Files
gogobee/internal/plugin/bestiary_srd_test.go
prosolis 0cd8fd3337 Combat: back the flavor-only monster abilities with real effects
Turn the four placeholder ability effects into working mechanics:
spell_resist halves player spell damage, reveal_action rolls the
player's next swing at disadvantage, fear_immune fizzles control
spells, and ally_buff grants an accumulating enemy attack bonus.
All four are armed by applyAbility, read by the shared resolution
primitives, and round-tripped through CombatStatuses for turn-based
suspend/resume. New branches are guarded by zero-valued state so the
auto-resolve characterization golden is untouched.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 08:59:51 -07:00

334 lines
12 KiB
Go

package plugin
import (
"math/rand/v2"
"testing"
)
func TestEnemyAttackProfile_Fallback(t *testing.T) {
// An unregistered creature makes a single attack derived from its template
// stats — same behaviour as before the multiattack upgrade.
stats := CombatStats{Attack: 9, AttackBonus: 4}
got := enemyAttackProfile("not_in_registry", stats)
if len(got) != 1 {
t.Fatalf("len = %d, want 1 (single fallback attack)", len(got))
}
if got[0].Damage != 9 || got[0].AttackBonus != 4 {
t.Errorf("fallback attack = %+v, want damage 9 / bonus 4", got[0])
}
}
func TestEnemyAttackProfile_Registered(t *testing.T) {
// A registered elite returns its full multiattack profile.
got := enemyAttackProfile("owlbear", CombatStats{Attack: 99, AttackBonus: 99})
if len(got) != 2 {
t.Fatalf("owlbear len = %d, want 2 (Beak + Claws)", len(got))
}
// Profile values win over the template stats.
if got[0].AttackBonus == 99 || got[1].AttackBonus == 99 {
t.Errorf("profile should not inherit template AttackBonus: %+v", got)
}
// A zero per-attack AttackBonus falls back to the (tier-scaled) template
// bonus so authoring can leave it blank.
srdProfiles["__test_zero_bonus"] = SRDProfile{Attacks: []SRDAttack{{Name: "Slam", Damage: 5}}}
defer delete(srdProfiles, "__test_zero_bonus")
zb := enemyAttackProfile("__test_zero_bonus", CombatStats{Attack: 1, AttackBonus: 7})
if zb[0].AttackBonus != 7 {
t.Errorf("zero-bonus attack = %+v, want AttackBonus 7 from template", zb[0])
}
}
func TestTurnAbilityFires(t *testing.T) {
enemy := baseEnemy() // MaxHP 60
st := &combatState{rng: rand.New(rand.NewPCG(1, 1))}
cases := []struct {
name string
phase string
round int
enemyHP int
eligible bool
}{
{"any always eligible", "any", 5, 60, true},
{"opening round 1", "opening", 1, 60, true},
{"opening past round 1", "opening", 2, 60, false},
{"clash past round 1", "clash", 2, 60, true},
{"clash round 1", "clash", 1, 60, false},
{"decisive when bloodied", "decisive", 3, 20, true},
{"decisive when healthy", "decisive", 3, 60, false},
}
for _, c := range cases {
st.round = c.round
st.enemyHP = c.enemyHP
// ProcChance 1.0: fires iff eligible. ProcChance 0.0: never fires.
alwaysProc := &MonsterAbility{Phase: c.phase, ProcChance: 1.0}
if got := turnAbilityFires(alwaysProc, st, &enemy); got != c.eligible {
t.Errorf("%s: fired=%v, want %v", c.name, got, c.eligible)
}
neverProc := &MonsterAbility{Phase: c.phase, ProcChance: 0.0}
if turnAbilityFires(neverProc, st, &enemy) {
t.Errorf("%s: a 0%% proc chance ability should never fire", c.name)
}
}
}
// TestApplyAbility_Slice2Effects covers the immediate-resolution monster
// ability effects: damage riders and the enemy self-heal. All resolve fully
// within applyAbility with no persistent state.
func TestApplyAbility_Slice2Effects(t *testing.T) {
newState := func(playerHP, enemyHP int) (*combatState, Combatant, Combatant) {
st := &combatState{
playerHP: playerHP, enemyHP: enemyHP, round: 1,
rng: rand.New(rand.NewPCG(7, 7)),
}
return st, basePlayer(), baseEnemy()
}
phase := &turnCombatPhase
res := &CombatResult{}
damageEffects := []string{"bonus_damage", "aoe", "aoe_fire", "death_aoe", "execute"}
for _, eff := range damageEffects {
st, player, enemy := newState(100, 60)
enemy.Ability = &MonsterAbility{Name: "Test " + eff, Effect: eff}
if applyAbility(st, &player, &enemy, phase, res) {
t.Errorf("%s: should not down a full-HP player", eff)
}
if st.playerHP >= 100 {
t.Errorf("%s: player HP = %d, want < 100 (damage rider)", eff, st.playerHP)
}
if len(st.events) != 1 || st.events[0].Damage <= 0 {
t.Errorf("%s: want one event with positive damage, got %+v", eff, st.events)
}
}
// execute hits harder once the player is under 30% HP.
stLow, pl, en := newState(20, 60)
en.Ability = &MonsterAbility{Name: "Wail", Effect: "execute"}
applyAbility(stLow, &pl, &en, phase, res)
lowDmg := 20 - stLow.playerHP
stHigh, pl2, en2 := newState(100, 60)
en2.Ability = &MonsterAbility{Name: "Wail", Effect: "execute"}
applyAbility(stHigh, &pl2, &en2, phase, res)
highDmg := 100 - stHigh.playerHP
if lowDmg <= highDmg {
t.Errorf("execute: low-HP damage %d should exceed full-HP damage %d", lowDmg, highDmg)
}
// self_heal restores enemy HP, capped at MaxHP.
stHeal, plH, enH := newState(100, 30)
enH.Ability = &MonsterAbility{Name: "Regrow", Effect: "self_heal"}
applyAbility(stHeal, &plH, &enH, phase, res)
if stHeal.enemyHP <= 30 || stHeal.enemyHP > enH.Stats.MaxHP {
t.Errorf("self_heal: enemy HP = %d, want in (30, %d]", stHeal.enemyHP, enH.Stats.MaxHP)
}
// A damage rider that drops the player returns true (no death save armed).
stKill, plK, enK := newState(1, 60)
enK.Ability = &MonsterAbility{Name: "Smash", Effect: "bonus_damage"}
if !applyAbility(stKill, &plK, &enK, phase, res) {
t.Error("bonus_damage: lethal hit on a 1-HP player should return true")
}
}
// TestApplyAbility_Slice3Effects covers the stateful monster-ability effects:
// applyAbility arms a combatState flag/counter (and emits an announcement for
// all but evade), and the shared resolution primitives read that state.
func TestApplyAbility_Slice3Effects(t *testing.T) {
newState := func(playerHP, enemyHP int) (*combatState, Combatant, Combatant) {
st := &combatState{
playerHP: playerHP, enemyHP: enemyHP, round: 1,
rng: rand.New(rand.NewPCG(9, 9)),
}
return st, basePlayer(), baseEnemy()
}
phase := &turnCombatPhase
res := &CombatResult{}
// Each effect arms its combatState field and (except evade) announces itself.
st, pl, en := newState(100, 60)
en.Ability = &MonsterAbility{Name: "Scurry", Effect: "evade"}
applyAbility(st, &pl, &en, phase, res)
if !st.enemyEvadeNext || len(st.events) != 0 {
t.Errorf("evade: want enemyEvadeNext set and no event, got flag=%v events=%d", st.enemyEvadeNext, len(st.events))
}
armChecks := []struct {
effect string
armed func(*combatState) bool
}{
{"block", func(s *combatState) bool { return s.enemyBlockUp }},
{"advantage", func(s *combatState) bool { return s.enemyAdvantage }},
{"retaliate", func(s *combatState) bool { return s.enemyRetaliateFrac > 0 }},
{"regenerate", func(s *combatState) bool { return s.enemyRegen > 0 }},
{"survive_at_1", func(s *combatState) bool { return s.enemySurviveArmed }},
{"stat_drain", func(s *combatState) bool { return s.playerAtkDrain > 0 }},
{"debuff", func(s *combatState) bool { return s.playerACDebuff > 0 }},
}
for _, c := range armChecks {
st, pl, en := newState(100, 60)
en.Ability = &MonsterAbility{Name: "Test " + c.effect, Effect: c.effect}
if applyAbility(st, &pl, &en, phase, res) {
t.Errorf("%s: should not down a full-HP player", c.effect)
}
if !c.armed(st) {
t.Errorf("%s: combatState flag not armed", c.effect)
}
if len(st.events) != 1 {
t.Errorf("%s: want one announcement event, got %d", c.effect, len(st.events))
}
}
// max_hp_drain lowers effective MaxHP and deals that much immediate damage.
stD, plD, enD := newState(100, 60)
enD.Ability = &MonsterAbility{Name: "Corrupting Touch", Effect: "max_hp_drain"}
applyAbility(stD, &plD, &enD, phase, res)
if stD.maxHPDrain <= 0 || stD.playerHP != 100-stD.maxHPDrain {
t.Errorf("max_hp_drain: drain=%d playerHP=%d, want playerHP = 100-drain", stD.maxHPDrain, stD.playerHP)
}
// enemyDown lets survive_at_1 cheat death exactly once.
stS := &combatState{enemyHP: 0, enemySurviveArmed: true}
if enemyDown(stS, "Duel") {
t.Error("survive_at_1: armed enemy at 0 HP should not be down")
}
if stS.enemyHP != 1 || stS.enemySurviveArmed {
t.Errorf("survive_at_1: want enemyHP=1 and flag cleared, got hp=%d armed=%v", stS.enemyHP, stS.enemySurviveArmed)
}
stS.enemyHP = 0
if !enemyDown(stS, "Duel") {
t.Error("survive_at_1: second drop to 0 should be lethal (one-shot spent)")
}
// evade is consumed by the next player weapon attack — a guaranteed miss.
stE, plE, enE := newState(100, 60)
stE.enemyEvadeNext = true
if resolvePlayerAttack(stE, &plE, &enE, phase, res) {
t.Error("evade: a whiffed attack should not end the fight")
}
if stE.enemyEvadeNext || stE.enemyHP != 60 {
t.Errorf("evade: want flag cleared and enemyHP unchanged, got flag=%v hp=%d", stE.enemyEvadeNext, stE.enemyHP)
}
// retaliate reflects a fraction of every player hit back at the player.
stR, plR, enR := newState(100, 60)
stR.enemyRetaliateFrac = 0.5
resolvePlayerAttack(stR, &plR, &enR, phase, res)
if stR.playerHP >= 100 {
t.Errorf("retaliate: player HP = %d, want < 100 (reflected damage)", stR.playerHP)
}
}
// TestApplyAbility_Slice4Effects covers the former flavor-only placeholders,
// now backed by real state: applyAbility arms a combatState field and announces
// itself, and the shared resolution primitives / helpers read that state.
func TestApplyAbility_Slice4Effects(t *testing.T) {
newState := func(playerHP, enemyHP int) (*combatState, Combatant, Combatant) {
st := &combatState{
playerHP: playerHP, enemyHP: enemyHP, round: 1,
rng: rand.New(rand.NewPCG(11, 11)),
}
return st, basePlayer(), baseEnemy()
}
phase := &turnCombatPhase
res := &CombatResult{}
armChecks := []struct {
effect string
armed func(*combatState) bool
}{
{"spell_resist", func(s *combatState) bool { return s.enemySpellResist }},
{"reveal_action", func(s *combatState) bool { return s.enemyRevealNext }},
{"fear_immune", func(s *combatState) bool { return s.enemyFearImmune }},
{"ally_buff", func(s *combatState) bool { return s.enemyAtkBuff > 0 }},
}
for _, c := range armChecks {
st, pl, en := newState(100, 60)
en.Ability = &MonsterAbility{Name: "Test " + c.effect, Effect: c.effect}
if applyAbility(st, &pl, &en, phase, res) {
t.Errorf("%s: should not down a full-HP player", c.effect)
}
if !c.armed(st) {
t.Errorf("%s: combatState field not armed", c.effect)
}
if st.playerHP != 100 || st.enemyHP != 60 {
t.Errorf("%s: HP changed (%d/%d), want 100/60", c.effect, st.playerHP, st.enemyHP)
}
if len(st.events) != 1 {
t.Errorf("%s: want one announcement event, got %d", c.effect, len(st.events))
}
}
// The passive immunities are honoured straight off the ability profile,
// before the per-round proc has armed the flag.
st, _, en := newState(100, 60)
en.Ability = &MonsterAbility{Name: "Spell Immunity", Effect: "spell_resist"}
if !enemyResistsSpells(&en, st) {
t.Error("enemyResistsSpells: should be true from the ability profile alone")
}
en.Ability = &MonsterAbility{Name: "Draconic Loyalty", Effect: "fear_immune"}
if !enemyImmuneToControl(&en, st) {
t.Error("enemyImmuneToControl: should be true from the ability profile alone")
}
// ally_buff accumulates but is capped.
stB, plB, enB := newState(100, 60)
enB.Ability = &MonsterAbility{Name: "Rally", Effect: "ally_buff"}
for i := 0; i < 20; i++ {
applyAbility(stB, &plB, &enB, phase, res)
}
if stB.enemyAtkBuff != 15 {
t.Errorf("ally_buff: accumulated to %d, want the 15 cap", stB.enemyAtkBuff)
}
if got := enemyAttackStat(&enB, stB, 1.0); got != enB.Stats.Attack+15 {
t.Errorf("enemyAttackStat: got %d, want %d (base + buff)", got, enB.Stats.Attack+15)
}
// reveal_action is consumed by the next player weapon attack.
stR, plR, enR := newState(100, 60)
stR.enemyRevealNext = true
resolvePlayerAttack(stR, &plR, &enR, phase, res)
if stR.enemyRevealNext {
t.Error("reveal_action: flag should be cleared after the player attack")
}
}
// TestTurnEngine_Multiattack drives a single enemy_turn and confirms a
// registered multiattack creature resolves one attack roll per profile entry,
// while an unregistered creature still resolves exactly one.
func TestTurnEngine_Multiattack(t *testing.T) {
countEnemyEvents := func(events []CombatEvent) int {
n := 0
for _, e := range events {
if e.Actor == "enemy" {
n++
}
}
return n
}
// Registered: owlbear has a 2-attack profile. Pools are huge so the fight
// can't end mid-loop and every swing emits its own enemy event.
sess := turnSession(CombatPhaseEnemyTurn, 100000, 100000)
sess.EnemyID = "owlbear"
player, enemy := basePlayer(), baseEnemy()
events, err := stepEngine(sess, &player, &enemy, PlayerAction{})
if err != nil {
t.Fatal(err)
}
if got := countEnemyEvents(events); got != 2 {
t.Errorf("owlbear enemy events = %d, want 2 (multiattack profile)", got)
}
// Unregistered: a single attack, as before the upgrade.
sess2 := turnSession(CombatPhaseEnemyTurn, 100000, 100000)
sess2.EnemyID = "goblin"
events2, err := stepEngine(sess2, &player, &enemy, PlayerAction{})
if err != nil {
t.Fatal(err)
}
if got := countEnemyEvents(events2); got != 1 {
t.Errorf("goblin enemy events = %d, want 1 (single-attack fallback)", got)
}
}