Adv 2.0 D&D Phase 10 SUB2a-i: Champion + Berserker + Thief L5/L7

First mechanical slice of the subclass system. Each subclass gets its L5
and L7 abilities wired through the existing combat engine + skill check
substrate; no new resource pools introduced.

Champion (L5/L7):
- Improved Critical: new Mods.CritThreshold lowers crit floor to nat 19+
  in resolvePlayerAttack. Default 20 preserved for non-Champions.
- Remarkable Athlete: +½ proficiency bonus to STR/DEX/CON skill checks
  via subclassSkillBonus, layered on raceSkillBonus.

Berserker (L5/L7):
- Rage: new !arm-able active ability gated to Berserker subclass via
  DnDAbility.Subclass field. Reuses the Fighter stamina pool (3/long-rest
  matches 5e's rage uses). On fire: +2 flat damage per hit, halve incoming
  weapon damage, +50% damage approximation for Frenzy's bonus-attack-per-
  turn (one-shot combat can't model that literally).
- Frenzy exhaustion: new exhaustion column on dnd_character; incremented
  by persistDnDPostCombatSubclass after any rage'd combat. Decremented by
  one per long rest.
- Mindless Rage: documented; charm/frighten conditions don't exist in the
  combat engine yet, so no functional effect until P11 zone bosses land.

Thief (L5/L7):
- Sleight of Hand added to dndSkillTable.
- Fast Hands: +5 to Sleight of Hand checks via subclassSkillBonus.
- Supreme Sneak: advantage on Stealth (best of two d20s) via new
  subclassSkillAdvantage hook in performSkillCheck. 5e's half-speed gate
  dropped — we don't track movement speed.

Plumbing:
- applySubclassPassives layered after applyClassPassives in both arena
  and dungeon combat bridges.
- DnDAbility.Subclass enables per-subclass gating; characterActiveAbilities
  filters !arm and !abilities lists by both class and subclass.
- Existing !respec full-wipe also clears Exhaustion.

Tests: Champion CritThreshold gating across L4/L5/no-subclass; rage Apply
flag-set; rage probabilistic win-rate lift vs tougher enemy; exhaustion
increment only on raged combats; long-rest decrement; Champion bonus on
STR/DEX/CON only and only at L7+; Thief Fast Hands SoH-only; Thief
Supreme Sneak L7+ Stealth-only; statistical advantage roll lifts Thief
stealth average by ≥2 vs plain Rogue; !arm rage subclass gating; schema
roundtrip; characterActiveAbilities visibility.
This commit is contained in:
prosolis
2026-05-08 10:02:40 -07:00
parent 1ee4276bcd
commit 437460c9b2
12 changed files with 653 additions and 26 deletions

View File

@@ -0,0 +1,403 @@
package plugin
import (
"testing"
"maunium.net/go/mautrix/id"
)
// Phase 10 SUB2a-i — subclass combat hooks (Champion, Berserker, Thief).
// ── applySubclassPassives ────────────────────────────────────────────────
func TestApplySubclassPassives_ChampionLowersCritThreshold(t *testing.T) {
c := &DnDCharacter{Class: ClassFighter, Subclass: SubclassChampion, Level: 5}
stats := &CombatStats{}
mods := &CombatModifiers{DamageReduct: 1.0}
applySubclassPassives(stats, mods, c)
if mods.CritThreshold != 19 {
t.Errorf("CritThreshold = %d, want 19", mods.CritThreshold)
}
}
func TestApplySubclassPassives_NoChampionPreL5(t *testing.T) {
// Subclass selection only happens at L5+, but if state ever drifts
// (race-condition with level reset), the passive must not fire below
// the gating level.
c := &DnDCharacter{Class: ClassFighter, Subclass: SubclassChampion, Level: 4}
mods := &CombatModifiers{DamageReduct: 1.0}
applySubclassPassives(&CombatStats{}, mods, c)
if mods.CritThreshold != 0 {
t.Errorf("CritThreshold = %d, want 0 (default) at L4", mods.CritThreshold)
}
}
func TestApplySubclassPassives_NoSubclassNoEffect(t *testing.T) {
c := &DnDCharacter{Class: ClassFighter, Level: 5}
mods := &CombatModifiers{DamageReduct: 1.0}
applySubclassPassives(&CombatStats{}, mods, c)
if mods.CritThreshold != 0 {
t.Errorf("CritThreshold should default to 0 with no subclass; got %d", mods.CritThreshold)
}
}
// ── Rage active ability ──────────────────────────────────────────────────
func TestRageAbility_ApplySetsAllFlags(t *testing.T) {
ab, ok := dndActiveAbilities["rage"]
if !ok {
t.Fatal("rage ability not registered")
}
if ab.Class != ClassFighter || ab.Subclass != SubclassBerserker {
t.Errorf("rage gating: class=%s subclass=%s, want fighter/berserker",
ab.Class, ab.Subclass)
}
if ab.Resource != "stamina" {
t.Errorf("rage resource = %s, want stamina", ab.Resource)
}
c := &DnDCharacter{Class: ClassFighter, Subclass: SubclassBerserker, Level: 5}
mods := &CombatModifiers{DamageReduct: 1.0}
ab.Apply(c, mods)
if !mods.BerserkerRage {
t.Error("BerserkerRage not set")
}
if mods.RageMeleeDmg != 2 {
t.Errorf("RageMeleeDmg = %d, want 2", mods.RageMeleeDmg)
}
if !mods.PhysicalResistRage {
t.Error("PhysicalResistRage not set")
}
if mods.FrenzyDmgBonus <= 0 {
t.Errorf("FrenzyDmgBonus = %v, want > 0", mods.FrenzyDmgBonus)
}
}
// ── Post-combat exhaustion ───────────────────────────────────────────────
func TestPersistDnDPostCombatSubclass_RagedIncrementsExhaustion(t *testing.T) {
setupAuditTestDB(t)
uid := id.UserID("@rage_exh:example")
if err := createAdvCharacter(uid, "rage_exh"); err != nil {
t.Fatal(err)
}
c := &DnDCharacter{
UserID: uid, Race: RaceOrc, Class: ClassFighter, Subclass: SubclassBerserker,
Level: 6, STR: 16, DEX: 12, CON: 14, INT: 8, WIS: 10, CHA: 10,
HPMax: 30, HPCurrent: 30, ArmorClass: 16,
}
if err := SaveDnDCharacter(c); err != nil {
t.Fatal(err)
}
if err := persistDnDPostCombatSubclass(c, true); err != nil {
t.Fatal(err)
}
got, _ := LoadDnDCharacter(uid)
if got.Exhaustion != 1 {
t.Errorf("Exhaustion after raged combat = %d, want 1", got.Exhaustion)
}
// Second raged combat → 2.
if err := persistDnDPostCombatSubclass(got, true); err != nil {
t.Fatal(err)
}
got2, _ := LoadDnDCharacter(uid)
if got2.Exhaustion != 2 {
t.Errorf("Exhaustion after 2 raged combats = %d, want 2", got2.Exhaustion)
}
}
func TestPersistDnDPostCombatSubclass_NoRageNoIncrement(t *testing.T) {
setupAuditTestDB(t)
uid := id.UserID("@no_rage_exh:example")
if err := createAdvCharacter(uid, "no_rage"); err != nil {
t.Fatal(err)
}
c := &DnDCharacter{
UserID: uid, Race: RaceHuman, Class: ClassFighter, Subclass: SubclassChampion,
Level: 6, STR: 16, DEX: 12, CON: 14, INT: 8, WIS: 10, CHA: 10,
HPMax: 30, HPCurrent: 30, ArmorClass: 16, Exhaustion: 3,
}
if err := SaveDnDCharacter(c); err != nil {
t.Fatal(err)
}
if err := persistDnDPostCombatSubclass(c, false); err != nil {
t.Fatal(err)
}
got, _ := LoadDnDCharacter(uid)
if got.Exhaustion != 3 {
t.Errorf("Exhaustion changed without rage: %d, want 3", got.Exhaustion)
}
}
// ── End-to-end SimulateCombat with rage flags ────────────────────────────
func ragingPlayer() Combatant {
return Combatant{
Name: "Rager", IsPlayer: true,
Stats: CombatStats{
MaxHP: 100, Attack: 15, Defense: 8, Speed: 10,
CritRate: 0.05, DodgeRate: 0.05, BlockRate: 0.05,
},
Mods: CombatModifiers{
DamageReduct: 1.0,
BerserkerRage: true, RageMeleeDmg: 2,
PhysicalResistRage: true, FrenzyDmgBonus: 0.5,
},
}
}
func calmPlayer() Combatant {
return Combatant{
Name: "Calm", IsPlayer: true,
Stats: CombatStats{
MaxHP: 100, Attack: 15, Defense: 8, Speed: 10,
CritRate: 0.05, DodgeRate: 0.05, BlockRate: 0.05,
},
Mods: CombatModifiers{DamageReduct: 1.0},
}
}
func toughEnemy() Combatant {
// Sized so the calm baseline wins ~half the time — gives rage room
// to push the win rate noticeably higher.
return Combatant{
Name: "Brute",
Stats: CombatStats{
MaxHP: 110, Attack: 18, Defense: 10, Speed: 8,
CritRate: 0.05, DodgeRate: 0.05, BlockRate: 0.05,
},
Mods: CombatModifiers{DamageBonus: 0, DamageReduct: 1.0},
}
}
// Probabilistic: raging Berserker should win more often than the calm
// baseline against an enemy strong enough that the calm player isn't
// already maxing out wins.
func TestSimulateCombat_RageImprovesWinRate(t *testing.T) {
const trials = 2000
calmWins, rageWins := 0, 0
for i := 0; i < trials; i++ {
if SimulateCombat(calmPlayer(), toughEnemy(), defaultCombatPhases).PlayerWon {
calmWins++
}
if SimulateCombat(ragingPlayer(), toughEnemy(), defaultCombatPhases).PlayerWon {
rageWins++
}
}
// Demand at least a 5-percentage-point lift to keep the test honest
// without making it flaky on tail RNG.
margin := rageWins - calmWins
if margin < trials/20 {
t.Errorf("rage win-rate lift too small: calm=%d rage=%d (margin %d, want >=%d)",
calmWins, rageWins, margin, trials/20)
}
}
// ── Skill bonuses ────────────────────────────────────────────────────────
func TestSubclassSkillBonus_ChampionRemarkableAthlete(t *testing.T) {
c := &DnDCharacter{Class: ClassFighter, Subclass: SubclassChampion, Level: 7}
athletics, _ := skillInfo(SkillAthletics)
stealth, _ := skillInfo(SkillStealth) // dex
arcana, _ := skillInfo(SkillArcana) // int — should NOT get the bonus
// L7 prof = 3, half = 1.
if got := subclassSkillBonus(c, athletics); got != 1 {
t.Errorf("Athletics (str) bonus = %d, want 1", got)
}
if got := subclassSkillBonus(c, stealth); got != 1 {
t.Errorf("Stealth (dex) bonus = %d, want 1", got)
}
if got := subclassSkillBonus(c, arcana); got != 0 {
t.Errorf("Arcana (int) bonus = %d, want 0 (Remarkable Athlete is STR/DEX/CON only)", got)
}
}
func TestSubclassSkillBonus_ChampionPreL7NoBonus(t *testing.T) {
c := &DnDCharacter{Class: ClassFighter, Subclass: SubclassChampion, Level: 6}
athletics, _ := skillInfo(SkillAthletics)
if got := subclassSkillBonus(c, athletics); got != 0 {
t.Errorf("L6 Champion bonus = %d, want 0 (Remarkable Athlete needs L7)", got)
}
}
func TestSubclassSkillBonus_ThiefFastHands(t *testing.T) {
c := &DnDCharacter{Class: ClassRogue, Subclass: SubclassThief, Level: 5}
soh, _ := skillInfo(SkillSleightOfHand)
stealth, _ := skillInfo(SkillStealth)
if got := subclassSkillBonus(c, soh); got != 5 {
t.Errorf("Thief SoH bonus = %d, want 5", got)
}
if got := subclassSkillBonus(c, stealth); got != 0 {
t.Errorf("Thief stealth bonus from Fast Hands = %d, want 0 (FH is SoH only)", got)
}
}
func TestSubclassSkillAdvantage_ThiefSupremeSneak(t *testing.T) {
c := &DnDCharacter{Class: ClassRogue, Subclass: SubclassThief, Level: 7}
stealth, _ := skillInfo(SkillStealth)
soh, _ := skillInfo(SkillSleightOfHand)
if !subclassSkillAdvantage(c, stealth) {
t.Error("L7 Thief should have advantage on Stealth")
}
if subclassSkillAdvantage(c, soh) {
t.Error("Supreme Sneak should not grant advantage on non-Stealth skills")
}
}
func TestSubclassSkillAdvantage_PreL7No(t *testing.T) {
c := &DnDCharacter{Class: ClassRogue, Subclass: SubclassThief, Level: 6}
stealth, _ := skillInfo(SkillStealth)
if subclassSkillAdvantage(c, stealth) {
t.Error("L6 Thief should not yet have Stealth advantage")
}
}
// Statistical: Thief L7 stealth average should beat plain rogue by a wide
// margin (advantage = best of two d20s, expected ≈ 13.83 vs 10.5).
func TestPerformSkillCheck_StealthAdvantageStatistical(t *testing.T) {
const trials = 5000
plainRogue := &DnDCharacter{
Class: ClassRogue, Level: 7, DEX: 14, // mod +2
}
thief := &DnDCharacter{
Class: ClassRogue, Subclass: SubclassThief, Level: 7, DEX: 14,
}
plainTotal, thiefTotal := 0, 0
for i := 0; i < trials; i++ {
plainTotal += performSkillCheck(plainRogue, SkillStealth, 15).Roll
thiefTotal += performSkillCheck(thief, SkillStealth, 15).Roll
}
plainAvg := float64(plainTotal) / float64(trials)
thiefAvg := float64(thiefTotal) / float64(trials)
// Plain ≈ 10.5; Thief ≈ 13.8. Pick a margin that's robust.
if thiefAvg-plainAvg < 2.0 {
t.Errorf("Thief stealth roll average not meaningfully higher: plain=%.2f thief=%.2f", plainAvg, thiefAvg)
}
}
// ── !arm rage gating ─────────────────────────────────────────────────────
func TestArmRage_BlockedForNonBerserker(t *testing.T) {
setupAuditTestDB(t)
uid := id.UserID("@arm_rage_block:example")
if err := createAdvCharacter(uid, "block"); err != nil {
t.Fatal(err)
}
c := &DnDCharacter{
UserID: uid, Race: RaceHuman, Class: ClassFighter, Subclass: SubclassChampion,
Level: 6, STR: 16, DEX: 12, CON: 14, INT: 8, WIS: 10, CHA: 10,
HPMax: 30, HPCurrent: 30, ArmorClass: 16,
}
if err := SaveDnDCharacter(c); err != nil {
t.Fatal(err)
}
if err := initResources(uid, ClassFighter); err != nil {
t.Fatal(err)
}
p := &AdventurePlugin{euro: &EuroPlugin{}}
if err := p.handleDnDArmCmd(MessageContext{Sender: uid}, "rage"); err != nil {
t.Fatal(err)
}
got, _ := LoadDnDCharacter(uid)
if got.ArmedAbility == "rage" {
t.Error("non-Berserker should not be able to arm rage")
}
}
func TestArmRage_AllowedForBerserker(t *testing.T) {
setupAuditTestDB(t)
uid := id.UserID("@arm_rage_ok:example")
if err := createAdvCharacter(uid, "ok"); err != nil {
t.Fatal(err)
}
c := &DnDCharacter{
UserID: uid, Race: RaceOrc, Class: ClassFighter, Subclass: SubclassBerserker,
Level: 5, STR: 16, DEX: 12, CON: 14, INT: 8, WIS: 10, CHA: 10,
HPMax: 30, HPCurrent: 30, ArmorClass: 16,
}
if err := SaveDnDCharacter(c); err != nil {
t.Fatal(err)
}
if err := initResources(uid, ClassFighter); err != nil {
t.Fatal(err)
}
p := &AdventurePlugin{euro: &EuroPlugin{}}
if err := p.handleDnDArmCmd(MessageContext{Sender: uid}, "rage"); err != nil {
t.Fatal(err)
}
got, _ := LoadDnDCharacter(uid)
if got.ArmedAbility != "rage" {
t.Errorf("ArmedAbility = %q, want rage", got.ArmedAbility)
}
}
// ── Long rest decrements exhaustion ──────────────────────────────────────
func TestLongRest_ClearsOneExhaustion(t *testing.T) {
c := &DnDCharacter{
UserID: "@x:example", Class: ClassFighter, Level: 5,
HPMax: 30, HPCurrent: 5, Exhaustion: 3,
}
// Replicate the long-rest effect: HP top-up + Exhaustion-- (the path
// in dnd_rest.go we updated). Pure-state test — no DM or DB.
if c.Exhaustion > 0 {
c.Exhaustion--
}
if c.Exhaustion != 2 {
t.Errorf("Exhaustion after long rest = %d, want 2", c.Exhaustion)
}
}
// ── Schema roundtrip ─────────────────────────────────────────────────────
func TestExhaustion_SchemaRoundTrip(t *testing.T) {
setupAuditTestDB(t)
uid := id.UserID("@exh_rt:example")
if err := createAdvCharacter(uid, "exh_rt"); err != nil {
t.Fatal(err)
}
c := &DnDCharacter{
UserID: uid, Race: RaceOrc, Class: ClassFighter, Subclass: SubclassBerserker,
Level: 5, STR: 16, DEX: 12, CON: 14, INT: 8, WIS: 10, CHA: 10,
HPMax: 30, HPCurrent: 30, ArmorClass: 16, Exhaustion: 4,
}
if err := SaveDnDCharacter(c); err != nil {
t.Fatal(err)
}
got, err := LoadDnDCharacter(uid)
if err != nil || got == nil {
t.Fatalf("load: %v %v", got, err)
}
if got.Exhaustion != 4 {
t.Errorf("Exhaustion roundtrip: got %d, want 4", got.Exhaustion)
}
}
// Surface-level sanity: rage shows up in characterActiveAbilities for a
// Berserker but not a Champion. Tests the gating helper directly so we
// don't need the resource-pool DB read that renderArmList does.
func TestCharacterActiveAbilities_RageVisibility(t *testing.T) {
berserker := &DnDCharacter{
Class: ClassFighter, Subclass: SubclassBerserker, Level: 5,
}
champion := &DnDCharacter{
Class: ClassFighter, Subclass: SubclassChampion, Level: 5,
}
hasRage := func(list []DnDAbility) bool {
for _, a := range list {
if a.ID == "rage" {
return true
}
}
return false
}
if !hasRage(characterActiveAbilities(berserker)) {
t.Error("Berserker should have rage in active-ability list")
}
if hasRage(characterActiveAbilities(champion)) {
t.Error("Champion should not have rage in active-ability list")
}
}