Files
gogobee/internal/plugin/magic_items_gameplay_test.go
prosolis 27c2b48007 adventure: worn magic items bond when a slot frees, and can be taken off
An attunement item equipped while at the 3-bond cap sat permanently inert:
nothing re-bonded it when a slot opened, and the equip picker only lists
inventory, so a slotted item could never be reached again.

- reconcileMagicAttunements bonds worn-but-inert items whenever bond
  capacity is free (bonding is strictly beneficial; inert should only
  exist at the cap). Runs on equip-magic open and after any swap.
- New !adventure unequip-magic picker takes a worn item off and returns
  it to inventory at full value, freeing its bond slot (which then heals
  any straggler). Destructive-op-first ordering mirrors the equip path.
2026-07-15 22:41:01 -07:00

462 lines
15 KiB
Go

package plugin
import (
"testing"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
// TestMagicItemsByRarityComplete — every registry item lands in exactly one
// rarity bucket and the buckets sum back to the registry size.
func TestMagicItemsByRarityComplete(t *testing.T) {
idx := magicItemsByRarity()
total := 0
for _, items := range idx {
total += len(items)
}
if total != len(magicItemRegistry) {
t.Errorf("rarity buckets sum to %d, registry has %d", total, len(magicItemRegistry))
}
for r, items := range idx {
for _, mi := range items {
if mi.Rarity != r {
t.Errorf("item %s (rarity %s) bucketed under %s", mi.ID, mi.Rarity, r)
}
}
}
}
// TestPickMagicItemForRarity — picks respect the requested rarity, and the
// Epic bucket folds in VeryRare items (the §5 loot tiers never emit VeryRare).
func TestPickMagicItemForRarity(t *testing.T) {
for _, r := range []DnDRarity{RarityCommon, RarityUncommon, RarityRare, RarityEpic, RarityLegendary} {
mi, ok := pickMagicItemForRarity(r, nil)
if !ok {
continue // a rarity may legitimately be empty
}
if r == RarityEpic {
if mi.Rarity != RarityEpic && mi.Rarity != RarityVeryRare {
t.Errorf("Epic pick returned rarity %s", mi.Rarity)
}
} else if mi.Rarity != r {
t.Errorf("pick for %s returned rarity %s", r, mi.Rarity)
}
}
}
// TestMagicItemEffectFormula — the codified Rarity+Kind formula produces the
// expected shape of delta per kind, and rarer items hit harder.
func TestMagicItemEffectFormula(t *testing.T) {
weakWeapon := MagicItem{Kind: MagicItemWeapon, Rarity: RarityCommon}
strongWeapon := MagicItem{Kind: MagicItemWeapon, Rarity: RarityLegendary}
we, se := magicItemEffectFor(weakWeapon), magicItemEffectFor(strongWeapon)
if we.DamageBonus <= 0 || se.DamageBonus <= we.DamageBonus {
t.Errorf("weapon DamageBonus not monotonic: common=%v legendary=%v", we.DamageBonus, se.DamageBonus)
}
armor := magicItemEffectFor(MagicItem{Kind: MagicItemArmor, Rarity: RarityRare})
if armor.DamageReductMult >= 1.0 || armor.DamageReductMult <= 0 {
t.Errorf("armor DamageReductMult should be in (0,1), got %v", armor.DamageReductMult)
}
staff := magicItemEffectFor(MagicItem{Kind: MagicItemStaff, Rarity: RarityRare})
if staff.FlatDmgStart <= 0 {
t.Errorf("staff should grant FlatDmgStart, got %d", staff.FlatDmgStart)
}
potion := magicItemEffectFor(MagicItem{Kind: MagicItemPotion, Rarity: RarityRare})
if potion != (magicItemEffect{DamageReductMult: 1.0}) {
t.Errorf("potion should have a neutral equip effect, got %+v", potion)
}
}
// TestMagicItemEffectOverlayWins — the hand-authored overlay beats the formula.
func TestMagicItemEffectOverlayWins(t *testing.T) {
saved := magicItemEffectOverlay
defer func() { magicItemEffectOverlay = saved }()
magicItemEffectOverlay = map[string]magicItemEffect{
"test_item": {DamageBonus: 9.99, DamageReductMult: 1.0},
}
got := magicItemEffectFor(MagicItem{ID: "test_item", Kind: MagicItemWeapon, Rarity: RarityCommon})
if got.DamageBonus != 9.99 {
t.Errorf("overlay did not win: got DamageBonus %v", got.DamageBonus)
}
}
// TestMagicItemConsumableBridge — potion/scroll items classify onto the
// consumable pipeline; everything else returns nil.
func TestMagicItemConsumableBridge(t *testing.T) {
healPotion := MagicItem{Name: "Potion of Greater Healing", Kind: MagicItemPotion, Rarity: RarityUncommon, Value: 100}
def := magicItemConsumableDef(healPotion)
if def == nil || def.Effect != EffectHeal || def.Value <= 0 || def.Buyable {
t.Errorf("healing potion classified wrong: %+v", def)
}
scroll := MagicItem{Name: "Scroll of Fireball", Kind: MagicItemScroll, Rarity: RarityRare, Value: 200}
if d := magicItemConsumableDef(scroll); d == nil || d.Effect != EffectFlatDmg {
t.Errorf("fireball scroll should be FlatDmg: %+v", d)
}
if d := magicItemConsumableDef(MagicItem{Kind: MagicItemWeapon, Rarity: RarityRare}); d != nil {
t.Errorf("weapon should not produce a ConsumableDef, got %+v", d)
}
}
// TestConsumableDefByNameFallsThrough — a real registry potion resolves
// through consumableDefByName even though it's not in consumableDefs.
func TestConsumableDefByNameFallsThrough(t *testing.T) {
var sample MagicItem
for _, mi := range magicItemRegistry {
if mi.Kind == MagicItemPotion {
sample = mi
break
}
}
if sample.Name == "" {
t.Skip("no potion in registry to exercise the fall-through")
}
if def := consumableDefByName(sample.Name); def == nil {
t.Errorf("consumableDefByName(%q) returned nil — fall-through broken", sample.Name)
}
}
// TestDailyCuriosStock — the shelf is the right size, deterministic within a
// run, and only holds real registry items.
func TestDailyCuriosStock(t *testing.T) {
a := dailyCuriosStock()
b := dailyCuriosStock()
if len(a) != curiosStockSize {
t.Errorf("curios stock size = %d, want %d", len(a), curiosStockSize)
}
for i := range a {
if a[i].ID != b[i].ID {
t.Errorf("curios stock not deterministic at %d: %s vs %s", i, a[i].ID, b[i].ID)
}
if _, ok := magicItemRegistry[a[i].ID]; !ok {
t.Errorf("curios stock item %s not in registry", a[i].ID)
}
}
}
// TestMagicItemSellTyping — potions/scrolls land as "consumable", wearables as
// "magic_item", and Value carries the rarity-bracket coin baseline.
func TestMagicItemSellTyping(t *testing.T) {
potion := magicItemSell(MagicItem{Name: "P", Kind: MagicItemPotion, Rarity: RarityCommon, Value: 50})
if potion.Type != "consumable" {
t.Errorf("potion AdvItem type = %q, want consumable", potion.Type)
}
ring := magicItemSell(MagicItem{Name: "R", Kind: MagicItemRing, Rarity: RarityRare, Value: 500})
if ring.Type != "magic_item" || ring.Value != 500 {
t.Errorf("ring AdvItem wrong: %+v", ring)
}
}
// TestSlotClassifierWordBoundaries — sanity-check the post-classifier dump:
// boots/gloves/bags must not have leaked into the ring slot via raw substring
// matching on "Springing", "Snaring", "Devouring".
func TestSlotClassifierWordBoundaries(t *testing.T) {
cases := map[string]DnDSlot{
"boots_of_striding_and_springing": DnDSlotFeet,
"gloves_of_missile_snaring": DnDSlotHands,
"bag_of_devouring": "", // unslotted carry item
}
for id, want := range cases {
mi, ok := magicItemRegistry[id]
if !ok {
t.Fatalf("registry missing %s", id)
}
if mi.Slot != want {
t.Errorf("%s slot = %q, want %q", id, mi.Slot, want)
}
}
}
// TestCloakSlotCoexistsWithChest — the new cloak slot lets a Cloak of
// Elvenkind sit alongside (not on top of) Mithral Plate.
func TestCloakSlotCoexistsWithChest(t *testing.T) {
cloak, ok := magicItemRegistry["cloak_of_elvenkind"]
if !ok {
t.Fatal("registry missing cloak_of_elvenkind")
}
if cloak.Slot != DnDSlotCloak {
t.Errorf("cloak_of_elvenkind slot = %q, want %q", cloak.Slot, DnDSlotCloak)
}
armor, ok := magicItemRegistry["mithral_armor"]
if !ok {
t.Fatal("registry missing mithral_armor")
}
if armor.Slot != DnDSlotChest {
t.Errorf("mithral_armor slot = %q, want %q", armor.Slot, DnDSlotChest)
}
if cloak.Slot == armor.Slot {
t.Errorf("cloak and chest armor share slot %q — they will evict each other", cloak.Slot)
}
}
// TestSwapBackReturnsFullValue — equipping over a slot must return the prior
// occupant at full registry value, not halved. Plays the equip flow against
// the real DB so the AdvItem written back is what the player will see.
func TestSwapBackReturnsFullValue(t *testing.T) {
dir := t.TempDir()
db.Close()
if err := db.Init(dir); err != nil {
t.Fatal(err)
}
t.Cleanup(db.Close)
user := id.UserID("@swap:test.invalid")
// Find any two distinct items that share a slot — we're testing the
// swap-back math, not the attunement state.
bySlot := map[DnDSlot][]MagicItem{}
for _, mi := range magicItemRegistry {
if mi.Slot == "" || mi.Value == 0 {
continue
}
bySlot[mi.Slot] = append(bySlot[mi.Slot], mi)
}
var a, b MagicItem
for _, items := range bySlot {
if len(items) >= 2 {
a, b = items[0], items[1]
break
}
}
if a.ID == "" {
t.Skip("registry has no slot with two items")
}
// Pre-occupy the slot with `a`, then drop `b` into inventory and equip it.
if err := equipMagicItem(user, a.Slot, a.ID, false, 0); err != nil {
t.Fatalf("seed equip: %v", err)
}
bInv := magicItemSell(b)
bInv.SkillSource = "magic_item:" + b.ID
if err := addAdvInventoryItem(user, bInv); err != nil {
t.Fatalf("seed inv: %v", err)
}
// Reach into the equip resolver via its public DB seam: replicate the
// swap-back that resolveMagicEquipReply performs.
equipped, err := loadEquippedMagicItems(user)
if err != nil {
t.Fatal(err)
}
prev := equipped[b.Slot]
back := magicItemSell(prev.Item)
back.SkillSource = "magic_item:" + prev.Item.ID
if int64(prev.Item.Value) != back.Value {
t.Errorf("swap-back value = %d, want full %d", back.Value, prev.Item.Value)
}
}
// TestReconcileBondsStrandedItem reproduces the player report: an attunement
// item equipped while at the bond cap sits inert, then a bond slot frees up.
// The item is worn (not in inventory) so the equip picker can never reach it —
// reconcile must be what lights it up.
func TestReconcileBondsStrandedItem(t *testing.T) {
dir := t.TempDir()
db.Close()
if err := db.Init(dir); err != nil {
t.Fatal(err)
}
t.Cleanup(db.Close)
user := id.UserID("@stranded:test.invalid")
// Gather attunement items in distinct slots — need cap+1 of them.
seen := map[DnDSlot]bool{}
var att []MagicItem
for _, ds := range dndSlotOrder {
for _, mi := range magicItemRegistry {
if mi.Attunement && mi.Slot == ds && !seen[ds] {
att = append(att, mi)
seen[ds] = true
}
}
}
if len(att) < dndMagicItemAttuneLimit+1 {
t.Skipf("registry has only %d attunement slots, need %d", len(att), dndMagicItemAttuneLimit+1)
}
// Bond the first `limit` items, then wear one more inert (attuned=false).
for i := 0; i < dndMagicItemAttuneLimit; i++ {
if err := equipMagicItem(user, att[i].Slot, att[i].ID, true, 0); err != nil {
t.Fatalf("bond seed %d: %v", i, err)
}
}
stranded := att[dndMagicItemAttuneLimit]
if err := equipMagicItem(user, stranded.Slot, stranded.ID, false, 0); err != nil {
t.Fatalf("equip stranded: %v", err)
}
// At cap, reconcile must be a no-op — the stranded item stays inert.
if healed, err := reconcileMagicAttunements(user); err != nil || len(healed) != 0 {
t.Fatalf("reconcile at cap = %v (err %v), want no change", healed, err)
}
// Free a slot (the player swaps out a bonded item), then reconcile.
if err := unequipMagicItem(user, att[0].Slot); err != nil {
t.Fatalf("free slot: %v", err)
}
healed, err := reconcileMagicAttunements(user)
if err != nil {
t.Fatalf("reconcile after free: %v", err)
}
if len(healed) != 1 || healed[0] != stranded.Name {
t.Fatalf("reconcile healed %v, want [%s]", healed, stranded.Name)
}
equipped, _ := loadEquippedMagicItems(user)
if !equipped[stranded.Slot].Attuned {
t.Errorf("stranded item still inert after reconcile")
}
if got := countAttunedMagicItems(equipped); got != dndMagicItemAttuneLimit {
t.Errorf("bonded count = %d, want %d", got, dndMagicItemAttuneLimit)
}
// Idempotent: a second pass changes nothing.
if healed, _ := reconcileMagicAttunements(user); len(healed) != 0 {
t.Errorf("second reconcile healed %v, want none", healed)
}
}
// TestUnequipMagicReturnsToInventoryAndHeals drives the unequip resolver end to
// end: taking a bonded item off must return it to inventory AND free its bond
// slot so a worn-but-inert item lights up.
func TestUnequipMagicReturnsToInventoryAndHeals(t *testing.T) {
dir := t.TempDir()
db.Close()
if err := db.Init(dir); err != nil {
t.Fatal(err)
}
t.Cleanup(db.Close)
user := id.UserID("@unequip:test.invalid")
seen := map[DnDSlot]bool{}
var att []MagicItem
for _, ds := range dndSlotOrder {
for _, mi := range magicItemRegistry {
if mi.Attunement && mi.Slot == ds && !seen[ds] {
att = append(att, mi)
seen[ds] = true
}
}
}
if len(att) < dndMagicItemAttuneLimit+1 {
t.Skipf("registry has only %d attunement slots, need %d", len(att), dndMagicItemAttuneLimit+1)
}
// Bond the cap, then wear one more inert.
for i := 0; i < dndMagicItemAttuneLimit; i++ {
if err := equipMagicItem(user, att[i].Slot, att[i].ID, true, 0); err != nil {
t.Fatalf("bond seed %d: %v", i, err)
}
}
stranded := att[dndMagicItemAttuneLimit]
if err := equipMagicItem(user, stranded.Slot, stranded.ID, false, 0); err != nil {
t.Fatalf("equip stranded: %v", err)
}
p := &AdventurePlugin{} // nil Sink/Client → SendDM is a no-op
interaction := &advPendingInteraction{
Type: "magic_unequip",
Data: &advPendingMagicUnequip{Slots: []DnDSlot{att[0].Slot}},
}
if err := p.resolveMagicUnequipReply(MessageContext{Sender: user, Body: "1"}, interaction); err != nil {
t.Fatalf("resolve unequip: %v", err)
}
// The unequipped item is back in inventory as a curio.
inv, err := loadAdvInventory(user)
if err != nil {
t.Fatal(err)
}
found := false
for _, it := range inv {
if it.SkillSource == "magic_item:"+att[0].ID {
found = true
}
}
if !found {
t.Errorf("unequipped item %q not returned to inventory", att[0].ID)
}
// Its slot is empty, and the freed bond slot bonded the stranded item.
equipped, _ := loadEquippedMagicItems(user)
if _, still := equipped[att[0].Slot]; still {
t.Errorf("slot %s still occupied after unequip", att[0].Slot)
}
if !equipped[stranded.Slot].Attuned {
t.Errorf("stranded item did not bond after a slot freed")
}
if got := countAttunedMagicItems(equipped); got != dndMagicItemAttuneLimit {
t.Errorf("bonded count = %d, want %d", got, dndMagicItemAttuneLimit)
}
}
// TestEquippedMagicItemRoundTrip exercises the DB persistence layer: equip,
// load, attunement counting, unequip.
func TestEquippedMagicItemRoundTrip(t *testing.T) {
dir := t.TempDir()
db.Close()
if err := db.Init(dir); err != nil {
t.Fatal(err)
}
t.Cleanup(db.Close)
user := id.UserID("@magic:test.invalid")
// Pick a real attunement item and a real non-attunement item.
var attItem, plainItem MagicItem
for _, mi := range magicItemRegistry {
if mi.Slot == "" {
continue
}
if mi.Attunement && attItem.ID == "" {
attItem = mi
}
if !mi.Attunement && plainItem.ID == "" {
plainItem = mi
}
}
if attItem.ID == "" || plainItem.ID == "" {
t.Skip("registry lacks both an attunement and a non-attunement slotted item")
}
if err := equipMagicItem(user, attItem.Slot, attItem.ID, true, 0); err != nil {
t.Fatalf("equip attunement item: %v", err)
}
// Equip the plain item into a distinct slot so it doesn't overwrite the
// attunement item (the classifier may give both the same slot).
plainSlot := DnDSlotRing1
if plainSlot == attItem.Slot {
plainSlot = DnDSlotRing2
}
if err := equipMagicItem(user, plainSlot, plainItem.ID, false, 0); err != nil {
t.Fatalf("equip plain item: %v", err)
}
equipped, err := loadEquippedMagicItems(user)
if err != nil {
t.Fatalf("load: %v", err)
}
if len(equipped) != 2 {
t.Fatalf("expected 2 equipped items, got %d", len(equipped))
}
if countAttunedMagicItems(equipped) != 1 {
t.Errorf("attuned count = %d, want 1", countAttunedMagicItems(equipped))
}
if err := unequipMagicItem(user, attItem.Slot); err != nil {
t.Fatalf("unequip: %v", err)
}
equipped, _ = loadEquippedMagicItems(user)
if countAttunedMagicItems(equipped) != 0 {
t.Errorf("attuned count after unequip = %d, want 0", countAttunedMagicItems(equipped))
}
}