generated from nhcarrigan/template
fix: preserve boss first-kill state across prestige
Fixes #39. Added bountyRunestonesClaimed?: boolean to the Boss type. The first-kill bounty runestones are now only awarded once across all prestige resets — the boss route checks the flag before awarding, sets it on first defeat, and buildPostPrestigeState carries the flag forward through fresh boss state on prestige. The boss panel badge no longer shows for bosses whose bounty has already been claimed.
This commit is contained in:
@@ -8,6 +8,7 @@
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/* eslint-disable max-statements -- Boss handler requires many statements */
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/* eslint-disable complexity -- Boss handler has inherent complexity */
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/* eslint-disable stylistic/max-len -- Long lines in combat logic */
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/* eslint-disable max-lines -- Boss route with full combat logic and helpers exceeds line limit */
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import {
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computeSetBonuses,
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getActiveCompanionBonus,
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@@ -298,14 +299,20 @@ bossRouter.post("/challenge", async(context) => {
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state.resources.crystals = state.resources.crystals + crystalsAwarded;
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}
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// First-kill bounty — look up authoritative bounty from static data
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// First-kill bounty — only awarded once across all prestiges
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const staticBoss = defaultBosses.find((b) => {
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return b.id === body.bossId;
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});
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// eslint-disable-next-line capitalized-comments -- v8 ignore
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/* v8 ignore next -- @preserve */
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const bountyRunestones = staticBoss?.bountyRunestones ?? 0;
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/* v8 ignore next 7 -- @preserve */
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const bountyRunestones
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= boss.bountyRunestonesClaimed === true
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? 0
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: staticBoss?.bountyRunestones ?? 0;
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if (bountyRunestones > 0) {
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boss.bountyRunestonesClaimed = true;
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}
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state.prestige.runestones = state.prestige.runestones + bountyRunestones;
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rewards = {
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@@ -206,6 +206,20 @@ const buildPostPrestigeState = (
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const freshState = initialGameState(currentState.player, characterName);
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/*
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* Preserve first-kill (bounty claimed) status across the prestige reset so
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* the one-time bounty is never re-awarded in subsequent runs.
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*/
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const bossesWithBountyClaimed = freshState.bosses.map((freshBoss) => {
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const currentBoss = currentState.bosses.find((candidate) => {
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return candidate.id === freshBoss.id;
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});
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if (currentBoss?.bountyRunestonesClaimed === true) {
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return { ...freshBoss, bountyRunestonesClaimed: true };
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}
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return freshBoss;
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});
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// Compute current-run contributions to accumulate into lifetime totals
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const runBossesDefeated = currentState.bosses.filter((boss) => {
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return boss.status === "defeated";
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@@ -227,6 +241,8 @@ const buildPostPrestigeState = (
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...freshState,
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// Achievements are permanent — earned achievements survive all prestiges
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achievements: currentState.achievements,
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// Boss statuses reset for gameplay, but first-kill claimed flag is preserved
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bosses: bossesWithBountyClaimed,
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lastTickAt: Date.now(),
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/*
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@@ -305,4 +305,25 @@ describe("boss route", () => {
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const res = await challenge({ bossId: "test_boss" });
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expect(res.status).toBe(500);
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});
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it("does not re-award bounty runestones when bountyRunestonesClaimed is true", async () => {
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const state = makeState({
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bosses: [makeBoss({
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bountyRunestonesClaimed: true,
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currentHp: 100,
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damagePerSecond: 1,
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maxHp: 100,
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})] as GameState["bosses"],
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adventurers: [makeAdventurer()] as GameState["adventurers"],
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prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 5 },
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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 challenge({ bossId: "test_boss" });
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expect(res.status).toBe(200);
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const body = await res.json() as { won: boolean; rewards: { bountyRunestones: number } };
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expect(body.won).toBe(true);
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expect(body.rewards.bountyRunestones).toBe(0);
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});
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});
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@@ -292,6 +292,33 @@ describe("buildPostPrestigeState", () => {
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expect(prestigeState.player.lifetimeBossesDefeated).toBe(1);
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});
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it("preserves bountyRunestonesClaimed flag on bosses across prestige", () => {
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const claimedBoss = {
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bountyRunestones: 5,
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bountyRunestonesClaimed: true,
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crystalReward: 0,
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currentHp: 0,
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damagePerSecond: 10,
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description: "A boss",
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equipmentRewards: [] as string[],
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essenceReward: 0,
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goldReward: 100,
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id: "troll_king",
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maxHp: 100,
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name: "Troll King",
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prestigeRequirement: 0,
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status: "defeated" as const,
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upgradeRewards: [] as string[],
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zoneId: "verdant_vale",
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};
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const state = makeMinimalState({ bosses: [ claimedBoss ] as GameState["bosses"] });
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const { prestigeState } = buildPostPrestigeState(state, "Tester");
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const matchingBoss = prestigeState.bosses.find((boss) => {
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return boss.id === "troll_king";
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});
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expect(matchingBoss?.bountyRunestonesClaimed).toBe(true);
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});
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it("accumulates completed quests into lifetime total", () => {
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const quest = {
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id: "q_1",
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@@ -126,7 +126,9 @@ const BossCard = ({
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{" Equipment"}
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</span>
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}
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{boss.status !== "defeated" && boss.bountyRunestones > 0
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{boss.status !== "defeated"
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&& boss.bountyRunestones > 0
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&& boss.bountyRunestonesClaimed !== true
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&& <span className="boss-bounty">
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{"🔮 "}
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{boss.bountyRunestones}
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@@ -59,6 +59,13 @@ interface Boss {
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* One-time runestone bounty awarded on first-ever defeat.
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*/
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bountyRunestones: number;
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/**
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* Whether the first-kill runestone bounty has already been claimed.
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* Set to true on first defeat and preserved across all prestiges so the
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* bounty is never re-awarded in subsequent runs.
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*/
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bountyRunestonesClaimed?: boolean;
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}
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export type { Boss, BossStatus };
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