fix: adventurer unlocks not applied by force-unlock tool #93

Merged
naomi merged 3 commits from fix/force-unlock-adventurers into main 2026-03-20 10:28:18 -07:00
4 changed files with 191 additions and 28 deletions
Showing only changes of commit 16c95f4fb3 - Show all commits
+123 -1
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@@ -7,6 +7,11 @@
/* eslint-disable max-lines-per-function -- Route handlers require many steps */ /* eslint-disable max-lines-per-function -- Route handlers require many steps */
/* eslint-disable max-lines -- Multiple route handlers and helper functions in one file */ /* eslint-disable max-lines -- Multiple route handlers and helper functions in one file */
import { createHmac } from "node:crypto"; import { createHmac } from "node:crypto";
import {
STORY_CHAPTERS,
isStoryChapterUnlocked,
type GameState,
} from "@elysium/types";
import { Hono } from "hono"; import { Hono } from "hono";
import { defaultBosses } from "../data/bosses.js"; import { defaultBosses } from "../data/bosses.js";
import { defaultExplorations } from "../data/explorations.js"; import { defaultExplorations } from "../data/explorations.js";
@@ -18,7 +23,6 @@ import { prisma } from "../db/client.js";
import { authMiddleware } from "../middleware/auth.js"; import { authMiddleware } from "../middleware/auth.js";
import { logger } from "../services/logger.js"; import { logger } from "../services/logger.js";
import type { HonoEnvironment } from "../types/hono.js"; import type { HonoEnvironment } from "../types/hono.js";
import type { GameState } from "@elysium/types";
/** /**
* Computes the HMAC-SHA256 of data using the given secret. * Computes the HMAC-SHA256 of data using the given secret.
@@ -288,6 +292,109 @@ const applyAdventurerUnlocks = (state: GameState): number => {
return count; return count;
}; };
/**
* Collects all upgrade IDs the player has legitimately earned via boss defeats
* and completed quest rewards.
* @param state - The player's current game state.
* @returns A set of earned upgrade IDs.
*/
const collectEarnedUpgradeIds = (state: GameState): Set<string> => {
const earnedIds = new Set<string>();
for (const boss of state.bosses) {
if (boss.status === "defeated") {
for (const upgradeId of boss.upgradeRewards) {
earnedIds.add(upgradeId);
}
}
}
for (const quest of state.quests) {
if (quest.status !== "completed") {
continue;
}
for (const reward of quest.rewards) {
if (reward.type === "upgrade" && reward.targetId !== undefined) {
earnedIds.add(reward.targetId);
}
}
}
return earnedIds;
};
/**
* Unlocks any upgrades that were granted as rewards for defeated bosses or
* completed quests but are still locked in the player's state.
* @param state - The player's current game state (mutated directly).
* @returns The number of upgrades that were unlocked.
*/
const applyUpgradeUnlocks = (state: GameState): number => {
let count = 0;
const earnedUpgradeIds = collectEarnedUpgradeIds(state);
for (const upgrade of state.upgrades) {
if (!upgrade.unlocked && earnedUpgradeIds.has(upgrade.id)) {
upgrade.unlocked = true;
count = count + 1;
}
}
return count;
};
/**
* Marks as owned any equipment that was granted as a reward for defeated bosses
* but is still unowned in the player's state.
* @param state - The player's current game state (mutated directly).
* @returns The number of equipment items that were marked as owned.
*/
const applyEquipmentUnlocks = (state: GameState): number => {
let count = 0;
const earnedEquipmentIds = new Set<string>();
for (const boss of state.bosses) {
if (boss.status !== "defeated") {
continue;
}
for (const equipmentId of boss.equipmentRewards) {
earnedEquipmentIds.add(equipmentId);
}
}
for (const item of state.equipment) {
if (!item.owned && earnedEquipmentIds.has(item.id)) {
item.owned = true;
count = count + 1;
}
}
return count;
};
/**
* Unlocks any story chapters whose conditions are met by the current game state
* but are still absent from the player's unlockedChapterIds list.
* @param state - The player's current game state (mutated directly).
* @returns The number of story chapters that were unlocked.
*/
const applyStoryUnlocks = (state: GameState): number => {
if (state.story === undefined) {
return 0;
}
let count = 0;
const alreadyUnlocked = new Set(state.story.unlockedChapterIds);
for (const chapter of STORY_CHAPTERS) {
if (alreadyUnlocked.has(chapter.id)) {
continue;
}
if (isStoryChapterUnlocked(chapter, state)) {
state.story.unlockedChapterIds.push(chapter.id);
count = count + 1;
}
}
return count;
};
/** /**
* Makes available any exploration areas whose parent zone is now unlocked. * Makes available any exploration areas whose parent zone is now unlocked.
* @param state - The player's current game state (mutated directly). * @param state - The player's current game state (mutated directly).
@@ -334,8 +441,11 @@ const applyForceUnlocks = (
): { ): {
adventurersUnlocked: number; adventurersUnlocked: number;
bossesUnlocked: number; bossesUnlocked: number;
equipmentUnlocked: number;
explorationUnlocked: number; explorationUnlocked: number;
questsUnlocked: number; questsUnlocked: number;
storyUnlocked: number;
upgradesUnlocked: number;
zonesUnlocked: number; zonesUnlocked: number;
} => { } => {
const zonesUnlocked = applyZoneUnlocks(state); const zonesUnlocked = applyZoneUnlocks(state);
@@ -343,11 +453,17 @@ const applyForceUnlocks = (
const bossesUnlocked = applyBossUnlocks(state); const bossesUnlocked = applyBossUnlocks(state);
const explorationUnlocked = applyExplorationUnlocks(state); const explorationUnlocked = applyExplorationUnlocks(state);
const adventurersUnlocked = applyAdventurerUnlocks(state); const adventurersUnlocked = applyAdventurerUnlocks(state);
const upgradesUnlocked = applyUpgradeUnlocks(state);
const equipmentUnlocked = applyEquipmentUnlocks(state);
const storyUnlocked = applyStoryUnlocks(state);
return { return {
adventurersUnlocked, adventurersUnlocked,
bossesUnlocked, bossesUnlocked,
equipmentUnlocked,
explorationUnlocked, explorationUnlocked,
questsUnlocked, questsUnlocked,
storyUnlocked,
upgradesUnlocked,
zonesUnlocked, zonesUnlocked,
}; };
}; };
@@ -372,8 +488,11 @@ debugRouter.post("/force-unlocks", async(context) => {
const { const {
adventurersUnlocked, adventurersUnlocked,
bossesUnlocked, bossesUnlocked,
equipmentUnlocked,
explorationUnlocked, explorationUnlocked,
questsUnlocked, questsUnlocked,
storyUnlocked,
upgradesUnlocked,
zonesUnlocked, zonesUnlocked,
} = applyForceUnlocks(state); } = applyForceUnlocks(state);
@@ -393,10 +512,13 @@ debugRouter.post("/force-unlocks", async(context) => {
return context.json({ return context.json({
adventurersUnlocked, adventurersUnlocked,
bossesUnlocked, bossesUnlocked,
equipmentUnlocked,
explorationUnlocked, explorationUnlocked,
questsUnlocked, questsUnlocked,
signature, signature,
state, state,
storyUnlocked,
upgradesUnlocked,
zonesUnlocked, zonesUnlocked,
}); });
} catch (error) { } catch (error) {
+44 -27
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@@ -12,6 +12,49 @@ import { ConfirmationModal } from "../ui/confirmationModal.js";
type ActiveModal = "force-unlocks" | "hard-reset" | null; type ActiveModal = "force-unlocks" | "hard-reset" | null;
interface ForceUnlocksResult {
adventurersUnlocked: number;
bossesUnlocked: number;
equipmentUnlocked: number;
explorationUnlocked: number;
questsUnlocked: number;
storyUnlocked: number;
upgradesUnlocked: number;
zonesUnlocked: number;
}
/**
* Builds a human-readable summary of what the force-unlock operation corrected.
* @param result - The counts returned by the force-unlock operation.
* @returns A message string describing what was fixed, or a confirmation that nothing needed fixing.
*/
const buildForceUnlocksMessage = (result: ForceUnlocksResult): string => {
const entries: Array<[ number, string ]> = [
[ result.zonesUnlocked, "zone(s)" ],
[ result.questsUnlocked, "quest(s)" ],
[ result.bossesUnlocked, "boss(es)" ],
[ result.explorationUnlocked, "exploration area(s)" ],
[ result.adventurersUnlocked, "adventurer tier(s)" ],
[ result.upgradesUnlocked, "upgrade(s)" ],
[ result.equipmentUnlocked, "equipment item(s)" ],
[ result.storyUnlocked, "story chapter(s)" ],
];
const parts = entries.
filter(([ count ]) => {
return count > 0;
}).
map(([ count, label ]) => {
return `${String(count)} ${label}`;
});
if (parts.length === 0) {
return "Everything looks correct — no missing unlocks were found.";
}
const total = entries.reduce((sum, [ count ]) => {
return sum + count;
}, 0);
return `Fixed ${String(total)} unlock(s): ${parts.join(", ")}.`;
};
/** /**
* Renders the debug panel with tools for fixing stuck game state. * Renders the debug panel with tools for fixing stuck game state.
* @returns The JSX element. * @returns The JSX element.
@@ -38,33 +81,7 @@ const DebugPanel = (): JSX.Element => {
setActiveModal(null); setActiveModal(null);
void (async(): Promise<void> => { void (async(): Promise<void> => {
const result = await forceUnlocks(); const result = await forceUnlocks();
const parts: Array<string> = []; setForceUnlocksResult(buildForceUnlocksMessage(result));
if (result.zonesUnlocked > 0) {
parts.push(`${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(`${String(result.explorationUnlocked)} exploration area(s)`);
}
if (result.adventurersUnlocked > 0) {
parts.push(`${String(result.adventurersUnlocked)} adventurer tier(s)`);
}
const total
= result.zonesUnlocked
+ result.questsUnlocked
+ result.bossesUnlocked
+ result.explorationUnlocked
+ result.adventurersUnlocked;
const message
= parts.length === 0
? "Everything looks correct — no missing unlocks were found."
: `Fixed ${String(total)} unlock(s): ${parts.join(", ")}.`;
setForceUnlocksResult(message);
})(); })();
} }
+9
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@@ -560,8 +560,11 @@ interface GameContextValue {
forceUnlocks: ()=> Promise<{ forceUnlocks: ()=> Promise<{
adventurersUnlocked: number; adventurersUnlocked: number;
bossesUnlocked: number; bossesUnlocked: number;
equipmentUnlocked: number;
explorationUnlocked: number; explorationUnlocked: number;
questsUnlocked: number; questsUnlocked: number;
storyUnlocked: number;
upgradesUnlocked: number;
zonesUnlocked: number; zonesUnlocked: number;
}>; }>;
@@ -2107,8 +2110,11 @@ export const GameProvider = ({
return { return {
adventurersUnlocked: data.adventurersUnlocked, adventurersUnlocked: data.adventurersUnlocked,
bossesUnlocked: data.bossesUnlocked, bossesUnlocked: data.bossesUnlocked,
equipmentUnlocked: data.equipmentUnlocked,
explorationUnlocked: data.explorationUnlocked, explorationUnlocked: data.explorationUnlocked,
questsUnlocked: data.questsUnlocked, questsUnlocked: data.questsUnlocked,
storyUnlocked: data.storyUnlocked,
upgradesUnlocked: data.upgradesUnlocked,
zonesUnlocked: data.zonesUnlocked, zonesUnlocked: data.zonesUnlocked,
}; };
} catch (error_: unknown) { } catch (error_: unknown) {
@@ -2120,8 +2126,11 @@ export const GameProvider = ({
return { return {
adventurersUnlocked: 0, adventurersUnlocked: 0,
bossesUnlocked: 0, bossesUnlocked: 0,
equipmentUnlocked: 0,
explorationUnlocked: 0, explorationUnlocked: 0,
questsUnlocked: 0, questsUnlocked: 0,
storyUnlocked: 0,
upgradesUnlocked: 0,
zonesUnlocked: 0, zonesUnlocked: 0,
}; };
} }
+15
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@@ -430,6 +430,21 @@ interface ForceUnlocksResponse {
*/ */
adventurersUnlocked: number; adventurersUnlocked: number;
/**
* Number of upgrades that were unlocked by this operation.
*/
upgradesUnlocked: number;
/**
* Number of equipment items that were marked as owned by this operation.
*/
equipmentUnlocked: number;
/**
* Number of story chapters that were unlocked by this operation.
*/
storyUnlocked: number;
/** /**
* HMAC-SHA256 signature of the corrected state for anti-cheat chain continuity. * HMAC-SHA256 signature of the corrected state for anti-cheat chain continuity.
*/ */