generated from nhcarrigan/template
feat: another balance and bug fix pass (#238)
Working through open issues — fixes, balance changes, and features. ## Closed - Closes #161 - Closes #181 - Closes #191 - Closes #199 - Closes #201 - Closes #202 - Closes #203 - Closes #204 - Closes #205 - Closes #206 - Closes #208 - Closes #211 - Closes #212 - Closes #213 - Closes #214 - Closes #216 - Closes #219 - Closes #220 - Closes #221 - Closes #222 - Closes #224 - Closes #225 - Closes #226 - Closes #228 - Closes #229 - Closes #230 - Closes #231 - Closes #232 - Closes #233 - Closes #234 - Closes #235 - Closes #236 ✨ This PR was created with help from Hikari~ 🌸 Reviewed-on: #238 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com>
This commit was merged in pull request #238.
This commit is contained in:
@@ -294,6 +294,52 @@ describe("boss route", () => {
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expect(body.won).toBe(true);
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});
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it("handles zone unlock gracefully when exploration state is undefined", async () => {
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const state = makeState({
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bosses: [makeBoss({ currentHp: 100, maxHp: 100, damagePerSecond: 1 })] as GameState["bosses"],
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adventurers: [makeAdventurer()] as GameState["adventurers"],
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zones: [{ id: "test_zone", status: "locked", unlockBossId: "test_boss", unlockQuestId: null }] as GameState["zones"],
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quests: [],
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exploration: undefined,
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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 challenge({ bossId: "test_boss" });
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expect(res.status).toBe(200);
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const body = await res.json() as { won: boolean };
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expect(body.won).toBe(true);
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});
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it("unlocks exploration areas when a zone is unlocked on boss defeat", async () => {
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const state = makeState({
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bosses: [makeBoss({ currentHp: 100, maxHp: 100, damagePerSecond: 1 })] as GameState["bosses"],
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adventurers: [makeAdventurer()] as GameState["adventurers"],
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zones: [{ id: "test_zone", status: "locked", unlockBossId: "test_boss", unlockQuestId: null }] as GameState["zones"],
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quests: [],
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exploration: {
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areas: [{ id: "test_area", status: "locked" as const }],
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materials: [],
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craftedRecipeIds: [],
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craftedGoldMultiplier: 1,
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craftedEssenceMultiplier: 1,
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craftedClickMultiplier: 1,
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craftedCombatMultiplier: 1,
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},
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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let savedState: GameState | undefined;
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vi.mocked(prisma.gameState.update).mockImplementationOnce(async (args) => {
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/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Test assertion */
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savedState = (args as { data: { state: GameState } }).data.state;
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return {} as never;
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});
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const res = await challenge({ bossId: "test_boss" });
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expect(res.status).toBe(200);
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// Exploration area should remain locked — no matching defaultExploration for "test_area"
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const area = savedState?.exploration?.areas.find((a) => a.id === "test_area");
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expect(area?.status).toBe("locked");
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});
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it("returns 500 when the database throws", async () => {
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vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB error"));
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const res = await challenge({ bossId: "test_boss" });
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@@ -246,6 +246,22 @@ describe("explore route", () => {
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expect(body.endsAt).toBeGreaterThan(Date.now());
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});
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it("persists endsAt to the DB state on exploration start", 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 postStart({ areaId: TEST_AREA_ID });
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expect(res.status).toBe(200);
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const body = await res.json() as { areaId: string; endsAt: number };
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const updateCall = vi.mocked(prisma.gameState.update).mock.calls[0]?.[0];
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/* eslint-disable-next-line @typescript-eslint/consistent-type-assertions -- Test accesses nested mock data */
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const savedState = (updateCall?.data as { state?: { exploration?: { areas?: Array<{ id: string; endsAt?: number }> } } }).state;
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const savedArea = savedState?.exploration?.areas?.find((a) => {
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return a.id === TEST_AREA_ID;
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});
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expect(savedArea?.endsAt).toBe(body.endsAt);
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});
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it("backfills exploration state for old saves without exploration", async () => {
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const state = makeState({ exploration: undefined });
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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@@ -477,6 +477,28 @@ describe("game route", () => {
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expect(body.savedAt).toBeGreaterThan(0);
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});
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it("restores previous upgrades when incoming prestige count is lower (stale post-prestige save)", async () => {
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const prevUpgrades = [
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{ id: "click_1", purchased: false, unlocked: true, target: "click", multiplier: 2 },
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] as GameState["upgrades"];
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const prevState = makeState({
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prestige: { count: 1, runestones: 10, productionMultiplier: 1.3, purchasedUpgradeIds: [] },
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upgrades: prevUpgrades,
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});
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const incomingState = makeState({
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prestige: { count: 0, runestones: 0, productionMultiplier: 1, purchasedUpgradeIds: [] },
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upgrades: [
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{ id: "click_1", purchased: true, unlocked: true, target: "click", multiplier: 2 },
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] as GameState["upgrades"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state: prevState } as never);
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vi.mocked(prisma.player.findUnique).mockResolvedValueOnce(makePlayer({ createdAt: Date.now() }) as never);
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vi.mocked(prisma.player.update).mockResolvedValueOnce({} as never);
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vi.mocked(prisma.gameState.upsert).mockResolvedValueOnce({} as never);
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const res = await save({ state: incomingState });
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expect(res.status).toBe(200);
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});
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it("validates companion when active companion is legitimately unlocked", async () => {
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const prevState = makeState();
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const stateWithCompanion = makeState({
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@@ -81,6 +81,16 @@ describe("prestige route", () => {
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expect(res.status).toBe(400);
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});
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it("returns 400 with echoPrestigeThresholdMultiplier applied when transcendence is present", async () => {
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const state = makeState({
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player: { discordId: DISCORD_ID, username: "u", discriminator: "0", avatar: null, totalGoldEarned: 500_000, totalClicks: 0, characterName: "T" },
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transcendence: { count: 1, echoes: 0, purchasedUpgradeIds: [], echoIncomeMultiplier: 1, echoCombatMultiplier: 1, echoPrestigeThresholdMultiplier: 2, echoPrestigeRunestoneMultiplier: 1, echoMetaMultiplier: 1 },
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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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});
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it("returns runestones on successful prestige", async () => {
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const state = makeState();
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state, updatedAt: 0 } as never);
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@@ -0,0 +1,189 @@
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/* eslint-disable max-lines-per-function -- 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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vi.mock("../../src/db/client.js", () => ({
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prisma: {
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gameState: { findUnique: vi.fn() },
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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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log: vi.fn().mockResolvedValue(undefined),
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},
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}));
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const makeState = (overrides: Record<string, unknown> = {}) => ({
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quests: [],
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exploration: { areas: [] },
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...overrides,
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});
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describe("timers route", () => {
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let app: Hono;
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let prisma: { gameState: { findUnique: ReturnType<typeof vi.fn> } };
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beforeEach(async () => {
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vi.clearAllMocks();
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const { timersRouter } = await import("../../src/routes/timers.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("/timers", timersRouter);
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});
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const get = (userId: string) =>
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app.fetch(new Request(`http://localhost/timers/${userId}`));
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it("returns 400 for a non-numeric user ID", async () => {
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const res = await get("not-a-number");
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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("Invalid user ID");
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});
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it("returns 404 when player is not found", async () => {
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
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const res = await get("123456789");
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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("Player not found");
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});
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it("returns empty arrays when no active quests or explorations", async () => {
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({
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state: makeState(),
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});
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const res = await get("123456789");
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expect(res.status).toBe(200);
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const body = await res.json() as { quests: unknown[]; explorations: unknown[] };
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expect(body.quests).toEqual([]);
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expect(body.explorations).toEqual([]);
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});
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it("returns active quest timers with endsAt computed from startedAt + duration", async () => {
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const startedAt = Date.now() - 30_000;
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const state = makeState({
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quests: [
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{
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id: "q1",
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name: "Forest Patrol",
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status: "active",
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startedAt: startedAt,
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durationSeconds: 600,
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},
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],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state });
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const res = await get("123456789");
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expect(res.status).toBe(200);
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const body = await res.json() as {
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quests: Array<{ questId: string; name: string; endsAt: number; timeLeft: number }>;
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};
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expect(body.quests).toHaveLength(1);
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expect(body.quests[0]?.questId).toBe("q1");
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expect(body.quests[0]?.name).toBe("Forest Patrol");
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expect(body.quests[0]?.endsAt).toBe(startedAt + 600_000);
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expect(body.quests[0]?.timeLeft).toBeGreaterThan(0);
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});
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it("filters out quests that are not in_progress", async () => {
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const state = makeState({
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quests: [
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{ id: "q1", name: "Done Quest", status: "completed", startedAt: 0, durationSeconds: 60 },
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{ id: "q2", name: "Idle Quest", status: "available", durationSeconds: 60 },
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],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state });
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const res = await get("123456789");
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const body = await res.json() as { quests: unknown[] };
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expect(body.quests).toHaveLength(0);
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});
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it("returns timeLeft of 0 for already-completed quests still marked in_progress", async () => {
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const startedAt = Date.now() - 700_000;
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const state = makeState({
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quests: [
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{
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id: "q1",
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name: "Old Quest",
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status: "active",
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startedAt: startedAt,
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durationSeconds: 600,
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},
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],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state });
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const res = await get("123456789");
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const body = await res.json() as {
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quests: Array<{ timeLeft: number }>;
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};
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expect(body.quests[0]?.timeLeft).toBe(0);
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});
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it("returns active exploration timers", async () => {
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const endsAt = Date.now() + 120_000;
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const state = makeState({
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exploration: {
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areas: [
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{ id: "verdant_meadows", status: "in_progress", endsAt },
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{ id: "unknown_area_xyz", status: "in_progress", endsAt },
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],
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},
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state });
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const res = await get("123456789");
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const body = await res.json() as {
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explorations: Array<{ areaId: string; name: string; endsAt: number; timeLeft: number }>;
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};
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expect(body.explorations).toHaveLength(2);
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expect(body.explorations[0]?.areaId).toBe("verdant_meadows");
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expect(body.explorations[0]?.endsAt).toBe(endsAt);
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expect(body.explorations[0]?.timeLeft).toBeGreaterThan(0);
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// Unknown area falls back to ID as name
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expect(body.explorations[1]?.name).toBe("unknown_area_xyz");
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});
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it("filters out explorations not in_progress", async () => {
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const state = makeState({
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exploration: {
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areas: [
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{ id: "area1", status: "available" },
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{ id: "area2", status: "completed" },
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],
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},
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state });
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const res = await get("123456789");
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const body = await res.json() as { explorations: unknown[] };
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expect(body.explorations).toHaveLength(0);
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});
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it("handles missing exploration state gracefully", async () => {
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const state = { quests: [] };
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state });
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const res = await get("123456789");
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expect(res.status).toBe(200);
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const body = await res.json() as { explorations: unknown[] };
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expect(body.explorations).toHaveLength(0);
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});
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it("returns 500 on database error", async () => {
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vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(
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new Error("DB failure"),
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);
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const res = await get("123456789");
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expect(res.status).toBe(500);
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const body = await res.json() as { error: string };
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expect(body.error).toBe("Internal server error");
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});
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it("returns 500 and logs non-Error throws", async () => {
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vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce("string error");
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const res = await get("123456789");
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expect(res.status).toBe(500);
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});
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});
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@@ -55,18 +55,18 @@ const makeMinimalState = (overrides: Partial<GameState> = {}): GameState =>
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describe("calculatePrestigeThreshold", () => {
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it("returns base threshold at count 0", () => {
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// base × (0+1)^2 = 1_000_000 × 1 = 1_000_000
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// base × (0+1)^2.5 = 1_000_000 × 1 = 1_000_000
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expect(calculatePrestigeThreshold(0)).toBe(1_000_000);
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});
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it("returns 4× base at count 1", () => {
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// base × (1+1)^2 = 1_000_000 × 4 = 4_000_000
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expect(calculatePrestigeThreshold(1)).toBe(4_000_000);
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it("returns base × 2^2.5 at count 1", () => {
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// base × (1+1)^2.5 = 1_000_000 × 2^2.5
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expect(calculatePrestigeThreshold(1)).toBeCloseTo(1_000_000 * Math.pow(2, 2.5));
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});
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it("returns 9× base at count 2", () => {
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// base × (2+1)^2 = 1_000_000 × 9 = 9_000_000
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expect(calculatePrestigeThreshold(2)).toBe(9_000_000);
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it("returns base × 3^2.5 at count 2", () => {
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// base × (2+1)^2.5 = 1_000_000 × 3^2.5
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expect(calculatePrestigeThreshold(2)).toBeCloseTo(1_000_000 * Math.pow(3, 2.5));
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});
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it("applies threshold multiplier correctly", () => {
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@@ -255,6 +255,20 @@ describe("buildPostPrestigeState", () => {
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expect(prestigeData.autoPrestigeEnabled).toBeUndefined();
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});
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it("preserves autoPrestigeMaxRunestonesOnly when set", () => {
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const state = makeMinimalState({
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prestige: { autoPrestigeMaxRunestonesOnly: true, count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
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});
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const { prestigeData } = buildPostPrestigeState(state, "Tester");
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expect(prestigeData.autoPrestigeMaxRunestonesOnly).toBe(true);
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});
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it("omits autoPrestigeMaxRunestonesOnly when not set", () => {
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const state = makeMinimalState();
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const { prestigeData } = buildPostPrestigeState(state, "Tester");
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expect(prestigeData.autoPrestigeMaxRunestonesOnly).toBeUndefined();
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});
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it("preserves apotheosis data across prestige", () => {
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const apotheosis = { count: 2 };
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const state = makeMinimalState({ apotheosis });
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