-- Check bouncing of lightning bolts around in a box with ragged -- edges. If there's anything wrong the C/C++ code will assert. local checks = 0 local iters = 10 local range = 1000 local function test_bounce_iter(map) dgn.reset_level() -- local width, height = dgn.mapsize(map) -- returns (0,0) local function place_map() return dgn.place_map(map, true, true, 30, 30) end dgn.with_map_anchors(30, 30, place_map) if dgn.grid(31, 31) ~= dgn.find_feature_number("floor") then assert(false, "Map not placed properly") end -- Move player out of the way you.moveto(2, 2) -- Fire beams slightly off of compass directions, to get the -- beam to bounce all over the place. debug.bouncy_beam(30, 30, 30 - 8, 30 - 7, range) debug.bouncy_beam(30, 30, 30 - 1, 30 - 8, range) debug.bouncy_beam(30, 30, 30 + 8, 30 - 7, range) debug.bouncy_beam(30, 30, 30 + 1, 30 - 8, range) debug.bouncy_beam(30, 30, 30 - 8, 30 + 7, range) debug.bouncy_beam(30, 30, 30 - 1, 30 + 8, range) debug.bouncy_beam(30, 30, 30 + 8, 30 + 7, range) debug.bouncy_beam(30, 30, 30 + 1, 30 + 8, range) end local function test_bounces() debug.flush_map_memory() dgn.load_des_file("test/des/bounce.des") local map = dgn.map_by_tag("bounce_test") assert(map, "Could not find bounce_test map (tag 'bounce_test')") -- The ragedness of the map edge is randomized on placement, -- so place the same map multiple times. for i = 1, iters do test_bounce_iter(map) end checks = 1 end test_bounces()