Files
rgoue/game/tables_test.go
sneak b940cfc41f Give item categories and subtypes real types (refactor step 2)
ObjectKind separates what an item is from how it draws: Object.Type
(a byte that doubled as the map character) becomes Kind ObjectKind,
with Glyph() producing the display character and objectKindForGlyph
converting back at the map boundary. KindWand covers the C 'stick'
category. The magic-missile bolt uses KindGold, matching C's literal
o_type='*' trick, with a comment.

PotionKind, ScrollKind, RingKind, WandKind, WeaponKind, ArmorKind and
TrapKind are now iota enums with Stringer (names come from the base
info tables); Object gains typed accessors (obj.RingKind(), ...) and
Launch is typed WeaponKind. beTrapped returns TrapKind. The
getItem/inventory/whatis prompt filters take ObjectKind, with
KindCallable/KindRingOrStick replacing the C CALLABLE/R_OR_S
sentinels; wizard.c's type_name table is subsumed by
ObjectKind.String(). IsRing/IsWearing/initWeapon/doPot signatures are
typed accordingly.

The save format version becomes 5.4.4-go2: the gob field rename would
otherwise silently zero Kind when reading old saves.

No behavior change; full suite green.
2026-07-06 22:00:43 +02:00

87 lines
2.2 KiB
Go

package game
import "testing"
// badcheck from init.c: every probability table must sum to exactly 100.
func TestProbabilitiesSumTo100(t *testing.T) {
sum := func(info []ObjInfo) int {
s := 0
for _, oi := range info {
s += oi.Prob
}
return s
}
tables := map[string][]ObjInfo{
"things": baseThings[:],
"potions": basePotInfo[:],
"scrolls": baseScrInfo[:],
"rings": baseRingInfo[:],
"sticks": baseWsInfo[:],
"weapons": baseWeapInfo[:NumWeaponTypes], // excludes the flame entry
"armor": baseArmInfo[:],
}
for name, tab := range tables {
if s := sum(tab); s != 100 {
t.Errorf("bad percentages for %s: sum = %d, want 100", name, s)
}
}
}
func TestInitProbsCumulative(t *testing.T) {
g := NewGame(Config{Seed: 1})
last := g.Items.Potions[NumPotionTypes-1].Prob
if last != 100 {
t.Errorf("cumulative potion probability ends at %d, want 100", last)
}
for i := PotionKind(1); i < NumPotionTypes; i++ {
if g.Items.Potions[i].Prob < g.Items.Potions[i-1].Prob {
t.Errorf("potion probs not nondecreasing at %d", i)
}
}
}
func TestNewGameRandomizesAppearances(t *testing.T) {
g := NewGame(Config{Seed: 12345})
seen := map[string]bool{}
for i, c := range g.Items.PotColors {
if c == "" {
t.Fatalf("potion %d has no color", i)
}
if seen[c] {
t.Errorf("potion color %q assigned twice", c)
}
seen[c] = true
}
for i, n := range g.Items.ScrNames {
if n == "" {
t.Fatalf("scroll %d has no name", i)
}
if len(n) > MaxNameLen+1 {
t.Errorf("scroll name %q longer than C buffer allows", n)
}
}
for i := range g.Items.WandType {
if g.Items.WandType[i] != "wand" && g.Items.WandType[i] != "staff" {
t.Errorf("stick %d has type %q", i, g.Items.WandType[i])
}
if g.Items.WandMade[i] == "" {
t.Errorf("stick %d has no material", i)
}
}
// Determinism: same seed, same appearances.
h := NewGame(Config{Seed: 12345})
if h.Items != g.Items {
t.Error("two games with the same seed produced different item lore")
}
}
func TestMonsterTable(t *testing.T) {
if monsterTable[0].Name != "aquator" || monsterTable[25].Name != "zombie" {
t.Error("monster table order broken")
}
if monsterTable['D'-'A'].Name != "dragon" {
t.Error("letter indexing broken")
}
}