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elysium/apps/api/src/routes/boss.ts
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hikari 3afe64e48a
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feat: comprehensive balance and bug fix pass (#240)
## Summary

- **fix(#148)**: Boss fights now return a fresh HMAC signature in the response; both the manual and auto-boss paths update `signatureReference` from it, ending the signature-mismatch loop that stopped auto-boss after the first fight
- **fix(#145)**: Militia `baseCost` lowered from 100g → 65g, smoothing the peasant→militia jump from 10× to ~6.5×
- **fix(#144)**: `crystal_shard` buffed from `1.65×/1.2×` → `1.9×/1.3×` — now competitive as an epic trinket
- **fix(#142)**: Click-power recipe progression smoothed across zones 13–18 and ceiling raised: z13 1.20→1.22, z15 1.22→1.25, z17 1.25→1.28, z18 1.28→1.30
- **close(#143)**: `elder_bark_shield` (1.2×), `void_fragment_amulet` (1.15×), and `soul_bound_catalyst` (1.2×) are all already at or above their target values from a prior pass

Closes #148
Closes #145
Closes #144
Closes #142

Reviewed-on: #240
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-04-06 19:33:05 -07:00

438 lines
14 KiB
TypeScript

/**
* @file Boss challenge route handling combat mechanics.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines-per-function -- Boss handler requires many steps */
/* eslint-disable max-statements -- Boss handler requires many statements */
/* eslint-disable complexity -- Boss handler has inherent complexity */
/* eslint-disable stylistic/max-len -- Long lines in combat logic */
/* eslint-disable max-lines -- Boss route with full combat logic and helpers exceeds line limit */
import { createHmac } from "node:crypto";
import {
computeSetBonuses,
getActiveCompanionBonus,
type BossChallengeResponse,
type GameState,
} from "@elysium/types";
import { Hono } from "hono";
import { defaultBosses } from "../data/bosses.js";
import { defaultEquipmentSets } from "../data/equipmentSets.js";
import { defaultExplorations } from "../data/explorations.js";
import { prisma } from "../db/client.js";
import { authMiddleware } from "../middleware/auth.js";
import { updateChallengeProgress } from "../services/dailyChallenges.js";
import { logger } from "../services/logger.js";
import type { HonoEnvironment } from "../types/hono.js";
/**
* Computes the HMAC-SHA256 of data using the given secret.
* @param data - The data string to sign.
* @param secret - The HMAC secret key.
* @returns The hex-encoded HMAC digest.
*/
const computeHmac = (data: string, secret: string): string => {
return createHmac("sha256", secret).update(data).
digest("hex");
};
/**
* Exponential base for the prestige combat multiplier: Math.pow(base, prestigeCount).
* Replaces the former linear formula (1 + count * 0.1) to enable late-game zone progression.
* Must be kept in sync with prestigeCombatBase in apps/web/src/engine/tick.ts.
*/
const prestigeCombatBase = 4;
const bossRouter = new Hono<HonoEnvironment>();
bossRouter.use("*", authMiddleware);
const calculatePartyStats = (
state: GameState,
): { partyDPS: number; partyMaxHp: number } => {
let globalMultiplier = 1;
for (const upgrade of state.upgrades) {
if (upgrade.purchased && upgrade.target === "global") {
globalMultiplier = globalMultiplier * upgrade.multiplier;
}
}
const prestigeMultiplier = Math.pow(prestigeCombatBase, state.prestige.count);
// Apply equipped weapon's combat bonus
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 7 -- @preserve */
const equipmentCombatMultiplier = state.equipment.
filter((item) => {
return item.equipped && item.bonus.combatMultiplier !== undefined;
}).
reduce((mult, item) => {
return mult * (item.bonus.combatMultiplier ?? 1);
}, 1);
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 7 -- @preserve */
const equippedItemIds = state.equipment.
filter((item) => {
return item.equipped;
}).
map((item) => {
return item.id;
});
const { combatMultiplier: setCombatMultiplier } = computeSetBonuses(
equippedItemIds,
defaultEquipmentSets,
);
let partyDPS = 0;
let partyMaxHp = 0;
for (const adventurer of state.adventurers) {
if (adventurer.count === 0) {
continue;
}
let adventurerMultiplier = 1;
for (const upgrade of state.upgrades) {
if (
upgrade.purchased
&& upgrade.target === "adventurer"
&& upgrade.adventurerId === adventurer.id
) {
adventurerMultiplier = adventurerMultiplier * upgrade.multiplier;
}
}
const adventurerContribution
= adventurer.combatPower
* adventurer.count
* adventurerMultiplier
* globalMultiplier
* prestigeMultiplier;
partyDPS = partyDPS + adventurerContribution;
const adventurerHp = adventurer.level * 50 * adventurer.count;
partyMaxHp = partyMaxHp + adventurerHp;
}
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 12 -- @preserve */
const echoCombatMultiplier = state.transcendence?.echoCombatMultiplier ?? 1;
const craftedCombatMultiplier
= state.exploration?.craftedCombatMultiplier ?? 1;
const companionBonus = getActiveCompanionBonus(
state.companions?.activeCompanionId ?? null,
state.companions?.unlockedCompanionIds ?? [],
);
const companionCombatMult
= companionBonus?.type === "bossDamage"
? 1 + companionBonus.value
: 1;
partyDPS = partyDPS
* equipmentCombatMultiplier
* setCombatMultiplier
* echoCombatMultiplier
* craftedCombatMultiplier
* companionCombatMult;
return { partyDPS, partyMaxHp };
};
bossRouter.post("/challenge", async(context) => {
try {
const discordId = context.get("discordId");
const body = await context.req.json<{ bossId: string }>();
// eslint-disable-next-line @typescript-eslint/strict-boolean-expressions -- Runtime body validation
if (!body.bossId) {
return context.json({ error: "Invalid request body" }, 400);
}
const record = await prisma.gameState.findUnique({ where: { discordId } });
if (!record) {
return context.json({ error: "No save found" }, 404);
}
const rawState: unknown = record.state;
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma returns JsonValue; cast to GameState */
const state = rawState as GameState;
const boss = state.bosses.find((b) => {
return b.id === body.bossId;
});
if (!boss) {
return context.json({ error: "Boss not found" }, 404);
}
if (boss.status !== "available" && boss.status !== "in_progress") {
return context.json({ error: "Boss is not currently available" }, 400);
}
if (boss.prestigeRequirement > state.prestige.count) {
return context.json({ error: "Prestige requirement not met" }, 403);
}
const { partyDPS, partyMaxHp } = calculatePartyStats(state);
if (
partyDPS === 0
|| partyMaxHp === 0
|| !Number.isFinite(partyDPS)
|| !Number.isFinite(partyMaxHp)
) {
return context.json(
{ error: "Your party has no adventurers ready to fight" },
400,
);
}
const bossHpBefore = boss.currentHp;
const bossDPS = boss.damagePerSecond;
const timeToKillBoss = bossHpBefore / partyDPS;
const timeToKillParty = partyMaxHp / bossDPS;
const won = timeToKillBoss <= timeToKillParty;
// eslint-disable-next-line @typescript-eslint/init-declarations -- Conditionally assigned in if/else branches
let partyHpRemaining: number;
// eslint-disable-next-line @typescript-eslint/init-declarations -- Conditionally assigned in if/else branches
let bossHpAtBattleEnd: number;
// eslint-disable-next-line @typescript-eslint/init-declarations -- Conditionally assigned in if/else branches
let bossUpdatedHp: number;
// eslint-disable-next-line @typescript-eslint/init-declarations -- Conditionally assigned based on win/loss
let rewards: BossChallengeResponse["rewards"];
// eslint-disable-next-line @typescript-eslint/init-declarations -- Conditionally assigned based on win/loss
let casualties: BossChallengeResponse["casualties"];
if (won) {
bossHpAtBattleEnd = 0;
bossUpdatedHp = 0;
const bossDamageDealt = bossDPS * timeToKillBoss;
partyHpRemaining = Math.max(0, partyMaxHp - bossDamageDealt);
boss.status = "defeated";
boss.currentHp = 0;
const crystalMult = state.prestige.runestonesCrystalMultiplier ?? 1;
state.resources.gold = state.resources.gold + boss.goldReward;
state.resources.essence = state.resources.essence + boss.essenceReward;
const crystalAward = boss.crystalReward * crystalMult;
state.resources.crystals = state.resources.crystals + crystalAward;
state.player.totalGoldEarned = state.player.totalGoldEarned + boss.goldReward;
for (const upgradeId of boss.upgradeRewards) {
const upgrade = state.upgrades.find((u) => {
return u.id === upgradeId;
});
if (upgrade) {
upgrade.unlocked = true;
}
}
// Grant equipment rewards — auto-equip if the slot is currently empty
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 14 -- @preserve */
for (const equipmentId of boss.equipmentRewards) {
const equipment = state.equipment.find((item) => {
return item.id === equipmentId;
});
if (equipment) {
equipment.owned = true;
const slotAlreadyEquipped = state.equipment.some((item) => {
return item.type === equipment.type && item.equipped;
});
if (!slotAlreadyEquipped) {
equipment.equipped = true;
}
}
}
// Unlock next boss in the same zone (zone-based sequential progression)
const zoneBosses = state.bosses.filter((b) => {
return b.zoneId === boss.zoneId;
});
const zoneIndex = zoneBosses.findIndex((b) => {
return b.id === body.bossId;
});
const [ nextZoneBoss ] = zoneBosses.slice(zoneIndex + 1);
if (
nextZoneBoss
&& nextZoneBoss.prestigeRequirement <= state.prestige.count
) {
const nextBossInState = state.bosses.find((b) => {
return b.id === nextZoneBoss.id;
});
if (nextBossInState) {
nextBossInState.status = "available";
}
}
/*
* Unlock any zone whose unlock conditions are now both satisfied
* (final boss defeated AND final quest completed)
*/
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next -- @preserve */
for (const zone of state.zones) {
if (zone.status === "unlocked") {
continue;
}
if (zone.unlockBossId !== body.bossId) {
continue;
}
// Boss condition just became satisfied — check the quest condition too
const questSatisfied
= zone.unlockQuestId === null
|| state.quests.some((q) => {
return q.id === zone.unlockQuestId && q.status === "completed";
});
if (!questSatisfied) {
continue;
}
zone.status = "unlocked";
// Unlock exploration areas for the newly unlocked zone
for (const area of state.exploration?.areas ?? []) {
const areaDefinition = defaultExplorations.find((explorationArea) => {
return explorationArea.id === area.id;
});
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 3 -- @preserve */
if (areaDefinition?.zoneId === zone.id && area.status === "locked") {
area.status = "available";
}
}
const updatedZoneBosses = state.bosses.filter((b) => {
return b.zoneId === zone.id;
});
const [ firstUpdatedBoss ] = updatedZoneBosses;
if (
firstUpdatedBoss
&& firstUpdatedBoss.prestigeRequirement <= state.prestige.count
) {
firstUpdatedBoss.status = "available";
}
}
// Update daily boss challenge progress
if (state.dailyChallenges) {
const { crystalsAwarded, updatedChallenges } = updateChallengeProgress(
state.dailyChallenges,
"bossesDefeated",
1,
);
state.dailyChallenges = updatedChallenges;
state.resources.crystals = state.resources.crystals + crystalsAwarded;
}
// First-kill bounty — only awarded once across all prestiges
const staticBoss = defaultBosses.find((b) => {
return b.id === body.bossId;
});
// eslint-disable-next-line capitalized-comments -- v8 ignore
/* v8 ignore next 7 -- @preserve */
const bountyRunestones
= boss.bountyRunestonesClaimed === true
? 0
: staticBoss?.bountyRunestones ?? 0;
if (bountyRunestones > 0) {
boss.bountyRunestonesClaimed = true;
}
state.prestige.runestones = state.prestige.runestones + bountyRunestones;
rewards = {
bountyRunestones: bountyRunestones,
crystals: crystalAward,
equipmentIds: boss.equipmentRewards,
essence: boss.essenceReward,
gold: boss.goldReward,
upgradeIds: boss.upgradeRewards,
};
} else {
const partyDamageDealt = partyDPS * timeToKillParty;
bossHpAtBattleEnd = Math.max(0, bossHpBefore - partyDamageDealt);
bossUpdatedHp = boss.maxHp;
partyHpRemaining = 0;
boss.status = "available";
boss.currentHp = boss.maxHp;
// How close was the party to winning? (0 = hopeless, 1 = nearly won)
const victoryProgress = Math.min(1, timeToKillParty / timeToKillBoss);
// Casualty rate scales from ~0% (nearly won) to 60% (completely outmatched)
const casualtyFraction = (1 - victoryProgress) * 0.6;
casualties = [];
for (const adventurer of state.adventurers) {
if (adventurer.count === 0) {
continue;
}
const killed = Math.floor(adventurer.count * casualtyFraction);
if (killed > 0) {
adventurer.count = Math.max(1, adventurer.count - killed);
casualties.push({ adventurerId: adventurer.id, killed: killed });
}
}
}
const now = Date.now();
await prisma.gameState.update({
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
data: { state: state as object, updatedAt: now },
where: { discordId },
});
const secret = process.env.ANTI_CHEAT_SECRET;
const updatedSignature = secret === undefined
? undefined
: computeHmac(JSON.stringify(state), secret);
const { bossId } = body;
void logger.metric("boss_challenge", 1, { bossId, discordId, won });
const bossMaxHp = boss.maxHp;
const bossNewHp = bossUpdatedHp;
const response: BossChallengeResponse = {
bossDPS,
bossHpAtBattleEnd,
bossHpBefore,
bossMaxHp,
bossNewHp,
partyDPS,
partyHpRemaining,
partyMaxHp,
won,
};
if (rewards !== undefined) {
response.rewards = rewards;
}
if (casualties !== undefined) {
response.casualties = casualties;
}
if (updatedSignature !== undefined) {
response.signature = updatedSignature;
}
return context.json(response);
} catch (error) {
void logger.error(
"boss_challenge",
error instanceof Error
? error
: new Error(String(error)),
);
return context.json({ error: "Internal server error" }, 500);
}
});
export { bossRouter };