The hunt screen kept whatever roll was last in memory, so a player coming back from a fight saw every encounter as fresh. Encounters now carry their own status, which the combat module advances as fights start and end. - hunt_encounters.status replaces consumed_at, which only recorded that a fight had begun and could not distinguish a win from a loss - a lost fight hands the encounter back as AVAILABLE, so it can be retried; the unique index tying one combat to one encounter goes with it - GET /hunts/active serves the resumable hunt, which the hunt page adopts on entry rather than trusting its in-memory roll - defeated encounters are crossed out and lose their hover and attack action - a fresh page load rejoins a combat the server still holds open Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
91 lines
2.6 KiB
TypeScript
91 lines
2.6 KiB
TypeScript
import { INestApplication } from '@nestjs/common';
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import { Test } from '@nestjs/testing';
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import request from 'supertest';
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import { App } from 'supertest/types';
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import { configureApplication } from '../app.config';
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import { DEMO_CHARACTER_ID } from '../demo/demo-character.constants';
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import { HuntingController } from './hunting.controller';
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import { HuntingService } from './hunting.service';
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describe('HuntingController', () => {
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let app: INestApplication<App>;
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const startHunt = jest.fn();
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const getActiveHunt = jest.fn();
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beforeEach(async () => {
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startHunt.mockReset();
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getActiveHunt.mockReset();
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const module = await Test.createTestingModule({
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controllers: [HuntingController],
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providers: [
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{
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provide: HuntingService,
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useValue: { startHunt, getActiveHunt },
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},
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],
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}).compile();
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app = module.createNestApplication<App>();
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configureApplication(app);
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await app.init();
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});
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afterEach(async () => {
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await app.close();
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});
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it('delegates to huntingService.startHunt with the demo character id and returns its result', async () => {
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const huntResult = {
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id: 'hunt-1',
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location: { id: 'loc-1', key: 'burned-road', name: 'Verbrannte Strasse' },
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encounters: [],
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};
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startHunt.mockResolvedValue(huntResult);
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const response = await request(app.getHttpServer())
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.post('/api/hunts')
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.expect(201);
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expect(startHunt).toHaveBeenCalledWith(DEMO_CHARACTER_ID);
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expect(response.body).toEqual(huntResult);
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});
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it('serves the resumable hunt with its encounter statuses', async () => {
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const huntResult = {
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id: 'hunt-1',
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location: { id: 'loc-1', key: 'burned-road', name: 'Verbrannte Strasse' },
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encounters: [
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{
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id: 'encounter-1',
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monster: {
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key: 'ash-rat',
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name: 'Aschenratte',
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level: 1,
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artworkPath: '/images/monsters/ash-rat.png',
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},
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dangerRating: 'WEAK',
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status: 'DEFEATED',
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},
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],
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};
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getActiveHunt.mockResolvedValue(huntResult);
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const response = await request(app.getHttpServer())
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.get('/api/hunts/active')
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.expect(200);
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expect(getActiveHunt).toHaveBeenCalledWith(DEMO_CHARACTER_ID);
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expect(response.body).toEqual(huntResult);
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});
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it('serves an empty body when there is no resumable hunt', async () => {
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getActiveHunt.mockResolvedValue(null);
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const response = await request(app.getHttpServer())
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.get('/api/hunts/active')
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.expect(200);
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expect(response.body).toEqual({});
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});
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});
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