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The graph-mode map renderer iterated 0..maxX, emitting a blank slot for columns whose only inhabitant was a hidden secret node. In Matrix code blocks the dark background painted that gap as a phantom cell with no status mark — read in playtest as "a box missing a dot." Collapse columns with no visible nodes before laying out rows; secret columns reappear once the player visits them.
119 lines
4.4 KiB
Go
119 lines
4.4 KiB
Go
package plugin
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import (
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"strings"
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"testing"
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)
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// TestRenderZoneGraphMap_LinearLooksFamiliar exercises the linear-graph
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// case so the new renderer doesn't regress the legacy single-row look.
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func TestRenderZoneGraphMap_LinearLooksFamiliar(t *testing.T) {
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g := BuildLinearGraph(ZoneGoblinWarrens, []ZoneNodeKind{
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NodeKindEntry, NodeKindExploration, NodeKindTrap, NodeKindBoss,
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})
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run := &DungeonRun{
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ZoneID: ZoneGoblinWarrens,
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CurrentNode: "goblin_warrens.r2",
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VisitedNodes: []string{"goblin_warrens.r1", "goblin_warrens.r2"},
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}
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got := renderZoneGraphMap(g, run)
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// Top row should contain glyphs in order.
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if !strings.Contains(got, "E──?──T──☠") {
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t.Errorf("missing linear glyph row in:\n%s", got)
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}
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// Status row: first cleared, second current, rest pending.
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if !strings.Contains(got, "✓") || !strings.Contains(got, "▶") || !strings.Contains(got, "·") {
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t.Errorf("missing status markers in:\n%s", got)
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}
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}
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// TestRenderZoneGraphMap_HidesUnvisitedSecrets confirms the spoiler
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// guard: secret nodes don't render until the player has reached them.
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func TestRenderZoneGraphMap_HidesUnvisitedSecrets(t *testing.T) {
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nodes := []ZoneNode{
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{NodeID: "z.entry", Kind: NodeKindEntry, IsEntry: true, PosX: 0},
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{NodeID: "z.boss", Kind: NodeKindBoss, IsBoss: true, PosX: 1},
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{NodeID: "z.secret", Kind: NodeKindSecret, PosX: 1, PosY: 1},
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}
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edges := []ZoneEdge{
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{From: "z.entry", To: "z.boss"},
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{From: "z.entry", To: "z.secret", Lock: LockPerception, LockData: map[string]any{"dc": 12}},
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}
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g := BuildGraph("test_zone", nodes, edges)
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hidden := renderZoneGraphMap(g, &DungeonRun{
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CurrentNode: "z.entry",
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VisitedNodes: []string{"z.entry"},
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})
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if strings.Contains(hidden, "⚿") {
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t.Errorf("unvisited secret should not render, got:\n%s", hidden)
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}
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// Once visited, the glyph appears.
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revealed := renderZoneGraphMap(g, &DungeonRun{
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CurrentNode: "z.secret",
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VisitedNodes: []string{"z.entry", "z.secret"},
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})
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if !strings.Contains(revealed, "⚿") {
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t.Errorf("visited secret should render, got:\n%s", revealed)
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}
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}
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// TestRenderZoneGraphMap_CollapsesEmptyColumns confirms columns whose
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// only inhabitant is a hidden secret don't leave a phantom blank slot
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// in the glyph/status rows. Prior to G7 the renderer iterated 0..maxX
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// and emitted a space for empty columns, which read as a "missing dot".
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func TestRenderZoneGraphMap_CollapsesEmptyColumns(t *testing.T) {
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nodes := []ZoneNode{
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{NodeID: "z.entry", Kind: NodeKindEntry, IsEntry: true, PosX: 0},
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{NodeID: "z.mid", Kind: NodeKindExploration, PosX: 1},
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// Secret sits alone in column 2 — hidden until visited.
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{NodeID: "z.secret", Kind: NodeKindSecret, PosX: 2, PosY: 1},
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{NodeID: "z.boss", Kind: NodeKindBoss, IsBoss: true, PosX: 3},
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}
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edges := []ZoneEdge{
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{From: "z.entry", To: "z.mid"},
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{From: "z.mid", To: "z.secret", Lock: LockPerception, LockData: map[string]any{"dc": 12}},
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{From: "z.mid", To: "z.boss"},
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{From: "z.secret", To: "z.boss"},
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}
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g := BuildGraph("test_zone_collapse", nodes, edges)
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got := renderZoneGraphMap(g, &DungeonRun{
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CurrentNode: "z.entry",
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VisitedNodes: []string{"z.entry"},
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})
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// With col 2 collapsed, the top row should be a contiguous chain
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// E──?──☠ with no double-gap.
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if !strings.Contains(got, "E──?──☠") {
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t.Errorf("expected collapsed top row 'E──?──☠', got:\n%s", got)
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}
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// And no run of 3+ spaces between glyphs (would indicate a phantom column).
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for _, line := range strings.Split(got, "\n") {
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trimmed := strings.TrimSpace(line)
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if strings.Contains(trimmed, " ") {
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t.Errorf("phantom empty column detected in line %q (full output:\n%s)", line, got)
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}
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}
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}
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// TestRenderZoneGraphMap_LockedEdgeRenderedAsCross verifies locked-only
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// approaches show ╳ instead of ──.
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func TestRenderZoneGraphMap_LockedEdgeRenderedAsCross(t *testing.T) {
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nodes := []ZoneNode{
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{NodeID: "z.entry", Kind: NodeKindEntry, IsEntry: true, PosX: 0},
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{NodeID: "z.gate", Kind: NodeKindExploration, PosX: 1},
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{NodeID: "z.boss", Kind: NodeKindBoss, IsBoss: true, PosX: 2},
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}
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edges := []ZoneEdge{
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{From: "z.entry", To: "z.gate", Lock: LockKey, LockData: map[string]any{"key_id": "rune"}},
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{From: "z.gate", To: "z.boss"},
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}
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g := BuildGraph("test_zone_locked", nodes, edges)
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got := renderZoneGraphMap(g, &DungeonRun{
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CurrentNode: "z.entry",
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VisitedNodes: []string{"z.entry"},
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})
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if !strings.Contains(got, "╳") {
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t.Errorf("locked edge should render as ╳, got:\n%s", got)
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}
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}
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