import { describe, expect, it } from 'vitest'; import { buildContent } from '../../content/schema'; import { createGameState, startAction } from '../game'; import { applyOfflineProgress, createSave, deserializeSave, fromExportString, SAVE_VERSION, serializeSave, toExportString, } from '../save'; function testContent() { return buildContent({ resources: [{ id: 'gold', name: 'Gold', startAmount: 0 }], actions: [ { id: 'forage', name: 'Forage', durationMs: 3000, yields: [{ resourceId: 'gold', amount: 1 }], }, ], }); } function sampleState() { const content = testContent(); const state = createGameState(content); state.resources.gold = 12; startAction(state, content, 'forage'); state.actionElapsedMs = 500; return state; } describe('createSave()', () => { it('stamps the current version and timestamp around a snapshot of state', () => { const save = createSave(sampleState(), 1700); expect(save.version).toBe(SAVE_VERSION); expect(save.savedAt).toBe(1700); expect(save.state.resources.gold).toBe(12); expect(save.state.activeActionId).toBe('forage'); }); it('snapshots state so later mutation does not affect the save', () => { const state = sampleState(); const save = createSave(state, 1700); state.resources.gold = 999; expect(save.state.resources.gold).toBe(12); }); it('snapshots actionQueue in save payload', () => { const state = sampleState(); state.actionQueue = ['forage', 'forage']; const save = createSave(state, 1700); expect(save.state.actionQueue).toEqual(['forage', 'forage']); state.actionQueue.push('forage'); expect(save.state.actionQueue).toEqual(['forage', 'forage']); }); }); describe('serialize / deserialize round-trip', () => { it('survives JSON serialization unchanged', () => { const save = createSave(sampleState(), 1700); const restored = deserializeSave(serializeSave(save)); expect(restored).toEqual(save); }); it('survives the compressed export string unchanged', () => { const save = createSave(sampleState(), 1700); const restored = fromExportString(toExportString(save)); expect(restored).toEqual(save); }); }); describe('invalid / tampered saves', () => { it('rejects a non-JSON export string cleanly', () => { expect(() => fromExportString('@@@not-a-valid-payload@@@')).toThrow(); }); it('rejects JSON that does not match the save schema', () => { expect(() => deserializeSave('{"version":1,"savedAt":1,"state":{}}')).toThrow(); }); it('rejects an unsupported save version', () => { const future = JSON.stringify({ version: 999, savedAt: 1, state: { resources: {}, activeActionId: null, actionElapsedMs: 0 }, }); expect(() => deserializeSave(future)).toThrow(/version/i); }); }); describe('applyOfflineProgress()', () => { it('credits whole ticks of elapsed time to the active action', () => { const content = testContent(); const state = createGameState(content); startAction(state, content, 'forage'); // 3000ms per gold const credited = applyOfflineProgress(state, content, 1000, 1000 + 9000); // 9s expect(credited).toBe(9000); expect(state.resources.gold).toBe(1); // one completion then idle expect(state.activeActionId).toBeNull(); }); it('credits nothing when the clock did not advance', () => { const content = testContent(); const state = createGameState(content); startAction(state, content, 'forage'); expect(applyOfflineProgress(state, content, 5000, 4000)).toBe(0); expect(state.resources.gold).toBe(0); }); it('clamps credited time to the offline cap', () => { const content = testContent(); const state = createGameState(content); startAction(state, content, 'forage'); const credited = applyOfflineProgress(state, content, 0, 10_000_000, 6000); expect(credited).toBe(6000); expect(state.resources.gold).toBe(1); // one completion then idle expect(state.activeActionId).toBeNull(); }); });