go: port combat, chase driver, traps, zapping, death and scores

- fight.c in full: fight/attack with all eight special monster attacks
  (aquator rust, ice freeze, rattlesnake poison, wraith/vampire drains,
  flytrap hold, leprechaun/nymph theft), swing, roll_em dice parsing
  (with a C-semantics atoi — Go's strconv rejects '1x4/...'), hit/miss
  message variants, killed, remove_mon
- chase.c completed: runners, move_monst, relocate, do_chase with
  dragon breath, chase target selection (C's dead oroom comparison in
  relocate is preserved as-is)
- move.c in full: do_move with passgo turning, all eight traps,
  rndmove, rust_armor
- sticks.c completed: do_zap (all 14 sticks), drain, fire_bolt with
  wall bounces; weapons.c completed: missile/do_motion/fall/wield
- rip.c: death tombstone, total_winner, killname; C exit() becomes a
  gameEnd panic that Run will recover
- score.go: top-ten scoreboard as a gob file with lock-file protocol
  replacing the XOR-encrypted C format
- wizard.c: whatis/set_know/teleport; daemons.c stomach
- monster bestiary moved to per-game state (C mutates the flytrap
  damage string during play)

Tests: combat math, kill/removal bookkeeping, monster chase pursuit,
death unwinding, scripted-input headless terminal.
This commit is contained in:
2026-07-06 19:23:45 +02:00
parent a69ef7dc04
commit 3c5add87cd
13 changed files with 2315 additions and 24 deletions

118
game/fight_test.go Normal file
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@@ -0,0 +1,118 @@
package game
import "testing"
// mkGame builds a headless game on a generated level, initializing the
// look() state the way playit() does before the first command.
func mkGame(t *testing.T, seed int32) *RogueGame {
t.Helper()
g := NewGame(Config{Seed: seed, Term: &testTerm{}})
g.NewLevel()
g.Oldpos = g.Player.Pos
g.Oldrp = g.roomin(g.Player.Pos)
return g
}
// spawnAdjacent puts a monster of the given type next to the hero.
func spawnAdjacent(g *RogueGame, typ byte) *Monster {
pos := Coord{X: g.Player.Pos.X + 1, Y: g.Player.Pos.Y}
tp := &Monster{}
g.newMonster(tp, typ, pos)
return tp
}
func TestRollEmParsesMultiAttackDice(t *testing.T) {
g := mkGame(t, 42)
att := &Creature{Stats: Stats{Str: 16, Lvl: 20, Dmg: "1x4/1x4/1x4"}}
def := &Creature{Stats: Stats{Arm: 10, HP: 1000}}
def.Flags.Set(IsRun)
// With attacker level 20 vs armor 10, swing always hits
// (rnd(20)+wplus >= (20-20)-10 is always true), so three attacks of
// 1x4 + str bonus 1 each must deal between 6 and 15 damage.
if !g.rollEm(att, def, nil, false) {
t.Fatal("attack with guaranteed swing missed")
}
dmg := 1000 - def.Stats.HP
if dmg < 6 || dmg > 15 {
t.Errorf("three 1x4+1 attacks dealt %d damage, want 6..15", dmg)
}
}
func TestFightKillsMonster(t *testing.T) {
g := mkGame(t, 7)
tp := spawnAdjacent(g, 'B') // bat: 1 hit die
tp.Stats.HP = 1
g.Player.Stats.Lvl = 20 // always hits
before := len(g.Level.Monsters)
g.fight(tp.Pos, g.Player.CurWeapon, false)
if len(g.Level.Monsters) != before-1 {
t.Error("monster not removed after fatal fight")
}
if g.Level.MonsterAt(tp.Pos.Y, tp.Pos.X) != nil {
t.Error("map still records dead monster")
}
if g.Player.Stats.Exp == 0 {
t.Error("no experience for the kill")
}
}
func TestAttackHurtsPlayer(t *testing.T) {
g := mkGame(t, 9)
tp := spawnAdjacent(g, 'T') // troll: 1x8/1x8/2x6
tp.Stats.Lvl = 20 // always hits
tp.Flags.Clear(IsCanc)
hpBefore := g.Player.Stats.HP
g.Player.Stats.HP = 500
g.Player.Stats.MaxHP = 500
g.attack(tp)
if g.Player.Stats.HP >= 500 {
t.Errorf("player HP unchanged (%d -> %d)", hpBefore, g.Player.Stats.HP)
}
}
func TestDeathUnwindsWithGameEnd(t *testing.T) {
g := mkGame(t, 11)
defer func() {
r := recover()
if _, ok := r.(gameEnd); !ok {
t.Fatalf("death did not unwind with gameEnd, got %v", r)
}
if g.Playing {
t.Error("still playing after death")
}
}()
g.Options.Tombstone = false
g.death('K')
}
func TestRunnersChaseHero(t *testing.T) {
g := mkGame(t, 3)
// Place a hobgoblin a few squares away in the hero's room and set it
// running at the hero.
p := &g.Player
pos := Coord{X: p.Pos.X + 3, Y: p.Pos.Y}
if !stepOk(g.Level.Char(pos.Y, pos.X)) || g.Level.MonsterAt(pos.Y, pos.X) != nil {
t.Skip("no clear lane on this seed")
}
tp := &Monster{}
g.newMonster(tp, 'H', pos)
tp.Flags.Set(IsRun)
tp.Dest = &p.Pos
d0 := distCp(tp.Pos, p.Pos)
g.runners(0)
if d1 := distCp(tp.Pos, p.Pos); d1 >= d0 {
t.Errorf("monster did not close distance: %d -> %d", d0, d1)
}
}
func TestKilledLeprechaunDropsGoldViaFall(t *testing.T) {
g := mkGame(t, 21)
tp := spawnAdjacent(g, 'L')
tp.Stats.HP = 0
objsBefore := len(g.Level.Objects)
g.killed(tp, false)
// At max depth the leprechaun's hoard falls to the floor.
if len(g.Level.Objects) <= objsBefore-1 {
t.Error("level object list shrank unexpectedly")
}
}