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Adv 2.0 D&D Phase 10 SUB3a-iii: Thief L10/L15
L10 Use Magic Device: no scroll/wand item system to gate, so we proxy the "now allowed to use magic items" fantasy as a small per-fight wand zap (FlatDmgStart += 6) plus a +5% DamageBonus representing better tactical use of magical implements. L15 Thief's Reflexes: engine has no "extra turn round 1" primitive, so we ride the AssassinateBonusDmg + AssassinateAdvantage channel (same one Gloom Stalker's Dread Ambusher uses for bonus opener damage). Flat +8 on first hit approximates one extra turn's hit; advantage on first attack covers the "you swing first" piece. 3 new tests cover the L10 thresholds, L9 gate, and the L15 layer stacking on top of L10. Full suite green. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -62,6 +62,28 @@ func applySubclassPassives(stats *CombatStats, mods *CombatModifiers, c *DnDChar
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if c.Level >= 7 {
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stats.AttackBonus++
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}
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case SubclassThief:
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// Phase 10 SUB3a-iii — Thief L10/L15.
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//
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// L10 Use Magic Device (5e L13: ignore class/race/level requirements
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// on magic items, including spell scrolls and wands). We don't have a
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// scroll/wand item system, so we proxy the fantasy as a small free
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// "magical implement" effect every fight: a pre-combat wand-zap and a
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// flat damage bump representing better tactical use of magic items
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// the Thief is now allowed to wield.
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// L15 Thief's Reflexes (5e L17: take two turns during the first round
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// of combat). Engine has no "extra turn" primitive, so we ride the
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// AssassinateBonusDmg + AssassinateAdvantage channel — the same one
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// Gloom Stalker's Dread Ambusher uses for bonus-opener damage. The
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// flat-damage proxy approximates the value of one extra turn's hit.
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if c.Level >= 10 {
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mods.FlatDmgStart += 6
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mods.DamageBonus += 0.05
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}
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if c.Level >= 15 {
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mods.AssassinateAdvantage = true
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mods.AssassinateBonusDmg += 8
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}
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case SubclassAbjuration:
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// L5 Arcane Ward: HP buffer = 2× Mage level. 5e fluffs this as
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// recharged when casting an abjuration spell of L1+; we approximate
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@@ -1020,6 +1020,55 @@ func TestInitSubclassResources_BattleMasterL15GrowsPool(t *testing.T) {
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}
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}
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// ── SUB3a-iii — Thief L10/L15 ───────────────────────────────────────────
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func TestApplySubclassPassives_ThiefL10UseMagicDevice(t *testing.T) {
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c := &DnDCharacter{Class: ClassRogue, Subclass: SubclassThief, Level: 10}
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stats := &CombatStats{}
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mods := &CombatModifiers{DamageReduct: 1.0}
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applySubclassPassives(stats, mods, c)
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if mods.FlatDmgStart != 6 {
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t.Errorf("L10 Thief FlatDmgStart = %d, want 6 (UMD wand zap)", mods.FlatDmgStart)
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}
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if mods.DamageBonus < 0.049 || mods.DamageBonus > 0.051 {
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t.Errorf("L10 Thief DamageBonus = %v, want ~0.05 (UMD)", mods.DamageBonus)
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}
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if mods.AssassinateAdvantage {
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t.Error("L10 Thief should not have AssassinateAdvantage (L15 only)")
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}
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if mods.AssassinateBonusDmg != 0 {
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t.Errorf("L10 Thief AssassinateBonusDmg = %d, want 0 (L15 only)", mods.AssassinateBonusDmg)
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}
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}
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func TestApplySubclassPassives_ThiefL9NoUseMagicDevice(t *testing.T) {
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c := &DnDCharacter{Class: ClassRogue, Subclass: SubclassThief, Level: 9}
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mods := &CombatModifiers{DamageReduct: 1.0}
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applySubclassPassives(&CombatStats{}, mods, c)
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if mods.FlatDmgStart != 0 {
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t.Errorf("L9 Thief FlatDmgStart = %d, want 0 (UMD gates at L10)", mods.FlatDmgStart)
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}
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if mods.DamageBonus != 0 {
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t.Errorf("L9 Thief DamageBonus = %v, want 0", mods.DamageBonus)
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}
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}
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func TestApplySubclassPassives_ThiefL15ThiefsReflexes(t *testing.T) {
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c := &DnDCharacter{Class: ClassRogue, Subclass: SubclassThief, Level: 15}
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mods := &CombatModifiers{DamageReduct: 1.0}
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applySubclassPassives(&CombatStats{}, mods, c)
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if !mods.AssassinateAdvantage {
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t.Error("L15 Thief should have AssassinateAdvantage (Thief's Reflexes)")
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}
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if mods.AssassinateBonusDmg != 8 {
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t.Errorf("L15 Thief AssassinateBonusDmg = %d, want 8 (extra turn proxy)", mods.AssassinateBonusDmg)
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}
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// L10 layer must still apply.
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if mods.FlatDmgStart != 6 {
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t.Errorf("L15 Thief FlatDmgStart = %d, want 6 (L10 UMD still active)", mods.FlatDmgStart)
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}
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}
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func TestInitSubclassResources_BattleMasterL15PreservesSpentDice(t *testing.T) {
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// Player burned through 3 dice (current=1, max=4), then levels up to 15.
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// The growth delta (+1) should be added to current → cur=2, max=5. We
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