feat(shops): sell loot bags, honour bypass conditions, explain locks

This commit is contained in:
Bastian Wagner
2026-08-22 18:34:24 +02:00
parent 7e1b79315e
commit 7a5e800a18
4 changed files with 539 additions and 54 deletions

View File

@@ -5,6 +5,8 @@ export type ShopErrorCode =
| 'SHOP_DISABLED'
| 'SHOP_OFFER_NOT_FOUND'
| 'SHOP_OFFER_LOCKED'
| 'MERCHANT_REPUTATION_TOO_LOW'
| 'SHOP_BAG_ALREADY_OWNED'
| 'SHOP_INVALID_QUANTITY'
| 'SHOP_INSUFFICIENT_SILVER';
@@ -57,6 +59,34 @@ export function shopOfferLocked(): ShopDomainError {
);
}
/**
* The specific case of `SHOP_OFFER_LOCKED` where reputation is what is short
* (Playable Slice 0.8.5 §6).
*
* Added alongside the generic code rather than replacing it: a gate on a quest
* flag or an item is still `SHOP_OFFER_LOCKED`, and telling a player to earn
* reputation they do not need would be worse than saying nothing specific.
*/
export function merchantReputationTooLow(): ShopDomainError {
return new ShopDomainError(
'MERCHANT_REPUTATION_TOO_LOW',
HttpStatus.FORBIDDEN,
'You have not earned enough standing for this yet.',
);
}
/**
* Only the roomiest active bag per category counts (Slice 0.7.5 §6), so a
* second copy grants nothing. Selling one would be taking Silver for nothing.
*/
export function shopBagAlreadyOwned(): ShopDomainError {
return new ShopDomainError(
'SHOP_BAG_ALREADY_OWNED',
HttpStatus.CONFLICT,
'You already carry that.',
);
}
export function shopInvalidQuantity(): ShopDomainError {
return new ShopDomainError(
'SHOP_INVALID_QUANTITY',

View File

@@ -1,8 +1,17 @@
import { DataSource, EntityManager } from 'typeorm';
import { Character } from '../characters/entities/character.entity';
import { GameConditionService } from '../conditions/game-condition.service';
import {
ComparisonOperator,
GameCondition,
GameConditionType,
} from '../conditions/game-condition.types';
import { CharacterItem } from '../items/entities/character-item.entity';
import { LootCategory } from '../items/loot-category.enum';
import { CharacterLootBag } from '../loot-bags/entities/character-loot-bag.entity';
import { LootBagDefinition } from '../loot-bags/entities/loot-bag-definition.entity';
import { NpcService } from '../npcs/npc.service';
import { ReputationFaction } from '../reputation/entities/reputation-faction.entity';
import { NpcShop } from './entities/npc-shop.entity';
import { ShopOffer } from './entities/shop-offer.entity';
import { ShopService } from './shop.service';
@@ -18,6 +27,16 @@ interface Fixture {
offerRepeatable?: boolean;
offerQuantity?: number;
ownedPotions?: number | null;
/** Replaces the single item offer with one that sells the trophy pouch. */
bagOffer?: boolean;
/** Whether the character already holds the bag the offer sells. */
ownsBag?: boolean;
/** Conditions on the offer, so a test can gate it on reputation. */
conditions?: GameCondition[];
/** The alternative way in (slice §7). */
bypassConditions?: GameCondition[];
/** Which of `conditions` / `bypassConditions` the fake engine says hold. */
bypassPasses?: boolean;
}
function createWorld(fixture: Fixture = {}) {
@@ -36,26 +55,61 @@ function createWorld(fixture: Fixture = {}) {
quantity: fixture.ownedPotions,
};
const bag = {
id: 'bag-trophy-pouch',
key: 'basic-trophy-pouch',
name: 'Basic Trophy Pouch',
lootCategory: LootCategory.RAIDER_TROPHY,
capacity: 5,
iconPath: '/images/items/basic-trophy-pouch.png',
};
const grantedBags: Array<Record<string, unknown>> = [];
const offers = [
{
id: 'offer-1',
shopId: 'shop-1',
itemDefinitionId: 'item-potion',
currencyType: 'SILVER',
price: 12,
quantity: fixture.offerQuantity ?? 1,
repeatable: fixture.offerRepeatable ?? true,
sortOrder: 1,
conditions: [],
enabled: true,
itemDefinition: {
id: 'item-potion',
key: 'small-healing-potion',
name: 'Small Healing Potion',
description: 'A bitter draught.',
iconPath: '/images/items/potion.png',
},
},
fixture.bagOffer
? {
id: 'offer-bag',
shopId: 'shop-1',
itemDefinitionId: null,
lootBagDefinitionId: bag.id,
currencyType: 'SILVER',
price: 40,
quantity: 1,
repeatable: false,
sortOrder: 1,
conditions: fixture.conditions ?? [],
bypassConditions: fixture.bypassConditions ?? [],
enabled: true,
itemDefinition: null,
lootBagDefinition: bag,
}
: {
id: 'offer-1',
shopId: 'shop-1',
itemDefinitionId: 'item-potion',
lootBagDefinitionId: null,
currencyType: 'SILVER',
price: 12,
quantity: fixture.offerQuantity ?? 1,
repeatable: fixture.offerRepeatable ?? true,
sortOrder: 1,
conditions: fixture.conditions ?? [],
bypassConditions: fixture.bypassConditions ?? [],
enabled: true,
itemDefinition: {
id: 'item-potion',
key: 'small-healing-potion',
name: 'Small Healing Potion',
description: 'A bitter draught.',
iconPath: '/images/items/potion.png',
weaponDamage: 0,
bonusAttack: 0,
bonusHp: 0,
bonusArmor: 0,
},
lootBagDefinition: null,
},
] as unknown as ShopOffer[];
const repositories = (entity: unknown) => {
@@ -88,9 +142,35 @@ function createWorld(fixture: Fixture = {}) {
return {
findOne: () => Promise.resolve(owned),
create: (row: Record<string, unknown>) => row,
save: async (row: Record<string, unknown>) => {
save: (row: Record<string, unknown>) => {
grantedItems.push(row);
return row;
return Promise.resolve(row);
},
};
}
if (entity === ReputationFaction) {
return {
find: () =>
Promise.resolve([
{ id: 'faction-1', key: 'border-guard', name: 'Border Watch' },
]),
};
}
if (entity === LootBagDefinition) {
return { findOneBy: () => Promise.resolve(bag) };
}
if (entity === CharacterLootBag) {
return {
findOne: () =>
Promise.resolve(
fixture.ownsBag
? { characterId: CHARACTER_ID, lootBagDefinitionId: bag.id }
: null,
),
create: (row: Record<string, unknown>) => row,
save: (row: Record<string, unknown>) => {
grantedBags.push(row);
return Promise.resolve(row);
},
};
}
@@ -105,7 +185,27 @@ function createWorld(fixture: Fixture = {}) {
} as unknown as DataSource;
const conditions = {
evaluate: jest.fn(() => Promise.resolve(fixture.offerUnlocked ?? true)),
evaluate: jest.fn(
(_context: unknown, list: GameCondition[] | undefined) => {
// The fixture distinguishes the two lists by identity, so a test can say
// "the gate is shut but the bypass is open".
if (list === fixture.bypassConditions) {
return Promise.resolve(fixture.bypassPasses ?? false);
}
// `offerUnlocked` is the fixture's switch for the offer's own gate,
// whatever the conditions expressing it happen to be.
return Promise.resolve(fixture.offerUnlocked ?? true);
},
),
describe: jest.fn((_context: unknown, list: GameCondition[] | undefined) =>
Promise.resolve(
(list ?? []).map((condition) => ({
condition,
met: fixture.offerUnlocked ?? true,
actual: 14,
})),
),
),
} as unknown as GameConditionService;
const npcs = {
@@ -116,6 +216,7 @@ function createWorld(fixture: Fixture = {}) {
service: new ShopService(dataSource, conditions, npcs),
character,
grantedItems,
grantedBags,
owned,
};
}
@@ -261,4 +362,159 @@ describe('ShopService', () => {
expect(result.quantity).toBe(6);
expect(result.silverSpent).toBe(24);
});
it('shows the requirement and the current value on a locked offer', async () => {
const world = createWorld({
offerUnlocked: false,
conditions: [
{
type: GameConditionType.REGION_REPUTATION,
key: 'border-guard',
operator: ComparisonOperator.GTE,
value: 25,
},
],
});
const view = await world.service.getShopView(CHARACTER_ID, MERCHANT_KEY);
// Locked, but still listed: a visible reward is a goal (slice §5).
expect(view.offers).toHaveLength(1);
expect(view.offers[0].unlocked).toBe(false);
expect(view.offers[0].requirements).toEqual([
{
label: 'Requires Border Watch Reputation 25',
current: 14,
required: 25,
met: false,
},
]);
});
it('lists a bag offer with its capacity as the effect', async () => {
const world = createWorld({ bagOffer: true, silver: 100 });
const view = await world.service.getShopView(CHARACTER_ID, MERCHANT_KEY);
expect(view.offers[0]).toMatchObject({
itemKey: 'basic-trophy-pouch',
itemName: 'Basic Trophy Pouch',
price: 40,
effectSummary: 'Capacity: 5 Raider Trophies',
unlocked: true,
});
});
it('grants a bag rather than stacking it as an item', async () => {
const world = createWorld({ bagOffer: true, silver: 100 });
const result = await world.service.purchase(
CHARACTER_ID,
MERCHANT_KEY,
'basic-trophy-pouch',
1,
);
expect(result.silverSpent).toBe(40);
expect(world.grantedItems).toHaveLength(0);
expect(world.grantedBags[0]).toMatchObject({
characterId: CHARACTER_ID,
lootBagDefinitionId: 'bag-trophy-pouch',
active: true,
});
});
it('refuses to sell a bag the character already carries', async () => {
// A second copy grants nothing (only the roomiest active bag per category
// counts) so charging for it would be taking Silver for nothing.
const world = createWorld({ bagOffer: true, ownsBag: true, silver: 100 });
await expect(
world.service.purchase(
CHARACTER_ID,
MERCHANT_KEY,
'basic-trophy-pouch',
1,
),
).rejects.toMatchObject({ code: 'SHOP_BAG_ALREADY_OWNED' });
expect(world.character.silver).toBe(100);
});
it('names reputation as the reason when a reputation gate is what blocks', async () => {
const world = createWorld({
offerUnlocked: false,
silver: 1000,
conditions: [
{
type: GameConditionType.REGION_REPUTATION,
key: 'border-guard',
operator: ComparisonOperator.GTE,
value: 25,
},
],
});
await expect(
world.service.purchase(
CHARACTER_ID,
MERCHANT_KEY,
'small-healing-potion',
1,
),
).rejects.toMatchObject({ code: 'MERCHANT_REPUTATION_TOO_LOW' });
});
it('opens an offer whose bypass holds even though its conditions do not', async () => {
// The Slice 0.9 referral: the warden's word is worth more than the
// reputation the player has not earned yet (slice §7).
const bypassConditions: GameCondition[] = [
{
type: GameConditionType.FLAG_SET,
key: 'referred-by-south-gate-warden',
value: true,
},
];
const world = createWorld({
bagOffer: true,
silver: 100,
offerUnlocked: false,
conditions: [
{
type: GameConditionType.REGION_REPUTATION,
key: 'border-guard',
operator: ComparisonOperator.GTE,
value: 40,
},
],
bypassConditions,
bypassPasses: true,
});
const result = await world.service.purchase(
CHARACTER_ID,
MERCHANT_KEY,
'basic-trophy-pouch',
1,
);
expect(result.silverSpent).toBe(40);
expect(world.grantedBags).toHaveLength(1);
});
it('still charges the price when a requirement is met', async () => {
// Reputation opens the offer; it does not pay for it (slice §10).
const world = createWorld({ bagOffer: true, silver: 10 });
await expect(
world.service.purchase(
CHARACTER_ID,
MERCHANT_KEY,
'basic-trophy-pouch',
1,
),
).rejects.toMatchObject({ code: 'SHOP_INSUFFICIENT_SILVER' });
expect(world.grantedBags).toHaveLength(0);
});
});

View File

@@ -1,13 +1,24 @@
import { Injectable } from '@nestjs/common';
import { DataSource } from 'typeorm';
import { DataSource, EntityManager } from 'typeorm';
import { Character } from '../characters/entities/character.entity';
import { GameConditionService } from '../conditions/game-condition.service';
import { GameConditionType } from '../conditions/game-condition.types';
import { CharacterItem } from '../items/entities/character-item.entity';
import { CharacterLootBag } from '../loot-bags/entities/character-loot-bag.entity';
import { NpcService } from '../npcs/npc.service';
import { ReputationFaction } from '../reputation/entities/reputation-faction.entity';
import { NpcShop } from './entities/npc-shop.entity';
import { ShopOffer } from './entities/shop-offer.entity';
import {
describeBagEffect,
describeItemEffect,
describeRequirement,
ShopOfferRequirementDto,
} from './offer-presentation';
import {
characterNotFound,
merchantReputationTooLow,
shopBagAlreadyOwned,
shopDisabled,
shopInsufficientSilver,
shopInvalidQuantity,
@@ -26,12 +37,34 @@ export interface ShopOfferDto {
currencyType: string;
price: number;
quantity: number;
/** What buying it does: weapon stats, or a bag's capacity (slice §8). */
effectSummary: string | null;
/** Why it is locked, and how close the player is (slice §5). Empty when open. */
requirements: ShopOfferRequirementDto[];
/** False when the offer's conditions are not met (Slice 0.8.5 content). */
unlocked: boolean;
/** True when the character simply cannot afford an otherwise open offer. */
affordable: boolean;
}
/**
* What an offer sells, flattened out of whichever target it points at.
*
* Both shapes reduce to a key, a name, an icon and an effect, which is all the
* presentation layer needs -- and `kind` plus `definitionId` is all the grant
* needs, so the branch on offer kind lives in one place instead of being spread
* across the view and the purchase path.
*/
interface OfferTarget {
kind: 'item' | 'bag';
definitionId: string;
key: string;
name: string;
description: string;
iconPath: string;
effectSummary: string | null;
}
export interface ShopViewDto {
shopKey: string;
shopName: string;
@@ -79,31 +112,53 @@ export class ShopService {
const offers = await this.dataSource.getRepository(ShopOffer).find({
where: { shopId: shop.id, enabled: true },
relations: { itemDefinition: true },
relations: { itemDefinition: true, lootBagDefinition: true },
order: { sortOrder: 'ASC' },
});
// One read for the whole view: every reputation requirement needs a
// display name, and offers commonly gate on the same faction.
const factionNames = new Map(
(await this.dataSource.getRepository(ReputationFaction).find()).map(
(faction) => [faction.key, faction.name],
),
);
const context = { characterId, npcId };
const view: ShopOfferDto[] = [];
for (const offer of offers) {
const unlocked = await this.conditions.evaluate(
{ characterId, npcId },
const target = this.resolveTarget(offer);
if (!target) {
continue;
}
const gate = await this.evaluateGate(context, offer);
// Described even when open, so the UI can show a requirement the player
// has already met rather than having it vanish on unlock. Only
// `conditions` are described: a bypass is content's private exception,
// not something the player is told to go and satisfy.
const outcomes = await this.conditions.describe(
context,
offer.conditions,
);
const requirements = outcomes
.map((outcome) => describeRequirement(outcome, factionNames))
.filter(
(requirement): requirement is ShopOfferRequirementDto =>
requirement !== null,
);
// TEMPORARY (Task 1 of Slice 0.8.5): `itemDefinition` became nullable
// when the offer table gained a loot-bag target alongside the item one.
// Every offer sold an item until Task 4 adds bag offers here, so the
// assertion is safe for now -- Task 4 replaces it with a real branch on
// offer kind.
view.push({
itemKey: offer.itemDefinition!.key,
itemName: offer.itemDefinition!.name,
itemDescription: offer.itemDefinition!.description,
iconPath: offer.itemDefinition!.iconPath,
itemKey: target.key,
itemName: target.name,
itemDescription: target.description,
iconPath: target.iconPath,
currencyType: offer.currencyType,
price: offer.price,
quantity: offer.quantity,
unlocked,
effectSummary: target.effectSummary,
requirements,
unlocked: gate.open,
affordable: character.silver >= offer.price,
});
}
@@ -146,51 +201,80 @@ export class ShopService {
}
// Matched on the joined definition's business key: the offer table is
// keyed by item definition id, while the request carries the stable key.
// keyed by definition id, while the request carries the stable key.
const offers = await manager.getRepository(ShopOffer).find({
where: { shopId: shop.id, enabled: true },
relations: { itemDefinition: true },
relations: { itemDefinition: true, lootBagDefinition: true },
});
const match = offers.find(
(candidate) => candidate.itemDefinition!.key === itemKey,
);
let match: ShopOffer | undefined;
let target: OfferTarget | undefined;
for (const candidate of offers) {
const candidateTarget = this.resolveTarget(candidate);
if (candidateTarget?.key === itemKey) {
match = candidate;
target = candidateTarget;
break;
}
}
if (!match) {
if (!match || !target) {
throw shopOfferNotFound();
}
const unlocked = await this.conditions.evaluate(
const gate = await this.evaluateGate(
{ characterId, npcId },
match.conditions,
match,
manager,
);
if (!unlocked) {
throw shopOfferLocked();
if (!gate.open) {
throw gate.reputationBlocked
? merchantReputationTooLow()
: shopOfferLocked();
}
if (!match.repeatable && quantity > 1) {
throw shopInvalidQuantity();
}
// A bag is one object, not a stack: buying two grants nothing extra.
if (target.kind === 'bag' && quantity > 1) {
throw shopInvalidQuantity();
}
const silverSpent = match.price * quantity;
if (character.silver < silverSpent) {
throw shopInsufficientSilver();
}
// Checked before the debit: the transaction would roll the Silver back
// anyway, but failing on the cheap read keeps the error honest about
// what went wrong.
if (target.kind === 'bag') {
const owned = await manager.getRepository(CharacterLootBag).findOne({
where: { characterId, lootBagDefinitionId: target.definitionId },
});
if (owned) {
throw shopBagAlreadyOwned();
}
}
character.silver -= silverSpent;
await characters.save(character);
await this.grantItem(
manager,
characterId,
match.itemDefinitionId!,
match.quantity * quantity,
);
if (target.kind === 'bag') {
await this.grantLootBag(manager, characterId, target.definitionId);
} else {
await this.grantItem(
manager,
characterId,
target.definitionId,
match.quantity * quantity,
);
}
return {
shopKey: shop.key,
itemKey,
itemName: match.itemDefinition!.name,
itemName: target.name,
quantity: match.quantity * quantity,
silverSpent,
silverBalance: character.silver,
@@ -198,6 +282,110 @@ export class ShopService {
});
}
/**
* What an offer sells, whichever kind of thing that is.
*
* The two targets are mutually exclusive by `CHK_shop_offers_single_target`,
* so resolving them here lets the view and the purchase path agree on what an
* offer *is* without either of them branching on offer kind itself.
*/
private resolveTarget(offer: ShopOffer): OfferTarget | null {
if (offer.itemDefinition) {
return {
kind: 'item',
definitionId: offer.itemDefinition.id,
key: offer.itemDefinition.key,
name: offer.itemDefinition.name,
description: offer.itemDefinition.description,
iconPath: offer.itemDefinition.iconPath,
effectSummary: describeItemEffect(offer.itemDefinition),
};
}
if (offer.lootBagDefinition) {
return {
kind: 'bag',
definitionId: offer.lootBagDefinition.id,
key: offer.lootBagDefinition.key,
name: offer.lootBagDefinition.name,
// A bag definition carries no flavour text of its own; the capacity
// line is the honest description of what it is.
description: describeBagEffect(offer.lootBagDefinition),
iconPath: offer.lootBagDefinition.iconPath,
effectSummary: describeBagEffect(offer.lootBagDefinition),
};
}
// CHK_shop_offers_single_target makes this unreachable through the
// database. Skipping the row beats rendering an offer that sells nothing.
return null;
}
/**
* Whether an offer is open, and why not when it is shut.
*
* `conditions` OR `bypassConditions` -- the whole exception model (slice §7).
* A referral does not lower the requirement; it provides a second, narrower
* door that content opens deliberately.
*/
private async evaluateGate(
context: { characterId: string; npcId: string },
offer: ShopOffer,
manager?: EntityManager,
): Promise<{ open: boolean; reputationBlocked: boolean }> {
if (await this.conditions.evaluate(context, offer.conditions, manager)) {
return { open: true, reputationBlocked: false };
}
const bypass = offer.bypassConditions ?? [];
if (
bypass.length > 0 &&
(await this.conditions.evaluate(context, bypass, manager))
) {
return { open: true, reputationBlocked: false };
}
// Which error to raise depends on what is actually short, so the player is
// told to earn reputation only when reputation is the thing missing.
const outcomes = await this.conditions.describe(
context,
offer.conditions,
manager,
);
const reputationBlocked = outcomes.some(
(outcome) =>
!outcome.met &&
outcome.condition.type === GameConditionType.REGION_REPUTATION,
);
return { open: false, reputationBlocked };
}
/**
* Hands over a bag, once.
*
* A second copy of the same bag grants nothing -- only the roomiest active
* bag per category counts (Slice 0.7.5 §6) -- so a repeat purchase is
* refused rather than silently charged. The unique index on
* (character_id, loot_bag_definition_id) is the real guarantee; this check
* is what turns a constraint violation into an explainable domain error.
*/
private async grantLootBag(
manager: { getRepository: DataSource['getRepository'] },
characterId: string,
lootBagDefinitionId: string,
): Promise<void> {
const bags = manager.getRepository(CharacterLootBag);
const existing = await bags.findOne({
where: { characterId, lootBagDefinitionId },
});
if (existing) {
throw shopBagAlreadyOwned();
}
await bags.save(
bags.create({ characterId, lootBagDefinitionId, active: true }),
);
}
/**
* Adds to an existing stack or starts a new one.
*

View File

@@ -3,7 +3,10 @@ import { TypeOrmModule } from '@nestjs/typeorm';
import { Character } from '../characters/entities/character.entity';
import { ConditionsModule } from '../conditions/conditions.module';
import { CharacterItem } from '../items/entities/character-item.entity';
import { CharacterLootBag } from '../loot-bags/entities/character-loot-bag.entity';
import { LootBagDefinition } from '../loot-bags/entities/loot-bag-definition.entity';
import { NpcsModule } from '../npcs/npcs.module';
import { ReputationFaction } from '../reputation/entities/reputation-faction.entity';
import { NpcShop } from './entities/npc-shop.entity';
import { ShopOffer } from './entities/shop-offer.entity';
import { ShopController } from './shop.controller';
@@ -12,7 +15,15 @@ import { ShopService } from './shop.service';
/** Buying things for Silver (NPC spec §15, §29). */
@Module({
imports: [
TypeOrmModule.forFeature([Character, CharacterItem, NpcShop, ShopOffer]),
TypeOrmModule.forFeature([
Character,
CharacterItem,
CharacterLootBag,
LootBagDefinition,
NpcShop,
ReputationFaction,
ShopOffer,
]),
ConditionsModule,
NpcsModule,
],