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141 lines
3.4 KiB
Go
141 lines
3.4 KiB
Go
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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)
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func TestSimulateOneFight_HeroSurvives(t *testing.T) {
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hero := &model.Hero{
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Level: 1, XP: 0,
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MaxHP: 10000, HP: 10000,
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Attack: 100, Defense: 60, Speed: 1.0,
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Strength: 10, Constitution: 10, Agility: 10, Luck: 5,
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State: model.StateWalking,
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}
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now := time.Now()
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survived, enemy, xpGained, goldGained := SimulateOneFight(hero, now, nil, nil, nil)
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if !survived {
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t.Fatalf("overpowered hero should survive, enemy was %s", enemy.Name)
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}
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if xpGained <= 0 {
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t.Fatal("expected positive XP gain")
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}
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if goldGained <= 0 {
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t.Fatal("expected positive gold gain")
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}
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if enemy.Name == "" {
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t.Fatal("expected enemy with a name")
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}
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}
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func TestSimulateOneFight_HeroDies(t *testing.T) {
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hero := &model.Hero{
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Level: 1, XP: 0,
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MaxHP: 1, HP: 1,
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Attack: 1, Defense: 0, Speed: 1.0,
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State: model.StateWalking,
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}
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now := time.Now()
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survived, _, _, _ := SimulateOneFight(hero, now, nil, nil, nil)
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if survived {
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t.Fatal("1 HP hero should die to any enemy")
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}
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if hero.HP != 0 {
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t.Fatalf("expected HP 0 after death, got %d", hero.HP)
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}
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if hero.State != model.StateDead {
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t.Fatalf("expected state dead, got %s", hero.State)
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}
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}
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func TestSimulateOneFight_LevelUp(t *testing.T) {
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// Seed XP just below L1->L2 threshold (180 in v3).
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hero := &model.Hero{
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Level: 1, XP: 179,
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MaxHP: 10000, HP: 10000,
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Attack: 100, Defense: 60, Speed: 1.0,
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Strength: 10, Constitution: 10, Agility: 10, Luck: 5,
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State: model.StateWalking,
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}
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now := time.Now()
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survived, _, xpGained, _ := SimulateOneFight(hero, now, nil, nil, nil)
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if !survived {
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t.Fatal("overpowered hero should survive")
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}
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if xpGained <= 0 {
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t.Fatal("expected XP gain")
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}
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if hero.Level < 2 {
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t.Fatalf("expected level 2+ after gaining %d XP from 179 base, got level %d", xpGained, hero.Level)
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}
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}
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func TestSimulateOneFight_PotionUsage(t *testing.T) {
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// Create a hero that will take significant damage but survive.
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hero := &model.Hero{
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Level: 1, XP: 0,
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MaxHP: 100, HP: 100,
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Attack: 50, Defense: 3, Speed: 1.0,
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Potions: 5,
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State: model.StateWalking,
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}
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now := time.Now()
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startPotions := hero.Potions
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// Run multiple fights — at least one should use a potion.
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for i := 0; i < 20; i++ {
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if hero.HP <= 0 {
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break
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}
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hero.HP = 25 // force low HP to trigger potion usage
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SimulateOneFight(hero, now, nil, nil, nil)
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}
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if hero.Potions >= startPotions {
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t.Log("no potions used after 20 fights with low HP — may be probabilistic, not a hard failure")
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}
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}
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func TestPickEnemyForLevel(t *testing.T) {
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tests := []struct {
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level int
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}{
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{1}, {5}, {10}, {20}, {50},
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}
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for _, tt := range tests {
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enemy := PickEnemyForLevel(tt.level)
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if enemy.Name == "" {
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t.Errorf("PickEnemyForLevel(%d) returned enemy with empty name", tt.level)
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}
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if enemy.MaxHP <= 0 {
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t.Errorf("PickEnemyForLevel(%d) returned enemy with MaxHP=%d", tt.level, enemy.MaxHP)
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}
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if enemy.HP != enemy.MaxHP {
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t.Errorf("PickEnemyForLevel(%d) returned enemy with HP=%d != MaxHP=%d", tt.level, enemy.HP, enemy.MaxHP)
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}
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}
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}
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func TestScaleEnemyTemplate(t *testing.T) {
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tmpl := model.EnemyTemplates[model.EnemyWolf]
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scaled := ScaleEnemyTemplate(tmpl, 5)
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if scaled.MaxHP <= tmpl.MaxHP {
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t.Errorf("scaled MaxHP %d should exceed base %d at level 5", scaled.MaxHP, tmpl.MaxHP)
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}
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if scaled.HP != scaled.MaxHP {
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t.Errorf("scaled HP %d should equal MaxHP %d", scaled.HP, scaled.MaxHP)
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}
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}
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