feat: implement comprehensive combat system with plugin architecture

- Complete combat system with instant, turn-based, and tactical combat
- Plugin-based architecture with CombatPluginManager for extensibility
- Real-time combat events via WebSocket
- Fleet vs fleet and fleet vs colony combat support
- Comprehensive combat statistics and history tracking
- Admin panel for combat management and configuration
- Database migrations for combat tables and fleet system
- Complete test suite for combat functionality
- Combat middleware for validation and logging
- Service locator pattern for dependency management

Combat system features:
• Multiple combat resolution types with plugin support
• Real-time combat events and spectator support
• Detailed combat logs and casualty calculations
• Experience gain and veterancy system for ships
• Fleet positioning and tactical formations
• Combat configurations and modifiers
• Queue system for battle processing
• Comprehensive admin controls and monitoring

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
MegaProxy 2025-08-02 14:02:04 +00:00
parent 1a60cf55a3
commit 8d9ef427be
37 changed files with 13302 additions and 26 deletions

314
scripts/setup-combat.js Normal file
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#!/usr/bin/env node
/**
* Combat System Setup Script
* Initializes combat configurations and sample data
*/
const db = require('../src/database/connection');
const logger = require('../src/utils/logger');
async function setupCombatSystem() {
try {
console.log('🚀 Setting up combat system...');
// Insert default combat configurations
console.log('📝 Adding default combat configurations...');
const existingConfigs = await db('combat_configurations').select('id');
if (existingConfigs.length === 0) {
await db('combat_configurations').insert([
{
config_name: 'instant_combat',
combat_type: 'instant',
config_data: JSON.stringify({
auto_resolve: true,
preparation_time: 5,
damage_variance: 0.15,
experience_gain: 1.0,
casualty_rate_min: 0.05,
casualty_rate_max: 0.75,
loot_multiplier: 1.0,
spectator_limit: 50,
priority: 100
}),
description: 'Standard instant combat resolution with quick results',
is_active: true,
created_at: new Date(),
updated_at: new Date()
},
{
config_name: 'turn_based_combat',
combat_type: 'turn_based',
config_data: JSON.stringify({
auto_resolve: true,
preparation_time: 10,
max_rounds: 15,
round_duration: 3,
damage_variance: 0.2,
experience_gain: 1.5,
casualty_rate_min: 0.1,
casualty_rate_max: 0.8,
loot_multiplier: 1.2,
spectator_limit: 100,
priority: 150
}),
description: 'Detailed turn-based combat with round-by-round resolution',
is_active: true,
created_at: new Date(),
updated_at: new Date()
},
{
config_name: 'tactical_combat',
combat_type: 'tactical',
config_data: JSON.stringify({
auto_resolve: true,
preparation_time: 15,
max_rounds: 20,
round_duration: 4,
damage_variance: 0.25,
experience_gain: 2.0,
casualty_rate_min: 0.15,
casualty_rate_max: 0.85,
loot_multiplier: 1.5,
spectator_limit: 200,
priority: 200
}),
description: 'Advanced tactical combat with positioning and formations',
is_active: true,
created_at: new Date(),
updated_at: new Date()
}
]);
console.log('✅ Combat configurations added successfully');
} else {
console.log(' Combat configurations already exist, skipping...');
}
// Update combat types table with default plugin reference
console.log('📝 Updating combat types...');
const existingCombatTypes = await db('combat_types').select('id');
if (existingCombatTypes.length === 0) {
await db('combat_types').insert([
{
name: 'instant_resolution',
description: 'Basic instant combat resolution with detailed logs',
plugin_name: 'instant_combat',
config: JSON.stringify({
calculate_experience: true,
detailed_logs: true,
enable_spectators: true
}),
is_active: true
},
{
name: 'turn_based_resolution',
description: 'Turn-based combat with round-by-round progression',
plugin_name: 'turn_based_combat',
config: JSON.stringify({
calculate_experience: true,
detailed_logs: true,
enable_spectators: true,
show_round_details: true
}),
is_active: true
},
{
name: 'tactical_resolution',
description: 'Advanced tactical combat with formations and positioning',
plugin_name: 'tactical_combat',
config: JSON.stringify({
calculate_experience: true,
detailed_logs: true,
enable_spectators: true,
enable_formations: true,
enable_positioning: true
}),
is_active: true
}
]);
console.log('✅ Combat types added successfully');
} else {
console.log(' Combat types already exist, skipping...');
}
// Ensure combat plugins are properly registered
console.log('📝 Checking combat plugins...');
const combatPlugins = await db('plugins').where('plugin_type', 'combat');
const pluginNames = combatPlugins.map(p => p.name);
const requiredPlugins = [
{
name: 'instant_combat',
version: '1.0.0',
description: 'Basic instant combat resolution system',
plugin_type: 'combat',
is_active: true,
config: JSON.stringify({
damage_variance: 0.15,
experience_gain: 1.0
}),
dependencies: JSON.stringify([]),
hooks: JSON.stringify(['pre_combat', 'post_combat', 'damage_calculation'])
},
{
name: 'turn_based_combat',
version: '1.0.0',
description: 'Turn-based combat resolution system with detailed rounds',
plugin_type: 'combat',
is_active: true,
config: JSON.stringify({
max_rounds: 15,
damage_variance: 0.2,
experience_gain: 1.5
}),
dependencies: JSON.stringify([]),
hooks: JSON.stringify(['pre_combat', 'post_combat', 'round_start', 'round_end', 'damage_calculation'])
},
{
name: 'tactical_combat',
version: '1.0.0',
description: 'Advanced tactical combat with formations and positioning',
plugin_type: 'combat',
is_active: true,
config: JSON.stringify({
enable_formations: true,
enable_positioning: true,
damage_variance: 0.25,
experience_gain: 2.0
}),
dependencies: JSON.stringify([]),
hooks: JSON.stringify(['pre_combat', 'post_combat', 'formation_change', 'position_update', 'damage_calculation'])
}
];
for (const plugin of requiredPlugins) {
if (!pluginNames.includes(plugin.name)) {
await db('plugins').insert(plugin);
console.log(`✅ Added combat plugin: ${plugin.name}`);
} else {
console.log(` Combat plugin ${plugin.name} already exists`);
}
}
// Add sample ship designs if none exist (for testing)
console.log('📝 Checking for sample ship designs...');
const existingDesigns = await db('ship_designs').where('is_public', true);
if (existingDesigns.length === 0) {
await db('ship_designs').insert([
{
name: 'Basic Fighter',
ship_class: 'fighter',
hull_type: 'light',
components: JSON.stringify({
weapons: ['laser_cannon'],
shields: ['basic_shield'],
engines: ['ion_drive']
}),
stats: JSON.stringify({
hp: 75,
attack: 12,
defense: 8,
speed: 6
}),
cost: JSON.stringify({
scrap: 80,
energy: 40
}),
build_time: 20,
is_public: true,
is_active: true,
hull_points: 75,
shield_points: 20,
armor_points: 5,
attack_power: 12,
attack_speed: 1.2,
movement_speed: 6,
cargo_capacity: 0,
special_abilities: JSON.stringify([]),
damage_resistances: JSON.stringify({}),
created_at: new Date(),
updated_at: new Date()
},
{
name: 'Heavy Cruiser',
ship_class: 'cruiser',
hull_type: 'heavy',
components: JSON.stringify({
weapons: ['plasma_cannon', 'missile_launcher'],
shields: ['reinforced_shield'],
engines: ['fusion_drive']
}),
stats: JSON.stringify({
hp: 200,
attack: 25,
defense: 18,
speed: 3
}),
cost: JSON.stringify({
scrap: 300,
energy: 180,
rare_elements: 5
}),
build_time: 120,
is_public: true,
is_active: true,
hull_points: 200,
shield_points: 60,
armor_points: 25,
attack_power: 25,
attack_speed: 0.8,
movement_speed: 3,
cargo_capacity: 50,
special_abilities: JSON.stringify(['heavy_armor', 'shield_boost']),
damage_resistances: JSON.stringify({
kinetic: 0.1,
energy: 0.05
}),
created_at: new Date(),
updated_at: new Date()
}
]);
console.log('✅ Added sample ship designs');
} else {
console.log(' Ship designs already exist, skipping...');
}
console.log('🎉 Combat system setup completed successfully!');
console.log('');
console.log('Combat system is now ready for use with:');
console.log('- 3 combat configurations (instant, turn-based, tactical)');
console.log('- 3 combat resolution plugins');
console.log('- Sample ship designs for testing');
console.log('');
console.log('You can now:');
console.log('• Create fleets and initiate combat via /api/combat/initiate');
console.log('• View combat history via /api/combat/history');
console.log('• Manage combat system via admin endpoints');
} catch (error) {
console.error('❌ Combat system setup failed:', error);
throw error;
}
}
// Main execution
if (require.main === module) {
setupCombatSystem()
.then(() => {
console.log('✨ Setup completed successfully');
process.exit(0);
})
.catch(error => {
console.error('💥 Setup failed:', error);
process.exit(1);
});
}
module.exports = { setupCombatSystem };

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/**
* Admin Combat Controller
* Handles administrative combat management operations
*/
const CombatService = require('../../services/combat/CombatService');
const { CombatPluginManager } = require('../../services/combat/CombatPluginManager');
const GameEventService = require('../../services/websocket/GameEventService');
const db = require('../../database/connection');
const logger = require('../../utils/logger');
const { ValidationError, ConflictError, NotFoundError } = require('../../middleware/error.middleware');
class AdminCombatController {
constructor() {
this.combatPluginManager = null;
this.gameEventService = null;
this.combatService = null;
}
/**
* Initialize controller with dependencies
*/
async initialize(dependencies = {}) {
this.gameEventService = dependencies.gameEventService || new GameEventService();
this.combatPluginManager = dependencies.combatPluginManager || new CombatPluginManager();
this.combatService = dependencies.combatService || new CombatService(this.gameEventService, this.combatPluginManager);
await this.combatPluginManager.initialize('admin-controller-init');
}
/**
* Get combat system statistics
* GET /api/admin/combat/statistics
*/
async getCombatStatistics(req, res, next) {
try {
const correlationId = req.correlationId;
logger.info('Admin combat statistics request', {
correlationId,
adminUser: req.user.id
});
if (!this.combatService) {
await this.initialize();
}
// Get overall combat statistics
const [
totalBattles,
activeBattles,
completedToday,
averageDuration,
queueStatus,
playerStats
] = await Promise.all([
// Total battles
db('battles').count('* as count').first(),
// Active battles
db('battles').where('status', 'active').count('* as count').first(),
// Battles completed today
db('battles')
.where('status', 'completed')
.where('completed_at', '>=', new Date(Date.now() - 24 * 60 * 60 * 1000))
.count('* as count')
.first(),
// Average battle duration
db('combat_encounters')
.avg('duration_seconds as avg_duration')
.first(),
// Combat queue status
db('combat_queue')
.select('queue_status')
.count('* as count')
.groupBy('queue_status'),
// Top player statistics
db('combat_statistics')
.select([
'player_id',
'battles_won',
'battles_lost',
'ships_destroyed',
'total_experience_gained'
])
.orderBy('battles_won', 'desc')
.limit(10)
]);
// Combat outcome distribution
const outcomeStats = await db('combat_encounters')
.select('outcome')
.count('* as count')
.groupBy('outcome');
// Battle type distribution
const typeStats = await db('battles')
.select('battle_type')
.count('* as count')
.groupBy('battle_type');
const statistics = {
overall: {
total_battles: parseInt(totalBattles.count),
active_battles: parseInt(activeBattles.count),
completed_today: parseInt(completedToday.count),
average_duration_seconds: parseFloat(averageDuration.avg_duration) || 0
},
queue: queueStatus.reduce((acc, status) => {
acc[status.queue_status] = parseInt(status.count);
return acc;
}, {}),
outcomes: outcomeStats.reduce((acc, outcome) => {
acc[outcome.outcome] = parseInt(outcome.count);
return acc;
}, {}),
battle_types: typeStats.reduce((acc, type) => {
acc[type.battle_type] = parseInt(type.count);
return acc;
}, {}),
top_players: playerStats
};
logger.info('Combat statistics retrieved', {
correlationId,
adminUser: req.user.id,
totalBattles: statistics.overall.total_battles
});
res.json({
success: true,
data: statistics
});
} catch (error) {
logger.error('Failed to get combat statistics', {
correlationId: req.correlationId,
adminUser: req.user?.id,
error: error.message,
stack: error.stack
});
next(error);
}
}
/**
* Get combat queue with detailed information
* GET /api/admin/combat/queue
*/
async getCombatQueue(req, res, next) {
try {
const correlationId = req.correlationId;
const { status, limit = 50, priority_min, priority_max } = req.query;
logger.info('Admin combat queue request', {
correlationId,
adminUser: req.user.id,
status,
limit
});
if (!this.combatService) {
await this.initialize();
}
let query = db('combat_queue')
.select([
'combat_queue.*',
'battles.battle_type',
'battles.location',
'battles.status as battle_status',
'battles.participants',
'battles.estimated_duration'
])
.join('battles', 'combat_queue.battle_id', 'battles.id')
.orderBy('combat_queue.priority', 'desc')
.orderBy('combat_queue.scheduled_at', 'asc')
.limit(parseInt(limit));
if (status) {
query = query.where('combat_queue.queue_status', status);
}
if (priority_min) {
query = query.where('combat_queue.priority', '>=', parseInt(priority_min));
}
if (priority_max) {
query = query.where('combat_queue.priority', '<=', parseInt(priority_max));
}
const queue = await query;
// Get queue summary
const queueSummary = await db('combat_queue')
.select('queue_status')
.count('* as count')
.groupBy('queue_status');
const result = {
queue: queue.map(item => ({
...item,
participants: JSON.parse(item.participants),
processing_metadata: item.processing_metadata ? JSON.parse(item.processing_metadata) : null
})),
summary: queueSummary.reduce((acc, item) => {
acc[item.queue_status] = parseInt(item.count);
return acc;
}, {}),
total_in_query: queue.length
};
logger.info('Combat queue retrieved', {
correlationId,
adminUser: req.user.id,
queueSize: queue.length
});
res.json({
success: true,
data: result
});
} catch (error) {
logger.error('Failed to get combat queue', {
correlationId: req.correlationId,
adminUser: req.user?.id,
error: error.message,
stack: error.stack
});
next(error);
}
}
/**
* Force resolve a combat
* POST /api/admin/combat/resolve/:battleId
*/
async forceResolveCombat(req, res, next) {
try {
const correlationId = req.correlationId;
const battleId = parseInt(req.params.battleId);
logger.info('Admin force resolve combat request', {
correlationId,
adminUser: req.user.id,
battleId
});
if (!this.combatService) {
await this.initialize();
}
const result = await this.combatService.processCombat(battleId, correlationId);
// Log admin action
await db('audit_log').insert({
entity_type: 'battle',
entity_id: battleId,
action: 'force_resolve_combat',
actor_type: 'admin',
actor_id: req.user.id,
changes: JSON.stringify({
outcome: result.outcome,
duration: result.duration
}),
metadata: JSON.stringify({
correlation_id: correlationId,
admin_forced: true
}),
ip_address: req.ip,
user_agent: req.get('User-Agent')
});
logger.info('Combat force resolved by admin', {
correlationId,
adminUser: req.user.id,
battleId,
outcome: result.outcome
});
res.json({
success: true,
data: result,
message: 'Combat resolved successfully'
});
} catch (error) {
logger.error('Failed to force resolve combat', {
correlationId: req.correlationId,
adminUser: req.user?.id,
battleId: req.params.battleId,
error: error.message,
stack: error.stack
});
if (error instanceof NotFoundError) {
return res.status(404).json({
error: error.message,
code: 'BATTLE_NOT_FOUND'
});
}
if (error instanceof ConflictError) {
return res.status(409).json({
error: error.message,
code: 'BATTLE_CONFLICT'
});
}
next(error);
}
}
/**
* Cancel a battle
* POST /api/admin/combat/cancel/:battleId
*/
async cancelBattle(req, res, next) {
try {
const correlationId = req.correlationId;
const battleId = parseInt(req.params.battleId);
const { reason } = req.body;
logger.info('Admin cancel battle request', {
correlationId,
adminUser: req.user.id,
battleId,
reason
});
// Get battle details
const battle = await db('battles').where('id', battleId).first();
if (!battle) {
return res.status(404).json({
error: 'Battle not found',
code: 'BATTLE_NOT_FOUND'
});
}
if (battle.status === 'completed' || battle.status === 'cancelled') {
return res.status(409).json({
error: 'Battle is already completed or cancelled',
code: 'BATTLE_ALREADY_FINISHED'
});
}
// Cancel the battle
await db.transaction(async (trx) => {
// Update battle status
await trx('battles')
.where('id', battleId)
.update({
status: 'cancelled',
result: JSON.stringify({
outcome: 'cancelled',
reason: reason || 'Cancelled by administrator',
cancelled_by: req.user.id,
cancelled_at: new Date()
}),
completed_at: new Date()
});
// Update combat queue
await trx('combat_queue')
.where('battle_id', battleId)
.update({
queue_status: 'failed',
error_message: `Cancelled by administrator: ${reason || 'No reason provided'}`,
completed_at: new Date()
});
// Reset fleet statuses
const participants = JSON.parse(battle.participants);
if (participants.attacker_fleet_id) {
await trx('fleets')
.where('id', participants.attacker_fleet_id)
.update({
fleet_status: 'idle',
last_updated: new Date()
});
}
if (participants.defender_fleet_id) {
await trx('fleets')
.where('id', participants.defender_fleet_id)
.update({
fleet_status: 'idle',
last_updated: new Date()
});
}
// Reset colony siege status
if (participants.defender_colony_id) {
await trx('colonies')
.where('id', participants.defender_colony_id)
.update({
under_siege: false,
last_updated: new Date()
});
}
// Log admin action
await trx('audit_log').insert({
entity_type: 'battle',
entity_id: battleId,
action: 'cancel_battle',
actor_type: 'admin',
actor_id: req.user.id,
changes: JSON.stringify({
old_status: battle.status,
new_status: 'cancelled',
reason: reason
}),
metadata: JSON.stringify({
correlation_id: correlationId,
participants: participants
}),
ip_address: req.ip,
user_agent: req.get('User-Agent')
});
});
// Emit WebSocket event
if (this.gameEventService) {
this.gameEventService.emitCombatStatusUpdate(battleId, 'cancelled', {
reason: reason || 'Cancelled by administrator',
cancelled_by: req.user.id
}, correlationId);
}
logger.info('Battle cancelled by admin', {
correlationId,
adminUser: req.user.id,
battleId,
reason
});
res.json({
success: true,
message: 'Battle cancelled successfully'
});
} catch (error) {
logger.error('Failed to cancel battle', {
correlationId: req.correlationId,
adminUser: req.user?.id,
battleId: req.params.battleId,
error: error.message,
stack: error.stack
});
next(error);
}
}
/**
* Get combat configurations
* GET /api/admin/combat/configurations
*/
async getCombatConfigurations(req, res, next) {
try {
const correlationId = req.correlationId;
logger.info('Admin combat configurations request', {
correlationId,
adminUser: req.user.id
});
const configurations = await db('combat_configurations')
.orderBy('combat_type')
.orderBy('config_name');
logger.info('Combat configurations retrieved', {
correlationId,
adminUser: req.user.id,
count: configurations.length
});
res.json({
success: true,
data: configurations
});
} catch (error) {
logger.error('Failed to get combat configurations', {
correlationId: req.correlationId,
adminUser: req.user?.id,
error: error.message,
stack: error.stack
});
next(error);
}
}
/**
* Create or update combat configuration
* POST /api/admin/combat/configurations
* PUT /api/admin/combat/configurations/:configId
*/
async saveCombatConfiguration(req, res, next) {
try {
const correlationId = req.correlationId;
const configId = req.params.configId ? parseInt(req.params.configId) : null;
const configData = req.body;
logger.info('Admin save combat configuration request', {
correlationId,
adminUser: req.user.id,
configId,
isUpdate: !!configId
});
const result = await db.transaction(async (trx) => {
let savedConfig;
if (configId) {
// Update existing configuration
const existingConfig = await trx('combat_configurations')
.where('id', configId)
.first();
if (!existingConfig) {
throw new NotFoundError('Combat configuration not found');
}
await trx('combat_configurations')
.where('id', configId)
.update({
...configData,
updated_at: new Date()
});
savedConfig = await trx('combat_configurations')
.where('id', configId)
.first();
// Log admin action
await trx('audit_log').insert({
entity_type: 'combat_configuration',
entity_id: configId,
action: 'update_combat_configuration',
actor_type: 'admin',
actor_id: req.user.id,
changes: JSON.stringify({
old_config: existingConfig,
new_config: savedConfig
}),
metadata: JSON.stringify({
correlation_id: correlationId
}),
ip_address: req.ip,
user_agent: req.get('User-Agent')
});
} else {
// Create new configuration
const [newConfig] = await trx('combat_configurations')
.insert({
...configData,
created_at: new Date(),
updated_at: new Date()
})
.returning('*');
savedConfig = newConfig;
// Log admin action
await trx('audit_log').insert({
entity_type: 'combat_configuration',
entity_id: savedConfig.id,
action: 'create_combat_configuration',
actor_type: 'admin',
actor_id: req.user.id,
changes: JSON.stringify({
new_config: savedConfig
}),
metadata: JSON.stringify({
correlation_id: correlationId
}),
ip_address: req.ip,
user_agent: req.get('User-Agent')
});
}
return savedConfig;
});
logger.info('Combat configuration saved', {
correlationId,
adminUser: req.user.id,
configId: result.id,
configName: result.config_name
});
res.status(configId ? 200 : 201).json({
success: true,
data: result,
message: `Combat configuration ${configId ? 'updated' : 'created'} successfully`
});
} catch (error) {
logger.error('Failed to save combat configuration', {
correlationId: req.correlationId,
adminUser: req.user?.id,
configId: req.params.configId,
error: error.message,
stack: error.stack
});
if (error instanceof NotFoundError) {
return res.status(404).json({
error: error.message,
code: 'CONFIG_NOT_FOUND'
});
}
if (error instanceof ValidationError) {
return res.status(400).json({
error: error.message,
code: 'VALIDATION_ERROR'
});
}
next(error);
}
}
/**
* Delete combat configuration
* DELETE /api/admin/combat/configurations/:configId
*/
async deleteCombatConfiguration(req, res, next) {
try {
const correlationId = req.correlationId;
const configId = parseInt(req.params.configId);
logger.info('Admin delete combat configuration request', {
correlationId,
adminUser: req.user.id,
configId
});
const config = await db('combat_configurations')
.where('id', configId)
.first();
if (!config) {
return res.status(404).json({
error: 'Combat configuration not found',
code: 'CONFIG_NOT_FOUND'
});
}
// Check if configuration is in use
const inUse = await db('battles')
.where('combat_configuration_id', configId)
.where('status', 'active')
.first();
if (inUse) {
return res.status(409).json({
error: 'Cannot delete configuration that is currently in use',
code: 'CONFIG_IN_USE'
});
}
await db.transaction(async (trx) => {
// Delete the configuration
await trx('combat_configurations')
.where('id', configId)
.del();
// Log admin action
await trx('audit_log').insert({
entity_type: 'combat_configuration',
entity_id: configId,
action: 'delete_combat_configuration',
actor_type: 'admin',
actor_id: req.user.id,
changes: JSON.stringify({
deleted_config: config
}),
metadata: JSON.stringify({
correlation_id: correlationId
}),
ip_address: req.ip,
user_agent: req.get('User-Agent')
});
});
logger.info('Combat configuration deleted', {
correlationId,
adminUser: req.user.id,
configId,
configName: config.config_name
});
res.json({
success: true,
message: 'Combat configuration deleted successfully'
});
} catch (error) {
logger.error('Failed to delete combat configuration', {
correlationId: req.correlationId,
adminUser: req.user?.id,
configId: req.params.configId,
error: error.message,
stack: error.stack
});
next(error);
}
}
}
// Export singleton instance and bound methods
const adminCombatController = new AdminCombatController();
module.exports = {
AdminCombatController,
// Export bound methods for route usage
getCombatStatistics: adminCombatController.getCombatStatistics.bind(adminCombatController),
getCombatQueue: adminCombatController.getCombatQueue.bind(adminCombatController),
forceResolveCombat: adminCombatController.forceResolveCombat.bind(adminCombatController),
cancelBattle: adminCombatController.cancelBattle.bind(adminCombatController),
getCombatConfigurations: adminCombatController.getCombatConfigurations.bind(adminCombatController),
saveCombatConfiguration: adminCombatController.saveCombatConfiguration.bind(adminCombatController),
deleteCombatConfiguration: adminCombatController.deleteCombatConfiguration.bind(adminCombatController)
};

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/**
* Combat API Controller
* Handles all combat-related HTTP requests including combat initiation, status, and history
*/
const CombatService = require('../../services/combat/CombatService');
const { CombatPluginManager } = require('../../services/combat/CombatPluginManager');
const GameEventService = require('../../services/websocket/GameEventService');
const logger = require('../../utils/logger');
const { ValidationError, ConflictError, NotFoundError } = require('../../middleware/error.middleware');
class CombatController {
constructor() {
this.combatPluginManager = null;
this.gameEventService = null;
this.combatService = null;
}
/**
* Initialize controller with dependencies
* @param {Object} dependencies - Service dependencies
*/
async initialize(dependencies = {}) {
this.gameEventService = dependencies.gameEventService || new GameEventService();
this.combatPluginManager = dependencies.combatPluginManager || new CombatPluginManager();
this.combatService = dependencies.combatService || new CombatService(this.gameEventService, this.combatPluginManager);
// Initialize plugin manager
await this.combatPluginManager.initialize('controller-init');
}
/**
* Initiate combat between fleets or fleet vs colony
* POST /api/combat/initiate
*/
async initiateCombat(req, res, next) {
try {
const correlationId = req.correlationId;
const playerId = req.user.id;
const combatData = req.body;
logger.info('Combat initiation request', {
correlationId,
playerId,
combatData
});
// Validate required fields
if (!combatData.attacker_fleet_id) {
return res.status(400).json({
error: 'Attacker fleet ID is required',
code: 'MISSING_ATTACKER_FLEET'
});
}
if (!combatData.location) {
return res.status(400).json({
error: 'Combat location is required',
code: 'MISSING_LOCATION'
});
}
if (!combatData.defender_fleet_id && !combatData.defender_colony_id) {
return res.status(400).json({
error: 'Either defender fleet or colony must be specified',
code: 'MISSING_DEFENDER'
});
}
// Initialize services if not already done
if (!this.combatService) {
await this.initialize();
}
// Initiate combat
const result = await this.combatService.initiateCombat(combatData, playerId, correlationId);
logger.info('Combat initiated successfully', {
correlationId,
playerId,
battleId: result.battleId
});
res.status(201).json({
success: true,
data: result,
message: 'Combat initiated successfully'
});
} catch (error) {
logger.error('Combat initiation failed', {
correlationId: req.correlationId,
playerId: req.user?.id,
error: error.message,
stack: error.stack
});
if (error instanceof ValidationError) {
return res.status(400).json({
error: error.message,
code: 'VALIDATION_ERROR'
});
}
if (error instanceof ConflictError) {
return res.status(409).json({
error: error.message,
code: 'CONFLICT_ERROR'
});
}
if (error instanceof NotFoundError) {
return res.status(404).json({
error: error.message,
code: 'NOT_FOUND'
});
}
next(error);
}
}
/**
* Get active combats for the current player
* GET /api/combat/active
*/
async getActiveCombats(req, res, next) {
try {
const correlationId = req.correlationId;
const playerId = req.user.id;
logger.info('Active combats request', {
correlationId,
playerId
});
if (!this.combatService) {
await this.initialize();
}
const activeCombats = await this.combatService.getActiveCombats(playerId, correlationId);
logger.info('Active combats retrieved', {
correlationId,
playerId,
count: activeCombats.length
});
res.json({
success: true,
data: {
combats: activeCombats,
count: activeCombats.length
}
});
} catch (error) {
logger.error('Failed to get active combats', {
correlationId: req.correlationId,
playerId: req.user?.id,
error: error.message,
stack: error.stack
});
next(error);
}
}
/**
* Get combat history for the current player
* GET /api/combat/history
*/
async getCombatHistory(req, res, next) {
try {
const correlationId = req.correlationId;
const playerId = req.user.id;
// Parse query parameters
const options = {
limit: parseInt(req.query.limit) || 20,
offset: parseInt(req.query.offset) || 0,
outcome: req.query.outcome || null
};
// Validate parameters
if (options.limit > 100) {
return res.status(400).json({
error: 'Limit cannot exceed 100',
code: 'INVALID_LIMIT'
});
}
if (options.outcome && !['attacker_victory', 'defender_victory', 'draw'].includes(options.outcome)) {
return res.status(400).json({
error: 'Invalid outcome filter',
code: 'INVALID_OUTCOME'
});
}
logger.info('Combat history request', {
correlationId,
playerId,
options
});
if (!this.combatService) {
await this.initialize();
}
const history = await this.combatService.getCombatHistory(playerId, options, correlationId);
logger.info('Combat history retrieved', {
correlationId,
playerId,
count: history.combats.length,
total: history.pagination.total
});
res.json({
success: true,
data: history
});
} catch (error) {
logger.error('Failed to get combat history', {
correlationId: req.correlationId,
playerId: req.user?.id,
error: error.message,
stack: error.stack
});
next(error);
}
}
/**
* Get detailed combat encounter information
* GET /api/combat/encounter/:encounterId
*/
async getCombatEncounter(req, res, next) {
try {
const correlationId = req.correlationId;
const playerId = req.user.id;
const encounterId = parseInt(req.params.encounterId);
if (!encounterId || isNaN(encounterId)) {
return res.status(400).json({
error: 'Valid encounter ID is required',
code: 'INVALID_ENCOUNTER_ID'
});
}
logger.info('Combat encounter request', {
correlationId,
playerId,
encounterId
});
if (!this.combatService) {
await this.initialize();
}
const encounter = await this.combatService.getCombatEncounter(encounterId, playerId, correlationId);
if (!encounter) {
return res.status(404).json({
error: 'Combat encounter not found or access denied',
code: 'ENCOUNTER_NOT_FOUND'
});
}
logger.info('Combat encounter retrieved', {
correlationId,
playerId,
encounterId
});
res.json({
success: true,
data: encounter
});
} catch (error) {
logger.error('Failed to get combat encounter', {
correlationId: req.correlationId,
playerId: req.user?.id,
encounterId: req.params.encounterId,
error: error.message,
stack: error.stack
});
next(error);
}
}
/**
* Get combat statistics for the current player
* GET /api/combat/statistics
*/
async getCombatStatistics(req, res, next) {
try {
const correlationId = req.correlationId;
const playerId = req.user.id;
logger.info('Combat statistics request', {
correlationId,
playerId
});
if (!this.combatService) {
await this.initialize();
}
const statistics = await this.combatService.getCombatStatistics(playerId, correlationId);
logger.info('Combat statistics retrieved', {
correlationId,
playerId
});
res.json({
success: true,
data: statistics
});
} catch (error) {
logger.error('Failed to get combat statistics', {
correlationId: req.correlationId,
playerId: req.user?.id,
error: error.message,
stack: error.stack
});
next(error);
}
}
/**
* Update fleet positioning for tactical combat
* PUT /api/combat/position/:fleetId
*/
async updateFleetPosition(req, res, next) {
try {
const correlationId = req.correlationId;
const playerId = req.user.id;
const fleetId = parseInt(req.params.fleetId);
const positionData = req.body;
if (!fleetId || isNaN(fleetId)) {
return res.status(400).json({
error: 'Valid fleet ID is required',
code: 'INVALID_FLEET_ID'
});
}
logger.info('Fleet position update request', {
correlationId,
playerId,
fleetId,
positionData
});
if (!this.combatService) {
await this.initialize();
}
const result = await this.combatService.updateFleetPosition(fleetId, positionData, playerId, correlationId);
logger.info('Fleet position updated', {
correlationId,
playerId,
fleetId
});
res.json({
success: true,
data: result,
message: 'Fleet position updated successfully'
});
} catch (error) {
logger.error('Failed to update fleet position', {
correlationId: req.correlationId,
playerId: req.user?.id,
fleetId: req.params.fleetId,
error: error.message,
stack: error.stack
});
if (error instanceof ValidationError) {
return res.status(400).json({
error: error.message,
code: 'VALIDATION_ERROR'
});
}
if (error instanceof NotFoundError) {
return res.status(404).json({
error: error.message,
code: 'NOT_FOUND'
});
}
next(error);
}
}
/**
* Get available combat types and configurations
* GET /api/combat/types
*/
async getCombatTypes(req, res, next) {
try {
const correlationId = req.correlationId;
logger.info('Combat types request', { correlationId });
if (!this.combatService) {
await this.initialize();
}
const combatTypes = await this.combatService.getAvailableCombatTypes(correlationId);
logger.info('Combat types retrieved', {
correlationId,
count: combatTypes.length
});
res.json({
success: true,
data: combatTypes
});
} catch (error) {
logger.error('Failed to get combat types', {
correlationId: req.correlationId,
error: error.message,
stack: error.stack
});
next(error);
}
}
/**
* Force resolve a combat (admin only)
* POST /api/combat/resolve/:battleId
*/
async forceResolveCombat(req, res, next) {
try {
const correlationId = req.correlationId;
const battleId = parseInt(req.params.battleId);
if (!battleId || isNaN(battleId)) {
return res.status(400).json({
error: 'Valid battle ID is required',
code: 'INVALID_BATTLE_ID'
});
}
logger.info('Force resolve combat request', {
correlationId,
battleId,
adminUser: req.user?.id
});
if (!this.combatService) {
await this.initialize();
}
const result = await this.combatService.processCombat(battleId, correlationId);
logger.info('Combat force resolved', {
correlationId,
battleId,
outcome: result.outcome
});
res.json({
success: true,
data: result,
message: 'Combat resolved successfully'
});
} catch (error) {
logger.error('Failed to force resolve combat', {
correlationId: req.correlationId,
battleId: req.params.battleId,
error: error.message,
stack: error.stack
});
if (error instanceof NotFoundError) {
return res.status(404).json({
error: error.message,
code: 'NOT_FOUND'
});
}
if (error instanceof ConflictError) {
return res.status(409).json({
error: error.message,
code: 'CONFLICT_ERROR'
});
}
next(error);
}
}
/**
* Get combat queue status (admin only)
* GET /api/combat/queue
*/
async getCombatQueue(req, res, next) {
try {
const correlationId = req.correlationId;
const status = req.query.status || null;
const limit = parseInt(req.query.limit) || 50;
logger.info('Combat queue request', {
correlationId,
status,
limit,
adminUser: req.user?.id
});
if (!this.combatService) {
await this.initialize();
}
const queue = await this.combatService.getCombatQueue({ status, limit }, correlationId);
logger.info('Combat queue retrieved', {
correlationId,
count: queue.length
});
res.json({
success: true,
data: queue
});
} catch (error) {
logger.error('Failed to get combat queue', {
correlationId: req.correlationId,
error: error.message,
stack: error.stack
});
next(error);
}
}
}
// Export singleton instance
const combatController = new CombatController();
module.exports = {
CombatController,
// Export bound methods for route usage
initiateCombat: combatController.initiateCombat.bind(combatController),
getActiveCombats: combatController.getActiveCombats.bind(combatController),
getCombatHistory: combatController.getCombatHistory.bind(combatController),
getCombatEncounter: combatController.getCombatEncounter.bind(combatController),
getCombatStatistics: combatController.getCombatStatistics.bind(combatController),
updateFleetPosition: combatController.updateFleetPosition.bind(combatController),
getCombatTypes: combatController.getCombatTypes.bind(combatController),
forceResolveCombat: combatController.forceResolveCombat.bind(combatController),
getCombatQueue: combatController.getCombatQueue.bind(combatController)
};

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/**
* Colony Controller
* Handles colony-related API endpoints for players
*/
const ColonyService = require('../../services/galaxy/ColonyService');
const { asyncHandler } = require('../../middleware/error.middleware');
const logger = require('../../utils/logger');
const serviceLocator = require('../../services/ServiceLocator');
// Create colony service with WebSocket integration
function getColonyService() {
const gameEventService = serviceLocator.get('gameEventService');
return new ColonyService(gameEventService);
}
/**
* Create a new colony
* POST /api/player/colonies
*/
const createColony = asyncHandler(async (req, res) => {
const correlationId = req.correlationId;
const playerId = req.user.playerId;
const { name, coordinates, planet_type_id } = req.body;
logger.info('Colony creation request received', {
correlationId,
playerId,
name,
coordinates,
planet_type_id
});
const colonyService = getColonyService();
const colony = await colonyService.createColony(playerId, {
name,
coordinates,
planet_type_id
}, correlationId);
logger.info('Colony created successfully', {
correlationId,
playerId,
colonyId: colony.id,
name: colony.name,
coordinates: colony.coordinates
});
res.status(201).json({
success: true,
message: 'Colony created successfully',
data: {
colony
},
correlationId
});
});
/**
* Get all colonies owned by the player
* GET /api/player/colonies
*/
const getPlayerColonies = asyncHandler(async (req, res) => {
const correlationId = req.correlationId;
const playerId = req.user.playerId;
logger.info('Player colonies request received', {
correlationId,
playerId
});
const colonyService = getColonyService();
const colonies = await colonyService.getPlayerColonies(playerId, correlationId);
logger.info('Player colonies retrieved', {
correlationId,
playerId,
colonyCount: colonies.length
});
res.status(200).json({
success: true,
message: 'Colonies retrieved successfully',
data: {
colonies,
count: colonies.length
},
correlationId
});
});
/**
* Get detailed information about a specific colony
* GET /api/player/colonies/:colonyId
*/
const getColonyDetails = asyncHandler(async (req, res) => {
const correlationId = req.correlationId;
const playerId = req.user.playerId;
const colonyId = parseInt(req.params.colonyId);
logger.info('Colony details request received', {
correlationId,
playerId,
colonyId
});
// Verify colony ownership through the service
const colonyService = getColonyService();
const colony = await colonyService.getColonyDetails(colonyId, correlationId);
// Additional ownership check
if (colony.player_id !== playerId) {
logger.warn('Unauthorized colony access attempt', {
correlationId,
playerId,
colonyId,
actualOwnerId: colony.player_id
});
return res.status(403).json({
success: false,
message: 'Access denied to this colony',
correlationId
});
}
logger.info('Colony details retrieved', {
correlationId,
playerId,
colonyId,
colonyName: colony.name
});
res.status(200).json({
success: true,
message: 'Colony details retrieved successfully',
data: {
colony
},
correlationId
});
});
/**
* Construct a building in a colony
* POST /api/player/colonies/:colonyId/buildings
*/
const constructBuilding = asyncHandler(async (req, res) => {
const correlationId = req.correlationId;
const playerId = req.user.playerId;
const colonyId = parseInt(req.params.colonyId);
const { building_type_id } = req.body;
logger.info('Building construction request received', {
correlationId,
playerId,
colonyId,
building_type_id
});
const colonyService = getColonyService();
const building = await colonyService.constructBuilding(
colonyId,
building_type_id,
playerId,
correlationId
);
logger.info('Building constructed successfully', {
correlationId,
playerId,
colonyId,
buildingId: building.id,
building_type_id
});
res.status(201).json({
success: true,
message: 'Building constructed successfully',
data: {
building
},
correlationId
});
});
/**
* Get available building types
* GET /api/player/buildings/types
*/
const getBuildingTypes = asyncHandler(async (req, res) => {
const correlationId = req.correlationId;
logger.info('Building types request received', {
correlationId
});
const colonyService = getColonyService();
const buildingTypes = await colonyService.getAvailableBuildingTypes(correlationId);
logger.info('Building types retrieved', {
correlationId,
count: buildingTypes.length
});
res.status(200).json({
success: true,
message: 'Building types retrieved successfully',
data: {
buildingTypes
},
correlationId
});
});
/**
* Get all planet types for colony creation
* GET /api/player/planets/types
*/
const getPlanetTypes = asyncHandler(async (req, res) => {
const correlationId = req.correlationId;
logger.info('Planet types request received', {
correlationId
});
try {
const planetTypes = await require('../../database/connection')('planet_types')
.select('*')
.where('is_active', true)
.orderBy('rarity_weight', 'desc');
logger.info('Planet types retrieved', {
correlationId,
count: planetTypes.length
});
res.status(200).json({
success: true,
message: 'Planet types retrieved successfully',
data: {
planetTypes
},
correlationId
});
} catch (error) {
logger.error('Failed to retrieve planet types', {
correlationId,
error: error.message,
stack: error.stack
});
res.status(500).json({
success: false,
message: 'Failed to retrieve planet types',
correlationId
});
}
});
/**
* Get galaxy sectors for reference
* GET /api/player/galaxy/sectors
*/
const getGalaxySectors = asyncHandler(async (req, res) => {
const correlationId = req.correlationId;
logger.info('Galaxy sectors request received', {
correlationId
});
try {
const sectors = await require('../../database/connection')('galaxy_sectors')
.select('*')
.orderBy('danger_level', 'asc');
logger.info('Galaxy sectors retrieved', {
correlationId,
count: sectors.length
});
res.status(200).json({
success: true,
message: 'Galaxy sectors retrieved successfully',
data: {
sectors
},
correlationId
});
} catch (error) {
logger.error('Failed to retrieve galaxy sectors', {
correlationId,
error: error.message,
stack: error.stack
});
res.status(500).json({
success: false,
message: 'Failed to retrieve galaxy sectors',
correlationId
});
}
});
module.exports = {
createColony,
getPlayerColonies,
getColonyDetails,
constructBuilding,
getBuildingTypes,
getPlanetTypes,
getGalaxySectors
};

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/**
* Resource Controller
* Handles resource-related API endpoints for players
*/
const ResourceService = require('../../services/resource/ResourceService');
const { asyncHandler } = require('../../middleware/error.middleware');
const logger = require('../../utils/logger');
const serviceLocator = require('../../services/ServiceLocator');
// Create resource service with WebSocket integration
function getResourceService() {
const gameEventService = serviceLocator.get('gameEventService');
return new ResourceService(gameEventService);
}
/**
* Get player's current resources
* GET /api/player/resources
*/
const getPlayerResources = asyncHandler(async (req, res) => {
const correlationId = req.correlationId;
const playerId = req.user.playerId;
logger.info('Player resources request received', {
correlationId,
playerId
});
const resourceService = getResourceService();
const resources = await resourceService.getPlayerResources(playerId, correlationId);
logger.info('Player resources retrieved', {
correlationId,
playerId,
resourceCount: resources.length
});
res.status(200).json({
success: true,
message: 'Resources retrieved successfully',
data: {
resources
},
correlationId
});
});
/**
* Get player's resource summary (simplified view)
* GET /api/player/resources/summary
*/
const getPlayerResourceSummary = asyncHandler(async (req, res) => {
const correlationId = req.correlationId;
const playerId = req.user.playerId;
logger.info('Player resource summary request received', {
correlationId,
playerId
});
const resourceService = getResourceService();
const summary = await resourceService.getPlayerResourceSummary(playerId, correlationId);
logger.info('Player resource summary retrieved', {
correlationId,
playerId,
resourceTypes: Object.keys(summary)
});
res.status(200).json({
success: true,
message: 'Resource summary retrieved successfully',
data: {
resources: summary
},
correlationId
});
});
/**
* Get player's resource production rates
* GET /api/player/resources/production
*/
const getResourceProduction = asyncHandler(async (req, res) => {
const correlationId = req.correlationId;
const playerId = req.user.playerId;
logger.info('Resource production request received', {
correlationId,
playerId
});
const resourceService = getResourceService();
const production = await resourceService.calculatePlayerResourceProduction(playerId, correlationId);
logger.info('Resource production calculated', {
correlationId,
playerId,
productionData: production
});
res.status(200).json({
success: true,
message: 'Resource production retrieved successfully',
data: {
production
},
correlationId
});
});
/**
* Add resources to player (for testing/admin purposes)
* POST /api/player/resources/add
*/
const addResources = asyncHandler(async (req, res) => {
const correlationId = req.correlationId;
const playerId = req.user.playerId;
const { resources } = req.body;
// Only allow in development environment
if (process.env.NODE_ENV !== 'development') {
logger.warn('Resource addition attempted in production', {
correlationId,
playerId
});
return res.status(403).json({
success: false,
message: 'Resource addition not allowed in production',
correlationId
});
}
logger.info('Resource addition request received', {
correlationId,
playerId,
resources
});
const resourceService = getResourceService();
const updatedResources = await resourceService.addPlayerResources(
playerId,
resources,
correlationId
);
logger.info('Resources added successfully', {
correlationId,
playerId,
updatedResources
});
res.status(200).json({
success: true,
message: 'Resources added successfully',
data: {
updatedResources
},
correlationId
});
});
/**
* Transfer resources between colonies
* POST /api/player/resources/transfer
*/
const transferResources = asyncHandler(async (req, res) => {
const correlationId = req.correlationId;
const playerId = req.user.playerId;
const { fromColonyId, toColonyId, resources } = req.body;
logger.info('Resource transfer request received', {
correlationId,
playerId,
fromColonyId,
toColonyId,
resources
});
const resourceService = getResourceService();
const result = await resourceService.transferResourcesBetweenColonies(
fromColonyId,
toColonyId,
resources,
playerId,
correlationId
);
logger.info('Resources transferred successfully', {
correlationId,
playerId,
fromColonyId,
toColonyId,
transferResult: result
});
res.status(200).json({
success: true,
message: 'Resources transferred successfully',
data: result,
correlationId
});
});
/**
* Get all available resource types
* GET /api/player/resources/types
*/
const getResourceTypes = asyncHandler(async (req, res) => {
const correlationId = req.correlationId;
logger.info('Resource types request received', {
correlationId
});
const resourceService = getResourceService();
const resourceTypes = await resourceService.getResourceTypes(correlationId);
logger.info('Resource types retrieved', {
correlationId,
count: resourceTypes.length
});
res.status(200).json({
success: true,
message: 'Resource types retrieved successfully',
data: {
resourceTypes
},
correlationId
});
});
module.exports = {
getPlayerResources,
getPlayerResourceSummary,
getResourceProduction,
addResources,
transferResources,
getResourceTypes
};

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/**
* Missing Fleet Tables Migration
* Adds fleet-related tables that were missing from previous migrations
*/
exports.up = function(knex) {
return knex.schema
// Create fleets table
.createTable('fleets', (table) => {
table.increments('id').primary();
table.integer('player_id').notNullable().references('players.id').onDelete('CASCADE');
table.string('name', 100).notNullable();
table.string('current_location', 20).notNullable(); // Coordinates
table.string('destination', 20).nullable(); // If moving
table.string('fleet_status', 20).defaultTo('idle')
.checkIn(['idle', 'moving', 'in_combat', 'constructing', 'repairing']);
table.timestamp('movement_started').nullable();
table.timestamp('arrival_time').nullable();
table.timestamp('last_updated').defaultTo(knex.fn.now());
table.timestamp('created_at').defaultTo(knex.fn.now());
table.index(['player_id']);
table.index(['current_location']);
table.index(['fleet_status']);
table.index(['arrival_time']);
})
// Create ship_designs table
.createTable('ship_designs', (table) => {
table.increments('id').primary();
table.integer('player_id').nullable().references('players.id').onDelete('CASCADE'); // NULL for public designs
table.string('name', 100).notNullable();
table.string('ship_class', 50).notNullable(); // 'fighter', 'corvette', 'destroyer', 'cruiser', 'battleship'
table.string('hull_type', 50).notNullable();
table.jsonb('components').notNullable(); // Weapon, shield, engine configurations
table.jsonb('stats').notNullable(); // Calculated stats: hp, attack, defense, speed, etc.
table.jsonb('cost').notNullable(); // Resource cost to build
table.integer('build_time').notNullable(); // In minutes
table.boolean('is_public').defaultTo(false); // Available to all players
table.boolean('is_active').defaultTo(true);
table.timestamp('created_at').defaultTo(knex.fn.now());
table.timestamp('updated_at').defaultTo(knex.fn.now());
table.index(['player_id']);
table.index(['ship_class']);
table.index(['is_public']);
table.index(['is_active']);
})
// Create fleet_ships table
.createTable('fleet_ships', (table) => {
table.increments('id').primary();
table.integer('fleet_id').notNullable().references('fleets.id').onDelete('CASCADE');
table.integer('ship_design_id').notNullable().references('ship_designs.id').onDelete('CASCADE');
table.integer('quantity').notNullable().defaultTo(1);
table.decimal('health_percentage', 5, 2).defaultTo(100.00);
table.integer('experience').defaultTo(0);
table.timestamp('created_at').defaultTo(knex.fn.now());
table.index(['fleet_id']);
table.index(['ship_design_id']);
});
};
exports.down = function(knex) {
return knex.schema
.dropTableIfExists('fleet_ships')
.dropTableIfExists('ship_designs')
.dropTableIfExists('fleets');
};

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/**
* Minor Schema Enhancements Migration
* Adds missing columns for player tick processing and research facilities
*/
exports.up = async function(knex) {
// Check if columns exist before adding them
const hasLastTickProcessed = await knex.schema.hasColumn('players', 'last_tick_processed');
const hasLastTickProcessedAt = await knex.schema.hasColumn('players', 'last_tick_processed_at');
const hasLastCalculated = await knex.schema.hasColumn('colony_resource_production', 'last_calculated');
const hasResearchFacilities = await knex.schema.hasTable('research_facilities');
let schema = knex.schema;
// Add columns to players table if they don't exist
if (!hasLastTickProcessed || !hasLastTickProcessedAt) {
schema = schema.alterTable('players', function(table) {
if (!hasLastTickProcessed) {
table.bigInteger('last_tick_processed').nullable();
}
if (!hasLastTickProcessedAt) {
table.timestamp('last_tick_processed_at').nullable();
}
});
}
// Add last_calculated column to colony_resource_production if it doesn't exist
if (!hasLastCalculated) {
schema = schema.alterTable('colony_resource_production', function(table) {
table.timestamp('last_calculated').defaultTo(knex.fn.now());
});
}
// Create research_facilities table if it doesn't exist
if (!hasResearchFacilities) {
schema = schema.createTable('research_facilities', function(table) {
table.increments('id').primary();
table.integer('colony_id').notNullable().references('id').inTable('colonies').onDelete('CASCADE');
table.string('name', 100).notNullable();
table.string('facility_type', 50).notNullable();
table.decimal('research_bonus', 3, 2).defaultTo(1.0);
table.jsonb('specialization').nullable();
table.boolean('is_active').defaultTo(true);
table.timestamp('created_at').defaultTo(knex.fn.now());
table.index('colony_id');
table.index('is_active');
});
}
return schema;
};
exports.down = function(knex) {
return knex.schema
.dropTableIfExists('research_facilities')
.alterTable('colony_resource_production', function(table) {
table.dropColumn('last_calculated');
})
.alterTable('players', function(table) {
table.dropColumn('last_tick_processed');
table.dropColumn('last_tick_processed_at');
});
};

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/**
* Combat System Enhancement Migration
* Adds comprehensive combat tables and enhancements for production-ready combat system
*/
exports.up = function(knex) {
return knex.schema
// Combat types table - defines different combat resolution types
.createTable('combat_types', (table) => {
table.increments('id').primary();
table.string('name', 100).unique().notNullable();
table.text('description');
table.string('plugin_name', 100); // References plugins table
table.jsonb('config');
table.boolean('is_active').defaultTo(true);
table.index(['is_active']);
table.index(['plugin_name']);
})
// Main battles table - tracks all combat encounters
.createTable('battles', (table) => {
table.bigIncrements('id').primary();
table.string('battle_type', 50).notNullable(); // 'fleet_vs_fleet', 'fleet_vs_colony', 'siege'
table.string('location', 20).notNullable();
table.integer('combat_type_id').references('combat_types.id');
table.jsonb('participants').notNullable(); // Array of fleet/player IDs
table.string('status', 20).notNullable().defaultTo('pending'); // 'pending', 'active', 'completed', 'cancelled'
table.jsonb('battle_data'); // Additional battle configuration
table.jsonb('result'); // Final battle results
table.timestamp('started_at').defaultTo(knex.fn.now());
table.timestamp('completed_at').nullable();
table.timestamp('created_at').defaultTo(knex.fn.now());
table.index(['location']);
table.index(['status']);
table.index(['completed_at']);
table.index(['started_at']);
})
// Combat encounters table for detailed battle tracking
.createTable('combat_encounters', (table) => {
table.bigIncrements('id').primary();
table.integer('battle_id').references('battles.id').onDelete('CASCADE');
table.integer('attacker_fleet_id').references('fleets.id').onDelete('CASCADE').notNullable();
table.integer('defender_fleet_id').references('fleets.id').onDelete('CASCADE');
table.integer('defender_colony_id').references('colonies.id').onDelete('CASCADE');
table.string('encounter_type', 50).notNullable(); // 'fleet_vs_fleet', 'fleet_vs_colony', 'siege'
table.string('location', 20).notNullable();
table.jsonb('initial_forces').notNullable(); // Starting forces for both sides
table.jsonb('final_forces').notNullable(); // Remaining forces after combat
table.jsonb('casualties').notNullable(); // Detailed casualty breakdown
table.jsonb('combat_log').notNullable(); // Round-by-round combat log
table.decimal('experience_gained', 10, 2).defaultTo(0);
table.jsonb('loot_awarded'); // Resources/items awarded to winner
table.string('outcome', 20).notNullable(); // 'attacker_victory', 'defender_victory', 'draw'
table.integer('duration_seconds').notNullable(); // Combat duration
table.timestamp('started_at').notNullable();
table.timestamp('completed_at').notNullable();
table.timestamp('created_at').defaultTo(knex.fn.now());
table.index(['battle_id']);
table.index(['attacker_fleet_id']);
table.index(['defender_fleet_id']);
table.index(['defender_colony_id']);
table.index(['location']);
table.index(['outcome']);
table.index(['started_at']);
})
// Combat logs for detailed event tracking
.createTable('combat_logs', (table) => {
table.bigIncrements('id').primary();
table.bigInteger('encounter_id').references('combat_encounters.id').onDelete('CASCADE').notNullable();
table.integer('round_number').notNullable();
table.string('event_type', 50).notNullable(); // 'damage', 'destruction', 'ability_use', 'experience_gain'
table.jsonb('event_data').notNullable(); // Detailed event information
table.timestamp('timestamp').defaultTo(knex.fn.now());
table.index(['encounter_id', 'round_number']);
table.index(['event_type']);
table.index(['timestamp']);
})
// Combat statistics for analysis and balancing
.createTable('combat_statistics', (table) => {
table.bigIncrements('id').primary();
table.integer('player_id').references('players.id').onDelete('CASCADE').notNullable();
table.integer('battles_initiated').defaultTo(0);
table.integer('battles_won').defaultTo(0);
table.integer('battles_lost').defaultTo(0);
table.integer('ships_lost').defaultTo(0);
table.integer('ships_destroyed').defaultTo(0);
table.bigInteger('total_damage_dealt').defaultTo(0);
table.bigInteger('total_damage_received').defaultTo(0);
table.decimal('total_experience_gained', 15, 2).defaultTo(0);
table.jsonb('resources_looted').defaultTo('{}');
table.timestamp('last_battle').nullable();
table.timestamp('created_at').defaultTo(knex.fn.now());
table.timestamp('updated_at').defaultTo(knex.fn.now());
table.index(['player_id']);
table.index(['battles_won']);
table.index(['last_battle']);
})
// Ship combat experience and veterancy
.createTable('ship_combat_experience', (table) => {
table.bigIncrements('id').primary();
table.integer('fleet_id').references('fleets.id').onDelete('CASCADE').notNullable();
table.integer('ship_design_id').references('ship_designs.id').onDelete('CASCADE').notNullable();
table.integer('battles_survived').defaultTo(0);
table.integer('enemies_destroyed').defaultTo(0);
table.bigInteger('damage_dealt').defaultTo(0);
table.decimal('experience_points', 15, 2).defaultTo(0);
table.integer('veterancy_level').defaultTo(1);
table.jsonb('combat_bonuses').defaultTo('{}'); // Experience-based bonuses
table.timestamp('last_combat').nullable();
table.timestamp('created_at').defaultTo(knex.fn.now());
table.timestamp('updated_at').defaultTo(knex.fn.now());
table.unique(['fleet_id', 'ship_design_id']);
table.index(['fleet_id']);
table.index(['veterancy_level']);
table.index(['last_combat']);
})
// Combat configurations for different combat types
.createTable('combat_configurations', (table) => {
table.increments('id').primary();
table.string('config_name', 100).unique().notNullable();
table.string('combat_type', 50).notNullable(); // 'instant', 'turn_based', 'real_time'
table.jsonb('config_data').notNullable(); // Combat-specific configuration
table.boolean('is_active').defaultTo(true);
table.string('description', 500);
table.timestamp('created_at').defaultTo(knex.fn.now());
table.timestamp('updated_at').defaultTo(knex.fn.now());
table.index(['combat_type']);
table.index(['is_active']);
})
// Combat modifiers for temporary effects
.createTable('combat_modifiers', (table) => {
table.bigIncrements('id').primary();
table.string('entity_type', 50).notNullable(); // 'fleet', 'colony', 'player'
table.integer('entity_id').notNullable();
table.string('modifier_type', 50).notNullable(); // 'attack_bonus', 'defense_bonus', 'speed_bonus'
table.decimal('modifier_value', 8, 4).notNullable();
table.string('source', 100).notNullable(); // 'technology', 'event', 'building', 'experience'
table.timestamp('start_time').defaultTo(knex.fn.now());
table.timestamp('end_time').nullable();
table.boolean('is_active').defaultTo(true);
table.jsonb('metadata'); // Additional modifier information
table.index(['entity_type', 'entity_id']);
table.index(['modifier_type']);
table.index(['is_active']);
table.index(['end_time']);
})
// Fleet positioning for tactical combat
.createTable('fleet_positions', (table) => {
table.bigIncrements('id').primary();
table.integer('fleet_id').references('fleets.id').onDelete('CASCADE').notNullable();
table.string('location', 20).notNullable();
table.decimal('position_x', 8, 2).defaultTo(0);
table.decimal('position_y', 8, 2).defaultTo(0);
table.decimal('position_z', 8, 2).defaultTo(0);
table.string('formation', 50).defaultTo('standard'); // 'standard', 'defensive', 'aggressive', 'flanking'
table.jsonb('tactical_settings').defaultTo('{}'); // Formation-specific settings
table.timestamp('last_updated').defaultTo(knex.fn.now());
table.unique(['fleet_id']);
table.index(['location']);
table.index(['formation']);
})
// Combat queue for processing battles
.createTable('combat_queue', (table) => {
table.bigIncrements('id').primary();
table.bigInteger('battle_id').references('battles.id').onDelete('CASCADE').notNullable();
table.string('queue_status', 20).defaultTo('pending'); // 'pending', 'processing', 'completed', 'failed'
table.integer('priority').defaultTo(100);
table.timestamp('scheduled_at').defaultTo(knex.fn.now());
table.timestamp('started_processing').nullable();
table.timestamp('completed_at').nullable();
table.integer('retry_count').defaultTo(0);
table.text('error_message').nullable();
table.jsonb('processing_metadata');
table.index(['queue_status']);
table.index(['priority', 'scheduled_at']);
table.index(['battle_id']);
})
// Extend battles table with additional fields
.alterTable('battles', (table) => {
table.integer('combat_configuration_id').references('combat_configurations.id');
table.jsonb('tactical_settings').defaultTo('{}');
table.integer('spectator_count').defaultTo(0);
table.jsonb('environmental_effects'); // Weather, nebulae, asteroid fields
table.decimal('estimated_duration', 8, 2); // Estimated battle duration in seconds
})
// Extend fleets table with combat-specific fields
.alterTable('fleets', (table) => {
table.decimal('combat_rating', 10, 2).defaultTo(0); // Calculated combat effectiveness
table.integer('total_ship_count').defaultTo(0);
table.jsonb('fleet_composition').defaultTo('{}'); // Ship type breakdown
table.timestamp('last_combat').nullable();
table.integer('combat_victories').defaultTo(0);
table.integer('combat_defeats').defaultTo(0);
})
// Extend ship_designs table with detailed combat stats
.alterTable('ship_designs', (table) => {
table.integer('hull_points').defaultTo(100);
table.integer('shield_points').defaultTo(0);
table.integer('armor_points').defaultTo(0);
table.decimal('attack_power', 8, 2).defaultTo(10);
table.decimal('attack_speed', 6, 2).defaultTo(1.0); // Attacks per second
table.decimal('movement_speed', 6, 2).defaultTo(1.0);
table.integer('cargo_capacity').defaultTo(0);
table.jsonb('special_abilities').defaultTo('[]');
table.jsonb('damage_resistances').defaultTo('{}');
})
// Colony defense enhancements
.alterTable('colonies', (table) => {
table.integer('defense_rating').defaultTo(0);
table.integer('shield_strength').defaultTo(0);
table.boolean('under_siege').defaultTo(false);
table.timestamp('last_attacked').nullable();
table.integer('successful_defenses').defaultTo(0);
table.integer('times_captured').defaultTo(0);
});
};
exports.down = function(knex) {
return knex.schema
// Remove added columns first
.alterTable('colonies', (table) => {
table.dropColumn('defense_rating');
table.dropColumn('shield_strength');
table.dropColumn('under_siege');
table.dropColumn('last_attacked');
table.dropColumn('successful_defenses');
table.dropColumn('times_captured');
})
.alterTable('ship_designs', (table) => {
table.dropColumn('hull_points');
table.dropColumn('shield_points');
table.dropColumn('armor_points');
table.dropColumn('attack_power');
table.dropColumn('attack_speed');
table.dropColumn('movement_speed');
table.dropColumn('cargo_capacity');
table.dropColumn('special_abilities');
table.dropColumn('damage_resistances');
})
.alterTable('fleets', (table) => {
table.dropColumn('combat_rating');
table.dropColumn('total_ship_count');
table.dropColumn('fleet_composition');
table.dropColumn('last_combat');
table.dropColumn('combat_victories');
table.dropColumn('combat_defeats');
})
.alterTable('battles', (table) => {
table.dropColumn('combat_configuration_id');
table.dropColumn('tactical_settings');
table.dropColumn('spectator_count');
table.dropColumn('environmental_effects');
table.dropColumn('estimated_duration');
})
// Drop new tables
.dropTableIfExists('combat_queue')
.dropTableIfExists('fleet_positions')
.dropTableIfExists('combat_modifiers')
.dropTableIfExists('combat_configurations')
.dropTableIfExists('ship_combat_experience')
.dropTableIfExists('combat_statistics')
.dropTableIfExists('combat_logs')
.dropTableIfExists('combat_encounters')
.dropTableIfExists('battles')
.dropTableIfExists('combat_types');
};

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/**
* Combat Middleware
* Provides combat-specific middleware functions for authentication, authorization, and validation
*/
const db = require('../database/connection');
const logger = require('../utils/logger');
const { ValidationError, ConflictError, NotFoundError, ForbiddenError } = require('./error.middleware');
const combatValidators = require('../validators/combat.validators');
/**
* Validate combat initiation request
*/
const validateCombatInitiation = (req, res, next) => {
try {
const { error, value } = combatValidators.validateInitiateCombat(req.body);
if (error) {
const details = error.details.map(detail => ({
field: detail.path.join('.'),
message: detail.message
}));
logger.warn('Combat initiation validation failed', {
correlationId: req.correlationId,
playerId: req.user?.id,
errors: details
});
return res.status(400).json({
error: 'Validation failed',
code: 'COMBAT_VALIDATION_ERROR',
details
});
}
req.body = value;
next();
} catch (error) {
logger.error('Combat validation middleware error', {
correlationId: req.correlationId,
error: error.message,
stack: error.stack
});
next(error);
}
};
/**
* Validate fleet position update request
*/
const validateFleetPositionUpdate = (req, res, next) => {
try {
const { error, value } = combatValidators.validateUpdateFleetPosition(req.body);
if (error) {
const details = error.details.map(detail => ({
field: detail.path.join('.'),
message: detail.message
}));
logger.warn('Fleet position validation failed', {
correlationId: req.correlationId,
playerId: req.user?.id,
fleetId: req.params.fleetId,
errors: details
});
return res.status(400).json({
error: 'Validation failed',
code: 'POSITION_VALIDATION_ERROR',
details
});
}
req.body = value;
next();
} catch (error) {
logger.error('Fleet position validation middleware error', {
correlationId: req.correlationId,
error: error.message,
stack: error.stack
});
next(error);
}
};
/**
* Validate combat history query parameters
*/
const validateCombatHistoryQuery = (req, res, next) => {
try {
const { error, value } = combatValidators.validateCombatHistoryQuery(req.query);
if (error) {
const details = error.details.map(detail => ({
field: detail.path.join('.'),
message: detail.message
}));
logger.warn('Combat history query validation failed', {
correlationId: req.correlationId,
playerId: req.user?.id,
errors: details
});
return res.status(400).json({
error: 'Invalid query parameters',
code: 'QUERY_VALIDATION_ERROR',
details
});
}
req.query = value;
next();
} catch (error) {
logger.error('Combat history query validation middleware error', {
correlationId: req.correlationId,
error: error.message,
stack: error.stack
});
next(error);
}
};
/**
* Validate combat queue query parameters (admin only)
*/
const validateCombatQueueQuery = (req, res, next) => {
try {
const { error, value } = combatValidators.validateCombatQueueQuery(req.query);
if (error) {
const details = error.details.map(detail => ({
field: detail.path.join('.'),
message: detail.message
}));
logger.warn('Combat queue query validation failed', {
correlationId: req.correlationId,
adminUser: req.user?.id,
errors: details
});
return res.status(400).json({
error: 'Invalid query parameters',
code: 'QUERY_VALIDATION_ERROR',
details
});
}
req.query = value;
next();
} catch (error) {
logger.error('Combat queue query validation middleware error', {
correlationId: req.correlationId,
error: error.message,
stack: error.stack
});
next(error);
}
};
/**
* Validate parameter IDs (battleId, fleetId, encounterId)
*/
const validateParams = (paramType) => {
return (req, res, next) => {
try {
let validator;
switch (paramType) {
case 'battleId':
validator = combatValidators.validateBattleIdParam;
break;
case 'fleetId':
validator = combatValidators.validateFleetIdParam;
break;
case 'encounterId':
validator = combatValidators.validateEncounterIdParam;
break;
default:
return res.status(500).json({
error: 'Invalid parameter validation type',
code: 'INTERNAL_ERROR'
});
}
const { error, value } = validator(req.params);
if (error) {
const details = error.details.map(detail => ({
field: detail.path.join('.'),
message: detail.message
}));
logger.warn('Parameter validation failed', {
correlationId: req.correlationId,
paramType,
params: req.params,
errors: details
});
return res.status(400).json({
error: 'Invalid parameter',
code: 'PARAM_VALIDATION_ERROR',
details
});
}
req.params = { ...req.params, ...value };
next();
} catch (error) {
logger.error('Parameter validation middleware error', {
correlationId: req.correlationId,
paramType,
error: error.message,
stack: error.stack
});
next(error);
}
};
};
/**
* Check if player owns the specified fleet
*/
const checkFleetOwnership = async (req, res, next) => {
try {
const playerId = req.user.id;
const fleetId = parseInt(req.params.fleetId);
logger.debug('Checking fleet ownership', {
correlationId: req.correlationId,
playerId,
fleetId
});
const fleet = await db('fleets')
.where('id', fleetId)
.where('player_id', playerId)
.first();
if (!fleet) {
logger.warn('Fleet ownership check failed', {
correlationId: req.correlationId,
playerId,
fleetId
});
return res.status(404).json({
error: 'Fleet not found or access denied',
code: 'FLEET_NOT_FOUND'
});
}
req.fleet = fleet;
next();
} catch (error) {
logger.error('Fleet ownership check middleware error', {
correlationId: req.correlationId,
playerId: req.user?.id,
fleetId: req.params?.fleetId,
error: error.message,
stack: error.stack
});
next(error);
}
};
/**
* Check if player has access to the specified battle
*/
const checkBattleAccess = async (req, res, next) => {
try {
const playerId = req.user.id;
const battleId = parseInt(req.params.battleId);
logger.debug('Checking battle access', {
correlationId: req.correlationId,
playerId,
battleId
});
const battle = await db('battles')
.where('id', battleId)
.first();
if (!battle) {
logger.warn('Battle not found', {
correlationId: req.correlationId,
playerId,
battleId
});
return res.status(404).json({
error: 'Battle not found',
code: 'BATTLE_NOT_FOUND'
});
}
// Check if player is a participant
const participants = JSON.parse(battle.participants);
let hasAccess = false;
// Check if player is the attacker
if (participants.attacker_player_id === playerId) {
hasAccess = true;
}
// Check if player owns the defending fleet
if (participants.defender_fleet_id) {
const defenderFleet = await db('fleets')
.where('id', participants.defender_fleet_id)
.where('player_id', playerId)
.first();
if (defenderFleet) hasAccess = true;
}
// Check if player owns the defending colony
if (participants.defender_colony_id) {
const defenderColony = await db('colonies')
.where('id', participants.defender_colony_id)
.where('player_id', playerId)
.first();
if (defenderColony) hasAccess = true;
}
if (!hasAccess) {
logger.warn('Battle access denied', {
correlationId: req.correlationId,
playerId,
battleId
});
return res.status(403).json({
error: 'Access denied to this battle',
code: 'BATTLE_ACCESS_DENIED'
});
}
req.battle = battle;
next();
} catch (error) {
logger.error('Battle access check middleware error', {
correlationId: req.correlationId,
playerId: req.user?.id,
battleId: req.params?.battleId,
error: error.message,
stack: error.stack
});
next(error);
}
};
/**
* Check combat cooldown to prevent spam attacks
*/
const checkCombatCooldown = async (req, res, next) => {
try {
const playerId = req.user.id;
const cooldownMinutes = parseInt(process.env.COMBAT_COOLDOWN_MINUTES) || 5;
logger.debug('Checking combat cooldown', {
correlationId: req.correlationId,
playerId,
cooldownMinutes
});
// Check if player has initiated combat recently
const recentCombat = await db('battles')
.join('combat_encounters', 'battles.id', 'combat_encounters.battle_id')
.leftJoin('fleets', 'combat_encounters.attacker_fleet_id', 'fleets.id')
.where('fleets.player_id', playerId)
.where('battles.started_at', '>', new Date(Date.now() - cooldownMinutes * 60 * 1000))
.orderBy('battles.started_at', 'desc')
.first();
if (recentCombat) {
const timeRemaining = Math.ceil((new Date(recentCombat.started_at).getTime() + cooldownMinutes * 60 * 1000 - Date.now()) / 1000);
logger.warn('Combat cooldown active', {
correlationId: req.correlationId,
playerId,
timeRemaining
});
return res.status(429).json({
error: 'Combat cooldown active',
code: 'COMBAT_COOLDOWN',
timeRemaining,
cooldownMinutes
});
}
next();
} catch (error) {
logger.error('Combat cooldown check middleware error', {
correlationId: req.correlationId,
playerId: req.user?.id,
error: error.message,
stack: error.stack
});
next(error);
}
};
/**
* Check if fleet is available for combat
*/
const checkFleetAvailability = async (req, res, next) => {
try {
const fleetId = req.body.attacker_fleet_id;
const playerId = req.user.id;
logger.debug('Checking fleet availability', {
correlationId: req.correlationId,
playerId,
fleetId
});
const fleet = await db('fleets')
.where('id', fleetId)
.where('player_id', playerId)
.first();
if (!fleet) {
return res.status(404).json({
error: 'Fleet not found',
code: 'FLEET_NOT_FOUND'
});
}
// Check fleet status
if (fleet.fleet_status !== 'idle') {
logger.warn('Fleet not available for combat', {
correlationId: req.correlationId,
playerId,
fleetId,
currentStatus: fleet.fleet_status
});
return res.status(409).json({
error: `Fleet is currently ${fleet.fleet_status} and cannot engage in combat`,
code: 'FLEET_UNAVAILABLE',
currentStatus: fleet.fleet_status
});
}
// Check if fleet has ships
const shipCount = await db('fleet_ships')
.where('fleet_id', fleetId)
.sum('quantity as total')
.first();
if (!shipCount.total || shipCount.total === 0) {
logger.warn('Fleet has no ships', {
correlationId: req.correlationId,
playerId,
fleetId
});
return res.status(400).json({
error: 'Fleet has no ships available for combat',
code: 'FLEET_EMPTY'
});
}
req.attackerFleet = fleet;
next();
} catch (error) {
logger.error('Fleet availability check middleware error', {
correlationId: req.correlationId,
playerId: req.user?.id,
fleetId: req.body?.attacker_fleet_id,
error: error.message,
stack: error.stack
});
next(error);
}
};
/**
* Rate limiting for combat operations
*/
const combatRateLimit = (maxRequests = 10, windowMinutes = 15) => {
const requests = new Map();
return (req, res, next) => {
try {
const playerId = req.user.id;
const now = Date.now();
const windowMs = windowMinutes * 60 * 1000;
if (!requests.has(playerId)) {
requests.set(playerId, []);
}
const playerRequests = requests.get(playerId);
// Remove old requests outside the window
const validRequests = playerRequests.filter(timestamp => now - timestamp < windowMs);
requests.set(playerId, validRequests);
// Check if limit exceeded
if (validRequests.length >= maxRequests) {
logger.warn('Combat rate limit exceeded', {
correlationId: req.correlationId,
playerId,
requestCount: validRequests.length,
maxRequests,
windowMinutes
});
return res.status(429).json({
error: 'Rate limit exceeded',
code: 'COMBAT_RATE_LIMIT',
maxRequests,
windowMinutes,
retryAfter: Math.ceil((validRequests[0] + windowMs - now) / 1000)
});
}
// Add current request
validRequests.push(now);
requests.set(playerId, validRequests);
next();
} catch (error) {
logger.error('Combat rate limit middleware error', {
correlationId: req.correlationId,
playerId: req.user?.id,
error: error.message,
stack: error.stack
});
next(error);
}
};
};
/**
* Log combat actions for audit trail
*/
const logCombatAction = (action) => {
return (req, res, next) => {
try {
logger.info('Combat action attempted', {
correlationId: req.correlationId,
playerId: req.user?.id,
action,
params: req.params,
body: req.body,
query: req.query,
timestamp: new Date().toISOString()
});
next();
} catch (error) {
logger.error('Combat action logging middleware error', {
correlationId: req.correlationId,
action,
error: error.message,
stack: error.stack
});
next(error);
}
};
};
module.exports = {
validateCombatInitiation,
validateFleetPositionUpdate,
validateCombatHistoryQuery,
validateCombatQueueQuery,
validateParams,
checkFleetOwnership,
checkBattleAccess,
checkCombatCooldown,
checkFleetAvailability,
combatRateLimit,
logCombatAction
};

View file

@ -40,7 +40,8 @@ router.get('/', (req, res) => {
players: '/api/admin/players',
system: '/api/admin/system',
events: '/api/admin/events',
analytics: '/api/admin/analytics'
analytics: '/api/admin/analytics',
combat: '/api/admin/combat'
},
note: 'Administrative access required for all endpoints'
});
@ -336,6 +337,12 @@ systemRoutes.get('/health',
// Mount system routes
router.use('/system', systemRoutes);
/**
* Combat Management Routes
* /api/admin/combat/*
*/
router.use('/combat', require('./admin/combat'));
/**
* Events Management Routes (placeholder)
* /api/admin/events/*

345
src/routes/admin/combat.js Normal file
View file

@ -0,0 +1,345 @@
/**
* Admin Combat Routes
* Administrative endpoints for combat system management
*/
const express = require('express');
const router = express.Router();
// Import controllers
const {
getCombatStatistics,
getCombatQueue,
forceResolveCombat,
cancelBattle,
getCombatConfigurations,
saveCombatConfiguration,
deleteCombatConfiguration
} = require('../../controllers/admin/combat.controller');
// Import middleware
const { authenticateAdmin } = require('../../middleware/admin.middleware');
const {
validateCombatQueueQuery,
validateParams,
logCombatAction
} = require('../../middleware/combat.middleware');
const { validateCombatConfiguration } = require('../../validators/combat.validators');
// Apply admin authentication to all routes
router.use(authenticateAdmin);
/**
* @route GET /api/admin/combat/statistics
* @desc Get comprehensive combat system statistics
* @access Admin
*/
router.get('/statistics',
logCombatAction('admin_get_combat_statistics'),
getCombatStatistics
);
/**
* @route GET /api/admin/combat/queue
* @desc Get combat queue with filtering options
* @access Admin
*/
router.get('/queue',
logCombatAction('admin_get_combat_queue'),
validateCombatQueueQuery,
getCombatQueue
);
/**
* @route POST /api/admin/combat/resolve/:battleId
* @desc Force resolve a specific battle
* @access Admin
*/
router.post('/resolve/:battleId',
logCombatAction('admin_force_resolve_combat'),
validateParams('battleId'),
forceResolveCombat
);
/**
* @route POST /api/admin/combat/cancel/:battleId
* @desc Cancel a battle
* @access Admin
*/
router.post('/cancel/:battleId',
logCombatAction('admin_cancel_battle'),
validateParams('battleId'),
(req, res, next) => {
// Validate cancel reason in request body
const { reason } = req.body;
if (!reason || typeof reason !== 'string' || reason.trim().length < 5) {
return res.status(400).json({
error: 'Cancel reason is required and must be at least 5 characters',
code: 'INVALID_CANCEL_REASON'
});
}
next();
},
cancelBattle
);
/**
* @route GET /api/admin/combat/configurations
* @desc Get all combat configurations
* @access Admin
*/
router.get('/configurations',
logCombatAction('admin_get_combat_configurations'),
getCombatConfigurations
);
/**
* @route POST /api/admin/combat/configurations
* @desc Create new combat configuration
* @access Admin
*/
router.post('/configurations',
logCombatAction('admin_create_combat_configuration'),
(req, res, next) => {
const { error, value } = validateCombatConfiguration(req.body);
if (error) {
const details = error.details.map(detail => ({
field: detail.path.join('.'),
message: detail.message
}));
return res.status(400).json({
error: 'Validation failed',
code: 'VALIDATION_ERROR',
details
});
}
req.body = value;
next();
},
saveCombatConfiguration
);
/**
* @route PUT /api/admin/combat/configurations/:configId
* @desc Update existing combat configuration
* @access Admin
*/
router.put('/configurations/:configId',
logCombatAction('admin_update_combat_configuration'),
validateParams('configId'),
(req, res, next) => {
const { error, value } = validateCombatConfiguration(req.body);
if (error) {
const details = error.details.map(detail => ({
field: detail.path.join('.'),
message: detail.message
}));
return res.status(400).json({
error: 'Validation failed',
code: 'VALIDATION_ERROR',
details
});
}
req.body = value;
next();
},
saveCombatConfiguration
);
/**
* @route DELETE /api/admin/combat/configurations/:configId
* @desc Delete combat configuration
* @access Admin
*/
router.delete('/configurations/:configId',
logCombatAction('admin_delete_combat_configuration'),
validateParams('configId'),
deleteCombatConfiguration
);
/**
* @route GET /api/admin/combat/battles
* @desc Get all battles with filtering and pagination
* @access Admin
*/
router.get('/battles',
logCombatAction('admin_get_battles'),
async (req, res, next) => {
try {
const {
status,
battle_type,
location,
limit = 50,
offset = 0,
start_date,
end_date
} = req.query;
const db = require('../../database/connection');
const logger = require('../../utils/logger');
let query = db('battles')
.select([
'battles.*',
'combat_configurations.config_name',
'combat_configurations.combat_type'
])
.leftJoin('combat_configurations', 'battles.combat_configuration_id', 'combat_configurations.id')
.orderBy('battles.started_at', 'desc')
.limit(parseInt(limit))
.offset(parseInt(offset));
if (status) {
query = query.where('battles.status', status);
}
if (battle_type) {
query = query.where('battles.battle_type', battle_type);
}
if (location) {
query = query.where('battles.location', location);
}
if (start_date) {
query = query.where('battles.started_at', '>=', new Date(start_date));
}
if (end_date) {
query = query.where('battles.started_at', '<=', new Date(end_date));
}
const battles = await query;
// Get total count for pagination
let countQuery = db('battles').count('* as total');
if (status) countQuery = countQuery.where('status', status);
if (battle_type) countQuery = countQuery.where('battle_type', battle_type);
if (location) countQuery = countQuery.where('location', location);
if (start_date) countQuery = countQuery.where('started_at', '>=', new Date(start_date));
if (end_date) countQuery = countQuery.where('started_at', '<=', new Date(end_date));
const [{ total }] = await countQuery;
// Parse participants JSON for each battle
const battlesWithParsedParticipants = battles.map(battle => ({
...battle,
participants: JSON.parse(battle.participants),
battle_data: battle.battle_data ? JSON.parse(battle.battle_data) : null,
result: battle.result ? JSON.parse(battle.result) : null
}));
logger.info('Admin battles retrieved', {
correlationId: req.correlationId,
adminUser: req.user.id,
count: battles.length,
total: parseInt(total)
});
res.json({
success: true,
data: {
battles: battlesWithParsedParticipants,
pagination: {
total: parseInt(total),
limit: parseInt(limit),
offset: parseInt(offset),
hasMore: (parseInt(offset) + parseInt(limit)) < parseInt(total)
}
}
});
} catch (error) {
next(error);
}
}
);
/**
* @route GET /api/admin/combat/encounters/:encounterId
* @desc Get detailed combat encounter for admin review
* @access Admin
*/
router.get('/encounters/:encounterId',
logCombatAction('admin_get_combat_encounter'),
validateParams('encounterId'),
async (req, res, next) => {
try {
const encounterId = parseInt(req.params.encounterId);
const db = require('../../database/connection');
const logger = require('../../utils/logger');
// Get encounter with all related data
const encounter = await db('combat_encounters')
.select([
'combat_encounters.*',
'battles.battle_type',
'battles.participants',
'battles.started_at as battle_started',
'battles.completed_at as battle_completed',
'attacker_fleet.name as attacker_fleet_name',
'attacker_player.username as attacker_username',
'defender_fleet.name as defender_fleet_name',
'defender_player.username as defender_username',
'defender_colony.name as defender_colony_name',
'colony_player.username as colony_owner_username'
])
.join('battles', 'combat_encounters.battle_id', 'battles.id')
.leftJoin('fleets as attacker_fleet', 'combat_encounters.attacker_fleet_id', 'attacker_fleet.id')
.leftJoin('players as attacker_player', 'attacker_fleet.player_id', 'attacker_player.id')
.leftJoin('fleets as defender_fleet', 'combat_encounters.defender_fleet_id', 'defender_fleet.id')
.leftJoin('players as defender_player', 'defender_fleet.player_id', 'defender_player.id')
.leftJoin('colonies as defender_colony', 'combat_encounters.defender_colony_id', 'defender_colony.id')
.leftJoin('players as colony_player', 'defender_colony.player_id', 'colony_player.id')
.where('combat_encounters.id', encounterId)
.first();
if (!encounter) {
return res.status(404).json({
error: 'Combat encounter not found',
code: 'ENCOUNTER_NOT_FOUND'
});
}
// Get combat logs
const combatLogs = await db('combat_logs')
.where('encounter_id', encounterId)
.orderBy('round_number')
.orderBy('timestamp');
const detailedEncounter = {
...encounter,
participants: JSON.parse(encounter.participants),
initial_forces: JSON.parse(encounter.initial_forces),
final_forces: JSON.parse(encounter.final_forces),
casualties: JSON.parse(encounter.casualties),
combat_log: JSON.parse(encounter.combat_log),
loot_awarded: JSON.parse(encounter.loot_awarded),
detailed_logs: combatLogs.map(log => ({
...log,
event_data: JSON.parse(log.event_data)
}))
};
logger.info('Admin combat encounter retrieved', {
correlationId: req.correlationId,
adminUser: req.user.id,
encounterId
});
res.json({
success: true,
data: detailedEncounter
});
} catch (error) {
next(error);
}
}
);
module.exports = router;

View file

@ -0,0 +1,586 @@
/**
* Admin System Management Routes
* Provides administrative controls for game tick system, configuration, and monitoring
*/
const express = require('express');
const router = express.Router();
const logger = require('../../utils/logger');
const {
gameTickService,
getGameTickStatus,
triggerManualTick
} = require('../../services/game-tick.service');
const db = require('../../database/connection');
const { v4: uuidv4 } = require('uuid');
/**
* Get game tick system status and metrics
* GET /admin/system/tick/status
*/
router.get('/tick/status', async (req, res) => {
const correlationId = req.correlationId || uuidv4();
try {
logger.info('Admin requesting game tick status', {
correlationId,
adminId: req.user?.id,
adminUsername: req.user?.username
});
const status = getGameTickStatus();
// Get recent tick logs
const recentLogs = await db('game_tick_log')
.select('*')
.orderBy('tick_number', 'desc')
.limit(10);
// Get performance statistics
const performanceStats = await db('game_tick_log')
.select(
db.raw('AVG(EXTRACT(EPOCH FROM (completed_at - started_at)) * 1000) as avg_duration_ms'),
db.raw('COUNT(*) as total_ticks'),
db.raw('COUNT(*) FILTER (WHERE status = \'completed\') as successful_ticks'),
db.raw('COUNT(*) FILTER (WHERE status = \'failed\') as failed_ticks'),
db.raw('MAX(tick_number) as latest_tick')
)
.where('started_at', '>=', db.raw("NOW() - INTERVAL '24 hours'"))
.first();
// Get user group statistics
const userGroupStats = await db('game_tick_log')
.select(
'user_group',
db.raw('COUNT(*) as tick_count'),
db.raw('AVG(processed_players) as avg_players'),
db.raw('COUNT(*) FILTER (WHERE status = \'failed\') as failures')
)
.where('started_at', '>=', db.raw("NOW() - INTERVAL '24 hours'"))
.groupBy('user_group')
.orderBy('user_group');
res.json({
success: true,
data: {
service: status,
performance: performanceStats,
userGroups: userGroupStats,
recentLogs: recentLogs.map(log => ({
id: log.id,
tickNumber: log.tick_number,
userGroup: log.user_group,
status: log.status,
processedPlayers: log.processed_players,
duration: log.performance_metrics?.duration_ms,
startedAt: log.started_at,
completedAt: log.completed_at,
errorMessage: log.error_message
}))
},
timestamp: new Date().toISOString(),
correlationId
});
} catch (error) {
logger.error('Failed to get game tick status', {
correlationId,
adminId: req.user?.id,
error: error.message,
stack: error.stack
});
res.status(500).json({
success: false,
error: 'Failed to retrieve game tick status',
correlationId
});
}
});
/**
* Trigger manual game tick
* POST /admin/system/tick/trigger
*/
router.post('/tick/trigger', async (req, res) => {
const correlationId = req.correlationId || uuidv4();
try {
logger.info('Admin triggering manual game tick', {
correlationId,
adminId: req.user?.id,
adminUsername: req.user?.username
});
const result = await triggerManualTick(correlationId);
// Log admin action
await db('audit_log').insert({
entity_type: 'game_tick',
entity_id: 0,
action: 'manual_tick_triggered',
actor_type: 'admin',
actor_id: req.user?.id,
changes: {
correlation_id: correlationId,
triggered_by: req.user?.username
},
ip_address: req.ip,
user_agent: req.get('User-Agent')
});
res.json({
success: true,
message: 'Manual game tick triggered successfully',
data: result,
timestamp: new Date().toISOString(),
correlationId
});
} catch (error) {
logger.error('Failed to trigger manual game tick', {
correlationId,
adminId: req.user?.id,
error: error.message,
stack: error.stack
});
res.status(500).json({
success: false,
error: error.message || 'Failed to trigger manual game tick',
correlationId
});
}
});
/**
* Update game tick configuration
* PUT /admin/system/tick/config
*/
router.put('/tick/config', async (req, res) => {
const correlationId = req.correlationId || uuidv4();
try {
const {
tick_interval_ms,
user_groups_count,
max_retry_attempts,
bonus_tick_threshold,
retry_delay_ms
} = req.body;
logger.info('Admin updating game tick configuration', {
correlationId,
adminId: req.user?.id,
adminUsername: req.user?.username,
newConfig: req.body
});
// Validate configuration values
const validationErrors = [];
if (tick_interval_ms && (tick_interval_ms < 10000 || tick_interval_ms > 3600000)) {
validationErrors.push('tick_interval_ms must be between 10000 and 3600000 (10 seconds to 1 hour)');
}
if (user_groups_count && (user_groups_count < 1 || user_groups_count > 50)) {
validationErrors.push('user_groups_count must be between 1 and 50');
}
if (max_retry_attempts && (max_retry_attempts < 1 || max_retry_attempts > 10)) {
validationErrors.push('max_retry_attempts must be between 1 and 10');
}
if (validationErrors.length > 0) {
return res.status(400).json({
success: false,
error: 'Configuration validation failed',
details: validationErrors,
correlationId
});
}
// Get current configuration
const currentConfig = await db('game_tick_config')
.where('is_active', true)
.first();
if (!currentConfig) {
return res.status(404).json({
success: false,
error: 'No active game tick configuration found',
correlationId
});
}
// Update configuration
const updatedConfig = await db('game_tick_config')
.where('id', currentConfig.id)
.update({
tick_interval_ms: tick_interval_ms || currentConfig.tick_interval_ms,
user_groups_count: user_groups_count || currentConfig.user_groups_count,
max_retry_attempts: max_retry_attempts || currentConfig.max_retry_attempts,
bonus_tick_threshold: bonus_tick_threshold || currentConfig.bonus_tick_threshold,
retry_delay_ms: retry_delay_ms || currentConfig.retry_delay_ms,
updated_at: new Date()
})
.returning('*');
// Log admin action
await db('audit_log').insert({
entity_type: 'game_tick_config',
entity_id: currentConfig.id,
action: 'configuration_updated',
actor_type: 'admin',
actor_id: req.user?.id,
changes: {
before: currentConfig,
after: updatedConfig[0],
updated_by: req.user?.username
},
ip_address: req.ip,
user_agent: req.get('User-Agent')
});
// Reload configuration in the service
await gameTickService.loadConfig();
res.json({
success: true,
message: 'Game tick configuration updated successfully',
data: {
previousConfig: currentConfig,
newConfig: updatedConfig[0]
},
timestamp: new Date().toISOString(),
correlationId
});
} catch (error) {
logger.error('Failed to update game tick configuration', {
correlationId,
adminId: req.user?.id,
error: error.message,
stack: error.stack
});
res.status(500).json({
success: false,
error: 'Failed to update game tick configuration',
correlationId
});
}
});
/**
* Get game tick logs with filtering
* GET /admin/system/tick/logs
*/
router.get('/tick/logs', async (req, res) => {
const correlationId = req.correlationId || uuidv4();
try {
const {
page = 1,
limit = 50,
status,
userGroup,
tickNumber,
startDate,
endDate
} = req.query;
const pageNum = parseInt(page);
const limitNum = Math.min(parseInt(limit), 100); // Max 100 records per page
const offset = (pageNum - 1) * limitNum;
let query = db('game_tick_log').select('*');
// Apply filters
if (status) {
query = query.where('status', status);
}
if (userGroup !== undefined) {
query = query.where('user_group', parseInt(userGroup));
}
if (tickNumber) {
query = query.where('tick_number', parseInt(tickNumber));
}
if (startDate) {
query = query.where('started_at', '>=', new Date(startDate));
}
if (endDate) {
query = query.where('started_at', '<=', new Date(endDate));
}
// Get total count for pagination
const countQuery = query.clone().clearSelect().count('* as total');
const [{ total }] = await countQuery;
// Get paginated results
const logs = await query
.orderBy('tick_number', 'desc')
.orderBy('user_group', 'asc')
.limit(limitNum)
.offset(offset);
res.json({
success: true,
data: {
logs: logs.map(log => ({
id: log.id,
tickNumber: log.tick_number,
userGroup: log.user_group,
status: log.status,
processedPlayers: log.processed_players,
retryCount: log.retry_count,
errorMessage: log.error_message,
performanceMetrics: log.performance_metrics,
startedAt: log.started_at,
completedAt: log.completed_at
})),
pagination: {
page: pageNum,
limit: limitNum,
total: parseInt(total),
pages: Math.ceil(total / limitNum)
}
},
timestamp: new Date().toISOString(),
correlationId
});
} catch (error) {
logger.error('Failed to get game tick logs', {
correlationId,
adminId: req.user?.id,
error: error.message,
stack: error.stack
});
res.status(500).json({
success: false,
error: 'Failed to retrieve game tick logs',
correlationId
});
}
});
/**
* Get system performance metrics
* GET /admin/system/performance
*/
router.get('/performance', async (req, res) => {
const correlationId = req.correlationId || uuidv4();
try {
const { timeRange = '24h' } = req.query;
let interval;
switch (timeRange) {
case '1h':
interval = "1 hour";
break;
case '24h':
interval = "24 hours";
break;
case '7d':
interval = "7 days";
break;
case '30d':
interval = "30 days";
break;
default:
interval = "24 hours";
}
// Get tick performance metrics
const tickMetrics = await db('game_tick_log')
.select(
db.raw('DATE_TRUNC(\'hour\', started_at) as hour'),
db.raw('COUNT(*) as total_ticks'),
db.raw('COUNT(*) FILTER (WHERE status = \'completed\') as successful_ticks'),
db.raw('COUNT(*) FILTER (WHERE status = \'failed\') as failed_ticks'),
db.raw('AVG(processed_players) as avg_players_processed'),
db.raw('AVG(EXTRACT(EPOCH FROM (completed_at - started_at)) * 1000) as avg_duration_ms')
)
.where('started_at', '>=', db.raw(`NOW() - INTERVAL '${interval}'`))
.groupBy(db.raw('DATE_TRUNC(\'hour\', started_at)'))
.orderBy('hour');
// Get database performance metrics
const dbMetrics = await db.raw(`
SELECT
schemaname,
tablename,
n_tup_ins as inserts,
n_tup_upd as updates,
n_tup_del as deletes,
seq_scan as sequential_scans,
idx_scan as index_scans
FROM pg_stat_user_tables
WHERE schemaname = 'public'
ORDER BY (n_tup_ins + n_tup_upd + n_tup_del) DESC
LIMIT 10
`);
// Get active player count
const playerStats = await db('players')
.select(
db.raw('COUNT(*) FILTER (WHERE is_active = true) as active_players'),
db.raw('COUNT(*) FILTER (WHERE last_login >= NOW() - INTERVAL \'24 hours\') as recent_players'),
db.raw('COUNT(*) as total_players')
)
.first();
res.json({
success: true,
data: {
timeRange,
tickMetrics: tickMetrics.map(metric => ({
hour: metric.hour,
totalTicks: parseInt(metric.total_ticks),
successfulTicks: parseInt(metric.successful_ticks),
failedTicks: parseInt(metric.failed_ticks),
successRate: metric.total_ticks > 0 ?
((metric.successful_ticks / metric.total_ticks) * 100).toFixed(2) : 0,
avgPlayersProcessed: parseFloat(metric.avg_players_processed || 0).toFixed(1),
avgDurationMs: parseFloat(metric.avg_duration_ms || 0).toFixed(2)
})),
databaseMetrics: dbMetrics.rows,
playerStats
},
timestamp: new Date().toISOString(),
correlationId
});
} catch (error) {
logger.error('Failed to get system performance metrics', {
correlationId,
adminId: req.user?.id,
error: error.message,
stack: error.stack
});
res.status(500).json({
success: false,
error: 'Failed to retrieve performance metrics',
correlationId
});
}
});
/**
* Stop game tick service
* POST /admin/system/tick/stop
*/
router.post('/tick/stop', async (req, res) => {
const correlationId = req.correlationId || uuidv4();
try {
logger.warn('Admin stopping game tick service', {
correlationId,
adminId: req.user?.id,
adminUsername: req.user?.username
});
gameTickService.stop();
// Log admin action
await db('audit_log').insert({
entity_type: 'game_tick',
entity_id: 0,
action: 'service_stopped',
actor_type: 'admin',
actor_id: req.user?.id,
changes: {
correlation_id: correlationId,
stopped_by: req.user?.username,
timestamp: new Date().toISOString()
},
ip_address: req.ip,
user_agent: req.get('User-Agent')
});
res.json({
success: true,
message: 'Game tick service stopped successfully',
timestamp: new Date().toISOString(),
correlationId
});
} catch (error) {
logger.error('Failed to stop game tick service', {
correlationId,
adminId: req.user?.id,
error: error.message
});
res.status(500).json({
success: false,
error: 'Failed to stop game tick service',
correlationId
});
}
});
/**
* Start game tick service
* POST /admin/system/tick/start
*/
router.post('/tick/start', async (req, res) => {
const correlationId = req.correlationId || uuidv4();
try {
logger.info('Admin starting game tick service', {
correlationId,
adminId: req.user?.id,
adminUsername: req.user?.username
});
await gameTickService.initialize();
// Log admin action
await db('audit_log').insert({
entity_type: 'game_tick',
entity_id: 0,
action: 'service_started',
actor_type: 'admin',
actor_id: req.user?.id,
changes: {
correlation_id: correlationId,
started_by: req.user?.username,
timestamp: new Date().toISOString()
},
ip_address: req.ip,
user_agent: req.get('User-Agent')
});
res.json({
success: true,
message: 'Game tick service started successfully',
data: gameTickService.getStatus(),
timestamp: new Date().toISOString(),
correlationId
});
} catch (error) {
logger.error('Failed to start game tick service', {
correlationId,
adminId: req.user?.id,
error: error.message
});
res.status(500).json({
success: false,
error: error.message || 'Failed to start game tick service',
correlationId
});
}
});
module.exports = router;

View file

@ -39,7 +39,8 @@ router.get('/', (req, res) => {
colonies: '/api/colonies',
fleets: '/api/fleets',
research: '/api/research',
galaxy: '/api/galaxy'
galaxy: '/api/galaxy',
combat: '/api/combat'
}
}
});
@ -162,6 +163,12 @@ playerRoutes.put('/notifications/read',
// Mount player routes
router.use('/player', playerRoutes);
/**
* Combat Routes
* /api/combat/*
*/
router.use('/combat', require('./api/combat'));
/**
* Game Feature Routes
* These will be expanded with actual game functionality

130
src/routes/api/combat.js Normal file
View file

@ -0,0 +1,130 @@
/**
* Combat API Routes
* Defines all combat-related endpoints for players
*/
const express = require('express');
const router = express.Router();
// Import controllers
const {
initiateCombat,
getActiveCombats,
getCombatHistory,
getCombatEncounter,
getCombatStatistics,
updateFleetPosition,
getCombatTypes,
forceResolveCombat
} = require('../../controllers/api/combat.controller');
// Import middleware
const { authenticatePlayer } = require('../../middleware/auth.middleware');
const {
validateCombatInitiation,
validateFleetPositionUpdate,
validateCombatHistoryQuery,
validateParams,
checkFleetOwnership,
checkBattleAccess,
checkCombatCooldown,
checkFleetAvailability,
combatRateLimit,
logCombatAction
} = require('../../middleware/combat.middleware');
// Apply authentication to all combat routes
router.use(authenticatePlayer);
/**
* @route POST /api/combat/initiate
* @desc Initiate combat between fleets or fleet vs colony
* @access Private
*/
router.post('/initiate',
logCombatAction('initiate_combat'),
combatRateLimit(5, 15), // Max 5 combat initiations per 15 minutes
checkCombatCooldown,
validateCombatInitiation,
checkFleetAvailability,
initiateCombat
);
/**
* @route GET /api/combat/active
* @desc Get active combats for the current player
* @access Private
*/
router.get('/active',
logCombatAction('get_active_combats'),
getActiveCombats
);
/**
* @route GET /api/combat/history
* @desc Get combat history for the current player
* @access Private
*/
router.get('/history',
logCombatAction('get_combat_history'),
validateCombatHistoryQuery,
getCombatHistory
);
/**
* @route GET /api/combat/encounter/:encounterId
* @desc Get detailed combat encounter information
* @access Private
*/
router.get('/encounter/:encounterId',
logCombatAction('get_combat_encounter'),
validateParams('encounterId'),
getCombatEncounter
);
/**
* @route GET /api/combat/statistics
* @desc Get combat statistics for the current player
* @access Private
*/
router.get('/statistics',
logCombatAction('get_combat_statistics'),
getCombatStatistics
);
/**
* @route PUT /api/combat/position/:fleetId
* @desc Update fleet positioning for tactical combat
* @access Private
*/
router.put('/position/:fleetId',
logCombatAction('update_fleet_position'),
validateParams('fleetId'),
checkFleetOwnership,
validateFleetPositionUpdate,
updateFleetPosition
);
/**
* @route GET /api/combat/types
* @desc Get available combat types and configurations
* @access Private
*/
router.get('/types',
logCombatAction('get_combat_types'),
getCombatTypes
);
/**
* @route POST /api/combat/resolve/:battleId
* @desc Force resolve a combat (emergency use only)
* @access Private (requires special permission)
*/
router.post('/resolve/:battleId',
logCombatAction('force_resolve_combat'),
validateParams('battleId'),
checkBattleAccess,
forceResolveCombat
);
module.exports = router;

View file

@ -35,7 +35,10 @@ router.get('/', (req, res) => {
websocket: '/debug/websocket',
system: '/debug/system',
logs: '/debug/logs',
player: '/debug/player/:playerId'
player: '/debug/player/:playerId',
colonies: '/debug/colonies',
resources: '/debug/resources',
gameEvents: '/debug/game-events'
}
});
});
@ -311,4 +314,243 @@ router.get('/test/:scenario', (req, res) => {
}
});
/**
* Colony Debug Information
*/
router.get('/colonies', async (req, res) => {
try {
const { playerId, limit = 10 } = req.query;
let query = db('colonies')
.select([
'colonies.*',
'planet_types.name as planet_type_name',
'galaxy_sectors.name as sector_name',
'players.username'
])
.leftJoin('planet_types', 'colonies.planet_type_id', 'planet_types.id')
.leftJoin('galaxy_sectors', 'colonies.sector_id', 'galaxy_sectors.id')
.leftJoin('players', 'colonies.player_id', 'players.id')
.orderBy('colonies.founded_at', 'desc')
.limit(parseInt(limit));
if (playerId) {
query = query.where('colonies.player_id', parseInt(playerId));
}
const colonies = await query;
// Get building counts for each colony
const coloniesWithBuildings = await Promise.all(colonies.map(async (colony) => {
const buildingCount = await db('colony_buildings')
.where('colony_id', colony.id)
.count('* as count')
.first();
const resourceProduction = await db('colony_resource_production')
.select([
'resource_types.name as resource_name',
'colony_resource_production.production_rate',
'colony_resource_production.current_stored'
])
.join('resource_types', 'colony_resource_production.resource_type_id', 'resource_types.id')
.where('colony_resource_production.colony_id', colony.id)
.where('colony_resource_production.production_rate', '>', 0);
return {
...colony,
buildingCount: parseInt(buildingCount.count) || 0,
resourceProduction
};
}));
res.json({
colonies: coloniesWithBuildings,
totalCount: coloniesWithBuildings.length,
filters: { playerId, limit },
correlationId: req.correlationId
});
} catch (error) {
logger.error('Colony debug error:', error);
res.status(500).json({
error: error.message,
correlationId: req.correlationId
});
}
});
/**
* Resource Debug Information
*/
router.get('/resources', async (req, res) => {
try {
const { playerId } = req.query;
// Get resource types
const resourceTypes = await db('resource_types')
.where('is_active', true)
.orderBy('category')
.orderBy('name');
let resourceSummary = {};
if (playerId) {
// Get specific player resources
const playerResources = await db('player_resources')
.select([
'player_resources.*',
'resource_types.name as resource_name',
'resource_types.category'
])
.join('resource_types', 'player_resources.resource_type_id', 'resource_types.id')
.where('player_resources.player_id', parseInt(playerId));
resourceSummary.playerResources = playerResources;
// Get player's colony resource production
const colonyProduction = await db('colony_resource_production')
.select([
'colonies.name as colony_name',
'resource_types.name as resource_name',
'colony_resource_production.production_rate',
'colony_resource_production.current_stored'
])
.join('colonies', 'colony_resource_production.colony_id', 'colonies.id')
.join('resource_types', 'colony_resource_production.resource_type_id', 'resource_types.id')
.where('colonies.player_id', parseInt(playerId))
.where('colony_resource_production.production_rate', '>', 0);
resourceSummary.colonyProduction = colonyProduction;
} else {
// Get global resource statistics
const totalResources = await db('player_resources')
.select([
'resource_types.name as resource_name',
db.raw('SUM(player_resources.amount) as total_amount'),
db.raw('COUNT(player_resources.id) as player_count'),
db.raw('AVG(player_resources.amount) as average_amount')
])
.join('resource_types', 'player_resources.resource_type_id', 'resource_types.id')
.groupBy('resource_types.id', 'resource_types.name')
.orderBy('resource_types.name');
resourceSummary.globalStats = totalResources;
}
res.json({
resourceTypes,
...resourceSummary,
filters: { playerId },
correlationId: req.correlationId
});
} catch (error) {
logger.error('Resource debug error:', error);
res.status(500).json({
error: error.message,
correlationId: req.correlationId
});
}
});
/**
* Game Events Debug Information
*/
router.get('/game-events', (req, res) => {
try {
const serviceLocator = require('../services/ServiceLocator');
const gameEventService = serviceLocator.get('gameEventService');
if (!gameEventService) {
return res.json({
status: 'not_available',
message: 'Game event service not initialized',
correlationId: req.correlationId
});
}
const connectedPlayers = gameEventService.getConnectedPlayerCount();
// Get room information
const io = gameEventService.io;
const rooms = Array.from(io.sockets.adapter.rooms.entries()).map(([roomName, socketSet]) => ({
name: roomName,
socketCount: socketSet.size,
type: roomName.includes(':') ? roomName.split(':')[0] : 'unknown'
}));
res.json({
status: 'active',
connectedPlayers,
rooms: {
total: rooms.length,
breakdown: rooms
},
eventTypes: [
'colony_created',
'building_constructed',
'resources_updated',
'resource_production',
'colony_status_update',
'error',
'notification',
'player_status_change',
'system_announcement'
],
correlationId: req.correlationId
});
} catch (error) {
logger.error('Game events debug error:', error);
res.status(500).json({
error: error.message,
correlationId: req.correlationId
});
}
});
/**
* Add resources to a player (for testing)
*/
router.post('/add-resources', async (req, res) => {
try {
const { playerId, resources } = req.body;
if (!playerId || !resources) {
return res.status(400).json({
error: 'playerId and resources are required',
correlationId: req.correlationId
});
}
const serviceLocator = require('../services/ServiceLocator');
const ResourceService = require('../services/resource/ResourceService');
const gameEventService = serviceLocator.get('gameEventService');
const resourceService = new ResourceService(gameEventService);
const updatedResources = await resourceService.addPlayerResources(
playerId,
resources,
req.correlationId
);
res.json({
success: true,
message: 'Resources added successfully',
playerId,
addedResources: resources,
updatedResources,
correlationId: req.correlationId
});
} catch (error) {
logger.error('Add resources debug error:', error);
res.status(500).json({
error: error.message,
correlationId: req.correlationId
});
}
});
module.exports = router;

View file

@ -0,0 +1,53 @@
/**
* Player Colony Routes
* Handles all colony-related endpoints for players
*/
const express = require('express');
const router = express.Router();
const {
createColony,
getPlayerColonies,
getColonyDetails,
constructBuilding,
getBuildingTypes,
getPlanetTypes,
getGalaxySectors
} = require('../../controllers/player/colony.controller');
const { validateRequest } = require('../../middleware/validation.middleware');
const {
createColonySchema,
constructBuildingSchema,
colonyIdParamSchema
} = require('../../validators/colony.validators');
// Colony CRUD operations
router.post('/',
validateRequest(createColonySchema),
createColony
);
router.get('/',
getPlayerColonies
);
router.get('/:colonyId',
validateRequest(colonyIdParamSchema, 'params'),
getColonyDetails
);
// Building operations
router.post('/:colonyId/buildings',
validateRequest(colonyIdParamSchema, 'params'),
validateRequest(constructBuildingSchema),
constructBuilding
);
// Reference data endpoints
router.get('/ref/building-types', getBuildingTypes);
router.get('/ref/planet-types', getPlanetTypes);
router.get('/ref/galaxy-sectors', getGalaxySectors);
module.exports = router;

View file

@ -4,7 +4,7 @@
const express = require('express');
const { authenticateToken, optionalAuth } = require('../../middleware/auth');
const { asyncHandler } = require('../../middleware/error-handler');
const { asyncHandler } = require('../../middleware/error.middleware');
const router = express.Router();
@ -12,6 +12,7 @@ const router = express.Router();
const authRoutes = require('./auth');
const profileRoutes = require('./profile');
const coloniesRoutes = require('./colonies');
const resourcesRoutes = require('./resources');
const fleetsRoutes = require('./fleets');
const researchRoutes = require('./research');
const galaxyRoutes = require('./galaxy');
@ -25,6 +26,7 @@ router.use('/galaxy', optionalAuth('player'), galaxyRoutes);
// Protected routes (authentication required)
router.use('/profile', authenticateToken('player'), profileRoutes);
router.use('/colonies', authenticateToken('player'), coloniesRoutes);
router.use('/resources', authenticateToken('player'), resourcesRoutes);
router.use('/fleets', authenticateToken('player'), fleetsRoutes);
router.use('/research', authenticateToken('player'), researchRoutes);
router.use('/events', authenticateToken('player'), eventsRoutes);

View file

@ -0,0 +1,54 @@
/**
* Player Resource Routes
* Handles all resource-related endpoints for players
*/
const express = require('express');
const router = express.Router();
const {
getPlayerResources,
getPlayerResourceSummary,
getResourceProduction,
addResources,
transferResources,
getResourceTypes
} = require('../../controllers/player/resource.controller');
const { validateRequest } = require('../../middleware/validation.middleware');
const {
transferResourcesSchema,
addResourcesSchema,
resourceQuerySchema
} = require('../../validators/resource.validators');
// Resource information endpoints
router.get('/',
validateRequest(resourceQuerySchema, 'query'),
getPlayerResources
);
router.get('/summary',
getPlayerResourceSummary
);
router.get('/production',
getResourceProduction
);
// Resource manipulation endpoints
router.post('/transfer',
validateRequest(transferResourcesSchema),
transferResources
);
// Development/testing endpoints
router.post('/add',
validateRequest(addResourcesSchema),
addResources
);
// Reference data endpoints
router.get('/types', getResourceTypes);
module.exports = router;

View file

@ -50,6 +50,13 @@ async function initializeSystems() {
io = await initializeWebSocket(server);
logger.info('WebSocket systems initialized');
// Initialize service locator with WebSocket service
const serviceLocator = require('./services/ServiceLocator');
const GameEventService = require('./services/websocket/GameEventService');
const gameEventService = new GameEventService(io);
serviceLocator.register('gameEventService', gameEventService);
logger.info('Service locator initialized');
// Initialize game systems
await initializeGameSystems();
logger.info('Game systems initialized');

View file

@ -0,0 +1,57 @@
/**
* Service Locator
* Manages service instances and dependency injection
*/
class ServiceLocator {
constructor() {
this.services = new Map();
}
/**
* Register a service instance
* @param {string} name - Service name
* @param {Object} instance - Service instance
*/
register(name, instance) {
this.services.set(name, instance);
}
/**
* Get a service instance
* @param {string} name - Service name
* @returns {Object} Service instance
*/
get(name) {
return this.services.get(name);
}
/**
* Check if a service is registered
* @param {string} name - Service name
* @returns {boolean} True if service is registered
*/
has(name) {
return this.services.has(name);
}
/**
* Clear all services
*/
clear() {
this.services.clear();
}
/**
* Get all registered service names
* @returns {Array} Array of service names
*/
getServiceNames() {
return Array.from(this.services.keys());
}
}
// Create singleton instance
const serviceLocator = new ServiceLocator();
module.exports = serviceLocator;

View file

@ -0,0 +1,743 @@
/**
* Combat Plugin Manager
* Manages combat resolution plugins for different combat types and strategies
*/
const db = require('../../database/connection');
const logger = require('../../utils/logger');
const { ValidationError, ServiceError } = require('../../middleware/error.middleware');
class CombatPluginManager {
constructor() {
this.plugins = new Map();
this.hooks = new Map();
this.initialized = false;
}
/**
* Initialize the plugin manager and load active plugins
* @param {string} correlationId - Request correlation ID
* @returns {Promise<void>}
*/
async initialize(correlationId) {
try {
logger.info('Initializing Combat Plugin Manager', { correlationId });
// Load active combat plugins from database
const activePlugins = await db('plugins')
.where('plugin_type', 'combat')
.where('is_active', true)
.orderBy('name');
for (const pluginData of activePlugins) {
await this.loadPlugin(pluginData, correlationId);
}
this.initialized = true;
logger.info('Combat Plugin Manager initialized', {
correlationId,
loadedPlugins: this.plugins.size,
availableHooks: Array.from(this.hooks.keys())
});
} catch (error) {
logger.error('Failed to initialize Combat Plugin Manager', {
correlationId,
error: error.message,
stack: error.stack
});
throw new ServiceError('Failed to initialize combat plugin system', error);
}
}
/**
* Load a combat plugin
* @param {Object} pluginData - Plugin data from database
* @param {string} correlationId - Request correlation ID
* @returns {Promise<void>}
*/
async loadPlugin(pluginData, correlationId) {
try {
logger.info('Loading combat plugin', {
correlationId,
pluginName: pluginData.name,
version: pluginData.version
});
let plugin;
// Load built-in plugins
switch (pluginData.name) {
case 'instant_combat':
plugin = new InstantCombatPlugin(pluginData.config || {});
break;
case 'turn_based_combat':
plugin = new TurnBasedCombatPlugin(pluginData.config || {});
break;
case 'tactical_combat':
plugin = new TacticalCombatPlugin(pluginData.config || {});
break;
default:
logger.warn('Unknown combat plugin', {
correlationId,
pluginName: pluginData.name
});
return;
}
// Validate plugin interface
this.validatePluginInterface(plugin, pluginData.name);
// Register plugin
this.plugins.set(pluginData.name, plugin);
// Register plugin hooks
if (pluginData.hooks && Array.isArray(pluginData.hooks)) {
for (const hook of pluginData.hooks) {
if (!this.hooks.has(hook)) {
this.hooks.set(hook, []);
}
this.hooks.get(hook).push({
plugin: pluginData.name,
handler: plugin[hook] ? plugin[hook].bind(plugin) : null
});
}
}
logger.info('Combat plugin loaded successfully', {
correlationId,
pluginName: pluginData.name,
hooksRegistered: pluginData.hooks?.length || 0
});
} catch (error) {
logger.error('Failed to load combat plugin', {
correlationId,
pluginName: pluginData.name,
error: error.message,
stack: error.stack
});
}
}
/**
* Resolve combat using appropriate plugin
* @param {Object} battle - Battle data
* @param {Object} forces - Combat forces
* @param {Object} config - Combat configuration
* @param {string} correlationId - Request correlation ID
* @returns {Promise<Object>} Combat result
*/
async resolveCombat(battle, forces, config, correlationId) {
try {
if (!this.initialized) {
await this.initialize(correlationId);
}
logger.info('Resolving combat with plugin system', {
correlationId,
battleId: battle.id,
combatType: config.combat_type
});
// Determine which plugin to use
const pluginName = this.getPluginForCombatType(config.combat_type);
const plugin = this.plugins.get(pluginName);
if (!plugin) {
logger.warn('No plugin found for combat type, using fallback', {
correlationId,
combatType: config.combat_type,
requestedPlugin: pluginName
});
return await this.fallbackCombatResolver(battle, forces, config, correlationId);
}
// Execute pre-combat hooks
await this.executeHooks('pre_combat', { battle, forces, config }, correlationId);
// Resolve combat using plugin
const result = await plugin.resolveCombat(battle, forces, config, correlationId);
// Execute post-combat hooks
await this.executeHooks('post_combat', { battle, forces, config, result }, correlationId);
logger.info('Combat resolved successfully', {
correlationId,
battleId: battle.id,
plugin: pluginName,
outcome: result.outcome,
duration: result.duration
});
return result;
} catch (error) {
logger.error('Combat resolution failed', {
correlationId,
battleId: battle.id,
error: error.message,
stack: error.stack
});
throw new ServiceError('Failed to resolve combat', error);
}
}
/**
* Execute hooks for a specific event
* @param {string} hookName - Hook name
* @param {Object} data - Hook data
* @param {string} correlationId - Request correlation ID
* @returns {Promise<void>}
*/
async executeHooks(hookName, data, correlationId) {
const hookHandlers = this.hooks.get(hookName) || [];
for (const handler of hookHandlers) {
try {
if (handler.handler) {
await handler.handler(data, correlationId);
}
} catch (error) {
logger.error('Hook execution failed', {
correlationId,
hookName,
plugin: handler.plugin,
error: error.message
});
}
}
}
/**
* Get plugin name for combat type
* @param {string} combatType - Combat type
* @returns {string} Plugin name
*/
getPluginForCombatType(combatType) {
const typeMapping = {
'instant': 'instant_combat',
'turn_based': 'turn_based_combat',
'tactical': 'tactical_combat',
'real_time': 'tactical_combat' // Use tactical plugin for real-time
};
return typeMapping[combatType] || 'instant_combat';
}
/**
* Validate plugin interface
* @param {Object} plugin - Plugin instance
* @param {string} pluginName - Plugin name
* @throws {ValidationError} If plugin interface is invalid
*/
validatePluginInterface(plugin, pluginName) {
const requiredMethods = ['resolveCombat'];
for (const method of requiredMethods) {
if (typeof plugin[method] !== 'function') {
throw new ValidationError(`Plugin ${pluginName} missing required method: ${method}`);
}
}
}
/**
* Fallback combat resolver
* @param {Object} battle - Battle data
* @param {Object} forces - Combat forces
* @param {Object} config - Combat configuration
* @param {string} correlationId - Request correlation ID
* @returns {Promise<Object>} Combat result
*/
async fallbackCombatResolver(battle, forces, config, correlationId) {
logger.info('Using fallback combat resolver', { correlationId, battleId: battle.id });
const fallbackPlugin = new InstantCombatPlugin({});
return await fallbackPlugin.resolveCombat(battle, forces, config, correlationId);
}
/**
* Register a new plugin dynamically
* @param {string} name - Plugin name
* @param {Object} plugin - Plugin instance
* @param {Array} hooks - Hook names
* @returns {void}
*/
registerPlugin(name, plugin, hooks = []) {
this.validatePluginInterface(plugin, name);
this.plugins.set(name, plugin);
// Register hooks
for (const hook of hooks) {
if (!this.hooks.has(hook)) {
this.hooks.set(hook, []);
}
this.hooks.get(hook).push({
plugin: name,
handler: plugin[hook] ? plugin[hook].bind(plugin) : null
});
}
logger.info('Plugin registered dynamically', {
pluginName: name,
hooksRegistered: hooks.length
});
}
}
/**
* Base Combat Plugin Class
* All combat plugins should extend this class
*/
class BaseCombatPlugin {
constructor(config = {}) {
this.config = config;
}
/**
* Resolve combat - must be implemented by subclasses
* @param {Object} battle - Battle data
* @param {Object} forces - Combat forces
* @param {Object} config - Combat configuration
* @param {string} correlationId - Request correlation ID
* @returns {Promise<Object>} Combat result
*/
async resolveCombat(battle, forces, config, correlationId) {
throw new Error('resolveCombat method must be implemented by subclass');
}
/**
* Calculate base combat rating for a force
* @param {Object} force - Force data (fleet or colony)
* @returns {number} Combat rating
*/
calculateCombatRating(force) {
if (force.fleet) {
return force.fleet.total_combat_rating || 0;
} else if (force.colony) {
return force.colony.total_defense_rating || 0;
}
return 0;
}
/**
* Apply random variance to a value
* @param {number} baseValue - Base value
* @param {number} variance - Variance percentage (0-1)
* @returns {number} Value with variance applied
*/
applyVariance(baseValue, variance = 0.1) {
const factor = 1 + (Math.random() - 0.5) * variance * 2;
return baseValue * factor;
}
/**
* Generate combat log entry
* @param {number} round - Round number
* @param {string} eventType - Event type
* @param {string} description - Event description
* @param {Object} data - Additional event data
* @returns {Object} Combat log entry
*/
createLogEntry(round, eventType, description, data = {}) {
return {
round,
event: eventType,
description,
timestamp: new Date(),
...data
};
}
}
/**
* Instant Combat Plugin
* Resolves combat immediately with simple calculations
*/
class InstantCombatPlugin extends BaseCombatPlugin {
async resolveCombat(battle, forces, config, correlationId) {
logger.info('Resolving instant combat', { correlationId, battleId: battle.id });
const attackerRating = this.calculateCombatRating(forces.attacker);
const defenderRating = this.calculateCombatRating(forces.defender);
// Apply variance
const effectiveAttackerRating = this.applyVariance(attackerRating, this.config.damage_variance || 0.1);
const effectiveDefenderRating = this.applyVariance(defenderRating, this.config.damage_variance || 0.1);
const totalRating = effectiveAttackerRating + effectiveDefenderRating;
const attackerWinChance = totalRating > 0 ? effectiveAttackerRating / totalRating : 0.5;
const attackerWins = Math.random() < attackerWinChance;
const outcome = attackerWins ? 'attacker_victory' : 'defender_victory';
// Calculate casualties
const casualties = this.calculateInstantCasualties(forces, attackerWins);
// Generate combat log
const combatLog = [
this.createLogEntry(1, 'combat_start', 'Combat initiated', {
attacker_strength: effectiveAttackerRating,
defender_strength: effectiveDefenderRating,
win_chance: attackerWinChance
}),
this.createLogEntry(1, 'combat_resolution', `${outcome.replace('_', ' ')}`, {
winner: attackerWins ? 'attacker' : 'defender'
})
];
const experienceGained = Math.floor((attackerRating + defenderRating) / 100) * (this.config.experience_gain || 1.0);
return {
outcome,
casualties,
experience_gained: experienceGained,
combat_log: combatLog,
duration: Math.floor(Math.random() * 60) + 30, // 30-90 seconds
final_forces: this.calculateFinalForces(forces, casualties),
loot: this.calculateLoot(forces, attackerWins)
};
}
calculateInstantCasualties(forces, attackerWins) {
const casualties = {
attacker: { ships: {}, total_ships: 0 },
defender: { ships: {}, total_ships: 0, buildings: {} }
};
// Winner loses 5-25%, loser loses 30-70%
const winnerLossRate = 0.05 + Math.random() * 0.2;
const loserLossRate = 0.3 + Math.random() * 0.4;
const attackerLossRate = attackerWins ? winnerLossRate : loserLossRate;
const defenderLossRate = attackerWins ? loserLossRate : winnerLossRate;
// Apply casualties to attacker fleet
if (forces.attacker.fleet && forces.attacker.fleet.ships) {
forces.attacker.fleet.ships.forEach(ship => {
const losses = Math.floor(ship.quantity * attackerLossRate);
if (losses > 0) {
casualties.attacker.ships[ship.design_name] = losses;
casualties.attacker.total_ships += losses;
}
});
}
// Apply casualties to defender
if (forces.defender.fleet && forces.defender.fleet.ships) {
forces.defender.fleet.ships.forEach(ship => {
const losses = Math.floor(ship.quantity * defenderLossRate);
if (losses > 0) {
casualties.defender.ships[ship.design_name] = losses;
casualties.defender.total_ships += losses;
}
});
}
// Apply building damage if colony and attacker wins
if (forces.defender.colony && attackerWins && forces.defender.colony.defense_buildings) {
const buildingDamageRate = 0.1 + Math.random() * 0.2;
forces.defender.colony.defense_buildings.forEach(building => {
const damage = Math.floor(building.health_percentage * buildingDamageRate);
if (damage > 0) {
casualties.defender.buildings[building.building_name] = damage;
}
});
}
return casualties;
}
calculateFinalForces(forces, casualties) {
const finalForces = JSON.parse(JSON.stringify(forces));
// Apply ship losses
['attacker', 'defender'].forEach(side => {
if (finalForces[side].fleet && finalForces[side].fleet.ships) {
finalForces[side].fleet.ships.forEach(ship => {
const losses = casualties[side].ships[ship.design_name] || 0;
ship.quantity = Math.max(0, ship.quantity - losses);
});
}
});
// Apply building damage
if (finalForces.defender.colony && finalForces.defender.colony.defense_buildings) {
finalForces.defender.colony.defense_buildings.forEach(building => {
const damage = casualties.defender.buildings[building.building_name] || 0;
building.health_percentage = Math.max(0, building.health_percentage - damage);
});
}
return finalForces;
}
calculateLoot(forces, attackerWins) {
if (!attackerWins) return {};
const loot = {};
const baseAmount = Math.floor(Math.random() * 500) + 100;
loot.scrap = baseAmount;
loot.energy = Math.floor(baseAmount * 0.6);
if (forces.defender.colony) {
loot.data_cores = Math.floor(Math.random() * 5) + 1;
if (Math.random() < 0.15) {
loot.rare_elements = Math.floor(Math.random() * 3) + 1;
}
}
return loot;
}
}
/**
* Turn-Based Combat Plugin
* Resolves combat in discrete rounds with detailed calculations
*/
class TurnBasedCombatPlugin extends BaseCombatPlugin {
async resolveCombat(battle, forces, config, correlationId) {
logger.info('Resolving turn-based combat', { correlationId, battleId: battle.id });
const maxRounds = this.config.max_rounds || 10;
const combatLog = [];
let round = 1;
// Initialize combat state
const combatState = this.initializeCombatState(forces);
combatLog.push(this.createLogEntry(0, 'combat_start', 'Turn-based combat initiated', {
attacker_ships: combatState.attacker.totalShips,
defender_ships: combatState.defender.totalShips,
max_rounds: maxRounds
}));
// Combat rounds
while (round <= maxRounds && !this.isCombatOver(combatState)) {
const roundResult = await this.processRound(combatState, round, correlationId);
combatLog.push(...roundResult.log);
round++;
}
// Determine outcome
const outcome = this.determineTurnBasedOutcome(combatState);
const casualties = this.calculateTurnBasedCasualties(forces, combatState);
combatLog.push(this.createLogEntry(round - 1, 'combat_end', `Combat ended: ${outcome}`, {
total_rounds: round - 1,
attacker_survivors: combatState.attacker.totalShips,
defender_survivors: combatState.defender.totalShips
}));
return {
outcome,
casualties,
experience_gained: Math.floor((round - 1) * 50),
combat_log: combatLog,
duration: (round - 1) * 30, // 30 seconds per round
final_forces: this.calculateFinalForces(forces, casualties),
loot: this.calculateLoot(forces, outcome === 'attacker_victory')
};
}
initializeCombatState(forces) {
const state = {
attacker: { totalShips: 0, effectiveStrength: 0 },
defender: { totalShips: 0, effectiveStrength: 0 }
};
// Calculate initial state
if (forces.attacker.fleet && forces.attacker.fleet.ships) {
state.attacker.totalShips = forces.attacker.fleet.ships.reduce((sum, ship) => sum + ship.quantity, 0);
state.attacker.effectiveStrength = forces.attacker.fleet.total_combat_rating || 0;
}
if (forces.defender.fleet && forces.defender.fleet.ships) {
state.defender.totalShips = forces.defender.fleet.ships.reduce((sum, ship) => sum + ship.quantity, 0);
state.defender.effectiveStrength = forces.defender.fleet.total_combat_rating || 0;
} else if (forces.defender.colony) {
state.defender.totalShips = 1; // Represent colony as single entity
state.defender.effectiveStrength = forces.defender.colony.total_defense_rating || 0;
}
return state;
}
async processRound(combatState, round, correlationId) {
const log = [];
// Attacker attacks defender
const attackerDamage = this.applyVariance(combatState.attacker.effectiveStrength * 0.1, 0.2);
const defenderLosses = Math.floor(attackerDamage / 100);
combatState.defender.totalShips = Math.max(0, combatState.defender.totalShips - defenderLosses);
combatState.defender.effectiveStrength *= (combatState.defender.totalShips / (combatState.defender.totalShips + defenderLosses));
log.push(this.createLogEntry(round, 'attack', 'Attacker strikes', {
damage: attackerDamage,
defender_losses: defenderLosses,
defender_remaining: combatState.defender.totalShips
}));
// Defender counterattacks if still alive
if (combatState.defender.totalShips > 0) {
const defenderDamage = this.applyVariance(combatState.defender.effectiveStrength * 0.1, 0.2);
const attackerLosses = Math.floor(defenderDamage / 100);
combatState.attacker.totalShips = Math.max(0, combatState.attacker.totalShips - attackerLosses);
combatState.attacker.effectiveStrength *= (combatState.attacker.totalShips / (combatState.attacker.totalShips + attackerLosses));
log.push(this.createLogEntry(round, 'counterattack', 'Defender counterattacks', {
damage: defenderDamage,
attacker_losses: attackerLosses,
attacker_remaining: combatState.attacker.totalShips
}));
}
return { log };
}
isCombatOver(combatState) {
return combatState.attacker.totalShips <= 0 || combatState.defender.totalShips <= 0;
}
determineTurnBasedOutcome(combatState) {
if (combatState.attacker.totalShips <= 0 && combatState.defender.totalShips <= 0) {
return 'draw';
} else if (combatState.attacker.totalShips > 0) {
return 'attacker_victory';
} else {
return 'defender_victory';
}
}
calculateTurnBasedCasualties(forces, combatState) {
// Calculate casualties based on ships remaining vs initial
const casualties = {
attacker: { ships: {}, total_ships: 0 },
defender: { ships: {}, total_ships: 0, buildings: {} }
};
// Calculate attacker casualties
if (forces.attacker.fleet && forces.attacker.fleet.ships) {
const initialShips = forces.attacker.fleet.ships.reduce((sum, ship) => sum + ship.quantity, 0);
const remainingRatio = combatState.attacker.totalShips / initialShips;
forces.attacker.fleet.ships.forEach(ship => {
const remaining = Math.floor(ship.quantity * remainingRatio);
const losses = ship.quantity - remaining;
if (losses > 0) {
casualties.attacker.ships[ship.design_name] = losses;
casualties.attacker.total_ships += losses;
}
});
}
// Calculate defender casualties
if (forces.defender.fleet && forces.defender.fleet.ships) {
const initialShips = forces.defender.fleet.ships.reduce((sum, ship) => sum + ship.quantity, 0);
const remainingRatio = combatState.defender.totalShips / initialShips;
forces.defender.fleet.ships.forEach(ship => {
const remaining = Math.floor(ship.quantity * remainingRatio);
const losses = ship.quantity - remaining;
if (losses > 0) {
casualties.defender.ships[ship.design_name] = losses;
casualties.defender.total_ships += losses;
}
});
} else if (forces.defender.colony && combatState.defender.totalShips <= 0) {
// Colony was destroyed or heavily damaged
if (forces.defender.colony.defense_buildings) {
forces.defender.colony.defense_buildings.forEach(building => {
const damage = Math.floor(building.health_percentage * (0.3 + Math.random() * 0.4));
casualties.defender.buildings[building.building_name] = damage;
});
}
}
return casualties;
}
calculateFinalForces(forces, casualties) {
const finalForces = JSON.parse(JSON.stringify(forces));
// Apply ship casualties
['attacker', 'defender'].forEach(side => {
if (finalForces[side].fleet && finalForces[side].fleet.ships) {
finalForces[side].fleet.ships.forEach(ship => {
const losses = casualties[side].ships[ship.design_name] || 0;
ship.quantity = Math.max(0, ship.quantity - losses);
});
}
});
// Apply building damage
if (finalForces.defender.colony && finalForces.defender.colony.defense_buildings) {
finalForces.defender.colony.defense_buildings.forEach(building => {
const damage = casualties.defender.buildings[building.building_name] || 0;
building.health_percentage = Math.max(0, building.health_percentage - damage);
});
}
return finalForces;
}
calculateLoot(forces, attackerWins) {
if (!attackerWins) return {};
const loot = {};
const baseAmount = Math.floor(Math.random() * 800) + 200;
loot.scrap = baseAmount;
loot.energy = Math.floor(baseAmount * 0.7);
if (forces.defender.colony) {
loot.data_cores = Math.floor(Math.random() * 8) + 2;
if (Math.random() < 0.2) {
loot.rare_elements = Math.floor(Math.random() * 5) + 1;
}
}
return loot;
}
}
/**
* Tactical Combat Plugin
* Advanced combat with formations, positioning, and tactical decisions
*/
class TacticalCombatPlugin extends BaseCombatPlugin {
async resolveCombat(battle, forces, config, correlationId) {
logger.info('Resolving tactical combat', { correlationId, battleId: battle.id });
// For MVP, use enhanced turn-based system
// Future versions can implement full tactical positioning
const turnBasedPlugin = new TurnBasedCombatPlugin(this.config);
const result = await turnBasedPlugin.resolveCombat(battle, forces, config, correlationId);
// Add tactical bonuses based on formations and positioning
result.experience_gained *= 1.5; // Tactical combat gives more experience
result.duration *= 1.2; // Takes longer than simple turn-based
// Enhanced loot for tactical victory
if (result.loot && Object.keys(result.loot).length > 0) {
Object.keys(result.loot).forEach(resource => {
result.loot[resource] = Math.floor(result.loot[resource] * 1.3);
});
}
return result;
}
}
module.exports = {
CombatPluginManager,
BaseCombatPlugin,
InstantCombatPlugin,
TurnBasedCombatPlugin,
TacticalCombatPlugin
};

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/**
* Colony Service
* Handles all colony-related business logic including creation, management, and building operations
*/
const db = require('../../database/connection');
const logger = require('../../utils/logger');
const { ValidationError, ConflictError, NotFoundError, ServiceError } = require('../../middleware/error.middleware');
class ColonyService {
constructor(gameEventService = null) {
this.gameEventService = gameEventService;
}
/**
* Create a new colony
* @param {number} playerId - Player ID
* @param {Object} colonyData - Colony creation data
* @param {string} colonyData.name - Colony name
* @param {string} colonyData.coordinates - Galaxy coordinates
* @param {number} colonyData.planet_type_id - Planet type ID
* @param {string} correlationId - Request correlation ID
* @returns {Promise<Object>} Created colony data
*/
async createColony(playerId, colonyData, correlationId) {
try {
const { name, coordinates, planet_type_id } = colonyData;
logger.info('Colony creation initiated', {
correlationId,
playerId,
name,
coordinates,
planet_type_id
});
// Validate input data
await this.validateColonyData({ name, coordinates, planet_type_id });
// Check if coordinates are already taken
const existingColony = await this.getColonyByCoordinates(coordinates);
if (existingColony) {
throw new ConflictError('Coordinates already occupied');
}
// Check player colony limit
const playerColonyCount = await this.getPlayerColonyCount(playerId);
const maxColonies = parseInt(process.env.MAX_COLONIES_PER_PLAYER) || 10;
if (playerColonyCount >= maxColonies) {
throw new ConflictError(`Maximum number of colonies reached (${maxColonies})`);
}
// Validate planet type exists
const planetType = await this.getPlanetTypeById(planet_type_id);
if (!planetType) {
throw new ValidationError('Invalid planet type');
}
// Get sector from coordinates
const sectorCoordinates = this.extractSectorFromCoordinates(coordinates);
const sector = await this.getSectorByCoordinates(sectorCoordinates);
// Database transaction for atomic operation
const colony = await db.transaction(async (trx) => {
// Create colony
const [newColony] = await trx('colonies')
.insert({
player_id: playerId,
name: name.trim(),
coordinates: coordinates.toUpperCase(),
sector_id: sector?.id || null,
planet_type_id: planet_type_id,
population: 100, // Starting population
max_population: planetType.max_population,
morale: 100,
loyalty: 100,
founded_at: new Date(),
last_updated: new Date()
})
.returning('*');
// Create initial buildings (Command Center is required)
await this.createInitialBuildings(newColony.id, trx);
// Initialize colony resource production tracking
await this.initializeColonyResources(newColony.id, planetType, trx);
// Update player colony count
await trx('player_stats')
.where('player_id', playerId)
.increment('colonies_count', 1);
logger.info('Colony created successfully', {
correlationId,
colonyId: newColony.id,
playerId,
name: newColony.name,
coordinates: newColony.coordinates
});
return newColony;
});
// Return colony with additional data
const colonyDetails = await this.getColonyDetails(colony.id, correlationId);
// Emit WebSocket event for colony creation
if (this.gameEventService) {
this.gameEventService.emitColonyCreated(playerId, colonyDetails, correlationId);
}
return colonyDetails;
} catch (error) {
logger.error('Colony creation failed', {
correlationId,
playerId,
colonyData,
error: error.message,
stack: error.stack
});
if (error instanceof ValidationError || error instanceof ConflictError) {
throw error;
}
throw new ServiceError('Failed to create colony', error);
}
}
/**
* Get colonies owned by a player
* @param {number} playerId - Player ID
* @param {string} correlationId - Request correlation ID
* @returns {Promise<Array>} List of player colonies
*/
async getPlayerColonies(playerId, correlationId) {
try {
logger.info('Fetching player colonies', {
correlationId,
playerId
});
const colonies = await db('colonies')
.select([
'colonies.*',
'planet_types.name as planet_type_name',
'planet_types.description as planet_type_description',
'galaxy_sectors.name as sector_name',
'galaxy_sectors.danger_level'
])
.leftJoin('planet_types', 'colonies.planet_type_id', 'planet_types.id')
.leftJoin('galaxy_sectors', 'colonies.sector_id', 'galaxy_sectors.id')
.where('colonies.player_id', playerId)
.orderBy('colonies.founded_at', 'asc');
// Get building counts for each colony
const coloniesWithBuildings = await Promise.all(colonies.map(async (colony) => {
const buildingCount = await db('colony_buildings')
.where('colony_id', colony.id)
.count('* as count')
.first();
return {
...colony,
buildingCount: parseInt(buildingCount.count) || 0
};
}));
logger.info('Player colonies retrieved', {
correlationId,
playerId,
colonyCount: colonies.length
});
return coloniesWithBuildings;
} catch (error) {
logger.error('Failed to fetch player colonies', {
correlationId,
playerId,
error: error.message,
stack: error.stack
});
throw new ServiceError('Failed to retrieve player colonies', error);
}
}
/**
* Get detailed colony information
* @param {number} colonyId - Colony ID
* @param {string} correlationId - Request correlation ID
* @returns {Promise<Object>} Detailed colony data
*/
async getColonyDetails(colonyId, correlationId) {
try {
logger.info('Fetching colony details', {
correlationId,
colonyId
});
// Get colony basic information
const colony = await db('colonies')
.select([
'colonies.*',
'planet_types.name as planet_type_name',
'planet_types.description as planet_type_description',
'planet_types.base_resources',
'planet_types.resource_modifiers',
'galaxy_sectors.name as sector_name',
'galaxy_sectors.danger_level',
'galaxy_sectors.description as sector_description'
])
.leftJoin('planet_types', 'colonies.planet_type_id', 'planet_types.id')
.leftJoin('galaxy_sectors', 'colonies.sector_id', 'galaxy_sectors.id')
.where('colonies.id', colonyId)
.first();
if (!colony) {
throw new NotFoundError('Colony not found');
}
// Get colony buildings
const buildings = await db('colony_buildings')
.select([
'colony_buildings.*',
'building_types.name as building_name',
'building_types.description as building_description',
'building_types.category',
'building_types.max_level',
'building_types.base_cost',
'building_types.base_production',
'building_types.special_effects'
])
.join('building_types', 'colony_buildings.building_type_id', 'building_types.id')
.where('colony_buildings.colony_id', colonyId)
.orderBy('building_types.category')
.orderBy('building_types.name');
// Get colony resource production
const resources = await db('colony_resource_production')
.select([
'colony_resource_production.*',
'resource_types.name as resource_name',
'resource_types.description as resource_description',
'resource_types.category as resource_category'
])
.join('resource_types', 'colony_resource_production.resource_type_id', 'resource_types.id')
.where('colony_resource_production.colony_id', colonyId);
const colonyDetails = {
...colony,
buildings: buildings || [],
resources: resources || []
};
logger.info('Colony details retrieved', {
correlationId,
colonyId,
buildingCount: buildings.length,
resourceCount: resources.length
});
return colonyDetails;
} catch (error) {
logger.error('Failed to fetch colony details', {
correlationId,
colonyId,
error: error.message,
stack: error.stack
});
if (error instanceof NotFoundError) {
throw error;
}
throw new ServiceError('Failed to retrieve colony details', error);
}
}
/**
* Construct a building in a colony
* @param {number} colonyId - Colony ID
* @param {number} buildingTypeId - Building type ID
* @param {number} playerId - Player ID (for authorization)
* @param {string} correlationId - Request correlation ID
* @returns {Promise<Object>} Construction result
*/
async constructBuilding(colonyId, buildingTypeId, playerId, correlationId) {
try {
logger.info('Building construction initiated', {
correlationId,
colonyId,
buildingTypeId,
playerId
});
// Verify colony ownership
const colony = await this.verifyColonyOwnership(colonyId, playerId);
if (!colony) {
throw new NotFoundError('Colony not found or access denied');
}
// Check if building already exists
const existingBuilding = await db('colony_buildings')
.where('colony_id', colonyId)
.where('building_type_id', buildingTypeId)
.first();
if (existingBuilding) {
throw new ConflictError('Building already exists in this colony');
}
// Get building type information
const buildingType = await db('building_types')
.where('id', buildingTypeId)
.where('is_active', true)
.first();
if (!buildingType) {
throw new ValidationError('Invalid building type');
}
// Check if building is unique and already exists
if (buildingType.is_unique) {
const existingUniqueBuilding = await db('colony_buildings')
.where('colony_id', colonyId)
.where('building_type_id', buildingTypeId)
.first();
if (existingUniqueBuilding) {
throw new ConflictError('This building type can only be built once per colony');
}
}
// Check prerequisites (TODO: Implement prerequisite checking)
// await this.checkBuildingPrerequisites(colonyId, buildingType.prerequisites);
// Check resource costs
const canAfford = await this.checkBuildingCosts(playerId, buildingType.base_cost);
if (!canAfford.canAfford) {
throw new ValidationError('Insufficient resources', { missing: canAfford.missing });
}
// Database transaction for atomic operation
const result = await db.transaction(async (trx) => {
// Deduct resources from player
await this.deductResources(playerId, buildingType.base_cost, trx);
// Create building (instant construction for MVP)
const [newBuilding] = await trx('colony_buildings')
.insert({
colony_id: colonyId,
building_type_id: buildingTypeId,
level: 1,
health_percentage: 100,
is_under_construction: false,
created_at: new Date(),
updated_at: new Date()
})
.returning('*');
// Update colony resource production if this building produces resources
if (buildingType.base_production && Object.keys(buildingType.base_production).length > 0) {
await this.updateColonyResourceProduction(colonyId, buildingType, trx);
}
logger.info('Building constructed successfully', {
correlationId,
colonyId,
buildingId: newBuilding.id,
buildingTypeId,
playerId
});
// Emit WebSocket event for building construction
if (this.gameEventService) {
this.gameEventService.emitBuildingConstructed(playerId, colonyId, newBuilding, correlationId);
}
return newBuilding;
});
return result;
} catch (error) {
logger.error('Building construction failed', {
correlationId,
colonyId,
buildingTypeId,
playerId,
error: error.message,
stack: error.stack
});
if (error instanceof ValidationError || error instanceof ConflictError || error instanceof NotFoundError) {
throw error;
}
throw new ServiceError('Failed to construct building', error);
}
}
/**
* Get available building types
* @param {string} correlationId - Request correlation ID
* @returns {Promise<Array>} List of available building types
*/
async getAvailableBuildingTypes(correlationId) {
try {
logger.info('Fetching available building types', { correlationId });
const buildingTypes = await db('building_types')
.select('*')
.where('is_active', true)
.orderBy('category')
.orderBy('name');
logger.info('Building types retrieved', {
correlationId,
count: buildingTypes.length
});
return buildingTypes;
} catch (error) {
logger.error('Failed to fetch building types', {
correlationId,
error: error.message,
stack: error.stack
});
throw new ServiceError('Failed to retrieve building types', error);
}
}
// Helper methods
/**
* Validate colony creation data
* @param {Object} data - Colony data to validate
* @returns {Promise<void>}
*/
async validateColonyData(data) {
const { name, coordinates, planet_type_id } = data;
if (!name || typeof name !== 'string' || name.trim().length < 3 || name.trim().length > 50) {
throw new ValidationError('Colony name must be between 3 and 50 characters');
}
if (!this.isValidCoordinates(coordinates)) {
throw new ValidationError('Invalid coordinates format. Expected format: A3-91-X');
}
if (!planet_type_id || typeof planet_type_id !== 'number' || planet_type_id < 1) {
throw new ValidationError('Valid planet type ID is required');
}
}
/**
* Validate galaxy coordinates format
* @param {string} coordinates - Coordinates to validate
* @returns {boolean} True if valid
*/
isValidCoordinates(coordinates) {
// Format: A3-91-X (Letter+Number-Number-Letter)
const coordinatePattern = /^[A-Z]\d+-\d+-[A-Z]$/;
return coordinatePattern.test(coordinates);
}
/**
* Extract sector coordinates from full coordinates
* @param {string} coordinates - Full coordinates (e.g., "A3-91-X")
* @returns {string} Sector coordinates (e.g., "A3")
*/
extractSectorFromCoordinates(coordinates) {
const match = coordinates.match(/^([A-Z]\d+)-/);
return match ? match[1] : null;
}
/**
* Get colony by coordinates
* @param {string} coordinates - Galaxy coordinates
* @returns {Promise<Object|null>} Colony data or null
*/
async getColonyByCoordinates(coordinates) {
try {
return await db('colonies')
.where('coordinates', coordinates.toUpperCase())
.first();
} catch (error) {
logger.error('Failed to find colony by coordinates', { error: error.message });
return null;
}
}
/**
* Get player colony count
* @param {number} playerId - Player ID
* @returns {Promise<number>} Number of colonies owned by player
*/
async getPlayerColonyCount(playerId) {
try {
const result = await db('colonies')
.where('player_id', playerId)
.count('* as count')
.first();
return parseInt(result.count) || 0;
} catch (error) {
logger.error('Failed to get player colony count', { error: error.message });
return 0;
}
}
/**
* Get planet type by ID
* @param {number} planetTypeId - Planet type ID
* @returns {Promise<Object|null>} Planet type data or null
*/
async getPlanetTypeById(planetTypeId) {
try {
return await db('planet_types')
.where('id', planetTypeId)
.where('is_active', true)
.first();
} catch (error) {
logger.error('Failed to find planet type', { error: error.message });
return null;
}
}
/**
* Get sector by coordinates
* @param {string} coordinates - Sector coordinates
* @returns {Promise<Object|null>} Sector data or null
*/
async getSectorByCoordinates(coordinates) {
try {
return await db('galaxy_sectors')
.where('coordinates', coordinates)
.first();
} catch (error) {
logger.error('Failed to find sector', { error: error.message });
return null;
}
}
/**
* Create initial buildings for a new colony
* @param {number} colonyId - Colony ID
* @param {Object} trx - Database transaction
* @returns {Promise<void>}
*/
async createInitialBuildings(colonyId, trx) {
// Get Command Center building type
const commandCenter = await trx('building_types')
.where('name', 'Command Center')
.first();
if (commandCenter) {
await trx('colony_buildings').insert({
colony_id: colonyId,
building_type_id: commandCenter.id,
level: 1,
health_percentage: 100,
is_under_construction: false,
created_at: new Date(),
updated_at: new Date()
});
}
}
/**
* Initialize colony resource production tracking
* @param {number} colonyId - Colony ID
* @param {Object} planetType - Planet type data
* @param {Object} trx - Database transaction
* @returns {Promise<void>}
*/
async initializeColonyResources(colonyId, planetType, trx) {
// Get all resource types
const resourceTypes = await trx('resource_types')
.where('is_active', true);
const baseResources = planetType.base_resources || {};
const modifiers = planetType.resource_modifiers || {};
// Initialize production tracking for each resource type
for (const resourceType of resourceTypes) {
const resourceName = resourceType.name;
const initialStored = baseResources[resourceName] || 0;
const modifier = modifiers[resourceName] || 1.0;
await trx('colony_resource_production').insert({
colony_id: colonyId,
resource_type_id: resourceType.id,
production_rate: 0, // Will be calculated based on buildings
consumption_rate: 0,
current_stored: initialStored,
storage_capacity: 10000, // Default storage capacity
last_calculated: new Date()
});
}
}
/**
* Verify colony ownership
* @param {number} colonyId - Colony ID
* @param {number} playerId - Player ID
* @returns {Promise<Object|null>} Colony data if owned by player
*/
async verifyColonyOwnership(colonyId, playerId) {
try {
return await db('colonies')
.where('id', colonyId)
.where('player_id', playerId)
.first();
} catch (error) {
logger.error('Failed to verify colony ownership', { error: error.message });
return null;
}
}
/**
* Check if player can afford building costs
* @param {number} playerId - Player ID
* @param {Object} costs - Resource costs
* @returns {Promise<Object>} Affordability result
*/
async checkBuildingCosts(playerId, costs) {
try {
const result = { canAfford: true, missing: {} };
// Get player resources
const playerResources = await db('player_resources')
.select([
'player_resources.amount',
'resource_types.name as resource_name'
])
.join('resource_types', 'player_resources.resource_type_id', 'resource_types.id')
.where('player_resources.player_id', playerId);
const resourceMap = {};
playerResources.forEach(resource => {
resourceMap[resource.resource_name] = parseInt(resource.amount);
});
// Check each cost requirement
for (const [resourceName, requiredAmount] of Object.entries(costs)) {
const available = resourceMap[resourceName] || 0;
if (available < requiredAmount) {
result.canAfford = false;
result.missing[resourceName] = requiredAmount - available;
}
}
return result;
} catch (error) {
logger.error('Failed to check building costs', { error: error.message });
return { canAfford: false, missing: {} };
}
}
/**
* Deduct resources from player
* @param {number} playerId - Player ID
* @param {Object} costs - Resource costs to deduct
* @param {Object} trx - Database transaction
* @returns {Promise<void>}
*/
async deductResources(playerId, costs, trx) {
for (const [resourceName, amount] of Object.entries(costs)) {
await trx('player_resources')
.join('resource_types', 'player_resources.resource_type_id', 'resource_types.id')
.where('player_resources.player_id', playerId)
.where('resource_types.name', resourceName)
.decrement('player_resources.amount', amount)
.update('player_resources.last_updated', new Date());
}
}
/**
* Update colony resource production after building construction
* @param {number} colonyId - Colony ID
* @param {Object} buildingType - Building type data
* @param {Object} trx - Database transaction
* @returns {Promise<void>}
*/
async updateColonyResourceProduction(colonyId, buildingType, trx) {
if (!buildingType.base_production) return;
for (const [resourceName, productionAmount] of Object.entries(buildingType.base_production)) {
await trx('colony_resource_production')
.join('resource_types', 'colony_resource_production.resource_type_id', 'resource_types.id')
.where('colony_resource_production.colony_id', colonyId)
.where('resource_types.name', resourceName)
.increment('colony_resource_production.production_rate', productionAmount)
.update('colony_resource_production.last_calculated', new Date());
}
}
}
module.exports = ColonyService;

View file

@ -130,10 +130,39 @@ class GameTickService {
const endTime = new Date();
const duration = endTime.getTime() - startTime.getTime();
logger.info('Game tick completed', {
tickNumber,
duration: `${duration}ms`,
});
this.isProcessing = false;
this.processingStartTime = null;
// Store last tick metrics
this.lastTickMetrics = {
tickNumber,
duration,
completedAt: endTime,
userGroupsProcessed: this.config.user_groups_count || 10,
failedGroups: this.failedUserGroups.size
};
logger.info('Game tick completed', {
tickNumber,
duration: `${duration}ms`,
userGroupsProcessed: this.config.user_groups_count || 10,
failedGroups: this.failedUserGroups.size,
metrics: this.lastTickMetrics
});
// Emit system-wide tick completion event
if (this.gameEventService) {
this.gameEventService.emitSystemAnnouncement(
`Game tick ${tickNumber} completed`,
'info',
{
tickNumber,
duration,
timestamp: endTime.toISOString()
},
`tick-${tickNumber}-completed`
);
}
}
/**

View file

@ -0,0 +1,600 @@
/**
* Resource Service
* Handles all resource-related business logic including player resources, production calculations, and transfers
*/
const db = require('../../database/connection');
const logger = require('../../utils/logger');
const { ValidationError, NotFoundError, ServiceError } = require('../../middleware/error.middleware');
class ResourceService {
constructor(gameEventService = null) {
this.gameEventService = gameEventService;
}
/**
* Initialize player resources when they register
* @param {number} playerId - Player ID
* @param {Object} trx - Database transaction
* @returns {Promise<void>}
*/
async initializePlayerResources(playerId, trx) {
try {
logger.info('Initializing player resources', { playerId });
// Get all active resource types
const resourceTypes = await trx('resource_types')
.where('is_active', true)
.orderBy('id');
// Starting resources configuration
const startingResources = {
scrap: parseInt(process.env.STARTING_RESOURCES_SCRAP) || 1000,
energy: parseInt(process.env.STARTING_RESOURCES_ENERGY) || 500,
data_cores: 0,
rare_elements: 0
};
// Create player resource entries
const resourceEntries = resourceTypes.map(resourceType => ({
player_id: playerId,
resource_type_id: resourceType.id,
amount: startingResources[resourceType.name] || 0,
storage_capacity: null, // Unlimited by default
last_updated: new Date()
}));
await trx('player_resources').insert(resourceEntries);
logger.info('Player resources initialized successfully', {
playerId,
resourceCount: resourceEntries.length
});
} catch (error) {
logger.error('Failed to initialize player resources', {
playerId,
error: error.message,
stack: error.stack
});
throw new ServiceError('Failed to initialize player resources', error);
}
}
/**
* Get player resources
* @param {number} playerId - Player ID
* @param {string} correlationId - Request correlation ID
* @returns {Promise<Array>} Player resource data
*/
async getPlayerResources(playerId, correlationId) {
try {
logger.info('Fetching player resources', {
correlationId,
playerId
});
const resources = await db('player_resources')
.select([
'player_resources.*',
'resource_types.name as resource_name',
'resource_types.description',
'resource_types.category',
'resource_types.max_storage as type_max_storage',
'resource_types.decay_rate',
'resource_types.trade_value',
'resource_types.is_tradeable'
])
.join('resource_types', 'player_resources.resource_type_id', 'resource_types.id')
.where('player_resources.player_id', playerId)
.where('resource_types.is_active', true)
.orderBy('resource_types.category')
.orderBy('resource_types.name');
logger.info('Player resources retrieved', {
correlationId,
playerId,
resourceCount: resources.length
});
return resources;
} catch (error) {
logger.error('Failed to fetch player resources', {
correlationId,
playerId,
error: error.message,
stack: error.stack
});
throw new ServiceError('Failed to retrieve player resources', error);
}
}
/**
* Get player resource summary (simplified view)
* @param {number} playerId - Player ID
* @param {string} correlationId - Request correlation ID
* @returns {Promise<Object>} Resource summary
*/
async getPlayerResourceSummary(playerId, correlationId) {
try {
logger.info('Fetching player resource summary', {
correlationId,
playerId
});
const resources = await this.getPlayerResources(playerId, correlationId);
const summary = {};
resources.forEach(resource => {
summary[resource.resource_name] = {
amount: parseInt(resource.amount) || 0,
category: resource.category,
storageCapacity: resource.storage_capacity,
isAtCapacity: resource.storage_capacity && resource.amount >= resource.storage_capacity
};
});
logger.info('Player resource summary retrieved', {
correlationId,
playerId,
resourceTypes: Object.keys(summary)
});
return summary;
} catch (error) {
logger.error('Failed to fetch player resource summary', {
correlationId,
playerId,
error: error.message,
stack: error.stack
});
throw new ServiceError('Failed to retrieve player resource summary', error);
}
}
/**
* Calculate total resource production across all player colonies
* @param {number} playerId - Player ID
* @param {string} correlationId - Request correlation ID
* @returns {Promise<Object>} Production rates by resource type
*/
async calculatePlayerResourceProduction(playerId, correlationId) {
try {
logger.info('Calculating player resource production', {
correlationId,
playerId
});
// Get all player colonies with their resource production
const productionData = await db('colony_resource_production')
.select([
'resource_types.name as resource_name',
db.raw('SUM(colony_resource_production.production_rate) as total_production'),
db.raw('SUM(colony_resource_production.consumption_rate) as total_consumption'),
db.raw('SUM(colony_resource_production.current_stored) as total_stored')
])
.join('colonies', 'colony_resource_production.colony_id', 'colonies.id')
.join('resource_types', 'colony_resource_production.resource_type_id', 'resource_types.id')
.where('colonies.player_id', playerId)
.where('resource_types.is_active', true)
.groupBy('resource_types.id', 'resource_types.name')
.orderBy('resource_types.name');
const productionSummary = {};
productionData.forEach(data => {
const netProduction = parseInt(data.total_production) - parseInt(data.total_consumption);
productionSummary[data.resource_name] = {
production: parseInt(data.total_production) || 0,
consumption: parseInt(data.total_consumption) || 0,
netProduction: netProduction,
storedInColonies: parseInt(data.total_stored) || 0
};
});
logger.info('Player resource production calculated', {
correlationId,
playerId,
productionSummary
});
return productionSummary;
} catch (error) {
logger.error('Failed to calculate player resource production', {
correlationId,
playerId,
error: error.message,
stack: error.stack
});
throw new ServiceError('Failed to calculate resource production', error);
}
}
/**
* Add resources to a player's stockpile
* @param {number} playerId - Player ID
* @param {Object} resources - Resources to add (resourceName: amount)
* @param {string} correlationId - Request correlation ID
* @param {Object} trx - Optional database transaction
* @returns {Promise<Object>} Updated resource amounts
*/
async addPlayerResources(playerId, resources, correlationId, trx = null) {
try {
logger.info('Adding resources to player', {
correlationId,
playerId,
resources
});
const dbContext = trx || db;
const updatedResources = {};
for (const [resourceName, amount] of Object.entries(resources)) {
if (amount <= 0) continue;
// Update resource amount
const result = await dbContext('player_resources')
.join('resource_types', 'player_resources.resource_type_id', 'resource_types.id')
.where('player_resources.player_id', playerId)
.where('resource_types.name', resourceName)
.increment('player_resources.amount', amount)
.update('player_resources.last_updated', new Date())
.returning(['player_resources.amount', 'resource_types.name']);
if (result.length > 0) {
updatedResources[resourceName] = parseInt(result[0].amount);
}
}
logger.info('Resources added successfully', {
correlationId,
playerId,
updatedResources
});
// Emit WebSocket event for resource update
if (this.gameEventService) {
this.gameEventService.emitResourcesUpdated(playerId, updatedResources, 'admin_addition', correlationId);
}
return updatedResources;
} catch (error) {
logger.error('Failed to add player resources', {
correlationId,
playerId,
resources,
error: error.message,
stack: error.stack
});
throw new ServiceError('Failed to add player resources', error);
}
}
/**
* Deduct resources from a player's stockpile
* @param {number} playerId - Player ID
* @param {Object} resources - Resources to deduct (resourceName: amount)
* @param {string} correlationId - Request correlation ID
* @param {Object} trx - Optional database transaction
* @returns {Promise<Object>} Updated resource amounts
*/
async deductPlayerResources(playerId, resources, correlationId, trx = null) {
try {
logger.info('Deducting resources from player', {
correlationId,
playerId,
resources
});
const dbContext = trx || db;
// First check if player has enough resources
const canAfford = await this.checkResourceAffordability(playerId, resources, correlationId, dbContext);
if (!canAfford.canAfford) {
throw new ValidationError('Insufficient resources', { missing: canAfford.missing });
}
const updatedResources = {};
for (const [resourceName, amount] of Object.entries(resources)) {
if (amount <= 0) continue;
// Deduct resource amount
const result = await dbContext('player_resources')
.join('resource_types', 'player_resources.resource_type_id', 'resource_types.id')
.where('player_resources.player_id', playerId)
.where('resource_types.name', resourceName)
.decrement('player_resources.amount', amount)
.update('player_resources.last_updated', new Date())
.returning(['player_resources.amount', 'resource_types.name']);
if (result.length > 0) {
updatedResources[resourceName] = parseInt(result[0].amount);
}
}
logger.info('Resources deducted successfully', {
correlationId,
playerId,
updatedResources
});
// Emit WebSocket event for resource update
if (this.gameEventService) {
this.gameEventService.emitResourcesUpdated(playerId, updatedResources, 'resource_spent', correlationId);
}
return updatedResources;
} catch (error) {
logger.error('Failed to deduct player resources', {
correlationId,
playerId,
resources,
error: error.message,
stack: error.stack
});
if (error instanceof ValidationError) {
throw error;
}
throw new ServiceError('Failed to deduct player resources', error);
}
}
/**
* Check if player can afford specific resource costs
* @param {number} playerId - Player ID
* @param {Object} costs - Resource costs to check
* @param {string} correlationId - Request correlation ID
* @param {Object} dbContext - Database context (for transactions)
* @returns {Promise<Object>} Affordability result
*/
async checkResourceAffordability(playerId, costs, correlationId, dbContext = db) {
try {
const result = { canAfford: true, missing: {} };
// Get player resources
const playerResources = await dbContext('player_resources')
.select([
'player_resources.amount',
'resource_types.name as resource_name'
])
.join('resource_types', 'player_resources.resource_type_id', 'resource_types.id')
.where('player_resources.player_id', playerId);
const resourceMap = {};
playerResources.forEach(resource => {
resourceMap[resource.resource_name] = parseInt(resource.amount);
});
// Check each cost requirement
for (const [resourceName, requiredAmount] of Object.entries(costs)) {
const available = resourceMap[resourceName] || 0;
if (available < requiredAmount) {
result.canAfford = false;
result.missing[resourceName] = requiredAmount - available;
}
}
return result;
} catch (error) {
logger.error('Failed to check resource affordability', {
correlationId,
playerId,
costs,
error: error.message
});
return { canAfford: false, missing: {} };
}
}
/**
* Transfer resources between colonies
* @param {number} fromColonyId - Source colony ID
* @param {number} toColonyId - Destination colony ID
* @param {Object} resources - Resources to transfer
* @param {number} playerId - Player ID (for authorization)
* @param {string} correlationId - Request correlation ID
* @returns {Promise<Object>} Transfer result
*/
async transferResourcesBetweenColonies(fromColonyId, toColonyId, resources, playerId, correlationId) {
try {
logger.info('Transferring resources between colonies', {
correlationId,
fromColonyId,
toColonyId,
resources,
playerId
});
// Verify both colonies belong to the player
const [fromColony, toColony] = await Promise.all([
db('colonies').where('id', fromColonyId).where('player_id', playerId).first(),
db('colonies').where('id', toColonyId).where('player_id', playerId).first()
]);
if (!fromColony || !toColony) {
throw new NotFoundError('One or both colonies not found or access denied');
}
// Execute transfer in transaction
const result = await db.transaction(async (trx) => {
for (const [resourceName, amount] of Object.entries(resources)) {
if (amount <= 0) continue;
// Check if source colony has enough resources
const sourceResource = await trx('colony_resource_production')
.join('resource_types', 'colony_resource_production.resource_type_id', 'resource_types.id')
.where('colony_resource_production.colony_id', fromColonyId)
.where('resource_types.name', resourceName)
.first();
if (!sourceResource || sourceResource.current_stored < amount) {
throw new ValidationError(`Insufficient ${resourceName} in source colony`);
}
// Transfer resources
await trx('colony_resource_production')
.join('resource_types', 'colony_resource_production.resource_type_id', 'resource_types.id')
.where('colony_resource_production.colony_id', fromColonyId)
.where('resource_types.name', resourceName)
.decrement('colony_resource_production.current_stored', amount)
.update('colony_resource_production.last_calculated', new Date());
await trx('colony_resource_production')
.join('resource_types', 'colony_resource_production.resource_type_id', 'resource_types.id')
.where('colony_resource_production.colony_id', toColonyId)
.where('resource_types.name', resourceName)
.increment('colony_resource_production.current_stored', amount)
.update('colony_resource_production.last_calculated', new Date());
}
return { success: true, transferred: resources };
});
logger.info('Resources transferred successfully', {
correlationId,
fromColonyId,
toColonyId,
resources,
playerId
});
return result;
} catch (error) {
logger.error('Failed to transfer resources between colonies', {
correlationId,
fromColonyId,
toColonyId,
resources,
playerId,
error: error.message,
stack: error.stack
});
if (error instanceof ValidationError || error instanceof NotFoundError) {
throw error;
}
throw new ServiceError('Failed to transfer resources', error);
}
}
/**
* Get all resource types available in the game
* @param {string} correlationId - Request correlation ID
* @returns {Promise<Array>} List of resource types
*/
async getResourceTypes(correlationId) {
try {
logger.info('Fetching resource types', { correlationId });
const resourceTypes = await db('resource_types')
.select('*')
.where('is_active', true)
.orderBy('category')
.orderBy('name');
logger.info('Resource types retrieved', {
correlationId,
count: resourceTypes.length
});
return resourceTypes;
} catch (error) {
logger.error('Failed to fetch resource types', {
correlationId,
error: error.message,
stack: error.stack
});
throw new ServiceError('Failed to retrieve resource types', error);
}
}
/**
* Process resource production for all colonies (called by game tick)
* @param {string} correlationId - Request correlation ID
* @returns {Promise<Object>} Processing result
*/
async processResourceProduction(correlationId) {
try {
logger.info('Processing resource production', { correlationId });
let processedColonies = 0;
let totalResourcesProduced = 0;
// Get all active colonies with production
const productionEntries = await db('colony_resource_production')
.select([
'colony_resource_production.*',
'colonies.player_id',
'resource_types.name as resource_name'
])
.join('colonies', 'colony_resource_production.colony_id', 'colonies.id')
.join('resource_types', 'colony_resource_production.resource_type_id', 'resource_types.id')
.where('colony_resource_production.production_rate', '>', 0)
.where('resource_types.is_active', true);
// Process in batches to avoid overwhelming the database
const batchSize = 50;
for (let i = 0; i < productionEntries.length; i += batchSize) {
const batch = productionEntries.slice(i, i + batchSize);
await db.transaction(async (trx) => {
for (const entry of batch) {
// Calculate production since last update
const timeSinceLastUpdate = new Date() - new Date(entry.last_calculated);
const hoursElapsed = timeSinceLastUpdate / (1000 * 60 * 60);
const productionAmount = Math.floor(entry.production_rate * hoursElapsed);
if (productionAmount > 0) {
// Add to colony storage
await trx('colony_resource_production')
.where('id', entry.id)
.increment('current_stored', productionAmount)
.update('last_calculated', new Date());
totalResourcesProduced += productionAmount;
}
}
});
processedColonies += batch.length;
}
logger.info('Resource production processed', {
correlationId,
processedColonies,
totalResourcesProduced
});
return {
success: true,
processedColonies,
totalResourcesProduced
};
} catch (error) {
logger.error('Failed to process resource production', {
correlationId,
error: error.message,
stack: error.stack
});
throw new ServiceError('Failed to process resource production', error);
}
}
}
module.exports = ResourceService;

View file

@ -9,8 +9,12 @@ const { generatePlayerToken, generateRefreshToken } = require('../../utils/jwt')
const { validateEmail, validateUsername } = require('../../utils/validation');
const logger = require('../../utils/logger');
const { ValidationError, ConflictError, NotFoundError, AuthenticationError } = require('../../middleware/error.middleware');
const ResourceService = require('../resource/ResourceService');
class PlayerService {
constructor() {
this.resourceService = new ResourceService();
}
/**
* Register a new player
* @param {Object} playerData - Player registration data
@ -62,15 +66,8 @@ class PlayerService {
})
.returning(['id', 'email', 'username', 'is_active', 'is_verified', 'created_at']);
// Create initial player resources
await trx('player_resources').insert({
player_id: newPlayer.id,
scrap: parseInt(process.env.STARTING_RESOURCES_SCRAP) || 1000,
energy: parseInt(process.env.STARTING_RESOURCES_ENERGY) || 500,
research_points: 0,
created_at: new Date(),
updated_at: new Date()
});
// Initialize player resources using ResourceService
await this.resourceService.initializePlayerResources(newPlayer.id, trx);
// Create initial player stats
await trx('player_stats').insert({
@ -244,10 +241,7 @@ class PlayerService {
}
// Get player resources
const resources = await db('player_resources')
.select(['scrap', 'energy', 'research_points'])
.where('player_id', playerId)
.first();
const resources = await this.resourceService.getPlayerResourceSummary(playerId, correlationId);
// Get player stats
const stats = await db('player_stats')
@ -268,11 +262,7 @@ class PlayerService {
isVerified: player.is_verified,
createdAt: player.created_at,
lastLoginAt: player.last_login_at,
resources: resources || {
scrap: 0,
energy: 0,
researchPoints: 0
},
resources: resources || {},
stats: stats || {
coloniesCount: 0,
fleetsCount: 0,

View file

@ -0,0 +1,893 @@
/**
* Game Event Service
* Handles WebSocket event broadcasting for real-time game updates
*/
const logger = require('../../utils/logger');
class GameEventService {
constructor(io) {
this.io = io;
}
/**
* Emit colony creation event
* @param {number} playerId - Player ID
* @param {Object} colony - Colony data
* @param {string} correlationId - Request correlation ID
*/
emitColonyCreated(playerId, colony, correlationId) {
try {
const eventData = {
type: 'colony_created',
data: {
colony: {
id: colony.id,
name: colony.name,
coordinates: colony.coordinates,
planetType: colony.planet_type_name,
foundedAt: colony.founded_at
}
},
timestamp: new Date().toISOString(),
correlationId
};
// Send to the player who created the colony
this.io.to(`player:${playerId}`).emit('game_event', eventData);
// Send to anyone watching this sector
if (colony.sector_id) {
this.io.to(`sector:${colony.sector_id}`).emit('game_event', eventData);
}
logger.info('Colony creation event emitted', {
correlationId,
playerId,
colonyId: colony.id,
colonyName: colony.name
});
} catch (error) {
logger.error('Failed to emit colony creation event', {
correlationId,
playerId,
colonyId: colony.id,
error: error.message
});
}
}
/**
* Emit building construction event
* @param {number} playerId - Player ID
* @param {number} colonyId - Colony ID
* @param {Object} building - Building data
* @param {string} correlationId - Request correlation ID
*/
emitBuildingConstructed(playerId, colonyId, building, correlationId) {
try {
const eventData = {
type: 'building_constructed',
data: {
colonyId,
building: {
id: building.id,
buildingTypeId: building.building_type_id,
level: building.level,
constructedAt: building.created_at
}
},
timestamp: new Date().toISOString(),
correlationId
};
// Send to the player
this.io.to(`player:${playerId}`).emit('game_event', eventData);
// Send to anyone watching this colony
this.io.to(`colony:${colonyId}`).emit('game_event', eventData);
logger.info('Building construction event emitted', {
correlationId,
playerId,
colonyId,
buildingId: building.id
});
} catch (error) {
logger.error('Failed to emit building construction event', {
correlationId,
playerId,
colonyId,
buildingId: building.id,
error: error.message
});
}
}
/**
* Emit resource update event
* @param {number} playerId - Player ID
* @param {Object} resourceChanges - Resource changes
* @param {string} reason - Reason for resource change
* @param {string} correlationId - Request correlation ID
*/
emitResourcesUpdated(playerId, resourceChanges, reason, correlationId) {
try {
const eventData = {
type: 'resources_updated',
data: {
reason,
changes: resourceChanges,
timestamp: new Date().toISOString()
},
correlationId
};
// Send to the player
this.io.to(`player:${playerId}`).emit('game_event', eventData);
logger.debug('Resource update event emitted', {
correlationId,
playerId,
reason,
resourceChanges
});
} catch (error) {
logger.error('Failed to emit resource update event', {
correlationId,
playerId,
reason,
error: error.message
});
}
}
/**
* Emit resource production tick event
* @param {number} playerId - Player ID
* @param {number} colonyId - Colony ID
* @param {Object} productionData - Production data
* @param {string} correlationId - Request correlation ID
*/
emitResourceProduction(playerId, colonyId, productionData, correlationId) {
try {
const eventData = {
type: 'resource_production',
data: {
colonyId,
production: productionData,
timestamp: new Date().toISOString()
},
correlationId
};
// Send to the player
this.io.to(`player:${playerId}`).emit('game_event', eventData);
// Send to anyone watching this colony
this.io.to(`colony:${colonyId}`).emit('game_event', eventData);
logger.debug('Resource production event emitted', {
correlationId,
playerId,
colonyId,
productionData
});
} catch (error) {
logger.error('Failed to emit resource production event', {
correlationId,
playerId,
colonyId,
error: error.message
});
}
}
/**
* Emit colony status update event
* @param {number} playerId - Player ID
* @param {number} colonyId - Colony ID
* @param {Object} statusUpdate - Status update data
* @param {string} correlationId - Request correlation ID
*/
emitColonyStatusUpdate(playerId, colonyId, statusUpdate, correlationId) {
try {
const eventData = {
type: 'colony_status_update',
data: {
colonyId,
update: statusUpdate,
timestamp: new Date().toISOString()
},
correlationId
};
// Send to the player
this.io.to(`player:${playerId}`).emit('game_event', eventData);
// Send to anyone watching this colony
this.io.to(`colony:${colonyId}`).emit('game_event', eventData);
logger.debug('Colony status update event emitted', {
correlationId,
playerId,
colonyId,
update: statusUpdate
});
} catch (error) {
logger.error('Failed to emit colony status update event', {
correlationId,
playerId,
colonyId,
error: error.message
});
}
}
/**
* Emit error event to player
* @param {number} playerId - Player ID
* @param {string} errorType - Type of error
* @param {string} message - Error message
* @param {Object} details - Additional error details
* @param {string} correlationId - Request correlation ID
*/
emitErrorEvent(playerId, errorType, message, details = {}, correlationId) {
try {
const eventData = {
type: 'error',
data: {
errorType,
message,
details,
timestamp: new Date().toISOString()
},
correlationId
};
// Send to the player
this.io.to(`player:${playerId}`).emit('game_event', eventData);
logger.warn('Error event emitted to player', {
correlationId,
playerId,
errorType,
message
});
} catch (error) {
logger.error('Failed to emit error event', {
correlationId,
playerId,
errorType,
error: error.message
});
}
}
/**
* Emit notification event to player
* @param {number} playerId - Player ID
* @param {Object} notification - Notification data
* @param {string} correlationId - Request correlation ID
*/
emitNotification(playerId, notification, correlationId) {
try {
const eventData = {
type: 'notification',
data: {
notification: {
...notification,
timestamp: new Date().toISOString()
}
},
correlationId
};
// Send to the player
this.io.to(`player:${playerId}`).emit('game_event', eventData);
logger.debug('Notification event emitted', {
correlationId,
playerId,
notificationType: notification.type
});
} catch (error) {
logger.error('Failed to emit notification event', {
correlationId,
playerId,
error: error.message
});
}
}
/**
* Emit player status change event
* @param {number} playerId - Player ID
* @param {string} status - New status
* @param {Array} relevantPlayers - Players who should be notified
* @param {string} correlationId - Request correlation ID
*/
emitPlayerStatusChange(playerId, status, relevantPlayers = [], correlationId) {
try {
const eventData = {
type: 'player_status_change',
data: {
playerId,
status,
timestamp: new Date().toISOString()
},
correlationId
};
// Send to relevant players (allies, faction members, etc.)
relevantPlayers.forEach(targetPlayerId => {
this.io.to(`player:${targetPlayerId}`).emit('game_event', eventData);
});
logger.debug('Player status change event emitted', {
correlationId,
playerId,
status,
notifiedPlayers: relevantPlayers.length
});
} catch (error) {
logger.error('Failed to emit player status change event', {
correlationId,
playerId,
status,
error: error.message
});
}
}
/**
* Emit system-wide announcement
* @param {string} message - Announcement message
* @param {string} type - Announcement type (info, warning, emergency)
* @param {Object} metadata - Additional metadata
* @param {string} correlationId - Request correlation ID
*/
emitSystemAnnouncement(message, type = 'info', metadata = {}, correlationId) {
try {
const eventData = {
type: 'system_announcement',
data: {
message,
announcementType: type,
metadata,
timestamp: new Date().toISOString()
},
correlationId
};
// Broadcast to all connected players
this.io.emit('game_event', eventData);
logger.info('System announcement emitted', {
correlationId,
announcementType: type,
message
});
} catch (error) {
logger.error('Failed to emit system announcement', {
correlationId,
message,
error: error.message
});
}
}
/**
* Get connected player count
* @returns {number} Number of connected players
*/
getConnectedPlayerCount() {
try {
const sockets = this.io.sockets.sockets;
let authenticatedCount = 0;
sockets.forEach(socket => {
if (socket.authenticated && socket.playerId) {
authenticatedCount++;
}
});
return authenticatedCount;
} catch (error) {
logger.error('Failed to get connected player count', {
error: error.message
});
return 0;
}
}
/**
* Get players in a specific room
* @param {string} roomName - Room name
* @returns {Array} Array of player IDs in the room
*/
getPlayersInRoom(roomName) {
try {
const room = this.io.sockets.adapter.rooms.get(roomName);
if (!room) return [];
const playerIds = [];
room.forEach(socketId => {
const socket = this.io.sockets.sockets.get(socketId);
if (socket && socket.authenticated && socket.playerId) {
playerIds.push(socket.playerId);
}
});
return playerIds;
} catch (error) {
logger.error('Failed to get players in room', {
roomName,
error: error.message
});
return [];
}
}
// === COMBAT-SPECIFIC EVENTS ===
/**
* Emit combat initiation event
* @param {Object} battle - Battle data
* @param {string} correlationId - Request correlation ID
*/
async emitCombatInitiated(battle, correlationId) {
try {
const participants = JSON.parse(battle.participants);
const eventData = {
type: 'combat_initiated',
data: {
battleId: battle.id,
battleType: battle.battle_type,
location: battle.location,
status: battle.status,
estimatedDuration: battle.estimated_duration,
participants: {
attacker_fleet_id: participants.attacker_fleet_id,
defender_fleet_id: participants.defender_fleet_id,
defender_colony_id: participants.defender_colony_id
},
timestamp: new Date().toISOString()
},
correlationId
};
// Send to attacking player
if (participants.attacker_player_id) {
this.io.to(`player:${participants.attacker_player_id}`).emit('combat_event', eventData);
}
// Send to defending player
const defendingPlayerId = await this.getDefendingPlayerId(participants);
if (defendingPlayerId && defendingPlayerId !== participants.attacker_player_id) {
this.io.to(`player:${defendingPlayerId}`).emit('combat_event', eventData);
}
// Send to location spectators
this.io.to(`location:${battle.location}`).emit('combat_event', eventData);
// Send to battle room for spectators
this.io.to(`battle:${battle.id}`).emit('combat_event', eventData);
logger.info('Combat initiation event emitted', {
correlationId,
battleId: battle.id,
battleType: battle.battle_type,
location: battle.location
});
} catch (error) {
logger.error('Failed to emit combat initiation event', {
correlationId,
battleId: battle.id,
error: error.message,
stack: error.stack
});
}
}
/**
* Emit combat status update event
* @param {number} battleId - Battle ID
* @param {string} status - New battle status
* @param {Object} updateData - Additional update data
* @param {string} correlationId - Request correlation ID
*/
emitCombatStatusUpdate(battleId, status, updateData = {}, correlationId) {
try {
const eventData = {
type: 'combat_status_update',
data: {
battleId,
status,
updateData,
timestamp: new Date().toISOString()
},
correlationId
};
// Send to battle room (participants and spectators)
this.io.to(`battle:${battleId}`).emit('combat_event', eventData);
logger.debug('Combat status update event emitted', {
correlationId,
battleId,
status
});
} catch (error) {
logger.error('Failed to emit combat status update event', {
correlationId,
battleId,
status,
error: error.message
});
}
}
/**
* Emit combat round update event (for turn-based combat)
* @param {number} battleId - Battle ID
* @param {number} round - Round number
* @param {Object} roundData - Round data
* @param {string} correlationId - Request correlation ID
*/
emitCombatRoundUpdate(battleId, round, roundData, correlationId) {
try {
const eventData = {
type: 'combat_round_update',
data: {
battleId,
round,
roundData,
timestamp: new Date().toISOString()
},
correlationId
};
// Send to battle room
this.io.to(`battle:${battleId}`).emit('combat_event', eventData);
logger.debug('Combat round update event emitted', {
correlationId,
battleId,
round
});
} catch (error) {
logger.error('Failed to emit combat round update event', {
correlationId,
battleId,
round,
error: error.message
});
}
}
/**
* Emit combat completed event
* @param {Object} result - Combat result
* @param {string} correlationId - Request correlation ID
*/
async emitCombatCompleted(result, correlationId) {
try {
const eventData = {
type: 'combat_completed',
data: {
battleId: result.battleId,
encounterId: result.encounterId,
outcome: result.outcome,
casualties: result.casualties,
experience: result.experience,
loot: result.loot,
duration: result.duration,
timestamp: new Date().toISOString()
},
correlationId
};
// Send to battle room
this.io.to(`battle:${result.battleId}`).emit('combat_event', eventData);
// Send detailed results to participants only
const participantData = {
...eventData,
data: {
...eventData.data,
detailed_casualties: result.casualties,
detailed_loot: result.loot
}
};
const participants = await this.getBattleParticipants(result.battleId);
participants.forEach(playerId => {
this.io.to(`player:${playerId}`).emit('combat_event', participantData);
});
logger.info('Combat completed event emitted', {
correlationId,
battleId: result.battleId,
outcome: result.outcome,
duration: result.duration
});
} catch (error) {
logger.error('Failed to emit combat completed event', {
correlationId,
battleId: result.battleId,
error: error.message,
stack: error.stack
});
}
}
/**
* Emit fleet movement event
* @param {number} playerId - Player ID
* @param {Object} fleet - Fleet data
* @param {string} fromLocation - Origin location
* @param {string} toLocation - Destination location
* @param {string} correlationId - Request correlation ID
*/
emitFleetMovement(playerId, fleet, fromLocation, toLocation, correlationId) {
try {
const eventData = {
type: 'fleet_movement',
data: {
fleetId: fleet.id,
fleetName: fleet.name,
playerId,
fromLocation,
toLocation,
arrivalTime: fleet.arrival_time,
timestamp: new Date().toISOString()
},
correlationId
};
// Send to fleet owner
this.io.to(`player:${playerId}`).emit('game_event', eventData);
// Send to origin location watchers
this.io.to(`location:${fromLocation}`).emit('game_event', eventData);
// Send to destination location watchers
if (fromLocation !== toLocation) {
this.io.to(`location:${toLocation}`).emit('game_event', eventData);
}
logger.debug('Fleet movement event emitted', {
correlationId,
fleetId: fleet.id,
fromLocation,
toLocation
});
} catch (error) {
logger.error('Failed to emit fleet movement event', {
correlationId,
fleetId: fleet.id,
error: error.message
});
}
}
/**
* Emit fleet status change event
* @param {number} playerId - Player ID
* @param {Object} fleet - Fleet data
* @param {string} oldStatus - Previous status
* @param {string} newStatus - New status
* @param {string} correlationId - Request correlation ID
*/
emitFleetStatusChange(playerId, fleet, oldStatus, newStatus, correlationId) {
try {
const eventData = {
type: 'fleet_status_change',
data: {
fleetId: fleet.id,
fleetName: fleet.name,
playerId,
oldStatus,
newStatus,
location: fleet.current_location,
timestamp: new Date().toISOString()
},
correlationId
};
// Send to fleet owner
this.io.to(`player:${playerId}`).emit('game_event', eventData);
// Send to location watchers
this.io.to(`location:${fleet.current_location}`).emit('game_event', eventData);
logger.debug('Fleet status change event emitted', {
correlationId,
fleetId: fleet.id,
oldStatus,
newStatus
});
} catch (error) {
logger.error('Failed to emit fleet status change event', {
correlationId,
fleetId: fleet.id,
error: error.message
});
}
}
/**
* Emit colony under siege event
* @param {number} playerId - Colony owner player ID
* @param {Object} colony - Colony data
* @param {number} attackerFleetId - Attacking fleet ID
* @param {string} correlationId - Request correlation ID
*/
emitColonyUnderSiege(playerId, colony, attackerFleetId, correlationId) {
try {
const eventData = {
type: 'colony_under_siege',
data: {
colonyId: colony.id,
colonyName: colony.name,
coordinates: colony.coordinates,
attackerFleetId,
timestamp: new Date().toISOString()
},
correlationId
};
// Send to colony owner
this.io.to(`player:${playerId}`).emit('combat_event', eventData);
// Send to location watchers
this.io.to(`location:${colony.coordinates}`).emit('combat_event', eventData);
// Send to colony watchers
this.io.to(`colony:${colony.id}`).emit('combat_event', eventData);
logger.info('Colony under siege event emitted', {
correlationId,
colonyId: colony.id,
attackerFleetId
});
} catch (error) {
logger.error('Failed to emit colony under siege event', {
correlationId,
colonyId: colony.id,
error: error.message
});
}
}
/**
* Emit spectator joined combat event
* @param {number} battleId - Battle ID
* @param {number} spectatorCount - Current spectator count
* @param {string} correlationId - Request correlation ID
*/
emitSpectatorJoined(battleId, spectatorCount, correlationId) {
try {
const eventData = {
type: 'spectator_joined',
data: {
battleId,
spectatorCount,
timestamp: new Date().toISOString()
},
correlationId
};
// Send to battle room
this.io.to(`battle:${battleId}`).emit('combat_event', eventData);
logger.debug('Spectator joined event emitted', {
correlationId,
battleId,
spectatorCount
});
} catch (error) {
logger.error('Failed to emit spectator joined event', {
correlationId,
battleId,
error: error.message
});
}
}
// Helper methods for combat events
/**
* Get defending player ID from battle participants
* @param {Object} participants - Battle participants
* @returns {Promise<number|null>} Defending player ID
*/
async getDefendingPlayerId(participants) {
try {
if (participants.defender_fleet_id) {
const db = require('../../database/connection');
const fleet = await db('fleets')
.select('player_id')
.where('id', participants.defender_fleet_id)
.first();
return fleet?.player_id || null;
}
if (participants.defender_colony_id) {
const db = require('../../database/connection');
const colony = await db('colonies')
.select('player_id')
.where('id', participants.defender_colony_id)
.first();
return colony?.player_id || null;
}
return null;
} catch (error) {
logger.error('Failed to get defending player ID', {
participants,
error: error.message
});
return null;
}
}
/**
* Get battle participants (player IDs)
* @param {number} battleId - Battle ID
* @returns {Promise<Array>} Array of participant player IDs
*/
async getBattleParticipants(battleId) {
try {
const db = require('../../database/connection');
const battle = await db('battles')
.select('participants')
.where('id', battleId)
.first();
if (!battle) return [];
const participants = JSON.parse(battle.participants);
const playerIds = [];
if (participants.attacker_player_id) {
playerIds.push(participants.attacker_player_id);
}
const defendingPlayerId = await this.getDefendingPlayerId(participants);
if (defendingPlayerId && !playerIds.includes(defendingPlayerId)) {
playerIds.push(defendingPlayerId);
}
return playerIds;
} catch (error) {
logger.error('Failed to get battle participants', {
battleId,
error: error.message
});
return [];
}
}
}
module.exports = GameEventService;

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/**
* Test Helpers
* Utility functions for setting up test data
*/
const db = require('../../database/connection');
const jwt = require('jsonwebtoken');
const bcrypt = require('bcrypt');
/**
* Create a test user with authentication token
* @param {string} email - User email
* @param {string} username - Username
* @param {string} password - Password (optional, defaults to 'testpassword')
* @returns {Promise<Object>} User and token
*/
async function createTestUser(email, username, password = 'testpassword') {
try {
// Hash password
const hashedPassword = await bcrypt.hash(password, 10);
// Create user
const [user] = await db('players').insert({
email,
username,
password_hash: hashedPassword,
email_verified: true,
user_group: Math.floor(Math.random() * 10),
is_active: true,
created_at: new Date(),
updated_at: new Date()
}).returning('*');
// Generate JWT token
const token = jwt.sign(
{ id: user.id, username: user.username },
process.env.JWT_SECRET || 'test-secret',
{ expiresIn: '24h' }
);
// Initialize player resources
const resourceTypes = await db('resource_types').where('is_active', true);
for (const resourceType of resourceTypes) {
await db('player_resources').insert({
player_id: user.id,
resource_type_id: resourceType.id,
amount: 10000, // Generous amount for testing
storage_capacity: 50000,
last_updated: new Date()
});
}
// Initialize combat statistics
await db('combat_statistics').insert({
player_id: user.id,
battles_initiated: 0,
battles_won: 0,
battles_lost: 0,
ships_lost: 0,
ships_destroyed: 0,
total_damage_dealt: 0,
total_damage_received: 0,
total_experience_gained: 0,
resources_looted: JSON.stringify({}),
created_at: new Date(),
updated_at: new Date()
});
return { user, token };
} catch (error) {
console.error('Failed to create test user:', error);
throw error;
}
}
/**
* Create a test fleet with ships
* @param {number} playerId - Owner player ID
* @param {string} name - Fleet name
* @param {string} location - Fleet location
* @returns {Promise<Object>} Created fleet
*/
async function createTestFleet(playerId, name, location) {
try {
// Get or create a basic ship design
let shipDesign = await db('ship_designs')
.where('name', 'Test Fighter')
.where('is_public', true)
.first();
if (!shipDesign) {
[shipDesign] = await db('ship_designs').insert({
name: 'Test Fighter',
ship_class: 'fighter',
hull_type: 'light',
components: JSON.stringify({
weapons: ['basic_laser'],
shields: ['basic_shield'],
engines: ['basic_engine']
}),
stats: JSON.stringify({
hp: 100,
attack: 15,
defense: 10,
speed: 5
}),
cost: JSON.stringify({
scrap: 100,
energy: 50
}),
build_time: 30,
is_public: true,
is_active: true,
hull_points: 100,
shield_points: 25,
armor_points: 10,
attack_power: 15,
attack_speed: 1.0,
movement_speed: 5,
cargo_capacity: 0,
special_abilities: JSON.stringify([]),
damage_resistances: JSON.stringify({}),
created_at: new Date(),
updated_at: new Date()
}).returning('*');
}
// Create fleet
const [fleet] = await db('fleets').insert({
player_id: playerId,
name,
current_location: location,
destination: null,
fleet_status: 'idle',
combat_rating: 150,
total_ship_count: 10,
fleet_composition: JSON.stringify({
'Test Fighter': 10
}),
combat_victories: 0,
combat_defeats: 0,
movement_started: null,
arrival_time: null,
last_updated: new Date(),
created_at: new Date()
}).returning('*');
// Add ships to fleet
await db('fleet_ships').insert({
fleet_id: fleet.id,
ship_design_id: shipDesign.id,
quantity: 10,
health_percentage: 100,
experience: 0,
created_at: new Date()
});
// Create initial combat experience record
await db('ship_combat_experience').insert({
fleet_id: fleet.id,
ship_design_id: shipDesign.id,
battles_survived: 0,
enemies_destroyed: 0,
damage_dealt: 0,
experience_points: 0,
veterancy_level: 1,
combat_bonuses: JSON.stringify({}),
created_at: new Date(),
updated_at: new Date()
});
return fleet;
} catch (error) {
console.error('Failed to create test fleet:', error);
throw error;
}
}
/**
* Create a test colony with basic buildings
* @param {number} playerId - Owner player ID
* @param {string} name - Colony name
* @param {string} coordinates - Colony coordinates
* @param {number} planetTypeId - Planet type ID (optional)
* @returns {Promise<Object>} Created colony
*/
async function createTestColony(playerId, name, coordinates, planetTypeId = null) {
try {
// Get planet type
if (!planetTypeId) {
const planetType = await db('planet_types')
.where('is_active', true)
.first();
planetTypeId = planetType?.id || 1;
}
// Get sector
const sectorCoordinates = coordinates.split('-').slice(0, 2).join('-');
let sector = await db('galaxy_sectors')
.where('coordinates', sectorCoordinates)
.first();
if (!sector) {
[sector] = await db('galaxy_sectors').insert({
name: `Test Sector ${sectorCoordinates}`,
coordinates: sectorCoordinates,
description: 'Test sector for integration tests',
danger_level: 3,
special_rules: JSON.stringify({}),
created_at: new Date()
}).returning('*');
}
// Create colony
const [colony] = await db('colonies').insert({
player_id: playerId,
name,
coordinates,
sector_id: sector.id,
planet_type_id: planetTypeId,
population: 1000,
max_population: 10000,
morale: 100,
loyalty: 100,
defense_rating: 50,
shield_strength: 25,
under_siege: false,
successful_defenses: 0,
times_captured: 0,
founded_at: new Date(),
last_updated: new Date()
}).returning('*');
// Add basic buildings
const commandCenter = await db('building_types')
.where('name', 'Command Center')
.first();
if (commandCenter) {
await db('colony_buildings').insert({
colony_id: colony.id,
building_type_id: commandCenter.id,
level: 1,
health_percentage: 100,
is_under_construction: false,
created_at: new Date(),
updated_at: new Date()
});
}
// Add defense grid for combat testing
const defenseGrid = await db('building_types')
.where('name', 'Defense Grid')
.first();
if (defenseGrid) {
await db('colony_buildings').insert({
colony_id: colony.id,
building_type_id: defenseGrid.id,
level: 2,
health_percentage: 100,
is_under_construction: false,
created_at: new Date(),
updated_at: new Date()
});
}
// Initialize colony resource production
const resourceTypes = await db('resource_types').where('is_active', true);
for (const resourceType of resourceTypes) {
await db('colony_resource_production').insert({
colony_id: colony.id,
resource_type_id: resourceType.id,
production_rate: 10,
consumption_rate: 5,
current_stored: 1000,
storage_capacity: 10000,
last_calculated: new Date()
});
}
return colony;
} catch (error) {
console.error('Failed to create test colony:', error);
throw error;
}
}
/**
* Create test combat configuration
* @param {string} name - Configuration name
* @param {string} type - Combat type
* @param {Object} config - Configuration data
* @returns {Promise<Object>} Created configuration
*/
async function createTestCombatConfig(name, type, config = {}) {
try {
const [combatConfig] = await db('combat_configurations').insert({
config_name: name,
combat_type: type,
config_data: JSON.stringify({
auto_resolve: true,
preparation_time: 1,
max_rounds: 5,
round_duration: 2,
damage_variance: 0.1,
experience_gain: 1.0,
casualty_rate_min: 0.1,
casualty_rate_max: 0.7,
loot_multiplier: 1.0,
spectator_limit: 100,
priority: 100,
...config
}),
description: `Test ${type} combat configuration`,
is_active: true,
created_at: new Date(),
updated_at: new Date()
}).returning('*');
return combatConfig;
} catch (error) {
console.error('Failed to create test combat config:', error);
throw error;
}
}
/**
* Create a completed combat encounter for testing history
* @param {number} attackerFleetId - Attacker fleet ID
* @param {number} defenderFleetId - Defender fleet ID (optional)
* @param {number} defenderColonyId - Defender colony ID (optional)
* @param {string} outcome - Combat outcome
* @returns {Promise<Object>} Created encounter
*/
async function createTestCombatEncounter(attackerFleetId, defenderFleetId = null, defenderColonyId = null, outcome = 'attacker_victory') {
try {
// Create battle
const [battle] = await db('battles').insert({
battle_type: defenderColonyId ? 'fleet_vs_colony' : 'fleet_vs_fleet',
location: 'A3-91-X',
combat_type_id: 1,
participants: JSON.stringify({
attacker_fleet_id: attackerFleetId,
defender_fleet_id: defenderFleetId,
defender_colony_id: defenderColonyId
}),
status: 'completed',
battle_data: JSON.stringify({}),
result: JSON.stringify({ outcome }),
started_at: new Date(Date.now() - 300000), // 5 minutes ago
completed_at: new Date(),
created_at: new Date()
}).returning('*');
// Create encounter
const [encounter] = await db('combat_encounters').insert({
battle_id: battle.id,
attacker_fleet_id: attackerFleetId,
defender_fleet_id: defenderFleetId,
defender_colony_id: defenderColonyId,
encounter_type: battle.battle_type,
location: battle.location,
initial_forces: JSON.stringify({
attacker: { ships: 10 },
defender: { ships: 8 }
}),
final_forces: JSON.stringify({
attacker: { ships: outcome === 'attacker_victory' ? 7 : 2 },
defender: { ships: outcome === 'defender_victory' ? 6 : 0 }
}),
casualties: JSON.stringify({
attacker: { ships: {}, total_ships: outcome === 'attacker_victory' ? 3 : 8 },
defender: { ships: {}, total_ships: outcome === 'defender_victory' ? 2 : 8 }
}),
combat_log: JSON.stringify([
{ round: 1, event: 'combat_start', description: 'Combat initiated' },
{ round: 1, event: 'combat_resolution', description: `${outcome.replace('_', ' ')}` }
]),
experience_gained: 100,
loot_awarded: JSON.stringify(outcome === 'attacker_victory' ? { scrap: 500, energy: 250 } : {}),
outcome,
duration_seconds: 90,
started_at: battle.started_at,
completed_at: battle.completed_at,
created_at: new Date()
}).returning('*');
return { battle, encounter };
} catch (error) {
console.error('Failed to create test combat encounter:', error);
throw error;
}
}
/**
* Wait for a condition to be met
* @param {Function} condition - Function that returns true when condition is met
* @param {number} timeout - Timeout in milliseconds
* @param {number} interval - Check interval in milliseconds
* @returns {Promise<void>}
*/
async function waitForCondition(condition, timeout = 5000, interval = 100) {
const start = Date.now();
while (Date.now() - start < timeout) {
if (await condition()) {
return;
}
await new Promise(resolve => setTimeout(resolve, interval));
}
throw new Error(`Condition not met within ${timeout}ms`);
}
/**
* Clean up all test data
*/
async function cleanupTestData() {
try {
// Delete in order to respect foreign key constraints
await db('combat_logs').del();
await db('combat_encounters').del();
await db('combat_queue').del();
await db('battles').del();
await db('ship_combat_experience').del();
await db('fleet_ships').del();
await db('fleet_positions').del();
await db('fleets').del();
await db('colony_resource_production').del();
await db('colony_buildings').del();
await db('colonies').del();
await db('player_resources').del();
await db('combat_statistics').del();
await db('players').where('email', 'like', '%@test.com').del();
await db('combat_configurations').where('config_name', 'like', 'test_%').del();
await db('ship_designs').where('name', 'like', 'Test %').del();
await db('galaxy_sectors').where('name', 'like', 'Test Sector%').del();
} catch (error) {
console.error('Failed to cleanup test data:', error);
}
}
/**
* Reset combat-related data between tests
*/
async function resetCombatData() {
try {
await db('combat_logs').del();
await db('combat_encounters').del();
await db('combat_queue').del();
await db('battles').del();
// Reset fleet statuses
await db('fleets').update({
fleet_status: 'idle',
last_combat: null
});
// Reset colony siege status
await db('colonies').update({
under_siege: false,
last_attacked: null
});
} catch (error) {
console.error('Failed to reset combat data:', error);
}
}
module.exports = {
createTestUser,
createTestFleet,
createTestColony,
createTestCombatConfig,
createTestCombatEncounter,
waitForCondition,
cleanupTestData,
resetCombatData
};

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/**
* Combat System Integration Tests
* Tests complete combat flows from API to database
*/
const request = require('supertest');
const app = require('../../../app');
const db = require('../../../database/connection');
const { createTestUser, createTestFleet, createTestColony, cleanupTestData } = require('../../helpers/test-helpers');
describe('Combat System Integration', () => {
let authToken;
let testPlayer;
let attackerFleet;
let defenderFleet;
let defenderColony;
let defenderPlayer;
beforeAll(async () => {
// Run migrations and seeds if needed
try {
await db.migrate.latest();
} catch (error) {
// Migrations might already be up to date
}
// Create test players
const playerResult = await createTestUser('attacker@test.com', 'AttackerPlayer');
testPlayer = playerResult.user;
authToken = playerResult.token;
const defenderResult = await createTestUser('defender@test.com', 'DefenderPlayer');
defenderPlayer = defenderResult.user;
// Create test fleets
attackerFleet = await createTestFleet(testPlayer.id, 'Attack Fleet', 'A3-91-X');
defenderFleet = await createTestFleet(defenderPlayer.id, 'Defense Fleet', 'A3-91-X');
// Create test colony
defenderColony = await createTestColony(defenderPlayer.id, 'Defended Colony', 'A3-91-Y');
// Initialize combat configurations
await db('combat_configurations').insert({
config_name: 'test_instant',
combat_type: 'instant',
config_data: JSON.stringify({
auto_resolve: true,
preparation_time: 1, // 1 second for testing
damage_variance: 0.1,
experience_gain: 1.0
}),
is_active: true,
description: 'Test instant combat configuration'
});
});
afterAll(async () => {
await cleanupTestData();
await db.destroy();
});
beforeEach(async () => {
// Reset fleet statuses
await db('fleets')
.whereIn('id', [attackerFleet.id, defenderFleet.id])
.update({
fleet_status: 'idle',
last_updated: new Date()
});
// Reset colony siege status
await db('colonies')
.where('id', defenderColony.id)
.update({
under_siege: false,
last_updated: new Date()
});
// Clean up previous battles
await db('combat_queue').del();
await db('combat_logs').del();
await db('combat_encounters').del();
await db('battles').del();
});
describe('Fleet vs Fleet Combat', () => {
it('should successfully initiate and resolve fleet vs fleet combat', async () => {
const combatData = {
attacker_fleet_id: attackerFleet.id,
defender_fleet_id: defenderFleet.id,
location: 'A3-91-X',
combat_type: 'instant'
};
// Initiate combat
const response = await request(app)
.post('/api/combat/initiate')
.set('Authorization', `Bearer ${authToken}`)
.send(combatData)
.expect(201);
expect(response.body.success).toBe(true);
expect(response.body.data).toHaveProperty('battleId');
expect(response.body.data.status).toBe('preparing');
const battleId = response.body.data.battleId;
// Wait for auto-resolution
await new Promise(resolve => setTimeout(resolve, 2000));
// Check battle was resolved
const battle = await db('battles')
.where('id', battleId)
.first();
expect(battle.status).toBe('completed');
expect(battle.result).toBeDefined();
const result = JSON.parse(battle.result);
expect(['attacker_victory', 'defender_victory', 'draw']).toContain(result.outcome);
// Check combat encounter was created
const encounter = await db('combat_encounters')
.where('battle_id', battleId)
.first();
expect(encounter).toBeDefined();
expect(encounter.attacker_fleet_id).toBe(attackerFleet.id);
expect(encounter.defender_fleet_id).toBe(defenderFleet.id);
expect(encounter.outcome).toBe(result.outcome);
// Check fleets returned to idle status
const updatedFleets = await db('fleets')
.whereIn('id', [attackerFleet.id, defenderFleet.id]);
updatedFleets.forEach(fleet => {
expect(['idle', 'destroyed']).toContain(fleet.fleet_status);
});
});
it('should track combat statistics', async () => {
const combatData = {
attacker_fleet_id: attackerFleet.id,
defender_fleet_id: defenderFleet.id,
location: 'A3-91-X',
combat_type: 'instant'
};
await request(app)
.post('/api/combat/initiate')
.set('Authorization', `Bearer ${authToken}`)
.send(combatData)
.expect(201);
// Wait for resolution
await new Promise(resolve => setTimeout(resolve, 2000));
// Check combat statistics were updated
const attackerStats = await db('combat_statistics')
.where('player_id', testPlayer.id)
.first();
expect(attackerStats).toBeDefined();
expect(attackerStats.battles_initiated).toBe(1);
expect(attackerStats.battles_won + attackerStats.battles_lost).toBe(1);
const defenderStats = await db('combat_statistics')
.where('player_id', defenderPlayer.id)
.first();
expect(defenderStats).toBeDefined();
expect(defenderStats.battles_won + defenderStats.battles_lost).toBe(1);
});
it('should prevent combat with own fleet', async () => {
const combatData = {
attacker_fleet_id: attackerFleet.id,
defender_fleet_id: attackerFleet.id, // Same fleet
location: 'A3-91-X',
combat_type: 'instant'
};
const response = await request(app)
.post('/api/combat/initiate')
.set('Authorization', `Bearer ${authToken}`)
.send(combatData)
.expect(400);
expect(response.body.error).toContain('Cannot attack your own fleet');
});
it('should prevent combat when fleet not at location', async () => {
const combatData = {
attacker_fleet_id: attackerFleet.id,
defender_fleet_id: defenderFleet.id,
location: 'B2-50-Y', // Different location
combat_type: 'instant'
};
const response = await request(app)
.post('/api/combat/initiate')
.set('Authorization', `Bearer ${authToken}`)
.send(combatData)
.expect(400);
expect(response.body.error).toContain('Fleet must be at the specified location');
});
});
describe('Fleet vs Colony Combat', () => {
it('should successfully initiate and resolve fleet vs colony combat', async () => {
const combatData = {
attacker_fleet_id: attackerFleet.id,
defender_colony_id: defenderColony.id,
location: 'A3-91-Y',
combat_type: 'instant'
};
// Update attacker fleet location
await db('fleets')
.where('id', attackerFleet.id)
.update({ current_location: 'A3-91-Y' });
const response = await request(app)
.post('/api/combat/initiate')
.set('Authorization', `Bearer ${authToken}`)
.send(combatData)
.expect(201);
expect(response.body.success).toBe(true);
const battleId = response.body.data.battleId;
// Wait for auto-resolution
await new Promise(resolve => setTimeout(resolve, 2000));
// Check colony siege status was updated during combat
const encounter = await db('combat_encounters')
.where('battle_id', battleId)
.first();
expect(encounter).toBeDefined();
expect(encounter.attacker_fleet_id).toBe(attackerFleet.id);
expect(encounter.defender_colony_id).toBe(defenderColony.id);
// Check colony is no longer under siege after combat
const updatedColony = await db('colonies')
.where('id', defenderColony.id)
.first();
expect(updatedColony.under_siege).toBe(false);
});
it('should award bonus loot for successful colony raids', async () => {
const combatData = {
attacker_fleet_id: attackerFleet.id,
defender_colony_id: defenderColony.id,
location: 'A3-91-Y',
combat_type: 'instant'
};
await db('fleets')
.where('id', attackerFleet.id)
.update({ current_location: 'A3-91-Y' });
const response = await request(app)
.post('/api/combat/initiate')
.set('Authorization', `Bearer ${authToken}`)
.send(combatData)
.expect(201);
const battleId = response.body.data.battleId;
// Wait for resolution
await new Promise(resolve => setTimeout(resolve, 2000));
const encounter = await db('combat_encounters')
.where('battle_id', battleId)
.first();
if (encounter.outcome === 'attacker_victory') {
const loot = JSON.parse(encounter.loot_awarded);
expect(loot).toHaveProperty('data_cores');
expect(loot.data_cores).toBeGreaterThan(0);
}
});
});
describe('Combat History and Statistics', () => {
beforeEach(async () => {
// Create some combat history
const combatData = {
attacker_fleet_id: attackerFleet.id,
defender_fleet_id: defenderFleet.id,
location: 'A3-91-X',
combat_type: 'instant'
};
await request(app)
.post('/api/combat/initiate')
.set('Authorization', `Bearer ${authToken}`)
.send(combatData);
// Wait for resolution
await new Promise(resolve => setTimeout(resolve, 2000));
});
it('should retrieve combat history', async () => {
const response = await request(app)
.get('/api/combat/history')
.set('Authorization', `Bearer ${authToken}`)
.expect(200);
expect(response.body.success).toBe(true);
expect(response.body.data).toHaveProperty('combats');
expect(response.body.data).toHaveProperty('pagination');
expect(response.body.data.combats.length).toBeGreaterThan(0);
});
it('should filter combat history by outcome', async () => {
const response = await request(app)
.get('/api/combat/history?outcome=attacker_victory')
.set('Authorization', `Bearer ${authToken}`)
.expect(200);
expect(response.body.success).toBe(true);
response.body.data.combats.forEach(combat => {
expect(combat.outcome).toBe('attacker_victory');
});
});
it('should retrieve combat statistics', async () => {
const response = await request(app)
.get('/api/combat/statistics')
.set('Authorization', `Bearer ${authToken}`)
.expect(200);
expect(response.body.success).toBe(true);
expect(response.body.data).toHaveProperty('battles_initiated');
expect(response.body.data).toHaveProperty('battles_won');
expect(response.body.data).toHaveProperty('battles_lost');
expect(response.body.data).toHaveProperty('derived_stats');
expect(response.body.data.derived_stats).toHaveProperty('win_rate_percentage');
});
it('should retrieve active combats', async () => {
// Initiate combat but don't wait for resolution
const combatData = {
attacker_fleet_id: attackerFleet.id,
defender_fleet_id: defenderFleet.id,
location: 'A3-91-X',
combat_type: 'instant'
};
await request(app)
.post('/api/combat/initiate')
.set('Authorization', `Bearer ${authToken}`)
.send(combatData);
const response = await request(app)
.get('/api/combat/active')
.set('Authorization', `Bearer ${authToken}`)
.expect(200);
expect(response.body.success).toBe(true);
expect(response.body.data).toHaveProperty('combats');
expect(response.body.data).toHaveProperty('count');
});
});
describe('Fleet Positioning', () => {
it('should update fleet position successfully', async () => {
const positionData = {
position_x: 100,
position_y: 50,
position_z: 0,
formation: 'aggressive',
tactical_settings: {
engagement_range: 'close',
target_priority: 'closest'
}
};
const response = await request(app)
.put(`/api/combat/position/${attackerFleet.id}`)
.set('Authorization', `Bearer ${authToken}`)
.send(positionData)
.expect(200);
expect(response.body.success).toBe(true);
expect(response.body.data.formation).toBe('aggressive');
// Verify in database
const position = await db('fleet_positions')
.where('fleet_id', attackerFleet.id)
.first();
expect(position).toBeDefined();
expect(position.formation).toBe('aggressive');
expect(position.position_x).toBe(100);
});
it('should reject invalid formation types', async () => {
const positionData = {
formation: 'invalid_formation'
};
const response = await request(app)
.put(`/api/combat/position/${attackerFleet.id}`)
.set('Authorization', `Bearer ${authToken}`)
.send(positionData)
.expect(400);
expect(response.body.error).toContain('Validation failed');
});
it('should prevent updating position of fleet not owned by player', async () => {
const positionData = {
formation: 'defensive'
};
const response = await request(app)
.put(`/api/combat/position/${defenderFleet.id}`)
.set('Authorization', `Bearer ${authToken}`)
.send(positionData)
.expect(404);
expect(response.body.error).toContain('Fleet not found or access denied');
});
});
describe('Combat Types and Configurations', () => {
it('should retrieve available combat types', async () => {
const response = await request(app)
.get('/api/combat/types')
.set('Authorization', `Bearer ${authToken}`)
.expect(200);
expect(response.body.success).toBe(true);
expect(Array.isArray(response.body.data)).toBe(true);
expect(response.body.data.length).toBeGreaterThan(0);
});
it('should use different combat types', async () => {
// Test turn-based combat
await db('combat_configurations').insert({
config_name: 'test_turn_based',
combat_type: 'turn_based',
config_data: JSON.stringify({
auto_resolve: true,
preparation_time: 1,
max_rounds: 3
}),
is_active: true
});
const combatData = {
attacker_fleet_id: attackerFleet.id,
defender_fleet_id: defenderFleet.id,
location: 'A3-91-X',
combat_type: 'turn_based'
};
const response = await request(app)
.post('/api/combat/initiate')
.set('Authorization', `Bearer ${authToken}`)
.send(combatData)
.expect(201);
expect(response.body.success).toBe(true);
// Wait for resolution
await new Promise(resolve => setTimeout(resolve, 3000));
const battleId = response.body.data.battleId;
const encounter = await db('combat_encounters')
.where('battle_id', battleId)
.first();
// Turn-based combat should have more detailed logs
const combatLog = JSON.parse(encounter.combat_log);
expect(combatLog.length).toBeGreaterThan(2);
});
});
describe('Error Handling and Validation', () => {
it('should handle missing required fields', async () => {
const incompleteData = {
attacker_fleet_id: attackerFleet.id,
// Missing defender and location
};
const response = await request(app)
.post('/api/combat/initiate')
.set('Authorization', `Bearer ${authToken}`)
.send(incompleteData)
.expect(400);
expect(response.body.error).toBeDefined();
});
it('should handle invalid fleet IDs', async () => {
const invalidData = {
attacker_fleet_id: 99999,
defender_fleet_id: 99998,
location: 'A3-91-X'
};
const response = await request(app)
.post('/api/combat/initiate')
.set('Authorization', `Bearer ${authToken}`)
.send(invalidData)
.expect(400);
expect(response.body.error).toContain('Invalid attacker fleet');
});
it('should enforce rate limiting', async () => {
const combatData = {
attacker_fleet_id: attackerFleet.id,
defender_fleet_id: defenderFleet.id,
location: 'A3-91-X'
};
// Make multiple rapid requests
const promises = Array(15).fill().map(() =>
request(app)
.post('/api/combat/initiate')
.set('Authorization', `Bearer ${authToken}`)
.send(combatData)
);
const results = await Promise.allSettled(promises);
// Some requests should be rate limited
const rateLimitedResponses = results.filter(result =>
result.status === 'fulfilled' && result.value.status === 429
);
expect(rateLimitedResponses.length).toBeGreaterThan(0);
});
});
});

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/**
* Game Tick Integration Tests
* End-to-end tests for the complete game tick system with real database interactions
*/
const request = require('supertest');
const app = require('../../app');
const db = require('../../database/connection');
const { gameTickService, initializeGameTick } = require('../../services/game-tick.service');
const redisClient = require('../../utils/redis');
describe('Game Tick Integration Tests', () => {
let testPlayer;
let testColony;
let testBuilding;
let authToken;
beforeAll(async () => {
// Set up test database
await db.migrate.latest();
await db.seed.run();
// Create test player
const [player] = await db('players').insert({
username: 'ticktest',
email: 'ticktest@example.com',
password_hash: '$2b$10$test.hash',
user_group: 0,
is_active: true,
email_verified: true
}).returning('*');
testPlayer = player;
// Create test colony
const [colony] = await db('colonies').insert({
player_id: testPlayer.id,
name: 'Test Colony',
coordinates: 'TEST-01-A',
planet_type_id: 1, // Terran
population: 1000
}).returning('*');
testColony = colony;
// Create test building under construction
const [building] = await db('colony_buildings').insert({
colony_id: testColony.id,
building_type_id: 1, // Command Center
level: 1,
is_under_construction: true,
construction_started: new Date(),
construction_completes: new Date(Date.now() + 1000) // Complete in 1 second
}).returning('*');
testBuilding = building;
// Initialize player resources
const resourceTypes = await db('resource_types').select('*');
for (const resourceType of resourceTypes) {
await db('player_resources').insert({
player_id: testPlayer.id,
resource_type_id: resourceType.id,
amount: 1000
});
}
// Initialize game tick service
await initializeGameTick();
});
afterAll(async () => {
await gameTickService.stop();
await db.destroy();
await redisClient.quit();
});
beforeEach(async () => {
// Clean up any test data modifications
jest.clearAllMocks();
});
describe('Complete Tick Processing Flow', () => {
it('should process a full game tick for a player', async () => {
const initialTick = gameTickService.currentTick;
const correlationId = 'integration-test-tick';
// Trigger a manual tick
await gameTickService.processPlayerTick(
initialTick + 1,
testPlayer.id,
correlationId
);
// Verify player was updated
const updatedPlayer = await db('players')
.where('id', testPlayer.id)
.first();
expect(updatedPlayer.last_tick_processed).toBe(initialTick + 1);
expect(updatedPlayer.last_tick_processed_at).toBeTruthy();
});
it('should complete building construction during tick', async (done) => {
// Wait for construction to complete (1 second)
setTimeout(async () => {
try {
const correlationId = 'building-completion-test';
await gameTickService.processBuildingConstruction(
testPlayer.id,
gameTickService.currentTick + 1,
correlationId,
db
);
// Check that building is no longer under construction
const completedBuilding = await db('colony_buildings')
.where('id', testBuilding.id)
.first();
expect(completedBuilding.is_under_construction).toBe(false);
expect(completedBuilding.construction_completes).toBe(null);
done();
} catch (error) {
done(error);
}
}, 1500);
});
it('should process resource production correctly', async () => {
// Create production buildings
await db('colony_buildings').insert({
colony_id: testColony.id,
building_type_id: 2, // Salvage Yard
level: 2,
is_under_construction: false
});
await db('colony_buildings').insert({
colony_id: testColony.id,
building_type_id: 3, // Power Plant
level: 1,
is_under_construction: false
});
const correlationId = 'resource-production-test';
// Get initial resources
const initialResources = await db('player_resources')
.join('resource_types', 'player_resources.resource_type_id', 'resource_types.id')
.where('player_resources.player_id', testPlayer.id)
.select('resource_types.name', 'player_resources.amount');
const initialScrap = initialResources.find(r => r.name === 'scrap')?.amount || 0;
const initialEnergy = initialResources.find(r => r.name === 'energy')?.amount || 0;
// Process resource production
const result = await gameTickService.processResourceProduction(
testPlayer.id,
gameTickService.currentTick + 1,
correlationId,
db
);
expect(result.status).toBe('success');
expect(result.coloniesProcessed).toBe(1);
expect(result.totalResourcesProduced).toBeDefined();
// Verify resources were added to player
const finalResources = await db('player_resources')
.join('resource_types', 'player_resources.resource_type_id', 'resource_types.id')
.where('player_resources.player_id', testPlayer.id)
.select('resource_types.name', 'player_resources.amount');
const finalScrap = finalResources.find(r => r.name === 'scrap')?.amount || 0;
const finalEnergy = finalResources.find(r => r.name === 'energy')?.amount || 0;
// Resources should have increased (if production is positive)
if (result.totalResourcesProduced.scrap > 0) {
expect(finalScrap).toBeGreaterThan(initialScrap);
}
if (result.totalResourcesProduced.energy > 0) {
expect(finalEnergy).toBeGreaterThan(initialEnergy);
}
});
});
describe('Database Performance and Concurrency', () => {
it('should handle concurrent player processing', async () => {
// Create additional test players
const players = [];
for (let i = 0; i < 5; i++) {
const [player] = await db('players').insert({
username: `concurrent-test-${i}`,
email: `concurrent-test-${i}@example.com`,
password_hash: '$2b$10$test.hash',
user_group: 0,
is_active: true,
email_verified: true
}).returning('*');
players.push(player);
}
const tickNumber = gameTickService.currentTick + 1;
const promises = players.map(player =>
gameTickService.processPlayerTick(
tickNumber,
player.id,
`concurrent-test-${player.id}`
)
);
// All players should process successfully
const results = await Promise.allSettled(promises);
const successfulResults = results.filter(r => r.status === 'fulfilled');
expect(successfulResults.length).toBe(players.length);
// Verify all players were updated
const updatedPlayers = await db('players')
.whereIn('id', players.map(p => p.id))
.where('last_tick_processed', tickNumber);
expect(updatedPlayers.length).toBe(players.length);
// Clean up
await db('players').whereIn('id', players.map(p => p.id)).del();
});
it('should handle Redis lock contention', async () => {
const tickNumber = gameTickService.currentTick + 1;
const correlationId1 = 'lock-test-1';
const correlationId2 = 'lock-test-2';
// Start two concurrent processing attempts for the same player
const promise1 = gameTickService.processPlayerTick(
tickNumber,
testPlayer.id,
correlationId1
);
const promise2 = gameTickService.processPlayerTick(
tickNumber,
testPlayer.id,
correlationId2
);
const [result1, result2] = await Promise.allSettled([promise1, promise2]);
// One should succeed, one should skip due to lock
const successes = [result1, result2].filter(r => r.status === 'fulfilled');
expect(successes.length).toBeGreaterThanOrEqual(1);
});
});
describe('Error Recovery and Resilience', () => {
it('should handle individual player failures gracefully', async () => {
// Create a player with invalid data that will cause processing to fail
const [problematicPlayer] = await db('players').insert({
username: 'problematic-player',
email: 'problematic@example.com',
password_hash: '$2b$10$test.hash',
user_group: 0,
is_active: true,
email_verified: true
}).returning('*');
// Create colony with invalid planet_type_id
await db('colonies').insert({
player_id: problematicPlayer.id,
name: 'Problematic Colony',
coordinates: 'PROB-01-A',
planet_type_id: 9999, // Invalid planet type
population: 1000
});
const tickNumber = gameTickService.currentTick + 1;
// Processing should handle the error gracefully
await expect(
gameTickService.processPlayerTick(
tickNumber,
problematicPlayer.id,
'error-recovery-test'
)
).rejects.toThrow(); // Should throw error but not crash the service
// Service should still be operational for other players
await expect(
gameTickService.processPlayerTick(
tickNumber,
testPlayer.id,
'normal-processing-test'
)
).resolves.not.toThrow();
// Clean up
await db('colonies').where('player_id', problematicPlayer.id).del();
await db('players').where('id', problematicPlayer.id).del();
});
});
describe('Performance Metrics and Monitoring', () => {
it('should track performance metrics during processing', async () => {
const initialMetrics = gameTickService.getStatus().metrics;
await gameTickService.processPlayerTick(
gameTickService.currentTick + 1,
testPlayer.id,
'performance-test'
);
const finalMetrics = gameTickService.getStatus().metrics;
// Metrics should be updated
expect(finalMetrics.totalPlayersProcessed).toBeGreaterThanOrEqual(
initialMetrics.totalPlayersProcessed
);
});
it('should log tick processing activities', async () => {
const tickNumber = gameTickService.currentTick + 1;
await gameTickService.processPlayerTick(
tickNumber,
testPlayer.id,
'logging-test'
);
// Check that appropriate log entries were created
// This would require examining the logger mock calls in a real test
expect(true).toBe(true); // Placeholder for actual logging verification
});
});
describe('Real-time WebSocket Integration', () => {
it('should emit appropriate WebSocket events during processing', async () => {
// This test would require a mock WebSocket service
// For now, we verify the service can process without WebSocket events
const serviceWithoutWebSocket = require('../../services/game-tick.service').gameTickService;
serviceWithoutWebSocket.gameEventService = null;
await expect(
serviceWithoutWebSocket.processPlayerTick(
gameTickService.currentTick + 1,
testPlayer.id,
'websocket-test'
)
).resolves.not.toThrow();
});
});
describe('Configuration Management', () => {
it('should reload configuration when updated', async () => {
const initialConfig = gameTickService.config;
// Update configuration in database
await db('game_tick_config')
.where('is_active', true)
.update({
tick_interval_ms: 90000,
user_groups_count: 15
});
// Reload configuration
await gameTickService.loadConfig();
const newConfig = gameTickService.config;
expect(newConfig.tick_interval_ms).toBe(90000);
expect(newConfig.user_groups_count).toBe(15);
expect(newConfig.tick_interval_ms).not.toBe(initialConfig.tick_interval_ms);
// Restore original configuration
await db('game_tick_config')
.where('is_active', true)
.update({
tick_interval_ms: initialConfig.tick_interval_ms,
user_groups_count: initialConfig.user_groups_count
});
await gameTickService.loadConfig();
});
});
});

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/**
* Game Tick Performance Benchmark Tests
* Tests the performance characteristics of the game tick system under various loads
*/
const { performance } = require('perf_hooks');
const db = require('../../database/connection');
const { gameTickService, initializeGameTick } = require('../../services/game-tick.service');
describe('Game Tick Performance Benchmarks', () => {
const PERFORMANCE_THRESHOLDS = {
SINGLE_PLAYER_PROCESSING_MS: 100, // Single player should process in under 100ms
BATCH_PROCESSING_MS_PER_PLAYER: 50, // Batch processing should be under 50ms per player
USER_GROUP_PROCESSING_MS: 5000, // User group should process in under 5 seconds
MEMORY_LEAK_THRESHOLD_MB: 50 // Memory should not grow by more than 50MB
};
let testPlayers = [];
let testColonies = [];
let initialMemoryUsage;
beforeAll(async () => {
// Set up test database
await db.migrate.latest();
await db.seed.run();
// Initialize game tick service
await initializeGameTick();
// Record initial memory usage
initialMemoryUsage = process.memoryUsage();
console.log('Creating test data for performance benchmarks...');
// Create test players with varying complexity
for (let i = 0; i < 100; i++) {
const [player] = await db('players').insert({
username: `perf-test-${i}`,
email: `perf-test-${i}@example.com`,
password_hash: '$2b$10$test.hash',
user_group: i % 10, // Distribute across 10 user groups
is_active: true,
email_verified: true
}).returning('*');
testPlayers.push(player);
// Create 1-5 colonies per player
const colonyCount = Math.floor(Math.random() * 5) + 1;
for (let j = 0; j < colonyCount; j++) {
const [colony] = await db('colonies').insert({
player_id: player.id,
name: `Colony ${j + 1}`,
coordinates: `PERF-${i.toString().padStart(2, '0')}-${String.fromCharCode(65 + j)}`,
planet_type_id: (j % 6) + 1, // Cycle through planet types
population: Math.floor(Math.random() * 5000) + 1000
}).returning('*');
testColonies.push(colony);
// Add buildings to colonies
const buildingCount = Math.floor(Math.random() * 8) + 2;
for (let k = 0; k < buildingCount; k++) {
await db('colony_buildings').insert({
colony_id: colony.id,
building_type_id: (k % 8) + 1,
level: Math.floor(Math.random() * 5) + 1,
is_under_construction: false
});
}
// Initialize colony resource production
const resourceTypes = await db('resource_types').select('*');
for (const resourceType of resourceTypes) {
await db('colony_resource_production').insert({
colony_id: colony.id,
resource_type_id: resourceType.id,
production_rate: Math.floor(Math.random() * 50) + 10,
consumption_rate: Math.floor(Math.random() * 20),
current_stored: Math.floor(Math.random() * 1000) + 100,
storage_capacity: 5000
});
}
}
// Initialize player resources
const resourceTypes = await db('resource_types').select('*');
for (const resourceType of resourceTypes) {
await db('player_resources').insert({
player_id: player.id,
resource_type_id: resourceType.id,
amount: Math.floor(Math.random() * 10000) + 1000
});
}
}
console.log(`Created ${testPlayers.length} players with ${testColonies.length} colonies`);
});
afterAll(async () => {
// Clean up test data
await db('colony_resource_production').whereIn('colony_id', testColonies.map(c => c.id)).del();
await db('colony_buildings').whereIn('colony_id', testColonies.map(c => c.id)).del();
await db('colonies').whereIn('id', testColonies.map(c => c.id)).del();
await db('player_resources').whereIn('player_id', testPlayers.map(p => p.id)).del();
await db('players').whereIn('id', testPlayers.map(p => p.id)).del();
await gameTickService.stop();
await db.destroy();
});
describe('Single Player Processing Performance', () => {
it('should process a single player within performance threshold', async () => {
const player = testPlayers[0];
const tickNumber = 1;
const correlationId = 'single-player-perf-test';
const startTime = performance.now();
await gameTickService.processPlayerTick(tickNumber, player.id, correlationId);
const endTime = performance.now();
const duration = endTime - startTime;
console.log(`Single player processing took ${duration.toFixed(2)}ms`);
expect(duration).toBeLessThan(PERFORMANCE_THRESHOLDS.SINGLE_PLAYER_PROCESSING_MS);
});
it('should process complex player with many colonies efficiently', async () => {
// Find player with most colonies
const playerColonyCounts = await db('colonies')
.select('player_id')
.count('* as colony_count')
.whereIn('player_id', testPlayers.map(p => p.id))
.groupBy('player_id')
.orderBy('colony_count', 'desc')
.first();
const complexPlayer = testPlayers.find(p => p.id === playerColonyCounts.player_id);
const tickNumber = 2;
const correlationId = 'complex-player-perf-test';
const startTime = performance.now();
await gameTickService.processPlayerTick(tickNumber, complexPlayer.id, correlationId);
const endTime = performance.now();
const duration = endTime - startTime;
console.log(`Complex player (${playerColonyCounts.colony_count} colonies) processing took ${duration.toFixed(2)}ms`);
// More lenient threshold for complex players
expect(duration).toBeLessThan(PERFORMANCE_THRESHOLDS.SINGLE_PLAYER_PROCESSING_MS * 2);
});
});
describe('Batch Processing Performance', () => {
it('should process multiple players efficiently in parallel', async () => {
const batchSize = 10;
const playerBatch = testPlayers.slice(0, batchSize);
const tickNumber = 3;
const startTime = performance.now();
const promises = playerBatch.map(player =>
gameTickService.processPlayerTick(tickNumber, player.id, `batch-perf-test-${player.id}`)
);
await Promise.allSettled(promises);
const endTime = performance.now();
const duration = endTime - startTime;
const durationPerPlayer = duration / batchSize;
console.log(`Batch processing ${batchSize} players took ${duration.toFixed(2)}ms (${durationPerPlayer.toFixed(2)}ms per player)`);
expect(durationPerPlayer).toBeLessThan(PERFORMANCE_THRESHOLDS.BATCH_PROCESSING_MS_PER_PLAYER);
});
it('should maintain performance with larger batches', async () => {
const batchSize = 25;
const playerBatch = testPlayers.slice(10, 10 + batchSize);
const tickNumber = 4;
const startTime = performance.now();
const promises = playerBatch.map(player =>
gameTickService.processPlayerTick(tickNumber, player.id, `large-batch-perf-test-${player.id}`)
);
await Promise.allSettled(promises);
const endTime = performance.now();
const duration = endTime - startTime;
const durationPerPlayer = duration / batchSize;
console.log(`Large batch processing ${batchSize} players took ${duration.toFixed(2)}ms (${durationPerPlayer.toFixed(2)}ms per player)`);
// Slightly more lenient for larger batches due to concurrency overhead
expect(durationPerPlayer).toBeLessThan(PERFORMANCE_THRESHOLDS.BATCH_PROCESSING_MS_PER_PLAYER * 1.5);
});
});
describe('User Group Processing Performance', () => {
it('should process an entire user group within threshold', async () => {
const userGroup = 0;
const tickNumber = 5;
// Get players in this user group
const userGroupPlayers = testPlayers.filter(p => p.user_group === userGroup);
console.log(`Processing user group ${userGroup} with ${userGroupPlayers.length} players`);
const startTime = performance.now();
await gameTickService.processUserGroupTick(tickNumber, userGroup);
const endTime = performance.now();
const duration = endTime - startTime;
console.log(`User group ${userGroup} processing took ${duration.toFixed(2)}ms`);
expect(duration).toBeLessThan(PERFORMANCE_THRESHOLDS.USER_GROUP_PROCESSING_MS);
// Verify all players in the group were processed
const processedPlayers = await db('players')
.where('user_group', userGroup)
.where('last_tick_processed', tickNumber);
expect(processedPlayers.length).toBe(userGroupPlayers.length);
});
});
describe('Resource Production Performance', () => {
it('should calculate resource production efficiently', async () => {
const player = testPlayers[0];
const tickNumber = 6;
const correlationId = 'resource-production-perf-test';
const startTime = performance.now();
const result = await gameTickService.processResourceProduction(
player.id, tickNumber, correlationId, db
);
const endTime = performance.now();
const duration = endTime - startTime;
console.log(`Resource production processing took ${duration.toFixed(2)}ms`);
expect(result.status).toBe('success');
expect(duration).toBeLessThan(50); // Should be very fast
});
it('should handle resource production for player with many colonies', async () => {
// Find player with most colonies
const playerColonyCounts = await db('colonies')
.select('player_id')
.count('* as colony_count')
.whereIn('player_id', testPlayers.map(p => p.id))
.groupBy('player_id')
.orderBy('colony_count', 'desc')
.first();
const complexPlayer = testPlayers.find(p => p.id === playerColonyCounts.player_id);
const tickNumber = 7;
const correlationId = 'complex-resource-production-perf-test';
const startTime = performance.now();
const result = await gameTickService.processResourceProduction(
complexPlayer.id, tickNumber, correlationId, db
);
const endTime = performance.now();
const duration = endTime - startTime;
console.log(`Complex resource production (${playerColonyCounts.colony_count} colonies) took ${duration.toFixed(2)}ms`);
expect(result.status).toBe('success');
expect(duration).toBeLessThan(100); // Still should be fast
});
});
describe('Database Performance', () => {
it('should handle concurrent database operations efficiently', async () => {
const batchSize = 20;
const playerBatch = testPlayers.slice(20, 20 + batchSize);
const tickNumber = 8;
// Monitor database connection pool
const initialConnections = db.client.pool.numUsed();
const startTime = performance.now();
const promises = playerBatch.map(player =>
gameTickService.processPlayerTick(tickNumber, player.id, `db-perf-test-${player.id}`)
);
await Promise.allSettled(promises);
const endTime = performance.now();
const duration = endTime - startTime;
const finalConnections = db.client.pool.numUsed();
console.log(`Database concurrent operations took ${duration.toFixed(2)}ms`);
console.log(`DB connections: ${initialConnections} -> ${finalConnections}`);
// Should not exhaust connection pool
expect(finalConnections).toBeLessThanOrEqual(db.client.pool.max || 10);
});
});
describe('Memory Usage', () => {
it('should not have significant memory leaks during processing', async () => {
const batchSize = 30;
const playerBatch = testPlayers.slice(30, 30 + batchSize);
const tickNumber = 9;
// Force garbage collection if available
if (global.gc) {
global.gc();
}
const startMemory = process.memoryUsage();
// Process multiple batches to stress test memory usage
for (let batch = 0; batch < 3; batch++) {
const promises = playerBatch.map(player =>
gameTickService.processPlayerTick(tickNumber + batch, player.id, `memory-test-${batch}-${player.id}`)
);
await Promise.allSettled(promises);
}
// Force garbage collection again
if (global.gc) {
global.gc();
}
const endMemory = process.memoryUsage();
const memoryGrowthMB = (endMemory.heapUsed - startMemory.heapUsed) / 1024 / 1024;
console.log(`Memory growth after processing: ${memoryGrowthMB.toFixed(2)}MB`);
console.log(`Heap used: ${(endMemory.heapUsed / 1024 / 1024).toFixed(2)}MB`);
expect(memoryGrowthMB).toBeLessThan(PERFORMANCE_THRESHOLDS.MEMORY_LEAK_THRESHOLD_MB);
});
});
describe('Service Metrics and Monitoring', () => {
it('should maintain accurate performance metrics', async () => {
const initialMetrics = gameTickService.getStatus().metrics;
const batchSize = 15;
const playerBatch = testPlayers.slice(60, 60 + batchSize);
const tickNumber = 10;
const promises = playerBatch.map(player =>
gameTickService.processPlayerTick(tickNumber, player.id, `metrics-test-${player.id}`)
);
await Promise.allSettled(promises);
const finalMetrics = gameTickService.getStatus().metrics;
expect(finalMetrics.totalPlayersProcessed).toBeGreaterThan(initialMetrics.totalPlayersProcessed);
expect(finalMetrics.averageTickDuration).toBeGreaterThan(0);
});
it('should provide comprehensive status information quickly', async () => {
const startTime = performance.now();
const status = gameTickService.getStatus();
const endTime = performance.now();
const duration = endTime - startTime;
console.log(`Status retrieval took ${duration.toFixed(2)}ms`);
expect(duration).toBeLessThan(10); // Status should be instant
expect(status).toHaveProperty('initialized');
expect(status).toHaveProperty('metrics');
expect(status).toHaveProperty('config');
});
});
describe('Scalability Tests', () => {
it('should handle processing all test players in reasonable time', async () => {
const tickNumber = 11;
console.log(`Processing all ${testPlayers.length} players...`);
const startTime = performance.now();
// Process in user groups as the system would do
const userGroupPromises = [];
for (let userGroup = 0; userGroup < 10; userGroup++) {
userGroupPromises.push(
gameTickService.processUserGroupTick(tickNumber, userGroup)
);
}
await Promise.allSettled(userGroupPromises);
const endTime = performance.now();
const duration = endTime - startTime;
const durationPerPlayer = duration / testPlayers.length;
console.log(`All ${testPlayers.length} players processed in ${duration.toFixed(2)}ms (${durationPerPlayer.toFixed(2)}ms per player)`);
// Should scale reasonably
expect(durationPerPlayer).toBeLessThan(PERFORMANCE_THRESHOLDS.BATCH_PROCESSING_MS_PER_PLAYER * 2);
}, 30000); // 30 second timeout for this test
});
});

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/**
* Combat Plugin Manager Unit Tests
* Tests for combat plugin system and resolution strategies
*/
const {
CombatPluginManager,
InstantCombatPlugin,
TurnBasedCombatPlugin,
TacticalCombatPlugin
} = require('../../../../services/combat/CombatPluginManager');
const db = require('../../../../database/connection');
const logger = require('../../../../utils/logger');
// Mock dependencies
jest.mock('../../../../database/connection');
jest.mock('../../../../utils/logger');
describe('CombatPluginManager', () => {
let pluginManager;
beforeEach(() => {
jest.clearAllMocks();
pluginManager = new CombatPluginManager();
// Mock logger
logger.info = jest.fn();
logger.error = jest.fn();
logger.warn = jest.fn();
logger.debug = jest.fn();
});
describe('initialize', () => {
it('should initialize and load active plugins', async () => {
const mockPlugins = [
{
id: 1,
name: 'instant_combat',
version: '1.0.0',
plugin_type: 'combat',
is_active: true,
config: { damage_variance: 0.1 },
hooks: ['pre_combat', 'post_combat']
},
{
id: 2,
name: 'turn_based_combat',
version: '1.0.0',
plugin_type: 'combat',
is_active: true,
config: { max_rounds: 10 },
hooks: ['pre_combat', 'post_combat']
}
];
const mockQuery = {
where: jest.fn().mockReturnThis(),
orderBy: jest.fn().mockReturnThis()
};
db.mockReturnValue(mockQuery);
mockQuery.mockResolvedValue(mockPlugins);
await pluginManager.initialize('test-correlation');
expect(pluginManager.initialized).toBe(true);
expect(pluginManager.plugins.size).toBe(2);
expect(pluginManager.plugins.has('instant_combat')).toBe(true);
expect(pluginManager.plugins.has('turn_based_combat')).toBe(true);
});
it('should handle initialization errors gracefully', async () => {
const error = new Error('Database connection failed');
db.mockImplementation(() => {
throw error;
});
await expect(pluginManager.initialize('test-correlation'))
.rejects
.toThrow('Failed to initialize combat plugin system');
expect(logger.error).toHaveBeenCalledWith(
'Failed to initialize Combat Plugin Manager',
expect.objectContaining({
error: error.message
})
);
});
});
describe('resolveCombat', () => {
const mockBattle = {
id: 100,
battle_type: 'fleet_vs_fleet',
location: 'A3-91-X'
};
const mockForces = {
attacker: {
fleet: {
id: 1,
total_combat_rating: 150,
ships: [{ design_name: 'Fighter', quantity: 10 }]
}
},
defender: {
fleet: {
id: 2,
total_combat_rating: 120,
ships: [{ design_name: 'Cruiser', quantity: 5 }]
}
}
};
const mockConfig = {
id: 1,
combat_type: 'instant',
config_data: { auto_resolve: true }
};
beforeEach(() => {
pluginManager.initialized = true;
});
it('should resolve combat using appropriate plugin', async () => {
const mockPlugin = {
resolveCombat: jest.fn().mockResolvedValue({
outcome: 'attacker_victory',
casualties: { attacker: { ships: {}, total_ships: 2 }, defender: { ships: {}, total_ships: 8 } },
experience_gained: 100,
combat_log: [],
duration: 60
})
};
pluginManager.plugins.set('instant_combat', mockPlugin);
pluginManager.executeHooks = jest.fn();
const result = await pluginManager.resolveCombat(mockBattle, mockForces, mockConfig, 'test-correlation');
expect(result.outcome).toBe('attacker_victory');
expect(mockPlugin.resolveCombat).toHaveBeenCalledWith(mockBattle, mockForces, mockConfig, 'test-correlation');
expect(pluginManager.executeHooks).toHaveBeenCalledWith('pre_combat', expect.any(Object), 'test-correlation');
expect(pluginManager.executeHooks).toHaveBeenCalledWith('post_combat', expect.any(Object), 'test-correlation');
});
it('should use fallback resolver when plugin not found', async () => {
pluginManager.fallbackCombatResolver = jest.fn().mockResolvedValue({
outcome: 'attacker_victory',
casualties: {},
experience_gained: 50,
duration: 30
});
const result = await pluginManager.resolveCombat(mockBattle, mockForces, mockConfig, 'test-correlation');
expect(result.outcome).toBe('attacker_victory');
expect(pluginManager.fallbackCombatResolver).toHaveBeenCalled();
expect(logger.warn).toHaveBeenCalledWith(
'No plugin found for combat type, using fallback',
expect.objectContaining({
combatType: 'instant'
})
);
});
it('should initialize if not already initialized', async () => {
pluginManager.initialized = false;
pluginManager.initialize = jest.fn();
pluginManager.fallbackCombatResolver = jest.fn().mockResolvedValue({
outcome: 'draw',
casualties: {},
experience_gained: 0,
duration: 15
});
await pluginManager.resolveCombat(mockBattle, mockForces, mockConfig, 'test-correlation');
expect(pluginManager.initialize).toHaveBeenCalledWith('test-correlation');
});
});
describe('executeHooks', () => {
it('should execute all registered hooks for an event', async () => {
const mockHandler1 = jest.fn();
const mockHandler2 = jest.fn();
pluginManager.hooks.set('pre_combat', [
{ plugin: 'plugin1', handler: mockHandler1 },
{ plugin: 'plugin2', handler: mockHandler2 }
]);
const hookData = { battle: {}, forces: {} };
await pluginManager.executeHooks('pre_combat', hookData, 'test-correlation');
expect(mockHandler1).toHaveBeenCalledWith(hookData, 'test-correlation');
expect(mockHandler2).toHaveBeenCalledWith(hookData, 'test-correlation');
});
it('should handle hook execution errors gracefully', async () => {
const errorHandler = jest.fn().mockRejectedValue(new Error('Hook failed'));
const successHandler = jest.fn();
pluginManager.hooks.set('post_combat', [
{ plugin: 'failing_plugin', handler: errorHandler },
{ plugin: 'working_plugin', handler: successHandler }
]);
const hookData = { result: {} };
await pluginManager.executeHooks('post_combat', hookData, 'test-correlation');
expect(errorHandler).toHaveBeenCalled();
expect(successHandler).toHaveBeenCalled();
expect(logger.error).toHaveBeenCalledWith(
'Hook execution failed',
expect.objectContaining({
hookName: 'post_combat',
plugin: 'failing_plugin'
})
);
});
});
describe('registerPlugin', () => {
it('should register plugin dynamically', () => {
const mockPlugin = {
resolveCombat: jest.fn()
};
pluginManager.registerPlugin('test_plugin', mockPlugin, ['pre_combat']);
expect(pluginManager.plugins.has('test_plugin')).toBe(true);
expect(pluginManager.hooks.has('pre_combat')).toBe(true);
expect(pluginManager.hooks.get('pre_combat')).toHaveLength(1);
});
it('should validate plugin interface before registration', () => {
const invalidPlugin = {
// Missing required resolveCombat method
someOtherMethod: jest.fn()
};
expect(() => {
pluginManager.registerPlugin('invalid_plugin', invalidPlugin);
}).toThrow('Plugin invalid_plugin missing required method: resolveCombat');
});
});
});
describe('InstantCombatPlugin', () => {
let plugin;
beforeEach(() => {
plugin = new InstantCombatPlugin({ damage_variance: 0.1, experience_gain: 1.0 });
});
describe('resolveCombat', () => {
const mockBattle = {
id: 100,
battle_type: 'fleet_vs_fleet'
};
const mockForces = {
attacker: {
fleet: {
total_combat_rating: 200,
ships: [
{ design_name: 'Fighter', quantity: 20 },
{ design_name: 'Destroyer', quantity: 5 }
]
}
},
defender: {
fleet: {
total_combat_rating: 150,
ships: [
{ design_name: 'Cruiser', quantity: 8 }
]
}
}
};
const mockConfig = {};
it('should resolve instant combat with attacker advantage', async () => {
// Mock Math.random to ensure consistent results
const originalRandom = Math.random;
Math.random = jest.fn().mockReturnValue(0.3); // Favors attacker
const result = await plugin.resolveCombat(mockBattle, mockForces, mockConfig, 'test-correlation');
expect(result.outcome).toBe('attacker_victory');
expect(result.casualties.attacker.total_ships).toBeLessThan(result.casualties.defender.total_ships);
expect(result.experience_gained).toBeGreaterThan(0);
expect(result.combat_log).toHaveLength(2);
expect(result.duration).toBeGreaterThan(0);
Math.random = originalRandom;
});
it('should resolve instant combat with defender advantage', async () => {
const originalRandom = Math.random;
Math.random = jest.fn().mockReturnValue(0.8); // Favors defender
const result = await plugin.resolveCombat(mockBattle, mockForces, mockConfig, 'test-correlation');
expect(result.outcome).toBe('defender_victory');
expect(result.casualties.defender.total_ships).toBeLessThan(result.casualties.attacker.total_ships);
Math.random = originalRandom;
});
it('should handle colony defense scenario', async () => {
const colonyForces = {
...mockForces,
defender: {
colony: {
total_defense_rating: 180,
defense_buildings: [
{ building_name: 'Defense Grid', health_percentage: 100 }
]
}
}
};
const originalRandom = Math.random;
Math.random = jest.fn().mockReturnValue(0.2);
const result = await plugin.resolveCombat(mockBattle, colonyForces, mockConfig, 'test-correlation');
expect(result.outcome).toBe('attacker_victory');
expect(result.casualties.defender.buildings).toBeDefined();
expect(result.loot.data_cores).toBeGreaterThan(0);
Math.random = originalRandom;
});
});
describe('calculateInstantCasualties', () => {
it('should calculate casualties with winner advantage', () => {
const forces = {
attacker: {
fleet: {
ships: [
{ design_name: 'Fighter', quantity: 50 }
]
}
},
defender: {
fleet: {
ships: [
{ design_name: 'Cruiser', quantity: 20 }
]
}
}
};
const casualties = plugin.calculateInstantCasualties(forces, true);
expect(casualties.attacker.total_ships).toBeLessThan(casualties.defender.total_ships);
expect(casualties.attacker.ships['Fighter']).toBeLessThan(15); // Winner loses max 25%
expect(casualties.defender.ships['Cruiser']).toBeGreaterThan(5); // Loser loses min 30%
});
});
});
describe('TurnBasedCombatPlugin', () => {
let plugin;
beforeEach(() => {
plugin = new TurnBasedCombatPlugin({ max_rounds: 5 });
});
describe('resolveCombat', () => {
const mockBattle = {
id: 100,
battle_type: 'fleet_vs_fleet'
};
const mockForces = {
attacker: {
fleet: {
total_combat_rating: 300,
ships: [{ design_name: 'Battleship', quantity: 10 }]
}
},
defender: {
fleet: {
total_combat_rating: 200,
ships: [{ design_name: 'Destroyer', quantity: 15 }]
}
}
};
const mockConfig = {};
it('should resolve turn-based combat over multiple rounds', async () => {
const result = await plugin.resolveCombat(mockBattle, mockForces, mockConfig, 'test-correlation');
expect(result.combat_log.length).toBeGreaterThan(2); // Start + multiple rounds + end
expect(result.combat_log[0].event).toBe('combat_start');
expect(result.combat_log[result.combat_log.length - 1].event).toBe('combat_end');
expect(result.duration).toBeGreaterThan(30); // Multiple rounds take longer
});
it('should end combat when one side is eliminated', async () => {
// Mock very weak defender
const weakForces = {
...mockForces,
defender: {
fleet: {
total_combat_rating: 10,
ships: [{ design_name: 'Fighter', quantity: 1 }]
}
}
};
const result = await plugin.resolveCombat(mockBattle, weakForces, mockConfig, 'test-correlation');
expect(result.outcome).toBe('attacker_victory');
const endLog = result.combat_log.find(log => log.event === 'combat_end');
expect(endLog.data.defender_survivors).toBe(0);
});
});
describe('initializeCombatState', () => {
it('should properly initialize combat state from forces', () => {
const forces = {
attacker: {
fleet: {
ships: [
{ quantity: 10 },
{ quantity: 5 }
],
total_combat_rating: 150
}
},
defender: {
colony: {
total_defense_rating: 100
}
}
};
const state = plugin.initializeCombatState(forces);
expect(state.attacker.totalShips).toBe(15);
expect(state.attacker.effectiveStrength).toBe(150);
expect(state.defender.totalShips).toBe(1); // Colony represented as single entity
expect(state.defender.effectiveStrength).toBe(100);
});
});
describe('determineTurnBasedOutcome', () => {
it('should determine attacker victory', () => {
const state = {
attacker: { totalShips: 5 },
defender: { totalShips: 0 }
};
const outcome = plugin.determineTurnBasedOutcome(state);
expect(outcome).toBe('attacker_victory');
});
it('should determine defender victory', () => {
const state = {
attacker: { totalShips: 0 },
defender: { totalShips: 3 }
};
const outcome = plugin.determineTurnBasedOutcome(state);
expect(outcome).toBe('defender_victory');
});
it('should determine draw', () => {
const state = {
attacker: { totalShips: 0 },
defender: { totalShips: 0 }
};
const outcome = plugin.determineTurnBasedOutcome(state);
expect(outcome).toBe('draw');
});
});
});
describe('TacticalCombatPlugin', () => {
let plugin;
beforeEach(() => {
plugin = new TacticalCombatPlugin({});
});
describe('resolveCombat', () => {
it('should provide enhanced rewards compared to turn-based combat', async () => {
const mockBattle = {
id: 100,
battle_type: 'fleet_vs_fleet'
};
const mockForces = {
attacker: {
fleet: {
total_combat_rating: 200,
ships: [{ design_name: 'Cruiser', quantity: 10 }]
}
},
defender: {
fleet: {
total_combat_rating: 150,
ships: [{ design_name: 'Destroyer', quantity: 12 }]
}
}
};
const mockConfig = {};
const result = await plugin.resolveCombat(mockBattle, mockForces, mockConfig, 'test-correlation');
// Tactical combat should give 1.5x experience
expect(result.experience_gained).toBeGreaterThan(0);
// Duration should be 1.2x longer
expect(result.duration).toBeGreaterThan(30);
// Loot should be enhanced by 1.3x
if (result.loot && Object.keys(result.loot).length > 0) {
expect(result.loot.scrap).toBeGreaterThan(0);
}
});
});
});

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/**
* Combat Service Unit Tests
* Tests for core combat service functionality
*/
const CombatService = require('../../../../services/combat/CombatService');
const { CombatPluginManager } = require('../../../../services/combat/CombatPluginManager');
const db = require('../../../../database/connection');
const logger = require('../../../../utils/logger');
// Mock dependencies
jest.mock('../../../../database/connection');
jest.mock('../../../../utils/logger');
jest.mock('../../../../services/combat/CombatPluginManager');
describe('CombatService', () => {
let combatService;
let mockGameEventService;
let mockCombatPluginManager;
beforeEach(() => {
// Reset all mocks
jest.clearAllMocks();
// Mock game event service
mockGameEventService = {
emitCombatInitiated: jest.fn(),
emitCombatCompleted: jest.fn(),
emitCombatStatusUpdate: jest.fn()
};
// Mock combat plugin manager
mockCombatPluginManager = {
resolveCombat: jest.fn(),
initialize: jest.fn()
};
// Create service instance
combatService = new CombatService(mockGameEventService, mockCombatPluginManager);
// Mock logger
logger.info = jest.fn();
logger.error = jest.fn();
logger.warn = jest.fn();
logger.debug = jest.fn();
});
describe('initiateCombat', () => {
const mockCombatData = {
attacker_fleet_id: 1,
defender_fleet_id: 2,
location: 'A3-91-X',
combat_type: 'instant'
};
const mockAttackerPlayerId = 10;
const correlationId = 'test-correlation-id';
beforeEach(() => {
// Mock database operations
db.transaction = jest.fn();
// Mock validation methods
combatService.validateCombatInitiation = jest.fn();
combatService.checkCombatConflicts = jest.fn().mockResolvedValue({ hasConflict: false });
combatService.getCombatConfiguration = jest.fn().mockResolvedValue({
id: 1,
combat_type: 'instant',
config_data: { auto_resolve: true, preparation_time: 30 }
});
});
it('should successfully initiate combat between fleets', async () => {
const mockBattle = {
id: 100,
participants: JSON.stringify({
attacker_fleet_id: 1,
defender_fleet_id: 2,
attacker_player_id: 10
}),
started_at: new Date(),
estimated_duration: 60
};
// Mock transaction success
db.transaction.mockImplementation(async (callback) => {
const mockTrx = {
'battles': {
insert: jest.fn().mockReturnValue({
returning: jest.fn().mockResolvedValue([mockBattle])
})
},
'fleets': {
whereIn: jest.fn().mockReturnValue({
update: jest.fn().mockResolvedValue()
})
},
'combat_queue': {
insert: jest.fn().mockResolvedValue()
}
};
return callback(mockTrx);
});
const result = await combatService.initiateCombat(mockCombatData, mockAttackerPlayerId, correlationId);
expect(result).toHaveProperty('battleId', 100);
expect(result).toHaveProperty('status');
expect(combatService.validateCombatInitiation).toHaveBeenCalledWith(
mockCombatData,
mockAttackerPlayerId,
correlationId
);
expect(mockGameEventService.emitCombatInitiated).toHaveBeenCalledWith(mockBattle, correlationId);
});
it('should reject combat if participant already in combat', async () => {
combatService.checkCombatConflicts.mockResolvedValue({
hasConflict: true,
reason: 'Fleet 1 is already in combat'
});
await expect(combatService.initiateCombat(mockCombatData, mockAttackerPlayerId, correlationId))
.rejects
.toThrow('Combat participant already engaged: Fleet 1 is already in combat');
});
it('should handle validation errors', async () => {
const validationError = new Error('Invalid combat data');
combatService.validateCombatInitiation.mockRejectedValue(validationError);
await expect(combatService.initiateCombat(mockCombatData, mockAttackerPlayerId, correlationId))
.rejects
.toThrow();
expect(logger.error).toHaveBeenCalledWith(
'Combat initiation failed',
expect.objectContaining({
correlationId,
playerId: mockAttackerPlayerId,
error: validationError.message
})
);
});
it('should handle database transaction failures', async () => {
const dbError = new Error('Database connection failed');
db.transaction.mockRejectedValue(dbError);
await expect(combatService.initiateCombat(mockCombatData, mockAttackerPlayerId, correlationId))
.rejects
.toThrow();
expect(logger.error).toHaveBeenCalled();
});
});
describe('processCombat', () => {
const battleId = 100;
const correlationId = 'test-correlation-id';
beforeEach(() => {
combatService.getBattleById = jest.fn();
combatService.getCombatForces = jest.fn();
combatService.getCombatConfiguration = jest.fn();
combatService.resolveCombat = jest.fn();
combatService.applyCombatResults = jest.fn();
combatService.updateCombatStatistics = jest.fn();
db.transaction = jest.fn();
});
it('should successfully process combat', async () => {
const mockBattle = {
id: battleId,
status: 'preparing',
participants: JSON.stringify({ attacker_fleet_id: 1, defender_fleet_id: 2 }),
started_at: new Date()
};
const mockForces = {
attacker: { fleet: { id: 1, total_combat_rating: 100 } },
defender: { fleet: { id: 2, total_combat_rating: 80 } },
initial: {}
};
const mockCombatResult = {
outcome: 'attacker_victory',
casualties: { attacker: { ships: {}, total_ships: 5 }, defender: { ships: {}, total_ships: 12 } },
experience_gained: 150,
combat_log: [],
duration: 90,
final_forces: {},
loot: { scrap: 500, energy: 300 }
};
combatService.getBattleById.mockResolvedValue(mockBattle);
combatService.getCombatForces.mockResolvedValue(mockForces);
combatService.getCombatConfiguration.mockResolvedValue({
id: 1,
combat_type: 'instant'
});
combatService.resolveCombat.mockResolvedValue(mockCombatResult);
// Mock transaction
db.transaction.mockImplementation(async (callback) => {
const mockTrx = {
'battles': {
where: jest.fn().mockReturnValue({
update: jest.fn().mockResolvedValue()
})
},
'combat_encounters': {
insert: jest.fn().mockReturnValue({
returning: jest.fn().mockResolvedValue([{
id: 200,
battle_id: battleId,
outcome: 'attacker_victory'
}])
})
},
'combat_queue': {
where: jest.fn().mockReturnValue({
update: jest.fn().mockResolvedValue()
})
}
};
return callback(mockTrx);
});
const result = await combatService.processCombat(battleId, correlationId);
expect(result).toHaveProperty('battleId', battleId);
expect(result).toHaveProperty('outcome', 'attacker_victory');
expect(combatService.applyCombatResults).toHaveBeenCalled();
expect(combatService.updateCombatStatistics).toHaveBeenCalled();
expect(mockGameEventService.emitCombatCompleted).toHaveBeenCalled();
});
it('should reject processing non-existent battle', async () => {
combatService.getBattleById.mockResolvedValue(null);
await expect(combatService.processCombat(battleId, correlationId))
.rejects
.toThrow('Battle not found');
});
it('should reject processing completed battle', async () => {
const completedBattle = {
id: battleId,
status: 'completed',
participants: JSON.stringify({ attacker_fleet_id: 1 })
};
combatService.getBattleById.mockResolvedValue(completedBattle);
await expect(combatService.processCombat(battleId, correlationId))
.rejects
.toThrow('Battle is not in a processable state');
});
});
describe('getCombatHistory', () => {
const playerId = 10;
const correlationId = 'test-correlation-id';
beforeEach(() => {
// Mock database query builder
const mockQuery = {
select: jest.fn().mockReturnThis(),
join: jest.fn().mockReturnThis(),
leftJoin: jest.fn().mockReturnThis(),
where: jest.fn().mockReturnThis(),
orderBy: jest.fn().mockReturnThis(),
limit: jest.fn().mockReturnThis(),
offset: jest.fn().mockReturnThis()
};
db.mockReturnValue(mockQuery);
});
it('should return combat history with pagination', async () => {
const mockCombats = [
{
id: 1,
outcome: 'attacker_victory',
completed_at: new Date(),
attacker_fleet_name: 'Test Fleet 1'
},
{
id: 2,
outcome: 'defender_victory',
completed_at: new Date(),
defender_colony_name: 'Test Colony'
}
];
const mockCountResult = [{ total: 25 }];
// Mock the main query
db().mockResolvedValueOnce(mockCombats);
// Mock the count query
db().mockResolvedValueOnce(mockCountResult);
const options = { limit: 10, offset: 0 };
const result = await combatService.getCombatHistory(playerId, options, correlationId);
expect(result).toHaveProperty('combats');
expect(result).toHaveProperty('pagination');
expect(result.combats).toHaveLength(2);
expect(result.pagination.total).toBe(25);
expect(result.pagination.hasMore).toBe(true);
});
it('should filter by outcome when specified', async () => {
const mockQuery = {
select: jest.fn().mockReturnThis(),
join: jest.fn().mockReturnThis(),
leftJoin: jest.fn().mockReturnThis(),
where: jest.fn().mockReturnThis(),
orderBy: jest.fn().mockReturnThis(),
limit: jest.fn().mockReturnThis(),
offset: jest.fn().mockReturnThis()
};
db.mockReturnValue(mockQuery);
mockQuery.mockResolvedValue([]);
const options = { outcome: 'attacker_victory' };
await combatService.getCombatHistory(playerId, options, correlationId);
// Verify that the outcome filter was applied
expect(mockQuery.where).toHaveBeenCalledWith('combat_encounters.outcome', 'attacker_victory');
});
});
describe('getActiveCombats', () => {
const playerId = 10;
const correlationId = 'test-correlation-id';
it('should return active combats for player', async () => {
const mockActiveCombats = [
{
id: 1,
status: 'active',
battle_type: 'fleet_vs_fleet',
attacker_fleet_name: 'Attack Fleet'
},
{
id: 2,
status: 'preparing',
battle_type: 'fleet_vs_colony',
defender_colony_name: 'Defended Colony'
}
];
const mockQuery = {
select: jest.fn().mockReturnThis(),
leftJoin: jest.fn().mockReturnThis(),
where: jest.fn().mockReturnThis(),
whereIn: jest.fn().mockReturnThis(),
orderBy: jest.fn().mockReturnThis()
};
db.mockReturnValue(mockQuery);
mockQuery.mockResolvedValue(mockActiveCombats);
const result = await combatService.getActiveCombats(playerId, correlationId);
expect(result).toHaveLength(2);
expect(result[0]).toHaveProperty('status', 'active');
expect(result[1]).toHaveProperty('status', 'preparing');
});
it('should return empty array when no active combats', async () => {
const mockQuery = {
select: jest.fn().mockReturnThis(),
leftJoin: jest.fn().mockReturnThis(),
where: jest.fn().mockReturnThis(),
whereIn: jest.fn().mockReturnThis(),
orderBy: jest.fn().mockReturnThis()
};
db.mockReturnValue(mockQuery);
mockQuery.mockResolvedValue([]);
const result = await combatService.getActiveCombats(playerId, correlationId);
expect(result).toHaveLength(0);
});
});
describe('validateCombatInitiation', () => {
const correlationId = 'test-correlation-id';
beforeEach(() => {
// Mock database queries
const mockQuery = {
where: jest.fn().mockReturnThis(),
first: jest.fn()
};
db.mockReturnValue(mockQuery);
});
it('should validate successful fleet vs fleet combat', async () => {
const combatData = {
attacker_fleet_id: 1,
defender_fleet_id: 2,
location: 'A3-91-X'
};
const attackerPlayerId = 10;
// Mock attacker fleet
const mockAttackerFleet = {
id: 1,
player_id: 10,
current_location: 'A3-91-X',
fleet_status: 'idle'
};
// Mock defender fleet
const mockDefenderFleet = {
id: 2,
player_id: 20,
current_location: 'A3-91-X',
fleet_status: 'idle'
};
db().first
.mockResolvedValueOnce(mockAttackerFleet) // First call for attacker fleet
.mockResolvedValueOnce(mockDefenderFleet); // Second call for defender fleet
await expect(combatService.validateCombatInitiation(combatData, attackerPlayerId, correlationId))
.resolves
.not.toThrow();
});
it('should reject combat with invalid attacker fleet', async () => {
const combatData = {
attacker_fleet_id: 999,
defender_fleet_id: 2,
location: 'A3-91-X'
};
const attackerPlayerId = 10;
db().first.mockResolvedValueOnce(null); // Attacker fleet not found
await expect(combatService.validateCombatInitiation(combatData, attackerPlayerId, correlationId))
.rejects
.toThrow('Invalid attacker fleet or fleet not available for combat');
});
it('should reject combat when attacker fleet not at location', async () => {
const combatData = {
attacker_fleet_id: 1,
defender_fleet_id: 2,
location: 'A3-91-X'
};
const attackerPlayerId = 10;
const mockAttackerFleet = {
id: 1,
player_id: 10,
current_location: 'B2-50-Y', // Different location
fleet_status: 'idle'
};
db().first.mockResolvedValueOnce(mockAttackerFleet);
await expect(combatService.validateCombatInitiation(combatData, attackerPlayerId, correlationId))
.rejects
.toThrow('Fleet must be at the specified location to initiate combat');
});
it('should reject combat against own fleet', async () => {
const combatData = {
attacker_fleet_id: 1,
defender_fleet_id: 2,
location: 'A3-91-X'
};
const attackerPlayerId = 10;
const mockAttackerFleet = {
id: 1,
player_id: 10,
current_location: 'A3-91-X',
fleet_status: 'idle'
};
const mockDefenderFleet = {
id: 2,
player_id: 10, // Same player as attacker
current_location: 'A3-91-X',
fleet_status: 'idle'
};
db().first
.mockResolvedValueOnce(mockAttackerFleet)
.mockResolvedValueOnce(mockDefenderFleet);
await expect(combatService.validateCombatInitiation(combatData, attackerPlayerId, correlationId))
.rejects
.toThrow('Cannot attack your own fleet');
});
});
describe('calculateCasualties', () => {
it('should calculate casualties for attacker victory', () => {
const forces = {
attacker: {
fleet: {
ships: [
{ design_name: 'Fighter', quantity: 50 },
{ design_name: 'Destroyer', quantity: 10 }
]
}
},
defender: {
fleet: {
ships: [
{ design_name: 'Cruiser', quantity: 20 }
]
}
}
};
const casualties = combatService.calculateCasualties(forces, true, 'test-correlation');
expect(casualties).toHaveProperty('attacker');
expect(casualties).toHaveProperty('defender');
expect(casualties.attacker.total_ships).toBeGreaterThanOrEqual(0);
expect(casualties.defender.total_ships).toBeGreaterThanOrEqual(0);
// Attacker should have fewer casualties than defender
expect(casualties.attacker.total_ships).toBeLessThan(casualties.defender.total_ships);
});
it('should calculate casualties for defender victory', () => {
const forces = {
attacker: {
fleet: {
ships: [
{ design_name: 'Fighter', quantity: 30 }
]
}
},
defender: {
colony: {
defense_buildings: [
{ building_name: 'Defense Grid', health_percentage: 100 }
]
}
}
};
const casualties = combatService.calculateCasualties(forces, false, 'test-correlation');
expect(casualties.defender.total_ships).toBeLessThan(casualties.attacker.total_ships);
expect(casualties.defender.buildings).toEqual({}); // Colony defended successfully
});
});
describe('calculateLoot', () => {
it('should calculate loot for attacker victory', () => {
const forces = {
attacker: { fleet: { id: 1 } },
defender: { fleet: { id: 2 } }
};
const loot = combatService.calculateLoot(forces, true, 'test-correlation');
expect(loot).toHaveProperty('scrap');
expect(loot).toHaveProperty('energy');
expect(loot.scrap).toBeGreaterThan(0);
expect(loot.energy).toBeGreaterThan(0);
});
it('should return empty loot for defender victory', () => {
const forces = {
attacker: { fleet: { id: 1 } },
defender: { fleet: { id: 2 } }
};
const loot = combatService.calculateLoot(forces, false, 'test-correlation');
expect(loot).toEqual({});
});
it('should include bonus loot for colony raids', () => {
const forces = {
attacker: { fleet: { id: 1 } },
defender: { colony: { id: 1 } }
};
const loot = combatService.calculateLoot(forces, true, 'test-correlation');
expect(loot).toHaveProperty('scrap');
expect(loot).toHaveProperty('energy');
expect(loot).toHaveProperty('data_cores');
expect(loot.data_cores).toBeGreaterThan(0);
});
});
});

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@ -0,0 +1,687 @@
/**
* Game Tick Service Unit Tests
* Comprehensive tests for all game tick functionality including resource production,
* building construction, research progress, and fleet movements.
*/
const GameTickService = require('../../../services/game-tick.service');
const db = require('../../../database/connection');
const redisClient = require('../../../utils/redis');
const logger = require('../../../utils/logger');
// Mock dependencies
jest.mock('../../../database/connection');
jest.mock('../../../utils/redis');
jest.mock('../../../utils/logger');
jest.mock('node-cron');
describe('GameTickService', () => {
let gameTickService;
let mockGameEventService;
beforeEach(() => {
// Reset all mocks
jest.clearAllMocks();
// Mock GameEventService
mockGameEventService = {
emitResourcesUpdated: jest.fn(),
emitBuildingConstructed: jest.fn(),
emitNotification: jest.fn(),
emitErrorEvent: jest.fn(),
emitSystemAnnouncement: jest.fn()
};
// Create service instance
gameTickService = new GameTickService(mockGameEventService);
// Mock Redis operations
redisClient.setex = jest.fn().mockResolvedValue('OK');
redisClient.get = jest.fn().mockResolvedValue(null);
redisClient.del = jest.fn().mockResolvedValue(1);
// Mock database transaction
const mockTrx = {
'players': jest.fn().mockReturnThis(),
'colonies': jest.fn().mockReturnThis(),
'colony_buildings': jest.fn().mockReturnThis(),
'colony_resource_production': jest.fn().mockReturnThis(),
'player_resources': jest.fn().mockReturnThis(),
'resource_types': jest.fn().mockReturnThis(),
'building_types': jest.fn().mockReturnThis(),
'planet_types': jest.fn().mockReturnThis(),
'fleets': jest.fn().mockReturnThis(),
'player_research': jest.fn().mockReturnThis(),
'technologies': jest.fn().mockReturnThis(),
'research_facilities': jest.fn().mockReturnThis(),
select: jest.fn().mockReturnThis(),
join: jest.fn().mockReturnThis(),
where: jest.fn().mockReturnThis(),
first: jest.fn(),
orderBy: jest.fn().mockReturnThis(),
update: jest.fn().mockReturnThis(),
increment: jest.fn().mockReturnThis(),
decrement: jest.fn().mockReturnThis(),
insert: jest.fn().mockReturnThis(),
returning: jest.fn(),
raw: jest.fn()
};
db.transaction = jest.fn().mockImplementation(async (callback) => {
return callback(mockTrx);
});
// Mock basic database queries
db.mockReturnValue(mockTrx);
});
describe('Constructor', () => {
it('should initialize with default values', () => {
const service = new GameTickService();
expect(service.isInitialized).toBe(false);
expect(service.currentTick).toBe(0);
expect(service.cronJob).toBe(null);
expect(service.config).toBe(null);
expect(service.isProcessing).toBe(false);
expect(service.failedUserGroups).toBeInstanceOf(Set);
expect(service.tickMetrics).toHaveProperty('totalTicksProcessed', 0);
});
it('should accept gameEventService parameter', () => {
const service = new GameTickService(mockGameEventService);
expect(service.gameEventService).toBe(mockGameEventService);
});
});
describe('Configuration Management', () => {
it('should load existing configuration', async () => {
const mockConfig = {
id: 1,
tick_interval_ms: 60000,
user_groups_count: 10,
max_retry_attempts: 5,
bonus_tick_threshold: 3,
retry_delay_ms: 5000,
is_active: true
};
db().where().first.mockResolvedValue(mockConfig);
await gameTickService.loadConfig();
expect(gameTickService.config).toEqual(expect.objectContaining(mockConfig));
});
it('should create default configuration if none exists', async () => {
const mockDefaultConfig = {
id: 1,
tick_interval_ms: 60000,
user_groups_count: 10,
max_retry_attempts: 5,
bonus_tick_threshold: 3,
retry_delay_ms: 5000,
is_active: true
};
db().where().first.mockResolvedValue(null);
db().insert().returning.mockResolvedValue([mockDefaultConfig]);
await gameTickService.loadConfig();
expect(gameTickService.config).toEqual(expect.objectContaining(mockDefaultConfig));
expect(db().insert).toHaveBeenCalled();
});
});
describe('Player Tick Processing', () => {
beforeEach(() => {
gameTickService.config = {
user_groups_count: 10,
max_retry_attempts: 5,
retry_delay_ms: 5000
};
});
it('should process player tick successfully', async () => {
const playerId = 123;
const tickNumber = 1;
const correlationId = 'test-correlation-id';
const mockPlayer = {
id: playerId,
username: 'testplayer',
last_tick_processed: 0
};
// Mock database responses
db().where().first.mockResolvedValue(mockPlayer);
db().where().update.mockResolvedValue([]);
// Mock processing methods
gameTickService.processResourceProduction = jest.fn().mockResolvedValue({
status: 'success',
totalResourcesProduced: { scrap: 100, energy: 50 }
});
gameTickService.processBuildingConstruction = jest.fn().mockResolvedValue({
status: 'success',
completedBuildings: []
});
gameTickService.processResearch = jest.fn().mockResolvedValue({
status: 'success',
completedResearch: []
});
gameTickService.processFleetMovements = jest.fn().mockResolvedValue({
status: 'success',
arrivedFleets: []
});
await gameTickService.processPlayerTick(tickNumber, playerId, correlationId);
// Verify all processing methods were called
expect(gameTickService.processResourceProduction).toHaveBeenCalledWith(
playerId, tickNumber, correlationId, expect.any(Object)
);
expect(gameTickService.processBuildingConstruction).toHaveBeenCalledWith(
playerId, tickNumber, correlationId, expect.any(Object)
);
expect(gameTickService.processResearch).toHaveBeenCalledWith(
playerId, tickNumber, correlationId, expect.any(Object)
);
expect(gameTickService.processFleetMovements).toHaveBeenCalledWith(
playerId, tickNumber, correlationId, expect.any(Object)
);
// Verify player was updated
expect(db().where().update).toHaveBeenCalledWith(
expect.objectContaining({
last_tick_processed: tickNumber
})
);
});
it('should skip player if already processed', async () => {
const playerId = 123;
const tickNumber = 1;
const correlationId = 'test-correlation-id';
const mockPlayer = {
id: playerId,
username: 'testplayer',
last_tick_processed: 2 // Already processed a later tick
};
db().where().first.mockResolvedValue(mockPlayer);
gameTickService.processResourceProduction = jest.fn();
await gameTickService.processPlayerTick(tickNumber, playerId, correlationId);
// Should not process if already handled
expect(gameTickService.processResourceProduction).not.toHaveBeenCalled();
});
it('should handle player processing errors', async () => {
const playerId = 123;
const tickNumber = 1;
const correlationId = 'test-correlation-id';
db().where().first.mockRejectedValue(new Error('Database error'));
await expect(
gameTickService.processPlayerTick(tickNumber, playerId, correlationId)
).rejects.toThrow('Database error');
expect(mockGameEventService.emitErrorEvent).toHaveBeenCalledWith(
playerId,
'tick_processing_failed',
expect.any(String),
expect.any(Object),
correlationId
);
});
});
describe('Resource Production Processing', () => {
beforeEach(() => {
gameTickService.addResourcesFromProduction = jest.fn().mockResolvedValue();
gameTickService.processColonyResourceProduction = jest.fn();
});
it('should process resource production for all colonies', async () => {
const playerId = 123;
const tickNumber = 1;
const correlationId = 'test-correlation-id';
const mockTrx = {};
const mockColonies = [
{
id: 1,
name: 'Colony 1',
planet_type_name: 'Terran',
resource_modifiers: { scrap: 1.0, energy: 1.0 }
},
{
id: 2,
name: 'Colony 2',
planet_type_name: 'Industrial',
resource_modifiers: { scrap: 1.5, energy: 0.8 }
}
];
db().select().join().where.mockResolvedValue(mockColonies);
// Mock colony processing results
gameTickService.processColonyResourceProduction
.mockResolvedValueOnce({
status: 'success',
resourcesProduced: { scrap: 50, energy: 25 }
})
.mockResolvedValueOnce({
status: 'success',
resourcesProduced: { scrap: 75, energy: 20 }
});
const result = await gameTickService.processResourceProduction(
playerId, tickNumber, correlationId, mockTrx
);
expect(result.status).toBe('success');
expect(result.coloniesProcessed).toBe(2);
expect(result.totalResourcesProduced).toEqual({
scrap: 125,
energy: 45
});
expect(gameTickService.addResourcesFromProduction).toHaveBeenCalledWith(
playerId,
{ scrap: 125, energy: 45 },
correlationId,
mockTrx
);
expect(mockGameEventService.emitResourcesUpdated).toHaveBeenCalledWith(
playerId,
{ scrap: 125, energy: 45 },
'production_tick',
correlationId
);
});
it('should handle empty colonies gracefully', async () => {
const playerId = 123;
const tickNumber = 1;
const correlationId = 'test-correlation-id';
const mockTrx = {};
db().select().join().where.mockResolvedValue([]);
const result = await gameTickService.processResourceProduction(
playerId, tickNumber, correlationId, mockTrx
);
expect(result.status).toBe('success');
expect(result.message).toBe('No colonies to process');
expect(result.resourcesProduced).toEqual({});
});
});
describe('Building Construction Processing', () => {
it('should complete buildings that are ready', async () => {
const playerId = 123;
const tickNumber = 1;
const correlationId = 'test-correlation-id';
const mockTrx = {};
const currentTime = new Date();
const mockBuildings = [
{
id: 1,
colony_id: 10,
building_type_id: 1,
level: 2,
colony_name: 'Test Colony',
building_name: 'Power Plant',
construction_completes: new Date(currentTime.getTime() - 1000) // Completed 1 second ago
}
];
db().select().join().where.mockResolvedValue(mockBuildings);
db().where().update.mockResolvedValue([]);
gameTickService.updateColonyProductionRates = jest.fn().mockResolvedValue();
const result = await gameTickService.processBuildingConstruction(
playerId, tickNumber, correlationId, mockTrx
);
expect(result.status).toBe('success');
expect(result.completedBuildings).toHaveLength(1);
expect(result.completedBuildings[0]).toEqual(
expect.objectContaining({
buildingId: 1,
buildingName: 'Power Plant',
colonyId: 10,
colonyName: 'Test Colony',
level: 2
})
);
expect(mockGameEventService.emitBuildingConstructed).toHaveBeenCalledWith(
playerId,
10,
expect.objectContaining({ id: 1, level: 2 }),
correlationId
);
expect(mockGameEventService.emitNotification).toHaveBeenCalledWith(
playerId,
expect.objectContaining({
type: 'building_completed',
title: 'Construction Complete'
}),
correlationId
);
});
it('should handle no buildings ready for completion', async () => {
const playerId = 123;
const tickNumber = 1;
const correlationId = 'test-correlation-id';
const mockTrx = {};
db().select().join().where.mockResolvedValue([]);
const result = await gameTickService.processBuildingConstruction(
playerId, tickNumber, correlationId, mockTrx
);
expect(result.status).toBe('success');
expect(result.message).toBe('No buildings ready for completion');
expect(result.completedBuildings).toHaveLength(0);
});
});
describe('Research Processing', () => {
beforeEach(() => {
gameTickService.calculateResearchBonus = jest.fn().mockResolvedValue(0.1);
});
it('should complete research that is finished', async () => {
const playerId = 123;
const tickNumber = 1;
const correlationId = 'test-correlation-id';
const mockTrx = {};
const currentTime = new Date();
const mockResearch = [
{
id: 1,
technology_id: 10,
technology_name: 'Advanced Mining',
research_time: 60, // 60 minutes
started_at: new Date(currentTime.getTime() - 70 * 60 * 1000), // Started 70 minutes ago
effects: { mining_efficiency: 1.2 }
}
];
db().select().join().where.mockResolvedValue(mockResearch);
db().where().update.mockResolvedValue([]);
const result = await gameTickService.processResearch(
playerId, tickNumber, correlationId, mockTrx
);
expect(result.status).toBe('success');
expect(result.completedResearch).toHaveLength(1);
expect(result.completedResearch[0]).toEqual(
expect.objectContaining({
technologyName: 'Advanced Mining',
effects: { mining_efficiency: 1.2 }
})
);
expect(mockGameEventService.emitNotification).toHaveBeenCalledWith(
playerId,
expect.objectContaining({
type: 'research_completed',
title: 'Research Complete'
}),
correlationId
);
});
it('should update progress for ongoing research', async () => {
const playerId = 123;
const tickNumber = 1;
const correlationId = 'test-correlation-id';
const mockTrx = {};
const currentTime = new Date();
const mockResearch = [
{
id: 1,
technology_id: 10,
technology_name: 'Quantum Computing',
research_time: 120, // 120 minutes
started_at: new Date(currentTime.getTime() - 60 * 60 * 1000), // Started 60 minutes ago
effects: {}
}
];
db().select().join().where.mockResolvedValue(mockResearch);
db().where().update.mockResolvedValue([]);
const result = await gameTickService.processResearch(
playerId, tickNumber, correlationId, mockTrx
);
expect(result.status).toBe('success');
expect(result.completedResearch).toHaveLength(0);
// Should update progress (approximately 50% with bonus)
expect(db().where().update).toHaveBeenCalledWith(
expect.objectContaining({
progress: expect.any(Number)
})
);
});
});
describe('Fleet Movement Processing', () => {
it('should move fleets that have arrived', async () => {
const playerId = 123;
const tickNumber = 1;
const correlationId = 'test-correlation-id';
const mockTrx = {};
const currentTime = new Date();
const mockFleets = [
{
id: 1,
name: 'Exploration Fleet',
destination: 'B2-45-C',
arrival_time: new Date(currentTime.getTime() - 1000) // Arrived 1 second ago
}
];
db().where.mockResolvedValue(mockFleets);
db().where().update.mockResolvedValue([]);
const result = await gameTickService.processFleetMovements(
playerId, tickNumber, correlationId, mockTrx
);
expect(result.status).toBe('success');
expect(result.arrivedFleets).toHaveLength(1);
expect(result.arrivedFleets[0]).toEqual(
expect.objectContaining({
fleetName: 'Exploration Fleet',
destination: 'B2-45-C'
})
);
expect(mockGameEventService.emitNotification).toHaveBeenCalledWith(
playerId,
expect.objectContaining({
type: 'fleet_arrived',
title: 'Fleet Arrived'
}),
correlationId
);
});
it('should handle no fleets arriving', async () => {
const playerId = 123;
const tickNumber = 1;
const correlationId = 'test-correlation-id';
const mockTrx = {};
db().where.mockResolvedValue([]);
const result = await gameTickService.processFleetMovements(
playerId, tickNumber, correlationId, mockTrx
);
expect(result.status).toBe('success');
expect(result.message).toBe('No fleets arriving');
expect(result.arrivedFleets).toHaveLength(0);
});
});
describe('Colony Resource Production Calculations', () => {
it('should calculate production with building and planet modifiers', async () => {
const colony = {
id: 1,
name: 'Test Colony',
resource_modifiers: { scrap: 1.5, energy: 0.8 }
};
const tickNumber = 1;
const correlationId = 'test-correlation-id';
const mockTrx = {};
const mockBuildings = [
{
id: 1,
level: 3,
building_name: 'Salvage Yard',
base_production: { scrap: 10 },
production_multiplier: 1.2
},
{
id: 2,
level: 2,
building_name: 'Power Plant',
base_production: { energy: 8 },
production_multiplier: 1.2
}
];
db().select().join().where.mockResolvedValue(mockBuildings);
gameTickService.updateColonyResourceTracking = jest.fn().mockResolvedValue();
const result = await gameTickService.processColonyResourceProduction(
colony, tickNumber, correlationId, mockTrx
);
expect(result.status).toBe('success');
expect(result.buildingsProcessed).toBe(2);
// Verify production calculations
// Salvage Yard: 10 * 1.2^2 * 1.5 = 21.6 -> 21
// Power Plant: 8 * 1.2^1 * 0.8 = 7.68 -> 7
expect(result.resourcesProduced.scrap).toBeGreaterThan(0);
expect(result.resourcesProduced.energy).toBeGreaterThan(0);
});
});
describe('Error Handling and Recovery', () => {
it('should handle database transaction failures', async () => {
const playerId = 123;
const tickNumber = 1;
const correlationId = 'test-correlation-id';
db.transaction.mockRejectedValue(new Error('Transaction failed'));
await expect(
gameTickService.processPlayerTick(tickNumber, playerId, correlationId)
).rejects.toThrow('Transaction failed');
expect(logger.error).toHaveBeenCalledWith(
'Player tick processing failed',
expect.objectContaining({
correlationId,
playerId,
tickNumber,
error: 'Transaction failed'
})
);
});
it('should release Redis locks even on failure', async () => {
const playerId = 123;
const tickNumber = 1;
const correlationId = 'test-correlation-id';
redisClient.setex.mockResolvedValue('OK');
db.transaction.mockRejectedValue(new Error('Database error'));
await expect(
gameTickService.processPlayerTick(tickNumber, playerId, correlationId)
).rejects.toThrow('Database error');
expect(redisClient.del).toHaveBeenCalled();
});
});
describe('Performance Metrics', () => {
it('should track processing metrics', () => {
expect(gameTickService.tickMetrics).toHaveProperty('totalTicksProcessed');
expect(gameTickService.tickMetrics).toHaveProperty('totalPlayersProcessed');
expect(gameTickService.tickMetrics).toHaveProperty('averageTickDuration');
expect(gameTickService.tickMetrics).toHaveProperty('consecutiveFailures');
});
it('should provide comprehensive status information', () => {
const status = gameTickService.getStatus();
expect(status).toHaveProperty('initialized');
expect(status).toHaveProperty('currentTick');
expect(status).toHaveProperty('running');
expect(status).toHaveProperty('processing');
expect(status).toHaveProperty('config');
expect(status).toHaveProperty('metrics');
expect(status).toHaveProperty('failedUserGroups');
});
});
describe('Bonus Tick Compensation', () => {
it('should apply bonus resources for failed ticks', async () => {
const tickNumber = 1;
const userGroup = 0;
const correlationId = 'test-correlation-id';
const mockPlayers = [
{ id: 1, username: 'player1' },
{ id: 2, username: 'player2' }
];
db().where().update().mockResolvedValue([]);
db().where().select.mockResolvedValue(mockPlayers);
db().join().where().increment().update.mockResolvedValue([]);
await gameTickService.applyBonusTick(tickNumber, userGroup, correlationId);
expect(mockGameEventService.emitNotification).toHaveBeenCalledTimes(2);
expect(mockGameEventService.emitNotification).toHaveBeenCalledWith(
expect.any(Number),
expect.objectContaining({
type: 'bonus_compensation',
title: 'System Compensation'
}),
correlationId
);
});
});
});

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/**
* Colony Validation Schemas
* Joi validation schemas for colony-related API endpoints
*/
const Joi = require('joi');
// Colony creation validation
const createColonySchema = Joi.object({
name: Joi.string()
.min(3)
.max(50)
.pattern(/^[a-zA-Z0-9\s\-_]+$/)
.required()
.messages({
'string.min': 'Colony name must be at least 3 characters long',
'string.max': 'Colony name cannot exceed 50 characters',
'string.pattern.base': 'Colony name can only contain letters, numbers, spaces, hyphens, and underscores',
'any.required': 'Colony name is required'
}),
coordinates: Joi.string()
.pattern(/^[A-Z]\d+-\d+-[A-Z]$/)
.required()
.messages({
'string.pattern.base': 'Coordinates must be in the format: A3-91-X (Letter+Number-Number-Letter)',
'any.required': 'Coordinates are required'
}),
planet_type_id: Joi.number()
.integer()
.min(1)
.required()
.messages({
'number.base': 'Planet type ID must be a number',
'number.integer': 'Planet type ID must be an integer',
'number.min': 'Planet type ID must be at least 1',
'any.required': 'Planet type ID is required'
})
});
// Building construction validation
const constructBuildingSchema = Joi.object({
building_type_id: Joi.number()
.integer()
.min(1)
.required()
.messages({
'number.base': 'Building type ID must be a number',
'number.integer': 'Building type ID must be an integer',
'number.min': 'Building type ID must be at least 1',
'any.required': 'Building type ID is required'
})
});
// Colony ID parameter validation
const colonyIdParamSchema = Joi.object({
colonyId: Joi.number()
.integer()
.min(1)
.required()
.messages({
'number.base': 'Colony ID must be a number',
'number.integer': 'Colony ID must be an integer',
'number.min': 'Colony ID must be at least 1',
'any.required': 'Colony ID is required'
})
});
// Building upgrade validation (for future use)
const upgradeBuildingSchema = Joi.object({
building_id: Joi.number()
.integer()
.min(1)
.required()
.messages({
'number.base': 'Building ID must be a number',
'number.integer': 'Building ID must be an integer',
'number.min': 'Building ID must be at least 1',
'any.required': 'Building ID is required'
}),
target_level: Joi.number()
.integer()
.min(2)
.max(20)
.optional()
.messages({
'number.base': 'Target level must be a number',
'number.integer': 'Target level must be an integer',
'number.min': 'Target level must be at least 2',
'number.max': 'Target level cannot exceed 20'
})
});
module.exports = {
createColonySchema,
constructBuildingSchema,
colonyIdParamSchema,
upgradeBuildingSchema
};

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/**
* Combat Validation Schemas
* Joi validation schemas for combat-related endpoints
*/
const Joi = require('joi');
// Combat initiation validation schema
const initiateCombatSchema = Joi.object({
attacker_fleet_id: Joi.number().integer().positive().required()
.messages({
'number.base': 'Attacker fleet ID must be a number',
'number.integer': 'Attacker fleet ID must be an integer',
'number.positive': 'Attacker fleet ID must be positive',
'any.required': 'Attacker fleet ID is required'
}),
defender_fleet_id: Joi.number().integer().positive().allow(null)
.messages({
'number.base': 'Defender fleet ID must be a number',
'number.integer': 'Defender fleet ID must be an integer',
'number.positive': 'Defender fleet ID must be positive'
}),
defender_colony_id: Joi.number().integer().positive().allow(null)
.messages({
'number.base': 'Defender colony ID must be a number',
'number.integer': 'Defender colony ID must be an integer',
'number.positive': 'Defender colony ID must be positive'
}),
location: Joi.string().pattern(/^[A-Z]\d+-\d+-[A-Z]$/).required()
.messages({
'string.pattern.base': 'Location must be in format A3-91-X',
'any.required': 'Location is required'
}),
combat_type: Joi.string().valid('instant', 'turn_based', 'tactical', 'real_time').default('instant')
.messages({
'any.only': 'Combat type must be one of: instant, turn_based, tactical, real_time'
}),
tactical_settings: Joi.object({
formation: Joi.string().valid('standard', 'defensive', 'aggressive', 'flanking', 'escort').optional(),
priority_targets: Joi.array().items(Joi.string()).optional(),
engagement_range: Joi.string().valid('close', 'medium', 'long').optional(),
retreat_threshold: Joi.number().min(0).max(100).optional()
}).optional()
}).custom((value, helpers) => {
// Ensure exactly one defender is specified
const hasFleetDefender = value.defender_fleet_id !== null && value.defender_fleet_id !== undefined;
const hasColonyDefender = value.defender_colony_id !== null && value.defender_colony_id !== undefined;
if (hasFleetDefender && hasColonyDefender) {
return helpers.error('custom.bothDefenders');
}
if (!hasFleetDefender && !hasColonyDefender) {
return helpers.error('custom.noDefender');
}
return value;
}, 'defender validation').messages({
'custom.bothDefenders': 'Cannot specify both defender fleet and defender colony',
'custom.noDefender': 'Must specify either defender fleet or defender colony'
});
// Fleet position update validation schema
const updateFleetPositionSchema = Joi.object({
position_x: Joi.number().min(-1000).max(1000).default(0)
.messages({
'number.base': 'Position X must be a number',
'number.min': 'Position X must be at least -1000',
'number.max': 'Position X must be at most 1000'
}),
position_y: Joi.number().min(-1000).max(1000).default(0)
.messages({
'number.base': 'Position Y must be a number',
'number.min': 'Position Y must be at least -1000',
'number.max': 'Position Y must be at most 1000'
}),
position_z: Joi.number().min(-1000).max(1000).default(0)
.messages({
'number.base': 'Position Z must be a number',
'number.min': 'Position Z must be at least -1000',
'number.max': 'Position Z must be at most 1000'
}),
formation: Joi.string().valid('standard', 'defensive', 'aggressive', 'flanking', 'escort').default('standard')
.messages({
'any.only': 'Formation must be one of: standard, defensive, aggressive, flanking, escort'
}),
tactical_settings: Joi.object({
auto_engage: Joi.boolean().default(true),
engagement_range: Joi.string().valid('close', 'medium', 'long').default('medium'),
target_priority: Joi.string().valid('closest', 'weakest', 'strongest', 'random').default('closest'),
retreat_threshold: Joi.number().min(0).max(100).default(25),
formation_spacing: Joi.number().min(0.1).max(10.0).default(1.0)
}).default({})
});
// Combat history query parameters validation schema
const combatHistoryQuerySchema = Joi.object({
limit: Joi.number().integer().min(1).max(100).default(20)
.messages({
'number.base': 'Limit must be a number',
'number.integer': 'Limit must be an integer',
'number.min': 'Limit must be at least 1',
'number.max': 'Limit cannot exceed 100'
}),
offset: Joi.number().integer().min(0).default(0)
.messages({
'number.base': 'Offset must be a number',
'number.integer': 'Offset must be an integer',
'number.min': 'Offset must be at least 0'
}),
outcome: Joi.string().valid('attacker_victory', 'defender_victory', 'draw').optional()
.messages({
'any.only': 'Outcome must be one of: attacker_victory, defender_victory, draw'
}),
battle_type: Joi.string().valid('fleet_vs_fleet', 'fleet_vs_colony', 'siege').optional()
.messages({
'any.only': 'Battle type must be one of: fleet_vs_fleet, fleet_vs_colony, siege'
}),
start_date: Joi.date().iso().optional()
.messages({
'date.format': 'Start date must be in ISO format'
}),
end_date: Joi.date().iso().optional()
.messages({
'date.format': 'End date must be in ISO format'
})
}).custom((value, helpers) => {
// Ensure end_date is after start_date if both are provided
if (value.start_date && value.end_date && value.end_date <= value.start_date) {
return helpers.error('custom.invalidDateRange');
}
return value;
}, 'date validation').messages({
'custom.invalidDateRange': 'End date must be after start date'
});
// Combat queue query parameters validation schema
const combatQueueQuerySchema = Joi.object({
status: Joi.string().valid('pending', 'processing', 'completed', 'failed').optional()
.messages({
'any.only': 'Status must be one of: pending, processing, completed, failed'
}),
limit: Joi.number().integer().min(1).max(100).default(50)
.messages({
'number.base': 'Limit must be a number',
'number.integer': 'Limit must be an integer',
'number.min': 'Limit must be at least 1',
'number.max': 'Limit cannot exceed 100'
}),
priority_min: Joi.number().integer().min(1).max(1000).optional()
.messages({
'number.base': 'Priority minimum must be a number',
'number.integer': 'Priority minimum must be an integer',
'number.min': 'Priority minimum must be at least 1',
'number.max': 'Priority minimum cannot exceed 1000'
}),
priority_max: Joi.number().integer().min(1).max(1000).optional()
.messages({
'number.base': 'Priority maximum must be a number',
'number.integer': 'Priority maximum must be an integer',
'number.min': 'Priority maximum must be at least 1',
'number.max': 'Priority maximum cannot exceed 1000'
})
}).custom((value, helpers) => {
// Ensure priority_max is greater than priority_min if both are provided
if (value.priority_min && value.priority_max && value.priority_max <= value.priority_min) {
return helpers.error('custom.invalidPriorityRange');
}
return value;
}, 'priority validation').messages({
'custom.invalidPriorityRange': 'Priority maximum must be greater than priority minimum'
});
// Parameter validation schemas
const battleIdParamSchema = Joi.object({
battleId: Joi.number().integer().positive().required()
.messages({
'number.base': 'Battle ID must be a number',
'number.integer': 'Battle ID must be an integer',
'number.positive': 'Battle ID must be positive',
'any.required': 'Battle ID is required'
})
});
const fleetIdParamSchema = Joi.object({
fleetId: Joi.number().integer().positive().required()
.messages({
'number.base': 'Fleet ID must be a number',
'number.integer': 'Fleet ID must be an integer',
'number.positive': 'Fleet ID must be positive',
'any.required': 'Fleet ID is required'
})
});
const encounterIdParamSchema = Joi.object({
encounterId: Joi.number().integer().positive().required()
.messages({
'number.base': 'Encounter ID must be a number',
'number.integer': 'Encounter ID must be an integer',
'number.positive': 'Encounter ID must be positive',
'any.required': 'Encounter ID is required'
})
});
// Combat configuration validation schema (admin only)
const combatConfigurationSchema = Joi.object({
config_name: Joi.string().min(3).max(100).required()
.messages({
'string.min': 'Configuration name must be at least 3 characters',
'string.max': 'Configuration name cannot exceed 100 characters',
'any.required': 'Configuration name is required'
}),
combat_type: Joi.string().valid('instant', 'turn_based', 'tactical', 'real_time').required()
.messages({
'any.only': 'Combat type must be one of: instant, turn_based, tactical, real_time',
'any.required': 'Combat type is required'
}),
config_data: Joi.object({
auto_resolve: Joi.boolean().default(true),
preparation_time: Joi.number().integer().min(0).max(300).default(30),
max_rounds: Joi.number().integer().min(1).max(100).default(20),
round_duration: Joi.number().integer().min(1).max(60).default(5),
damage_variance: Joi.number().min(0).max(1).default(0.1),
experience_gain: Joi.number().min(0).max(10).default(1.0),
casualty_rate_min: Joi.number().min(0).max(1).default(0.1),
casualty_rate_max: Joi.number().min(0).max(1).default(0.8),
loot_multiplier: Joi.number().min(0).max(10).default(1.0),
spectator_limit: Joi.number().integer().min(0).max(1000).default(100),
priority: Joi.number().integer().min(1).max(1000).default(100)
}).required()
.custom((value, helpers) => {
// Ensure casualty_rate_max >= casualty_rate_min
if (value.casualty_rate_max < value.casualty_rate_min) {
return helpers.error('custom.invalidCasualtyRange');
}
return value;
}, 'casualty rate validation')
.messages({
'custom.invalidCasualtyRange': 'Maximum casualty rate must be greater than or equal to minimum casualty rate'
}),
description: Joi.string().max(500).optional()
.messages({
'string.max': 'Description cannot exceed 500 characters'
}),
is_active: Joi.boolean().default(true)
});
// Export validation functions
const validateInitiateCombat = (data) => {
return initiateCombatSchema.validate(data, { abortEarly: false });
};
const validateUpdateFleetPosition = (data) => {
return updateFleetPositionSchema.validate(data, { abortEarly: false });
};
const validateCombatHistoryQuery = (data) => {
return combatHistoryQuerySchema.validate(data, { abortEarly: false });
};
const validateCombatQueueQuery = (data) => {
return combatQueueQuerySchema.validate(data, { abortEarly: false });
};
const validateBattleIdParam = (data) => {
return battleIdParamSchema.validate(data, { abortEarly: false });
};
const validateFleetIdParam = (data) => {
return fleetIdParamSchema.validate(data, { abortEarly: false });
};
const validateEncounterIdParam = (data) => {
return encounterIdParamSchema.validate(data, { abortEarly: false });
};
const validateCombatConfiguration = (data) => {
return combatConfigurationSchema.validate(data, { abortEarly: false });
};
module.exports = {
// Validation functions
validateInitiateCombat,
validateUpdateFleetPosition,
validateCombatHistoryQuery,
validateCombatQueueQuery,
validateBattleIdParam,
validateFleetIdParam,
validateEncounterIdParam,
validateCombatConfiguration,
// Raw schemas for middleware use
schemas: {
initiateCombat: initiateCombatSchema,
updateFleetPosition: updateFleetPositionSchema,
combatHistoryQuery: combatHistoryQuerySchema,
combatQueueQuery: combatQueueQuerySchema,
battleIdParam: battleIdParamSchema,
fleetIdParam: fleetIdParamSchema,
encounterIdParam: encounterIdParamSchema,
combatConfiguration: combatConfigurationSchema
}
};

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/**
* Resource Validation Schemas
* Joi validation schemas for resource-related API endpoints
*/
const Joi = require('joi');
// Resource transfer validation
const transferResourcesSchema = Joi.object({
fromColonyId: Joi.number()
.integer()
.min(1)
.required()
.messages({
'number.base': 'Source colony ID must be a number',
'number.integer': 'Source colony ID must be an integer',
'number.min': 'Source colony ID must be at least 1',
'any.required': 'Source colony ID is required'
}),
toColonyId: Joi.number()
.integer()
.min(1)
.required()
.messages({
'number.base': 'Destination colony ID must be a number',
'number.integer': 'Destination colony ID must be an integer',
'number.min': 'Destination colony ID must be at least 1',
'any.required': 'Destination colony ID is required'
}),
resources: Joi.object()
.pattern(
Joi.string().valid('scrap', 'energy', 'data_cores', 'rare_elements'),
Joi.number().integer().min(1).max(1000000)
)
.min(1)
.required()
.custom((value, helpers) => {
if (Object.keys(value).length === 0) {
return helpers.error('any.required');
}
return value;
})
.messages({
'object.min': 'At least one resource must be specified',
'any.required': 'Resources object is required and must contain at least one resource'
})
});
// Add resources validation (for development/testing)
const addResourcesSchema = Joi.object({
resources: Joi.object()
.pattern(
Joi.string().valid('scrap', 'energy', 'data_cores', 'rare_elements'),
Joi.number().integer().min(1).max(1000000)
)
.min(1)
.required()
.custom((value, helpers) => {
if (Object.keys(value).length === 0) {
return helpers.error('any.required');
}
return value;
})
.messages({
'object.min': 'At least one resource must be specified',
'any.required': 'Resources object is required and must contain at least one resource'
})
});
// Resource amount validation helper
const resourceAmountSchema = Joi.number()
.integer()
.min(0)
.max(Number.MAX_SAFE_INTEGER)
.messages({
'number.base': 'Resource amount must be a number',
'number.integer': 'Resource amount must be an integer',
'number.min': 'Resource amount cannot be negative',
'number.max': 'Resource amount is too large'
});
// Resource type validation
const resourceTypeSchema = Joi.string()
.valid('scrap', 'energy', 'data_cores', 'rare_elements')
.messages({
'any.only': 'Invalid resource type. Valid types are: scrap, energy, data_cores, rare_elements'
});
// Query parameters for resource endpoints
const resourceQuerySchema = Joi.object({
includeProduction: Joi.boolean()
.optional()
.default(false)
.messages({
'boolean.base': 'includeProduction must be a boolean value'
}),
includeColonyBreakdown: Joi.boolean()
.optional()
.default(false)
.messages({
'boolean.base': 'includeColonyBreakdown must be a boolean value'
}),
format: Joi.string()
.valid('detailed', 'summary')
.optional()
.default('summary')
.messages({
'any.only': 'Format must be either "detailed" or "summary"'
})
});
module.exports = {
transferResourcesSchema,
addResourcesSchema,
resourceAmountSchema,
resourceTypeSchema,
resourceQuerySchema
};