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elysium/apps/web/test/dailyChallenges.spec.ts
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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
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Closes #10
Closes #11
Closes #12
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Closes #16
Closes #19
Closes #20
Closes #21
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Closes #24
Closes #25
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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>
2026-03-08 15:53:39 -07:00

104 lines
4.2 KiB
TypeScript

/* eslint-disable max-lines-per-function -- Test suites naturally have many cases */
/* eslint-disable max-nested-callbacks -- Vitest structure requires nesting */
/**
* @file Tests for daily challenge progress utilities.
* @copyright nhcarrigan
* @license Naomi's Public License
* @author Naomi Carrigan
*/
import { describe, expect, it } from "vitest";
import { updateChallengeProgress } from "../src/utils/dailyChallenges.js";
import type { DailyChallengeState } from "@elysium/types";
const makeState = (overrides: Partial<DailyChallengeState> = {}): DailyChallengeState => ({
challenges: [],
lastResetDay: "2024-01-01",
...overrides,
});
describe("updateChallengeProgress", () => {
it("should return unchanged state when there are no challenges", () => {
const state = makeState();
const { crystalsAwarded, updatedChallenges } = updateChallengeProgress(state, "clicks", 10);
expect(crystalsAwarded).toBe(0);
expect(updatedChallenges.challenges).toHaveLength(0);
});
it("should skip challenges of a different type", () => {
const state = makeState({
challenges: [
{ completed: false, progress: 0, rewardCrystals: 5, target: 10, type: "gold_earned" },
],
});
const { crystalsAwarded, updatedChallenges } = updateChallengeProgress(state, "clicks", 5);
expect(crystalsAwarded).toBe(0);
expect(updatedChallenges.challenges[0].progress).toBe(0);
});
it("should skip already-completed challenges", () => {
const state = makeState({
challenges: [
{ completed: true, progress: 10, rewardCrystals: 5, target: 10, type: "clicks" },
],
});
const { crystalsAwarded, updatedChallenges } = updateChallengeProgress(state, "clicks", 5);
expect(crystalsAwarded).toBe(0);
expect(updatedChallenges.challenges[0].progress).toBe(10);
});
it("should increment progress without completing the challenge", () => {
const state = makeState({
challenges: [
{ completed: false, progress: 0, rewardCrystals: 5, target: 10, type: "clicks" },
],
});
const { crystalsAwarded, updatedChallenges } = updateChallengeProgress(state, "clicks", 4);
expect(crystalsAwarded).toBe(0);
expect(updatedChallenges.challenges[0].progress).toBe(4);
expect(updatedChallenges.challenges[0].completed).toBe(false);
});
it("should complete the challenge and award crystals when progress meets target", () => {
const state = makeState({
challenges: [
{ completed: false, progress: 8, rewardCrystals: 5, target: 10, type: "clicks" },
],
});
const { crystalsAwarded, updatedChallenges } = updateChallengeProgress(state, "clicks", 2);
expect(crystalsAwarded).toBe(5);
expect(updatedChallenges.challenges[0].completed).toBe(true);
expect(updatedChallenges.challenges[0].progress).toBe(10);
});
it("should cap progress at the target when amount overshoots", () => {
const state = makeState({
challenges: [
{ completed: false, progress: 0, rewardCrystals: 3, target: 10, type: "clicks" },
],
});
const { crystalsAwarded, updatedChallenges } = updateChallengeProgress(state, "clicks", 100);
expect(crystalsAwarded).toBe(3);
expect(updatedChallenges.challenges[0].progress).toBe(10);
expect(updatedChallenges.challenges[0].completed).toBe(true);
});
it("should accumulate crystals from multiple completed challenges", () => {
const state = makeState({
challenges: [
{ completed: false, progress: 0, rewardCrystals: 5, target: 10, type: "clicks" },
{ completed: false, progress: 0, rewardCrystals: 10, target: 10, type: "clicks" },
],
});
const { crystalsAwarded, updatedChallenges } = updateChallengeProgress(state, "clicks", 10);
expect(crystalsAwarded).toBe(15);
expect(updatedChallenges.challenges[0].completed).toBe(true);
expect(updatedChallenges.challenges[1].completed).toBe(true);
});
it("should preserve the lastResetDay from the original state", () => {
const state = makeState({ lastResetDay: "2024-06-15" });
const { updatedChallenges } = updateChallengeProgress(state, "clicks", 1);
expect(updatedChallenges.lastResetDay).toBe("2024-06-15");
});
});