generated from nhcarrigan/template
feat: patch all content stats on sync to keep saves up to date
Sync New Content now updates canonical fields on all existing entries to match current defaults: quests (duration, prerequisites, combat requirement), bosses (HP, damage, rewards, prestige requirement), zones (unlock conditions), upgrades (costs, multiplier), equipment (bonus, cost, set), and achievements (condition, reward). Crafting multipliers are also recomputed from craftedRecipeIds so recipe balance changes apply to existing saves.
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@@ -750,6 +750,32 @@ describe("debug route", () => {
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expect(res.status).toBe(200);
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});
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it("patches upgrade adventurerId when default has it set", async () => {
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const state = makeState({
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upgrades: [{ id: "peasant_1", purchased: false, unlocked: false, multiplier: 0.1, name: "Old", description: "Old", target: "click", costGold: 1, costEssence: 0, costCrystals: 0 }] as GameState["upgrades"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await syncNewContent();
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expect(res.status).toBe(200);
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const body = await res.json() as { state: GameState };
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const upgrade = body.state.upgrades.find((u) => u.id === "peasant_1");
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expect(upgrade?.adventurerId).toBe("peasant");
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});
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it("patches equipment cost when default has it set", async () => {
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const state = makeState({
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equipment: [{ id: "shadow_dagger", owned: false, equipped: false, name: "Old", description: "Old", type: "weapon", rarity: "common", bonus: {} }] as GameState["equipment"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await syncNewContent();
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expect(res.status).toBe(200);
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const body = await res.json() as { state: GameState };
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const item = body.state.equipment.find((e) => e.id === "shadow_dagger");
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expect(item?.cost).toBeDefined();
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});
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it("computes HMAC signature when ANTI_CHEAT_SECRET is set", async () => {
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process.env.ANTI_CHEAT_SECRET = "test_secret";
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const state = makeState();
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@@ -773,6 +799,215 @@ describe("debug route", () => {
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const res = await syncNewContent();
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expect(res.status).toBe(500);
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});
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it("patches quest stats when saved quest has outdated fields", async () => {
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const state = makeState({
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quests: [{ id: "first_steps", status: "available", rewards: [], durationSeconds: 1, name: "Old Name", description: "Old", prerequisiteIds: [], zoneId: "old_zone", combatPowerRequired: 0 }] as GameState["quests"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await syncNewContent();
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expect(res.status).toBe(200);
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const body = await res.json() as { questsPatched: number; state: GameState };
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expect(body.questsPatched).toBe(1);
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const quest = body.state.quests.find((q) => q.id === "first_steps");
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expect(quest?.name).not.toBe("Old Name");
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expect(quest?.durationSeconds).not.toBe(1);
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expect(quest?.status).toBe("available");
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});
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it("skips quest stat patching for quests not in defaults", async () => {
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const state = makeState({
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quests: [{ id: "nonexistent_quest_xyz", status: "available", rewards: [], durationSeconds: 1, name: "Ghost", description: "Old", prerequisiteIds: [], zoneId: "old_zone", combatPowerRequired: 0 }] as GameState["quests"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await syncNewContent();
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expect(res.status).toBe(200);
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const body = await res.json() as { questsPatched: number };
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expect(body.questsPatched).toBe(0);
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});
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it("patches boss stats when saved boss has outdated fields", async () => {
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const state = makeState({
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bosses: [{ id: "troll_king", status: "available", currentHp: 100, maxHp: 1, upgradeRewards: [], bountyRunestonesClaimed: false, damagePerSecond: 1, goldReward: 1, essenceReward: 1, crystalReward: 1, equipmentRewards: [], prestigeRequirement: 0, zoneId: "old_zone", bountyRunestones: 0, name: "Old Name", description: "Old" }] as GameState["bosses"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await syncNewContent();
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expect(res.status).toBe(200);
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const body = await res.json() as { bossesPatched: number; state: GameState };
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expect(body.bossesPatched).toBe(1);
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const boss = body.state.bosses.find((b) => b.id === "troll_king");
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expect(boss?.maxHp).not.toBe(1);
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expect(boss?.name).not.toBe("Old Name");
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expect(boss?.status).toBe("available");
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expect(boss?.currentHp).toBe(100);
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});
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it("skips boss stat patching for bosses not in defaults", async () => {
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const state = makeState({
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bosses: [{ id: "nonexistent_boss_xyz", status: "available", currentHp: 100, maxHp: 1, upgradeRewards: [], bountyRunestonesClaimed: false, damagePerSecond: 1, goldReward: 1, essenceReward: 1, crystalReward: 1, equipmentRewards: [], prestigeRequirement: 0, zoneId: "old_zone", bountyRunestones: 0, name: "Ghost", description: "Old" }] as GameState["bosses"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await syncNewContent();
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expect(res.status).toBe(200);
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const body = await res.json() as { bossesPatched: number };
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expect(body.bossesPatched).toBe(0);
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});
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it("patches zone stats when saved zone has outdated fields", async () => {
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const state = makeState({
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zones: [{ id: "verdant_vale", status: "unlocked", name: "Old Name", description: "Old", emoji: "❓", unlockBossId: "wrong_boss", unlockQuestId: "wrong_quest" }] as GameState["zones"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await syncNewContent();
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expect(res.status).toBe(200);
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const body = await res.json() as { zonesPatched: number; state: GameState };
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expect(body.zonesPatched).toBe(1);
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const zone = body.state.zones.find((z) => z.id === "verdant_vale");
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expect(zone?.name).not.toBe("Old Name");
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expect(zone?.status).toBe("unlocked");
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});
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it("skips zone stat patching for zones not in defaults", async () => {
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const state = makeState({
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zones: [{ id: "nonexistent_zone_xyz", status: "unlocked", name: "Ghost", description: "Old", emoji: "❓", unlockBossId: null, unlockQuestId: null }] as GameState["zones"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await syncNewContent();
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expect(res.status).toBe(200);
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const body = await res.json() as { zonesPatched: number };
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expect(body.zonesPatched).toBe(0);
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});
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it("patches upgrade stats when saved upgrade has outdated fields", async () => {
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const state = makeState({
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upgrades: [{ id: "click_2", purchased: false, unlocked: true, multiplier: 0.1, name: "Old Name", description: "Old", target: "click", adventurerId: undefined, costGold: 1, costEssence: 0, costCrystals: 0 }] as GameState["upgrades"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await syncNewContent();
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expect(res.status).toBe(200);
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const body = await res.json() as { upgradesPatched: number; state: GameState };
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expect(body.upgradesPatched).toBe(1);
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const upgrade = body.state.upgrades.find((u) => u.id === "click_2");
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expect(upgrade?.multiplier).not.toBe(0.1);
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expect(upgrade?.name).not.toBe("Old Name");
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expect(upgrade?.purchased).toBe(false);
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expect(upgrade?.unlocked).toBe(true);
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});
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it("skips upgrade stat patching for upgrades not in defaults", async () => {
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const state = makeState({
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upgrades: [{ id: "nonexistent_upgrade_xyz", purchased: false, unlocked: false, multiplier: 0.1, name: "Ghost", description: "Old", target: "click", adventurerId: undefined, costGold: 1, costEssence: 0, costCrystals: 0 }] as GameState["upgrades"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await syncNewContent();
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expect(res.status).toBe(200);
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const body = await res.json() as { upgradesPatched: number };
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expect(body.upgradesPatched).toBe(0);
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});
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it("patches equipment stats when saved item has outdated fields", async () => {
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const state = makeState({
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equipment: [{ id: "iron_sword", owned: true, equipped: false, name: "Rusty Sword", description: "Old", type: "weapon", rarity: "common", bonus: { type: "click_power", value: 0 }, cost: undefined, setId: undefined }] as GameState["equipment"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await syncNewContent();
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expect(res.status).toBe(200);
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const body = await res.json() as { equipmentPatched: number; state: GameState };
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expect(body.equipmentPatched).toBe(1);
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const item = body.state.equipment.find((e) => e.id === "iron_sword");
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expect(item?.name).not.toBe("Rusty Sword");
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expect(item?.owned).toBe(true);
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expect(item?.equipped).toBe(false);
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});
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it("skips equipment stat patching for items not in defaults", async () => {
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const state = makeState({
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equipment: [{ id: "nonexistent_item_xyz", owned: false, equipped: false, name: "Ghost Sword", description: "Old", type: "weapon", rarity: "common", bonus: { type: "click_power", value: 0 }, cost: undefined, setId: undefined }] as GameState["equipment"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await syncNewContent();
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expect(res.status).toBe(200);
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const body = await res.json() as { equipmentPatched: number };
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expect(body.equipmentPatched).toBe(0);
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});
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it("patches achievement stats when saved achievement has outdated fields", async () => {
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const state = makeState({
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achievements: [{ id: "first_click", unlockedAt: null, name: "Old Name", description: "Old", icon: "❓", condition: { type: "totalClicks", amount: 999 }, reward: undefined }] as GameState["achievements"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await syncNewContent();
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expect(res.status).toBe(200);
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const body = await res.json() as { achievementsPatched: number; state: GameState };
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expect(body.achievementsPatched).toBe(1);
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const achievement = body.state.achievements.find((a) => a.id === "first_click");
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expect(achievement?.name).not.toBe("Old Name");
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expect(achievement?.condition.amount).not.toBe(999);
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expect(achievement?.unlockedAt).toBeNull();
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});
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it("skips achievement stat patching for achievements not in defaults", async () => {
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const state = makeState({
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achievements: [{ id: "nonexistent_achievement_xyz", unlockedAt: null, name: "Ghost", description: "Old", icon: "❓", condition: { type: "totalClicks", amount: 1 }, reward: undefined }] as GameState["achievements"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await syncNewContent();
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expect(res.status).toBe(200);
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const body = await res.json() as { achievementsPatched: number };
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expect(body.achievementsPatched).toBe(0);
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});
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it("recomputes crafting multipliers from craftedRecipeIds", async () => {
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const state = makeState({
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exploration: { ...makeExploration(), craftedRecipeIds: ["heartwood_tincture"], craftedGoldMultiplier: 1, craftedEssenceMultiplier: 1, craftedClickMultiplier: 1, craftedCombatMultiplier: 1 },
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await syncNewContent();
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expect(res.status).toBe(200);
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const body = await res.json() as { craftingRecipesReapplied: number; state: GameState };
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expect(body.craftingRecipesReapplied).toBe(1);
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expect(body.state.exploration?.craftedGoldMultiplier).toBeGreaterThan(1);
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});
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it("returns 0 for crafting recompute when exploration is undefined", async () => {
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const state = makeState({
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exploration: undefined as unknown as GameState["exploration"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await syncNewContent();
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expect(res.status).toBe(200);
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const body = await res.json() as { craftingRecipesReapplied: number };
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expect(body.craftingRecipesReapplied).toBe(0);
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});
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it("sets multipliers to 1 when craftedRecipeIds is empty", async () => {
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const state = makeState({
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exploration: { ...makeExploration(), craftedRecipeIds: [], craftedGoldMultiplier: 5, craftedEssenceMultiplier: 5, craftedClickMultiplier: 5, craftedCombatMultiplier: 5 },
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await syncNewContent();
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expect(res.status).toBe(200);
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const body = await res.json() as { state: GameState };
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expect(body.state.exploration?.craftedGoldMultiplier).toBe(1);
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expect(body.state.exploration?.craftedEssenceMultiplier).toBe(1);
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expect(body.state.exploration?.craftedClickMultiplier).toBe(1);
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expect(body.state.exploration?.craftedCombatMultiplier).toBe(1);
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});
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});
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describe("POST /hard-reset", () => {
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