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("wolf", 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("wolf", 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("wolf", 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") } } }