/* eslint-disable max-lines-per-function -- Test suites naturally have many cases */ /* eslint-disable max-lines -- Test suites naturally have many cases */ /* eslint-disable @typescript-eslint/consistent-type-assertions -- Tests build minimal state objects */ import { beforeEach, describe, expect, it, vi } from "vitest"; import { Hono } from "hono"; import type { GameState } from "@elysium/types"; vi.mock("../../src/db/client.js", () => ({ prisma: { gameState: { findUnique: vi.fn(), update: vi.fn() }, }, })); vi.mock("../../src/middleware/auth.js", () => ({ authMiddleware: vi.fn(async (c: { set: (key: string, value: string) => void }, next: () => Promise) => { c.set("discordId", "test_discord_id"); await next(); }), })); vi.mock("../../src/services/logger.js", () => ({ logger: { error: vi.fn().mockResolvedValue(undefined), metric: vi.fn().mockResolvedValue(undefined), }, })); const DISCORD_ID = "test_discord_id"; const makeSiring = (overrides: Record = {}) => ({ count: 0, ichor: 0, productionMultiplier: 1, purchasedUpgradeIds: [] as Array, ...overrides, }); const makeAwakening = (overrides: Record = {}) => ({ count: 0, purchasedUpgradeIds: [] as Array, soulShards: 0, soulShardsBloodMultiplier: 1, soulShardsCombatMultiplier: 1, soulShardsMetaMultiplier: 1, soulShardsSiringIchorMultiplier: 1, soulShardsSiringThresholdMultiplier: 1, ...overrides, }); const makeVampireState = (overrides: Record = {}) => ({ achievements: [] as Array<{ id: string; unlockedAt: number | null; reward: unknown }>, awakening: makeAwakening(), baseClickPower: 1, bosses: [] as Array<{ id: string; status: string; bountyIchorClaimed?: boolean }>, equipment: [] as Array<{ id: string; owned: boolean; equipped: boolean }>, eternalSovereignty: { count: 0 }, exploration: { areas: [] as Array<{ id: string; status: string }>, craftedBloodMultiplier: 1, craftedCombatMultiplier: 1, craftedIchorMultiplier: 1, craftedRecipeIds: [] as Array, materials: [] as Array<{ materialId: string; quantity: number }>, }, lastTickAt: 0, lifetimeBloodEarned: 0, lifetimeBossesDefeated: 0, lifetimeQuestsCompleted: 0, quests: [] as Array<{ id: string; status: string }>, siring: makeSiring(), thralls: [] as Array<{ id: string; count: number }>, totalBloodEarned: 0, upgrades: [] as Array<{ id: string; purchased: boolean }>, zones: [] as Array<{ id: string; status: string }>, ...overrides, }); const makeEligibleVampireState = (overrides: Record = {}) => makeVampireState({ bosses: [ { id: "eternal_darkness", status: "defeated" } ], siring: makeSiring({ count: 4 }), ...overrides, }); const makeState = (overrides: Partial = {}): GameState => ({ player: { discordId: DISCORD_ID, username: "u", discriminator: "0", avatar: null, totalGoldEarned: 0, totalClicks: 0, characterName: "T" }, resources: { gold: 0, essence: 0, crystals: 0, runestones: 0 }, adventurers: [], upgrades: [], quests: [], bosses: [], equipment: [], achievements: [], zones: [], exploration: { areas: [], materials: [], craftedRecipeIds: [], craftedGoldMultiplier: 1, craftedEssenceMultiplier: 1, craftedClickMultiplier: 1, craftedCombatMultiplier: 1 }, companions: { unlockedCompanionIds: [], activeCompanionId: null }, prestige: { count: 0, runestones: 0, productionMultiplier: 1, purchasedUpgradeIds: [] }, baseClickPower: 1, lastTickAt: 0, schemaVersion: 1, ...overrides, } as GameState); describe("vampireAwakening route", () => { let app: Hono; let prisma: { gameState: { findUnique: ReturnType; update: ReturnType }; }; beforeEach(async () => { vi.clearAllMocks(); const { vampireAwakeningRouter } = await import("../../src/routes/vampireAwakening.js"); const { prisma: p } = await import("../../src/db/client.js"); prisma = p as typeof prisma; app = new Hono(); app.route("/vampire-awakening", vampireAwakeningRouter); }); const post = (path: string, body?: Record) => app.fetch(new Request(`http://localhost/vampire-awakening${path}`, { method: "POST", headers: body !== undefined ? { "Content-Type": "application/json" } : undefined, body: body !== undefined ? JSON.stringify(body) : undefined, })); describe("POST /", () => { it("returns 404 when no save is found", async () => { vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null); const res = await post(""); expect(res.status).toBe(404); }); it("returns 400 when vampire realm is not unlocked", async () => { const state = makeState(); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); const res = await post(""); expect(res.status).toBe(400); const body = await res.json() as { error: string }; expect(body.error).toContain("Vampire realm"); }); it("returns 400 when not eligible for awakening", async () => { const vampire = makeVampireState({ bosses: [] }); const state = makeState({ vampire: vampire as GameState["vampire"] }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); const res = await post(""); expect(res.status).toBe(400); const body = await res.json() as { error: string }; expect(body.error).toContain("Not eligible"); }); it("returns 400 when eternal_darkness boss is present but not defeated", async () => { const vampire = makeVampireState({ bosses: [ { id: "eternal_darkness", status: "available" } ], }); const state = makeState({ vampire: vampire as GameState["vampire"] }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); const res = await post(""); expect(res.status).toBe(400); }); it("returns newAwakeningCount and soulShardsEarned on success", async () => { const vampire = makeEligibleVampireState(); const state = makeState({ vampire: vampire as GameState["vampire"] }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await post(""); expect(res.status).toBe(200); const body = await res.json() as { newAwakeningCount: number; soulShardsEarned: number }; expect(body.newAwakeningCount).toBe(1); expect(body.soulShardsEarned).toBeGreaterThanOrEqual(1); }); it("increments awakening count from existing count", async () => { const vampire = makeEligibleVampireState({ awakening: makeAwakening({ count: 3, soulShards: 10 }), }); const state = makeState({ vampire: vampire as GameState["vampire"] }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await post(""); expect(res.status).toBe(200); const body = await res.json() as { newAwakeningCount: number }; expect(body.newAwakeningCount).toBe(4); }); it("returns 500 when the database throws an Error", async () => { vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB error")); const res = await post(""); expect(res.status).toBe(500); }); it("returns 500 when the database throws a non-Error value", async () => { vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce("raw string error"); const res = await post(""); expect(res.status).toBe(500); }); }); describe("POST /buy-upgrade", () => { it("returns 400 when upgradeId is missing", async () => { const res = await post("/buy-upgrade", {}); expect(res.status).toBe(400); const body = await res.json() as { error: string }; expect(body.error).toContain("upgradeId"); }); it("returns 404 for an unknown upgrade id", async () => { const res = await post("/buy-upgrade", { upgradeId: "nonexistent_awakening_upgrade" }); expect(res.status).toBe(404); const body = await res.json() as { error: string }; expect(body.error).toContain("Unknown awakening upgrade"); }); it("returns 404 when no save is found", async () => { vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null); const res = await post("/buy-upgrade", { upgradeId: "awakening_blood_1" }); expect(res.status).toBe(404); }); it("returns 400 when vampire realm is not unlocked", async () => { const state = makeState(); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); const res = await post("/buy-upgrade", { upgradeId: "awakening_blood_1" }); expect(res.status).toBe(400); const body = await res.json() as { error: string }; expect(body.error).toContain("Vampire realm"); }); it("returns 400 when the upgrade is already purchased", async () => { const vampire = makeVampireState({ awakening: makeAwakening({ soulShards: 100, purchasedUpgradeIds: [ "awakening_blood_1" ] }), }); const state = makeState({ vampire: vampire as GameState["vampire"] }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); const res = await post("/buy-upgrade", { upgradeId: "awakening_blood_1" }); expect(res.status).toBe(400); const body = await res.json() as { error: string }; expect(body.error).toContain("already purchased"); }); it("returns 400 when not enough soul shards", async () => { // awakening_blood_1 costs 10 soul shards; state has 5 const vampire = makeVampireState({ awakening: makeAwakening({ soulShards: 5 }), }); const state = makeState({ vampire: vampire as GameState["vampire"] }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); const res = await post("/buy-upgrade", { upgradeId: "awakening_blood_1" }); expect(res.status).toBe(400); const body = await res.json() as { error: string }; expect(body.error).toContain("soul shards"); }); it("returns updated multipliers and remaining soul shards on success", async () => { // awakening_blood_1 costs 10 soul shards; state has 20 const vampire = makeVampireState({ awakening: makeAwakening({ soulShards: 20 }), }); const state = makeState({ vampire: vampire as GameState["vampire"] }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await post("/buy-upgrade", { upgradeId: "awakening_blood_1" }); expect(res.status).toBe(200); const body = await res.json() as { purchasedUpgradeIds: Array; soulShardsBloodMultiplier: number; soulShardsCombatMultiplier: number; soulShardsMetaMultiplier: number; soulShardsRemaining: number; soulShardsSiringIchorMultiplier: number; soulShardsSiringThresholdMultiplier: number; }; expect(body.soulShardsRemaining).toBe(10); // 20 - 10 (awakening_blood_1 costs 10) expect(body.purchasedUpgradeIds).toContain("awakening_blood_1"); expect(body.soulShardsBloodMultiplier).toBe(1.5); // awakening_blood_1 multiplier expect(body.soulShardsCombatMultiplier).toBe(1); expect(body.soulShardsMetaMultiplier).toBe(1); expect(body.soulShardsSiringIchorMultiplier).toBe(1); expect(body.soulShardsSiringThresholdMultiplier).toBe(1); }); it("deducts the exact upgrade cost from soul shards", async () => { // awakening_combat_1 costs 15 soul shards; state has 15 const vampire = makeVampireState({ awakening: makeAwakening({ soulShards: 15 }), }); const state = makeState({ vampire: vampire as GameState["vampire"] }); vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never); vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never); const res = await post("/buy-upgrade", { upgradeId: "awakening_combat_1" }); expect(res.status).toBe(200); const body = await res.json() as { soulShardsRemaining: number }; expect(body.soulShardsRemaining).toBe(0); }); it("returns 500 when the database throws an Error during buy-upgrade", async () => { vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB error")); const res = await post("/buy-upgrade", { upgradeId: "awakening_blood_1" }); expect(res.status).toBe(500); }); it("returns 500 when the database throws a non-Error value during buy-upgrade", async () => { vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce("raw string error"); const res = await post("/buy-upgrade", { upgradeId: "awakening_blood_1" }); expect(res.status).toBe(500); }); }); });