Files
gogobee/internal/plugin/dnd_audit_fixes_test.go
prosolis 9e1a1f606c Adv 2.0 D&D layer: Phases 1-8 + Phase 9 SP1+SP2
Combines all uncommitted D&D work into one checkpoint:

Phases 1-8 (per gogobee_dnd_session_summary.md):
- Race/class/stats system, !setup flow, !sheet, !respec
- d20-vs-AC combat with race/class passives, auto-migration
- XP/level-up, skill checks, NPC refund hooks
- Equipment slot mapping, rarity, !rest short/long
- Pre-arm active abilities, resource pools
- Bestiary, !roll/!stats/!level, onboarding DM
- Audit fixes A-I, flavor wiring under internal/flavor/
- Phase 8 weapon dice + armor AC tables (gogobee_equipment_appendix)

Phase 9 SP1 — spell system foundations:
- 79 SpellDefinitions (76 in-scope + 3 reaction-deferred)
- dnd_known_spells, dnd_spell_slots tables
- pending_cast / concentration_* columns on dnd_character
- Slot tables for Mage/Cleric/Ranger, DC + attack-bonus math
- Long-rest refreshes slots; respec wipes spell state
- Auto-grant default known list on !setup confirm and auto-migration

Phase 9 SP2 — !cast / !spells / !prepare commands:
- Out-of-combat HEAL and UTILITY resolve immediately
- Damage/control/buff queue as pending_cast for next combat
- Audit-style save-then-debit, slot refund on save failure
- !cast --drop, concentration supersession, prep-cap enforcement
- Reaction spells refused with Phase 11 note

SP3 (combat-time resolution of pending_cast) and SP4 (full prep/learn
tests) are next. Build clean, full test suite green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 14:25:21 -07:00

375 lines
12 KiB
Go

package plugin
import (
"io"
"os"
"path/filepath"
"testing"
"time"
"gogobee/internal/db"
"maunium.net/go/mautrix/id"
)
func setupAuditTestDB(t *testing.T) {
t.Helper()
src := "/home/reala-misaki/git/gogobee/data/gogobee.db"
if _, err := os.Stat(src); err != nil {
t.Skip("prod db not present")
}
dir := t.TempDir()
dst := filepath.Join(dir, "gogobee.db")
in, _ := os.Open(src)
defer in.Close()
out, _ := os.Create(dst)
defer out.Close()
io.Copy(out, in)
db.Close()
if err := db.Init(dir); err != nil {
t.Fatal(err)
}
t.Cleanup(db.Close)
}
// ── Fix D: Orc Rage threshold parity ────────────────────────────────────────
// TestOrcRage_ThresholdExact: with HP*2 < MaxHP, the threshold is exactly 50%
// regardless of MaxHP parity.
func TestOrcRage_ThresholdExact(t *testing.T) {
cases := []struct {
hp, maxHP int
shouldFire bool
}{
{50, 100, false}, // exactly 50% — does NOT fire (strict <)
{49, 100, true}, // just under
{8, 16, false}, // exactly 50% even MaxHP
{7, 16, true},
{8, 15, true}, // 8/15 = 53% — under former threshold of MaxHP/2=7. New: 8*2=16, 16<15 false. Hmm.
}
// Re-derive: HP*2 < MaxHP. So 8*2=16 < 15? No. Doesn't fire. That means at MaxHP=15, threshold trips at HP*2 < 15, i.e. HP < 7.5, i.e. HP ≤ 7.
// Old behavior used HP < MaxHP/2 = HP < 7 (integer div). So fired at HP < 7, i.e., HP ≤ 6. Different by one.
// Pick cases that distinguish.
cases = []struct {
hp, maxHP int
shouldFire bool
}{
{50, 100, false},
{49, 100, true},
{8, 16, false},
{7, 16, true},
{6, 15, true}, // 6*2=12 < 15 ✓
{7, 15, true}, // 7*2=14 < 15 ✓ (old code's MaxHP/2=7 would have NOT fired at HP=7)
{8, 15, false}, // 8*2=16, not < 15
}
for _, c := range cases {
// Direct unit-check via the predicate the engine uses.
fired := c.hp*2 < c.maxHP
if fired != c.shouldFire {
t.Errorf("hp=%d maxHP=%d: predicate=%v, want %v", c.hp, c.maxHP, fired, c.shouldFire)
}
}
}
// ── Fix E: respec wipes resource pool ───────────────────────────────────────
func TestRespec_WipesOldResources(t *testing.T) {
setupAuditTestDB(t)
uid := id.UserID("@respec_resources:example")
// Set up a Fighter with stamina pool.
if err := createAdvCharacter(uid, "respec_test"); err != nil {
t.Fatal(err)
}
c := &DnDCharacter{
UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: 3,
STR: 16, DEX: 13, CON: 14, INT: 8, WIS: 10, CHA: 12,
HPMax: 30, HPCurrent: 30, ArmorClass: 16,
}
if err := SaveDnDCharacter(c); err != nil {
t.Fatal(err)
}
if err := initResources(uid, ClassFighter); err != nil {
t.Fatal(err)
}
// Spend some stamina so the pool isn't at max.
spendResource(uid, "stamina", 1)
// Fund their account so respec can debit.
euro := &EuroPlugin{}
euro.ensureBalance(uid)
euro.Credit(uid, 10000, "test")
p := &AdventurePlugin{euro: euro}
if err := p.handleDnDRespecCmd(MessageContext{Sender: uid}); err != nil {
t.Fatal(err)
}
// Old stamina row should be gone.
cur, max, _ := getResource(uid, "stamina")
if cur != 0 || max != 0 {
t.Errorf("post-respec stamina: cur=%d max=%d, want 0/0 (row deleted)", cur, max)
}
// dnd_character should be in pending_setup state, no class/race.
got, _ := LoadDnDCharacter(uid)
if got == nil || !got.PendingSetup || got.Class != "" || got.Race != "" {
t.Errorf("post-respec sheet: %+v", got)
}
// Euros debited.
if euro.GetBalance(uid) > 5001 {
t.Errorf("euros not debited: balance %.0f, expected ~5000", euro.GetBalance(uid))
}
}
// ── Fix B: respec save-then-debit preserves euros on save failure ───────────
// We can't easily simulate a save failure mid-test without dependency
// injection. Instead, verify the *insufficient-balance* path: a player with
// no euros should get the error WITHOUT any state mutation.
func TestRespec_InsufficientFundsLeavesStateIntact(t *testing.T) {
setupAuditTestDB(t)
uid := id.UserID("@respec_broke:example")
if err := createAdvCharacter(uid, "broke"); err != nil {
t.Fatal(err)
}
c := &DnDCharacter{
UserID: uid, Race: RaceElf, Class: ClassMage, Level: 4,
STR: 8, DEX: 16, CON: 10, INT: 17, WIS: 13, CHA: 12,
HPMax: 22, HPCurrent: 22, ArmorClass: 13,
}
if err := SaveDnDCharacter(c); err != nil {
t.Fatal(err)
}
if err := initResources(uid, ClassMage); err != nil {
t.Fatal(err)
}
euro := &EuroPlugin{}
// Don't credit — balance stays 0.
p := &AdventurePlugin{euro: euro}
if err := p.handleDnDRespecCmd(MessageContext{Sender: uid}); err != nil {
t.Fatal(err)
}
// State must be intact.
got, _ := LoadDnDCharacter(uid)
if got.Class != ClassMage || got.Race != RaceElf || got.PendingSetup {
t.Errorf("insufficient-funds respec mutated state: %+v", got)
}
// Mage's spell_slot pool should still be there.
cur, max, _ := getResource(uid, "spell_slot")
if max != 1 {
t.Errorf("spell_slot pool wiped on insufficient-funds respec: cur=%d max=%d", cur, max)
}
}
// ── Fix C: arm save-then-spend; on spend failure, armed flag reverts ────────
// Hard to force spendResource to fail without DI; verify the happy path
// still works (resource decrements once, armed_ability set).
func TestArm_SaveThenSpend_HappyPath(t *testing.T) {
setupAuditTestDB(t)
uid := id.UserID("@arm_order:example")
if err := createAdvCharacter(uid, "arm_order"); err != nil {
t.Fatal(err)
}
c := &DnDCharacter{
UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: 3,
STR: 16, DEX: 13, CON: 14, INT: 8, WIS: 10, CHA: 12,
HPMax: 30, HPCurrent: 30, ArmorClass: 16,
}
if err := SaveDnDCharacter(c); err != nil {
t.Fatal(err)
}
if err := initResources(uid, ClassFighter); err != nil {
t.Fatal(err)
}
p := &AdventurePlugin{}
if err := p.handleDnDArmCmd(MessageContext{Sender: uid}, "second_wind"); err != nil {
t.Fatal(err)
}
got, _ := LoadDnDCharacter(uid)
if got.ArmedAbility != "second_wind" {
t.Errorf("ArmedAbility = %q, want second_wind", got.ArmedAbility)
}
cur, _, _ := getResource(uid, "stamina")
if cur != 2 {
t.Errorf("stamina = %d, want 2 (3 - 1)", cur)
}
}
// ── Fix F: onboarding sent exactly once across draft cancel/rebuild ────────
func TestOnboarding_PersistsAcrossRespec(t *testing.T) {
setupAuditTestDB(t)
uid := id.UserID("@onboard_persist:example")
c := &DnDCharacter{
UserID: uid, Race: RaceHuman, Class: ClassFighter, Level: 3,
STR: 16, DEX: 13, CON: 14, INT: 8, WIS: 10, CHA: 12,
HPMax: 30, HPCurrent: 30, ArmorClass: 16,
OnboardingSent: true, // already received DM
}
if err := SaveDnDCharacter(c); err != nil {
t.Fatal(err)
}
got, _ := LoadDnDCharacter(uid)
if !got.OnboardingSent {
t.Fatal("OnboardingSent didn't round-trip")
}
// maybeSendDnDOnboarding must NOT re-send.
p := &AdventurePlugin{}
advChar := &AdventureCharacter{UserID: uid, CombatLevel: 20}
p.maybeSendDnDOnboarding(uid, advChar, got)
// Flag must remain set; no error.
got2, _ := LoadDnDCharacter(uid)
if !got2.OnboardingSent {
t.Error("OnboardingSent flag flipped off")
}
}
// ── Fix G: Persuasion shop discount expires after 30 minutes ────────────────
func TestPersuasionDiscount_ExpiresAfterTTL(t *testing.T) {
p := &AdventurePlugin{}
uid := id.UserID("@disc_expire:example")
// Start a session with a discount applied, but with StartedAt in the past.
pastTime := time.Now().Add(-31 * time.Minute)
p.shopSessions.Store(string(uid), &advShopSession{
StartedAt: pastTime,
PersuasionDiscount: 0.10,
})
factor := p.shopSessionPriceFactor(uid)
if factor != 1.0 {
t.Errorf("expired session: factor = %v, want 1.0", factor)
}
// Announce should also return empty.
if got := p.shopSessionAnnounceDiscount(uid); got != "" {
t.Errorf("expired session announce = %q, want empty", got)
}
}
func TestPersuasionDiscount_ActiveWithinTTL(t *testing.T) {
p := &AdventurePlugin{}
uid := id.UserID("@disc_active:example")
p.shopSessions.Store(string(uid), &advShopSession{
StartedAt: time.Now(),
PersuasionDiscount: 0.10,
})
factor := p.shopSessionPriceFactor(uid)
if factor != 0.90 {
t.Errorf("active session: factor = %v, want 0.9", factor)
}
}
// ── Fix I: HP scaling clamp ─────────────────────────────────────────────────
// ── Onboarding gap: !setup-first path and wrapper for non-combat handlers ──
// TestEnsureCharForDnDCmd_FreshMigrate — the wrapper used by !check, !stats,
// !level, !rest, !arm should auto-migrate AND record OnboardingSent=true
// for legacy players.
func TestEnsureCharForDnDCmd_FreshMigrate(t *testing.T) {
setupAuditTestDB(t)
uid := id.UserID("@wrapper_legacy:example")
if err := createAdvCharacter(uid, "wrapper_legacy"); err != nil {
t.Fatal(err)
}
advChar, _ := loadAdvCharacter(uid)
advChar.CombatLevel = 25 // legacy player
if err := saveAdvCharacter(advChar); err != nil {
t.Fatal(err)
}
// Plugin without Matrix client — maybeSendDnDOnboarding short-circuits.
// We only verify that the wrapper produces a character; the DM-side
// short-circuit means OnboardingSent stays false until a real send fires.
p := &AdventurePlugin{}
c, err := p.ensureCharForDnDCmd(uid, advChar)
if err != nil || c == nil {
t.Fatalf("ensureCharForDnDCmd: %v / nil=%v", err, c == nil)
}
if c.PendingSetup {
t.Error("auto-migrated char should not be pending_setup")
}
if !c.AutoMigrated {
t.Error("auto-migrated flag not set")
}
}
// TestSetupStatus_LegacyWelcomeStubsRow — when a legacy player runs `!setup`
// for the first time, we save a stub draft with OnboardingSent persisted so
// future paths don't re-fire the welcome.
//
// SendDM no-ops in tests (nil Client), so OnboardingSent stays 0 on the
// stub. The behavior we verify: a stub row gets saved on first !setup, and
// it's flagged PendingSetup=1 so loadOrInitDraft will continue the flow.
func TestSetupStatus_StubRowSaved(t *testing.T) {
setupAuditTestDB(t)
uid := id.UserID("@setup_first:example")
if err := createAdvCharacter(uid, "setup_first"); err != nil {
t.Fatal(err)
}
advChar, _ := loadAdvCharacter(uid)
advChar.CombatLevel = 30
saveAdvCharacter(advChar)
p := &AdventurePlugin{}
if err := p.dndSetupStatus(MessageContext{Sender: uid}); err != nil {
t.Fatal(err)
}
// Stub row should now exist.
got, err := LoadDnDCharacter(uid)
if err != nil || got == nil {
t.Fatalf("expected stub row after !setup; got err=%v", err)
}
if !got.PendingSetup {
t.Error("stub row should be pending_setup=1")
}
if got.Race != "" || got.Class != "" {
t.Errorf("stub row should have empty race/class; got race=%q class=%q",
got.Race, got.Class)
}
// Level on the stub must be the computed mapping (not the default 1)
// so the onboarding DM reports the correct projected level.
wantLevel := dndLevelFromCombatLevel(30) // 30/5 = 6
if got.Level != wantLevel {
t.Errorf("stub level = %d, want %d (combat_level=30 → /5)", got.Level, wantLevel)
}
}
// TestSetupStatus_BrandNewPlayerNoStub — combat_level < 2 means brand-new
// player. The !setup flow must NOT save a stub or fire onboarding.
func TestSetupStatus_BrandNewPlayerNoStub(t *testing.T) {
setupAuditTestDB(t)
uid := id.UserID("@setup_new:example")
if err := createAdvCharacter(uid, "setup_new"); err != nil {
t.Fatal(err)
}
// CombatLevel stays at default (1).
p := &AdventurePlugin{}
if err := p.dndSetupStatus(MessageContext{Sender: uid}); err != nil {
t.Fatal(err)
}
// No row should exist — brand-new player flow doesn't pre-create.
got, _ := LoadDnDCharacter(uid)
if got != nil {
t.Errorf("brand-new player got a stub row: %+v", got)
}
}
func TestApplyDnDHPScaling_NeverExceedsOriginalMax(t *testing.T) {
stats := CombatStats{MaxHP: 100}
c := &DnDCharacter{HPMax: 50, HPCurrent: 100} // pathological: 200% — shouldn't happen but be safe
applyDnDHPScaling(&stats, c)
if stats.MaxHP > 100 {
t.Errorf("clamp failed: MaxHP scaled to %d, original was 100", stats.MaxHP)
}
}