Files
rgoue/game/effects_test.go
sneak 1142f43aed Restore three lost C behaviors: schtick message, forced redraw, greeting (closes #13)
Three behaviors from 5.4.4 that the port dropped silently. Each is a few
lines; grouped because they are all "restore something C did".

1. sticks.c 237: the "otherwise" arm closing do_zap's switch printed
   "what a bizarre schtick!", and doZap had turned it into doing nothing.
   The arm is under #ifdef MASTER, not under a runtime wizard test, so in
   the MASTER build this port is it printed for every player and must not
   be gated on g.Wizard. WS_NOP is a case of that switch in its own right
   ("when WS_NOP: break;"), so "no handler ran" cannot be the trigger:
   the wand of nothing does nothing quietly. C's switch covers all 14 WS_
   values, so its otherwise is reachable only for an o_which outside the
   table, which is what Object.hasValidWhich already screens for. All
   three arms fall through to obj.Charges--, as C's do.

2. command.c 288-291: CTRL('R') is "after = FALSE; clearok(curscr, TRUE);
   wrefresh(curscr);" — a forced full repaint. The port called
   g.refresh(), the ordinary diffing blit, which cannot fix the only
   situation the command exists for: a screen corrupted by another
   program's output leaves the game's record of it still correct, so the
   diff sends nothing. New Terminal.Repaint (tcell Screen.Sync, which
   discards tcell's record of the terminal rather than diffing against
   it), Screen.Repaint and g.repaint(), implemented in term.Tcell and in
   both headless test terminals. Named for the curses operation: the
   interface is the game's abstraction, not tcell's. It repaints what was
   last rendered — C repainted curscr, not stdscr — so it takes no
   window.

3. main.c 107-113: the startup greeting existed nowhere in the tree. New
   game.Greeting, printed on stdout by cmd/rogue/main.go before
   term.New(), the port's initscr(). Only the wizard wording is #ifdef
   MASTER; the other is unconditional. The %d is dnum, which main.c has
   just assigned to seed, so it is Params.Seed. Neither wording ends in a
   newline. Two placement details the tests pin: the printf sits after
   parse_opts, so a ROGUEOPTS name= is what the player is greeted by; and
   it sits after the -s/-d handling and after restore(), which never
   returns, so a resumed game does not announce that a dungeon is being
   dug (digsNewDungeon).

Greeting parses ROGUEOPTS into a throwaway game built the way New builds
the real one, tables and home directory included: ParseOpts handles every
option, not just the one the greeting reads, and inven= is matched
against inv_t_name[], which lives on the game.

All three message strings verified byte-for-byte against origin/c-master
sticks.c and main.c. No RNG call is added on any path and nothing under
game/testdata/ changed; TestSeedCompatItemTables is green against the
untouched golden.

Mutation-proved, each behavior removed in turn with only its own test
failing: dropping the message arm fails
TestZapUnhandledWandSaysBizarreSchtick; extending the message to WS_NOP
fails TestZapWandOfNothingIsSilent; putting g.refresh() back fails
TestRedrawCommandForcesFullRepaint; swapping the two wordings, and
ignoring the ROGUEOPTS name, both fail TestGreeting; greeting on the
restore path fails TestDigsNewDungeon.

ARCHITECTURE.md 5.3 gains Repaint and why a blit cannot substitute for
it; nothing here is deliberately dropped, so section 9 is unchanged.
TODO.md gets a Completed Steps entry; Next Step deliberately not rotated,
this being out-of-band issue work.
2026-08-09 10:04:54 +00:00

291 lines
6.7 KiB
Go

//nolint:testpackage // white-box tests reach unexported state (approved 2026-07-07)
package game
import "testing"
// mkGameInput builds a headless game; tests script it via setInput. The
// fixed seed keeps the scripted item/monster interactions stable.
func mkGameInput(t *testing.T) *RogueGame {
t.Helper()
g := New(Params{Seed: 5, Term: &testTerm{}})
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
}
// setInput replaces the scripted terminal input.
func setInput(t *testing.T, g *RogueGame, input ...byte) {
t.Helper()
tt, ok := g.scr.term.(*testTerm)
if !ok {
t.Fatal("game terminal is not a testTerm")
}
tt.input = input
tt.pos = 0
}
func TestQuaffHealingPotion(t *testing.T) {
t.Parallel()
g := mkGameInput(t)
pot := newObject()
pot.Kind = KindPotion
pot.Which = int(PotionHealing)
ch := give(g, pot)
setInput(t, g, 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) {
t.Parallel()
g := mkGameInput(t)
pot := newObject()
pot.Kind = KindPotion
pot.Which = int(PotionConfusion)
ch := give(g, pot)
setInput(t, g, 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) {
t.Parallel()
g := mkGameInput(t)
scr := newObject()
scr.Kind = KindScroll
scr.Which = int(ScrollEnchantArmor)
ch := give(g, scr)
setInput(t, g, 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) {
t.Parallel()
// 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)
tp := spawnAdjacent(g, 'Z')
tp.Flags.Set(Awake)
scr := newObject()
scr.Kind = KindScroll
scr.Which = int(ScrollHoldMonster)
ch := give(g, scr)
setInput(t, g, 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) {
t.Parallel()
g := mkGameInput(t)
tp := spawnAdjacent(g, 'O')
tp.Flags.Set(Awake)
scr := newObject()
scr.Kind = KindScroll
scr.Which = int(ScrollHoldMonster)
ch := give(g, scr)
setInput(t, g, 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) {
t.Parallel()
g := mkGameInput(t)
tp := spawnAdjacent(g, 'Z')
stick := newObject()
stick.Kind = KindWand
stick.Which = int(WandSlowMonster)
g.fixStick(stick)
ch := give(g, stick)
setInput(t, g, 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")
}
}
// bizarreSchtick is C's message for a zap that matched no case at all
// (sticks.c do_zap, the "otherwise" arm). Shared by the pair of tests
// below so that the one asserting it appears and the one asserting it
// does not can never drift apart.
const bizarreSchtick = "what a bizarre schtick!"
// TestZapUnhandledWandSaysBizarreSchtick pins the closing arm of C's zap
// switch. Every WS_ kind has a case, so the arm is reachable only for an
// o_which outside the table — here a wand one past the end, the state a
// corrupt save file can still describe. C's message is not gated on the
// wizard flag, only on the MASTER build this port is, so no test setup
// turns it on.
func TestZapUnhandledWandSaysBizarreSchtick(t *testing.T) {
t.Parallel()
g := mkGameInput(t)
wand := malformed(KindWand)
wand.Charges = 3
ch := give(g, wand)
setInput(t, g, ch)
g.Msgs.Huh = ""
g.doZap()
if g.Msgs.Huh != bizarreSchtick {
t.Errorf("message = %q, want %q", g.Msgs.Huh, bizarreSchtick)
}
// C falls out of the switch into o_charges-- from the otherwise arm
// as much as from any other.
if wand.Charges != 2 {
t.Errorf("charges = %d after zapping, want 2", wand.Charges)
}
}
// TestZapWandOfNothingIsSilent is the other half, and the reason the
// message cannot simply be attached to "no handler ran". WS_NOP is a case
// of C's switch in its own right — "when WS_NOP: break;" — so the wand
// that does nothing does it quietly, and only a kind C had no case for
// is bizarre.
func TestZapWandOfNothingIsSilent(t *testing.T) {
t.Parallel()
g := mkGameInput(t)
stick := newObject()
stick.Kind = KindWand
stick.Which = int(WandNothing)
g.fixStick(stick)
ch := give(g, stick)
setInput(t, g, ch)
charges := stick.Charges
g.Msgs.Huh = ""
g.doZap()
if g.Msgs.Huh == bizarreSchtick {
t.Errorf("the wand of nothing said %q; WS_NOP is a case of C's "+
"switch, not an unhandled kind", bizarreSchtick)
}
if stick.Charges != charges-1 {
t.Error("zap did not use a charge")
}
}
func TestParseOpts(t *testing.T) {
t.Parallel()
g := New(Params{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)
}
}