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SpaceWanderer/lib/game/save.test.ts
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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 { openGameDb, type GameDb } from '@/lib/db/client'
import * as schema from '@/lib/db/schema'
import { getSystemState, explorePlanet, getWorldState, jumpToSystem, type WorldState } from './save'
import { bodyRng, explorationRng, generatePlanets, rollExploration } from './world'
const dirs: string[] = []
async function freshFile(): Promise<{ db: GameDb; file: string }> {
const dir = await mkdtemp(path.join(tmpdir(), 'sw-save-test-'))
dirs.push(dir)
const file = path.join(dir, 'test.db')
return { db: await openGameDb(file), file }
}
afterAll(async () => {
for (const d of dirs) await rm(d, { recursive: true, force: true })
})
function currentOf(world: WorldState): WorldState['systems'][number] {
const current = world.systems.filter((s) => s.current)
expect(current).toHaveLength(1)
return current[0]
}
describe('ensureSave / getWorldState', () => {
it('auto-initializes a save on first read: start + 6 neighbours, turn 0, new_game event', async () => {
const { db } = await freshFile()
const world = await getWorldState(db)
expect(world.turn).toBe(0)
expect(world.systems).toHaveLength(7)
expect(currentOf(world).discovered).toBe(true)
expect(world.systems.filter((s) => !s.discovered)).toHaveLength(6)
expect(world.edges).toHaveLength(12) // start↔each neighbour + ring cycle
const ids = new Set(world.systems.map((s) => s.id))
for (const [a, b] of world.edges) {
expect(ids.has(a)).toBe(true)
expect(ids.has(b)).toBe(true)
}
const rows = db.raw.exec('SELECT type, turn FROM events ORDER BY id')
expect(rows[0].values).toEqual([['new_game', 0]])
})
it('is idempotent — a second read does not regenerate the world', async () => {
const { db } = await freshFile()
const first = await getWorldState(db)
const second = await getWorldState(db)
expect(second).toEqual(first)
})
})
describe('jumpToSystem validation', () => {
it('rejects unknown systems with 404 and jumping to the current system with 409', async () => {
const { db } = await freshFile()
const world = await getWorldState(db)
const start = currentOf(world)
await expect(jumpToSystem(db, 999_999)).rejects.toMatchObject({ status: 404 })
await expect(jumpToSystem(db, start.id)).rejects.toMatchObject({ status: 409 })
const after = await getWorldState(db)
expect(after.turn).toBe(0) // rejected jumps mutate nothing
expect(currentOf(after).id).toBe(start.id)
})
it('rejects non-adjacent systems with 409 and leaves state untouched', async () => {
const { db } = await freshFile()
const w0 = await getWorldState(db)
const start = currentOf(w0)
// Every initial neighbour is adjacent to the start, so jump once first.
const n0 = w0.systems.find((s) => !s.current)!
await jumpToSystem(db, n0.id)
const w1 = await getWorldState(db)
expect(currentOf(w1).id).toBe(n0.id)
// A system with no route to the current one (ring members two steps away qualify).
const adjacent = new Set(
w1.edges.filter(([a, b]) => a === n0.id || b === n0.id).flatMap(([a, b]) => [a, b]),
)
const far = w1.systems.find((s) => !adjacent.has(s.id))!
await expect(jumpToSystem(db, far.id)).rejects.toMatchObject({ status: 409 })
const after = await getWorldState(db)
expect(after.turn).toBe(1)
expect(currentOf(after).id).toBe(n0.id)
})
})
describe('jumpToSystem success path', () => {
it('sets current, increments turn, discovers the target and grows the chart', async () => {
const { db } = await freshFile()
const w0 = await getWorldState(db)
const start = currentOf(w0)
const target = w0.systems.find((s) => !s.current)! // all initial neighbours are adjacent to the start
const after = await jumpToSystem(db, target.id)
expect(after.turn).toBe(1)
expect(currentOf(after).id).toBe(target.id)
expect(after.systems.find((s) => s.id === target.id)!.discovered).toBe(true)
// Expansion: 4 new undiscovered neighbours around the target, each routed to it.
const fresh = after.systems.filter((s) => !w0.systems.some((p) => p.id === s.id))
expect(fresh).toHaveLength(4)
expect(fresh.every((s) => !s.discovered)).toBe(true)
for (const n of fresh) {
expect(after.edges.some(([a, b]) => (a === target.id && b === n.id) || (a === n.id && b === target.id))).toBe(true)
}
const rows = db.raw.exec('SELECT type, turn FROM events ORDER BY id')
expect(rows[0].values).toEqual([['new_game', 0], ['jump', 1]])
})
it('persists the current system and turn across a DB reopen (container restart)', async () => {
const { db, file } = await freshFile()
const w0 = await getWorldState(db)
const target = w0.systems.find((s) => !s.current)!
const after = await jumpToSystem(db, target.id)
const reopened = await openGameDb(file) // a new process would see the same file
const again = await getWorldState(reopened)
expect(again.turn).toBe(after.turn)
expect(currentOf(again).id).toBe(target.id)
expect(again.systems).toHaveLength(after.systems.length)
})
})
describe('getSystemState', () => {
it('generates bodies for every system on new game; moons nest under a parent planet only', async () => {
const { db } = await freshFile()
const state = await getSystemState(db)
// Current (start) system: 2–5 planets, all unexplored yet.
const planetRows = state.planets.filter((p) => p.parent === null)
expect(planetRows.length).toBeGreaterThanOrEqual(2)
expect(planetRows.length).toBeLessThanOrEqual(5)
const planetIds = new Set(planetRows.map((p) => p.id))
for (const row of state.planets) {
if (row.parent !== null) expect(planetIds.has(row.parent)).toBe(true) // moons hang off a planet in the same system
expect(row.explored).toBe(false)
}
// Every one of the 7 fresh-save systems got bodies.
const counts = db.raw.exec('SELECT system_id, COUNT(*) FROM planets GROUP BY system_id')
expect(counts[0].values).toHaveLength(7)
for (const [, n] of counts[0].values) expect(Number(n)).toBeGreaterThanOrEqual(2)
expect(state.inventory).toEqual([]) // nothing found before any scan
expect(state.turn).toBe(0)
})
})
describe('explorePlanet', () => {
it('rejects unknown planets with 404 and already-explored ones with 409, mutating nothing on failure', async () => {
const { db } = await freshFile()
const state = await getSystemState(db)
const target = state.planets[0]
await expect(explorePlanet(db, 999_999)).rejects.toMatchObject({ status: 404 })
await explorePlanet(db, target.id)
await expect(explorePlanet(db, target.id)).rejects.toMatchObject({ status: 409 })
const after = await getSystemState(db)
expect(after.turn).toBe(1) // only the successful scan costs a turn
expect(after.planets.find((p) => p.id === target.id)?.explored).toBe(true)
})
it('marks explored, bumps the turn, lands finds in inventory and writes an event', async () => {
const { db } = await freshFile()
const state = await getSystemState(db)
const target = state.planets[0]
const result = await explorePlanet(db, target.id)
expect(result.turn).toBe(1)
// Fresh save: inventory is exactly this scan's haul.
for (const item of result.outcome) {
expect(result.inventory.find((i) => i.kind === item.kind && i.name === item.name)?.qty).toBe(item.qty)
}
expect(result.inventory.length).toBe(result.outcome.length)
const rows = db.raw.exec('SELECT type, turn FROM events ORDER BY id')
expect(rows[0].values).toEqual([['new_game', 0], ['explore', 1]])
})
it('is deterministic per save+planet and accumulates qty across scans (known seed)', async () => {
// Hand-built save with a known seed so every outcome is recomputable offline.
const { db } = await freshFile()
const [save] = await db.db.insert(schema.saves).values({ seed: '42', turn: 0, createdAt: new Date().toISOString() }).returning()
const [sys] = await db.db
.insert(schema.solarSystems)
.values({ saveId: save.id, name: 'Test System', x: 50, y: 50, discovered: true, isCurrent: true })
.returning({ id: schema.solarSystems.id })
const planetIds: number[] = []
for (const body of generatePlanets(bodyRng('42', sys.id))) {
const [p] = await db.db
.insert(schema.planets)
.values({ systemId: sys.id, parentId: null, name: body.name, type: body.type, hazard: body.hazard })
.returning({ id: schema.planets.id })
planetIds.push(p.id)
}
const expected = planetIds.map((id) => rollExploration(explorationRng('42', id)))
for (let i = 0; i < planetIds.length; i++) {
const result = await explorePlanet(db, planetIds[i])
expect(result.outcome).toEqual(expected[i]) // same save+planet → same haul
}
// Inventory accumulates: qty per kind+name equals the sum over all scans.
const totals = new Map<string, number>()
for (const items of expected) {
for (const it of items) totals.set(`${it.kind}|${it.name}`, (totals.get(`${it.kind}|${it.name}`) ?? 0) + it.qty)
}
const state = await getSystemState(db)
expect(state.inventory.length).toBe(totals.size)
for (const item of state.inventory) {
expect(item.qty).toBe(totals.get(`${item.kind}|${item.name}`))
}
expect(state.turn).toBe(planetIds.length) // one turn per scan
})
})