238 lines
10 KiB
JavaScript
238 lines
10 KiB
JavaScript
(function (root, factory) {
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"use strict";
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const data = root.ArchiveWorldData || (typeof require === "function" ? require("./archive-world-data.js") : null);
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const api = factory(data);
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if (typeof module === "object" && module.exports) module.exports = api;
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root.ArchiveWorldState = api;
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}(typeof globalThis !== "undefined" ? globalThis : this, function (Data) {
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"use strict";
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const VERSION = 2;
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const STORAGE_KEY = "zxh_archive_world_v2";
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const LEGACY_KEY = "zxh_archive_world_v1";
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const PALETTES = Object.freeze(["brass", "moss", "berry"]);
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const FACES = Object.freeze(["north", "south", "east", "west"]);
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const SPAWN = Object.freeze({ area: "town", spawn: "gate", x: 724, y: 965 });
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const LANDMARK_IDS = Data ? Data.LANDMARK_IDS : Object.freeze(["gate", "library", "study", "inn", "workshop", "playroom", "museum", "garden"]);
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const QUEST_IDS = Data ? Data.QUEST_IDS : Object.freeze(LANDMARK_IDS.concat("lost_letter"));
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const ITEM_IDS = Data ? Data.ITEM_IDS : Object.freeze(["living_bookmark", "lantern", "archive_key", "swiftstep_boots", "ink_vial", "memory_fragment", "garden_seed", "workshop_cog", "museum_lens", "recall_stew", "lore_page", "archive_sigil"]);
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const AREA_IDS = Data ? Data.AREA_IDS : Object.freeze(["town", "vault", "workshop", "playroom", "boss"]);
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const BOSS_IDS = Object.freeze(["sentinel", "redactor"]);
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const LEVELS = Object.freeze([0, 80, 200, 380, 620]);
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function validateName(value) {
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const name = String(value || "").trim().replace(/\s+/g, " ");
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return name.length >= 1 && name.length <= 20 ? name : null;
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}
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function validatePalette(value) {
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return PALETTES.includes(value) ? value : null;
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}
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function finite(value, fallback, min, max) {
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const number = Number(value);
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return Number.isFinite(number) ? Math.min(max, Math.max(min, number)) : fallback;
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}
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function unique(values, allowed) {
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return Array.isArray(values) ? Array.from(new Set(values.filter((id) => allowed.includes(id)))) : [];
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}
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function questDefaults() {
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return Object.fromEntries(QUEST_IDS.map((id) => [id, { status: "locked", step: 0, count: 0 }]));
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}
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function fresh(name, palette) {
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return {
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version: VERSION,
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name: validateName(name) || "",
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palette: validatePalette(palette) || "brass",
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health: 100,
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maxHealth: 100,
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level: 1,
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xp: 0,
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attack: 1,
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position: { area: SPAWN.area, spawn: SPAWN.spawn, x: SPAWN.x, y: SPAWN.y, facing: "north" },
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checkpoint: { area: SPAWN.area, spawn: SPAWN.spawn, x: SPAWN.x, y: SPAWN.y },
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discovered: [],
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complete: false,
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story: { stage: "arrival", ending: false, midpointSeen: false },
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quests: questDefaults(),
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inventory: [{ id: "living_bookmark", quantity: 1 }, { id: "ink_vial", quantity: 2 }],
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selectedItem: "ink_vial",
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equipment: { bookmark: true, boots: false, lens: false },
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sigils: [],
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defeatedBosses: [],
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openedChests: [],
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solvedPuzzles: [],
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npcFlags: {},
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settings: {
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soundEnabled: false,
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ambience: 0.35,
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music: 0.3,
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effects: 0.65,
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assist: false,
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reducedMotion: null
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}
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};
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}
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function normalizePosition(candidate, fallback) {
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const area = candidate && AREA_IDS.includes(candidate.area) ? candidate.area : fallback.area;
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const areaData = Data && Data.AREAS[area];
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const defaultSpawn = areaData ? areaData.spawn : { x: fallback.x, y: fallback.y };
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const width = areaData ? areaData.width : 1448;
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const height = areaData ? areaData.height : 1086;
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return {
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area,
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spawn: String(candidate && candidate.spawn || fallback.spawn || "entrance").slice(0, 30),
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x: finite(candidate && candidate.x, defaultSpawn.x, 24, width - 24),
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y: finite(candidate && candidate.y, defaultSpawn.y, 24, height - 24),
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facing: candidate && FACES.includes(candidate.facing) ? candidate.facing : "north"
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};
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}
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function normalizeInventory(value) {
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const quantities = new Map();
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if (Array.isArray(value)) value.forEach((entry) => {
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if (!entry || !ITEM_IDS.includes(entry.id)) return;
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const cap = Data && Data.ITEMS[entry.id] && Data.ITEMS[entry.id].stack || 1;
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quantities.set(entry.id, Math.min(cap, (quantities.get(entry.id) || 0) + Math.floor(finite(entry.quantity, 1, 1, cap))));
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});
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if (!quantities.has("living_bookmark")) quantities.set("living_bookmark", 1);
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return Array.from(quantities, ([id, quantity]) => ({ id, quantity }));
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}
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function normalizeQuests(value) {
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const defaults = questDefaults();
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QUEST_IDS.forEach((id) => {
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const source = value && value[id];
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if (!source) return;
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defaults[id] = {
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status: ["locked", "active", "complete"].includes(source.status) ? source.status : "locked",
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step: Math.floor(finite(source.step, 0, 0, 20)),
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count: Math.floor(finite(source.count, 0, 0, 99))
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};
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});
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return defaults;
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}
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function normalize(candidate) {
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if (!candidate || candidate.version !== VERSION) return null;
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const name = validateName(candidate.name);
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const palette = validatePalette(candidate.palette);
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if (!name || !palette) return null;
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const discovered = unique(candidate.discovered, LANDMARK_IDS);
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const sigils = unique(candidate.sigils, LANDMARK_IDS);
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const xp = Math.floor(finite(candidate.xp, 0, 0, 99999));
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const level = levelForXp(xp);
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const expectedMax = 100 + (level >= 2 ? 20 : 0) + (level >= 4 ? 20 : 0);
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const maxHealth = finite(candidate.maxHealth, expectedMax, expectedMax, expectedMax);
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const position = normalizePosition(candidate.position, SPAWN);
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const checkpoint = normalizePosition(candidate.checkpoint, SPAWN);
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const inventory = normalizeInventory(candidate.inventory);
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const selected = ITEM_IDS.includes(candidate.selectedItem) ? candidate.selectedItem : "ink_vial";
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return {
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version: VERSION,
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name,
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palette,
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health: finite(candidate.health, maxHealth, 0, maxHealth),
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maxHealth,
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level,
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xp,
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attack: sigils.includes("workshop") ? 2 : 1,
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position,
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checkpoint: { area: checkpoint.area, spawn: checkpoint.spawn, x: checkpoint.x, y: checkpoint.y },
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discovered,
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complete: LANDMARK_IDS.every((id) => discovered.includes(id)),
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story: {
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stage: ["arrival", "first_act", "midpoint", "escalation", "vault", "postgame"].includes(candidate.story && candidate.story.stage)
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? candidate.story.stage : "arrival",
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ending: candidate.story && candidate.story.ending === true,
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midpointSeen: candidate.story && candidate.story.midpointSeen === true
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},
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quests: normalizeQuests(candidate.quests),
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inventory,
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selectedItem: selected,
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equipment: {
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bookmark: true,
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boots: candidate.equipment && candidate.equipment.boots === true,
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lens: candidate.equipment && candidate.equipment.lens === true
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},
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sigils,
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defeatedBosses: unique(candidate.defeatedBosses, BOSS_IDS),
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openedChests: Array.isArray(candidate.openedChests) ? Array.from(new Set(candidate.openedChests.filter((id) => typeof id === "string"))).slice(0, 64) : [],
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solvedPuzzles: unique(candidate.solvedPuzzles, QUEST_IDS),
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npcFlags: candidate.npcFlags && typeof candidate.npcFlags === "object" && !Array.isArray(candidate.npcFlags)
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? Object.fromEntries(Object.entries(candidate.npcFlags).filter(([key, value]) => /^[a-z0-9_-]{1,40}$/.test(key) && ["string", "number", "boolean"].includes(typeof value)).slice(0, 64))
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: {},
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settings: {
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soundEnabled: candidate.settings && candidate.settings.soundEnabled === true,
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ambience: finite(candidate.settings && candidate.settings.ambience, 0.35, 0, 1),
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music: finite(candidate.settings && candidate.settings.music, 0.3, 0, 1),
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effects: finite(candidate.settings && candidate.settings.effects, 0.65, 0, 1),
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assist: candidate.settings && candidate.settings.assist === true,
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reducedMotion: candidate.settings && typeof candidate.settings.reducedMotion === "boolean" ? candidate.settings.reducedMotion : null
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}
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};
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}
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function migrateV1(candidate) {
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if (!candidate || candidate.version !== 1) return null;
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const name = validateName(candidate.name);
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const palette = validatePalette(candidate.palette);
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if (!name || !palette) return null;
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const migrated = fresh(name, palette);
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migrated.discovered = unique(candidate.discovered, LANDMARK_IDS);
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migrated.complete = LANDMARK_IDS.every((id) => migrated.discovered.includes(id));
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migrated.position = normalizePosition({
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area: "town", spawn: "gate",
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x: candidate.position && candidate.position.x,
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y: candidate.position && candidate.position.y,
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facing: "north"
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}, SPAWN);
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migrated.checkpoint = { area: "town", spawn: "gate", x: SPAWN.x, y: SPAWN.y };
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migrated.settings.soundEnabled = candidate.soundEnabled === true;
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return normalize(migrated);
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}
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function parse(raw) {
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if (!raw) return null;
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try {
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const candidate = JSON.parse(raw);
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return candidate.version === 1 ? migrateV1(candidate) : normalize(candidate);
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} catch (_error) {
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return null;
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}
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}
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function levelForXp(xp) {
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let level = 1;
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LEVELS.forEach((threshold, index) => { if (xp >= threshold) level = index + 1; });
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return Math.min(5, level);
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}
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function withPosition(state, area, x, y, facing, spawn) {
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const current = normalize(state);
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if (!current) return null;
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current.position = normalizePosition({ area, x, y, facing, spawn }, current.position);
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return current;
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}
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function withCheckpoint(state, area, spawn, x, y) {
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const current = normalize(state);
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if (!current) return null;
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const next = normalizePosition({ area, spawn, x, y }, SPAWN);
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current.checkpoint = { area: next.area, spawn: next.spawn, x: next.x, y: next.y };
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return current;
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}
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return Object.freeze({
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VERSION, STORAGE_KEY, LEGACY_KEY, PALETTES, LANDMARK_IDS, QUEST_IDS, ITEM_IDS, AREA_IDS, BOSS_IDS, LEVELS, SPAWN,
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validateName, validatePalette, fresh, normalize, parse, migrateV1, normalizePosition, normalizeInventory,
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normalizeQuests, levelForXp, withPosition, withCheckpoint
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});
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}));
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