some fixes
parent
56b873153d
commit
42e3a9b19e
@ -0,0 +1,48 @@
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package game
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import (
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"testing"
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"time"
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"github.com/denisovdennis/autohero/internal/model"
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"github.com/denisovdennis/autohero/internal/tuning"
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)
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// ApplyVictoryRewards + GenerateLoot: gold only if gold roll succeeds; force chance 1.0 so the test is deterministic.
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func TestApplyVictoryRewards_awardsGoldFromLoot(t *testing.T) {
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v := tuning.DefaultValues()
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v.GoldDropChance = 1.0
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tuning.Set(v)
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t.Cleanup(func() { tuning.Set(tuning.DefaultValues()) })
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hero := &model.Hero{
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ID: 1, Level: 1, Gold: 0, XP: 0,
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State: model.StateFighting,
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}
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enemy := &model.Enemy{
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Type: model.EnemyWolf, Name: "Wolf",
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MinLevel: 1, MaxLevel: 5,
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XPReward: 10,
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}
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beforeGold := hero.Gold
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drops := ApplyVictoryRewards(hero, enemy, time.Now(), VictoryRewardDeps{})
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if len(drops) < 1 {
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t.Fatal("expected at least one loot drop")
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}
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var hasGold bool
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for _, d := range drops {
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if d.ItemType == "gold" && d.GoldAmount > 0 {
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hasGold = true
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break
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}
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}
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if !hasGold {
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t.Fatalf("expected a gold entry in drops: %#v", drops)
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}
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if hero.Gold <= beforeGold {
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t.Fatalf("hero gold should increase (loot gold); before=%d after=%d", beforeGold, hero.Gold)
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}
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if model.SumGoldFromLootDrops(drops) <= 0 {
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t.Fatal("SumGoldFromLootDrops should be positive for victory drops")
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}
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}
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@ -0,0 +1,108 @@
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package model
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import (
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"math"
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"math/rand"
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"testing"
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"github.com/denisovdennis/autohero/internal/tuning"
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)
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// equipmentLootSlots must give every slot a positive share so that, with EquipmentDropBase > 0,
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// P(drop slot s | luck=1) = EquipmentDropBase * weight[s] > 0.
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func TestEquipmentLootSlotWeights_positiveAndSumToOne(t *testing.T) {
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var sum float64
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for _, row := range equipmentLootSlots {
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if row.weight <= 0 {
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t.Fatalf("slot %q: weight must be > 0", row.itemType)
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}
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sum += row.weight
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}
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if math.Abs(sum-1.0) > 1e-9 {
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t.Fatalf("equipmentLootSlots weights sum to %g, want 1.0", sum)
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}
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}
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// User-facing slots: weapon, armor, necklace, ring, boots, pants, bracers, gloves
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// map to main_hand, chest, neck, finger, feet, legs, wrist, hands — all must appear with positive weight.
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func TestEquipmentLootSlotWeights_coversCoreSlots(t *testing.T) {
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want := []EquipmentSlot{
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SlotMainHand, SlotChest, SlotNeck, SlotFinger, SlotFeet, SlotLegs, SlotWrist, SlotHands,
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}
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seen := make(map[string]bool, len(equipmentLootSlots))
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for _, row := range equipmentLootSlots {
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seen[row.itemType] = true
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}
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for _, s := range want {
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if !seen[string(s)] {
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t.Fatalf("missing slot %q in equipmentLootSlots", s)
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}
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}
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}
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// With default tuning and luck 1.0, marginal probability of rolling a specific equipment slot
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// (equip roll succeeds, then slot roll) is EquipmentDropBase * weight > 0.
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func TestMarginalEquipmentDropChancePerSlot_nonZeroWithDefaults(t *testing.T) {
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cfg := tuning.DefaultValues()
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if cfg.EquipmentDropBase <= 0 {
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t.Fatal("default EquipmentDropBase must be > 0")
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}
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for _, row := range equipmentLootSlots {
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marginal := cfg.EquipmentDropBase * row.weight
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if marginal <= 0 {
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t.Fatalf("marginal chance for %q is %g", row.itemType, marginal)
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}
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}
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}
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func TestGenerateLoot_goldLineWhenChanceSucceeds(t *testing.T) {
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v := tuning.DefaultValues()
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v.GoldDropChance = 1.0
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tuning.Set(v)
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t.Cleanup(func() { tuning.Set(tuning.DefaultValues()) })
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drops := GenerateLootWithRNG(EnemyWolf, 1.0, nil)
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var gold *LootDrop
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for i := range drops {
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if drops[i].ItemType == "gold" {
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gold = &drops[i]
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break
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}
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}
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if gold == nil {
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t.Fatal("expected a gold LootDrop line when GoldDropChance is 1")
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}
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if gold.GoldAmount < 1 {
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t.Fatalf("gold amount should be >= 1, got %d", gold.GoldAmount)
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}
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}
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func TestGenerateLoot_noGoldWhenChanceZero(t *testing.T) {
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v := tuning.DefaultValues()
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v.GoldDropChance = 0
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tuning.Set(v)
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t.Cleanup(func() { tuning.Set(tuning.DefaultValues()) })
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drops := GenerateLootWithRNG(EnemyWolf, 1.0, nil)
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for _, d := range drops {
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if d.ItemType == "gold" {
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t.Fatalf("unexpected gold line: %#v", drops)
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}
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}
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}
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func TestGenerateLoot_goldOmittedWhenFirstRollFails(t *testing.T) {
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v := tuning.DefaultValues()
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v.GoldDropChance = 0.5
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tuning.Set(v)
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t.Cleanup(func() { tuning.Set(tuning.DefaultValues()) })
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// rng returns 0.99, 0.1, ... — first roll fails gold (< 0.5), second is potion check, etc.
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r := rand.New(rand.NewSource(1))
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drops := GenerateLootWithRNG(EnemyWolf, 1.0, r)
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for _, d := range drops {
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if d.ItemType == "gold" {
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t.Fatal("expected no gold when first float is high and chance is 0.5")
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}
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}
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}
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@ -0,0 +1,30 @@
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package model
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import "testing"
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func TestSumGoldFromLootDrops(t *testing.T) {
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drops := []LootDrop{
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{ItemType: "gold", GoldAmount: 30, Rarity: RarityCommon},
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{ItemType: "gold", GoldAmount: 12, Rarity: RarityCommon},
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{ItemType: "main_hand", ItemName: "Blade", Rarity: RarityRare},
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}
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if g := SumGoldFromLootDrops(drops); g != 42 {
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t.Fatalf("SumGoldFromLootDrops: want 42, got %d", g)
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}
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}
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func TestLootDropsToLootItems_skipsGold_includesGearAndPotion(t *testing.T) {
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drops := []LootDrop{
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{ItemType: "gold", GoldAmount: 99, Rarity: RarityCommon},
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{ItemType: "potion", Rarity: RarityCommon},
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{ItemType: "chest", ItemName: "Chainmail", Rarity: RarityUncommon},
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{ItemType: "head", ItemName: "", Rarity: RarityCommon}, // no name → omitted
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}
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items := LootDropsToLootItems(drops)
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if len(items) != 2 {
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t.Fatalf("want 2 loot lines (potion + chest), got %d: %+v", len(items), items)
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}
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if items[0].ItemType != "potion" || items[1].ItemType != "chest" || items[1].Name != "Chainmail" {
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t.Fatalf("unexpected items: %+v", items)
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}
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}
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@ -0,0 +1,9 @@
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-- Lower wandering merchant encounter weights (relative to monster weight).
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UPDATE runtime_config
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SET
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payload = payload || '{
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"merchantEncounterWeightBase": 0.02,
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"merchantEncounterWeightRoadBonus": 0.05
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}'::jsonb,
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updated_at = now()
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WHERE id = TRUE;
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Loading…
Reference in New Issue