package plugin import ( "math/rand/v2" "testing" ) // seededRNG gives each test its own deterministic stream, so none of these can // join the flaky set that rode the package global before P4 seeded them. func seededRNG(seed uint64) *rand.Rand { return rand.New(rand.NewPCG(seed, seed^0x9e3779b9)) } // The load-bearing claim of P6e: a one-seat roster draws from the RNG in exactly // the pre-roster order, so SimulateCombat is the degenerate case of the N-body // engine and the d8prereq_corpus baselines still compare. TestCombatCharacterization // is the real proof (57 scenarios); this pins the delegation itself. func TestSimulateCombat_IsTheOneSeatPartyCase(t *testing.T) { for seed := uint64(1); seed <= 40; seed++ { solo := simulateCombatWithRNG(basePlayer(), baseEnemy(), dungeonCombatPhases, seededRNG(seed)) party := simulatePartyWithRNG([]Combatant{basePlayer()}, baseEnemy(), dungeonCombatPhases, seededRNG(seed)) if len(party.Seats) != 1 { t.Fatalf("seed %d: one player seated %d seats", seed, len(party.Seats)) } got := party.Seats[0] if got.PlayerWon != solo.PlayerWon || got.PlayerEndHP != solo.PlayerEndHP || got.EnemyEndHP != solo.EnemyEndHP || got.TotalRounds != solo.TotalRounds || got.TimedOut != solo.TimedOut { t.Fatalf("seed %d: one-seat party diverged from solo\n solo=%+v\nparty=%+v", seed, solo, got) } if len(got.Events) != len(solo.Events) { t.Fatalf("seed %d: event count %d != solo %d", seed, len(got.Events), len(solo.Events)) } for i := range solo.Events { if got.Events[i] != solo.Events[i] { t.Fatalf("seed %d: event %d differs\n solo=%+v\nparty=%+v", seed, i, solo.Events[i], got.Events[i]) } } } } // A solo fight never stamps a seat, because seat 0 is the zero value and the // field is omitempty. If this regresses, the golden file moves. func TestSimulateCombat_SoloEventsCarryNoSeat(t *testing.T) { res := simulateCombatWithRNG(basePlayer(), baseEnemy(), dungeonCombatPhases, seededRNG(7)) for i, e := range res.Events { if e.Seat != 0 { t.Fatalf("event %d (%s/%s) stamped seat %d in a solo fight", i, e.Phase, e.Action, e.Seat) } } } // The whole point of P6e. Three characters swinging at one monster must land more // player attacks per round than one character does — before this, the members // stood in the doorway while the leader fought. func TestSimulateParty_EverySeatSwings(t *testing.T) { tank := baseEnemy() tank.Stats.MaxHP = 5000 // outlast the phase clock so we can count swings countSwings := func(events []CombatEvent, seat int) int { n := 0 for _, e := range events { if e.Actor == "player" && e.Seat == seat && e.Roll > 0 { n++ } } return n } res := simulatePartyWithRNG( []Combatant{basePlayer(), basePlayer(), basePlayer()}, tank, dungeonCombatPhases, seededRNG(11)) if len(res.Seats) != 3 { t.Fatalf("seated %d, want 3", len(res.Seats)) } for seat := range 3 { if got := countSwings(res.Events, seat); got == 0 { t.Fatalf("seat %d never swung — the party is not fighting together", seat) } } } // A member going down is not the end of the fight. Only an empty roster is. // This is the bug P7 measured from the outside: every party loss was the leader // dying alone, because a member was never in the fight to begin with. func TestSimulateParty_DownedMemberDoesNotEndTheFight(t *testing.T) { glass := basePlayer() glass.Stats.MaxHP = 1 glass.Stats.Defense = 0 brute := basePlayer() brute.Stats.MaxHP = 4000 killer := baseEnemy() killer.Stats.MaxHP = 3000 killer.Stats.Attack = 40 res := simulatePartyWithRNG([]Combatant{brute, glass}, killer, dungeonCombatPhases, seededRNG(3)) if res.Seats[1].PlayerEndHP > 0 { t.Skip("the glass cannon survived this seed; nothing to assert") } if !res.AnySurvivor() { t.Fatalf("both seats down — pick a seed where the brute lives") } if res.TotalRounds <= 1 { t.Fatalf("fight ended in %d round(s) when a member fell; the roster should have fought on", res.TotalRounds) } // The brute must have kept swinging after the member fell. lastMemberEvent, lastBruteEvent := -1, -1 for i, e := range res.Events { if e.Seat == 1 && e.Actor == "player" { lastMemberEvent = i } if e.Seat == 0 && e.Actor == "player" && e.Roll > 0 { lastBruteEvent = i } } if lastBruteEvent < lastMemberEvent { t.Fatalf("the fight stopped when seat 1 fell (last brute swing %d, last member event %d)", lastBruteEvent, lastMemberEvent) } } // P8 scaling constants: solo is exempt on both levers (1 action, ×1.0 HP) so the // characterization golden and the d8prereq corpus are untouched. A party's action // budget is a fractional expectation — 2.4 for a duo (so it lands between soloing // and a trio, where an integer 2 vs 3 has no room), 2N−1 for N≥3 — plus ×1.15 // enemy HP. func TestP8PartyScaling_SoloExemptPartyScaled(t *testing.T) { if got := partyActionExpectation(1); got != 1 { t.Fatalf("solo action expectation = %v, want 1", got) } if got := partyEnemyHPScale(1); got != 1.0 { t.Fatalf("solo HP scale = %v, want 1.0", got) } if got := scaledEnemyMaxHP(200, 1); got != 200 { t.Fatalf("solo enemy HP = %d, want 200 (unscaled)", got) } if got := partyActionExpectation(2); got != 2.4 { t.Fatalf("duo action expectation = %v, want 2.4", got) } // The curve now takes a fractional weight rather than a head count, so that a // below-median seat costs the enemy less than a peer does. Every INTEGER input // must still return exactly what it always returned — that is what keeps solo // and a party of peers byte-identical, and the balance corpus with them. for n := 3; n <= 5; n++ { if got, want := partyActionExpectation(float64(n)), float64(2*n-1); got != want { t.Fatalf("party of %d: action expectation = %v, want %v", n, got, want) } } // A duo carrying a half-strength body sits between soloing and a true duo. if got := partyActionExpectation(1.5); got <= 1 || got >= 2.4 { t.Fatalf("weight 1.5 action expectation = %v, want strictly between 1 and 2.4", got) } if got := partyEnemyHPScale(1.5); got <= 1.0 || got >= 1.15 { t.Fatalf("weight 1.5 HP scale = %v, want strictly between 1.0 and 1.15", got) } if got := partyEnemyHPScale(3); got != 1.15 { t.Fatalf("party HP scale = %v, want 1.15", got) } // int(200*1.15) truncates 229.99… to 229; the 1-HP floor is immaterial. if got := scaledEnemyMaxHP(200, 3); got != 229 { t.Fatalf("party enemy HP = %d, want 229 (trunc 200*1.15)", got) } } // P8: the enemy's action economy scales with the roster. A party of N faces up to // N attack-actions a round, each re-targeted, so the enemy's damage spreads across // the roster instead of pinning one seat — the 1/N² exposure that made P6e's party // a 100%-clear faceroll. Solo stays at exactly one swing a round, the pre-party // behaviour the characterization golden pins. func TestSimulateParty_EnemyActionEconomyScalesWithRoster(t *testing.T) { enemyRollsPerRound := func(res PartyCombatResult) map[int]int { perRound := map[int]int{} for _, e := range res.Events { if e.Actor == "enemy" && e.Roll > 0 { perRound[e.Round]++ } } return perRound } // Solo: never more than one enemy swing in a round. soloTank := baseEnemy() soloTank.Stats.MaxHP = 5000 solo := simulatePartyWithRNG( []Combatant{basePlayer()}, soloTank, dungeonCombatPhases, seededRNG(23)) if len(enemyRollsPerRound(solo)) == 0 { t.Fatal("solo: the enemy never attacked") } for round, n := range enemyRollsPerRound(solo) { if n > 1 { t.Fatalf("solo round %d: enemy swung %d times, want at most 1", round, n) } } // Party of 3: no round exceeds the roster's action budget, and at least one // round sees more than one swing — the enemy is really taking extra actions. tank := baseEnemy() tank.Stats.MaxHP = 5000 party := simulatePartyWithRNG( []Combatant{basePlayer(), basePlayer(), basePlayer()}, tank, dungeonCombatPhases, seededRNG(23)) budget := int(partyActionExpectation(3)) if partyActionExpectation(3) > float64(budget) { budget++ // ceil: the coin-flip round can add one action } sawMulti := false for round, n := range enemyRollsPerRound(party) { if n > budget { t.Fatalf("party round %d: enemy swung %d times, over the %d-action budget", round, n, budget) } if n > 1 { sawMulti = true } } if !sawMulti { t.Fatal("a party of 3 never faced more than one enemy swing in a round — action economy did not scale") } } // Over many seeds the enemy must spread its attention across the roster, or // "targeting" is really "always seat 0" and members take no risk. func TestSimulateParty_EnemySpreadsItsTargetsAcrossTheRoster(t *testing.T) { hit := map[int]bool{} for seed := uint64(1); seed <= 30; seed++ { tank := baseEnemy() tank.Stats.MaxHP = 5000 res := simulatePartyWithRNG( []Combatant{basePlayer(), basePlayer(), basePlayer()}, tank, dungeonCombatPhases, seededRNG(seed)) for _, e := range res.Events { if e.Actor == "enemy" && e.Roll > 0 { hit[e.Seat] = true } } } for seat := range 3 { if !hit[seat] { t.Fatalf("seat %d was never targeted across 30 seeds — the enemy is not really choosing", seat) } } } // Per-seat close-out reads its own events, not the party's. If eventsForSeat // leaked, a member's potions would be burned for the leader's heals. func TestEventsForSeat_PartitionsTheLog(t *testing.T) { events := []CombatEvent{ {Action: "heal_item", Seat: 0}, {Action: "heal_item", Seat: 1}, {Action: "heal_item", Seat: 1}, {Action: "regen_tick"}, // unstamped: reads as the leader's } if got := len(eventsForSeat(events, 0)); got != 2 { t.Fatalf("seat 0 saw %d events, want 2", got) } if got := countHealEventsFired(CombatResult{Events: eventsForSeat(events, 1)}); got != 2 { t.Fatalf("seat 1 fired %d heal items, want 2", got) } if got := countHealEventsFired(CombatResult{Events: eventsForSeat(events, 0)}); got != 1 { t.Fatalf("seat 0 fired %d heal items, want 1", got) } } // A party that wins with a casualty is a win, and the casualty is still a // casualty: survival is read per seat off HP, never off the fight's outcome. func TestAnySurvivor_ReadsHPNotOutcome(t *testing.T) { res := PartyCombatResult{ PlayerWon: true, Seats: []CombatResult{ {PlayerEndHP: 12}, {PlayerEndHP: 0}, {PlayerEndHP: 3}, }, } if !res.AnySurvivor() { t.Fatal("AnySurvivor said nobody lived") } // A won fight nobody walked away from is still nobody walking away. wiped := PartyCombatResult{PlayerWon: true, Seats: []CombatResult{{PlayerEndHP: 0}}} if wiped.AnySurvivor() { t.Fatal("AnySurvivor counted a downed seat as standing") } }