CalculateStaticFieldsLogic
calculation of Bonus values defence zaubern and other values that depend on base stats
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@@ -716,7 +716,7 @@ func TestFinalizeCharacterCreation(t *testing.T) {
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// Verify character exists in database
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var createdChar models.Char
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err = database.DB.Preload("Fertigkeiten").Preload("Waffenfertigkeiten").Preload("Zauber").
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err = database.DB.Preload("Lp").Preload("Ap").Preload("B").Preload("Eigenschaften").Preload("Fertigkeiten").Preload("Waffenfertigkeiten").Preload("Zauber").
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First(&createdChar, "id = ?", characterID).Error
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assert.NoError(t, err, "Created character should exist in database")
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@@ -756,6 +756,13 @@ func TestFinalizeCharacterCreation(t *testing.T) {
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assert.Equal(t, 8, createdChar.B.Max, "B Max should match session")
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assert.Equal(t, 8, createdChar.B.Value, "B Value should equal Max initially")
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// Validate static derived values (Resistenz, Abwehr, Zaubern, Raufen)
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assert.Equal(t, 11, createdChar.ResistenzKoerper, "Resistenz Körper should match session")
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assert.Equal(t, 11, createdChar.ResistenzGeist, "Resistenz Geist should match session")
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assert.Equal(t, 11, createdChar.Abwehr, "Abwehr should match session")
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assert.Equal(t, 11, createdChar.Zaubern, "Zaubern should match session")
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assert.Equal(t, 8, createdChar.Raufen, "Raufen should match session")
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// Validate skills were transferred (session has 10 skills: 6 regular skills + 4 weapon skills)
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// Regular skills: Klettern, Reiten, Sprache, Athletik, Heilkunde, Naturkunde (6)
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// Weapon skills: Spießwaffen, Stielwurfwaffen, Waffenloser Kampf, Stichwaffen (4)
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