Adv 2.0 L5 close-out: §7.4 reconciled + retire 3 CombatLevel readers

Reconcile the migration plan with what actually shipped, and clear the
three remaining CombatLevel reader sites so the §7 grep gates hold.

Plan reconciliation (gogobee_legacy_migration.md §7.4):
The original deletion list was wrong on two counts. (1) AdventureCharacter
struct survives as the loaded-view shape post-L5h overlay; only the
backing table drops at purge. (2) combat_engine.go / combat_bridge.go /
combat_stats.go are not legacy — they're the live combat engine the D&D
system layers on top of (applyDnDPlayerLayer/EquipmentLayer/etc. mutate
CombatStats before SimulateCombat). Verified via grep: 21+ files reference
these symbols across arena/dungeon/zone/expedition. §7.4 rewritten to
reflect this; no L6 combat-engine migration needed.

Reader fixes:
- babysitDailyCost reframed for D&D-level scale. Formula 100 + level*100
  preserves the curve at every old-CL boundary given the 5:1 compression
  in dndLevelFromCombatLevel (Level 4 ≈ old CL 20 = €500/day, Level 10 ≈
  old CL 50 = €1100/day). Caller switched to dndLevelForUser.
- dnd_sheet.go drops the vestigial "Combat (legacy) %d" stat-block line.
- D&D onboarding retired. Post-L5g the welcome DM never fires (every
  legacy player already has a D&D row), so dnd_onboarding.go +
  dnd_onboarding_test.go are deleted, the 3 production caller invocations
  (dnd_zone_combat, combat_bridge, dnd_combat::ensureCharForDnDCmd) and
  the dnd_setup.go stub-creation branch removed. OnboardingSent column
  kept for a separate cleanup pass. dnd_audit_fixes_test.go ported.

go vet ./... && go test ./... clean.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
prosolis
2026-05-09 12:19:34 -07:00
parent 1c7939c3c8
commit 36e14c6084
10 changed files with 60 additions and 286 deletions

View File

@@ -200,37 +200,6 @@ func TestArm_SaveThenSpend_HappyPath(t *testing.T) {
}
}
// ── Fix F: onboarding sent exactly once across draft cancel/rebuild ────────
func TestOnboarding_PersistsAcrossRespec(t *testing.T) {
setupAuditTestDB(t)
uid := id.UserID("@onboard_persist:example")
c := &DnDCharacter{
UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: 3,
STR: 16, DEX: 13, CON: 14, INT: 8, WIS: 10, CHA: 12,
HPMax: 30, HPCurrent: 30, ArmorClass: 16,
OnboardingSent: true, // already received DM
}
if err := SaveDnDCharacter(c); err != nil {
t.Fatal(err)
}
got, _ := LoadDnDCharacter(uid)
if !got.OnboardingSent {
t.Fatal("OnboardingSent didn't round-trip")
}
// maybeSendDnDOnboarding must NOT re-send.
p := &AdventurePlugin{}
advChar := &AdventureCharacter{UserID: uid, CombatLevel: 20}
p.maybeSendDnDOnboarding(uid, advChar, got)
// Flag must remain set; no error.
got2, _ := LoadDnDCharacter(uid)
if !got2.OnboardingSent {
t.Error("OnboardingSent flag flipped off")
}
}
// ── Fix G: Persuasion shop discount expires after 30 minutes ────────────────
func TestPersuasionDiscount_ExpiresAfterTTL(t *testing.T) {
@@ -267,11 +236,10 @@ func TestPersuasionDiscount_ActiveWithinTTL(t *testing.T) {
// ── Fix I: HP scaling clamp ─────────────────────────────────────────────────
// ── Onboarding gap: !setup-first path and wrapper for non-combat handlers ──
// ── Wrapper for non-combat handlers ──────────────────────────────────────
// TestEnsureCharForDnDCmd_FreshMigrate — the wrapper used by !check, !stats,
// !level, !rest, !arm should auto-migrate AND record OnboardingSent=true
// for legacy players.
// !level, !rest, !arm should auto-migrate any legacy player without a D&D row.
func TestEnsureCharForDnDCmd_FreshMigrate(t *testing.T) {
setupAuditTestDB(t)
uid := id.UserID("@wrapper_legacy:example")
@@ -284,9 +252,6 @@ func TestEnsureCharForDnDCmd_FreshMigrate(t *testing.T) {
t.Fatal(err)
}
// Plugin without Matrix client — maybeSendDnDOnboarding short-circuits.
// We only verify that the wrapper produces a character; the DM-side
// short-circuit means OnboardingSent stays false until a real send fires.
p := &AdventurePlugin{}
c, err := p.ensureCharForDnDCmd(uid, advChar)
if err != nil || c == nil {
@@ -300,67 +265,32 @@ func TestEnsureCharForDnDCmd_FreshMigrate(t *testing.T) {
}
}
// TestSetupStatus_LegacyWelcomeStubsRow — when a legacy player runs `!setup`
// for the first time, we save a stub draft with OnboardingSent persisted so
// future paths don't re-fire the welcome.
//
// SendDM no-ops in tests (nil Client), so OnboardingSent stays 0 on the
// stub. The behavior we verify: a stub row gets saved on first !setup, and
// it's flagged PendingSetup=1 so loadOrInitDraft will continue the flow.
func TestSetupStatus_StubRowSaved(t *testing.T) {
// TestSetupStatus_NoStubOnFirstSetup — `!setup` for a player without a D&D
// row must NOT pre-create one; the row is created only on `!setup confirm`.
// (Pre-L5g this branch saved a stub for legacy players to carry the
// onboarding-DM flag; that mechanism has been retired.)
func TestSetupStatus_NoStubOnFirstSetup(t *testing.T) {
setupAuditTestDB(t)
uid := id.UserID("@setup_first:example")
if err := createAdvCharacter(uid, "setup_first"); err != nil {
t.Fatal(err)
for _, uid := range []id.UserID{"@setup_legacy:example", "@setup_new:example"} {
if err := createAdvCharacter(uid, string(uid)); err != nil {
t.Fatal(err)
}
}
advChar, _ := loadAdvCharacter(uid)
advChar.CombatLevel = 30
saveAdvCharacter(advChar)
// Legacy player (CombatLevel = 30) — used to get a stub.
advLegacy, _ := loadAdvCharacter("@setup_legacy:example")
advLegacy.CombatLevel = 30
saveAdvCharacter(advLegacy)
p := &AdventurePlugin{}
if err := p.dndSetupStatus(MessageContext{Sender: uid}); err != nil {
t.Fatal(err)
}
// Stub row should now exist.
got, err := LoadDnDCharacter(uid)
if err != nil || got == nil {
t.Fatalf("expected stub row after !setup; got err=%v", err)
}
if !got.PendingSetup {
t.Error("stub row should be pending_setup=1")
}
if got.Race != "" || got.Class != "" {
t.Errorf("stub row should have empty race/class; got race=%q class=%q",
got.Race, got.Class)
}
// Level on the stub must be the computed mapping (not the default 1)
// so the onboarding DM reports the correct projected level.
wantLevel := dndLevelFromCombatLevel(30) // 30/5 = 6
if got.Level != wantLevel {
t.Errorf("stub level = %d, want %d (combat_level=30 → /5)", got.Level, wantLevel)
}
}
// TestSetupStatus_BrandNewPlayerNoStub — combat_level < 2 means brand-new
// player. The !setup flow must NOT save a stub or fire onboarding.
func TestSetupStatus_BrandNewPlayerNoStub(t *testing.T) {
setupAuditTestDB(t)
uid := id.UserID("@setup_new:example")
if err := createAdvCharacter(uid, "setup_new"); err != nil {
t.Fatal(err)
}
// CombatLevel stays at default (1).
p := &AdventurePlugin{}
if err := p.dndSetupStatus(MessageContext{Sender: uid}); err != nil {
t.Fatal(err)
}
// No row should exist — brand-new player flow doesn't pre-create.
got, _ := LoadDnDCharacter(uid)
if got != nil {
t.Errorf("brand-new player got a stub row: %+v", got)
for _, uid := range []id.UserID{"@setup_legacy:example", "@setup_new:example"} {
if err := p.dndSetupStatus(MessageContext{Sender: uid}); err != nil {
t.Fatal(err)
}
got, _ := LoadDnDCharacter(uid)
if got != nil {
t.Errorf("%s: !setup pre-created a row: %+v", uid, got)
}
}
}