generated from nhcarrigan/template
666a5b2d6d
## 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>
378 lines
12 KiB
TypeScript
378 lines
12 KiB
TypeScript
/**
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* @file Resource bar component displaying player resources and profile actions.
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* @copyright nhcarrigan
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* @license Naomi's Public License
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* @author Naomi Carrigan
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*/
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/* eslint-disable max-lines -- Resource bar has many resource and action elements */
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/* eslint-disable max-lines-per-function -- Large header with many resource and action elements */
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/* eslint-disable max-statements -- Resource bar requires many local computations and handlers */
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/* eslint-disable complexity -- Many conditional resource and badge render paths */
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import { useState, type FocusEvent, type JSX } from "react";
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import { useGame } from "../../context/gameContext.js";
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import {
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RESOURCE_CAP,
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computeEssencePerSecond,
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computeGoldPerSecond,
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computePartyCombatPower,
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computeProjectedRunestones,
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} from "../../engine/tick.js";
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import type { Resource } from "@elysium/types";
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interface ResourceBarProperties {
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readonly resources: Resource;
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readonly runestones: number;
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readonly prestigeCount: number;
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readonly transcendenceCount: number;
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readonly apotheosisCount: number;
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readonly onEditProfile: ()=> void;
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readonly lastSavedAt: number | null;
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readonly isSyncing: boolean;
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readonly onForceSync: ()=> Promise<void>;
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}
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/**
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* Formats a timestamp as a human-readable relative time string.
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* @param timestamp - The Unix timestamp in milliseconds.
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* @returns The relative time string.
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*/
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const formatRelativeTime = (timestamp: number): string => {
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const seconds = Math.floor((Date.now() - timestamp) / 1000);
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if (seconds < 10) {
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return "just now";
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}
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if (seconds < 60) {
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return `${String(seconds)}s ago`;
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}
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const minutes = Math.floor(seconds / 60);
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if (minutes < 60) {
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return `${String(minutes)}m ago`;
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}
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const hours = Math.floor(minutes / 60);
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return `${String(hours)}h ago`;
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};
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const resourceFullTooltip = [
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"This resource is full!",
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" Consider spending some or prestiging to keep earning.",
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].join("");
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/**
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* Renders the resource bar with player resources and profile actions.
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* @param props - The resource bar properties.
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* @param props.resources - The current player resources.
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* @param props.runestones - The current runestone count.
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* @param props.prestigeCount - The number of prestiges completed.
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* @param props.transcendenceCount - The number of transcendences completed.
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* @param props.apotheosisCount - The number of apotheoses completed.
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* @param props.onEditProfile - Callback to open the edit profile modal.
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* @param props.lastSavedAt - Timestamp of the last cloud save.
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* @param props.isSyncing - Whether a sync is currently in progress.
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* @param props.onForceSync - Callback to trigger a forced cloud sync.
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* @returns The JSX element.
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*/
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const ResourceBar = ({
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resources,
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runestones,
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prestigeCount,
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transcendenceCount,
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apotheosisCount,
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onEditProfile,
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lastSavedAt,
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isSyncing,
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onForceSync,
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}: ResourceBarProperties): JSX.Element => {
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const { formatNumber, syncError, state } = useGame();
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const [ isProfileOpen, setIsProfileOpen ] = useState(false);
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const [ isResourcesOpen, setIsResourcesOpen ] = useState(false);
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const { gold, essence, crystals } = resources;
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let partyCombatPower = 0;
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let goldPerSecond = 0;
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let essencePerSecond = 0;
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let projectedRunestones = 0;
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if (state !== null) {
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partyCombatPower = computePartyCombatPower(state);
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goldPerSecond = computeGoldPerSecond(state);
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essencePerSecond = computeEssencePerSecond(state);
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projectedRunestones = computeProjectedRunestones(state);
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}
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let avatarUrl: string | null = null;
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if (state !== null) {
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avatarUrl = state.player.avatar === null
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? `https://cdn.discordapp.com/embed/avatars/${String(Number.parseInt(state.player.discordId, 10) % 5)}.png`
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: `https://cdn.discordapp.com/avatars/${state.player.discordId}/${state.player.avatar}.png?size=64`;
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}
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const profileUrl = state === null
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? "#"
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: `/profile/${state.player.discordId}`;
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const goldFull = gold >= RESOURCE_CAP;
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const essenceFull = essence >= RESOURCE_CAP;
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const crystalsFull = crystals >= RESOURCE_CAP;
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const anyFull = goldFull || essenceFull || crystalsFull;
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const hiddenResourcesFull = essenceFull || crystalsFull;
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function handleForceSync(): void {
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void onForceSync();
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}
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function handleToggleResources(): void {
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setIsResourcesOpen((previous) => {
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return !previous;
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});
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}
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function handleResourceBlur(event: FocusEvent<HTMLDivElement>): void {
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if (!event.currentTarget.contains(event.relatedTarget)) {
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setIsResourcesOpen(false);
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}
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}
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function handleToggleProfile(): void {
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setIsProfileOpen((previous) => {
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return !previous;
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});
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}
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function handleProfileBlur(event: FocusEvent<HTMLDivElement>): void {
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if (!event.currentTarget.contains(event.relatedTarget)) {
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setIsProfileOpen(false);
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}
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}
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function handleEditProfile(): void {
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setIsProfileOpen(false);
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onEditProfile();
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}
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return (
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<>
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<header className="resource-bar">
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<div
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className="resource-menu"
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onBlur={handleResourceBlur}
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>
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<button
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className={`resource resource-toggle${goldFull
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? " resource-full"
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: ""}`}
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onClick={handleToggleResources}
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title="Click to see all resources"
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type="button"
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>
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<span className="resource-icon">{"🪙"}</span>
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<span className="resource-value">{formatNumber(gold)}</span>
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<span className="resource-label">{"Gold"}</span>
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{goldFull
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? <span
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className="resource-cap-badge"
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title={resourceFullTooltip}
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>
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{"FULL"}
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</span>
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: null}
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{hiddenResourcesFull
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? <span
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className="resource-alert-dot"
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title={"One or more resources are full!"}
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/>
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: null}
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</button>
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{isResourcesOpen
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? <div className="resources-dropdown">
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<div className="resource">
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<span className="resource-icon">{"📈"}</span>
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<span className="resource-value">
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{formatNumber(goldPerSecond)}
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</span>
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<span className="resource-label">{"Gold/s"}</span>
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</div>
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<div className="resource">
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<span className="resource-icon">{"⚡"}</span>
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<span className="resource-value">
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{formatNumber(essencePerSecond)}
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</span>
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<span className="resource-label">{"Essence/s"}</span>
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</div>
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<div className={`resource${essenceFull
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? " resource-full"
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: ""}`}>
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<span className="resource-icon">{"✨"}</span>
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<span className="resource-value">
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{formatNumber(essence)}
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</span>
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<span className="resource-label">{"Essence"}</span>
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{essenceFull
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? <span
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className="resource-cap-badge"
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title={resourceFullTooltip}
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>
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{"FULL"}
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</span>
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: null}
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</div>
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<div className={`resource${crystalsFull
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? " resource-full"
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: ""}`}>
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<span className="resource-icon">{"💎"}</span>
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<span className="resource-value">
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{formatNumber(crystals)}
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</span>
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<span className="resource-label">{"Crystals"}</span>
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{crystalsFull
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? <span
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className="resource-cap-badge"
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title={resourceFullTooltip}
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>
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{"FULL"}
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</span>
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: null}
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</div>
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<div className="resource">
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<span className="resource-icon">{"🔮"}</span>
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<span className="resource-value">
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{formatNumber(runestones)}
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</span>
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<span className="resource-label">{"Runestones"}</span>
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</div>
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<div className="resource">
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<span className="resource-icon">{"⭐"}</span>
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<span className="resource-value">
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{`+${formatNumber(projectedRunestones)}`}
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</span>
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<span className="resource-label">{"On Prestige"}</span>
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</div>
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<div className="resource">
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<span className="resource-icon">{"⚔️"}</span>
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<span className="resource-value">
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{formatNumber(partyCombatPower)}
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</span>
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<span className="resource-label">{"Combat Power"}</span>
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</div>
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</div>
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: null}
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</div>
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{apotheosisCount > 0
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&& <div className="apotheosis-badge">
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{"✨ Apotheosis "}
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{apotheosisCount}
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</div>
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}
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{transcendenceCount > 0
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&& <div className="transcendence-badge">
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{"🌌 Transcendence "}
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{transcendenceCount}
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</div>
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}
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{prestigeCount > 0
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&& <div className="prestige-badge">
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{"⭐ Prestige "}
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{prestigeCount}
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</div>
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}
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<div className="resource-bar-actions">
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{syncError === null
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? null
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: <span className="save-status save-error" title={syncError}>
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{"❌ Save failed"}
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</span>
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}
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{syncError === null && lastSavedAt !== null
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? <span
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className="save-status"
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title={new Date(lastSavedAt).toLocaleString()}
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>
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{"☁️ "}
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{formatRelativeTime(lastSavedAt)}
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</span>
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: null}
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<button
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className="force-save-button"
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disabled={isSyncing}
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onClick={handleForceSync}
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title="Force cloud save"
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type="button"
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>
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{isSyncing
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? "⏳"
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: "💾"}
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</button>
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{avatarUrl === null
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? null
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: <div
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className="profile-menu"
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onBlur={handleProfileBlur}
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>
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<button
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className="profile-avatar-button"
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onClick={handleToggleProfile}
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title="Account"
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type="button"
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>
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<img
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alt="Profile"
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className="profile-avatar-img"
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src={avatarUrl}
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/>
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</button>
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{isProfileOpen
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? <div className="profile-dropdown">
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<a
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className="profile-dropdown-item"
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href={profileUrl}
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rel="noreferrer"
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target="_blank"
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>
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{"👤 View Profile"}
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</a>
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<button
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className="profile-dropdown-item"
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onClick={handleEditProfile}
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type="button"
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>
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{"✏️ Edit Profile"}
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</button>
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<hr className="profile-dropdown-divider" />
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<a
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className="profile-dropdown-item"
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href="https://donate.nhcarrigan.com"
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rel="noreferrer"
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target="_blank"
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>
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{"💜 Donate"}
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</a>
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<a
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className="profile-dropdown-item"
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href="https://chat.nhcarrigan.com"
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rel="noreferrer"
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target="_blank"
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>
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{"💬 Discord"}
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</a>
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<a
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className="profile-dropdown-item"
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href="https://support.nhcarrigan.com"
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rel="noreferrer"
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target="_blank"
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>
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{"🆘 Support"}
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</a>
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</div>
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: null}
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</div>}
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</div>
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</header>
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{anyFull
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? <div className="resource-cap-notice">
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{"⚠️ One or more resources are full! Consider spending some or"
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+ " prestiging to keep earning."}
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</div>
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: null}
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</>
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);
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};
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export { ResourceBar };
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