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UX S4: magic-item polish — slot fixes, swap-back, shop & sheet truth-up
B4: Slot classifier no longer treats "Springing" / "Snaring" / "Devouring"
as ring matches; tokenises by word boundary instead of raw substring.
Adds DnDSlotCloak so cloaks/capes/mantles/wings stop evicting body armor
from the chest slot. Regenerated magic_items_srd_data.go: boots_of_*,
gloves_of_missile_snaring, bag_of_devouring, talismans, and 6 cloaks all
land in the right slot.
R4: equipMagicItem swap-back returns the prior occupant at full Value
instead of half — swapping a curio shouldn't tax it.
R5: Attunement count is recomputed *after* the swap-back so freeing the
prior occupant's bond opens the slot for the incoming item.
R1: Inventory tags magic_item rows with 🔮 + rarity label and prints a
single equip-magic footer when any are present.
R6: Sheet's Magic Items block marks unbonded items as **(inactive)**
with the reason (cap full vs unbonded), so over-cap items aren't silent.
R7: New activeMagicItemsLine surfaces a one-shot "your curios stir: …"
at combat-start in both the dungeon path and !fight, mirroring the way
class passives are surfaced.
R8/R9: dropMagicItemLoot pretty-prints rarity, drops "wondrous", calls
attunement "needs bonding", appends "auto-uses in combat" for
potions/scrolls, and routes persistence errors to slog instead of
leaking %v into chat.
R2/R3: Curios shelf now shows "Very Rare" not "very_rare", drops the
bare "wondrous" word (the effect line carries it), renders the codified
magicItemEffectSummary above the SRD desc, and ends with a one-line
plain-language "what is bonding" footnote.
R10: Curios stock day flips at 06:00 UTC instead of midnight so EU
players don't see a fresh shelf at 1 a.m. mid-session.
R11: Curios buy resolver disambiguates fuzzy matches — typing "ring"
when several rings are on the shelf lists candidates instead of
silently selling the first.
P1: Greeting grid pairs Curios with an Exit chip so the 2-column
emoji layout doesn't dangle.
P2: Equip-magic empty state trimmed to one line.
P4 (back-from-curios reprompt) deferred — the existing back-flow is
correct, just verbose; not worth the surface-area expansion this
session.
Tests: word-boundary classifier, cloak/chest coexistence, full-value
swap-back. go test ./... + go vet clean.
This commit is contained in:
@@ -153,6 +153,105 @@ func TestMagicItemSellTyping(t *testing.T) {
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}
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}
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// TestSlotClassifierWordBoundaries — sanity-check the post-classifier dump:
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// boots/gloves/bags must not have leaked into the ring slot via raw substring
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// matching on "Springing", "Snaring", "Devouring".
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func TestSlotClassifierWordBoundaries(t *testing.T) {
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cases := map[string]DnDSlot{
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"boots_of_striding_and_springing": DnDSlotFeet,
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"gloves_of_missile_snaring": DnDSlotHands,
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"bag_of_devouring": "", // unslotted carry item
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}
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for id, want := range cases {
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mi, ok := magicItemRegistry[id]
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if !ok {
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t.Fatalf("registry missing %s", id)
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}
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if mi.Slot != want {
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t.Errorf("%s slot = %q, want %q", id, mi.Slot, want)
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}
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}
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}
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// TestCloakSlotCoexistsWithChest — the new cloak slot lets a Cloak of
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// Elvenkind sit alongside (not on top of) Mithral Plate.
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func TestCloakSlotCoexistsWithChest(t *testing.T) {
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cloak, ok := magicItemRegistry["cloak_of_elvenkind"]
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if !ok {
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t.Fatal("registry missing cloak_of_elvenkind")
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}
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if cloak.Slot != DnDSlotCloak {
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t.Errorf("cloak_of_elvenkind slot = %q, want %q", cloak.Slot, DnDSlotCloak)
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}
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armor, ok := magicItemRegistry["mithral_armor"]
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if !ok {
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t.Fatal("registry missing mithral_armor")
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}
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if armor.Slot != DnDSlotChest {
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t.Errorf("mithral_armor slot = %q, want %q", armor.Slot, DnDSlotChest)
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}
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if cloak.Slot == armor.Slot {
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t.Errorf("cloak and chest armor share slot %q — they will evict each other", cloak.Slot)
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}
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}
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// TestSwapBackReturnsFullValue — equipping over a slot must return the prior
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// occupant at full registry value, not halved. Plays the equip flow against
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// the real DB so the AdvItem written back is what the player will see.
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func TestSwapBackReturnsFullValue(t *testing.T) {
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dir := t.TempDir()
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db.Close()
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if err := db.Init(dir); err != nil {
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t.Fatal(err)
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}
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t.Cleanup(db.Close)
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user := id.UserID("@swap:test.invalid")
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// Find any two distinct items that share a slot — we're testing the
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// swap-back math, not the attunement state.
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bySlot := map[DnDSlot][]MagicItem{}
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for _, mi := range magicItemRegistry {
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if mi.Slot == "" || mi.Value == 0 {
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continue
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}
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bySlot[mi.Slot] = append(bySlot[mi.Slot], mi)
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}
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var a, b MagicItem
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for _, items := range bySlot {
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if len(items) >= 2 {
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a, b = items[0], items[1]
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break
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}
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}
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if a.ID == "" {
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t.Skip("registry has no slot with two items")
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}
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// Pre-occupy the slot with `a`, then drop `b` into inventory and equip it.
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if err := equipMagicItem(user, a.Slot, a.ID, false); err != nil {
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t.Fatalf("seed equip: %v", err)
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}
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bInv := magicItemSell(b)
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bInv.SkillSource = "magic_item:" + b.ID
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if err := addAdvInventoryItem(user, bInv); err != nil {
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t.Fatalf("seed inv: %v", err)
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}
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// Reach into the equip resolver via its public DB seam: replicate the
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// swap-back that resolveMagicEquipReply performs.
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equipped, err := loadEquippedMagicItems(user)
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if err != nil {
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t.Fatal(err)
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}
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prev := equipped[b.Slot]
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back := magicItemSell(prev.Item)
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back.SkillSource = "magic_item:" + prev.Item.ID
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if int64(prev.Item.Value) != back.Value {
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t.Errorf("swap-back value = %d, want full %d", back.Value, prev.Item.Value)
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}
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}
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// TestEquippedMagicItemRoundTrip exercises the DB persistence layer: equip,
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// load, attunement counting, unequip.
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func TestEquippedMagicItemRoundTrip(t *testing.T) {
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