mirror of
https://github.com/prosolis/gogobee.git
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Five post-game dungeons above the T5 ceiling, gated on both T5 bosses beaten + level 18. Opt-in endgame: deadly solo, clearable by a party with Pete + pets. - P1 gating: postgameUnlocked (T5 clears + level floor), zonesForLevel excludes T6 unconditionally; wired into startZoneRun, !zone/!expedition, party accept, boredom picker, and the list dividers. - P2 bestiary: 15 elites + 5 signature bosses (Layer-1 stat blocks). - P3 zone defs + 4-region registries; ZoneLootEntry.BossOnly. - P4 five zone graphs on a shared builder (44–52 rooms, no soft-lock; Ossuary secret Verse nodes). - P5 loot: BossOnly enforced; signature items are real registry magic items; five Thom pity recipes off the per-zone crafting anchors. - P6 narration/flavor (5 files), T6 achievements, Pete stays zone-parametric. - P7 (in progress): sim can now reach gated T6 (SimRunner.SeedPostgameUnlock + IsPostgameZone). First calibration pass on millenia — hardened ossuary + drowned_star, softened first_hoard + unplace; last_meridian in band. Fix: party members were refused from every T6 zone because expeditionCmdAccept ran the level gate (which excludes T6) before the postgame check — the intended party endgame was unreachable. Route T6 through postgameUnlocked. Regression tests added.
260 lines
9.3 KiB
Go
260 lines
9.3 KiB
Go
package plugin
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import (
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"strings"
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"testing"
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"maunium.net/go/mautrix/id"
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)
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// newPartySimRunner wires a runner the way cmd/expedition-sim does, minus the
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// temp DB (the caller has already called setupZoneRunTestDB).
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func newPartySimRunner() *SimRunner {
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euro := &EuroPlugin{}
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return &SimRunner{P: &AdventurePlugin{euro: euro}, Euro: euro}
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}
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// seatPartyFixture builds a leader and n followers at the given level, banks
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// them, and starts the leader's expedition. Returns the roster.
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func seatPartyFixture(t *testing.T, s *SimRunner, tag string, followers int, bank float64) (id.UserID, []id.UserID) {
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t.Helper()
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leader := id.UserID("@" + tag + ":example")
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if _, err := s.BuildCharacter(leader, ClassFighter, 3); err != nil {
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t.Fatalf("build leader: %v", err)
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}
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s.Euro.Credit(leader, 1000, "test")
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var members []id.UserID
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for i := 0; i < followers; i++ {
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m := id.UserID("@" + tag + "-m" + string(rune('1'+i)) + ":example")
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if _, err := s.BuildCharacter(m, ClassFighter, 3); err != nil {
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t.Fatalf("build follower %d: %v", i, err)
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}
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s.Euro.Credit(m, bank, "test")
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members = append(members, m)
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}
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ctx := MessageContext{Sender: leader}
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if err := s.P.handleDnDExpeditionCmd(ctx, "start "+string(ZoneGoblinWarrens)+" heavy"); err != nil {
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t.Fatalf("start: %v", err)
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}
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return leader, members
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}
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// N3/P7: seatParty drives the real `!expedition invite` / `!expedition accept`
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// pair, so a seated follower's packs land in the shared pool. Pooling raises
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// Current *and* Max — supplyDepletion reads the ratio, so lifting only Current
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// would read as the party starving the moment it set off (P6a).
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func TestSeatParty_PoolsSuppliesAndSeatsEveryone(t *testing.T) {
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setupZoneRunTestDB(t)
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s := newPartySimRunner()
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leader, members := seatPartyFixture(t, s, "sim-seat-ok", 2, 1000)
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defer cleanupExpeditions(leader)
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solo, err := getActiveExpedition(leader)
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if err != nil || solo == nil {
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t.Fatalf("expedition did not start: %v", err)
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}
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soloSU, soloMax := solo.Supplies.Current, solo.Supplies.Max
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if err := s.seatParty(leader, members); err != nil {
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t.Fatalf("seatParty: %v", err)
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}
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exp, _ := getActiveExpedition(leader)
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if exp == nil {
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t.Fatal("expedition vanished while seating")
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}
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size, err := partySize(exp.ID)
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if err != nil {
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t.Fatalf("partySize: %v", err)
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}
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if size != 3 {
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t.Fatalf("roster = %d, want 3 (leader + 2)", size)
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}
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// Three identical "heavy" purchases: the pool is their sum.
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if want := soloSU * 3; exp.Supplies.Current != want {
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t.Errorf("pooled Current = %v, want %v", exp.Supplies.Current, want)
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}
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if want := soloMax * 3; exp.Supplies.Max != want {
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t.Errorf("pooled Max = %v, want %v", exp.Supplies.Max, want)
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}
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}
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// A follower who cannot pay is refused by expeditionCmdAccept — which answers
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// with a DM and a nil error. seatParty must not read that as a seat: a party
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// run that quietly walked as a solo would report a T5 clear rate for a roster
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// that never existed.
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func TestSeatParty_RefusedFollowerHaltsTheRun(t *testing.T) {
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setupZoneRunTestDB(t)
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s := newPartySimRunner()
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leader, members := seatPartyFixture(t, s, "sim-seat-broke", 1, 0)
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defer cleanupExpeditions(leader)
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err := s.seatParty(leader, members)
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if err == nil {
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t.Fatal("seatParty accepted a follower who could not afford a loadout")
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}
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if !strings.Contains(err.Error(), "roster seated 1 of 2") {
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t.Errorf("error = %q, want the roster-count refusal", err)
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}
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}
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// Regression: a party could never seat a follower into a Tier 6 post-game
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// zone. expeditionCmdAccept ran the plain zoneOpenToLevel level gate first, and
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// T6 zones are excluded from zonesForLevel by design, so every unlocked member
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// was refused ("beyond you for now") before the post-game check could admit
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// them. The intended party-only endgame was unreachable. The fix routes T6
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// zones through postgameUnlocked instead of the level gate.
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func TestSeatParty_PostgameZoneSeatsUnlockedMembers(t *testing.T) {
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setupZoneRunTestDB(t)
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s := newPartySimRunner()
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leader := id.UserID("@sim-pg-ok:example")
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member := id.UserID("@sim-pg-ok-m1:example")
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for _, u := range []id.UserID{leader, member} {
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if _, err := s.BuildCharacter(u, ClassFighter, postgameLevelFloor+2); err != nil {
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t.Fatalf("build %s: %v", u, err)
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}
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s.Euro.Credit(u, 50000, "test")
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if err := s.SeedPostgameUnlock(u); err != nil {
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t.Fatalf("seed unlock %s: %v", u, err)
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}
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}
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defer cleanupExpeditions(leader)
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ctx := MessageContext{Sender: leader}
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if err := s.P.handleDnDExpeditionCmd(ctx, "start "+string(ZoneOssuaryAscendant)+" heavy"); err != nil {
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t.Fatalf("start T6 expedition: %v", err)
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}
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if err := s.seatParty(leader, []id.UserID{member}); err != nil {
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t.Fatalf("seatParty refused an unlocked member into a T6 zone: %v", err)
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}
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exp, _ := getActiveExpedition(leader)
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if exp == nil {
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t.Fatal("expedition vanished while seating")
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}
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if size, err := partySize(exp.ID); err != nil || size != 2 {
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t.Fatalf("roster = %d (%v), want 2 (leader + 1 unlocked member)", size, err)
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}
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}
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// The post-game gate must still refuse a member who has NOT beaten both T5
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// bosses, even in a party: no smuggling an ungated seat into a T6 zone. The
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// leader is unlocked (so the expedition starts); the member is not.
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func TestSeatParty_PostgameZoneRefusesUngatedMember(t *testing.T) {
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setupZoneRunTestDB(t)
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s := newPartySimRunner()
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leader := id.UserID("@sim-pg-gate:example")
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member := id.UserID("@sim-pg-gate-m1:example")
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for _, u := range []id.UserID{leader, member} {
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if _, err := s.BuildCharacter(u, ClassFighter, postgameLevelFloor+2); err != nil {
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t.Fatalf("build %s: %v", u, err)
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}
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s.Euro.Credit(u, 50000, "test")
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}
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// Only the leader clears the T5 gate; the member stays ungated.
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if err := s.SeedPostgameUnlock(leader); err != nil {
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t.Fatalf("seed leader unlock: %v", err)
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}
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defer cleanupExpeditions(leader)
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ctx := MessageContext{Sender: leader}
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if err := s.P.handleDnDExpeditionCmd(ctx, "start "+string(ZoneOssuaryAscendant)+" heavy"); err != nil {
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t.Fatalf("start T6 expedition: %v", err)
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}
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if err := s.seatParty(leader, []id.UserID{member}); err == nil {
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t.Fatal("seatParty admitted an ungated member into a T6 zone")
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}
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}
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// A misspelled -class / -party-classes token used to build a character at the
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// unknown-class fallback — 1 HP — and the run reported a perfectly normal
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// outcome for it. Nothing downstream treats an unknown class as an error, so
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// BuildCharacter has to.
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func TestBuildCharacter_RejectsUnknownClass(t *testing.T) {
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setupZoneRunTestDB(t)
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s := newPartySimRunner()
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if _, err := s.BuildCharacter(id.UserID("@sim-badclass:example"), DnDClass("fightr"), 8); err == nil {
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t.Fatal("BuildCharacter accepted the class 'fightr'")
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}
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// The real thing still builds.
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if _, err := s.BuildCharacter(id.UserID("@sim-goodclass:example"), ClassFighter, 8); err != nil {
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t.Fatalf("BuildCharacter(fighter): %v", err)
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}
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}
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// simRunEndOutcome separates the three ways a run can be over. The middle case
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// is the one N3/P7 exists to surface: inline room and patrol combat is fought
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// by the leader alone, so a party reaches "run over" with a dead leader and a
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// roster that never drew a weapon. Calling that a TPK would hide it.
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func TestSimRunEndOutcome_DistinguishesLeaderDeathFromAWipe(t *testing.T) {
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setupZoneRunTestDB(t)
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s := newPartySimRunner()
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mk := func(tag string) id.UserID {
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uid := id.UserID("@" + tag + ":example")
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if _, err := s.BuildCharacter(uid, ClassFighter, 3); err != nil {
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t.Fatalf("build %s: %v", tag, err)
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}
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return uid
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}
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leader, m1 := mk("sim-end-leader"), mk("sim-end-m1")
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roster := []id.UserID{leader, m1}
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if got := simRunEndOutcome(roster); got != "fled" {
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t.Errorf("everyone alive: got %q, want %q", got, "fled")
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}
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markAdventureDead(leader, "zone", "Test")
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if got := simRunEndOutcome(roster); got != "leader_down" {
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t.Errorf("leader dead, member standing: got %q, want %q", got, "leader_down")
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}
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// A solo roster has no members to survive the leader, so leader-dead is a
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// wipe — the label the balance corpus has always seen.
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if got := simRunEndOutcome(roster[:1]); got != "tpk" {
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t.Errorf("solo, dead: got %q, want %q", got, "tpk")
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}
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markAdventureDead(m1, "zone", "Test")
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if got := simRunEndOutcome(roster); got != "tpk" {
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t.Errorf("whole roster dead: got %q, want %q", got, "tpk")
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}
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}
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// The solo path must not touch the party layer at all: no invite, no roster
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// row, RosterSize 1 all the way into the turn engine. This is the property the
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// d8prereq_corpus baselines rest on.
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func TestRunPartyExpedition_SoloWritesNoRoster(t *testing.T) {
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setupZoneRunTestDB(t)
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s := newPartySimRunner()
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uid := id.UserID("@sim-solo-noroster:example")
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if _, err := s.BuildCharacter(uid, ClassFighter, 3); err != nil {
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t.Fatalf("build: %v", err)
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}
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s.Euro.Credit(uid, 1000, "test")
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defer cleanupExpeditions(uid)
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// One walk is enough to prove the seating step was skipped; we care about
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// the roster, not the outcome.
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res, err := s.RunPartyExpedition(uid, nil, ZoneGoblinWarrens, 1, 0)
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if err != nil {
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t.Fatalf("RunPartyExpedition: %v", err)
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}
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if res.PartySize != 1 {
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t.Errorf("PartySize = %d, want 1", res.PartySize)
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}
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if len(res.Members) != 0 {
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t.Errorf("Members = %v, want empty for a solo run", res.Members)
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}
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if id := mostRecentExpeditionID(uid); id != "" {
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size, err := partySize(id)
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if err != nil {
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t.Fatalf("partySize: %v", err)
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}
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if size != 0 {
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t.Errorf("solo run seated a roster of %d, want no rows at all", size)
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}
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}
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}
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