Combat: implement stateful monster ability effects

Slice 3 of the bestiary SRD upgrade: the monster abilities that need
per-fight state (evade, block, advantage, retaliate, regenerate,
survive_at_1, stat_drain, debuff, max_hp_drain). applyAbility arms
combatState flags that the shared resolution primitives read, so both
the auto-resolve and turn-based engines honor them; the turn-based
engine round-trips them through CombatStatuses so a suspended fight
resumes from exact mid-state. New branches are guarded by zero-valued
state so the auto-resolve characterization golden is untouched.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
prosolis
2026-05-14 08:32:13 -07:00
parent f1aa9981f8
commit e629f8fd4d
6 changed files with 468 additions and 18 deletions

View File

@@ -144,6 +144,94 @@ func TestApplyAbility_Slice2Effects(t *testing.T) {
}
}
// TestApplyAbility_Slice3Effects covers the stateful monster-ability effects:
// applyAbility arms a combatState flag/counter (and emits an announcement for
// all but evade), and the shared resolution primitives read that state.
func TestApplyAbility_Slice3Effects(t *testing.T) {
newState := func(playerHP, enemyHP int) (*combatState, Combatant, Combatant) {
st := &combatState{
playerHP: playerHP, enemyHP: enemyHP, round: 1,
rng: rand.New(rand.NewPCG(9, 9)),
}
return st, basePlayer(), baseEnemy()
}
phase := &turnCombatPhase
res := &CombatResult{}
// Each effect arms its combatState field and (except evade) announces itself.
st, pl, en := newState(100, 60)
en.Ability = &MonsterAbility{Name: "Scurry", Effect: "evade"}
applyAbility(st, &pl, &en, phase, res)
if !st.enemyEvadeNext || len(st.events) != 0 {
t.Errorf("evade: want enemyEvadeNext set and no event, got flag=%v events=%d", st.enemyEvadeNext, len(st.events))
}
armChecks := []struct {
effect string
armed func(*combatState) bool
}{
{"block", func(s *combatState) bool { return s.enemyBlockUp }},
{"advantage", func(s *combatState) bool { return s.enemyAdvantage }},
{"retaliate", func(s *combatState) bool { return s.enemyRetaliateFrac > 0 }},
{"regenerate", func(s *combatState) bool { return s.enemyRegen > 0 }},
{"survive_at_1", func(s *combatState) bool { return s.enemySurviveArmed }},
{"stat_drain", func(s *combatState) bool { return s.playerAtkDrain > 0 }},
{"debuff", func(s *combatState) bool { return s.playerACDebuff > 0 }},
}
for _, c := range armChecks {
st, pl, en := newState(100, 60)
en.Ability = &MonsterAbility{Name: "Test " + c.effect, Effect: c.effect}
if applyAbility(st, &pl, &en, phase, res) {
t.Errorf("%s: should not down a full-HP player", c.effect)
}
if !c.armed(st) {
t.Errorf("%s: combatState flag not armed", c.effect)
}
if len(st.events) != 1 {
t.Errorf("%s: want one announcement event, got %d", c.effect, len(st.events))
}
}
// max_hp_drain lowers effective MaxHP and deals that much immediate damage.
stD, plD, enD := newState(100, 60)
enD.Ability = &MonsterAbility{Name: "Corrupting Touch", Effect: "max_hp_drain"}
applyAbility(stD, &plD, &enD, phase, res)
if stD.maxHPDrain <= 0 || stD.playerHP != 100-stD.maxHPDrain {
t.Errorf("max_hp_drain: drain=%d playerHP=%d, want playerHP = 100-drain", stD.maxHPDrain, stD.playerHP)
}
// enemyDown lets survive_at_1 cheat death exactly once.
stS := &combatState{enemyHP: 0, enemySurviveArmed: true}
if enemyDown(stS, "Duel") {
t.Error("survive_at_1: armed enemy at 0 HP should not be down")
}
if stS.enemyHP != 1 || stS.enemySurviveArmed {
t.Errorf("survive_at_1: want enemyHP=1 and flag cleared, got hp=%d armed=%v", stS.enemyHP, stS.enemySurviveArmed)
}
stS.enemyHP = 0
if !enemyDown(stS, "Duel") {
t.Error("survive_at_1: second drop to 0 should be lethal (one-shot spent)")
}
// evade is consumed by the next player weapon attack — a guaranteed miss.
stE, plE, enE := newState(100, 60)
stE.enemyEvadeNext = true
if resolvePlayerAttack(stE, &plE, &enE, phase, res) {
t.Error("evade: a whiffed attack should not end the fight")
}
if stE.enemyEvadeNext || stE.enemyHP != 60 {
t.Errorf("evade: want flag cleared and enemyHP unchanged, got flag=%v hp=%d", stE.enemyEvadeNext, stE.enemyHP)
}
// retaliate reflects a fraction of every player hit back at the player.
stR, plR, enR := newState(100, 60)
stR.enemyRetaliateFrac = 0.5
resolvePlayerAttack(stR, &plR, &enR, phase, res)
if stR.playerHP >= 100 {
t.Errorf("retaliate: player HP = %d, want < 100 (reflected damage)", stR.playerHP)
}
}
// TestTurnEngine_Multiattack drives a single enemy_turn and confirms a
// registered multiattack creature resolves one attack roll per profile entry,
// while an unregistered creature still resolves exactly one.