package game import ( "testing" "time" "github.com/denisovdennis/autohero/internal/model" ) func TestSimulateOneFight_HeroSurvives(t *testing.T) { hero := &model.Hero{ Level: 1, XP: 0, MaxHP: 10000, HP: 10000, Attack: 100, Defense: 60, Speed: 1.0, Strength: 10, Constitution: 10, Agility: 10, Luck: 5, State: model.StateWalking, } now := time.Now() survived, enemy, xpGained, goldGained := SimulateOneFight(hero, now, nil, nil, 100*time.Millisecond, VictoryRewardDeps{}) if !survived { t.Fatalf("overpowered hero should survive, enemy was %s", enemy.Name) } if xpGained <= 0 { t.Fatal("expected positive XP gain") } if goldGained <= 0 { t.Fatal("expected positive gold gain") } if enemy.Name == "" { t.Fatal("expected enemy with a name") } } func TestSimulateOneFight_HeroDies(t *testing.T) { hero := &model.Hero{ Level: 1, XP: 0, MaxHP: 1, HP: 1, Attack: 1, Defense: 0, Speed: 1.0, State: model.StateWalking, } now := time.Now() survived, _, _, _ := SimulateOneFight(hero, now, nil, nil, 100*time.Millisecond, VictoryRewardDeps{}) if survived { t.Fatal("1 HP hero should die to any enemy") } if hero.HP != 0 { t.Fatalf("expected HP 0 after death, got %d", hero.HP) } if hero.State != model.StateDead { t.Fatalf("expected state dead, got %s", hero.State) } } func TestSimulateOneFight_LevelUp(t *testing.T) { // Seed XP just below L1->L2 threshold (100 XP with default tuning). hero := &model.Hero{ Level: 1, XP: 99, MaxHP: 10000, HP: 10000, Attack: 100, Defense: 60, Speed: 1.0, Strength: 10, Constitution: 10, Agility: 10, Luck: 5, State: model.StateWalking, } now := time.Now() survived, _, xpGained, _ := SimulateOneFight(hero, now, nil, nil, 100*time.Millisecond, VictoryRewardDeps{}) if !survived { t.Fatal("overpowered hero should survive") } if xpGained <= 0 { t.Fatal("expected XP gain") } if hero.Level < 2 { t.Fatalf("expected level 2+ after gaining %d XP from 99 base, got level %d", xpGained, hero.Level) } } func TestBuildEnemyInstanceForLevel_XPPerLevelRampsFrom10(t *testing.T) { tmpl := model.Enemy{ BaseLevel: 1, XPReward: 1, XPPerLevel: 4, IsElite: false, } early := BuildEnemyInstanceForLevel(tmpl, 6) if early.XPReward != 1 { t.Fatalf("normal mob instance L6: want base XP only (no per-level ramp), got %d", early.XPReward) } mid := BuildEnemyInstanceForLevel(tmpl, 12) if mid.XPReward <= 1 { t.Fatalf("normal mob instance L12: want xp_per_level applied, got %d", mid.XPReward) } elite := tmpl elite.IsElite = true el := BuildEnemyInstanceForLevel(elite, 5) if el.XPReward <= 1 { t.Fatalf("elite instance L5: want xp_per_level even before 10, got %d", el.XPReward) } } func TestOfflineAutoPotionHook_DoesNotTriggerWhenHealthy(t *testing.T) { hero := &model.Hero{ MaxHP: 100, HP: 100, Potions: 3, } if used := OfflineAutoPotionHook(hero, time.Now()); used { t.Fatal("expected no potion usage when hero is above threshold") } if hero.Potions != 3 { t.Fatalf("expected potions unchanged, got %d", hero.Potions) } } func TestPickEnemyForLevel(t *testing.T) { tests := []struct { level int }{ {1}, {5}, {10}, {20}, {50}, } for _, tt := range tests { enemy := PickEnemyForLevel(tt.level) if enemy.Name == "" { t.Errorf("PickEnemyForLevel(%d) returned enemy with empty name", tt.level) } if enemy.MaxHP <= 0 { t.Errorf("PickEnemyForLevel(%d) returned enemy with MaxHP=%d", tt.level, enemy.MaxHP) } if enemy.HP != enemy.MaxHP { t.Errorf("PickEnemyForLevel(%d) returned enemy with HP=%d != MaxHP=%d", tt.level, enemy.HP, enemy.MaxHP) } } } func TestScaleEnemyTemplate(t *testing.T) { tmpl, ok := model.EnemyTemplates[model.EnemyWolf] if !ok { tmpl = model.Enemy{ Type: model.EnemyWolf, Name: "Forest Wolf", MaxHP: 40, HP: 40, Attack: 8, Defense: 2, Speed: 1.2, BaseLevel: 1, LevelVariance: 0.3, MaxHeroLevelDiff: 5, HPPerLevel: 5, AttackPerLevel: 1.5, DefensePerLevel: 1.0, } } scaled := ScaleEnemyTemplate(tmpl, 5) if scaled.MaxHP <= tmpl.MaxHP { t.Errorf("scaled MaxHP %d should exceed base %d at level 5", scaled.MaxHP, tmpl.MaxHP) } if scaled.HP != scaled.MaxHP { t.Errorf("scaled HP %d should equal MaxHP %d", scaled.HP, scaled.MaxHP) } }