.golangci.yml is the prompts-repo standard verbatim plus one approved
exception (paralleltest, sneak 2026-07-06). Roughly 1,500 findings
fixed:
- autofix sweep (wsl_v5/nlreturn/intrange/modernize formatting), with
the misspell autofix REVERTED where it rewrote authentic C game text
("missle vanishes" stays, with nolint and a comment)
- error handling: errcheck sites get real handling — saveFile now
closes explicitly and removes corrupt saves, scoreboard writes are
documented best-effort, err113 sentinel errors (ErrSaveOutOfDate,
ErrScreenTooSmall); panics allowed for unrecoverable states per
MEMORY.md policy
- gosec: real fixes (ParseInt for SEED, 0600 scorefile) and justified
per-line nolints for provably-bounded conversions (randomMonsterLetter
helper collapses eight rnd(26)+'A' sites)
- API tidying from linters: pointer receivers on flag types
(recvcheck), msg helpers renamed addmsgf/doaddf/Printwf/MvPrintwf
(goprintffuncname), myExit()/findFloor(monst)/mkGameInput(t) drop
always-constant params (unparam), gameEnd carries no status
- gocritic/staticcheck: if-else chains to switches, the pack.c
inventory filter untangled into matchesFilter, main.go split so
defers run before exit (exitAfterDefer, funlen)
- revive doc comments on all exported flag types/consts/methods
Remaining findings are confined to linters pending sneak's exception
decision (mnd, gochecknoglobals, cyclop, nestif, gocognit, exhaustive,
goconst, testpackage); TODO.md records the state. MEMORY.md added at
repo root as the project's agent working notes.
127 lines
3.3 KiB
Go
127 lines
3.3 KiB
Go
package game
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import (
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"strings"
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"testing"
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)
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// TestRunScriptedSession drives a complete game through Run(): a few
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// moves, a rest, an inventory, then Q-quit answered yes.
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func TestRunScriptedSession(t *testing.T) {
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tt := &testTerm{input: []byte("hjkl.i Qy")}
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g := NewGame(Config{Seed: 99, Term: tt})
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err := g.Run()
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if err != nil {
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t.Fatalf("Run: %v", err)
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}
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if g.Playing {
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t.Error("still playing after quit")
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}
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// After quitting, the scoreboard is the last thing shown (in C it went
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// to stdout after endwin; here it is drawn on the screen).
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found := false
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for y := range NumLines {
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if strings.Contains(g.scr.Std.Line(y), "Top Ten") {
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found = true
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}
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}
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if !found {
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t.Error("score list not on screen after quit")
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}
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}
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// TestRunManyTurns mashes movement keys for a while as a crash sweep of
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// the whole turn loop (daemons, hunger, monsters, combat), ending with a
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// quit. The input alternates directions so the hero bumps around rooms.
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func TestRunManyTurns(t *testing.T) {
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// Spaces between commands double as answers to any --More-- prompts;
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// without them a single prompt would swallow the rest of the script
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// (wait_for eats everything that isn't a space).
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moves := []byte("h j k l y u b n s .")
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script := make([]byte, 0, len(moves)*200+7)
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for range 200 {
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script = append(script, moves...)
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}
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script = append(script, " Q y Qy"...)
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tt := &testTerm{input: script}
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g := NewGame(Config{Seed: 31337, Term: tt})
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err := g.Run()
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if err != nil {
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t.Fatalf("Run: %v", err)
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}
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if g.Playing {
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t.Error("session did not end")
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}
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}
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// TestRunDownStairs walks the hero onto the stairs by teleporting there in
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// wizard style, then descends and keeps playing.
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func TestRunDownStairs(t *testing.T) {
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tt := &testTerm{input: []byte(">..Qy")}
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g := NewGame(Config{Seed: 7, Term: tt})
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g.NewLevel()
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g.Player.Pos = g.Level.Stairs // stand on the stairs
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g.restored = true // keep Run from regenerating the level
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g.Daemons = DaemonList{} // and give it a fresh daemon table
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g.StartDaemon(DRunners, 0, After)
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g.StartDaemon(DDoctor, 0, After)
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g.Fuse(DSwander, 0, wanderTime(g), After)
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g.StartDaemon(DStomach, 0, After)
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err := g.Run()
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if err != nil {
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t.Fatalf("Run: %v", err)
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}
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if g.Depth != 2 {
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t.Errorf("depth = %d after descending, want 2", g.Depth)
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}
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}
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// TestSaveCommandRoundTrip saves via the 'S' command (as a player would)
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// and restores the game.
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func TestSaveCommandRoundTrip(t *testing.T) {
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// The C get_str caps input at MAXINP=50 characters, so the save path
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// must be short: work from the temp directory.
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t.Chdir(t.TempDir())
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path := "cmd.save"
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// 'S' with no default file name goes straight to the name prompt.
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script := "S" + path + "\n"
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tt := &testTerm{input: []byte(script)}
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g := NewGame(Config{Seed: 55, Term: tt})
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g.FileName = "" // force the name prompt
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runErr := g.Run()
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if runErr != nil {
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t.Fatalf("Run: %v", runErr)
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}
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h, err := Restore(path, Config{Term: &testTerm{}})
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if err != nil {
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t.Fatalf("Restore: %v", err)
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}
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if h.Depth != g.Depth || h.Player.Purse != g.Player.Purse {
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t.Error("restored game does not match saved game")
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}
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// The restored game must be playable.
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setInput(t, h, []byte("..Qy")...)
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restoredErr := h.Run()
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if restoredErr != nil {
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t.Fatalf("restored Run: %v", restoredErr)
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}
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}
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