Files
gogobee/internal/plugin/dnd_equipment_test.go
prosolis 9e1a1f606c Adv 2.0 D&D layer: Phases 1-8 + Phase 9 SP1+SP2
Combines all uncommitted D&D work into one checkpoint:

Phases 1-8 (per gogobee_dnd_session_summary.md):
- Race/class/stats system, !setup flow, !sheet, !respec
- d20-vs-AC combat with race/class passives, auto-migration
- XP/level-up, skill checks, NPC refund hooks
- Equipment slot mapping, rarity, !rest short/long
- Pre-arm active abilities, resource pools
- Bestiary, !roll/!stats/!level, onboarding DM
- Audit fixes A-I, flavor wiring under internal/flavor/
- Phase 8 weapon dice + armor AC tables (gogobee_equipment_appendix)

Phase 9 SP1 — spell system foundations:
- 79 SpellDefinitions (76 in-scope + 3 reaction-deferred)
- dnd_known_spells, dnd_spell_slots tables
- pending_cast / concentration_* columns on dnd_character
- Slot tables for Mage/Cleric/Ranger, DC + attack-bonus math
- Long-rest refreshes slots; respec wipes spell state
- Auto-grant default known list on !setup confirm and auto-migration

Phase 9 SP2 — !cast / !spells / !prepare commands:
- Out-of-combat HEAL and UTILITY resolve immediately
- Damage/control/buff queue as pending_cast for next combat
- Audit-style save-then-debit, slot refund on save failure
- !cast --drop, concentration supersession, prep-cap enforcement
- Reaction spells refused with Phase 11 note

SP3 (combat-time resolution of pending_cast) and SP4 (full prep/learn
tests) are next. Build clean, full test suite green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:21 -07:00

91 lines
2.3 KiB
Go

package plugin
import "testing"
func TestMapLegacySlot(t *testing.T) {
cases := []struct {
legacy EquipmentSlot
want DnDSlot
}{
{SlotWeapon, DnDSlotMainHand},
{SlotArmor, DnDSlotChest},
{SlotHelmet, DnDSlotHead},
{SlotBoots, DnDSlotFeet},
{SlotTool, DnDSlotOffHand},
}
for _, c := range cases {
if got := mapLegacySlot(c.legacy); got != c.want {
t.Errorf("mapLegacySlot(%s) = %s, want %s", c.legacy, got, c.want)
}
}
}
func TestInferRarity(t *testing.T) {
cases := []struct {
tier int
masterwork bool
arenaTier int
want DnDRarity
}{
{1, false, 0, RarityCommon},
{2, false, 0, RarityCommon},
{3, false, 0, RarityUncommon},
{4, false, 0, RarityUncommon},
{5, false, 0, RarityRare},
{6, false, 0, RarityRare},
{7, false, 0, RarityEpic},
{9, false, 0, RarityLegendary},
// Masterwork bumps to Rare/Epic
{2, true, 0, RarityRare},
{6, true, 0, RarityEpic},
// Arena set
{3, false, 1, RarityUncommon},
{3, false, 3, RarityRare},
{3, false, 4, RarityEpic},
{3, false, 5, RarityLegendary},
}
for _, c := range cases {
got := inferRarity(c.tier, c.masterwork, c.arenaTier)
if got != c.want {
t.Errorf("inferRarity(t=%d mw=%v arena=%d) = %s, want %s",
c.tier, c.masterwork, c.arenaTier, got, c.want)
}
}
}
func TestRarityIcon(t *testing.T) {
for _, r := range []DnDRarity{RarityCommon, RarityUncommon, RarityRare, RarityEpic, RarityLegendary} {
if rarityIcon(r) == "" {
t.Errorf("rarityIcon(%s) returned empty string", r)
}
}
if rarityIcon("Bogus") != "" {
t.Error("rarityIcon for unknown rarity should be empty")
}
}
func TestEquipmentRarity_NilSafety(t *testing.T) {
if got := equipmentRarity(nil); got != RarityCommon {
t.Errorf("equipmentRarity(nil) = %s, want Common", got)
}
}
func TestDnDSlotOrderComplete(t *testing.T) {
// Every D&D slot is in the order list exactly once.
seen := map[DnDSlot]bool{}
for _, s := range dndSlotOrder {
if seen[s] {
t.Errorf("dndSlotOrder has duplicate %s", s)
}
seen[s] = true
}
expected := []DnDSlot{
DnDSlotHead, DnDSlotChest, DnDSlotLegs, DnDSlotHands, DnDSlotFeet,
DnDSlotMainHand, DnDSlotOffHand,
DnDSlotRing1, DnDSlotRing2, DnDSlotAmulet,
}
if len(seen) != len(expected) {
t.Errorf("dndSlotOrder size = %d, want %d", len(seen), len(expected))
}
}