mirror of
https://github.com/prosolis/gogobee.git
synced 2026-07-15 00:32:40 +00:00
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>
375 lines
12 KiB
Go
375 lines
12 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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"time"
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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 setupAuditTestDB(t *testing.T) {
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t.Helper()
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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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}
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// ── Fix D: Orc Rage threshold parity ────────────────────────────────────────
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// TestOrcRage_ThresholdExact: with HP*2 < MaxHP, the threshold is exactly 50%
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// regardless of MaxHP parity.
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func TestOrcRage_ThresholdExact(t *testing.T) {
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cases := []struct {
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hp, maxHP int
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shouldFire bool
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}{
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{50, 100, false}, // exactly 50% — does NOT fire (strict <)
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{49, 100, true}, // just under
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{8, 16, false}, // exactly 50% even MaxHP
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{7, 16, true},
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{8, 15, true}, // 8/15 = 53% — under former threshold of MaxHP/2=7. New: 8*2=16, 16<15 false. Hmm.
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}
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// Re-derive: HP*2 < MaxHP. So 8*2=16 < 15? No. Doesn't fire. That means at MaxHP=15, threshold trips at HP*2 < 15, i.e. HP < 7.5, i.e. HP ≤ 7.
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// Old behavior used HP < MaxHP/2 = HP < 7 (integer div). So fired at HP < 7, i.e., HP ≤ 6. Different by one.
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// Pick cases that distinguish.
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cases = []struct {
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hp, maxHP int
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shouldFire bool
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}{
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{50, 100, false},
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{49, 100, true},
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{8, 16, false},
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{7, 16, true},
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{6, 15, true}, // 6*2=12 < 15 ✓
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{7, 15, true}, // 7*2=14 < 15 ✓ (old code's MaxHP/2=7 would have NOT fired at HP=7)
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{8, 15, false}, // 8*2=16, not < 15
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}
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for _, c := range cases {
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// Direct unit-check via the predicate the engine uses.
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fired := c.hp*2 < c.maxHP
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if fired != c.shouldFire {
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t.Errorf("hp=%d maxHP=%d: predicate=%v, want %v", c.hp, c.maxHP, fired, c.shouldFire)
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}
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}
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}
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// ── Fix E: respec wipes resource pool ───────────────────────────────────────
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func TestRespec_WipesOldResources(t *testing.T) {
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setupAuditTestDB(t)
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uid := id.UserID("@respec_resources:example")
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// Set up a Fighter with stamina pool.
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if err := createAdvCharacter(uid, "respec_test"); err != nil {
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t.Fatal(err)
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}
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c := &DnDCharacter{
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UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: 3,
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STR: 16, DEX: 13, CON: 14, INT: 8, WIS: 10, CHA: 12,
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HPMax: 30, HPCurrent: 30, ArmorClass: 16,
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}
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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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if err := initResources(uid, ClassFighter); err != nil {
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t.Fatal(err)
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}
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// Spend some stamina so the pool isn't at max.
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spendResource(uid, "stamina", 1)
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// Fund their account so respec can debit.
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euro := &EuroPlugin{}
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euro.ensureBalance(uid)
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euro.Credit(uid, 10000, "test")
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p := &AdventurePlugin{euro: euro}
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if err := p.handleDnDRespecCmd(MessageContext{Sender: uid}); err != nil {
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t.Fatal(err)
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}
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// Old stamina row should be gone.
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cur, max, _ := getResource(uid, "stamina")
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if cur != 0 || max != 0 {
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t.Errorf("post-respec stamina: cur=%d max=%d, want 0/0 (row deleted)", cur, max)
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}
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// dnd_character should be in pending_setup state, no class/race.
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got, _ := LoadDnDCharacter(uid)
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if got == nil || !got.PendingSetup || got.Class != "" || got.Race != "" {
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t.Errorf("post-respec sheet: %+v", got)
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}
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// Euros debited.
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if euro.GetBalance(uid) > 5001 {
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t.Errorf("euros not debited: balance %.0f, expected ~5000", euro.GetBalance(uid))
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}
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}
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// ── Fix B: respec save-then-debit preserves euros on save failure ───────────
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// We can't easily simulate a save failure mid-test without dependency
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// injection. Instead, verify the *insufficient-balance* path: a player with
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// no euros should get the error WITHOUT any state mutation.
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func TestRespec_InsufficientFundsLeavesStateIntact(t *testing.T) {
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setupAuditTestDB(t)
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uid := id.UserID("@respec_broke:example")
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if err := createAdvCharacter(uid, "broke"); err != nil {
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t.Fatal(err)
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}
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c := &DnDCharacter{
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UserID: uid, Race: RaceElf, Class: ClassMage, Level: 4,
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STR: 8, DEX: 16, CON: 10, INT: 17, WIS: 13, CHA: 12,
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HPMax: 22, HPCurrent: 22, ArmorClass: 13,
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}
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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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if err := initResources(uid, ClassMage); err != nil {
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t.Fatal(err)
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}
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euro := &EuroPlugin{}
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// Don't credit — balance stays 0.
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p := &AdventurePlugin{euro: euro}
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if err := p.handleDnDRespecCmd(MessageContext{Sender: uid}); err != nil {
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t.Fatal(err)
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}
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// State must be intact.
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got, _ := LoadDnDCharacter(uid)
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if got.Class != ClassMage || got.Race != RaceElf || got.PendingSetup {
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t.Errorf("insufficient-funds respec mutated state: %+v", got)
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}
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// Mage's spell_slot pool should still be there.
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cur, max, _ := getResource(uid, "spell_slot")
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if max != 1 {
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t.Errorf("spell_slot pool wiped on insufficient-funds respec: cur=%d max=%d", cur, max)
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}
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}
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// ── Fix C: arm save-then-spend; on spend failure, armed flag reverts ────────
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// Hard to force spendResource to fail without DI; verify the happy path
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// still works (resource decrements once, armed_ability set).
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func TestArm_SaveThenSpend_HappyPath(t *testing.T) {
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setupAuditTestDB(t)
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uid := id.UserID("@arm_order:example")
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if err := createAdvCharacter(uid, "arm_order"); err != nil {
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t.Fatal(err)
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}
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c := &DnDCharacter{
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UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: 3,
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STR: 16, DEX: 13, CON: 14, INT: 8, WIS: 10, CHA: 12,
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HPMax: 30, HPCurrent: 30, ArmorClass: 16,
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}
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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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if err := initResources(uid, ClassFighter); 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.handleDnDArmCmd(MessageContext{Sender: uid}, "second_wind"); 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.ArmedAbility != "second_wind" {
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t.Errorf("ArmedAbility = %q, want second_wind", got.ArmedAbility)
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}
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cur, _, _ := getResource(uid, "stamina")
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if cur != 2 {
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t.Errorf("stamina = %d, want 2 (3 - 1)", cur)
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}
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}
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// ── Fix F: onboarding sent exactly once across draft cancel/rebuild ────────
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func TestOnboarding_PersistsAcrossRespec(t *testing.T) {
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setupAuditTestDB(t)
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uid := id.UserID("@onboard_persist:example")
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c := &DnDCharacter{
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UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: 3,
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STR: 16, DEX: 13, CON: 14, INT: 8, WIS: 10, CHA: 12,
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HPMax: 30, HPCurrent: 30, ArmorClass: 16,
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OnboardingSent: true, // already received DM
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}
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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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got, _ := LoadDnDCharacter(uid)
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if !got.OnboardingSent {
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t.Fatal("OnboardingSent didn't round-trip")
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}
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// maybeSendDnDOnboarding must NOT re-send.
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p := &AdventurePlugin{}
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advChar := &AdventureCharacter{UserID: uid, CombatLevel: 20}
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p.maybeSendDnDOnboarding(uid, advChar, got)
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// Flag must remain set; no error.
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got2, _ := LoadDnDCharacter(uid)
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if !got2.OnboardingSent {
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t.Error("OnboardingSent flag flipped off")
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}
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}
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// ── Fix G: Persuasion shop discount expires after 30 minutes ────────────────
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func TestPersuasionDiscount_ExpiresAfterTTL(t *testing.T) {
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p := &AdventurePlugin{}
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uid := id.UserID("@disc_expire:example")
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// Start a session with a discount applied, but with StartedAt in the past.
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pastTime := time.Now().Add(-31 * time.Minute)
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p.shopSessions.Store(string(uid), &advShopSession{
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StartedAt: pastTime,
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PersuasionDiscount: 0.10,
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})
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factor := p.shopSessionPriceFactor(uid)
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if factor != 1.0 {
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t.Errorf("expired session: factor = %v, want 1.0", factor)
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}
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// Announce should also return empty.
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if got := p.shopSessionAnnounceDiscount(uid); got != "" {
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t.Errorf("expired session announce = %q, want empty", got)
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}
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}
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func TestPersuasionDiscount_ActiveWithinTTL(t *testing.T) {
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p := &AdventurePlugin{}
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uid := id.UserID("@disc_active:example")
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p.shopSessions.Store(string(uid), &advShopSession{
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StartedAt: time.Now(),
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PersuasionDiscount: 0.10,
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})
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factor := p.shopSessionPriceFactor(uid)
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if factor != 0.90 {
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t.Errorf("active session: factor = %v, want 0.9", factor)
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}
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}
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// ── Fix I: HP scaling clamp ─────────────────────────────────────────────────
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// ── Onboarding gap: !setup-first path and wrapper for non-combat handlers ──
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// TestEnsureCharForDnDCmd_FreshMigrate — the wrapper used by !check, !stats,
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// !level, !rest, !arm should auto-migrate AND record OnboardingSent=true
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// for legacy players.
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func TestEnsureCharForDnDCmd_FreshMigrate(t *testing.T) {
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setupAuditTestDB(t)
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uid := id.UserID("@wrapper_legacy:example")
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if err := createAdvCharacter(uid, "wrapper_legacy"); err != nil {
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t.Fatal(err)
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}
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advChar, _ := loadAdvCharacter(uid)
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advChar.CombatLevel = 25 // legacy player
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if err := saveAdvCharacter(advChar); err != nil {
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t.Fatal(err)
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}
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// Plugin without Matrix client — maybeSendDnDOnboarding short-circuits.
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// We only verify that the wrapper produces a character; the DM-side
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// short-circuit means OnboardingSent stays false until a real send fires.
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p := &AdventurePlugin{}
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c, err := p.ensureCharForDnDCmd(uid, advChar)
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if err != nil || c == nil {
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t.Fatalf("ensureCharForDnDCmd: %v / nil=%v", err, c == nil)
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}
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if c.PendingSetup {
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t.Error("auto-migrated char should not be pending_setup")
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}
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if !c.AutoMigrated {
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t.Error("auto-migrated flag not set")
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}
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}
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// TestSetupStatus_LegacyWelcomeStubsRow — when a legacy player runs `!setup`
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// for the first time, we save a stub draft with OnboardingSent persisted so
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// future paths don't re-fire the welcome.
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//
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// SendDM no-ops in tests (nil Client), so OnboardingSent stays 0 on the
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// stub. The behavior we verify: a stub row gets saved on first !setup, and
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// it's flagged PendingSetup=1 so loadOrInitDraft will continue the flow.
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func TestSetupStatus_StubRowSaved(t *testing.T) {
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setupAuditTestDB(t)
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uid := id.UserID("@setup_first:example")
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if err := createAdvCharacter(uid, "setup_first"); err != nil {
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t.Fatal(err)
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}
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advChar, _ := loadAdvCharacter(uid)
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advChar.CombatLevel = 30
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saveAdvCharacter(advChar)
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p := &AdventurePlugin{}
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if err := p.dndSetupStatus(MessageContext{Sender: uid}); err != nil {
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t.Fatal(err)
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}
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// Stub row should now exist.
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got, err := LoadDnDCharacter(uid)
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if err != nil || got == nil {
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t.Fatalf("expected stub row after !setup; got err=%v", err)
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}
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if !got.PendingSetup {
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t.Error("stub row should be pending_setup=1")
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}
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if got.Race != "" || got.Class != "" {
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t.Errorf("stub row should have empty race/class; got race=%q class=%q",
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got.Race, got.Class)
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}
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// Level on the stub must be the computed mapping (not the default 1)
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// so the onboarding DM reports the correct projected level.
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wantLevel := dndLevelFromCombatLevel(30) // 30/5 = 6
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if got.Level != wantLevel {
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t.Errorf("stub level = %d, want %d (combat_level=30 → /5)", got.Level, wantLevel)
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}
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}
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// TestSetupStatus_BrandNewPlayerNoStub — combat_level < 2 means brand-new
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// player. The !setup flow must NOT save a stub or fire onboarding.
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func TestSetupStatus_BrandNewPlayerNoStub(t *testing.T) {
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setupAuditTestDB(t)
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uid := id.UserID("@setup_new:example")
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if err := createAdvCharacter(uid, "setup_new"); err != nil {
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t.Fatal(err)
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}
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// CombatLevel stays at default (1).
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p := &AdventurePlugin{}
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if err := p.dndSetupStatus(MessageContext{Sender: uid}); err != nil {
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t.Fatal(err)
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}
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// No row should exist — brand-new player flow doesn't pre-create.
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got, _ := LoadDnDCharacter(uid)
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if got != nil {
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t.Errorf("brand-new player got a stub row: %+v", got)
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}
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}
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func TestApplyDnDHPScaling_NeverExceedsOriginalMax(t *testing.T) {
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stats := CombatStats{MaxHP: 100}
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c := &DnDCharacter{HPMax: 50, HPCurrent: 100} // pathological: 200% — shouldn't happen but be safe
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applyDnDHPScaling(&stats, c)
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if stats.MaxHP > 100 {
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t.Errorf("clamp failed: MaxHP scaled to %d, original was 100", stats.MaxHP)
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}
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}
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