ObjectKind separates what an item is from how it draws: Object.Type (a byte that doubled as the map character) becomes Kind ObjectKind, with Glyph() producing the display character and objectKindForGlyph converting back at the map boundary. KindWand covers the C 'stick' category. The magic-missile bolt uses KindGold, matching C's literal o_type='*' trick, with a comment. PotionKind, ScrollKind, RingKind, WandKind, WeaponKind, ArmorKind and TrapKind are now iota enums with Stringer (names come from the base info tables); Object gains typed accessors (obj.RingKind(), ...) and Launch is typed WeaponKind. beTrapped returns TrapKind. The getItem/inventory/whatis prompt filters take ObjectKind, with KindCallable/KindRingOrStick replacing the C CALLABLE/R_OR_S sentinels; wizard.c's type_name table is subsumed by ObjectKind.String(). IsRing/IsWearing/initWeapon/doPot signatures are typed accordingly. The save format version becomes 5.4.4-go2: the gob field rename would otherwise silently zero Kind when reading old saves. No behavior change; full suite green.
113 lines
2.9 KiB
Go
113 lines
2.9 KiB
Go
package game
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import (
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"encoding/gob"
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"os"
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"path/filepath"
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"testing"
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)
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func TestSaveRestoreRoundTrip(t *testing.T) {
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g := mkGame(t, 4242)
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// Dirty up some state so the round trip is meaningful.
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g.Player.Purse = 123
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g.Player.FoodLeft = 777
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g.HasAmulet = true
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g.Items.Potions[PotionHealing].Know = true
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g.Items.Scrolls[ScrollMagicMapping].Guess = "map???"
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g.Monsters['F'-'A'].Stats.Dmg = "3x1" // mutated bestiary must survive
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if len(g.Level.Monsters) > 0 {
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g.Level.Monsters[0].Flags.Set(Awake)
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g.Level.Monsters[0].Dest = &g.Player.Pos
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}
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path := filepath.Join(t.TempDir(), "rogue.save")
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if err := g.saveFile(path); err != nil {
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t.Fatalf("saveFile: %v", err)
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}
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h, err := Restore(path, Config{Term: &testTerm{}})
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if err != nil {
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t.Fatalf("Restore: %v", err)
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}
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if _, err := os.Stat(path); !os.IsNotExist(err) {
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t.Error("save file not deleted on restore (C anti-restart rule)")
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}
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if h.Player.Purse != 123 || h.Player.FoodLeft != 777 {
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t.Errorf("player state lost: purse=%d food=%d",
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h.Player.Purse, h.Player.FoodLeft)
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}
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if !h.HasAmulet {
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t.Error("amulet flag lost")
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}
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if !h.Items.Potions[PotionHealing].Know {
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t.Error("potion identification lost")
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}
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if h.Items.Scrolls[ScrollMagicMapping].Guess != "map???" {
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t.Error("scroll guess lost")
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}
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if h.Monsters['F'-'A'].Stats.Dmg != "3x1" {
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t.Error("mutated bestiary lost")
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}
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if h.Rng.Seed != g.Rng.Seed {
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t.Error("RNG state lost")
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}
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if renderMap(h) != renderMap(g) {
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t.Error("restored level map differs")
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}
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if len(h.Level.Monsters) != len(g.Level.Monsters) {
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t.Fatalf("monster count %d != %d",
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len(h.Level.Monsters), len(g.Level.Monsters))
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}
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if len(g.Level.Monsters) > 0 {
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m := h.Level.Monsters[0]
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if m.Dest != &h.Player.Pos {
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t.Error("monster chase target not re-aliased to the hero")
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}
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if h.Level.MonsterAt(m.Pos.Y, m.Pos.X) != m {
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t.Error("map monster index not rebuilt")
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}
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if m.Room == nil {
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t.Error("monster room pointer not rebuilt")
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}
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}
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// Equipment aliasing: the wielded mace must be the same *Object as the
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// one in the pack.
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st := g.snapshot()
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t.Logf("snapshot indices: weapon=%d armor=%d rings=%v packlen=%d",
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st.Player.CurWeapon, st.Player.CurArmor, st.Player.CurRing,
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len(st.Player.Body.Pack))
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t.Logf("restored: CurWeapon=%p pack has %d items", h.Player.CurWeapon,
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len(h.Player.Pack))
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found := false
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for i, o := range h.Player.Pack {
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t.Logf(" pack[%d]=%p type=%v which=%d", i, o, o.Kind, o.Which)
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if o == h.Player.CurWeapon {
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found = true
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}
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}
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if !found {
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t.Error("restored CurWeapon is not aliased into the pack")
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}
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}
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func TestRestoreRejectsWrongVersion(t *testing.T) {
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g := mkGame(t, 1)
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path := filepath.Join(t.TempDir(), "rogue.save")
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st := g.snapshot()
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st.Version = "0.0.0"
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f, err := os.Create(path)
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if err != nil {
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t.Fatal(err)
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}
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if err := gob.NewEncoder(f).Encode(st); err != nil {
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t.Fatal(err)
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}
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f.Close()
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if _, err := Restore(path, Config{}); err == nil {
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t.Error("restore accepted an out-of-date save")
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}
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}
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