Design ruling R7 abolishes XP as a concept and says the column goes with it, but no task in the plan actually dropped it -- the plan only dropped characters.experience and combat_rewards.experience_granted. Task 9 removed experienceReward from the seed literals, leaving monster_definitions.experience_reward as a NOT NULL column with no default that nothing supplies. The first monster insert against a real database would have failed on a constraint violation. No suite here could have caught it: none of them connect to Postgres. Drops the column in the slice migration (which has never been run, so amending it in place is correct rather than stacking a second one), removes the entity field, and clears the three test fixtures that still set it. silver_min/silver_max deliberately stay -- spec 15 keeps a direct currency drop available as a lore-valid exception, and XP has no such carve-out. Also retargets the seed idempotency test off renown: 1, which is the seed's own default and so could not distinguish "preserved" from "reset to default". NOTE ON SCOPE: this commit also absorbs a Prettier reformatting pass that was already sitting uncommitted in the working tree, which is why it touches ~59 files. That churn is purely cosmetic line-rewrapping -- verified by inspection, and the suite is green at 267/267 with the build at exactly the 3 expected errors owned by Tasks 10 and 11. The repo is not Prettier-clean at baseline (119 files still flagged), so this was a partial run by an earlier step, not a deliberate repo-wide format. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
29 lines
1.1 KiB
TypeScript
29 lines
1.1 KiB
TypeScript
import { calculateDamage } from './combat-damage';
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describe('calculateDamage', () => {
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it('applies the established armor mitigation formula', () => {
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// raw = 12 + 15 = 27; 27 * 60 / (60 + 20) = 20.25 -> rounds to 20
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expect(calculateDamage({ attack: 12, weaponDamage: 15 }, 20)).toBe(20);
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});
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it('never returns less than 1 damage, even against extreme armor', () => {
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expect(calculateDamage({ attack: 1, weaponDamage: 0 }, 100_000)).toBe(1);
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});
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it('treats an attacker with no weaponDamage as having attack alone as its raw damage', () => {
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// raw = 9; 9 * 60 / (60 + 5) = 8.307... -> rounds to 8
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expect(calculateDamage({ attack: 9 }, 5)).toBe(8);
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});
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it('applies a damage multiplier before the minimum-1 floor', () => {
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// raw = 27; mitigated = 20.25; *1.6 = 32.4 -> rounds to 32
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expect(calculateDamage({ attack: 12, weaponDamage: 15 }, 20, 1.6)).toBe(32);
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});
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it('still floors at 1 damage even with a small multiplier', () => {
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expect(calculateDamage({ attack: 1, weaponDamage: 0 }, 100_000, 0.5)).toBe(
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1,
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);
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});
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});
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