generated from nhcarrigan/template
feat: v1 prototype — core game systems #30
@@ -14,7 +14,7 @@ A running list of planned features and content additions. Strike through items a
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- [x] **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.
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- [ ] **Auto-prestige toggle** — Unlockable via the prestige shop. Automatically prestiges the moment the threshold is reached. Late-game convenience that dedicated players will love.
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- [x] **Auto-prestige toggle** — Unlockable via the prestige shop. Automatically prestiges the moment the threshold is reached. Late-game convenience that dedicated players will love.
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---
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@@ -32,7 +32,7 @@ A running list of planned features and content additions. Strike through items a
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- [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.
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- [ ] **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.
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- [x] **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.
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---
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@@ -44,6 +44,6 @@ A running list of planned features and content additions. Strike through items a
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4. ~~Boss first-kill bounties~~ ✅
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5. ~~Milestone prestige bonuses~~ ✅
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6. ~~Equipment set bonuses~~ ✅
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7. Auto-prestige toggle (prestige shop upgrade)
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7. ~~Auto-prestige toggle~~ ✅
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8. The Codex / Lore Book (flavour, lower priority)
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9. Second prestige layer / Transcendence (big feature, save for later)
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@@ -184,6 +184,16 @@ export const DEFAULT_PRESTIGE_UPGRADES: PrestigeUpgrade[] = [
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runestonesCost: 1_200,
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multiplier: 25,
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},
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// ── Utility Unlocks ───────────────────────────────────────────────────────
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{
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id: "auto_prestige",
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name: "Autonomous Ascension",
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description:
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"Unlock the Auto-Prestige toggle. When enabled, you will automatically ascend the moment you reach the prestige threshold — using your current character name.",
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category: "utility",
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runestonesCost: 100,
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multiplier: 1,
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},
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// ── Runestone Meta-Upgrade ────────────────────────────────────────────────
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{
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id: "runestone_gain_1",
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@@ -101,6 +101,9 @@ export const buildPostPrestigeState = (
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purchasedUpgradeIds,
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lastPrestigedAt: Date.now(),
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...computeRunestoneMultipliers(purchasedUpgradeIds),
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...(currentState.prestige.autoPrestigeEnabled !== undefined
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? { autoPrestigeEnabled: currentState.prestige.autoPrestigeEnabled }
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: {}),
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};
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const freshState = INITIAL_GAME_STATE(currentState.player, characterName);
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@@ -39,6 +39,10 @@ const HOW_TO_PLAY = [
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title: "🔮 Runestones & Prestige Upgrades",
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body: "Spend runestones in the Prestige Shop on permanent upgrades that carry over across all future runs. These upgrades multiply income, click power, essence, and crystal gain — making each new run more powerful than the last.",
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},
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{
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title: "⚙️ Auto-Prestige",
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body: "Purchase the Autonomous Ascension upgrade in the Prestige Shop (100 runestones) to unlock the Auto-Prestige toggle. When enabled, you will automatically ascend the moment you reach the prestige threshold, using your current character name. Toggle it on and off freely from the Prestige Shop.",
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},
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{
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title: "🏆 Achievements",
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body: "Earn achievements by hitting milestones — total gold earned, bosses defeated, quests completed, and more. Achievements are purely cosmetic and track your long-term progress across all prestige runs.",
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@@ -36,10 +36,11 @@ const CATEGORY_ORDER: PrestigeUpgradeCategory[] = [
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"essence",
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"crystals",
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"runestones",
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"utility",
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];
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export const PrestigePanel = (): React.JSX.Element => {
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const { state, reload, formatNumber, buyPrestigeUpgrade } = useGame();
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const { state, reload, formatNumber, buyPrestigeUpgrade, toggleAutoPrestige } = useGame();
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const [characterName, setCharacterName] = useState("");
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const [isPending, setIsPending] = useState(false);
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const [result, setResult] = useState<{ runestones: number; count: number; milestoneRunestones: number } | null>(null);
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@@ -205,6 +206,9 @@ export const PrestigePanel = (): React.JSX.Element => {
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const canAfford = prestigeData.runestones >= upgrade.runestonesCost;
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const isLoading = buyingId === upgrade.id;
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const isAutoPrestigeToggle = upgrade.id === "auto_prestige" && purchased;
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const autoPrestigeEnabled = prestigeData.autoPrestigeEnabled ?? false;
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return (
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<div
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key={upgrade.id}
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@@ -217,6 +221,15 @@ export const PrestigePanel = (): React.JSX.Element => {
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{purchased ? "✅ Purchased" : `🔮 ${formatNumber(upgrade.runestonesCost)} Runestones`}
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</p>
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</div>
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{isAutoPrestigeToggle && (
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<button
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className={`auto-prestige-toggle ${autoPrestigeEnabled ? "enabled" : "disabled"}`}
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onClick={() => { toggleAutoPrestige(); }}
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type="button"
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>
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{autoPrestigeEnabled ? "⚡ Auto ON" : "⏸ Auto OFF"}
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</button>
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)}
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{!purchased && (
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<button
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className="buy-upgrade-button"
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@@ -11,6 +11,7 @@ import {
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buyPrestigeUpgrade as buyPrestigeUpgradeApi,
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challengeBoss as challengeBossApi,
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loadGame,
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prestige as prestigeApi,
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saveGame,
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} from "../api/client.js";
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import { RESOURCE_CAP, applyTick, calculateClickPower } from "../engine/tick.js";
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@@ -73,11 +74,15 @@ interface GameContextValue {
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formatNumber: (value: number) => string;
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/** Buy a prestige upgrade from the runestone shop */
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buyPrestigeUpgrade: (upgradeId: string) => Promise<void>;
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/** Toggle the auto-prestige setting on/off (requires auto_prestige upgrade) */
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toggleAutoPrestige: () => void;
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}
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const GameContext = createContext<GameContextValue | null>(null);
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const AUTO_SAVE_INTERVAL_MS = 30_000;
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const AUTO_PRESTIGE_THRESHOLD_BASE = 1_000_000;
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const AUTO_PRESTIGE_THRESHOLD_SCALE = 5;
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export const GameProvider = ({ children }: { children: React.ReactNode }): React.JSX.Element => {
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const [state, setState] = useState<GameState | null>(null);
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@@ -98,6 +103,8 @@ export const GameProvider = ({ children }: { children: React.ReactNode }): React
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const rafRef = useRef<number | null>(null);
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const newlyUnlockedRef = useRef<Achievement[]>([]);
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const signatureRef = useRef<string | null>(localStorage.getItem("elysium_save_signature"));
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const isAutoPrestigingRef = useRef(false);
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const reloadRef = useRef<() => Promise<void>>(() => Promise.resolve());
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stateRef.current = state;
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@@ -136,6 +143,8 @@ export const GameProvider = ({ children }: { children: React.ReactNode }): React
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}
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}, []);
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reloadRef.current = reload;
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useEffect(() => {
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void reload();
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}, [reload]);
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@@ -191,6 +200,23 @@ export const GameProvider = ({ children }: { children: React.ReactNode }): React
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}
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}
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// Auto-prestige: fire when unlocked, enabled, and threshold is met
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const autoState = stateRef.current;
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if (
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!isAutoPrestigingRef.current &&
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autoState?.prestige.purchasedUpgradeIds.includes("auto_prestige") &&
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autoState.prestige.autoPrestigeEnabled &&
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autoState.player.totalGoldEarned >=
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AUTO_PRESTIGE_THRESHOLD_BASE *
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Math.pow(AUTO_PRESTIGE_THRESHOLD_SCALE, autoState.prestige.count)
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) {
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isAutoPrestigingRef.current = true;
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void prestigeApi({ characterName: autoState.player.characterName })
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.then(() => reloadRef.current())
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.catch(() => { /* silently ignore — will retry next tick */ })
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.finally(() => { isAutoPrestigingRef.current = false; });
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}
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rafRef.current = requestAnimationFrame(tick);
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};
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@@ -404,6 +430,19 @@ export const GameProvider = ({ children }: { children: React.ReactNode }): React
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}
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}, []);
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const toggleAutoPrestige = useCallback(() => {
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setState((prev) => {
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if (!prev) return prev;
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return {
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...prev,
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prestige: {
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...prev.prestige,
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autoPrestigeEnabled: !prev.prestige.autoPrestigeEnabled,
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},
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};
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});
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}, []);
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const challengeBoss = useCallback(async (bossId: string) => {
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if (!stateRef.current) return;
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const boss = stateRef.current.bosses.find((b) => b.id === bossId);
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@@ -566,6 +605,7 @@ export const GameProvider = ({ children }: { children: React.ReactNode }): React
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setNumberFormat,
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formatNumber: boundFormatNumber,
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buyPrestigeUpgrade,
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toggleAutoPrestige,
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}}
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>
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{children}
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@@ -181,6 +181,16 @@ export const PRESTIGE_UPGRADES: PrestigeUpgrade[] = [
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runestonesCost: 1_200,
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multiplier: 25,
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},
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// ── Utility Unlocks ───────────────────────────────────────────────────────
|
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{
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id: "auto_prestige",
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name: "Autonomous Ascension",
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description:
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"Unlock the Auto-Prestige toggle. When enabled, you will automatically ascend the moment you reach the prestige threshold — using your current character name.",
|
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category: "utility",
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runestonesCost: 100,
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multiplier: 1,
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},
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// ── Runestone Meta-Upgrades ───────────────────────────────────────────────
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{
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id: "runestone_gain_1",
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@@ -206,4 +216,5 @@ export const PRESTIGE_UPGRADE_CATEGORY_LABELS: Record<string, string> = {
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essence: "✨ Essence Production",
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crystals: "💎 Crystal Rewards",
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runestones: "🔮 Runestone Gain",
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utility: "⚙️ Utility",
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};
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@@ -642,6 +642,32 @@ body {
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font-size: 0.8rem;
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}
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.auto-prestige-toggle {
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border-radius: var(--radius-sm);
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border: 1px solid var(--colour-border);
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cursor: pointer;
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font-size: 0.85rem;
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font-weight: 600;
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padding: 0.4rem 0.8rem;
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transition: background 0.2s, border-color 0.2s;
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white-space: nowrap;
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}
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.auto-prestige-toggle.enabled {
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background: var(--colour-success);
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border-color: var(--colour-success);
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color: #fff;
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}
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.auto-prestige-toggle.disabled {
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background: var(--colour-surface);
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color: var(--colour-text-muted);
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}
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.auto-prestige-toggle:hover {
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border-color: var(--colour-accent);
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}
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/* ===================== LOGIN PAGE ===================== */
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.login-page {
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align-items: center;
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@@ -17,4 +17,6 @@ export interface PrestigeData {
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runestonesEssenceMultiplier?: number;
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/** Pre-computed multiplier from "crystals" runestone upgrades */
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runestonesCrystalMultiplier?: number;
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/** Whether the auto-prestige feature is currently enabled (requires auto_prestige upgrade) */
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autoPrestigeEnabled?: boolean;
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}
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@@ -3,7 +3,8 @@ export type PrestigeUpgradeCategory =
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| "click"
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| "essence"
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| "crystals"
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| "runestones";
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| "runestones"
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| "utility";
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export interface PrestigeUpgrade {
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id: string;
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Reference in New Issue
Block a user