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Adv 2.0 L4e reader flip (read-only sites): house state via loadHouseState
dnd_rest long-rest eligibility, dnd_sheet housing display, and petShouldArrive / mistyHousingHint now source house state from player_meta via loadHouseState(userID) instead of *AdventureCharacter. petShouldArrive, mistyHousingHint, and renderDnDSheet gained a HouseState parameter; scheduler and Misty NPC callers load it. Reader flip inside adventure_housing.go itself stays deferred — its mutation paths bundle with cutting AdvCharacter writes post-soak. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -214,37 +214,37 @@ func TestPetDeathText_NoPet(t *testing.T) {
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// ── Pet Arrival Logic ──────────────────────────────────────────────────────
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func TestPetShouldArrive_NoHouse(t *testing.T) {
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char := &AdventureCharacter{HouseTier: 0}
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if petShouldArrive(char) {
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char := &AdventureCharacter{}
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if petShouldArrive(char, HouseState{Tier: 0}) {
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t.Error("should not arrive without house")
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}
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}
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func TestPetShouldArrive_BaseHouseOnly(t *testing.T) {
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char := &AdventureCharacter{HouseTier: 1} // Base house, not yet Livable
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if petShouldArrive(char) {
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char := &AdventureCharacter{}
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if petShouldArrive(char, HouseState{Tier: 1}) { // Base house, not yet Livable
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t.Error("should not arrive with only base house (need tier 2+)")
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}
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}
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func TestPetShouldArrive_AlreadyArrived(t *testing.T) {
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char := &AdventureCharacter{HouseTier: 2, PetArrived: true}
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if petShouldArrive(char) {
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char := &AdventureCharacter{PetArrived: true}
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if petShouldArrive(char, HouseState{Tier: 2}) {
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t.Error("should not trigger if pet already arrived")
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}
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}
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func TestPetShouldArrive_ChasedAway(t *testing.T) {
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char := &AdventureCharacter{HouseTier: 2, PetChasedAway: true}
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if petShouldArrive(char) {
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char := &AdventureCharacter{PetChasedAway: true}
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if petShouldArrive(char, HouseState{Tier: 2}) {
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t.Error("should not trigger if pet was chased away (and not reactivated)")
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}
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}
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func TestPetShouldArrive_Reactivated(t *testing.T) {
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char := &AdventureCharacter{HouseTier: 2, PetChasedAway: true, PetReactivated: true}
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char := &AdventureCharacter{PetChasedAway: true, PetReactivated: true}
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// With reactivation, should always return true
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if !petShouldArrive(char) {
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if !petShouldArrive(char, HouseState{Tier: 2}) {
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t.Error("reactivated pet should always trigger arrival")
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}
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}
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@@ -284,21 +284,21 @@ func TestPetMorningEvent_NoPet(t *testing.T) {
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func TestMistyHousingHint_NoEncounters(t *testing.T) {
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char := &AdventureCharacter{MistyEncounterCount: 0}
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if mistyHousingHint(char) != "" {
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if mistyHousingHint(char, HouseState{}) != "" {
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t.Error("should not hint with 0 encounters")
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}
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}
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func TestMistyHousingHint_HasHouse(t *testing.T) {
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char := &AdventureCharacter{MistyEncounterCount: 3, HouseTier: 1}
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if mistyHousingHint(char) != "" {
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char := &AdventureCharacter{MistyEncounterCount: 3}
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if mistyHousingHint(char, HouseState{Tier: 1}) != "" {
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t.Error("should not hint if player has house")
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}
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}
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func TestMistyHousingHint_Donated(t *testing.T) {
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char := &AdventureCharacter{MistyEncounterCount: 2, MistyDonatedCount: 1}
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hint := mistyHousingHint(char)
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hint := mistyHousingHint(char, HouseState{})
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if !strings.Contains(hint, "house") {
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t.Errorf("donated player hint should mention house, got: %q", hint)
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}
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@@ -306,7 +306,7 @@ func TestMistyHousingHint_Donated(t *testing.T) {
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func TestMistyHousingHint_NotDonated(t *testing.T) {
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char := &AdventureCharacter{MistyEncounterCount: 2, MistyDonatedCount: 0}
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hint := mistyHousingHint(char)
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hint := mistyHousingHint(char, HouseState{})
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if hint != "Thank you for your time." {
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t.Errorf("non-donor hint should be dismissive, got: %q", hint)
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}
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