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>
342 lines
9.8 KiB
TypeScript
342 lines
9.8 KiB
TypeScript
/**
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* @file Upgrade panel component for purchasing game upgrades.
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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 react/no-multi-comp -- Sub-component is tightly coupled to the panel */
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/* eslint-disable max-lines-per-function -- Complex component with many render paths */
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/* eslint-disable complexity -- UpgradeCard has many conditional render paths for states */
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/* eslint-disable max-statements -- UpgradePanel builds hints from three sources */
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/* eslint-disable max-lines -- Upgrade panel with sub-component exceeds line limit */
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import { type JSX, useState } from "react";
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import { useGame } from "../../context/gameContext.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 type { Adventurer, Upgrade } from "@elysium/types";
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interface UpgradeCardProperties {
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readonly upgrade: Upgrade;
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readonly currentGold: number;
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readonly currentEssence: number;
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readonly currentCrystals: number;
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readonly unlockHint: string | undefined;
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readonly formatNumber: (n: number)=> string;
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readonly adventurers: ReadonlyArray<Adventurer>;
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}
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/**
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* Renders a single upgrade card.
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* @param props - The upgrade card properties.
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* @param props.upgrade - The upgrade data.
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* @param props.currentGold - The current gold amount.
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* @param props.currentEssence - The current essence amount.
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* @param props.currentCrystals - The current crystals amount.
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* @param props.unlockHint - Optional hint for how to unlock this upgrade.
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* @param props.formatNumber - The number formatting utility function.
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* @param props.adventurers - The list of adventurers, used to resolve the affected adventurer name.
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* @returns The JSX element.
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*/
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const UpgradeCard = ({
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upgrade,
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currentGold,
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currentEssence,
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currentCrystals,
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unlockHint,
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formatNumber,
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adventurers,
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}: UpgradeCardProperties): JSX.Element => {
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const { buyUpgrade } = useGame();
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const adventurerName = upgrade.adventurerId === undefined
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? undefined
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: adventurers.find((adventurer) => {
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return adventurer.id === upgrade.adventurerId;
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})?.name;
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const canAfford
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= currentGold >= upgrade.costGold
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&& currentEssence >= upgrade.costEssence
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&& currentCrystals >= upgrade.costCrystals;
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function handleBuy(): void {
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buyUpgrade(upgrade.id);
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}
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if (upgrade.unlocked && upgrade.purchased) {
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return (
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<div className="upgrade-card purchased">
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<img
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alt={upgrade.name}
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className="card-thumbnail"
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src={cdnImage("upgrades", upgrade.id)}
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/>
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<span className="upgrade-name">
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{"✅ "}
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{upgrade.name}
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</span>
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<span className="upgrade-desc">{upgrade.description}</span>
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{adventurerName === undefined
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? null
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: <span className="upgrade-target">
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{"🗡️ Affects: "}
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{adventurerName}
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</span>
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}
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</div>
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);
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}
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if (upgrade.unlocked) {
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return (
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<div className="upgrade-card">
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<img
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alt={upgrade.name}
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className="card-thumbnail"
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src={cdnImage("upgrades", upgrade.id)}
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/>
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<div className="upgrade-info">
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<h3>{upgrade.name}</h3>
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<p>{upgrade.description}</p>
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{adventurerName === undefined
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? null
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: <p className="upgrade-target">
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{"🗡️ Affects: "}
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{adventurerName}
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</p>
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}
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<p className="upgrade-multiplier">
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{"×"}
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{upgrade.multiplier}
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{" multiplier"}
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</p>
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</div>
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<div className="upgrade-cost">
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{upgrade.costGold > 0
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&& <span>
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{"🪙 "}
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{formatNumber(upgrade.costGold)}
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</span>
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}
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{upgrade.costEssence > 0
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&& <span>
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{"✨ "}
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{formatNumber(upgrade.costEssence)}
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</span>
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}
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{upgrade.costCrystals > 0
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&& <span>
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{"💎 "}
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{formatNumber(upgrade.costCrystals)}
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</span>
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}
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</div>
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<button
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className="buy-button"
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disabled={!canAfford}
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onClick={handleBuy}
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type="button"
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>
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{"Buy"}
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</button>
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</div>
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);
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}
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return (
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<div className="upgrade-card locked">
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<img
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alt={upgrade.name}
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className="card-thumbnail"
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src={cdnImage("upgrades", upgrade.id)}
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/>
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<div className="upgrade-info">
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<h3>
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{"🔒 "}
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{upgrade.name}
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</h3>
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<p>{upgrade.description}</p>
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{adventurerName === undefined
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? null
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: <p className="upgrade-target">
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{"🗡️ Affects: "}
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{adventurerName}
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</p>
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}
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<p className="upgrade-multiplier">
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{"×"}
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{upgrade.multiplier}
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{" multiplier"}
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</p>
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</div>
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<div className="upgrade-cost">
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{upgrade.costGold > 0
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&& <span>
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{"🪙 "}
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{formatNumber(upgrade.costGold)}
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</span>
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}
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{upgrade.costEssence > 0
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&& <span>
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{"✨ "}
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{formatNumber(upgrade.costEssence)}
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</span>
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}
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{upgrade.costCrystals > 0
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&& <span>
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{"💎 "}
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{formatNumber(upgrade.costCrystals)}
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</span>
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}
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</div>
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<span className="upgrade-locked-label">{"Locked"}</span>
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{unlockHint === undefined
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? null
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: <p className="unlock-hint">{unlockHint}</p>
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}
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</div>
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);
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};
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/**
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* Renders the upgrade panel with all available, locked, and purchased upgrades.
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* @returns The JSX element.
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*/
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const UpgradePanel = (): JSX.Element => {
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const { state, formatNumber } = useGame();
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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 { adventurers, bosses, quests, upgrades, resources } = state;
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const purchased = upgrades.filter((upgrade) => {
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return upgrade.purchased;
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});
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const available = upgrades.filter((upgrade) => {
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return upgrade.unlocked && !upgrade.purchased;
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});
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const locked = upgrades.filter((upgrade) => {
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return !upgrade.unlocked;
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});
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const upgradeUnlockHints = new Map<string, string>();
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for (const { upgradeRewards, name: bossName } of bosses) {
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for (const upgradeId of upgradeRewards) {
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upgradeUnlockHints.set(upgradeId, `⚔️ Defeat: ${bossName}`);
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}
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}
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for (const { rewards, name: questName } of quests) {
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for (const reward of rewards) {
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if (
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reward.type === "upgrade"
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&& reward.targetId !== undefined
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&& !upgradeUnlockHints.has(reward.targetId)
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) {
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upgradeUnlockHints.set(reward.targetId, `📜 Complete: ${questName}`);
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}
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}
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}
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for (const upgrade of locked) {
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if (
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!upgradeUnlockHints.has(upgrade.id)
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&& upgrade.adventurerId !== undefined
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) {
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const adventurerForHint = adventurers.find((a) => {
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return a.id === upgrade.adventurerId;
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});
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if (adventurerForHint !== undefined) {
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upgradeUnlockHints.set(
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upgrade.id,
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`🗡️ Recruit: ${adventurerForHint.name}`,
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);
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}
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}
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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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return (
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<section className="panel upgrade-panel">
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<div className="panel-header">
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<h2>{"Upgrades"}</h2>
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<LockToggle
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lockedCount={locked.length}
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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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<p className="upgrade-progress">
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{purchased.length}
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{" / "}
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{upgrades.length}
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{" purchased"}
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</p>
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<p className="upgrade-stacking-note">
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{"💡 Upgrade multipliers stack multiplicatively — two ×2 upgrades"
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+ " combine to give ×4, not ×3."}
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</p>
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{upgrades.length === 0
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? <p className="empty-state">
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{"No upgrades available yet — keep adventuring!"}
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</p>
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: <div className="upgrade-list">
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{available.map((upgrade) => {
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return (
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<UpgradeCard
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adventurers={adventurers}
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currentCrystals={resources.crystals}
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currentEssence={resources.essence}
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currentGold={resources.gold}
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formatNumber={formatNumber}
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key={upgrade.id}
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unlockHint={undefined}
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upgrade={upgrade}
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/>
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);
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})}
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{purchased.map((upgrade) => {
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return (
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<UpgradeCard
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adventurers={adventurers}
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currentCrystals={resources.crystals}
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currentEssence={resources.essence}
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currentGold={resources.gold}
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formatNumber={formatNumber}
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key={upgrade.id}
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unlockHint={undefined}
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upgrade={upgrade}
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/>
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);
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})}
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{showLocked
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? locked.map((upgrade) => {
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return (
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<UpgradeCard
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adventurers={adventurers}
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currentCrystals={resources.crystals}
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currentEssence={resources.essence}
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currentGold={resources.gold}
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formatNumber={formatNumber}
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key={upgrade.id}
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unlockHint={upgradeUnlockHints.get(upgrade.id)}
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upgrade={upgrade}
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/>
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);
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})
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: null}
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</div>
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}
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</section>
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);
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};
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export { UpgradePanel };
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