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109 lines
3.1 KiB
Go

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")
}
}
}