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D&D: wire monster abilities from SRD traits in the tuning pass
The tuned bestiary previously left every generated entry with a nil Ability. abilityFromTraits now classifies each creature's SRD trait names against a priority-ordered rule table, mapping the most combat-defining trait onto a MonsterAbility effect (death_aoe, regenerate, spell_resist, evade, enrage, ...). Creatures whose traits are all non-combat stay nil. 165 of 322 entries get an ability.
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@@ -28,8 +28,68 @@ func TestTunedBestiarySRD_Populated(t *testing.T) {
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if m.Speed < 6 || m.Speed > 18 {
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t.Errorf("%s: Speed=%d, want within [6,18]", id, m.Speed)
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}
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// Ability is optional (nil when the creature's traits are all
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// non-combat), but a wired one must be structurally sane.
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if m.Ability != nil {
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t.Errorf("%s: Ability is set — the generator never wires abilities", id)
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a := m.Ability
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if a.Name == "" {
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t.Errorf("%s: Ability has empty Name", id)
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}
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if !tunedAbilityPhases[a.Phase] {
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t.Errorf("%s: Ability.Phase=%q, want a known combat phase", id, a.Phase)
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}
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if a.ProcChance <= 0 || a.ProcChance > 1 {
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t.Errorf("%s: Ability.ProcChance=%v, want within (0,1]", id, a.ProcChance)
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}
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if !tunedAbilityEffects[a.Effect] {
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t.Errorf("%s: Ability.Effect=%q, want an engine-recognised effect", id, a.Effect)
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}
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}
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}
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}
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// tunedAbilityPhases / tunedAbilityEffects are the values the trait classifier
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// (abilityFromTraits in cmd/open5e-import/tuned.go) is allowed to emit. The
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// effect set is the subset of applyAbility's vocabulary the classifier uses;
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// if a new trait rule introduces another effect, add it here too.
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var tunedAbilityPhases = map[string]bool{
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"opening": true, "clash": true, "decisive": true, "any": true,
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}
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var tunedAbilityEffects = map[string]bool{
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"death_aoe": true, "aoe": true, "survive_at_1": true, "regenerate": true,
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"spell_resist": true, "bonus_damage": true, "stun": true, "enrage": true,
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"retaliate": true, "advantage": true, "evade": true,
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}
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// TestTunedBestiarySRD_AbilityWiring spot-checks the trait→ability classifier:
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// a creature with a combat trait gets the expected effect, and one whose traits
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// are all non-combat stays nil.
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func TestTunedBestiarySRD_AbilityWiring(t *testing.T) {
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cases := []struct {
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id string
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effect string // "" means Ability should be nil
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}{
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{"troll", "regenerate"}, // Regeneration
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{"goblin", "evade"}, // Nimble Escape
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{"balor", "death_aoe"}, // Death Throes (priority over Magic Resistance)
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{"lich", "aoe"}, // Spellcasting
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{"awakened_shrub", ""}, // False Appearance — no rule, stays nil
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{"badger", ""}, // Keen Smell — non-combat
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}
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for _, tc := range cases {
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m, ok := tunedBestiarySRD[tc.id]
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if !ok {
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t.Errorf("%s missing from tuned bestiary", tc.id)
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continue
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}
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switch {
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case tc.effect == "" && m.Ability != nil:
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t.Errorf("%s: Ability=%+v, want nil", tc.id, m.Ability)
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case tc.effect != "" && m.Ability == nil:
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t.Errorf("%s: Ability is nil, want effect %q", tc.id, tc.effect)
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case tc.effect != "" && m.Ability.Effect != tc.effect:
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t.Errorf("%s: Ability.Effect=%q, want %q", tc.id, m.Ability.Effect, tc.effect)
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}
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}
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}
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