generated from nhcarrigan/template
fix: resolve all 8 open bug tickets (#242–#249) (#250)
## Summary - **#242** — Crystals in the resource bar now use `formatNumber` to respect the player's notation setting (suffix/scientific/engineering) - **#243** — Companion unlock progress includes current-run gold (`totalGoldEarned`) on both client and server, so companions unlock at the correct threshold - **#244** — Empty green reward bubbles no longer render for quest crystal rewards with a zero amount - **#245/#248** — Auto-save skips when `isAutoPrestigingReference.current` is true, preventing it from racing with an in-flight prestige and breaking the optimistic lock - **#246** — Generated and uploaded CDN images for `crystal_pulse`, `crystal_surge`, and `crystal_tempest` upgrades - **#247** — `validateAndSanitize` merges daily challenge progress by taking the max of client vs. server progress per challenge, so stale auto-saves can no longer roll back server-side completions - **#249** — Cached save signature is cleared after `buyPrestigeUpgrade` succeeds, preventing a stale-signature mismatch on the next auto-save ## Test plan - [ ] Lint passes (`pnpm lint`) - [ ] Build passes (`pnpm build`) - [ ] Tests pass with 100% coverage (`pnpm test`) - [ ] Crystals display in resource bar respects notation setting - [ ] No empty reward bubbles on quests that don't award crystals - [ ] Companion progress bar shows correct value including current-run gold - [ ] Auto-prestige no longer causes save errors - [ ] Crafting a recipe updates daily challenge progress persistently (not rolled back by next auto-save) - [ ] Buying a prestige upgrade does not cause a signature mismatch error on next save - [ ] Crystal upgrade images display correctly in-game ✨ This PR was created with help from Hikari~ 🌸 Reviewed-on: #250 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com>
This commit was merged in pull request #250.
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@@ -114,6 +114,9 @@ const QuestCard = ({
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}
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<div className="quest-rewards">
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{quest.rewards.map((reward, rewardIndex) => {
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if (reward.type === "crystals" && (reward.amount ?? 0) === 0) {
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return null;
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}
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return (
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<span className="reward-tag" key={`${reward.type}-${reward.targetId ?? String(reward.amount ?? rewardIndex)}`}>
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{reward.type === "gold"
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@@ -121,7 +124,6 @@ const QuestCard = ({
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{reward.type === "essence"
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&& `✨ ${formatNumber(reward.amount ?? 0)}`}
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{reward.type === "crystals"
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&& (reward.amount ?? 0) > 0
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&& `💎 ${formatNumber(reward.amount ?? 0)}`}
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{reward.type === "upgrade" && "🔓 Upgrade"}
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{reward.type === "adventurer" && "👥 New Adventurer"}
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