Files
gogobee/internal/plugin/pete_equip_manage_test.go
prosolis 68c8cdff2d adventure: ask 7 — apply web equipment management (poll half)
Mirror of Pete's ask 7. gogobee polls the equip queue and applies the new
actions against the five standard gear slots:
  - equip: routes MasterworkGear/ArenaGear to applyMasterworkEquip (evicts
    any special occupant back to the pack; downgrade-blocked), else the
    existing applyMagicEquip.
  - unequip: EquipmentSlot vocabulary -> applyMasterworkUnequip (resets the
    slot to its tier-0 default, keeps the row), else applyMagicUnequip.
  - upgrade: purchaseEquipmentTier, euro-idempotent (DebitIdem keyed on the
    order GUID), downgrade + max-tier guarded.
  - repair: repair(), euro-idempotent, recomputes blacksmithRepairCost.

Detail push now carries Slots (EquipSlotView x5) + Balance; itemViews gives
masterwork/arena backpack rows an equip id; the compare decorator is guarded
to magic-only. buildDetailSnapshot is a method so it can read the euro balance.

Retry-safety: no CreditIdem refund on a later save fault (would double-pay a
guid-guarded retry) — we return retry=true and let the next poll re-run, since
the debit is guid-idempotent and the slot write is idempotent. Matches the
casino escrow precedent. Unit tests cover downgrade block, max-tier,
insufficient funds, idempotent replay, eviction, and take-off reset.

Deploy AFTER Pete: Pete's ingest must accept the new verdict strings before
this side emits them.
2026-07-17 20:34:56 -07:00

315 lines
12 KiB
Go

package plugin
import (
"testing"
"maunium.net/go/mautrix/id"
)
// Ask 7: the headless equipment mutators the web equip queue drives. These pin the
// rules that cross the wire — downgrade block, max tier, insufficient funds,
// idempotent replay (one debit), masterwork evict/overwrite/take-off — at the
// gogobee end, on real rows.
// seedEquipPlayer stands up a playable adventurer (player_meta + tier-0 gear) with
// a euro plugin funded to `bankroll`, and returns the wired AdventurePlugin.
func seedEquipPlayer(t *testing.T, uid id.UserID, bankroll float64) *AdventurePlugin {
t.Helper()
if err := createAdvCharacter(uid, "Rurina"); err != nil {
t.Fatalf("createAdvCharacter: %v", err)
}
euro := &EuroPlugin{}
euro.ensureBalance(uid)
if bankroll > 0 {
euro.Credit(uid, bankroll, "test bankroll")
}
return &AdventurePlugin{euro: euro}
}
func slotOf(t *testing.T, uid id.UserID, slot EquipmentSlot) *AdvEquipment {
t.Helper()
equip, err := loadAdvEquipment(uid)
if err != nil {
t.Fatalf("loadAdvEquipment: %v", err)
}
return equip[slot]
}
// TestPurchaseEquipmentTierHappyAndIdempotentDebit: buying the next tier debits
// once and raises the slot, and the euro move is keyed on the order guid so a
// re-offer moves no money. (A re-offer never re-enters this function in prod — the
// equip_applied_orders ledger short-circuits it — but the guid is the belt to that
// suspenders, and the retry-after-save-fault path below leans on it directly.)
func TestPurchaseEquipmentTierHappyAndIdempotentDebit(t *testing.T) {
newMischiefTestDB(t)
uid := id.UserID("@rurina:test")
p := seedEquipPlayer(t, uid, 100000)
before := p.euro.GetBalance(uid)
price := equipmentTiers[SlotBoots][1].Price // Dead Man's Boots, €75
status, _, retry := p.purchaseEquipmentTier(uid, SlotBoots, 1, "guid-up-1")
if retry || status != "applied" {
t.Fatalf("upgrade = %q retry=%v, want applied", status, retry)
}
if got := slotOf(t, uid, SlotBoots); got.Tier != 1 || got.Name != equipmentTiers[SlotBoots][1].Name {
t.Fatalf("boots slot = %+v, want tier 1", got)
}
if got := p.euro.GetBalance(uid); got != before-price {
t.Fatalf("balance = %.2f, want %.2f (one debit of %.2f)", got, before-price, price)
}
// The guid is now a settled money move: a replayed debit on it is a no-op.
if !p.euro.HasExternalTx("guid-up-1") {
t.Fatal("the upgrade debit was not logged under the order guid")
}
if ok, _, err := p.euro.DebitIdem(uid, price, "adventure_equip_upgrade", "guid-up-1"); err != nil || !ok {
t.Fatalf("replayed debit = ok:%v err:%v, want a no-op ok", ok, err)
}
if got := p.euro.GetBalance(uid); got != before-price {
t.Fatalf("replayed debit double-charged: balance = %.2f, want %.2f", got, before-price)
}
// The retry-after-save-fault path: a prior attempt debited but its slot write
// never landed, so the slot is still tier 0. The retry must skip the debit
// (guid already settled) and finish the write, moving no further money.
helmetGUID := "guid-helm"
hprice := equipmentTiers[SlotHelmet][1].Price
if ok, _, err := p.euro.DebitIdem(uid, hprice, "adventure_equip_upgrade", helmetGUID); err != nil || !ok {
t.Fatalf("seed prior debit = ok:%v err:%v", ok, err)
}
mid := p.euro.GetBalance(uid)
status, _, retry = p.purchaseEquipmentTier(uid, SlotHelmet, 1, helmetGUID)
if retry || status != "applied" {
t.Fatalf("retry after fault = %q retry=%v, want applied", status, retry)
}
if got := slotOf(t, uid, SlotHelmet); got.Tier != 1 {
t.Fatalf("helmet not upgraded on retry: tier %d", got.Tier)
}
if got := p.euro.GetBalance(uid); got != mid {
t.Fatalf("retry re-debited: balance %.2f → %.2f", mid, got)
}
}
// TestPurchaseEquipmentTierRejections: a downgrade, a special-gear slot, the top
// tier, and an empty wallet all bounce without moving the slot or the money.
func TestPurchaseEquipmentTierRejections(t *testing.T) {
newMischiefTestDB(t)
uid := id.UserID("@rurina:test")
p := seedEquipPlayer(t, uid, 100000)
// Lift boots to tier 3 so we have something to (not) downgrade from.
if s, _, _ := p.purchaseEquipmentTier(uid, SlotBoots, 3, "seed-t3"); s != "applied" {
t.Fatalf("seed to tier 3 = %q", s)
}
// Same tier or lower is a downgrade.
if s, _, _ := p.purchaseEquipmentTier(uid, SlotBoots, 3, "g-eq"); s != "rejected_downgrade" {
t.Errorf("re-buy same tier = %q, want rejected_downgrade", s)
}
if s, _, _ := p.purchaseEquipmentTier(uid, SlotBoots, 2, "g-down"); s != "rejected_downgrade" {
t.Errorf("buy lower tier = %q, want rejected_downgrade", s)
}
// Past the top tier.
if s, _, _ := p.purchaseEquipmentTier(uid, SlotBoots, 6, "g-max"); s != "rejected_max_tier" {
t.Errorf("buy tier 6 = %q, want rejected_max_tier", s)
}
// A special piece in the slot: buying a plain tier over it strips the bonus.
weapon := slotOf(t, uid, SlotWeapon)
weapon.Masterwork = true
weapon.Tier = 2
weapon.Name = "Miner's Masterwork Blade"
weapon.SkillSource = "mining"
if err := saveAdvEquipment(uid, weapon); err != nil {
t.Fatal(err)
}
if s, _, _ := p.purchaseEquipmentTier(uid, SlotWeapon, 3, "g-special"); s != "rejected_downgrade" {
t.Errorf("buy plain over masterwork = %q, want rejected_downgrade", s)
}
// Insufficient funds: a broke player can't buy a €30000 tier-5 weapon.
broke := id.UserID("@broke:test")
pb := seedEquipPlayer(t, broke, 0)
bal := pb.euro.GetBalance(broke)
if s, _, _ := pb.purchaseEquipmentTier(broke, SlotWeapon, 5, "g-broke"); s != "rejected_insufficient_funds" {
t.Errorf("broke upgrade = %q, want rejected_insufficient_funds", s)
}
if got := pb.euro.GetBalance(broke); got != bal {
t.Errorf("a rejected upgrade moved money: %.2f → %.2f", bal, got)
}
if got := slotOf(t, broke, SlotWeapon); got.Tier != 0 {
t.Errorf("a rejected upgrade changed the slot: tier %d", got.Tier)
}
}
// TestRepairSlotHappyAndNoop: repairing a damaged slot debits the blacksmith cost
// and restores condition; repairing a full slot is a no-op that charges nothing.
func TestRepairSlotHappyAndNoop(t *testing.T) {
newMischiefTestDB(t)
uid := id.UserID("@rurina:test")
p := seedEquipPlayer(t, uid, 100000)
weapon := slotOf(t, uid, SlotWeapon)
weapon.Condition = 50
if err := saveAdvEquipment(uid, weapon); err != nil {
t.Fatal(err)
}
cost := blacksmithRepairCost(weapon)
if cost <= 0 {
t.Fatalf("expected a positive repair cost, got %d", cost)
}
before := p.euro.GetBalance(uid)
status, _, retry := p.repairSlot(uid, SlotWeapon, "guid-rep-1")
if retry || status != "applied" {
t.Fatalf("repair = %q retry=%v, want applied", status, retry)
}
if got := slotOf(t, uid, SlotWeapon); got.Condition != 100 {
t.Fatalf("condition = %d, want 100", got.Condition)
}
if got := p.euro.GetBalance(uid); got != before-float64(cost) {
t.Fatalf("balance = %.2f, want %.2f (debit %d)", got, before-float64(cost), cost)
}
// Now at full condition: a fresh repair is an applied no-op, no charge.
after := p.euro.GetBalance(uid)
status, _, _ = p.repairSlot(uid, SlotWeapon, "guid-rep-2")
if status != "applied" {
t.Fatalf("no-op repair = %q, want applied", status)
}
if got := p.euro.GetBalance(uid); got != after {
t.Errorf("no-op repair charged: %.2f → %.2f", after, got)
}
}
// TestMasterworkEquipEvictsOverwritesAndTakesOff: a masterwork piece equips into a
// plain slot (overwriting the tier), a better one evicts the special occupant back
// to the pack, a worse one is blocked, and take-off resets the slot to tier 0.
func TestMasterworkEquipEvictsOverwritesAndTakesOff(t *testing.T) {
newMischiefTestDB(t)
uid := id.UserID("@rurina:test")
seedEquipPlayer(t, uid, 0)
mw := func(name string, tier int) AdvItem {
if err := addAdvInventoryItem(uid, AdvItem{Name: name, Type: "MasterworkGear", Tier: tier, Slot: SlotWeapon, SkillSource: "mining"}); err != nil {
t.Fatal(err)
}
inv, _ := loadAdvInventory(uid)
for _, it := range inv {
if it.Name == name {
return it
}
}
t.Fatalf("just-added item %q not in inventory", name)
return AdvItem{}
}
// Equip a T3 masterwork over the tier-0 plain weapon: it overwrites, no eviction.
out, err := applyMasterworkEquip(uid, mw("Deepforged Blade", 3))
if err != nil {
t.Fatalf("equip T3: %v", err)
}
if out.SwappedBack != "" {
t.Errorf("plain occupant should be overwritten, not evicted; got swap %q", out.SwappedBack)
}
if got := slotOf(t, uid, SlotWeapon); !got.Masterwork || got.Tier != 3 || got.Name != "Deepforged Blade" {
t.Fatalf("weapon = %+v, want masterwork T3 Deepforged Blade", got)
}
// A better masterwork (T4) evicts the T3 back to the pack.
out, err = applyMasterworkEquip(uid, mw("Sunforged Blade", 4))
if err != nil {
t.Fatalf("equip T4: %v", err)
}
if out.SwappedBack != "Deepforged Blade" {
t.Errorf("evicted = %q, want Deepforged Blade", out.SwappedBack)
}
invHas := func(name string) bool {
inv, _ := loadAdvInventory(uid)
for _, it := range inv {
if it.Name == name {
return true
}
}
return false
}
if !invHas("Deepforged Blade") {
t.Error("the evicted T3 masterwork is not back in the pack")
}
// A worse masterwork (T2) is a blocked downgrade.
if _, err := applyMasterworkEquip(uid, mw("Rusty Masterwork", 2)); err != errEquipDowngrade {
t.Errorf("equip worse masterwork err = %v, want errEquipDowngrade", err)
}
// Take off the worn T4: it returns to the pack and the slot resets to tier 0.
un, err := applyMasterworkUnequip(uid, SlotWeapon)
if err != nil {
t.Fatalf("take off: %v", err)
}
if un.Name != "Sunforged Blade" {
t.Errorf("took off %q, want Sunforged Blade", un.Name)
}
if got := slotOf(t, uid, SlotWeapon); got.Masterwork || got.Tier != 0 || got.Name != equipmentTiers[SlotWeapon][0].Name {
t.Fatalf("weapon after take-off = %+v, want tier-0 default", got)
}
if !invHas("Sunforged Blade") {
t.Error("the taken-off masterwork is not back in the pack")
}
// Taking off a plain slot has nothing round-trippable.
if _, err := applyMasterworkUnequip(uid, SlotArmor); err != errSlotEmpty {
t.Errorf("take off plain slot err = %v, want errSlotEmpty", err)
}
}
// TestBuildEquipSlotViews: the panel snapshot offers an upgrade only over a plain
// sub-max slot, take-off only on special gear, and a repair cost only when damaged.
func TestBuildEquipSlotViews(t *testing.T) {
newMischiefTestDB(t)
uid := id.UserID("@rurina:test")
seedEquipPlayer(t, uid, 0)
// Boots: masterwork T3, damaged → take off + repair, no upgrade offer.
boots := slotOf(t, uid, SlotBoots)
boots.Masterwork = true
boots.Tier = 3
boots.Name = "The Wandering Sole"
boots.Condition = 70
if err := saveAdvEquipment(uid, boots); err != nil {
t.Fatal(err)
}
// Helmet: plain T2 → upgrade to T3 offered, no take off, no repair.
helmet := slotOf(t, uid, SlotHelmet)
helmet.Tier = 2
helmet.Name = equipmentTiers[SlotHelmet][2].Name
if err := saveAdvEquipment(uid, helmet); err != nil {
t.Fatal(err)
}
views := buildEquipSlotViews(uid)
bySlot := map[string]struct {
takeOff bool
nextTier int
repair int
}{}
for _, v := range views {
bySlot[v.Slot] = struct {
takeOff bool
nextTier int
repair int
}{v.CanTakeOff, v.NextTier, v.RepairCost}
}
if len(views) != len(allSlots) {
t.Fatalf("got %d slot views, want %d", len(views), len(allSlots))
}
if b := bySlot["boots"]; !b.takeOff || b.nextTier != 0 || b.repair <= 0 {
t.Errorf("boots view = %+v, want take-off, no upgrade, positive repair", b)
}
if h := bySlot["helmet"]; h.takeOff || h.nextTier != 3 || h.repair != 0 {
t.Errorf("helmet view = %+v, want upgrade to T3, no take-off, no repair", h)
}
// A pristine tier-0 slot: upgrade offered to T1, no take-off, no repair.
if w := bySlot["weapon"]; w.takeOff || w.nextTier != 1 || w.repair != 0 {
t.Errorf("weapon view = %+v, want upgrade to T1", w)
}
}