Files
TheriapolisV3/Theriapolis.Tests/Persistence/LevelUpRoundTripTests.cs
T
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

142 lines
5.5 KiB
C#

using Theriapolis.Core;
using Theriapolis.Core.Data;
using Theriapolis.Core.Persistence;
using Theriapolis.Core.Rules.Character;
using Theriapolis.Core.Rules.Stats;
using Xunit;
namespace Theriapolis.Tests.Persistence;
/// <summary>
/// Phase 6.5 M0 — level-up history + subclass + learned-features round-trip.
/// Save a character at level 4 (with subclass + ASI history); load; assert
/// every per-level delta survives.
/// </summary>
public sealed class LevelUpRoundTripTests
{
private readonly ContentResolver _content = new(new ContentLoader(TestHelpers.DataDirectory));
private Character MakeWolfFangsworn()
{
var b = new CharacterBuilder
{
Clade = _content.Clades["canidae"],
Species = _content.Species["wolf"],
ClassDef = _content.Classes["fangsworn"],
Background = _content.Backgrounds["pack_raised"],
BaseAbilities = new AbilityScores(15, 12, 13, 10, 13, 8),
Name = "Tester",
};
int n = b.ClassDef.SkillsChoose;
foreach (var raw in b.ClassDef.SkillOptions)
{
if (b.ChosenClassSkills.Count >= n) break;
try { b.ChosenClassSkills.Add(SkillIdExtensions.FromJson(raw)); } catch { }
}
return b.Build();
}
private void LevelTo(Character c, int target)
{
while (c.Level < target)
{
int next = c.Level + 1;
ulong seed = 0xCAFE_F00D_CAFE_F00DUL ^ (ulong)next;
var r = LevelUpFlow.Compute(c, next, seed, takeAverage: true);
var ch = new LevelUpChoices { TakeAverageHp = true };
if (r.GrantsSubclassChoice && c.ClassDef.SubclassIds.Length > 0)
ch.SubclassId = c.ClassDef.SubclassIds[0];
if (r.GrantsAsiChoice)
ch.AsiAdjustments = new() { { AbilityId.STR, 2 } };
c.ApplyLevelUp(r, ch);
}
}
[Fact]
public void Character_AtLevel4_RoundTripsThroughCharacterCodec()
{
var c = MakeWolfFangsworn();
c.Xp = 6_500; // beyond level 4 threshold
LevelTo(c, target: 4);
Assert.Equal(4, c.Level);
Assert.NotEmpty(c.SubclassId); // L3 picker fired
Assert.NotEmpty(c.LearnedFeatureIds);
Assert.Equal(3, c.LevelUpHistory.Count); // L2, L3, L4
var snap = CharacterCodec.Capture(c);
var restored = CharacterCodec.Restore(snap, _content);
Assert.Equal(4, restored.Level);
Assert.Equal(c.SubclassId, restored.SubclassId);
Assert.Equal(c.MaxHp, restored.MaxHp);
Assert.Equal(c.LearnedFeatureIds.Count, restored.LearnedFeatureIds.Count);
Assert.Equal(c.LearnedFeatureIds, restored.LearnedFeatureIds);
Assert.Equal(c.LevelUpHistory.Count, restored.LevelUpHistory.Count);
for (int i = 0; i < c.LevelUpHistory.Count; i++)
{
var a = c.LevelUpHistory[i];
var b = restored.LevelUpHistory[i];
Assert.Equal(a.Level, b.Level);
Assert.Equal(a.HpGained, b.HpGained);
Assert.Equal(a.HpWasAveraged, b.HpWasAveraged);
Assert.Equal(a.HpHitDieResult, b.HpHitDieResult);
Assert.Equal(a.SubclassChosen, b.SubclassChosen);
Assert.Equal(a.FeaturesUnlocked, b.FeaturesUnlocked);
Assert.Equal(a.AsiAdjustmentsKeys, b.AsiAdjustmentsKeys);
Assert.Equal(a.AsiAdjustmentsValues, b.AsiAdjustmentsValues);
}
// ASI raised STR — level-4 history entry should record +2 STR.
var lv4 = c.LevelUpHistory[^1];
Assert.Equal(4, lv4.Level);
Assert.Single(lv4.AsiAdjustmentsValues);
Assert.Equal(2, lv4.AsiAdjustmentsValues[0]);
// And the ability is preserved across the round-trip.
Assert.Equal(c.Abilities.STR, restored.Abilities.STR);
}
[Fact]
public void Character_AtLevel4_RoundTripsThroughBinarySaveCodec()
{
var c = MakeWolfFangsworn();
c.Xp = 6_500;
LevelTo(c, target: 4);
var header = new SaveHeader { Version = C.SAVE_SCHEMA_VERSION, WorldSeedHex = "0xFEED" };
var body = new SaveBody { PlayerCharacter = CharacterCodec.Capture(c) };
body.Player.Id = 1;
body.Player.Name = "Tester";
var bytes = SaveCodec.Serialize(header, body);
var (h2, body2) = SaveCodec.Deserialize(bytes);
Assert.Equal(header.Version, h2.Version);
Assert.NotNull(body2.PlayerCharacter);
Assert.Equal(4, body2.PlayerCharacter!.Level);
Assert.NotEmpty(body2.PlayerCharacter.SubclassId);
Assert.Equal(3, body2.PlayerCharacter.LevelUpHistory.Length);
Assert.Equal(c.LearnedFeatureIds.Count, body2.PlayerCharacter.LearnedFeatureIds.Length);
}
[Fact]
public void V6Save_WithoutLevelUpFields_LoadsAsLevel1Character()
{
// Simulate a v6 save by writing a character without the v7 trailing
// fields. Easiest path: hand-construct a minimal PlayerCharacterState
// (the codec's EOS-check pattern handles missing trailing data on read).
var c = MakeWolfFangsworn();
var snap = CharacterCodec.Capture(c);
// Force the v7 fields to defaults to simulate a v6 save.
snap.SubclassId = "";
snap.LearnedFeatureIds = Array.Empty<string>();
snap.LevelUpHistory = Array.Empty<LevelUpRecordState>();
var restored = CharacterCodec.Restore(snap, _content);
Assert.Equal(1, restored.Level);
Assert.Empty(restored.SubclassId);
Assert.Empty(restored.LevelUpHistory);
}
}