package plugin import ( "testing" ) func testEquip(tier int) map[EquipmentSlot]*AdvEquipment { equip := make(map[EquipmentSlot]*AdvEquipment) for _, slot := range allSlots { equip[slot] = &AdvEquipment{ Slot: slot, Tier: tier, Condition: 100, } } return equip } func testChar(combatLevel int) *AdventureCharacter { return &AdventureCharacter{ CombatLevel: combatLevel, Alive: true, } } // balanceTestDnDChar synthesizes a fighter sheet at the given dnd level for // balance regression sims. Mirrors ensureDnDCharacterForCombat → // autoBuildCharacter. CombatLevel is dead — combat keys off this sheet // (HP/AC/AB/weapon dice) plus gear bonuses, nothing else. func balanceTestDnDChar(dndLevel int) *DnDCharacter { scores := classStatPriority(ClassFighter) c := &DnDCharacter{ Class: ClassFighter, Level: dndLevel, STR: scores[0], DEX: scores[1], CON: scores[2], INT: scores[3], WIS: scores[4], CHA: scores[5], } conMod := abilityModifier(c.CON) dexMod := abilityModifier(c.DEX) c.HPMax = computeMaxHP(c.Class, conMod, c.Level) c.HPCurrent = c.HPMax c.ArmorClass = computeAC(c.Class, dexMod) return c } func zeroBonuses() *AdvBonusSummary { return &AdvBonusSummary{} } func TestDerivePlayerStats_BaseStats(t *testing.T) { // Post HP-unification + CL-strip: DerivePlayerStats no longer scales // off CombatLevel. With zero gear, output is the constant baseline that // applyDnDPlayerLayer then layers c.HPMax / weapon dice / etc. on top. char := testChar(10) equip := testEquip(0) stats, _ := DerivePlayerStats(char, equip, zeroBonuses(), 0, 0, false) if stats.MaxHP != 50 { t.Errorf("zero-gear MaxHP = %d, want 50 (legacy base used only for HPBonus calc)", stats.MaxHP) } if stats.HPBonus != 0 { t.Errorf("zero-gear HPBonus = %d, want 0 (no gear/arena/housing buffs)", stats.HPBonus) } if stats.Attack != 5 { t.Errorf("zero-gear Attack = %d, want 5 (legacy fallback only; production uses weapon dice)", stats.Attack) } } func TestDerivePlayerStats_EquipmentScales(t *testing.T) { char := testChar(10) statsT1, _ := DerivePlayerStats(char, testEquip(1), zeroBonuses(), 0, 0, false) statsT3, _ := DerivePlayerStats(char, testEquip(3), zeroBonuses(), 0, 0, false) statsT5, _ := DerivePlayerStats(char, testEquip(5), zeroBonuses(), 0, 0, false) if statsT3.Attack <= statsT1.Attack { t.Errorf("T3 Attack (%d) should exceed T1 (%d)", statsT3.Attack, statsT1.Attack) } if statsT5.Attack <= statsT3.Attack { t.Errorf("T5 Attack (%d) should exceed T3 (%d)", statsT5.Attack, statsT3.Attack) } if statsT5.Defense <= statsT1.Defense { t.Errorf("T5 Defense (%d) should exceed T1 (%d)", statsT5.Defense, statsT1.Defense) } if statsT5.Speed <= statsT1.Speed { t.Errorf("T5 Speed (%d) should exceed T1 (%d)", statsT5.Speed, statsT1.Speed) } } func TestDerivePlayerStats_ConditionDegrades(t *testing.T) { char := testChar(10) fullEquip := testEquip(3) damagedEquip := testEquip(3) for _, eq := range damagedEquip { eq.Condition = 20 } statsFull, _ := DerivePlayerStats(char, fullEquip, zeroBonuses(), 0, 0, false) statsDmg, _ := DerivePlayerStats(char, damagedEquip, zeroBonuses(), 0, 0, false) if statsDmg.Attack >= statsFull.Attack { t.Errorf("damaged Attack (%d) should be less than full (%d)", statsDmg.Attack, statsFull.Attack) } if statsDmg.Defense >= statsFull.Defense { t.Errorf("damaged Defense (%d) should be less than full (%d)", statsDmg.Defense, statsFull.Defense) } } func TestDerivePlayerStats_ChampionsSet(t *testing.T) { char := testChar(20) equip := testEquip(3) for _, eq := range equip { eq.ArenaTier = 3 eq.ArenaSet = "champions" } stats, _ := DerivePlayerStats(char, equip, zeroBonuses(), 0, 0, false) // Compare against same tier without set equip2 := testEquip(3) for _, eq := range equip2 { eq.ArenaTier = 3 } statsNoSet, _ := DerivePlayerStats(char, equip2, zeroBonuses(), 0, 0, false) if stats.MaxHP <= statsNoSet.MaxHP { t.Errorf("champions MaxHP (%d) should exceed no-set (%d)", stats.MaxHP, statsNoSet.MaxHP) } if stats.Attack <= statsNoSet.Attack { t.Errorf("champions Attack (%d) should exceed no-set (%d)", stats.Attack, statsNoSet.Attack) } } func TestDerivePlayerStats_StreakBonuses(t *testing.T) { char := testChar(15) equip := testEquip(2) stats0, _ := DerivePlayerStats(char, equip, zeroBonuses(), 0, 0, false) stats7, _ := DerivePlayerStats(char, equip, zeroBonuses(), 0, 7, false) stats30, _ := DerivePlayerStats(char, equip, zeroBonuses(), 0, 30, false) if stats7.Attack <= stats0.Attack { t.Errorf("7-day streak Attack (%d) should exceed 0-streak (%d)", stats7.Attack, stats0.Attack) } if stats30.Attack <= stats7.Attack { t.Errorf("30-day streak Attack (%d) should exceed 7-streak (%d)", stats30.Attack, stats7.Attack) } } func TestDerivePlayerStats_GrudgeBonus(t *testing.T) { char := testChar(15) equip := testEquip(2) statsNo, _ := DerivePlayerStats(char, equip, zeroBonuses(), 0, 0, false) statsYes, _ := DerivePlayerStats(char, equip, zeroBonuses(), 0, 0, true) if statsYes.Attack <= statsNo.Attack { t.Errorf("grudge Attack (%d) should exceed no-grudge (%d)", statsYes.Attack, statsNo.Attack) } } func TestDerivePlayerStats_HousingHP(t *testing.T) { char := testChar(10) char.HouseTier = 4 // +20% HP equip := testEquip(2) stats, _ := DerivePlayerStats(char, equip, zeroBonuses(), 0, 0, false) charNoHouse := testChar(10) statsNoHouse, _ := DerivePlayerStats(charNoHouse, equip, zeroBonuses(), 0, 0, false) if stats.MaxHP <= statsNoHouse.MaxHP { t.Errorf("T4 housing MaxHP (%d) should exceed no-house (%d)", stats.MaxHP, statsNoHouse.MaxHP) } } func TestDerivePlayerStats_PetModifiers(t *testing.T) { char := testChar(10) char.PetType = "cat" char.PetArrived = true char.PetLevel = 5 _, mods := DerivePlayerStats(char, testEquip(2), zeroBonuses(), 0, 0, false) if mods.PetAttackProc == 0 { t.Error("pet attack proc should be non-zero") } if mods.PetDeflectProc == 0 { t.Error("pet deflect proc should be non-zero") } if mods.PetWhiffProc == 0 { t.Error("pet whiff proc should be non-zero") } if mods.PetAttackDmg == 0 { t.Error("pet attack damage should be non-zero") } } func TestDerivePlayerStats_ChatPerks(t *testing.T) { char := testChar(10) equip := testEquip(2) stats0, _ := DerivePlayerStats(char, equip, zeroBonuses(), 0, 0, false) stats50, _ := DerivePlayerStats(char, equip, zeroBonuses(), 50, 0, false) if stats50.CritRate <= stats0.CritRate { t.Errorf("L50 chat CritRate (%.3f) should exceed L0 (%.3f)", stats50.CritRate, stats0.CritRate) } } func TestDerivePlayerStats_RateCaps(t *testing.T) { char := testChar(50) equip := testEquip(5) for _, eq := range equip { eq.ArenaTier = 5 eq.ArenaSet = "bloodied" } bonuses := &AdvBonusSummary{ExceptionalBonus: 50} stats, _ := DerivePlayerStats(char, equip, bonuses, 50, 0, false) if stats.CritRate > 0.50 { t.Errorf("CritRate %f exceeds 50%% cap", stats.CritRate) } if stats.DodgeRate > 0.40 { t.Errorf("DodgeRate %f exceeds 40%% cap", stats.DodgeRate) } if stats.BlockRate > 0.40 { t.Errorf("BlockRate %f exceeds 40%% cap", stats.BlockRate) } } // ── Monster Stat Tests ─────────────────────────────────────────────────────── func TestDeriveArenaMonsterStats_Scales(t *testing.T) { weak := &ArenaMonster{Name: "Rat", BaseLethality: 0.10, ThreatLevel: 3} strong := &ArenaMonster{Name: "Dragon", BaseLethality: 0.85, ThreatLevel: 70} sW, _ := DeriveArenaMonsterStats(weak) sS, _ := DeriveArenaMonsterStats(strong) if sS.MaxHP <= sW.MaxHP { t.Error("strong monster should have more HP") } if sS.Attack <= sW.Attack { t.Error("strong monster should have more Attack") } } func TestDeriveDungeonMonsterStats_TierScaling(t *testing.T) { t1 := &AdvLocation{Tier: 1, BaseDeathPct: 8} t5 := &AdvLocation{Tier: 5, BaseDeathPct: 60} s1, _ := DeriveDungeonMonsterStats(t1) s5, _ := DeriveDungeonMonsterStats(t5) if s5.MaxHP <= s1.MaxHP { t.Error("T5 dungeon monster should have more HP than T1") } if s5.Attack <= s1.Attack { t.Error("T5 dungeon monster should have more Attack than T1") } } // ── Balance Regression: 10k Sims ───────────────────────────────────────────── func TestBalanceRegression_DungeonDeathRates(t *testing.T) { // Players at the right level with tier-appropriate gear should be dominant. // Death comes from bad luck (crits, environmental hazards) — not raw stat disadvantage. // Underleveled/underequipped players face higher death rates (tested separately). // These are "well-equipped at tier" baselines. type tc struct { level int equipT int dungeon AdvLocation maxDeath float64 minDeath float64 } // `level` is the dnd_level (CombatLevel is no longer consulted for combat // scaling — gear + dnd sheet drive everything). cases := []tc{ {1, 1, advDungeons[0], 0.05, 0.0}, // T1: trivial with proper gear {2, 2, advDungeons[1], 0.10, 0.0}, // T2: very easy at level {5, 3, advDungeons[2], 0.15, 0.0}, // T3: low risk at level with T3 gear {7, 4, advDungeons[3], 0.25, 0.0}, // T4: some risk even geared {9, 5, advDungeons[4], 0.35, 0.01}, // T5: real danger — monster stats catch up } for _, c := range cases { char := testChar(c.level) equip := testEquip(c.equipT) bonuses := zeroBonuses() stats, mods := DerivePlayerStats(char, equip, bonuses, 0, 0, false) eStats, eMods := DeriveDungeonMonsterStats(&c.dungeon) // Apply the D&D layers so the test reflects production combat // HP/AC/AB/weapon-dice (post HP-unification, raw DerivePlayerStats // no longer matches what players actually fight with). dndChar := balanceTestDnDChar(c.level) applyDnDPlayerLayer(&stats, dndChar) applyDnDEquipmentLayer(&stats, dndChar, equip) applyDnDDungeonMonsterLayer(&eStats, c.dungeon.Tier) player := Combatant{Name: "Hero", Stats: stats, Mods: mods, IsPlayer: true} enemy := Combatant{Name: c.dungeon.Name, Stats: eStats, Mods: eMods} deaths := 0 const N = 10000 for i := 0; i < N; i++ { r := SimulateCombat(player, enemy, dungeonCombatPhases) if !r.PlayerWon { deaths++ } } rate := float64(deaths) / float64(N) t.Logf("%s (L%d T%d): P[HP=%d AC=%d AB=%d Def=%d] E[HP=%d AC=%d AB=%d Atk=%d] → death=%.2f", c.dungeon.Name, c.level, c.equipT, stats.MaxHP, stats.AC, stats.AttackBonus, stats.Defense, eStats.MaxHP, eStats.AC, eStats.AttackBonus, eStats.Attack, rate) if rate < c.minDeath || rate > c.maxDeath { t.Errorf(" FAIL: death rate %.2f outside [%.2f, %.2f]", rate, c.minDeath, c.maxDeath) } } } func TestBalanceRegression_UnderleveledPlayers(t *testing.T) { // Underleveled / undergeared players should face real danger. type tc struct { name string level int equipT int dungeon AdvLocation minDeath float64 } // `level` is dnd_level. Underleveled = dnd_level low for the dungeon tier. cases := []tc{ {"L1 in T2 dungeon", 1, 0, advDungeons[1], 0.40}, {"L2 in T3 dungeon", 2, 1, advDungeons[2], 0.30}, {"L4 in T4 dungeon, T2 gear", 4, 2, advDungeons[3], 0.25}, {"L6 in T5 dungeon, T3 gear", 6, 3, advDungeons[4], 0.30}, } for _, c := range cases { char := testChar(c.level) equip := testEquip(c.equipT) bonuses := zeroBonuses() stats, mods := DerivePlayerStats(char, equip, bonuses, 0, 0, false) eStats, eMods := DeriveDungeonMonsterStats(&c.dungeon) // Apply the D&D layers so the test reflects production combat // HP/AC/AB/weapon-dice (post HP-unification, raw DerivePlayerStats // no longer matches what players actually fight with). dndChar := balanceTestDnDChar(c.level) applyDnDPlayerLayer(&stats, dndChar) applyDnDEquipmentLayer(&stats, dndChar, equip) applyDnDDungeonMonsterLayer(&eStats, c.dungeon.Tier) player := Combatant{Name: "Hero", Stats: stats, Mods: mods, IsPlayer: true} enemy := Combatant{Name: c.dungeon.Name, Stats: eStats, Mods: eMods} deaths := 0 const N = 5000 for i := 0; i < N; i++ { r := SimulateCombat(player, enemy, dungeonCombatPhases) if !r.PlayerWon { deaths++ } } rate := float64(deaths) / float64(N) t.Logf("%s: P[HP=%d AC=%d AB=%d] E[HP=%d AC=%d AB=%d Atk=%d] → death=%.2f (want ≥%.2f)", c.name, stats.MaxHP, stats.AC, stats.AttackBonus, eStats.MaxHP, eStats.AC, eStats.AttackBonus, eStats.Attack, rate, c.minDeath) if rate < c.minDeath { t.Errorf(" FAIL: death rate %.2f below minimum %.2f", rate, c.minDeath) } } }