Files
elysium/apps/api/test/routes/vampireBoss.spec.ts
hikari e02827dbb6 feat: vampire tick engine, auto systems, and full test suite
- vampire blood production tick with thrall bloodPerSecond + multipliers
- auto-quest and auto-thrall purchase in tick engine
- computeVampireBloodPerSecond helper exposed for ResourceBar display
- ResourceBar now shows blood/s and currency balances for vampire mode
- vampire quests and thralls panels gain auto-toggle buttons
- About page updated with vampire mode how-to-play entries
- vampireEquipmentSets data file added to web
- 100% test coverage across all API routes and services:
  - siring, awakening, vampireBoss, vampireCraft, vampireExplore, vampireUpgrade
  - debug route now covers grant-apotheosis endpoint
  - vampireMaterials excluded from coverage (ID-referenced only, same as goddessMaterials)
2026-04-16 14:01:50 -07:00

582 lines
27 KiB
TypeScript

/* 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<void>) => {
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<string, unknown> = {}) => ({
count: 0,
ichor: 0,
productionMultiplier: 1,
purchasedUpgradeIds: [] as Array<string>,
ichorCombatMultiplier: 1,
...overrides,
});
const makeAwakening = (overrides: Record<string, unknown> = {}) => ({
count: 0,
purchasedUpgradeIds: [] as Array<string>,
soulShards: 0,
soulShardsBloodMultiplier: 1,
soulShardsCombatMultiplier: 1,
soulShardsMetaMultiplier: 1,
soulShardsSiringIchorMultiplier: 1,
soulShardsSiringThresholdMultiplier: 1,
...overrides,
});
const makeVampireState = (overrides: Record<string, unknown> = {}) => ({
achievements: [] as Array<{ id: string; unlockedAt: number | null; reward: unknown }>,
awakening: makeAwakening(),
baseClickPower: 1,
bosses: [] as Array<{
id: string;
status: string;
zoneId: string;
maxHp: number;
currentHp: number;
damagePerSecond: number;
siringRequirement: number;
bloodReward: number;
ichorReward: number;
soulShardsReward: number;
upgradeRewards: Array<string>;
equipmentRewards: Array<string>;
bountyIchorClaimed: boolean;
}>,
equipment: [] as Array<{ id: string; owned: boolean; equipped: boolean; type: string; bonus: Record<string, unknown> }>,
eternalSovereignty: { count: 0 },
exploration: {
areas: [] as Array<{ id: string; status: string; startedAt?: number; endsAt?: number; completedOnce?: boolean }>,
craftedBloodMultiplier: 1,
craftedCombatMultiplier: 1,
craftedIchorMultiplier: 1,
craftedRecipeIds: [] as Array<string>,
materials: [] as Array<{ materialId: string; quantity: number }>,
},
lastTickAt: 0,
lifetimeBloodEarned: 0,
lifetimeBossesDefeated: 0,
lifetimeQuestsCompleted: 0,
quests: [] as Array<{ id: string; status: string; zoneId?: string; unlockQuestId?: string | null }>,
siring: makeSiring(),
thralls: [] as Array<{
id: string;
count: number;
combatPower: number;
level: number;
unlocked: boolean;
bloodPerSecond: number;
ichorPerSecond: number;
baseCost: number;
class: string;
name: string;
}>,
totalBloodEarned: 0,
upgrades: [] as Array<{ id: string; purchased: boolean; target: string; multiplier: number; thrallId?: string; unlocked?: boolean }>,
zones: [] as Array<{ id: string; status: string; unlockBossId?: string; unlockQuestId?: string | null }>,
...overrides,
});
const makeState = (overrides: Partial<GameState> = {}): 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);
const makeBoss = (overrides: Record<string, unknown> = {}) => ({
id: "test_boss",
status: "available",
zoneId: "test_zone",
maxHp: 100,
currentHp: 100,
damagePerSecond: 1,
siringRequirement: 0,
bloodReward: 100,
ichorReward: 0,
soulShardsReward: 0,
upgradeRewards: [] as Array<string>,
equipmentRewards: [] as Array<string>,
bountyIchorClaimed: false,
...overrides,
});
const makeStrongThrall = (overrides: Record<string, unknown> = {}) => ({
id: "test_thrall",
count: 10000,
combatPower: 1000,
level: 1,
unlocked: true,
bloodPerSecond: 0,
ichorPerSecond: 0,
baseCost: 0,
class: "fighter",
name: "Fighter",
...overrides,
});
describe("vampireBoss route", () => {
let app: Hono;
let prisma: {
gameState: { findUnique: ReturnType<typeof vi.fn>; update: ReturnType<typeof vi.fn> };
};
beforeEach(async () => {
vi.clearAllMocks();
const { vampireBossRouter } = await import("../../src/routes/vampireBoss.js");
const { prisma: p } = await import("../../src/db/client.js");
prisma = p as typeof prisma;
app = new Hono();
app.route("/vampire-boss", vampireBossRouter);
});
const post = (path: string, body?: Record<string, unknown>) =>
app.fetch(new Request(`http://localhost/vampire-boss${path}`, {
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify(body ?? {}),
}));
describe("POST /challenge", () => {
it("returns 400 when bossId is missing from body", async () => {
const res = await post("/challenge", {});
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
expect(body.error).toContain("Invalid request body");
});
it("returns 404 when no save is found", async () => {
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
const res = await post("/challenge", { bossId: "test_boss" });
expect(res.status).toBe(404);
const body = await res.json() as { error: string };
expect(body.error).toContain("No save found");
});
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("/challenge", { bossId: "test_boss" });
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
expect(body.error).toContain("Vampire realm");
});
it("returns 404 when boss is not found in state", 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("/challenge", { bossId: "missing_boss" });
expect(res.status).toBe(404);
const body = await res.json() as { error: string };
expect(body.error).toContain("Boss not found");
});
it("returns 400 when boss status is defeated", async () => {
const vampire = makeVampireState({
bosses: [ makeBoss({ status: "defeated" }) ],
});
const state = makeState({ vampire: vampire as GameState["vampire"] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post("/challenge", { bossId: "test_boss" });
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
expect(body.error).toContain("not currently available");
});
it("returns 400 when boss status is locked", async () => {
const vampire = makeVampireState({
bosses: [ makeBoss({ status: "locked" }) ],
});
const state = makeState({ vampire: vampire as GameState["vampire"] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post("/challenge", { bossId: "test_boss" });
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
expect(body.error).toContain("not currently available");
});
it("allows challenge when boss status is in_progress", async () => {
const vampire = makeVampireState({
bosses: [ makeBoss({ currentHp: 1, maxHp: 1, status: "in_progress" }) ],
thralls: [ makeStrongThrall() ],
});
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("/challenge", { bossId: "test_boss" });
expect(res.status).toBe(200);
});
it("returns 403 when siring requirement is not met", async () => {
const vampire = makeVampireState({
bosses: [ makeBoss({ siringRequirement: 10 }) ],
siring: makeSiring({ count: 0 }),
});
const state = makeState({ vampire: vampire as GameState["vampire"] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post("/challenge", { bossId: "test_boss" });
expect(res.status).toBe(403);
const body = await res.json() as { error: string };
expect(body.error).toContain("Siring requirement");
});
it("returns 400 when thralls have no combat power (empty thralls array)", async () => {
const vampire = makeVampireState({
bosses: [ makeBoss() ],
thralls: [],
});
const state = makeState({ vampire: vampire as GameState["vampire"] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post("/challenge", { bossId: "test_boss" });
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
expect(body.error).toContain("no combat power");
});
it("returns 400 when thrall count is zero", async () => {
const vampire = makeVampireState({
bosses: [ makeBoss() ],
thralls: [ makeStrongThrall({ count: 0 }) ],
});
const state = makeState({ vampire: vampire as GameState["vampire"] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post("/challenge", { bossId: "test_boss" });
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
expect(body.error).toContain("no combat power");
});
it("returns won: true with rewards on a successful boss kill", async () => {
// Boss with 1 HP, party kills it before it kills party
const vampire = makeVampireState({
bosses: [ makeBoss({ bloodReward: 100, currentHp: 1, damagePerSecond: 1, maxHp: 1 }) ],
thralls: [ makeStrongThrall() ],
});
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("/challenge", { bossId: "test_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean; rewards: { blood: number } };
expect(body.won).toBe(true);
expect(body.rewards).toBeDefined();
expect(body.rewards.blood).toBe(100);
});
it("sets boss status to defeated on win", async () => {
const vampire = makeVampireState({
bosses: [ makeBoss({ currentHp: 1, maxHp: 1 }) ],
thralls: [ makeStrongThrall() ],
});
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);
await post("/challenge", { bossId: "test_boss" });
const updateCall = vi.mocked(prisma.gameState.update).mock.calls[0];
const savedState = (updateCall?.[0] as { data: { state: GameState } }).data.state;
const savedBoss = savedState.vampire?.bosses.find((b) => b.id === "test_boss");
expect(savedBoss?.status).toBe("defeated");
});
it("unlocks next boss in same zone after win when siring requirement met", async () => {
const vampire = makeVampireState({
bosses: [
makeBoss({ currentHp: 1, id: "boss_1", maxHp: 1, zoneId: "zone_a" }),
makeBoss({ id: "boss_2", siringRequirement: 0, status: "locked", zoneId: "zone_a" }),
],
thralls: [ makeStrongThrall() ],
});
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);
await post("/challenge", { bossId: "boss_1" });
const updateCall = vi.mocked(prisma.gameState.update).mock.calls[0];
const savedState = (updateCall?.[0] as { data: { state: GameState } }).data.state;
const nextBoss = savedState.vampire?.bosses.find((b) => b.id === "boss_2");
expect(nextBoss?.status).toBe("available");
});
it("returns won: false with casualties on loss", async () => {
// Boss with very high HP/DPS, weak thrall
const vampire = makeVampireState({
bosses: [ makeBoss({ currentHp: 999_999, damagePerSecond: 999_999, maxHp: 999_999 }) ],
thralls: [ makeStrongThrall({ combatPower: 1, count: 100, level: 1 }) ],
});
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("/challenge", { bossId: "test_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean; casualties: Array<unknown> };
expect(body.won).toBe(false);
expect(body.casualties).toBeDefined();
});
it("resets boss HP to maxHp on loss", async () => {
const vampire = makeVampireState({
bosses: [ makeBoss({ currentHp: 999_999, damagePerSecond: 999_999, maxHp: 999_999 }) ],
thralls: [ makeStrongThrall({ combatPower: 1, count: 100 }) ],
});
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);
await post("/challenge", { bossId: "test_boss" });
const updateCall = vi.mocked(prisma.gameState.update).mock.calls[0];
const savedState = (updateCall?.[0] as { data: { state: GameState } }).data.state;
const savedBoss = savedState.vampire?.bosses.find((b) => b.id === "test_boss");
expect(savedBoss?.currentHp).toBe(999_999);
expect(savedBoss?.status).toBe("available");
});
it("returns 500 on DB Error throw", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB failure"));
const res = await post("/challenge", { bossId: "test_boss" });
expect(res.status).toBe(500);
const body = await res.json() as { error: string };
expect(body.error).toContain("Internal server error");
});
it("returns 500 on non-Error throw", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce("string error");
const res = await post("/challenge", { bossId: "test_boss" });
expect(res.status).toBe(500);
const body = await res.json() as { error: string };
expect(body.error).toContain("Internal server error");
});
it("grants ichor reward on win", async () => {
const vampire = makeVampireState({
bosses: [ makeBoss({ currentHp: 1, ichorReward: 5, maxHp: 1 }) ],
siring: makeSiring({ ichor: 0 }),
thralls: [ makeStrongThrall() ],
});
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("/challenge", { bossId: "test_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { rewards: { ichor: number } };
expect(body.rewards.ichor).toBe(5);
});
it("grants soulShards reward on win", async () => {
const vampire = makeVampireState({
bosses: [ makeBoss({ currentHp: 1, maxHp: 1, soulShardsReward: 3 }) ],
thralls: [ makeStrongThrall() ],
});
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("/challenge", { bossId: "test_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { rewards: { soulShards: number } };
expect(body.rewards.soulShards).toBe(3);
});
it("increments lifetimeBossesDefeated on win", async () => {
const vampire = makeVampireState({
bosses: [ makeBoss({ currentHp: 1, maxHp: 1 }) ],
lifetimeBossesDefeated: 2,
thralls: [ makeStrongThrall() ],
});
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);
await post("/challenge", { bossId: "test_boss" });
const updateCall = vi.mocked(prisma.gameState.update).mock.calls[0];
const savedState = (updateCall?.[0] as { data: { state: GameState } }).data.state;
expect(savedState.vampire?.lifetimeBossesDefeated).toBe(3);
});
it("unlocks upgrade rewards on win", async () => {
const vampire = makeVampireState({
bosses: [ makeBoss({ currentHp: 1, maxHp: 1, upgradeRewards: [ "upgrade_1" ] }) ],
thralls: [ makeStrongThrall() ],
upgrades: [ { id: "upgrade_1", multiplier: 2, purchased: false, target: "global", unlocked: false } ],
});
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);
await post("/challenge", { bossId: "test_boss" });
const updateCall = vi.mocked(prisma.gameState.update).mock.calls[0];
const savedState = (updateCall?.[0] as { data: { state: GameState } }).data.state;
const upgrade = savedState.vampire?.upgrades.find((u) => u.id === "upgrade_1");
expect(upgrade?.unlocked).toBe(true);
});
it("response includes combat stats", async () => {
const vampire = makeVampireState({
bosses: [ makeBoss({ currentHp: 1, maxHp: 1 }) ],
thralls: [ makeStrongThrall() ],
});
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("/challenge", { bossId: "test_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { partyDPS: number; partyMaxHp: number; bossDPS: number };
expect(body.partyDPS).toBeGreaterThan(0);
expect(body.partyMaxHp).toBeGreaterThan(0);
expect(body.bossDPS).toBe(1);
});
it("unlocks a zone when its unlock boss is defeated and quest condition is met", async () => {
const vampire = makeVampireState({
bosses: [
makeBoss({ currentHp: 1, id: "boss_for_zone", maxHp: 1, zoneId: "zone_a" }),
makeBoss({ id: "new_zone_first_boss", siringRequirement: 0, status: "locked", zoneId: "new_zone" }),
],
thralls: [ makeStrongThrall() ],
zones: [
{ id: "already_unlocked", status: "unlocked", unlockBossId: "boss_for_zone", unlockQuestId: null },
{ id: "wrong_boss_zone", status: "locked", unlockBossId: "different_boss", unlockQuestId: null },
{ id: "new_zone", status: "locked", unlockBossId: "boss_for_zone", unlockQuestId: null },
],
});
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);
await post("/challenge", { bossId: "boss_for_zone" });
const updateCall = vi.mocked(prisma.gameState.update).mock.calls[0];
const savedState = (updateCall?.[0] as { data: { state: GameState } }).data.state;
const zone = savedState.vampire?.zones.find((z) => z.id === "new_zone");
expect(zone?.status).toBe("unlocked");
});
it("skips zone unlock when quest condition is not satisfied (quest exists but not completed)", async () => {
const vampire = makeVampireState({
bosses: [ makeBoss({ currentHp: 1, id: "boss_for_quest_zone", maxHp: 1, zoneId: "zone_a" }) ],
quests: [ { id: "required_quest", status: "in_progress" } ],
thralls: [ makeStrongThrall() ],
zones: [ { id: "quest_locked_zone", status: "locked", unlockBossId: "boss_for_quest_zone", unlockQuestId: "required_quest" } ],
});
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);
await post("/challenge", { bossId: "boss_for_quest_zone" });
const updateCall = vi.mocked(prisma.gameState.update).mock.calls[0];
const savedState = (updateCall?.[0] as { data: { state: GameState } }).data.state;
const zone = savedState.vampire?.zones.find((z) => z.id === "quest_locked_zone");
expect(zone?.status).toBe("locked");
});
it("unlocks a zone when both boss and required quest conditions are satisfied", async () => {
const vampire = makeVampireState({
bosses: [ makeBoss({ currentHp: 1, id: "quest_boss", maxHp: 1, zoneId: "zone_a" }) ],
quests: [ { id: "required_quest", status: "completed" } ],
thralls: [ makeStrongThrall() ],
zones: [ { id: "quest_zone", status: "locked", unlockBossId: "quest_boss", unlockQuestId: "required_quest" } ],
});
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);
await post("/challenge", { bossId: "quest_boss" });
const updateCall = vi.mocked(prisma.gameState.update).mock.calls[0];
const savedState = (updateCall?.[0] as { data: { state: GameState } }).data.state;
const zone = savedState.vampire?.zones.find((z) => z.id === "quest_zone");
expect(zone?.status).toBe("unlocked");
});
it("skips thralls with count=0 when computing casualties on loss", async () => {
const vampire = makeVampireState({
bosses: [ makeBoss({ currentHp: 999_999, damagePerSecond: 999_999, maxHp: 999_999 }) ],
thralls: [
makeStrongThrall({ combatPower: 1, count: 0, id: "dead_thrall" }),
makeStrongThrall({ combatPower: 1, count: 100, id: "alive_thrall" }),
],
});
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("/challenge", { bossId: "test_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean; casualties: Array<unknown> };
expect(body.won).toBe(false);
expect(body.casualties).toBeDefined();
});
it("includes HMAC signature in response when ANTI_CHEAT_SECRET is set", async () => {
process.env.ANTI_CHEAT_SECRET = "test_secret";
const vampire = makeVampireState({
bosses: [ makeBoss({ currentHp: 1, maxHp: 1 }) ],
thralls: [ makeStrongThrall() ],
});
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("/challenge", { bossId: "test_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { signature: string };
expect(body.signature).toBeDefined();
delete process.env.ANTI_CHEAT_SECRET;
});
it("applies purchased global upgrade multiplier to party DPS", async () => {
const vampire = makeVampireState({
bosses: [ makeBoss({ currentHp: 1, maxHp: 1 }) ],
thralls: [ makeStrongThrall({ combatPower: 100 }) ],
upgrades: [ { id: "global_upgrade_1", multiplier: 2, purchased: true, target: "global", unlocked: true } ],
});
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("/challenge", { bossId: "test_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean };
expect(body.won).toBe(true);
});
it("applies purchased thrall-specific upgrade multiplier to party DPS", async () => {
const vampire = makeVampireState({
bosses: [ makeBoss({ currentHp: 1, maxHp: 1 }) ],
thralls: [ makeStrongThrall({ combatPower: 100, id: "test_thrall" }) ],
upgrades: [ { id: "thrall_upgrade_1", multiplier: 2, purchased: true, target: "thrall", thrallId: "test_thrall", unlocked: true } ],
});
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("/challenge", { bossId: "test_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean };
expect(body.won).toBe(true);
});
});
});