generated from nhcarrigan/template
feat: sync and patch all content stats on existing saves #130
@@ -625,38 +625,80 @@ 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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/* 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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adventurersAdded: number;
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adventurerStatsPatched: 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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} => {
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const adventurerStatsPatched = patchAdventurerStats(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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adventurerStatsPatched,
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adventurersAdded,
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bossRewardsPatched,
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bossesAdded,
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equipmentAdded,
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explorationAreasAdded,
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questRewardsPatched,
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questsAdded,
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upgradesAdded,
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zonesAdded,
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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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@@ -742,9 +784,12 @@ debugRouter.post("/sync-new-content", async(context) => {
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const {
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achievementsAdded,
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adventurersAdded,
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adventurerStatsPatched,
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bossesAdded,
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bossRewardsPatched,
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equipmentAdded,
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explorationAreasAdded,
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questRewardsPatched,
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questsAdded,
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upgradesAdded,
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zonesAdded,
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@@ -765,10 +810,13 @@ debugRouter.post("/sync-new-content", async(context) => {
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return context.json({
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achievementsAdded,
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adventurerStatsPatched,
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adventurersAdded,
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bossRewardsPatched,
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bossesAdded,
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equipmentAdded,
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explorationAreasAdded,
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questRewardsPatched,
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questsAdded,
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signature,
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state,
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@@ -567,12 +567,44 @@ describe("debug route", () => {
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expect(res.status).toBe(404);
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});
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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 () => {
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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 };
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expect(body.adventurerStatsPatched).toBe(0);
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expect(body.bossRewardsPatched).toBe(0);
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expect(body.questRewardsPatched).toBe(0);
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});
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it("patches adventurer stats when saved adventurer has outdated stats", async () => {
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const state = makeState({
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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"],
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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 syncNewContent();
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expect(res.status).toBe(200);
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const body = await res.json() as { adventurerStatsPatched: number; state: GameState };
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expect(body.adventurerStatsPatched).toBe(1);
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const adventurer = body.state.adventurers.find((a) => a.id === "militia");
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expect(adventurer?.baseCost).not.toBe(1);
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expect(adventurer?.count).toBe(5);
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expect(adventurer?.unlocked).toBe(true);
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});
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it("skips adventurer stat patching for adventurers not in defaults", async () => {
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const state = makeState({
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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"],
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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 syncNewContent();
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expect(res.status).toBe(200);
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const body = await res.json() as { adventurerStatsPatched: number };
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expect(body.adventurerStatsPatched).toBe(0);
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});
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it("injects missing entries when arrays are empty", async () => {
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@@ -13,16 +13,17 @@ import { ConfirmationModal } from "../ui/confirmationModal.js";
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type ActiveModal = "force-unlocks" | "hard-reset" | "sync-new-content" | null;
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interface SyncNewContentResult {
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achievementsAdded: number | undefined;
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adventurersAdded: number | undefined;
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bossesAdded: number | undefined;
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bossRewardsPatched: number | undefined;
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equipmentAdded: number | undefined;
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explorationAreasAdded: number | undefined;
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questRewardsPatched: number | undefined;
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questsAdded: number | undefined;
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upgradesAdded: number | undefined;
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zonesAdded: number | undefined;
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achievementsAdded: number | undefined;
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adventurersAdded: number | undefined;
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adventurerStatsPatched: number | undefined;
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bossesAdded: number | undefined;
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bossRewardsPatched: number | undefined;
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equipmentAdded: number | undefined;
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explorationAreasAdded: number | undefined;
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questRewardsPatched: number | undefined;
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questsAdded: number | undefined;
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upgradesAdded: number | undefined;
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zonesAdded: number | undefined;
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}
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const safeNumber = (value: number | undefined): number => {
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@@ -43,6 +44,7 @@ const buildSyncNewContentMessage = (result: SyncNewContentResult): string => {
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[ safeNumber(result.bossRewardsPatched), "boss reward(s) patched" ],
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[ safeNumber(result.explorationAreasAdded), "exploration area(s)" ],
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[ safeNumber(result.adventurersAdded), "adventurer tier(s)" ],
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[ safeNumber(result.adventurerStatsPatched), "adventurer stat(s) patched" ],
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[ safeNumber(result.upgradesAdded), "upgrade(s)" ],
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[ safeNumber(result.equipmentAdded), "equipment item(s)" ],
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[ safeNumber(result.achievementsAdded), "achievement(s)" ],
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@@ -4,6 +4,7 @@
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* @license Naomi's Public License
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* @author Naomi Carrigan
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*/
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/* eslint-disable max-lines -- API types file grows with each new endpoint */
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import type {
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EquipmentBonus,
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EquipmentRarity,
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@@ -468,6 +469,11 @@ interface SyncNewContentResponse {
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*/
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adventurersAdded: number;
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/**
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* Number of existing adventurer entries whose stats were patched to match current defaults.
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*/
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adventurerStatsPatched: number;
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/**
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* Number of upgrades added to the save.
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*/
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