Implement auth, persistence, typed responses, and injectable RNG

Auth: JWT tokens (sb-auth) with argon2 password hashing, login/register
endpoints, Bearer token middleware protecting all routes except auth.
Authorization checks ensure users can only access their own characters.

Persistence: SQLite via rusqlite (sb-db) with write-through on all
mutations. Optional via SB_DB_PATH env var; falls back to in-memory.

Typed responses: ~20 response DTOs in sb-shared replacing ad-hoc JSON.

Combat: Injectable RNG via &mut impl Rng for deterministic tests.

Clean Architecture: Combat types and response DTOs in sb-shared; domain
services in sb-core; auth in sb-auth; persistence in sb-db.
This commit is contained in:
Jan-Peter von Hunnius 2026-08-09 16:51:52 +02:00
parent 7a75a523f0
commit 6410e0a86d
39 changed files with 3450 additions and 48 deletions

View file

@ -1 +0,0 @@

View file

@ -1 +0,0 @@

View file

@ -0,0 +1,415 @@
use sb_shared::{Character, CharacterStats, Class, Race};
use crate::spells;
pub struct TrainingGround {
pub stat: &'static str,
pub name: &'static str,
pub description: &'static str,
}
pub const TRAINING_GROUNDS: &[TrainingGround] = &[
TrainingGround { stat: "strength", name: "The Anvil", description: "Pound steel and lift stone under the guidance of master smiths." },
TrainingGround { stat: "dexterity", name: "The Archery Range", description: "Sharpen reflexes with bow, blade, and balance drills." },
TrainingGround { stat: "constitution", name: "The Endurance Pits", description: "Push your body past its limits in grueling trials of resilience." },
TrainingGround { stat: "intelligence", name: "The Sage's Study", description: "Study ancient tomes and practice arcane disciplines." },
TrainingGround { stat: "luck", name: "Fortune's Shrine", description: "Consult oracles and tempt fate in games of chance." },
];
pub struct RaceInfo {
pub race: Race,
pub name: &'static str,
pub str_mod: i64,
pub int_mod: i64,
pub dex_mod: i64,
pub con_mod: i64,
pub luck_mod: i64,
}
pub const RACES: &[RaceInfo] = &[
RaceInfo { race: Race::Human, name: "Human", str_mod: 0, int_mod: 0, dex_mod: 0, con_mod: 0, luck_mod: 0 },
RaceInfo { race: Race::Elf, name: "Elf", str_mod: -2, int_mod: 4, dex_mod: 2, con_mod: -2, luck_mod: 0 },
RaceInfo { race: Race::Dwarf, name: "Dwarf", str_mod: 2, int_mod: -2, dex_mod: -2, con_mod: 4, luck_mod: 0 },
RaceInfo { race: Race::Hobbit, name: "Hobbit", str_mod: -4, int_mod: 0, dex_mod: 2, con_mod: -2, luck_mod: 4 },
RaceInfo { race: Race::HalfElf, name: "Half-Elf", str_mod: 0, int_mod: 2, dex_mod: 2, con_mod: 0, luck_mod: 0 },
];
pub struct ClassInfo {
pub class: Class,
pub name: &'static str,
pub primary_stat: &'static str,
pub secondary_stat: &'static str,
pub base_hp: i32,
pub hp_per_con: f64,
}
pub const CLASSES: &[ClassInfo] = &[
ClassInfo { class: Class::Warrior, name: "Warrior", primary_stat: "strength", secondary_stat: "constitution", base_hp: 20, hp_per_con: 3.0 },
ClassInfo { class: Class::Paladin, name: "Paladin", primary_stat: "strength", secondary_stat: "luck", base_hp: 18, hp_per_con: 2.5 },
ClassInfo { class: Class::Rogue, name: "Rogue", primary_stat: "dexterity", secondary_stat: "luck", base_hp: 14, hp_per_con: 2.0 },
ClassInfo { class: Class::Bard, name: "Bard", primary_stat: "dexterity", secondary_stat: "intelligence", base_hp: 14, hp_per_con: 2.0 },
ClassInfo { class: Class::Hunter, name: "Hunter", primary_stat: "dexterity", secondary_stat: "strength", base_hp: 16, hp_per_con: 2.5 },
ClassInfo { class: Class::Monk, name: "Monk", primary_stat: "dexterity", secondary_stat: "constitution", base_hp: 15, hp_per_con: 2.5 },
ClassInfo { class: Class::Mage, name: "Mage", primary_stat: "intelligence", secondary_stat: "dexterity", base_hp: 11, hp_per_con: 1.8 },
ClassInfo { class: Class::Wizard, name: "Wizard", primary_stat: "intelligence", secondary_stat: "constitution", base_hp: 10, hp_per_con: 1.5 },
ClassInfo { class: Class::Conjurer, name: "Conjurer", primary_stat: "intelligence", secondary_stat: "luck", base_hp: 10, hp_per_con: 1.5 },
ClassInfo { class: Class::Sorcerer, name: "Sorcerer", primary_stat: "intelligence", secondary_stat: "strength", base_hp: 12, hp_per_con: 2.0 },
];
pub fn stat_bonus(stat: i64) -> i64 {
(stat - 20) / 2
}
fn roll_stat(rng: &mut impl rand::Rng, modifier: i64) -> i64 {
let base: i64 = rng.random_range(6..=16);
base + modifier
}
pub fn roll_stats(rng: &mut impl rand::Rng, race: &Race) -> CharacterStats {
let info = RACES.iter().find(|r| &r.race == race).expect("invalid race");
CharacterStats {
strength: roll_stat(rng, info.str_mod),
intelligence: roll_stat(rng, info.int_mod),
dexterity: roll_stat(rng, info.dex_mod),
constitution: roll_stat(rng, info.con_mod),
luck: roll_stat(rng, info.luck_mod),
}
}
pub fn calc_max_hp(class: &Class, stats: &CharacterStats) -> i32 {
let info = CLASSES.iter().find(|c| &c.class == class).expect("invalid class");
(info.base_hp as f64 + stats.constitution as f64 * info.hp_per_con) as i32
}
pub fn calc_max_energy(class: &Class) -> i32 {
let info = CLASSES.iter().find(|c| &c.class == class).expect("invalid class");
30 + info.base_hp / 3
}
pub fn calc_max_nerve(class: &Class) -> i32 {
let info = CLASSES.iter().find(|c| &c.class == class).expect("invalid class");
100 + info.base_hp / 2
}
pub fn energy_regen_rate() -> i64 {
180000
}
pub fn nerve_regen_rate() -> i64 {
300000
}
pub fn hp_regen_rate() -> i64 {
300000
}
pub fn apply_regen(char: &mut Character, now_ms: i64) {
let elapsed = now_ms - char.last_regen;
if elapsed <= 0 { return; }
let energy_ticks = (elapsed / energy_regen_rate()) as i32;
let nerve_ticks = (elapsed / nerve_regen_rate()) as i32;
let hp_ticks = (elapsed / hp_regen_rate()) as i32;
if energy_ticks > 0 {
char.energy = (char.energy + energy_ticks).min(char.max_energy);
}
if nerve_ticks > 0 {
char.nerve = (char.nerve + nerve_ticks).min(char.max_nerve);
}
if hp_ticks > 0 && char.hp > 0 && char.hp < char.max_hp {
let regen_per_tick = (char.max_hp as f64 * 0.05).ceil() as i32;
char.hp = (char.hp + regen_per_tick * hp_ticks).min(char.max_hp);
}
char.last_regen = now_ms;
}
pub fn training_cost(stat: i64) -> i32 {
let scaled = (stat as f64 / 10.0).floor() as i32;
(5.0_f64 * 1.3_f64.powi(scaled)) as i32
}
pub fn create_character(user_id: u32, name: String, race: Race, class: Class) -> Character {
let mut rng = rand::rng();
let class_str = class.as_str().to_string();
let stats = roll_stats(&mut rng, &race);
let max_hp = calc_max_hp(&class, &stats);
let max_energy = calc_max_energy(&class);
let max_nerve = calc_max_nerve(&class);
let known_spells: Vec<String> = if spells::is_caster_class(&class_str) {
spells::spells_for_class(&class_str, 1).iter()
.filter(|s| s.spell_level <= 1)
.map(|s| s.id.clone())
.collect()
} else {
Vec::new()
};
Character {
id: 0,
user_id,
name,
race,
class,
level: 1,
xp: 0,
stats,
hp: max_hp,
max_hp,
energy: max_energy,
max_energy,
nerve: max_nerve,
max_nerve,
gold: 50,
last_regen: 0,
equipment: [
("head".into(), None),
("body".into(), None),
("off_hand".into(), None),
("main_hand".into(), None),
("hands".into(), None),
("feet".into(), None),
("back".into(), None),
("neck".into(), None),
("ring".into(), None),
("trinket".into(), None),
("instrument".into(), None),
].into_iter().collect(),
inventory: Vec::new(),
active_song: None,
known_spells,
active_spell: None,
spell_points: spells::max_spell_points(&class_str, 1),
max_spell_points: spells::max_spell_points(&class_str, 1),
}
}
pub const MAX_LEVEL: i32 = 100;
pub const XP_FACTOR: i64 = 18;
pub fn xp_for_level(level: i32) -> i64 {
if level <= 1 { return 0; }
let n = (level - 1) as f64;
XP_FACTOR * (100.0 * n * n) as i64
}
pub fn level_up_cost(level: i32) -> i32 {
500 * level
}
pub fn level_up(char: &mut Character) -> Result<i32, &'static str> {
if char.level >= MAX_LEVEL {
return Err("already at max level");
}
let next_level = char.level + 1;
if char.xp < xp_for_level(next_level) {
return Err("not enough XP");
}
let cost = level_up_cost(next_level);
if char.gold < cost {
return Err("not enough gold");
}
char.gold -= cost;
char.level = next_level;
let class_str = char.class.as_str().to_string();
char.max_hp = calc_max_hp(&char.class, &char.stats);
char.hp = char.max_hp;
char.max_energy = calc_max_energy(&char.class);
char.energy = char.max_energy;
char.max_nerve = calc_max_nerve(&char.class);
char.nerve = char.max_nerve;
char.max_spell_points = spells::max_spell_points(&class_str, char.level);
char.spell_points = char.max_spell_points;
Ok(char.level)
}
pub fn find_race_info(race: &Race) -> &'static RaceInfo {
RACES.iter().find(|r| &r.race == race).expect("invalid race")
}
pub fn find_class_info(class: &Class) -> &'static ClassInfo {
CLASSES.iter().find(|c| &c.class == class).expect("invalid class")
}
#[cfg(test)]
mod tests {
use super::*;
use sb_shared::{Character, CharacterStats, Class, Race};
use std::collections::HashMap;
fn base_char() -> Character {
Character {
id: 1, user_id: 1, name: "Test".into(),
race: Race::Human, class: Class::Warrior,
level: 1, xp: 0,
stats: CharacterStats { strength: 20, intelligence: 20, dexterity: 20, constitution: 20, luck: 20 },
hp: 80, max_hp: 80, energy: 36, max_energy: 36,
nerve: 110, max_nerve: 110, gold: 0, last_regen: 0,
equipment: HashMap::new(), inventory: Vec::new(),
active_song: None, known_spells: Vec::new(),
active_spell: None, spell_points: 0, max_spell_points: 0,
}
}
#[test]
fn stat_bonus_at_20_is_zero() {
assert_eq!(stat_bonus(20), 0);
}
#[test]
fn stat_bonus_below_20_is_negative() {
assert_eq!(stat_bonus(10), -5);
assert_eq!(stat_bonus(1), -9);
}
#[test]
fn stat_bonus_above_20_is_positive() {
assert_eq!(stat_bonus(30), 5);
assert_eq!(stat_bonus(100), 40);
}
#[test]
fn stat_bonus_handles_large_values() {
assert_eq!(stat_bonus(1_000_000_000), 499_999_990);
}
#[test]
fn xp_for_level_1_is_zero() {
assert_eq!(xp_for_level(1), 0);
}
#[test]
fn xp_for_level_2_is_1800() {
assert_eq!(xp_for_level(2), 1800);
}
#[test]
fn xp_for_level_scales_subexponentially() {
assert!(xp_for_level(3) > xp_for_level(2));
assert!(xp_for_level(5) > xp_for_level(4));
assert!(xp_for_level(10) > xp_for_level(5));
assert!(xp_for_level(50) > xp_for_level(25));
}
#[test]
fn xp_for_level_does_not_overflow() {
assert!(xp_for_level(50) > 0);
assert!(xp_for_level(50) < i64::MAX / 2);
}
#[test]
fn level_up_fails_at_max_level() {
let mut c = base_char();
c.level = MAX_LEVEL;
c.xp = i64::MAX;
c.gold = i32::MAX;
assert_eq!(level_up(&mut c), Err("already at max level"));
}
#[test]
fn level_up_cost_scales() {
assert_eq!(level_up_cost(2), 1000);
assert_eq!(level_up_cost(3), 1500);
assert_eq!(level_up_cost(10), 5000);
}
#[test]
fn level_up_succeeds_with_enough_xp_and_gold() {
let mut c = base_char();
c.xp = 1800;
c.gold = 1000;
let result = level_up(&mut c);
assert_eq!(result, Ok(2));
assert_eq!(c.level, 2);
assert_eq!(c.gold, 0);
assert_eq!(c.hp, c.max_hp);
assert_eq!(c.energy, c.max_energy);
assert_eq!(c.nerve, c.max_nerve);
}
#[test]
fn level_up_fails_without_enough_xp() {
let mut c = base_char();
c.xp = 100;
c.gold = 10000;
assert_eq!(level_up(&mut c), Err("not enough XP"));
assert_eq!(c.level, 1);
assert_eq!(c.gold, 10000);
}
#[test]
fn level_up_fails_without_enough_gold() {
let mut c = base_char();
c.xp = 1800;
c.gold = 0;
assert_eq!(level_up(&mut c), Err("not enough gold"));
assert_eq!(c.level, 1);
}
#[test]
fn calc_max_hp_depends_on_class_and_con() {
let stats_high = CharacterStats { strength: 10, intelligence: 10, dexterity: 10, constitution: 30, luck: 10 };
let stats_low = CharacterStats { strength: 10, intelligence: 10, dexterity: 10, constitution: 10, luck: 10 };
let hp_high = calc_max_hp(&Class::Warrior, &stats_high);
let hp_low = calc_max_hp(&Class::Warrior, &stats_low);
assert!(hp_high > hp_low);
}
#[test]
fn calc_max_energy_and_nerve_vary_by_class() {
let warrior_energy = calc_max_energy(&Class::Warrior);
let mage_energy = calc_max_energy(&Class::Mage);
assert!(warrior_energy > mage_energy);
}
#[test]
fn training_cost_scales_with_stat() {
assert!(training_cost(20) < training_cost(30));
assert!(training_cost(30) < training_cost(40));
}
#[test]
fn apply_regen_restores_resources() {
let mut c = base_char();
c.hp = 40;
c.energy = 10;
c.nerve = 50;
c.last_regen = 0;
apply_regen(&mut c, 1_800_000);
assert!(c.energy > 10);
assert!(c.nerve > 50);
assert!(c.hp > 40);
}
#[test]
fn apply_regen_no_change_if_no_time_passed() {
let mut c = base_char();
c.hp = 40;
c.last_regen = 1_800_000;
let before = c.hp;
apply_regen(&mut c, 1_800_000);
assert_eq!(c.hp, before);
}
#[test]
fn roll_stats_returns_all_five() {
use rand:: SeedableRng;
let mut rng = rand::rngs::StdRng::seed_from_u64(42);
let stats = roll_stats(&mut rng, &Race::Human);
assert!(stats.strength >= 6 && stats.strength <= 16);
assert!(stats.intelligence >= 6 && stats.intelligence <= 16);
assert!(stats.dexterity >= 6 && stats.dexterity <= 16);
assert!(stats.constitution >= 6 && stats.constitution <= 16);
assert!(stats.luck >= 6 && stats.luck <= 16);
}
#[test]
fn race_modifiers_apply() {
use rand:: SeedableRng;
let mut rng = rand::rngs::StdRng::seed_from_u64(42);
let human = roll_stats(&mut rng, &Race::Human);
let mut rng2 = rand::rngs::StdRng::seed_from_u64(42);
let dwarf = roll_stats(&mut rng2, &Race::Dwarf);
assert!(dwarf.constitution > human.constitution);
assert!(dwarf.strength > human.strength);
assert!(dwarf.intelligence < human.intelligence);
}
}

View file

@ -1 +0,0 @@

View file

@ -0,0 +1,371 @@
use rand::Rng;
use sb_shared::{AttackType, CombatLog, CombatRound, CritEntry, CritResult};
use serde::{Deserialize, Serialize};
use std::collections::HashMap;
use std::sync::LazyLock;
const CRIT_TABLES_JSON: &str =
include_str!("../../../../skara-brae-common/data/crit-tables/combat.json");
static CRIT_TABLES: LazyLock<HashMap<String, HashMap<String, CritEntry>>> = LazyLock::new(|| {
serde_json::from_str(CRIT_TABLES_JSON).expect("failed to parse crit tables")
});
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct CombatStats {
pub name: String,
pub hp: i32,
pub level: i32,
pub strength: i64,
pub dexterity: i64,
pub constitution: i64,
pub luck: i64,
pub ob_base: i32,
pub db_base: i32,
pub attack_type: AttackType,
}
impl CombatStats {
pub fn offensive_bonus(&self) -> i32 {
let str_bonus = super::character::stat_bonus(self.strength) as i32;
str_bonus + self.ob_base
}
pub fn defensive_bonus(&self) -> i32 {
let dex_bonus = super::character::stat_bonus(self.dexterity) as i32;
let con_bonus = (super::character::stat_bonus(self.constitution) as i32) / 2;
dex_bonus + con_bonus + self.db_base
}
}
pub fn parse_attack_type(s: &str) -> AttackType {
match s {
"slash" => AttackType::Slash,
"crush" => AttackType::Crush,
"puncture" => AttackType::Puncture,
_ => AttackType::Crush,
}
}
pub fn crit_damage_cap(attacker_level: i32, defender_level: i32, defender_hp: i32) -> Option<i32> {
let diff = defender_level - attacker_level;
if diff <= 0 {
return None;
}
let cap_pct = match diff {
1..=9 => return None,
10..=19 => 0.60,
20..=49 => 0.40,
50..=99 => 0.15,
_ => 0.05,
};
Some((defender_hp as f64 * cap_pct) as i32)
}
pub fn open_ended_roll(rng: &mut impl Rng) -> i32 {
let roll: i32 = rng.random_range(1..=100);
let mut total = roll;
if roll >= 96 {
total += open_ended_roll(rng);
} else if roll <= 5 {
total -= open_ended_roll(rng);
}
total
}
pub fn resolve_attack(
rng: &mut impl Rng,
attacker: &CombatStats,
defender: &CombatStats,
) -> CombatRound {
let raw_roll = open_ended_roll(rng);
let ob = attacker.offensive_bonus();
let db = defender.defensive_bonus();
let attack_total = raw_roll + ob;
let result = attack_total - db;
let mut damage = 0;
let mut crit = None;
if result > 0 {
damage = result;
if let Some(severity) = crit_severity(result)
&& let Some(crit_entry) = lookup_crit(&attacker.attack_type, &severity)
{
let crit_damage = (damage as f64 * crit_entry.damage_multiplier) as i32;
let capped = if let Some(cap) = crit_damage_cap(attacker.level, defender.level, defender.hp) {
crit_damage.min(cap)
} else {
crit_damage
};
damage = capped;
crit = Some(CritResult {
severity: severity.clone(),
crit: crit_entry,
});
}
}
CombatRound {
attacker: attacker.name.clone(),
defender: defender.name.clone(),
raw_roll,
ob,
db,
result,
damage,
crit,
defender_hp: 0,
}
}
pub fn crit_severity(result: i32) -> Option<String> {
if result >= 151 {
Some("D".into())
} else if result >= 101 {
Some("C".into())
} else if result >= 51 {
Some("B".into())
} else if result >= 21 {
Some("A".into())
} else {
None
}
}
pub fn lookup_crit(attack_type: &AttackType, severity: &str) -> Option<CritEntry> {
let type_key = format!("{:?}", attack_type).to_lowercase();
CRIT_TABLES.get(&type_key)?.get(severity).cloned()
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct SpellEffect {
pub combat_effect: String,
pub damage_min: i32,
pub damage_max: i32,
pub heal_min: i32,
pub heal_max: i32,
}
pub fn resolve_combat(
attacker: CombatStats,
defender: CombatStats,
xp_reward: i32,
gold_min: i32,
gold_max: i32,
rng: &mut impl Rng,
) -> CombatLog {
resolve_combat_full(attacker, defender, xp_reward, gold_min, gold_max, None, None, rng)
}
pub fn resolve_combat_with_song(
attacker: CombatStats,
defender: CombatStats,
xp_reward: i32,
gold_min: i32,
gold_max: i32,
song_effect: Option<&str>,
rng: &mut impl Rng,
) -> CombatLog {
resolve_combat_full(attacker, defender, xp_reward, gold_min, gold_max, song_effect, None, rng)
}
#[allow(clippy::too_many_arguments)]
pub fn resolve_combat_full(
attacker: CombatStats,
defender: CombatStats,
xp_reward: i32,
gold_min: i32,
gold_max: i32,
song_effect: Option<&str>,
spell: Option<&SpellEffect>,
rng: &mut impl Rng,
) -> CombatLog {
let mut rng = rng;
let mut a_hp = attacker.hp;
let mut d_hp = defender.hp;
let mut rounds = Vec::new();
loop {
let mut round = resolve_attack(&mut rng, &apply_song_to_attacker(&attacker, song_effect), &apply_song_to_defender(&defender, song_effect));
if let Some(sp) = spell
&& sp.combat_effect == "damage"
{
let spell_dmg = rng.random_range(sp.damage_min..=sp.damage_max);
round.damage += spell_dmg;
}
d_hp = (d_hp - round.damage).max(0);
round.defender_hp = d_hp;
rounds.push(round);
if d_hp <= 0 {
let gold = rng.random_range(gold_min..=gold_max);
return CombatLog {
rounds,
winner: attacker.name.clone(),
loser: defender.name.clone(),
xp_gained: xp_reward,
gold_gained: gold,
};
}
let mut round = resolve_attack(&mut rng, &defender, &apply_song_to_defender(&make_temp_stats(&attacker, a_hp), song_effect));
a_hp = (a_hp - round.damage).max(0);
round.defender_hp = a_hp;
rounds.push(round);
if a_hp <= 0 {
return CombatLog {
rounds,
winner: defender.name.clone(),
loser: attacker.name.clone(),
xp_gained: 0,
gold_gained: 0,
};
}
if song_effect == Some("heal") && a_hp > 0 && a_hp < attacker.hp {
let heal_amt = (attacker.hp as f64 * 0.03).ceil() as i32;
a_hp = (a_hp + heal_amt).min(attacker.hp);
}
if let Some(sp) = spell
&& sp.combat_effect == "heal" && a_hp > 0 && a_hp < attacker.hp
{
let heal_amt = rng.random_range(sp.heal_min..=sp.heal_max);
a_hp = (a_hp + heal_amt).min(attacker.hp);
}
}
}
fn apply_song_to_attacker(stats: &CombatStats, song_effect: Option<&str>) -> CombatStats {
let mut s = stats.clone();
match song_effect {
Some("accuracy") => { s.ob_base += 15; }
Some("damage") => { s.ob_base += 20; }
_ => {}
}
s
}
fn apply_song_to_defender(stats: &CombatStats, song_effect: Option<&str>) -> CombatStats {
let mut s = stats.clone();
match song_effect {
Some("defense") | Some("magic_resist") => { s.db_base += 10; }
Some("weaken") => { s.ob_base = (s.ob_base as f64 * 0.7) as i32; }
_ => {}
}
s
}
fn make_temp_stats(original: &CombatStats, hp: i32) -> CombatStats {
let mut s = original.clone();
s.hp = hp;
s
}
#[cfg(test)]
mod tests {
use super::*;
fn attacker() -> CombatStats {
CombatStats {
name: "Hero".into(), hp: 100, level: 1,
strength: 50, dexterity: 40, constitution: 40, luck: 20,
ob_base: 20, db_base: 10,
attack_type: AttackType::Slash,
}
}
fn defender() -> CombatStats {
CombatStats {
name: "Goblin".into(), hp: 50, level: 1,
strength: 30, dexterity: 30, constitution: 30, luck: 10,
ob_base: 10, db_base: 5,
attack_type: AttackType::Crush,
}
}
#[test]
fn open_ended_roll_stays_in_range() {
use rand::SeedableRng;
let mut rng = rand::rngs::StdRng::seed_from_u64(42);
for _ in 0..1000 {
let roll = open_ended_roll(&mut rng);
assert!(roll > -500 && roll < 500, "roll out of expected range: {}", roll);
}
}
#[test]
fn offensive_bonus_includes_stat_and_base() {
let a = attacker();
let ob = a.offensive_bonus();
assert!(ob > a.ob_base);
}
#[test]
fn defensive_bonus_includes_stat_and_base() {
let d = defender();
let db = d.defensive_bonus();
assert!(db > d.db_base);
}
#[test]
fn crit_damage_cap_equal_level_is_none() {
assert_eq!(crit_damage_cap(5, 5, 100), None);
assert_eq!(crit_damage_cap(1, 1, 100), None);
}
#[test]
fn crit_damage_cap_higher_defender_reduces() {
let cap = crit_damage_cap(1, 15, 100).unwrap();
assert!(cap < 100);
}
#[test]
fn crit_damage_cap_scaling() {
let cap_10 = crit_damage_cap(1, 11, 100).unwrap();
let cap_50 = crit_damage_cap(1, 51, 100).unwrap();
let cap_100 = crit_damage_cap(1, 101, 100).unwrap();
assert!(cap_100 < cap_50);
assert!(cap_50 < cap_10);
}
#[test]
fn resolve_attack_can_hit_or_miss() {
use rand::SeedableRng;
let mut rng = rand::rngs::StdRng::seed_from_u64(42);
let a = attacker();
let d = defender();
for _ in 0..100 {
let round = resolve_attack(&mut rng, &a, &d);
assert_eq!(round.attacker, "Hero");
assert_eq!(round.defender, "Goblin");
assert!(round.defender_hp <= d.hp);
assert!(round.defender_hp >= 0);
}
}
#[test]
fn resolve_combat_produces_winner() {
use rand::SeedableRng;
let mut rng = rand::rngs::StdRng::seed_from_u64(42);
let a = attacker();
let d = defender();
let log = resolve_combat(a.clone(), d.clone(), 10, 5, 10, &mut rng);
assert!(!log.rounds.is_empty());
assert!(log.winner == a.name || log.winner == d.name);
assert!(log.loser != log.winner);
}
#[test]
fn parse_attack_type_maps_known_types() {
assert!(matches!(parse_attack_type("slash"), AttackType::Slash));
assert!(matches!(parse_attack_type("crush"), AttackType::Crush));
assert!(matches!(parse_attack_type("puncture"), AttackType::Puncture));
assert!(matches!(parse_attack_type("unarmed"), AttackType::Crush));
assert!(matches!(parse_attack_type("unknown"), AttackType::Crush));
}
}

View file

@ -1 +0,0 @@

View file

@ -1 +0,0 @@

View file

@ -0,0 +1,63 @@
use serde::{Deserialize, Serialize};
const ENEMIES_JSON: &str =
include_str!("../../../../skara-brae-common/data/enemies.json");
const ZONES_JSON: &str =
include_str!("../../../../skara-brae-common/data/adventures/zones.json");
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct EnemyDef {
pub id: String,
pub name: String,
pub level: i32,
pub stats: EnemyStats,
pub hp: i32,
pub attack_type: String,
pub damage: i32,
pub defense: i32,
pub xp: i32,
pub gold_min: i32,
pub gold_max: i32,
pub loot: Vec<LootDrop>,
pub description: String,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct LootDrop {
pub item_id: String,
pub chance: f64,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct EnemyStats {
pub strength: i64,
pub intelligence: i64,
pub dexterity: i64,
pub constitution: i64,
pub luck: i64,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct EncounterEntry {
pub enemy_id: String,
pub weight: i32,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ZoneDef {
pub id: String,
pub name: String,
pub min_level: i32,
pub max_level: i32,
pub nerve_cost: i32,
pub description: String,
pub encounters: Vec<EncounterEntry>,
}
pub fn load_enemies() -> Vec<EnemyDef> {
serde_json::from_str(ENEMIES_JSON).expect("failed to parse enemies.json")
}
pub fn load_zones() -> Vec<ZoneDef> {
serde_json::from_str(ZONES_JSON).expect("failed to parse zones.json")
}

View file

@ -1 +0,0 @@

View file

@ -1 +0,0 @@

View file

@ -1,13 +1,34 @@
pub mod mod;
use sb_shared::Item;
use sb_common::PROJECT_NAME;
const WEAPONS_JSON: &str =
include_str!("../../../../skara-brae-common/data/items/weapons.json");
const ARMOR_JSON: &str =
include_str!("../../../../skara-brae-common/data/items/armor.json");
const ACCESSORIES_JSON: &str =
include_str!("../../../../skara-brae-common/data/items/accessories.json");
const WEAPONS: &str = include_str!("../../../../skara-brae-common/data/items/weapons.json");
pub fn load_all_items() -> Vec<Item> {
let mut items = Vec::new();
pub fn game_name() -> &'static str {
PROJECT_NAME
let weapons: Vec<Item> =
serde_json::from_str(WEAPONS_JSON).expect("failed to parse weapons.json");
items.extend(weapons);
let armor: Vec<Item> =
serde_json::from_str(ARMOR_JSON).expect("failed to parse armor.json");
items.extend(armor);
let accessories: Vec<Item> =
serde_json::from_str(ACCESSORIES_JSON).expect("failed to parse accessories.json");
items.extend(accessories);
items
}
pub fn load_weapons() -> Vec<serde_json::Value> {
serde_json::from_str(WEAPONS).expect("failed to parse weapons data")
pub fn item_price(item: &Item) -> i32 {
item.value
}
pub fn item_sell_price(item: &Item) -> i32 {
item.value / 2
}

View file

@ -2,13 +2,8 @@
pub mod character;
pub mod combat;
pub mod adventure;
pub mod economy;
pub mod guild;
pub mod crafting;
pub mod pets;
pub mod blessings;
pub mod workers;
pub mod slayer;
pub mod world;
pub mod rules;
pub mod data;
pub mod items;
pub mod services;
pub mod songs;
pub mod spells;

View file

@ -1 +0,0 @@

View file

@ -1 +0,0 @@

View file

@ -0,0 +1,319 @@
use sb_shared::{Character, Item, AttackType};
use crate::data::{EnemyDef, EncounterEntry};
use rand::Rng;
pub fn pick_enemy(
rng: &mut impl Rng,
encounters: &[EncounterEntry],
enemies: &[EnemyDef],
) -> EnemyDef {
let total_weight: i32 = encounters.iter().map(|e| e.weight).sum();
let roll: i32 = rng.random_range(0..total_weight);
let mut remaining = roll;
for enc in encounters {
remaining -= enc.weight;
if remaining < 0 {
return enemies.iter().find(|e| e.id == enc.enemy_id)
.expect("encounter references valid enemy")
.clone();
}
}
enemies.iter().find(|e| e.id == encounters.last().unwrap().enemy_id)
.expect("encounter references valid enemy")
.clone()
}
pub fn equipped_attack_type(equipment: &std::collections::HashMap<String, Option<String>>, items: &[Item]) -> AttackType {
if let Some(Some(weapon_id)) = equipment.get("main_hand")
&& let Some(weapon) = items.iter().find(|i| &i.id == weapon_id)
&& let Some(ref at) = weapon.attack_type
{
return at.clone();
}
AttackType::Crush
}
pub fn equipped_damage(equipment: &std::collections::HashMap<String, Option<String>>, items: &[Item]) -> i32 {
let mut total = 0i32;
for slot in &["main_hand", "off_hand"] {
if let Some(Some(item_id)) = equipment.get(*slot)
&& let Some(item) = items.iter().find(|i| &i.id == item_id)
&& let Some(&dmg) = item.stats.get("damage")
{
total += dmg as i32;
}
}
total
}
pub fn total_defense(equipment: &std::collections::HashMap<String, Option<String>>, items: &[Item]) -> i32 {
let mut total = 0i32;
for (_, item_id) in equipment.iter() {
if let Some(id) = item_id
&& let Some(item) = items.iter().find(|i| &i.id == id)
&& let Some(&def) = item.stats.get("defense")
{
total += def as i32;
}
}
total
}
pub fn equip_item(char: &mut Character, item: &Item, item_id: &str) -> Result<(), &'static str> {
let inv_pos = char.inventory.iter().position(|id| id == item_id)
.ok_or("item not in inventory")?;
char.inventory.remove(inv_pos);
let slot = item.slot.clone();
if let Some(Some(prev)) = char.equipment.insert(slot, Some(item_id.to_string())) {
char.inventory.push(prev);
}
Ok(())
}
pub fn unequip_item(char: &mut Character, slot: &str) -> Result<String, &'static str> {
let prev = char.equipment.insert(slot.to_string(), None)
.flatten()
.ok_or("nothing equipped in slot")?;
char.inventory.push(prev.clone());
Ok(prev)
}
pub fn train_stat(char: &mut Character, stat: &str) -> Result<i64, &'static str> {
if char.energy < 1 {
return Err("not enough energy");
}
let current = match stat {
"strength" => char.stats.strength,
"intelligence" => char.stats.intelligence,
"dexterity" => char.stats.dexterity,
"constitution" => char.stats.constitution,
"luck" => char.stats.luck,
_ => return Err("invalid stat"),
};
let cost = super::character::training_cost(current);
if char.gold < cost {
return Err("not enough gold");
}
char.energy -= 1;
char.gold -= cost;
match stat {
"strength" => char.stats.strength += 1,
"intelligence" => char.stats.intelligence += 1,
"dexterity" => char.stats.dexterity += 1,
"constitution" => {
char.stats.constitution += 1;
char.max_hp = super::character::calc_max_hp(&char.class, &char.stats);
char.hp = char.hp.min(char.max_hp);
}
"luck" => char.stats.luck += 1,
_ => {}
}
let new_val = match stat {
"strength" => char.stats.strength,
"intelligence" => char.stats.intelligence,
"dexterity" => char.stats.dexterity,
"constitution" => char.stats.constitution,
"luck" => char.stats.luck,
_ => return Err("invalid stat"),
};
Ok(new_val)
}
#[cfg(test)]
mod tests {
use super::*;
use sb_shared::{Character, CharacterStats, Class, Race, Item, Quality, ItemType};
use std::collections::HashMap;
fn base_char() -> Character {
Character {
id: 1, user_id: 1, name: "Test".into(),
race: Race::Human, class: Class::Warrior,
level: 1, xp: 0,
stats: CharacterStats { strength: 20, intelligence: 20, dexterity: 20, constitution: 20, luck: 20 },
hp: 80, max_hp: 80, energy: 10, max_energy: 36,
nerve: 110, max_nerve: 110, gold: 1000, last_regen: 0,
equipment: HashMap::new(), inventory: Vec::new(),
active_song: None, known_spells: Vec::new(),
active_spell: None, spell_points: 0, max_spell_points: 0,
}
}
fn sword() -> Item {
Item {
id: "sword1".into(), name: "Iron Sword".into(),
r#type: ItemType::Weapon, quality: Quality::Common,
slot: "main_hand".into(),
stats: HashMap::from([("damage".into(), 15i64)]),
description: String::new(), attack_type: Some(AttackType::Slash),
value: 100, always_in_shop: true,
}
}
fn shield() -> Item {
Item {
id: "shield1".into(), name: "Wood Shield".into(),
r#type: ItemType::Armor, quality: Quality::Common,
slot: "off_hand".into(),
stats: HashMap::from([("defense".into(), 10i64)]),
description: String::new(), attack_type: None,
value: 50, always_in_shop: true,
}
}
#[test]
fn train_stat_increases_stat() {
let mut c = base_char();
let cost = super::super::character::training_cost(c.stats.strength);
c.gold = cost;
let result = train_stat(&mut c, "strength");
assert_eq!(result, Ok(21));
assert_eq!(c.stats.strength, 21);
assert_eq!(c.energy, 9);
}
#[test]
fn train_stat_fails_without_energy() {
let mut c = base_char();
c.energy = 0;
assert_eq!(train_stat(&mut c, "strength"), Err("not enough energy"));
}
#[test]
fn train_stat_fails_without_gold() {
let mut c = base_char();
c.gold = 0;
assert_eq!(train_stat(&mut c, "strength"), Err("not enough gold"));
}
#[test]
fn train_stat_fails_invalid_stat() {
let mut c = base_char();
assert_eq!(train_stat(&mut c, "charisma"), Err("invalid stat"));
}
#[test]
fn train_constitution_recals_hp() {
let mut c = base_char();
let old_max = c.max_hp;
let cost = super::super::character::training_cost(c.stats.constitution);
c.gold = cost;
train_stat(&mut c, "constitution").unwrap();
assert!(c.max_hp > old_max);
}
#[test]
fn equip_item_moves_from_inventory_to_slot() {
let mut c = base_char();
c.inventory.push("sword1".into());
equip_item(&mut c, &sword(), "sword1").unwrap();
assert!(!c.inventory.contains(&"sword1".to_string()));
assert_eq!(c.equipment.get("main_hand").cloned(), Some(Some("sword1".into())));
}
#[test]
fn equip_item_swaps_previous() {
let mut c = base_char();
c.equipment.insert("main_hand".into(), Some("old_sword".into()));
c.inventory.push("sword1".into());
equip_item(&mut c, &sword(), "sword1").unwrap();
assert_eq!(c.equipment.get("main_hand").cloned(), Some(Some("sword1".into())));
assert!(c.inventory.contains(&"old_sword".to_string()));
assert!(!c.inventory.contains(&"sword1".to_string()));
}
#[test]
fn equip_item_fails_if_not_in_inventory() {
let mut c = base_char();
assert_eq!(equip_item(&mut c, &sword(), "sword1"), Err("item not in inventory"));
}
#[test]
fn unequip_item_moves_to_inventory() {
let mut c = base_char();
c.equipment.insert("main_hand".into(), Some("sword1".into()));
let result = unequip_item(&mut c, "main_hand").unwrap();
assert_eq!(result, "sword1");
assert!(c.inventory.contains(&"sword1".to_string()));
assert_eq!(c.equipment.get("main_hand").cloned(), Some(None));
}
#[test]
fn unequip_item_fails_empty_slot() {
let mut c = base_char();
assert_eq!(unequip_item(&mut c, "main_hand"), Err("nothing equipped in slot"));
}
#[test]
fn equipped_damage_sums_weapon_slots() {
let items = vec![sword(), shield()];
let eq: HashMap<String, Option<String>> = HashMap::from([
("main_hand".into(), Some("sword1".into())),
("off_hand".into(), Some("shield1".into())),
]);
assert_eq!(equipped_damage(&eq, &items), 15);
}
#[test]
fn total_defense_sums_all_slots() {
let items = vec![sword(), shield()];
let eq: HashMap<String, Option<String>> = HashMap::from([
("main_hand".into(), Some("sword1".into())),
("off_hand".into(), Some("shield1".into())),
]);
assert_eq!(total_defense(&eq, &items), 10);
}
#[test]
fn equipped_attack_type_returns_weapon_type() {
let items = vec![sword()];
let eq: HashMap<String, Option<String>> = HashMap::from([
("main_hand".into(), Some("sword1".into())),
]);
assert!(matches!(equipped_attack_type(&eq, &items), AttackType::Slash));
}
#[test]
fn equipped_attack_type_defaults_to_crush() {
let items: Vec<Item> = vec![];
let eq: HashMap<String, Option<String>> = HashMap::new();
assert!(matches!(equipped_attack_type(&eq, &items), AttackType::Crush));
}
#[test]
fn pick_enemy_respects_weights() {
use rand::SeedableRng;
let encounters = vec![
crate::data::EncounterEntry { enemy_id: "kobold".into(), weight: 3 },
crate::data::EncounterEntry { enemy_id: "rat".into(), weight: 1 },
];
let enemies = vec![
crate::data::EnemyDef {
id: "kobold".into(), name: "Kobold".into(),
hp: 20, level: 1, damage: 5, defense: 2,
attack_type: "crush".into(),
xp: 10, gold_min: 1, gold_max: 5,
stats: crate::data::EnemyStats { strength: 15, intelligence: 10, dexterity: 15, constitution: 15, luck: 5 },
description: String::new(),
loot: vec![],
},
crate::data::EnemyDef {
id: "rat".into(), name: "Giant Rat".into(),
hp: 10, level: 1, damage: 3, defense: 1,
attack_type: "puncture".into(),
xp: 5, gold_min: 0, gold_max: 2,
stats: crate::data::EnemyStats { strength: 5, intelligence: 5, dexterity: 15, constitution: 5, luck: 5 },
description: String::new(),
loot: vec![],
},
];
let mut rng = rand::rngs::StdRng::seed_from_u64(42);
for _ in 0..100 {
let enemy = pick_enemy(&mut rng, &encounters, &enemies);
assert!(enemy.id == "kobold" || enemy.id == "rat");
}
}
}

View file

@ -1 +0,0 @@

View file

@ -0,0 +1,59 @@
use serde::Serialize;
#[derive(Debug, Clone, Serialize)]
pub struct SongDef {
pub id: &'static str,
pub name: &'static str,
pub description: &'static str,
pub combat_effect: &'static str,
pub required_level: i32,
}
pub const BARD_SONGS: &[SongDef] = &[
SongDef {
id: "seekers_ballad",
name: "The Seeker's Ballad",
description: "Produces light while exploring and increases the party's chance to hit in combat.",
combat_effect: "accuracy",
required_level: 1,
},
SongDef {
id: "travellers_tune",
name: "The Traveller's Tune",
description: "Makes the party more dexterous and agile, harder to hit.",
combat_effect: "defense",
required_level: 1,
},
SongDef {
id: "badhr_kilnfest",
name: "Badh'r Kilnfest",
description: "An ancient Elven melody that heals wounds during combat and while traveling.",
combat_effect: "heal",
required_level: 1,
},
SongDef {
id: "waylands_watch",
name: "Wayland's Watch",
description: "Soothes foes, reducing the damage they deal in combat.",
combat_effect: "weaken",
required_level: 2,
},
SongDef {
id: "falkentyne_fury",
name: "Falkentyne's Fury",
description: "Drives the party into a berserker rage, increasing melee damage.",
combat_effect: "damage",
required_level: 3,
},
SongDef {
id: "lucklaran",
name: "Lucklaran",
description: "Sets up a partial anti-magic field, increasing protection against spells.",
combat_effect: "magic_resist",
required_level: 4,
},
];
pub fn available_songs(level: i32) -> Vec<&'static SongDef> {
BARD_SONGS.iter().filter(|s| s.required_level <= level).collect()
}

View file

@ -0,0 +1,74 @@
use serde::{Deserialize, Serialize};
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct SpellDef {
pub id: String,
pub code: String,
pub name: String,
pub caster_class: String,
pub spell_level: i32,
pub spell_points: i32,
pub range: String,
pub duration: String,
pub description: String,
pub combat_effect: String,
pub combat_damage_min: i32,
pub combat_damage_max: i32,
pub heal_min: i32,
pub heal_max: i32,
}
const SPELLS_JSON: &str =
include_str!("../../../../skara-brae-common/data/spells/spells.json");
pub fn load_spells() -> Vec<SpellDef> {
serde_json::from_str(SPELLS_JSON).expect("failed to parse spells.json")
}
pub fn class_for_spells(class: &str) -> &str {
if class == "mage" { "magician" } else { class }
}
pub fn spells_for_class(class: &str, spell_level: i32) -> Vec<&'static SpellDef> {
let spell_class = class_for_spells(class);
ALL_SPELLS.iter().filter(|s| {
s.caster_class == spell_class && s.spell_level <= spell_level
}).collect()
}
pub fn find_spell(id: &str) -> Option<&'static SpellDef> {
ALL_SPELLS.iter().find(|s| s.id == id)
}
pub fn spell_learn_cost(spell_level: i32) -> i32 {
match spell_level {
1 => 0,
2 => 1000,
3 => 2000,
4 => 4000,
5 => 7000,
6 => 10000,
7 => 20000,
_ => 999999,
}
}
pub fn max_spell_points(class: &str, level: i32) -> i32 {
let spell_class = class_for_spells(class);
let spell_level = match spell_class {
"conjurer" | "magician" | "sorcerer" | "wizard" => (level / 3) + 1,
_ => 0,
};
spell_level * 10
}
pub fn is_caster_class(class: &str) -> bool {
matches!(class_for_spells(class), "conjurer" | "magician" | "sorcerer" | "wizard")
}
pub fn caster_classes() -> &'static [&'static str] {
&["conjurer", "magician", "sorcerer", "wizard"]
}
use std::sync::LazyLock;
static ALL_SPELLS: LazyLock<Vec<SpellDef>> = LazyLock::new(load_spells);

View file

@ -1 +0,0 @@

View file

@ -1 +0,0 @@