Files
rgoue/game/newlevel_test.go
sneak cd0ba6c8ee Rename constructor to game.New(game.Params) per styleguide
NewGame(Config) becomes New(Params), and Restore takes Params too, so
the package's primary type gets the canonical New() constructor with a
named-field Params struct (styleguide points 139, 159). cmd/rogue and
all tests updated; ARCHITECTURE.md constructor references corrected.
Pure rename, suite green.
2026-07-23 05:39:31 +07:00

174 lines
4.2 KiB
Go

package game
import (
"strings"
"testing"
)
func genLevel(t *testing.T, seed int32) *RogueGame {
t.Helper()
g := New(Params{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 := range NumLines {
for x := range NumCols {
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)
checkHeroPlacement(t, g, seed)
checkRoomsDrawn(t, g, seed)
checkMonstersPlaced(t, g, seed)
checkObjectsPlaced(t, g, seed)
checkStartingKit(t, g, seed)
}
}
// checkHeroPlacement verifies the staircase and hero landed on valid,
// unoccupied cells.
func checkHeroPlacement(t *testing.T, g *RogueGame, seed int32) {
t.Helper()
// 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)
}
}
// checkRoomsDrawn verifies rooms and floor/passages appear on the map.
func checkRoomsDrawn(t *testing.T, g *RogueGame, seed int32) {
t.Helper()
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)
}
}
// checkMonstersPlaced verifies every monster is indexed on the map and
// placed in a room.
func checkMonstersPlaced(t *testing.T, g *RogueGame, seed int32) {
t.Helper()
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)
}
}
}
// checkObjectsPlaced verifies every level object sits on a cell
// displaying its type (items can share cells only with monsters standing
// on them).
func checkObjectsPlaced(t *testing.T, g *RogueGame, seed int32) {
t.Helper()
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)
}
}
}
// checkStartingKit verifies the player has her starting kit: food, armor,
// mace, bow, arrows.
func checkStartingKit(t *testing.T, g *RogueGame, seed int32) {
t.Helper()
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 := New(Params{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)
}
}
}
}