Decompose test functions to clear complexity findings (step 7)

TestSaveRestoreRoundTrip, TestNewGameRandomizesAppearances, and
TestNewLevelInvariants split their assertion blocks into t.Helper()
sub-checks. The lint run is now completely clean (0 issues).
This commit is contained in:
2026-07-22 22:11:10 +07:00
parent 5c14a829aa
commit 5b7e258195
3 changed files with 157 additions and 82 deletions

View File

@@ -38,75 +38,106 @@ func TestNewLevelInvariants(t *testing.T) {
for _, seed := range []int32{1, 12345, 2026, 99999} {
g := genLevel(t, seed)
// The staircase is somewhere real.
st := g.Level.Stairs
if g.Level.Char(st.Y, st.X) != Stairs {
t.Errorf("seed %d: no staircase at recorded stairs position", seed)
checkHeroPlacement(t, g, seed)
checkRoomsDrawn(t, g, seed)
checkMonstersPlaced(t, g, seed)
checkObjectsPlaced(t, g, seed)
checkStartingKit(t, g, seed)
}
}
// checkHeroPlacement verifies the staircase and hero landed on valid,
// unoccupied cells.
func checkHeroPlacement(t *testing.T, g *RogueGame, seed int32) {
t.Helper()
// The staircase is somewhere real.
st := g.Level.Stairs
if g.Level.Char(st.Y, st.X) != Stairs {
t.Errorf("seed %d: no staircase at recorded stairs position", seed)
}
// The hero stands on a walkable, monster-free cell.
hp := g.Player.Pos
if !stepOk(g.Level.Char(hp.Y, hp.X)) {
t.Errorf("seed %d: hero on unwalkable cell %q", seed,
g.Level.Char(hp.Y, hp.X))
}
if g.Level.MonsterAt(hp.Y, hp.X) != nil {
t.Errorf("seed %d: hero standing on a monster", seed)
}
if g.Player.Room == nil {
t.Errorf("seed %d: hero not in any room", seed)
}
}
// checkRoomsDrawn verifies rooms and floor/passages appear on the map.
func checkRoomsDrawn(t *testing.T, g *RogueGame, seed int32) {
t.Helper()
m := renderMap(g)
if !strings.Contains(m, "|") || !strings.Contains(m, "-") {
t.Errorf("seed %d: no room walls drawn", seed)
}
if !strings.Contains(m, ".") && !strings.Contains(m, "#") {
t.Errorf("seed %d: no floor or passages drawn", seed)
}
}
// checkMonstersPlaced verifies every monster is indexed on the map and
// placed in a room.
func checkMonstersPlaced(t *testing.T, g *RogueGame, seed int32) {
t.Helper()
for _, mon := range g.Level.Monsters {
if g.Level.MonsterAt(mon.Pos.Y, mon.Pos.X) != mon {
t.Errorf("seed %d: monster %c not indexed at its position",
seed, mon.Type)
}
// The hero stands on a walkable, monster-free cell.
hp := g.Player.Pos
if !stepOk(g.Level.Char(hp.Y, hp.X)) {
t.Errorf("seed %d: hero on unwalkable cell %q", seed,
g.Level.Char(hp.Y, hp.X))
if mon.Room == nil {
t.Errorf("seed %d: monster %c has no room", seed, mon.Type)
}
}
}
if g.Level.MonsterAt(hp.Y, hp.X) != nil {
t.Errorf("seed %d: hero standing on a monster", seed)
// checkObjectsPlaced verifies every level object sits on a cell
// displaying its type (items can share cells only with monsters standing
// on them).
func checkObjectsPlaced(t *testing.T, g *RogueGame, seed int32) {
t.Helper()
for _, obj := range g.Level.Objects {
ch := g.Level.Char(obj.Pos.Y, obj.Pos.X)
if ch != obj.Kind.Glyph() &&
g.Level.MonsterAt(obj.Pos.Y, obj.Pos.X) == nil {
t.Errorf("seed %d: object %v at (%d,%d) but map shows %q",
seed, obj.Kind, obj.Pos.Y, obj.Pos.X, ch)
}
}
}
if g.Player.Room == nil {
t.Errorf("seed %d: hero not in any room", seed)
}
// checkStartingKit verifies the player has her starting kit: food, armor,
// mace, bow, arrows.
func checkStartingKit(t *testing.T, g *RogueGame, seed int32) {
t.Helper()
// Some rooms exist and are drawn.
m := renderMap(g)
if !strings.Contains(m, "|") || !strings.Contains(m, "-") {
t.Errorf("seed %d: no room walls drawn", seed)
}
if len(g.Player.Pack) != 5 {
t.Errorf("seed %d: starting pack has %d items, want 5",
seed, len(g.Player.Pack))
}
if !strings.Contains(m, ".") && !strings.Contains(m, "#") {
t.Errorf("seed %d: no floor or passages drawn", seed)
}
if g.Player.CurWeapon == nil ||
g.Player.CurWeapon.WeaponKind() != WeaponMace {
t.Errorf("seed %d: not wielding the starting mace", seed)
}
// Every monster is indexed on the map and placed in a room.
for _, mon := range g.Level.Monsters {
if g.Level.MonsterAt(mon.Pos.Y, mon.Pos.X) != mon {
t.Errorf("seed %d: monster %c not indexed at its position",
seed, mon.Type)
}
if mon.Room == nil {
t.Errorf("seed %d: monster %c has no room", seed, mon.Type)
}
}
// Every level object sits on a cell displaying its type (items can
// share cells only with monsters standing on them).
for _, obj := range g.Level.Objects {
ch := g.Level.Char(obj.Pos.Y, obj.Pos.X)
if ch != obj.Kind.Glyph() &&
g.Level.MonsterAt(obj.Pos.Y, obj.Pos.X) == nil {
t.Errorf("seed %d: object %v at (%d,%d) but map shows %q",
seed, obj.Kind, obj.Pos.Y, obj.Pos.X, ch)
}
}
// The player has her starting kit: food, armor, mace, bow, arrows.
if len(g.Player.Pack) != 5 {
t.Errorf("seed %d: starting pack has %d items, want 5",
seed, len(g.Player.Pack))
}
if g.Player.CurWeapon == nil ||
g.Player.CurWeapon.WeaponKind() != WeaponMace {
t.Errorf("seed %d: not wielding the starting mace", seed)
}
if g.Player.CurArmor == nil ||
g.Player.CurArmor.ArmorKind() != ArmorRingMail {
t.Errorf("seed %d: not wearing the starting ring mail", seed)
}
if g.Player.CurArmor == nil ||
g.Player.CurArmor.ArmorKind() != ArmorRingMail {
t.Errorf("seed %d: not wearing the starting ring mail", seed)
}
}