package plugin import ( "testing" "maunium.net/go/mautrix/id" ) // Ask 7: the headless equipment mutators the web equip queue drives. These pin the // rules that cross the wire — downgrade block, max tier, insufficient funds, // idempotent replay (one debit), masterwork evict/overwrite/take-off — at the // gogobee end, on real rows. // seedEquipPlayer stands up a playable adventurer (player_meta + tier-0 gear) with // a euro plugin funded to `bankroll`, and returns the wired AdventurePlugin. func seedEquipPlayer(t *testing.T, uid id.UserID, bankroll float64) *AdventurePlugin { t.Helper() if err := createAdvCharacter(uid, "Rurina"); err != nil { t.Fatalf("createAdvCharacter: %v", err) } euro := &EuroPlugin{} euro.ensureBalance(uid) if bankroll > 0 { euro.Credit(uid, bankroll, "test bankroll") } return &AdventurePlugin{euro: euro} } func slotOf(t *testing.T, uid id.UserID, slot EquipmentSlot) *AdvEquipment { t.Helper() equip, err := loadAdvEquipment(uid) if err != nil { t.Fatalf("loadAdvEquipment: %v", err) } return equip[slot] } // TestPurchaseEquipmentTierHappyAndIdempotentDebit: buying the next tier debits // once and raises the slot, and the euro move is keyed on the order guid so a // re-offer moves no money. (A re-offer never re-enters this function in prod — the // equip_applied_orders ledger short-circuits it — but the guid is the belt to that // suspenders, and the retry-after-save-fault path below leans on it directly.) func TestPurchaseEquipmentTierHappyAndIdempotentDebit(t *testing.T) { newMischiefTestDB(t) uid := id.UserID("@rurina:test") p := seedEquipPlayer(t, uid, 100000) before := p.euro.GetBalance(uid) price := equipmentTiers[SlotBoots][1].Price // Dead Man's Boots, €75 status, _, retry := p.purchaseEquipmentTier(uid, SlotBoots, 1, "guid-up-1") if retry || status != "applied" { t.Fatalf("upgrade = %q retry=%v, want applied", status, retry) } if got := slotOf(t, uid, SlotBoots); got.Tier != 1 || got.Name != equipmentTiers[SlotBoots][1].Name { t.Fatalf("boots slot = %+v, want tier 1", got) } if got := p.euro.GetBalance(uid); got != before-price { t.Fatalf("balance = %.2f, want %.2f (one debit of %.2f)", got, before-price, price) } // The guid is now a settled money move: a replayed debit on it is a no-op. if !p.euro.HasExternalTx("guid-up-1") { t.Fatal("the upgrade debit was not logged under the order guid") } if ok, _, err := p.euro.DebitIdem(uid, price, "adventure_equip_upgrade", "guid-up-1"); err != nil || !ok { t.Fatalf("replayed debit = ok:%v err:%v, want a no-op ok", ok, err) } if got := p.euro.GetBalance(uid); got != before-price { t.Fatalf("replayed debit double-charged: balance = %.2f, want %.2f", got, before-price) } // The retry-after-save-fault path: a prior attempt debited but its slot write // never landed, so the slot is still tier 0. The retry must skip the debit // (guid already settled) and finish the write, moving no further money. helmetGUID := "guid-helm" hprice := equipmentTiers[SlotHelmet][1].Price if ok, _, err := p.euro.DebitIdem(uid, hprice, "adventure_equip_upgrade", helmetGUID); err != nil || !ok { t.Fatalf("seed prior debit = ok:%v err:%v", ok, err) } mid := p.euro.GetBalance(uid) status, _, retry = p.purchaseEquipmentTier(uid, SlotHelmet, 1, helmetGUID) if retry || status != "applied" { t.Fatalf("retry after fault = %q retry=%v, want applied", status, retry) } if got := slotOf(t, uid, SlotHelmet); got.Tier != 1 { t.Fatalf("helmet not upgraded on retry: tier %d", got.Tier) } if got := p.euro.GetBalance(uid); got != mid { t.Fatalf("retry re-debited: balance %.2f → %.2f", mid, got) } } // TestPurchaseEquipmentTierRejections: a downgrade, a special-gear slot, the top // tier, and an empty wallet all bounce without moving the slot or the money. func TestPurchaseEquipmentTierRejections(t *testing.T) { newMischiefTestDB(t) uid := id.UserID("@rurina:test") p := seedEquipPlayer(t, uid, 100000) // Lift boots to tier 3 so we have something to (not) downgrade from. if s, _, _ := p.purchaseEquipmentTier(uid, SlotBoots, 3, "seed-t3"); s != "applied" { t.Fatalf("seed to tier 3 = %q", s) } // Same tier or lower is a downgrade. if s, _, _ := p.purchaseEquipmentTier(uid, SlotBoots, 3, "g-eq"); s != "rejected_downgrade" { t.Errorf("re-buy same tier = %q, want rejected_downgrade", s) } if s, _, _ := p.purchaseEquipmentTier(uid, SlotBoots, 2, "g-down"); s != "rejected_downgrade" { t.Errorf("buy lower tier = %q, want rejected_downgrade", s) } // Past the top tier. if s, _, _ := p.purchaseEquipmentTier(uid, SlotBoots, 6, "g-max"); s != "rejected_max_tier" { t.Errorf("buy tier 6 = %q, want rejected_max_tier", s) } // A special piece in the slot: buying a plain tier over it strips the bonus. weapon := slotOf(t, uid, SlotWeapon) weapon.Masterwork = true weapon.Tier = 2 weapon.Name = "Miner's Masterwork Blade" weapon.SkillSource = "mining" if err := saveAdvEquipment(uid, weapon); err != nil { t.Fatal(err) } if s, _, _ := p.purchaseEquipmentTier(uid, SlotWeapon, 3, "g-special"); s != "rejected_downgrade" { t.Errorf("buy plain over masterwork = %q, want rejected_downgrade", s) } // Insufficient funds: a broke player can't buy a €30000 tier-5 weapon. broke := id.UserID("@broke:test") pb := seedEquipPlayer(t, broke, 0) bal := pb.euro.GetBalance(broke) if s, _, _ := pb.purchaseEquipmentTier(broke, SlotWeapon, 5, "g-broke"); s != "rejected_insufficient_funds" { t.Errorf("broke upgrade = %q, want rejected_insufficient_funds", s) } if got := pb.euro.GetBalance(broke); got != bal { t.Errorf("a rejected upgrade moved money: %.2f → %.2f", bal, got) } if got := slotOf(t, broke, SlotWeapon); got.Tier != 0 { t.Errorf("a rejected upgrade changed the slot: tier %d", got.Tier) } } // TestRepairSlotHappyAndNoop: repairing a damaged slot debits the blacksmith cost // and restores condition; repairing a full slot is a no-op that charges nothing. func TestRepairSlotHappyAndNoop(t *testing.T) { newMischiefTestDB(t) uid := id.UserID("@rurina:test") p := seedEquipPlayer(t, uid, 100000) weapon := slotOf(t, uid, SlotWeapon) weapon.Condition = 50 if err := saveAdvEquipment(uid, weapon); err != nil { t.Fatal(err) } cost := blacksmithRepairCost(weapon) if cost <= 0 { t.Fatalf("expected a positive repair cost, got %d", cost) } before := p.euro.GetBalance(uid) status, _, retry := p.repairSlot(uid, SlotWeapon, "guid-rep-1") if retry || status != "applied" { t.Fatalf("repair = %q retry=%v, want applied", status, retry) } if got := slotOf(t, uid, SlotWeapon); got.Condition != 100 { t.Fatalf("condition = %d, want 100", got.Condition) } if got := p.euro.GetBalance(uid); got != before-float64(cost) { t.Fatalf("balance = %.2f, want %.2f (debit %d)", got, before-float64(cost), cost) } // Now at full condition: a fresh repair is an applied no-op, no charge. after := p.euro.GetBalance(uid) status, _, _ = p.repairSlot(uid, SlotWeapon, "guid-rep-2") if status != "applied" { t.Fatalf("no-op repair = %q, want applied", status) } if got := p.euro.GetBalance(uid); got != after { t.Errorf("no-op repair charged: %.2f → %.2f", after, got) } } // TestMasterworkEquipEvictsOverwritesAndTakesOff: a masterwork piece equips into a // plain slot (overwriting the tier), a better one evicts the special occupant back // to the pack, a worse one is blocked, and take-off resets the slot to tier 0. func TestMasterworkEquipEvictsOverwritesAndTakesOff(t *testing.T) { newMischiefTestDB(t) uid := id.UserID("@rurina:test") seedEquipPlayer(t, uid, 0) mw := func(name string, tier int) AdvItem { if err := addAdvInventoryItem(uid, AdvItem{Name: name, Type: "MasterworkGear", Tier: tier, Slot: SlotWeapon, SkillSource: "mining"}); err != nil { t.Fatal(err) } inv, _ := loadAdvInventory(uid) for _, it := range inv { if it.Name == name { return it } } t.Fatalf("just-added item %q not in inventory", name) return AdvItem{} } // Equip a T3 masterwork over the tier-0 plain weapon: it overwrites, no eviction. out, err := applyMasterworkEquip(uid, mw("Deepforged Blade", 3)) if err != nil { t.Fatalf("equip T3: %v", err) } if out.SwappedBack != "" { t.Errorf("plain occupant should be overwritten, not evicted; got swap %q", out.SwappedBack) } if got := slotOf(t, uid, SlotWeapon); !got.Masterwork || got.Tier != 3 || got.Name != "Deepforged Blade" { t.Fatalf("weapon = %+v, want masterwork T3 Deepforged Blade", got) } // A better masterwork (T4) evicts the T3 back to the pack. out, err = applyMasterworkEquip(uid, mw("Sunforged Blade", 4)) if err != nil { t.Fatalf("equip T4: %v", err) } if out.SwappedBack != "Deepforged Blade" { t.Errorf("evicted = %q, want Deepforged Blade", out.SwappedBack) } invHas := func(name string) bool { inv, _ := loadAdvInventory(uid) for _, it := range inv { if it.Name == name { return true } } return false } if !invHas("Deepforged Blade") { t.Error("the evicted T3 masterwork is not back in the pack") } // A worse masterwork (T2) is a blocked downgrade. if _, err := applyMasterworkEquip(uid, mw("Rusty Masterwork", 2)); err != errEquipDowngrade { t.Errorf("equip worse masterwork err = %v, want errEquipDowngrade", err) } // Take off the worn T4: it returns to the pack and the slot resets to tier 0. un, err := applyMasterworkUnequip(uid, SlotWeapon) if err != nil { t.Fatalf("take off: %v", err) } if un.Name != "Sunforged Blade" { t.Errorf("took off %q, want Sunforged Blade", un.Name) } if got := slotOf(t, uid, SlotWeapon); got.Masterwork || got.Tier != 0 || got.Name != equipmentTiers[SlotWeapon][0].Name { t.Fatalf("weapon after take-off = %+v, want tier-0 default", got) } if !invHas("Sunforged Blade") { t.Error("the taken-off masterwork is not back in the pack") } // Taking off a plain slot has nothing round-trippable. if _, err := applyMasterworkUnequip(uid, SlotArmor); err != errSlotEmpty { t.Errorf("take off plain slot err = %v, want errSlotEmpty", err) } } // TestBuildEquipSlotViews: the panel snapshot offers an upgrade only over a plain // sub-max slot, take-off only on special gear, and a repair cost only when damaged. func TestBuildEquipSlotViews(t *testing.T) { newMischiefTestDB(t) uid := id.UserID("@rurina:test") seedEquipPlayer(t, uid, 0) // Boots: masterwork T3, damaged → take off + repair, no upgrade offer. boots := slotOf(t, uid, SlotBoots) boots.Masterwork = true boots.Tier = 3 boots.Name = "The Wandering Sole" boots.Condition = 70 if err := saveAdvEquipment(uid, boots); err != nil { t.Fatal(err) } // Helmet: plain T2 → upgrade to T3 offered, no take off, no repair. helmet := slotOf(t, uid, SlotHelmet) helmet.Tier = 2 helmet.Name = equipmentTiers[SlotHelmet][2].Name if err := saveAdvEquipment(uid, helmet); err != nil { t.Fatal(err) } views := buildEquipSlotViews(uid) bySlot := map[string]struct { takeOff bool nextTier int repair int }{} for _, v := range views { bySlot[v.Slot] = struct { takeOff bool nextTier int repair int }{v.CanTakeOff, v.NextTier, v.RepairCost} } if len(views) != len(allSlots) { t.Fatalf("got %d slot views, want %d", len(views), len(allSlots)) } if b := bySlot["boots"]; !b.takeOff || b.nextTier != 0 || b.repair <= 0 { t.Errorf("boots view = %+v, want take-off, no upgrade, positive repair", b) } if h := bySlot["helmet"]; h.takeOff || h.nextTier != 3 || h.repair != 0 { t.Errorf("helmet view = %+v, want upgrade to T3, no take-off, no repair", h) } // A pristine tier-0 slot: upgrade offered to T1, no take-off, no repair. if w := bySlot["weapon"]; w.takeOff || w.nextTier != 1 || w.repair != 0 { t.Errorf("weapon view = %+v, want upgrade to T1", w) } }