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L5/L7 abilities for the three Ranger subclasses, plus Gloom Stalker Stealth advantage from Umbral Sight. Beast Master pet floors use a max-style merge so the legacy adventure-pet path can still upgrade. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
206 lines
7.6 KiB
Go
206 lines
7.6 KiB
Go
package plugin
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import "testing"
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// Phase 10 SUB2d — Ranger subclasses (Hunter / Beast Master / Gloom Stalker).
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// ── Hunter ──────────────────────────────────────────────────────────────
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func TestApplySubclassPassives_HunterL5DamageBonus(t *testing.T) {
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c := &DnDCharacter{Class: ClassRanger, Subclass: SubclassHunter, Level: 5}
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stats := &CombatStats{AC: 14}
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mods := &CombatModifiers{DamageReduct: 1.0}
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applySubclassPassives(stats, mods, c)
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if mods.DamageBonus < 0.099 || mods.DamageBonus > 0.101 {
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t.Errorf("Hunter L5 DamageBonus = %v, want ~0.10", mods.DamageBonus)
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}
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if stats.AC != 14 {
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t.Errorf("Hunter L5 AC = %d, want 14 (no Defensive Tactics yet)", stats.AC)
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}
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}
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func TestApplySubclassPassives_HunterL7AC(t *testing.T) {
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c := &DnDCharacter{Class: ClassRanger, Subclass: SubclassHunter, Level: 7}
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stats := &CombatStats{AC: 14}
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mods := &CombatModifiers{DamageReduct: 1.0}
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applySubclassPassives(stats, mods, c)
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if stats.AC != 15 {
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t.Errorf("Hunter L7 AC = %d, want 15 (+1 Defensive Tactics)", stats.AC)
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}
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}
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func TestApplySubclassPassives_HunterPreL5(t *testing.T) {
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c := &DnDCharacter{Class: ClassRanger, Subclass: SubclassHunter, Level: 4}
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stats := &CombatStats{AC: 14}
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mods := &CombatModifiers{DamageReduct: 1.0}
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applySubclassPassives(stats, mods, c)
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if mods.DamageBonus != 0 || stats.AC != 14 {
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t.Errorf("pre-L5 Hunter leaked: dmg=%v ac=%d", mods.DamageBonus, stats.AC)
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}
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}
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// ── Beast Master ────────────────────────────────────────────────────────
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func TestApplySubclassPassives_BeastMasterL5SetsCompanion(t *testing.T) {
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c := &DnDCharacter{Class: ClassRanger, Subclass: SubclassBeastMaster, Level: 5}
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mods := &CombatModifiers{DamageReduct: 1.0}
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applySubclassPassives(&CombatStats{}, mods, c)
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if mods.PetAttackProc < 0.199 || mods.PetAttackProc > 0.201 {
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t.Errorf("BM L5 PetAttackProc = %v, want ~0.20", mods.PetAttackProc)
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}
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// L5 → 2 + 5/2 = 4.
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if mods.PetAttackDmg != 4 {
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t.Errorf("BM L5 PetAttackDmg = %d, want 4", mods.PetAttackDmg)
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}
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}
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func TestApplySubclassPassives_BeastMasterL7BestialFury(t *testing.T) {
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c := &DnDCharacter{Class: ClassRanger, Subclass: SubclassBeastMaster, Level: 7}
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mods := &CombatModifiers{DamageReduct: 1.0}
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applySubclassPassives(&CombatStats{}, mods, c)
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if mods.PetAttackProc < 0.349 || mods.PetAttackProc > 0.351 {
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t.Errorf("BM L7 PetAttackProc = %v, want ~0.35", mods.PetAttackProc)
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}
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// L7 → 2 + 7/2 + 3 = 2 + 3 + 3 = 8.
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if mods.PetAttackDmg != 8 {
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t.Errorf("BM L7 PetAttackDmg = %d, want 8", mods.PetAttackDmg)
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}
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}
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// If the player already has a stronger pet (e.g. via the legacy adventure
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// pet path in combat_stats.go), the subclass floor must not downgrade it.
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func TestApplySubclassPassives_BeastMasterDoesntDowngradeStrongerPet(t *testing.T) {
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c := &DnDCharacter{Class: ClassRanger, Subclass: SubclassBeastMaster, Level: 5}
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mods := &CombatModifiers{
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DamageReduct: 1.0,
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PetAttackProc: 0.50,
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PetAttackDmg: 10,
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}
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applySubclassPassives(&CombatStats{}, mods, c)
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if mods.PetAttackProc != 0.50 {
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t.Errorf("PetAttackProc = %v, want 0.50 preserved", mods.PetAttackProc)
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}
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if mods.PetAttackDmg != 10 {
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t.Errorf("PetAttackDmg = %d, want 10 preserved", mods.PetAttackDmg)
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}
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}
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func TestApplySubclassPassives_BeastMasterPreL5(t *testing.T) {
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c := &DnDCharacter{Class: ClassRanger, Subclass: SubclassBeastMaster, Level: 4}
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mods := &CombatModifiers{DamageReduct: 1.0}
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applySubclassPassives(&CombatStats{}, mods, c)
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if mods.PetAttackProc != 0 || mods.PetAttackDmg != 0 {
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t.Errorf("pre-L5 BM leaked pet flags: proc=%v dmg=%d", mods.PetAttackProc, mods.PetAttackDmg)
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}
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}
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// ── Gloom Stalker ───────────────────────────────────────────────────────
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func TestApplySubclassPassives_GloomStalkerL5DreadAmbusher(t *testing.T) {
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c := &DnDCharacter{
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Class: ClassRanger, Subclass: SubclassGloomStalker, Level: 5,
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WIS: 16, // mod +3
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}
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stats := &CombatStats{Speed: 10}
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mods := &CombatModifiers{DamageReduct: 1.0}
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applySubclassPassives(stats, mods, c)
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if stats.Speed != 13 {
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t.Errorf("GS L5 Speed = %d, want 13 (10 + WIS +3)", stats.Speed)
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}
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if mods.AssassinateBonusDmg != 8 {
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t.Errorf("GS L5 AssassinateBonusDmg = %d, want 8 (5 + WIS +3)", mods.AssassinateBonusDmg)
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}
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if mods.AssassinateAdvantage {
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t.Error("GS L5 should not yet have AssassinateAdvantage (Stalker's Flurry gates at L7)")
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}
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}
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func TestApplySubclassPassives_GloomStalkerL7AddsAdvantage(t *testing.T) {
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c := &DnDCharacter{
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Class: ClassRanger, Subclass: SubclassGloomStalker, Level: 7,
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WIS: 14, // mod +2
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}
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stats := &CombatStats{Speed: 10}
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mods := &CombatModifiers{DamageReduct: 1.0}
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applySubclassPassives(stats, mods, c)
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if !mods.AssassinateAdvantage {
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t.Error("GS L7 should set AssassinateAdvantage")
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}
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if mods.AssassinateBonusDmg != 7 {
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t.Errorf("GS L7 AssassinateBonusDmg = %d, want 7 (5 + WIS +2)", mods.AssassinateBonusDmg)
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}
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}
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func TestApplySubclassPassives_GloomStalkerPreL5(t *testing.T) {
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c := &DnDCharacter{
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Class: ClassRanger, Subclass: SubclassGloomStalker, Level: 4, WIS: 16,
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}
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stats := &CombatStats{Speed: 10}
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mods := &CombatModifiers{DamageReduct: 1.0}
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applySubclassPassives(stats, mods, c)
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if stats.Speed != 10 || mods.AssassinateBonusDmg != 0 || mods.AssassinateAdvantage {
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t.Errorf("pre-L5 GS leaked: speed=%d bonus=%d adv=%v",
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stats.Speed, mods.AssassinateBonusDmg, mods.AssassinateAdvantage)
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}
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}
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// ── Skill: Umbral Sight stealth advantage ───────────────────────────────
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func TestSubclassSkillAdvantage_GloomStalkerStealth(t *testing.T) {
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c := &DnDCharacter{Class: ClassRanger, Subclass: SubclassGloomStalker, Level: 5}
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stealth, _ := skillInfo(SkillStealth)
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soh, _ := skillInfo(SkillSleightOfHand)
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if !subclassSkillAdvantage(c, stealth) {
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t.Error("L5 Gloom Stalker should roll Stealth with advantage (Umbral Sight)")
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}
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if subclassSkillAdvantage(c, soh) {
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t.Error("Umbral Sight should not grant advantage on non-Stealth skills")
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}
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}
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func TestSubclassSkillAdvantage_GloomStalkerPreL5No(t *testing.T) {
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c := &DnDCharacter{Class: ClassRanger, Subclass: SubclassGloomStalker, Level: 4}
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stealth, _ := skillInfo(SkillStealth)
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if subclassSkillAdvantage(c, stealth) {
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t.Error("pre-L5 Gloom Stalker should not yet have stealth advantage")
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}
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}
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// ── End-to-end: Hunter colossus-slayer damage lift ──────────────────────
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func TestSimulateCombat_HunterDamageBonusImprovesWinRate(t *testing.T) {
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const trials = 1500
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build := func(bonus float64) Combatant {
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return Combatant{
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Name: "Ranger", IsPlayer: true,
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Stats: CombatStats{
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MaxHP: 100, Attack: 15, Defense: 8, Speed: 10, AttackBonus: 5, AC: 16,
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CritRate: 0.05, DodgeRate: 0.05, BlockRate: 0.05,
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},
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Mods: CombatModifiers{DamageReduct: 1.0, DamageBonus: bonus},
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}
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}
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enemy := func() Combatant {
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return Combatant{
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Name: "Brute",
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Stats: CombatStats{
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MaxHP: 110, Attack: 14, Defense: 10, Speed: 8, AC: 14, AttackBonus: 3,
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CritRate: 0.05, DodgeRate: 0.05, BlockRate: 0.05,
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},
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Mods: CombatModifiers{DamageReduct: 1.0},
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}
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}
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plain, hunter := 0, 0
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for i := 0; i < trials; i++ {
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if SimulateCombat(build(0), enemy(), defaultCombatPhases).PlayerWon {
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plain++
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}
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if SimulateCombat(build(0.10), enemy(), defaultCombatPhases).PlayerWon {
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hunter++
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}
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}
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if hunter <= plain {
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t.Errorf("Hunter +10%% damage didn't help: plain=%d hunter=%d", plain, hunter)
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}
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}
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