Merge branch 'slice/0.8.5-reputation-gated-merchant-offers'

This commit is contained in:
Bastian Wagner
2026-08-22 21:27:30 +02:00
24 changed files with 4733 additions and 155 deletions

View File

@@ -430,6 +430,14 @@ export interface ExchangeResult {
capacities: LootCapacity[];
}
/** One gate on an offer, as the server phrased it (slice 0.8.5 §5, §8). */
export interface ShopOfferRequirement {
label: string;
current: number | null;
required: number | null;
met: boolean;
}
export interface ShopOfferView {
itemKey: string;
itemName: string;
@@ -438,6 +446,8 @@ export interface ShopOfferView {
currencyType: string;
price: number;
quantity: number;
effectSummary: string | null;
requirements: ShopOfferRequirement[];
unlocked: boolean;
affordable: boolean;
}

View File

@@ -208,6 +208,21 @@
<h2 class="merchant__panel-title">{{ shop.shopName }}</h2>
<p class="merchant__purse" data-purse>{{ shop.silver }} Silver</p>
@if (store.newlyUnlocked().length > 0) {
<p class="shop-unlocked" data-unlocked aria-live="polite">
@for (name of store.newlyUnlocked(); track name) {
<span>New merchant offer unlocked: {{ name }}</span>
}
<button
type="button"
class="merchant__link"
(click)="store.dismissUnlocked()"
>
Dismiss
</button>
</p>
}
<ul class="shop-list">
@for (offer of shop.offers; track offer.itemKey) {
<li class="shop-row" [attr.data-shop-item]="offer.itemKey">
@@ -219,9 +234,33 @@
/>
<div class="shop-row__naming">
<span class="shop-row__name">{{ offer.itemName }}</span>
<span class="shop-row__description">{{
offer.itemDescription
}}</span>
@if (offer.itemDescription) {
<span class="shop-row__description">{{
offer.itemDescription
}}</span>
}
@if (offer.effectSummary) {
<span class="shop-row__effect" data-effect>{{
offer.effectSummary
}}</span>
}
@for (
requirement of offer.requirements;
track requirement.label
) {
<span
class="shop-row__requirement"
[class.shop-row__requirement--met]="requirement.met"
data-requirement
>
{{ requirement.label }}
@if (!requirement.met && requirement.current !== null) {
<span class="shop-row__current"
>· Current: {{ requirement.current }}</span
>
}
</span>
}
</div>
<span class="shop-row__price">{{ offer.price }} Silver</span>
<button

View File

@@ -351,6 +351,26 @@
font-size: var(--ar-font-sm);
}
.shop-row__effect {
color: var(--ar-text);
font-size: 0.75rem;
}
/* A lock the player can measure themselves against, not a dead end
(slice 0.8.5 §5). */
.shop-row__requirement {
color: var(--ar-gold);
font-size: 0.75rem;
}
.shop-row__requirement--met {
color: var(--ar-text-muted);
}
.shop-row__current {
color: var(--ar-text-muted);
}
.shop-receipt {
display: flex;
gap: var(--ar-space-2);
@@ -360,6 +380,17 @@
font-size: var(--ar-font-sm);
}
/* A line, not a modal (slice 0.8.5 §9). */
.shop-unlocked {
display: flex;
flex-wrap: wrap;
gap: var(--ar-space-2);
align-items: center;
margin: 0;
color: var(--ar-gold);
font-size: var(--ar-font-sm);
}
@media (max-width: 40rem) {
.merchant__identity {
grid-template-columns: 1fr;

View File

@@ -83,6 +83,8 @@ const SHOP: ShopView = {
currencyType: 'SILVER',
price: 12,
quantity: 1,
effectSummary: null,
requirements: [],
unlocked: true,
affordable: true,
},
@@ -94,6 +96,8 @@ const SHOP: ShopView = {
currencyType: 'SILVER',
price: 400,
quantity: 1,
effectSummary: null,
requirements: [],
unlocked: false,
affordable: false,
},
@@ -160,6 +164,79 @@ async function render(): Promise<{
return { fixture, element: fixture.nativeElement as HTMLElement, store };
}
/**
* Renders the merchant page with a caller-supplied shop and opens the shop
* panel, so requirement/effect tests don't need to repeat the NPC and
* exchange fixtures they don't care about.
*/
async function renderMerchantWithShop(
shopOverrides: Partial<ShopView>,
): Promise<{
fixture: ComponentFixture<MerchantPageComponent>;
element: HTMLElement;
store: MerchantStore;
}> {
const shop: ShopView = {
shopKey: 'borin-supplies',
shopName: "Quartermaster's Supplies",
npcKey: 'borin-quartermaster',
silver: 100,
offers: [],
...shopOverrides,
};
const api = {
getNpcInteraction: vi.fn(() => of(INTERACTION)),
getTradeIn: vi.fn(() => of(EXCHANGE)),
getShop: vi.fn(() => of(shop)),
tradeIn: vi.fn(() => of(TRADE_RESULT)),
purchase: vi.fn(() =>
of({
shopKey: 'borin-supplies',
itemKey: 'small-healing-potion',
itemName: 'Small Healing Potion',
quantity: 1,
silverSpent: 12,
silverBalance: 88,
}),
),
};
await TestBed.configureTestingModule({
imports: [MerchantPageComponent],
providers: [
provideZonelessChangeDetection(),
{ provide: GameApiService, useValue: api },
{
provide: ActivatedRoute,
useValue: {
snapshot: { paramMap: { get: () => 'borin-quartermaster' } },
},
},
],
}).compileComponents();
const fixture = TestBed.createComponent(MerchantPageComponent);
const store = TestBed.inject(MerchantStore);
fixture.detectChanges();
await new Promise((resolve) => setTimeout(resolve, 0));
fixture.detectChanges();
const element = fixture.nativeElement as HTMLElement;
element
.querySelector<HTMLButtonElement>('[data-action="OPEN_SHOP"]')
?.click();
fixture.detectChanges();
return { fixture, element, store };
}
/** How many times `needle` shows up in `haystack` -- `toContain` cannot say. */
function countOccurrences(haystack: string, needle: string): number {
return haystack.split(needle).length - 1;
}
describe('MerchantPageComponent', () => {
afterEach(() => TestBed.resetTestingModule());
@@ -308,4 +385,147 @@ describe('MerchantPageComponent', () => {
expect(element.querySelector('[data-purse]')?.textContent).toContain('100');
});
it('shows the requirement and the current value on a locked offer', async () => {
// A visible lock with a number attached is a goal; a hidden offer is not
// (slice §5). Shaped like the real Trophy Pouch offer: a bag definition
// carries no flavour text, so the API sends an empty description and the
// capacity line arrives once, as the effect.
const { fixture } = await renderMerchantWithShop({
offers: [
{
itemKey: 'basic-trophy-pouch',
itemName: 'Basic Trophy Pouch',
itemDescription: '',
iconPath: '/images/items/basic-trophy-pouch.png',
currencyType: 'SILVER',
price: 40,
quantity: 1,
effectSummary: 'Capacity: 5 Raider Trophies',
requirements: [
{
label: 'Requires Border Watch Reputation 25',
current: 14,
required: 25,
met: false,
},
],
unlocked: false,
affordable: true,
},
],
});
const row = fixture.nativeElement.querySelector(
'[data-shop-item="basic-trophy-pouch"]',
);
expect(row.textContent).toContain('Requires Border Watch Reputation 25');
expect(row.textContent).toContain('Current: 14');
// Once, not twice: slice §5's worked example shows the capacity line a
// single time.
expect(
countOccurrences(row.textContent, 'Capacity: 5 Raider Trophies'),
).toBe(1);
// An empty description renders nothing at all, rather than an empty span
// that would let a duplicated capacity line back in unnoticed.
expect(row.querySelector('.shop-row__description')).toBeNull();
expect(row.querySelector('button').disabled).toBe(true);
});
it('shows what a purchase does', async () => {
const { fixture } = await renderMerchantWithShop({
offers: [
{
itemKey: 'bandit-blade',
itemName: 'Bandit Blade',
itemDescription: 'A roughly serrated blade, forged for quick raids.',
iconPath: '/images/items/bandit-blade.png',
currencyType: 'SILVER',
price: 60,
quantity: 1,
effectSummary: '11 Weapon Damage, +1 Attack',
requirements: [
{
label: 'Requires World Renown 3',
current: 1,
required: 3,
met: false,
},
],
unlocked: false,
affordable: true,
},
],
});
const row = fixture.nativeElement.querySelector(
'[data-shop-item="bandit-blade"]',
);
expect(row.textContent).toContain('11 Weapon Damage, +1 Attack');
});
it('does not label an open offer as requiring anything unmet', async () => {
const { fixture } = await renderMerchantWithShop({
offers: [
{
itemKey: 'small-healing-potion',
itemName: 'Small Healing Potion',
itemDescription: 'A bitter draught.',
iconPath: '/images/items/potion.png',
currencyType: 'SILVER',
price: 12,
quantity: 1,
effectSummary: null,
requirements: [],
unlocked: true,
affordable: true,
},
],
});
const row = fixture.nativeElement.querySelector(
'[data-shop-item="small-healing-potion"]',
);
expect(row.querySelector('[data-requirement]')).toBeNull();
expect(row.querySelector('button').disabled).toBe(false);
});
it('renders a bypassed offer as buyable even with an unmet requirement shown', async () => {
// A later slice opens an offer through a quest bypass rather than by
// meeting the stated requirement. The server still describes the
// requirement it evaluated, but `unlocked` is what actually gates the
// button -- an unmet requirement must not re-lock a bypassed offer.
const { fixture } = await renderMerchantWithShop({
offers: [
{
itemKey: 'referred-trinket',
itemName: 'Referred Trinket',
itemDescription: 'A favour, called in.',
iconPath: '/images/items/referred-trinket.png',
currencyType: 'SILVER',
price: 20,
quantity: 1,
effectSummary: null,
requirements: [
{
label: 'Requires Border Watch Reputation 25',
current: 14,
required: 25,
met: false,
},
],
unlocked: true,
affordable: true,
},
],
});
const row = fixture.nativeElement.querySelector(
'[data-shop-item="referred-trinket"]',
);
expect(row.textContent).toContain('Requires Border Watch Reputation 25');
const button = row.querySelector('button');
expect(button.disabled).toBe(false);
expect(button.textContent).toContain('Buy');
});
});

View File

@@ -6,6 +6,7 @@ import type {
ExchangeResult,
ExchangeView,
NpcInteraction,
ShopOfferView,
ShopView,
} from '../../core/api/game-api.models';
import { GameApiService } from '../../core/api/game-api.service';
@@ -74,24 +75,35 @@ function exchangeView(overrides: Partial<ExchangeView> = {}): ExchangeView {
};
}
function shopView(): ShopView {
/** A single shop offer, defaulting to the fields no test in this file varies. */
function offer(
itemKey: string,
itemName: string,
unlocked: boolean,
): ShopOfferView {
return {
itemKey,
itemName,
itemDescription: 'A bitter draught.',
iconPath: '/images/items/potion.png',
currencyType: 'SILVER',
price: 12,
quantity: 1,
effectSummary: null,
requirements: [],
unlocked,
affordable: true,
};
}
function shopView(offers?: ShopOfferView[]): ShopView {
return {
shopKey: 'borin-supplies',
shopName: "Quartermaster's Supplies",
npcKey: 'borin-quartermaster',
silver: 100,
offers: [
{
itemKey: 'small-healing-potion',
itemName: 'Small Healing Potion',
itemDescription: 'A bitter draught.',
iconPath: '/images/items/potion.png',
currencyType: 'SILVER',
price: 12,
quantity: 1,
unlocked: true,
affordable: true,
},
offers: offers ?? [
offer('small-healing-potion', 'Small Healing Potion', true),
],
};
}
@@ -109,11 +121,23 @@ function tradeResult(): ExchangeResult {
};
}
function createApi(overrides: Partial<Record<string, unknown>> = {}) {
function createApi(
overrides: Partial<Record<string, unknown>> & { shopSequence?: ShopView[] } = {},
) {
// `shopSequence` lets a test hand back a different shop view on each call to
// `getShop`, so before/after `unlocked` flags can be observed across a trade
// without needing a real server round-trip.
const { shopSequence, ...rest } = overrides;
let shopCallIndex = 0;
return {
getNpcInteraction: vi.fn(() => of(interaction())),
getTradeIn: vi.fn(() => of(exchangeView())),
getShop: vi.fn(() => of(shopView())),
getShop: vi.fn(() =>
shopSequence
? of(shopSequence[Math.min(shopCallIndex++, shopSequence.length - 1)])
: of(shopView()),
),
tradeIn: vi.fn(() => of(tradeResult())),
getCharacter: vi.fn(() =>
of({
@@ -135,7 +159,7 @@ function createApi(overrides: Partial<Record<string, unknown>> = {}) {
silverBalance: 88,
}),
),
...overrides,
...rest,
};
}
@@ -359,4 +383,75 @@ describe('MerchantStore', () => {
store.showPanel('EXCHANGE');
expect(store.panel()).toBe('EXCHANGE');
});
it('announces an offer that a trade just unlocked', async () => {
// Reputation earned by the trade opened the pouch. The player should learn
// that without hunting for it (slice §9).
const api = createApi({
shopSequence: [
shopView([offer('basic-trophy-pouch', 'Basic Trophy Pouch', false)]),
shopView([offer('basic-trophy-pouch', 'Basic Trophy Pouch', true)]),
],
});
const store = createStore(api);
await store.load('borin-quartermaster');
store.setQuantity('ash-pelt', 1);
await store.tradeSelected();
expect(store.newlyUnlocked()).toEqual(['Basic Trophy Pouch']);
});
it('says nothing when a trade unlocks nothing', async () => {
const api = createApi({
shopSequence: [
shopView([offer('basic-trophy-pouch', 'Basic Trophy Pouch', false)]),
shopView([offer('basic-trophy-pouch', 'Basic Trophy Pouch', false)]),
],
});
const store = createStore(api);
await store.load('borin-quartermaster');
store.setQuantity('ash-pelt', 1);
await store.tradeSelected();
expect(store.newlyUnlocked()).toEqual([]);
});
it('does not re-announce an offer that was already open', async () => {
const api = createApi({
shopSequence: [
shopView([offer('small-healing-potion', 'Small Healing Potion', true)]),
shopView([offer('small-healing-potion', 'Small Healing Potion', true)]),
],
});
const store = createStore(api);
await store.load('borin-quartermaster');
store.setQuantity('ash-pelt', 1);
await store.tradeSelected();
expect(store.newlyUnlocked()).toEqual([]);
});
it('clears the unlock banner on a fresh load and at the start of a purchase', async () => {
// A stale banner from a previous merchant visit, or from before a buy
// click resolves, would misattribute an unlock to the wrong action.
const api = createApi({
shopSequence: [
shopView([offer('basic-trophy-pouch', 'Basic Trophy Pouch', false)]),
shopView([offer('basic-trophy-pouch', 'Basic Trophy Pouch', true)]),
],
});
const store = createStore(api);
await store.load('borin-quartermaster');
store.setQuantity('ash-pelt', 1);
await store.tradeSelected();
expect(store.newlyUnlocked()).toEqual(['Basic Trophy Pouch']);
await store.buy('basic-trophy-pouch');
expect(store.newlyUnlocked()).toEqual([]);
});
});

View File

@@ -30,6 +30,8 @@ const ERROR_MESSAGES: Readonly<Record<string, string>> = {
SHOP_OFFER_LOCKED: 'You have not earned the right to buy this yet.',
SHOP_INSUFFICIENT_SILVER: 'You cannot afford that.',
SHOP_INVALID_QUANTITY: 'That quantity cannot be bought.',
MERCHANT_REPUTATION_TOO_LOW: 'You have not earned enough standing for this yet.',
SHOP_BAG_ALREADY_OWNED: 'You already carry that.',
CHARACTER_NOT_FOUND: 'Your character could not be found.',
};
@@ -59,6 +61,7 @@ export class MerchantStore {
private readonly lastTradeState = signal<ExchangeResult | null>(null);
private readonly lastPurchaseState = signal<ShopPurchaseResult | null>(null);
private readonly selectionState = signal<Record<string, number>>({});
private readonly newlyUnlockedState = signal<string[]>([]);
readonly interaction = this.interactionState.asReadonly();
readonly exchange = this.exchangeState.asReadonly();
@@ -71,6 +74,7 @@ export class MerchantStore {
readonly lastTrade = this.lastTradeState.asReadonly();
readonly lastPurchase = this.lastPurchaseState.asReadonly();
readonly selection = this.selectionState.asReadonly();
readonly newlyUnlocked = this.newlyUnlockedState.asReadonly();
/** True once anything is selected, so the trade button can enable. */
readonly hasSelection = computed(() =>
@@ -110,6 +114,7 @@ export class MerchantStore {
this.lastTradeState.set(null);
this.lastPurchaseState.set(null);
this.selectionState.set({});
this.newlyUnlockedState.set([]);
this.panelState.set('DIALOGUE');
try {
@@ -207,8 +212,13 @@ export class MerchantStore {
// capacity, Silver and possibly renown at once, and the server is the
// only place that knows all of it.
this.exchangeState.set(await firstValueFrom(this.api.getTradeIn(npcKey)));
this.shopState.set(
this.shopState() ? await firstValueFrom(this.api.getShop(npcKey)) : null,
const previousShop = this.shopState();
const refreshedShop = previousShop
? await firstValueFrom(this.api.getShop(npcKey))
: null;
this.shopState.set(refreshedShop);
this.newlyUnlockedState.set(
this.unlockedSince(previousShop, refreshedShop),
);
// The purse in the top bar comes from the shared character state, so a
@@ -230,6 +240,9 @@ export class MerchantStore {
this.pendingState.set(itemKey);
this.actionErrorState.set(null);
// A purchase re-reads the shop below, so a banner from an earlier trade
// must not linger and be misread as caused by this buy.
this.newlyUnlockedState.set([]);
try {
this.lastPurchaseState.set(
@@ -252,6 +265,37 @@ export class MerchantStore {
this.lastPurchaseState.set(null);
}
dismissUnlocked(): void {
this.newlyUnlockedState.set([]);
}
/**
* Offer names that went from locked to open (slice §9).
*
* Derived from two shop reads the store already performs rather than from a
* server event: the trade re-fetches the shop anyway, so the before/after
* state is in hand, and a notification the server has to remember would be
* more machinery than a one-line message is worth.
*/
private unlockedSince(
before: ShopView | null,
after: ShopView | null,
): string[] {
if (!before || !after) {
return [];
}
const wasLocked = new Set(
before.offers
.filter((offer) => !offer.unlocked)
.map((offer) => offer.itemKey),
);
return after.offers
.filter((offer) => offer.unlocked && wasLocked.has(offer.itemKey))
.map((offer) => offer.itemName);
}
private toMessage(error: unknown): string {
if (error instanceof HttpErrorResponse) {
const code = (error.error as { code?: string } | null)?.code;