Skil leran und improve funktionieren Tests passen
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@@ -518,6 +518,102 @@ func contains(slice []string, item string) bool {
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//### End of Helper functions ###
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// findBestCategoryForSkillImprovement findet die Kategorie mit den niedrigsten EP-Kosten für eine Fertigkeit
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func findBestCategoryForSkillImprovement(skillName, characterClass string, level int) (string, string, error) {
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classKey := characterClass
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// Sammle alle Kategorien und Schwierigkeiten, in denen die Fertigkeit verfügbar ist
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type categoryOption struct {
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category string
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difficulty string
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epCost int
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}
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var options []categoryOption
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for category, difficulties := range learningCostsData.ImprovementCost {
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for difficulty, data := range difficulties {
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if contains(data.Skills, skillName) {
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// Prüfe ob EP-Kosten für diese Kategorie und Klasse existieren
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epPerTE, exists := learningCostsData.EPPerTE[classKey][category]
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if exists {
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// Hole die Trainingskosten für level
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trainCost, hasCost := data.TrainCosts[level]
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if hasCost {
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totalEP := epPerTE * trainCost
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options = append(options, categoryOption{
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category: category,
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difficulty: difficulty,
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epCost: totalEP,
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})
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}
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}
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}
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}
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}
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if len(options) == 0 {
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return "", "", fmt.Errorf("keine verfügbare Kategorie für Fertigkeit '%s' und Klasse '%s' auf Level %d gefunden", skillName, characterClass, level)
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}
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// Finde die Option mit den niedrigsten EP-Kosten
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bestOption := options[0]
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for _, option := range options[1:] {
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if option.epCost < bestOption.epCost {
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bestOption = option
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}
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}
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return bestOption.category, bestOption.difficulty, nil
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}
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// findBestCategoryForSkillLearning findet die Kategorie mit den niedrigsten EP-Kosten für das Lernen einer Fertigkeit
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func findBestCategoryForSkillLearning(skillName, characterClass string) (string, string, error) {
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classKey := characterClass
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// Sammle alle Kategorien und Schwierigkeiten, in denen die Fertigkeit verfügbar ist
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type categoryOption struct {
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category string
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difficulty string
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epCost int
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}
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var options []categoryOption
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for category, difficulties := range learningCostsData.ImprovementCost {
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for difficulty, data := range difficulties {
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if contains(data.Skills, skillName) {
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// Prüfe ob EP-Kosten für diese Kategorie und Klasse existieren
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epPerTE, exists := learningCostsData.EPPerTE[classKey][category]
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if exists {
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// Für das Lernen verwenden wir LearnCost * 3
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learnCost := data.LearnCost
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totalEP := epPerTE * learnCost * 3
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options = append(options, categoryOption{
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category: category,
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difficulty: difficulty,
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epCost: totalEP,
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})
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}
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}
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}
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}
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if len(options) == 0 {
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return "", "", fmt.Errorf("keine verfügbare Kategorie für Fertigkeit '%s' und Klasse '%s' gefunden", skillName, characterClass)
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}
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// Finde die Option mit den niedrigsten EP-Kosten
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bestOption := options[0]
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for _, option := range options[1:] {
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if option.epCost < bestOption.epCost {
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bestOption = option
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}
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}
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return bestOption.category, bestOption.difficulty, nil
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}
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func CalcSkillLernCost(costResult *SkillCostResultNew, reward *string) error {
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// Berechne die Lernkosten basierend auf den aktuellen Werten im costResult
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// Hier sollte die Logik zur Berechnung der Lernkosten implementiert werden
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@@ -526,6 +622,16 @@ func CalcSkillLernCost(costResult *SkillCostResultNew, reward *string) error {
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//classKey := getClassAbbreviation(costResult.CharacterClass)
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classKey := costResult.CharacterClass
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// Wenn Kategorie und Schwierigkeit noch nicht gesetzt sind, finde die beste Option
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if costResult.Category == "" || costResult.Difficulty == "" {
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bestCategory, bestDifficulty, err := findBestCategoryForSkillLearning(costResult.SkillName, classKey)
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if err != nil {
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return err
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}
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costResult.Category = bestCategory
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costResult.Difficulty = bestDifficulty
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}
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epPerTE, ok := learningCostsData.EPPerTE[classKey][costResult.Category]
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if !ok {
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return fmt.Errorf("EP-Kosten für Kategorie '%s' und Klasse '%s' nicht gefunden", costResult.Category, costResult.CharacterClass)
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@@ -540,8 +646,19 @@ func CalcSkillLernCost(costResult *SkillCostResultNew, reward *string) error {
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costResult.GoldCost = costResult.LE * 200 // Beispiel: 200 Gold pro LE
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// Apply reward logic
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if reward != nil && *reward == "noGold" {
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costResult.GoldCost = 0 // Keine Goldkosten für diese Belohnung
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if reward != nil {
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switch *reward {
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case "noGold":
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costResult.GoldCost = 0 // Keine Goldkosten für diese Belohnung
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case "halveep":
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costResult.EP = costResult.EP / 2 // Halbe EP-Kosten
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costResult.GoldCost = 0 // Keine Goldkosten bei halven EP
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case "halveepnoGold":
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costResult.GoldCost = 0 // Keine Goldkosten für diese Belohnung
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costResult.EP = costResult.EP / 2 // Halbe EP-Kosten
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case "default":
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// Keine Änderungen, normale Kosten
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}
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}
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return nil
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@@ -555,12 +672,23 @@ func CalcSkillImproveCost(costResult *SkillCostResultNew, currentLevel int, rewa
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//classKey := getClassAbbreviation(costResult.CharacterClass)
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classKey := costResult.CharacterClass
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// Wenn Kategorie und Schwierigkeit noch nicht gesetzt sind, finde die beste Option
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if costResult.Category == "" || costResult.Difficulty == "" {
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bestCategory, bestDifficulty, err := findBestCategoryForSkillImprovement(costResult.SkillName, classKey, currentLevel+1)
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if err != nil {
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return err
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}
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costResult.Category = bestCategory
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costResult.Difficulty = bestDifficulty
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}
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epPerTE, ok := learningCostsData.EPPerTE[classKey][costResult.Category]
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if !ok {
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return fmt.Errorf("EP-Kosten für Kategorie '%s' und Klasse '%s' nicht gefunden", costResult.Category, costResult.CharacterClass)
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}
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diffData := learningCostsData.ImprovementCost[costResult.Category][costResult.Difficulty]
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trainCost := diffData.TrainCosts[currentLevel+1]
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if costResult.PPUsed > 0 {
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trainCost -= costResult.PPUsed // Wenn PP verwendet werden, setze die Kosten auf die PP
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@@ -452,6 +452,77 @@ func TestSkillCoverage(t *testing.T) {
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t.Logf("Tested coverage for %d unique skills", len(skillsFound))
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}
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// TestFindBestCategoryForSkill tests the findBestCategoryForSkill function
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func TestFindBestCategoryForSkill(t *testing.T) {
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tests := []struct {
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name string
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skillName string
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characterClass string
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currentLevel int
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expectedCategory string
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expectError bool
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}{
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{
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name: "Klettern - should choose cheapest category",
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skillName: "Klettern",
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characterClass: "Kr", // Krieger
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currentLevel: 13, // Level 13->14
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// Klettern ist in: Alltag (leicht), Halbwelt (leicht), Körper (leicht)
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// Für Kr: Alltag=20 EP/TE, Halbwelt=30 EP/TE, Körper=20 EP/TE
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// Level 13->14 kostet in allen 1 TE, also 20*1=20 EP für Alltag und Körper, 30*1=30 EP für Halbwelt
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// Sollte Alltag oder Körper wählen (beide gleich günstig)
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expectedCategory: "Alltag", // oder "Körper" - beide sind gleich günstig
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expectError: false,
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},
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{
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name: "Non-existent skill",
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skillName: "NichtExistierendeFertigkeit",
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characterClass: "Kr",
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currentLevel: 10,
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expectError: true,
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},
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}
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for _, tt := range tests {
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t.Run(tt.name, func(t *testing.T) {
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category, difficulty, err := findBestCategoryForSkillImprovement(tt.skillName, tt.characterClass, tt.currentLevel)
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if tt.expectError {
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if err == nil {
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t.Errorf("Expected error but got none")
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}
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return
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}
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if err != nil {
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t.Fatalf("Unexpected error: %v", err)
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}
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// Für Klettern sind mehrere Kategorien gleich günstig, also akzeptieren wir alle
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if tt.skillName == "Klettern" {
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validCategories := []string{"Alltag", "Körper"} // Beide haben 20 EP/TE für Kr
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found := false
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for _, validCat := range validCategories {
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if category == validCat {
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found = true
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break
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}
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}
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if !found {
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t.Errorf("Expected category to be one of %v, got %s", validCategories, category)
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}
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} else {
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if category != tt.expectedCategory {
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t.Errorf("Expected category %s, got %s", tt.expectedCategory, category)
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}
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}
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t.Logf("Skill %s for class %s at level %d: category=%s, difficulty=%s",
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tt.skillName, tt.characterClass, tt.currentLevel, category, difficulty)
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})
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}
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}
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// TestCalcSkillLernCostWithRewards tests the reward logic in CalcSkillLernCost
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func TestCalcSkillLernCostWithRewards(t *testing.T) {
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tests := []struct {
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@@ -568,7 +639,7 @@ func TestCalcSkillImproveCostWithRewards(t *testing.T) {
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name string
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skillName string
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characterClass string
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currentLevel int
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currentLevel int // represents the level the character currently has must be incremented by 1 when calculating the costs
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ppUsed int
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reward *string
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expectedEP int
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@@ -581,8 +652,8 @@ func TestCalcSkillImproveCostWithRewards(t *testing.T) {
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currentLevel: 12,
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ppUsed: 0,
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reward: nil,
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expectedEP: 20, // Kr has 20 EP/TE for Körper, currentLevel 12->13 costs 0 TE, so 20*0=0
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expectedGold: 20, // No gold cost for improvements
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expectedEP: 20, // Kr has 20 EP/TE for Alltag, level 12->13 costs 0 TE, so 20*0=0
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expectedGold: 20, // 0 TE * 20 Gold per TE
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},
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{
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name: "Normal improvement to 14 without reward",
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@@ -591,8 +662,8 @@ func TestCalcSkillImproveCostWithRewards(t *testing.T) {
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currentLevel: 13,
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ppUsed: 0,
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reward: nil,
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expectedEP: 40, // Kr has 20 EP/TE for Körper, currentLevel 12->13 costs 0 TE, so 20*0=0
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expectedGold: 40, // No gold cost for improvements
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expectedEP: 40, // Kr has 20 EP/TE for Alltag, level 13->14 costs 1 TE, so 20*1=20
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expectedGold: 40, // 1 TE * 20 Gold per TE
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},
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{
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name: "Improvement with halveep reward",
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@@ -601,18 +672,29 @@ func TestCalcSkillImproveCostWithRewards(t *testing.T) {
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currentLevel: 13,
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ppUsed: 0,
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reward: stringPtr("halveep"),
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expectedEP: 20, // Kr has 20 EP/TE for Körper, level 13->14 costs 1 TE, so 20*1=20, halved = 10
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expectedGold: 40, // No gold cost for improvements
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expectedEP: 20, // Kr has 20 EP/TE for Alltag, level 13->14 costs 1 TE, so 20*1=20, halved = 10
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expectedGold: 40, // Gold cost not affected by halveep
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},
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{
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name: "Improvement to 15 without reward",
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skillName: "Klettern",
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characterClass: "Kr",
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currentLevel: 14,
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ppUsed: 0,
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reward: nil,
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expectedEP: 100, // Kr has 20 EP/TE for Alltag, level 14->15 costs 2 TE, minus 1 PP = 1 TE, so 20*1=20
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expectedGold: 100, // 1 TE * 20 Gold per TE
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},
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{
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name: "Improvement with PP used",
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name: "Improvement to 15 with PP used",
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skillName: "Klettern",
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characterClass: "Kr",
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currentLevel: 14,
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ppUsed: 1,
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reward: nil,
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expectedEP: 20, // Kr has 20 EP/TE for Körper, level 14->15 costs 2 TE, minus 1 PP = 1 TE, so 20*1=20
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expectedGold: 0, // No gold cost for improvements
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expectedEP: 80, // Kr has 20 EP/TE for Alltag, level 14->15 costs 2 TE, minus 1 PP = 1 TE, so 20*1=20
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expectedGold: 80, // 1 TE * 20 Gold per TE
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},
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{
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name: "Improvement with halveepnoGold reward",
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@@ -621,8 +703,8 @@ func TestCalcSkillImproveCostWithRewards(t *testing.T) {
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currentLevel: 15,
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ppUsed: 0,
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reward: stringPtr("halveepnoGold"),
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expectedEP: 50, // Kr has 20 EP/TE for Körper, level 15->16 costs 5 TE, so 20*5=100, halved = 50
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expectedGold: 0, // Should be 0 with halveepnoGold reward
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expectedEP: 100, // Kr has 20 EP/TE for Alltag, level 15->16 costs 5 TE, so 20*5=100, halved = 50
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expectedGold: 0, // Should be 0 with halveepnoGold reward
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},
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}
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@@ -631,9 +713,8 @@ func TestCalcSkillImproveCostWithRewards(t *testing.T) {
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costResult := &SkillCostResultNew{
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CharacterClass: tt.characterClass,
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SkillName: tt.skillName,
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Category: GetSkillCategory(tt.skillName),
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Difficulty: GetSkillDifficulty(GetSkillCategory(tt.skillName), tt.skillName),
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PPUsed: tt.ppUsed,
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// Lassen Sie Kategorie und Schwierigkeit leer, damit die Funktion die beste auswählt
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}
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err := CalcSkillImproveCost(costResult, tt.currentLevel, tt.reward)
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@@ -641,6 +722,9 @@ func TestCalcSkillImproveCostWithRewards(t *testing.T) {
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t.Fatalf("Failed to calculate improvement costs: %v", err)
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}
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// Log the chosen category for debugging
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t.Logf("Skill: %s, Class %s, Chosen category: %s, difficulty: %s", costResult.SkillName, costResult.CharacterClass, costResult.Category, costResult.Difficulty)
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if costResult.EP != tt.expectedEP {
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t.Errorf("Expected EP %d, got %d", tt.expectedEP, costResult.EP)
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}
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