Merge playtest-hardening (deep playthrough + crash sweep tests)

This commit is contained in:
2026-07-23 08:59:03 +07:00
2 changed files with 153 additions and 13 deletions

31
TODO.md
View File

@@ -29,16 +29,23 @@ Refactor ground rules:
# Next Step
Playtest hardening pass: play several full games with the tcell binary and
extend run_test.go to drive a deeper multi-level playthrough (descend past level
5, use potions, scrolls, zapping, save/restore). Note: game-over now exits the
process (step 8), so scripted drives must stay bounded and avoid
death/quit/save-command; exercise the exit paths (death display, 'S' save)
another way if needed. Fix any panics, message mismatches, or divergences from
the C behavior that this uncovers, with regression tests.
Verify the seed-compatibility claim against the C reference on c-master: same
seed, same dungeon, same item tables, for several seeds.
# Completed Steps
- 2026-07-23 Playtest hardening (playtest-hardening): added two death-safe
crash-sweep drives through the real turn loop, within the step-8 os.Exit
constraint (a fortify() helper pins HP/food/exp and clears the freeze/stuck
counters each turn so no death exits the test binary; fixed seeds keep them
deterministic). TestDeepPlaythrough uses quaff/read/zap through command
dispatch, then descends to depth 8 with a save/restore at depth 4;
TestTurnLoopCrashSweep mashes movement/search/rest for 200 turns on four
seeds. Neither surfaced a panic. The interactive "play several games at a real
tcell terminal" portion needs a human at an 80x24 terminal and is left to the
maintainer; the binary's non-interactive paths (`-s` scores) were
smoke-tested.
- 2026-07-23 Docs refresh (docs-refresh): rewrote ARCHITECTURE.md Part 2 (the
pre-implementation design sketch) to match the final code — current type/field
names (ObjectKind, DiceSpec, split o_arm, step-1 flag names, TrapCount, Level
@@ -157,17 +164,15 @@ the C behavior that this uncovers, with regression tests.
# Future Steps
1. Verify the seed-compatibility claim against the C reference on c-master: same
seed, same dungeon, same item tables, for several seeds.
2. Broaden unit test coverage where playtesting finds thin spots (rings, sticks,
1. Broaden unit test coverage where playtesting finds thin spots (rings, sticks,
wizard commands).
3. Tag a release once a full game (Amulet retrieval and score entry) completes
2. Tag a release once a full game (Amulet retrieval and score entry) completes
without defects.
4. Full-terminal-size support (deferred by explicit decision 2026-07-06):
3. Full-terminal-size support (deferred by explicit decision 2026-07-06):
per-game dungeon dimensions instead of the 80x24 constants; open design
questions are resize policy, gameplay tuning at larger sizes, and a --classic
80x24 mode.
5. Note: this repo is exempt from the standard policy scaffold. A minimal dev
4. Note: this repo is exempt from the standard policy scaffold. A minimal dev
Makefile (fmt/fmt-check/lint/test/check targets) exists per sneak's
2026-07-07 request, but do not add a Dockerfile, CI config, or
REPO_POLICIES.md.

View File

@@ -1,10 +1,25 @@
package game
import (
"path/filepath"
"strings"
"testing"
)
// fortify makes the hero effectively immortal for a crash-sweep drive:
// game-over now calls myExit and os.Exit(0) (step 8), which would kill the
// test binary, so every death vector is neutralized. Re-applied each turn
// because combat, digestion, freezing, and level drain chip away at these.
func fortify(g *RogueGame) {
p := &g.Player
p.Stats.HP = 30000 // survive combat, arrow/dart traps, bolts
p.Stats.MaxHP = 30000 // survive vampire max-hp drain
p.Stats.Exp = 30000 // survive wraith level drain (death when exp hits 0)
p.FoodLeft = 30000 // never starve
g.NoCommand = 0 // never freeze to death (ice monster / sleep trap)
g.NoMove = 0 // never stay stuck in a bear trap
}
// driveTurns runs the game's per-turn loop up to n times, doing the same
// first-level and pre-play setup Run() does. Run() itself no longer
// returns — game-over exits the process — so tests drive command()
@@ -67,3 +82,123 @@ func TestScoreRendersList(t *testing.T) {
t.Error("score list not on screen")
}
}
// TestDeepPlaythrough drives a fortified hero through the real command loop:
// quaff/read/zap on the first level, then descend through the staircase to
// depth 8, saving and restoring mid-way. It is a crash sweep of the turn
// engine, deep level generation, item effects, and mid-game save/restore.
// The hero is fortified so no death exits the process (step 8), and the fixed
// seed keeps it deterministic.
func TestDeepPlaythrough(t *testing.T) {
g := New(Params{Seed: 4242, Wizard: true, Term: &testTerm{}})
g.startLevel()
g.prePlay()
fortify(g)
// Stock and use one of each consumable through the command dispatch.
pot := give(g, &Object{Kind: KindPotion, Which: int(PotionHealing)})
scr := give(g, &Object{Kind: KindScroll, Which: int(ScrollMagicMapping)})
wand := newObject()
wand.Kind = KindWand
wand.Which = int(WandLight)
wand.Charges = 5
zap := give(g, wand)
setInput(t, g, 'q', pot) // quaff healing
g.command()
setInput(t, g, 'r', scr) // read magic mapping
g.command()
setInput(t, g, 'z', 'h', zap) // zap the light wand west
g.command()
fortify(g)
// Each consumable identifies itself on use, confirming the q/r/z
// commands actually ran through dispatch (not aborted on a bad prompt).
if !g.Items.Potions[PotionHealing].Know {
t.Error("quaff command did not identify the healing potion")
}
if !g.Items.Scrolls[ScrollMagicMapping].Know {
t.Error("read command did not identify the magic-mapping scroll")
}
if !g.Items.Sticks[WandLight].Know {
t.Error("zap command did not identify the light wand")
}
const wantDepth = 8
for g.Depth < wantDepth {
g.Player.Pos = g.Level.Stairs // stand on the stairs
setInput(t, g, '>', '.') // '>' descends (free), '.' pays the turn
g.command()
fortify(g)
if g.Depth == 4 {
g = saveAndRestore(t, g)
fortify(g)
}
}
if g.Depth != wantDepth {
t.Errorf("depth = %d after descending, want %d", g.Depth, wantDepth)
}
if g.Player.Stats.HP <= 0 {
t.Error("hero died during the playthrough")
}
}
// TestTurnLoopCrashSweep mashes movement, search, and rest through the real
// turn loop for many turns on several seeds, exercising combat, monster AI,
// and traps. The hero is fortified each turn so nothing exits the process,
// and the fixed seeds keep it deterministic; the point is to surface panics.
func TestTurnLoopCrashSweep(t *testing.T) {
// A generous mix of movement, search, and rest. The spaces between
// commands double as answers to any --More-- prompt (wait_for eats
// everything up to a space); without them one prompt would swallow the
// rest of the script. The script is long enough that the bounded drive
// never exhausts it (which would spin on the auto-fed prompt input).
script := []byte(strings.Repeat("h j k l y u b n s . ", 400))
for _, seed := range []int32{1, 99, 2026, 31337} {
g := New(Params{Seed: seed, Term: &testTerm{input: script}})
g.startLevel()
g.prePlay()
for range 200 {
fortify(g)
g.command()
}
if g.Player.Stats.HP <= 0 {
t.Errorf("seed %d: hero died despite fortify", seed)
}
}
}
// saveAndRestore snapshots the game to a file, restores it, checks the key
// state survived, and returns the restored game ready to keep playing.
func saveAndRestore(t *testing.T, g *RogueGame) *RogueGame {
t.Helper()
path := filepath.Join(t.TempDir(), "deep.save")
saveErr := g.saveFile(path)
if saveErr != nil {
t.Fatalf("saveFile: %v", saveErr)
}
h, err := Restore(path, Params{Wizard: true, Term: &testTerm{}})
if err != nil {
t.Fatalf("Restore: %v", err)
}
if h.Depth != g.Depth || h.Player.Purse != g.Player.Purse {
t.Errorf("restored game diverged: depth %d/%d purse %d/%d",
h.Depth, g.Depth, h.Player.Purse, g.Player.Purse)
}
return h
}