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:
prosolis
2026-05-08 10:15:57 -07:00
parent 437460c9b2
commit c8fac7ffd9
6 changed files with 464 additions and 0 deletions

View File

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