generated from nhcarrigan/template
29c817230d
## Summary This PR represents the full v1 prototype, implementing the core game systems for Elysium. - Full idle/clicker RPG loop: resource collection, crafting, boss fights, exploration, and quests - Adventurer hiring with batch size selector and progressive tier cost scaling - Prestige, transcendence, and apotheosis systems with auto-prestige support - Character sheet, titles, leaderboards, companion system, and daily login bonuses - Auto-quest and auto-boss toggles - Discord webhook notifications on prestige/transcendence/apotheosis - Discord role awarded on apotheosis - Responsive design and overarching story/lore system - In-game sound effects and browser notifications for key events - Support link button in the resource bar - Full test coverage (100% on `apps/api` and `packages/types`) - CI pipeline: lint → build → test ## Closes Closes #1 Closes #2 Closes #3 Closes #4 Closes #5 Closes #6 Closes #7 Closes #8 Closes #9 Closes #10 Closes #11 Closes #12 Closes #13 Closes #14 Closes #16 Closes #19 Closes #20 Closes #21 Closes #22 Closes #23 Closes #24 Closes #25 Closes #26 Closes #27 Closes #29 ✨ This issue was created with help from Hikari~ 🌸 Co-authored-by: Naomi Carrigan <commits@nhcarrigan.com> Reviewed-on: #30 Co-authored-by: Hikari <hikari@nhcarrigan.com> Co-committed-by: Hikari <hikari@nhcarrigan.com>
147 lines
5.4 KiB
TypeScript
147 lines
5.4 KiB
TypeScript
/* eslint-disable max-lines-per-function -- 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() },
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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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const DISCORD_ID = "test_discord_id";
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// heartwood_tincture requires 5 verdant_sap + 3 forest_crystal
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const TEST_RECIPE_ID = "heartwood_tincture";
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const makeState = (overrides: Partial<GameState> = {}): GameState => ({
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player: { discordId: DISCORD_ID, username: "u", discriminator: "0", avatar: null, totalGoldEarned: 0, totalClicks: 0, characterName: "T" },
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resources: { gold: 0, essence: 0, crystals: 0, runestones: 0 },
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adventurers: [],
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upgrades: [],
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quests: [],
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bosses: [],
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equipment: [],
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achievements: [],
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zones: [],
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exploration: {
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areas: [],
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materials: [{ materialId: "verdant_sap", quantity: 10 }, { materialId: "forest_crystal", quantity: 5 }],
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craftedRecipeIds: [],
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craftedGoldMultiplier: 1,
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craftedEssenceMultiplier: 1,
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craftedClickMultiplier: 1,
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craftedCombatMultiplier: 1,
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},
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companions: { unlockedCompanionIds: [], activeCompanionId: null },
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prestige: { count: 0, runestones: 0, productionMultiplier: 1, purchasedUpgradeIds: [] },
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baseClickPower: 1,
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lastTickAt: 0,
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schemaVersion: 1,
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...overrides,
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} as GameState);
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describe("craft route", () => {
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let app: Hono;
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let prisma: { gameState: { findUnique: ReturnType<typeof vi.fn>; update: ReturnType<typeof vi.fn> } };
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beforeEach(async () => {
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vi.clearAllMocks();
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const { craftRouter } = await import("../../src/routes/craft.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("/craft", craftRouter);
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});
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const post = (body: Record<string, unknown>) =>
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app.fetch(new Request("http://localhost/craft", {
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method: "POST",
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headers: { "Content-Type": "application/json" },
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body: JSON.stringify(body),
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}));
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it("returns 400 when recipeId is missing", async () => {
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const res = await post({});
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expect(res.status).toBe(400);
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});
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it("returns 404 for unknown recipe", async () => {
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const res = await post({ recipeId: "nonexistent_recipe" });
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expect(res.status).toBe(404);
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});
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it("returns 404 when no save is found", async () => {
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
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const res = await post({ recipeId: TEST_RECIPE_ID });
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expect(res.status).toBe(404);
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});
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it("returns 400 when no exploration state exists", async () => {
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const state = makeState({ exploration: undefined });
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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const res = await post({ recipeId: TEST_RECIPE_ID });
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expect(res.status).toBe(400);
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});
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it("returns 400 when recipe is already crafted", async () => {
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const state = makeState({ exploration: { areas: [], materials: [], craftedRecipeIds: [TEST_RECIPE_ID], craftedGoldMultiplier: 1, craftedEssenceMultiplier: 1, craftedClickMultiplier: 1, craftedCombatMultiplier: 1 } });
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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const res = await post({ recipeId: TEST_RECIPE_ID });
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expect(res.status).toBe(400);
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});
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it("returns 400 when not enough materials", async () => {
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const state = makeState({
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exploration: {
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areas: [],
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materials: [{ materialId: "verdant_sap", quantity: 1 }], // needs 5
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craftedRecipeIds: [],
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craftedGoldMultiplier: 1,
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craftedEssenceMultiplier: 1,
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craftedClickMultiplier: 1,
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craftedCombatMultiplier: 1,
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},
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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const res = await post({ recipeId: TEST_RECIPE_ID });
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expect(res.status).toBe(400);
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});
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it("returns 400 when second material is completely absent from list", async () => {
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// verdant_sap present (enough), but forest_crystal absent entirely — quantity ?? 0 = 0
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const state = makeState({
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exploration: {
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areas: [],
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materials: [{ materialId: "verdant_sap", quantity: 10 }],
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craftedRecipeIds: [],
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craftedGoldMultiplier: 1,
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craftedEssenceMultiplier: 1,
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craftedClickMultiplier: 1,
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craftedCombatMultiplier: 1,
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},
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});
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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const res = await post({ recipeId: TEST_RECIPE_ID });
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expect(res.status).toBe(400);
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});
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it("returns craft result on success", async () => {
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const state = makeState();
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vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
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vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
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const res = await post({ recipeId: TEST_RECIPE_ID });
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expect(res.status).toBe(200);
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const body = await res.json() as { recipeId: string; bonusType: string };
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expect(body.recipeId).toBe(TEST_RECIPE_ID);
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expect(body.bonusType).toBe("gold_income");
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});
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});
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