Rename constructor to game.New(game.Params) per styleguide
NewGame(Config) becomes New(Params), and Restore takes Params too, so the package's primary type gets the canonical New() constructor with a named-field Params struct (styleguide points 139, 159). cmd/rogue and all tests updated; ARCHITECTURE.md constructor references corrected. Pure rename, suite green.
This commit is contained in:
@@ -7,7 +7,7 @@ import "testing"
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func mkGameInput(t *testing.T) *RogueGame {
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t.Helper()
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g := NewGame(Config{Seed: 5, Term: &testTerm{}})
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g := New(Params{Seed: 5, Term: &testTerm{}})
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g.NewLevel()
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g.Oldpos = g.Player.Pos
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g.Oldrp = g.roomIn(g.Player.Pos)
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@@ -183,7 +183,7 @@ func TestZapSlowMonster(t *testing.T) {
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}
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func TestParseOpts(t *testing.T) {
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g := NewGame(Config{Seed: 1})
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g := New(Params{Seed: 1})
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g.ParseOpts("terse,nojump,name=Conan,fruit=mango,inven=slow")
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if !g.Options.Terse {
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@@ -7,7 +7,7 @@ import "testing"
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func mkGame(t *testing.T, seed int32) *RogueGame {
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t.Helper()
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g := NewGame(Config{Seed: seed, Term: &testTerm{}})
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g := New(Params{Seed: seed, Term: &testTerm{}})
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g.NewLevel()
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g.Oldpos = g.Player.Pos
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g.Oldrp = g.roomIn(g.Player.Pos)
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38
game/game.go
38
game/game.go
@@ -31,9 +31,9 @@ type Options struct {
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InvType int // inven: inventory style (InvOver/InvSlow/InvClear)
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}
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// Config carries everything needed to construct a game.
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type Config struct {
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Seed int32 // dungeon number; the caller derives it (time+pid or SEED env)
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// Params carries everything needed to construct a game.
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type Params struct {
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Seed int32 // dungeon number; caller derives it (time+pid or SEED)
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Name string // player name (overridden by ROGUEOPTS name=)
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RogueOpts string // the ROGUEOPTS environment string
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Home string // home directory (save file default location)
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@@ -44,7 +44,7 @@ type Config struct {
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// RogueGame is one complete game of Rogue: every piece of state that was a
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// global (or file-scope static) in the C sources, plus the terminal it is
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// played on. Construct with NewGame, then call Run.
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// played on. Construct with New, then call Run.
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//
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// The struct grows with the port; fields appear in the phase that ports the
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// code owning them.
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@@ -143,22 +143,22 @@ type RogueGame struct {
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data *gameData
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}
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// NewGame builds a game from cfg, seeds the RNG, and randomizes the item
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// New builds a game from params, seeds the RNG, and randomizes the item
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// appearance tables (the front half of main.c main(); the player roll-up
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// and first level arrive with later porting phases).
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func NewGame(cfg Config) *RogueGame {
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func New(params Params) *RogueGame {
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g := &RogueGame{
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data: newGameData(),
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Rng: &Rng{Seed: cfg.Seed},
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Dnum: int(cfg.Seed),
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Whoami: cfg.Name,
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Rng: &Rng{Seed: params.Seed},
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Dnum: int(params.Seed),
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Whoami: params.Name,
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Fruit: "slime-mold",
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Home: cfg.Home,
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Wizard: cfg.Wizard,
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NoScore: cfg.Wizard,
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Home: params.Home,
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Wizard: params.Wizard,
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NoScore: params.Wizard,
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Playing: true,
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Depth: 1,
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ScorePath: cfg.ScorePath,
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ScorePath: params.ScorePath,
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LastScore: -1,
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}
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g.Options = Options{
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@@ -168,17 +168,17 @@ func NewGame(cfg Config) *RogueGame {
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}
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g.InvDescribe = true
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g.Msgs.SaveMsg = true
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g.scr = NewScreen(cfg.Term)
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g.scr = NewScreen(params.Term)
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g.Msgs.attach(g.scr, g.look, g.readchar)
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g.FileName = cfg.Home + "/rogue.save"
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g.FileName = params.Home + "/rogue.save"
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g.rogueOpts = cfg.RogueOpts
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if cfg.Wizard {
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g.rogueOpts = params.RogueOpts
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if params.Wizard {
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g.Player.Flags.Set(SenseMonsters)
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}
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if cfg.RogueOpts != "" {
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g.ParseOpts(cfg.RogueOpts)
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if params.RogueOpts != "" {
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g.ParseOpts(params.RogueOpts)
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}
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g.Monsters = g.data.monsterTable
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@@ -8,7 +8,7 @@ import (
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func genLevel(t *testing.T, seed int32) *RogueGame {
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t.Helper()
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g := NewGame(Config{Seed: seed})
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g := New(Params{Seed: seed})
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g.NewLevel()
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return g
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@@ -159,7 +159,7 @@ func TestNewLevelDeterministic(t *testing.T) {
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// mazes, dark rooms, traps, treasure rooms — as a crash/invariant sweep.
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func TestDeeperLevels(t *testing.T) {
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for _, seed := range []int32{7, 42, 1000, 31337} {
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g := NewGame(Config{Seed: seed})
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g := New(Params{Seed: seed})
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for depth := 1; depth <= 30; depth++ {
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g.Depth = depth
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g.NewLevel()
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@@ -10,7 +10,7 @@ import (
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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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g := New(Params{Seed: 99, Term: tt})
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err := g.Run()
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if err != nil {
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@@ -52,7 +52,7 @@ func TestRunManyTurns(t *testing.T) {
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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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g := New(Params{Seed: 31337, Term: tt})
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err := g.Run()
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if err != nil {
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@@ -68,7 +68,7 @@ func TestRunManyTurns(t *testing.T) {
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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 := New(Params{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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@@ -99,7 +99,7 @@ func TestSaveCommandRoundTrip(t *testing.T) {
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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 := New(Params{Seed: 55, Term: tt})
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g.FileName = "" // force the name prompt
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@@ -108,7 +108,7 @@ func TestSaveCommandRoundTrip(t *testing.T) {
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t.Fatalf("Run: %v", runErr)
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}
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h, err := Restore(path, Config{Term: &testTerm{}})
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h, err := Restore(path, Params{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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@@ -681,7 +681,7 @@ var ErrSaveOutOfDate = errors.New("sorry, saved game is out of date")
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// Restore restores a saved game from a file (save.c restore). The file is
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// deleted, as in C, to defeat restarting from the same save.
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func Restore(path string, cfg Config) (*RogueGame, error) {
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func Restore(path string, params Params) (*RogueGame, error) {
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f, err := os.Open(path) //nolint:gosec // G304: the save path is user-chosen by design
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if err != nil {
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return nil, err
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@@ -704,12 +704,12 @@ func Restore(path string, cfg Config) (*RogueGame, error) {
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data: newGameData(),
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Rng: &Rng{},
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Playing: true,
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ScorePath: cfg.ScorePath,
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ScorePath: params.ScorePath,
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FileName: path,
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rogueOpts: cfg.RogueOpts,
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rogueOpts: params.RogueOpts,
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restored: true,
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}
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g.scr = NewScreen(cfg.Term)
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g.scr = NewScreen(params.Term)
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g.Msgs.attach(g.scr, g.look, g.readchar)
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g.applySnapshot(&st)
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@@ -29,7 +29,7 @@ func TestSaveRestoreRoundTrip(t *testing.T) {
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t.Fatalf("saveFile: %v", saveErr)
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}
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h, err := Restore(path, Config{Term: &testTerm{}})
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h, err := Restore(path, Params{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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@@ -154,7 +154,7 @@ func TestRestoreRejectsWrongVersion(t *testing.T) {
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t.Fatal(closeErr)
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}
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_, restoreErr := Restore(path, Config{})
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_, restoreErr := Restore(path, Params{})
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if restoreErr == nil {
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t.Error("restore accepted an out-of-date save")
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}
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@@ -32,7 +32,7 @@ func TestProbabilitiesSumTo100(t *testing.T) {
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}
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func TestInitProbsCumulative(t *testing.T) {
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g := NewGame(Config{Seed: 1})
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g := New(Params{Seed: 1})
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last := g.Items.Potions[NumPotionTypes-1].Prob
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if last != 100 {
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@@ -47,14 +47,14 @@ func TestInitProbsCumulative(t *testing.T) {
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}
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func TestNewGameRandomizesAppearances(t *testing.T) {
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g := NewGame(Config{Seed: 12345})
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g := New(Params{Seed: 12345})
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checkPotionColors(t, g)
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checkScrollNames(t, g)
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checkWandMaterials(t, g)
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// Determinism: same seed, same appearances.
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h := NewGame(Config{Seed: 12345})
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h := New(Params{Seed: 12345})
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if h.Items != g.Items {
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t.Error("two games with the same seed produced different item lore")
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}
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