Files
Christopher Wiebe b451f83174 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>
2026-04-30 20:40:51 -07:00

241 lines
8.6 KiB
C#

using Theriapolis.Core;
using Theriapolis.Core.Data;
using Theriapolis.Core.Entities;
using Theriapolis.Core.Rules.Character;
using Theriapolis.Core.Rules.Dialogue;
using Theriapolis.Core.Rules.Reputation;
using Theriapolis.Core.Rules.Stats;
using Xunit;
namespace Theriapolis.Tests.Dialogue;
/// <summary>
/// Phase 6 M3 — DialogueRunner mechanics: option visibility, effect
/// application (set_flag, give_item, rep_event, open_shop), skill-check
/// branching, deterministic dice, history scrollback.
/// </summary>
public sealed class DialogueRunnerTests
{
private static ContentResolver LoadContent()
=> new ContentResolver(new ContentLoader(TestHelpers.DataDirectory));
private static Character WolfPc(ContentResolver content)
{
var b = new CharacterBuilder()
.WithClade(content.Clades["canidae"])
.WithSpecies(content.Species["wolf"])
.WithClass(content.Classes["fangsworn"])
.WithBackground(content.Backgrounds["pack_raised"])
.WithAbilities(new AbilityScores(13, 12, 14, 10, 10, 11));
var classD = content.Classes["fangsworn"];
int needed = classD.SkillsChoose;
var added = new HashSet<SkillId>();
for (int i = 0; i < classD.SkillOptions.Length && added.Count < needed; i++)
{
try
{
var sk = SkillIdExtensions.FromJson(classD.SkillOptions[i]);
if (added.Add(sk)) b.ChooseSkill(sk);
}
catch (System.ArgumentException) { /* unknown skill in content */ }
}
return b.Build();
}
private static NpcActor SyntheticInnkeeper(ContentResolver content)
{
var template = content.Residents["generic_innkeeper"];
return new NpcActor(template) { Id = 1, RoleTag = "test.innkeeper" };
}
private static (DialogueRunner runner, DialogueContext ctx) NewRunner(
DialogueDef tree,
ContentResolver content,
out PlayerReputation rep,
out Dictionary<string, int> flags)
{
var pc = WolfPc(content);
var npc = SyntheticInnkeeper(content);
rep = new PlayerReputation();
flags = new Dictionary<string, int>();
var ctx = new DialogueContext(npc, pc, rep, flags, content);
return (new DialogueRunner(tree, ctx, worldSeed: 0xCAFEBABEUL), ctx);
}
private static DialogueDef SimpleTree()
=> new DialogueDef
{
Id = "test_simple",
Root = "intro",
Nodes = new[]
{
new DialogueNodeDef
{
Id = "intro",
Speaker = "npc",
Text = "Welcome.",
Options = new[]
{
new DialogueOptionDef
{
Text = "Take this gift.",
Next = "thanks",
Effects = new[] { new DialogueEffectDef { Kind = "set_flag", Flag = "gifted", Value = 1 } },
},
new DialogueOptionDef { Text = "Goodbye.", Next = "<end>" },
},
},
new DialogueNodeDef { Id = "thanks", Speaker = "npc", Text = "You shouldn't have." },
},
};
private static DialogueDef TreeWithSkillCheck()
=> new DialogueDef
{
Id = "test_check",
Root = "intro",
Nodes = new[]
{
new DialogueNodeDef
{
Id = "intro",
Speaker = "npc",
Text = "Try me.",
Options = new[]
{
new DialogueOptionDef
{
Text = "Persuade",
SkillCheck = new DialogueSkillCheckDef { Skill = "persuasion", Dc = 5 },
NextOnSuccess = "yes",
NextOnFailure = "no",
EffectsOnSuccess = new[] { new DialogueEffectDef { Kind = "set_flag", Flag = "won" } },
EffectsOnFailure = new[] { new DialogueEffectDef { Kind = "set_flag", Flag = "lost" } },
},
},
},
new DialogueNodeDef { Id = "yes", Speaker = "npc", Text = "Fine." },
new DialogueNodeDef { Id = "no", Speaker = "npc", Text = "No way." },
},
};
[Fact]
public void StartsAtRoot_AppendsOpeningLine()
{
var content = LoadContent();
var (runner, _) = NewRunner(SimpleTree(), content, out _, out _);
Assert.False(runner.IsOver);
Assert.Equal("intro", runner.CurrentNode.Id);
Assert.Single(runner.History); // the opening NPC line
}
[Fact]
public void ChooseOption_AppliesEffectAndAdvances()
{
var content = LoadContent();
var (runner, _) = NewRunner(SimpleTree(), content, out _, out var flags);
var result = runner.ChooseOption(0);
Assert.Equal("thanks", runner.CurrentNode.Id);
Assert.True(flags.ContainsKey("gifted") && flags["gifted"] == 1);
Assert.False(result.ClosedAfter);
}
[Fact]
public void EndOption_ClosesDialogue()
{
var content = LoadContent();
var (runner, _) = NewRunner(SimpleTree(), content, out _, out _);
runner.ChooseOption(1);
Assert.True(runner.IsOver);
}
[Fact]
public void SkillCheck_BranchesOnRoll()
{
// DC=5 against a STR/DEX-leaning Fangsworn with 11 CHA → mod = 0,
// so the d20 alone must clear 5. Most rolls succeed.
var content = LoadContent();
var (runner, _) = NewRunner(TreeWithSkillCheck(), content, out _, out var flags);
runner.ChooseOption(0);
bool won = flags.ContainsKey("won");
bool lost = flags.ContainsKey("lost");
Assert.True(won ^ lost, "exactly one of won/lost must be set");
Assert.True(runner.IsOver || runner.CurrentNode.Id is "yes" or "no");
}
[Fact]
public void SkillCheck_IsDeterministic_ForSameSeedAndOptionIndex()
{
var content = LoadContent();
// Run two independent runners on the same seed; both should pick the
// same branch.
var (r1, _) = NewRunner(TreeWithSkillCheck(), content, out _, out var f1);
var (r2, _) = NewRunner(TreeWithSkillCheck(), content, out _, out var f2);
r1.ChooseOption(0);
r2.ChooseOption(0);
Assert.Equal(f1.ContainsKey("won"), f2.ContainsKey("won"));
Assert.Equal(r1.CurrentNode.Id, r2.CurrentNode.Id);
}
[Fact]
public void Effect_OpenShop_SetsContextFlag()
{
var tree = new DialogueDef
{
Id = "shop_test", Root = "n",
Nodes = new[]
{
new DialogueNodeDef
{
Id = "n", Speaker = "npc", Text = "Hi",
Options = new[]
{
new DialogueOptionDef { Text = "Browse.", Effects = new[] { new DialogueEffectDef { Kind = "open_shop" } }, Next = "<end>" },
},
},
},
};
var content = LoadContent();
var (runner, ctx) = NewRunner(tree, content, out _, out _);
runner.ChooseOption(0);
Assert.True(ctx.ShopRequested);
}
[Fact]
public void Effect_RepEvent_SubmitsToReputation()
{
var tree = new DialogueDef
{
Id = "rep_test", Root = "n",
Nodes = new[]
{
new DialogueNodeDef
{
Id = "n", Speaker = "npc", Text = "Hi",
Options = new[]
{
new DialogueOptionDef
{
Text = "Insult.",
Effects = new[]
{
new DialogueEffectDef
{
Kind = "rep_event",
Event = new DialogueRepEventDef { Kind = "Dialogue", Magnitude = -5 },
},
},
Next = "<end>",
},
},
},
},
};
var content = LoadContent();
var (runner, _) = NewRunner(tree, content, out var rep, out _);
runner.ChooseOption(0);
Assert.True(rep.Personal["test.innkeeper"].Score < 0);
}
}