EnakGame phases 1-8 of docs/tasks-enakgame.md (EG-101 to EG-803), built on the existing EnakPoint/EnakCoin wallet (docs/rfc-enakgame.md). Foundation (phase 1) - Migrations 000103-000106: games extended with organization, slug, status, entry cost and result rules, old games archived (not deleted); budgets, versioned reward configs, sessions and session rewards; the ledger types GAME_SPEND_REFUND, GAME_REWARD and REWARD_REDEEM_REFUND; audit_logs. - AuditLogger writes in the caller's transaction only. - enakgame.limit.user_daily and global_daily organization settings. Games and sessions (phases 2-4) - Admin /marketing/enakgame: games, reward config versions (immutable but for status, one ACTIVE per game), budgets with non-overlapping global periods and a daily job opening the next month. - Customer /customer/enakgame: start (Idempotency-Key, entry cost and config frozen on the session), complete (result validation, reward engine, max_reward cap, daily limits via game_reward_counters, one GAME_REWARD per budget), automatic refunds for system errors and deactivated games, and a session job. - Reward engine: FIXED, SCORE_BASED, OUTCOME_BASED, PROBABILITY (crypto/rand), rounded down. Vouchers and budgets (phases 5-6) - Migration 000108 and 000107: vouchers, codes, redemptions, cost attribution; Economy Guard counters. - STATIC and CODE_POOL redemption in one transaction with the REDEEM PIN action; realized cost traced through the lots to the budget that paid the reward. - Budget metrics: realized cost, forecast, exposure and status. Migrations 000109-000110 add the wallet_lots indexes they need, built CONCURRENTLY. Events (phase 7) - Migration 000111: game events, each with its own EVENT budget. Event extras stack per PRD §16 defaults, with event and per-customer limits. External vouchers (phase 8) - VoucherProvider contract, two-step PENDING redemption and a recovery job, tested with a fake provider. No provider adapter is registered yet, so EXTERNAL vouchers stay out of the catalog. Not yet decided before release: reward rounding, event stacking, budget exhaustion policy and thresholds (RFC §19.2). Migrations 000103-000111 have not been run on any shared database. Also fixes a leftover PAYMENT filter in a wallet test and a data race in a test PIN fake. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
66 lines
2.7 KiB
Go
66 lines
2.7 KiB
Go
package processor
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import (
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"testing"
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"github.com/google/uuid"
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"github.com/stretchr/testify/assert"
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"apskel-pos-be/internal/entities"
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)
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func gameEvent(multiplier *float64, bonus *int64) entities.GameEvent {
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return entities.GameEvent{ID: uuid.New(), BudgetID: uuid.New(), Multiplier: multiplier, Bonus: bonus}
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}
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func amounts(parts []gameRewardComponent) []int64 {
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out := make([]int64, 0, len(parts))
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for _, p := range parts {
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out = append(out, p.Amount)
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}
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return out
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}
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// PRD §7, §14, §16 with the default stacking rules.
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func TestRewardComponents(t *testing.T) {
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ramadan := gameEvent(ptr(2.0), nil)
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parts, capped := rewardComponents(10, 0, []entities.GameEvent{ramadan})
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assert.False(t, capped)
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assert.Equal(t, []int64{10, 10}, amounts(parts), "10 Coin + Ramadan 2x: 10 from the global budget, 10 from the event's")
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assert.Equal(t, gameRewardKindBase, parts[0].Kind)
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assert.Equal(t, gameRewardKindEvent, parts[1].Kind)
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assert.Equal(t, ramadan.BudgetID, parts[1].BudgetID)
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assert.Equal(t, ramadan.ID, *parts[1].EventID)
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// Each event works on the base: 2x and 1.5x add 10 and 5, they do not compound.
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// Bonuses are counted on their own.
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parts, _ = rewardComponents(10, 0, []entities.GameEvent{gameEvent(ptr(2.0), nil), gameEvent(ptr(1.5), ptr(int64(3))), gameEvent(nil, ptr(int64(5)))})
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assert.Equal(t, []int64{10, 10, 8, 5}, amounts(parts))
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// Rounded down to whole EnakCoin.
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parts, _ = rewardComponents(3, 0, []entities.GameEvent{gameEvent(ptr(1.5), nil), gameEvent(ptr(1.33), nil)})
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assert.Equal(t, []int64{3, 1}, amounts(parts), "1.5 adds 1.5 → 1; 1.33 adds 0.99 → 0 and is left out")
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// The cap holds for the total, cutting the lowest priority event first.
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parts, capped = rewardComponents(10, 22, []entities.GameEvent{gameEvent(ptr(2.0), nil), gameEvent(nil, ptr(int64(5)))})
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assert.True(t, capped)
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assert.Equal(t, []int64{10, 10, 2}, amounts(parts))
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assert.Equal(t, []int64{10, 10, 5}, []int64{parts[0].Earned, parts[1].Earned, parts[2].Earned})
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parts, _ = rewardComponents(30, 20, []entities.GameEvent{gameEvent(ptr(2.0), nil)})
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assert.Equal(t, []int64{20, 0}, amounts(parts), "a base at the cap leaves events nothing")
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// Nothing earned, nothing added: a bonus needs a play that earned.
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parts, _ = rewardComponents(0, 0, []entities.GameEvent{gameEvent(nil, ptr(int64(5)))})
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assert.Empty(t, parts)
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// Events paid by the same budget pay one ledger row.
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shared := uuid.New()
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a, b := gameEvent(nil, ptr(int64(2))), gameEvent(nil, ptr(int64(3)))
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a.BudgetID, b.BudgetID = shared, shared
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parts, _ = rewardComponents(10, 0, []entities.GameEvent{a, b})
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parts[0].BudgetID = uuid.New()
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payments := paymentsByBudget(parts)
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assert.Len(t, payments, 2)
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assert.EqualValues(t, 5, payments[1].Amount)
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}
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