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feat: v1 prototype — core game systems #30
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Summary
This PR represents the full v1 prototype, implementing the core game systems for Elysium.
apps/apiandpackages/types)Closes
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✨ This issue was created with help from Hikari~ 🌸
Add syncError state to GameContext. forceSync now catches errors and displays them in the ResourceBar for 5 seconds, replacing the cloud save timestamp with '❌ Save failed'. Signature mismatches are also cleared from localStorage so the next save can proceed. Auto-save silently self-heals bad signatures without surfacing an error.- Add @types/node to API devDependencies - Create HonoEnv type and apply to all routers + auth middleware for proper context.get/set("discordId") typing - Use conditional spreads for exactOptionalPropertyTypes dailyChallenges in GameContext, tick engine, and prestige route - Use conditional spread for optional signature in SaveRequest calls - Add non-null assertions in shuffle/template index for noUncheckedIndexedAccess - Cast GameState to never for Prisma InputJsonValue fields - Exclude vite.config.ts from web tsconfig (it runs in Node context)- 22 chapters across the full game arc (18 zone bosses + 4 milestones) - Choice-based narrative with {characterName} dynamic substitution - Story progress (unlocked + completed chapters) is permanent across all resets - Server-side anti-cheat: chapters/choices can only accumulate, never be removed - Tab badge and lower-right toast notifications for newly unlocked chapters - Story choices displayed on the Character Sheet and Character Page - How to Play entry added to About panel