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:
@@ -567,12 +567,44 @@ describe("debug route", () => {
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expect(res.status).toBe(404);
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});
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it("returns 200 with zero counts when state already has all content", async () => {
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it("returns 200 with zero added counts when state already has all content", async () => {
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const state = makeState();
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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 { adventurerStatsPatched: number; bossRewardsPatched: number; questRewardsPatched: number };
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expect(body.adventurerStatsPatched).toBe(0);
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expect(body.bossRewardsPatched).toBe(0);
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expect(body.questRewardsPatched).toBe(0);
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});
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it("patches adventurer stats when saved adventurer has outdated stats", async () => {
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const state = makeState({
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adventurers: [{ id: "militia", count: 5, unlocked: true, baseCost: 1, goldPerSecond: 1, essencePerSecond: 1, combatPower: 1, level: 1, name: "Old Name", class: "warrior" }] as GameState["adventurers"],
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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 { adventurerStatsPatched: number; state: GameState };
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expect(body.adventurerStatsPatched).toBe(1);
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const adventurer = body.state.adventurers.find((a) => a.id === "militia");
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expect(adventurer?.baseCost).not.toBe(1);
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expect(adventurer?.count).toBe(5);
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expect(adventurer?.unlocked).toBe(true);
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});
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it("skips adventurer stat patching for adventurers not in defaults", async () => {
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const state = makeState({
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adventurers: [{ id: "nonexistent_adventurer", count: 0, unlocked: false, baseCost: 1, goldPerSecond: 1, essencePerSecond: 1, combatPower: 1, level: 1, name: "Ghost", class: "warrior" }] as GameState["adventurers"],
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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 { adventurerStatsPatched: number };
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expect(body.adventurerStatsPatched).toBe(0);
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});
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it("injects missing entries when arrays are empty", async () => {
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@@ -718,6 +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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@@ -741,6 +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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|
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Reference in New Issue
Block a user