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.
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@@ -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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