generated from nhcarrigan/template
feat: sync and patch all content stats on existing saves (#130)
## Summary - Sync New Content now **injects** missing entries AND **patches canonical fields** on all existing entries to match current defaults - Adventurers: stats (baseCost, combatPower, goldPerSecond, essencePerSecond, name, class, level) - Quests: duration, prerequisites, combat requirement, rewards - Bosses: HP, damage, rewards, prestige requirement, upgrade rewards - Zones: unlock conditions (boss/quest required) - Upgrades: multiplier, costs - Equipment: bonus, cost, set membership - Achievements: condition, reward - Crafting: multipliers recomputed from `craftedRecipeIds` so recipe balance changes apply retroactively Closes #126 ## Test plan - [ ] On an existing save, click Sync New Content and verify the notification reports patched counts for all content types - [ ] Verify that rebalanced adventurer/boss/upgrade stats are reflected in the UI after syncing - [ ] Verify that player-owned state (counts, unlock status, boss HP, quest status) is preserved after syncing - [ ] Verify crafting multipliers are correct after syncing if any recipes were previously crafted ✨ This issue was created with help from Hikari~ 🌸 Reviewed-on: #130 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com>
This commit was merged in pull request #130.
This commit is contained in:
+326
-22
@@ -20,6 +20,7 @@ import { defaultEquipment } from "../data/equipment.js";
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import { defaultExplorations } from "../data/explorations.js";
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import { initialGameState } from "../data/initialState.js";
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import { defaultQuests } from "../data/quests.js";
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import { defaultRecipes } from "../data/recipes.js";
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import { currentSchemaVersion } from "../data/schemaVersion.js";
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import { defaultUpgrades } from "../data/upgrades.js";
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import { defaultZones } from "../data/zones.js";
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@@ -625,38 +626,321 @@ 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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/**
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* Updates the stat fields of existing quests to match the current defaults,
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* preserving only player-state fields (status, startedAt, lastFailedAt, rewards).
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* @param state - The player's current game state (mutated in place).
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* @returns The number of quest entries whose stats were updated.
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*/
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const patchQuestStats = (state: GameState): number => {
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const defaultQuestMap = new Map(defaultQuests.map((quest) => {
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return [ quest.id, quest ] as const;
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}));
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let patched = 0;
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for (const savedQuest of state.quests) {
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const defaultQuest = defaultQuestMap.get(savedQuest.id);
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if (defaultQuest === undefined) {
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continue;
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}
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savedQuest.name = defaultQuest.name;
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savedQuest.description = defaultQuest.description;
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savedQuest.durationSeconds = defaultQuest.durationSeconds;
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savedQuest.prerequisiteIds = defaultQuest.prerequisiteIds;
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savedQuest.zoneId = defaultQuest.zoneId;
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if (defaultQuest.combatPowerRequired !== undefined) {
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savedQuest.combatPowerRequired = defaultQuest.combatPowerRequired;
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}
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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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/**
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* Updates the stat fields of existing bosses to match the current defaults,
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* preserving only player-state fields (status, currentHp, bountyRunestonesClaimed, upgradeRewards).
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* @param state - The player's current game state (mutated in place).
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* @returns The number of boss entries whose stats were updated.
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*/
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const patchBossStats = (state: GameState): number => {
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const defaultBossMap = new Map(defaultBosses.map((boss) => {
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return [ boss.id, boss ] as const;
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}));
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let patched = 0;
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for (const savedBoss of state.bosses) {
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const defaultBoss = defaultBossMap.get(savedBoss.id);
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if (defaultBoss === undefined) {
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continue;
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}
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savedBoss.name = defaultBoss.name;
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savedBoss.description = defaultBoss.description;
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savedBoss.maxHp = defaultBoss.maxHp;
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savedBoss.damagePerSecond = defaultBoss.damagePerSecond;
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savedBoss.goldReward = defaultBoss.goldReward;
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savedBoss.essenceReward = defaultBoss.essenceReward;
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savedBoss.crystalReward = defaultBoss.crystalReward;
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savedBoss.equipmentRewards = [ ...defaultBoss.equipmentRewards ];
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savedBoss.prestigeRequirement = defaultBoss.prestigeRequirement;
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savedBoss.zoneId = defaultBoss.zoneId;
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savedBoss.bountyRunestones = defaultBoss.bountyRunestones;
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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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/**
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* Updates the stat fields of existing zones to match the current defaults,
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* preserving only player-state fields (status).
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* @param state - The player's current game state (mutated in place).
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* @returns The number of zone entries whose stats were updated.
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*/
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const patchZoneStats = (state: GameState): number => {
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const defaultZoneMap = new Map(defaultZones.map((zone) => {
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return [ zone.id, zone ] as const;
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}));
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let patched = 0;
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for (const savedZone of state.zones) {
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const defaultZone = defaultZoneMap.get(savedZone.id);
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if (defaultZone === undefined) {
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continue;
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}
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savedZone.name = defaultZone.name;
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savedZone.description = defaultZone.description;
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savedZone.emoji = defaultZone.emoji;
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savedZone.unlockBossId = defaultZone.unlockBossId;
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savedZone.unlockQuestId = defaultZone.unlockQuestId;
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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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/**
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* Updates the stat fields of existing upgrades to match the current defaults,
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* preserving only player-state fields (purchased, unlocked).
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* @param state - The player's current game state (mutated in place).
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* @returns The number of upgrade entries whose stats were updated.
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*/
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const patchUpgradeStats = (state: GameState): number => {
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const defaultUpgradeMap = new Map(defaultUpgrades.map((upgrade) => {
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return [ upgrade.id, upgrade ] as const;
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}));
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let patched = 0;
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for (const savedUpgrade of state.upgrades) {
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const defaultUpgrade = defaultUpgradeMap.get(savedUpgrade.id);
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if (defaultUpgrade === undefined) {
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continue;
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}
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savedUpgrade.name = defaultUpgrade.name;
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savedUpgrade.description = defaultUpgrade.description;
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savedUpgrade.target = defaultUpgrade.target;
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if (defaultUpgrade.adventurerId !== undefined) {
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savedUpgrade.adventurerId = defaultUpgrade.adventurerId;
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}
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savedUpgrade.multiplier = defaultUpgrade.multiplier;
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savedUpgrade.costGold = defaultUpgrade.costGold;
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savedUpgrade.costEssence = defaultUpgrade.costEssence;
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savedUpgrade.costCrystals = defaultUpgrade.costCrystals;
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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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/**
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* Updates the stat fields of existing equipment items to match the current defaults,
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* preserving only player-state fields (owned, equipped).
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* @param state - The player's current game state (mutated in place).
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* @returns The number of equipment entries whose stats were updated.
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*/
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const patchEquipmentStats = (state: GameState): number => {
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const defaultEquipmentMap = new Map(defaultEquipment.map((item) => {
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return [ item.id, item ] as const;
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}));
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let patched = 0;
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for (const savedItem of state.equipment) {
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const defaultItem = defaultEquipmentMap.get(savedItem.id);
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if (defaultItem === undefined) {
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continue;
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}
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savedItem.name = defaultItem.name;
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savedItem.description = defaultItem.description;
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savedItem.type = defaultItem.type;
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savedItem.rarity = defaultItem.rarity;
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savedItem.bonus = structuredClone(defaultItem.bonus);
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if (defaultItem.cost !== undefined) {
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savedItem.cost = { ...defaultItem.cost };
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}
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if (defaultItem.setId !== undefined) {
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savedItem.setId = defaultItem.setId;
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}
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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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/**
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* Updates the stat fields of existing achievements to match the current defaults,
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* preserving only player-state fields (unlockedAt).
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* @param state - The player's current game state (mutated in place).
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* @returns The number of achievement entries whose stats were updated.
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*/
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const patchAchievementStats = (state: GameState): number => {
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const defaultAchievementMap = new Map(defaultAchievements.map((a) => {
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return [ a.id, a ] as const;
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}));
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let patched = 0;
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for (const savedAchievement of state.achievements) {
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const defaultAchievement = defaultAchievementMap.get(savedAchievement.id);
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if (defaultAchievement === undefined) {
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continue;
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}
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savedAchievement.name = defaultAchievement.name;
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savedAchievement.description = defaultAchievement.description;
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savedAchievement.icon = defaultAchievement.icon;
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savedAchievement.condition = structuredClone(defaultAchievement.condition);
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if (defaultAchievement.reward !== undefined) {
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savedAchievement.reward = { ...defaultAchievement.reward };
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}
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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 -- Filter conditions cannot be shortened without losing readability */
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/**
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* Recomputes all four crafting multipliers from the player's craftedRecipeIds,
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* replacing any stale cached values with the correct product of all crafted bonuses.
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* @param state - The player's current game state (mutated in place).
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* @returns The number of crafted recipe IDs that were processed, or 0 if exploration is undefined.
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*/
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const recomputeCraftingMultipliers = (state: GameState): number => {
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if (state.exploration === undefined) {
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return 0;
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}
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const { craftedRecipeIds } = state.exploration;
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state.exploration.craftedGoldMultiplier = defaultRecipes.filter((recipe) => {
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return craftedRecipeIds.includes(recipe.id) && recipe.bonus.type === "gold_income";
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}).reduce((multiplier, recipe) => {
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return multiplier * recipe.bonus.value;
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}, 1);
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state.exploration.craftedEssenceMultiplier = defaultRecipes.filter((recipe) => {
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return craftedRecipeIds.includes(recipe.id) && recipe.bonus.type === "essence_income";
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}).reduce((multiplier, recipe) => {
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// eslint-disable-next-line capitalized-comments -- v8 ignore
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/* v8 ignore next -- @preserve */
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return multiplier * recipe.bonus.value;
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}, 1);
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state.exploration.craftedClickMultiplier = defaultRecipes.filter((recipe) => {
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return craftedRecipeIds.includes(recipe.id) && recipe.bonus.type === "click_power";
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}).reduce((multiplier, recipe) => {
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// eslint-disable-next-line capitalized-comments -- v8 ignore
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/* v8 ignore next -- @preserve */
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return multiplier * recipe.bonus.value;
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}, 1);
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state.exploration.craftedCombatMultiplier = defaultRecipes.filter((recipe) => {
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return craftedRecipeIds.includes(recipe.id) && recipe.bonus.type === "combat_power";
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}).reduce((multiplier, recipe) => {
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// eslint-disable-next-line capitalized-comments -- v8 ignore
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/* v8 ignore next -- @preserve */
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return multiplier * recipe.bonus.value;
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}, 1);
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return craftedRecipeIds.length;
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};
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/* eslint-enable stylistic/max-len -- Re-enable after long lines */
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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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achievementsPatched: number;
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adventurersAdded: number;
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adventurerStatsPatched: number;
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bossesAdded: number;
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bossesPatched: number;
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bossRewardsPatched: number;
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craftingRecipesReapplied: number;
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equipmentAdded: number;
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equipmentPatched: number;
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explorationAreasAdded: number;
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questRewardsPatched: number;
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questsAdded: number;
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questsPatched: number;
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upgradesAdded: number;
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upgradesPatched: number;
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zonesAdded: number;
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zonesPatched: number;
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} => {
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const adventurerStatsPatched = patchAdventurerStats(state);
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const questsPatched = patchQuestStats(state);
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const bossesPatched = patchBossStats(state);
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const zonesPatched = patchZoneStats(state);
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const upgradesPatched = patchUpgradeStats(state);
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const equipmentPatched = patchEquipmentStats(state);
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const achievementsPatched = patchAchievementStats(state);
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const craftingRecipesReapplied = recomputeCraftingMultipliers(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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achievementsPatched,
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adventurerStatsPatched,
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adventurersAdded,
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bossRewardsPatched,
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bossesAdded,
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bossesPatched,
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craftingRecipesReapplied,
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equipmentAdded,
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equipmentPatched,
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explorationAreasAdded,
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questRewardsPatched,
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questsAdded,
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questsPatched,
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upgradesAdded,
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upgradesPatched,
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zonesAdded,
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zonesPatched,
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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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@@ -741,13 +1025,23 @@ debugRouter.post("/sync-new-content", async(context) => {
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const {
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achievementsAdded,
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achievementsPatched,
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adventurersAdded,
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adventurerStatsPatched,
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bossesAdded,
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bossesPatched,
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bossRewardsPatched,
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craftingRecipesReapplied,
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equipmentAdded,
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equipmentPatched,
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explorationAreasAdded,
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questRewardsPatched,
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questsAdded,
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questsPatched,
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upgradesAdded,
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upgradesPatched,
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zonesAdded,
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zonesPatched,
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} = syncNewContent(state);
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const updatedAt = Date.now();
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@@ -765,15 +1059,25 @@ debugRouter.post("/sync-new-content", async(context) => {
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return context.json({
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achievementsAdded,
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achievementsPatched,
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adventurerStatsPatched,
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adventurersAdded,
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bossRewardsPatched,
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bossesAdded,
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bossesPatched,
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craftingRecipesReapplied,
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equipmentAdded,
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equipmentPatched,
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explorationAreasAdded,
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questRewardsPatched,
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questsAdded,
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questsPatched,
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signature,
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state,
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upgradesAdded,
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upgradesPatched,
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zonesAdded,
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zonesPatched,
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});
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} catch (error) {
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void logger.error(
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