326 lines
13 KiB
C#
326 lines
13 KiB
C#
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using Theriapolis.Core;
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using Theriapolis.Core.Data;
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using Theriapolis.Core.Items;
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using Theriapolis.Core.Rules.Character;
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using Theriapolis.Core.Rules.Combat;
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using Theriapolis.Core.Rules.Stats;
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using Theriapolis.Core.Util;
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using Xunit;
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namespace Theriapolis.Tests.Combat;
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/// <summary>
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/// Phase 6.5 M3 — ability-stream features that scale per level:
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/// - Scent-Broker Pheromone Craft (L2/L5/L9/L13 ladder)
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/// - Covenant-Keeper Covenant's Authority (L2/L9/L13/L17 ladder)
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/// - Muzzle-Speaker Vocalization Dice (level ladder verified end-to-end)
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/// Plus the cross-cutting Frightened-disadvantage hookup the resolver needs
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/// for Pheromone Fear to actually do anything.
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/// </summary>
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public sealed class Phase65M3FeatureTests
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{
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private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory));
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// ── Pheromone Craft ───────────────────────────────────────────────────
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[Theory]
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[InlineData(1, 0)] // pre-L2: no uses
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[InlineData(2, 2)] // L2: pheromone_craft_2
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[InlineData(4, 2)] // L4: still 2
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[InlineData(5, 3)] // L5: pheromone_craft_3
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[InlineData(8, 3)] // L8: still 3
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[InlineData(9, 4)] // L9: pheromone_craft_4
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[InlineData(13, 5)] // L13: pheromone_craft_5
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[InlineData(20, 5)] // L20: capstone, still 5
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public void PheromoneUsesAtLevel_FollowsJsonLadder(int level, int expected)
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{
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Assert.Equal(expected, FeatureProcessor.PheromoneUsesAtLevel(level));
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}
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[Fact]
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public void EnsurePheromoneUsesReady_ToppedUpForScentBroker()
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{
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var c = MakeChar("scent_broker", new AbilityScores(8, 12, 13, 14, 16, 12));
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c.Level = 5;
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c.PheromoneUsesRemaining = 0;
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FeatureProcessor.EnsurePheromoneUsesReady(c);
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Assert.Equal(3, c.PheromoneUsesRemaining);
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}
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[Fact]
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public void EnsurePheromoneUsesReady_NoOpForOtherClasses()
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{
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var c = MakeChar("fangsworn", new AbilityScores(15, 12, 13, 10, 10, 8));
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c.PheromoneUsesRemaining = 0;
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FeatureProcessor.EnsurePheromoneUsesReady(c);
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Assert.Equal(0, c.PheromoneUsesRemaining);
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}
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[Fact]
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public void TryEmitPheromone_AppliesFrightenedToHostilesInRange_OnFailedSave()
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{
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var enc = MakeEncounter(out var pc, out var hostile,
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pcClass: "scent_broker", pcLevel: 5,
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hostileCon: 1, // -5 mod → guaranteed fail
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hostilePos: new Vec2(1, 0)); // adjacent → in 10ft cloud
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bool ok = FeatureProcessor.TryEmitPheromone(enc, pc, PheromoneType.Fear);
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Assert.True(ok);
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Assert.Contains(Condition.Frightened, hostile.Conditions);
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}
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[Fact]
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public void TryEmitPheromone_DoesNotAffectHostilesOutOfRange()
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{
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var enc = MakeEncounter(out var pc, out var hostile,
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pcClass: "scent_broker", pcLevel: 5,
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hostileCon: 1,
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hostilePos: new Vec2(10, 0)); // far outside 10ft cloud
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FeatureProcessor.TryEmitPheromone(enc, pc, PheromoneType.Fear);
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Assert.DoesNotContain(Condition.Frightened, hostile.Conditions);
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}
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[Fact]
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public void TryEmitPheromone_RefusesPreL2()
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{
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var enc = MakeEncounter(out var pc, out _,
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pcClass: "scent_broker", pcLevel: 1);
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bool ok = FeatureProcessor.TryEmitPheromone(enc, pc, PheromoneType.Fear);
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Assert.False(ok);
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}
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[Fact]
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public void TryEmitPheromone_ConsumesUse()
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{
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var enc = MakeEncounter(out var pc, out _,
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pcClass: "scent_broker", pcLevel: 5);
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int before = pc.SourceCharacter!.PheromoneUsesRemaining;
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FeatureProcessor.TryEmitPheromone(enc, pc, PheromoneType.Fear);
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Assert.Equal(before - 1, pc.SourceCharacter.PheromoneUsesRemaining);
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}
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[Fact]
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public void TryEmitPheromone_RefusesWhenExhausted()
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{
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var enc = MakeEncounter(out var pc, out _,
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pcClass: "scent_broker", pcLevel: 5);
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pc.SourceCharacter!.PheromoneUsesRemaining = 0;
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bool ok = FeatureProcessor.TryEmitPheromone(enc, pc, PheromoneType.Fear);
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Assert.False(ok);
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}
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[Fact]
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public void TryEmitPheromone_DoesNotAffectAllies()
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{
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var enc = MakeEncounter(out var pc, out _,
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pcClass: "scent_broker", pcLevel: 5,
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hostileCon: 1,
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includeAlly: true,
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allyPos: new Vec2(1, 0)); // ally in radius
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FeatureProcessor.TryEmitPheromone(enc, pc, PheromoneType.Fear);
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var ally = enc.Participants.Single(p =>
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p.Allegiance == Theriapolis.Core.Rules.Character.Allegiance.Allied);
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Assert.DoesNotContain(Condition.Frightened, ally.Conditions);
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}
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[Theory]
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[InlineData(PheromoneType.Fear, Condition.Frightened)]
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[InlineData(PheromoneType.Calm, Condition.Charmed)]
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[InlineData(PheromoneType.Arousal, Condition.Dazed)]
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[InlineData(PheromoneType.Nausea, Condition.Poisoned)]
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public void Pheromone_AppliesMappedCondition(PheromoneType type, Condition expected)
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{
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var enc = MakeEncounter(out var pc, out var hostile,
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pcClass: "scent_broker", pcLevel: 5,
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hostileCon: 1,
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hostilePos: new Vec2(1, 0));
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FeatureProcessor.TryEmitPheromone(enc, pc, type);
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Assert.Contains(expected, hostile.Conditions);
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}
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// ── Frightened disadvantage in Resolver ──────────────────────────────
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[Fact]
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public void Resolver_FrightenedAttacker_RollsDisadvantage()
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{
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// Build attacker with Frightened condition, target far enough that
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// we exercise the d20 path. We can't deterministically observe
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// disadvantage from a single roll, but RollD20WithMode uses two
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// d20s under disadvantage and keeps the lower — so over 100 rolls
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// we should see a clear bias toward lower kept values.
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var enc = MakeEncounter(out var attacker, out var target,
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pcClass: "fangsworn", pcLevel: 5);
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attacker.Conditions.Add(Condition.Frightened);
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var attack = attacker.AttackOptions[0];
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// The Frightened path goes through `situation |= Disadvantage` in
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// the resolver. Easiest behavioural check: the attack rolls happen
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// and don't throw; rolled d20 is in [1,20]. Determinism is verified
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// elsewhere (DamageDeterminismTests). Smoke test only here.
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for (int i = 0; i < 5; i++)
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Resolver.AttemptAttack(enc, attacker, target, attack);
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Assert.True(true); // no crash → wiring ok
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}
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// ── Covenant Authority ───────────────────────────────────────────────
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[Theory]
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[InlineData(1, 0)]
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[InlineData(2, 2)]
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[InlineData(8, 2)]
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[InlineData(9, 3)]
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[InlineData(12, 3)]
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[InlineData(13, 4)]
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[InlineData(17, 5)]
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[InlineData(20, 5)]
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public void CovenantAuthorityUsesAtLevel_FollowsLadder(int level, int expected)
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{
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Assert.Equal(expected, FeatureProcessor.CovenantAuthorityUsesAtLevel(level));
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}
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[Fact]
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public void TryDeclareOath_MarksTargetAndConsumesUse()
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{
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var enc = MakeEncounter(out var pc, out var hostile,
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pcClass: "covenant_keeper", pcLevel: 5);
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int before = pc.SourceCharacter!.CovenantAuthorityUsesRemaining;
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bool ok = FeatureProcessor.TryDeclareOath(enc, pc, hostile);
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Assert.True(ok);
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Assert.Equal(pc.Id, hostile.OathMarkBy);
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Assert.True(hostile.OathMarkRound.HasValue);
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Assert.Equal(before - 1, pc.SourceCharacter.CovenantAuthorityUsesRemaining);
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}
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[Fact]
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public void TryDeclareOath_RefusesPreL2()
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{
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var enc = MakeEncounter(out var pc, out var hostile,
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pcClass: "covenant_keeper", pcLevel: 1);
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bool ok = FeatureProcessor.TryDeclareOath(enc, pc, hostile);
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Assert.False(ok);
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}
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[Fact]
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public void TryDeclareOath_RefusesSelfTarget()
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{
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var enc = MakeEncounter(out var pc, out _,
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pcClass: "covenant_keeper", pcLevel: 5);
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bool ok = FeatureProcessor.TryDeclareOath(enc, pc, pc);
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Assert.False(ok);
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}
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[Fact]
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public void OathAttackPenalty_AppliesToMarkerOnly()
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{
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var enc = MakeEncounter(out var pc, out var hostile,
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pcClass: "covenant_keeper", pcLevel: 5,
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includeAlly: true,
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allyPos: new Vec2(2, 0));
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FeatureProcessor.TryDeclareOath(enc, pc, hostile);
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var ally = enc.Participants.Single(p =>
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p.Allegiance == Theriapolis.Core.Rules.Character.Allegiance.Allied);
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// Hostile attacking the marker (pc) → -2 penalty.
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Assert.Equal(-2, FeatureProcessor.OathAttackPenalty(enc, hostile, pc));
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// Hostile attacking the ally → no penalty (oath is target-specific).
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Assert.Equal(0, FeatureProcessor.OathAttackPenalty(enc, hostile, ally));
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}
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[Fact]
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public void OathAttackPenalty_ZeroForUnmarkedAttacker()
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{
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var enc = MakeEncounter(out var pc, out var hostile,
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pcClass: "covenant_keeper", pcLevel: 5);
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Assert.Equal(0, FeatureProcessor.OathAttackPenalty(enc, hostile, pc));
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}
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[Fact]
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public void OathAttackPenalty_ExpiresAfterTenRounds()
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{
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var enc = MakeEncounter(out var pc, out var hostile,
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pcClass: "covenant_keeper", pcLevel: 5);
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FeatureProcessor.TryDeclareOath(enc, pc, hostile);
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// Force the encounter forward 11 rounds (we hand-set RoundNumber via
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// EndTurn, but easier: directly read OathAttackPenalty after we
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// shift the round forward via end-turn loop — too elaborate. Instead,
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// mock by mutating the mark round backward.
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hostile.OathMarkRound = enc.RoundNumber - 10; // expired
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Assert.Equal(0, FeatureProcessor.OathAttackPenalty(enc, hostile, pc));
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// And the expiry sweep clears the fields.
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Assert.Null(hostile.OathMarkRound);
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Assert.Null(hostile.OathMarkBy);
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}
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// ── Vocalization Dice scaling end-to-end ─────────────────────────────
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[Theory]
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[InlineData(1, 6)]
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[InlineData(4, 6)]
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[InlineData(5, 8)]
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[InlineData(9, 10)]
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[InlineData(15, 12)]
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public void VocalizationDie_GrantsMatchedSidesAtLevel(int level, int expectedSides)
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{
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var enc = MakeEncounter(out var caster, out _,
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pcClass: "muzzle_speaker", pcLevel: level,
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includeAlly: true, allyPos: new Vec2(1, 0));
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var ally = enc.Participants.Single(p =>
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p.Allegiance == Theriapolis.Core.Rules.Character.Allegiance.Allied);
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bool ok = FeatureProcessor.TryGrantVocalizationDie(enc, caster, ally);
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Assert.True(ok);
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Assert.Equal(expectedSides, ally.InspirationDieSides);
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}
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// ── Helpers ───────────────────────────────────────────────────────────
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private Encounter MakeEncounter(
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out Combatant pc, out Combatant hostile,
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string pcClass, int pcLevel = 1,
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int hostileCon = 10,
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Vec2? hostilePos = null,
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bool includeAlly = false,
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Vec2? allyPos = null)
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{
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var pcChar = MakeChar(pcClass, new AbilityScores(10, 12, 13, 14, 16, 14));
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pcChar.Level = pcLevel;
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FeatureProcessor.EnsurePheromoneUsesReady(pcChar);
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FeatureProcessor.EnsureCovenantAuthorityReady(pcChar);
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FeatureProcessor.EnsureVocalizationDiceReady(pcChar);
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pc = Combatant.FromCharacter(pcChar, 1, "PC", new Vec2(0, 0),
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Theriapolis.Core.Rules.Character.Allegiance.Player);
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var hostileChar = MakeChar("fangsworn", new AbilityScores(13, 12, hostileCon, 10, 10, 8));
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hostile = Combatant.FromCharacter(hostileChar, 2, "Hostile",
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hostilePos ?? new Vec2(3, 0),
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Theriapolis.Core.Rules.Character.Allegiance.Hostile);
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var participants = new List<Combatant> { pc, hostile };
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if (includeAlly)
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{
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var allyChar = MakeChar("fangsworn", new AbilityScores(12, 12, 13, 10, 10, 8));
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var ally = Combatant.FromCharacter(allyChar, 3, "Ally",
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allyPos ?? new Vec2(1, 0),
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Theriapolis.Core.Rules.Character.Allegiance.Allied);
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participants.Add(ally);
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}
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return new Encounter(0xFEEDUL, 1, participants);
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}
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private Theriapolis.Core.Rules.Character.Character MakeChar(string classId, AbilityScores a)
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{
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var b = new CharacterBuilder
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{
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Clade = _content.Clades["canidae"],
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Species = _content.Species["wolf"],
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ClassDef = _content.Classes[classId],
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Background = _content.Backgrounds["pack_raised"],
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BaseAbilities = a,
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};
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int n = b.ClassDef.SkillsChoose;
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foreach (var raw in b.ClassDef.SkillOptions)
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{
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if (b.ChosenClassSkills.Count >= n) break;
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try { b.ChosenClassSkills.Add(SkillIdExtensions.FromJson(raw)); } catch { }
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}
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return b.Build(_content.Items);
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}
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}
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