Files
gogobee/internal/plugin/dnd_skills_test.go
prosolis 437460c9b2 Adv 2.0 D&D Phase 10 SUB2a-i: Champion + Berserker + Thief L5/L7
First mechanical slice of the subclass system. Each subclass gets its L5
and L7 abilities wired through the existing combat engine + skill check
substrate; no new resource pools introduced.

Champion (L5/L7):
- Improved Critical: new Mods.CritThreshold lowers crit floor to nat 19+
  in resolvePlayerAttack. Default 20 preserved for non-Champions.
- Remarkable Athlete: +½ proficiency bonus to STR/DEX/CON skill checks
  via subclassSkillBonus, layered on raceSkillBonus.

Berserker (L5/L7):
- Rage: new !arm-able active ability gated to Berserker subclass via
  DnDAbility.Subclass field. Reuses the Fighter stamina pool (3/long-rest
  matches 5e's rage uses). On fire: +2 flat damage per hit, halve incoming
  weapon damage, +50% damage approximation for Frenzy's bonus-attack-per-
  turn (one-shot combat can't model that literally).
- Frenzy exhaustion: new exhaustion column on dnd_character; incremented
  by persistDnDPostCombatSubclass after any rage'd combat. Decremented by
  one per long rest.
- Mindless Rage: documented; charm/frighten conditions don't exist in the
  combat engine yet, so no functional effect until P11 zone bosses land.

Thief (L5/L7):
- Sleight of Hand added to dndSkillTable.
- Fast Hands: +5 to Sleight of Hand checks via subclassSkillBonus.
- Supreme Sneak: advantage on Stealth (best of two d20s) via new
  subclassSkillAdvantage hook in performSkillCheck. 5e's half-speed gate
  dropped — we don't track movement speed.

Plumbing:
- applySubclassPassives layered after applyClassPassives in both arena
  and dungeon combat bridges.
- DnDAbility.Subclass enables per-subclass gating; characterActiveAbilities
  filters !arm and !abilities lists by both class and subclass.
- Existing !respec full-wipe also clears Exhaustion.

Tests: Champion CritThreshold gating across L4/L5/no-subclass; rage Apply
flag-set; rage probabilistic win-rate lift vs tougher enemy; exhaustion
increment only on raged combats; long-rest decrement; Champion bonus on
STR/DEX/CON only and only at L7+; Thief Fast Hands SoH-only; Thief
Supreme Sneak L7+ Stealth-only; statistical advantage roll lifts Thief
stealth average by ≥2 vs plain Rogue; !arm rage subclass gating; schema
roundtrip; characterActiveAbilities visibility.
2026-05-09 14:25:21 -07:00

178 lines
4.8 KiB
Go

package plugin
import (
"testing"
)
func TestSkillTableComplete(t *testing.T) {
expectedStats := map[DnDSkill]string{
SkillAthletics: "str", SkillAcrobatics: "dex", SkillStealth: "dex",
SkillSleightOfHand: "dex",
SkillArcana: "int", SkillInvestigation: "int",
SkillPerception: "wis", SkillInsight: "wis",
SkillPersuasion: "cha", SkillIntimidation: "cha", SkillDeception: "cha",
}
if len(dndSkillTable) != len(expectedStats) {
t.Errorf("dndSkillTable size = %d, want %d", len(dndSkillTable), len(expectedStats))
}
for _, si := range dndSkillTable {
want, ok := expectedStats[si.Key]
if !ok {
t.Errorf("unexpected skill %s", si.Key)
continue
}
if si.Stat != want {
t.Errorf("%s stat = %s, want %s", si.Key, si.Stat, want)
}
}
}
func TestParseSkill(t *testing.T) {
for _, s := range dndSkillTable {
got, ok := parseSkill(s.Display)
if !ok || got != s.Key {
t.Errorf("parseSkill(%q) = %v, %v; want %v, true", s.Display, got, ok, s.Key)
}
}
if _, ok := parseSkill("acrobatics"); !ok {
t.Errorf("parseSkill lowercase failed")
}
if _, ok := parseSkill("flying"); ok {
t.Errorf("parseSkill bogus skill returned ok")
}
}
func TestParseDC(t *testing.T) {
cases := []struct {
s string
want int
ok bool
}{
{"trivial", 5, true},
{"easy", 10, true},
{"medium", 15, true},
{"med", 15, true},
{"hard", 20, true},
{"veryhard", 25, true},
{"very_hard", 25, true},
{"impossible", 30, true},
{"17", 17, true},
{"99", 99, true},
{"-5", 0, false},
{"banana", 0, false},
}
for _, c := range cases {
got, ok := parseDC(c.s)
if got != c.want || ok != c.ok {
t.Errorf("parseDC(%q) = (%d, %v), want (%d, %v)", c.s, got, ok, c.want, c.ok)
}
}
}
func TestStatValue(t *testing.T) {
c := &DnDCharacter{STR: 14, DEX: 16, CON: 12, INT: 10, WIS: 8, CHA: 18}
cases := []struct {
stat string
want int
}{
{"str", 14}, {"dex", 16}, {"con", 12},
{"int", 10}, {"wis", 8}, {"cha", 18},
{"unknown", 10}, // default
}
for _, tc := range cases {
if got := statValue(c, tc.stat); got != tc.want {
t.Errorf("statValue(%s) = %d, want %d", tc.stat, got, tc.want)
}
}
}
func TestRaceSkillBonus(t *testing.T) {
athletics, _ := skillInfo(SkillAthletics)
persuasion, _ := skillInfo(SkillPersuasion)
// Half-Elf: +1 to all skills
he := &DnDCharacter{Race: RaceHalfElf}
if got := raceSkillBonus(he, athletics); got != 1 {
t.Errorf("HalfElf athletics = %d, want 1", got)
}
if got := raceSkillBonus(he, persuasion); got != 1 {
t.Errorf("HalfElf persuasion = %d, want 1", got)
}
// Tiefling: +2 only on CHA
tf := &DnDCharacter{Race: RaceTiefling}
if got := raceSkillBonus(tf, athletics); got != 0 {
t.Errorf("Tiefling athletics = %d, want 0", got)
}
if got := raceSkillBonus(tf, persuasion); got != 2 {
t.Errorf("Tiefling persuasion = %d, want 2", got)
}
// Other races: 0
hu := &DnDCharacter{Race: RaceHuman}
if got := raceSkillBonus(hu, persuasion); got != 0 {
t.Errorf("Human persuasion = %d, want 0", got)
}
}
// TestPerformSkillCheck_HitRate: a +5 mod vs DC 15 should pass on roll 10+.
// That's 11/20 outcomes (10..20) plus auto-success on nat 20 = 11/20 = 55%.
// Run many trials and check the rate is in band.
func TestPerformSkillCheck_HitRate(t *testing.T) {
// Fighter STR 16 (+3 mod) → vs DC 15, hits on roll 12+ = 9/20 = 45%.
c := &DnDCharacter{Class: ClassFighter, Race: RaceHuman, STR: 16}
hits, trials := 0, 5000
for i := 0; i < trials; i++ {
if performSkillCheck(c, SkillAthletics, 15).Success {
hits++
}
}
rate := float64(hits) / float64(trials)
// 45% expected, allow 41-49%.
if rate < 0.41 || rate > 0.49 {
t.Errorf("hit rate = %.3f, want ~0.45", rate)
}
}
// TestPerformSkillCheck_AutoSuccess: nat 20 auto-succeeds even when total < DC.
// nat 1 auto-fails even when total >= DC.
func TestPerformSkillCheck_NatExtremes(t *testing.T) {
c := &DnDCharacter{Class: ClassMage, Race: RaceHuman, INT: 1}
// INT 1 → mod -5. Vs DC 30 (impossible), only nat 20 wins.
saw20, sawNon20 := 0, 0
for i := 0; i < 500; i++ {
r := performSkillCheck(c, SkillArcana, 30)
if r.Success {
if r.Roll == 20 {
saw20++
} else {
sawNon20++
}
}
}
if saw20 == 0 {
t.Error("never saw a nat-20 success at impossible DC over 500 rolls")
}
if sawNon20 > 0 {
t.Errorf("got %d non-nat-20 successes at DC 30 with -5 mod (impossible)", sawNon20)
}
}
func TestSkillCheckResult_Auto(t *testing.T) {
c := &DnDCharacter{Class: ClassFighter, STR: 18}
// Force run until we see at least one auto-result and verify shape.
for i := 0; i < 200; i++ {
r := performSkillCheck(c, SkillAthletics, 15)
if r.Roll == 20 {
if !r.Auto || !r.Success {
t.Errorf("nat 20 should be auto-success: %+v", r)
}
}
if r.Roll == 1 {
if !r.Auto || r.Success {
t.Errorf("nat 1 should be auto-fail: %+v", r)
}
}
}
}