Cover the wizard commands with C-verified unit tests (closes #7) #38

Merged
clawbot merged 1 commits from test/wizard-coverage into main 2026-08-09 18:15:33 +02:00
2 changed files with 1021 additions and 7 deletions

67
TODO.md
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@@ -29,12 +29,67 @@ Refactor ground rules:
# Next Step # Next Step
Broaden unit test coverage where playtesting finds thin spots — wizard commands Tag a release once a full game (Amulet retrieval and score entry) completes
(#7). Rings and sticks, the first two thirds of this step, are done; see the top without defects. Promoted from Future Steps now that the coverage step above it
of Completed Steps. is finished.
# Completed Steps # Completed Steps
- 2026-08-09 Wizard commands under test (`test/wizard-coverage`, closes #7): the
last of the three thin spots, so the coverage step is now closed rather than
narrowed. `game/wizard.go`'s eight functions had no tests of their own, and
the file is not purely a debug surface — `set_know` writes the per-game
discovered tables that name items in ordinary play, and `teleport` is what the
teleport ring calls every fiftieth turn. Package coverage 60.6% -> 62.4%.
Everything expected was transcribed from `wizard.c`, `command.c` (the
`CTRL('I')` kit), `extern.c` (`a_class[]`), `weapons.c` (`init_dam[]`) and
`rogue.h`; 30 mutations were tried and all 30 were caught.
Two findings came out of the reading. (1) **A wizard-created cursed weapon
is not cursed, in C or here.** `create_obj` sets `ISCURSED` and then calls
`init_weapon`, which _assigns_ `weap->o_flags = iwp->iw_flags` and so
overwrites the bit it just set; only the `o_hplus` penalty survives, and the
"cursed" weapon can still be dropped and unwielded. The port reproduces this
exactly. The test asserts the whole flag word comes back as the `init_dam[]`
row's value whatever blessing was answered, and deleting the `ISCURSED` line
from the port leaves every weapon test green — which is the evidence that
the line is dead for weapons. The armor arm has no such clobber and does
keep the curse. (2) **`show_map`'s standout is asymmetric in C and symmetric
here.** C tests `!(real & F_REAL)` before drawing and `!real` — the whole
flag word — after. `new_level` seeds every square with `p_flags = F_REAL`,
and exactly three sites clear that bit. `passages.c putpass` sets `F_PASS`
first, so its secret passage is left at `0x80`. `passages.c door`'s
secret-door arm clears it on a room-wall exit whose flags are still exactly
`F_REAL` (`rooms.c` writes no `p_flags` at all), leaving `p_flags == 0`; its
per-square gate is `rnd(5) == 0` against `putpass`'s `rnd(40) == 0`, and
`game/passages.go`'s `door` reproduces it. `new_level`'s trap loop then ORs
in `rnd(NTRAPS)`, which is `abs((int) RN) % 8` and so yields `0..7`, and
`T_DOOR` is `00` — an unsprung trapdoor square is also exactly zero
(`be_trapped` is what later ORs `F_SEEN` into it). So C _does_ turn standout
off again, at secret doors and unsprung trapdoors; what it gets wrong is
leaking the attribute forward from a secret passage or a non-trapdoor trap
until it reaches one of those. Intermittent bands of reverse video, not a
permanently reversed map. `game/wizard.go` tests `isReal` both times and
highlights the one square. That is a display-only difference in a
wizard-only command and was reported on the issue rather than changed here;
the test asserts the map characters unconditionally but the standout
attribute only up to the first secret square, so it pins nothing that C
contradicts.
Two things the tests had to be built around. The `insist` arm of `whatis` is
a loop whose only exits are picking a matching item and `n_objs == 0`, so a
script that runs dry hangs instead of failing — every sequence that can
re-prompt ends in an abort tail, the `n_objs == 0` exit is reached the way a
player reaches it (`*` for a list with nothing appropriate in the pack)
rather than by poking the counter, and the one mutation that deletes that
exit is the only one of the 30 that fails by timeout instead of fast,
necessarily so. And `show_map` does **not** mark squares seen — it writes
into `hw` and touches no `PLACE` at all — so the issue's wording for it
could not be tested as written; the loop bounds are asserted instead by
planting a marker in the rows C's loop excludes, since those rows are blank
on a real level and copying blanks over blanks would have made the bound
unfalsifiable.
- 2026-08-09 Wands and staffs under test (`test/sticks-coverage`, closes #6): - 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 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 the largest under-tested file in the repo — 534 lines, 23 functions, one test
@@ -638,13 +693,11 @@ of Completed Steps.
# Future Steps # Future Steps
1. Tag a release once a full game (Amulet retrieval and score entry) completes 1. Full-terminal-size support (deferred by explicit decision 2026-07-06):
without defects.
2. Full-terminal-size support (deferred by explicit decision 2026-07-06):
per-game dungeon dimensions instead of the 80x24 constants; open design per-game dungeon dimensions instead of the 80x24 constants; open design
questions are resize policy, gameplay tuning at larger sizes, and a --classic questions are resize policy, gameplay tuning at larger sizes, and a --classic
80x24 mode. 80x24 mode.
3. Note: this repo is exempt from the standard policy scaffold. A minimal dev 2. Note: this repo is exempt from the standard policy scaffold. A minimal dev
Makefile (fmt/fmt-check/lint/test/check targets) exists per sneak's Makefile (fmt/fmt-check/lint/test/check targets) exists per sneak's
2026-07-07 request, but do not add a Dockerfile, CI config, or 2026-07-07 request, but do not add a Dockerfile, CI config, or
REPO_POLICIES.md. REPO_POLICIES.md.

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@@ -6,6 +6,8 @@ import (
"errors" "errors"
"os" "os"
"path/filepath" "path/filepath"
"slices"
"strconv"
"testing" "testing"
) )
@@ -530,3 +532,962 @@ func TestWizardToggleWithoutWizardSaysSorry(t *testing.T) {
t.Error("'+' consumed a turn; C sets after = FALSE") t.Error("'+' consumed a turn; C sets after = FALSE")
} }
} }
// The rest of this file covers game/wizard.go proper (issue #7). Every
// expected value below is transcribed from origin/c-master — wizard.c for
// create_obj/whatis/set_know/teleport/show_map, command.c for the CTRL('I')
// kit, extern.c for a_class[], weapons.c for init_dam[], and rogue.h for
// the R_* numbering and the F_* place flags — never from what the port
// happens to return.
//
// Two shapes recur. Scripted input always ends with an abort tail (a space
// for a --More--, then ESCAPE), because testTerm.ReadChar hands out filler
// forever once the script runs dry and a re-prompting loop would spin to
// the suite timeout instead of failing. And where C issues no prompt at
// all, the test asserts on the scripted input cursor rather than on state:
// a stray readchar would eat the next answer and desynchronise everything
// after it, which no state assertion would notice.
// mkWizard builds a headless game in wizard mode the way the program does.
// cmd/rogue/main.go turns ROGUE_WIZARD into Params.Wizard and New consumes
// that field, so no test here pokes g.Wizard. depth is what decides
// whether the generator produces secret (non-F_REAL) squares at all.
func mkWizard(t *testing.T, seed int32, depth int) *RogueGame {
t.Helper()
g := New(Params{Seed: seed, Wizard: true, Term: &testTerm{}})
if !g.Wizard {
t.Fatal("Params.Wizard did not turn on wizard mode")
}
g.Depth = depth
g.NewLevel()
g.Oldpos = g.Player.Pos
g.Oldrp = g.roomIn(g.Player.Pos)
return g
}
// packSet snapshots pack membership by identity. add_pack files a new item
// in kind order, so its position is no guide to which one it is.
func packSet(g *RogueGame) map[*Object]bool {
seen := make(map[*Object]bool, len(g.Player.Pack))
for _, o := range g.Player.Pack {
seen[o] = true
}
return seen
}
// onlyNewItem returns the single object added to the pack since before.
func onlyNewItem(t *testing.T, g *RogueGame, before map[*Object]bool) *Object {
t.Helper()
var made []*Object
for _, o := range g.Player.Pack {
if !before[o] {
made = append(made, o)
}
}
if len(made) != 1 {
t.Fatalf("pack gained %d objects, want exactly 1", len(made))
}
return made[0]
}
// inputUsed reports how many scripted keys have been consumed so far.
func inputUsed(t *testing.T, g *RogueGame) int {
t.Helper()
tt, ok := g.scr.term.(*testTerm)
if !ok {
t.Fatal("game terminal is not a testTerm")
}
return tt.pos
}
// TestCreateObjFilesTheItemInThePack covers the tail every arm of
// wizard.c create_obj shares: o_group = 0, o_count = 1, then
// add_pack(obj, FALSE). A potion is the kind C's switch does nothing for,
// so nothing else is in the way.
func TestCreateObjFilesTheItemInThePack(t *testing.T) {
t.Parallel()
g := mkWizard(t, 21, 1)
before := packSet(g)
setInput(t, g, Potion, '0', ' ', Escape)
g.createObj()
made := onlyNewItem(t, g, before)
if made.Kind != KindPotion || made.Which != int(PotionConfusion) {
t.Fatalf("created %v which %d, want %v which %d",
made.Kind, made.Which, KindPotion, int(PotionConfusion))
}
if made.Count != 1 {
t.Errorf("count = %d, want the 1 C sets", made.Count)
}
if made.Group != 0 {
t.Errorf("group = %d, want the 0 C sets", made.Group)
}
if made.PackCh == 0 {
t.Error("created object has no pack letter: add_pack never filed it")
}
}
// TestCreateObjGoldAsksHowMuch covers the GOLD arm, C's
// msg("how much?") followed by get_num(&obj->o_goldval, stdscr).
func TestCreateObjGoldAsksHowMuch(t *testing.T) {
t.Parallel()
g := mkWizard(t, 22, 1)
before := packSet(g)
setInput(t, g, Gold, '0', '2', '5', '0', '\n', ' ', Escape)
g.createObj()
made := onlyNewItem(t, g, before)
if made.Kind != KindGold {
t.Fatalf("created %v, want %v", made.Kind, KindGold)
}
if made.GoldValue != 250 {
t.Errorf("gold value = %d, want the typed 250", made.GoldValue)
}
}
// TestCreateWeaponBlessing pins the weapon arm of create_obj to C:
//
// if (bless == '-') obj->o_flags |= ISCURSED;
// if (obj->o_type == WEAPON) {
// init_weapon(obj, obj->o_which);
// if (bless == '-') obj->o_hplus -= rnd(3)+1;
// if (bless == '+') obj->o_hplus += rnd(3)+1;
//
// A curse subtracts and a blessing adds — the opposite of the armor arm
// below, and rnd(3)+1 is 1..3 either way.
//
// The curse itself does not survive on a weapon, and that is C's own
// behavior, not a port bug: weapons.c init_weapon *assigns*
// weap->o_flags = iwp->iw_flags, so it overwrites the ISCURSED bit set
// three lines earlier with the init_dam[] row's flags. A wizard-created
// "cursed" weapon therefore carries only the hit penalty and can still be
// dropped and unwielded. The mace row's flags are 0, so the whole word
// must come back 0 here whatever was answered. The armor arm has no such
// clobber, which is why TestCreateArmorBlessing does expect ISCURSED.
func TestCreateWeaponBlessing(t *testing.T) {
t.Parallel()
cases := []struct {
name string
bless byte
low, hi int
}{
{"no blessing", 'n', 0, 0},
{"blessed adds to the hit bonus", '+', 1, 3},
{"cursed subtracts from it", '-', -3, -1},
}
for _, tc := range cases {
t.Run(tc.name, func(t *testing.T) {
t.Parallel()
g := mkWizard(t, 23, 1)
obj := newObject()
obj.Kind = KindWeapon
obj.Which = int(WeaponMace)
setInput(t, g, tc.bless, ' ', Escape)
g.createWeaponArmor(obj)
if obj.Flags != 0 {
t.Errorf("flags = %d, want the init_dam mace row's 0: "+
"init_weapon assigns o_flags over any curse",
obj.Flags)
}
if obj.HPlus < tc.low || obj.HPlus > tc.hi {
t.Errorf("hit bonus = %d, want %d..%d",
obj.HPlus, tc.low, tc.hi)
}
// init_weapon ran: the mace row of C's init_dam[].
if got := obj.Damage.String(); got != "2x4" {
t.Errorf("damage = %q, want the init_dam mace row 2x4", got)
}
if got := obj.HurlDmg.String(); got != "1x3" {
t.Errorf("hurl damage = %q, want 1x3", got)
}
})
}
}
// TestCreateArmorBlessing pins the armor arm, where C moves o_arm the
// other way because a lower armor class is better:
//
// obj->o_arm = a_class[obj->o_which];
// if (bless == '-') obj->o_arm += rnd(3)+1;
// if (bless == '+') obj->o_arm -= rnd(3)+1;
//
// extern.c's a_class[] has PLATE_MAIL at 3, so the three answers land at
// 3, 0..2 and 4..6.
func TestCreateArmorBlessing(t *testing.T) {
t.Parallel()
cases := []struct {
name string
bless byte
cursed bool
low, hi int
}{
{"no blessing leaves the table value", 'n', false, 3, 3},
{"blessed lowers the armor class", '+', false, 0, 2},
{"cursed raises it", '-', true, 4, 6},
}
for _, tc := range cases {
t.Run(tc.name, func(t *testing.T) {
t.Parallel()
g := mkWizard(t, 24, 1)
obj := newObject()
obj.Kind = KindArmor
obj.Which = int(ArmorPlateMail)
setInput(t, g, tc.bless, ' ', Escape)
g.createWeaponArmor(obj)
if got := obj.Flags.Has(Cursed); got != tc.cursed {
t.Errorf("cursed = %v, want %v", got, tc.cursed)
}
if obj.ArmorClass < tc.low || obj.ArmorClass > tc.hi {
t.Errorf("armor class = %d, want %d..%d",
obj.ArmorClass, tc.low, tc.hi)
}
// The armor arm must not fall into init_weapon.
if obj.Kind != KindArmor || obj.Which != int(ArmorPlateMail) {
t.Errorf("armor became %v which %d", obj.Kind, obj.Which)
}
})
}
}
// TestCreateRingBonus covers the four bonus rings, C's
// obj->o_arm = (bless == '-' ? -1 : rnd(2) + 1), where rnd(2)+1 is 1..2.
// R_ADDHIT is RingDexterity and R_ADDDAM is RingIncreaseDamage; the
// RingKind iota matches C's R_ numbering index for index.
func TestCreateRingBonus(t *testing.T) {
t.Parallel()
rings := []RingKind{
RingProtection, RingAddStrength, RingDexterity, RingIncreaseDamage,
}
blessings := []struct {
name string
bless byte
cursed bool
low, hi int
}{
{"blessed", '+', false, 1, 2},
{"unblessed", 'n', false, 1, 2},
{"cursed", '-', true, -1, -1},
}
for _, ring := range rings {
for _, tc := range blessings {
t.Run(ringTestName(ring, tc.name), func(t *testing.T) {
t.Parallel()
g := mkWizard(t, 25, 1)
obj := newObject()
obj.Kind = KindRing
obj.Which = int(ring)
setInput(t, g, tc.bless, ' ', Escape)
g.createRing(obj)
if got := obj.Flags.Has(Cursed); got != tc.cursed {
t.Errorf("cursed = %v, want %v", got, tc.cursed)
}
if obj.Bonus < tc.low || obj.Bonus > tc.hi {
t.Errorf("bonus = %d, want %d..%d",
obj.Bonus, tc.low, tc.hi)
}
if used := inputUsed(t, g); used != 1 {
t.Errorf("read %d keys, want the 1 blessing answer",
used)
}
})
}
}
}
// ringTestName labels a subtest by ring index, the R_ number from rogue.h.
func ringTestName(ring RingKind, what string) string {
return "R_" + strconv.Itoa(int(ring)) + " " + what
}
// TestCreateRingCursedKindsSkipThePrompt covers C's second case group,
// "when R_AGGR: case R_TELEPORT: obj->o_flags |= ISCURSED": cursed with
// no blessing question and no bonus at all.
func TestCreateRingCursedKindsSkipThePrompt(t *testing.T) {
t.Parallel()
for _, ring := range []RingKind{RingAggravateMonsters, RingTeleportation} {
t.Run(ringTestName(ring, "is cursed silently"), func(t *testing.T) {
t.Parallel()
g := mkWizard(t, 26, 1)
obj := newObject()
obj.Kind = KindRing
obj.Which = int(ring)
setInput(t, g, ' ', Escape)
g.createRing(obj)
if !obj.Flags.Has(Cursed) {
t.Error("ring is not cursed")
}
if obj.Bonus != 0 {
t.Errorf("bonus = %d, want 0: C sets none here", obj.Bonus)
}
if used := inputUsed(t, g); used != 0 {
t.Errorf("read %d keys; C asks nothing for this kind", used)
}
})
}
}
// TestCreateRingOtherKindsAreLeftAlone is the default arm: every ring
// outside C's two case groups gets no prompt, no curse and no bonus.
func TestCreateRingOtherKindsAreLeftAlone(t *testing.T) {
t.Parallel()
others := []RingKind{
RingSustainStrength, RingSearching, RingSeeInvisible, RingAdornment,
RingRegeneration, RingSlowDigestion, RingStealth, RingMaintainArmor,
}
for _, ring := range others {
t.Run(ringTestName(ring, "is untouched"), func(t *testing.T) {
t.Parallel()
g := mkWizard(t, 27, 1)
obj := newObject()
obj.Kind = KindRing
obj.Which = int(ring)
setInput(t, g, ' ', Escape)
g.createRing(obj)
if obj.Flags.Has(Cursed) {
t.Error("ring was cursed; C curses only R_AGGR and R_TELEPORT")
}
if obj.Bonus != 0 {
t.Errorf("bonus = %d, want 0", obj.Bonus)
}
if used := inputUsed(t, g); used != 0 {
t.Errorf("read %d keys; C asks nothing for this kind", used)
}
})
}
}
// TestShowMapRendersTheWholeLevel covers wizard.c show_map against a
// generated level. C clears hw, walks y from 1 to NUMLINES-2 and x across
// every column writing chat(y,x), then show_win()s it, so the whole map
// including squares the hero has never seen has to land in the hw window.
//
// What show_map does *not* do is mark anything seen: it touches no PLACE
// at all, in C or here, so there is no F_SEEN assertion to make.
//
// The standout attribute is only asserted up to the first non-real
// square, deliberately. C's two tests are not the same test:
//
// real = flat(y, x);
// if (!(real & F_REAL)) wstandout(hw);
// ...
// if (!real) wstandend(hw); /* whole word, not the bit */
//
// new_level.c seeds every square with p_flags = F_REAL, and exactly three
// sites clear that bit. putpass sets F_PASS first, so a secret passage is
// left at 0x80. door's secret-door arm clears it on a room-wall exit whose
// flags are still exactly F_REAL, leaving p_flags == 0. And the trap loop
// ORs in rnd(NTRAPS), which is 0..7, so the T_DOOR (00) case is zero too
// until be_trapped ORs F_SEEN in. So C's wstandend does fire, at secret
// doors and unsprung trapdoors; what it gets wrong is leaking standout
// forward from a secret passage or a non-trapdoor trap until it reaches
// one of those — intermittent bands, not a permanently reversed map.
// game/wizard.go tests isReal both times and highlights the single square.
// That divergence is reported on issue #7 rather than settled here, so
// this test asserts only
// what both agree on: the characters everywhere, standout on every
// non-real square, and no standout on real squares before the first
// non-real one.
func TestShowMapRendersTheWholeLevel(t *testing.T) {
t.Parallel()
// Deep enough that putpass and the trap loop actually fire; both are
// gated on the depth, so a level-1 map would have nothing secret.
g := mkWizard(t, 31, 20)
setInput(t, g, ' ')
g.showMap()
hw := g.scr.Hw
seenSecret := false
for y := 1; y < NumLines-1; y++ {
for x := range NumCols {
c := hw.at(y, x)
if c.ch != g.Level.Char(y, x) {
t.Fatalf("hw(%d,%d) = %q, want the map char %q",
y, x, c.ch, g.Level.Char(y, x))
}
isReal := g.Level.FlagsAt(y, x).Has(FReal)
if !isReal && !c.standout {
t.Errorf("secret square (%d,%d) was not drawn in standout",
y, x)
}
if !seenSecret && isReal && c.standout {
t.Errorf("ordinary square (%d,%d) was drawn in standout",
y, x)
}
seenSecret = seenSecret || !isReal
}
}
if !seenSecret {
t.Fatal("generated level has no non-F_REAL squares: the standout " +
"half of show_map went untested, pick a deeper level or seed")
}
}
// TestShowMapLoopBoundsMatchC pins the loop bounds. C starts at y = 1
// and stops before NUMLINES-1, so the top line stays free for show_win's
// prompt and the status line is never overwritten.
func TestShowMapLoopBoundsMatchC(t *testing.T) {
t.Parallel()
g := mkWizard(t, 32, 10)
// Rows 0 and NUMLINES-1 are blank on a generated level, so a bound
// that ran off either end would copy blanks onto blanks and look
// identical. Planting a marker in places[] there is what makes the
// bound observable at all.
const marker = 'Z'
for x := range NumCols {
g.Level.SetChar(0, x, marker)
g.Level.SetChar(NumLines-1, x, marker)
}
setInput(t, g, ' ')
g.showMap()
hw := g.scr.Hw
for x := range NumCols {
if got := hw.at(NumLines-1, x).ch; got == marker {
t.Fatalf("hw(%d,%d) = %q: the loop ran onto the status line",
NumLines-1, x, got)
}
}
const want = "---More (level map)---"
// show_win's prompt covers the start of row 0; past it the row must
// still be untouched by the map loop.
for x := len(want); x < NumCols; x++ {
if got := hw.at(0, x).ch; got == marker {
t.Fatalf("hw(0,%d) = %q: the loop ran onto the message line",
x, got)
}
}
top := make([]byte, 0, len(want))
for x := range len(want) {
top = append(top, hw.at(0, x).ch)
}
if string(top) != want {
t.Errorf("top line = %q, want show_win's %q", string(top), want)
}
}
// TestWhatisMarksTheRightTable covers wizard.c whatis's switch: scrolls,
// potions, sticks and rings each go through set_know on their own
// per-game table, and the function ends with msg(inv_name(obj, FALSE)),
// so the reported name is the newly identified one.
func TestWhatisMarksTheRightTable(t *testing.T) {
t.Parallel()
cases := []struct {
name string
kind ObjectKind
which int
table func(g *RogueGame) []ObjInfo
}{
{"scroll", KindScroll, int(ScrollEnchantArmor),
func(g *RogueGame) []ObjInfo { return g.Items.Scrolls[:] }},
{"potion", KindPotion, int(PotionHealing),
func(g *RogueGame) []ObjInfo { return g.Items.Potions[:] }},
{"wand", KindWand, int(WandLight),
func(g *RogueGame) []ObjInfo { return g.Items.Sticks[:] }},
{"ring", KindRing, int(RingSearching),
func(g *RogueGame) []ObjInfo { return g.Items.Rings[:] }},
}
for _, tc := range cases {
t.Run(tc.name, func(t *testing.T) {
t.Parallel()
g := mkWizard(t, 33, 1)
obj := newObject()
obj.Kind = tc.kind
obj.Which = tc.which
ch := give(g, obj)
tbl := tc.table(g)
tbl[tc.which].Guess = "a wild guess"
before := g.inventoryName(obj, false)
setInput(t, g, ch, ' ', Escape)
g.whatis(false, KindNone)
if !tbl[tc.which].Know {
t.Error("set_know did not mark the table entry known")
}
if tbl[tc.which].Guess != "" {
t.Errorf("guess = %q, want it freed", tbl[tc.which].Guess)
}
if !obj.Flags.Has(Known) {
t.Error("the object did not get ISKNOW")
}
after := g.inventoryName(obj, false)
if after == before {
t.Errorf("name is still %q; identifying changed nothing",
after)
}
if g.Msgs.Huh != after {
t.Errorf("reported %q, want inv_name's %q", g.Msgs.Huh, after)
}
})
}
}
// TestWhatisIdentifiesOnlyTheChosenEntry is the other half of set_know's
// contract: one table entry, not a whole table and not its neighbours.
func TestWhatisIdentifiesOnlyTheChosenEntry(t *testing.T) {
t.Parallel()
g := mkWizard(t, 34, 1)
obj := newObject()
obj.Kind = KindScroll
obj.Which = int(ScrollEnchantArmor)
ch := give(g, obj)
setInput(t, g, ch, ' ', Escape)
g.whatis(false, KindNone)
for i := range g.Items.Scrolls {
if i == obj.Which {
continue
}
if g.Items.Scrolls[i].Know {
t.Errorf("scroll %d was marked known too", i)
}
}
if g.Items.Potions[obj.Which].Know {
t.Error("identifying a scroll marked the potion at the same index")
}
}
// TestWhatisWeaponAndArmorOnlySetTheFlag pins C's WEAPON/ARMOR arm, which
// is "obj->o_flags |= ISKNOW" and no set_know call: knowing this sword is
// a sword says nothing about the kind, so the per-kind table entry must
// stay untouched.
func TestWhatisWeaponAndArmorOnlySetTheFlag(t *testing.T) {
t.Parallel()
cases := []struct {
name string
kind ObjectKind
which int
table func(g *RogueGame) []ObjInfo
}{
{"a mace", KindWeapon, int(WeaponMace),
func(g *RogueGame) []ObjInfo { return g.Items.Weapons[:] }},
{"plate mail", KindArmor, int(ArmorPlateMail),
func(g *RogueGame) []ObjInfo { return g.Items.Armors[:] }},
}
for _, tc := range cases {
t.Run(tc.name, func(t *testing.T) {
t.Parallel()
g := mkWizard(t, 35, 1)
obj := newObject()
obj.Kind = tc.kind
obj.Which = tc.which
ch := give(g, obj)
setInput(t, g, ch, ' ', Escape)
g.whatis(false, KindNone)
if !obj.Flags.Has(Known) {
t.Error("the object did not get ISKNOW")
}
if tc.table(g)[tc.which].Know {
t.Error("the kind table was marked known; C calls no " +
"set_know for weapons or armor")
}
})
}
}
// TestWhatisEmptyPackSaysSo covers the early return C takes when
// pack == NULL, before any prompt happens.
func TestWhatisEmptyPackSaysSo(t *testing.T) {
t.Parallel()
g := mkWizard(t, 36, 1)
g.Player.Pack = nil
g.whatis(false, KindNone)
const want = "you don't have anything in your pack to identify"
if g.Msgs.Huh != want {
t.Errorf("message = %q, want %q", g.Msgs.Huh, want)
}
if used := inputUsed(t, g); used != 0 {
t.Errorf("read %d keys; C returns before get_item", used)
}
}
// TestWhatisInsistRepromptsUntilAMatch drives both re-prompting arms of
// C's insist loop in one pass: a wrong-kind pick ("you must identify a
// %s") and then a bare escape with n_objs non-zero ("you must identify
// something"), before the scroll finally satisfies it. The spaces in the
// script are the --More-- acknowledgements those two messages force, and
// without insist neither arm exists — the loop would have returned the
// potion on the first answer.
func TestWhatisInsistRepromptsUntilAMatch(t *testing.T) {
t.Parallel()
g := mkWizard(t, 37, 1)
pot := newObject()
pot.Kind = KindPotion
pot.Which = int(PotionHealing)
potCh := give(g, pot)
scr := newObject()
scr.Kind = KindScroll
scr.Which = int(ScrollEnchantArmor)
scrCh := give(g, scr)
setInput(t, g, potCh, ' ', Escape, ' ', scrCh, ' ', Escape)
g.whatis(true, KindScroll)
if !g.Items.Scrolls[scr.Which].Know {
t.Error("the scroll was never identified: the loop gave up early")
}
if g.Items.Potions[pot.Which].Know {
t.Error("the wrong-kind potion was identified anyway")
}
if used := inputUsed(t, g); used < 5 {
t.Errorf("consumed %d keys, want at least the 5 the two "+
"re-prompts need", used)
}
}
// TestWhatisInsistGivesUpWhenNothingMatches covers "if (n_objs == 0)
// return": asking for the list with nothing appropriate in the pack sets
// n_objs to 0, and that is the one way out of the insist loop short of
// picking something. Getting it wrong is not a wrong answer but a hang.
func TestWhatisInsistGivesUpWhenNothingMatches(t *testing.T) {
t.Parallel()
g := mkWizard(t, 38, 1)
pot := newObject()
pot.Kind = KindPotion
pot.Which = int(PotionHealing)
give(g, pot)
setInput(t, g, '*', ' ', Escape)
g.whatis(true, KindScroll)
if g.NObjs != 0 {
t.Fatalf("n_objs = %d; this test needs the empty-list path", g.NObjs)
}
if g.Items.Potions[pot.Which].Know {
t.Error("giving up identified something anyway")
}
}
// TestSetKnowDoesNotLeakAcrossGames is the reason set_know is not just a
// debug helper: the tables it writes are the per-game discovered lists
// that drive item naming in ordinary play. They live on RogueGame, and a
// second game must start ignorant.
func TestSetKnowDoesNotLeakAcrossGames(t *testing.T) {
t.Parallel()
g1 := mkWizard(t, 39, 1)
g2 := mkWizard(t, 40, 1)
ring := newObject()
ring.Kind = KindRing
ring.Which = int(RingSearching)
g1.Items.Rings[ring.Which].Guess = "a hunch"
setKnow(ring, g1.Items.Rings[:])
if !g1.Items.Rings[ring.Which].Know {
t.Error("the entry was not marked known")
}
if g1.Items.Rings[ring.Which].Guess != "" {
t.Error("the old guess was not freed")
}
if !ring.Flags.Has(Known) {
t.Error("the object did not get ISKNOW")
}
if g2.Items.Rings[ring.Which].Know {
t.Error("the second game already knows the ring: the discovered " +
"tables are shared between games")
}
if g2.Items.Rings[ring.Which].Guess != "" {
t.Error("the second game inherited the first game's guess")
}
}
// TestTeleportLandsTheHeroSomewhereLegal covers wizard.c teleport. C
// picks the spot with find_floor(NULL, &c, FALSE, TRUE) — any room, and
// monst TRUE, so the square must be steppable and unoccupied — then keeps
// the room bookkeeping straight (leave_room/enter_room when the room
// changed, look(TRUE) when it did not) and clears the run state.
func TestTeleportLandsTheHeroSomewhereLegal(t *testing.T) {
t.Parallel()
g := mkWizard(t, 41, 3)
p := &g.Player
from := p.Pos
vacated := g.floorAt()
g.NoMove = 3
g.Count = 5
g.Running = true
g.teleport()
if p.Pos == from {
t.Fatal("hero did not move; this seed teleported him onto himself")
}
pp := g.Level.At(p.Pos.Y, p.Pos.X)
if !stepOk(pp.Ch) || pp.Monst != nil {
t.Errorf("landed on %q with monster %v: find_floor's contract is "+
"a steppable, unoccupied square", pp.Ch, pp.Monst != nil)
}
if p.Room != g.roomIn(p.Pos) {
t.Error("player room does not match the square he is standing on")
}
if got := g.mvinch(p.Pos.Y, p.Pos.X); got != PlayerCh {
t.Errorf("new square shows %q, want the hero %q", got, PlayerCh)
}
if got := g.mvinch(from.Y, from.X); got != vacated {
t.Errorf("vacated square shows %q, want floor_at()'s %q",
got, vacated)
}
if g.NoMove != 0 || g.Count != 0 || g.Running {
t.Errorf("run state left at no_move=%d count=%d running=%v",
g.NoMove, g.Count, g.Running)
}
}
// TestTeleportReleasesTheFlytrap covers the tail C spells out: bamfing
// away while a Flytrap has hold of you clears ISHELD, resets vf_hit and
// puts the 'F' bestiary entry's damage back to "000x0" — the Flytrap
// grows its own damage string as it holds on, so leaving it grown would
// make the next Flytrap of the game start off mid-fight.
func TestTeleportReleasesTheFlytrap(t *testing.T) {
t.Parallel()
g := mkWizard(t, 42, 3)
p := &g.Player
p.Flags.Set(Held)
p.VfHit = 4
g.Monsters['F'-'A'].Stats.Dmg = dice("3x4")
g.teleport()
if p.On(Held) {
t.Error("hero is still held after teleporting away")
}
if p.VfHit != 0 {
t.Errorf("vf_hit = %d, want 0", p.VfHit)
}
// C strcpy's the literal "000x0"; the port keeps damage parsed, so
// the same thing reads back as the single 0x0 attack that string
// means rather than as those five characters.
dmg := g.Monsters['F'-'A'].Stats.Dmg
if len(dmg) != 1 || dmg[0].Count != 0 || dmg[0].Sides != 0 {
t.Errorf("flytrap damage = %q, want C's 000x0, one 0x0 attack", dmg)
}
}
// TestTeleportLeavesTheFlytrapAloneWhenFree pins the other side of C's
// "if (on(player, ISHELD))" guard: an ordinary wizard teleport must not
// reach into the bestiary and reset a Flytrap that is busy elsewhere.
func TestTeleportLeavesTheFlytrapAloneWhenFree(t *testing.T) {
t.Parallel()
g := mkWizard(t, 43, 3)
g.Player.VfHit = 2
g.Monsters['F'-'A'].Stats.Dmg = dice("3x4")
g.teleport()
if g.Player.VfHit != 2 {
t.Errorf("vf_hit = %d, want the untouched 2", g.Player.VfHit)
}
if got := g.Monsters['F'-'A'].Stats.Dmg.String(); got != "3x4" {
t.Errorf("flytrap damage = %q, want the untouched %q", got, "3x4")
}
}
// TestWizardKitEquipsTheHero covers the CTRL('I') arm of command.c's
// wizard switch: nine raise_level() calls, a (+1,+1) two-handed sword
// wielded, and plate mail at o_arm -5 already known and worn.
func TestWizardKitEquipsTheHero(t *testing.T) {
t.Parallel()
g := mkWizard(t, 44, 1)
p := &g.Player
if p.Stats.Lvl != 1 {
t.Fatalf("hero starts at level %d, not 1", p.Stats.Lvl)
}
// raise_level messages queue up --More-- prompts; spaces clear them.
setInput(t, g, ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ', ' ')
g.wizardKit()
if p.Stats.Lvl != 10 {
t.Errorf("level = %d, want 10 after nine raise_level calls",
p.Stats.Lvl)
}
checkKitWeapon(t, g)
checkKitArmor(t, g)
}
// checkKitWeapon asserts the sword half of the wizard kit.
func checkKitWeapon(t *testing.T, g *RogueGame) {
t.Helper()
weap := g.Player.CurWeapon
if weap == nil {
t.Fatal("no weapon wielded")
}
if weap.Kind != KindWeapon || weap.Which != int(WeaponTwoHandedSword) {
t.Errorf("wielding %v which %d, want the two-handed sword",
weap.Kind, weap.Which)
}
if weap.HPlus != 1 || weap.DPlus != 1 {
t.Errorf("sword is (%+d,%+d), want (+1,+1)", weap.HPlus, weap.DPlus)
}
// init_dam[]'s 2h sword row.
if got := weap.Damage.String(); got != "4x4" {
t.Errorf("damage = %q, want 4x4", got)
}
if !inPack(g, weap) {
t.Error("the sword was never added to the pack")
}
}
// checkKitArmor asserts the plate mail half of the wizard kit.
func checkKitArmor(t *testing.T, g *RogueGame) {
t.Helper()
armor := g.Player.CurArmor
if armor == nil {
t.Fatal("no armor worn")
}
if armor.Kind != KindArmor || armor.Which != int(ArmorPlateMail) {
t.Errorf("wearing %v which %d, want plate mail",
armor.Kind, armor.Which)
}
if armor.ArmorClass != -5 {
t.Errorf("armor class = %d, want -5", armor.ArmorClass)
}
if !armor.Flags.Has(Known) {
t.Error("the armor is not known")
}
if armor.Count != 1 {
t.Errorf("count = %d, want 1", armor.Count)
}
if !inPack(g, armor) {
t.Error("the armor was never added to the pack")
}
}
// inPack reports whether obj is filed in the hero's pack.
func inPack(g *RogueGame, obj *Object) bool {
return slices.Contains(g.Player.Pack, obj)
}