add game tracker with owned pokemon data and call of duty mastery
All checks were successful
Test and deploy staging / staging (push) Successful in 18s
All checks were successful
Test and deploy staging / staging (push) Successful in 18s
Fold catchemall into /projects/game-tracker (old URL redirects) and add Call of Duty tracking for Black Ops through WWII. - Pokémon catalog is now owned: locations, encounters and per-game evolution methods are built from the pinned PokéAPI snapshot and seeded. - Pokémon you can evolve or breed in a game count as obtainable; mythicals without another route are marked event-only. - Detail dialog with evolution chain and where to find it, location pages with admin notes and pictures, and admin corrections that survive reseeds. - Call of Duty weapons, milestones and Steam achievements per game, with derived Diamond / Dark Matter / Solar / Black Sky / Chrome tiers. - New migration (db:migrate:game-tracker), seeds (db:seed, db:seed:cod) and deploy preflight checks for them. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
183
src/lib/game-tracker/mastery.test.ts
Normal file
183
src/lib/game-tracker/mastery.test.ts
Normal file
@@ -0,0 +1,183 @@
|
||||
import { readFileSync } from 'node:fs';
|
||||
import { describe, expect, it } from 'vitest';
|
||||
import { computeMastery, summarizeGame, type MasteryRules, type Weapon } from './mastery';
|
||||
|
||||
const rules: MasteryRules = {
|
||||
steamApps: [],
|
||||
classes: ['Rifles', 'Pistols', 'Melee'],
|
||||
milestones: [
|
||||
{ key: 'maxLevel', label: 'max level', classes: ['Rifles', 'Pistols'] },
|
||||
{ key: 'gold', label: 'Gold' }
|
||||
],
|
||||
tiers: [
|
||||
{ key: 'diamond', label: 'Diamond', scope: 'class', requires: 'gold' },
|
||||
{ key: 'darkMatter', label: 'Dark Matter', scope: 'all', requires: 'diamond' }
|
||||
]
|
||||
};
|
||||
const weapons: Weapon[] = [
|
||||
{ id: 1, name: 'A', category: 'Rifles', postLaunch: false },
|
||||
{ id: 2, name: 'B', category: 'Rifles', postLaunch: false },
|
||||
{ id: 3, name: 'DLC', category: 'Rifles', postLaunch: true },
|
||||
{ id: 4, name: 'P', category: 'Pistols', postLaunch: false },
|
||||
{ id: 5, name: 'Knife', category: 'Melee', postLaunch: false }
|
||||
];
|
||||
const doneWith = (pairs: [number, string][]) => {
|
||||
const set = new Set(pairs.map(([id, key]) => `${id}:${key}`));
|
||||
return (id: number, key: string) => set.has(`${id}:${key}`);
|
||||
};
|
||||
const labels = (tiers: { key: string }[]) => tiers.map((tier) => tier.key);
|
||||
|
||||
describe('camo mastery', () => {
|
||||
it('awards a class tier once every base weapon in the class has the milestone', () => {
|
||||
const mastery = computeMastery(
|
||||
rules,
|
||||
weapons,
|
||||
doneWith([
|
||||
[1, 'gold'],
|
||||
[2, 'gold']
|
||||
])
|
||||
);
|
||||
expect(mastery.classTiers.get('diamond')?.get('Rifles')).toEqual({
|
||||
value: 2,
|
||||
total: 2,
|
||||
achieved: true
|
||||
});
|
||||
expect(mastery.classTiers.get('diamond')?.get('Pistols')?.achieved).toBe(false);
|
||||
expect(labels(mastery.weaponTiers(weapons[0]))).toEqual(['diamond']);
|
||||
// post-launch weapons don't gate the tier and only earn it with their own Gold
|
||||
expect(labels(mastery.weaponTiers(weapons[2]))).toEqual([]);
|
||||
expect(mastery.allTiers.get('darkMatter')).toEqual({ value: 1, total: 3, achieved: false });
|
||||
});
|
||||
|
||||
it('derives the overall tier from every class tier', () => {
|
||||
const mastery = computeMastery(
|
||||
rules,
|
||||
weapons,
|
||||
doneWith([
|
||||
[1, 'gold'],
|
||||
[2, 'gold'],
|
||||
[3, 'gold'],
|
||||
[4, 'gold'],
|
||||
[5, 'gold']
|
||||
])
|
||||
);
|
||||
expect(mastery.allTiers.get('darkMatter')?.achieved).toBe(true);
|
||||
expect(labels(mastery.weaponTiers(weapons[2]))).toEqual(['diamond', 'darkMatter']);
|
||||
expect(labels(mastery.weaponTiers(weapons[4]))).toEqual(['diamond', 'darkMatter']);
|
||||
});
|
||||
|
||||
it('supports classes that depend on other classes and overall tiers on a subset', () => {
|
||||
const custom: MasteryRules = {
|
||||
...rules,
|
||||
tiers: [
|
||||
{
|
||||
key: 'diamond',
|
||||
label: 'Diamond',
|
||||
scope: 'class',
|
||||
requires: 'gold',
|
||||
classRequirements: { Melee: ['Pistols', 'Melee'] }
|
||||
},
|
||||
{
|
||||
key: 'solar',
|
||||
label: 'Solar',
|
||||
scope: 'all',
|
||||
requires: 'diamond',
|
||||
classes: ['Rifles', 'Melee']
|
||||
}
|
||||
]
|
||||
};
|
||||
const mastery = computeMastery(
|
||||
custom,
|
||||
weapons,
|
||||
doneWith([
|
||||
[1, 'gold'],
|
||||
[2, 'gold'],
|
||||
[5, 'gold']
|
||||
])
|
||||
);
|
||||
expect(mastery.classTiers.get('diamond')?.get('Melee')).toEqual({
|
||||
value: 1,
|
||||
total: 2,
|
||||
achieved: false
|
||||
});
|
||||
expect(mastery.allTiers.get('solar')).toEqual({ value: 1, total: 2, achieved: false });
|
||||
});
|
||||
|
||||
it('summarizes milestones only for the weapons they apply to', () => {
|
||||
const summary = summarizeGame(
|
||||
rules,
|
||||
weapons,
|
||||
[10, 11],
|
||||
doneWith([
|
||||
[10, 'done'],
|
||||
[1, 'maxLevel']
|
||||
])
|
||||
);
|
||||
expect(summary.achievements).toEqual({ value: 1, total: 2, achieved: false });
|
||||
expect(summary.milestones.map(({ key, value, total }) => [key, value, total])).toEqual([
|
||||
['maxLevel', 1, 4],
|
||||
['gold', 0, 5]
|
||||
]);
|
||||
expect(summary.tiers.map(({ key, total }) => [key, total])).toEqual([
|
||||
['diamond', 3],
|
||||
['darkMatter', 3]
|
||||
]);
|
||||
});
|
||||
});
|
||||
|
||||
describe('Call of Duty catalog', () => {
|
||||
const catalog = JSON.parse(readFileSync('data/call-of-duty.json', 'utf8')) as {
|
||||
games: {
|
||||
slug: string;
|
||||
milestones: MasteryRules['milestones'];
|
||||
tiers: MasteryRules['tiers'];
|
||||
classes: { name: string; weapons: string[]; postLaunch?: string[] }[];
|
||||
achievements: { key: string; name: string }[];
|
||||
}[];
|
||||
};
|
||||
|
||||
it('covers the tracked games with unique weapons and achievements', () => {
|
||||
expect(catalog.games.map((game) => game.slug)).toEqual([
|
||||
'black-ops',
|
||||
'black-ops-2',
|
||||
'ghosts',
|
||||
'advanced-warfare',
|
||||
'black-ops-3',
|
||||
'infinite-warfare',
|
||||
'wwii'
|
||||
]);
|
||||
for (const game of catalog.games) {
|
||||
const names = game.classes.flatMap((c) => [...c.weapons, ...(c.postLaunch ?? [])]);
|
||||
const perClass = game.classes.map((c) => c.name);
|
||||
expect(new Set(perClass).size).toBe(perClass.length);
|
||||
for (const c of game.classes)
|
||||
expect(new Set([...c.weapons, ...(c.postLaunch ?? [])]).size).toBe(
|
||||
c.weapons.length + (c.postLaunch?.length ?? 0)
|
||||
);
|
||||
expect(names.length).toBeGreaterThan(20);
|
||||
// weapon progress is keyed by the slug of its name (scripts/seed-cod-catalog.ts)
|
||||
const keys = names.map((name) => name.toLowerCase().replace(/[^a-z0-9]+/g, '-'));
|
||||
expect(new Set(keys).size, game.slug).toBe(names.length);
|
||||
expect(game.achievements.length).toBeGreaterThan(30);
|
||||
expect(new Set(game.achievements.map((a) => a.key)).size).toBe(game.achievements.length);
|
||||
}
|
||||
});
|
||||
|
||||
it('only references known classes and milestones in mastery rules', () => {
|
||||
for (const game of catalog.games) {
|
||||
const classes = new Set(game.classes.map((c) => c.name));
|
||||
const milestones = new Set(game.milestones.map((m) => m.key));
|
||||
const tiers = new Set(game.tiers.map((t) => t.key));
|
||||
for (const milestone of game.milestones)
|
||||
for (const name of milestone.classes ?? []) expect(classes, name).toContain(name);
|
||||
for (const tier of game.tiers) {
|
||||
expect(milestones.has(tier.requires) || tiers.has(tier.requires), tier.key).toBe(true);
|
||||
for (const name of [
|
||||
...(tier.classes ?? []),
|
||||
...Object.values(tier.classRequirements ?? {}).flat()
|
||||
])
|
||||
expect(classes, name).toContain(name);
|
||||
}
|
||||
}
|
||||
});
|
||||
});
|
||||
149
src/lib/game-tracker/mastery.ts
Normal file
149
src/lib/game-tracker/mastery.ts
Normal file
@@ -0,0 +1,149 @@
|
||||
// Camo mastery for checklist games. Users tick per-weapon milestones (max level,
|
||||
// Gold, …); class tiers (Diamond) and overall tiers (Dark Matter) are derived.
|
||||
// Post-launch weapons never gate a tier. They earn an achieved tier once their
|
||||
// own base milestone is done, as DLC weapons do in Black Ops III and WWII.
|
||||
|
||||
export type Milestone = {
|
||||
key: string;
|
||||
label: string;
|
||||
description?: string;
|
||||
// limit to these weapon classes; every class when omitted
|
||||
classes?: string[];
|
||||
exceptWeapons?: string[];
|
||||
postLaunchOnly?: boolean;
|
||||
};
|
||||
|
||||
export type Tier = {
|
||||
key: string;
|
||||
label: string;
|
||||
scope: 'class' | 'all';
|
||||
// a milestone key, or for `all` tiers also a class tier key
|
||||
requires: string;
|
||||
description?: string;
|
||||
classes?: string[];
|
||||
// class tiers only: the classes whose weapons a class depends on
|
||||
classRequirements?: Record<string, string[]>;
|
||||
};
|
||||
|
||||
export type MasteryRules = {
|
||||
milestones: Milestone[];
|
||||
tiers: Tier[];
|
||||
classes: string[];
|
||||
steamApps: { id: number; label: string }[];
|
||||
};
|
||||
|
||||
export type Weapon = { id: number; name: string; category: string; postLaunch: boolean };
|
||||
export type Count = { value: number; total: number; achieved: boolean };
|
||||
|
||||
export function appliesTo(milestone: Milestone, weapon: Weapon): boolean {
|
||||
if (milestone.postLaunchOnly && !weapon.postLaunch) return false;
|
||||
if (milestone.classes && !milestone.classes.includes(weapon.category)) return false;
|
||||
return !milestone.exceptWeapons?.includes(weapon.name);
|
||||
}
|
||||
|
||||
function count(value: number, total: number): Count {
|
||||
return { value, total, achieved: total > 0 && value === total };
|
||||
}
|
||||
|
||||
export function computeMastery(
|
||||
rules: MasteryRules,
|
||||
weapons: readonly Weapon[],
|
||||
isDone: (weaponId: number, milestone: string) => boolean
|
||||
) {
|
||||
const milestones = new Map(rules.milestones.map((milestone) => [milestone.key, milestone]));
|
||||
const tiers = new Map(rules.tiers.map((tier) => [tier.key, tier]));
|
||||
const counted = (key: string, classes: readonly string[]) => {
|
||||
const milestone = milestones.get(key);
|
||||
return weapons.filter(
|
||||
(weapon) =>
|
||||
milestone &&
|
||||
!weapon.postLaunch &&
|
||||
classes.includes(weapon.category) &&
|
||||
appliesTo(milestone, weapon)
|
||||
);
|
||||
};
|
||||
const done = (list: readonly Weapon[], key: string) =>
|
||||
list.filter((weapon) => isDone(weapon.id, key)).length;
|
||||
|
||||
const classTiers = new Map<string, Map<string, Count>>();
|
||||
for (const tier of rules.tiers) {
|
||||
if (tier.scope !== 'class') continue;
|
||||
const perClass = new Map<string, Count>();
|
||||
for (const name of tier.classes ?? rules.classes) {
|
||||
const members = counted(tier.requires, tier.classRequirements?.[name] ?? [name]);
|
||||
if (members.length) perClass.set(name, count(done(members, tier.requires), members.length));
|
||||
}
|
||||
classTiers.set(tier.key, perClass);
|
||||
}
|
||||
|
||||
const allTiers = new Map<string, Count>();
|
||||
for (const tier of rules.tiers) {
|
||||
if (tier.scope !== 'all') continue;
|
||||
const perClass = classTiers.get(tier.requires);
|
||||
if (perClass) {
|
||||
const classes = [...perClass].filter(
|
||||
([name]) => !tier.classes || tier.classes.includes(name)
|
||||
);
|
||||
allTiers.set(
|
||||
tier.key,
|
||||
count(classes.filter(([, value]) => value.achieved).length, classes.length)
|
||||
);
|
||||
} else {
|
||||
const members = counted(tier.requires, tier.classes ?? rules.classes);
|
||||
allTiers.set(tier.key, count(done(members, tier.requires), members.length));
|
||||
}
|
||||
}
|
||||
|
||||
// the per-weapon milestone at the bottom of a tier chain, e.g. darkMatter → diamond → gold
|
||||
const baseMilestone = (key: string): string => {
|
||||
const tier = tiers.get(key);
|
||||
return tier ? baseMilestone(tier.requires) : key;
|
||||
};
|
||||
|
||||
function weaponTiers(weapon: Weapon): Tier[] {
|
||||
return rules.tiers.filter((tier) => {
|
||||
const base = baseMilestone(tier.key);
|
||||
const milestone = milestones.get(base);
|
||||
if (!milestone || !appliesTo(milestone, weapon)) return false;
|
||||
const achieved =
|
||||
tier.scope === 'class'
|
||||
? classTiers.get(tier.key)?.get(weapon.category)?.achieved
|
||||
: allTiers.get(tier.key)?.achieved &&
|
||||
(!tier.classes || tier.classes.includes(weapon.category));
|
||||
return !!achieved && (!weapon.postLaunch || isDone(weapon.id, base));
|
||||
});
|
||||
}
|
||||
|
||||
return { classTiers, allTiers, weaponTiers };
|
||||
}
|
||||
|
||||
export function summarizeGame(
|
||||
rules: MasteryRules,
|
||||
weapons: readonly Weapon[],
|
||||
achievementIds: readonly number[],
|
||||
isDone: (itemId: number, milestone: string) => boolean
|
||||
) {
|
||||
const mastery = computeMastery(rules, weapons, isDone);
|
||||
return {
|
||||
achievements: count(
|
||||
achievementIds.filter((id) => isDone(id, 'done')).length,
|
||||
achievementIds.length
|
||||
),
|
||||
milestones: rules.milestones.map((milestone) => {
|
||||
const list = weapons.filter((weapon) => appliesTo(milestone, weapon));
|
||||
return {
|
||||
...milestone,
|
||||
...count(list.filter((weapon) => isDone(weapon.id, milestone.key)).length, list.length)
|
||||
};
|
||||
}),
|
||||
tiers: rules.tiers.map((tier) => {
|
||||
if (tier.scope === 'all') return { ...tier, ...mastery.allTiers.get(tier.key)! };
|
||||
const perClass = [...(mastery.classTiers.get(tier.key)?.values() ?? [])];
|
||||
return {
|
||||
...tier,
|
||||
...count(perClass.filter((value) => value.achieved).length, perClass.length)
|
||||
};
|
||||
}),
|
||||
mastery
|
||||
};
|
||||
}
|
||||
Reference in New Issue
Block a user