generated from nhcarrigan/template
fix: adventurer unlocks not applied by force-unlock tool #93
@@ -7,6 +7,11 @@
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/* eslint-disable max-lines-per-function -- Route handlers require many steps */
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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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/* 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 { createHmac } from "node:crypto";
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import {
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STORY_CHAPTERS,
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isStoryChapterUnlocked,
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type GameState,
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} from "@elysium/types";
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import { Hono } from "hono";
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import { Hono } from "hono";
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import { defaultBosses } from "../data/bosses.js";
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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 { defaultExplorations } from "../data/explorations.js";
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@@ -18,7 +23,6 @@ import { prisma } from "../db/client.js";
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import { authMiddleware } from "../middleware/auth.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 { logger } from "../services/logger.js";
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import type { HonoEnvironment } from "../types/hono.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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/**
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* Computes the HMAC-SHA256 of data using the given secret.
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* Computes the HMAC-SHA256 of data using the given secret.
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@@ -288,6 +292,109 @@ const applyAdventurerUnlocks = (state: GameState): number => {
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return count;
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return count;
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};
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};
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/**
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* Collects all upgrade IDs the player has legitimately earned via boss defeats
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* and completed quest rewards.
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* @param state - The player's current game state.
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* @returns A set of earned upgrade IDs.
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*/
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const collectEarnedUpgradeIds = (state: GameState): Set<string> => {
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const earnedIds = new Set<string>();
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for (const boss of state.bosses) {
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if (boss.status === "defeated") {
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for (const upgradeId of boss.upgradeRewards) {
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earnedIds.add(upgradeId);
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}
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}
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}
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for (const quest of state.quests) {
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if (quest.status !== "completed") {
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continue;
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}
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for (const reward of quest.rewards) {
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if (reward.type === "upgrade" && reward.targetId !== undefined) {
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earnedIds.add(reward.targetId);
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}
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}
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}
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return earnedIds;
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};
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/**
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* Unlocks any upgrades that were granted as rewards for defeated bosses or
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* completed quests but are still locked in the player's state.
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* @param state - The player's current game state (mutated directly).
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* @returns The number of upgrades that were unlocked.
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*/
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const applyUpgradeUnlocks = (state: GameState): number => {
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let count = 0;
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const earnedUpgradeIds = collectEarnedUpgradeIds(state);
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for (const upgrade of state.upgrades) {
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if (!upgrade.unlocked && earnedUpgradeIds.has(upgrade.id)) {
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upgrade.unlocked = true;
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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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/**
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* Marks as owned any equipment that was granted as a reward for defeated bosses
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* but is still unowned in the player's state.
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* @param state - The player's current game state (mutated directly).
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* @returns The number of equipment items that were marked as owned.
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*/
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const applyEquipmentUnlocks = (state: GameState): number => {
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let count = 0;
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const earnedEquipmentIds = new Set<string>();
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for (const boss of state.bosses) {
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if (boss.status !== "defeated") {
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continue;
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}
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for (const equipmentId of boss.equipmentRewards) {
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earnedEquipmentIds.add(equipmentId);
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}
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}
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for (const item of state.equipment) {
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if (!item.owned && earnedEquipmentIds.has(item.id)) {
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item.owned = true;
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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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/**
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* Unlocks any story chapters whose conditions are met by the current game state
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* but are still absent from the player's unlockedChapterIds list.
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* @param state - The player's current game state (mutated directly).
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* @returns The number of story chapters that were unlocked.
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*/
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const applyStoryUnlocks = (state: GameState): number => {
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if (state.story === undefined) {
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return 0;
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}
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let count = 0;
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const alreadyUnlocked = new Set(state.story.unlockedChapterIds);
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for (const chapter of STORY_CHAPTERS) {
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if (alreadyUnlocked.has(chapter.id)) {
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continue;
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}
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if (isStoryChapterUnlocked(chapter, state)) {
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state.story.unlockedChapterIds.push(chapter.id);
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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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/**
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/**
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* Makes available any exploration areas whose parent zone is now unlocked.
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* Makes available any exploration areas whose parent zone is now unlocked.
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* @param state - The player's current game state (mutated directly).
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* @param state - The player's current game state (mutated directly).
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@@ -334,8 +441,11 @@ const applyForceUnlocks = (
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): {
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): {
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adventurersUnlocked: number;
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adventurersUnlocked: number;
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bossesUnlocked: number;
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bossesUnlocked: number;
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equipmentUnlocked: number;
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explorationUnlocked: number;
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explorationUnlocked: number;
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questsUnlocked: number;
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questsUnlocked: number;
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storyUnlocked: number;
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upgradesUnlocked: number;
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zonesUnlocked: number;
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zonesUnlocked: number;
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} => {
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} => {
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const zonesUnlocked = applyZoneUnlocks(state);
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const zonesUnlocked = applyZoneUnlocks(state);
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@@ -343,11 +453,17 @@ const applyForceUnlocks = (
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const bossesUnlocked = applyBossUnlocks(state);
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const bossesUnlocked = applyBossUnlocks(state);
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const explorationUnlocked = applyExplorationUnlocks(state);
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const explorationUnlocked = applyExplorationUnlocks(state);
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const adventurersUnlocked = applyAdventurerUnlocks(state);
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const adventurersUnlocked = applyAdventurerUnlocks(state);
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const upgradesUnlocked = applyUpgradeUnlocks(state);
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const equipmentUnlocked = applyEquipmentUnlocks(state);
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const storyUnlocked = applyStoryUnlocks(state);
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return {
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return {
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adventurersUnlocked,
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adventurersUnlocked,
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bossesUnlocked,
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bossesUnlocked,
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equipmentUnlocked,
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explorationUnlocked,
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explorationUnlocked,
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questsUnlocked,
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questsUnlocked,
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storyUnlocked,
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upgradesUnlocked,
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zonesUnlocked,
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zonesUnlocked,
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};
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};
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};
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};
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@@ -372,8 +488,11 @@ debugRouter.post("/force-unlocks", async(context) => {
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const {
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const {
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adventurersUnlocked,
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adventurersUnlocked,
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bossesUnlocked,
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bossesUnlocked,
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equipmentUnlocked,
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explorationUnlocked,
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explorationUnlocked,
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questsUnlocked,
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questsUnlocked,
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storyUnlocked,
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upgradesUnlocked,
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zonesUnlocked,
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zonesUnlocked,
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} = applyForceUnlocks(state);
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} = applyForceUnlocks(state);
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@@ -393,10 +512,13 @@ debugRouter.post("/force-unlocks", async(context) => {
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return context.json({
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return context.json({
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adventurersUnlocked,
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adventurersUnlocked,
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bossesUnlocked,
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bossesUnlocked,
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equipmentUnlocked,
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explorationUnlocked,
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explorationUnlocked,
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questsUnlocked,
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questsUnlocked,
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signature,
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signature,
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state,
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state,
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storyUnlocked,
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upgradesUnlocked,
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zonesUnlocked,
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zonesUnlocked,
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});
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});
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} catch (error) {
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} catch (error) {
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@@ -12,6 +12,49 @@ import { ConfirmationModal } from "../ui/confirmationModal.js";
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type ActiveModal = "force-unlocks" | "hard-reset" | null;
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type ActiveModal = "force-unlocks" | "hard-reset" | null;
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interface ForceUnlocksResult {
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adventurersUnlocked: number;
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bossesUnlocked: number;
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equipmentUnlocked: number;
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explorationUnlocked: number;
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questsUnlocked: number;
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storyUnlocked: number;
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upgradesUnlocked: number;
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zonesUnlocked: number;
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}
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/**
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* Builds a human-readable summary of what the force-unlock operation corrected.
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* @param result - The counts returned by the force-unlock operation.
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* @returns A message string describing what was fixed, or a confirmation that nothing needed fixing.
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*/
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const buildForceUnlocksMessage = (result: ForceUnlocksResult): string => {
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const entries: Array<[ number, string ]> = [
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[ result.zonesUnlocked, "zone(s)" ],
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[ result.questsUnlocked, "quest(s)" ],
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[ result.bossesUnlocked, "boss(es)" ],
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[ result.explorationUnlocked, "exploration area(s)" ],
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[ result.adventurersUnlocked, "adventurer tier(s)" ],
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[ result.upgradesUnlocked, "upgrade(s)" ],
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[ result.equipmentUnlocked, "equipment item(s)" ],
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[ result.storyUnlocked, "story chapter(s)" ],
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];
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const parts = entries.
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filter(([ count ]) => {
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return count > 0;
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}).
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map(([ count, label ]) => {
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return `${String(count)} ${label}`;
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});
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if (parts.length === 0) {
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return "Everything looks correct — no missing unlocks were found.";
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}
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const total = entries.reduce((sum, [ count ]) => {
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return sum + count;
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}, 0);
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return `Fixed ${String(total)} unlock(s): ${parts.join(", ")}.`;
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};
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/**
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/**
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* Renders the debug panel with tools for fixing stuck game state.
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* Renders the debug panel with tools for fixing stuck game state.
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* @returns The JSX element.
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* @returns The JSX element.
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@@ -38,33 +81,7 @@ const DebugPanel = (): JSX.Element => {
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setActiveModal(null);
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setActiveModal(null);
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void (async(): Promise<void> => {
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void (async(): Promise<void> => {
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const result = await forceUnlocks();
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const result = await forceUnlocks();
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const parts: Array<string> = [];
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setForceUnlocksResult(buildForceUnlocksMessage(result));
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if (result.zonesUnlocked > 0) {
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parts.push(`${String(result.zonesUnlocked)} zone(s)`);
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}
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if (result.questsUnlocked > 0) {
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parts.push(`${String(result.questsUnlocked)} quest(s)`);
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}
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if (result.bossesUnlocked > 0) {
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parts.push(`${String(result.bossesUnlocked)} boss(es)`);
|
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}
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if (result.explorationUnlocked > 0) {
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parts.push(`${String(result.explorationUnlocked)} exploration area(s)`);
|
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}
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if (result.adventurersUnlocked > 0) {
|
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parts.push(`${String(result.adventurersUnlocked)} adventurer tier(s)`);
|
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}
|
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const total
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= result.zonesUnlocked
|
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+ result.questsUnlocked
|
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+ result.bossesUnlocked
|
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+ result.explorationUnlocked
|
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+ result.adventurersUnlocked;
|
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const message
|
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= parts.length === 0
|
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? "Everything looks correct — no missing unlocks were found."
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: `Fixed ${String(total)} unlock(s): ${parts.join(", ")}.`;
|
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setForceUnlocksResult(message);
|
|
||||||
})();
|
})();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -560,8 +560,11 @@ interface GameContextValue {
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|||||||
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;
|
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zonesUnlocked: number;
|
zonesUnlocked: number;
|
||||||
}>;
|
}>;
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|
|
||||||
@@ -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,
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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.
|
||||||
*/
|
*/
|
||||||
|
|||||||
Reference in New Issue
Block a user