mirror of
https://github.com/prosolis/gogobee.git
synced 2026-07-15 00:32:40 +00:00
Magic items now reach players through three surfaces: zone loot drops, Luigi's "Curios" shelf, and combat effects. Effects are formulaic (Rarity scalar x Kind), mirroring the bestiary tuning pass, with an empty magicItemEffectOverlay as the hand-authored refinement path. - magic_items_gameplay.go: rarity index, magic_item_equipped persistence (new table, DnDSlot-keyed), codified effect formula, applyMagicItemEffects combat hook, potion/scroll -> ConsumableDef bridge, !adventure equip-magic - dropZoneLoot: 15% magic-item substitution roll by tier rarity - Luigi's Curios category: daily UTC-seeded 8-item rotation - combat_bridge / combat_session_build: applyMagicItemEffects after passives - consumableDefByName falls through so loot/shop potions auto-resolve - renderDnDSheet: new Magic Items section Equippable items live entirely in the DnDSlot scheme, separate from the legacy tier-gear. Attunement items equip inert until attuned (3-slot cap).
361 lines
12 KiB
Go
361 lines
12 KiB
Go
package plugin
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import (
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"strings"
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"testing"
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"time"
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"maunium.net/go/mautrix/id"
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)
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// Phase 10 SUB1 — subclass selection.
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// ── Registry sanity ──────────────────────────────────────────────────────
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func TestSubclassRegistry_ThirtyEntriesThreePerClass(t *testing.T) {
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if got := len(dndSubclassRegistry); got != 30 {
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t.Fatalf("registry size: got %d, want 30", got)
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}
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perClass := map[DnDClass]int{}
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for _, s := range dndSubclassRegistry {
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perClass[s.Class]++
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if s.ID == "" || s.Display == "" || s.Tagline == "" || s.Flavor == "" {
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t.Errorf("incomplete entry: %+v", s)
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}
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}
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for _, cls := range []DnDClass{
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ClassFighter, ClassRogue, ClassMage, ClassCleric, ClassRanger,
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ClassDruid, ClassBard, ClassSorcerer, ClassWarlock, ClassPaladin,
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} {
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if perClass[cls] != 3 {
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t.Errorf("%s: %d subclasses, want 3", cls, perClass[cls])
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}
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}
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}
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func TestSubclassRegistry_UniqueIDs(t *testing.T) {
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seen := map[DnDSubclass]bool{}
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for _, s := range dndSubclassRegistry {
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if seen[s.ID] {
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t.Errorf("duplicate subclass id: %s", s.ID)
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}
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seen[s.ID] = true
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}
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}
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// ── resolveSubclassInput ─────────────────────────────────────────────────
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func TestResolveSubclassInput_ByNumber(t *testing.T) {
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got, ok := resolveSubclassInput(ClassFighter, "1")
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if !ok || got != SubclassChampion {
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t.Errorf("Fighter '1' = (%q, %v), want (champion, true)", got, ok)
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}
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got, ok = resolveSubclassInput(ClassFighter, "3")
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if !ok || got != SubclassBerserker {
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t.Errorf("Fighter '3' = (%q, %v), want (berserker, true)", got, ok)
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}
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if _, ok := resolveSubclassInput(ClassFighter, "4"); ok {
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t.Error("Fighter '4' should be invalid")
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}
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}
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func TestResolveSubclassInput_ByNameAndDisplay(t *testing.T) {
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cases := []struct {
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class DnDClass
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input string
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want DnDSubclass
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}{
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{ClassFighter, "champion", SubclassChampion},
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{ClassFighter, "Champion", SubclassChampion},
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{ClassFighter, "Battle Master", SubclassBattleMaster},
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{ClassFighter, "battlemaster", SubclassBattleMaster},
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{ClassFighter, "battle_master", SubclassBattleMaster},
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{ClassRogue, "Arcane Trickster", SubclassArcaneTrickster},
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{ClassMage, "necromancy", SubclassNecromancy},
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{ClassCleric, "life domain", SubclassLifeDomain},
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{ClassRanger, "Gloom-Stalker", SubclassGloomStalker},
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}
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for _, tc := range cases {
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got, ok := resolveSubclassInput(tc.class, tc.input)
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if !ok || got != tc.want {
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t.Errorf("%s/%q: got (%q,%v), want (%q,true)", tc.class, tc.input, got, ok, tc.want)
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}
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}
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}
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func TestResolveSubclassInput_WrongClass(t *testing.T) {
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// "champion" belongs to Fighter — should not resolve for Rogue.
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if _, ok := resolveSubclassInput(ClassRogue, "champion"); ok {
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t.Error("champion should not resolve under Rogue")
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}
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}
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// ── renderSubclassPrompt ─────────────────────────────────────────────────
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func TestRenderSubclassPrompt_ContainsAllThree(t *testing.T) {
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got := renderSubclassPrompt(ClassMage)
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for _, want := range []string{"Evocation", "Abjuration", "Necromancy", "Mage"} {
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if !strings.Contains(got, want) {
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t.Errorf("prompt missing %q:\n%s", want, got)
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}
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}
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}
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// ── !subclass command flow ───────────────────────────────────────────────
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func subclassTestCharacter(t *testing.T, uid id.UserID, level int) *DnDCharacter {
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t.Helper()
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if err := createAdvCharacter(uid, "subclass"); err != nil {
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t.Fatal(err)
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}
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c := &DnDCharacter{
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UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: level,
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STR: 16, DEX: 12, CON: 14, INT: 8, WIS: 10, CHA: 10,
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HPMax: 30, HPCurrent: 30, ArmorClass: 16,
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}
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if err := SaveDnDCharacter(c); err != nil {
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t.Fatal(err)
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}
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return c
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}
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func TestSubclass_BlockedBelowLevel5(t *testing.T) {
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setupAuditTestDB(t)
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uid := id.UserID("@subclass_low:example")
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subclassTestCharacter(t, uid, 4)
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p := &AdventurePlugin{euro: &EuroPlugin{}}
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// Should not error, just send a "level" message; we rely on the row
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// staying empty.
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if err := p.handleDnDSubclassCmd(MessageContext{Sender: uid}, "champion"); err != nil {
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t.Fatal(err)
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}
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got, _ := LoadDnDCharacter(uid)
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if got.Subclass != "" {
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t.Errorf("subclass set despite L4: %q", got.Subclass)
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}
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}
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func TestSubclass_FirstSelectionFreeAndPersists(t *testing.T) {
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setupAuditTestDB(t)
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uid := id.UserID("@subclass_first:example")
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subclassTestCharacter(t, uid, 5)
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euro := &EuroPlugin{}
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euro.ensureBalance(uid)
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bal := euro.GetBalance(uid)
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p := &AdventurePlugin{euro: euro}
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if err := p.handleDnDSubclassCmd(MessageContext{Sender: uid}, "champion"); err != nil {
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t.Fatal(err)
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}
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got, _ := LoadDnDCharacter(uid)
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if got.Subclass != SubclassChampion {
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t.Errorf("subclass = %q, want champion", got.Subclass)
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}
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if got.LastSubclassRespecAt != nil {
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t.Errorf("first selection should not set cooldown timestamp")
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}
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if euro.GetBalance(uid) != bal {
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t.Errorf("first selection should be free; balance %.0f → %.0f", bal, euro.GetBalance(uid))
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}
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}
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func TestSubclass_SameChoiceIsNoop(t *testing.T) {
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setupAuditTestDB(t)
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uid := id.UserID("@subclass_same:example")
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c := subclassTestCharacter(t, uid, 5)
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c.Subclass = SubclassChampion
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if err := SaveDnDCharacter(c); err != nil {
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t.Fatal(err)
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}
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euro := &EuroPlugin{}
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euro.ensureBalance(uid)
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euro.Credit(uid, 10000, "test")
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bal := euro.GetBalance(uid)
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p := &AdventurePlugin{euro: euro}
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if err := p.handleDnDSubclassCmd(MessageContext{Sender: uid}, "champion"); err != nil {
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t.Fatal(err)
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}
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got, _ := LoadDnDCharacter(uid)
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if got.LastSubclassRespecAt != nil {
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t.Error("same-choice no-op should not set cooldown")
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}
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if euro.GetBalance(uid) != bal {
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t.Error("same-choice no-op should not debit")
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}
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}
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func TestSubclass_ChangeChargesAndSetsCooldown(t *testing.T) {
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setupAuditTestDB(t)
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uid := id.UserID("@subclass_change:example")
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c := subclassTestCharacter(t, uid, 6)
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c.Subclass = SubclassChampion
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if err := SaveDnDCharacter(c); err != nil {
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t.Fatal(err)
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}
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euro := &EuroPlugin{}
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euro.ensureBalance(uid)
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euro.Credit(uid, 10000, "test")
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startBal := euro.GetBalance(uid)
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p := &AdventurePlugin{euro: euro}
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if err := p.handleDnDSubclassCmd(MessageContext{Sender: uid}, "berserker"); err != nil {
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t.Fatal(err)
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}
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got, _ := LoadDnDCharacter(uid)
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if got.Subclass != SubclassBerserker {
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t.Errorf("subclass = %q, want berserker", got.Subclass)
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}
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if got.LastSubclassRespecAt == nil {
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t.Error("cooldown timestamp not set after charged change")
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}
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if delta := startBal - euro.GetBalance(uid); delta < float64(dndSubclassRespecCost) {
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t.Errorf("debited %.0f, want at least %d", delta, dndSubclassRespecCost)
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}
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}
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func TestSubclass_ChangeBlockedByCooldown(t *testing.T) {
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setupAuditTestDB(t)
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uid := id.UserID("@subclass_cd:example")
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c := subclassTestCharacter(t, uid, 6)
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c.Subclass = SubclassChampion
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now := time.Now().UTC().Add(-1 * time.Hour) // 1h ago — well inside 30d
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c.LastSubclassRespecAt = &now
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if err := SaveDnDCharacter(c); err != nil {
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t.Fatal(err)
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}
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euro := &EuroPlugin{}
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euro.ensureBalance(uid)
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euro.Credit(uid, 10000, "test")
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bal := euro.GetBalance(uid)
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p := &AdventurePlugin{euro: euro}
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if err := p.handleDnDSubclassCmd(MessageContext{Sender: uid}, "berserker"); err != nil {
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t.Fatal(err)
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}
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got, _ := LoadDnDCharacter(uid)
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if got.Subclass != SubclassChampion {
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t.Errorf("subclass changed despite cooldown: %q", got.Subclass)
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}
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if euro.GetBalance(uid) != bal {
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t.Error("cooldown-blocked change should not debit")
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}
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}
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func TestSubclass_ChangeBlockedByInsufficientFunds(t *testing.T) {
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setupAuditTestDB(t)
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uid := id.UserID("@subclass_broke:example")
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c := subclassTestCharacter(t, uid, 6)
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c.Subclass = SubclassChampion
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if err := SaveDnDCharacter(c); err != nil {
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t.Fatal(err)
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}
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euro := &EuroPlugin{}
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euro.ensureBalance(uid)
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// No credit — balance ~0.
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p := &AdventurePlugin{euro: euro}
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if err := p.handleDnDSubclassCmd(MessageContext{Sender: uid}, "berserker"); err != nil {
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t.Fatal(err)
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}
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got, _ := LoadDnDCharacter(uid)
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if got.Subclass != SubclassChampion {
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t.Errorf("subclass changed despite insufficient funds: %q", got.Subclass)
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}
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}
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// ── level-up DM cue ──────────────────────────────────────────────────────
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func TestBuildLevelUpMessage_PromptsAtL5WhenUnchosen(t *testing.T) {
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c := &DnDCharacter{
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UserID: "@x:example", Race: RaceHuman, Class: ClassFighter,
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Level: 5, HPMax: 40,
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}
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msg := buildLevelUpMessage(c, []LevelUpEvent{{NewLevel: 5, HPGain: 7}}, "")
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if !strings.Contains(msg, "Choose your path") {
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t.Errorf("L5 level-up missing subclass prompt:\n%s", msg)
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}
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if !strings.Contains(msg, "Champion") {
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t.Errorf("L5 prompt should list Champion:\n%s", msg)
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}
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}
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func TestBuildLevelUpMessage_NoPromptIfAlreadyChosen(t *testing.T) {
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c := &DnDCharacter{
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UserID: "@x:example", Race: RaceHuman, Class: ClassFighter,
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Level: 6, HPMax: 47, Subclass: SubclassChampion,
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}
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msg := buildLevelUpMessage(c, []LevelUpEvent{{NewLevel: 6, HPGain: 7}}, "")
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if strings.Contains(msg, "Choose your path") {
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t.Errorf("L6 level-up should not re-prompt:\n%s", msg)
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}
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}
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func TestBuildLevelUpMessage_NoPromptBelowL5(t *testing.T) {
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c := &DnDCharacter{
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UserID: "@x:example", Race: RaceHuman, Class: ClassFighter,
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Level: 4, HPMax: 33,
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}
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msg := buildLevelUpMessage(c, []LevelUpEvent{{NewLevel: 4, HPGain: 7}}, "")
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if strings.Contains(msg, "Choose your path") {
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t.Errorf("L4 should not prompt:\n%s", msg)
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}
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}
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// ── sheet display ────────────────────────────────────────────────────────
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func TestSheet_ShowsSubclassWhenChosen(t *testing.T) {
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c := &DnDCharacter{
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UserID: "@x:example", Race: RaceHuman, Class: ClassFighter,
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Level: 7, HPMax: 50, HPCurrent: 50, ArmorClass: 16,
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STR: 16, DEX: 12, CON: 14, INT: 8, WIS: 10, CHA: 10,
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Subclass: SubclassBattleMaster,
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}
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out := renderDnDSheet(c, nil, nil, HouseState{}, nil, nil, nil)
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if !strings.Contains(out, "Battle Master") {
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t.Errorf("sheet missing subclass name:\n%s", out)
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}
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}
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func TestSheet_PromptsWhenUnchosenAtL5(t *testing.T) {
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c := &DnDCharacter{
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UserID: "@x:example", Race: RaceHuman, Class: ClassFighter,
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Level: 5, HPMax: 40, HPCurrent: 40, ArmorClass: 16,
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STR: 16, DEX: 12, CON: 14, INT: 8, WIS: 10, CHA: 10,
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}
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out := renderDnDSheet(c, nil, nil, HouseState{}, nil, nil, nil)
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if !strings.Contains(out, "!subclass") {
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t.Errorf("sheet should nudge `!subclass` when unchosen at L5:\n%s", out)
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}
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}
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// ── schema migration round-trip ──────────────────────────────────────────
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func TestSubclass_SchemaRoundTrip(t *testing.T) {
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setupAuditTestDB(t)
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uid := id.UserID("@subclass_rt:example")
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if err := createAdvCharacter(uid, "rt"); err != nil {
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t.Fatal(err)
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}
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now := time.Now().UTC().Truncate(time.Second)
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c := &DnDCharacter{
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UserID: uid, Race: RaceElf, Class: ClassMage, Level: 7,
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STR: 8, DEX: 14, CON: 12, INT: 17, WIS: 12, CHA: 10,
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HPMax: 30, HPCurrent: 30, ArmorClass: 12,
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Subclass: SubclassEvocation, LastSubclassRespecAt: &now,
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}
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if err := SaveDnDCharacter(c); err != nil {
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t.Fatal(err)
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}
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got, err := LoadDnDCharacter(uid)
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if err != nil || got == nil {
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t.Fatalf("load: %v %v", got, err)
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}
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if got.Subclass != SubclassEvocation {
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t.Errorf("subclass roundtrip: got %q, want evocation", got.Subclass)
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}
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if got.LastSubclassRespecAt == nil || !got.LastSubclassRespecAt.Equal(now) {
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t.Errorf("LastSubclassRespecAt roundtrip: got %v, want %v", got.LastSubclassRespecAt, now)
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}
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}
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