generated from nhcarrigan/template
29c817230d
## 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 Closes #2 Closes #3 Closes #4 Closes #5 Closes #6 Closes #7 Closes #8 Closes #9 Closes #10 Closes #11 Closes #12 Closes #13 Closes #14 Closes #16 Closes #19 Closes #20 Closes #21 Closes #22 Closes #23 Closes #24 Closes #25 Closes #26 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>
157 lines
6.7 KiB
TypeScript
157 lines
6.7 KiB
TypeScript
/* eslint-disable max-lines-per-function -- Test suites naturally have many cases */
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/* eslint-disable max-lines -- Test suites naturally have many cases */
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/* eslint-disable @typescript-eslint/consistent-type-assertions -- Tests build minimal state objects */
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import { beforeEach, describe, expect, it, vi } from "vitest";
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import { Hono } from "hono";
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import type { GameState } from "@elysium/types";
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vi.mock("../../src/db/client.js", () => ({
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prisma: {
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player: { update: vi.fn() },
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gameState: { findUnique: vi.fn(), update: vi.fn() },
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},
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}));
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vi.mock("../../src/middleware/auth.js", () => ({
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authMiddleware: vi.fn(async (c: { set: (key: string, value: string) => void }, next: () => Promise<void>) => {
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c.set("discordId", "test_discord_id");
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await next();
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}),
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}));
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vi.mock("../../src/services/webhook.js", () => ({
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postMilestoneWebhook: vi.fn().mockResolvedValue(undefined),
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}));
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const DISCORD_ID = "test_discord_id";
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const makeState = (overrides: Partial<GameState> = {}): GameState => ({
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player: { discordId: DISCORD_ID, username: "u", discriminator: "0", avatar: null, totalGoldEarned: 1_000_000, totalClicks: 0, characterName: "T" },
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resources: { gold: 0, essence: 0, crystals: 0, runestones: 0 },
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adventurers: [],
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upgrades: [],
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quests: [],
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bosses: [],
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equipment: [],
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achievements: [],
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zones: [],
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exploration: { areas: [], materials: [], craftedRecipeIds: [], craftedGoldMultiplier: 1, craftedEssenceMultiplier: 1, craftedClickMultiplier: 1, craftedCombatMultiplier: 1 },
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companions: { unlockedCompanionIds: [], activeCompanionId: null },
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prestige: { count: 0, runestones: 100, productionMultiplier: 1, purchasedUpgradeIds: [] },
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baseClickPower: 1,
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lastTickAt: 0,
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schemaVersion: 1,
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...overrides,
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} as GameState);
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describe("prestige route", () => {
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let app: Hono;
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let prisma: {
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player: { update: ReturnType<typeof vi.fn> };
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gameState: { findUnique: ReturnType<typeof vi.fn>; update: ReturnType<typeof vi.fn> };
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};
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beforeEach(async () => {
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vi.clearAllMocks();
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const { prestigeRouter } = await import("../../src/routes/prestige.js");
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const { prisma: p } = await import("../../src/db/client.js");
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prisma = p as typeof prisma;
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app = new Hono();
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app.route("/prestige", prestigeRouter);
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});
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const post = (path: string, body?: Record<string, unknown>) =>
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app.fetch(new Request(`http://localhost/prestige${path}`, {
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method: "POST",
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headers: body ? { "Content-Type": "application/json" } : undefined,
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body: body ? JSON.stringify(body) : undefined,
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}));
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describe("POST /", () => {
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it("returns 404 when no save is found", async () => {
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
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const res = await post("");
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expect(res.status).toBe(404);
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});
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it("returns 400 when not eligible (not enough gold)", async () => {
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const state = makeState({ player: { discordId: DISCORD_ID, username: "u", discriminator: "0", avatar: null, totalGoldEarned: 0, totalClicks: 0, characterName: "T" } });
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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const res = await post("");
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expect(res.status).toBe(400);
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});
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it("returns runestones on successful prestige", async () => {
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const state = makeState();
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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vi.mocked(prisma.player.update).mockResolvedValueOnce({} as never);
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const res = await post("");
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expect(res.status).toBe(200);
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const body = await res.json() as { runestones: number; newPrestigeCount: number };
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expect(body.newPrestigeCount).toBe(1);
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expect(body.runestones).toBeGreaterThanOrEqual(0);
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});
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it("updates daily challenge progress when dailyChallenges are set", async () => {
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const state = makeState({
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dailyChallenges: {
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date: "2024-01-01",
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challenges: [{ id: "prestige_challenge", type: "prestige", target: 2, progress: 0, completed: false, crystalReward: 5 }],
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} as GameState["dailyChallenges"],
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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vi.mocked(prisma.player.update).mockResolvedValueOnce({} as never);
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const res = await post("");
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expect(res.status).toBe(200);
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const body = await res.json() as { runestones: number; newPrestigeCount: number };
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expect(body.newPrestigeCount).toBe(1);
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});
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});
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describe("POST /buy-upgrade", () => {
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it("returns 400 when upgradeId is missing", async () => {
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const res = await post("/buy-upgrade", {});
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expect(res.status).toBe(400);
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});
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it("returns 404 for unknown upgrade", async () => {
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const res = await post("/buy-upgrade", { upgradeId: "nonexistent_upgrade" });
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expect(res.status).toBe(404);
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});
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it("returns 404 when no save is found", async () => {
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
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const res = await post("/buy-upgrade", { upgradeId: "income_1" });
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expect(res.status).toBe(404);
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});
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it("returns 400 when upgrade is already purchased", async () => {
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const state = makeState({ prestige: { count: 0, runestones: 100, productionMultiplier: 1, purchasedUpgradeIds: ["income_1"] } });
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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const res = await post("/buy-upgrade", { upgradeId: "income_1" });
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expect(res.status).toBe(400);
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});
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it("returns 400 when not enough runestones", async () => {
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const state = makeState({ prestige: { count: 0, runestones: 0, productionMultiplier: 1, purchasedUpgradeIds: [] } });
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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// income_1 costs 10 runestones but state has 0
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const res = await post("/buy-upgrade", { upgradeId: "income_1" });
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expect(res.status).toBe(400);
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});
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it("returns updated multipliers on successful purchase", async () => {
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const state = makeState({ prestige: { count: 0, runestones: 100, productionMultiplier: 1, purchasedUpgradeIds: [] } });
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await post("/buy-upgrade", { upgradeId: "income_1" });
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expect(res.status).toBe(200);
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const body = await res.json() as { runestonesRemaining: number; purchasedUpgradeIds: string[] };
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expect(body.runestonesRemaining).toBe(90); // 100 - 10
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expect(body.purchasedUpgradeIds).toContain("income_1");
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});
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});
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});
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