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