generated from nhcarrigan/template
fix: apply crystal multiplier to boss rewards, steepen prestige threshold, fix stale upgrade race condition, and fix companion format display
Closes #221 Closes #222 Closes #201 Closes #213
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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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