Rename constants to descriptive names (refactor step 1)
Pure rename, no behavior change; the full suite (RNG goldens,
generation invariants, scripted sessions, save round trip) is
unchanged and green.
- Creature flags: IsHuh→Confused, IsHalu→Hallucinating,
CanHuh→CanConfuse, CanSee→CanSeeInvisible, IsRun→Awake,
SeeMonst→SenseMonsters, IsCanc→Cancelled, IsLevit→Levitating,
IsBlind/IsGreed/IsHaste/IsTarget/IsHeld/IsInvis/IsMean/IsRegen/
IsFly/IsSlow → Blind/Greedy/Hasted/Targeted/Held/Invisible/Mean/
Regenerates/Flying/Slowed, IsFound→Found
- Object flags: IsCursed→Cursed, IsKnow→Known, IsMissl→Missile,
IsMany→Stackable, ObjIsFound→WasFound, IsProt→Protected
- Room flags: IsDark/IsGone/IsMaze → Dark/Gone/Maze; place flags:
FPass→FPassage, FPNum→FPassNum, FTMask→FTrapMask
- Trap types: TDoor→TrapDoor ... TMyst→TrapMystery
- Item subtypes: P*→Potion* (PLSD→PotionLSD, PMFind→
PotionDetectMonsters, ...), S*→Scroll* (SIDRorS→
ScrollIdentifyRingOrStick, ...), R*→Ring* (RAddHit→RingDexterity,
RNop→RingAdornment, ...), Ws*→Wand* (WsElect→WandLightning, ...),
weapons (TwoSword→WeaponTwoHandedSword, Shiraken→WeaponShuriken,
...), armor (RingMail→ArmorRingMail, ...)
- Counts: Max{Potions,Scrolls,Rings,Sticks,Weapons,Armors} →
Num{Potion,Scroll,Ring,Wand,Weapon,Armor}Types; NTraps→NumTrapTypes
- Level.NTraps field → TrapCount (also in the save snapshot)
- Original C constant names preserved as comment breadcrumbs in
types.go so the lineage stays greppable
TODO.md: step 1 moved to Completed, step 2 (typed kinds) promoted to
Next Step.
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@@ -17,7 +17,7 @@ func TestProbabilitiesSumTo100(t *testing.T) {
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"scrolls": baseScrInfo[:],
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"rings": baseRingInfo[:],
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"sticks": baseWsInfo[:],
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"weapons": baseWeapInfo[:MaxWeapons], // excludes the flame entry
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"weapons": baseWeapInfo[:NumWeaponTypes], // excludes the flame entry
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"armor": baseArmInfo[:],
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}
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for name, tab := range tables {
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@@ -29,11 +29,11 @@ func TestProbabilitiesSumTo100(t *testing.T) {
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func TestInitProbsCumulative(t *testing.T) {
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g := NewGame(Config{Seed: 1})
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last := g.Items.Potions[MaxPotions-1].Prob
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last := g.Items.Potions[NumPotionTypes-1].Prob
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if last != 100 {
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t.Errorf("cumulative potion probability ends at %d, want 100", last)
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}
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for i := 1; i < MaxPotions; i++ {
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for i := 1; i < NumPotionTypes; i++ {
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if g.Items.Potions[i].Prob < g.Items.Potions[i-1].Prob {
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t.Errorf("potion probs not nondecreasing at %d", i)
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}
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