go: port item effects — potions, scrolls, options, call_it
- potions.c completed: quaff with all 14 potion effects, the PACT standard-fuse table (do_pot), raise_level; the see-invisible fruit- juice message is computed at quaff time as in C - scrolls.c in full: read_scroll with all 18 scroll effects including the magic-mapping map rewrite and identify dispatch, uncurse - options.c in full: the interactive options screen, get_bool/get_str/ get_inv_t/get_sf editors, ROGUEOPTS parsing (prefix matching, no- prefixed booleans, ~ expansion), strucpy - misc.c call_it via the get_str line editor - turn_see gets a DaemonID (C casts it to a fuse callback for the monster-detection potion) Tests: healing/confusion potions with fuse burn-down, enchant armor, hold monster, slow-monster zap, ROGUEOPTS parsing, and a regression test documenting the C wake_monster ISGREED/ISHELD quirk the port keeps faithfully.
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170
game/effects_test.go
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170
game/effects_test.go
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package game
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import "testing"
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// mkGameInput builds a headless game whose input plays the given script.
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func mkGameInput(t *testing.T, seed int32, input string) *RogueGame {
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t.Helper()
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g := NewGame(Config{Seed: seed, Term: &testTerm{input: []byte(input)}})
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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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return g
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}
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// give puts an object straight into the pack and returns its pack letter.
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func give(g *RogueGame, obj *Object) byte {
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obj.Count = 1
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g.addPack(obj, true)
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return obj.PackCh
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}
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func TestQuaffHealingPotion(t *testing.T) {
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g := mkGameInput(t, 5, "")
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pot := newObject()
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pot.Type = Potion
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pot.Which = PHealing
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ch := give(g, pot)
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g.scr.term.(*testTerm).input = []byte{ch}
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g.Player.Stats.HP = 1
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g.quaff()
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if g.Player.Stats.HP <= 1 {
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t.Error("healing potion did not heal")
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}
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if !g.Items.Potions[PHealing].Know {
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t.Error("healing potion not identified after drinking")
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}
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if len(g.Player.Pack) != 5 {
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t.Errorf("potion not consumed: %d items", len(g.Player.Pack))
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}
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}
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func TestQuaffConfusionSetsFlagAndFuse(t *testing.T) {
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g := mkGameInput(t, 5, "")
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pot := newObject()
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pot.Type = Potion
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pot.Which = PConfuse
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ch := give(g, pot)
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g.scr.term.(*testTerm).input = []byte{ch}
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g.quaff()
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if !g.Player.On(IsHuh) {
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t.Error("confusion potion did not confuse")
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}
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if g.findSlot(DUnconfuse) == nil {
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t.Error("no unconfuse fuse pending")
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}
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// Let the fuse burn down
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for range 30 {
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g.DoFuses(After)
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}
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if g.Player.On(IsHuh) {
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t.Error("confusion never wore off")
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}
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}
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func TestReadEnchantArmor(t *testing.T) {
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g := mkGameInput(t, 5, "")
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scr := newObject()
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scr.Type = Scroll
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scr.Which = SArmor
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ch := give(g, scr)
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g.scr.term.(*testTerm).input = []byte{ch}
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before := g.Player.CurArmor.Arm
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g.readScroll()
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if g.Player.CurArmor.Arm != before-1 {
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t.Errorf("enchant armor: AC %d -> %d, want %d",
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before, g.Player.CurArmor.Arm, before-1)
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}
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}
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func TestReadHoldMonsterFreezesAdjacent(t *testing.T) {
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// Note: this must not use a greedy monster ('O' orc, ISGREED): the C
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// wake_monster gold-guarding check has no ISHELD guard, so the
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// look(TRUE) at the end of read_scroll immediately re-wakes greedy
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// monsters. The port reproduces that quirk faithfully — see
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// TestHoldScrollGreedyMonsterQuirk.
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g := mkGameInput(t, 5, "")
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tp := spawnAdjacent(g, 'Z')
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tp.Flags.Set(IsRun)
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scr := newObject()
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scr.Type = Scroll
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scr.Which = SHold
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ch := give(g, scr)
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g.scr.term.(*testTerm).input = []byte{ch}
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g.readScroll()
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t.Logf("after scroll: flags=%o huh=%q", tp.Flags, g.Msgs.Huh)
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if tp.On(IsRun) || !tp.On(IsHeld) {
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t.Error("hold monster scroll did not hold the adjacent monster")
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}
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}
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// TestHoldScrollGreedyMonsterQuirk documents a C behavior the port keeps:
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// wake_monster's ISGREED branch lacks an ISHELD guard, so a greedy monster
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// (orc) held by a scroll is re-woken by the look(TRUE) that read_scroll
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// performs, ending up both held and running again.
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func TestHoldScrollGreedyMonsterQuirk(t *testing.T) {
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g := mkGameInput(t, 5, "")
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tp := spawnAdjacent(g, 'O')
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tp.Flags.Set(IsRun)
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scr := newObject()
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scr.Type = Scroll
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scr.Which = SHold
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ch := give(g, scr)
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g.scr.term.(*testTerm).input = []byte{ch}
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g.readScroll()
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t.Logf("orc after scroll: flags=%o (IsRun=%v IsHeld=%v)",
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tp.Flags, tp.On(IsRun), tp.On(IsHeld))
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if !tp.On(IsHeld) {
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t.Error("orc lost IsHeld entirely")
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}
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if !tp.On(IsRun) {
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t.Error("quirk changed: greedy monster stayed held; if this is a " +
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"deliberate fix, update this test and ARCHITECTURE.md")
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}
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}
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func TestZapSlowMonster(t *testing.T) {
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g := mkGameInput(t, 5, "")
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tp := spawnAdjacent(g, 'Z')
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stick := newObject()
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stick.Type = Stick
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stick.Which = WsSlowM
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g.fixStick(stick)
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ch := give(g, stick)
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g.scr.term.(*testTerm).input = []byte{ch}
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g.Delta = Coord{X: 1, Y: 0} // aim at the monster
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charges := stick.Charges()
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g.doZap()
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if !tp.On(IsSlow) {
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t.Error("slow monster wand did not slow")
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}
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if stick.Charges() != charges-1 {
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t.Error("zap did not use a charge")
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}
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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.ParseOpts("terse,nojump,name=Conan,fruit=mango,inven=slow")
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if !g.Options.Terse {
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t.Error("terse not set")
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}
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if g.Options.Jump {
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t.Error("nojump not honored")
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}
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if g.Whoami != "Conan" {
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t.Errorf("name = %q", g.Whoami)
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}
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if g.Fruit != "mango" {
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t.Errorf("fruit = %q", g.Fruit)
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}
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if g.Options.InvType != InvSlow {
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t.Errorf("inven = %d", g.Options.InvType)
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}
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}
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