|
| 1 | +using RogueDeck.Core.Combat; |
| 2 | + |
| 3 | +namespace RogueDeck.Core.Tests; |
| 4 | + |
| 5 | +// Opt-in damage elements + resistance/weakness. A hit may carry an ElementId; a combatant resists or is weak to |
| 6 | +// it via a status whose PassiveModifierSpec is RestrictElement-gated (ScalePercent 50 = half, 200 = double). This |
| 7 | +// rides the existing declarative passive-modifier pipeline, so it gets snapshot/restore/hash for free and untyped |
| 8 | +// damage is entirely unaffected. |
| 9 | +public class ElementalResistanceTests |
| 10 | +{ |
| 11 | + private static readonly CombatantId HeroId = new("hero_001"); |
| 12 | + private static readonly CombatantId GoblinId = new("goblin_001"); |
| 13 | + private static readonly PackageId Pkg = new("element.test"); |
| 14 | + private static readonly ElementId Fire = new("fire"); |
| 15 | + private static readonly ElementId Ice = new("ice"); |
| 16 | + |
| 17 | + private sealed record Ctx; |
| 18 | + |
| 19 | + private static StatusDefinition ResistStatus(string id, int scalePercent, ElementId element) => |
| 20 | + new(new StatusDefinitionId(id), Pkg, $"status.{id}.name", $"status.{id}.desc", |
| 21 | + usesStacks: false, |
| 22 | + passiveModifiers: new[] |
| 23 | + { |
| 24 | + new PassiveModifierSpec( |
| 25 | + PassiveModifierPipeline.DamageReceived, PassiveModifierOperation.ScalePercent, |
| 26 | + scalePercent, RestrictElement: element), |
| 27 | + }); |
| 28 | + |
| 29 | + [Fact] |
| 30 | + public void Fire_resistance_halves_fire_damage_but_not_untyped_or_other_elements() |
| 31 | + { |
| 32 | + var fireResist = ResistStatus("fire_resist", 50, Fire); |
| 33 | + var (combat, registry) = Fight(fireResist); |
| 34 | + ApplyStatus(combat, registry, GoblinId, fireResist.Id); |
| 35 | + var hp = combat.GetCombatant(GoblinId).Health.Current; |
| 36 | + |
| 37 | + Damage(combat, registry, 8, Fire); // 8 → ×50% = 4 |
| 38 | + Assert.Equal(hp - 4, combat.GetCombatant(GoblinId).Health.Current); |
| 39 | + |
| 40 | + Damage(combat, registry, 3, element: null); // untyped is unaffected |
| 41 | + Assert.Equal(hp - 4 - 3, combat.GetCombatant(GoblinId).Health.Current); |
| 42 | + |
| 43 | + Damage(combat, registry, 3, Ice); // a different element is unaffected |
| 44 | + Assert.Equal(hp - 4 - 3 - 3, combat.GetCombatant(GoblinId).Health.Current); |
| 45 | + } |
| 46 | + |
| 47 | + [Fact] |
| 48 | + public void Fire_weakness_doubles_only_fire_damage() |
| 49 | + { |
| 50 | + var fireWeak = ResistStatus("fire_weak", 200, Fire); |
| 51 | + var (combat, registry) = Fight(fireWeak); |
| 52 | + ApplyStatus(combat, registry, GoblinId, fireWeak.Id); |
| 53 | + var hp = combat.GetCombatant(GoblinId).Health.Current; |
| 54 | + |
| 55 | + Damage(combat, registry, 3, Fire); // 3 → ×200% = 6 |
| 56 | + Assert.Equal(hp - 6, combat.GetCombatant(GoblinId).Health.Current); |
| 57 | + |
| 58 | + Damage(combat, registry, 3, element: null); // untyped unaffected |
| 59 | + Assert.Equal(hp - 6 - 3, combat.GetCombatant(GoblinId).Health.Current); |
| 60 | + } |
| 61 | + |
| 62 | + [Fact] |
| 63 | + public void DealDamageNode_carries_the_element_through_to_the_pipeline() |
| 64 | + { |
| 65 | + var fireResist = ResistStatus("fire_resist", 50, Fire); |
| 66 | + var (combat, registry) = Fight(fireResist); |
| 67 | + ApplyStatus(combat, registry, GoblinId, fireResist.Id); |
| 68 | + var hp = combat.GetCombatant(GoblinId).Health.Current; |
| 69 | + |
| 70 | + var program = new EffectProgram<Ctx>(new DealDamageNode<Ctx>( |
| 71 | + CombatantTargetSelectors.EventTarget, new ConstantExpression<Ctx>(8), element: Fire)); |
| 72 | + EffectProgramExecutor.Execute(program, MakeContext(combat), combat); |
| 73 | + new CombatQueueProcessor().ResolvePendingQueues(combat, registry); |
| 74 | + |
| 75 | + Assert.Equal(hp - 4, combat.GetCombatant(GoblinId).Health.Current); // node-authored fire damage halved |
| 76 | + } |
| 77 | + |
| 78 | + [Fact] |
| 79 | + public void Resistance_survives_save_and_restore() |
| 80 | + { |
| 81 | + var fireResist = ResistStatus("fire_resist", 50, Fire); |
| 82 | + var (combat, registry) = Fight(fireResist); |
| 83 | + ApplyStatus(combat, registry, GoblinId, fireResist.Id); |
| 84 | + |
| 85 | + var restored = CombatState.Restore(combat.CreateSnapshot()); |
| 86 | + var hp = restored.GetCombatant(GoblinId).Health.Current; |
| 87 | + |
| 88 | + Damage(restored, registry, 8, Fire); // still halved after a save/restore round-trip |
| 89 | + Assert.Equal(hp - 4, restored.GetCombatant(GoblinId).Health.Current); |
| 90 | + } |
| 91 | + |
| 92 | + private static (CombatState, CombatDefinitionRegistry) Fight(StatusDefinition resist) |
| 93 | + { |
| 94 | + var builder = CombatTestFactory.CreateStandardBuilder(); |
| 95 | + builder.RegisterStatus(resist); |
| 96 | + return (CombatTestFactory.CreateCombatWithHeroAndGoblin(), builder.Build()); |
| 97 | + } |
| 98 | + |
| 99 | + private static void ApplyStatus(CombatState combat, CombatDefinitionRegistry registry, CombatantId target, StatusDefinitionId id) |
| 100 | + { |
| 101 | + combat.EnqueueEffect(new ApplyStatusEffectRequest(TargetCombatantId: target, StatusDefinitionId: id, Stacks: 0)); |
| 102 | + new CombatQueueProcessor().ResolvePendingQueues(combat, registry); |
| 103 | + } |
| 104 | + |
| 105 | + private static void Damage(CombatState combat, CombatDefinitionRegistry registry, int amount, ElementId? element) |
| 106 | + { |
| 107 | + combat.EnqueueEffect(new DealDamageEffectRequest(GoblinId, amount, SourceCombatantId: HeroId, Element: element)); |
| 108 | + new CombatQueueProcessor().ResolvePendingQueues(combat, registry); |
| 109 | + } |
| 110 | + |
| 111 | + private static EffectExecutionContext<Ctx> MakeContext(CombatState combat) => |
| 112 | + new(new Ctx(), |
| 113 | + new TriggeredEffectActionBuildContext( |
| 114 | + new CombatantTargetSelectionContext( |
| 115 | + Combat: combat, Source: combat.GetCombatant(HeroId), EventTargetId: GoblinId), |
| 116 | + new TriggeredEffectActionSource(SourceCombatantId: HeroId))); |
| 117 | +} |
0 commit comments