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2026-10-23 05:16:35 +11:00

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JavaScript

// 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, useConsumable } = 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). Stacks with existing rows. */
function grantItem(characterId, itemId, quantity = 1) {
const existing = db.prepare(
'SELECT id, quantity FROM inventory WHERE character_id = ? AND item_id = ?'
).get(characterId, itemId);
if (existing) {
db.prepare('UPDATE inventory SET quantity = quantity + ? WHERE id = ?').run(quantity, existing.id);
} else {
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
// Starter kit: 2 items (equipped weapon + 2 potions)
assert.equal(result.items.length, 2);
assert.equal(result.character.name, `Hero${userSeq}`);
});
it('equips a weapon and updates derived stats', () => {
const id = makeHero({ level: 5, str: 8, agi: 4, int: 2, vit: 8 });
// Warrior already has Rusty Sword (item 1) from starter kit.
// Grant Iron Blade (item 4, weapon, +8 attack, level 5) and equip it.
grantItem(id, 4); // Iron Blade
const result = equipItem(id, 4, 'weapon');
assert.equal(result.items.find((i) => i.itemId === 4)?.equipped, true);
assert.equal(result.items.find((i) => i.itemId === 4)?.equipped_slot, 'weapon');
// Derived stats should reflect the +8 attack bonus
assert.ok(result.derived.attack >= 33, `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 });
// Warrior already has Rusty Sword (item 1) from starter kit.
// Grant Iron Blade (item 4, level 5) to test swap.
grantItem(id, 4); // Iron Blade
equipItem(id, 4, 'weapon');
const result = listInventory(id);
// Iron Blade should be equipped (warrior's starter sword is unequipped).
const equippedItem = result.items.find((i) => i.equipped);
assert.ok(equippedItem, 'should have one equipped item');
assert.equal(equippedItem.itemId, 4);
});
it('unequips an item from a slot', () => {
const id = makeHero();
// Warrior already has Rusty Sword (item 1) equipped from starter kit.
// Just unequip the weapon slot.
const result = unequipItem(id, 'weapon');
const item1 = result.items.find((i) => i.itemId === 1);
assert.ok(item1, 'Rusty Sword 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();
// Warrior already has Rusty Sword (item 1) equipped from starter kit.
// Unequip it first, then try to unequip again.
unequipItem(id, 'weapon');
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 is now in starter kit, so use a nonexistent item.
assert.throws(() => equipItem(id, 99999, '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})`);
});
it('uses a healing potion and increases HP (capped at maxHp)', () => {
const id = makeHero({ level: 1, str: 8, agi: 4, int: 2, vit: 8 });
// Grant 3 Minor Healing Potions (item 14, heal:50).
// Starter kit already has 2 potions → total 5.
grantItem(id, 14, 3);
// Set HP to 60.
db.prepare('UPDATE characters SET hp_current = 60 WHERE id = ?').run(id);
const before = listInventory(id);
const beforeHp = db.prepare('SELECT hp_current FROM characters WHERE id = ?').get(id).hp_current;
const maxHp = before.derived.maxHp;
// Use one potion: should heal to min(60+50, maxHp).
const result = useConsumable(id, 14);
const afterHp = db.prepare('SELECT hp_current FROM characters WHERE id = ?').get(id).hp_current;
assert.equal(afterHp, Math.min(beforeHp + 50, maxHp));
// Total potions: 3 granted + 2 from starter kit = 5. After 1 use → 4.
const potion = result.items.find((i) => i.itemId === 14);
assert.equal(potion.quantity, 4);
});
it('uses an energy tonic and restores energy (capped at 100)', () => {
const id = makeHero({ level: 1, str: 8, agi: 4, int: 2, vit: 8 });
// Grant 2 Energy Tonics (item 16, energy:25)
grantItem(id, 16, 2);
// Set energy to 40
db.prepare('UPDATE characters SET energy = 40 WHERE id = ?').run(id);
const before = listInventory(id);
const beforeEnergy = db.prepare('SELECT energy FROM characters WHERE id = ?').get(id).energy;
// Use one tonic: should restore to min(40+25, 100) = 65
const result = useConsumable(id, 16);
const afterEnergy = db.prepare('SELECT energy FROM characters WHERE id = ?').get(id).energy;
assert.equal(afterEnergy, Math.min(beforeEnergy + 25, 100));
// Quantity should be 2 → 1
const tonic = result.items.find((i) => i.itemId === 16);
assert.equal(tonic.quantity, 1);
});
it('rejects using a non-consumable item', () => {
const id = makeHero();
grantItem(id, 1); // Rusty Sword (weapon)
assert.throws(() => useConsumable(id, 1), (e) => e.code === 'VALIDATION_ERROR');
});
it('rejects using an item not in inventory', () => {
const id = makeHero();
// Item 14 is now in starter kit. Use a nonexistent item.
assert.throws(() => useConsumable(id, 99999), (e) => e.code === 'NOT_FOUND');
});
it('removes inventory row when quantity reaches 0 (single-item stack)', () => {
const id = makeHero({ level: 1, str: 8, agi: 4, int: 2, vit: 8 });
// Grant 1 Greater Healing Potion (item 15, heal:150)
grantItem(id, 15, 1);
// Set HP low
db.prepare('UPDATE characters SET hp_current = 20 WHERE id = ?').run(id);
const before = listInventory(id);
assert.equal(before.items.find((i) => i.itemId === 15).quantity, 1);
useConsumable(id, 15);
const after = listInventory(id);
const potion = after.items.find((i) => i.itemId === 15);
assert.equal(potion, undefined, 'consumable row should be removed when quantity hits 0');
});
it('caps heal effect at maxHp', () => {
const id = makeHero({ level: 1, str: 8, agi: 4, int: 2, vit: 8 });
// Grant 5 more Minor Healing Potions (starter kit already has 2).
grantItem(id, 14, 5);
// Set HP already at max.
const before = listInventory(id);
const maxHp = before.derived.maxHp;
db.prepare('UPDATE characters SET hp_current = ? WHERE id = ?').run(maxHp, id);
useConsumable(id, 14);
const after = listInventory(id);
const hp = db.prepare('SELECT hp_current FROM characters WHERE id = ?').get(id).hp_current;
assert.equal(hp, maxHp, 'HP should not exceed maxHp');
// We granted 5 potions; starter kit has 2 → total 7. After 1 use → 6.
const potion = after.items.find((i) => i.itemId === 14);
assert.equal(potion.quantity, 6);
});
it('caps energy effect at ENERGY_MAX (100)', () => {
const id = makeHero({ level: 1, str: 8, agi: 4, int: 2, vit: 8 });
grantItem(id, 16, 5); // Energy Tonic (energy:25)
// Set energy to 90.
db.prepare('UPDATE characters SET energy = 90 WHERE id = ?').run(id);
useConsumable(id, 16);
const after = listInventory(id);
const energy = db.prepare('SELECT energy FROM characters WHERE id = ?').get(id).energy;
assert.equal(energy, 100, 'Energy should not exceed 100');
// Quantity should decrease.
assert.equal(after.items.find((i) => i.itemId === 16).quantity, 4);
});
});