NewGame(Config) becomes New(Params), and Restore takes Params too, so the package's primary type gets the canonical New() constructor with a named-field Params struct (styleguide points 139, 159). cmd/rogue and all tests updated; ARCHITECTURE.md constructor references corrected. Pure rename, suite green.
174 lines
4.2 KiB
Go
174 lines
4.2 KiB
Go
package game
|
|
|
|
import (
|
|
"strings"
|
|
"testing"
|
|
)
|
|
|
|
func genLevel(t *testing.T, seed int32) *RogueGame {
|
|
t.Helper()
|
|
|
|
g := New(Params{Seed: seed})
|
|
g.NewLevel()
|
|
|
|
return g
|
|
}
|
|
|
|
// renderMap draws the raw level map (not the screen) as text.
|
|
func renderMap(g *RogueGame) string {
|
|
var sb strings.Builder
|
|
|
|
for y := range NumLines {
|
|
for x := range NumCols {
|
|
ch := g.Level.Char(y, x)
|
|
if m := g.Level.MonsterAt(y, x); m != nil {
|
|
ch = m.Type
|
|
}
|
|
|
|
sb.WriteByte(ch)
|
|
}
|
|
|
|
sb.WriteByte('\n')
|
|
}
|
|
|
|
return sb.String()
|
|
}
|
|
|
|
func TestNewLevelInvariants(t *testing.T) {
|
|
for _, seed := range []int32{1, 12345, 2026, 99999} {
|
|
g := genLevel(t, seed)
|
|
|
|
checkHeroPlacement(t, g, seed)
|
|
checkRoomsDrawn(t, g, seed)
|
|
checkMonstersPlaced(t, g, seed)
|
|
checkObjectsPlaced(t, g, seed)
|
|
checkStartingKit(t, g, seed)
|
|
}
|
|
}
|
|
|
|
// checkHeroPlacement verifies the staircase and hero landed on valid,
|
|
// unoccupied cells.
|
|
func checkHeroPlacement(t *testing.T, g *RogueGame, seed int32) {
|
|
t.Helper()
|
|
|
|
// The staircase is somewhere real.
|
|
st := g.Level.Stairs
|
|
if g.Level.Char(st.Y, st.X) != Stairs {
|
|
t.Errorf("seed %d: no staircase at recorded stairs position", seed)
|
|
}
|
|
|
|
// The hero stands on a walkable, monster-free cell.
|
|
hp := g.Player.Pos
|
|
if !stepOk(g.Level.Char(hp.Y, hp.X)) {
|
|
t.Errorf("seed %d: hero on unwalkable cell %q", seed,
|
|
g.Level.Char(hp.Y, hp.X))
|
|
}
|
|
|
|
if g.Level.MonsterAt(hp.Y, hp.X) != nil {
|
|
t.Errorf("seed %d: hero standing on a monster", seed)
|
|
}
|
|
|
|
if g.Player.Room == nil {
|
|
t.Errorf("seed %d: hero not in any room", seed)
|
|
}
|
|
}
|
|
|
|
// checkRoomsDrawn verifies rooms and floor/passages appear on the map.
|
|
func checkRoomsDrawn(t *testing.T, g *RogueGame, seed int32) {
|
|
t.Helper()
|
|
|
|
m := renderMap(g)
|
|
if !strings.Contains(m, "|") || !strings.Contains(m, "-") {
|
|
t.Errorf("seed %d: no room walls drawn", seed)
|
|
}
|
|
|
|
if !strings.Contains(m, ".") && !strings.Contains(m, "#") {
|
|
t.Errorf("seed %d: no floor or passages drawn", seed)
|
|
}
|
|
}
|
|
|
|
// checkMonstersPlaced verifies every monster is indexed on the map and
|
|
// placed in a room.
|
|
func checkMonstersPlaced(t *testing.T, g *RogueGame, seed int32) {
|
|
t.Helper()
|
|
|
|
for _, mon := range g.Level.Monsters {
|
|
if g.Level.MonsterAt(mon.Pos.Y, mon.Pos.X) != mon {
|
|
t.Errorf("seed %d: monster %c not indexed at its position",
|
|
seed, mon.Type)
|
|
}
|
|
|
|
if mon.Room == nil {
|
|
t.Errorf("seed %d: monster %c has no room", seed, mon.Type)
|
|
}
|
|
}
|
|
}
|
|
|
|
// checkObjectsPlaced verifies every level object sits on a cell
|
|
// displaying its type (items can share cells only with monsters standing
|
|
// on them).
|
|
func checkObjectsPlaced(t *testing.T, g *RogueGame, seed int32) {
|
|
t.Helper()
|
|
|
|
for _, obj := range g.Level.Objects {
|
|
ch := g.Level.Char(obj.Pos.Y, obj.Pos.X)
|
|
if ch != obj.Kind.Glyph() &&
|
|
g.Level.MonsterAt(obj.Pos.Y, obj.Pos.X) == nil {
|
|
t.Errorf("seed %d: object %v at (%d,%d) but map shows %q",
|
|
seed, obj.Kind, obj.Pos.Y, obj.Pos.X, ch)
|
|
}
|
|
}
|
|
}
|
|
|
|
// checkStartingKit verifies the player has her starting kit: food, armor,
|
|
// mace, bow, arrows.
|
|
func checkStartingKit(t *testing.T, g *RogueGame, seed int32) {
|
|
t.Helper()
|
|
|
|
if len(g.Player.Pack) != 5 {
|
|
t.Errorf("seed %d: starting pack has %d items, want 5",
|
|
seed, len(g.Player.Pack))
|
|
}
|
|
|
|
if g.Player.CurWeapon == nil ||
|
|
g.Player.CurWeapon.WeaponKind() != WeaponMace {
|
|
t.Errorf("seed %d: not wielding the starting mace", seed)
|
|
}
|
|
|
|
if g.Player.CurArmor == nil ||
|
|
g.Player.CurArmor.ArmorKind() != ArmorRingMail {
|
|
t.Errorf("seed %d: not wearing the starting ring mail", seed)
|
|
}
|
|
}
|
|
|
|
func TestNewLevelDeterministic(t *testing.T) {
|
|
a := renderMap(genLevel(t, 12345))
|
|
|
|
b := renderMap(genLevel(t, 12345))
|
|
if a != b {
|
|
t.Error("same seed produced different levels")
|
|
}
|
|
|
|
c := renderMap(genLevel(t, 54321))
|
|
if a == c {
|
|
t.Error("different seeds produced identical levels")
|
|
}
|
|
}
|
|
|
|
// TestDeeperLevels exercises generation across many depths and seeds —
|
|
// mazes, dark rooms, traps, treasure rooms — as a crash/invariant sweep.
|
|
func TestDeeperLevels(t *testing.T) {
|
|
for _, seed := range []int32{7, 42, 1000, 31337} {
|
|
g := New(Params{Seed: seed})
|
|
for depth := 1; depth <= 30; depth++ {
|
|
g.Depth = depth
|
|
g.NewLevel()
|
|
|
|
st := g.Level.Stairs
|
|
if g.Level.Char(st.Y, st.X) != Stairs {
|
|
t.Fatalf("seed %d depth %d: missing staircase", seed, depth)
|
|
}
|
|
}
|
|
}
|
|
}
|