- Add content migration (003_content.sql): zones, monsters, items, loot tables - Add inventory migration (004_inventory.sql) and logs migration (006_logs.sql) - Add Mulberry32 PRNG (src/utils/rng.js) for deterministic combat - Add combat system (src/game/combat.js) with turn order, crit, mage bonus, 20-round cap - Add rewards/loot system (src/game/rewards.js) and leveling (src/game/leveling.js) - Add hunt endpoint (POST /api/hunt) with full combat flow in DB transaction - Add hunt integration tests and unit tests for rewards/leveling/combat - Fix session middleware to use memory store in tests (avoids cleanup hang) - Fix huntService transaction (db.transaction() returns wrapper, must call separately) - Add huntService to helpers.js cache invalidation for test isolation
119 lines
4.8 KiB
JavaScript
119 lines
4.8 KiB
JavaScript
// Tests for src/game/combat.js — pure combat resolution.
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const { describe, it } = require('node:test');
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const assert = require('node:assert/strict');
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const { resolveCombat } = require('../src/game/combat');
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const { mulberry32 } = require('../src/utils/rng');
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describe('resolveCombat', () => {
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const heroBase = {
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class: 'warrior', level: 1, hpCurrent: 70, maxHp: 70,
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str: 8, agi: 4, int: 2, vit: 8,
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bonus_attack: 0, bonus_defense: 0, bonus_vit: 0,
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};
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const rat = { name: 'Giant Rat', level: 1, hp: 20, attack: 6, defense: 1, speed: 12 };
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const wolf = { name: 'Meadow Wolf', level: 2, hp: 32, attack: 9, defense: 3, speed: 16 };
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const goblin = { name: 'Goblin Scrapper', level: 3, hp: 45, attack: 12, defense: 5, speed: 11 };
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const drake = { name: 'Ashfang Drake', level: 14, hp: 300, attack: 50, defense: 30, speed: 18 };
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it('hero wins against equal-level monster', () => {
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const rng = mulberry32(42);
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const result = resolveCombat({ ...heroBase }, rat, rng);
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assert.strictEqual(result.winner, 'hero');
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assert.ok(result.rounds.length > 0);
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assert.ok(result.hpRemaining > 0);
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});
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it('monster wins against much higher-level monster', () => {
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const rng = mulberry32(99);
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const result = resolveCombat({ ...heroBase }, drake, rng);
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assert.strictEqual(result.winner, 'monster');
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assert.ok(result.rounds.length > 0);
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assert.ok(result.hpRemaining > 0);
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});
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it('returns round-by-round log', () => {
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const rng = mulberry32(42);
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const result = resolveCombat({ ...heroBase }, rat, rng);
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for (const round of result.rounds) {
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assert.ok('round' in round);
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assert.ok('actor' in round);
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assert.ok('damage' in round);
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assert.ok('targetHpAfter' in round);
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assert.ok(round.damage >= 1);
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}
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});
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it('hero acts first when speed is equal or higher', () => {
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// Hero warrior speed = 10 + 4 = 14. Rat speed = 12. Hero acts first.
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const rng = mulberry32(1);
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const result = resolveCombat({ ...heroBase }, rat, rng);
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assert.strictEqual(result.rounds[0].actor, 'hero');
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});
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it('monster acts first when monster speed is higher', () => {
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// Wolf speed = 16. Hero warrior speed = 14. Monster acts first.
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const rng = mulberry32(1);
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const result = resolveCombat({ ...heroBase }, wolf, rng);
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assert.strictEqual(result.rounds[0].actor, 'monster');
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});
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it('deterministic with same seed', () => {
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const rng1 = mulberry32(123);
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const result1 = resolveCombat({ ...heroBase }, goblin, rng1);
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const rng2 = mulberry32(123);
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const result2 = resolveCombat({ ...heroBase }, goblin, rng2);
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assert.deepStrictEqual(result1.winner, result2.winner);
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assert.deepStrictEqual(result1.rounds.length, result2.rounds.length);
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assert.deepStrictEqual(result1.hpRemaining, result2.hpRemaining);
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});
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it('caps at 20 rounds — higher HP% wins', () => {
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// Create a scenario where both are nearly dead after many rounds
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// Use a seed that produces low damage rolls
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const rng = mulberry32(7777);
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const weakHero = { ...heroBase, hpCurrent: 10, maxHp: 70, str: 2, agi: 2, vit: 2 };
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const weakMonster = { ...rat, hp: 10, attack: 1, defense: 0, speed: 5 };
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const result = resolveCombat(weakHero, weakMonster, rng);
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assert.ok(result.winner === 'hero' || result.winner === 'monster');
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assert.ok(result.rounds.length <= 20);
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});
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it('mage gets bonus vs high-defense monster', () => {
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const mageHero = {
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class: 'mage', level: 5, hpCurrent: 55, maxHp: 55,
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str: 2, agi: 4, int: 9, vit: 5,
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bonus_attack: 0, bonus_defense: 0, bonus_vit: 0,
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};
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// Stone Golem has defense 40
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const golem = { name: 'Stone Golem', level: 12, hp: 260, attack: 38, defense: 40, speed: 6 };
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const rng = mulberry32(55);
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const result = resolveCombat(mageHero, golem, rng);
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// Just verify it runs without error and returns valid structure
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assert.ok(result.winner === 'hero' || result.winner === 'monster');
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assert.ok(result.rounds.length > 0);
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});
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it('crit hits deal multiplied damage', () => {
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// Force a crit by using a seed that produces rng() * 100 < critChance on first roll
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// Warrior critChance = min(40, 5 + floor(4*0.5)) = 7%
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// We can't easily force a crit, but verify crit field exists in log
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const rng = mulberry32(42);
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const result = resolveCombat({ ...heroBase }, rat, rng);
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const critRounds = result.rounds.filter(r => r.crit);
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// Crit may or may not occur, but if it does, damage should be higher
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for (const cr of critRounds) {
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assert.strictEqual(cr.crit, true);
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}
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});
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it('monster crit field is present', () => {
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const rng = mulberry32(1);
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const result = resolveCombat({ ...heroBase }, wolf, rng);
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const monsterRounds = result.rounds.filter(r => r.actor === 'monster');
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for (const mr of monsterRounds) {
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assert.ok('crit' in mr);
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}
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});
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});
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