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Lift caster trailers: concentration re-tick + Josie caster-aid bootstraps
Diagnosed a cleric "death loop" (L14 dying at T2/T3 bosses while over-levelled): the boss isn't overtuned — caster sustained DPS is under-delivered, compounded by a fragile healer build. Engine fix — concentration AOE re-tick: - Concentration damage spells (spirit_guardians, heat_metal, spike_growth, call_lightning, flaming_sphere) now tick the enemy every round at round_end instead of resolving as a one-shot, via a new CombatStatuses.ConcentrationDmg armed on cast and round-tripped through the turn engine. Closes the long-tracked turn-engine concentration gap; the burst still lands the casting round, then the aura lingers. - Sim picker skips re-casting an already-active aura (models competent play and prevents a burst+aura double-dip). Re-baseline (n=30 sweep + n=100 confirm): bard +47pp T3 (heat_metal), druid +3-7, cleric/mage flat, fighter unchanged — no regressions. Player-data bootstraps (idempotent, run once on Init): - bootstrapCasterSpellBackfill: ensureSpellsForCharacter only seeds an empty book, so defaults added after a character's roll never reach it. Backfill missing defaults into known+prepared for existing casters (gives the affected cleric inflict_wounds + a working healing_word, since her healing_word_spell is a dead alias). - bootstrapGrantStarterPet: one-off L10 pet for an endgame player who never got the morning arrival roll; adds per-round proc damage + deflect. - TestScenario_JosieCasterAid verifies both against a copy of the live DB, incl. idempotency. Also fix a pre-existing wall-clock flake in TestFireBriefings_EventAnchoredActivePlayerDelivers (start_date defaulted to real now, filtering the row out when the suite runs after 06:00 UTC).
This commit is contained in:
@@ -224,6 +224,12 @@ func (p *AdventurePlugin) Init() error {
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// existing caster rows once at startup so the lift reaches live
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// existing caster rows once at startup so the lift reaches live
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// players without waiting for level-up.
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// players without waiting for level-up.
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bootstrapCasterHPRefresh()
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bootstrapCasterHPRefresh()
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// 2026-06-18 caster-aid: backfill default spells that postdate a
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// character's roll (ensureSpellsForCharacter only seeds an empty book),
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// and a one-off pet gift for an endgame player who never got the morning
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// arrival roll. Both idempotent via JobCompleted gates.
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bootstrapCasterSpellBackfill()
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bootstrapGrantStarterPet()
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// Phase R1 orphan-archive used to run here on every Init, but it
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// Phase R1 orphan-archive used to run here on every Init, but it
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// over-archived: it treats any active dnd_zone_run row not linked to
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// over-archived: it treats any active dnd_zone_run row not linked to
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// an active expedition as a legacy `!adventure dungeon` orphan, which
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// an active expedition as a legacy `!adventure dungeon` orphan, which
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144
internal/plugin/bootstrap_josie_caster_aid.go
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144
internal/plugin/bootstrap_josie_caster_aid.go
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@@ -0,0 +1,144 @@
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package plugin
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import (
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"log/slog"
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"time"
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"gogobee/internal/db"
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"maunium.net/go/mautrix/id"
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)
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// Two one-shot startup bootstraps that lift a low-DPS caster who was stuck in a
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// boss-wall "death loop". Diagnosis: the boss isn't overtuned — the player is an
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// over-levelled cleric whose damage output is structurally low. Two account
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// gaps, fixed idempotently here so they reach the live player without a respec.
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//
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// 1. bootstrapCasterSpellBackfill — characters created before a default spell
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// was added to defaultKnownSpells keep their original spellbook forever:
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// ensureSpellsForCharacter only seeds when the known-spell list is EMPTY, so
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// later default additions never reach existing casters. This backfills any
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// missing default into known+prepared (e.g. inflict_wounds, added to the
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// cleric defaults after the affected character was rolled). General + future
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// proof — it fixes any caster with the same stale-default gap.
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//
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// 2. bootstrapGrantStarterPet — a targeted gift of a combat companion to a
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// specific endgame player who never received the 25% morning pet-arrival
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// roll. A pet adds sustained per-round damage + deflect mitigation, which
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// helps caster trailers most.
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// bootstrapCasterSpellBackfill adds any missing defaultKnownSpells entry to
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// every existing caster as known+prepared. addKnownSpell is idempotent and
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// leaves the prepared flag of already-known spells untouched (ON CONFLICT only
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// refreshes source), so this only ever adds the genuinely-missing defaults.
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func bootstrapCasterSpellBackfill() {
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const jobName = "caster_default_spell_backfill_v1"
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if db.JobCompleted(jobName, "once") {
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return
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}
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chars, err := loadAllAdvCharacters()
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if err != nil {
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slog.Error("bootstrap: caster spell backfill — load characters failed", "err", err)
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return
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}
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added := 0
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for _, ac := range chars {
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c, err := LoadDnDCharacter(ac.UserID)
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if err != nil || c == nil || !isSpellcaster(c) {
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continue
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}
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known, err := listKnownSpells(c.UserID)
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if err != nil {
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slog.Warn("bootstrap: caster spell backfill — list known failed", "user", c.UserID, "err", err)
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continue
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}
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have := make(map[string]bool, len(known))
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for _, k := range known {
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have[k.SpellID] = true
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}
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defaults := defaultKnownSpells(c.Class, c.Level)
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if c.Class == ClassRogue && c.Subclass == SubclassArcaneTrickster {
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defaults = arcaneTricksterDefaultSpells(c.Level)
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}
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for _, sid := range defaults {
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if have[sid] {
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continue
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}
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if err := addKnownSpell(c.UserID, sid, "class", true); err != nil {
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slog.Error("bootstrap: caster spell backfill — add failed", "user", c.UserID, "spell", sid, "err", err)
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continue
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}
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slog.Info("bootstrap: backfilled default spell", "user", c.UserID, "spell", sid)
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added++
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}
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}
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db.MarkJobCompleted(jobName, "once")
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if added > 0 {
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slog.Warn("bootstrap: caster default-spell backfill complete", "spells_added", added)
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}
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}
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// josieStarterPet identifies the one player the pet gift targets and the pet
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// it grants. Kept as data so the intent is legible: this is an admin gift, not
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// a game-wide policy.
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var josieStarterPet = struct {
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userID id.UserID
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typ string
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name string
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level int
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}{
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userID: "@holymachina:parodia.dev",
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typ: "dog",
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name: "Biscuit",
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level: 10,
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}
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// bootstrapGrantStarterPet gives the targeted player a combat companion if they
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// have none. No-op once they have a pet (this gift, a later arrival, or one
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// chased away — we don't override the player's own pet history). Idempotent via
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// the job gate AND the has-pet guard.
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func bootstrapGrantStarterPet() {
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const jobName = "grant_starter_pet_holymachina_v1"
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if db.JobCompleted(jobName, "once") {
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return
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}
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g := josieStarterPet
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char, err := loadAdvCharacter(g.userID)
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if err != nil || char == nil {
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// Target not present in this DB (e.g. fresh deploy) — mark done so we
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// don't re-scan every startup; the gift is a one-off, not a standing rule.
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db.MarkJobCompleted(jobName, "once")
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return
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}
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if char.PetType != "" || char.PetArrived {
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slog.Info("bootstrap: starter pet — target already has a pet, skipping", "user", g.userID)
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db.MarkJobCompleted(jobName, "once")
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return
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}
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char.PetType = g.typ
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char.PetName = g.name
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char.PetLevel = g.level
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char.PetXP = 0
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char.PetArrived = true
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char.PetChasedAway = false
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if g.level >= 10 {
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// Mirror the babysit path that stamps the L10 date when a pet first
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// reaches the cap, so milestone/supply-shop logic stays consistent.
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char.PetLevel10Date = time.Now().UTC().Format("2006-01-02")
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}
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if err := saveAdvCharacter(char); err != nil {
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slog.Error("bootstrap: starter pet — save failed", "user", g.userID, "err", err)
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return
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}
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if err := upsertPlayerMetaPetState(char.UserID, petStateFromAdvChar(char)); err != nil {
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slog.Error("bootstrap: starter pet — player_meta mirror failed", "user", g.userID, "err", err)
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return
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}
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db.MarkJobCompleted(jobName, "once")
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slog.Warn("bootstrap: granted starter pet", "user", g.userID, "pet", g.name, "level", g.level)
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}
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@@ -489,6 +489,14 @@ func (p *AdventurePlugin) handleCombatCastCmd(ctx MessageContext, args string) e
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PlayerHeal: out.PlayerHeal,
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PlayerHeal: out.PlayerHeal,
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EnemySkip: out.EnemySkip,
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EnemySkip: out.EnemySkip,
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}
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}
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// Concentration AOE damage spells linger: the burst lands this round
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// (EnemyDamage) and the same value re-ticks every round_end after, via
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// the engine's concentration aura. spiritual_weapon already covers the
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// cleric's bonus-action half of the combo; this restores the action half.
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if spell.Concentration &&
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(spell.Effect == EffectDamageAuto || spell.Effect == EffectDamageSave) {
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eff.ConcentrationDmg = out.EnemyDamage
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}
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}
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}
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events, err := runCombatRound(sess, &player, &enemy, PlayerAction{Kind: ActionCast, Effect: eff})
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events, err := runCombatRound(sess, &player, &enemy, PlayerAction{Kind: ActionCast, Effect: eff})
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@@ -332,6 +332,14 @@ type combatState struct {
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// Phase 10 SUB2b — Abjuration Arcane Ward HP buffer.
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// Phase 10 SUB2b — Abjuration Arcane Ward HP buffer.
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arcaneWardHP int
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arcaneWardHP int
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// concentrationDmg — per-round damage of an active concentration AOE
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// (Spirit Guardians et al.). Armed by a !cast of a concentration damage
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// spell, ticked against the enemy every round_end until the fight ends
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// or another concentration spell overwrites it. Only the turn engine
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// reads it; SimulateCombat resolves whole fights in one pass and folds
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// the aura's value into the picker's concentration multiplier instead.
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concentrationDmg int
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// Phase 13 bestiary slice 3 — stateful monster-ability effects. Each is
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// Phase 13 bestiary slice 3 — stateful monster-ability effects. Each is
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// armed by applyAbility and read by the shared resolution primitives, so
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// armed by applyAbility and read by the shared resolution primitives, so
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// both engines honour them; the turn-based engine additionally round-trips
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// both engines honour them; the turn-based engine additionally round-trips
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@@ -239,6 +239,9 @@ func renderEvent(e CombatEvent, playerName, enemyName string, result CombatResul
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case "spirit_weapon_strike":
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case "spirit_weapon_strike":
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return fmt.Sprintf(pickRand(narrativeSpiritWeapon), e.Damage)
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return fmt.Sprintf(pickRand(narrativeSpiritWeapon), e.Damage)
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case "concentration_tick":
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return fmt.Sprintf(pickRand(narrativeConcentrationTick), e.Damage)
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case "pet_deflect":
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case "pet_deflect":
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return pickRand(narrativePetDeflect)
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return pickRand(narrativePetDeflect)
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@@ -536,6 +539,13 @@ var narrativeSpiritWeapon = []string{
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"✨ The spectral blade flickers, then bites. %d damage. It does not tire. It does not blink.",
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"✨ The spectral blade flickers, then bites. %d damage. It does not tire. It does not blink.",
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}
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}
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var narrativeConcentrationTick = []string{
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"🌀 The lingering aura grinds the enemy down — %d damage. Still humming. Still hungry.",
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"🌀 Your spell hasn't let go: the spirits sweep through again for %d damage.",
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"🌀 The radiant field pulses once more — %d damage. Concentration holds.",
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"🌀 The enemy steps wrong and the standing magic answers, %d damage. It does not move on.",
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}
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var narrativePetDeflect = []string{
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var narrativePetDeflect = []string{
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"🐾 Your pet intercepts the blow. Damage halved. Your pet is now your best piece of equipment.",
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"🐾 Your pet intercepts the blow. Damage halved. Your pet is now your best piece of equipment.",
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"🐾 Your pet pushes you aside at the last second. Impact reduced. You did not ask to be pushed. Results speak for themselves.",
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"🐾 Your pet pushes you aside at the last second. Impact reduced. You did not ask to be pushed. Results speak for themselves.",
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@@ -77,6 +77,15 @@ type CombatStatuses struct {
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ArcaneWardHP int `json:"arcane_ward_hp,omitempty"`
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ArcaneWardHP int `json:"arcane_ward_hp,omitempty"`
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HealChargesLeft int `json:"heal_charges_left,omitempty"`
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HealChargesLeft int `json:"heal_charges_left,omitempty"`
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// ConcentrationDmg is the per-round damage of the player's active
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// concentration AOE (Spirit Guardians, Spike Growth, Call Lightning,
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// Flaming Sphere…). A one-shot !cast lands its burst the casting round,
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// then this re-ticks the aura at round_end every round until the fight
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// ends or another concentration spell overwrites it — the lingering half
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// of the spell the engine used to drop on the floor, which left clerics
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// and druids with no sustained DPS once their burst landed.
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ConcentrationDmg int `json:"concentration_dmg,omitempty"`
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// Once-per-fight class/race/subclass one-shots: the "already used" flags.
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// Once-per-fight class/race/subclass one-shots: the "already used" flags.
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// Without persistence these reset every round on resume, letting a Halfling
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// Without persistence these reset every round on resume, letting a Halfling
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// reroll a nat 1 or an Orc rage every single round of a turn-based fight.
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// reroll a nat 1 or an Orc rage every single round of a turn-based fight.
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@@ -263,6 +263,74 @@ func TestTurnEngine_PoisonTickCanBeLethal(t *testing.T) {
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}
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}
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}
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}
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func TestTurnEngine_ConcentrationTickAtRoundEnd(t *testing.T) {
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sess := turnSession(CombatPhaseRoundEnd, 50, 80)
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sess.Statuses = CombatStatuses{ConcentrationDmg: 12}
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player, enemy := basePlayer(), baseEnemy()
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events, err := stepEngine(sess, &player, &enemy, PlayerAction{})
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if err != nil {
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t.Fatal(err)
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}
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if sess.EnemyHP != 68 {
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t.Errorf("enemy_hp = %d, want 68 (80 - 12 aura)", sess.EnemyHP)
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}
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if sess.Statuses.ConcentrationDmg != 12 {
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t.Errorf("concentration_dmg = %d, want 12 (aura persists)", sess.Statuses.ConcentrationDmg)
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}
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if len(events) != 1 || events[0].Action != "concentration_tick" || events[0].Damage != 12 {
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t.Errorf("expected one concentration_tick event, got %+v", events)
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}
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if sess.Round != 2 || sess.Phase != CombatPhasePlayerTurn {
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t.Errorf("round=%d phase=%q, want 2/player_turn", sess.Round, sess.Phase)
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}
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}
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func TestTurnEngine_ConcentrationTickCanBeLethal(t *testing.T) {
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sess := turnSession(CombatPhaseRoundEnd, 50, 9)
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sess.Statuses = CombatStatuses{ConcentrationDmg: 12}
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player, enemy := basePlayer(), baseEnemy()
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if _, err := stepEngine(sess, &player, &enemy, PlayerAction{}); err != nil {
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t.Fatal(err)
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}
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if sess.Status != CombatStatusWon || sess.Phase != CombatPhaseOver {
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t.Errorf("status=%q phase=%q, want won/over (aura dropped enemy)", sess.Status, sess.Phase)
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}
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if sess.EnemyHP != 0 {
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t.Errorf("enemy_hp = %d, want 0", sess.EnemyHP)
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}
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}
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// A concentration damage cast lands its burst this round AND arms the aura so
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// it re-ticks at every subsequent round_end.
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func TestTurnEngine_ConcentrationCastArmsAura(t *testing.T) {
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sess := turnSession(CombatPhasePlayerTurn, 50, 200)
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player, enemy := basePlayer(), baseEnemy()
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eff := &turnActionEffect{
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Label: "Spirit Guardians", Action: "spell_cast",
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EnemyDamage: 15, ConcentrationDmg: 15,
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}
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if _, err := stepEngine(sess, &player, &enemy, PlayerAction{Kind: ActionCast, Effect: eff}); err != nil {
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t.Fatal(err)
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}
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if sess.EnemyHP != 185 {
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t.Errorf("enemy_hp = %d, want 185 (200 - 15 burst)", sess.EnemyHP)
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}
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if sess.Statuses.ConcentrationDmg != 15 {
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t.Fatalf("concentration_dmg = %d, want 15 (aura armed)", sess.Statuses.ConcentrationDmg)
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}
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// Drive to round_end and confirm the aura bites again.
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sess.Phase = CombatPhaseRoundEnd
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if _, err := stepEngine(sess, &player, &enemy, PlayerAction{}); err != nil {
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t.Fatal(err)
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}
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if sess.EnemyHP != 170 {
|
||||||
|
t.Errorf("enemy_hp = %d, want 170 (185 - 15 aura tick)", sess.EnemyHP)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
func TestTurnEngine_Flee(t *testing.T) {
|
func TestTurnEngine_Flee(t *testing.T) {
|
||||||
sess := turnSession(CombatPhasePlayerTurn, 50, 50)
|
sess := turnSession(CombatPhasePlayerTurn, 50, 50)
|
||||||
player, enemy := basePlayer(), baseEnemy()
|
player, enemy := basePlayer(), baseEnemy()
|
||||||
|
|||||||
@@ -64,6 +64,12 @@ type turnActionEffect struct {
|
|||||||
EnemyDamage int
|
EnemyDamage int
|
||||||
PlayerHeal int
|
PlayerHeal int
|
||||||
EnemySkip bool // control spell: enemy forfeits its attack this round
|
EnemySkip bool // control spell: enemy forfeits its attack this round
|
||||||
|
// ConcentrationDmg arms a per-round aura tick when a concentration damage
|
||||||
|
// spell is cast: EnemyDamage is the burst that lands this round, this is
|
||||||
|
// what re-ticks at every round_end after. Zero for one-shot spells; a
|
||||||
|
// non-zero value overwrites any aura already running (5e: one
|
||||||
|
// concentration at a time).
|
||||||
|
ConcentrationDmg int
|
||||||
}
|
}
|
||||||
|
|
||||||
// turnEngine wraps a combatState reconstructed from a persisted CombatSession
|
// turnEngine wraps a combatState reconstructed from a persisted CombatSession
|
||||||
@@ -125,6 +131,7 @@ func resumeTurnEngine(sess *CombatSession, player, enemy *Combatant, rng *rand.R
|
|||||||
autoCrit: sess.Statuses.AutoCritFirst,
|
autoCrit: sess.Statuses.AutoCritFirst,
|
||||||
arcaneWardHP: sess.Statuses.ArcaneWardHP,
|
arcaneWardHP: sess.Statuses.ArcaneWardHP,
|
||||||
healChargesLeft: sess.Statuses.HealChargesLeft,
|
healChargesLeft: sess.Statuses.HealChargesLeft,
|
||||||
|
concentrationDmg: sess.Statuses.ConcentrationDmg,
|
||||||
deathSaveUsed: sess.Statuses.DeathSaveUsed,
|
deathSaveUsed: sess.Statuses.DeathSaveUsed,
|
||||||
luckyUsed: sess.Statuses.LuckyUsed,
|
luckyUsed: sess.Statuses.LuckyUsed,
|
||||||
raged: sess.Statuses.Raged,
|
raged: sess.Statuses.Raged,
|
||||||
@@ -299,6 +306,12 @@ func (te *turnEngine) stepPlayerActionEffect(eff *turnActionEffect) {
|
|||||||
hpCap := max(1, te.sess.PlayerHPMax-st.maxHPDrain)
|
hpCap := max(1, te.sess.PlayerHPMax-st.maxHPDrain)
|
||||||
st.playerHP = min(hpCap, st.playerHP+eff.PlayerHeal)
|
st.playerHP = min(hpCap, st.playerHP+eff.PlayerHeal)
|
||||||
}
|
}
|
||||||
|
// Arm / replace the concentration aura. A new concentration cast overwrites
|
||||||
|
// the old one (5e: one concentration at a time); non-concentration casts
|
||||||
|
// leave any running aura alone.
|
||||||
|
if eff.ConcentrationDmg > 0 {
|
||||||
|
st.concentrationDmg = eff.ConcentrationDmg
|
||||||
|
}
|
||||||
st.events = append(st.events, CombatEvent{
|
st.events = append(st.events, CombatEvent{
|
||||||
Round: st.round, Phase: turnCombatPhase.Name, Actor: "player", Action: action,
|
Round: st.round, Phase: turnCombatPhase.Name, Actor: "player", Action: action,
|
||||||
Damage: enemyDmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP, Desc: eff.Label,
|
Damage: enemyDmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP, Desc: eff.Label,
|
||||||
@@ -454,6 +467,20 @@ func (te *turnEngine) stepRoundEnd() {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
// Concentration aura (Spirit Guardians et al.): the lingering spell bites
|
||||||
|
// the enemy each round it stays up. Ticks before enemy regen so a lethal
|
||||||
|
// pulse settles the fight before the enemy knits its wounds back.
|
||||||
|
if st.concentrationDmg > 0 && st.enemyHP > 0 {
|
||||||
|
st.enemyHP = max(0, st.enemyHP-st.concentrationDmg)
|
||||||
|
st.events = append(st.events, CombatEvent{
|
||||||
|
Round: st.round, Phase: CombatPhaseRoundEnd, Actor: "player", Action: "concentration_tick",
|
||||||
|
Damage: st.concentrationDmg, PlayerHP: st.playerHP, EnemyHP: st.enemyHP,
|
||||||
|
})
|
||||||
|
if st.enemyHP <= 0 {
|
||||||
|
te.finish(CombatStatusWon)
|
||||||
|
return
|
||||||
|
}
|
||||||
|
}
|
||||||
// Regenerate (monster ability): the enemy knits its wounds at round end.
|
// Regenerate (monster ability): the enemy knits its wounds at round end.
|
||||||
if st.enemyRegen > 0 && st.enemyHP > 0 && st.enemyHP < te.enemy.Stats.MaxHP {
|
if st.enemyRegen > 0 && st.enemyHP > 0 && st.enemyHP < te.enemy.Stats.MaxHP {
|
||||||
st.enemyHP = min(te.enemy.Stats.MaxHP, st.enemyHP+st.enemyRegen)
|
st.enemyHP = min(te.enemy.Stats.MaxHP, st.enemyHP+st.enemyRegen)
|
||||||
@@ -499,6 +526,7 @@ func (te *turnEngine) commit() {
|
|||||||
s.AutoCritFirst = st.autoCrit
|
s.AutoCritFirst = st.autoCrit
|
||||||
s.ArcaneWardHP = st.arcaneWardHP
|
s.ArcaneWardHP = st.arcaneWardHP
|
||||||
s.HealChargesLeft = st.healChargesLeft
|
s.HealChargesLeft = st.healChargesLeft
|
||||||
|
s.ConcentrationDmg = st.concentrationDmg
|
||||||
s.DeathSaveUsed = st.deathSaveUsed
|
s.DeathSaveUsed = st.deathSaveUsed
|
||||||
s.LuckyUsed = st.luckyUsed
|
s.LuckyUsed = st.luckyUsed
|
||||||
s.Raged = st.raged
|
s.Raged = st.raged
|
||||||
|
|||||||
@@ -239,19 +239,26 @@ func TestFireBriefings_EventAnchoredActivePlayerDelivers(t *testing.T) {
|
|||||||
if err != nil {
|
if err != nil {
|
||||||
t.Fatal(err)
|
t.Fatal(err)
|
||||||
}
|
}
|
||||||
useEventAnchored(t, exp)
|
|
||||||
|
|
||||||
wall := time.Now().UTC()
|
wall := time.Now().UTC()
|
||||||
now := time.Date(wall.Year(), wall.Month(), wall.Day(), 6, 30, 0, 0, time.UTC)
|
now := time.Date(wall.Year(), wall.Month(), wall.Day(), 6, 30, 0, 0, time.UTC)
|
||||||
threshold := time.Date(now.Year(), now.Month(), now.Day(),
|
threshold := time.Date(now.Year(), now.Month(), now.Day(),
|
||||||
expeditionBriefingHour, 0, 0, 0, time.UTC)
|
expeditionBriefingHour, 0, 0, 0, time.UTC)
|
||||||
activeActivity := threshold.Add(15 * time.Minute)
|
activeActivity := threshold.Add(15 * time.Minute)
|
||||||
priorBriefing := now.Add(-24 * time.Hour)
|
priorBriefing := now.Add(-24 * time.Hour)
|
||||||
|
// Pin start_date before today's threshold. Left at the default (real
|
||||||
|
// time.Now()), a suite run after 06:00 UTC lands start_date past the
|
||||||
|
// threshold and loadExpeditionsNeedingBriefing (start_date < threshold)
|
||||||
|
// filters the row out — a wall-clock-of-day flake. useEventAnchored runs
|
||||||
|
// after, so its cutoff tracks the backdated start and the run stays
|
||||||
|
// event-anchored.
|
||||||
|
startAt := now.Add(-24 * time.Hour)
|
||||||
|
exp.StartDate = startAt
|
||||||
if _, err := db.Get().Exec(
|
if _, err := db.Get().Exec(
|
||||||
`UPDATE dnd_expedition SET last_activity = ?, last_briefing_at = ? WHERE expedition_id = ?`,
|
`UPDATE dnd_expedition SET start_date = ?, last_activity = ?, last_briefing_at = ? WHERE expedition_id = ?`,
|
||||||
activeActivity, priorBriefing, exp.ID); err != nil {
|
startAt, activeActivity, priorBriefing, exp.ID); err != nil {
|
||||||
t.Fatal(err)
|
t.Fatal(err)
|
||||||
}
|
}
|
||||||
|
useEventAnchored(t, exp)
|
||||||
|
|
||||||
p := &AdventurePlugin{}
|
p := &AdventurePlugin{}
|
||||||
p.fireExpeditionBriefings(now)
|
p.fireExpeditionBriefings(now)
|
||||||
|
|||||||
@@ -919,7 +919,12 @@ func (p *AdventurePlugin) pickAutoCombatAction(uid id.UserID, sess *CombatSessio
|
|||||||
if id := simPickSpiritualWeapon(c, uid, sess); id != "" {
|
if id := simPickSpiritualWeapon(c, uid, sess); id != "" {
|
||||||
return "cast", id
|
return "cast", id
|
||||||
}
|
}
|
||||||
if id := simPickSpell(c, uid); id != "" {
|
// Once a concentration aura is up, a competent caster maintains it and
|
||||||
|
// attacks (or casts a non-concentration spell) rather than burning a
|
||||||
|
// slot to re-arm the same aura — so the picker excludes concentration
|
||||||
|
// spells while one is active.
|
||||||
|
auraActive := sess.Statuses.ConcentrationDmg > 0
|
||||||
|
if id := simPickSpell(c, uid, auraActive); id != "" {
|
||||||
return "cast", id
|
return "cast", id
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1008,7 +1013,7 @@ func simPickSpiritualWeapon(c *DnDCharacter, uid id.UserID, sess *CombatSession)
|
|||||||
// - Among feasible candidates, prefer higher slot level (preserves
|
// - Among feasible candidates, prefer higher slot level (preserves
|
||||||
// high-slot supremacy and burns the big slots first); tie-break on
|
// high-slot supremacy and burns the big slots first); tie-break on
|
||||||
// expected damage from the dice string.
|
// expected damage from the dice string.
|
||||||
func simPickSpell(c *DnDCharacter, uid id.UserID) string {
|
func simPickSpell(c *DnDCharacter, uid id.UserID, auraActive bool) string {
|
||||||
known, err := listKnownSpells(uid)
|
known, err := listKnownSpells(uid)
|
||||||
if err != nil || len(known) == 0 {
|
if err != nil || len(known) == 0 {
|
||||||
return ""
|
return ""
|
||||||
@@ -1037,6 +1042,11 @@ func simPickSpell(c *DnDCharacter, uid id.UserID) string {
|
|||||||
if sp.CastTime == CastReaction {
|
if sp.CastTime == CastReaction {
|
||||||
continue
|
continue
|
||||||
}
|
}
|
||||||
|
// An aura is already ticking — don't re-arm it; prefer attacks or a
|
||||||
|
// non-concentration spell this turn.
|
||||||
|
if auraActive && sp.Concentration {
|
||||||
|
continue
|
||||||
|
}
|
||||||
onList := false
|
onList := false
|
||||||
for _, cl := range sp.Classes {
|
for _, cl := range sp.Classes {
|
||||||
if cl == c.Class {
|
if cl == c.Class {
|
||||||
|
|||||||
429
internal/plugin/scenario_proddb_test.go
Normal file
429
internal/plugin/scenario_proddb_test.go
Normal file
@@ -0,0 +1,429 @@
|
|||||||
|
package plugin
|
||||||
|
|
||||||
|
// Scenario tests run against a copy of the prod DB (data/gogobee.db).
|
||||||
|
// Gated on GOGOBEE_PRODDB_SCENARIOS=1 so they don't run on default
|
||||||
|
// `go test ./...` invocations. Pattern mirrors setupAuditTestDB.
|
||||||
|
//
|
||||||
|
// Run with: GOGOBEE_PRODDB_SCENARIOS=1 go test -run TestScenario_ -v \
|
||||||
|
// ./internal/plugin/
|
||||||
|
|
||||||
|
import (
|
||||||
|
"os"
|
||||||
|
"regexp"
|
||||||
|
"strings"
|
||||||
|
"testing"
|
||||||
|
|
||||||
|
"gogobee/internal/db"
|
||||||
|
"maunium.net/go/mautrix/id"
|
||||||
|
)
|
||||||
|
|
||||||
|
func requireScenarioEnv(t *testing.T) {
|
||||||
|
t.Helper()
|
||||||
|
if os.Getenv("GOGOBEE_PRODDB_SCENARIOS") != "1" {
|
||||||
|
t.Skip("scenario tests gated on GOGOBEE_PRODDB_SCENARIOS=1")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Scenario: Josie caster-aid bootstraps ──────────────────────────────────
|
||||||
|
//
|
||||||
|
// Verifies (against a copy of the live DB) that the two 2026-06-18 caster-aid
|
||||||
|
// bootstraps land for @holymachina: the spell backfill adds inflict_wounds to
|
||||||
|
// her known+prepared book, and the pet gift grants a L10 dog mirrored into
|
||||||
|
// player_meta. Both must be idempotent on a second run.
|
||||||
|
func TestScenario_JosieCasterAid(t *testing.T) {
|
||||||
|
requireScenarioEnv(t)
|
||||||
|
setupAuditTestDB(t)
|
||||||
|
|
||||||
|
const uid = id.UserID("@holymachina:parodia.dev")
|
||||||
|
|
||||||
|
hasInflict := func() bool {
|
||||||
|
known, err := listKnownSpells(uid)
|
||||||
|
if err != nil {
|
||||||
|
t.Fatalf("list known: %v", err)
|
||||||
|
}
|
||||||
|
for _, k := range known {
|
||||||
|
if k.SpellID == "inflict_wounds" {
|
||||||
|
return k.Prepared
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
|
||||||
|
if hasInflict() {
|
||||||
|
t.Fatal("precondition failed: target already knows inflict_wounds")
|
||||||
|
}
|
||||||
|
char, err := loadAdvCharacter(uid)
|
||||||
|
if err != nil || char == nil {
|
||||||
|
t.Fatalf("load target char: %v", err)
|
||||||
|
}
|
||||||
|
if char.PetArrived || char.PetType != "" {
|
||||||
|
t.Fatal("precondition failed: target already has a pet")
|
||||||
|
}
|
||||||
|
|
||||||
|
// Run twice to prove idempotency.
|
||||||
|
for i := 0; i < 2; i++ {
|
||||||
|
bootstrapCasterSpellBackfill()
|
||||||
|
bootstrapGrantStarterPet()
|
||||||
|
}
|
||||||
|
|
||||||
|
if !hasInflict() {
|
||||||
|
t.Error("spell backfill did not add inflict_wounds as prepared")
|
||||||
|
}
|
||||||
|
|
||||||
|
got, err := loadAdvCharacter(uid)
|
||||||
|
if err != nil || got == nil {
|
||||||
|
t.Fatalf("reload target char: %v", err)
|
||||||
|
}
|
||||||
|
if !got.PetArrived || got.PetType != "dog" || got.PetLevel != 10 {
|
||||||
|
t.Errorf("pet grant: arrived=%v type=%q level=%d, want true/dog/10",
|
||||||
|
got.PetArrived, got.PetType, got.PetLevel)
|
||||||
|
}
|
||||||
|
pet, err := loadPetState(uid)
|
||||||
|
if err != nil {
|
||||||
|
t.Fatalf("load pet state: %v", err)
|
||||||
|
}
|
||||||
|
if !pet.HasPet() || pet.Level != 10 {
|
||||||
|
t.Errorf("player_meta pet mirror: hasPet=%v level=%d, want true/10", pet.HasPet(), pet.Level)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Scenario 1: Phase 5-B HP bootstrap ─────────────────────────────────────
|
||||||
|
//
|
||||||
|
// Expected: bootstrapPhase5BHPRefresh() walks dnd_character rows where
|
||||||
|
// dnd_level > 0, refreshes hp_max upward toward computeMaxHP (which
|
||||||
|
// applies phase5BHPMult=1.5), bumps hp_current by the same delta, and
|
||||||
|
// marks the daily_prefetch job key so reruns are no-ops.
|
||||||
|
func TestScenario_Phase5BHPBootstrap(t *testing.T) {
|
||||||
|
requireScenarioEnv(t)
|
||||||
|
setupAuditTestDB(t)
|
||||||
|
|
||||||
|
type charRow struct {
|
||||||
|
userID string
|
||||||
|
class string
|
||||||
|
level int
|
||||||
|
conScore int
|
||||||
|
hpMax int
|
||||||
|
hpCurrent int
|
||||||
|
}
|
||||||
|
snapshot := func() map[string]charRow {
|
||||||
|
rows, err := db.Get().Query(`
|
||||||
|
SELECT user_id, class, dnd_level, con_score, hp_max, hp_current
|
||||||
|
FROM dnd_character WHERE dnd_level > 0`)
|
||||||
|
if err != nil {
|
||||||
|
t.Fatalf("query: %v", err)
|
||||||
|
}
|
||||||
|
defer rows.Close()
|
||||||
|
out := map[string]charRow{}
|
||||||
|
for rows.Next() {
|
||||||
|
var r charRow
|
||||||
|
if err := rows.Scan(&r.userID, &r.class, &r.level, &r.conScore, &r.hpMax, &r.hpCurrent); err != nil {
|
||||||
|
t.Fatalf("scan: %v", err)
|
||||||
|
}
|
||||||
|
out[r.userID] = r
|
||||||
|
}
|
||||||
|
return out
|
||||||
|
}
|
||||||
|
|
||||||
|
before := snapshot()
|
||||||
|
t.Logf("[pre-bootstrap] %d characters with dnd_level > 0", len(before))
|
||||||
|
for _, r := range before {
|
||||||
|
t.Logf(" %s class=%q L%d con=%d hp=%d/%d",
|
||||||
|
r.userID, r.class, r.level, r.conScore, r.hpCurrent, r.hpMax)
|
||||||
|
}
|
||||||
|
|
||||||
|
if db.JobCompleted("phase5b_hp_refresh_v1", "once") {
|
||||||
|
t.Fatalf("job already marked completed before bootstrap — snapshot was post-bootstrap?")
|
||||||
|
}
|
||||||
|
|
||||||
|
bootstrapPhase5BHPRefresh()
|
||||||
|
|
||||||
|
after := snapshot()
|
||||||
|
if !db.JobCompleted("phase5b_hp_refresh_v1", "once") {
|
||||||
|
t.Errorf("expected JobCompleted=true after bootstrap")
|
||||||
|
}
|
||||||
|
|
||||||
|
refreshed := 0
|
||||||
|
for uid, b := range before {
|
||||||
|
a := after[uid]
|
||||||
|
conMod := abilityModifier(b.conScore)
|
||||||
|
_, ok := classInfo(DnDClass(b.class))
|
||||||
|
var expectedMax int
|
||||||
|
if !ok {
|
||||||
|
expectedMax = 1 // computeMaxHP returns 1 for unknown class.
|
||||||
|
} else {
|
||||||
|
expectedMax = computeMaxHP(DnDClass(b.class), conMod, b.level)
|
||||||
|
}
|
||||||
|
// Bootstrap skips rows where newMax <= oldMax (never lowers HP).
|
||||||
|
if expectedMax <= b.hpMax {
|
||||||
|
if a.hpMax != b.hpMax {
|
||||||
|
t.Errorf("%s: expected hp_max unchanged (%d), got %d", uid, b.hpMax, a.hpMax)
|
||||||
|
}
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
delta := expectedMax - b.hpMax
|
||||||
|
expectedCurrent := b.hpCurrent + delta
|
||||||
|
if expectedCurrent > expectedMax {
|
||||||
|
expectedCurrent = expectedMax
|
||||||
|
}
|
||||||
|
if expectedCurrent < 1 {
|
||||||
|
expectedCurrent = 1
|
||||||
|
}
|
||||||
|
if a.hpMax != expectedMax {
|
||||||
|
t.Errorf("%s: hp_max want %d got %d", uid, expectedMax, a.hpMax)
|
||||||
|
}
|
||||||
|
if a.hpCurrent != expectedCurrent {
|
||||||
|
t.Errorf("%s: hp_current want %d (was %d, +delta %d) got %d",
|
||||||
|
uid, expectedCurrent, b.hpCurrent, delta, a.hpCurrent)
|
||||||
|
}
|
||||||
|
// Wound-preservation invariant: absolute wound (max-current) stays
|
||||||
|
// constant unless clamped at floor 1 or at the new ceiling.
|
||||||
|
preWound := b.hpMax - b.hpCurrent
|
||||||
|
postWound := a.hpMax - a.hpCurrent
|
||||||
|
if preWound != postWound && expectedCurrent != 1 && expectedCurrent != expectedMax {
|
||||||
|
t.Errorf("%s: wound size changed pre=%d post=%d (no clamp expected)",
|
||||||
|
uid, preWound, postWound)
|
||||||
|
}
|
||||||
|
refreshed++
|
||||||
|
t.Logf("[refreshed] %s: hp_max %d→%d (+%d), hp_current %d→%d",
|
||||||
|
uid, b.hpMax, a.hpMax, delta, b.hpCurrent, a.hpCurrent)
|
||||||
|
}
|
||||||
|
t.Logf("[post-bootstrap] %d/%d characters refreshed", refreshed, len(before))
|
||||||
|
|
||||||
|
// Idempotency: second call is a no-op.
|
||||||
|
bootstrapPhase5BHPRefresh()
|
||||||
|
after2 := snapshot()
|
||||||
|
for uid, a := range after {
|
||||||
|
if after2[uid].hpMax != a.hpMax || after2[uid].hpCurrent != a.hpCurrent {
|
||||||
|
t.Errorf("%s: second bootstrap call mutated HP", uid)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Scenario 2: Magic-item plumbing ────────────────────────────────────────
|
||||||
|
//
|
||||||
|
// Expected:
|
||||||
|
// - magic_item_equipped table exists (Phase 5 migration).
|
||||||
|
// - magicItemRegistry is non-empty; rarity index covers every rarity.
|
||||||
|
// - Slot classifier output (baked into magic_items_srd_data.go via gen)
|
||||||
|
// puts known edge-case items in the right slot per the UX S4 fix.
|
||||||
|
// - dailyCuriosStock() returns a non-empty rotating shelf.
|
||||||
|
func TestScenario_MagicItemPlumbing(t *testing.T) {
|
||||||
|
requireScenarioEnv(t)
|
||||||
|
setupAuditTestDB(t)
|
||||||
|
|
||||||
|
// (a) Migration created the table.
|
||||||
|
var n int
|
||||||
|
err := db.Get().QueryRow(`
|
||||||
|
SELECT COUNT(*) FROM sqlite_master
|
||||||
|
WHERE type='table' AND name='magic_item_equipped'`).Scan(&n)
|
||||||
|
if err != nil || n != 1 {
|
||||||
|
t.Fatalf("magic_item_equipped table missing (n=%d err=%v)", n, err)
|
||||||
|
}
|
||||||
|
|
||||||
|
// (b) Schema sanity — required columns.
|
||||||
|
cols, err := db.Get().Query(`PRAGMA table_info(magic_item_equipped)`)
|
||||||
|
if err != nil {
|
||||||
|
t.Fatalf("pragma: %v", err)
|
||||||
|
}
|
||||||
|
defer cols.Close()
|
||||||
|
have := map[string]bool{}
|
||||||
|
for cols.Next() {
|
||||||
|
var cid int
|
||||||
|
var name, ctype string
|
||||||
|
var notnull, pk int
|
||||||
|
var dflt any
|
||||||
|
_ = cols.Scan(&cid, &name, &ctype, ¬null, &dflt, &pk)
|
||||||
|
have[name] = true
|
||||||
|
}
|
||||||
|
for _, want := range []string{"user_id", "item_id", "slot"} {
|
||||||
|
if !have[want] {
|
||||||
|
t.Errorf("magic_item_equipped missing column %q (have: %v)", want, have)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// (c) Registry populated and rarity index covers every rarity.
|
||||||
|
if len(magicItemRegistry) == 0 {
|
||||||
|
t.Fatalf("magicItemRegistry is empty")
|
||||||
|
}
|
||||||
|
t.Logf("magicItemRegistry: %d items", len(magicItemRegistry))
|
||||||
|
byRarity := magicItemsByRarity()
|
||||||
|
for _, r := range []DnDRarity{RarityCommon, RarityUncommon, RarityRare, RarityVeryRare, RarityLegendary} {
|
||||||
|
if len(byRarity[r]) == 0 {
|
||||||
|
t.Errorf("rarity %q has no items in index", r)
|
||||||
|
} else {
|
||||||
|
t.Logf(" rarity %s: %d items", r, len(byRarity[r]))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// (d) Slot baking — known edge-case items from UX S4 B4 should land
|
||||||
|
// in the slot the fix intended. Slots are baked into the generated
|
||||||
|
// data file by the importer's classifier; the lookup is a fixed table.
|
||||||
|
type slotCheck struct {
|
||||||
|
id string
|
||||||
|
wantSlot DnDSlot
|
||||||
|
mustNotBeRingForSubstring string // sanity vs word-boundary regressions
|
||||||
|
}
|
||||||
|
checks := []slotCheck{
|
||||||
|
{"ring_of_protection", DnDSlotRing1, ""},
|
||||||
|
{"boots_of_striding_and_springing", DnDSlotFeet, "springing"},
|
||||||
|
{"gloves_of_missile_snaring", DnDSlotHands, "snaring"},
|
||||||
|
{"bag_of_devouring", "", "devouring"}, // wondrous w/ no carryable noun
|
||||||
|
{"cloak_of_displacement", DnDSlotCloak, ""},
|
||||||
|
}
|
||||||
|
for _, c := range checks {
|
||||||
|
item, ok := magicItemRegistry[c.id]
|
||||||
|
if !ok {
|
||||||
|
t.Errorf("registry missing %q", c.id)
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
if c.wantSlot != "" && item.Slot != c.wantSlot {
|
||||||
|
t.Errorf("%s: slot=%q want %q", c.id, item.Slot, c.wantSlot)
|
||||||
|
}
|
||||||
|
if item.Slot == DnDSlotRing1 || item.Slot == DnDSlotRing2 {
|
||||||
|
if c.mustNotBeRingForSubstring != "" {
|
||||||
|
t.Errorf("%s: misclassified as ring (substring trap %q)",
|
||||||
|
c.id, c.mustNotBeRingForSubstring)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
t.Logf(" %s → kind=%s slot=%q rarity=%s attune=%v",
|
||||||
|
c.id, item.Kind, item.Slot, item.Rarity, item.Attunement)
|
||||||
|
}
|
||||||
|
|
||||||
|
// (e) Daily curios shelf rotates and returns a non-empty list.
|
||||||
|
shelf := dailyCuriosStock()
|
||||||
|
if len(shelf) == 0 {
|
||||||
|
t.Errorf("dailyCuriosStock returned empty")
|
||||||
|
} else {
|
||||||
|
t.Logf("dailyCuriosStock: %d items (first: %s @ %d, rarity %s)",
|
||||||
|
len(shelf), shelf[0].Name, shelf[0].Value, shelf[0].Rarity)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Scenario 3: Expedition autopilot plumbing ──────────────────────────────
|
||||||
|
//
|
||||||
|
// Expected:
|
||||||
|
// - dnd_expedition.last_ambient_at column exists (Phase 3 migration).
|
||||||
|
// - autopilotFooter renders non-empty paused-state copy for pause
|
||||||
|
// reasons; renders empty for terminal/already-narrated reasons.
|
||||||
|
// - Ambient event pool has positive weights and non-empty flavor pools.
|
||||||
|
func TestScenario_ExpeditionAutopilotPlumbing(t *testing.T) {
|
||||||
|
requireScenarioEnv(t)
|
||||||
|
setupAuditTestDB(t)
|
||||||
|
|
||||||
|
// (a) Migration column present.
|
||||||
|
cols, err := db.Get().Query(`PRAGMA table_info(dnd_expedition)`)
|
||||||
|
if err != nil {
|
||||||
|
t.Fatalf("pragma: %v", err)
|
||||||
|
}
|
||||||
|
defer cols.Close()
|
||||||
|
have := map[string]bool{}
|
||||||
|
for cols.Next() {
|
||||||
|
var cid int
|
||||||
|
var name, ctype string
|
||||||
|
var notnull, pk int
|
||||||
|
var dflt any
|
||||||
|
_ = cols.Scan(&cid, &name, &ctype, ¬null, &dflt, &pk)
|
||||||
|
have[name] = true
|
||||||
|
}
|
||||||
|
if !have["last_ambient_at"] {
|
||||||
|
t.Errorf("dnd_expedition.last_ambient_at missing — Phase 3 migration didn't run")
|
||||||
|
}
|
||||||
|
|
||||||
|
// (b) Stop-reason footers — pause reasons render copy, terminal
|
||||||
|
// reasons render empty (death narration / completion block / etc.
|
||||||
|
// is the final).
|
||||||
|
type footerCheck struct {
|
||||||
|
reason stopReason
|
||||||
|
wantText bool
|
||||||
|
}
|
||||||
|
for _, c := range []footerCheck{
|
||||||
|
{stopFork, true},
|
||||||
|
{stopElite, true},
|
||||||
|
{stopBoss, true},
|
||||||
|
{stopHarvestCombat, true},
|
||||||
|
{stopOK, true}, // hit room cap → "stretch complete"
|
||||||
|
{stopEnded, false},
|
||||||
|
{stopComplete, false},
|
||||||
|
{stopBlocked, false},
|
||||||
|
{stopBossSafety, false}, // res.final carries the held-back line
|
||||||
|
} {
|
||||||
|
got := autopilotFooter(c.reason, 3)
|
||||||
|
if c.wantText && got == "" {
|
||||||
|
t.Errorf("stop reason %v: expected non-empty footer, got empty", c.reason)
|
||||||
|
}
|
||||||
|
if !c.wantText && got != "" {
|
||||||
|
t.Errorf("stop reason %v: expected empty footer, got %q", c.reason, got)
|
||||||
|
}
|
||||||
|
t.Logf(" %v (3 rooms) → %q", c.reason, got)
|
||||||
|
}
|
||||||
|
|
||||||
|
// (c) Ambient event pool — every event has a positive weight and a
|
||||||
|
// non-empty flavor pool. Build a temporary Expedition to satisfy
|
||||||
|
// pickAmbientEvent's eligibility predicates without persisting.
|
||||||
|
events := ambientEvents()
|
||||||
|
if len(events) == 0 {
|
||||||
|
t.Fatalf("ambientEvents() empty")
|
||||||
|
}
|
||||||
|
t.Logf("ambient pool: %d events", len(events))
|
||||||
|
for _, ev := range events {
|
||||||
|
if ev.Weight <= 0 {
|
||||||
|
t.Errorf("ambient event %q has non-positive weight %d", ev.Kind, ev.Weight)
|
||||||
|
}
|
||||||
|
if len(ev.Pool) == 0 {
|
||||||
|
t.Errorf("ambient event %q has empty pool", ev.Kind)
|
||||||
|
} else {
|
||||||
|
t.Logf(" %-22s weight=%d pool=%d sample=%q",
|
||||||
|
ev.Kind, ev.Weight, len(ev.Pool), ev.Pool[0])
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Scenario 4: Spell/help jargon regression ───────────────────────────────
|
||||||
|
//
|
||||||
|
// Expected: live merged spell registry has no banned-phrase leaks across
|
||||||
|
// Description. Mirrors TestSpellDescriptionsAreJargonFree at runtime so
|
||||||
|
// it shows up in this pass.
|
||||||
|
func TestScenario_SpellJargonRegression(t *testing.T) {
|
||||||
|
requireScenarioEnv(t)
|
||||||
|
setupAuditTestDB(t)
|
||||||
|
|
||||||
|
// Mirror dnd_spells_prose_test's TestSpellDescriptionsAreJargonFree:
|
||||||
|
// substring matches for jargon, regex for the SRD-importer placeholder
|
||||||
|
// signature ("Whatever " + lowercase, distinct from legit contractions).
|
||||||
|
bannedSubstrings := []string{
|
||||||
|
"saving throw", "Saving Throw",
|
||||||
|
"spell slot of", "Spell Slot of",
|
||||||
|
"ability modifier", "Ability Modifier",
|
||||||
|
"hit points equal to",
|
||||||
|
}
|
||||||
|
bannedRegexes := []*regexp.Regexp{
|
||||||
|
regexp.MustCompile(`\bd(4|6|8|10|12|20|100)\b`),
|
||||||
|
regexp.MustCompile(`\b\d+d\d+\b`),
|
||||||
|
regexp.MustCompile(`\bWhatever [a-z]`), // placeholder signature
|
||||||
|
regexp.MustCompile(`(?:\.\.\.|…)\s*$`), // trailing ellipsis
|
||||||
|
regexp.MustCompile(`\b[a-z]{1,3}(?:\.\.\.|…)\s*$`), // truncated word
|
||||||
|
regexp.MustCompile(`(?i)\bno larger than in any\b`),
|
||||||
|
}
|
||||||
|
totalSpells := 0
|
||||||
|
leaks := 0
|
||||||
|
for id, s := range dndSpellRegistry {
|
||||||
|
totalSpells++
|
||||||
|
desc := s.Description
|
||||||
|
if desc == "" {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
for _, b := range bannedSubstrings {
|
||||||
|
if strings.Contains(desc, b) {
|
||||||
|
t.Errorf("spell %q leaks banned phrase %q: %q", id, b, desc)
|
||||||
|
leaks++
|
||||||
|
}
|
||||||
|
}
|
||||||
|
for _, re := range bannedRegexes {
|
||||||
|
if re.MatchString(desc) {
|
||||||
|
t.Errorf("spell %q matches banned pattern %v: %q", id, re, desc)
|
||||||
|
leaks++
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
t.Logf("scanned %d spells; %d jargon leaks", totalSpells, leaks)
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user