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:
ncantu
2026-03-04 15:32:27 +01:00
parent d8a55daf3f
commit c7d389ecbb
57 changed files with 4664 additions and 3049 deletions

View File

@@ -91,7 +91,7 @@ export function addReceptionAnimalToSale(state, receptionCellKey) {
/**
* Remove expired sale listings. If listing was a baby (isBaby), increment deathCountRecent (bébé invendu meurt).
* Call from game loop each tick.
* If listing was an adult (isBaby false), also increment deathCountRecent (vente échouée = mort adulte).
* @param {import("./types.js").GameState} state
* @param {number} nowUnix
*/
@@ -99,24 +99,29 @@ export function tickSaleListings(state, nowUnix) {
const listings = state.saleListings ?? [];
const kept = [];
let babyDeaths = 0;
let adultDeaths = 0;
for (const listing of listings) {
if (nowUnix < listing.endAt) {
kept.push(listing);
} else if (listing.isBaby) {
babyDeaths += 1;
} else {
adultDeaths += 1;
}
}
state.saleListings = kept;
if (babyDeaths > 0) state.deathCountRecent = (state.deathCountRecent ?? 0) + babyDeaths;
const totalDeaths = babyDeaths + adultDeaths;
if (totalDeaths > 0) state.deathCountRecent = (state.deathCountRecent ?? 0) + totalDeaths;
}
/**
* Compute sell result for animal at (x,y). Returns [false, reason] or [true, { blockKeys, sellValue }].
* @param {import("./types.js").GameState} state
* @param {number} x
* @param {number} y
* @returns {[boolean, number | string]}
* @returns {[false, string] | [true, { blockKeys: string[], sellValue: number }]}
*/
export function sellAnimalToNpc(state, x, y) {
function getSellAnimalResult(state, x, y) {
const key = cellKey(x, y);
const cell = state.grid.cells[key];
if (cell === null || cell === undefined || cell.kind !== "animal") return [false, "NoAnimal"];
@@ -133,6 +138,19 @@ export function sellAnimalToNpc(state, x, y) {
mutationMultiplier,
animalDef.sellFactor
);
return [true, { blockKeys, sellValue }];
}
/**
* @param {import("./types.js").GameState} state
* @param {number} x
* @param {number} y
* @returns {[boolean, number | string]}
*/
export function sellAnimalToNpc(state, x, y) {
const result = getSellAnimalResult(state, x, y);
if (result[0] === false) return [false, result[1]];
const { blockKeys, sellValue } = result[1];
for (const k of blockKeys) delete state.grid.cells[k];
state.coins += sellValue;
state.lastEvolutionAt = Math.floor(Date.now() / 1000);