1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
|
package game
import (
"testing"
"thehouseoficarus/internal/behavior"
"thehouseoficarus/internal/casino"
"thehouseoficarus/internal/item"
"thehouseoficarus/internal/net"
"thehouseoficarus/internal/player"
"thehouseoficarus/internal/prediction"
)
// Regression: gather verbs must normalize to the gather action type, otherwise
// startAction's bhType != verb gate rejects mine/chop/fish/cut outright.
func TestGatherVerbsNormalizeToGatherAction(t *testing.T) {
for _, verb := range []string{"mine", "chop", "fish", "cut", "shear"} {
if got := normalizeVerb(verb); got != string(behavior.TypeGather) {
t.Errorf("normalizeVerb(%q) = %q, want %q", verb, got, behavior.TypeGather)
}
}
}
// Regression: an unbounded step count must be rejected before it allocates.
func TestParseWalkDirectionsRejectsHugeCount(t *testing.T) {
if _, err := parseWalkDirections("999999999n"); err == nil {
t.Fatal("expected an error for an unbounded step count")
}
dirs, err := parseWalkDirections("3n2e")
if err != nil {
t.Fatalf("parseWalkDirections: %v", err)
}
if len(dirs) != 5 {
t.Fatalf("len(dirs) = %d, want 5", len(dirs))
}
}
// Regression: collectPredictions must not mark resolved contracts collected
// when the credit cap blocks the payout, or the winnings are lost forever.
func TestCollectPredictionsKeepsContractsWhenCreditCapBlocks(t *testing.T) {
h := newHarness(t)
h.seedAccount("alice")
h.seedCharacter("alice", "alice")
sess, _ := h.connect("alice")
sess.Player.PredictionContracts = []prediction.Contract{
{MarketID: "m1", Status: "resolved", Proceeds: 1000},
}
sess.Player.Credits = casino.MaxCredits
h.g.RunOnOwner(func() { h.g.collectPredictions(sess) })
if got := sess.Player.PredictionContracts[0].Status; got != "resolved" {
t.Fatalf("credit-cap collect changed status to %q; the payout would be lost", got)
}
// With room under the cap, the same contract must still be collectable.
sess.Player.Credits = 0
h.g.RunOnOwner(func() { h.g.collectPredictions(sess) })
if got := sess.Player.PredictionContracts[0].Status; got != "collected" {
t.Fatalf("status = %q, want collected", got)
}
if sess.Player.Credits != 1000 {
t.Fatalf("credits = %d, want 1000", sess.Player.Credits)
}
}
// Regression: a craft with no ingredient entries must be unsatisfiable, not
// "always satisfied" (which would loop producing output for free).
func TestPlanIngredientsRejectsEmptyCraft(t *testing.T) {
c := &item.CraftDef{Type: "fletch"}
if plan := planIngredients(c, func(string) int { return 999 }); plan != nil {
t.Fatalf("empty craft produced a plan: %+v", plan)
}
}
// Regression: a command reached through a prefix/abbreviation must not have its
// arguments lowercased (global/symbol/prompt/addlocalobj read rawInput).
func TestGlobalCommandPreservesArgumentCase(t *testing.T) {
h := newHarness(t)
h.seedAccount("alice")
h.seedCharacter("alice", "alice")
h.seedAccount("bob")
h.seedCharacter("bob", "bob")
alice, _ := h.connect("alice")
_, bobConn := h.connect("bob")
h.g.RunOnOwner(func() { h.g.HandleSessionOnOwner(alice, "glo Hello World") })
if !bobConn.Contains("Hello World") {
t.Fatalf("global broadcast lost argument case: %s", bobConn.Bytes())
}
}
// Regression: `get 5 credits` used to sweep the whole purse headroom.
func TestPickupCreditsHonorsRequestedQuantity(t *testing.T) {
h := newHarness(t)
h.seedAccount("alice")
p := h.seedCharacter("alice", "alice")
h.g.RunOnOwner(func() {
p.Credits = 0
h.g.World.AddGroundItem(p.RoomID, "credits", 10)
sess := &net.Session{Player: p, Conn: newChanConn()}
h.g.pickupCredits(sess, p, "credits", 5)
if p.Credits != 5 {
t.Errorf("credits = %d, want 5 (output: %s)", p.Credits, sess.Conn.(*chanConn).Bytes())
}
})
}
// Regression: the player-file classifier must canonicalize repeated "/" and
// "data/" prefixes so a raw-editor path cannot dodge the online check.
// Regression: availability scans every recipe, but execution used Craft[0], so
// a player satisfying a later recipe (e.g. oak arrow shafts) got a start-then-
// abort. usableCraftIndex must pick the satisfied recipe.
func TestUsableCraftIndexSelectsSatisfiedRecipe(t *testing.T) {
g := &Game{}
p := player.New("alice")
def := &item.ItemDef{
ID: "arrow_shaft",
Craft: item.CraftList{
{Type: "fletching", Level: 1, Ingredients: []item.IngredientEntry{{Items: []string{"logs"}, Quantity: 1}}},
{Type: "fletching", Level: 1, Ingredients: []item.IngredientEntry{{Items: []string{"oak_logs"}, Quantity: 1}}},
},
}
p.SetInvSlot(0, &player.InventorySlot{ItemID: "oak_logs", Quantity: 5})
if idx := g.usableCraftIndex(p, def); idx != 1 {
t.Fatalf("usableCraftIndex = %d, want 1 (the satisfied oak recipe)", idx)
}
}
func TestPlayerDataFileNameCanonicalizesPrefixes(t *testing.T) {
for _, in := range []string{
"players/characters/alice.yaml",
"//players/characters/alice.yaml",
"data/data/players/characters/alice.yaml",
"/data/players/characters/alice.yaml",
} {
name, kind, ok := playerDataFileName(in)
if !ok || name != "alice" || kind != "characters" {
t.Errorf("playerDataFileName(%q) = (%q, %q, %v), want (alice, characters, true)", in, name, kind, ok)
}
}
}
|