generated from nhcarrigan/template
4d7e624358
## Summary - Auto-boss now turns itself **off** when a boss fight is **lost**, so the player can reassess rather than the system silently looping. A "🤖 Last fight: [Boss] — ❌ Lost" status line appears in the boss panel. - Auto-boss also turns off (with an ⚠️ error message) when the API call fails outright (e.g. party has no adventurers), replacing the previous behaviour of silently hammering the API every animation frame. - Auto-quest now turns itself **off** whenever a quest fails the random-chance check, detected inside the tick's `setState` callback immediately after `applyTick`. - `autoBoss: false` and `autoQuest: false` are now part of `initialGameState`, so these fields persist through save/load cycles from the very first session — preventing a race window where the boss-route DB write could strip them before the first auto-save. - `toggleAutoBoss` clears both `autoBossLastResult` and `autoBossError` on each toggle so the panel always reflects the current session cleanly. ## Test plan - [x] `pnpm lint` — 0 errors, 0 warnings - [x] `pnpm build` — all packages clean - [x] `pnpm test` — 100% coverage maintained across the board Closes #40 ✨ This issue was created with help from Hikari~ 🌸 Reviewed-on: #46 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com>
109 lines
3.1 KiB
TypeScript
109 lines
3.1 KiB
TypeScript
/**
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* @file Initial game state data.
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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 { defaultAchievements } from "./achievements.js";
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import { defaultAdventurers } from "./adventurers.js";
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import { defaultBosses } from "./bosses.js";
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import { defaultEquipment } from "./equipment.js";
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import { defaultExplorations } from "./explorations.js";
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import { defaultQuests } from "./quests.js";
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import { currentSchemaVersion } from "./schemaVersion.js";
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import { defaultUpgrades } from "./upgrades.js";
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import { defaultZones } from "./zones.js";
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import type {
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ApotheosisData,
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ExplorationState,
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GameState,
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Player,
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PrestigeData,
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TranscendenceData,
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} from "@elysium/types";
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const initialPrestige: PrestigeData = {
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count: 0,
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productionMultiplier: 1,
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purchasedUpgradeIds: [],
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runestones: 0,
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};
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const initialTranscendence: TranscendenceData = {
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count: 0,
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echoCombatMultiplier: 1,
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echoIncomeMultiplier: 1,
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echoMetaMultiplier: 1,
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echoPrestigeRunestoneMultiplier: 1,
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echoPrestigeThresholdMultiplier: 1,
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echoes: 0,
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purchasedUpgradeIds: [],
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};
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const initialApotheosis: ApotheosisData = {
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count: 0,
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};
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const initialExploration: ExplorationState = {
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areas: defaultExplorations.map((area) => {
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return {
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id: area.id,
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status:
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area.zoneId === "verdant_vale"
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? ("available" as const)
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: ("locked" as const),
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};
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}),
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craftedClickMultiplier: 1,
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craftedCombatMultiplier: 1,
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craftedEssenceMultiplier: 1,
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craftedGoldMultiplier: 1,
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craftedRecipeIds: [],
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materials: [],
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};
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/**
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* Builds an initial game state for a new player.
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* @param player - The player data from Discord OAuth.
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* @param characterName - The character name chosen by the player.
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* @returns A fresh GameState object.
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*/
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const initialGameState = (
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player: Player,
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characterName: string,
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): GameState => {
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return {
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achievements: structuredClone(defaultAchievements),
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adventurers: structuredClone(defaultAdventurers),
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apotheosis: { ...initialApotheosis },
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autoBoss: false,
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autoQuest: false,
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baseClickPower: 1,
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bosses: structuredClone(defaultBosses),
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companions: { activeCompanionId: null, unlockedCompanionIds: [] },
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equipment: structuredClone(defaultEquipment),
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exploration: structuredClone(initialExploration),
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lastTickAt: Date.now(),
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player: {
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...player,
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characterName: characterName,
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totalClicks: 0,
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totalGoldEarned: 0,
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},
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prestige: initialPrestige,
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quests: structuredClone(defaultQuests),
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resources: {
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crystals: 0,
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essence: 0,
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gold: 0,
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runestones: 0,
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},
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schemaVersion: currentSchemaVersion,
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transcendence: { ...initialTranscendence },
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upgrades: structuredClone(defaultUpgrades),
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zones: structuredClone(defaultZones),
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};
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};
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export { initialExploration, initialGameState };
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