add game tracker with owned pokemon data and call of duty mastery
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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:
149
src/lib/game-tracker/mastery.ts
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149
src/lib/game-tracker/mastery.ts
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// Camo mastery for checklist games. Users tick per-weapon milestones (max level,
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// Gold, …); class tiers (Diamond) and overall tiers (Dark Matter) are derived.
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// Post-launch weapons never gate a tier. They earn an achieved tier once their
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// own base milestone is done, as DLC weapons do in Black Ops III and WWII.
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export type Milestone = {
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key: string;
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label: string;
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description?: string;
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// limit to these weapon classes; every class when omitted
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classes?: string[];
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exceptWeapons?: string[];
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postLaunchOnly?: boolean;
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};
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export type Tier = {
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key: string;
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label: string;
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scope: 'class' | 'all';
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// a milestone key, or for `all` tiers also a class tier key
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requires: string;
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description?: string;
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classes?: string[];
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// class tiers only: the classes whose weapons a class depends on
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classRequirements?: Record<string, string[]>;
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};
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export type MasteryRules = {
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milestones: Milestone[];
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tiers: Tier[];
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classes: string[];
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steamApps: { id: number; label: string }[];
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};
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export type Weapon = { id: number; name: string; category: string; postLaunch: boolean };
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export type Count = { value: number; total: number; achieved: boolean };
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export function appliesTo(milestone: Milestone, weapon: Weapon): boolean {
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if (milestone.postLaunchOnly && !weapon.postLaunch) return false;
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if (milestone.classes && !milestone.classes.includes(weapon.category)) return false;
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return !milestone.exceptWeapons?.includes(weapon.name);
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}
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function count(value: number, total: number): Count {
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return { value, total, achieved: total > 0 && value === total };
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}
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export function computeMastery(
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rules: MasteryRules,
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weapons: readonly Weapon[],
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isDone: (weaponId: number, milestone: string) => boolean
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) {
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const milestones = new Map(rules.milestones.map((milestone) => [milestone.key, milestone]));
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const tiers = new Map(rules.tiers.map((tier) => [tier.key, tier]));
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const counted = (key: string, classes: readonly string[]) => {
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const milestone = milestones.get(key);
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return weapons.filter(
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(weapon) =>
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milestone &&
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!weapon.postLaunch &&
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classes.includes(weapon.category) &&
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appliesTo(milestone, weapon)
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);
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};
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const done = (list: readonly Weapon[], key: string) =>
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list.filter((weapon) => isDone(weapon.id, key)).length;
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const classTiers = new Map<string, Map<string, Count>>();
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for (const tier of rules.tiers) {
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if (tier.scope !== 'class') continue;
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const perClass = new Map<string, Count>();
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for (const name of tier.classes ?? rules.classes) {
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const members = counted(tier.requires, tier.classRequirements?.[name] ?? [name]);
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if (members.length) perClass.set(name, count(done(members, tier.requires), members.length));
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}
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classTiers.set(tier.key, perClass);
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}
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const allTiers = new Map<string, Count>();
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for (const tier of rules.tiers) {
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if (tier.scope !== 'all') continue;
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const perClass = classTiers.get(tier.requires);
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if (perClass) {
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const classes = [...perClass].filter(
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([name]) => !tier.classes || tier.classes.includes(name)
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);
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allTiers.set(
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tier.key,
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count(classes.filter(([, value]) => value.achieved).length, classes.length)
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);
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} else {
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const members = counted(tier.requires, tier.classes ?? rules.classes);
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allTiers.set(tier.key, count(done(members, tier.requires), members.length));
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}
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}
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// the per-weapon milestone at the bottom of a tier chain, e.g. darkMatter → diamond → gold
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const baseMilestone = (key: string): string => {
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const tier = tiers.get(key);
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return tier ? baseMilestone(tier.requires) : key;
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};
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function weaponTiers(weapon: Weapon): Tier[] {
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return rules.tiers.filter((tier) => {
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const base = baseMilestone(tier.key);
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const milestone = milestones.get(base);
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if (!milestone || !appliesTo(milestone, weapon)) return false;
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const achieved =
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tier.scope === 'class'
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? classTiers.get(tier.key)?.get(weapon.category)?.achieved
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: allTiers.get(tier.key)?.achieved &&
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(!tier.classes || tier.classes.includes(weapon.category));
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return !!achieved && (!weapon.postLaunch || isDone(weapon.id, base));
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});
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}
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return { classTiers, allTiers, weaponTiers };
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}
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export function summarizeGame(
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rules: MasteryRules,
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weapons: readonly Weapon[],
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achievementIds: readonly number[],
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isDone: (itemId: number, milestone: string) => boolean
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) {
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const mastery = computeMastery(rules, weapons, isDone);
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return {
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achievements: count(
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achievementIds.filter((id) => isDone(id, 'done')).length,
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achievementIds.length
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),
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milestones: rules.milestones.map((milestone) => {
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const list = weapons.filter((weapon) => appliesTo(milestone, weapon));
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return {
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...milestone,
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...count(list.filter((weapon) => isDone(weapon.id, milestone.key)).length, list.length)
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};
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}),
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tiers: rules.tiers.map((tier) => {
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if (tier.scope === 'all') return { ...tier, ...mastery.allTiers.get(tier.key)! };
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const perClass = [...(mastery.classTiers.get(tier.key)?.values() ?? [])];
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return {
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...tier,
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...count(perClass.filter((value) => value.achieved).length, perClass.length)
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};
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}),
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mastery
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};
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}
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