generated from nhcarrigan/template
feat: initial prototype — core game systems (#30)
## Summary This PR represents the full v1 prototype, implementing the core game systems for Elysium. - Full idle/clicker RPG loop: resource collection, crafting, boss fights, exploration, and quests - Adventurer hiring with batch size selector and progressive tier cost scaling - Prestige, transcendence, and apotheosis systems with auto-prestige support - Character sheet, titles, leaderboards, companion system, and daily login bonuses - Auto-quest and auto-boss toggles - Discord webhook notifications on prestige/transcendence/apotheosis - Discord role awarded on apotheosis - Responsive design and overarching story/lore system - In-game sound effects and browser notifications for key events - Support link button in the resource bar - Full test coverage (100% on `apps/api` and `packages/types`) - CI pipeline: lint → build → test ## Closes Closes #1 Closes #2 Closes #3 Closes #4 Closes #5 Closes #6 Closes #7 Closes #8 Closes #9 Closes #10 Closes #11 Closes #12 Closes #13 Closes #14 Closes #16 Closes #19 Closes #20 Closes #21 Closes #22 Closes #23 Closes #24 Closes #25 Closes #26 Closes #27 Closes #29 ✨ This issue was created with help from Hikari~ 🌸 Co-authored-by: Naomi Carrigan <commits@nhcarrigan.com> Reviewed-on: #30 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com>
This commit was merged in pull request #30.
This commit is contained in:
@@ -0,0 +1,410 @@
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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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const DISCORD_ID = "test_discord_id";
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// verdant_meadow is the first area in verdant_vale zone
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const TEST_AREA_ID = "verdant_meadow";
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const TEST_ZONE_ID = "verdant_vale";
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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 },
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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: [{ id: TEST_ZONE_ID, status: "unlocked" }] as GameState["zones"],
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exploration: {
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areas: [{ id: TEST_AREA_ID, status: "available", completedOnce: false }] as GameState["exploration"]["areas"],
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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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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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...overrides,
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} as GameState);
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describe("explore 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 { exploreRouter } = await import("../../src/routes/explore.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("/explore", exploreRouter);
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});
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const postStart = (body: Record<string, unknown>) =>
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app.fetch(new Request("http://localhost/explore/start", {
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method: "POST",
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headers: { "Content-Type": "application/json" },
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body: JSON.stringify(body),
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}));
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const postCollect = (body: Record<string, unknown>) =>
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app.fetch(new Request("http://localhost/explore/collect", {
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method: "POST",
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headers: { "Content-Type": "application/json" },
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body: JSON.stringify(body),
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}));
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describe("POST /start", () => {
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it("returns 400 when areaId is missing", async () => {
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const res = await postStart({});
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expect(res.status).toBe(400);
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});
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it("returns 404 for unknown area", async () => {
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const res = await postStart({ areaId: "nonexistent_area" });
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expect(res.status).toBe(404);
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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 postStart({ areaId: TEST_AREA_ID });
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expect(res.status).toBe(404);
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});
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it("returns 400 when zone is not unlocked", async () => {
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const state = makeState({ zones: [{ id: TEST_ZONE_ID, status: "locked" }] as GameState["zones"] });
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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const res = await postStart({ areaId: TEST_AREA_ID });
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expect(res.status).toBe(400);
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});
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it("returns 404 when area is not found in state", async () => {
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const state = makeState({ exploration: { areas: [], materials: [], craftedRecipeIds: [], craftedGoldMultiplier: 1, craftedEssenceMultiplier: 1, craftedClickMultiplier: 1, craftedCombatMultiplier: 1 } });
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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const res = await postStart({ areaId: TEST_AREA_ID });
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expect(res.status).toBe(404);
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});
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it("returns 400 when another exploration is already in progress", async () => {
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const state = makeState({
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exploration: {
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areas: [{ id: TEST_AREA_ID, status: "available" }, { id: "other_area", status: "in_progress" }] as GameState["exploration"]["areas"],
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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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const res = await postStart({ areaId: TEST_AREA_ID });
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expect(res.status).toBe(400);
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});
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it("returns 400 when area is locked", async () => {
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const state = makeState({
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exploration: {
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areas: [{ id: TEST_AREA_ID, status: "locked" }] as GameState["exploration"]["areas"],
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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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const res = await postStart({ areaId: TEST_AREA_ID });
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expect(res.status).toBe(400);
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});
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it("starts exploration and returns endsAt 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 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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expect(body.areaId).toBe(TEST_AREA_ID);
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expect(body.endsAt).toBeGreaterThan(Date.now());
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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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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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// Even with backfilled state, verdant_meadow may not be available initially — just check the route runs
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const res = await postStart({ areaId: TEST_AREA_ID });
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// Should not be a 500; either 200 or a game-logic error
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expect(res.status).not.toBe(500);
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});
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});
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describe("POST /collect", () => {
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it("returns 400 when areaId is missing", async () => {
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const res = await postCollect({});
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expect(res.status).toBe(400);
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});
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it("returns 404 for unknown area", async () => {
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const res = await postCollect({ areaId: "nonexistent_area" });
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expect(res.status).toBe(404);
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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 postCollect({ areaId: TEST_AREA_ID });
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expect(res.status).toBe(404);
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});
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it("returns 400 when no exploration state exists", 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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const res = await postCollect({ areaId: TEST_AREA_ID });
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expect(res.status).toBe(400);
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});
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it("returns 404 when area is not found in state", async () => {
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const state = makeState({ exploration: { areas: [], materials: [], craftedRecipeIds: [], craftedGoldMultiplier: 1, craftedEssenceMultiplier: 1, craftedClickMultiplier: 1, craftedCombatMultiplier: 1 } });
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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const res = await postCollect({ areaId: TEST_AREA_ID });
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expect(res.status).toBe(404);
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});
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it("returns 400 when area is not in progress", 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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const res = await postCollect({ areaId: TEST_AREA_ID });
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expect(res.status).toBe(400);
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});
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it("returns 400 when exploration is not yet complete", async () => {
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const now = Date.now();
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const state = makeState({
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exploration: {
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areas: [{ id: TEST_AREA_ID, status: "in_progress", startedAt: now, completedOnce: false }] as GameState["exploration"]["areas"],
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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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const res = await postCollect({ areaId: TEST_AREA_ID });
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expect(res.status).toBe(400);
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});
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it("collects exploration results when complete", async () => {
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// Set startedAt far in the past so it's definitely complete
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const state = makeState({
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exploration: {
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areas: [{ id: TEST_AREA_ID, status: "in_progress", startedAt: 0, completedOnce: false }] as GameState["exploration"]["areas"],
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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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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await postCollect({ areaId: TEST_AREA_ID });
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expect(res.status).toBe(200);
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const body = await res.json() as { foundNothing: boolean; materialsFound: unknown[] };
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expect(typeof body.foundNothing).toBe("boolean");
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expect(Array.isArray(body.materialsFound)).toBe(true);
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});
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it("returns foundNothing=true when random triggers the nothing path", async () => {
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const mockRandom = vi.spyOn(Math, "random");
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// First call: the nothing probability check (< 0.2 triggers nothing)
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mockRandom.mockReturnValueOnce(0.1);
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const state = makeState({
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exploration: {
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areas: [{ id: TEST_AREA_ID, status: "in_progress", startedAt: 0, completedOnce: false }] as GameState["exploration"]["areas"],
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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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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await postCollect({ areaId: TEST_AREA_ID });
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expect(res.status).toBe(200);
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const body = await res.json() as { foundNothing: boolean; nothingMessage: string };
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expect(body.foundNothing).toBe(true);
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expect(typeof body.nothingMessage).toBe("string");
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mockRandom.mockRestore();
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});
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it("applies gold_loss event and pushes new material from possibleMaterials", async () => {
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const mockRandom = vi.spyOn(Math, "random");
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// verdant_meadow events: [gold_gain(0), gold_loss(1), material_gain(2), essence_gain(3)]
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mockRandom
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.mockReturnValueOnce(0.5) // nothing check: 0.5 >= 0.2 → proceed
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.mockReturnValueOnce(0.26) // event: Math.floor(0.26 * 4) = 1 → gold_loss
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.mockReturnValueOnce(0) // possibleMaterials roll: 0 * 3 = 0, 0 - 3 = -3 ≤ 0 → verdant_sap
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.mockReturnValueOnce(0); // quantity: Math.floor(0 * 3) + 1 = 1
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const state = makeState({
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resources: { gold: 100, essence: 0, crystals: 0, runestones: 0 },
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exploration: {
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areas: [{ id: TEST_AREA_ID, status: "in_progress", startedAt: 0, completedOnce: false }] as GameState["exploration"]["areas"],
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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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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await postCollect({ areaId: TEST_AREA_ID });
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expect(res.status).toBe(200);
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const body = await res.json() as { foundNothing: boolean; event: { goldChange: number }; materialsFound: Array<{ materialId: string }> };
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expect(body.foundNothing).toBe(false);
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expect(body.event.goldChange).toBeLessThan(0);
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expect(body.materialsFound.some((m) => m.materialId === "verdant_sap")).toBe(true);
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mockRandom.mockRestore();
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});
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it("applies essence_gain event during exploration collect", async () => {
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const mockRandom = vi.spyOn(Math, "random");
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mockRandom
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.mockReturnValueOnce(0.5) // nothing check: proceed
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.mockReturnValueOnce(0.76) // event: Math.floor(0.76 * 4) = 3 → essence_gain
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.mockReturnValueOnce(0) // possibleMaterials roll → verdant_sap
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.mockReturnValueOnce(0); // quantity → 1
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const state = makeState({
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exploration: {
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areas: [{ id: TEST_AREA_ID, status: "in_progress", startedAt: 0, completedOnce: false }] as GameState["exploration"]["areas"],
|
||||
materials: [],
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||||
craftedRecipeIds: [],
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craftedGoldMultiplier: 1,
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craftedEssenceMultiplier: 1,
|
||||
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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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await postCollect({ areaId: TEST_AREA_ID });
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expect(res.status).toBe(200);
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const body = await res.json() as { event: { essenceChange: number } };
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expect(body.event.essenceChange).toBeGreaterThan(0);
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mockRandom.mockRestore();
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||||
});
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||||
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||||
it("pushes new material via material_gain event when material not already in list", async () => {
|
||||
const mockRandom = vi.spyOn(Math, "random");
|
||||
mockRandom
|
||||
.mockReturnValueOnce(0.5) // nothing check: proceed
|
||||
.mockReturnValueOnce(0.51) // event: Math.floor(0.51 * 4) = 2 → material_gain (verdant_sap qty=2)
|
||||
.mockReturnValueOnce(0) // possibleMaterials roll → verdant_sap
|
||||
.mockReturnValueOnce(0); // quantity → 1
|
||||
const state = makeState({
|
||||
exploration: {
|
||||
areas: [{ id: TEST_AREA_ID, status: "in_progress", startedAt: 0, completedOnce: false }] as GameState["exploration"]["areas"],
|
||||
materials: [],
|
||||
craftedRecipeIds: [],
|
||||
craftedGoldMultiplier: 1,
|
||||
craftedEssenceMultiplier: 1,
|
||||
craftedClickMultiplier: 1,
|
||||
craftedCombatMultiplier: 1,
|
||||
},
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await postCollect({ areaId: TEST_AREA_ID });
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as { event: { materialGained: { materialId: string; quantity: number } } };
|
||||
expect(body.event.materialGained?.materialId).toBe("verdant_sap");
|
||||
mockRandom.mockRestore();
|
||||
});
|
||||
|
||||
it("increments existing material quantity via material_gain event", async () => {
|
||||
const mockRandom = vi.spyOn(Math, "random");
|
||||
mockRandom
|
||||
.mockReturnValueOnce(0.5) // nothing check: proceed
|
||||
.mockReturnValueOnce(0.51) // event: Math.floor(0.51 * 4) = 2 → material_gain (verdant_sap qty=2)
|
||||
.mockReturnValueOnce(0) // possibleMaterials roll → verdant_sap
|
||||
.mockReturnValueOnce(0); // quantity → 1
|
||||
const state = makeState({
|
||||
exploration: {
|
||||
areas: [{ id: TEST_AREA_ID, status: "in_progress", startedAt: 0, completedOnce: false }] as GameState["exploration"]["areas"],
|
||||
materials: [{ materialId: "verdant_sap", quantity: 5 }],
|
||||
craftedRecipeIds: [],
|
||||
craftedGoldMultiplier: 1,
|
||||
craftedEssenceMultiplier: 1,
|
||||
craftedClickMultiplier: 1,
|
||||
craftedCombatMultiplier: 1,
|
||||
},
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await postCollect({ areaId: TEST_AREA_ID });
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as { event: { materialGained: { materialId: string; quantity: number } } };
|
||||
expect(body.event.materialGained?.materialId).toBe("verdant_sap");
|
||||
mockRandom.mockRestore();
|
||||
});
|
||||
|
||||
it("increments existing material quantity when material already in list", async () => {
|
||||
const mockRandom = vi.spyOn(Math, "random");
|
||||
// verdant_meadow has 4 events (indices 0-3), 1 possibleMaterial (verdant_sap, weight=3)
|
||||
mockRandom
|
||||
.mockReturnValueOnce(0.5) // nothing check: 0.5 >= 0.2 → proceed
|
||||
.mockReturnValueOnce(0) // event selection: Math.floor(0 * 4) = 0 → gold_gain (index 0)
|
||||
.mockReturnValueOnce(0) // material roll: 0 * 3 = 0, then 0 - 3 = -3 <= 0 → verdant_sap selected
|
||||
.mockReturnValueOnce(0); // quantity roll: Math.floor(0 * 3) + 1 = 1
|
||||
const state = makeState({
|
||||
exploration: {
|
||||
areas: [{ id: TEST_AREA_ID, status: "in_progress", startedAt: 0, completedOnce: false }] as GameState["exploration"]["areas"],
|
||||
materials: [{ materialId: "verdant_sap", quantity: 5 }],
|
||||
craftedRecipeIds: [],
|
||||
craftedGoldMultiplier: 1,
|
||||
craftedEssenceMultiplier: 1,
|
||||
craftedClickMultiplier: 1,
|
||||
craftedCombatMultiplier: 1,
|
||||
},
|
||||
});
|
||||
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
||||
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
||||
const res = await postCollect({ areaId: TEST_AREA_ID });
|
||||
expect(res.status).toBe(200);
|
||||
const body = await res.json() as { materialsFound: Array<{ materialId: string }> };
|
||||
expect(body.materialsFound.some((m) => m.materialId === "verdant_sap")).toBe(true);
|
||||
mockRandom.mockRestore();
|
||||
});
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user