Module sneak.berlin/go/rogue, package game: - types.go: all rogue.h constants, flag types, Coord/Stats/Room/ObjInfo - creature.go/object.go: the THING union split into Creature (Player/ Monster) and Object; slices replace the C linked lists - level.go: Place map with the C column-major layout and chat/flat/moat/ winat access methods - tables.go: extern.c + init.c data (bestiary, item tables, name pools) - rng.go: the exact C LCG (seed*11109+13849), golden-tested against a compiled C reference for seed compatibility - init.go: per-game item appearance randomization (init.c) - daemon.go/daemons.go: scheduler with DaemonID replacing function pointers (ids match the C save format's mapping) - game.go: RogueGame holds all former globals; NewGame constructor
87 lines
2.2 KiB
Go
87 lines
2.2 KiB
Go
package game
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import "testing"
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// badcheck from init.c: every probability table must sum to exactly 100.
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func TestProbabilitiesSumTo100(t *testing.T) {
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sum := func(info []ObjInfo) int {
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s := 0
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for _, oi := range info {
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s += oi.Prob
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}
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return s
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}
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tables := map[string][]ObjInfo{
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"things": baseThings[:],
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"potions": basePotInfo[:],
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"scrolls": baseScrInfo[:],
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"rings": baseRingInfo[:],
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"sticks": baseWsInfo[:],
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"weapons": baseWeapInfo[:MaxWeapons], // excludes the flame entry
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"armor": baseArmInfo[:],
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}
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for name, tab := range tables {
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if s := sum(tab); s != 100 {
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t.Errorf("bad percentages for %s: sum = %d, want 100", name, s)
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}
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}
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}
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func TestInitProbsCumulative(t *testing.T) {
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g := NewGame(Config{Seed: 1})
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last := g.Items.Potions[MaxPotions-1].Prob
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if last != 100 {
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t.Errorf("cumulative potion probability ends at %d, want 100", last)
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}
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for i := 1; i < MaxPotions; i++ {
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if g.Items.Potions[i].Prob < g.Items.Potions[i-1].Prob {
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t.Errorf("potion probs not nondecreasing at %d", i)
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}
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}
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}
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func TestNewGameRandomizesAppearances(t *testing.T) {
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g := NewGame(Config{Seed: 12345})
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seen := map[string]bool{}
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for i, c := range g.Items.PotColors {
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if c == "" {
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t.Fatalf("potion %d has no color", i)
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}
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if seen[c] {
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t.Errorf("potion color %q assigned twice", c)
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}
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seen[c] = true
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}
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for i, n := range g.Items.ScrNames {
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if n == "" {
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t.Fatalf("scroll %d has no name", i)
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}
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if len(n) > MaxNameLen+1 {
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t.Errorf("scroll name %q longer than C buffer allows", n)
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}
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}
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for i := range g.Items.WandType {
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if g.Items.WandType[i] != "wand" && g.Items.WandType[i] != "staff" {
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t.Errorf("stick %d has type %q", i, g.Items.WandType[i])
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}
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if g.Items.WandMade[i] == "" {
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t.Errorf("stick %d has no material", i)
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}
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}
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// Determinism: same seed, same appearances.
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h := NewGame(Config{Seed: 12345})
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if h.Items != g.Items {
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t.Error("two games with the same seed produced different item lore")
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}
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}
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func TestMonsterTable(t *testing.T) {
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if monsterTable[0].Name != "aquator" || monsterTable[25].Name != "zombie" {
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t.Error("monster table order broken")
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}
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if monsterTable['D'-'A'].Name != "dragon" {
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t.Error("letter indexing broken")
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}
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}
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