Files
rgoue/game/effects_test.go
sneak 2eff377a73 Un-overload Object fields and pre-parse damage dice (refactor step 3)
Object.Arm carried four meanings in C (o_arm/o_charges/o_goldval plus
ring bonuses); it is now four fields: ArmorClass, Charges, GoldValue,
and Bonus. Stats.Arm becomes Stats.ArmorClass. The Charges()/GoldVal()
accessor pair is gone.

Damage dice strings ("1x4/1x2") are parsed once into DiceSpec — at
table definition for the bestiary and weapon tables, at creation for
items — instead of re-parsed with atoi on every swing as fight.c
roll_em did. ParseDice preserves the C parse semantics exactly,
including the junk-tolerant "%%%x0" bestiary placeholder and the
"000x0" flytrap reset (regression-tested in dice_test.go); the
flytrap's growing grip becomes DiceSpec{{VfHit, 1}}.

Save format bumps to 5.4.4-go3 (field renames and retypes would
silently zero under gob's match-by-name decoding).

No behavior change; full suite green.
2026-07-06 23:07:57 +02:00

171 lines
4.5 KiB
Go

package game
import "testing"
// mkGameInput builds a headless game whose input plays the given script.
func mkGameInput(t *testing.T, seed int32, input string) *RogueGame {
t.Helper()
g := NewGame(Config{Seed: seed, Term: &testTerm{input: []byte(input)}})
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
}
func TestQuaffHealingPotion(t *testing.T) {
g := mkGameInput(t, 5, "")
pot := newObject()
pot.Kind = KindPotion
pot.Which = int(PotionHealing)
ch := give(g, pot)
g.scr.term.(*testTerm).input = []byte{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, 5, "")
pot := newObject()
pot.Kind = KindPotion
pot.Which = int(PotionConfusion)
ch := give(g, pot)
g.scr.term.(*testTerm).input = []byte{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, 5, "")
scr := newObject()
scr.Kind = KindScroll
scr.Which = int(ScrollEnchantArmor)
ch := give(g, scr)
g.scr.term.(*testTerm).input = []byte{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, 5, "")
tp := spawnAdjacent(g, 'Z')
tp.Flags.Set(Awake)
scr := newObject()
scr.Kind = KindScroll
scr.Which = int(ScrollHoldMonster)
ch := give(g, scr)
g.scr.term.(*testTerm).input = []byte{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, 5, "")
tp := spawnAdjacent(g, 'O')
tp.Flags.Set(Awake)
scr := newObject()
scr.Kind = KindScroll
scr.Which = int(ScrollHoldMonster)
ch := give(g, scr)
g.scr.term.(*testTerm).input = []byte{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, 5, "")
tp := spawnAdjacent(g, 'Z')
stick := newObject()
stick.Kind = KindWand
stick.Which = int(WandSlowMonster)
g.fixStick(stick)
ch := give(g, stick)
g.scr.term.(*testTerm).input = []byte{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)
}
}