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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@@ -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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