generated from nhcarrigan/template
Compare commits
2 Commits
v0.4.0
...
e7f0a9d537
| Author | SHA1 | Date | |
|---|---|---|---|
| e7f0a9d537 | |||
| b275b7878c |
+326
-22
@@ -20,6 +20,7 @@ import { defaultEquipment } from "../data/equipment.js";
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import { defaultExplorations } from "../data/explorations.js";
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import { initialGameState } from "../data/initialState.js";
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import { defaultQuests } from "../data/quests.js";
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import { defaultRecipes } from "../data/recipes.js";
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import { currentSchemaVersion } from "../data/schemaVersion.js";
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import { defaultUpgrades } from "../data/upgrades.js";
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import { defaultZones } from "../data/zones.js";
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@@ -625,38 +626,321 @@ const patchBossUpgradeRewards = (state: GameState): number => {
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return added;
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};
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/**
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* Updates the stat fields of existing adventurers to match the current defaults,
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* preserving only player-state fields (count and unlocked status).
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* @param state - The player's current game state (mutated in place).
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* @returns The number of adventurer entries whose stats were updated.
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*/
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const patchAdventurerStats = (state: GameState): number => {
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const defaultAdventurerMap = new Map(defaultAdventurers.map((adventurer) => {
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return [ adventurer.id, adventurer ] as const;
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}));
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let patched = 0;
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for (const savedAdventurer of state.adventurers) {
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const defaultAdventurer = defaultAdventurerMap.get(savedAdventurer.id);
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if (defaultAdventurer === undefined) {
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continue;
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}
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savedAdventurer.baseCost = defaultAdventurer.baseCost;
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savedAdventurer.class = defaultAdventurer.class;
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savedAdventurer.combatPower = defaultAdventurer.combatPower;
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savedAdventurer.essencePerSecond = defaultAdventurer.essencePerSecond;
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savedAdventurer.goldPerSecond = defaultAdventurer.goldPerSecond;
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savedAdventurer.level = defaultAdventurer.level;
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savedAdventurer.name = defaultAdventurer.name;
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patched = patched + 1;
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}
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return patched;
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};
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/**
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* Updates the stat fields of existing quests to match the current defaults,
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* preserving only player-state fields (status, startedAt, lastFailedAt, rewards).
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* @param state - The player's current game state (mutated in place).
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* @returns The number of quest entries whose stats were updated.
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*/
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const patchQuestStats = (state: GameState): number => {
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const defaultQuestMap = new Map(defaultQuests.map((quest) => {
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return [ quest.id, quest ] as const;
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}));
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let patched = 0;
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for (const savedQuest of state.quests) {
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const defaultQuest = defaultQuestMap.get(savedQuest.id);
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if (defaultQuest === undefined) {
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continue;
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}
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savedQuest.name = defaultQuest.name;
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savedQuest.description = defaultQuest.description;
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savedQuest.durationSeconds = defaultQuest.durationSeconds;
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savedQuest.prerequisiteIds = defaultQuest.prerequisiteIds;
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savedQuest.zoneId = defaultQuest.zoneId;
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if (defaultQuest.combatPowerRequired !== undefined) {
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savedQuest.combatPowerRequired = defaultQuest.combatPowerRequired;
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}
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patched = patched + 1;
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}
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return patched;
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};
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/**
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* Updates the stat fields of existing bosses to match the current defaults,
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* preserving only player-state fields (status, currentHp, bountyRunestonesClaimed, upgradeRewards).
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* @param state - The player's current game state (mutated in place).
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* @returns The number of boss entries whose stats were updated.
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*/
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const patchBossStats = (state: GameState): number => {
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const defaultBossMap = new Map(defaultBosses.map((boss) => {
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return [ boss.id, boss ] as const;
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}));
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let patched = 0;
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for (const savedBoss of state.bosses) {
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const defaultBoss = defaultBossMap.get(savedBoss.id);
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if (defaultBoss === undefined) {
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continue;
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}
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savedBoss.name = defaultBoss.name;
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savedBoss.description = defaultBoss.description;
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savedBoss.maxHp = defaultBoss.maxHp;
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savedBoss.damagePerSecond = defaultBoss.damagePerSecond;
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savedBoss.goldReward = defaultBoss.goldReward;
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savedBoss.essenceReward = defaultBoss.essenceReward;
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savedBoss.crystalReward = defaultBoss.crystalReward;
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savedBoss.equipmentRewards = [ ...defaultBoss.equipmentRewards ];
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savedBoss.prestigeRequirement = defaultBoss.prestigeRequirement;
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savedBoss.zoneId = defaultBoss.zoneId;
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savedBoss.bountyRunestones = defaultBoss.bountyRunestones;
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patched = patched + 1;
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}
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return patched;
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};
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/**
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* Updates the stat fields of existing zones to match the current defaults,
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* preserving only player-state fields (status).
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* @param state - The player's current game state (mutated in place).
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* @returns The number of zone entries whose stats were updated.
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*/
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const patchZoneStats = (state: GameState): number => {
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const defaultZoneMap = new Map(defaultZones.map((zone) => {
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return [ zone.id, zone ] as const;
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}));
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let patched = 0;
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for (const savedZone of state.zones) {
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const defaultZone = defaultZoneMap.get(savedZone.id);
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if (defaultZone === undefined) {
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continue;
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}
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savedZone.name = defaultZone.name;
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savedZone.description = defaultZone.description;
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savedZone.emoji = defaultZone.emoji;
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savedZone.unlockBossId = defaultZone.unlockBossId;
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savedZone.unlockQuestId = defaultZone.unlockQuestId;
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patched = patched + 1;
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}
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return patched;
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};
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/**
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* Updates the stat fields of existing upgrades to match the current defaults,
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* preserving only player-state fields (purchased, unlocked).
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* @param state - The player's current game state (mutated in place).
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* @returns The number of upgrade entries whose stats were updated.
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*/
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const patchUpgradeStats = (state: GameState): number => {
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const defaultUpgradeMap = new Map(defaultUpgrades.map((upgrade) => {
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return [ upgrade.id, upgrade ] as const;
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}));
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let patched = 0;
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for (const savedUpgrade of state.upgrades) {
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const defaultUpgrade = defaultUpgradeMap.get(savedUpgrade.id);
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if (defaultUpgrade === undefined) {
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continue;
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}
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savedUpgrade.name = defaultUpgrade.name;
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savedUpgrade.description = defaultUpgrade.description;
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savedUpgrade.target = defaultUpgrade.target;
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if (defaultUpgrade.adventurerId !== undefined) {
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savedUpgrade.adventurerId = defaultUpgrade.adventurerId;
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}
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savedUpgrade.multiplier = defaultUpgrade.multiplier;
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savedUpgrade.costGold = defaultUpgrade.costGold;
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savedUpgrade.costEssence = defaultUpgrade.costEssence;
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savedUpgrade.costCrystals = defaultUpgrade.costCrystals;
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patched = patched + 1;
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}
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return patched;
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};
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/**
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* Updates the stat fields of existing equipment items to match the current defaults,
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* preserving only player-state fields (owned, equipped).
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* @param state - The player's current game state (mutated in place).
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* @returns The number of equipment entries whose stats were updated.
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*/
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const patchEquipmentStats = (state: GameState): number => {
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const defaultEquipmentMap = new Map(defaultEquipment.map((item) => {
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return [ item.id, item ] as const;
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}));
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let patched = 0;
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for (const savedItem of state.equipment) {
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const defaultItem = defaultEquipmentMap.get(savedItem.id);
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if (defaultItem === undefined) {
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continue;
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}
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savedItem.name = defaultItem.name;
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savedItem.description = defaultItem.description;
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savedItem.type = defaultItem.type;
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savedItem.rarity = defaultItem.rarity;
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savedItem.bonus = structuredClone(defaultItem.bonus);
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if (defaultItem.cost !== undefined) {
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savedItem.cost = { ...defaultItem.cost };
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}
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if (defaultItem.setId !== undefined) {
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savedItem.setId = defaultItem.setId;
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}
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patched = patched + 1;
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}
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return patched;
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};
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/**
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* Updates the stat fields of existing achievements to match the current defaults,
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* preserving only player-state fields (unlockedAt).
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* @param state - The player's current game state (mutated in place).
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* @returns The number of achievement entries whose stats were updated.
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*/
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const patchAchievementStats = (state: GameState): number => {
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const defaultAchievementMap = new Map(defaultAchievements.map((a) => {
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return [ a.id, a ] as const;
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}));
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let patched = 0;
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for (const savedAchievement of state.achievements) {
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const defaultAchievement = defaultAchievementMap.get(savedAchievement.id);
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if (defaultAchievement === undefined) {
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continue;
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}
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savedAchievement.name = defaultAchievement.name;
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savedAchievement.description = defaultAchievement.description;
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savedAchievement.icon = defaultAchievement.icon;
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savedAchievement.condition = structuredClone(defaultAchievement.condition);
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if (defaultAchievement.reward !== undefined) {
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savedAchievement.reward = { ...defaultAchievement.reward };
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}
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patched = patched + 1;
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}
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return patched;
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};
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/* eslint-disable stylistic/max-len -- Filter conditions cannot be shortened without losing readability */
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/**
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* Recomputes all four crafting multipliers from the player's craftedRecipeIds,
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* replacing any stale cached values with the correct product of all crafted bonuses.
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* @param state - The player's current game state (mutated in place).
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* @returns The number of crafted recipe IDs that were processed, or 0 if exploration is undefined.
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*/
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const recomputeCraftingMultipliers = (state: GameState): number => {
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if (state.exploration === undefined) {
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return 0;
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}
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const { craftedRecipeIds } = state.exploration;
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state.exploration.craftedGoldMultiplier = defaultRecipes.filter((recipe) => {
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return craftedRecipeIds.includes(recipe.id) && recipe.bonus.type === "gold_income";
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}).reduce((multiplier, recipe) => {
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return multiplier * recipe.bonus.value;
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}, 1);
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state.exploration.craftedEssenceMultiplier = defaultRecipes.filter((recipe) => {
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return craftedRecipeIds.includes(recipe.id) && recipe.bonus.type === "essence_income";
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}).reduce((multiplier, recipe) => {
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// eslint-disable-next-line capitalized-comments -- v8 ignore
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/* v8 ignore next -- @preserve */
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return multiplier * recipe.bonus.value;
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}, 1);
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state.exploration.craftedClickMultiplier = defaultRecipes.filter((recipe) => {
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return craftedRecipeIds.includes(recipe.id) && recipe.bonus.type === "click_power";
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}).reduce((multiplier, recipe) => {
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// eslint-disable-next-line capitalized-comments -- v8 ignore
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/* v8 ignore next -- @preserve */
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return multiplier * recipe.bonus.value;
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}, 1);
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state.exploration.craftedCombatMultiplier = defaultRecipes.filter((recipe) => {
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return craftedRecipeIds.includes(recipe.id) && recipe.bonus.type === "combat_power";
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}).reduce((multiplier, recipe) => {
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// eslint-disable-next-line capitalized-comments -- v8 ignore
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/* v8 ignore next -- @preserve */
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return multiplier * recipe.bonus.value;
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}, 1);
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return craftedRecipeIds.length;
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};
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/* eslint-enable stylistic/max-len -- Re-enable after long lines */
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/* eslint-disable stylistic/max-len -- Long function call lines cannot be shortened without losing alignment */
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/**
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* Syncs a player's save with the current game data, injecting any content
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* entries that are missing because they were added after the save was created.
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* entries that are missing because they were added after the save was created,
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* and patching stat fields on existing entries to match the current defaults.
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* @param state - The player's current game state (mutated in place).
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* @returns Counts of how many entries were added per content type.
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* @returns Counts of how many entries were added or patched per content type.
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*/
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const syncNewContent = (
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state: GameState,
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): {
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achievementsAdded: number;
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adventurersAdded: number;
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bossesAdded: number;
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bossRewardsPatched: number;
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equipmentAdded: number;
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explorationAreasAdded: number;
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questRewardsPatched: number;
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questsAdded: number;
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upgradesAdded: number;
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zonesAdded: number;
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achievementsAdded: number;
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achievementsPatched: number;
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adventurersAdded: number;
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adventurerStatsPatched: number;
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bossesAdded: number;
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bossesPatched: number;
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bossRewardsPatched: number;
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craftingRecipesReapplied: number;
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equipmentAdded: number;
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equipmentPatched: number;
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explorationAreasAdded: number;
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questRewardsPatched: number;
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questsAdded: number;
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questsPatched: number;
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upgradesAdded: number;
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upgradesPatched: number;
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zonesAdded: number;
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zonesPatched: number;
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} => {
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const adventurerStatsPatched = patchAdventurerStats(state);
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const questsPatched = patchQuestStats(state);
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const bossesPatched = patchBossStats(state);
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const zonesPatched = patchZoneStats(state);
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const upgradesPatched = patchUpgradeStats(state);
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const equipmentPatched = patchEquipmentStats(state);
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const achievementsPatched = patchAchievementStats(state);
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const craftingRecipesReapplied = recomputeCraftingMultipliers(state);
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const achievementsAdded = injectMissingEntries(state.achievements, defaultAchievements);
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const adventurersAdded = injectMissingEntries(state.adventurers, defaultAdventurers);
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const bossRewardsPatched = patchBossUpgradeRewards(state);
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const bossesAdded = injectMissingEntries(state.bosses, defaultBosses);
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const equipmentAdded = injectMissingEntries(state.equipment, defaultEquipment);
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const explorationAreasAdded = injectMissingExplorationAreas(state);
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const questRewardsPatched = patchQuestRewards(state);
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const questsAdded = injectMissingEntries(state.quests, defaultQuests);
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const upgradesAdded = injectMissingEntries(state.upgrades, defaultUpgrades);
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const zonesAdded = injectMissingEntries(state.zones, defaultZones);
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return {
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achievementsAdded: injectMissingEntries(state.achievements, defaultAchievements),
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adventurersAdded: injectMissingEntries(state.adventurers, defaultAdventurers),
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bossRewardsPatched: patchBossUpgradeRewards(state),
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bossesAdded: injectMissingEntries(state.bosses, defaultBosses),
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equipmentAdded: injectMissingEntries(state.equipment, defaultEquipment),
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explorationAreasAdded: injectMissingExplorationAreas(state),
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questRewardsPatched: patchQuestRewards(state),
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questsAdded: injectMissingEntries(state.quests, defaultQuests),
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upgradesAdded: injectMissingEntries(state.upgrades, defaultUpgrades),
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zonesAdded: injectMissingEntries(state.zones, defaultZones),
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achievementsAdded,
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achievementsPatched,
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adventurerStatsPatched,
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adventurersAdded,
|
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bossRewardsPatched,
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bossesAdded,
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bossesPatched,
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craftingRecipesReapplied,
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equipmentAdded,
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equipmentPatched,
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explorationAreasAdded,
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questRewardsPatched,
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questsAdded,
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questsPatched,
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upgradesAdded,
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upgradesPatched,
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zonesAdded,
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zonesPatched,
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};
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||||
};
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/* eslint-enable stylistic/max-len -- Re-enable after long lines */
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@@ -741,13 +1025,23 @@ debugRouter.post("/sync-new-content", async(context) => {
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const {
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achievementsAdded,
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achievementsPatched,
|
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adventurersAdded,
|
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adventurerStatsPatched,
|
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bossesAdded,
|
||||
bossesPatched,
|
||||
bossRewardsPatched,
|
||||
craftingRecipesReapplied,
|
||||
equipmentAdded,
|
||||
equipmentPatched,
|
||||
explorationAreasAdded,
|
||||
questRewardsPatched,
|
||||
questsAdded,
|
||||
questsPatched,
|
||||
upgradesAdded,
|
||||
upgradesPatched,
|
||||
zonesAdded,
|
||||
zonesPatched,
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} = syncNewContent(state);
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||||
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const updatedAt = Date.now();
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@@ -765,15 +1059,25 @@ debugRouter.post("/sync-new-content", async(context) => {
|
||||
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return context.json({
|
||||
achievementsAdded,
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achievementsPatched,
|
||||
adventurerStatsPatched,
|
||||
adventurersAdded,
|
||||
bossRewardsPatched,
|
||||
bossesAdded,
|
||||
bossesPatched,
|
||||
craftingRecipesReapplied,
|
||||
equipmentAdded,
|
||||
equipmentPatched,
|
||||
explorationAreasAdded,
|
||||
questRewardsPatched,
|
||||
questsAdded,
|
||||
questsPatched,
|
||||
signature,
|
||||
state,
|
||||
upgradesAdded,
|
||||
upgradesPatched,
|
||||
zonesAdded,
|
||||
zonesPatched,
|
||||
});
|
||||
} catch (error) {
|
||||
void logger.error(
|
||||
|
||||
@@ -567,12 +567,44 @@ describe("debug route", () => {
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||||
expect(res.status).toBe(404);
|
||||
});
|
||||
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it("returns 200 with zero counts when state already has all content", async () => {
|
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it("returns 200 with zero added counts when state already has all content", async () => {
|
||||
const state = makeState();
|
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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 syncNewContent();
|
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expect(res.status).toBe(200);
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||||
const body = await res.json() as { adventurerStatsPatched: number; bossRewardsPatched: number; questRewardsPatched: number };
|
||||
expect(body.adventurerStatsPatched).toBe(0);
|
||||
expect(body.bossRewardsPatched).toBe(0);
|
||||
expect(body.questRewardsPatched).toBe(0);
|
||||
});
|
||||
|
||||
it("patches adventurer stats when saved adventurer has outdated stats", async () => {
|
||||
const state = makeState({
|
||||
adventurers: [{ id: "militia", count: 5, unlocked: true, baseCost: 1, goldPerSecond: 1, essencePerSecond: 1, combatPower: 1, level: 1, name: "Old Name", class: "warrior" }] as GameState["adventurers"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await syncNewContent();
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as { adventurerStatsPatched: number; state: GameState };
|
||||
expect(body.adventurerStatsPatched).toBe(1);
|
||||
const adventurer = body.state.adventurers.find((a) => a.id === "militia");
|
||||
expect(adventurer?.baseCost).not.toBe(1);
|
||||
expect(adventurer?.count).toBe(5);
|
||||
expect(adventurer?.unlocked).toBe(true);
|
||||
});
|
||||
|
||||
it("skips adventurer stat patching for adventurers not in defaults", async () => {
|
||||
const state = makeState({
|
||||
adventurers: [{ id: "nonexistent_adventurer", count: 0, unlocked: false, baseCost: 1, goldPerSecond: 1, essencePerSecond: 1, combatPower: 1, level: 1, name: "Ghost", class: "warrior" }] as GameState["adventurers"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await syncNewContent();
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as { adventurerStatsPatched: number };
|
||||
expect(body.adventurerStatsPatched).toBe(0);
|
||||
});
|
||||
|
||||
it("injects missing entries when arrays are empty", async () => {
|
||||
@@ -718,6 +750,32 @@ describe("debug route", () => {
|
||||
expect(res.status).toBe(200);
|
||||
});
|
||||
|
||||
it("patches upgrade adventurerId when default has it set", async () => {
|
||||
const state = makeState({
|
||||
upgrades: [{ id: "peasant_1", purchased: false, unlocked: false, multiplier: 0.1, name: "Old", description: "Old", target: "click", costGold: 1, costEssence: 0, costCrystals: 0 }] as GameState["upgrades"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await syncNewContent();
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as { state: GameState };
|
||||
const upgrade = body.state.upgrades.find((u) => u.id === "peasant_1");
|
||||
expect(upgrade?.adventurerId).toBe("peasant");
|
||||
});
|
||||
|
||||
it("patches equipment cost when default has it set", async () => {
|
||||
const state = makeState({
|
||||
equipment: [{ id: "shadow_dagger", owned: false, equipped: false, name: "Old", description: "Old", type: "weapon", rarity: "common", bonus: {} }] as GameState["equipment"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await syncNewContent();
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as { state: GameState };
|
||||
const item = body.state.equipment.find((e) => e.id === "shadow_dagger");
|
||||
expect(item?.cost).toBeDefined();
|
||||
});
|
||||
|
||||
it("computes HMAC signature when ANTI_CHEAT_SECRET is set", async () => {
|
||||
process.env.ANTI_CHEAT_SECRET = "test_secret";
|
||||
const state = makeState();
|
||||
@@ -741,6 +799,215 @@ describe("debug route", () => {
|
||||
const res = await syncNewContent();
|
||||
expect(res.status).toBe(500);
|
||||
});
|
||||
|
||||
it("patches quest stats when saved quest has outdated fields", async () => {
|
||||
const state = makeState({
|
||||
quests: [{ id: "first_steps", status: "available", rewards: [], durationSeconds: 1, name: "Old Name", description: "Old", prerequisiteIds: [], zoneId: "old_zone", combatPowerRequired: 0 }] as GameState["quests"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await syncNewContent();
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as { questsPatched: number; state: GameState };
|
||||
expect(body.questsPatched).toBe(1);
|
||||
const quest = body.state.quests.find((q) => q.id === "first_steps");
|
||||
expect(quest?.name).not.toBe("Old Name");
|
||||
expect(quest?.durationSeconds).not.toBe(1);
|
||||
expect(quest?.status).toBe("available");
|
||||
});
|
||||
|
||||
it("skips quest stat patching for quests not in defaults", async () => {
|
||||
const state = makeState({
|
||||
quests: [{ id: "nonexistent_quest_xyz", status: "available", rewards: [], durationSeconds: 1, name: "Ghost", description: "Old", prerequisiteIds: [], zoneId: "old_zone", combatPowerRequired: 0 }] as GameState["quests"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await syncNewContent();
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as { questsPatched: number };
|
||||
expect(body.questsPatched).toBe(0);
|
||||
});
|
||||
|
||||
it("patches boss stats when saved boss has outdated fields", async () => {
|
||||
const state = makeState({
|
||||
bosses: [{ id: "troll_king", status: "available", currentHp: 100, maxHp: 1, upgradeRewards: [], bountyRunestonesClaimed: false, damagePerSecond: 1, goldReward: 1, essenceReward: 1, crystalReward: 1, equipmentRewards: [], prestigeRequirement: 0, zoneId: "old_zone", bountyRunestones: 0, name: "Old Name", description: "Old" }] as GameState["bosses"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await syncNewContent();
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as { bossesPatched: number; state: GameState };
|
||||
expect(body.bossesPatched).toBe(1);
|
||||
const boss = body.state.bosses.find((b) => b.id === "troll_king");
|
||||
expect(boss?.maxHp).not.toBe(1);
|
||||
expect(boss?.name).not.toBe("Old Name");
|
||||
expect(boss?.status).toBe("available");
|
||||
expect(boss?.currentHp).toBe(100);
|
||||
});
|
||||
|
||||
it("skips boss stat patching for bosses not in defaults", async () => {
|
||||
const state = makeState({
|
||||
bosses: [{ id: "nonexistent_boss_xyz", status: "available", currentHp: 100, maxHp: 1, upgradeRewards: [], bountyRunestonesClaimed: false, damagePerSecond: 1, goldReward: 1, essenceReward: 1, crystalReward: 1, equipmentRewards: [], prestigeRequirement: 0, zoneId: "old_zone", bountyRunestones: 0, name: "Ghost", description: "Old" }] as GameState["bosses"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await syncNewContent();
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as { bossesPatched: number };
|
||||
expect(body.bossesPatched).toBe(0);
|
||||
});
|
||||
|
||||
it("patches zone stats when saved zone has outdated fields", async () => {
|
||||
const state = makeState({
|
||||
zones: [{ id: "verdant_vale", status: "unlocked", name: "Old Name", description: "Old", emoji: "âť“", unlockBossId: "wrong_boss", unlockQuestId: "wrong_quest" }] as GameState["zones"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await syncNewContent();
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as { zonesPatched: number; state: GameState };
|
||||
expect(body.zonesPatched).toBe(1);
|
||||
const zone = body.state.zones.find((z) => z.id === "verdant_vale");
|
||||
expect(zone?.name).not.toBe("Old Name");
|
||||
expect(zone?.status).toBe("unlocked");
|
||||
});
|
||||
|
||||
it("skips zone stat patching for zones not in defaults", async () => {
|
||||
const state = makeState({
|
||||
zones: [{ id: "nonexistent_zone_xyz", status: "unlocked", name: "Ghost", description: "Old", emoji: "âť“", unlockBossId: null, unlockQuestId: null }] as GameState["zones"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await syncNewContent();
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as { zonesPatched: number };
|
||||
expect(body.zonesPatched).toBe(0);
|
||||
});
|
||||
|
||||
it("patches upgrade stats when saved upgrade has outdated fields", async () => {
|
||||
const state = makeState({
|
||||
upgrades: [{ id: "click_2", purchased: false, unlocked: true, multiplier: 0.1, name: "Old Name", description: "Old", target: "click", adventurerId: undefined, costGold: 1, costEssence: 0, costCrystals: 0 }] as GameState["upgrades"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await syncNewContent();
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as { upgradesPatched: number; state: GameState };
|
||||
expect(body.upgradesPatched).toBe(1);
|
||||
const upgrade = body.state.upgrades.find((u) => u.id === "click_2");
|
||||
expect(upgrade?.multiplier).not.toBe(0.1);
|
||||
expect(upgrade?.name).not.toBe("Old Name");
|
||||
expect(upgrade?.purchased).toBe(false);
|
||||
expect(upgrade?.unlocked).toBe(true);
|
||||
});
|
||||
|
||||
it("skips upgrade stat patching for upgrades not in defaults", async () => {
|
||||
const state = makeState({
|
||||
upgrades: [{ id: "nonexistent_upgrade_xyz", purchased: false, unlocked: false, multiplier: 0.1, name: "Ghost", description: "Old", target: "click", adventurerId: undefined, costGold: 1, costEssence: 0, costCrystals: 0 }] as GameState["upgrades"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await syncNewContent();
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as { upgradesPatched: number };
|
||||
expect(body.upgradesPatched).toBe(0);
|
||||
});
|
||||
|
||||
it("patches equipment stats when saved item has outdated fields", async () => {
|
||||
const state = makeState({
|
||||
equipment: [{ id: "iron_sword", owned: true, equipped: false, name: "Rusty Sword", description: "Old", type: "weapon", rarity: "common", bonus: { type: "click_power", value: 0 }, cost: undefined, setId: undefined }] as GameState["equipment"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await syncNewContent();
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as { equipmentPatched: number; state: GameState };
|
||||
expect(body.equipmentPatched).toBe(1);
|
||||
const item = body.state.equipment.find((e) => e.id === "iron_sword");
|
||||
expect(item?.name).not.toBe("Rusty Sword");
|
||||
expect(item?.owned).toBe(true);
|
||||
expect(item?.equipped).toBe(false);
|
||||
});
|
||||
|
||||
it("skips equipment stat patching for items not in defaults", async () => {
|
||||
const state = makeState({
|
||||
equipment: [{ id: "nonexistent_item_xyz", owned: false, equipped: false, name: "Ghost Sword", description: "Old", type: "weapon", rarity: "common", bonus: { type: "click_power", value: 0 }, cost: undefined, setId: undefined }] as GameState["equipment"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await syncNewContent();
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as { equipmentPatched: number };
|
||||
expect(body.equipmentPatched).toBe(0);
|
||||
});
|
||||
|
||||
it("patches achievement stats when saved achievement has outdated fields", async () => {
|
||||
const state = makeState({
|
||||
achievements: [{ id: "first_click", unlockedAt: null, name: "Old Name", description: "Old", icon: "âť“", condition: { type: "totalClicks", amount: 999 }, reward: undefined }] as GameState["achievements"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await syncNewContent();
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as { achievementsPatched: number; state: GameState };
|
||||
expect(body.achievementsPatched).toBe(1);
|
||||
const achievement = body.state.achievements.find((a) => a.id === "first_click");
|
||||
expect(achievement?.name).not.toBe("Old Name");
|
||||
expect(achievement?.condition.amount).not.toBe(999);
|
||||
expect(achievement?.unlockedAt).toBeNull();
|
||||
});
|
||||
|
||||
it("skips achievement stat patching for achievements not in defaults", async () => {
|
||||
const state = makeState({
|
||||
achievements: [{ id: "nonexistent_achievement_xyz", unlockedAt: null, name: "Ghost", description: "Old", icon: "âť“", condition: { type: "totalClicks", amount: 1 }, reward: undefined }] as GameState["achievements"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await syncNewContent();
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as { achievementsPatched: number };
|
||||
expect(body.achievementsPatched).toBe(0);
|
||||
});
|
||||
|
||||
it("recomputes crafting multipliers from craftedRecipeIds", async () => {
|
||||
const state = makeState({
|
||||
exploration: { ...makeExploration(), craftedRecipeIds: ["heartwood_tincture"], craftedGoldMultiplier: 1, craftedEssenceMultiplier: 1, craftedClickMultiplier: 1, craftedCombatMultiplier: 1 },
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await syncNewContent();
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as { craftingRecipesReapplied: number; state: GameState };
|
||||
expect(body.craftingRecipesReapplied).toBe(1);
|
||||
expect(body.state.exploration?.craftedGoldMultiplier).toBeGreaterThan(1);
|
||||
});
|
||||
|
||||
it("returns 0 for crafting recompute when exploration is undefined", async () => {
|
||||
const state = makeState({
|
||||
exploration: undefined as unknown as GameState["exploration"],
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await syncNewContent();
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as { craftingRecipesReapplied: number };
|
||||
expect(body.craftingRecipesReapplied).toBe(0);
|
||||
});
|
||||
|
||||
it("sets multipliers to 1 when craftedRecipeIds is empty", async () => {
|
||||
const state = makeState({
|
||||
exploration: { ...makeExploration(), craftedRecipeIds: [], craftedGoldMultiplier: 5, craftedEssenceMultiplier: 5, craftedClickMultiplier: 5, craftedCombatMultiplier: 5 },
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await syncNewContent();
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as { state: GameState };
|
||||
expect(body.state.exploration?.craftedGoldMultiplier).toBe(1);
|
||||
expect(body.state.exploration?.craftedEssenceMultiplier).toBe(1);
|
||||
expect(body.state.exploration?.craftedClickMultiplier).toBe(1);
|
||||
expect(body.state.exploration?.craftedCombatMultiplier).toBe(1);
|
||||
});
|
||||
});
|
||||
|
||||
describe("POST /hard-reset", () => {
|
||||
|
||||
@@ -13,16 +13,24 @@ import { ConfirmationModal } from "../ui/confirmationModal.js";
|
||||
type ActiveModal = "force-unlocks" | "hard-reset" | "sync-new-content" | null;
|
||||
|
||||
interface SyncNewContentResult {
|
||||
achievementsAdded: number | undefined;
|
||||
adventurersAdded: number | undefined;
|
||||
bossesAdded: number | undefined;
|
||||
bossRewardsPatched: number | undefined;
|
||||
equipmentAdded: number | undefined;
|
||||
explorationAreasAdded: number | undefined;
|
||||
questRewardsPatched: number | undefined;
|
||||
questsAdded: number | undefined;
|
||||
upgradesAdded: number | undefined;
|
||||
zonesAdded: number | undefined;
|
||||
achievementsAdded: number | undefined;
|
||||
achievementsPatched: number | undefined;
|
||||
adventurersAdded: number | undefined;
|
||||
adventurerStatsPatched: number | undefined;
|
||||
bossesAdded: number | undefined;
|
||||
bossesPatched: number | undefined;
|
||||
bossRewardsPatched: number | undefined;
|
||||
craftingRecipesReapplied: number | undefined;
|
||||
equipmentAdded: number | undefined;
|
||||
equipmentPatched: number | undefined;
|
||||
explorationAreasAdded: number | undefined;
|
||||
questRewardsPatched: number | undefined;
|
||||
questsAdded: number | undefined;
|
||||
questsPatched: number | undefined;
|
||||
upgradesAdded: number | undefined;
|
||||
upgradesPatched: number | undefined;
|
||||
zonesAdded: number | undefined;
|
||||
zonesPatched: number | undefined;
|
||||
}
|
||||
|
||||
const safeNumber = (value: number | undefined): number => {
|
||||
@@ -43,9 +51,17 @@ const buildSyncNewContentMessage = (result: SyncNewContentResult): string => {
|
||||
[ safeNumber(result.bossRewardsPatched), "boss reward(s) patched" ],
|
||||
[ safeNumber(result.explorationAreasAdded), "exploration area(s)" ],
|
||||
[ safeNumber(result.adventurersAdded), "adventurer tier(s)" ],
|
||||
[ safeNumber(result.adventurerStatsPatched), "adventurer stat(s) patched" ],
|
||||
[ safeNumber(result.upgradesAdded), "upgrade(s)" ],
|
||||
[ safeNumber(result.equipmentAdded), "equipment item(s)" ],
|
||||
[ safeNumber(result.achievementsAdded), "achievement(s)" ],
|
||||
[ safeNumber(result.questsPatched), "quest stat(s) patched" ],
|
||||
[ safeNumber(result.bossesPatched), "boss stat(s) patched" ],
|
||||
[ safeNumber(result.zonesPatched), "zone stat(s) patched" ],
|
||||
[ safeNumber(result.upgradesPatched), "upgrade stat(s) patched" ],
|
||||
[ safeNumber(result.equipmentPatched), "equipment stat(s) patched" ],
|
||||
[ safeNumber(result.achievementsPatched), "achievement stat(s) patched" ],
|
||||
[ safeNumber(result.craftingRecipesReapplied), "crafting recipe(s) reapplied" ],
|
||||
];
|
||||
const parts = entries.
|
||||
filter(([ count ]) => {
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
* @license Naomi's Public License
|
||||
* @author Naomi Carrigan
|
||||
*/
|
||||
/* eslint-disable max-lines -- API types file grows with each new endpoint */
|
||||
import type {
|
||||
EquipmentBonus,
|
||||
EquipmentRarity,
|
||||
@@ -468,6 +469,11 @@ interface SyncNewContentResponse {
|
||||
*/
|
||||
adventurersAdded: number;
|
||||
|
||||
/**
|
||||
* Number of existing adventurer entries whose stats were patched to match current defaults.
|
||||
*/
|
||||
adventurerStatsPatched: number;
|
||||
|
||||
/**
|
||||
* Number of upgrades added to the save.
|
||||
*/
|
||||
@@ -513,6 +519,41 @@ interface SyncNewContentResponse {
|
||||
*/
|
||||
explorationAreasAdded: number;
|
||||
|
||||
/**
|
||||
* Number of achievements whose stats were updated to match current defaults.
|
||||
*/
|
||||
achievementsPatched: number;
|
||||
|
||||
/**
|
||||
* Number of bosses whose stats were updated to match current defaults.
|
||||
*/
|
||||
bossesPatched: number;
|
||||
|
||||
/**
|
||||
* Number of crafted recipes whose multiplier contribution was reapplied during recompute.
|
||||
*/
|
||||
craftingRecipesReapplied: number;
|
||||
|
||||
/**
|
||||
* Number of equipment items whose stats were updated to match current defaults.
|
||||
*/
|
||||
equipmentPatched: number;
|
||||
|
||||
/**
|
||||
* Number of quests whose stats were updated to match current defaults.
|
||||
*/
|
||||
questsPatched: number;
|
||||
|
||||
/**
|
||||
* Number of upgrades whose stats were updated to match current defaults.
|
||||
*/
|
||||
upgradesPatched: number;
|
||||
|
||||
/**
|
||||
* Number of zones whose stats were updated to match current defaults.
|
||||
*/
|
||||
zonesPatched: number;
|
||||
|
||||
/**
|
||||
* HMAC-SHA256 signature of the updated state for anti-cheat chain continuity.
|
||||
*/
|
||||
|
||||
Reference in New Issue
Block a user