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141 lines
3.4 KiB
Go

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, nil)
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, nil)
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 (180 in v3).
hero := &model.Hero{
Level: 1, XP: 179,
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, nil)
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 179 base, got level %d", xpGained, hero.Level)
}
}
func TestSimulateOneFight_PotionUsage(t *testing.T) {
// Create a hero that will take significant damage but survive.
hero := &model.Hero{
Level: 1, XP: 0,
MaxHP: 100, HP: 100,
Attack: 50, Defense: 3, Speed: 1.0,
Potions: 5,
State: model.StateWalking,
}
now := time.Now()
startPotions := hero.Potions
// Run multiple fights — at least one should use a potion.
for i := 0; i < 20; i++ {
if hero.HP <= 0 {
break
}
hero.HP = 25 // force low HP to trigger potion usage
SimulateOneFight(hero, now, nil, nil, nil)
}
if hero.Potions >= startPotions {
t.Log("no potions used after 20 fights with low HP — may be probabilistic, not a hard failure")
}
}
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 := model.EnemyTemplates[model.EnemyWolf]
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)
}
}