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-rw-r--r--internal/game/vesta_world_test.go379
1 files changed, 379 insertions, 0 deletions
diff --git a/internal/game/vesta_world_test.go b/internal/game/vesta_world_test.go
new file mode 100644
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+++ b/internal/game/vesta_world_test.go
@@ -0,0 +1,379 @@
+package game
+
+import (
+ "path/filepath"
+ "strings"
+ "testing"
+
+ "thehouseoficarus/internal/item"
+ "thehouseoficarus/internal/object"
+ "thehouseoficarus/internal/validate"
+ "thehouseoficarus/internal/world"
+)
+
+// Load authored content without starting a server, migrating characters or
+// recovering the live economy journal. World-building tests must be read-only.
+func loadVesta(t *testing.T) (*Game, map[int]*world.Room, map[int]string) {
+ t.Helper()
+ dir := filepath.Join("..", "..", "data")
+ g := &Game{Deps: Deps{
+ DataDir: dir, World: world.New(dir), MobStore: world.NewMobStore(dir),
+ ObjectStore: object.NewObjectStore(dir), ItemStore: item.NewItemStore(dir),
+ CourseStore: NewCourseStore(dir),
+ }}
+ rooms := map[int]*world.Room{}
+ zones := map[int]string{}
+ for id := range g.World.RoomIndex() {
+ r, err := g.World.LoadRoom(id)
+ if err != nil {
+ t.Fatalf("room %d: %v", id, err)
+ }
+ rooms[id] = r
+ path, _ := g.World.GetRoomPath(id)
+ zones[id] = filepath.Base(filepath.Dir(path))
+ }
+ return g, rooms, zones
+}
+
+func vestaCity(zone string) bool {
+ switch zone {
+ case "numisia", "brumalia", "tuccia", "domita", "casino":
+ return true
+ }
+ return false
+}
+
+func safeVestaRooms(t *testing.T, g *Game, rooms map[int]*world.Room) map[int]bool {
+ t.Helper()
+ safe := map[int]bool{}
+ for id, r := range rooms {
+ safe[id] = r.Hazard == ""
+ for _, spawn := range r.Mobs {
+ mob, err := g.MobStore.LoadDef(spawn.ID)
+ if err != nil {
+ t.Fatal(err)
+ }
+ if mob.Combat != nil && mob.Combat.Aggressive {
+ safe[id] = false
+ if spawn.WanderInterval != 0 || len(spawn.WanderRooms) != 0 {
+ t.Errorf("room %d: hostile %s must not wander onto safe routes", id, spawn.ID)
+ }
+ }
+ }
+ }
+ return safe
+}
+
+func vestaWalk(rooms map[int]*world.Room, safe map[int]bool, start int) map[int]bool {
+ seen := map[int]bool{start: true}
+ queue := []int{start}
+ for len(queue) > 0 {
+ id := queue[0]
+ queue = queue[1:]
+ for _, exit := range rooms[id].Exits {
+ if exit.Condition != nil || exit.Hidden || exit.AlwaysBlocked || !safe[exit.Room] || seen[exit.Room] {
+ continue
+ }
+ seen[exit.Room] = true
+ queue = append(queue, exit.Room)
+ }
+ }
+ return seen
+}
+
+func TestVestaGeographyAndSafeTravel(t *testing.T) {
+ g, rooms, zones := loadVesta(t)
+ grid := world.BuildGrid(1001, func(id int) (*world.Room, bool) {
+ r, ok := rooms[id]
+ return r, ok
+ }, nil, nil, func(conflict world.GridConflict) {
+ t.Errorf("inconsistent world grid: %+v", conflict)
+ })
+ if len(grid.Coord) != len(rooms) {
+ t.Errorf("only %d/%d rooms connected to the retained introduction", len(grid.Coord), len(rooms))
+ }
+ for _, id := range []int{1001, 1002, 1003} {
+ if rooms[id] == nil {
+ t.Fatalf("retained intro room %d missing", id)
+ }
+ }
+ for id, zone := range zones {
+ if zone == "intro" && (id < 1001 || id > 1003) || id >= 999991 {
+ t.Errorf("placeholder room %d remains", id)
+ }
+ }
+ // Map Y decreases northward. These relative positions are part of the brief.
+ num, fields := grid.Coord[1104], grid.Coord[1306]
+ brum, forest := grid.Coord[2104], grid.Coord[4100]
+ tuccia, domita := grid.Coord[3104], grid.Coord[5104]
+ if fields[1] >= num[1] || brum[0] <= num[0] || forest[0] >= num[0] || tuccia[1] <= forest[1] || domita[0] >= forest[0] || domita[1] >= forest[1] {
+ t.Fatal("region no longer follows the requested city geography")
+ }
+ safe := safeVestaRooms(t, g, rooms)
+ walkable := vestaWalk(rooms, safe, 1104)
+ counts := map[string]int{}
+ for id, zone := range zones {
+ counts[zone]++
+ if vestaCity(zone) || zone == "roads" {
+ if !safe[id] {
+ t.Errorf("%s room %d is unsafe", zone, id)
+ }
+ // The house is the only ownership-gated city interior.
+ if id != estateNeighborhoodID && rooms[id].Name != "Tuccia — Home Workshop" && !walkable[id] {
+ t.Errorf("%s room %d requires a gate or dangerous detour", zone, id)
+ }
+ }
+ }
+ for _, zone := range []string{"numisia", "brumalia", "tuccia", "domita"} {
+ if counts[zone] < 30 {
+ t.Errorf("%s needs dozens of distinct rooms, got %d", zone, counts[zone])
+ }
+ }
+ for _, id := range []int{1306, 4100, 1201, 1207, 1212, 5207} {
+ if !walkable[id] {
+ t.Errorf("rural hub/resource destination %d has no safe all-level approach", id)
+ }
+ }
+ for _, course := range g.CourseStore.AllCourses() {
+ if !walkable[course.StartRoom] {
+ t.Errorf("course %s has an unsafe or gated approach", course.ID)
+ }
+ }
+}
+
+func TestVestaEarlySkillsAndSeparateServices(t *testing.T) {
+ g, rooms, zones := loadVesta(t)
+ gathers := map[string]map[int]bool{}
+ placed := map[string]bool{}
+ stock := map[string]bool{}
+ spawns := map[string]bool{}
+ for id, r := range rooms {
+ shops := 0
+ for _, spawn := range r.Mobs {
+ spawns[spawn.ID] = true
+ mob, err := g.MobStore.LoadDef(spawn.ID)
+ if err != nil {
+ t.Fatal(err)
+ }
+ if mob.Shop != nil {
+ shops++
+ for _, entry := range mob.Shop.Items {
+ stock[entry.ItemID] = true
+ }
+ }
+ if c := mob.Combat; c != nil {
+ s := c.Stats
+ if c.AssassinLevel > 40 || s.Attack > 40 || s.Strength > 40 || s.Defense > 40 || s.Ranged > 40 || s.Science > 40 {
+ t.Errorf("room %d: %s is beyond this starting region's combat scope", id, spawn.ID)
+ }
+ }
+ if mob.Steal != nil && mob.Steal.Level > 40 {
+ t.Errorf("room %d: %s is beyond early Thieving progression", id, spawn.ID)
+ }
+ }
+ if shops > 1 {
+ t.Errorf("room %d crams %d vendors into one shop", id, shops)
+ }
+ for _, ref := range r.Objects {
+ if ref.Local != nil {
+ continue
+ }
+ placed[ref.ID] = true
+ obj, err := g.ObjectStore.Load(ref.ID)
+ if err != nil {
+ t.Fatal(err)
+ }
+ if obj.Gather == nil {
+ continue
+ }
+ if vestaCity(zones[id]) {
+ t.Errorf("resource %s belongs outside city room %d", ref.ID, id)
+ }
+ if gathers[obj.Gather.Skill] == nil {
+ gathers[obj.Gather.Skill] = map[int]bool{}
+ }
+ for _, drop := range obj.Gather.Drops {
+ gathers[obj.Gather.Skill][drop.Level] = true
+ if drop.Level > 40 {
+ t.Errorf("room %d: %s yields level %d resources in the starting region", id, ref.ID, drop.Level)
+ }
+ }
+ }
+ }
+ for skill, levels := range map[string][]int{
+ "woodcutting": {1, 15, 30, 35}, "mining": {1, 15, 20, 30, 40},
+ "fishing": {1, 5, 20, 28, 35, 40}, "technology": {1, 10, 20, 30, 40},
+ } {
+ for _, level := range levels {
+ if !gathers[skill][level] {
+ t.Errorf("missing %s training tier %d", skill, level)
+ }
+ }
+ }
+ for _, id := range []string{
+ "furnace", "anvil", "workbench", "spinning_wheel", "pottery_wheel", "pottery_oven", "cooking_range",
+ "allotment_patch", "herb_patch", "flower_patch", "flax_bed", "sheep", "charging_station",
+ "terminal_basic", "terminal_advanced", "terminal_secure", "scrap_pile",
+ "solar_altar", "hydro_altar", "cosmic_altar", "eco_altar", "chaos_altar", "estate_directory",
+ } {
+ if !placed[id] {
+ t.Errorf("missing reachable skill station %s", id)
+ }
+ }
+ for _, id := range []string{
+ "bronze_axe", "bronze_pickaxe", "hammer", "knife", "matches", "small_fishing_net", "fishing_rod",
+ "fly_fishing_rod", "feather", "fishing_bait", "lobster_pot", "harpoon", "saw", "shears",
+ "needle", "thread", "chisel", "rake", "spade", "watering_can", "plant_cure", "vial", "eye_of_newt",
+ "solar_identifier", "hydro_identifier", "eco_identifier", "cosmic_identifier", "chaos_identifier",
+ "biojunk", "ecojunk", "lawjunk", "naturejunk", "salt", "acid_vial", "insulated_gloves",
+ } {
+ if !stock[id] {
+ t.Errorf("no vendor supplies required skill input %s", id)
+ }
+ }
+ for _, id := range []string{"apprentice_frame", "irrigation_frame", "harbor_winch", "survey_frame", "numisia_contracts", "tuccia_contracts", "domita_contracts"} {
+ if !spawns[id] {
+ t.Errorf("missing combat/Assassin activity %s", id)
+ }
+ }
+ levels := map[int]bool{}
+ for _, course := range g.CourseStore.AllCourses() {
+ levels[course.RequiredLevel] = true
+ if course.RequiredLevel > 40 {
+ t.Errorf("%s exceeds the starting-region scope", course.ID)
+ }
+ for _, obstacle := range course.Obstacles {
+ foundExit := false
+ for _, ref := range rooms[obstacle.RoomID].Objects {
+ if ref.Local != nil {
+ continue
+ }
+ obj, _ := g.ObjectStore.Load(ref.ID)
+ for _, trigger := range obj.OnUse {
+ for _, step := range trigger.Steps {
+ foundExit = foundExit || step.Teleport == course.StartRoom
+ }
+ }
+ }
+ if !foundExit {
+ t.Errorf("%s obstacle %d has no level-independent escape", course.ID, obstacle.RoomID)
+ }
+ }
+ }
+ for _, level := range []int{1, 10, 20, 30, 40} {
+ if !levels[level] {
+ t.Errorf("missing Agility tier %d", level)
+ }
+ }
+}
+
+func TestVestaCasinoFloorsAndVariants(t *testing.T) {
+ _, rooms, zones := loadVesta(t)
+ grid := world.BuildGrid(6102, func(id int) (*world.Room, bool) {
+ r, ok := rooms[id]
+ return r, ok
+ }, nil, nil, nil)
+ games := map[string]int{}
+ floors := map[int]int{}
+ future := 0
+ soft17, surrender, singleDeck, huff, classic := false, false, false, false, false
+ for id, r := range rooms {
+ if zones[id] != "casino" {
+ if len(r.CasinoTables)+len(r.CasinoMachines) > 0 {
+ t.Errorf("unexpected casino game outside Domita's casino: %d", id)
+ }
+ continue
+ }
+ floor := grid.Coord[id][2]
+ floors[floor]++
+ if strings.Contains(r.Name, "Future ") {
+ future++
+ }
+ count := len(r.CasinoTables) + len(r.CasinoMachines)
+ if count > 1 || count > 0 && floor != 0 {
+ t.Errorf("room %d: games must have individual ground-floor salons", id)
+ }
+ for _, table := range r.CasinoTables {
+ games[string(table.Game)]++
+ if table.Game == "blackjack" {
+ soft17 = soft17 || table.Blackjack.DealerHitSoft17 != nil && *table.Blackjack.DealerHitSoft17
+ surrender = surrender || table.Blackjack.Surrender != nil && *table.Blackjack.Surrender
+ singleDeck = singleDeck || table.Blackjack.Decks == 1
+ }
+ }
+ for _, machine := range r.CasinoMachines {
+ games[string(machine.Game)]++
+ huff = huff || machine.Variant == "huff_and_even_more_puff"
+ classic = classic || machine.Variant == ""
+ }
+ }
+ if games["blackjack"] < 5 || games["baccarat"] < 3 || games["slots"] < 5 || !soft17 || !surrender || !singleDeck || !huff || !classic {
+ t.Errorf("casino variant coverage lost: %v", games)
+ }
+ if future < 15 || floors[0] < 30 || floors[1] < 15 || floors[2] < 15 || floors[3] < 15 {
+ t.Errorf("casino needs a large ground floor and substantial expansion floors: floors=%v future=%d", floors, future)
+ }
+}
+
+func TestVestaTransportAndContractReferences(t *testing.T) {
+ g, rooms, _ := loadVesta(t)
+ // The older shipped-data test does not load modules. Explicitly include
+ // them here, otherwise deleted transport destinations can silently escape CI.
+ oldMods, oldByID := AllMods, modByID
+ oldTechs, oldTechByID := AllTechs, techByID
+ t.Cleanup(func() {
+ AllMods, modByID = oldMods, oldByID
+ AllTechs, techByID = oldTechs, oldTechByID
+ })
+ if err := g.LoadMods(); err != nil {
+ t.Fatal(err)
+ }
+ if err := g.LoadTechs(); err != nil {
+ t.Fatal(err)
+ }
+ g.ValidationConfig.RootRooms = []int{1001}
+ g.CourseStore.SetWorld(g.World)
+ for _, issue := range validate.Run(g.validationSource()) {
+ if issue.Level == "ERROR" {
+ t.Errorf("%s", issue.Message)
+ }
+ }
+ walkable := vestaWalk(rooms, safeVestaRooms(t, g, rooms), 1104)
+ for _, mod := range AllMods {
+ if mod.Category == ModTransport && !walkable[mod.Destination] {
+ t.Errorf("transport %s points to an unsafe/unreachable destination %d", mod.ID, mod.Destination)
+ }
+ }
+ spawns := map[string]bool{}
+ for _, r := range rooms {
+ for _, mob := range r.Mobs {
+ spawns[mob.ID] = true
+ }
+ }
+ for _, id := range []string{"numisia_contracts", "tuccia_contracts", "domita_contracts"} {
+ mob, _ := g.MobStore.LoadDef(id)
+ assignments := 0
+ for _, node := range mob.Talk.Nodes {
+ for _, option := range node.Options {
+ if option.Action == nil {
+ continue
+ }
+ flags := option.Action.SetPlayerFlags
+ target, _ := flags["assassin_task_mob"].(string)
+ if target == "" {
+ continue
+ }
+ assignments++
+ if !spawns[target] {
+ t.Errorf("%s assigns unplaced target %s", id, target)
+ }
+ if flags["assassin_task_remaining"] != flags["assassin_task_total"] || flags["assassin_task_total"] == nil {
+ t.Errorf("%s has an incomplete contract for %s", id, target)
+ }
+ }
+ }
+ if assignments == 0 {
+ t.Errorf("%s offers no functioning contracts", id)
+ }
+ }
+}