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

561 lines
24 KiB
TypeScript

/* eslint-disable max-lines-per-function -- Test suites naturally have many cases */
/* eslint-disable max-lines -- Test suites naturally have many cases */
/* eslint-disable @typescript-eslint/consistent-type-assertions -- Tests build minimal state objects */
import { beforeEach, describe, expect, it, vi } from "vitest";
import { Hono } from "hono";
import type { GameState } from "@elysium/types";
vi.mock("../../src/db/client.js", () => ({
prisma: {
gameState: { findUnique: vi.fn(), update: vi.fn() },
},
}));
vi.mock("../../src/middleware/auth.js", () => ({
authMiddleware: vi.fn(async (c: { set: (key: string, value: string) => void }, next: () => Promise<void>) => {
c.set("discordId", "test_discord_id");
await next();
}),
}));
vi.mock("../../src/services/logger.js", () => ({
logger: {
error: vi.fn().mockResolvedValue(undefined),
metric: vi.fn().mockResolvedValue(undefined),
},
}));
const DISCORD_ID = "test_discord_id";
const makeConsecration = (overrides: Record<string, unknown> = {}) => ({
count: 0,
divinity: 0,
productionMultiplier: 1,
purchasedUpgradeIds: [] as string[],
...overrides,
});
const makeEnlightenment = (overrides: Record<string, unknown> = {}) => ({
count: 0,
stardust: 0,
purchasedUpgradeIds: [] as string[],
stardustPrayersMultiplier: 1,
stardustCombatMultiplier: 1,
stardustConsecrationThresholdMultiplier: 1,
stardustConsecrationDivinityMultiplier: 1,
stardustMetaMultiplier: 1,
...overrides,
});
const makeGoddessExploration = (overrides: Record<string, unknown> = {}) => ({
areas: [] as Array<{ id: string; status: string }>,
materials: [] as Array<{ materialId: string; quantity: number }>,
craftedRecipeIds: [] as string[],
craftedPrayersMultiplier: 1,
craftedDivinityMultiplier: 1,
craftedCombatMultiplier: 1,
...overrides,
});
const makeGoddessBoss = (overrides: Record<string, unknown> = {}) => ({
id: "test_goddess_boss",
name: "Test Goddess Boss",
description: "A test boss",
status: "available",
maxHp: 100,
currentHp: 100,
damagePerSecond: 1,
prayersReward: 50,
divinityReward: 2,
stardustReward: 0,
upgradeRewards: [] as string[],
equipmentRewards: [] as string[],
consecrationRequirement: 0,
zoneId: "test_goddess_zone",
bountyDivinity: 5,
...overrides,
});
const makeDisciple = (overrides: Record<string, unknown> = {}) => ({
id: "test_disciple",
name: "Test Disciple",
class: "oracle" as const,
level: 10,
baseCost: 100,
prayersPerSecond: 1,
divinityPerSecond: 0,
combatPower: 10_000,
count: 1,
unlocked: true,
...overrides,
});
const makeGoddessState = (overrides: Record<string, unknown> = {}) => ({
zones: [] as Array<{ id: string; status: string; unlockBossId: string | null; unlockQuestId: string | null }>,
bosses: [ makeGoddessBoss() ],
quests: [] as Array<{ id: string; status: string }>,
disciples: [ makeDisciple() ],
equipment: [] as Array<{ id: string; type: string; owned: boolean; equipped: boolean; bonus: Record<string, unknown> }>,
upgrades: [] as Array<{ id: string; purchased: boolean; target: string; multiplier: number; discipleId?: string }>,
achievements: [] as Array<{ id: string; completed: boolean }>,
consecration: makeConsecration(),
enlightenment: makeEnlightenment(),
exploration: makeGoddessExploration(),
totalPrayersEarned: 0,
lifetimePrayersEarned: 0,
lifetimeBossesDefeated: 0,
lifetimeQuestsCompleted: 0,
baseClickPower: 1,
lastTickAt: 0,
...overrides,
});
const makeState = (overrides: Partial<GameState> = {}): GameState => ({
player: { discordId: DISCORD_ID, username: "u", discriminator: "0", avatar: null, totalGoldEarned: 0, totalClicks: 0, characterName: "T" },
resources: { gold: 0, essence: 0, crystals: 0, runestones: 0, prayers: 0 },
adventurers: [],
upgrades: [],
quests: [],
bosses: [],
equipment: [],
achievements: [],
zones: [],
exploration: { areas: [], materials: [], craftedRecipeIds: [], craftedGoldMultiplier: 1, craftedEssenceMultiplier: 1, craftedClickMultiplier: 1, craftedCombatMultiplier: 1 },
companions: { unlockedCompanionIds: [], activeCompanionId: null },
prestige: { count: 0, runestones: 0, productionMultiplier: 1, purchasedUpgradeIds: [] },
baseClickPower: 1,
lastTickAt: 0,
schemaVersion: 1,
goddess: makeGoddessState() as GameState["goddess"],
...overrides,
} as GameState);
describe("goddessBoss route", () => {
let app: Hono;
let prisma: { gameState: { findUnique: ReturnType<typeof vi.fn>; update: ReturnType<typeof vi.fn> } };
beforeEach(async () => {
vi.clearAllMocks();
const { goddessBossRouter } = await import("../../src/routes/goddessBoss.js");
const { prisma: p } = await import("../../src/db/client.js");
prisma = p as typeof prisma;
app = new Hono();
app.route("/goddess-boss", goddessBossRouter);
});
const challenge = (body: Record<string, unknown>) =>
app.fetch(new Request("http://localhost/goddess-boss/challenge", {
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify(body),
}));
it("returns 400 when bossId is missing", async () => {
const res = await challenge({});
expect(res.status).toBe(400);
});
it("returns 404 when no save is found", async () => {
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(404);
});
it("returns 400 when goddess realm is not unlocked", async () => {
const state = makeState({ goddess: undefined });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
expect(body.error).toBe("Goddess realm not unlocked");
});
it("returns 404 when boss is not found in goddess state", async () => {
const state = makeState({
goddess: makeGoddessState({ bosses: [] }) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(404);
const body = await res.json() as { error: string };
expect(body.error).toBe("Boss not found");
});
it("returns 400 when boss status is defeated", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ status: "defeated" }) ],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
expect(body.error).toBe("Boss is not currently available");
});
it("returns 400 when boss status is locked", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ status: "locked" }) ],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(400);
});
it("accepts in_progress boss status", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ status: "in_progress" }) ],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
});
it("returns 403 when consecration requirement is not met", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ consecrationRequirement: 3 }) ],
consecration: makeConsecration({ count: 0 }),
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(403);
const body = await res.json() as { error: string };
expect(body.error).toBe("Consecration requirement not met");
});
it("returns 400 when party has no combat power (all disciples have count 0)", async () => {
const state = makeState({
goddess: makeGoddessState({
disciples: [ makeDisciple({ count: 0 }) ],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
expect(body.error).toBe("Your disciples have no combat power");
});
it("returns 400 when party has no combat power (disciples array is empty)", async () => {
const state = makeState({
goddess: makeGoddessState({
disciples: [],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(400);
});
it("returns 200 with rewards when party wins", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ currentHp: 100, maxHp: 100, damagePerSecond: 1 }) ],
disciples: [ makeDisciple({ combatPower: 100_000, count: 1, level: 10 }) ],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean; rewards: { prayers: number; divinity: number } };
expect(body.won).toBe(true);
expect(body.rewards.prayers).toBe(50);
expect(body.rewards.divinity).toBe(2);
});
it("returns 200 with bountyDivinity when first kill", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ currentHp: 50, maxHp: 50, damagePerSecond: 1, id: "celestial_sprite" }) ],
disciples: [ makeDisciple({ combatPower: 100_000, count: 1 }) ],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "celestial_sprite" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean; rewards: { bountyDivinity: number } };
expect(body.won).toBe(true);
expect(body.rewards.bountyDivinity).toBeGreaterThan(0);
});
it("returns 0 bountyDivinity when already claimed", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ id: "celestial_sprite", bountyDivinityClaimed: true }) ],
disciples: [ makeDisciple({ combatPower: 100_000, count: 1 }) ],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "celestial_sprite" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean; rewards: { bountyDivinity: number } };
expect(body.won).toBe(true);
expect(body.rewards.bountyDivinity).toBe(0);
});
it("unlocks upgrade rewards on win", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ upgradeRewards: [ "test_upgrade" ] }) ],
disciples: [ makeDisciple({ combatPower: 100_000, count: 1 }) ],
upgrades: [ { id: "test_upgrade", purchased: false, unlocked: false, target: "global", multiplier: 1 } ],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean; rewards: { upgradeIds: string[] } };
expect(body.won).toBe(true);
expect(body.rewards.upgradeIds).toContain("test_upgrade");
});
it("unlocks next zone boss when boss is defeated", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [
makeGoddessBoss({ id: "test_goddess_boss", zoneId: "test_goddess_zone", status: "available" }),
makeGoddessBoss({ id: "next_goddess_boss", zoneId: "test_goddess_zone", status: "locked", consecrationRequirement: 0 }),
],
disciples: [ makeDisciple({ combatPower: 100_000, count: 1 }) ],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean };
expect(body.won).toBe(true);
});
it("does not unlock next boss if consecration requirement not met", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [
makeGoddessBoss({ id: "test_goddess_boss", zoneId: "test_goddess_zone", status: "available" }),
makeGoddessBoss({ id: "next_goddess_boss", zoneId: "test_goddess_zone", status: "locked", consecrationRequirement: 5 }),
],
disciples: [ makeDisciple({ combatPower: 100_000, count: 1 }) ],
consecration: makeConsecration({ count: 0 }),
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean };
expect(body.won).toBe(true);
});
it("unlocks goddess zone when boss and quest conditions are both met", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ id: "test_goddess_boss" }) ],
disciples: [ makeDisciple({ combatPower: 100_000, count: 1 }) ],
zones: [
{ id: "test_goddess_zone", status: "locked", unlockBossId: "test_goddess_boss", unlockQuestId: "test_quest" },
],
quests: [ { id: "test_quest", status: "completed" } ],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean };
expect(body.won).toBe(true);
});
it("does not unlock zone when quest condition is not satisfied", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ id: "test_goddess_boss" }) ],
disciples: [ makeDisciple({ combatPower: 100_000, count: 1 }) ],
zones: [
{ id: "test_goddess_zone", status: "locked", unlockBossId: "test_goddess_boss", unlockQuestId: "test_quest" },
],
quests: [ { id: "test_quest", status: "active" } ],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean };
expect(body.won).toBe(true);
});
it("unlocks zone when unlockQuestId is null", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ id: "test_goddess_boss" }) ],
disciples: [ makeDisciple({ combatPower: 100_000, count: 1 }) ],
zones: [
{ id: "test_goddess_zone", status: "locked", unlockBossId: "test_goddess_boss", unlockQuestId: null },
],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean };
expect(body.won).toBe(true);
});
it("skips zone that is already unlocked", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ id: "test_goddess_boss" }) ],
disciples: [ makeDisciple({ combatPower: 100_000, count: 1 }) ],
zones: [
{ id: "test_goddess_zone", status: "unlocked", unlockBossId: "test_goddess_boss", unlockQuestId: null },
],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean };
expect(body.won).toBe(true);
});
it("skips zone whose unlockBossId does not match the defeated boss", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ id: "test_goddess_boss" }) ],
disciples: [ makeDisciple({ combatPower: 100_000, count: 1 }) ],
zones: [
{ id: "other_zone", status: "locked", unlockBossId: "different_boss", unlockQuestId: null },
],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean };
expect(body.won).toBe(true);
});
it("applies global upgrade multiplier to party DPS", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ currentHp: 100, damagePerSecond: 1 }) ],
disciples: [ makeDisciple({ combatPower: 1, count: 1, level: 10 }) ],
upgrades: [ { id: "global_u", purchased: true, target: "global", multiplier: 100_000 } ],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean };
expect(body.won).toBe(true);
});
it("applies disciple-specific upgrade multiplier", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ currentHp: 100, damagePerSecond: 1 }) ],
disciples: [ makeDisciple({ id: "test_disciple", combatPower: 1, count: 1, level: 10 }) ],
upgrades: [
{ id: "disciple_u", purchased: true, target: "disciple", multiplier: 100_000, discipleId: "test_disciple" },
],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean };
expect(body.won).toBe(true);
});
it("skips unpurchased upgrades", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [ makeGoddessBoss({ currentHp: 100_000, damagePerSecond: 1 }) ],
disciples: [ makeDisciple({ combatPower: 1, count: 1, level: 10 }) ],
upgrades: [
{ id: "not_bought", purchased: false, target: "global", multiplier: 100_000 },
],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean };
expect(body.won).toBe(false);
});
it("returns 200 with casualties when party loses", async () => {
const state = makeState({
goddess: makeGoddessState({
bosses: [
makeGoddessBoss({ currentHp: 1_000_000, maxHp: 1_000_000, damagePerSecond: 1_000_000 }),
],
disciples: [
makeDisciple({ combatPower: 1, count: 10, level: 1 }),
makeDisciple({ id: "zero_disciple", combatPower: 0, count: 0, level: 1 }),
],
}) as GameState["goddess"],
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { won: boolean; casualties: Array<{ discipleId: string }> };
expect(body.won).toBe(false);
expect(Array.isArray(body.casualties)).toBe(true);
});
it("includes HMAC signature in response 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 challenge({ bossId: "test_goddess_boss" });
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 challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(200);
const body = await res.json() as { signature: string | undefined };
expect(body.signature).toBeUndefined();
});
it("returns 500 when the database throws an Error", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB error"));
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(500);
});
it("returns 500 when the database throws a non-Error value", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce("raw string error");
const res = await challenge({ bossId: "test_goddess_boss" });
expect(res.status).toBe(500);
});
});