1 Commits

Author SHA1 Message Date
naomi 66c2f7e8e9 wip: paperdoll 2026-03-19 21:06:13 -07:00
20 changed files with 390 additions and 588 deletions
+1 -1
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@@ -1,6 +1,6 @@
{
"name": "@elysium/api",
"version": "0.2.1",
"version": "0.1.2",
"private": true,
"type": "module",
"main": "./prod/src/index.js",
+13 -15
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@@ -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,
+4 -211
View File
@@ -7,11 +7,6 @@
/* 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";
@@ -23,6 +18,7 @@ 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";
import type { GameState } from "@elysium/types";
/**
* Computes the HMAC-SHA256 of data using the given secret.
@@ -261,180 +257,6 @@ const applyBossUnlocks = (state: GameState): number => {
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).
@@ -479,33 +301,16 @@ const applyExplorationUnlocks = (state: GameState): number => {
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,
};
return { bossesUnlocked, explorationUnlocked, questsUnlocked, zonesUnlocked };
};
const debugRouter = new Hono<HonoEnvironment>();
@@ -525,16 +330,8 @@ debugRouter.post("/force-unlocks", async(context) => {
/* 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 { bossesUnlocked, explorationUnlocked, questsUnlocked, zonesUnlocked }
= applyForceUnlocks(state);
const updatedAt = Date.now();
await prisma.gameState.update({
@@ -550,15 +347,11 @@ debugRouter.post("/force-unlocks", async(context) => {
: computeHmac(JSON.stringify(state), secret);
return context.json({
adventurersUnlocked,
bossesUnlocked,
equipmentUnlocked,
explorationUnlocked,
questsUnlocked,
signature,
state,
storyUnlocked,
upgradesUnlocked,
zonesUnlocked,
});
} catch (error) {
-155
View File
@@ -366,161 +366,6 @@ describe("debug route", () => {
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();
+1 -1
View File
@@ -1,6 +1,6 @@
{
"name": "@elysium/web",
"version": "0.2.1",
"version": "0.1.2",
"private": true,
"type": "module",
"scripts": {
@@ -158,6 +158,15 @@ const howToPlay = [
+ " is visible on your public profile page.",
title: "📋 Character Sheet",
},
{
body:
"Customise your adventurer's appearance from the Character tab. Choose"
+ " your skin tone, hair style, hair colour, outfit, and accessory."
+ " Your paper doll is displayed in the sidebar for you to see at all"
+ " times. Appearance settings are purely cosmetic and persist through"
+ " prestige and transcendence resets.",
title: "🎨 Paper Doll",
},
{
body:
"Earn Titles by reaching milestones — defeating bosses, completing"
@@ -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) => {
@@ -267,23 +267,6 @@ 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;
});
@@ -410,27 +393,6 @@ 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>
@@ -9,8 +9,10 @@
/* eslint-disable max-statements -- Component requires many state declarations */
/* eslint-disable max-lines -- Large component with editing and view modes */
import {
defaultAppearance,
DEFAULT_PROFILE_SETTINGS,
STORY_CHAPTERS,
type Appearance,
type EquipmentBonus,
type EquipmentRarity,
type EquipmentType,
@@ -87,7 +89,7 @@ const formatBonus = (bonus: EquipmentBonus): string => {
* @returns The JSX element.
*/
const CharacterSheetPanel = (): JSX.Element => {
const { state, loginStreak } = useGame();
const { state, loginStreak, updateAppearance } = useGame();
const player = state?.player;
const [ sheet, setSheet ] = useState<CharacterSheetData>(emptySheet);
@@ -276,6 +278,35 @@ const CharacterSheetPanel = (): JSX.Element => {
});
}
const currentAppearance = state?.appearance ?? defaultAppearance;
function handleAppearanceChange(
field: keyof Appearance,
value: string,
): void {
updateAppearance({ ...currentAppearance, [field]: value });
}
function handleSkinToneChange(event: ChangeEvent<HTMLSelectElement>): void {
handleAppearanceChange("skinTone", event.target.value);
}
function handleHairStyleChange(event: ChangeEvent<HTMLSelectElement>): void {
handleAppearanceChange("hairStyle", event.target.value);
}
function handleHairColourChange(event: ChangeEvent<HTMLSelectElement>): void {
handleAppearanceChange("hairColour", event.target.value);
}
function handleOutfitChange(event: ChangeEvent<HTMLSelectElement>): void {
handleAppearanceChange("outfit", event.target.value);
}
function handleAccessoryChange(event: ChangeEvent<HTMLSelectElement>): void {
handleAppearanceChange("accessory", event.target.value);
}
if (loading) {
return (
<section className="panel">
@@ -573,6 +604,116 @@ const CharacterSheetPanel = (): JSX.Element => {
}
</div>
<div className="character-sheet-section">
<h3 className="character-sheet-section-title">
{"🎨 Appearance"}
</h3>
<p className="character-sheet-hint">
{"Customise your adventurer's look. Changes save automatically."}
</p>
<div className="appearance-editor">
<label
className="character-sheet-label"
htmlFor="appearance-skin-tone"
>
{"Skin Tone"}
</label>
<select
className="character-sheet-select"
id="appearance-skin-tone"
onChange={handleSkinToneChange}
value={currentAppearance.skinTone}
>
<option value="pale">{"Pale"}</option>
<option value="light">{"Light"}</option>
<option value="tan">{"Tan"}</option>
<option value="medium">{"Medium"}</option>
<option value="dark">{"Dark"}</option>
</select>
<label
className="character-sheet-label"
htmlFor="appearance-hair-style"
>
{"Hair Style"}
</label>
<select
className="character-sheet-select"
id="appearance-hair-style"
onChange={handleHairStyleChange}
value={currentAppearance.hairStyle}
>
<option value="short">{"Short"}</option>
<option value="shoulder">{"Shoulder-length"}</option>
<option value="long">{"Long"}</option>
<option value="ponytail">{"Ponytail"}</option>
<option value="twintails">{"Twin Tails"}</option>
<option value="bun">{"Bun"}</option>
</select>
<label
className="character-sheet-label"
htmlFor="appearance-hair-colour"
>
{"Hair Colour"}
</label>
<select
className="character-sheet-select"
id="appearance-hair-colour"
onChange={handleHairColourChange}
value={currentAppearance.hairColour}
>
<option value="brown">{"Brown"}</option>
<option value="black">{"Black"}</option>
<option value="blonde">{"Blonde"}</option>
<option value="red">{"Red"}</option>
<option value="auburn">{"Auburn"}</option>
<option value="silver">{"Silver"}</option>
<option value="blue">{"Blue"}</option>
<option value="purple">{"Purple"}</option>
<option value="pink">{"Pink"}</option>
</select>
<label
className="character-sheet-label"
htmlFor="appearance-outfit"
>
{"Outfit"}
</label>
<select
className="character-sheet-select"
id="appearance-outfit"
onChange={handleOutfitChange}
value={currentAppearance.outfit}
>
<option value="warrior">{"Warrior"}</option>
<option value="mage">{"Mage"}</option>
<option value="rogue">{"Rogue"}</option>
<option value="archer">{"Archer"}</option>
<option value="bard">{"Bard"}</option>
<option value="ranger">{"Ranger"}</option>
</select>
<label
className="character-sheet-label"
htmlFor="appearance-accessory"
>
{"Accessory"}
</label>
<select
className="character-sheet-select"
id="appearance-accessory"
onChange={handleAccessoryChange}
value={currentAppearance.accessory}
>
<option value="none">{"None"}</option>
<option value="glasses">{"Glasses"}</option>
<option value="hat">{"Hat"}</option>
<option value="cape">{"Cape"}</option>
</select>
</div>
</div>
<div className="character-sheet-section">
<h3 className="character-sheet-section-title">{"🗡️ Equipment"}</h3>
{sheet.equippedItems.length > 0
+23 -44
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@@ -12,49 +12,6 @@ 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): ${parts.join(", ")}.`;
};
/**
* Renders the debug panel with tools for fixing stuck game state.
* @returns The JSX element.
@@ -81,7 +38,29 @@ const DebugPanel = (): JSX.Element => {
setActiveModal(null);
void (async(): Promise<void> => {
const result = await forceUnlocks();
setForceUnlocksResult(buildForceUnlocksMessage(result));
const parts: Array<string> = [];
if (result.zonesUnlocked > 0) {
parts.push(`${String(result.zonesUnlocked)} zone(s)`);
}
if (result.questsUnlocked > 0) {
parts.push(`${String(result.questsUnlocked)} quest(s)`);
}
if (result.bossesUnlocked > 0) {
parts.push(`${String(result.bossesUnlocked)} boss(es)`);
}
if (result.explorationUnlocked > 0) {
parts.push(`${String(result.explorationUnlocked)} exploration area(s)`);
}
const total
= result.zonesUnlocked
+ result.questsUnlocked
+ result.bossesUnlocked
+ result.explorationUnlocked;
const message
= parts.length === 0
? "Everything looks correct — no missing unlocks were found."
: `Fixed ${String(total)} unlock(s): ${parts.join(", ")}.`;
setForceUnlocksResult(message);
})();
}
@@ -31,6 +31,7 @@ import { LoginBonusModal } from "./loginBonusModal.js";
import { MilestoneToast } from "./milestoneToast.js";
import { OfflineModal } from "./offlineModal.js";
import { OutdatedSchemaModal } from "./outdatedSchemaModal.js";
import { PaperDoll } from "./paperDoll.js";
import { PrestigePanel } from "./prestigePanel.js";
import { QuestPanel } from "./questPanel.js";
import { QuestCompleteToast, QuestFailedToast } from "./questToast.js";
@@ -193,6 +194,7 @@ const GameLayout = (): JSX.Element => {
<aside className="game-sidebar">
<ClickArea />
<div id="tree-nation-offset-website" />
<PaperDoll />
<p className="game-copyright">{"© NHCarrigan"}</p>
</aside>
@@ -0,0 +1,89 @@
/**
* @file Paper doll component for displaying layered adventurer appearance.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Hikari
*/
import {
defaultAppearance,
type HairColour,
type SkinTone,
} from "@elysium/types";
import { useGame } from "../../context/gameContext.js";
import { cdnImage } from "../../utils/cdn.js";
import type { JSX } from "react";
/**
* CSS filter strings for each skin tone, applied to the base body layer.
* Uses brightness + sepia + saturation to shift the neutral base skin.
*/
const skinToneFilters: Record<SkinTone, string> = {
dark: "brightness(0.55) saturate(0.55) sepia(0.5) contrast(1.1)",
light: "brightness(0.98) saturate(0.4) sepia(0.12)",
medium: "brightness(0.74) saturate(0.75) sepia(0.42)",
pale: "brightness(1.05) saturate(0.2) sepia(0.08)",
tan: "brightness(0.88) saturate(0.65) sepia(0.28)",
};
/**
* CSS filter strings for each hair colour.
* Applied to the greyscale hair layer via sepia + hue-rotate tinting.
*/
const hairColourFilters: Record<HairColour, string> = {
auburn: "sepia(1) saturate(3) hue-rotate(350deg)",
black: "brightness(0.15)",
blonde: "sepia(1) saturate(3) hue-rotate(5deg) brightness(1.6)",
blue: "sepia(1) saturate(5) hue-rotate(190deg)",
brown: "sepia(1) saturate(2) hue-rotate(0deg)",
pink: "sepia(1) saturate(5) hue-rotate(305deg)",
purple: "sepia(1) saturate(5) hue-rotate(245deg)",
red: "sepia(1) saturate(4) hue-rotate(345deg)",
silver: "grayscale(1) brightness(1.9) contrast(0.8)",
};
/**
* Renders the paper doll — a layered composite of body, outfit, hair, and
* accessory images that together represent the player's adventurer appearance.
* All layers use mix-blend-mode: multiply so white backgrounds become
* transparent, allowing the layers to composite cleanly.
* @returns The JSX element.
*/
const PaperDoll = (): JSX.Element => {
const { state } = useGame();
const appearance = state?.appearance ?? defaultAppearance;
const { skinTone, hairStyle, hairColour, outfit, accessory } = appearance;
return (
<div className="paper-doll">
{/* Base body — skin-toneable */}
<img
alt=""
className="paper-doll-layer paper-doll-body"
src={cdnImage("paper-doll", "body")}
style={{ filter: skinToneFilters[skinTone] }}
/>
{/* Outfit layer */}
<img
alt=""
className="paper-doll-layer paper-doll-outfit"
src={cdnImage("paper-doll", `outfit-${outfit}`)}
/>
{/* Hair layer — colour-tintable greyscale */}
<img
alt=""
className="paper-doll-layer paper-doll-hair"
src={cdnImage("paper-doll", `hair-${hairStyle}`)}
style={{ filter: hairColourFilters[hairColour] }}
/>
{accessory === "none"
? null
: <img
alt=""
className="paper-doll-layer paper-doll-accessory"
src={cdnImage("paper-doll", `accessory-${accessory}`)}
/>}
</div>
);
};
export { PaperDoll };
+3 -45
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@@ -4,7 +4,6 @@
* @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 */
@@ -149,7 +148,8 @@ const QuestCard = ({
&& <p className="quest-failure-chance">
{"🎲 "}
{String(Math.round((zoneFailureChance[quest.zoneId] ?? 0) * 100))}
{"% failure chance"}
{"% failure chance — if failed, the quest resets"}
{" and must be retried."}
</p>
}
{quest.status === "available" && quest.lastFailedAt !== undefined
@@ -208,24 +208,7 @@ 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 +307,6 @@ 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 (
+29 -17
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@@ -14,6 +14,7 @@
import {
STORY_CHAPTERS,
type Achievement,
type Appearance,
type ApotheosisResponse,
type BossChallengeResponse,
type ExploreCollectResponse,
@@ -452,6 +453,12 @@ interface GameContextValue {
*/
toggleAutoAdventurer: ()=> void;
/**
* Update the player's paper doll appearance customisation.
* @param appearance - The new appearance settings.
*/
updateAppearance: (appearance: Appearance)=> void;
/**
* Queue of newly unlocked codex entry IDs (for toast notifications).
*/
@@ -558,13 +565,9 @@ interface GameContextValue {
* @returns Counts of what was corrected.
*/
forceUnlocks: ()=> Promise<{
adventurersUnlocked: number;
bossesUnlocked: number;
equipmentUnlocked: number;
explorationUnlocked: number;
questsUnlocked: number;
storyUnlocked: number;
upgradesUnlocked: number;
zonesUnlocked: number;
}>;
@@ -1148,6 +1151,14 @@ 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;
});
@@ -1312,13 +1323,11 @@ export const GameProvider = ({
/*
* "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.
* in the tick loop — suppress telemetry for this case only
*/
if (message === "Boss is not currently available") {
return;
if (message !== "Boss is not currently available") {
logError("auto_boss", error_);
}
logError("auto_boss", error_);
setAutoBossError(message);
setState((previous) => {
if (previous === null) {
@@ -1908,6 +1917,15 @@ export const GameProvider = ({
});
}, []);
const updateAppearance = useCallback((appearance: Appearance) => {
setState((previous) => {
if (previous === null) {
return previous;
}
return { ...previous, appearance };
});
}, []);
const setActiveCompanion = useCallback((companionId: string | null) => {
setState((previous) => {
if (previous === null) {
@@ -2108,13 +2126,9 @@ export const GameProvider = ({
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) {
@@ -2124,13 +2138,9 @@ export const GameProvider = ({
: "Failed to force unlocks",
);
return {
adventurersUnlocked: 0,
bossesUnlocked: 0,
equipmentUnlocked: 0,
explorationUnlocked: 0,
questsUnlocked: 0,
storyUnlocked: 0,
upgradesUnlocked: 0,
zonesUnlocked: 0,
};
}
@@ -2245,6 +2255,7 @@ export const GameProvider = ({
unlockedAchievements,
unlockedCodexEntryIds,
unlockedStoryChapterIds,
updateAppearance,
};
}, [
apotheosis,
@@ -2317,6 +2328,7 @@ export const GameProvider = ({
unlockedAchievements,
unlockedCodexEntryIds,
unlockedStoryChapterIds,
updateAppearance,
]);
return (
+1 -1
View File
@@ -1,6 +1,6 @@
{
"name": "elysium",
"version": "0.2.1",
"version": "0.1.2",
"private": true,
"type": "module",
"scripts": {
+1 -1
View File
@@ -1,6 +1,6 @@
{
"name": "@elysium/types",
"version": "0.2.1",
"version": "0.1.2",
"private": true,
"type": "module",
"main": "./prod/src/index.js",
+9
View File
@@ -5,6 +5,15 @@
* @author Naomi Carrigan
*/
export type { ApotheosisData } from "./interfaces/apotheosis.js";
export type {
Accessory,
Appearance,
HairColour,
HairStyle,
Outfit,
SkinTone,
} from "./interfaces/appearance.js";
export { defaultAppearance } from "./interfaces/appearance.js";
export type {
Companion,
CompanionBonus,
-20
View File
@@ -425,26 +425,6 @@ interface ForceUnlocksResponse {
*/
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.
*/
@@ -0,0 +1,50 @@
/**
* @file Appearance type for the paper doll customisation system.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Hikari
*/
type SkinTone = "pale" | "light" | "tan" | "medium" | "dark";
type HairStyle =
| "short"
| "shoulder"
| "long"
| "ponytail"
| "twintails"
| "bun";
type HairColour =
| "brown"
| "black"
| "blonde"
| "red"
| "auburn"
| "silver"
| "blue"
| "purple"
| "pink";
type Outfit = "warrior" | "mage" | "rogue" | "archer" | "bard" | "ranger";
type Accessory = "none" | "glasses" | "hat" | "cape";
interface Appearance {
skinTone: SkinTone;
hairStyle: HairStyle;
hairColour: HairColour;
outfit: Outfit;
accessory: Accessory;
}
const defaultAppearance: Appearance = {
accessory: "none",
hairColour: "brown",
hairStyle: "short",
outfit: "warrior",
skinTone: "pale",
};
export type { Accessory, Appearance, HairColour, HairStyle, Outfit, SkinTone };
export { defaultAppearance };
@@ -7,6 +7,7 @@
import type { Achievement } from "./achievement.js";
import type { Adventurer } from "./adventurer.js";
import type { ApotheosisData } from "./apotheosis.js";
import type { Appearance } from "./appearance.js";
import type { Boss } from "./boss.js";
import type { CodexState } from "./codex.js";
import type { CompanionState } from "./companion.js";
@@ -98,6 +99,12 @@ interface GameState {
* Schema version — used to detect saves from older game versions.
*/
schemaVersion?: number;
/**
* Paper doll appearance customisation — optional for backwards compatibility.
* Persists across prestige and transcendence resets.
*/
appearance?: Appearance;
}
export type { GameState };