feat: add Bleed and Curse status effects, add Freeze handler
- Add StatusBleed and StatusCurse to the status effect enum - Rewrite TickEffects with index-based loop to support Bleed value mutation - Add Freeze tick message, Bleed damage (intensifies each turn), Curse message - Update Heal() to reduce healing amount when cursed - Add tests for Bleed stacking, Curse heal reduction, and Freeze tick message Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -32,6 +32,8 @@ const (
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StatusPoison StatusEffect = iota
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StatusBurn
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StatusFreeze
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StatusBleed
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StatusCurse
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)
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type ActiveEffect struct {
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@@ -76,6 +78,12 @@ func (p *Player) TakeDamage(dmg int) {
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}
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func (p *Player) Heal(amount int) {
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for _, e := range p.Effects {
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if e.Type == StatusCurse {
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amount = amount * (100 - e.Value) / 100
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break
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}
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}
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p.HP += amount
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if p.HP > p.MaxHP {
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p.HP = p.MaxHP
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@@ -157,29 +165,45 @@ func (p *Player) HasEffect(t StatusEffect) bool {
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return false
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}
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func (p *Player) TickEffects() (damages []string) {
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var remaining []ActiveEffect
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for _, e := range p.Effects {
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func (p *Player) TickEffects() []string {
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var msgs []string
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remaining := p.Effects[:0] // reuse underlying array
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for i := 0; i < len(p.Effects); i++ {
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e := &p.Effects[i]
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switch e.Type {
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case StatusPoison:
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p.HP -= e.Value
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if p.HP <= 0 {
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p.HP = 1 // Poison can't kill, leaves at 1 HP
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}
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damages = append(damages, fmt.Sprintf("%s takes %d poison damage", p.Name, e.Value))
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msgs = append(msgs, fmt.Sprintf("%s takes %d poison damage", p.Name, e.Value))
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case StatusBurn:
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p.HP -= e.Value
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if p.HP <= 0 {
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p.HP = 0
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p.Dead = true
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}
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damages = append(damages, fmt.Sprintf("%s takes %d burn damage", p.Name, e.Value))
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msgs = append(msgs, fmt.Sprintf("%s takes %d burn damage", p.Name, e.Value))
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case StatusFreeze:
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msgs = append(msgs, fmt.Sprintf("%s is frozen!", p.Name))
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case StatusBleed:
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p.HP -= e.Value
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msgs = append(msgs, fmt.Sprintf("%s takes %d bleed damage", p.Name, e.Value))
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e.Value++ // Bleed intensifies each turn
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case StatusCurse:
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msgs = append(msgs, fmt.Sprintf("%s is cursed! Healing reduced", p.Name))
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}
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if p.HP < 0 {
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p.HP = 0
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}
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e.Duration--
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if e.Duration > 0 {
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remaining = append(remaining, e)
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remaining = append(remaining, *e)
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}
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}
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p.Effects = remaining
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return
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if p.HP <= 0 && !p.Dead {
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p.Dead = true
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}
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return msgs
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}
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@@ -1,6 +1,9 @@
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package entity
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import "testing"
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import (
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"strings"
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"testing"
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)
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func TestNewPlayer(t *testing.T) {
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p := NewPlayer("testuser", ClassWarrior)
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@@ -190,3 +193,49 @@ func TestEffectOverwrite(t *testing.T) {
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t.Error("should have overwritten with new values")
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}
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}
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func TestBleedEffect(t *testing.T) {
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p := NewPlayer("Test", ClassWarrior)
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startHP := p.HP
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p.AddEffect(ActiveEffect{Type: StatusBleed, Duration: 3, Value: 2})
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msgs := p.TickEffects()
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if len(msgs) == 0 || !strings.Contains(msgs[0], "bleed") {
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t.Error("expected bleed damage message")
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}
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if p.HP != startHP-2 {
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t.Errorf("expected HP %d, got %d", startHP-2, p.HP)
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}
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// After tick, remaining bleed should have value 3 (increased by 1)
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if len(p.Effects) == 0 || p.Effects[0].Value != 3 {
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t.Error("expected bleed value to increase to 3")
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}
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}
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func TestCurseReducesHealing(t *testing.T) {
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p := NewPlayer("Test", ClassHealer)
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p.HP = 50
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p.AddEffect(ActiveEffect{Type: StatusCurse, Duration: 3, Value: 50})
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p.Heal(100)
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// Curse reduces by 50%, so heal 50 from HP 50 -> 100, capped at MaxHP
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expected := p.MaxHP
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if 50+50 < p.MaxHP {
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expected = 50 + 50
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}
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if p.HP != expected {
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t.Errorf("expected HP %d, got %d", expected, p.HP)
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}
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}
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func TestFreezeTickMessage(t *testing.T) {
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p := NewPlayer("Test", ClassMage)
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p.AddEffect(ActiveEffect{Type: StatusFreeze, Duration: 1, Value: 0})
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msgs := p.TickEffects()
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if len(msgs) == 0 || !strings.Contains(msgs[0], "frozen") {
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t.Error("expected freeze message")
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}
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// Freeze duration 1 -> removed after tick
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if len(p.Effects) != 0 {
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t.Error("expected freeze to be removed after 1 tick")
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}
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}
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