Files
bamort/backend/pdfrender/weapon_mapper_test.go
T
2025-12-19 17:28:40 +01:00

116 lines
3.1 KiB
Go

package pdfrender
import (
"bamort/models"
"testing"
)
// TestMapWeapons_WithEWCalculation tests that weapon EW is correctly calculated
// EW = Waffenfertigkeit.Fertigkeitswert + Character.AngriffBonus + Weapon.Anb
func TestMapWeapons_WithEWCalculation(t *testing.T) {
// Arrange - Create a character with weapon skills and equipped weapons
char := &models.Char{
BamortBase: models.BamortBase{
ID: 1,
Name: "Test Fighter",
},
// Weapon skills the character has learned
Waffenfertigkeiten: []models.SkWaffenfertigkeit{
{
SkFertigkeit: models.SkFertigkeit{
BamortCharTrait: models.BamortCharTrait{
BamortBase: models.BamortBase{
Name: "Langschwert",
},
},
Fertigkeitswert: 12, // Base skill value
},
},
{
SkFertigkeit: models.SkFertigkeit{
BamortCharTrait: models.BamortCharTrait{
BamortBase: models.BamortBase{
Name: "Bogen",
},
},
Fertigkeitswert: 10,
},
},
},
// Actual equipped weapons with bonuses
Waffen: []models.EqWaffe{
{
BamortCharTrait: models.BamortCharTrait{
BamortBase: models.BamortBase{
Name: "Langschwert",
},
},
Anb: 2, // Attack bonus of weapon
Schb: 1, // Damage bonus of weapon
},
{
BamortCharTrait: models.BamortCharTrait{
BamortBase: models.BamortBase{
Name: "Bogen",
},
},
Anb: 0,
Schb: 0,
},
},
// Character attributes that influence combat
Eigenschaften: []models.Eigenschaft{
{Name: "St", Value: 90}, // Strength influences attack bonus
{Name: "Gw", Value: 80}, // Dexterity influences attack bonus
},
}
// Act
vm, err := MapCharacterToViewModel(char)
// Assert
if err != nil {
t.Fatalf("Expected no error, got %v", err)
}
if len(vm.Weapons) != 2 {
t.Fatalf("Expected 2 weapons, got %d", len(vm.Weapons))
}
// Test Langschwert
sword := vm.Weapons[0]
if sword.Name != "Langschwert" {
t.Errorf("Expected weapon name 'Langschwert', got '%s'", sword.Name)
}
// EW should be: skill(12) + char_attack_bonus + weapon_bonus(2)
// Character attack bonus is derived from St/Gw, typically calculated in DerivedValues
// For now, we expect at least: 12 + 2 = 14 (we'll enhance with char bonus later)
if sword.Value < 14 {
t.Errorf("Expected sword EW >= 14 (skill 12 + weapon bonus 2), got %d", sword.Value)
}
// Test Bogen
bow := vm.Weapons[1]
if bow.Name != "Bogen" {
t.Errorf("Expected weapon name 'Bogen', got '%s'", bow.Name)
}
if bow.Value < 10 {
t.Errorf("Expected bow EW >= 10 (skill 10 + no weapon bonus), got %d", bow.Value)
}
}
// TestMapWeapons_WithDamageCalculation tests that weapon damage is correctly calculated
func TestMapWeapons_WithDamageCalculation(t *testing.T) {
// This test will be implemented to verify damage calculation
// For now, we mark it as a placeholder for TDD
t.Skip("TODO: Implement damage calculation test")
}
// TestMapWeapons_WithRangedWeaponRanges tests that ranged weapons show their ranges
func TestMapWeapons_WithRangedWeaponRanges(t *testing.T) {
// This test will verify that ranged weapons (Bogen, Armbrust) show ranges
t.Skip("TODO: Implement ranged weapon ranges test")
}