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Adv 2.0 D&D Phase 10 SUB2a-ii: Battle Master + Assassin L5/L7
Battle Master:
- New "superiority" resource pool (4/long-rest at L5), provisioned via
initSubclassResources at !subclass selection.
- Three armed maneuvers fueled by superiority dice:
* Precision Attack — +d8 (≈+4) to first attack roll
* Tripping Attack — enemy skips first attack (reuses Phase 9
SpellEnemySkipFirst)
* Rally — +(d8 + CHA) HealItem at <50% HP
- L7 Know Your Enemy proxied as +1 AttackBonus passive.
Assassin:
- L5 Assassinate: AssassinateAdvantage (re-roll first miss, take better
of two d20s) + AssassinateBonusDmg = level (5 at L5) stacked on top
of the Rogue's existing Sneak Attack auto-crit.
- L7 Impostor bumps the bonus damage by +3.
- L5 Infiltration Expertise → +5 Deception; L7 Impostor → +10.
Engine:
- CombatModifiers gains FirstAttackBonus, AssassinateAdvantage,
AssassinateBonusDmg.
- resolvePlayerAttack consumes each on the first attack only via new
combatState one-shot flags.
Tests added: 14 covering passive gating (BM L7+, Assassin L5/L7),
maneuver Apply flags, superiority pool init for BM only, !arm gating
across class/subclass for precision_attack, Deception bonus tiers,
statistical lift from FirstAttackBonus and AssassinateBonusDmg in
SimulateCombat.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -375,6 +375,308 @@ func TestExhaustion_SchemaRoundTrip(t *testing.T) {
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}
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}
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// ── SUB2a-ii — Battle Master + Assassin ─────────────────────────────────
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func TestApplySubclassPassives_BattleMasterL7AttackBonus(t *testing.T) {
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c := &DnDCharacter{Class: ClassFighter, Subclass: SubclassBattleMaster, Level: 7}
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stats := &CombatStats{AttackBonus: 3}
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mods := &CombatModifiers{DamageReduct: 1.0}
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applySubclassPassives(stats, mods, c)
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if stats.AttackBonus != 4 {
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t.Errorf("L7 Battle Master AttackBonus = %d, want 4 (3 base + 1 Know Your Enemy)", stats.AttackBonus)
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}
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}
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func TestApplySubclassPassives_BattleMasterPreL7NoBonus(t *testing.T) {
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c := &DnDCharacter{Class: ClassFighter, Subclass: SubclassBattleMaster, Level: 6}
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stats := &CombatStats{AttackBonus: 3}
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applySubclassPassives(stats, &CombatModifiers{DamageReduct: 1.0}, c)
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if stats.AttackBonus != 3 {
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t.Errorf("L6 Battle Master AttackBonus = %d, want 3 (no Know Your Enemy yet)", stats.AttackBonus)
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}
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}
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func TestApplySubclassPassives_AssassinL5(t *testing.T) {
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c := &DnDCharacter{Class: ClassRogue, Subclass: SubclassAssassin, Level: 5}
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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("L5 Assassin should set AssassinateAdvantage")
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}
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if mods.AssassinateBonusDmg != 5 {
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t.Errorf("L5 Assassin BonusDmg = %d, want 5", mods.AssassinateBonusDmg)
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}
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}
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func TestApplySubclassPassives_AssassinL7Bumps(t *testing.T) {
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c := &DnDCharacter{Class: ClassRogue, Subclass: SubclassAssassin, Level: 7}
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mods := &CombatModifiers{DamageReduct: 1.0}
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applySubclassPassives(&CombatStats{}, mods, c)
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if mods.AssassinateBonusDmg != 10 {
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t.Errorf("L7 Assassin BonusDmg = %d, want 10 (level 7 + 3 Impostor)", mods.AssassinateBonusDmg)
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}
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}
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// Manoeuvre Apply functions wire the right mods.
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func TestPrecisionAttack_ApplySetsFirstAttackBonus(t *testing.T) {
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ab, ok := dndActiveAbilities["precision_attack"]
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if !ok {
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t.Fatal("precision_attack not registered")
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}
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if ab.Class != ClassFighter || ab.Subclass != SubclassBattleMaster {
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t.Errorf("gating: %s/%s, want fighter/battle_master", ab.Class, ab.Subclass)
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}
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if ab.Resource != "superiority" {
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t.Errorf("resource = %s, want superiority", ab.Resource)
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}
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mods := &CombatModifiers{DamageReduct: 1.0}
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ab.Apply(&DnDCharacter{Class: ClassFighter, Subclass: SubclassBattleMaster, Level: 5}, mods)
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if mods.FirstAttackBonus != 4 {
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t.Errorf("FirstAttackBonus = %d, want 4", mods.FirstAttackBonus)
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}
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}
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func TestTripAttack_ApplySetsEnemySkipFirst(t *testing.T) {
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ab := dndActiveAbilities["trip_attack"]
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mods := &CombatModifiers{DamageReduct: 1.0}
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ab.Apply(&DnDCharacter{Class: ClassFighter, Subclass: SubclassBattleMaster, Level: 5}, mods)
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if !mods.SpellEnemySkipFirst {
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t.Error("Tripping Attack should set SpellEnemySkipFirst")
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}
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}
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func TestRally_ApplySetsHealItem(t *testing.T) {
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ab := dndActiveAbilities["rally"]
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mods := &CombatModifiers{DamageReduct: 1.0}
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// CHA 14 → +2 mod, expect HealItem += 6.
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ab.Apply(&DnDCharacter{Class: ClassFighter, Subclass: SubclassBattleMaster, Level: 5, CHA: 14}, mods)
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if mods.HealItem != 6 {
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t.Errorf("Rally HealItem = %d, want 6 (4 + CHA mod 2)", mods.HealItem)
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}
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}
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// ── Resource init at subclass selection ──────────────────────────────────
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func TestInitSubclassResources_BattleMasterGetsSuperiority(t *testing.T) {
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setupAuditTestDB(t)
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uid := id.UserID("@bm_init:example")
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if err := createAdvCharacter(uid, "bm_init"); err != nil {
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t.Fatal(err)
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}
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c := &DnDCharacter{
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UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: 5,
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STR: 16, DEX: 12, CON: 14, INT: 8, WIS: 10, CHA: 10,
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HPMax: 30, HPCurrent: 30, ArmorClass: 16,
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}
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if err := SaveDnDCharacter(c); err != nil {
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t.Fatal(err)
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}
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if err := initSubclassResources(uid, SubclassBattleMaster); err != nil {
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t.Fatal(err)
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}
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cur, max, err := getResource(uid, "superiority")
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if err != nil {
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t.Fatal(err)
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}
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if cur != 4 || max != 4 {
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t.Errorf("superiority pool = %d/%d, want 4/4", cur, max)
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}
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}
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func TestInitSubclassResources_NonBattleMasterIsNoop(t *testing.T) {
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setupAuditTestDB(t)
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uid := id.UserID("@bm_noop:example")
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if err := createAdvCharacter(uid, "bm_noop"); err != nil {
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t.Fatal(err)
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}
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if err := initSubclassResources(uid, SubclassChampion); err != nil {
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t.Fatal(err)
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}
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cur, max, err := getResource(uid, "superiority")
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if err != nil {
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t.Fatal(err)
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}
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if cur != 0 || max != 0 {
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t.Errorf("superiority pool for Champion = %d/%d, want 0/0", cur, max)
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}
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}
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// !arm gating for subclass-only abilities.
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func TestArmPrecisionAttack_BlockedForChampion(t *testing.T) {
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setupAuditTestDB(t)
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uid := id.UserID("@bm_block:example")
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if err := createAdvCharacter(uid, "bm_block"); err != nil {
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t.Fatal(err)
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}
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c := &DnDCharacter{
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UserID: uid, Race: RaceHuman, Class: ClassFighter, Subclass: SubclassChampion,
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Level: 6, STR: 16, DEX: 12, CON: 14, INT: 8, WIS: 10, CHA: 10,
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HPMax: 30, HPCurrent: 30, ArmorClass: 16,
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}
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if err := SaveDnDCharacter(c); err != nil {
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t.Fatal(err)
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}
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if err := initResources(uid, ClassFighter); err != nil {
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t.Fatal(err)
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}
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p := &AdventurePlugin{euro: &EuroPlugin{}}
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if err := p.handleDnDArmCmd(MessageContext{Sender: uid}, "precision_attack"); err != nil {
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t.Fatal(err)
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}
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got, _ := LoadDnDCharacter(uid)
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if got.ArmedAbility == "precision_attack" {
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t.Error("non-Battle-Master should not be able to arm precision_attack")
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}
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}
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func TestArmPrecisionAttack_AllowedForBattleMaster(t *testing.T) {
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setupAuditTestDB(t)
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uid := id.UserID("@bm_ok:example")
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if err := createAdvCharacter(uid, "bm_ok"); err != nil {
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t.Fatal(err)
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}
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c := &DnDCharacter{
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UserID: uid, Race: RaceHuman, Class: ClassFighter, Subclass: SubclassBattleMaster,
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Level: 5, STR: 16, DEX: 12, CON: 14, INT: 8, WIS: 10, CHA: 10,
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HPMax: 30, HPCurrent: 30, ArmorClass: 16,
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}
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if err := SaveDnDCharacter(c); err != nil {
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t.Fatal(err)
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}
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if err := initSubclassResources(uid, SubclassBattleMaster); err != nil {
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t.Fatal(err)
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}
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p := &AdventurePlugin{euro: &EuroPlugin{}}
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if err := p.handleDnDArmCmd(MessageContext{Sender: uid}, "precision_attack"); err != nil {
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t.Fatal(err)
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}
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got, _ := LoadDnDCharacter(uid)
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if got.ArmedAbility != "precision_attack" {
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t.Errorf("ArmedAbility = %q, want precision_attack", got.ArmedAbility)
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}
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cur, _, _ := getResource(uid, "superiority")
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if cur != 3 {
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t.Errorf("superiority after arm = %d, want 3", cur)
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}
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}
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// ── Skill bonuses ────────────────────────────────────────────────────────
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func TestSubclassSkillBonus_AssassinDeception(t *testing.T) {
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dec, _ := skillInfo(SkillDeception)
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persuasion, _ := skillInfo(SkillPersuasion)
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l5 := &DnDCharacter{Class: ClassRogue, Subclass: SubclassAssassin, Level: 5}
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if got := subclassSkillBonus(l5, dec); got != 5 {
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t.Errorf("L5 Assassin Deception = %d, want 5", got)
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}
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if got := subclassSkillBonus(l5, persuasion); got != 0 {
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t.Errorf("L5 Assassin Persuasion = %d, want 0 (Infiltration is Deception only)", got)
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}
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l7 := &DnDCharacter{Class: ClassRogue, Subclass: SubclassAssassin, Level: 7}
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if got := subclassSkillBonus(l7, dec); got != 10 {
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t.Errorf("L7 Assassin Deception = %d, want 10 (Impostor)", got)
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}
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l4 := &DnDCharacter{Class: ClassRogue, Subclass: SubclassAssassin, Level: 4}
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if got := subclassSkillBonus(l4, dec); got != 0 {
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t.Errorf("L4 Assassin Deception = %d, want 0 (subclass abilities gate at L5)", got)
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}
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}
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// ── End-to-end: one-shot first-attack effects ────────────────────────────
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func bmPrecisionPlayer() Combatant {
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return Combatant{
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Name: "BM", IsPlayer: true,
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Stats: CombatStats{
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MaxHP: 100, Attack: 15, Defense: 8, Speed: 10, AttackBonus: 5, AC: 16,
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CritRate: 0.05, DodgeRate: 0.05, BlockRate: 0.05,
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},
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Mods: CombatModifiers{DamageReduct: 1.0, FirstAttackBonus: 4},
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}
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}
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func plainBMPlayer() Combatant {
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c := bmPrecisionPlayer()
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c.Mods.FirstAttackBonus = 0
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return c
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}
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// Probabilistic: a stiff +4 on the opening swing should noticeably lift
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// hit-rate against an enemy AC tuned to mostly-shrug the baseline player.
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func TestSimulateCombat_FirstAttackBonusImprovesEarlyHits(t *testing.T) {
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const trials = 1500
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hardEnemy := Combatant{
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Name: "Wall",
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Stats: CombatStats{
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MaxHP: 80, Attack: 10, Defense: 6, Speed: 6, AC: 22, AttackBonus: 4,
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CritRate: 0.05, DodgeRate: 0.05, BlockRate: 0.05,
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},
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Mods: CombatModifiers{DamageReduct: 1.0},
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}
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plainWins, bmWins := 0, 0
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for i := 0; i < trials; i++ {
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if SimulateCombat(plainBMPlayer(), hardEnemy, defaultCombatPhases).PlayerWon {
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plainWins++
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}
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if SimulateCombat(bmPrecisionPlayer(), hardEnemy, defaultCombatPhases).PlayerWon {
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bmWins++
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}
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}
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if bmWins-plainWins < 25 {
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t.Errorf("Precision Attack lift too small: plain=%d bm=%d", plainWins, bmWins)
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}
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}
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// Surface check: AssassinateBonusDmg only consumed once.
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func TestResolvePlayerAttack_AssassinateBonusFirstHitOnly(t *testing.T) {
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// Drive resolvePlayerAttack via a SimulateCombat run and confirm the
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// total enemy damage taken on hit is the *base* damage on subsequent
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// hits (i.e. only the first hit got the +bonus). Statistical compare
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// against an Assassin L5 vs. an identical player without the bonus.
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const trials = 800
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build := func(bonus int) Combatant {
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return Combatant{
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Name: "Assn", IsPlayer: true,
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Stats: CombatStats{
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MaxHP: 100, Attack: 15, Defense: 8, Speed: 10, AttackBonus: 5, AC: 16,
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CritRate: 0.05, DodgeRate: 0.05, BlockRate: 0.05,
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},
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Mods: CombatModifiers{
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DamageReduct: 1.0, AutoCritFirst: true, AssassinateBonusDmg: bonus,
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},
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}
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}
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enemy := func() Combatant {
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return Combatant{
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Name: "Mark",
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Stats: CombatStats{
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MaxHP: 80, Attack: 12, Defense: 8, Speed: 8, AC: 14, AttackBonus: 3,
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CritRate: 0.05, DodgeRate: 0.05, BlockRate: 0.05,
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},
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Mods: CombatModifiers{DamageReduct: 1.0},
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}
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}
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plainWins, assnWins := 0, 0
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for i := 0; i < trials; i++ {
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if SimulateCombat(build(0), enemy(), defaultCombatPhases).PlayerWon {
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plainWins++
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}
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if SimulateCombat(build(8), enemy(), defaultCombatPhases).PlayerWon {
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assnWins++
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}
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}
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if assnWins <= plainWins {
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t.Errorf("Assassinate bonus damage didn't help: plain=%d assn=%d", plainWins, assnWins)
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}
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}
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// Surface-level sanity: rage shows up in characterActiveAbilities for a
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// Berserker but not a Champion. Tests the gating helper directly so we
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// don't need the resource-pool DB read that renderArmList does.
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