mirror of
https://github.com/prosolis/gogobee.git
synced 2026-07-15 08:32:41 +00:00
Add forward-simulating combat engine with consumables, monster abilities, and narrative rendering
Replaces the single-roll probability system for dungeon and arena combat with a multi-phase simulation engine where gear, buffs, pets, and NPCs are meaningful mechanical inputs. Adds consumable items (auto-crafted from forage/mine/fish drops), monster abilities for T2+ enemies, and Dragon Quest-style combat narrative with phased message delivery. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
333
internal/plugin/combat_stats_test.go
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333
internal/plugin/combat_stats_test.go
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package plugin
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import (
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"testing"
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)
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func testEquip(tier int) map[EquipmentSlot]*AdvEquipment {
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equip := make(map[EquipmentSlot]*AdvEquipment)
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for _, slot := range allSlots {
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equip[slot] = &AdvEquipment{
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Slot: slot,
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Tier: tier,
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Condition: 100,
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}
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}
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return equip
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}
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func testChar(combatLevel int) *AdventureCharacter {
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return &AdventureCharacter{
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CombatLevel: combatLevel,
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Alive: true,
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}
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}
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func zeroBonuses() *AdvBonusSummary {
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return &AdvBonusSummary{}
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}
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func TestDerivePlayerStats_BaseStats(t *testing.T) {
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char := testChar(10)
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equip := testEquip(0)
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stats, _ := DerivePlayerStats(char, equip, zeroBonuses(), 0, 0, false)
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if stats.MaxHP < 70 {
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t.Errorf("level 10 base MaxHP = %d, want >= 70", stats.MaxHP)
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}
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if stats.Attack < 15 {
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t.Errorf("level 10 base Attack = %d, want >= 15", stats.Attack)
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}
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}
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func TestDerivePlayerStats_EquipmentScales(t *testing.T) {
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char := testChar(10)
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statsT1, _ := DerivePlayerStats(char, testEquip(1), zeroBonuses(), 0, 0, false)
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statsT3, _ := DerivePlayerStats(char, testEquip(3), zeroBonuses(), 0, 0, false)
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statsT5, _ := DerivePlayerStats(char, testEquip(5), zeroBonuses(), 0, 0, false)
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if statsT3.Attack <= statsT1.Attack {
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t.Errorf("T3 Attack (%d) should exceed T1 (%d)", statsT3.Attack, statsT1.Attack)
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}
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if statsT5.Attack <= statsT3.Attack {
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t.Errorf("T5 Attack (%d) should exceed T3 (%d)", statsT5.Attack, statsT3.Attack)
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}
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if statsT5.Defense <= statsT1.Defense {
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t.Errorf("T5 Defense (%d) should exceed T1 (%d)", statsT5.Defense, statsT1.Defense)
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}
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if statsT5.Speed <= statsT1.Speed {
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t.Errorf("T5 Speed (%d) should exceed T1 (%d)", statsT5.Speed, statsT1.Speed)
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}
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}
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func TestDerivePlayerStats_ConditionDegrades(t *testing.T) {
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char := testChar(10)
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fullEquip := testEquip(3)
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damagedEquip := testEquip(3)
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for _, eq := range damagedEquip {
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eq.Condition = 20
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}
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statsFull, _ := DerivePlayerStats(char, fullEquip, zeroBonuses(), 0, 0, false)
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statsDmg, _ := DerivePlayerStats(char, damagedEquip, zeroBonuses(), 0, 0, false)
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if statsDmg.Attack >= statsFull.Attack {
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t.Errorf("damaged Attack (%d) should be less than full (%d)", statsDmg.Attack, statsFull.Attack)
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}
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if statsDmg.Defense >= statsFull.Defense {
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t.Errorf("damaged Defense (%d) should be less than full (%d)", statsDmg.Defense, statsFull.Defense)
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}
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}
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func TestDerivePlayerStats_ChampionsSet(t *testing.T) {
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char := testChar(20)
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equip := testEquip(3)
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for _, eq := range equip {
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eq.ArenaTier = 3
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eq.ArenaSet = "champions"
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}
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stats, _ := DerivePlayerStats(char, equip, zeroBonuses(), 0, 0, false)
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// Compare against same tier without set
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equip2 := testEquip(3)
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for _, eq := range equip2 {
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eq.ArenaTier = 3
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}
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statsNoSet, _ := DerivePlayerStats(char, equip2, zeroBonuses(), 0, 0, false)
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if stats.MaxHP <= statsNoSet.MaxHP {
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t.Errorf("champions MaxHP (%d) should exceed no-set (%d)", stats.MaxHP, statsNoSet.MaxHP)
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}
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if stats.Attack <= statsNoSet.Attack {
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t.Errorf("champions Attack (%d) should exceed no-set (%d)", stats.Attack, statsNoSet.Attack)
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}
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}
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func TestDerivePlayerStats_StreakBonuses(t *testing.T) {
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char := testChar(15)
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equip := testEquip(2)
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stats0, _ := DerivePlayerStats(char, equip, zeroBonuses(), 0, 0, false)
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stats7, _ := DerivePlayerStats(char, equip, zeroBonuses(), 0, 7, false)
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stats30, _ := DerivePlayerStats(char, equip, zeroBonuses(), 0, 30, false)
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if stats7.Attack <= stats0.Attack {
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t.Errorf("7-day streak Attack (%d) should exceed 0-streak (%d)", stats7.Attack, stats0.Attack)
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}
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if stats30.Attack <= stats7.Attack {
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t.Errorf("30-day streak Attack (%d) should exceed 7-streak (%d)", stats30.Attack, stats7.Attack)
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}
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}
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func TestDerivePlayerStats_GrudgeBonus(t *testing.T) {
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char := testChar(15)
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equip := testEquip(2)
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statsNo, _ := DerivePlayerStats(char, equip, zeroBonuses(), 0, 0, false)
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statsYes, _ := DerivePlayerStats(char, equip, zeroBonuses(), 0, 0, true)
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if statsYes.Attack <= statsNo.Attack {
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t.Errorf("grudge Attack (%d) should exceed no-grudge (%d)", statsYes.Attack, statsNo.Attack)
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}
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}
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func TestDerivePlayerStats_HousingHP(t *testing.T) {
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char := testChar(10)
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char.HouseTier = 4 // +20% HP
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equip := testEquip(2)
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stats, _ := DerivePlayerStats(char, equip, zeroBonuses(), 0, 0, false)
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charNoHouse := testChar(10)
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statsNoHouse, _ := DerivePlayerStats(charNoHouse, equip, zeroBonuses(), 0, 0, false)
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if stats.MaxHP <= statsNoHouse.MaxHP {
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t.Errorf("T4 housing MaxHP (%d) should exceed no-house (%d)", stats.MaxHP, statsNoHouse.MaxHP)
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}
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}
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func TestDerivePlayerStats_PetModifiers(t *testing.T) {
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char := testChar(10)
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char.PetType = "cat"
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char.PetArrived = true
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char.PetLevel = 5
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_, mods := DerivePlayerStats(char, testEquip(2), zeroBonuses(), 0, 0, false)
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if mods.PetAttackProc == 0 {
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t.Error("pet attack proc should be non-zero")
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}
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if mods.PetDeflectProc == 0 {
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t.Error("pet deflect proc should be non-zero")
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}
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if mods.PetWhiffProc == 0 {
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t.Error("pet whiff proc should be non-zero")
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}
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if mods.PetAttackDmg == 0 {
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t.Error("pet attack damage should be non-zero")
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}
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}
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func TestDerivePlayerStats_ChatPerks(t *testing.T) {
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char := testChar(10)
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equip := testEquip(2)
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stats0, _ := DerivePlayerStats(char, equip, zeroBonuses(), 0, 0, false)
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stats50, _ := DerivePlayerStats(char, equip, zeroBonuses(), 50, 0, false)
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if stats50.CritRate <= stats0.CritRate {
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t.Errorf("L50 chat CritRate (%.3f) should exceed L0 (%.3f)", stats50.CritRate, stats0.CritRate)
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}
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}
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func TestDerivePlayerStats_RateCaps(t *testing.T) {
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char := testChar(50)
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equip := testEquip(5)
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for _, eq := range equip {
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eq.ArenaTier = 5
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eq.ArenaSet = "bloodied"
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}
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bonuses := &AdvBonusSummary{ExceptionalBonus: 50}
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stats, _ := DerivePlayerStats(char, equip, bonuses, 50, 0, false)
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if stats.CritRate > 0.50 {
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t.Errorf("CritRate %f exceeds 50%% cap", stats.CritRate)
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}
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if stats.DodgeRate > 0.40 {
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t.Errorf("DodgeRate %f exceeds 40%% cap", stats.DodgeRate)
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}
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if stats.BlockRate > 0.40 {
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t.Errorf("BlockRate %f exceeds 40%% cap", stats.BlockRate)
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}
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}
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// ── Monster Stat Tests ───────────────────────────────────────────────────────
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func TestDeriveArenaMonsterStats_Scales(t *testing.T) {
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weak := &ArenaMonster{Name: "Rat", BaseLethality: 0.10, ThreatLevel: 3}
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strong := &ArenaMonster{Name: "Dragon", BaseLethality: 0.85, ThreatLevel: 70}
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sW, _ := DeriveArenaMonsterStats(weak)
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sS, _ := DeriveArenaMonsterStats(strong)
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if sS.MaxHP <= sW.MaxHP {
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t.Error("strong monster should have more HP")
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}
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if sS.Attack <= sW.Attack {
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t.Error("strong monster should have more Attack")
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}
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}
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func TestDeriveDungeonMonsterStats_TierScaling(t *testing.T) {
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t1 := &AdvLocation{Tier: 1, BaseDeathPct: 8}
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t5 := &AdvLocation{Tier: 5, BaseDeathPct: 60}
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s1, _ := DeriveDungeonMonsterStats(t1)
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s5, _ := DeriveDungeonMonsterStats(t5)
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if s5.MaxHP <= s1.MaxHP {
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t.Error("T5 dungeon monster should have more HP than T1")
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}
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if s5.Attack <= s1.Attack {
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t.Error("T5 dungeon monster should have more Attack than T1")
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}
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}
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// ── Balance Regression: 10k Sims ─────────────────────────────────────────────
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func TestBalanceRegression_DungeonDeathRates(t *testing.T) {
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// Players at the right level with tier-appropriate gear should be dominant.
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// Death comes from bad luck (crits, environmental hazards) — not raw stat disadvantage.
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// Underleveled/underequipped players face higher death rates (tested separately).
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// These are "well-equipped at tier" baselines.
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type tc struct {
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level int
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equipT int
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dungeon AdvLocation
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maxDeath float64
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minDeath float64
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}
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cases := []tc{
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{5, 1, advDungeons[0], 0.05, 0.0}, // T1: trivial with proper gear
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{12, 2, advDungeons[1], 0.10, 0.0}, // T2: very easy at level
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{25, 3, advDungeons[2], 0.15, 0.0}, // T3: low risk at level with T3 gear
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{38, 4, advDungeons[3], 0.25, 0.0}, // T4: some risk even geared
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{48, 5, advDungeons[4], 0.35, 0.02}, // T5: real danger — monster stats catch up
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}
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for _, c := range cases {
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char := testChar(c.level)
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equip := testEquip(c.equipT)
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bonuses := zeroBonuses()
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stats, mods := DerivePlayerStats(char, equip, bonuses, 0, 0, false)
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eStats, eMods := DeriveDungeonMonsterStats(&c.dungeon)
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player := Combatant{Name: "Hero", Stats: stats, Mods: mods, IsPlayer: true}
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enemy := Combatant{Name: c.dungeon.Name, Stats: eStats, Mods: eMods}
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deaths := 0
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const N = 10000
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for i := 0; i < N; i++ {
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r := SimulateCombat(player, enemy, dungeonCombatPhases)
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if !r.PlayerWon {
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deaths++
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}
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}
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rate := float64(deaths) / float64(N)
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t.Logf("%s (L%d T%d): P[HP=%d Atk=%d Def=%d Spd=%d] E[HP=%d Atk=%d Def=%d Spd=%d] → death=%.2f",
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c.dungeon.Name, c.level, c.equipT,
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stats.MaxHP, stats.Attack, stats.Defense, stats.Speed,
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eStats.MaxHP, eStats.Attack, eStats.Defense, eStats.Speed,
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rate)
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if rate < c.minDeath || rate > c.maxDeath {
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t.Errorf(" FAIL: death rate %.2f outside [%.2f, %.2f]",
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rate, c.minDeath, c.maxDeath)
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}
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}
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}
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func TestBalanceRegression_UnderleveledPlayers(t *testing.T) {
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// Underleveled / undergeared players should face real danger.
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type tc struct {
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name string
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level int
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equipT int
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dungeon AdvLocation
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minDeath float64
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}
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cases := []tc{
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{"L1 in T2 dungeon", 1, 0, advDungeons[1], 0.40},
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{"L8 in T3 dungeon", 8, 1, advDungeons[2], 0.30},
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{"L20 in T4 dungeon, T2 gear", 20, 2, advDungeons[3], 0.25},
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{"L30 in T5 dungeon, T3 gear", 30, 3, advDungeons[4], 0.30},
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}
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for _, c := range cases {
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char := testChar(c.level)
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equip := testEquip(c.equipT)
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bonuses := zeroBonuses()
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stats, mods := DerivePlayerStats(char, equip, bonuses, 0, 0, false)
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eStats, eMods := DeriveDungeonMonsterStats(&c.dungeon)
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player := Combatant{Name: "Hero", Stats: stats, Mods: mods, IsPlayer: true}
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enemy := Combatant{Name: c.dungeon.Name, Stats: eStats, Mods: eMods}
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deaths := 0
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const N = 5000
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for i := 0; i < N; i++ {
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r := SimulateCombat(player, enemy, dungeonCombatPhases)
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if !r.PlayerWon {
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deaths++
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}
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}
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rate := float64(deaths) / float64(N)
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t.Logf("%s: P[HP=%d Atk=%d Def=%d] E[HP=%d Atk=%d Def=%d] → death=%.2f (want ≥%.2f)",
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c.name, stats.MaxHP, stats.Attack, stats.Defense,
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eStats.MaxHP, eStats.Attack, eStats.Defense, rate, c.minDeath)
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if rate < c.minDeath {
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t.Errorf(" FAIL: death rate %.2f below minimum %.2f", rate, c.minDeath)
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}
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}
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}
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