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elysium/apps/web/src/components/game/editProfileModal.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

504 lines
16 KiB
TypeScript

/**
* @file Edit profile modal component for updating player profile settings.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines-per-function -- Complex form with many fields */
/* eslint-disable complexity -- Many conditional render paths for toggles */
/* eslint-disable max-lines -- Large modal with profile and settings forms */
/* eslint-disable max-statements -- Many state initialisations and handlers */
import {
DEFAULT_PROFILE_SETTINGS,
type NumberFormat,
type ProfileSettings,
} from "@elysium/types";
import { type ChangeEvent, type JSX, useEffect, useState } from "react";
import { updateProfile } from "../../api/client.js";
import { useGame } from "../../context/gameContext.js";
import {
requestNotificationPermission,
} from "../../utils/notification.js";
interface EditProfileModalProperties {
readonly onClose: ()=> void;
}
interface StatToggle {
key: keyof ProfileSettings;
label: string;
icon: string;
}
const currentRunToggles: Array<StatToggle> = [
{ icon: "🪙", key: "showCurrentGold", label: "Gold Earned This Run" },
{ icon: "👆", key: "showCurrentClicks", label: "Clicks This Run" },
{ icon: "✨", key: "showApotheosis", label: "Apotheosis Badge" },
{ icon: "🌌", key: "showTranscendence", label: "Transcendence Badge" },
{ icon: "⭐", key: "showPrestige", label: "Prestige Level" },
{ icon: "💀", key: "showBossesDefeated", label: "Bosses Defeated" },
{ icon: "📜", key: "showQuestsCompleted", label: "Quests Completed" },
{
icon: "⚔️",
key: "showAdventurersRecruited",
label: "Adventurers Recruited",
},
{
icon: "🏆",
key: "showAchievementsUnlocked",
label: "Achievements Unlocked",
},
];
const allTimeToggles: Array<StatToggle> = [
{ icon: "🪙", key: "showTotalGold", label: "Total Gold Earned" },
{ icon: "👆", key: "showTotalClicks", label: "Total Clicks" },
{
icon: "💀",
key: "showLifetimeBossesDefeated",
label: "Bosses Defeated",
},
{
icon: "📜",
key: "showLifetimeQuestsCompleted",
label: "Quests Completed",
},
{
icon: "⚔️",
key: "showLifetimeAdventurersRecruited",
label: "Adventurers Recruited",
},
{
icon: "🏆",
key: "showLifetimeAchievementsUnlocked",
label: "Achievements Unlocked",
},
{ icon: "📅", key: "showGuildFounded", label: "Guild Founded Date" },
];
const numberFormatOptions: Array<{
value: NumberFormat;
label: string;
example: string;
}> = [
{ example: "1.23Qa", label: "Suffix", value: "suffix" },
{ example: "1.23e15", label: "Scientific", value: "scientific" },
{ example: "1.23E15", label: "Engineering", value: "engineering" },
];
/**
* Renders the edit profile modal for updating player display settings.
* @param props - The modal properties.
* @param props.onClose - Callback to close the modal.
* @returns The JSX element.
*/
const EditProfileModal = ({
onClose,
}: EditProfileModalProperties): JSX.Element => {
const {
state,
numberFormat: currentNumberFormat,
setNumberFormat,
setEnableSounds,
setEnableNotifications,
} = useGame();
const player = state?.player;
const [ characterName, setCharacterName ] = useState(
player?.characterName ?? "",
);
const [ bio, setBio ] = useState("");
const [ profileSettings, setProfileSettings ] = useState<ProfileSettings>({
...DEFAULT_PROFILE_SETTINGS,
numberFormat: currentNumberFormat,
});
const [ loadingProfile, setLoadingProfile ] = useState(true);
const [ saving, setSaving ] = useState(false);
const [ error, setError ] = useState<string | null>(null);
const [ saved, setSaved ] = useState(false);
useEffect(() => {
if (player?.discordId === undefined || player.discordId === "") {
return;
}
fetch(`/api/profile/${player.discordId}`).
then(async(response) => {
if (!response.ok) {
return;
}
// eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- API response cast
const data = (await response.json()) as {
bio: string;
profileSettings: ProfileSettings;
characterName: string;
};
setBio(data.bio);
setProfileSettings({
...DEFAULT_PROFILE_SETTINGS,
...data.profileSettings,
});
setCharacterName(
data.characterName === ""
? player.characterName
: data.characterName,
);
}).
catch(() => {
/* Fall back to local state if fetch fails — not a blocking error */
}).
finally(() => {
setLoadingProfile(false);
});
}, [ player?.discordId, player?.characterName ]);
async function handleSave(): Promise<void> {
setSaving(true);
setError(null);
try {
await updateProfile({
bio,
characterName,
profileSettings,
});
setNumberFormat(profileSettings.numberFormat);
setEnableSounds(profileSettings.enableSounds);
setEnableNotifications(profileSettings.enableNotifications);
setSaved(true);
setTimeout(onClose, 900);
} catch (error_: unknown) {
setError(error_ instanceof Error
? error_.message
: "Failed to save");
} finally {
setSaving(false);
}
}
function handleSaveClick(): void {
void handleSave();
}
function toggleSetting(key: keyof ProfileSettings): void {
setProfileSettings((previous) => {
const current = previous[key];
const toggled = typeof current === "boolean"
? !current
: current;
return { ...previous, [key]: toggled };
});
}
function handleLeaderboardToggle(): void {
toggleSetting("showOnLeaderboards");
}
function handleNameChange(event: ChangeEvent<HTMLInputElement>): void {
setCharacterName(event.target.value);
}
function handleBioChange(event: ChangeEvent<HTMLTextAreaElement>): void {
setBio(event.target.value);
}
function handleSoundsToggle(): void {
toggleSetting("enableSounds");
}
async function handleNotificationsEnable(): Promise<void> {
if (profileSettings.enableNotifications) {
toggleSetting("enableNotifications");
return;
}
const granted = await requestNotificationPermission();
if (granted) {
toggleSetting("enableNotifications");
} else {
setError(
"Browser notification permission was denied."
+ " Please enable it in your browser settings.",
);
}
}
function handleNotificationsToggle(): void {
void handleNotificationsEnable();
}
function handlePrestigeAnnouncementsToggle(): void {
toggleSetting("enablePrestigeAnnouncements");
}
const isSaveDisabled = saving || characterName.trim() === "";
let saveLabel = "Save Profile";
if (saving) {
saveLabel = "Saving…";
}
if (saved) {
saveLabel = "✓ Saved!";
}
return (
<div aria-modal="true" className="modal-overlay" role="dialog">
<div className="modal edit-profile-modal">
<div className="modal-header">
<h2>{"Edit Profile"}</h2>
<button
aria-label="Close"
className="modal-close"
onClick={onClose}
type="button"
>
{"✕"}
</button>
</div>
{loadingProfile
? <p className="edit-profile-loading">{"Loading your profile…"}</p>
: <div className="edit-profile-form">
<label className="edit-profile-label" htmlFor="edit-char-name">
{"Display Name"}
</label>
<input
className="edit-profile-input"
id="edit-char-name"
maxLength={32}
onChange={handleNameChange}
placeholder="Your character's name"
type="text"
value={characterName}
/>
<span className="edit-profile-hint">
{characterName.length}
{" / 32"}
</span>
<label className="edit-profile-label" htmlFor="edit-bio">
{"Bio"}
</label>
<textarea
className="edit-profile-textarea"
id="edit-bio"
maxLength={200}
onChange={handleBioChange}
placeholder="Tell the world about your guild… (optional)"
rows={3}
value={bio}
/>
<span className="edit-profile-hint">
{bio.length}
{" / 200"}
</span>
<div className="edit-profile-section">
<p className="edit-profile-label">{"Visible Stats"}</p>
<p className="edit-profile-sublabel">
{"Choose which stats appear on your public profile."}
</p>
<p className="edit-profile-stat-group-heading">{"Current Run"}</p>
<div className="stat-toggles">
{currentRunToggles.map(({ key, label, icon }) => {
const isOn = profileSettings[key] === true;
const toggleClass = isOn
? "stat-toggle-on"
: "stat-toggle-off";
const toggleIndicator = isOn
? "✓ Shown"
: "Hidden";
function handleToggle(): void {
toggleSetting(key);
}
return (
<button
className={`stat-toggle-btn ${toggleClass}`}
key={key}
onClick={handleToggle}
type="button"
>
<span>
{icon} {label}
</span>
<span className="stat-toggle-indicator">
{toggleIndicator}
</span>
</button>
);
})}
</div>
<p className="edit-profile-stat-group-heading">{"All Time"}</p>
<div className="stat-toggles">
{allTimeToggles.map(({ key, label, icon }) => {
const isOn = profileSettings[key] === true;
const toggleClass = isOn
? "stat-toggle-on"
: "stat-toggle-off";
const toggleIndicator = isOn
? "✓ Shown"
: "Hidden";
function handleToggle(): void {
toggleSetting(key);
}
return (
<button
className={`stat-toggle-btn ${toggleClass}`}
key={key}
onClick={handleToggle}
type="button"
>
<span>
{icon} {label}
</span>
<span className="stat-toggle-indicator">
{toggleIndicator}
</span>
</button>
);
})}
</div>
</div>
<div className="edit-profile-section">
<p className="edit-profile-label">{"Privacy"}</p>
<p className="edit-profile-sublabel">
{"Control your visibility on public leaderboards."}
</p>
<button
className={`stat-toggle-btn ${
profileSettings.showOnLeaderboards
? "stat-toggle-on"
: "stat-toggle-off"
}`}
onClick={handleLeaderboardToggle}
type="button"
>
<span>{"🏆 Appear on Leaderboards"}</span>
<span className="stat-toggle-indicator">
{profileSettings.showOnLeaderboards
? "✓ Shown"
: "Hidden"}
</span>
</button>
</div>
<div className="edit-profile-section">
<p className="edit-profile-label">{"Sounds & Notifications"}</p>
<p className="edit-profile-sublabel">
{"Control in-game sound effects and browser notifications."}
</p>
<button
className={`stat-toggle-btn ${
profileSettings.enableSounds
? "stat-toggle-on"
: "stat-toggle-off"
}`}
onClick={handleSoundsToggle}
type="button"
>
<span>{"🔊 Sound Effects"}</span>
<span className="stat-toggle-indicator">
{profileSettings.enableSounds
? "✓ On"
: "Off"}
</span>
</button>
<button
className={`stat-toggle-btn ${
profileSettings.enableNotifications
? "stat-toggle-on"
: "stat-toggle-off"
}`}
onClick={handleNotificationsToggle}
type="button"
>
<span>{"🔔 Browser Notifications"}</span>
<span className="stat-toggle-indicator">
{profileSettings.enableNotifications
? "✓ On"
: "Off"
}
</span>
</button>
<button
className={`stat-toggle-btn ${
profileSettings.enablePrestigeAnnouncements
? "stat-toggle-on"
: "stat-toggle-off"
}`}
onClick={handlePrestigeAnnouncementsToggle}
type="button"
>
<span>{"⭐ Prestige Bot Announcements"}</span>
<span className="stat-toggle-indicator">
{profileSettings.enablePrestigeAnnouncements
? "✓ On"
: "Off"
}
</span>
</button>
</div>
<div className="edit-profile-section">
<p className="edit-profile-label">{"Number Format"}</p>
<p className="edit-profile-sublabel">
{"How large numbers appear across the game."}
</p>
<div className="number-format-picker">
{numberFormatOptions.map(({ value, label, example }) => {
function handleFormatSelect(): void {
setProfileSettings((previous) => {
return { ...previous, numberFormat: value };
});
}
return (
<button
className={`number-format-btn ${
profileSettings.numberFormat === value
? "number-format-active"
: ""
}`}
key={value}
onClick={handleFormatSelect}
type="button"
>
<span className="number-format-label">{label}</span>
<span className="number-format-example">{example}</span>
</button>
);
})}
</div>
</div>
{error === null
? null
: <p className="edit-profile-error">{error}</p>
}
<div className="edit-profile-actions">
<button
className="edit-profile-cancel"
onClick={onClose}
type="button"
>
{"Cancel"}
</button>
<button
className="edit-profile-save"
disabled={isSaveDisabled}
onClick={handleSaveClick}
type="button"
>
{saveLabel}
</button>
</div>
</div>
}
</div>
</div>
);
};
export { EditProfileModal };