3 Commits

Author SHA1 Message Date
b0f96fac28 Unit-test the eight trap effects against the C reference (closes #14)
`trapHandlers` had eight entries and zero direct tests, on the one
subsystem besides combat that can kill the hero outright. New
`game/traps_test.go` covers all eight arms of `move.c be_trapped`, the
prologue every trap runs through, and the `rust_armor` tail `T_RUST`
calls. Test-only: no game code changes.

Every expected value is transcribed from `origin/c-master` (`move.c`,
`misc.c`, `fight.c`, `monsters.c`, `rogue.h`) and quoted in the file. No
divergence from C was found.

The trap set is `rogue.h` 192-200: there is no separate "poison dart"
kind — `T_DART` is the poisoned dart — and `T_MYST`, the eleven-way
`rnd(11)` message switch, is the eighth. Details the tests are built
around: `BEARTIME`/`SLEEPTIME` are `spread(3)`/`spread(5)`, both of which
reduce to `rnd(0)` and so cost no random number, which is asserted as
well as their values; `T_ARROW` swings at `s_lvl - 1` and `T_DART` at
`s_lvl + 1`; and the strength loss is gated on `!ISWEARING(R_SUSTSTR) &&
!save(VS_POISON)`, whose short circuit means the ring saves a random draw
as well as the strength.

Damage dice and swing arguments are checked by sweeps rather than single
shots: `rnd(n)` is "raw value % n", so one draw cannot separate a d6 from
a d5, and a forced hit or miss cannot see a wrong `at_lvl`. Both shapes
were forced by mutation runs that the single-shot versions survived.

The two death messages are deliberately uncovered: each is printed
immediately before `death()`, which reaches `myExit` and `os.Exit`, so
provoking either would kill the test binary. The hero is pinned with
`fortify()` and the damage is checked by replaying C's arithmetic.
2026-08-09 15:39:18 +00:00
c0741ad1ea Merge test/sticks-coverage (wand, staff and bolt-geometry tests) 2026-08-09 17:23:54 +02:00
29fbedb77d Test the wands, staffs and bolt geometry of sticks.c (closes #6)
game/sticks.go was the largest under-tested file in the repo: 534 lines,
23 functions and a single test. It now has two test files, both written
against the C reference (git show origin/c-master:sticks.c) rather than
against the current Go code, so they can catch divergence instead of
recording it.

game/sticks_test.go covers every zap handler that had none — light in a
room and in a corridor, drain-life's too-weak refusal (which returns
before o_charges--), drain's hit-point split and its kill arm,
drainReaches for all three of C's clauses, invisibility and the flytrap
release, polymorph's detach/re-attach dance with the pack, under-
character and delta-clobbering it does on the way, cancellation, both
teleport wands, magic missile, haste/slow in both directions, fix_stick's
damage and charge formulas, and charge_str.

game/bolt_test.go covers fire_bolt: dirch for all eight directions,
boltBounces including the door the hero stands on, an end-to-end flight
asserting the path and resting square, bounces off both wall
orientations, off a corner and diagonally off a wall (which pins C's rule
that a bounce negates both components rather than reflecting), a bounced
bolt striking the hero who fired it, the strike and miss arms, and the
dragon that shrugs off a flame but not a lightning bolt.

The tests read the flight path off the screen: fire_bolt paints its trail
and then paints chat() back over every square it recorded, so on an
otherwise blank screen the non-blank cells are exactly the squares the
bolt occupied, and the walls it bounced off are absent because C undoes
the record before the mvaddch. Determinism comes from a pinRng helper
that searches for a seed whose next draw is the wanted value, and from a
level the tests carve themselves with the generator's own drawRoom. The
hero is fortified wherever a bolt can reach him, since death exits the
process.

No divergence from C was found. Two notes are recorded in the test
comments: fire_bolt's "ch != 'M'" guard is a tautology, because winat is
t_disguise whenever a monster stands there, and the door-under-hero
exception can only be tested by the fact that the run terminates.
2026-08-09 15:11:02 +00:00
4 changed files with 2498 additions and 2 deletions

106
TODO.md
View File

@@ -29,12 +29,114 @@ Refactor ground rules:
# Next Step # Next Step
Broaden unit test coverage where playtesting finds thin spots — sticks (#6) and Broaden unit test coverage where playtesting finds thin spots — wizard commands
wizard commands (#7). Rings, the first third of this step, is done; see the top (#7). Rings and sticks, the first two thirds of this step, are done; see the top
of Completed Steps. of Completed Steps.
# Completed Steps # Completed Steps
- 2026-08-09 Wands and staffs under test (`test/sticks-coverage`, closes #6):
the second of the three thin spots the Next Step names. `game/sticks.go` was
the largest under-tested file in the repo — 534 lines, 23 functions, one test
— and now has `game/sticks_test.go` (the zap handlers, `drain`, `fix_stick`,
`charge_str`) and `game/bolt_test.go` (the `fire_bolt` geometry). Every
expectation was read out of `sticks.c` rather than off the Go code; **no
divergence from C was found**, and three things worth knowing came out of the
reading. (1) **The bolt trail is the test instrument.** `fire_bolt` paints
each square with `dirch` and then paints `chat()` back over every square it
recorded, so on a screen nothing else has drawn on, the non-blank cells
afterwards are exactly the squares the bolt occupied — and the walls it
bounced off are absent, because C undoes the record with `c1--` and `break`s
before the `mvaddch`. That gives an exact assertion of the path and the
resting place without touching game code, and it is why the tests fire from a
square that is not the hero's (which is what `chase.c` does for dragon
breath): with the hero off the ray the run produces one message and the screen
stays readable. (2) **A bounce reverses both components of the direction, not
one.** A bolt entering a wall at 45 degrees goes back the way it came instead
of reflecting off the surface, so the diagonal-into-a-vertical-wall case is
the one that separates C's rule from the plausible wrong one, and it is
tested. (3) **The `ch != 'M'` guard on the miss message is a tautology.** `ch`
comes from `winat`, and `winat` _is_ `t_disguise` when a monster stands there
(`rogue.h` 57), so `ch == 'M'` implies `t_disguise == 'M'` and the arm can
never go quiet; it is vestigial from when 'M' was the mimic, and the test pins
the port to speaking, so nobody "tidies" it into a real silence. The
door-under-hero exception has no assertion of its own because it cannot have
one: without it the bolt bounces on the hero's own square forever, recording
nothing, and `fire_bolt` never returns — the test for it hangs rather than
fails, which the comment on it says. Determinism comes from a `pinRng` helper
that searches for a seed whose next draw is the wanted value (running the real
`Rng`, never predicting it) and from a level the tests carve themselves
through `drawRoom`, since bounce geometry and `drain`'s room/passage/door
reach only mean something against known walls and a known passage number. All
27 mutations tried against the new tests were caught.
- 2026-08-09 Trap unit-test coverage (`test/traps-coverage`, closes #14):
`trapHandlers` had eight entries and **zero** direct tests, on the one
subsystem besides combat that can kill the hero outright. New
`game/traps_test.go` (17 tests, 13 subtests) covers all eight arms of
`move.c be_trapped`, the prologue every trap runs through, and the
`rust_armor` tail `T_RUST` calls. Package coverage 56.2% -> 57.9% measured on
`main` at `bf820e3`, the branch point, before the sticks tests landed. Every
expected value is transcribed from `origin/c-master` and quoted in the file.
**No divergence from C was found.**
The issue body's trap list was wrong and the correction is the first thing
worth recording: there is no separate "poison dart" trap — `T_DART` **is**
the poisoned dart, its death message being "a poisoned dart killed you" —
and the list omitted `T_MYST`, the mystery trap, whose arm is an eleven-way
`rnd(11)` message switch. `rogue.h` 192-200 is the authority
(`T_DOOR`/`T_ARROW`/`T_SLEEP`/`T_BEAR`/`T_TELEP`/`T_DART`/`T_RUST`/`T_MYST`,
`NTRAPS` 8) and the Go `TrapKind` iota matches it index-for-index.
Three C details the tests are built around. (1) `BEARTIME` and `SLEEPTIME`
are `spread(3)` and `spread(5)` (`rogue.h` 108-109), and `spread` is
`nm - nm/20 + rnd(nm/10)`; for both, `nm/10` is 0 and C's `rnd` short
circuits a zero range without touching the generator, so each is an exact
constant that costs **no** random number — and the tests assert the no-draw
half as well as the value, because a stray draw desynchronises the
seed-compatible stream. (2) `T_ARROW` swings at `s_lvl - 1` and `T_DART` at
`s_lvl + 1`: opposite signs, which is exactly the kind of detail a
transliterating port drops. (3) The strength loss is gated on
`!ISWEARING(R_SUSTSTR) && !save(VS_POISON)`, and the `&&` is load-bearing —
with the ring on, C never rolls the save, so the arm must spend two random
numbers and not three.
Two shapes worth keeping, both forced by mutation results rather than
foresight. Damage dice are checked by a **sweep**, not one shot: `rnd(n)` is
"raw value % n", so a single draw agrees between a d6 and a d5 five times in
six and leaves the generator identical either way — the first draft's
single-trial arrow test passed with `roll(1,6)` mutated to `roll(1,5)`.
Likewise the swing arguments are pinned by a 200-trial boundary sweep at a
mid-range to-hit target: a forced hit and a forced miss cannot see a wrong
`at_lvl` or a dropped `op_arm`, because both arms are reachable at any level
and swing spends one `rnd(20)` regardless.
Mutation-proved, 31 mutations, each reverted. Two were **not** caught on the
first pass and the tests were strengthened until they were, which is the
useful part of the record. (a) Deleting `new_level()` from `T_DOOR` left the
suite green: `be_trapped`'s own prologue stamps the trap glyph into the cell
the hero fell through, so "the map changed" is true even with no new level
dug. The test now counts differing cells — exactly one can change that way —
and also requires the staircase to move and the hero to be re-placed. (b)
The `roll(1,6)` case above. One line is recorded as **not isolable**:
`T_TELEP`'s `mvaddch(tc, TRAP)`, whose C comment claims `look()` will not
redraw the vacated square. It is in fact redundant in both C and this port —
the prologue has already set `p_ch` to `TRAP`, `teleport()` opens by drawing
`floor_at()` (which returns `chat(hero)`) over the departing square, and
`leave_room` only blanks squares showing `FLOOR` — so no reachable
configuration makes deleting it observable. That is stated in the test
rather than papered over. The other 29 each failed their own test and only
their own; two also moved `TestAutoSaveOnSignalRacesTurnLoop`, which drives
real turns and is legitimately sensitive to `BEARTIME` and to armor rusting.
Deliberately uncovered: the two death messages, "an arrow killed you" and "a
poisoned dart killed you". Each is printed immediately before `death()`,
which reaches `myExit` and `os.Exit`, so provoking either would take the
test binary with it; the hero is pinned with `fortify()` and the damage
rolls are checked by replaying C's arithmetic instead of by letting HP reach
zero. `Next Step` deliberately not rotated: #14 was an out-of-band gap found
while surveying, not part of the rings/sticks/wizard step.
- 2026-08-09 Ring unit-test coverage (`test/rings-coverage`, closes #5): the - 2026-08-09 Ring unit-test coverage (`test/rings-coverage`, closes #5): the
first third of the standing coverage step. `game/rings.go` had **zero** tests first third of the standing coverage step. `game/rings.go` had **zero** tests
— not one of the 32 in the suite touched wear, removal, hand choice, or the — not one of the 32 in the suite touched wear, removal, hand choice, or the

497
game/bolt_test.go Normal file
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@@ -0,0 +1,497 @@
//nolint:testpackage // white-box tests reach unexported state (approved 2026-07-07)
package game
import (
"slices"
"testing"
)
// The bolt geometry of sticks.c fire_bolt, tested on the hand-carved
// level built by mkCarvedGame in sticks_test.go.
//
// Most of these fire from a square that is not the hero's, which is what
// chase.c does when a dragon breathes (fire_bolt(&th->t_pos, ...)). That
// keeps the hero off the ray, so the run produces exactly one message
// and the screen stays readable as a record of where the bolt went — see
// litCells.
// The three names sticks.c fires a bolt under (do_zap's WS_ELECT,
// WS_FIRE and WS_COLD arms); fire_bolt prints them and hangs them on the
// FLAME weapon-table entry.
const (
boltName = "bolt"
flameName = "flame"
iceName = "ice"
)
// litCells reports every non-blank cell of the map area of the screen.
//
// fire_bolt paints its trail with dirch and then erases it by writing
// back chat() for each square it recorded, so on a screen nothing else
// has drawn on, the squares left non-blank are exactly the ones the bolt
// occupied. Squares it bounced off are absent by construction: C undoes
// the record with c1-- and breaks before the mvaddch, so a wall is
// neither painted nor erased.
func litCells(g *RogueGame) []Coord {
var out []Coord
// Row 0 is the message line, not the map.
for y := 1; y < NumLines; y++ {
line := g.scr.Std.Line(y)
for x := range len(line) {
if line[x] != ' ' {
out = append(out, Coord{X: x, Y: y})
}
}
}
return out
}
// assertErased checks that every square the bolt flew over is showing
// the map character underneath it again: fire_bolt's closing loop paints
// chat() back over the whole trail, so a bolt leaves no '/' or '\'
// behind.
func assertErased(t *testing.T, g *RogueGame, cells []Coord) {
t.Helper()
for _, c := range cells {
got := g.scr.Std.Line(c.Y)[c.X]
if want := g.Level.Char(c.Y, c.X); got != want {
t.Errorf("square %v shows %q, want the map's %q: the trail "+
"was not erased", c, got, want)
}
}
}
// TestBoltDirChar covers the dirch switch for all eight directions. C
// keys it on dir->y + dir->x: the two sums of zero are the '/' pair, the
// two of magnitude two are the '\' pair, and the four axis directions
// split on whether y is zero.
func TestBoltDirChar(t *testing.T) {
t.Parallel()
tests := []struct {
name string
dir Coord
want byte
}{
{name: "north", dir: Coord{X: 0, Y: -1}, want: '|'},
{name: "south", dir: Coord{X: 0, Y: 1}, want: '|'},
{name: "east", dir: Coord{X: 1, Y: 0}, want: '-'},
{name: "west", dir: Coord{X: -1, Y: 0}, want: '-'},
{name: "north east", dir: Coord{X: 1, Y: -1}, want: '/'},
{name: "south west", dir: Coord{X: -1, Y: 1}, want: '/'},
{name: "north west", dir: Coord{X: -1, Y: -1}, want: '\\'},
{name: "south east", dir: Coord{X: 1, Y: 1}, want: '\\'},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
t.Parallel()
if got := boltDirChar(tt.dir); got != tt.want {
t.Errorf("boltDirChar(%v) = %q, want %q", tt.dir, got, tt.want)
}
})
}
}
// TestBoltBounces covers the case labels a bolt reflects off, and the
// door exception: C jumps to the default arm when the hero is standing
// on the door, "otherwise it would loop infinitely".
func TestBoltBounces(t *testing.T) {
t.Parallel()
const heroX, heroY = 5, 5
tests := []struct {
name string
ch byte
pos Coord
want bool
}{
{name: "vertical wall", ch: '|', pos: Coord{X: 6, Y: 5}, want: true},
{name: "horizontal wall", ch: '-', pos: Coord{X: 6, Y: 5}, want: true},
{name: "solid rock", ch: ' ', pos: Coord{X: 6, Y: 5}, want: true},
{name: "door", ch: Door, pos: Coord{X: 6, Y: 5}, want: true},
{
name: "the door under the hero",
ch: Door,
pos: Coord{X: heroX, Y: heroY},
want: false,
},
{name: "floor", ch: Floor, pos: Coord{X: 6, Y: 5}, want: false},
{name: "passage", ch: Passage, pos: Coord{X: 6, Y: 5}, want: false},
{name: "staircase", ch: Stairs, pos: Coord{X: 6, Y: 5}, want: false},
{name: "a monster", ch: 'Z', pos: Coord{X: 6, Y: 5}, want: false},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
t.Parallel()
hero := Coord{X: heroX, Y: heroY}
if got := boltBounces(tt.ch, hero, tt.pos); got != tt.want {
t.Errorf("boltBounces(%q) = %v, want %v", tt.ch, got, tt.want)
}
})
}
}
// TestFireBoltFliesStraight is the end-to-end run with nothing in the
// way: six squares, BOLT_LENGTH of them, and the last one is where the
// bolt stops.
func TestFireBoltFliesStraight(t *testing.T) {
t.Parallel()
g := mkCarvedGame(t, 41)
dir := Coord{X: 1, Y: 0}
g.fireBolt(Coord{X: 2, Y: 2}, &dir, flameName)
want := []Coord{
{X: 3, Y: 2}, {X: 4, Y: 2}, {X: 5, Y: 2},
{X: 6, Y: 2}, {X: 7, Y: 2}, {X: 8, Y: 2},
}
got := litCells(g)
if !slices.Equal(got, want) {
t.Errorf("bolt path = %v, want %v", got, want)
}
assertErased(t, g, got)
if g.Msgs.Huh != "" {
t.Errorf("a bolt that hit nothing said %q", g.Msgs.Huh)
}
if (dir != Coord{X: 1, Y: 0}) {
t.Errorf("direction = %v, want it unchanged", dir)
}
}
// TestFireBoltBounces covers the reflection rule in both wall
// orientations, off a corner, and — the case that separates C's rule
// from a plausible wrong one — diagonally off a vertical wall. C negates
// *both* components, so a bolt that came in at 45 degrees goes back the
// way it came instead of reflecting off the surface.
// boltBounceCase is one wall-bounce run: where the bolt sets off, which
// way it goes, the wall it must reflect off, and the squares it must end
// up having occupied.
type boltBounceCase struct {
name string
start Coord
dir Coord
wall Coord
want []Coord
}
// run fires the case's bolt and checks its whole flight.
func (tt boltBounceCase) run(t *testing.T) {
t.Helper()
g := mkCarvedGame(t, 42)
dir := tt.dir
g.fireBolt(tt.start, &dir, flameName)
got := litCells(g)
if !slices.Equal(got, tt.want) {
t.Errorf("bolt path = %v, want %v", got, tt.want)
}
assertErased(t, g, got)
if slices.Contains(got, tt.wall) {
t.Errorf("the wall at %v was drawn on; C drops the bounce "+
"square from spotpos before the mvaddch", tt.wall)
}
if want := (Coord{X: -tt.dir.X, Y: -tt.dir.Y}); dir != want {
t.Errorf("direction = %v after one bounce, want %v", dir, want)
}
if g.Msgs.Huh != "the flame bounces" {
t.Errorf("message = %q, want %q", g.Msgs.Huh, "the flame bounces")
}
}
func TestFireBoltBounces(t *testing.T) {
t.Parallel()
tests := []boltBounceCase{
{
name: "off a vertical wall",
start: Coord{X: 3, Y: corridorY},
dir: Coord{X: -1, Y: 0},
wall: Coord{X: 1, Y: corridorY},
// Five squares, not six: the square in front of the wall is
// flown over twice, and C charges spotpos for both.
want: []Coord{
{X: 2, Y: 4}, {X: 3, Y: 4}, {X: 4, Y: 4},
{X: 5, Y: 4}, {X: 6, Y: 4},
},
},
{
name: "off a horizontal wall",
start: Coord{X: 5, Y: 2},
dir: Coord{X: 0, Y: -1},
wall: Coord{X: 5, Y: 1},
want: []Coord{
{X: 5, Y: 2}, {X: 5, Y: 3}, {X: 5, Y: 4},
{X: 5, Y: 5}, {X: 5, Y: 6}, {X: 5, Y: 7},
},
},
{
name: "off a corner",
start: Coord{X: 3, Y: 3},
dir: Coord{X: -1, Y: -1},
wall: Coord{X: 1, Y: 1},
want: []Coord{
{X: 2, Y: 2}, {X: 3, Y: 3}, {X: 4, Y: 4},
{X: 5, Y: 5}, {X: 6, Y: 6},
},
},
{
name: "diagonally off a vertical wall",
start: Coord{X: 3, Y: corridorY},
dir: Coord{X: -1, Y: -1},
wall: Coord{X: 1, Y: 2},
want: []Coord{
{X: 2, Y: 3}, {X: 3, Y: 4}, {X: 4, Y: 5},
{X: 5, Y: 6}, {X: 6, Y: 7},
},
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
t.Parallel()
tt.run(t)
})
}
}
// TestFireBoltReboundsIntoHero covers the hit_hero/changed pair: a bolt
// the hero fires starts unable to hit him, and the first bounce flips
// that, so a wall one square away throws his own bolt back at him.
func TestFireBoltReboundsIntoHero(t *testing.T) {
t.Parallel()
tests := []struct {
name string
lvl int
wantMsg string
wantHurt bool
}{
{
name: "the hero saves",
lvl: saveProofLvl,
wantMsg: "the flame whizzes by you",
wantHurt: false,
},
{
name: "the hero is hit",
lvl: 1,
wantMsg: "you are hit by the flame",
wantHurt: true,
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
t.Parallel()
g := mkCarvedGame(t, 43)
placeHero(g, Coord{X: roomAX + 1, Y: corridorY})
fortify(g) // a bolt to the face must not exit the test binary
g.Player.Stats.Lvl = tt.lvl
pinRng(t, g, d20, 1) // the lowest save throw there is
hp := g.Player.Stats.HP
dir := Coord{X: -1, Y: 0}
g.fireBolt(g.Player.Pos, &dir, flameName)
if g.Msgs.Huh != tt.wantMsg {
t.Errorf("message = %q, want %q", g.Msgs.Huh, tt.wantMsg)
}
lost := hp - g.Player.Stats.HP
if hurt := lost > 0; hurt != tt.wantHurt {
t.Errorf("hero lost %d hit points, want hurt = %v",
lost, tt.wantHurt)
}
// roll(6, 6) is six to thirty-six.
if tt.wantHurt && (lost < 6 || lost > 36) {
t.Errorf("hero lost %d hit points, want 6..36", lost)
}
})
}
}
// TestFireBoltFromDoorUnderHeroTerminates covers the guard C wrote the
// door case for: the hero standing on a door and firing into the wall
// that door sits in. Without the ce(hero, pos) exception the bolt
// bounces on his own square forever, never recording a spot and never
// filling spotpos, and fire_bolt does not return — this test hangs
// rather than fails if the exception is lost.
func TestFireBoltFromDoorUnderHeroTerminates(t *testing.T) {
t.Parallel()
g := mkCarvedGame(t, 44)
placeHero(g, Coord{X: doorAX, Y: corridorY})
fortify(g)
pinRng(t, g, d20, 1) // no save: the strike ends the flight
hp := g.Player.Stats.HP
dir := Coord{X: 0, Y: -1} // north, into the wall the door is in
g.fireBolt(g.Player.Pos, &dir, boltName)
if g.Msgs.Huh != "you are hit by the bolt" {
t.Errorf("message = %q, want the hero to be hit", g.Msgs.Huh)
}
if lost := hp - g.Player.Stats.HP; lost < 6 || lost > 36 {
t.Errorf("hero lost %d hit points, want 6..36", lost)
}
}
// TestFireBoltStrikesMonster covers the monster arm both ways, and the
// dragon's immunity to flame that C spells out in the same breath.
func TestFireBoltStrikesMonster(t *testing.T) {
t.Parallel()
tests := []struct {
name string
typ byte
lvl int
bolt string
wantMsg string
wantHurt bool
}{
{
name: "it fails its save",
typ: 'Z',
lvl: 1,
bolt: boltName,
wantMsg: "the bolt hits the zombie",
wantHurt: true,
},
{
name: "it saves",
typ: 'Z',
lvl: saveProofLvl,
bolt: boltName,
wantMsg: "the bolt whizzes past the zombie",
wantHurt: false,
},
{
name: "a dragon shrugs off a flame",
typ: 'D',
lvl: 1,
bolt: flameName,
wantMsg: "the flame bounces off the dragon",
wantHurt: false,
},
{
name: "but not a lightning bolt",
typ: 'D',
lvl: 1,
bolt: boltName,
wantMsg: "the bolt hits the dragon",
wantHurt: true,
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
t.Parallel()
g := mkCarvedGame(t, 45)
placeHero(g, Coord{X: 5, Y: corridorY})
tp := putMonster(g, tt.typ, Coord{X: 8, Y: corridorY})
tp.Stats.Lvl = tt.lvl
tp.Stats.HP = 500 // enough to survive 6x6 and stay assertable
pinRng(t, g, d20, 1) // the lowest save throw there is
dir := Coord{X: 1, Y: 0}
g.fireBolt(g.Player.Pos, &dir, tt.bolt)
if g.Msgs.Huh != tt.wantMsg {
t.Errorf("message = %q, want %q", g.Msgs.Huh, tt.wantMsg)
}
if hurt := tp.Stats.HP < 500; hurt != tt.wantHurt {
t.Errorf("monster hit points = %d, want hurt = %v",
tp.Stats.HP, tt.wantHurt)
}
})
}
}
// TestFireBoltMissedMonsterWakesUp covers the rest of the miss arm: a
// bolt the hero fired sets the monster running (runto) before it says
// what it whizzed past, and the bolt flies on for its full length.
func TestFireBoltMissedMonsterWakesUp(t *testing.T) {
t.Parallel()
g := mkCarvedGame(t, 46)
placeHero(g, Coord{X: 5, Y: corridorY})
tp := putMonster(g, 'Z', Coord{X: 8, Y: corridorY})
tp.Stats.Lvl = saveProofLvl
tp.Flags.Clear(Awake)
dir := Coord{X: 1, Y: 0}
g.fireBolt(g.Player.Pos, &dir, boltName)
if !tp.On(Awake) {
t.Error("the monster the bolt missed is still asleep")
}
if tp.Dest != &g.Player.Pos {
t.Error("the woken monster is not chasing the hero")
}
if tp.OldCh != Floor {
t.Errorf("under-character = %q, want %q: fire_bolt records chat() "+
"before it resolves the save", tp.OldCh, Floor)
}
}
// TestFireBoltMissSpeaksEvenForAnM pins the "ch != 'M' ||
// tp->t_disguise == 'M'" guard on C's miss message, which reads as
// though something looking like an 'M' can be missed silently. It
// cannot: ch comes from winat, and winat *is* t_disguise whenever a
// monster stands there (rogue.h 57), so ch == 'M' implies
// t_disguise == 'M' and the condition is always true. The guard is
// vestigial — 'M' was the mimic in earlier Rogues — and a port that
// "tidied" it into a real silence would go quiet where C speaks.
func TestFireBoltMissSpeaksEvenForAnM(t *testing.T) {
t.Parallel()
g := mkCarvedGame(t, 47)
placeHero(g, Coord{X: 5, Y: corridorY})
tp := putMonster(g, 'M', Coord{X: 8, Y: corridorY})
tp.Stats.Lvl = saveProofLvl
tp.Flags.Clear(Awake)
dir := Coord{X: 1, Y: 0}
g.fireBolt(g.Player.Pos, &dir, boltName)
const want = "the bolt whizzes past the medusa"
if g.Msgs.Huh != want {
t.Errorf("message = %q, want %q", g.Msgs.Huh, want)
}
if !tp.On(Awake) {
t.Error("the missed medusa was not set running")
}
}

874
game/sticks_test.go Normal file
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@@ -0,0 +1,874 @@
//nolint:testpackage // white-box tests reach unexported state (approved 2026-07-07)
package game
import (
"slices"
"strings"
"testing"
)
// The zap and bolt tests need a map they can reason about: real levels
// put their rooms wherever rooms.c felt like, and sticks.c's geometry —
// which square a bolt bounces off, which room a drain reaches — only
// means anything against known walls, a known door, and a known passage
// number. mkCarvedGame lays out two rooms joined by one corridor, using
// the generator's own drawRoom so the wall characters (including the
// '-' corners horiz() paints over vert()'s '|') are what a real level
// would have:
//
// x: 1 20 40 59
// y=1 -------------------- ------------------
// |..................| |................|
// y=4 |..................+########+................|
// |..................| |................|
// y=8 -------------------- ------------------
const (
carvedWidth = 20 // room width, both walls included
carvedHeight = 8 // room height, both walls included
roomAX = 1 // left wall of the west room
roomBX = 40 // left wall of the east room
carvedTopY = 1 // top wall of both rooms
corridorY = 4 // row the corridor and doors run on
doorAX = roomAX + carvedWidth - 1 // east wall of the west room
carvedPass = 2 // passage number of the corridor
)
// saveProofLvl makes save_throw(VS_MAGIC) succeed on every roll, so a
// test can select the "it saved" arm without touching the RNG: C's
// threshold is 14 + VS_MAGIC - lvl/2, which at level 40 is -3, and
// roll(1,20) always clears that.
const saveProofLvl = 40
// mkCarvedGame builds a game on the hand-carved level drawn above, with
// the hero standing in the south-east corner of the west room — off
// every row and column the bolt tests fire along.
func mkCarvedGame(t *testing.T, seed int32) *RogueGame {
t.Helper()
g := New(Params{Seed: seed, Term: &testTerm{}})
for i := range g.Level.Places {
g.Level.Places[i] = Place{Ch: ' ', Flags: FReal}
}
for i, x := range [...]int{roomAX, roomBX} {
rp := &g.Level.Rooms[i]
*rp = Room{
Pos: Coord{X: x, Y: carvedTopY},
Max: Coord{X: carvedWidth, Y: carvedHeight},
}
g.drawRoom(rp)
}
for i := 2; i < MaxRooms; i++ {
g.Level.Rooms[i].Flags = Gone // rooms that are not there
}
for x := doorAX + 1; x < roomBX; x++ {
pp := g.Level.At(corridorY, x)
pp.Ch = Passage
pp.Flags = FReal | FPassage | carvedPass
}
// Doors carry the passage number in their low bits but not F_PASS,
// exactly as passages.c numpass leaves them; roomin therefore reports
// the room a door belongs to, and drain's corp lookup finds the
// passage behind it.
for _, x := range [...]int{doorAX, roomBX} {
pp := g.Level.At(corridorY, x)
pp.Ch = Door
pp.Flags = FReal | carvedPass
}
placeHero(g, Coord{X: roomAX + 17, Y: carvedTopY + 6})
return g
}
// placeHero moves the hero and keeps proom, oldpos and oldrp in step,
// the way move.c and misc.c look do; a --More-- prompt redraws through
// look, which reads all three.
func placeHero(g *RogueGame, pos Coord) {
g.Player.Pos = pos
g.Player.Room = g.roomIn(pos)
g.Oldpos = pos
g.Oldrp = g.Player.Room
}
// putMonster drops a monster of the given letter on a carved-level spot.
func putMonster(g *RogueGame, typ byte, pos Coord) *Monster {
tp := &Monster{}
g.newMonster(tp, typ, pos)
return tp
}
// pinRng rewinds the generator to a state whose next draw is exactly
// want, so tests can choose a save-throw outcome or a polymorph letter
// without assuming anything about the generator itself: the wanted
// value is found by running the real Rng, not by predicting it.
func pinRng(t *testing.T, g *RogueGame, draw func(*Rng) int, want int) {
t.Helper()
for s := int32(1); s < 100000; s++ {
probe := Rng{Seed: s}
if draw(&probe) == want {
g.Rng.Seed = s
return
}
}
t.Fatalf("no seed found whose next draw is %d", want)
}
// d20 is the save_throw draw (monsters.c save_throw: roll(1, 20)).
func d20(r *Rng) int { return r.Roll(1, 20) }
// zapWand builds a wand of the given kind with charges to spare.
func zapWand(kind WandKind) *Object {
obj := newObject()
obj.Kind = KindWand
obj.Which = int(kind)
obj.Charges = 5
return obj
}
// TestZapLightLightsTheRoom covers the WS_LIGHT arm: the room loses
// ISDARK, the wand identifies itself, and the message is C's two-part
// one (sticks.c 71-89).
func TestZapLightLightsTheRoom(t *testing.T) {
t.Parallel()
g := mkCarvedGame(t, 11)
g.Player.Room.Flags.Set(Dark)
g.zapLight(zapWand(WandLight))
if g.Player.Room.Flags.Has(Dark) {
t.Error("the room is still dark after a wand of light")
}
if !g.Items.Sticks[WandLight].Know {
t.Error("the wand of light did not identify itself")
}
const want = "the room is lit by a shimmering blue light"
if g.Msgs.Huh != want {
t.Errorf("message = %q, want %q", g.Msgs.Huh, want)
}
}
// TestZapLightInPassageFades covers the ISGONE arm: a corridor is not a
// room, so nothing is lit and the wand still becomes known.
func TestZapLightInPassageFades(t *testing.T) {
t.Parallel()
g := mkCarvedGame(t, 12)
placeHero(g, Coord{X: doorAX + 3, Y: corridorY})
g.Level.Rooms[0].Flags.Set(Dark)
g.zapLight(zapWand(WandLight))
if !g.Player.Room.Flags.Has(Gone) {
t.Fatal("the hero is not in a passage; the test set-up is wrong")
}
const want = "the corridor glows and then fades"
if g.Msgs.Huh != want {
t.Errorf("message = %q, want %q", g.Msgs.Huh, want)
}
if !g.Items.Sticks[WandLight].Know {
t.Error("the wand of light did not identify itself in a corridor")
}
if !g.Level.Rooms[0].Flags.Has(Dark) {
t.Error("zapping in a corridor lit a room anyway")
}
}
// TestZapDrainLifeTooWeakKeepsCharge covers C's early return: under two
// hit points the zap is refused, and because C returns before the
// switch falls out, o_charges-- never runs.
func TestZapDrainLifeTooWeakKeepsCharge(t *testing.T) {
t.Parallel()
g := mkCarvedGame(t, 13)
g.Player.Stats.HP = 1
wand := zapWand(WandDrainLife)
ch := give(g, wand)
setInput(t, g, ch)
g.doZap()
const want = "you are too weak to use it"
if g.Msgs.Huh != want {
t.Errorf("message = %q, want %q", g.Msgs.Huh, want)
}
if wand.Charges != 5 {
t.Errorf("charges = %d, want 5: the refused zap must not cost one",
wand.Charges)
}
if g.Player.Stats.HP != 1 {
t.Errorf("hit points = %d, want 1", g.Player.Stats.HP)
}
}
// TestDrainSplitsHitPoints covers sticks.c drain: the hero loses half
// his hit points and the drainees each lose that half divided by their
// number — monsters out of reach lose nothing.
func TestDrainSplitsHitPoints(t *testing.T) {
t.Parallel()
g := mkCarvedGame(t, 14)
placeHero(g, Coord{X: 5, Y: 3})
g.Player.Stats.HP = 20
near := [2]*Monster{
putMonster(g, 'Z', Coord{X: 7, Y: 3}),
putMonster(g, 'Z', Coord{X: 9, Y: 5}),
}
far := putMonster(g, 'Z', Coord{X: roomBX + 5, Y: 3})
for _, tp := range []*Monster{near[0], near[1], far} {
tp.Stats.HP = 100
}
g.drain()
if g.Player.Stats.HP != 10 {
t.Errorf("hero hit points = %d, want 10", g.Player.Stats.HP)
}
// 10 hit points spread over two drainees is 5 apiece.
for i, tp := range near {
if tp.Stats.HP != 95 {
t.Errorf("drainee %d hit points = %d, want 95", i, tp.Stats.HP)
}
}
if far.Stats.HP != 100 {
t.Errorf("the monster in the other room lost %d hit points",
100-far.Stats.HP)
}
}
// TestDrainWithNoTargetsCostsNothing covers the cnt == 0 arm, which
// returns before pstats.s_hpt is halved.
func TestDrainWithNoTargetsCostsNothing(t *testing.T) {
t.Parallel()
g := mkCarvedGame(t, 15)
placeHero(g, Coord{X: 5, Y: 3})
g.Player.Stats.HP = 20
g.drain()
const want = "you have a tingling feeling"
if g.Msgs.Huh != want {
t.Errorf("message = %q, want %q", g.Msgs.Huh, want)
}
if g.Player.Stats.HP != 20 {
t.Errorf("hero hit points = %d, want 20: a drain that found nobody "+
"returns before halving them", g.Player.Stats.HP)
}
}
// TestDrainKillsWeakMonster covers the other arm of drain's zot loop: a
// drainee whose share of the hit points finishes it is killed outright.
func TestDrainKillsWeakMonster(t *testing.T) {
t.Parallel()
g := mkCarvedGame(t, 29)
placeHero(g, Coord{X: 5, Y: 3})
g.Player.Stats.HP = 20
tp := putMonster(g, 'Z', Coord{X: 7, Y: 3})
tp.Stats.HP = 3 // less than the ten points it is about to take
g.drain()
if len(g.Level.Monsters) != 0 {
t.Error("the drained monster is still on the level")
}
if g.Level.MonsterAt(7, 3) != nil {
t.Error("the drained monster is still on the map")
}
const want = "you have defeated the zombie"
if g.Msgs.Huh != want {
t.Errorf("message = %q, want %q", g.Msgs.Huh, want)
}
}
// TestZapSpeedTogglesHasteAndSlow covers both WS_HASTE_M and WS_SLOW_M
// in both directions: C cancels the opposite condition when it is
// already on, and only otherwise applies its own.
func TestZapSpeedTogglesHasteAndSlow(t *testing.T) {
t.Parallel()
tests := []struct {
name string
kind WandKind
start CreatureFlags
wantHasted bool
wantSlowed bool
wantTurn bool
}{
{name: "haste a monster", kind: WandHasteMonster, wantHasted: true},
{
name: "haste cancels a slow",
kind: WandHasteMonster,
start: Slowed,
},
{
name: "slow a monster",
kind: WandSlowMonster,
wantSlowed: true,
wantTurn: true,
},
{
name: "slow cancels a haste",
kind: WandSlowMonster,
start: Hasted,
wantTurn: true,
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
t.Parallel()
g := mkCarvedGame(t, 30)
placeHero(g, Coord{X: 5, Y: corridorY})
g.Delta = Coord{X: 1, Y: 0}
tp := putMonster(g, 'Z', Coord{X: 8, Y: corridorY})
tp.Flags.Clear(Hasted | Slowed)
tp.Flags.Set(tt.start)
tp.Turn = false // only the slow arm sets t_turn
g.zapSpeed(zapWand(tt.kind))
if tp.On(Hasted) != tt.wantHasted {
t.Errorf("hasted = %v, want %v", tp.On(Hasted), tt.wantHasted)
}
if tp.On(Slowed) != tt.wantSlowed {
t.Errorf("slowed = %v, want %v", tp.On(Slowed), tt.wantSlowed)
}
if tp.Turn != tt.wantTurn {
t.Errorf("turn = %v, want %v", tp.Turn, tt.wantTurn)
}
if !tp.On(Awake) {
t.Error("the zapped monster was not set running")
}
})
}
}
// TestDrainReaches pins the three-clause drainee test of sticks.c drain
// one clause at a time: the hero's own room, the passage behind the door
// he stands on (corp), and — only when he is in a passage — a door of
// that same passage.
func TestDrainReaches(t *testing.T) {
t.Parallel()
tests := []struct {
name string
heroPos Coord
monstPos Coord
want bool
}{
{
name: "same room",
heroPos: Coord{X: 5, Y: 3},
monstPos: Coord{X: 9, Y: 6},
want: true,
},
{
name: "different room",
heroPos: Coord{X: 5, Y: 3},
monstPos: Coord{X: roomBX + 5, Y: 3},
want: false,
},
{
name: "hero on a door reaches into that passage",
heroPos: Coord{X: doorAX, Y: corridorY},
monstPos: Coord{X: doorAX + 4, Y: corridorY},
want: true,
},
{
name: "hero in the passage reaches its doors",
heroPos: Coord{X: doorAX + 4, Y: corridorY},
monstPos: Coord{X: roomBX, Y: corridorY},
want: true,
},
{
name: "hero in the passage does not reach into a room",
heroPos: Coord{X: doorAX + 4, Y: corridorY},
monstPos: Coord{X: roomBX + 5, Y: 3},
want: false,
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
t.Parallel()
g := mkCarvedGame(t, 16)
placeHero(g, tt.heroPos)
tp := putMonster(g, 'Z', tt.monstPos)
var corp *Room
if g.Level.Char(tt.heroPos.Y, tt.heroPos.X) == Door {
corp = &g.Level.Passages[*g.Level.FlagsAt(
tt.heroPos.Y, tt.heroPos.X)&FPassNum]
}
inpass := g.Player.Room.Flags.Has(Gone)
if got := g.drainReaches(tp, corp, inpass); got != tt.want {
t.Errorf("drainReaches = %v, want %v (inpass=%v corp=%v)",
got, tt.want, inpass, corp != nil)
}
})
}
}
// TestZapInvisibilityHidesMonster covers the WS_INVIS arm.
func TestZapInvisibilityHidesMonster(t *testing.T) {
t.Parallel()
g := mkCarvedGame(t, 17)
placeHero(g, Coord{X: 5, Y: corridorY})
g.Delta = Coord{X: 1, Y: 0}
tp := putMonster(g, 'Z', Coord{X: 8, Y: corridorY})
g.zapInvisibility(zapWand(WandInvisibility))
if !tp.On(Invisible) {
t.Error("the zapped monster is still visible")
}
}
// TestZapVictimReleasesFlytrap covers the shared preamble of C's
// invisibility family: the flytrap holding the hero lets go the moment
// the ray reaches it, whichever of those wands was zapped.
func TestZapVictimReleasesFlytrap(t *testing.T) {
t.Parallel()
g := mkCarvedGame(t, 18)
placeHero(g, Coord{X: 5, Y: corridorY})
g.Delta = Coord{X: 1, Y: 0}
g.Player.Flags.Set(Held)
tp := putMonster(g, 'F', Coord{X: 6, Y: corridorY})
g.zapInvisibility(zapWand(WandInvisibility))
if g.Player.On(Held) {
t.Error("the flytrap still holds the hero after the zap")
}
if !tp.On(Invisible) {
t.Error("the flytrap was not made invisible")
}
}
// TestZapPolymorphReplacesMonster covers the WS_POLYMORPH arm and its
// detach/re-attach dance: the creature keeps its identity (the same
// THING, its pack, and the character it is standing on) but becomes a
// different monster, listed once and standing where it stood.
func TestZapPolymorphReplacesMonster(t *testing.T) {
t.Parallel()
g := mkCarvedGame(t, 19)
placeHero(g, Coord{X: 5, Y: corridorY})
g.Delta = Coord{X: 1, Y: 0}
pos := Coord{X: 8, Y: corridorY}
tp := putMonster(g, 'K', pos)
loot := newObject()
loot.Kind = KindPotion
tp.Pack = []*Object{loot}
tp.OldCh = Stairs // it is standing on the staircase
const want = 'T'
pinRng(t, g, func(r *Rng) int { return r.Rnd(26) }, int(want-'A'))
g.zapPolymorph(zapWand(WandPolymorph))
if tp.Type != want || tp.Disguise != want {
t.Errorf("monster is %q/%q after polymorph, want %q",
tp.Type, tp.Disguise, want)
}
if tp.Stats.Lvl != g.Monsters[want-'A'].Stats.Lvl {
t.Errorf("level = %d, want the troll's %d: new_monster did not "+
"re-roll the stats", tp.Stats.Lvl, g.Monsters[want-'A'].Stats.Lvl)
}
if len(tp.Pack) != 1 || tp.Pack[0] != loot {
t.Error("polymorph lost the monster's pack")
}
if tp.OldCh != Stairs {
t.Errorf("under-character = %q, want %q", tp.OldCh, Stairs)
}
if g.Level.MonsterAt(pos.Y, pos.X) != tp || tp.Pos != pos {
t.Error("the polymorphed monster is not where it stood")
}
if n := len(g.Level.Monsters); n != 1 {
t.Errorf("monster list holds %d entries, want 1: detach and "+
"new_monster's attach must balance", n)
}
if !g.Items.Sticks[WandPolymorph].Know {
t.Error("a polymorph the hero watched did not identify the wand")
}
}
// TestZapPolymorphClobbersDelta pins a C quirk the port keeps: do_zap
// reuses the global delta as scratch for new_monster's coordinate, so
// the zap direction is gone by the time the arm returns.
func TestZapPolymorphClobbersDelta(t *testing.T) {
t.Parallel()
g := mkCarvedGame(t, 20)
placeHero(g, Coord{X: 5, Y: corridorY})
g.Delta = Coord{X: 1, Y: 0}
pos := Coord{X: 8, Y: corridorY}
putMonster(g, 'K', pos)
g.zapPolymorph(zapWand(WandPolymorph))
if g.Delta != pos {
t.Errorf("delta = %v after polymorph, want the victim's %v",
g.Delta, pos)
}
}
// TestZapCancellationClearsSpecials covers the WS_CANCEL arm. CANHUH is
// set on the player and never on a monster in C (only scrolls.c sets
// it), so the test puts it on by hand: the clear is written to take both
// bits and the port must keep doing so.
func TestZapCancellationClearsSpecials(t *testing.T) {
t.Parallel()
g := mkCarvedGame(t, 21)
placeHero(g, Coord{X: 5, Y: corridorY})
g.Delta = Coord{X: 1, Y: 0}
tp := putMonster(g, 'M', Coord{X: 8, Y: corridorY})
tp.Flags.Set(Invisible | CanConfuse)
g.zapCancellation(zapWand(WandCancellation))
if !tp.On(Cancelled) {
t.Error("the monster was not cancelled")
}
if tp.On(Invisible) {
t.Error("cancellation left the monster invisible")
}
if tp.On(CanConfuse) {
t.Error("cancellation left the monster able to confuse")
}
// t_disguise = t_type is an identity for every monster a zap ray can
// actually stop on: the one disguised kind, the xeroc, looks like an
// item, and step_ok is true for item characters, so the ray walks
// straight past it. Pinned anyway, because C assigns it.
if tp.Disguise != tp.Type {
t.Errorf("disguise = %q, want %q", tp.Disguise, tp.Type)
}
}
// TestZapTeleportToPullsMonsterIn covers WS_TELTO: the victim lands on
// hero + delta, which is the square next to the hero along the ray.
func TestZapTeleportToPullsMonsterIn(t *testing.T) {
t.Parallel()
g := mkCarvedGame(t, 22)
hero := Coord{X: 5, Y: corridorY}
placeHero(g, hero)
g.Delta = Coord{X: 1, Y: 0}
from := Coord{X: 8, Y: corridorY}
tp := putMonster(g, 'Z', from)
g.zapTeleport(zapWand(WandTeleportTo))
want := Coord{X: hero.X + 1, Y: hero.Y}
if tp.Pos != want {
t.Errorf("monster at %v after teleport-to, want %v", tp.Pos, want)
}
if g.Level.MonsterAt(want.Y, want.X) != tp {
t.Error("the map does not have the monster at its new spot")
}
if g.Level.MonsterAt(from.Y, from.X) != nil {
t.Error("the monster is still on the map where it came from")
}
if tp.Dest != &g.Player.Pos {
t.Error("the teleported monster is not chasing the hero")
}
if !tp.On(Awake) {
t.Error("the teleported monster was not woken")
}
}
// TestZapTeleportAwayMovesMonsterOff covers WS_TELAWAY, whose C loop
// re-draws until the spot is not the hero's own.
func TestZapTeleportAwayMovesMonsterOff(t *testing.T) {
t.Parallel()
g := mkCarvedGame(t, 23)
hero := Coord{X: 5, Y: corridorY}
placeHero(g, hero)
g.Delta = Coord{X: 1, Y: 0}
from := Coord{X: 8, Y: corridorY}
tp := putMonster(g, 'Z', from)
g.zapTeleport(zapWand(WandTeleportAway))
if tp.Pos == from {
t.Error("teleport away did not move the monster")
}
if tp.Pos == hero {
t.Error("teleport away dropped the monster onto the hero")
}
if g.Level.Char(tp.Pos.Y, tp.Pos.X) != Floor {
t.Errorf("monster landed on %q, want floor",
g.Level.Char(tp.Pos.Y, tp.Pos.X))
}
if g.Level.MonsterAt(from.Y, from.X) != nil {
t.Error("the monster is still on the map where it came from")
}
}
// vanishMsg is what C says when the missile finds nobody to hit, with
// the original spelling of "missile" intact (sticks.c 191).
//
//nolint:misspell // C's spelling, kept faithfully
const vanishMsg = "the missle vanishes with a puff of smoke"
// TestZapMagicMissile covers WS_MISSILE both ways: a victim that saves
// gets C's puff-of-smoke message and no damage, one that does not is
// hit by a bolt whose o_hplus of 100 cannot miss.
func TestZapMagicMissile(t *testing.T) {
t.Parallel()
tests := []struct {
name string
lvl int
wantMsg bool
}{
{name: "victim saves", lvl: saveProofLvl, wantMsg: true},
{name: "victim is hit", lvl: 1, wantMsg: false},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
t.Parallel()
g := mkCarvedGame(t, 24)
placeHero(g, Coord{X: 5, Y: corridorY})
g.Delta = Coord{X: 1, Y: 0}
tp := putMonster(g, 'Z', Coord{X: 8, Y: corridorY})
tp.Stats.Lvl = tt.lvl
tp.Stats.HP = 500
pinRng(t, g, d20, 1) // the lowest save throw there is
g.zapMagicMissile(zapWand(WandMagicMissile))
if got := g.Msgs.Huh == vanishMsg; got != tt.wantMsg {
t.Errorf("message = %q, want vanish = %v", g.Msgs.Huh, tt.wantMsg)
}
if hurt := tp.Stats.HP < 500; hurt == tt.wantMsg {
t.Errorf("hit points = %d, want damage = %v",
tp.Stats.HP, !tt.wantMsg)
}
if !g.Items.Sticks[WandMagicMissile].Know {
t.Error("the magic missile wand did not identify itself")
}
})
}
}
// TestFixStickDamage covers the strcmp against ws_type: a staff swings
// for 2x3, everything else for 1x1, and both hurl for 1x1.
func TestFixStickDamage(t *testing.T) {
t.Parallel()
tests := []struct {
material string
want string
}{
{material: staffName, want: "2x3"},
{material: wandName, want: "1x1"},
}
for _, tt := range tests {
t.Run(tt.material, func(t *testing.T) {
t.Parallel()
g := mkCarvedGame(t, 25)
g.Items.WandType[WandCold] = tt.material
cur := newObject()
cur.Kind = KindWand
cur.Which = int(WandCold)
g.fixStick(cur)
if !slices.Equal(cur.Damage, dice(tt.want)) {
t.Errorf("damage = %v, want %v", cur.Damage, tt.want)
}
if !slices.Equal(cur.HurlDmg, dice("1x1")) {
t.Errorf("hurl damage = %v, want 1x1", cur.HurlDmg)
}
})
}
}
// TestFixStickCharges covers the charge switch. C is rnd(10)+10 for the
// wand of light and rnd(5)+3 for everything else, so both ends of both
// ranges must show up over enough draws and nothing outside them ever.
func TestFixStickCharges(t *testing.T) {
t.Parallel()
tests := []struct {
name string
kind WandKind
lo, hi int
}{
{name: "light", kind: WandLight, lo: 10, hi: 19},
{name: "other", kind: WandCold, lo: 3, hi: 7},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
t.Parallel()
g := mkCarvedGame(t, 26)
lo, hi := 1<<30, -1
for range 500 {
cur := newObject()
cur.Kind = KindWand
cur.Which = int(tt.kind)
g.fixStick(cur)
lo = min(lo, cur.Charges)
hi = max(hi, cur.Charges)
}
if lo != tt.lo || hi != tt.hi {
t.Errorf("charges ranged over %d..%d, want %d..%d",
lo, hi, tt.lo, tt.hi)
}
})
}
}
// TestChargeStr covers sticks.c charge_str: nothing at all until the
// stick is known, then the terse or verbose bracket.
func TestChargeStr(t *testing.T) {
t.Parallel()
tests := []struct {
name string
known bool
terse bool
want string
}{
{name: "unknown", known: false, terse: false, want: ""},
{name: "unknown and terse", known: false, terse: true, want: ""},
{name: "known", known: true, terse: false, want: " [7 charges]"},
{name: "known and terse", known: true, terse: true, want: " [7]"},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
t.Parallel()
g := mkCarvedGame(t, 27)
g.Options.Terse = tt.terse
obj := zapWand(WandCold)
obj.Charges = 7
if tt.known {
obj.Flags.Set(Known)
}
if got := chargeStr(g, obj); got != tt.want {
t.Errorf("chargeStr = %q, want %q", got, tt.want)
}
})
}
}
// TestZapBoltNames covers the name each of the three bolt wands fires
// under (sticks.c 225-231), read back out of the weapon table entry
// fire_bolt overwrites and out of the bounce message.
func TestZapBoltNames(t *testing.T) {
t.Parallel()
tests := []struct {
kind WandKind
want string
}{
{kind: WandLightning, want: boltName},
{kind: WandFire, want: flameName},
{kind: WandCold, want: iceName},
}
for _, tt := range tests {
t.Run(tt.want, func(t *testing.T) {
t.Parallel()
g := mkCarvedGame(t, 28)
placeHero(g, Coord{X: roomAX + 1, Y: corridorY})
g.Player.Stats.Lvl = saveProofLvl // never hurt by the rebound
g.Delta = Coord{X: -1, Y: 0} // straight at the west wall
g.zapBolt(zapWand(tt.kind))
if got := g.Items.Weapons[WeaponFlame].Name; got != tt.want {
t.Errorf("weapon name = %q, want %q", got, tt.want)
}
if !strings.Contains(g.Msgs.Huh, tt.want) {
t.Errorf("message = %q, want it to name the %q",
g.Msgs.Huh, tt.want)
}
if !g.Items.Sticks[tt.kind].Know {
t.Error("the bolt wand did not identify itself")
}
})
}
}

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