Files
gogobee/internal/plugin/dnd_zone_narration_test.go
prosolis d2a1b79ee3 Adv 2.0 D&D Phase 11 D1e: zone combat + trap + boss resolution
Wires real combat into !zone advance. Each room now resolves through
its own path: Entry is pure flavor, Exploration spawns a SpawnWeight-
biased non-elite from the zone roster, Elite filters to elite-flagged
entries, Trap nicks 8–20% MaxHP scaled by tier (KO-protected), Boss
runs the bestiary entry from zone.Boss with the zone Loot table on
victory. Combat reuses the existing dungeonCombatPhases pipeline with
the player's full D&D layer (class/race/subclass passives, equipment,
HP scaling, armed abilities, pending casts) and persists HP, subclass
state, and CR-weighted XP after each kill.

Mood event triggers fold in: nat-20s/nat-1s scanned from CombatResult
events apply +3/-2 deltas, player_death applies -5 + abandons the run,
zone_complete (already wired in D1d) lands when the boss falls. Loot
drops materialize into adventure_inventory with coin patterns
("coins_2d10x5") expanded into rolled gold-pouch treasure rows and
named items rendered as tier-scaled placeholder treasure (real
equipment-registry wiring is a later content phase).

Updates the D1d mood-on-completion test to drive the persistence layer
directly, since real combat against the L1 Goblin Warrens roster is
non-deterministic.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:22 -07:00

198 lines
5.9 KiB
Go

package plugin
import (
"strings"
"testing"
"time"
"maunium.net/go/mautrix/id"
)
// Phase 11 D1d — TwinBee narration + mood event tests.
func TestMoodBand_Boundaries(t *testing.T) {
cases := []struct {
score int
want MoodBand
}{
{0, MoodBandHostile}, {19, MoodBandHostile},
{20, MoodBandGrumpy}, {39, MoodBandGrumpy},
{40, MoodBandNeutral}, {59, MoodBandNeutral},
{60, MoodBandFriendly}, {79, MoodBandFriendly},
{80, MoodBandEffusive}, {100, MoodBandEffusive},
}
for _, c := range cases {
if got := moodBand(c.score); got != c.want {
t.Errorf("moodBand(%d) = %d, want %d", c.score, got, c.want)
}
}
}
func TestMoodEventDelta_DesignDocTable(t *testing.T) {
want := map[GMMoodEvent]int{
MoodEventZoneComplete: +10,
MoodEventPlayerDeath: -5,
MoodEventNat20: +3,
MoodEventNat1: -2,
MoodEventCommunityMilestone: +15,
MoodEventDowntime: -20,
MoodEventTaunt: -10,
MoodEventCompliment: +5,
}
for ev, delta := range want {
if got := MoodEventDelta(ev); got != delta {
t.Errorf("delta(%s) = %d, want %d", ev, got, delta)
}
}
}
func TestPassiveDecayMood_DriftsTowardFifty(t *testing.T) {
now := time.Date(2026, 5, 8, 12, 0, 0, 0, time.UTC)
cases := []struct {
name string
score int
hoursAgo int
want int
}{
{"high-score-decays-down", 80, 5, 70}, // -2/hr * 5
{"high-clamps-at-50", 80, 100, 50}, // would overshoot
{"low-score-decays-up", 10, 5, 20}, // +2/hr * 5
{"low-clamps-at-50", 10, 100, 50}, // would overshoot
{"already-50-no-change", 50, 100, 50}, // neutral stays neutral
{"fresh-no-decay", 80, 0, 80}, // no time elapsed
{"sub-hour-no-decay", 80, 0, 80}, // hours==0 → no drift
}
for _, c := range cases {
t.Run(c.name, func(t *testing.T) {
last := now.Add(-time.Duration(c.hoursAgo) * time.Hour)
if got := passiveDecayMood(c.score, last, now); got != c.want {
t.Errorf("decay(%d, %dh ago) = %d, want %d", c.score, c.hoursAgo, got, c.want)
}
})
}
}
func TestTwinBeeLine_DeterministicAcrossCalls(t *testing.T) {
a := twinBeeLine(ZoneGoblinWarrens, GMRoomEntry, "abc123", 2)
b := twinBeeLine(ZoneGoblinWarrens, GMRoomEntry, "abc123", 2)
if a != b {
t.Errorf("non-deterministic:\n a=%q\n b=%q", a, b)
}
if !strings.HasPrefix(a, "🎭 **TwinBee:**") {
t.Errorf("missing TwinBee prefix: %q", a)
}
// Different room index should typically yield a different line
// (chance of accidental collision is 1/N; with the Goblin+Generic
// pool that's tiny but theoretically possible — only assert prefix).
c := twinBeeLine(ZoneGoblinWarrens, GMRoomEntry, "abc123", 3)
if !strings.HasPrefix(c, "🎭 **TwinBee:**") {
t.Errorf("missing prefix on alt salt: %q", c)
}
}
func TestTwinBeeLine_BossEntryUsesNamedPool(t *testing.T) {
// Grol's pool is a single hand-crafted line.
got := twinBeeLine(ZoneGoblinWarrens, GMBossEntry, "any", 0)
if !strings.Contains(got, "Grol") {
t.Errorf("Goblin Warrens boss entry should mention Grol; got %q", got)
}
got = twinBeeLine(ZoneCryptValdris, GMBossEntry, "any", 0)
if !strings.Contains(got, "Valdris") {
t.Errorf("Crypt boss entry should mention Valdris; got %q", got)
}
}
func TestTwinBeeLine_UnknownKindReturnsEmpty(t *testing.T) {
if got := twinBeeLine(ZoneGoblinWarrens, GMNarrationType("not_a_real_kind"), "x", 0); got != "" {
t.Errorf("expected empty for unknown kind, got %q", got)
}
}
func TestApplyMoodEvent_PersistsClampedDelta(t *testing.T) {
setupAuditTestDB(t)
uid := id.UserID("@zone-mood-evt:example")
zoneCmdTestCharacter(t, uid, 1)
defer cleanupZoneRuns(uid)
run, err := startZoneRun(uid, ZoneGoblinWarrens, 1, nil)
if err != nil {
t.Fatalf("start: %v", err)
}
if run.GMMood != 50 {
t.Fatalf("starting mood = %d, want 50", run.GMMood)
}
// +10 → 60
got, err := applyMoodEvent(run.RunID, MoodEventZoneComplete)
if err != nil {
t.Fatalf("apply zone_complete: %v", err)
}
if got != 60 {
t.Errorf("after zone_complete: mood = %d, want 60", got)
}
// -20 → 40
got, _ = applyMoodEvent(run.RunID, MoodEventDowntime)
if got != 40 {
t.Errorf("after downtime: mood = %d, want 40", got)
}
// Clamp test: huge negative stack → 0
for i := 0; i < 20; i++ {
_, _ = applyMoodEvent(run.RunID, MoodEventDowntime)
}
r, _ := getZoneRun(run.RunID)
if r.GMMood != 0 {
t.Errorf("after extreme negative stack: mood = %d, want 0 (clamped)", r.GMMood)
}
// Clamp upward
for i := 0; i < 20; i++ {
_, _ = applyMoodEvent(run.RunID, MoodEventCommunityMilestone)
}
r, _ = getZoneRun(run.RunID)
if r.GMMood != 100 {
t.Errorf("after extreme positive stack: mood = %d, want 100 (clamped)", r.GMMood)
}
}
func TestApplyMoodEvent_UnknownEventErrors(t *testing.T) {
if _, err := applyMoodEvent("fake-run", GMMoodEvent("ghosts")); err == nil {
t.Error("expected error on unknown mood event")
}
}
func TestZoneCmd_AdvanceFinalRoomBumpsMood(t *testing.T) {
setupAuditTestDB(t)
uid := id.UserID("@zone-mood-complete:example")
zoneCmdTestCharacter(t, uid, 1)
defer cleanupZoneRuns(uid)
// D1e wired real combat into !zone advance, so the cmd-level path
// is no longer deterministic for an L1 fighter against the Goblin
// Warrens roster. Drive the persistence layer directly to assert
// the mood-on-completion contract.
run, err := startZoneRun(uid, ZoneGoblinWarrens, 1, nil)
if err != nil {
t.Fatal(err)
}
for i := 0; i < run.TotalRooms; i++ {
if _, err := markRoomCleared(run.RunID); err != nil {
t.Fatalf("markRoomCleared %d: %v", i, err)
}
}
if _, err := applyMoodEvent(run.RunID, MoodEventZoneComplete); err != nil {
t.Fatal(err)
}
final, err := getZoneRun(run.RunID)
if err != nil || final == nil {
t.Fatal("could not fetch completed run")
}
if !final.BossDefeated {
t.Error("boss should be defeated after final markRoomCleared")
}
if final.GMMood != 60 {
t.Errorf("post-completion mood = %d, want 60 (50 + zone_complete +10)", final.GMMood)
}
}