generated from nhcarrigan/template
666a5b2d6d
## What changed and why ### Runestone formula (`prestige.ts`) - Swapped `sqrt` for `cbrt` — much stronger diminishing returns for large gold values - Added base cap of **200** (→ ~1,125 max with all upgrades at 5.625× multiplier) - Prevents extended AFK sessions from producing runestone windfalls that allow immediate upgrade purchasing and rapid prestige chaining ### Prestige threshold formula (`prestige.ts`) - Old: `1,000,000 × 5^n` — exponential, grows impossibly fast, prestige 10+ takes years - New: `1,000,000 × (n+1)²` — polynomial, peaks at ~1 day/run around P8–10, then gets *easier* as the production multiplier overtakes it - Removed `thresholdScaleFactor` constant (no longer needed) ### Production multiplier (`prestige.ts`) - Old: `1.15^n` - New: `1.25^n` — compounds faster, ensures the polynomial threshold eventually gets easy in the late game ### Boss prestige requirements (`bosses.ts`) - Rescaled proportionally from 0–88 range to 0–20 range - The Absolute One now requires prestige **20** (was 88), making transcendence reachable in a few weeks of idle play ### Echo formula (`transcendence.ts`) - Constant changed from 853 → **224** - At the target prestige of 20: `floor(224 / sqrt(20)) = 50 echoes` per transcendence (no meta upgrades) - With all echo_meta upgrades (3.75× total): up to **187 echoes** per transcendence ### Transcendence upgrade costs (`transcendenceUpgrades.ts`) - Old total: **866 echoes** → New total: **400 echoes** (roughly halved across all categories) - Apotheosis still requires **all 15 upgrades** purchased ### Balance fixes (closes #141, #142, #143, #144, #145) - Equipment: `philosophers_stone` click multiplier 2.25→2.5, `crystal_shard` 1.55→1.65 (#144) - Recipes: added `primal_omega_lens` cross-zone click_power recipe at 1.38× (#142) - Adventurers: `celestial_guard` base cost adjusted to smooth tier 14→15→16 cost curve (#145) ### Quest reward rebalancing (closes #136, #137) - Shadow Marshes: buffed `shadow_mere`, `witch_coven`, `plague_ruins` rewards to match combat requirements (#136) - Astral Void: added gold to `void_rift`, increased rewards across all Astral Void quests (#137) ### Boss reward additions (closes #138, #139, #140) - Assigned 9 unassigned adventurer-specific upgrades to Crystalline Spire through Eternal Throne bosses that had empty `upgradeRewards` arrays (#140) ### Combat power documentation (closes #153) - Expanded JSDoc on `computePartyCombatPower` to clarify companion `bossDamage` multiplier behaviour ### Effective adventurer stats (closes #154) - Added `computeEffectiveAdventurerStats` to `tick.ts` and updated `AdventurerCard` to display effective post-multiplier stats ### Adventurer upgrade timing (closes #158) - Audited every adventurer-specific upgrade reward — upgrades now land within the same progression window where that adventurer tier is still a meaningful contributor ### Sync and save fixes (closes #147, #148, #151) - Fixed sync new content count to report only genuinely changed items (#147) - Fixed signature mismatch after first auto-boss completion (#148) - Added auto-buy cap (100) on non-max-tier adventurers (#151) ### Auto-adventurer persistence (closes #156) - Auto-buy preference now preserved across prestige resets ### Broken CDN image (closes #159) - Uploaded missing `auto_adventurer.jpg` to CDN ### Codex unlock hints (closes #146) - Locked codex entries now display a hint generated from `sourceType` and `sourceId` ### Exploration bug fixes (closes #160, #161) - Fixed auto-save race condition discarding exploration materials collected mid-tick (#160) - Fixed exploration areas failing to unlock when zone was unlocked via boss kill or quest completion (#161) ### Concurrent prestige fix (closes #162) - Added optimistic locking via `updatedAt` — concurrent prestige requests return 409 ### Prestige UX (closes #163) - Added `reloadSilent` to game context — no loading screen flash after prestige ### Balance adjustments (closes #164, #165, #166, #167) - Reduced `shadow_mere` CP requirement 5,000,000 → 2,000,000 (#164) - Buffed crystal drops from Shadow Marshes bosses and quests (#165) - Increased runestone yield from 10 → 15 per prestige level (#166) - Daily challenge set always includes a clicks challenge (#167) ### Progression QoL (closes #168, #169) - Added `computeProjectedRunestones()` and persistent `+N On Prestige` resource bar row (#168) - Added `enablePrestigeAnnouncements` setting per player (#169) --- ## Comprehensive balance audit (closes #187, #191, #192, #193, #194, #195, #196, #197, #198) ### Crystal economy fixes - Zeroed crystal rewards for all Zone 7+ boss drops (Celestial Reaches onwards) — crystals are an early/mid-game currency and should not flow freely into the endgame (#187) - Zeroed crystal rewards for all Zone 9+ quest rewards (Infernal Court onwards) — same rationale (#191) ### Achievement additions and fixes - Added quest milestone achievements at 75 quests (10,000 crystals) and 100 quests (15,000 crystals) - Added boss milestone achievement at 50 bosses (15,000 crystals) - Added prestige milestone achievements at P50, P100, P150, P200 — rewarding **runestones** rather than crystals to match the late-game economy - Added gold milestone achievements through 1e90 gold earned - Fixed `quest_eternal` condition from 122 → **112** (actual quest count) — was permanently impossible (#197) - Fixed `fully_equipped` condition from 65 → **78** (actual equipment count after new items) (#197) - Fixed `devourer_slayer` description to remove incorrect zone reference ### Upgrade balance - Fixed Essence Guild multiplier 1.5× → **2×** — was identical to the cheaper Merchant Alliance for 5× the cost (#194) - Raised Void Ascendancy crystal cost 10M → **50M** — was trivially cheap compared to the parallel Celestial Mandate upgrade (100B essence + 50T gold) (#195) - Fixed Sunken Temple quest rewards (gold 2M → 60M, essence 1,500 → 25,000, crystals 75 → 400) — was rewarding less than its easier prerequisite Witch Coven (#193) ### Equipment balance - Buffed Eternal Prism stats to click 5×, combat **3×**, gold **2.5×** — was only marginally better than the free Eternity Stone boss drop for 100M crystals (#196) ### Missing content - Created **13 missing equipment items** for Zones 15–18 (primordial_chaos through the_absolute) that were referenced by late-game boss `equipmentRewards` arrays but never existed in `equipment.ts` (#198): - `chaos_mantle`, `titan_core` (Primordial Chaos) - `expanse_blade`, `void_armour_mk2` (Infinite Expanse) - `cosmos_blade`, `reality_plate` (Reality Forge) - `maelstrom_edge`, `cosmic_plate` (Cosmic Maelstrom) - `primeval_blade`, `ancient_aegis` (Primeval Sanctum) - `absolute_blade`, `eternity_plate`, `omniversal_core` (The Absolute) - Stats scale from combat 14× / gold 9× (Zone 15) up to combat 28× / gold 20× for the final boss drops ### Type system - Extended `AchievementReward` type to support `runestones` field - Updated tick engine achievement processing to award both crystals and runestones --- ## Target progression timeline (optimal play, ~16h/day idle) - First cycle to P20: ~375h (~3.3 weeks) - Each subsequent cycle gets faster as echo upgrades boost income/combat/threshold - Expected **~5 transcendences** before apotheosis at 50–187 echoes/transcendence - **~6 months** to apotheosis for a dedicated player ## Test plan - [ ] Lint, build, and test pipeline passes (100% coverage maintained) - [ ] Prestige threshold at P0 is still 1,000,000 gold - [ ] Prestige runs feel ~1 day long around P8–10 and get easier after - [ ] The Absolute One is locked until prestige 20 - [ ] Transcendence at P20 awards 50 echoes (no meta upgrades) - [ ] All 15 transcendence upgrades cost 400 echoes total - [ ] Bosses in Zones 7+ drop 0 crystals; Zones 1–6 retain crystal drops - [ ] Quests in Zones 9+ reward 0 crystals; Zones 1–8 retain crystal rewards - [ ] Sunken Temple rewards more gold/essence/crystals than Witch Coven - [ ] Essence Guild gives 2× income (stronger than Merchant Alliance 1.5×) - [ ] Void Ascendancy costs 50M crystals - [ ] Eternal Prism stats are click 5×, combat 3×, gold 2.5× - [ ] Late-game bosses (primordial_titan through the_absolute_one) drop equipment on kill - [ ] `quest_eternal` achievement requires 112 quests - [ ] `fully_equipped` achievement requires 78 equipment pieces - [ ] P50/P100/P150/P200 prestige achievements reward runestones - [ ] Adventurer cards show effective post-multiplier stats - [ ] Exploration areas unlock correctly when their zone is unlocked - [ ] Concurrent prestige requests return 409 - [ ] No loading screen flash after prestige - [ ] Daily challenge set always includes a clicks challenge - [ ] Resource bar shows `+N On Prestige` runestone preview ✨ This PR was crafted with help from Hikari~ 🌸 Reviewed-on: #135 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com>
1179 lines
61 KiB
TypeScript
1179 lines
61 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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gameState: { findUnique: vi.fn(), update: vi.fn(), upsert: vi.fn() },
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player: { findUnique: 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/logger.js", () => ({
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logger: {
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error: vi.fn().mockResolvedValue(undefined),
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log: vi.fn().mockResolvedValue(undefined),
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},
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}));
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const DISCORD_ID = "test_discord_id";
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const makeExploration = (areas: GameState["exploration"]["areas"] = []): GameState["exploration"] => ({
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areas: areas,
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craftedCombatMultiplier: 1,
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craftedClickMultiplier: 1,
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craftedEssenceMultiplier: 1,
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craftedGoldMultiplier: 1,
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craftedRecipeIds: [],
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materials: [],
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});
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const makeState = (overrides: Partial<GameState> = {}): GameState => ({
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achievements: [],
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adventurers: [],
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baseClickPower: 1,
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bosses: [],
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companions: { activeCompanionId: null, unlockedCompanionIds: [] },
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equipment: [],
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exploration: makeExploration(),
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lastTickAt: 0,
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player: { avatar: null, characterName: "T", discordId: DISCORD_ID, discriminator: "0", totalClicks: 0, totalGoldEarned: 0, username: "u" },
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prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
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quests: [],
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resources: { crystals: 0, essence: 0, gold: 0, runestones: 0 },
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schemaVersion: 1,
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upgrades: [],
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zones: [],
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...overrides,
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} as GameState);
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const makePlayer = (overrides: Record<string, unknown> = {}) => ({
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avatar: null,
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characterName: "TestChar",
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createdAt: 0,
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discordId: DISCORD_ID,
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discriminator: "0",
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lifetimeAchievementsUnlocked: 0,
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lifetimeAdventurersRecruited: 0,
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lifetimeBossesDefeated: 0,
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lifetimeClicks: 0,
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lifetimeGoldEarned: 0,
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lifetimeQuestsCompleted: 0,
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loginStreak: 1,
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username: "test_user",
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...overrides,
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});
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describe("debug route", () => {
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let app: Hono;
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let prisma: {
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gameState: {
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findUnique: ReturnType<typeof vi.fn>;
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update: ReturnType<typeof vi.fn>;
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upsert: ReturnType<typeof vi.fn>;
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};
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player: { findUnique: 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 { debugRouter } = await import("../../src/routes/debug.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("/debug", debugRouter);
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});
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const forceUnlocks = () =>
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app.fetch(new Request("http://localhost/debug/force-unlocks", { method: "POST" }));
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const hardReset = () =>
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app.fetch(new Request("http://localhost/debug/hard-reset", { method: "POST" }));
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describe("POST /force-unlocks", () => {
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it("returns 404 when no game state found", async () => {
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
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const res = await forceUnlocks();
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expect(res.status).toBe(404);
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});
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it("returns 200 with all zeros when no stale locks exist", async () => {
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const state = makeState({
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zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
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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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const res = await forceUnlocks();
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expect(res.status).toBe(200);
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const body = await res.json() as {
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bossesUnlocked: number;
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explorationUnlocked: number;
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questsUnlocked: number;
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zonesUnlocked: number;
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};
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expect(body.zonesUnlocked).toBe(0);
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expect(body.explorationUnlocked).toBe(0);
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});
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it("unlocks verdant_vale when it is locked and has no requirements", async () => {
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const state = makeState({
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zones: [{ id: "verdant_vale", status: "locked" }] as GameState["zones"],
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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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const res = await forceUnlocks();
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expect(res.status).toBe(200);
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const body = await res.json() as { zonesUnlocked: number };
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expect(body.zonesUnlocked).toBe(1);
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});
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it("does not unlock zone when boss condition is not met", async () => {
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const state = makeState({
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bosses: [{ id: "forest_giant", status: "available" }] as GameState["bosses"],
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quests: [{ id: "ancient_ruins", status: "completed" }] as GameState["quests"],
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zones: [{ id: "shattered_ruins", status: "locked" }] as GameState["zones"],
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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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const res = await forceUnlocks();
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const body = await res.json() as { zonesUnlocked: number };
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expect(body.zonesUnlocked).toBe(0);
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});
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it("does not unlock zone when quest condition is not met", async () => {
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const state = makeState({
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bosses: [{ id: "forest_giant", status: "defeated" }] as GameState["bosses"],
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quests: [{ id: "ancient_ruins", status: "active" }] as GameState["quests"],
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zones: [{ id: "shattered_ruins", status: "locked" }] as GameState["zones"],
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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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const res = await forceUnlocks();
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const body = await res.json() as { zonesUnlocked: number };
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expect(body.zonesUnlocked).toBe(0);
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});
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it("unlocks zone when both boss and quest conditions are met", async () => {
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const state = makeState({
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bosses: [{ id: "forest_giant", status: "defeated" }] as GameState["bosses"],
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quests: [{ id: "ancient_ruins", status: "completed" }] as GameState["quests"],
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zones: [{ id: "shattered_ruins", status: "locked" }] as GameState["zones"],
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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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const res = await forceUnlocks();
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const body = await res.json() as { zonesUnlocked: number };
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expect(body.zonesUnlocked).toBe(1);
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});
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it("unlocks a quest when zone is unlocked and prerequisites are met", async () => {
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const state = makeState({
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quests: [{ id: "first_steps", status: "locked" }] as GameState["quests"],
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zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
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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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const res = await forceUnlocks();
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const body = await res.json() as { questsUnlocked: number };
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expect(body.questsUnlocked).toBe(1);
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});
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it("does not unlock quest when zone is locked", async () => {
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/*
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* Use shattered_ruins (requires forest_giant defeated) so applyZoneUnlocks
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* cannot auto-unlock it, keeping it locked when applyQuestUnlocks runs.
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*/
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const state = makeState({
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bosses: [{ id: "forest_giant", status: "available" }] as GameState["bosses"],
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quests: [{ id: "necromancer_tower", status: "locked" }] as GameState["quests"],
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zones: [{ id: "shattered_ruins", status: "locked" }] as GameState["zones"],
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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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const res = await forceUnlocks();
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const body = await res.json() as { questsUnlocked: number };
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expect(body.questsUnlocked).toBe(0);
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});
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it("does not unlock quest when zone is not in state", async () => {
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const state = makeState({
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quests: [{ id: "first_steps", status: "locked" }] as GameState["quests"],
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zones: [] as GameState["zones"],
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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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const res = await forceUnlocks();
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const body = await res.json() as { questsUnlocked: number };
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expect(body.questsUnlocked).toBe(0);
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});
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it("does not unlock quest when it is already available", async () => {
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const state = makeState({
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quests: [{ id: "first_steps", status: "available" }] as GameState["quests"],
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zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
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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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const res = await forceUnlocks();
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const body = await res.json() as { questsUnlocked: number };
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expect(body.questsUnlocked).toBe(0);
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});
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it("does not unlock quest when prerequisites are not completed", async () => {
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const state = makeState({
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quests: [{ id: "goblin_camp", status: "locked" }] as GameState["quests"],
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zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
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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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const res = await forceUnlocks();
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const body = await res.json() as { questsUnlocked: number };
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expect(body.questsUnlocked).toBe(0);
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});
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it("unlocks the first boss in a zone when the zone is unlocked", async () => {
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const state = makeState({
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bosses: [{ id: "troll_king", status: "locked" }] as GameState["bosses"],
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prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
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zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
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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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const res = await forceUnlocks();
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const body = await res.json() as { bossesUnlocked: number };
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expect(body.bossesUnlocked).toBe(1);
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});
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it("does not unlock boss when prestige requirement is not met", async () => {
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const state = makeState({
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bosses: [{ id: "the_first_light", status: "locked" }] as GameState["bosses"],
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prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
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zones: [{ id: "celestial_reaches", status: "unlocked" }] as GameState["zones"],
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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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const res = await forceUnlocks();
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const body = await res.json() as { bossesUnlocked: number };
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expect(body.bossesUnlocked).toBe(0);
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});
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it("does not unlock boss when previous boss is not defeated", async () => {
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const state = makeState({
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bosses: [
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{ id: "troll_king", status: "available" },
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{ id: "lich_queen", status: "locked" },
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] as GameState["bosses"],
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prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
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zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
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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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const res = await forceUnlocks();
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const body = await res.json() as { bossesUnlocked: number };
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expect(body.bossesUnlocked).toBe(0);
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});
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it("does not unlock boss when previous boss is not in state", async () => {
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const state = makeState({
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bosses: [{ id: "lich_queen", status: "locked" }] as GameState["bosses"],
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|
prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
|
|
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await forceUnlocks();
|
|
const body = await res.json() as { bossesUnlocked: number };
|
|
expect(body.bossesUnlocked).toBe(0);
|
|
});
|
|
|
|
it("unlocks next boss when previous boss is defeated", async () => {
|
|
const state = makeState({
|
|
bosses: [
|
|
{ id: "troll_king", status: "defeated" },
|
|
{ id: "lich_queen", status: "locked" },
|
|
] as GameState["bosses"],
|
|
prestige: { count: 0, productionMultiplier: 1, purchasedUpgradeIds: [], runestones: 0 },
|
|
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await forceUnlocks();
|
|
const body = await res.json() as { bossesUnlocked: number };
|
|
expect(body.bossesUnlocked).toBe(1);
|
|
});
|
|
|
|
it("returns explorationUnlocked=0 when exploration is undefined", async () => {
|
|
const state = makeState({
|
|
exploration: undefined as unknown as GameState["exploration"],
|
|
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await forceUnlocks();
|
|
const body = await res.json() as { explorationUnlocked: number };
|
|
expect(body.explorationUnlocked).toBe(0);
|
|
});
|
|
|
|
it("unlocks exploration area when its zone is unlocked", async () => {
|
|
const state = makeState({
|
|
exploration: makeExploration([
|
|
{ id: "verdant_meadow", status: "locked" } as GameState["exploration"]["areas"][0],
|
|
]),
|
|
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await forceUnlocks();
|
|
const body = await res.json() as { explorationUnlocked: number };
|
|
expect(body.explorationUnlocked).toBe(1);
|
|
});
|
|
|
|
it("does not unlock exploration area when zone is not unlocked", async () => {
|
|
const state = makeState({
|
|
exploration: makeExploration([
|
|
{ id: "vm_e1", status: "locked" } as GameState["exploration"]["areas"][0],
|
|
]),
|
|
zones: [] as GameState["zones"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await forceUnlocks();
|
|
const body = await res.json() as { explorationUnlocked: number };
|
|
expect(body.explorationUnlocked).toBe(0);
|
|
});
|
|
|
|
it("does not unlock exploration area when it is already available", async () => {
|
|
const state = makeState({
|
|
exploration: makeExploration([
|
|
{ id: "verdant_meadow", status: "available" } as GameState["exploration"]["areas"][0],
|
|
]),
|
|
zones: [{ id: "verdant_vale", status: "unlocked" }] as GameState["zones"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await forceUnlocks();
|
|
const body = await res.json() as { explorationUnlocked: number };
|
|
expect(body.explorationUnlocked).toBe(0);
|
|
});
|
|
|
|
it("unlocks adventurer tier when its quest has been completed", async () => {
|
|
const state = makeState({
|
|
adventurers: [ { id: "scout", unlocked: false } ] as GameState["adventurers"],
|
|
quests: [ { id: "haunted_mine", 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 forceUnlocks();
|
|
const body = await res.json() as { adventurersUnlocked: number };
|
|
expect(body.adventurersUnlocked).toBe(1);
|
|
});
|
|
|
|
it("does not unlock adventurer tier when it is already unlocked", async () => {
|
|
const state = makeState({
|
|
adventurers: [ { id: "scout", unlocked: true } ] as GameState["adventurers"],
|
|
quests: [ { id: "haunted_mine", 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 forceUnlocks();
|
|
const body = await res.json() as { adventurersUnlocked: number };
|
|
expect(body.adventurersUnlocked).toBe(0);
|
|
});
|
|
|
|
it("unlocks upgrade when its boss has been defeated", async () => {
|
|
const state = makeState({
|
|
bosses: [ { id: "troll_king", status: "defeated" } ] as GameState["bosses"],
|
|
upgrades: [ { id: "click_2", unlocked: false } ] as GameState["upgrades"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await forceUnlocks();
|
|
const body = await res.json() as { upgradesUnlocked: number };
|
|
expect(body.upgradesUnlocked).toBe(1);
|
|
});
|
|
|
|
it("does not unlock upgrade when boss is not defeated", async () => {
|
|
const state = makeState({
|
|
bosses: [ { id: "troll_king", status: "available" } ] as GameState["bosses"],
|
|
upgrades: [ { id: "click_2", unlocked: false } ] as GameState["upgrades"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await forceUnlocks();
|
|
const body = await res.json() as { upgradesUnlocked: number };
|
|
expect(body.upgradesUnlocked).toBe(0);
|
|
});
|
|
|
|
it("does not unlock upgrade when it is already unlocked", async () => {
|
|
const state = makeState({
|
|
bosses: [ { id: "troll_king", status: "defeated" } ] as GameState["bosses"],
|
|
upgrades: [ { id: "click_2", unlocked: true } ] as GameState["upgrades"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await forceUnlocks();
|
|
const body = await res.json() as { upgradesUnlocked: number };
|
|
expect(body.upgradesUnlocked).toBe(0);
|
|
});
|
|
|
|
it("unlocks upgrade granted as a quest reward", async () => {
|
|
const state = makeState({
|
|
quests: [ { id: "haunted_mine", status: "completed" } ] as GameState["quests"],
|
|
upgrades: [ { id: "global_1", unlocked: false } ] as GameState["upgrades"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await forceUnlocks();
|
|
const body = await res.json() as { upgradesUnlocked: number };
|
|
expect(body.upgradesUnlocked).toBe(1);
|
|
});
|
|
|
|
it("marks equipment as owned when its boss has been defeated", async () => {
|
|
const state = makeState({
|
|
bosses: [ { id: "troll_king", status: "defeated" } ] as GameState["bosses"],
|
|
equipment: [ { id: "iron_sword", owned: false } ] as GameState["equipment"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await forceUnlocks();
|
|
const body = await res.json() as { equipmentUnlocked: number };
|
|
expect(body.equipmentUnlocked).toBe(1);
|
|
});
|
|
|
|
it("does not mark equipment as owned when boss is not defeated", async () => {
|
|
const state = makeState({
|
|
bosses: [ { id: "troll_king", status: "available" } ] as GameState["bosses"],
|
|
equipment: [ { id: "iron_sword", owned: false } ] as GameState["equipment"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await forceUnlocks();
|
|
const body = await res.json() as { equipmentUnlocked: number };
|
|
expect(body.equipmentUnlocked).toBe(0);
|
|
});
|
|
|
|
it("does not mark equipment as owned when it is already owned", async () => {
|
|
const state = makeState({
|
|
bosses: [ { id: "troll_king", status: "defeated" } ] as GameState["bosses"],
|
|
equipment: [ { id: "iron_sword", owned: true } ] as GameState["equipment"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await forceUnlocks();
|
|
const body = await res.json() as { equipmentUnlocked: number };
|
|
expect(body.equipmentUnlocked).toBe(0);
|
|
});
|
|
|
|
it("returns storyUnlocked=0 when story is undefined", async () => {
|
|
const state = makeState({
|
|
story: undefined as unknown as GameState["story"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await forceUnlocks();
|
|
const body = await res.json() as { storyUnlocked: number };
|
|
expect(body.storyUnlocked).toBe(0);
|
|
});
|
|
|
|
it("unlocks story chapter when its boss has been defeated", async () => {
|
|
const state = makeState({
|
|
bosses: [ { id: "forest_giant", status: "defeated" } ] as GameState["bosses"],
|
|
story: { completedChapters: [], unlockedChapterIds: [] },
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await forceUnlocks();
|
|
const body = await res.json() as { storyUnlocked: number };
|
|
expect(body.storyUnlocked).toBe(1);
|
|
});
|
|
|
|
it("does not unlock story chapter when boss is not defeated", async () => {
|
|
const state = makeState({
|
|
bosses: [ { id: "forest_giant", status: "available" } ] as GameState["bosses"],
|
|
story: { completedChapters: [], unlockedChapterIds: [] },
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await forceUnlocks();
|
|
const body = await res.json() as { storyUnlocked: number };
|
|
expect(body.storyUnlocked).toBe(0);
|
|
});
|
|
|
|
it("does not unlock story chapter when it is already unlocked", async () => {
|
|
const state = makeState({
|
|
bosses: [ { id: "forest_giant", status: "defeated" } ] as GameState["bosses"],
|
|
story: { completedChapters: [], unlockedChapterIds: [ "story_ch_01" ] },
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await forceUnlocks();
|
|
const body = await res.json() as { storyUnlocked: number };
|
|
expect(body.storyUnlocked).toBe(0);
|
|
});
|
|
|
|
it("computes HMAC signature when ANTI_CHEAT_SECRET is set", async () => {
|
|
process.env.ANTI_CHEAT_SECRET = "test_secret";
|
|
const state = makeState();
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await forceUnlocks();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { signature: string | undefined };
|
|
expect(body.signature).toBeDefined();
|
|
delete process.env.ANTI_CHEAT_SECRET;
|
|
});
|
|
|
|
it("omits signature when ANTI_CHEAT_SECRET is not set", async () => {
|
|
delete process.env.ANTI_CHEAT_SECRET;
|
|
const state = makeState();
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await forceUnlocks();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { signature: string | undefined };
|
|
expect(body.signature).toBeUndefined();
|
|
});
|
|
|
|
it("returns 500 when DB throws an Error", async () => {
|
|
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB error"));
|
|
const res = await forceUnlocks();
|
|
expect(res.status).toBe(500);
|
|
});
|
|
|
|
it("returns 500 when DB throws a non-Error value", async () => {
|
|
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce("raw error");
|
|
const res = await forceUnlocks();
|
|
expect(res.status).toBe(500);
|
|
});
|
|
});
|
|
|
|
const syncNewContent = () =>
|
|
app.fetch(new Request("http://localhost/debug/sync-new-content", { method: "POST" }));
|
|
|
|
describe("POST /sync-new-content", () => {
|
|
it("returns 404 when no game state found", async () => {
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(404);
|
|
});
|
|
|
|
it("returns 200 with zero added counts when state already has all content", async () => {
|
|
const state = makeState();
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { adventurerStatsPatched: number; bossRewardsPatched: number; questRewardsPatched: number };
|
|
expect(body.adventurerStatsPatched).toBe(0);
|
|
expect(body.bossRewardsPatched).toBe(0);
|
|
expect(body.questRewardsPatched).toBe(0);
|
|
});
|
|
|
|
it("patches adventurer stats when saved adventurer has outdated stats", async () => {
|
|
const state = makeState({
|
|
adventurers: [{ id: "militia", count: 5, unlocked: true, baseCost: 1, goldPerSecond: 1, essencePerSecond: 1, combatPower: 1, level: 1, name: "Old Name", class: "warrior" }] as GameState["adventurers"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { adventurerStatsPatched: number; state: GameState };
|
|
expect(body.adventurerStatsPatched).toBe(1);
|
|
const adventurer = body.state.adventurers.find((a) => a.id === "militia");
|
|
expect(adventurer?.baseCost).not.toBe(1);
|
|
expect(adventurer?.count).toBe(5);
|
|
expect(adventurer?.unlocked).toBe(true);
|
|
});
|
|
|
|
it("patches adventurer stats when only name has changed (exercises all earlier OR conditions)", async () => {
|
|
const state = makeState({
|
|
adventurers: [{ id: "militia", count: 5, unlocked: true, baseCost: 100, goldPerSecond: 0.7, essencePerSecond: 0, combatPower: 3, level: 2, name: "Old Name", class: "warrior" }] as GameState["adventurers"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { adventurerStatsPatched: number };
|
|
expect(body.adventurerStatsPatched).toBe(1);
|
|
});
|
|
|
|
it("skips adventurer stat patching for adventurers not in defaults", async () => {
|
|
const state = makeState({
|
|
adventurers: [{ id: "nonexistent_adventurer", count: 0, unlocked: false, baseCost: 1, goldPerSecond: 1, essencePerSecond: 1, combatPower: 1, level: 1, name: "Ghost", class: "warrior" }] as GameState["adventurers"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { adventurerStatsPatched: number };
|
|
expect(body.adventurerStatsPatched).toBe(0);
|
|
});
|
|
|
|
it("injects missing entries when arrays are empty", async () => {
|
|
const state = makeState({ adventurers: [], bosses: [], quests: [], upgrades: [], achievements: [], equipment: [], zones: [] });
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { adventurersAdded: number; bossesAdded: number };
|
|
expect(body.adventurersAdded).toBeGreaterThan(0);
|
|
expect(body.bossesAdded).toBeGreaterThan(0);
|
|
});
|
|
|
|
it("injects missing exploration areas when exploration has no areas", async () => {
|
|
const state = makeState({ exploration: makeExploration([]) });
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { explorationAreasAdded: number };
|
|
expect(body.explorationAreasAdded).toBeGreaterThan(0);
|
|
});
|
|
|
|
it("skips existing exploration areas when building the id set", async () => {
|
|
const state = makeState({ exploration: makeExploration([
|
|
{ id: "verdant_meadow", status: "available", completedOnce: false } as GameState["exploration"]["areas"][0],
|
|
]) });
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { explorationAreasAdded: number };
|
|
// One area already existed so total injected is one less than full count
|
|
expect(body.explorationAreasAdded).toBeGreaterThan(0);
|
|
});
|
|
|
|
it("returns explorationAreasAdded=0 when exploration state is undefined", async () => {
|
|
const state = makeState({ exploration: undefined as unknown as GameState["exploration"] });
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { explorationAreasAdded: number };
|
|
expect(body.explorationAreasAdded).toBe(0);
|
|
});
|
|
|
|
it("patches quest rewards when saved quest has fewer rewards than default", async () => {
|
|
const state = makeState({
|
|
quests: [{ id: "first_steps", status: "available", rewards: [] }] as GameState["quests"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { state: GameState };
|
|
const quest = body.state.quests.find((q) => q.id === "first_steps");
|
|
expect(quest?.rewards.length).toBeGreaterThan(0);
|
|
});
|
|
|
|
it("skips quest reward patching for quests not in defaults", async () => {
|
|
const state = makeState({
|
|
quests: [{ id: "nonexistent_quest", status: "available", rewards: [] }] as GameState["quests"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { state: GameState };
|
|
const quest = body.state.quests.find((q) => q.id === "nonexistent_quest");
|
|
expect(quest?.rewards).toStrictEqual([]);
|
|
});
|
|
|
|
it("does not re-add rewards that are already present in the saved quest", async () => {
|
|
const state = makeState({
|
|
quests: [{ id: "first_steps", status: "available", rewards: [{ type: "adventurer", targetId: "militia" }] }] as GameState["quests"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { state: GameState };
|
|
const quest = body.state.quests.find((q) => q.id === "first_steps");
|
|
// Reward already present so count stays the same
|
|
expect(quest?.rewards.filter((r) => r.targetId === "militia").length).toBe(1);
|
|
});
|
|
|
|
it("patches boss upgrade rewards when saved boss has fewer rewards than default", async () => {
|
|
const state = makeState({
|
|
bosses: [{ id: "troll_king", status: "available", upgradeRewards: [] }] as GameState["bosses"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { state: GameState };
|
|
const boss = body.state.bosses.find((b) => b.id === "troll_king");
|
|
expect(boss?.upgradeRewards.length).toBeGreaterThan(0);
|
|
});
|
|
|
|
it("skips boss reward patching for bosses not in defaults", async () => {
|
|
const state = makeState({
|
|
bosses: [{ id: "nonexistent_boss", status: "available", upgradeRewards: [] }] as GameState["bosses"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { state: GameState };
|
|
const boss = body.state.bosses.find((b) => b.id === "nonexistent_boss");
|
|
expect(boss?.upgradeRewards).toStrictEqual([]);
|
|
});
|
|
|
|
it("sorts multiple legacy items to the end when their ids are not in the defaults", async () => {
|
|
const state = makeState({
|
|
achievements: [
|
|
{ id: "legacy_achievement_a", status: "locked" },
|
|
{ id: "legacy_achievement_b", status: "locked" },
|
|
] as GameState["achievements"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
});
|
|
|
|
it("uses amount field when building the reward key for quests with amount-based rewards", async () => {
|
|
const state = makeState({
|
|
quests: [{ id: "dragon_lair", status: "available", rewards: [{ type: "gold", amount: 500 }] }] as GameState["quests"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
});
|
|
|
|
it("falls back to empty string when reward has neither targetId nor amount", async () => {
|
|
const state = makeState({
|
|
quests: [{ id: "first_steps", status: "available", rewards: [{ type: "unknown" }] }] as GameState["quests"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
});
|
|
|
|
it("patches upgrade adventurerId when default has it set", async () => {
|
|
const state = makeState({
|
|
upgrades: [{ id: "peasant_1", purchased: false, unlocked: false, multiplier: 0.1, name: "Old", description: "Old", target: "click", costGold: 1, costEssence: 0, costCrystals: 0 }] as GameState["upgrades"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { state: GameState };
|
|
const upgrade = body.state.upgrades.find((u) => u.id === "peasant_1");
|
|
expect(upgrade?.adventurerId).toBe("peasant");
|
|
});
|
|
|
|
it("patches equipment cost when default has it set", async () => {
|
|
const state = makeState({
|
|
equipment: [{ id: "shadow_dagger", owned: false, equipped: false, name: "Old", description: "Old", type: "weapon", rarity: "common", bonus: {} }] as GameState["equipment"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { state: GameState };
|
|
const item = body.state.equipment.find((e) => e.id === "shadow_dagger");
|
|
expect(item?.cost).toBeDefined();
|
|
});
|
|
|
|
it("computes HMAC signature when ANTI_CHEAT_SECRET is set", async () => {
|
|
process.env.ANTI_CHEAT_SECRET = "test_secret";
|
|
const state = makeState();
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { signature: string | undefined };
|
|
expect(body.signature).toBeDefined();
|
|
delete process.env.ANTI_CHEAT_SECRET;
|
|
});
|
|
|
|
it("returns 500 when DB throws an Error", async () => {
|
|
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB error"));
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(500);
|
|
});
|
|
|
|
it("returns 500 when DB throws a non-Error value", async () => {
|
|
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce("raw error");
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(500);
|
|
});
|
|
|
|
it("patches quest stats when saved quest has outdated fields", async () => {
|
|
const state = makeState({
|
|
quests: [{ id: "first_steps", status: "available", rewards: [], durationSeconds: 1, name: "Old Name", description: "Old", prerequisiteIds: [], zoneId: "old_zone", combatPowerRequired: 0 }] as GameState["quests"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { questsPatched: number; state: GameState };
|
|
expect(body.questsPatched).toBe(1);
|
|
const quest = body.state.quests.find((q) => q.id === "first_steps");
|
|
expect(quest?.name).not.toBe("Old Name");
|
|
expect(quest?.durationSeconds).not.toBe(1);
|
|
expect(quest?.status).toBe("available");
|
|
});
|
|
|
|
it("patches quest stats when only combatPowerRequired has changed (exercises all earlier OR conditions)", async () => {
|
|
const state = makeState({
|
|
quests: [{ id: "haunted_mine", status: "available", rewards: [], durationSeconds: 900, name: "The Haunted Mine", description: "An abandoned mine is rich with crystal deposits — if you dare brave its ghosts.", prerequisiteIds: ["goblin_camp"], zoneId: "verdant_vale", combatPowerRequired: 0 }] as GameState["quests"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { questsPatched: number };
|
|
expect(body.questsPatched).toBe(1);
|
|
});
|
|
|
|
it("skips quest stat patching for quests not in defaults", async () => {
|
|
const state = makeState({
|
|
quests: [{ id: "nonexistent_quest_xyz", status: "available", rewards: [], durationSeconds: 1, name: "Ghost", description: "Old", prerequisiteIds: [], zoneId: "old_zone", combatPowerRequired: 0 }] as GameState["quests"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { questsPatched: number };
|
|
expect(body.questsPatched).toBe(0);
|
|
});
|
|
|
|
it("patches boss stats when saved boss has outdated fields", async () => {
|
|
const state = makeState({
|
|
bosses: [{ id: "troll_king", status: "available", currentHp: 100, maxHp: 1, upgradeRewards: [], bountyRunestonesClaimed: false, damagePerSecond: 1, goldReward: 1, essenceReward: 1, crystalReward: 1, equipmentRewards: [], prestigeRequirement: 0, zoneId: "old_zone", bountyRunestones: 0, name: "Old Name", description: "Old" }] as GameState["bosses"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { bossesPatched: number; state: GameState };
|
|
expect(body.bossesPatched).toBe(1);
|
|
const boss = body.state.bosses.find((b) => b.id === "troll_king");
|
|
expect(boss?.maxHp).not.toBe(1);
|
|
expect(boss?.name).not.toBe("Old Name");
|
|
expect(boss?.status).toBe("available");
|
|
expect(boss?.currentHp).toBe(100);
|
|
});
|
|
|
|
it("patches boss stats when only bountyRunestones has changed (exercises all earlier OR conditions)", async () => {
|
|
const state = makeState({
|
|
bosses: [{ id: "troll_king", status: "available", currentHp: 1000, maxHp: 1000, upgradeRewards: [], bountyRunestonesClaimed: false, damagePerSecond: 5, goldReward: 10_000, essenceReward: 25, crystalReward: 0, equipmentRewards: ["iron_sword", "chainmail", "mages_focus"], prestigeRequirement: 0, zoneId: "verdant_vale", bountyRunestones: 99, name: "The Troll King", description: "Gruk the Immovable has terrorised the trade roads for decades. Merchants will pay handsomely for his head." }] as GameState["bosses"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { bossesPatched: number };
|
|
expect(body.bossesPatched).toBe(1);
|
|
});
|
|
|
|
it("patches boss when only equipmentRewards differ (covers savedRewards branch)", async () => {
|
|
const state = makeState({
|
|
bosses: [{ id: "troll_king", status: "available", currentHp: 1000, maxHp: 1000, upgradeRewards: ["click_2"], bountyRunestonesClaimed: false, damagePerSecond: 5, goldReward: 10_000, essenceReward: 25, crystalReward: 5, equipmentRewards: [], prestigeRequirement: 0, zoneId: "verdant_vale", bountyRunestones: 1, name: "The Troll King", description: "Gruk the Immovable has terrorised the trade roads for decades. Merchants will pay handsomely for his head." }] as GameState["bosses"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { bossesPatched: number };
|
|
expect(body.bossesPatched).toBe(1);
|
|
});
|
|
|
|
it("patches boss when only bountyRunestones differs with all other fields matching", async () => {
|
|
const state = makeState({
|
|
bosses: [{ id: "troll_king", status: "available", currentHp: 1000, maxHp: 1000, upgradeRewards: ["click_2"], bountyRunestonesClaimed: false, damagePerSecond: 5, goldReward: 10_000, essenceReward: 25, crystalReward: 5, equipmentRewards: ["iron_sword", "chainmail", "mages_focus"], prestigeRequirement: 0, zoneId: "verdant_vale", bountyRunestones: 99, name: "The Troll King", description: "Gruk the Immovable has terrorised the trade roads for decades. Merchants will pay handsomely for his head." }] as GameState["bosses"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { bossesPatched: number };
|
|
expect(body.bossesPatched).toBe(1);
|
|
});
|
|
|
|
it("skips boss stat patching for bosses not in defaults", async () => {
|
|
const state = makeState({
|
|
bosses: [{ id: "nonexistent_boss_xyz", status: "available", currentHp: 100, maxHp: 1, upgradeRewards: [], bountyRunestonesClaimed: false, damagePerSecond: 1, goldReward: 1, essenceReward: 1, crystalReward: 1, equipmentRewards: [], prestigeRequirement: 0, zoneId: "old_zone", bountyRunestones: 0, name: "Ghost", description: "Old" }] as GameState["bosses"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { bossesPatched: number };
|
|
expect(body.bossesPatched).toBe(0);
|
|
});
|
|
|
|
it("patches zone stats when saved zone has outdated fields", async () => {
|
|
const state = makeState({
|
|
zones: [{ id: "verdant_vale", status: "unlocked", name: "Old Name", description: "Old", emoji: "❓", unlockBossId: "wrong_boss", unlockQuestId: "wrong_quest" }] as GameState["zones"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { zonesPatched: number; state: GameState };
|
|
expect(body.zonesPatched).toBe(1);
|
|
const zone = body.state.zones.find((z) => z.id === "verdant_vale");
|
|
expect(zone?.name).not.toBe("Old Name");
|
|
expect(zone?.status).toBe("unlocked");
|
|
});
|
|
|
|
it("patches zone stats when only unlockQuestId has changed (exercises all earlier OR conditions)", async () => {
|
|
const state = makeState({
|
|
zones: [{ id: "verdant_vale", status: "unlocked", name: "The Verdant Vale", description: "Rolling green hills and ancient forests stretch to the horizon. This is where your guild takes its first steps — trade roads in need of clearing, goblin camps to rout, and an undead queen stirring in the north.", emoji: "🌿", unlockBossId: null, unlockQuestId: "wrong_quest" }] as GameState["zones"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { zonesPatched: number };
|
|
expect(body.zonesPatched).toBe(1);
|
|
});
|
|
|
|
it("skips zone stat patching for zones not in defaults", async () => {
|
|
const state = makeState({
|
|
zones: [{ id: "nonexistent_zone_xyz", status: "unlocked", name: "Ghost", description: "Old", emoji: "❓", unlockBossId: null, unlockQuestId: null }] as GameState["zones"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { zonesPatched: number };
|
|
expect(body.zonesPatched).toBe(0);
|
|
});
|
|
|
|
it("patches upgrade stats when saved upgrade has outdated fields", async () => {
|
|
const state = makeState({
|
|
upgrades: [{ id: "click_2", purchased: false, unlocked: true, multiplier: 0.1, name: "Old Name", description: "Old", target: "click", adventurerId: undefined, costGold: 1, costEssence: 0, costCrystals: 0 }] as GameState["upgrades"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { upgradesPatched: number; state: GameState };
|
|
expect(body.upgradesPatched).toBe(1);
|
|
const upgrade = body.state.upgrades.find((u) => u.id === "click_2");
|
|
expect(upgrade?.multiplier).not.toBe(0.1);
|
|
expect(upgrade?.name).not.toBe("Old Name");
|
|
expect(upgrade?.purchased).toBe(false);
|
|
expect(upgrade?.unlocked).toBe(true);
|
|
});
|
|
|
|
it("patches upgrade stats when only costCrystals has changed (exercises all earlier OR conditions)", async () => {
|
|
const state = makeState({
|
|
upgrades: [{ id: "click_2", purchased: false, unlocked: false, multiplier: 2, name: "Battle Hardened", description: "Years of combat sharpen your instincts. Doubles click power again.", target: "click", adventurerId: undefined, costGold: 1000, costEssence: 0, costCrystals: 99 }] as GameState["upgrades"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { upgradesPatched: number };
|
|
expect(body.upgradesPatched).toBe(1);
|
|
});
|
|
|
|
it("skips upgrade stat patching for upgrades not in defaults", async () => {
|
|
const state = makeState({
|
|
upgrades: [{ id: "nonexistent_upgrade_xyz", purchased: false, unlocked: false, multiplier: 0.1, name: "Ghost", description: "Old", target: "click", adventurerId: undefined, costGold: 1, costEssence: 0, costCrystals: 0 }] as GameState["upgrades"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { upgradesPatched: number };
|
|
expect(body.upgradesPatched).toBe(0);
|
|
});
|
|
|
|
it("patches equipment stats when saved item has outdated fields", async () => {
|
|
const state = makeState({
|
|
equipment: [{ id: "iron_sword", owned: true, equipped: false, name: "Rusty Sword", description: "Old", type: "weapon", rarity: "common", bonus: { type: "click_power", value: 0 }, cost: undefined, setId: undefined }] as GameState["equipment"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { equipmentPatched: number; state: GameState };
|
|
expect(body.equipmentPatched).toBe(1);
|
|
const item = body.state.equipment.find((e) => e.id === "iron_sword");
|
|
expect(item?.name).not.toBe("Rusty Sword");
|
|
expect(item?.owned).toBe(true);
|
|
expect(item?.equipped).toBe(false);
|
|
});
|
|
|
|
it("patches equipment stats when only cost has changed (exercises name/desc/type/rarity/bonus OR conditions)", async () => {
|
|
const state = makeState({
|
|
equipment: [{ id: "shadow_dagger", owned: true, equipped: false, name: "Shadow Dagger", description: "Forged in the Shadow Marshes from condensed darkness. It strikes before it is seen.", type: "weapon", rarity: "epic", bonus: { combatMultiplier: 1.65 }, cost: { crystals: 99, essence: 500, gold: 0 }, setId: "shadow_infiltrator" }] as GameState["equipment"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { equipmentPatched: number };
|
|
expect(body.equipmentPatched).toBe(1);
|
|
});
|
|
|
|
it("patches equipment stats when only setId has changed (exercises all earlier OR conditions)", async () => {
|
|
const state = makeState({
|
|
equipment: [{ id: "iron_sword", owned: true, equipped: false, name: "Iron Sword", description: "A sturdy weapon issued to veterans of the guild.", type: "weapon", rarity: "rare", bonus: { combatMultiplier: 1.25 }, cost: undefined, setId: "old_set" }] as GameState["equipment"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { equipmentPatched: number };
|
|
expect(body.equipmentPatched).toBe(1);
|
|
});
|
|
|
|
it("skips equipment stat patching for items not in defaults", async () => {
|
|
const state = makeState({
|
|
equipment: [{ id: "nonexistent_item_xyz", owned: false, equipped: false, name: "Ghost Sword", description: "Old", type: "weapon", rarity: "common", bonus: { type: "click_power", value: 0 }, cost: undefined, setId: undefined }] as GameState["equipment"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { equipmentPatched: number };
|
|
expect(body.equipmentPatched).toBe(0);
|
|
});
|
|
|
|
it("patches achievement stats when saved achievement has outdated fields", async () => {
|
|
const state = makeState({
|
|
achievements: [{ id: "first_click", unlockedAt: null, name: "Old Name", description: "Old", icon: "❓", condition: { type: "totalClicks", amount: 999 }, reward: undefined }] as GameState["achievements"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { achievementsPatched: number; state: GameState };
|
|
expect(body.achievementsPatched).toBe(1);
|
|
const achievement = body.state.achievements.find((a) => a.id === "first_click");
|
|
expect(achievement?.name).not.toBe("Old Name");
|
|
expect(achievement?.condition.amount).not.toBe(999);
|
|
expect(achievement?.unlockedAt).toBeNull();
|
|
});
|
|
|
|
it("patches achievement stats when only reward has changed (exercises all earlier OR conditions)", async () => {
|
|
const state = makeState({
|
|
achievements: [{ id: "first_click", unlockedAt: null, name: "First Strike", description: "Click the Guild Hall for the first time.", icon: "👆", condition: { amount: 1, type: "totalClicks" }, reward: { crystals: 999 } }] as GameState["achievements"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { achievementsPatched: number };
|
|
expect(body.achievementsPatched).toBe(1);
|
|
});
|
|
|
|
it("skips achievement stat patching for achievements not in defaults", async () => {
|
|
const state = makeState({
|
|
achievements: [{ id: "nonexistent_achievement_xyz", unlockedAt: null, name: "Ghost", description: "Old", icon: "❓", condition: { type: "totalClicks", amount: 1 }, reward: undefined }] as GameState["achievements"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { achievementsPatched: number };
|
|
expect(body.achievementsPatched).toBe(0);
|
|
});
|
|
|
|
it("recomputes crafting multipliers from craftedRecipeIds", async () => {
|
|
const state = makeState({
|
|
exploration: { ...makeExploration(), craftedRecipeIds: ["heartwood_tincture"], craftedGoldMultiplier: 1, craftedEssenceMultiplier: 1, craftedClickMultiplier: 1, craftedCombatMultiplier: 1 },
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { craftingRecipesReapplied: number; state: GameState };
|
|
expect(body.craftingRecipesReapplied).toBe(1);
|
|
expect(body.state.exploration?.craftedGoldMultiplier).toBeGreaterThan(1);
|
|
});
|
|
|
|
it("returns 0 for crafting recompute when exploration is undefined", async () => {
|
|
const state = makeState({
|
|
exploration: undefined as unknown as GameState["exploration"],
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { craftingRecipesReapplied: number };
|
|
expect(body.craftingRecipesReapplied).toBe(0);
|
|
});
|
|
|
|
it("sets multipliers to 1 when craftedRecipeIds is empty", async () => {
|
|
const state = makeState({
|
|
exploration: { ...makeExploration(), craftedRecipeIds: [], craftedGoldMultiplier: 5, craftedEssenceMultiplier: 5, craftedClickMultiplier: 5, craftedCombatMultiplier: 5 },
|
|
});
|
|
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
|
|
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
|
|
const res = await syncNewContent();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { state: GameState };
|
|
expect(body.state.exploration?.craftedGoldMultiplier).toBe(1);
|
|
expect(body.state.exploration?.craftedEssenceMultiplier).toBe(1);
|
|
expect(body.state.exploration?.craftedClickMultiplier).toBe(1);
|
|
expect(body.state.exploration?.craftedCombatMultiplier).toBe(1);
|
|
});
|
|
});
|
|
|
|
describe("POST /hard-reset", () => {
|
|
it("returns 404 when no player found", async () => {
|
|
vi.mocked(prisma.player.findUnique).mockResolvedValueOnce(null);
|
|
const res = await hardReset();
|
|
expect(res.status).toBe(404);
|
|
});
|
|
|
|
it("returns 200 with a fresh state on success", async () => {
|
|
vi.mocked(prisma.player.findUnique).mockResolvedValueOnce(makePlayer() as never);
|
|
vi.mocked(prisma.gameState.upsert).mockResolvedValueOnce({} as never);
|
|
const res = await hardReset();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as {
|
|
loginBonus: null;
|
|
loginStreak: number;
|
|
schemaOutdated: boolean;
|
|
};
|
|
expect(body.loginBonus).toBeNull();
|
|
expect(body.schemaOutdated).toBe(false);
|
|
expect(body.loginStreak).toBe(1);
|
|
});
|
|
|
|
it("computes HMAC signature when ANTI_CHEAT_SECRET is set", async () => {
|
|
process.env.ANTI_CHEAT_SECRET = "test_secret";
|
|
vi.mocked(prisma.player.findUnique).mockResolvedValueOnce(makePlayer() as never);
|
|
vi.mocked(prisma.gameState.upsert).mockResolvedValueOnce({} as never);
|
|
const res = await hardReset();
|
|
expect(res.status).toBe(200);
|
|
const body = await res.json() as { signature: string | undefined };
|
|
expect(body.signature).toBeDefined();
|
|
delete process.env.ANTI_CHEAT_SECRET;
|
|
});
|
|
|
|
it("returns 500 when DB throws an Error", async () => {
|
|
vi.mocked(prisma.player.findUnique).mockRejectedValueOnce(new Error("DB error"));
|
|
const res = await hardReset();
|
|
expect(res.status).toBe(500);
|
|
});
|
|
|
|
it("returns 500 when DB throws a non-Error value", async () => {
|
|
vi.mocked(prisma.player.findUnique).mockRejectedValueOnce("raw error");
|
|
const res = await hardReset();
|
|
expect(res.status).toBe(500);
|
|
});
|
|
});
|
|
});
|