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-- 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()