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elysium/apps/api/test/services/transcendence.spec.ts
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fix: runestone formula, prestige/transcendence rebalance, exploration fixes, and comprehensive balance audit (#135)
## What changed and why

### Runestone formula (`prestige.ts`)
- Swapped `sqrt` for `cbrt` — much stronger diminishing returns for large gold values
- Added base cap of **200** (→ ~1,125 max with all upgrades at 5.625× multiplier)
- Prevents extended AFK sessions from producing runestone windfalls that allow immediate upgrade purchasing and rapid prestige chaining

### Prestige threshold formula (`prestige.ts`)
- Old: `1,000,000 × 5^n` — exponential, grows impossibly fast, prestige 10+ takes years
- New: `1,000,000 × (n+1)²` — polynomial, peaks at ~1 day/run around P8–10, then gets *easier* as the production multiplier overtakes it
- Removed `thresholdScaleFactor` constant (no longer needed)

### Production multiplier (`prestige.ts`)
- Old: `1.15^n`
- New: `1.25^n` — compounds faster, ensures the polynomial threshold eventually gets easy in the late game

### Boss prestige requirements (`bosses.ts`)
- Rescaled proportionally from 0–88 range to 0–20 range
- The Absolute One now requires prestige **20** (was 88), making transcendence reachable in a few weeks of idle play

### Echo formula (`transcendence.ts`)
- Constant changed from 853 → **224**
- At the target prestige of 20: `floor(224 / sqrt(20)) = 50 echoes` per transcendence (no meta upgrades)
- With all echo_meta upgrades (3.75× total): up to **187 echoes** per transcendence

### Transcendence upgrade costs (`transcendenceUpgrades.ts`)
- Old total: **866 echoes** → New total: **400 echoes** (roughly halved across all categories)
- Apotheosis still requires **all 15 upgrades** purchased

### Balance fixes (closes #141, #142, #143, #144, #145)
- Equipment: `philosophers_stone` click multiplier 2.25→2.5, `crystal_shard` 1.55→1.65 (#144)
- Recipes: added `primal_omega_lens` cross-zone click_power recipe at 1.38× (#142)
- Adventurers: `celestial_guard` base cost adjusted to smooth tier 14→15→16 cost curve (#145)

### Quest reward rebalancing (closes #136, #137)
- Shadow Marshes: buffed `shadow_mere`, `witch_coven`, `plague_ruins` rewards to match combat requirements (#136)
- Astral Void: added gold to `void_rift`, increased rewards across all Astral Void quests (#137)

### Boss reward additions (closes #138, #139, #140)
- Assigned 9 unassigned adventurer-specific upgrades to Crystalline Spire through Eternal Throne bosses that had empty `upgradeRewards` arrays (#140)

### Combat power documentation (closes #153)
- Expanded JSDoc on `computePartyCombatPower` to clarify companion `bossDamage` multiplier behaviour

### Effective adventurer stats (closes #154)
- Added `computeEffectiveAdventurerStats` to `tick.ts` and updated `AdventurerCard` to display effective post-multiplier stats

### Adventurer upgrade timing (closes #158)
- Audited every adventurer-specific upgrade reward — upgrades now land within the same progression window where that adventurer tier is still a meaningful contributor

### Sync and save fixes (closes #147, #148, #151)
- Fixed sync new content count to report only genuinely changed items (#147)
- Fixed signature mismatch after first auto-boss completion (#148)
- Added auto-buy cap (100) on non-max-tier adventurers (#151)

### Auto-adventurer persistence (closes #156)
- Auto-buy preference now preserved across prestige resets

### Broken CDN image (closes #159)
- Uploaded missing `auto_adventurer.jpg` to CDN

### Codex unlock hints (closes #146)
- Locked codex entries now display a hint generated from `sourceType` and `sourceId`

### Exploration bug fixes (closes #160, #161)
- Fixed auto-save race condition discarding exploration materials collected mid-tick (#160)
- Fixed exploration areas failing to unlock when zone was unlocked via boss kill or quest completion (#161)

### Concurrent prestige fix (closes #162)
- Added optimistic locking via `updatedAt` — concurrent prestige requests return 409

### Prestige UX (closes #163)
- Added `reloadSilent` to game context — no loading screen flash after prestige

### Balance adjustments (closes #164, #165, #166, #167)
- Reduced `shadow_mere` CP requirement 5,000,000 → 2,000,000 (#164)
- Buffed crystal drops from Shadow Marshes bosses and quests (#165)
- Increased runestone yield from 10 → 15 per prestige level (#166)
- Daily challenge set always includes a clicks challenge (#167)

### Progression QoL (closes #168, #169)
- Added `computeProjectedRunestones()` and persistent `+N On Prestige` resource bar row (#168)
- Added `enablePrestigeAnnouncements` setting per player (#169)

---

## Comprehensive balance audit (closes #187, #191, #192, #193, #194, #195, #196, #197, #198)

### Crystal economy fixes
- Zeroed crystal rewards for all Zone 7+ boss drops (Celestial Reaches onwards) — crystals are an early/mid-game currency and should not flow freely into the endgame (#187)
- Zeroed crystal rewards for all Zone 9+ quest rewards (Infernal Court onwards) — same rationale (#191)

### Achievement additions and fixes
- Added quest milestone achievements at 75 quests (10,000 crystals) and 100 quests (15,000 crystals)
- Added boss milestone achievement at 50 bosses (15,000 crystals)
- Added prestige milestone achievements at P50, P100, P150, P200 — rewarding **runestones** rather than crystals to match the late-game economy
- Added gold milestone achievements through 1e90 gold earned
- Fixed `quest_eternal` condition from 122 → **112** (actual quest count) — was permanently impossible (#197)
- Fixed `fully_equipped` condition from 65 → **78** (actual equipment count after new items) (#197)
- Fixed `devourer_slayer` description to remove incorrect zone reference

### Upgrade balance
- Fixed Essence Guild multiplier 1.5× → **2×** — was identical to the cheaper Merchant Alliance for 5× the cost (#194)
- Raised Void Ascendancy crystal cost 10M → **50M** — was trivially cheap compared to the parallel Celestial Mandate upgrade (100B essence + 50T gold) (#195)
- Fixed Sunken Temple quest rewards (gold 2M → 60M, essence 1,500 → 25,000, crystals 75 → 400) — was rewarding less than its easier prerequisite Witch Coven (#193)

### Equipment balance
- Buffed Eternal Prism stats to click 5×, combat **3×**, gold **2.5×** — was only marginally better than the free Eternity Stone boss drop for 100M crystals (#196)

### Missing content
- Created **13 missing equipment items** for Zones 15–18 (primordial_chaos through the_absolute) that were referenced by late-game boss `equipmentRewards` arrays but never existed in `equipment.ts` (#198):
  - `chaos_mantle`, `titan_core` (Primordial Chaos)
  - `expanse_blade`, `void_armour_mk2` (Infinite Expanse)
  - `cosmos_blade`, `reality_plate` (Reality Forge)
  - `maelstrom_edge`, `cosmic_plate` (Cosmic Maelstrom)
  - `primeval_blade`, `ancient_aegis` (Primeval Sanctum)
  - `absolute_blade`, `eternity_plate`, `omniversal_core` (The Absolute)
- Stats scale from combat 14× / gold 9× (Zone 15) up to combat 28× / gold 20× for the final boss drops

### Type system
- Extended `AchievementReward` type to support `runestones` field
- Updated tick engine achievement processing to award both crystals and runestones

---

## Target progression timeline (optimal play, ~16h/day idle)
- First cycle to P20: ~375h (~3.3 weeks)
- Each subsequent cycle gets faster as echo upgrades boost income/combat/threshold
- Expected **~5 transcendences** before apotheosis at 50–187 echoes/transcendence
- **~6 months** to apotheosis for a dedicated player

## Test plan
- [ ] Lint, build, and test pipeline passes (100% coverage maintained)
- [ ] Prestige threshold at P0 is still 1,000,000 gold
- [ ] Prestige runs feel ~1 day long around P8–10 and get easier after
- [ ] The Absolute One is locked until prestige 20
- [ ] Transcendence at P20 awards 50 echoes (no meta upgrades)
- [ ] All 15 transcendence upgrades cost 400 echoes total
- [ ] Bosses in Zones 7+ drop 0 crystals; Zones 1–6 retain crystal drops
- [ ] Quests in Zones 9+ reward 0 crystals; Zones 1–8 retain crystal rewards
- [ ] Sunken Temple rewards more gold/essence/crystals than Witch Coven
- [ ] Essence Guild gives 2× income (stronger than Merchant Alliance 1.5×)
- [ ] Void Ascendancy costs 50M crystals
- [ ] Eternal Prism stats are click 5×, combat 3×, gold 2.5×
- [ ] Late-game bosses (primordial_titan through the_absolute_one) drop equipment on kill
- [ ] `quest_eternal` achievement requires 112 quests
- [ ] `fully_equipped` achievement requires 78 equipment pieces
- [ ] P50/P100/P150/P200 prestige achievements reward runestones
- [ ] Adventurer cards show effective post-multiplier stats
- [ ] Exploration areas unlock correctly when their zone is unlocked
- [ ] Concurrent prestige requests return 409
- [ ] No loading screen flash after prestige
- [ ] Daily challenge set always includes a clicks challenge
- [ ] Resource bar shows `+N On Prestige` runestone preview

 This PR was crafted with help from Hikari~ 🌸

Reviewed-on: #135
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-03-31 19:57:53 -07:00

178 lines
6.8 KiB
TypeScript

/* eslint-disable max-lines-per-function -- Test suites naturally have many cases */
/* eslint-disable @typescript-eslint/consistent-type-assertions -- Tests build minimal state objects */
import { describe, expect, it } from "vitest";
import {
buildPostTranscendenceState,
calculateEchoes,
computeTranscendenceMultipliers,
isEligibleForTranscendence,
} from "../../src/services/transcendence.js";
import type { GameState } from "@elysium/types";
const makeMinimalState = (overrides: Partial<GameState> = {}): GameState =>
({
player: { discordId: "t", 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("computeTranscendenceMultipliers", () => {
it("returns all 1s with empty ids", () => {
const result = computeTranscendenceMultipliers([]);
expect(result.echoIncomeMultiplier).toBe(1);
expect(result.echoCombatMultiplier).toBe(1);
expect(result.echoPrestigeThresholdMultiplier).toBe(1);
expect(result.echoPrestigeRunestoneMultiplier).toBe(1);
expect(result.echoMetaMultiplier).toBe(1);
});
it("applies income upgrade when purchased", () => {
const result = computeTranscendenceMultipliers(["echo_income_1"]);
expect(result.echoIncomeMultiplier).toBeGreaterThan(1);
expect(result.echoCombatMultiplier).toBe(1);
});
it("applies combat upgrade when purchased", () => {
const result = computeTranscendenceMultipliers(["echo_combat_1"]);
expect(result.echoCombatMultiplier).toBeGreaterThan(1);
expect(result.echoIncomeMultiplier).toBe(1);
});
it("applies prestige_threshold upgrade when purchased", () => {
const result = computeTranscendenceMultipliers(["echo_prestige_threshold_1"]);
expect(result.echoPrestigeThresholdMultiplier).not.toBe(1);
});
it("applies prestige_runestones upgrade when purchased", () => {
const result = computeTranscendenceMultipliers(["echo_prestige_runestones_1"]);
expect(result.echoPrestigeRunestoneMultiplier).toBeGreaterThan(1);
});
it("applies echo_meta upgrade when purchased", () => {
const result = computeTranscendenceMultipliers(["echo_meta_1"]);
expect(result.echoMetaMultiplier).toBeGreaterThan(1);
});
});
describe("isEligibleForTranscendence", () => {
it("returns true when final boss is defeated", () => {
const state = makeMinimalState({
bosses: [{ id: "the_absolute_one", status: "defeated" }] as GameState["bosses"],
});
expect(isEligibleForTranscendence(state)).toBe(true);
});
it("returns false when final boss is available but not defeated", () => {
const state = makeMinimalState({
bosses: [{ id: "the_absolute_one", status: "available" }] as GameState["bosses"],
});
expect(isEligibleForTranscendence(state)).toBe(false);
});
it("returns false when final boss is not in the list", () => {
const state = makeMinimalState({ bosses: [] });
expect(isEligibleForTranscendence(state)).toBe(false);
});
it("returns false when a different boss is defeated", () => {
const state = makeMinimalState({
bosses: [{ id: "some_other_boss", status: "defeated" }] as GameState["bosses"],
});
expect(isEligibleForTranscendence(state)).toBe(false);
});
});
describe("calculateEchoes", () => {
it("handles prestige count of 0 by treating it as 1", () => {
// safeCount = max(0, 1) = 1; floor(224 / sqrt(1)) = 224
expect(calculateEchoes(0, 1)).toBe(224);
});
it("calculates echoes at count 1", () => {
// floor(224 / sqrt(1)) = 224
expect(calculateEchoes(1, 1)).toBe(224);
});
it("decreases echoes with higher prestige count", () => {
const echoesAt1 = calculateEchoes(1, 1);
const echoesAt4 = calculateEchoes(4, 1);
expect(echoesAt4).toBeLessThan(echoesAt1);
// floor(224 / sqrt(4)) = floor(224 / 2) = 112
expect(echoesAt4).toBe(112);
});
it("applies echoMetaMultiplier", () => {
const base = calculateEchoes(1, 1);
const withMult = calculateEchoes(1, 2);
expect(withMult).toBe(base * 2);
});
it("returns 50 echoes at the target prestige 20", () => {
// floor(224 / sqrt(20)) = floor(224 / 4.472) = floor(50.09) = 50
expect(calculateEchoes(20, 1)).toBe(50);
});
});
describe("buildPostTranscendenceState", () => {
it("increments transcendence count from 0", () => {
const state = makeMinimalState();
const { transcendenceData } = buildPostTranscendenceState(state, "T");
expect(transcendenceData.count).toBe(1);
});
it("accumulates echoes", () => {
const state = makeMinimalState({
transcendence: {
count: 1, echoes: 100, purchasedUpgradeIds: [],
echoIncomeMultiplier: 1, echoCombatMultiplier: 1,
echoPrestigeThresholdMultiplier: 1, echoPrestigeRunestoneMultiplier: 1, echoMetaMultiplier: 1,
},
});
const { transcendenceData, echoesEarned } = buildPostTranscendenceState(state, "T");
expect(transcendenceData.echoes).toBe(100 + echoesEarned);
});
it("persists codex from current state", () => {
const codex = { entries: [{ id: "e1", unlockedAt: 1000, sourceType: "exploration" as const }] };
const state = makeMinimalState({ codex });
const { transcendenceState } = buildPostTranscendenceState(state, "T");
expect(transcendenceState.codex).toEqual(codex);
});
it("persists story from current state", () => {
const story = { unlockedChapterIds: ["ch1"], completedChapters: [] };
const state = makeMinimalState({ story });
const { transcendenceState } = buildPostTranscendenceState(state, "T");
expect(transcendenceState.story).toEqual(story);
});
it("persists apotheosis from current state", () => {
const apotheosis = { count: 2 };
const state = makeMinimalState({ apotheosis });
const { transcendenceState } = buildPostTranscendenceState(state, "T");
expect(transcendenceState.apotheosis).toEqual(apotheosis);
});
it("resets prestige to fresh state", () => {
const state = makeMinimalState({
prestige: { count: 5, runestones: 500, productionMultiplier: 2, purchasedUpgradeIds: [] },
});
const { transcendenceState } = buildPostTranscendenceState(state, "T");
expect(transcendenceState.prestige.count).toBe(0);
expect(transcendenceState.prestige.runestones).toBe(0);
});
});