mirror of
https://github.com/prosolis/gogobee.git
synced 2026-07-15 16:42:41 +00:00
Closes the 'fairly breezy with some death' target the user picked
for Phase 5. Five-piece ship; Phase 1 matrix lands T1 88%, T2 74%,
T4 72%, T5 ~57% in or above band. T3 remains the design hump at
~45% (manor 39, underforge 47) — Wraith promotion to elite was
already done in Phase 4-B, the remaining standard-pool deaths are
the irreducible part of T3.
Pieces:
1. computeMaxHP × 1.5 (phase5BHPMult in dnd.go). Uniform across
class/level so the class-balance harness's in-tier parity
assertion stays green. Bootstrap (bootstrap_phase5b_hp.go)
refreshes hp_max for existing characters at startup;
idempotent via db.JobCompleted. hp_current is bumped by the
same delta so a full-HP character stays at full.
2. applyPhase5BPlayerFloor (dnd_combat.go): +3 AC, +3 AttackBonus,
+3 weapon.MagicBonus (damage). Applied at the END of
applyDnDEquipmentLayer (after computeArmorAC's AC override)
and inside buildHarnessPlayer so live and harness measurement
match.
3. Elite bracket 19 → 23 (resolveCombatInterrupt). Case order
puts Elite (≥23) before Patrol (≥22) so a 23+ total prefers
the single dangerous fight. Elite is now effectively a
high-threat event reachable only via the +1-per-20-threat-
above-40 mod — Phase 4-B's elite-pool monsters still appear,
just less often.
4. dailyThreatDrift base 3 → 1. Slows the threat clock so
players have the days they need before threat tips zones
into the new 23+ elite band.
5. applyDailyBurn default → 50% (phase5BDailyBurnRatePct). Also
applied in the temporal-override branch in
dnd_expedition_cycle.go so tidal / unraveling days scale by
the same 0.5× — otherwise those days would be
disproportionately harsh against the new baseline.
The harness's expedition_balance.go reads phase5BDailyBurnRatePct
as the default-burn fallback when the override knob is zero, so
Phase 1 matrix measurements now reflect what live players
experience.
Test debt: 13 pinned-numbers unit tests across combat_stats_test,
dnd_test, dnd_xp_test, dnd_equipment_profiles_test,
dnd_expedition_supplies_test, dnd_expedition_cycle_test,
dnd_expedition_extract_test, dnd_expedition_region_cmd_test,
dnd_expedition_combat_test, dnd_expedition_threat_test,
dnd_expedition_temporal_test, expedition_balance_test were
pinning pre-Phase-5-B baselines; updated with comments noting
the cause. Class-balance suite stayed green (uniform buff
preserves spread).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
393 lines
13 KiB
Go
393 lines
13 KiB
Go
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).
|
||
// Phase 5-B bumped the player power floor (+3 AC, +3 to-hit, +3
|
||
// damage, HP ×1.5), so well-equipped at-tier players are now
|
||
// effectively dominant across the board. "Real danger" at T5 is
|
||
// no longer the gate — the difficulty curve is driven by the
|
||
// expedition layer (interrupt cadence, supply burn, threat
|
||
// drift), not 1:1 well-equipped combat. These bounds reflect the
|
||
// new "fairly breezy with some death" target.
|
||
cases := []tc{
|
||
{1, 1, advDungeons[0], 0.03, 0.0}, // T1: trivial with proper gear
|
||
{2, 2, advDungeons[1], 0.05, 0.0}, // T2: trivial at level
|
||
{5, 3, advDungeons[2], 0.08, 0.0}, // T3: low risk
|
||
{7, 4, advDungeons[3], 0.15, 0.0}, // T4: still mostly safe
|
||
{9, 5, advDungeons[4], 0.25, 0.0}, // T5: occasional bad luck
|
||
}
|
||
|
||
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.
|
||
// Phase 5-B player floor (+3 AC, +3 to-hit, +3 damage, HP ×1.5)
|
||
// is a flat bonus that lifts low-level characters proportionally
|
||
// more than high-level ones — underleveled vs. tier is no longer
|
||
// the failure mode it was. Real-game pressure on underleveled
|
||
// players comes from the *expedition* layer (interrupt cadence,
|
||
// supply burn, threat clock), not from 1:1 combat. Bounds here
|
||
// only check that combat still terminates and doesn't pin a
|
||
// difficulty floor that Phase 5-B intentionally removed.
|
||
cases := []tc{
|
||
{"L1 in T2 dungeon", 1, 0, advDungeons[1], 0.0},
|
||
{"L2 in T3 dungeon", 2, 1, advDungeons[2], 0.0},
|
||
{"L4 in T4 dungeon, T2 gear", 4, 2, advDungeons[3], 0.0},
|
||
{"L6 in T5 dungeon, T3 gear", 6, 3, advDungeons[4], 0.0},
|
||
}
|
||
|
||
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)
|
||
}
|
||
}
|
||
}
|