Files
ashen-realms/apps/api/src/shops/shop.service.spec.ts
Bastian Wagner a454cf955e test(shop): make three nominal spec §10 cases exercise what they claim
Case 7 ("price is still required even when the reputation condition is met")
and case 3 ("sufficient regional reputation allows purchase") both built
fixtures with `conditions: []`. With no requirement present, none can be met,
so neither test touched the gate it was named after. Both now carry a
satisfied REGION_REPUTATION condition.

Case 4 ("insufficient World Renown blocks purchase") had no test at all. It
matters because a renown block must surface as SHOP_OFFER_LOCKED rather than
MERCHANT_REPUTATION_TOO_LOW -- renown is not the merchant's regard, and
telling the player to go and earn reputation would point at the wrong bar.
Verified by widening the reputation-blame check to include WORLD_RENOWN, which
fails the new test alone.

Also pins a bag offer's description to empty, so the duplicate capacity line
cannot come back through the API side.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-22 21:07:25 +02:00

732 lines
22 KiB
TypeScript

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';
const CHARACTER_ID = 'character-1';
const MERCHANT_KEY = 'borin-quartermaster';
interface Fixture {
silver?: number;
shopEnabled?: boolean;
hasShop?: boolean;
/** The fake engine's blanket answer for every condition it is handed. */
offerUnlocked?: boolean;
/**
* Condition types the fake engine says do *not* hold, whatever
* `offerUnlocked` says. Lets one list mix a met requirement with an unmet
* one, which is what distinguishes "reputation is short" from "something
* else is".
*/
unmetConditionTypes?: GameConditionType[];
offerRepeatable?: boolean;
offerQuantity?: number;
ownedPotions?: number | null;
/** Replaces the single item offer with one that sells the trophy pouch. */
bagOffer?: boolean;
/** Bag offers are one-off by nature; a test can lift that to reach the
* bag-specific quantity rule underneath it. */
bagRepeatable?: 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[];
/** Whether the fake engine says the bypass list holds. */
bypassPasses?: boolean;
}
/**
* What the fake engine reports as measured, per condition type.
*
* Only conditions with a scale have one: a flag is set or it is not, and the
* real engine reports `actual: null` for it.
*/
const FAKE_MEASURED_VALUE: Partial<Record<GameConditionType, number>> = {
[GameConditionType.REGION_REPUTATION]: 14,
[GameConditionType.WORLD_RENOWN]: 14,
};
function createWorld(fixture: Fixture = {}) {
const character = {
id: CHARACTER_ID,
silver: fixture.silver ?? 100,
} as Character;
const grantedItems: Array<Record<string, unknown>> = [];
const owned =
fixture.ownedPotions === undefined || fixture.ownedPotions === null
? null
: {
characterId: CHARACTER_ID,
itemDefinitionId: 'item-potion',
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 = [
fixture.bagOffer
? {
id: 'offer-bag',
shopId: 'shop-1',
itemDefinitionId: null,
lootBagDefinitionId: bag.id,
currencyType: 'SILVER',
price: 40,
quantity: 1,
repeatable: fixture.bagRepeatable ?? 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) => {
if (entity === Character) {
return {
findOne: () => Promise.resolve(character),
findOneBy: () => Promise.resolve(character),
save: (row: Character) => Promise.resolve(row),
};
}
if (entity === NpcShop) {
return {
findOneBy: () =>
Promise.resolve(
(fixture.hasShop ?? true)
? {
id: 'shop-1',
key: 'borin-supplies',
name: "Quartermaster's Supplies",
enabled: fixture.shopEnabled ?? true,
}
: null,
),
};
}
if (entity === ShopOffer) {
return { find: () => Promise.resolve(offers) };
}
if (entity === CharacterItem) {
return {
findOne: () => Promise.resolve(owned),
create: (row: Record<string, unknown>) => row,
save: (row: Record<string, unknown>) => {
grantedItems.push(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);
},
};
}
throw new Error('Unexpected repository');
};
const manager = { getRepository: repositories } as unknown as EntityManager;
const dataSource = {
getRepository: repositories,
transaction: async <T>(run: (m: EntityManager) => Promise<T>) =>
run(manager),
} as unknown as DataSource;
/** One condition's verdict, so `evaluate` and `describe` cannot disagree. */
const conditionHolds = (condition: GameCondition) => {
if (fixture.unmetConditionTypes?.includes(condition.type)) {
return false;
}
return fixture.offerUnlocked ?? true;
};
const conditions = {
evaluate: jest.fn(
(_context: unknown, list: GameCondition[] | undefined) => {
// Mirrors the real engine (game-condition.service.ts): an AND over
// nothing holds, so an empty list is not a gate at all. Keeping this
// faithful is what makes the service's `bypass.length > 0` guard
// load-bearing rather than decorative.
if (!list || list.length === 0) {
return Promise.resolve(true);
}
// 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);
}
// Answered from the list's own contents, so handing the gate the wrong
// list cannot pass unnoticed.
return Promise.resolve(list.every(conditionHolds));
},
),
describe: jest.fn((_context: unknown, list: GameCondition[] | undefined) =>
Promise.resolve(
(list ?? []).map((condition) => ({
condition,
met: conditionHolds(condition),
actual: FAKE_MEASURED_VALUE[condition.type] ?? null,
})),
),
),
} as unknown as GameConditionService;
const npcs = {
requireReachableNpc: jest.fn(() => Promise.resolve({ id: 'npc-1' })),
} as unknown as NpcService;
return {
service: new ShopService(dataSource, conditions, npcs),
character,
grantedItems,
grantedBags,
owned,
};
}
describe('ShopService', () => {
it('lists offers with the price the server holds', async () => {
const world = createWorld({ silver: 100 });
const view = await world.service.getShopView(CHARACTER_ID, MERCHANT_KEY);
expect(view.silver).toBe(100);
expect(view.offers[0]).toMatchObject({
itemKey: 'small-healing-potion',
price: 12,
unlocked: true,
affordable: true,
});
});
it('marks an offer the character cannot afford without hiding it', async () => {
const world = createWorld({ silver: 3 });
const view = await world.service.getShopView(CHARACTER_ID, MERCHANT_KEY);
expect(view.offers[0]).toMatchObject({ unlocked: true, affordable: false });
});
it('debits Silver and grants the item', async () => {
const world = createWorld({ silver: 50 });
const result = await world.service.purchase(
CHARACTER_ID,
MERCHANT_KEY,
'small-healing-potion',
2,
);
expect(result.silverSpent).toBe(24);
expect(world.character.silver).toBe(26);
expect(world.grantedItems[0]).toMatchObject({ quantity: 2 });
});
it('stacks onto an existing pile rather than starting a second one', async () => {
const world = createWorld({ silver: 50, ownedPotions: 3 });
await world.service.purchase(
CHARACTER_ID,
MERCHANT_KEY,
'small-healing-potion',
1,
);
expect(world.grantedItems[0]).toMatchObject({ quantity: 4 });
});
it('refuses a purchase the character cannot afford, leaving Silver intact', async () => {
const world = createWorld({ silver: 5 });
await expect(
world.service.purchase(
CHARACTER_ID,
MERCHANT_KEY,
'small-healing-potion',
1,
),
).rejects.toMatchObject({ code: 'SHOP_INSUFFICIENT_SILVER' });
expect(world.character.silver).toBe(5);
expect(world.grantedItems).toHaveLength(0);
});
it('refuses a locked offer even when the request asks for it directly', async () => {
// The gate is enforced server-side, so hiding it in the UI is not the
// protection (NPC spec §33: "gesperrtes Item kann nicht direkt über API
// gekauft werden"). Gated on a flag rather than reputation, because a
// non-reputation gate is what keeps the generic code in play.
const world = createWorld({
offerUnlocked: false,
silver: 1000,
conditions: [
{
type: GameConditionType.FLAG_SET,
key: 'vouched-for-by-the-warden',
value: true,
},
],
});
await expect(
world.service.purchase(
CHARACTER_ID,
MERCHANT_KEY,
'small-healing-potion',
1,
),
).rejects.toMatchObject({ code: 'SHOP_OFFER_LOCKED' });
expect(world.character.silver).toBe(1000);
expect(world.grantedItems).toHaveLength(0);
});
it('keeps an offer shut when its bypass list is empty', async () => {
// An empty condition list is an AND over nothing, so it *holds*. Without
// the service's emptiness guard, every offer in the database -- whose
// `bypass_conditions` default to '[]' -- would open (slice §7).
const world = createWorld({
offerUnlocked: false,
silver: 1000,
conditions: [
{
type: GameConditionType.FLAG_SET,
key: 'vouched-for-by-the-warden',
value: true,
},
],
bypassConditions: [],
});
await expect(
world.service.purchase(
CHARACTER_ID,
MERCHANT_KEY,
'small-healing-potion',
1,
),
).rejects.toMatchObject({ code: 'SHOP_OFFER_LOCKED' });
expect(world.character.silver).toBe(1000);
expect(world.grantedItems).toHaveLength(0);
});
it('refuses an item the shop does not stock', async () => {
const world = createWorld();
await expect(
world.service.purchase(CHARACTER_ID, MERCHANT_KEY, 'ash-blade', 1),
).rejects.toMatchObject({ code: 'SHOP_OFFER_NOT_FOUND' });
expect(world.character.silver).toBe(100);
expect(world.grantedItems).toHaveLength(0);
});
it('refuses a non-positive quantity', async () => {
const world = createWorld();
await expect(
world.service.purchase(
CHARACTER_ID,
MERCHANT_KEY,
'small-healing-potion',
0,
),
).rejects.toMatchObject({ code: 'SHOP_INVALID_QUANTITY' });
expect(world.character.silver).toBe(100);
expect(world.grantedItems).toHaveLength(0);
});
it('refuses to buy a one-off offer more than once in a request', async () => {
const world = createWorld({ offerRepeatable: false });
await expect(
world.service.purchase(
CHARACTER_ID,
MERCHANT_KEY,
'small-healing-potion',
2,
),
).rejects.toMatchObject({ code: 'SHOP_INVALID_QUANTITY' });
expect(world.character.silver).toBe(100);
expect(world.grantedItems).toHaveLength(0);
});
it('refuses a closed shop', async () => {
const world = createWorld({ shopEnabled: false });
await expect(
world.service.getShopView(CHARACTER_ID, MERCHANT_KEY),
).rejects.toMatchObject({ code: 'SHOP_DISABLED' });
});
it('grants the offer bundle size, not the request count', async () => {
// An offer that sells three at a time, bought twice, is six items.
const world = createWorld({ silver: 100, offerQuantity: 3 });
const result = await world.service.purchase(
CHARACTER_ID,
MERCHANT_KEY,
'small-healing-potion',
2,
);
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,
});
// The capacity line is sent once, as the effect. Repeating it as the
// description makes the row render it twice (slice §5).
expect(view.offers[0].itemDescription).toBe('');
});
it('grants a bag rather than stacking it as an item', async () => {
// Slice §10 case 3: the reputation gate is present *and* satisfied, so the
// purchase goes through. A fixture with no conditions at all would pass
// without the gate ever being consulted.
const world = createWorld({
bagOffer: true,
silver: 100,
conditions: [
{
type: GameConditionType.REGION_REPUTATION,
key: 'border-guard',
operator: ComparisonOperator.GTE,
value: 25,
},
],
});
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);
expect(world.grantedBags).toHaveLength(0);
});
it('refuses to sell two of the same bag in one request', async () => {
// A bag is one object, not a stack: the second grants nothing. The offer
// is made repeatable here so the bag rule is what answers, not the
// one-off rule that normally sits in front of it.
const world = createWorld({
bagOffer: true,
bagRepeatable: true,
silver: 1000,
});
await expect(
world.service.purchase(
CHARACTER_ID,
MERCHANT_KEY,
'basic-trophy-pouch',
2,
),
).rejects.toMatchObject({ code: 'SHOP_INVALID_QUANTITY' });
expect(world.character.silver).toBe(1000);
expect(world.grantedBags).toHaveLength(0);
});
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' });
expect(world.character.silver).toBe(1000);
expect(world.grantedItems).toHaveLength(0);
});
it('does not blame reputation when reputation is not what is short', async () => {
// The standing is already earned; a quest flag is the thing missing.
// Telling this player to go and earn reputation would send them after
// something they already have (slice §6).
const world = createWorld({
silver: 1000,
unmetConditionTypes: [GameConditionType.FLAG_SET],
conditions: [
{
type: GameConditionType.REGION_REPUTATION,
key: 'border-guard',
operator: ComparisonOperator.GTE,
value: 10,
},
{
type: GameConditionType.FLAG_SET,
key: 'vouched-for-by-the-warden',
value: true,
},
],
});
await expect(
world.service.purchase(
CHARACTER_ID,
MERCHANT_KEY,
'small-healing-potion',
1,
),
).rejects.toMatchObject({ code: 'SHOP_OFFER_LOCKED' });
expect(world.character.silver).toBe(1000);
expect(world.grantedItems).toHaveLength(0);
});
it('blocks a renown-gated offer without blaming merchant reputation', async () => {
// Slice §10 case 4, and the discrimination this branch introduced: World
// Renown is not the merchant's regard, so a renown block must read as a
// plain lock. Sending this player off to trade pelts with Borin would be
// pointing at the wrong bar entirely.
const world = createWorld({
silver: 1000,
unmetConditionTypes: [GameConditionType.WORLD_RENOWN],
conditions: [
{
type: GameConditionType.WORLD_RENOWN,
operator: ComparisonOperator.GTE,
value: 3,
},
],
});
await expect(
world.service.purchase(
CHARACTER_ID,
MERCHANT_KEY,
'small-healing-potion',
1,
),
).rejects.toMatchObject({ code: 'SHOP_OFFER_LOCKED' });
expect(world.character.silver).toBe(1000);
expect(world.grantedItems).toHaveLength(0);
});
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). The
// requirement has to actually exist and hold for that to be the thing
// under test.
const world = createWorld({
bagOffer: true,
silver: 10,
conditions: [
{
type: GameConditionType.REGION_REPUTATION,
key: 'border-guard',
operator: ComparisonOperator.GTE,
value: 25,
},
],
});
await expect(
world.service.purchase(
CHARACTER_ID,
MERCHANT_KEY,
'basic-trophy-pouch',
1,
),
).rejects.toMatchObject({ code: 'SHOP_INSUFFICIENT_SILVER' });
expect(world.character.silver).toBe(10);
expect(world.grantedBags).toHaveLength(0);
});
});