diff options
Diffstat (limited to 'internal/game/sys_escape_test.go')
| -rw-r--r-- | internal/game/sys_escape_test.go | 24 |
1 files changed, 3 insertions, 21 deletions
diff --git a/internal/game/sys_escape_test.go b/internal/game/sys_escape_test.go index f8cd2e1..a9842ba 100644 --- a/internal/game/sys_escape_test.go +++ b/internal/game/sys_escape_test.go @@ -128,11 +128,6 @@ func TestBeginEscapeMoveWithCapeOfAgility(t *testing.T) { p := player.New("cape") p.Equipment[item.SlotBack] = capeOfAgilityID - // moveTicks returns 0 for Cape of Agility. beginEscapeMove is only ever - // called when an escape has been stashed, and Cape-of-Agility / GodMode - // never enter the stash path (doMove's ticks<=0 short-circuit fires - // first), so this test just verifies the moveTicks call site compiles - // against the two-value signature. ticks, usesEnergy := g.moveTicks(p, false) if ticks != 0 { t.Errorf("Cape of Agility should give 0 ticks, got %d", ticks) @@ -247,11 +242,8 @@ func TestEscapeClearedOnStop(t *testing.T) { } } -// TestPlayerActionDisplayNoPreparingToFlee verifies the (previously-unreachable) -// "preparing to flee" display branch has been removed. While waiting to flee -// the player is still in combat, so playerActionDisplay's in-combat branch -// governs (returning "fighting a X" — exercised indirectly through combat -// tests). A pure EscapeDir set with no combat engagement now yields "". +// TestPlayerActionDisplayNoPreparingToFlee verifies the +// "preparing to flee" display branch has been removed. func TestPlayerActionDisplayNoPreparingToFlee(t *testing.T) { g := escapeTestGame() p := player.New("fleer") @@ -281,9 +273,6 @@ func TestEscapeReliefFiresOnThirdHit(t *testing.T) { g.Combat.Enter(p.Name, "relief_mob") sess := escapeTestSession(p) - // Three escape-canceling hits. Between hits the test re-arms the escape - // (in the real flow the player re-issues a direction). maxHit=1 makes - // RollDamage deterministic (always 1) so HP=100 survives cleanly. for i := 0; i < 3; i++ { p.EscapeDir = "north" p.EscapeTarget = 11 @@ -411,14 +400,7 @@ func TestEscapeFailCountResetsOnCombatEntry(t *testing.T) { } // TestEscapeReliefSuppressedOnKillingBlow verifies that when the 3rd hit -// would simultaneously kill the player (HP drops to 0), the relief is -// suppressed — the player dies cleanly (the live mob-attack tick subscriber -// notices HP<=0 and calls endCombat → killPlayer) rather than seeing a -// misleading "power through" message. -// -// We exercise applyMobHit directly (no subscriber), so killPlayer is not -// invoked here; we instead verify that the relief branch did NOT fire -// (MoveTicks stays 0). +// would kill the player, the relief is suppressed. func TestEscapeReliefSuppressedOnKillingBlow(t *testing.T) { g := escapeTestGame() p := player.New("doomed") |
