mirror of
https://github.com/prosolis/gogobee.git
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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>
247 lines
6.9 KiB
Go
247 lines
6.9 KiB
Go
package plugin
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import (
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"io"
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"os"
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"path/filepath"
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"testing"
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"gogobee/internal/db"
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"maunium.net/go/mautrix/id"
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)
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func TestDnDXPToNextLevel(t *testing.T) {
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cases := []struct{ level, want int }{
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{1, 300}, // L1→L2: 300
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{2, 600}, // L2→L3: 900-300
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{4, 1000}, // L4→L5: 2700-1700
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{6, 2200}, // L6→L7: 6500-4300
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{19, 11000}, // L19→L20: 85000-74000
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{20, 0}, // capped
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{0, 300}, // clamp to 1
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}
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for _, c := range cases {
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if got := dndXPToNextLevel(c.level); got != c.want {
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t.Errorf("dndXPToNextLevel(%d) = %d, want %d", c.level, got, c.want)
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}
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}
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}
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func TestDnDXPTableMonotonic(t *testing.T) {
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// Each level threshold must strictly exceed the previous.
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for i := 1; i < len(dndXPTable); i++ {
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if dndXPTable[i] <= dndXPTable[i-1] {
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t.Errorf("dndXPTable[%d]=%d not > dndXPTable[%d]=%d",
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i, dndXPTable[i], i-1, dndXPTable[i-1])
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}
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}
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}
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func TestArenaCombatXP(t *testing.T) {
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winLow := arenaCombatXP(CombatResult{PlayerWon: true}, 1)
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if winLow < 30 {
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t.Errorf("low-threat win XP = %d, want ≥ 30 (floor)", winLow)
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}
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winHigh := arenaCombatXP(CombatResult{PlayerWon: true}, 20)
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if winHigh != 240 {
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t.Errorf("threat-20 win XP = %d, want 240", winHigh)
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}
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winND := arenaCombatXP(CombatResult{PlayerWon: true, NearDeath: true}, 20)
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if winND != 300 { // 240 * 1.25
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t.Errorf("threat-20 near-death win XP = %d, want 300", winND)
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}
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loss := arenaCombatXP(CombatResult{PlayerWon: false}, 20)
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if loss != 60 { // 240 * 0.25
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t.Errorf("threat-20 loss XP = %d, want 60", loss)
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}
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}
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func TestDungeonCombatXP(t *testing.T) {
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if got := dungeonCombatXP(CombatResult{PlayerWon: true}, 1); got != 30 {
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t.Errorf("T1 win XP = %d, want 30 (floor)", got)
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}
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if got := dungeonCombatXP(CombatResult{PlayerWon: true}, 5); got != 750 {
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t.Errorf("T5 win XP = %d, want 750", got)
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}
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}
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// TestGrantDnDXP_NoOpOnMissingChar — the function should silently no-op
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// when the player has no D&D character.
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func TestGrantDnDXP_NoOpOnMissingChar(t *testing.T) {
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src := "/home/reala-misaki/git/gogobee/data/gogobee.db"
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if _, err := os.Stat(src); err != nil {
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t.Skip("prod db not present")
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}
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dir := t.TempDir()
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dst := filepath.Join(dir, "gogobee.db")
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in, _ := os.Open(src)
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defer in.Close()
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out, _ := os.Create(dst)
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defer out.Close()
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io.Copy(out, in)
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db.Close()
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if err := db.Init(dir); err != nil {
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t.Fatal(err)
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}
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t.Cleanup(db.Close)
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p := &AdventurePlugin{}
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events, err := p.grantDnDXP(id.UserID("@nobody:nowhere.invalid"), 1000)
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if err != nil {
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t.Fatalf("grantDnDXP on missing char: %v", err)
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}
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if len(events) != 0 {
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t.Errorf("got %d events on missing char, want 0", len(events))
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}
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}
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// TestGrantDnDXP_LevelUpCascade — grant a huge XP amount and verify that
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// multiple level-ups happen and HP/level/AC update consistently.
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func TestGrantDnDXP_LevelUpCascade(t *testing.T) {
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src := "/home/reala-misaki/git/gogobee/data/gogobee.db"
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if _, err := os.Stat(src); err != nil {
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t.Skip("prod db not present")
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}
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dir := t.TempDir()
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dst := filepath.Join(dir, "gogobee.db")
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in, _ := os.Open(src)
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defer in.Close()
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out, _ := os.Create(dst)
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defer out.Close()
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io.Copy(out, in)
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db.Close()
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if err := db.Init(dir); err != nil {
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t.Fatal(err)
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}
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t.Cleanup(db.Close)
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// Build a fresh L1 D&D char in the test DB.
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uid := id.UserID("@xp_test:example")
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c := &DnDCharacter{
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UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: 1,
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STR: 16, DEX: 13, CON: 14, INT: 8, WIS: 10, CHA: 12,
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ArmorClass: 16,
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}
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conMod := abilityModifier(c.CON)
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c.HPMax = computeMaxHP(c.Class, conMod, c.Level)
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c.HPCurrent = c.HPMax
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if err := SaveDnDCharacter(c); err != nil {
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t.Fatal(err)
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}
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// Grant 3000 XP — should push from L1 to L4 (300+600+900=1800 < 3000 < 2700+900=3600).
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// L1→L2: 300, total used 300, remaining 2700
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// L2→L3: 600, total used 900, remaining 2100
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// L3→L4: 800 (1700-900), total used 1700, remaining 1300
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// L4→L5: 1000 (2700-1700), total used 2700, remaining 300
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// Should land at L5 with 300 XP carryover.
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p := &AdventurePlugin{}
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events, err := p.grantDnDXP(uid, 3000)
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if err != nil {
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t.Fatalf("grantDnDXP: %v", err)
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}
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if len(events) != 4 {
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t.Errorf("got %d level-ups, want 4 (L2,L3,L4,L5)", len(events))
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}
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got, err := LoadDnDCharacter(uid)
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if err != nil || got == nil {
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t.Fatalf("load post-grant: %v", err)
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}
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if got.Level != 5 {
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t.Errorf("level = %d, want 5", got.Level)
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}
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if got.XP != 300 {
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t.Errorf("xp carryover = %d, want 300", got.XP)
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}
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// Fighter d10 + CON+2 at L1 = 12. Per-level after: 6+2 = 8. L5 = 12 + 4*8 = 44.
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if got.HPMax != 44 {
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t.Errorf("L5 HPMax = %d, want 44", got.HPMax)
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}
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// Each level-up bumps HPCurrent by the gain. Started at full (12), gained
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// 8 four times = 12+32 = 44. So HPCurrent = HPMax = 44.
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if got.HPCurrent != got.HPMax {
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t.Errorf("HPCurrent = %d, want HPMax = %d", got.HPCurrent, got.HPMax)
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}
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}
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// TestGrantDnDXP_CapsAtL20 — XP overflow at level 20 is clamped.
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func TestGrantDnDXP_CapsAtL20(t *testing.T) {
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src := "/home/reala-misaki/git/gogobee/data/gogobee.db"
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if _, err := os.Stat(src); err != nil {
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t.Skip("prod db not present")
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}
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dir := t.TempDir()
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dst := filepath.Join(dir, "gogobee.db")
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in, _ := os.Open(src)
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defer in.Close()
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out, _ := os.Create(dst)
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defer out.Close()
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io.Copy(out, in)
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db.Close()
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if err := db.Init(dir); err != nil {
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t.Fatal(err)
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}
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t.Cleanup(db.Close)
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uid := id.UserID("@cap_test:example")
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c := &DnDCharacter{
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UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: 19,
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STR: 16, DEX: 13, CON: 14, INT: 8, WIS: 10, CHA: 12,
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ArmorClass: 16,
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}
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c.HPMax = 100
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c.HPCurrent = 100
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if err := SaveDnDCharacter(c); err != nil {
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t.Fatal(err)
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}
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p := &AdventurePlugin{}
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if _, err := p.grantDnDXP(uid, 999999); err != nil {
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t.Fatal(err)
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}
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got, _ := LoadDnDCharacter(uid)
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if got.Level != dndMaxLevel {
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t.Errorf("level = %d, want %d", got.Level, dndMaxLevel)
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}
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if got.XP != 0 {
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t.Errorf("XP at cap = %d, want 0 (overflow dropped)", got.XP)
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}
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}
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func TestApplyClassPassives(t *testing.T) {
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cases := []struct {
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class DnDClass
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wantDmgBonus float64
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wantAtkBonusAdd int
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wantAutoCrit bool
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wantHealItem int
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}{
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{ClassFighter, 0.05, 0, false, 0},
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{ClassRogue, 0, 0, true, 0},
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{ClassMage, 0, 1, false, 0},
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{ClassCleric, 0, 0, false, 5},
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{ClassRanger, 0.05, 1, false, 0},
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}
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for _, tc := range cases {
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stats := CombatStats{AttackBonus: 5}
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mods := CombatModifiers{}
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applyClassPassives(&stats, &mods, &DnDCharacter{Class: tc.class})
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if mods.DamageBonus != tc.wantDmgBonus {
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t.Errorf("%s: DamageBonus=%v, want %v", tc.class, mods.DamageBonus, tc.wantDmgBonus)
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}
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if stats.AttackBonus-5 != tc.wantAtkBonusAdd {
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t.Errorf("%s: AttackBonus add=%d, want %d", tc.class, stats.AttackBonus-5, tc.wantAtkBonusAdd)
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}
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if mods.AutoCritFirst != tc.wantAutoCrit {
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t.Errorf("%s: AutoCritFirst=%v, want %v", tc.class, mods.AutoCritFirst, tc.wantAutoCrit)
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}
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if mods.HealItem != tc.wantHealItem {
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t.Errorf("%s: HealItem=%d, want %d", tc.class, mods.HealItem, tc.wantHealItem)
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}
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}
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}
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