/** * Headless test for Session 11 - Golden Starbloom random event. * Verifies golden bloom scheduling, claiming, and the production boost. */ // Minimal DOM stubs (only what our code touches) global.document = { getElementById: () => ({ getBoundingClientRect: () => ({ left: 0, top: 0, width: 300, height: 200 }) }), querySelector: () => null, addEventListener: () => {}, querySelectorAll: () => [], }; // UI stub capturing notifications + spawn/remove calls const notifications = []; global.UI = { showNotification: (msg) => notifications.push(msg), update: () => {}, spawnGoldenBloom: () => { global.__spawned = (global.__spawned || 0) + 1; }, removeGoldenBloom: () => { global.__removed = (global.__removed || 0) + 1; }, updateGoldenBloomBadge: () => {}, }; // Audio / Particles stubs global.Audio = { playGoldenBloom: () => {} }; global.Particles = { createGoldenEffect: (x, y) => { global.__goldX = x; global.__goldY = y; } }; // Load the real game engine source and eval it in this scope. import { readFileSync } from 'fs'; const src = readFileSync('/opt/data/idle-game/js/game.js', 'utf8') .replace(/window\.Game = Game;/, '') + '\nglobalThis.Game = Game;\n'; eval(src); // Build stubs for the data modules needed by the engine. global.BUILDINGS = { starSprout: { id: 'starSprout', baseCost: 15, baseProduction: 0.1 }, moonBloom: { id: 'moonBloom', baseCost: 100, baseProduction: 0.5 }, }; global.UPGRADES = {}; // Minimal prestige stub returning x1 multiplier (no bonus) so we can isolate // golden-bloom math from the real prestige system. global.PRESTIGE = { getMultiplier: () => 1 }; global.PRESTIGE_UPGRADES = {}; // Achievements stub - check() must be a no-op for these tests. global.Achievements = { check: () => {} }; 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: no bloom active initially -> remaining is 0'); Game.state.goldenBlooms.active = false; assert(Game.getGoldenBloomRemaining() === 0, `remaining is 0 (got ${Game.getGoldenBloomRemaining()})`); console.log('Test 2: claiming with no active bloom returns 0 and does not award stardust'); const before = Game.state.stardust; Game.state.goldenBlooms.active = false; const none = Game.claimGoldenBloom(10, 10); assert(none === 0, `claim returned 0 when inactive (got ${none})`); assert(Game.state.stardust === before, 'stardust unchanged when no bloom'); console.log('Test 3: golden bloom bonus = floor(production * mult), production boost applied'); // Give the player some buildings so production is deterministic. Game.state.buildings = { starSprout: 10 }; // 10 * 0.1 = 1.0 /s (prestige multiplier = 1) Game.state.productionBoostUntil = 0; const remaining0 = Game.getGoldenBloomRemaining(); Game.state.goldenBlooms.active = true; Game.state.goldenBlooms.timer = 5; assert(Game.getGoldenBloomRemaining() === 5, `remaining reflects timer (got ${Game.getGoldenBloomRemaining()})`); const prodBefore = Game.getProductionPerSecond(); assert(Math.abs(prodBefore - 1.0) < 1e-9, `production is 1.0 before boost (got ${prodBefore})`); // Activate the boost and check the x1.5 multiplier. Game.state.productionBoostUntil = Date.now() + 30000; const prodBoosted = Game.getProductionPerSecond(); assert(Math.abs(prodBoosted - 1.5) < 1e-9, `production is 1.5 during boost (got ${prodBoosted})`); const boostInfo = Game.getProductionBoostInfo(); assert(boostInfo.active === true, 'boost info reports active'); assert(boostInfo.remaining > 0 && boostInfo.remaining <= 30, `boost remaining in range (${boostInfo.remaining})`); // Now claim the bloom. Bonus should be floor(1.5 * 15) = 22. Game.state.productionBoostUntil = Date.now() + 30000; // keep boost on so bonus uses boosted prod const earned = Game.claimGoldenBloom(42, 84); assert(earned === Math.floor(1.5 * 15), `bonus is floor(prod*mult)=${Math.floor(1.5*15)} (got ${earned})`); assert(Game.state.stardust === before + earned, 'stardust increased by exactly the bonus'); assert(Game.state.goldenBlooms.totalClaimed === 1, 'totalClaimed incremented to 1'); assert(Game.state.goldenBlooms.active === false, 'bloom no longer active after claim'); assert(global.__goldX === 42 && global.__goldY === 84, `particle coords passed through (${global.__goldX}, ${global.__goldY})`); assert(notifications.some(n => /Golden Starbloom/.test(n)), 'golden bloom notification shown'); console.log('Test 4: boost expires correctly via getProductionBoostInfo'); Game.state.productionBoostUntil = Date.now() - 1000; // already expired const expired = Game.getProductionBoostInfo(); assert(expired.active === false && expired.remaining === 0, 'boost inactive after expiry'); const prodExpired = Game.getProductionPerSecond(); assert(Math.abs(prodExpired - 1.0) < 1e-9, `production back to 1.0 after boost expires (got ${prodExpired})`); console.log('Test 5: updateGoldenBloom countdown decrements active bloom and vanishes'); Game.state.goldenBlooms.active = true; Game.state.goldenBlooms.timer = 2.0; Game.updateGoldenBloom(1.0); // advance 1s assert(Game.state.goldenBlooms.active === true && Game.state.goldenBlooms.timer === 1.0, `countdown decremented (timer=${Game.state.goldenBlooms.timer})`); Game.updateGoldenBloom(1.5); // more than remaining -> vanishes assert(Game.state.goldenBlooms.active === false && Game.state.goldenBlooms.timer === 0, 'bloom vanishes when timer hits 0'); console.log('Test 6: bloom spawns after elapsed reaches maxMs (forced)'); Game.state.goldenBlooms.active = false; Game.state.goldenBlooms.lastSpawn = Date.now() - (Game.config.goldenBloomMaxMs + 1); // past maximum global.__spawned = 0; Game.updateGoldenBloom(0.1); assert(Game.state.goldenBlooms.active === true, 'bloom spawns once maxMs has elapsed'); assert(Game.state.goldenBlooms.timer === Game.config.goldenBloomDuration, `timer set to duration (${Game.state.goldenBlooms.timer})`); assert(global.__spawned >= 1, `UI.spawnGoldenBloom called (${global.__spawned}x)`); console.log('Test 7: bloom does NOT spawn before minMs elapsed'); Game.state.goldenBlooms.active = false; Game.state.goldenBlooms.lastSpawn = Date.now(); // just now const spawnedBefore = global.__spawned || 0; Game.updateGoldenBloom(5); // advance a few seconds (well under minMs) assert(Game.state.goldenBlooms.active === false, 'no premature spawn before minMs'); console.log(`\nResult: ${passed} passed, ${failed} failed`); process.exit(failed === 0 ? 0 : 1);