generated from nhcarrigan/template
fix: extend force-unlock to cover upgrades, equipment, and story chapters
The force-unlock debug tool now also corrects three additional categories of stuck state: - Upgrades: scans defeated bosses and completed quests for upgrade rewards and marks those upgrades as unlocked - Equipment: scans defeated bosses for equipment rewards and marks those items as owned (without auto-equipping) - Story chapters: checks every chapter's unlock condition against the current game state and adds any missing IDs to unlockedChapterIds The result message in the debug panel now reports all eight corrected categories.
This commit is contained in:
@@ -7,6 +7,11 @@
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/* eslint-disable max-lines-per-function -- Route handlers require many steps */
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/* eslint-disable max-lines-per-function -- Route handlers require many steps */
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/* eslint-disable max-lines -- Multiple route handlers and helper functions in one file */
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/* eslint-disable max-lines -- Multiple route handlers and helper functions in one file */
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import { createHmac } from "node:crypto";
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import { createHmac } from "node:crypto";
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import {
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STORY_CHAPTERS,
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isStoryChapterUnlocked,
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type GameState,
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} from "@elysium/types";
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import { Hono } from "hono";
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import { Hono } from "hono";
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import { defaultBosses } from "../data/bosses.js";
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import { defaultBosses } from "../data/bosses.js";
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import { defaultExplorations } from "../data/explorations.js";
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import { defaultExplorations } from "../data/explorations.js";
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@@ -18,7 +23,6 @@ import { prisma } from "../db/client.js";
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import { authMiddleware } from "../middleware/auth.js";
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import { authMiddleware } from "../middleware/auth.js";
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import { logger } from "../services/logger.js";
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import { logger } from "../services/logger.js";
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import type { HonoEnvironment } from "../types/hono.js";
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import type { HonoEnvironment } from "../types/hono.js";
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import type { GameState } from "@elysium/types";
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/**
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/**
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* Computes the HMAC-SHA256 of data using the given secret.
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* Computes the HMAC-SHA256 of data using the given secret.
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@@ -288,6 +292,109 @@ const applyAdventurerUnlocks = (state: GameState): number => {
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return count;
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return count;
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};
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};
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/**
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* Collects all upgrade IDs the player has legitimately earned via boss defeats
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* and completed quest rewards.
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* @param state - The player's current game state.
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* @returns A set of earned upgrade IDs.
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*/
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const collectEarnedUpgradeIds = (state: GameState): Set<string> => {
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const earnedIds = new Set<string>();
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for (const boss of state.bosses) {
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if (boss.status === "defeated") {
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for (const upgradeId of boss.upgradeRewards) {
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earnedIds.add(upgradeId);
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}
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}
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}
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for (const quest of state.quests) {
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if (quest.status !== "completed") {
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continue;
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}
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for (const reward of quest.rewards) {
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if (reward.type === "upgrade" && reward.targetId !== undefined) {
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earnedIds.add(reward.targetId);
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}
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}
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}
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return earnedIds;
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};
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/**
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* Unlocks any upgrades that were granted as rewards for defeated bosses or
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* completed quests but are still locked in the player's state.
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* @param state - The player's current game state (mutated directly).
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* @returns The number of upgrades that were unlocked.
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*/
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const applyUpgradeUnlocks = (state: GameState): number => {
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let count = 0;
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const earnedUpgradeIds = collectEarnedUpgradeIds(state);
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for (const upgrade of state.upgrades) {
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if (!upgrade.unlocked && earnedUpgradeIds.has(upgrade.id)) {
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upgrade.unlocked = true;
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count = count + 1;
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}
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}
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return count;
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};
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/**
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* Marks as owned any equipment that was granted as a reward for defeated bosses
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* but is still unowned in the player's state.
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* @param state - The player's current game state (mutated directly).
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* @returns The number of equipment items that were marked as owned.
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*/
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const applyEquipmentUnlocks = (state: GameState): number => {
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let count = 0;
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const earnedEquipmentIds = new Set<string>();
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for (const boss of state.bosses) {
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if (boss.status !== "defeated") {
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continue;
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}
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for (const equipmentId of boss.equipmentRewards) {
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earnedEquipmentIds.add(equipmentId);
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}
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}
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for (const item of state.equipment) {
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if (!item.owned && earnedEquipmentIds.has(item.id)) {
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item.owned = true;
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count = count + 1;
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}
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}
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return count;
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};
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/**
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* Unlocks any story chapters whose conditions are met by the current game state
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* but are still absent from the player's unlockedChapterIds list.
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* @param state - The player's current game state (mutated directly).
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* @returns The number of story chapters that were unlocked.
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*/
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const applyStoryUnlocks = (state: GameState): number => {
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if (state.story === undefined) {
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return 0;
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}
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let count = 0;
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const alreadyUnlocked = new Set(state.story.unlockedChapterIds);
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for (const chapter of STORY_CHAPTERS) {
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if (alreadyUnlocked.has(chapter.id)) {
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continue;
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}
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if (isStoryChapterUnlocked(chapter, state)) {
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state.story.unlockedChapterIds.push(chapter.id);
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count = count + 1;
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}
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}
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return count;
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};
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/**
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/**
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* Makes available any exploration areas whose parent zone is now unlocked.
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* Makes available any exploration areas whose parent zone is now unlocked.
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* @param state - The player's current game state (mutated directly).
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* @param state - The player's current game state (mutated directly).
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@@ -334,8 +441,11 @@ const applyForceUnlocks = (
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): {
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): {
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adventurersUnlocked: number;
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adventurersUnlocked: number;
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bossesUnlocked: number;
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bossesUnlocked: number;
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equipmentUnlocked: number;
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explorationUnlocked: number;
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explorationUnlocked: number;
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questsUnlocked: number;
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questsUnlocked: number;
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storyUnlocked: number;
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upgradesUnlocked: number;
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zonesUnlocked: number;
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zonesUnlocked: number;
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} => {
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} => {
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const zonesUnlocked = applyZoneUnlocks(state);
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const zonesUnlocked = applyZoneUnlocks(state);
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@@ -343,11 +453,17 @@ const applyForceUnlocks = (
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const bossesUnlocked = applyBossUnlocks(state);
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const bossesUnlocked = applyBossUnlocks(state);
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const explorationUnlocked = applyExplorationUnlocks(state);
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const explorationUnlocked = applyExplorationUnlocks(state);
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const adventurersUnlocked = applyAdventurerUnlocks(state);
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const adventurersUnlocked = applyAdventurerUnlocks(state);
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const upgradesUnlocked = applyUpgradeUnlocks(state);
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const equipmentUnlocked = applyEquipmentUnlocks(state);
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const storyUnlocked = applyStoryUnlocks(state);
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return {
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return {
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adventurersUnlocked,
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adventurersUnlocked,
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bossesUnlocked,
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bossesUnlocked,
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equipmentUnlocked,
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explorationUnlocked,
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explorationUnlocked,
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questsUnlocked,
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questsUnlocked,
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storyUnlocked,
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upgradesUnlocked,
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zonesUnlocked,
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zonesUnlocked,
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};
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};
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};
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};
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@@ -372,8 +488,11 @@ debugRouter.post("/force-unlocks", async(context) => {
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const {
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const {
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adventurersUnlocked,
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adventurersUnlocked,
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bossesUnlocked,
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bossesUnlocked,
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equipmentUnlocked,
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explorationUnlocked,
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explorationUnlocked,
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questsUnlocked,
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questsUnlocked,
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storyUnlocked,
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upgradesUnlocked,
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zonesUnlocked,
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zonesUnlocked,
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} = applyForceUnlocks(state);
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} = applyForceUnlocks(state);
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@@ -393,10 +512,13 @@ debugRouter.post("/force-unlocks", async(context) => {
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return context.json({
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return context.json({
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adventurersUnlocked,
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adventurersUnlocked,
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bossesUnlocked,
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bossesUnlocked,
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equipmentUnlocked,
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explorationUnlocked,
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explorationUnlocked,
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questsUnlocked,
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questsUnlocked,
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signature,
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signature,
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state,
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state,
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storyUnlocked,
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upgradesUnlocked,
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zonesUnlocked,
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zonesUnlocked,
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});
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});
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} catch (error) {
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} catch (error) {
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@@ -12,6 +12,49 @@ import { ConfirmationModal } from "../ui/confirmationModal.js";
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type ActiveModal = "force-unlocks" | "hard-reset" | null;
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type ActiveModal = "force-unlocks" | "hard-reset" | null;
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interface ForceUnlocksResult {
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adventurersUnlocked: number;
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bossesUnlocked: number;
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equipmentUnlocked: number;
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explorationUnlocked: number;
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questsUnlocked: number;
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storyUnlocked: number;
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upgradesUnlocked: number;
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zonesUnlocked: number;
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}
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/**
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* Builds a human-readable summary of what the force-unlock operation corrected.
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* @param result - The counts returned by the force-unlock operation.
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* @returns A message string describing what was fixed, or a confirmation that nothing needed fixing.
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*/
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const buildForceUnlocksMessage = (result: ForceUnlocksResult): string => {
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const entries: Array<[ number, string ]> = [
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[ result.zonesUnlocked, "zone(s)" ],
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[ result.questsUnlocked, "quest(s)" ],
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[ result.bossesUnlocked, "boss(es)" ],
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[ result.explorationUnlocked, "exploration area(s)" ],
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[ result.adventurersUnlocked, "adventurer tier(s)" ],
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[ result.upgradesUnlocked, "upgrade(s)" ],
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[ result.equipmentUnlocked, "equipment item(s)" ],
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[ result.storyUnlocked, "story chapter(s)" ],
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];
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const parts = entries.
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filter(([ count ]) => {
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return count > 0;
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}).
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map(([ count, label ]) => {
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return `${String(count)} ${label}`;
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});
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if (parts.length === 0) {
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return "Everything looks correct — no missing unlocks were found.";
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}
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const total = entries.reduce((sum, [ count ]) => {
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return sum + count;
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}, 0);
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return `Fixed ${String(total)} unlock(s): ${parts.join(", ")}.`;
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};
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/**
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/**
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* Renders the debug panel with tools for fixing stuck game state.
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* Renders the debug panel with tools for fixing stuck game state.
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* @returns The JSX element.
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* @returns The JSX element.
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@@ -38,33 +81,7 @@ const DebugPanel = (): JSX.Element => {
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setActiveModal(null);
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setActiveModal(null);
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void (async(): Promise<void> => {
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void (async(): Promise<void> => {
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const result = await forceUnlocks();
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const result = await forceUnlocks();
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const parts: Array<string> = [];
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setForceUnlocksResult(buildForceUnlocksMessage(result));
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if (result.zonesUnlocked > 0) {
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parts.push(`${String(result.zonesUnlocked)} zone(s)`);
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}
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if (result.questsUnlocked > 0) {
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parts.push(`${String(result.questsUnlocked)} quest(s)`);
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}
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if (result.bossesUnlocked > 0) {
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parts.push(`${String(result.bossesUnlocked)} boss(es)`);
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}
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if (result.explorationUnlocked > 0) {
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parts.push(`${String(result.explorationUnlocked)} exploration area(s)`);
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}
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if (result.adventurersUnlocked > 0) {
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parts.push(`${String(result.adventurersUnlocked)} adventurer tier(s)`);
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}
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const total
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= result.zonesUnlocked
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+ result.questsUnlocked
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+ result.bossesUnlocked
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+ result.explorationUnlocked
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+ result.adventurersUnlocked;
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const message
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= parts.length === 0
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? "Everything looks correct — no missing unlocks were found."
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: `Fixed ${String(total)} unlock(s): ${parts.join(", ")}.`;
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setForceUnlocksResult(message);
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})();
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})();
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}
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}
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@@ -560,8 +560,11 @@ interface GameContextValue {
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forceUnlocks: ()=> Promise<{
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forceUnlocks: ()=> Promise<{
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adventurersUnlocked: number;
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adventurersUnlocked: number;
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bossesUnlocked: number;
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bossesUnlocked: number;
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equipmentUnlocked: number;
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explorationUnlocked: number;
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explorationUnlocked: number;
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questsUnlocked: number;
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questsUnlocked: number;
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storyUnlocked: number;
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upgradesUnlocked: number;
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zonesUnlocked: number;
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zonesUnlocked: number;
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}>;
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}>;
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@@ -2107,8 +2110,11 @@ export const GameProvider = ({
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return {
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return {
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adventurersUnlocked: data.adventurersUnlocked,
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adventurersUnlocked: data.adventurersUnlocked,
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bossesUnlocked: data.bossesUnlocked,
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bossesUnlocked: data.bossesUnlocked,
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equipmentUnlocked: data.equipmentUnlocked,
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explorationUnlocked: data.explorationUnlocked,
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explorationUnlocked: data.explorationUnlocked,
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questsUnlocked: data.questsUnlocked,
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questsUnlocked: data.questsUnlocked,
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storyUnlocked: data.storyUnlocked,
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upgradesUnlocked: data.upgradesUnlocked,
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zonesUnlocked: data.zonesUnlocked,
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zonesUnlocked: data.zonesUnlocked,
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};
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};
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} catch (error_: unknown) {
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} catch (error_: unknown) {
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@@ -2120,8 +2126,11 @@ export const GameProvider = ({
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return {
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return {
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adventurersUnlocked: 0,
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adventurersUnlocked: 0,
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bossesUnlocked: 0,
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bossesUnlocked: 0,
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equipmentUnlocked: 0,
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explorationUnlocked: 0,
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explorationUnlocked: 0,
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questsUnlocked: 0,
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questsUnlocked: 0,
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storyUnlocked: 0,
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upgradesUnlocked: 0,
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zonesUnlocked: 0,
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zonesUnlocked: 0,
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};
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};
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}
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}
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@@ -430,6 +430,21 @@ interface ForceUnlocksResponse {
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*/
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*/
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adventurersUnlocked: number;
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adventurersUnlocked: number;
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/**
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* Number of upgrades that were unlocked by this operation.
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*/
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upgradesUnlocked: number;
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/**
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* Number of equipment items that were marked as owned by this operation.
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*/
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equipmentUnlocked: number;
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/**
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* Number of story chapters that were unlocked by this operation.
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*/
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storyUnlocked: number;
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/**
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/**
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* HMAC-SHA256 signature of the corrected state for anti-cheat chain continuity.
|
* HMAC-SHA256 signature of the corrected state for anti-cheat chain continuity.
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*/
|
*/
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Reference in New Issue
Block a user