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test(spells): isolate health assertions from regeneration - #442
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No actionable comments were generated in the recent review. 🎉 ℹ️ Recent review info⚙️ Run configurationConfiguration used: defaults Review profile: CHILL Plan: Advanced Run ID: 📒 Files selected for processing (1)
Included review availability: Your plan provides up to 10 included reviews per hour; 6 remain after this review. 📝 WalkthroughWalkthroughScripted spell effect integration tests now disable scheduled regeneration for players and spawned wolves. A generalized helper applies indefinite in-combat state to any entity. Healing and partial-failure fixtures also set explicit maximum health values. ChangesScripted spell effect test fixtures
Estimated code review effort: 2 (Simple) | ~10 minutes Merge Risk: ⚪ Minimal · up to Scripted spell tests now isolate exact health assertions from scheduled regeneration for players and spawned wolves. No current merge-blocking risk is evident. 🚥 Pre-merge checks | ✅ 5✅ Passed checks (5 passed)
✨ Finishing Touches📝 Generate docstrings
🧪 Generate unit tests (beta)
Comment |
Scheduled regeneration could change the no-op spell fixture's target from 50 health to 52 before its assertion. The heal fixture also capped health at the expected result, which could hide an incorrect heal amount.
Keep exact health and power readings stable by placing the fixtures in combat before setting their baselines. Preserve existing unit flags and leave headroom above the expected heal result. All assertions remain exact.
Verification:
./lyracore preflight, focused formatting, and diff checks passed.This fixes the durable CI failure found while validating #419. No production realm was accessed.
Implemented and reviewed by GPT-5.6 and GPT-6 in Codex.
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