feat(quests): accept, advance and complete a quest chain
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
81
apps/api/src/quests/quest.errors.ts
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81
apps/api/src/quests/quest.errors.ts
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@@ -0,0 +1,81 @@
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import { HttpException, HttpStatus } from '@nestjs/common';
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export type QuestErrorCode =
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| 'QUEST_NOT_FOUND'
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| 'QUEST_NOT_OFFERED_HERE'
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| 'QUEST_ALREADY_ACCEPTED'
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| 'QUEST_NOT_ACTIVE'
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| 'QUEST_STEP_NOT_HERE'
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| 'QUEST_OBJECTIVE_INCOMPLETE';
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export class QuestDomainError extends HttpException {
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constructor(
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public readonly code: QuestErrorCode,
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status: HttpStatus,
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message: string,
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) {
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super({ statusCode: status, code, message }, status);
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}
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}
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export function questNotFound(): QuestDomainError {
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return new QuestDomainError(
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'QUEST_NOT_FOUND',
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HttpStatus.NOT_FOUND,
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'This quest could not be found.',
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);
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}
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export function questNotOfferedHere(): QuestDomainError {
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return new QuestDomainError(
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'QUEST_NOT_OFFERED_HERE',
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HttpStatus.CONFLICT,
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'This person has nothing to ask of you.',
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);
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}
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/**
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* Raised when the quest is already on the character's list.
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*
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* Also what a lost race resolves to: the unique index on
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* (character_id, quest_id) is the real guarantee, and this turns the
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* constraint violation into something the client can explain (AGENTS.md §30).
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*/
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export function questAlreadyAccepted(): QuestDomainError {
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return new QuestDomainError(
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'QUEST_ALREADY_ACCEPTED',
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HttpStatus.CONFLICT,
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'You have already taken this on.',
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);
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}
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export function questNotActive(): QuestDomainError {
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return new QuestDomainError(
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'QUEST_NOT_ACTIVE',
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HttpStatus.CONFLICT,
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'You are not on this quest.',
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);
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}
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/**
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* Raised when this NPC is not what the quest currently needs.
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*
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* Covers both "you are talking to the wrong person" and "you came back too
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* early": the current step is derived, so a turn-in attempt with four pelts
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* simply is not the step the character is on.
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*/
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export function questStepNotHere(): QuestDomainError {
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return new QuestDomainError(
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'QUEST_STEP_NOT_HERE',
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HttpStatus.CONFLICT,
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'This is not what the quest needs from you right now.',
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);
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}
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export function questObjectiveIncomplete(): QuestDomainError {
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return new QuestDomainError(
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'QUEST_OBJECTIVE_INCOMPLETE',
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HttpStatus.CONFLICT,
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'You do not have what this step needs yet.',
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);
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}
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867
apps/api/src/quests/quest.service.spec.ts
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867
apps/api/src/quests/quest.service.spec.ts
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@@ -0,0 +1,867 @@
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import { DataSource, EntityManager } from 'typeorm';
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import { Character } from '../characters/entities/character.entity';
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import { CharacterItem } from '../items/entities/character-item.entity';
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import { ItemDefinition } from '../items/entities/item-definition.entity';
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import { LootCategory } from '../items/loot-category.enum';
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import { CharacterLootBag } from '../loot-bags/entities/character-loot-bag.entity';
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import { LootBagDefinition } from '../loot-bags/entities/loot-bag-definition.entity';
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import { CharacterNpcState } from '../npcs/entities/character-npc-state.entity';
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import { NpcDefinition } from '../npcs/entities/npc-definition.entity';
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import { NpcService } from '../npcs/npc.service';
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import { ReputationService } from '../reputation/reputation.service';
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import { CharacterQuest } from './entities/character-quest.entity';
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import { NpcQuestAssignment } from './entities/npc-quest-assignment.entity';
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import { QuestDefinition } from './entities/quest-definition.entity';
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import { QuestObjective } from './entities/quest-objective.entity';
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import {
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QuestObjectiveState,
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QuestProgressService,
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QuestState,
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} from './quest-progress.service';
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import { QuestService } from './quest.service';
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import {
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CharacterQuestStatus,
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NpcQuestRole,
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QuestObjectiveType,
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QuestStatus,
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} from './quest.types';
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const CHARACTER_ID = 'character-1';
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const QUEST_ID = 'quest-1';
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const QUEST_KEY = 'trouble-beyond-the-gate';
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const WARDEN_ID = 'npc-warden';
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const WARDEN_KEY = 'south-gate-warden';
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const BORIN_ID = 'npc-borin';
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const BORIN_KEY = 'borin-quartermaster';
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const REFERRAL_FLAG = 'referred-by-south-gate-warden';
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const PELT_DEFINITION_ID = 'item-pelt';
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const HIDE_BAG_DEFINITION_ID = 'bag-hide';
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function objective(over: Partial<QuestObjective>): QuestObjective {
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return {
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id: `objective-${over.orderIndex ?? 0}`,
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questId: QUEST_ID,
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key: `step-${over.orderIndex ?? 0}`,
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orderIndex: 0,
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type: QuestObjectiveType.COLLECT_ITEM,
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targetKey: 'ash-pelt',
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requiredQuantity: 5,
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description: 'Collect Ashen Pelts',
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npcLine: null,
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hintText: null,
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advanceWhenBlocked: false,
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consumeOnComplete: false,
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grantsLootBagKey: null,
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setsFlagKey: null,
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setsFlagNpcKey: null,
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enabled: true,
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...over,
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} as QuestObjective;
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}
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/** The real five-step chain (Slice 0.9 §3–§8). */
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function chain(): QuestObjective[] {
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return [
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objective({
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orderIndex: 0,
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key: 'collect-pelts-first',
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advanceWhenBlocked: true,
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hintText: 'You cannot carry enough pelts. Return to the South Gate Warden.',
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}),
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objective({
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orderIndex: 1,
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key: 'report-capacity',
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type: QuestObjectiveType.TALK_TO_NPC,
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targetKey: WARDEN_KEY,
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requiredQuantity: 1,
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description: 'Return to the South Gate Warden',
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npcLine: 'Go see Borin in Graufurt.',
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setsFlagKey: REFERRAL_FLAG,
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setsFlagNpcKey: BORIN_KEY,
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}),
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objective({
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orderIndex: 2,
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key: 'collect-bag',
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type: QuestObjectiveType.TALK_TO_NPC,
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targetKey: BORIN_KEY,
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requiredQuantity: 1,
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description: 'Speak with Borin in Graufurt',
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npcLine: 'Take this.',
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grantsLootBagKey: 'basic-hide-bag',
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}),
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objective({
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orderIndex: 3,
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key: 'collect-pelts',
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consumeOnComplete: true,
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}),
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objective({
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orderIndex: 4,
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key: 'turn-in',
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type: QuestObjectiveType.TALK_TO_NPC,
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targetKey: WARDEN_KEY,
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requiredQuantity: 1,
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description: 'Bring the pelts to the South Gate Warden',
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npcLine: "Good. That's enough for me.",
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}),
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];
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}
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interface Fixture {
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/** Which NPC the character is standing with; null means unreachable. */
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standingWith?: 'warden' | 'borin' | null;
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questEnabled?: boolean;
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hasOfferAssignment?: boolean;
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/** Undefined means the quest was never accepted. */
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status?: CharacterQuestStatus;
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storedIndex?: number;
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/** The step the derivation says the character is on. */
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currentIndex?: number | null;
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pelts?: number;
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blockedIndexes?: number[];
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ownsHideBag?: boolean;
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borinFlags?: Record<string, boolean | string | number>;
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silver?: number;
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rewardReputation?: number;
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rewardSilver?: number;
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/** Makes the insert fail the way a lost unique-index race would. */
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insertRace?: boolean;
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}
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function createWorld(fixture: Fixture = {}) {
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const quest = {
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id: QUEST_ID,
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key: QUEST_KEY,
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title: 'Trouble Beyond the Gate',
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description: 'Five pelts.',
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rewardFactionKey: 'border-guard',
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rewardReputation: fixture.rewardReputation ?? 10,
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rewardSilver: fixture.rewardSilver ?? 0,
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enabled: fixture.questEnabled ?? true,
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} as QuestDefinition;
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const objectives = chain();
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const npcs: Record<string, NpcDefinition> = {
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warden: { id: WARDEN_ID, key: WARDEN_KEY } as NpcDefinition,
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borin: { id: BORIN_ID, key: BORIN_KEY } as NpcDefinition,
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};
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const questRow: CharacterQuest | null =
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fixture.status === undefined
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? null
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: ({
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id: 'character-quest-1',
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characterId: CHARACTER_ID,
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questId: QUEST_ID,
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status: fixture.status,
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currentObjectiveIndex: fixture.storedIndex ?? 0,
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acceptedAt: new Date('2026-01-01T00:00:00Z'),
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completedAt: null,
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} as CharacterQuest);
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const character = {
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id: CHARACTER_ID,
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silver: fixture.silver ?? 0,
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} as Character;
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const peltStack =
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(fixture.pelts ?? 0) > 0
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? ({
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id: 'character-item-pelt',
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characterId: CHARACTER_ID,
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itemDefinitionId: PELT_DEFINITION_ID,
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quantity: fixture.pelts as number,
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} as CharacterItem)
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: null;
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const state = {
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characterItems: peltStack ? [peltStack] : ([] as CharacterItem[]),
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lootBags: fixture.ownsHideBag
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? [
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{
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characterId: CHARACTER_ID,
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lootBagDefinitionId: HIDE_BAG_DEFINITION_ID,
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active: true,
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},
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]
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: ([] as Array<Record<string, unknown>>),
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npcStates: fixture.borinFlags
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? [
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{
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characterId: CHARACTER_ID,
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npcId: BORIN_ID,
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flags: { ...fixture.borinFlags },
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},
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]
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: ([] as Array<Record<string, unknown>>),
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questRows: questRow ? [questRow] : ([] as CharacterQuest[]),
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savedQuestRows: [] as CharacterQuest[],
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savedNpcStates: [] as Array<Record<string, unknown>>,
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savedLootBags: [] as Array<Record<string, unknown>>,
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removedItems: [] as CharacterItem[],
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savedCharacters: [] as Character[],
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};
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const manager = {
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getRepository: (entity: unknown) => {
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if (entity === QuestDefinition) {
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return {
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findOneBy: async (criteria: { key: string; enabled: boolean }) =>
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quest.key === criteria.key && quest.enabled === criteria.enabled
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? quest
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: null,
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};
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}
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if (entity === NpcQuestAssignment) {
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return {
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findOneBy: async (criteria: { npcId: string; role: NpcQuestRole }) =>
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(fixture.hasOfferAssignment ?? true) &&
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criteria.npcId === WARDEN_ID &&
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criteria.role === NpcQuestRole.OFFER
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? { id: 'assignment-1' }
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: null,
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};
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}
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if (entity === CharacterQuest) {
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return {
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findOne: async () => state.questRows[0] ?? null,
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create: (value: Record<string, unknown>) => value,
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save: async (value: CharacterQuest) => {
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state.savedQuestRows.push(value);
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if (fixture.insertRace && state.questRows.length === 0) {
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// What Postgres raises when the unique index refuses a second
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// row for the same (character, quest).
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throw Object.assign(new Error('duplicate key'), {
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driverError: { code: '23505' },
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});
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}
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return value;
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},
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};
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}
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if (entity === NpcDefinition) {
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return {
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findOneBy: async (criteria: { key: string }) =>
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Object.values(npcs).find((npc) => npc.key === criteria.key) ?? null,
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};
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}
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if (entity === CharacterNpcState) {
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return {
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findOneBy: async (criteria: { npcId: string }) =>
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state.npcStates.find((row) => row.npcId === criteria.npcId) ?? null,
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create: (value: Record<string, unknown>) => value,
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save: async (value: Record<string, unknown>) => {
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state.savedNpcStates.push(value);
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return value;
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},
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};
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}
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if (entity === LootBagDefinition) {
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return {
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findOneBy: async (criteria: { key: string }) =>
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criteria.key === 'basic-hide-bag'
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? {
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id: HIDE_BAG_DEFINITION_ID,
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key: 'basic-hide-bag',
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name: 'Basic Hide Bag',
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lootCategory: LootCategory.HIDE,
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capacity: 5,
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}
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: null,
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};
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}
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if (entity === CharacterLootBag) {
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return {
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findOne: async () => state.lootBags[0] ?? null,
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create: (value: Record<string, unknown>) => value,
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save: async (value: Record<string, unknown>) => {
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state.savedLootBags.push(value);
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state.lootBags.push(value);
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return value;
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},
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};
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}
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if (entity === ItemDefinition) {
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return {
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findOneBy: async (criteria: { key: string }) =>
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criteria.key === 'ash-pelt'
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? { id: PELT_DEFINITION_ID, key: 'ash-pelt' }
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: null,
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};
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}
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if (entity === CharacterItem) {
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return {
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findOne: async () => state.characterItems[0] ?? null,
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save: async (value: CharacterItem) => value,
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remove: async (value: CharacterItem) => {
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state.removedItems.push(value);
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state.characterItems = state.characterItems.filter(
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(item) => item !== value,
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);
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return value;
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},
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};
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}
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if (entity === Character) {
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return {
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findOne: async () => character,
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save: async (value: Character) => {
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state.savedCharacters.push(value);
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return value;
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},
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};
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}
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throw new Error('Unexpected repository');
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},
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} as unknown as EntityManager;
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const dataSource = {
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getRepository: manager.getRepository.bind(manager),
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transaction: async <T>(run: (m: EntityManager) => Promise<T>) => run(manager),
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} as unknown as DataSource;
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const objectiveStates: QuestObjectiveState[] = objectives.map(
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(candidate, index) => ({
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objective: candidate,
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current:
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candidate.type === QuestObjectiveType.COLLECT_ITEM
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? (fixture.pelts ?? 0)
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: 0,
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required: candidate.requiredQuantity,
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blocked: (fixture.blockedIndexes ?? []).includes(index),
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satisfied:
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candidate.type === QuestObjectiveType.COLLECT_ITEM &&
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(fixture.pelts ?? 0) >= candidate.requiredQuantity,
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}),
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);
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const status: QuestStatus =
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fixture.status === undefined
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? 'AVAILABLE'
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: fixture.status === CharacterQuestStatus.COMPLETED
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? 'COMPLETED'
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: 'ACTIVE';
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const questState: QuestState = {
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quest,
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objectives: objectiveStates,
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row: questRow,
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status,
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currentIndex:
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fixture.currentIndex === undefined
|
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? status === 'ACTIVE'
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? (fixture.storedIndex ?? 0)
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: null
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: fixture.currentIndex,
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};
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const progress = {
|
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getQuestStates: jest.fn().mockResolvedValue([questState]),
|
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getQuestState: jest.fn().mockResolvedValue(questState),
|
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getNpcQuestStates: jest.fn().mockResolvedValue([]),
|
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} as unknown as QuestProgressService;
|
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const npcService = {
|
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requireReachableNpc: jest.fn(async (_characterId: string, key: string) => {
|
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// Not `??`: the fixture uses an explicit null to mean "nowhere near
|
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// anyone", which `??` would quietly turn back into the warden.
|
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const standing =
|
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fixture.standingWith === undefined ? 'warden' : fixture.standingWith;
|
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if (standing === null) {
|
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throw new Error('NPC_UNAVAILABLE');
|
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}
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if (npcs[standing].key !== key) {
|
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throw new Error('NPC_UNAVAILABLE');
|
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}
|
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return npcs[standing];
|
||||
}),
|
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} as unknown as NpcService;
|
||||
|
||||
const reputation = {
|
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grantReputation: jest.fn().mockResolvedValue({
|
||||
factionKey: 'border-guard',
|
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previousReputation: 0,
|
||||
newReputation: 10,
|
||||
previousRank: 'NEUTRAL',
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||||
newRank: 'NEUTRAL',
|
||||
rankChanged: false,
|
||||
}),
|
||||
} as unknown as ReputationService;
|
||||
|
||||
return {
|
||||
service: new QuestService(dataSource, progress, npcService, reputation),
|
||||
state,
|
||||
character,
|
||||
reputation,
|
||||
questState,
|
||||
};
|
||||
}
|
||||
|
||||
describe('QuestService.acceptQuest', () => {
|
||||
it('records the quest as active at the first step', async () => {
|
||||
const { service, state } = createWorld({ status: undefined });
|
||||
|
||||
const result = await service.acceptQuest(
|
||||
CHARACTER_ID,
|
||||
WARDEN_KEY,
|
||||
QUEST_KEY,
|
||||
);
|
||||
|
||||
expect(state.savedQuestRows[0]).toMatchObject({
|
||||
characterId: CHARACTER_ID,
|
||||
questId: QUEST_ID,
|
||||
status: CharacterQuestStatus.ACTIVE,
|
||||
currentObjectiveIndex: 0,
|
||||
});
|
||||
// The offer line is dialogue content; the accept itself says nothing.
|
||||
expect(result.npcLine).toBeNull();
|
||||
expect(result.grantedBag).toBeNull();
|
||||
});
|
||||
|
||||
it('refuses an NPC that does not offer the quest', async () => {
|
||||
const { service } = createWorld({
|
||||
status: undefined,
|
||||
hasOfferAssignment: false,
|
||||
});
|
||||
|
||||
await expect(
|
||||
service.acceptQuest(CHARACTER_ID, WARDEN_KEY, QUEST_KEY),
|
||||
).rejects.toMatchObject({ response: { code: 'QUEST_NOT_OFFERED_HERE' } });
|
||||
});
|
||||
|
||||
it('refuses an unknown or disabled quest', async () => {
|
||||
const { service } = createWorld({ status: undefined, questEnabled: false });
|
||||
|
||||
await expect(
|
||||
service.acceptQuest(CHARACTER_ID, WARDEN_KEY, QUEST_KEY),
|
||||
).rejects.toMatchObject({ response: { code: 'QUEST_NOT_FOUND' } });
|
||||
});
|
||||
|
||||
it('accepts the quest only once', async () => {
|
||||
const { service } = createWorld({ status: CharacterQuestStatus.ACTIVE });
|
||||
|
||||
await expect(
|
||||
service.acceptQuest(CHARACTER_ID, WARDEN_KEY, QUEST_KEY),
|
||||
).rejects.toMatchObject({ response: { code: 'QUEST_ALREADY_ACCEPTED' } });
|
||||
});
|
||||
|
||||
it('turns a lost unique-index race into the same refusal', async () => {
|
||||
// Two clicks that both pass the existence check: the database refuses the
|
||||
// second, and the player must not see a 500 for it (AGENTS.md §30).
|
||||
const { service } = createWorld({ status: undefined, insertRace: true });
|
||||
|
||||
await expect(
|
||||
service.acceptQuest(CHARACTER_ID, WARDEN_KEY, QUEST_KEY),
|
||||
).rejects.toMatchObject({ response: { code: 'QUEST_ALREADY_ACCEPTED' } });
|
||||
});
|
||||
|
||||
it('never accepts a quest the character cannot reach', async () => {
|
||||
const { service } = createWorld({ status: undefined, standingWith: null });
|
||||
|
||||
await expect(
|
||||
service.acceptQuest(CHARACTER_ID, WARDEN_KEY, QUEST_KEY),
|
||||
).rejects.toThrow('NPC_UNAVAILABLE');
|
||||
});
|
||||
});
|
||||
|
||||
describe('QuestService.advanceQuest', () => {
|
||||
it('sets the referral flag on Borin, not on the warden', async () => {
|
||||
const { service, state } = createWorld({
|
||||
status: CharacterQuestStatus.ACTIVE,
|
||||
storedIndex: 0,
|
||||
currentIndex: 1,
|
||||
pelts: 1,
|
||||
blockedIndexes: [0, 3],
|
||||
});
|
||||
|
||||
const result = await service.advanceQuest(
|
||||
CHARACTER_ID,
|
||||
WARDEN_KEY,
|
||||
QUEST_KEY,
|
||||
);
|
||||
|
||||
// Slice 0.9 §6: the 0.8.5 bypass is evaluated with Borin in context, so
|
||||
// the flag has to live on his row (NPC spec §7).
|
||||
expect(state.savedNpcStates[0]).toMatchObject({
|
||||
npcId: BORIN_ID,
|
||||
flags: { [REFERRAL_FLAG]: true },
|
||||
});
|
||||
expect(result.npcLine).toBe('Go see Borin in Graufurt.');
|
||||
});
|
||||
|
||||
it('keeps the flags an NPC row already carried', async () => {
|
||||
const { service, state } = createWorld({
|
||||
status: CharacterQuestStatus.ACTIVE,
|
||||
storedIndex: 0,
|
||||
currentIndex: 1,
|
||||
pelts: 1,
|
||||
borinFlags: { met: true },
|
||||
});
|
||||
|
||||
await service.advanceQuest(CHARACTER_ID, WARDEN_KEY, QUEST_KEY);
|
||||
|
||||
// `met` drives Borin's first-meeting line. Replacing the map instead of
|
||||
// merging into it would make him greet the player as a stranger again.
|
||||
expect(state.savedNpcStates[0].flags).toEqual({
|
||||
met: true,
|
||||
[REFERRAL_FLAG]: true,
|
||||
});
|
||||
});
|
||||
|
||||
it('advances the stored floor past the step it performed', async () => {
|
||||
const { service, state } = createWorld({
|
||||
status: CharacterQuestStatus.ACTIVE,
|
||||
storedIndex: 0,
|
||||
currentIndex: 1,
|
||||
pelts: 1,
|
||||
});
|
||||
|
||||
await service.advanceQuest(CHARACTER_ID, WARDEN_KEY, QUEST_KEY);
|
||||
|
||||
expect(state.savedQuestRows[0].currentObjectiveIndex).toBe(2);
|
||||
});
|
||||
|
||||
it('hands the Basic Hide Bag over on the step at Borin', async () => {
|
||||
const { service, state } = createWorld({
|
||||
standingWith: 'borin',
|
||||
status: CharacterQuestStatus.ACTIVE,
|
||||
storedIndex: 2,
|
||||
currentIndex: 2,
|
||||
pelts: 1,
|
||||
});
|
||||
|
||||
const result = await service.advanceQuest(
|
||||
CHARACTER_ID,
|
||||
BORIN_KEY,
|
||||
QUEST_KEY,
|
||||
);
|
||||
|
||||
expect(state.savedLootBags[0]).toMatchObject({
|
||||
lootBagDefinitionId: HIDE_BAG_DEFINITION_ID,
|
||||
active: true,
|
||||
});
|
||||
expect(result.grantedBag).toEqual({
|
||||
key: 'basic-hide-bag',
|
||||
name: 'Basic Hide Bag',
|
||||
lootCategory: LootCategory.HIDE,
|
||||
capacity: 5,
|
||||
});
|
||||
});
|
||||
|
||||
it('does not hand over a bag the character already carries', async () => {
|
||||
// Slice 0.9 §11: the grant is idempotent, so development data or a repeat
|
||||
// click cannot produce a second bag or an error.
|
||||
const { service, state } = createWorld({
|
||||
standingWith: 'borin',
|
||||
status: CharacterQuestStatus.ACTIVE,
|
||||
storedIndex: 2,
|
||||
currentIndex: 2,
|
||||
ownsHideBag: true,
|
||||
});
|
||||
|
||||
const result = await service.advanceQuest(
|
||||
CHARACTER_ID,
|
||||
BORIN_KEY,
|
||||
QUEST_KEY,
|
||||
);
|
||||
|
||||
expect(state.savedLootBags).toHaveLength(0);
|
||||
expect(result.grantedBag).toBeNull();
|
||||
// The step still counts: the chain must not stall on an already-owned bag.
|
||||
expect(state.savedQuestRows[0].currentObjectiveIndex).toBe(3);
|
||||
});
|
||||
|
||||
it('refuses a step at the wrong NPC', async () => {
|
||||
const { service } = createWorld({
|
||||
standingWith: 'borin',
|
||||
status: CharacterQuestStatus.ACTIVE,
|
||||
storedIndex: 0,
|
||||
currentIndex: 1,
|
||||
});
|
||||
|
||||
await expect(
|
||||
service.advanceQuest(CHARACTER_ID, BORIN_KEY, QUEST_KEY),
|
||||
).rejects.toMatchObject({ response: { code: 'QUEST_STEP_NOT_HERE' } });
|
||||
});
|
||||
|
||||
it('refuses the turn-in while the pelts are still short', async () => {
|
||||
const { service } = createWorld({
|
||||
status: CharacterQuestStatus.ACTIVE,
|
||||
storedIndex: 3,
|
||||
currentIndex: 3,
|
||||
pelts: 4,
|
||||
});
|
||||
|
||||
await expect(
|
||||
service.advanceQuest(CHARACTER_ID, WARDEN_KEY, QUEST_KEY),
|
||||
).rejects.toMatchObject({ response: { code: 'QUEST_STEP_NOT_HERE' } });
|
||||
});
|
||||
|
||||
it('refuses to advance a quest that was never accepted', async () => {
|
||||
const { service } = createWorld({ status: undefined });
|
||||
|
||||
await expect(
|
||||
service.advanceQuest(CHARACTER_ID, WARDEN_KEY, QUEST_KEY),
|
||||
).rejects.toMatchObject({ response: { code: 'QUEST_NOT_ACTIVE' } });
|
||||
});
|
||||
|
||||
it('refuses to advance a completed quest', async () => {
|
||||
const { service } = createWorld({
|
||||
status: CharacterQuestStatus.COMPLETED,
|
||||
storedIndex: 5,
|
||||
});
|
||||
|
||||
await expect(
|
||||
service.advanceQuest(CHARACTER_ID, WARDEN_KEY, QUEST_KEY),
|
||||
).rejects.toMatchObject({ response: { code: 'QUEST_NOT_ACTIVE' } });
|
||||
});
|
||||
|
||||
it('consumes exactly the pelts the quest asked for', async () => {
|
||||
const { service, state } = createWorld({
|
||||
status: CharacterQuestStatus.ACTIVE,
|
||||
storedIndex: 3,
|
||||
currentIndex: 4,
|
||||
pelts: 7,
|
||||
});
|
||||
|
||||
const result = await service.advanceQuest(
|
||||
CHARACTER_ID,
|
||||
WARDEN_KEY,
|
||||
QUEST_KEY,
|
||||
);
|
||||
|
||||
// Two collect steps ask for five each; only the second consumes, so the
|
||||
// turn-in takes five and leaves the surplus (§8).
|
||||
expect(result.consumedItems).toEqual([{ itemKey: 'ash-pelt', quantity: 5 }]);
|
||||
expect(state.characterItems[0].quantity).toBe(2);
|
||||
expect(state.removedItems).toHaveLength(0);
|
||||
});
|
||||
|
||||
it('removes the item row when the last pelt is consumed', async () => {
|
||||
const { service, state } = createWorld({
|
||||
status: CharacterQuestStatus.ACTIVE,
|
||||
storedIndex: 3,
|
||||
currentIndex: 4,
|
||||
pelts: 5,
|
||||
});
|
||||
|
||||
await service.advanceQuest(CHARACTER_ID, WARDEN_KEY, QUEST_KEY);
|
||||
|
||||
expect(state.removedItems).toHaveLength(1);
|
||||
});
|
||||
|
||||
it('refuses the turn-in when the pelts vanished between read and write', async () => {
|
||||
// The derived step said "turn-in", but the transaction is where ownership
|
||||
// is actually decided.
|
||||
const { service } = createWorld({
|
||||
status: CharacterQuestStatus.ACTIVE,
|
||||
storedIndex: 3,
|
||||
currentIndex: 4,
|
||||
pelts: 0,
|
||||
});
|
||||
|
||||
await expect(
|
||||
service.advanceQuest(CHARACTER_ID, WARDEN_KEY, QUEST_KEY),
|
||||
).rejects.toMatchObject({
|
||||
response: { code: 'QUEST_OBJECTIVE_INCOMPLETE' },
|
||||
});
|
||||
});
|
||||
|
||||
it('completes the quest and stamps the time', async () => {
|
||||
const { service, state } = createWorld({
|
||||
status: CharacterQuestStatus.ACTIVE,
|
||||
storedIndex: 3,
|
||||
currentIndex: 4,
|
||||
pelts: 5,
|
||||
});
|
||||
|
||||
await service.advanceQuest(CHARACTER_ID, WARDEN_KEY, QUEST_KEY);
|
||||
|
||||
const saved = state.savedQuestRows[0];
|
||||
expect(saved.status).toBe(CharacterQuestStatus.COMPLETED);
|
||||
expect(saved.completedAt).toBeInstanceOf(Date);
|
||||
expect(saved.currentObjectiveIndex).toBe(5);
|
||||
});
|
||||
|
||||
it('pays the regional reputation reward on completion', async () => {
|
||||
const { service, reputation } = createWorld({
|
||||
status: CharacterQuestStatus.ACTIVE,
|
||||
storedIndex: 3,
|
||||
currentIndex: 4,
|
||||
pelts: 5,
|
||||
});
|
||||
|
||||
const result = await service.advanceQuest(
|
||||
CHARACTER_ID,
|
||||
WARDEN_KEY,
|
||||
QUEST_KEY,
|
||||
);
|
||||
|
||||
expect(reputation.grantReputation).toHaveBeenCalledWith(
|
||||
CHARACTER_ID,
|
||||
'border-guard',
|
||||
10,
|
||||
expect.anything(),
|
||||
);
|
||||
expect(result.rewards).toEqual({
|
||||
factionKey: 'border-guard',
|
||||
reputation: 10,
|
||||
silver: 0,
|
||||
});
|
||||
});
|
||||
|
||||
it('pays no silver, because the content asks for none', async () => {
|
||||
// Slice 0.9 decision D3. The branch exists so retuning is a seed change,
|
||||
// but the seeded quest deliberately pays nothing.
|
||||
const { service, state } = createWorld({
|
||||
status: CharacterQuestStatus.ACTIVE,
|
||||
storedIndex: 3,
|
||||
currentIndex: 4,
|
||||
pelts: 5,
|
||||
});
|
||||
|
||||
await service.advanceQuest(CHARACTER_ID, WARDEN_KEY, QUEST_KEY);
|
||||
|
||||
expect(state.savedCharacters).toHaveLength(0);
|
||||
});
|
||||
|
||||
it('pays silver when content asks for it', async () => {
|
||||
const { service, state, character } = createWorld({
|
||||
status: CharacterQuestStatus.ACTIVE,
|
||||
storedIndex: 3,
|
||||
currentIndex: 4,
|
||||
pelts: 5,
|
||||
rewardSilver: 25,
|
||||
silver: 4,
|
||||
});
|
||||
|
||||
const result = await service.advanceQuest(
|
||||
CHARACTER_ID,
|
||||
WARDEN_KEY,
|
||||
QUEST_KEY,
|
||||
);
|
||||
|
||||
expect(character.silver).toBe(29);
|
||||
expect(state.savedCharacters).toHaveLength(1);
|
||||
expect(result.rewards?.silver).toBe(25);
|
||||
});
|
||||
|
||||
it('pays nothing on a step that is not the last one', async () => {
|
||||
const { service, reputation, state } = createWorld({
|
||||
status: CharacterQuestStatus.ACTIVE,
|
||||
storedIndex: 0,
|
||||
currentIndex: 1,
|
||||
pelts: 1,
|
||||
});
|
||||
|
||||
const result = await service.advanceQuest(
|
||||
CHARACTER_ID,
|
||||
WARDEN_KEY,
|
||||
QUEST_KEY,
|
||||
);
|
||||
|
||||
expect(reputation.grantReputation).not.toHaveBeenCalled();
|
||||
expect(result.rewards).toBeNull();
|
||||
expect(result.consumedItems).toEqual([]);
|
||||
expect(state.savedQuestRows[0].status).toBe(CharacterQuestStatus.ACTIVE);
|
||||
});
|
||||
});
|
||||
|
||||
describe('QuestService.getQuestLog', () => {
|
||||
it('renders collect progress against what the step needs', async () => {
|
||||
const { service } = createWorld({
|
||||
status: CharacterQuestStatus.ACTIVE,
|
||||
storedIndex: 0,
|
||||
currentIndex: 0,
|
||||
pelts: 1,
|
||||
});
|
||||
|
||||
const [quest] = await service.getQuestLog(CHARACTER_ID);
|
||||
|
||||
expect(quest).toMatchObject({
|
||||
key: QUEST_KEY,
|
||||
title: 'Trouble Beyond the Gate',
|
||||
status: 'ACTIVE',
|
||||
currentObjectiveKey: 'collect-pelts-first',
|
||||
});
|
||||
expect(quest.objectives[0]).toMatchObject({
|
||||
description: 'Collect Ashen Pelts',
|
||||
current: 1,
|
||||
required: 5,
|
||||
completed: false,
|
||||
});
|
||||
});
|
||||
|
||||
it('shows the hint while the active step is blocked', async () => {
|
||||
const { service } = createWorld({
|
||||
status: CharacterQuestStatus.ACTIVE,
|
||||
storedIndex: 0,
|
||||
currentIndex: 0,
|
||||
pelts: 1,
|
||||
blockedIndexes: [0],
|
||||
});
|
||||
|
||||
const [quest] = await service.getQuestLog(CHARACTER_ID);
|
||||
|
||||
// Slice 0.9 §4/§12: the line that keeps "1 / 5" from reading as a wall.
|
||||
expect(quest.hint).toBe(
|
||||
'You cannot carry enough pelts. Return to the South Gate Warden.',
|
||||
);
|
||||
});
|
||||
|
||||
it('shows no hint for a step that is merely unfinished', async () => {
|
||||
const { service } = createWorld({
|
||||
status: CharacterQuestStatus.ACTIVE,
|
||||
storedIndex: 0,
|
||||
currentIndex: 0,
|
||||
pelts: 1,
|
||||
});
|
||||
|
||||
const [quest] = await service.getQuestLog(CHARACTER_ID);
|
||||
|
||||
expect(quest.hint).toBeNull();
|
||||
});
|
||||
|
||||
it('marks every step behind the current one as done', async () => {
|
||||
const { service } = createWorld({
|
||||
status: CharacterQuestStatus.ACTIVE,
|
||||
storedIndex: 3,
|
||||
currentIndex: 3,
|
||||
pelts: 1,
|
||||
});
|
||||
|
||||
const [quest] = await service.getQuestLog(CHARACTER_ID);
|
||||
|
||||
expect(quest.objectives.map((entry) => entry.completed)).toEqual([
|
||||
true,
|
||||
true,
|
||||
true,
|
||||
false,
|
||||
false,
|
||||
]);
|
||||
});
|
||||
|
||||
it('marks a completed quest as done throughout and points at no step', async () => {
|
||||
const { service } = createWorld({
|
||||
status: CharacterQuestStatus.COMPLETED,
|
||||
storedIndex: 5,
|
||||
});
|
||||
|
||||
const [quest] = await service.getQuestLog(CHARACTER_ID);
|
||||
|
||||
expect(quest.status).toBe('COMPLETED');
|
||||
expect(quest.currentObjectiveKey).toBeNull();
|
||||
expect(quest.hint).toBeNull();
|
||||
expect(quest.objectives.every((entry) => entry.completed)).toBe(true);
|
||||
});
|
||||
|
||||
it('reports an unstarted quest as available with nothing done', async () => {
|
||||
const { service } = createWorld({ status: undefined });
|
||||
|
||||
const [quest] = await service.getQuestLog(CHARACTER_ID);
|
||||
|
||||
expect(quest.status).toBe('AVAILABLE');
|
||||
expect(quest.currentObjectiveKey).toBeNull();
|
||||
expect(quest.objectives.every((entry) => !entry.completed)).toBe(true);
|
||||
});
|
||||
});
|
||||
489
apps/api/src/quests/quest.service.ts
Normal file
489
apps/api/src/quests/quest.service.ts
Normal file
@@ -0,0 +1,489 @@
|
||||
import { Injectable } from '@nestjs/common';
|
||||
import { DataSource, EntityManager } from 'typeorm';
|
||||
import { Character } from '../characters/entities/character.entity';
|
||||
import { CharacterItem } from '../items/entities/character-item.entity';
|
||||
import { ItemDefinition } from '../items/entities/item-definition.entity';
|
||||
import { CharacterLootBag } from '../loot-bags/entities/character-loot-bag.entity';
|
||||
import { LootBagDefinition } from '../loot-bags/entities/loot-bag-definition.entity';
|
||||
import { CharacterNpcState } from '../npcs/entities/character-npc-state.entity';
|
||||
import { NpcDefinition } from '../npcs/entities/npc-definition.entity';
|
||||
import { NpcService } from '../npcs/npc.service';
|
||||
import { ReputationService } from '../reputation/reputation.service';
|
||||
import { CharacterQuest } from './entities/character-quest.entity';
|
||||
import { NpcQuestAssignment } from './entities/npc-quest-assignment.entity';
|
||||
import { QuestDefinition } from './entities/quest-definition.entity';
|
||||
import { QuestObjective } from './entities/quest-objective.entity';
|
||||
import { QuestProgressService, QuestState } from './quest-progress.service';
|
||||
import {
|
||||
questAlreadyAccepted,
|
||||
questNotActive,
|
||||
questNotFound,
|
||||
questNotOfferedHere,
|
||||
questObjectiveIncomplete,
|
||||
questStepNotHere,
|
||||
} from './quest.errors';
|
||||
import {
|
||||
CharacterQuestStatus,
|
||||
GrantedLootBagDto,
|
||||
NpcQuestRole,
|
||||
QuestConsumedItemDto,
|
||||
QuestDto,
|
||||
QuestInteractionResultDto,
|
||||
QuestObjectiveType,
|
||||
QuestRewardDto,
|
||||
} from './quest.types';
|
||||
|
||||
/** Postgres' unique-violation SQLSTATE. */
|
||||
const UNIQUE_VIOLATION = '23505';
|
||||
|
||||
/**
|
||||
* Runs a quest chain (Playable Slice 0.9 §10).
|
||||
*
|
||||
* A step-based state machine and nothing more: §10 asks for exactly that and
|
||||
* warns off a branching narrative engine. What a step *does* is content on the
|
||||
* objective -- set a flag, hand a bag over, consume what it asked for -- so
|
||||
* this service applies effects it finds rather than switching on quest keys
|
||||
* (AGENTS.md §9).
|
||||
*
|
||||
* Steps are triggered by their own endpoints rather than by dialogue actions
|
||||
* (decision D4). NPC spec §40 sketched `START_QUEST` / `COMPLETE_QUEST` as
|
||||
* dialogue actions, but there is no dialogue-response endpoint to carry them,
|
||||
* and building one would be the narrative engine §10 rules out. The beat's line
|
||||
* travels back on the step result instead.
|
||||
*
|
||||
* Every softlock case in §11 is handled by *not* storing progress: the active
|
||||
* step is derived from what the character owns right now
|
||||
* (`QuestProgressService`), so selling the pelts reopens the objective, owning
|
||||
* some before accepting already counts, and a bag obtained some other way just
|
||||
* lets the first hunt finish.
|
||||
*/
|
||||
@Injectable()
|
||||
export class QuestService {
|
||||
constructor(
|
||||
private readonly dataSource: DataSource,
|
||||
private readonly progress: QuestProgressService,
|
||||
private readonly npcs: NpcService,
|
||||
private readonly reputation: ReputationService,
|
||||
) {}
|
||||
|
||||
/** Every enabled quest and where this character stands with it (spec §12). */
|
||||
async getQuestLog(characterId: string): Promise<QuestDto[]> {
|
||||
const states = await this.progress.getQuestStates(characterId);
|
||||
return states.map((state) => toQuestDto(state));
|
||||
}
|
||||
|
||||
/**
|
||||
* Takes a quest on, once (spec §13).
|
||||
*
|
||||
* The NPC has to actually offer it: an `OFFER` assignment is what makes a
|
||||
* person a quest giver, not a flag on the NPC row (NPC spec §14).
|
||||
*/
|
||||
async acceptQuest(
|
||||
characterId: string,
|
||||
npcKey: string,
|
||||
questKey: string,
|
||||
): Promise<QuestInteractionResultDto> {
|
||||
// The character's own location decides reachability, never the request.
|
||||
const npc = await this.npcs.requireReachableNpc(characterId, npcKey);
|
||||
|
||||
await this.dataSource.transaction(async (manager) => {
|
||||
const quest = await this.requireQuest(manager, questKey);
|
||||
|
||||
const assignment = await manager
|
||||
.getRepository(NpcQuestAssignment)
|
||||
.findOneBy({
|
||||
npcId: npc.id,
|
||||
questId: quest.id,
|
||||
role: NpcQuestRole.OFFER,
|
||||
enabled: true,
|
||||
});
|
||||
if (!assignment) {
|
||||
throw questNotOfferedHere();
|
||||
}
|
||||
|
||||
const rows = manager.getRepository(CharacterQuest);
|
||||
const existing = await rows.findOne({
|
||||
where: { characterId, questId: quest.id },
|
||||
});
|
||||
if (existing) {
|
||||
throw questAlreadyAccepted();
|
||||
}
|
||||
|
||||
try {
|
||||
await rows.save(
|
||||
rows.create({
|
||||
characterId,
|
||||
questId: quest.id,
|
||||
status: CharacterQuestStatus.ACTIVE,
|
||||
currentObjectiveIndex: 0,
|
||||
acceptedAt: new Date(),
|
||||
completedAt: null,
|
||||
}),
|
||||
);
|
||||
} catch (error) {
|
||||
// Two clicks can both clear the check above. The unique index is the
|
||||
// real guarantee; this is what stops the loser seeing a 500.
|
||||
if (!isUniqueViolation(error)) {
|
||||
throw error;
|
||||
}
|
||||
throw questAlreadyAccepted();
|
||||
}
|
||||
});
|
||||
|
||||
const state = await this.progress.getQuestState(characterId, questKey);
|
||||
if (!state) {
|
||||
throw questNotFound();
|
||||
}
|
||||
|
||||
// No line of its own: the warden's offer is a dialogue node, and the NPC
|
||||
// screen re-reads dialogue after the quest state changes.
|
||||
return {
|
||||
quest: toQuestDto(state),
|
||||
npcLine: null,
|
||||
grantedBag: null,
|
||||
consumedItems: [],
|
||||
rewards: null,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Performs the talk step the character is currently on (spec §5, §6, §8).
|
||||
*
|
||||
* One endpoint for all three beats, because the difference between them is
|
||||
* content: the referral sets a flag, Borin's step grants a bag, and the last
|
||||
* step consumes and completes. Everything runs in one transaction under a
|
||||
* write lock on the quest row, so two clicks cannot both consume the pelts
|
||||
* (AGENTS.md §29, §30).
|
||||
*/
|
||||
async advanceQuest(
|
||||
characterId: string,
|
||||
npcKey: string,
|
||||
questKey: string,
|
||||
): Promise<QuestInteractionResultDto> {
|
||||
const npc = await this.npcs.requireReachableNpc(characterId, npcKey);
|
||||
|
||||
return this.dataSource.transaction(async (manager) => {
|
||||
const quest = await this.requireQuest(manager, questKey);
|
||||
|
||||
const rows = manager.getRepository(CharacterQuest);
|
||||
const row = await rows.findOne({
|
||||
where: { characterId, questId: quest.id },
|
||||
lock: { mode: 'pessimistic_write' },
|
||||
});
|
||||
if (!row || row.status !== CharacterQuestStatus.ACTIVE) {
|
||||
throw questNotActive();
|
||||
}
|
||||
|
||||
const state = await this.progress.getQuestState(
|
||||
characterId,
|
||||
questKey,
|
||||
manager,
|
||||
);
|
||||
if (!state || state.currentIndex === null) {
|
||||
throw questNotActive();
|
||||
}
|
||||
|
||||
const currentIndex = state.currentIndex;
|
||||
const step = state.objectives[currentIndex]?.objective;
|
||||
// Also what refuses an early turn-in: with the pelts still short, the
|
||||
// derived step is the hunt, not the hand-over.
|
||||
if (
|
||||
!step ||
|
||||
step.type !== QuestObjectiveType.TALK_TO_NPC ||
|
||||
step.targetKey !== npc.key
|
||||
) {
|
||||
throw questStepNotHere();
|
||||
}
|
||||
|
||||
row.currentObjectiveIndex = currentIndex + 1;
|
||||
|
||||
const grantedBag = await this.grantLootBag(manager, characterId, step);
|
||||
await this.setStepFlag(manager, characterId, step);
|
||||
|
||||
let consumedItems: QuestConsumedItemDto[] = [];
|
||||
let rewards: QuestRewardDto | null = null;
|
||||
|
||||
if (row.currentObjectiveIndex >= state.objectives.length) {
|
||||
consumedItems = await this.consumeQuestItems(
|
||||
manager,
|
||||
characterId,
|
||||
state,
|
||||
);
|
||||
rewards = await this.grantRewards(manager, characterId, quest);
|
||||
row.status = CharacterQuestStatus.COMPLETED;
|
||||
row.completedAt = new Date();
|
||||
}
|
||||
|
||||
await rows.save(row);
|
||||
|
||||
const refreshed = await this.progress.getQuestState(
|
||||
characterId,
|
||||
questKey,
|
||||
manager,
|
||||
);
|
||||
|
||||
return {
|
||||
quest: toQuestDto(refreshed ?? state),
|
||||
npcLine: step.npcLine,
|
||||
grantedBag,
|
||||
consumedItems,
|
||||
rewards,
|
||||
};
|
||||
});
|
||||
}
|
||||
|
||||
private async requireQuest(
|
||||
manager: EntityManager,
|
||||
questKey: string,
|
||||
): Promise<QuestDefinition> {
|
||||
const quest = await manager
|
||||
.getRepository(QuestDefinition)
|
||||
.findOneBy({ key: questKey, enabled: true });
|
||||
if (!quest) {
|
||||
throw questNotFound();
|
||||
}
|
||||
return quest;
|
||||
}
|
||||
|
||||
/**
|
||||
* Hands the step's bag over, at most once (spec §11, decision D1).
|
||||
*
|
||||
* A bag the character already holds is not an error: development data, a
|
||||
* repeated click and a re-run of the same step must all leave the chain
|
||||
* moving. Only the roomiest active bag per category counts anyway
|
||||
* (Slice 0.7.5 §6), so a second copy would grant nothing.
|
||||
*/
|
||||
private async grantLootBag(
|
||||
manager: EntityManager,
|
||||
characterId: string,
|
||||
step: QuestObjective,
|
||||
): Promise<GrantedLootBagDto | null> {
|
||||
if (!step.grantsLootBagKey) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const definition = await manager
|
||||
.getRepository(LootBagDefinition)
|
||||
.findOneBy({ key: step.grantsLootBagKey });
|
||||
if (!definition) {
|
||||
// Content names a bag that does not exist. Refusing the whole step would
|
||||
// strand the player on a content bug they cannot fix; the step still
|
||||
// counts and the missing bag is visible in its absence.
|
||||
return null;
|
||||
}
|
||||
|
||||
const bags = manager.getRepository(CharacterLootBag);
|
||||
const existing = await bags.findOne({
|
||||
where: { characterId, lootBagDefinitionId: definition.id },
|
||||
});
|
||||
if (existing) {
|
||||
return null;
|
||||
}
|
||||
|
||||
await bags.save(
|
||||
bags.create({
|
||||
characterId,
|
||||
lootBagDefinitionId: definition.id,
|
||||
active: true,
|
||||
}),
|
||||
);
|
||||
|
||||
return {
|
||||
key: definition.key,
|
||||
name: definition.name,
|
||||
lootCategory: definition.lootCategory,
|
||||
capacity: definition.capacity,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Writes the step's dialogue flag onto whichever NPC content names (spec §5).
|
||||
*
|
||||
* The warden's referral belongs on Borin's row, because a flag is per-NPC
|
||||
* player state (NPC spec §7) and Borin is the NPC in context when the Hide
|
||||
* Bag offer's 0.8.5 bypass is evaluated (spec §6). Merged into the existing
|
||||
* flags rather than replacing them -- `met` drives Borin's first-meeting
|
||||
* line, and dropping it would make him greet the player as a stranger again.
|
||||
*/
|
||||
private async setStepFlag(
|
||||
manager: EntityManager,
|
||||
characterId: string,
|
||||
step: QuestObjective,
|
||||
): Promise<void> {
|
||||
if (!step.setsFlagKey || !step.setsFlagNpcKey) {
|
||||
return;
|
||||
}
|
||||
|
||||
const target = await manager
|
||||
.getRepository(NpcDefinition)
|
||||
.findOneBy({ key: step.setsFlagNpcKey });
|
||||
if (!target) {
|
||||
return;
|
||||
}
|
||||
|
||||
const states = manager.getRepository(CharacterNpcState);
|
||||
const existing = await states.findOneBy({ characterId, npcId: target.id });
|
||||
|
||||
if (existing) {
|
||||
existing.flags = { ...existing.flags, [step.setsFlagKey]: true };
|
||||
await states.save(existing);
|
||||
return;
|
||||
}
|
||||
|
||||
await states.save(
|
||||
states.create({
|
||||
characterId,
|
||||
npcId: target.id,
|
||||
flags: { [step.setsFlagKey]: true },
|
||||
}),
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Takes the goods the quest asked for (spec §8).
|
||||
*
|
||||
* Only steps marked `consumeOnComplete` are taken: this chain asks for five
|
||||
* pelts twice, and consuming both would quietly demand ten. Quantities are
|
||||
* re-checked here rather than trusted from the derivation, because the
|
||||
* derivation ran before the lock and the player may have traded in between.
|
||||
*/
|
||||
private async consumeQuestItems(
|
||||
manager: EntityManager,
|
||||
characterId: string,
|
||||
state: QuestState,
|
||||
): Promise<QuestConsumedItemDto[]> {
|
||||
const consumed: QuestConsumedItemDto[] = [];
|
||||
|
||||
for (const entry of state.objectives) {
|
||||
const step = entry.objective;
|
||||
if (
|
||||
step.type !== QuestObjectiveType.COLLECT_ITEM ||
|
||||
!step.consumeOnComplete
|
||||
) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const definition = await manager
|
||||
.getRepository(ItemDefinition)
|
||||
.findOneBy({ key: step.targetKey });
|
||||
if (!definition) {
|
||||
throw questObjectiveIncomplete();
|
||||
}
|
||||
|
||||
const characterItems = manager.getRepository(CharacterItem);
|
||||
const owned = await characterItems.findOne({
|
||||
where: { characterId, itemDefinitionId: definition.id },
|
||||
lock: { mode: 'pessimistic_write' },
|
||||
});
|
||||
if (!owned || owned.quantity < step.requiredQuantity) {
|
||||
throw questObjectiveIncomplete();
|
||||
}
|
||||
|
||||
if (owned.quantity === step.requiredQuantity) {
|
||||
await characterItems.remove(owned);
|
||||
} else {
|
||||
owned.quantity -= step.requiredQuantity;
|
||||
await characterItems.save(owned);
|
||||
}
|
||||
|
||||
consumed.push({
|
||||
itemKey: step.targetKey,
|
||||
quantity: step.requiredQuantity,
|
||||
});
|
||||
}
|
||||
|
||||
return consumed;
|
||||
}
|
||||
|
||||
/**
|
||||
* Pays the quest out, once (spec §9).
|
||||
*
|
||||
* Reputation and Silver only. There is no XP anywhere in the project any
|
||||
* more (Slice 0.7 V2 §7), and no renown milestone on this quest by decision
|
||||
* D2 -- one would reach World Renown 3 and open a Slice 0.8.5 offer that is
|
||||
* meant to stay out of reach until 0.11. The seeded values pay 10 reputation
|
||||
* and no Silver (D3); both branches exist so retuning stays a content change.
|
||||
*/
|
||||
private async grantRewards(
|
||||
manager: EntityManager,
|
||||
characterId: string,
|
||||
quest: QuestDefinition,
|
||||
): Promise<QuestRewardDto> {
|
||||
if (quest.rewardFactionKey && quest.rewardReputation > 0) {
|
||||
await this.reputation.grantReputation(
|
||||
characterId,
|
||||
quest.rewardFactionKey,
|
||||
quest.rewardReputation,
|
||||
manager,
|
||||
);
|
||||
}
|
||||
|
||||
if (quest.rewardSilver > 0) {
|
||||
const characters = manager.getRepository(Character);
|
||||
const character = await characters.findOne({
|
||||
where: { id: characterId },
|
||||
lock: { mode: 'pessimistic_write' },
|
||||
});
|
||||
if (character) {
|
||||
character.silver += quest.rewardSilver;
|
||||
await characters.save(character);
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
factionKey: quest.rewardFactionKey,
|
||||
reputation: quest.rewardReputation,
|
||||
silver: quest.rewardSilver,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The quest as the player reads it (spec §12).
|
||||
*
|
||||
* `completed` is positional rather than stored: everything behind the derived
|
||||
* step is done, and everything from it onward is not. A finished quest reads as
|
||||
* done throughout, which is what keeps the journal honest after the goods were
|
||||
* consumed.
|
||||
*/
|
||||
export function toQuestDto(state: QuestState): QuestDto {
|
||||
const currentIndex = state.currentIndex;
|
||||
const currentEntry =
|
||||
currentIndex === null ? undefined : state.objectives[currentIndex];
|
||||
|
||||
return {
|
||||
key: state.quest.key,
|
||||
title: state.quest.title,
|
||||
description: state.quest.description,
|
||||
status: state.status,
|
||||
objectives: state.objectives.map((entry, index) => ({
|
||||
key: entry.objective.key,
|
||||
description: entry.objective.description,
|
||||
type: entry.objective.type,
|
||||
targetKey: entry.objective.targetKey,
|
||||
required: entry.required,
|
||||
current: entry.current,
|
||||
completed:
|
||||
state.status === 'COMPLETED' ||
|
||||
(currentIndex !== null && index < currentIndex),
|
||||
})),
|
||||
currentObjectiveKey: currentEntry?.objective.key ?? null,
|
||||
// Only while the step genuinely cannot progress. A step that is merely
|
||||
// unfinished needs no explanation, and saying one anyway would train the
|
||||
// player to ignore the line that matters.
|
||||
hint:
|
||||
currentEntry && currentEntry.blocked && !currentEntry.satisfied
|
||||
? currentEntry.objective.hintText
|
||||
: null,
|
||||
};
|
||||
}
|
||||
|
||||
function isUniqueViolation(error: unknown): boolean {
|
||||
const code = (
|
||||
error as { driverError?: { code?: string }; code?: string } | null
|
||||
)?.driverError?.code;
|
||||
return (
|
||||
code === UNIQUE_VIOLATION ||
|
||||
(error as { code?: string } | null)?.code === UNIQUE_VIOLATION
|
||||
);
|
||||
}
|
||||
Reference in New Issue
Block a user