generated from nhcarrigan/template
fix: preserve all-time stats, achievements, and boss first-kill across prestige (#47)
Resolves #37, resolves #38, and resolves #39 — three related bugs where prestige incorrectly reset data that should survive all prestige resets. ## Changes ### fix: preserve lifetime player stats across prestige (#37) After prestige, `GameState.player.lifetime*` fields were stale — they reflected values from *before* the current run. The Prisma Player record was incremented correctly, but the GameState JSON saved to the DB had old values, so the UI showed wrong all-time totals on reload. `buildPostPrestigeState` now computes the run-stat contributions (bosses defeated, quests completed, adventurers recruited, achievements unlocked, gold earned, clicks) and folds them into the fresh player object before writing the prestige state. ### fix: preserve achievements across prestige (#38) `buildPostPrestigeState` was reconstructing achievements from `defaultAchievements` (via `initialGameState`), resetting all unlocked achievements on every prestige. Achievements are now carried forward from `currentState.achievements` instead. ### fix: preserve boss first-kill state across prestige (#39) Added `bountyRunestonesClaimed?: boolean` to the `Boss` type. The boss challenge route now: - Only awards the first-kill bounty runestones if `bountyRunestonesClaimed !== true` - Sets `bountyRunestonesClaimed = true` on first defeat `buildPostPrestigeState` maps the fresh boss list and carries the `bountyRunestonesClaimed` flag forward from the current state, so the bounty is never re-awarded in subsequent prestige runs. The boss panel badge is also hidden for bosses whose bounty is already claimed. ## Test Coverage All three fixes include new tests covering the new behaviours. API coverage remains at 100%. ✨ This PR was created with help from Hikari~ 🌸 Reviewed-on: #47 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com>
This commit was merged in pull request #47.
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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@@ -205,10 +205,69 @@ const buildPostPrestigeState = (
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};
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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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}).length;
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const runQuestsCompleted = currentState.quests.filter((quest) => {
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return quest.status === "completed";
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}).length;
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let runAdventurersRecruited = 0;
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for (const adventurer of currentState.adventurers) {
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runAdventurersRecruited = runAdventurersRecruited + adventurer.count;
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}
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const runAchievementsUnlocked = currentState.achievements.filter(
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(achievement) => {
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return achievement.unlockedAt !== null;
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},
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).length;
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const prestigeState: GameState = {
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...freshState,
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lastTickAt: Date.now(),
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prestige: prestigeData,
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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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* Fold current-run totals into lifetime stats so the GameState reflects
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* the true all-time values immediately after prestige.
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*/
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player: {
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...freshState.player,
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lifetimeAchievementsUnlocked:
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freshState.player.lifetimeAchievementsUnlocked
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+ runAchievementsUnlocked,
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lifetimeAdventurersRecruited:
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freshState.player.lifetimeAdventurersRecruited
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+ runAdventurersRecruited,
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lifetimeBossesDefeated:
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freshState.player.lifetimeBossesDefeated + runBossesDefeated,
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lifetimeClicks:
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freshState.player.lifetimeClicks + currentState.player.totalClicks,
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lifetimeGoldEarned:
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freshState.player.lifetimeGoldEarned
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+ currentState.player.totalGoldEarned,
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lifetimeQuestsCompleted:
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freshState.player.lifetimeQuestsCompleted + runQuestsCompleted,
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},
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prestige: prestigeData,
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// Codex lore persists across prestiges — players keep their discovered entries
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...currentState.codex === undefined
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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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@@ -13,14 +13,24 @@ import {
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} from "../../src/services/prestige.js";
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import type { GameState } from "@elysium/types";
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const makePlayer = (totalGoldEarned: number) => ({
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discordId: "test_id",
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username: "testuser",
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discriminator: "0",
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avatar: null,
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totalGoldEarned,
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totalClicks: 0,
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characterName: "Tester",
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const makePlayer = (
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totalGoldEarned: number,
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lifetimeGoldEarned = 0,
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totalClicks = 0,
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) => ({
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avatar: null,
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characterName: "Tester",
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discordId: "test_id",
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discriminator: "0",
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lifetimeAchievementsUnlocked: 0,
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lifetimeAdventurersRecruited: 0,
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lifetimeBossesDefeated: 0,
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lifetimeClicks: 0,
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lifetimeGoldEarned: lifetimeGoldEarned,
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lifetimeQuestsCompleted: 0,
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totalClicks: totalClicks,
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totalGoldEarned: totalGoldEarned,
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username: "testuser",
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});
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const makeMinimalState = (overrides: Partial<GameState> = {}): GameState =>
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@@ -242,4 +252,126 @@ describe("buildPostPrestigeState", () => {
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const { prestigeState } = buildPostPrestigeState(state, "Tester");
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expect(prestigeState.apotheosis).toEqual(apotheosis);
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});
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it("accumulates current-run gold into lifetime total", () => {
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const state = makeMinimalState({
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player: makePlayer(4_000_000, 1_000_000),
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});
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const { prestigeState } = buildPostPrestigeState(state, "Tester");
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expect(prestigeState.player.lifetimeGoldEarned).toBe(5_000_000);
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});
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it("accumulates current-run clicks into lifetime total", () => {
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const state = makeMinimalState({
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player: makePlayer(4_000_000, 0, 500),
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});
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const { prestigeState } = buildPostPrestigeState(state, "Tester");
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expect(prestigeState.player.lifetimeClicks).toBe(500);
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});
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it("accumulates defeated bosses into lifetime total", () => {
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const defeatedBoss = {
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bountyRunestones: 0,
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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: "boss_1",
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maxHp: 100,
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name: "Boss One",
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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: "zone_1",
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};
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const state = makeMinimalState({ bosses: [ defeatedBoss ] });
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const { prestigeState } = buildPostPrestigeState(state, "Tester");
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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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name: "A Quest",
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description: "Do the thing",
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status: "completed" as const,
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zoneId: "zone_1",
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};
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const state = makeMinimalState({ quests: [ quest ] as GameState["quests"] });
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const { prestigeState } = buildPostPrestigeState(state, "Tester");
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expect(prestigeState.player.lifetimeQuestsCompleted).toBe(1);
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});
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it("accumulates recruited adventurers into lifetime total", () => {
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const adventurer = {
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combatPower: 10,
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count: 5,
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essencePerSecond: 0,
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goldPerSecond: 1,
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id: "adv_1",
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level: 1,
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unlocked: true,
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};
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const state = makeMinimalState({ adventurers: [ adventurer ] as GameState["adventurers"] });
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const { prestigeState } = buildPostPrestigeState(state, "Tester");
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expect(prestigeState.player.lifetimeAdventurersRecruited).toBe(5);
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});
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it("preserves achievements from current state across prestige", () => {
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const achievement = {
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description: "Did a thing",
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id: "ach_persisted",
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name: "Achiever",
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requirement: 1,
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type: "totalClicks" as const,
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unlockedAt: Date.now(),
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};
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const state = makeMinimalState({ achievements: [ achievement ] as GameState["achievements"] });
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const { prestigeState } = buildPostPrestigeState(state, "Tester");
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expect(prestigeState.achievements).toEqual([ achievement ]);
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});
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it("accumulates unlocked achievements into lifetime total", () => {
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const achievement = {
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description: "Did a thing",
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id: "ach_1",
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name: "Achiever",
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requirement: 1,
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type: "totalClicks" as const,
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unlockedAt: Date.now(),
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};
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const state = makeMinimalState({ achievements: [ achievement ] as GameState["achievements"] });
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const { prestigeState } = buildPostPrestigeState(state, "Tester");
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expect(prestigeState.player.lifetimeAchievementsUnlocked).toBe(1);
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});
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});
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