import { describe, expect, it } from "vitest"; import { createEncounterGearModifiers } from "./gearEffects"; import { GEAR_RECIPES, canAffordGearUpgrade, canUpgradeGearSlot, createDefaultGearProgress, gearUpgradeCosts, upgradeGearSlot, } from "./gear"; import { groupDrop, type MaterialStack } from "./loot"; describe("IWT2-style gear progression", () => { it("uses exact rank-one and rank-two group drop costs", () => { const rankOne = gearUpgradeCosts("priest", "weapon", 0); const rankTwo = gearUpgradeCosts("priest", "weapon", 1); expect(rankOne.map((cost) => cost.quantity)).toEqual([2]); expect(rankTwo.map((cost) => cost.quantity)).toEqual([3, 1]); }); it("preserves IWT2 Veteran drop parity for ranks six through ten", () => { const recipe = GEAR_RECIPES.nia.weapon; const costs = gearUpgradeCosts("nia", "weapon", 5); expect(costs[0].itemId).toBe(groupDrop(recipe.primaryGroupId, "veteran").id); expect(costs.map((cost) => cost.quantity)).toEqual([6, 5]); }); it("requires two distinct mechanic groups for every gear recipe", () => { for (const owner of Object.values(GEAR_RECIPES)) { for (const recipe of Object.values(owner)) expect(recipe.primaryGroupId).not.toBe(recipe.secondaryGroupId); } expect(GEAR_RECIPES.priest.chest).toMatchObject({ primaryGroupId: "charge", secondaryGroupId: "shockwave-fall" }); expect(GEAR_RECIPES.brann.weapon).toMatchObject({ primaryGroupId: "charge", secondaryGroupId: "scuttle-burst" }); expect(GEAR_RECIPES.nia.chest).toMatchObject({ primaryGroupId: "charge", secondaryGroupId: "rift-lanes" }); expect(GEAR_RECIPES.vale.chest).toMatchObject({ primaryGroupId: "charge", secondaryGroupId: "rift-lanes" }); }); it("spends all costs atomically and advances one rank", () => { const progress = createDefaultGearProgress(); const costs = gearUpgradeCosts("brann", "weapon", 0); const drop = groupDrop(GEAR_RECIPES.brann.weapon.primaryGroupId, "initiate"); const inventory: MaterialStack[] = [{ id: drop.id, name: drop.name, quantity: 3, rarity: drop.rarity, itemLevel: drop.itemLevel, glyph: drop.glyph }]; expect(canAffordGearUpgrade(inventory, costs)).toBe(true); const result = upgradeGearSlot(progress, inventory, "brann", "weapon"); expect(result.gearProgress.brann.slots.weapon.level).toBe(1); expect(result.inventory[0].quantity).toBe(1); expect(progress.brann.slots.weapon.level).toBe(0); }); it("reports only affordable non-max gear slots as upgradeable", () => { const progress = createDefaultGearProgress(); const recipe = GEAR_RECIPES.priest.weapon; const drop = groupDrop(recipe.primaryGroupId, "initiate"); const inventory: MaterialStack[] = [{ ...drop, quantity: 2 }]; expect(canUpgradeGearSlot(progress, inventory, "priest", "weapon")).toBe(true); expect(canUpgradeGearSlot(progress, [], "priest", "weapon")).toBe(false); progress.priest.slots.weapon.level = 10; expect(canUpgradeGearSlot(progress, inventory, "priest", "weapon")).toBe(false); }); it("projects rank bonuses without mutating saved progress", () => { const progress = createDefaultGearProgress(); progress.priest.slots.weapon.level = 10; progress.priest.slots.chest.level = 10; progress.brann.slots.weapon.level = 10; progress.brann.slots.helmet.level = 10; const modifiers = createEncounterGearModifiers(progress, "priest"); expect(modifiers.aelia.healingPower).toBeCloseTo(1.4); expect(modifiers.aelia.maxHealth).toBeCloseTo(1.4); expect(modifiers.brann.damage).toBeCloseTo(1.4); expect(modifiers.brann.stunDuration).toBeCloseTo(0.2); }); });