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Five bugs found reviewing n1-restoration end to end. beginCombatTurn settles any phase the engine owes before reading whose turn it is. That settle can end the fight — and the old code then answered "you're not in a fight" and returned. The terminal status was already persisted, so nothing ever paid the party out: no XP, no loot, no death recorded, no run teardown. The reaper cannot recover it either, because listExpiredCombatSessions filters on status='active'. Close the fight out there, the way the !fight start path and the reaper already do. A party member was permanently soft-locked when their leader extracted and never resumed. seatedExpeditionFor (the guard) spans 'extracting'; expeditionForMember (what !expedition leave resolved through) saw only 'active'. So the member was refused any new adventure by the guard and told "No active expedition" by the command the guard points them at, with nothing sweeping stale rows and only the leader able to clear one. Resolve the exit through the same lookup as the gate. updateSupplies overwrites supplies_json wholesale, and expeditionCmdAccept folded a member's packs onto a snapshot read before the coin debit, unlocked. Handlers run one goroutine per event, so two invitees accepting genuinely interleave and one member's packs vanish. advUserLock cannot help — it is keyed by sender, so racing members take different mutexes. Add advExpeditionLock and re-read the pool under it. Closes accept-vs-accept; the six other updateSupplies callers still race and are written up separately. runHarvestInterrupt picked an elite enemy and elite narration off a local `elite` flag, then passed a hardcoded false as isElite to closeOutZoneWin. dropZoneLoot gates masterwork on isBoss||isElite, so beating an elite interrupt skipped the masterwork roll and took standard treasure weight — while the same elite fought via !zone paid out correctly. arenaSeasonRollover marked its job complete even when recordArenaSeasonTitle failed, and JobCompleted short-circuits every later run for that quarter, so a transient SQLite BUSY lost the crown forever. Defer completion on failure; the insert is ON CONFLICT DO NOTHING against PRIMARY KEY (season, kind) and a past season's data is frozen, so the retry is safe. Also: drop dead partySurvivors, collapse the zoneCombatRoster alias into fightRoster, route partyCasualtyLine through joinNames, fold four copies of the expedition column projection into expeditionSelectCols, stop replyDM sending a blank DM, and correct two doc comments describing a path that no longer exists. Deliberately not fixed, with reasons, in gogobee_code_review_followups.md — most notably that both turn-based close-outs skip grantCombatAchievements and persistDnDPostCombatSubclass, which the auto-resolve paths run.
218 lines
7.3 KiB
Go
218 lines
7.3 KiB
Go
package plugin
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import (
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"math/rand/v2"
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"testing"
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)
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// seededRNG gives each test its own deterministic stream, so none of these can
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// join the flaky set that rode the package global before P4 seeded them.
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func seededRNG(seed uint64) *rand.Rand {
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return rand.New(rand.NewPCG(seed, seed^0x9e3779b9))
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}
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// The load-bearing claim of P6e: a one-seat roster draws from the RNG in exactly
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// the pre-roster order, so SimulateCombat is the degenerate case of the N-body
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// engine and the d8prereq_corpus baselines still compare. TestCombatCharacterization
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// is the real proof (57 scenarios); this pins the delegation itself.
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func TestSimulateCombat_IsTheOneSeatPartyCase(t *testing.T) {
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for seed := uint64(1); seed <= 40; seed++ {
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solo := simulateCombatWithRNG(basePlayer(), baseEnemy(), dungeonCombatPhases, seededRNG(seed))
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party := simulatePartyWithRNG([]Combatant{basePlayer()}, baseEnemy(), dungeonCombatPhases, seededRNG(seed))
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if len(party.Seats) != 1 {
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t.Fatalf("seed %d: one player seated %d seats", seed, len(party.Seats))
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}
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got := party.Seats[0]
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if got.PlayerWon != solo.PlayerWon || got.PlayerEndHP != solo.PlayerEndHP ||
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got.EnemyEndHP != solo.EnemyEndHP || got.TotalRounds != solo.TotalRounds ||
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got.TimedOut != solo.TimedOut {
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t.Fatalf("seed %d: one-seat party diverged from solo\n solo=%+v\nparty=%+v", seed, solo, got)
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}
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if len(got.Events) != len(solo.Events) {
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t.Fatalf("seed %d: event count %d != solo %d", seed, len(got.Events), len(solo.Events))
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}
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for i := range solo.Events {
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if got.Events[i] != solo.Events[i] {
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t.Fatalf("seed %d: event %d differs\n solo=%+v\nparty=%+v", seed, i, solo.Events[i], got.Events[i])
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}
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}
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}
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}
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// A solo fight never stamps a seat, because seat 0 is the zero value and the
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// field is omitempty. If this regresses, the golden file moves.
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func TestSimulateCombat_SoloEventsCarryNoSeat(t *testing.T) {
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res := simulateCombatWithRNG(basePlayer(), baseEnemy(), dungeonCombatPhases, seededRNG(7))
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for i, e := range res.Events {
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if e.Seat != 0 {
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t.Fatalf("event %d (%s/%s) stamped seat %d in a solo fight", i, e.Phase, e.Action, e.Seat)
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}
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}
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}
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// The whole point of P6e. Three characters swinging at one monster must land more
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// player attacks per round than one character does — before this, the members
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// stood in the doorway while the leader fought.
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func TestSimulateParty_EverySeatSwings(t *testing.T) {
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tank := baseEnemy()
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tank.Stats.MaxHP = 5000 // outlast the phase clock so we can count swings
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countSwings := func(events []CombatEvent, seat int) int {
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n := 0
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for _, e := range events {
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if e.Actor == "player" && e.Seat == seat && e.Roll > 0 {
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n++
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}
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}
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return n
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}
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res := simulatePartyWithRNG(
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[]Combatant{basePlayer(), basePlayer(), basePlayer()}, tank, dungeonCombatPhases, seededRNG(11))
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if len(res.Seats) != 3 {
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t.Fatalf("seated %d, want 3", len(res.Seats))
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}
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for seat := range 3 {
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if got := countSwings(res.Events, seat); got == 0 {
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t.Fatalf("seat %d never swung — the party is not fighting together", seat)
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}
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}
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}
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// A member going down is not the end of the fight. Only an empty roster is.
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// This is the bug P7 measured from the outside: every party loss was the leader
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// dying alone, because a member was never in the fight to begin with.
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func TestSimulateParty_DownedMemberDoesNotEndTheFight(t *testing.T) {
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glass := basePlayer()
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glass.Stats.MaxHP = 1
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glass.Stats.Defense = 0
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brute := basePlayer()
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brute.Stats.MaxHP = 4000
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killer := baseEnemy()
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killer.Stats.MaxHP = 3000
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killer.Stats.Attack = 40
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res := simulatePartyWithRNG([]Combatant{brute, glass}, killer, dungeonCombatPhases, seededRNG(3))
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if res.Seats[1].PlayerEndHP > 0 {
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t.Skip("the glass cannon survived this seed; nothing to assert")
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}
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if !res.AnySurvivor() {
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t.Fatalf("both seats down — pick a seed where the brute lives")
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}
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if res.TotalRounds <= 1 {
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t.Fatalf("fight ended in %d round(s) when a member fell; the roster should have fought on",
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res.TotalRounds)
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}
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// The brute must have kept swinging after the member fell.
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lastMemberEvent, lastBruteEvent := -1, -1
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for i, e := range res.Events {
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if e.Seat == 1 && e.Actor == "player" {
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lastMemberEvent = i
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}
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if e.Seat == 0 && e.Actor == "player" && e.Roll > 0 {
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lastBruteEvent = i
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}
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}
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if lastBruteEvent < lastMemberEvent {
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t.Fatalf("the fight stopped when seat 1 fell (last brute swing %d, last member event %d)",
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lastBruteEvent, lastMemberEvent)
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}
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}
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// The enemy swings at one seat per round, not at everyone.
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func TestSimulateParty_EnemyStrikesOneSeatPerRound(t *testing.T) {
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tank := baseEnemy()
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tank.Stats.MaxHP = 5000
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res := simulatePartyWithRNG(
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[]Combatant{basePlayer(), basePlayer(), basePlayer()}, tank, dungeonCombatPhases, seededRNG(23))
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perRound := map[int]map[int]bool{}
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for _, e := range res.Events {
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if e.Actor != "enemy" || e.Roll == 0 {
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continue
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}
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if perRound[e.Round] == nil {
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perRound[e.Round] = map[int]bool{}
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}
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perRound[e.Round][e.Seat] = true
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}
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if len(perRound) == 0 {
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t.Fatal("the enemy never attacked")
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}
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for round, seats := range perRound {
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if len(seats) != 1 {
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t.Fatalf("round %d: enemy attack rolls landed on %d seats, want 1", round, len(seats))
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}
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}
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}
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// Over many seeds the enemy must spread its attention across the roster, or
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// "targeting" is really "always seat 0" and members take no risk.
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func TestSimulateParty_EnemySpreadsItsTargetsAcrossTheRoster(t *testing.T) {
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hit := map[int]bool{}
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for seed := uint64(1); seed <= 30; seed++ {
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tank := baseEnemy()
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tank.Stats.MaxHP = 5000
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res := simulatePartyWithRNG(
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[]Combatant{basePlayer(), basePlayer(), basePlayer()}, tank, dungeonCombatPhases, seededRNG(seed))
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for _, e := range res.Events {
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if e.Actor == "enemy" && e.Roll > 0 {
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hit[e.Seat] = true
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}
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}
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}
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for seat := range 3 {
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if !hit[seat] {
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t.Fatalf("seat %d was never targeted across 30 seeds — the enemy is not really choosing", seat)
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}
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}
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}
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// Per-seat close-out reads its own events, not the party's. If eventsForSeat
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// leaked, a member's potions would be burned for the leader's heals.
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func TestEventsForSeat_PartitionsTheLog(t *testing.T) {
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events := []CombatEvent{
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{Action: "heal_item", Seat: 0},
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{Action: "heal_item", Seat: 1},
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{Action: "heal_item", Seat: 1},
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{Action: "regen_tick"}, // unstamped: reads as the leader's
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}
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if got := len(eventsForSeat(events, 0)); got != 2 {
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t.Fatalf("seat 0 saw %d events, want 2", got)
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}
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if got := countHealEventsFired(CombatResult{Events: eventsForSeat(events, 1)}); got != 2 {
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t.Fatalf("seat 1 fired %d heal items, want 2", got)
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}
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if got := countHealEventsFired(CombatResult{Events: eventsForSeat(events, 0)}); got != 1 {
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t.Fatalf("seat 0 fired %d heal items, want 1", got)
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}
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}
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// A party that wins with a casualty is a win, and the casualty is still a
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// casualty: survival is read per seat off HP, never off the fight's outcome.
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func TestAnySurvivor_ReadsHPNotOutcome(t *testing.T) {
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res := PartyCombatResult{
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PlayerWon: true,
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Seats: []CombatResult{
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{PlayerEndHP: 12},
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{PlayerEndHP: 0},
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{PlayerEndHP: 3},
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},
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}
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if !res.AnySurvivor() {
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t.Fatal("AnySurvivor said nobody lived")
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}
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// A won fight nobody walked away from is still nobody walking away.
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wiped := PartyCombatResult{PlayerWon: true, Seats: []CombatResult{{PlayerEndHP: 0}}}
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if wiped.AnySurvivor() {
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t.Fatal("AnySurvivor counted a downed seat as standing")
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}
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}
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