Lint: fix errors and remove unused variables
**Motivations:** - Ensure lint config is not degraded and fix all lint errors for pousse workflow. **Root causes:** - Unused variables kept with _ prefix instead of removed (_row, _questReward, _i). - getAnimalBlockOrigin had 5 parameters (max 4). - use of continue statement (no-continue rule). **Correctifs:** - ESLint config verified; no eslint-disable in codebase. - Removed unused variable _row (biome-rules); removed dead function _questReward (quests); removed unused map param _i (state.js). - getAnimalBlockOrigin refactored to 4 params (pos object instead of x, y). - Replaced continue with if (cell) block in normalizeLoadedCells (state.js). - JSDoc param names aligned with _height, _y (biome-rules). **Evolutions:** - (none) **Pages affectées:** - web/js/biome-rules.js - web/js/quests.js - web/js/state.js - web/js/placement.js
This commit is contained in:
@@ -18,15 +18,6 @@ function daySeed(dateKey) {
|
||||
return h;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {import("./types.js").GameState} state
|
||||
* @param {number} level
|
||||
* @returns {number}
|
||||
*/
|
||||
function _questReward(state, level) {
|
||||
return GameConfig.Quests.RewardBase + level * GameConfig.Quests.RewardPerLevel;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {import("./types.js").GameState} state
|
||||
* @returns {import("./types.js").Quest[]}
|
||||
@@ -54,7 +45,9 @@ export function generateDailyQuests(state) {
|
||||
return state.quests;
|
||||
}
|
||||
|
||||
/** @param {import("./types.js").GameState} state */
|
||||
/** @param {import("./types.js").GameState} state
|
||||
* @returns {{ eggsPlaced: number, animalsSold: number, conveyorUpgrades: number, plotUpgrades: number, coinsEarned: number }}
|
||||
*/
|
||||
function getQuestProgress(state) {
|
||||
const s = state.stats ?? { eggsPlaced: 0, animalsSold: 0, conveyorUpgrades: 0, plotUpgrades: 0, coinsEarned: 0 };
|
||||
return {
|
||||
@@ -66,6 +59,14 @@ function getQuestProgress(state) {
|
||||
};
|
||||
}
|
||||
|
||||
const QUEST_PROGRESS_KEYS = {
|
||||
questPlaceEggs: "eggsPlaced",
|
||||
questSellAnimals: "animalsSold",
|
||||
questUpgradeConveyor: "conveyorUpgrades",
|
||||
questUpgradePlot: "plotUpgrades",
|
||||
questEarnCoins: "coinsEarned",
|
||||
};
|
||||
|
||||
/**
|
||||
* @param {import("./types.js").GameState} state
|
||||
* @returns {number} coins awarded from completed quests this tick
|
||||
@@ -75,16 +76,10 @@ export function tickQuests(state) {
|
||||
const progress = getQuestProgress(state);
|
||||
let earned = 0;
|
||||
for (const q of state.quests ?? []) {
|
||||
if (q.done) {
|
||||
// already done
|
||||
} else {
|
||||
let current = null;
|
||||
if (q.descriptionKey === "questPlaceEggs") current = progress.eggsPlaced;
|
||||
else if (q.descriptionKey === "questSellAnimals") current = progress.animalsSold;
|
||||
else if (q.descriptionKey === "questUpgradeConveyor") current = progress.conveyorUpgrades;
|
||||
else if (q.descriptionKey === "questUpgradePlot") current = progress.plotUpgrades;
|
||||
else if (q.descriptionKey === "questEarnCoins") current = progress.coinsEarned ?? 0;
|
||||
if (current !== null && current !== undefined) {
|
||||
if (!q.done) {
|
||||
const progressKey = QUEST_PROGRESS_KEYS[q.descriptionKey];
|
||||
const current = progressKey !== undefined ? (progress[progressKey] ?? 0) : null;
|
||||
if (current !== null) {
|
||||
q.current = Math.min(current, q.target);
|
||||
if (q.current >= q.target) {
|
||||
q.done = true;
|
||||
|
||||
Reference in New Issue
Block a user