Initial commit: Theriapolis baseline at port/godot branch point
Captures the pre-Godot-port state of the codebase. This is the rollback anchor for the Godot port (M0 of theriapolis-rpg-implementation-plan-godot-port.md). All Phase 0 through Phase 6.5 work is included; Phase 7 is in flight. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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using Theriapolis.Core;
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using Theriapolis.Core.Data;
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using Theriapolis.Core.Entities;
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using Theriapolis.Core.Rules.Character;
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using Theriapolis.Core.Rules.Dialogue;
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using Theriapolis.Core.Rules.Reputation;
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using Theriapolis.Core.Rules.Stats;
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using Xunit;
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namespace Theriapolis.Tests.Dialogue;
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/// <summary>
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/// Phase 6 M3 — option visibility predicates: rep_at_least, has_flag,
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/// has_item, ability_min, and their negations. The runner hides options
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/// whose conditions fail; the visible-option iterator must skip them.
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/// </summary>
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public sealed class OptionConditionTests
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{
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private static ContentResolver Content() =>
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new ContentResolver(new ContentLoader(TestHelpers.DataDirectory));
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private static (DialogueRunner runner, PlayerReputation rep, Dictionary<string,int> flags, Character pc)
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Setup(DialogueDef tree)
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{
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var content = Content();
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var pc = new CharacterBuilder()
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.WithClade(content.Clades["canidae"])
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.WithSpecies(content.Species["wolf"])
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.WithClass(content.Classes["fangsworn"])
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.WithBackground(content.Backgrounds["pack_raised"])
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.WithAbilities(new AbilityScores(13, 12, 14, 10, 14, 11))
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.ChooseSkill(SkillId.Athletics)
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.ChooseSkill(SkillId.Perception)
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.Build();
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var npc = new NpcActor(content.Residents["generic_innkeeper"]) { Id = 1, RoleTag = "test.npc" };
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var rep = new PlayerReputation();
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var flags = new Dictionary<string, int>();
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var ctx = new DialogueContext(npc, pc, rep, flags, content);
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return (new DialogueRunner(tree, ctx, 0xCAFEBABEUL), rep, flags, pc);
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}
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private static DialogueDef OneNode(params DialogueOptionDef[] opts)
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=> new DialogueDef
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{
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Id = "test_opts",
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Root = "n",
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Nodes = new[]
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{
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new DialogueNodeDef { Id = "n", Speaker = "npc", Text = "?", Options = opts },
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},
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};
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[Fact]
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public void HasFlag_HidesUntilSet()
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{
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var tree = OneNode(
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new DialogueOptionDef { Text = "Visible only after gifted",
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Conditions = new[] { new DialogueConditionDef { Kind = "has_flag", Flag = "gifted" } },
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Next = "<end>" });
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var (r, _, flags, _) = Setup(tree);
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Assert.Empty(r.VisibleOptions());
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flags["gifted"] = 1;
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Assert.Single(r.VisibleOptions());
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}
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[Fact]
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public void NotHasFlag_VisibleUntilSet()
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{
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var tree = OneNode(
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new DialogueOptionDef { Text = "Visible until done",
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Conditions = new[] { new DialogueConditionDef { Kind = "not_has_flag", Flag = "done" } },
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Next = "<end>" });
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var (r, _, flags, _) = Setup(tree);
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Assert.Single(r.VisibleOptions());
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flags["done"] = 1;
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Assert.Empty(r.VisibleOptions());
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}
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[Fact]
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public void RepAtLeast_GatesOnFactionStanding()
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{
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var tree = OneNode(
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new DialogueOptionDef { Text = "Friendly only",
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Conditions = new[] { new DialogueConditionDef { Kind = "rep_at_least", Faction = "covenant_enforcers", Value = 25 } },
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Next = "<end>" });
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var (r, rep, _, _) = Setup(tree);
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Assert.Empty(r.VisibleOptions());
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rep.Factions.Set("covenant_enforcers", 25);
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Assert.Single(r.VisibleOptions());
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rep.Factions.Set("covenant_enforcers", 24);
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Assert.Empty(r.VisibleOptions());
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}
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[Fact]
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public void RepAtLeast_NoFaction_ChecksEffectiveDisposition()
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{
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var tree = OneNode(
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new DialogueOptionDef { Text = "Personal only",
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Conditions = new[] { new DialogueConditionDef { Kind = "rep_at_least", Value = 30 } },
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Next = "<end>" });
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var (r, rep, _, _) = Setup(tree);
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Assert.Empty(r.VisibleOptions());
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// Pump personal disposition above threshold.
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rep.PersonalFor("test.npc").Apply(new RepEvent { Kind = RepEventKind.Aid, RoleTag = "test.npc", Magnitude = 60 });
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Assert.Single(r.VisibleOptions());
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}
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[Fact]
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public void AbilityMin_GatesOnAbilityMod()
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{
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var tree = OneNode(
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new DialogueOptionDef { Text = "Wise option",
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Conditions = new[] { new DialogueConditionDef { Kind = "ability_min", Ability = "WIS", Value = 2 } },
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Next = "<end>" });
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// Setup gave the PC WIS=14 → mod=+2; passes.
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var (r, _, _, _) = Setup(tree);
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Assert.Single(r.VisibleOptions());
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// Higher threshold fails.
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var tree2 = OneNode(
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new DialogueOptionDef { Text = "Sage option",
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Conditions = new[] { new DialogueConditionDef { Kind = "ability_min", Ability = "WIS", Value = 5 } },
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Next = "<end>" });
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var (r2, _, _, _) = Setup(tree2);
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Assert.Empty(r2.VisibleOptions());
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}
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[Fact]
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public void HasItem_DependsOnInventory()
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{
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var content = Content();
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var tree = OneNode(
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new DialogueOptionDef { Text = "Show me your knife",
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Conditions = new[] { new DialogueConditionDef { Kind = "has_item", Id = "fang_knife" } },
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Next = "<end>" });
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var (r, _, _, pc) = Setup(tree);
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Assert.Empty(r.VisibleOptions());
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pc.Inventory.Add(content.Items["fang_knife"]);
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Assert.Single(r.VisibleOptions());
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}
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[Fact]
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public void MultipleConditions_AreAnded()
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{
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var tree = OneNode(
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new DialogueOptionDef { Text = "Both",
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Conditions = new[]
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{
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new DialogueConditionDef { Kind = "has_flag", Flag = "a" },
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new DialogueConditionDef { Kind = "has_flag", Flag = "b" },
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},
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Next = "<end>" });
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var (r, _, flags, _) = Setup(tree);
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Assert.Empty(r.VisibleOptions());
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flags["a"] = 1;
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Assert.Empty(r.VisibleOptions());
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flags["b"] = 1;
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Assert.Single(r.VisibleOptions());
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}
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}
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