feat(suitbuilder): CD-tier filter helpers + tests; gate inventory-go build on go test
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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3 changed files with 157 additions and 0 deletions
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@ -2,6 +2,7 @@ FROM golang:1.25-bookworm AS build
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WORKDIR /src
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WORKDIR /src
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COPY . .
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COPY . .
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RUN go mod tidy
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RUN go mod tidy
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RUN go test ./...
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ARG BUILD_VERSION=dev
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ARG BUILD_VERSION=dev
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RUN CGO_ENABLED=0 GOOS=linux go build \
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RUN CGO_ENABLED=0 GOOS=linux go build \
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-trimpath -ldflags "-s -w -X main.buildVersion=${BUILD_VERSION}" -o /out/inventory-go .
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-trimpath -ldflags "-s -w -X main.buildVersion=${BUILD_VERSION}" -o /out/inventory-go .
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74
go-services/inventory-go/suit_cd.go
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74
go-services/inventory-go/suit_cd.go
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@ -0,0 +1,74 @@
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package main
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import "strings"
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// CD-tier filtering for the suitbuilder. The allowed_crit_damage constraint
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// restricts which crit-damage tiers are permitted on ARMOR pieces; jewelry and
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// clothing are never affected. "Prefer the highest allowed tier" is NOT done
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// here — it falls out of the existing scoring (CritDamage2 > CritDamage1) and
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// the CD-descending armor sort once disallowed tiers are removed.
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// critTier normalizes a raw crit_damage_rating into a tier in {0,1,2}. Rare
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// high-crit gear (rating >= 2, including 3+) collapses to tier 2 so it counts
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// as "CD2" rather than being silently excluded.
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func critTier(rating int) int {
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switch {
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case rating <= 0:
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return 0
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case rating == 1:
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return 1
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default:
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return 2
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}
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}
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// isArmorSlot reports whether a slot name denotes an armor coverage slot,
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// including comma-joined multi-coverage slots like "Chest, Abdomen".
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func isArmorSlot(slot string) bool {
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if armorSlotSet[slot] {
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return true
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}
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if strings.Contains(slot, ", ") {
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for _, p := range strings.Split(slot, ", ") {
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if armorSlotSet[strings.TrimSpace(p)] {
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return true
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}
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}
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}
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return false
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}
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// allowedCritSet normalizes the constraint's allowed crit-damage tiers into a
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// set, or returns nil when the filter is INACTIVE: no values, or all three
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// tiers {0,1,2} present (== default). A nil result means "no filter" and keeps
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// the default search path byte-identical to the unfiltered solver.
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func allowedCritSet(vals []int) map[int]bool {
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if len(vals) == 0 {
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return nil
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}
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set := map[int]bool{}
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for _, v := range vals {
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set[critTier(v)] = true
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}
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if set[0] && set[1] && set[2] {
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return nil
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}
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return set
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}
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// filterArmorByCD drops armor items whose crit-damage tier is not in allowed.
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// Non-armor items (jewelry, clothing, unknown) always pass through. When
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// allowed is nil the input is returned unchanged.
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func filterArmorByCD(items []*SuitItem, allowed map[int]bool) []*SuitItem {
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if allowed == nil {
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return items
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}
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out := make([]*SuitItem, 0, len(items))
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for _, it := range items {
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if isArmorSlot(it.Slot) && !allowed[critTier(it.Ratings["crit_damage_rating"])] {
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continue
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}
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out = append(out, it)
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}
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return out
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}
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82
go-services/inventory-go/suit_cd_test.go
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82
go-services/inventory-go/suit_cd_test.go
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@ -0,0 +1,82 @@
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package main
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import "testing"
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func TestCritTier(t *testing.T) {
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cases := []struct {
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rating, want int
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}{{-1, 0}, {0, 0}, {1, 1}, {2, 2}, {3, 2}, {5, 2}}
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for _, c := range cases {
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if got := critTier(c.rating); got != c.want {
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t.Errorf("critTier(%d) = %d, want %d", c.rating, got, c.want)
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}
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}
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}
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func TestAllowedCritSet(t *testing.T) {
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for _, vals := range [][]int{nil, {}, {0, 1, 2}, {0, 1, 3}} {
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if allowedCritSet(vals) != nil {
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t.Errorf("allowedCritSet(%v) should be nil (inactive)", vals)
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}
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}
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if s := allowedCritSet([]int{1}); s == nil || !s[1] || s[0] || s[2] {
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t.Errorf("allowedCritSet({1}) = %v, want only tier 1", s)
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}
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if s := allowedCritSet([]int{0, 1}); s == nil || !s[0] || !s[1] || s[2] {
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t.Errorf("allowedCritSet({0,1}) = %v, want tiers 0,1", s)
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}
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if s := allowedCritSet([]int{3}); s == nil || !s[2] || s[0] || s[1] {
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t.Errorf("allowedCritSet({3}) = %v, want only tier 2 (normalized)", s)
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}
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}
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func TestIsArmorSlot(t *testing.T) {
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for _, s := range []string{"Chest", "Head", "Feet", "Chest, Abdomen", "Upper Legs, Lower Legs"} {
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if !isArmorSlot(s) {
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t.Errorf("isArmorSlot(%q) = false, want true", s)
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}
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}
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for _, s := range []string{"Neck", "Left Ring", "Left Wrist", "Trinket", "Shirt", "Pants", "Unknown", ""} {
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if isArmorSlot(s) {
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t.Errorf("isArmorSlot(%q) = true, want false", s)
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}
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}
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}
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func cdItem(slot string, cd int) *SuitItem {
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return &SuitItem{Slot: slot, Ratings: map[string]int{"crit_damage_rating": cd}}
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}
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func TestFilterArmorByCD(t *testing.T) {
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items := []*SuitItem{
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cdItem("Chest", 0), cdItem("Head", 1), cdItem("Feet", 2),
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cdItem("Chest, Abdomen", 2), // multi-coverage armor, CD2
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cdItem("Neck", 0), // jewelry — never filtered
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cdItem("Shirt", 0), // clothing — never filtered
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}
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if got := filterArmorByCD(items, nil); len(got) != len(items) {
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t.Errorf("nil filter dropped items: got %d, want %d", len(got), len(items))
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}
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got := filterArmorByCD(items, map[int]bool{1: true})
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keep := map[string]bool{"Head": true, "Neck": true, "Shirt": true}
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if len(got) != 3 {
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t.Fatalf("allowed{1}: got %d items, want 3", len(got))
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}
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for _, it := range got {
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if !keep[it.Slot] {
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t.Errorf("allowed{1}: unexpected slot %q survived", it.Slot)
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}
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}
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got = filterArmorByCD(items, map[int]bool{0: true, 1: true})
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if len(got) != 4 { // Chest(0), Head(1), Neck, Shirt
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t.Errorf("allowed{0,1}: got %d items, want 4", len(got))
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}
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for _, it := range got {
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if isArmorSlot(it.Slot) && it.Ratings["crit_damage_rating"] >= 2 {
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t.Errorf("allowed{0,1}: CD2 armor %q should have been dropped", it.Slot)
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}
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}
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}
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