// Service-level tests for inventoryService: list, equip, unequip. // Uses the same fresh-DB pattern as hunt-service.test.js. const { describe, it, before, after } = require('node:test'); const assert = require('node:assert/strict'); const { setup, teardown, cleanup } = require('../helpers'); const NOW = 1_700_000_000_000; describe('inventoryService', () => { let db, listInventory, equipItem, unequipItem, createCharacter, userSeq = 0; before(async () => { await setup(); db = require('../../src/db').getDb(); ({ listInventory, equipItem, unequipItem } = require('../../src/services/inventoryService')); ({ createCharacter } = require('../../src/services/characterService')); }); after(async () => { await teardown(); cleanup(); }); function makeHero(overrides = {}) { userSeq += 1; const uid = db.prepare('INSERT INTO users (username, password_hash, created_at) VALUES (?, ?, ?)') .run(`u${userSeq}`, 'x', NOW).lastInsertRowid; const { id } = createCharacter(Number(uid), `Hero${userSeq}`, 'warrior'); const cols = Object.keys(overrides); if (cols.length) { db.prepare(`UPDATE characters SET ${cols.map((c) => `${c} = ?`).join(', ')} WHERE id = ?`) .run(...Object.values(overrides), id); } return id; } /** Grant an item to a character's inventory (bypasses hunting). */ function grantItem(characterId, itemId, quantity = 1) { db.prepare('INSERT INTO inventory (character_id, item_id, quantity, equipped_slot, acquired_at) VALUES (?, ?, ?, NULL, ?)') .run(characterId, itemId, quantity, NOW); } it('returns empty inventory for a fresh character', () => { const id = makeHero(); const result = listInventory(id); assert.equal(result.ok !== undefined || true, true); // service returns raw obj assert.equal(result.items.length, 0); assert.equal(result.character.name, `Hero${userSeq}`); }); it('equips a weapon and updates derived stats', () => { const id = makeHero(); grantItem(id, 1); // Rusty Sword (weapon, +3 attack) const result = equipItem(id, 1, 'weapon'); assert.equal(result.items.find((i) => i.itemId === 1)?.equipped, true); assert.equal(result.items.find((i) => i.itemId === 1)?.equipped_slot, 'weapon'); // Derived stats should reflect the +3 attack bonus assert.ok(result.derived.attack >= 7, `attack should include bonus (got ${result.derived.attack})`); }); it('equips armor and trinket independently', () => { const id = makeHero(); grantItem(id, 8); // Leather Jerkin (armor, +3 def) grantItem(id, 11); // Wooden Charm (trinket, +1 vit) equipItem(id, 8, 'armor'); equipItem(id, 11, 'trinket'); const result = listInventory(id); const armorItem = result.items.find((i) => i.itemId === 8); const trinketItem = result.items.find((i) => i.itemId === 11); assert.equal(armorItem?.equipped, true); assert.equal(armorItem?.equipped_slot, 'armor'); assert.equal(trinketItem?.equipped, true); assert.equal(trinketItem?.equipped_slot, 'trinket'); }); it('auto-unequips the old item when equipping to an occupied slot', () => { const id = makeHero({ level: 5, str: 8, agi: 4, int: 2, vit: 8 }); grantItem(id, 1); // Rusty Sword grantItem(id, 4); // Iron Blade (requires level 5) equipItem(id, 1, 'weapon'); equipItem(id, 4, 'weapon'); const result = listInventory(id); // After equipping item 4, item 1 should be unequipped (only one per slot). // The equipped item 4 now occupies the weapon slot; item 1 is in inventory but not equipped. const equippedItem = result.items.find((i) => i.equipped); assert.ok(equippedItem, 'should have one equipped item'); assert.equal(equippedItem.itemId, 4); // Item 1 should still be in inventory but unequipped const item1 = result.items.find((i) => i.itemId === 1); assert.ok(item1, 'item 1 should still be in inventory'); assert.equal(item1.equipped, false); }); it('unequips an item from a slot', () => { const id = makeHero(); grantItem(id, 1); equipItem(id, 1, 'weapon'); const result = unequipItem(id, 'weapon'); const item1 = result.items.find((i) => i.itemId === 1); assert.ok(item1, 'item 1 should still be in inventory after unequip'); assert.equal(item1.equipped, false); assert.equal(item1.equipped_slot, null); }); it('rejects equipping a non-existent item', () => { const id = makeHero(); assert.throws(() => equipItem(id, 99999, 'weapon'), (e) => e.code === 'NOT_FOUND'); }); it('rejects equipping wrong item type to slot', () => { const id = makeHero(); // Item 14 = Minor Healing Potion (consumable) assert.throws(() => equipItem(id, 14, 'weapon'), (e) => e.code === 'VALIDATION_ERROR'); }); it('rejects equipping an item the character is too low level for', () => { const id = makeHero(); // Item 7 = Emberforged Greatsword (rare, min_level 10) assert.throws(() => equipItem(id, 7, 'weapon'), (e) => e.code === 'LEVEL_TOO_LOW'); }); it('rejects unequip when slot is empty', () => { const id = makeHero(); assert.throws(() => unequipItem(id, 'weapon'), (e) => e.code === 'NOT_FOUND'); }); it('rejects invalid slot names', () => { const id = makeHero(); assert.throws(() => equipItem(id, 1, 'head'), (e) => e.code === 'VALIDATION_ERROR'); assert.throws(() => unequipItem(id, 'boots'), (e) => e.code === 'VALIDATION_ERROR'); }); it('rejects equipping an item not in the character inventory', () => { const id = makeHero(); // Item 1 exists but was never acquired by this character assert.throws(() => equipItem(id, 1, 'weapon'), (e) => e.code === 'NOT_FOUND'); }); it('updates derived stats when equipping armor (defense bonus)', () => { const id = makeHero(); grantItem(id, 8); // Leather Jerkin (armor, +3 defense) const baseline = listInventory(id); const baseDefense = baseline.derived.defense; equipItem(id, 8, 'armor'); const result = listInventory(id); // Warrior gets +10% defense, so: (floor(vit*1.5) + 3) * 1.1 assert.ok(result.derived.defense > baseDefense, `defense should increase with armor (was ${baseDefense}, now ${result.derived.defense})`); }); it('updates derived stats when equipping trinket (vit bonus)', () => { const id = makeHero(); grantItem(id, 11); // Wooden Charm (trinket, +1 vit) const baseline = listInventory(id); const baseMaxHp = baseline.derived.maxHp; equipItem(id, 11, 'trinket'); const result = listInventory(id); // +1 vit = +10 max HP assert.ok(result.derived.maxHp > baseMaxHp, `maxHp should increase with vit bonus (was ${baseMaxHp}, now ${result.derived.maxHp})`); }); });