package game import ( "strings" "testing" ) func genLevel(t *testing.T, seed int32) *RogueGame { t.Helper() g := NewGame(Config{Seed: seed}) g.NewLevel() return g } // renderMap draws the raw level map (not the screen) as text. func renderMap(g *RogueGame) string { var sb strings.Builder for y := 0; y < NumLines; y++ { for x := 0; x < NumCols; x++ { ch := g.Level.Char(y, x) if m := g.Level.MonsterAt(y, x); m != nil { ch = m.Type } sb.WriteByte(ch) } sb.WriteByte('\n') } return sb.String() } func TestNewLevelInvariants(t *testing.T) { for _, seed := range []int32{1, 12345, 2026, 99999} { g := genLevel(t, seed) // The staircase is somewhere real. st := g.Level.Stairs if g.Level.Char(st.Y, st.X) != Stairs { t.Errorf("seed %d: no staircase at recorded stairs position", seed) } // The hero stands on a walkable, monster-free cell. hp := g.Player.Pos if !stepOk(g.Level.Char(hp.Y, hp.X)) { t.Errorf("seed %d: hero on unwalkable cell %q", seed, g.Level.Char(hp.Y, hp.X)) } if g.Level.MonsterAt(hp.Y, hp.X) != nil { t.Errorf("seed %d: hero standing on a monster", seed) } if g.Player.Room == nil { t.Errorf("seed %d: hero not in any room", seed) } // Some rooms exist and are drawn. m := renderMap(g) if !strings.Contains(m, "|") || !strings.Contains(m, "-") { t.Errorf("seed %d: no room walls drawn", seed) } if !strings.Contains(m, ".") && !strings.Contains(m, "#") { t.Errorf("seed %d: no floor or passages drawn", seed) } // Every monster is indexed on the map and placed in a room. for _, mon := range g.Level.Monsters { if g.Level.MonsterAt(mon.Pos.Y, mon.Pos.X) != mon { t.Errorf("seed %d: monster %c not indexed at its position", seed, mon.Type) } if mon.Room == nil { t.Errorf("seed %d: monster %c has no room", seed, mon.Type) } } // Every level object sits on a cell displaying its type (items can // share cells only with monsters standing on them). for _, obj := range g.Level.Objects { ch := g.Level.Char(obj.Pos.Y, obj.Pos.X) if ch != obj.Kind.Glyph() && g.Level.MonsterAt(obj.Pos.Y, obj.Pos.X) == nil { t.Errorf("seed %d: object %v at (%d,%d) but map shows %q", seed, obj.Kind, obj.Pos.Y, obj.Pos.X, ch) } } // The player has her starting kit: food, armor, mace, bow, arrows. if len(g.Player.Pack) != 5 { t.Errorf("seed %d: starting pack has %d items, want 5", seed, len(g.Player.Pack)) } if g.Player.CurWeapon == nil || g.Player.CurWeapon.WeaponKind() != WeaponMace { t.Errorf("seed %d: not wielding the starting mace", seed) } if g.Player.CurArmor == nil || g.Player.CurArmor.ArmorKind() != ArmorRingMail { t.Errorf("seed %d: not wearing the starting ring mail", seed) } } } func TestNewLevelDeterministic(t *testing.T) { a := renderMap(genLevel(t, 12345)) b := renderMap(genLevel(t, 12345)) if a != b { t.Error("same seed produced different levels") } c := renderMap(genLevel(t, 54321)) if a == c { t.Error("different seeds produced identical levels") } } // TestDeeperLevels exercises generation across many depths and seeds — // mazes, dark rooms, traps, treasure rooms — as a crash/invariant sweep. func TestDeeperLevels(t *testing.T) { for _, seed := range []int32{7, 42, 1000, 31337} { g := NewGame(Config{Seed: seed}) for depth := 1; depth <= 30; depth++ { g.Depth = depth g.NewLevel() st := g.Level.Stairs if g.Level.Char(st.Y, st.X) != Stairs { t.Fatalf("seed %d depth %d: missing staircase", seed, depth) } } } }