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elysium/apps/api/test/routes/craft.spec.ts
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feat: initial prototype — core game systems (#30)
## 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
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Closes #16
Closes #19
Closes #20
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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>
2026-03-08 15:53:39 -07:00

147 lines
5.4 KiB
TypeScript

/* eslint-disable max-lines-per-function -- 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();
}),
}));
const DISCORD_ID = "test_discord_id";
// heartwood_tincture requires 5 verdant_sap + 3 forest_crystal
const TEST_RECIPE_ID = "heartwood_tincture";
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: [{ materialId: "verdant_sap", quantity: 10 }, { materialId: "forest_crystal", quantity: 5 }],
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);
describe("craft route", () => {
let app: Hono;
let prisma: { gameState: { findUnique: ReturnType<typeof vi.fn>; update: ReturnType<typeof vi.fn> } };
beforeEach(async () => {
vi.clearAllMocks();
const { craftRouter } = await import("../../src/routes/craft.js");
const { prisma: p } = await import("../../src/db/client.js");
prisma = p as typeof prisma;
app = new Hono();
app.route("/craft", craftRouter);
});
const post = (body: Record<string, unknown>) =>
app.fetch(new Request("http://localhost/craft", {
method: "POST",
headers: { "Content-Type": "application/json" },
body: JSON.stringify(body),
}));
it("returns 400 when recipeId is missing", async () => {
const res = await post({});
expect(res.status).toBe(400);
});
it("returns 404 for unknown recipe", async () => {
const res = await post({ recipeId: "nonexistent_recipe" });
expect(res.status).toBe(404);
});
it("returns 404 when no save is found", async () => {
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce(null);
const res = await post({ recipeId: TEST_RECIPE_ID });
expect(res.status).toBe(404);
});
it("returns 400 when no exploration state exists", async () => {
const state = makeState({ exploration: undefined });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post({ recipeId: TEST_RECIPE_ID });
expect(res.status).toBe(400);
});
it("returns 400 when recipe is already crafted", async () => {
const state = makeState({ exploration: { areas: [], materials: [], craftedRecipeIds: [TEST_RECIPE_ID], craftedGoldMultiplier: 1, craftedEssenceMultiplier: 1, craftedClickMultiplier: 1, craftedCombatMultiplier: 1 } });
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post({ recipeId: TEST_RECIPE_ID });
expect(res.status).toBe(400);
});
it("returns 400 when not enough materials", async () => {
const state = makeState({
exploration: {
areas: [],
materials: [{ materialId: "verdant_sap", quantity: 1 }], // needs 5
craftedRecipeIds: [],
craftedGoldMultiplier: 1,
craftedEssenceMultiplier: 1,
craftedClickMultiplier: 1,
craftedCombatMultiplier: 1,
},
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post({ recipeId: TEST_RECIPE_ID });
expect(res.status).toBe(400);
});
it("returns 400 when second material is completely absent from list", async () => {
// verdant_sap present (enough), but forest_crystal absent entirely — quantity ?? 0 = 0
const state = makeState({
exploration: {
areas: [],
materials: [{ materialId: "verdant_sap", quantity: 10 }],
craftedRecipeIds: [],
craftedGoldMultiplier: 1,
craftedEssenceMultiplier: 1,
craftedClickMultiplier: 1,
craftedCombatMultiplier: 1,
},
});
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
const res = await post({ recipeId: TEST_RECIPE_ID });
expect(res.status).toBe(400);
});
it("returns craft result on success", async () => {
const state = makeState();
vi.mocked(prisma.gameState.findUnique).mockResolvedValueOnce({ state } as never);
vi.mocked(prisma.gameState.update).mockResolvedValueOnce({} as never);
const res = await post({ recipeId: TEST_RECIPE_ID });
expect(res.status).toBe(200);
const body = await res.json() as { recipeId: string; bonusType: string };
expect(body.recipeId).toBe(TEST_RECIPE_ID);
expect(body.bonusType).toBe("gold_income");
});
});