generated from nhcarrigan/template
feat: debug panel with force unlocks and hard reset #65
@@ -13,6 +13,7 @@ import { apotheosisRouter } from "./routes/apotheosis.js";
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import { authRouter } from "./routes/auth.js";
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import { authRouter } from "./routes/auth.js";
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import { bossRouter } from "./routes/boss.js";
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import { bossRouter } from "./routes/boss.js";
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import { craftRouter } from "./routes/craft.js";
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import { craftRouter } from "./routes/craft.js";
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import { debugRouter } from "./routes/debug.js";
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import { exploreRouter } from "./routes/explore.js";
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import { exploreRouter } from "./routes/explore.js";
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import { frontendRouter } from "./routes/frontend.js";
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import { frontendRouter } from "./routes/frontend.js";
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import { gameRouter } from "./routes/game.js";
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import { gameRouter } from "./routes/game.js";
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@@ -35,6 +36,7 @@ app.use(
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);
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);
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app.route("/about", aboutRouter);
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app.route("/about", aboutRouter);
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app.route("/debug", debugRouter);
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app.route("/fe", frontendRouter);
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app.route("/fe", frontendRouter);
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app.route("/auth", authRouter);
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app.route("/auth", authRouter);
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app.route("/game", gameRouter);
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app.route("/game", gameRouter);
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@@ -0,0 +1,441 @@
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/**
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* @file Debug routes for administrative player state corrections.
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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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/* eslint-disable max-lines-per-function -- Route handlers require many steps */
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/* eslint-disable max-lines -- Multiple route handlers and helper functions in one file */
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import { createHmac } from "node:crypto";
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||||||
|
import { Hono } from "hono";
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import { defaultBosses } from "../data/bosses.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 { currentSchemaVersion } from "../data/schemaVersion.js";
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import { defaultZones } from "../data/zones.js";
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import { prisma } from "../db/client.js";
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import { authMiddleware } from "../middleware/auth.js";
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import { logger } from "../services/logger.js";
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import type { HonoEnvironment } from "../types/hono.js";
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import type { GameState } from "@elysium/types";
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/**
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* Computes the HMAC-SHA256 of data using the given secret.
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* @param data - The data string to sign.
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* @param secret - The HMAC secret key.
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* @returns The hex-encoded HMAC digest.
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*/
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const computeHmac = (data: string, secret: string): string => {
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return createHmac("sha256", secret).update(data).
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digest("hex");
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};
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/**
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* Unlocks any zones whose required boss and quest conditions are satisfied.
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* @param state - The player's current game state (mutated directly).
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* @returns The number of zones that were unlocked.
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*/
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const applyZoneUnlocks = (state: GameState): number => {
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let count = 0;
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for (const zoneDefinition of defaultZones) {
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const zoneInState = state.zones.find((z) => {
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return z.id === zoneDefinition.id;
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|
});
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if (!zoneInState || zoneInState.status !== "locked") {
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continue;
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}
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const requiredBossDefeated
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= zoneDefinition.unlockBossId === null
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|| state.bosses.some((b) => {
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return b.id === zoneDefinition.unlockBossId && b.status === "defeated";
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});
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const requiredQuestCompleted
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= zoneDefinition.unlockQuestId === null
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|| state.quests.some((q) => {
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return (
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q.id === zoneDefinition.unlockQuestId && q.status === "completed"
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);
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});
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if (requiredBossDefeated && requiredQuestCompleted) {
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zoneInState.status = "unlocked";
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count = count + 1;
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}
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}
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return count;
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};
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interface QuestUnlockCheck {
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questId: string;
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zoneId: string;
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prerequisiteIds: Array<string>;
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state: GameState;
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completedQuestIds: Set<string>;
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}
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/**
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* Determines whether a quest should be made available given the current state.
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* @param options - The options for the quest unlock check.
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* @param options.questId - The ID of the quest to check.
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* @param options.zoneId - The zone the quest belongs to.
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* @param options.prerequisiteIds - The quest IDs that must be completed first.
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* @param options.state - The current game state.
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* @param options.completedQuestIds - Set of already-completed quest IDs.
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* @returns True when the quest should be unlocked.
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|
*/
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const shouldUnlockQuest = ({
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questId,
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zoneId,
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prerequisiteIds,
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state,
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completedQuestIds,
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}: QuestUnlockCheck): boolean => {
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const questInState = state.quests.find((q) => {
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return q.id === questId;
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});
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if (!questInState || questInState.status !== "locked") {
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return false;
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}
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const zoneInState = state.zones.find((z) => {
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return z.id === zoneId;
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});
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if (!zoneInState || zoneInState.status === "locked") {
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return false;
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}
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return prerequisiteIds.every((id) => {
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return completedQuestIds.has(id);
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});
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};
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/**
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* Makes available any quests whose zone is unlocked and prerequisites are met.
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* @param state - The player's current game state (mutated directly).
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* @returns The number of quests that were made available.
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*/
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const applyQuestUnlocks = (state: GameState): number => {
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let count = 0;
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const completedQuestIds = new Set(
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state.quests.
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filter((q) => {
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return q.status === "completed";
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}).
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map((q) => {
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return q.id;
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}),
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);
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for (const questDefinition of defaultQuests) {
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if (
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!shouldUnlockQuest({
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completedQuestIds: completedQuestIds,
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prerequisiteIds: questDefinition.prerequisiteIds,
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questId: questDefinition.id,
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state: state,
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zoneId: questDefinition.zoneId,
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|
})
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) {
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continue;
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}
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const questInState = state.quests.find((q) => {
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return q.id === questDefinition.id;
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});
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// eslint-disable-next-line capitalized-comments -- v8 ignore
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/* v8 ignore next 4 -- @preserve */
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if (questInState) {
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questInState.status = "available";
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count = count + 1;
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}
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}
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return count;
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};
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interface BossUnlockCheck {
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bossId: string;
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previousBossId: string | undefined;
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isFirstInZone: boolean;
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prestigeRequirement: number;
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state: GameState;
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prestigeCount: number;
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}
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/**
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* Determines whether a boss should be made available given the current state.
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* @param options - The options for the boss unlock check.
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* @param options.bossId - The ID of the boss to check.
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* @param options.previousBossId - The ID of the previous boss in the zone.
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* @param options.isFirstInZone - Whether this boss is the first in its zone.
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* @param options.prestigeRequirement - The prestige level required for this boss.
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* @param options.state - The current game state.
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* @param options.prestigeCount - The player's current prestige count.
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* @returns True when the boss should be made available.
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*/
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const shouldUnlockBoss = ({
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bossId,
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previousBossId,
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isFirstInZone,
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|
prestigeRequirement,
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|
state,
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prestigeCount,
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}: BossUnlockCheck): boolean => {
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const bossInState = state.bosses.find((b) => {
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|
return b.id === bossId;
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|
});
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if (!bossInState || bossInState.status !== "locked") {
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|
return false;
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|
}
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if (prestigeRequirement > prestigeCount) {
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return false;
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}
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if (isFirstInZone) {
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return true;
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|
}
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// eslint-disable-next-line capitalized-comments -- v8 ignore
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/* v8 ignore next 3 -- @preserve */
|
||||||
|
if (previousBossId === undefined) {
|
||||||
|
return false;
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|
}
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|
const previousBossInState = state.bosses.find((b) => {
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|
return b.id === previousBossId;
|
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|
});
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|
return previousBossInState?.status === "defeated";
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|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Makes available any bosses that should be accessible based on zone status
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|
* and sequential defeat order within each zone.
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||||||
|
* @param state - The player's current game state (mutated directly).
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||||||
|
* @returns The number of bosses that were made available.
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||||||
|
*/
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|
const applyBossUnlocks = (state: GameState): number => {
|
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|
let count = 0;
|
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|
const prestigeCount = state.prestige.count;
|
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|
|
||||||
|
for (const zoneDefinition of defaultZones) {
|
||||||
|
const zoneInState = state.zones.find((z) => {
|
||||||
|
return z.id === zoneDefinition.id;
|
||||||
|
});
|
||||||
|
if (!zoneInState || zoneInState.status === "locked") {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
const bossesInZone = defaultBosses.filter((b) => {
|
||||||
|
return b.zoneId === zoneDefinition.id;
|
||||||
|
});
|
||||||
|
|
||||||
|
for (let index = 0; index < bossesInZone.length; index = index + 1) {
|
||||||
|
const bossDefinition = bossesInZone[index];
|
||||||
|
// eslint-disable-next-line capitalized-comments -- v8 ignore
|
||||||
|
/* v8 ignore next 3 -- @preserve */
|
||||||
|
if (!bossDefinition) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
const previousBossDefinition = bossesInZone[index - 1];
|
||||||
|
const unlock = shouldUnlockBoss({
|
||||||
|
bossId: bossDefinition.id,
|
||||||
|
isFirstInZone: index === 0,
|
||||||
|
prestigeCount: prestigeCount,
|
||||||
|
prestigeRequirement: bossDefinition.prestigeRequirement,
|
||||||
|
previousBossId: previousBossDefinition?.id,
|
||||||
|
state: state,
|
||||||
|
});
|
||||||
|
if (unlock) {
|
||||||
|
const bossInState = state.bosses.find((b) => {
|
||||||
|
return b.id === bossDefinition.id;
|
||||||
|
});
|
||||||
|
// eslint-disable-next-line capitalized-comments -- v8 ignore
|
||||||
|
/* v8 ignore next 4 -- @preserve */
|
||||||
|
if (bossInState) {
|
||||||
|
bossInState.status = "available";
|
||||||
|
count = count + 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return count;
|
||||||
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Makes available any exploration areas whose parent zone is now unlocked.
|
||||||
|
* @param state - The player's current game state (mutated directly).
|
||||||
|
* @returns The number of exploration areas that were made available.
|
||||||
|
*/
|
||||||
|
const applyExplorationUnlocks = (state: GameState): number => {
|
||||||
|
if (state.exploration === undefined) {
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
let count = 0;
|
||||||
|
const unlockedZoneIds = new Set(
|
||||||
|
state.zones.
|
||||||
|
filter((z) => {
|
||||||
|
return z.status === "unlocked";
|
||||||
|
}).
|
||||||
|
map((z) => {
|
||||||
|
return z.id;
|
||||||
|
}),
|
||||||
|
);
|
||||||
|
|
||||||
|
for (const areaDefinition of defaultExplorations) {
|
||||||
|
if (!unlockedZoneIds.has(areaDefinition.zoneId)) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
const areaInState = state.exploration.areas.find((a) => {
|
||||||
|
return a.id === areaDefinition.id;
|
||||||
|
});
|
||||||
|
if (areaInState && areaInState.status === "locked") {
|
||||||
|
areaInState.status = "available";
|
||||||
|
count = count + 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return count;
|
||||||
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Applies all missing unlock corrections to a game state in-place.
|
||||||
|
* Delegates to per-category helpers and aggregates the results.
|
||||||
|
* @param state - The player's current game state (mutated directly).
|
||||||
|
* @returns Counts of each entity type that was corrected.
|
||||||
|
*/
|
||||||
|
const applyForceUnlocks = (
|
||||||
|
state: GameState,
|
||||||
|
): {
|
||||||
|
bossesUnlocked: number;
|
||||||
|
explorationUnlocked: number;
|
||||||
|
questsUnlocked: number;
|
||||||
|
zonesUnlocked: number;
|
||||||
|
} => {
|
||||||
|
const zonesUnlocked = applyZoneUnlocks(state);
|
||||||
|
const questsUnlocked = applyQuestUnlocks(state);
|
||||||
|
const bossesUnlocked = applyBossUnlocks(state);
|
||||||
|
const explorationUnlocked = applyExplorationUnlocks(state);
|
||||||
|
return { bossesUnlocked, explorationUnlocked, questsUnlocked, zonesUnlocked };
|
||||||
|
};
|
||||||
|
|
||||||
|
const debugRouter = new Hono<HonoEnvironment>();
|
||||||
|
debugRouter.use(authMiddleware);
|
||||||
|
|
||||||
|
debugRouter.post("/force-unlocks", async(context) => {
|
||||||
|
try {
|
||||||
|
const discordId = context.get("discordId");
|
||||||
|
|
||||||
|
const gameStateRecord = await prisma.gameState.findUnique({
|
||||||
|
where: { discordId },
|
||||||
|
});
|
||||||
|
if (!gameStateRecord) {
|
||||||
|
return context.json({ error: "No game state found" }, 404);
|
||||||
|
}
|
||||||
|
|
||||||
|
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma stores state as JSON object */
|
||||||
|
const state = gameStateRecord.state as unknown as GameState;
|
||||||
|
|
||||||
|
const { bossesUnlocked, explorationUnlocked, questsUnlocked, zonesUnlocked }
|
||||||
|
= applyForceUnlocks(state);
|
||||||
|
|
||||||
|
const updatedAt = Date.now();
|
||||||
|
await prisma.gameState.update({
|
||||||
|
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
|
||||||
|
data: { state: state as object, updatedAt: updatedAt },
|
||||||
|
where: { discordId },
|
||||||
|
});
|
||||||
|
|
||||||
|
const secret = process.env.ANTI_CHEAT_SECRET;
|
||||||
|
const signature
|
||||||
|
= secret === undefined
|
||||||
|
? undefined
|
||||||
|
: computeHmac(JSON.stringify(state), secret);
|
||||||
|
|
||||||
|
return context.json({
|
||||||
|
bossesUnlocked,
|
||||||
|
explorationUnlocked,
|
||||||
|
questsUnlocked,
|
||||||
|
signature,
|
||||||
|
state,
|
||||||
|
zonesUnlocked,
|
||||||
|
});
|
||||||
|
} catch (error) {
|
||||||
|
void logger.error(
|
||||||
|
"debug_force_unlocks",
|
||||||
|
error instanceof Error
|
||||||
|
? error
|
||||||
|
: new Error(String(error)),
|
||||||
|
);
|
||||||
|
return context.json({ error: "Internal server error" }, 500);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
debugRouter.post("/hard-reset", async(context) => {
|
||||||
|
try {
|
||||||
|
const discordId = context.get("discordId");
|
||||||
|
|
||||||
|
const playerRecord = await prisma.player.findUnique({
|
||||||
|
where: { discordId },
|
||||||
|
});
|
||||||
|
if (!playerRecord) {
|
||||||
|
return context.json({ error: "No player found" }, 404);
|
||||||
|
}
|
||||||
|
|
||||||
|
const freshState = initialGameState(
|
||||||
|
{
|
||||||
|
avatar: playerRecord.avatar,
|
||||||
|
characterName: playerRecord.characterName,
|
||||||
|
createdAt: playerRecord.createdAt,
|
||||||
|
discordId: playerRecord.discordId,
|
||||||
|
discriminator: playerRecord.discriminator,
|
||||||
|
lastSavedAt: Date.now(),
|
||||||
|
lifetimeAchievementsUnlocked: playerRecord.lifetimeAchievementsUnlocked,
|
||||||
|
lifetimeAdventurersRecruited: playerRecord.lifetimeAdventurersRecruited,
|
||||||
|
lifetimeBossesDefeated: playerRecord.lifetimeBossesDefeated,
|
||||||
|
lifetimeClicks: playerRecord.lifetimeClicks,
|
||||||
|
lifetimeGoldEarned: playerRecord.lifetimeGoldEarned,
|
||||||
|
lifetimeQuestsCompleted: playerRecord.lifetimeQuestsCompleted,
|
||||||
|
totalClicks: 0,
|
||||||
|
totalGoldEarned: 0,
|
||||||
|
username: playerRecord.username,
|
||||||
|
},
|
||||||
|
playerRecord.characterName,
|
||||||
|
);
|
||||||
|
|
||||||
|
const createdAt = Date.now();
|
||||||
|
await prisma.gameState.upsert({
|
||||||
|
create: {
|
||||||
|
discordId: discordId,
|
||||||
|
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
|
||||||
|
state: freshState as object,
|
||||||
|
updatedAt: createdAt,
|
||||||
|
},
|
||||||
|
/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Prisma requires object */
|
||||||
|
update: { state: freshState as object, updatedAt: createdAt },
|
||||||
|
where: { discordId },
|
||||||
|
});
|
||||||
|
|
||||||
|
const secret = process.env.ANTI_CHEAT_SECRET;
|
||||||
|
const signature
|
||||||
|
= secret === undefined
|
||||||
|
? undefined
|
||||||
|
: computeHmac(JSON.stringify(freshState), secret);
|
||||||
|
|
||||||
|
return context.json({
|
||||||
|
currentSchemaVersion: currentSchemaVersion,
|
||||||
|
loginBonus: null,
|
||||||
|
loginStreak: playerRecord.loginStreak,
|
||||||
|
offlineEssence: 0,
|
||||||
|
offlineGold: 0,
|
||||||
|
offlineSeconds: 0,
|
||||||
|
schemaOutdated: false,
|
||||||
|
signature: signature,
|
||||||
|
state: freshState,
|
||||||
|
});
|
||||||
|
} catch (error) {
|
||||||
|
void logger.error(
|
||||||
|
"debug_hard_reset",
|
||||||
|
error instanceof Error
|
||||||
|
? error
|
||||||
|
: new Error(String(error)),
|
||||||
|
);
|
||||||
|
return context.json({ error: "Internal server error" }, 500);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
export { debugRouter };
|
||||||
@@ -0,0 +1,450 @@
|
|||||||
|
/* eslint-disable max-lines-per-function -- Test suites naturally have many cases */
|
||||||
|
/* eslint-disable max-lines -- Test suites naturally have many cases */
|
||||||
|
/* eslint-disable @typescript-eslint/consistent-type-assertions -- Tests build minimal state objects */
|
||||||
|
import { beforeEach, describe, expect, it, vi } from "vitest";
|
||||||
|
import { Hono } from "hono";
|
||||||
|
import type { GameState } from "@elysium/types";
|
||||||
|
|
||||||
|
vi.mock("../../src/db/client.js", () => ({
|
||||||
|
prisma: {
|
||||||
|
gameState: { findUnique: vi.fn(), update: vi.fn(), upsert: vi.fn() },
|
||||||
|
player: { findUnique: vi.fn() },
|
||||||
|
},
|
||||||
|
}));
|
||||||
|
|
||||||
|
vi.mock("../../src/middleware/auth.js", () => ({
|
||||||
|
authMiddleware: vi.fn(async (c: { set: (key: string, value: string) => void }, next: () => Promise<void>) => {
|
||||||
|
c.set("discordId", "test_discord_id");
|
||||||
|
await next();
|
||||||
|
}),
|
||||||
|
}));
|
||||||
|
|
||||||
|
vi.mock("../../src/services/logger.js", () => ({
|
||||||
|
logger: {
|
||||||
|
error: vi.fn().mockResolvedValue(undefined),
|
||||||
|
log: vi.fn().mockResolvedValue(undefined),
|
||||||
|
},
|
||||||
|
}));
|
||||||
|
|
||||||
|
const DISCORD_ID = "test_discord_id";
|
||||||
|
|
||||||
|
const makeExploration = (areas: GameState["exploration"]["areas"] = []): GameState["exploration"] => ({
|
||||||
|
areas: areas,
|
||||||
|
craftedCombatMultiplier: 1,
|
||||||
|
craftedClickMultiplier: 1,
|
||||||
|
craftedEssenceMultiplier: 1,
|
||||||
|
craftedGoldMultiplier: 1,
|
||||||
|
craftedRecipeIds: [],
|
||||||
|
materials: [],
|
||||||
|
});
|
||||||
|
|
||||||
|
const makeState = (overrides: Partial<GameState> = {}): GameState => ({
|
||||||
|
achievements: [],
|
||||||
|
adventurers: [],
|
||||||
|
baseClickPower: 1,
|
||||||
|
bosses: [],
|
||||||
|
companions: { activeCompanionId: null, unlockedCompanionIds: [] },
|
||||||
|
equipment: [],
|
||||||
|
exploration: makeExploration(),
|
||||||
|
lastTickAt: 0,
|
||||||
|
player: { avatar: null, characterName: "T", discordId: DISCORD_ID, discriminator: "0", totalClicks: 0, totalGoldEarned: 0, username: "u" },
|
||||||
|
prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
|
||||||
|
quests: [],
|
||||||
|
resources: { crystals: 0, essence: 0, gold: 0, runestones: 0 },
|
||||||
|
schemaVersion: 1,
|
||||||
|
upgrades: [],
|
||||||
|
zones: [],
|
||||||
|
...overrides,
|
||||||
|
} as GameState);
|
||||||
|
|
||||||
|
const makePlayer = (overrides: Record<string, unknown> = {}) => ({
|
||||||
|
avatar: null,
|
||||||
|
characterName: "TestChar",
|
||||||
|
createdAt: 0,
|
||||||
|
discordId: DISCORD_ID,
|
||||||
|
discriminator: "0",
|
||||||
|
lifetimeAchievementsUnlocked: 0,
|
||||||
|
lifetimeAdventurersRecruited: 0,
|
||||||
|
lifetimeBossesDefeated: 0,
|
||||||
|
lifetimeClicks: 0,
|
||||||
|
lifetimeGoldEarned: 0,
|
||||||
|
lifetimeQuestsCompleted: 0,
|
||||||
|
loginStreak: 1,
|
||||||
|
username: "test_user",
|
||||||
|
...overrides,
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("debug route", () => {
|
||||||
|
let app: Hono;
|
||||||
|
let prisma: {
|
||||||
|
gameState: {
|
||||||
|
findUnique: ReturnType<typeof vi.fn>;
|
||||||
|
update: ReturnType<typeof vi.fn>;
|
||||||
|
upsert: ReturnType<typeof vi.fn>;
|
||||||
|
};
|
||||||
|
player: { findUnique: ReturnType<typeof vi.fn> };
|
||||||
|
};
|
||||||
|
|
||||||
|
beforeEach(async () => {
|
||||||
|
vi.clearAllMocks();
|
||||||
|
const { debugRouter } = await import("../../src/routes/debug.js");
|
||||||
|
const { prisma: p } = await import("../../src/db/client.js");
|
||||||
|
prisma = p as typeof prisma;
|
||||||
|
app = new Hono();
|
||||||
|
app.route("/debug", debugRouter);
|
||||||
|
});
|
||||||
|
|
||||||
|
const forceUnlocks = () =>
|
||||||
|
app.fetch(new Request("http://localhost/debug/force-unlocks", { method: "POST" }));
|
||||||
|
|
||||||
|
const hardReset = () =>
|
||||||
|
app.fetch(new Request("http://localhost/debug/hard-reset", { method: "POST" }));
|
||||||
|
|
||||||
|
describe("POST /force-unlocks", () => {
|
||||||
|
it("returns 404 when no game state found", async () => {
|
||||||
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
|
||||||
|
const res = await forceUnlocks();
|
||||||
|
expect(res.status).toBe(404);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("returns 200 with all zeros when no stale locks exist", async () => {
|
||||||
|
const state = makeState({
|
||||||
|
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
|
||||||
|
});
|
||||||
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||||
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||||
|
const res = await forceUnlocks();
|
||||||
|
expect(res.status).toBe(200);
|
||||||
|
const body = await res.json() as {
|
||||||
|
bossesUnlocked: number;
|
||||||
|
explorationUnlocked: number;
|
||||||
|
questsUnlocked: number;
|
||||||
|
zonesUnlocked: number;
|
||||||
|
};
|
||||||
|
expect(body.zonesUnlocked).toBe(0);
|
||||||
|
expect(body.explorationUnlocked).toBe(0);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("unlocks verdant_vale when it is locked and has no requirements", async () => {
|
||||||
|
const state = makeState({
|
||||||
|
zones: [{ id: "verdant_vale", status: "locked" }] as GameState["zones"],
|
||||||
|
});
|
||||||
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||||
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||||
|
const res = await forceUnlocks();
|
||||||
|
expect(res.status).toBe(200);
|
||||||
|
const body = await res.json() as { zonesUnlocked: number };
|
||||||
|
expect(body.zonesUnlocked).toBe(1);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("does not unlock zone when boss condition is not met", async () => {
|
||||||
|
const state = makeState({
|
||||||
|
bosses: [{ id: "forest_giant", status: "available" }] as GameState["bosses"],
|
||||||
|
quests: [{ id: "ancient_ruins", status: "completed" }] as GameState["quests"],
|
||||||
|
zones: [{ id: "shattered_ruins", status: "locked" }] as GameState["zones"],
|
||||||
|
});
|
||||||
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||||
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||||
|
const res = await forceUnlocks();
|
||||||
|
const body = await res.json() as { zonesUnlocked: number };
|
||||||
|
expect(body.zonesUnlocked).toBe(0);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("does not unlock zone when quest condition is not met", async () => {
|
||||||
|
const state = makeState({
|
||||||
|
bosses: [{ id: "forest_giant", status: "defeated" }] as GameState["bosses"],
|
||||||
|
quests: [{ id: "ancient_ruins", status: "active" }] as GameState["quests"],
|
||||||
|
zones: [{ id: "shattered_ruins", status: "locked" }] as GameState["zones"],
|
||||||
|
});
|
||||||
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||||
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||||
|
const res = await forceUnlocks();
|
||||||
|
const body = await res.json() as { zonesUnlocked: number };
|
||||||
|
expect(body.zonesUnlocked).toBe(0);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("unlocks zone when both boss and quest conditions are met", async () => {
|
||||||
|
const state = makeState({
|
||||||
|
bosses: [{ id: "forest_giant", status: "defeated" }] as GameState["bosses"],
|
||||||
|
quests: [{ id: "ancient_ruins", status: "completed" }] as GameState["quests"],
|
||||||
|
zones: [{ id: "shattered_ruins", status: "locked" }] as GameState["zones"],
|
||||||
|
});
|
||||||
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||||
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||||
|
const res = await forceUnlocks();
|
||||||
|
const body = await res.json() as { zonesUnlocked: number };
|
||||||
|
expect(body.zonesUnlocked).toBe(1);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("unlocks a quest when zone is unlocked and prerequisites are met", async () => {
|
||||||
|
const state = makeState({
|
||||||
|
quests: [{ id: "first_steps", status: "locked" }] as GameState["quests"],
|
||||||
|
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
|
||||||
|
});
|
||||||
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||||
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||||
|
const res = await forceUnlocks();
|
||||||
|
const body = await res.json() as { questsUnlocked: number };
|
||||||
|
expect(body.questsUnlocked).toBe(1);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("does not unlock quest when zone is locked", async () => {
|
||||||
|
/*
|
||||||
|
* Use shattered_ruins (requires forest_giant defeated) so applyZoneUnlocks
|
||||||
|
* cannot auto-unlock it, keeping it locked when applyQuestUnlocks runs.
|
||||||
|
*/
|
||||||
|
const state = makeState({
|
||||||
|
bosses: [{ id: "forest_giant", status: "available" }] as GameState["bosses"],
|
||||||
|
quests: [{ id: "necromancer_tower", status: "locked" }] as GameState["quests"],
|
||||||
|
zones: [{ id: "shattered_ruins", status: "locked" }] as GameState["zones"],
|
||||||
|
});
|
||||||
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||||
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||||
|
const res = await forceUnlocks();
|
||||||
|
const body = await res.json() as { questsUnlocked: number };
|
||||||
|
expect(body.questsUnlocked).toBe(0);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("does not unlock quest when zone is not in state", async () => {
|
||||||
|
const state = makeState({
|
||||||
|
quests: [{ id: "first_steps", status: "locked" }] as GameState["quests"],
|
||||||
|
zones: [] as GameState["zones"],
|
||||||
|
});
|
||||||
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||||
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||||
|
const res = await forceUnlocks();
|
||||||
|
const body = await res.json() as { questsUnlocked: number };
|
||||||
|
expect(body.questsUnlocked).toBe(0);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("does not unlock quest when it is already available", async () => {
|
||||||
|
const state = makeState({
|
||||||
|
quests: [{ id: "first_steps", status: "available" }] as GameState["quests"],
|
||||||
|
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
|
||||||
|
});
|
||||||
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||||
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||||
|
const res = await forceUnlocks();
|
||||||
|
const body = await res.json() as { questsUnlocked: number };
|
||||||
|
expect(body.questsUnlocked).toBe(0);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("does not unlock quest when prerequisites are not completed", async () => {
|
||||||
|
const state = makeState({
|
||||||
|
quests: [{ id: "goblin_camp", status: "locked" }] as GameState["quests"],
|
||||||
|
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
|
||||||
|
});
|
||||||
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||||
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||||
|
const res = await forceUnlocks();
|
||||||
|
const body = await res.json() as { questsUnlocked: number };
|
||||||
|
expect(body.questsUnlocked).toBe(0);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("unlocks the first boss in a zone when the zone is unlocked", async () => {
|
||||||
|
const state = makeState({
|
||||||
|
bosses: [{ id: "troll_king", status: "locked" }] as GameState["bosses"],
|
||||||
|
prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
|
||||||
|
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
|
||||||
|
});
|
||||||
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||||
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||||
|
const res = await forceUnlocks();
|
||||||
|
const body = await res.json() as { bossesUnlocked: number };
|
||||||
|
expect(body.bossesUnlocked).toBe(1);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("does not unlock boss when prestige requirement is not met", async () => {
|
||||||
|
const state = makeState({
|
||||||
|
bosses: [{ id: "the_first_light", status: "locked" }] as GameState["bosses"],
|
||||||
|
prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
|
||||||
|
zones: [{ id: "celestial_reaches", status: "unlocked" }] as GameState["zones"],
|
||||||
|
});
|
||||||
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||||
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||||
|
const res = await forceUnlocks();
|
||||||
|
const body = await res.json() as { bossesUnlocked: number };
|
||||||
|
expect(body.bossesUnlocked).toBe(0);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("does not unlock boss when previous boss is not defeated", async () => {
|
||||||
|
const state = makeState({
|
||||||
|
bosses: [
|
||||||
|
{ id: "troll_king", status: "available" },
|
||||||
|
{ id: "lich_queen", status: "locked" },
|
||||||
|
] as GameState["bosses"],
|
||||||
|
prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
|
||||||
|
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
|
||||||
|
});
|
||||||
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||||
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||||
|
const res = await forceUnlocks();
|
||||||
|
const body = await res.json() as { bossesUnlocked: number };
|
||||||
|
expect(body.bossesUnlocked).toBe(0);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("does not unlock boss when previous boss is not in state", async () => {
|
||||||
|
const state = makeState({
|
||||||
|
bosses: [{ id: "lich_queen", status: "locked" }] as GameState["bosses"],
|
||||||
|
prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
|
||||||
|
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
|
||||||
|
});
|
||||||
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||||
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||||
|
const res = await forceUnlocks();
|
||||||
|
const body = await res.json() as { bossesUnlocked: number };
|
||||||
|
expect(body.bossesUnlocked).toBe(0);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("unlocks next boss when previous boss is defeated", async () => {
|
||||||
|
const state = makeState({
|
||||||
|
bosses: [
|
||||||
|
{ id: "troll_king", status: "defeated" },
|
||||||
|
{ id: "lich_queen", status: "locked" },
|
||||||
|
] as GameState["bosses"],
|
||||||
|
prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
|
||||||
|
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
|
||||||
|
});
|
||||||
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||||
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||||
|
const res = await forceUnlocks();
|
||||||
|
const body = await res.json() as { bossesUnlocked: number };
|
||||||
|
expect(body.bossesUnlocked).toBe(1);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("returns explorationUnlocked=0 when exploration is undefined", async () => {
|
||||||
|
const state = makeState({
|
||||||
|
exploration: undefined as unknown as GameState["exploration"],
|
||||||
|
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
|
||||||
|
});
|
||||||
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||||
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||||
|
const res = await forceUnlocks();
|
||||||
|
const body = await res.json() as { explorationUnlocked: number };
|
||||||
|
expect(body.explorationUnlocked).toBe(0);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("unlocks exploration area when its zone is unlocked", async () => {
|
||||||
|
const state = makeState({
|
||||||
|
exploration: makeExploration([
|
||||||
|
{ id: "verdant_meadow", status: "locked" } as GameState["exploration"]["areas"][0],
|
||||||
|
]),
|
||||||
|
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
|
||||||
|
});
|
||||||
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||||
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||||
|
const res = await forceUnlocks();
|
||||||
|
const body = await res.json() as { explorationUnlocked: number };
|
||||||
|
expect(body.explorationUnlocked).toBe(1);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("does not unlock exploration area when zone is not unlocked", async () => {
|
||||||
|
const state = makeState({
|
||||||
|
exploration: makeExploration([
|
||||||
|
{ id: "vm_e1", status: "locked" } as GameState["exploration"]["areas"][0],
|
||||||
|
]),
|
||||||
|
zones: [] as GameState["zones"],
|
||||||
|
});
|
||||||
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||||
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||||
|
const res = await forceUnlocks();
|
||||||
|
const body = await res.json() as { explorationUnlocked: number };
|
||||||
|
expect(body.explorationUnlocked).toBe(0);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("does not unlock exploration area when it is already available", async () => {
|
||||||
|
const state = makeState({
|
||||||
|
exploration: makeExploration([
|
||||||
|
{ id: "verdant_meadow", status: "available" } as GameState["exploration"]["areas"][0],
|
||||||
|
]),
|
||||||
|
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
|
||||||
|
});
|
||||||
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||||
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||||
|
const res = await forceUnlocks();
|
||||||
|
const body = await res.json() as { explorationUnlocked: number };
|
||||||
|
expect(body.explorationUnlocked).toBe(0);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("computes HMAC signature when ANTI_CHEAT_SECRET is set", async () => {
|
||||||
|
process.env.ANTI_CHEAT_SECRET = "test_secret";
|
||||||
|
const state = makeState();
|
||||||
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||||
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||||
|
const res = await forceUnlocks();
|
||||||
|
expect(res.status).toBe(200);
|
||||||
|
const body = await res.json() as { signature: string | undefined };
|
||||||
|
expect(body.signature).toBeDefined();
|
||||||
|
delete process.env.ANTI_CHEAT_SECRET;
|
||||||
|
});
|
||||||
|
|
||||||
|
it("omits signature when ANTI_CHEAT_SECRET is not set", async () => {
|
||||||
|
delete process.env.ANTI_CHEAT_SECRET;
|
||||||
|
const state = makeState();
|
||||||
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||||
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||||
|
const res = await forceUnlocks();
|
||||||
|
expect(res.status).toBe(200);
|
||||||
|
const body = await res.json() as { signature: string | undefined };
|
||||||
|
expect(body.signature).toBeUndefined();
|
||||||
|
});
|
||||||
|
|
||||||
|
it("returns 500 when DB throws an Error", async () => {
|
||||||
|
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB error"));
|
||||||
|
const res = await forceUnlocks();
|
||||||
|
expect(res.status).toBe(500);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("returns 500 when DB throws a non-Error value", async () => {
|
||||||
|
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce("raw error");
|
||||||
|
const res = await forceUnlocks();
|
||||||
|
expect(res.status).toBe(500);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe("POST /hard-reset", () => {
|
||||||
|
it("returns 404 when no player found", async () => {
|
||||||
|
vi.mocked(prisma.player.findUnique).mockResolvedValueOnce(null);
|
||||||
|
const res = await hardReset();
|
||||||
|
expect(res.status).toBe(404);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("returns 200 with a fresh state on success", async () => {
|
||||||
|
vi.mocked(prisma.player.findUnique).mockResolvedValueOnce(makePlayer() as never);
|
||||||
|
vi.mocked(prisma.gameState.upsert).mockResolvedValueOnce({} as never);
|
||||||
|
const res = await hardReset();
|
||||||
|
expect(res.status).toBe(200);
|
||||||
|
const body = await res.json() as {
|
||||||
|
loginBonus: null;
|
||||||
|
loginStreak: number;
|
||||||
|
schemaOutdated: boolean;
|
||||||
|
};
|
||||||
|
expect(body.loginBonus).toBeNull();
|
||||||
|
expect(body.schemaOutdated).toBe(false);
|
||||||
|
expect(body.loginStreak).toBe(1);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("computes HMAC signature when ANTI_CHEAT_SECRET is set", async () => {
|
||||||
|
process.env.ANTI_CHEAT_SECRET = "test_secret";
|
||||||
|
vi.mocked(prisma.player.findUnique).mockResolvedValueOnce(makePlayer() as never);
|
||||||
|
vi.mocked(prisma.gameState.upsert).mockResolvedValueOnce({} as never);
|
||||||
|
const res = await hardReset();
|
||||||
|
expect(res.status).toBe(200);
|
||||||
|
const body = await res.json() as { signature: string | undefined };
|
||||||
|
expect(body.signature).toBeDefined();
|
||||||
|
delete process.env.ANTI_CHEAT_SECRET;
|
||||||
|
});
|
||||||
|
|
||||||
|
it("returns 500 when DB throws an Error", async () => {
|
||||||
|
vi.mocked(prisma.player.findUnique).mockRejectedValueOnce(new Error("DB error"));
|
||||||
|
const res = await hardReset();
|
||||||
|
expect(res.status).toBe(500);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("returns 500 when DB throws a non-Error value", async () => {
|
||||||
|
vi.mocked(prisma.player.findUnique).mockRejectedValueOnce("raw error");
|
||||||
|
const res = await hardReset();
|
||||||
|
expect(res.status).toBe(500);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
});
|
||||||
@@ -21,6 +21,7 @@ import type {
|
|||||||
ExploreCollectResponse,
|
ExploreCollectResponse,
|
||||||
ExploreStartRequest,
|
ExploreStartRequest,
|
||||||
ExploreStartResponse,
|
ExploreStartResponse,
|
||||||
|
ForceUnlocksResponse,
|
||||||
LoadResponse,
|
LoadResponse,
|
||||||
PrestigeRequest,
|
PrestigeRequest,
|
||||||
PrestigeResponse,
|
PrestigeResponse,
|
||||||
@@ -256,6 +257,24 @@ const craftRecipe = async(
|
|||||||
});
|
});
|
||||||
};
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Sends a request to fix any missing unlocks in the player's game state.
|
||||||
|
* @returns The corrected game state and counts of what was unlocked.
|
||||||
|
*/
|
||||||
|
const forceUnlocks = async(): Promise<ForceUnlocksResponse> => {
|
||||||
|
return await fetchJson<ForceUnlocksResponse>("/debug/force-unlocks", {
|
||||||
|
method: "POST",
|
||||||
|
});
|
||||||
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Performs a complete hard reset of the player's game state via the debug endpoint.
|
||||||
|
* @returns The fresh game state as a LoadResponse.
|
||||||
|
*/
|
||||||
|
const debugHardReset = async(): Promise<LoadResponse> => {
|
||||||
|
return await fetchJson<LoadResponse>("/debug/hard-reset", { method: "POST" });
|
||||||
|
};
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Fetches a public player profile by Discord ID.
|
* Fetches a public player profile by Discord ID.
|
||||||
* @param discordId - The Discord ID of the player to look up.
|
* @param discordId - The Discord ID of the player to look up.
|
||||||
@@ -288,6 +307,8 @@ export {
|
|||||||
challengeBoss,
|
challengeBoss,
|
||||||
collectExploration,
|
collectExploration,
|
||||||
craftRecipe,
|
craftRecipe,
|
||||||
|
debugHardReset,
|
||||||
|
forceUnlocks,
|
||||||
getAbout,
|
getAbout,
|
||||||
getAuthUrl,
|
getAuthUrl,
|
||||||
getPublicProfile,
|
getPublicProfile,
|
||||||
|
|||||||
@@ -0,0 +1,145 @@
|
|||||||
|
/**
|
||||||
|
* @file Debug panel component with administrative tools for correcting player state.
|
||||||
|
* @copyright nhcarrigan
|
||||||
|
* @license Naomi's Public License
|
||||||
|
* @author Naomi Carrigan
|
||||||
|
*/
|
||||||
|
/* eslint-disable max-lines-per-function -- Panel has multiple async handlers and conditional renders */
|
||||||
|
/* eslint-disable stylistic/max-len -- Debug descriptions require full explanatory text */
|
||||||
|
import { type JSX, useState } from "react";
|
||||||
|
import { useGame } from "../../context/gameContext.js";
|
||||||
|
import { ConfirmationModal } from "../ui/confirmationModal.js";
|
||||||
|
|
||||||
|
type ActiveModal = "force-unlocks" | "hard-reset" | null;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Renders the debug panel with tools for fixing stuck game state.
|
||||||
|
* @returns The JSX element.
|
||||||
|
*/
|
||||||
|
const DebugPanel = (): JSX.Element => {
|
||||||
|
const { forceUnlocks, debugHardReset, isLoading } = useGame();
|
||||||
|
const [ activeModal, setActiveModal ] = useState<ActiveModal>(null);
|
||||||
|
const [ forceUnlocksResult, setForceUnlocksResult ] = useState<string | null>(null);
|
||||||
|
|
||||||
|
function handleOpenForceUnlocks(): void {
|
||||||
|
setForceUnlocksResult(null);
|
||||||
|
setActiveModal("force-unlocks");
|
||||||
|
}
|
||||||
|
|
||||||
|
function handleOpenHardReset(): void {
|
||||||
|
setActiveModal("hard-reset");
|
||||||
|
}
|
||||||
|
|
||||||
|
function handleCancel(): void {
|
||||||
|
setActiveModal(null);
|
||||||
|
}
|
||||||
|
|
||||||
|
function handleConfirmForceUnlocks(): void {
|
||||||
|
setActiveModal(null);
|
||||||
|
void (async(): Promise<void> => {
|
||||||
|
const result = await forceUnlocks();
|
||||||
|
const parts: Array<string> = [];
|
||||||
|
if (result.zonesUnlocked > 0) {
|
||||||
|
parts.push(`${String(result.zonesUnlocked)} zone(s)`);
|
||||||
|
}
|
||||||
|
if (result.questsUnlocked > 0) {
|
||||||
|
parts.push(`${String(result.questsUnlocked)} quest(s)`);
|
||||||
|
}
|
||||||
|
if (result.bossesUnlocked > 0) {
|
||||||
|
parts.push(`${String(result.bossesUnlocked)} boss(es)`);
|
||||||
|
}
|
||||||
|
if (result.explorationUnlocked > 0) {
|
||||||
|
parts.push(`${String(result.explorationUnlocked)} exploration area(s)`);
|
||||||
|
}
|
||||||
|
const total
|
||||||
|
= result.zonesUnlocked
|
||||||
|
+ result.questsUnlocked
|
||||||
|
+ result.bossesUnlocked
|
||||||
|
+ result.explorationUnlocked;
|
||||||
|
const message
|
||||||
|
= parts.length === 0
|
||||||
|
? "Everything looks correct — no missing unlocks were found."
|
||||||
|
: `Fixed ${String(total)} unlock(s): ${parts.join(", ")}.`;
|
||||||
|
setForceUnlocksResult(message);
|
||||||
|
})();
|
||||||
|
}
|
||||||
|
|
||||||
|
function handleConfirmHardReset(): void {
|
||||||
|
setActiveModal(null);
|
||||||
|
void debugHardReset();
|
||||||
|
}
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div className="panel">
|
||||||
|
<h2>{"🔧 Debug Tools"}</h2>
|
||||||
|
<p className="panel-description">
|
||||||
|
{
|
||||||
|
"These tools are intended to fix broken game state. Use them with care — some operations are irreversible."
|
||||||
|
}
|
||||||
|
</p>
|
||||||
|
|
||||||
|
<div className="debug-actions">
|
||||||
|
<div className="debug-action-card">
|
||||||
|
<h3>{"🔓 Force Unlocks"}</h3>
|
||||||
|
<p>
|
||||||
|
{
|
||||||
|
"Scans your game state and unlocks any zones, quests, and bosses that you have earned but that are still incorrectly locked."
|
||||||
|
}
|
||||||
|
</p>
|
||||||
|
<button
|
||||||
|
className="action-button"
|
||||||
|
disabled={isLoading}
|
||||||
|
onClick={handleOpenForceUnlocks}
|
||||||
|
type="button"
|
||||||
|
>
|
||||||
|
{"Force Unlocks"}
|
||||||
|
</button>
|
||||||
|
{forceUnlocksResult !== null
|
||||||
|
&& <p className="debug-result-message">{forceUnlocksResult}</p>
|
||||||
|
}
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div className="debug-action-card">
|
||||||
|
<h3>{"💀 Hard Reset"}</h3>
|
||||||
|
<p>
|
||||||
|
{
|
||||||
|
"Completely wipes all progress and resets your account to a brand-new state. This cannot be undone."
|
||||||
|
}
|
||||||
|
</p>
|
||||||
|
<button
|
||||||
|
className="action-button action-button-danger"
|
||||||
|
disabled={isLoading}
|
||||||
|
onClick={handleOpenHardReset}
|
||||||
|
type="button"
|
||||||
|
>
|
||||||
|
{"Hard Reset"}
|
||||||
|
</button>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
{activeModal === "force-unlocks"
|
||||||
|
&& <ConfirmationModal
|
||||||
|
confirmLabel="Yes, Force Unlocks"
|
||||||
|
description="This will scan your save data and grant access to any zones, quests, and bosses that you have already earned but are incorrectly locked. This operation is safe and non-destructive."
|
||||||
|
isLoading={isLoading}
|
||||||
|
onCancel={handleCancel}
|
||||||
|
onConfirm={handleConfirmForceUnlocks}
|
||||||
|
title="Force Unlocks"
|
||||||
|
/>
|
||||||
|
}
|
||||||
|
|
||||||
|
{activeModal === "hard-reset"
|
||||||
|
&& <ConfirmationModal
|
||||||
|
confirmLabel="Yes, Wipe Everything"
|
||||||
|
description="This will permanently delete all of your current progress — gold, adventurers, upgrades, bosses, quests, and zones — and reset your account to a brand-new state. Lifetime stats are preserved, but everything else will be gone forever."
|
||||||
|
isLoading={isLoading}
|
||||||
|
onCancel={handleCancel}
|
||||||
|
onConfirm={handleConfirmHardReset}
|
||||||
|
title="⚠️ Hard Reset — This Cannot Be Undone"
|
||||||
|
/>
|
||||||
|
}
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
};
|
||||||
|
|
||||||
|
export { DebugPanel };
|
||||||
@@ -23,6 +23,7 @@ import { CodexToast } from "./codexToast.js";
|
|||||||
import { CompanionPanel } from "./companionPanel.js";
|
import { CompanionPanel } from "./companionPanel.js";
|
||||||
import { CraftingPanel } from "./craftingPanel.js";
|
import { CraftingPanel } from "./craftingPanel.js";
|
||||||
import { DailyChallengePanel } from "./dailyChallengePanel.js";
|
import { DailyChallengePanel } from "./dailyChallengePanel.js";
|
||||||
|
import { DebugPanel } from "./debugPanel.js";
|
||||||
import { EditProfileModal } from "./editProfileModal.js";
|
import { EditProfileModal } from "./editProfileModal.js";
|
||||||
import { EquipmentPanel } from "./equipmentPanel.js";
|
import { EquipmentPanel } from "./equipmentPanel.js";
|
||||||
import { ExplorationPanel } from "./explorationPanel.js";
|
import { ExplorationPanel } from "./explorationPanel.js";
|
||||||
@@ -57,7 +58,8 @@ type Tab =
|
|||||||
| "crafting"
|
| "crafting"
|
||||||
| "character"
|
| "character"
|
||||||
| "companions"
|
| "companions"
|
||||||
| "story";
|
| "story"
|
||||||
|
| "debug";
|
||||||
|
|
||||||
const baseTabs: Array<{ id: Tab; label: string }> = [
|
const baseTabs: Array<{ id: Tab; label: string }> = [
|
||||||
{ id: "adventurers", label: "⚔️ Adventurers" },
|
{ id: "adventurers", label: "⚔️ Adventurers" },
|
||||||
@@ -78,6 +80,7 @@ const baseTabs: Array<{ id: Tab; label: string }> = [
|
|||||||
{ id: "story", label: "📖 Story" },
|
{ id: "story", label: "📖 Story" },
|
||||||
{ id: "codex", label: "🗺️ Codex" },
|
{ id: "codex", label: "🗺️ Codex" },
|
||||||
{ id: "about", label: "ℹ️ About" },
|
{ id: "about", label: "ℹ️ About" },
|
||||||
|
{ id: "debug", label: "🔧 Debug" },
|
||||||
];
|
];
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -242,6 +245,7 @@ const GameLayout = (): JSX.Element => {
|
|||||||
{activeTab === "story" && <StoryPanel />}
|
{activeTab === "story" && <StoryPanel />}
|
||||||
{activeTab === "codex" && <CodexPanel />}
|
{activeTab === "codex" && <CodexPanel />}
|
||||||
{activeTab === "about" && <AboutPanel />}
|
{activeTab === "about" && <AboutPanel />}
|
||||||
|
{activeTab === "debug" && <DebugPanel />}
|
||||||
</div>
|
</div>
|
||||||
</main>
|
</main>
|
||||||
</div>
|
</div>
|
||||||
|
|||||||
@@ -0,0 +1,68 @@
|
|||||||
|
/**
|
||||||
|
* @file Reusable confirmation modal component for destructive operations.
|
||||||
|
* @copyright nhcarrigan
|
||||||
|
* @license Naomi's Public License
|
||||||
|
* @author Naomi Carrigan
|
||||||
|
*/
|
||||||
|
import type { JSX } from "react";
|
||||||
|
|
||||||
|
interface ConfirmationModalProperties {
|
||||||
|
readonly title: string;
|
||||||
|
readonly description: string;
|
||||||
|
readonly confirmLabel: string;
|
||||||
|
readonly onConfirm: ()=> void;
|
||||||
|
readonly onCancel: ()=> void;
|
||||||
|
readonly isLoading: boolean;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Renders a confirmation modal for destructive operations.
|
||||||
|
* @param props - The modal properties.
|
||||||
|
* @param props.title - The modal heading.
|
||||||
|
* @param props.description - Warning text explaining what the operation does.
|
||||||
|
* @param props.confirmLabel - Label for the confirm button.
|
||||||
|
* @param props.onConfirm - Callback fired when the player confirms.
|
||||||
|
* @param props.onCancel - Callback fired when the player cancels.
|
||||||
|
* @param props.isLoading - Whether the operation is currently in progress.
|
||||||
|
* @returns The JSX element.
|
||||||
|
*/
|
||||||
|
const ConfirmationModal = ({
|
||||||
|
title,
|
||||||
|
description,
|
||||||
|
confirmLabel,
|
||||||
|
onConfirm,
|
||||||
|
onCancel,
|
||||||
|
isLoading,
|
||||||
|
}: ConfirmationModalProperties): JSX.Element => {
|
||||||
|
return (
|
||||||
|
<div className="modal-overlay">
|
||||||
|
<div className="modal">
|
||||||
|
<h2>{title}</h2>
|
||||||
|
<p>{description}</p>
|
||||||
|
<p className="modal-note">{"Are you sure you want to do this?"}</p>
|
||||||
|
<div className="modal-actions">
|
||||||
|
<button
|
||||||
|
className="modal-close-button modal-button-danger"
|
||||||
|
disabled={isLoading}
|
||||||
|
onClick={onConfirm}
|
||||||
|
type="button"
|
||||||
|
>
|
||||||
|
{isLoading
|
||||||
|
? "Working..."
|
||||||
|
: confirmLabel}
|
||||||
|
</button>
|
||||||
|
<button
|
||||||
|
className="modal-close-button"
|
||||||
|
disabled={isLoading}
|
||||||
|
onClick={onCancel}
|
||||||
|
type="button"
|
||||||
|
>
|
||||||
|
{"Cancel"}
|
||||||
|
</button>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
};
|
||||||
|
|
||||||
|
export { ConfirmationModal };
|
||||||
@@ -42,6 +42,8 @@ import {
|
|||||||
challengeBoss as challengeBossApi,
|
challengeBoss as challengeBossApi,
|
||||||
collectExploration as collectExplorationApi,
|
collectExploration as collectExplorationApi,
|
||||||
craftRecipe as craftRecipeApi,
|
craftRecipe as craftRecipeApi,
|
||||||
|
debugHardReset as debugHardResetApi,
|
||||||
|
forceUnlocks as forceUnlocksApi,
|
||||||
loadGame,
|
loadGame,
|
||||||
prestige as prestigeApi,
|
prestige as prestigeApi,
|
||||||
resetProgress as resetProgressApi,
|
resetProgress as resetProgressApi,
|
||||||
@@ -546,6 +548,24 @@ interface GameContextValue {
|
|||||||
*/
|
*/
|
||||||
resetProgress: ()=> Promise<void>;
|
resetProgress: ()=> Promise<void>;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Force-unlock any zones, quests, and bosses the player has earned but that
|
||||||
|
* are still incorrectly locked due to a state bug.
|
||||||
|
* @returns Counts of what was corrected.
|
||||||
|
*/
|
||||||
|
forceUnlocks: ()=> Promise<{
|
||||||
|
bossesUnlocked: number;
|
||||||
|
explorationUnlocked: number;
|
||||||
|
questsUnlocked: number;
|
||||||
|
zonesUnlocked: number;
|
||||||
|
}>;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Completely wipe the player's progress back to a brand-new save via the
|
||||||
|
* debug endpoint.
|
||||||
|
*/
|
||||||
|
debugHardReset: ()=> Promise<void>;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Last auto-boss fight result — null until the first auto fight completes or
|
* Last auto-boss fight result — null until the first auto fight completes or
|
||||||
* when auto-boss is toggled off.
|
* when auto-boss is toggled off.
|
||||||
@@ -2006,6 +2026,61 @@ export const GameProvider = ({
|
|||||||
}
|
}
|
||||||
}, []);
|
}, []);
|
||||||
|
|
||||||
|
const forceUnlocks = useCallback(async() => {
|
||||||
|
try {
|
||||||
|
const data = await forceUnlocksApi();
|
||||||
|
setState(data.state);
|
||||||
|
if (data.signature !== undefined) {
|
||||||
|
signatureReference.current = data.signature;
|
||||||
|
localStorage.setItem("elysium_save_signature", data.signature);
|
||||||
|
}
|
||||||
|
return {
|
||||||
|
bossesUnlocked: data.bossesUnlocked,
|
||||||
|
explorationUnlocked: data.explorationUnlocked,
|
||||||
|
questsUnlocked: data.questsUnlocked,
|
||||||
|
zonesUnlocked: data.zonesUnlocked,
|
||||||
|
};
|
||||||
|
} catch (error_: unknown) {
|
||||||
|
setError(
|
||||||
|
error_ instanceof Error
|
||||||
|
? error_.message
|
||||||
|
: "Failed to force unlocks",
|
||||||
|
);
|
||||||
|
return {
|
||||||
|
bossesUnlocked: 0,
|
||||||
|
explorationUnlocked: 0,
|
||||||
|
questsUnlocked: 0,
|
||||||
|
zonesUnlocked: 0,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}, []);
|
||||||
|
|
||||||
|
const debugHardReset = useCallback(async() => {
|
||||||
|
setIsLoading(true);
|
||||||
|
setError(null);
|
||||||
|
try {
|
||||||
|
const data = await debugHardResetApi();
|
||||||
|
setState(data.state);
|
||||||
|
setLastSavedAt(data.state.player.lastSavedAt);
|
||||||
|
setSchemaOutdated(false);
|
||||||
|
setOfflineGold(0);
|
||||||
|
setOfflineEssence(0);
|
||||||
|
setLoginBonus(null);
|
||||||
|
if (data.signature !== undefined) {
|
||||||
|
signatureReference.current = data.signature;
|
||||||
|
localStorage.setItem("elysium_save_signature", data.signature);
|
||||||
|
}
|
||||||
|
} catch (error_: unknown) {
|
||||||
|
setError(
|
||||||
|
error_ instanceof Error
|
||||||
|
? error_.message
|
||||||
|
: "Failed to reset progress",
|
||||||
|
);
|
||||||
|
} finally {
|
||||||
|
setIsLoading(false);
|
||||||
|
}
|
||||||
|
}, []);
|
||||||
|
|
||||||
const dismissLoginBonus = useCallback(() => {
|
const dismissLoginBonus = useCallback(() => {
|
||||||
setLoginBonus(null);
|
setLoginBonus(null);
|
||||||
}, []);
|
}, []);
|
||||||
@@ -2034,6 +2109,7 @@ export const GameProvider = ({
|
|||||||
completedQuestToasts,
|
completedQuestToasts,
|
||||||
craftRecipe,
|
craftRecipe,
|
||||||
currentSchemaVersion,
|
currentSchemaVersion,
|
||||||
|
debugHardReset,
|
||||||
dismissAchievement,
|
dismissAchievement,
|
||||||
dismissApotheosisToast,
|
dismissApotheosisToast,
|
||||||
dismissBattle,
|
dismissBattle,
|
||||||
@@ -2052,6 +2128,7 @@ export const GameProvider = ({
|
|||||||
failedQuestToasts,
|
failedQuestToasts,
|
||||||
flushBossLoreToasts,
|
flushBossLoreToasts,
|
||||||
forceSync,
|
forceSync,
|
||||||
|
forceUnlocks,
|
||||||
formatNumber,
|
formatNumber,
|
||||||
handleClick,
|
handleClick,
|
||||||
isLoading,
|
isLoading,
|
||||||
@@ -2104,6 +2181,7 @@ export const GameProvider = ({
|
|||||||
completeChapter,
|
completeChapter,
|
||||||
craftRecipe,
|
craftRecipe,
|
||||||
currentSchemaVersion,
|
currentSchemaVersion,
|
||||||
|
debugHardReset,
|
||||||
dismissAchievement,
|
dismissAchievement,
|
||||||
dismissApotheosisToast,
|
dismissApotheosisToast,
|
||||||
dismissBattle,
|
dismissBattle,
|
||||||
@@ -2121,6 +2199,7 @@ export const GameProvider = ({
|
|||||||
error,
|
error,
|
||||||
flushBossLoreToasts,
|
flushBossLoreToasts,
|
||||||
forceSync,
|
forceSync,
|
||||||
|
forceUnlocks,
|
||||||
handleClick,
|
handleClick,
|
||||||
isLoading,
|
isLoading,
|
||||||
isSyncing,
|
isSyncing,
|
||||||
|
|||||||
@@ -4515,3 +4515,84 @@ body::before {
|
|||||||
object-fit: cover;
|
object-fit: cover;
|
||||||
width: 80px;
|
width: 80px;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/* ===================== ACTION BUTTONS ===================== */
|
||||||
|
.action-button {
|
||||||
|
background: var(--colour-accent);
|
||||||
|
border: none;
|
||||||
|
border-radius: var(--radius);
|
||||||
|
color: #fff;
|
||||||
|
cursor: pointer;
|
||||||
|
font-size: 0.9rem;
|
||||||
|
font-weight: 700;
|
||||||
|
margin-top: 0.5rem;
|
||||||
|
padding: 0.55rem 1.25rem;
|
||||||
|
transition: background 0.15s;
|
||||||
|
width: 100%;
|
||||||
|
}
|
||||||
|
|
||||||
|
.action-button:hover:not(:disabled) {
|
||||||
|
background: var(--colour-accent-light);
|
||||||
|
}
|
||||||
|
|
||||||
|
.action-button:disabled {
|
||||||
|
cursor: not-allowed;
|
||||||
|
opacity: 0.5;
|
||||||
|
}
|
||||||
|
|
||||||
|
.action-button-danger {
|
||||||
|
background: var(--colour-error);
|
||||||
|
}
|
||||||
|
|
||||||
|
.action-button-danger:hover:not(:disabled) {
|
||||||
|
background: #f87171;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* ===================== MODAL VARIANTS ===================== */
|
||||||
|
.modal-button-danger {
|
||||||
|
background: var(--colour-error);
|
||||||
|
}
|
||||||
|
|
||||||
|
.modal-button-danger:hover:not(:disabled) {
|
||||||
|
background: #f87171;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* ===================== DEBUG PANEL ===================== */
|
||||||
|
.debug-actions {
|
||||||
|
display: grid;
|
||||||
|
gap: 1rem;
|
||||||
|
grid-template-columns: repeat(auto-fit, minmax(260px, 1fr));
|
||||||
|
margin-top: 1rem;
|
||||||
|
}
|
||||||
|
|
||||||
|
.debug-action-card {
|
||||||
|
background: var(--colour-surface);
|
||||||
|
border: 1px solid var(--colour-border);
|
||||||
|
border-radius: var(--radius-lg);
|
||||||
|
display: flex;
|
||||||
|
flex-direction: column;
|
||||||
|
padding: 1.25rem;
|
||||||
|
}
|
||||||
|
|
||||||
|
.debug-action-card h3 {
|
||||||
|
color: var(--colour-accent-light);
|
||||||
|
font-size: 1rem;
|
||||||
|
margin: 0 0 0.5rem;
|
||||||
|
}
|
||||||
|
|
||||||
|
.debug-action-card > p {
|
||||||
|
color: var(--colour-text-muted);
|
||||||
|
flex: 1;
|
||||||
|
font-size: 0.875rem;
|
||||||
|
margin: 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.debug-result-message {
|
||||||
|
background: rgba(16, 185, 129, 0.1);
|
||||||
|
border: 1px solid var(--colour-success);
|
||||||
|
border-radius: var(--radius);
|
||||||
|
color: var(--colour-success);
|
||||||
|
font-size: 0.8rem;
|
||||||
|
margin-top: 0.75rem;
|
||||||
|
padding: 0.5rem 0.75rem;
|
||||||
|
}
|
||||||
|
|||||||
@@ -60,6 +60,7 @@ export type {
|
|||||||
ExploreCollectResponse,
|
ExploreCollectResponse,
|
||||||
ExploreStartRequest,
|
ExploreStartRequest,
|
||||||
ExploreStartResponse,
|
ExploreStartResponse,
|
||||||
|
ForceUnlocksResponse,
|
||||||
GiteaRelease,
|
GiteaRelease,
|
||||||
LeaderboardCategory,
|
LeaderboardCategory,
|
||||||
LeaderboardEntry,
|
LeaderboardEntry,
|
||||||
|
|||||||
@@ -398,6 +398,39 @@ interface CraftRecipeResponse {
|
|||||||
craftedCombatMultiplier: number;
|
craftedCombatMultiplier: number;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
interface ForceUnlocksResponse {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* The corrected game state after applying all missing unlocks.
|
||||||
|
*/
|
||||||
|
state: GameState;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Number of zones that were unlocked by this operation.
|
||||||
|
*/
|
||||||
|
zonesUnlocked: number;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Number of quests that were made available by this operation.
|
||||||
|
*/
|
||||||
|
questsUnlocked: number;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Number of bosses that were made available by this operation.
|
||||||
|
*/
|
||||||
|
bossesUnlocked: number;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Number of exploration areas that were made available by this operation.
|
||||||
|
*/
|
||||||
|
explorationUnlocked: number;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* HMAC-SHA256 signature of the corrected state for anti-cheat chain continuity.
|
||||||
|
*/
|
||||||
|
signature?: string;
|
||||||
|
}
|
||||||
|
|
||||||
export type {
|
export type {
|
||||||
AboutResponse,
|
AboutResponse,
|
||||||
ApiError,
|
ApiError,
|
||||||
@@ -417,6 +450,7 @@ export type {
|
|||||||
ExploreCollectResponse,
|
ExploreCollectResponse,
|
||||||
ExploreStartRequest,
|
ExploreStartRequest,
|
||||||
ExploreStartResponse,
|
ExploreStartResponse,
|
||||||
|
ForceUnlocksResponse,
|
||||||
GiteaRelease,
|
GiteaRelease,
|
||||||
LeaderboardCategory,
|
LeaderboardCategory,
|
||||||
LeaderboardEntry,
|
LeaderboardEntry,
|
||||||
|
|||||||
Reference in New Issue
Block a user