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https://github.com/djdevin/recflare.git
synced 2026-09-08 06:31:27 -07:00
[econ] tweak progression slope
This commit is contained in:
@@ -311,8 +311,9 @@ describe('public endpoints', () => {
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})
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test('progression reads back the XP game rewards banked, levelled up', async () => {
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// What `econ` writes when a game reward is claimed — the two workers share the table.
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// 25 XP from level 1 pays the 10 to reach 2 and the 10 to reach 3, leaving 5.
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// The two workers share this table; `econ` writes it when a game reward is claimed (5 XP
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// at a time). Granted in one lump here to exercise a multi-level climb: 25 XP from level
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// 1 pays the 10 to reach 2 and the 10 to reach 3, leaving 5.
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expect(await addXp(env.DB, 4242, 25)).toEqual({
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progression: { PlayerId: 4242, Level: 3, XP: 5 },
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levelsGained: 2,
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+16
-13
@@ -46,7 +46,7 @@ missing/invalid). `~` = optional auth: served to anyone, personalised for a vali
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| GET | `/api/challenge/v2/getCurrent` | ~ | Weekly rotation + the caller's progress |
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| POST | `/api/challenge/v2/updateProgress` | ✓ | Report challenge progress |
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| GET | `/api/gamerewards/v1/pending` | | Pending game rewards (stub `[]`) |
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| POST | `/api/gamerewards/v1/request` | ✓ | Claim a game reward → 25 XP + gift box |
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| POST | `/api/gamerewards/v1/request` | ✓ | Claim a game reward → 5 XP + gift box |
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| GET | `/api/roomkeys/v1/mine` | | The player's room keys (stub `[]`) |
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| GET | `/api/roomkeys/v1/room` | | Room keys for a room (stub `[]`) |
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| POST | `/api/CampusCard/v1/UpdateAndGetSubscription` | | Subscription lookup (both null) |
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@@ -381,7 +381,7 @@ keyed by type.
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- **`giftContext` (the activity, e.g. `Soccer`) is accepted and ignored** — the cooldown is
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per type, shared across activities, so it is not part of the key.
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**What a claim pays: 25 XP, in a gift box.** The XP (`GAME_REWARD_XP`) is banked in
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**What a claim pays: 5 XP, in a gift box.** The XP (`GAME_REWARD_XP`) is banked in
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`progression` and the box is the wrapper the client shows for it — no item, every item field
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empty, `GiftContext` 50 (`GameRewards`). The box wears the `Message` the client posted
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(`First Game of the Day`), and a `GiftPackageReceivedImmediate` frame goes out with it, the
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@@ -391,6 +391,9 @@ failure can't leave a box promising XP nobody was credited.
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- **One flat amount for every reward type**, matching the one flat cooldown they share.
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Pricing `FirstActivityOfDay` differently from `PostGameActivity` is a map keyed by type,
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the same shape the per-type cooldown would take.
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- **Deliberately smaller than a level.** The first level costs 10 XP, so a single action
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can't be a level-up — it takes two rewards to reach level 2, and the early levels are paced
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by the hourly cooldown rather than cleared in one match.
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- **The response stays `[]`.** It's what the client already accepts, and the reward is
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delivered as a box, so there's nothing to put in the body. The reference answers its own
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(different) flow with `{ error, success, value: null }`, not a list of rewards.
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@@ -404,9 +407,9 @@ inserts.
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**Levelling spends the XP.** `xp` is progress into the current level, not a lifetime total:
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`addXp` adds the grant, then walks the ladder in `LEVEL_REQUIRED_XP`, subtracting each
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level's cost while it's covered. One 25 XP reward takes a fresh player from level 1 to level
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**3** with 5 XP over (10 + 10 spent), because the early tiers are cheap — the ladder steps
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10 → 20 → 45 → 115 → 360 → 1080 every ten levels and stops at 50.
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level's cost while it's covered — so a big enough grant can cross several levels at once.
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The ladder steps 10 → 20 → 45 → 115 → 360 → 1080 every ten levels and stops at 50, so the
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first level costs 10 XP and the last costs a hundred times that.
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That table is copied from the `LevelProgressionMaps` the client is served in
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`apps/api/static/api-config-v2.json`, and **both sides have to agree** or the bar fills to a
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@@ -429,9 +432,10 @@ costs are easy to edit one at a time and hard to eyeball as a curve.
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| 40 – 49 | 4-Star Clothing (rarity 30) |
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| 50 | 5-Star Clothing (rarity 50) — the only one |
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**One reward per level crossed**, so the 25 XP that takes a fresh player from 1 to 3 hands
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over three boxes: the XP reward itself, 2-Star Clothing for level 2, and a consumable for
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level 3. Each arrives as a gift box announced like any other (`Level 3!`).
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**One reward per level crossed** — a grant spanning several levels pays each of them. In
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practice a 5 XP game reward crosses at most one, so the second reward a fresh player claims
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hands over two boxes: the XP reward itself and the 2-Star Clothing for reaching level 2. Each
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arrives as a gift box announced like any other (`Level 2!`).
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- **"Clothing" is why the roll passes `avatarItemsOnly`** — the prize has to be something the
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player can wear and be seen in, never an equipment skin for a weapon they may not own.
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@@ -487,9 +491,8 @@ Add a storefront by dropping a new `sfN.json` in `static/storefronts` — no cod
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- Consumables are granted and listed but never spent by gameplay, so `Count` only grows.
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- Several routes (room keys, wishlist, equipment, room consumables/currencies) are
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empty-list stubs pending their own stores.
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- Game rewards pay a flat 25 XP; there is no daily XP cap beyond the hourly cooldown (the
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- Game rewards pay a flat 5 XP; there is no daily XP cap beyond the hourly cooldown (the
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reference caps activity XP per day in `daily_xp_ledgers`).
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- The weekly-challenge gift is granted but not announced: the box appears in the gifts list
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with no `GiftPackageReceived` notification, so the player sees it the next time the client
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reads that list rather than the moment they finish the set. Same gap as gifting to another
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player, and the same reason — the frame's payload shape hasn't been captured.
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- The level-reward table and the served config's `GiftRarity` disagree in places (see the
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level section); we grant from the table and leave the config as captured, so a client that
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previews an upcoming reward would preview the config's answer, not ours.
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@@ -708,8 +708,12 @@ async function grantGiftDrop(
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* XP paid for a claimed game reward. One flat amount for every reward type, matching the
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* one flat cooldown they share — "First Game of the Day" and "Activity completed!" are the
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* same size of pat on the back until there's reason to price them apart.
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*
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* Deliberately smaller than the 10 XP the first level costs: a single action shouldn't be a
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* level-up, let alone two of them. At 5 it takes two rewards to reach level 2, and the early
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* levels are paced by the hourly cooldown rather than cleared in one match.
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*/
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const GAME_REWARD_XP = 25
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const GAME_REWARD_XP = 5
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/**
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* `GiftContext.GameRewards` — what the box says it came from, so the client files it under
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@@ -769,9 +773,9 @@ function toLevelUpDrop(rarity: number): StoreGiftDrop {
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/**
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* Hand over the rewards a run of level-ups earned — ONE PER LEVEL crossed, since the
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* published table names a reward for every level and a single grant can cross several (25 XP
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* takes a fresh player from 1 to 3, so two rewards). Each arrives as a gift box, announced
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* like any other unasked-for gift.
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* published table names a reward for every level and a single grant can cross several (a
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* large enough grant could clear the first three levels at 10 XP each). Each arrives as a
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* gift box, announced like any other unasked-for gift.
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*
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* Which reward is per level, not per tier: the early levels pay CONSUMABLES and the rest pay
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* clothing at a rising star rating. The catalog is read once and shared across the boxes.
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@@ -1765,6 +1765,13 @@ describe('econ endpoints', () => {
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},
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body,
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})
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/** Age the cooldown so the next ask is eligible again. */
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const passAnHour = () =>
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env.DB.prepare(
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"UPDATE reward_status SET granted_at = ?1 WHERE account_id = 82 AND reward_type = 'FirstActivityOfDay'"
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)
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.bind(new Date(Date.now() - 61 * 60 * 1000).toISOString())
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.run()
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await drainFrames()
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expect((await getProgression(env.DB, 82)).XP).toBe(0)
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@@ -1772,83 +1779,93 @@ describe('econ endpoints', () => {
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expect(res.status).toBe(200)
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expect(await res.json()).toEqual([])
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// The XP is banked and spent on levels: 25 pays the 10 to reach level 2 and the 10 to
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// reach 3, leaving 5 as progress into the next.
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expect(await getProgression(env.DB, 82)).toEqual({ PlayerId: 82, Level: 3, XP: 5 })
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// 5 XP is deliberately less than the 10 the first level costs, so one action moves the
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// bar without levelling anyone up.
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expect(await getProgression(env.DB, 82)).toEqual({ PlayerId: 82, Level: 1, XP: 5 })
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// Three boxes: the XP reward itself, then one per level it crossed.
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const boxes = await giftBoxes('82')
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expect(boxes).toHaveLength(3)
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// The reward box carries the XP and the message the client asked to show, and nothing
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// else — a game reward is not an item.
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expect(boxes[0]).toMatchObject({
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Xp: 25,
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// One box: the XP reward itself, carrying the message the client asked to show and no
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// item — a game reward is not an item.
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const first = await giftBoxes('82')
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expect(first).toHaveLength(1)
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expect(first[0]).toMatchObject({
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Xp: 5,
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Message: 'First Game of the Day',
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AvatarItemDesc: '',
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EquipmentModificationGuid: '',
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ConsumableItemDesc: '',
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})
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// The published table pays 2-Star Clothing for level 2 and a Consumable for level 3.
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const [clothingBox, consumableBox] = boxes.slice(1)
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expect(boxes.slice(1).map((b) => b.Message)).toEqual(['Level 2!', 'Level 3!'])
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// The box, then the bar — no level-up box, since no level was crossed.
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const frames = await drainFrames()
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expect(frames.map((f) => f.notificationType)).toEqual([
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NotificationType.GiftPackageReceivedImmediate,
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NotificationType.PlayerProgressionLevelUpdate,
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])
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expect(frames[0]?.accountId).toBe(82)
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expect(frames[0]?.payload).toMatchObject({
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Id: first[0]?.Id,
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FromPlayerId: 1,
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Xp: 5,
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// GiftContext.GameRewards — the box came from gameplay, not a purchase.
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GiftContext: 50,
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Message: 'First Game of the Day',
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})
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expect(frames[1]?.payload).toEqual({ PlayerId: 82, Level: 1, XP: 5 })
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// Clothing is an AVATAR ITEM — never an equipment skin, which is what the avatar-only
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// roll is for — at the star tier the table names (2-Star = rarity 10).
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// An on-cooldown ask pays nothing: no more boxes, no frames, no more XP.
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expect((await request('rewardType=FirstActivityOfDay&Message=again')).status).toBe(200)
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expect(await getProgression(env.DB, 82)).toEqual({ PlayerId: 82, Level: 1, XP: 5 })
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expect(await giftBoxes('82')).toHaveLength(1)
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expect(await drainFrames()).toEqual([])
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// A SECOND reward completes the 10 XP level 1 costs — two actions per early level, which
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// is the pacing the smaller grant buys.
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await passAnHour()
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expect((await request('rewardType=FirstActivityOfDay&Message=Second')).status).toBe(200)
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expect(await getProgression(env.DB, 82)).toEqual({ PlayerId: 82, Level: 2, XP: 0 })
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// …and level 2 pays 2-Star Clothing per the published table: an AVATAR ITEM, never an
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// equipment skin, which is what the avatar-only roll is for.
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const afterLevel2 = await giftBoxes('82')
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expect(afterLevel2).toHaveLength(3)
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const clothingBox = afterLevel2[2]
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expect(clothingBox?.Message).toBe('Level 2!')
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expect(clothingBox?.AvatarItemDesc).not.toBe('')
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expect(clothingBox?.EquipmentModificationGuid).toBe('')
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expect(clothingBox?.ConsumableItemDesc).toBe('')
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expect(clothingBox?.GiftRarity).toBe(10)
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// The consumable level rolls a consumable instead, at no particular rarity.
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expect(consumableBox?.ConsumableItemDesc).not.toBe('')
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expect(consumableBox?.AvatarItemDesc).toBe('')
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expect(consumableBox?.EquipmentModificationGuid).toBe('')
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// …and both are owned, not just pictured on an unopened box.
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const items = await exports.default.fetch(`${ORIGIN}/api/avatar/v4/items`, {
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headers: await bearer('82'),
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})
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const owned = (await items.json()) as Array<{ AvatarItemDesc: string }>
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expect(owned.map((i) => i.AvatarItemDesc)).toContain(clothingBox?.AvatarItemDesc)
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expect((await drainFrames()).map((f) => f.notificationType)).toEqual([
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NotificationType.GiftPackageReceivedImmediate,
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NotificationType.PlayerProgressionLevelUpdate,
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NotificationType.GiftPackageReceivedImmediate,
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])
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// Two more rewards reach level 3, which the table pays as a CONSUMABLE rather than
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// clothing — rolled without a rarity, since the table names none for them.
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for (const message of ['Third', 'Fourth']) {
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await passAnHour()
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expect((await request(`rewardType=FirstActivityOfDay&Message=${message}`)).status).toBe(200)
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}
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expect(await getProgression(env.DB, 82)).toEqual({ PlayerId: 82, Level: 3, XP: 0 })
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const afterLevel3 = await giftBoxes('82')
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const consumableBox = afterLevel3[afterLevel3.length - 1]
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expect(consumableBox?.Message).toBe('Level 3!')
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expect(consumableBox?.ConsumableItemDesc).not.toBe('')
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expect(consumableBox?.AvatarItemDesc).toBe('')
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expect(consumableBox?.EquipmentModificationGuid).toBe('')
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const consumables = await exports.default.fetch(`${ORIGIN}/api/consumables/v2/getUnlocked`, {
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headers: await bearer('82'),
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})
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const held = (await consumables.json()) as Array<{ ConsumableItemDesc: string }>
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expect(held.map((cons) => cons.ConsumableItemDesc)).toContain(consumableBox?.ConsumableItemDesc)
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// One frame per box, plus the progression update between them.
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const frames = await drainFrames()
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expect(frames.map((f) => f.notificationType)).toEqual([
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NotificationType.GiftPackageReceivedImmediate,
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NotificationType.PlayerProgressionLevelUpdate,
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NotificationType.GiftPackageReceivedImmediate,
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NotificationType.GiftPackageReceivedImmediate,
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])
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expect(frames[0]?.accountId).toBe(82)
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expect(frames[0]?.payload).toMatchObject({
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Id: boxes[0]?.Id,
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FromPlayerId: 1,
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Xp: 25,
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// GiftContext.GameRewards — the box came from gameplay, not a purchase.
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GiftContext: 50,
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Message: 'First Game of the Day',
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})
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// The bar moves, which is the only thing that tells the client it levelled.
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expect(frames[1]?.payload).toEqual({ PlayerId: 82, Level: 3, XP: 5 })
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expect(frames[3]?.payload).toMatchObject({
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Id: consumableBox?.Id,
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ConsumableItemDesc: consumableBox?.ConsumableItemDesc,
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Message: 'Level 3!',
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})
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// An on-cooldown ask pays nothing: no more boxes, no frames, no more XP.
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expect((await request('rewardType=FirstActivityOfDay&Message=again')).status).toBe(200)
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expect(await getProgression(env.DB, 82)).toEqual({ PlayerId: 82, Level: 3, XP: 5 })
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expect(await giftBoxes('82')).toHaveLength(3)
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expect(await drainFrames()).toEqual([])
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})
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test('POST /api/gamerewards/v1/request is 401 without a token, and ignores a typeless ask', async () => {
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@@ -64,64 +64,22 @@ export const CONSUMABLE_REWARD = -1
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* 20 there — and this table is the one we grant from, being per-level and explicit. See the
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* econ README.
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*/
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// prettier-ignore — the row-per-decade layout is the table; packing it hides the shape.
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// prettier-ignore
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export const LEVEL_REWARDS: readonly number[] = [
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// Level 0 is not a level anyone reaches; 0 is "no reward" rather than a rarity.
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0,
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// 1–10: consumables interleaved with the first clothing drops.
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CONSUMABLE_REWARD,
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10,
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CONSUMABLE_REWARD,
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10,
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CONSUMABLE_REWARD,
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CONSUMABLE_REWARD,
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CONSUMABLE_REWARD,
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10,
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CONSUMABLE_REWARD,
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10,
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CONSUMABLE_REWARD, 10, CONSUMABLE_REWARD, 10, CONSUMABLE_REWARD,
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CONSUMABLE_REWARD, CONSUMABLE_REWARD, 10, CONSUMABLE_REWARD, 10,
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// 11–20: 2-Star clothing all the way.
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10,
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10,
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10,
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10,
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10,
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10,
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10,
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10,
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10,
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10,
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10, 10, 10, 10, 10, 10, 10, 10, 10, 10,
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// 21–30: 2-Star alternating with 3-Star.
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10,
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20,
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10,
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20,
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10,
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20,
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10,
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20,
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10,
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20,
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10, 20, 10, 20, 10, 20, 10, 20, 10, 20,
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// 31–40: 3-Star with a 4-Star every few levels.
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30,
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20,
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20,
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20,
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30,
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20,
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20,
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20,
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20,
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30,
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30, 20, 20, 20, 30, 20, 20, 20, 20, 30,
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// 41–50: 4-Star to the top, then the game's only 5-Star.
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30,
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30,
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30,
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30,
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30,
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30,
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30,
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30,
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30,
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50,
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30, 30, 30, 30, 30, 30, 30, 30, 30, 50,
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]
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/** What reaching a level pays out, or null when it pays nothing. */
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@@ -145,7 +103,8 @@ export const MAX_LEVEL = LEVEL_REQUIRED_XP.length - 1
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/**
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* Spend XP on levels: while the current level's cost is met, subtract it and step up. The
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* remainder stays as progress into the next level, and a big enough grant can cross several
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* at once (25 XP takes a fresh player from level 1 to level 3).
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* at once (a 25 XP grant would take a fresh player from level 1 to level 3, the first two
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* levels costing 10 each).
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*
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* A cost of 0 or less stops the loop rather than looping forever — the level-0 entry is 0,
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* and a future config could zero one by mistake.
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@@ -181,9 +140,10 @@ export interface XpGrant {
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}
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/**
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* The levels a grant took the player THROUGH, in order — `[2, 3]` for the 25 XP that lifts a
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* The levels a grant took the player THROUGH, in order — `[2, 3]` for a grant that lifts a
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* fresh player from level 1 to level 3. One entry per level reached, which is one reward
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* each; an empty list when the grant only moved the bar.
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* each; an empty list when the grant only moved the bar, which is the common case for a
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* game reward.
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*/
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export function levelsReached(grant: XpGrant): number[] {
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const from = grant.progression.Level - grant.levelsGained
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Reference in New Issue
Block a user