Session 14: Buy All Upgrades (bulk-buy for upgrades) + empty-slot boost leak fix

- Added Game.buyAllUpgrades(): buys every affordable upgrade at once,
  respecting per-upgrade requirements and looping until nothing remains.
- Added a 'Buy All' button to the Upgrades tab header; UI.updateBuyAllButton()
  shows/hides & enables/disables it live each tick based on affordability.
- Fixed empty-slot branch of switchSlot(): added productionBoostUntil: 0 so a
  temporary golden-bloom boost cannot leak into a fresh slot.
- Added .upgrades-header / .buy-all-btn CSS (gold accent theme).

Verified: headless test buy-all-upgrades-test.mjs 24/24 pass; existing
golden-bloom (22/22) and buy-max (6/6) tests re-run clean, no regressions.
This commit is contained in:
2026-08-24 01:30:10 +00:00
parent b532f5a15c
commit 34074b8e65
5 changed files with 160 additions and 3 deletions
+53
View File
@@ -124,6 +124,14 @@ const Game = {
UI.hideImportModal();
});
// Buy All upgrades button.
const buyAllBtn = document.getElementById('buy-all-upgrades');
if (buyAllBtn) {
buyAllBtn.addEventListener('click', () => {
Game.buyAllUpgrades();
});
}
document.getElementById('reset-btn').addEventListener('click', () => {
if (confirm('Are you sure you want to reset all progress? This cannot be undone!')) {
this.reset();
@@ -419,6 +427,48 @@ const Game = {
return false;
},
/**
* Buy every upgrade the player can currently afford at once.
* Returns an object describing what happened: { bought: count, ids: [...] }.
* Upgrades are one-time purchases, so we loop until nothing affordable remains.
*/
buyAllUpgrades() {
const bought = [];
// Loop until a pass buys nothing (each purchase may unlock new affordability).
let progress = true;
while (progress) {
progress = false;
for (const [id, upgrade] of Object.entries(UPGRADES)) {
if (this.state.upgrades.includes(id)) continue;
// Respect requirements before attempting purchase.
if (upgrade.requirements) {
let met = true;
for (const [reqId, reqCount] of Object.entries(upgrade.requirements)) {
if ((this.state.buildings[reqId] || 0) < reqCount) {
met = false;
break;
}
}
if (!met) continue;
}
if (this.state.stardust >= upgrade.cost) {
this.state.stardust -= upgrade.cost;
this.state.upgrades.push(id);
bought.push(id);
progress = true; // another purchase may have unlocked more affordability
}
}
}
if (bought.length > 0) {
UI.showNotification(`Bought ${bought.length} upgrade(s)!`, 'success');
Audio.playPurchase();
UI.update();
}
return { bought: bought.length, ids: bought };
},
/**
* Golden Starbloom - random event system.
* A rare, time-limited bloom occasionally appears on screen. Clicking it
@@ -758,6 +808,9 @@ const Game = {
totalPrestigeEssence: this.state.totalPrestigeEssence || 0,
prestigeUpgrades: this.state.prestigeUpgrades || [],
goldenBlooms: { active: false, timer: 0, lastSpawn: Date.now(), totalClaimed: 0 },
// Reset the temporary golden-bloom production boost so a boost
// from a previous slot cannot leak into a fresh slot.
productionBoostUntil: 0,
activeSlot: slot,
autoSave: this.state.autoSave
};
+39 -2
View File
@@ -189,15 +189,52 @@ const UI = {
for (const [id, upgrade] of Object.entries(UPGRADES)) {
const card = document.getElementById(`upgrade-${id}`);
if (!card) continue;
const purchased = Game.state.upgrades.includes(id);
const costEl = card.querySelector('.upgrade-cost');
if (costEl && !purchased) {
const canAfford = Game.state.stardust >= upgrade.cost;
costEl.textContent = canAfford ? `${Game.formatNumber(upgrade.cost)} ✨` : `❌ ${Game.formatNumber(upgrade.cost)} ✨`;
}
}
// Toggle the "Buy All" button: show it once at least one unowned,
// requirement-met upgrade exists, and disable it when nothing is
// affordable. Its enabled state is refreshed live each tick.
this.updateBuyAllButton();
},
/**
* Show/hide and enable/disable the "Buy All upgrades" button based on
* whether any unowned upgrade (whose requirements are met) is currently
* affordable. Read of game state only; never mutates it.
*/
updateBuyAllButton() {
const btn = document.getElementById('buy-all-upgrades');
if (!btn) return;
let affordableAny = false;
for (const [id, upgrade] of Object.entries(UPGRADES)) {
if (Game.state.upgrades.includes(id)) continue;
if (Game.state.stardust < upgrade.cost) continue;
// Requirement check mirrors Game.buyUpgrade / buyAllUpgrades.
if (upgrade.requirements) {
let met = true;
for (const [reqId, reqCount] of Object.entries(upgrade.requirements)) {
if ((Game.state.buildings[reqId] || 0) < reqCount) {
met = false;
break;
}
}
if (!met) continue;
}
affordableAny = true;
break;
}
btn.style.display = affordableAny ? '' : 'none';
btn.disabled = !affordableAny;
},
/**