Refactor step 4. Renames (C breadcrumbs kept in doc comments): doMove→moveHero, beTrapped→springTrap, rndmove→randomStep, doRooms→digRooms, doPassages→digPassages, doMaze→digMaze, chgStr→changeStrength, doRun→startRun, moveStuff→finishMove, turnref→turnRefresh, moveMonst→moveMonster, doChase→chaseStep, setOldch→setOldChar, cansee→canSee, roomin→roomIn, runto→runTo, conn→connectRooms, putpass→putPassage, passnum→numberPassages, numpass→numberPassage, rndPos→randomPos, rndRoom→randomRoom, treasRoom→treasureRoom, accntMaze→accountMaze. All goto/label flows are gone: moveHero uses a retry loop with the PASSGO corner logic extracted into passageTurn; dispatch re-dispatches via a loop; chaseStep re-checks via a loop; saveGame uses a labeled prompt loop. Control flow and RNG call order are unchanged; suite green.
209 lines
4.6 KiB
Go
209 lines
4.6 KiB
Go
package game
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import "testing"
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// mkGameInput builds a headless game; tests script it via setInput. The
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// fixed seed keeps the scripted item/monster interactions stable.
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func mkGameInput(t *testing.T) *RogueGame {
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t.Helper()
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g := NewGame(Config{Seed: 5, Term: &testTerm{}})
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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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// setInput replaces the scripted terminal input.
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func setInput(t *testing.T, g *RogueGame, input ...byte) {
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t.Helper()
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tt, ok := g.scr.term.(*testTerm)
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if !ok {
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t.Fatal("game terminal is not a testTerm")
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}
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tt.input = input
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tt.pos = 0
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}
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func TestQuaffHealingPotion(t *testing.T) {
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g := mkGameInput(t)
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pot := newObject()
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pot.Kind = KindPotion
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pot.Which = int(PotionHealing)
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ch := give(g, pot)
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setInput(t, g, 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[PotionHealing].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)
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pot := newObject()
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pot.Kind = KindPotion
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pot.Which = int(PotionConfusion)
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ch := give(g, pot)
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setInput(t, g, ch)
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g.quaff()
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if !g.Player.On(Confused) {
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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(Confused) {
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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)
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scr := newObject()
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scr.Kind = KindScroll
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scr.Which = int(ScrollEnchantArmor)
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ch := give(g, scr)
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setInput(t, g, ch)
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before := g.Player.CurArmor.ArmorClass
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g.readScroll()
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if g.Player.CurArmor.ArmorClass != before-1 {
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t.Errorf("enchant armor: AC %d -> %d, want %d",
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before, g.Player.CurArmor.ArmorClass, 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)
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tp := spawnAdjacent(g, 'Z')
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tp.Flags.Set(Awake)
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scr := newObject()
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scr.Kind = KindScroll
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scr.Which = int(ScrollHoldMonster)
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ch := give(g, scr)
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setInput(t, g, 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(Awake) || !tp.On(Held) {
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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)
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tp := spawnAdjacent(g, 'O')
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tp.Flags.Set(Awake)
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scr := newObject()
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scr.Kind = KindScroll
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scr.Which = int(ScrollHoldMonster)
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ch := give(g, scr)
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setInput(t, g, ch)
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g.readScroll()
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t.Logf("orc after scroll: flags=%o (Awake=%v Held=%v)",
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tp.Flags, tp.On(Awake), tp.On(Held))
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if !tp.On(Held) {
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t.Error("orc lost Held entirely")
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}
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if !tp.On(Awake) {
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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)
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tp := spawnAdjacent(g, 'Z')
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stick := newObject()
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stick.Kind = KindWand
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stick.Which = int(WandSlowMonster)
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g.fixStick(stick)
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ch := give(g, stick)
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setInput(t, g, 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(Slowed) {
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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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