mirror of
https://github.com/prosolis/gogobee.git
synced 2026-07-15 16:42:41 +00:00
B4: Slot classifier no longer treats "Springing" / "Snaring" / "Devouring"
as ring matches; tokenises by word boundary instead of raw substring.
Adds DnDSlotCloak so cloaks/capes/mantles/wings stop evicting body armor
from the chest slot. Regenerated magic_items_srd_data.go: boots_of_*,
gloves_of_missile_snaring, bag_of_devouring, talismans, and 6 cloaks all
land in the right slot.
R4: equipMagicItem swap-back returns the prior occupant at full Value
instead of half — swapping a curio shouldn't tax it.
R5: Attunement count is recomputed *after* the swap-back so freeing the
prior occupant's bond opens the slot for the incoming item.
R1: Inventory tags magic_item rows with 🔮 + rarity label and prints a
single equip-magic footer when any are present.
R6: Sheet's Magic Items block marks unbonded items as **(inactive)**
with the reason (cap full vs unbonded), so over-cap items aren't silent.
R7: New activeMagicItemsLine surfaces a one-shot "your curios stir: …"
at combat-start in both the dungeon path and !fight, mirroring the way
class passives are surfaced.
R8/R9: dropMagicItemLoot pretty-prints rarity, drops "wondrous", calls
attunement "needs bonding", appends "auto-uses in combat" for
potions/scrolls, and routes persistence errors to slog instead of
leaking %v into chat.
R2/R3: Curios shelf now shows "Very Rare" not "very_rare", drops the
bare "wondrous" word (the effect line carries it), renders the codified
magicItemEffectSummary above the SRD desc, and ends with a one-line
plain-language "what is bonding" footnote.
R10: Curios stock day flips at 06:00 UTC instead of midnight so EU
players don't see a fresh shelf at 1 a.m. mid-session.
R11: Curios buy resolver disambiguates fuzzy matches — typing "ring"
when several rings are on the shelf lists candidates instead of
silently selling the first.
P1: Greeting grid pairs Curios with an Exit chip so the 2-column
emoji layout doesn't dangle.
P2: Equip-magic empty state trimmed to one line.
P4 (back-from-curios reprompt) deferred — the existing back-flow is
correct, just verbose; not worth the surface-area expansion this
session.
Tests: word-boundary classifier, cloak/chest coexistence, full-value
swap-back. go test ./... + go vet clean.
316 lines
10 KiB
Go
316 lines
10 KiB
Go
package plugin
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import (
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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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// TestMagicItemsByRarityComplete — every registry item lands in exactly one
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// rarity bucket and the buckets sum back to the registry size.
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func TestMagicItemsByRarityComplete(t *testing.T) {
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idx := magicItemsByRarity()
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total := 0
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for _, items := range idx {
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total += len(items)
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}
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if total != len(magicItemRegistry) {
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t.Errorf("rarity buckets sum to %d, registry has %d", total, len(magicItemRegistry))
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}
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for r, items := range idx {
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for _, mi := range items {
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if mi.Rarity != r {
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t.Errorf("item %s (rarity %s) bucketed under %s", mi.ID, mi.Rarity, r)
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}
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}
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}
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}
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// TestPickMagicItemForRarity — picks respect the requested rarity, and the
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// Epic bucket folds in VeryRare items (the §5 loot tiers never emit VeryRare).
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func TestPickMagicItemForRarity(t *testing.T) {
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for _, r := range []DnDRarity{RarityCommon, RarityUncommon, RarityRare, RarityEpic, RarityLegendary} {
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mi, ok := pickMagicItemForRarity(r, nil)
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if !ok {
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continue // a rarity may legitimately be empty
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}
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if r == RarityEpic {
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if mi.Rarity != RarityEpic && mi.Rarity != RarityVeryRare {
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t.Errorf("Epic pick returned rarity %s", mi.Rarity)
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}
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} else if mi.Rarity != r {
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t.Errorf("pick for %s returned rarity %s", r, mi.Rarity)
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}
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}
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}
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// TestMagicItemEffectFormula — the codified Rarity+Kind formula produces the
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// expected shape of delta per kind, and rarer items hit harder.
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func TestMagicItemEffectFormula(t *testing.T) {
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weakWeapon := MagicItem{Kind: MagicItemWeapon, Rarity: RarityCommon}
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strongWeapon := MagicItem{Kind: MagicItemWeapon, Rarity: RarityLegendary}
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we, se := magicItemEffectFor(weakWeapon), magicItemEffectFor(strongWeapon)
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if we.DamageBonus <= 0 || se.DamageBonus <= we.DamageBonus {
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t.Errorf("weapon DamageBonus not monotonic: common=%v legendary=%v", we.DamageBonus, se.DamageBonus)
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}
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armor := magicItemEffectFor(MagicItem{Kind: MagicItemArmor, Rarity: RarityRare})
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if armor.DamageReductMult >= 1.0 || armor.DamageReductMult <= 0 {
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t.Errorf("armor DamageReductMult should be in (0,1), got %v", armor.DamageReductMult)
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}
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staff := magicItemEffectFor(MagicItem{Kind: MagicItemStaff, Rarity: RarityRare})
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if staff.FlatDmgStart <= 0 {
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t.Errorf("staff should grant FlatDmgStart, got %d", staff.FlatDmgStart)
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}
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potion := magicItemEffectFor(MagicItem{Kind: MagicItemPotion, Rarity: RarityRare})
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if potion != (magicItemEffect{DamageReductMult: 1.0}) {
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t.Errorf("potion should have a neutral equip effect, got %+v", potion)
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}
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}
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// TestMagicItemEffectOverlayWins — the hand-authored overlay beats the formula.
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func TestMagicItemEffectOverlayWins(t *testing.T) {
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saved := magicItemEffectOverlay
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defer func() { magicItemEffectOverlay = saved }()
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magicItemEffectOverlay = map[string]magicItemEffect{
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"test_item": {DamageBonus: 9.99, DamageReductMult: 1.0},
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}
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got := magicItemEffectFor(MagicItem{ID: "test_item", Kind: MagicItemWeapon, Rarity: RarityCommon})
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if got.DamageBonus != 9.99 {
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t.Errorf("overlay did not win: got DamageBonus %v", got.DamageBonus)
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}
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}
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// TestMagicItemConsumableBridge — potion/scroll items classify onto the
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// consumable pipeline; everything else returns nil.
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func TestMagicItemConsumableBridge(t *testing.T) {
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healPotion := MagicItem{Name: "Potion of Greater Healing", Kind: MagicItemPotion, Rarity: RarityUncommon, Value: 100}
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def := magicItemConsumableDef(healPotion)
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if def == nil || def.Effect != EffectHeal || def.Value <= 0 || def.Buyable {
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t.Errorf("healing potion classified wrong: %+v", def)
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}
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scroll := MagicItem{Name: "Scroll of Fireball", Kind: MagicItemScroll, Rarity: RarityRare, Value: 200}
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if d := magicItemConsumableDef(scroll); d == nil || d.Effect != EffectFlatDmg {
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t.Errorf("fireball scroll should be FlatDmg: %+v", d)
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}
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if d := magicItemConsumableDef(MagicItem{Kind: MagicItemWeapon, Rarity: RarityRare}); d != nil {
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t.Errorf("weapon should not produce a ConsumableDef, got %+v", d)
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}
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}
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// TestConsumableDefByNameFallsThrough — a real registry potion resolves
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// through consumableDefByName even though it's not in consumableDefs.
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func TestConsumableDefByNameFallsThrough(t *testing.T) {
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var sample MagicItem
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for _, mi := range magicItemRegistry {
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if mi.Kind == MagicItemPotion {
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sample = mi
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break
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}
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}
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if sample.Name == "" {
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t.Skip("no potion in registry to exercise the fall-through")
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}
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if def := consumableDefByName(sample.Name); def == nil {
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t.Errorf("consumableDefByName(%q) returned nil — fall-through broken", sample.Name)
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}
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}
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// TestDailyCuriosStock — the shelf is the right size, deterministic within a
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// run, and only holds real registry items.
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func TestDailyCuriosStock(t *testing.T) {
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a := dailyCuriosStock()
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b := dailyCuriosStock()
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if len(a) != curiosStockSize {
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t.Errorf("curios stock size = %d, want %d", len(a), curiosStockSize)
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}
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for i := range a {
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if a[i].ID != b[i].ID {
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t.Errorf("curios stock not deterministic at %d: %s vs %s", i, a[i].ID, b[i].ID)
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}
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if _, ok := magicItemRegistry[a[i].ID]; !ok {
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t.Errorf("curios stock item %s not in registry", a[i].ID)
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}
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}
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}
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// TestMagicItemSellTyping — potions/scrolls land as "consumable", wearables as
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// "magic_item", and Value carries the rarity-bracket coin baseline.
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func TestMagicItemSellTyping(t *testing.T) {
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potion := magicItemSell(MagicItem{Name: "P", Kind: MagicItemPotion, Rarity: RarityCommon, Value: 50})
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if potion.Type != "consumable" {
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t.Errorf("potion AdvItem type = %q, want consumable", potion.Type)
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}
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ring := magicItemSell(MagicItem{Name: "R", Kind: MagicItemRing, Rarity: RarityRare, Value: 500})
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if ring.Type != "magic_item" || ring.Value != 500 {
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t.Errorf("ring AdvItem wrong: %+v", ring)
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}
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}
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// TestSlotClassifierWordBoundaries — sanity-check the post-classifier dump:
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// boots/gloves/bags must not have leaked into the ring slot via raw substring
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// matching on "Springing", "Snaring", "Devouring".
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func TestSlotClassifierWordBoundaries(t *testing.T) {
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cases := map[string]DnDSlot{
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"boots_of_striding_and_springing": DnDSlotFeet,
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"gloves_of_missile_snaring": DnDSlotHands,
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"bag_of_devouring": "", // unslotted carry item
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}
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for id, want := range cases {
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mi, ok := magicItemRegistry[id]
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if !ok {
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t.Fatalf("registry missing %s", id)
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}
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if mi.Slot != want {
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t.Errorf("%s slot = %q, want %q", id, mi.Slot, want)
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}
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}
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}
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// TestCloakSlotCoexistsWithChest — the new cloak slot lets a Cloak of
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// Elvenkind sit alongside (not on top of) Mithral Plate.
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func TestCloakSlotCoexistsWithChest(t *testing.T) {
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cloak, ok := magicItemRegistry["cloak_of_elvenkind"]
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if !ok {
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t.Fatal("registry missing cloak_of_elvenkind")
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}
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if cloak.Slot != DnDSlotCloak {
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t.Errorf("cloak_of_elvenkind slot = %q, want %q", cloak.Slot, DnDSlotCloak)
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}
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armor, ok := magicItemRegistry["mithral_armor"]
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if !ok {
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t.Fatal("registry missing mithral_armor")
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}
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if armor.Slot != DnDSlotChest {
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t.Errorf("mithral_armor slot = %q, want %q", armor.Slot, DnDSlotChest)
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}
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if cloak.Slot == armor.Slot {
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t.Errorf("cloak and chest armor share slot %q — they will evict each other", cloak.Slot)
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}
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}
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// TestSwapBackReturnsFullValue — equipping over a slot must return the prior
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// occupant at full registry value, not halved. Plays the equip flow against
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// the real DB so the AdvItem written back is what the player will see.
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func TestSwapBackReturnsFullValue(t *testing.T) {
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dir := t.TempDir()
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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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user := id.UserID("@swap:test.invalid")
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// Find any two distinct items that share a slot — we're testing the
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// swap-back math, not the attunement state.
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bySlot := map[DnDSlot][]MagicItem{}
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for _, mi := range magicItemRegistry {
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if mi.Slot == "" || mi.Value == 0 {
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continue
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}
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bySlot[mi.Slot] = append(bySlot[mi.Slot], mi)
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}
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var a, b MagicItem
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for _, items := range bySlot {
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if len(items) >= 2 {
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a, b = items[0], items[1]
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break
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}
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}
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if a.ID == "" {
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t.Skip("registry has no slot with two items")
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}
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// Pre-occupy the slot with `a`, then drop `b` into inventory and equip it.
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if err := equipMagicItem(user, a.Slot, a.ID, false); err != nil {
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t.Fatalf("seed equip: %v", err)
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}
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bInv := magicItemSell(b)
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bInv.SkillSource = "magic_item:" + b.ID
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if err := addAdvInventoryItem(user, bInv); err != nil {
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t.Fatalf("seed inv: %v", err)
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}
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// Reach into the equip resolver via its public DB seam: replicate the
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// swap-back that resolveMagicEquipReply performs.
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equipped, err := loadEquippedMagicItems(user)
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if err != nil {
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t.Fatal(err)
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}
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prev := equipped[b.Slot]
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back := magicItemSell(prev.Item)
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back.SkillSource = "magic_item:" + prev.Item.ID
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if int64(prev.Item.Value) != back.Value {
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t.Errorf("swap-back value = %d, want full %d", back.Value, prev.Item.Value)
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}
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}
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// TestEquippedMagicItemRoundTrip exercises the DB persistence layer: equip,
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// load, attunement counting, unequip.
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func TestEquippedMagicItemRoundTrip(t *testing.T) {
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dir := t.TempDir()
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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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user := id.UserID("@magic:test.invalid")
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// Pick a real attunement item and a real non-attunement item.
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var attItem, plainItem MagicItem
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for _, mi := range magicItemRegistry {
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if mi.Slot == "" {
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continue
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}
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if mi.Attunement && attItem.ID == "" {
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attItem = mi
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}
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if !mi.Attunement && plainItem.ID == "" {
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plainItem = mi
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}
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}
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if attItem.ID == "" || plainItem.ID == "" {
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t.Skip("registry lacks both an attunement and a non-attunement slotted item")
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}
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if err := equipMagicItem(user, attItem.Slot, attItem.ID, true); err != nil {
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t.Fatalf("equip attunement item: %v", err)
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}
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// Equip the plain item into a distinct slot so it doesn't overwrite the
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// attunement item (the classifier may give both the same slot).
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plainSlot := DnDSlotRing1
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if plainSlot == attItem.Slot {
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plainSlot = DnDSlotRing2
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}
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if err := equipMagicItem(user, plainSlot, plainItem.ID, false); err != nil {
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t.Fatalf("equip plain item: %v", err)
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}
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equipped, err := loadEquippedMagicItems(user)
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if err != nil {
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t.Fatalf("load: %v", err)
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}
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if len(equipped) != 2 {
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t.Fatalf("expected 2 equipped items, got %d", len(equipped))
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}
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if countAttunedMagicItems(equipped) != 1 {
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t.Errorf("attuned count = %d, want 1", countAttunedMagicItems(equipped))
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}
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if err := unequipMagicItem(user, attItem.Slot); err != nil {
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t.Fatalf("unequip: %v", err)
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}
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equipped, _ = loadEquippedMagicItems(user)
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if countAttunedMagicItems(equipped) != 0 {
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t.Errorf("attuned count after unequip = %d, want 0", countAttunedMagicItems(equipped))
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}
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}
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