Replace list-based room display with proper 2D tile map using Binary Space Partitioning. Rooms are carved into a 60x20 grid, connected by L-shaped corridors, and rendered with ANSI-colored ASCII art including fog of war visibility. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
59 lines
1.5 KiB
Go
59 lines
1.5 KiB
Go
package dungeon
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import "testing"
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func TestGenerateFloor(t *testing.T) {
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floor := GenerateFloor(1)
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if len(floor.Rooms) < 5 || len(floor.Rooms) > 8 {
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t.Errorf("Room count: got %d, want 5~8", len(floor.Rooms))
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}
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bossCount := 0
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for _, r := range floor.Rooms {
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if r.Type == RoomBoss {
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bossCount++
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}
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}
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if bossCount != 1 {
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t.Errorf("Boss rooms: got %d, want 1", bossCount)
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}
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visited := make(map[int]bool)
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var dfs func(int)
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dfs = func(idx int) {
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if visited[idx] { return }
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visited[idx] = true
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for _, n := range floor.Rooms[idx].Neighbors { dfs(n) }
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}
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dfs(0)
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if len(visited) != len(floor.Rooms) {
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t.Errorf("Not all rooms connected: reachable %d / %d", len(visited), len(floor.Rooms))
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}
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}
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func TestRoomTypeProbability(t *testing.T) {
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counts := make(map[RoomType]int)
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n := 10000
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for i := 0; i < n; i++ {
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counts[RandomRoomType()]++
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}
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combatPct := float64(counts[RoomCombat]) / float64(n) * 100
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if combatPct < 40 || combatPct > 50 {
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t.Errorf("Combat room probability: got %.1f%%, want ~45%%", combatPct)
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}
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}
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func TestFloorHasTileMap(t *testing.T) {
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floor := GenerateFloor(1)
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if floor.Tiles == nil {
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t.Fatal("Floor should have tile map")
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}
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if floor.Width != 60 || floor.Height != 20 {
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t.Errorf("Map size: got %dx%d, want 60x20", floor.Width, floor.Height)
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}
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// Current room should have floor tiles
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room := floor.Rooms[0]
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centerTile := floor.Tiles[room.Y+room.H/2][room.X+room.W/2]
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if centerTile != TileFloor {
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t.Errorf("Room center should be floor tile, got %d", centerTile)
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}
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}
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