add example tests for damage
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120
src/changing-level.allium
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120
src/changing-level.allium
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@ -0,0 +1,120 @@
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-- allium: 3
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-- allium: changing-level
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------------------------------------------------------------
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-- Value Types
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------------------------------------------------------------
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value Faction {
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name: String
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}
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value Health {
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value: Integer
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requires: value >= 0
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}
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value Level {
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value: Integer
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requires: value >= 1 and value <= 10
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}
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value Damage {
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value: Integer
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requires: value >= 0
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}
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------------------------------------------------------------
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-- Enumerations
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------------------------------------------------------------
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enum Status {
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alive | dead
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}
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------------------------------------------------------------
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-- Entities
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------------------------------------------------------------
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entity Character {
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name: String
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health: Health
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status: Status
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level: Level
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factions: Set<Faction>
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totalDamageTaken: Damage
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factionsJoined: Set<Faction>
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}
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------------------------------------------------------------
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-- Rules
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------------------------------------------------------------
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rule DamageIsAccumulated {
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when: Character.dealDamage(attacker, target, damage)
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requires: target.status = alive
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ensures: target.totalDamageTaken.value = old(target.totalDamageTaken.value) + damage.value
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}
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rule LevelUpFromDamage {
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when: Character.dealDamage(attacker, target, damage)
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requires: target.status = alive
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requires: old(target.totalDamageTaken.value) + damage.value >= 1000 * (target.level.value + 1) * (target.level.value + 2) / 2
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ensures: target.level.value = target.level.value + 1
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ensures: target.totalDamageTaken.value = old(target.totalDamageTaken.value) + damage.value
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}
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rule LevelUpFromFaction {
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when: Character.joinFaction(character, faction)
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requires: character.status = alive
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requires: old(character.factionsJoined.size) + 1 >= 3 * (character.level.value + 1)
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ensures: character.level.value = character.level.value + 1
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ensures: character.factionsJoined = old(character.factionsJoined) + {faction}
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}
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rule MaxLevelCappedOnDamage {
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when: Character.dealDamage(attacker, target, damage)
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requires: target.status = alive
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requires: target.level.value = 10
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ensures: target.level.value = 10
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}
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rule MaxLevelCappedOnFaction {
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when: Character.joinFaction(character, faction)
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requires: character.status = alive
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requires: character.level.value = 10
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ensures: character.level.value = 10
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}
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rule DeadCannotLevelUpFromDamage {
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when: Character.dealDamage(attacker, target, damage)
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requires: target.status = dead
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ensures: target.level.value = old(target.level.value)
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ensures: target.totalDamageTaken.value = old(target.totalDamageTaken.value)
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}
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rule DeadCannotLevelUpFromFaction {
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when: Character.joinFaction(character, faction)
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requires: character.status = dead
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ensures: character.level.value = old(character.level.value)
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}
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------------------------------------------------------------
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-- Invariants
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------------------------------------------------------------
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invariant LevelBounded {
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for c in Characters:
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c.level.value >= 1 and c.level.value <= 10
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}
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invariant DamageTotalNonNegative {
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for c in Characters:
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c.totalDamageTaken.value >= 0
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}
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invariant FactionsJoinedNonNegative {
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for c in Characters:
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c.factionsJoined.size >= 0
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}
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126
src/changing-level.spec.ts
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126
src/changing-level.spec.ts
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@ -0,0 +1,126 @@
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import fc from 'fast-check';
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import { describe, it, expect } from 'vitest';
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import { Character } from './characters/Character.ts';
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import { Level } from './value-objects/Level.ts';
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import { Damage } from './value-objects/Damage.ts';
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import { Faction } from './factions/Faction.ts';
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describe('ChangingLevel', () => {
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describe('MaxLevelCappedOnDamage (example)', () => {
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it('L10 takes 99999 damage → stays L10', () => {
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const attacker = Character.create({ name: 'dragons', level: Level.create(1) });
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const target = Character.create({ name: 'hero', level: Level.create(10) });
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const result = attacker.dealDamage(target, Damage.create(99999));
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expect(result.level.value).toBe(10);
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});
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});
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describe('MaxLevelCappedOnFaction (example)', () => {
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it('L10 joins 100 factions → stays L10', () => {
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const hero = Character.create({ name: 'hero', level: Level.create(10) });
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let char = hero;
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for (let i = 0; i < 100; i++) {
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char = char.joinFaction(Faction.create(`faction-${i}`));
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}
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expect(char.level.value).toBe(10);
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});
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});
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describe('DeadCannotLevelUpFromDamage (example)', () => {
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it('dead char takes 1000 damage → stays same level', () => {
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const attacker = Character.create({ name: 'attacker', level: Level.create(1) });
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const target = Character.create({ name: 'hero', level: Level.create(1) });
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const dead = attacker.dealDamage(target, Damage.create(10000));
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const result = attacker.dealDamage(dead, Damage.create(1000));
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expect(result.level.value).toBe(1);
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});
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});
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describe('DeadCannotLevelUpFromFaction (example)', () => {
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it('dead char joins 5 factions → stays same level', () => {
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const attacker = Character.create({ name: 'attacker', level: Level.create(1) });
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const target = Character.create({ name: 'hero', level: Level.create(1) });
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const dead = attacker.dealDamage(target, Damage.create(10000));
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let char = dead;
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for (let i = 0; i < 5; i++) {
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char = char.joinFaction(Faction.create(`faction-${i}`));
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}
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expect(char.level.value).toBe(1);
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});
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});
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describe('LevelUpFromDamage (property)', () => {
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it('property: cumulative damage triggers level-up at threshold', () => {
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fc.assert(
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fc.property(
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fc.integer({ min: 1, max: 9 }),
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fc.integer({ min: 1, max: 10000 }),
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fc.integer({ min: 1, max: 10000 }),
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(level, dmg1, dmg2) => {
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const currentLevel = Level.create(level);
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const targetLevel = Level.create(level + 1);
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const threshold = 1000 * (level + 1) * (level + 2) / 2;
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const total = dmg1 + dmg2;
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// If total damage meets threshold, level should increase
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if (total >= threshold) {
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const attacker = Character.create({ name: 'a', level: Level.create(1) });
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const target = Character.create({ name: 't', level: currentLevel });
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const afterFirst = attacker.dealDamage(target, Damage.create(dmg1));
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const afterSecond = attacker.dealDamage(afterFirst, Damage.create(dmg2));
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return afterSecond.level.value === Math.min(10, level + 1);
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}
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return true; // skip non-applicable cases
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},
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),
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);
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});
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});
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describe('LevelUpFromFaction (property)', () => {
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it('property: faction count triggers level-up at threshold', () => {
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fc.assert(
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fc.property(
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fc.integer({ min: 1, max: 9 }),
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fc.integer({ min: 1, max: 100 }),
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fc.integer({ min: 1, max: 100 }),
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(level, join1, join2) => {
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const threshold = 3 * (level + 1);
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const total = join1 + join2;
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if (total >= threshold) {
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const hero = Character.create({ name: 'hero', level: Level.create(level) });
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let char = hero;
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for (let i = 0; i < total; i++) {
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char = char.joinFaction(Faction.create(`faction-${i}`));
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}
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return char.level.value === Math.min(10, level + 1);
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}
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return true; // skip non-applicable cases
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},
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),
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);
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});
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});
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describe('DamageAccumulation (property)', () => {
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it('property: totalDamageTaken accumulates across multiple damage events', () => {
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fc.assert(
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fc.property(
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fc.array(fc.integer({ min: 1, max: 5000 }), { minLength: 2, maxLength: 10 }),
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(damageEvents) => {
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const expectedTotal = damageEvents.reduce((sum, d) => sum + d, 0);
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const attacker = Character.create({ name: 'a', level: Level.create(1) });
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const target = Character.create({ name: 't', level: Level.create(1) });
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let current = target;
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for (const dmg of damageEvents) {
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current = attacker.dealDamage(current, Damage.create(dmg));
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}
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return current.totalDamageTaken.value === expectedTotal;
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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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@ -6,6 +6,7 @@
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*/
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*/
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import { Health } from '../value-objects/Health.ts';
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import { Health } from '../value-objects/Health.ts';
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import { Level } from '../value-objects/Level.ts';
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import { Level } from '../value-objects/Level.ts';
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import type { Damage } from '../value-objects/Damage.ts';
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import type { Status } from '../value-objects/Status.ts';
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import type { Status } from '../value-objects/Status.ts';
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import { StatusAlive, StatusDead } from '../value-objects/Status.ts';
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import { StatusAlive, StatusDead } from '../value-objects/Status.ts';
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import type { CharacterState } from './CharacterState.ts';
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import type { CharacterState } from './CharacterState.ts';
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@ -176,24 +177,22 @@ export class Character {
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* Deal damage to another character. Returns a new Character with updated state.
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* Deal damage to another character. Returns a new Character with updated state.
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* Does not mutate the attacker or the original target reference.
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* Does not mutate the attacker or the original target reference.
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*/
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*/
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dealDamage(target: Character, damage: number): Character {
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dealDamage(target: Character, damage: Damage): Character {
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// Self-damage is forbidden — use reference equality, not name
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// Self-damage is forbidden — use reference equality, not name
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if (this === target) return target;
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if (this === target) return target;
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// Allies cannot deal damage to each other
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// Allies cannot deal damage to each other
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if (this.isAllyOf(target)) return target;
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if (this.isAllyOf(target)) return target;
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// Dead characters cannot take damage
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// Dead characters cannot take damage
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if (target.status.kind === 'dead') return target;
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if (target.status.kind === 'dead') return target;
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// Negative damage is invalid
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if (damage < 0) throw new Error(`Damage must be non-negative, got ${damage}`);
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// Level-based damage modifier
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// Level-based damage modifier
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const levelDiff = this.level.diff(target.level); // = this.level - target.level
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const levelDiff = this.level.diff(target.level); // = this.level - target.level
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let actualDamage = damage;
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let actualDamage = damage.value;
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if (levelDiff <= -5) {
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if (levelDiff <= -5) {
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// Target is ≥5 levels above → damage reduced by 50%
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// Target is ≥5 levels above → damage reduced by 50%
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actualDamage = Math.floor(damage * 0.5);
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actualDamage = Math.floor(damage.value * 0.5);
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} else if (levelDiff >= 5) {
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} else if (levelDiff >= 5) {
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// Target is ≥5 levels below → damage increased by 50%
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// Target is ≥5 levels below → damage increased by 50%
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actualDamage = Math.floor(damage * 1.5);
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actualDamage = Math.floor(damage.value * 1.5);
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}
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}
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// Reduce health by the (possibly modified) damage amount
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// Reduce health by the (possibly modified) damage amount
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const newHealth = target.health.sub(actualDamage);
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const newHealth = target.health.sub(actualDamage);
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@ -8,6 +8,7 @@ import type { Health } from '../value-objects/Health.ts';
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import type { Level } from '../value-objects/Level.ts';
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import type { Level } from '../value-objects/Level.ts';
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import type { Status } from '../value-objects/Status.ts';
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import type { Status } from '../value-objects/Status.ts';
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import type { Faction } from '../factions/Faction.ts';
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import type { Faction } from '../factions/Faction.ts';
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import type { Damage } from '../value-objects/Damage.ts';
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export type CharacterState = {
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export type CharacterState = {
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readonly name: string;
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readonly name: string;
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@ -15,4 +16,6 @@ export type CharacterState = {
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readonly status: Status;
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readonly status: Status;
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readonly level: Level;
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readonly level: Level;
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readonly factions: ReadonlySet<Faction>;
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readonly factions: ReadonlySet<Faction>;
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readonly totalDamageTaken: Damage;
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readonly factionsJoined: ReadonlySet<Faction>;
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};
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};
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@ -2,6 +2,7 @@ import fc from 'fast-check';
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import { describe, it } from 'vitest';
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import { describe, it } from 'vitest';
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import { Character } from './characters/Character.ts';
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import { Character } from './characters/Character.ts';
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import { Level } from './value-objects/Level.ts';
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import { Level } from './value-objects/Level.ts';
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import { Damage } from './value-objects/Damage.ts';
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describe('DamageAndHealth', () => {
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describe('DamageAndHealth', () => {
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describe('DamageReducesHealth', () => {
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describe('DamageReducesHealth', () => {
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@ -18,7 +19,7 @@ describe('DamageAndHealth', () => {
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health,
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health,
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});
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});
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const expected = Math.max(0, health - damage);
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const expected = Math.max(0, health - damage);
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const result = attacker.dealDamage(target, damage);
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const result = attacker.dealDamage(target, Damage.create(damage));
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return result.health.value === expected;
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return result.health.value === expected;
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},
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},
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),
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),
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@ -39,7 +40,7 @@ describe('DamageAndHealth', () => {
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level: Level.create(1),
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level: Level.create(1),
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health,
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health,
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});
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});
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const result = attacker.dealDamage(target, damage);
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const result = attacker.dealDamage(target, Damage.create(damage));
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return result.health.value >= 0;
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return result.health.value >= 0;
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},
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},
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),
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),
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@ -60,7 +61,7 @@ describe('DamageAndHealth', () => {
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level: Level.create(1),
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level: Level.create(1),
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health,
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health,
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});
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});
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const result = attacker.dealDamage(target, damage);
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const result = attacker.dealDamage(target, Damage.create(damage));
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const expected = Math.max(0, health - damage);
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const expected = Math.max(0, health - damage);
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if (expected === 0) {
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if (expected === 0) {
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return result.status.kind === 'dead';
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return result.status.kind === 'dead';
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@ -82,7 +83,7 @@ describe('DamageAndHealth', () => {
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const c = Character.createWithHealth({ name: 'hero', level: Level.create(1), health });
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const c = Character.createWithHealth({ name: 'hero', level: Level.create(1), health });
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const healthBefore = c.health.value;
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const healthBefore = c.health.value;
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const statusBefore = c.status.kind;
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const statusBefore = c.status.kind;
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const result = c.dealDamage(c, damage);
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const result = c.dealDamage(c, Damage.create(damage));
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// Should return the same reference
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// Should return the same reference
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return (
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return (
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result === c &&
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result === c &&
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@ -102,11 +103,11 @@ describe('DamageAndHealth', () => {
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const attacker = Character.create({ name: 'attacker', level: Level.create(1) });
|
const attacker = Character.create({ name: 'attacker', level: Level.create(1) });
|
||||||
const target = Character.create({ name: 'target', level: Level.create(1) });
|
const target = Character.create({ name: 'target', level: Level.create(1) });
|
||||||
// Kill the target first — capture the returned (dead) character
|
// Kill the target first — capture the returned (dead) character
|
||||||
const deadTarget = attacker.dealDamage(target, 10000);
|
const deadTarget = attacker.dealDamage(target, Damage.create(10000));
|
||||||
const healthBefore = deadTarget.health.value;
|
const healthBefore = deadTarget.health.value;
|
||||||
const statusBefore = deadTarget.status.kind;
|
const statusBefore = deadTarget.status.kind;
|
||||||
// Then try to deal more damage to the dead character
|
// Then try to deal more damage to the dead character
|
||||||
const result = attacker.dealDamage(deadTarget, damage);
|
const result = attacker.dealDamage(deadTarget, Damage.create(damage));
|
||||||
return (
|
return (
|
||||||
result === deadTarget &&
|
result === deadTarget &&
|
||||||
result.health.value === healthBefore &&
|
result.health.value === healthBefore &&
|
||||||
@ -118,14 +119,12 @@ describe('DamageAndHealth', () => {
|
|||||||
});
|
});
|
||||||
|
|
||||||
describe('NegativeDamageForbidden', () => {
|
describe('NegativeDamageForbidden', () => {
|
||||||
it('property: negative damage throws an error', () => {
|
it('property: negative damage throws an error via Damage.create', () => {
|
||||||
fc.assert(
|
fc.assert(
|
||||||
fc.property(fc.integer({ min: -10000, max: -1 }), (negativeDamage) => {
|
fc.property(fc.integer({ min: -10000, max: -1 }), (negativeDamage) => {
|
||||||
const attacker = Character.create({ name: 'attacker', level: Level.create(1) });
|
|
||||||
const target = Character.create({ name: 'target', level: Level.create(1) });
|
|
||||||
let threw = false;
|
let threw = false;
|
||||||
try {
|
try {
|
||||||
attacker.dealDamage(target, negativeDamage);
|
Damage.create(negativeDamage);
|
||||||
} catch {
|
} catch {
|
||||||
threw = true;
|
threw = true;
|
||||||
}
|
}
|
||||||
|
|||||||
@ -3,6 +3,7 @@ import { describe, it } from 'vitest';
|
|||||||
import { Character } from './characters/Character.ts';
|
import { Character } from './characters/Character.ts';
|
||||||
import { Faction } from './factions/Faction.ts';
|
import { Faction } from './factions/Faction.ts';
|
||||||
import { Level } from './value-objects/Level.ts';
|
import { Level } from './value-objects/Level.ts';
|
||||||
|
import { Damage } from './value-objects/Damage.ts';
|
||||||
|
|
||||||
describe('Factions', () => {
|
describe('Factions', () => {
|
||||||
const hero = () => Character.create({ name: 'hero', level: Level.create(1) });
|
const hero = () => Character.create({ name: 'hero', level: Level.create(1) });
|
||||||
@ -189,7 +190,7 @@ describe('Factions', () => {
|
|||||||
(factionName) => {
|
(factionName) => {
|
||||||
const attacker = Character.create({ name: 'attacker', level: Level.create(1) });
|
const attacker = Character.create({ name: 'attacker', level: Level.create(1) });
|
||||||
const hero = Character.create({ name: 'hero', level: Level.create(1) });
|
const hero = Character.create({ name: 'hero', level: Level.create(1) });
|
||||||
const deadHero = attacker.dealDamage(hero, 10000);
|
const deadHero = attacker.dealDamage(hero, Damage.create(10000));
|
||||||
const f = Faction.create(factionName);
|
const f = Faction.create(factionName);
|
||||||
const result = deadHero.joinFaction(f);
|
const result = deadHero.joinFaction(f);
|
||||||
return result === deadHero && result.factions.size === 0;
|
return result === deadHero && result.factions.size === 0;
|
||||||
@ -209,7 +210,7 @@ describe('Factions', () => {
|
|||||||
const hero = Character.create({ name: 'hero', level: Level.create(1) });
|
const hero = Character.create({ name: 'hero', level: Level.create(1) });
|
||||||
const f = Faction.create(factionName);
|
const f = Faction.create(factionName);
|
||||||
const withFaction = hero.joinFaction(f);
|
const withFaction = hero.joinFaction(f);
|
||||||
const deadHero = attacker.dealDamage(withFaction, 10000);
|
const deadHero = attacker.dealDamage(withFaction, Damage.create(10000));
|
||||||
const result = deadHero.leaveFaction(f);
|
const result = deadHero.leaveFaction(f);
|
||||||
return result === deadHero && result.factions.has(f);
|
return result === deadHero && result.factions.has(f);
|
||||||
},
|
},
|
||||||
@ -302,7 +303,7 @@ describe('Factions', () => {
|
|||||||
const target = ally().joinFaction(faction);
|
const target = ally().joinFaction(faction);
|
||||||
const healthBefore = target.health.value;
|
const healthBefore = target.health.value;
|
||||||
const statusBefore = target.status.kind;
|
const statusBefore = target.status.kind;
|
||||||
const result = attacker.dealDamage(target, 500);
|
const result = attacker.dealDamage(target, Damage.create(500));
|
||||||
return result.health.value === healthBefore && result.status.kind === statusBefore;
|
return result.health.value === healthBefore && result.status.kind === statusBefore;
|
||||||
}),
|
}),
|
||||||
);
|
);
|
||||||
@ -314,7 +315,7 @@ describe('Factions', () => {
|
|||||||
const faction = Faction.create('guard');
|
const faction = Faction.create('guard');
|
||||||
const attacker = hero().joinFaction(faction);
|
const attacker = hero().joinFaction(faction);
|
||||||
const target = ally().joinFaction(faction);
|
const target = ally().joinFaction(faction);
|
||||||
const result = attacker.dealDamage(target, 500);
|
const result = attacker.dealDamage(target, Damage.create(500));
|
||||||
return result === target;
|
return result === target;
|
||||||
}),
|
}),
|
||||||
);
|
);
|
||||||
@ -326,7 +327,7 @@ describe('Factions', () => {
|
|||||||
const attacker = hero();
|
const attacker = hero();
|
||||||
const target = enemy();
|
const target = enemy();
|
||||||
const healthBefore = target.health.value;
|
const healthBefore = target.health.value;
|
||||||
const result = attacker.dealDamage(target, 100);
|
const result = attacker.dealDamage(target, Damage.create(100));
|
||||||
return result.health.value === healthBefore - 100;
|
return result.health.value === healthBefore - 100;
|
||||||
}),
|
}),
|
||||||
);
|
);
|
||||||
@ -414,7 +415,7 @@ describe('Factions', () => {
|
|||||||
const target = ally().joinFaction(faction);
|
const target = ally().joinFaction(faction);
|
||||||
// Kill the target with a non-ally attacker
|
// Kill the target with a non-ally attacker
|
||||||
const killer = enemy();
|
const killer = enemy();
|
||||||
const deadTarget = killer.dealDamage(target, 10000);
|
const deadTarget = killer.dealDamage(target, Damage.create(10000));
|
||||||
const healthBefore = deadTarget.health.value;
|
const healthBefore = deadTarget.health.value;
|
||||||
const statusBefore = deadTarget.status.kind;
|
const statusBefore = deadTarget.status.kind;
|
||||||
const result = healer.healAlly(deadTarget, 500);
|
const result = healer.healAlly(deadTarget, 500);
|
||||||
|
|||||||
@ -2,6 +2,7 @@ import fc from 'fast-check';
|
|||||||
import { describe, it } from 'vitest';
|
import { describe, it } from 'vitest';
|
||||||
import { Character } from './characters/Character.ts';
|
import { Character } from './characters/Character.ts';
|
||||||
import { Level } from './value-objects/Level.ts';
|
import { Level } from './value-objects/Level.ts';
|
||||||
|
import { Damage } from './value-objects/Damage.ts';
|
||||||
|
|
||||||
describe('Healing', () => {
|
describe('Healing', () => {
|
||||||
describe('SelfHealIncreasesHealth', () => {
|
describe('SelfHealIncreasesHealth', () => {
|
||||||
@ -88,7 +89,7 @@ describe('Healing', () => {
|
|||||||
const attacker = Character.create({ name: 'attacker', level: Level.create(1) });
|
const attacker = Character.create({ name: 'attacker', level: Level.create(1) });
|
||||||
const hero = Character.create({ name: 'hero', level: Level.create(1) });
|
const hero = Character.create({ name: 'hero', level: Level.create(1) });
|
||||||
// Kill the hero first using a different attacker
|
// Kill the hero first using a different attacker
|
||||||
const deadHero = attacker.dealDamage(hero, 10000);
|
const deadHero = attacker.dealDamage(hero, Damage.create(10000));
|
||||||
const healthBefore = deadHero.health.value;
|
const healthBefore = deadHero.health.value;
|
||||||
const statusBefore = deadHero.status.kind;
|
const statusBefore = deadHero.status.kind;
|
||||||
// Try to heal the dead character
|
// Try to heal the dead character
|
||||||
|
|||||||
@ -2,6 +2,7 @@ import fc from 'fast-check';
|
|||||||
import { describe, it } from 'vitest';
|
import { describe, it } from 'vitest';
|
||||||
import { Character } from './characters/Character.ts';
|
import { Character } from './characters/Character.ts';
|
||||||
import { Level } from './value-objects/Level.ts';
|
import { Level } from './value-objects/Level.ts';
|
||||||
|
import { Damage } from './value-objects/Damage.ts';
|
||||||
|
|
||||||
describe('Levels', () => {
|
describe('Levels', () => {
|
||||||
describe('CloseLevelNoModifier', () => {
|
describe('CloseLevelNoModifier', () => {
|
||||||
@ -21,7 +22,7 @@ describe('Levels', () => {
|
|||||||
level: Level.create(targetLevel),
|
level: Level.create(targetLevel),
|
||||||
health: 1000,
|
health: 1000,
|
||||||
});
|
});
|
||||||
const result = attacker.dealDamage(target, baseDamage);
|
const result = attacker.dealDamage(target, Damage.create(baseDamage));
|
||||||
return result.health.value === Math.max(0, 1000 - baseDamage);
|
return result.health.value === Math.max(0, 1000 - baseDamage);
|
||||||
},
|
},
|
||||||
),
|
),
|
||||||
@ -47,7 +48,7 @@ describe('Levels', () => {
|
|||||||
health: 1000,
|
health: 1000,
|
||||||
});
|
});
|
||||||
const expectedDamage = Math.floor(baseDamage * 0.5);
|
const expectedDamage = Math.floor(baseDamage * 0.5);
|
||||||
const result = attacker.dealDamage(target, baseDamage);
|
const result = attacker.dealDamage(target, Damage.create(baseDamage));
|
||||||
return result.health.value === Math.max(0, 1000 - expectedDamage);
|
return result.health.value === Math.max(0, 1000 - expectedDamage);
|
||||||
},
|
},
|
||||||
),
|
),
|
||||||
@ -66,7 +67,7 @@ describe('Levels', () => {
|
|||||||
health: 1000,
|
health: 1000,
|
||||||
});
|
});
|
||||||
const expectedDamage = Math.floor(oddDamage * 0.5);
|
const expectedDamage = Math.floor(oddDamage * 0.5);
|
||||||
const result = attacker.dealDamage(target, oddDamage);
|
const result = attacker.dealDamage(target, Damage.create(oddDamage));
|
||||||
return result.health.value === Math.max(0, 1000 - expectedDamage);
|
return result.health.value === Math.max(0, 1000 - expectedDamage);
|
||||||
}),
|
}),
|
||||||
);
|
);
|
||||||
@ -91,7 +92,7 @@ describe('Levels', () => {
|
|||||||
health: 1000,
|
health: 1000,
|
||||||
});
|
});
|
||||||
const expectedDamage = Math.floor(baseDamage * 1.5);
|
const expectedDamage = Math.floor(baseDamage * 1.5);
|
||||||
const result = attacker.dealDamage(target, baseDamage);
|
const result = attacker.dealDamage(target, Damage.create(baseDamage));
|
||||||
return result.health.value === Math.max(0, 1000 - expectedDamage);
|
return result.health.value === Math.max(0, 1000 - expectedDamage);
|
||||||
},
|
},
|
||||||
),
|
),
|
||||||
@ -111,7 +112,7 @@ describe('Levels', () => {
|
|||||||
health: 1000,
|
health: 1000,
|
||||||
});
|
});
|
||||||
const expectedDamage = Math.floor(damage * 0.5);
|
const expectedDamage = Math.floor(damage * 0.5);
|
||||||
const result = attacker.dealDamage(target, damage);
|
const result = attacker.dealDamage(target, Damage.create(damage));
|
||||||
return result.health.value === Math.max(0, 1000 - expectedDamage);
|
return result.health.value === Math.max(0, 1000 - expectedDamage);
|
||||||
}),
|
}),
|
||||||
);
|
);
|
||||||
@ -128,7 +129,7 @@ describe('Levels', () => {
|
|||||||
health: 1000,
|
health: 1000,
|
||||||
});
|
});
|
||||||
const expectedDamage = Math.floor(damage * 1.5);
|
const expectedDamage = Math.floor(damage * 1.5);
|
||||||
const result = attacker.dealDamage(target, damage);
|
const result = attacker.dealDamage(target, Damage.create(damage));
|
||||||
return result.health.value === Math.max(0, 1000 - expectedDamage);
|
return result.health.value === Math.max(0, 1000 - expectedDamage);
|
||||||
}),
|
}),
|
||||||
);
|
);
|
||||||
@ -144,7 +145,7 @@ describe('Levels', () => {
|
|||||||
level: Level.create(5),
|
level: Level.create(5),
|
||||||
health: 1000,
|
health: 1000,
|
||||||
});
|
});
|
||||||
const result = attacker.dealDamage(target, damage);
|
const result = attacker.dealDamage(target, Damage.create(damage));
|
||||||
return result.health.value === Math.max(0, 1000 - damage);
|
return result.health.value === Math.max(0, 1000 - damage);
|
||||||
}),
|
}),
|
||||||
);
|
);
|
||||||
@ -160,7 +161,7 @@ describe('Levels', () => {
|
|||||||
level: Level.create(1),
|
level: Level.create(1),
|
||||||
health: 1000,
|
health: 1000,
|
||||||
});
|
});
|
||||||
const result = attacker.dealDamage(target, damage);
|
const result = attacker.dealDamage(target, Damage.create(damage));
|
||||||
return result.health.value === Math.max(0, 1000 - damage);
|
return result.health.value === Math.max(0, 1000 - damage);
|
||||||
}),
|
}),
|
||||||
);
|
);
|
||||||
|
|||||||
@ -2,6 +2,7 @@ import fc from 'fast-check';
|
|||||||
import { describe, it } from 'vitest';
|
import { describe, it } from 'vitest';
|
||||||
import { Character } from './characters/Character.ts';
|
import { Character } from './characters/Character.ts';
|
||||||
import { Level } from './value-objects/Level.ts';
|
import { Level } from './value-objects/Level.ts';
|
||||||
|
import { Damage } from './value-objects/Damage.ts';
|
||||||
import { MagicalWeapon } from './magical-objects/MagicalWeapon.ts';
|
import { MagicalWeapon } from './magical-objects/MagicalWeapon.ts';
|
||||||
import { HealingObject } from './magical-objects/HealingObject.ts';
|
import { HealingObject } from './magical-objects/HealingObject.ts';
|
||||||
|
|
||||||
@ -85,7 +86,7 @@ describe('Magical Objects', () => {
|
|||||||
const weapon = MagicalWeapon.create({ damage, maxHealth: weaponHP, owner: attacker });
|
const weapon = MagicalWeapon.create({ damage, maxHealth: weaponHP, owner: attacker });
|
||||||
// Kill the attacker using a separate killer
|
// Kill the attacker using a separate killer
|
||||||
const killer = Character.create({ name: 'boss', level: Level.create(1) });
|
const killer = Character.create({ name: 'boss', level: Level.create(1) });
|
||||||
const deadAttacker = killer.dealDamage(attacker, 10000);
|
const deadAttacker = killer.dealDamage(attacker, Damage.create(10000));
|
||||||
const weaponHPBefore = weapon.health.value;
|
const weaponHPBefore = weapon.health.value;
|
||||||
const targetHealthBefore = target.health.value;
|
const targetHealthBefore = target.health.value;
|
||||||
const result = deadAttacker.useWeapon(weapon, target);
|
const result = deadAttacker.useWeapon(weapon, target);
|
||||||
@ -256,7 +257,7 @@ describe('Magical Objects', () => {
|
|||||||
const object = HealingObject.create({ maxHealth: objectHP, currentHealth: objectHP });
|
const object = HealingObject.create({ maxHealth: objectHP, currentHealth: objectHP });
|
||||||
// Kill the character using a separate killer
|
// Kill the character using a separate killer
|
||||||
const killer = Character.create({ name: 'boss', level: Level.create(1) });
|
const killer = Character.create({ name: 'boss', level: Level.create(1) });
|
||||||
const deadCharacter = killer.dealDamage(character, 10000);
|
const deadCharacter = killer.dealDamage(character, Damage.create(10000));
|
||||||
const objectHPBefore = object.health.value;
|
const objectHPBefore = object.health.value;
|
||||||
const characterHealthBefore = deadCharacter.health.value;
|
const characterHealthBefore = deadCharacter.health.value;
|
||||||
const result = deadCharacter.useHealingObject(object, 100);
|
const result = deadCharacter.useHealingObject(object, 100);
|
||||||
|
|||||||
@ -7,18 +7,19 @@
|
|||||||
*/
|
*/
|
||||||
import { Character } from '../characters/Character.ts';
|
import { Character } from '../characters/Character.ts';
|
||||||
import { Health } from '../value-objects/Health.ts';
|
import { Health } from '../value-objects/Health.ts';
|
||||||
|
import { Damage } from '../value-objects/Damage.ts';
|
||||||
import { MagicalObject } from './MagicalObject.ts';
|
import { MagicalObject } from './MagicalObject.ts';
|
||||||
import type { DamageDealer } from './magical-object-types.ts';
|
import type { DamageDealer } from './magical-object-types.ts';
|
||||||
|
|
||||||
export class MagicalWeapon extends MagicalObject implements DamageDealer {
|
export class MagicalWeapon extends MagicalObject implements DamageDealer {
|
||||||
readonly #damage: number;
|
readonly #damage: Damage;
|
||||||
readonly #owner: Character;
|
readonly #owner: Character;
|
||||||
|
|
||||||
private constructor(
|
private constructor(
|
||||||
health: Health,
|
health: Health,
|
||||||
maxHealth: Health,
|
maxHealth: Health,
|
||||||
status: { readonly kind: 'alive' } | { readonly kind: 'destroyed' },
|
status: { readonly kind: 'alive' } | { readonly kind: 'destroyed' },
|
||||||
damage: number,
|
damage: Damage,
|
||||||
owner: Character,
|
owner: Character,
|
||||||
) {
|
) {
|
||||||
super(health, maxHealth, status);
|
super(health, maxHealth, status);
|
||||||
@ -36,17 +37,16 @@ export class MagicalWeapon extends MagicalObject implements DamageDealer {
|
|||||||
owner: Character;
|
owner: Character;
|
||||||
}): MagicalWeapon {
|
}): MagicalWeapon {
|
||||||
if (maxHealth < 0) throw new Error('MaxHealth cannot be negative');
|
if (maxHealth < 0) throw new Error('MaxHealth cannot be negative');
|
||||||
if (damage < 0) throw new Error('Damage cannot be negative');
|
|
||||||
return new MagicalWeapon(
|
return new MagicalWeapon(
|
||||||
Health.create(maxHealth),
|
Health.create(maxHealth),
|
||||||
Health.create(maxHealth),
|
Health.create(maxHealth),
|
||||||
{ kind: 'alive' },
|
{ kind: 'alive' },
|
||||||
damage,
|
Damage.create(damage),
|
||||||
owner,
|
owner,
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
get damage(): number {
|
get damage(): Damage {
|
||||||
return this.#damage;
|
return this.#damage;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -61,7 +61,7 @@ export class MagicalWeapon extends MagicalObject implements DamageDealer {
|
|||||||
return { weapon: this, target };
|
return { weapon: this, target };
|
||||||
}
|
}
|
||||||
// Deal fixed damage
|
// Deal fixed damage
|
||||||
const newTargetHealth = Math.max(0, target.health.value - this.#damage);
|
const newTargetHealth = Math.max(0, target.health.value - this.#damage.value);
|
||||||
const newTargetStatus = newTargetHealth === 0 ? { kind: 'dead' as const } : target.status;
|
const newTargetStatus = newTargetHealth === 0 ? { kind: 'dead' as const } : target.status;
|
||||||
const newTarget = Character.createWithHealthAndStatus({
|
const newTarget = Character.createWithHealthAndStatus({
|
||||||
name: target.name,
|
name: target.name,
|
||||||
|
|||||||
26
src/value-objects/Damage.ts
Normal file
26
src/value-objects/Damage.ts
Normal file
@ -0,0 +1,26 @@
|
|||||||
|
/**
|
||||||
|
* Damage value object — non-negative, immutable.
|
||||||
|
*
|
||||||
|
* Invariant enforced at construction: n >= 0
|
||||||
|
*/
|
||||||
|
export class Damage {
|
||||||
|
readonly #value: number;
|
||||||
|
|
||||||
|
private constructor(n: number) {
|
||||||
|
this.#value = n;
|
||||||
|
}
|
||||||
|
|
||||||
|
static create(n: number): Damage {
|
||||||
|
if (n < 0) throw new Error(`Damage must be non-negative, got ${n}`);
|
||||||
|
return new Damage(n);
|
||||||
|
}
|
||||||
|
|
||||||
|
get value(): number {
|
||||||
|
return this.#value;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Add another damage amount — cumulative damage is still a Damage. */
|
||||||
|
add(other: Damage): Damage {
|
||||||
|
return Damage.create(this.#value + other.value);
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -31,4 +31,12 @@ export class Level {
|
|||||||
diff(target: Level): number {
|
diff(target: Level): number {
|
||||||
return this.value - target.value;
|
return this.value - target.value;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** Damage threshold to reach the given level.
|
||||||
|
* Level 1→2: 1000, Level 2→3: 3000, Level 3→4: 6000, etc.
|
||||||
|
* Formula: 1000 * N * (N+1) / 2
|
||||||
|
*/
|
||||||
|
static damageThresholdForLevel(level: number): number {
|
||||||
|
return 1000 * level * (level + 1) / 2;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
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File diff suppressed because one or more lines are too long
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Reference in New Issue
Block a user