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@frak-labs/core-sdk

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Core SDK of the Frak wallet, low level library to interact directly with the frak ecosystem.

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{"version":3,"file":"rewards.cjs","names":["getSupportedCurrency","getCurrencyAmountKey","formatAmount","getCurrencyAmountKey","getSupportedCurrency","formatAmount"],"sources":["../src/rewards/conditions.ts","../src/rewards/example.ts","../src/rewards/value.ts","../src/rewards/format.ts","../src/rewards/select.ts"],"sourcesContent":["import type { ConditionGroup, RuleCondition, RuleConditions } from \"../types\";\n\ntype ConditionNode = RuleCondition | ConditionGroup;\n\nfunction conditionNodes(conditions: RuleConditions): ConditionNode[] {\n return Array.isArray(conditions) ? conditions : conditions.conditions;\n}\n\nfunction conditionValueToNumber(\n value: RuleCondition[\"value\"]\n): number | undefined {\n if (typeof value === \"number\") return value;\n if (typeof value === \"string\" && value.trim() !== \"\") {\n const parsed = Number(value);\n return Number.isFinite(parsed) ? parsed : undefined;\n }\n return undefined;\n}\n\n// Conditions arrive as a flat list or recursive groups; collect every numeric\n// value whose field + operator match, descending into nested groups.\nfunction collectConditionValues(\n conditions: RuleConditions,\n field: string,\n operators: ReadonlySet<RuleCondition[\"operator\"]>\n): number[] {\n const values: number[] = [];\n for (const node of conditionNodes(conditions)) {\n if (\"logic\" in node) {\n values.push(...collectConditionValues(node, field, operators));\n continue;\n }\n if (node.field === field && operators.has(node.operator)) {\n const value = conditionValueToNumber(node.value);\n if (value != null) values.push(value);\n }\n }\n return values;\n}\n\nconst MIN_PURCHASE_OPERATORS: ReadonlySet<RuleCondition[\"operator\"]> = new Set([\n \"gt\",\n \"gte\",\n \"between\",\n]);\nconst START_DATE_OPERATORS: ReadonlySet<RuleCondition[\"operator\"]> = new Set([\n \"gt\",\n \"gte\",\n]);\n\nexport function extractMinPurchaseAmount(\n conditions: RuleConditions\n): number | undefined {\n const values = collectConditionValues(\n conditions,\n \"purchase.amount\",\n MIN_PURCHASE_OPERATORS\n );\n return values.length > 0 ? Math.min(...values) : undefined;\n}\n\n// The business app encodes a campaign start as a `time.timestamp >= <unix s>`\n// rule condition; the endpoint returns it verbatim inside `conditions`.\nexport function extractStartDate(conditions: RuleConditions): Date | undefined {\n const values = collectConditionValues(\n conditions,\n \"time.timestamp\",\n START_DATE_OPERATORS\n );\n if (values.length === 0) return undefined;\n return new Date(Math.min(...values) * 1000);\n}\n","import type { EstimatedReward } from \"../types\";\n\ntype PercentageReward = Extract<EstimatedReward, { payoutType: \"percentage\" }>;\n\n// Reference order total used to turn a \"% of basket\" reward into a concrete\n// example amount. The campaign's minimum purchase overrides it when higher.\nconst REFERENCE_BASKET = 100;\n\nexport type RewardExample = {\n basket: number;\n reward: number;\n};\n\nfunction roundWithinRange(min: number, max: number): number {\n const rounded = Math.round((min + max) / 2 / 10) * 10;\n return Math.min(max, Math.max(min, rounded));\n}\n\nexport function pickFlatBasket(minPurchase: number | undefined): number {\n return Math.max(REFERENCE_BASKET, minPurchase ?? 0);\n}\n\n// Basket for a percentage tier: the reference when it sits inside the tier\n// range, a round number within the range otherwise, or the lower bound for an\n// open-ended (uncapped) top tier.\nexport function pickTierBasket(\n minValue: number,\n maxValue: number | undefined\n): number {\n if (maxValue == null) return minValue;\n if (minValue <= REFERENCE_BASKET && REFERENCE_BASKET <= maxValue) {\n return REFERENCE_BASKET;\n }\n return roundWithinRange(minValue, maxValue);\n}\n\nexport function buildPercentageExample(\n reward: PercentageReward,\n minPurchase: number | undefined\n): RewardExample | undefined {\n const basket = pickFlatBasket(minPurchase);\n if (basket <= 0) return undefined;\n let amount = (reward.percent / 100) * basket;\n if (reward.minAmount) amount = Math.max(amount, reward.minAmount.eurAmount);\n if (reward.maxAmount) amount = Math.min(amount, reward.maxAmount.eurAmount);\n return { basket, reward: amount };\n}\n\nexport function buildTierExample(\n percent: number,\n minValue: number,\n maxValue: number | undefined\n): RewardExample | undefined {\n const basket = pickTierBasket(minValue, maxValue);\n if (basket <= 0) return undefined;\n return { basket, reward: (percent / 100) * basket };\n}\n","import type { EstimatedReward, TokenAmountType } from \"../types\";\n\n/**\n * Comparable fiat value of a single reward, used to rank rewards against each\n * other.\n *\n * - `fixed` → the token amount in the requested currency\n * - `tiered` → the highest token amount across tiers\n * - `percentage` → the capped (`maxAmount`) value when present, otherwise `0`\n * (an uncapped percentage has no comparable fiat value)\n */\nexport function getRewardValue(\n reward: EstimatedReward,\n key: keyof TokenAmountType\n): number {\n switch (reward.payoutType) {\n case \"fixed\":\n return reward.amount[key];\n case \"percentage\":\n return reward.maxAmount?.[key] ?? 0;\n case \"tiered\":\n return reward.tiers.reduce(\n (max, tier) =>\n \"amount\" in tier ? Math.max(max, tier.amount[key]) : max,\n 0\n );\n }\n}\n\n/**\n * Highest percent a reward exposes: the flat `percentage` percent, or the\n * richest percent across `tiered` tiers, or `0` when it carries none.\n *\n * Shared by {@link getRewardRank} (to weight a percentage-only reward) and\n * `formatEstimatedReward` (to render it as `\"X %\"`), so the value the UI ranks\n * by and the value it prints stay derived from one tier traversal.\n */\nexport function maxRewardPercent(reward: EstimatedReward): number {\n if (reward.payoutType === \"percentage\") return reward.percent;\n if (reward.payoutType === \"tiered\") {\n return reward.tiers.reduce(\n (max, tier) =>\n \"percent\" in tier ? Math.max(max, tier.percent) : max,\n 0\n );\n }\n return 0;\n}\n\n// A reward with no money value (an uncapped percentage, or a percent-only\n// tier set) still renders as \"X %\", so it is worth surfacing. We give it a\n// positive ranking weight derived from its percent but scaled far below any\n// real-money reward, so the two invariants the UI relies on hold: (1) a reward\n// with real money always outranks a percentage-only reward, and (2) a\n// percentage-only reward still outranks a zero-value reward. Together they\n// guarantee the reward the ranking picks is always one we can display.\nconst PERCENT_ONLY_RANK_WEIGHT = 1e-6;\n\n/**\n * Ranking weight used to pick the single most attractive reward to surface.\n *\n * Mirrors {@link getRewardValue} (money value) but lifts a percentage-only\n * reward to a tiny positive weight instead of `0`, so it is never buried\n * behind a zero-value reward when choosing what to display.\n */\nexport function getRewardRank(\n reward: EstimatedReward,\n key: keyof TokenAmountType\n): number {\n const value = getRewardValue(reward, key);\n if (value > 0) return value;\n return maxRewardPercent(reward) * PERCENT_ONLY_RANK_WEIGHT;\n}\n","import type { Currency, EstimatedReward } from \"../types\";\nimport { formatAmount } from \"../utils/format/formatAmount\";\nimport { getCurrencyAmountKey } from \"../utils/format/getCurrencyAmountKey\";\nimport { getSupportedCurrency } from \"../utils/format/getSupportedCurrency\";\nimport { getRewardRank, getRewardValue, maxRewardPercent } from \"./value\";\n\n/**\n * Format an {@link EstimatedReward} into a human-readable string.\n *\n * - `fixed` → e.g. `\"5 €\"`\n * - `percentage` → e.g. `\"10 %\"`\n * - `tiered` → the richest tier: max token amount (e.g. `\"50 €\"`) or, when\n * tiers only carry percentages, the max percent (e.g. `\"10 %\"`)\n *\n * Percentages are always rendered as a `\"X %\"` string: the backend never sends\n * a reference basket, so the reward cannot be resolved to a concrete amount\n * here. Callers that need a worked example use the `example` helpers instead.\n */\nexport function formatEstimatedReward(\n reward: EstimatedReward,\n currency?: Currency\n): string {\n const supportedCurrency = getSupportedCurrency(currency);\n const key = getCurrencyAmountKey(supportedCurrency);\n\n switch (reward.payoutType) {\n case \"fixed\":\n return formatAmount(\n Math.round(reward.amount[key]),\n supportedCurrency\n );\n\n case \"percentage\":\n return `${reward.percent} %`;\n\n case \"tiered\": {\n const maxAmount = getRewardValue(reward, key);\n if (maxAmount > 0) {\n return formatAmount(Math.round(maxAmount), supportedCurrency);\n }\n const maxPercent = maxRewardPercent(reward);\n if (maxPercent > 0) {\n return `${maxPercent} %`;\n }\n return formatAmount(0, supportedCurrency);\n }\n }\n}\n\n/**\n * Format a reward for display, or return `undefined` when it is not worth\n * advertising. Callers rely on `undefined` to hide a badge / fall back to\n * other copy.\n *\n * A reward is hidden only when it carries no displayable value — a `fixed` or\n * `tiered` reward whose money value is `0` (e.g. an unknown token price). An\n * uncapped percentage always renders as `\"X %\"`, since the percent itself is\n * meaningful even without a money value.\n */\nexport function formatRewardOrHide(\n reward: EstimatedReward | undefined,\n currency?: Currency\n): string | undefined {\n if (!reward) return undefined;\n const key = getCurrencyAmountKey(getSupportedCurrency(currency));\n if (getRewardRank(reward, key) <= 0) return undefined;\n return formatEstimatedReward(reward, currency);\n}\n\n/**\n * Replace the `{REWARD}` placeholder in a text string with a reward value.\n * If no reward is provided, returns the text with `{REWARD}` stripped.\n */\nexport function applyRewardPlaceholder(\n text: string,\n reward: string | undefined\n): string {\n return reward\n ? text.replaceAll(\"{REWARD}\", reward)\n : text.replaceAll(\"{REWARD}\", \"\");\n}\n","import type { InteractionTypeKey } from \"../constants/interactionTypes\";\nimport type {\n Currency,\n EstimatedReward,\n MerchantReward,\n TokenAmountType,\n} from \"../types\";\nimport { formatAmount } from \"../utils/format/formatAmount\";\nimport { getCurrencyAmountKey } from \"../utils/format/getCurrencyAmountKey\";\nimport { getSupportedCurrency } from \"../utils/format/getSupportedCurrency\";\nimport { extractMinPurchaseAmount, extractStartDate } from \"./conditions\";\nimport { formatRewardOrHide } from \"./format\";\nimport { getRewardRank } from \"./value\";\n\n/** Reward side a surface cares about: the sharer (`referrer`) or the referred\n * user (`referee`). Drives both campaign ranking and which side is displayed. */\nexport type RewardAudience = \"referrer\" | \"referee\";\n\nexport type DisplayCampaign = {\n campaign: MerchantReward;\n status: \"live\" | \"upcoming\";\n startsAt?: Date;\n};\n\nexport type SelectDisplayCampaignOptions = {\n /** Reference \"now\" for expiry / start gating; defaults to the current time. */\n now?: Date;\n /** Currency the ranking is expressed in; defaults to EUR. */\n currency?: Currency;\n /** When set, only campaigns triggered by this interaction are considered. */\n targetInteraction?: InteractionTypeKey;\n /** Reward side to rank campaigns by; defaults to `\"referrer\"`. */\n audience?: RewardAudience;\n};\n\nfunction isExpired(campaign: MerchantReward, nowMs: number): boolean {\n return (\n campaign.expiresAt != null &&\n new Date(campaign.expiresAt).getTime() <= nowMs\n );\n}\n\nfunction hasStarted(campaign: MerchantReward, nowMs: number): boolean {\n const startsAt = extractStartDate(campaign.conditions);\n return startsAt == null || startsAt.getTime() <= nowMs;\n}\n\nfunction audienceReward(campaign: MerchantReward, audience: RewardAudience) {\n return audience === \"referee\" ? campaign.referee : campaign.referrer;\n}\n\nfunction campaignRank(\n campaign: MerchantReward,\n key: keyof TokenAmountType,\n audience: RewardAudience\n): number {\n const reward = audienceReward(campaign, audience);\n return reward ? getRewardRank(reward, key) : 0;\n}\n\n/**\n * Pick the single campaign a merchant surface should display.\n *\n * Filters out expired (and, when `targetInteraction` is set, non-matching)\n * campaigns, then prefers the highest-ranked *live* campaign — ranked by the\n * `audience` reward side in the requested currency. When none has started yet\n * it falls back to the soonest-starting upcoming campaign (the endpoint does\n * not gate on the start-date condition, so future-start campaigns come\n * through).\n */\nexport function selectDisplayCampaign(\n rewards: readonly MerchantReward[],\n options: SelectDisplayCampaignOptions = {}\n): DisplayCampaign | undefined {\n const nowMs = (options.now ?? new Date()).getTime();\n const audience = options.audience ?? \"referrer\";\n const key = getCurrencyAmountKey(getSupportedCurrency(options.currency));\n\n const matching = options.targetInteraction\n ? rewards.filter(\n (campaign) =>\n campaign.interactionTypeKey === options.targetInteraction\n )\n : rewards;\n const active = matching.filter((campaign) => !isExpired(campaign, nowMs));\n\n const live = active.filter((campaign) => hasStarted(campaign, nowMs));\n if (live.length > 0) {\n const best = live.reduce((a, b) =>\n campaignRank(b, key, audience) > campaignRank(a, key, audience)\n ? b\n : a\n );\n return { campaign: best, status: \"live\" };\n }\n\n const upcoming = active\n .map((campaign) => ({\n campaign,\n startsAt: extractStartDate(campaign.conditions),\n }))\n .filter(\n (entry): entry is { campaign: MerchantReward; startsAt: Date } =>\n entry.startsAt != null\n );\n if (upcoming.length === 0) return undefined;\n\n const soonest = upcoming.reduce((a, b) =>\n b.startsAt.getTime() < a.startsAt.getTime() ? b : a\n );\n return {\n campaign: soonest.campaign,\n status: \"upcoming\",\n startsAt: soonest.startsAt,\n };\n}\n\n/**\n * The single reward a merchant surface should display: its formatted string\n * plus the `payoutType` of the underlying reward, so surfaces can adapt their\n * presentation (e.g. hide percentage rewards, prefix tiered ones with \"Up to\").\n */\nexport type BestReward = {\n /** Display-ready reward string (e.g. `\"5 €\"`, `\"10 %\"`). */\n formatted: string;\n /** Payout type of the selected reward. */\n payoutType: EstimatedReward[\"payoutType\"];\n /**\n * Minimum purchase amount gating the reward, formatted with the requested\n * currency (e.g. `\"10 €\"`), or `undefined` when the campaign sets no\n * minimum.\n */\n minPurchaseAmount?: string;\n /**\n * Whole-day lockup applied before the reward settles, or `undefined` when\n * the campaign has no lockup.\n */\n lockupDurationDays?: number;\n /**\n * Raw referrer/referee rewards of the selected campaign, surfaced so\n * consumers can render the full per-audience breakdown (tier rows,\n * percentage examples) rather than only the headline number.\n */\n referrerReward?: EstimatedReward;\n refereeReward?: EstimatedReward;\n /**\n * Raw minimum purchase value (unformatted), used to build percentage\n * worked-examples consistent with the campaign's gating.\n */\n minPurchaseValue?: number;\n};\n\n/**\n * Pick the best campaign for `options` and resolve its `audience`-side reward\n * to a formatted string plus its `payoutType`, or `undefined` when there is\n * nothing worth showing.\n *\n * Single entry point shared by every \"headline reward\" surface (share button,\n * wallet modal, sharing/install screens) so they all show the same number for\n * a given merchant and can branch on the payout type.\n */\nexport function selectBestReward(\n rewards: readonly MerchantReward[],\n options: SelectDisplayCampaignOptions = {}\n): BestReward | undefined {\n const selected = selectDisplayCampaign(rewards, options);\n if (!selected) return undefined;\n const reward = audienceReward(\n selected.campaign,\n options.audience ?? \"referrer\"\n );\n if (!reward) return undefined;\n const formatted = formatRewardOrHide(reward, options.currency);\n if (!formatted) return undefined;\n\n const minPurchase = extractMinPurchaseAmount(selected.campaign.conditions);\n const minPurchaseAmount =\n minPurchase != null\n ? formatAmount(minPurchase, options.currency)\n : undefined;\n\n const lockupSeconds = selected.campaign.defaultLockupSeconds;\n const lockupDurationDays =\n lockupSeconds && lockupSeconds > 0\n ? Math.round(lockupSeconds / 86_400)\n : undefined;\n\n return {\n formatted,\n payoutType: reward.payoutType,\n minPurchaseAmount,\n lockupDurationDays,\n referrerReward: selected.campaign.referrer,\n refereeReward: selected.campaign.referee,\n minPurchaseValue: minPurchase ?? undefined,\n };\n}\n\n/**\n * Headline reward string for a merchant: picks the best campaign for `options`\n * and formats its `audience`-side reward, or returns `undefined` when there is\n * nothing worth showing.\n *\n * Thin wrapper over {@link selectBestReward} for callers that only need the\n * formatted string.\n */\nexport function formatBestReward(\n rewards: readonly MerchantReward[],\n options: SelectDisplayCampaignOptions = {}\n): string | undefined {\n return selectBestReward(rewards, 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