Files
rgoue/game/effects_test.go
sneak 6850c87ae7 Rename movement/world methods to idiomatic Go; remove all gotos
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.
2026-07-07 02:29:06 +02:00

209 lines
4.6 KiB
Go

package game
import "testing"
// mkGameInput builds a headless game; tests script it via setInput. The
// fixed seed keeps the scripted item/monster interactions stable.
func mkGameInput(t *testing.T) *RogueGame {
t.Helper()
g := NewGame(Config{Seed: 5, Term: &testTerm{}})
g.NewLevel()
g.Oldpos = g.Player.Pos
g.Oldrp = g.roomIn(g.Player.Pos)
return g
}
// give puts an object straight into the pack and returns its pack letter.
func give(g *RogueGame, obj *Object) byte {
obj.Count = 1
g.addPack(obj, true)
return obj.PackCh
}
// setInput replaces the scripted terminal input.
func setInput(t *testing.T, g *RogueGame, input ...byte) {
t.Helper()
tt, ok := g.scr.term.(*testTerm)
if !ok {
t.Fatal("game terminal is not a testTerm")
}
tt.input = input
tt.pos = 0
}
func TestQuaffHealingPotion(t *testing.T) {
g := mkGameInput(t)
pot := newObject()
pot.Kind = KindPotion
pot.Which = int(PotionHealing)
ch := give(g, pot)
setInput(t, g, ch)
g.Player.Stats.HP = 1
g.quaff()
if g.Player.Stats.HP <= 1 {
t.Error("healing potion did not heal")
}
if !g.Items.Potions[PotionHealing].Know {
t.Error("healing potion not identified after drinking")
}
if len(g.Player.Pack) != 5 {
t.Errorf("potion not consumed: %d items", len(g.Player.Pack))
}
}
func TestQuaffConfusionSetsFlagAndFuse(t *testing.T) {
g := mkGameInput(t)
pot := newObject()
pot.Kind = KindPotion
pot.Which = int(PotionConfusion)
ch := give(g, pot)
setInput(t, g, ch)
g.quaff()
if !g.Player.On(Confused) {
t.Error("confusion potion did not confuse")
}
if g.findSlot(DUnconfuse) == nil {
t.Error("no unconfuse fuse pending")
}
// Let the fuse burn down
for range 30 {
g.DoFuses(After)
}
if g.Player.On(Confused) {
t.Error("confusion never wore off")
}
}
func TestReadEnchantArmor(t *testing.T) {
g := mkGameInput(t)
scr := newObject()
scr.Kind = KindScroll
scr.Which = int(ScrollEnchantArmor)
ch := give(g, scr)
setInput(t, g, ch)
before := g.Player.CurArmor.ArmorClass
g.readScroll()
if g.Player.CurArmor.ArmorClass != before-1 {
t.Errorf("enchant armor: AC %d -> %d, want %d",
before, g.Player.CurArmor.ArmorClass, before-1)
}
}
func TestReadHoldMonsterFreezesAdjacent(t *testing.T) {
// Note: this must not use a greedy monster ('O' orc, ISGREED): the C
// wake_monster gold-guarding check has no ISHELD guard, so the
// look(TRUE) at the end of read_scroll immediately re-wakes greedy
// monsters. The port reproduces that quirk faithfully — see
// TestHoldScrollGreedyMonsterQuirk.
g := mkGameInput(t)
tp := spawnAdjacent(g, 'Z')
tp.Flags.Set(Awake)
scr := newObject()
scr.Kind = KindScroll
scr.Which = int(ScrollHoldMonster)
ch := give(g, scr)
setInput(t, g, ch)
g.readScroll()
t.Logf("after scroll: flags=%o huh=%q", tp.Flags, g.Msgs.Huh)
if tp.On(Awake) || !tp.On(Held) {
t.Error("hold monster scroll did not hold the adjacent monster")
}
}
// TestHoldScrollGreedyMonsterQuirk documents a C behavior the port keeps:
// wake_monster's ISGREED branch lacks an ISHELD guard, so a greedy monster
// (orc) held by a scroll is re-woken by the look(TRUE) that read_scroll
// performs, ending up both held and running again.
func TestHoldScrollGreedyMonsterQuirk(t *testing.T) {
g := mkGameInput(t)
tp := spawnAdjacent(g, 'O')
tp.Flags.Set(Awake)
scr := newObject()
scr.Kind = KindScroll
scr.Which = int(ScrollHoldMonster)
ch := give(g, scr)
setInput(t, g, ch)
g.readScroll()
t.Logf("orc after scroll: flags=%o (Awake=%v Held=%v)",
tp.Flags, tp.On(Awake), tp.On(Held))
if !tp.On(Held) {
t.Error("orc lost Held entirely")
}
if !tp.On(Awake) {
t.Error("quirk changed: greedy monster stayed held; if this is a " +
"deliberate fix, update this test and ARCHITECTURE.md")
}
}
func TestZapSlowMonster(t *testing.T) {
g := mkGameInput(t)
tp := spawnAdjacent(g, 'Z')
stick := newObject()
stick.Kind = KindWand
stick.Which = int(WandSlowMonster)
g.fixStick(stick)
ch := give(g, stick)
setInput(t, g, ch)
g.Delta = Coord{X: 1, Y: 0} // aim at the monster
charges := stick.Charges
g.doZap()
if !tp.On(Slowed) {
t.Error("slow monster wand did not slow")
}
if stick.Charges != charges-1 {
t.Error("zap did not use a charge")
}
}
func TestParseOpts(t *testing.T) {
g := NewGame(Config{Seed: 1})
g.ParseOpts("terse,nojump,name=Conan,fruit=mango,inven=slow")
if !g.Options.Terse {
t.Error("terse not set")
}
if g.Options.Jump {
t.Error("nojump not honored")
}
if g.Whoami != "Conan" {
t.Errorf("name = %q", g.Whoami)
}
if g.Fruit != "mango" {
t.Errorf("fruit = %q", g.Fruit)
}
if g.Options.InvType != InvSlow {
t.Errorf("inven = %d", g.Options.InvType)
}
}