feat: implement core D&D helpers logic and system architecture
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import shutil
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import unittest
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from pathlib import Path
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from src.llm.models import CharacterStateUpdate, InventoryChange, LoreUpdate
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from src.persistence.characters import get_character_state, update_character_state
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from src.persistence.lore import update_lore
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class TestPersistence(unittest.TestCase):
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def setUp(self):
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# Clear data directories before each test
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if Path("data/lore").exists():
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shutil.rmtree("data/lore")
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if Path("data/chars").exists():
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shutil.rmtree("data/chars")
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def test_lore_update_npc(self):
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update = LoreUpdate(
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category="NPC",
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entity_name="Grog",
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content="Grog loves ale.",
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context="Conversation with Grog at the tavern.",
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)
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path = update_lore(update)
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self.assertTrue(Path(path).exists())
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with open(path, "r") as f:
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content = f.read()
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self.assertIn("- Grog loves ale.", content)
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def test_lore_update_location(self):
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update = LoreUpdate(
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category="Location",
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entity_name="Waterdeep",
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content="A bustling city of splendor.",
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context="General world info.",
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)
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path = update_lore(update)
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self.assertTrue(Path(path).exists())
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with open(path, "r") as f:
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content = f.read()
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self.assertIn("- A bustling city of splendor.", content)
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def test_lore_update_timeline(self):
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update = LoreUpdate(
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category="Plot",
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entity_name=None,
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content="The party defeated the goblins.",
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context="After the first encounter.",
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)
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path = update_lore(update)
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self.assertTrue(Path(path).exists())
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self.assertEqual(Path(path).name, "Timeline.md")
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with open(path, "r") as f:
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content = f.read()
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self.assertIn("- The party defeated the goblins.", content)
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def test_character_update_hp(self):
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update = CharacterStateUpdate(
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character_name="Grog",
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hp_change=-10,
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status_effects_added=[],
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status_effects_removed=[],
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inventory_changes=[],
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)
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update_character_state(update)
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state = get_character_state("Grog")
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# Default HP is 0, so 0 - 10 = -10
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self.assertEqual(state["stats"]["hp"], -10)
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def test_character_update_status_effects(self):
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update = CharacterStateUpdate(
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character_name="Grog",
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hp_change=None,
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status_effects_added=["Blinded"],
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status_effects_removed=[],
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inventory_changes=[],
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)
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update_character_state(update)
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state = get_character_state("Grog")
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self.assertIn("Blinded", state["status_effects"])
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update2 = CharacterStateUpdate(
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character_name="Grog",
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hp_change=None,
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status_effects_added=[],
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status_effects_removed=["Blinded"],
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inventory_changes=[],
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)
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update_character_state(update2)
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state = get_character_state("Grog")
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self.assertNotIn("Blinded", state["status_effects"])
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def test_character_update_inventory(self):
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update = CharacterStateUpdate(
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character_name="Grog",
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hp_change=None,
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status_effects_added=[],
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status_effects_removed=[],
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inventory_changes=[
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InventoryChange(item="Health Potion", quantity=2, action="added"),
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InventoryChange(item="Greatsword", quantity=1, action="added"),
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],
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)
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update_character_state(update)
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state = get_character_state("Grog")
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inventory = state["inventory"]
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self.assertEqual(len(inventory), 2)
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self.assertEqual(inventory[0]["item"], "Health Potion")
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self.assertEqual(inventory[0]["quantity"], 2)
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# Add more of the same item
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update2 = CharacterStateUpdate(
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character_name="Grog",
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hp_change=None,
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status_effects_added=[],
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status_effects_removed=[],
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inventory_changes=[
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InventoryChange(item="Health Potion", quantity=1, action="added")
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],
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)
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update_character_state(update2)
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state = get_character_state("Grog")
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inventory = state["inventory"]
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# Should still be 2 unique items
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self.assertEqual(len(inventory), 2)
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# Health Potion should now be 3
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hp_potion = next(item for item in inventory if item["item"] == "Health Potion")
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self.assertEqual(hp_potion["quantity"], 3)
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if __name__ == "__main__":
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unittest.main()
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