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Adv 2.0 L4d reader flip: pet helpers off AdvCharacter to PetState
All ten helpers in adventure_pets.go now take PetState (or *PetState for petGrantXP) instead of *AdventureCharacter. mistyHousingHint takes raw NPC counters since Misty fields stay on AdvCharacter for a later phase. mistyReactivatePet returns bool; caller flips both stores. DeathTransitionParams gained Pet PetState so combat_bridge no longer touches the DB; arena caller loads PetState. PetState.HasPet() mirrors AdvCharacter's. petMidnightCheck loads PetState per char. L4 grep-empty exit criterion now holds for adventure_pets.go. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -323,6 +323,8 @@ This is also the right shape because zone-boss plumbing (bestiary, mood events,
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- `go vet ./...` + `go test ./...` clean.
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- **Reader flip deferred.** The L4 exit criterion (`grep 'AdventureCharacter\|CombatLevel' adventure_pets.go` empty) is NOT met yet: `adventure_pets.go`'s helpers (`petGrantXP`, `petRollCombatActions`, `petRollDitchRecovery`, `petVictoryText`, `petDeathText`, `petShouldArrive`, `petMorningEvent`, `petCheckSupplyShopUnlock`, `mistyHousingHint`, `mistyReactivatePet`) still take `*AdventureCharacter` because they're called from many external files (`adventure_babysit.go`, `adventure_scheduler.go`, `adventure_npcs.go`, `combat_bridge.go`, `combat_stats.go`, `dnd_sheet.go`, `adventure_arena.go`, `adventure_character.go`). Flipping these signatures is a cross-file refactor that can land after the soak window — at which point the helpers can take `userID` (and call `loadPetState`) and the call sites drop their `*AdventureCharacter` access. The DB-level migration (this step) is the prerequisite that unblocks that refactor.
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**Reader flip (cross-file signature port) SHIPPED 2026-05-09.** All ten pet helpers in `adventure_pets.go` now take `PetState` (or `*PetState` for the test-only mutator `petGrantXP`) instead of `*AdventureCharacter`. `mistyHousingHint` takes `(mistyEncounterCount, mistyDonatedCount int, house HouseState)` — Misty NPC counters still live on AdvCharacter pending a later NPC phase. `mistyReactivatePet` returns `bool` (caller flips both AdvCharacter and `PetState`). `PetState` gained a `HasPet()` method mirroring `AdventureCharacter.HasPet()`. Call sites updated: `adventure_scheduler.go` (load PetState alongside HouseState in morning loop), `adventure_npcs.go::resolveMisty` (load PetState before reactivation check; pass NPC counters by value to the housing hint), `combat_bridge.go::transitionDeath` (now takes `Pet PetState` in `DeathTransitionParams`; arena caller in `adventure_arena.go::resolveArenaDeath` loads it; bridge no longer touches the DB so unit tests don't need DB init), and `petMidnightCheck` (loads PetState per char). Tests in `adventure_pets_test.go` and `combat_bridge_test.go` ported to construct `PetState` literals directly. Exit criterion now holds: `grep 'AdventureCharacter\|CombatLevel' internal/plugin/adventure_pets.go` is empty. `go vet ./... && go test ./...` clean.
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### 6.5 L4e — Housing & mortgage
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- `adventure_housing.go`, `adventure_mortgage.go`: HouseTier/loan fields → `player_meta`. `houseHPBonus` → applied to `DnDCharacter.HPMax` calculation (already a parallel hook in `dnd_sheet.go`'s `recomputeHPMax`).
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- Mortgage scheduler tick stays — only the field source changes.
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@@ -452,8 +452,10 @@ func (p *AdventurePlugin) resolveArenaDeath(ctx MessageContext, run *ArenaRun, c
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phaseMessages := bossFlowPhaseMessages(bossNarr)
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arenaPet, _ := loadPetState(char.UserID)
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dt := transitionDeath(DeathTransitionParams{
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Char: char,
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Pet: arenaPet,
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Source: "arena",
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DeathLocation: "the Arena",
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})
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@@ -234,7 +234,10 @@ func (p *AdventurePlugin) resolveMisty(ctx MessageContext, char *AdventureCharac
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char.MistyDonatedCount++
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// Pet reactivation: donating to Misty after chasing pet away
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mistyReactivatePet(char)
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mistyPet, _ := loadPetState(char.UserID)
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if mistyReactivatePet(mistyPet) {
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char.PetReactivated = true
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}
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if err := saveAdvCharacter(char); err != nil {
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slog.Error("npc: failed to save misty buff", "user", ctx.Sender, "err", err)
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@@ -245,7 +248,7 @@ func (p *AdventurePlugin) resolveMisty(ctx MessageContext, char *AdventureCharac
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// Housing hint (fires once after 2+ encounters)
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mistyHouse, _ := loadHouseState(char.UserID)
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hint := mistyHousingHint(char, mistyHouse)
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hint := mistyHousingHint(char.MistyEncounterCount, char.MistyDonatedCount, mistyHouse)
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if hint != "" {
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reply += "\n\n_" + hint + "_"
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}
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@@ -32,25 +32,25 @@ func petXPToNextLevel(level int) int {
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}
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// petGrantXP adds XP to the pet and handles level-ups. Returns true if leveled up.
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func petGrantXP(char *AdventureCharacter) bool {
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if !char.HasPet() || char.PetLevel >= 10 {
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func petGrantXP(pet *PetState) bool {
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if !pet.HasPet() || pet.Level >= 10 {
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return false
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}
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char.PetXP += int(petXPPerAction * 100) // store as centixp for precision
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pet.XP += int(petXPPerAction * 100) // store as centixp for precision
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leveled := false
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for char.PetLevel < 10 {
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needed := petXPToNextLevel(char.PetLevel) * 100
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if char.PetXP < needed {
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for pet.Level < 10 {
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needed := petXPToNextLevel(pet.Level) * 100
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if pet.XP < needed {
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break
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}
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char.PetXP -= needed
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char.PetLevel++
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pet.XP -= needed
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pet.Level++
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leveled = true
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}
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if char.PetLevel >= 10 && char.PetLevel10Date == "" {
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char.PetLevel10Date = time.Now().UTC().Format("2006-01-02")
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if pet.Level >= 10 && pet.Level10Date == "" {
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pet.Level10Date = time.Now().UTC().Format("2006-01-02")
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}
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return leveled
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@@ -108,19 +108,19 @@ type PetCombatResult struct {
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}
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// petRollCombatActions rolls attack and deflect for a combat round.
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func petRollCombatActions(char *AdventureCharacter, enemyName string) *PetCombatResult {
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if !char.HasPet() {
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func petRollCombatActions(pet PetState, enemyName string) *PetCombatResult {
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if !pet.HasPet() {
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return nil
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}
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result := &PetCombatResult{}
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// Attack roll
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if rand.Float64() < petAttackChance(char.PetLevel) {
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if rand.Float64() < petAttackChance(pet.Level) {
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result.Attacked = true
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result.AttackDamage = 3 + rand.IntN(5) + char.PetLevel // 3-7 + level
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result.AttackDamage = 3 + rand.IntN(5) + pet.Level // 3-7 + level
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var pool []string
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if char.PetType == "dog" {
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if pet.Type == "dog" {
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pool = PetDogAttack
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} else {
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pool = PetCatAttack
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@@ -132,10 +132,10 @@ func petRollCombatActions(char *AdventureCharacter, enemyName string) *PetCombat
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}
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// Deflect roll
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if rand.Float64() < petDeflectChance(char.PetLevel, char.PetArmorTier) {
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if rand.Float64() < petDeflectChance(pet.Level, pet.ArmorTier) {
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result.Deflected = true
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var pool []string
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if char.PetType == "dog" {
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if pet.Type == "dog" {
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pool = PetDogDeflect
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} else {
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pool = PetCatDeflect
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@@ -149,20 +149,20 @@ func petRollCombatActions(char *AdventureCharacter, enemyName string) *PetCombat
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}
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// petRollDitchRecovery rolls for pet intervention on player death.
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func petRollDitchRecovery(char *AdventureCharacter) bool {
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if !char.HasPet() {
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func petRollDitchRecovery(pet PetState) bool {
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if !pet.HasPet() {
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return false
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}
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return rand.Float64() < petDitchRecoveryChance(char.PetLevel)
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return rand.Float64() < petDitchRecoveryChance(pet.Level)
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}
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// petVictoryText returns a random victory reaction line.
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func petVictoryText(char *AdventureCharacter) string {
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if !char.HasPet() {
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func petVictoryText(pet PetState) string {
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if !pet.HasPet() {
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return ""
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}
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var pool []string
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if char.PetType == "dog" {
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if pet.Type == "dog" {
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pool = PetDogVictory
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} else {
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pool = PetCatVictory
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@@ -171,12 +171,12 @@ func petVictoryText(char *AdventureCharacter) string {
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}
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// petDeathText returns a random death reaction line.
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func petDeathText(char *AdventureCharacter) string {
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if !char.HasPet() {
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func petDeathText(pet PetState) string {
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if !pet.HasPet() {
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return ""
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}
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var pool []string
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if char.PetType == "dog" {
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if pet.Type == "dog" {
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pool = PetDogDeath
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} else {
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pool = PetCatDeath
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@@ -187,11 +187,11 @@ func petDeathText(char *AdventureCharacter) string {
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// ── Pet Arrival Flow ───────────────────────────────────────────────────────
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// petShouldArrive checks if pet arrival should trigger.
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// Fires randomly after Tier 1 house upgrade is complete. Housing state
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// comes from player_meta via loadHouseState (L4e reader flip); pet flags
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// still live on AdvCharacter during the soak window.
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func petShouldArrive(char *AdventureCharacter, house HouseState) bool {
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if char.PetArrived {
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// Fires randomly after Tier 1 house upgrade is complete. Housing and pet
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// state come from player_meta via loadHouseState / loadPetState (L4d/L4e
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// reader flip).
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func petShouldArrive(pet PetState, house HouseState) bool {
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if pet.Arrived {
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return false
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}
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// Pet arrives after Tier 1 (Livable) upgrade = HouseTier >= 2
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@@ -199,8 +199,8 @@ func petShouldArrive(char *AdventureCharacter, house HouseState) bool {
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return false
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}
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// Pet was chased away and reactivated via Misty — allow re-arrival
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if char.PetChasedAway {
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return char.PetReactivated
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if pet.ChasedAway {
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return pet.Reactivated
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}
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// 15% daily chance after house tier 1
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return rand.Float64() < 0.15
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@@ -362,8 +362,8 @@ func (p *AdventurePlugin) resolvePetName(ctx MessageContext) error {
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// petMorningEvent rolls for a morning pet event and returns flavor text.
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// Returns empty string if no event fires.
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func petMorningEvent(char *AdventureCharacter) string {
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if !char.HasPet() {
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func petMorningEvent(pet PetState) string {
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if !pet.HasPet() {
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return ""
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}
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@@ -372,23 +372,23 @@ func petMorningEvent(char *AdventureCharacter) string {
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return ""
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}
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if char.PetType == "cat" {
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if pet.Type == "cat" {
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line := PetCatOffering[rand.IntN(len(PetCatOffering))]
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return strings.ReplaceAll(line, "{pet_name}", char.PetName)
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return strings.ReplaceAll(line, "{pet_name}", pet.Name)
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}
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line := PetDogSmothering[rand.IntN(len(PetDogSmothering))]
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return strings.ReplaceAll(line, "{pet_name}", char.PetName)
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return strings.ReplaceAll(line, "{pet_name}", pet.Name)
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}
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// ── Pet Supply Shop Unlock Check ───────────────────────────────────────────
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// petCheckSupplyShopUnlock checks if 1 week has passed since pet hit level 10.
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func petCheckSupplyShopUnlock(char *AdventureCharacter) bool {
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if char.PetSupplyShopUnlocked || char.PetLevel10Date == "" {
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func petCheckSupplyShopUnlock(pet PetState) bool {
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if pet.SupplyShopUnlocked || pet.Level10Date == "" {
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return false
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}
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d, err := time.Parse("2006-01-02", char.PetLevel10Date)
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d, err := time.Parse("2006-01-02", pet.Level10Date)
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if err != nil {
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return false
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}
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@@ -399,12 +399,14 @@ func petCheckSupplyShopUnlock(char *AdventureCharacter) bool {
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// mistyHousingHint returns a hint about housing/pets if conditions are met.
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// Fires once, after 2+ Misty encounters, player has no house. Housing
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// state comes from player_meta (L4e reader flip).
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func mistyHousingHint(char *AdventureCharacter, house HouseState) string {
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if house.HasHouse() || char.MistyEncounterCount < 2 {
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// state comes from player_meta (L4e reader flip). Misty NPC counters still
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// live on AdvCharacter (NPC migration is a later phase) so the caller
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// passes them in directly.
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func mistyHousingHint(mistyEncounterCount, mistyDonatedCount int, house HouseState) string {
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if house.HasHouse() || mistyEncounterCount < 2 {
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return ""
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}
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if char.MistyDonatedCount > 0 {
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if mistyDonatedCount > 0 {
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return "You seem like a good person. I can imagine you sitting in a house caring for a pet someday."
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}
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return "Thank you for your time."
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@@ -412,11 +414,11 @@ func mistyHousingHint(char *AdventureCharacter, house HouseState) string {
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// ── Misty Pet Reactivation ─────────────────────────────────────────────────
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// mistyReactivatePet marks the pet as reactivated if it was chased away.
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func mistyReactivatePet(char *AdventureCharacter) {
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if char.PetChasedAway && !char.PetReactivated {
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char.PetReactivated = true
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}
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// mistyReactivatePet returns true when a chased-away pet should be marked
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// as reactivated. Caller is responsible for flipping the flag on both
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// AdvCharacter and player_meta.
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func mistyReactivatePet(pet PetState) bool {
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return pet.ChasedAway && !pet.Reactivated
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}
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// ── Pet Level 10 Ticker (runs daily at midnight) ───────────────────────────
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@@ -434,7 +436,8 @@ func (p *AdventurePlugin) petMidnightCheck() {
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}
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// Check supply shop unlock
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if petCheckSupplyShopUnlock(&char) {
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pet, _ := loadPetState(char.UserID)
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if petCheckSupplyShopUnlock(pet) {
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char.PetSupplyShopUnlocked = true
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_ = saveAdvCharacter(&char)
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_ = upsertPlayerMetaPetState(char.UserID, petStateFromAdvChar(&char))
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@@ -41,67 +41,67 @@ func TestPetXPToNextLevel_Increasing(t *testing.T) {
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}
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func TestPetGrantXP_LevelsUp(t *testing.T) {
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char := &AdventureCharacter{
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PetType: "dog",
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PetName: "Rex",
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PetArrived: true,
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PetLevel: 1,
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PetXP: 950, // close to needing 1000 (10 * 100 centixp)
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pet := &PetState{
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Type: "dog",
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Name: "Rex",
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Arrived: true,
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Level: 1,
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XP: 950, // close to needing 1000 (10 * 100 centixp)
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}
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leveled := petGrantXP(char)
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leveled := petGrantXP(pet)
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if !leveled {
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t.Error("should have leveled up")
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}
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if char.PetLevel != 2 {
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t.Errorf("pet level should be 2, got %d", char.PetLevel)
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if pet.Level != 2 {
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t.Errorf("pet level should be 2, got %d", pet.Level)
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}
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}
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func TestPetGrantXP_NoPet(t *testing.T) {
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char := &AdventureCharacter{}
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if petGrantXP(char) {
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pet := &PetState{}
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if petGrantXP(pet) {
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t.Error("should not grant XP without a pet")
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}
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}
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func TestPetGrantXP_MaxLevel(t *testing.T) {
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char := &AdventureCharacter{
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PetType: "cat",
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PetName: "Luna",
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PetArrived: true,
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PetLevel: 10,
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PetXP: 9999,
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pet := &PetState{
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Type: "cat",
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Name: "Luna",
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Arrived: true,
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Level: 10,
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XP: 9999,
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}
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if petGrantXP(char) {
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if petGrantXP(pet) {
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t.Error("should not level up past max level 10")
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}
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}
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func TestPetGrantXP_ChasedAway(t *testing.T) {
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char := &AdventureCharacter{
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PetType: "dog",
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PetName: "Rex",
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PetArrived: true,
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PetChasedAway: true,
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PetLevel: 1,
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PetXP: 0,
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pet := &PetState{
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Type: "dog",
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Name: "Rex",
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Arrived: true,
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ChasedAway: true,
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Level: 1,
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XP: 0,
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}
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if petGrantXP(char) {
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if petGrantXP(pet) {
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t.Error("should not grant XP to chased-away pet")
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}
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}
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func TestPetGrantXP_SetsLevel10Date(t *testing.T) {
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char := &AdventureCharacter{
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PetType: "dog",
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PetName: "Rex",
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PetArrived: true,
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PetLevel: 9,
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PetXP: 4999, // needs 5000 (50 * 100) for level 9→10
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pet := &PetState{
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Type: "dog",
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Name: "Rex",
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Arrived: true,
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Level: 9,
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XP: 4999, // needs 5000 (50 * 100) for level 9→10
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}
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petGrantXP(char)
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if char.PetLevel == 10 && char.PetLevel10Date == "" {
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t.Error("reaching level 10 should set PetLevel10Date")
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petGrantXP(pet)
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if pet.Level == 10 && pet.Level10Date == "" {
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t.Error("reaching level 10 should set Level10Date")
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}
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}
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@@ -167,46 +167,42 @@ func TestPetDitchRecoveryChance_Level10(t *testing.T) {
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// ── Pet Combat Results ─────────────────────────────────────────────────────
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func TestPetRollCombatActions_NoPet(t *testing.T) {
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char := &AdventureCharacter{}
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result := petRollCombatActions(char, "Goblin")
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result := petRollCombatActions(PetState{}, "Goblin")
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if result != nil {
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t.Error("should return nil without a pet")
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}
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}
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func TestPetRollDitchRecovery_NoPet(t *testing.T) {
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char := &AdventureCharacter{}
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if petRollDitchRecovery(char) {
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if petRollDitchRecovery(PetState{}) {
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t.Error("should return false without a pet")
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}
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}
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func TestPetVictoryText_Dog(t *testing.T) {
|
||||
char := &AdventureCharacter{PetType: "dog", PetName: "Rex", PetArrived: true}
|
||||
text := petVictoryText(char)
|
||||
pet := PetState{Type: "dog", Name: "Rex", Arrived: true}
|
||||
text := petVictoryText(pet)
|
||||
if text == "" {
|
||||
t.Error("should return victory text for dog")
|
||||
}
|
||||
}
|
||||
|
||||
func TestPetVictoryText_Cat(t *testing.T) {
|
||||
char := &AdventureCharacter{PetType: "cat", PetName: "Luna", PetArrived: true}
|
||||
text := petVictoryText(char)
|
||||
pet := PetState{Type: "cat", Name: "Luna", Arrived: true}
|
||||
text := petVictoryText(pet)
|
||||
if text == "" {
|
||||
t.Error("should return victory text for cat")
|
||||
}
|
||||
}
|
||||
|
||||
func TestPetVictoryText_NoPet(t *testing.T) {
|
||||
char := &AdventureCharacter{}
|
||||
if petVictoryText(char) != "" {
|
||||
if petVictoryText(PetState{}) != "" {
|
||||
t.Error("should return empty string without pet")
|
||||
}
|
||||
}
|
||||
|
||||
func TestPetDeathText_NoPet(t *testing.T) {
|
||||
char := &AdventureCharacter{}
|
||||
if petDeathText(char) != "" {
|
||||
if petDeathText(PetState{}) != "" {
|
||||
t.Error("should return empty string without pet")
|
||||
}
|
||||
}
|
||||
@@ -214,37 +210,33 @@ func TestPetDeathText_NoPet(t *testing.T) {
|
||||
// ── Pet Arrival Logic ──────────────────────────────────────────────────────
|
||||
|
||||
func TestPetShouldArrive_NoHouse(t *testing.T) {
|
||||
char := &AdventureCharacter{}
|
||||
if petShouldArrive(char, HouseState{Tier: 0}) {
|
||||
if petShouldArrive(PetState{}, HouseState{Tier: 0}) {
|
||||
t.Error("should not arrive without house")
|
||||
}
|
||||
}
|
||||
|
||||
func TestPetShouldArrive_BaseHouseOnly(t *testing.T) {
|
||||
char := &AdventureCharacter{}
|
||||
if petShouldArrive(char, HouseState{Tier: 1}) { // Base house, not yet Livable
|
||||
if petShouldArrive(PetState{}, HouseState{Tier: 1}) { // Base house, not yet Livable
|
||||
t.Error("should not arrive with only base house (need tier 2+)")
|
||||
}
|
||||
}
|
||||
|
||||
func TestPetShouldArrive_AlreadyArrived(t *testing.T) {
|
||||
char := &AdventureCharacter{PetArrived: true}
|
||||
if petShouldArrive(char, HouseState{Tier: 2}) {
|
||||
if petShouldArrive(PetState{Arrived: true}, HouseState{Tier: 2}) {
|
||||
t.Error("should not trigger if pet already arrived")
|
||||
}
|
||||
}
|
||||
|
||||
func TestPetShouldArrive_ChasedAway(t *testing.T) {
|
||||
char := &AdventureCharacter{PetChasedAway: true}
|
||||
if petShouldArrive(char, HouseState{Tier: 2}) {
|
||||
if petShouldArrive(PetState{ChasedAway: true}, HouseState{Tier: 2}) {
|
||||
t.Error("should not trigger if pet was chased away (and not reactivated)")
|
||||
}
|
||||
}
|
||||
|
||||
func TestPetShouldArrive_Reactivated(t *testing.T) {
|
||||
char := &AdventureCharacter{PetChasedAway: true, PetReactivated: true}
|
||||
pet := PetState{ChasedAway: true, Reactivated: true}
|
||||
// With reactivation, should always return true
|
||||
if !petShouldArrive(char, HouseState{Tier: 2}) {
|
||||
if !petShouldArrive(pet, HouseState{Tier: 2}) {
|
||||
t.Error("reactivated pet should always trigger arrival")
|
||||
}
|
||||
}
|
||||
@@ -274,8 +266,7 @@ func TestHasPet(t *testing.T) {
|
||||
// ── Morning Pet Events ─────────────────────────────────────────────────────
|
||||
|
||||
func TestPetMorningEvent_NoPet(t *testing.T) {
|
||||
char := &AdventureCharacter{}
|
||||
if petMorningEvent(char) != "" {
|
||||
if petMorningEvent(PetState{}) != "" {
|
||||
t.Error("should return empty string without pet")
|
||||
}
|
||||
}
|
||||
@@ -283,30 +274,26 @@ func TestPetMorningEvent_NoPet(t *testing.T) {
|
||||
// ── Misty Housing Hint ─────────────────────────────────────────────────────
|
||||
|
||||
func TestMistyHousingHint_NoEncounters(t *testing.T) {
|
||||
char := &AdventureCharacter{MistyEncounterCount: 0}
|
||||
if mistyHousingHint(char, HouseState{}) != "" {
|
||||
if mistyHousingHint(0, 0, HouseState{}) != "" {
|
||||
t.Error("should not hint with 0 encounters")
|
||||
}
|
||||
}
|
||||
|
||||
func TestMistyHousingHint_HasHouse(t *testing.T) {
|
||||
char := &AdventureCharacter{MistyEncounterCount: 3}
|
||||
if mistyHousingHint(char, HouseState{Tier: 1}) != "" {
|
||||
if mistyHousingHint(3, 0, HouseState{Tier: 1}) != "" {
|
||||
t.Error("should not hint if player has house")
|
||||
}
|
||||
}
|
||||
|
||||
func TestMistyHousingHint_Donated(t *testing.T) {
|
||||
char := &AdventureCharacter{MistyEncounterCount: 2, MistyDonatedCount: 1}
|
||||
hint := mistyHousingHint(char, HouseState{})
|
||||
hint := mistyHousingHint(2, 1, HouseState{})
|
||||
if !strings.Contains(hint, "house") {
|
||||
t.Errorf("donated player hint should mention house, got: %q", hint)
|
||||
}
|
||||
}
|
||||
|
||||
func TestMistyHousingHint_NotDonated(t *testing.T) {
|
||||
char := &AdventureCharacter{MistyEncounterCount: 2, MistyDonatedCount: 0}
|
||||
hint := mistyHousingHint(char, HouseState{})
|
||||
hint := mistyHousingHint(2, 0, HouseState{})
|
||||
if hint != "Thank you for your time." {
|
||||
t.Errorf("non-donor hint should be dismissive, got: %q", hint)
|
||||
}
|
||||
@@ -315,56 +302,50 @@ func TestMistyHousingHint_NotDonated(t *testing.T) {
|
||||
// ── Misty Pet Reactivation ─────────────────────────────────────────────────
|
||||
|
||||
func TestMistyReactivatePet_ChasedAway(t *testing.T) {
|
||||
char := &AdventureCharacter{PetChasedAway: true, PetReactivated: false}
|
||||
mistyReactivatePet(char)
|
||||
if !char.PetReactivated {
|
||||
t.Error("should set PetReactivated")
|
||||
pet := PetState{ChasedAway: true, Reactivated: false}
|
||||
if !mistyReactivatePet(pet) {
|
||||
t.Error("should signal reactivation for chased-away pet")
|
||||
}
|
||||
}
|
||||
|
||||
func TestMistyReactivatePet_NotChasedAway(t *testing.T) {
|
||||
char := &AdventureCharacter{PetChasedAway: false, PetReactivated: false}
|
||||
mistyReactivatePet(char)
|
||||
if char.PetReactivated {
|
||||
t.Error("should not set PetReactivated if pet wasn't chased away")
|
||||
pet := PetState{ChasedAway: false, Reactivated: false}
|
||||
if mistyReactivatePet(pet) {
|
||||
t.Error("should not reactivate if pet wasn't chased away")
|
||||
}
|
||||
}
|
||||
|
||||
func TestMistyReactivatePet_AlreadyReactivated(t *testing.T) {
|
||||
char := &AdventureCharacter{PetChasedAway: true, PetReactivated: true}
|
||||
mistyReactivatePet(char)
|
||||
if !char.PetReactivated {
|
||||
t.Error("should remain reactivated")
|
||||
pet := PetState{ChasedAway: true, Reactivated: true}
|
||||
if mistyReactivatePet(pet) {
|
||||
t.Error("should not re-signal once already reactivated")
|
||||
}
|
||||
}
|
||||
|
||||
// ── Pet Supply Shop Unlock ─────────────────────────────────────────────────
|
||||
|
||||
func TestPetCheckSupplyShopUnlock_NotLevel10(t *testing.T) {
|
||||
char := &AdventureCharacter{PetLevel10Date: ""}
|
||||
if petCheckSupplyShopUnlock(char) {
|
||||
if petCheckSupplyShopUnlock(PetState{Level10Date: ""}) {
|
||||
t.Error("should not unlock without level 10 date")
|
||||
}
|
||||
}
|
||||
|
||||
func TestPetCheckSupplyShopUnlock_AlreadyUnlocked(t *testing.T) {
|
||||
char := &AdventureCharacter{PetSupplyShopUnlocked: true, PetLevel10Date: "2020-01-01"}
|
||||
if petCheckSupplyShopUnlock(char) {
|
||||
pet := PetState{SupplyShopUnlocked: true, Level10Date: "2020-01-01"}
|
||||
if petCheckSupplyShopUnlock(pet) {
|
||||
t.Error("should not re-trigger if already unlocked")
|
||||
}
|
||||
}
|
||||
|
||||
func TestPetCheckSupplyShopUnlock_TooSoon(t *testing.T) {
|
||||
// Set date to today — not 7 days ago
|
||||
char := &AdventureCharacter{PetLevel10Date: "2099-01-01"}
|
||||
if petCheckSupplyShopUnlock(char) {
|
||||
if petCheckSupplyShopUnlock(PetState{Level10Date: "2099-01-01"}) {
|
||||
t.Error("should not unlock before 7 days have passed")
|
||||
}
|
||||
}
|
||||
|
||||
func TestPetCheckSupplyShopUnlock_Ready(t *testing.T) {
|
||||
char := &AdventureCharacter{PetLevel10Date: "2020-01-01"}
|
||||
if !petCheckSupplyShopUnlock(char) {
|
||||
if !petCheckSupplyShopUnlock(PetState{Level10Date: "2020-01-01"}) {
|
||||
t.Error("should unlock after 7+ days")
|
||||
}
|
||||
}
|
||||
|
||||
@@ -116,13 +116,14 @@ func (p *AdventurePlugin) sendMorningDMs() {
|
||||
|
||||
// Pet arrival check (fires before normal morning DM)
|
||||
house, _ := loadHouseState(char.UserID)
|
||||
if petShouldArrive(&char, house) {
|
||||
pet, _ := loadPetState(char.UserID)
|
||||
if petShouldArrive(pet, house) {
|
||||
p.petArrivalDM(char.UserID)
|
||||
continue
|
||||
}
|
||||
|
||||
// Morning pet event
|
||||
petEvent := petMorningEvent(&char)
|
||||
petEvent := petMorningEvent(pet)
|
||||
if petEvent != "" {
|
||||
char.PetMorningDefense = true
|
||||
_ = saveAdvCharacter(&char)
|
||||
|
||||
@@ -312,6 +312,7 @@ func applyXPBonuses(p XPBonusParams) XPResult {
|
||||
type DeathTransitionParams struct {
|
||||
Char *AdventureCharacter
|
||||
Equip map[EquipmentSlot]*AdvEquipment
|
||||
Pet PetState // pet state for ditch-recovery roll; zero value disables
|
||||
ChatLevel int
|
||||
Location string // set as GrudgeLocation; empty = don't set
|
||||
Source string // death source: "adventure" | "arena" — recorded on Kill()
|
||||
@@ -374,8 +375,8 @@ func transitionDeath(p DeathTransitionParams) DeathTransitionResult {
|
||||
}
|
||||
r.Died = true
|
||||
|
||||
if petRollDitchRecovery(p.Char) && p.Char.DeadUntil != nil {
|
||||
reduced := time.Now().UTC().Add(petDitchRecoveryTime(p.Char.PetLevel))
|
||||
if petRollDitchRecovery(p.Pet) && p.Char.DeadUntil != nil {
|
||||
reduced := time.Now().UTC().Add(petDitchRecoveryTime(p.Pet.Level))
|
||||
p.Char.DeadUntil = &reduced
|
||||
r.PetRecovered = true
|
||||
}
|
||||
|
||||
@@ -170,10 +170,9 @@ func TestTransitionDeath_SovereignReprieve(t *testing.T) {
|
||||
func TestTransitionDeath_KillAndPetRecovery(t *testing.T) {
|
||||
deaths, petRecoveries := 0, 0
|
||||
for i := 0; i < 500; i++ {
|
||||
char := &AdventureCharacter{
|
||||
Alive: true, PetType: "cat", PetArrived: true, PetLevel: 5,
|
||||
}
|
||||
r := transitionDeath(DeathTransitionParams{Char: char, Location: "Mine"})
|
||||
char := &AdventureCharacter{Alive: true}
|
||||
pet := PetState{Type: "cat", Arrived: true, Level: 5}
|
||||
r := transitionDeath(DeathTransitionParams{Char: char, Pet: pet, Location: "Mine"})
|
||||
if !r.Died {
|
||||
t.Fatal("should die with no saves available")
|
||||
}
|
||||
|
||||
@@ -402,6 +402,13 @@ type PetState struct {
|
||||
MorningDefense bool
|
||||
}
|
||||
|
||||
// HasPet returns true if the player has an active pet (arrived, not chased
|
||||
// away). Mirrors AdventureCharacter.HasPet() for the cross-file pet-helper
|
||||
// flip in L4d.
|
||||
func (s PetState) HasPet() bool {
|
||||
return s.Type != "" && s.Arrived && !s.ChasedAway
|
||||
}
|
||||
|
||||
// petFlagsJSON is the on-disk encoding of the four pet bools. Adding a new
|
||||
// flag is an additive JSON field — old rows decode as false.
|
||||
type petFlagsJSON struct {
|
||||
|
||||
Reference in New Issue
Block a user