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elysium/apps/web/src/components/game/prestigePanel.tsx
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hikari 666a5b2d6d
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fix: runestone formula, prestige/transcendence rebalance, exploration fixes, and comprehensive balance audit (#135)
## 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>
2026-03-31 19:57:53 -07:00

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/**
* @file Prestige panel component for ascending and purchasing runestone upgrades.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines-per-function -- Complex component with many render paths */
/* eslint-disable complexity -- Many conditional render paths */
/* eslint-disable max-lines -- Large panel with prestige and shop tabs */
/* eslint-disable max-statements -- Prestige panel manages many local state variables */
import { useState, type JSX } from "react";
import { prestige } from "../../api/client.js";
import { useGame } from "../../context/gameContext.js";
import {
PRESTIGE_UPGRADE_CATEGORY_LABELS,
PRESTIGE_UPGRADES,
} from "../../data/prestigeUpgrades.js";
import {
computeProjectedRunestones,
} from "../../engine/tick.js";
import { cdnImage } from "../../utils/cdn.js";
import { sendNotification } from "../../utils/notification.js";
import { playSound } from "../../utils/sound.js";
import type { PrestigeUpgradeCategory } from "@elysium/types";
const baseThreshold = 1_000_000;
/**
* Calculates the prestige threshold for a given prestige count.
* Mirrors the server formula: BASE * (count + 1)^2.
* @param prestigeCount - The current prestige count.
* @returns The required gold to prestige.
*/
const calculateThreshold = (prestigeCount: number): number => {
return baseThreshold * Math.pow(prestigeCount + 1, 2);
};
/**
* Calculates the production multiplier for a given prestige count.
* @param prestigeCount - The number of times the player has prestiged.
* @returns The compounding multiplier applied to all income sources.
*/
const calculateProductionMultiplier = (prestigeCount: number): number => {
return Math.pow(1.15, prestigeCount);
};
const categoryOrder: Array<PrestigeUpgradeCategory> = [
"income",
"click",
"essence",
"crystals",
"runestones",
"utility",
];
/**
* Renders the prestige panel with ascension and runestone shop tabs.
* @returns The JSX element.
*/
const PrestigePanel = (): JSX.Element => {
const {
state,
reloadSilent,
formatNumber,
buyPrestigeUpgrade,
enableNotifications,
enableSounds,
toggleAutoAdventurer,
toggleAutoPrestige,
triggerPrestigeToast,
} = useGame();
const [ isPending, setIsPending ] = useState(false);
const [ result, setResult ] = useState<{
runestones: number;
count: number;
milestoneRunestones: number;
} | null>(null);
const [ prestigeError, setPrestigeError ] = useState<string | null>(null);
const [ buyingId, setBuyingId ] = useState<string | null>(null);
const [ activeTab, setActiveTab ] = useState<"prestige" | "shop">("prestige");
if (state === null) {
return (
<section className="panel">
<p>{"Loading..."}</p>
</section>
);
}
const { autoAdventurer, prestige: prestigeData, player } = state;
const threshold = calculateThreshold(prestigeData.count);
const isEligible = player.totalGoldEarned >= threshold;
const runestonePreview = computeProjectedRunestones(state);
const nextMultiplier = calculateProductionMultiplier(prestigeData.count + 1);
async function handlePrestige(): Promise<void> {
setIsPending(true);
setPrestigeError(null);
try {
const data = await prestige({});
setResult({
count: data.newPrestigeCount,
milestoneRunestones: data.milestoneRunestones,
runestones: data.runestones,
});
triggerPrestigeToast();
if (enableSounds) {
playSound("prestige");
}
if (enableNotifications) {
sendNotification(
"⭐ Prestige!",
`You've reached prestige level ${data.newPrestigeCount.toString()}!`,
);
}
await reloadSilent();
} catch (error_: unknown) {
setPrestigeError(
error_ instanceof Error
? error_.message
: "Prestige failed",
);
} finally {
setIsPending(false);
}
}
async function handleBuyUpgrade(upgradeId: string): Promise<void> {
setBuyingId(upgradeId);
try {
await buyPrestigeUpgrade(upgradeId);
} finally {
setBuyingId(null);
}
}
const upgradesByCategory = categoryOrder.map((categoryId) => {
const label = PRESTIGE_UPGRADE_CATEGORY_LABELS[categoryId] ?? categoryId;
const upgrades = PRESTIGE_UPGRADES.filter((upgrade) => {
return upgrade.category === categoryId;
});
return { categoryId, label, upgrades };
});
function handlePrestigeClick(): void {
void handlePrestige();
}
function handleAutoAdventurerToggle(): void {
toggleAutoAdventurer();
}
function handleAutoPrestigeToggle(): void {
toggleAutoPrestige();
}
function handlePrestigeTabClick(): void {
setActiveTab("prestige");
}
function handleShopTabClick(): void {
setActiveTab("shop");
}
const progressRatio = player.totalGoldEarned / threshold;
const progressPct = (progressRatio * 100).toFixed(1);
return (
<section className="panel prestige-panel">
<h2>{"⭐ Prestige"}</h2>
<div className="prestige-tabs">
<button
className={`prestige-tab ${activeTab === "prestige"
? "active"
: ""}`}
onClick={handlePrestigeTabClick}
type="button"
>
{"Ascend"}
</button>
<button
className={`prestige-tab ${activeTab === "shop"
? "active"
: ""}`}
onClick={handleShopTabClick}
type="button"
>
{"🔮 Runestone Shop ("}
{formatNumber(prestigeData.runestones)}
{" stones)"}
</button>
</div>
{activeTab === "prestige"
&& <>
<p>
{"Prestige resets your progress but grants "}
<strong>{"Runestones"}</strong>
{"— permanent currency used for powerful upgrades."}
{" Each prestige multiplies your global production by ×1.15"}
{" (compounding each run)."}
</p>
<div className="prestige-status">
<p>
{"Total gold this run: "}
<strong>{formatNumber(player.totalGoldEarned)}</strong>
</p>
<p>
{"Required to prestige: "}
<strong>{formatNumber(threshold)}</strong>
</p>
<p>
{"Prestige count: "}
<strong>{prestigeData.count}</strong>
</p>
<p>
{"Current production multiplier: "}
<strong>
{"×"}
{prestigeData.productionMultiplier.toFixed(2)}
</strong>
</p>
<p>
{"After next prestige: "}
<strong>
{"×"}
{nextMultiplier.toFixed(2)}
</strong>
</p>
<p>
{"Runestones: "}
<strong>{formatNumber(prestigeData.runestones)}</strong>
</p>
{isEligible
? <p className="runestone-preview">
{"Runestones on prestige: "}
<strong>
{"+"}
{formatNumber(runestonePreview)}
</strong>
</p>
: null}
{isEligible
? null
: <p className="prestige-progress">
{"Progress: "}
{formatNumber(player.totalGoldEarned)}
{" / "}
{formatNumber(threshold)}
{" ("}
{progressPct}
{"%"}
{")"}
</p>
}
</div>
{isEligible
? <div className="prestige-form">
<p>{"You are ready to prestige!"}</p>
<button
className="prestige-button"
disabled={isPending}
onClick={handlePrestigeClick}
type="button"
>
{isPending
? "Ascending..."
: `✨ Ascend (+${formatNumber(runestonePreview)} Runestones)`}
</button>
{prestigeError === null
? null
: <p className="error">{prestigeError}</p>
}
{result === null
? null
: <p className="success">
{"Ascended to Prestige "}
{result.count}
{"! Earned "}
{formatNumber(result.runestones)}
{" Runestones."}
{result.milestoneRunestones > 0
&& <>
{" 🎉 Milestone bonus: +"}
{formatNumber(result.milestoneRunestones)}
{" Runestones!"}
</>
}
</p>
}
</div>
: <p className="prestige-locked">
{"Earn "}
{formatNumber(threshold - player.totalGoldEarned)}
{" more gold to unlock prestige."}
</p>
}
</>
}
{activeTab === "shop"
&& <div className="runestone-shop">
<p className="shop-balance">
{"Balance: "}
<strong>
{formatNumber(prestigeData.runestones)}
{" Runestones"}
</strong>
</p>
{upgradesByCategory.map(({ categoryId, label, upgrades }) => {
return (
<div className="shop-category" key={categoryId}>
<h3>{label}</h3>
<div className="shop-upgrades">
{upgrades.map((upgrade) => {
const purchased = prestigeData.purchasedUpgradeIds.includes(
upgrade.id,
);
const canAfford
= prestigeData.runestones >= upgrade.runestonesCost;
const isLoading = buyingId === upgrade.id;
const isAutoAdventurerToggle
= upgrade.id === "auto_adventurer" && purchased;
const autoAdventurerEnabled = autoAdventurer ?? false;
const isAutoPrestigeToggle
= upgrade.id === "auto_prestige" && purchased;
const autoPrestigeEnabled
= prestigeData.autoPrestigeEnabled ?? false;
function handleBuyClick(): void {
void handleBuyUpgrade(upgrade.id);
}
return (
<div
className={`shop-upgrade-card ${
purchased
? "purchased"
: ""
} ${!canAfford && !purchased
? "unaffordable"
: ""}`}
key={upgrade.id}
>
<img
alt={upgrade.name}
className="card-thumbnail"
src={cdnImage("prestige-upgrades", upgrade.id)}
/>
<div className="shop-upgrade-info">
<h4>{upgrade.name}</h4>
<p>{upgrade.description}</p>
<p className="upgrade-cost">
{purchased
? "✅ Purchased"
: `🔮 ${formatNumber(upgrade.runestonesCost)} Runestones`}
</p>
</div>
{isAutoAdventurerToggle
? <button
className={`auto-prestige-toggle ${
autoAdventurerEnabled
? "enabled"
: "disabled"
}`}
onClick={handleAutoAdventurerToggle}
type="button"
>
{autoAdventurerEnabled
? "⚡ Auto ON"
: "⏸ Auto OFF"}
</button>
: null}
{isAutoPrestigeToggle
? <button
className={`auto-prestige-toggle ${
autoPrestigeEnabled
? "enabled"
: "disabled"
}`}
onClick={handleAutoPrestigeToggle}
type="button"
>
{autoPrestigeEnabled
? "⚡ Auto ON"
: "⏸ Auto OFF"}
</button>
: null}
{purchased
? null
: <button
className="buy-upgrade-button"
disabled={
!canAfford || isLoading || buyingId !== null
}
onClick={handleBuyClick}
type="button"
>
{isLoading
? "Buying..."
: "Buy"}
</button>
}
</div>
);
})}
</div>
</div>
);
})}
</div>
}
</section>
);
};
export { PrestigePanel };