generated from nhcarrigan/template
chore: community feedback fixes and UI improvements (#102)
## Summary Addresses all community feedback tickets from the last deploy, plus several UI improvements made during the same session. ### Bug fixes & balance - **#97** — Fix auto-adventurer tier priority: sort by combat power instead of current cost so the highest-tier affordable unit is always purchased - **#98** — Add Dark Templar adventurer (80k CP) to bridge the Volcanic Depths progression wall; rewire upgrade and quest rewards accordingly - **#99** — Reorder and buff Shadow Assassin (55k CP, level 12) so Witch Coven feels rewarding rather than a regression - **#100** — Display effective Gold/s (all multipliers applied) in the resource bar - **#101** — Add Peasant tier 2 (10x, essence) and tier 3 (50x, crystals) upgrades for meaningful late-game scaling ### Other fixes - Sync game state to server before auto-boss challenges (matching manual challenge behaviour) - Refresh Discord avatar hash on every game load via bot token so stale CDN URLs are corrected automatically ### UI improvements - Replace Donate / Discord / Support / View Profile / Edit Profile buttons with a single avatar dropdown menu - Collapse all resources except Gold into a click-to-toggle dropdown; orange alert dot appears when a hidden resource is capped ## Closes Closes #97 Closes #98 Closes #99 Closes #100 Closes #101 Reviewed-on: #102 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com>
This commit was merged in pull request #102.
This commit is contained in:
@@ -19,6 +19,10 @@ vi.mock("../../src/middleware/auth.js", () => ({
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}),
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}));
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vi.mock("../../src/services/discord.js", () => ({
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fetchDiscordUserById: vi.fn().mockResolvedValue(null),
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}));
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const DISCORD_ID = "test_discord_id";
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const CURRENT_SCHEMA_VERSION = 1;
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@@ -200,6 +204,75 @@ describe("game route", () => {
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expect(body.offlineGold).toBeGreaterThan(0);
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expect(body.offlineEssence).toBeGreaterThan(0);
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});
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it("syncs updated avatar from Discord into the returned state", async () => {
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const todayUTC = new Date().toISOString().slice(0, 10);
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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.player.findUnique).mockResolvedValueOnce(
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makePlayer({ lastLoginDate: todayUTC, avatar: "old_hash" }) as never,
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);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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vi.mocked(prisma.player.update).mockResolvedValueOnce({} as never);
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const { fetchDiscordUserById } = await import("../../src/services/discord.js");
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vi.mocked(fetchDiscordUserById).mockResolvedValueOnce({
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id: DISCORD_ID, username: "u", discriminator: "0", avatar: "new_hash",
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});
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const res = await app.fetch(new Request("http://localhost/game/load"));
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expect(res.status).toBe(200);
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const body = await res.json() as { state: GameState };
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expect(body.state.player.avatar).toBe("new_hash");
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});
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it("continues loading when the avatar DB update fails", async () => {
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const todayUTC = new Date().toISOString().slice(0, 10);
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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.player.findUnique).mockResolvedValueOnce(
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makePlayer({ lastLoginDate: todayUTC, avatar: "old_hash" }) as never,
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);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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vi.mocked(prisma.player.update).mockRejectedValueOnce(new Error("db error"));
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const { fetchDiscordUserById } = await import("../../src/services/discord.js");
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vi.mocked(fetchDiscordUserById).mockResolvedValueOnce({
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id: DISCORD_ID, username: "u", discriminator: "0", avatar: "new_hash",
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});
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const res = await app.fetch(new Request("http://localhost/game/load"));
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expect(res.status).toBe(200);
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});
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it("continues loading when the avatar DB update fails with a non-Error value", async () => {
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const todayUTC = new Date().toISOString().slice(0, 10);
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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.player.findUnique).mockResolvedValueOnce(
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makePlayer({ lastLoginDate: todayUTC, avatar: "old_hash" }) as never,
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);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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vi.mocked(prisma.player.update).mockRejectedValueOnce("raw string error");
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const { fetchDiscordUserById } = await import("../../src/services/discord.js");
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vi.mocked(fetchDiscordUserById).mockResolvedValueOnce({
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id: DISCORD_ID, username: "u", discriminator: "0", avatar: "new_hash",
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});
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const res = await app.fetch(new Request("http://localhost/game/load"));
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expect(res.status).toBe(200);
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});
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it("keeps stored avatar when Discord returns null", async () => {
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const todayUTC = new Date().toISOString().slice(0, 10);
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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.player.findUnique).mockResolvedValueOnce(
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makePlayer({ lastLoginDate: todayUTC, avatar: "stored_hash" }) as never,
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);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const { fetchDiscordUserById } = await import("../../src/services/discord.js");
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vi.mocked(fetchDiscordUserById).mockResolvedValueOnce(null);
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const res = await app.fetch(new Request("http://localhost/game/load"));
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expect(res.status).toBe(200);
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const body = await res.json() as { state: GameState };
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expect(body.state.player.avatar).toBe("stored_hash");
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});
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});
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describe("POST /save", () => {
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