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elysium/apps/web/src/components/ui/resourceBar.tsx
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hikari 666a5b2d6d
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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

378 lines
12 KiB
TypeScript

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