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elysium/apps/api/test/routes/boss.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 #19
Closes #20
Closes #21
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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

297 lines
13 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";
const makeBoss = (overrides: Record<string, unknown> = {}) => ({
id: "test_boss",
zoneId: "test_zone",
status: "available",
prestigeRequirement: 0,
currentHp: 100,
maxHp: 100,
damagePerSecond: 1,
goldReward: 50,
essenceReward: 10,
crystalReward: 0,
upgradeRewards: [] as string[],
equipmentRewards: [] as string[],
...overrides,
});
const makeAdventurer = (overrides: Record<string, unknown> = {}) => ({
id: "test_adventurer",
count: 1,
combatPower: 10000, // Very high DPS to guarantee win
level: 10,
unlocked: true,
goldPerSecond: 1,
essencePerSecond: 0,
...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);
describe("boss route", () => {
let app: Hono;
let prisma: { gameState: { findUnique: ReturnType<typeof vi.fn>; update: ReturnType<typeof vi.fn> } };
beforeEach(async () => {
vi.clearAllMocks();
const { bossRouter } = await import("../../src/routes/boss.js");
const { prisma: p } = await import("../../src/db/client.js");
prisma = p as typeof prisma;
app = new Hono();
app.route("/boss", bossRouter);
});
const challenge = (body: Record<string, unknown>) =>
app.fetch(new Request("http://localhost/boss/challenge", {
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify(body),
}));
it("returns 400 when bossId is missing", async () => {
const res = await challenge({});
expect(res.status).toBe(400);
});
it("returns 404 when no save is found", async () => {
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
const res = await challenge({ bossId: "test_boss" });
expect(res.status).toBe(404);
});
it("returns 404 when boss is not in state", async () => {
const state = makeState({ bosses: [] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await challenge({ bossId: "test_boss" });
expect(res.status).toBe(404);
});
it("returns 400 when boss is already defeated", async () => {
const state = makeState({ bosses: [makeBoss({ status: "defeated" })] as GameState["bosses"] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await challenge({ bossId: "test_boss" });
expect(res.status).toBe(400);
});
it("returns 403 when prestige requirement is not met", async () => {
const state = makeState({
bosses: [makeBoss({ prestigeRequirement: 5 })] as GameState["bosses"],
prestige: { count: 0, runestones: 0, productionMultiplier: 1, purchasedUpgradeIds: [] },
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await challenge({ bossId: "test_boss" });
expect(res.status).toBe(403);
});
it("returns 400 when party has no adventurers", async () => {
const state = makeState({ bosses: [makeBoss()] as GameState["bosses"], adventurers: [] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await challenge({ bossId: "test_boss" });
expect(res.status).toBe(400);
});
it("returns won=true when party defeats boss", async () => {
const state = makeState({
bosses: [makeBoss({ currentHp: 100, maxHp: 100, damagePerSecond: 1 })] as GameState["bosses"],
adventurers: [makeAdventurer({ combatPower: 10000, count: 1, level: 10 })] as GameState["adventurers"],
zones: [{ id: "test_zone", status: "locked" }] as GameState["zones"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean; rewards: { gold: number } };
expect(body.won).toBe(true);
expect(body.rewards.gold).toBe(50);
});
it("returns won=false when party is defeated", async () => {
const state = makeState({
bosses: [makeBoss({ currentHp: 1_000_000, maxHp: 1_000_000, damagePerSecond: 1_000_000 })] as GameState["bosses"],
// Include an adventurer with count=0 to cover the casualty-loop skip branch
adventurers: [
makeAdventurer({ combatPower: 1, count: 10, level: 1 }),
makeAdventurer({ id: "zero_count_adventurer", combatPower: 0, count: 0, level: 1 }),
] as GameState["adventurers"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean; casualties: Array<{ adventurerId: string }> };
expect(body.won).toBe(false);
expect(Array.isArray(body.casualties)).toBe(true);
});
it("skips zone unlock when zone is already unlocked and bossId matches", async () => {
const state = makeState({
bosses: [makeBoss({ currentHp: 100, maxHp: 100, damagePerSecond: 1 })] as GameState["bosses"],
adventurers: [makeAdventurer()] as GameState["adventurers"],
// Zone is already unlocked — the loop should skip it via the status==="unlocked" continue
zones: [{ id: "test_zone", status: "unlocked", unlockBossId: "test_boss", unlockQuestId: null }] as GameState["zones"],
quests: [],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean };
expect(body.won).toBe(true);
});
it("skips zone unlock when quest condition is not satisfied", async () => {
const state = makeState({
bosses: [makeBoss({ currentHp: 100, maxHp: 100, damagePerSecond: 1 })] as GameState["bosses"],
adventurers: [makeAdventurer()] as GameState["adventurers"],
// Zone has unlockBossId matching but the required quest is not completed
zones: [{ id: "test_zone", status: "locked", unlockBossId: "test_boss", unlockQuestId: "required_quest" }] as GameState["zones"],
quests: [{ id: "required_quest", status: "active" }] as GameState["quests"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean };
expect(body.won).toBe(true);
});
it("unlocks next zone boss when boss is defeated and zone condition is met", async () => {
const nextBoss = makeBoss({ id: "next_boss", status: "locked", prestigeRequirement: 0 });
const state = makeState({
bosses: [
makeBoss({ currentHp: 100, maxHp: 100, damagePerSecond: 1 }),
nextBoss,
] as GameState["bosses"],
adventurers: [makeAdventurer()] as GameState["adventurers"],
zones: [{ id: "test_zone", status: "locked", unlockBossId: "test_boss", unlockQuestId: null }] as GameState["zones"],
quests: [],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean };
expect(body.won).toBe(true);
});
it("handles boss with upgrade and equipment rewards on win", async () => {
const state = makeState({
bosses: [makeBoss({
upgradeRewards: ["some_upgrade"],
equipmentRewards: ["some_equipment"],
})] as GameState["bosses"],
adventurers: [makeAdventurer()] as GameState["adventurers"],
upgrades: [{ id: "some_upgrade", purchased: false, unlocked: false, target: "global", multiplier: 1 }] as GameState["upgrades"],
equipment: [{ id: "some_equipment", owned: false, equipped: false, type: "weapon", bonus: {} }] as GameState["equipment"],
zones: [],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean; rewards: { upgradeIds: string[]; equipmentIds: string[] } };
expect(body.won).toBe(true);
expect(body.rewards.upgradeIds).toContain("some_upgrade");
expect(body.rewards.equipmentIds).toContain("some_equipment");
});
it("updates daily challenge progress on boss defeat", async () => {
const state = makeState({
bosses: [makeBoss()] as GameState["bosses"],
adventurers: [makeAdventurer()] as GameState["adventurers"],
zones: [],
dailyChallenges: {
date: "2024-01-01",
challenges: [{ id: "boss_challenge", type: "bossesDefeated", target: 3, progress: 0, completed: false, crystalReward: 5 }],
} as GameState["dailyChallenges"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_boss" });
expect(res.status).toBe(200);
});
it("applies adventurer-specific upgrade to party DPS", async () => {
const state = makeState({
bosses: [makeBoss({ currentHp: 100, maxHp: 100, damagePerSecond: 1 })] as GameState["bosses"],
adventurers: [makeAdventurer({ id: "test_adventurer" })] as GameState["adventurers"],
upgrades: [{ id: "adv_upgrade", purchased: true, unlocked: true, target: "adventurer", adventurerId: "test_adventurer", multiplier: 2 }] as GameState["upgrades"],
zones: [],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean };
expect(body.won).toBe(true);
});
it("applies global upgrade multiplier to party DPS when global upgrade is purchased", async () => {
const state = makeState({
bosses: [makeBoss({ currentHp: 100, maxHp: 100, damagePerSecond: 1 })] as GameState["bosses"],
adventurers: [makeAdventurer({ combatPower: 10000, count: 1 })] as GameState["adventurers"],
upgrades: [{ id: "global_1", purchased: true, unlocked: true, target: "global", multiplier: 2 }] as GameState["upgrades"],
zones: [],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean };
expect(body.won).toBe(true);
});
it("unlocks zone when boss defeated and quest condition is also satisfied", async () => {
const state = makeState({
bosses: [makeBoss({ currentHp: 100, maxHp: 100, damagePerSecond: 1 })] as GameState["bosses"],
adventurers: [makeAdventurer()] as GameState["adventurers"],
zones: [{ id: "test_zone", status: "locked", unlockBossId: "test_boss", unlockQuestId: "test_quest" }] as GameState["zones"],
quests: [{ id: "test_quest", status: "completed" }] as GameState["quests"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean };
expect(body.won).toBe(true);
});
});