Files
elysium/apps/api/test/routes/goddessUpgrade.spec.ts
T
hikari 0d36b255ee feat: goddess API routes, services, and tests (chunk 4)
Add six new goddess-mode API routes (boss fight, consecration,
enlightenment, upgrade purchase, crafting, exploration) alongside
matching service modules and full test suites at 100% coverage.
2026-04-13 15:48:35 -07:00

256 lines
9.7 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();
}),
}));
const DISCORD_ID = "test_discord_id";
// prayer_offering_1 costs 50 prayers, 0 divinity, 0 stardust; unlocked: true
const TEST_UPGRADE_ID = "prayer_offering_1";
const makeGoddessState = (): NonNullable<GameState["goddess"]> => ({
zones: [],
bosses: [],
quests: [],
disciples: [],
equipment: [],
upgrades: [
{
id: TEST_UPGRADE_ID,
name: "Morning Offering I",
description: "",
target: "prayers",
multiplier: 1.25,
costPrayers: 50,
costDivinity: 0,
costStardust: 0,
purchased: false,
unlocked: true,
},
],
achievements: [],
consecration: {
count: 0,
divinity: 100,
productionMultiplier: 1,
purchasedUpgradeIds: [],
},
enlightenment: {
count: 0,
stardust: 100,
purchasedUpgradeIds: [],
stardustPrayersMultiplier: 1,
stardustCombatMultiplier: 1,
stardustConsecrationThresholdMultiplier: 1,
stardustConsecrationDivinityMultiplier: 1,
stardustMetaMultiplier: 1,
},
exploration: {
areas: [],
materials: [],
craftedRecipeIds: [],
craftedPrayersMultiplier: 1,
craftedDivinityMultiplier: 1,
craftedCombatMultiplier: 1,
},
totalPrayersEarned: 0,
lifetimePrayersEarned: 0,
lifetimeBossesDefeated: 0,
lifetimeQuestsCompleted: 0,
baseClickPower: 1,
lastTickAt: 0,
});
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, prayers: 200 },
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("goddessUpgrade route", () => {
let app: Hono;
let prisma: { gameState: { findUnique: ReturnType<typeof vi.fn>; update: ReturnType<typeof vi.fn> } };
beforeEach(async () => {
vi.clearAllMocks();
const { goddessUpgradeRouter } = await import("../../src/routes/goddessUpgrade.js");
const { prisma: p } = await import("../../src/db/client.js");
prisma = p as typeof prisma;
app = new Hono();
app.route("/goddess-upgrade", goddessUpgradeRouter);
});
const post = (body: Record<string, unknown>) =>
app.fetch(new Request("http://localhost/goddess-upgrade/buy", {
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify(body),
}));
it("returns 400 when upgradeId is missing", async () => {
const res = await post({});
expect(res.status).toBe(400);
});
it("returns 404 for unknown upgrade", async () => {
const res = await post({ upgradeId: "nonexistent_upgrade" });
expect(res.status).toBe(404);
});
it("returns 404 when no save is found", async () => {
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
const res = await post({ upgradeId: TEST_UPGRADE_ID });
expect(res.status).toBe(404);
});
it("returns 400 when goddess is undefined", async () => {
const state = makeState();
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post({ upgradeId: TEST_UPGRADE_ID });
expect(res.status).toBe(400);
});
it("returns 404 when upgrade is not found in goddess state", async () => {
const goddess = makeGoddessState();
goddess.upgrades = []; // no upgrades in state
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post({ upgradeId: TEST_UPGRADE_ID });
expect(res.status).toBe(404);
});
it("returns 400 when upgrade is not yet unlocked", async () => {
const goddess = makeGoddessState();
goddess.upgrades[0]!.unlocked = false;
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post({ upgradeId: TEST_UPGRADE_ID });
expect(res.status).toBe(400);
});
it("returns 400 when upgrade is already purchased", async () => {
const goddess = makeGoddessState();
goddess.upgrades[0]!.purchased = true;
const state = makeState({ goddess });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post({ upgradeId: TEST_UPGRADE_ID });
expect(res.status).toBe(400);
});
it("returns 400 when prayers is undefined (treats as 0)", async () => {
const goddess = makeGoddessState();
// Omitting prayers entirely exercises the `?? 0` fallback on line 75
const state = makeState({ goddess, resources: { gold: 0, essence: 0, crystals: 0, runestones: 0 } });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post({ upgradeId: TEST_UPGRADE_ID });
expect(res.status).toBe(400);
});
it("returns 400 when not enough prayers", async () => {
const goddess = makeGoddessState();
const state = makeState({ goddess, resources: { gold: 0, essence: 0, crystals: 0, runestones: 0, prayers: 10 } });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post({ upgradeId: TEST_UPGRADE_ID });
expect(res.status).toBe(400);
});
it("returns 400 when not enough divinity", async () => {
// prayer_offering_3 costs 1 divinity
const upgradeId = "prayer_offering_3";
const goddess = makeGoddessState();
goddess.upgrades.push({
id: upgradeId,
name: "Morning Offering III",
description: "",
target: "prayers",
multiplier: 2,
costPrayers: 1000,
costDivinity: 1,
costStardust: 0,
purchased: false,
unlocked: true,
});
goddess.consecration.divinity = 0; // need 1 but have 0
const state = makeState({ goddess, resources: { gold: 0, essence: 0, crystals: 0, runestones: 0, prayers: 5000 } });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post({ upgradeId });
expect(res.status).toBe(400);
});
it("returns 400 when not enough stardust", async () => {
// divine_spark_2 is in defaultGoddessUpgrades with costStardust: 1, costDivinity: 100, costPrayers: 500_000
const upgradeId = "divine_spark_2";
const goddess = makeGoddessState();
goddess.upgrades.push({
id: upgradeId,
name: "Divine Spark II",
description: "",
target: "prayers",
multiplier: 25,
costPrayers: 500_000,
costDivinity: 100,
costStardust: 1,
purchased: false,
unlocked: true,
});
goddess.consecration.divinity = 100; // enough divinity
goddess.enlightenment.stardust = 0; // NOT enough stardust (need 1)
const state = makeState({ goddess, resources: { gold: 0, essence: 0, crystals: 0, runestones: 0, prayers: 500_000 } });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post({ upgradeId });
expect(res.status).toBe(400);
});
it("returns 200 with remaining resources on success", async () => {
const goddess = makeGoddessState();
const state = makeState({ goddess, resources: { gold: 0, essence: 0, crystals: 0, runestones: 0, prayers: 200 } });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await post({ upgradeId: TEST_UPGRADE_ID });
expect(res.status).toBe(200);
const body = await res.json() as { prayersRemaining: number; divinityRemaining: number; stardustRemaining: number };
expect(body.prayersRemaining).toBe(150); // 200 - 50
expect(body.divinityRemaining).toBe(100); // no divinity cost
expect(body.stardustRemaining).toBe(100); // no stardust cost
});
it("returns 500 when the database throws an Error", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB error"));
const res = await post({ upgradeId: TEST_UPGRADE_ID });
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({ upgradeId: TEST_UPGRADE_ID });
expect(res.status).toBe(500);
});
});