Files
gogobee/internal/plugin/adv2_scenario_test.go
prosolis cf092742bb Tests: catch up stale assertions to current prod UX
Two tests had been failing on -short for several phases; the
comfortable "pre-existing failures" framing was masking that both
were stale, not flaky — each test predated a deliberate UX rewire
that nobody updated the assertion against.

TestMageSpellbookLineInRender — commit 8bf7d35 (UX S7 jargon sweep)
reshaped the spellbook line to "**Spellbook:** N / M leveled spells
learned" and intentionally dropped the redundant "(can learn N more)"
trailer. Test was still asserting "2/10" (no spaces) and the dropped
hint. Updated to track the live "N / M leveled spells learned"
format; comment cites the sweep commit.

TestAdv2Scenario_ZoneRunGoblinWarrens — commit 886eb5a (turn-based
elite/boss combat) moved Elite/Boss rooms off the auto-resolve
SimulateCombat path onto the manual !fight + !attack engine; !zone
advance now stops at the doorway and only progresses past a won
CombatSession. The scenario test was only calling !advance, so it
spun in place at room 4 (the elite). Loop now detects Elite/Boss
prev-rooms, opens with !fight if the session doesn't exist, drains
!attack rounds until the session terminates, then falls through to
!advance to clear the room (won → walk graph; lost/fled → terminate
next pass). maxSteps doubled to absorb the fight-then-advance pairs;
inner !attack cap at 60 rounds covers RNG tail.

Both -short tests now pass; full -short suite green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 11:29:03 -07:00

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package plugin
import (
"math/rand/v2"
"testing"
"time"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
// Adv 2.0 scenario playthrough: drives a realistic player session against
// a copy of the prod DB, verifying happy-path behavior end-to-end across
// the !zone state machine, the !expedition multi-day system, and the
// !harvest economy. SendDM is a no-op without a Matrix client, so the
// asserts target persisted state. Logs are verbose (t.Logf) so the run
// reads like a transcript.
// ── Scenario A — single-session zone run ────────────────────────────────────
func TestAdv2Scenario_ZoneRunGoblinWarrens(t *testing.T) {
setupAuditTestDB(t)
uid := id.UserID("@adv2-scenA:example")
t.Cleanup(func() { cleanupZoneRuns(uid); cleanupExpeditions(uid) })
// Beefy L5 fighter so combat doesn't trivially TPK (still RNG, but 5
// is well past goblin warrens' L1L3 band).
if err := createAdvCharacter(uid, "scenA"); err != nil {
t.Fatalf("createAdvCharacter: %v", err)
}
c := &DnDCharacter{
UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: 5,
STR: 18, DEX: 14, CON: 16, INT: 10, WIS: 10, CHA: 10,
HPMax: 60, HPCurrent: 60, ArmorClass: 18,
}
if err := SaveDnDCharacter(c); err != nil {
t.Fatalf("SaveDnDCharacter: %v", err)
}
euro := &EuroPlugin{}
euro.ensureBalance(uid)
euro.Credit(uid, 500, "scenA bankroll")
p := &AdventurePlugin{euro: euro}
// !zone (list) — should not error, no run created.
if err := p.handleDnDZoneCmd(MessageContext{Sender: uid}, ""); err != nil {
t.Fatalf("zone list: %v", err)
}
if got, _ := getActiveZoneRun(uid); got != nil {
t.Fatal("zone list should not create a run")
}
// !zone enter goblin_warrens
if err := p.handleDnDZoneCmd(MessageContext{Sender: uid}, "enter goblin_warrens"); err != nil {
t.Fatalf("zone enter: %v", err)
}
run, err := getActiveZoneRun(uid)
if err != nil || run == nil {
t.Fatalf("expected active run after enter: %v", err)
}
t.Logf("entered %s — %d rooms, mood=%d, first room=%s",
run.ZoneID, run.TotalRooms, run.DMMood, run.CurrentRoomType())
if run.DMMood != 50 {
t.Errorf("starting mood = %d, want 50", run.DMMood)
}
if run.CurrentRoom != 0 || run.CurrentRoomType() != RoomEntry {
t.Errorf("first room not entry: idx=%d type=%s", run.CurrentRoom, run.CurrentRoomType())
}
// !zone status (cheap smoke)
if err := p.handleDnDZoneCmd(MessageContext{Sender: uid}, "status"); err != nil {
t.Fatalf("zone status: %v", err)
}
if err := p.handleDnDZoneCmd(MessageContext{Sender: uid}, "map"); err != nil {
t.Fatalf("zone map: %v", err)
}
// Drive !zone advance until the run terminates (cleared, died, or
// abandoned). Branches the test handles:
// - Fork queued (Phase G branching graphs): commit with `!zone go 1`.
// - Elite/Boss doorway (commit 886eb5a moved these off auto-resolve):
// !advance now stops at the door and the player engages with
// !fight, then resolves one round per !attack. The test mirrors
// that: call !fight to open the session, !attack until the session
// closes, then the next !advance clears the room and walks the
// graph. Cap the per-fight !attack loop generously — a real fight
// resolves in <20 rounds, but RNG can drag.
maxSteps := (run.TotalRooms + 4) * 4
const maxAttacksPerFight = 60
clearedRoomTypes := []RoomType{}
for step := 0; step < maxSteps; step++ {
before, _ := getActiveZoneRun(uid)
if before == nil {
t.Logf("step %d: run terminated (cleared/died/abandoned)", step)
break
}
prevType := before.CurrentRoomType()
prevHP := c.HPCurrent
if cur, _ := LoadDnDCharacter(uid); cur != nil {
prevHP = cur.HPCurrent
}
t.Logf("step %d: in room %d/%d (%s), mood=%d, HP=%d",
step, before.CurrentRoom+1, before.TotalRooms, prevType, before.DMMood, prevHP)
if len(before.NodeChoices) > 0 {
// A fork is queued from the previous advance — commit it first.
if err := p.handleDnDZoneCmd(MessageContext{Sender: uid}, "go 1"); err != nil {
t.Fatalf("zone go step %d: %v", step, err)
}
continue
}
// Elite/Boss doorway: !advance won't progress past the door
// without a won CombatSession for the encounter. Open the fight
// if it isn't already open, then attack until the session
// terminates. After the loop, fall through to !advance — the
// won session lets advance clear the room and walk the graph;
// a lost/fled session terminates the run on the next pass.
if prevType == RoomElite || prevType == RoomBoss {
sess, _ := getCombatSessionForEncounter(before.RunID, encounterIDForRoom(before.CurrentRoom))
if sess == nil {
if err := p.handleFightCmd(MessageContext{Sender: uid}); err != nil {
t.Fatalf("zone fight step %d: %v", step, err)
}
}
// Drain the round loop. handleAttackCmd no-ops if there's no
// active session, so the inner loop self-terminates either way.
for atk := 0; atk < maxAttacksPerFight; atk++ {
active, _ := getActiveCombatSession(uid)
if active == nil {
break
}
if err := p.handleAttackCmd(MessageContext{Sender: uid}); err != nil {
t.Fatalf("attack step %d.%d: %v", step, atk, err)
}
}
}
if err := p.handleDnDZoneCmd(MessageContext{Sender: uid}, "advance"); err != nil {
t.Fatalf("zone advance step %d: %v", step, err)
}
clearedRoomTypes = append(clearedRoomTypes, prevType)
}
final, _ := getActiveZoneRun(uid)
raw := getZoneRunByUser(t, uid) // helper below — most-recent row
if final != nil {
t.Logf("final state: still active at room %d/%d — likely advance regression",
final.CurrentRoom+1, final.TotalRooms)
t.Errorf("run did not terminate within %d steps", maxSteps)
} else if raw != nil {
boss := raw.BossDefeated
t.Logf("run %s ended: bossDefeated=%v abandoned=%v rooms_cleared=%d/%d loot=%d mood=%d",
raw.RunID, boss, raw.Abandoned, len(raw.RoomsCleared), raw.TotalRooms,
len(raw.LootCollected), raw.DMMood)
t.Logf("clearedRoomTypes: %v", clearedRoomTypes)
if !boss && !raw.Abandoned && raw.CompletedAt == nil {
t.Errorf("run row in indeterminate state: %+v", raw)
}
}
}
// getZoneRunByUser fetches the most-recent zone-run row for a user
// regardless of active/abandoned/cleared. Helper for the scenario test.
func getZoneRunByUser(t *testing.T, uid id.UserID) *DungeonRun {
t.Helper()
row := db.Get().QueryRow(`
SELECT run_id FROM dnd_zone_run
WHERE user_id = ?
ORDER BY started_at DESC LIMIT 1
`, string(uid))
var runID string
if err := row.Scan(&runID); err != nil {
return nil
}
r, _ := getZoneRun(runID)
return r
}
// ── Scenario B — multi-day expedition ───────────────────────────────────────
func TestAdv2Scenario_ExpeditionCryptValdris(t *testing.T) {
setupAuditTestDB(t)
uid := id.UserID("@adv2-scenB:example")
t.Cleanup(func() { cleanupExpeditions(uid); cleanupZoneRuns(uid) })
if err := createAdvCharacter(uid, "scenB"); err != nil {
t.Fatalf("createAdvCharacter: %v", err)
}
c := &DnDCharacter{
UserID: uid, Race: RaceHuman, Class: ClassRanger, Level: 5,
STR: 14, DEX: 18, CON: 14, INT: 10, WIS: 14, CHA: 10,
HPMax: 50, HPCurrent: 50, ArmorClass: 16,
}
if err := SaveDnDCharacter(c); err != nil {
t.Fatalf("SaveDnDCharacter: %v", err)
}
euro := &EuroPlugin{}
euro.ensureBalance(uid)
euro.Credit(uid, 1000, "scenB bankroll")
p := &AdventurePlugin{euro: euro}
// !expedition list
if err := p.handleDnDExpeditionCmd(MessageContext{Sender: uid}, "list"); err != nil {
t.Fatalf("expedition list: %v", err)
}
// !expedition start crypt_valdris with 2 standard packs
balBefore := euro.GetBalance(uid)
if err := p.handleDnDExpeditionCmd(MessageContext{Sender: uid}, "start crypt_valdris 2s"); err != nil {
t.Fatalf("expedition start: %v", err)
}
exp, err := getActiveExpedition(uid)
if err != nil || exp == nil {
t.Fatalf("expected active expedition: %v", err)
}
balAfter := euro.GetBalance(uid)
t.Logf("expedition %s started: zone=%s supplies=%d/%d threat=%d cost=%.0f→%.0f",
exp.ID, exp.ZoneID, int(exp.Supplies.Current), int(exp.Supplies.Max),
exp.ThreatLevel, balBefore, balAfter)
if exp.ZoneID != ZoneCryptValdris {
t.Errorf("zone = %s, want crypt_valdris", exp.ZoneID)
}
if balAfter >= balBefore {
t.Errorf("expected outfitting to debit coins (%.2f → %.2f)", balBefore, balAfter)
}
// Backdate start so deliverBriefing's same-day guard passes.
if _, err := dbExecExpeditionBackdate(exp.ID, 24*time.Hour); err != nil {
t.Fatalf("backdate: %v", err)
}
// Drive 3 daily briefings — verify supply burn + day advance.
now := time.Date(2026, 5, 8, 6, 0, 0, 0, time.UTC)
for day := 1; day <= 3; day++ {
fresh, _ := getExpedition(exp.ID)
if fresh == nil {
t.Logf("expedition ended before day %d", day)
break
}
preDay := fresh.CurrentDay
preSupplies := fresh.Supplies.Current
preThreat := fresh.ThreatLevel
if err := p.deliverBriefing(fresh, now); err != nil {
t.Fatalf("deliverBriefing day %d: %v", day, err)
}
// Advance the wallclock + roll the start back another 24h so the
// next briefing's day-guard fires.
now = now.Add(24 * time.Hour)
if _, err := dbExecExpeditionBackdate(exp.ID, 24*time.Hour); err != nil {
t.Fatalf("backdate day %d: %v", day, err)
}
post, _ := getExpedition(exp.ID)
t.Logf("day %d: day=%d→%d supplies=%v→%v threat=%d→%d",
day, preDay, post.CurrentDay, preSupplies, post.Supplies.Current, preThreat, post.ThreatLevel)
if post.CurrentDay <= preDay {
t.Errorf("day did not advance: %d → %d", preDay, post.CurrentDay)
}
}
// !expedition status / log
if err := p.handleDnDExpeditionCmd(MessageContext{Sender: uid}, "status"); err != nil {
t.Fatalf("expedition status: %v", err)
}
if err := p.handleDnDExpeditionCmd(MessageContext{Sender: uid}, "log"); err != nil {
t.Fatalf("expedition log: %v", err)
}
entries, _ := recentExpeditionLog(exp.ID, 10)
t.Logf("expedition log has %d entries", len(entries))
for i, e := range entries {
t.Logf(" [%d] day=%d type=%s summary=%q", i, e.Day, e.Type, e.Summary)
}
if len(entries) == 0 {
t.Error("expected at least one log entry")
}
// !expedition abandon — clean state for next test runs.
if err := p.handleDnDExpeditionCmd(MessageContext{Sender: uid}, "abandon"); err != nil {
t.Fatalf("expedition abandon: %v", err)
}
if got, _ := getActiveExpedition(uid); got != nil {
t.Error("expected no active expedition after abandon")
}
}
// ── Scenario C — harvest in an active expedition ────────────────────────────
func TestAdv2Scenario_HarvestForestShadows(t *testing.T) {
setupAuditTestDB(t)
uid := id.UserID("@adv2-scenC:example")
t.Cleanup(func() { cleanupExpeditions(uid); cleanupZoneRuns(uid) })
if err := createAdvCharacter(uid, "scenC"); err != nil {
t.Fatalf("createAdvCharacter: %v", err)
}
c := &DnDCharacter{
UserID: uid, Race: RaceElf, Class: ClassRanger, Level: 4,
STR: 12, DEX: 18, CON: 14, INT: 10, WIS: 16, CHA: 10,
HPMax: 40, HPCurrent: 40, ArmorClass: 15,
}
if err := SaveDnDCharacter(c); err != nil {
t.Fatalf("SaveDnDCharacter: %v", err)
}
euro := &EuroPlugin{}
euro.ensureBalance(uid)
euro.Credit(uid, 500, "scenC bankroll")
p := &AdventurePlugin{euro: euro}
// Forage-friendly expedition.
if err := p.handleDnDExpeditionCmd(MessageContext{Sender: uid}, "start forest_shadows"); err != nil {
t.Fatalf("expedition start: %v", err)
}
exp, _ := getActiveExpedition(uid)
if exp == nil {
t.Fatal("no expedition")
}
// Drive a region run so harvest has a current room context.
run, err := ensureRegionRun(exp, c.Level)
if err != nil {
t.Fatalf("ensureRegionRun: %v", err)
}
t.Logf("region run %s in zone %s (%d rooms)", run.RunID, run.ZoneID, run.TotalRooms)
// Seed harvest nodes for the entry room (they're auto-seeded by
// loadHarvestNodes on first read, but confirm we get at least one).
roomIdx := currentRoomIndexFor(exp)
nodeID := currentNodeIDFor(exp)
nodes := loadHarvestNodes(exp, nodeID)
t.Logf("room %d has %d harvest nodes", roomIdx, len(nodes))
if len(nodes) == 0 {
t.Error("expected at least one harvest node seeded")
}
// Try each harvest action a couple of times and watch for crashes.
// Outcomes are RNG-driven; we mainly want no panics + coherent state.
rng := rand.New(rand.NewPCG(7, 13))
_ = rng
for _, action := range []HarvestAction{HarvestForage, HarvestMine} {
for i := 0; i < 3; i++ {
if err := p.handleHarvestCmd(MessageContext{Sender: uid}, action); err != nil {
t.Fatalf("handleHarvestCmd(%s) attempt %d: %v", action, i, err)
}
fresh, _ := getExpedition(exp.ID)
if fresh == nil {
t.Logf("expedition ended during harvest %s #%d", action, i)
break
}
t.Logf("after %s #%d: supplies=%v threat=%d", action, i, fresh.Supplies.Current, fresh.ThreatLevel)
}
}
// !resources output path (no-op SendDM but should not error).
if err := p.handleResourcesCmd(MessageContext{Sender: uid}); err != nil {
t.Fatalf("handleResourcesCmd: %v", err)
}
}