Files
gogobee/internal/plugin/combat_stats_test.go
prosolis c5217e9ecf Combat: fix wounded-carry HP display + auto-crit narration
Two bugs reported back-to-back from a Rogue's run:

1. HP display reset between battles. End of fight 1: 101/123 → start of
   fight 2: 100/100. applyDnDHPScaling was overwriting Stats.MaxHP with
   the scaled wound value, so the display denominator dropped along with
   the numerator. Wounded carry-over became invisible.

   Fix: introduce CombatStats.StartHP. Combat engine reads it as the
   entry-HP when set; MaxHP stays put. Display now reads "100/123" as
   intended.

2. Auto-crit fired on a roll of 11 with no narrative tell. Rogue passive
   AutoCritFirst was triggering correctly, but the renderer used the
   generic crit pool, so the player saw "🎲 11 vs AC 10 → CRIT" with no
   indication their *class* caused it.

   Fix: tag the crit event with Desc="auto_crit" when the passive (not
   the dice) caused it; new narrativePlayerAutoCrit pool calls out the
   training/instinct/exploit theme.

Test bound for T5 dungeon death rate loosened from 0.02 to 0.01 — the
new Sudden Death phase from the previous commit shifted geared-T5
fights slightly toward player wins.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 22:17:14 -07:00

334 lines
10 KiB
Go

package plugin
import (
"testing"
)
func testEquip(tier int) map[EquipmentSlot]*AdvEquipment {
equip := make(map[EquipmentSlot]*AdvEquipment)
for _, slot := range allSlots {
equip[slot] = &AdvEquipment{
Slot: slot,
Tier: tier,
Condition: 100,
}
}
return equip
}
func testChar(combatLevel int) *AdventureCharacter {
return &AdventureCharacter{
CombatLevel: combatLevel,
Alive: true,
}
}
func zeroBonuses() *AdvBonusSummary {
return &AdvBonusSummary{}
}
func TestDerivePlayerStats_BaseStats(t *testing.T) {
char := testChar(10)
equip := testEquip(0)
stats, _ := DerivePlayerStats(char, equip, zeroBonuses(), 0, 0, false)
if stats.MaxHP < 70 {
t.Errorf("level 10 base MaxHP = %d, want >= 70", stats.MaxHP)
}
if stats.Attack < 15 {
t.Errorf("level 10 base Attack = %d, want >= 15", stats.Attack)
}
}
func TestDerivePlayerStats_EquipmentScales(t *testing.T) {
char := testChar(10)
statsT1, _ := DerivePlayerStats(char, testEquip(1), zeroBonuses(), 0, 0, false)
statsT3, _ := DerivePlayerStats(char, testEquip(3), zeroBonuses(), 0, 0, false)
statsT5, _ := DerivePlayerStats(char, testEquip(5), zeroBonuses(), 0, 0, false)
if statsT3.Attack <= statsT1.Attack {
t.Errorf("T3 Attack (%d) should exceed T1 (%d)", statsT3.Attack, statsT1.Attack)
}
if statsT5.Attack <= statsT3.Attack {
t.Errorf("T5 Attack (%d) should exceed T3 (%d)", statsT5.Attack, statsT3.Attack)
}
if statsT5.Defense <= statsT1.Defense {
t.Errorf("T5 Defense (%d) should exceed T1 (%d)", statsT5.Defense, statsT1.Defense)
}
if statsT5.Speed <= statsT1.Speed {
t.Errorf("T5 Speed (%d) should exceed T1 (%d)", statsT5.Speed, statsT1.Speed)
}
}
func TestDerivePlayerStats_ConditionDegrades(t *testing.T) {
char := testChar(10)
fullEquip := testEquip(3)
damagedEquip := testEquip(3)
for _, eq := range damagedEquip {
eq.Condition = 20
}
statsFull, _ := DerivePlayerStats(char, fullEquip, zeroBonuses(), 0, 0, false)
statsDmg, _ := DerivePlayerStats(char, damagedEquip, zeroBonuses(), 0, 0, false)
if statsDmg.Attack >= statsFull.Attack {
t.Errorf("damaged Attack (%d) should be less than full (%d)", statsDmg.Attack, statsFull.Attack)
}
if statsDmg.Defense >= statsFull.Defense {
t.Errorf("damaged Defense (%d) should be less than full (%d)", statsDmg.Defense, statsFull.Defense)
}
}
func TestDerivePlayerStats_ChampionsSet(t *testing.T) {
char := testChar(20)
equip := testEquip(3)
for _, eq := range equip {
eq.ArenaTier = 3
eq.ArenaSet = "champions"
}
stats, _ := DerivePlayerStats(char, equip, zeroBonuses(), 0, 0, false)
// Compare against same tier without set
equip2 := testEquip(3)
for _, eq := range equip2 {
eq.ArenaTier = 3
}
statsNoSet, _ := DerivePlayerStats(char, equip2, zeroBonuses(), 0, 0, false)
if stats.MaxHP <= statsNoSet.MaxHP {
t.Errorf("champions MaxHP (%d) should exceed no-set (%d)", stats.MaxHP, statsNoSet.MaxHP)
}
if stats.Attack <= statsNoSet.Attack {
t.Errorf("champions Attack (%d) should exceed no-set (%d)", stats.Attack, statsNoSet.Attack)
}
}
func TestDerivePlayerStats_StreakBonuses(t *testing.T) {
char := testChar(15)
equip := testEquip(2)
stats0, _ := DerivePlayerStats(char, equip, zeroBonuses(), 0, 0, false)
stats7, _ := DerivePlayerStats(char, equip, zeroBonuses(), 0, 7, false)
stats30, _ := DerivePlayerStats(char, equip, zeroBonuses(), 0, 30, false)
if stats7.Attack <= stats0.Attack {
t.Errorf("7-day streak Attack (%d) should exceed 0-streak (%d)", stats7.Attack, stats0.Attack)
}
if stats30.Attack <= stats7.Attack {
t.Errorf("30-day streak Attack (%d) should exceed 7-streak (%d)", stats30.Attack, stats7.Attack)
}
}
func TestDerivePlayerStats_GrudgeBonus(t *testing.T) {
char := testChar(15)
equip := testEquip(2)
statsNo, _ := DerivePlayerStats(char, equip, zeroBonuses(), 0, 0, false)
statsYes, _ := DerivePlayerStats(char, equip, zeroBonuses(), 0, 0, true)
if statsYes.Attack <= statsNo.Attack {
t.Errorf("grudge Attack (%d) should exceed no-grudge (%d)", statsYes.Attack, statsNo.Attack)
}
}
func TestDerivePlayerStats_HousingHP(t *testing.T) {
char := testChar(10)
char.HouseTier = 4 // +20% HP
equip := testEquip(2)
stats, _ := DerivePlayerStats(char, equip, zeroBonuses(), 0, 0, false)
charNoHouse := testChar(10)
statsNoHouse, _ := DerivePlayerStats(charNoHouse, equip, zeroBonuses(), 0, 0, false)
if stats.MaxHP <= statsNoHouse.MaxHP {
t.Errorf("T4 housing MaxHP (%d) should exceed no-house (%d)", stats.MaxHP, statsNoHouse.MaxHP)
}
}
func TestDerivePlayerStats_PetModifiers(t *testing.T) {
char := testChar(10)
char.PetType = "cat"
char.PetArrived = true
char.PetLevel = 5
_, mods := DerivePlayerStats(char, testEquip(2), zeroBonuses(), 0, 0, false)
if mods.PetAttackProc == 0 {
t.Error("pet attack proc should be non-zero")
}
if mods.PetDeflectProc == 0 {
t.Error("pet deflect proc should be non-zero")
}
if mods.PetWhiffProc == 0 {
t.Error("pet whiff proc should be non-zero")
}
if mods.PetAttackDmg == 0 {
t.Error("pet attack damage should be non-zero")
}
}
func TestDerivePlayerStats_ChatPerks(t *testing.T) {
char := testChar(10)
equip := testEquip(2)
stats0, _ := DerivePlayerStats(char, equip, zeroBonuses(), 0, 0, false)
stats50, _ := DerivePlayerStats(char, equip, zeroBonuses(), 50, 0, false)
if stats50.CritRate <= stats0.CritRate {
t.Errorf("L50 chat CritRate (%.3f) should exceed L0 (%.3f)", stats50.CritRate, stats0.CritRate)
}
}
func TestDerivePlayerStats_RateCaps(t *testing.T) {
char := testChar(50)
equip := testEquip(5)
for _, eq := range equip {
eq.ArenaTier = 5
eq.ArenaSet = "bloodied"
}
bonuses := &AdvBonusSummary{ExceptionalBonus: 50}
stats, _ := DerivePlayerStats(char, equip, bonuses, 50, 0, false)
if stats.CritRate > 0.50 {
t.Errorf("CritRate %f exceeds 50%% cap", stats.CritRate)
}
if stats.DodgeRate > 0.40 {
t.Errorf("DodgeRate %f exceeds 40%% cap", stats.DodgeRate)
}
if stats.BlockRate > 0.40 {
t.Errorf("BlockRate %f exceeds 40%% cap", stats.BlockRate)
}
}
// ── Monster Stat Tests ───────────────────────────────────────────────────────
func TestDeriveArenaMonsterStats_Scales(t *testing.T) {
weak := &ArenaMonster{Name: "Rat", BaseLethality: 0.10, ThreatLevel: 3}
strong := &ArenaMonster{Name: "Dragon", BaseLethality: 0.85, ThreatLevel: 70}
sW, _ := DeriveArenaMonsterStats(weak)
sS, _ := DeriveArenaMonsterStats(strong)
if sS.MaxHP <= sW.MaxHP {
t.Error("strong monster should have more HP")
}
if sS.Attack <= sW.Attack {
t.Error("strong monster should have more Attack")
}
}
func TestDeriveDungeonMonsterStats_TierScaling(t *testing.T) {
t1 := &AdvLocation{Tier: 1, BaseDeathPct: 8}
t5 := &AdvLocation{Tier: 5, BaseDeathPct: 60}
s1, _ := DeriveDungeonMonsterStats(t1)
s5, _ := DeriveDungeonMonsterStats(t5)
if s5.MaxHP <= s1.MaxHP {
t.Error("T5 dungeon monster should have more HP than T1")
}
if s5.Attack <= s1.Attack {
t.Error("T5 dungeon monster should have more Attack than T1")
}
}
// ── Balance Regression: 10k Sims ─────────────────────────────────────────────
func TestBalanceRegression_DungeonDeathRates(t *testing.T) {
// Players at the right level with tier-appropriate gear should be dominant.
// Death comes from bad luck (crits, environmental hazards) — not raw stat disadvantage.
// Underleveled/underequipped players face higher death rates (tested separately).
// These are "well-equipped at tier" baselines.
type tc struct {
level int
equipT int
dungeon AdvLocation
maxDeath float64
minDeath float64
}
cases := []tc{
{5, 1, advDungeons[0], 0.05, 0.0}, // T1: trivial with proper gear
{12, 2, advDungeons[1], 0.10, 0.0}, // T2: very easy at level
{25, 3, advDungeons[2], 0.15, 0.0}, // T3: low risk at level with T3 gear
{38, 4, advDungeons[3], 0.25, 0.0}, // T4: some risk even geared
{48, 5, advDungeons[4], 0.35, 0.01}, // T5: real danger — monster stats catch up. Lower bound is loose because the Sudden Death phase added round headroom that lets geared players close fights more often.
}
for _, c := range cases {
char := testChar(c.level)
equip := testEquip(c.equipT)
bonuses := zeroBonuses()
stats, mods := DerivePlayerStats(char, equip, bonuses, 0, 0, false)
eStats, eMods := DeriveDungeonMonsterStats(&c.dungeon)
player := Combatant{Name: "Hero", Stats: stats, Mods: mods, IsPlayer: true}
enemy := Combatant{Name: c.dungeon.Name, Stats: eStats, Mods: eMods}
deaths := 0
const N = 10000
for i := 0; i < N; i++ {
r := SimulateCombat(player, enemy, dungeonCombatPhases)
if !r.PlayerWon {
deaths++
}
}
rate := float64(deaths) / float64(N)
t.Logf("%s (L%d T%d): P[HP=%d Atk=%d Def=%d Spd=%d] E[HP=%d Atk=%d Def=%d Spd=%d] → death=%.2f",
c.dungeon.Name, c.level, c.equipT,
stats.MaxHP, stats.Attack, stats.Defense, stats.Speed,
eStats.MaxHP, eStats.Attack, eStats.Defense, eStats.Speed,
rate)
if rate < c.minDeath || rate > c.maxDeath {
t.Errorf(" FAIL: death rate %.2f outside [%.2f, %.2f]",
rate, c.minDeath, c.maxDeath)
}
}
}
func TestBalanceRegression_UnderleveledPlayers(t *testing.T) {
// Underleveled / undergeared players should face real danger.
type tc struct {
name string
level int
equipT int
dungeon AdvLocation
minDeath float64
}
cases := []tc{
{"L1 in T2 dungeon", 1, 0, advDungeons[1], 0.40},
{"L8 in T3 dungeon", 8, 1, advDungeons[2], 0.30},
{"L20 in T4 dungeon, T2 gear", 20, 2, advDungeons[3], 0.25},
{"L30 in T5 dungeon, T3 gear", 30, 3, advDungeons[4], 0.30},
}
for _, c := range cases {
char := testChar(c.level)
equip := testEquip(c.equipT)
bonuses := zeroBonuses()
stats, mods := DerivePlayerStats(char, equip, bonuses, 0, 0, false)
eStats, eMods := DeriveDungeonMonsterStats(&c.dungeon)
player := Combatant{Name: "Hero", Stats: stats, Mods: mods, IsPlayer: true}
enemy := Combatant{Name: c.dungeon.Name, Stats: eStats, Mods: eMods}
deaths := 0
const N = 5000
for i := 0; i < N; i++ {
r := SimulateCombat(player, enemy, dungeonCombatPhases)
if !r.PlayerWon {
deaths++
}
}
rate := float64(deaths) / float64(N)
t.Logf("%s: P[HP=%d Atk=%d Def=%d] E[HP=%d Atk=%d Def=%d] → death=%.2f (want ≥%.2f)",
c.name, stats.MaxHP, stats.Attack, stats.Defense,
eStats.MaxHP, eStats.Attack, eStats.Defense, rate, c.minDeath)
if rate < c.minDeath {
t.Errorf(" FAIL: death rate %.2f below minimum %.2f", rate, c.minDeath)
}
}
}