some fixes

master
Denis Ranneft 1 month ago
parent 56b873153d
commit 42e3a9b19e

@ -0,0 +1,48 @@
package game
import (
"testing"
"time"
"github.com/denisovdennis/autohero/internal/model"
"github.com/denisovdennis/autohero/internal/tuning"
)
// ApplyVictoryRewards + GenerateLoot: gold only if gold roll succeeds; force chance 1.0 so the test is deterministic.
func TestApplyVictoryRewards_awardsGoldFromLoot(t *testing.T) {
v := tuning.DefaultValues()
v.GoldDropChance = 1.0
tuning.Set(v)
t.Cleanup(func() { tuning.Set(tuning.DefaultValues()) })
hero := &model.Hero{
ID: 1, Level: 1, Gold: 0, XP: 0,
State: model.StateFighting,
}
enemy := &model.Enemy{
Type: model.EnemyWolf, Name: "Wolf",
MinLevel: 1, MaxLevel: 5,
XPReward: 10,
}
beforeGold := hero.Gold
drops := ApplyVictoryRewards(hero, enemy, time.Now(), VictoryRewardDeps{})
if len(drops) < 1 {
t.Fatal("expected at least one loot drop")
}
var hasGold bool
for _, d := range drops {
if d.ItemType == "gold" && d.GoldAmount > 0 {
hasGold = true
break
}
}
if !hasGold {
t.Fatalf("expected a gold entry in drops: %#v", drops)
}
if hero.Gold <= beforeGold {
t.Fatalf("hero gold should increase (loot gold); before=%d after=%d", beforeGold, hero.Gold)
}
if model.SumGoldFromLootDrops(drops) <= 0 {
t.Fatal("SumGoldFromLootDrops should be positive for victory drops")
}
}

@ -0,0 +1,108 @@
package model
import (
"math"
"math/rand"
"testing"
"github.com/denisovdennis/autohero/internal/tuning"
)
// equipmentLootSlots must give every slot a positive share so that, with EquipmentDropBase > 0,
// P(drop slot s | luck=1) = EquipmentDropBase * weight[s] > 0.
func TestEquipmentLootSlotWeights_positiveAndSumToOne(t *testing.T) {
var sum float64
for _, row := range equipmentLootSlots {
if row.weight <= 0 {
t.Fatalf("slot %q: weight must be > 0", row.itemType)
}
sum += row.weight
}
if math.Abs(sum-1.0) > 1e-9 {
t.Fatalf("equipmentLootSlots weights sum to %g, want 1.0", sum)
}
}
// User-facing slots: weapon, armor, necklace, ring, boots, pants, bracers, gloves
// map to main_hand, chest, neck, finger, feet, legs, wrist, hands — all must appear with positive weight.
func TestEquipmentLootSlotWeights_coversCoreSlots(t *testing.T) {
want := []EquipmentSlot{
SlotMainHand, SlotChest, SlotNeck, SlotFinger, SlotFeet, SlotLegs, SlotWrist, SlotHands,
}
seen := make(map[string]bool, len(equipmentLootSlots))
for _, row := range equipmentLootSlots {
seen[row.itemType] = true
}
for _, s := range want {
if !seen[string(s)] {
t.Fatalf("missing slot %q in equipmentLootSlots", s)
}
}
}
// With default tuning and luck 1.0, marginal probability of rolling a specific equipment slot
// (equip roll succeeds, then slot roll) is EquipmentDropBase * weight > 0.
func TestMarginalEquipmentDropChancePerSlot_nonZeroWithDefaults(t *testing.T) {
cfg := tuning.DefaultValues()
if cfg.EquipmentDropBase <= 0 {
t.Fatal("default EquipmentDropBase must be > 0")
}
for _, row := range equipmentLootSlots {
marginal := cfg.EquipmentDropBase * row.weight
if marginal <= 0 {
t.Fatalf("marginal chance for %q is %g", row.itemType, marginal)
}
}
}
func TestGenerateLoot_goldLineWhenChanceSucceeds(t *testing.T) {
v := tuning.DefaultValues()
v.GoldDropChance = 1.0
tuning.Set(v)
t.Cleanup(func() { tuning.Set(tuning.DefaultValues()) })
drops := GenerateLootWithRNG(EnemyWolf, 1.0, nil)
var gold *LootDrop
for i := range drops {
if drops[i].ItemType == "gold" {
gold = &drops[i]
break
}
}
if gold == nil {
t.Fatal("expected a gold LootDrop line when GoldDropChance is 1")
}
if gold.GoldAmount < 1 {
t.Fatalf("gold amount should be >= 1, got %d", gold.GoldAmount)
}
}
func TestGenerateLoot_noGoldWhenChanceZero(t *testing.T) {
v := tuning.DefaultValues()
v.GoldDropChance = 0
tuning.Set(v)
t.Cleanup(func() { tuning.Set(tuning.DefaultValues()) })
drops := GenerateLootWithRNG(EnemyWolf, 1.0, nil)
for _, d := range drops {
if d.ItemType == "gold" {
t.Fatalf("unexpected gold line: %#v", drops)
}
}
}
func TestGenerateLoot_goldOmittedWhenFirstRollFails(t *testing.T) {
v := tuning.DefaultValues()
v.GoldDropChance = 0.5
tuning.Set(v)
t.Cleanup(func() { tuning.Set(tuning.DefaultValues()) })
// rng returns 0.99, 0.1, ... — first roll fails gold (< 0.5), second is potion check, etc.
r := rand.New(rand.NewSource(1))
drops := GenerateLootWithRNG(EnemyWolf, 1.0, r)
for _, d := range drops {
if d.ItemType == "gold" {
t.Fatal("expected no gold when first float is high and chance is 0.5")
}
}
}

@ -0,0 +1,30 @@
package model
import "testing"
func TestSumGoldFromLootDrops(t *testing.T) {
drops := []LootDrop{
{ItemType: "gold", GoldAmount: 30, Rarity: RarityCommon},
{ItemType: "gold", GoldAmount: 12, Rarity: RarityCommon},
{ItemType: "main_hand", ItemName: "Blade", Rarity: RarityRare},
}
if g := SumGoldFromLootDrops(drops); g != 42 {
t.Fatalf("SumGoldFromLootDrops: want 42, got %d", g)
}
}
func TestLootDropsToLootItems_skipsGold_includesGearAndPotion(t *testing.T) {
drops := []LootDrop{
{ItemType: "gold", GoldAmount: 99, Rarity: RarityCommon},
{ItemType: "potion", Rarity: RarityCommon},
{ItemType: "chest", ItemName: "Chainmail", Rarity: RarityUncommon},
{ItemType: "head", ItemName: "", Rarity: RarityCommon}, // no name → omitted
}
items := LootDropsToLootItems(drops)
if len(items) != 2 {
t.Fatalf("want 2 loot lines (potion + chest), got %d: %+v", len(items), items)
}
if items[0].ItemType != "potion" || items[1].ItemType != "chest" || items[1].Name != "Chainmail" {
t.Fatalf("unexpected items: %+v", items)
}
}

@ -0,0 +1,25 @@
package tuning
import "testing"
// Defaults must keep equipment drop and gold scaling positive so marginal per-slot
// equipment chances (EquipmentDropBase × slot weight) stay non-zero.
func TestDefaultLootTuning_nonZeroEquipmentAndGoldScale(t *testing.T) {
d := DefaultValues()
if d.EquipmentDropBase <= 0 {
t.Fatal("default EquipmentDropBase must be > 0 so equipment can drop")
}
if d.EquipmentDropBase > 1 {
t.Fatal("default EquipmentDropBase should be a probability in (0,1]")
}
if d.GoldLootScale <= 0 {
t.Fatal("default GoldLootScale must be > 0")
}
if d.GoldDropChance <= 0 || d.GoldDropChance > 1 {
t.Fatalf("default GoldDropChance must be in (0,1], got %v", d.GoldDropChance)
}
// Potion is independent; allow 0 only if explicitly intended (currently 0.05).
if d.PotionDropChance < 0 || d.PotionDropChance > 1 {
t.Fatalf("PotionDropChance out of range: %v", d.PotionDropChance)
}
}

@ -0,0 +1,9 @@
-- Lower wandering merchant encounter weights (relative to monster weight).
UPDATE runtime_config
SET
payload = payload || '{
"merchantEncounterWeightBase": 0.02,
"merchantEncounterWeightRoadBonus": 0.05
}'::jsonb,
updated_at = now()
WHERE id = TRUE;

@ -92,6 +92,21 @@ export enum ArmorType {
// ---- Loot ---- // ---- Loot ----
/** Server `EquipmentSlot` strings + legacy weapon/armor labels for popup copy. */
export type LootBonusItemSlot =
| 'main_hand'
| 'chest'
| 'head'
| 'feet'
| 'neck'
| 'hands'
| 'legs'
| 'cloak'
| 'finger'
| 'wrist'
| 'weapon'
| 'armor';
export interface LootDrop { export interface LootDrop {
itemType: 'weapon' | 'armor' | 'gold'; itemType: 'weapon' | 'armor' | 'gold';
itemName?: string; itemName?: string;
@ -99,7 +114,7 @@ export interface LootDrop {
goldAmount: number; goldAmount: number;
/** Optional equipment drop shown together with gold (backend may return gold + item). */ /** Optional equipment drop shown together with gold (backend may return gold + item). */
bonusItem?: { bonusItem?: {
itemType: 'weapon' | 'armor'; itemType: LootBonusItemSlot;
rarity: Rarity; rarity: Rarity;
itemName?: string; itemName?: string;
}; };

@ -25,6 +25,7 @@ import type {
ServerErrorPayload, ServerErrorPayload,
EnemyState, EnemyState,
LootDrop, LootDrop,
LootBonusItemSlot,
MerchantLootPayload, MerchantLootPayload,
DebuffAppliedPayload, DebuffAppliedPayload,
} from './types'; } from './types';
@ -307,7 +308,7 @@ export function buildLootFromCombatEnd(p: CombatEndPayload): LootDrop | null {
itemName: equip?.name, itemName: equip?.name,
bonusItem: equip bonusItem: equip
? { ? {
itemType: equip.itemType as 'weapon' | 'armor', itemType: equip.itemType as LootBonusItemSlot,
rarity: (equip.rarity?.toLowerCase() ?? 'common') as Rarity, rarity: (equip.rarity?.toLowerCase() ?? 'common') as Rarity,
itemName: equip.name, itemName: equip.name,
} }

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