersUnlocked: number;
bossesUnlocked: number;
equipmentUnlocked: number;
explorationUnlocked: number;
questsUnlocked: number;
storyUnlocked: number;
upgradesUnlocked: number;
zonesUnlocked: number;
} => {
const zonesUnlocked = applyZoneUnlocks(state);
const questsUnlocked = applyQuestUnlocks(state);
const bossesUnlocked = applyBossUnlocks(state);
const explorationUnlocked = applyExplorationUnlocks(state);
const adventurersUnlocked = applyAdventurerUnlocks(state);
const upgradesUnlocked = applyUpgradeUnlocks(state);
const equipmentUnlocked = applyEquipmentUnlocks(state);
const storyUnlocked = applyStoryUnlocks(state);
return {
adventurersUnlocked,
bossesUnlocked,
equipmentUnlocked,
explorationUnlocked,
questsUnlocked,
storyUnlocked,
upgradesUnlocked,
zonesUnlocked,
};
};
const debugRouter = new Hono<HonoEnvironment>();
debugRouter.use(authMiddleware);
debugRouter.post("/force-unlocks", async(context) => {
try {
const discordId = context.get("discordId");
const gameStateRecord = await prisma.gameState.findUnique({
where: { discordId },
});
if (!gameStateRecord) {
return context.json({ error: "No game state found" }, 404);
}
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma stores state as JSON object */
const state = gameStateRecord.state as unknown as GameState;
const {
adventurersUnlocked,
bossesUnlocked,
equipmentUnlocked,
explorationUnlocked,
questsUnlocked,
storyUnlocked,
upgradesUnlocked,
zonesUnlocked,
} = applyForceUnlocks(state);
const updatedAt = Date.now();
await prisma.gameState.update({
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
data: { state: state as object, updatedAt: updatedAt },
where: { discordId },
});
const secret = process.env.ANTI_CHEAT_SECRET;
const signature
= secret === undefined
? undefined
: computeHmac(JSON.stringify(state), secret);
return context.json({
adventurersUnlocked,
bossesUnlocked,
equipmentUnlocked,
explorationUnlocked,
questsUnlocked,
signature,
state,
storyUnlocked,
upgradesUnlocked,
zonesUnlocked,
});
} catch (error) {
void logger.error(
"debug_force_unlocks",
error instanceof Error
? error
: new Error(String(error)),
);
return context.json({ error: "Internal server error" }, 500);
}
});
debugRouter.post("/hard-reset", async(context) => {
try {
const discordId = context.get("discordId");
const playerRecord = await prisma.player.findUnique({
where: { discordId },
});
if (!playerRecord) {
return context.json({ error: "No player found" }, 404);
}
const freshState = initialGameState(
{
avatar: playerRecord.avatar,
characterName: playerRecord.characterName,
createdAt: playerRecord.createdAt,
discordId: playerRecord.discordId,
discriminator: playerRecord.discriminator,
lastSavedAt: Date.now(),
lifetimeAchievementsUnlocked: playerRecord.lifetimeAchievementsUnlocked,
lifetimeAdventurersRecruited: playerRecord.lifetimeAdventurersRecruited,
lifetimeBossesDefeated: playerRecord.lifetimeBossesDefeated,
lifetimeClicks: playerRecord.lifetimeClicks,
lifetimeGoldEarned: playerRecord.lifetimeGoldEarned,
lifetimeQuestsCompleted: playerRecord.lifetimeQuestsCompleted,
totalClicks: 0,
totalGoldEarned: 0,
username: playerRecord.username,
},
playerRecord.characterName,
);
const createdAt = Date.now();
await prisma.gameState.upsert({
create: {
discordId: discordId,
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
state: freshState as object,
updatedAt: createdAt,
},
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
update: { state: freshState as object, updatedAt: createdAt },
where: { discordId },
});
const secret = process.env.ANTI_CHEAT_SECRET;
const signature
= secret === undefined
? undefined
: computeHmac(JSON.stringify(freshState), secret);
return context.json({
currentSchemaVersion: currentSchemaVersion,
loginBonus: null,
loginStreak: playerRecord.loginStreak,
offlineEssence: 0,
offlineGold: 0,
offlineSeconds: 0,
schemaOutdated: false,
signature: signature,
state: freshState,
});
} catch (error) {
void logger.error(
"debug_hard_reset",
error instanceof Error
? error
: new Error(String(error)),
);
return context.json({ error: "Internal server error" }, 500);
}
});
export { debugRouter };
+3 -16
View File
@@ -5,7 +5,6 @@
* @author Naomi Carrigan
*/
/* eslint-disable max-lines-per-function -- buildPostPrestigeState requires constructing a large composite state object */
/* eslint-disable complexity -- buildPostPrestigeState has many optional fields that each add a branch point */
import { initialGameState } from "../data/initialState.js";
import { defaultPrestigeUpgrades } from "../data/prestigeUpgrades.js";
import type {
@@ -215,10 +214,7 @@ const buildPostPrestigeState = (
const currentBoss = currentState.bosses.find((candidate) => {
return candidate.id === freshBoss.id;
});
if (
currentBoss?.bountyRunestonesClaimed === true
|| currentBoss?.status === "defeated"
) {
if (currentBoss?.bountyRunestonesClaimed === true) {
return { ...freshBoss, bountyRunestonesClaimed: true };
}
return freshBoss;
@@ -243,20 +239,11 @@ const buildPostPrestigeState = (
const prestigeState: GameState = {
...freshState,
// Achievements are permanent — earned achievements survive all prestiges
achievements: currentState.achievements,
/*
* Preserve automation preferences across prestige — the player explicitly
* opted into these settings and would not expect them to silently reset.
*/
autoBoss: currentState.autoBoss ?? false,
autoQuest: currentState.autoQuest ?? false,
// Boss statuses reset for gameplay, but first-kill claimed flag is preserved
bosses: bossesWithBountyClaimed,
lastTickAt: Date.now(),
bosses: bossesWithBountyClaimed,
lastTickAt: Date.now(),
/*
* Fold current-run totals into lifetime stats so the GameState reflects
-605
View File
@@ -1,605 +0,0 @@
/* eslint-disable max-lines-per-function -- Test suites naturally have many cases */
/* eslint-disable max-lines -- Test suites naturally have many cases */
/* eslint-disable @typescript-eslint/consistent-type-assertions -- Tests build minimal state objects */
import { beforeEach, describe, expect, it, vi } from "vitest";
import { Hono } from "hono";
import type { GameState } from "@elysium/types";
vi.mock("../../src/db/client.js", () => ({
prisma: {
gameState: { findUnique: vi.fn(), update: vi.fn(), upsert: vi.fn() },
player: { findUnique: vi.fn() },
},
}));
vi.mock("../../src/middleware/auth.js", () => ({
authMiddleware: vi.fn(async (c: { set: (key: string, value: string) => void }, next: () => Promise<void>) => {
c.set("discordId", "test_discord_id");
await next();
}),
}));
vi.mock("../../src/services/logger.js", () => ({
logger: {
error: vi.fn().mockResolvedValue(undefined),
log: vi.fn().mockResolvedValue(undefined),
},
}));
const DISCORD_ID = "test_discord_id";
const makeExploration = (areas: GameState["exploration"]["areas"] = []): GameState["exploration"] => ({
areas: areas,
craftedCombatMultiplier: 1,
craftedClickMultiplier: 1,
craftedEssenceMultiplier: 1,
craftedGoldMultiplier: 1,
craftedRecipeIds: [],
materials: [],
});
const makeState = (overrides: Partial<GameState> = {}): GameState => ({
achievements: [],
adventurers: [],
baseClickPower: 1,
bosses: [],
companions: { activeCompanionId: null, unlockedCompanionIds: [] },
equipment: [],
exploration: makeExploration(),
lastTickAt: 0,
player: { avatar: null, characterName: "T", discordId: DISCORD_ID, discriminator: "0", totalClicks: 0, totalGoldEarned: 0, username: "u" },
prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
quests: [],
resources: { crystals: 0, essence: 0, gold: 0, runestones: 0 },
schemaVersion: 1,
upgrades: [],
zones: [],
...overrides,
} as GameState);
const makePlayer = (overrides: Record<string, unknown> = {}) => ({
avatar: null,
characterName: "TestChar",
createdAt: 0,
discordId: DISCORD_ID,
discriminator: "0",
lifetimeAchievementsUnlocked: 0,
lifetimeAdventurersRecruited: 0,
lifetimeBossesDefeated: 0,
lifetimeClicks: 0,
lifetimeGoldEarned: 0,
lifetimeQuestsCompleted: 0,
loginStreak: 1,
username: "test_user",
...overrides,
});
describe("debug route", () => {
let app: Hono;
let prisma: {
gameState: {
findUnique: ReturnType<typeof vi.fn>;
update: ReturnType<typeof vi.fn>;
upsert: ReturnType<typeof vi.fn>;
};
player: { findUnique: ReturnType<typeof vi.fn> };
};
beforeEach(async () => {
vi.clearAllMocks();
const { debugRouter } = await import("../../src/routes/debug.js");
const { prisma: p } = await import("../../src/db/client.js");
prisma = p as typeof prisma;
app = new Hono();
app.route("/debug", debugRouter);
});
const forceUnlocks = () =>
app.fetch(new Request("http://localhost/debug/force-unlocks", { method: "POST" }));
const hardReset = () =>
app.fetch(new Request("http://localhost/debug/hard-reset", { method: "POST" }));
describe("POST /force-unlocks", () => {
it("returns 404 when no game state found", async () => {
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
const res = await forceUnlocks();
expect(res.status).toBe(404);
});
it("returns 200 with all zeros when no stale locks exist", async () => {
const state = makeState({
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
expect(res.status).toBe(200);
const body = await res.json() as {
bossesUnlocked: number;
explorationUnlocked: number;
questsUnlocked: number;
zonesUnlocked: number;
};
expect(body.zonesUnlocked).toBe(0);
expect(body.explorationUnlocked).toBe(0);
});
it("unlocks verdant_vale when it is locked and has no requirements", async () => {
const state = makeState({
zones: [{ id: "verdant_vale", status: "locked" }] as GameState["zones"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
expect(res.status).toBe(200);
const body = await res.json() as { zonesUnlocked: number };
expect(body.zonesUnlocked).toBe(1);
});
it("does not unlock zone when boss condition is not met", async () => {
const state = makeState({
bosses: [{ id: "forest_giant", status: "available" }] as GameState["bosses"],
quests: [{ id: "ancient_ruins", status: "completed" }] as GameState["quests"],
zones: [{ id: "shattered_ruins", status: "locked" }] as GameState["zones"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { zonesUnlocked: number };
expect(body.zonesUnlocked).toBe(0);
});
it("does not unlock zone when quest condition is not met", async () => {
const state = makeState({
bosses: [{ id: "forest_giant", status: "defeated" }] as GameState["bosses"],
quests: [{ id: "ancient_ruins", status: "active" }] as GameState["quests"],
zones: [{ id: "shattered_ruins", status: "locked" }] as GameState["zones"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { zonesUnlocked: number };
expect(body.zonesUnlocked).toBe(0);
});
it("unlocks zone when both boss and quest conditions are met", async () => {
const state = makeState({
bosses: [{ id: "forest_giant", status: "defeated" }] as GameState["bosses"],
quests: [{ id: "ancient_ruins", status: "completed" }] as GameState["quests"],
zones: [{ id: "shattered_ruins", status: "locked" }] as GameState["zones"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { zonesUnlocked: number };
expect(body.zonesUnlocked).toBe(1);
});
it("unlocks a quest when zone is unlocked and prerequisites are met", async () => {
const state = makeState({
quests: [{ id: "first_steps", status: "locked" }] as GameState["quests"],
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { questsUnlocked: number };
expect(body.questsUnlocked).toBe(1);
});
it("does not unlock quest when zone is locked", async () => {
/*
* Use shattered_ruins (requires forest_giant defeated) so applyZoneUnlocks
* cannot auto-unlock it, keeping it locked when applyQuestUnlocks runs.
*/
const state = makeState({
bosses: [{ id: "forest_giant", status: "available" }] as GameState["bosses"],
quests: [{ id: "necromancer_tower", status: "locked" }] as GameState["quests"],
zones: [{ id: "shattered_ruins", status: "locked" }] as GameState["zones"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { questsUnlocked: number };
expect(body.questsUnlocked).toBe(0);
});
it("does not unlock quest when zone is not in state", async () => {
const state = makeState({
quests: [{ id: "first_steps", status: "locked" }] as GameState["quests"],
zones: [] as GameState["zones"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { questsUnlocked: number };
expect(body.questsUnlocked).toBe(0);
});
it("does not unlock quest when it is already available", async () => {
const state = makeState({
quests: [{ id: "first_steps", status: "available" }] as GameState["quests"],
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { questsUnlocked: number };
expect(body.questsUnlocked).toBe(0);
});
it("does not unlock quest when prerequisites are not completed", async () => {
const state = makeState({
quests: [{ id: "goblin_camp", status: "locked" }] as GameState["quests"],
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { questsUnlocked: number };
expect(body.questsUnlocked).toBe(0);
});
it("unlocks the first boss in a zone when the zone is unlocked", async () => {
const state = makeState({
bosses: [{ id: "troll_king", status: "locked" }] as GameState["bosses"],
prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { bossesUnlocked: number };
expect(body.bossesUnlocked).toBe(1);
});
it("does not unlock boss when prestige requirement is not met", async () => {
const state = makeState({
bosses: [{ id: "the_first_light", status: "locked" }] as GameState["bosses"],
prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
zones: [{ id: "celestial_reaches", status: "unlocked" }] as GameState["zones"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { bossesUnlocked: number };
expect(body.bossesUnlocked).toBe(0);
});
it("does not unlock boss when previous boss is not defeated", async () => {
const state = makeState({
bosses: [
{ id: "troll_king", status: "available" },
{ id: "lich_queen", status: "locked" },
] as GameState["bosses"],
prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { bossesUnlocked: number };
expect(body.bossesUnlocked).toBe(0);
});
it("does not unlock boss when previous boss is not in state", async () => {
const state = makeState({
bosses: [{ id: "lich_queen", status: "locked" }] as GameState["bosses"],
prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { bossesUnlocked: number };
expect(body.bossesUnlocked).toBe(0);
});
it("unlocks next boss when previous boss is defeated", async () => {
const state = makeState({
bosses: [
{ id: "troll_king", status: "defeated" },
{ id: "lich_queen", status: "locked" },
] as GameState["bosses"],
prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { bossesUnlocked: number };
expect(body.bossesUnlocked).toBe(1);
});
it("returns explorationUnlocked=0 when exploration is undefined", async () => {
const state = makeState({
exploration: undefined as unknown as GameState["exploration"],
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { explorationUnlocked: number };
expect(body.explorationUnlocked).toBe(0);
});
it("unlocks exploration area when its zone is unlocked", async () => {
const state = makeState({
exploration: makeExploration([
{ id: "verdant_meadow", status: "locked" } as GameState["exploration"]["areas"][0],
]),
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { explorationUnlocked: number };
expect(body.explorationUnlocked).toBe(1);
});
it("does not unlock exploration area when zone is not unlocked", async () => {
const state = makeState({
exploration: makeExploration([
{ id: "vm_e1", status: "locked" } as GameState["exploration"]["areas"][0],
]),
zones: [] as GameState["zones"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { explorationUnlocked: number };
expect(body.explorationUnlocked).toBe(0);
});
it("does not unlock exploration area when it is already available", async () => {
const state = makeState({
exploration: makeExploration([
{ id: "verdant_meadow", status: "available" } as GameState["exploration"]["areas"][0],
]),
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { explorationUnlocked: number };
expect(body.explorationUnlocked).toBe(0);
});
it("unlocks adventurer tier when its quest has been completed", async () => {
const state = makeState({
adventurers: [ { id: "scout", unlocked: false } ] as GameState["adventurers"],
quests: [ { id: "haunted_mine", status: "completed" } ] as GameState["quests"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { adventurersUnlocked: number };
expect(body.adventurersUnlocked).toBe(1);
});
it("does not unlock adventurer tier when it is already unlocked", async () => {
const state = makeState({
adventurers: [ { id: "scout", unlocked: true } ] as GameState["adventurers"],
quests: [ { id: "haunted_mine", status: "completed" } ] as GameState["quests"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { adventurersUnlocked: number };
expect(body.adventurersUnlocked).toBe(0);
});
it("unlocks upgrade when its boss has been defeated", async () => {
const state = makeState({
bosses: [ { id: "troll_king", status: "defeated" } ] as GameState["bosses"],
upgrades: [ { id: "click_2", unlocked: false } ] as GameState["upgrades"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { upgradesUnlocked: number };
expect(body.upgradesUnlocked).toBe(1);
});
it("does not unlock upgrade when boss is not defeated", async () => {
const state = makeState({
bosses: [ { id: "troll_king", status: "available" } ] as GameState["bosses"],
upgrades: [ { id: "click_2", unlocked: false } ] as GameState["upgrades"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { upgradesUnlocked: number };
expect(body.upgradesUnlocked).toBe(0);
});
it("does not unlock upgrade when it is already unlocked", async () => {
const state = makeState({
bosses: [ { id: "troll_king", status: "defeated" } ] as GameState["bosses"],
upgrades: [ { id: "click_2", unlocked: true } ] as GameState["upgrades"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { upgradesUnlocked: number };
expect(body.upgradesUnlocked).toBe(0);
});
it("unlocks upgrade granted as a quest reward", async () => {
const state = makeState({
quests: [ { id: "haunted_mine", status: "completed" } ] as GameState["quests"],
upgrades: [ { id: "global_1", unlocked: false } ] as GameState["upgrades"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { upgradesUnlocked: number };
expect(body.upgradesUnlocked).toBe(1);
});
it("marks equipment as owned when its boss has been defeated", async () => {
const state = makeState({
bosses: [ { id: "troll_king", status: "defeated" } ] as GameState["bosses"],
equipment: [ { id: "iron_sword", owned: false } ] as GameState["equipment"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { equipmentUnlocked: number };
expect(body.equipmentUnlocked).toBe(1);
});
it("does not mark equipment as owned when boss is not defeated", async () => {
const state = makeState({
bosses: [ { id: "troll_king", status: "available" } ] as GameState["bosses"],
equipment: [ { id: "iron_sword", owned: false } ] as GameState["equipment"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { equipmentUnlocked: number };
expect(body.equipmentUnlocked).toBe(0);
});
it("does not mark equipment as owned when it is already owned", async () => {
const state = makeState({
bosses: [ { id: "troll_king", status: "defeated" } ] as GameState["bosses"],
equipment: [ { id: "iron_sword", owned: true } ] as GameState["equipment"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { equipmentUnlocked: number };
expect(body.equipmentUnlocked).toBe(0);
});
it("returns storyUnlocked=0 when story is undefined", async () => {
const state = makeState({
story: undefined as unknown as GameState["story"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { storyUnlocked: number };
expect(body.storyUnlocked).toBe(0);
});
it("unlocks story chapter when its boss has been defeated", async () => {
const state = makeState({
bosses: [ { id: "forest_giant", status: "defeated" } ] as GameState["bosses"],
story: { completedChapters: [], unlockedChapterIds: [] },
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { storyUnlocked: number };
expect(body.storyUnlocked).toBe(1);
});
it("does not unlock story chapter when boss is not defeated", async () => {
const state = makeState({
bosses: [ { id: "forest_giant", status: "available" } ] as GameState["bosses"],
story: { completedChapters: [], unlockedChapterIds: [] },
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { storyUnlocked: number };
expect(body.storyUnlocked).toBe(0);
});
it("does not unlock story chapter when it is already unlocked", async () => {
const state = makeState({
bosses: [ { id: "forest_giant", status: "defeated" } ] as GameState["bosses"],
story: { completedChapters: [], unlockedChapterIds: [ "story_ch_01" ] },
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
const body = await res.json() as { storyUnlocked: number };
expect(body.storyUnlocked).toBe(0);
});
it("computes HMAC signature when ANTI_CHEAT_SECRET is set", async () => {
process.env.ANTI_CHEAT_SECRET = "test_secret";
const state = makeState();
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
expect(res.status).toBe(200);
const body = await res.json() as { signature: string | undefined };
expect(body.signature).toBeDefined();
delete process.env.ANTI_CHEAT_SECRET;
});
it("omits signature when ANTI_CHEAT_SECRET is not set", async () => {
delete process.env.ANTI_CHEAT_SECRET;
const state = makeState();
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await forceUnlocks();
expect(res.status).toBe(200);
const body = await res.json() as { signature: string | undefined };
expect(body.signature).toBeUndefined();
});
it("returns 500 when DB throws an Error", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB error"));
const res = await forceUnlocks();
expect(res.status).toBe(500);
});
it("returns 500 when DB throws a non-Error value", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce("raw error");
const res = await forceUnlocks();
expect(res.status).toBe(500);
});
});
describe("POST /hard-reset", () => {
it("returns 404 when no player found", async () => {
vi.mocked(prisma.player.findUnique).mockResolvedValueOnce(null);
const res = await hardReset();
expect(res.status).toBe(404);
});
it("returns 200 with a fresh state on success", async () => {
vi.mocked(prisma.player.findUnique).mockResolvedValueOnce(makePlayer() as never);
vi.mocked(prisma.gameState.upsert).mockResolvedValueOnce({} as never);
const res = await hardReset();
expect(res.status).toBe(200);
const body = await res.json() as {
loginBonus: null;
loginStreak: number;
schemaOutdated: boolean;
};
expect(body.loginBonus).toBeNull();
expect(body.schemaOutdated).toBe(false);
expect(body.loginStreak).toBe(1);
});
it("computes HMAC signature when ANTI_CHEAT_SECRET is set", async () => {
process.env.ANTI_CHEAT_SECRET = "test_secret";
vi.mocked(prisma.player.findUnique).mockResolvedValueOnce(makePlayer() as never);
vi.mocked(prisma.gameState.upsert).mockResolvedValueOnce({} as never);
const res = await hardReset();
expect(res.status).toBe(200);
const body = await res.json() as { signature: string | undefined };
expect(body.signature).toBeDefined();
delete process.env.ANTI_CHEAT_SECRET;
});
it("returns 500 when DB throws an Error", async () => {
vi.mocked(prisma.player.findUnique).mockRejectedValueOnce(new Error("DB error"));
const res = await hardReset();
expect(res.status).toBe(500);
});
it("returns 500 when DB throws a non-Error value", async () => {
vi.mocked(prisma.player.findUnique).mockRejectedValueOnce("raw error");
const res = await hardReset();
expect(res.status).toBe(500);
});
});
});
-26
View File
@@ -319,32 +319,6 @@ describe("buildPostPrestigeState", () => {
expect(matchingBoss?.bountyRunestonesClaimed).toBe(true);
});
it("sets bountyRunestonesClaimed on bosses defeated before the flag was introduced", () => {
const legacyDefeatedBoss = {
bountyRunestones: 5,
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: [ legacyDefeatedBoss ] 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",
+1 -1
View File
@@ -1,6 +1,6 @@
{
"name": "@elysium/web",
"version": "0.2.1",
"version": "0.1.1",
"private": true,
"type": "module",
"scripts": {
-21
View File
@@ -21,7 +21,6 @@ import type {
ExploreCollectResponse,
ExploreStartRequest,
ExploreStartResponse,
ForceUnlocksResponse,
LoadResponse,
PrestigeRequest,
PrestigeResponse,
@@ -257,24 +256,6 @@ const craftRecipe = async(
});
};
/**
* Sends a request to fix any missing unlocks in the player's game state.
* @returns The corrected game state and counts of what was unlocked.
*/
const forceUnlocks = async(): Promise<ForceUnlocksResponse> => {
return await fetchJson<ForceUnlocksResponse>("/debug/force-unlocks", {
method: "POST",
});
};
/**
* Performs a complete hard reset of the player's game state via the debug endpoint.
* @returns The fresh game state as a LoadResponse.
*/
const debugHardReset = async(): Promise<LoadResponse> => {
return await fetchJson<LoadResponse>("/debug/hard-reset", { method: "POST" });
};
/**
* Fetches a public player profile by Discord ID.
* @param discordId - The Discord ID of the player to look up.
@@ -307,8 +288,6 @@ export {
challengeBoss,
collectExploration,
craftRecipe,
debugHardReset,
forceUnlocks,
getAbout,
getAuthUrl,
getPublicProfile,
+19 -39
View File
@@ -31,24 +31,14 @@ const howToPlay = [
body:
"Purchase upgrades to multiply the gold and essence output of specific"
+ " adventurer tiers, or boost your whole guild. Upgrades are permanent"
+ " for the current run and stack multiplicatively — two ×2 upgrades"
+ " targeting the same adventurer combine to give ×4, not ×3. Global"
+ " upgrades multiply on top of adventurer-specific ones, so stacking"
+ " both types compounds the effect significantly. Late in a run, look"
+ " for the Essence Infusion upgrades — five powerful global multipliers"
+ " purchasable purely with essence, giving that resource an ongoing"
+ " use when gold upgrades are all bought.",
+ " for the current run and compound with each other.",
title: "🔧 Upgrades",
},
{
body:
"Send your guild on quests that complete over time and reward gold,"
+ " essence, crystals, equipment, and upgrades. Multiple quests can run"
+ " simultaneously. Completing quests also unlocks new zones."
+ " Each quest has a failure chance that increases in later zones"
+ " (from 10% in the starting zone up to 40% in the hardest zones)."
+ " If a quest fails, no rewards are granted and the quest resets —"
+ " your party must be sent again to retry it.",
+ " simultaneously. Completing quests also unlocks new zones.",
title: "📜 Quests",
},
{
@@ -69,12 +59,10 @@ const howToPlay = [
{
body:
"Earn equipment from boss drops and quest rewards. Each piece provides"
+ " bonuses to gold income, click power, or boss combat DPS. Rarer"
+ " equipment provides stronger bonuses. Note: combat bonuses only"
+ " affect boss fights — quest combat power is determined solely by"
+ " your adventurers. Equip matching set pieces (2 or 3 of a named set)"
+ " to unlock escalating set bonuses shown at the top of the Equipment"
+ " panel.",
+ " bonuses to gold income, click power, or combat. Rarer equipment"
+ " provides stronger bonuses. Equip matching set pieces (2 or 3 of a"
+ " named set) to unlock escalating set bonuses shown at the top of the"
+ " Equipment panel.",
title: "🗡️ Equipment & Sets",
},
{
@@ -123,11 +111,7 @@ const howToPlay = [
+ " real-time and reward gold, essence, and crafting materials when"
+ " collected. Each area has a set duration — short explorations are"
+ " faster but longer ones offer rarer finds. A 📖 icon marks areas"
+ " you've collected from at least once, unlocking a Codex entry."
+ " Exploration zones are locked until the corresponding main-game"
+ " zone is unlocked — which requires defeating that zone's final boss"
+ " and completing its final quest. The Exploration tab shows the"
+ " specific boss and quest required for each locked zone.",
+ " you've collected from at least once, unlocking a Codex entry.",
title: "🗺️ Exploration",
},
{
@@ -170,12 +154,10 @@ const howToPlay = [
{
body:
"Defeat bosses to earn equipment drops: weapons, armour, and trinkets."
+ " Each item provides bonuses to gold income, boss combat DPS, or click"
+ " power. Combat bonuses only affect boss fights — quest combat power"
+ " is determined solely by your adventurers. Only one item per slot"
+ " can be equipped at a time — visit the Equipment panel to manage"
+ " your loadout. Your currently equipped items are displayed on your"
+ " character sheet and public profile.",
+ " Each item provides bonuses to gold income, combat power, or click"
+ " power. Only one item per slot can be equipped at a time — visit the"
+ " Equipment panel to manage your loadout. Your currently equipped"
+ " items are displayed on your character sheet and public profile.",
title: "🗡️ Equipment",
},
{
@@ -199,16 +181,14 @@ const howToPlay = [
},
{
body:
"Toggle automation in the Quests, Boss Encounters, and Prestige Shop"
+ " panels! Auto-Quest automatically sends your party on the"
+ " highest-zone available quest as soon as one completes, skipping"
+ " quests whose combat power requirement isn't met. Auto-Boss"
+ " automatically challenges the highest available boss as soon as one"
+ " is ready. Auto-Adventurer (unlocked via the Prestige Shop for 50"
+ " runestones) automatically purchases the highest-tier adventurer you"
+ " can currently afford each tick, keeping your income growing after a"
+ " prestige without any manual clicks.",
title: "🤖 Auto-Quest, Auto-Boss & Auto-Adventurer",
"Toggle automation in the Quests and Boss Encounters panels! Auto-Quest"
+ " automatically sends your party on the highest-zone available quest"
+ " as soon as one completes, skipping quests whose combat power"
+ " requirement isn't met. Auto-Boss automatically challenges the"
+ " highest available boss as soon as one is ready. Both can be toggled"
+ " on or off at any time using the 🤖 Auto button in each panel"
+ " header.",
title: "🤖 Auto-Quest & Auto-Boss",
},
{
body:
@@ -9,7 +9,7 @@ import { type JSX, useState } from "react";
import { useGame } from "../../context/gameContext.js";
import { cdnImage } from "../../utils/cdn.js";
import { LockToggle } from "../ui/lockToggle.js";
import type { Achievement, GameState } from "@elysium/types";
import type { Achievement } from "@elysium/types";
/**
* Returns the plural form of a word based on a count.
@@ -54,50 +54,9 @@ const conditionDescription = (
}
};
/**
* Returns the player's current progress value toward an achievement's unlock condition,
* mirroring the logic used by the tick engine's checkAchievements function.
* @param achievement - The achievement to evaluate progress for.
* @param state - The current game state.
* @returns The current numeric progress toward the achievement condition.
*/
const getCurrentProgress = (
achievement: Achievement,
state: GameState,
): number => {
const { condition } = achievement;
switch (condition.type) {
case "totalGoldEarned":
return state.player.totalGoldEarned;
case "totalClicks":
return state.player.totalClicks;
case "bossesDefeated":
return state.bosses.filter((boss) => {
return boss.status === "defeated";
}).length;
case "questsCompleted":
return state.quests.filter((quest) => {
return quest.status === "completed";
}).length;
case "adventurerTotal":
return state.adventurers.reduce((sum, adventurer) => {
return sum + adventurer.count;
}, 0);
case "prestigeCount":
return state.prestige.count;
case "equipmentOwned":
return state.equipment.filter((item) => {
return item.owned;
}).length;
default:
return 0;
}
};
interface AchievementCardProperties {
readonly achievement: Achievement;
readonly formatNumber: (n: number)=> string;
readonly progressValue: number;
readonly achievement: Achievement;
readonly formatNumber: (n: number)=> string;
}
/**
@@ -105,18 +64,14 @@ interface AchievementCardProperties {
* @param props - The achievement card properties.
* @param props.achievement - The achievement to display.
* @param props.formatNumber - The number formatting utility function.
* @param props.progressValue - The player's current progress toward the unlock condition.
* @returns The JSX element.
*/
// eslint-disable-next-line max-lines-per-function -- Progress bar adds necessary lines for locked state
const AchievementCard = ({
achievement,
formatNumber,
progressValue,
}: AchievementCardProperties): JSX.Element => {
const isUnlocked = achievement.unlockedAt !== null;
const crystals = achievement.reward?.crystals;
const cappedProgress = Math.min(progressValue, achievement.condition.amount);
return (
<div className={`achievement-card ${isUnlocked
@@ -133,19 +88,6 @@ const AchievementCard = ({
<p className="achievement-condition">
{conditionDescription(achievement, formatNumber)}
</p>
{!isUnlocked
&& <div className="achievement-progress">
<progress
max={achievement.condition.amount}
value={cappedProgress}
/>
<span className="achievement-progress-label">
{formatNumber(progressValue)}
{" / "}
{formatNumber(achievement.condition.amount)}
</span>
</div>
}
{crystals !== undefined
&& <p className="achievement-reward">
{"💎 +"}
@@ -221,7 +163,6 @@ const AchievementPanel = (): JSX.Element => {
achievement={achievement}
formatNumber={formatNumber}
key={achievement.id}
progressValue={getCurrentProgress(achievement, state)}
/>
);
})}
@@ -143,10 +143,6 @@ const AdventurerCard = ({
{" essence/s each"}
</p>
}
<p>
{formatNumber(adventurer.combatPower)}
{" combat power each"}
</p>
</div>
<div className="adventurer-count">
{"×"}
@@ -175,7 +171,7 @@ const AdventurerCard = ({
* @returns The JSX element.
*/
const AdventurerPanel = (): JSX.Element => {
const { state, formatNumber, toggleAutoAdventurer } = useGame();
const { state, formatNumber } = useGame();
const [ showLocked, setShowLocked ] = useState(true);
const [ batchSize, setBatchSize ] = useState<BatchSize>(() => {
return parseBatchSize(localStorage.getItem("elysium_batch_size"));
@@ -207,11 +203,6 @@ const AdventurerPanel = (): JSX.Element => {
}
}
const autoAdventurerUnlocked = state.prestige.purchasedUpgradeIds.includes(
"auto_adventurer",
);
const autoAdventurerOn = state.autoAdventurer === true;
function handleToggle(): void {
setShowLocked((current) => {
return !current;
@@ -222,34 +213,11 @@ const AdventurerPanel = (): JSX.Element => {
<section className="panel adventurer-panel">
<div className="panel-header">
<h2>{"Adventurers"}</h2>
<div className="panel-header-controls">
{autoAdventurerUnlocked
? <button
className={`auto-toggle-btn ${
autoAdventurerOn
? "auto-toggle-on"
: "auto-toggle-off"
}`}
onClick={toggleAutoAdventurer}
title={
"Automatically purchase the highest-tier"
+ " affordable adventurer"
}
type="button"
>
{"🤖 Auto: "}
{autoAdventurerOn
? "ON"
: "OFF"}
</button>
: null
}
<LockToggle
lockedCount={locked.length}
onToggle={handleToggle}
showLocked={showLocked}
/>
</div>
<LockToggle
lockedCount={locked.length}
onToggle={handleToggle}
showLocked={showLocked}
/>
</div>
<div className="batch-selector">
{batchOptions.map((option) => {
@@ -235,7 +235,6 @@ const BossPanel = (): JSX.Element => {
toggleAutoBoss,
autoBossLastResult,
autoBossError,
bossError,
} = useGame();
const [ challengingBossId, setChallengingBossId ] = useState<string | null>(
null,
@@ -267,23 +266,6 @@ const BossPanel = (): JSX.Element => {
}
const { zones, bosses, quests, autoBoss, prestige: playerPrestige } = state;
const activeZone = zones.find((zone) => {
return zone.id === activeZoneId;
});
const zoneIsLocked = activeZone?.status === "locked";
const unlockBoss = activeZone?.unlockBossId === null
|| activeZone?.unlockBossId === undefined
? undefined
: bosses.find((boss) => {
return boss.id === activeZone.unlockBossId;
});
const unlockQuest = activeZone?.unlockQuestId === null
|| activeZone?.unlockQuestId === undefined
? undefined
: quests.find((quest) => {
return quest.id === activeZone.unlockQuestId;
});
const zoneBosses = bosses.filter((boss) => {
return boss.zoneId === activeZoneId;
});
@@ -380,13 +362,6 @@ const BossPanel = (): JSX.Element => {
</div>
</div>
{bossError === null
? null
: <p className="auto-boss-error">
{"⚠️ "}
{bossError}
</p>
}
{autoBossError === null
? null
: <p className="auto-boss-error">
@@ -410,27 +385,6 @@ const BossPanel = (): JSX.Element => {
zones={zones}
/>
{zoneIsLocked && (unlockBoss !== undefined || unlockQuest !== undefined)
? <div className="exploration-zone-locked-hint">
<p>{"🔒 This zone is locked. Unlock bosses by:"}</p>
{unlockBoss === undefined
? null
: <p>
{"⚔️ Defeat: "}
{unlockBoss.name}
</p>
}
{unlockQuest === undefined
? null
: <p>
{"📜 Complete: "}
{unlockQuest.name}
</p>
}
</div>
: null
}
<div className="party-combat-stats">
<div className="combat-stat">
<span className="stat-label">{"⚔️ Party DPS"}</span>
@@ -26,9 +26,7 @@ const bonusLabel: Record<string, string> = {
*/
const CraftingPanel = (): JSX.Element => {
const { state, craftRecipe, formatNumber } = useGame();
const [ activeZoneId, setActiveZoneId ] = useState(() => {
return sessionStorage.getItem("elysium_craft_zone") ?? "verdant_vale";
});
const [ activeZoneId, setActiveZoneId ] = useState("verdant_vale");
const [ pendingRecipeId, setPendingRecipeId ] = useState<string | null>(null);
if (state === null) {
@@ -70,11 +68,6 @@ const CraftingPanel = (): JSX.Element => {
});
}
function handleZoneSelect(zoneId: string): void {
setActiveZoneId(zoneId);
sessionStorage.setItem("elysium_craft_zone", zoneId);
}
async function handleCraft(recipeId: string): Promise<void> {
setPendingRecipeId(recipeId);
try {
@@ -92,7 +85,7 @@ const CraftingPanel = (): JSX.Element => {
<ZoneSelector
activeZoneId={activeZoneId}
onSelectZone={handleZoneSelect}
onSelectZone={setActiveZoneId}
zones={zones}
/>
-166
View File
@@ -1,166 +0,0 @@
/**
* @file Debug panel component with administrative tools for correcting player state.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines-per-function -- Panel has multiple async handlers and conditional renders */
/* eslint-disable stylistic/max-len -- Debug descriptions require full explanatory text */
import { type JSX, useState } from "react";
import { useGame } from "../../context/gameContext.js";
import { ConfirmationModal } from "../ui/confirmationModal.js";
type ActiveModal = "force-unlocks" | "hard-reset" | null;
interface ForceUnlocksResult {
adventurersUnlocked: number;
bossesUnlocked: number;
equipmentUnlocked: number;
explorationUnlocked: number;
questsUnlocked: number;
storyUnlocked: number;
upgradesUnlocked: number;
zonesUnlocked: number;
}
/**
* Builds a human-readable summary of what the force-unlock operation corrected.
* @param result - The counts returned by the force-unlock operation.
* @returns A message string describing what was fixed, or a confirmation that nothing needed fixing.
*/
const buildForceUnlocksMessage = (result: ForceUnlocksResult): string => {
const entries: Array<[ number, string ]> = [
[ result.zonesUnlocked, "zone(s)" ],
[ result.questsUnlocked, "quest(s)" ],
[ result.bossesUnlocked, "boss(es)" ],
[ result.explorationUnlocked, "exploration area(s)" ],
[ result.adventurersUnlocked, "adventurer tier(s)" ],
[ result.upgradesUnlocked, "upgrade(s)" ],
[ result.equipmentUnlocked, "equipment item(s)" ],
[ result.storyUnlocked, "story chapter(s)" ],
];
const parts = entries.
filter(([ count ]) => {
return count > 0;
}).
map(([ count, label ]) => {
return `${String(count)} ${label}`;
});
if (parts.length === 0) {
return "Everything looks correct — no missing unlocks were found.";
}
const total = entries.reduce((sum, [ count ]) => {
return sum + count;
}, 0);
return `Fixed ${String(total)} unlock(s): ${parts.join(", ")}.`;
};
/**
* Renders the debug panel with tools for fixing stuck game state.
* @returns The JSX element.
*/
const DebugPanel = (): JSX.Element => {
const { forceUnlocks, debugHardReset, isLoading } = useGame();
const [ activeModal, setActiveModal ] = useState<ActiveModal>(null);
const [ forceUnlocksResult, setForceUnlocksResult ] = useState<string | null>(null);
function handleOpenForceUnlocks(): void {
setForceUnlocksResult(null);
setActiveModal("force-unlocks");
}
function handleOpenHardReset(): void {
setActiveModal("hard-reset");
}
function handleCancel(): void {
setActiveModal(null);
}
function handleConfirmForceUnlocks(): void {
setActiveModal(null);
void (async(): Promise<void> => {
const result = await forceUnlocks();
setForceUnlocksResult(buildForceUnlocksMessage(result));
})();
}
function handleConfirmHardReset(): void {
setActiveModal(null);
void debugHardReset();
}
return (
<div className="panel">
<h2>{"🔧 Debug Tools"}</h2>
<p className="panel-description">
{
"These tools are intended to fix broken game state. Use them with care — some operations are irreversible."
}
</p>
<div className="debug-actions">
<div className="debug-action-card">
<h3>{"🔓 Force Unlocks"}</h3>
<p>
{
"Scans your game state and unlocks any zones, quests, and bosses that you have earned but that are still incorrectly locked."
}
</p>
<button
className="action-button"
disabled={isLoading}
onClick={handleOpenForceUnlocks}
type="button"
>
{"Force Unlocks"}
</button>
{forceUnlocksResult !== null
&& <p className="debug-result-message">{forceUnlocksResult}</p>
}
</div>
<div className="debug-action-card">
<h3>{"💀 Hard Reset"}</h3>
<p>
{
"Completely wipes all progress and resets your account to a brand-new state. This cannot be undone."
}
</p>
<button
className="action-button action-button-danger"
disabled={isLoading}
onClick={handleOpenHardReset}
type="button"
>
{"Hard Reset"}
</button>
</div>
</div>
{activeModal === "force-unlocks"
&& <ConfirmationModal
confirmLabel="Yes, Force Unlocks"
description="This will scan your save data and grant access to any zones, quests, and bosses that you have already earned but are incorrectly locked. This operation is safe and non-destructive."
isLoading={isLoading}
onCancel={handleCancel}
onConfirm={handleConfirmForceUnlocks}
title="Force Unlocks"
/>
}
{activeModal === "hard-reset"
&& <ConfirmationModal
confirmLabel="Yes, Wipe Everything"
description="This will permanently delete all of your current progress — gold, adventurers, upgrades, bosses, quests, and zones — and reset your account to a brand-new state. Lifetime stats are preserved, but everything else will be gone forever."
isLoading={isLoading}
onCancel={handleCancel}
onConfirm={handleConfirmHardReset}
title="⚠️ Hard Reset — This Cannot Be Undone"
/>
}
</div>
);
};
export { DebugPanel };
@@ -7,7 +7,6 @@
/* eslint-disable react/no-multi-comp -- Sub-component is tightly coupled to the panel */
/* eslint-disable max-lines-per-function -- Complex component with many render paths */
/* eslint-disable complexity -- Complex component with many conditional render paths */
/* eslint-disable max-lines -- Equipment panel with set bonus display and sort logic */
import { type JSX, useState } from "react";
import { useGame } from "../../context/gameContext.js";
import { EQUIPMENT_SETS } from "../../data/equipmentSets.js";
@@ -31,7 +30,7 @@ const bonusDescription = (item: Equipment): string => {
const parts: Array<string> = [];
if (item.bonus.combatMultiplier !== undefined) {
const pct = Math.round((item.bonus.combatMultiplier - 1) * 100);
parts.push(`+${String(pct)}% Boss Combat`);
parts.push(`+${String(pct)}% Combat`);
}
if (item.bonus.goldMultiplier !== undefined) {
const pct = Math.round((item.bonus.goldMultiplier - 1) * 100);
@@ -189,20 +188,6 @@ const EquipmentCard = ({
);
};
/**
* Computes a combined power score for sorting — sum of all bonus multipliers.
* Using the sum (rather than a single stat) keeps hybrid items in sensible order.
* @param item - The equipment piece whose bonus multipliers are summed.
* @returns The combined bonus value.
*/
const equipmentPower = (item: Equipment): number => {
return (
(item.bonus.combatMultiplier ?? 1)
+ (item.bonus.goldMultiplier ?? 1)
+ (item.bonus.clickMultiplier ?? 1)
);
};
const slotOrder: Array<EquipmentType> = [ "weapon", "armour", "trinket" ];
const slotLabel: Record<EquipmentType, string> = {
armour: "🛡️ Armour",
@@ -276,7 +261,7 @@ const EquipmentPanel = (): JSX.Element => {
}
if (bonus.combatMultiplier !== undefined) {
const pct = Math.round((bonus.combatMultiplier - 1) * 100);
parts.push(`+${String(pct)}% Boss Combat (${String(threshold)}pc)`);
parts.push(`+${String(pct)}% Combat (${String(threshold)}pc)`);
}
if (bonus.clickMultiplier !== undefined) {
const pct = Math.round((bonus.clickMultiplier - 1) * 100);
@@ -335,8 +320,6 @@ const EquipmentPanel = (): JSX.Element => {
{slotOrder.map((slotType) => {
const items = equipment.filter((item) => {
return item.type === slotType && (showLocked || item.owned);
}).sort((a, b) => {
return equipmentPower(a) - equipmentPower(b);
});
return (
<div className="equipment-slot-section" key={slotType}>
@@ -6,7 +6,6 @@
*/
/* eslint-disable max-lines-per-function -- Complex component with many render paths */
/* eslint-disable complexity -- Complex component with many conditional render paths */
/* eslint-disable max-lines -- Exploration panel requires many render paths and result display */
import { type JSX, useState } from "react";
import { useGame } from "../../context/gameContext.js";
import { EXPLORATION_AREAS } from "../../data/explorations.js";
@@ -47,21 +46,11 @@ const formatDuration = (seconds: number): string => {
/**
* Computes the time remaining for an exploration in progress.
* Uses endsAt (server-computed) when available to avoid client/server clock drift.
* Falls back to startedAt + durationSeconds for saves predating the endsAt field.
* @param endsAt - The server-computed completion timestamp, if available.
* @param startedAt - The timestamp when exploration started.
* @param durationSeconds - The total duration in seconds.
* @returns The remaining seconds.
*/
const timeRemaining = (
endsAt: number | undefined,
startedAt: number,
durationSeconds: number,
): number => {
if (endsAt !== undefined) {
return Math.max(0, (endsAt - Date.now()) / 1000);
}
const timeRemaining = (startedAt: number, durationSeconds: number): number => {
const elapsed = (Date.now() - startedAt) / 1000;
return Math.max(0, durationSeconds - elapsed);
};
@@ -92,24 +81,7 @@ const ExplorationPanel = (): JSX.Element => {
);
}
const { zones, exploration: explorationState, bosses, quests } = state;
const activeZone = zones.find((zone) => {
return zone.id === activeZoneId;
});
const zoneIsLocked = activeZone?.status === "locked";
const unlockBoss = activeZone?.unlockBossId === null
|| activeZone?.unlockBossId === undefined
? undefined
: bosses.find((boss) => {
return boss.id === activeZone.unlockBossId;
});
const unlockQuest = activeZone?.unlockQuestId === null
|| activeZone?.unlockQuestId === undefined
? undefined
: quests.find((quest) => {
return quest.id === activeZone.unlockQuestId;
});
const { zones, exploration: explorationState } = state;
const zoneAreas = EXPLORATION_AREAS.filter((area) => {
return area.zoneId === activeZoneId;
@@ -238,27 +210,6 @@ const ExplorationPanel = (): JSX.Element => {
zones={zones}
/>
{zoneIsLocked && (unlockBoss !== undefined || unlockQuest !== undefined)
? <div className="exploration-zone-locked-hint">
<p>{"🔒 This zone is locked. Unlock exploration by:"}</p>
{unlockBoss === undefined
? null
: <p>
{"⚔️ Defeat: "}
{unlockBoss.name}
</p>
}
{unlockQuest === undefined
? null
: <p>
{"📜 Complete: "}
{unlockQuest.name}
</p>
}
</div>
: null
}
<div className="exploration-list">
{zoneAreas.map((area) => {
const areaState = explorationState?.areas.find((explorationArea) => {
@@ -266,10 +217,9 @@ const ExplorationPanel = (): JSX.Element => {
});
const status = areaState?.status ?? "locked";
const startedAt = areaState?.startedAt ?? 0;
const endsAt = areaState?.endsAt;
const isReady
= status === "in_progress"
&& timeRemaining(endsAt, startedAt, area.durationSeconds) <= 0;
&& timeRemaining(startedAt, area.durationSeconds) <= 0;
const isPending = pendingAreaId === area.id;
function handleStartClick(): void {
@@ -326,8 +276,9 @@ const ExplorationPanel = (): JSX.Element => {
{status === "in_progress" && !isReady
&& <span className="quest-badge active">
{"⏳ "}
{/* eslint-disable-next-line stylistic/max-len -- long call cannot be shortened */}
{formatDuration(Math.ceil(timeRemaining(endsAt, startedAt, area.durationSeconds)))}
{formatDuration(
Math.ceil(timeRemaining(startedAt, area.durationSeconds)),
)}
{" remaining"}
</span>
}
+1 -5
View File
@@ -23,7 +23,6 @@ import { CodexToast } from "./codexToast.js";
import { CompanionPanel } from "./companionPanel.js";
import { CraftingPanel } from "./craftingPanel.js";
import { DailyChallengePanel } from "./dailyChallengePanel.js";
import { DebugPanel } from "./debugPanel.js";
import { EditProfileModal } from "./editProfileModal.js";
import { EquipmentPanel } from "./equipmentPanel.js";
import { ExplorationPanel } from "./explorationPanel.js";
@@ -58,8 +57,7 @@ type Tab =
| "crafting"
| "character"
| "companions"
| "story"
| "debug";
| "story";
const baseTabs: Array<{ id: Tab; label: string }> = [
{ id: "adventurers", label: "⚔️ Adventurers" },
@@ -80,7 +78,6 @@ const baseTabs: Array<{ id: Tab; label: string }> = [
{ id: "story", label: "📖 Story" },
{ id: "codex", label: "🗺️ Codex" },
{ id: "about", label: "️ About" },
{ id: "debug", label: "🔧 Debug" },
];
/**
@@ -245,7 +242,6 @@ const GameLayout = (): JSX.Element => {
{activeTab === "story" && <StoryPanel />}
{activeTab === "codex" && <CodexPanel />}
{activeTab === "about" && <AboutPanel />}
{activeTab === "debug" && <DebugPanel />}
</div>
</main>
</div>
@@ -156,9 +156,6 @@ const LeaderboardPage = (): JSX.Element => {
<p className="leaderboard-subtitle">
{"The mightiest adventurers in Elysium"}
</p>
<p className="leaderboard-update-note">
{"🔄 Rankings update when you prestige."}
</p>
</div>
<div className="leaderboard-tabs">
+1 -24
View File
@@ -89,7 +89,6 @@ const PrestigePanel = (): JSX.Element => {
buyPrestigeUpgrade,
enableNotifications,
enableSounds,
toggleAutoAdventurer,
toggleAutoPrestige,
triggerPrestigeToast,
} = useGame();
@@ -111,7 +110,7 @@ const PrestigePanel = (): JSX.Element => {
);
}
const { autoAdventurer, prestige: prestigeData, player } = state;
const { prestige: prestigeData, player } = state;
const threshold = calculateThreshold(prestigeData.count);
const isEligible = player.totalGoldEarned >= threshold;
const runestonePreview = calculateRunestonePreview(
@@ -174,10 +173,6 @@ const PrestigePanel = (): JSX.Element => {
void handlePrestige();
}
function handleAutoAdventurerToggle(): void {
toggleAutoAdventurer();
}
function handleAutoPrestigeToggle(): void {
toggleAutoPrestige();
}
@@ -352,9 +347,6 @@ const PrestigePanel = (): JSX.Element => {
= prestigeData.runestones >= upgrade.runestonesCost;
const isLoading = buyingId === upgrade.id;
const isAutoAdventurerToggle
= upgrade.id === "auto_adventurer" && purchased;
const autoAdventurerEnabled = autoAdventurer ?? false;
const isAutoPrestigeToggle
= upgrade.id === "auto_prestige" && purchased;
const autoPrestigeEnabled
@@ -389,21 +381,6 @@ const PrestigePanel = (): JSX.Element => {
: `🔮 ${formatNumber(upgrade.runestonesCost)} Runestones`}
</p>
</div>
{isAutoAdventurerToggle
? <button
className={`auto-prestige-toggle ${
autoAdventurerEnabled
? "enabled"
: "disabled"
}`}
onClick={handleAutoAdventurerToggle}
type="button"
>
{autoAdventurerEnabled
? "⚡ Auto ON"
: "⏸ Auto OFF"}
</button>
: null}
{isAutoPrestigeToggle
? <button
className={`auto-prestige-toggle ${
+2 -55
View File
@@ -4,14 +4,12 @@
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines -- QuestPanel with sub-component and helper functions */
/* eslint-disable react/no-multi-comp -- QuestCard sub-component is tightly coupled */
/* eslint-disable max-lines-per-function -- Complex component with many render paths */
/* eslint-disable complexity -- Many conditional render paths */
/* eslint-disable max-statements -- Many local variables needed for quest state */
import { useState, type JSX } from "react";
import { useGame } from "../../context/gameContext.js";
import { zoneFailureChance } from "../../engine/tick.js";
import { cdnImage } from "../../utils/cdn.js";
import { LockToggle } from "../ui/lockToggle.js";
import { ZoneSelector } from "./zoneSelector.js";
@@ -145,17 +143,8 @@ const QuestCard = ({
: null}
</>
}
{quest.status === "available"
&& <p className="quest-failure-chance">
{"🎲 "}
{String(Math.round((zoneFailureChance[quest.zoneId] ?? 0) * 100))}
{"% failure chance"}
</p>
}
{quest.status === "available" && quest.lastFailedAt !== undefined
&& <p className="quest-failed-hint">
{"⚠️ Last attempt failed — no rewards were granted."}
</p>
&& <p className="quest-failed-hint">{"⚠️ Last attempt failed"}</p>
}
{quest.status === "available"
&& <button
@@ -208,24 +197,7 @@ const QuestPanel = (): JSX.Element => {
);
}
const { adventurers, autoQuest, bosses, quests, zones } = state;
const activeZone = zones.find((zone) => {
return zone.id === activeZoneId;
});
const zoneIsLocked = activeZone?.status === "locked";
const unlockBoss = activeZone?.unlockBossId === null
|| activeZone?.unlockBossId === undefined
? undefined
: bosses.find((boss) => {
return boss.id === activeZone.unlockBossId;
});
const unlockQuest = activeZone?.unlockQuestId === null
|| activeZone?.unlockQuestId === undefined
? undefined
: quests.find((quest) => {
return quest.id === activeZone.unlockQuestId;
});
const { adventurers, autoQuest, quests, zones } = state;
let partyCombatPower = 0;
for (const adventurer of adventurers) {
const contribution = adventurer.combatPower * adventurer.count;
@@ -324,31 +296,6 @@ const QuestPanel = (): JSX.Element => {
zones={zones}
/>
{zoneIsLocked && (unlockBoss !== undefined || unlockQuest !== undefined)
? <div className="exploration-zone-locked-hint">
<p>{"🔒 This zone is locked. Unlock quests by:"}</p>
{unlockBoss === undefined
? null
: <p>
{"⚔️ Defeat: "}
{unlockBoss.name}
</p>
}
{unlockQuest === undefined
? null
: <p>
{"📜 Complete: "}
{unlockQuest.name}
</p>
}
</div>
: null
}
<p className="quest-failure-note">
{"⚠️ If a quest fails, it resets with no rewards — you must retry."}
</p>
<div className="quest-list">
{visibleQuests.map((quest) => {
return (
+2 -38
View File
@@ -11,7 +11,7 @@ import { type JSX, useState } from "react";
import { useGame } from "../../context/gameContext.js";
import { cdnImage } from "../../utils/cdn.js";
import { LockToggle } from "../ui/lockToggle.js";
import type { Adventurer, Upgrade } from "@elysium/types";
import type { Upgrade } from "@elysium/types";
interface UpgradeCardProperties {
readonly upgrade: Upgrade;
@@ -20,7 +20,6 @@ interface UpgradeCardProperties {
readonly currentCrystals: number;
readonly unlockHint: string | undefined;
readonly formatNumber: (n: number)=> string;
readonly adventurers: ReadonlyArray<Adventurer>;
}
/**
@@ -32,7 +31,6 @@ interface UpgradeCardProperties {
* @param props.currentCrystals - The current crystals amount.
* @param props.unlockHint - Optional hint for how to unlock this upgrade.
* @param props.formatNumber - The number formatting utility function.
* @param props.adventurers - The list of adventurers, used to resolve the affected adventurer name.
* @returns The JSX element.
*/
const UpgradeCard = ({
@@ -42,14 +40,8 @@ const UpgradeCard = ({
currentCrystals,
unlockHint,
formatNumber,
adventurers,
}: UpgradeCardProperties): JSX.Element => {
const { buyUpgrade } = useGame();
const adventurerName = upgrade.adventurerId === undefined
? undefined
: adventurers.find((adventurer) => {
return adventurer.id === upgrade.adventurerId;
})?.name;
const canAfford
= currentGold >= upgrade.costGold
&& currentEssence >= upgrade.costEssence
@@ -72,13 +64,6 @@ const UpgradeCard = ({
{upgrade.name}
</span>
<span className="upgrade-desc">{upgrade.description}</span>
{adventurerName === undefined
? null
: <span className="upgrade-target">
{"🗡️ Affects: "}
{adventurerName}
</span>
}
</div>
);
}
@@ -94,13 +79,6 @@ const UpgradeCard = ({
<div className="upgrade-info">
<h3>{upgrade.name}</h3>
<p>{upgrade.description}</p>
{adventurerName === undefined
? null
: <p className="upgrade-target">
{"🗡️ Affects: "}
{adventurerName}
</p>
}
<p className="upgrade-multiplier">
{"×"}
{upgrade.multiplier}
@@ -152,13 +130,6 @@ const UpgradeCard = ({
{upgrade.name}
</h3>
<p>{upgrade.description}</p>
{adventurerName === undefined
? null
: <p className="upgrade-target">
{"🗡️ Affects: "}
{adventurerName}
</p>
}
<p className="upgrade-multiplier">
{"×"}
{upgrade.multiplier}
@@ -210,7 +181,7 @@ const UpgradePanel = (): JSX.Element => {
);
}
const { adventurers, bosses, quests, upgrades, resources } = state;
const { bosses, quests, upgrades, resources } = state;
const purchased = upgrades.filter((upgrade) => {
return upgrade.purchased;
});
@@ -261,10 +232,6 @@ const UpgradePanel = (): JSX.Element => {
{upgrades.length}
{" purchased"}
</p>
<p className="upgrade-stacking-note">
{"💡 Upgrade multipliers stack multiplicatively — two ×2 upgrades"
+ " combine to give ×4, not ×3."}
</p>
{upgrades.length === 0
? <p className="empty-state">
{"No upgrades available yet — keep adventuring!"}
@@ -273,7 +240,6 @@ const UpgradePanel = (): JSX.Element => {
{available.map((upgrade) => {
return (
<UpgradeCard
adventurers={adventurers}
currentCrystals={resources.crystals}
currentEssence={resources.essence}
currentGold={resources.gold}
@@ -287,7 +253,6 @@ const UpgradePanel = (): JSX.Element => {
{purchased.map((upgrade) => {
return (
<UpgradeCard
adventurers={adventurers}
currentCrystals={resources.crystals}
currentEssence={resources.essence}
currentGold={resources.gold}
@@ -302,7 +267,6 @@ const UpgradePanel = (): JSX.Element => {
? locked.map((upgrade) => {
return (
<UpgradeCard
adventurers={adventurers}
currentCrystals={resources.crystals}
currentEssence={resources.essence}
currentGold={resources.gold}
@@ -1,68 +0,0 @@
/**
* @file Reusable confirmation modal component for destructive operations.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
import type { JSX } from "react";
interface ConfirmationModalProperties {
readonly title: string;
readonly description: string;
readonly confirmLabel: string;
readonly onConfirm: ()=> void;
readonly onCancel: ()=> void;
readonly isLoading: boolean;
}
/**
* Renders a confirmation modal for destructive operations.
* @param props - The modal properties.
* @param props.title - The modal heading.
* @param props.description - Warning text explaining what the operation does.
* @param props.confirmLabel - Label for the confirm button.
* @param props.onConfirm - Callback fired when the player confirms.
* @param props.onCancel - Callback fired when the player cancels.
* @param props.isLoading - Whether the operation is currently in progress.
* @returns The JSX element.
*/
const ConfirmationModal = ({
title,
description,
confirmLabel,
onConfirm,
onCancel,
isLoading,
}: ConfirmationModalProperties): JSX.Element => {
return (
<div className="modal-overlay">
<div className="modal">
<h2>{title}</h2>
<p>{description}</p>
<p className="modal-note">{"Are you sure you want to do this?"}</p>
<div className="modal-actions">
<button
className="modal-close-button modal-button-danger"
disabled={isLoading}
onClick={onConfirm}
type="button"
>
{isLoading
? "Working..."
: confirmLabel}
</button>
<button
className="modal-close-button"
disabled={isLoading}
onClick={onCancel}
type="button"
>
{"Cancel"}
</button>
</div>
</div>
</div>
);
};
export { ConfirmationModal };
+1 -15
View File
@@ -77,15 +77,8 @@ const ResourceBar = ({
isSyncing,
onForceSync,
}: ResourceBarProperties): JSX.Element => {
const { formatNumber, syncError, state } = useGame();
const { formatNumber, syncError } = useGame();
const { gold, essence, crystals } = resources;
let partyCombatPower = 0;
if (state !== null) {
for (const adventurer of state.adventurers) {
const contribution = adventurer.combatPower * adventurer.count;
partyCombatPower = partyCombatPower + contribution;
}
}
const resourceValues = [ gold, essence, crystals ];
const anyFull = resourceValues.some((v) => {
return v >= RESOURCE_CAP;
@@ -142,13 +135,6 @@ const ResourceBar = ({
<span className="resource-value">{formatNumber(runestones)}</span>
<span className="resource-label">{"Runestones"}</span>
</div>
<div className="resource">
<span className="resource-icon">{"⚔️"}</span>
<span className="resource-value">
{formatNumber(partyCombatPower)}
</span>
<span className="resource-label">{"Combat Power"}</span>
</div>
{apotheosisCount > 0
&& <div className="apotheosis-badge">
{"✨ Apotheosis "}
+114 -278
View File
@@ -42,8 +42,6 @@ import {
challengeBoss as challengeBossApi,
collectExploration as collectExplorationApi,
craftRecipe as craftRecipeApi,
debugHardReset as debugHardResetApi,
forceUnlocks as forceUnlocksApi,
loadGame,
prestige as prestigeApi,
resetProgress as resetProgressApi,
@@ -52,6 +50,7 @@ import {
transcend as transcendApi,
} from "../api/client.js";
import { CODEX_ENTRIES } from "../data/codex.js";
import { EXPLORATION_AREAS } from "../data/explorations.js";
import { RECIPES } from "../data/recipes.js";
import {
RESOURCE_CAP,
@@ -447,11 +446,6 @@ interface GameContextValue {
*/
toggleAutoBoss: ()=> void;
/**
* Toggle the auto-adventurer setting on/off (requires auto_adventurer prestige upgrade).
*/
toggleAutoAdventurer: ()=> void;
/**
* Queue of newly unlocked codex entry IDs (for toast notifications).
*/
@@ -552,28 +546,6 @@ interface GameContextValue {
*/
resetProgress: ()=> Promise<void>;
/**
* Force-unlock any zones, quests, and bosses the player has earned but that
* are still incorrectly locked due to a state bug.
* @returns Counts of what was corrected.
*/
forceUnlocks: ()=> Promise<{
adventurersUnlocked: number;
bossesUnlocked: number;
equipmentUnlocked: number;
explorationUnlocked: number;
questsUnlocked: number;
storyUnlocked: number;
upgradesUnlocked: number;
zonesUnlocked: number;
}>;
/**
* Completely wipe the player's progress back to a brand-new save via the
* debug endpoint.
*/
debugHardReset: ()=> Promise<void>;
/**
* Last auto-boss fight result null until the first auto fight completes or
* when auto-boss is toggled off.
@@ -585,12 +557,6 @@ interface GameContextValue {
* when no error). Cleared automatically when the player re-enables auto-boss.
*/
autoBossError: string | null;
/**
* Error message from the most recent manual boss challenge (null when no
* error). Cleared automatically when a new challenge is initiated.
*/
bossError: string | null;
}
export interface BattleResult {
@@ -640,7 +606,6 @@ export const GameProvider = ({
at: number;
} | null>(null);
const [ autoBossError, setAutoBossError ] = useState<string | null>(null);
const [ bossError, setBossError ] = useState<string | null>(null);
const syncErrorTimerReference = useRef<ReturnType<typeof setTimeout> | null>(
null,
);
@@ -1082,42 +1047,6 @@ export const GameProvider = ({
}
}
// Auto-adventurer: buy one of the highest-tier affordable unlocked adventurer per tick
if (
next.autoAdventurer === true
&& next.prestige.purchasedUpgradeIds.includes("auto_adventurer")
) {
const [ bestAdventurer ] = next.adventurers.
filter((adventurer) => {
const cost
= adventurer.baseCost * Math.pow(1.15, adventurer.count);
return adventurer.unlocked && next.resources.gold >= cost;
}).
sort((adventurerA, adventurerB) => {
const costA
= adventurerA.baseCost * Math.pow(1.15, adventurerA.count);
const costB
= adventurerB.baseCost * Math.pow(1.15, adventurerB.count);
return costB - costA;
});
if (bestAdventurer !== undefined) {
const purchaseCost
= bestAdventurer.baseCost * Math.pow(1.15, bestAdventurer.count);
next = {
...next,
adventurers: next.adventurers.map((adventurer) => {
return adventurer.id === bestAdventurer.id
? { ...adventurer, count: adventurer.count + 1 }
: adventurer;
}),
resources: {
...next.resources,
gold: next.resources.gold - purchaseCost,
},
};
}
}
// Detect newly unlocked achievements
unlockedAchievementsReference.current = next.achievements.filter(
(a, index) => {
@@ -1148,6 +1077,14 @@ export const GameProvider = ({
},
);
// Quest failure — turn off auto-quest so the player can reassess
if (
newlyFailedQuestsReference.current.length > 0
&& next.autoQuest === true
) {
next = { ...next, autoQuest: false };
}
return next;
});
@@ -1220,12 +1157,9 @@ export const GameProvider = ({
) {
signatureReference.current = null;
localStorage.removeItem("elysium_save_signature");
} else {
logError("auto_save", error_);
}
/*
* Network failures during background auto-save are expected on
* flaky connections the next tick will retry, so no telemetry needed
*/
});
}
}
@@ -1253,9 +1187,10 @@ export const GameProvider = ({
}
await reloadReference.current();
}).
catch(() => {
catch((error_: unknown) => {
logError("auto_prestige", error_);
/* Silently ignore — eligibility is re-checked every tick */
/* Silently ignore — will retry next tick */
}).
finally(() => {
isAutoPrestigingReference.current = false;
@@ -1305,20 +1240,11 @@ export const GameProvider = ({
});
}).
catch((error_: unknown) => {
logError("auto_boss", error_);
const message
= error_ instanceof Error
? error_.message
: String(error_);
/*
* "Boss is not currently available" is an expected race condition
* when the client is ahead of the server save silently skip and
* let the next tick retry rather than halting automation.
*/
if (message === "Boss is not currently available") {
return;
}
logError("auto_boss", error_);
setAutoBossError(message);
setState((previous) => {
if (previous === null) {
@@ -1716,104 +1642,118 @@ export const GameProvider = ({
}, []);
const startExploration = useCallback(async(areaId: string) => {
const response = await startExplorationApi({ areaId });
setState((previous) => {
if (previous?.exploration === undefined) {
return previous;
try {
const response = await startExplorationApi({ areaId });
const areaData = EXPLORATION_AREAS.find((a) => {
return a.id === areaId;
});
if (areaData === undefined) {
return;
}
return {
...previous,
exploration: {
...previous.exploration,
areas: previous.exploration.areas.map((a) => {
return a.id === areaId
? {
...a,
endsAt: response.endsAt,
status: "in_progress" as const,
}
: a;
}),
},
};
});
}, []);
const collectExploration = useCallback(
async(areaId: string): Promise<ExploreCollectResponse> => {
const result = await collectExplorationApi({ areaId });
// eslint-disable-next-line stylistic/no-mixed-operators -- duration * 1000 is clear
const startedAt = response.endsAt - areaData.durationSeconds * 1000;
setState((previous) => {
if (previous?.exploration === undefined) {
return previous;
}
let materials = [ ...previous.exploration.materials ];
// Apply material drops from the random loot roll
for (const drop of result.materialsFound) {
const existing = materials.find((mat) => {
return mat.materialId === drop.materialId;
});
if (existing === undefined) {
materials = [
...materials,
{ materialId: drop.materialId, quantity: drop.quantity },
];
} else {
materials = materials.map((mat) => {
return mat.materialId === drop.materialId
? { ...mat, quantity: mat.quantity + drop.quantity }
: mat;
});
}
}
// Apply material from event (if any)
const materialGained = result.event?.materialGained;
if (materialGained !== null && materialGained !== undefined) {
const { materialId, quantity } = materialGained;
const existing = materials.find((mat) => {
return mat.materialId === materialId;
});
if (existing === undefined) {
materials = [ ...materials, { materialId, quantity } ];
} else {
materials = materials.map((mat) => {
return mat.materialId === materialId
? { ...mat, quantity: mat.quantity + quantity }
: mat;
});
}
}
return {
...previous,
exploration: {
...previous.exploration,
areas: previous.exploration.areas.map((a) => {
return a.id === areaId
? { ...a, completedOnce: true, status: "available" as const }
? { ...a, startedAt: startedAt, status: "in_progress" as const }
: a;
}),
materials: materials,
},
player: {
...previous.player,
totalGoldEarned:
previous.player.totalGoldEarned
+ Math.max(0, result.event?.goldChange ?? 0),
},
resources: {
...previous.resources,
essence:
previous.resources.essence + (result.event?.essenceChange ?? 0),
gold: Math.max(
0,
previous.resources.gold + (result.event?.goldChange ?? 0),
),
},
};
});
return result;
} catch (error_: unknown) {
logError("start_exploration", error_);
throw error_;
}
}, []);
const collectExploration = useCallback(
async(areaId: string): Promise<ExploreCollectResponse> => {
try {
const result = await collectExplorationApi({ areaId });
setState((previous) => {
if (previous?.exploration === undefined) {
return previous;
}
let materials = [ ...previous.exploration.materials ];
// Apply material drops from the random loot roll
for (const drop of result.materialsFound) {
const existing = materials.find((mat) => {
return mat.materialId === drop.materialId;
});
if (existing === undefined) {
materials = [
...materials,
{ materialId: drop.materialId, quantity: drop.quantity },
];
} else {
materials = materials.map((mat) => {
return mat.materialId === drop.materialId
? { ...mat, quantity: mat.quantity + drop.quantity }
: mat;
});
}
}
// Apply material from event (if any)
const materialGained = result.event?.materialGained;
if (materialGained !== null && materialGained !== undefined) {
const { materialId, quantity } = materialGained;
const existing = materials.find((mat) => {
return mat.materialId === materialId;
});
if (existing === undefined) {
materials = [ ...materials, { materialId, quantity } ];
} else {
materials = materials.map((mat) => {
return mat.materialId === materialId
? { ...mat, quantity: mat.quantity + quantity }
: mat;
});
}
}
return {
...previous,
exploration: {
...previous.exploration,
areas: previous.exploration.areas.map((a) => {
return a.id === areaId
? { ...a, completedOnce: true, status: "available" as const }
: a;
}),
materials: materials,
},
player: {
...previous.player,
totalGoldEarned:
previous.player.totalGoldEarned
+ Math.max(0, result.event?.goldChange ?? 0),
},
resources: {
...previous.resources,
essence:
previous.resources.essence + (result.event?.essenceChange ?? 0),
gold: Math.max(
0,
previous.resources.gold + (result.event?.goldChange ?? 0),
),
},
};
});
return result;
} catch (error_: unknown) {
logError("collect_exploration", error_);
throw error_;
}
},
[],
);
@@ -1896,18 +1836,6 @@ export const GameProvider = ({
});
}, []);
const toggleAutoAdventurer = useCallback(() => {
setState((previous) => {
if (previous === null) {
return previous;
}
return {
...previous,
autoAdventurer: previous.autoAdventurer !== true,
};
});
}, []);
const setActiveCompanion = useCallback((companionId: string | null) => {
setState((previous) => {
if (previous === null) {
@@ -1939,14 +1867,6 @@ export const GameProvider = ({
return;
}
setBossError(null);
/*
* Flush any pending state (e.g. newly equipped items) to the server before
* the fight so the server-side calculation uses the player's live stats.
*/
await forceSync();
try {
const result = await challengeBossApi({ bossId });
setState((previous) => {
@@ -1957,23 +1877,10 @@ export const GameProvider = ({
});
setBattleResult({ bossName: boss.name, result: result });
} catch (error_: unknown) {
const bossErrorMessage
= error_ instanceof Error
? error_.message
: "Failed to challenge boss";
/*
* "Boss is not currently available" is an expected server rejection
* (race condition between UI state and server state) suppress telemetry
*/
if (bossErrorMessage !== "Boss is not currently available") {
logError("challenge_boss", error_);
}
setBossError(
bossErrorMessage,
);
logError("challenge_boss", error_);
// Silently ignore — server errors shouldn't crash the UI
}
}, [ forceSync ]);
}, []);
const dismissOfflineGold = useCallback(() => {
setOfflineGold(0);
@@ -2099,69 +2006,6 @@ export const GameProvider = ({
}
}, []);
const forceUnlocks = useCallback(async() => {
try {
const data = await forceUnlocksApi();
setState(data.state);
if (data.signature !== undefined) {
signatureReference.current = data.signature;
localStorage.setItem("elysium_save_signature", data.signature);
}
return {
adventurersUnlocked: data.adventurersUnlocked,
bossesUnlocked: data.bossesUnlocked,
equipmentUnlocked: data.equipmentUnlocked,
explorationUnlocked: data.explorationUnlocked,
questsUnlocked: data.questsUnlocked,
storyUnlocked: data.storyUnlocked,
upgradesUnlocked: data.upgradesUnlocked,
zonesUnlocked: data.zonesUnlocked,
};
} catch (error_: unknown) {
setError(
error_ instanceof Error
? error_.message
: "Failed to force unlocks",
);
return {
adventurersUnlocked: 0,
bossesUnlocked: 0,
equipmentUnlocked: 0,
explorationUnlocked: 0,
questsUnlocked: 0,
storyUnlocked: 0,
upgradesUnlocked: 0,
zonesUnlocked: 0,
};
}
}, []);
const debugHardReset = useCallback(async() => {
setIsLoading(true);
setError(null);
try {
const data = await debugHardResetApi();
setState(data.state);
setLastSavedAt(data.state.player.lastSavedAt);
setSchemaOutdated(false);
setOfflineGold(0);
setOfflineEssence(0);
setLoginBonus(null);
if (data.signature !== undefined) {
signatureReference.current = data.signature;
localStorage.setItem("elysium_save_signature", data.signature);
}
} catch (error_: unknown) {
setError(
error_ instanceof Error
? error_.message
: "Failed to reset progress",
);
} finally {
setIsLoading(false);
}
}, []);
const dismissLoginBonus = useCallback(() => {
setLoginBonus(null);
}, []);
@@ -2179,7 +2023,6 @@ export const GameProvider = ({
autoBossError,
autoBossLastResult,
battleResult,
bossError,
buyAdventurer,
buyEchoUpgrade,
buyEquipment,
@@ -2191,7 +2034,6 @@ export const GameProvider = ({
completedQuestToasts,
craftRecipe,
currentSchemaVersion,
debugHardReset,
dismissAchievement,
dismissApotheosisToast,
dismissBattle,
@@ -2210,7 +2052,6 @@ export const GameProvider = ({
failedQuestToasts,
flushBossLoreToasts,
forceSync,
forceUnlocks,
formatNumber,
handleClick,
isLoading,
@@ -2236,7 +2077,6 @@ export const GameProvider = ({
startQuest,
state,
syncError,
toggleAutoAdventurer,
toggleAutoBoss,
toggleAutoPrestige,
toggleAutoQuest,
@@ -2251,7 +2091,6 @@ export const GameProvider = ({
autoBossError,
autoBossLastResult,
battleResult,
bossError,
completedQuestToasts,
failedQuestToasts,
formatNumber,
@@ -2265,7 +2104,6 @@ export const GameProvider = ({
completeChapter,
craftRecipe,
currentSchemaVersion,
debugHardReset,
dismissAchievement,
dismissApotheosisToast,
dismissBattle,
@@ -2283,7 +2121,6 @@ export const GameProvider = ({
error,
flushBossLoreToasts,
forceSync,
forceUnlocks,
handleClick,
isLoading,
isSyncing,
@@ -2308,7 +2145,6 @@ export const GameProvider = ({
startQuest,
state,
syncError,
toggleAutoAdventurer,
toggleAutoBoss,
toggleAutoPrestige,
toggleAutoQuest,
-9
View File
@@ -212,15 +212,6 @@ export const PRESTIGE_UPGRADES: Array<PrestigeUpgrade> = [
runestonesCost: 1200,
},
// ── Utility Unlocks ───────────────────────────────────────────────────────
{
category: "utility",
description:
"Unlock the Auto-Adventurer toggle. When enabled, the tick engine will automatically purchase the highest-tier adventurer you can currently afford.",
id: "auto_adventurer",
multiplier: 1,
name: "Autonomous Recruitment",
runestonesCost: 50,
},
{
category: "utility",
description:
+1 -1
View File
@@ -93,7 +93,7 @@ export const RESOURCE_CAP = 1e300;
* On failure the quest resets to "available" with no rewards; the player must wait the
* full duration again on their next attempt.
*/
export const zoneFailureChance: Record<string, number> = {
const zoneFailureChance: Record<string, number> = {
abyssal_trench: 0.24,
astral_void: 0.2,
celestial_reaches: 0.22,
-81
View File
@@ -4515,84 +4515,3 @@ body::before {
object-fit: cover;
width: 80px;
}
/* ===================== ACTION BUTTONS ===================== */
.action-button {
background: var(--colour-accent);
border: none;
border-radius: var(--radius);
color: #fff;
cursor: pointer;
font-size: 0.9rem;
font-weight: 700;
margin-top: 0.5rem;
padding: 0.55rem 1.25rem;
transition: background 0.15s;
width: 100%;
}
.action-button:hover:not(:disabled) {
background: var(--colour-accent-light);
}
.action-button:disabled {
cursor: not-allowed;
opacity: 0.5;
}
.action-button-danger {
background: var(--colour-error);
}
.action-button-danger:hover:not(:disabled) {
background: #f87171;
}
/* ===================== MODAL VARIANTS ===================== */
.modal-button-danger {
background: var(--colour-error);
}
.modal-button-danger:hover:not(:disabled) {
background: #f87171;
}
/* ===================== DEBUG PANEL ===================== */
.debug-actions {
display: grid;
gap: 1rem;
grid-template-columns: repeat(auto-fit, minmax(260px, 1fr));
margin-top: 1rem;
}
.debug-action-card {
background: var(--colour-surface);
border: 1px solid var(--colour-border);
border-radius: var(--radius-lg);
display: flex;
flex-direction: column;
padding: 1.25rem;
}
.debug-action-card h3 {
color: var(--colour-accent-light);
font-size: 1rem;
margin: 0 0 0.5rem;
}
.debug-action-card > p {
color: var(--colour-text-muted);
flex: 1;
font-size: 0.875rem;
margin: 0;
}
.debug-result-message {
background: rgba(16, 185, 129, 0.1);
border: 1px solid var(--colour-success);
border-radius: var(--radius);
color: var(--colour-success);
font-size: 0.8rem;
margin-top: 0.75rem;
padding: 0.5rem 0.75rem;
}
+2 -2
View File
@@ -1,6 +1,6 @@
{
"name": "elysium",
"version": "0.2.1",
"version": "0.1.1",
"private": true,
"type": "module",
"scripts": {
@@ -11,6 +11,6 @@
},
"devDependencies": {
"@nhcarrigan/typescript-config": "4.0.0",
"typescript": "5.9.3"
"typescript": "5.8.2"
}
}
+1 -1
View File
@@ -1,6 +1,6 @@
{
"name": "@elysium/types",
"version": "0.2.1",
"version": "0.1.1",
"private": true,
"type": "module",
"main": "./prod/src/index.js",
-1
View File
@@ -60,7 +60,6 @@ export type {
ExploreCollectResponse,
ExploreStartRequest,
ExploreStartResponse,
ForceUnlocksResponse,
GiteaRelease,
LeaderboardCategory,
LeaderboardEntry,
-54
View File
@@ -398,59 +398,6 @@ interface CraftRecipeResponse {
craftedCombatMultiplier: number;
}
interface ForceUnlocksResponse {
/**
* The corrected game state after applying all missing unlocks.
*/
state: GameState;
/**
* Number of zones that were unlocked by this operation.
*/
zonesUnlocked: number;
/**
* Number of quests that were made available by this operation.
*/
questsUnlocked: number;
/**
* Number of bosses that were made available by this operation.
*/
bossesUnlocked: number;
/**
* Number of exploration areas that were made available by this operation.
*/
explorationUnlocked: number;
/**
* Number of adventurer tiers that were unlocked by this operation.
*/
adventurersUnlocked: number;
/**
* Number of upgrades that were unlocked by this operation.
*/
upgradesUnlocked: number;
/**
* Number of equipment items that were marked as owned by this operation.
*/
equipmentUnlocked: number;
/**
* Number of story chapters that were unlocked by this operation.
*/
storyUnlocked: number;
/**
* HMAC-SHA256 signature of the corrected state for anti-cheat chain continuity.
*/
signature?: string;
}
export type {
AboutResponse,
ApiError,
@@ -470,7 +417,6 @@ export type {
ExploreCollectResponse,
ExploreStartRequest,
ExploreStartResponse,
ForceUnlocksResponse,
GiteaRelease,
LeaderboardCategory,
LeaderboardEntry,
@@ -72,12 +72,6 @@ interface ExplorationAreaState {
*/
startedAt?: number;
/**
* Unix timestamp when the exploration will complete (server-computed, used for
* accurate client-side countdown that is immune to client/server clock drift).
*/
endsAt?: number;
/**
* True after the first successful collect used for codex unlock detection.
*/
@@ -79,11 +79,6 @@ interface GameState {
*/
autoBoss?: boolean;
/**
* When true, the tick engine automatically purchases the highest-tier affordable adventurer.
*/
autoAdventurer?: boolean;
/**
* Companion unlock and active selection state optional for backwards compatibility.
*/
+3 -14
View File
@@ -10,10 +10,10 @@ importers:
devDependencies:
'@nhcarrigan/typescript-config':
specifier: 4.0.0
version: 4.0.0(typescript@5.9.3)
version: 4.0.0(typescript@5.8.2)
typescript:
specifier: 5.9.3
version: 5.9.3
specifier: 5.8.2
version: 5.8.2
apps/api:
dependencies:
@@ -2833,11 +2833,6 @@ packages:
engines: {node: '>=14.17'}
hasBin: true
typescript@5.9.3:
resolution: {integrity: sha512-jl1vZzPDinLr9eUt3J/t7V6FgNEw9QjvBPdysz9KfQDD41fQrC2Y4vKQdiaUpFT4bXlb1RHhLpp8wtm6M5TgSw==}
engines: {node: '>=14.17'}
hasBin: true
unbox-primitive@1.1.0:
resolution: {integrity: sha512-nWJ91DjeOkej/TA8pXQ3myruKpKEYgqvpw9lz4OPHj/NWFNluYrjbz9j01CJ8yKQd2g4jFoOkINCTW2I5LEEyw==}
engines: {node: '>= 0.4'}
@@ -3507,10 +3502,6 @@ snapshots:
dependencies:
typescript: 5.8.2
'@nhcarrigan/typescript-config@4.0.0(typescript@5.9.3)':
dependencies:
typescript: 5.9.3
'@nodelib/fs.scandir@2.1.5':
dependencies:
'@nodelib/fs.stat': 2.0.5
@@ -6147,8 +6138,6 @@ snapshots:
typescript@5.8.2: {}
typescript@5.9.3: {}
unbox-primitive@1.1.0:
dependencies:
call-bound: 1.0.4