generated from nhcarrigan/template
fix: patch adventurer stats on sync so rebalances apply to existing saves
Sync New Content now updates baseCost, class, combatPower, essencePerSecond, goldPerSecond, level, and name for all existing adventurer entries to match the current defaults, while preserving count and unlocked state. Closes #126
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@@ -625,38 +625,80 @@ const patchBossUpgradeRewards = (state: GameState): number => {
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return added;
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};
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/**
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* Updates the stat fields of existing adventurers to match the current defaults,
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* preserving only player-state fields (count and unlocked status).
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* @param state - The player's current game state (mutated in place).
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* @returns The number of adventurer entries whose stats were updated.
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*/
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const patchAdventurerStats = (state: GameState): number => {
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const defaultAdventurerMap = new Map(defaultAdventurers.map((adventurer) => {
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return [ adventurer.id, adventurer ] as const;
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}));
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let patched = 0;
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for (const savedAdventurer of state.adventurers) {
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const defaultAdventurer = defaultAdventurerMap.get(savedAdventurer.id);
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if (defaultAdventurer === undefined) {
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continue;
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}
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savedAdventurer.baseCost = defaultAdventurer.baseCost;
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savedAdventurer.class = defaultAdventurer.class;
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savedAdventurer.combatPower = defaultAdventurer.combatPower;
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savedAdventurer.essencePerSecond = defaultAdventurer.essencePerSecond;
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savedAdventurer.goldPerSecond = defaultAdventurer.goldPerSecond;
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savedAdventurer.level = defaultAdventurer.level;
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savedAdventurer.name = defaultAdventurer.name;
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patched = patched + 1;
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}
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return patched;
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};
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/* eslint-disable stylistic/max-len -- Long function call lines cannot be shortened without losing alignment */
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/**
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* Syncs a player's save with the current game data, injecting any content
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* entries that are missing because they were added after the save was created.
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* entries that are missing because they were added after the save was created,
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* and patching stat fields on existing entries to match the current defaults.
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* @param state - The player's current game state (mutated in place).
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* @returns Counts of how many entries were added per content type.
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* @returns Counts of how many entries were added or patched per content type.
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*/
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const syncNewContent = (
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state: GameState,
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): {
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achievementsAdded: number;
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adventurersAdded: number;
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bossesAdded: number;
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bossRewardsPatched: number;
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equipmentAdded: number;
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explorationAreasAdded: number;
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questRewardsPatched: number;
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questsAdded: number;
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upgradesAdded: number;
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zonesAdded: number;
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achievementsAdded: number;
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adventurersAdded: number;
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adventurerStatsPatched: number;
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bossesAdded: number;
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bossRewardsPatched: number;
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equipmentAdded: number;
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explorationAreasAdded: number;
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questRewardsPatched: number;
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questsAdded: number;
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upgradesAdded: number;
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zonesAdded: number;
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} => {
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const adventurerStatsPatched = patchAdventurerStats(state);
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const achievementsAdded = injectMissingEntries(state.achievements, defaultAchievements);
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const adventurersAdded = injectMissingEntries(state.adventurers, defaultAdventurers);
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const bossRewardsPatched = patchBossUpgradeRewards(state);
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const bossesAdded = injectMissingEntries(state.bosses, defaultBosses);
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const equipmentAdded = injectMissingEntries(state.equipment, defaultEquipment);
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const explorationAreasAdded = injectMissingExplorationAreas(state);
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const questRewardsPatched = patchQuestRewards(state);
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const questsAdded = injectMissingEntries(state.quests, defaultQuests);
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const upgradesAdded = injectMissingEntries(state.upgrades, defaultUpgrades);
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const zonesAdded = injectMissingEntries(state.zones, defaultZones);
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return {
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achievementsAdded: injectMissingEntries(state.achievements, defaultAchievements),
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adventurersAdded: injectMissingEntries(state.adventurers, defaultAdventurers),
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bossRewardsPatched: patchBossUpgradeRewards(state),
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bossesAdded: injectMissingEntries(state.bosses, defaultBosses),
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equipmentAdded: injectMissingEntries(state.equipment, defaultEquipment),
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explorationAreasAdded: injectMissingExplorationAreas(state),
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questRewardsPatched: patchQuestRewards(state),
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questsAdded: injectMissingEntries(state.quests, defaultQuests),
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upgradesAdded: injectMissingEntries(state.upgrades, defaultUpgrades),
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zonesAdded: injectMissingEntries(state.zones, defaultZones),
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achievementsAdded,
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adventurerStatsPatched,
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adventurersAdded,
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bossRewardsPatched,
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bossesAdded,
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equipmentAdded,
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explorationAreasAdded,
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questRewardsPatched,
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questsAdded,
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upgradesAdded,
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zonesAdded,
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};
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};
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/* eslint-enable stylistic/max-len -- Re-enable after long lines */
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@@ -742,9 +784,12 @@ debugRouter.post("/sync-new-content", async(context) => {
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const {
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achievementsAdded,
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adventurersAdded,
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adventurerStatsPatched,
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bossesAdded,
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bossRewardsPatched,
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equipmentAdded,
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explorationAreasAdded,
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questRewardsPatched,
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questsAdded,
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upgradesAdded,
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zonesAdded,
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@@ -765,10 +810,13 @@ debugRouter.post("/sync-new-content", async(context) => {
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return context.json({
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achievementsAdded,
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adventurerStatsPatched,
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adventurersAdded,
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bossRewardsPatched,
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bossesAdded,
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equipmentAdded,
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explorationAreasAdded,
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questRewardsPatched,
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questsAdded,
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signature,
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state,
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