Files
turnstone/examples/door-game/tests/test_leveling.py
Patrick Buckley 99e7dc17ec feat(examples): Understone — a BBS door game as a standalone MCP server
A shared-world, classic-door-game-style door game in examples/door-game/: a pure-stdlib
game engine (tile overworld + location menus, seeded combat, daily turn
budget, leveling, shop, event log, leaderboard) behind nine sync door_*
FastMCP tools returning monochrome box-drawing frames. The connecting
session's LLM plays dungeon master — tool descriptions plus a door_help
manual teach a cold model to run the game with zero setup, while the server
owns all dice and state, so the DM narrates around facts it cannot bend.

Non-obvious decisions:
- engine/screen/world/persistence import stdlib only; server.py is the only
  mcp import. All nine handlers are sync def: on mcp 1.27 they execute
  inline on the event loop (verified against func_metadata), so tool bodies
  serialize and one SQLite connection (WAL, per-action commit) is safe.
  check_same_thread=False exists only because the Store may be constructed
  on a different thread than the serving loop.
- Streamable HTTP serves ONE process = one shared world (players appear on
  each other's maps; async "while you were away" event feed); stdio is the
  solo-world fallback.
- The economy is content, not code: daily_turns, costs, xp curve, bestow
  budget, and dungeon tiers live in world.json settings, band-validated by
  the loader. door_bestow gives the DM capped, event-audited largesse
  (gold/heal only, never turns) so story generosity cannot melt the shared
  leaderboard.
- Player names and bestow reasons are sanitized (printable-only, length
  caps) because they flow into the shared event log and from there into
  other players' DM context — embedded newlines would forge log lines.
- Daily turn/bestow pools lazy-reset per UTC day on every consuming path
  (injectable clock); the dungeon gauntlet is a fixed boss ladder by design.

Tests: 109 — engine units with seeded RNG + frozen clock, hand-authored
golden frames paired with structural asserts, loader band rejections, and
one real-wire integration test (uvicorn + streamablehttp_client) with a
two-session shared-world assertion. Negative-tested by reverting the guard
and watching the suite fail: the daily turn-budget guard, the bestow cap,
and the sanitizer's isprintable clause.
2026-06-13 04:40:40 -07:00

119 lines
3.9 KiB
Python

"""XP curve, level-up, and restorative-maths tests.
Pins the threshold edges (at / just below / just above), a multi-level
jump from a single award, the exact growth table, the inn's flat-rate
full heal with affordability gating, and the healer's per-HP cost maths.
"""
from __future__ import annotations
from tests.conftest import DEFAULT_SETTINGS, make_player, make_settings
from understone.engine.leveling import apply_xp, heal, rest, xp_for_level
# Default curve is 100 * (n-1)*n/2 cumulative:
# L2 = 100, L3 = 300, L4 = 600, L5 = 1000.
def test_xp_curve_thresholds() -> None:
assert xp_for_level(1, DEFAULT_SETTINGS) == 0
assert xp_for_level(2, DEFAULT_SETTINGS) == 100
assert xp_for_level(3, DEFAULT_SETTINGS) == 300
assert xp_for_level(4, DEFAULT_SETTINGS) == 600
assert xp_for_level(5, DEFAULT_SETTINGS) == 1000
def test_just_below_threshold_does_not_level() -> None:
player = make_player(level=1, xp=0, hp=20, max_hp=20)
gains = apply_xp(player, 99, DEFAULT_SETTINGS)
assert gains == []
assert player.level == 1
def test_exact_threshold_levels_once() -> None:
player = make_player(level=1, xp=0, hp=10, max_hp=20, atk=5, def_=1)
gains = apply_xp(player, 100, DEFAULT_SETTINGS)
assert len(gains) == 1
assert player.level == 2
# Growth table applied and a full heal granted on level-up.
assert player.max_hp == 26
assert player.atk == 7
assert player.def_ == 2
assert player.hp == player.max_hp
def test_just_above_threshold_levels_once() -> None:
player = make_player(level=1, xp=0)
gains = apply_xp(player, 101, DEFAULT_SETTINGS)
assert len(gains) == 1
assert player.level == 2
assert player.xp == 101
def test_single_award_can_jump_multiple_levels() -> None:
player = make_player(level=1, xp=0, max_hp=20, atk=5, def_=1)
gains = apply_xp(player, 600, DEFAULT_SETTINGS)
# 600 cumulative reaches level 4 (L2=100, L3=300, L4=600).
assert player.level == 4
assert [g.new_level for g in gains] == [2, 3, 4]
# Three levels of growth stacked.
assert player.max_hp == 20 + 3 * 6
assert player.atk == 5 + 3 * 2
assert player.def_ == 1 + 3 * 1
def test_growth_table_respects_settings() -> None:
settings = make_settings(growth_max_hp=10, growth_atk=3, growth_def=2, xp_base=50)
player = make_player(level=1, xp=0, max_hp=20, atk=5, def_=1)
apply_xp(player, 50, settings) # L2 at 50 with xp_base=50
assert player.level == 2
assert player.max_hp == 30
assert player.atk == 8
assert player.def_ == 3
# ---------------------------------------------------------------------------
# rest (inn) and heal (healer)
# ---------------------------------------------------------------------------
def test_rest_full_heals_and_charges() -> None:
player = make_player(hp=5, max_hp=20, gold=50)
assert rest(player, cost=15) is True
assert player.hp == 20
assert player.gold == 35
def test_rest_refused_when_unaffordable() -> None:
player = make_player(hp=5, max_hp=20, gold=10)
assert rest(player, cost=15) is False
assert player.hp == 5
assert player.gold == 10
def test_heal_charges_only_for_hp_restored() -> None:
player = make_player(hp=15, max_hp=20, gold=100)
result = heal(player, amount=10, cost_per_hp=2)
# Only 5 HP were missing.
assert result.healed == 5
assert result.cost == 10
assert player.hp == 20
assert player.gold == 90
def test_heal_bounded_by_affordability() -> None:
player = make_player(hp=2, max_hp=20, gold=7)
result = heal(player, amount=10, cost_per_hp=2)
# 7 gold buys 3 HP at 2/hp.
assert result.healed == 3
assert result.cost == 6
assert player.hp == 5
assert player.gold == 1
def test_heal_noop_when_full() -> None:
player = make_player(hp=20, max_hp=20, gold=100)
result = heal(player, amount=10, cost_per_hp=2)
assert result.healed == 0
assert result.cost == 0
assert player.gold == 100