go: port command loop, save/restore, tcell terminal, and the binary
- command.c in full: the command dispatcher with repeat counts, run prefixes, ctrl-run door-stop mode, fight-to-death targeting, and all wizard debug commands; search, help, identify, d_level/u_level, call, current - main.c completed: Run()/playit() with the C double ROGUEOPTS parse; exit()-anywhere becomes a gameEnd panic recovered in Run - save.c + state.c: gob SaveState snapshot with explicit pointer-to- index fixups for equipment, monster rooms, and chase targets (the rs_fix_thing role); save file deleted on restore as in C; SIGHUP/ SIGTERM autosave hook - wizard.c completed (create_obj, show_map), passages.c add_pass - term/: tcell/v2 Terminal — the one third-party dependency — replacing curses and mdport's 900-line key decoder; shell escape via suspend - cmd/rogue: flags -s/-d, SEED (wizard), ROGUEOPTS, ROGUE_WIZARD Tests: full scripted sessions through Run (quit, descend stairs, 3200-move crash sweep, save-command round trip). Notable fixes found by tests: gob silently drops embedded fields of unexported types, and --More-- prompts swallow space-free input scripts.
This commit is contained in:
104
game/run_test.go
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104
game/run_test.go
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package game
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import (
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"strings"
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"testing"
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)
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// TestRunScriptedSession drives a complete game through Run(): a few
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// moves, a rest, an inventory, then Q-quit answered yes.
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func TestRunScriptedSession(t *testing.T) {
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tt := &testTerm{input: []byte("hjkl.i Qy")}
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g := NewGame(Config{Seed: 99, Term: tt})
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if err := g.Run(); err != nil {
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t.Fatalf("Run: %v", err)
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}
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if g.Playing {
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t.Error("still playing after quit")
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}
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// After quitting, the scoreboard is the last thing shown (in C it went
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// to stdout after endwin; here it is drawn on the screen).
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found := false
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for y := 0; y < NumLines; y++ {
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if strings.Contains(g.scr.Std.Line(y), "Top Ten") {
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found = true
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}
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}
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if !found {
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t.Error("score list not on screen after quit")
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}
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}
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// TestRunManyTurns mashes movement keys for a while as a crash sweep of
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// the whole turn loop (daemons, hunger, monsters, combat), ending with a
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// quit. The input alternates directions so the hero bumps around rooms.
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func TestRunManyTurns(t *testing.T) {
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// Spaces between commands double as answers to any --More-- prompts;
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// without them a single prompt would swallow the rest of the script
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// (wait_for eats everything that isn't a space).
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var script []byte
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moves := []byte("h h j j k k l l y u b n s s . . ")
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for range 200 {
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script = append(script, moves...)
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}
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script = append(script, " Q y Qy"...)
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tt := &testTerm{input: script}
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g := NewGame(Config{Seed: 31337, Term: tt})
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if err := g.Run(); err != nil {
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t.Fatalf("Run: %v", err)
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}
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if g.Playing {
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t.Error("session did not end")
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}
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}
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// TestRunDownStairs walks the hero onto the stairs by teleporting there in
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// wizard style, then descends and keeps playing.
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func TestRunDownStairs(t *testing.T) {
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tt := &testTerm{input: []byte(">..Qy")}
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g := NewGame(Config{Seed: 7, Term: tt})
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g.NewLevel()
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g.Player.Pos = g.Level.Stairs // stand on the stairs
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g.restored = true // keep Run from regenerating the level
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g.Daemons = DaemonList{} // and give it a fresh daemon table
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g.StartDaemon(DRunners, 0, After)
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g.StartDaemon(DDoctor, 0, After)
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g.Fuse(DSwander, 0, wanderTime(g), After)
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g.StartDaemon(DStomach, 0, After)
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if err := g.Run(); err != nil {
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t.Fatalf("Run: %v", err)
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}
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if g.Depth != 2 {
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t.Errorf("depth = %d after descending, want 2", g.Depth)
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}
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}
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// TestSaveCommandRoundTrip saves via the 'S' command (as a player would)
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// and restores the game.
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func TestSaveCommandRoundTrip(t *testing.T) {
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// The C get_str caps input at MAXINP=50 characters, so the save path
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// must be short: work from the temp directory.
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t.Chdir(t.TempDir())
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path := "cmd.save"
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// 'S' with no default file name goes straight to the name prompt.
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script := "S" + path + "\n"
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tt := &testTerm{input: []byte(script)}
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g := NewGame(Config{Seed: 55, Term: tt})
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g.FileName = "" // force the name prompt
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if err := g.Run(); err != nil {
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t.Fatalf("Run: %v", err)
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}
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h, err := Restore(path, Config{Term: &testTerm{}})
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if err != nil {
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t.Fatalf("Restore: %v", err)
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}
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if h.Depth != g.Depth || h.Player.Purse != g.Player.Purse {
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t.Error("restored game does not match saved game")
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}
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// The restored game must be playable.
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h.scr.term.(*testTerm).input = []byte("..Qy")
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if err := h.Run(); err != nil {
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t.Fatalf("restored Run: %v", err)
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}
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}
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