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Adv 2.0 Phase L2 step 7: arena tier gate → DnDCharacter.Level
- Rebracket arenaTiers MinLevel to D&D scale (1/4/8/13/18) so arena tiers gate on DnDCharacter.Level instead of legacy CombatLevel. - Auto-advance level gate + reward skill bonus now read Level via a new arenaDnDLevelOrZero(userID) helper. - Delete dead arenaDeathChance (combat engine owns death now) and its six tests; drop the math import from the test file. - Update streak-entry / level-gate tests to use D&D-scale levels. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -346,8 +346,11 @@ var arenaStreakEuroMultiplier = [6]float64{0, 1.0, 1.5, 2.0, 2.75, 4.0} // index
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var arenaStreakXPMultiplier = [6]float64{0, 1.0, 1.2, 1.5, 1.85, 2.5} // index = tiers won
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func (p *AdventurePlugin) resolveArenaSurvival(ctx MessageContext, run *ArenaRun, char *AdventureCharacter, tier *ArenaTier, monster *ArenaMonster, result CombatResult, bossNarr *arenaBossNarration) error {
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// Calculate reward — accumulate in tier earnings, not credited yet
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reward := arenaRoundReward(tier, run.Round, char.CombatLevel)
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// Calculate reward — accumulate in tier earnings, not credited yet.
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// Skill bonus scales off DnDCharacter.Level (post-L2: arena is on the
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// D&D level scale, not the legacy CombatLevel).
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skillLevel := arenaDnDLevelOrZero(ctx.Sender)
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reward := arenaRoundReward(tier, run.Round, skillLevel)
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run.TierEarnings += reward
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run.RoundsSurvived++
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run.LastMonster = monster.Name
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@@ -712,37 +715,15 @@ func (p *AdventurePlugin) arenaProcessBail(userID id.UserID, run *ArenaRun) erro
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// ── Combat Math ─────────────────────────────────────────────────────────────
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func arenaDeathChance(monster *ArenaMonster, char *AdventureCharacter, equip map[EquipmentSlot]*AdvEquipment) float64 {
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baseDeath := monster.BaseLethality
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levelMod := float64(monster.ThreatLevel-char.CombatLevel) * 0.015
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skillMod := math.Max(0, 0.25-float64(char.CombatLevel)*0.008)
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// Average equipment tier → up to 15% reduction at max gear (tier 5 avg = 0.15)
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var totalTier float64
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count := 0
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for _, slot := range allSlots {
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if eq, ok := equip[slot]; ok {
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totalTier += float64(eq.Tier)
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count++
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}
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// arenaDnDLevelOrZero returns the player's DnDCharacter.Level, or 0 if no
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// sheet exists. Arena enters this path after combat (which migrates), so a
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// zero return is rare and the caller's MinLevel gate handles it correctly.
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func arenaDnDLevelOrZero(userID id.UserID) int {
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c, err := LoadDnDCharacter(userID)
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if err != nil || c == nil {
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return 0
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}
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avgTier := 0.0
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if count > 0 {
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avgTier = totalTier / float64(count)
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}
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equipMod := avgTier * 0.03 // 0 at tier 0, 0.15 at tier 5
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// Housing HP bonus reduces death chance
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houseMod := char.HouseHPBonus() // 0-20% based on house tier
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// Pet morning defense buff (cat offering / dog smothering)
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petDefMod := 0.0
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if char.PetMorningDefense {
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petDefMod = 0.05
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}
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deathChance := baseDeath + levelMod - equipMod + skillMod - houseMod - petDefMod
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return math.Max(0.01, math.Min(0.98, deathChance))
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return c.Level
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}
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func arenaRoundReward(tier *ArenaTier, round int, battleSkill int) int64 {
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@@ -860,16 +841,11 @@ func (p *AdventurePlugin) arenaCountdown(userID id.UserID, run *ArenaRun) {
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return
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}
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char, err := loadAdvCharacter(userID)
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if err != nil {
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slog.Error("arena: failed to load character for auto-advance", "user", userID, "err", err)
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p.arenaProcessBail(userID, freshRun)
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return
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}
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// Level gate for next tier
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if char.CombatLevel < nextTier.MinLevel {
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p.SendDM(userID, renderArenaLevelGate(nextTier, char.CombatLevel)+"\n\nYour accumulated rewards have been paid out.")
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// Level gate for next tier — uses DnDCharacter.Level (post-L2 arena
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// is on the D&D level scale).
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playerLevel := arenaDnDLevelOrZero(userID)
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if playerLevel < nextTier.MinLevel {
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p.SendDM(userID, renderArenaLevelGate(nextTier, playerLevel)+"\n\nYour accumulated rewards have been paid out.")
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p.arenaProcessBail(userID, freshRun)
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return
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}
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@@ -29,7 +29,7 @@ type ArenaMonster struct {
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var arenaTiers = [5]ArenaTier{
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// Tier 1 — Scrubs
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{
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Number: 1, Name: "Scrubs", MinLevel: 1,
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Number: 1, Name: "Scrubs", MinLevel: 1, // DnD Level 1–3
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BasePayout: 150, SkillMultiplier: 1.0, CompletionBonus: 2500, BattleXP: 10,
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Monsters: [4]ArenaMonster{
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{
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@@ -56,7 +56,7 @@ var arenaTiers = [5]ArenaTier{
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},
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// Tier 2 — Thugs
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{
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Number: 2, Name: "Thugs", MinLevel: 10,
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Number: 2, Name: "Thugs", MinLevel: 4, // DnD Level 4–7
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BasePayout: 500, SkillMultiplier: 2.5, CompletionBonus: 10000, BattleXP: 25,
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Monsters: [4]ArenaMonster{
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{
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@@ -84,7 +84,7 @@ var arenaTiers = [5]ArenaTier{
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},
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// Tier 3 — Brutes
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{
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Number: 3, Name: "Brutes", MinLevel: 25,
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Number: 3, Name: "Brutes", MinLevel: 8, // DnD Level 8–12
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BasePayout: 1500, SkillMultiplier: 6.0, CompletionBonus: 30000, BattleXP: 60,
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Monsters: [4]ArenaMonster{
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{
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@@ -113,7 +113,7 @@ var arenaTiers = [5]ArenaTier{
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},
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// Tier 4 — Horrors
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{
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Number: 4, Name: "Horrors", MinLevel: 45,
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Number: 4, Name: "Horrors", MinLevel: 13, // DnD Level 13–17
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BasePayout: 5000, SkillMultiplier: 12.0, CompletionBonus: 100000, BattleXP: 120,
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Monsters: [4]ArenaMonster{
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{
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@@ -143,7 +143,7 @@ var arenaTiers = [5]ArenaTier{
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},
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// Tier 5 — World Eaters
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{
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Number: 5, Name: "World Eaters", MinLevel: 70,
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Number: 5, Name: "World Eaters", MinLevel: 18, // DnD Level 18–20
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BasePayout: 15000, SkillMultiplier: 25.0, CompletionBonus: 500000, BattleXP: 250,
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Monsters: [4]ArenaMonster{
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{
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@@ -1,7 +1,6 @@
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package plugin
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import (
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"math"
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"strings"
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"testing"
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"time"
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@@ -107,96 +106,6 @@ func TestArenaMinLevel_Increasing(t *testing.T) {
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}
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}
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// ── Death Chance Formula Tests ──────────────────────────────────────────────
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func TestArenaDeathChance_Clamped(t *testing.T) {
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// Min-level player with tier 0 gear vs easiest monster
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char := &AdventureCharacter{CombatLevel: 1}
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equip := map[EquipmentSlot]*AdvEquipment{
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SlotWeapon: {Tier: 0}, SlotArmor: {Tier: 0}, SlotHelmet: {Tier: 0},
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SlotBoots: {Tier: 0}, SlotTool: {Tier: 0},
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}
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monster := arenaGetMonster(1, 1)
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dc := arenaDeathChance(monster, char, equip)
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if dc < 0.01 || dc > 0.98 {
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t.Errorf("death chance %f out of [0.01, 0.98] bounds", dc)
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}
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}
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func TestArenaDeathChance_MaxGearReduces(t *testing.T) {
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// Use a mid-tier monster where gear difference is visible above the floor
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char := &AdventureCharacter{CombatLevel: 25}
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monster := arenaGetMonster(3, 3) // Behemoth Adjacent (0.73 lethality)
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noGear := map[EquipmentSlot]*AdvEquipment{
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SlotWeapon: {Tier: 0}, SlotArmor: {Tier: 0}, SlotHelmet: {Tier: 0},
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SlotBoots: {Tier: 0}, SlotTool: {Tier: 0},
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}
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maxGear := map[EquipmentSlot]*AdvEquipment{
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SlotWeapon: {Tier: 5}, SlotArmor: {Tier: 5}, SlotHelmet: {Tier: 5},
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SlotBoots: {Tier: 5}, SlotTool: {Tier: 5},
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}
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dcNoGear := arenaDeathChance(monster, char, noGear)
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dcMaxGear := arenaDeathChance(monster, char, maxGear)
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if dcMaxGear >= dcNoGear {
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t.Errorf("max gear (%f) should reduce death chance vs no gear (%f)", dcMaxGear, dcNoGear)
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}
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}
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func TestArenaDeathChance_HighLevelReduces(t *testing.T) {
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equip := map[EquipmentSlot]*AdvEquipment{
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SlotWeapon: {Tier: 3}, SlotArmor: {Tier: 3}, SlotHelmet: {Tier: 3},
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SlotBoots: {Tier: 3}, SlotTool: {Tier: 3},
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}
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monster := arenaGetMonster(3, 4) // The Inevitable
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lowLevel := &AdventureCharacter{CombatLevel: 25}
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highLevel := &AdventureCharacter{CombatLevel: 50}
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dcLow := arenaDeathChance(monster, lowLevel, equip)
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dcHigh := arenaDeathChance(monster, highLevel, equip)
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if dcHigh >= dcLow {
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t.Errorf("high level (%f) should have lower death chance than low level (%f)", dcHigh, dcLow)
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}
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}
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func TestArenaDeathChance_T5R4_AlwaysTerrifying(t *testing.T) {
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// Even max-everything player faces high death at T5R4
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char := &AdventureCharacter{CombatLevel: 50}
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equip := map[EquipmentSlot]*AdvEquipment{
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SlotWeapon: {Tier: 5}, SlotArmor: {Tier: 5}, SlotHelmet: {Tier: 5},
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SlotBoots: {Tier: 5}, SlotTool: {Tier: 5},
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}
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monster := arenaGetMonster(5, 4) // That Which Has Always Been
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dc := arenaDeathChance(monster, char, equip)
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if dc < 0.30 {
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t.Errorf("T5R4 death chance for max player (%f) should be >= 0.30", dc)
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}
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// Should hit the 0.98 ceiling
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if dc > 0.98 {
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t.Errorf("T5R4 death chance (%f) exceeds ceiling 0.98", dc)
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}
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}
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func TestArenaDeathChance_Floor(t *testing.T) {
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// Even with absurd stats, floor is 0.01
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char := &AdventureCharacter{CombatLevel: 50}
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equip := map[EquipmentSlot]*AdvEquipment{
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SlotWeapon: {Tier: 5}, SlotArmor: {Tier: 5}, SlotHelmet: {Tier: 5},
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SlotBoots: {Tier: 5}, SlotTool: {Tier: 5},
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}
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monster := &ArenaMonster{BaseLethality: 0.01, ThreatLevel: 1}
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dc := arenaDeathChance(monster, char, equip)
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if dc < 0.01 {
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t.Errorf("death chance %f below floor 0.01", dc)
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}
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}
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// ── Reward Formula Tests ────────────────────────────────────────────────────
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func TestArenaRoundReward(t *testing.T) {
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@@ -243,38 +152,11 @@ func TestArenaRewardScaling(t *testing.T) {
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}
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}
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// ── Death Chance Formula Component Tests ────────────────────────────────────
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func TestArenaDeathChance_Components(t *testing.T) {
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// Verify formula components individually
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// death_chance = base + level_mod - equip_mod + skill_mod
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// Level 1, tier 0 gear, T1R1 monster (lethality=0.10, threat=2)
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char := &AdventureCharacter{CombatLevel: 1}
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equip := map[EquipmentSlot]*AdvEquipment{
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SlotWeapon: {Tier: 0}, SlotArmor: {Tier: 0}, SlotHelmet: {Tier: 0},
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SlotBoots: {Tier: 0}, SlotTool: {Tier: 0},
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}
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monster := &ArenaMonster{BaseLethality: 0.10, ThreatLevel: 2}
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dc := arenaDeathChance(monster, char, equip)
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// Manual calculation:
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// base = 0.10
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// level_mod = (2-1) * 0.015 = 0.015
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// skill_mod = max(0, 0.25 - 1*0.008) = 0.242
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// equip_mod = 0 * 0.03 = 0 (tier 0 gives no equipment bonus)
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// death_chance = 0.10 + 0.015 - 0 + 0.242 = 0.357
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expected := 0.10 + 0.015 + 0.242
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if math.Abs(dc-expected) > 0.001 {
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t.Errorf("T1R1 components: got %f, expected ~%f", dc, expected)
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}
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}
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// ── Render Tests ────────────────────────────────────────────────────────────
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func TestRenderArenaStreakEntry(t *testing.T) {
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char := &DnDCharacter{Level: 30}
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// Level 5 unlocks T1+T2 only (post-L2 brackets: 1/4/8/13/18); T3-T5 locked.
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char := &DnDCharacter{Level: 5}
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tier := arenaGetTier(1)
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monster := arenaGetMonster(1, 1)
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@@ -603,8 +485,8 @@ func TestRenderArenaStreakEntry_ShowsMultipliers(t *testing.T) {
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}
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func TestRenderArenaStreakEntry_HighLevel_AllEligible(t *testing.T) {
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// T5 requires level 70, so use level 70+ to unlock everything
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char := &DnDCharacter{Level: 70}
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// T5 requires level 18 (post-L2 D&D scale); level 20 unlocks everything.
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char := &DnDCharacter{Level: 20}
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tier := arenaGetTier(1)
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monster := arenaGetMonster(1, 1)
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@@ -780,11 +662,11 @@ func TestRenderArenaLeaderboard_WithEntries(t *testing.T) {
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func TestRenderArenaLevelGate(t *testing.T) {
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tier := arenaGetTier(3)
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text := renderArenaLevelGate(tier, 10)
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if !strings.Contains(text, "Level 25") {
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text := renderArenaLevelGate(tier, 5)
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if !strings.Contains(text, "Level 8") {
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t.Error("gate message should show required level")
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}
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if !strings.Contains(text, "Level 10") {
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if !strings.Contains(text, "Level 5") {
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t.Error("gate message should show player level")
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}
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}
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