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>
372 lines
11 KiB
TypeScript
372 lines
11 KiB
TypeScript
/**
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* @file Quest panel component for managing and completing quests.
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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 -- QuestPanel with sub-component and helper functions */
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/* eslint-disable react/no-multi-comp -- QuestCard sub-component is tightly coupled */
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/* eslint-disable max-lines-per-function -- Complex component with many render paths */
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/* eslint-disable complexity -- Many conditional render paths */
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/* eslint-disable max-statements -- Many local variables needed for quest state */
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import { useState, type JSX } from "react";
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import { useGame } from "../../context/gameContext.js";
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import {
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computePartyCombatPower,
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zoneFailureChance,
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} from "../../engine/tick.js";
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import { cdnImage } from "../../utils/cdn.js";
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import { LockToggle } from "../ui/lockToggle.js";
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import { ZoneSelector } from "./zoneSelector.js";
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import type { Quest } from "@elysium/types";
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/**
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* Formats a duration in seconds to a human-readable string.
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* @param seconds - The total number of seconds to format.
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* @returns The formatted duration string.
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*/
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const formatDuration = (seconds: number): string => {
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const secondsPerHour = 3600;
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const secondsPerMinute = 60;
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if (seconds >= secondsPerHour) {
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const hours = Math.floor(seconds / secondsPerHour);
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const remainderSeconds = seconds % secondsPerHour;
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const minutes = Math.floor(remainderSeconds / secondsPerMinute);
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return `${String(hours)}h ${String(minutes)}m`;
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}
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if (seconds >= secondsPerMinute) {
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const minutes = Math.floor(seconds / secondsPerMinute);
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const secs = seconds % secondsPerMinute;
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return `${String(minutes)}m ${String(secs)}s`;
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}
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return `${String(seconds)}s`;
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};
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/**
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* Computes the time remaining for an active quest.
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* @param quest - The quest to check.
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* @returns The remaining seconds.
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*/
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const questTimeRemaining = (quest: Quest): number => {
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if (quest.status !== "active" || quest.startedAt === undefined) {
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return 0;
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}
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const elapsed = (Date.now() - quest.startedAt) / 1000;
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return Math.max(0, quest.durationSeconds - elapsed);
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};
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interface QuestCardProperties {
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readonly quest: Quest;
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readonly partyCombatPower: number;
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readonly unlockHint: string | undefined;
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readonly zoneHint: string | undefined;
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}
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/**
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* Renders a single quest card.
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* @param props - The quest card properties.
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* @param props.quest - The quest to display.
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* @param props.partyCombatPower - The current party's combat power.
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* @param props.unlockHint - Optional hint for how to unlock this quest.
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* @param props.zoneHint - Optional hint for which zone to unlock.
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* @returns The JSX element.
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*/
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const QuestCard = ({
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quest,
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partyCombatPower,
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unlockHint,
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zoneHint,
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}: QuestCardProperties): JSX.Element => {
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const { startQuest, formatNumber } = useGame();
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const cpRequired = quest.combatPowerRequired ?? 0;
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const meetsCP = partyCombatPower >= cpRequired;
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function handleStartQuest(): void {
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startQuest(quest.id);
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}
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return (
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<div className={`quest-card quest-${quest.status}`}>
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<img
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alt={quest.name}
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className="card-thumbnail"
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src={cdnImage("quests", quest.id)}
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/>
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<div className="quest-info">
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<h3>{quest.name}</h3>
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<p>{quest.description}</p>
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{cpRequired > 0
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&& <p
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className={`quest-cp-requirement ${
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meetsCP
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? "cp-met"
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: "cp-unmet"
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}`}
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>
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{"⚔️ Requires "}
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{formatNumber(cpRequired)}
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{" Combat Power"}
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{quest.status === "available"
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&& (meetsCP
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? " ✓"
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: ` (you have ${formatNumber(partyCombatPower)})`)}
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</p>
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}
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<div className="quest-rewards">
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{quest.rewards.map((reward, rewardIndex) => {
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return (
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<span className="reward-tag" key={`${reward.type}-${reward.targetId ?? String(reward.amount ?? rewardIndex)}`}>
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{reward.type === "gold"
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&& `🪙 ${formatNumber(reward.amount ?? 0)}`}
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{reward.type === "essence"
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&& `✨ ${formatNumber(reward.amount ?? 0)}`}
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{reward.type === "crystals"
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&& `💎 ${formatNumber(reward.amount ?? 0)}`}
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{reward.type === "upgrade" && "🔓 Upgrade"}
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{reward.type === "adventurer" && "👥 New Adventurer"}
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</span>
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);
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})}
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</div>
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</div>
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<div className="quest-action">
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{quest.status === "locked"
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&& <>
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<span className="quest-badge locked">{"🔒 Locked"}</span>
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{zoneHint === undefined
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? null
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: <p className="unlock-hint">
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{"🗺️ Unlock zone: "}
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{zoneHint}
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</p>
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}
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{zoneHint === undefined && unlockHint !== undefined
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? <p className="unlock-hint">
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{"📜 Complete: "}
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{unlockHint}
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</p>
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: null}
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</>
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}
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{quest.status === "available"
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&& <p className="quest-failure-chance">
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{"🎲 "}
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{String(Math.round((zoneFailureChance[quest.zoneId] ?? 0) * 100))}
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{"% failure chance"}
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</p>
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}
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{quest.status === "available" && quest.lastFailedAt !== undefined
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&& <p className="quest-failed-hint">
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{"⚠️ Last attempt failed — no rewards were granted."}
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</p>
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}
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{quest.status === "available"
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&& <button
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className="start-quest-button"
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disabled={!meetsCP}
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onClick={handleStartQuest}
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title={
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meetsCP
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? undefined
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: `Need ${formatNumber(cpRequired)} combat power`
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}
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type="button"
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>
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{"Send Party ("}
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{formatDuration(quest.durationSeconds)}
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{")"}
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</button>
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}
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{quest.status === "active"
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&& <span className="quest-badge active">
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{"⏳ "}
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{formatDuration(Math.ceil(questTimeRemaining(quest)))}
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{" remaining"}
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</span>
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}
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{quest.status === "completed"
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&& <span className="quest-badge completed">{"✅ Complete"}</span>
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}
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</div>
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</div>
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);
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};
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/**
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* Renders the quest panel with zone selection and quest list.
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* @returns The JSX element.
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*/
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const QuestPanel = (): JSX.Element => {
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const { state, toggleAutoQuest } = useGame();
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const [ activeZoneId, setActiveZoneId ] = useState(() => {
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return sessionStorage.getItem("elysium_quest_zone") ?? "verdant_vale";
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});
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const [ showLocked, setShowLocked ] = useState(true);
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if (state === null) {
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return (
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<section className="panel">
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<p>{"Loading..."}</p>
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</section>
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);
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}
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const { autoQuest, bosses, quests, zones } = state;
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const activeZone = zones.find((zone) => {
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return zone.id === activeZoneId;
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});
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const zoneIsLocked = activeZone?.status === "locked";
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const unlockBoss = activeZone?.unlockBossId === null
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|| activeZone?.unlockBossId === undefined
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? undefined
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: bosses.find((boss) => {
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return boss.id === activeZone.unlockBossId;
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});
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const unlockQuest = activeZone?.unlockQuestId === null
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|| activeZone?.unlockQuestId === undefined
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? undefined
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: quests.find((quest) => {
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return quest.id === activeZone.unlockQuestId;
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});
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const partyCombatPower = computePartyCombatPower(state);
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const zoneQuests = quests.filter(({ zoneId }) => {
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return zoneId === activeZoneId;
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});
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const lockedCount = zoneQuests.filter(({ status }) => {
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return status === "locked";
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}).length;
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const visibleQuests = showLocked
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? zoneQuests
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: zoneQuests.filter(({ status }) => {
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return status !== "locked";
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});
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const questNameById = new Map(
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quests.map(({ id, name }) => {
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return [ id, name ];
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}),
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);
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const zoneById = new Map(
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zones.map((zone) => {
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return [ zone.id, zone ];
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}),
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);
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const questUnlockHints = new Map<string, string>();
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const questZoneHints = new Map<string, string>();
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for (const { id: questId, status, zoneId, prerequisiteIds } of quests) {
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if (status !== "locked") {
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continue;
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}
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const zone = zoneById.get(zoneId);
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if (zone?.status === "locked") {
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questZoneHints.set(questId, zone.name);
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} else if (prerequisiteIds.length > 0) {
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const [ prereqId ] = prerequisiteIds;
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if (prereqId !== undefined) {
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const prereqName = questNameById.get(prereqId);
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if (prereqName !== undefined) {
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questUnlockHints.set(questId, prereqName);
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}
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}
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}
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}
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function handleZoneSelect(zoneId: string): void {
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setActiveZoneId(zoneId);
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sessionStorage.setItem("elysium_quest_zone", zoneId);
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}
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function handleToggle(): void {
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setShowLocked((current) => {
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return !current;
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});
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}
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function handleAutoQuest(): void {
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toggleAutoQuest();
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}
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const autoQuestOn = autoQuest === true;
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return (
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<section className="panel quest-panel">
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<div className="panel-header">
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<h2>{"Quests"}</h2>
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<div className="panel-header-controls">
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<button
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className={`auto-toggle-btn ${
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autoQuestOn
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? "auto-toggle-on"
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: "auto-toggle-off"
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}`}
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onClick={handleAutoQuest}
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title="Automatically send the party on the highest available quest"
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type="button"
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>
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{"🤖 Auto: "}
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{autoQuestOn
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? "ON"
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: "OFF"}
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</button>
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<LockToggle
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lockedCount={lockedCount}
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onToggle={handleToggle}
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showLocked={showLocked}
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/>
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</div>
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</div>
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<ZoneSelector
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activeZoneId={activeZoneId}
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onSelectZone={handleZoneSelect}
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zones={zones}
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/>
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{zoneIsLocked && (unlockBoss !== undefined || unlockQuest !== undefined)
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? <div className="exploration-zone-locked-hint">
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<p>{"🔒 This zone is locked. Unlock quests by:"}</p>
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{unlockBoss === undefined
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? null
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: <p>
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{"⚔️ Defeat: "}
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{unlockBoss.name}
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</p>
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}
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{unlockQuest === undefined
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? null
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: <p>
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{"📜 Complete: "}
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{unlockQuest.name}
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</p>
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}
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</div>
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: null
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}
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<p className="quest-failure-note">
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{"⚠️ If a quest fails, it resets with no rewards — you must retry."}
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</p>
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<div className="quest-list">
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{visibleQuests.map((quest) => {
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return (
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<QuestCard
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key={quest.id}
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partyCombatPower={partyCombatPower}
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quest={quest}
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unlockHint={questUnlockHints.get(quest.id)}
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zoneHint={questZoneHints.get(quest.id)}
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/>
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);
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})}
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{visibleQuests.length === 0
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&& <p className="empty-zone">{"No quests to show in this zone."}</p>
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}
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</div>
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</section>
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);
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};
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export { QuestPanel };
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