-- 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 beams = 10 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 to random targets, using a ray as returned by -- find_ray if available. for i = 1, beams do local dx = crawl.random2(9) local dy = crawl.random2(9) debug.bouncy_beam(30, 30, 30+dx, 30+dy, 1000, true) end 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()