/** * Headless test for Session 15 - "Buy Max prestige upgrades" bulk-buy feature. * Verifies Game.buyMaxPrestigeUpgrades() and PrestigeUI.updateBuyMaxPrestigeButton(). */ // Minimal DOM stubs (only what our code touches) const els = { 'buy-all-prestige': { disabled: false, style: {}, textContent: '' }, }; global.document = { getElementById: (id) => els[id] || { getBoundingClientRect: () => ({ left: 0, top: 0, width: 300, height: 200 }) }, querySelector: () => null, querySelectorAll: () => [], addEventListener: () => {}, }; const notifications = []; global.window = globalThis; // prestige.js ends with window.PRESTIGE = ... global.UI = { showNotification: (msg) => notifications.push(msg), update: () => {}, updateBuyMaxPrestigeButton: () => {}, // mirror the real UI method for the test harness }; global.Audio = { playPurchase: () => {} }; global.Particles = {}; // Load the real game engine source. import { readFileSync } from 'fs'; const gameSrc = readFileSync('/opt/data/idle-game/js/game.js', 'utf8') .replace(/window\.Game = Game;/, '') + '\nglobalThis.Game = Game;\n'; eval(gameSrc); // Load the real prestige data + UI (game.js no longer references these). const prestigeDataSrc = readFileSync('/opt/data/idle-game/js/prestige.js', 'utf8'); eval(prestigeDataSrc + '\nglobalThis.PRESTIGE = PRESTIGE;\nglobalThis.PRESTIGE_UPGRADES = PRESTIGE_UPGRADES;\n'); global.PRESTIGE = globalThis.PRESTIGE; global.PRESTIGE_UPGRADES = globalThis.PRESTIGE_UPGRADES; const prestigeUISrc = readFileSync('/opt/data/idle-game/js/prestigeUI.js', 'utf8') .replace(/window\.PrestigeUI = PrestigeUI;/, '') + '\nglobalThis._RealPrestigeUI = PrestigeUI;\n'; eval(prestigeUISrc); const realPrestigeUI = globalThis._RealPrestigeUI; let passed = 0, failed = 0; function assert(cond, msg) { if (cond) { passed++; console.log(` OK ${msg}`); } else { failed++; console.error(` FAIL ${msg}`); } } console.log('Test 1: buyMaxPrestigeUpgrades with no affordable upgrades buys nothing'); Game.state.stellarEssence = 5; // below even the cheapest upgrade (cosmicFingers cost 10) Game.state.prestigeUpgrades = []; Game.state.buildings = {}; const r1 = Game.buyMaxPrestigeUpgrades(); assert(r1.bought === 0, `bought count is 0 (got ${r1.bought})`); assert(r1.ids.length === 0, 'ids array empty'); assert(Game.state.prestigeUpgrades.length === 0, 'no upgrades purchased'); assert(Game.state.stellarEssence === 5, 'essence unchanged when nothing affordable'); console.log('Test 2: buyMaxPrestigeUpgrades buys everything affordable in one pass'); // prestige upgrades are all ungated (no requirements field). cosmicFingers(10) + stellarTouch(50) = exactly 60. Game.state.stellarEssence = 60; Game.state.prestigeUpgrades = []; const r2 = Game.buyMaxPrestigeUpgrades(); assert(r2.bought === 2, `bought 2 upgrades (got ${r2.bought})`); assert(r2.ids.includes('cosmicFingers') && r2.ids.includes('stellarTouch'), 'bought cosmicFingers + stellarTouch'); const spent = 10 + 50; assert(Game.state.stellarEssence === 60 - spent, `essence depleted correctly (${Game.state.stellarEssence}, expected ${60 - spent})`); console.log('Test 3: requirement-style gating is a no-op for prestige upgrades (all ungated)'); // Prestige upgrades have no requirements field, so with enough essence everything buys. Game.state.stellarEssence = 1000; // covers all six upgrades (max cost 200) Game.state.prestigeUpgrades = []; const r3 = Game.buyMaxPrestigeUpgrades(); assert(r3.bought === 6, `bought all 6 prestige upgrades (got ${r3.bought})`); assert(['cosmicFingers','stellarTouch','essenceAmplifier','acceleratedGrowth','quantumGarden','temporalManipulation'].every(id => r3.ids.includes(id)), 'all six upgrades purchased'); console.log('Test 4: loop re-checks until a full pass buys nothing (idempotent convergence)'); Game.state.stellarEssence = 1000; Game.state.prestigeUpgrades = []; const r4 = Game.buyMaxPrestigeUpgrades(); assert(r4.bought === 6, `bought all 6 upgrades on first pass (got ${r4.bought})`); console.log('Test 5: already-owned upgrades are skipped; no double-purchase'); Game.state.stellarEssence = 1000; Game.state.prestigeUpgrades = ['cosmicFingers']; // already owned -> must be skipped const r5 = Game.buyMaxPrestigeUpgrades(); assert(!r5.ids.includes('cosmicFingers'), 'cosmicFingers not re-bought (already owned)'); console.log('Test 6: idempotent second call buys nothing'); const beforeEssence = Game.state.stellarEssence; const r6 = Game.buyMaxPrestigeUpgrades(); assert(r6.bought === 0, `second call buys 0 (got ${r6.bought})`); assert(Game.state.stellarEssence === beforeEssence, 'essence unchanged on no-op call'); console.log('Test 7: notifications fire on purchase, silence on no-op'); notifications.length = 0; Game.state.stellarEssence = 1000; Game.state.prestigeUpgrades = []; Game.state.buildings = {}; Game.buyMaxPrestigeUpgrades(); assert(notifications.some(n => /Bought .* prestige upgrade/.test(n)), 'notification shown when something bought'); notifications.length = 0; const r7 = Game.buyMaxPrestigeUpgrades(); // now nothing left affordable (all bought) assert(!notifications.some(n => /Bought/.test(n)) || r7.bought === 0, `no purchase notification on no-op (bought=${r7.bought})`); console.log('Test 8: exercise the REAL PrestigeUI.updateBuyMaxPrestigeButton method against real PRESTIGE_UPGRADES'); Game.state.stellarEssence = 0; Game.state.prestigeUpgrades = []; Game.state.buildings = {}; realPrestigeUI.updateBuyMaxPrestigeButton(); assert(els['buy-all-prestige'].style.display === 'none', `real UI hides Buy Max when essence=0 (display='${els['buy-all-prestige'].style.display}')`); // cosmicFingers is the cheapest real prestige upgrade (cost 10, no requirements), // so at essence=10 a button should appear and be enabled. Game.state.stellarEssence = 10; realPrestigeUI.updateBuyMaxPrestigeButton(); assert(els['buy-all-prestige'].style.display !== 'none', 'real UI shows Buy Max when a cheap unowned prestige upgrade is affordable'); assert(els['buy-all-prestige'].disabled === false, 'real UI Buy Max enabled when affordable'); // Give 0 essence -> hidden again. Game.state.stellarEssence = 0; realPrestigeUI.updateBuyMaxPrestigeButton(); assert(els['buy-all-prestige'].style.display === 'none', 'real UI hides Buy Max when nothing affordable'); // Requirement-gated affordability: stellarTouch (cost 50, no building req) is // affordable but essenceAmplifier (cost 25, needs solarLeaf>=25) is gated. The // button should still show because at least one unowned upgrade is affordable. Game.state.stellarEssence = 100; Game.state.buildings = { starSprout: 1 }; // solarLeaf < 25 -> essenceAmplifier gated, but stellarTouch still affordable realPrestigeUI.updateBuyMaxPrestigeButton(); assert(els['buy-all-prestige'].style.display !== 'none', 'real UI shows Buy Max when a non-gated upgrade is affordable even if gated ones are locked'); console.log('Test 9: real UI reflects state after an actual buy through Game.buyMaxPrestigeUpgrades'); Game.state.stellarEssence = 10; Game.state.prestigeUpgrades = []; Game.buyMaxPrestigeUpgrades(); // buys cosmicFingers (only affordable), essence now 0 assert(Game.state.prestigeUpgrades.includes('cosmicFingers'), 'cosmicFingers purchased via real Game method'); realPrestigeUI.updateBuyMaxPrestigeButton(); assert(els['buy-all-prestige'].style.display === 'none', 'real UI hides Buy Max after all affordable upgrades bought (essence now 0)'); console.log(`\nResult: ${passed} passed, ${failed} failed`); process.exit(failed === 0 ? 0 : 1);