scroll.server/crates/game-service/tests/achievements_and_levels.rs
WiseDev 0451fcdf43 grant achievement progress and roll exp into levels
two separate breakages behind "no achievement, no level up", both
checked against the client in IDA.

level up: LogicClientAvatar::xpGainHelper adds a gain to exp_points -
which is progress WITHIN the level, not a running total - then rolls it
into levels: while exp_points >= ExpToNextLevel(level) it subtracts that
threshold and increments the level, calling levelUp for the deck slots
and diamond reward. our add_exp only grew exp_points, so the bar filled
past full and the level never moved. it now rolls over the same way,
against the exp_levels table.

achievement: the client only offers a claim when progress >= ActionCount
(LogicClientAvatar::isAchievementCompleted reads commodity 2), and the
claim command re-reads that same commodity - and build_avatar populated
none of it, so every claim came back "not completed". build_avatar now
serves real progress: findcard from the count of distinct cards owned,
reacharena from the arena reached. donate / jointeam / watchtv need
social features we do not have and stay at zero.

tests cover both and fail without the fixes: 25 exp reaches level 2 with
5 carried, and a completed findcard tier claims once, grants exp, and is
rejected the second time.
2026-08-24 09:15:22 +03:00

79 lines
3.3 KiB
Rust

use std::path::Path;
use std::sync::Arc;
use game_service::home::build_avatar;
use logic::commands::COMMODITY_ACHIEVEMENT_PROGRESS;
use logic::{CommandOutcome, LogicClaimAchievementRewardCommand, LogicCommandHeader};
use logic::data::{table, LogicDataRef, LogicDataTables};
use logic::home::LogicHomeMode;
use logic::model::LogicClientHome;
fn tables() {
let root = Path::new(env!("CARGO_MANIFEST_DIR")).join("../../assets");
if let Ok(t) = LogicDataTables::load_from_dir(&root) {
LogicDataTables::install(Arc::new(t));
}
}
#[test]
fn adding_exp_rolls_over_into_levels() {
tables();
let mut home = LogicHomeMode::new(LogicClientHome::default(), Default::default(), 0);
home.avatar_mut().exp_level = 1;
home.avatar_mut().exp_points = 0;
home.add_exp(25);
assert_eq!(home.avatar().exp_level, 2, "25 exp should reach level 2");
assert_eq!(home.avatar().exp_points, 5, "5 exp should carry into level 2");
home.add_exp(50);
assert_eq!(home.avatar().exp_level, 3, "another 50 should reach level 3");
assert_eq!(home.avatar().exp_points, 5);
}
#[test]
fn a_completed_findcard_achievement_can_be_claimed() {
tables();
let tabs = LogicDataTables::instance();
let achievements = tabs.table(table::ACHIEVEMENTS).unwrap();
let (name, required) = (0..achievements.count())
.filter_map(|i| achievements.get_at(i))
.find(|row| row.string("Action") == "findcard")
.map(|row| (row.string("Name").to_owned(), row.int("ActionCount")))
.expect("a findcard achievement exists");
let root = Path::new(env!("CARGO_MANIFEST_DIR")).join("../../assets");
let catalog = game_service::Catalog::load(Some(&root));
let mut profile = game_service::store::PlayerProfile::starter(
service_rpc::AccountRef::new(0, 5),
&game_service::StarterProfile::default(),
&catalog,
);
profile.collection.clear();
profile.deck.clear();
let tabs2 = LogicDataTables::instance();
let cards = tabs2.table(table::CHARACTERS).unwrap();
for i in 0..(required.max(1) as usize) {
let row = cards.get_at(i % cards.count()).unwrap();
profile.collection.push(game_service::store::OwnedCard {
card: LogicDataRef::Resolved(Arc::clone(row)),
level_index: 0,
count: 1,
});
}
let avatar = build_avatar(&profile);
let progress = avatar
.commodities
.types
.get(COMMODITY_ACHIEVEMENT_PROGRESS)
.map(|slots| slots.iter().filter(|s| s.count >= required).count())
.unwrap_or(0);
assert!(progress > 0, "the served progress should complete a findcard tier");
let mut home = LogicHomeMode::new(LogicClientHome::default(), avatar, 0);
let before_level = home.avatar().exp_level;
let before_points = home.avatar().exp_points;
let command = LogicClaimAchievementRewardCommand {
achievement: LogicDataRef::by_name(table::ACHIEVEMENTS, &name),
header: LogicCommandHeader::default(),
};
let outcome = home.execute(&command);
assert_eq!(outcome, CommandOutcome::Applied, "the claim should be accepted");
assert!(
home.avatar().exp_points != before_points || home.avatar().exp_level != before_level,
"claiming should have granted exp"
);
assert!(matches!(home.execute(&command), CommandOutcome::Rejected(_)));
}