generated from nhcarrigan/template
feat: goddess API routes, services, and tests (chunk 4)
Add six new goddess-mode API routes (boss fight, consecration, enlightenment, upgrade purchase, crafting, exploration) alongside matching service modules and full test suites at 100% coverage.
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/* eslint-disable max-lines-per-function -- Test suites naturally have many cases */
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/* eslint-disable max-lines -- Test suites naturally have many cases */
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/* eslint-disable @typescript-eslint/consistent-type-assertions -- Tests build minimal state objects */
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import { beforeEach, describe, expect, it, vi } from "vitest";
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import { Hono } from "hono";
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import type { GameState } from "@elysium/types";
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vi.mock("../../src/db/client.js", () => ({
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prisma: {
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gameState: { findUnique: vi.fn(), update: vi.fn() },
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},
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}));
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vi.mock("../../src/middleware/auth.js", () => ({
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authMiddleware: vi.fn(async (c: { set: (key: string, value: string) => void }, next: () => Promise<void>) => {
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c.set("discordId", "test_discord_id");
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await next();
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}),
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}));
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vi.mock("../../src/services/logger.js", () => ({
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logger: {
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error: vi.fn().mockResolvedValue(undefined),
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metric: vi.fn().mockResolvedValue(undefined),
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},
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}));
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const DISCORD_ID = "test_discord_id";
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const makeConsecration = (overrides: Record<string, unknown> = {}) => ({
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count: 0,
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divinity: 0,
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productionMultiplier: 1,
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purchasedUpgradeIds: [] as string[],
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...overrides,
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});
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const makeEnlightenment = (overrides: Record<string, unknown> = {}) => ({
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count: 0,
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stardust: 0,
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purchasedUpgradeIds: [] as string[],
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stardustPrayersMultiplier: 1,
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stardustCombatMultiplier: 1,
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stardustConsecrationThresholdMultiplier: 1,
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stardustConsecrationDivinityMultiplier: 1,
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stardustMetaMultiplier: 1,
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...overrides,
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});
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const makeGoddessExploration = (overrides: Record<string, unknown> = {}) => ({
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areas: [] as Array<{ id: string; status: string }>,
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materials: [] as Array<{ materialId: string; quantity: number }>,
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craftedRecipeIds: [] as string[],
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craftedPrayersMultiplier: 1,
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craftedDivinityMultiplier: 1,
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craftedCombatMultiplier: 1,
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...overrides,
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});
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/**
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* Creates a minimal GoddessState that has met the first consecration threshold (50 000 prayers).
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*/
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const makeGoddessStateEligible = (overrides: Record<string, unknown> = {}) => ({
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zones: [] as Array<{ id: string; status: string }>,
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bosses: [] as Array<{ id: string; status: string }>,
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quests: [] as Array<{ id: string; status: string }>,
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disciples: [] as Array<{ id: string; count: number }>,
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equipment: [] as Array<{ id: string; type: string; owned: boolean; equipped: boolean; bonus: Record<string, unknown> }>,
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upgrades: [] as Array<{ id: string; purchased: boolean; target: string; multiplier: number }>,
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achievements: [] as Array<{ id: string; completed: boolean }>,
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consecration: makeConsecration(),
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enlightenment: makeEnlightenment(),
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exploration: makeGoddessExploration(),
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totalPrayersEarned: 50_000, // Meets base threshold for count=0
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lifetimePrayersEarned: 50_000,
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lifetimeBossesDefeated: 0,
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lifetimeQuestsCompleted: 0,
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baseClickPower: 1,
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lastTickAt: 0,
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...overrides,
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});
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/**
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* Creates a minimal GoddessState that has NOT met the consecration threshold.
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*/
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const makeGoddessStateIneligible = (overrides: Record<string, unknown> = {}) => ({
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...makeGoddessStateEligible(),
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totalPrayersEarned: 0,
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...overrides,
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});
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const makeState = (overrides: Partial<GameState> = {}): GameState => ({
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player: { discordId: DISCORD_ID, username: "u", discriminator: "0", avatar: null, totalGoldEarned: 0, totalClicks: 0, characterName: "T" },
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resources: { gold: 0, essence: 0, crystals: 0, runestones: 0, prayers: 0 },
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adventurers: [],
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upgrades: [],
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quests: [],
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bosses: [],
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equipment: [],
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achievements: [],
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zones: [],
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exploration: { areas: [], materials: [], craftedRecipeIds: [], craftedGoldMultiplier: 1, craftedEssenceMultiplier: 1, craftedClickMultiplier: 1, craftedCombatMultiplier: 1 },
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companions: { unlockedCompanionIds: [], activeCompanionId: null },
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prestige: { count: 0, runestones: 0, productionMultiplier: 1, purchasedUpgradeIds: [] },
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baseClickPower: 1,
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lastTickAt: 0,
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schemaVersion: 1,
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goddess: makeGoddessStateEligible() as GameState["goddess"],
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...overrides,
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} as GameState);
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describe("consecration route", () => {
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let app: Hono;
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let prisma: { gameState: { findUnique: ReturnType<typeof vi.fn>; update: ReturnType<typeof vi.fn> } };
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beforeEach(async () => {
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vi.clearAllMocks();
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const { consecrationRouter } = await import("../../src/routes/consecration.js");
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const { prisma: p } = await import("../../src/db/client.js");
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prisma = p as typeof prisma;
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app = new Hono();
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app.route("/consecration", consecrationRouter);
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});
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const post = (path: string, body?: Record<string, unknown>) =>
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app.fetch(new Request(`http://localhost/consecration${path}`, {
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method: "POST",
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headers: body !== undefined ? { "Content-Type": "application/json" } : undefined,
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body: body !== undefined ? JSON.stringify(body) : undefined,
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}));
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describe("POST /", () => {
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it("returns 404 when no save is found", async () => {
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
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const res = await post("");
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expect(res.status).toBe(404);
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});
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it("returns 400 when goddess realm is not unlocked", async () => {
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const state = makeState({ goddess: undefined });
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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const res = await post("");
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expect(res.status).toBe(400);
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const body = await res.json() as { error: string };
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expect(body.error).toBe("Goddess realm not unlocked");
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});
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it("returns 400 with threshold message when not eligible", async () => {
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const state = makeState({
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goddess: makeGoddessStateIneligible() as GameState["goddess"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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const res = await post("");
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expect(res.status).toBe(400);
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const body = await res.json() as { error: string };
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expect(body.error).toMatch(/Not eligible for consecration/u);
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expect(body.error).toMatch(/50,000/u);
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});
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it("returns 200 with divinityEarned and newConsecrationCount on success", async () => {
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const state = makeState();
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await post("");
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expect(res.status).toBe(200);
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const body = await res.json() as { divinityEarned: number; newConsecrationCount: number };
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expect(body.newConsecrationCount).toBe(1);
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expect(body.divinityEarned).toBeGreaterThanOrEqual(1);
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});
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it("applies the threshold multiplier when checking eligibility", async () => {
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// threshold multiplier of 2 means we need 100 000 prayers for count=0 but only have 50 000
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const state = makeState({
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goddess: makeGoddessStateIneligible({
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totalPrayersEarned: 50_000,
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enlightenment: makeEnlightenment({ stardustConsecrationThresholdMultiplier: 2 }),
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}) as GameState["goddess"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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const res = await post("");
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expect(res.status).toBe(400);
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const body = await res.json() as { error: string };
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// threshold should be 100 000 with multiplier 2
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expect(body.error).toMatch(/100,000/u);
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});
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it("returns 500 when database throws an Error", async () => {
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vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB error"));
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const res = await post("");
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expect(res.status).toBe(500);
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});
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it("returns 500 when database throws a non-Error value", async () => {
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vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce("raw string error");
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const res = await post("");
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expect(res.status).toBe(500);
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});
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});
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describe("POST /buy-upgrade", () => {
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it("returns 400 when upgradeId is missing", async () => {
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const res = await post("/buy-upgrade", {});
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expect(res.status).toBe(400);
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const body = await res.json() as { error: string };
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expect(body.error).toBe("upgradeId is required");
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});
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it("returns 404 for an unknown upgrade", async () => {
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const res = await post("/buy-upgrade", { upgradeId: "nonexistent_upgrade_id" });
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expect(res.status).toBe(404);
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const body = await res.json() as { error: string };
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expect(body.error).toBe("Unknown consecration upgrade");
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});
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it("returns 404 when no save is found", async () => {
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
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const res = await post("/buy-upgrade", { upgradeId: "divine_prayers_1" });
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expect(res.status).toBe(404);
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});
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it("returns 400 when goddess realm is not unlocked", async () => {
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const state = makeState({ goddess: undefined });
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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const res = await post("/buy-upgrade", { upgradeId: "divine_prayers_1" });
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expect(res.status).toBe(400);
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const body = await res.json() as { error: string };
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expect(body.error).toBe("Goddess realm not unlocked");
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});
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it("returns 400 when upgrade is already purchased", async () => {
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const state = makeState({
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goddess: makeGoddessStateEligible({
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consecration: makeConsecration({
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divinity: 100,
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purchasedUpgradeIds: [ "divine_prayers_1" ],
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}),
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}) as GameState["goddess"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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const res = await post("/buy-upgrade", { upgradeId: "divine_prayers_1" });
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expect(res.status).toBe(400);
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const body = await res.json() as { error: string };
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expect(body.error).toBe("Upgrade already purchased");
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});
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it("returns 400 when not enough divinity", async () => {
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// divine_prayers_1 costs 5 divinity — give the player 0
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const state = makeState({
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goddess: makeGoddessStateEligible({
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consecration: makeConsecration({ divinity: 0 }),
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}) as GameState["goddess"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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const res = await post("/buy-upgrade", { upgradeId: "divine_prayers_1" });
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expect(res.status).toBe(400);
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const body = await res.json() as { error: string };
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expect(body.error).toBe("Not enough divinity");
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});
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it("returns 200 with updated multipliers on successful purchase", async () => {
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// divine_prayers_1 costs 5 divinity and is in the "prayers" category
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const state = makeState({
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goddess: makeGoddessStateEligible({
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consecration: makeConsecration({ divinity: 100 }),
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}) as GameState["goddess"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await post("/buy-upgrade", { upgradeId: "divine_prayers_1" });
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expect(res.status).toBe(200);
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const body = await res.json() as {
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divinityRemaining: number;
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purchasedUpgradeIds: string[];
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divinityPrayersMultiplier: number;
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divinityDisciplesMultiplier: number;
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divinityCombatMultiplier: number;
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};
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expect(body.divinityRemaining).toBe(95); // 100 - 5
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expect(body.purchasedUpgradeIds).toContain("divine_prayers_1");
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expect(body.divinityPrayersMultiplier).toBeGreaterThan(1);
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});
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it("returns 500 when database throws an Error during buy-upgrade", async () => {
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vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB error"));
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const res = await post("/buy-upgrade", { upgradeId: "divine_prayers_1" });
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expect(res.status).toBe(500);
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});
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it("returns 500 when database throws a non-Error value during buy-upgrade", async () => {
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vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce("raw string error");
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const res = await post("/buy-upgrade", { upgradeId: "divine_prayers_1" });
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expect(res.status).toBe(500);
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});
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});
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});
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