feat: add debug panel with force-unlocks and hard-reset tools
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Adds a new Debug tab to the game UI exposing two admin self-service
tools: Force Unlocks (non-destructive scan and correction of any
earned-but-locked zones, quests, bosses, and exploration areas) and
Hard Reset (full progress wipe back to a fresh save, preserving
lifetime stats). Both are guarded by a confirmation modal.

Also styles the action buttons and confirmation modal danger variant,
and adds the ForceUnlocksResponse type to the shared types package.
This commit is contained in:
2026-03-18 10:49:19 -07:00
committed by Naomi Carrigan
parent a20cf3ef87
commit 00c38144e3
10 changed files with 869 additions and 1 deletions
+2
View File
@@ -13,6 +13,7 @@ import { apotheosisRouter } from "./routes/apotheosis.js";
import { authRouter } from "./routes/auth.js";
import { bossRouter } from "./routes/boss.js";
import { craftRouter } from "./routes/craft.js";
import { debugRouter } from "./routes/debug.js";
import { exploreRouter } from "./routes/explore.js";
import { frontendRouter } from "./routes/frontend.js";
import { gameRouter } from "./routes/game.js";
@@ -35,6 +36,7 @@ app.use(
);
app.route("/about", aboutRouter);
app.route("/debug", debugRouter);
app.route("/fe", frontendRouter);
app.route("/auth", authRouter);
app.route("/game", gameRouter);
+433
View File
@@ -0,0 +1,433 @@
/**
* @file Debug routes for administrative player state corrections.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines-per-function -- Route handlers require many steps */
/* eslint-disable max-lines -- Multiple route handlers and helper functions in one file */
import { createHmac } from "node:crypto";
import { Hono } from "hono";
import { defaultBosses } from "../data/bosses.js";
import { defaultExplorations } from "../data/explorations.js";
import { initialGameState } from "../data/initialState.js";
import { defaultQuests } from "../data/quests.js";
import { currentSchemaVersion } from "../data/schemaVersion.js";
import { defaultZones } from "../data/zones.js";
import { prisma } from "../db/client.js";
import { authMiddleware } from "../middleware/auth.js";
import { logger } from "../services/logger.js";
import type { HonoEnvironment } from "../types/hono.js";
import type { GameState } from "@elysium/types";
/**
* Computes the HMAC-SHA256 of data using the given secret.
* @param data - The data string to sign.
* @param secret - The HMAC secret key.
* @returns The hex-encoded HMAC digest.
*/
const computeHmac = (data: string, secret: string): string => {
return createHmac("sha256", secret).update(data).
digest("hex");
};
/**
* Unlocks any zones whose required boss and quest conditions are satisfied.
* @param state - The player's current game state (mutated directly).
* @returns The number of zones that were unlocked.
*/
const applyZoneUnlocks = (state: GameState): number => {
let count = 0;
for (const zoneDefinition of defaultZones) {
const zoneInState = state.zones.find((z) => {
return z.id === zoneDefinition.id;
});
if (!zoneInState || zoneInState.status !== "locked") {
continue;
}
const requiredBossDefeated
= zoneDefinition.unlockBossId === null
|| state.bosses.some((b) => {
return b.id === zoneDefinition.unlockBossId && b.status === "defeated";
});
const requiredQuestCompleted
= zoneDefinition.unlockQuestId === null
|| state.quests.some((q) => {
return (
q.id === zoneDefinition.unlockQuestId && q.status === "completed"
);
});
if (requiredBossDefeated && requiredQuestCompleted) {
zoneInState.status = "unlocked";
count = count + 1;
}
}
return count;
};
interface QuestUnlockCheck {
questId: string;
zoneId: string;
prerequisiteIds: Array<string>;
state: GameState;
completedQuestIds: Set<string>;
}
/**
* Determines whether a quest should be made available given the current state.
* @param options - The options for the quest unlock check.
* @param options.questId - The ID of the quest to check.
* @param options.zoneId - The zone the quest belongs to.
* @param options.prerequisiteIds - The quest IDs that must be completed first.
* @param options.state - The current game state.
* @param options.completedQuestIds - Set of already-completed quest IDs.
* @returns True when the quest should be unlocked.
*/
const shouldUnlockQuest = ({
questId,
zoneId,
prerequisiteIds,
state,
completedQuestIds,
}: QuestUnlockCheck): boolean => {
const questInState = state.quests.find((q) => {
return q.id === questId;
});
if (!questInState || questInState.status !== "locked") {
return false;
}
const zoneInState = state.zones.find((z) => {
return z.id === zoneId;
});
if (!zoneInState || zoneInState.status === "locked") {
return false;
}
return prerequisiteIds.every((id) => {
return completedQuestIds.has(id);
});
};
/**
* Makes available any quests whose zone is unlocked and prerequisites are met.
* @param state - The player's current game state (mutated directly).
* @returns The number of quests that were made available.
*/
const applyQuestUnlocks = (state: GameState): number => {
let count = 0;
const completedQuestIds = new Set(
state.quests.
filter((q) => {
return q.status === "completed";
}).
map((q) => {
return q.id;
}),
);
for (const questDefinition of defaultQuests) {
if (
!shouldUnlockQuest({
completedQuestIds: completedQuestIds,
prerequisiteIds: questDefinition.prerequisiteIds,
questId: questDefinition.id,
state: state,
zoneId: questDefinition.zoneId,
})
) {
continue;
}
const questInState = state.quests.find((q) => {
return q.id === questDefinition.id;
});
if (questInState) {
questInState.status = "available";
count = count + 1;
}
}
return count;
};
interface BossUnlockCheck {
bossId: string;
previousBossId: string | undefined;
isFirstInZone: boolean;
prestigeRequirement: number;
state: GameState;
prestigeCount: number;
}
/**
* Determines whether a boss should be made available given the current state.
* @param options - The options for the boss unlock check.
* @param options.bossId - The ID of the boss to check.
* @param options.previousBossId - The ID of the previous boss in the zone.
* @param options.isFirstInZone - Whether this boss is the first in its zone.
* @param options.prestigeRequirement - The prestige level required for this boss.
* @param options.state - The current game state.
* @param options.prestigeCount - The player's current prestige count.
* @returns True when the boss should be made available.
*/
const shouldUnlockBoss = ({
bossId,
previousBossId,
isFirstInZone,
prestigeRequirement,
state,
prestigeCount,
}: BossUnlockCheck): boolean => {
const bossInState = state.bosses.find((b) => {
return b.id === bossId;
});
if (!bossInState || bossInState.status !== "locked") {
return false;
}
if (prestigeRequirement > prestigeCount) {
return false;
}
if (isFirstInZone) {
return true;
}
if (previousBossId === undefined) {
return false;
}
const previousBossInState = state.bosses.find((b) => {
return b.id === previousBossId;
});
return previousBossInState?.status === "defeated";
};
/**
* Makes available any bosses that should be accessible based on zone status
* and sequential defeat order within each zone.
* @param state - The player's current game state (mutated directly).
* @returns The number of bosses that were made available.
*/
const applyBossUnlocks = (state: GameState): number => {
let count = 0;
const prestigeCount = state.prestige.count;
for (const zoneDefinition of defaultZones) {
const zoneInState = state.zones.find((z) => {
return z.id === zoneDefinition.id;
});
if (!zoneInState || zoneInState.status === "locked") {
continue;
}
const bossesInZone = defaultBosses.filter((b) => {
return b.zoneId === zoneDefinition.id;
});
for (let index = 0; index < bossesInZone.length; index = index + 1) {
const bossDefinition = bossesInZone[index];
if (!bossDefinition) {
continue;
}
const previousBossDefinition = bossesInZone[index - 1];
const unlock = shouldUnlockBoss({
bossId: bossDefinition.id,
isFirstInZone: index === 0,
prestigeCount: prestigeCount,
prestigeRequirement: bossDefinition.prestigeRequirement,
previousBossId: previousBossDefinition?.id,
state: state,
});
if (unlock) {
const bossInState = state.bosses.find((b) => {
return b.id === bossDefinition.id;
});
if (bossInState) {
bossInState.status = "available";
count = count + 1;
}
}
}
}
return count;
};
/**
* Makes available any exploration areas whose parent zone is now unlocked.
* @param state - The player's current game state (mutated directly).
* @returns The number of exploration areas that were made available.
*/
const applyExplorationUnlocks = (state: GameState): number => {
if (state.exploration === undefined) {
return 0;
}
let count = 0;
const unlockedZoneIds = new Set(
state.zones.
filter((z) => {
return z.status === "unlocked";
}).
map((z) => {
return z.id;
}),
);
for (const areaDefinition of defaultExplorations) {
if (!unlockedZoneIds.has(areaDefinition.zoneId)) {
continue;
}
const areaInState = state.exploration.areas.find((a) => {
return a.id === areaDefinition.id;
});
if (areaInState && areaInState.status === "locked") {
areaInState.status = "available";
count = count + 1;
}
}
return count;
};
/**
* Applies all missing unlock corrections to a game state in-place.
* Delegates to per-category helpers and aggregates the results.
* @param state - The player's current game state (mutated directly).
* @returns Counts of each entity type that was corrected.
*/
const applyForceUnlocks = (
state: GameState,
): {
bossesUnlocked: number;
explorationUnlocked: number;
questsUnlocked: number;
zonesUnlocked: number;
} => {
const zonesUnlocked = applyZoneUnlocks(state);
const questsUnlocked = applyQuestUnlocks(state);
const bossesUnlocked = applyBossUnlocks(state);
const explorationUnlocked = applyExplorationUnlocks(state);
return { bossesUnlocked, explorationUnlocked, questsUnlocked, zonesUnlocked };
};
const debugRouter = new Hono<HonoEnvironment>();
debugRouter.use(authMiddleware);
debugRouter.post("/force-unlocks", async(context) => {
try {
const discordId = context.get("discordId");
const gameStateRecord = await prisma.gameState.findUnique({
where: { discordId },
});
if (!gameStateRecord) {
return context.json({ error: "No game state found" }, 404);
}
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma stores state as JSON object */
const state = gameStateRecord.state as unknown as GameState;
const { bossesUnlocked, explorationUnlocked, questsUnlocked, zonesUnlocked }
= applyForceUnlocks(state);
const updatedAt = Date.now();
await prisma.gameState.update({
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
data: { state: state as object, updatedAt: updatedAt },
where: { discordId },
});
const secret = process.env.ANTI_CHEAT_SECRET;
const signature
= secret === undefined
? undefined
: computeHmac(JSON.stringify(state), secret);
return context.json({
bossesUnlocked,
explorationUnlocked,
questsUnlocked,
signature,
state,
zonesUnlocked,
});
} catch (error) {
void logger.error(
"debug_force_unlocks",
error instanceof Error
? error
: new Error(String(error)),
);
return context.json({ error: "Internal server error" }, 500);
}
});
debugRouter.post("/hard-reset", async(context) => {
try {
const discordId = context.get("discordId");
const playerRecord = await prisma.player.findUnique({
where: { discordId },
});
if (!playerRecord) {
return context.json({ error: "No player found" }, 404);
}
const freshState = initialGameState(
{
avatar: playerRecord.avatar,
characterName: playerRecord.characterName,
createdAt: playerRecord.createdAt,
discordId: playerRecord.discordId,
discriminator: playerRecord.discriminator,
lastSavedAt: Date.now(),
lifetimeAchievementsUnlocked: playerRecord.lifetimeAchievementsUnlocked,
lifetimeAdventurersRecruited: playerRecord.lifetimeAdventurersRecruited,
lifetimeBossesDefeated: playerRecord.lifetimeBossesDefeated,
lifetimeClicks: playerRecord.lifetimeClicks,
lifetimeGoldEarned: playerRecord.lifetimeGoldEarned,
lifetimeQuestsCompleted: playerRecord.lifetimeQuestsCompleted,
totalClicks: 0,
totalGoldEarned: 0,
username: playerRecord.username,
},
playerRecord.characterName,
);
const createdAt = Date.now();
await prisma.gameState.upsert({
create: {
discordId: discordId,
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
state: freshState as object,
updatedAt: createdAt,
},
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
update: { state: freshState as object, updatedAt: createdAt },
where: { discordId },
});
const secret = process.env.ANTI_CHEAT_SECRET;
const signature
= secret === undefined
? undefined
: computeHmac(JSON.stringify(freshState), secret);
return context.json({
currentSchemaVersion: currentSchemaVersion,
loginBonus: null,
loginStreak: playerRecord.loginStreak,
offlineEssence: 0,
offlineGold: 0,
offlineSeconds: 0,
schemaOutdated: false,
signature: signature,
state: freshState,
});
} catch (error) {
void logger.error(
"debug_hard_reset",
error instanceof Error
? error
: new Error(String(error)),
);
return context.json({ error: "Internal server error" }, 500);
}
});
export { debugRouter };
+21
View File
@@ -21,6 +21,7 @@ import type {
ExploreCollectResponse,
ExploreStartRequest,
ExploreStartResponse,
ForceUnlocksResponse,
LoadResponse,
PrestigeRequest,
PrestigeResponse,
@@ -256,6 +257,24 @@ const craftRecipe = async(
});
};
/**
* Sends a request to fix any missing unlocks in the player's game state.
* @returns The corrected game state and counts of what was unlocked.
*/
const forceUnlocks = async(): Promise<ForceUnlocksResponse> => {
return await fetchJson<ForceUnlocksResponse>("/debug/force-unlocks", {
method: "POST",
});
};
/**
* Performs a complete hard reset of the player's game state via the debug endpoint.
* @returns The fresh game state as a LoadResponse.
*/
const debugHardReset = async(): Promise<LoadResponse> => {
return await fetchJson<LoadResponse>("/debug/hard-reset", { method: "POST" });
};
/**
* Fetches a public player profile by Discord ID.
* @param discordId - The Discord ID of the player to look up.
@@ -288,6 +307,8 @@ export {
challengeBoss,
collectExploration,
craftRecipe,
debugHardReset,
forceUnlocks,
getAbout,
getAuthUrl,
getPublicProfile,
+145
View File
@@ -0,0 +1,145 @@
/**
* @file Debug panel component with administrative tools for correcting player state.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
/* eslint-disable max-lines-per-function -- Panel has multiple async handlers and conditional renders */
/* eslint-disable stylistic/max-len -- Debug descriptions require full explanatory text */
import { type JSX, useState } from "react";
import { useGame } from "../../context/gameContext.js";
import { ConfirmationModal } from "../ui/confirmationModal.js";
type ActiveModal = "force-unlocks" | "hard-reset" | null;
/**
* Renders the debug panel with tools for fixing stuck game state.
* @returns The JSX element.
*/
const DebugPanel = (): JSX.Element => {
const { forceUnlocks, debugHardReset, isLoading } = useGame();
const [ activeModal, setActiveModal ] = useState<ActiveModal>(null);
const [ forceUnlocksResult, setForceUnlocksResult ] = useState<string | null>(null);
function handleOpenForceUnlocks(): void {
setForceUnlocksResult(null);
setActiveModal("force-unlocks");
}
function handleOpenHardReset(): void {
setActiveModal("hard-reset");
}
function handleCancel(): void {
setActiveModal(null);
}
function handleConfirmForceUnlocks(): void {
setActiveModal(null);
void (async(): Promise<void> => {
const result = await forceUnlocks();
const parts: Array<string> = [];
if (result.zonesUnlocked > 0) {
parts.push(`${String(result.zonesUnlocked)} zone(s)`);
}
if (result.questsUnlocked > 0) {
parts.push(`${String(result.questsUnlocked)} quest(s)`);
}
if (result.bossesUnlocked > 0) {
parts.push(`${String(result.bossesUnlocked)} boss(es)`);
}
if (result.explorationUnlocked > 0) {
parts.push(`${String(result.explorationUnlocked)} exploration area(s)`);
}
const total
= result.zonesUnlocked
+ result.questsUnlocked
+ result.bossesUnlocked
+ result.explorationUnlocked;
const message
= parts.length === 0
? "Everything looks correct — no missing unlocks were found."
: `Fixed ${String(total)} unlock(s): ${parts.join(", ")}.`;
setForceUnlocksResult(message);
})();
}
function handleConfirmHardReset(): void {
setActiveModal(null);
void debugHardReset();
}
return (
<div className="panel">
<h2>{"🔧 Debug Tools"}</h2>
<p className="panel-description">
{
"These tools are intended to fix broken game state. Use them with care — some operations are irreversible."
}
</p>
<div className="debug-actions">
<div className="debug-action-card">
<h3>{"🔓 Force Unlocks"}</h3>
<p>
{
"Scans your game state and unlocks any zones, quests, and bosses that you have earned but that are still incorrectly locked."
}
</p>
<button
className="action-button"
disabled={isLoading}
onClick={handleOpenForceUnlocks}
type="button"
>
{"Force Unlocks"}
</button>
{forceUnlocksResult !== null
&& <p className="debug-result-message">{forceUnlocksResult}</p>
}
</div>
<div className="debug-action-card">
<h3>{"💀 Hard Reset"}</h3>
<p>
{
"Completely wipes all progress and resets your account to a brand-new state. This cannot be undone."
}
</p>
<button
className="action-button action-button-danger"
disabled={isLoading}
onClick={handleOpenHardReset}
type="button"
>
{"Hard Reset"}
</button>
</div>
</div>
{activeModal === "force-unlocks"
&& <ConfirmationModal
confirmLabel="Yes, Force Unlocks"
description="This will scan your save data and grant access to any zones, quests, and bosses that you have already earned but are incorrectly locked. This operation is safe and non-destructive."
isLoading={isLoading}
onCancel={handleCancel}
onConfirm={handleConfirmForceUnlocks}
title="Force Unlocks"
/>
}
{activeModal === "hard-reset"
&& <ConfirmationModal
confirmLabel="Yes, Wipe Everything"
description="This will permanently delete all of your current progress — gold, adventurers, upgrades, bosses, quests, and zones — and reset your account to a brand-new state. Lifetime stats are preserved, but everything else will be gone forever."
isLoading={isLoading}
onCancel={handleCancel}
onConfirm={handleConfirmHardReset}
title="⚠️ Hard Reset — This Cannot Be Undone"
/>
}
</div>
);
};
export { DebugPanel };
+5 -1
View File
@@ -23,6 +23,7 @@ import { CodexToast } from "./codexToast.js";
import { CompanionPanel } from "./companionPanel.js";
import { CraftingPanel } from "./craftingPanel.js";
import { DailyChallengePanel } from "./dailyChallengePanel.js";
import { DebugPanel } from "./debugPanel.js";
import { EditProfileModal } from "./editProfileModal.js";
import { EquipmentPanel } from "./equipmentPanel.js";
import { ExplorationPanel } from "./explorationPanel.js";
@@ -57,7 +58,8 @@ type Tab =
| "crafting"
| "character"
| "companions"
| "story";
| "story"
| "debug";
const baseTabs: Array<{ id: Tab; label: string }> = [
{ id: "adventurers", label: "⚔️ Adventurers" },
@@ -78,6 +80,7 @@ const baseTabs: Array<{ id: Tab; label: string }> = [
{ id: "story", label: "📖 Story" },
{ id: "codex", label: "🗺️ Codex" },
{ id: "about", label: "️ About" },
{ id: "debug", label: "🔧 Debug" },
];
/**
@@ -242,6 +245,7 @@ const GameLayout = (): JSX.Element => {
{activeTab === "story" && <StoryPanel />}
{activeTab === "codex" && <CodexPanel />}
{activeTab === "about" && <AboutPanel />}
{activeTab === "debug" && <DebugPanel />}
</div>
</main>
</div>
@@ -0,0 +1,68 @@
/**
* @file Reusable confirmation modal component for destructive operations.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
import type { JSX } from "react";
interface ConfirmationModalProperties {
readonly title: string;
readonly description: string;
readonly confirmLabel: string;
readonly onConfirm: ()=> void;
readonly onCancel: ()=> void;
readonly isLoading: boolean;
}
/**
* Renders a confirmation modal for destructive operations.
* @param props - The modal properties.
* @param props.title - The modal heading.
* @param props.description - Warning text explaining what the operation does.
* @param props.confirmLabel - Label for the confirm button.
* @param props.onConfirm - Callback fired when the player confirms.
* @param props.onCancel - Callback fired when the player cancels.
* @param props.isLoading - Whether the operation is currently in progress.
* @returns The JSX element.
*/
const ConfirmationModal = ({
title,
description,
confirmLabel,
onConfirm,
onCancel,
isLoading,
}: ConfirmationModalProperties): JSX.Element => {
return (
<div className="modal-overlay">
<div className="modal">
<h2>{title}</h2>
<p>{description}</p>
<p className="modal-note">{"Are you sure you want to do this?"}</p>
<div className="modal-actions">
<button
className="modal-close-button modal-button-danger"
disabled={isLoading}
onClick={onConfirm}
type="button"
>
{isLoading
? "Working..."
: confirmLabel}
</button>
<button
className="modal-close-button"
disabled={isLoading}
onClick={onCancel}
type="button"
>
{"Cancel"}
</button>
</div>
</div>
</div>
);
};
export { ConfirmationModal };
+79
View File
@@ -42,6 +42,8 @@ import {
challengeBoss as challengeBossApi,
collectExploration as collectExplorationApi,
craftRecipe as craftRecipeApi,
debugHardReset as debugHardResetApi,
forceUnlocks as forceUnlocksApi,
loadGame,
prestige as prestigeApi,
resetProgress as resetProgressApi,
@@ -546,6 +548,24 @@ interface GameContextValue {
*/
resetProgress: ()=> Promise<void>;
/**
* Force-unlock any zones, quests, and bosses the player has earned but that
* are still incorrectly locked due to a state bug.
* @returns Counts of what was corrected.
*/
forceUnlocks: ()=> Promise<{
bossesUnlocked: number;
explorationUnlocked: number;
questsUnlocked: number;
zonesUnlocked: number;
}>;
/**
* Completely wipe the player's progress back to a brand-new save via the
* debug endpoint.
*/
debugHardReset: ()=> Promise<void>;
/**
* Last auto-boss fight result — null until the first auto fight completes or
* when auto-boss is toggled off.
@@ -2006,6 +2026,61 @@ export const GameProvider = ({
}
}, []);
const forceUnlocks = useCallback(async() => {
try {
const data = await forceUnlocksApi();
setState(data.state);
if (data.signature !== undefined) {
signatureReference.current = data.signature;
localStorage.setItem("elysium_save_signature", data.signature);
}
return {
bossesUnlocked: data.bossesUnlocked,
explorationUnlocked: data.explorationUnlocked,
questsUnlocked: data.questsUnlocked,
zonesUnlocked: data.zonesUnlocked,
};
} catch (error_: unknown) {
setError(
error_ instanceof Error
? error_.message
: "Failed to force unlocks",
);
return {
bossesUnlocked: 0,
explorationUnlocked: 0,
questsUnlocked: 0,
zonesUnlocked: 0,
};
}
}, []);
const debugHardReset = useCallback(async() => {
setIsLoading(true);
setError(null);
try {
const data = await debugHardResetApi();
setState(data.state);
setLastSavedAt(data.state.player.lastSavedAt);
setSchemaOutdated(false);
setOfflineGold(0);
setOfflineEssence(0);
setLoginBonus(null);
if (data.signature !== undefined) {
signatureReference.current = data.signature;
localStorage.setItem("elysium_save_signature", data.signature);
}
} catch (error_: unknown) {
setError(
error_ instanceof Error
? error_.message
: "Failed to reset progress",
);
} finally {
setIsLoading(false);
}
}, []);
const dismissLoginBonus = useCallback(() => {
setLoginBonus(null);
}, []);
@@ -2034,6 +2109,7 @@ export const GameProvider = ({
completedQuestToasts,
craftRecipe,
currentSchemaVersion,
debugHardReset,
dismissAchievement,
dismissApotheosisToast,
dismissBattle,
@@ -2052,6 +2128,7 @@ export const GameProvider = ({
failedQuestToasts,
flushBossLoreToasts,
forceSync,
forceUnlocks,
formatNumber,
handleClick,
isLoading,
@@ -2104,6 +2181,7 @@ export const GameProvider = ({
completeChapter,
craftRecipe,
currentSchemaVersion,
debugHardReset,
dismissAchievement,
dismissApotheosisToast,
dismissBattle,
@@ -2121,6 +2199,7 @@ export const GameProvider = ({
error,
flushBossLoreToasts,
forceSync,
forceUnlocks,
handleClick,
isLoading,
isSyncing,
+81
View File
@@ -4515,3 +4515,84 @@ body::before {
object-fit: cover;
width: 80px;
}
/* ===================== ACTION BUTTONS ===================== */
.action-button {
background: var(--colour-accent);
border: none;
border-radius: var(--radius);
color: #fff;
cursor: pointer;
font-size: 0.9rem;
font-weight: 700;
margin-top: 0.5rem;
padding: 0.55rem 1.25rem;
transition: background 0.15s;
width: 100%;
}
.action-button:hover:not(:disabled) {
background: var(--colour-accent-light);
}
.action-button:disabled {
cursor: not-allowed;
opacity: 0.5;
}
.action-button-danger {
background: var(--colour-error);
}
.action-button-danger:hover:not(:disabled) {
background: #f87171;
}
/* ===================== MODAL VARIANTS ===================== */
.modal-button-danger {
background: var(--colour-error);
}
.modal-button-danger:hover:not(:disabled) {
background: #f87171;
}
/* ===================== DEBUG PANEL ===================== */
.debug-actions {
display: grid;
gap: 1rem;
grid-template-columns: repeat(auto-fit, minmax(260px, 1fr));
margin-top: 1rem;
}
.debug-action-card {
background: var(--colour-surface);
border: 1px solid var(--colour-border);
border-radius: var(--radius-lg);
display: flex;
flex-direction: column;
padding: 1.25rem;
}
.debug-action-card h3 {
color: var(--colour-accent-light);
font-size: 1rem;
margin: 0 0 0.5rem;
}
.debug-action-card > p {
color: var(--colour-text-muted);
flex: 1;
font-size: 0.875rem;
margin: 0;
}
.debug-result-message {
background: rgba(16, 185, 129, 0.1);
border: 1px solid var(--colour-success);
border-radius: var(--radius);
color: var(--colour-success);
font-size: 0.8rem;
margin-top: 0.75rem;
padding: 0.5rem 0.75rem;
}