Files
rgoue/game/tables_test.go
sneak 5b7e258195 Decompose test functions to clear complexity findings (step 7)
TestSaveRestoreRoundTrip, TestNewGameRandomizesAppearances, and
TestNewLevelInvariants split their assertion blocks into t.Helper()
sub-checks. The lint run is now completely clean (0 issues).
2026-07-22 22:11:10 +07:00

124 lines
2.8 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
}
data := newGameData()
tables := map[string][]ObjInfo{
"things": data.baseThings[:],
"potions": data.basePotInfo[:],
"scrolls": data.baseScrInfo[:],
"rings": data.baseRingInfo[:],
"sticks": data.baseWsInfo[:],
"weapons": data.baseWeapInfo[:NumWeaponTypes], // excludes the flame entry
"armor": data.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})
checkPotionColors(t, g)
checkScrollNames(t, g)
checkWandMaterials(t, g)
// 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")
}
}
// checkPotionColors verifies every potion has a distinct color.
func checkPotionColors(t *testing.T, g *RogueGame) {
t.Helper()
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
}
}
// checkScrollNames verifies every scroll has a name within the C buffer
// limit.
func checkScrollNames(t *testing.T, g *RogueGame) {
t.Helper()
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)
}
}
}
// checkWandMaterials verifies every stick has a wand/staff type and a
// material.
func checkWandMaterials(t *testing.T, g *RogueGame) {
t.Helper()
for i := range g.Items.WandType {
if g.Items.WandType[i] != wandName && g.Items.WandType[i] != staffName {
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)
}
}
}
func TestMonsterTable(t *testing.T) {
data := newGameData()
if data.monsterTable[0].Name != "aquator" || data.monsterTable[25].Name != "zombie" {
t.Error("monster table order broken")
}
if data.monsterTable['D'-'A'].Name != "dragon" {
t.Error("letter indexing broken")
}
}