Files
rgoue/game/effects_test.go
sneak e71a2ef3fd Rename constants to descriptive names (refactor step 1)
Pure rename, no behavior change; the full suite (RNG goldens,
generation invariants, scripted sessions, save round trip) is
unchanged and green.

- Creature flags: IsHuh→Confused, IsHalu→Hallucinating,
  CanHuh→CanConfuse, CanSee→CanSeeInvisible, IsRun→Awake,
  SeeMonst→SenseMonsters, IsCanc→Cancelled, IsLevit→Levitating,
  IsBlind/IsGreed/IsHaste/IsTarget/IsHeld/IsInvis/IsMean/IsRegen/
  IsFly/IsSlow → Blind/Greedy/Hasted/Targeted/Held/Invisible/Mean/
  Regenerates/Flying/Slowed, IsFound→Found
- Object flags: IsCursed→Cursed, IsKnow→Known, IsMissl→Missile,
  IsMany→Stackable, ObjIsFound→WasFound, IsProt→Protected
- Room flags: IsDark/IsGone/IsMaze → Dark/Gone/Maze; place flags:
  FPass→FPassage, FPNum→FPassNum, FTMask→FTrapMask
- Trap types: TDoor→TrapDoor ... TMyst→TrapMystery
- Item subtypes: P*→Potion* (PLSD→PotionLSD, PMFind→
  PotionDetectMonsters, ...), S*→Scroll* (SIDRorS→
  ScrollIdentifyRingOrStick, ...), R*→Ring* (RAddHit→RingDexterity,
  RNop→RingAdornment, ...), Ws*→Wand* (WsElect→WandLightning, ...),
  weapons (TwoSword→WeaponTwoHandedSword, Shiraken→WeaponShuriken,
  ...), armor (RingMail→ArmorRingMail, ...)
- Counts: Max{Potions,Scrolls,Rings,Sticks,Weapons,Armors} →
  Num{Potion,Scroll,Ring,Wand,Weapon,Armor}Types; NTraps→NumTrapTypes
- Level.NTraps field → TrapCount (also in the save snapshot)
- Original C constant names preserved as comment breadcrumbs in
  types.go so the lineage stays greppable

TODO.md: step 1 moved to Completed, step 2 (typed kinds) promoted to
Next Step.
2026-07-06 21:28:57 +02:00

171 lines
4.4 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.Type = Potion
pot.Which = 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.Type = Potion
pot.Which = 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.Type = Scroll
scr.Which = ScrollEnchantArmor
ch := give(g, scr)
g.scr.term.(*testTerm).input = []byte{ch}
before := g.Player.CurArmor.Arm
g.readScroll()
if g.Player.CurArmor.Arm != before-1 {
t.Errorf("enchant armor: AC %d -> %d, want %d",
before, g.Player.CurArmor.Arm, 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.Type = Scroll
scr.Which = 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.Type = Scroll
scr.Which = 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.Type = Stick
stick.Which = 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)
}
}