Files
gogobee/internal/plugin/expedition_sim_party_test.go
prosolis 32e3148755 N3/P7: a party that only fights together twice
Adds -party N / -party-classes to expedition-sim. Followers are seated
through the real !expedition invite / !expedition accept pair, so the
harness measures the tier gate, the busy guard and the supply pooling
rather than a roster hand-built to succeed. A follower who is refused
halts the run: a party reading taken from a walk that was secretly solo
is worse than no reading.

It immediately found what it was built to find. Only elite and boss
doorways seat the roster; exploration rooms, patrols and harvest
interrupts all resolve through SimulateCombat against ctx.Sender, and
P6d made the walk commands leader-only. So on a 38-room T5 expedition
the party fights 2-3 rooms together and the leader solos the rest -
then dies alone, tearing down the run rows only they own.

Measured at L15/16 over dragons_lair + abyss_portal, party of 3, n=15
per cell: zero TPKs and zero member deaths across 240 seats. Every
failure is the leader falling while two untouched members stand at full
HP. Fighter clears 100% (solo: 47-67%), cleric 33-53% (solo: 13-47%).
The band is unreadable until inline combat seats the party, so the C1
contingency - +35% monster HP per member - stays on the shelf; it would
punish the trash the leader already fights alone.

Hence the outcome vocabulary grows a third word. "tpk" used to mean any
run-ending event, which is how a leader dying beside a healthy party
stayed invisible through P5 and P6. Now: tpk (roster dead),
leader_down, fled (run over, leader alive) - read off the death flag,
not off HP, which the close-out leaves anywhere. A one-seat roster
makes leader-dead and all-dead the same predicate, so solo keeps its
labels for a real death.

Two bugs found in review before this landed:

  - An unknown class was not an error anywhere: -class fightr built a
    1-HP character and reported an ordinary outcome for it. Guarded in
    BuildCharacter, not the flag parser, since the leader had the bug
    long before parties did.
  - The roster short-rest healed the dead - handleDnDShortRest does not
    gate on the death flag, so a member killed in a won boss fight got
    rested back above 0 and stopped counting as a casualty.

Golden byte-identical; go test ./... green.
2026-07-10 00:37:59 -07:00

191 lines
6.6 KiB
Go

package plugin
import (
"strings"
"testing"
"maunium.net/go/mautrix/id"
)
// newPartySimRunner wires a runner the way cmd/expedition-sim does, minus the
// temp DB (the caller has already called setupZoneRunTestDB).
func newPartySimRunner() *SimRunner {
euro := &EuroPlugin{}
return &SimRunner{P: &AdventurePlugin{euro: euro}, Euro: euro}
}
// seatPartyFixture builds a leader and n followers at the given level, banks
// them, and starts the leader's expedition. Returns the roster.
func seatPartyFixture(t *testing.T, s *SimRunner, tag string, followers int, bank float64) (id.UserID, []id.UserID) {
t.Helper()
leader := id.UserID("@" + tag + ":example")
if _, err := s.BuildCharacter(leader, ClassFighter, 3); err != nil {
t.Fatalf("build leader: %v", err)
}
s.Euro.Credit(leader, 1000, "test")
var members []id.UserID
for i := 0; i < followers; i++ {
m := id.UserID("@" + tag + "-m" + string(rune('1'+i)) + ":example")
if _, err := s.BuildCharacter(m, ClassFighter, 3); err != nil {
t.Fatalf("build follower %d: %v", i, err)
}
s.Euro.Credit(m, bank, "test")
members = append(members, m)
}
ctx := MessageContext{Sender: leader}
if err := s.P.handleDnDExpeditionCmd(ctx, "start "+string(ZoneGoblinWarrens)+" heavy"); err != nil {
t.Fatalf("start: %v", err)
}
return leader, members
}
// N3/P7: seatParty drives the real `!expedition invite` / `!expedition accept`
// pair, so a seated follower's packs land in the shared pool. Pooling raises
// Current *and* Max — supplyDepletion reads the ratio, so lifting only Current
// would read as the party starving the moment it set off (P6a).
func TestSeatParty_PoolsSuppliesAndSeatsEveryone(t *testing.T) {
setupZoneRunTestDB(t)
s := newPartySimRunner()
leader, members := seatPartyFixture(t, s, "sim-seat-ok", 2, 1000)
defer cleanupExpeditions(leader)
solo, err := getActiveExpedition(leader)
if err != nil || solo == nil {
t.Fatalf("expedition did not start: %v", err)
}
soloSU, soloMax := solo.Supplies.Current, solo.Supplies.Max
if err := s.seatParty(leader, members); err != nil {
t.Fatalf("seatParty: %v", err)
}
exp, _ := getActiveExpedition(leader)
if exp == nil {
t.Fatal("expedition vanished while seating")
}
size, err := partySize(exp.ID)
if err != nil {
t.Fatalf("partySize: %v", err)
}
if size != 3 {
t.Fatalf("roster = %d, want 3 (leader + 2)", size)
}
// Three identical "heavy" purchases: the pool is their sum.
if want := soloSU * 3; exp.Supplies.Current != want {
t.Errorf("pooled Current = %v, want %v", exp.Supplies.Current, want)
}
if want := soloMax * 3; exp.Supplies.Max != want {
t.Errorf("pooled Max = %v, want %v", exp.Supplies.Max, want)
}
}
// A follower who cannot pay is refused by expeditionCmdAccept — which answers
// with a DM and a nil error. seatParty must not read that as a seat: a party
// run that quietly walked as a solo would report a T5 clear rate for a roster
// that never existed.
func TestSeatParty_RefusedFollowerHaltsTheRun(t *testing.T) {
setupZoneRunTestDB(t)
s := newPartySimRunner()
leader, members := seatPartyFixture(t, s, "sim-seat-broke", 1, 0)
defer cleanupExpeditions(leader)
err := s.seatParty(leader, members)
if err == nil {
t.Fatal("seatParty accepted a follower who could not afford a loadout")
}
if !strings.Contains(err.Error(), "roster seated 1 of 2") {
t.Errorf("error = %q, want the roster-count refusal", err)
}
}
// A misspelled -class / -party-classes token used to build a character at the
// unknown-class fallback — 1 HP — and the run reported a perfectly normal
// outcome for it. Nothing downstream treats an unknown class as an error, so
// BuildCharacter has to.
func TestBuildCharacter_RejectsUnknownClass(t *testing.T) {
setupZoneRunTestDB(t)
s := newPartySimRunner()
if _, err := s.BuildCharacter(id.UserID("@sim-badclass:example"), DnDClass("fightr"), 8); err == nil {
t.Fatal("BuildCharacter accepted the class 'fightr'")
}
// The real thing still builds.
if _, err := s.BuildCharacter(id.UserID("@sim-goodclass:example"), ClassFighter, 8); err != nil {
t.Fatalf("BuildCharacter(fighter): %v", err)
}
}
// simRunEndOutcome separates the three ways a run can be over. The middle case
// is the one N3/P7 exists to surface: inline room and patrol combat is fought
// by the leader alone, so a party reaches "run over" with a dead leader and a
// roster that never drew a weapon. Calling that a TPK would hide it.
func TestSimRunEndOutcome_DistinguishesLeaderDeathFromAWipe(t *testing.T) {
setupZoneRunTestDB(t)
s := newPartySimRunner()
mk := func(tag string) id.UserID {
uid := id.UserID("@" + tag + ":example")
if _, err := s.BuildCharacter(uid, ClassFighter, 3); err != nil {
t.Fatalf("build %s: %v", tag, err)
}
return uid
}
leader, m1 := mk("sim-end-leader"), mk("sim-end-m1")
roster := []id.UserID{leader, m1}
if got := simRunEndOutcome(roster); got != "fled" {
t.Errorf("everyone alive: got %q, want %q", got, "fled")
}
markAdventureDead(leader, "zone", "Test")
if got := simRunEndOutcome(roster); got != "leader_down" {
t.Errorf("leader dead, member standing: got %q, want %q", got, "leader_down")
}
// A solo roster has no members to survive the leader, so leader-dead is a
// wipe — the label the balance corpus has always seen.
if got := simRunEndOutcome(roster[:1]); got != "tpk" {
t.Errorf("solo, dead: got %q, want %q", got, "tpk")
}
markAdventureDead(m1, "zone", "Test")
if got := simRunEndOutcome(roster); got != "tpk" {
t.Errorf("whole roster dead: got %q, want %q", got, "tpk")
}
}
// The solo path must not touch the party layer at all: no invite, no roster
// row, RosterSize 1 all the way into the turn engine. This is the property the
// d8prereq_corpus baselines rest on.
func TestRunPartyExpedition_SoloWritesNoRoster(t *testing.T) {
setupZoneRunTestDB(t)
s := newPartySimRunner()
uid := id.UserID("@sim-solo-noroster:example")
if _, err := s.BuildCharacter(uid, ClassFighter, 3); err != nil {
t.Fatalf("build: %v", err)
}
s.Euro.Credit(uid, 1000, "test")
defer cleanupExpeditions(uid)
// One walk is enough to prove the seating step was skipped; we care about
// the roster, not the outcome.
res, err := s.RunPartyExpedition(uid, nil, ZoneGoblinWarrens, 1, 0)
if err != nil {
t.Fatalf("RunPartyExpedition: %v", err)
}
if res.PartySize != 1 {
t.Errorf("PartySize = %d, want 1", res.PartySize)
}
if len(res.Members) != 0 {
t.Errorf("Members = %v, want empty for a solo run", res.Members)
}
if id := mostRecentExpeditionID(uid); id != "" {
size, err := partySize(id)
if err != nil {
t.Fatalf("partySize: %v", err)
}
if size != 0 {
t.Errorf("solo run seated a roster of %d, want no rows at all", size)
}
}
}