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

@@ -39,6 +39,15 @@ func TestSaveRestoreRoundTrip(t *testing.T) {
t.Error("save file not deleted on restore (C anti-restart rule)")
}
checkRestoredState(t, g, h)
checkRestoredMonsters(t, g, h)
checkEquipmentAliasing(t, g, h)
}
// checkRestoredState verifies the scalar state survived the round trip.
func checkRestoredState(t *testing.T, g, h *RogueGame) {
t.Helper()
if h.Player.Purse != 123 || h.Player.FoodLeft != 777 {
t.Errorf("player state lost: purse=%d food=%d",
h.Player.Purse, h.Player.FoodLeft)
@@ -67,28 +76,41 @@ func TestSaveRestoreRoundTrip(t *testing.T) {
if renderMap(h) != renderMap(g) {
t.Error("restored level map differs")
}
}
// checkRestoredMonsters verifies the monster list and its pointer fixups
// survived the round trip.
func checkRestoredMonsters(t *testing.T, g, h *RogueGame) {
t.Helper()
if len(h.Level.Monsters) != len(g.Level.Monsters) {
t.Fatalf("monster count %d != %d",
len(h.Level.Monsters), len(g.Level.Monsters))
}
if len(g.Level.Monsters) > 0 {
m := h.Level.Monsters[0]
if m.Dest != &h.Player.Pos {
t.Error("monster chase target not re-aliased to the hero")
}
if h.Level.MonsterAt(m.Pos.Y, m.Pos.X) != m {
t.Error("map monster index not rebuilt")
}
if m.Room == nil {
t.Error("monster room pointer not rebuilt")
}
if len(g.Level.Monsters) == 0 {
return
}
// Equipment aliasing: the wielded mace must be the same *Object as the
// one in the pack.
m := h.Level.Monsters[0]
if m.Dest != &h.Player.Pos {
t.Error("monster chase target not re-aliased to the hero")
}
if h.Level.MonsterAt(m.Pos.Y, m.Pos.X) != m {
t.Error("map monster index not rebuilt")
}
if m.Room == nil {
t.Error("monster room pointer not rebuilt")
}
}
// checkEquipmentAliasing verifies the wielded mace is the same *Object as
// the one in the pack.
func checkEquipmentAliasing(t *testing.T, g, h *RogueGame) {
t.Helper()
st := g.snapshot()
t.Logf("snapshot indices: weapon=%d armor=%d rings=%v packlen=%d",
st.Player.CurWeapon, st.Player.CurArmor, st.Player.CurRing,