Files
elysium/apps/api/src/data/initialState.ts
T
hikari 7f43dc725e feat: vampire mode chunk 3 - sync/sanitize and initial state
Add initialVampireState() and vampireSpread validation to mirror the
goddess mode pattern. Also lint-fix pre-existing style issues across
all Chunk 2 vampire data and type files.
2026-04-16 09:26:29 -07:00

255 lines
8.4 KiB
TypeScript

/**
* @file Initial game state data.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
import { defaultAchievements } from "./achievements.js";
import { defaultAdventurers } from "./adventurers.js";
import { defaultBosses } from "./bosses.js";
import { defaultEquipment } from "./equipment.js";
import { defaultExplorations } from "./explorations.js";
import { defaultGoddessAchievements } from "./goddessAchievements.js";
import { defaultGoddessBosses } from "./goddessBosses.js";
import { defaultGoddessDisciples } from "./goddessDisciples.js";
import { defaultGoddessEquipment } from "./goddessEquipment.js";
import { defaultGoddessExplorationAreas } from "./goddessExplorations.js";
import { defaultGoddessQuests } from "./goddessQuests.js";
import { defaultGoddessUpgrades } from "./goddessUpgrades.js";
import { defaultGoddessZones } from "./goddessZones.js";
import { defaultQuests } from "./quests.js";
import { currentSchemaVersion } from "./schemaVersion.js";
import { defaultUpgrades } from "./upgrades.js";
import { defaultVampireAchievements } from "./vampireAchievements.js";
import { defaultVampireBosses } from "./vampireBosses.js";
import { defaultVampireEquipment } from "./vampireEquipment.js";
import { defaultVampireExplorationAreas } from "./vampireExplorations.js";
import { defaultVampireQuests } from "./vampireQuests.js";
import { defaultVampireThralls } from "./vampireThralls.js";
import { defaultVampireUpgrades } from "./vampireUpgrades.js";
import { defaultVampireZones } from "./vampireZones.js";
import { defaultZones } from "./zones.js";
import type {
ApotheosisData,
AwakeningData,
ConsecrationData,
EnlightenmentData,
ExplorationState,
GameState,
GoddessState,
Player,
PrestigeData,
SiringData,
TranscendenceData,
VampireState,
} from "@elysium/types";
const initialPrestige: PrestigeData = {
count: 0,
productionMultiplier: 1,
purchasedUpgradeIds: [],
runestones: 0,
};
const initialTranscendence: TranscendenceData = {
count: 0,
echoCombatMultiplier: 1,
echoIncomeMultiplier: 1,
echoMetaMultiplier: 1,
echoPrestigeRunestoneMultiplier: 1,
echoPrestigeThresholdMultiplier: 1,
echoes: 0,
purchasedUpgradeIds: [],
};
const initialApotheosis: ApotheosisData = {
count: 0,
};
const initialExploration: ExplorationState = {
areas: defaultExplorations.map((area) => {
return {
id: area.id,
status:
area.zoneId === "verdant_vale"
? ("available" as const)
: ("locked" as const),
};
}),
craftedClickMultiplier: 1,
craftedCombatMultiplier: 1,
craftedEssenceMultiplier: 1,
craftedGoldMultiplier: 1,
craftedRecipeIds: [],
materials: [],
};
const initialConsecration: ConsecrationData = {
count: 0,
divinity: 0,
productionMultiplier: 1,
purchasedUpgradeIds: [],
};
const initialEnlightenment: EnlightenmentData = {
count: 0,
purchasedUpgradeIds: [],
stardust: 0,
stardustCombatMultiplier: 1,
stardustConsecrationDivinityMultiplier: 1,
stardustConsecrationThresholdMultiplier: 1,
stardustMetaMultiplier: 1,
stardustPrayersMultiplier: 1,
};
const initialSiring: SiringData = {
count: 0,
ichor: 0,
productionMultiplier: 1,
purchasedUpgradeIds: [],
};
const initialAwakening: AwakeningData = {
count: 0,
purchasedUpgradeIds: [],
soulShards: 0,
soulShardsBloodMultiplier: 1,
soulShardsCombatMultiplier: 1,
soulShardsMetaMultiplier: 1,
soulShardsSiringIchorMultiplier: 1,
soulShardsSiringThresholdMultiplier: 1,
};
/**
* Builds a fresh initial goddess state for a player who has just completed their
* first Apotheosis. All goddess content is locked until progressed through the realm.
* @returns A clean GoddessState with all default data.
*/
const initialGoddessState = (): GoddessState => {
return {
achievements: structuredClone(defaultGoddessAchievements),
baseClickPower: 1,
bosses: structuredClone(defaultGoddessBosses),
consecration: { ...initialConsecration },
disciples: structuredClone(defaultGoddessDisciples),
enlightenment: { ...initialEnlightenment },
equipment: structuredClone(defaultGoddessEquipment),
exploration: {
areas: defaultGoddessExplorationAreas.map((area) => {
return {
id: area.id,
status:
area.zoneId === "goddess_celestial_garden"
? ("available" as const)
: ("locked" as const),
};
}),
craftedCombatMultiplier: 1,
craftedDivinityMultiplier: 1,
craftedPrayersMultiplier: 1,
craftedRecipeIds: [],
materials: [],
},
lastTickAt: Date.now(),
lifetimeBossesDefeated: 0,
lifetimePrayersEarned: 0,
lifetimeQuestsCompleted: 0,
quests: structuredClone(defaultGoddessQuests),
totalPrayersEarned: 0,
upgrades: structuredClone(defaultGoddessUpgrades),
zones: structuredClone(defaultGoddessZones),
};
};
/**
* Builds a fresh initial vampire state for a player who has just achieved their
* first Eternal Sovereignty. All vampire content is locked until progressed through the realm.
* @returns A clean VampireState with all default data.
*/
const initialVampireState = (): VampireState => {
return {
achievements: structuredClone(defaultVampireAchievements),
awakening: { ...initialAwakening },
baseClickPower: 1,
bosses: structuredClone(defaultVampireBosses),
equipment: structuredClone(defaultVampireEquipment),
eternalSovereignty: { count: 0 },
exploration: {
areas: defaultVampireExplorationAreas.map((area) => {
return {
id: area.id,
status:
area.zoneId === "vampire_haunted_catacombs"
? ("available" as const)
: ("locked" as const),
};
}),
craftedBloodMultiplier: 1,
craftedCombatMultiplier: 1,
craftedIchorMultiplier: 1,
craftedRecipeIds: [],
materials: [],
},
lastTickAt: Date.now(),
lifetimeBloodEarned: 0,
lifetimeBossesDefeated: 0,
lifetimeQuestsCompleted: 0,
quests: structuredClone(defaultVampireQuests),
siring: { ...initialSiring },
thralls: structuredClone(defaultVampireThralls),
totalBloodEarned: 0,
upgrades: structuredClone(defaultVampireUpgrades),
zones: structuredClone(defaultVampireZones),
};
};
/**
* Builds an initial game state for a new player.
* @param player - The player data from Discord OAuth.
* @param characterName - The character name chosen by the player.
* @returns A fresh GameState object.
*/
const initialGameState = (
player: Player,
characterName: string,
): GameState => {
return {
achievements: structuredClone(defaultAchievements),
adventurers: structuredClone(defaultAdventurers),
apotheosis: { ...initialApotheosis },
autoBoss: false,
autoQuest: false,
baseClickPower: 1,
bosses: structuredClone(defaultBosses),
companions: { activeCompanionId: null, unlockedCompanionIds: [] },
equipment: structuredClone(defaultEquipment),
exploration: structuredClone(initialExploration),
lastTickAt: Date.now(),
player: {
...player,
characterName: characterName,
totalClicks: 0,
totalGoldEarned: 0,
},
prestige: initialPrestige,
quests: structuredClone(defaultQuests),
resources: {
crystals: 0,
essence: 0,
gold: 0,
runestones: 0,
},
schemaVersion: currentSchemaVersion,
transcendence: { ...initialTranscendence },
upgrades: structuredClone(defaultUpgrades),
zones: structuredClone(defaultZones),
};
};
export {
initialExploration,
initialGameState,
initialGoddessState,
initialVampireState,
};