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.
128 lines
3.5 KiB
Go
128 lines
3.5 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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func genLevel(t *testing.T, seed int32) *RogueGame {
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t.Helper()
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g := NewGame(Config{Seed: seed})
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g.NewLevel()
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return g
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}
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// renderMap draws the raw level map (not the screen) as text.
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func renderMap(g *RogueGame) string {
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var sb strings.Builder
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for y := 0; y < NumLines; y++ {
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for x := 0; x < NumCols; x++ {
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ch := g.Level.Char(y, x)
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if m := g.Level.MonsterAt(y, x); m != nil {
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ch = m.Type
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}
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sb.WriteByte(ch)
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}
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sb.WriteByte('\n')
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}
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return sb.String()
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}
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func TestNewLevelInvariants(t *testing.T) {
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for _, seed := range []int32{1, 12345, 2026, 99999} {
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g := genLevel(t, seed)
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// The staircase is somewhere real.
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st := g.Level.Stairs
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if g.Level.Char(st.Y, st.X) != Stairs {
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t.Errorf("seed %d: no staircase at recorded stairs position", seed)
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}
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// The hero stands on a walkable, monster-free cell.
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hp := g.Player.Pos
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if !stepOk(g.Level.Char(hp.Y, hp.X)) {
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t.Errorf("seed %d: hero on unwalkable cell %q", seed,
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g.Level.Char(hp.Y, hp.X))
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}
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if g.Level.MonsterAt(hp.Y, hp.X) != nil {
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t.Errorf("seed %d: hero standing on a monster", seed)
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}
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if g.Player.Room == nil {
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t.Errorf("seed %d: hero not in any room", seed)
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}
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// Some rooms exist and are drawn.
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m := renderMap(g)
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if !strings.Contains(m, "|") || !strings.Contains(m, "-") {
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t.Errorf("seed %d: no room walls drawn", seed)
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}
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if !strings.Contains(m, ".") && !strings.Contains(m, "#") {
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t.Errorf("seed %d: no floor or passages drawn", seed)
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}
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// Every monster is indexed on the map and placed in a room.
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for _, mon := range g.Level.Monsters {
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if g.Level.MonsterAt(mon.Pos.Y, mon.Pos.X) != mon {
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t.Errorf("seed %d: monster %c not indexed at its position",
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seed, mon.Type)
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}
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if mon.Room == nil {
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t.Errorf("seed %d: monster %c has no room", seed, mon.Type)
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}
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}
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// Every level object sits on a cell displaying its type (items can
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// share cells only with monsters standing on them).
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for _, obj := range g.Level.Objects {
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ch := g.Level.Char(obj.Pos.Y, obj.Pos.X)
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if ch != obj.Kind.Glyph() &&
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g.Level.MonsterAt(obj.Pos.Y, obj.Pos.X) == nil {
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t.Errorf("seed %d: object %v at (%d,%d) but map shows %q",
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seed, obj.Kind, obj.Pos.Y, obj.Pos.X, ch)
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}
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}
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// The player has her starting kit: food, armor, mace, bow, arrows.
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if len(g.Player.Pack) != 5 {
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t.Errorf("seed %d: starting pack has %d items, want 5",
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seed, len(g.Player.Pack))
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}
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if g.Player.CurWeapon == nil ||
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g.Player.CurWeapon.WeaponKind() != WeaponMace {
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t.Errorf("seed %d: not wielding the starting mace", seed)
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}
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if g.Player.CurArmor == nil ||
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g.Player.CurArmor.ArmorKind() != ArmorRingMail {
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t.Errorf("seed %d: not wearing the starting ring mail", seed)
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}
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}
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}
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func TestNewLevelDeterministic(t *testing.T) {
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a := renderMap(genLevel(t, 12345))
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b := renderMap(genLevel(t, 12345))
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if a != b {
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t.Error("same seed produced different levels")
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}
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c := renderMap(genLevel(t, 54321))
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if a == c {
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t.Error("different seeds produced identical levels")
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}
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}
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// TestDeeperLevels exercises generation across many depths and seeds —
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// mazes, dark rooms, traps, treasure rooms — as a crash/invariant sweep.
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func TestDeeperLevels(t *testing.T) {
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for _, seed := range []int32{7, 42, 1000, 31337} {
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g := NewGame(Config{Seed: seed})
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for depth := 1; depth <= 30; depth++ {
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g.Depth = depth
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g.NewLevel()
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st := g.Level.Stairs
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if g.Level.Char(st.Y, st.X) != Stairs {
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t.Fatalf("seed %d depth %d: missing staircase", seed, depth)
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}
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}
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}
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}
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