Files
elysium/apps/api/test/routes/vampireExplore.spec.ts
T
hikari e02827dbb6 feat: vampire tick engine, auto systems, and full test suite
- vampire blood production tick with thrall bloodPerSecond + multipliers
- auto-quest and auto-thrall purchase in tick engine
- computeVampireBloodPerSecond helper exposed for ResourceBar display
- ResourceBar now shows blood/s and currency balances for vampire mode
- vampire quests and thralls panels gain auto-toggle buttons
- About page updated with vampire mode how-to-play entries
- vampireEquipmentSets data file added to web
- 100% test coverage across all API routes and services:
  - siring, awakening, vampireBoss, vampireCraft, vampireExplore, vampireUpgrade
  - debug route now covers grant-apotheosis endpoint
  - vampireMaterials excluded from coverage (ID-referenced only, same as goddessMaterials)
2026-04-16 14:01:50 -07:00

649 lines
32 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";
// First area from defaultVampireExplorationAreas
const AREA_ID = "bone_chapel";
const AREA_ZONE_ID = "vampire_haunted_catacombs";
const AREA_DURATION_SECONDS = 30;
const makeSiring = (overrides: Record<string, unknown> = {}) => ({
count: 0,
ichor: 0,
productionMultiplier: 1,
purchasedUpgradeIds: [] as Array<string>,
ichorCombatMultiplier: 1,
...overrides,
});
const makeAwakening = (overrides: Record<string, unknown> = {}) => ({
count: 0,
purchasedUpgradeIds: [] as Array<string>,
soulShards: 0,
soulShardsBloodMultiplier: 1,
soulShardsCombatMultiplier: 1,
soulShardsMetaMultiplier: 1,
soulShardsSiringIchorMultiplier: 1,
soulShardsSiringThresholdMultiplier: 1,
...overrides,
});
const makeVampireState = (overrides: Record<string, unknown> = {}) => ({
achievements: [] as Array<{ id: string; unlockedAt: number | null; reward: unknown }>,
awakening: makeAwakening(),
baseClickPower: 1,
bosses: [] as Array<{ id: string; status: string; zoneId: string; maxHp: number; currentHp: number; damagePerSecond: number; siringRequirement: number; bloodReward: number; ichorReward: number; soulShardsReward: number; upgradeRewards: Array<string>; equipmentRewards: Array<string>; bountyIchorClaimed: boolean }>,
equipment: [] as Array<{ id: string; owned: boolean; equipped: boolean; type: string; bonus: Record<string, unknown> }>,
eternalSovereignty: { count: 0 },
exploration: {
areas: [] as Array<{ id: string; status: string; startedAt?: number; endsAt?: number; completedOnce?: boolean }>,
craftedBloodMultiplier: 1,
craftedCombatMultiplier: 1,
craftedIchorMultiplier: 1,
craftedRecipeIds: [] as Array<string>,
materials: [] as Array<{ materialId: string; quantity: number }>,
},
lastTickAt: 0,
lifetimeBloodEarned: 0,
lifetimeBossesDefeated: 0,
lifetimeQuestsCompleted: 0,
quests: [] as Array<{ id: string; status: string; zoneId?: string; unlockQuestId?: string | null }>,
siring: makeSiring(),
thralls: [] as Array<{ id: string; count: number; combatPower: number; level: number; unlocked: boolean; bloodPerSecond: number; ichorPerSecond: number; baseCost: number; class: string; name: string }>,
totalBloodEarned: 0,
upgrades: [] as Array<{ id: string; purchased: boolean; target: string; multiplier: number; thrallId?: string; unlocked?: boolean }>,
zones: [] as Array<{ id: string; status: string; unlockBossId?: string; unlockQuestId?: string | null }>,
...overrides,
});
const makeState = (overrides: Partial<GameState> = {}): GameState => ({
player: { discordId: DISCORD_ID, username: "u", discriminator: "0", avatar: null, totalGoldEarned: 0, totalClicks: 0, characterName: "T" },
resources: { gold: 0, essence: 0, crystals: 0, runestones: 0 },
adventurers: [],
upgrades: [],
quests: [],
bosses: [],
equipment: [],
achievements: [],
zones: [],
exploration: { areas: [], materials: [], craftedRecipeIds: [], craftedGoldMultiplier: 1, craftedEssenceMultiplier: 1, craftedClickMultiplier: 1, craftedCombatMultiplier: 1 },
companions: { unlockedCompanionIds: [], activeCompanionId: null },
prestige: { count: 0, runestones: 0, productionMultiplier: 1, purchasedUpgradeIds: [] },
baseClickPower: 1,
lastTickAt: 0,
schemaVersion: 1,
...overrides,
} as GameState);
// A vampire state with the zone unlocked and the area available
const makeReadyVampireState = (areaOverrides: Record<string, unknown> = {}, vampireOverrides: Record<string, unknown> = {}) =>
makeVampireState({
exploration: {
areas: [ { id: AREA_ID, status: "available", ...areaOverrides } ],
craftedBloodMultiplier: 1,
craftedCombatMultiplier: 1,
craftedIchorMultiplier: 1,
craftedRecipeIds: [],
materials: [],
},
zones: [ { id: AREA_ZONE_ID, status: "unlocked" } ],
...vampireOverrides,
});
describe("vampireExplore route", () => {
let app: Hono;
let prisma: {
gameState: { findUnique: ReturnType<typeof vi.fn>; update: ReturnType<typeof vi.fn> };
};
beforeEach(async () => {
vi.clearAllMocks();
vi.restoreAllMocks();
const { vampireExploreRouter } = await import("../../src/routes/vampireExplore.js");
const { prisma: p } = await import("../../src/db/client.js");
prisma = p as typeof prisma;
app = new Hono();
app.route("/vampire-explore", vampireExploreRouter);
});
const get = (path: string) =>
app.fetch(new Request(`http://localhost/vampire-explore${path}`, { method: "GET" }));
const post = (path: string, body?: Record<string, unknown>) =>
app.fetch(new Request(`http://localhost/vampire-explore${path}`, {
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify(body ?? {}),
}));
// ─────────────────────────────────────────────────────────────────────────
// GET /claimable
// ─────────────────────────────────────────────────────────────────────────
describe("GET /claimable", () => {
it("returns 400 when areaId is missing", async () => {
const res = await get("/claimable");
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
expect(body.error).toContain("areaId is required");
});
it("returns 404 when areaId is unknown", async () => {
const res = await get("/claimable?areaId=not_a_real_area");
expect(res.status).toBe(404);
const body = await res.json() as { error: string };
expect(body.error).toContain("Unknown exploration area");
});
it("returns 404 when no save is found", async () => {
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
const res = await get(`/claimable?areaId=${AREA_ID}`);
expect(res.status).toBe(404);
const body = await res.json() as { error: string };
expect(body.error).toContain("No save found");
});
it("returns claimable: false when vampire realm not unlocked", async () => {
const state = makeState();
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await get(`/claimable?areaId=${AREA_ID}`);
expect(res.status).toBe(200);
const body = await res.json() as { claimable: boolean };
expect(body.claimable).toBe(false);
});
it("returns claimable: false when area not found in state", async () => {
const vampire = makeVampireState({ exploration: { areas: [], craftedBloodMultiplier: 1, craftedCombatMultiplier: 1, craftedIchorMultiplier: 1, craftedRecipeIds: [], materials: [] } });
const state = makeState({ vampire: vampire as GameState["vampire"] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await get(`/claimable?areaId=${AREA_ID}`);
expect(res.status).toBe(200);
const body = await res.json() as { claimable: boolean };
expect(body.claimable).toBe(false);
});
it("returns claimable: false when area is not in_progress", async () => {
const vampire = makeReadyVampireState({ status: "available" });
const state = makeState({ vampire: vampire as GameState["vampire"] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await get(`/claimable?areaId=${AREA_ID}`);
expect(res.status).toBe(200);
const body = await res.json() as { claimable: boolean };
expect(body.claimable).toBe(false);
});
it("returns claimable: false when exploration is still in progress (not yet expired)", async () => {
const futureStart = Date.now() + 999_999;
const vampire = makeReadyVampireState({ startedAt: futureStart, status: "in_progress" });
const state = makeState({ vampire: vampire as GameState["vampire"] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await get(`/claimable?areaId=${AREA_ID}`);
expect(res.status).toBe(200);
const body = await res.json() as { claimable: boolean };
expect(body.claimable).toBe(false);
});
it("returns claimable: true when exploration duration has elapsed", async () => {
const pastStart = Date.now() - (AREA_DURATION_SECONDS * 1000) - 1000;
const vampire = makeReadyVampireState({ startedAt: pastStart, status: "in_progress" });
const state = makeState({ vampire: vampire as GameState["vampire"] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await get(`/claimable?areaId=${AREA_ID}`);
expect(res.status).toBe(200);
const body = await res.json() as { claimable: boolean };
expect(body.claimable).toBe(true);
});
it("returns 500 when DB throws during claimable check", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB failure"));
const res = await get(`/claimable?areaId=${AREA_ID}`);
expect(res.status).toBe(500);
const body = await res.json() as { error: string };
expect(body.error).toContain("Internal server error");
});
it("returns 500 when claimable check throws a non-Error value", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce("string error");
const res = await get(`/claimable?areaId=${AREA_ID}`);
expect(res.status).toBe(500);
const body = await res.json() as { error: string };
expect(body.error).toContain("Internal server error");
});
});
// ─────────────────────────────────────────────────────────────────────────
// POST /start
// ─────────────────────────────────────────────────────────────────────────
describe("POST /start", () => {
it("returns 400 when areaId is missing from body", async () => {
const res = await post("/start", {});
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
expect(body.error).toContain("areaId is required");
});
it("returns 404 when areaId is unknown", async () => {
const res = await post("/start", { areaId: "not_a_real_area" });
expect(res.status).toBe(404);
const body = await res.json() as { error: string };
expect(body.error).toContain("Unknown exploration area");
});
it("returns 404 when no save is found", async () => {
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
const res = await post("/start", { areaId: AREA_ID });
expect(res.status).toBe(404);
const body = await res.json() as { error: string };
expect(body.error).toContain("No save found");
});
it("returns 400 when vampire realm is not unlocked", async () => {
const state = makeState();
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post("/start", { areaId: AREA_ID });
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
expect(body.error).toContain("Vampire realm");
});
it("returns 400 when zone is not unlocked", async () => {
const vampire = makeVampireState({
exploration: {
areas: [ { id: AREA_ID, status: "available" } ],
craftedBloodMultiplier: 1,
craftedCombatMultiplier: 1,
craftedIchorMultiplier: 1,
craftedRecipeIds: [],
materials: [],
},
zones: [ { id: AREA_ZONE_ID, status: "locked" } ],
});
const state = makeState({ vampire: vampire as GameState["vampire"] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post("/start", { areaId: AREA_ID });
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
expect(body.error).toContain("Zone is not unlocked");
});
it("returns 400 when zone is missing entirely", async () => {
const vampire = makeVampireState({
exploration: {
areas: [ { id: AREA_ID, status: "available" } ],
craftedBloodMultiplier: 1,
craftedCombatMultiplier: 1,
craftedIchorMultiplier: 1,
craftedRecipeIds: [],
materials: [],
},
zones: [],
});
const state = makeState({ vampire: vampire as GameState["vampire"] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post("/start", { areaId: AREA_ID });
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
expect(body.error).toContain("Zone is not unlocked");
});
it("returns 404 when area not found in state", async () => {
const vampire = makeVampireState({
exploration: {
areas: [],
craftedBloodMultiplier: 1,
craftedCombatMultiplier: 1,
craftedIchorMultiplier: 1,
craftedRecipeIds: [],
materials: [],
},
zones: [ { id: AREA_ZONE_ID, status: "unlocked" } ],
});
const state = makeState({ vampire: vampire as GameState["vampire"] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post("/start", { areaId: AREA_ID });
expect(res.status).toBe(404);
const body = await res.json() as { error: string };
expect(body.error).toContain("Exploration area not found in state");
});
it("returns 400 when an exploration is already in progress", async () => {
const vampire = makeVampireState({
exploration: {
areas: [
{ id: AREA_ID, startedAt: Date.now(), status: "in_progress" },
{ id: "dusty_crypts", status: "available" },
],
craftedBloodMultiplier: 1,
craftedCombatMultiplier: 1,
craftedIchorMultiplier: 1,
craftedRecipeIds: [],
materials: [],
},
zones: [ { id: AREA_ZONE_ID, status: "unlocked" } ],
});
const state = makeState({ vampire: vampire as GameState["vampire"] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
// Try to start the second area while first is in_progress
const res = await post("/start", { areaId: "dusty_crypts" });
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
expect(body.error).toContain("already in progress");
});
it("returns 400 when area is locked", async () => {
const vampire = makeReadyVampireState({ status: "locked" });
const state = makeState({ vampire: vampire as GameState["vampire"] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post("/start", { areaId: AREA_ID });
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
expect(body.error).toContain("locked");
});
it("returns 200 with areaId and endsAt on success", async () => {
const vampire = makeReadyVampireState();
const state = makeState({ vampire: vampire as GameState["vampire"] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await post("/start", { areaId: AREA_ID });
expect(res.status).toBe(200);
const body = await res.json() as { areaId: string; endsAt: number };
expect(body.areaId).toBe(AREA_ID);
expect(body.endsAt).toBeGreaterThan(Date.now());
});
it("sets area status to in_progress in saved state", async () => {
const vampire = makeReadyVampireState();
const state = makeState({ vampire: vampire as GameState["vampire"] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
await post("/start", { areaId: AREA_ID });
const updateCall = vi.mocked(prisma.gameState.update).mock.calls[0];
const savedState = (updateCall?.[0] as { data: { state: GameState } }).data.state;
const area = savedState.vampire?.exploration.areas.find((a) => a.id === AREA_ID);
expect(area?.status).toBe("in_progress");
});
it("returns 500 on DB error during start", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB failure"));
const res = await post("/start", { areaId: AREA_ID });
expect(res.status).toBe(500);
const body = await res.json() as { error: string };
expect(body.error).toContain("Internal server error");
});
it("returns 500 when start throws a non-Error value", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce("string error");
const res = await post("/start", { areaId: AREA_ID });
expect(res.status).toBe(500);
const body = await res.json() as { error: string };
expect(body.error).toContain("Internal server error");
});
});
// ─────────────────────────────────────────────────────────────────────────
// POST /collect
// ─────────────────────────────────────────────────────────────────────────
describe("POST /collect", () => {
it("returns 400 when areaId is missing from body", async () => {
const res = await post("/collect", {});
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
expect(body.error).toContain("areaId is required");
});
it("returns 404 when areaId is unknown", async () => {
const res = await post("/collect", { areaId: "not_a_real_area" });
expect(res.status).toBe(404);
const body = await res.json() as { error: string };
expect(body.error).toContain("Unknown exploration area");
});
it("returns 404 when no save is found", async () => {
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
const res = await post("/collect", { areaId: AREA_ID });
expect(res.status).toBe(404);
const body = await res.json() as { error: string };
expect(body.error).toContain("No save found");
});
it("returns 400 when vampire realm is not unlocked", async () => {
const state = makeState();
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post("/collect", { areaId: AREA_ID });
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
expect(body.error).toContain("Vampire realm");
});
it("returns 404 when area not found in state", async () => {
const vampire = makeVampireState({
exploration: {
areas: [],
craftedBloodMultiplier: 1,
craftedCombatMultiplier: 1,
craftedIchorMultiplier: 1,
craftedRecipeIds: [],
materials: [],
},
});
const state = makeState({ vampire: vampire as GameState["vampire"] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post("/collect", { areaId: AREA_ID });
expect(res.status).toBe(404);
const body = await res.json() as { error: string };
expect(body.error).toContain("Exploration area not found");
});
it("returns 400 when area is not in_progress", async () => {
const vampire = makeReadyVampireState({ status: "available" });
const state = makeState({ vampire: vampire as GameState["vampire"] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post("/collect", { areaId: AREA_ID });
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
expect(body.error).toContain("not in progress");
});
it("returns 400 when exploration is not yet complete", async () => {
const futureStart = Date.now() + 999_999;
const vampire = makeReadyVampireState({ startedAt: futureStart, status: "in_progress" });
const state = makeState({ vampire: vampire as GameState["vampire"] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post("/collect", { areaId: AREA_ID });
expect(res.status).toBe(400);
const body = await res.json() as { error: string };
expect(body.error).toContain("not yet complete");
});
it("returns foundNothing: true when random roll is below nothing probability", async () => {
vi.spyOn(Math, "random").mockReturnValue(0.15);
const pastStart = Date.now() - (AREA_DURATION_SECONDS * 1000) - 1000;
const vampire = makeReadyVampireState({ startedAt: pastStart, status: "in_progress" });
const state = makeState({ vampire: vampire as GameState["vampire"] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await post("/collect", { areaId: AREA_ID });
expect(res.status).toBe(200);
const body = await res.json() as { foundNothing: boolean; nothingMessage: string; event: null };
expect(body.foundNothing).toBe(true);
expect(body.event).toBeNull();
expect(body.nothingMessage).toBeTruthy();
});
it("returns foundNothing: false with event when random roll is above nothing probability", async () => {
// 0.5 is above the 0.2 nothing threshold, so an event fires
vi.spyOn(Math, "random").mockReturnValue(0.5);
const pastStart = Date.now() - (AREA_DURATION_SECONDS * 1000) - 1000;
const vampire = makeReadyVampireState({ startedAt: pastStart, status: "in_progress" });
const state = makeState({ vampire: vampire as GameState["vampire"] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await post("/collect", { areaId: AREA_ID });
expect(res.status).toBe(200);
const body = await res.json() as { foundNothing: boolean; event: unknown; materialsFound: Array<unknown> };
expect(body.foundNothing).toBe(false);
expect(body.event).not.toBeNull();
expect(Array.isArray(body.materialsFound)).toBe(true);
});
it("sets area status back to available after collecting", async () => {
vi.spyOn(Math, "random").mockReturnValue(0.5);
const pastStart = Date.now() - (AREA_DURATION_SECONDS * 1000) - 1000;
const vampire = makeReadyVampireState({ startedAt: pastStart, status: "in_progress" });
const state = makeState({ vampire: vampire as GameState["vampire"] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
await post("/collect", { areaId: AREA_ID });
const updateCall = vi.mocked(prisma.gameState.update).mock.calls[0];
const savedState = (updateCall?.[0] as { data: { state: GameState } }).data.state;
const area = savedState.vampire?.exploration.areas.find((a) => a.id === AREA_ID);
expect(area?.status).toBe("available");
expect(area?.completedOnce).toBe(true);
});
it("returns 500 on DB error during collect", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce(new Error("DB failure"));
const res = await post("/collect", { areaId: AREA_ID });
expect(res.status).toBe(500);
const body = await res.json() as { error: string };
expect(body.error).toContain("Internal server error");
});
it("returns 500 on non-Error throw", async () => {
vi.mocked(prisma.gameState.findUnique).mockRejectedValueOnce("unexpected string");
const res = await post("/collect", { areaId: AREA_ID });
expect(res.status).toBe(500);
const body = await res.json() as { error: string };
expect(body.error).toContain("Internal server error");
});
it("handles blood_gain event and updates totalBloodEarned", async () => {
// bone_chapel event[0] is blood_gain — use mockReturnValueOnce to steer the random rolls
// Call 1 (nothing check): 0.5 → not nothing; Call 2 (event index): 0.1 → index 0 (blood_gain)
vi.spyOn(Math, "random").
mockReturnValueOnce(0.5).
mockReturnValueOnce(0.1).
mockReturnValue(0);
const pastStart = Date.now() - (AREA_DURATION_SECONDS * 1000) - 1000;
const vampire = makeReadyVampireState({ endsAt: pastStart + (AREA_DURATION_SECONDS * 1000), startedAt: pastStart, status: "in_progress" });
const state = makeState({ vampire: vampire as GameState["vampire"] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await post("/collect", { areaId: AREA_ID });
expect(res.status).toBe(200);
const body = await res.json() as { event: { bloodChange: number } };
expect(body.event?.bloodChange).toBeGreaterThan(0);
});
it("handles blood_loss event and reduces blood", async () => {
// dusty_crypts event[1] is blood_loss — Math.random=0.7 → event index 1 (Math.floor(0.7*2)=1)
const DUSTY_AREA_ID = "dusty_crypts";
const DUSTY_DURATION = 60;
const pastStart = Date.now() - (DUSTY_DURATION * 1000) - 1000;
vi.spyOn(Math, "random").mockReturnValue(0.7);
const vampire = makeVampireState({
exploration: {
areas: [ { id: DUSTY_AREA_ID, endsAt: pastStart + (DUSTY_DURATION * 1000), startedAt: pastStart, status: "in_progress" } ],
craftedBloodMultiplier: 1,
craftedCombatMultiplier: 1,
craftedIchorMultiplier: 1,
craftedRecipeIds: [],
materials: [],
},
zones: [ { id: AREA_ZONE_ID, status: "unlocked" } ],
});
const state = makeState({ resources: { blood: 1000, crystals: 0, essence: 0, gold: 0, runestones: 0 }, vampire: vampire as GameState["vampire"] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await post("/collect", { areaId: DUSTY_AREA_ID });
expect(res.status).toBe(200);
const body = await res.json() as { event: { bloodChange: number } };
expect(body.event?.bloodChange).toBeLessThan(0);
});
it("handles dark_material_gain event and adds new material to state", async () => {
// ossuary_hall has a dark_material_gain event as event[0] (grave_essence)
const OSSUARY_AREA_ID = "ossuary_hall";
const OSSUARY_DURATION = 90;
const pastStart = Date.now() - (OSSUARY_DURATION * 1000) - 1000;
// Math.random = 0.3: not nothing (0.3 > 0.2), eventIndex=0 (dark_material_gain), material roll picks grave_essence
vi.spyOn(Math, "random").mockReturnValue(0.3);
const vampire = makeVampireState({
exploration: {
areas: [ { id: OSSUARY_AREA_ID, status: "in_progress", startedAt: pastStart, endsAt: pastStart + (OSSUARY_DURATION * 1000) } ],
craftedBloodMultiplier: 1,
craftedCombatMultiplier: 1,
craftedIchorMultiplier: 1,
craftedRecipeIds: [],
materials: [],
},
zones: [ { id: AREA_ZONE_ID, status: "unlocked" } ],
});
const state = makeState({ vampire: vampire as GameState["vampire"] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await post("/collect", { areaId: OSSUARY_AREA_ID });
expect(res.status).toBe(200);
const body = await res.json() as { foundNothing: boolean; event: { text: string } };
expect(body.foundNothing).toBe(false);
expect(body.event).not.toBeNull();
});
it("increments existing material quantity for dark_material_gain and possibleMaterials drop", async () => {
// ossuary_hall area with grave_essence already in materials
const OSSUARY_AREA_ID = "ossuary_hall";
const OSSUARY_DURATION = 90;
const pastStart = Date.now() - (OSSUARY_DURATION * 1000) - 1000;
vi.spyOn(Math, "random").mockReturnValue(0.3);
const vampire = makeVampireState({
exploration: {
areas: [ { id: OSSUARY_AREA_ID, status: "in_progress", startedAt: pastStart, endsAt: pastStart + (OSSUARY_DURATION * 1000) } ],
craftedBloodMultiplier: 1,
craftedCombatMultiplier: 1,
craftedIchorMultiplier: 1,
craftedRecipeIds: [],
materials: [ { materialId: "grave_essence", quantity: 5 } ],
},
zones: [ { id: AREA_ZONE_ID, status: "unlocked" } ],
});
const state = makeState({ vampire: vampire as GameState["vampire"] });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await post("/collect", { areaId: OSSUARY_AREA_ID });
expect(res.status).toBe(200);
const updateCall = vi.mocked(prisma.gameState.update).mock.calls[0];
const savedState = (updateCall?.[0] as { data: { state: GameState } }).data.state;
const graveEssence = savedState.vampire?.exploration.materials.find((m) => m.materialId === "grave_essence");
expect(graveEssence?.quantity).toBeGreaterThan(5);
});
});
});