generated from nhcarrigan/template
acda4c2fc4
- Add @types/node to API devDependencies
- Create HonoEnv type and apply to all routers + auth middleware for
proper context.get/set("discordId") typing
- Use conditional spreads for exactOptionalPropertyTypes dailyChallenges
in GameContext, tick engine, and prestige route
- Use conditional spread for optional signature in SaveRequest calls
- Add non-null assertions in shuffle/template index for noUncheckedIndexedAccess
- Cast GameState to never for Prisma InputJsonValue fields
- Exclude vite.config.ts from web tsconfig (it runs in Node context)
145 lines
4.3 KiB
TypeScript
145 lines
4.3 KiB
TypeScript
import type { BuyPrestigeUpgradeRequest, GameState, PrestigeRequest } from "@elysium/types";
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import { Hono } from "hono";
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import type { HonoEnv } from "../types/hono.js";
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import { prisma } from "../db/client.js";
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import { authMiddleware } from "../middleware/auth.js";
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import { DEFAULT_PRESTIGE_UPGRADES } from "../data/prestigeUpgrades.js";
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import { updateChallengeProgress } from "../services/dailyChallenges.js";
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import {
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buildPostPrestigeState,
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computeRunestoneMultipliers,
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isEligibleForPrestige,
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} from "../services/prestige.js";
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export const prestigeRouter = new Hono<HonoEnv>();
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prestigeRouter.use("*", authMiddleware);
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prestigeRouter.post("/", async (context) => {
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const discordId = context.get("discordId") as string;
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const body = await context.req.json<PrestigeRequest>();
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const characterName = body.characterName?.trim();
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if (!characterName) {
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return context.json({ error: "characterName is required" }, 400);
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}
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const record = await prisma.gameState.findUnique({ where: { discordId } });
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if (!record) {
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return context.json({ error: "No save found" }, 404);
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}
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const state = record.state as unknown as GameState;
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if (!isEligibleForPrestige(state)) {
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return context.json(
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{ error: "Not eligible for prestige — collect 1,000,000 total gold first" },
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400,
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);
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}
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// Update daily prestige challenge progress before resetting the run
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let updatedDailyChallenges = state.dailyChallenges;
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let challengeCrystals = 0;
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if (updatedDailyChallenges) {
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const result = updateChallengeProgress(updatedDailyChallenges, "prestige", 1);
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updatedDailyChallenges = result.updatedChallenges;
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challengeCrystals = result.crystalsAwarded;
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}
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const { newState, newPrestigeData, runestonesEarned, milestoneRunestones } = buildPostPrestigeState(
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state,
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characterName,
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);
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// Preserve daily challenges across the prestige reset and apply any crystal rewards
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const finalState: GameState = {
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...newState,
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...(updatedDailyChallenges !== undefined ? { dailyChallenges: updatedDailyChallenges } : {}),
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resources: {
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...newState.resources,
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crystals: newState.resources.crystals + challengeCrystals,
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},
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};
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const now = Date.now();
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await prisma.gameState.update({
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where: { discordId },
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data: { state: finalState as object, updatedAt: now },
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});
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await prisma.player.update({
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where: { discordId },
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data: {
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characterName,
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totalGoldEarned: 0,
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totalClicks: 0,
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lastSavedAt: now,
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},
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});
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return context.json({
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runestones: runestonesEarned,
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newPrestigeCount: newPrestigeData.count,
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milestoneRunestones,
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});
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});
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prestigeRouter.post("/buy-upgrade", async (context) => {
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const discordId = context.get("discordId") as string;
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const body = await context.req.json<BuyPrestigeUpgradeRequest>();
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const { upgradeId } = body;
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if (!upgradeId) {
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return context.json({ error: "upgradeId is required" }, 400);
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}
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const upgrade = DEFAULT_PRESTIGE_UPGRADES.find((u) => u.id === upgradeId);
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if (!upgrade) {
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return context.json({ error: "Unknown prestige upgrade" }, 404);
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}
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const record = await prisma.gameState.findUnique({ where: { discordId } });
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if (!record) {
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return context.json({ error: "No save found" }, 404);
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}
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const state = record.state as unknown as GameState;
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const { purchasedUpgradeIds, runestones } = state.prestige;
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if (purchasedUpgradeIds.includes(upgradeId)) {
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return context.json({ error: "Upgrade already purchased" }, 400);
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}
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if (runestones < upgrade.runestonesCost) {
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return context.json({ error: "Not enough runestones" }, 400);
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}
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const newRunestones = runestones - upgrade.runestonesCost;
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const newPurchasedUpgradeIds = [...purchasedUpgradeIds, upgradeId];
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const newState: GameState = {
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...state,
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prestige: {
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...state.prestige,
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runestones: newRunestones,
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purchasedUpgradeIds: newPurchasedUpgradeIds,
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...computeRunestoneMultipliers(newPurchasedUpgradeIds),
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},
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};
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await prisma.gameState.update({
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where: { discordId },
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data: { state: newState as object, updatedAt: Date.now() },
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});
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const multipliers = computeRunestoneMultipliers(newPurchasedUpgradeIds);
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return context.json({
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runestonesRemaining: newRunestones,
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purchasedUpgradeIds: newPurchasedUpgradeIds,
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...multipliers,
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});
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});
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