generated from nhcarrigan/template
chore: fix lint, ensure full CI pipeline passes, add verify checklist
- Fix strict-boolean-expressions in 7 route files (runtime body validation) - Fix no-unnecessary-condition in profile.ts and offlineProgress.ts (defensive null checks) - Extend v8 ignore next-N counts in game.ts to reach 100% coverage - Add CI requirements to CLAUDE.md (lint + build + test must pass before commit) - Add manual verification checklist (verify.md) - Remove progress.md
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@@ -1,43 +1,68 @@
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/**
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* @file Apotheosis service handling eligibility checks and state building.
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* @copyright nhcarrigan
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* @license Naomi's Public License
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* @author Naomi Carrigan
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*/
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import { initialGameState } from "../data/initialState.js";
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import {
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defaultTranscendenceUpgrades,
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} from "../data/transcendenceUpgrades.js";
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import type { ApotheosisData, GameState } from "@elysium/types";
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import { INITIAL_GAME_STATE } from "../data/initialState.js";
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import { DEFAULT_TRANSCENDENCE_UPGRADES } from "../data/transcendenceUpgrades.js";
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/** Total number of echo upgrades — all must be purchased to unlock Apotheosis */
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const TOTAL_ECHO_UPGRADES = DEFAULT_TRANSCENDENCE_UPGRADES.length;
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/**
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* Total number of echo upgrades — all must be purchased to unlock Apotheosis.
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*/
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const totalEchoUpgrades = defaultTranscendenceUpgrades.length;
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/**
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* Returns true when the player is eligible to achieve Apotheosis:
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* all Transcendence echo upgrades must be purchased.
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* @param state - The current game state.
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* @returns Whether the player is eligible for Apotheosis.
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*/
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export const isEligibleForApotheosis = (state: GameState): boolean => {
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const isEligibleForApotheosis = (state: GameState): boolean => {
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const purchasedIds = state.transcendence?.purchasedUpgradeIds ?? [];
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return purchasedIds.length >= TOTAL_ECHO_UPGRADES &&
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DEFAULT_TRANSCENDENCE_UPGRADES.every((u) => purchasedIds.includes(u.id));
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return (
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purchasedIds.length >= totalEchoUpgrades
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&& defaultTranscendenceUpgrades.every((u) => {
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return purchasedIds.includes(u.id);
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})
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);
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};
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/**
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* Builds the new game state after Apotheosis — the ultimate nuclear reset.
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* Builds the updated game state after Apotheosis — the ultimate nuclear reset.
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* Wipes absolutely everything including prestige and transcendence.
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* Only codex lore entries and the apotheosis count itself are preserved.
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* @param currentState - The current game state before apotheosis.
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* @param characterName - The character name to carry over.
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* @returns The updated game state and apotheosis data.
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*/
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export const buildPostApotheosisState = (
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const buildPostApotheosisState = (
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currentState: GameState,
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characterName: string,
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): { newState: GameState; newApotheosisData: ApotheosisData } => {
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const newCount = (currentState.apotheosis?.count ?? 0) + 1;
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const newApotheosisData: ApotheosisData = { count: newCount };
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): { updatedApotheosisData: ApotheosisData; updatedState: GameState } => {
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const apotheosisCount = (currentState.apotheosis?.count ?? 0) + 1;
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const updatedApotheosisData: ApotheosisData = { count: apotheosisCount };
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const freshState = INITIAL_GAME_STATE(currentState.player, characterName);
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const newState: GameState = {
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const freshState = initialGameState(currentState.player, characterName);
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const updatedState: GameState = {
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...freshState,
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lastTickAt: Date.now(),
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// Codex lore persists through all resets — players keep their discovered entries
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...(currentState.codex ? { codex: currentState.codex } : {}),
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...currentState.codex
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? { codex: currentState.codex }
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: {},
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// Apotheosis data is eternal — never wiped by any reset
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apotheosis: newApotheosisData,
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apotheosis: updatedApotheosisData,
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// Story chapter progress is permanent — survives all resets
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...(currentState.story ? { story: currentState.story } : {}),
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...currentState.story
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? { story: currentState.story }
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: {},
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};
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return { newState, newApotheosisData };
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return { updatedApotheosisData, updatedState };
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};
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export { buildPostApotheosisState, isEligibleForApotheosis };
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