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Combat: SRD multiattack profiles + monster abilities in turn engine
Elites/bosses in turn-based fights now swing a full SRD multiattack profile and fire their special ability — abilities never fired in the turn-based path before, and every enemy made a single attack. bestiary_srd.go adds SRDAttack/SRDProfile and a hand-authored registry for the named bosses and multiattack elites; auto-resolve keeps its tuned single-Attack blocks untouched. turnAbilityFires remaps the auto-resolve phase clock onto fight progress for the phase-less duel. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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113
internal/plugin/bestiary_srd_test.go
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113
internal/plugin/bestiary_srd_test.go
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package plugin
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import (
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"math/rand/v2"
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"testing"
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)
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func TestEnemyAttackProfile_Fallback(t *testing.T) {
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// An unregistered creature makes a single attack derived from its template
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// stats — same behaviour as before the multiattack upgrade.
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stats := CombatStats{Attack: 9, AttackBonus: 4}
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got := enemyAttackProfile("not_in_registry", stats)
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if len(got) != 1 {
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t.Fatalf("len = %d, want 1 (single fallback attack)", len(got))
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}
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if got[0].Damage != 9 || got[0].AttackBonus != 4 {
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t.Errorf("fallback attack = %+v, want damage 9 / bonus 4", got[0])
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}
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}
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func TestEnemyAttackProfile_Registered(t *testing.T) {
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// A registered elite returns its full multiattack profile.
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got := enemyAttackProfile("owlbear", CombatStats{Attack: 99, AttackBonus: 99})
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if len(got) != 2 {
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t.Fatalf("owlbear len = %d, want 2 (Beak + Claws)", len(got))
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}
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// Profile values win over the template stats.
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if got[0].AttackBonus == 99 || got[1].AttackBonus == 99 {
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t.Errorf("profile should not inherit template AttackBonus: %+v", got)
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}
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// A zero per-attack AttackBonus falls back to the (tier-scaled) template
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// bonus so authoring can leave it blank.
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srdProfiles["__test_zero_bonus"] = SRDProfile{Attacks: []SRDAttack{{Name: "Slam", Damage: 5}}}
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defer delete(srdProfiles, "__test_zero_bonus")
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zb := enemyAttackProfile("__test_zero_bonus", CombatStats{Attack: 1, AttackBonus: 7})
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if zb[0].AttackBonus != 7 {
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t.Errorf("zero-bonus attack = %+v, want AttackBonus 7 from template", zb[0])
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}
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}
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func TestTurnAbilityFires(t *testing.T) {
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enemy := baseEnemy() // MaxHP 60
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st := &combatState{rng: rand.New(rand.NewPCG(1, 1))}
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cases := []struct {
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name string
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phase string
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round int
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enemyHP int
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eligible bool
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}{
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{"any always eligible", "any", 5, 60, true},
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{"opening round 1", "opening", 1, 60, true},
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{"opening past round 1", "opening", 2, 60, false},
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{"clash past round 1", "clash", 2, 60, true},
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{"clash round 1", "clash", 1, 60, false},
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{"decisive when bloodied", "decisive", 3, 20, true},
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{"decisive when healthy", "decisive", 3, 60, false},
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}
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for _, c := range cases {
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st.round = c.round
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st.enemyHP = c.enemyHP
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// ProcChance 1.0: fires iff eligible. ProcChance 0.0: never fires.
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alwaysProc := &MonsterAbility{Phase: c.phase, ProcChance: 1.0}
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if got := turnAbilityFires(alwaysProc, st, &enemy); got != c.eligible {
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t.Errorf("%s: fired=%v, want %v", c.name, got, c.eligible)
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}
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neverProc := &MonsterAbility{Phase: c.phase, ProcChance: 0.0}
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if turnAbilityFires(neverProc, st, &enemy) {
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t.Errorf("%s: a 0%% proc chance ability should never fire", c.name)
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}
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}
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}
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// TestTurnEngine_Multiattack drives a single enemy_turn and confirms a
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// registered multiattack creature resolves one attack roll per profile entry,
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// while an unregistered creature still resolves exactly one.
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func TestTurnEngine_Multiattack(t *testing.T) {
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countEnemyEvents := func(events []CombatEvent) int {
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n := 0
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for _, e := range events {
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if e.Actor == "enemy" {
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n++
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}
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}
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return n
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}
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// Registered: owlbear has a 2-attack profile. Pools are huge so the fight
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// can't end mid-loop and every swing emits its own enemy event.
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sess := turnSession(CombatPhaseEnemyTurn, 100000, 100000)
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sess.EnemyID = "owlbear"
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player, enemy := basePlayer(), baseEnemy()
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events, err := stepEngine(sess, &player, &enemy, PlayerAction{})
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if err != nil {
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t.Fatal(err)
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}
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if got := countEnemyEvents(events); got != 2 {
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t.Errorf("owlbear enemy events = %d, want 2 (multiattack profile)", got)
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}
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// Unregistered: a single attack, as before the upgrade.
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sess2 := turnSession(CombatPhaseEnemyTurn, 100000, 100000)
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sess2.EnemyID = "goblin"
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events2, err := stepEngine(sess2, &player, &enemy, PlayerAction{})
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if err != nil {
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t.Fatal(err)
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}
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if got := countEnemyEvents(events2); got != 1 {
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t.Errorf("goblin enemy events = %d, want 1 (single-attack fallback)", got)
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}
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}
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