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>
201 lines
9.1 KiB
TypeScript
201 lines
9.1 KiB
TypeScript
/* eslint-disable max-lines-per-function -- Test suites naturally have many cases */
|
|
/* eslint-disable max-lines -- Test suites naturally have many cases */
|
|
/* eslint-disable @typescript-eslint/consistent-type-assertions -- Tests build minimal state objects */
|
|
import { beforeEach, describe, expect, it, vi } from "vitest";
|
|
import { Hono } from "hono";
|
|
import type { GameState } from "@elysium/types";
|
|
|
|
vi.mock("../../src/db/client.js", () => ({
|
|
prisma: {
|
|
player: { findUnique: vi.fn(), update: vi.fn() },
|
|
gameState: { findUnique: vi.fn(), update: vi.fn(), updateMany: vi.fn() },
|
|
},
|
|
}));
|
|
|
|
vi.mock("../../src/middleware/auth.js", () => ({
|
|
authMiddleware: vi.fn(async (c: { set: (key: string, value: string) => void }, next: () => Promise<void>) => {
|
|
c.set("discordId", "test_discord_id");
|
|
await next();
|
|
}),
|
|
}));
|
|
|
|
vi.mock("../../src/services/webhook.js", () => ({
|
|
postMilestoneWebhook: vi.fn().mockResolvedValue(undefined),
|
|
}));
|
|
|
|
const DISCORD_ID = "test_discord_id";
|
|
|
|
const makeState = (overrides: Partial<GameState> = {}): GameState => ({
|
|
player: { discordId: DISCORD_ID, username: "u", discriminator: "0", avatar: null, totalGoldEarned: 1_000_000, totalClicks: 0, characterName: "T" },
|
|
resources: { gold: 0, essence: 0, crystals: 0, runestones: 0 },
|
|
adventurers: [],
|
|
upgrades: [],
|
|
quests: [],
|
|
bosses: [],
|
|
equipment: [],
|
|
achievements: [],
|
|
zones: [],
|
|
exploration: { areas: [], materials: [], craftedRecipeIds: [], craftedGoldMultiplier: 1, craftedEssenceMultiplier: 1, craftedClickMultiplier: 1, craftedCombatMultiplier: 1 },
|
|
companions: { unlockedCompanionIds: [], activeCompanionId: null },
|
|
prestige: { count: 0, runestones: 100, productionMultiplier: 1, purchasedUpgradeIds: [] },
|
|
baseClickPower: 1,
|
|
lastTickAt: 0,
|
|
schemaVersion: 1,
|
|
...overrides,
|
|
} as GameState);
|
|
|
|
describe("prestige route", () => {
|
|
let app: Hono;
|
|
let prisma: {
|
|
player: { findUnique: ReturnType<typeof vi.fn>; update: ReturnType<typeof vi.fn> };
|
|
gameState: { findUnique: ReturnType<typeof vi.fn>; update: ReturnType<typeof vi.fn>; updateMany: ReturnType<typeof vi.fn> };
|
|
};
|
|
|
|
beforeEach(async () => {
|
|
vi.clearAllMocks();
|
|
const { prestigeRouter } = await import("../../src/routes/prestige.js");
|
|
const { prisma: p } = await import("../../src/db/client.js");
|
|
prisma = p as typeof prisma;
|
|
app = new Hono();
|
|
app.route("/prestige", prestigeRouter);
|
|
});
|
|
|
|
const post = (path: string, body?: Record<string, unknown>) =>
|
|
app.fetch(new Request(`http://localhost/prestige${path}`, {
|
|
method: "POST",
|
|
headers: body ? { "Content-Type": "application/json" } : undefined,
|
|
body: body ? JSON.stringify(body) : undefined,
|
|
}));
|
|
|
|
describe("POST /", () => {
|
|
it("returns 404 when no save is found", async () => {
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
|
|
const res = await post("");
|
|
expect(res.status).toBe(404);
|
|
});
|
|
|
|
it("returns 400 when not eligible (not enough gold)", async () => {
|
|
const state = makeState({ player: { discordId: DISCORD_ID, username: "u", discriminator: "0", avatar: null, totalGoldEarned: 0, totalClicks: 0, characterName: "T" } });
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
const res = await post("");
|
|
expect(res.status).toBe(400);
|
|
});
|
|
|
|
it("returns runestones on successful prestige", async () => {
|
|
const state = makeState();
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state, updatedAt: 0 } as never);
|
|
vi.mocked(prisma.gameState.updateMany).mockResolvedValueOnce({ count: 1 } as never);
|
|
vi.mocked(prisma.player.update).mockResolvedValueOnce({} as never);
|
|
const res = await post("");
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { runestones: number; newPrestigeCount: number };
|
|
expect(body.newPrestigeCount).toBe(1);
|
|
expect(body.runestones).toBeGreaterThanOrEqual(0);
|
|
});
|
|
|
|
it("returns 409 when a concurrent prestige already committed", async () => {
|
|
const state = makeState();
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state, updatedAt: 0 } as never);
|
|
vi.mocked(prisma.gameState.updateMany).mockResolvedValueOnce({ count: 0 } as never);
|
|
const res = await post("");
|
|
expect(res.status).toBe(409);
|
|
});
|
|
|
|
it("returns 500 when the database throws during prestige", async () => {
|
|
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB error"));
|
|
const res = await post("");
|
|
expect(res.status).toBe(500);
|
|
});
|
|
|
|
it("returns 500 when the database throws a non-Error value during prestige", async () => {
|
|
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce("raw string error");
|
|
const res = await post("");
|
|
expect(res.status).toBe(500);
|
|
});
|
|
|
|
it("updates daily challenge progress when dailyChallenges are set", async () => {
|
|
const state = makeState({
|
|
dailyChallenges: {
|
|
date: "2024-01-01",
|
|
challenges: [{ id: "prestige_challenge", type: "prestige", target: 2, progress: 0, completed: false, crystalReward: 5 }],
|
|
} as GameState["dailyChallenges"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state, updatedAt: 0 } as never);
|
|
vi.mocked(prisma.gameState.updateMany).mockResolvedValueOnce({ count: 1 } as never);
|
|
vi.mocked(prisma.player.update).mockResolvedValueOnce({} as never);
|
|
const res = await post("");
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { runestones: number; newPrestigeCount: number };
|
|
expect(body.newPrestigeCount).toBe(1);
|
|
});
|
|
|
|
it("skips webhook when enablePrestigeAnnouncements is false", async () => {
|
|
const { postMilestoneWebhook } = await import("../../src/services/webhook.js");
|
|
const state = makeState();
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state, updatedAt: 0 } as never);
|
|
vi.mocked(prisma.gameState.updateMany).mockResolvedValueOnce({ count: 1 } as never);
|
|
vi.mocked(prisma.player.update).mockResolvedValueOnce({} as never);
|
|
vi.mocked(prisma.player.findUnique).mockResolvedValueOnce({ profileSettings: { enablePrestigeAnnouncements: false } } as never);
|
|
const res = await post("");
|
|
expect(res.status).toBe(200);
|
|
expect(postMilestoneWebhook).not.toHaveBeenCalledWith(expect.anything(), "prestige", expect.anything());
|
|
});
|
|
});
|
|
|
|
describe("POST /buy-upgrade", () => {
|
|
it("returns 400 when upgradeId is missing", async () => {
|
|
const res = await post("/buy-upgrade", {});
|
|
expect(res.status).toBe(400);
|
|
});
|
|
|
|
it("returns 404 for unknown upgrade", async () => {
|
|
const res = await post("/buy-upgrade", { upgradeId: "nonexistent_upgrade" });
|
|
expect(res.status).toBe(404);
|
|
});
|
|
|
|
it("returns 404 when no save is found", async () => {
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
|
|
const res = await post("/buy-upgrade", { upgradeId: "income_1" });
|
|
expect(res.status).toBe(404);
|
|
});
|
|
|
|
it("returns 400 when upgrade is already purchased", async () => {
|
|
const state = makeState({ prestige: { count: 0, runestones: 100, productionMultiplier: 1, purchasedUpgradeIds: ["income_1"] } });
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
const res = await post("/buy-upgrade", { upgradeId: "income_1" });
|
|
expect(res.status).toBe(400);
|
|
});
|
|
|
|
it("returns 400 when not enough runestones", async () => {
|
|
const state = makeState({ prestige: { count: 0, runestones: 0, productionMultiplier: 1, purchasedUpgradeIds: [] } });
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
// income_1 costs 10 runestones but state has 0
|
|
const res = await post("/buy-upgrade", { upgradeId: "income_1" });
|
|
expect(res.status).toBe(400);
|
|
});
|
|
|
|
it("returns updated multipliers on successful purchase", async () => {
|
|
const state = makeState({ prestige: { count: 0, runestones: 100, productionMultiplier: 1, purchasedUpgradeIds: [] } });
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await post("/buy-upgrade", { upgradeId: "income_1" });
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { runestonesRemaining: number; purchasedUpgradeIds: string[] };
|
|
expect(body.runestonesRemaining).toBe(90); // 100 - 10
|
|
expect(body.purchasedUpgradeIds).toContain("income_1");
|
|
});
|
|
|
|
it("returns 500 when the database throws during buy-upgrade", async () => {
|
|
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB error"));
|
|
const res = await post("/buy-upgrade", { upgradeId: "income_1" });
|
|
expect(res.status).toBe(500);
|
|
});
|
|
|
|
it("returns 500 when the database throws a non-Error value during buy-upgrade", async () => {
|
|
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce("raw string error");
|
|
const res = await post("/buy-upgrade", { upgradeId: "income_1" });
|
|
expect(res.status).toBe(500);
|
|
});
|
|
});
|
|
});
|