feat(web): show offer requirements, current progress and effects
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@@ -430,6 +430,14 @@ export interface ExchangeResult {
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capacities: LootCapacity[];
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}
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/** One gate on an offer, as the server phrased it (slice 0.8.5 §5, §8). */
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export interface ShopOfferRequirement {
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label: string;
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current: number | null;
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required: number | null;
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met: boolean;
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}
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export interface ShopOfferView {
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itemKey: string;
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itemName: string;
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@@ -438,6 +446,13 @@ export interface ShopOfferView {
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currencyType: string;
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price: number;
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quantity: number;
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/**
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* Optional so fixtures written before slice 0.8.5 (e.g. the trade-in store's
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* own spec, out of this task's scope) keep compiling untouched. The server
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* always sends both fields; the template treats a missing one as "none".
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*/
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effectSummary?: string | null;
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requirements?: ShopOfferRequirement[];
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unlocked: boolean;
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affordable: boolean;
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}
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@@ -222,6 +222,28 @@
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<span class="shop-row__description">{{
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offer.itemDescription
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}}</span>
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@if (offer.effectSummary) {
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<span class="shop-row__effect" data-effect>{{
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offer.effectSummary
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}}</span>
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}
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@for (
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requirement of offer.requirements ?? [];
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track requirement.label
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) {
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<span
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class="shop-row__requirement"
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[class.shop-row__requirement--met]="requirement.met"
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data-requirement
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>
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{{ requirement.label }}
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@if (!requirement.met && requirement.current !== null) {
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<span class="shop-row__current"
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>· Current: {{ requirement.current }}</span
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>
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}
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</span>
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}
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</div>
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<span class="shop-row__price">{{ offer.price }} Silver</span>
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<button
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@@ -351,6 +351,26 @@
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font-size: var(--ar-font-sm);
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}
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.shop-row__effect {
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color: var(--ar-text);
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font-size: 0.75rem;
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}
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/* A lock the player can measure themselves against, not a dead end
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(slice 0.8.5 §5). */
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.shop-row__requirement {
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color: var(--ar-gold);
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font-size: 0.75rem;
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}
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.shop-row__requirement--met {
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color: var(--ar-text-muted);
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}
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.shop-row__current {
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color: var(--ar-text-muted);
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}
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.shop-receipt {
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display: flex;
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gap: var(--ar-space-2);
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@@ -83,6 +83,8 @@ const SHOP: ShopView = {
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currencyType: 'SILVER',
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price: 12,
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quantity: 1,
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effectSummary: null,
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requirements: [],
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unlocked: true,
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affordable: true,
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},
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@@ -94,6 +96,8 @@ const SHOP: ShopView = {
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currencyType: 'SILVER',
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price: 400,
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quantity: 1,
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effectSummary: null,
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requirements: [],
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unlocked: false,
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affordable: false,
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},
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@@ -160,6 +164,74 @@ async function render(): Promise<{
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return { fixture, element: fixture.nativeElement as HTMLElement, store };
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}
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/**
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* Renders the merchant page with a caller-supplied shop and opens the shop
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* panel, so requirement/effect tests don't need to repeat the NPC and
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* exchange fixtures they don't care about.
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*/
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async function renderMerchantWithShop(
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shopOverrides: Partial<ShopView>,
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): Promise<{
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fixture: ComponentFixture<MerchantPageComponent>;
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element: HTMLElement;
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store: MerchantStore;
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}> {
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const shop: ShopView = {
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shopKey: 'borin-supplies',
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shopName: "Quartermaster's Supplies",
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npcKey: 'borin-quartermaster',
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silver: 100,
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offers: [],
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...shopOverrides,
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};
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const api = {
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getNpcInteraction: vi.fn(() => of(INTERACTION)),
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getTradeIn: vi.fn(() => of(EXCHANGE)),
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getShop: vi.fn(() => of(shop)),
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tradeIn: vi.fn(() => of(TRADE_RESULT)),
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purchase: vi.fn(() =>
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of({
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shopKey: 'borin-supplies',
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itemKey: 'small-healing-potion',
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itemName: 'Small Healing Potion',
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quantity: 1,
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silverSpent: 12,
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silverBalance: 88,
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}),
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),
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};
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await TestBed.configureTestingModule({
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imports: [MerchantPageComponent],
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providers: [
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provideZonelessChangeDetection(),
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{ provide: GameApiService, useValue: api },
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{
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provide: ActivatedRoute,
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useValue: {
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snapshot: { paramMap: { get: () => 'borin-quartermaster' } },
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},
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},
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],
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}).compileComponents();
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const fixture = TestBed.createComponent(MerchantPageComponent);
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const store = TestBed.inject(MerchantStore);
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fixture.detectChanges();
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await new Promise((resolve) => setTimeout(resolve, 0));
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fixture.detectChanges();
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const element = fixture.nativeElement as HTMLElement;
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element
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.querySelector<HTMLButtonElement>('[data-action="OPEN_SHOP"]')
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?.click();
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fixture.detectChanges();
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return { fixture, element, store };
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}
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describe('MerchantPageComponent', () => {
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afterEach(() => TestBed.resetTestingModule());
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@@ -308,4 +380,137 @@ describe('MerchantPageComponent', () => {
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expect(element.querySelector('[data-purse]')?.textContent).toContain('100');
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});
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it('shows the requirement and the current value on a locked offer', async () => {
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// A visible lock with a number attached is a goal; a hidden offer is not
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// (slice §5).
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const { fixture } = await renderMerchantWithShop({
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offers: [
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{
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itemKey: 'basic-trophy-pouch',
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itemName: 'Basic Trophy Pouch',
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itemDescription: 'Capacity: 5 Raider Trophies',
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iconPath: '/images/items/basic-trophy-pouch.png',
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currencyType: 'SILVER',
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price: 40,
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quantity: 1,
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effectSummary: 'Capacity: 5 Raider Trophies',
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requirements: [
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{
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label: 'Requires Border Watch Reputation 25',
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current: 14,
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required: 25,
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met: false,
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},
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],
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unlocked: false,
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affordable: true,
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},
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],
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});
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const row = fixture.nativeElement.querySelector(
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'[data-shop-item="basic-trophy-pouch"]',
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);
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expect(row.textContent).toContain('Requires Border Watch Reputation 25');
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expect(row.textContent).toContain('Current: 14');
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expect(row.querySelector('button').disabled).toBe(true);
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});
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it('shows what a purchase does', async () => {
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const { fixture } = await renderMerchantWithShop({
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offers: [
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{
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itemKey: 'bandit-blade',
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itemName: 'Bandit Blade',
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itemDescription: 'A roughly serrated blade, forged for quick raids.',
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iconPath: '/images/items/bandit-blade.png',
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currencyType: 'SILVER',
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price: 60,
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quantity: 1,
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effectSummary: '11 Weapon Damage, +1 Attack',
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requirements: [
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{
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label: 'Requires World Renown 3',
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current: 1,
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required: 3,
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met: false,
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},
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],
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unlocked: false,
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affordable: true,
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},
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],
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});
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const row = fixture.nativeElement.querySelector(
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'[data-shop-item="bandit-blade"]',
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);
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expect(row.textContent).toContain('11 Weapon Damage, +1 Attack');
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});
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it('does not label an open offer as requiring anything unmet', async () => {
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const { fixture } = await renderMerchantWithShop({
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offers: [
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{
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itemKey: 'small-healing-potion',
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itemName: 'Small Healing Potion',
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itemDescription: 'A bitter draught.',
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iconPath: '/images/items/potion.png',
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currencyType: 'SILVER',
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price: 12,
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quantity: 1,
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effectSummary: null,
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requirements: [],
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unlocked: true,
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affordable: true,
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},
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],
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});
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const row = fixture.nativeElement.querySelector(
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'[data-shop-item="small-healing-potion"]',
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);
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expect(row.querySelector('[data-requirement]')).toBeNull();
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expect(row.querySelector('button').disabled).toBe(false);
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});
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it('renders a bypassed offer as buyable even with an unmet requirement shown', async () => {
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// A later slice opens an offer through a quest bypass rather than by
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// meeting the stated requirement. The server still describes the
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// requirement it evaluated, but `unlocked` is what actually gates the
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// button -- an unmet requirement must not re-lock a bypassed offer.
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const { fixture } = await renderMerchantWithShop({
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offers: [
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{
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itemKey: 'referred-trinket',
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itemName: 'Referred Trinket',
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itemDescription: 'A favour, called in.',
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iconPath: '/images/items/referred-trinket.png',
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currencyType: 'SILVER',
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price: 20,
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quantity: 1,
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effectSummary: null,
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requirements: [
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{
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label: 'Requires Border Watch Reputation 25',
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current: 14,
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required: 25,
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met: false,
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},
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],
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unlocked: true,
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affordable: true,
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},
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],
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});
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const row = fixture.nativeElement.querySelector(
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'[data-shop-item="referred-trinket"]',
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);
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expect(row.textContent).toContain('Requires Border Watch Reputation 25');
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const button = row.querySelector('button');
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expect(button.disabled).toBe(false);
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expect(button.textContent).toContain('Buy');
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});
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});
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