Files
gogobee/internal/plugin/dnd_equipment_test.go
prosolis c2fdc63b51 UX S4: magic-item polish — slot fixes, swap-back, shop & sheet truth-up
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.
2026-05-14 22:37:47 -07:00

91 lines
2.3 KiB
Go

package plugin
import "testing"
func TestMapLegacySlot(t *testing.T) {
cases := []struct {
legacy EquipmentSlot
want DnDSlot
}{
{SlotWeapon, DnDSlotMainHand},
{SlotArmor, DnDSlotChest},
{SlotHelmet, DnDSlotHead},
{SlotBoots, DnDSlotFeet},
{SlotTool, DnDSlotOffHand},
}
for _, c := range cases {
if got := mapLegacySlot(c.legacy); got != c.want {
t.Errorf("mapLegacySlot(%s) = %s, want %s", c.legacy, got, c.want)
}
}
}
func TestInferRarity(t *testing.T) {
cases := []struct {
tier int
masterwork bool
arenaTier int
want DnDRarity
}{
{1, false, 0, RarityCommon},
{2, false, 0, RarityCommon},
{3, false, 0, RarityUncommon},
{4, false, 0, RarityUncommon},
{5, false, 0, RarityRare},
{6, false, 0, RarityRare},
{7, false, 0, RarityEpic},
{9, false, 0, RarityLegendary},
// Masterwork bumps to Rare/Epic
{2, true, 0, RarityRare},
{6, true, 0, RarityEpic},
// Arena set
{3, false, 1, RarityUncommon},
{3, false, 3, RarityRare},
{3, false, 4, RarityEpic},
{3, false, 5, RarityLegendary},
}
for _, c := range cases {
got := inferRarity(c.tier, c.masterwork, c.arenaTier)
if got != c.want {
t.Errorf("inferRarity(t=%d mw=%v arena=%d) = %s, want %s",
c.tier, c.masterwork, c.arenaTier, got, c.want)
}
}
}
func TestRarityIcon(t *testing.T) {
for _, r := range []DnDRarity{RarityCommon, RarityUncommon, RarityRare, RarityEpic, RarityLegendary} {
if rarityIcon(r) == "" {
t.Errorf("rarityIcon(%s) returned empty string", r)
}
}
if rarityIcon("Bogus") != "" {
t.Error("rarityIcon for unknown rarity should be empty")
}
}
func TestEquipmentRarity_NilSafety(t *testing.T) {
if got := equipmentRarity(nil); got != RarityCommon {
t.Errorf("equipmentRarity(nil) = %s, want Common", got)
}
}
func TestDnDSlotOrderComplete(t *testing.T) {
// Every D&D slot is in the order list exactly once.
seen := map[DnDSlot]bool{}
for _, s := range dndSlotOrder {
if seen[s] {
t.Errorf("dndSlotOrder has duplicate %s", s)
}
seen[s] = true
}
expected := []DnDSlot{
DnDSlotHead, DnDSlotChest, DnDSlotCloak, DnDSlotLegs, DnDSlotHands, DnDSlotFeet,
DnDSlotMainHand, DnDSlotOffHand,
DnDSlotRing1, DnDSlotRing2, DnDSlotAmulet,
}
if len(seen) != len(expected) {
t.Errorf("dndSlotOrder size = %d, want %d", len(seen), len(expected))
}
}