package plugin import ( "math/rand/v2" "testing" ) func TestEnemyAttackProfile_Fallback(t *testing.T) { // An unregistered creature makes a single attack derived from its template // stats — same behaviour as before the multiattack upgrade. stats := CombatStats{Attack: 9, AttackBonus: 4} got := enemyAttackProfile("not_in_registry", stats) if len(got) != 1 { t.Fatalf("len = %d, want 1 (single fallback attack)", len(got)) } if got[0].Damage != 9 || got[0].AttackBonus != 4 { t.Errorf("fallback attack = %+v, want damage 9 / bonus 4", got[0]) } } func TestEnemyAttackProfile_Registered(t *testing.T) { // A registered elite returns its full multiattack profile. got := enemyAttackProfile("owlbear", CombatStats{Attack: 99, AttackBonus: 99}) if len(got) != 2 { t.Fatalf("owlbear len = %d, want 2 (Beak + Claws)", len(got)) } // Profile values win over the template stats. if got[0].AttackBonus == 99 || got[1].AttackBonus == 99 { t.Errorf("profile should not inherit template AttackBonus: %+v", got) } // A zero per-attack AttackBonus falls back to the (tier-scaled) template // bonus so authoring can leave it blank. srdProfiles["__test_zero_bonus"] = SRDProfile{Attacks: []SRDAttack{{Name: "Slam", Damage: 5}}} defer delete(srdProfiles, "__test_zero_bonus") zb := enemyAttackProfile("__test_zero_bonus", CombatStats{Attack: 1, AttackBonus: 7}) if zb[0].AttackBonus != 7 { t.Errorf("zero-bonus attack = %+v, want AttackBonus 7 from template", zb[0]) } } func TestTurnAbilityFires(t *testing.T) { enemy := baseEnemy() // MaxHP 60 st := &combatState{rng: rand.New(rand.NewPCG(1, 1))} cases := []struct { name string phase string round int enemyHP int eligible bool }{ {"any always eligible", "any", 5, 60, true}, {"opening round 1", "opening", 1, 60, true}, {"opening past round 1", "opening", 2, 60, false}, {"clash past round 1", "clash", 2, 60, true}, {"clash round 1", "clash", 1, 60, false}, {"decisive when bloodied", "decisive", 3, 20, true}, {"decisive when healthy", "decisive", 3, 60, false}, } for _, c := range cases { st.round = c.round st.enemyHP = c.enemyHP // ProcChance 1.0: fires iff eligible. ProcChance 0.0: never fires. alwaysProc := &MonsterAbility{Phase: c.phase, ProcChance: 1.0} if got := turnAbilityFires(alwaysProc, st, &enemy); got != c.eligible { t.Errorf("%s: fired=%v, want %v", c.name, got, c.eligible) } neverProc := &MonsterAbility{Phase: c.phase, ProcChance: 0.0} if turnAbilityFires(neverProc, st, &enemy) { t.Errorf("%s: a 0%% proc chance ability should never fire", c.name) } } } // TestApplyAbility_Slice2Effects covers the immediate-resolution monster // ability effects: damage riders, the enemy self-heal, and the flavor-only // placeholders. All resolve fully within applyAbility with no persistent state. func TestApplyAbility_Slice2Effects(t *testing.T) { newState := func(playerHP, enemyHP int) (*combatState, Combatant, Combatant) { st := &combatState{ playerHP: playerHP, enemyHP: enemyHP, round: 1, rng: rand.New(rand.NewPCG(7, 7)), } return st, basePlayer(), baseEnemy() } phase := &turnCombatPhase res := &CombatResult{} damageEffects := []string{"bonus_damage", "aoe", "aoe_fire", "death_aoe", "execute"} for _, eff := range damageEffects { st, player, enemy := newState(100, 60) enemy.Ability = &MonsterAbility{Name: "Test " + eff, Effect: eff} if applyAbility(st, &player, &enemy, phase, res) { t.Errorf("%s: should not down a full-HP player", eff) } if st.playerHP >= 100 { t.Errorf("%s: player HP = %d, want < 100 (damage rider)", eff, st.playerHP) } if len(st.events) != 1 || st.events[0].Damage <= 0 { t.Errorf("%s: want one event with positive damage, got %+v", eff, st.events) } } // execute hits harder once the player is under 30% HP. stLow, pl, en := newState(20, 60) en.Ability = &MonsterAbility{Name: "Wail", Effect: "execute"} applyAbility(stLow, &pl, &en, phase, res) lowDmg := 20 - stLow.playerHP stHigh, pl2, en2 := newState(100, 60) en2.Ability = &MonsterAbility{Name: "Wail", Effect: "execute"} applyAbility(stHigh, &pl2, &en2, phase, res) highDmg := 100 - stHigh.playerHP if lowDmg <= highDmg { t.Errorf("execute: low-HP damage %d should exceed full-HP damage %d", lowDmg, highDmg) } // self_heal restores enemy HP, capped at MaxHP. stHeal, plH, enH := newState(100, 30) enH.Ability = &MonsterAbility{Name: "Regrow", Effect: "self_heal"} applyAbility(stHeal, &plH, &enH, phase, res) if stHeal.enemyHP <= 30 || stHeal.enemyHP > enH.Stats.MaxHP { t.Errorf("self_heal: enemy HP = %d, want in (30, %d]", stHeal.enemyHP, enH.Stats.MaxHP) } // Flavor-only placeholders emit an event but change no HP. for _, eff := range []string{"spell_resist", "reveal_action", "fear_immune", "ally_buff"} { st, player, enemy := newState(100, 60) enemy.Ability = &MonsterAbility{Name: "Test " + eff, Effect: eff} applyAbility(st, &player, &enemy, phase, res) if st.playerHP != 100 || st.enemyHP != 60 { t.Errorf("%s: HP changed (%d/%d), want 100/60 (flavor-only)", eff, st.playerHP, st.enemyHP) } if len(st.events) != 1 || st.events[0].Action != "ability_flavor" { t.Errorf("%s: want one ability_flavor event, got %+v", eff, st.events) } } // A damage rider that drops the player returns true (no death save armed). stKill, plK, enK := newState(1, 60) enK.Ability = &MonsterAbility{Name: "Smash", Effect: "bonus_damage"} if !applyAbility(stKill, &plK, &enK, phase, res) { t.Error("bonus_damage: lethal hit on a 1-HP player should return true") } } // 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. func TestTurnEngine_Multiattack(t *testing.T) { countEnemyEvents := func(events []CombatEvent) int { n := 0 for _, e := range events { if e.Actor == "enemy" { n++ } } return n } // Registered: owlbear has a 2-attack profile. Pools are huge so the fight // can't end mid-loop and every swing emits its own enemy event. sess := turnSession(CombatPhaseEnemyTurn, 100000, 100000) sess.EnemyID = "owlbear" player, enemy := basePlayer(), baseEnemy() events, err := stepEngine(sess, &player, &enemy, PlayerAction{}) if err != nil { t.Fatal(err) } if got := countEnemyEvents(events); got != 2 { t.Errorf("owlbear enemy events = %d, want 2 (multiattack profile)", got) } // Unregistered: a single attack, as before the upgrade. sess2 := turnSession(CombatPhaseEnemyTurn, 100000, 100000) sess2.EnemyID = "goblin" events2, err := stepEngine(sess2, &player, &enemy, PlayerAction{}) if err != nil { t.Fatal(err) } if got := countEnemyEvents(events2); got != 1 { t.Errorf("goblin enemy events = %d, want 1 (single-attack fallback)", got) } }