Commit Graph

4 Commits

Author SHA1 Message Date
hikari b48beef474 feat: sync and patch all content stats on existing saves (#130)
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## 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>
2026-03-24 16:01:48 -07:00
hikari 6e573bea14 chore: more feedback fixes (#129)
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## Summary

- Fix `NaN` displayed in Sync New Content / Force Unlock notifications by guarding against undefined counts
- Poll server for exploration claimability before showing Collect button to prevent client/server desync
- Return authoritative materials list from craft API to prevent client desync causing false affordability
- Add test coverage for `sync-new-content` and `explore/claimable` endpoints

Closes #125
Closes #127
Closes #128

## Test plan

- [ ] Trigger a sync with new content and verify the notification shows a real count instead of `NaN`
- [ ] Start an exploration, wait for it to complete, and verify the Collect button only appears after the server confirms claimable
- [ ] Attempt to craft a recipe and verify the material counts in the UI update to match the server's authoritative values

 This issue was created with help from Hikari~ 🌸

Reviewed-on: #129
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-03-24 13:20:37 -07:00
hikari 635c630e49 fix: adventurer unlocks not applied by force-unlock tool (#93)
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The force-unlock debug route now scans completed quests for adventurer rewards and ensures those tiers are marked as unlocked in game state.

The UI and API response type both surface the new `adventurersUnlocked` count alongside the existing zone/quest/boss/exploration counts.

Closes #88

 This PR was created with help from Hikari~ 🌸

Reviewed-on: #93
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-03-20 10:28:17 -07:00
hikari 03b6c847b3 feat: debug panel with force unlocks and hard reset (#65)
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## Summary
- Adds a new **Debug** tab to the game UI with two self-service tools for players with broken save state
- **Force Unlocks**: scans the player's save and grants any zones, quests, bosses, and exploration areas they've earned but that are still locked — shows a breakdown of what was unlocked (or reports nothing needed fixing)
- **Hard Reset**: wipes progress back to a fresh save (preserving lifetime stats), guarded behind a confirmation modal to prevent accidental clicks

## Files added
- `apps/api/src/routes/debug.ts` — two POST endpoints (`/force-unlocks`, `/hard-reset`)
- `apps/web/src/components/game/debugPanel.tsx` — the Debug tab UI
- `apps/web/src/components/ui/confirmationModal.tsx` — reusable confirmation modal

## Files modified
- `apps/api/src/index.ts` — registers the debug router
- `packages/types/src/interfaces/api.ts` — adds `ForceUnlocksResponse` type
- `packages/types/src/index.ts` — exports the new type
- `apps/web/src/api/client.ts` — adds `forceUnlocks()` and `debugHardReset()` API calls
- `apps/web/src/context/gameContext.tsx` — wires both functions into game context
- `apps/web/src/components/game/gameLayout.tsx` — adds the Debug tab
- `apps/web/src/styles.css` — styles for action buttons, cards, result messages, and confirmation modal

 This PR was created with help from Hikari~ 🌸

Reviewed-on: #65
Co-authored-by: Hikari <hikari@nhcarrigan.com>
Co-committed-by: Hikari <hikari@nhcarrigan.com>
2026-03-18 12:37:06 -07:00