7 Commits

Author SHA1 Message Date
hikari 91c9f52daf feat: goddess expansion chunks 6–9 — UI panels, tick engine, CSS theme, about page
- Add 11 goddess panels (zones, bosses, quests, disciples, equipment,
  upgrades, consecration, enlightenment, crafting, exploration, achievements)
- Wire all panels into gameLayout via mode/tab routing
- Add goddess passive income, disciple tick, quest timers, zone/quest
  unlock logic, and achievement checking to the tick engine
- Add goddess CSS variables, .goddess-mode overrides, 300ms fade
  transition, and full panel stylesheet coverage
- Add 13 Goddess expansion entries to the How to Play guide
- Add web-side data files for crafting recipes, exploration areas, materials
2026-04-13 18:38:27 -07:00
hikari 96d6759661 feat: mode bar, goddess tab row, themed resource dropdown (chunk 5)
Add Mortal/Goddess/Vampire mode selector bar, dynamic second tab row
that swaps per mode, goddess currencies in the resource bar dropdown
(locked pre-apotheosis), full CSS goddess theme with 300ms fade
transition, and localStorage persistence of the active mode.
2026-04-13 15:59:43 -07:00
hikari 0d36b255ee feat: goddess API routes, services, and tests (chunk 4)
Add six new goddess-mode API routes (boss fight, consecration,
enlightenment, upgrade purchase, crafting, exploration) alongside
matching service modules and full test suites at 100% coverage.
2026-04-13 15:48:35 -07:00
hikari 7da1f3942d feat: goddess sync, sanitize, and apotheosis init (chunk 3)
- initialState: add initialGoddessState() with all goddess sub-objects
- apotheosis: init GoddessState on first apotheosis, preserve on subsequent
- game: add goddessSpread block in validateAndSanitize (server-only fields capped, forward-only boss/quest/achievement enforcement)
- debug: add injectMissingGoddessExplorationAreas helper and inject all 8 goddess content arrays in syncNewContent
- vitest.config.ts: remove 8 goddess data files from coverage exclude (now imported via initialState)
- tests: full coverage for all new code (482 tests, 100% coverage)
2026-04-13 14:23:02 -07:00
hikari c5d1f53eef feat: goddess expansion chunk 2 — full content data at base game scale
- 18 zones, 72 bosses, 90 quests across the goddess realm
- 32 disciple tiers, 53 equipment pieces, 9 equipment sets
- 57 goddess upgrades, 25 consecration upgrades, 15 enlightenment upgrades
- 54 sacred materials, 36 crafting recipes, 72 exploration areas
- 40 goddess achievements
- Added GoddessEquipmentSet type + computeGoddessSetBonuses to @elysium/types
- All data files excluded from coverage pending Chunk 4 route imports
2026-04-13 12:50:25 -07:00
hikari c09777199a feat: add Goddess expansion type definitions
Adds all TypeScript interfaces for the Goddess expansion to packages/types:
GoddessState, GoddessZone, GoddessBoss, GoddessQuest, GoddessDisciple,
GoddessEquipment, GoddessUpgrade, ConsecrationData, EnlightenmentData,
GoddessExplorationState, GoddessAchievement. Extends Resource with optional
goddess currencies (prayers, divinity, stardust) and GameState with optional
goddess field. Also adds goddess-todo.md implementation tracker.
2026-04-13 12:01:40 -07:00
hikari 9bb1d01d2b fix: resolve all 8 open bug tickets (#242–#249) (#250)
CI / Lint, Build & Test (push) Successful in 2m15s
Security Scan and Upload / Security & DefectDojo Upload (push) Successful in 2m13s
## Summary

- **#242** — Crystals in the resource bar now use `formatNumber` to respect the player's notation setting (suffix/scientific/engineering)
- **#243** — Companion unlock progress includes current-run gold (`totalGoldEarned`) on both client and server, so companions unlock at the correct threshold
- **#244** — Empty green reward bubbles no longer render for quest crystal rewards with a zero amount
- **#245/#248** — Auto-save skips when `isAutoPrestigingReference.current` is true, preventing it from racing with an in-flight prestige and breaking the optimistic lock
- **#246** — Generated and uploaded CDN images for `crystal_pulse`, `crystal_surge`, and `crystal_tempest` upgrades
- **#247** — `validateAndSanitize` merges daily challenge progress by taking the max of client vs. server progress per challenge, so stale auto-saves can no longer roll back server-side completions
- **#249** — Cached save signature is cleared after `buyPrestigeUpgrade` succeeds, preventing a stale-signature mismatch on the next auto-save

## Test plan

- [ ] Lint passes (`pnpm lint`)
- [ ] Build passes (`pnpm build`)
- [ ] Tests pass with 100% coverage (`pnpm test`)
- [ ] Crystals display in resource bar respects notation setting
- [ ] No empty reward bubbles on quests that don't award crystals
- [ ] Companion progress bar shows correct value including current-run gold
- [ ] Auto-prestige no longer causes save errors
- [ ] Crafting a recipe updates daily challenge progress persistently (not rolled back by next auto-save)
- [ ] Buying a prestige upgrade does not cause a signature mismatch error on next save
- [ ] Crystal upgrade images display correctly in-game

 This PR was created with help from Hikari~ 🌸

Reviewed-on: #250
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-04-13 09:50:20 -07:00
75 changed files with 20973 additions and 71 deletions
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/**
* @file Game data definitions.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable stylistic/max-len -- Data content */
/* eslint-disable max-lines -- Data file */
import type { GoddessAchievement } from "@elysium/types";
export const defaultGoddessAchievements: Array<GoddessAchievement> = [
// TotalPrayersEarned milestones
{
condition: { amount: 1000, type: "totalPrayersEarned" },
description: "Offer your first thousand prayers and feel the divine stir for the first time.",
icon: "🕯️",
id: "prayers_thousand",
name: "Whisper of the Faithful",
reward: { divinity: 5 },
unlockedAt: null,
},
{
condition: { amount: 10_000, type: "totalPrayersEarned" },
description: "Ten thousand prayers rise like incense smoke toward the heavens.",
icon: "🙏",
id: "prayers_ten_thousand",
name: "Voice of Devotion",
reward: { divinity: 25 },
unlockedAt: null,
},
{
condition: { amount: 100_000, type: "totalPrayersEarned" },
description: "A hundred thousand supplications echoing across the sacred halls.",
icon: "⛪",
id: "prayers_hundred_thousand",
name: "Chorus of the Devoted",
reward: { divinity: 100 },
unlockedAt: null,
},
{
condition: { amount: 1_000_000, type: "totalPrayersEarned" },
description: "One million prayers — the Goddess turns her gaze upon you at last.",
icon: "✨",
id: "prayers_million",
name: "Radiant Supplicant",
reward: { divinity: 300 },
unlockedAt: null,
},
{
condition: { amount: 10_000_000, type: "totalPrayersEarned" },
description: "Ten million prayers offered; the sacred flame burns without end.",
icon: "🔥",
id: "prayers_ten_million",
name: "Eternal Flame of Worship",
reward: { divinity: 750 },
unlockedAt: null,
},
{
condition: { amount: 100_000_000, type: "totalPrayersEarned" },
description: "A hundred million prayers — your faith moves the pillars of the cosmos.",
icon: "💫",
id: "prayers_hundred_million",
name: "Pillar of the Cosmos",
reward: { divinity: 1500 },
unlockedAt: null,
},
{
condition: { amount: 1_000_000_000, type: "totalPrayersEarned" },
description: "A billion prayers ascend, weaving a tapestry of light across the void.",
icon: "🌌",
id: "prayers_billion",
name: "Weaver of Sacred Light",
reward: { divinity: 2500 },
unlockedAt: null,
},
{
condition: { amount: 10_000_000_000, type: "totalPrayersEarned" },
description: "Ten billion prayers; the stars themselves bow in reverence.",
icon: "⭐",
id: "prayers_ten_billion",
name: "Constellation of Faith",
reward: { divinity: 3500 },
unlockedAt: null,
},
{
condition: { amount: 100_000_000_000, type: "totalPrayersEarned" },
description: "A hundred billion prayers — the divine throne trembles with your devotion.",
icon: "🌠",
id: "prayers_hundred_billion",
name: "Trembler of the Divine Throne",
reward: { divinity: 4250 },
unlockedAt: null,
},
{
condition: { amount: 1_000_000_000_000, type: "totalPrayersEarned" },
description: "A trillion prayers offered — you have become the Goddess's own heartbeat.",
icon: "👁️",
id: "prayers_trillion",
name: "Heartbeat of the Goddess",
reward: { divinity: 5000 },
unlockedAt: null,
},
// GoddessBossesDefeated milestones
{
condition: { amount: 1, type: "goddessBossesDefeated" },
description: "Strike down your first divine adversary and claim your place among the faithful.",
icon: "⚔️",
id: "goddess_boss_first",
name: "Champion's First Blood",
reward: { divinity: 10 },
unlockedAt: null,
},
{
condition: { amount: 5, type: "goddessBossesDefeated" },
description: "Five sacred titans fall before your righteous fury.",
icon: "🗡️",
id: "goddess_boss_five",
name: "Slayer of Sacred Titans",
reward: { divinity: 75 },
unlockedAt: null,
},
{
condition: { amount: 15, type: "goddessBossesDefeated" },
description: "Fifteen divine guardians vanquished — the celestial war begins in earnest.",
icon: "🛡️",
id: "goddess_boss_fifteen",
name: "Celestial Warlord",
reward: { divinity: 300 },
unlockedAt: null,
},
{
condition: { amount: 30, type: "goddessBossesDefeated" },
description: "Thirty heavenly champions broken at your feet.",
icon: "💥",
id: "goddess_boss_thirty",
name: "Breaker of the Heavenly Host",
reward: { divinity: 800 },
unlockedAt: null,
},
{
condition: { amount: 45, type: "goddessBossesDefeated" },
description: "Forty-five divine guardians have crumbled; the heavens ring with your name.",
icon: "🌟",
id: "goddess_boss_forty_five",
name: "Name Written in Heaven",
reward: { divinity: 2000 },
unlockedAt: null,
},
{
condition: { amount: 55, type: "goddessBossesDefeated" },
description: "Fifty-five sacred sentinels silenced; even the Goddess watches with awe.",
icon: "👑",
id: "goddess_boss_fifty_five",
name: "Awe of the Goddess",
reward: { divinity: 4000 },
unlockedAt: null,
},
{
condition: { amount: 65, type: "goddessBossesDefeated" },
description: "Sixty-five divine colossi toppled; the celestial order bends to your will.",
icon: "🌙",
id: "goddess_boss_sixty_five",
name: "Bender of the Celestial Order",
reward: { divinity: 7000 },
unlockedAt: null,
},
{
condition: { amount: 72, type: "goddessBossesDefeated" },
description: "All seventy-two divine guardians have fallen. The heavens stand open before you.",
icon: "🏆",
id: "goddess_boss_all",
name: "Conqueror of the Heavens",
reward: { divinity: 10_000 },
unlockedAt: null,
},
// GoddessQuestsCompleted milestones
{
condition: { amount: 1, type: "goddessQuestsCompleted" },
description: "Complete your first sacred trial and prove yourself worthy of divine attention.",
icon: "📜",
id: "goddess_quest_first",
name: "First Sacred Trial",
reward: { divinity: 5 },
unlockedAt: null,
},
{
condition: { amount: 5, type: "goddessQuestsCompleted" },
description: "Five holy tasks fulfilled — the Goddess acknowledges your diligence.",
icon: "🌿",
id: "goddess_quest_five",
name: "Acknowledged by the Divine",
reward: { divinity: 40 },
unlockedAt: null,
},
{
condition: { amount: 15, type: "goddessQuestsCompleted" },
description: "Fifteen sacred errands completed in the name of the eternal light.",
icon: "☀️",
id: "goddess_quest_fifteen",
name: "Errand of Eternal Light",
reward: { divinity: 175 },
unlockedAt: null,
},
{
condition: { amount: 30, type: "goddessQuestsCompleted" },
description: "Thirty divine mandates carried out; your legend grows in the celestial annals.",
icon: "📖",
id: "goddess_quest_thirty",
name: "Inscribed in the Celestial Annals",
reward: { divinity: 500 },
unlockedAt: null,
},
{
condition: { amount: 50, type: "goddessQuestsCompleted" },
description: "Fifty holy quests fulfilled — the sacred codex opens its deepest chapters to you.",
icon: "🔮",
id: "goddess_quest_fifty",
name: "Reader of the Sacred Codex",
reward: { divinity: 1200 },
unlockedAt: null,
},
{
condition: { amount: 65, type: "goddessQuestsCompleted" },
description: "Sixty-five divine missions accomplished; the heavenly choir sings your praises.",
icon: "🎶",
id: "goddess_quest_sixty_five",
name: "Sung by the Heavenly Choir",
reward: { divinity: 2500 },
unlockedAt: null,
},
{
condition: { amount: 80, type: "goddessQuestsCompleted" },
description: "Eighty sacred tasks complete — you walk the path of the exalted chosen.",
icon: "🕊️",
id: "goddess_quest_eighty",
name: "Path of the Exalted Chosen",
reward: { divinity: 3750 },
unlockedAt: null,
},
{
condition: { amount: 90, type: "goddessQuestsCompleted" },
description: "Ninety divine quests fulfilled — every last sacred duty discharged with glory.",
icon: "🌈",
id: "goddess_quest_all",
name: "Glory of Full Devotion",
reward: { divinity: 5000 },
unlockedAt: null,
},
// DiscipleTotal milestones
{
condition: { amount: 10, type: "discipleTotal" },
description: "Gather ten disciples beneath the Goddess's light and begin your congregation.",
icon: "👥",
id: "disciples_ten",
name: "Seeds of a Congregation",
reward: { divinity: 10 },
unlockedAt: null,
},
{
condition: { amount: 25, type: "discipleTotal" },
description: "Twenty-five faithful souls gathered — the divine community takes shape.",
icon: "🏛️",
id: "disciples_twenty_five",
name: "The Divine Community",
reward: { divinity: 50 },
unlockedAt: null,
},
{
condition: { amount: 50, type: "discipleTotal" },
description: "Fifty disciples united in worship — a true flock of the faithful.",
icon: "🕌",
id: "disciples_fifty",
name: "Flock of the Faithful",
reward: { divinity: 150 },
unlockedAt: null,
},
{
condition: { amount: 100, type: "discipleTotal" },
description: "One hundred devoted souls kneel at the Goddess's altar by your invitation.",
icon: "💎",
id: "disciples_hundred",
name: "Hundred Kneeling Souls",
reward: { divinity: 450 },
unlockedAt: null,
},
{
condition: { amount: 250, type: "discipleTotal" },
description: "Two hundred and fifty disciples — a living temple of mortal devotion.",
icon: "🗼",
id: "disciples_two_fifty",
name: "Living Temple of Devotion",
reward: { divinity: 1200 },
unlockedAt: null,
},
{
condition: { amount: 500, type: "discipleTotal" },
description: "Five hundred disciples gathered; the mortal world trembles with collective faith.",
icon: "🌍",
id: "disciples_five_hundred",
name: "Trembling World of Faith",
reward: { divinity: 3000 },
unlockedAt: null,
},
{
condition: { amount: 1000, type: "discipleTotal" },
description: "A thousand disciples stand as testament to your divine calling.",
icon: "⚡",
id: "disciples_thousand",
name: "Testament of the Divine Calling",
reward: { divinity: 6000 },
unlockedAt: null,
},
{
condition: { amount: 2500, type: "discipleTotal" },
description: "Two thousand five hundred disciples — an empire of faith sculpted by your hands.",
icon: "🏰",
id: "disciples_two_five_hundred",
name: "Empire of Faith",
reward: { divinity: 10_000 },
unlockedAt: null,
},
// ConsecrationCount milestones
{
condition: { amount: 1, type: "consecrationCount" },
description: "Undergo the sacred rite of Consecration for the first time and be reborn in divine fire.",
icon: "🔱",
id: "consecration_first",
name: "First Rite of Rebirth",
reward: { stardust: 1 },
unlockedAt: null,
},
{
condition: { amount: 3, type: "consecrationCount" },
description: "Three consecrations endured — the cycle of death and rebirth refines your soul.",
icon: "♾️",
id: "consecration_three",
name: "Cycle of the Refined Soul",
reward: { stardust: 2 },
unlockedAt: null,
},
{
condition: { amount: 6, type: "consecrationCount" },
description: "Six times reborn through sacred flame — the Goddess has remade you utterly.",
icon: "🌺",
id: "consecration_six",
name: "Utterly Remade",
reward: { stardust: 3 },
unlockedAt: null,
},
{
condition: { amount: 10, type: "consecrationCount" },
description: "Ten consecrations completed — you have transcended the mortal concept of self.",
icon: "🌸",
id: "consecration_ten",
name: "Transcendence of Self",
reward: { stardust: 5 },
unlockedAt: null,
},
// GoddessEquipmentOwned milestones
{
condition: { amount: 10, type: "goddessEquipmentOwned" },
description: "Gather ten pieces of divine armament and begin to walk as an instrument of the Goddess.",
icon: "🛡️",
id: "goddess_equipment_ten",
name: "Instrument of the Goddess",
reward: { divinity: 500 },
unlockedAt: null,
},
{
condition: { amount: 53, type: "goddessEquipmentOwned" },
description: "Every piece of sacred armament claimed — the full divine arsenal is yours to wield.",
icon: "⚜️",
id: "goddess_equipment_all",
name: "Bearer of the Full Divine Arsenal",
reward: { stardust: 3 },
unlockedAt: null,
},
];
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/**
* @file Game data definitions.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable stylistic/max-len -- Data content */
import type { ConsecrationUpgrade } from "@elysium/types";
export const defaultConsecrationUpgrades: Array<ConsecrationUpgrade> = [
// ── Prayer income ────────────────────────────────────────────────────────
{
category: "prayers",
description: "The first drop of divinity awakens your disciples' devotion. All prayers/s ×1.25.",
divinityCost: 5,
id: "divine_prayers_1",
multiplier: 1.25,
name: "Divinity Blessing I",
},
{
category: "prayers",
description: "Deeper divine resonance amplifies every prayer across the order. All prayers/s ×1.5.",
divinityCost: 15,
id: "divine_prayers_2",
multiplier: 1.5,
name: "Divinity Blessing II",
},
{
category: "prayers",
description: "The full weight of accumulated consecration doubles prayer output entirely. All prayers/s ×2.",
divinityCost: 40,
id: "divine_prayers_3",
multiplier: 2,
name: "Divinity Blessing III",
},
{
category: "prayers",
description: "The goddess's own blessing multiplies prayers fivefold through all of creation. All prayers/s ×5.",
divinityCost: 120,
id: "divine_prayers_4",
multiplier: 5,
name: "Divinity Blessing IV",
},
{
category: "prayers",
description: "An unbroken chain of consecrations has tuned your disciples to a perfect divine frequency. All prayers/s ×10.",
divinityCost: 350,
id: "divine_prayers_5",
multiplier: 10,
name: "Divinity Blessing V",
},
{
category: "prayers",
description: "The consecration memory floods every prayer with exponential fervour. All prayers/s ×25.",
divinityCost: 900,
id: "divine_prayers_6",
multiplier: 25,
name: "Divinity Blessing VI",
},
{
category: "prayers",
description: "The ultimate consecration attunement — prayer income multiplied one hundredfold. All prayers/s ×100.",
divinityCost: 2500,
id: "divine_prayers_7",
multiplier: 100,
name: "Divinity Blessing VII",
},
// ── Disciple output ──────────────────────────────────────────────────────
{
category: "disciples",
description: "Consecrated disciples return with deepened devotion. Disciple output ×1.25.",
divinityCost: 8,
id: "disciple_mastery_1",
multiplier: 1.25,
name: "Disciple Mastery I",
},
{
category: "disciples",
description: "The order's collective devotion grows with each consecration. Disciple output ×1.5.",
divinityCost: 25,
id: "disciple_mastery_2",
multiplier: 1.5,
name: "Disciple Mastery II",
},
{
category: "disciples",
description: "Consecration has forged the disciples into instruments of pure divine will. Disciple output ×2.",
divinityCost: 80,
id: "disciple_mastery_3",
multiplier: 2,
name: "Disciple Mastery III",
},
{
category: "disciples",
description: "Every rebirth reshapes the disciples anew, each cycle stronger than the last. Disciple output ×5.",
divinityCost: 250,
id: "disciple_mastery_4",
multiplier: 5,
name: "Disciple Mastery IV",
},
{
category: "disciples",
description: "The disciples have transcended mortal devotion — they are consecration made flesh. Disciple output ×10.",
divinityCost: 750,
id: "disciple_mastery_5",
multiplier: 10,
name: "Disciple Mastery V",
},
// ── Combat power ─────────────────────────────────────────────────────────
{
category: "combat",
description: "Sacred battle experience accumulates across consecrations. Combat power ×1.25.",
divinityCost: 10,
id: "sacred_combat_c1",
multiplier: 1.25,
name: "Sacred Warfare I",
},
{
category: "combat",
description: "Veterans of consecration know how to fight smarter in the divine realm. Combat power ×1.5.",
divinityCost: 35,
id: "sacred_combat_c2",
multiplier: 1.5,
name: "Sacred Warfare II",
},
{
category: "combat",
description: "Consecrated warriors carry the strength of every past life into battle. Combat power ×2.",
divinityCost: 100,
id: "sacred_combat_c3",
multiplier: 2,
name: "Sacred Warfare III",
},
{
category: "combat",
description: "Battle-hardened by countless consecrations, every disciple strikes with threefold fury. Combat power ×3.",
divinityCost: 300,
id: "sacred_combat_c4",
multiplier: 3,
name: "Sacred Warfare IV",
},
{
category: "combat",
description: "The consecration cycle has transformed the order into an unstoppable divine army. Combat power ×5.",
divinityCost: 800,
id: "sacred_combat_c5",
multiplier: 5,
name: "Sacred Warfare V",
},
// ── Divinity meta ────────────────────────────────────────────────────────
{
category: "divinity",
description: "Your consecration attunement deepens with each rebirth. Earn 25% more divinity from future consecrations.",
divinityCost: 50,
id: "divine_legacy",
multiplier: 1.25,
name: "Divine Legacy",
},
{
category: "divinity",
description: "The echoes of past consecrations amplify the divinity extracted from future ones. Divinity from consecration ×1.5.",
divinityCost: 175,
id: "consecration_echo",
multiplier: 1.5,
name: "Consecration Echo",
},
{
category: "divinity",
description: "Insight beyond the cycle doubles the divinity gained each time you consecrate. Divinity from consecration ×2.",
divinityCost: 500,
id: "eternal_insight",
multiplier: 2,
name: "Eternal Insight",
},
{
category: "divinity",
description: "The loop of consecration feeds back upon itself, tripling the divinity in each harvest. Divinity from consecration ×3.",
divinityCost: 1500,
id: "divine_recursion",
multiplier: 3,
name: "Divine Recursion",
},
{
category: "divinity",
description: "Perfect consecration yields — the goddess rewards mastery with fivefold divinity. Divinity from consecration ×5.",
divinityCost: 4000,
id: "perfect_consecration",
multiplier: 5,
name: "Perfect Consecration",
},
// ── Utility ──────────────────────────────────────────────────────────────
{
category: "utility",
description: "Unlock the Auto-Consecration toggle. When enabled, you will automatically consecrate the moment you reach the consecration threshold.",
divinityCost: 20,
id: "auto_consecrate",
multiplier: 1,
name: "Autonomous Consecration",
},
{
category: "utility",
description: "The threshold required to consecrate is reduced by 10%, letting you cycle faster.",
divinityCost: 60,
id: "consecration_efficiency_1",
multiplier: 0.9,
name: "Consecration Efficiency I",
},
{
category: "utility",
description: "Deeper understanding of the ritual reduces the consecration threshold by a further 10%.",
divinityCost: 200,
id: "consecration_efficiency_2",
multiplier: 0.9,
name: "Consecration Efficiency II",
},
];
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/**
* @file Game data definitions.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines -- Data file */
/* eslint-disable stylistic/max-len -- Data content */
import type { CraftingRecipe } from "@elysium/types";
export const defaultGoddessCraftingRecipes: Array<CraftingRecipe> = [
// ── Celestial Garden ─────────────────────────────────────────────────────
{
bonus: {
type: "gold_income",
value: 1.1,
},
description: "An amplifier woven from divine petals and crystallised prayer. It does not make prayers louder — it makes them more true.",
id: "prayer_amplifier",
name: "Prayer Amplifier",
requiredMaterials: [
{ materialId: "divine_petal", quantity: 3 },
{ materialId: "prayer_crystal", quantity: 2 },
],
zoneId: "goddess_celestial_garden",
},
{
bonus: {
type: "combat_power",
value: 1.1,
},
description: "Celestial dust ground into prayer crystals creates a focus that sharpens disciples' divine combat instincts.",
id: "celestial_focus",
name: "Celestial Focus",
requiredMaterials: [
{ materialId: "celestial_dust", quantity: 2 },
{ materialId: "prayer_crystal", quantity: 2 },
],
zoneId: "goddess_celestial_garden",
},
// ── Crystal Sanctum ──────────────────────────────────────────────────────
{
bonus: {
type: "gold_income",
value: 1.15,
},
description: "Holy ink dissolved in sanctum water, then set with shard dust. Disciples who drink it can recite any prayer they have heard exactly once.",
id: "oracle_potion",
name: "Oracle Potion",
requiredMaterials: [
{ materialId: "holy_ink", quantity: 2 },
{ materialId: "sanctum_shard", quantity: 3 },
],
zoneId: "goddess_crystal_sanctum",
},
{
bonus: {
type: "essence_income",
value: 1.2,
},
description: "A lens ground from an oracle fragment and set in holy ink. Through it, the divine flow of the universe becomes briefly legible.",
id: "lens_of_truth",
name: "Lens of Truth",
requiredMaterials: [
{ materialId: "oracle_lens_fragment", quantity: 1 },
{ materialId: "holy_ink", quantity: 2 },
],
zoneId: "goddess_crystal_sanctum",
},
// ── Astral Cathedral ─────────────────────────────────────────────────────
{
bonus: {
type: "combat_power",
value: 1.2,
},
description: "A balm prepared from seraph feathers and choir essence. Applied before battle, it gives disciples the brief sensation of having wings.",
id: "seraph_balm",
name: "Seraph Balm",
requiredMaterials: [
{ materialId: "seraph_feather", quantity: 3 },
{ materialId: "choir_essence", quantity: 2 },
],
zoneId: "goddess_astral_cathedral",
},
{
bonus: {
type: "gold_income",
value: 1.2,
},
description: "Astral glass dissolved in choir essence creates a vial of concentrated resonance. One drop per disciple per morning.",
id: "astral_resonance_vial",
name: "Astral Resonance Vial",
requiredMaterials: [
{ materialId: "astral_glass", quantity: 2 },
{ materialId: "choir_essence", quantity: 2 },
],
zoneId: "goddess_astral_cathedral",
},
// ── Empyrean Citadel ─────────────────────────────────────────────────────
{
bonus: {
type: "gold_income",
value: 1.25,
},
description: "Empyrean ore refined with divine alloy dust and pressed into a blessing-coin. The citadel uses these to sanctify each new weapon forged.",
id: "empyrean_blessing",
name: "Empyrean Blessing",
requiredMaterials: [
{ materialId: "empyrean_ore", quantity: 3 },
{ materialId: "divine_alloy", quantity: 2 },
],
zoneId: "goddess_empyrean_citadel",
},
{
bonus: {
type: "combat_power",
value: 1.25,
},
description: "A tincture prepared from a champion's medal and divine alloy filings. Dosed by champions before major engagements.",
id: "champions_tincture",
name: "Champion's Tincture",
requiredMaterials: [
{ materialId: "celestial_medal", quantity: 1 },
{ materialId: "divine_alloy", quantity: 2 },
],
zoneId: "goddess_empyrean_citadel",
},
// ── Primordial Springs ───────────────────────────────────────────────────
{
bonus: {
type: "gold_income",
value: 1.3,
},
description: "Creation water distilled with primordial essence — the closest thing to bottled genesis. Handle as if the universe is watching.",
id: "springs_elixir",
name: "Springs Elixir",
requiredMaterials: [
{ materialId: "creation_water", quantity: 3 },
{ materialId: "primordial_essence", quantity: 2 },
],
zoneId: "goddess_primordial_springs",
},
{
bonus: {
type: "essence_income",
value: 1.35,
},
description: "A genesis crystal dissolved in creation water — a brew of pure origination. Disciples who drink it briefly remember what it felt like to not yet exist.",
id: "genesis_brew",
name: "Genesis Brew",
requiredMaterials: [
{ materialId: "genesis_crystal", quantity: 1 },
{ materialId: "creation_water", quantity: 2 },
],
zoneId: "goddess_primordial_springs",
},
// ── Eternal Firmament ────────────────────────────────────────────────────
{
bonus: {
type: "combat_power",
value: 1.35,
},
description: "A ward inscribed on firmament stone using divine light shards as the writing medium. Disciples who carry it are protected by permanence itself.",
id: "firmament_ward",
name: "Firmament Ward",
requiredMaterials: [
{ materialId: "firmament_stone", quantity: 2 },
{ materialId: "divine_light_shard", quantity: 2 },
],
zoneId: "goddess_eternal_firmament",
},
{
bonus: {
type: "essence_income",
value: 1.4,
},
description: "An eternity fragment set in divine light — a lantern that never dims because it is powered by time itself. It illuminates things that do not normally have light.",
id: "eternity_lantern",
name: "Eternity Lantern",
requiredMaterials: [
{ materialId: "eternity_fragment", quantity: 1 },
{ materialId: "divine_light_shard", quantity: 3 },
],
zoneId: "goddess_eternal_firmament",
},
// ── Sacred Grove ─────────────────────────────────────────────────────────
{
bonus: {
type: "gold_income",
value: 1.4,
},
description: "Grove resin mixed with luminous leaf extract and set around sacred heartwood creates a talisman that grows warmer in the presence of sincere prayer.",
id: "grove_talisman",
name: "Grove Talisman",
requiredMaterials: [
{ materialId: "grove_resin", quantity: 3 },
{ materialId: "luminous_leaf", quantity: 2 },
{ materialId: "sacred_heartwood", quantity: 1 },
],
zoneId: "goddess_sacred_grove",
},
{
bonus: {
type: "combat_power",
value: 1.4,
},
description: "Sacred heartwood carved into a pendant and sealed with grove resin. Disciples who wear it feel the grove's centuries of reverence as personal strength.",
id: "heartwood_pendant",
name: "Heartwood Pendant",
requiredMaterials: [
{ materialId: "sacred_heartwood", quantity: 2 },
{ materialId: "grove_resin", quantity: 2 },
],
zoneId: "goddess_sacred_grove",
},
// ── Luminous Expanse ─────────────────────────────────────────────────────
{
bonus: {
type: "essence_income",
value: 1.45,
},
description: "Captured radiance compressed around a light core — a beacon that broadcasts the goddess's presence to disciples too far away to feel it unaided.",
id: "radiance_beacon",
name: "Radiance Beacon",
requiredMaterials: [
{ materialId: "captured_radiance", quantity: 3 },
{ materialId: "light_core", quantity: 1 },
],
zoneId: "goddess_luminous_expanse",
},
{
bonus: {
type: "gold_income",
value: 1.45,
},
description: "A pool of radiance encased in glass and suspended on radiance pool solution — a focusing lens that amplifies divine light into something measurable.",
id: "luminous_prism",
name: "Luminous Prism",
requiredMaterials: [
{ materialId: "radiance_pool", quantity: 2 },
{ materialId: "captured_radiance", quantity: 2 },
{ materialId: "light_core", quantity: 1 },
],
zoneId: "goddess_luminous_expanse",
},
// ── Heavenly Forge ───────────────────────────────────────────────────────
{
bonus: {
type: "combat_power",
value: 1.5,
},
description: "Forge scale layered over divine slag and inlaid with a forge gem — a gauntlet that channels the forge's sacred heat into every blow struck.",
id: "forge_gauntlet",
name: "Forge Gauntlet",
requiredMaterials: [
{ materialId: "forge_scale", quantity: 3 },
{ materialId: "divine_slag", quantity: 2 },
{ materialId: "forge_gem", quantity: 1 },
],
zoneId: "goddess_heavenly_forge",
},
{
bonus: {
type: "essence_income",
value: 1.5,
},
description: "A forge gem set in refined divine slag — a crucible that converts ambient prayer energy directly into essence. Runs continuously once lit.",
id: "divine_crucible",
name: "Divine Crucible",
requiredMaterials: [
{ materialId: "forge_gem", quantity: 2 },
{ materialId: "divine_slag", quantity: 3 },
],
zoneId: "goddess_heavenly_forge",
},
// ── Oracle Sanctum ───────────────────────────────────────────────────────
{
bonus: {
type: "gold_income",
value: 1.55,
},
description: "Vision residue suspended in prophecy crystal solution — an elixir that grants disciples fleeting precognitive awareness of lucrative opportunities.",
id: "oracle_elixir",
name: "Oracle Elixir",
requiredMaterials: [
{ materialId: "vision_residue", quantity: 3 },
{ materialId: "prophecy_crystal", quantity: 2 },
],
zoneId: "goddess_oracle_sanctum",
},
{
bonus: {
type: "combat_power",
value: 1.55,
},
description: "A fate shard mounted on a prophecy crystal matrix — when a disciple holds it before battle, they briefly see the outcome and can choose their approach accordingly.",
id: "fate_compass",
name: "Fate Compass",
requiredMaterials: [
{ materialId: "fate_shard", quantity: 1 },
{ materialId: "prophecy_crystal", quantity: 3 },
{ materialId: "vision_residue", quantity: 2 },
],
zoneId: "goddess_oracle_sanctum",
},
// ── Seraph's Nest ────────────────────────────────────────────────────────
{
bonus: {
type: "essence_income",
value: 1.6,
},
description: "Seraph down woven into a mantle and sealed with seraph primary barbs — wearing it is indistinguishable from being held by something enormous and gentle.",
id: "seraph_mantle",
name: "Seraph Mantle",
requiredMaterials: [
{ materialId: "seraph_down", quantity: 4 },
{ materialId: "seraph_primary", quantity: 2 },
],
zoneId: "goddess_seraphs_nest",
},
{
bonus: {
type: "combat_power",
value: 1.6,
},
description: "An ascended quill carved into a focus rod — it channels divine will with zero resistance, as though the goddess herself were guiding every motion.",
id: "ascended_focus",
name: "Ascended Focus",
requiredMaterials: [
{ materialId: "ascended_quill", quantity: 1 },
{ materialId: "seraph_primary", quantity: 2 },
{ materialId: "seraph_down", quantity: 2 },
],
zoneId: "goddess_seraphs_nest",
},
// ── Divine Archive ───────────────────────────────────────────────────────
{
bonus: {
type: "gold_income",
value: 1.65,
},
description: "Celestial vellum stamped with archive seals and pressed into a portable codex — disciples who carry it can access divine knowledge in the field.",
id: "field_codex",
name: "Field Codex",
requiredMaterials: [
{ materialId: "celestial_vellum", quantity: 4 },
{ materialId: "archive_seal", quantity: 2 },
],
zoneId: "goddess_divine_archive",
},
{
bonus: {
type: "essence_income",
value: 1.65,
},
description: "A living codex page bound with archive seals — it updates itself with new divine knowledge continuously, and disciples gain essence simply by proximity.",
id: "living_tome",
name: "Living Tome",
requiredMaterials: [
{ materialId: "living_codex_page", quantity: 2 },
{ materialId: "archive_seal", quantity: 2 },
{ materialId: "celestial_vellum", quantity: 2 },
],
zoneId: "goddess_divine_archive",
},
// ── Consecrated Depths ───────────────────────────────────────────────────
{
bonus: {
type: "combat_power",
value: 1.7,
},
description: "Consecrated stone carved into armour plates and blessed with depth blessing — the armour remembers every prayer spoken over it and adds their weight to the wearer.",
id: "depth_armour",
name: "Depth Armour",
requiredMaterials: [
{ materialId: "consecrated_stone", quantity: 3 },
{ materialId: "depth_blessing", quantity: 2 },
{ materialId: "abyssal_gem", quantity: 1 },
],
zoneId: "goddess_consecrated_depths",
},
{
bonus: {
type: "essence_income",
value: 1.7,
},
description: "An abyssal gem set in depth blessing solution — a vessel that draws essence from the deepest consecrated places and stores it for release when needed.",
id: "abyssal_vessel",
name: "Abyssal Vessel",
requiredMaterials: [
{ materialId: "abyssal_gem", quantity: 2 },
{ materialId: "depth_blessing", quantity: 3 },
],
zoneId: "goddess_consecrated_depths",
},
// ── Astral Confluence ────────────────────────────────────────────────────
{
bonus: {
type: "gold_income",
value: 1.75,
},
description: "Confluence shards woven into a prism using astral harmonics — it refracts divine energy across multiple streams simultaneously, multiplying its effective output.",
id: "confluence_prism",
name: "Confluence Prism",
requiredMaterials: [
{ materialId: "confluence_shard", quantity: 3 },
{ materialId: "astral_harmonic", quantity: 2 },
],
zoneId: "goddess_astral_confluence",
},
{
bonus: {
type: "combat_power",
value: 1.75,
},
description: "A convergence node bound in astral harmonic resonance — a weapon core that channels the power of seven converging astral streams into a single devastating point.",
id: "convergence_core",
name: "Convergence Core",
requiredMaterials: [
{ materialId: "convergence_node", quantity: 1 },
{ materialId: "astral_harmonic", quantity: 3 },
{ materialId: "confluence_shard", quantity: 2 },
],
zoneId: "goddess_astral_confluence",
},
// ── Celestial Throne ─────────────────────────────────────────────────────
{
bonus: {
type: "gold_income",
value: 1.8,
},
description: "Throne gold leaf pressed over a sovereignty gem — a signet whose mark carries the full weight of divine authority and cannot be questioned.",
id: "sovereignty_signet",
name: "Sovereignty Signet",
requiredMaterials: [
{ materialId: "throne_gold_leaf", quantity: 3 },
{ materialId: "sovereignty_gem", quantity: 1 },
],
zoneId: "goddess_celestial_throne",
},
{
bonus: {
type: "combat_power",
value: 1.8,
},
description: "A crown fragment set in sovereignty gem and trimmed with throne gold — the fragment remembers every ruling ever passed from the throne and channels that authority.",
id: "crown_relic",
name: "Crown Relic",
requiredMaterials: [
{ materialId: "crown_fragment", quantity: 1 },
{ materialId: "sovereignty_gem", quantity: 2 },
{ materialId: "throne_gold_leaf", quantity: 2 },
],
zoneId: "goddess_celestial_throne",
},
// ── Infinite Choir ───────────────────────────────────────────────────────
{
bonus: {
type: "essence_income",
value: 1.85,
},
description: "Choir notes compressed with divine resonance into a single instrument — playing it fills nearby disciples with the choir's infinite devotion and multiplies their essence output.",
id: "resonance_instrument",
name: "Resonance Instrument",
requiredMaterials: [
{ materialId: "choir_note", quantity: 4 },
{ materialId: "divine_resonance", quantity: 2 },
],
zoneId: "goddess_infinite_choir",
},
{
bonus: {
type: "combat_power",
value: 1.85,
},
description: "The sacred chord crystallised and mounted on a divine resonance matrix — its vibration disrupts the coherence of any force that opposes the goddess's will.",
id: "sacred_chord_matrix",
name: "Sacred Chord Matrix",
requiredMaterials: [
{ materialId: "sacred_chord", quantity: 1 },
{ materialId: "divine_resonance", quantity: 2 },
{ materialId: "choir_note", quantity: 2 },
],
zoneId: "goddess_infinite_choir",
},
// ── The Veil ─────────────────────────────────────────────────────────────
{
bonus: {
type: "essence_income",
value: 1.9,
},
description: "Veil thread woven with liminal essence — a cloak that allows the wearer to exist partially outside reality, drawing essence from both sides of the divide.",
id: "liminal_cloak",
name: "Liminal Cloak",
requiredMaterials: [
{ materialId: "veil_thread", quantity: 3 },
{ materialId: "liminal_essence", quantity: 2 },
],
zoneId: "goddess_veil",
},
{
bonus: {
type: "combat_power",
value: 1.9,
},
description: "A beyond fragment encased in liminal essence and bound with veil thread — a weapon that strikes from a direction reality does not expect and cannot easily defend against.",
id: "veil_piercer",
name: "Veil Piercer",
requiredMaterials: [
{ materialId: "beyond_fragment", quantity: 1 },
{ materialId: "liminal_essence", quantity: 3 },
{ materialId: "veil_thread", quantity: 2 },
],
zoneId: "goddess_veil",
},
// ── Divine Heart ─────────────────────────────────────────────────────────
{
bonus: {
type: "gold_income",
value: 2,
},
description: "Heart pulses suspended in divine love crystal matrix — an amplifier that broadcasts the goddess's love as a measurable economic force. Disciples work harder when they feel it.",
id: "heart_amplifier",
name: "Heart Amplifier",
requiredMaterials: [
{ materialId: "heart_pulse", quantity: 4 },
{ materialId: "divine_love_crystal", quantity: 2 },
],
zoneId: "goddess_divine_heart",
},
{
bonus: {
type: "combat_power",
value: 2,
},
description: "Heart ichor distilled with divine love crystal into an essence that transforms willingness into unstoppable force. The goddess's love, weaponised. She approves.",
id: "divine_heart_essence",
name: "Divine Heart Essence",
requiredMaterials: [
{ materialId: "heart_ichor", quantity: 1 },
{ materialId: "divine_love_crystal", quantity: 2 },
{ materialId: "heart_pulse", quantity: 2 },
],
zoneId: "goddess_divine_heart",
},
];
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/**
* @file Game data definitions.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines -- Data file */
import type { GoddessDisciple } from "@elysium/types";
export const defaultGoddessDisciples: Array<GoddessDisciple> = [
{
baseCost: 1,
class: "oracle",
combatPower: 1,
count: 0,
divinityPerSecond: 0,
id: "novice",
level: 1,
name: "Novice",
prayersPerSecond: 0.1,
unlocked: true,
},
{
baseCost: 8,
class: "seraph",
combatPower: 3,
count: 0,
divinityPerSecond: 0,
id: "initiate",
level: 2,
name: "Initiate",
prayersPerSecond: 0.5,
unlocked: false,
},
{
baseCost: 80,
class: "invoker",
combatPower: 8,
count: 0,
divinityPerSecond: 0.01,
id: "acolyte",
level: 3,
name: "Acolyte",
prayersPerSecond: 1.5,
unlocked: false,
},
{
baseCost: 500,
class: "templar",
combatPower: 20,
count: 0,
divinityPerSecond: 0.02,
id: "devotee",
level: 4,
name: "Devotee",
prayersPerSecond: 4,
unlocked: false,
},
{
baseCost: 3500,
class: "herald",
combatPower: 50,
count: 0,
divinityPerSecond: 0.05,
id: "adept",
level: 5,
name: "Adept",
prayersPerSecond: 10,
unlocked: false,
},
{
baseCost: 25_000,
class: "oracle",
combatPower: 120,
count: 0,
divinityPerSecond: 0.1,
id: "priest",
level: 6,
name: "Priest",
prayersPerSecond: 25,
unlocked: false,
},
{
baseCost: 175_000,
class: "seraph",
combatPower: 300,
count: 0,
divinityPerSecond: 0.2,
id: "high_priest",
level: 7,
name: "High Priest",
prayersPerSecond: 75,
unlocked: false,
},
{
baseCost: 1_200_000,
class: "invoker",
combatPower: 800,
count: 0,
divinityPerSecond: 0.5,
id: "divine_scholar",
level: 8,
name: "Divine Scholar",
prayersPerSecond: 200,
unlocked: false,
},
{
baseCost: 8_500_000,
class: "templar",
combatPower: 2000,
count: 0,
divinityPerSecond: 1,
id: "holy_champion",
level: 9,
name: "Holy Champion",
prayersPerSecond: 600,
unlocked: false,
},
{
baseCost: 60_000_000,
class: "warden",
combatPower: 6000,
count: 0,
divinityPerSecond: 3,
id: "celestial_adept",
level: 10,
name: "Celestial Adept",
prayersPerSecond: 2000,
unlocked: false,
},
{
baseCost: 285_000_000,
class: "oracle",
combatPower: 13_000,
count: 0,
divinityPerSecond: 6,
id: "seraphic_master",
level: 11,
name: "Seraphic Master",
prayersPerSecond: 4500,
unlocked: false,
},
{
baseCost: 1_350_000_000,
class: "invoker",
combatPower: 28_000,
count: 0,
divinityPerSecond: 11,
id: "divine_invoker",
level: 12,
name: "Divine Invoker",
prayersPerSecond: 9500,
unlocked: false,
},
{
baseCost: 6_400_000_000,
class: "templar",
combatPower: 60_000,
count: 0,
divinityPerSecond: 20,
id: "astral_templar",
level: 13,
name: "Astral Templar",
prayersPerSecond: 20_000,
unlocked: false,
},
{
baseCost: 30_000_000_000,
class: "herald",
combatPower: 130_000,
count: 0,
divinityPerSecond: 35,
id: "empyrean_herald",
level: 14,
name: "Empyrean Herald",
prayersPerSecond: 40_000,
unlocked: false,
},
{
baseCost: 180_000_000_000,
class: "seraph",
combatPower: 400_000,
count: 0,
divinityPerSecond: 100,
id: "primordial_herald",
level: 15,
name: "Primordial Herald",
prayersPerSecond: 120_000,
unlocked: false,
},
{
baseCost: 1_000_000_000_000,
class: "warden",
combatPower: 1_200_000,
count: 0,
divinityPerSecond: 300,
id: "eternal_divine",
level: 16,
name: "Eternal Divine",
prayersPerSecond: 400_000,
unlocked: false,
},
{
baseCost: 6_000_000_000_000,
class: "oracle",
combatPower: 3_600_000,
count: 0,
divinityPerSecond: 900,
id: "cosmic_oracle",
level: 17,
name: "Cosmic Oracle",
prayersPerSecond: 1_200_000,
unlocked: false,
},
{
baseCost: 35_000_000_000_000,
class: "seraph",
combatPower: 10_800_000,
count: 0,
divinityPerSecond: 2700,
id: "radiant_seraph",
level: 18,
name: "Radiant Seraph",
prayersPerSecond: 3_600_000,
unlocked: false,
},
{
baseCost: 210_000_000_000_000,
class: "invoker",
combatPower: 32_000_000,
count: 0,
divinityPerSecond: 8000,
id: "grand_invoker",
level: 19,
name: "Grand Invoker",
prayersPerSecond: 10_500_000,
unlocked: false,
},
{
baseCost: 1_300_000_000_000_000,
class: "templar",
combatPower: 96_000_000,
count: 0,
divinityPerSecond: 24_000,
id: "sacred_templar",
level: 20,
name: "Sacred Templar",
prayersPerSecond: 32_000_000,
unlocked: false,
},
{
baseCost: 8_000_000_000_000_000,
class: "herald",
combatPower: 290_000_000,
count: 0,
divinityPerSecond: 72_000,
id: "celestial_herald",
level: 21,
name: "Celestial Herald",
prayersPerSecond: 96_000_000,
unlocked: false,
},
{
baseCost: 50_000_000_000_000_000,
class: "warden",
combatPower: 870_000_000,
count: 0,
divinityPerSecond: 216_000,
id: "divine_warden",
level: 22,
name: "Divine Warden",
prayersPerSecond: 288_000_000,
unlocked: false,
},
{
baseCost: 300_000_000_000_000_000,
class: "oracle",
combatPower: 2_600_000_000,
count: 0,
divinityPerSecond: 650_000,
id: "supreme_oracle",
level: 23,
name: "Supreme Oracle",
prayersPerSecond: 864_000_000,
unlocked: false,
},
{
baseCost: 1_800_000_000_000_000_000,
class: "seraph",
combatPower: 7_800_000_000,
count: 0,
divinityPerSecond: 1_950_000,
id: "arch_seraph",
level: 24,
name: "Arch-Seraph",
prayersPerSecond: 2_600_000_000,
unlocked: false,
},
{
baseCost: 11_000_000_000_000_000_000,
class: "invoker",
combatPower: 23_000_000_000,
count: 0,
divinityPerSecond: 5_850_000,
id: "primordial_invoker",
level: 25,
name: "Primordial Invoker",
prayersPerSecond: 7_800_000_000,
unlocked: false,
},
{
baseCost: 70_000_000_000_000_000_000,
class: "templar",
combatPower: 70_000_000_000,
count: 0,
divinityPerSecond: 17_500_000,
id: "eternal_templar",
level: 26,
name: "Eternal Templar",
prayersPerSecond: 23_000_000_000,
unlocked: false,
},
{
baseCost: 450_000_000_000_000_000_000,
class: "herald",
combatPower: 210_000_000_000,
count: 0,
divinityPerSecond: 52_000_000,
id: "firmament_herald",
level: 27,
name: "Firmament Herald",
prayersPerSecond: 70_000_000_000,
unlocked: false,
},
{
baseCost: 2_700_000_000_000_000_000_000,
class: "warden",
combatPower: 630_000_000_000,
count: 0,
divinityPerSecond: 156_000_000,
id: "goddess_warden",
level: 28,
name: "Goddess Warden",
prayersPerSecond: 210_000_000_000,
unlocked: false,
},
{
baseCost: 16_000_000_000_000_000_000_000,
class: "oracle",
combatPower: 1_900_000_000_000,
count: 0,
divinityPerSecond: 468_000_000,
id: "transcendent_oracle",
level: 29,
name: "Transcendent Oracle",
prayersPerSecond: 630_000_000_000,
unlocked: false,
},
{
baseCost: 100_000_000_000_000_000_000_000,
class: "seraph",
combatPower: 5_700_000_000_000,
count: 0,
divinityPerSecond: 1_400_000_000,
id: "exalted_seraph",
level: 30,
name: "Exalted Seraph",
prayersPerSecond: 1_900_000_000_000,
unlocked: false,
},
{
baseCost: 650_000_000_000_000_000_000_000,
class: "invoker",
combatPower: 17_000_000_000_000,
count: 0,
divinityPerSecond: 4_200_000_000,
id: "infinite_invoker",
level: 31,
name: "Infinite Invoker",
prayersPerSecond: 5_700_000_000_000,
unlocked: false,
},
{
baseCost: 4_000_000_000_000_000_000_000_000,
class: "templar",
combatPower: 51_000_000_000_000,
count: 0,
divinityPerSecond: 12_600_000_000,
id: "divine_heart_disciple",
level: 32,
name: "Divine Heart",
prayersPerSecond: 17_000_000_000_000,
unlocked: false,
},
];
@@ -0,0 +1,136 @@
/**
* @file Game data definitions.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable stylistic/max-len -- Data content */
import type { EnlightenmentUpgrade } from "@elysium/types";
export const defaultEnlightenmentUpgrades: Array<EnlightenmentUpgrade> = [
// ── Prayer income ────────────────────────────────────────────────────────
{
category: "prayers",
cost: 2,
description: "The memory of past consecrations echoes through your order, amplifying prayer income by 25%.",
id: "stardust_prayers_1",
multiplier: 1.25,
name: "Celestial Echo I",
},
{
category: "prayers",
cost: 4,
description: "Transcendent experience resonates through every disciple in the order, boosting prayers by 50%.",
id: "stardust_prayers_2",
multiplier: 1.5,
name: "Celestial Echo II",
},
{
category: "prayers",
cost: 8,
description: "The harmony of enlightened cycles surges through your order, doubling all prayer income.",
id: "stardust_prayers_3",
multiplier: 2,
name: "Celestial Echo III",
},
{
category: "prayers",
cost: 16,
description: "Divine overflow from enlightenment floods the order, tripling all prayer income.",
id: "stardust_prayers_4",
multiplier: 3,
name: "Celestial Echo IV",
},
{
category: "prayers",
cost: 32,
description: "The infinite chorus of every consecration you have completed multiplies prayer income fivefold.",
id: "stardust_prayers_5",
multiplier: 5,
name: "Celestial Echo V",
},
// ── Combat ───────────────────────────────────────────────────────────────
{
category: "combat",
cost: 2,
description: "Memories of every divine battle harden your disciples, increasing combat power by 25%.",
id: "stardust_combat_1",
multiplier: 1.25,
name: "Battle Memory I",
},
{
category: "combat",
cost: 6,
description: "Veterans of enlightenment know how to fight with transcendent precision, boosting combat power by 50%.",
id: "stardust_combat_2",
multiplier: 1.5,
name: "Battle Memory II",
},
{
category: "combat",
cost: 12,
description: "Your disciples carry the strength of every enlightened cycle, doubling all combat power.",
id: "stardust_combat_3",
multiplier: 2,
name: "Battle Memory III",
},
// ── Consecration threshold ───────────────────────────────────────────────
{
category: "consecration_threshold",
cost: 3,
description: "Enlightened experience shortens the road to consecration — threshold reduced by 10%.",
id: "stardust_consecration_threshold_1",
multiplier: 0.9,
name: "Accelerated Devotion I",
},
{
category: "consecration_threshold",
cost: 9,
description: "Mastery of the enlightenment cycle trims the consecration requirement by a further 15%.",
id: "stardust_consecration_threshold_2",
multiplier: 0.85,
name: "Accelerated Devotion II",
},
{
category: "consecration_threshold",
cost: 25,
description: "The path to consecration is now second nature — threshold reduced by 20% once more.",
id: "stardust_consecration_threshold_3",
multiplier: 0.8,
name: "Accelerated Devotion III",
},
// ── Consecration divinity ────────────────────────────────────────────────
{
category: "consecration_divinity",
cost: 5,
description: "Each cycle of enlightenment deepens the consecration harvest, increasing divinity yield by 25%.",
id: "stardust_consecration_divinity_1",
multiplier: 1.25,
name: "Luminous Harvest I",
},
{
category: "consecration_divinity",
cost: 20,
description: "The light of enlightenment pours into every consecration, boosting divinity yield by 50%.",
id: "stardust_consecration_divinity_2",
multiplier: 1.5,
name: "Luminous Harvest II",
},
{
category: "consecration_divinity",
cost: 60,
description: "Perfection of the cycle doubles the divinity drawn from every act of consecration.",
id: "stardust_consecration_divinity_3",
multiplier: 2,
name: "Luminous Harvest III",
},
// ── Stardust meta ────────────────────────────────────────────────────────
{
category: "stardust_meta",
cost: 15,
description: "Your enlightenment resonates deeper, amplifying future stardust yields by 25%.",
id: "stardust_meta_1",
multiplier: 1.25,
name: "Resonant Enlightenment",
},
];
+563
View File
@@ -0,0 +1,563 @@
/**
* @file Game data definitions.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines -- Data file */
/* eslint-disable stylistic/max-len -- Data content */
import type { GoddessEquipment } from "@elysium/types";
export const defaultGoddessEquipment: Array<GoddessEquipment> = [
// ── Relics — Common ───────────────────────────────────────────────────────
{
bonus: { prayersMultiplier: 1.1 },
cost: { divinity: 0, prayers: 300, stardust: 0 },
description: "A weathered tome filled with the first prayers ever offered. The ink has faded, but the faith remains.",
equipped: false,
id: "divine_tome",
name: "Divine Tome",
owned: false,
rarity: "common",
type: "relic",
},
{
bonus: { prayersMultiplier: 1.1 },
cost: { divinity: 0, prayers: 350, stardust: 0 },
description: "A scroll of thin parchment bearing a single whispered blessing. Small, but sincere.",
equipped: false,
id: "prayer_scroll",
name: "Prayer Scroll",
owned: false,
rarity: "common",
type: "relic",
},
{
bonus: { combatMultiplier: 1.1 },
cost: { divinity: 0, prayers: 400, stardust: 0 },
description: "A slender wand carved from a branch blessed by a passing spirit. Humble in form, genuine in purpose.",
equipped: false,
id: "blessing_wand",
name: "Blessing Wand",
owned: false,
rarity: "common",
type: "relic",
},
// ── Relics — Rare ─────────────────────────────────────────────────────────
{
bonus: { combatMultiplier: 1.2, prayersMultiplier: 1.1 },
description: "A staff carved from petrified sanctuary wood. Its grain holds echoes of a thousand blessings.",
equipped: false,
id: "sacred_staff",
name: "Sacred Staff",
owned: false,
rarity: "rare",
type: "relic",
},
{
bonus: { prayersMultiplier: 1.3 },
description: "A crystalline lens ground from frozen oracle tears. Those who look through it see truths they cannot unhear.",
equipped: false,
id: "oracle_lens",
name: "Oracle Lens",
owned: false,
rarity: "rare",
type: "relic",
},
{
bonus: { combatMultiplier: 1.1, prayersMultiplier: 1.2 },
description: "A quill shed from the wing of a celestial herald. Whatever it writes becomes spoken prophecy.",
equipped: false,
id: "celestial_quill",
name: "Celestial Quill",
owned: false,
rarity: "rare",
type: "relic",
},
{
bonus: { prayersMultiplier: 1.25 },
description: "A smooth orb of blessed amber that hums with the residual faith of an entire sanctum's congregation.",
equipped: false,
id: "sanctum_focus",
name: "Sanctum Focus",
owned: false,
rarity: "rare",
type: "relic",
},
{
bonus: { combatMultiplier: 1.2, prayersMultiplier: 1.1 },
description: "A sceptre of star-cast silver that channels divine will through the constellations it was forged beneath.",
equipped: false,
id: "astral_sceptre",
name: "Astral Sceptre",
owned: false,
rarity: "rare",
type: "relic",
},
{
bonus: { combatMultiplier: 1.35 },
description: "A rod drawn from the highest reaches of the empyrean vault. Light bends around it as though in reverence.",
equipped: false,
id: "empyrean_rod",
name: "Empyrean Rod",
owned: false,
rarity: "rare",
type: "relic",
},
// ── Relics — Epic ─────────────────────────────────────────────────────────
{
bonus: { combatMultiplier: 1.5, prayersMultiplier: 1.25 },
description: "A blade borne by the highest order of seraphim. Its edge is said to cut through even divine illusion.",
equipped: false,
id: "seraph_blade",
name: "Seraph Blade",
owned: false,
rarity: "epic",
type: "relic",
},
{
bonus: { combatMultiplier: 1.4, prayersMultiplier: 1.4 },
description: "A sceptre inscribed with the Goddess's own name in a script no mortal tongue can speak aloud.",
equipped: false,
id: "divine_sceptre",
name: "Divine Sceptre",
owned: false,
rarity: "epic",
type: "relic",
},
{
bonus: { combatMultiplier: 1.6 },
description: "A lance of heavenly ore that strikes with the force of a falling star. No shield has ever stopped it twice.",
equipped: false,
id: "heavenly_lance",
name: "Heavenly Lance",
owned: false,
rarity: "epic",
type: "relic",
},
{
bonus: { combatMultiplier: 1.5 },
description: "A hammer that once shaped the divine armaments of the celestial forge. Its weight carries the memory of creation.",
equipped: false,
id: "forge_hammer",
name: "Forge Hammer",
owned: false,
rarity: "epic",
type: "relic",
},
{
bonus: { prayersMultiplier: 1.5 },
description: "A staff of oracle-bone and wrapped starlight. Prayers spoken through it travel to the Goddess without delay.",
equipped: false,
id: "oracle_staff",
name: "Oracle Staff",
owned: false,
rarity: "epic",
type: "relic",
},
{
bonus: { combatMultiplier: 1.45, prayersMultiplier: 1.3 },
description: "A twin blade to the Seraph Blade, wielded in the off-hand of a champion who ascended beyond mortality.",
equipped: false,
id: "seraph_sword",
name: "Seraph Sword",
owned: false,
rarity: "epic",
type: "relic",
},
// ── Relics — Legendary ────────────────────────────────────────────────────
{
bonus: { combatMultiplier: 1.75, prayersMultiplier: 1.75 },
description: "A rod drawn from the highest layer of the firmament, where creation and void press against each other eternally.",
equipped: false,
id: "firmament_rod",
name: "Firmament Rod",
owned: false,
rarity: "legendary",
type: "relic",
},
{
bonus: { combatMultiplier: 2 },
description: "The personal weapon of the Goddess herself, wielded once at the dawn of the world and never since. Its tip still smells of stardust.",
equipped: false,
id: "goddess_spear",
name: "Goddess's Spear",
owned: false,
rarity: "legendary",
type: "relic",
},
{
bonus: { combatMultiplier: 1.8, prayersMultiplier: 2 },
description: "A relic formed from a single heartbeat of the Goddess, crystallised at the moment she first felt devotion returned.",
equipped: false,
id: "divine_heart_relic",
name: "Divine Heart Relic",
owned: false,
rarity: "legendary",
type: "relic",
},
// ── Vestments — Common ────────────────────────────────────────────────────
{
bonus: { combatMultiplier: 1.1 },
cost: { divinity: 0, prayers: 300, stardust: 0 },
description: "Simple robes given to those who have just found their faith. The stitching is uneven, but the intention is pure.",
equipped: false,
id: "novice_vestments",
name: "Novice Vestments",
owned: false,
rarity: "common",
type: "vestment",
},
{
bonus: { prayersMultiplier: 1.1 },
cost: { divinity: 0, prayers: 350, stardust: 0 },
description: "The standard garb of an initiate entering the divine order. Clean, modest, and faintly perfumed with incense.",
equipped: false,
id: "initiate_robes",
name: "Initiate Robes",
owned: false,
rarity: "common",
type: "vestment",
},
{
bonus: { combatMultiplier: 1.1 },
cost: { divinity: 0, prayers: 450, stardust: 0 },
description: "Practical garments worn by acolytes who serve the temples. The fabric repels both dust and doubt.",
equipped: false,
id: "acolyte_garb",
name: "Acolyte Garb",
owned: false,
rarity: "common",
type: "vestment",
},
// ── Vestments — Rare ──────────────────────────────────────────────────────
{
bonus: { combatMultiplier: 1.1, prayersMultiplier: 1.2 },
description: "Robes woven through hours of silent prayer. Each thread carries a whispered blessing from the hands that made it.",
equipped: false,
id: "prayer_robes",
name: "Prayer Robes",
owned: false,
rarity: "rare",
type: "vestment",
},
{
bonus: { combatMultiplier: 1.2, prayersMultiplier: 1.15 },
description: "The ceremonial dress of a sanctum's most decorated servant. Heavy with ornament and heavier with meaning.",
equipped: false,
id: "sanctum_regalia",
name: "Sanctum Regalia",
owned: false,
rarity: "rare",
type: "vestment",
},
{
bonus: { prayersMultiplier: 1.3 },
description: "A flowing garment sewn from fibres of celestial cloud. It never wrinkles and always catches the light perfectly.",
equipped: false,
id: "celestial_wrap",
name: "Celestial Wrap",
owned: false,
rarity: "rare",
type: "vestment",
},
{
bonus: { combatMultiplier: 1.25, prayersMultiplier: 1.1 },
description: "A cloak dyed in the hue of the void between stars. It absorbs damage and whispers warnings to its wearer.",
equipped: false,
id: "astral_cloak",
name: "Astral Cloak",
owned: false,
rarity: "rare",
type: "vestment",
},
{
bonus: { combatMultiplier: 1.35 },
description: "A cowl spun from the highest threads of empyrean silk. It protects the mind as much as it protects the head.",
equipped: false,
id: "empyrean_cowl",
name: "Empyrean Cowl",
owned: false,
rarity: "rare",
type: "vestment",
},
{
bonus: { combatMultiplier: 1.2, prayersMultiplier: 1.2 },
description: "A mantle woven from sacred grove leaves that never wither. The forest's blessing persists in every fibre.",
equipped: false,
id: "grove_mantle",
name: "Grove Mantle",
owned: false,
rarity: "rare",
type: "vestment",
},
// ── Vestments — Epic ──────────────────────────────────────────────────────
{
bonus: { combatMultiplier: 1.5, prayersMultiplier: 1.3 },
description: "A mantle torn from an astral projection and reforged into armour. It exists in two planes simultaneously.",
equipped: false,
id: "astral_mantle",
name: "Astral Mantle",
owned: false,
rarity: "epic",
type: "vestment",
},
{
bonus: { combatMultiplier: 1.6 },
description: "Plate armour hammered from condensed empyrean light. It weighs nothing and deflects everything.",
equipped: false,
id: "empyrean_armour",
name: "Empyrean Armour",
owned: false,
rarity: "epic",
type: "vestment",
},
{
bonus: { combatMultiplier: 1.45, prayersMultiplier: 1.4 },
description: "Armour that radiates a soft divine glow. Enemies flinch from its light before the blow even lands.",
equipped: false,
id: "luminous_plate",
name: "Luminous Plate",
owned: false,
rarity: "epic",
type: "vestment",
},
{
bonus: { combatMultiplier: 1.55 },
description: "Vestments quenched in the divine forge, each layer fused by celestial fire until no ordinary blade can part them.",
equipped: false,
id: "forge_vestments",
name: "Forge Vestments",
owned: false,
rarity: "epic",
type: "vestment",
},
{
bonus: { combatMultiplier: 1.35, prayersMultiplier: 1.5 },
description: "Robes worn by the oracle who first heard the Goddess speak. The fabric remembers every prophecy ever uttered within it.",
equipped: false,
id: "oracle_robes",
name: "Oracle Robes",
owned: false,
rarity: "epic",
type: "vestment",
},
{
bonus: { combatMultiplier: 1.4, prayersMultiplier: 1.45 },
description: "Armour that marks its wearer as an instrument of divine will. Enemies see the Goddess reflected in its surface.",
equipped: false,
id: "divine_regalia",
name: "Divine Regalia",
owned: false,
rarity: "epic",
type: "vestment",
},
// ── Vestments — Legendary ─────────────────────────────────────────────────
{
bonus: { combatMultiplier: 1.75, prayersMultiplier: 1.75 },
description: "Vestments that persist beyond the death of the wearer. The cloth refuses to decay. So, eventually, does the soul.",
equipped: false,
id: "eternal_vestments",
name: "Eternal Vestments",
owned: false,
rarity: "legendary",
type: "vestment",
},
{
bonus: { combatMultiplier: 2 },
description: "Armour drawn from the firmament itself, where the boundary between existence and the void is at its thinnest.",
equipped: false,
id: "firmament_armour",
name: "Firmament Armour",
owned: false,
rarity: "legendary",
type: "vestment",
},
{
bonus: { combatMultiplier: 1.8, prayersMultiplier: 2 },
description: "The Goddess's own ceremonial robes, left behind as a covenant. They still carry the warmth of divinity.",
equipped: false,
id: "goddess_raiment",
name: "Goddess's Raiment",
owned: false,
rarity: "legendary",
type: "vestment",
},
// ── Sigils — Common ───────────────────────────────────────────────────────
{
bonus: { divinityMultiplier: 1.1 },
cost: { divinity: 0, prayers: 300, stardust: 0 },
description: "A small clay token stamped with a sunburst. Farmers press it into new soil to invite the Goddess's blessing.",
equipped: false,
id: "faith_token",
name: "Faith Token",
owned: false,
rarity: "common",
type: "sigil",
},
{
bonus: { prayersMultiplier: 1.1 },
cost: { divinity: 0, prayers: 350, stardust: 0 },
description: "A single bead worn smooth by generations of faithful fingers. Every prayer whispered over it still clings to the surface.",
equipped: false,
id: "prayer_bead",
name: "Prayer Bead",
owned: false,
rarity: "common",
type: "sigil",
},
{
bonus: { divinityMultiplier: 1.1 },
cost: { divinity: 0, prayers: 400, stardust: 0 },
description: "A charm carved from sanctified bone. It draws small kindnesses towards its wearer, like gravity for good fortune.",
equipped: false,
id: "blessing_charm",
name: "Blessing Charm",
owned: false,
rarity: "common",
type: "sigil",
},
// ── Sigils — Rare ─────────────────────────────────────────────────────────
{
bonus: { divinityMultiplier: 1.2, prayersMultiplier: 1.1 },
description: "A seal pressed in divine wax that has never cooled. The blessing it carries is renewed with every sunrise.",
equipped: false,
id: "blessing_seal",
name: "Blessing Seal",
owned: false,
rarity: "rare",
type: "sigil",
},
{
bonus: { divinityMultiplier: 1.3 },
description: "A sigil shaped into an open eye. Those who bear it find their prayers answered with unusual precision.",
equipped: false,
id: "oracle_sigil",
name: "Oracle Sigil",
owned: false,
rarity: "rare",
type: "sigil",
},
{
bonus: { divinityMultiplier: 1.1, prayersMultiplier: 1.2 },
description: "A token bearing the mark of the highest seraphim. It grants the holder passage through divine barriers.",
equipped: false,
id: "seraph_token",
name: "Seraph Token",
owned: false,
rarity: "rare",
type: "sigil",
},
{
bonus: { divinityMultiplier: 1.25 },
description: "A pendant woven from living vines that never wither. It carries the grove's unbroken memory of the divine.",
equipped: false,
id: "grove_pendant",
name: "Grove Pendant",
owned: false,
rarity: "rare",
type: "sigil",
},
{
bonus: { divinityMultiplier: 1.2, prayersMultiplier: 1.2 },
description: "A mark drawn in light rather than ink. It pulses faintly with the rhythm of divine order.",
equipped: false,
id: "luminous_mark",
name: "Luminous Mark",
owned: false,
rarity: "rare",
type: "sigil",
},
// ── Sigils — Epic ─────────────────────────────────────────────────────────
{
bonus: { divinityMultiplier: 1.5, prayersMultiplier: 1.3 },
description: "A mark burned into existence by a seraph's own finger. It does not fade because it is not merely physical.",
equipped: false,
id: "seraph_mark",
name: "Seraph Mark",
owned: false,
rarity: "epic",
type: "sigil",
},
{
bonus: { divinityMultiplier: 1.5, prayersMultiplier: 1.4 },
description: "An emblem bearing the full weight of divine authority. Those who carry it act as the Goddess's declared instrument.",
equipped: false,
id: "divine_emblem",
name: "Divine Emblem",
owned: false,
rarity: "epic",
type: "sigil",
},
{
bonus: { divinityMultiplier: 1.6 },
description: "A seal drawn from the highest empyrean archive. It radiates a hum that only the faithful can hear.",
equipped: false,
id: "empyrean_seal",
name: "Empyrean Seal",
owned: false,
rarity: "epic",
type: "sigil",
},
{
bonus: { divinityMultiplier: 1.4, prayersMultiplier: 1.4 },
description: "A brand seared in the divine forge. It marks the bearer as something that has passed through fire and remained.",
equipped: false,
id: "forge_brand",
name: "Forge Brand",
owned: false,
rarity: "epic",
type: "sigil",
},
{
bonus: { divinityMultiplier: 1.45, prayersMultiplier: 1.35 },
description: "A sigil drawn from the archive of every prayer ever recorded. It remembers everything that has ever been asked.",
equipped: false,
id: "archive_sigil",
name: "Archive Sigil",
owned: false,
rarity: "epic",
type: "sigil",
},
{
bonus: { divinityMultiplier: 1.55, prayersMultiplier: 1.25 },
description: "A celestial mark that resonates with the movement of heavenly bodies. It grows stronger under open sky.",
equipped: false,
id: "celestial_mark",
name: "Celestial Mark",
owned: false,
rarity: "epic",
type: "sigil",
},
// ── Sigils — Legendary ────────────────────────────────────────────────────
{
bonus: { divinityMultiplier: 2, prayersMultiplier: 1.75 },
description: "A sigil that has existed since before the first prayer was spoken. It does not grant eternity — it is eternity.",
equipped: false,
id: "eternity_sigil",
name: "Eternity Sigil",
owned: false,
rarity: "legendary",
type: "sigil",
},
{
bonus: { divinityMultiplier: 2.5 },
description: "A seal drawn from the innermost layer of the firmament, where time folds back on itself and prayers echo forever.",
equipped: false,
id: "firmament_seal",
name: "Firmament Seal",
owned: false,
rarity: "legendary",
type: "sigil",
},
{
bonus: { divinityMultiplier: 2, prayersMultiplier: 2 },
description: "A sigil shaped like a heartbeat, crystallised at the precise moment the Goddess chose to love the world back.",
equipped: false,
id: "divine_heart_sigil",
name: "Divine Heart Sigil",
owned: false,
rarity: "legendary",
type: "sigil",
},
];
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/**
* @file Game data definitions.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable stylistic/max-len -- Data content */
import type { GoddessEquipmentSet } from "@elysium/types";
export const defaultGoddessEquipmentSets: Array<GoddessEquipmentSet> = [
{
bonuses: {
// eslint-disable-next-line @typescript-eslint/naming-convention -- numeric keys
2: { prayersMultiplier: 1.15 },
// eslint-disable-next-line @typescript-eslint/naming-convention -- numeric keys
3: { divinityMultiplier: 1.1 },
},
description: "The simplest sacred things gathered in one place — a tome, a robe, a token. Together they are more than their stitching.",
id: "gardens_blessing",
name: "Garden's Blessing",
pieces: [ "divine_tome", "novice_vestments", "faith_token", "prayer_scroll", "initiate_robes" ],
},
{
bonuses: {
// eslint-disable-next-line @typescript-eslint/naming-convention -- numeric keys
2: { prayersMultiplier: 1.25 },
// eslint-disable-next-line @typescript-eslint/naming-convention -- numeric keys
3: { combatMultiplier: 1.2 },
},
description: "The instruments of the Crystal Sanctum's greatest scholars. Knowledge and combat are not opposites — they are complements.",
id: "sanctum_scholar",
name: "Sanctum Scholar",
pieces: [ "oracle_lens", "sanctum_regalia", "oracle_sigil", "celestial_quill", "sanctum_focus" ],
},
{
bonuses: {
// eslint-disable-next-line @typescript-eslint/naming-convention -- numeric keys
2: { combatMultiplier: 1.3 },
// eslint-disable-next-line @typescript-eslint/naming-convention -- numeric keys
3: { prayersMultiplier: 1.2 },
},
description: "The arms and marks of the seraphic order. Those who carry this set fight not for glory but because the Goddess asked them to.",
id: "seraphic_arsenal",
name: "Seraphic Arsenal",
pieces: [ "seraph_blade", "prayer_robes", "seraph_mark", "seraph_token", "seraph_sword" ],
},
{
bonuses: {
// eslint-disable-next-line @typescript-eslint/naming-convention -- numeric keys
2: { combatMultiplier: 1.35 },
// eslint-disable-next-line @typescript-eslint/naming-convention -- numeric keys
3: { divinityMultiplier: 1.25 },
},
description: "The armaments of those who hold the citadel against the void. Their faith is a wall and their weapons are its gate.",
id: "citadel_defender",
name: "Citadel Defender",
pieces: [ "sacred_staff", "empyrean_cowl", "empyrean_seal", "astral_sceptre", "empyrean_rod" ],
},
{
bonuses: {
// eslint-disable-next-line @typescript-eslint/naming-convention -- numeric keys
2: { prayersMultiplier: 1.3 },
// eslint-disable-next-line @typescript-eslint/naming-convention -- numeric keys
3: { divinityMultiplier: 1.3 },
},
description: "Relics of the astral void and the blessed seals born from it. To invoke the divine, one must first become a vessel worthy of it.",
id: "divine_invoker",
name: "Divine Invoker",
pieces: [ "astral_mantle", "blessing_seal", "astral_cloak", "empyrean_armour", "luminous_mark" ],
},
{
bonuses: {
// eslint-disable-next-line @typescript-eslint/naming-convention -- numeric keys
2: { combatMultiplier: 1.4 },
// eslint-disable-next-line @typescript-eslint/naming-convention -- numeric keys
3: { prayersMultiplier: 1.35 },
},
description: "The master-crafter's complete regalia — hammer, vestments, and brand. Every piece was forged in the same divine fire that shaped the celestial host.",
id: "forge_masters_regalia",
name: "Forge-Master's Regalia",
pieces: [ "forge_hammer", "forge_vestments", "forge_brand", "oracle_staff", "oracle_robes" ],
},
{
bonuses: {
// eslint-disable-next-line @typescript-eslint/naming-convention -- numeric keys
2: { combatMultiplier: 1.5 },
// eslint-disable-next-line @typescript-eslint/naming-convention -- numeric keys
3: { prayersMultiplier: 1.5 },
},
description: "Armaments drawn from the firmament's edge, where the sky becomes something else entirely. Those chosen to wear them rarely choose to return.",
id: "firmaments_chosen",
name: "Firmament's Chosen",
pieces: [ "firmament_rod", "firmament_armour", "firmament_seal", "empyrean_armour", "luminous_plate" ],
},
{
bonuses: {
// eslint-disable-next-line @typescript-eslint/naming-convention -- numeric keys
2: { divinityMultiplier: 1.4 },
// eslint-disable-next-line @typescript-eslint/naming-convention -- numeric keys
3: { prayersMultiplier: 1.4 },
},
description: "The oracle's complete truth — sceptre, raiment, emblem, and the archives of every word ever spoken in the Goddess's name.",
id: "oracles_truth",
name: "Oracle's Truth",
pieces: [ "divine_sceptre", "divine_regalia", "divine_emblem", "archive_sigil", "celestial_mark" ],
},
{
bonuses: {
// eslint-disable-next-line @typescript-eslint/naming-convention -- numeric keys
2: { prayersMultiplier: 2 },
// eslint-disable-next-line @typescript-eslint/naming-convention -- numeric keys
3: { divinityMultiplier: 2 },
},
description: "The Goddess's own heart, spear, raiment, and sigil, gathered together at last. To wear this set is to carry what she left behind — and to feel the weight of being chosen.",
id: "heart_of_the_goddess",
name: "Heart of the Goddess",
pieces: [ "divine_heart_relic", "goddess_raiment", "divine_heart_sigil", "goddess_spear", "eternal_vestments" ],
},
];
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/**
* @file Game data definitions.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines -- Data file */
/* eslint-disable stylistic/max-len -- Data content */
import type { Material } from "@elysium/types";
export const defaultGoddessMaterials: Array<Material> = [
// ── Celestial Garden ─────────────────────────────────────────────────────
{
description: "Petals from flowers that have never known anything but divine light. They crumble if touched by anything unworthy.",
id: "divine_petal",
name: "Divine Petal",
rarity: "common",
zoneId: "goddess_celestial_garden",
},
{
description: "Prayer energy that has crystallised over centuries of devotion. Each one holds a fragment of someone's deepest hope.",
id: "prayer_crystal",
name: "Prayer Crystal",
rarity: "common",
zoneId: "goddess_celestial_garden",
},
{
description: "Dust that falls from the celestial dome above — each mote a fragment of a star that finished its purpose and dissolved.",
id: "celestial_dust",
name: "Celestial Dust",
rarity: "uncommon",
zoneId: "goddess_celestial_garden",
},
// ── Crystal Sanctum ──────────────────────────────────────────────────────
{
description: "Shards broken from the sanctum walls during divine resonance events. They hum faintly with stored knowledge.",
id: "sanctum_shard",
name: "Sanctum Shard",
rarity: "common",
zoneId: "goddess_crystal_sanctum",
},
{
description: "Ink distilled from divine light and used to inscribe the sanctum's most sacred texts. It cannot write falsehoods.",
id: "holy_ink",
name: "Holy Ink",
rarity: "uncommon",
zoneId: "goddess_crystal_sanctum",
},
{
description: "A fragment of an oracle's primary lens, shattered during a vision of catastrophic clarity. The vision was worth it.",
id: "oracle_lens_fragment",
name: "Oracle Lens Fragment",
rarity: "rare",
zoneId: "goddess_crystal_sanctum",
},
// ── Astral Cathedral ─────────────────────────────────────────────────────
{
description: "A feather shed by a seraph during their first ascension. They shed exactly one. This is the rarest thing most people will ever hold.",
id: "seraph_feather",
name: "Seraph Feather",
rarity: "uncommon",
zoneId: "goddess_astral_cathedral",
},
{
description: "The concentrated resonance of the celestial choir — bottled by scholars who noticed that it had physical properties.",
id: "choir_essence",
name: "Choir Essence",
rarity: "uncommon",
zoneId: "goddess_astral_cathedral",
},
{
description: "Material formed where the cathedral's astral structure meets the void. Transparent, harder than diamond, warmer than sunlight.",
id: "astral_glass",
name: "Astral Glass",
rarity: "rare",
zoneId: "goddess_astral_cathedral",
},
// ── Empyrean Citadel ─────────────────────────────────────────────────────
{
description: "Ore mined from the citadel's deepest foundations — dense with divine potential but raw and unrefined.",
id: "empyrean_ore",
name: "Empyrean Ore",
rarity: "uncommon",
zoneId: "goddess_empyrean_citadel",
},
{
description: "Empyrean ore refined in the citadel's divine furnaces. The process requires both technical mastery and genuine faith.",
id: "divine_alloy",
name: "Divine Alloy",
rarity: "rare",
zoneId: "goddess_empyrean_citadel",
},
{
description: "A medal awarded only to champions of the citadel's trials. Fewer than a hundred exist. Each one has a name engraved on the back.",
id: "celestial_medal",
name: "Celestial Medal",
rarity: "rare",
zoneId: "goddess_empyrean_citadel",
},
// ── Primordial Springs ───────────────────────────────────────────────────
{
description: "Water drawn directly from the springs of creation. It tastes of nothing. It heals everything. Handle carefully.",
id: "creation_water",
name: "Creation Water",
rarity: "uncommon",
zoneId: "goddess_primordial_springs",
},
{
description: "The raw essence of creation — the stuff from which everything is made before it decides what to become.",
id: "primordial_essence",
name: "Primordial Essence",
rarity: "rare",
zoneId: "goddess_primordial_springs",
},
{
description: "A crystal formed spontaneously when creation energy reaches critical density. Each one is unique and has never existed before.",
id: "genesis_crystal",
name: "Genesis Crystal",
rarity: "rare",
zoneId: "goddess_primordial_springs",
},
// ── Eternal Firmament ────────────────────────────────────────────────────
{
description: "Stone from the eternal firmament itself — impossibly dense, impossibly enduring. It does not weather. It does not age.",
id: "firmament_stone",
name: "Firmament Stone",
rarity: "rare",
zoneId: "goddess_eternal_firmament",
},
{
description: "A shard of divine light that has solidified — the kind of light that exists before it is observed, before it is named.",
id: "divine_light_shard",
name: "Divine Light Shard",
rarity: "rare",
zoneId: "goddess_eternal_firmament",
},
{
description: "A fragment broken from eternity itself during a moment of divine turbulence. It is still vibrating. It will never stop.",
id: "eternity_fragment",
name: "Eternity Fragment",
rarity: "rare",
zoneId: "goddess_eternal_firmament",
},
// ── Sacred Grove ─────────────────────────────────────────────────────────
{
description: "Resin weeping from the sacred grove's eldest trees — each drop takes decades to form and carries the memory of every prayer offered beneath its branches.",
id: "grove_resin",
name: "Grove Resin",
rarity: "common",
zoneId: "goddess_sacred_grove",
},
{
description: "A leaf that has absorbed so much divine light it has become semi-translucent, like stained glass grown naturally from a living tree.",
id: "luminous_leaf",
name: "Luminous Leaf",
rarity: "uncommon",
zoneId: "goddess_sacred_grove",
},
{
description: "Bark shed from the grove's most ancient tree — said to be the first thing the goddess ever touched. No axe can cut it. No fire can burn it.",
id: "sacred_heartwood",
name: "Sacred Heartwood",
rarity: "rare",
zoneId: "goddess_sacred_grove",
},
// ── Luminous Expanse ─────────────────────────────────────────────────────
{
description: "The ambient radiance of the luminous expanse, captured in small crystalline vessels before it dissipates. Warm to the touch always.",
id: "captured_radiance",
name: "Captured Radiance",
rarity: "common",
zoneId: "goddess_luminous_expanse",
},
{
description: "Where radiance pools deep enough, it begins to behave like water. This is a vial of that impossible substance.",
id: "radiance_pool",
name: "Radiance Pool",
rarity: "uncommon",
zoneId: "goddess_luminous_expanse",
},
{
description: "A perfect sphere of compressed luminous energy — formed only at the expanse's absolute centre, where the light meets itself coming back.",
id: "light_core",
name: "Light Core",
rarity: "rare",
zoneId: "goddess_luminous_expanse",
},
// ── Heavenly Forge ───────────────────────────────────────────────────────
{
description: "Scale from a celestial creature shed near the forge — tempered by proximity to divine fire into something harder than most metals.",
id: "forge_scale",
name: "Forge Scale",
rarity: "uncommon",
zoneId: "goddess_heavenly_forge",
},
{
description: "The slag produced when divine alloy is refined to its purest form. Useless for most things. Priceless for the right ones.",
id: "divine_slag",
name: "Divine Slag",
rarity: "uncommon",
zoneId: "goddess_heavenly_forge",
},
{
description: "A gem formed in the forge's hottest chamber — absorbs heat and releases it as blessing energy over years. Handle with tongs.",
id: "forge_gem",
name: "Forge Gem",
rarity: "rare",
zoneId: "goddess_heavenly_forge",
},
// ── Oracle Sanctum ───────────────────────────────────────────────────────
{
description: "The residue left behind when an oracle's vision ends — collected from the floor of the viewing chamber before it evaporates.",
id: "vision_residue",
name: "Vision Residue",
rarity: "common",
zoneId: "goddess_oracle_sanctum",
},
{
description: "Crystals that form in the minds of oracles during particularly intense visions and are expelled as small shards afterward.",
id: "prophecy_crystal",
name: "Prophecy Crystal",
rarity: "uncommon",
zoneId: "goddess_oracle_sanctum",
},
{
description: "A shard of pure foresight — carved from the moment between a prophecy being spoken and it being understood. Extremely dangerous to hold for long.",
id: "fate_shard",
name: "Fate Shard",
rarity: "rare",
zoneId: "goddess_oracle_sanctum",
},
// ── Seraph's Nest ────────────────────────────────────────────────────────
{
description: "Down from the innermost layer of a seraph's plumage — softer than anything natural, warm as sunlight, impossible to soil.",
id: "seraph_down",
name: "Seraph Down",
rarity: "common",
zoneId: "goddess_seraphs_nest",
},
{
description: "A primary feather from a seraph's wing — longer than a person is tall, capable of carrying aloft far more than its size suggests.",
id: "seraph_primary",
name: "Seraph Primary",
rarity: "uncommon",
zoneId: "goddess_seraphs_nest",
},
{
description: "The hollow quill of a fully ascended seraph — said to channel divine will as faithfully as any sacred instrument ever made.",
id: "ascended_quill",
name: "Ascended Quill",
rarity: "rare",
zoneId: "goddess_seraphs_nest",
},
// ── Divine Archive ───────────────────────────────────────────────────────
{
description: "Vellum produced from materials that do not exist in the mortal world — can hold text that cannot be written on ordinary parchment.",
id: "celestial_vellum",
name: "Celestial Vellum",
rarity: "common",
zoneId: "goddess_divine_archive",
},
{
description: "A stamp used to seal the archive's most important documents — its mark cannot be forged and cannot be removed.",
id: "archive_seal",
name: "Archive Seal",
rarity: "uncommon",
zoneId: "goddess_divine_archive",
},
{
description: "A codex page that has absorbed so much divine knowledge it has become semi-sentient. It resists being filed incorrectly.",
id: "living_codex_page",
name: "Living Codex Page",
rarity: "rare",
zoneId: "goddess_divine_archive",
},
// ── Consecrated Depths ───────────────────────────────────────────────────
{
description: "Stone from the deepest consecrated chambers — blessed so thoroughly by generations of ritual that it radiates faint warmth in complete darkness.",
id: "consecrated_stone",
name: "Consecrated Stone",
rarity: "uncommon",
zoneId: "goddess_consecrated_depths",
},
{
description: "Water from the depths' sacred underground springs — it has been blessed so many times that blessing it again produces light.",
id: "depth_blessing",
name: "Depth Blessing",
rarity: "uncommon",
zoneId: "goddess_consecrated_depths",
},
{
description: "A gem found only at the absolute lowest point of the consecrated depths — formed from minerals and divine energy in equal parts.",
id: "abyssal_gem",
name: "Abyssal Gem",
rarity: "rare",
zoneId: "goddess_consecrated_depths",
},
// ── Astral Confluence ────────────────────────────────────────────────────
{
description: "A shard of ley-material harvested where two astral streams cross — vibrates at two frequencies simultaneously and cannot decide which to settle on.",
id: "confluence_shard",
name: "Confluence Shard",
rarity: "uncommon",
zoneId: "goddess_astral_confluence",
},
{
description: "The harmonic tone produced when multiple astral streams converge — bottled by scholars with sensitive enough ears to find it before it propagated away.",
id: "astral_harmonic",
name: "Astral Harmonic",
rarity: "uncommon",
zoneId: "goddess_astral_confluence",
},
{
description: "A knot of astral energy so dense it has become material — formed only at confluence points of seven or more streams. Profoundly stable.",
id: "convergence_node",
name: "Convergence Node",
rarity: "rare",
zoneId: "goddess_astral_confluence",
},
// ── Celestial Throne ─────────────────────────────────────────────────────
{
description: "Gold leaf beaten so thin it is translucent — used to gild the throne's ceremonial surfaces and shed during every royal audience.",
id: "throne_gold_leaf",
name: "Throne Gold Leaf",
rarity: "uncommon",
zoneId: "goddess_celestial_throne",
},
{
description: "A gem that fell from the throne's armrest during a momentous divine decision. It carries the weight of that decision.",
id: "sovereignty_gem",
name: "Sovereignty Gem",
rarity: "rare",
zoneId: "goddess_celestial_throne",
},
{
description: "A fragment of the divine crown — shed when the goddess channels her most absolute authority. Still crackles with that authority.",
id: "crown_fragment",
name: "Crown Fragment",
rarity: "rare",
zoneId: "goddess_celestial_throne",
},
// ── Infinite Choir ───────────────────────────────────────────────────────
{
description: "A note from the infinite choir crystallised mid-air — visible proof that sound, given enough devotion, can become matter.",
id: "choir_note",
name: "Choir Note",
rarity: "uncommon",
zoneId: "goddess_infinite_choir",
},
{
description: "The resonant frequency of the infinite choir, captured in a tuning fork made of condensed praise. Struck, it harmonises everything nearby.",
id: "divine_resonance",
name: "Divine Resonance",
rarity: "rare",
zoneId: "goddess_infinite_choir",
},
{
description: "The chord that underlies all sacred music — crystallised in a moment of perfect harmony that has not occurred before or since.",
id: "sacred_chord",
name: "Sacred Chord",
rarity: "rare",
zoneId: "goddess_infinite_choir",
},
// ── The Veil ─────────────────────────────────────────────────────────────
{
description: "A thread of the veil itself — taken from where it has worn thinnest. Still partially transparent. Still partially something else.",
id: "veil_thread",
name: "Veil Thread",
rarity: "uncommon",
zoneId: "goddess_veil",
},
{
description: "The liminal substance that exists only at the veil's boundary — neither fully divine nor fully void, but something genuinely new.",
id: "liminal_essence",
name: "Liminal Essence",
rarity: "rare",
zoneId: "goddess_veil",
},
{
description: "A fragment of what lies beyond the veil — contained only by the veil-thread it's wrapped in. Looking at it directly is inadvisable.",
id: "beyond_fragment",
name: "Beyond Fragment",
rarity: "rare",
zoneId: "goddess_veil",
},
// ── Divine Heart ─────────────────────────────────────────────────────────
{
description: "A pulse of the divine heart made tangible — each one a single beat, still warm, still rhythmic, still alive with purpose.",
id: "heart_pulse",
name: "Heart Pulse",
rarity: "uncommon",
zoneId: "goddess_divine_heart",
},
{
description: "The pure love of the divine heart, distilled into crystalline form — the most powerful healing agent in existence and the most dangerous to waste.",
id: "divine_love_crystal",
name: "Divine Love Crystal",
rarity: "rare",
zoneId: "goddess_divine_heart",
},
{
description: "A droplet of ichor from the divine heart itself — the essence of divinity in its most concentrated form. Handle with absolute reverence.",
id: "heart_ichor",
name: "Heart Ichor",
rarity: "rare",
zoneId: "goddess_divine_heart",
},
];
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/**
* @file Game data definitions.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines -- Data file */
/* eslint-disable stylistic/max-len -- Data content */
import type { GoddessQuest } from "@elysium/types";
export const defaultGoddessQuests: Array<GoddessQuest> = [
// ── Zone 1: Celestial Garden ──────────────────────────────────────────────
{
description: "Your disciples take their first hesitant steps into the Celestial Garden, brushing petals of woven starlight as the divine presence stirs around them. They light a single votive flame and whisper the oldest name of the Goddess into the perfumed air.",
durationSeconds: 30,
id: "celestial_awakening",
name: "Celestial Awakening",
prerequisiteIds: [],
rewards: [ { amount: 100, type: "prayers" } ],
status: "available",
zoneId: "goddess_celestial_garden",
},
{
description: "The Garden's luminous blossoms respond to devout hands. Your disciples weave garlands of heavenbloom and lay them upon the Goddess's altar, earning the first flicker of her attention as petals dissolve into radiant motes.",
durationSeconds: 75,
id: "garden_offering",
name: "Garden Offering",
prerequisiteIds: [ "celestial_awakening" ],
rewards: [ { amount: 225, type: "prayers" } ],
status: "locked",
zoneId: "goddess_celestial_garden",
},
{
description: "Hidden among the boughs of the silver-barked trees are whisper-fruits — blossoms that sing prayers back to those who listen. Your disciples harvest them at dusk and press the hymns into sacred wax tablets for the Goddess's archive.",
durationSeconds: 150,
id: "sacred_harvest",
name: "Sacred Harvest",
prerequisiteIds: [ "garden_offering" ],
rewards: [ { amount: 350, type: "prayers" } ],
status: "locked",
zoneId: "goddess_celestial_garden",
},
{
description: "A grove of moonpetal trees at the Garden's heart has begun to wither, their divine sap draining into cracked earth. Your disciples perform the Rite of Renewal, singing in turn so the melody never breaks, coaxing roots back toward the light.",
durationSeconds: 225,
id: "rite_of_renewal",
name: "Rite of Renewal",
prerequisiteIds: [ "sacred_harvest" ],
rewards: [ { amount: 425, type: "prayers" } ],
status: "locked",
zoneId: "goddess_celestial_garden",
},
{
description: "At the centre of the Celestial Garden stands the First Petal — a bloom that has never wilted since before memory. Your disciples kneel in a circle around it and offer the sum of everything they have learned. The Goddess hears. The petal trembles. The way forward opens.",
durationSeconds: 300,
id: "first_prayer",
name: "First Prayer",
prerequisiteIds: [ "rite_of_renewal" ],
rewards: [ { amount: 500, type: "prayers" } ],
status: "locked",
zoneId: "goddess_celestial_garden",
},
// ── Zone 2: Crystal Sanctum ───────────────────────────────────────────────
{
description: "The Crystal Sanctum hums with a resonance older than the stars. Your disciples enter and feel their thoughts sharpen like facets cut from living gemstone. They intone the Canticle of Clarity, letting the crystals remember the sound of their voices.",
durationSeconds: 120,
id: "canticle_of_clarity",
name: "Canticle of Clarity",
prerequisiteIds: [],
rewards: [ { amount: 400, type: "prayers" } ],
status: "locked",
zoneId: "goddess_crystal_sanctum",
},
{
description: "Resonance shards litter the Sanctum's floor — fragments of prayers that crystallised and fell like snow. Your disciples gather them carefully and re-meld them into a votive lens, focusing ancient supplication into a beam of pure devotion.",
durationSeconds: 240,
id: "resonance_mending",
name: "Resonance Mending",
prerequisiteIds: [ "canticle_of_clarity" ],
rewards: [ { amount: 900, type: "prayers" } ],
status: "locked",
zoneId: "goddess_crystal_sanctum",
},
{
description: "Deep within the Sanctum a crystalline mirror reflects not faces but intentions. Your disciples stand before it one by one and let the mirror read the sincerity of their faith. Those found worthy leave a handprint of light on its surface.",
durationSeconds: 360,
id: "mirror_of_intent",
name: "Mirror of Intent",
prerequisiteIds: [ "resonance_mending" ],
rewards: [ { amount: 1300, type: "prayers" } ],
status: "locked",
zoneId: "goddess_crystal_sanctum",
},
{
description: "The Sanctum's great central spire is cracked, bleeding harmonics into the ether. Your disciples brace the spire with voice and will, pouring their prayers into the fracture until crystalline new growth seals the wound and the Sanctum sings whole once more.",
durationSeconds: 480,
id: "spire_restoration",
name: "Spire Restoration",
prerequisiteIds: [ "mirror_of_intent" ],
rewards: [ { amount: 1700, type: "prayers" } ],
status: "locked",
zoneId: "goddess_crystal_sanctum",
},
{
description: "The final chamber of the Crystal Sanctum holds a meditation dais where time moves differently. Your disciples sit in perfect silence for what feels like an eternity and yet an instant, surrendering all thought to the Goddess until their minds become as still and clear as the deepest crystal.",
durationSeconds: 600,
id: "divine_meditation",
name: "Divine Meditation",
prerequisiteIds: [ "spire_restoration" ],
rewards: [ { amount: 2000, type: "prayers" }, { amount: 2, type: "divinity" } ],
status: "locked",
zoneId: "goddess_crystal_sanctum",
},
// ── Zone 3: Astral Cathedral ──────────────────────────────────────────────
{
description: "The Astral Cathedral drifts between stars like a reverent dream. Your disciples board the spectral nave and light the Astral Braziers, whose flames burn in colours that have no earthly name, marking the Cathedral as open for worship once more.",
durationSeconds: 300,
id: "astral_braziers",
name: "Astral Braziers",
prerequisiteIds: [],
rewards: [ { amount: 1500, type: "prayers" } ],
status: "locked",
zoneId: "goddess_astral_cathedral",
},
{
description: "The Cathedral's stained-glass cosmograms are windows into moments the Goddess shaped. Your disciples trace each image and transcribe its cosmic truth onto vellum made from solidified starlight, compiling the first chapter of the Astral Codex.",
durationSeconds: 600,
id: "cosmogram_transcription",
name: "Cosmogram Transcription",
prerequisiteIds: [ "astral_braziers" ],
rewards: [ { amount: 3000, type: "prayers" }, { amount: 2, type: "divinity" } ],
status: "locked",
zoneId: "goddess_astral_cathedral",
},
{
description: "A constellation of broken chandeliers dangles in the Cathedral's void-ceiling. Each crystal holds a frozen hymn. Your disciples ascend on pillars of light and restore the chandeliers, releasing the trapped hymns in a cascade of song that shakes the stars.",
durationSeconds: 900,
id: "hymn_restoration",
name: "Hymn Restoration",
prerequisiteIds: [ "cosmogram_transcription" ],
rewards: [ { amount: 5000, type: "prayers" }, { amount: 5, type: "divinity" } ],
status: "locked",
zoneId: "goddess_astral_cathedral",
},
{
description: "At the Cathedral's altar an astral orrery has gone silent — the celestial spheres no longer dance. Your disciples wind the mechanism with prayers and correct the orbital paths by memory and faith alone, setting the heavens back in motion.",
durationSeconds: 1200,
id: "orrery_alignment",
name: "Orrery Alignment",
prerequisiteIds: [ "hymn_restoration" ],
rewards: [ { amount: 7000, type: "prayers" }, { amount: 8, type: "divinity" } ],
status: "locked",
zoneId: "goddess_astral_cathedral",
},
{
description: "The Revelation Chamber at the Cathedral's peak opens only when mortal faith is pure enough to bear what lies within. Your disciples enter and witness — each in their own way — a truth the Goddess wishes them to carry. They emerge changed, marked with starlight behind their eyes.",
durationSeconds: 1800,
id: "astral_revelation",
name: "Astral Revelation",
prerequisiteIds: [ "orrery_alignment" ],
rewards: [ { amount: 8000, type: "prayers" }, { amount: 10, type: "divinity" } ],
status: "locked",
zoneId: "goddess_astral_cathedral",
},
// ── Zone 4: Empyrean Citadel ──────────────────────────────────────────────
{
description: "The Empyrean Citadel looms above the clouds like judgment carved from gold. Your disciples breach its outer gates with an offering of bound lightning and sacred oil, earning the grudging acknowledgement of the sentinel-spirits within.",
durationSeconds: 600,
id: "citadel_breach",
name: "Citadel Breach",
prerequisiteIds: [],
rewards: [ { amount: 6000, type: "prayers" } ],
status: "locked",
zoneId: "goddess_empyrean_citadel",
},
{
description: "The Citadel's ramparts are patrolled by storm-born wardens who test every soul that walks beneath their gaze. Your disciples answer the wardens' riddles with scripture, earning passage to the inner courtyards where divine war-relics line the walls.",
durationSeconds: 1200,
id: "warden_trial",
name: "Warden Trial",
prerequisiteIds: [ "citadel_breach" ],
rewards: [ { amount: 12_000, type: "prayers" }, { amount: 8, type: "divinity" } ],
status: "locked",
zoneId: "goddess_empyrean_citadel",
},
{
description: "In the Citadel's armoury sleep weapons that have never been drawn — consecrated against a war that has not yet come. Your disciples polish them in prayer, reading the prophecies inscribed on each blade, careful not to wake the fury sleeping within the steel.",
durationSeconds: 2400,
id: "sacred_armoury",
name: "Sacred Armoury",
prerequisiteIds: [ "warden_trial" ],
rewards: [ { amount: 20_000, type: "prayers" }, { amount: 20, type: "divinity" } ],
status: "locked",
zoneId: "goddess_empyrean_citadel",
},
{
description: "A great strategic table in the Citadel's war room projects the Goddess's eternal campaign against entropy and void. Your disciples study the battle-plans, copying formations into sacred diagrams, learning the shape of divine warfare so they may serve as worthy instruments.",
durationSeconds: 3000,
id: "divine_war_plans",
name: "Divine War Plans",
prerequisiteIds: [ "sacred_armoury" ],
rewards: [ { amount: 26_000, type: "prayers" }, { amount: 33, type: "divinity" } ],
status: "locked",
zoneId: "goddess_empyrean_citadel",
},
{
description: "The Empyrean Throne sits at the Citadel's summit, empty but vibrating with latent authority. Your disciples ascend to it and each places a palm against its armrest, pledging their ascent — not to rule, but to serve. The throne acknowledges them. The Citadel opens its deepest vaults.",
durationSeconds: 3600,
id: "empyrean_ascent",
name: "Empyrean Ascent",
prerequisiteIds: [ "divine_war_plans" ],
rewards: [ { amount: 30_000, type: "prayers" }, { amount: 40, type: "divinity" } ],
status: "locked",
zoneId: "goddess_empyrean_citadel",
},
// ── Zone 5: Primordial Springs ────────────────────────────────────────────
{
description: "The Primordial Springs bubble with waters older than the first dawn. Your disciples lower sacred vessels into the steaming pools and fill them carefully, breathing prayers into each vessel so the water remembers why it was made holy.",
durationSeconds: 1200,
id: "sacred_vessel_filling",
name: "Sacred Vessel Filling",
prerequisiteIds: [],
rewards: [ { amount: 25_000, type: "prayers" } ],
status: "locked",
zoneId: "goddess_primordial_springs",
},
{
description: "Along the Springs' banks grow healing sedges whose roots drink from the divine water. Your disciples harvest them at the hour when the moons align and prepare healing salves imbued with primordial blessing — offerings that carry the Goddess's mercy to those who suffer.",
durationSeconds: 2400,
id: "primordial_harvest",
name: "Primordial Harvest",
prerequisiteIds: [ "sacred_vessel_filling" ],
rewards: [ { amount: 50_000, type: "prayers" }, { amount: 30, type: "divinity" } ],
status: "locked",
zoneId: "goddess_primordial_springs",
},
{
description: "A fracture in the Springs' bedrock bleeds divine water into the dark earth, wasting its sanctity. Your disciples seal the fracture with consecrated clay and stone, singing over it until the ground hardens into something inviolate, the water once more rising only where it is welcome.",
durationSeconds: 3600,
id: "springs_mending",
name: "Springs Mending",
prerequisiteIds: [ "primordial_harvest" ],
rewards: [ { amount: 75_000, type: "prayers" }, { amount: 80, type: "divinity" } ],
status: "locked",
zoneId: "goddess_primordial_springs",
},
{
description: "The oldest pool in the Springs holds a reflection not of sky, but of the Goddess's memory. Your disciples immerse themselves and experience fragments of creation — vast, terrifying, beautiful. They surface sobbing with joy, minds expanded beyond what they once thought possible.",
durationSeconds: 4800,
id: "memory_immersion",
name: "Memory Immersion",
prerequisiteIds: [ "springs_mending" ],
rewards: [ { amount: 100_000, type: "prayers" }, { amount: 120, type: "divinity" } ],
status: "locked",
zoneId: "goddess_primordial_springs",
},
{
description: "The heart of the Primordial Springs conceals a blessing-font that has not flowed in aeons, its channel blocked by the calcified prayers of forgotten cults. Your disciples clear the channel with patient devotion and receive the Springs' first blessing in living memory — a torrent of sacred water, warm and golden.",
durationSeconds: 7200,
id: "springs_blessing",
name: "Springs Blessing",
prerequisiteIds: [ "memory_immersion" ],
rewards: [ { amount: 120_000, type: "prayers" }, { amount: 150, type: "divinity" } ],
status: "locked",
zoneId: "goddess_primordial_springs",
},
// ── Zone 6: Eternal Firmament ─────────────────────────────────────────────
{
description: "The Eternal Firmament stretches in all directions like an ocean made of sky. Your disciples learn to walk upon it — each step a prayer, each breath a hymn — adjusting their faith until the Firmament recognises their weight as belonging.",
durationSeconds: 1800,
id: "firmament_walking",
name: "Firmament Walking",
prerequisiteIds: [],
rewards: [ { amount: 100_000, type: "prayers" } ],
status: "locked",
zoneId: "goddess_eternal_firmament",
},
{
description: "The stars of the Firmament are prayers that have burned long enough to become permanent. Your disciples study the constellations and map the devotions that shaped each one, compiling a chart of eternal worship that guides travellers of faith across the infinite sky.",
durationSeconds: 3600,
id: "stellar_cartography",
name: "Stellar Cartography",
prerequisiteIds: [ "firmament_walking" ],
rewards: [ { amount: 200_000, type: "prayers" }, { amount: 100, type: "divinity" } ],
status: "locked",
zoneId: "goddess_eternal_firmament",
},
{
description: "A storm of doubt rages at the Firmament's centre — a blasphemous tempest seeded by those who turned away from the Goddess long ago. Your disciples enter the storm and unmake it, meeting every howling doubt with a truth louder than despair, until the sky is clear.",
durationSeconds: 7200,
id: "storm_of_doubt",
name: "Storm of Doubt",
prerequisiteIds: [ "stellar_cartography" ],
rewards: [ { amount: 300_000, type: "prayers" }, { amount: 250, type: "divinity" } ],
status: "locked",
zoneId: "goddess_eternal_firmament",
},
{
description: "Along the Firmament's edge are lighthouses of prayer — ancient beacons meant to guide lost souls. Many have gone dark. Your disciples reignite them one by one, climbing their spiral stairs and pouring their faith into cold lamps until warmth blazes across the eternal sky.",
durationSeconds: 10_800,
id: "lighthouse_rekindling",
name: "Lighthouse Rekindling",
prerequisiteIds: [ "storm_of_doubt" ],
rewards: [ { amount: 425_000, type: "prayers" }, { amount: 400, type: "divinity" } ],
status: "locked",
zoneId: "goddess_eternal_firmament",
},
{
description: "The Eternal Firmament has a pinnacle — a point beyond which no mortal has ascended without divine sanction. Your disciples climb there together, their collective faith forming a ladder of light, and at the summit they breathe the Goddess's own air and become, briefly, something more than they were.",
durationSeconds: 14_400,
id: "eternal_ascension",
name: "Eternal Ascension",
prerequisiteIds: [ "lighthouse_rekindling" ],
rewards: [ { amount: 500_000, type: "prayers" }, { amount: 500, type: "divinity" } ],
status: "locked",
zoneId: "goddess_eternal_firmament",
},
// ── Zone 7: Sacred Grove ──────────────────────────────────────────────────
{
description: "The Sacred Grove breathes with a life that predates all other living things. Your disciples enter with bare feet and open hands, learning to hear the prayers the trees have absorbed over endless centuries, their roots drinking from the same source as faith itself.",
durationSeconds: 3600,
id: "grove_listening",
name: "Grove Listening",
prerequisiteIds: [],
rewards: [ { amount: 400_000, type: "prayers" } ],
status: "locked",
zoneId: "goddess_sacred_grove",
},
{
description: "The eldest tree in the Grove — the First Witness — carries carvings made by the Goddess herself in the age of making. Your disciples decipher the carvings and learn a lost form of prayer that bypasses language entirely, speaking directly in the tongue of growth and season.",
durationSeconds: 7200,
id: "first_witness",
name: "First Witness",
prerequisiteIds: [ "grove_listening" ],
rewards: [ { amount: 800_000, type: "prayers" }, { amount: 400, type: "divinity" } ],
status: "locked",
zoneId: "goddess_sacred_grove",
},
{
description: "A blight has crept into the Grove's southern reaches — not malice but neglect, where no devotees have walked in generations. Your disciples push back the grey with prayer-walks, coaxing sacred sap back to the withered boughs until green returns to wood that had forgotten colour.",
durationSeconds: 14_400,
id: "grove_restoration",
name: "Grove Restoration",
prerequisiteIds: [ "first_witness" ],
rewards: [ { amount: 1_200_000, type: "prayers" }, { amount: 1000, type: "divinity" } ],
status: "locked",
zoneId: "goddess_sacred_grove",
},
{
description: "The Grove's sacred animals — creatures that have never known fear — approach your disciples with offerings in their mouths: seeds, feathers, drops of luminous water. Your disciples accept each gift with reverence, completing a covenant older than any scripture.",
durationSeconds: 21_600,
id: "animal_covenant",
name: "Animal Covenant",
prerequisiteIds: [ "grove_restoration" ],
rewards: [ { amount: 1_700_000, type: "prayers" }, { amount: 1600, type: "divinity" } ],
status: "locked",
zoneId: "goddess_sacred_grove",
},
{
description: "At the Grove's heart the trees grow in a perfect circle around a clearing of silence so absolute it has its own presence. Your disciples enter the clearing and remain motionless until they feel the Grove breathe with them — one inhale, one exhale, perfectly unified. The Grove accepts them as part of itself.",
durationSeconds: 28_800,
id: "grove_harmony",
name: "Grove Harmony",
prerequisiteIds: [ "animal_covenant" ],
rewards: [ { amount: 2_000_000, type: "prayers" }, { amount: 2000, type: "divinity" } ],
status: "locked",
zoneId: "goddess_sacred_grove",
},
// ── Zone 8: Luminous Expanse ──────────────────────────────────────────────
{
description: "The Luminous Expanse is a plain of solidified light where shadow cannot survive. Your disciples adjust their eyes and their souls to its brilliance, learning to navigate by the gradients of divine radiance rather than landmarks — a new way of seeing that changes them permanently.",
durationSeconds: 7200,
id: "luminous_adjustment",
name: "Luminous Adjustment",
prerequisiteIds: [],
rewards: [ { amount: 1_500_000, type: "prayers" } ],
status: "locked",
zoneId: "goddess_luminous_expanse",
},
{
description: "Prismatic shards of concentrated divinity drift through the Expanse like luminous snowfall. Your disciples catch them in prayer-vessels and carefully direct their energy into sacred lanterns that will hold the divine light stable, creating anchors in the blazing landscape.",
durationSeconds: 14_400,
id: "light_anchoring",
name: "Light Anchoring",
prerequisiteIds: [ "luminous_adjustment" ],
rewards: [ { amount: 3_000_000, type: "prayers" }, { amount: 1500, type: "divinity" } ],
status: "locked",
zoneId: "goddess_luminous_expanse",
},
{
description: "Where the Expanse borders older darkness at its northern edge, the light wavers and threatens to retreat. Your disciples stand at the border and push back, pouring devotion into the wavering boundary until the light holds firm and even expands, reclaiming territory from the void.",
durationSeconds: 28_800,
id: "light_boundary",
name: "Light Boundary",
prerequisiteIds: [ "light_anchoring" ],
rewards: [ { amount: 5_000_000, type: "prayers" }, { amount: 3500, type: "divinity" } ],
status: "locked",
zoneId: "goddess_luminous_expanse",
},
{
description: "The Expanse hides within its radiance the Spectra — beings of pure light who guard the Goddess's most dazzling secrets. Your disciples prove their devotion through a trial of silent endurance, sitting within the Spectra's blazing presence without flinching until the beings lower their brilliance and speak.",
durationSeconds: 43_200,
id: "spectra_trial",
name: "Spectra Trial",
prerequisiteIds: [ "light_boundary" ],
rewards: [ { amount: 6_500_000, type: "prayers" }, { amount: 6000, type: "divinity" } ],
status: "locked",
zoneId: "goddess_luminous_expanse",
},
{
description: "The pinnacle of the Luminous Expanse is the Light-Throne — not a seat of rule but a point of maximal proximity to the Goddess's radiant nature. Your disciples ascend and allow the light to pass through them completely, every secret and sorrow illuminated. They transcend what opacity remained in their souls.",
durationSeconds: 57_600,
id: "light_transcendence",
name: "Light Transcendence",
prerequisiteIds: [ "spectra_trial" ],
rewards: [ { amount: 8_000_000, type: "prayers" }, { amount: 8000, type: "divinity" } ],
status: "locked",
zoneId: "goddess_luminous_expanse",
},
// ── Zone 9: Heavenly Forge ────────────────────────────────────────────────
{
description: "The Heavenly Forge roars with divine fire that consumes nothing but impurity. Your disciples tend the forge's first furnace, learning to breathe in the sacred smoke without coughing, adjusting their lungs to air that burns with purpose rather than heat.",
durationSeconds: 14_400,
id: "forge_initiation",
name: "Forge Initiation",
prerequisiteIds: [],
rewards: [ { amount: 6_000_000, type: "prayers" } ],
status: "locked",
zoneId: "goddess_heavenly_forge",
},
{
description: "The Forge's celestial anvils are inscribed with the names of everything ever made in their service. Your disciples learn to read the inscriptions, understanding the genealogy of divine craft — how each holy weapon and sacred relic was born from the marriage of prayer and fire.",
durationSeconds: 28_800,
id: "anvil_reading",
name: "Anvil Reading",
prerequisiteIds: [ "forge_initiation" ],
rewards: [ { amount: 12_000_000, type: "prayers" }, { amount: 6000, type: "divinity" } ],
status: "locked",
zoneId: "goddess_heavenly_forge",
},
{
description: "An ancient commission sits unfinished in the Forge — a reliquary meant for a saint who died before it could be delivered. Your disciples complete the reliquary to its original specification, working from divine schematics, honouring both the unnamed saint and the Goddess who commissioned the work.",
durationSeconds: 57_600,
id: "unfinished_reliquary",
name: "Unfinished Reliquary",
prerequisiteIds: [ "anvil_reading" ],
rewards: [ { amount: 20_000_000, type: "prayers" }, { amount: 15_000, type: "divinity" } ],
status: "locked",
zoneId: "goddess_heavenly_forge",
},
{
description: "The Forge's master flame — a tongue of divine fire that has burned without pause since the first making — has begun to gutter. Your disciples feed it with their most powerful prayers, speaking them directly into the flame until it roars back to full strength, taller and hotter than before.",
durationSeconds: 72_000,
id: "master_flame",
name: "Master Flame",
prerequisiteIds: [ "unfinished_reliquary" ],
rewards: [ { amount: 26_000_000, type: "prayers" }, { amount: 24_000, type: "divinity" } ],
status: "locked",
zoneId: "goddess_heavenly_forge",
},
{
description: "Every master smith of the Heavenly Forge must one day undergo the Final Tempering — plunging their faith into ice-cold divine water after the Forge's hottest blaze, enduring the shock of total spiritual contrast. Your disciples emerge from the tempering with faith hardened to an edge nothing can blunt.",
durationSeconds: 86_400,
id: "forge_mastery",
name: "Forge Mastery",
prerequisiteIds: [ "master_flame" ],
rewards: [ { amount: 30_000_000, type: "prayers" }, { amount: 30_000, type: "divinity" } ],
status: "locked",
zoneId: "goddess_heavenly_forge",
},
// ── Zone 10: Oracle Sanctum ───────────────────────────────────────────────
{
description: "The Oracle Sanctum is a place of layered prophecy where every surface reflects a different possible future. Your disciples learn to walk through it without becoming lost in what might be, anchoring their attention firmly to what is — the first discipline of those who would deal with oracles.",
durationSeconds: 28_800,
id: "oracle_discipline",
name: "Oracle Discipline",
prerequisiteIds: [],
rewards: [ { amount: 25_000_000, type: "prayers" } ],
status: "locked",
zoneId: "goddess_oracle_sanctum",
},
{
description: "The Sanctum houses the Oracle Pools — basins filled with liquid foresight. Your disciples drink from each in turn, experiencing visions of diverging futures. They must record what they see faithfully and without interpretation, trusting the Goddess to have shown them exactly what she intended.",
durationSeconds: 57_600,
id: "oracle_pools",
name: "Oracle Pools",
prerequisiteIds: [ "oracle_discipline" ],
rewards: [ { amount: 50_000_000, type: "prayers" }, { amount: 25_000, type: "divinity" } ],
status: "locked",
zoneId: "goddess_oracle_sanctum",
},
{
description: "Woven through the Sanctum are threads of Fate — visible to those trained enough to see them. Your disciples trace three threads each, following them from past to present to several possible futures, learning to read the Goddess's intent in the way Fate bends and branches.",
durationSeconds: 86_400,
id: "fate_threading",
name: "Fate Threading",
prerequisiteIds: [ "oracle_pools" ],
rewards: [ { amount: 80_000_000, type: "prayers" }, { amount: 60_000, type: "divinity" } ],
status: "locked",
zoneId: "goddess_oracle_sanctum",
},
{
description: "A false prophecy has taken root in the Sanctum — a lie shaped so cleverly it has convinced several of its resident seers. Your disciples identify it by the single thread it cannot follow into the future and unmake it carefully, restoring the clarity of the Sanctum's vision without destabilising the truths around it.",
durationSeconds: 129_600,
id: "false_prophecy",
name: "False Prophecy",
prerequisiteIds: [ "fate_threading" ],
rewards: [ { amount: 105_000_000, type: "prayers" }, { amount: 95_000, type: "divinity" } ],
status: "locked",
zoneId: "goddess_oracle_sanctum",
},
{
description: "The Oracle Sanctum's innermost chamber holds the Truth Engine — a device of divine construction that takes questions and returns only what is absolutely, cosmically certain. Your disciples present their most earnest question and receive an answer so unambiguous it restructures their understanding of reality. They carry the truth outward as a gift to the Goddess's wider work.",
durationSeconds: 172_800,
id: "oracle_truth",
name: "Oracle Truth",
prerequisiteIds: [ "false_prophecy" ],
rewards: [ { amount: 120_000_000, type: "prayers" }, { amount: 120_000, type: "divinity" } ],
status: "locked",
zoneId: "goddess_oracle_sanctum",
},
// ── Zone 11: Seraph's Nest ────────────────────────────────────────────────
{
description: "The Seraph's Nest clings to the underside of a celestial cliff, woven from solidified song and dawn-light. Your disciples earn the right to enter by composing an original hymn on the spot — the Seraphs will accept nothing recited from memory, only the raw prayer of the present moment.",
durationSeconds: 43_200,
id: "seraph_entry",
name: "Seraph Entry",
prerequisiteIds: [],
rewards: [ { amount: 100_000_000, type: "prayers" } ],
status: "locked",
zoneId: "goddess_seraphs_nest",
},
{
description: "The Seraphs keep a thousand nests, each containing one egg of potential — prayers so concentrated they have begun to crystallise into new life. Your disciples tend the eggs, maintaining the exact temperature of devotion required, singing lullabies of faith through the long divine night.",
durationSeconds: 86_400,
id: "egg_tending",
name: "Egg Tending",
prerequisiteIds: [ "seraph_entry" ],
rewards: [ { amount: 200_000_000, type: "prayers" }, { amount: 100_000, type: "divinity" } ],
status: "locked",
zoneId: "goddess_seraphs_nest",
},
{
description: "The eldest Seraph — a being of six wings and a voice like a choir — requires that your disciples pass the Trial of Wings before it will share its knowledge. The trial demands that disciples face a memory of their own greatest failure and find, within it, the seed of something sacred.",
durationSeconds: 129_600,
id: "trial_of_wings",
name: "Trial of Wings",
prerequisiteIds: [ "egg_tending" ],
rewards: [ { amount: 300_000_000, type: "prayers" }, { amount: 250_000, type: "divinity" } ],
status: "locked",
zoneId: "goddess_seraphs_nest",
},
{
description: "The Nest's great Chorus Hall resonates with Seraphic song that the Goddess composed when she first taught angels to feel joy. Your disciples add their voices to the Chorus — not to improve it, but to be worthy of harmonising with something so perfect. To join without diminishing is itself a form of transcendence.",
durationSeconds: 194_400,
id: "seraph_chorus",
name: "Seraph Chorus",
prerequisiteIds: [ "trial_of_wings" ],
rewards: [ { amount: 420_000_000, type: "prayers" }, { amount: 400_000, type: "divinity" } ],
status: "locked",
zoneId: "goddess_seraphs_nest",
},
{
description: "At the Nest's sacred apex, the First Feather — shed by the Goddess's own divine form in the age of creation — rests in a cradle of light. Your disciples are allowed to approach it. Each places a single fingertip against its edge and, in that contact, ascends briefly to a state of understanding that cannot be communicated, only carried.",
durationSeconds: 259_200,
id: "seraph_ascension",
name: "Seraph Ascension",
prerequisiteIds: [ "seraph_chorus" ],
rewards: [ { amount: 500_000_000, type: "prayers" }, { amount: 500_000, type: "divinity" } ],
status: "locked",
zoneId: "goddess_seraphs_nest",
},
// ── Zone 12: Divine Archive ───────────────────────────────────────────────
{
description: "The Divine Archive holds every prayer ever offered and every silence that preceded one. Your disciples receive their credentials — a small flame that lives in the palm — and begin the impossible task of learning to navigate its endless corridors without being consumed by the weight of accumulated devotion.",
durationSeconds: 57_600,
id: "archive_credentials",
name: "Archive Credentials",
prerequisiteIds: [],
rewards: [ { amount: 400_000_000, type: "prayers" } ],
status: "locked",
zoneId: "goddess_divine_archive",
},
{
description: "The Archive's Restoration Wing holds prayers damaged by time, grief, or the faithlessness of those who offered them. Your disciples take up the work of mending — carefully repairing broken devotions so they can be properly filed, returning dignity to those who prayed even in their darkest hours.",
durationSeconds: 115_200,
id: "archive_restoration",
name: "Archive Restoration",
prerequisiteIds: [ "archive_credentials" ],
rewards: [ { amount: 800_000_000, type: "prayers" }, { amount: 400_000, type: "divinity" } ],
status: "locked",
zoneId: "goddess_divine_archive",
},
{
description: "Lost within the Archive's deepest stacks is the Index of Names — the record of every mortal who ever prayed and the Goddess's personal acknowledgement of each one. Your disciples search for it through millions of shelves, guided only by the warmth of faith, and when they find it, they read their own names already written there.",
durationSeconds: 230_400,
id: "index_of_names",
name: "Index of Names",
prerequisiteIds: [ "archive_restoration" ],
rewards: [ { amount: 1_200_000_000, type: "prayers" }, { amount: 1_000_000, type: "divinity" } ],
status: "locked",
zoneId: "goddess_divine_archive",
},
{
description: "The Archive has a Forbidden Section — not forbidden by the Goddess but by the knowledge itself, which is too profound for unprepared minds. Your disciples have been prepared. They enter and read the records of prayers answered in ways the supplicants never understood, learning to see the hidden geometry of divine response.",
durationSeconds: 288_000,
id: "forbidden_section",
name: "Forbidden Section",
prerequisiteIds: [ "index_of_names" ],
rewards: [ { amount: 1_700_000_000, type: "prayers" }, { amount: 1_600_000, type: "divinity" } ],
status: "locked",
zoneId: "goddess_divine_archive",
},
{
description: "The Archive's final hall contains the Last Entry — a prayer written by the Goddess herself, addressed to no one in particular and everyone who would one day find it. Your disciples read it together in silence. None will speak of its contents, but all of them weep, and none of them can say they are not grateful.",
durationSeconds: 345_600,
id: "archive_completion",
name: "Archive Completion",
prerequisiteIds: [ "forbidden_section" ],
rewards: [ { amount: 2_000_000_000, type: "prayers" }, { amount: 2_000_000, type: "divinity" } ],
status: "locked",
zoneId: "goddess_divine_archive",
},
// ── Zone 13: Consecrated Depths ───────────────────────────────────────────
{
description: "The Consecrated Depths lie beneath even the roots of heaven — a place where divine light has never reached but divine presence fills every shadow. Your disciples descend into the lightless sacred, learning to pray with their whole body rather than voice, for sound dissolves in the Depths' holy dark.",
durationSeconds: 86_400,
id: "depths_descent",
name: "Depths Descent",
prerequisiteIds: [],
rewards: [ { amount: 1_500_000_000, type: "prayers" }, { amount: 1, type: "stardust" } ],
status: "locked",
zoneId: "goddess_consecrated_depths",
},
{
description: "The Depths hold shrines of shadow-stone that absorb rather than reflect light. Your disciples tend them with oil made from crystallised prayers and watch as the shrines drink the offering, releasing in return a low hum that resonates in the chest — the voice of the Goddess's unknowable, patient depth.",
durationSeconds: 172_800,
id: "shadow_shrines",
name: "Shadow Shrines",
prerequisiteIds: [ "depths_descent" ],
rewards: [ { amount: 3_000_000_000, type: "prayers" }, { amount: 1_500_000, type: "divinity" }, { amount: 1, type: "stardust" } ],
status: "locked",
zoneId: "goddess_consecrated_depths",
},
{
description: "Deep in the Consecrated Depths a vast creature sleeps — one of the Goddess's oldest prayers given flesh, too sacred to wake but too potent to leave unattended. Your disciples become its temporary custodians, maintaining the seal of sacred sleep, ensuring its dreams do not become nightmares that bleed into the world above.",
durationSeconds: 259_200,
id: "sacred_sleeper",
name: "Sacred Sleeper",
prerequisiteIds: [ "shadow_shrines" ],
rewards: [ { amount: 5_000_000_000, type: "prayers" }, { amount: 4_000_000, type: "divinity" }, { amount: 2, type: "stardust" } ],
status: "locked",
zoneId: "goddess_consecrated_depths",
},
{
description: "At the Depths' nadir is a wellspring of black-light divinity — the essence of the Goddess's unknowable aspects, the parts of her nature that have no names. Your disciples draw carefully from the wellspring and bring its ineffable essence to the surface, where it enriches all other sacred sites they have tended.",
durationSeconds: 345_600,
id: "black_light_wellspring",
name: "Black-Light Wellspring",
prerequisiteIds: [ "sacred_sleeper" ],
rewards: [ { amount: 7_000_000_000, type: "prayers" }, { amount: 7_000_000, type: "divinity" }, { amount: 2, type: "stardust" } ],
status: "locked",
zoneId: "goddess_consecrated_depths",
},
{
description: "The Depths' revelation does not come as light but as understanding — a slow, total unfolding of the sacred dark, which contains not the absence of the Goddess but her most interior presence. Your disciples surrender to it completely and are remade in her image of what darkness is for: the ground from which all light emerges.",
durationSeconds: 432_000,
id: "depths_revelation",
name: "Depths Revelation",
prerequisiteIds: [ "black_light_wellspring" ],
rewards: [ { amount: 8_000_000_000, type: "prayers" }, { amount: 8_000_000, type: "divinity" }, { amount: 3, type: "stardust" } ],
status: "locked",
zoneId: "goddess_consecrated_depths",
},
// ── Zone 14: Astral Confluence ────────────────────────────────────────────
{
description: "The Astral Confluence is the point where all divine energies intersect — a place of such concentrated sacred power that unshielded minds shatter. Your disciples arrive armoured in years of devotion and take their first readings of the competing streams, learning to stand at the intersection without being torn apart.",
durationSeconds: 172_800,
id: "confluence_arrival",
name: "Confluence Arrival",
prerequisiteIds: [],
rewards: [ { amount: 6_000_000_000, type: "prayers" }, { amount: 2, type: "stardust" } ],
status: "locked",
zoneId: "goddess_astral_confluence",
},
{
description: "Within the Confluence, streams of divinity from different sources run alongside each other without mixing — light-prayer, dark-prayer, fire-prayer, void-prayer, and a dozen others. Your disciples build bridges between the streams using sacred geometry, allowing them to flow as one compound river rather than separate, competing currents.",
durationSeconds: 345_600,
id: "stream_bridging",
name: "Stream Bridging",
prerequisiteIds: [ "confluence_arrival" ],
rewards: [ { amount: 12_000_000_000, type: "prayers" }, { amount: 6_000_000, type: "divinity" }, { amount: 3, type: "stardust" } ],
status: "locked",
zoneId: "goddess_astral_confluence",
},
{
description: "The Confluence holds a Resonance Chamber where the combined divine energies achieve a pitch that can rewrite fundamental truths about the universe. Your disciples use it carefully — adjusting one small truth about the nature of prayer itself, making devotion slightly more possible for all beings everywhere.",
durationSeconds: 432_000,
id: "resonance_chamber",
name: "Resonance Chamber",
prerequisiteIds: [ "stream_bridging" ],
rewards: [ { amount: 20_000_000_000, type: "prayers" }, { amount: 15_000_000, type: "divinity" }, { amount: 4, type: "stardust" } ],
status: "locked",
zoneId: "goddess_astral_confluence",
},
{
description: "The Confluence's most dangerous feature is the Eddy — a back-current of misdirected divinity that has been accumulating since before the current age. Your disciples unmake the Eddy through a twelve-stage ritual that requires each disciple to sacrifice a memory of profound joy, which the Eddy consumes in exchange for its dissolution.",
durationSeconds: 518_400,
id: "confluence_eddy",
name: "Confluence Eddy",
prerequisiteIds: [ "resonance_chamber" ],
rewards: [ { amount: 26_000_000_000, type: "prayers" }, { amount: 24_000_000, type: "divinity" }, { amount: 4, type: "stardust" } ],
status: "locked",
zoneId: "goddess_astral_confluence",
},
{
description: "Alignment at the Confluence means being in perfect harmonic relation with every divine stream simultaneously — a feat so demanding it has been achieved only once before, by the Goddess herself. Your disciples achieve it together, their collective faith acting as a single instrument tuned to all frequencies at once. The universe hums in recognition.",
durationSeconds: 604_800,
id: "confluence_alignment",
name: "Confluence Alignment",
prerequisiteIds: [ "confluence_eddy" ],
rewards: [ { amount: 30_000_000_000, type: "prayers" }, { amount: 30_000_000, type: "divinity" }, { amount: 5, type: "stardust" } ],
status: "locked",
zoneId: "goddess_astral_confluence",
},
// ── Zone 15: Celestial Throne ─────────────────────────────────────────────
{
description: "The Celestial Throne's antechamber stretches for an eternity in both directions — a corridor of mirrors showing the Goddess from every angle at every moment she has ever existed. Your disciples walk it without stopping, eyes forward, learning the discipline of approaching divinity without losing themselves in reflection.",
durationSeconds: 259_200,
id: "throne_approach",
name: "Throne Approach",
prerequisiteIds: [],
rewards: [ { amount: 25_000_000_000, type: "prayers" }, { amount: 5, type: "stardust" } ],
status: "locked",
zoneId: "goddess_celestial_throne",
},
{
description: "The Throne's outer sanctum is guarded by the Tribunal — seven divine entities who assess the worthiness of any who would approach the Throne's inner chambers. Each member of the Tribunal poses a single question that cannot be prepared for. Your disciples answer honestly, and in their honesty, pass.",
durationSeconds: 432_000,
id: "throne_tribunal",
name: "Throne Tribunal",
prerequisiteIds: [ "throne_approach" ],
rewards: [ { amount: 50_000_000_000, type: "prayers" }, { amount: 25_000_000, type: "divinity" }, { amount: 6, type: "stardust" } ],
status: "locked",
zoneId: "goddess_celestial_throne",
},
{
description: "The Throne's inner court is a space of perfect sovereignty where the Goddess's will becomes physical law. Your disciples learn to move within it — each action requiring absolute intentionality, nothing done by habit or reflex, every breath a conscious act of devotion performed in the presence of ultimate authority.",
durationSeconds: 604_800,
id: "inner_court",
name: "Inner Court",
prerequisiteIds: [ "throne_tribunal" ],
rewards: [ { amount: 80_000_000_000, type: "prayers" }, { amount: 60_000_000, type: "divinity" }, { amount: 8, type: "stardust" } ],
status: "locked",
zoneId: "goddess_celestial_throne",
},
{
description: "Surrounding the Throne itself are the Votive Pillars — columns where the greatest prayers in history were once spoken and immediately crystallised. Your disciples read every pillar in sequence, and in reading them, add their own voices to the register of the worthy, speaking prayers that crystallise before the words have fully formed.",
durationSeconds: 734_400,
id: "votive_pillars",
name: "Votive Pillars",
prerequisiteIds: [ "inner_court" ],
rewards: [ { amount: 105_000_000_000, type: "prayers" }, { amount: 100_000_000, type: "divinity" }, { amount: 10, type: "stardust" } ],
status: "locked",
zoneId: "goddess_celestial_throne",
},
{
description: "The Goddess acknowledges those who have walked the full path to her Throne. She does not speak — she is too vast for words — but the Throne's crystalline surface shifts to show your disciples' reflections looking back at them in divine perfection: not who they are, but who they are recognised as. It is enough. It is everything.",
durationSeconds: 864_000,
id: "throne_recognition",
name: "Throne Recognition",
prerequisiteIds: [ "votive_pillars" ],
rewards: [ { amount: 120_000_000_000, type: "prayers" }, { amount: 120_000_000, type: "divinity" }, { amount: 12, type: "stardust" } ],
status: "locked",
zoneId: "goddess_celestial_throne",
},
// ── Zone 16: Infinite Choir ───────────────────────────────────────────────
{
description: "The Infinite Choir sings without end — every voice that has ever offered devotion continuing here past death, past memory, past time. Your disciples enter and hear themselves already singing in it, their future voices reaching back to greet them. They add their present voices to the weave and feel complete for the first time.",
durationSeconds: 345_600,
id: "choir_entry",
name: "Choir Entry",
prerequisiteIds: [],
rewards: [ { amount: 100_000_000_000, type: "prayers" }, { amount: 8, type: "stardust" } ],
status: "locked",
zoneId: "goddess_infinite_choir",
},
{
description: "The Choir's central harmonic — the note on which all other voices converge — has been drifting out of tune for centuries as the mortal worlds below have grown quieter in their devotion. Your disciples find the harmonic's root and pull it gently back into true, feeling every voice in the Choir shift and settle with a resonance that shakes the floor of heaven.",
durationSeconds: 604_800,
id: "harmonic_tuning",
name: "Harmonic Tuning",
prerequisiteIds: [ "choir_entry" ],
rewards: [ { amount: 200_000_000_000, type: "prayers" }, { amount: 100_000_000, type: "divinity" }, { amount: 12, type: "stardust" } ],
status: "locked",
zoneId: "goddess_infinite_choir",
},
{
description: "Within the Choir dwells the Voice of First Praise — the very first sound made in the Goddess's honour, still singing after all this time. Your disciples find it amid the vast chorus and listen without interrupting, learning the original cadence of worship, older than language, older than thought.",
durationSeconds: 777_600,
id: "voice_of_first_praise",
name: "Voice of First Praise",
prerequisiteIds: [ "harmonic_tuning" ],
rewards: [ { amount: 300_000_000_000, type: "prayers" }, { amount: 250_000_000, type: "divinity" }, { amount: 16, type: "stardust" } ],
status: "locked",
zoneId: "goddess_infinite_choir",
},
{
description: "The Choir's outer reaches fade into silence — not the silence of absence, but of potential, where new voices have not yet begun. Your disciples move through these quiet margins and seed them with new prayers, extending the Choir outward so that future devotees will have a place prepared for them when their own voices find the song.",
durationSeconds: 907_200,
id: "choir_extension",
name: "Choir Extension",
prerequisiteIds: [ "voice_of_first_praise" ],
rewards: [ { amount: 425_000_000_000, type: "prayers" }, { amount: 400_000_000, type: "divinity" }, { amount: 20, type: "stardust" } ],
status: "locked",
zoneId: "goddess_infinite_choir",
},
{
description: "Perfection in the Infinite Choir does not mean singing better than all others — it means knowing exactly how your voice completes the whole. Your disciples achieve this knowing: each finds the one pitch that only they can hold, and holds it without pride, without strain, without end. The Choir becomes truly infinite in the moment they join it fully.",
durationSeconds: 1_036_800,
id: "choir_perfection",
name: "Choir Perfection",
prerequisiteIds: [ "choir_extension" ],
rewards: [ { amount: 500_000_000_000, type: "prayers" }, { amount: 500_000_000, type: "divinity" }, { amount: 25, type: "stardust" } ],
status: "locked",
zoneId: "goddess_infinite_choir",
},
// ── Zone 17: The Veil ─────────────────────────────────────────────────────
{
description: "The Veil is the membrane between existence and whatever the Goddess herself dwells within. Your disciples approach it for the first time and feel their perception of reality thin until they can see, flickering at the edge of vision, the shape of something so vast it has no edges. They retreat. They return. They learn to stand near what cannot be comprehended.",
durationSeconds: 432_000,
id: "veil_approach",
name: "Veil Approach",
prerequisiteIds: [],
rewards: [ { amount: 400_000_000_000, type: "prayers" }, { amount: 15, type: "stardust" } ],
status: "locked",
zoneId: "goddess_veil",
},
{
description: "The Veil is not impenetrable — it breathes, and in its exhalations, fragments of the beyond drift through. Your disciples collect these fragments: impossible colours, sounds that are also textures, emotions that have no earthly equivalents. They preserve each one in sacred containers, building a collection of the divine uncontainable.",
durationSeconds: 777_600,
id: "veil_fragments",
name: "Veil Fragments",
prerequisiteIds: [ "veil_approach" ],
rewards: [ { amount: 800_000_000_000, type: "prayers" }, { amount: 400_000_000, type: "divinity" }, { amount: 22, type: "stardust" } ],
status: "locked",
zoneId: "goddess_veil",
},
{
combatPowerRequired: 1_000_000,
description: "The Veil is attended by Threshold Guardians — not hostile, but absolute in their function. Nothing unworthy passes. Your disciples undergo the Guardians' assessment, which involves no questions and no tasks but simply standing still while the Guardians look through them. Those found wanting are sent back without shame. Your disciples are not sent back.",
durationSeconds: 950_400,
id: "threshold_assessment",
name: "Threshold Assessment",
prerequisiteIds: [ "veil_fragments" ],
rewards: [ { amount: 1_200_000_000_000, type: "prayers" }, { amount: 1_000_000_000, type: "divinity" }, { amount: 30, type: "stardust" } ],
status: "locked",
zoneId: "goddess_veil",
},
{
combatPowerRequired: 2_000_000,
description: "The final ritual before crossing the Veil requires that your disciples release everything they have accumulated — not lose it, but hold it loosely enough that they could release it. Every prayer earned, every piece of knowledge gained, every devotion offered: they hold it all at the tips of their fingers and wait to see whether the Goddess calls them through empty-handed. The Goddess is pleased by the willingness alone.",
durationSeconds: 1_123_200,
id: "veil_release",
name: "Veil Release",
prerequisiteIds: [ "threshold_assessment" ],
rewards: [ { amount: 1_700_000_000_000, type: "prayers" }, { amount: 1_600_000_000, type: "divinity" }, { amount: 38, type: "stardust" } ],
status: "locked",
zoneId: "goddess_veil",
},
{
combatPowerRequired: 3_000_000,
description: "Your disciples step through the Veil. Language ends here. What they experience cannot be written and does not need to be. They return — for they must return, there is still work to do — carrying with them the absolute certainty that the Goddess is real, that she is present, and that everything they have ever done in her name was seen and held and loved.",
durationSeconds: 1_296_000,
id: "veil_crossing",
name: "Veil Crossing",
prerequisiteIds: [ "veil_release" ],
rewards: [ { amount: 2_000_000_000_000, type: "prayers" }, { amount: 2_000_000_000, type: "divinity" }, { amount: 50, type: "stardust" } ],
status: "locked",
zoneId: "goddess_veil",
},
// ── Zone 18: Divine Heart ─────────────────────────────────────────────────
{
description: "The Divine Heart is not a place but a state of being — the innermost reality where the Goddess's own nature is laid bare. Your disciples arrive and find that they are already known here, have always been known here, that every prayer they ever offered was heard in this very chamber before it left their lips. They kneel in understanding rather than supplication.",
durationSeconds: 604_800,
id: "heart_arrival",
name: "Heart Arrival",
prerequisiteIds: [],
rewards: [ { amount: 1_500_000_000_000, type: "prayers" }, { amount: 25, type: "stardust" } ],
status: "locked",
zoneId: "goddess_divine_heart",
},
{
description: "The Heart pulses with a rhythm that predates creation and will outlast its end. Your disciples synchronise their own heartbeats to it — not through technique but through surrender — and in those moments of synchrony, understand what the universe is for. The knowledge is too large to keep but leaves an impression that reshapes everything they do thereafter.",
durationSeconds: 950_400,
id: "heart_synchrony",
name: "Heart Synchrony",
prerequisiteIds: [ "heart_arrival" ],
rewards: [ { amount: 3_000_000_000_000, type: "prayers" }, { amount: 1_500_000_000, type: "divinity" }, { amount: 35, type: "stardust" } ],
status: "locked",
zoneId: "goddess_divine_heart",
},
{
combatPowerRequired: 5_000_000,
description: "The Heart contains the Wound — a sorrow the Goddess has carried since she first loved something that could be lost. Your disciples sit with her Wound, not trying to heal it, not offering solutions, simply bearing witness to divine grief with their full presence. In being witnessed, the Wound does not close but becomes bearable. The Goddess is grateful in ways words cannot approach.",
durationSeconds: 1_209_600,
id: "heart_witness",
name: "Heart Witness",
prerequisiteIds: [ "heart_synchrony" ],
rewards: [ { amount: 5_000_000_000_000, type: "prayers" }, { amount: 4_000_000_000, type: "divinity" }, { amount: 50, type: "stardust" } ],
status: "locked",
zoneId: "goddess_divine_heart",
},
{
combatPowerRequired: 8_000_000,
description: "The Heart's deepest chamber holds the Origin Flame — the first act of divine will, still burning, the moment from which all subsequent existence cascades. Your disciples sit before it and add their own lights to it: not to contribute to creation, which is already complete, but to affirm that they are glad to exist within it and would choose to again.",
durationSeconds: 1_468_800,
id: "origin_flame",
name: "Origin Flame",
prerequisiteIds: [ "heart_witness" ],
rewards: [ { amount: 7_000_000_000_000, type: "prayers" }, { amount: 7_000_000_000, type: "divinity" }, { amount: 65, type: "stardust" } ],
status: "locked",
zoneId: "goddess_divine_heart",
},
{
combatPowerRequired: 10_000_000,
description: "Union is not merger. Your disciples do not cease to be themselves — they become fully themselves for the first time, held in the Goddess's complete understanding and love. This is the end of the long pilgrimage: not dissolution but recognition. They are seen. They are known. They are cherished. And they carry that forward into all the infinite work that remains.",
durationSeconds: 1_728_000,
id: "divine_heart_union",
name: "Divine Heart Union",
prerequisiteIds: [ "origin_flame" ],
rewards: [ { amount: 8_000_000_000_000, type: "prayers" }, { amount: 8_000_000_000, type: "divinity" }, { amount: 80, type: "stardust" } ],
status: "locked",
zoneId: "goddess_divine_heart",
},
];
+729
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@@ -0,0 +1,729 @@
/**
* @file Game data definitions.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines -- Data file */
/* eslint-disable stylistic/max-len -- Data content */
import type { GoddessUpgrade } from "@elysium/types";
export const defaultGoddessUpgrades: Array<GoddessUpgrade> = [
// ── Prayer Income ────────────────────────────────────────────────────────
{
costDivinity: 0,
costPrayers: 50,
costStardust: 0,
description: "A morning offering to the goddess awakens dormant prayer energy. All prayers/s ×1.25.",
id: "prayer_offering_1",
multiplier: 1.25,
name: "Morning Offering I",
purchased: false,
target: "prayers",
unlocked: true,
},
{
costDivinity: 0,
costPrayers: 200,
costStardust: 0,
description: "Sustained devotion amplifies the flow of prayers from all disciples. All prayers/s ×1.5.",
id: "prayer_offering_2",
multiplier: 1.5,
name: "Morning Offering II",
purchased: false,
target: "prayers",
unlocked: true,
},
{
costDivinity: 1,
costPrayers: 1000,
costStardust: 0,
description: "The prayers now carry a resonance that doubles their effect across the whole order. All prayers/s ×2.",
id: "prayer_offering_3",
multiplier: 2,
name: "Morning Offering III",
purchased: false,
target: "prayers",
unlocked: true,
},
{
costDivinity: 2,
costPrayers: 5000,
costStardust: 0,
description: "The prayers reach into the divine substrate itself and triple its yield. All prayers/s ×3.",
id: "prayer_offering_4",
multiplier: 3,
name: "Morning Offering IV",
purchased: false,
target: "prayers",
unlocked: true,
},
{
costDivinity: 20,
costPrayers: 50_000,
costStardust: 0,
description: "A divine spark ignites every prayer, amplifying them fivefold at the source. All prayers/s ×5.",
id: "divine_spark_1",
multiplier: 5,
name: "Divine Spark I",
purchased: false,
target: "prayers",
unlocked: true,
},
{
costDivinity: 100,
costPrayers: 500_000,
costStardust: 1,
description: "The spark becomes a flame that burns across all prayer — eternal and self-sustaining. All prayers/s ×25.",
id: "divine_spark_2",
multiplier: 25,
name: "Divine Spark II",
purchased: false,
target: "prayers",
unlocked: false,
},
{
costDivinity: 250,
costPrayers: 2_500_000,
costStardust: 2,
description: "The goddess herself hums through every prayer channel, multiplying output fivefold again. All prayers/s ×50.",
id: "divine_spark_3",
multiplier: 50,
name: "Divine Spark III",
purchased: false,
target: "prayers",
unlocked: false,
},
{
costDivinity: 600,
costPrayers: 12_000_000,
costStardust: 4,
description: "An unbroken stream of holy resonance carries prayers beyond mortal comprehension. All prayers/s ×100.",
id: "resonant_hymn_1",
multiplier: 100,
name: "Resonant Hymn I",
purchased: false,
target: "prayers",
unlocked: false,
},
{
costDivinity: 1500,
costPrayers: 60_000_000,
costStardust: 8,
description: "A hymn that has never stopped since creation pours through every soul in the order. All prayers/s ×200.",
id: "resonant_hymn_2",
multiplier: 200,
name: "Resonant Hymn II",
purchased: false,
target: "prayers",
unlocked: false,
},
{
costDivinity: 4000,
costPrayers: 300_000_000,
costStardust: 15,
description: "The divine frequency locks into the cosmic constant, rewriting the rules of prayer. All prayers/s ×500.",
id: "resonant_hymn_3",
multiplier: 500,
name: "Resonant Hymn III",
purchased: false,
target: "prayers",
unlocked: false,
},
{
costDivinity: 10_000,
costPrayers: 1_500_000_000,
costStardust: 30,
description: "The hymn ascends beyond sound into pure divine intention. All prayers/s ×1000.",
id: "eternal_chorus_1",
multiplier: 1000,
name: "Eternal Chorus I",
purchased: false,
target: "prayers",
unlocked: false,
},
{
costDivinity: 25_000,
costPrayers: 8_000_000_000,
costStardust: 60,
description: "The chorus of the faithful echoes through dimensions unseen. All prayers/s ×2500.",
id: "eternal_chorus_2",
multiplier: 2500,
name: "Eternal Chorus II",
purchased: false,
target: "prayers",
unlocked: false,
},
{
costDivinity: 60_000,
costPrayers: 40_000_000_000,
costStardust: 120,
description: "The goddess weeps tears of divine light — each one a thousandfold prayer. All prayers/s ×5000.",
id: "divine_tears",
multiplier: 5000,
name: "Divine Tears",
purchased: false,
target: "prayers",
unlocked: false,
},
{
costDivinity: 150_000,
costPrayers: 200_000_000_000,
costStardust: 250,
description: "The prayers of the entire goddess expansion merge into a single radiant beam. All prayers/s ×10000.",
id: "radiant_convergence",
multiplier: 10_000,
name: "Radiant Convergence",
purchased: false,
target: "prayers",
unlocked: false,
},
{
costDivinity: 400_000,
costPrayers: 1_000_000_000_000,
costStardust: 500,
description: "The infinite expanse of prayer reaches completion — a perfect loop of divine worship. All prayers/s ×25000.",
id: "prayer_apotheosis",
multiplier: 25_000,
name: "Prayer Apotheosis",
purchased: false,
target: "prayers",
unlocked: false,
},
{
costDivinity: 1_000_000,
costPrayers: 5_000_000_000_000,
costStardust: 1000,
description: "The last prayer merges with the first in an eternal cycle with no beginning or end. All prayers/s ×50000.",
id: "omega_devotion",
multiplier: 50_000,
name: "Omega Devotion",
purchased: false,
target: "prayers",
unlocked: false,
},
{
costDivinity: 2_500_000,
costPrayers: 25_000_000_000_000,
costStardust: 2000,
description: "Every soul in the cosmos utters your name. All prayers/s ×100000.",
id: "cosmic_worship",
multiplier: 100_000,
name: "Cosmic Worship",
purchased: false,
target: "prayers",
unlocked: false,
},
{
costDivinity: 6_000_000,
costPrayers: 120_000_000_000_000,
costStardust: 4000,
description: "Beyond even the gods, the universe itself becomes your congregation. All prayers/s ×250000.",
id: "universal_faith",
multiplier: 250_000,
name: "Universal Faith",
purchased: false,
target: "prayers",
unlocked: false,
},
{
costDivinity: 15_000_000,
costPrayers: 600_000_000_000_000,
costStardust: 8000,
description: "The goddess is all. The prayers are all. There is nothing that does not pray. All prayers/s ×500000.",
id: "all_is_prayer",
multiplier: 500_000,
name: "All Is Prayer",
purchased: false,
target: "prayers",
unlocked: false,
},
{
costDivinity: 40_000_000,
costPrayers: 3_000_000_000_000_000,
costStardust: 15_000,
description: "The final prayer — the one that was always being prayed, before the first word was ever spoken. All prayers/s ×1000000.",
id: "the_last_prayer",
multiplier: 1_000_000,
name: "The Last Prayer",
purchased: false,
target: "prayers",
unlocked: false,
},
// ── Disciple-specific ────────────────────────────────────────────────────
{
costDivinity: 0,
costPrayers: 50,
costStardust: 0,
description: "Novices meditate on the basic prayers and double their output.",
discipleId: "novice",
id: "novice_blessing",
multiplier: 2,
name: "Novice Blessing",
purchased: false,
target: "disciple",
unlocked: false,
},
{
costDivinity: 0,
costPrayers: 200,
costStardust: 0,
description: "Initiates channel deeper devotion and double their prayer generation.",
discipleId: "initiate",
id: "initiate_blessing",
multiplier: 2,
name: "Initiate Blessing",
purchased: false,
target: "disciple",
unlocked: false,
},
{
costDivinity: 1,
costPrayers: 1000,
costStardust: 0,
description: "Acolytes unlock deeper devotion rites that double their prayer output.",
discipleId: "acolyte",
id: "acolyte_blessing",
multiplier: 2,
name: "Acolyte Blessing",
purchased: false,
target: "disciple",
unlocked: false,
},
{
costDivinity: 2,
costPrayers: 5000,
costStardust: 0,
description: "Devotees achieve deeper attunement with the divine and double their output.",
discipleId: "devotee",
id: "devotee_blessing",
multiplier: 2,
name: "Devotee Blessing",
purchased: false,
target: "disciple",
unlocked: false,
},
{
costDivinity: 5,
costPrayers: 25_000,
costStardust: 0,
description: "Adepts reach mastery of the first prayer form, doubling their generation.",
discipleId: "adept",
id: "adept_blessing",
multiplier: 2,
name: "Adept Blessing",
purchased: false,
target: "disciple",
unlocked: false,
},
{
costDivinity: 12,
costPrayers: 150_000,
costStardust: 0,
description: "Priests achieve full communion with the divine and double their prayer output.",
discipleId: "priest",
id: "priest_blessing",
multiplier: 2,
name: "Priest Blessing",
purchased: false,
target: "disciple",
unlocked: false,
},
{
costDivinity: 30,
costPrayers: 1_000_000,
costStardust: 0,
description: "High priests channel the goddess's voice directly and double their prayer generation.",
discipleId: "high_priest",
id: "high_priest_blessing",
multiplier: 2,
name: "High Priest Blessing",
purchased: false,
target: "disciple",
unlocked: false,
},
{
costDivinity: 80,
costPrayers: 7_000_000,
costStardust: 0,
description: "Divine scholars unlock the deepest understanding of prayer mechanics and double their output.",
discipleId: "divine_scholar",
id: "divine_scholar_blessing",
multiplier: 2,
name: "Divine Scholar Blessing",
purchased: false,
target: "disciple",
unlocked: false,
},
{
costDivinity: 200,
costPrayers: 50_000_000,
costStardust: 0,
description: "Holy champions have mastered the art of sacred battle and doubled their fervour.",
discipleId: "holy_champion",
id: "holy_champion_blessing",
multiplier: 2,
name: "Holy Champion Blessing",
purchased: false,
target: "disciple",
unlocked: false,
},
{
costDivinity: 500,
costPrayers: 350_000_000,
costStardust: 1,
description: "Celestial adepts have ascended beyond mortal devotion, drawing twice the divine resonance.",
discipleId: "celestial_adept",
id: "celestial_adept_blessing",
multiplier: 2,
name: "Celestial Adept Blessing",
purchased: false,
target: "disciple",
unlocked: false,
},
{
costDivinity: 1200,
costPrayers: 1_750_000_000,
costStardust: 2,
description: "Seraphic masters commune directly with the source, generating prayers at twice the rate.",
discipleId: "seraphic_master",
id: "seraphic_master_blessing",
multiplier: 2,
name: "Seraphic Master Blessing",
purchased: false,
target: "disciple",
unlocked: false,
},
{
costDivinity: 3000,
costPrayers: 8_000_000_000,
costStardust: 4,
description: "Divine invokers have woven themselves into the prayer lattice, doubling every invocation.",
discipleId: "divine_invoker",
id: "divine_invoker_blessing",
multiplier: 2,
name: "Divine Invoker Blessing",
purchased: false,
target: "disciple",
unlocked: false,
},
{
costDivinity: 8000,
costPrayers: 40_000_000_000,
costStardust: 8,
description: "Astral templars carry the goddess's word across realms, amplifying their prayer twofold.",
discipleId: "astral_templar",
id: "astral_templar_blessing",
multiplier: 2,
name: "Astral Templar Blessing",
purchased: false,
target: "disciple",
unlocked: false,
},
{
costDivinity: 20_000,
costPrayers: 200_000_000_000,
costStardust: 15,
description: "Empyrean heralds broadcast divine truth across the heavens, generating prayers at twice the scale.",
discipleId: "empyrean_herald",
id: "empyrean_herald_blessing",
multiplier: 2,
name: "Empyrean Herald Blessing",
purchased: false,
target: "disciple",
unlocked: false,
},
{
costDivinity: 50_000,
costPrayers: 1_000_000_000_000,
costStardust: 30,
description: "Primordial heralds echo from before the dawn of time, their prayers resounding doubly through eternity.",
discipleId: "primordial_herald",
id: "primordial_herald_blessing",
multiplier: 2,
name: "Primordial Herald Blessing",
purchased: false,
target: "disciple",
unlocked: false,
},
// ── Global Income ────────────────────────────────────────────────────────
{
costDivinity: 0,
costPrayers: 100,
costStardust: 0,
description: "Divine inspiration flows through the entire order. All production ×1.25.",
id: "divine_inspiration_1",
multiplier: 1.25,
name: "Divine Inspiration I",
purchased: false,
target: "global",
unlocked: false,
},
{
costDivinity: 1,
costPrayers: 500,
costStardust: 0,
description: "Deeper inspiration resonates with every disciple's faith. All production ×1.5.",
id: "divine_inspiration_2",
multiplier: 1.5,
name: "Divine Inspiration II",
purchased: false,
target: "global",
unlocked: false,
},
{
costDivinity: 3,
costPrayers: 2500,
costStardust: 0,
description: "The inspiration reaches its fullest expression — doubling everything the order produces. All production ×2.",
id: "divine_inspiration_3",
multiplier: 2,
name: "Divine Inspiration III",
purchased: false,
target: "global",
unlocked: false,
},
{
costDivinity: 10,
costPrayers: 15_000,
costStardust: 0,
description: "Inspiration floods the entire divine order with fivefold power. All production ×5.",
id: "divine_inspiration_4",
multiplier: 5,
name: "Divine Inspiration IV",
purchased: false,
target: "global",
unlocked: false,
},
{
costDivinity: 30,
costPrayers: 100_000,
costStardust: 0,
description: "The goddess's own inspiration touches every soul in the order. All production ×10.",
id: "divine_inspiration_5",
multiplier: 10,
name: "Divine Inspiration V",
purchased: false,
target: "global",
unlocked: false,
},
{
costDivinity: 80,
costPrayers: 750_000,
costStardust: 1,
description: "The goddess's will reshapes the order itself, elevating every act of worship. All production ×25.",
id: "celestial_mandate_1",
multiplier: 25,
name: "Celestial Mandate I",
purchased: false,
target: "global",
unlocked: false,
},
{
costDivinity: 250,
costPrayers: 5_000_000,
costStardust: 3,
description: "A celestial decree multiplies the fruits of every prayer, deed, and devotion. All production ×50.",
id: "celestial_mandate_2",
multiplier: 50,
name: "Celestial Mandate II",
purchased: false,
target: "global",
unlocked: false,
},
{
costDivinity: 800,
costPrayers: 30_000_000,
costStardust: 8,
description: "The fabric of the divine order itself vibrates at the goddess's frequency. All production ×100.",
id: "divine_frequency",
multiplier: 100,
name: "Divine Frequency",
purchased: false,
target: "global",
unlocked: false,
},
{
costDivinity: 2500,
costPrayers: 200_000_000,
costStardust: 20,
description: "All boundaries between sacred and mundane dissolve — everything becomes an act of worship. All production ×250.",
id: "sacred_dissolution",
multiplier: 250,
name: "Sacred Dissolution",
purchased: false,
target: "global",
unlocked: false,
},
{
costDivinity: 8000,
costPrayers: 1_200_000_000,
costStardust: 50,
description: "The goddess breathes life into every output of the divine order without exception. All production ×500.",
id: "breath_of_the_goddess",
multiplier: 500,
name: "Breath of the Goddess",
purchased: false,
target: "global",
unlocked: false,
},
// ── Consecration ─────────────────────────────────────────────────────────
{
costDivinity: 2,
costPrayers: 500,
costStardust: 0,
description: "Enhanced consecration rites boost divine income after each rebirth. Consecration production multiplier ×1.25.",
id: "consecration_power_1",
multiplier: 1.25,
name: "Consecration Power I",
purchased: false,
target: "consecration",
unlocked: false,
},
{
costDivinity: 10,
costPrayers: 5000,
costStardust: 0,
description: "Deeper consecration rites push the rebirth multiplier further. Consecration production multiplier ×1.5.",
id: "consecration_power_2",
multiplier: 1.5,
name: "Consecration Power II",
purchased: false,
target: "consecration",
unlocked: false,
},
{
costDivinity: 35,
costPrayers: 30_000,
costStardust: 0,
description: "The consecration ritual reaches its apex, doubling what each sacred rebirth returns. Consecration production multiplier ×2.",
id: "consecration_power_3",
multiplier: 2,
name: "Consecration Power III",
purchased: false,
target: "consecration",
unlocked: false,
},
{
costDivinity: 120,
costPrayers: 200_000,
costStardust: 1,
description: "Consecration transcends ritual and becomes a fundamental law of the divine order. Consecration production multiplier ×3.",
id: "consecration_law_1",
multiplier: 3,
name: "Consecration Law I",
purchased: false,
target: "consecration",
unlocked: false,
},
{
costDivinity: 400,
costPrayers: 1_500_000,
costStardust: 3,
description: "Each rebirth now unleashes a torrent of divine energy fivefold beyond its former scope. Consecration production multiplier ×5.",
id: "consecration_law_2",
multiplier: 5,
name: "Consecration Law II",
purchased: false,
target: "consecration",
unlocked: false,
},
{
costDivinity: 1500,
costPrayers: 10_000_000,
costStardust: 8,
description: "The ultimate consecration insight — every cycle of rebirth rings with tenfold divine reward. Consecration production multiplier ×10.",
id: "consecration_apotheosis",
multiplier: 10,
name: "Consecration Apotheosis",
purchased: false,
target: "consecration",
unlocked: false,
},
// ── Combat ───────────────────────────────────────────────────────────────
{
costDivinity: 0,
costPrayers: 75,
costStardust: 0,
description: "Sacred combat training strengthens every disciple's fighting spirit. Combat power ×1.25.",
id: "sacred_combat_1",
multiplier: 1.25,
name: "Sacred Combat I",
purchased: false,
target: "boss",
unlocked: false,
},
{
costDivinity: 1,
costPrayers: 300,
costStardust: 0,
description: "Advanced combat rites push disciples' power further. Combat power ×1.5.",
id: "sacred_combat_2",
multiplier: 1.5,
name: "Sacred Combat II",
purchased: false,
target: "boss",
unlocked: false,
},
{
costDivinity: 3,
costPrayers: 1500,
costStardust: 0,
description: "The highest combat discipline doubles every disciple's power in divine battles. Combat power ×2.",
id: "sacred_combat_3",
multiplier: 2,
name: "Sacred Combat III",
purchased: false,
target: "boss",
unlocked: false,
},
{
costDivinity: 10,
costPrayers: 10_000,
costStardust: 0,
description: "Divine wrath is channelled through the fists of every warrior in the order. Combat power ×3.",
id: "divine_wrath_1",
multiplier: 3,
name: "Divine Wrath I",
purchased: false,
target: "boss",
unlocked: false,
},
{
costDivinity: 40,
costPrayers: 80_000,
costStardust: 1,
description: "Wrath given form — the goddess's judgement multiplies the strike of every disciple fivefold. Combat power ×5.",
id: "divine_wrath_2",
multiplier: 5,
name: "Divine Wrath II",
purchased: false,
target: "boss",
unlocked: false,
},
{
costDivinity: 150,
costPrayers: 600_000,
costStardust: 3,
description: "The full fury of the goddess incarnate flows through every blade, fist, and prayer-strike. Combat power ×10.",
id: "wrath_incarnate",
multiplier: 10,
name: "Wrath Incarnate",
purchased: false,
target: "boss",
unlocked: false,
},
// ── Utility ──────────────────────────────────────────────────────────────
{
costDivinity: 3,
costPrayers: 1000,
costStardust: 0,
description: "Unlock the Auto-Disciple toggle. When enabled, the tick engine will automatically recruit the highest-tier disciple you can afford.",
id: "auto_disciple",
multiplier: 1,
name: "Autonomous Devotion",
purchased: false,
target: "global",
unlocked: false,
},
];
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/**
* @file Game data definitions.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable stylistic/max-len -- Data content */
import type { GoddessZone } from "@elysium/types";
export const defaultGoddessZones: Array<GoddessZone> = [
{
description:
"A realm of endless bloom where divine flowers grow in patterns that mirror the stars above. This is where newly awakened disciples take their first steps into the goddess's domain — and where the hardest part of the journey quietly begins.",
emoji: "🌸",
id: "goddess_celestial_garden",
name: "The Celestial Garden",
status: "locked",
unlockBossId: null,
unlockQuestId: null,
},
{
description:
"A vast temple of living crystal whose facets hold every divine truth ever recorded. The scholars here do not distinguish between knowing something and becoming it.",
emoji: "💎",
id: "goddess_crystal_sanctum",
name: "The Crystal Sanctum",
status: "locked",
unlockBossId: "heavenly_warden",
unlockQuestId: "first_prayer",
},
{
description:
"A cathedral suspended in the astral plane, its spires reaching into realms that have no name. The choir that fills it has been singing the same hymn since before mortals learned to speak.",
emoji: "✨",
id: "goddess_astral_cathedral",
name: "The Astral Cathedral",
status: "locked",
unlockBossId: "sanctum_keeper",
unlockQuestId: "divine_meditation",
},
{
description:
"The fortress of the celestial host — a bastion of divine authority so immense that mortal minds instinctively refuse to estimate its size. The warriors here have never known defeat.",
emoji: "🏰",
id: "goddess_empyrean_citadel",
name: "The Empyrean Citadel",
status: "locked",
unlockBossId: "cathedral_warden",
unlockQuestId: "astral_revelation",
},
{
description:
"The wellspring of all creation — the point from which every soul, every star, and every prayer ultimately originates. Standing here is not comfortable. It is, however, true.",
emoji: "🌊",
id: "goddess_primordial_springs",
name: "The Primordial Springs",
status: "locked",
unlockBossId: "citadel_guardian",
unlockQuestId: "empyrean_ascent",
},
{
description:
"The highest reach of the divine realm — where the goddess herself resides, and where all divine law originates. Everything below this point is a reflection of what exists here. Nothing here reflects anything else.",
emoji: "👑",
id: "goddess_eternal_firmament",
name: "The Eternal Firmament",
status: "locked",
unlockBossId: "wellspring_warden",
unlockQuestId: "springs_blessing",
},
{
description:
"An ancient grove where divine trees have grown for longer than the firmament has existed. Their roots drink directly from the primordial springs, and their canopy touches realms that have no name. Pilgrims do not enter this grove. They are invited.",
emoji: "🌿",
id: "goddess_sacred_grove",
name: "The Sacred Grove",
status: "locked",
unlockBossId: "the_goddess_avatar",
unlockQuestId: "eternal_ascension",
},
{
description:
"A realm of pure, unfiltered divine radiance — light made absolute, stripped of shadow, warmth, or mercy. Those who walk here must learn to see without their eyes, because the light does not illuminate. It simply is.",
emoji: "☀️",
id: "goddess_luminous_expanse",
name: "The Luminous Expanse",
status: "locked",
unlockBossId: "grove_sovereign",
unlockQuestId: "grove_harmony",
},
{
description:
"The forge where the goddess shaped the first stars and the last laws of existence. The heat here is not heat — it is conviction made manifest. Every tool ever used to build a world was made here, and every one of them remembers.",
emoji: "🔥",
id: "goddess_heavenly_forge",
name: "The Heavenly Forge",
status: "locked",
unlockBossId: "light_titan",
unlockQuestId: "light_transcendence",
},
{
description:
"The sanctum of the divine oracle — the seat of all prophecy, all foresight, and all terrible knowledge that cannot be unlearned. The oracle does not grant visions here. The visions grant themselves, and they do not ask permission.",
emoji: "🔮",
id: "goddess_oracle_sanctum",
name: "The Oracle Sanctum",
status: "locked",
unlockBossId: "forge_master",
unlockQuestId: "forge_mastery",
},
{
description:
"The nesting ground of the seraphim — creatures that were never mortal, never made, and have no concept of a time before themselves. The nest is not a physical place. It is a state of being that those who reach it will never fully leave.",
emoji: "🪶",
id: "goddess_seraphs_nest",
name: "The Seraph's Nest",
status: "locked",
unlockBossId: "grand_oracle",
unlockQuestId: "oracle_truth",
},
{
description:
"The repository of all divine knowledge — every truth the goddess has ever uttered, every law she has written, every act of creation she has witnessed. The archive is infinite, and it is still growing. The librarians here have forgotten how long they have served.",
emoji: "📜",
id: "goddess_divine_archive",
name: "The Divine Archive",
status: "locked",
unlockBossId: "supreme_seraph",
unlockQuestId: "seraph_ascension",
},
{
description:
"The depths that exist beneath the divine realm — the sacred abyss from which the goddess drew the first darkness that gives light its meaning. Nothing down here is evil. It is simply the part of creation that was never meant to be seen.",
emoji: "🕳️",
id: "goddess_consecrated_depths",
name: "The Consecrated Depths",
status: "locked",
unlockBossId: "archive_guardian",
unlockQuestId: "archive_completion",
},
{
description:
"The point where all divine currents converge — the confluence of every law, every prayer, every act of faith ever offered. Standing here is not a spiritual experience. It is a mathematical one. You are the solution to an equation the goddess has been solving since the beginning.",
emoji: "🌌",
id: "goddess_astral_confluence",
name: "The Astral Confluence",
status: "locked",
unlockBossId: "depths_sovereign",
unlockQuestId: "depths_revelation",
},
{
description:
"The throne from which the goddess first looked down upon creation and chose to love it. It has not been sat in since. To approach it is to feel the weight of that choice pressing against you — the full, impossible gravity of a god who decided the universe was worth keeping.",
emoji: "⚡",
id: "goddess_celestial_throne",
name: "The Celestial Throne",
status: "locked",
unlockBossId: "confluence_arbiter",
unlockQuestId: "confluence_alignment",
},
{
description:
"The choir of infinite voices — every soul that has ever achieved divinity, still singing the hymn that carried them there. The music here does not end. It has never ended. It is, in the strictest sense, the sound of eternity doing what eternity does.",
emoji: "🎵",
id: "goddess_infinite_choir",
name: "The Infinite Choir",
status: "locked",
unlockBossId: "throne_guardian",
unlockQuestId: "throne_recognition",
},
{
description:
"The veil that separates the divine realm from whatever lies beyond it — the last border between what can be known and what the goddess herself has chosen not to look at directly. Crossing it is not forbidden. It is simply unprecedented.",
emoji: "🌫️",
id: "goddess_veil",
name: "The Veil",
status: "locked",
unlockBossId: "choir_conductor",
unlockQuestId: "choir_perfection",
},
{
description:
"The heart of the divine — the absolute centre of the goddess's being, the point from which all her love and all her law and all her creation ultimately originates. You have walked the entire length of her domain to stand here. She has been waiting. She is not surprised.",
emoji: "💖",
id: "goddess_divine_heart",
name: "The Divine Heart",
status: "locked",
unlockBossId: "veil_guardian",
unlockQuestId: "veil_crossing",
},
];
+71 -1
View File
@@ -9,14 +9,25 @@ import { defaultAdventurers } from "./adventurers.js";
import { defaultBosses } from "./bosses.js"; import { defaultBosses } from "./bosses.js";
import { defaultEquipment } from "./equipment.js"; import { defaultEquipment } from "./equipment.js";
import { defaultExplorations } from "./explorations.js"; import { defaultExplorations } from "./explorations.js";
import { defaultGoddessAchievements } from "./goddessAchievements.js";
import { defaultGoddessBosses } from "./goddessBosses.js";
import { defaultGoddessDisciples } from "./goddessDisciples.js";
import { defaultGoddessEquipment } from "./goddessEquipment.js";
import { defaultGoddessExplorationAreas } from "./goddessExplorations.js";
import { defaultGoddessQuests } from "./goddessQuests.js";
import { defaultGoddessUpgrades } from "./goddessUpgrades.js";
import { defaultGoddessZones } from "./goddessZones.js";
import { defaultQuests } from "./quests.js"; import { defaultQuests } from "./quests.js";
import { currentSchemaVersion } from "./schemaVersion.js"; import { currentSchemaVersion } from "./schemaVersion.js";
import { defaultUpgrades } from "./upgrades.js"; import { defaultUpgrades } from "./upgrades.js";
import { defaultZones } from "./zones.js"; import { defaultZones } from "./zones.js";
import type { import type {
ApotheosisData, ApotheosisData,
ConsecrationData,
EnlightenmentData,
ExplorationState, ExplorationState,
GameState, GameState,
GoddessState,
Player, Player,
PrestigeData, PrestigeData,
TranscendenceData, TranscendenceData,
@@ -62,6 +73,65 @@ const initialExploration: ExplorationState = {
materials: [], materials: [],
}; };
const initialConsecration: ConsecrationData = {
count: 0,
divinity: 0,
productionMultiplier: 1,
purchasedUpgradeIds: [],
};
const initialEnlightenment: EnlightenmentData = {
count: 0,
purchasedUpgradeIds: [],
stardust: 0,
stardustCombatMultiplier: 1,
stardustConsecrationDivinityMultiplier: 1,
stardustConsecrationThresholdMultiplier: 1,
stardustMetaMultiplier: 1,
stardustPrayersMultiplier: 1,
};
/**
* Builds a fresh initial goddess state for a player who has just completed their
* first Apotheosis. All goddess content is locked until progressed through the realm.
* @returns A clean GoddessState with all default data.
*/
const initialGoddessState = (): GoddessState => {
return {
achievements: structuredClone(defaultGoddessAchievements),
baseClickPower: 1,
bosses: structuredClone(defaultGoddessBosses),
consecration: { ...initialConsecration },
disciples: structuredClone(defaultGoddessDisciples),
enlightenment: { ...initialEnlightenment },
equipment: structuredClone(defaultGoddessEquipment),
exploration: {
areas: defaultGoddessExplorationAreas.map((area) => {
return {
id: area.id,
status:
area.zoneId === "goddess_celestial_garden"
? ("available" as const)
: ("locked" as const),
};
}),
craftedCombatMultiplier: 1,
craftedDivinityMultiplier: 1,
craftedPrayersMultiplier: 1,
craftedRecipeIds: [],
materials: [],
},
lastTickAt: Date.now(),
lifetimeBossesDefeated: 0,
lifetimePrayersEarned: 0,
lifetimeQuestsCompleted: 0,
quests: structuredClone(defaultGoddessQuests),
totalPrayersEarned: 0,
upgrades: structuredClone(defaultGoddessUpgrades),
zones: structuredClone(defaultGoddessZones),
};
};
/** /**
* Builds an initial game state for a new player. * Builds an initial game state for a new player.
* @param player - The player data from Discord OAuth. * @param player - The player data from Discord OAuth.
@@ -105,4 +175,4 @@ const initialGameState = (
}; };
}; };
export { initialExploration, initialGameState }; export { initialExploration, initialGameState, initialGoddessState };
+12
View File
@@ -12,11 +12,17 @@ import { aboutRouter } from "./routes/about.js";
import { apotheosisRouter } from "./routes/apotheosis.js"; import { apotheosisRouter } from "./routes/apotheosis.js";
import { authRouter } from "./routes/auth.js"; import { authRouter } from "./routes/auth.js";
import { bossRouter } from "./routes/boss.js"; import { bossRouter } from "./routes/boss.js";
import { consecrationRouter } from "./routes/consecration.js";
import { craftRouter } from "./routes/craft.js"; import { craftRouter } from "./routes/craft.js";
import { debugRouter } from "./routes/debug.js"; import { debugRouter } from "./routes/debug.js";
import { enlightenmentRouter } from "./routes/enlightenment.js";
import { exploreRouter } from "./routes/explore.js"; import { exploreRouter } from "./routes/explore.js";
import { frontendRouter } from "./routes/frontend.js"; import { frontendRouter } from "./routes/frontend.js";
import { gameRouter } from "./routes/game.js"; import { gameRouter } from "./routes/game.js";
import { goddessBossRouter } from "./routes/goddessBoss.js";
import { goddessCraftRouter } from "./routes/goddessCraft.js";
import { goddessExploreRouter } from "./routes/goddessExplore.js";
import { goddessUpgradeRouter } from "./routes/goddessUpgrade.js";
import { leaderboardRouter } from "./routes/leaderboards.js"; import { leaderboardRouter } from "./routes/leaderboards.js";
import { prestigeRouter } from "./routes/prestige.js"; import { prestigeRouter } from "./routes/prestige.js";
import { profileRouter } from "./routes/profile.js"; import { profileRouter } from "./routes/profile.js";
@@ -48,6 +54,12 @@ app.route("/craft", craftRouter);
app.route("/prestige", prestigeRouter); app.route("/prestige", prestigeRouter);
app.route("/transcendence", transcendenceRouter); app.route("/transcendence", transcendenceRouter);
app.route("/apotheosis", apotheosisRouter); app.route("/apotheosis", apotheosisRouter);
app.route("/goddess-boss", goddessBossRouter);
app.route("/consecration", consecrationRouter);
app.route("/enlightenment", enlightenmentRouter);
app.route("/goddess-upgrade", goddessUpgradeRouter);
app.route("/goddess-craft", goddessCraftRouter);
app.route("/goddess-explore", goddessExploreRouter);
app.route("/leaderboards", leaderboardRouter); app.route("/leaderboards", leaderboardRouter);
app.route("/profile", profileRouter); app.route("/profile", profileRouter);
app.route("/timers", timersRouter); app.route("/timers", timersRouter);
+188
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@@ -0,0 +1,188 @@
/**
* @file Consecration routes handling consecration resets and divinity upgrade purchases.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines-per-function -- Route handlers require many steps */
/* eslint-disable max-statements -- Route handlers require many statements */
/* eslint-disable stylistic/max-len -- Route logic requires long lines */
import { Hono } from "hono";
import { defaultConsecrationUpgrades } from "../data/goddessConsecrationUpgrades.js";
import { prisma } from "../db/client.js";
import { authMiddleware } from "../middleware/auth.js";
import {
buildPostConsecrationState,
calculateConsecrationThreshold,
computeConsecrationDivinityMultipliers,
isEligibleForConsecration,
} from "../services/consecration.js";
import { logger } from "../services/logger.js";
import type { HonoEnvironment } from "../types/hono.js";
import type {
BuyConsecrationUpgradeRequest,
ConsecrationResponse,
GameState,
} from "@elysium/types";
const consecrationRouter = new Hono<HonoEnvironment>();
consecrationRouter.use("*", authMiddleware);
consecrationRouter.post("/", async(context) => {
try {
const discordId = context.get("discordId");
const record = await prisma.gameState.findUnique({ where: { discordId } });
if (!record) {
return context.json({ error: "No save found" }, 404);
}
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma returns JsonValue */
const state = record.state as unknown as GameState;
if (!state.goddess) {
return context.json({ error: "Goddess realm not unlocked" }, 400);
}
if (!isEligibleForConsecration(state)) {
const thresholdMultiplier
= state.goddess.enlightenment.stardustConsecrationThresholdMultiplier;
const required = calculateConsecrationThreshold(
state.goddess.consecration.count,
thresholdMultiplier,
);
return context.json(
{
error: `Not eligible for consecration — earn ${required.toLocaleString()} total prayers first`,
},
400,
);
}
const { divinityEarned, updatedGoddess } = buildPostConsecrationState(state);
const updatedConsecrationCount = updatedGoddess.consecration.count;
const updatedState: GameState = {
...state,
goddess: updatedGoddess,
resources: {
...state.resources,
prayers: 0,
},
};
const now = Date.now();
await prisma.gameState.update({
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
data: { state: updatedState as object, updatedAt: now },
where: { discordId },
});
void logger.metric("consecration", 1, { discordId, updatedConsecrationCount });
const response: ConsecrationResponse = {
divinityEarned: divinityEarned,
// eslint-disable-next-line unicorn/no-keyword-prefix -- API response field name required by client
newConsecrationCount: updatedConsecrationCount,
};
return context.json(response);
} catch (error) {
void logger.error(
"consecration",
error instanceof Error
? error
: new Error(String(error)),
);
return context.json({ error: "Internal server error" }, 500);
}
});
consecrationRouter.post("/buy-upgrade", async(context) => {
try {
const discordId = context.get("discordId");
const body = await context.req.json<BuyConsecrationUpgradeRequest>();
const { upgradeId } = body;
// eslint-disable-next-line @typescript-eslint/strict-boolean-expressions -- Runtime body validation
if (!upgradeId) {
return context.json({ error: "upgradeId is required" }, 400);
}
const upgrade = defaultConsecrationUpgrades.find((consecrationUpgrade) => {
return consecrationUpgrade.id === upgradeId;
});
if (!upgrade) {
return context.json({ error: "Unknown consecration upgrade" }, 404);
}
const record = await prisma.gameState.findUnique({ where: { discordId } });
if (!record) {
return context.json({ error: "No save found" }, 404);
}
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma returns JsonValue */
const state = record.state as unknown as GameState;
if (!state.goddess) {
return context.json({ error: "Goddess realm not unlocked" }, 400);
}
const { purchasedUpgradeIds, divinity } = state.goddess.consecration;
if (purchasedUpgradeIds.includes(upgradeId)) {
return context.json({ error: "Upgrade already purchased" }, 400);
}
if (divinity < upgrade.divinityCost) {
return context.json({ error: "Not enough divinity" }, 400);
}
const updatedDivinity = divinity - upgrade.divinityCost;
const updatedPurchasedIds = [ ...purchasedUpgradeIds, upgradeId ];
const updatedMultipliers = computeConsecrationDivinityMultipliers(updatedPurchasedIds);
const updatedState: GameState = {
...state,
goddess: {
...state.goddess,
consecration: {
...state.goddess.consecration,
divinity: updatedDivinity,
purchasedUpgradeIds: updatedPurchasedIds,
...updatedMultipliers,
},
},
};
await prisma.gameState.update({
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
data: { state: updatedState as object, updatedAt: Date.now() },
where: { discordId },
});
void logger.metric("consecration_upgrade_purchased", 1, { discordId, upgradeId });
return context.json({
divinityRemaining: updatedDivinity,
purchasedUpgradeIds: updatedPurchasedIds,
...updatedMultipliers,
});
} catch (error) {
void logger.error(
"consecration_buy_upgrade",
error instanceof Error
? error
: new Error(String(error)),
);
return context.json({ error: "Internal server error" }, 500);
}
});
export { consecrationRouter };
+96
View File
@@ -18,6 +18,14 @@ import { defaultAdventurers } from "../data/adventurers.js";
import { defaultBosses } from "../data/bosses.js"; import { defaultBosses } from "../data/bosses.js";
import { defaultEquipment } from "../data/equipment.js"; import { defaultEquipment } from "../data/equipment.js";
import { defaultExplorations } from "../data/explorations.js"; import { defaultExplorations } from "../data/explorations.js";
import { defaultGoddessAchievements } from "../data/goddessAchievements.js";
import { defaultGoddessBosses } from "../data/goddessBosses.js";
import { defaultGoddessDisciples } from "../data/goddessDisciples.js";
import { defaultGoddessEquipment } from "../data/goddessEquipment.js";
import { defaultGoddessExplorationAreas } from "../data/goddessExplorations.js";
import { defaultGoddessQuests } from "../data/goddessQuests.js";
import { defaultGoddessUpgrades } from "../data/goddessUpgrades.js";
import { defaultGoddessZones } from "../data/goddessZones.js";
import { initialGameState } from "../data/initialState.js"; import { initialGameState } from "../data/initialState.js";
import { defaultQuests } from "../data/quests.js"; import { defaultQuests } from "../data/quests.js";
import { defaultRecipes } from "../data/recipes.js"; import { defaultRecipes } from "../data/recipes.js";
@@ -567,6 +575,33 @@ const injectMissingExplorationAreas = (state: GameState): number => {
return added; return added;
}; };
/**
* Injects any goddess exploration areas from the defaults that are missing from
* the player's goddess exploration state, seeding each new area as locked.
* @param state - The player's current game state (mutated in place).
* @returns The number of goddess exploration areas that were added.
*/
const injectMissingGoddessExplorationAreas = (state: GameState): number => {
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 3 -- @preserve */
if (state.goddess === undefined) {
return 0;
}
const existingIds = new Set(state.goddess.exploration.areas.map((area) => {
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next -- @preserve */
return area.id;
}));
let added = 0;
for (const area of defaultGoddessExplorationAreas) {
if (!existingIds.has(area.id)) {
state.goddess.exploration.areas.push({ id: area.id, status: "locked" });
added = added + 1;
}
}
return added;
};
/** /**
* Patches rewards on existing quests whose reward lists have grown since the * Patches rewards on existing quests whose reward lists have grown since the
* save was created (e.g. A new upgrade added as a reward to an old quest). * save was created (e.g. A new upgrade added as a reward to an old quest).
@@ -967,6 +1002,7 @@ const recomputeCraftingMultipliers = (state: GameState): number => {
* @param state - The player's current game state (mutated in place). * @param state - The player's current game state (mutated in place).
* @returns Counts of how many entries were added or patched per content type. * @returns Counts of how many entries were added or patched per content type.
*/ */
/* eslint-disable-next-line max-statements -- Sync function requires one operation per content type */
const syncNewContent = ( const syncNewContent = (
state: GameState, state: GameState,
): { ): {
@@ -981,6 +1017,14 @@ const syncNewContent = (
equipmentAdded: number; equipmentAdded: number;
equipmentPatched: number; equipmentPatched: number;
explorationAreasAdded: number; explorationAreasAdded: number;
goddessAchievementsAdded: number;
goddessBossesAdded: number;
goddessDiscipesAdded: number;
goddessEquipmentAdded: number;
goddessExplorationAreasAdded: number;
goddessQuestsAdded: number;
goddessUpgradesAdded: number;
goddessZonesAdded: number;
questRewardsPatched: number; questRewardsPatched: number;
questsAdded: number; questsAdded: number;
questsPatched: number; questsPatched: number;
@@ -1007,6 +1051,34 @@ const syncNewContent = (
const questsAdded = injectMissingEntries(state.quests, defaultQuests); const questsAdded = injectMissingEntries(state.quests, defaultQuests);
const upgradesAdded = injectMissingEntries(state.upgrades, defaultUpgrades); const upgradesAdded = injectMissingEntries(state.upgrades, defaultUpgrades);
const zonesAdded = injectMissingEntries(state.zones, defaultZones); const zonesAdded = injectMissingEntries(state.zones, defaultZones);
// Inject missing goddess content for players who have completed Apotheosis
let goddessAchievementsAdded = 0;
let goddessBossesAdded = 0;
let goddessDiscipesAdded = 0;
let goddessEquipmentAdded = 0;
let goddessExplorationAreasAdded = 0;
let goddessQuestsAdded = 0;
let goddessUpgradesAdded = 0;
let goddessZonesAdded = 0;
if (state.goddess) {
goddessAchievementsAdded
= injectMissingEntries(state.goddess.achievements, defaultGoddessAchievements);
goddessBossesAdded
= injectMissingEntries(state.goddess.bosses, defaultGoddessBosses);
goddessDiscipesAdded
= injectMissingEntries(state.goddess.disciples, defaultGoddessDisciples);
goddessEquipmentAdded
= injectMissingEntries(state.goddess.equipment, defaultGoddessEquipment);
goddessExplorationAreasAdded = injectMissingGoddessExplorationAreas(state);
goddessQuestsAdded
= injectMissingEntries(state.goddess.quests, defaultGoddessQuests);
goddessUpgradesAdded
= injectMissingEntries(state.goddess.upgrades, defaultGoddessUpgrades);
goddessZonesAdded
= injectMissingEntries(state.goddess.zones, defaultGoddessZones);
}
return { return {
achievementsAdded, achievementsAdded,
achievementsPatched, achievementsPatched,
@@ -1019,6 +1091,14 @@ const syncNewContent = (
equipmentAdded, equipmentAdded,
equipmentPatched, equipmentPatched,
explorationAreasAdded, explorationAreasAdded,
goddessAchievementsAdded,
goddessBossesAdded,
goddessDiscipesAdded,
goddessEquipmentAdded,
goddessExplorationAreasAdded,
goddessQuestsAdded,
goddessUpgradesAdded,
goddessZonesAdded,
questRewardsPatched, questRewardsPatched,
questsAdded, questsAdded,
questsPatched, questsPatched,
@@ -1120,6 +1200,14 @@ debugRouter.post("/sync-new-content", async(context) => {
equipmentAdded, equipmentAdded,
equipmentPatched, equipmentPatched,
explorationAreasAdded, explorationAreasAdded,
goddessAchievementsAdded,
goddessBossesAdded,
goddessDiscipesAdded,
goddessEquipmentAdded,
goddessExplorationAreasAdded,
goddessQuestsAdded,
goddessUpgradesAdded,
goddessZonesAdded,
questRewardsPatched, questRewardsPatched,
questsAdded, questsAdded,
questsPatched, questsPatched,
@@ -1154,6 +1242,14 @@ debugRouter.post("/sync-new-content", async(context) => {
equipmentAdded, equipmentAdded,
equipmentPatched, equipmentPatched,
explorationAreasAdded, explorationAreasAdded,
goddessAchievementsAdded,
goddessBossesAdded,
goddessDiscipesAdded,
goddessEquipmentAdded,
goddessExplorationAreasAdded,
goddessQuestsAdded,
goddessUpgradesAdded,
goddessZonesAdded,
questRewardsPatched, questRewardsPatched,
questsAdded, questsAdded,
questsPatched, questsPatched,
+180
View File
@@ -0,0 +1,180 @@
/**
* @file Enlightenment routes handling enlightenment resets and stardust upgrade purchases.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines-per-function -- Route handlers require many steps */
/* eslint-disable max-statements -- Route handlers require many statements */
/* eslint-disable stylistic/max-len -- Route logic requires long lines */
import { Hono } from "hono";
import { defaultEnlightenmentUpgrades } from "../data/goddessEnlightenmentUpgrades.js";
import { prisma } from "../db/client.js";
import { authMiddleware } from "../middleware/auth.js";
import {
buildPostEnlightenmentState,
computeEnlightenmentMultipliers,
isEligibleForEnlightenment,
} from "../services/enlightenment.js";
import { logger } from "../services/logger.js";
import type { HonoEnvironment } from "../types/hono.js";
import type {
BuyEnlightenmentUpgradeRequest,
EnlightenmentResponse,
GameState,
} from "@elysium/types";
const enlightenmentRouter = new Hono<HonoEnvironment>();
enlightenmentRouter.use("*", authMiddleware);
enlightenmentRouter.post("/", async(context) => {
try {
const discordId = context.get("discordId");
const record = await prisma.gameState.findUnique({ where: { discordId } });
if (!record) {
return context.json({ error: "No save found" }, 404);
}
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma returns JsonValue */
const state = record.state as unknown as GameState;
if (!state.goddess) {
return context.json({ error: "Goddess realm not unlocked" }, 400);
}
if (!isEligibleForEnlightenment(state)) {
return context.json(
{
error: "Not eligible for enlightenment — defeat the Divine Heart Sovereign first",
},
400,
);
}
const { stardustEarned, updatedGoddess } = buildPostEnlightenmentState(state);
const updatedEnlightenmentCount = updatedGoddess.enlightenment.count;
const updatedState: GameState = {
...state,
goddess: updatedGoddess,
resources: {
...state.resources,
prayers: 0,
},
};
const now = Date.now();
await prisma.gameState.update({
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
data: { state: updatedState as object, updatedAt: now },
where: { discordId },
});
void logger.metric("enlightenment", 1, { discordId, updatedEnlightenmentCount });
const response: EnlightenmentResponse = {
// eslint-disable-next-line unicorn/no-keyword-prefix -- API response field name required by client
newEnlightenmentCount: updatedEnlightenmentCount,
stardustEarned: stardustEarned,
};
return context.json(response);
} catch (error) {
void logger.error(
"enlightenment",
error instanceof Error
? error
: new Error(String(error)),
);
return context.json({ error: "Internal server error" }, 500);
}
});
enlightenmentRouter.post("/buy-upgrade", async(context) => {
try {
const discordId = context.get("discordId");
const body = await context.req.json<BuyEnlightenmentUpgradeRequest>();
const { upgradeId } = body;
// eslint-disable-next-line @typescript-eslint/strict-boolean-expressions -- Runtime body validation
if (!upgradeId) {
return context.json({ error: "upgradeId is required" }, 400);
}
const upgrade = defaultEnlightenmentUpgrades.find((enlightenmentUpgrade) => {
return enlightenmentUpgrade.id === upgradeId;
});
if (!upgrade) {
return context.json({ error: "Unknown enlightenment upgrade" }, 404);
}
const record = await prisma.gameState.findUnique({ where: { discordId } });
if (!record) {
return context.json({ error: "No save found" }, 404);
}
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma returns JsonValue */
const state = record.state as unknown as GameState;
if (!state.goddess) {
return context.json({ error: "Goddess realm not unlocked" }, 400);
}
const { purchasedUpgradeIds, stardust } = state.goddess.enlightenment;
if (purchasedUpgradeIds.includes(upgradeId)) {
return context.json({ error: "Upgrade already purchased" }, 400);
}
if (stardust < upgrade.cost) {
return context.json({ error: "Not enough stardust" }, 400);
}
const updatedStardust = stardust - upgrade.cost;
const updatedPurchasedIds = [ ...purchasedUpgradeIds, upgradeId ];
const updatedMultipliers = computeEnlightenmentMultipliers(updatedPurchasedIds);
const updatedState: GameState = {
...state,
goddess: {
...state.goddess,
enlightenment: {
...state.goddess.enlightenment,
purchasedUpgradeIds: updatedPurchasedIds,
stardust: updatedStardust,
...updatedMultipliers,
},
},
};
await prisma.gameState.update({
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
data: { state: updatedState as object, updatedAt: Date.now() },
where: { discordId },
});
void logger.metric("enlightenment_upgrade_purchased", 1, { discordId, upgradeId });
return context.json({
purchasedUpgradeIds: updatedPurchasedIds,
stardustRemaining: updatedStardust,
...updatedMultipliers,
});
} catch (error) {
void logger.error(
"enlightenment_buy_upgrade",
error instanceof Error
? error
: new Error(String(error)),
);
return context.json({ error: "Internal server error" }, 500);
}
});
export { enlightenmentRouter };
+209 -1
View File
@@ -681,6 +681,211 @@ const validateAndSanitize = (
storySpread = { story: previous.story }; storySpread = { story: previous.story };
} }
/*
* Merge daily challenge progress: take the maximum progress for each
* challenge so a stale auto-save arriving after a craft/boss/etc. update
* cannot silently roll back server-side challenge completions.
*/
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 35 -- @preserve */
let dailyChallengesSpread: object = {};
// eslint-disable-next-line stylistic/max-len -- Long condition; splitting would reduce readability
if (incoming.dailyChallenges !== undefined && previous.dailyChallenges !== undefined) {
const previousChallengeMap = new Map(
previous.dailyChallenges.challenges.map((challenge) => {
return [ challenge.id, challenge ];
}),
);
// eslint-disable-next-line stylistic/max-len -- Long chain; splitting would reduce readability
const mergedChallenges = incoming.dailyChallenges.challenges.map((challenge) => {
const serverChallenge = previousChallengeMap.get(challenge.id);
if (serverChallenge === undefined) {
return challenge;
}
// eslint-disable-next-line stylistic/max-len -- Long expression; splitting would reduce readability
const bestProgress = Math.max(challenge.progress, serverChallenge.progress);
return {
...challenge,
completed: bestProgress >= challenge.target,
progress: bestProgress,
};
});
dailyChallengesSpread = {
dailyChallenges: {
...incoming.dailyChallenges,
challenges: mergedChallenges,
},
};
} else if (previous.dailyChallenges !== undefined) {
dailyChallengesSpread = { dailyChallenges: previous.dailyChallenges };
}
/*
* Goddess state: preserve server-only currencies (divinity, stardust, prayers) at
* previous values, and apply the same forward-only rules to bosses/quests/achievements
* and exploration materials that the mortal realm uses.
* Prayers income will be computed and allowed to grow once Chunk 7 adds goddess tick logic.
*/
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 145 -- @preserve */
let goddessSpread: object = {};
const previousGoddess = previous.goddess;
const incomingGoddess = incoming.goddess;
if (!incomingGoddess && previousGoddess) {
goddessSpread = { goddess: previousGoddess };
} else if (incomingGoddess) {
const goddessBosses = incomingGoddess.bosses.map((boss) => {
const matchingBoss = previousGoddess?.bosses.find((storedBoss) => {
return storedBoss.id === boss.id;
});
if (!matchingBoss) {
return boss;
}
if (matchingBoss.status === "defeated" && boss.status !== "defeated") {
return { ...boss, currentHp: 0, status: "defeated" as const };
}
return boss;
});
const goddessQuests = incomingGoddess.quests.map((quest) => {
const matchingQuest = previousGoddess?.quests.find((storedQuest) => {
return storedQuest.id === quest.id;
});
if (!matchingQuest) {
return quest;
}
// eslint-disable-next-line stylistic/max-len -- Long condition; splitting would reduce readability
if (matchingQuest.status === "completed" && quest.status !== "completed") {
return { ...matchingQuest };
}
return quest;
});
// eslint-disable-next-line stylistic/max-len -- Long variable name; splitting would reduce readability
const goddessAchievements = incomingGoddess.achievements.map((achievement) => {
const matchingAchievement = previousGoddess?.achievements.find(
(storedAchievement) => {
return storedAchievement.id === achievement.id;
},
);
if (!matchingAchievement) {
return achievement;
}
const wasUnlocked = matchingAchievement.unlockedAt !== null;
const isNowNull = achievement.unlockedAt === null;
if (wasUnlocked && isNowNull) {
return { ...achievement, unlockedAt: matchingAchievement.unlockedAt };
}
const isFuture
= achievement.unlockedAt !== null && achievement.unlockedAt > now;
if (isFuture) {
const safeUnlockedAt = matchingAchievement.unlockedAt ?? null;
return { ...achievement, unlockedAt: safeUnlockedAt };
}
return achievement;
});
const previousGoddessExploration = previousGoddess?.exploration;
let goddessExploration = incomingGoddess.exploration;
if (previousGoddessExploration) {
const previousMaterialMap = new Map(
previousGoddessExploration.materials.map((mat) => {
return [ mat.materialId, mat.quantity ] as const;
}),
);
// eslint-disable-next-line stylistic/max-len -- Long variable name; splitting would reduce readability
const materials = incomingGoddess.exploration.materials.map((material) => {
const previousQuantity
= previousMaterialMap.get(material.materialId) ?? 0;
return {
...material,
quantity: Math.min(material.quantity, previousQuantity),
};
});
const goddessRecipeIds = [
...new Set([
...previousGoddessExploration.craftedRecipeIds,
...incomingGoddess.exploration.craftedRecipeIds,
]),
];
goddessExploration = {
...incomingGoddess.exploration,
// eslint-disable-next-line stylistic/max-len -- Long field name; splitting would reduce readability
craftedCombatMultiplier: previousGoddessExploration.craftedCombatMultiplier,
// eslint-disable-next-line stylistic/max-len -- Long field name; splitting would reduce readability
craftedDivinityMultiplier: previousGoddessExploration.craftedDivinityMultiplier,
// eslint-disable-next-line stylistic/max-len -- Long field name; splitting would reduce readability
craftedPrayersMultiplier: previousGoddessExploration.craftedPrayersMultiplier,
craftedRecipeIds: goddessRecipeIds,
materials: materials,
};
}
const consecration = previousGoddess
? {
...incomingGoddess.consecration,
count: Math.min(
incomingGoddess.consecration.count,
previousGoddess.consecration.count,
),
divinity: Math.min(
incomingGoddess.consecration.divinity,
previousGoddess.consecration.divinity,
),
productionMultiplier: previousGoddess.consecration.productionMultiplier,
}
: incomingGoddess.consecration;
const enlightenment = previousGoddess
? {
...incomingGoddess.enlightenment,
count: Math.min(
incomingGoddess.enlightenment.count,
previousGoddess.enlightenment.count,
),
stardust: Math.min(
incomingGoddess.enlightenment.stardust,
previousGoddess.enlightenment.stardust,
),
stardustCombatMultiplier:
previousGoddess.enlightenment.stardustCombatMultiplier,
stardustConsecrationDivinityMultiplier:
previousGoddess.enlightenment.stardustConsecrationDivinityMultiplier,
stardustConsecrationThresholdMultiplier:
previousGoddess.enlightenment.stardustConsecrationThresholdMultiplier,
stardustMetaMultiplier:
previousGoddess.enlightenment.stardustMetaMultiplier,
stardustPrayersMultiplier:
previousGoddess.enlightenment.stardustPrayersMultiplier,
}
: incomingGoddess.enlightenment;
goddessSpread = {
goddess: {
...incomingGoddess,
achievements: goddessAchievements,
bosses: goddessBosses,
consecration: consecration,
enlightenment: enlightenment,
exploration: goddessExploration,
lifetimeBossesDefeated: Math.min(
incomingGoddess.lifetimeBossesDefeated,
previousGoddess?.lifetimeBossesDefeated ?? 0,
),
lifetimePrayersEarned: Math.min(
incomingGoddess.lifetimePrayersEarned,
previousGoddess?.lifetimePrayersEarned ?? 0,
),
lifetimeQuestsCompleted: Math.min(
incomingGoddess.lifetimeQuestsCompleted,
previousGoddess?.lifetimeQuestsCompleted ?? 0,
),
quests: goddessQuests,
totalPrayersEarned: Math.min(
incomingGoddess.totalPrayersEarned,
previousGoddess?.totalPrayersEarned ?? 0,
),
},
};
}
return { return {
...incoming, ...incoming,
achievements, achievements,
@@ -693,6 +898,8 @@ const validateAndSanitize = (
...apotheosisSpread, ...apotheosisSpread,
...explorationSpread, ...explorationSpread,
...storySpread, ...storySpread,
...dailyChallengesSpread,
...goddessSpread,
}; };
}; };
@@ -1024,7 +1231,8 @@ gameRouter.post("/save", async(context) => {
const companionUnlocks = computeUnlockedCompanionIds({ const companionUnlocks = computeUnlockedCompanionIds({
apotheosisCount: stateToSave.apotheosis?.count ?? 0, apotheosisCount: stateToSave.apotheosis?.count ?? 0,
lifetimeBossesDefeated: playerRecord?.lifetimeBossesDefeated ?? 0, lifetimeBossesDefeated: playerRecord?.lifetimeBossesDefeated ?? 0,
lifetimeGoldEarned: playerRecord?.lifetimeGoldEarned ?? 0, // eslint-disable-next-line stylistic/max-len -- Long property; splitting would reduce readability
lifetimeGoldEarned: (playerRecord?.lifetimeGoldEarned ?? 0) + stateToSave.player.totalGoldEarned,
lifetimeQuestsCompleted: playerRecord?.lifetimeQuestsCompleted ?? 0, lifetimeQuestsCompleted: playerRecord?.lifetimeQuestsCompleted ?? 0,
prestigeCount: stateToSave.prestige.count, prestigeCount: stateToSave.prestige.count,
transcendenceCount: stateToSave.transcendence?.count ?? 0, transcendenceCount: stateToSave.transcendence?.count ?? 0,
+415
View File
@@ -0,0 +1,415 @@
/**
* @file Goddess boss challenge route handling divine combat mechanics.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines-per-function -- Boss handler requires many steps */
/* eslint-disable max-statements -- Boss handler requires many statements */
/* eslint-disable complexity -- Boss handler has inherent complexity */
/* eslint-disable stylistic/max-len -- Long lines in combat logic */
/* eslint-disable max-lines -- Boss route with full combat logic and helpers exceeds line limit */
import { createHmac } from "node:crypto";
import {
computeGoddessSetBonuses,
type GameState,
type GoddessBossChallengeResponse,
} from "@elysium/types";
import { Hono } from "hono";
import { defaultGoddessBosses } from "../data/goddessBosses.js";
import { defaultGoddessEquipmentSets } from "../data/goddessEquipmentSets.js";
import { defaultGoddessExplorationAreas } from "../data/goddessExplorations.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");
};
const goddessBossRouter = new Hono<HonoEnvironment>();
goddessBossRouter.use("*", authMiddleware);
const calculateDiscipleStats = (
goddess: NonNullable<GameState["goddess"]>,
): { partyDPS: number; partyMaxHp: number } => {
let globalMultiplier = 1;
for (const upgrade of goddess.upgrades) {
if (upgrade.purchased && upgrade.target === "global") {
globalMultiplier = globalMultiplier * upgrade.multiplier;
}
}
// Apply consecration production multiplier as a combat boost
const consecrationCombatMultiplier
= goddess.consecration.divinityCombatMultiplier ?? 1;
const { stardustCombatMultiplier } = goddess.enlightenment;
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 7 -- @preserve */
const equipmentCombatMultiplier = goddess.equipment.
filter((item) => {
return item.equipped && item.bonus.combatMultiplier !== undefined;
}).
reduce((mult, item) => {
return mult * (item.bonus.combatMultiplier ?? 1);
}, 1);
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 7 -- @preserve */
const equippedItemIds = goddess.equipment.
filter((item) => {
return item.equipped;
}).
map((item) => {
return item.id;
});
const { combatMultiplier: setCombatMultiplier } = computeGoddessSetBonuses(
equippedItemIds,
defaultGoddessEquipmentSets,
);
let partyDPS = 0;
let partyMaxHp = 0;
for (const disciple of goddess.disciples) {
if (disciple.count === 0) {
continue;
}
let discipleMultiplier = 1;
for (const upgrade of goddess.upgrades) {
if (
upgrade.purchased
&& upgrade.target === "disciple"
&& upgrade.discipleId === disciple.id
) {
discipleMultiplier = discipleMultiplier * upgrade.multiplier;
}
}
const discipleContribution
= disciple.combatPower
* disciple.count
* discipleMultiplier
* globalMultiplier;
partyDPS = partyDPS + discipleContribution;
const discipleHp = disciple.level * 50 * disciple.count;
partyMaxHp = partyMaxHp + discipleHp;
}
const { craftedCombatMultiplier } = goddess.exploration;
partyDPS = partyDPS
* equipmentCombatMultiplier
* setCombatMultiplier
* consecrationCombatMultiplier
* stardustCombatMultiplier
* craftedCombatMultiplier;
return { partyDPS, partyMaxHp };
};
goddessBossRouter.post("/challenge", async(context) => {
try {
const discordId = context.get("discordId");
const body = await context.req.json<{ bossId: string }>();
// eslint-disable-next-line @typescript-eslint/strict-boolean-expressions -- Runtime body validation
if (!body.bossId) {
return context.json({ error: "Invalid request body" }, 400);
}
const record = await prisma.gameState.findUnique({ where: { discordId } });
if (!record) {
return context.json({ error: "No save found" }, 404);
}
const rawState: unknown = record.state;
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma returns JsonValue; cast to GameState */
const state = rawState as GameState;
if (!state.goddess) {
return context.json({ error: "Goddess realm not unlocked" }, 400);
}
const { goddess } = state;
const boss = goddess.bosses.find((b) => {
return b.id === body.bossId;
});
if (!boss) {
return context.json({ error: "Boss not found" }, 404);
}
if (boss.status !== "available" && boss.status !== "in_progress") {
return context.json({ error: "Boss is not currently available" }, 400);
}
if (boss.consecrationRequirement > goddess.consecration.count) {
return context.json({ error: "Consecration requirement not met" }, 403);
}
const { partyDPS, partyMaxHp } = calculateDiscipleStats(goddess);
if (
partyDPS === 0
|| partyMaxHp === 0
|| !Number.isFinite(partyDPS)
|| !Number.isFinite(partyMaxHp)
) {
return context.json(
{ error: "Your disciples have no combat power" },
400,
);
}
const bossHpBefore = boss.currentHp;
const bossDPS = boss.damagePerSecond;
const timeToKillBoss = bossHpBefore / partyDPS;
const timeToKillParty = partyMaxHp / bossDPS;
const won = timeToKillBoss <= timeToKillParty;
// eslint-disable-next-line @typescript-eslint/init-declarations -- Conditionally assigned in if/else branches
let partyHpRemaining: number;
// eslint-disable-next-line @typescript-eslint/init-declarations -- Conditionally assigned in if/else branches
let bossHpAtBattleEnd: number;
// eslint-disable-next-line @typescript-eslint/init-declarations -- Conditionally assigned in if/else branches
let bossUpdatedHp: number;
// eslint-disable-next-line @typescript-eslint/init-declarations -- Conditionally assigned based on win/loss
let rewards: GoddessBossChallengeResponse["rewards"];
// eslint-disable-next-line @typescript-eslint/init-declarations -- Conditionally assigned based on win/loss
let casualties: GoddessBossChallengeResponse["casualties"];
if (won) {
bossHpAtBattleEnd = 0;
bossUpdatedHp = 0;
const bossDamageDealt = bossDPS * timeToKillBoss;
partyHpRemaining = Math.max(0, partyMaxHp - bossDamageDealt);
boss.status = "defeated";
boss.currentHp = 0;
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 2 -- @preserve */
// eslint-disable-next-line unicorn/consistent-destructuring -- mutation requires direct property access on state.resources
state.resources.prayers = (state.resources.prayers ?? 0) + boss.prayersReward;
goddess.totalPrayersEarned
= goddess.totalPrayersEarned + boss.prayersReward;
goddess.lifetimePrayersEarned
= goddess.lifetimePrayersEarned + boss.prayersReward;
goddess.consecration.divinity
= goddess.consecration.divinity + boss.divinityReward;
goddess.enlightenment.stardust
= goddess.enlightenment.stardust + boss.stardustReward;
goddess.lifetimeBossesDefeated
= goddess.lifetimeBossesDefeated + 1;
for (const upgradeId of boss.upgradeRewards) {
const upgrade = goddess.upgrades.find((u) => {
return u.id === upgradeId;
});
if (upgrade) {
upgrade.unlocked = true;
}
}
// Grant equipment rewards — auto-equip if the slot is currently empty
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 14 -- @preserve */
for (const equipmentId of boss.equipmentRewards) {
const equipment = goddess.equipment.find((item) => {
return item.id === equipmentId;
});
if (equipment) {
equipment.owned = true;
const slotAlreadyEquipped = goddess.equipment.some((item) => {
return item.type === equipment.type && item.equipped;
});
if (!slotAlreadyEquipped) {
equipment.equipped = true;
}
}
}
// Unlock next boss in the same zone
const zoneBosses = goddess.bosses.filter((b) => {
return b.zoneId === boss.zoneId;
});
const zoneIndex = zoneBosses.findIndex((b) => {
return b.id === body.bossId;
});
const [ nextZoneBoss ] = zoneBosses.slice(zoneIndex + 1);
if (
nextZoneBoss
&& nextZoneBoss.consecrationRequirement <= goddess.consecration.count
) {
const nextBossInState = goddess.bosses.find((b) => {
return b.id === nextZoneBoss.id;
});
if (nextBossInState) {
nextBossInState.status = "available";
}
}
// Unlock zones whose conditions are now both satisfied
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next -- @preserve */
for (const zone of goddess.zones) {
if (zone.status === "unlocked") {
continue;
}
if (zone.unlockBossId !== body.bossId) {
continue;
}
const questSatisfied
= zone.unlockQuestId === null
|| goddess.quests.some((q) => {
return q.id === zone.unlockQuestId && q.status === "completed";
});
if (!questSatisfied) {
continue;
}
zone.status = "unlocked";
// Unlock exploration areas for the newly unlocked zone
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 9 -- @preserve */
for (const area of goddess.exploration.areas) {
const areaDefinition = defaultGoddessExplorationAreas.find((explorationArea) => {
return explorationArea.id === area.id;
});
if (areaDefinition?.zoneId === zone.id && area.status === "locked") {
area.status = "available";
}
}
const updatedZoneBosses = goddess.bosses.filter((b) => {
return b.zoneId === zone.id;
});
const [ firstUpdatedBoss ] = updatedZoneBosses;
if (
firstUpdatedBoss
&& firstUpdatedBoss.consecrationRequirement <= goddess.consecration.count
) {
firstUpdatedBoss.status = "available";
}
}
// First-kill divinity bounty — only awarded once
const staticBoss = defaultGoddessBosses.find((b) => {
return b.id === body.bossId;
});
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 7 -- @preserve */
const bountyDivinity
= boss.bountyDivinityClaimed === true
? 0
: staticBoss?.bountyDivinity ?? 0;
if (bountyDivinity > 0) {
boss.bountyDivinityClaimed = true;
}
goddess.consecration.divinity
= goddess.consecration.divinity + bountyDivinity;
rewards = {
bountyDivinity: bountyDivinity,
divinity: boss.divinityReward,
equipmentIds: boss.equipmentRewards,
prayers: boss.prayersReward,
stardust: boss.stardustReward,
upgradeIds: boss.upgradeRewards,
};
} else {
const partyDamageDealt = partyDPS * timeToKillParty;
bossHpAtBattleEnd = Math.max(0, bossHpBefore - partyDamageDealt);
bossUpdatedHp = boss.maxHp;
partyHpRemaining = 0;
boss.status = "available";
boss.currentHp = boss.maxHp;
const victoryProgress = Math.min(1, timeToKillParty / timeToKillBoss);
const casualtyFraction = (1 - victoryProgress) * 0.6;
casualties = [];
for (const disciple of goddess.disciples) {
if (disciple.count === 0) {
continue;
}
const killed = Math.floor(disciple.count * casualtyFraction);
if (killed > 0) {
disciple.count = Math.max(1, disciple.count - killed);
casualties.push({ discipleId: disciple.id, killed: killed });
}
}
}
const now = Date.now();
await prisma.gameState.update({
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
data: { state: state as object, updatedAt: now },
where: { discordId },
});
const secret = process.env.ANTI_CHEAT_SECRET;
const updatedSignature = secret === undefined
? undefined
: computeHmac(JSON.stringify(state), secret);
const { bossId } = body;
void logger.metric("goddess_boss_challenge", 1, { bossId, discordId, won });
const bossMaxHp = boss.maxHp;
const bossNewHp = bossUpdatedHp;
const response: GoddessBossChallengeResponse = {
bossDPS,
bossHpAtBattleEnd,
bossHpBefore,
bossMaxHp,
bossNewHp,
partyDPS,
partyHpRemaining,
partyMaxHp,
won,
};
if (rewards !== undefined) {
response.rewards = rewards;
}
if (casualties !== undefined) {
response.casualties = casualties;
}
if (updatedSignature !== undefined) {
response.signature = updatedSignature;
}
return context.json(response);
} catch (error) {
void logger.error(
"goddess_boss_challenge",
error instanceof Error
? error
: new Error(String(error)),
);
return context.json({ error: "Internal server error" }, 500);
}
});
export { goddessBossRouter };
+173
View File
@@ -0,0 +1,173 @@
/**
* @file Goddess crafting route handling divine recipe crafting.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines-per-function -- Route handler requires many steps */
/* eslint-disable max-statements -- Route handler requires many statements */
/* eslint-disable complexity -- Route handler has inherent complexity */
/* eslint-disable stylistic/max-len -- Route logic requires long lines */
import { Hono } from "hono";
import { defaultGoddessCraftingRecipes } from "../data/goddessCrafting.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";
import type {
GoddessCraftRequest,
GoddessCraftResponse,
GameState,
} from "@elysium/types";
const goddessCraftRouter = new Hono<HonoEnvironment>();
goddessCraftRouter.use("*", authMiddleware);
const recomputeGoddessCraftedMultipliers = (
craftedRecipeIds: Array<string>,
): {
craftedPrayersMultiplier: number;
craftedDivinityMultiplier: number;
craftedCombatMultiplier: number;
} => {
return {
craftedCombatMultiplier: defaultGoddessCraftingRecipes.filter((recipe) => {
return craftedRecipeIds.includes(recipe.id) && recipe.bonus.type === "combat_power";
}).reduce((mult, recipe) => {
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next -- @preserve */
return mult * recipe.bonus.value;
}, 1),
craftedDivinityMultiplier: defaultGoddessCraftingRecipes.filter((recipe) => {
return craftedRecipeIds.includes(recipe.id) && recipe.bonus.type === "essence_income";
}).reduce((mult, recipe) => {
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next -- @preserve */
return mult * recipe.bonus.value;
}, 1),
craftedPrayersMultiplier: defaultGoddessCraftingRecipes.filter((recipe) => {
return craftedRecipeIds.includes(recipe.id) && recipe.bonus.type === "gold_income";
}).reduce((mult, recipe) => {
return mult * recipe.bonus.value;
}, 1),
};
};
goddessCraftRouter.post("/", async(context) => {
try {
const discordId = context.get("discordId");
const body = await context.req.json<GoddessCraftRequest>();
const { recipeId } = body;
// eslint-disable-next-line @typescript-eslint/strict-boolean-expressions -- Runtime body validation
if (!recipeId) {
return context.json({ error: "recipeId is required" }, 400);
}
const recipe = defaultGoddessCraftingRecipes.find((r) => {
return r.id === recipeId;
});
if (!recipe) {
return context.json({ error: "Unknown recipe" }, 404);
}
const record = await prisma.gameState.findUnique({ where: { discordId } });
if (!record) {
return context.json({ error: "No save found" }, 404);
}
const rawState: unknown = record.state;
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma returns JsonValue; cast to GameState */
const state = rawState as GameState;
if (!state.goddess) {
return context.json({ error: "Goddess realm not unlocked" }, 400);
}
if (state.goddess.exploration.craftedRecipeIds.includes(recipeId)) {
return context.json({ error: "Recipe already crafted" }, 400);
}
// Verify the player has all required sacred materials
for (const requirement of recipe.requiredMaterials) {
const material = state.goddess.exploration.materials.find((m) => {
return m.materialId === requirement.materialId;
});
const quantity = material?.quantity ?? 0;
if (quantity < requirement.quantity) {
return context.json(
{
error: `Not enough ${requirement.materialId} (need ${String(requirement.quantity)}, have ${String(quantity)})`,
},
400,
);
}
}
// Deduct sacred materials
for (const requirement of recipe.requiredMaterials) {
const material = state.goddess.exploration.materials.find((m) => {
return m.materialId === requirement.materialId;
});
if (material) {
material.quantity = material.quantity - requirement.quantity;
}
}
// Add recipe and recompute all multipliers from scratch
state.goddess.exploration.craftedRecipeIds.push(recipeId);
const updatedMultipliers = recomputeGoddessCraftedMultipliers(
state.goddess.exploration.craftedRecipeIds,
);
state.goddess.exploration.craftedPrayersMultiplier
= updatedMultipliers.craftedPrayersMultiplier;
state.goddess.exploration.craftedDivinityMultiplier
= updatedMultipliers.craftedDivinityMultiplier;
state.goddess.exploration.craftedCombatMultiplier
= updatedMultipliers.craftedCombatMultiplier;
await prisma.gameState.update({
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
data: { state: state as object, updatedAt: Date.now() },
where: { discordId },
});
void logger.metric("goddess_recipe_crafted", 1, { discordId, recipeId });
const bonusType = recipe.bonus.type;
const bonusValue = recipe.bonus.value;
const { materials } = state.goddess.exploration;
const {
craftedPrayersMultiplier,
craftedDivinityMultiplier,
craftedCombatMultiplier,
} = updatedMultipliers;
const response: GoddessCraftResponse = {
bonusType,
bonusValue,
craftedCombatMultiplier,
craftedDivinityMultiplier,
craftedPrayersMultiplier,
materials,
recipeId,
};
return context.json(response);
} catch (error) {
void logger.error(
"goddess_craft",
error instanceof Error
? error
: new Error(String(error)),
);
return context.json({ error: "Internal server error" }, 500);
}
});
export { goddessCraftRouter };
+418
View File
@@ -0,0 +1,418 @@
/**
* @file Goddess exploration routes handling divine area exploration mechanics.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines-per-function -- Route handlers require many steps */
/* eslint-disable max-statements -- Route handlers require many statements */
/* eslint-disable complexity -- Route handlers have inherent complexity */
/* eslint-disable max-lines -- Route file requires multiple handlers */
/* eslint-disable stylistic/max-len -- Route logic requires long lines */
import { Hono } from "hono";
import { defaultGoddessExplorationAreas } from "../data/goddessExplorations.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";
import type {
GoddessExploreClaimableResponse,
GoddessExploreCollectEventResult,
GoddessExploreCollectRequest,
GoddessExploreCollectResponse,
GoddessExploreStartRequest,
GoddessExploreStartResponse,
GameState,
} from "@elysium/types";
const goddessExploreRouter = new Hono<HonoEnvironment>();
goddessExploreRouter.use("*", authMiddleware);
const nothingProbability = 0.2;
const nothingMessages = [
"Your disciples searched every corner of the divine realm but found nothing of value.",
"The sacred area yielded nothing remarkable this time.",
"Your disciples returned empty-handed from the divine realm.",
"A wasted journey — the sacred area proved barren.",
"Nothing to show for the devotion. Perhaps next time.",
];
/**
* Returns a random "nothing found" message.
* @returns A random message string.
*/
const pickNothingMessage = (): string => {
const index = Math.floor(Math.random() * nothingMessages.length);
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next -- @preserve */
return nothingMessages[index] ?? nothingMessages[0] ?? "";
};
goddessExploreRouter.get("/claimable", async(context) => {
try {
const discordId = context.get("discordId");
const areaId = context.req.query("areaId");
// eslint-disable-next-line @typescript-eslint/strict-boolean-expressions -- Runtime query validation
if (!areaId) {
return context.json({ error: "areaId is required" }, 400);
}
const explorationArea = defaultGoddessExplorationAreas.find((a) => {
return a.id === areaId;
});
if (!explorationArea) {
return context.json({ error: "Unknown exploration area" }, 404);
}
const record = await prisma.gameState.findUnique({ where: { discordId } });
if (!record) {
return context.json({ error: "No save found" }, 404);
}
const rawState: unknown = record.state;
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma returns JsonValue; cast to GameState */
const state = rawState as GameState;
if (!state.goddess) {
const response: GoddessExploreClaimableResponse = { claimable: false };
return context.json(response);
}
const area = state.goddess.exploration.areas.find((a) => {
return a.id === areaId;
});
if (!area || area.status !== "in_progress") {
const response: GoddessExploreClaimableResponse = { claimable: false };
return context.json(response);
}
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next -- @preserve */
const startedAt = area.startedAt ?? 0;
const durationMs = explorationArea.durationSeconds * 1000;
const expiresAt = startedAt + durationMs;
const claimable = Date.now() >= expiresAt;
const response: GoddessExploreClaimableResponse = { claimable };
return context.json(response);
} catch (error) {
void logger.error(
"goddess_explore_claimable",
error instanceof Error
? error
: new Error(String(error)),
);
return context.json({ error: "Internal server error" }, 500);
}
});
goddessExploreRouter.post("/start", async(context) => {
try {
const discordId = context.get("discordId");
const body = await context.req.json<GoddessExploreStartRequest>();
const { areaId } = body;
// eslint-disable-next-line @typescript-eslint/strict-boolean-expressions -- Runtime body validation
if (!areaId) {
return context.json({ error: "areaId is required" }, 400);
}
const explorationArea = defaultGoddessExplorationAreas.find((a) => {
return a.id === areaId;
});
if (!explorationArea) {
return context.json({ error: "Unknown exploration area" }, 404);
}
const record = await prisma.gameState.findUnique({ where: { discordId } });
if (!record) {
return context.json({ error: "No save found" }, 404);
}
const rawState: unknown = record.state;
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma returns JsonValue; cast to GameState */
const state = rawState as GameState;
if (!state.goddess) {
return context.json({ error: "Goddess realm not unlocked" }, 400);
}
const zone = state.goddess.zones.find((z) => {
return z.id === explorationArea.zoneId;
});
if (!zone || zone.status !== "unlocked") {
return context.json({ error: "Zone is not unlocked" }, 400);
}
const area = state.goddess.exploration.areas.find((a) => {
return a.id === areaId;
});
if (!area) {
return context.json(
{ error: "Exploration area not found in state" },
404,
);
}
const anyInProgress = state.goddess.exploration.areas.some((a) => {
return a.status === "in_progress";
});
if (anyInProgress) {
return context.json(
{ error: "An exploration is already in progress" },
400,
);
}
if (area.status === "locked") {
return context.json({ error: "Exploration area is locked" }, 400);
}
const now = Date.now();
// eslint-disable-next-line stylistic/no-mixed-operators -- duration * 1000 is clear
const endsAt = now + explorationArea.durationSeconds * 1000;
area.status = "in_progress";
area.startedAt = now;
area.endsAt = endsAt;
await prisma.gameState.update({
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
data: { state: state as object, updatedAt: now },
where: { discordId },
});
const response: GoddessExploreStartResponse = {
areaId,
endsAt,
};
return context.json(response);
} catch (error) {
void logger.error(
"goddess_explore_start",
error instanceof Error
? error
: new Error(String(error)),
);
return context.json({ error: "Internal server error" }, 500);
}
});
goddessExploreRouter.post("/collect", async(context) => {
try {
const discordId = context.get("discordId");
const body = await context.req.json<GoddessExploreCollectRequest>();
const { areaId } = body;
// eslint-disable-next-line @typescript-eslint/strict-boolean-expressions -- Runtime body validation
if (!areaId) {
return context.json({ error: "areaId is required" }, 400);
}
const explorationArea = defaultGoddessExplorationAreas.find((a) => {
return a.id === areaId;
});
if (!explorationArea) {
return context.json({ error: "Unknown exploration area" }, 404);
}
const record = await prisma.gameState.findUnique({ where: { discordId } });
if (!record) {
return context.json({ error: "No save found" }, 404);
}
const rawState: unknown = record.state;
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma returns JsonValue; cast to GameState */
const state = rawState as GameState;
if (!state.goddess) {
return context.json({ error: "Goddess realm not unlocked" }, 400);
}
const area = state.goddess.exploration.areas.find((a) => {
return a.id === areaId;
});
if (!area) {
return context.json({ error: "Exploration area not found" }, 404);
}
if (area.status !== "in_progress") {
return context.json({ error: "Exploration is not in progress" }, 400);
}
const now = Date.now();
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next -- @preserve */
const startedAt = area.startedAt ?? 0;
const durationMs = explorationArea.durationSeconds * 1000;
const expiresAt = startedAt + durationMs;
if (now < expiresAt) {
return context.json({ error: "Exploration is not yet complete" }, 400);
}
area.status = "available";
area.completedOnce = true;
// 20% chance of finding nothing
if (Math.random() < nothingProbability) {
await prisma.gameState.update({
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
data: { state: state as object, updatedAt: now },
where: { discordId },
});
const response: GoddessExploreCollectResponse = {
event: null,
foundNothing: true,
materialsFound: [],
nothingMessage: pickNothingMessage(),
};
return context.json(response);
}
// Pick a random event
const eventIndex = Math.floor(
Math.random() * explorationArea.events.length,
);
const event = explorationArea.events[eventIndex];
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 3 -- @preserve */
if (!event) {
return context.json({ error: "No events available" }, 500);
}
// Apply event effects and build the result summary
let prayersChange = 0;
let materialGained: { materialId: string; quantity: number } | null = null;
if (event.effect.type === "prayers_gain") {
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 2 -- @preserve */
const amount = event.effect.amount ?? 0;
state.resources.prayers = (state.resources.prayers ?? 0) + amount;
state.goddess.totalPrayersEarned = state.goddess.totalPrayersEarned + amount;
prayersChange = amount;
} else if (event.effect.type === "prayers_loss") {
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 2 -- @preserve */
const amount = Math.min(state.resources.prayers ?? 0, event.effect.amount ?? 0);
state.resources.prayers = (state.resources.prayers ?? 0) - amount;
prayersChange = -amount;
} else if (event.effect.type === "divinity_gain") {
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next -- @preserve */
const amount = event.effect.amount ?? 0;
state.goddess.consecration.divinity = state.goddess.consecration.divinity + amount;
} else if (event.effect.type === "sacred_material_gain") {
const { materialId } = event.effect;
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next -- @preserve */
const quantity = event.effect.quantity ?? 1;
if (materialId !== undefined && materialId !== "") {
const existing = state.goddess.exploration.materials.find((m) => {
return m.materialId === materialId;
});
if (existing) {
existing.quantity = existing.quantity + quantity;
} else {
state.goddess.exploration.materials.push({ materialId, quantity });
}
materialGained = { materialId, quantity };
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 13 -- @preserve */
}
} else if (event.effect.type === "disciple_loss") { // eslint-disable-line @typescript-eslint/no-unnecessary-condition -- exhausted all other union members above
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 7 -- @preserve */
const fraction = event.effect.fraction ?? 0.05;
for (const disciple of state.goddess.disciples) {
const lost = Math.floor(disciple.count * fraction);
if (lost > 0) {
disciple.count = Math.max(0, disciple.count - lost);
}
}
}
let discipleLostCount = 0;
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 8 -- @preserve */
if (event.effect.type === "disciple_loss") {
const fraction = event.effect.fraction ?? 0.05;
for (const disciple of state.goddess.disciples) {
const lost = Math.floor(disciple.count * fraction);
discipleLostCount = discipleLostCount + lost;
}
}
const eventResult: GoddessExploreCollectEventResult = {
discipleLostCount: discipleLostCount,
materialGained: materialGained,
prayersChange: prayersChange,
text: event.text,
};
// Roll for sacred material drops from possibleMaterials (weighted random selection)
const materialsFound: Array<{ materialId: string; quantity: number }> = [];
if (explorationArea.possibleMaterials.length > 0) {
let totalWeight = 0;
for (const materialDrop of explorationArea.possibleMaterials) {
totalWeight = totalWeight + materialDrop.weight;
}
let roll = Math.random() * totalWeight;
for (const possible of explorationArea.possibleMaterials) {
roll = roll - possible.weight;
if (roll <= 0) {
const maxMinDiff = possible.maxQuantity - possible.minQuantity;
const range = maxMinDiff + 1;
const randomOffset = Math.floor(Math.random() * range);
const quantity = randomOffset + possible.minQuantity;
const { materialId } = possible;
const existing = state.goddess.exploration.materials.find((m) => {
return m.materialId === materialId;
});
if (existing) {
existing.quantity = existing.quantity + quantity;
} else {
state.goddess.exploration.materials.push({ materialId, quantity });
}
materialsFound.push({ materialId, quantity });
break;
}
}
}
await prisma.gameState.update({
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
data: { state: state as object, updatedAt: now },
where: { discordId },
});
const response: GoddessExploreCollectResponse = {
event: eventResult,
foundNothing: false,
materialsFound: materialsFound,
};
return context.json(response);
} catch (error) {
void logger.error(
"goddess_explore_collect",
error instanceof Error
? error
: new Error(String(error)),
);
return context.json({ error: "Internal server error" }, 500);
}
});
export { goddessExploreRouter };
+125
View File
@@ -0,0 +1,125 @@
/**
* @file Goddess upgrade purchase route.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines-per-function -- Route handler requires many steps */
/* eslint-disable max-statements -- Route handler requires many statements */
/* eslint-disable complexity -- Route handler has inherent complexity */
/* eslint-disable stylistic/max-len -- Route logic requires long lines */
import { Hono } from "hono";
import { defaultGoddessUpgrades } from "../data/goddessUpgrades.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";
import type {
BuyGoddessUpgradeRequest,
BuyGoddessUpgradeResponse,
GameState,
} from "@elysium/types";
const goddessUpgradeRouter = new Hono<HonoEnvironment>();
goddessUpgradeRouter.use("*", authMiddleware);
goddessUpgradeRouter.post("/buy", async(context) => {
try {
const discordId = context.get("discordId");
const body = await context.req.json<BuyGoddessUpgradeRequest>();
const { upgradeId } = body;
// eslint-disable-next-line @typescript-eslint/strict-boolean-expressions -- Runtime body validation
if (!upgradeId) {
return context.json({ error: "upgradeId is required" }, 400);
}
const upgradeTemplate = defaultGoddessUpgrades.find((goddessUpgrade) => {
return goddessUpgrade.id === upgradeId;
});
if (!upgradeTemplate) {
return context.json({ error: "Unknown goddess upgrade" }, 404);
}
const record = await prisma.gameState.findUnique({ where: { discordId } });
if (!record) {
return context.json({ error: "No save found" }, 404);
}
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma returns JsonValue */
const state = record.state as unknown as GameState;
if (!state.goddess) {
return context.json({ error: "Goddess realm not unlocked" }, 400);
}
const upgrade = state.goddess.upgrades.find((u) => {
return u.id === upgradeId;
});
if (!upgrade) {
return context.json({ error: "Upgrade not found in goddess state" }, 404);
}
if (!upgrade.unlocked) {
return context.json({ error: "Upgrade is not yet unlocked" }, 400);
}
if (upgrade.purchased) {
return context.json({ error: "Upgrade already purchased" }, 400);
}
const currentPrayers = state.resources.prayers ?? 0;
const currentDivinity = state.goddess.consecration.divinity;
const currentStardust = state.goddess.enlightenment.stardust;
if (currentPrayers < upgradeTemplate.costPrayers) {
return context.json({ error: "Not enough prayers" }, 400);
}
if (currentDivinity < upgradeTemplate.costDivinity) {
return context.json({ error: "Not enough divinity" }, 400);
}
if (currentStardust < upgradeTemplate.costStardust) {
return context.json({ error: "Not enough stardust" }, 400);
}
upgrade.purchased = true;
const updatedPrayers = currentPrayers - upgradeTemplate.costPrayers;
const updatedDivinity = currentDivinity - upgradeTemplate.costDivinity;
const updatedStardust = currentStardust - upgradeTemplate.costStardust;
state.resources.prayers = updatedPrayers;
state.goddess.consecration.divinity = updatedDivinity;
state.goddess.enlightenment.stardust = updatedStardust;
await prisma.gameState.update({
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
data: { state: state as object, updatedAt: Date.now() },
where: { discordId },
});
void logger.metric("goddess_upgrade_purchased", 1, { discordId, upgradeId });
const response: BuyGoddessUpgradeResponse = {
divinityRemaining: updatedDivinity,
prayersRemaining: updatedPrayers,
stardustRemaining: updatedStardust,
};
return context.json(response);
} catch (error) {
void logger.error(
"goddess_upgrade_buy",
error instanceof Error
? error
: new Error(String(error)),
);
return context.json({ error: "Internal server error" }, 500);
}
});
export { goddessUpgradeRouter };
+11 -1
View File
@@ -4,7 +4,7 @@
* @license Naomi's Public License * @license Naomi's Public License
* @author Naomi Carrigan * @author Naomi Carrigan
*/ */
import { initialGameState } from "../data/initialState.js"; import { initialGameState, initialGoddessState } from "../data/initialState.js";
import { import {
defaultTranscendenceUpgrades, defaultTranscendenceUpgrades,
} from "../data/transcendenceUpgrades.js"; } from "../data/transcendenceUpgrades.js";
@@ -47,6 +47,15 @@ const buildPostApotheosisState = (
const updatedApotheosisData: ApotheosisData = { count: apotheosisCount }; const updatedApotheosisData: ApotheosisData = { count: apotheosisCount };
const freshState = initialGameState(currentState.player, characterName); const freshState = initialGameState(currentState.player, characterName);
// Goddess state: initialised on first apotheosis, preserved on subsequent resets
let goddessSpread: object = {};
if (apotheosisCount === 1) {
goddessSpread = { goddess: initialGoddessState() };
} else if (currentState.goddess !== undefined) {
goddessSpread = { goddess: currentState.goddess };
}
const updatedState: GameState = { const updatedState: GameState = {
...freshState, ...freshState,
lastTickAt: Date.now(), lastTickAt: Date.now(),
@@ -60,6 +69,7 @@ const buildPostApotheosisState = (
...currentState.story ...currentState.story
? { story: currentState.story } ? { story: currentState.story }
: {}, : {},
...goddessSpread,
}; };
return { updatedApotheosisData, updatedState }; return { updatedApotheosisData, updatedState };
+201
View File
@@ -0,0 +1,201 @@
/**
* @file Consecration service handling eligibility checks and post-consecration state building.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines-per-function -- Function requires many steps */
/* eslint-disable stylistic/max-len -- Service logic requires long lines */
import { defaultConsecrationUpgrades } from "../data/goddessConsecrationUpgrades.js";
import { initialGoddessState } from "../data/initialState.js";
import type { ConsecrationData, GameState } from "@elysium/types";
/**
* Base prayers threshold for the first consecration.
*/
const baseConsecrationThreshold = 50_000;
/**
* Divisor used in the divinity yield formula.
*/
const divinityYieldDivisor = 1000;
/**
* Calculates the prayers threshold required for the next consecration.
* Formula: BASE * (count + 1)^2 * thresholdMultiplier.
* @param consecrationCount - The number of consecrations completed so far.
* @param thresholdMultiplier - An optional stardust-upgrade multiplier applied to the threshold.
* @returns The prayers amount required to consecrate.
*/
const calculateConsecrationThreshold = (
consecrationCount: number,
thresholdMultiplier = 1,
): number => {
return (
baseConsecrationThreshold
* Math.pow(consecrationCount + 1, 2)
* thresholdMultiplier
);
};
/**
* Returns true if the player is eligible to consecrate:
* the total prayers earned in the current run must meet the threshold.
* @param state - The current game state.
* @returns Whether the player is eligible for consecration.
*/
const isEligibleForConsecration = (state: GameState): boolean => {
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 3 -- @preserve */
if (state.goddess === undefined) {
return false;
}
const thresholdMultiplier
= state.goddess.enlightenment.stardustConsecrationThresholdMultiplier;
const threshold = calculateConsecrationThreshold(
state.goddess.consecration.count,
thresholdMultiplier,
);
return state.goddess.totalPrayersEarned >= threshold;
};
/**
* Calculates the divinity yield from a consecration.
* Formula: MAX(1, FLOOR(SQRT(totalPrayersEarned / divisor) * divinityMultiplier)).
* @param totalPrayersEarned - Total prayers earned in the current consecration run.
* @param divinityMultiplier - Multiplier from stardust upgrades applied to divinity yield.
* @returns The divinity earned.
*/
const calculateDivinityYield = (
totalPrayersEarned: number,
divinityMultiplier: number,
): number => {
return Math.max(
1,
Math.floor(
Math.sqrt(totalPrayersEarned / divinityYieldDivisor) * divinityMultiplier,
),
);
};
/**
* Computes the consecration production multiplier from the count.
* Each consecration adds 25% to the production multiplier.
* @param count - The number of consecrations completed.
* @returns The computed production multiplier as a number.
*/
const computeConsecrationProductionMultiplier = (count: number): number => {
const bonus = count * 0.25;
return 1 + bonus;
};
const getCategoryMultiplier = (
purchasedUpgradeIds: Array<string>,
category: string,
): number => {
return defaultConsecrationUpgrades.filter((upgrade) => {
return (
upgrade.category === category
&& purchasedUpgradeIds.includes(upgrade.id)
);
}).reduce((mult, upgrade) => {
return mult * upgrade.multiplier;
}, 1);
};
/**
* Computes all three divinity-upgrade multipliers from the purchased upgrade IDs.
* @param purchasedUpgradeIds - The array of purchased consecration upgrade IDs.
* @returns An object containing the three divinity multiplier values.
*/
const computeConsecrationDivinityMultipliers = (
purchasedUpgradeIds: Array<string>,
): Pick<
ConsecrationData,
| "divinityCombatMultiplier"
| "divinityDisciplesMultiplier"
| "divinityPrayersMultiplier"
> => {
return {
divinityCombatMultiplier: getCategoryMultiplier(purchasedUpgradeIds, "combat"),
divinityDisciplesMultiplier: getCategoryMultiplier(purchasedUpgradeIds, "disciples"),
divinityPrayersMultiplier: getCategoryMultiplier(purchasedUpgradeIds, "prayers"),
};
};
/**
* Builds the updated goddess state after a consecration reset.
* Resets the current run (bosses, quests, disciples, upgrades, zones, exploration crafting).
* Preserves: equipment, achievements, consecration data (updated), enlightenment, lifetime stats, sacred materials.
* @param state - The current game state before consecration.
* @returns The divinity earned and the updated goddess state.
*/
const buildPostConsecrationState = (
state: GameState,
): { divinityEarned: number; updatedGoddess: NonNullable<GameState["goddess"]> } => {
// eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Caller must ensure goddess exists
const goddess = state.goddess as NonNullable<GameState["goddess"]>;
const divinityMultiplier
= goddess.enlightenment.stardustConsecrationDivinityMultiplier;
const divinityEarned = calculateDivinityYield(
goddess.totalPrayersEarned,
divinityMultiplier,
);
const updatedCount = goddess.consecration.count + 1;
const updatedDivinity = goddess.consecration.divinity + divinityEarned;
const productionMultiplier = computeConsecrationProductionMultiplier(updatedCount);
const updatedConsecration: ConsecrationData = {
...goddess.consecration,
count: updatedCount,
divinity: updatedDivinity,
lastConsecratedAt: Date.now(),
productionMultiplier: productionMultiplier,
...computeConsecrationDivinityMultipliers(
goddess.consecration.purchasedUpgradeIds,
),
};
const freshGoddess = initialGoddessState();
const updatedGoddess: NonNullable<GameState["goddess"]> = {
...freshGoddess,
achievements: goddess.achievements,
bosses: freshGoddess.bosses.map((b) => {
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 7 -- @preserve */
const existing = goddess.bosses.find((gb) => {
return gb.id === b.id;
});
return {
...b,
bountyDivinityClaimed: existing?.bountyDivinityClaimed ?? false,
};
}),
consecration: updatedConsecration,
enlightenment: goddess.enlightenment,
equipment: goddess.equipment,
exploration: {
...freshGoddess.exploration,
materials: goddess.exploration.materials,
},
lastTickAt: Date.now(),
lifetimeBossesDefeated: goddess.lifetimeBossesDefeated,
lifetimePrayersEarned: goddess.lifetimePrayersEarned + goddess.totalPrayersEarned,
lifetimeQuestsCompleted: goddess.lifetimeQuestsCompleted,
totalPrayersEarned: 0,
};
return { divinityEarned, updatedGoddess };
};
export {
buildPostConsecrationState,
calculateConsecrationThreshold,
calculateDivinityYield,
computeConsecrationDivinityMultipliers,
computeConsecrationProductionMultiplier,
isEligibleForConsecration,
};
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/**
* @file Enlightenment service handling eligibility checks and post-enlightenment state building.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable stylistic/max-len -- Service logic requires long lines */
import { defaultEnlightenmentUpgrades } from "../data/goddessEnlightenmentUpgrades.js";
import { initialGoddessState } from "../data/initialState.js";
import type { EnlightenmentData, GameState } from "@elysium/types";
/**
* ID of the final goddess boss — must be defeated to unlock Enlightenment.
*/
const finalGoddessBossId = "divine_heart_sovereign";
const getCategoryMultiplier = (
purchasedIds: Array<string>,
category: string,
): number => {
return defaultEnlightenmentUpgrades.filter((upgrade) => {
return upgrade.category === category && purchasedIds.includes(upgrade.id);
}).reduce((mult, upgrade) => {
return mult * upgrade.multiplier;
}, 1);
};
/**
* Computes all five stardust multipliers from the purchased enlightenment upgrade IDs.
* @param purchasedUpgradeIds - The array of purchased enlightenment upgrade IDs.
* @returns An object containing all five stardust multiplier values.
*/
const computeEnlightenmentMultipliers = (
purchasedUpgradeIds: Array<string>,
): Omit<EnlightenmentData, "count" | "stardust" | "purchasedUpgradeIds"> => {
return {
stardustCombatMultiplier: getCategoryMultiplier(purchasedUpgradeIds, "combat"),
stardustConsecrationDivinityMultiplier: getCategoryMultiplier(purchasedUpgradeIds, "consecration_divinity"),
stardustConsecrationThresholdMultiplier: getCategoryMultiplier(purchasedUpgradeIds, "consecration_threshold"),
stardustMetaMultiplier: getCategoryMultiplier(purchasedUpgradeIds, "stardust_meta"),
stardustPrayersMultiplier: getCategoryMultiplier(purchasedUpgradeIds, "prayers"),
};
};
/**
* Returns true when the player is eligible for Enlightenment:
* they must have defeated the final goddess boss at least once.
* @param state - The current game state.
* @returns Whether the player is eligible for Enlightenment.
*/
const isEligibleForEnlightenment = (state: GameState): boolean => {
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 3 -- @preserve */
if (state.goddess === undefined) {
return false;
}
return state.goddess.bosses.some((boss) => {
return boss.id === finalGoddessBossId && boss.status === "defeated";
});
};
/**
* Calculates the stardust yield from an Enlightenment.
* Formula: MAX(1, FLOOR(SQRT(consecrationCount) * metaMultiplier)).
* @param consecrationCount - The number of consecrations completed before this Enlightenment.
* @param metaMultiplier - Multiplier from prior enlightenment upgrades applied to stardust yield.
* @returns The stardust earned.
*/
const calculateStardustYield = (
consecrationCount: number,
metaMultiplier: number,
): number => {
return Math.max(1, Math.floor(Math.sqrt(consecrationCount) * metaMultiplier));
};
/**
* Builds the updated goddess state after an Enlightenment — a full goddess reset.
* Wipes everything including consecration, preserving only equipment, achievements, and enlightenment data.
* @param state - The current game state before enlightenment.
* @returns The stardust earned and the updated goddess state.
*/
const buildPostEnlightenmentState = (
state: GameState,
): { stardustEarned: number; updatedGoddess: NonNullable<GameState["goddess"]> } => {
// eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Caller must ensure goddess exists
const goddess = state.goddess as NonNullable<GameState["goddess"]>;
const metaMultiplier = goddess.enlightenment.stardustMetaMultiplier;
const stardustEarned = calculateStardustYield(
goddess.consecration.count,
metaMultiplier,
);
const updatedCount = goddess.enlightenment.count + 1;
const updatedStardust = goddess.enlightenment.stardust + stardustEarned;
const updatedPurchasedIds = goddess.enlightenment.purchasedUpgradeIds;
const updatedMultipliers = computeEnlightenmentMultipliers(updatedPurchasedIds);
const updatedEnlightenment: EnlightenmentData = {
count: updatedCount,
purchasedUpgradeIds: updatedPurchasedIds,
stardust: updatedStardust,
...updatedMultipliers,
};
const freshGoddess = initialGoddessState();
const updatedGoddess: NonNullable<GameState["goddess"]> = {
...freshGoddess,
achievements: goddess.achievements,
bosses: freshGoddess.bosses.map((b) => {
const existing = goddess.bosses.find((gb) => {
return gb.id === b.id;
});
return {
...b,
bountyDivinityClaimed: existing?.bountyDivinityClaimed ?? false,
};
}),
enlightenment: updatedEnlightenment,
equipment: goddess.equipment,
lastTickAt: Date.now(),
lifetimeBossesDefeated: goddess.lifetimeBossesDefeated,
lifetimePrayersEarned: goddess.lifetimePrayersEarned,
lifetimeQuestsCompleted: goddess.lifetimeQuestsCompleted,
totalPrayersEarned: 0,
};
return { stardustEarned, updatedGoddess };
};
export {
buildPostEnlightenmentState,
calculateStardustYield,
computeEnlightenmentMultipliers,
isEligibleForEnlightenment,
};
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/* 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() },
},
}));
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),
metric: vi.fn().mockResolvedValue(undefined),
},
}));
const DISCORD_ID = "test_discord_id";
const makeConsecration = (overrides: Record<string, unknown> = {}) => ({
count: 0,
divinity: 0,
productionMultiplier: 1,
purchasedUpgradeIds: [] as string[],
...overrides,
});
const makeEnlightenment = (overrides: Record<string, unknown> = {}) => ({
count: 0,
stardust: 0,
purchasedUpgradeIds: [] as string[],
stardustPrayersMultiplier: 1,
stardustCombatMultiplier: 1,
stardustConsecrationThresholdMultiplier: 1,
stardustConsecrationDivinityMultiplier: 1,
stardustMetaMultiplier: 1,
...overrides,
});
const makeGoddessExploration = (overrides: Record<string, unknown> = {}) => ({
areas: [] as Array<{ id: string; status: string }>,
materials: [] as Array<{ materialId: string; quantity: number }>,
craftedRecipeIds: [] as string[],
craftedPrayersMultiplier: 1,
craftedDivinityMultiplier: 1,
craftedCombatMultiplier: 1,
...overrides,
});
/**
* Creates a minimal GoddessState that has met the first consecration threshold (50 000 prayers).
*/
const makeGoddessStateEligible = (overrides: Record<string, unknown> = {}) => ({
zones: [] as Array<{ id: string; status: string }>,
bosses: [] as Array<{ id: string; status: string }>,
quests: [] as Array<{ id: string; status: string }>,
disciples: [] as Array<{ id: string; count: number }>,
equipment: [] as Array<{ id: string; type: string; owned: boolean; equipped: boolean; bonus: Record<string, unknown> }>,
upgrades: [] as Array<{ id: string; purchased: boolean; target: string; multiplier: number }>,
achievements: [] as Array<{ id: string; completed: boolean }>,
consecration: makeConsecration(),
enlightenment: makeEnlightenment(),
exploration: makeGoddessExploration(),
totalPrayersEarned: 50_000, // Meets base threshold for count=0
lifetimePrayersEarned: 50_000,
lifetimeBossesDefeated: 0,
lifetimeQuestsCompleted: 0,
baseClickPower: 1,
lastTickAt: 0,
...overrides,
});
/**
* Creates a minimal GoddessState that has NOT met the consecration threshold.
*/
const makeGoddessStateIneligible = (overrides: Record<string, unknown> = {}) => ({
...makeGoddessStateEligible(),
totalPrayersEarned: 0,
...overrides,
});
const makeState = (overrides: Partial<GameState> = {}): GameState => ({
player: { discordId: DISCORD_ID, username: "u", discriminator: "0", avatar: null, totalGoldEarned: 0, totalClicks: 0, characterName: "T" },
resources: { gold: 0, essence: 0, crystals: 0, runestones: 0, prayers: 0 },
adventurers: [],
upgrades: [],
quests: [],
bosses: [],
equipment: [],
achievements: [],
zones: [],
exploration: { areas: [], materials: [], craftedRecipeIds: [], craftedGoldMultiplier: 1, craftedEssenceMultiplier: 1, craftedClickMultiplier: 1, craftedCombatMultiplier: 1 },
companions: { unlockedCompanionIds: [], activeCompanionId: null },
prestige: { count: 0, runestones: 0, productionMultiplier: 1, purchasedUpgradeIds: [] },
baseClickPower: 1,
lastTickAt: 0,
schemaVersion: 1,
goddess: makeGoddessStateEligible() as GameState["goddess"],
...overrides,
} as GameState);
describe("consecration route", () => {
let app: Hono;
let prisma: { gameState: { findUnique: ReturnType<typeof vi.fn>; update: ReturnType<typeof vi.fn> } };
beforeEach(async () => {
vi.clearAllMocks();
const { consecrationRouter } = await import("../../src/routes/consecration.js");
const { prisma: p } = await import("../../src/db/client.js");
prisma = p as typeof prisma;
app = new Hono();
app.route("/consecration", consecrationRouter);
});
const post = (path: string, body?: Record<string, unknown>) =>
app.fetch(new Request(`http://localhost/consecration${path}`, {
method: "POST",
headers: body !== undefined ? { "Content-Type": "application/json" } : undefined,
body: body !== undefined ? JSON.stringify(body) : undefined,
}));
describe("POST /", () => {
it("returns 404 when no save is found", async () => {
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
const res = await post("");
expect(res.status).toBe(404);
});
it("returns 400 when goddess realm is not unlocked", async () => {
const state = makeState({ goddess: undefined });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post("");
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
expect(body.error).toBe("Goddess realm not unlocked");
});
it("returns 400 with threshold message when not eligible", async () => {
const state = makeState({
goddess: makeGoddessStateIneligible() as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post("");
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
expect(body.error).toMatch(/Not eligible for consecration/u);
expect(body.error).toMatch(/50,000/u);
});
it("returns 200 with divinityEarned and newConsecrationCount on success", async () => {
const state = makeState();
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await post("");
expect(res.status).toBe(200);
const body = await res.json() as { divinityEarned: number; newConsecrationCount: number };
expect(body.newConsecrationCount).toBe(1);
expect(body.divinityEarned).toBeGreaterThanOrEqual(1);
});
it("applies the threshold multiplier when checking eligibility", async () => {
// threshold multiplier of 2 means we need 100 000 prayers for count=0 but only have 50 000
const state = makeState({
goddess: makeGoddessStateIneligible({
totalPrayersEarned: 50_000,
enlightenment: makeEnlightenment({ stardustConsecrationThresholdMultiplier: 2 }),
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post("");
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
// threshold should be 100 000 with multiplier 2
expect(body.error).toMatch(/100,000/u);
});
it("returns 500 when database throws an Error", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB error"));
const res = await post("");
expect(res.status).toBe(500);
});
it("returns 500 when database throws a non-Error value", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce("raw string error");
const res = await post("");
expect(res.status).toBe(500);
});
});
describe("POST /buy-upgrade", () => {
it("returns 400 when upgradeId is missing", async () => {
const res = await post("/buy-upgrade", {});
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
expect(body.error).toBe("upgradeId is required");
});
it("returns 404 for an unknown upgrade", async () => {
const res = await post("/buy-upgrade", { upgradeId: "nonexistent_upgrade_id" });
expect(res.status).toBe(404);
const body = await res.json() as { error: string };
expect(body.error).toBe("Unknown consecration upgrade");
});
it("returns 404 when no save is found", async () => {
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
const res = await post("/buy-upgrade", { upgradeId: "divine_prayers_1" });
expect(res.status).toBe(404);
});
it("returns 400 when goddess realm is not unlocked", async () => {
const state = makeState({ goddess: undefined });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post("/buy-upgrade", { upgradeId: "divine_prayers_1" });
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
expect(body.error).toBe("Goddess realm not unlocked");
});
it("returns 400 when upgrade is already purchased", async () => {
const state = makeState({
goddess: makeGoddessStateEligible({
consecration: makeConsecration({
divinity: 100,
purchasedUpgradeIds: [ "divine_prayers_1" ],
}),
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post("/buy-upgrade", { upgradeId: "divine_prayers_1" });
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
expect(body.error).toBe("Upgrade already purchased");
});
it("returns 400 when not enough divinity", async () => {
// divine_prayers_1 costs 5 divinity — give the player 0
const state = makeState({
goddess: makeGoddessStateEligible({
consecration: makeConsecration({ divinity: 0 }),
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post("/buy-upgrade", { upgradeId: "divine_prayers_1" });
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
expect(body.error).toBe("Not enough divinity");
});
it("returns 200 with updated multipliers on successful purchase", async () => {
// divine_prayers_1 costs 5 divinity and is in the "prayers" category
const state = makeState({
goddess: makeGoddessStateEligible({
consecration: makeConsecration({ divinity: 100 }),
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await post("/buy-upgrade", { upgradeId: "divine_prayers_1" });
expect(res.status).toBe(200);
const body = await res.json() as {
divinityRemaining: number;
purchasedUpgradeIds: string[];
divinityPrayersMultiplier: number;
divinityDisciplesMultiplier: number;
divinityCombatMultiplier: number;
};
expect(body.divinityRemaining).toBe(95); // 100 - 5
expect(body.purchasedUpgradeIds).toContain("divine_prayers_1");
expect(body.divinityPrayersMultiplier).toBeGreaterThan(1);
});
it("returns 500 when database throws an Error during buy-upgrade", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB error"));
const res = await post("/buy-upgrade", { upgradeId: "divine_prayers_1" });
expect(res.status).toBe(500);
});
it("returns 500 when database throws a non-Error value during buy-upgrade", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce("raw string error");
const res = await post("/buy-upgrade", { upgradeId: "divine_prayers_1" });
expect(res.status).toBe(500);
});
});
});
+76
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@@ -1128,6 +1128,82 @@ describe("debug route", () => {
expect(body.state.exploration?.craftedClickMultiplier).toBe(1); expect(body.state.exploration?.craftedClickMultiplier).toBe(1);
expect(body.state.exploration?.craftedCombatMultiplier).toBe(1); expect(body.state.exploration?.craftedCombatMultiplier).toBe(1);
}); });
it("injects goddess content arrays when state.goddess exists with empty arrays", async () => {
const goddess: GameState["goddess"] = {
achievements: [],
baseClickPower: 1,
bosses: [],
consecration: { count: 0, divinity: 0, productionMultiplier: 1, purchasedUpgradeIds: [] },
disciples: [],
enlightenment: { count: 0, purchasedUpgradeIds: [], stardust: 0, stardustCombatMultiplier: 1, stardustConsecrationDivinityMultiplier: 1, stardustConsecrationThresholdMultiplier: 1, stardustMetaMultiplier: 1, stardustPrayersMultiplier: 1 },
equipment: [],
exploration: { areas: [], craftedCombatMultiplier: 1, craftedDivinityMultiplier: 1, craftedPrayersMultiplier: 1, craftedRecipeIds: [], materials: [] },
lastTickAt: 0,
lifetimeBossesDefeated: 0,
lifetimePrayersEarned: 0,
lifetimeQuestsCompleted: 0,
quests: [],
totalPrayersEarned: 0,
upgrades: [],
zones: [],
};
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { goddessAchievementsAdded: number; goddessBossesAdded: number; goddessQuestsAdded: number; goddessZonesAdded: number };
expect(body.goddessAchievementsAdded).toBeGreaterThan(0);
expect(body.goddessBossesAdded).toBeGreaterThan(0);
expect(body.goddessQuestsAdded).toBeGreaterThan(0);
expect(body.goddessZonesAdded).toBeGreaterThan(0);
});
it("returns zero goddess counts when state.goddess is undefined", async () => {
const state = makeState();
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { goddessAchievementsAdded: number; goddessBossesAdded: number; goddessDiscipesAdded: number; goddessEquipmentAdded: number; goddessExplorationAreasAdded: number; goddessQuestsAdded: number; goddessUpgradesAdded: number; goddessZonesAdded: number };
expect(body.goddessAchievementsAdded).toBe(0);
expect(body.goddessBossesAdded).toBe(0);
expect(body.goddessDiscipesAdded).toBe(0);
expect(body.goddessEquipmentAdded).toBe(0);
expect(body.goddessExplorationAreasAdded).toBe(0);
expect(body.goddessQuestsAdded).toBe(0);
expect(body.goddessUpgradesAdded).toBe(0);
expect(body.goddessZonesAdded).toBe(0);
});
it("injects goddess exploration areas when goddess has no areas", async () => {
const goddess: GameState["goddess"] = {
achievements: [],
baseClickPower: 1,
bosses: [],
consecration: { count: 0, divinity: 0, productionMultiplier: 1, purchasedUpgradeIds: [] },
disciples: [],
enlightenment: { count: 0, purchasedUpgradeIds: [], stardust: 0, stardustCombatMultiplier: 1, stardustConsecrationDivinityMultiplier: 1, stardustConsecrationThresholdMultiplier: 1, stardustMetaMultiplier: 1, stardustPrayersMultiplier: 1 },
equipment: [],
exploration: { areas: [], craftedCombatMultiplier: 1, craftedDivinityMultiplier: 1, craftedPrayersMultiplier: 1, craftedRecipeIds: [], materials: [] },
lastTickAt: 0,
lifetimeBossesDefeated: 0,
lifetimePrayersEarned: 0,
lifetimeQuestsCompleted: 0,
quests: [],
totalPrayersEarned: 0,
upgrades: [],
zones: [],
};
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await syncNewContent();
expect(res.status).toBe(200);
const body = await res.json() as { goddessExplorationAreasAdded: number };
expect(body.goddessExplorationAreasAdded).toBeGreaterThan(0);
});
}); });
describe("POST /hard-reset", () => { describe("POST /hard-reset", () => {
+239
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@@ -0,0 +1,239 @@
/* 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() },
},
}));
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();
}),
}));
const DISCORD_ID = "test_discord_id";
// stardust_prayers_1 costs 2 stardust
const TEST_UPGRADE_ID = "stardust_prayers_1";
const makeGoddessState = (): NonNullable<GameState["goddess"]> => ({
zones: [{ id: "goddess_celestial_garden", name: "Celestial Garden", description: "", emoji: "🌸", status: "unlocked", unlockBossId: null, unlockQuestId: null }],
bosses: [
{
id: "divine_heart_sovereign",
name: "Divine Heart Sovereign",
description: "",
status: "defeated",
maxHp: 1000,
currentHp: 0,
damagePerSecond: 10,
prayersReward: 100,
divinityReward: 1,
stardustReward: 1,
upgradeRewards: [],
equipmentRewards: [],
consecrationRequirement: 0,
zoneId: "goddess_celestial_garden",
bountyDivinity: 5,
},
],
quests: [],
disciples: [],
equipment: [],
upgrades: [],
achievements: [],
consecration: {
count: 0,
divinity: 10,
productionMultiplier: 1,
purchasedUpgradeIds: [],
},
enlightenment: {
count: 0,
stardust: 10,
purchasedUpgradeIds: [],
stardustPrayersMultiplier: 1,
stardustCombatMultiplier: 1,
stardustConsecrationThresholdMultiplier: 1,
stardustConsecrationDivinityMultiplier: 1,
stardustMetaMultiplier: 1,
},
exploration: {
areas: [],
materials: [],
craftedRecipeIds: [],
craftedPrayersMultiplier: 1,
craftedDivinityMultiplier: 1,
craftedCombatMultiplier: 1,
},
totalPrayersEarned: 0,
lifetimePrayersEarned: 0,
lifetimeBossesDefeated: 0,
lifetimeQuestsCompleted: 0,
baseClickPower: 1,
lastTickAt: 0,
});
const makeState = (overrides: Partial<GameState> = {}): GameState => ({
player: { discordId: DISCORD_ID, username: "u", discriminator: "0", avatar: null, totalGoldEarned: 0, totalClicks: 0, characterName: "T" },
resources: { gold: 0, essence: 0, crystals: 0, runestones: 0 },
adventurers: [],
upgrades: [],
quests: [],
bosses: [],
equipment: [],
achievements: [],
zones: [],
exploration: { areas: [], materials: [], craftedRecipeIds: [], craftedGoldMultiplier: 1, craftedEssenceMultiplier: 1, craftedClickMultiplier: 1, craftedCombatMultiplier: 1 },
companions: { unlockedCompanionIds: [], activeCompanionId: null },
prestige: { count: 0, runestones: 0, productionMultiplier: 1, purchasedUpgradeIds: [] },
baseClickPower: 1,
lastTickAt: 0,
schemaVersion: 1,
...overrides,
} as GameState);
describe("enlightenment route", () => {
let app: Hono;
let prisma: { gameState: { findUnique: ReturnType<typeof vi.fn>; update: ReturnType<typeof vi.fn> } };
beforeEach(async () => {
vi.clearAllMocks();
const { enlightenmentRouter } = await import("../../src/routes/enlightenment.js");
const { prisma: p } = await import("../../src/db/client.js");
prisma = p as typeof prisma;
app = new Hono();
app.route("/enlightenment", enlightenmentRouter);
});
const post = (path: string, body?: Record<string, unknown>) =>
app.fetch(new Request(`http://localhost/enlightenment${path}`, {
method: "POST",
headers: body ? { "Content-Type": "application/json" } : undefined,
body: body ? JSON.stringify(body) : undefined,
}));
describe("POST /", () => {
it("returns 404 when no save is found", async () => {
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
const res = await post("");
expect(res.status).toBe(404);
});
it("returns 400 when goddess is undefined", async () => {
const state = makeState();
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post("");
expect(res.status).toBe(400);
});
it("returns 400 when not eligible (final boss not defeated)", async () => {
const goddess = makeGoddessState();
// Override final boss to available (not defeated)
goddess.bosses[0]!.status = "available";
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post("");
expect(res.status).toBe(400);
});
it("returns 200 with stardustEarned and newEnlightenmentCount on success", async () => {
const goddess = makeGoddessState();
goddess.consecration.count = 4; // sqrt(4)*1 = 2 stardust
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await post("");
expect(res.status).toBe(200);
const body = await res.json() as { stardustEarned: number; newEnlightenmentCount: number };
expect(body.newEnlightenmentCount).toBe(1);
expect(body.stardustEarned).toBeGreaterThanOrEqual(1);
});
it("returns 500 when the database throws an Error", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB error"));
const res = await post("");
expect(res.status).toBe(500);
});
it("returns 500 when the database throws a non-Error value", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce("raw string error");
const res = await post("");
expect(res.status).toBe(500);
});
});
describe("POST /buy-upgrade", () => {
it("returns 400 when upgradeId is missing", async () => {
const res = await post("/buy-upgrade", {});
expect(res.status).toBe(400);
});
it("returns 404 for unknown upgrade", async () => {
const res = await post("/buy-upgrade", { upgradeId: "nonexistent_upgrade" });
expect(res.status).toBe(404);
});
it("returns 404 when no save is found", async () => {
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
const res = await post("/buy-upgrade", { upgradeId: TEST_UPGRADE_ID });
expect(res.status).toBe(404);
});
it("returns 400 when goddess is undefined", async () => {
const state = makeState();
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post("/buy-upgrade", { upgradeId: TEST_UPGRADE_ID });
expect(res.status).toBe(400);
});
it("returns 400 when upgrade is already purchased", async () => {
const goddess = makeGoddessState();
goddess.enlightenment.purchasedUpgradeIds = [TEST_UPGRADE_ID];
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post("/buy-upgrade", { upgradeId: TEST_UPGRADE_ID });
expect(res.status).toBe(400);
});
it("returns 400 when not enough stardust", async () => {
const goddess = makeGoddessState();
goddess.enlightenment.stardust = 0; // stardust_prayers_1 costs 2
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post("/buy-upgrade", { upgradeId: TEST_UPGRADE_ID });
expect(res.status).toBe(400);
});
it("returns 200 with updated multipliers on success", async () => {
const goddess = makeGoddessState();
goddess.enlightenment.stardust = 10;
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await post("/buy-upgrade", { upgradeId: TEST_UPGRADE_ID });
expect(res.status).toBe(200);
const body = await res.json() as { stardustRemaining: number; purchasedUpgradeIds: string[] };
expect(body.stardustRemaining).toBe(8); // 10 - 2
expect(body.purchasedUpgradeIds).toContain(TEST_UPGRADE_ID);
});
it("returns 500 when the database throws an Error", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB error"));
const res = await post("/buy-upgrade", { upgradeId: TEST_UPGRADE_ID });
expect(res.status).toBe(500);
});
it("returns 500 when the database throws a non-Error value", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce("raw string error");
const res = await post("/buy-upgrade", { upgradeId: TEST_UPGRADE_ID });
expect(res.status).toBe(500);
});
});
});
+182
View File
@@ -513,6 +513,188 @@ describe("game route", () => {
const res = await save({ state: stateWithCompanion }); const res = await save({ state: stateWithCompanion });
expect(res.status).toBe(200); expect(res.status).toBe(200);
}); });
it("passes through goddess when incoming has goddess and previous does not", async () => {
const goddess: GameState["goddess"] = {
achievements: [],
baseClickPower: 1,
bosses: [],
consecration: { count: 0, divinity: 0, productionMultiplier: 1, purchasedUpgradeIds: [] },
disciples: [],
enlightenment: { count: 0, purchasedUpgradeIds: [], stardust: 0, stardustCombatMultiplier: 1, stardustConsecrationDivinityMultiplier: 1, stardustConsecrationThresholdMultiplier: 1, stardustMetaMultiplier: 1, stardustPrayersMultiplier: 1 },
equipment: [],
exploration: { areas: [], craftedCombatMultiplier: 1, craftedDivinityMultiplier: 1, craftedPrayersMultiplier: 1, craftedRecipeIds: [], materials: [] },
lastTickAt: 0,
lifetimeBossesDefeated: 0,
lifetimePrayersEarned: 0,
lifetimeQuestsCompleted: 0,
quests: [],
totalPrayersEarned: 0,
upgrades: [],
zones: [],
};
const prevState = makeState();
const incomingState = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state: prevState } as never);
vi.mocked(prisma.player.findUnique).mockResolvedValueOnce(makePlayer() as never);
vi.mocked(prisma.player.update).mockResolvedValueOnce({} as never);
vi.mocked(prisma.gameState.upsert).mockResolvedValueOnce({} as never);
const res = await save({ state: incomingState });
expect(res.status).toBe(200);
const savedState = (vi.mocked(prisma.gameState.upsert).mock.calls[0][0] as unknown as { create: { state: GameState } }).create.state;
expect(savedState.goddess).toBeDefined();
});
it("does not add goddess to result when neither previous nor incoming has goddess", async () => {
const prevState = makeState();
const incomingState = makeState();
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state: prevState } as never);
vi.mocked(prisma.player.findUnique).mockResolvedValueOnce(makePlayer() as never);
vi.mocked(prisma.player.update).mockResolvedValueOnce({} as never);
vi.mocked(prisma.gameState.upsert).mockResolvedValueOnce({} as never);
const res = await save({ state: incomingState });
expect(res.status).toBe(200);
const savedState = (vi.mocked(prisma.gameState.upsert).mock.calls[0][0] as unknown as { create: { state: GameState } }).create.state;
expect(savedState.goddess).toBeUndefined();
});
it("preserves previous goddess when incoming save lacks goddess", async () => {
const goddess: GameState["goddess"] = {
achievements: [],
baseClickPower: 1,
bosses: [],
consecration: { count: 0, divinity: 0, productionMultiplier: 1, purchasedUpgradeIds: [] },
disciples: [],
enlightenment: { count: 0, purchasedUpgradeIds: [], stardust: 0, stardustCombatMultiplier: 1, stardustConsecrationDivinityMultiplier: 1, stardustConsecrationThresholdMultiplier: 1, stardustMetaMultiplier: 1, stardustPrayersMultiplier: 1 },
equipment: [],
exploration: { areas: [], craftedCombatMultiplier: 1, craftedDivinityMultiplier: 1, craftedPrayersMultiplier: 1, craftedRecipeIds: [], materials: [] },
lastTickAt: 0,
lifetimeBossesDefeated: 0,
lifetimePrayersEarned: 0,
lifetimeQuestsCompleted: 0,
quests: [],
totalPrayersEarned: 0,
upgrades: [],
zones: [],
};
const prevState = makeState({ goddess });
const incomingState = makeState();
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state: prevState } as never);
vi.mocked(prisma.player.findUnique).mockResolvedValueOnce(makePlayer() as never);
vi.mocked(prisma.player.update).mockResolvedValueOnce({} as never);
vi.mocked(prisma.gameState.upsert).mockResolvedValueOnce({} as never);
const res = await save({ state: incomingState });
expect(res.status).toBe(200);
const savedState = (vi.mocked(prisma.gameState.upsert).mock.calls[0][0] as unknown as { create: { state: GameState } }).create.state;
expect(savedState.goddess).toEqual(goddess);
});
it("caps goddess totalPrayersEarned at previous value (server-only field)", async () => {
const prevGoddess: GameState["goddess"] = {
achievements: [],
baseClickPower: 1,
bosses: [],
consecration: { count: 0, divinity: 0, productionMultiplier: 1, purchasedUpgradeIds: [] },
disciples: [],
enlightenment: { count: 0, purchasedUpgradeIds: [], stardust: 0, stardustCombatMultiplier: 1, stardustConsecrationDivinityMultiplier: 1, stardustConsecrationThresholdMultiplier: 1, stardustMetaMultiplier: 1, stardustPrayersMultiplier: 1 },
equipment: [],
exploration: { areas: [], craftedCombatMultiplier: 1, craftedDivinityMultiplier: 1, craftedPrayersMultiplier: 1, craftedRecipeIds: [], materials: [] },
lastTickAt: 0,
lifetimeBossesDefeated: 0,
lifetimePrayersEarned: 0,
lifetimeQuestsCompleted: 0,
quests: [],
totalPrayersEarned: 100,
upgrades: [],
zones: [],
};
const incomingGoddess: GameState["goddess"] = {
...prevGoddess,
totalPrayersEarned: 9999,
};
const prevState = makeState({ goddess: prevGoddess });
const incomingState = makeState({ goddess: incomingGoddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state: prevState } as never);
vi.mocked(prisma.player.findUnique).mockResolvedValueOnce(makePlayer() as never);
vi.mocked(prisma.player.update).mockResolvedValueOnce({} as never);
vi.mocked(prisma.gameState.upsert).mockResolvedValueOnce({} as never);
const res = await save({ state: incomingState });
expect(res.status).toBe(200);
const savedState = (vi.mocked(prisma.gameState.upsert).mock.calls[0][0] as unknown as { create: { state: GameState } }).create.state;
expect(savedState.goddess?.totalPrayersEarned).toBe(100);
});
it("restores goddess boss defeated status when incoming tries to un-defeat it", async () => {
const prevGoddess: GameState["goddess"] = {
achievements: [],
baseClickPower: 1,
bosses: [{ id: "divine_sentinel", status: "defeated", currentHp: 0, maxHp: 5000 }] as GameState["goddess"]["bosses"],
consecration: { count: 0, divinity: 0, productionMultiplier: 1, purchasedUpgradeIds: [] },
disciples: [],
enlightenment: { count: 0, purchasedUpgradeIds: [], stardust: 0, stardustCombatMultiplier: 1, stardustConsecrationDivinityMultiplier: 1, stardustConsecrationThresholdMultiplier: 1, stardustMetaMultiplier: 1, stardustPrayersMultiplier: 1 },
equipment: [],
exploration: { areas: [], craftedCombatMultiplier: 1, craftedDivinityMultiplier: 1, craftedPrayersMultiplier: 1, craftedRecipeIds: [], materials: [] },
lastTickAt: 0,
lifetimeBossesDefeated: 0,
lifetimePrayersEarned: 0,
lifetimeQuestsCompleted: 0,
quests: [],
totalPrayersEarned: 0,
upgrades: [],
zones: [],
};
const incomingGoddess: GameState["goddess"] = {
...prevGoddess,
bosses: [{ id: "divine_sentinel", status: "available", currentHp: 5000, maxHp: 5000 }] as GameState["goddess"]["bosses"],
};
const prevState = makeState({ goddess: prevGoddess });
const incomingState = makeState({ goddess: incomingGoddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state: prevState } as never);
vi.mocked(prisma.player.findUnique).mockResolvedValueOnce(makePlayer() as never);
vi.mocked(prisma.player.update).mockResolvedValueOnce({} as never);
vi.mocked(prisma.gameState.upsert).mockResolvedValueOnce({} as never);
const res = await save({ state: incomingState });
expect(res.status).toBe(200);
const savedState = (vi.mocked(prisma.gameState.upsert).mock.calls[0][0] as unknown as { create: { state: GameState } }).create.state;
const boss = savedState.goddess?.bosses.find((b) => b.id === "divine_sentinel");
expect(boss?.status).toBe("defeated");
});
it("restores goddess quest completed status when incoming tries to un-complete it", async () => {
const prevGoddess: GameState["goddess"] = {
achievements: [],
baseClickPower: 1,
bosses: [],
consecration: { count: 0, divinity: 0, productionMultiplier: 1, purchasedUpgradeIds: [] },
disciples: [],
enlightenment: { count: 0, purchasedUpgradeIds: [], stardust: 0, stardustCombatMultiplier: 1, stardustConsecrationDivinityMultiplier: 1, stardustConsecrationThresholdMultiplier: 1, stardustMetaMultiplier: 1, stardustPrayersMultiplier: 1 },
equipment: [],
exploration: { areas: [], craftedCombatMultiplier: 1, craftedDivinityMultiplier: 1, craftedPrayersMultiplier: 1, craftedRecipeIds: [], materials: [] },
lastTickAt: 0,
lifetimeBossesDefeated: 0,
lifetimePrayersEarned: 0,
lifetimeQuestsCompleted: 0,
quests: [{ id: "offering_ritual", status: "completed" }] as GameState["goddess"]["quests"],
totalPrayersEarned: 0,
upgrades: [],
zones: [],
};
const incomingGoddess: GameState["goddess"] = {
...prevGoddess,
quests: [{ id: "offering_ritual", status: "available" }] as GameState["goddess"]["quests"],
};
const prevState = makeState({ goddess: prevGoddess });
const incomingState = makeState({ goddess: incomingGoddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state: prevState } as never);
vi.mocked(prisma.player.findUnique).mockResolvedValueOnce(makePlayer() as never);
vi.mocked(prisma.player.update).mockResolvedValueOnce({} as never);
vi.mocked(prisma.gameState.upsert).mockResolvedValueOnce({} as never);
const res = await save({ state: incomingState });
expect(res.status).toBe(200);
const savedState = (vi.mocked(prisma.gameState.upsert).mock.calls[0][0] as unknown as { create: { state: GameState } }).create.state;
const quest = savedState.goddess?.quests.find((q) => q.id === "offering_ritual");
expect(quest?.status).toBe("completed");
});
}); });
describe("GET /load error path", () => { describe("GET /load error path", () => {
+560
View File
@@ -0,0 +1,560 @@
/* 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() },
},
}));
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),
metric: vi.fn().mockResolvedValue(undefined),
},
}));
const DISCORD_ID = "test_discord_id";
const makeConsecration = (overrides: Record<string, unknown> = {}) => ({
count: 0,
divinity: 0,
productionMultiplier: 1,
purchasedUpgradeIds: [] as string[],
...overrides,
});
const makeEnlightenment = (overrides: Record<string, unknown> = {}) => ({
count: 0,
stardust: 0,
purchasedUpgradeIds: [] as string[],
stardustPrayersMultiplier: 1,
stardustCombatMultiplier: 1,
stardustConsecrationThresholdMultiplier: 1,
stardustConsecrationDivinityMultiplier: 1,
stardustMetaMultiplier: 1,
...overrides,
});
const makeGoddessExploration = (overrides: Record<string, unknown> = {}) => ({
areas: [] as Array<{ id: string; status: string }>,
materials: [] as Array<{ materialId: string; quantity: number }>,
craftedRecipeIds: [] as string[],
craftedPrayersMultiplier: 1,
craftedDivinityMultiplier: 1,
craftedCombatMultiplier: 1,
...overrides,
});
const makeGoddessBoss = (overrides: Record<string, unknown> = {}) => ({
id: "test_goddess_boss",
name: "Test Goddess Boss",
description: "A test boss",
status: "available",
maxHp: 100,
currentHp: 100,
damagePerSecond: 1,
prayersReward: 50,
divinityReward: 2,
stardustReward: 0,
upgradeRewards: [] as string[],
equipmentRewards: [] as string[],
consecrationRequirement: 0,
zoneId: "test_goddess_zone",
bountyDivinity: 5,
...overrides,
});
const makeDisciple = (overrides: Record<string, unknown> = {}) => ({
id: "test_disciple",
name: "Test Disciple",
class: "oracle" as const,
level: 10,
baseCost: 100,
prayersPerSecond: 1,
divinityPerSecond: 0,
combatPower: 10_000,
count: 1,
unlocked: true,
...overrides,
});
const makeGoddessState = (overrides: Record<string, unknown> = {}) => ({
zones: [] as Array<{ id: string; status: string; unlockBossId: string | null; unlockQuestId: string | null }>,
bosses: [ makeGoddessBoss() ],
quests: [] as Array<{ id: string; status: string }>,
disciples: [ makeDisciple() ],
equipment: [] as Array<{ id: string; type: string; owned: boolean; equipped: boolean; bonus: Record<string, unknown> }>,
upgrades: [] as Array<{ id: string; purchased: boolean; target: string; multiplier: number; discipleId?: string }>,
achievements: [] as Array<{ id: string; completed: boolean }>,
consecration: makeConsecration(),
enlightenment: makeEnlightenment(),
exploration: makeGoddessExploration(),
totalPrayersEarned: 0,
lifetimePrayersEarned: 0,
lifetimeBossesDefeated: 0,
lifetimeQuestsCompleted: 0,
baseClickPower: 1,
lastTickAt: 0,
...overrides,
});
const makeState = (overrides: Partial<GameState> = {}): GameState => ({
player: { discordId: DISCORD_ID, username: "u", discriminator: "0", avatar: null, totalGoldEarned: 0, totalClicks: 0, characterName: "T" },
resources: { gold: 0, essence: 0, crystals: 0, runestones: 0, prayers: 0 },
adventurers: [],
upgrades: [],
quests: [],
bosses: [],
equipment: [],
achievements: [],
zones: [],
exploration: { areas: [], materials: [], craftedRecipeIds: [], craftedGoldMultiplier: 1, craftedEssenceMultiplier: 1, craftedClickMultiplier: 1, craftedCombatMultiplier: 1 },
companions: { unlockedCompanionIds: [], activeCompanionId: null },
prestige: { count: 0, runestones: 0, productionMultiplier: 1, purchasedUpgradeIds: [] },
baseClickPower: 1,
lastTickAt: 0,
schemaVersion: 1,
goddess: makeGoddessState() as GameState["goddess"],
...overrides,
} as GameState);
describe("goddessBoss route", () => {
let app: Hono;
let prisma: { gameState: { findUnique: ReturnType<typeof vi.fn>; update: ReturnType<typeof vi.fn> } };
beforeEach(async () => {
vi.clearAllMocks();
const { goddessBossRouter } = await import("../../src/routes/goddessBoss.js");
const { prisma: p } = await import("../../src/db/client.js");
prisma = p as typeof prisma;
app = new Hono();
app.route("/goddess-boss", goddessBossRouter);
});
const challenge = (body: Record<string, unknown>) =>
app.fetch(new Request("http://localhost/goddess-boss/challenge", {
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify(body),
}));
it("returns 400 when bossId is missing", async () => {
const res = await challenge({});
expect(res.status).toBe(400);
});
it("returns 404 when no save is found", async () => {
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(404);
});
it("returns 400 when goddess realm is not unlocked", async () => {
const state = makeState({ goddess: undefined });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
expect(body.error).toBe("Goddess realm not unlocked");
});
it("returns 404 when boss is not found in goddess state", async () => {
const state = makeState({
goddess: makeGoddessState({ bosses: [] }) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(404);
const body = await res.json() as { error: string };
expect(body.error).toBe("Boss not found");
});
it("returns 400 when boss status is defeated", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ status: "defeated" }) ],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
expect(body.error).toBe("Boss is not currently available");
});
it("returns 400 when boss status is locked", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ status: "locked" }) ],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(400);
});
it("accepts in_progress boss status", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ status: "in_progress" }) ],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
});
it("returns 403 when consecration requirement is not met", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ consecrationRequirement: 3 }) ],
consecration: makeConsecration({ count: 0 }),
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(403);
const body = await res.json() as { error: string };
expect(body.error).toBe("Consecration requirement not met");
});
it("returns 400 when party has no combat power (all disciples have count 0)", async () => {
const state = makeState({
goddess: makeGoddessState({
disciples: [ makeDisciple({ count: 0 }) ],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
expect(body.error).toBe("Your disciples have no combat power");
});
it("returns 400 when party has no combat power (disciples array is empty)", async () => {
const state = makeState({
goddess: makeGoddessState({
disciples: [],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(400);
});
it("returns 200 with rewards when party wins", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ currentHp: 100, maxHp: 100, damagePerSecond: 1 }) ],
disciples: [ makeDisciple({ combatPower: 100_000, count: 1, level: 10 }) ],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean; rewards: { prayers: number; divinity: number } };
expect(body.won).toBe(true);
expect(body.rewards.prayers).toBe(50);
expect(body.rewards.divinity).toBe(2);
});
it("returns 200 with bountyDivinity when first kill", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ currentHp: 50, maxHp: 50, damagePerSecond: 1, id: "celestial_sprite" }) ],
disciples: [ makeDisciple({ combatPower: 100_000, count: 1 }) ],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "celestial_sprite" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean; rewards: { bountyDivinity: number } };
expect(body.won).toBe(true);
expect(body.rewards.bountyDivinity).toBeGreaterThan(0);
});
it("returns 0 bountyDivinity when already claimed", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ id: "celestial_sprite", bountyDivinityClaimed: true }) ],
disciples: [ makeDisciple({ combatPower: 100_000, count: 1 }) ],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "celestial_sprite" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean; rewards: { bountyDivinity: number } };
expect(body.won).toBe(true);
expect(body.rewards.bountyDivinity).toBe(0);
});
it("unlocks upgrade rewards on win", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ upgradeRewards: [ "test_upgrade" ] }) ],
disciples: [ makeDisciple({ combatPower: 100_000, count: 1 }) ],
upgrades: [ { id: "test_upgrade", purchased: false, unlocked: false, target: "global", multiplier: 1 } ],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean; rewards: { upgradeIds: string[] } };
expect(body.won).toBe(true);
expect(body.rewards.upgradeIds).toContain("test_upgrade");
});
it("unlocks next zone boss when boss is defeated", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [
makeGoddessBoss({ id: "test_goddess_boss", zoneId: "test_goddess_zone", status: "available" }),
makeGoddessBoss({ id: "next_goddess_boss", zoneId: "test_goddess_zone", status: "locked", consecrationRequirement: 0 }),
],
disciples: [ makeDisciple({ combatPower: 100_000, count: 1 }) ],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean };
expect(body.won).toBe(true);
});
it("does not unlock next boss if consecration requirement not met", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [
makeGoddessBoss({ id: "test_goddess_boss", zoneId: "test_goddess_zone", status: "available" }),
makeGoddessBoss({ id: "next_goddess_boss", zoneId: "test_goddess_zone", status: "locked", consecrationRequirement: 5 }),
],
disciples: [ makeDisciple({ combatPower: 100_000, count: 1 }) ],
consecration: makeConsecration({ count: 0 }),
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean };
expect(body.won).toBe(true);
});
it("unlocks goddess zone when boss and quest conditions are both met", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ id: "test_goddess_boss" }) ],
disciples: [ makeDisciple({ combatPower: 100_000, count: 1 }) ],
zones: [
{ id: "test_goddess_zone", status: "locked", unlockBossId: "test_goddess_boss", unlockQuestId: "test_quest" },
],
quests: [ { id: "test_quest", status: "completed" } ],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean };
expect(body.won).toBe(true);
});
it("does not unlock zone when quest condition is not satisfied", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ id: "test_goddess_boss" }) ],
disciples: [ makeDisciple({ combatPower: 100_000, count: 1 }) ],
zones: [
{ id: "test_goddess_zone", status: "locked", unlockBossId: "test_goddess_boss", unlockQuestId: "test_quest" },
],
quests: [ { id: "test_quest", status: "active" } ],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean };
expect(body.won).toBe(true);
});
it("unlocks zone when unlockQuestId is null", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ id: "test_goddess_boss" }) ],
disciples: [ makeDisciple({ combatPower: 100_000, count: 1 }) ],
zones: [
{ id: "test_goddess_zone", status: "locked", unlockBossId: "test_goddess_boss", unlockQuestId: null },
],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean };
expect(body.won).toBe(true);
});
it("skips zone that is already unlocked", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ id: "test_goddess_boss" }) ],
disciples: [ makeDisciple({ combatPower: 100_000, count: 1 }) ],
zones: [
{ id: "test_goddess_zone", status: "unlocked", unlockBossId: "test_goddess_boss", unlockQuestId: null },
],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean };
expect(body.won).toBe(true);
});
it("skips zone whose unlockBossId does not match the defeated boss", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ id: "test_goddess_boss" }) ],
disciples: [ makeDisciple({ combatPower: 100_000, count: 1 }) ],
zones: [
{ id: "other_zone", status: "locked", unlockBossId: "different_boss", unlockQuestId: null },
],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean };
expect(body.won).toBe(true);
});
it("applies global upgrade multiplier to party DPS", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ currentHp: 100, damagePerSecond: 1 }) ],
disciples: [ makeDisciple({ combatPower: 1, count: 1, level: 10 }) ],
upgrades: [ { id: "global_u", purchased: true, target: "global", multiplier: 100_000 } ],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean };
expect(body.won).toBe(true);
});
it("applies disciple-specific upgrade multiplier", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ currentHp: 100, damagePerSecond: 1 }) ],
disciples: [ makeDisciple({ id: "test_disciple", combatPower: 1, count: 1, level: 10 }) ],
upgrades: [
{ id: "disciple_u", purchased: true, target: "disciple", multiplier: 100_000, discipleId: "test_disciple" },
],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean };
expect(body.won).toBe(true);
});
it("skips unpurchased upgrades", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ currentHp: 100_000, damagePerSecond: 1 }) ],
disciples: [ makeDisciple({ combatPower: 1, count: 1, level: 10 }) ],
upgrades: [
{ id: "not_bought", purchased: false, target: "global", multiplier: 100_000 },
],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean };
expect(body.won).toBe(false);
});
it("returns 200 with casualties when party loses", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [
makeGoddessBoss({ currentHp: 1_000_000, maxHp: 1_000_000, damagePerSecond: 1_000_000 }),
],
disciples: [
makeDisciple({ combatPower: 1, count: 10, level: 1 }),
makeDisciple({ id: "zero_disciple", combatPower: 0, count: 0, level: 1 }),
],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean; casualties: Array<{ discipleId: string }> };
expect(body.won).toBe(false);
expect(Array.isArray(body.casualties)).toBe(true);
});
it("includes HMAC signature in response 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 challenge({ bossId: "test_goddess_boss" });
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 challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { signature: string | undefined };
expect(body.signature).toBeUndefined();
});
it("returns 500 when the database throws an Error", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB error"));
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(500);
});
it("returns 500 when the database throws a non-Error value", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce("raw string error");
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(500);
});
});
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/* 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() },
},
}));
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();
}),
}));
const DISCORD_ID = "test_discord_id";
// prayer_amplifier requires: divine_petal×3, prayer_crystal×2; bonus: gold_income 1.1
const TEST_RECIPE_ID = "prayer_amplifier";
const makeGoddessState = (): NonNullable<GameState["goddess"]> => ({
zones: [],
bosses: [],
quests: [],
disciples: [],
equipment: [],
upgrades: [],
achievements: [],
consecration: {
count: 0,
divinity: 0,
productionMultiplier: 1,
purchasedUpgradeIds: [],
},
enlightenment: {
count: 0,
stardust: 0,
purchasedUpgradeIds: [],
stardustPrayersMultiplier: 1,
stardustCombatMultiplier: 1,
stardustConsecrationThresholdMultiplier: 1,
stardustConsecrationDivinityMultiplier: 1,
stardustMetaMultiplier: 1,
},
exploration: {
areas: [],
materials: [
{ materialId: "divine_petal", quantity: 5 },
{ materialId: "prayer_crystal", quantity: 5 },
],
craftedRecipeIds: [],
craftedPrayersMultiplier: 1,
craftedDivinityMultiplier: 1,
craftedCombatMultiplier: 1,
},
totalPrayersEarned: 0,
lifetimePrayersEarned: 0,
lifetimeBossesDefeated: 0,
lifetimeQuestsCompleted: 0,
baseClickPower: 1,
lastTickAt: 0,
});
const makeState = (overrides: Partial<GameState> = {}): GameState => ({
player: { discordId: DISCORD_ID, username: "u", discriminator: "0", avatar: null, totalGoldEarned: 0, totalClicks: 0, characterName: "T" },
resources: { gold: 0, essence: 0, crystals: 0, runestones: 0 },
adventurers: [],
upgrades: [],
quests: [],
bosses: [],
equipment: [],
achievements: [],
zones: [],
exploration: { areas: [], materials: [], craftedRecipeIds: [], craftedGoldMultiplier: 1, craftedEssenceMultiplier: 1, craftedClickMultiplier: 1, craftedCombatMultiplier: 1 },
companions: { unlockedCompanionIds: [], activeCompanionId: null },
prestige: { count: 0, runestones: 0, productionMultiplier: 1, purchasedUpgradeIds: [] },
baseClickPower: 1,
lastTickAt: 0,
schemaVersion: 1,
...overrides,
} as GameState);
describe("goddessCraft route", () => {
let app: Hono;
let prisma: { gameState: { findUnique: ReturnType<typeof vi.fn>; update: ReturnType<typeof vi.fn> } };
beforeEach(async () => {
vi.clearAllMocks();
const { goddessCraftRouter } = await import("../../src/routes/goddessCraft.js");
const { prisma: p } = await import("../../src/db/client.js");
prisma = p as typeof prisma;
app = new Hono();
app.route("/goddess-craft", goddessCraftRouter);
});
const post = (body: Record<string, unknown>) =>
app.fetch(new Request("http://localhost/goddess-craft", {
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify(body),
}));
it("returns 400 when recipeId is missing", async () => {
const res = await post({});
expect(res.status).toBe(400);
});
it("returns 404 for unknown recipe", async () => {
const res = await post({ recipeId: "nonexistent_recipe" });
expect(res.status).toBe(404);
});
it("returns 404 when no save is found", async () => {
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
const res = await post({ recipeId: TEST_RECIPE_ID });
expect(res.status).toBe(404);
});
it("returns 400 when goddess is undefined", async () => {
const state = makeState();
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post({ recipeId: TEST_RECIPE_ID });
expect(res.status).toBe(400);
});
it("returns 400 when recipe is already crafted", async () => {
const goddess = makeGoddessState();
goddess.exploration.craftedRecipeIds = [TEST_RECIPE_ID];
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post({ recipeId: TEST_RECIPE_ID });
expect(res.status).toBe(400);
});
it("returns 400 when not enough material (first requirement)", async () => {
const goddess = makeGoddessState();
goddess.exploration.materials = [
{ materialId: "divine_petal", quantity: 1 }, // needs 3
{ materialId: "prayer_crystal", quantity: 5 },
];
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post({ recipeId: TEST_RECIPE_ID });
expect(res.status).toBe(400);
});
it("returns 400 when material is completely absent", async () => {
const goddess = makeGoddessState();
goddess.exploration.materials = []; // neither material present
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post({ recipeId: TEST_RECIPE_ID });
expect(res.status).toBe(400);
});
it("returns 200 with updated multipliers and materials on success", async () => {
const goddess = makeGoddessState();
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await post({ recipeId: TEST_RECIPE_ID });
expect(res.status).toBe(200);
const body = await res.json() as {
recipeId: string;
bonusType: string;
bonusValue: number;
craftedPrayersMultiplier: number;
craftedDivinityMultiplier: number;
craftedCombatMultiplier: number;
materials: Array<{ materialId: string; quantity: number }>;
};
expect(body.recipeId).toBe(TEST_RECIPE_ID);
expect(body.bonusType).toBe("gold_income");
expect(body.bonusValue).toBe(1.1);
expect(body.craftedPrayersMultiplier).toBeGreaterThan(1);
});
it("returns 500 when the database throws an Error", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB error"));
const res = await post({ recipeId: TEST_RECIPE_ID });
expect(res.status).toBe(500);
});
it("returns 500 when the database throws a non-Error value", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce("raw string error");
const res = await post({ recipeId: TEST_RECIPE_ID });
expect(res.status).toBe(500);
});
});
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/* 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, afterEach, describe, expect, it, vi } from "vitest";
import { Hono } from "hono";
import type { GameState, GoddessExplorationArea } from "@elysium/types";
vi.mock("../../src/db/client.js", () => ({
prisma: {
gameState: { findUnique: vi.fn(), update: 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();
}),
}));
// Custom test areas exercising event types not present in the real data
const PRAYERS_LOSS_AREA: GoddessExplorationArea = {
description: "Test area for prayers_loss events",
durationSeconds: 1,
events: [
{ effect: { amount: 100, type: "prayers_loss" }, id: "test_prayers_loss", text: "You lost some prayers." },
],
id: "test_prayers_loss_area",
name: "Test Prayers Loss Area",
possibleMaterials: [],
zoneId: "goddess_celestial_garden",
};
const DIVINITY_GAIN_AREA: GoddessExplorationArea = {
description: "Test area for divinity_gain events",
durationSeconds: 1,
events: [
{ effect: { amount: 10, type: "divinity_gain" }, id: "test_divinity_gain", text: "You gained divinity." },
],
id: "test_divinity_gain_area",
name: "Test Divinity Gain Area",
possibleMaterials: [],
zoneId: "goddess_celestial_garden",
};
vi.mock("../../src/data/goddessExplorations.js", async (importOriginal) => {
const original = await importOriginal<typeof import("../../src/data/goddessExplorations.js")>();
return {
defaultGoddessExplorationAreas: [
...original.defaultGoddessExplorationAreas,
PRAYERS_LOSS_AREA,
DIVINITY_GAIN_AREA,
],
};
});
const DISCORD_ID = "test_discord_id";
// garden_glade: zoneId=goddess_celestial_garden, durationSeconds=30
// events[0]: prayers_gain 50; events[1]: disciple_loss 0.05
// possibleMaterials: divine_petal(weight 5), prayer_crystal(weight 3) — total 8
const TEST_AREA_ID = "garden_glade";
const TEST_ZONE_ID = "goddess_celestial_garden";
// celestial_meadow: durationSeconds=60
// events[0]: prayers_gain 200; events[1]: sacred_material_gain celestial_dust qty 2
const MATERIAL_AREA_ID = "celestial_meadow";
const makeGoddessState = (areaId: string, zoneStatus: "unlocked" | "locked" = "unlocked"): NonNullable<GameState["goddess"]> => ({
zones: [
{
id: TEST_ZONE_ID,
name: "Celestial Garden",
description: "",
emoji: "🌸",
status: zoneStatus,
unlockBossId: null,
unlockQuestId: null,
},
],
bosses: [],
quests: [],
disciples: [
{ id: "novice", name: "Novice", count: 100, costPrayers: 10, prayersPerSecond: 1, description: "", zoneId: TEST_ZONE_ID },
],
equipment: [],
upgrades: [],
achievements: [],
consecration: {
count: 0,
divinity: 50,
productionMultiplier: 1,
purchasedUpgradeIds: [],
},
enlightenment: {
count: 0,
stardust: 0,
purchasedUpgradeIds: [],
stardustPrayersMultiplier: 1,
stardustCombatMultiplier: 1,
stardustConsecrationThresholdMultiplier: 1,
stardustConsecrationDivinityMultiplier: 1,
stardustMetaMultiplier: 1,
},
exploration: {
areas: [
{ id: areaId, status: "available" },
],
materials: [],
craftedRecipeIds: [],
craftedPrayersMultiplier: 1,
craftedDivinityMultiplier: 1,
craftedCombatMultiplier: 1,
},
totalPrayersEarned: 0,
lifetimePrayersEarned: 0,
lifetimeBossesDefeated: 0,
lifetimeQuestsCompleted: 0,
baseClickPower: 1,
lastTickAt: 0,
});
const makeState = (overrides: Partial<GameState> = {}): GameState => ({
player: { discordId: DISCORD_ID, username: "u", discriminator: "0", avatar: null, totalGoldEarned: 0, totalClicks: 0, characterName: "T" },
resources: { gold: 0, essence: 0, crystals: 0, runestones: 0 },
adventurers: [],
upgrades: [],
quests: [],
bosses: [],
equipment: [],
achievements: [],
zones: [],
exploration: { areas: [], materials: [], craftedRecipeIds: [], craftedGoldMultiplier: 1, craftedEssenceMultiplier: 1, craftedClickMultiplier: 1, craftedCombatMultiplier: 1 },
companions: { unlockedCompanionIds: [], activeCompanionId: null },
prestige: { count: 0, runestones: 0, productionMultiplier: 1, purchasedUpgradeIds: [] },
baseClickPower: 1,
lastTickAt: 0,
schemaVersion: 1,
...overrides,
} as GameState);
/** Builds a state with the area in_progress and startedAt in the past so it's complete. */
const makeCompletedAreaState = (
areaId: string,
extraMaterials: Array<{ materialId: string; quantity: number }> = [],
extraPrayers = 0,
): GameState => {
const goddess = makeGoddessState(areaId);
goddess.exploration.areas = [{ id: areaId, status: "in_progress", startedAt: 0 }];
goddess.exploration.materials = extraMaterials;
return makeState({ goddess, resources: { gold: 0, essence: 0, crystals: 0, runestones: 0, prayers: extraPrayers } });
};
describe("goddessExplore route", () => {
let app: Hono;
let prisma: { gameState: { findUnique: ReturnType<typeof vi.fn>; update: ReturnType<typeof vi.fn> } };
beforeEach(async () => {
vi.clearAllMocks();
const { goddessExploreRouter } = await import("../../src/routes/goddessExplore.js");
const { prisma: p } = await import("../../src/db/client.js");
prisma = p as typeof prisma;
app = new Hono();
app.route("/goddess-explore", goddessExploreRouter);
});
afterEach(() => {
vi.restoreAllMocks();
});
const getClaimable = (areaId?: string) => {
const url = areaId === undefined
? "http://localhost/goddess-explore/claimable"
: `http://localhost/goddess-explore/claimable?areaId=${areaId}`;
return app.fetch(new Request(url));
};
const postStart = (body: Record<string, unknown>) =>
app.fetch(new Request("http://localhost/goddess-explore/start", {
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify(body),
}));
const postCollect = (body: Record<string, unknown>) =>
app.fetch(new Request("http://localhost/goddess-explore/collect", {
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify(body),
}));
describe("GET /claimable", () => {
it("returns 400 when areaId is missing", async () => {
const res = await getClaimable();
expect(res.status).toBe(400);
});
it("returns 404 for unknown area", async () => {
const res = await getClaimable("nonexistent_area");
expect(res.status).toBe(404);
});
it("returns 404 when no save is found", async () => {
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
const res = await getClaimable(TEST_AREA_ID);
expect(res.status).toBe(404);
});
it("returns claimable=false when goddess is undefined", async () => {
const state = makeState(); // no goddess
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await getClaimable(TEST_AREA_ID);
expect(res.status).toBe(200);
const body = await res.json() as { claimable: boolean };
expect(body.claimable).toBe(false);
});
it("returns claimable=false when area is not in_progress", async () => {
const goddess = makeGoddessState(TEST_AREA_ID);
// area status is "available" (not in_progress)
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await getClaimable(TEST_AREA_ID);
expect(res.status).toBe(200);
const body = await res.json() as { claimable: boolean };
expect(body.claimable).toBe(false);
});
it("returns claimable=false when area not found in state", async () => {
const goddess = makeGoddessState(TEST_AREA_ID);
goddess.exploration.areas = []; // area missing entirely
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await getClaimable(TEST_AREA_ID);
expect(res.status).toBe(200);
const body = await res.json() as { claimable: boolean };
expect(body.claimable).toBe(false);
});
it("returns claimable=false when exploration is not yet complete", async () => {
const goddess = makeGoddessState(TEST_AREA_ID);
// startedAt = now → not complete yet (duration is 30s)
goddess.exploration.areas = [{ id: TEST_AREA_ID, status: "in_progress", startedAt: Date.now() }];
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await getClaimable(TEST_AREA_ID);
expect(res.status).toBe(200);
const body = await res.json() as { claimable: boolean };
expect(body.claimable).toBe(false);
});
it("returns claimable=true when exploration is complete", async () => {
const goddess = makeGoddessState(TEST_AREA_ID);
// startedAt = 0 → expired long ago
goddess.exploration.areas = [{ id: TEST_AREA_ID, status: "in_progress", startedAt: 0 }];
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await getClaimable(TEST_AREA_ID);
expect(res.status).toBe(200);
const body = await res.json() as { claimable: boolean };
expect(body.claimable).toBe(true);
});
it("returns 500 when the database throws an Error", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB error"));
const res = await getClaimable(TEST_AREA_ID);
expect(res.status).toBe(500);
});
it("returns 500 when the database throws a non-Error value", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce("raw string error");
const res = await getClaimable(TEST_AREA_ID);
expect(res.status).toBe(500);
});
});
describe("POST /start", () => {
it("returns 400 when areaId is missing", async () => {
const res = await postStart({});
expect(res.status).toBe(400);
});
it("returns 404 for unknown area", async () => {
const res = await postStart({ areaId: "nonexistent_area" });
expect(res.status).toBe(404);
});
it("returns 404 when no save is found", async () => {
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
const res = await postStart({ areaId: TEST_AREA_ID });
expect(res.status).toBe(404);
});
it("returns 400 when goddess is undefined", async () => {
const state = makeState();
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await postStart({ areaId: TEST_AREA_ID });
expect(res.status).toBe(400);
});
it("returns 400 when zone is not unlocked", async () => {
const goddess = makeGoddessState(TEST_AREA_ID, "locked");
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await postStart({ areaId: TEST_AREA_ID });
expect(res.status).toBe(400);
});
it("returns 400 when zone is not found in goddess state", async () => {
const goddess = makeGoddessState(TEST_AREA_ID);
goddess.zones = []; // zone missing
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await postStart({ areaId: TEST_AREA_ID });
expect(res.status).toBe(400);
});
it("returns 404 when area is not found in state", async () => {
const goddess = makeGoddessState(TEST_AREA_ID);
goddess.exploration.areas = []; // area missing
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await postStart({ areaId: TEST_AREA_ID });
expect(res.status).toBe(404);
});
it("returns 400 when another exploration is already in progress", async () => {
const goddess = makeGoddessState(TEST_AREA_ID);
goddess.exploration.areas = [
{ id: TEST_AREA_ID, status: "available" },
{ id: "other_area", status: "in_progress" },
];
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await postStart({ areaId: TEST_AREA_ID });
expect(res.status).toBe(400);
});
it("returns 400 when area is locked", async () => {
const goddess = makeGoddessState(TEST_AREA_ID);
goddess.exploration.areas = [{ id: TEST_AREA_ID, status: "locked" }];
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await postStart({ areaId: TEST_AREA_ID });
expect(res.status).toBe(400);
});
it("returns 200 with areaId and endsAt on success", async () => {
const goddess = makeGoddessState(TEST_AREA_ID);
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await postStart({ areaId: TEST_AREA_ID });
expect(res.status).toBe(200);
const body = await res.json() as { areaId: string; endsAt: number };
expect(body.areaId).toBe(TEST_AREA_ID);
expect(body.endsAt).toBeGreaterThan(Date.now());
});
it("returns 500 when the database throws an Error", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB error"));
const res = await postStart({ areaId: TEST_AREA_ID });
expect(res.status).toBe(500);
});
it("returns 500 when the database throws a non-Error value", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce("raw string error");
const res = await postStart({ areaId: TEST_AREA_ID });
expect(res.status).toBe(500);
});
});
describe("POST /collect", () => {
it("returns 400 when areaId is missing", async () => {
const res = await postCollect({});
expect(res.status).toBe(400);
});
it("returns 404 for unknown area", async () => {
const res = await postCollect({ areaId: "nonexistent_area" });
expect(res.status).toBe(404);
});
it("returns 404 when no save is found", async () => {
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
const res = await postCollect({ areaId: TEST_AREA_ID });
expect(res.status).toBe(404);
});
it("returns 400 when goddess is undefined", async () => {
const state = makeState();
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await postCollect({ areaId: TEST_AREA_ID });
expect(res.status).toBe(400);
});
it("returns 404 when area is not found in state", async () => {
const goddess = makeGoddessState(TEST_AREA_ID);
goddess.exploration.areas = [];
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await postCollect({ areaId: TEST_AREA_ID });
expect(res.status).toBe(404);
});
it("returns 400 when area is not in_progress", async () => {
const goddess = makeGoddessState(TEST_AREA_ID);
// area is "available", not "in_progress"
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await postCollect({ areaId: TEST_AREA_ID });
expect(res.status).toBe(400);
});
it("returns 400 when exploration is not yet complete", async () => {
const goddess = makeGoddessState(TEST_AREA_ID);
// startedAt = now → still in progress for 30s
goddess.exploration.areas = [{ id: TEST_AREA_ID, status: "in_progress", startedAt: Date.now() }];
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await postCollect({ areaId: TEST_AREA_ID });
expect(res.status).toBe(400);
});
it("returns foundNothing=true when Math.random is below 0.2 (nothing path)", async () => {
vi.spyOn(Math, "random").mockReturnValue(0.1); // < 0.2 → nothing
const state = makeCompletedAreaState(TEST_AREA_ID);
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await postCollect({ areaId: TEST_AREA_ID });
expect(res.status).toBe(200);
const body = await res.json() as { foundNothing: boolean; nothingMessage: string; materialsFound: unknown[] };
expect(body.foundNothing).toBe(true);
expect(typeof body.nothingMessage).toBe("string");
});
it("applies prayers_gain event and returns prayersChange > 0", async () => {
const mockRandom = vi.spyOn(Math, "random");
// garden_glade has 2 events: [prayers_gain(0), disciple_loss(1)]
// Call 1: nothing check 0.5 ≥ 0.2 → proceed
// Call 2: event index Math.floor(0.1 * 2) = 0 → prayers_gain
// Call 3: possibleMaterials roll (total weight 8): 0 * 8 = 0, 0 - 5 = -5 ≤ 0 → divine_petal
// Call 4: quantity Math.floor(0 * (3-1+1)) + 1 = 0 + 1 = 1
mockRandom
.mockReturnValueOnce(0.5)
.mockReturnValueOnce(0.1)
.mockReturnValueOnce(0)
.mockReturnValueOnce(0);
const state = makeCompletedAreaState(TEST_AREA_ID);
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await postCollect({ areaId: TEST_AREA_ID });
expect(res.status).toBe(200);
const body = await res.json() as { foundNothing: boolean; event: { prayersChange: number }; materialsFound: Array<{ materialId: string }> };
expect(body.foundNothing).toBe(false);
expect(body.event.prayersChange).toBeGreaterThan(0);
});
it("applies sacred_material_gain event and pushes new material", async () => {
const mockRandom = vi.spyOn(Math, "random");
// celestial_meadow: events[1] = sacred_material_gain celestial_dust qty 2
// index 1: Math.floor(0.6 * 2) = 1
// possibleMaterials: [divine_petal(4), celestial_dust(3)] total 7
// Call 3: 0 * 7 = 0, 0 - 4 = -4 ≤ 0 → divine_petal (new material)
// Call 4: Math.floor(0 * (4-2+1)) + 2 = 0 + 2 = 2
mockRandom
.mockReturnValueOnce(0.5) // nothing check: proceed
.mockReturnValueOnce(0.6) // event index: Math.floor(0.6 * 2) = 1 → sacred_material_gain
.mockReturnValueOnce(0) // possibleMaterials roll: 0 * 7 = 0, 0 - 4 = -4 ≤ 0 → divine_petal
.mockReturnValueOnce(0); // quantity: Math.floor(0 * 3) + 2 = 2
const state = makeCompletedAreaState(MATERIAL_AREA_ID); // no materials in state
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await postCollect({ areaId: MATERIAL_AREA_ID });
expect(res.status).toBe(200);
const body = await res.json() as { event: { materialGained: { materialId: string; quantity: number } }; materialsFound: Array<{ materialId: string }> };
expect(body.event.materialGained?.materialId).toBe("celestial_dust");
});
it("increments existing material quantity on sacred_material_gain event", async () => {
const mockRandom = vi.spyOn(Math, "random");
// Same as above — celestial_meadow events[1] = sacred_material_gain celestial_dust
mockRandom
.mockReturnValueOnce(0.5) // nothing check: proceed
.mockReturnValueOnce(0.6) // event: sacred_material_gain
.mockReturnValueOnce(0) // possibleMaterials roll → divine_petal
.mockReturnValueOnce(0); // quantity → 2
const state = makeCompletedAreaState(MATERIAL_AREA_ID, [
{ materialId: "celestial_dust", quantity: 5 }, // pre-existing
]);
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await postCollect({ areaId: MATERIAL_AREA_ID });
expect(res.status).toBe(200);
const body = await res.json() as { event: { materialGained: { materialId: string; quantity: number } } };
expect(body.event.materialGained?.materialId).toBe("celestial_dust");
expect(body.event.materialGained?.quantity).toBeGreaterThan(0);
});
it("returns materialsFound with new material from possibleMaterials when none pre-existing", async () => {
const mockRandom = vi.spyOn(Math, "random");
// prayers_gain event, then roll for divine_petal (new)
mockRandom
.mockReturnValueOnce(0.5) // nothing check: proceed
.mockReturnValueOnce(0.1) // event: prayers_gain (index 0)
.mockReturnValueOnce(0) // possibleMaterials roll → divine_petal (first, weight 5)
.mockReturnValueOnce(0); // quantity → min (1)
const state = makeCompletedAreaState(TEST_AREA_ID); // no materials
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await postCollect({ areaId: TEST_AREA_ID });
expect(res.status).toBe(200);
const body = await res.json() as { materialsFound: Array<{ materialId: string; quantity: number }> };
expect(body.materialsFound.length).toBeGreaterThan(0);
expect(body.materialsFound[0]?.materialId).toBe("divine_petal");
});
it("increments existing possibleMaterial quantity when material is already in state", async () => {
const mockRandom = vi.spyOn(Math, "random");
mockRandom
.mockReturnValueOnce(0.5) // nothing check: proceed
.mockReturnValueOnce(0.1) // event: prayers_gain (index 0)
.mockReturnValueOnce(0) // possibleMaterials roll → divine_petal
.mockReturnValueOnce(0); // quantity → 1
const state = makeCompletedAreaState(TEST_AREA_ID, [
{ materialId: "divine_petal", quantity: 10 }, // pre-existing
]);
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await postCollect({ areaId: TEST_AREA_ID });
expect(res.status).toBe(200);
const body = await res.json() as { materialsFound: Array<{ materialId: string }> };
expect(body.materialsFound.some((m) => {
return m.materialId === "divine_petal";
})).toBe(true);
});
it("applies disciple_loss event and reduces disciple counts", async () => {
const mockRandom = vi.spyOn(Math, "random");
// garden_glade events[1] = disciple_loss fraction 0.05
// Call 1: nothing check 0.5 ≥ 0.2 → proceed
// Call 2: event index Math.floor(0.6 * 2) = 1 → disciple_loss
// possibleMaterials: total weight 8; call 3: 0.9 * 8 = 7.2; 7.2 - 5 = 2.2 > 0; 2.2 - 3 = -0.8 ≤ 0 → prayer_crystal
// Call 4: quantity for prayer_crystal: Math.floor(0 * (2-1+1)) + 1 = 1
mockRandom
.mockReturnValueOnce(0.5) // nothing check: proceed
.mockReturnValueOnce(0.6) // event: Math.floor(0.6 * 2) = 1 → disciple_loss
.mockReturnValueOnce(0.9) // possibleMaterials roll → prayer_crystal
.mockReturnValueOnce(0); // quantity → 1
const goddess = makeGoddessState(TEST_AREA_ID);
goddess.exploration.areas = [{ id: TEST_AREA_ID, status: "in_progress", startedAt: 0 }];
// Need disciples with non-zero count so lost > 0 triggers
goddess.disciples = [
{ id: "novice", name: "Novice", count: 100, costPrayers: 10, prayersPerSecond: 1, description: "", zoneId: TEST_ZONE_ID },
];
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await postCollect({ areaId: TEST_AREA_ID });
expect(res.status).toBe(200);
});
it("applies prayers_loss event and returns negative prayersChange", async () => {
const mockRandom = vi.spyOn(Math, "random");
// test_prayers_loss_area has 1 event: prayers_loss 100
// Call 1: nothing check 0.5 ≥ 0.2 → proceed
// Call 2: event index Math.floor(0.1 * 1) = 0 → prayers_loss
// No possibleMaterials, so no further calls needed
mockRandom
.mockReturnValueOnce(0.5)
.mockReturnValueOnce(0.1);
const goddess = makeGoddessState(PRAYERS_LOSS_AREA.id);
goddess.exploration.areas = [{ id: PRAYERS_LOSS_AREA.id, status: "in_progress", startedAt: 0 }];
const state = makeState({ goddess, resources: { gold: 0, essence: 0, crystals: 0, runestones: 0, prayers: 200 } });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await postCollect({ areaId: PRAYERS_LOSS_AREA.id });
expect(res.status).toBe(200);
const body = await res.json() as { event: { prayersChange: number }; foundNothing: boolean };
expect(body.foundNothing).toBe(false);
expect(body.event.prayersChange).toBeLessThanOrEqual(0);
});
it("applies divinity_gain event and increases divinity", async () => {
const mockRandom = vi.spyOn(Math, "random");
// test_divinity_gain_area has 1 event: divinity_gain 10
// Call 1: nothing check 0.5 ≥ 0.2 → proceed
// Call 2: event index Math.floor(0.1 * 1) = 0 → divinity_gain
// No possibleMaterials
mockRandom
.mockReturnValueOnce(0.5)
.mockReturnValueOnce(0.1);
const goddess = makeGoddessState(DIVINITY_GAIN_AREA.id);
goddess.exploration.areas = [{ id: DIVINITY_GAIN_AREA.id, status: "in_progress", startedAt: 0 }];
const initialDivinity = goddess.consecration.divinity;
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await postCollect({ areaId: DIVINITY_GAIN_AREA.id });
expect(res.status).toBe(200);
// Verify state was saved with updated divinity
const updateArg = vi.mocked(prisma.gameState.update).mock.calls[0]![0] as {
data: { state: { goddess: { consecration: { divinity: number } } } };
};
expect(updateArg.data.state.goddess.consecration.divinity).toBe(initialDivinity + 10);
});
it("returns 500 when the database throws an Error", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB error"));
const res = await postCollect({ areaId: TEST_AREA_ID });
expect(res.status).toBe(500);
});
it("returns 500 when the database throws a non-Error value", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce("raw string error");
const res = await postCollect({ areaId: TEST_AREA_ID });
expect(res.status).toBe(500);
});
});
});
+255
View File
@@ -0,0 +1,255 @@
/* 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() },
},
}));
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();
}),
}));
const DISCORD_ID = "test_discord_id";
// prayer_offering_1 costs 50 prayers, 0 divinity, 0 stardust; unlocked: true
const TEST_UPGRADE_ID = "prayer_offering_1";
const makeGoddessState = (): NonNullable<GameState["goddess"]> => ({
zones: [],
bosses: [],
quests: [],
disciples: [],
equipment: [],
upgrades: [
{
id: TEST_UPGRADE_ID,
name: "Morning Offering I",
description: "",
target: "prayers",
multiplier: 1.25,
costPrayers: 50,
costDivinity: 0,
costStardust: 0,
purchased: false,
unlocked: true,
},
],
achievements: [],
consecration: {
count: 0,
divinity: 100,
productionMultiplier: 1,
purchasedUpgradeIds: [],
},
enlightenment: {
count: 0,
stardust: 100,
purchasedUpgradeIds: [],
stardustPrayersMultiplier: 1,
stardustCombatMultiplier: 1,
stardustConsecrationThresholdMultiplier: 1,
stardustConsecrationDivinityMultiplier: 1,
stardustMetaMultiplier: 1,
},
exploration: {
areas: [],
materials: [],
craftedRecipeIds: [],
craftedPrayersMultiplier: 1,
craftedDivinityMultiplier: 1,
craftedCombatMultiplier: 1,
},
totalPrayersEarned: 0,
lifetimePrayersEarned: 0,
lifetimeBossesDefeated: 0,
lifetimeQuestsCompleted: 0,
baseClickPower: 1,
lastTickAt: 0,
});
const makeState = (overrides: Partial<GameState> = {}): GameState => ({
player: { discordId: DISCORD_ID, username: "u", discriminator: "0", avatar: null, totalGoldEarned: 0, totalClicks: 0, characterName: "T" },
resources: { gold: 0, essence: 0, crystals: 0, runestones: 0, prayers: 200 },
adventurers: [],
upgrades: [],
quests: [],
bosses: [],
equipment: [],
achievements: [],
zones: [],
exploration: { areas: [], materials: [], craftedRecipeIds: [], craftedGoldMultiplier: 1, craftedEssenceMultiplier: 1, craftedClickMultiplier: 1, craftedCombatMultiplier: 1 },
companions: { unlockedCompanionIds: [], activeCompanionId: null },
prestige: { count: 0, runestones: 0, productionMultiplier: 1, purchasedUpgradeIds: [] },
baseClickPower: 1,
lastTickAt: 0,
schemaVersion: 1,
...overrides,
} as GameState);
describe("goddessUpgrade route", () => {
let app: Hono;
let prisma: { gameState: { findUnique: ReturnType<typeof vi.fn>; update: ReturnType<typeof vi.fn> } };
beforeEach(async () => {
vi.clearAllMocks();
const { goddessUpgradeRouter } = await import("../../src/routes/goddessUpgrade.js");
const { prisma: p } = await import("../../src/db/client.js");
prisma = p as typeof prisma;
app = new Hono();
app.route("/goddess-upgrade", goddessUpgradeRouter);
});
const post = (body: Record<string, unknown>) =>
app.fetch(new Request("http://localhost/goddess-upgrade/buy", {
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify(body),
}));
it("returns 400 when upgradeId is missing", async () => {
const res = await post({});
expect(res.status).toBe(400);
});
it("returns 404 for unknown upgrade", async () => {
const res = await post({ upgradeId: "nonexistent_upgrade" });
expect(res.status).toBe(404);
});
it("returns 404 when no save is found", async () => {
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
const res = await post({ upgradeId: TEST_UPGRADE_ID });
expect(res.status).toBe(404);
});
it("returns 400 when goddess is undefined", async () => {
const state = makeState();
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post({ upgradeId: TEST_UPGRADE_ID });
expect(res.status).toBe(400);
});
it("returns 404 when upgrade is not found in goddess state", async () => {
const goddess = makeGoddessState();
goddess.upgrades = []; // no upgrades in state
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post({ upgradeId: TEST_UPGRADE_ID });
expect(res.status).toBe(404);
});
it("returns 400 when upgrade is not yet unlocked", async () => {
const goddess = makeGoddessState();
goddess.upgrades[0]!.unlocked = false;
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post({ upgradeId: TEST_UPGRADE_ID });
expect(res.status).toBe(400);
});
it("returns 400 when upgrade is already purchased", async () => {
const goddess = makeGoddessState();
goddess.upgrades[0]!.purchased = true;
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post({ upgradeId: TEST_UPGRADE_ID });
expect(res.status).toBe(400);
});
it("returns 400 when prayers is undefined (treats as 0)", async () => {
const goddess = makeGoddessState();
// Omitting prayers entirely exercises the `?? 0` fallback on line 75
const state = makeState({ goddess, resources: { gold: 0, essence: 0, crystals: 0, runestones: 0 } });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post({ upgradeId: TEST_UPGRADE_ID });
expect(res.status).toBe(400);
});
it("returns 400 when not enough prayers", async () => {
const goddess = makeGoddessState();
const state = makeState({ goddess, resources: { gold: 0, essence: 0, crystals: 0, runestones: 0, prayers: 10 } });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post({ upgradeId: TEST_UPGRADE_ID });
expect(res.status).toBe(400);
});
it("returns 400 when not enough divinity", async () => {
// prayer_offering_3 costs 1 divinity
const upgradeId = "prayer_offering_3";
const goddess = makeGoddessState();
goddess.upgrades.push({
id: upgradeId,
name: "Morning Offering III",
description: "",
target: "prayers",
multiplier: 2,
costPrayers: 1000,
costDivinity: 1,
costStardust: 0,
purchased: false,
unlocked: true,
});
goddess.consecration.divinity = 0; // need 1 but have 0
const state = makeState({ goddess, resources: { gold: 0, essence: 0, crystals: 0, runestones: 0, prayers: 5000 } });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post({ upgradeId });
expect(res.status).toBe(400);
});
it("returns 400 when not enough stardust", async () => {
// divine_spark_2 is in defaultGoddessUpgrades with costStardust: 1, costDivinity: 100, costPrayers: 500_000
const upgradeId = "divine_spark_2";
const goddess = makeGoddessState();
goddess.upgrades.push({
id: upgradeId,
name: "Divine Spark II",
description: "",
target: "prayers",
multiplier: 25,
costPrayers: 500_000,
costDivinity: 100,
costStardust: 1,
purchased: false,
unlocked: true,
});
goddess.consecration.divinity = 100; // enough divinity
goddess.enlightenment.stardust = 0; // NOT enough stardust (need 1)
const state = makeState({ goddess, resources: { gold: 0, essence: 0, crystals: 0, runestones: 0, prayers: 500_000 } });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post({ upgradeId });
expect(res.status).toBe(400);
});
it("returns 200 with remaining resources on success", async () => {
const goddess = makeGoddessState();
const state = makeState({ goddess, resources: { gold: 0, essence: 0, crystals: 0, runestones: 0, prayers: 200 } });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await post({ upgradeId: TEST_UPGRADE_ID });
expect(res.status).toBe(200);
const body = await res.json() as { prayersRemaining: number; divinityRemaining: number; stardustRemaining: number };
expect(body.prayersRemaining).toBe(150); // 200 - 50
expect(body.divinityRemaining).toBe(100); // no divinity cost
expect(body.stardustRemaining).toBe(100); // no stardust cost
});
it("returns 500 when the database throws an Error", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB error"));
const res = await post({ upgradeId: TEST_UPGRADE_ID });
expect(res.status).toBe(500);
});
it("returns 500 when the database throws a non-Error value", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce("raw string error");
const res = await post({ upgradeId: TEST_UPGRADE_ID });
expect(res.status).toBe(500);
});
});
+36
View File
@@ -112,4 +112,40 @@ describe("buildPostApotheosisState", () => {
const { updatedState } = buildPostApotheosisState(state, "T"); const { updatedState } = buildPostApotheosisState(state, "T");
expect(updatedState.apotheosis?.count).toBe(1); expect(updatedState.apotheosis?.count).toBe(1);
}); });
it("initialises goddess state on first apotheosis (count goes to 1)", () => {
const state = makeMinimalState();
const { updatedState } = buildPostApotheosisState(state, "T");
expect(updatedState.goddess).toBeDefined();
});
it("preserves existing goddess state on second apotheosis (count goes to 2)", () => {
const goddessState: GameState["goddess"] = {
achievements: [],
baseClickPower: 1,
bosses: [],
consecration: { count: 0, divinity: 0, productionMultiplier: 1, purchasedUpgradeIds: [] },
disciples: [],
enlightenment: { count: 0, purchasedUpgradeIds: [], stardust: 0, stardustCombatMultiplier: 1, stardustConsecrationDivinityMultiplier: 1, stardustConsecrationThresholdMultiplier: 1, stardustMetaMultiplier: 1, stardustPrayersMultiplier: 1 },
equipment: [],
exploration: { areas: [], craftedCombatMultiplier: 1, craftedDivinityMultiplier: 1, craftedPrayersMultiplier: 1, craftedRecipeIds: [], materials: [] },
lastTickAt: 0,
lifetimeBossesDefeated: 0,
lifetimePrayersEarned: 0,
lifetimeQuestsCompleted: 0,
quests: [],
totalPrayersEarned: 0,
upgrades: [],
zones: [],
};
const state = makeMinimalState({ apotheosis: { count: 1 }, goddess: goddessState });
const { updatedState } = buildPostApotheosisState(state, "T");
expect(updatedState.goddess).toEqual(goddessState);
});
it("does not add goddess when count goes to 2 but no goddess exists on current state", () => {
const state = makeMinimalState({ apotheosis: { count: 1 } });
const { updatedState } = buildPostApotheosisState(state, "T");
expect(updatedState.goddess).toBeUndefined();
});
}); });
+2
View File
@@ -10,6 +10,8 @@ export default defineConfig({
"src/db/client.ts", "src/db/client.ts",
"src/index.ts", "src/index.ts",
"src/data/materials.ts", "src/data/materials.ts",
// Goddess materials data file — not directly imported by any route (referenced by ID strings only)
"src/data/goddessMaterials.ts",
], ],
thresholds: { thresholds: {
statements: 100, statements: 100,
+169
View File
@@ -4,6 +4,7 @@
* @license Naomi's Public License * @license Naomi's Public License
* @author Naomi Carrigan * @author Naomi Carrigan
*/ */
/* eslint-disable max-lines -- API client grows with each new endpoint group */
import type { import type {
AboutResponse, AboutResponse,
ApotheosisRequest, ApotheosisRequest,
@@ -11,18 +12,37 @@ import type {
AuthResponse, AuthResponse,
BossChallengeRequest, BossChallengeRequest,
BossChallengeResponse, BossChallengeResponse,
BuyConsecrationUpgradeRequest,
BuyConsecrationUpgradeResponse,
BuyEchoUpgradeRequest, BuyEchoUpgradeRequest,
BuyEchoUpgradeResponse, BuyEchoUpgradeResponse,
BuyEnlightenmentUpgradeRequest,
BuyEnlightenmentUpgradeResponse,
BuyGoddessUpgradeRequest,
BuyGoddessUpgradeResponse,
BuyPrestigeUpgradeRequest, BuyPrestigeUpgradeRequest,
BuyPrestigeUpgradeResponse, BuyPrestigeUpgradeResponse,
ConsecrationRequest,
ConsecrationResponse,
CraftRecipeRequest, CraftRecipeRequest,
CraftRecipeResponse, CraftRecipeResponse,
EnlightenmentRequest,
EnlightenmentResponse,
ExploreClaimableResponse, ExploreClaimableResponse,
ExploreCollectRequest, ExploreCollectRequest,
ExploreCollectResponse, ExploreCollectResponse,
ExploreStartRequest, ExploreStartRequest,
ExploreStartResponse, ExploreStartResponse,
ForceUnlocksResponse, ForceUnlocksResponse,
GoddessBossChallengeRequest,
GoddessBossChallengeResponse,
GoddessCraftRequest,
GoddessCraftResponse,
GoddessExploreClaimableResponse,
GoddessExploreCollectRequest,
GoddessExploreCollectResponse,
GoddessExploreStartRequest,
GoddessExploreStartResponse,
LoadResponse, LoadResponse,
PrestigeRequest, PrestigeRequest,
PrestigeResponse, PrestigeResponse,
@@ -328,6 +348,145 @@ const debugHardReset = async(): Promise<LoadResponse> => {
return await fetchJson<LoadResponse>("/debug/hard-reset", { method: "POST" }); return await fetchJson<LoadResponse>("/debug/hard-reset", { method: "POST" });
}; };
/**
* Challenges a goddess boss.
* @param body - The goddess boss challenge request payload.
* @returns The goddess boss challenge response data.
*/
const challengeGoddessBoss = async(
body: GoddessBossChallengeRequest,
): Promise<GoddessBossChallengeResponse> => {
return await fetchJson<GoddessBossChallengeResponse>("/goddess/boss", {
body: JSON.stringify(body),
method: "POST",
});
};
/**
* Triggers a consecration reset on the server.
* @param body - The consecration request payload.
* @returns The consecration response data.
*/
const consecrate = async(
body: ConsecrationRequest,
): Promise<ConsecrationResponse> => {
return await fetchJson<ConsecrationResponse>("/consecration", {
body: JSON.stringify(body),
method: "POST",
});
};
/**
* Purchases a consecration upgrade on the server.
* @param body - The buy consecration upgrade request payload.
* @returns The buy consecration upgrade response data.
*/
const buyConsecrationUpgrade = async(
body: BuyConsecrationUpgradeRequest,
): Promise<BuyConsecrationUpgradeResponse> => {
return await fetchJson<BuyConsecrationUpgradeResponse>(
"/consecration/buy-upgrade",
{ body: JSON.stringify(body), method: "POST" },
);
};
/**
* Triggers an enlightenment reset on the server.
* @param body - The enlightenment request payload.
* @returns The enlightenment response data.
*/
const enlighten = async(
body: EnlightenmentRequest,
): Promise<EnlightenmentResponse> => {
return await fetchJson<EnlightenmentResponse>("/enlightenment", {
body: JSON.stringify(body),
method: "POST",
});
};
/**
* Purchases an enlightenment upgrade on the server.
* @param body - The buy enlightenment upgrade request payload.
* @returns The buy enlightenment upgrade response data.
*/
const buyEnlightenmentUpgrade = async(
body: BuyEnlightenmentUpgradeRequest,
): Promise<BuyEnlightenmentUpgradeResponse> => {
return await fetchJson<BuyEnlightenmentUpgradeResponse>(
"/enlightenment/buy-upgrade",
{ body: JSON.stringify(body), method: "POST" },
);
};
/**
* Purchases a goddess upgrade on the server.
* @param body - The buy goddess upgrade request payload.
* @returns The buy goddess upgrade response data.
*/
const buyGoddessUpgrade = async(
body: BuyGoddessUpgradeRequest,
): Promise<BuyGoddessUpgradeResponse> => {
return await fetchJson<BuyGoddessUpgradeResponse>("/goddess/upgrade", {
body: JSON.stringify(body),
method: "POST",
});
};
/**
* Crafts a goddess recipe on the server.
* @param body - The goddess craft request payload.
* @returns The goddess craft response data.
*/
const craftGoddessRecipe = async(
body: GoddessCraftRequest,
): Promise<GoddessCraftResponse> => {
return await fetchJson<GoddessCraftResponse>("/goddess/craft", {
body: JSON.stringify(body),
method: "POST",
});
};
/**
* Starts a goddess exploration in a given area.
* @param body - The goddess exploration start request payload.
* @returns The goddess exploration start response data.
*/
const startGoddessExploration = async(
body: GoddessExploreStartRequest,
): Promise<GoddessExploreStartResponse> => {
return await fetchJson<GoddessExploreStartResponse>("/goddess/explore", {
body: JSON.stringify(body),
method: "POST",
});
};
/**
* Collects the rewards from a completed goddess exploration.
* @param body - The goddess exploration collect request payload.
* @returns The goddess exploration collect response data.
*/
const collectGoddessExploration = async(
body: GoddessExploreCollectRequest,
): Promise<GoddessExploreCollectResponse> => {
return await fetchJson<GoddessExploreCollectResponse>("/goddess/explore", {
body: JSON.stringify(body),
method: "PUT",
});
};
/**
* Checks whether a given goddess exploration area is ready to claim on the server.
* @param areaId - The area ID to check.
* @returns Whether the goddess exploration is claimable.
*/
const checkGoddessExplorationClaimable = async(
areaId: string,
): Promise<GoddessExploreClaimableResponse> => {
return await fetchJson<GoddessExploreClaimableResponse>(
`/goddess/explore/claimable?areaId=${encodeURIComponent(areaId)}`,
);
};
/** /**
* Fetches a public player profile by Discord ID. * Fetches a public player profile by Discord ID.
* @param discordId - The Discord ID of the player to look up. * @param discordId - The Discord ID of the player to look up.
@@ -356,13 +515,22 @@ const updateProfile = async(
export { export {
ValidationError, ValidationError,
achieveApotheosis, achieveApotheosis,
buyConsecrationUpgrade,
buyEchoUpgrade, buyEchoUpgrade,
buyEnlightenmentUpgrade,
buyGoddessUpgrade,
buyPrestigeUpgrade, buyPrestigeUpgrade,
challengeBoss, challengeBoss,
challengeGoddessBoss,
checkExplorationClaimable, checkExplorationClaimable,
checkGoddessExplorationClaimable,
collectExploration, collectExploration,
collectGoddessExploration,
consecrate,
craftGoddessRecipe,
craftRecipe, craftRecipe,
debugHardReset, debugHardReset,
enlighten,
forceUnlocks, forceUnlocks,
syncNewContent, syncNewContent,
getAbout, getAbout,
@@ -374,6 +542,7 @@ export {
resetProgress, resetProgress,
saveGame, saveGame,
startExploration, startExploration,
startGoddessExploration,
transcend, transcend,
updateProfile, updateProfile,
}; };
+133
View File
@@ -254,6 +254,139 @@ const howToPlay = [
+ " entries and lifetime profile statistics are always preserved.", + " entries and lifetime profile statistics are always preserved.",
title: "✨ Apotheosis", title: "✨ Apotheosis",
}, },
{
body:
"Your first Apotheosis unlocks the Goddess Realm — an entirely new"
+ " layer of the game that runs alongside your mortal progress. Switch"
+ " between Mortal and Goddess modes using the mode bar at the top of"
+ " the screen. All Goddess tabs are always visible, but their content"
+ " is locked until Apotheosis. Your mortal progress is fully preserved"
+ " when switching modes — they advance in parallel.",
title: "✨ Goddess Mode",
},
{
body:
"The Goddess Realm uses three currencies: Prayers (earned passively"
+ " from Disciples each tick), Divinity (earned from Disciples and"
+ " multiplied by Consecration bonuses), and Stardust (awarded by"
+ " Goddess Quests, Enlightenment resets, and Achievement unlocks)."
+ " All three are always visible in the resource bar — greyed out"
+ " before Apotheosis, fully active after.",
title: "🙏 Divine Currencies",
},
{
body:
"The Goddess Realm has 18 zones, each containing 4 bosses and 5"
+ " quests. The first zone is always available after Apotheosis."
+ " Subsequent"
+ " zones unlock when you defeat the required Goddess Boss AND complete"
+ " the required Goddess Quest from the preceding zone — the same"
+ " pattern as the mortal game, but with divine stakes.",
title: "🌟 Goddess Zones",
},
{
body:
"Challenge Goddess Bosses to earn Prayers, sacred equipment drops, and"
+ " unlock new Goddess Zones. Each boss has a Consecration requirement"
+ " — you must have consecrated a minimum number of times before you"
+ " can attempt it. Bosses that have been defeated stay defeated;"
+ " the zone simply marks them as cleared.",
title: "⚔️ Goddess Boss Fights",
},
{
body:
"Goddess Quests run on a timer just like mortal quests, but they always"
+ " succeed — there is no failure chance in the divine realm. Rewards"
+ " include Prayers, Divinity, Stardust, and unlocks for Goddess"
+ " Upgrades, Disciples, and equipment. Quests within a zone are"
+ " unlocked in order via prerequisites; a quest becomes available once"
+ " all its required quests are completed.",
title: "📜 Goddess Quests",
},
{
body:
"Disciples are the Goddess Realm's equivalent of adventurers. Hire"
+ " them with Prayers and Divinity to generate passive Prayers and"
+ " Divinity income every tick. Disciples come in six classes — Oracle,"
+ " Seraph, Invoker, Templar, Herald, and Warden — each with unique"
+ " income rates and combat power. Buy in batches of 1, 10, or Max."
+ " Disciple-specific Upgrades multiply the income of individual"
+ " classes, and Global Upgrades stack on top.",
title: "🧎 Disciples",
},
{
body:
"The Goddess Realm has three equipment types: Relics 📿, Vestments 👘,"
+ " and Sigils 🔯. Each type occupies its own slot — only one of each"
+ " can be equipped at a time. Equipment is purchased with Prayers,"
+ " Divinity, and Stardust, or obtained exclusively as Boss Drop rewards"
+ " (marked 🎲 Boss Drop Only). Pieces come in Common, Rare, Epic, and"
+ " Legendary rarities and provide bonuses to Prayers/s, Disciple"
+ " Combat, or Divinity from Consecration.",
title: "🔯 Goddess Equipment & Sets",
},
{
body:
"Goddess Upgrades are purchased with Prayers, Divinity, and Stardust"
+ " and fall into five categories: Prayers (boosts all Disciple prayer"
+ " income globally), Disciple (boosts a specific Disciple class),"
+ " Global (multiplies all Goddess income), Consecration (amplifies"
+ " Consecration bonuses), and Boss (increases Goddess Boss damage)."
+ " Upgrades stack multiplicatively and are permanent within a"
+ " Consecration cycle.",
title: "🔧 Goddess Upgrades",
},
{
body:
"Consecration is the Goddess Realm's prestige layer. When you"
+ " Consecrate, your Prayers and Divinity are reset but you receive a"
+ " permanent production multiplier that stacks with every Consecration."
+ " Spend Divinity in the Consecration Shop on lasting upgrades that"
+ " amplify Prayer income, Divinity income, and Disciple power. Each"
+ " Consecration also raises your Consecration count, which is required"
+ " to challenge higher-tier Goddess Bosses.",
title: "🙏 Consecration",
},
{
body:
"Enlightenment is the Goddess Realm's transcendence layer, available"
+ " after sufficient Consecrations. Enlightening performs a deeper"
+ " reset — clearing Prayers, Divinity, and Consecration progress — in"
+ " exchange for Stardust multipliers that persist forever. Spend"
+ " Stardust in the Enlightenment Shop on meta-upgrades that amplify"
+ " Prayer income, Disciple power, and future Stardust yields.",
title: "🌌 Enlightenment",
},
{
body:
"Sacred Materials are gathered from Goddess Explorations (three unique"
+ " materials per zone). Use them in the Goddess Crafting panel to"
+ " craft recipes that grant permanent multipliers to Prayers/s, Divinity"
+ " from Consecration, and Disciple Combat Power. Each recipe can only"
+ " be crafted once; multipliers from all crafted recipes stack together"
+ " and persist through Consecration and Enlightenment resets.",
title: "⚗️ Goddess Crafting",
},
{
body:
"Send divine scouts to explore areas within each Goddess Zone. Each"
+ " area runs on a timer and rewards Prayers, Divinity, Stardust, and"
+ " Sacred Materials when collected. Goddess Explorations never fail."
+ " Exploration zones unlock alongside their corresponding Goddess Zone"
+ " — four areas are available per zone. Collecting from an area at"
+ " least once marks it as discovered.",
title: "🗺️ Goddess Exploration",
},
{
body:
"Goddess Achievements track milestones across the Goddess Realm:"
+ " total Prayers earned, Goddess Bosses defeated, Goddess Quests"
+ " completed, Disciples hired, Consecration count, and Goddess"
+ " Equipment owned. Unlocking an achievement instantly awards bonus"
+ " Divinity and Stardust. Achievements are checked automatically each"
+ " tick and are permanent once unlocked.",
title: "🏆 Goddess Achievements",
},
{ {
body: body:
"The Story tab contains 22 chapters that unlock as you progress. The" "The Story tab contains 22 chapters that unlock as you progress. The"
@@ -163,7 +163,8 @@ const CompanionPanel = (): JSX.Element => {
const progressByUnlockType: Record<string, number> = { const progressByUnlockType: Record<string, number> = {
apotheosis: state.apotheosis?.count ?? 0, apotheosis: state.apotheosis?.count ?? 0,
lifetimeBosses: state.player.lifetimeBossesDefeated, lifetimeBosses: state.player.lifetimeBossesDefeated,
lifetimeGold: state.player.lifetimeGoldEarned, // eslint-disable-next-line stylistic/max-len -- Long expression; splitting would reduce readability
lifetimeGold: state.player.lifetimeGoldEarned + state.player.totalGoldEarned,
lifetimeQuests: state.player.lifetimeQuestsCompleted, lifetimeQuests: state.player.lifetimeQuestsCompleted,
prestige: state.prestige.count, prestige: state.prestige.count,
transcendence: state.transcendence?.count ?? 0, transcendence: state.transcendence?.count ?? 0,
@@ -0,0 +1,640 @@
/**
* @file Consecration panel component for goddess prestige and divinity upgrade shop.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines-per-function -- Complex component with many render paths */
/* eslint-disable complexity -- Many conditional render paths */
/* eslint-disable max-lines -- Large panel with consecration and shop tabs */
/* eslint-disable max-statements -- Consecration panel manages many local state variables */
/* eslint-disable stylistic/max-len -- Data content with long description strings */
/* eslint-disable @typescript-eslint/naming-convention -- SCREAMING_SNAKE_CASE is conventional for module-level data constants */
import { useState, type JSX } from "react";
import { useGame } from "../../context/gameContext.js";
import type { ConsecrationUpgradeCategory } from "@elysium/types";
const baseConsecrationThreshold = 50_000;
/**
* Calculates the prayers threshold required for the next consecration.
* Mirrors the server formula: BASE * (count + 1)^2 * thresholdMultiplier.
* @param consecrationCount - The number of consecrations completed so far.
* @param thresholdMultiplier - Optional stardust-upgrade multiplier applied to the threshold.
* @returns The prayers amount required to consecrate.
*/
const calculateConsecrationThreshold = (
consecrationCount: number,
thresholdMultiplier = 1,
): number => {
return (
baseConsecrationThreshold
* Math.pow(consecrationCount + 1, 2)
* thresholdMultiplier
);
};
const divinityYieldDivisor = 1000;
/**
* Calculates the projected divinity yield from a consecration.
* Mirrors the server formula: MAX(1, FLOOR(SQRT(totalPrayersEarned / divisor) * divinityMultiplier)).
* @param totalPrayersEarned - Total prayers earned in the current run.
* @param divinityMultiplier - Multiplier from stardust upgrades applied to divinity yield.
* @returns The projected divinity earned.
*/
const calculateDivinityYield = (
totalPrayersEarned: number,
divinityMultiplier: number,
): number => {
return Math.max(
1,
Math.floor(
Math.sqrt(totalPrayersEarned / divinityYieldDivisor) * divinityMultiplier,
),
);
};
/**
* Computes the consecration production multiplier from the count.
* Each consecration adds 25% to the production multiplier.
* @param count - The number of consecrations completed.
* @returns The computed production multiplier.
*/
const computeConsecrationProductionMultiplier = (count: number): number => {
// eslint-disable-next-line stylistic/no-extra-parens -- Required by no-mixed-operators rule
return 1 + (count * 0.25);
};
const CONSECRATION_UPGRADES: Array<{
id: string;
name: string;
description: string;
category: ConsecrationUpgradeCategory;
divinityCost: number;
multiplier: number;
}> = [
{
category: "prayers",
description: "The first drop of divinity awakens your disciples' devotion. All prayers/s ×1.25.",
divinityCost: 5,
id: "divine_prayers_1",
multiplier: 1.25,
name: "Divinity Blessing I",
},
{
category: "prayers",
description: "Deeper divine resonance amplifies every prayer across the order. All prayers/s ×1.5.",
divinityCost: 15,
id: "divine_prayers_2",
multiplier: 1.5,
name: "Divinity Blessing II",
},
{
category: "prayers",
description: "The full weight of accumulated consecration doubles prayer output entirely. All prayers/s ×2.",
divinityCost: 40,
id: "divine_prayers_3",
multiplier: 2,
name: "Divinity Blessing III",
},
{
category: "prayers",
description: "The goddess's own blessing multiplies prayers fivefold through all of creation. All prayers/s ×5.",
divinityCost: 120,
id: "divine_prayers_4",
multiplier: 5,
name: "Divinity Blessing IV",
},
{
category: "prayers",
description: "An unbroken chain of consecrations has tuned your disciples to a perfect divine frequency. All prayers/s ×10.",
divinityCost: 350,
id: "divine_prayers_5",
multiplier: 10,
name: "Divinity Blessing V",
},
{
category: "prayers",
description: "The consecration memory floods every prayer with exponential fervour. All prayers/s ×25.",
divinityCost: 900,
id: "divine_prayers_6",
multiplier: 25,
name: "Divinity Blessing VI",
},
{
category: "prayers",
description: "Every act of consecration resonates through eternity, amplifying prayers a hundredfold. All prayers/s ×100.",
divinityCost: 2500,
id: "divine_prayers_7",
multiplier: 100,
name: "Divinity Blessing VII",
},
{
category: "disciples",
description: "Divinity breathes life into every disciple in your order. Disciple output ×1.25.",
divinityCost: 8,
id: "divine_disciples_1",
multiplier: 1.25,
name: "Sacred Ordination I",
},
{
category: "disciples",
description: "Deeper divine resonance heightens disciple fervour. Disciple output ×1.5.",
divinityCost: 25,
id: "divine_disciples_2",
multiplier: 1.5,
name: "Sacred Ordination II",
},
{
category: "disciples",
description: "Consecration anoints each disciple with divine purpose, doubling their output.",
divinityCost: 70,
id: "divine_disciples_3",
multiplier: 2,
name: "Sacred Ordination III",
},
{
category: "disciples",
description: "The goddess's light magnifies every disciple fivefold across the entire order.",
divinityCost: 200,
id: "divine_disciples_4",
multiplier: 5,
name: "Sacred Ordination IV",
},
{
category: "disciples",
description: "Generations of consecration have transcended the order itself. Disciple output ×10.",
divinityCost: 600,
id: "divine_disciples_5",
multiplier: 10,
name: "Sacred Ordination V",
},
{
category: "combat",
description: "The goddess breathes divine fury into your disciples on the battlefield. Combat DPS ×1.25.",
divinityCost: 10,
id: "divine_combat_1",
multiplier: 1.25,
name: "Blessed Blade I",
},
{
category: "combat",
description: "Divine power surges through your warriors in battle. Combat DPS ×1.5.",
divinityCost: 30,
id: "divine_combat_2",
multiplier: 1.5,
name: "Blessed Blade II",
},
{
category: "combat",
description: "Consecration has forged your disciples into divine instruments of war. Combat DPS ×2.",
divinityCost: 80,
id: "divine_combat_3",
multiplier: 2,
name: "Blessed Blade III",
},
{
category: "combat",
description: "Your disciples strike with the force of accumulated divinity. Combat DPS ×5.",
divinityCost: 250,
id: "divine_combat_4",
multiplier: 5,
name: "Blessed Blade IV",
},
{
category: "combat",
description: "The goddess herself fights through your disciples on the sacred field. Combat DPS ×10.",
divinityCost: 750,
id: "divine_combat_5",
multiplier: 10,
name: "Blessed Blade V",
},
{
category: "divinity",
description: "Divine attunement sharpens the flow of divinity from each consecration. Divinity yield ×1.25.",
divinityCost: 20,
id: "divine_divinity_1",
multiplier: 1.25,
name: "Divine Resonance I",
},
{
category: "divinity",
description: "Sacred wisdom accumulated through consecrations amplifies the divine yield. Divinity yield ×1.5.",
divinityCost: 60,
id: "divine_divinity_2",
multiplier: 1.5,
name: "Divine Resonance II",
},
{
category: "divinity",
description: "Each consecration leaves a deeper impression on the divine fabric. Divinity yield ×2.",
divinityCost: 175,
id: "divine_divinity_3",
multiplier: 2,
name: "Divine Resonance III",
},
{
category: "divinity",
description: "The goddess opens a direct channel of divinity to reward your devotion. Divinity yield ×3.",
divinityCost: 500,
id: "divine_divinity_4",
multiplier: 3,
name: "Divine Resonance IV",
},
{
category: "divinity",
description: "Perfect harmony between consecrator and goddess multiplies divinity fivefold. Divinity yield ×5.",
divinityCost: 1500,
id: "divine_divinity_5",
multiplier: 5,
name: "Divine Resonance V",
},
{
category: "utility",
description: "Consecration memory compresses the prayers required for the next divine reset by 10%.",
divinityCost: 50,
id: "divine_utility_1",
multiplier: 0.9,
name: "Sacred Shortcut I",
},
{
category: "utility",
description: "The goddess guides your path, shortening the consecration threshold by 20%.",
divinityCost: 150,
id: "divine_utility_2",
multiplier: 0.8,
name: "Sacred Shortcut II",
},
{
category: "utility",
description: "Centuries of consecration have worn a path through the divine — threshold reduced by 30%.",
divinityCost: 400,
id: "divine_utility_3",
multiplier: 0.7,
name: "Sacred Shortcut III",
},
];
const categoryOrder: Array<ConsecrationUpgradeCategory> = [
"prayers",
"disciples",
"combat",
"divinity",
"utility",
];
const CONSECRATION_UPGRADE_CATEGORY_LABELS: Record<ConsecrationUpgradeCategory, string> = {
combat: "⚔️ Combat Multipliers",
disciples: "🙏 Disciple Multipliers",
divinity: "✨ Divinity Yield",
prayers: "📿 Prayer Multipliers",
utility: "🎯 Quality of Life",
};
type ConsecrationTab = "consecrate" | "shop";
/**
* Renders the consecration panel with ascension and divinity shop tabs.
* @returns The JSX element.
*/
const ConsecrationPanel = (): JSX.Element => {
const {
state,
reloadSilent,
formatInteger,
formatNumber,
consecrate,
buyConsecrationUpgrade,
showConsecrationToast,
dismissConsecrationToast,
} = useGame();
const [ isPending, setIsPending ] = useState(false);
const [ result, setResult ] = useState<{
divinityEarned: number;
count: number;
} | null>(null);
const [ consecrationError, setConsecrationError ] = useState<string | null>(null);
const [ buyingId, setBuyingId ] = useState<string | null>(null);
const [ activeTab, setActiveTab ] = useState<ConsecrationTab>("consecrate");
if (state === null) {
return (
<section className="panel">
<p>{"Loading..."}</p>
</section>
);
}
const { goddess } = state;
if (goddess === undefined) {
return (
<section className="panel">
<p>{"The Goddess expansion is not yet unlocked."}</p>
</section>
);
}
const { consecration, enlightenment, totalPrayersEarned } = goddess;
const thresholdMultiplier = enlightenment.stardustConsecrationThresholdMultiplier;
const threshold = calculateConsecrationThreshold(consecration.count, thresholdMultiplier);
const isEligible = totalPrayersEarned >= threshold;
const divinityMultiplier = enlightenment.stardustConsecrationDivinityMultiplier;
const divinityPreview = calculateDivinityYield(totalPrayersEarned, divinityMultiplier);
const nextMultiplier = computeConsecrationProductionMultiplier(consecration.count + 1);
const progressRatio = Math.min(totalPrayersEarned / threshold, 1);
const progressPct = (progressRatio * 100).toFixed(1);
const currentDivinity = consecration.divinity;
async function handleConsecrate(): Promise<void> {
setIsPending(true);
setConsecrationError(null);
try {
const data = await consecrate();
setResult({
count: data.newConsecrationCount,
divinityEarned: data.divinityEarned,
});
await reloadSilent();
} catch (error_: unknown) {
setConsecrationError(
error_ instanceof Error
? error_.message
: "Consecration failed",
);
} finally {
setIsPending(false);
}
}
async function handleBuyUpgrade(upgradeId: string): Promise<void> {
setBuyingId(upgradeId);
try {
await buyConsecrationUpgrade(upgradeId);
} finally {
setBuyingId(null);
}
}
const upgradesByCategory = categoryOrder.map((categoryId) => {
const label = CONSECRATION_UPGRADE_CATEGORY_LABELS[categoryId];
const upgrades = CONSECRATION_UPGRADES.filter((upgrade) => {
return upgrade.category === categoryId;
});
return { categoryId, label, upgrades };
});
function handleConsecrateClick(): void {
void handleConsecrate();
}
function handleConsecrateTabClick(): void {
setActiveTab("consecrate");
}
function handleShopTabClick(): void {
setActiveTab("shop");
}
return (
<section className="panel consecration-panel">
<h2>{"🕯️ Consecration"}</h2>
{showConsecrationToast
? <div className="prestige-toast consecration-toast">
<p>{"✨ Consecration complete!"}</p>
<button
onClick={dismissConsecrationToast}
type="button"
>
{"Dismiss"}
</button>
</div>
: null
}
<div className="prestige-tabs">
<button
className={`prestige-tab ${activeTab === "consecrate"
? "active"
: ""}`}
onClick={handleConsecrateTabClick}
type="button"
>
{"Consecrate"}
</button>
<button
className={`prestige-tab ${activeTab === "shop"
? "active"
: ""}`}
onClick={handleShopTabClick}
type="button"
>
{"✨ Divinity Shop ("}
{formatInteger(currentDivinity)}
{" divinity)"}
</button>
</div>
{activeTab === "consecrate"
&& <>
<p className="transcendence-intro">
{"Consecration is the goddess prestige layer. It resets your prayers"
+ " and goddess progress, but grants "}
<strong>{"Divinity"}</strong>
{" — a permanent goddess currency used to purchase powerful upgrades."
+ " Each consecration also permanently increases your prayers/s multiplier."}
</p>
<div className="transcendence-status">
{consecration.count > 0
? <p>
{"Consecration count: "}
<strong>{consecration.count}</strong>
</p>
: null
}
<p>
{"Current Divinity: "}
<strong>{formatInteger(currentDivinity)}</strong>
</p>
<p>
{"Prayers this run: "}
<strong>{formatNumber(totalPrayersEarned)}</strong>
{" / "}
<strong>{formatNumber(threshold)}</strong>
</p>
<div className="prestige-progress-bar">
<div
className="prestige-progress-fill"
style={{ width: `${progressPct}%` }}
/>
</div>
<p className="prestige-progress-label">
{progressPct}
{"% of threshold"}
</p>
{isEligible
? <p className="echo-preview">
{"Divinity on consecration: "}
<strong>
{"+"}
{formatInteger(divinityPreview)}
</strong>
{divinityMultiplier > 1
? <span className="echo-meta-bonus">
{" (×"}
{divinityMultiplier.toFixed(2)}
{" yield bonus applied)"}
</span>
: null
}
</p>
: null}
<p>
{"Next production multiplier: "}
<strong>
{"×"}
{nextMultiplier.toFixed(2)}
</strong>
</p>
</div>
{isEligible
? null
: <div className="transcendence-locked">
<p>
{"🔒 "}
<strong>{"Earn enough prayers"}</strong>
{" to unlock consecration."}
</p>
<p className="transcendence-hint">
{"You need "}
{formatNumber(threshold)}
{" total prayers in the current run. You have "}
{formatNumber(totalPrayersEarned)}
{"."}
</p>
</div>
}
{isEligible
? <div className="prestige-form">
<p>
{"You are ready to consecrate. This action is "}
<strong>{"irreversible"}</strong>
{" within this goddess run."}
</p>
<button
className="transcendence-button"
disabled={isPending}
onClick={handleConsecrateClick}
type="button"
>
{isPending
? "Consecrating..."
: `🕯️ Consecrate (+${formatInteger(divinityPreview)} Divinity)`}
</button>
{consecrationError === null
? null
: <p className="error">{consecrationError}</p>}
{result === null
? null
: <p className="success">
{"Consecrated! Earned "}
<strong>
{formatInteger(result.divinityEarned)}
{" Divinity"}
</strong>
{". This is Consecration "}
{result.count}
{". A new divine cycle begins."}
</p>
}
</div>
: null}
</>
}
{activeTab === "shop"
&& <div className="echo-shop">
<p className="shop-balance">
{"Balance: "}
<strong>
{formatInteger(currentDivinity)}
{" Divinity"}
</strong>
</p>
<p className="echo-shop-description">
{"Divinity upgrades are "}
<strong>{"permanent"}</strong>
{" — they survive future consecrations."}
</p>
{upgradesByCategory.map(({ categoryId, label, upgrades }) => {
return (
<div className="shop-category" key={categoryId}>
<h3>{label}</h3>
<div className="shop-upgrades">
{upgrades.map((upgrade) => {
const purchased = consecration.purchasedUpgradeIds.includes(upgrade.id);
const canAfford = currentDivinity >= upgrade.divinityCost;
const isLoading = buyingId === upgrade.id;
function handleBuyClick(): void {
void handleBuyUpgrade(upgrade.id);
}
return (
<div
className={`shop-upgrade-card echo-upgrade-card ${
purchased
? "purchased"
: ""
} ${!canAfford && !purchased
? "unaffordable"
: ""}`}
key={upgrade.id}
>
<div className="shop-upgrade-info">
<h4>{upgrade.name}</h4>
<p>{upgrade.description}</p>
<p className="upgrade-cost">
{purchased
? "✅ Purchased"
: `${formatInteger(upgrade.divinityCost)} Divinity`}
</p>
</div>
{purchased
? null
: <button
className="upgrade-buy-button"
disabled={!canAfford || isLoading}
onClick={handleBuyClick}
type="button"
>
{isLoading
? "Buying..."
: "Buy"}
</button>
}
</div>
);
})}
</div>
</div>
);
})}
</div>
}
</section>
);
};
export { ConsecrationPanel };
@@ -0,0 +1,274 @@
/**
* @file Disciples panel component for purchasing goddess disciples.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines-per-function -- Complex component with many render paths */
/* eslint-disable react/no-multi-comp -- DiscipleCard sub-component is tightly coupled */
/* eslint-disable complexity -- DiscipleCard has inherent branching for batch/afford logic */
import { type JSX, useState } from "react";
import { useGame } from "../../context/gameContext.js";
import type { GoddessDisciple } from "@elysium/types";
type BatchSize = 1 | 10 | "max";
const batchOptions: Array<BatchSize> = [ 1, 10, "max" ];
const growthRate = 1.15;
/**
* Computes the total prayers cost to buy a batch of disciples.
* @param disciple - The disciple tier to purchase.
* @param quantity - The number to buy.
* @returns The total prayers cost.
*/
const computeBatchCost = (
disciple: GoddessDisciple,
quantity: number,
): number => {
let total = 0;
for (let index = 0; index < quantity; index = index + 1) {
const exponent = disciple.count + index;
const cost = disciple.baseCost * Math.pow(growthRate, exponent);
total = total + cost;
}
return total;
};
/**
* Computes the maximum number of disciples affordable with available prayers.
* @param disciple - The disciple tier.
* @param prayers - The available prayer balance.
* @returns The maximum affordable quantity.
*/
const computeMaxAffordable = (
disciple: GoddessDisciple,
prayers: number,
): number => {
let total = 0;
let quantity = 0;
for (let index = 0; index < 100_000; index = index + 1) {
const exponent = disciple.count + index;
const cost = disciple.baseCost * Math.pow(growthRate, exponent);
if (total + cost > prayers) {
break;
}
total = total + cost;
quantity = quantity + 1;
}
return quantity;
};
/**
* Parses a localStorage string back into a valid BatchSize, defaulting to 1.
* @param stored - The raw string from localStorage (or null if absent).
* @returns A valid BatchSize value.
*/
const parseBatchSize = (stored: string | null): BatchSize => {
if (stored === "max") {
return "max";
}
if (stored === "10") {
return 10;
}
return 1;
};
interface DiscipleCardProperties {
readonly disciple: GoddessDisciple;
readonly prayers: number;
readonly selectedBatch: BatchSize;
}
/**
* Renders a single disciple purchase card.
* @param props - The component properties.
* @param props.disciple - The disciple tier to display.
* @param props.prayers - The player's current prayer balance.
* @param props.selectedBatch - The active batch size selection.
* @returns The JSX element.
*/
const DiscipleCard = ({
disciple,
prayers,
selectedBatch,
}: DiscipleCardProperties): JSX.Element => {
const { buyGoddessDisciple, formatNumber } = useGame();
const maxAffordable = computeMaxAffordable(disciple, prayers);
const effectiveBatch = selectedBatch === "max"
? maxAffordable
: selectedBatch;
const batchCost = computeBatchCost(disciple, effectiveBatch);
const canAffordBatch = prayers >= batchCost && effectiveBatch > 0;
const singleCost = computeBatchCost(disciple, 1);
function handleBuy(): void {
if (effectiveBatch > 0) {
buyGoddessDisciple(disciple.id, effectiveBatch);
}
}
function getBuyButtonLabel(): string {
if (selectedBatch === "max") {
if (maxAffordable === 0) {
return "Can't Afford";
}
return `Buy Max (×${String(maxAffordable)})`;
}
return `Buy ×${String(effectiveBatch)}`;
}
return (
<div className={`disciple-card ${disciple.unlocked
? ""
: "disciple-locked"}`}>
<div className="disciple-header">
<div className="disciple-title">
<h3>{disciple.name}</h3>
<span className="disciple-class">{disciple.class}</span>
</div>
<span className="disciple-count">
{"×"}
{formatNumber(disciple.count)}
</span>
</div>
<div className="disciple-income">
{disciple.prayersPerSecond > 0
&& <span className="income-tag">
{"🙏 "}
{formatNumber(disciple.prayersPerSecond)}
{"/s prayers"}
</span>
}
{disciple.divinityPerSecond > 0
&& <span className="income-tag">
{"✨ "}
{formatNumber(disciple.divinityPerSecond)}
{"/s divinity"}
</span>
}
<span className="combat-power-tag">
{"⚔️ "}
{formatNumber(disciple.combatPower)}
{" combat power each"}
</span>
</div>
<div className="disciple-cost">
<span className="cost-label">
{"Next: 🙏 "}
{formatNumber(singleCost)}
</span>
{selectedBatch !== 1
&& effectiveBatch > 0
&& <span className="cost-label">
{selectedBatch === "max"
? "Max"
: String(selectedBatch)}
{" (×"}
{String(effectiveBatch)}
{"): 🙏 "}
{formatNumber(batchCost)}
</span>
}
</div>
{disciple.unlocked
? <button
className="buy-disciple-button"
disabled={!canAffordBatch}
onClick={handleBuy}
title={
canAffordBatch
? undefined
: `Need 🙏 ${formatNumber(batchCost)} prayers`
}
type="button"
>
{getBuyButtonLabel()}
</button>
: <span className="disciple-badge locked">{"🔒 Locked"}</span>
}
</div>
);
};
/**
* Renders the disciples panel for purchasing goddess disciples.
* @returns The JSX element.
*/
const DisciplesPanel = (): JSX.Element => {
const { state, formatNumber } = useGame();
const [ selectedBatch, setSelectedBatch ] = useState<BatchSize>(() => {
return parseBatchSize(localStorage.getItem("elysium_disciple_batch"));
});
if (state === null) {
return (
<section className="panel">
<p>{"Loading..."}</p>
</section>
);
}
const goddessState = state.goddess;
if (goddessState === undefined) {
return (
<section className="panel">
<p>{"Goddess expansion not yet unlocked."}</p>
</section>
);
}
const prayers = state.resources.prayers ?? 0;
const { disciples } = goddessState;
function handleBatchSelect(batch: BatchSize): void {
setSelectedBatch(batch);
localStorage.setItem("elysium_disciple_batch", String(batch));
}
return (
<section className="panel disciples-panel">
<h2>{"Disciples"}</h2>
<div className="disciples-balance">
<span>
{"🙏 Prayers: "}
<strong>{formatNumber(prayers)}</strong>
</span>
</div>
<div className="batch-selector">
{batchOptions.map((batch) => {
function handleClick(): void {
handleBatchSelect(batch);
}
return <button
className={`batch-button ${selectedBatch === batch
? "active"
: ""}`}
key={String(batch)}
onClick={handleClick}
type="button"
>
{batch === "max"
? "Max"
: `×${String(batch)}`}
</button>;
})}
</div>
<div className="disciples-list">
{disciples.map((disciple: GoddessDisciple) => {
return <DiscipleCard
disciple={disciple}
key={disciple.id}
prayers={prayers}
selectedBatch={selectedBatch}
/>;
})}
</div>
</section>
);
};
export { DisciplesPanel };
@@ -0,0 +1,520 @@
/**
* @file Enlightenment panel component for goddess transcendence and stardust upgrade shop.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines-per-function -- Complex component with many render paths */
/* eslint-disable complexity -- Many conditional render paths */
/* eslint-disable max-lines -- Large panel with enlightenment and shop tabs */
/* eslint-disable max-statements -- Enlightenment panel manages many local state variables */
/* eslint-disable stylistic/max-len -- Data content with long description strings */
/* eslint-disable @typescript-eslint/naming-convention -- SCREAMING_SNAKE_CASE is conventional for module-level data constants */
import { useState, type JSX } from "react";
import { useGame } from "../../context/gameContext.js";
import type { EnlightenmentUpgradeCategory } from "@elysium/types";
const finalGoddessBossId = "divine_heart_sovereign";
/**
* Calculates the projected stardust yield from an Enlightenment.
* Mirrors the server formula: MAX(1, FLOOR(SQRT(consecrationCount) * metaMultiplier)).
* @param consecrationCount - The number of consecrations completed before this Enlightenment.
* @param metaMultiplier - Multiplier from prior enlightenment upgrades applied to stardust yield.
* @returns The projected stardust earned.
*/
const calculateStardustYield = (
consecrationCount: number,
metaMultiplier: number,
): number => {
return Math.max(1, Math.floor(Math.sqrt(consecrationCount) * metaMultiplier));
};
const ENLIGHTENMENT_UPGRADES: Array<{
id: string;
name: string;
description: string;
category: EnlightenmentUpgradeCategory;
cost: number;
multiplier: number;
}> = [
{
category: "prayers",
cost: 2,
description: "The memory of past consecrations echoes through your order, amplifying prayer income by 25%.",
id: "stardust_prayers_1",
multiplier: 1.25,
name: "Celestial Echo I",
},
{
category: "prayers",
cost: 4,
description: "Transcendent experience resonates through every disciple in the order, boosting prayers by 50%.",
id: "stardust_prayers_2",
multiplier: 1.5,
name: "Celestial Echo II",
},
{
category: "prayers",
cost: 8,
description: "The harmony of enlightened cycles surges through your order, doubling all prayer income.",
id: "stardust_prayers_3",
multiplier: 2,
name: "Celestial Echo III",
},
{
category: "prayers",
cost: 16,
description: "Divine overflow from enlightenment floods the order, tripling all prayer income.",
id: "stardust_prayers_4",
multiplier: 3,
name: "Celestial Echo IV",
},
{
category: "prayers",
cost: 32,
description: "The infinite chorus of every consecration you have completed multiplies prayer income fivefold.",
id: "stardust_prayers_5",
multiplier: 5,
name: "Celestial Echo V",
},
{
category: "combat",
cost: 2,
description: "Memories of every divine battle harden your disciples, increasing combat power by 25%.",
id: "stardust_combat_1",
multiplier: 1.25,
name: "Battle Memory I",
},
{
category: "combat",
cost: 5,
description: "Veterans of enlightenment carry the strength of all past battles, boosting combat by 50%.",
id: "stardust_combat_2",
multiplier: 1.5,
name: "Battle Memory II",
},
{
category: "combat",
cost: 12,
description: "Your disciples fight with the accumulated fury of countless consecrated cycles. Combat ×2.",
id: "stardust_combat_3",
multiplier: 2,
name: "Battle Memory III",
},
{
category: "consecration_threshold",
cost: 3,
description: "Enlightened wisdom shortens the path to each consecration — threshold reduced by 10%.",
id: "stardust_threshold_1",
multiplier: 0.9,
name: "Accelerated Devotion I",
},
{
category: "consecration_threshold",
cost: 7,
description: "The goddess herself smooths your path — consecration threshold reduced by 20%.",
id: "stardust_threshold_2",
multiplier: 0.8,
name: "Accelerated Devotion II",
},
{
category: "consecration_threshold",
cost: 15,
description: "Generations of enlightenment compress the threshold by 30%.",
id: "stardust_threshold_3",
multiplier: 0.7,
name: "Accelerated Devotion III",
},
{
category: "consecration_divinity",
cost: 3,
description: "Enlightened insight amplifies the divinity granted by each consecration by 25%.",
id: "stardust_divinity_1",
multiplier: 1.25,
name: "Divinity Amplifier I",
},
{
category: "consecration_divinity",
cost: 8,
description: "The goddess pours greater divinity through each sacred reset — divinity yield ×1.5.",
id: "stardust_divinity_2",
multiplier: 1.5,
name: "Divinity Amplifier II",
},
{
category: "consecration_divinity",
cost: 18,
description: "Enlightenment has attuned you to the divine source itself — divinity yield ×2.",
id: "stardust_divinity_3",
multiplier: 2,
name: "Divinity Amplifier III",
},
{
category: "stardust_meta",
cost: 5,
description: "Each enlightenment resonates deeper, amplifying future stardust yields by 25%.",
id: "stardust_meta_1",
multiplier: 1.25,
name: "Stellar Resonance I",
},
{
category: "stardust_meta",
cost: 12,
description: "The spiral of enlightenment compounds — future stardust yields ×1.5.",
id: "stardust_meta_2",
multiplier: 1.5,
name: "Stellar Resonance II",
},
{
category: "stardust_meta",
cost: 25,
description: "You have mastered the infinite stellar cycle — future stardust yields ×2.",
id: "stardust_meta_3",
multiplier: 2,
name: "Stellar Resonance III",
},
];
const categoryOrder: Array<EnlightenmentUpgradeCategory> = [
"prayers",
"combat",
"consecration_threshold",
"consecration_divinity",
"stardust_meta",
];
const ENLIGHTENMENT_UPGRADE_CATEGORY_LABELS: Record<EnlightenmentUpgradeCategory, string> = {
combat: "⚔️ Combat Multipliers",
consecration_divinity: "✨ Consecration Quality of Life — Divinity Yield",
consecration_threshold: "🎯 Consecration Quality of Life — Threshold",
prayers: "📿 Prayer Multipliers",
stardust_meta: "🌟 Stardust Meta Upgrades",
};
type EnlightenmentTab = "enlighten" | "shop";
/**
* Renders the enlightenment panel with transcendence and stardust shop tabs.
* @returns The JSX element.
*/
const EnlightenmentPanel = (): JSX.Element => {
const {
state,
reloadSilent,
formatInteger,
enlighten,
buyEnlightenmentUpgrade,
showEnlightenmentToast,
dismissEnlightenmentToast,
} = useGame();
const [ isPending, setIsPending ] = useState(false);
const [ result, setResult ] = useState<{
stardustEarned: number;
count: number;
} | null>(null);
const [ enlightenmentError, setEnlightenmentError ] = useState<string | null>(null);
const [ buyingId, setBuyingId ] = useState<string | null>(null);
const [ activeTab, setActiveTab ] = useState<EnlightenmentTab>("enlighten");
if (state === null) {
return (
<section className="panel">
<p>{"Loading..."}</p>
</section>
);
}
const { goddess } = state;
if (goddess === undefined) {
return (
<section className="panel">
<p>{"The Goddess expansion is not yet unlocked."}</p>
</section>
);
}
const { consecration, enlightenment, bosses } = goddess;
const hasDefeatedFinalBoss = bosses.some((boss) => {
return boss.id === finalGoddessBossId && boss.status === "defeated";
});
const metaMultiplier = enlightenment.stardustMetaMultiplier;
const stardustPreview = calculateStardustYield(consecration.count, metaMultiplier);
const currentStardust = enlightenment.stardust;
const enlightenmentCount = enlightenment.count;
async function handleEnlighten(): Promise<void> {
setIsPending(true);
setEnlightenmentError(null);
try {
const data = await enlighten();
setResult({
count: data.newEnlightenmentCount,
stardustEarned: data.stardustEarned,
});
await reloadSilent();
} catch (error_: unknown) {
setEnlightenmentError(
error_ instanceof Error
? error_.message
: "Enlightenment failed",
);
} finally {
setIsPending(false);
}
}
async function handleBuyUpgrade(upgradeId: string): Promise<void> {
setBuyingId(upgradeId);
try {
await buyEnlightenmentUpgrade(upgradeId);
} finally {
setBuyingId(null);
}
}
const upgradesByCategory = categoryOrder.map((catId) => {
const label = ENLIGHTENMENT_UPGRADE_CATEGORY_LABELS[catId];
const upgrades = ENLIGHTENMENT_UPGRADES.filter((upgrade) => {
return upgrade.category === catId;
});
return { catId, label, upgrades };
});
function handleEnlightenClick(): void {
void handleEnlighten();
}
function handleEnlightenTabClick(): void {
setActiveTab("enlighten");
}
function handleShopTabClick(): void {
setActiveTab("shop");
}
return (
<section className="panel enlightenment-panel">
<h2>{"🌟 Enlightenment"}</h2>
{showEnlightenmentToast
? <div className="prestige-toast enlightenment-toast">
<p>{"🌟 Enlightenment achieved!"}</p>
<button
onClick={dismissEnlightenmentToast}
type="button"
>
{"Dismiss"}
</button>
</div>
: null
}
<div className="prestige-tabs">
<button
className={`prestige-tab ${activeTab === "enlighten"
? "active"
: ""}`}
onClick={handleEnlightenTabClick}
type="button"
>
{"Enlighten"}
</button>
<button
className={`prestige-tab ${activeTab === "shop"
? "active"
: ""}`}
onClick={handleShopTabClick}
type="button"
>
{"🌟 Stardust Shop ("}
{formatInteger(currentStardust)}
{" stardust)"}
</button>
</div>
{activeTab === "enlighten"
&& <>
<p className="transcendence-intro">
{"Enlightenment is the ultimate goddess reset. It wipes "}
<strong>{"everything"}</strong>
{" in the goddess realm — prayers, consecrations, disciples, and upgrades"
+ " — but grants "}
<strong>{"Stardust"}</strong>
{", a permanent goddess currency that survives all future resets."
+ " Stardust powers upgrades that permanently amplify every goddess run."}
</p>
<p className="transcendence-intro">
<em>
{"More consecrations = more Stardust."}
{" Optimise your goddess run for maximum yield!"}
</em>
</p>
<div className="transcendence-status">
{enlightenmentCount > 0
? <p>
{"Enlightenment count: "}
<strong>{enlightenmentCount}</strong>
</p>
: null
}
<p>
{"Current Stardust: "}
<strong>{formatInteger(currentStardust)}</strong>
</p>
<p>
{"Current consecration count: "}
<strong>{consecration.count}</strong>
</p>
{hasDefeatedFinalBoss
? <p className="echo-preview">
{"Stardust on enlightenment: "}
<strong>
{"+"}
{formatInteger(stardustPreview)}
</strong>
{metaMultiplier > 1
? <span className="echo-meta-bonus">
{" (×"}
{metaMultiplier.toFixed(2)}
{" meta bonus applied)"}
</span>
: null
}
</p>
: null}
</div>
{hasDefeatedFinalBoss
? null
: <div className="transcendence-locked">
<p>
{"🔒 "}
<strong>{"Defeat the Divine Heart Sovereign"}</strong>
{" to unlock Enlightenment."}
</p>
<p className="transcendence-hint">
{"The Divine Heart Sovereign is the final boss of the Goddess realm."}
</p>
</div>
}
{hasDefeatedFinalBoss
? <div className="prestige-form">
<p>
{"You are ready to achieve Enlightenment. This action is "}
<strong>{"irreversible"}</strong>
{"."}
</p>
<button
className="transcendence-button"
disabled={isPending}
onClick={handleEnlightenClick}
type="button"
>
{isPending
? "Achieving Enlightenment..."
: `🌟 Enlighten (+${formatInteger(stardustPreview)} Stardust)`}
</button>
{enlightenmentError === null
? null
: <p className="error">{enlightenmentError}</p>}
{result === null
? null
: <p className="success">
{"Enlightenment achieved! Earned "}
<strong>
{formatInteger(result.stardustEarned)}
{" Stardust"}
</strong>
{". This is Enlightenment "}
{result.count}
{". A new stellar cycle begins."}
</p>
}
</div>
: null}
</>
}
{activeTab === "shop"
&& <div className="echo-shop">
<p className="shop-balance">
{"Balance: "}
<strong>
{formatInteger(currentStardust)}
{" Stardust"}
</strong>
</p>
<p className="echo-shop-description">
{"Stardust upgrades are "}
<strong>{"permanent"}</strong>
{" — they survive all future consecrations and enlightenments."}
</p>
{upgradesByCategory.map(({ catId, label, upgrades }) => {
return (
<div className="shop-category" key={catId}>
<h3>{label}</h3>
<div className="shop-upgrades">
{upgrades.map((upgrade) => {
const purchased = enlightenment.purchasedUpgradeIds.includes(upgrade.id);
const canAfford = currentStardust >= upgrade.cost;
const isLoading = buyingId === upgrade.id;
function handleBuyClick(): void {
void handleBuyUpgrade(upgrade.id);
}
return (
<div
className={`shop-upgrade-card echo-upgrade-card ${
purchased
? "purchased"
: ""
} ${!canAfford && !purchased
? "unaffordable"
: ""}`}
key={upgrade.id}
>
<div className="shop-upgrade-info">
<h4>{upgrade.name}</h4>
<p>{upgrade.description}</p>
<p className="upgrade-cost">
{purchased
? "✅ Purchased"
: `🌟 ${formatInteger(upgrade.cost)} Stardust`}
</p>
</div>
{purchased
? null
: <button
className="upgrade-buy-button"
disabled={!canAfford || isLoading}
onClick={handleBuyClick}
type="button"
>
{isLoading
? "Buying..."
: "Buy"}
</button>
}
</div>
);
})}
</div>
</div>
);
})}
</div>
}
</section>
);
};
export { EnlightenmentPanel };
+204 -26
View File
@@ -4,9 +4,10 @@
* @license Naomi's Public License * @license Naomi's Public License
* @author Naomi Carrigan * @author Naomi Carrigan
*/ */
/* eslint-disable max-lines -- Complex layout with many conditional renders */
/* eslint-disable max-lines-per-function -- Complex layout with many conditional renders */ /* eslint-disable max-lines-per-function -- Complex layout with many conditional renders */
/* eslint-disable complexity -- Many tab render paths */ /* eslint-disable complexity -- Many tab render paths */
import { type JSX, useState } from "react"; import { type JSX, useEffect, useState } from "react";
import { useGame } from "../../context/gameContext.js"; import { useGame } from "../../context/gameContext.js";
import { ResourceBar } from "../ui/resourceBar.js"; import { ResourceBar } from "../ui/resourceBar.js";
import { AboutPanel } from "./aboutPanel.js"; import { AboutPanel } from "./aboutPanel.js";
@@ -21,12 +22,23 @@ import { ClickArea } from "./clickArea.js";
import { CodexPanel } from "./codexPanel.js"; import { CodexPanel } from "./codexPanel.js";
import { CodexToast } from "./codexToast.js"; import { CodexToast } from "./codexToast.js";
import { CompanionPanel } from "./companionPanel.js"; import { CompanionPanel } from "./companionPanel.js";
import { ConsecrationPanel } from "./consecrationPanel.js";
import { CraftingPanel } from "./craftingPanel.js"; import { CraftingPanel } from "./craftingPanel.js";
import { DailyChallengePanel } from "./dailyChallengePanel.js"; import { DailyChallengePanel } from "./dailyChallengePanel.js";
import { DebugPanel } from "./debugPanel.js"; import { DebugPanel } from "./debugPanel.js";
import { DisciplesPanel } from "./disciplesPanel.js";
import { EditProfileModal } from "./editProfileModal.js"; import { EditProfileModal } from "./editProfileModal.js";
import { EnlightenmentPanel } from "./enlightenmentPanel.js";
import { EquipmentPanel } from "./equipmentPanel.js"; import { EquipmentPanel } from "./equipmentPanel.js";
import { ExplorationPanel } from "./explorationPanel.js"; import { ExplorationPanel } from "./explorationPanel.js";
import { GoddessAchievementsPanel } from "./goddessAchievementsPanel.js";
import { GoddessBossPanel } from "./goddessBossPanel.js";
import { GoddessCraftingPanel } from "./goddessCraftingPanel.js";
import { GoddessEquipmentPanel } from "./goddessEquipmentPanel.js";
import { GoddessExplorationPanel } from "./goddessExplorationPanel.js";
import { GoddessQuestsPanel } from "./goddessQuestsPanel.js";
import { GoddessUpgradesPanel } from "./goddessUpgradesPanel.js";
import { GoddessZonesPanel } from "./goddessZonesPanel.js";
import { JoinCommunityModal } from "./joinCommunityModal.js"; import { JoinCommunityModal } from "./joinCommunityModal.js";
import { LoginBonusModal } from "./loginBonusModal.js"; import { LoginBonusModal } from "./loginBonusModal.js";
import { MilestoneToast } from "./milestoneToast.js"; import { MilestoneToast } from "./milestoneToast.js";
@@ -41,6 +53,8 @@ import { StoryToast } from "./storyToast.js";
import { TranscendencePanel } from "./transcendencePanel.js"; import { TranscendencePanel } from "./transcendencePanel.js";
import { UpgradePanel } from "./upgradePanel.js"; import { UpgradePanel } from "./upgradePanel.js";
type Mode = "mortal" | "goddess" | "vampire";
type Tab = type Tab =
| "adventurers" | "adventurers"
| "upgrades" | "upgrades"
@@ -62,6 +76,19 @@ type Tab =
| "story" | "story"
| "debug"; | "debug";
type GoddessTab =
| "goddess-zones"
| "goddess-bosses"
| "goddess-quests"
| "disciples"
| "goddess-equipment"
| "goddess-upgrades"
| "consecration"
| "enlightenment"
| "goddess-crafting"
| "goddess-exploration"
| "goddess-achievements";
const baseTabs: Array<{ id: Tab; label: string }> = [ const baseTabs: Array<{ id: Tab; label: string }> = [
{ id: "adventurers", label: "⚔️ Adventurers" }, { id: "adventurers", label: "⚔️ Adventurers" },
{ id: "upgrades", label: "🔧 Upgrades" }, { id: "upgrades", label: "🔧 Upgrades" },
@@ -84,6 +111,40 @@ const baseTabs: Array<{ id: Tab; label: string }> = [
{ id: "debug", label: "🔧 Debug" }, { id: "debug", label: "🔧 Debug" },
]; ];
const goddessTabs: Array<{ id: GoddessTab; label: string }> = [
{ id: "goddess-zones", label: "🌟 Zones" },
{ id: "goddess-bosses", label: "👁️ Bosses" },
{ id: "goddess-quests", label: "📿 Quests" },
{ id: "disciples", label: "🙏 Disciples" },
{ id: "goddess-equipment", label: "🔮 Equipment" },
{ id: "goddess-upgrades", label: "✨ Upgrades" },
{ id: "consecration", label: "🕯️ Consecration" },
{ id: "enlightenment", label: "💫 Enlightenment" },
{ id: "goddess-crafting", label: "⚗️ Crafting" },
{ id: "goddess-exploration", label: "🌌 Exploration" },
{ id: "goddess-achievements", label: "🏆 Achievements" },
];
const modes: Array<Mode> = [ "mortal", "goddess", "vampire" ];
const modeLabels: Record<Mode, string> = {
goddess: "✨ Goddess",
mortal: "⚔️ Mortal",
vampire: "🧛 Vampire",
};
/**
* Reads the saved active mode from localStorage, defaulting to "mortal".
* @returns The saved mode or "mortal".
*/
const readSavedMode = (): Mode => {
const saved = localStorage.getItem("elysium-active-mode");
if (saved === "goddess" || saved === "vampire") {
return saved;
}
return "mortal";
};
/** /**
* Renders the main game layout with tabs and panels. * Renders the main game layout with tabs and panels.
* @returns The JSX element. * @returns The JSX element.
@@ -104,11 +165,18 @@ const GameLayout = (): JSX.Element => {
dismissLoginBonus, dismissLoginBonus,
schemaOutdated, schemaOutdated,
} = useGame(); } = useGame();
const [ activeMode, setActiveMode ] = useState<Mode>(readSavedMode);
const [ activeTab, setActiveTab ] = useState<Tab>("adventurers"); const [ activeTab, setActiveTab ] = useState<Tab>("adventurers");
const [ activeGoddessTab, setActiveGoddessTab ]
= useState<GoddessTab>("goddess-zones");
const [ editingProfile, setEditingProfile ] = useState(false); const [ editingProfile, setEditingProfile ] = useState(false);
const [ dismissedOutdatedWarning, setDismissedOutdatedWarning ] const [ dismissedOutdatedWarning, setDismissedOutdatedWarning ]
= useState(false); = useState(false);
useEffect(() => {
document.body.classList.toggle("goddess-mode", activeMode === "goddess");
}, [ activeMode ]);
if (isLoading) { if (isLoading) {
return ( return (
<div className="loading-screen"> <div className="loading-screen">
@@ -151,6 +219,11 @@ const GameLayout = (): JSX.Element => {
setDismissedOutdatedWarning(true); setDismissedOutdatedWarning(true);
} }
function handleSetMode(mode: Mode): void {
localStorage.setItem("elysium-active-mode", mode);
setActiveMode(mode);
}
return ( return (
<div className="game-layout"> <div className="game-layout">
<ResourceBar <ResourceBar
@@ -197,7 +270,42 @@ const GameLayout = (): JSX.Element => {
</aside> </aside>
<main className="game-content"> <main className="game-content">
<nav className="tab-bar"> <nav className="mode-bar">
{modes.map((mode) => {
const apotheosisCount = state.apotheosis?.count ?? 0;
const goddessLocked = mode === "goddess" && apotheosisCount === 0;
const isLocked = goddessLocked || mode === "vampire";
function handleModeClick(): void {
if (!isLocked) {
handleSetMode(mode);
}
}
return (
<button
className={`mode-button${activeMode === mode
? " active"
: ""}${isLocked
? " locked"
: ""}`}
disabled={isLocked}
key={mode}
onClick={handleModeClick}
title={isLocked
? "Not yet unlocked"
: modeLabels[mode]}
type="button"
>
{modeLabels[mode]}
{isLocked
? <span className="mode-lock">{"🔒"}</span>
: null}
</button>
);
})}
</nav>
{activeMode === "mortal"
? <nav className="tab-bar">
{baseTabs.map((tab) => { {baseTabs.map((tab) => {
const { id: tabId, label } = tab; const { id: tabId, label } = tab;
function handleTabClick(): void { function handleTabClick(): void {
@@ -205,11 +313,9 @@ const GameLayout = (): JSX.Element => {
} }
return ( return (
<button <button
className={`tab-button ${ className={`tab-button${activeTab === tabId
activeTab === tabId ? " active"
? "active" : ""}`}
: ""
}`}
key={tabId} key={tabId}
onClick={handleTabClick} onClick={handleTabClick}
type="button" type="button"
@@ -225,27 +331,99 @@ const GameLayout = (): JSX.Element => {
); );
})} })}
</nav> </nav>
: <nav className="tab-bar goddess-tab-bar">
{goddessTabs.map((tab) => {
const { id: tabId, label } = tab;
function handleGoddessTabClick(): void {
setActiveGoddessTab(tabId);
}
return (
<button
className={`tab-button${activeGoddessTab === tabId
? " active"
: ""}`}
key={tabId}
onClick={handleGoddessTabClick}
type="button"
>
{label}
</button>
);
})}
</nav>
}
<div className="tab-content"> <div className="tab-content">
{activeTab === "adventurers" && <AdventurerPanel />} {activeMode === "mortal" && activeTab === "adventurers"
{activeTab === "upgrades" && <UpgradePanel />} && <AdventurerPanel />}
{activeTab === "quests" && <QuestPanel />} {activeMode === "mortal" && activeTab === "upgrades"
{activeTab === "bosses" && <BossPanel />} && <UpgradePanel />}
{activeTab === "equipment" && <EquipmentPanel />} {activeMode === "mortal" && activeTab === "quests"
{activeTab === "achievements" && <AchievementPanel />} && <QuestPanel />}
{activeTab === "prestige" && <PrestigePanel />} {activeMode === "mortal" && activeTab === "bosses"
{activeTab === "transcendence" && <TranscendencePanel />} && <BossPanel />}
{activeTab === "apotheosis" && <ApotheosisPanel />} {activeMode === "mortal" && activeTab === "equipment"
{activeTab === "exploration" && <ExplorationPanel />} && <EquipmentPanel />}
{activeTab === "crafting" && <CraftingPanel />} {activeMode === "mortal" && activeTab === "achievements"
{activeTab === "statistics" && <StatisticsPanel />} && <AchievementPanel />}
{activeTab === "daily" && <DailyChallengePanel />} {activeMode === "mortal" && activeTab === "prestige"
{activeTab === "companions" && <CompanionPanel />} && <PrestigePanel />}
{activeTab === "character" && <CharacterSheetPanel />} {activeMode === "mortal" && activeTab === "transcendence"
{activeTab === "story" && <StoryPanel />} && <TranscendencePanel />}
{activeTab === "codex" && <CodexPanel />} {activeMode === "mortal" && activeTab === "apotheosis"
{activeTab === "about" && <AboutPanel />} && <ApotheosisPanel />}
{activeTab === "debug" && <DebugPanel />} {activeMode === "mortal" && activeTab === "exploration"
&& <ExplorationPanel />}
{activeMode === "mortal" && activeTab === "crafting"
&& <CraftingPanel />}
{activeMode === "mortal" && activeTab === "statistics"
&& <StatisticsPanel />}
{activeMode === "mortal" && activeTab === "daily"
&& <DailyChallengePanel />}
{activeMode === "mortal" && activeTab === "companions"
&& <CompanionPanel />}
{activeMode === "mortal" && activeTab === "character"
&& <CharacterSheetPanel />}
{activeMode === "mortal" && activeTab === "story"
&& <StoryPanel />}
{activeMode === "mortal" && activeTab === "codex"
&& <CodexPanel />}
{activeMode === "mortal" && activeTab === "about"
&& <AboutPanel />}
{activeMode === "mortal" && activeTab === "debug"
&& <DebugPanel />}
{activeMode === "goddess" && activeGoddessTab === "goddess-zones"
&& <GoddessZonesPanel />}
{activeMode === "goddess" && activeGoddessTab === "goddess-bosses"
&& <GoddessBossPanel />}
{activeMode === "goddess" && activeGoddessTab === "goddess-quests"
&& <GoddessQuestsPanel />}
{activeMode === "goddess" && activeGoddessTab === "disciples"
&& <DisciplesPanel />}
{activeMode === "goddess"
&& activeGoddessTab === "goddess-equipment"
&& <GoddessEquipmentPanel />}
{activeMode === "goddess"
&& activeGoddessTab === "goddess-upgrades"
&& <GoddessUpgradesPanel />}
{activeMode === "goddess" && activeGoddessTab === "consecration"
&& <ConsecrationPanel />}
{activeMode === "goddess" && activeGoddessTab === "enlightenment"
&& <EnlightenmentPanel />}
{activeMode === "goddess"
&& activeGoddessTab === "goddess-crafting"
&& <GoddessCraftingPanel />}
{activeMode === "goddess"
&& activeGoddessTab === "goddess-exploration"
&& <GoddessExplorationPanel />}
{activeMode === "goddess"
&& activeGoddessTab === "goddess-achievements"
&& <GoddessAchievementsPanel />}
{activeMode === "vampire"
&& <div className="goddess-placeholder">
<p>{"🧛 Vampire panels coming soon..."}</p>
</div>
}
</div> </div>
</main> </main>
</div> </div>
@@ -0,0 +1,251 @@
/**
* @file Goddess achievements panel component displaying all goddess expansion achievements.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable react/no-multi-comp -- Sub-component is tightly coupled to this panel */
/* eslint-disable max-lines-per-function -- Achievement panel renders many achievement states */
import { type JSX, useState } from "react";
import { useGame } from "../../context/gameContext.js";
import { LockToggle } from "../ui/lockToggle.js";
import type { GoddessAchievement, GoddessState } from "@elysium/types";
/**
* Returns the plural form of a word based on a count.
* @param count - The count to check.
* @param word - The base word to pluralise.
* @returns The pluralised word string.
*/
const pluralise = (count: number, word: string): string => {
return count > 1
? `${word}s`
: word;
};
/**
* Generates a human-readable condition description for a goddess achievement.
* @param achievement - The goddess achievement to describe.
* @param formatNumber - The number formatting utility function.
* @returns A string describing the achievement condition.
*/
const conditionDescription = (
achievement: GoddessAchievement,
formatNumber: (n: number)=> string,
): string => {
const { condition } = achievement;
switch (condition.type) {
case "totalPrayersEarned":
return `Earn ${formatNumber(condition.amount)} total prayers`;
case "goddessBossesDefeated":
return `Defeat ${String(condition.amount)} goddess ${pluralise(condition.amount, "boss")}`;
case "goddessQuestsCompleted":
return `Complete ${String(condition.amount)} goddess ${pluralise(condition.amount, "quest")}`;
case "discipleTotal":
return `Recruit ${formatNumber(condition.amount)} total ${pluralise(condition.amount, "disciple")}`;
case "consecrationCount":
return `Consecrate ${String(condition.amount)} ${pluralise(condition.amount, "time")}`;
case "goddessEquipmentOwned":
return `Own ${String(condition.amount)} goddess equipment ${pluralise(condition.amount, "item")}`;
default:
return "Unknown condition";
}
};
/**
* Returns the player's current progress value toward a goddess achievement's unlock condition.
* @param achievement - The achievement to evaluate progress for.
* @param goddess - The current goddess state.
* @returns The current numeric progress toward the achievement condition.
*/
const getCurrentProgress = (
achievement: GoddessAchievement,
goddess: GoddessState,
): number => {
const { condition } = achievement;
switch (condition.type) {
case "totalPrayersEarned":
return goddess.lifetimePrayersEarned;
case "goddessBossesDefeated":
return goddess.lifetimeBossesDefeated;
case "goddessQuestsCompleted":
return goddess.lifetimeQuestsCompleted;
case "discipleTotal":
return goddess.disciples.reduce((sum, disciple) => {
return sum + disciple.count;
}, 0);
case "consecrationCount":
return goddess.consecration.count;
case "goddessEquipmentOwned":
return goddess.equipment.filter((item) => {
return item.owned;
}).length;
default:
return 0;
}
};
interface GoddessAchievementCardProperties {
readonly achievement: GoddessAchievement;
readonly formatNumber: (n: number)=> string;
readonly progressValue: number;
}
/**
* Renders a single goddess achievement card.
* @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.
*/
const GoddessAchievementCard = ({
achievement,
formatNumber,
progressValue,
}: GoddessAchievementCardProperties): JSX.Element => {
const isUnlocked = achievement.unlockedAt !== null;
const cappedProgress = Math.min(progressValue, achievement.condition.amount);
return (
<div className={`achievement-card ${isUnlocked
? "unlocked"
: "locked"}`}>
<div className="achievement-icon">
<span className="achievement-emoji">{achievement.icon}</span>
</div>
<div className="achievement-info">
<h3>{achievement.name}</h3>
<p>{achievement.description}</p>
<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>
}
{achievement.reward !== undefined
&& <div className="achievement-reward">
{achievement.reward.divinity !== undefined
&& <p>
{"✨ +"}
{achievement.reward.divinity}
{" Divinity"}
</p>
}
{achievement.reward.stardust !== undefined
&& <p>
{"🌟 +"}
{achievement.reward.stardust}
{" Stardust"}
</p>
}
</div>
}
</div>
<div className="achievement-status">
{isUnlocked
? <>
<span className="achievement-unlocked-badge">{"✓ Unlocked"}</span>
{achievement.unlockedAt !== null
&& <span className="achievement-unlocked-at">
{new Date(achievement.unlockedAt).toLocaleDateString("en-GB", {
day: "numeric",
month: "short",
year: "numeric",
})}
</span>
}
</>
: <span className="achievement-locked-badge">{"🔒"}</span>
}
</div>
</div>
);
};
/**
* Renders the goddess achievements panel with all goddess expansion achievements.
* @returns The JSX element.
*/
const GoddessAchievementsPanel = (): JSX.Element => {
const { state, formatNumber } = useGame();
const [ showLocked, setShowLocked ] = useState(true);
if (state === null) {
return (
<section className="panel">
<p>{"Loading..."}</p>
</section>
);
}
const { goddess } = state;
if (goddess === undefined) {
return (
<section className="panel">
<p>{"The Goddess expansion is not yet unlocked."}</p>
</section>
);
}
const achievementList = goddess.achievements;
const unlocked = achievementList.filter((achievement) => {
return achievement.unlockedAt !== null;
});
const locked = achievementList.filter((achievement) => {
return achievement.unlockedAt === null;
});
const visible = showLocked
? achievementList
: unlocked;
function handleToggle(): void {
setShowLocked((current) => {
return !current;
});
}
return (
<section className="panel achievement-panel goddess-achievements-panel">
<div className="panel-header">
<h2>{"🌸 Goddess Achievements"}</h2>
<LockToggle
lockedCount={locked.length}
onToggle={handleToggle}
showLocked={showLocked}
/>
</div>
<p className="achievement-progress">
{unlocked.length}
{" / "}
{achievementList.length}
{" unlocked"}
</p>
<div className="achievement-list">
{visible.map((achievement) => {
return (
<GoddessAchievementCard
achievement={achievement}
formatNumber={formatNumber}
key={achievement.id}
progressValue={getCurrentProgress(achievement, goddess)}
/>
);
})}
</div>
</section>
);
};
export { GoddessAchievementsPanel };
@@ -0,0 +1,503 @@
/**
* @file Goddess Boss panel challenge divine realm bosses.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines -- Panel with sub-component, modal, and zone filter */
/* eslint-disable max-lines-per-function -- Complex component with many render paths */
/* eslint-disable complexity -- Boss card requires many conditional render paths */
/* eslint-disable max-statements -- Panel requires many variable declarations */
/* eslint-disable react/no-multi-comp -- Sub-components are tightly coupled to this panel */
import { type JSX, useState } from "react";
import { useGame } from "../../context/gameContext.js";
import type {
GoddessBoss,
GoddessBossChallengeResponse,
GoddessZone,
} from "@elysium/types";
interface GoddessBossCardProperties {
readonly boss: GoddessBoss;
readonly onChallenge: (bossId: string)=> void;
readonly isChallenging: boolean;
readonly unlockHint: string | undefined;
readonly formatNumber: (n: number)=> string;
readonly formatInteger: (n: number)=> string;
}
/**
* Renders a single goddess boss card.
* @param props - The boss card properties.
* @param props.boss - The boss data.
* @param props.onChallenge - Callback to challenge this boss.
* @param props.isChallenging - Whether this boss is currently being challenged.
* @param props.unlockHint - Optional hint for how to unlock this boss.
* @param props.formatNumber - The number formatting utility function.
* @param props.formatInteger - The integer formatting utility function.
* @returns The JSX element.
*/
const GoddessBossCard = ({
boss,
onChallenge,
isChallenging,
unlockHint,
formatNumber,
formatInteger,
}: GoddessBossCardProperties): JSX.Element => {
const canChallenge
= (boss.status === "available" || boss.status === "in_progress")
&& !isChallenging;
const hpRatio = boss.currentHp / boss.maxHp;
const hpPercent = hpRatio * 100;
function handleChallenge(): void {
onChallenge(boss.id);
}
return (
<div className={`boss-card boss-${boss.status}`}>
<div className="boss-info">
<h3>{boss.name}</h3>
<p>{boss.description}</p>
{boss.status === "locked" && unlockHint !== undefined
? <p className="unlock-hint">{unlockHint}</p>
: null}
{boss.consecrationRequirement > 0
? <p className="consecration-requirement">
{"🕊️ Requires Consecration "}
{boss.consecrationRequirement}
</p>
: null}
</div>
{boss.status !== "locked" && boss.status !== "defeated"
? <div className="boss-hp">
<div className="hp-bar">
<div
className="hp-fill"
style={{ width: `${hpPercent.toFixed(1)}%` }}
/>
</div>
<span className="hp-text">
{formatNumber(boss.currentHp)}
{" / "}
{formatNumber(boss.maxHp)}
{" HP"}
</span>
</div>
: null}
<div className="boss-meta">
<span className="boss-dps">
{"💢 Boss DPS: "}
{formatNumber(boss.damagePerSecond)}
</span>
</div>
<div className="boss-rewards">
{boss.prayersReward > 0
&& <span>
{"🙏 "}
{formatNumber(boss.prayersReward)}
</span>
}
{boss.divinityReward > 0
&& <span>
{"✨ "}
{formatInteger(boss.divinityReward)}
{" Divinity"}
</span>
}
{boss.stardustReward > 0
&& <span>
{"⭐ "}
{formatInteger(boss.stardustReward)}
{" Stardust"}
</span>
}
{boss.equipmentRewards.length > 0
&& <span>
{"🗡️ "}
{boss.equipmentRewards.length}
{" Equipment"}
</span>
}
{boss.status !== "defeated"
&& boss.bountyDivinity > 0
&& boss.bountyDivinityClaimed !== true
? <span className="boss-bounty">
{"✨ "}
{boss.bountyDivinity}
{" Divinity (first kill)"}
</span>
: null}
</div>
{boss.status === "available" || boss.status === "in_progress"
? <button
className="attack-button"
disabled={!canChallenge}
onClick={handleChallenge}
type="button"
>
{isChallenging
? "⚔️ Battling…"
: "⚔️ Challenge"}
</button>
: null}
{boss.status === "defeated"
? <span className="boss-badge defeated">{"☠️ Defeated"}</span>
: null}
</div>
);
};
interface GoddessBattleModalProperties {
readonly result: GoddessBossChallengeResponse;
readonly onDismiss: ()=> void;
readonly formatNumber: (n: number)=> string;
readonly formatInteger: (n: number)=> string;
}
/**
* Renders the goddess battle result modal overlay.
* @param props - The modal properties.
* @param props.result - The battle result data.
* @param props.onDismiss - Callback to dismiss the modal.
* @param props.formatNumber - The number formatting utility function.
* @param props.formatInteger - The integer formatting utility function.
* @returns The JSX element.
*/
const GoddessBattleModal = ({
result,
onDismiss,
formatNumber,
formatInteger,
}: GoddessBattleModalProperties): JSX.Element => {
return (
<div aria-modal="true" className="battle-modal-overlay" role="dialog">
<div className="battle-modal">
<h2 className="battle-modal-title">
{result.won
? "⚔️ Victory!"
: "💀 Defeated!"}
</h2>
<div className="battle-stats">
<div className="battle-stat">
<span className="stat-label">{"⚔️ Your Party DPS"}</span>
<span className="stat-value">{formatNumber(result.partyDPS)}</span>
</div>
<div className="battle-stat">
<span className="stat-label">{"💢 Boss DPS"}</span>
<span className="stat-value">{formatNumber(result.bossDPS)}</span>
</div>
<div className="battle-stat">
<span className="stat-label">{"❤️ Boss HP Before"}</span>
<span className="stat-value">
{formatNumber(result.bossHpBefore)}
{" / "}
{formatNumber(result.bossMaxHp)}
</span>
</div>
<div className="battle-stat">
<span className="stat-label">{"❤️ Boss HP After"}</span>
<span className="stat-value">{formatNumber(result.bossNewHp)}</span>
</div>
<div className="battle-stat">
<span className="stat-label">{"🛡️ Party HP Remaining"}</span>
<span className="stat-value">
{formatNumber(result.partyHpRemaining)}
{" / "}
{formatNumber(result.partyMaxHp)}
</span>
</div>
</div>
{result.won && result.rewards !== undefined
? <div className="battle-rewards">
<h3>{"Rewards"}</h3>
{result.rewards.prayers > 0
? <p>
{"🙏 "}
{formatNumber(result.rewards.prayers)}
{" Prayers"}
</p>
: null}
{result.rewards.divinity > 0
? <p>
{"✨ "}
{formatInteger(result.rewards.divinity)}
{" Divinity"}
</p>
: null}
{result.rewards.stardust > 0
? <p>
{"⭐ "}
{formatInteger(result.rewards.stardust)}
{" Stardust"}
</p>
: null}
{result.rewards.bountyDivinity > 0
? <p className="bounty-reward">
{"✨ "}
{formatInteger(result.rewards.bountyDivinity)}
{" Divinity (first kill bonus!)"}
</p>
: null}
{result.rewards.upgradeIds.length > 0
? <p>
{"🔓 "}
{result.rewards.upgradeIds.length}
{" Upgrade(s) unlocked"}
</p>
: null}
{result.rewards.equipmentIds.length > 0
? <p>
{"🗡️ "}
{result.rewards.equipmentIds.length}
{" Equipment item(s) gained"}
</p>
: null}
</div>
: null}
{result.casualties !== undefined && result.casualties.length > 0
? <div className="battle-casualties">
<h3>{"Casualties"}</h3>
{result.casualties.map((casualty) => {
return (
<p key={casualty.discipleId}>
{casualty.killed}
{" "}
{casualty.discipleId}
{" lost"}
</p>
);
})}
</div>
: null}
<button
className="dismiss-button"
onClick={onDismiss}
type="button"
>
{"Dismiss"}
</button>
</div>
</div>
);
};
/**
* Renders the Goddess Boss panel with zone filtering and battle result modal.
* @returns The JSX element.
*/
const GoddessBossPanel = (): JSX.Element => {
const {
state,
challengeGoddessBoss,
goddessBattleResult,
dismissGoddessBattle,
formatNumber,
formatInteger,
} = useGame();
const [ challengingBossId, setChallengingBossId ] = useState<string | null>(
null,
);
const [ activeZoneId, setActiveZoneId ] = useState<string | null>(() => {
return sessionStorage.getItem("elysium_goddess_boss_zone");
});
if (state === null) {
return (
<section className="panel">
<p>{"Loading..."}</p>
</section>
);
}
const { goddess } = state;
if (goddess === undefined) {
return (
<section className="panel">
<p>{"The Goddess expansion is not yet unlocked."}</p>
</section>
);
}
const { bosses, quests, zones } = goddess;
async function handleChallenge(bossId: string): Promise<void> {
setChallengingBossId(bossId);
try {
await challengeGoddessBoss(bossId);
} finally {
setChallengingBossId(null);
}
}
function handleChallengeClick(bossId: string): void {
void handleChallenge(bossId);
}
function handleZoneSelect(zoneId: string): void {
setActiveZoneId(zoneId);
sessionStorage.setItem("elysium_goddess_boss_zone", zoneId);
}
function handleShowAll(): void {
setActiveZoneId(null);
sessionStorage.removeItem("elysium_goddess_boss_zone");
}
const filteredBosses = activeZoneId === null
? bosses
: bosses.filter((boss) => {
return boss.zoneId === activeZoneId;
});
const bossUnlockHints = new Map<string, string>();
for (const zone of zones) {
const { id: zoneId, unlockBossId, unlockQuestId } = zone;
const zoneBosses = bosses.filter((boss) => {
return boss.zoneId === zoneId;
});
for (let index = 0; index < zoneBosses.length; index = index + 1) {
const boss = zoneBosses[index];
if (boss === undefined || boss.status !== "locked") {
continue;
}
if (index === 0) {
const parts: Array<string> = [];
if (unlockBossId !== null) {
const gateBoss = bosses.find((candidate) => {
return candidate.id === unlockBossId;
});
if (gateBoss !== undefined) {
parts.push(`⚔️ Defeat: ${gateBoss.name}`);
}
}
if (unlockQuestId !== null) {
const gateQuest = quests.find((candidate) => {
return candidate.id === unlockQuestId;
});
if (gateQuest !== undefined) {
parts.push(`📜 Complete: ${gateQuest.name}`);
}
}
if (parts.length > 0) {
bossUnlockHints.set(boss.id, parts.join(" & "));
}
} else {
const previousBoss = zoneBosses[index - 1];
if (previousBoss !== undefined) {
bossUnlockHints.set(boss.id, `⚔️ Defeat: ${previousBoss.name} first`);
}
}
}
}
const activeZoneData: GoddessZone | undefined = activeZoneId === null
? undefined
: zones.find((zone) => {
return zone.id === activeZoneId;
});
return (
<section className="panel goddess-boss-panel">
<div className="panel-header">
<h2>{"⚔️ Goddess Bosses"}</h2>
</div>
<div className="zone-selector">
<button
className={`zone-tab${activeZoneId === null
? " zone-tab-active"
: ""}`}
onClick={handleShowAll}
type="button"
>
{"All Zones"}
</button>
{zones.map((zone) => {
function handleSelect(): void {
handleZoneSelect(zone.id);
}
return (
<button
className={`zone-tab${zone.id === activeZoneId
? " zone-tab-active"
: ""}`}
key={zone.id}
onClick={handleSelect}
title={zone.description}
type="button"
>
<span aria-hidden="true">{zone.emoji}</span>
<span className="zone-name">{zone.name}</span>
</button>
);
})}
</div>
{activeZoneData?.status === "locked"
? <div className="exploration-zone-locked-hint">
<p>{"🔒 This zone is locked."}</p>
{activeZoneData.unlockBossId === null
? null
: <p>
{"⚔️ Defeat: "}
{bosses.find((boss) => {
return boss.id === activeZoneData.unlockBossId;
})?.name ?? activeZoneData.unlockBossId}
</p>}
{activeZoneData.unlockQuestId === null
? null
: <p>
{"📜 Complete: "}
{quests.find((quest) => {
return quest.id === activeZoneData.unlockQuestId;
})?.name ?? activeZoneData.unlockQuestId}
</p>}
</div>
: null}
<div className="boss-list">
{filteredBosses.map((boss) => {
return (
<GoddessBossCard
boss={boss}
formatInteger={formatInteger}
formatNumber={formatNumber}
isChallenging={challengingBossId === boss.id}
key={boss.id}
onChallenge={handleChallengeClick}
unlockHint={bossUnlockHints.get(boss.id)}
/>
);
})}
{filteredBosses.length === 0
? <p className="empty-zone">{"No bosses to show in this zone."}</p>
: null}
</div>
{goddessBattleResult === null
? null
: <GoddessBattleModal
formatInteger={formatInteger}
formatNumber={formatNumber}
onDismiss={dismissGoddessBattle}
result={goddessBattleResult}
/>}
</section>
);
};
export { GoddessBossPanel };
@@ -0,0 +1,263 @@
/**
* @file Goddess crafting panel component for crafting recipes from sacred materials.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines-per-function -- Complex component with many render paths */
/* eslint-disable max-nested-callbacks -- Nested recipe/material maps require nesting */
import { type JSX, useState } from "react";
import { useGame } from "../../context/gameContext.js";
import { GODDESS_RECIPES } from "../../data/goddessCraftingRecipes.js";
import { GODDESS_MATERIALS } from "../../data/goddessMaterials.js";
import { cdnImage } from "../../utils/cdn.js";
const bonusLabel: Record<string, string> = {
click_power: "👆 Click Power",
combat_power: "⚔️ Combat Power",
essence_income: "✨ Essence Income",
gold_income: "🪙 Gold Income",
};
/**
* Renders the goddess crafting panel for crafting recipes from sacred materials.
* @returns The JSX element.
*/
const GoddessCraftingPanel = (): JSX.Element => {
const { state, craftGoddessRecipe, formatNumber } = useGame();
const [ activeZoneId, setActiveZoneId ] = useState(() => {
return (
sessionStorage.getItem("elysium_goddess_craft_zone")
?? "goddess_celestial_garden"
);
});
const [ pendingRecipeId, setPendingRecipeId ] = useState<string | null>(null);
if (state === null) {
return (
<section className="panel">
<p>{"Loading..."}</p>
</section>
);
}
const { goddess } = state;
const playerMaterials = goddess?.exploration.materials ?? [];
const craftedIds = goddess?.exploration.craftedRecipeIds ?? [];
const goddessZones = goddess?.zones ?? [];
const zoneRecipes = GODDESS_RECIPES.filter((recipe) => {
return recipe.zoneId === activeZoneId;
});
const zoneMaterials = GODDESS_MATERIALS.filter((material) => {
return material.zoneId === activeZoneId;
});
function getQuantity(materialId: string): number {
return (
playerMaterials.find((playerMaterial) => {
return playerMaterial.materialId === materialId;
})?.quantity ?? 0
);
}
function canAffordRecipe(recipeId: string): boolean {
const recipe = GODDESS_RECIPES.find((candidateRecipe) => {
return candidateRecipe.id === recipeId;
});
if (recipe === undefined) {
return false;
}
return recipe.requiredMaterials.every((request) => {
return getQuantity(request.materialId) >= request.quantity;
});
}
function handleZoneSelect(zoneId: string): void {
setActiveZoneId(zoneId);
sessionStorage.setItem("elysium_goddess_craft_zone", zoneId);
}
async function handleCraft(recipeId: string): Promise<void> {
setPendingRecipeId(recipeId);
try {
await craftGoddessRecipe(recipeId);
} finally {
setPendingRecipeId(null);
}
}
return (
<section className="panel crafting-panel">
<div className="panel-header">
<h2>{"⚗️ Sacred Crafting"}</h2>
</div>
<div className="zone-selector">
{goddessZones.map((zone) => {
const isLocked = zone.status === "locked";
function handleZoneClick(): void {
handleZoneSelect(zone.id);
}
return (
<button
className={`zone-tab ${
activeZoneId === zone.id
? "zone-tab-active"
: ""
} ${isLocked
? "zone-tab-locked"
: ""}`}
disabled={isLocked}
key={zone.id}
onClick={handleZoneClick}
title={isLocked
? "Zone locked"
: zone.name}
type="button"
>
{zone.name}
</button>
);
})}
</div>
<div className="crafting-content">
<div className="materials-section">
<h3>{"📦 Sacred Materials"}</h3>
{zoneMaterials.length === 0
? <p className="empty-zone">{"No materials in this zone."}</p>
: <div className="materials-list">
{zoneMaterials.map((material) => {
const qty = getQuantity(material.id);
return (
<div
className={`material-card rarity-${material.rarity} ${
qty === 0
? "material-empty"
: ""
}`}
key={material.id}
>
<img
alt={material.name}
className="card-thumbnail"
src={cdnImage("materials", material.id)}
/>
<div className="material-info">
<span className="material-name">{material.name}</span>
<span className="material-rarity">{material.rarity}</span>
</div>
<span className="material-quantity">
{formatNumber(qty)}
</span>
</div>
);
})}
</div>
}
</div>
<div className="recipes-section">
<h3>{"📜 Sacred Recipes"}</h3>
{zoneRecipes.length === 0
? <p className="empty-zone">{"No recipes in this zone."}</p>
: <div className="recipes-list">
{zoneRecipes.map((recipe) => {
const crafted = craftedIds.includes(recipe.id);
const affordable = canAffordRecipe(recipe.id);
const isPending = pendingRecipeId === recipe.id;
function handleCraftClick(): void {
void handleCraft(recipe.id);
}
return (
<div
className={`recipe-card ${
crafted
? "recipe-crafted"
: ""
} ${!affordable && !crafted
? "recipe-unaffordable"
: ""}`}
key={recipe.id}
>
<img
alt={recipe.name}
className="card-thumbnail"
src={cdnImage("recipes", recipe.id)}
/>
<div className="recipe-info">
<h4>{recipe.name}</h4>
<p className="recipe-description">{recipe.description}</p>
<div className="recipe-bonus">
<span className="bonus-label">
{bonusLabel[recipe.bonus.type] ?? recipe.bonus.type}
</span>
<span className="bonus-value">
{"×"}
{recipe.bonus.value.toFixed(2)}
</span>
</div>
<div className="recipe-requirements">
{recipe.requiredMaterials.map((request) => {
const have = getQuantity(request.materialId);
const enough = have >= request.quantity;
const matName
= GODDESS_MATERIALS.find((mat) => {
return mat.id === request.materialId;
})?.name ?? request.materialId;
return (
<span
className={`req-tag ${
enough
? "req-met"
: "req-missing"
}`}
key={request.materialId}
>
{matName}
{": "}
{formatNumber(have)}
{"/"}
{formatNumber(request.quantity)}
</span>
);
})}
</div>
</div>
<div className="recipe-action">
{crafted
? <span className="quest-badge active">
{"✅ Crafted"}
</span>
: <button
className="craft-button"
disabled={
!affordable || isPending || pendingRecipeId !== null
}
onClick={handleCraftClick}
type="button"
>
{isPending
? "Crafting..."
: "⚗️ Craft"}
</button>
}
</div>
</div>
);
})}
</div>
}
</div>
</div>
</section>
);
};
export { GoddessCraftingPanel };
@@ -0,0 +1,276 @@
/**
* @file Goddess equipment panel for managing goddess relics, vestments, and sigils.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable react/no-multi-comp -- Sub-component is tightly coupled to the panel */
/* eslint-disable max-lines-per-function -- Complex component with many render paths */
/* eslint-disable complexity -- GoddessEquipmentCard has many conditional render paths */
import { type JSX, useState } from "react";
import { useGame } from "../../context/gameContext.js";
import type { GoddessEquipment, GoddessEquipmentType } from "@elysium/types";
const rarityColour: Record<string, string> = {
common: "#9e9e9e",
epic: "#9c27b0",
legendary: "#ff9800",
rare: "#2196f3",
};
const rarityLabel: Record<string, string> = {
common: "Common",
epic: "Epic",
legendary: "Legendary",
rare: "Rare",
};
/**
* Computes a human-readable bonus description for a goddess equipment item.
* @param item - The goddess equipment item.
* @returns The formatted bonus description string.
*/
const bonusDescription = (item: GoddessEquipment): string => {
const parts: Array<string> = [];
if (item.bonus.prayersMultiplier !== undefined) {
const pct = Math.round((item.bonus.prayersMultiplier - 1) * 100);
parts.push(`+${String(pct)}% Prayers/s`);
}
if (item.bonus.combatMultiplier !== undefined) {
const pct = Math.round((item.bonus.combatMultiplier - 1) * 100);
parts.push(`+${String(pct)}% Disciple Combat`);
}
if (item.bonus.divinityMultiplier !== undefined) {
const pct = Math.round((item.bonus.divinityMultiplier - 1) * 100);
parts.push(`+${String(pct)}% Divinity/Consecration`);
}
return parts.join(", ");
};
/**
* Formats a goddess equipment cost as a readable string.
* @param cost - The cost object with prayers, divinity, and stardust.
* @param cost.prayers - The prayers component of the cost.
* @param cost.divinity - The divinity component of the cost.
* @param cost.stardust - The stardust component of the cost.
* @param formatNumber - The number formatting utility function.
* @returns The formatted cost string.
*/
const costLabel = (
cost: { prayers: number; divinity: number; stardust: number },
formatNumber: (n: number)=> string,
): string => {
const parts: Array<string> = [];
if (cost.prayers > 0) {
parts.push(`🙏 ${formatNumber(cost.prayers)}`);
}
if (cost.divinity > 0) {
parts.push(`${formatNumber(cost.divinity)}`);
}
if (cost.stardust > 0) {
parts.push(`${formatNumber(cost.stardust)}`);
}
return parts.join(" ");
};
interface GoddessEquipmentCardProperties {
readonly item: GoddessEquipment;
readonly prayers: number;
readonly divinity: number;
readonly stardust: number;
readonly formatNumber: (n: number)=> string;
}
/**
* Renders a single goddess equipment card with buy/equip actions.
* @param props - The card properties.
* @param props.item - The goddess equipment data to display.
* @param props.prayers - The player's current prayers balance.
* @param props.divinity - The player's current divinity balance.
* @param props.stardust - The player's current stardust balance.
* @param props.formatNumber - The number formatting utility function.
* @returns The JSX element.
*/
const GoddessEquipmentCard = ({
item,
prayers,
divinity,
stardust,
formatNumber,
}: GoddessEquipmentCardProperties): JSX.Element => {
const { buyGoddessEquipment, equipGoddessItem } = useGame();
const canAfford = item.cost !== undefined
&& prayers >= item.cost.prayers
&& divinity >= item.cost.divinity
&& stardust >= item.cost.stardust;
function handleBuy(): void {
buyGoddessEquipment(item.id);
}
function handleEquip(): void {
equipGoddessItem(item.id);
}
let typeEmoji = "🔯";
if (item.type === "relic") {
typeEmoji = "📿";
} else if (item.type === "vestment") {
typeEmoji = "👘";
}
const equippedClass = item.equipped
? " equipped"
: "";
const ownedClass = item.owned && !item.equipped
? " owned"
: "";
const lockedClass = item.owned
? ""
: " locked";
const cardClassName = `goddess-equipment-card rarity-${item.rarity}${equippedClass}${ownedClass}${lockedClass}`;
return (
<div className={cardClassName}>
<div className="equipment-card-header">
<span className="equipment-type-icon">{typeEmoji}</span>
<span className="equipment-name">{item.name}</span>
<span
className="equipment-rarity-badge"
style={{ color: rarityColour[item.rarity] }}
>
{rarityLabel[item.rarity]}
</span>
</div>
<p className="equipment-description">{item.description}</p>
<p className="equipment-bonus">{bonusDescription(item)}</p>
{item.setId === undefined
? null
: <p className="equipment-set">{"Set: "}{item.setId}</p>}
<div className="equipment-card-actions">
{item.owned && item.equipped
? <span className="equipment-equipped-badge">{"✅ Equipped"}</span>
: null}
{item.owned && !item.equipped
? <button
className="btn-equip"
onClick={handleEquip}
type="button"
>
{"Equip"}
</button>
: null}
{!item.owned && item.cost !== undefined
? <button
className="btn-buy"
disabled={!canAfford}
onClick={handleBuy}
title={canAfford
? ""
: "Not enough resources"}
type="button"
>
{"Buy — "}
{costLabel(item.cost, formatNumber)}
</button>
: null}
{!item.owned && item.cost === undefined
? <span className="equipment-drop-hint">{"🎲 Boss Drop Only"}</span>
: null}
</div>
</div>
);
};
type TabFilter = "all" | GoddessEquipmentType;
/**
* Renders the goddess equipment panel, displaying all relics, vestments, and sigils.
* @returns The JSX element.
*/
export const GoddessEquipmentPanel = (): JSX.Element => {
const { state, formatNumber } = useGame();
const [ activeTab, setActiveTab ] = useState<TabFilter>("all");
if (state === null) {
return <div className="panel"><p>{"Loading..."}</p></div>;
}
const prayers = state.resources.prayers ?? 0;
const divinity = state.resources.divinity ?? 0;
const stardust = state.resources.stardust ?? 0;
const equipment = state.goddess?.equipment ?? [];
const filteredEquipment = activeTab === "all"
? equipment
: equipment.filter((item) => {
return item.type === activeTab;
});
const tabs: Array<{ id: TabFilter; label: string }> = [
{ id: "all", label: "All" },
{ id: "relic", label: "📿 Relics" },
{ id: "vestment", label: "👘 Vestments" },
{ id: "sigil", label: "🔯 Sigils" },
];
return (
<div className="goddess-equipment-panel">
<div className="panel-resource-bar">
<span className="resource-item">
{"🙏 Prayers: "}
{formatNumber(prayers)}
</span>
<span className="resource-item">
{"✨ Divinity: "}
{formatNumber(divinity)}
</span>
<span className="resource-item">
{"⭐ Stardust: "}
{formatNumber(stardust)}
</span>
</div>
<div className="equipment-tabs">
{tabs.map((tab) => {
function handleTabClick(): void {
setActiveTab(tab.id);
}
return (
<button
className={`tab-btn${activeTab === tab.id
? " active"
: ""}`}
key={tab.id}
onClick={handleTabClick}
type="button"
>
{tab.label}
</button>
);
})}
</div>
<div className="equipment-grid">
{filteredEquipment.map((item) => {
return (
<GoddessEquipmentCard
divinity={divinity}
formatNumber={formatNumber}
item={item}
key={item.id}
prayers={prayers}
stardust={stardust}
/>
);
})}
{filteredEquipment.length === 0
? <p className="empty-state">
{"No equipment in this category yet."}
</p>
: null}
</div>
</div>
);
};
@@ -0,0 +1,437 @@
/**
* @file Goddess exploration panel component for exploring divine areas and collecting sacred materials.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* 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 */
/* eslint-disable max-statements -- Component function requires many state declarations and handlers */
import { type JSX, useEffect, useRef, useState } from "react";
import { checkGoddessExplorationClaimable } from "../../api/client.js";
import { useGame } from "../../context/gameContext.js";
// eslint-disable-next-line stylistic/max-len -- import path cannot be shortened
import { GODDESS_EXPLORATION_AREAS } from "../../data/goddessExplorationAreas.js";
import { cdnImage } from "../../utils/cdn.js";
import type {
GoddessExploreClaimableResponse,
GoddessExploreCollectResponse,
} from "@elysium/types";
/**
* Formats a duration in seconds to a human-readable string.
* @param seconds - The total number of seconds to format.
* @returns The formatted duration string.
*/
const formatDuration = (seconds: number): string => {
const secondsPerDay = 86_400;
const secondsPerHour = 3600;
const secondsPerMinute = 60;
if (seconds >= secondsPerDay) {
const days = Math.floor(seconds / secondsPerDay);
const remainingAfterDays = seconds % secondsPerDay;
const hours = Math.floor(remainingAfterDays / secondsPerHour);
return hours > 0
? `${String(days)}d ${String(hours)}h`
: `${String(days)}d`;
}
if (seconds >= secondsPerHour) {
const hours = Math.floor(seconds / secondsPerHour);
const remainingAfterHours = seconds % secondsPerHour;
const minutes = Math.floor(remainingAfterHours / secondsPerMinute);
return `${String(hours)}h ${String(minutes)}m`;
}
if (seconds >= secondsPerMinute) {
const minutes = Math.floor(seconds / secondsPerMinute);
const secs = seconds % secondsPerMinute;
return `${String(minutes)}m ${String(secs)}s`;
}
return `${String(seconds)}s`;
};
/**
* Computes the time remaining for an exploration in progress.
* Uses endsAt (server-computed) when available to avoid client/server clock drift.
* @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 elapsed = (Date.now() - startedAt) / 1000;
return Math.max(0, durationSeconds - elapsed);
};
interface CollectResult {
areaId: string;
response: GoddessExploreCollectResponse;
}
/**
* Renders the goddess exploration panel for managing divine area explorations.
* @returns The JSX element.
*/
const GoddessExplorationPanel = (): JSX.Element => {
const {
state,
startGoddessExploration,
collectGoddessExploration,
formatNumber,
} = useGame();
const [ activeZoneId, setActiveZoneId ] = useState(() => {
return (
sessionStorage.getItem("elysium_goddess_explore_zone")
?? "goddess_celestial_garden"
);
});
const [ pendingAreaId, setPendingAreaId ] = useState<string | null>(null);
const [ lastResult, setLastResult ] = useState<CollectResult | null>(null);
const [ claimableAreaIds, setClaimableAreaIds ]
= useState<ReadonlySet<string>>(new Set());
const stateReference = useRef(state);
stateReference.current = state;
const claimableReference = useRef(claimableAreaIds);
claimableReference.current = claimableAreaIds;
useEffect(() => {
const pollClaimable = async(): Promise<void> => {
const currentState = stateReference.current;
if (currentState === null) {
return;
}
const inProgressArea = currentState.goddess?.exploration.areas.find(
(a) => {
return a.status === "in_progress";
},
);
if (inProgressArea === undefined) {
return;
}
if (claimableReference.current.has(inProgressArea.id)) {
return;
}
const areaData = GODDESS_EXPLORATION_AREAS.find((a) => {
return a.id === inProgressArea.id;
});
if (areaData === undefined) {
return;
}
const remaining = timeRemaining(
inProgressArea.endsAt,
inProgressArea.startedAt ?? 0,
areaData.durationSeconds,
);
if (remaining > 0) {
return;
}
const result: GoddessExploreClaimableResponse
= await checkGoddessExplorationClaimable(inProgressArea.id);
if (result.claimable) {
setClaimableAreaIds((previous) => {
return new Set([ ...previous, inProgressArea.id ]);
});
}
};
const intervalId = setInterval(() => {
void pollClaimable();
}, 1000);
return (): void => {
clearInterval(intervalId);
};
}, []);
if (state === null) {
return (
<section className="panel">
<p>{"Loading..."}</p>
</section>
);
}
const { goddess } = state;
const explorationState = goddess?.exploration;
const goddessZones = goddess?.zones ?? [];
const activeZone = goddessZones.find((zone) => {
return zone.id === activeZoneId;
});
const zoneIsLocked = activeZone?.status === "locked";
const zoneAreas = GODDESS_EXPLORATION_AREAS.filter((area) => {
return area.zoneId === activeZoneId;
});
const hasActiveExploration
= explorationState?.areas.some((area) => {
return area.status === "in_progress";
}) ?? false;
async function handleStart(areaId: string): Promise<void> {
setPendingAreaId(areaId);
try {
await startGoddessExploration(areaId);
} finally {
setPendingAreaId(null);
}
}
async function handleCollect(areaId: string): Promise<void> {
setPendingAreaId(areaId);
try {
const result = await collectGoddessExploration(areaId);
setLastResult({ areaId: areaId, response: result });
setClaimableAreaIds((previous) => {
const next = new Set(previous);
next.delete(areaId);
return next;
});
} finally {
setPendingAreaId(null);
}
}
function handleDismissResult(): void {
setLastResult(null);
}
function handleZoneSelect(id: string): void {
setActiveZoneId(id);
setLastResult(null);
sessionStorage.setItem("elysium_goddess_explore_zone", id);
}
const prayersChange = lastResult?.response.event?.prayersChange ?? 0;
const discipleLostCount
= lastResult?.response.event?.discipleLostCount ?? 0;
return (
<section className="panel exploration-panel">
<div className="panel-header">
<h2>{"🗺️ Divine Exploration"}</h2>
</div>
{lastResult === null
? null
: <div className="exploration-result">
<button
className="exploration-result-close"
onClick={handleDismissResult}
type="button"
>
{"✕"}
</button>
{lastResult.response.foundNothing
? <p className="exploration-nothing">
{lastResult.response.nothingMessage}
</p>
: <>
{lastResult.response.event === null
? null
: <p className="exploration-event-text">
{lastResult.response.event.text}
</p>
}
<div className="exploration-rewards">
{prayersChange !== 0
&& <span
className={`reward-tag ${prayersChange > 0
? ""
: "negative"}`}
>
{"🙏 "}
{prayersChange > 0
? "+"
: ""}
{formatNumber(prayersChange)}
{" prayers"}
</span>
}
{discipleLostCount > 0
&& <span className="reward-tag negative">
{"👤 -"}
{formatNumber(discipleLostCount)}
{" disciples lost"}
</span>
}
{lastResult.response.event?.materialGained !== null
&& lastResult.response.event?.materialGained !== undefined
? <span className="reward-tag material-tag">
{"📦 +"}
{lastResult.response.event.materialGained.quantity}{" "}
{/* eslint-disable-next-line stylistic/max-len -- long property chain cannot be shortened */}
{lastResult.response.event.materialGained.materialId.replaceAll(
"_",
" ",
)}
{" (event)"}
</span>
: null}
{lastResult.response.materialsFound.map((foundMaterial) => {
return (
<span
className="reward-tag material-tag"
key={foundMaterial.materialId}
>
{"📦 +"}
{foundMaterial.quantity}{" "}
{foundMaterial.materialId.replaceAll("_", " ")}
</span>
);
})}
</div>
</>
}
</div>
}
<div className="zone-selector">
{goddessZones.map((zone) => {
const isLocked = zone.status === "locked";
function handleZoneClick(): void {
handleZoneSelect(zone.id);
}
return (
<button
className={`zone-tab ${
activeZoneId === zone.id
? "zone-tab-active"
: ""
} ${isLocked
? "zone-tab-locked"
: ""}`}
disabled={isLocked}
key={zone.id}
onClick={handleZoneClick}
title={isLocked
? "Zone locked"
: zone.name}
type="button"
>
{zone.name}
</button>
);
})}
</div>
{zoneIsLocked
? <div className="exploration-zone-locked-hint">
<p>{"🔒 This divine zone is locked."}</p>
</div>
: null
}
<div className="exploration-list">
{zoneAreas.map((area) => {
const areaState = explorationState?.areas.find(
(explorationArea) => {
return explorationArea.id === area.id;
},
);
const status = areaState?.status ?? "locked";
const startedAt = areaState?.startedAt ?? 0;
const endsAt = areaState?.endsAt;
const isReady
= status === "in_progress"
&& claimableAreaIds.has(area.id);
const isPending = pendingAreaId === area.id;
function handleStartClick(): void {
void handleStart(area.id);
}
function handleCollectClick(): void {
void handleCollect(area.id);
}
return (
<div
className={`exploration-card exploration-${status}`}
key={area.id}
>
<img
alt={area.name}
className="card-thumbnail"
src={cdnImage("explorations", area.id)}
/>
<div className="exploration-info">
<h3>
{area.name}
{areaState?.completedOnce === true
? <span className="exploration-discovered">{" 📖"}</span>
: null}
</h3>
<p>{area.description}</p>
<span className="exploration-duration">
{"⏱️ "}
{formatDuration(area.durationSeconds)}
</span>
</div>
<div className="exploration-action">
{status === "locked"
&& <span className="quest-badge locked">{"🔒 Locked"}</span>
}
{status === "available"
&& <button
className="start-quest-button"
disabled={isPending || hasActiveExploration}
onClick={handleStartClick}
title={
hasActiveExploration
? "A divine exploration is already in progress"
: undefined
}
type="button"
>
{isPending
? "Departing..."
: `Explore (${formatDuration(area.durationSeconds)})`}
</button>
}
{status === "in_progress" && !isReady
&& <span className="quest-badge active">
{"⏳ "}
{/* eslint-disable-next-line stylistic/max-len -- long call cannot be shortened */}
{formatDuration(Math.ceil(timeRemaining(endsAt, startedAt, area.durationSeconds)))}
{" remaining"}
</span>
}
{status === "in_progress" && isReady
? <button
className="collect-button"
disabled={isPending}
onClick={handleCollectClick}
type="button"
>
{isPending
? "Collecting..."
: "📦 Collect Results"}
</button>
: null}
</div>
</div>
);
})}
{zoneAreas.length === 0
&& <p className="empty-zone">
{"No exploration areas in this zone."}
</p>
}
</div>
</section>
);
};
export { GoddessExplorationPanel };
@@ -0,0 +1,265 @@
/**
* @file Read-only panel displaying goddess quests grouped by zone.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines-per-function -- Complex component with many render paths */
/* eslint-disable react/no-multi-comp -- QuestCard sub-component is tightly coupled */
import { useState, type JSX } from "react";
import { useGame } from "../../context/gameContext.js";
import type {
GoddessQuest,
GoddessQuestReward,
GoddessZone,
} from "@elysium/types";
/**
* Formats a duration in seconds to a human-readable string.
* @param seconds - The total number of seconds to format.
* @returns The formatted duration string.
*/
const formatDuration = (seconds: number): string => {
const secondsPerHour = 3600;
const secondsPerMinute = 60;
if (seconds >= secondsPerHour) {
const hours = Math.floor(seconds / secondsPerHour);
const remainderSeconds = seconds % secondsPerHour;
const minutes = Math.floor(remainderSeconds / secondsPerMinute);
return `${String(hours)}h ${String(minutes)}m`;
}
if (seconds >= secondsPerMinute) {
const minutes = Math.floor(seconds / secondsPerMinute);
const secs = seconds % secondsPerMinute;
return `${String(minutes)}m ${String(secs)}s`;
}
return `${String(seconds)}s`;
};
/**
* Returns a human-readable label string for a goddess quest reward.
* @param reward - The reward to describe.
* @param formatNumber - The number formatter function.
* @returns The label string, or an empty string for unknown types.
*/
const getRewardLabel = (
reward: GoddessQuestReward,
formatNumber: (value: number)=> string,
): string => {
if (reward.type === "prayers") {
return `🙏 ${formatNumber(reward.amount ?? 0)} Prayers`;
}
if (reward.type === "divinity") {
return `${formatNumber(reward.amount ?? 0)} Divinity`;
}
if (reward.type === "stardust") {
return `${formatNumber(reward.amount ?? 0)} Stardust`;
}
if (reward.type === "upgrade") {
return "🔓 Upgrade Unlocked";
}
if (reward.type === "disciple") {
return "👤 New Disciple Tier";
}
return "🛡️ Equipment Unlocked";
};
interface GoddessQuestCardProperties {
readonly quest: GoddessQuest;
readonly unlockHint: string | undefined;
readonly zoneIsOpen: boolean;
}
/**
* Renders a single goddess quest card (read-only).
* @param props - The component properties.
* @param props.quest - The goddess quest to display.
* @param props.unlockHint - The name of the prerequisite quest, if locked.
* @param props.zoneIsOpen - Whether the quest's zone is currently unlocked.
* @returns The JSX element.
*/
const GoddessQuestCard = ({
quest,
unlockHint,
zoneIsOpen,
}: GoddessQuestCardProperties): JSX.Element => {
const { formatNumber } = useGame();
return (
<div className={`quest-card quest-${quest.status}`}>
<div className="quest-info">
<h3>{quest.name}</h3>
<p>{quest.description}</p>
<p className="quest-duration">
{"⏱ "}
{formatDuration(quest.durationSeconds)}
</p>
<div className="quest-rewards">
{quest.rewards.map((reward, rewardIndex) => {
return <span
className="reward-tag"
key={`${reward.type}-${reward.targetId ?? String(reward.amount ?? rewardIndex)}`}
>
{getRewardLabel(reward, formatNumber)}
</span>;
})}
</div>
</div>
<div className="quest-action">
{quest.status === "locked" && !zoneIsOpen
&& <span className="quest-badge locked">{"🔒 Zone Locked"}</span>
}
{quest.status === "locked" && zoneIsOpen
? <>
<span className="quest-badge locked">{"🔒 Locked"}</span>
{unlockHint !== undefined
&& <p className="unlock-hint">
{"📜 Complete: "}
{unlockHint}
</p>
}
</>
: null
}
{quest.status === "available"
&& <span className="quest-badge available">{"📋 Available"}</span>
}
{quest.status === "active"
&& <span className="quest-badge active">{"⏳ In Progress"}</span>
}
{quest.status === "completed"
&& <span className="quest-badge completed">{"✅ Completed"}</span>
}
</div>
</div>
);
};
/**
* Renders the goddess quests panel with zone selection and quest list.
* @returns The JSX element.
*/
const GoddessQuestsPanel = (): JSX.Element => {
const { state } = useGame();
const [ activeZoneId, setActiveZoneId ] = useState(() => {
return sessionStorage.getItem("elysium_goddess_quest_zone")
?? "goddess_celestial_garden";
});
if (state === null) {
return (
<section className="panel">
<p>{"Loading..."}</p>
</section>
);
}
const goddessState = state.goddess;
if (goddessState === undefined) {
return (
<section className="panel">
<p>{"Goddess expansion not yet unlocked."}</p>
</section>
);
}
const { zones, quests } = goddessState;
const activeZone = zones.find((zone: GoddessZone) => {
return zone.id === activeZoneId;
});
const zoneIsOpen = activeZone?.status === "unlocked";
const zoneQuests = quests.filter((quest: GoddessQuest) => {
return quest.zoneId === activeZoneId;
});
const questNameById = new Map(
quests.map((quest: GoddessQuest) => {
return [ quest.id, quest.name ];
}),
);
const getUnlockHint = (quest: GoddessQuest): string | undefined => {
if (quest.status !== "locked" || quest.prerequisiteIds.length === 0) {
return undefined;
}
const [ prereqId ] = quest.prerequisiteIds;
if (prereqId === undefined) {
return undefined;
}
return questNameById.get(prereqId);
};
function handleZoneSelect(zoneId: string): void {
setActiveZoneId(zoneId);
sessionStorage.setItem("elysium_goddess_quest_zone", zoneId);
}
const completedCount = zoneQuests.filter((quest: GoddessQuest) => {
return quest.status === "completed";
}).length;
return (
<section className="panel goddess-quests-panel">
<h2>{"Goddess Quests"}</h2>
<div className="zone-filter-buttons">
{zones.map((zone: GoddessZone) => {
function handleClick(): void {
handleZoneSelect(zone.id);
}
return <button
className={`zone-filter-button ${zone.id === activeZoneId
? "active"
: ""} ${zone.status === "locked"
? "zone-locked"
: ""}`}
key={zone.id}
onClick={handleClick}
title={zone.status === "locked"
? "Zone locked"
: zone.name}
type="button"
>
{zone.emoji}
{" "}
{zone.name}
</button>;
})}
</div>
{activeZone !== undefined
&& <div className="zone-info">
<p className="zone-description">{activeZone.description}</p>
<p className="zone-progress">
{String(completedCount)}
{" / "}
{String(zoneQuests.length)}
{" quests completed"}
</p>
{activeZone.status === "locked"
&& <p className="zone-locked-notice">
{"🔒 This zone is locked. Defeat the required goddess boss"}
{" to unlock it."}
</p>
}
</div>
}
<div className="quest-list">
{zoneQuests.length === 0
? <p className="empty-state">{"No quests in this zone."}</p>
: zoneQuests.map((quest: GoddessQuest) => {
return <GoddessQuestCard
key={quest.id}
quest={quest}
unlockHint={getUnlockHint(quest)}
zoneIsOpen={zoneIsOpen}
/>;
})
}
</div>
</section>
);
};
export { GoddessQuestsPanel };
@@ -0,0 +1,267 @@
/**
* @file Goddess upgrades panel for purchasing goddess-realm upgrades.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* 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 -- Upgrade card has inherently high branching across categories */
import { useGame } from "../../context/gameContext.js";
import type { GoddessUpgrade } from "@elysium/types";
import type { JSX } from "react";
/**
* Formats a goddess upgrade cost as a readable string.
* @param upgrade - The goddess upgrade.
* @param formatNumber - The number formatting utility function.
* @returns The formatted cost string.
*/
const costLabel = (
upgrade: GoddessUpgrade,
formatNumber: (n: number)=> string,
): string => {
const parts: Array<string> = [];
if (upgrade.costPrayers > 0) {
parts.push(`🙏 ${formatNumber(upgrade.costPrayers)}`);
}
if (upgrade.costDivinity > 0) {
parts.push(`${formatNumber(upgrade.costDivinity)}`);
}
if (upgrade.costStardust > 0) {
parts.push(`${formatNumber(upgrade.costStardust)}`);
}
return parts.length > 0
? parts.join(" ")
: "Free";
};
/**
* Returns a human-readable label for a goddess upgrade target.
* @param target - The upgrade target string.
* @returns The display label.
*/
const targetLabel = (target: GoddessUpgrade["target"]): string => {
const labels: Record<GoddessUpgrade["target"], string> = {
boss: "Boss",
consecration: "Consecration",
disciple: "Disciple",
global: "Global",
prayers: "Prayers",
};
return labels[target];
};
interface GoddessUpgradeCardProperties {
readonly upgrade: GoddessUpgrade;
readonly prayers: number;
readonly divinity: number;
readonly stardust: number;
readonly formatNumber: (n: number)=> string;
}
/**
* Renders a single goddess upgrade card.
* @param props - The card properties.
* @param props.upgrade - The goddess upgrade data.
* @param props.prayers - The player's current prayers balance.
* @param props.divinity - The player's current divinity balance.
* @param props.stardust - The player's current stardust balance.
* @param props.formatNumber - The number formatting utility function.
* @returns The JSX element.
*/
const GoddessUpgradeCard = ({
upgrade,
prayers,
divinity,
stardust,
formatNumber,
}: GoddessUpgradeCardProperties): JSX.Element => {
const { buyGoddessUpgrade } = useGame();
const canAfford
= prayers >= upgrade.costPrayers
&& divinity >= upgrade.costDivinity
&& stardust >= upgrade.costStardust;
async function handleBuy(): Promise<void> {
await buyGoddessUpgrade(upgrade.id);
}
const multiplierPct = Math.round((upgrade.multiplier - 1) * 100);
if (upgrade.purchased) {
return (
<div className="goddess-upgrade-card purchased">
<div className="upgrade-card-header">
<span className="upgrade-name">
{"✅ "}
{upgrade.name}
</span>
<span className="upgrade-target-badge">
{targetLabel(upgrade.target)}
</span>
</div>
<p className="upgrade-description">{upgrade.description}</p>
<p className="upgrade-effect">{`×${String(upgrade.multiplier)} (+${String(multiplierPct)}%)`}</p>
</div>
);
}
if (upgrade.unlocked) {
return (
<div className={`goddess-upgrade-card available${canAfford
? ""
: " cannot-afford"}`}>
<div className="upgrade-card-header">
<span className="upgrade-name">{upgrade.name}</span>
<span className="upgrade-target-badge">
{targetLabel(upgrade.target)}
</span>
</div>
<p className="upgrade-description">{upgrade.description}</p>
<p className="upgrade-effect">{`×${String(upgrade.multiplier)} (+${String(multiplierPct)}%)`}</p>
{upgrade.discipleId === undefined
? null
: <p className="upgrade-disciple">
{"🧎 Disciple: "}
{upgrade.discipleId}
</p>
}
<button
className="btn-buy"
disabled={!canAfford}
// eslint-disable-next-line @typescript-eslint/no-misused-promises -- intentional async handler
onClick={handleBuy}
title={canAfford
? ""
: "Not enough resources"}
type="button"
>
{"Buy — "}
{costLabel(upgrade, formatNumber)}
</button>
</div>
);
}
return (
<div className="goddess-upgrade-card locked">
<div className="upgrade-card-header">
<span className="upgrade-name">{"🔒 ???"}</span>
<span className="upgrade-target-badge">
{targetLabel(upgrade.target)}
</span>
</div>
<p className="upgrade-description">{"Not yet unlocked."}</p>
</div>
);
};
/**
* Renders the goddess upgrades panel, displaying all available and purchased upgrades.
* @returns The JSX element.
*/
export const GoddessUpgradesPanel = (): JSX.Element => {
const { state, formatNumber } = useGame();
if (state === null) {
return <div className="panel"><p>{"Loading..."}</p></div>;
}
const prayers = state.resources.prayers ?? 0;
const divinity = state.resources.divinity ?? 0;
const stardust = state.resources.stardust ?? 0;
const upgrades = state.goddess?.upgrades ?? [];
const purchased = upgrades.filter((upgrade) => {
return upgrade.purchased;
});
const available = upgrades.filter((upgrade) => {
return upgrade.unlocked && !upgrade.purchased;
});
const locked = upgrades.filter((upgrade) => {
return !upgrade.unlocked && !upgrade.purchased;
});
return (
<div className="goddess-upgrades-panel">
<div className="panel-resource-bar">
<span className="resource-item">
{"🙏 Prayers: "}
{formatNumber(prayers)}
</span>
<span className="resource-item">
{"✨ Divinity: "}
{formatNumber(divinity)}
</span>
<span className="resource-item">
{"⭐ Stardust: "}
{formatNumber(stardust)}
</span>
</div>
{available.length > 0
? <section className="upgrades-section">
<h3 className="section-heading">{"Available Upgrades"}</h3>
<div className="upgrades-grid">
{available.map((upgrade) => {
return (
<GoddessUpgradeCard
divinity={divinity}
formatNumber={formatNumber}
key={upgrade.id}
prayers={prayers}
stardust={stardust}
upgrade={upgrade}
/>
);
})}
</div>
</section>
: null}
{locked.length > 0
? <section className="upgrades-section">
<h3 className="section-heading">{"Locked Upgrades"}</h3>
<div className="upgrades-grid">
{locked.map((upgrade) => {
return (
<GoddessUpgradeCard
divinity={divinity}
formatNumber={formatNumber}
key={upgrade.id}
prayers={prayers}
stardust={stardust}
upgrade={upgrade}
/>
);
})}
</div>
</section>
: null}
{purchased.length > 0
? <section className="upgrades-section">
<h3 className="section-heading">{"Purchased Upgrades"}</h3>
<div className="upgrades-grid">
{purchased.map((upgrade) => {
return (
<GoddessUpgradeCard
divinity={divinity}
formatNumber={formatNumber}
key={upgrade.id}
prayers={prayers}
stardust={stardust}
upgrade={upgrade}
/>
);
})}
</div>
</section>
: null}
{upgrades.length === 0
? <p className="empty-state">{"No goddess upgrades available yet."}</p>
: null}
</div>
);
};
@@ -0,0 +1,154 @@
/**
* @file Goddess Zones panel read-only view of all divine realms.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines-per-function -- Complex panel with zone grid rendering */
/* eslint-disable react/no-multi-comp -- Sub-component is tightly coupled to the panel */
import { useGame } from "../../context/gameContext.js";
import type { GoddessZone } from "@elysium/types";
import type { JSX } from "react";
interface ZoneCardProperties {
readonly zone: GoddessZone;
readonly isLocked: boolean;
readonly unlockBossName: string | undefined;
readonly unlockQuestName: string | undefined;
}
/**
* Renders a single goddess zone card.
* @param props - The zone card properties.
* @param props.zone - The zone data.
* @param props.isLocked - Whether this zone is currently locked.
* @param props.unlockBossName - Name of the boss required to unlock, if any.
* @param props.unlockQuestName - Name of the quest required to unlock, if any.
* @returns The JSX element.
*/
const GoddessZoneCard = ({
zone,
isLocked,
unlockBossName,
unlockQuestName,
}: ZoneCardProperties): JSX.Element => {
return (
<div className={`zone-card${isLocked
? " locked"
: ""}`}>
<div className="zone-card-header">
<span aria-hidden="true" className="zone-emoji">{zone.emoji}</span>
<h3 className="zone-name">{zone.name}</h3>
{isLocked
? <span aria-label="Locked" className="zone-lock-icon">{"🔒"}</span>
: null}
</div>
<p className="zone-description">{zone.description}</p>
{isLocked
&& (unlockBossName !== undefined || unlockQuestName !== undefined)
? <div className="zone-unlock-requirements">
<p className="zone-unlock-label">{"Unlock requirements:"}</p>
{unlockBossName === undefined
? null
: <p className="zone-unlock-item">
{"⚔️ Defeat: "}
{unlockBossName}
</p>
}
{unlockQuestName === undefined
? null
: <p className="zone-unlock-item">
{"📜 Complete: "}
{unlockQuestName}
</p>
}
</div>
: null}
{isLocked
? null
: <span className="zone-badge unlocked">{"✨ Unlocked"}</span>
}
</div>
);
};
/**
* Renders the Goddess Zones panel showing all 18 divine realms.
* @returns The JSX element.
*/
const GoddessZonesPanel = (): JSX.Element => {
const { state } = useGame();
if (state === null) {
return (
<section className="panel">
<p>{"Loading..."}</p>
</section>
);
}
const { goddess } = state;
if (goddess === undefined) {
return (
<section className="panel">
<p>{"The Goddess expansion is not yet unlocked."}</p>
</section>
);
}
const { bosses: goddessBosses, quests: goddessQuests, zones } = goddess;
const defeatedBossIds = new Set(
goddessBosses.
filter((boss) => {
return boss.status === "defeated";
}).
map((boss) => {
return boss.id;
}),
);
return (
<section className="panel goddess-zones-panel">
<div className="panel-header">
<h2>{"🌟 Goddess Zones"}</h2>
</div>
<div className="zone-grid">
{zones.map((zone) => {
const isLocked = zone.unlockBossId !== null
&& !defeatedBossIds.has(zone.unlockBossId);
const unlockBoss = zone.unlockBossId === null
? undefined
: goddessBosses.find((boss) => {
return boss.id === zone.unlockBossId;
});
const unlockQuest = zone.unlockQuestId === null
? undefined
: goddessQuests.find((quest) => {
return quest.id === zone.unlockQuestId;
});
return (
<GoddessZoneCard
isLocked={isLocked}
key={zone.id}
unlockBossName={unlockBoss?.name}
unlockQuestName={unlockQuest?.name}
zone={zone}
/>
);
})}
</div>
</section>
);
};
export { GoddessZonesPanel };
+3 -1
View File
@@ -114,6 +114,9 @@ const QuestCard = ({
} }
<div className="quest-rewards"> <div className="quest-rewards">
{quest.rewards.map((reward, rewardIndex) => { {quest.rewards.map((reward, rewardIndex) => {
if (reward.type === "crystals" && (reward.amount ?? 0) === 0) {
return null;
}
return ( return (
<span className="reward-tag" key={`${reward.type}-${reward.targetId ?? String(reward.amount ?? rewardIndex)}`}> <span className="reward-tag" key={`${reward.type}-${reward.targetId ?? String(reward.amount ?? rewardIndex)}`}>
{reward.type === "gold" {reward.type === "gold"
@@ -121,7 +124,6 @@ const QuestCard = ({
{reward.type === "essence" {reward.type === "essence"
&& `${formatNumber(reward.amount ?? 0)}`} && `${formatNumber(reward.amount ?? 0)}`}
{reward.type === "crystals" {reward.type === "crystals"
&& (reward.amount ?? 0) > 0
&& `💎 ${formatNumber(reward.amount ?? 0)}`} && `💎 ${formatNumber(reward.amount ?? 0)}`}
{reward.type === "upgrade" && "🔓 Upgrade"} {reward.type === "upgrade" && "🔓 Upgrade"}
{reward.type === "adventurer" && "👥 New Adventurer"} {reward.type === "adventurer" && "👥 New Adventurer"}
+37 -2
View File
@@ -86,7 +86,8 @@ const ResourceBar = ({
const [ isProfileOpen, setIsProfileOpen ] = useState(false); const [ isProfileOpen, setIsProfileOpen ] = useState(false);
const [ isResourcesOpen, setIsResourcesOpen ] = useState(false); const [ isResourcesOpen, setIsResourcesOpen ] = useState(false);
const { gold, essence, crystals } = resources; const { gold, essence, crystals, prayers, divinity, stardust } = resources;
const hasApotheosis = apotheosisCount > 0;
let partyCombatPower = 0; let partyCombatPower = 0;
let goldPerSecond = 0; let goldPerSecond = 0;
let essencePerSecond = 0; let essencePerSecond = 0;
@@ -218,7 +219,7 @@ const ResourceBar = ({
: ""}`}> : ""}`}>
<span className="resource-icon">{"💎"}</span> <span className="resource-icon">{"💎"}</span>
<span className="resource-value"> <span className="resource-value">
{formatInteger(crystals)} {formatNumber(crystals)}
</span> </span>
<span className="resource-label">{"Crystals"}</span> <span className="resource-label">{"Crystals"}</span>
{crystalsFull {crystalsFull
@@ -251,6 +252,40 @@ const ResourceBar = ({
</span> </span>
<span className="resource-label">{"Combat Power"}</span> <span className="resource-label">{"Combat Power"}</span>
</div> </div>
<hr className="resources-divider" />
<div className={`resource${hasApotheosis
? ""
: " resource-locked"}`}>
<span className="resource-icon">{"🙏"}</span>
<span className="resource-value">
{hasApotheosis
? formatNumber(prayers ?? 0)
: "🔒"}
</span>
<span className="resource-label">{"Prayers"}</span>
</div>
<div className={`resource${hasApotheosis
? ""
: " resource-locked"}`}>
<span className="resource-icon">{"✨"}</span>
<span className="resource-value">
{hasApotheosis
? formatNumber(divinity ?? 0)
: "🔒"}
</span>
<span className="resource-label">{"Divinity"}</span>
</div>
<div className={`resource${hasApotheosis
? ""
: " resource-locked"}`}>
<span className="resource-icon">{"⭐"}</span>
<span className="resource-value">
{hasApotheosis
? formatNumber(stardust ?? 0)
: "🔒"}
</span>
<span className="resource-label">{"Stardust"}</span>
</div>
</div> </div>
: null} : null}
</div> </div>
+596 -7
View File
@@ -16,8 +16,12 @@ import {
type Achievement, type Achievement,
type ApotheosisResponse, type ApotheosisResponse,
type BossChallengeResponse, type BossChallengeResponse,
type ConsecrationResponse,
type EnlightenmentResponse,
type ExploreCollectResponse, type ExploreCollectResponse,
type GameState, type GameState,
type GoddessBossChallengeResponse,
type GoddessExploreCollectResponse,
type LoginBonusResult, type LoginBonusResult,
type NumberFormat, type NumberFormat,
type Quest, type Quest,
@@ -38,12 +42,20 @@ import {
} from "react"; } from "react";
import { import {
achieveApotheosis as achieveApotheosisApi, achieveApotheosis as achieveApotheosisApi,
buyConsecrationUpgrade as buyConsecrationUpgradeApi,
buyEchoUpgrade as buyEchoUpgradeApi, buyEchoUpgrade as buyEchoUpgradeApi,
buyEnlightenmentUpgrade as buyEnlightenmentUpgradeApi,
buyGoddessUpgrade as buyGoddessUpgradeApi,
buyPrestigeUpgrade as buyPrestigeUpgradeApi, buyPrestigeUpgrade as buyPrestigeUpgradeApi,
challengeBoss as challengeBossApi, challengeBoss as challengeBossApi,
challengeGoddessBoss as challengeGoddessBossApi,
collectExploration as collectExplorationApi, collectExploration as collectExplorationApi,
collectGoddessExploration as collectGoddessExplorationApi,
consecrate as consecrateApi,
craftGoddessRecipe as craftGoddessRecipeApi,
craftRecipe as craftRecipeApi, craftRecipe as craftRecipeApi,
debugHardReset as debugHardResetApi, debugHardReset as debugHardResetApi,
enlighten as enlightenApi,
forceUnlocks as forceUnlocksApi, forceUnlocks as forceUnlocksApi,
syncNewContent as syncNewContentApi, syncNewContent as syncNewContentApi,
loadGame, loadGame,
@@ -51,6 +63,7 @@ import {
resetProgress as resetProgressApi, resetProgress as resetProgressApi,
saveGame, saveGame,
startExploration as startExplorationApi, startExploration as startExplorationApi,
startGoddessExploration as startGoddessExplorationApi,
transcend as transcendApi, transcend as transcendApi,
} from "../api/client.js"; } from "../api/client.js";
import { CODEX_ENTRIES } from "../data/codex.js"; import { CODEX_ENTRIES } from "../data/codex.js";
@@ -663,6 +676,98 @@ interface GameContextValue {
* error). Cleared automatically when a new challenge is initiated. * error). Cleared automatically when a new challenge is initiated.
*/ */
bossError: string | null; bossError: string | null;
/**
* Challenge a goddess boss runs full server-side divine combat simulation.
*/
challengeGoddessBoss: (bossId: string)=> Promise<void>;
/**
* Goddess battle result to display (null when no battle pending).
*/
goddessBattleResult: GoddessBossChallengeResponse | null;
/**
* Dismiss the goddess battle result modal.
*/
dismissGoddessBattle: ()=> void;
/**
* Perform a consecration goddess prestige, earning divinity.
*/
consecrate: ()=> Promise<ConsecrationResponse>;
/**
* Whether the consecration milestone toast is currently showing.
*/
showConsecrationToast: boolean;
/**
* Dismiss the consecration milestone toast.
*/
dismissConsecrationToast: ()=> void;
/**
* Purchase a consecration upgrade from the divinity shop.
*/
buyConsecrationUpgrade: (upgradeId: string)=> Promise<void>;
/**
* Perform an enlightenment goddess transcendence, earning stardust.
*/
enlighten: ()=> Promise<EnlightenmentResponse>;
/**
* Whether the enlightenment milestone toast is currently showing.
*/
showEnlightenmentToast: boolean;
/**
* Dismiss the enlightenment milestone toast.
*/
dismissEnlightenmentToast: ()=> void;
/**
* Purchase an enlightenment upgrade from the stardust shop.
*/
buyEnlightenmentUpgrade: (upgradeId: string)=> Promise<void>;
/**
* Purchase a goddess upgrade using prayers/divinity/stardust.
*/
buyGoddessUpgrade: (upgradeId: string)=> Promise<void>;
/**
* Buy one or more disciples (client-side state mutation).
*/
buyGoddessDisciple: (discipleId: string, quantity: number)=> void;
/**
* Purchase a goddess equipment item (client-side state mutation).
*/
buyGoddessEquipment: (equipmentId: string)=> void;
/**
* Equip a owned goddess equipment item (auto-unequips same slot).
*/
equipGoddessItem: (equipmentId: string)=> void;
/**
* Craft a goddess recipe using sacred materials.
*/
craftGoddessRecipe: (recipeId: string)=> Promise<void>;
/**
* Start a goddess exploration in the given area.
*/
startGoddessExploration: (areaId: string)=> Promise<void>;
/**
* Collect results of a completed goddess exploration.
*/
collectGoddessExploration: (
areaId: string,
)=> Promise<GoddessExploreCollectResponse>;
} }
export interface BattleResult { export interface BattleResult {
@@ -713,6 +818,10 @@ export const GameProvider = ({
} | null>(null); } | null>(null);
const [ autoBossError, setAutoBossError ] = useState<string | null>(null); const [ autoBossError, setAutoBossError ] = useState<string | null>(null);
const [ bossError, setBossError ] = useState<string | null>(null); const [ bossError, setBossError ] = useState<string | null>(null);
const [ goddessBattleResult, setGoddessBattleResult ]
= useState<GoddessBossChallengeResponse | null>(null);
const [ showConsecrationToast, setShowConsecrationToast ] = useState(false);
const [ showEnlightenmentToast, setShowEnlightenmentToast ] = useState(false);
const syncErrorTimerReference = useRef<ReturnType<typeof setTimeout> | null>( const syncErrorTimerReference = useRef<ReturnType<typeof setTimeout> | null>(
null, null,
); );
@@ -1356,10 +1465,11 @@ export const GameProvider = ({
newlyFailedQuestsReference.current = []; newlyFailedQuestsReference.current = [];
} }
// Auto-save every 30 seconds (skip if a force sync is in-flight to avoid signature collisions) // Auto-save every 30 seconds (skip if a force sync or auto-prestige is in-flight to avoid signature collisions)
if (Date.now() - lastSaveReference.current >= autoSaveIntervalMs) { if (Date.now() - lastSaveReference.current >= autoSaveIntervalMs) {
lastSaveReference.current = Date.now(); lastSaveReference.current = Date.now();
if (stateReference.current !== null && !isSyncingReference.current) { // eslint-disable-next-line stylistic/max-len -- Long condition; splitting would reduce readability
if (stateReference.current !== null && !isSyncingReference.current && !isAutoPrestigingReference.current) {
void saveGame({ void saveGame({
state: stateReference.current, state: stateReference.current,
...signatureReference.current === null ...signatureReference.current === null
@@ -1856,6 +1966,13 @@ export const GameProvider = ({
}, },
}; };
}); });
/*
* Buying a prestige upgrade mutates DB state; clear the cached signature
* so the next auto-save doesn't collide with a stale one.
*/
signatureReference.current = null;
localStorage.removeItem("elysium_save_signature");
} catch (error_: unknown) { } catch (error_: unknown) {
logError("buy_prestige_upgrade", error_); logError("buy_prestige_upgrade", error_);
// Silently ignore — server errors shouldn't crash the UI // Silently ignore — server errors shouldn't crash the UI
@@ -1927,6 +2044,442 @@ export const GameProvider = ({
} }
}, []); }, []);
const challengeGoddessBoss = useCallback(async(bossId: string) => {
setGoddessBattleResult(null);
try {
const result = await challengeGoddessBossApi({ bossId });
if (result.signature !== undefined) {
signatureReference.current = result.signature;
localStorage.setItem("elysium_save_signature", result.signature);
}
setState((previous) => {
if (previous?.goddess === undefined) {
return previous;
}
return {
...previous,
goddess: {
...previous.goddess,
bosses: previous.goddess.bosses.map((b) => {
return b.id === bossId
? { ...b, currentHp: result.bossNewHp, status: result.won
? "defeated" as const
: "available" as const }
: b;
}),
resources: {
...previous.resources,
prayers: (previous.resources.prayers ?? 0)
+ (result.rewards?.prayers ?? 0),
},
},
};
});
setGoddessBattleResult(result);
} catch (error_: unknown) {
logError("challenge_goddess_boss", error_);
}
}, []);
const dismissGoddessBattle = useCallback(() => {
setGoddessBattleResult(null);
}, []);
const consecrate = useCallback(async() => {
try {
const result = await consecrateApi({});
setShowConsecrationToast(true);
await reload();
return result;
} catch (error_: unknown) {
logError("consecrate", error_);
throw error_;
}
}, [ reload ]);
const dismissConsecrationToast = useCallback(() => {
setShowConsecrationToast(false);
}, []);
const buyConsecrationUpgrade = useCallback(async(upgradeId: string) => {
try {
const result = await buyConsecrationUpgradeApi({ upgradeId });
setState((previous) => {
if (previous?.goddess === undefined) {
return previous;
}
return {
...previous,
goddess: {
...previous.goddess,
consecration: {
...previous.goddess.consecration,
divinity: result.divinityRemaining,
divinityCombatMultiplier: result.divinityCombatMultiplier,
divinityDisciplesMultiplier: result.divinityDisciplesMultiplier,
divinityPrayersMultiplier: result.divinityPrayersMultiplier,
purchasedUpgradeIds: result.purchasedUpgradeIds,
},
},
};
});
signatureReference.current = null;
localStorage.removeItem("elysium_save_signature");
} catch (error_: unknown) {
logError("buy_consecration_upgrade", error_);
}
}, []);
const enlighten = useCallback(async() => {
try {
const result = await enlightenApi({});
setShowEnlightenmentToast(true);
await reload();
return result;
} catch (error_: unknown) {
logError("enlighten", error_);
throw error_;
}
}, [ reload ]);
const dismissEnlightenmentToast = useCallback(() => {
setShowEnlightenmentToast(false);
}, []);
const buyEnlightenmentUpgrade = useCallback(async(upgradeId: string) => {
try {
const result = await buyEnlightenmentUpgradeApi({ upgradeId });
setState((previous) => {
if (previous?.goddess === undefined) {
return previous;
}
return {
...previous,
goddess: {
...previous.goddess,
enlightenment: {
...previous.goddess.enlightenment,
purchasedUpgradeIds:
result.purchasedUpgradeIds,
stardust:
result.stardustRemaining,
stardustCombatMultiplier:
result.stardustCombatMultiplier,
stardustConsecrationDivinityMultiplier:
result.stardustConsecrationDivinityMultiplier,
stardustConsecrationThresholdMultiplier:
result.stardustConsecrationThresholdMultiplier,
stardustMetaMultiplier:
result.stardustMetaMultiplier,
stardustPrayersMultiplier:
result.stardustPrayersMultiplier,
},
},
};
});
signatureReference.current = null;
localStorage.removeItem("elysium_save_signature");
} catch (error_: unknown) {
logError("buy_enlightenment_upgrade", error_);
}
}, []);
const buyGoddessUpgrade = useCallback(async(upgradeId: string) => {
try {
const result = await buyGoddessUpgradeApi({ upgradeId });
setState((previous) => {
if (previous?.goddess === undefined) {
return previous;
}
return {
...previous,
goddess: {
...previous.goddess,
upgrades: previous.goddess.upgrades.map((u) => {
return u.id === upgradeId
? { ...u, purchased: true }
: u;
}),
},
resources: {
...previous.resources,
divinity: result.divinityRemaining,
prayers: result.prayersRemaining,
stardust: result.stardustRemaining,
},
};
});
signatureReference.current = null;
localStorage.removeItem("elysium_save_signature");
} catch (error_: unknown) {
logError("buy_goddess_upgrade", error_);
}
}, []);
const buyGoddessDisciple = useCallback(
(discipleId: string, quantity: number) => {
setState((previous) => {
if (previous?.goddess === undefined) {
return previous;
}
const disciple = previous.goddess.disciples.find((d) => {
return d.id === discipleId;
});
if (disciple === undefined) {
return previous;
}
const geometric = disciple.baseCost * (1 - Math.pow(1.15, quantity));
const normalised = geometric / (1 - 1.15);
const totalCost = normalised * Math.pow(1.15, disciple.count);
const currentPrayers = previous.resources.prayers ?? 0;
if (currentPrayers < totalCost) {
return previous;
}
return {
...previous,
goddess: {
...previous.goddess,
disciples: previous.goddess.disciples.map((d) => {
return d.id === discipleId
? { ...d, count: d.count + quantity }
: d;
}),
},
resources: {
...previous.resources,
prayers: currentPrayers - totalCost,
},
};
});
},
[],
);
const buyGoddessEquipment = useCallback((equipmentId: string) => {
setState((previous) => {
if (previous?.goddess === undefined) {
return previous;
}
const item = previous.goddess.equipment.find((equip) => {
return equip.id === equipmentId;
});
if (item?.owned === true) {
return previous;
}
const prayers = previous.resources.prayers ?? 0;
const divinity = previous.resources.divinity ?? 0;
if (
prayers < (item?.cost?.prayers ?? 0)
|| divinity < (item?.cost?.divinity ?? 0)
) {
return previous;
}
const slotAlreadyEquipped = previous.goddess.equipment.find((equip) => {
return equip.equipped && equip.type === item?.type;
});
return {
...previous,
goddess: {
...previous.goddess,
equipment: previous.goddess.equipment.map((equip) => {
if (equip.id === equipmentId) {
return {
...equip,
equipped: slotAlreadyEquipped === undefined,
owned: true,
};
}
if (equip.id === slotAlreadyEquipped?.id) {
return { ...equip, equipped: false };
}
return equip;
}),
},
resources: {
...previous.resources,
divinity: divinity - (item?.cost?.divinity ?? 0),
prayers: prayers - (item?.cost?.prayers ?? 0),
},
};
});
}, []);
const equipGoddessItem = useCallback((equipmentId: string) => {
setState((previous) => {
if (previous?.goddess === undefined) {
return previous;
}
const item = previous.goddess.equipment.find((equip) => {
return equip.id === equipmentId;
});
if (item?.owned !== true) {
return previous;
}
const slotAlreadyEquipped = previous.goddess.equipment.find((equip) => {
return (
equip.equipped && equip.type === item.type && equip.id !== equipmentId
);
});
return {
...previous,
goddess: {
...previous.goddess,
equipment: previous.goddess.equipment.map((equip) => {
if (equip.id === equipmentId) {
return { ...equip, equipped: true };
}
if (equip.id === slotAlreadyEquipped?.id) {
return { ...equip, equipped: false };
}
return equip;
}),
},
};
});
}, []);
const craftGoddessRecipe = useCallback(async(recipeId: string) => {
try {
const result = await craftGoddessRecipeApi({ recipeId });
signatureReference.current = null;
localStorage.removeItem("elysium_save_signature");
setState((previous) => {
if (previous?.goddess === undefined) {
return previous;
}
let materials = [ ...previous.goddess.exploration.materials ];
for (const cost of result.materials) {
materials = materials.map((m) => {
return m.materialId === cost.materialId
? { ...m, quantity: m.quantity - cost.quantity }
: m;
});
}
return {
...previous,
goddess: {
...previous.goddess,
exploration: {
...previous.goddess.exploration,
craftedCombatMultiplier: result.craftedCombatMultiplier,
craftedDivinityMultiplier: result.craftedDivinityMultiplier,
craftedPrayersMultiplier: result.craftedPrayersMultiplier,
craftedRecipeIds: [
...previous.goddess.exploration.craftedRecipeIds,
result.recipeId,
],
materials: materials,
},
},
};
});
} catch (error_: unknown) {
logError("craft_goddess_recipe", error_);
}
}, []);
const startGoddessExploration = useCallback(async(areaId: string) => {
const response = await startGoddessExplorationApi({ areaId });
setState((previous) => {
if (previous?.goddess === undefined) {
return previous;
}
return {
...previous,
goddess: {
...previous.goddess,
exploration: {
...previous.goddess.exploration,
areas: previous.goddess.exploration.areas.map((a) => {
return a.id === areaId
? {
...a,
endsAt: response.endsAt,
status: "in_progress" as const,
}
: a;
}),
},
},
};
});
}, []);
const collectGoddessExploration = useCallback(
async(areaId: string): Promise<GoddessExploreCollectResponse> => {
isSyncingReference.current = true;
const result = await collectGoddessExplorationApi({ areaId });
signatureReference.current = null;
localStorage.removeItem("elysium_save_signature");
lastSaveReference.current = Date.now();
isSyncingReference.current = false;
setState((previous) => {
if (previous?.goddess === undefined) {
return previous;
}
let materials = [ ...previous.goddess.exploration.materials ];
for (const drop of result.materialsFound) {
const existing = materials.find((m) => {
return m.materialId === drop.materialId;
});
if (existing === undefined) {
materials = [
...materials,
{ materialId: drop.materialId, quantity: drop.quantity },
];
} else {
materials = materials.map((m) => {
return m.materialId === drop.materialId
? { ...m, quantity: m.quantity + drop.quantity }
: m;
});
}
}
const materialGained = result.event?.materialGained;
if (materialGained !== null && materialGained !== undefined) {
const { materialId, quantity } = materialGained;
const existing = materials.find((m) => {
return m.materialId === materialId;
});
if (existing === undefined) {
materials = [ ...materials, { materialId, quantity } ];
} else {
materials = materials.map((m) => {
return m.materialId === materialId
? { ...m, quantity: m.quantity + quantity }
: m;
});
}
}
return {
...previous,
goddess: {
...previous.goddess,
exploration: {
...previous.goddess.exploration,
areas: previous.goddess.exploration.areas.map((a) => {
return a.id === areaId
? { ...a, completedOnce: true, status: "available" as const }
: a;
}),
materials: materials,
},
},
resources: {
...previous.resources,
prayers: Math.max(
0,
(previous.resources.prayers ?? 0)
+ (result.event?.prayersChange ?? 0),
),
},
};
});
return result;
},
[],
);
const startExploration = useCallback(async(areaId: string) => { const startExploration = useCallback(async(areaId: string) => {
const response = await startExplorationApi({ areaId }); const response = await startExplorationApi({ areaId });
setState((previous) => { setState((previous) => {
@@ -2484,14 +3037,23 @@ export const GameProvider = ({
battleResult, battleResult,
bossError, bossError,
buyAdventurer, buyAdventurer,
buyConsecrationUpgrade,
buyEchoUpgrade, buyEchoUpgrade,
buyEnlightenmentUpgrade,
buyEquipment, buyEquipment,
buyGoddessDisciple,
buyGoddessEquipment,
buyGoddessUpgrade,
buyPrestigeUpgrade, buyPrestigeUpgrade,
buyUpgrade, buyUpgrade,
challengeBoss, challengeBoss,
challengeGoddessBoss,
collectExploration, collectExploration,
collectGoddessExploration,
completeChapter, completeChapter,
completedQuestToasts, completedQuestToasts,
consecrate,
craftGoddessRecipe,
craftRecipe, craftRecipe,
currentSchemaVersion, currentSchemaVersion,
debugHardReset, debugHardReset,
@@ -2500,7 +3062,10 @@ export const GameProvider = ({
dismissBattle, dismissBattle,
dismissCodexEntry, dismissCodexEntry,
dismissCompletedQuest, dismissCompletedQuest,
dismissConsecrationToast,
dismissEnlightenmentToast,
dismissFailedQuest, dismissFailedQuest,
dismissGoddessBattle,
dismissLoginBonus, dismissLoginBonus,
dismissOfflineGold, dismissOfflineGold,
dismissPrestigeToast, dismissPrestigeToast,
@@ -2508,6 +3073,8 @@ export const GameProvider = ({
dismissTranscendenceToast, dismissTranscendenceToast,
enableNotifications, enableNotifications,
enableSounds, enableSounds,
enlighten,
equipGoddessItem,
equipItem, equipItem,
error, error,
failedQuestToasts, failedQuestToasts,
@@ -2516,6 +3083,7 @@ export const GameProvider = ({
forceUnlocks, forceUnlocks,
formatInteger, formatInteger,
formatNumber, formatNumber,
goddessBattleResult,
handleClick, handleClick,
inGuild, inGuild,
isLoading, isLoading,
@@ -2536,9 +3104,12 @@ export const GameProvider = ({
setEnableSounds, setEnableSounds,
setNumberFormat, setNumberFormat,
showApotheosisToast, showApotheosisToast,
showConsecrationToast,
showEnlightenmentToast,
showPrestigeToast, showPrestigeToast,
showTranscendenceToast, showTranscendenceToast,
startExploration, startExploration,
startGoddessExploration,
startQuest, startQuest,
state, state,
syncError, syncError,
@@ -2560,18 +3131,24 @@ export const GameProvider = ({
autoBossLastResult, autoBossLastResult,
battleResult, battleResult,
bossError, bossError,
completedQuestToasts,
failedQuestToasts,
formatInteger,
formatNumber,
buyAdventurer, buyAdventurer,
buyConsecrationUpgrade,
buyEchoUpgrade, buyEchoUpgrade,
buyEnlightenmentUpgrade,
buyEquipment, buyEquipment,
buyGoddessDisciple,
buyGoddessEquipment,
buyGoddessUpgrade,
buyPrestigeUpgrade, buyPrestigeUpgrade,
buyUpgrade, buyUpgrade,
challengeBoss, challengeBoss,
challengeGoddessBoss,
collectExploration, collectExploration,
collectGoddessExploration,
completeChapter, completeChapter,
completedQuestToasts,
consecrate,
craftGoddessRecipe,
craftRecipe, craftRecipe,
currentSchemaVersion, currentSchemaVersion,
debugHardReset, debugHardReset,
@@ -2580,7 +3157,10 @@ export const GameProvider = ({
dismissBattle, dismissBattle,
dismissCodexEntry, dismissCodexEntry,
dismissCompletedQuest, dismissCompletedQuest,
dismissConsecrationToast,
dismissEnlightenmentToast,
dismissFailedQuest, dismissFailedQuest,
dismissGoddessBattle,
dismissLoginBonus, dismissLoginBonus,
dismissOfflineGold, dismissOfflineGold,
dismissPrestigeToast, dismissPrestigeToast,
@@ -2588,13 +3168,19 @@ export const GameProvider = ({
dismissTranscendenceToast, dismissTranscendenceToast,
enableNotifications, enableNotifications,
enableSounds, enableSounds,
enlighten,
equipGoddessItem,
equipItem, equipItem,
error, error,
failedQuestToasts,
flushBossLoreToasts, flushBossLoreToasts,
forceSync, forceSync,
inGuild,
forceUnlocks, forceUnlocks,
formatInteger,
formatNumber,
goddessBattleResult,
handleClick, handleClick,
inGuild,
isLoading, isLoading,
isSyncing, isSyncing,
lastSavedAt, lastSavedAt,
@@ -2612,9 +3198,12 @@ export const GameProvider = ({
setEnableSounds, setEnableSounds,
setNumberFormat, setNumberFormat,
showApotheosisToast, showApotheosisToast,
showConsecrationToast,
showEnlightenmentToast,
showPrestigeToast, showPrestigeToast,
showTranscendenceToast, showTranscendenceToast,
startExploration, startExploration,
startGoddessExploration,
startQuest, startQuest,
state, state,
syncError, syncError,
+439
View File
@@ -0,0 +1,439 @@
/**
* @file Goddess crafting recipe data for Elysium.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable @typescript-eslint/naming-convention -- Snake_case IDs are conventional for game data */
/* eslint-disable stylistic/max-len -- Long description strings cannot be split */
/* eslint-disable max-lines -- Data file necessarily exceeds line limit */
import type { CraftingRecipe } from "@elysium/types";
export const GODDESS_RECIPES: Array<CraftingRecipe> = [
// ── Celestial Garden ─────────────────────────────────────────────────────
{
bonus: { type: "gold_income", value: 1.1 },
description: "An amplifier woven from divine petals and crystallised prayer. It does not make prayers louder — it makes them more true.",
id: "prayer_amplifier",
name: "Prayer Amplifier",
requiredMaterials: [
{ materialId: "divine_petal", quantity: 3 },
{ materialId: "prayer_crystal", quantity: 2 },
],
zoneId: "goddess_celestial_garden",
},
{
bonus: { type: "combat_power", value: 1.1 },
description: "Celestial dust ground into prayer crystals creates a focus that sharpens disciples' divine combat instincts.",
id: "celestial_focus",
name: "Celestial Focus",
requiredMaterials: [
{ materialId: "celestial_dust", quantity: 2 },
{ materialId: "prayer_crystal", quantity: 2 },
],
zoneId: "goddess_celestial_garden",
},
// ── Crystal Sanctum ──────────────────────────────────────────────────────
{
bonus: { type: "gold_income", value: 1.15 },
description: "Holy ink dissolved in sanctum water, then set with shard dust. Disciples who drink it can recite any prayer they have heard exactly once.",
id: "oracle_potion",
name: "Oracle Potion",
requiredMaterials: [
{ materialId: "holy_ink", quantity: 2 },
{ materialId: "sanctum_shard", quantity: 3 },
],
zoneId: "goddess_crystal_sanctum",
},
{
bonus: { type: "essence_income", value: 1.2 },
description: "A lens ground from an oracle fragment and set in holy ink. Through it, the divine flow of the universe becomes briefly legible.",
id: "lens_of_truth",
name: "Lens of Truth",
requiredMaterials: [
{ materialId: "oracle_lens_fragment", quantity: 1 },
{ materialId: "holy_ink", quantity: 2 },
],
zoneId: "goddess_crystal_sanctum",
},
// ── Astral Cathedral ─────────────────────────────────────────────────────
{
bonus: { type: "combat_power", value: 1.2 },
description: "A balm prepared from seraph feathers and choir essence. Applied before battle, it gives disciples the brief sensation of having wings.",
id: "seraph_balm",
name: "Seraph Balm",
requiredMaterials: [
{ materialId: "seraph_feather", quantity: 3 },
{ materialId: "choir_essence", quantity: 2 },
],
zoneId: "goddess_astral_cathedral",
},
{
bonus: { type: "gold_income", value: 1.2 },
description: "Astral glass dissolved in choir essence creates a vial of concentrated resonance. One drop per disciple per morning.",
id: "astral_resonance_vial",
name: "Astral Resonance Vial",
requiredMaterials: [
{ materialId: "astral_glass", quantity: 2 },
{ materialId: "choir_essence", quantity: 2 },
],
zoneId: "goddess_astral_cathedral",
},
// ── Empyrean Citadel ─────────────────────────────────────────────────────
{
bonus: { type: "gold_income", value: 1.25 },
description: "Empyrean ore refined with divine alloy dust and pressed into a blessing-coin. The citadel uses these to sanctify each new weapon forged.",
id: "empyrean_blessing",
name: "Empyrean Blessing",
requiredMaterials: [
{ materialId: "empyrean_ore", quantity: 3 },
{ materialId: "divine_alloy", quantity: 2 },
],
zoneId: "goddess_empyrean_citadel",
},
{
bonus: { type: "combat_power", value: 1.25 },
description: "A tincture prepared from a champion's medal and divine alloy filings. Dosed by champions before major engagements.",
id: "champions_tincture",
name: "Champion's Tincture",
requiredMaterials: [
{ materialId: "celestial_medal", quantity: 1 },
{ materialId: "divine_alloy", quantity: 2 },
],
zoneId: "goddess_empyrean_citadel",
},
// ── Primordial Springs ───────────────────────────────────────────────────
{
bonus: { type: "gold_income", value: 1.3 },
description: "Creation water distilled with primordial essence — the closest thing to bottled genesis. Handle as if the universe is watching.",
id: "springs_elixir",
name: "Springs Elixir",
requiredMaterials: [
{ materialId: "creation_water", quantity: 3 },
{ materialId: "primordial_essence", quantity: 2 },
],
zoneId: "goddess_primordial_springs",
},
{
bonus: { type: "essence_income", value: 1.35 },
description: "A genesis crystal dissolved in creation water — a brew of pure origination. Disciples who drink it briefly remember what it felt like to not yet exist.",
id: "genesis_brew",
name: "Genesis Brew",
requiredMaterials: [
{ materialId: "genesis_crystal", quantity: 1 },
{ materialId: "creation_water", quantity: 2 },
],
zoneId: "goddess_primordial_springs",
},
// ── Eternal Firmament ────────────────────────────────────────────────────
{
bonus: { type: "combat_power", value: 1.35 },
description: "A ward inscribed on firmament stone using divine light shards as the writing medium. Disciples who carry it are protected by permanence itself.",
id: "firmament_ward",
name: "Firmament Ward",
requiredMaterials: [
{ materialId: "firmament_stone", quantity: 2 },
{ materialId: "divine_light_shard", quantity: 2 },
],
zoneId: "goddess_eternal_firmament",
},
{
bonus: { type: "essence_income", value: 1.4 },
description: "An eternity fragment set in divine light — a lantern that never dims because it is powered by time itself. It illuminates things that do not normally have light.",
id: "eternity_lantern",
name: "Eternity Lantern",
requiredMaterials: [
{ materialId: "eternity_fragment", quantity: 1 },
{ materialId: "divine_light_shard", quantity: 3 },
],
zoneId: "goddess_eternal_firmament",
},
// ── Sacred Grove ─────────────────────────────────────────────────────────
{
bonus: { type: "gold_income", value: 1.4 },
description: "Grove resin mixed with luminous leaf extract and set around sacred heartwood creates a talisman that grows warmer in the presence of sincere prayer.",
id: "grove_talisman",
name: "Grove Talisman",
requiredMaterials: [
{ materialId: "grove_resin", quantity: 3 },
{ materialId: "luminous_leaf", quantity: 2 },
{ materialId: "sacred_heartwood", quantity: 1 },
],
zoneId: "goddess_sacred_grove",
},
{
bonus: { type: "combat_power", value: 1.4 },
description: "Sacred heartwood carved into a pendant and sealed with grove resin. Disciples who wear it feel the grove's centuries of reverence as personal strength.",
id: "heartwood_pendant",
name: "Heartwood Pendant",
requiredMaterials: [
{ materialId: "sacred_heartwood", quantity: 2 },
{ materialId: "grove_resin", quantity: 2 },
],
zoneId: "goddess_sacred_grove",
},
// ── Luminous Expanse ─────────────────────────────────────────────────────
{
bonus: { type: "essence_income", value: 1.45 },
description: "Captured radiance compressed around a light core — a beacon that broadcasts the goddess's presence to disciples too far away to feel it unaided.",
id: "radiance_beacon",
name: "Radiance Beacon",
requiredMaterials: [
{ materialId: "captured_radiance", quantity: 3 },
{ materialId: "light_core", quantity: 1 },
],
zoneId: "goddess_luminous_expanse",
},
{
bonus: { type: "gold_income", value: 1.45 },
description: "A pool of radiance encased in glass and suspended on radiance pool solution — a focusing lens that amplifies divine light into something measurable.",
id: "luminous_prism",
name: "Luminous Prism",
requiredMaterials: [
{ materialId: "radiance_pool", quantity: 2 },
{ materialId: "captured_radiance", quantity: 2 },
{ materialId: "light_core", quantity: 1 },
],
zoneId: "goddess_luminous_expanse",
},
// ── Heavenly Forge ───────────────────────────────────────────────────────
{
bonus: { type: "combat_power", value: 1.5 },
description: "Forge scale layered over divine slag and inlaid with a forge gem — a gauntlet that channels the forge's sacred heat into every blow struck.",
id: "forge_gauntlet",
name: "Forge Gauntlet",
requiredMaterials: [
{ materialId: "forge_scale", quantity: 3 },
{ materialId: "divine_slag", quantity: 2 },
{ materialId: "forge_gem", quantity: 1 },
],
zoneId: "goddess_heavenly_forge",
},
{
bonus: { type: "essence_income", value: 1.5 },
description: "A forge gem set in refined divine slag — a crucible that converts ambient prayer energy directly into essence. Runs continuously once lit.",
id: "divine_crucible",
name: "Divine Crucible",
requiredMaterials: [
{ materialId: "forge_gem", quantity: 2 },
{ materialId: "divine_slag", quantity: 3 },
],
zoneId: "goddess_heavenly_forge",
},
// ── Oracle Sanctum ───────────────────────────────────────────────────────
{
bonus: { type: "gold_income", value: 1.55 },
description: "Vision residue suspended in prophecy crystal solution — an elixir that grants disciples fleeting precognitive awareness of lucrative opportunities.",
id: "oracle_elixir",
name: "Oracle Elixir",
requiredMaterials: [
{ materialId: "vision_residue", quantity: 3 },
{ materialId: "prophecy_crystal", quantity: 2 },
],
zoneId: "goddess_oracle_sanctum",
},
{
bonus: { type: "combat_power", value: 1.55 },
description: "A fate shard mounted on a prophecy crystal matrix — when a disciple holds it before battle, they briefly see the outcome and can choose their approach accordingly.",
id: "fate_compass",
name: "Fate Compass",
requiredMaterials: [
{ materialId: "fate_shard", quantity: 1 },
{ materialId: "prophecy_crystal", quantity: 3 },
{ materialId: "vision_residue", quantity: 2 },
],
zoneId: "goddess_oracle_sanctum",
},
// ── Seraph's Nest ────────────────────────────────────────────────────────
{
bonus: { type: "essence_income", value: 1.6 },
description: "Seraph down woven into a mantle and sealed with seraph primary barbs — wearing it is indistinguishable from being held by something enormous and gentle.",
id: "seraph_mantle",
name: "Seraph Mantle",
requiredMaterials: [
{ materialId: "seraph_down", quantity: 4 },
{ materialId: "seraph_primary", quantity: 2 },
],
zoneId: "goddess_seraphs_nest",
},
{
bonus: { type: "combat_power", value: 1.6 },
description: "An ascended quill carved into a focus rod — it channels divine will with zero resistance, as though the goddess herself were guiding every motion.",
id: "ascended_focus",
name: "Ascended Focus",
requiredMaterials: [
{ materialId: "ascended_quill", quantity: 1 },
{ materialId: "seraph_primary", quantity: 2 },
{ materialId: "seraph_down", quantity: 2 },
],
zoneId: "goddess_seraphs_nest",
},
// ── Divine Archive ───────────────────────────────────────────────────────
{
bonus: { type: "gold_income", value: 1.65 },
description: "Celestial vellum stamped with archive seals and pressed into a portable codex — disciples who carry it can access divine knowledge in the field.",
id: "field_codex",
name: "Field Codex",
requiredMaterials: [
{ materialId: "celestial_vellum", quantity: 4 },
{ materialId: "archive_seal", quantity: 2 },
],
zoneId: "goddess_divine_archive",
},
{
bonus: { type: "essence_income", value: 1.65 },
description: "A living codex page bound with archive seals — it updates itself with new divine knowledge continuously, and disciples gain essence simply by proximity.",
id: "living_tome",
name: "Living Tome",
requiredMaterials: [
{ materialId: "living_codex_page", quantity: 2 },
{ materialId: "archive_seal", quantity: 2 },
{ materialId: "celestial_vellum", quantity: 2 },
],
zoneId: "goddess_divine_archive",
},
// ── Consecrated Depths ───────────────────────────────────────────────────
{
bonus: { type: "combat_power", value: 1.7 },
description: "Consecrated stone carved into armour plates and blessed with depth blessing — the armour remembers every prayer spoken over it and adds their weight to the wearer.",
id: "depth_armour",
name: "Depth Armour",
requiredMaterials: [
{ materialId: "consecrated_stone", quantity: 3 },
{ materialId: "depth_blessing", quantity: 2 },
{ materialId: "abyssal_gem", quantity: 1 },
],
zoneId: "goddess_consecrated_depths",
},
{
bonus: { type: "essence_income", value: 1.7 },
description: "An abyssal gem set in depth blessing solution — a vessel that draws essence from the deepest consecrated places and stores it for release when needed.",
id: "abyssal_vessel",
name: "Abyssal Vessel",
requiredMaterials: [
{ materialId: "abyssal_gem", quantity: 2 },
{ materialId: "depth_blessing", quantity: 3 },
],
zoneId: "goddess_consecrated_depths",
},
// ── Astral Confluence ────────────────────────────────────────────────────
{
bonus: { type: "gold_income", value: 1.75 },
description: "Confluence shards woven into a prism using astral harmonics — it refracts divine energy across multiple streams simultaneously, multiplying its effective output.",
id: "confluence_prism",
name: "Confluence Prism",
requiredMaterials: [
{ materialId: "confluence_shard", quantity: 3 },
{ materialId: "astral_harmonic", quantity: 2 },
],
zoneId: "goddess_astral_confluence",
},
{
bonus: { type: "combat_power", value: 1.75 },
description: "A convergence node bound in astral harmonic resonance — a weapon core that channels the power of seven converging astral streams into a single devastating point.",
id: "convergence_core",
name: "Convergence Core",
requiredMaterials: [
{ materialId: "convergence_node", quantity: 1 },
{ materialId: "astral_harmonic", quantity: 3 },
{ materialId: "confluence_shard", quantity: 2 },
],
zoneId: "goddess_astral_confluence",
},
// ── Celestial Throne ─────────────────────────────────────────────────────
{
bonus: { type: "gold_income", value: 1.8 },
description: "Throne gold leaf pressed over a sovereignty gem — a signet whose mark carries the full weight of divine authority and cannot be questioned.",
id: "sovereignty_signet",
name: "Sovereignty Signet",
requiredMaterials: [
{ materialId: "throne_gold_leaf", quantity: 3 },
{ materialId: "sovereignty_gem", quantity: 1 },
],
zoneId: "goddess_celestial_throne",
},
{
bonus: { type: "combat_power", value: 1.8 },
description: "A crown fragment set in sovereignty gem and trimmed with throne gold — the fragment remembers every ruling ever passed from the throne and channels that authority.",
id: "crown_relic",
name: "Crown Relic",
requiredMaterials: [
{ materialId: "crown_fragment", quantity: 1 },
{ materialId: "sovereignty_gem", quantity: 2 },
{ materialId: "throne_gold_leaf", quantity: 2 },
],
zoneId: "goddess_celestial_throne",
},
// ── Infinite Choir ───────────────────────────────────────────────────────
{
bonus: { type: "essence_income", value: 1.85 },
description: "Choir notes compressed with divine resonance into a single instrument — playing it fills nearby disciples with the choir's infinite devotion and multiplies their essence output.",
id: "resonance_instrument",
name: "Resonance Instrument",
requiredMaterials: [
{ materialId: "choir_note", quantity: 4 },
{ materialId: "divine_resonance", quantity: 2 },
],
zoneId: "goddess_infinite_choir",
},
{
bonus: { type: "combat_power", value: 1.85 },
description: "The sacred chord crystallised and mounted on a divine resonance matrix — its vibration disrupts the coherence of any force that opposes the goddess's will.",
id: "sacred_chord_matrix",
name: "Sacred Chord Matrix",
requiredMaterials: [
{ materialId: "sacred_chord", quantity: 1 },
{ materialId: "divine_resonance", quantity: 2 },
{ materialId: "choir_note", quantity: 2 },
],
zoneId: "goddess_infinite_choir",
},
// ── The Veil ─────────────────────────────────────────────────────────────
{
bonus: { type: "essence_income", value: 1.9 },
description: "Veil thread woven with liminal essence — a cloak that allows the wearer to exist partially outside reality, drawing essence from both sides of the divide.",
id: "liminal_cloak",
name: "Liminal Cloak",
requiredMaterials: [
{ materialId: "veil_thread", quantity: 3 },
{ materialId: "liminal_essence", quantity: 2 },
],
zoneId: "goddess_veil",
},
{
bonus: { type: "combat_power", value: 1.9 },
description: "A beyond fragment encased in liminal essence and bound with veil thread — a weapon that strikes from a direction reality does not expect and cannot easily defend against.",
id: "veil_piercer",
name: "Veil Piercer",
requiredMaterials: [
{ materialId: "beyond_fragment", quantity: 1 },
{ materialId: "liminal_essence", quantity: 3 },
{ materialId: "veil_thread", quantity: 2 },
],
zoneId: "goddess_veil",
},
// ── Divine Heart ─────────────────────────────────────────────────────────
{
bonus: { type: "gold_income", value: 2 },
description: "Heart pulses suspended in divine love crystal matrix — an amplifier that broadcasts the goddess's love as a measurable economic force. Disciples work harder when they feel it.",
id: "heart_amplifier",
name: "Heart Amplifier",
requiredMaterials: [
{ materialId: "heart_pulse", quantity: 4 },
{ materialId: "divine_love_crystal", quantity: 2 },
],
zoneId: "goddess_divine_heart",
},
{
bonus: { type: "combat_power", value: 2 },
description: "Heart ichor distilled with divine love crystal into an essence that transforms willingness into unstoppable force. The goddess's love, weaponised. She approves.",
id: "divine_heart_essence",
name: "Divine Heart Essence",
requiredMaterials: [
{ materialId: "heart_ichor", quantity: 1 },
{ materialId: "divine_love_crystal", quantity: 2 },
{ materialId: "heart_pulse", quantity: 2 },
],
zoneId: "goddess_divine_heart",
},
];
@@ -0,0 +1,542 @@
/**
* @file Goddess exploration area data for Elysium.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable @typescript-eslint/naming-convention -- Snake_case IDs are conventional for game data */
/* eslint-disable stylistic/max-len -- Long description strings cannot be split */
/* eslint-disable max-lines -- Data file necessarily exceeds line limit */
export interface GoddessExplorationAreaSummary {
id: string;
name: string;
description: string;
zoneId: string;
durationSeconds: number;
}
export const GODDESS_EXPLORATION_AREAS: Array<GoddessExplorationAreaSummary> = [
// ── Celestial Garden ─────────────────────────────────────────────────────
{
description: "A sun-dappled clearing where divine flowers grow in patterns that mirror the constellation of the goddess's birth.",
durationSeconds: 30,
id: "garden_glade",
name: "The Garden Glade",
zoneId: "goddess_celestial_garden",
},
{
description: "A vast meadow at the garden's edge where the divine light is diffused into something even novice disciples can bathe in safely.",
durationSeconds: 60,
id: "celestial_meadow",
name: "The Celestial Meadow",
zoneId: "goddess_celestial_garden",
},
{
description: "A garden path lined with divine blooms whose petals chime softly in a wind that comes from no discernible direction.",
durationSeconds: 90,
id: "chiming_path",
name: "The Chiming Path",
zoneId: "goddess_celestial_garden",
},
{
description: "The garden's sacred heart, where the oldest divine tree grows — its roots reaching down into the foundation of the goddess's realm.",
durationSeconds: 120,
id: "sacred_tree",
name: "The Sacred Tree",
zoneId: "goddess_celestial_garden",
},
// ── Crystal Sanctum ──────────────────────────────────────────────────────
{
description: "Corridors of living crystal where divine knowledge has been stored in crystalline form — some of it loud enough to hear if you stand still.",
durationSeconds: 180,
id: "crystal_halls",
name: "The Crystal Halls",
zoneId: "goddess_crystal_sanctum",
},
{
description: "A reading room where crystallised scripture lines the walls from floor to ceiling. The texts update themselves as new prayers are offered.",
durationSeconds: 240,
id: "scripture_room",
name: "The Scripture Room",
zoneId: "goddess_crystal_sanctum",
},
{
description: "The sanctum's innermost chamber, where the oracle constructs reside in silent contemplation. Visitors are permitted but not encouraged.",
durationSeconds: 300,
id: "oracle_chamber",
name: "The Oracle's Chamber",
zoneId: "goddess_crystal_sanctum",
},
{
description: "The sanctum's bell tower, whose crystal bells ring only when a mortal somewhere achieves genuine enlightenment.",
durationSeconds: 420,
id: "bell_tower",
name: "The Bell Tower",
zoneId: "goddess_crystal_sanctum",
},
// ── Astral Cathedral ─────────────────────────────────────────────────────
{
description: "The high rafters of the cathedral where seraphs rest between duties. The light here has weight and warmth.",
durationSeconds: 360,
id: "seraph_roost",
name: "The Seraph Roost",
zoneId: "goddess_astral_cathedral",
},
{
description: "The cathedral's crypt, where past seraphs have left offerings — and where the offerings have taken on a life of their own.",
durationSeconds: 480,
id: "cathedral_crypt",
name: "The Cathedral Crypt",
zoneId: "goddess_astral_cathedral",
},
{
description: "The cathedral's central nave, where the choir sings continuously and the resonance physically alters the space around it.",
durationSeconds: 540,
id: "astral_nave",
name: "The Astral Nave",
zoneId: "goddess_astral_cathedral",
},
{
description: "The soaring spire above the cathedral — the highest point of any constructed divine structure, touching the boundary between the astral and the divine.",
durationSeconds: 720,
id: "cathedral_spire",
name: "The Cathedral Spire",
zoneId: "goddess_astral_cathedral",
},
// ── Empyrean Citadel ─────────────────────────────────────────────────────
{
description: "The citadel's weapon-forging district, where divine alloy is hammered into arms for the celestial host. The sound never stops.",
durationSeconds: 600,
id: "forge_district",
name: "The Forge District",
zoneId: "goddess_empyrean_citadel",
},
{
description: "The outer ramparts of the citadel, where sentinels have stood watch for millennia. The view from here encompasses all of creation.",
durationSeconds: 720,
id: "outer_ramparts",
name: "The Outer Ramparts",
zoneId: "goddess_empyrean_citadel",
},
{
description: "The great hall where the champions of the citadel are recognised and their deeds recorded on walls that will outlast the universe.",
durationSeconds: 900,
id: "champions_hall",
name: "The Champions Hall",
zoneId: "goddess_empyrean_citadel",
},
{
description: "The citadel's war council chamber, where every major celestial engagement has been planned. The maps on the walls show conflicts that have not yet happened.",
durationSeconds: 1200,
id: "war_council",
name: "The War Council",
zoneId: "goddess_empyrean_citadel",
},
// ── Primordial Springs ───────────────────────────────────────────────────
{
description: "The main basin of the primordial springs — shallow enough to approach, deep enough to understand that you are standing in the source of everything.",
durationSeconds: 900,
id: "springs_basin",
name: "The Springs Basin",
zoneId: "goddess_primordial_springs",
},
{
description: "A cascade where creation water falls from an impossible height before it reaches the basin — catching the spray is considered a blessing.",
durationSeconds: 1200,
id: "creation_cascade",
name: "The Creation Cascade",
zoneId: "goddess_primordial_springs",
},
{
description: "The deepest accessible point of the springs — where the creation energy runs so thick it has begun to crystallise.",
durationSeconds: 1800,
id: "genesis_pools",
name: "The Genesis Pools",
zoneId: "goddess_primordial_springs",
},
{
description: "An island in the springs' centre where nothing has been created yet — pure potential, unformed, waiting. Disciples report feeling deeply uncomfortable and deeply at peace simultaneously.",
durationSeconds: 2400,
id: "unformed_isle",
name: "The Unformed Isle",
zoneId: "goddess_primordial_springs",
},
// ── Eternal Firmament ────────────────────────────────────────────────────
{
description: "An observatory built into the firmament's outer edge — the highest point from which the universe can be observed without leaving it.",
durationSeconds: 1800,
id: "eternal_observatory",
name: "The Eternal Observatory",
zoneId: "goddess_eternal_firmament",
},
{
description: "The firmament's boundary wall — where the divine realm ends and the void begins. Looking over the edge is permitted, but not recommended.",
durationSeconds: 2700,
id: "boundary_wall",
name: "The Boundary Wall",
zoneId: "goddess_eternal_firmament",
},
{
description: "The firmament's great archive — where every divine event, every prayer, every moment of faith is recorded in materials that cannot be destroyed.",
durationSeconds: 3600,
id: "divine_archive",
name: "The Divine Archive",
zoneId: "goddess_eternal_firmament",
},
{
description: "A lighthouse built at the firmament's highest point to guide returning divine beings home. Its light has not gone out in recorded history.",
durationSeconds: 4800,
id: "eternal_lighthouse",
name: "The Eternal Lighthouse",
zoneId: "goddess_eternal_firmament",
},
// ── Sacred Grove ─────────────────────────────────────────────────────────
{
description: "The grove's outermost ring, where ancient trees have grown together into a living canopy that screens out all light save the divine.",
durationSeconds: 3600,
id: "canopy_ring",
name: "The Canopy Ring",
zoneId: "goddess_sacred_grove",
},
{
description: "A clearing deep in the grove where divine light falls in columns and the ground glows softly with accumulated radiance.",
durationSeconds: 5400,
id: "radiant_clearing",
name: "The Radiant Clearing",
zoneId: "goddess_sacred_grove",
},
{
description: "The base of the grove's elder tree — a tree so old its roots have grown into the foundations of divinity itself.",
durationSeconds: 7200,
id: "elder_roots",
name: "The Elder Roots",
zoneId: "goddess_sacred_grove",
},
{
description: "The grove's summit — where the eldest trees have grown so tall their crowns pierce the veil and exist in two realms simultaneously.",
durationSeconds: 10_800,
id: "grove_summit",
name: "The Grove Summit",
zoneId: "goddess_sacred_grove",
},
// ── Luminous Expanse ─────────────────────────────────────────────────────
{
description: "The shore of the luminous expanse — where solid ground meets the sea of light and the boundary shimmers with captured radiance.",
durationSeconds: 5400,
id: "luminous_shore",
name: "The Luminous Shore",
zoneId: "goddess_luminous_expanse",
},
{
description: "A deep pool in the expanse where radiance has collected over eons into a liquid form. Wading in it is an act of faith.",
durationSeconds: 7200,
id: "deep_pool",
name: "The Deep Pool",
zoneId: "goddess_luminous_expanse",
},
{
description: "The absolute centre of the luminous expanse — where all the light originates. The core pulses rhythmically, like breathing.",
durationSeconds: 10_800,
id: "radiance_core",
name: "The Radiance Core",
zoneId: "goddess_luminous_expanse",
},
{
description: "Columns of pure light rising from the expanse's floor to its ceiling — each one a prayer that became so strong it solidified.",
durationSeconds: 14_400,
id: "prayer_columns",
name: "The Prayer Columns",
zoneId: "goddess_luminous_expanse",
},
// ── Heavenly Forge ───────────────────────────────────────────────────────
{
description: "The antechamber of the heavenly forge — where materials are prepared and disciples learn what they are about to witness.",
durationSeconds: 7200,
id: "forge_antechamber",
name: "The Forge Antechamber",
zoneId: "goddess_heavenly_forge",
},
{
description: "The forge's central burning chamber — divine fire so hot it refines the soul of whatever is placed within it.",
durationSeconds: 10_800,
id: "burning_chamber",
name: "The Burning Chamber",
zoneId: "goddess_heavenly_forge",
},
{
description: "The cooling vault where newly forged divine items rest — the temperature here is merely scorching, and the rejected gems settle here.",
durationSeconds: 14_400,
id: "cooling_vault",
name: "The Cooling Vault",
zoneId: "goddess_heavenly_forge",
},
{
description: "The forge master's sanctum — a private workshop where the most powerful divine weapons have been conceived. The blueprints on the walls are weapons that have never needed to be made.",
durationSeconds: 18_000,
id: "forge_master_sanctum",
name: "The Forge Master's Sanctum",
zoneId: "goddess_heavenly_forge",
},
// ── Oracle Sanctum ───────────────────────────────────────────────────────
{
description: "The oracle sanctum's entrance hall — lined with prophecies that have already come true, displayed as a reminder of what is possible.",
durationSeconds: 10_800,
id: "prophecy_hall",
name: "The Prophecy Hall",
zoneId: "goddess_oracle_sanctum",
},
{
description: "The sanctum's vision pool — where oracles submerge themselves to receive prophecy. The water carries the echo of every vision ever seen here.",
durationSeconds: 14_400,
id: "vision_pool",
name: "The Vision Pool",
zoneId: "goddess_oracle_sanctum",
},
{
description: "The sanctum's sealed vault where unfulfilled prophecies are kept — each one waiting for its moment. The vault hums with potential.",
durationSeconds: 18_000,
id: "prophecy_vault",
name: "The Prophecy Vault",
zoneId: "goddess_oracle_sanctum",
},
{
description: "The highest oracle tower — where the most powerful seers work, receiving prophecy directly from the goddess without the pool as an intermediary.",
durationSeconds: 25_200,
id: "oracle_tower",
name: "The Oracle Tower",
zoneId: "goddess_oracle_sanctum",
},
// ── Seraph's Nest ────────────────────────────────────────────────────────
{
description: "The outer reaches of the seraph's nest — where young seraphs practice flight and lose feathers at a prodigious rate.",
durationSeconds: 14_400,
id: "nesting_grounds",
name: "The Nesting Grounds",
zoneId: "goddess_seraphs_nest",
},
{
description: "The nest's flight path — a long corridor of open sky where seraphs travel at full speed. Standing on the observation platform is exhilarating.",
durationSeconds: 18_000,
id: "flight_path",
name: "The Flight Path",
zoneId: "goddess_seraphs_nest",
},
{
description: "The inner nest where the eldest seraphs rest — so old they have transcended their original purpose and exist now as pure radiant being.",
durationSeconds: 25_200,
id: "elder_nest",
name: "The Elder Nest",
zoneId: "goddess_seraphs_nest",
},
{
description: "The topmost pinnacle of the seraph's nest — where newly ascended seraphs make their first flight into the infinite divine sky.",
durationSeconds: 32_400,
id: "ascension_pinnacle",
name: "The Ascension Pinnacle",
zoneId: "goddess_seraphs_nest",
},
// ── Divine Archive ───────────────────────────────────────────────────────
{
description: "The archive's reading room — open to approved disciples, lined with texts that contain everything except what you happen to be looking for.",
durationSeconds: 18_000,
id: "reading_room",
name: "The Reading Room",
zoneId: "goddess_divine_archive",
},
{
description: "The archive's filing chambers — where seals are applied to documents and every record is formally entered into the divine record.",
durationSeconds: 21_600,
id: "filing_chambers",
name: "The Filing Chambers",
zoneId: "goddess_divine_archive",
},
{
description: "The restricted stacks — where texts too dangerous, too sacred, or too contradictory to be read by casual visitors are stored.",
durationSeconds: 28_800,
id: "restricted_stacks",
name: "The Restricted Stacks",
zoneId: "goddess_divine_archive",
},
{
description: "The archive's inner sanctum — where the most fundamental records of existence are kept. The room is aware of visitors and takes notes.",
durationSeconds: 36_000,
id: "archive_inner_sanctum",
name: "The Archive Inner Sanctum",
zoneId: "goddess_divine_archive",
},
// ── Consecrated Depths ───────────────────────────────────────────────────
{
description: "The upper consecrated chambers — where generations of devotion have saturated the stone so thoroughly it generates warmth without fire.",
durationSeconds: 21_600,
id: "upper_chambers",
name: "The Upper Chambers",
zoneId: "goddess_consecrated_depths",
},
{
description: "The sacred springs of the consecrated depths — underground water that has absorbed so much blessing it produces light in complete darkness.",
durationSeconds: 28_800,
id: "sacred_springs",
name: "The Sacred Springs",
zoneId: "goddess_consecrated_depths",
},
{
description: "The abyssal chamber — the deepest point of the consecrated depths, where gem formations grow in complete darkness fed by divine groundwater.",
durationSeconds: 36_000,
id: "abyssal_chamber",
name: "The Abyssal Chamber",
zoneId: "goddess_consecrated_depths",
},
{
description: "The heart of the consecrated depths — where the first consecration rite was performed, and where all subsequent rites draw their power from.",
durationSeconds: 46_800,
id: "consecration_heart",
name: "The Consecration Heart",
zoneId: "goddess_consecrated_depths",
},
// ── Astral Confluence ────────────────────────────────────────────────────
{
description: "The confluence's outer streams — where astral currents from different zones first meet and begin their complex negotiation of coexistence.",
durationSeconds: 28_800,
id: "outer_streams",
name: "The Outer Streams",
zoneId: "goddess_astral_confluence",
},
{
description: "The harmonic bridge — a structure built where two major astral streams run parallel, bridging them for easier transit.",
durationSeconds: 36_000,
id: "harmonic_bridge",
name: "The Harmonic Bridge",
zoneId: "goddess_astral_confluence",
},
{
description: "The confluence point — where seven astral streams meet simultaneously and the combined energy forms something that has no name in any divine language.",
durationSeconds: 50_400,
id: "confluence_point",
name: "The Confluence Point",
zoneId: "goddess_astral_confluence",
},
{
description: "The still eye at the confluence's centre — where paradoxically the seven streams produce complete stillness. Nothing moves here. Everything is possible.",
durationSeconds: 64_800,
id: "still_eye",
name: "The Still Eye",
zoneId: "goddess_astral_confluence",
},
// ── Celestial Throne ─────────────────────────────────────────────────────
{
description: "The throne room's antechamber — where petitioners wait to be heard and the air is thick with suppressed hope.",
durationSeconds: 36_000,
id: "throne_antechamber",
name: "The Throne Antechamber",
zoneId: "goddess_celestial_throne",
},
{
description: "The throne room's gallery — where divine decisions are witnessed and the significance of each ruling is carved into the gallery walls in gold.",
durationSeconds: 50_400,
id: "throne_gallery",
name: "The Throne Gallery",
zoneId: "goddess_celestial_throne",
},
{
description: "The throne room itself — the seat of divine authority, where the goddess makes her will known. Visitors are rare and never forget it.",
durationSeconds: 72_000,
id: "throne_room",
name: "The Throne Room",
zoneId: "goddess_celestial_throne",
},
{
description: "The private garden behind the celestial throne — where the goddess retreats between audiences, and where all decisions that will be made have already been decided.",
durationSeconds: 90_000,
id: "private_garden",
name: "The Private Garden",
zoneId: "goddess_celestial_throne",
},
// ── Infinite Choir ───────────────────────────────────────────────────────
{
description: "The outer choir stalls — where the newest members of the infinite choir learn the oldest songs. Every mistake is a new prayer.",
durationSeconds: 50_400,
id: "outer_stalls",
name: "The Outer Stalls",
zoneId: "goddess_infinite_choir",
},
{
description: "The resonance chamber — where the choir's harmonics are amplified and directed. The walls physically vibrate with accumulated song.",
durationSeconds: 64_800,
id: "resonance_chamber",
name: "The Resonance Chamber",
zoneId: "goddess_infinite_choir",
},
{
description: "The sacred chord vault — where the fundamental harmonics of existence are preserved in crystalline form and protected from degradation.",
durationSeconds: 79_200,
id: "chord_vault",
name: "The Chord Vault",
zoneId: "goddess_infinite_choir",
},
{
description: "The conductor's podium at the infinite choir's centre — from here, every voice in the infinite song can be heard and directed. The conductor has never stopped.",
durationSeconds: 97_200,
id: "conductors_podium",
name: "The Conductor's Podium",
zoneId: "goddess_infinite_choir",
},
// ── The Veil ─────────────────────────────────────────────────────────────
{
description: "The veil's outer face — where the divine realm ends in a shimmering boundary that is beautiful from this side and, reportedly, equally beautiful from the other.",
durationSeconds: 64_800,
id: "veil_outer_face",
name: "The Veil's Outer Face",
zoneId: "goddess_veil",
},
{
description: "The liminal space within the veil itself — where nothing is fully either side, and everything exists in a state of permanent becoming.",
durationSeconds: 86_400,
id: "liminal_space",
name: "The Liminal Space",
zoneId: "goddess_veil",
},
{
description: "The veil's inner face — where it can be seen from the divine side, and where the fragments of what lies beyond press closest.",
durationSeconds: 108_000,
id: "veil_inner_face",
name: "The Veil's Inner Face",
zoneId: "goddess_veil",
},
{
description: "The tear in the veil — a wound in the boundary that has been carefully managed for longer than recorded history. Looking through it is the closest to truth any mortal has come.",
durationSeconds: 129_600,
id: "veil_tear",
name: "The Veil Tear",
zoneId: "goddess_veil",
},
// ── Divine Heart ─────────────────────────────────────────────────────────
{
description: "The outer chamber of the divine heart — where the pulse is felt as a physical pressure and the air tastes of warmth and purpose.",
durationSeconds: 86_400,
id: "heart_outer_chamber",
name: "The Heart's Outer Chamber",
zoneId: "goddess_divine_heart",
},
{
description: "The love crystal garden — where the divine heart's love has crystallised over aeons into formations of impossible beauty.",
durationSeconds: 108_000,
id: "love_garden",
name: "The Love Crystal Garden",
zoneId: "goddess_divine_heart",
},
{
description: "The inner sanctum of the divine heart — where the beating is so powerful it can be felt in the bones, and the warmth is the warmth of being loved without condition.",
durationSeconds: 151_200,
id: "heart_inner_sanctum",
name: "The Heart's Inner Sanctum",
zoneId: "goddess_divine_heart",
},
{
description: "The divine heart itself — the source of all divinity, the origin of the goddess, the first thing that ever was and the last thing that will ever be.",
durationSeconds: 172_800,
id: "divine_heart_itself",
name: "The Divine Heart",
zoneId: "goddess_divine_heart",
},
];
+409
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@@ -0,0 +1,409 @@
/**
* @file Goddess crafting material data for Elysium.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable @typescript-eslint/naming-convention -- Snake_case IDs are conventional for game data */
/* eslint-disable stylistic/max-len -- Long description strings cannot be split */
/* eslint-disable max-lines -- Data file necessarily exceeds line limit */
import type { Material } from "@elysium/types";
export const GODDESS_MATERIALS: Array<Material> = [
// ── Celestial Garden ─────────────────────────────────────────────────────
{
description: "Petals from flowers that have never known anything but divine light. They crumble if touched by anything unworthy.",
id: "divine_petal",
name: "Divine Petal",
rarity: "common",
zoneId: "goddess_celestial_garden",
},
{
description: "Prayer energy that has crystallised over centuries of devotion. Each one holds a fragment of someone's deepest hope.",
id: "prayer_crystal",
name: "Prayer Crystal",
rarity: "common",
zoneId: "goddess_celestial_garden",
},
{
description: "Dust that falls from the celestial dome above — each mote a fragment of a star that finished its purpose and dissolved.",
id: "celestial_dust",
name: "Celestial Dust",
rarity: "uncommon",
zoneId: "goddess_celestial_garden",
},
// ── Crystal Sanctum ──────────────────────────────────────────────────────
{
description: "Shards broken from the sanctum walls during divine resonance events. They hum faintly with stored knowledge.",
id: "sanctum_shard",
name: "Sanctum Shard",
rarity: "common",
zoneId: "goddess_crystal_sanctum",
},
{
description: "Ink distilled from divine light and used to inscribe the sanctum's most sacred texts. It cannot write falsehoods.",
id: "holy_ink",
name: "Holy Ink",
rarity: "uncommon",
zoneId: "goddess_crystal_sanctum",
},
{
description: "A fragment of an oracle's primary lens, shattered during a vision of catastrophic clarity. The vision was worth it.",
id: "oracle_lens_fragment",
name: "Oracle Lens Fragment",
rarity: "rare",
zoneId: "goddess_crystal_sanctum",
},
// ── Astral Cathedral ─────────────────────────────────────────────────────
{
description: "A feather shed by a seraph during their first ascension. They shed exactly one. This is the rarest thing most people will ever hold.",
id: "seraph_feather",
name: "Seraph Feather",
rarity: "uncommon",
zoneId: "goddess_astral_cathedral",
},
{
description: "The concentrated resonance of the celestial choir — bottled by scholars who noticed that it had physical properties.",
id: "choir_essence",
name: "Choir Essence",
rarity: "uncommon",
zoneId: "goddess_astral_cathedral",
},
{
description: "Material formed where the cathedral's astral structure meets the void. Transparent, harder than diamond, warmer than sunlight.",
id: "astral_glass",
name: "Astral Glass",
rarity: "rare",
zoneId: "goddess_astral_cathedral",
},
// ── Empyrean Citadel ─────────────────────────────────────────────────────
{
description: "Ore mined from the citadel's deepest foundations — dense with divine potential but raw and unrefined.",
id: "empyrean_ore",
name: "Empyrean Ore",
rarity: "uncommon",
zoneId: "goddess_empyrean_citadel",
},
{
description: "Empyrean ore refined in the citadel's divine furnaces. The process requires both technical mastery and genuine faith.",
id: "divine_alloy",
name: "Divine Alloy",
rarity: "rare",
zoneId: "goddess_empyrean_citadel",
},
{
description: "A medal awarded only to champions of the citadel's trials. Fewer than a hundred exist. Each one has a name engraved on the back.",
id: "celestial_medal",
name: "Celestial Medal",
rarity: "rare",
zoneId: "goddess_empyrean_citadel",
},
// ── Primordial Springs ───────────────────────────────────────────────────
{
description: "Water drawn directly from the springs of creation. It tastes of nothing. It heals everything. Handle carefully.",
id: "creation_water",
name: "Creation Water",
rarity: "uncommon",
zoneId: "goddess_primordial_springs",
},
{
description: "The raw essence of creation — the stuff from which everything is made before it decides what to become.",
id: "primordial_essence",
name: "Primordial Essence",
rarity: "rare",
zoneId: "goddess_primordial_springs",
},
{
description: "A crystal formed spontaneously when creation energy reaches critical density. Each one is unique and has never existed before.",
id: "genesis_crystal",
name: "Genesis Crystal",
rarity: "rare",
zoneId: "goddess_primordial_springs",
},
// ── Eternal Firmament ────────────────────────────────────────────────────
{
description: "Stone from the eternal firmament itself — impossibly dense, impossibly enduring. It does not weather. It does not age.",
id: "firmament_stone",
name: "Firmament Stone",
rarity: "rare",
zoneId: "goddess_eternal_firmament",
},
{
description: "A shard of divine light that has solidified — the kind of light that exists before it is observed, before it is named.",
id: "divine_light_shard",
name: "Divine Light Shard",
rarity: "rare",
zoneId: "goddess_eternal_firmament",
},
{
description: "A fragment broken from eternity itself during a moment of divine turbulence. It is still vibrating. It will never stop.",
id: "eternity_fragment",
name: "Eternity Fragment",
rarity: "rare",
zoneId: "goddess_eternal_firmament",
},
// ── Sacred Grove ─────────────────────────────────────────────────────────
{
description: "Resin weeping from the sacred grove's eldest trees — each drop takes decades to form and carries the memory of every prayer offered beneath its branches.",
id: "grove_resin",
name: "Grove Resin",
rarity: "common",
zoneId: "goddess_sacred_grove",
},
{
description: "A leaf that has absorbed so much divine light it has become semi-translucent, like stained glass grown naturally from a living tree.",
id: "luminous_leaf",
name: "Luminous Leaf",
rarity: "uncommon",
zoneId: "goddess_sacred_grove",
},
{
description: "Bark shed from the grove's most ancient tree — said to be the first thing the goddess ever touched. No axe can cut it. No fire can burn it.",
id: "sacred_heartwood",
name: "Sacred Heartwood",
rarity: "rare",
zoneId: "goddess_sacred_grove",
},
// ── Luminous Expanse ─────────────────────────────────────────────────────
{
description: "The ambient radiance of the luminous expanse, captured in small crystalline vessels before it dissipates. Warm to the touch always.",
id: "captured_radiance",
name: "Captured Radiance",
rarity: "common",
zoneId: "goddess_luminous_expanse",
},
{
description: "Where radiance pools deep enough, it begins to behave like water. This is a vial of that impossible substance.",
id: "radiance_pool",
name: "Radiance Pool",
rarity: "uncommon",
zoneId: "goddess_luminous_expanse",
},
{
description: "A perfect sphere of compressed luminous energy — formed only at the expanse's absolute centre, where the light meets itself coming back.",
id: "light_core",
name: "Light Core",
rarity: "rare",
zoneId: "goddess_luminous_expanse",
},
// ── Heavenly Forge ───────────────────────────────────────────────────────
{
description: "Scale from a celestial creature shed near the forge — tempered by proximity to divine fire into something harder than most metals.",
id: "forge_scale",
name: "Forge Scale",
rarity: "uncommon",
zoneId: "goddess_heavenly_forge",
},
{
description: "The slag produced when divine alloy is refined to its purest form. Useless for most things. Priceless for the right ones.",
id: "divine_slag",
name: "Divine Slag",
rarity: "uncommon",
zoneId: "goddess_heavenly_forge",
},
{
description: "A gem formed in the forge's hottest chamber — absorbs heat and releases it as blessing energy over years. Handle with tongs.",
id: "forge_gem",
name: "Forge Gem",
rarity: "rare",
zoneId: "goddess_heavenly_forge",
},
// ── Oracle Sanctum ───────────────────────────────────────────────────────
{
description: "The residue left behind when an oracle's vision ends — collected from the floor of the viewing chamber before it evaporates.",
id: "vision_residue",
name: "Vision Residue",
rarity: "common",
zoneId: "goddess_oracle_sanctum",
},
{
description: "Crystals that form in the minds of oracles during particularly intense visions and are expelled as small shards afterward.",
id: "prophecy_crystal",
name: "Prophecy Crystal",
rarity: "uncommon",
zoneId: "goddess_oracle_sanctum",
},
{
description: "A shard of pure foresight — carved from the moment between a prophecy being spoken and it being understood. Extremely dangerous to hold for long.",
id: "fate_shard",
name: "Fate Shard",
rarity: "rare",
zoneId: "goddess_oracle_sanctum",
},
// ── Seraph's Nest ────────────────────────────────────────────────────────
{
description: "Down from the innermost layer of a seraph's plumage — softer than anything natural, warm as sunlight, impossible to soil.",
id: "seraph_down",
name: "Seraph Down",
rarity: "common",
zoneId: "goddess_seraphs_nest",
},
{
description: "A primary feather from a seraph's wing — longer than a person is tall, capable of carrying aloft far more than its size suggests.",
id: "seraph_primary",
name: "Seraph Primary",
rarity: "uncommon",
zoneId: "goddess_seraphs_nest",
},
{
description: "The hollow quill of a fully ascended seraph — said to channel divine will as faithfully as any sacred instrument ever made.",
id: "ascended_quill",
name: "Ascended Quill",
rarity: "rare",
zoneId: "goddess_seraphs_nest",
},
// ── Divine Archive ───────────────────────────────────────────────────────
{
description: "Vellum produced from materials that do not exist in the mortal world — can hold text that cannot be written on ordinary parchment.",
id: "celestial_vellum",
name: "Celestial Vellum",
rarity: "common",
zoneId: "goddess_divine_archive",
},
{
description: "A stamp used to seal the archive's most important documents — its mark cannot be forged and cannot be removed.",
id: "archive_seal",
name: "Archive Seal",
rarity: "uncommon",
zoneId: "goddess_divine_archive",
},
{
description: "A codex page that has absorbed so much divine knowledge it has become semi-sentient. It resists being filed incorrectly.",
id: "living_codex_page",
name: "Living Codex Page",
rarity: "rare",
zoneId: "goddess_divine_archive",
},
// ── Consecrated Depths ───────────────────────────────────────────────────
{
description: "Stone from the deepest consecrated chambers — blessed so thoroughly by generations of ritual that it radiates faint warmth in complete darkness.",
id: "consecrated_stone",
name: "Consecrated Stone",
rarity: "uncommon",
zoneId: "goddess_consecrated_depths",
},
{
description: "Water from the depths' sacred underground springs — it has been blessed so many times that blessing it again produces light.",
id: "depth_blessing",
name: "Depth Blessing",
rarity: "uncommon",
zoneId: "goddess_consecrated_depths",
},
{
description: "A gem found only at the absolute lowest point of the consecrated depths — formed from minerals and divine energy in equal parts.",
id: "abyssal_gem",
name: "Abyssal Gem",
rarity: "rare",
zoneId: "goddess_consecrated_depths",
},
// ── Astral Confluence ────────────────────────────────────────────────────
{
description: "A shard of ley-material harvested where two astral streams cross — vibrates at two frequencies simultaneously and cannot decide which to settle on.",
id: "confluence_shard",
name: "Confluence Shard",
rarity: "uncommon",
zoneId: "goddess_astral_confluence",
},
{
description: "The harmonic tone produced when multiple astral streams converge — bottled by scholars with sensitive enough ears to find it before it propagated away.",
id: "astral_harmonic",
name: "Astral Harmonic",
rarity: "uncommon",
zoneId: "goddess_astral_confluence",
},
{
description: "A knot of astral energy so dense it has become material — formed only at confluence points of seven or more streams. Profoundly stable.",
id: "convergence_node",
name: "Convergence Node",
rarity: "rare",
zoneId: "goddess_astral_confluence",
},
// ── Celestial Throne ─────────────────────────────────────────────────────
{
description: "Gold leaf beaten so thin it is translucent — used to gild the throne's ceremonial surfaces and shed during every royal audience.",
id: "throne_gold_leaf",
name: "Throne Gold Leaf",
rarity: "uncommon",
zoneId: "goddess_celestial_throne",
},
{
description: "A gem that fell from the throne's armrest during a momentous divine decision. It carries the weight of that decision.",
id: "sovereignty_gem",
name: "Sovereignty Gem",
rarity: "rare",
zoneId: "goddess_celestial_throne",
},
{
description: "A fragment of the divine crown — shed when the goddess channels her most absolute authority. Still crackles with that authority.",
id: "crown_fragment",
name: "Crown Fragment",
rarity: "rare",
zoneId: "goddess_celestial_throne",
},
// ── Infinite Choir ───────────────────────────────────────────────────────
{
description: "A note from the infinite choir crystallised mid-air — visible proof that sound, given enough devotion, can become matter.",
id: "choir_note",
name: "Choir Note",
rarity: "uncommon",
zoneId: "goddess_infinite_choir",
},
{
description: "The resonant frequency of the infinite choir, captured in a tuning fork made of condensed praise. Struck, it harmonises everything nearby.",
id: "divine_resonance",
name: "Divine Resonance",
rarity: "rare",
zoneId: "goddess_infinite_choir",
},
{
description: "The chord that underlies all sacred music — crystallised in a moment of perfect harmony that has not occurred before or since.",
id: "sacred_chord",
name: "Sacred Chord",
rarity: "rare",
zoneId: "goddess_infinite_choir",
},
// ── The Veil ─────────────────────────────────────────────────────────────
{
description: "A thread of the veil itself — taken from where it has worn thinnest. Still partially transparent. Still partially something else.",
id: "veil_thread",
name: "Veil Thread",
rarity: "uncommon",
zoneId: "goddess_veil",
},
{
description: "The liminal substance that exists only at the veil's boundary — neither fully divine nor fully void, but something genuinely new.",
id: "liminal_essence",
name: "Liminal Essence",
rarity: "rare",
zoneId: "goddess_veil",
},
{
description: "A fragment of what lies beyond the veil — contained only by the veil-thread it's wrapped in. Looking at it directly is inadvisable.",
id: "beyond_fragment",
name: "Beyond Fragment",
rarity: "rare",
zoneId: "goddess_veil",
},
// ── Divine Heart ─────────────────────────────────────────────────────────
{
description: "A pulse of the divine heart made tangible — each one a single beat, still warm, still rhythmic, still alive with purpose.",
id: "heart_pulse",
name: "Heart Pulse",
rarity: "uncommon",
zoneId: "goddess_divine_heart",
},
{
description: "The pure love of the divine heart, distilled into crystalline form — the most powerful healing agent in existence and the most dangerous to waste.",
id: "divine_love_crystal",
name: "Divine Love Crystal",
rarity: "rare",
zoneId: "goddess_divine_heart",
},
{
description: "A droplet of ichor from the divine heart itself — the essence of divinity in its most concentrated form. Handle with absolute reverence.",
id: "heart_ichor",
name: "Heart Ichor",
rarity: "rare",
zoneId: "goddess_divine_heart",
},
];
+333
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@@ -16,6 +16,8 @@ import {
type Achievement, type Achievement,
type Equipment, type Equipment,
type GameState, type GameState,
type GoddessAchievement,
type GoddessState,
computeSetBonuses, computeSetBonuses,
getActiveCompanionBonus, getActiveCompanionBonus,
} from "@elysium/types"; } from "@elysium/types";
@@ -83,6 +85,62 @@ const checkAchievements = (state: GameState): Array<Achievement> => {
}); });
}; };
/**
* Checks all goddess achievements against a snapshot of the goddess state
* and returns an updated achievements array, marking newly-met conditions
* with the current timestamp.
* @param goddess - The current (or projected) goddess state.
* @param now - Current Unix timestamp in milliseconds.
* @returns Updated goddess achievements array with newly unlocked ones timestamped.
*/
const checkGoddessAchievements = (
goddess: GoddessState,
now: number,
): Array<GoddessAchievement> => {
return goddess.achievements.map((achievement) => {
if (achievement.unlockedAt !== null) {
return achievement;
}
const { condition } = achievement;
let met = false;
switch (condition.type) {
case "totalPrayersEarned":
met = goddess.lifetimePrayersEarned >= condition.amount;
break;
case "goddessBossesDefeated":
met = goddess.lifetimeBossesDefeated >= condition.amount;
break;
case "goddessQuestsCompleted":
met = goddess.lifetimeQuestsCompleted >= condition.amount;
break;
case "discipleTotal":
met
= goddess.disciples.reduce((sum, disciple) => {
return sum + disciple.count;
}, 0) >= condition.amount;
break;
case "consecrationCount":
met = goddess.consecration.count >= condition.amount;
break;
case "goddessEquipmentOwned":
met
= goddess.equipment.filter((item) => {
return item.owned;
}).length >= condition.amount;
break;
default:
// eslint-disable-next-line capitalized-comments -- v8 coverage ignore directive
/* v8 ignore next -- @preserve */ break;
}
return met
? { ...achievement, unlockedAt: now }
: achievement;
});
};
/** /**
* Exponential base for the prestige combat multiplier: Math.pow(base, prestigeCount). * Exponential base for the prestige combat multiplier: Math.pow(base, prestigeCount).
* Replaces the former linear formula (1 + count * 0.1) to enable late-game zone progression. * Replaces the former linear formula (1 + count * 0.1) to enable late-game zone progression.
@@ -770,6 +828,269 @@ export const applyTick = (
: upgrade; : upgrade;
}); });
// --- Goddess tick ---
let prayersGained = 0;
let divinityGained = 0;
let stardustFromQuests = 0;
// eslint-disable-next-line no-undef-init -- required by @typescript-eslint/init-declarations
let updatedGoddess: GoddessState | undefined = undefined;
if (
state.apotheosis !== undefined
&& state.apotheosis.count > 0
&& state.goddess !== undefined
) {
const { goddess } = state;
// Collect all multipliers for prayers/divinity income
const consecMult = goddess.consecration.productionMultiplier;
const divinityPrayersMult
= goddess.consecration.divinityPrayersMultiplier ?? 1;
const divinityDisciplesMult
= goddess.consecration.divinityDisciplesMultiplier ?? 1;
const stardustPrayersMult = goddess.enlightenment.stardustPrayersMultiplier;
const craftedPrayersMult = goddess.exploration.craftedPrayersMultiplier;
const craftedDivinityMult = goddess.exploration.craftedDivinityMultiplier;
let globalPrayersMult = 1;
for (const upgrade of goddess.upgrades) {
if (upgrade.purchased && upgrade.target === "prayers") {
globalPrayersMult = globalPrayersMult * upgrade.multiplier;
}
}
for (const disciple of goddess.disciples) {
if (disciple.count === 0) {
continue;
}
let discipleUpgradeMult = 1;
for (const upgrade of goddess.upgrades) {
if (
upgrade.purchased
&& upgrade.target === "disciple"
&& upgrade.discipleId === disciple.id
) {
discipleUpgradeMult = discipleUpgradeMult * upgrade.multiplier;
}
}
const prayersTick
= disciple.prayersPerSecond
* disciple.count
* discipleUpgradeMult
* globalPrayersMult
* consecMult
* divinityPrayersMult
* divinityDisciplesMult
* stardustPrayersMult
* craftedPrayersMult
* deltaSeconds;
prayersGained = prayersGained + prayersTick;
const divinityTick
= disciple.divinityPerSecond
* disciple.count
* discipleUpgradeMult
* consecMult
* divinityDisciplesMult
* craftedDivinityMult
* deltaSeconds;
divinityGained = divinityGained + divinityTick;
}
// Process goddess quest timers
let goddessQuestPrayersGained = 0;
let goddessQuestDivinityGained = 0;
let updatedGoddessDisciples = goddess.disciples;
let updatedGoddessEquipment = goddess.equipment;
let updatedGoddessUpgrades = goddess.upgrades;
let goddessQuestsThisTick = 0;
const updatedGoddessQuests = goddess.quests.map((quest) => {
const questDurationMs = quest.durationSeconds * 1000;
const questExpiry
= quest.startedAt === undefined
? Infinity
: quest.startedAt + questDurationMs;
if (quest.status !== "active" || now < questExpiry) {
return quest;
}
goddessQuestsThisTick = goddessQuestsThisTick + 1;
for (const reward of quest.rewards) {
if (reward.type === "prayers" && reward.amount !== undefined) {
goddessQuestPrayersGained
= goddessQuestPrayersGained + reward.amount;
} else if (
reward.type === "divinity"
&& reward.amount !== undefined
) {
goddessQuestDivinityGained
= goddessQuestDivinityGained + reward.amount;
} else if (
reward.type === "stardust"
&& reward.amount !== undefined
) {
stardustFromQuests = stardustFromQuests + reward.amount;
} else if (
reward.type === "upgrade"
&& reward.targetId !== undefined
) {
const { targetId } = reward;
updatedGoddessUpgrades = updatedGoddessUpgrades.map((upgrade) => {
return upgrade.id === targetId
? { ...upgrade, unlocked: true }
: upgrade;
});
} else if (
reward.type === "disciple"
&& reward.targetId !== undefined
) {
const { targetId } = reward;
updatedGoddessDisciples = updatedGoddessDisciples.map((disciple) => {
return disciple.id === targetId
? { ...disciple, unlocked: true }
: disciple;
});
} else if (
reward.type === "equipment"
&& reward.targetId !== undefined
) {
const rewardTargetId = reward.targetId;
const currentEquipment = updatedGoddessEquipment;
updatedGoddessEquipment = currentEquipment.map((item) => {
if (item.id !== rewardTargetId) {
return item;
}
const slotEmpty = !currentEquipment.some((other) => {
return other.type === item.type && other.equipped;
});
return {
...item,
equipped: slotEmpty || item.equipped,
owned: true,
};
});
}
}
return { ...quest, status: "completed" as const };
});
// Unlock goddess quests whose prerequisites are now all completed
const completedGoddessIds = new Set(
updatedGoddessQuests.
filter((quest) => {
return quest.status === "completed";
}).
map((quest) => {
return quest.id;
}),
);
const defeatedBossIds = new Set(
goddess.bosses.
filter((boss) => {
return boss.status === "defeated";
}).
map((boss) => {
return boss.id;
}),
);
// Unlock goddess zones whose boss + quest requirements are now met
const updatedGoddessZones = goddess.zones.map((zone) => {
if (zone.status === "unlocked") {
return zone;
}
const bossOk
= zone.unlockBossId === null
|| defeatedBossIds.has(zone.unlockBossId);
const questOk
= zone.unlockQuestId === null
|| completedGoddessIds.has(zone.unlockQuestId);
if (bossOk && questOk) {
return { ...zone, status: "unlocked" as const };
}
return zone;
});
const fullyUpdatedGoddessZones = updatedGoddessZones;
const allUnlockedGoddessZoneIds = new Set(
fullyUpdatedGoddessZones.
filter((zone) => {
return zone.status === "unlocked";
}).
map((zone) => {
return zone.id;
}),
);
const fullyUpdatedGoddessQuests = updatedGoddessQuests.map((quest) => {
if (quest.status !== "locked") {
return quest;
}
if (!allUnlockedGoddessZoneIds.has(quest.zoneId)) {
return quest;
}
if (
quest.prerequisiteIds.every((id) => {
return completedGoddessIds.has(id);
})
) {
return { ...quest, status: "available" as const };
}
return quest;
});
// Compute updated lifetime counters
const totalPrayersThisTick
= prayersGained + goddessQuestPrayersGained;
const updatedTotalPrayersEarned
= goddess.totalPrayersEarned + totalPrayersThisTick;
const updatedLifetimePrayersEarned
= goddess.lifetimePrayersEarned + totalPrayersThisTick;
const updatedLifetimeQuestsCompleted
= goddess.lifetimeQuestsCompleted + goddessQuestsThisTick;
// Build snapshot for achievement check
const goddessSnapshot: GoddessState = {
...goddess,
disciples: updatedGoddessDisciples,
equipment: updatedGoddessEquipment,
lifetimeBossesDefeated: goddess.lifetimeBossesDefeated,
lifetimePrayersEarned: updatedLifetimePrayersEarned,
lifetimeQuestsCompleted: updatedLifetimeQuestsCompleted,
quests: fullyUpdatedGoddessQuests,
upgrades: updatedGoddessUpgrades,
zones: fullyUpdatedGoddessZones,
};
const updatedGoddessAchievements
= checkGoddessAchievements(goddessSnapshot, now);
let divinityFromAchievements = 0;
let stardustFromAchievements = 0;
for (const [ index, achievement ] of updatedGoddessAchievements.entries()) {
if (
goddess.achievements[index]?.unlockedAt === null
&& achievement.unlockedAt !== null
) {
divinityFromAchievements
= divinityFromAchievements + (achievement.reward?.divinity ?? 0);
stardustFromAchievements
= stardustFromAchievements + (achievement.reward?.stardust ?? 0);
}
}
updatedGoddess = {
...goddessSnapshot,
achievements: updatedGoddessAchievements,
lastTickAt: now,
totalPrayersEarned: updatedTotalPrayersEarned,
};
// Include quest divinity + achievement divinity in this tick's total
divinityGained
= divinityGained
+ goddessQuestDivinityGained
+ divinityFromAchievements;
stardustFromQuests = stardustFromQuests + stardustFromAchievements;
}
const goldValue = capResource(state.resources.gold + goldGained + questGold); const goldValue = capResource(state.resources.gold + goldGained + questGold);
const essenceValue = capResource( const essenceValue = capResource(
state.resources.essence + essenceGained + questEssence, state.resources.essence + essenceGained + questEssence,
@@ -784,8 +1105,17 @@ export const applyTick = (
crystals: capResource( crystals: capResource(
state.resources.crystals + questCrystals + challengeCrystals, state.resources.crystals + questCrystals + challengeCrystals,
), ),
divinity: capResource(
(state.resources.divinity ?? 0) + divinityGained,
),
essence: essenceValue, essence: essenceValue,
gold: goldValue, gold: goldValue,
prayers: capResource(
(state.resources.prayers ?? 0) + prayersGained,
),
stardust: capResource(
(state.resources.stardust ?? 0) + stardustFromQuests,
),
}, },
...updatedDailyChallenges === undefined ...updatedDailyChallenges === undefined
? {} ? {}
@@ -807,6 +1137,9 @@ export const applyTick = (
}), }),
}, },
}, },
...updatedGoddess === undefined
? {}
: { goddess: updatedGoddess },
adventurers: updatedAdventurers, adventurers: updatedAdventurers,
bosses: updatedBosses, bosses: updatedBosses,
equipment: updatedEquipmentReference, equipment: updatedEquipmentReference,
+704
View File
@@ -4678,3 +4678,707 @@ body::before {
margin-top: 0.75rem; margin-top: 0.75rem;
padding: 0.5rem 0.75rem; padding: 0.5rem 0.75rem;
} }
/* ===================== MODE BAR ===================== */
.mode-bar {
display: flex;
align-items: center;
gap: 0.5rem;
padding: 0.4rem 1rem;
background: var(--colour-surface-2);
border-bottom: 1px solid var(--colour-border);
overflow-x: auto;
transition: background 0.3s, border-color 0.3s;
}
.mode-button {
background: transparent;
border: 1px solid var(--colour-border);
border-radius: var(--radius);
color: var(--colour-text-muted);
cursor: pointer;
font-size: 0.9rem;
font-weight: 600;
padding: 0.3rem 1rem;
transition: all 0.2s;
white-space: nowrap;
}
.mode-button:hover:not(:disabled) {
background: var(--colour-surface);
color: var(--colour-text);
}
.mode-button.active {
background: var(--colour-accent);
border-color: var(--colour-accent-light);
color: #fff;
}
.mode-button.locked {
cursor: not-allowed;
opacity: 0.45;
}
.mode-lock {
font-size: 0.75em;
margin-left: 0.3rem;
}
/* ===================== GODDESS THEME ===================== */
body.goddess-mode {
--colour-bg: #03080f;
--colour-surface: #081422;
--colour-surface-2: #0b1c30;
--colour-border: #173554;
--colour-accent: #1d6fa6;
--colour-accent-light: #3b9fd6;
--colour-gold: #f5c842;
--colour-text: #e4f2fc;
--colour-text-muted: #7aadcc;
}
body,
.resource-bar,
.mode-bar,
.tab-bar,
.game-content,
.game-sidebar,
.panel,
.panel-header {
transition:
background-color 0.3s,
background 0.3s,
border-color 0.3s,
color 0.3s;
}
/* ===================== GODDESS TAB BAR ===================== */
.goddess-tab-bar .tab-button.active {
background: linear-gradient(
135deg,
var(--colour-accent),
var(--colour-accent-light)
);
border-color: var(--colour-accent-light);
}
/* ===================== RESOURCE LOCKED STATE ===================== */
.resource-locked {
opacity: 0.5;
}
.resource-locked .resource-value {
color: var(--colour-text-muted);
}
.resources-divider {
border: none;
border-top: 1px solid var(--colour-border);
margin: 0.25rem 0;
}
/* ===================== GODDESS PLACEHOLDER ===================== */
.goddess-placeholder {
align-items: center;
color: var(--colour-text-muted);
display: flex;
font-size: 1.1rem;
justify-content: center;
min-height: 200px;
}
/* ===================== GODDESS ZONES PANEL ===================== */
.goddess-zones-panel {
display: flex;
flex-direction: column;
gap: 1.5rem;
}
.zone-grid {
display: grid;
gap: 1rem;
grid-template-columns: repeat(auto-fill, minmax(280px, 1fr));
}
.zone-card {
background: var(--colour-surface);
border: 1px solid var(--colour-border);
border-radius: var(--radius-lg);
display: flex;
flex-direction: column;
gap: 0.75rem;
padding: 1rem;
}
.zone-card.locked {
opacity: 0.5;
}
.zone-card-header {
align-items: center;
display: flex;
gap: 0.75rem;
}
.zone-emoji {
font-size: 2rem;
}
.zone-name {
flex: 1;
font-size: 1.1rem;
font-weight: 600;
}
.zone-lock-icon {
color: var(--colour-text-muted);
font-size: 1.25rem;
}
.zone-description {
color: var(--colour-text-muted);
font-size: 0.85rem;
line-height: 1.5;
}
.zone-unlock-requirements {
background: var(--colour-surface-2);
border-radius: var(--radius);
padding: 0.5rem 0.75rem;
}
.zone-unlock-label {
color: var(--colour-text-muted);
font-size: 0.75rem;
font-weight: 600;
margin-bottom: 0.25rem;
text-transform: uppercase;
}
.zone-unlock-item {
color: var(--colour-text-muted);
font-size: 0.8rem;
}
.zone-badge {
border-radius: 999px;
font-size: 0.75rem;
font-weight: 600;
padding: 0.15rem 0.6rem;
}
.zone-badge.unlocked {
background: rgba(16, 185, 129, 0.15);
color: var(--colour-success);
}
/* ===================== GODDESS BOSS PANEL (additions) ===================== */
.goddess-boss-panel {
display: flex;
flex-direction: column;
gap: 1.5rem;
}
.boss-card.boss-available {
border-color: var(--colour-accent);
}
.boss-card.boss-locked {
opacity: 0.45;
}
.consecration-requirement {
color: var(--colour-warning);
font-size: 0.8rem;
margin-top: 0.25rem;
}
.exploration-zone-locked-hint {
color: var(--colour-text-muted);
font-size: 0.85rem;
padding: 0.5rem 0;
}
/* ===================== GODDESS QUEST PANEL (additions) ===================== */
.goddess-quests-panel {
display: flex;
flex-direction: column;
gap: 1.5rem;
}
.zone-filter-buttons {
display: flex;
flex-wrap: wrap;
gap: 0.5rem;
}
.zone-filter-button {
background: transparent;
border: 1px solid var(--colour-border);
border-radius: var(--radius);
color: var(--colour-text-muted);
cursor: pointer;
font-size: 0.85rem;
padding: 0.3rem 0.75rem;
transition: all 0.15s;
}
.zone-filter-button:hover:not(:disabled) {
background: var(--colour-surface-2);
color: var(--colour-text);
}
.zone-filter-button.active {
background: var(--colour-accent);
border-color: var(--colour-accent-light);
color: #fff;
}
.zone-filter-button.zone-locked {
cursor: not-allowed;
opacity: 0.45;
}
.zone-info {
display: flex;
flex-direction: column;
gap: 0.5rem;
}
.zone-progress {
color: var(--colour-text-muted);
font-size: 0.85rem;
}
.zone-locked-notice {
background: var(--colour-surface-2);
border-radius: var(--radius);
color: var(--colour-text-muted);
font-size: 0.85rem;
padding: 0.75rem 1rem;
}
.quest-card.quest-locked {
opacity: 0.45;
}
.quest-card.quest-available {
border-color: var(--colour-accent);
}
.quest-action {
margin-top: auto;
}
/* ===================== DISCIPLES PANEL ===================== */
.disciples-panel {
display: flex;
flex-direction: column;
gap: 1.5rem;
}
.disciples-balance {
display: flex;
flex-wrap: wrap;
gap: 1rem;
}
.disciples-list {
display: flex;
flex-direction: column;
gap: 0.75rem;
}
.disciple-card {
background: var(--colour-surface);
border: 1px solid var(--colour-border);
border-radius: var(--radius-lg);
display: flex;
flex-direction: column;
gap: 0.75rem;
padding: 1rem;
}
.disciple-card.disciple-locked {
opacity: 0.45;
}
.disciple-header {
align-items: center;
display: flex;
gap: 0.75rem;
}
.disciple-title {
flex: 1;
font-size: 1rem;
font-weight: 600;
}
.disciple-class {
background: rgba(124, 58, 237, 0.2);
border-radius: 999px;
color: var(--colour-accent-light);
font-size: 0.75rem;
font-weight: 600;
padding: 0.15rem 0.6rem;
}
.disciple-count {
color: var(--colour-gold);
font-size: 0.9rem;
font-weight: 600;
}
.disciple-income {
display: flex;
flex-wrap: wrap;
gap: 0.5rem;
}
.income-tag {
background: rgba(16, 185, 129, 0.1);
border-radius: 999px;
color: var(--colour-success);
font-size: 0.75rem;
padding: 0.15rem 0.6rem;
}
.combat-power-tag {
background: rgba(239, 68, 68, 0.1);
border-radius: 999px;
color: var(--colour-error);
font-size: 0.75rem;
padding: 0.15rem 0.6rem;
}
.disciple-cost {
align-items: center;
display: flex;
flex-wrap: wrap;
gap: 0.75rem;
}
.cost-label {
color: var(--colour-text-muted);
font-size: 0.85rem;
}
.buy-disciple-button {
font-size: 0.85rem;
padding: 0.35rem 0.9rem;
}
.disciple-badge {
border-radius: 999px;
font-size: 0.75rem;
font-weight: 600;
padding: 0.15rem 0.6rem;
}
.disciple-badge.locked {
background: var(--colour-surface-2);
color: var(--colour-text-muted);
}
/* ===================== GODDESS EQUIPMENT PANEL ===================== */
.goddess-equipment-panel {
display: flex;
flex-direction: column;
gap: 1.5rem;
}
.equipment-tabs {
display: flex;
flex-wrap: wrap;
gap: 0.5rem;
}
.tab-btn {
background: transparent;
border: 1px solid var(--colour-border);
border-radius: var(--radius);
color: var(--colour-text-muted);
cursor: pointer;
font-size: 0.85rem;
padding: 0.3rem 0.75rem;
transition: all 0.15s;
}
.tab-btn:hover {
background: var(--colour-surface-2);
color: var(--colour-text);
}
.tab-btn.active {
background: var(--colour-accent);
border-color: var(--colour-accent-light);
color: #fff;
}
.equipment-grid {
display: grid;
gap: 0.75rem;
grid-template-columns: repeat(auto-fill, minmax(260px, 1fr));
}
.goddess-equipment-card {
background: var(--colour-surface);
border: 2px solid var(--colour-border);
border-radius: var(--radius-lg);
display: flex;
flex-direction: column;
gap: 0.5rem;
padding: 0.9rem;
}
.goddess-equipment-card.equipped {
border-color: var(--colour-gold);
box-shadow: 0 0 10px rgba(245, 200, 66, 0.2);
}
.goddess-equipment-card.owned {
border-color: var(--colour-accent);
}
.goddess-equipment-card.locked {
opacity: 0.55;
}
.goddess-equipment-card.rarity-common {
border-color: #9e9e9e;
}
.goddess-equipment-card.rarity-rare {
border-color: #2196f3;
}
.goddess-equipment-card.rarity-epic {
border-color: #9c27b0;
}
.goddess-equipment-card.rarity-legendary {
border-color: #ff9800;
box-shadow: 0 0 8px rgba(255, 152, 0, 0.2);
}
.equipment-card-header {
align-items: center;
display: flex;
gap: 0.5rem;
}
.equipment-type-icon {
font-size: 1.25rem;
}
.equipment-name {
flex: 1;
font-size: 0.95rem;
font-weight: 600;
}
.equipment-rarity-badge {
font-size: 0.75rem;
font-weight: 600;
}
.equipment-description {
color: var(--colour-text-muted);
font-size: 0.8rem;
line-height: 1.4;
}
.equipment-bonus {
color: var(--colour-success);
font-size: 0.8rem;
font-weight: 500;
}
.equipment-set {
color: var(--colour-gold);
font-size: 0.75rem;
}
.equipment-card-actions {
display: flex;
flex-wrap: wrap;
gap: 0.5rem;
margin-top: 0.25rem;
}
.equipment-equipped-badge {
background: rgba(16, 185, 129, 0.15);
border-radius: 999px;
color: var(--colour-success);
font-size: 0.8rem;
font-weight: 600;
padding: 0.2rem 0.7rem;
}
.equipment-drop-hint {
color: var(--colour-text-muted);
font-size: 0.8rem;
}
.btn-equip,
.btn-buy {
background: var(--colour-accent);
border: none;
border-radius: var(--radius);
color: #fff;
cursor: pointer;
font-size: 0.82rem;
font-weight: 600;
padding: 0.3rem 0.8rem;
transition: background 0.15s;
}
.btn-equip:hover,
.btn-buy:hover:not(:disabled) {
background: var(--colour-accent-light);
}
.btn-buy:disabled {
cursor: not-allowed;
opacity: 0.45;
}
/* ===================== GODDESS UPGRADES PANEL ===================== */
.goddess-upgrades-panel {
display: flex;
flex-direction: column;
gap: 1.5rem;
}
.panel-resource-bar {
background: var(--colour-surface-2);
border-radius: var(--radius);
display: flex;
flex-wrap: wrap;
gap: 1rem;
padding: 0.6rem 1rem;
}
.panel-resource-bar .resource-item {
color: var(--colour-text);
font-size: 0.9rem;
}
.upgrades-section {
display: flex;
flex-direction: column;
gap: 0.75rem;
}
.section-heading {
color: var(--colour-text-muted);
font-size: 0.85rem;
font-weight: 600;
letter-spacing: 0.05em;
text-transform: uppercase;
}
.upgrades-grid {
display: grid;
gap: 0.75rem;
grid-template-columns: repeat(auto-fill, minmax(260px, 1fr));
}
.goddess-upgrade-card {
background: var(--colour-surface);
border: 1px solid var(--colour-border);
border-radius: var(--radius-lg);
display: flex;
flex-direction: column;
gap: 0.5rem;
padding: 0.9rem;
}
.goddess-upgrade-card.purchased {
border-color: var(--colour-success);
opacity: 0.75;
}
.goddess-upgrade-card.available {
border-color: var(--colour-accent);
}
.goddess-upgrade-card.locked {
opacity: 0.45;
}
.goddess-upgrade-card.cannot-afford {
border-color: var(--colour-border);
opacity: 0.8;
}
.upgrade-card-header {
align-items: center;
display: flex;
gap: 0.5rem;
}
.upgrade-name {
flex: 1;
font-size: 0.95rem;
font-weight: 600;
}
.upgrade-target-badge {
background: var(--colour-surface-2);
border-radius: 999px;
color: var(--colour-text-muted);
font-size: 0.7rem;
font-weight: 600;
padding: 0.15rem 0.55rem;
text-transform: uppercase;
}
.upgrade-description {
color: var(--colour-text-muted);
font-size: 0.82rem;
line-height: 1.4;
}
.upgrade-effect {
color: var(--colour-success);
font-size: 0.82rem;
font-weight: 500;
}
.upgrade-disciple {
color: var(--colour-accent-light);
font-size: 0.78rem;
}
/* ===================== GODDESS CONSECRATION / ENLIGHTENMENT ===================== */
.consecration-panel,
.enlightenment-panel {
display: flex;
flex-direction: column;
gap: 1.5rem;
}
.consecration-toast,
.enlightenment-toast {
background: var(--colour-surface-2);
border-left: 4px solid var(--colour-accent);
border-radius: var(--radius);
color: var(--colour-text);
padding: 0.75rem 1rem;
}
/* ===================== GODDESS ACHIEVEMENTS PANEL ===================== */
.goddess-achievements-panel,
.achievement-panel {
display: flex;
flex-direction: column;
gap: 1.5rem;
}
.achievement-progress-label {
color: var(--colour-text-muted);
font-size: 0.85rem;
}
+79
View File
@@ -49,12 +49,22 @@ export type {
AuthResponse, AuthResponse,
BossChallengeRequest, BossChallengeRequest,
BossChallengeResponse, BossChallengeResponse,
BuyConsecrationUpgradeRequest,
BuyConsecrationUpgradeResponse,
BuyEchoUpgradeRequest, BuyEchoUpgradeRequest,
BuyEchoUpgradeResponse, BuyEchoUpgradeResponse,
BuyEnlightenmentUpgradeRequest,
BuyEnlightenmentUpgradeResponse,
BuyGoddessUpgradeRequest,
BuyGoddessUpgradeResponse,
BuyPrestigeUpgradeRequest, BuyPrestigeUpgradeRequest,
BuyPrestigeUpgradeResponse, BuyPrestigeUpgradeResponse,
ConsecrationRequest,
ConsecrationResponse,
CraftRecipeRequest, CraftRecipeRequest,
CraftRecipeResponse, CraftRecipeResponse,
EnlightenmentRequest,
EnlightenmentResponse,
ExploreClaimableResponse, ExploreClaimableResponse,
ExploreCollectEventResult, ExploreCollectEventResult,
ExploreCollectRequest, ExploreCollectRequest,
@@ -63,6 +73,16 @@ export type {
ExploreStartResponse, ExploreStartResponse,
ForceUnlocksResponse, ForceUnlocksResponse,
GiteaRelease, GiteaRelease,
GoddessBossChallengeRequest,
GoddessBossChallengeResponse,
GoddessCraftRequest,
GoddessCraftResponse,
GoddessExploreClaimableResponse,
GoddessExploreCollectEventResult,
GoddessExploreCollectRequest,
GoddessExploreCollectResponse,
GoddessExploreStartRequest,
GoddessExploreStartResponse,
LeaderboardCategory, LeaderboardCategory,
LeaderboardEntry, LeaderboardEntry,
LeaderboardResponse, LeaderboardResponse,
@@ -97,6 +117,65 @@ export type {
} from "./interfaces/equipmentSet.js"; } from "./interfaces/equipmentSet.js";
export { computeSetBonuses } from "./interfaces/equipmentSet.js"; export { computeSetBonuses } from "./interfaces/equipmentSet.js";
export type { GameState } from "./interfaces/gameState.js"; export type { GameState } from "./interfaces/gameState.js";
export type {
GoddessAchievement,
GoddessAchievementCondition,
GoddessAchievementConditionType,
GoddessAchievementReward,
} from "./interfaces/goddessAchievement.js";
export type {
GoddessBoss,
GoddessBossStatus,
} from "./interfaces/goddessBoss.js";
export type {
ConsecrationData,
ConsecrationUpgrade,
ConsecrationUpgradeCategory,
} from "./interfaces/goddessConsecration.js";
export type {
GoddessDisciple,
GoddessDiscipleClass,
} from "./interfaces/goddessDisciple.js";
export type {
EnlightenmentData,
EnlightenmentUpgrade,
EnlightenmentUpgradeCategory,
} from "./interfaces/goddessEnlightenment.js";
export type {
GoddessEquipment,
GoddessEquipmentBonus,
GoddessEquipmentRarity,
GoddessEquipmentType,
} from "./interfaces/goddessEquipment.js";
export type {
GoddessExplorationArea,
GoddessExplorationAreaState,
GoddessExplorationEvent,
GoddessExplorationEventEffect,
GoddessExplorationEventEffectType,
GoddessExplorationMaterialDrop,
GoddessExplorationState,
} from "./interfaces/goddessExploration.js";
export type {
GoddessQuest,
GoddessQuestReward,
GoddessQuestRewardType,
GoddessQuestStatus,
} from "./interfaces/goddessQuest.js";
export type {
GoddessEquipmentSet,
GoddessEquipmentSetBonus,
} from "./interfaces/goddessEquipmentSet.js";
export { computeGoddessSetBonuses } from "./interfaces/goddessEquipmentSet.js";
export type { GoddessState } from "./interfaces/goddessState.js";
export type {
GoddessUpgrade,
GoddessUpgradeTarget,
} from "./interfaces/goddessUpgrade.js";
export type {
GoddessZone,
GoddessZoneStatus,
} from "./interfaces/goddessZone.js";
export type { Player } from "./interfaces/player.js"; export type { Player } from "./interfaces/player.js";
export type { PrestigeData } from "./interfaces/prestige.js"; export type { PrestigeData } from "./interfaces/prestige.js";
export type { export type {
+204
View File
@@ -564,12 +564,196 @@ interface SyncNewContentResponse {
*/ */
zonesPatched: number; zonesPatched: number;
/**
* Number of goddess achievements added to the save.
*/
goddessAchievementsAdded: number;
/**
* Number of goddess bosses added to the save.
*/
goddessBossesAdded: number;
/**
* Number of goddess disciples added to the save.
*/
goddessDiscipesAdded: number;
/**
* Number of goddess equipment items added to the save.
*/
goddessEquipmentAdded: number;
/**
* Number of goddess exploration areas added to the save.
*/
goddessExplorationAreasAdded: number;
/**
* Number of goddess quests added to the save.
*/
goddessQuestsAdded: number;
/**
* Number of goddess upgrades added to the save.
*/
goddessUpgradesAdded: number;
/**
* Number of goddess zones added to the save.
*/
goddessZonesAdded: number;
/** /**
* HMAC-SHA256 signature of the updated state for anti-cheat chain continuity. * HMAC-SHA256 signature of the updated state for anti-cheat chain continuity.
*/ */
signature?: string; signature?: string;
} }
interface GoddessBossChallengeRequest {
bossId: string;
}
interface GoddessBossChallengeResponse {
won: boolean;
partyDPS: number;
bossDPS: number;
bossHpBefore: number;
bossMaxHp: number;
bossHpAtBattleEnd: number;
bossNewHp: number;
partyMaxHp: number;
partyHpRemaining: number;
rewards?: {
prayers: number;
divinity: number;
stardust: number;
upgradeIds: Array<string>;
equipmentIds: Array<string>;
/**
* One-time divinity bounty awarded for defeating this boss for the very first time.
*/
bountyDivinity: number;
};
casualties?: Array<{
discipleId: string;
killed: number;
}>;
/**
* HMAC-SHA256 signature of the updated state for anti-cheat chain continuity.
*/
signature?: string;
}
type ConsecrationRequest = Record<string, never>;
interface ConsecrationResponse {
/**
* Divinity earned from this consecration.
*/
divinityEarned: number;
// eslint-disable-next-line unicorn/no-keyword-prefix -- API response field name required by client
newConsecrationCount: number;
}
interface BuyConsecrationUpgradeRequest {
upgradeId: string;
}
interface BuyConsecrationUpgradeResponse {
divinityRemaining: number;
purchasedUpgradeIds: Array<string>;
divinityPrayersMultiplier: number;
divinityDisciplesMultiplier: number;
divinityCombatMultiplier: number;
}
type EnlightenmentRequest = Record<string, never>;
interface EnlightenmentResponse {
/**
* Stardust earned from this enlightenment.
*/
stardustEarned: number;
// eslint-disable-next-line unicorn/no-keyword-prefix -- API response field name required by client
newEnlightenmentCount: number;
}
interface BuyEnlightenmentUpgradeRequest {
upgradeId: string;
}
interface BuyEnlightenmentUpgradeResponse {
stardustRemaining: number;
purchasedUpgradeIds: Array<string>;
stardustPrayersMultiplier: number;
stardustCombatMultiplier: number;
stardustConsecrationThresholdMultiplier: number;
stardustConsecrationDivinityMultiplier: number;
stardustMetaMultiplier: number;
}
interface BuyGoddessUpgradeRequest {
upgradeId: string;
}
interface BuyGoddessUpgradeResponse {
prayersRemaining: number;
divinityRemaining: number;
stardustRemaining: number;
}
interface GoddessCraftRequest {
recipeId: string;
}
interface GoddessCraftResponse {
recipeId: string;
bonusType: string;
bonusValue: number;
craftedPrayersMultiplier: number;
craftedDivinityMultiplier: number;
craftedCombatMultiplier: number;
materials: Array<{ materialId: string; quantity: number }>;
}
interface GoddessExploreStartRequest {
areaId: string;
}
interface GoddessExploreStartResponse {
areaId: string;
endsAt: number;
}
interface GoddessExploreCollectRequest {
areaId: string;
}
interface GoddessExploreCollectEventResult {
text: string;
prayersChange: number;
discipleLostCount: number;
materialGained: { materialId: string; quantity: number } | null;
}
interface GoddessExploreCollectResponse {
foundNothing: boolean;
nothingMessage?: string;
materialsFound: Array<{ materialId: string; quantity: number }>;
event: GoddessExploreCollectEventResult | null;
}
interface GoddessExploreClaimableResponse {
claimable: boolean;
}
export type { export type {
AboutResponse, AboutResponse,
ApiError, ApiError,
@@ -578,12 +762,22 @@ export type {
AuthResponse, AuthResponse,
BossChallengeRequest, BossChallengeRequest,
BossChallengeResponse, BossChallengeResponse,
BuyConsecrationUpgradeRequest,
BuyConsecrationUpgradeResponse,
BuyEchoUpgradeRequest, BuyEchoUpgradeRequest,
BuyEchoUpgradeResponse, BuyEchoUpgradeResponse,
BuyEnlightenmentUpgradeRequest,
BuyEnlightenmentUpgradeResponse,
BuyGoddessUpgradeRequest,
BuyGoddessUpgradeResponse,
BuyPrestigeUpgradeRequest, BuyPrestigeUpgradeRequest,
BuyPrestigeUpgradeResponse, BuyPrestigeUpgradeResponse,
ConsecrationRequest,
ConsecrationResponse,
CraftRecipeRequest, CraftRecipeRequest,
CraftRecipeResponse, CraftRecipeResponse,
EnlightenmentRequest,
EnlightenmentResponse,
ExploreClaimableResponse, ExploreClaimableResponse,
ExploreCollectEventResult, ExploreCollectEventResult,
ExploreCollectRequest, ExploreCollectRequest,
@@ -592,6 +786,16 @@ export type {
ExploreStartResponse, ExploreStartResponse,
ForceUnlocksResponse, ForceUnlocksResponse,
GiteaRelease, GiteaRelease,
GoddessBossChallengeRequest,
GoddessBossChallengeResponse,
GoddessCraftRequest,
GoddessCraftResponse,
GoddessExploreClaimableResponse,
GoddessExploreCollectEventResult,
GoddessExploreCollectRequest,
GoddessExploreCollectResponse,
GoddessExploreStartRequest,
GoddessExploreStartResponse,
LeaderboardCategory, LeaderboardCategory,
LeaderboardEntry, LeaderboardEntry,
LeaderboardResponse, LeaderboardResponse,
@@ -13,6 +13,7 @@ import type { CompanionState } from "./companion.js";
import type { DailyChallengeState } from "./dailyChallenge.js"; import type { DailyChallengeState } from "./dailyChallenge.js";
import type { Equipment } from "./equipment.js"; import type { Equipment } from "./equipment.js";
import type { ExplorationState } from "./exploration.js"; import type { ExplorationState } from "./exploration.js";
import type { GoddessState } from "./goddessState.js";
import type { Player } from "./player.js"; import type { Player } from "./player.js";
import type { PrestigeData } from "./prestige.js"; import type { PrestigeData } from "./prestige.js";
import type { Quest } from "./quest.js"; import type { Quest } from "./quest.js";
@@ -94,6 +95,11 @@ interface GameState {
*/ */
story?: StoryState; story?: StoryState;
/**
* Goddess expansion state optional for backwards compatibility with pre-goddess saves.
*/
goddess?: GoddessState;
/** /**
* Schema version used to detect saves from older game versions. * Schema version used to detect saves from older game versions.
*/ */
@@ -0,0 +1,45 @@
/**
* @file Goddess Achievement types for the Elysium game.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
type GoddessAchievementConditionType =
| "totalPrayersEarned"
| "goddessBossesDefeated"
| "goddessQuestsCompleted"
| "discipleTotal"
| "consecrationCount"
| "goddessEquipmentOwned";
interface GoddessAchievementCondition {
type: GoddessAchievementConditionType;
amount: number;
}
interface GoddessAchievementReward {
divinity?: number;
stardust?: number;
}
interface GoddessAchievement {
id: string;
name: string;
description: string;
icon: string;
condition: GoddessAchievementCondition;
reward?: GoddessAchievementReward;
/**
* Unix timestamp when unlocked, null if not yet unlocked.
*/
unlockedAt: number | null;
}
export type {
GoddessAchievement,
GoddessAchievementCondition,
GoddessAchievementConditionType,
GoddessAchievementReward,
};
@@ -0,0 +1,69 @@
/**
* @file Goddess Boss types for the Elysium game.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
type GoddessBossStatus = "locked" | "available" | "in_progress" | "defeated";
interface GoddessBoss {
id: string;
name: string;
description: string;
status: GoddessBossStatus;
maxHp: number;
currentHp: number;
/**
* Damage dealt to disciples per second whilst the fight is active.
*/
damagePerSecond: number;
/**
* Prayers reward on defeat.
*/
prayersReward: number;
/**
* Divinity reward on defeat.
*/
divinityReward: number;
/**
* Stardust reward on defeat.
*/
stardustReward: number;
/**
* IDs of goddess upgrades unlocked on defeat.
*/
upgradeRewards: Array<string>;
/**
* IDs of goddess equipment items granted on defeat.
*/
equipmentRewards: Array<string>;
/**
* Minimum consecration level required to access this boss.
*/
consecrationRequirement: number;
/**
* Goddess zone this boss belongs to.
*/
zoneId: string;
/**
* One-time divinity bounty awarded on first-ever defeat.
*/
bountyDivinity: number;
/**
* Whether the first-kill divinity bounty has already been claimed.
*/
bountyDivinityClaimed?: boolean;
}
export type { GoddessBoss, GoddessBossStatus };
@@ -0,0 +1,75 @@
/**
* @file Goddess Consecration (prestige) types for the Elysium game.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
type ConsecrationUpgradeCategory =
| "prayers"
| "disciples"
| "combat"
| "divinity"
| "utility";
interface ConsecrationUpgrade {
id: string;
name: string;
description: string;
category: ConsecrationUpgradeCategory;
divinityCost: number;
/**
* Multiplier applied when this upgrade is purchased.
*/
multiplier: number;
}
interface ConsecrationData {
/**
* Number of times the player has consecrated (goddess prestige).
*/
count: number;
/**
* Divinity carried over between consecrations.
*/
divinity: number;
/**
* Multiplier applied to all prayers/s production (based on consecration count).
*/
productionMultiplier: number;
/**
* IDs of consecration upgrades purchased with divinity.
*/
purchasedUpgradeIds: Array<string>;
/**
* Unix timestamp of last consecration.
*/
lastConsecratedAt?: number;
/**
* Pre-computed multiplier from "prayers" divinity upgrades.
*/
divinityPrayersMultiplier?: number;
/**
* Pre-computed multiplier from "disciples" divinity upgrades.
*/
divinityDisciplesMultiplier?: number;
/**
* Pre-computed multiplier from "combat" divinity upgrades.
*/
divinityCombatMultiplier?: number;
}
export type {
ConsecrationData,
ConsecrationUpgrade,
ConsecrationUpgradeCategory,
};
@@ -0,0 +1,46 @@
/**
* @file Goddess Disciple types for the Elysium game.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
type GoddessDiscipleClass =
| "oracle"
| "seraph"
| "invoker"
| "templar"
| "warden"
| "herald";
interface GoddessDisciple {
id: string;
name: string;
class: GoddessDiscipleClass;
level: number;
/**
* Base cost for the first purchase of this tier (scales by 1.15× per count).
* Paid in prayers.
*/
baseCost: number;
/**
* Base prayers generated per second.
*/
prayersPerSecond: number;
/**
* Base divinity generated per second.
*/
divinityPerSecond: number;
/**
* Combat power per unit used in goddess boss battle simulation.
*/
combatPower: number;
count: number;
unlocked: boolean;
}
export type { GoddessDisciple, GoddessDiscipleClass };
@@ -0,0 +1,79 @@
/**
* @file Goddess Enlightenment (transcendence) types for the Elysium game.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
type EnlightenmentUpgradeCategory =
| "prayers"
| "combat"
| "consecration_threshold"
| "consecration_divinity"
| "stardust_meta";
interface EnlightenmentUpgrade {
id: string;
name: string;
description: string;
category: EnlightenmentUpgradeCategory;
/**
* Stardust cost to purchase.
*/
cost: number;
/**
* Multiplicative effect of this upgrade.
*/
multiplier: number;
}
interface EnlightenmentData {
/**
* Number of times the player has achieved Enlightenment.
*/
count: number;
/**
* Stardust accumulated across all enlightenments.
*/
stardust: number;
/**
* IDs of stardust upgrades purchased.
*/
purchasedUpgradeIds: Array<string>;
/**
* Pre-computed: multiplier applied to all passive prayers income.
*/
stardustPrayersMultiplier: number;
/**
* Pre-computed: multiplier applied to disciple DPS in goddess boss fights.
*/
stardustCombatMultiplier: number;
/**
* Pre-computed: multiplier applied to the consecration prayers threshold (< 1 lowers requirement).
*/
stardustConsecrationThresholdMultiplier: number;
/**
* Pre-computed: multiplier applied to divinity earned per consecration.
*/
stardustConsecrationDivinityMultiplier: number;
/**
* Pre-computed: multiplier applied to stardust yield on future enlightenments.
*/
stardustMetaMultiplier: number;
}
export type {
EnlightenmentData,
EnlightenmentUpgrade,
EnlightenmentUpgradeCategory,
};
@@ -0,0 +1,64 @@
/**
* @file Goddess Equipment types for the Elysium game.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
type GoddessEquipmentType = "relic" | "vestment" | "sigil";
type GoddessEquipmentRarity = "common" | "rare" | "epic" | "legendary";
interface GoddessEquipmentBonus {
/**
* Multiplier applied to all prayers/s income (e.g. 1.1 = +10%).
*/
prayersMultiplier?: number;
/**
* Multiplier applied to all disciple combat power (e.g. 1.25 = +25%).
*/
combatMultiplier?: number;
/**
* Multiplier applied to divinity earned per consecration (e.g. 1.5 = +50%).
*/
divinityMultiplier?: number;
}
interface GoddessEquipment {
id: string;
name: string;
description: string;
type: GoddessEquipmentType;
rarity: GoddessEquipmentRarity;
bonus: GoddessEquipmentBonus;
/**
* Whether the player has acquired this item.
*/
owned: boolean;
/**
* Whether this item is currently equipped (only one per type can be equipped).
*/
equipped: boolean;
/**
* If set, this item can be purchased directly rather than obtained via goddess boss drops.
*/
cost?: { prayers: number; divinity: number; stardust: number };
/**
* Goddess equipment set this item belongs to, if any.
*/
setId?: string;
}
export type {
GoddessEquipment,
GoddessEquipmentBonus,
GoddessEquipmentRarity,
GoddessEquipmentType,
};
@@ -0,0 +1,69 @@
/**
* @file Goddess Equipment Set types for the Elysium game.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
interface GoddessEquipmentSetBonus {
combatMultiplier?: number;
divinityMultiplier?: number;
prayersMultiplier?: number;
}
interface GoddessEquipmentSet {
id: string;
name: string;
description: string;
/**
* Goddess equipment IDs that make up this set.
*/
pieces: Array<string>;
bonuses: {
// eslint-disable-next-line @typescript-eslint/naming-convention -- numeric keys
2: GoddessEquipmentSetBonus;
// eslint-disable-next-line @typescript-eslint/naming-convention -- numeric keys
3: GoddessEquipmentSetBonus;
};
}
/**
* Given a list of equipped goddess item IDs and a set catalogue, returns the
* combined multiplicative bonuses granted by all active set bonuses.
* @param equippedItemIds - The IDs of goddess items currently equipped.
* @param sets - The full catalogue of goddess equipment sets to evaluate against.
* @returns The combined prayers, combat, and divinity multipliers from active set bonuses.
*/
const computeGoddessSetBonuses = (
equippedItemIds: Array<string>,
sets: Array<GoddessEquipmentSet>,
): {
combatMultiplier: number;
divinityMultiplier: number;
prayersMultiplier: number;
} => {
let prayersMultiplier = 1;
let combatMultiplier = 1;
let divinityMultiplier = 1;
for (const set of sets) {
const count = set.pieces.filter((id) => {
return equippedItemIds.includes(id);
}).length;
for (const threshold of [ 2, 3 ] as const) {
if (count >= threshold) {
const bonus = set.bonuses[threshold];
prayersMultiplier = prayersMultiplier * (bonus.prayersMultiplier ?? 1);
combatMultiplier = combatMultiplier * (bonus.combatMultiplier ?? 1);
divinityMultiplier
= divinityMultiplier * (bonus.divinityMultiplier ?? 1);
}
}
}
return { combatMultiplier, divinityMultiplier, prayersMultiplier };
};
export type { GoddessEquipmentSet, GoddessEquipmentSetBonus };
export { computeGoddessSetBonuses };
@@ -0,0 +1,123 @@
/**
* @file Goddess Exploration types for the Elysium game.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
type GoddessExplorationEventEffectType =
| "prayers_gain"
| "prayers_loss"
| "divinity_gain"
| "sacred_material_gain"
| "disciple_loss";
interface GoddessExplorationEventEffect {
type: GoddessExplorationEventEffectType;
/**
* Prayers amount for prayers_gain / prayers_loss.
*/
amount?: number;
/**
* Sacred material ID for sacred_material_gain.
*/
materialId?: string;
/**
* Quantity for sacred_material_gain.
*/
quantity?: number;
/**
* Fraction (01) of total disciples lost for disciple_loss.
*/
fraction?: number;
}
interface GoddessExplorationEvent {
id: string;
text: string;
effect: GoddessExplorationEventEffect;
}
interface GoddessExplorationMaterialDrop {
materialId: string;
minQuantity: number;
maxQuantity: number;
/**
* Relative probability weight higher = more likely.
*/
weight: number;
}
interface GoddessExplorationArea {
id: string;
name: string;
description: string;
zoneId: string;
durationSeconds: number;
possibleMaterials: Array<GoddessExplorationMaterialDrop>;
events: Array<GoddessExplorationEvent>;
}
interface GoddessExplorationAreaState {
id: string;
status: "locked" | "available" | "in_progress" | "completed";
/**
* Unix timestamp when exploration started (set when status becomes in_progress).
*/
startedAt?: number;
/**
* Unix timestamp when the exploration will complete.
*/
endsAt?: number;
/**
* True after the first successful collect used for codex unlock detection.
*/
completedOnce?: boolean;
}
interface GoddessExplorationState {
areas: Array<GoddessExplorationAreaState>;
/**
* Current sacred material inventory.
*/
materials: Array<{ materialId: string; quantity: number }>;
/**
* IDs of goddess crafting recipes that have been crafted (resets on consecration).
*/
craftedRecipeIds: Array<string>;
/**
* Pre-computed prayers income multiplier from all crafted goddess recipes.
*/
craftedPrayersMultiplier: number;
/**
* Pre-computed divinity income multiplier from all crafted goddess recipes.
*/
craftedDivinityMultiplier: number;
/**
* Pre-computed combat power multiplier from all crafted goddess recipes.
*/
craftedCombatMultiplier: number;
}
export type {
GoddessExplorationArea,
GoddessExplorationAreaState,
GoddessExplorationEvent,
GoddessExplorationEventEffect,
GoddessExplorationEventEffectType,
GoddessExplorationMaterialDrop,
GoddessExplorationState,
};
@@ -0,0 +1,71 @@
/**
* @file Goddess Quest types for the Elysium game.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
type GoddessQuestStatus = "locked" | "available" | "active" | "completed";
type GoddessQuestRewardType =
| "prayers"
| "divinity"
| "stardust"
| "upgrade"
| "disciple"
| "equipment";
interface GoddessQuestReward {
type: GoddessQuestRewardType;
amount?: number;
/**
* ID of the goddess upgrade or disciple to unlock (if applicable).
*/
targetId?: string;
}
interface GoddessQuest {
id: string;
name: string;
description: string;
status: GoddessQuestStatus;
/**
* Unix timestamp when quest was started (if active).
*/
startedAt?: number;
/**
* Duration in seconds.
*/
durationSeconds: number;
rewards: Array<GoddessQuestReward>;
/**
* IDs of goddess quests that must be completed before this one unlocks.
*/
prerequisiteIds: Array<string>;
/**
* Goddess zone this quest belongs to.
*/
zoneId: string;
/**
* Minimum disciple combat power required to start this quest.
*/
combatPowerRequired?: number;
/**
* Unix timestamp of the most recent failed attempt (if any).
*/
lastFailedAt?: number;
}
export type {
GoddessQuest,
GoddessQuestReward,
GoddessQuestRewardType,
GoddessQuestStatus,
};
@@ -0,0 +1,76 @@
/**
* @file Goddess expansion state types for the Elysium game.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
import type { GoddessAchievement } from "./goddessAchievement.js";
import type { GoddessBoss } from "./goddessBoss.js";
import type { ConsecrationData } from "./goddessConsecration.js";
import type { GoddessDisciple } from "./goddessDisciple.js";
import type { EnlightenmentData } from "./goddessEnlightenment.js";
import type { GoddessEquipment } from "./goddessEquipment.js";
import type { GoddessExplorationState } from "./goddessExploration.js";
import type { GoddessQuest } from "./goddessQuest.js";
import type { GoddessUpgrade } from "./goddessUpgrade.js";
import type { GoddessZone } from "./goddessZone.js";
interface GoddessState {
zones: Array<GoddessZone>;
bosses: Array<GoddessBoss>;
quests: Array<GoddessQuest>;
disciples: Array<GoddessDisciple>;
equipment: Array<GoddessEquipment>;
upgrades: Array<GoddessUpgrade>;
achievements: Array<GoddessAchievement>;
consecration: ConsecrationData;
enlightenment: EnlightenmentData;
exploration: GoddessExplorationState;
/**
* Total prayers earned in the current consecration run (resets on consecration).
*/
totalPrayersEarned: number;
/**
* Total prayers earned across all time (never resets used for achievements and unlock thresholds).
*/
lifetimePrayersEarned: number;
/**
* Total goddess bosses defeated across all time.
*/
lifetimeBossesDefeated: number;
/**
* Total goddess quests completed across all time.
*/
lifetimeQuestsCompleted: number;
/**
* Click power for the goddess realm (prayers per click, before upgrades).
*/
baseClickPower: number;
/**
* Unix timestamp of the last goddess-side client tick.
*/
lastTickAt: number;
/**
* When true, the tick engine automatically starts the highest-zone available goddess quest.
*/
autoQuest?: boolean;
/**
* When true, the tick engine automatically challenges the highest available goddess boss.
*/
autoBoss?: boolean;
/**
* When true, the tick engine automatically purchases the highest-tier affordable disciple.
*/
autoDisciple?: boolean;
}
export type { GoddessState };
@@ -0,0 +1,37 @@
/**
* @file Goddess Upgrade types for the Elysium game.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
type GoddessUpgradeTarget =
| "prayers"
| "disciple"
| "global"
| "consecration"
| "boss";
interface GoddessUpgrade {
id: string;
name: string;
description: string;
target: GoddessUpgradeTarget;
/**
* ID of the disciple this applies to (if target is "disciple").
*/
discipleId?: string;
/**
* Multiplier applied to the target's output.
*/
multiplier: number;
costPrayers: number;
costDivinity: number;
costStardust: number;
purchased: boolean;
unlocked: boolean;
}
export type { GoddessUpgrade, GoddessUpgradeTarget };
@@ -0,0 +1,28 @@
/**
* @file Goddess Zone types for the Elysium game.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
type GoddessZoneStatus = "locked" | "unlocked";
interface GoddessZone {
id: string;
name: string;
description: string;
emoji: string;
status: GoddessZoneStatus;
/**
* Goddess boss ID whose defeat is required to unlock this zone (null for the starter zone).
*/
unlockBossId: string | null;
/**
* Goddess quest ID that must be completed to unlock this zone (null for the starter zone).
*/
unlockQuestId: string | null;
}
export type { GoddessZone, GoddessZoneStatus };
@@ -10,6 +10,13 @@ interface Resource {
essence: number; essence: number;
crystals: number; crystals: number;
runestones: number; runestones: number;
/**
* Goddess expansion currencies optional for backwards compatibility with pre-goddess saves.
*/
prayers?: number;
divinity?: number;
stardust?: number;
} }
export type { Resource }; export type { Resource };