You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

259 lines
7.5 KiB
Go

package game
import (
"testing"
"time"
"github.com/denisovdennis/autohero/internal/model"
"github.com/denisovdennis/autohero/internal/tuning"
)
func TestOfflineDigestCollecting(t *testing.T) {
now := time.Date(2026, 4, 1, 12, 0, 0, 0, time.UTC)
recent := now.Add(-20 * time.Second)
if OfflineDigestCollecting(&recent, now) {
t.Error("expected false before grace window")
}
old := now.Add(-2 * time.Minute)
if !OfflineDigestCollecting(&old, now) {
t.Error("expected true after grace window")
}
if OfflineDigestCollecting(nil, now) {
t.Error("expected false when disconnect time is nil")
}
}
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, nil)
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, nil)
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, nil)
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 TestNonGoldLootForDigest(t *testing.T) {
drops := []model.LootDrop{
{ItemType: "gold", Rarity: model.RarityCommon, GoldAmount: 10},
{ItemType: "potion", Rarity: model.RarityCommon},
{ItemType: "gold", Rarity: model.RarityCommon, GoldAmount: 5},
}
out := NonGoldLootForDigest(drops)
if len(out) != 1 || out[0].ItemType != "potion" {
t.Fatalf("want single potion line, got %#v", out)
}
if NonGoldLootForDigest(nil) != nil {
t.Fatal("nil in -> nil out")
}
if NonGoldLootForDigest([]model.LootDrop{{ItemType: "gold", GoldAmount: 1}}) != nil {
t.Fatal("gold-only -> nil")
}
}
func TestBuildEnemyInstanceForLevel_EncounterStatMultiplier(t *testing.T) {
cfg := tuning.DefaultValues()
cfg.EnemyEncounterStatMultiplier = 2.0
tuning.Set(cfg)
t.Cleanup(func() { tuning.Set(tuning.DefaultValues()) })
tmpl := model.Enemy{
BaseLevel: 1,
MaxHP: 50,
HP: 50,
Attack: 10,
Defense: 4,
}
out := BuildEnemyInstanceForLevel(tmpl, 1, nil)
if out.MaxHP != 100 || out.HP != 100 {
t.Fatalf("MaxHP/HP: got %d/%d want 100/100", out.MaxHP, out.HP)
}
if out.Attack != 20 || out.Defense != 8 {
t.Fatalf("Attack/Defense: got %d/%d want 20/8", out.Attack, out.Defense)
}
scaled := BuildEnemyInstanceForLevelScaledOnly(tmpl, 1)
if scaled.MaxHP != 50 || scaled.Attack != 10 || scaled.Defense != 4 {
t.Fatalf("scaled-only: got hp=%d atk=%d def=%d want 50/10/4", scaled.MaxHP, scaled.Attack, scaled.Defense)
}
base, afterG := EnemyEncounterStatStages(tmpl, 1)
if base.MaxHP != 50 || afterG.MaxHP != 100 {
t.Fatalf("stages MaxHP: base=%d afterGlobal=%d", base.MaxHP, afterG.MaxHP)
}
if afterG.Attack != 20 || afterG.Defense != 8 {
t.Fatalf("stages atk/def: got %d/%d want 20/8", afterG.Attack, afterG.Defense)
}
}
func TestApplyEnemyEncounterHeroScaling_Unequipped(t *testing.T) {
cfg := tuning.DefaultValues()
cfg.EnemyEncounterStatMultiplier = 1.0
cfg.EnemyStatMultiplierVsUnequippedHero = 0.75
tuning.Set(cfg)
t.Cleanup(func() { tuning.Set(tuning.DefaultValues()) })
hero := &model.Hero{Gear: make(map[model.EquipmentSlot]*model.GearItem)}
enemy := model.Enemy{MaxHP: 100, HP: 100, Attack: 20, Defense: 8}
ApplyEnemyEncounterHeroScaling(hero, &enemy)
if enemy.MaxHP != 75 || enemy.HP != 75 || enemy.Attack != 15 || enemy.Defense != 6 {
t.Fatalf("scaled enemy: got hp=%d atk=%d def=%d", enemy.MaxHP, enemy.Attack, enemy.Defense)
}
hero.Gear[model.SlotMainHand] = &model.GearItem{PrimaryStat: 1, StatType: "attack"}
enemy2 := model.Enemy{MaxHP: 100, HP: 100, Attack: 20, Defense: 8}
ApplyEnemyEncounterHeroScaling(hero, &enemy2)
if enemy2.MaxHP != 100 {
t.Fatalf("geared hero should not scale enemy: got MaxHP %d", enemy2.MaxHP)
}
}
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.EnemyBySlug("wolf")
if !ok {
tmpl = model.Enemy{
Slug: "wolf",
Archetype: "wolf",
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)
}
}