feat: v1 prototype — core game systems #30

Merged
naomi merged 84 commits from feat/prototype into main 2026-03-08 15:53:39 -07:00
15 changed files with 462 additions and 8 deletions
Showing only changes of commit aaeece1a18 - Show all commits
+4 -4
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@@ -10,7 +10,7 @@ A running list of planned features and content additions. Strike through items a
- [ ] **Second prestige layer (Transcendence)** — Unlocked after ~10 prestiges. Sacrifice all runestones for a new currency ("Echoes"?). Echoes are permanent account-wide currency that persist across prestiges. Has its own upgrade tree with truly game-changing bonuses. Gives endgame players a long-term goal.
- [ ] **Daily challenges** — Three rotating objectives each day (e.g. kill X boss, earn X gold this run, complete X quests). Reward bonus runestones. Encourages daily logins even when idling comfortably.
- [x] **Daily challenges** — Three rotating objectives each day (e.g. kill X boss, earn X gold this run, complete X quests). Reward bonus crystals. Encourages daily logins even when idling comfortably.
- [ ] **Boss first-kill bounties** — Defeating a boss for the very first time grants a one-time runestone bonus. Rewards exploration and makes conquering a new zone feel extra satisfying.
@@ -30,7 +30,7 @@ A running list of planned features and content additions. Strike through items a
## 📊 UI / Statistics
- [ ] **Statistics panel** — All-time totals: gold earned across all runs, total prestiges, bosses defeated, quests completed, time played. Idle game players love seeing big numbers about their big numbers.
- [x] **Statistics panel** — All-time totals: gold earned across all runs, total prestiges, bosses defeated, quests completed, time played. Idle game players love seeing big numbers about their big numbers.
- [ ] **Last cloud save date + Force cloud save button** — Display when the last cloud save occurred (always visible, e.g. in the ResourceBar). Include a manual "Force Save" button for peace of mind.
@@ -39,8 +39,8 @@ A running list of planned features and content additions. Strike through items a
## 💜 Priority Order (Suggested)
1. ~~Offline earnings~~
2. Statistics panel (low effort, high satisfaction)
3. Daily challenges (retention driver)
2. ~~Statistics panel~~
3. ~~Daily challenges~~
4. Boss first-kill bounties (easy content win)
5. Milestone prestige bonuses (easy content win)
6. Equipment set bonuses (medium effort)
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@@ -0,0 +1,25 @@
import type { DailyChallengeType } from "@elysium/types";
interface DailyChallengeTemplate {
type: DailyChallengeType;
label: string;
target: number;
rewardCrystals: number;
}
export const DAILY_CHALLENGE_TEMPLATES: DailyChallengeTemplate[] = [
// Clicks — always requires active play
{ type: "clicks", label: "Click 500 times", target: 500, rewardCrystals: 50 },
{ type: "clicks", label: "Click 1,000 times", target: 1_000, rewardCrystals: 100 },
{ type: "clicks", label: "Click 5,000 times", target: 5_000, rewardCrystals: 300 },
// Boss defeats — requires active combat
{ type: "bossesDefeated", label: "Defeat 1 boss", target: 1, rewardCrystals: 75 },
{ type: "bossesDefeated", label: "Defeat 3 bosses", target: 3, rewardCrystals: 200 },
{ type: "bossesDefeated", label: "Defeat 5 bosses", target: 5, rewardCrystals: 400 },
// Quest completions — requires starting quests
{ type: "questsCompleted", label: "Complete 3 quests", target: 3, rewardCrystals: 100 },
{ type: "questsCompleted", label: "Complete 5 quests", target: 5, rewardCrystals: 200 },
{ type: "questsCompleted", label: "Complete 10 quests", target: 10, rewardCrystals: 400 },
// Prestige — the big one
{ type: "prestige", label: "Prestige once", target: 1, rewardCrystals: 750 },
];
+12
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@@ -2,6 +2,7 @@ import type { BossChallengeResponse, GameState } from "@elysium/types";
import { Hono } from "hono";
import { prisma } from "../db/client.js";
import { authMiddleware } from "../middleware/auth.js";
import { updateChallengeProgress } from "../services/dailyChallenges.js";
export const bossRouter = new Hono();
@@ -173,6 +174,17 @@ bossRouter.post("/challenge", async (context) => {
}
}
// Update daily boss challenge progress
if (state.dailyChallenges) {
const { updatedChallenges, crystalsAwarded } = updateChallengeProgress(
state.dailyChallenges,
"bossesDefeated",
1,
);
state.dailyChallenges = updatedChallenges;
state.resources.crystals += crystalsAwarded;
}
rewards = {
gold: boss.goldReward,
essence: boss.essenceReward,
+4
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@@ -6,6 +6,7 @@ import { DEFAULT_ACHIEVEMENTS } from "../data/achievements.js";
import { DEFAULT_ADVENTURERS } from "../data/adventurers.js";
import { DEFAULT_EQUIPMENT } from "../data/equipment.js";
import { authMiddleware } from "../middleware/auth.js";
import { getOrResetDailyChallenges } from "../services/dailyChallenges.js";
import { calculateOfflineEarnings } from "../services/offlineProgress.js";
const RESOURCE_CAP = 1e300;
@@ -327,6 +328,9 @@ gameRouter.get("/load", async (context) => {
state.resources.essence += offlineEssence;
}
// Generate or reset daily challenges if a new day has begun
state.dailyChallenges = getOrResetDailyChallenges(state);
state.lastTickAt = now;
if (needsBackfill || offlineGold > 0 || offlineEssence > 0) {
+21 -1
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@@ -3,6 +3,7 @@ import { Hono } from "hono";
import { prisma } from "../db/client.js";
import { authMiddleware } from "../middleware/auth.js";
import { DEFAULT_PRESTIGE_UPGRADES } from "../data/prestigeUpgrades.js";
import { updateChallengeProgress } from "../services/dailyChallenges.js";
import {
buildPostPrestigeState,
computeRunestoneMultipliers,
@@ -37,15 +38,34 @@ prestigeRouter.post("/", async (context) => {
);
}
// Update daily prestige challenge progress before resetting the run
let updatedDailyChallenges = state.dailyChallenges;
let challengeCrystals = 0;
if (updatedDailyChallenges) {
const result = updateChallengeProgress(updatedDailyChallenges, "prestige", 1);
updatedDailyChallenges = result.updatedChallenges;
challengeCrystals = result.crystalsAwarded;
}
const { newState, newPrestigeData, runestonesEarned } = buildPostPrestigeState(
state,
characterName,
);
// Preserve daily challenges across the prestige reset and apply any crystal rewards
const finalState: GameState = {
...newState,
dailyChallenges: updatedDailyChallenges,
resources: {
...newState.resources,
crystals: newState.resources.crystals + challengeCrystals,
},
};
const now = Date.now();
await prisma.gameState.update({
where: { discordId },
data: { state: newState as object, updatedAt: now },
data: { state: finalState as object, updatedAt: now },
});
await prisma.player.update({
+103
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@@ -0,0 +1,103 @@
import type {
DailyChallenge,
DailyChallengeState,
DailyChallengeType,
GameState,
} from "@elysium/types";
import { DAILY_CHALLENGE_TEMPLATES } from "../data/dailyChallenges.js";
// Use the server's PST/PDT timezone so challenges roll over at PST midnight
const getTodayString = (): string =>
new Intl.DateTimeFormat("en-CA", { timeZone: "America/Los_Angeles" }).format(new Date());
/** Simple deterministic pseudo-random based on a numeric seed. */
const seededRandom = (seed: number): number => {
const x = Math.sin(seed + 1) * 10_000;
return x - Math.floor(x);
};
/** Converts a date string into a stable numeric seed. */
const dateSeed = (dateStr: string): number =>
dateStr.split("").reduce((acc, char, i) => acc + char.charCodeAt(0) * (i + 1), 0);
/** Deterministically shuffles an array using a numeric seed. */
const shuffleWithSeed = <T>(arr: T[], seed: number): T[] => {
const result = [...arr];
for (let i = result.length - 1; i > 0; i--) {
const j = Math.floor(seededRandom(seed + i) * (i + 1));
[result[i], result[j]] = [result[j], result[i]];
}
return result;
};
const CHALLENGE_TYPES: DailyChallengeType[] = [
"clicks",
"bossesDefeated",
"questsCompleted",
"prestige",
];
/**
* Generates 3 daily challenges for the given date string, deterministically.
* Picks one challenge from 3 different randomly-selected types.
*/
export const generateDailyChallenges = (dateStr: string): DailyChallenge[] => {
const seed = dateSeed(dateStr);
const selectedTypes = shuffleWithSeed([...CHALLENGE_TYPES], seed).slice(0, 3);
return selectedTypes.map((type, index) => {
const templates = DAILY_CHALLENGE_TEMPLATES.filter((t) => t.type === type);
const templateIndex = Math.floor(seededRandom(seed + index * 100) * templates.length);
const template = templates[templateIndex];
return {
id: `${dateStr}_${type}`,
type: template.type,
label: template.label,
target: template.target,
progress: 0,
completed: false,
rewardCrystals: template.rewardCrystals,
};
});
};
/**
* Returns the current daily challenge state, generating fresh challenges if
* the stored date doesn't match today (i.e. a new day has begun).
*/
export const getOrResetDailyChallenges = (state: GameState): DailyChallengeState => {
const today = getTodayString();
if (state.dailyChallenges?.date === today) {
return state.dailyChallenges;
}
return { date: today, challenges: generateDailyChallenges(today) };
};
/**
* Increments progress for challenges matching the given type.
* Returns the updated challenge state and total crystals awarded for newly completed challenges.
*/
export const updateChallengeProgress = (
challengeState: DailyChallengeState,
type: DailyChallengeType,
amount: number,
): { updatedChallenges: DailyChallengeState; crystalsAwarded: number } => {
let crystalsAwarded = 0;
const updatedChallenges: DailyChallengeState = {
...challengeState,
challenges: challengeState.challenges.map((challenge) => {
if (challenge.type !== type || challenge.completed) return challenge;
const newProgress = Math.min(challenge.progress + amount, challenge.target);
const nowCompleted = newProgress >= challenge.target;
if (nowCompleted) crystalsAwarded += challenge.rewardCrystals;
return { ...challenge, progress: newProgress, completed: nowCompleted };
}),
};
return { updatedChallenges, crystalsAwarded };
};
@@ -0,0 +1,91 @@
import { useGame } from "../../context/GameContext.js";
const formatTimeUntilReset = (): string => {
const now = new Date();
// Mirror the server's PST/PDT-based rollover: challenges reset at PST midnight
const nowAsPST = new Date(now.toLocaleString("en-US", { timeZone: "America/Los_Angeles" }));
const tomorrowMidnightPST = new Date(nowAsPST);
tomorrowMidnightPST.setDate(tomorrowMidnightPST.getDate() + 1);
tomorrowMidnightPST.setHours(0, 0, 0, 0);
const pstOffset = nowAsPST.getTime() - now.getTime();
const resetAt = new Date(tomorrowMidnightPST.getTime() - pstOffset);
const msRemaining = resetAt.getTime() - now.getTime();
const hoursRemaining = Math.floor(msRemaining / (1000 * 60 * 60));
const minutesRemaining = Math.floor((msRemaining % (1000 * 60 * 60)) / (1000 * 60));
return `${String(hoursRemaining)}h ${String(minutesRemaining)}m`;
};
export const DailyChallengePanel = (): React.JSX.Element => {
const { state, formatNumber } = useGame();
if (!state) return <section className="panel"><p>Loading...</p></section>;
const { dailyChallenges } = state;
if (!dailyChallenges) {
return (
<section className="panel daily-challenge-panel">
<h2>📅 Daily Challenges</h2>
<p className="daily-challenge-subtitle">Load the game to generate today's challenges!</p>
</section>
);
}
const completedCount = dailyChallenges.challenges.filter((c) => c.completed).length;
return (
<section className="panel daily-challenge-panel">
<h2>📅 Daily Challenges</h2>
<div className="daily-challenge-header">
<p className="daily-challenge-subtitle">
Complete challenges for bonus 💎 crystals! Resets in{" "}
<strong>{formatTimeUntilReset()}</strong> (PST midnight).
</p>
<p className="daily-challenge-progress">
{completedCount} / {dailyChallenges.challenges.length} completed
</p>
</div>
<div className="daily-challenge-list">
{dailyChallenges.challenges.map((challenge) => {
const progressPercent = Math.min(
100,
Math.floor((challenge.progress / challenge.target) * 100),
);
return (
<div
key={challenge.id}
className={`daily-challenge-card ${challenge.completed ? "completed" : ""}`}
>
<div className="daily-challenge-info">
<h3 className="daily-challenge-label">{challenge.label}</h3>
<p className="daily-challenge-reward">
Reward: <strong>💎 {formatNumber(challenge.rewardCrystals)} crystals</strong>
</p>
</div>
<div className="daily-challenge-right">
{challenge.completed ? (
<span className="daily-challenge-done"> Complete!</span>
) : (
<>
<p className="daily-challenge-count">
{formatNumber(challenge.progress)} / {formatNumber(challenge.target)}
</p>
<div className="daily-challenge-bar-track">
<div
className="daily-challenge-bar-fill"
style={{ width: `${String(progressPercent)}%` }}
/>
</div>
</>
)}
</div>
</div>
);
})}
</div>
</section>
);
};
+4 -1
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@@ -14,8 +14,9 @@ import { PrestigePanel } from "./PrestigePanel.js";
import { QuestPanel } from "./QuestPanel.js";
import { StatisticsPanel } from "./StatisticsPanel.js";
import { UpgradePanel } from "./UpgradePanel.js";
import { DailyChallengePanel } from "./DailyChallengePanel.js";
type Tab = "adventurers" | "upgrades" | "quests" | "bosses" | "equipment" | "achievements" | "prestige" | "statistics";
type Tab = "adventurers" | "upgrades" | "quests" | "bosses" | "equipment" | "achievements" | "prestige" | "statistics" | "daily";
const TABS: { id: Tab; label: string }[] = [
{ id: "adventurers", label: "⚔️ Adventurers" },
@@ -26,6 +27,7 @@ const TABS: { id: Tab; label: string }[] = [
{ id: "achievements", label: "🏆 Achievements" },
{ id: "prestige", label: "⭐ Prestige" },
{ id: "statistics", label: "📊 Statistics" },
{ id: "daily", label: "📅 Daily" },
];
export const GameLayout = (): React.JSX.Element => {
@@ -101,6 +103,7 @@ export const GameLayout = (): React.JSX.Element => {
{activeTab === "achievements" && <AchievementPanel />}
{activeTab === "prestige" && <PrestigePanel />}
{activeTab === "statistics" && <StatisticsPanel />}
{activeTab === "daily" && <DailyChallengePanel />}
</div>
</main>
</div>
+16 -1
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@@ -14,6 +14,7 @@ import {
saveGame,
} from "../api/client.js";
import { RESOURCE_CAP, applyTick, calculateClickPower } from "../engine/tick.js";
import { updateChallengeProgress } from "../utils/dailyChallenges.js";
import { formatNumber as formatNumberUtil } from "../utils/format.js";
@@ -245,14 +246,28 @@ export const GameProvider = ({ children }: { children: React.ReactNode }): React
if (!prev) return prev;
const clickPower = calculateClickPower(prev);
const newGold = Math.min(prev.resources.gold + clickPower, RESOURCE_CAP);
let updatedDailyChallenges = prev.dailyChallenges;
let challengeCrystals = 0;
if (updatedDailyChallenges) {
const result = updateChallengeProgress(updatedDailyChallenges, "clicks", 1);
updatedDailyChallenges = result.updatedChallenges;
challengeCrystals = result.crystalsAwarded;
}
return {
...prev,
resources: { ...prev.resources, gold: newGold },
resources: {
...prev.resources,
gold: newGold,
crystals: Math.min(prev.resources.crystals + challengeCrystals, RESOURCE_CAP),
},
player: {
...prev.player,
totalGoldEarned: prev.player.totalGoldEarned + clickPower,
totalClicks: prev.player.totalClicks + 1,
},
dailyChallenges: updatedDailyChallenges,
};
});
}, []);
+20 -1
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@@ -1,4 +1,5 @@
import type { Achievement, Equipment, GameState } from "@elysium/types";
import { updateChallengeProgress } from "../utils/dailyChallenges.js";
/**
* Checks all achievements against the current game state and returns an updated
@@ -198,6 +199,23 @@ export const applyTick = (state: GameState, deltaSeconds: number): GameState =>
});
}
// Count quests newly completed this tick and update daily challenge progress
const newlyCompletedQuestCount = updatedQuests.filter(
(q, i) => q.status === "completed" && state.quests[i]?.status !== "completed",
).length;
let updatedDailyChallenges = state.dailyChallenges;
let challengeCrystals = 0;
if (updatedDailyChallenges && newlyCompletedQuestCount > 0) {
const result = updateChallengeProgress(
updatedDailyChallenges,
"questsCompleted",
newlyCompletedQuestCount,
);
updatedDailyChallenges = result.updatedChallenges;
challengeCrystals = result.crystalsAwarded;
}
const newGold = capResource(state.resources.gold + goldGained + questGold);
const newEssence = capResource(state.resources.essence + essenceGained + questEssence);
const newTotalGoldEarned = state.player.totalGoldEarned + goldGained + questGold;
@@ -208,8 +226,9 @@ export const applyTick = (state: GameState, deltaSeconds: number): GameState =>
...state.resources,
gold: newGold,
essence: newEssence,
crystals: capResource(state.resources.crystals + questCrystals),
crystals: capResource(state.resources.crystals + questCrystals + challengeCrystals),
},
dailyChallenges: updatedDailyChallenges,
player: {
...state.player,
totalGoldEarned: newTotalGoldEarned,
+105
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@@ -1837,3 +1837,108 @@ body {
height: 100vh;
justify-content: center;
}
/* ===================== DAILY CHALLENGES ===================== */
.daily-challenge-panel {
display: flex;
flex-direction: column;
gap: 1rem;
}
.daily-challenge-header {
display: flex;
align-items: flex-start;
justify-content: space-between;
flex-wrap: wrap;
gap: 0.5rem;
}
.daily-challenge-subtitle {
color: var(--colour-text-muted);
font-size: 0.85rem;
margin: 0;
}
.daily-challenge-progress {
color: var(--colour-accent);
font-size: 0.85rem;
font-weight: bold;
white-space: nowrap;
margin: 0;
}
.daily-challenge-list {
display: flex;
flex-direction: column;
gap: 0.75rem;
}
.daily-challenge-card {
background: var(--colour-bg-secondary);
border: 1px solid var(--colour-border);
border-radius: 8px;
display: flex;
align-items: center;
justify-content: space-between;
gap: 1rem;
padding: 0.75rem 1rem;
transition: border-color 0.2s ease;
}
.daily-challenge-card.completed {
border-color: var(--colour-success, #4caf50);
opacity: 0.8;
}
.daily-challenge-info {
flex: 1;
min-width: 0;
}
.daily-challenge-label {
font-size: 0.95rem;
font-weight: bold;
margin: 0 0 0.25rem;
}
.daily-challenge-reward {
color: var(--colour-text-muted);
font-size: 0.8rem;
margin: 0;
}
.daily-challenge-right {
display: flex;
flex-direction: column;
align-items: flex-end;
gap: 0.25rem;
min-width: 120px;
}
.daily-challenge-done {
color: var(--colour-success, #4caf50);
font-size: 0.9rem;
font-weight: bold;
}
.daily-challenge-count {
color: var(--colour-text-muted);
font-size: 0.8rem;
margin: 0;
}
.daily-challenge-bar-track {
background: var(--colour-bg-primary, #1a1a2e);
border-radius: 4px;
height: 6px;
width: 120px;
overflow: hidden;
}
.daily-challenge-bar-fill {
background: var(--colour-accent);
border-radius: 4px;
height: 100%;
transition: width 0.3s ease;
}
+32
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@@ -0,0 +1,32 @@
import type { DailyChallengeState, DailyChallengeType } from "@elysium/types";
/**
* Increments progress for daily challenges matching the given type.
* Returns the updated challenge state and any crystals awarded for newly-completed challenges.
*
* Note: challenge generation and daily resets are handled server-side only.
* This utility is purely for client-side progress tracking.
*/
export const updateChallengeProgress = (
challengeState: DailyChallengeState,
type: DailyChallengeType,
amount: number,
): { updatedChallenges: DailyChallengeState; crystalsAwarded: number } => {
let crystalsAwarded = 0;
const updatedChallenges: DailyChallengeState = {
...challengeState,
challenges: challengeState.challenges.map((challenge) => {
if (challenge.type !== type || challenge.completed) return challenge;
const newProgress = Math.min(challenge.progress + amount, challenge.target);
const nowCompleted = newProgress >= challenge.target;
if (nowCompleted) crystalsAwarded += challenge.rewardCrystals;
return { ...challenge, progress: newProgress, completed: nowCompleted };
}),
};
return { updatedChallenges, crystalsAwarded };
};
+5
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@@ -22,6 +22,11 @@ export type {
UpdateProfileResponse,
} from "./interfaces/Api.js";
export type { Boss, BossStatus } from "./interfaces/Boss.js";
export type {
DailyChallenge,
DailyChallengeState,
DailyChallengeType,
} from "./interfaces/DailyChallenge.js";
export type {
Equipment,
EquipmentBonus,
@@ -0,0 +1,17 @@
export type DailyChallengeType = "clicks" | "bossesDefeated" | "questsCompleted" | "prestige";
export interface DailyChallenge {
id: string;
type: DailyChallengeType;
label: string;
target: number;
progress: number;
completed: boolean;
rewardCrystals: number;
}
export interface DailyChallengeState {
/** ISO date string (e.g. "2026-03-06") used to detect when to reset */
date: string;
challenges: DailyChallenge[];
}
@@ -1,6 +1,7 @@
import type { Achievement } from "./Achievement.js";
import type { Adventurer } from "./Adventurer.js";
import type { Boss } from "./Boss.js";
import type { DailyChallengeState } from "./DailyChallenge.js";
import type { Equipment } from "./Equipment.js";
import type { Player } from "./Player.js";
import type { PrestigeData } from "./Prestige.js";
@@ -24,4 +25,6 @@ export interface GameState {
baseClickPower: number;
/** Unix timestamp of the last client-side tick */
lastTickAt: number;
/** Daily challenge progress — optional for backwards compatibility with old saves */
dailyChallenges?: DailyChallengeState;
}