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>
268 lines
9.1 KiB
TypeScript
268 lines
9.1 KiB
TypeScript
/**
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* @file Prestige routes handling prestige resets and upgrade purchases.
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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-per-function -- Route handlers require many steps */
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/* eslint-disable max-statements -- Route handlers require many statements */
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/* eslint-disable complexity -- Route handlers have inherent complexity */
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import { Hono } from "hono";
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import { defaultPrestigeUpgrades } from "../data/prestigeUpgrades.js";
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import { prisma } from "../db/client.js";
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import { authMiddleware } from "../middleware/auth.js";
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import { updateChallengeProgress } from "../services/dailyChallenges.js";
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import { logger } from "../services/logger.js";
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import {
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buildPostPrestigeState,
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computeRunestoneMultipliers,
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isEligibleForPrestige,
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} from "../services/prestige.js";
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import { postMilestoneWebhook } from "../services/webhook.js";
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import type { HonoEnvironment } from "../types/hono.js";
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import type { BuyPrestigeUpgradeRequest, GameState } from "@elysium/types";
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const prestigeRouter = new Hono<HonoEnvironment>();
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prestigeRouter.use("*", authMiddleware);
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prestigeRouter.post("/", async(context) => {
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try {
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const discordId = context.get("discordId");
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const record = await prisma.gameState.findUnique({ where: { discordId } });
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if (!record) {
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return context.json({ error: "No save found" }, 404);
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}
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/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma returns JsonValue */
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const state = record.state as unknown as GameState;
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if (!isEligibleForPrestige(state)) {
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return context.json(
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{
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// eslint-disable-next-line stylistic/max-len -- Error message cannot be shortened
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error: "Not eligible for prestige — collect 1,000,000 total gold first",
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},
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400,
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);
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}
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// Update daily prestige challenge progress before resetting the run
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let updatedDailyChallenges = state.dailyChallenges;
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let challengeCrystals = 0;
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if (updatedDailyChallenges) {
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const result = updateChallengeProgress(
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updatedDailyChallenges,
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"prestige",
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1,
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);
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updatedDailyChallenges = result.updatedChallenges;
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challengeCrystals = result.crystalsAwarded;
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}
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const {
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milestoneRunestones,
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prestigeData,
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prestigeState,
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runestonesEarned,
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} = buildPostPrestigeState(state, state.player.characterName);
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// Preserve daily challenges across the prestige reset and apply any crystal rewards
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const finalState: GameState = {
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...prestigeState,
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...updatedDailyChallenges === undefined
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? {}
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: { dailyChallenges: updatedDailyChallenges },
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resources: {
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...prestigeState.resources,
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crystals: prestigeState.resources.crystals + challengeCrystals,
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},
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};
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// Capture current-run stats to accumulate into lifetime totals before resetting
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// eslint-disable-next-line capitalized-comments -- v8 ignore
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/* v8 ignore next 10 -- @preserve */
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const runBossesDefeated = state.bosses.filter((boss) => {
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return boss.status === "defeated";
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}).length;
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const runQuestsCompleted = state.quests.filter((quest) => {
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return quest.status === "completed";
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}).length;
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let runAdventurersRecruited = 0;
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for (const adventurer of state.adventurers) {
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runAdventurersRecruited = runAdventurersRecruited + adventurer.count;
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}
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// eslint-disable-next-line capitalized-comments -- v8 ignore
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/* v8 ignore next 3 -- @preserve */
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const runAchievementsUnlocked = state.achievements.filter((achievement) => {
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return achievement.unlockedAt !== null;
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}).length;
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const now = Date.now();
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const { updatedAt } = record;
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/*
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* Use the record's current updatedAt as an optimistic lock — if another
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* concurrent prestige request already committed, this update will match
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* 0 rows and we can safely reject the duplicate without a double webhook.
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*/
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const updateResult = await prisma.gameState.updateMany({
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/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
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data: { state: finalState as object, updatedAt: now },
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where: { discordId, updatedAt },
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});
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if (updateResult.count === 0) {
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return context.json({ error: "Prestige already in progress" }, 409);
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}
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await prisma.player.update({
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data: {
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characterName: state.player.characterName,
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lastSavedAt: now,
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lifetimeAchievementsUnlocked: { increment: runAchievementsUnlocked },
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lifetimeAdventurersRecruited: { increment: runAdventurersRecruited },
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lifetimeBossesDefeated: { increment: runBossesDefeated },
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lifetimeClicks: { increment: state.player.totalClicks },
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// Accumulate into lifetime totals — never reset
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lifetimeGoldEarned: { increment: state.player.totalGoldEarned },
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lifetimeQuestsCompleted: { increment: runQuestsCompleted },
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totalClicks: 0,
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// Reset current-run counters
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totalGoldEarned: 0,
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},
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where: { discordId },
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});
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const prestigeCount = prestigeData.count;
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void logger.metric("prestige", 1, { discordId, prestigeCount });
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const playerRecord = await prisma.player.findUnique({
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select: { profileSettings: true },
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where: { discordId },
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});
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/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Runtime shape check for JSON field */
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const playerSettings = playerRecord?.profileSettings as
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Record<string, unknown> | null | undefined;
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const announcementsEnabled
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= playerSettings?.enablePrestigeAnnouncements !== false;
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if (announcementsEnabled) {
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void postMilestoneWebhook(discordId, "prestige", {
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// eslint-disable-next-line capitalized-comments -- v8 ignore
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/* v8 ignore next -- @preserve */
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apotheosis: prestigeState.apotheosis?.count ?? 0,
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prestige: prestigeData.count,
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// eslint-disable-next-line capitalized-comments -- v8 ignore
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/* v8 ignore next 2 -- @preserve */
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transcendence: prestigeState.transcendence?.count ?? 0,
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});
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}
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return context.json({
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milestoneRunestones: milestoneRunestones,
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newPrestigeCount: prestigeData.count, // eslint-disable-line unicorn/no-keyword-prefix -- API response field name required by client
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runestones: runestonesEarned,
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});
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} catch (error) {
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void logger.error(
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"prestige",
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error instanceof Error
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? error
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: new Error(String(error)),
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);
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return context.json({ error: "Internal server error" }, 500);
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}
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});
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prestigeRouter.post("/buy-upgrade", async(context) => {
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try {
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const discordId = context.get("discordId");
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const body = await context.req.json<BuyPrestigeUpgradeRequest>();
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const { upgradeId } = body;
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// eslint-disable-next-line @typescript-eslint/strict-boolean-expressions -- Runtime body validation
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if (!upgradeId) {
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return context.json({ error: "upgradeId is required" }, 400);
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}
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const upgrade = defaultPrestigeUpgrades.find((prestigeUpgrade) => {
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return prestigeUpgrade.id === upgradeId;
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});
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if (!upgrade) {
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return context.json({ error: "Unknown prestige upgrade" }, 404);
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}
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const record = await prisma.gameState.findUnique({ where: { discordId } });
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if (!record) {
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return context.json({ error: "No save found" }, 404);
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}
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/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma returns JsonValue */
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const state = record.state as unknown as GameState;
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const { purchasedUpgradeIds, runestones } = state.prestige;
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if (purchasedUpgradeIds.includes(upgradeId)) {
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return context.json({ error: "Upgrade already purchased" }, 400);
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}
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if (runestones < upgrade.runestonesCost) {
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return context.json({ error: "Not enough runestones" }, 400);
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}
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const updatedRunestones = runestones - upgrade.runestonesCost;
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const updatedPurchasedUpgradeIds = [ ...purchasedUpgradeIds, upgradeId ];
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const updatedState: GameState = {
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...state,
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prestige: {
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...state.prestige,
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purchasedUpgradeIds: updatedPurchasedUpgradeIds,
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runestones: updatedRunestones,
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...computeRunestoneMultipliers(updatedPurchasedUpgradeIds),
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},
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};
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await prisma.gameState.update({
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/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
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data: { state: updatedState as object, updatedAt: Date.now() },
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where: { discordId },
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});
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const multipliers = computeRunestoneMultipliers(updatedPurchasedUpgradeIds);
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void logger.metric("prestige_upgrade_purchased", 1, {
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discordId,
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upgradeId,
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});
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return context.json({
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purchasedUpgradeIds: updatedPurchasedUpgradeIds,
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runestonesRemaining: updatedRunestones,
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...multipliers,
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});
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} catch (error) {
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void logger.error(
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"prestige_buy_upgrade",
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error instanceof Error
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? error
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: new Error(String(error)),
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);
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return context.json({ error: "Internal server error" }, 500);
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}
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});
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export { prestigeRouter };
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