generated from nhcarrigan/template
29c817230d
## Summary This PR represents the full v1 prototype, implementing the core game systems for Elysium. - Full idle/clicker RPG loop: resource collection, crafting, boss fights, exploration, and quests - Adventurer hiring with batch size selector and progressive tier cost scaling - Prestige, transcendence, and apotheosis systems with auto-prestige support - Character sheet, titles, leaderboards, companion system, and daily login bonuses - Auto-quest and auto-boss toggles - Discord webhook notifications on prestige/transcendence/apotheosis - Discord role awarded on apotheosis - Responsive design and overarching story/lore system - In-game sound effects and browser notifications for key events - Support link button in the resource bar - Full test coverage (100% on `apps/api` and `packages/types`) - CI pipeline: lint → build → test ## Closes Closes #1 Closes #2 Closes #3 Closes #4 Closes #5 Closes #6 Closes #7 Closes #8 Closes #9 Closes #10 Closes #11 Closes #12 Closes #13 Closes #14 Closes #16 Closes #19 Closes #20 Closes #21 Closes #22 Closes #23 Closes #24 Closes #25 Closes #26 Closes #27 Closes #29 ✨ This issue was created with help from Hikari~ 🌸 Co-authored-by: Naomi Carrigan <commits@nhcarrigan.com> Reviewed-on: #30 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com>
69 lines
2.4 KiB
TypeScript
69 lines
2.4 KiB
TypeScript
/**
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* @file Apotheosis service handling eligibility checks and state building.
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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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import { initialGameState } from "../data/initialState.js";
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import {
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defaultTranscendenceUpgrades,
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} from "../data/transcendenceUpgrades.js";
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import type { ApotheosisData, GameState } from "@elysium/types";
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/**
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* Total number of echo upgrades — all must be purchased to unlock Apotheosis.
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*/
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const totalEchoUpgrades = defaultTranscendenceUpgrades.length;
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/**
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* Returns true when the player is eligible to achieve Apotheosis:
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* all Transcendence echo upgrades must be purchased.
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* @param state - The current game state.
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* @returns Whether the player is eligible for Apotheosis.
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*/
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const isEligibleForApotheosis = (state: GameState): boolean => {
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const purchasedIds = state.transcendence?.purchasedUpgradeIds ?? [];
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return (
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purchasedIds.length >= totalEchoUpgrades
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&& defaultTranscendenceUpgrades.every((u) => {
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return purchasedIds.includes(u.id);
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})
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);
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};
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/**
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* Builds the updated game state after Apotheosis — the ultimate nuclear reset.
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* Wipes absolutely everything including prestige and transcendence.
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* Only codex lore entries and the apotheosis count itself are preserved.
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* @param currentState - The current game state before apotheosis.
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* @param characterName - The character name to carry over.
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* @returns The updated game state and apotheosis data.
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*/
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const buildPostApotheosisState = (
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currentState: GameState,
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characterName: string,
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): { updatedApotheosisData: ApotheosisData; updatedState: GameState } => {
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const apotheosisCount = (currentState.apotheosis?.count ?? 0) + 1;
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const updatedApotheosisData: ApotheosisData = { count: apotheosisCount };
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const freshState = initialGameState(currentState.player, characterName);
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const updatedState: GameState = {
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...freshState,
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lastTickAt: Date.now(),
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// Codex lore persists through all resets — players keep their discovered entries
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...currentState.codex
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? { codex: currentState.codex }
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: {},
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// Apotheosis data is eternal — never wiped by any reset
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apotheosis: updatedApotheosisData,
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// Story chapter progress is permanent — survives all resets
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...currentState.story
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? { story: currentState.story }
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: {},
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};
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return { updatedApotheosisData, updatedState };
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};
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export { buildPostApotheosisState, isEligibleForApotheosis };
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