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>
171 lines
5.4 KiB
TypeScript
171 lines
5.4 KiB
TypeScript
/**
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* @file Transcendence eligibility checks, echo calculations, and post-transcendence state builder.
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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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import { initialGameState } from "../data/initialState.js";
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import { defaultTranscendenceUpgrades } from "../data/transcendenceUpgrades.js";
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import type {
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GameState,
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TranscendenceData,
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TranscendenceUpgradeCategory,
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} from "@elysium/types";
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/**
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* ID of the boss that must be defeated to unlock transcendence.
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*/
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const finalBossId = "the_absolute_one";
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/**
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* Base constant used in the echo yield formula.
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*/
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const echoFormulaConstant = 224;
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const getCategoryMultiplier = (
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purchasedIds: Array<string>,
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category: TranscendenceUpgradeCategory,
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): number => {
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return defaultTranscendenceUpgrades.filter((upgrade) => {
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return upgrade.category === category && purchasedIds.includes(upgrade.id);
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}).reduce((mult, upgrade) => {
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return mult * upgrade.multiplier;
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}, 1);
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};
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/**
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* Computes all transcendence multipliers from the purchased upgrade IDs.
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* @param purchasedUpgradeIds - The array of purchased transcendence upgrade IDs.
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* @returns An object containing all transcendence multiplier values.
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*/
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const computeTranscendenceMultipliers = (
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purchasedUpgradeIds: Array<string>,
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): Omit<TranscendenceData, "count" | "echoes" | "purchasedUpgradeIds"> => {
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return {
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echoCombatMultiplier: getCategoryMultiplier(
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purchasedUpgradeIds,
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"combat",
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),
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echoIncomeMultiplier: getCategoryMultiplier(
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purchasedUpgradeIds,
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"income",
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),
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echoMetaMultiplier: getCategoryMultiplier(
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purchasedUpgradeIds,
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"echo_meta",
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),
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echoPrestigeRunestoneMultiplier: getCategoryMultiplier(
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purchasedUpgradeIds,
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"prestige_runestones",
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),
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echoPrestigeThresholdMultiplier: getCategoryMultiplier(
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purchasedUpgradeIds,
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"prestige_threshold",
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),
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};
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};
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/**
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* Returns true when the player is eligible to transcend:
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* they must have defeated the final boss at least once.
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* @param state - The current game state.
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* @returns Whether the player is eligible for transcendence.
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*/
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const isEligibleForTranscendence = (state: GameState): boolean => {
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return state.bosses.some((boss) => {
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return boss.id === finalBossId && boss.status === "defeated";
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});
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};
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/**
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* Calculates echo yield for a transcendence.
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* Formula: floor(CONSTANT / sqrt(prestigeCount)) × echoMetaMultiplier.
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* Fewer prestiges = more echoes (rewards efficient play).
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* Minimum prestige count of 1 is enforced to avoid division by zero.
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* @param prestigeCount - The current prestige count.
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* @param echoMetaMultiplier - The echo meta multiplier from transcendence upgrades.
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* @returns The number of echoes earned.
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*/
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const calculateEchoes = (
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prestigeCount: number,
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echoMetaMultiplier: number,
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): number => {
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const safeCount = Math.max(prestigeCount, 1);
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const baseEchoes = echoFormulaConstant / Math.sqrt(safeCount);
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return Math.floor(baseEchoes * echoMetaMultiplier);
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};
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/**
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* Builds the permanent-data spread objects that survive a transcendence reset.
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* @param currentState - The game state at the time of transcendence.
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* @param transcendenceData - The newly-computed transcendence data to carry forward.
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* @returns A partial GameState object containing all data that persists through transcendence.
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*/
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const buildPermanentSpreads = (
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currentState: GameState,
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transcendenceData: TranscendenceData,
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): Partial<GameState> => {
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return {
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transcendence: transcendenceData,
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...currentState.codex === undefined
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? {}
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: { codex: currentState.codex },
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...currentState.apotheosis === undefined
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? {}
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: { apotheosis: currentState.apotheosis },
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...currentState.story === undefined
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? {}
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: { story: currentState.story },
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};
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};
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/**
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* Builds the new game state after a transcendence (nuclear reset).
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* Wipes everything except codex, dailyChallenges, and transcendence data.
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* @param currentState - The game state at the time of transcendence.
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* @param characterName - The player's character name to carry forward.
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* @returns The new game state, transcendence data, and echoes earned.
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*/
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const buildPostTranscendenceState = (
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currentState: GameState,
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characterName: string,
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): {
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transcendenceState: GameState;
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transcendenceData: TranscendenceData;
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echoesEarned: number;
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} => {
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const previousTranscendence = currentState.transcendence;
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const echoMetaMultiplier = previousTranscendence?.echoMetaMultiplier ?? 1;
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const echoesEarned = calculateEchoes(
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currentState.prestige.count,
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echoMetaMultiplier,
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);
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const previousEchoes = previousTranscendence?.echoes ?? 0;
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const updatedCount = (previousTranscendence?.count ?? 0) + 1;
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const updatedPurchasedIds = previousTranscendence?.purchasedUpgradeIds ?? [];
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const transcendenceData: TranscendenceData = {
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count: updatedCount,
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echoes: previousEchoes + echoesEarned,
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purchasedUpgradeIds: updatedPurchasedIds,
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...computeTranscendenceMultipliers(updatedPurchasedIds),
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};
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const freshState = initialGameState(currentState.player, characterName);
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const transcendenceState: GameState = {
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...freshState,
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lastTickAt: Date.now(),
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...buildPermanentSpreads(currentState, transcendenceData),
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};
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return { echoesEarned, transcendenceData, transcendenceState };
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};
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export {
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buildPostTranscendenceState,
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calculateEchoes,
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computeTranscendenceMultipliers,
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isEligibleForTranscendence,
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};
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