Files
gogobee/internal/plugin/combat_ally_heal_test.go
prosolis d538f91cf7 Combat engine: pay off the N-body debt, and hire Pete
N3 widened the combat *roster* from 1 to N but never widened the action model,
the scaling model, or the test net to match. Building the hireable companion
walked into all three. Only one of the four defects found was the companion's;
the rest have been live in prod for every human party since N3.

The party golden did not exist (§5)
  Solo combat is pinned exhaustively (7468 lines); the entire N-body layer had
  nothing. That is why a healer class that cannot heal shipped without a test
  going red. Adds party_characterization.golden (9 scenarios x 5 seeds, incl.
  weak and dying seats) and TestPartyCharacterization_OneSeatIsStillSolo, so the
  N-body path can never quietly stop being a superset of the balance corpus.
  Regenerate only on purpose: -update-party.

No action could target another seat (§1)
  Every heal in the engine was self-scoped. A party cleric could not put one hit
  point on a friend. Adds turnActionEffect.AllyHeal/AllySeat, `!cast <spell>
  @user` and `--target @user` -- the latter has been advertised in !help and
  silently swallowed by parseCombatCast since SP2 ("reserved for SP3"). The auto
  picker uses it too (simPickAllyHeal), so away-players and engine-driven healers
  behave like competent ones. It will not raise the dead.

Corpses kept buffing the boss (§2b)
  enemyActionsThisRound counted len(st.actors), dead included -- so a party that
  lost a member kept paying for them, and the survivor faced a boss still swinging
  at two-player cadence, alone. A death spiral with the arrow pointing the wrong
  way. Now counts livingActors(). Party golden moved deliberately for this.

An engine-driven seat was a bool any command could clear (§3)
  autoDriveCombat drives a party by dispatching each seat's turn AS that seat, so
  a companion's own auto-played move arrived at beginCombatTurn looking like a
  player returning to the keyboard and cleared the latch that was moving him. He
  then stood in the fight doing nothing while the boss he had inflated killed
  everyone. ActorStatuses.EngineDriven is now a persisted seat property that no
  command clears, and the driver calls driveEngineSeat instead of impersonating.

"The party" could be empty (§4)
  A solo expedition has no expedition_party rows, so asking the roster who was in
  the party answered "nobody" -- and every caller fell back to something plausible.
  That is how the companion got hired at level 1 for exactly the player the feature
  exists for. expeditionParty()/partyHumans() always include the owner.

The companion himself (!expedition hire [class] / !expedition dismiss)
  Day 1, leader only, costs coins, role-fills the gap, globally exclusive. He is an
  NPC seat and must never become a player: no player_meta, no dnd_character, no
  inventory, no DM room -- mint him a player_meta row and
  ensureDnDCharacterForCombat will auto-build the news bot a real character, and
  he starts appearing in the graveyard and filing death notices about himself.
  Mail and seats are different sets: he fights, he does not get written to.

Measured on millenia, n=750/arm. Before these fixes he was -28pp -- worse than no
companion at all. After: solo 48.5% -> 63.9% clear (+15.3pp), with +28.0pp for
trailing players and +2.0pp for leaders. Help, never a carry.

The solo golden is byte-identical throughout: solo combat provably did not move,
and the balance corpus is intact.

Known gap: the companion cannot cast (castActionForSeat loads a sheet from the DB
and he has none by design), so a hired Cleric is still just a bad fighter.

Claude-Session: https://claude.ai/code/session_01J5SQZWoLmL3M3mw2XmHHdy
2026-07-11 12:39:01 -07:00

175 lines
6.8 KiB
Go

package plugin
import (
"strings"
"testing"
"maunium.net/go/mautrix/id"
)
// §1 — the cleric fix.
//
// Until this landed, EVERY heal in the combat engine was self-scoped:
// MistyHealProc healed the actor, HealItem fired the actor's own trigger, and
// turnActionEffect.PlayerHeal wrote to the acting seat. There was no action of any
// kind that could touch another seat's HP. A party cleric — the class whose entire
// identity is keeping other people upright — could not put one hit point on a
// friend, and N3 shipped that way without a single test going red, because party
// combat had no golden.
//
// These tests exist so that can never be true again.
// startAllyHealFight seats a healer at 0 and a hurt friend at 1.
func startAllyHealFight(t *testing.T, p *AdventurePlugin, hurtHP int) *CombatSession {
t.Helper()
healer := basePlayer()
friend := basePlayer()
enemy := Combatant{Name: "dummy", Stats: CombatStats{MaxHP: 800, AC: 10, Attack: 1, AttackBonus: 1}}
// Distinct ids per fight: one active session per player is enforced, so two
// fights sharing a healer would collide.
tag := strings.ReplaceAll(t.Name(), "/", "_")
sess, err := p.startPartyCombatSession("run-"+tag, "enc", "goblin", &enemy, []CombatSeatSetup{
{UserID: healerID(tag), HP: 100, HPMax: 100, Mods: healer.Mods, C: &healer},
{UserID: friendID(tag), HP: hurtHP, HPMax: 100, Mods: friend.Mods, C: &friend},
})
if err != nil {
t.Fatal(err)
}
return sess
}
func healerID(tag string) id.UserID { return id.UserID("@healer-" + tag + ":example.org") }
func friendID(tag string) id.UserID { return id.UserID("@friend-" + tag + ":example.org") }
func TestAllyHeal_LandsOnTheFriendNotTheCaster(t *testing.T) {
setupEmptyTestDB(t)
p := &AdventurePlugin{}
sess := startAllyHealFight(t, p, 20)
healer, friend := basePlayer(), basePlayer()
players := []*Combatant{&healer, &friend}
enemy := Combatant{Name: "dummy", Stats: CombatStats{MaxHP: 800, AC: 10, Attack: 1, AttackBonus: 1}}
ct := &combatTurn{sess: sess, players: players, enemy: &enemy, seat: 0, uid: healerID(strings.ReplaceAll(t.Name(), "/", "_"))}
casterBefore, friendBefore := sess.seatHP(0), sess.seatHP(1)
_, err := p.driveCombatRound(ct, PlayerAction{
Kind: ActionCast,
Effect: &turnActionEffect{
Label: "Cure Wounds", Action: "spell_cast",
AllyHeal: 30, AllySeat: 1,
},
})
if err != nil {
t.Fatal(err)
}
if got := sess.seatHP(1); got != friendBefore+30 {
t.Errorf("friend HP = %d, want %d — the heal did not reach them. "+
"This is the bug: a cleric who cannot heal anyone but themselves.",
got, friendBefore+30)
}
if got := sess.seatHP(0); got > casterBefore {
t.Errorf("caster HP = %d (was %d) — the heal landed on the caster instead of the target",
got, casterBefore)
}
}
// A heal cannot exceed the target's ceiling, and cannot raise the dead. Death is
// terminal for the fight — the close-out marks them, the hospital takes them — and
// a heal that resurrected a corpse would quietly rewrite the loss rules every
// close-out path depends on.
func TestAllyHeal_CapsAtMaxAndWillNotRaiseTheDead(t *testing.T) {
setupEmptyTestDB(t)
p := &AdventurePlugin{}
t.Run("caps at max", func(t *testing.T) {
sess := startAllyHealFight(t, p, 90)
healer, friend := basePlayer(), basePlayer()
ct := &combatTurn{sess: sess, players: []*Combatant{&healer, &friend},
enemy: &Combatant{Name: "d", Stats: CombatStats{MaxHP: 800, AC: 10, Attack: 1, AttackBonus: 1}},
seat: 0, uid: healerID(strings.ReplaceAll(t.Name(), "/", "_"))}
if _, err := p.driveCombatRound(ct, PlayerAction{Kind: ActionCast,
Effect: &turnActionEffect{Label: "Cure", Action: "spell_cast", AllyHeal: 500, AllySeat: 1},
}); err != nil {
t.Fatal(err)
}
if got, want := sess.seatHP(1), sess.seatHPMax(1); got > want {
t.Errorf("friend healed to %d over a max of %d", got, want)
}
})
t.Run("will not raise the dead", func(t *testing.T) {
sess := startAllyHealFight(t, p, 0) // seat 1 is already down
healer, friend := basePlayer(), basePlayer()
ct := &combatTurn{sess: sess, players: []*Combatant{&healer, &friend},
enemy: &Combatant{Name: "d", Stats: CombatStats{MaxHP: 800, AC: 10, Attack: 1, AttackBonus: 1}},
seat: 0, uid: healerID(strings.ReplaceAll(t.Name(), "/", "_"))}
if _, err := p.driveCombatRound(ct, PlayerAction{Kind: ActionCast,
Effect: &turnActionEffect{Label: "Cure", Action: "spell_cast", AllyHeal: 50, AllySeat: 1},
}); err != nil {
t.Fatal(err)
}
if got := sess.seatHP(1); got > 0 {
t.Errorf("a downed seat was healed to %d — healing keeps people up, it does not bring them back", got)
}
})
}
// The target parser resolves against the people in the fight, and leaves anything
// it does not recognise on the string for the spell parser — so every existing
// `!cast` form still means what it always meant.
func TestSplitCastTarget(t *testing.T) {
setupEmptyTestDB(t)
p := &AdventurePlugin{}
sess := startAllyHealFight(t, p, 50)
healer, friend := basePlayer(), basePlayer()
healer.Name, friend.Name = "Ayla", "Bram"
ct := &combatTurn{sess: sess, players: []*Combatant{&healer, &friend},
enemy: &Combatant{Name: "d"}, seat: 0, uid: healerID(strings.ReplaceAll(t.Name(), "/", "_"))}
tName := t.Name()
tests := []struct {
name string
in string
wantArgs string
wantSeat int
wantError bool
}{
{"no target", "cure wounds", "cure wounds", -1, false},
{"slot level is not a target", "fireball 3", "fireball 3", -1, false},
{"@mention by display name", "cure wounds @Bram", "cure wounds", 1, false},
// The flag !help has advertised all along, and that parseCombatCast used to
// accept and silently throw away ("reserved for SP3").
{"--target flag", "cure wounds --target @Bram", "cure wounds", 1, false},
{"--target mid-string", "cure wounds --target Bram", "cure wounds", 1, false},
{"--target with no name", "cure wounds --target", "", -1, true},
{"bare display name", "cure wounds Bram", "cure wounds", 1, false},
{"by localpart", "cure wounds @" + friendID(strings.ReplaceAll(tName, "/", "_")).Localpart(), "cure wounds", 1, false},
{"targeting yourself is just casting it", "cure wounds @Ayla", "cure wounds", -1, false},
{"@mention of a stranger is an error", "cure wounds @nobody", "", -1, true},
{"an unknown bare word is left for the spell parser", "mass cure wounds", "mass cure wounds", -1, false},
}
for _, tc := range tests {
t.Run(tc.name, func(t *testing.T) {
args, seat, errMsg := splitCastTarget(ct, 0, tc.in)
if tc.wantError {
if errMsg == "" {
t.Fatalf("splitCastTarget(%q) gave no error; a mistyped @mention would silently waste the slot", tc.in)
}
return
}
if errMsg != "" {
t.Fatalf("splitCastTarget(%q) errored: %s", tc.in, errMsg)
}
if args != tc.wantArgs || seat != tc.wantSeat {
t.Errorf("splitCastTarget(%q) = (%q, %d), want (%q, %d)",
tc.in, args, seat, tc.wantArgs, tc.wantSeat)
}
})
}
}