Files
SpaceWanderer/app/api/ship/upgrade/route.test.ts

95 lines
4.9 KiB
TypeScript

// Handler-level tests for the queueing ship-upgrade route (Task 5a(ii)): POST /api/ship/upgrade
// with a crew team queues a SHIP_UPGRADE row instead of resolving instantly — the level-up
// waits for the turn tick, the cost comes out of the cargo hold at queue time, same snapshot
// shape, same pre-check codes, no turn spent at queue time.
import { mkdtemp, rm } from 'node:fs/promises'
import { tmpdir } from 'node:os'
import path from 'node:path'
import { afterAll, describe, expect, it } from 'vitest'
import { getGameDb, type GameDb } from '@/lib/db/client'
import * as schema from '@/lib/db/schema'
import { getShipState } from '@/lib/game/ship'
import { upgradeCost } from '@/lib/game/ship-costs'
import { addCrew, buildWorldFixture } from '@/lib/game/test-fixtures'
import { POST } from './route'
const dirs: string[] = []
// The route talks to the app-process singleton (getGameDb), so each test points it at a
// fresh temp file and uses that very instance for fixtures and assertions — two in-memory
// sql.js copies of one file would never see each other's writes.
const g = globalThis as unknown as { __spaceWandererGameDb?: Promise<GameDb> }
async function freshFile(): Promise<{ db: GameDb; file: string }> {
const dir = await mkdtemp(path.join(tmpdir(), 'sw-ship-upgrade-route-test-'))
dirs.push(dir)
const file = path.join(dir, 'test.db')
process.env.SPACE_WANDERER_DB_PATH = file
delete g.__spaceWandererGameDb
return { db: await getGameDb(), file }
}
afterAll(async () => {
delete process.env.SPACE_WANDERER_DB_PATH
delete g.__spaceWandererGameDb
for (const d of dirs) await rm(d, { recursive: true, force: true })
})
const post = (body: unknown) => POST(new Request('http://localhost/api/ship/upgrade', { method: 'POST', body: JSON.stringify(body) }))
// The fixture suite mints no ship rows (JC-6) — insert exactly what the test needs.
async function insertSystem(db: GameDb, over: { type: string; level: number; capacity: number }) {
const [save] = await db.db.select().from(schema.saves).limit(1)
const [row] = await db.db.insert(schema.shipSystems).values({ saveId: save.id, ...over }).returning()
return row
}
// The fixture suite mints no cargo hold (JC-6) — seed rows directly.
async function seedHold(db: GameDb, rows: { kind: 'resource' | 'part'; name: string; qty: number }[]) {
const [save] = await db.db.select().from(schema.saves).limit(1)
for (const r of rows) {
await db.db.insert(schema.inventoryItems).values({ saveId: save.id, ...r })
}
}
describe('POST /api/ship/upgrade (5a(ii))', () => {
it('happy: row with type/payload, turn unchanged, cost deducted, no level change yet', async () => {
const { db } = await freshFile()
await buildWorldFixture(db)
const [c1] = await addCrew(db, 1)
const sys = await insertSystem(db, { type: 'REACTOR', level: 2, capacity: 2 }) // built, not maxed (base cap 5)
await seedHold(db, [{ kind: 'resource', name: 'resource', qty: upgradeCost(sys.level) }]) // exactly the existing cost logic
const [before] = await db.db.select().from(schema.saves)
const res = await post({ systemId: sys.id, leadCrewId: c1 })
expect(res.status).toBe(200)
expect(await res.json()).toEqual(await getShipState(db)) // the same snapshot shape the instant action returned
const [row] = await db.db.select().from(schema.tasks)
expect(row).toMatchObject({ type: 'SHIP_UPGRADE', leadCrewId: c1, status: 'ACTIVE', queuedAtTurn: before.turn })
expect(JSON.parse(row.helpers)).toEqual([]) // helpers is a JSON text column
expect(JSON.parse(row.payload)).toEqual({ systemId: sys.id })
expect((await db.db.select().from(schema.saves))[0].turn).toBe(before.turn) // no turn increment
expect(await db.db.select().from(schema.inventoryItems)).toHaveLength(0) // whole cost deducted at queue time
expect((await db.db.select().from(schema.shipSystems)).find((s) => s.id === sys.id)!.level).toBe(sys.level) // the effect waits for the tick
})
it('unaffordable → 422 (existing spendItems message), nothing queued', async () => {
const { db } = await freshFile()
await buildWorldFixture(db)
const [c1] = await addCrew(db, 1)
const sys = await insertSystem(db, { type: 'REACTOR', level: 2, capacity: 2 })
await seedHold(db, [{ kind: 'resource', name: 'resource', qty: upgradeCost(sys.level) - 1 }])
const res = await post({ systemId: sys.id, leadCrewId: c1 })
expect(res.status).toBe(422)
expect(await db.db.select().from(schema.tasks)).toHaveLength(0)
})
it('max level → 409 (existing pre-check, existing code), nothing queued', async () => {
const { db } = await freshFile()
await buildWorldFixture(db)
const [c1] = await addCrew(db, 1)
const sys = await insertSystem(db, { type: 'REACTOR', level: 99, capacity: 2 }) // above any max
expect((await post({ systemId: sys.id, leadCrewId: c1 })).status).toBe(409)
expect(await db.db.select().from(schema.tasks)).toHaveLength(0)
})
})