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.
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@@ -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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