test(api): prove equipping a weapon upgrade increases future combat damage

This commit is contained in:
Bastian Wagner
2026-08-20 17:01:45 +02:00
parent 820c69704f
commit 2859a00597

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@@ -0,0 +1,374 @@
import { DataSource, EntityManager, EntityTarget } from 'typeorm';
import { CharacterStatsService } from '../characters/character-stats.service';
import { Character } from '../characters/entities/character.entity';
import { CharacterEquipment } from '../equipment/entities/character-equipment.entity';
import { EquipmentService } from '../equipment/equipment.service';
import { Hunt } from '../hunting/entities/hunt.entity';
import { HuntEncounter } from '../hunting/entities/hunt-encounter.entity';
import { HuntEncounterStatus } from '../hunting/hunt-encounter-status.enum';
import { HuntStatus } from '../hunting/hunt-status.enum';
import { CharacterItem } from '../items/entities/character-item.entity';
import { ItemDefinition } from '../items/entities/item-definition.entity';
import { EquipmentSlot } from '../items/equipment-slot.enum';
import { ItemRarity } from '../items/item-rarity.enum';
import { ItemType } from '../items/item-type.enum';
import { MonsterDefinition } from '../monsters/entities/monster-definition.entity';
import { CombatRewardService } from '../rewards/combat-reward.service';
import { TravelService } from '../travel/travel.service';
import { CombatAction } from './combat-action.enum';
import { CombatEngineService } from './combat-engine.service';
import { CombatService } from './combat.service';
import { CombatEvent } from './entities/combat-event.entity';
import { Combat } from './entities/combat.entity';
const CHARACTER_ID = '10000000-0000-4000-8000-000000000001';
const HUNT_ID = '20000000-0000-4000-8000-000000000001';
const MONSTER_ID = '40000000-0000-4000-8000-000000000001';
const WORN_SWORD_DEFINITION_ID = '50000000-0000-4000-8000-000000000001';
const BANDIT_BLADE_DEFINITION_ID = '50000000-0000-4000-8000-000000000002';
const WORN_SWORD_ITEM_ID = '70000000-0000-4000-8000-000000000001';
const BANDIT_BLADE_ITEM_ID = '70000000-0000-4000-8000-000000000002';
interface FakeState {
characters: Character[];
hunts: Hunt[];
huntEncounters: HuntEncounter[];
monsters: MonsterDefinition[];
combats: Combat[];
combatEvents: CombatEvent[];
itemDefinitions: ItemDefinition[];
characterItems: CharacterItem[];
characterEquipment: CharacterEquipment[];
}
class FakeRepository<T extends { id: string }> {
constructor(
private readonly state: FakeState,
private readonly target: EntityTarget<T>,
private readonly dataSource: FakeDataSource,
) {}
findOne(options: {
where: Partial<T>;
relations?: Record<string, unknown>;
lock?: { mode: string };
}): Promise<T | null> {
const row = this.rows().find((candidate) => this.matches(candidate, options.where)) ?? null;
return Promise.resolve(row ? this.withRelations(row, options.relations) : null);
}
findOneBy(where: Partial<T>): Promise<T | null> {
return Promise.resolve(this.rows().find((row) => this.matches(row, where)) ?? null);
}
find(options: {
where: Partial<T>;
relations?: Record<string, unknown>;
order?: Partial<Record<keyof T, 'ASC' | 'DESC'>>;
}): Promise<T[]> {
const matched = this.rows().filter((row) => this.matches(row, options.where));
return Promise.resolve(matched.map((row) => this.withRelations(row, options.relations)));
}
count(options: { where: Partial<T> }): Promise<number> {
return Promise.resolve(this.rows().filter((row) => this.matches(row, options.where)).length);
}
create(values: Partial<T>): T {
return { ...values } as T;
}
save(entity: T): Promise<T> {
if (!entity.id) {
entity.id = this.dataSource.nextId(this.targetName());
}
const rows = this.rows();
const index = rows.findIndex((row) => row.id === entity.id);
if (index === -1) {
rows.push(entity);
} else {
rows[index] = entity;
}
return Promise.resolve(entity);
}
private withRelations(row: T, relations?: Record<string, unknown>): T {
if (!relations) {
return row;
}
const copy = { ...row } as T & Record<string, unknown>;
if (this.target === CharacterItem && relations['itemDefinition']) {
const itemDefinitionId = (row as unknown as CharacterItem).itemDefinitionId;
copy['itemDefinition'] = this.state.itemDefinitions.find((d) => d.id === itemDefinitionId);
}
if (this.target === CharacterEquipment && relations['characterItem']) {
const characterItemId = (row as unknown as CharacterEquipment).characterItemId;
const characterItem = this.state.characterItems.find((ci) => ci.id === characterItemId);
copy['characterItem'] = characterItem
? {
...characterItem,
itemDefinition: this.state.itemDefinitions.find(
(d) => d.id === characterItem.itemDefinitionId,
),
}
: undefined;
}
return copy as T;
}
private rows(): T[] {
if (this.target === Character) return this.state.characters as T[];
if (this.target === Hunt) return this.state.hunts as T[];
if (this.target === HuntEncounter) return this.state.huntEncounters as T[];
if (this.target === MonsterDefinition) return this.state.monsters as T[];
if (this.target === Combat) return this.state.combats as T[];
if (this.target === CombatEvent) return this.state.combatEvents as T[];
if (this.target === ItemDefinition) return this.state.itemDefinitions as T[];
if (this.target === CharacterItem) return this.state.characterItems as T[];
if (this.target === CharacterEquipment) return this.state.characterEquipment as T[];
throw new Error(`Unsupported repository ${this.targetName()}`);
}
private matches(row: T, where: Partial<T>): boolean {
return Object.entries(where).every(([key, value]) => row[key as keyof T] === value);
}
private targetName(): string {
return typeof this.target === 'function' ? this.target.name : 'EntitySchema';
}
}
class FakeDataSource {
private readonly idCounters = new Map<string, number>();
constructor(public state: FakeState) {}
getRepository<T extends { id: string }>(target: EntityTarget<T>) {
return new FakeRepository(this.state, target, this);
}
async transaction<T>(work: (manager: EntityManager) => Promise<T>): Promise<T> {
return work({
getRepository: <U extends { id: string }>(target: EntityTarget<U>) =>
this.getRepository(target),
} as unknown as EntityManager);
}
nextId(targetName: string): string {
const next = (this.idCounters.get(targetName) ?? 0) + 1;
this.idCounters.set(targetName, next);
return `${targetName.toLowerCase()}-generated-${next}`;
}
}
function character(overrides: Partial<Character> = {}): Character {
return {
id: CHARACTER_ID,
name: 'Aric Duskwalker',
level: 1,
experience: 0,
silver: 0,
baseHp: 100,
baseAttack: 6,
currentHp: 100,
currentLocationId: 'location-1',
createdAt: new Date('2026-08-18T09:00:00.000Z'),
updatedAt: new Date('2026-08-18T09:00:00.000Z'),
...overrides,
} as Character;
}
function monster(overrides: Partial<MonsterDefinition> = {}): MonsterDefinition {
return {
id: MONSTER_ID,
key: 'road-bandit',
name: 'Straßenräuber',
level: 2,
maxHp: 75,
attack: 9,
armor: 5,
experienceReward: 16,
silverMin: 9,
silverMax: 15,
artworkPath: '/images/monsters/road-bandit.png',
createdAt: new Date('2026-08-18T09:00:00.000Z'),
updatedAt: new Date('2026-08-18T09:00:00.000Z'),
...overrides,
} as MonsterDefinition;
}
function hunt(overrides: Partial<Hunt> = {}): Hunt {
return {
id: HUNT_ID,
characterId: CHARACTER_ID,
locationId: 'location-1',
status: HuntStatus.ACTIVE,
createdAt: new Date('2026-08-18T09:00:00.000Z'),
...overrides,
} as Hunt;
}
function encounter(id: string, overrides: Partial<HuntEncounter> = {}): HuntEncounter {
return {
id,
huntId: HUNT_ID,
monsterDefinitionId: MONSTER_ID,
position: 0,
status: HuntEncounterStatus.AVAILABLE,
createdAt: new Date('2026-08-18T09:00:00.000Z'),
...overrides,
} as HuntEncounter;
}
function itemDefinition(overrides: Partial<ItemDefinition> = {}): ItemDefinition {
return {
id: WORN_SWORD_DEFINITION_ID,
key: 'worn-short-sword',
name: 'Abgenutztes Kurzschwert',
description: '',
type: ItemType.WEAPON,
equipmentSlot: EquipmentSlot.WEAPON,
rarity: ItemRarity.COMMON,
tier: 1,
requiredLevel: 1,
weaponDamage: 8,
bonusHp: 0,
bonusAttack: 0,
bonusArmor: 0,
sellPrice: 0,
iconPath: '/images/items/worn-short-sword.png',
createdAt: new Date('2026-08-18T09:00:00.000Z'),
updatedAt: new Date('2026-08-18T09:00:00.000Z'),
...overrides,
} as ItemDefinition;
}
function fakeTravelService(): TravelService {
return { completeTravelIfDue: jest.fn().mockResolvedValue({ status: 'IDLE' }) } as unknown as TravelService;
}
function fakeRewardService(): CombatRewardService {
return {
grantVictoryRewards: jest.fn().mockResolvedValue({ experience: 0, silver: 0, items: [] }),
loadRewards: jest.fn().mockResolvedValue(null),
} as unknown as CombatRewardService;
}
function createHarness() {
const state: FakeState = {
characters: [character()],
hunts: [hunt()],
huntEncounters: [],
monsters: [monster()],
combats: [],
combatEvents: [],
itemDefinitions: [
itemDefinition(),
itemDefinition({
id: BANDIT_BLADE_DEFINITION_ID,
key: 'bandit-blade',
name: 'Räuberklinge',
weaponDamage: 11,
bonusAttack: 1,
iconPath: '/images/items/bandit-blade.png',
}),
],
characterItems: [
{
id: WORN_SWORD_ITEM_ID,
characterId: CHARACTER_ID,
itemDefinitionId: WORN_SWORD_DEFINITION_ID,
quantity: 1,
createdAt: new Date(),
updatedAt: new Date(),
} as CharacterItem,
{
id: BANDIT_BLADE_ITEM_ID,
characterId: CHARACTER_ID,
itemDefinitionId: BANDIT_BLADE_DEFINITION_ID,
quantity: 1,
createdAt: new Date(),
updatedAt: new Date(),
} as CharacterItem,
],
characterEquipment: [
{
id: 'equip-1',
characterId: CHARACTER_ID,
slot: EquipmentSlot.WEAPON,
characterItemId: WORN_SWORD_ITEM_ID,
createdAt: new Date(),
updatedAt: new Date(),
} as CharacterEquipment,
],
};
const dataSource = new FakeDataSource(state);
const characterStats = new CharacterStatsService(dataSource as unknown as DataSource);
const equipmentService = new EquipmentService(dataSource as unknown as DataSource, characterStats);
const combatService = new CombatService(
dataSource as unknown as DataSource,
fakeTravelService(),
new CombatEngineService(),
characterStats,
fakeRewardService(),
);
return { state, equipmentService, combatService };
}
describe('equipping Räuberklinge increases combat damage (spec §45, §60)', () => {
it('deals more damage against the same monster after the upgrade than before it', async () => {
const { state, combatService, equipmentService } = createHarness();
state.huntEncounters.push(encounter('encounter-1'));
const before = await combatService.startCombat(CHARACTER_ID, 'encounter-1');
let beforeDamage = 0;
let beforeResult = before;
for (let round = 0; round < 10 && beforeResult.status === 'ACTIVE'; round += 1) {
beforeResult = await combatService.performAction(CHARACTER_ID, before.id, CombatAction.ATTACK);
if (round === 0) {
beforeDamage = before.monster.maxHp - beforeResult.monster.currentHp;
}
}
// Equipment cannot change during an active combat (spec §46), so this
// first fight must be resolved to completion before equipping.
expect(beforeResult.status).not.toBe('ACTIVE');
await equipmentService.equip(CHARACTER_ID, BANDIT_BLADE_ITEM_ID);
state.huntEncounters.push(encounter('encounter-2'));
const after = await combatService.startCombat(CHARACTER_ID, 'encounter-2');
const afterResult = await combatService.performAction(CHARACTER_ID, after.id, CombatAction.ATTACK);
const afterDamage = after.monster.maxHp - afterResult.monster.currentHp;
// (6+8) vs 5 armor -> round(14 * 60/65) = 13
expect(beforeDamage).toBe(13);
// (7+11) vs 5 armor -> round(18 * 60/65) = 17
expect(afterDamage).toBe(17);
expect(afterDamage).toBeGreaterThan(beforeDamage);
});
it('rejects equipping during an active combat, and never retroactively rewrites a finished combat\'s snapshot', async () => {
const { state, combatService, equipmentService } = createHarness();
state.huntEncounters.push(encounter('encounter-1'));
const combat = await combatService.startCombat(CHARACTER_ID, 'encounter-1');
// Equipment cannot change while this combat is ACTIVE (spec §46).
await expect(
equipmentService.equip(CHARACTER_ID, BANDIT_BLADE_ITEM_ID),
).rejects.toMatchObject({ code: 'CHARACTER_IN_COMBAT' });
// Resolve the fight, then equip — the already-finished combat's snapshot
// (status/round) must stay exactly what it was when the fight ended.
let result = combat;
for (let round = 0; round < 10 && result.status === 'ACTIVE'; round += 1) {
result = await combatService.performAction(CHARACTER_ID, combat.id, CombatAction.ATTACK);
}
expect(result.status).not.toBe('ACTIVE');
await equipmentService.equip(CHARACTER_ID, BANDIT_BLADE_ITEM_ID);
const reloaded = await combatService.getCombat(CHARACTER_ID, combat.id);
expect(reloaded.status).toBe(result.status);
expect(reloaded.round).toBe(result.round);
});
});