new file structure
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@@ -0,0 +1,256 @@
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package inc
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import (
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"image/png"
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"os"
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"path/filepath"
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"strings"
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"testing"
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inkwell "git.teletypegames.org/engines/inkwell"
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)
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func newTestGame(t *testing.T) *inkwell.Game {
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t.Helper()
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g := New(Opts{})
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if err := g.Validate(); err != nil {
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t.Fatalf("Validate: %v", err)
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}
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return g
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}
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// The engine's Validate only checks scene→asset/character references. A typo in
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// a dialogue, script or item name would surface at runtime as a silent no-op
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// (RunDialogue and RunScript fail quietly), so check them here.
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func TestReferencesResolve(t *testing.T) {
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g := newTestGame(t)
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for _, n := range []string{DlgDex, DlgMysteryTape} {
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if !g.DialogueManager.Has(n) {
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t.Errorf("missing dialogue: %q", n)
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}
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}
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for _, n := range []string{ScriptTapeInsert, ScriptFinale} {
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if !g.ScriptManager.Has(n) {
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t.Errorf("missing script: %q", n)
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}
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}
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for _, n := range []string{ItemNoodleLetter, ItemMysteryTape, ItemBlackArmilla} {
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if !g.ItemManager.Has(n) {
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t.Errorf("missing item: %q", n)
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}
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}
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for n := range Tapes {
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if !g.CharacterManager.Has(n) {
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t.Errorf("tape character not registered: %q", n)
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}
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}
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// Every loadable tape needs an item, a character and a dialogue.
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for item, char := range TapeItems {
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if !g.ItemManager.Has(item) {
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t.Errorf("tape item not registered: %q", item)
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}
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if !g.CharacterManager.Has(char) {
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t.Errorf("tape character not registered: %q", char)
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}
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if !g.DialogueManager.Has(TapeDialogue(item)) {
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t.Errorf("tape %q has no dialogue: %q", item, TapeDialogue(item))
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}
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}
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}
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// The two-channel rule: every tape needs its own voice colour, distinct from
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// the world's. Without that, "if something is amber, a tape said it" is not
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// readable.
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func TestTapeVoicesAreDistinct(t *testing.T) {
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g := newTestGame(t)
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paul, _ := g.CharacterManager.Get(Paul)
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seen := map[[4]uint32]string{}
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for n := range Tapes {
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c, _ := g.CharacterManager.Get(n)
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if c.SpeechColor == nil {
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t.Errorf("%s: no SpeechColor", n)
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continue
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}
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if c.SpeechColor == paul.SpeechColor {
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t.Errorf("%s speaks in the same colour as Paul", n)
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}
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r, gr, b, a := c.SpeechColor.RGBA()
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key := [4]uint32{r, gr, b, a}
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if other, dup := seen[key]; dup {
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t.Errorf("%s and %s share a voice colour", n, other)
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}
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seen[key] = n
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}
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}
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// HUD geometry: the two channels must not overlap, and both must stay inside
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// the HUD strip.
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func TestHUDGeometry(t *testing.T) {
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g := newTestGame(t)
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ch, ok := g.UIManager.Get("channel")
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if !ok {
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t.Fatal("no 'channel' widget")
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}
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tc := ch.(*TapeChannel)
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if tc.Bounds.X < DividerX {
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t.Errorf("tape channel crosses into the world side: X=%v < %v", tc.Bounds.X, DividerX)
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}
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if tc.Bounds.X+tc.Bounds.W > ScreenW {
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t.Errorf("tape channel runs off screen: %v", tc.Bounds.X+tc.Bounds.W)
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}
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if tc.Bounds.Y < HUDTop {
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t.Errorf("tape channel reaches into the scene: Y=%v < %v", tc.Bounds.Y, HUDTop)
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}
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sl, ok := g.UIManager.Get("tapes")
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if !ok {
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t.Fatal("no 'tapes' widget")
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}
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if ts := sl.(*TapeSlots); ts.Bounds.X+ts.Bounds.W > DividerX {
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t.Errorf("tape slots cross the divider: %v > %v", ts.Bounds.X+ts.Bounds.W, DividerX)
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}
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// The dialogue box deliberately covers only the left region, so a tape can
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// comment alongside the conversation.
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db, ok := g.UIManager.Get("dialog")
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if !ok {
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t.Fatal("no 'dialog' widget")
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}
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if box := db.(*inkwell.DialogBox); box.Bounds.X+box.Bounds.W > DividerX {
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t.Errorf("dialogue box would cover the tape channel: %v > %v",
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box.Bounds.X+box.Bounds.W, DividerX)
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}
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}
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// The guard must be registered FIRST so it ticks LAST among the widgets —
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// otherwise it would swallow HUD clicks.
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func TestWidgetOrder(t *testing.T) {
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g := newTestGame(t)
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n := g.UIManager.Names()
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if len(n) == 0 || n[0] != "usewith_guard" {
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t.Errorf("usewith_guard is not registered first: %v", n)
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}
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if n[len(n)-1] != "cursor" {
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t.Errorf("cursor is not registered last: %v", n)
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}
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}
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// Every screen needs a background, the drawn ones need the file to be where the
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// asset says it is, and the file has to be exactly screen-sized.
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//
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// The path check: a renamed or mistyped path shows up in the running game only
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// as an inkwell placeholder, which is exactly what a still-greyboxed screen
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// looks like — invisible as a bug.
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//
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// The size check: the engine scales a background over the WHOLE screen, so a
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// painting that is not ScreenW×ScreenH is silently squashed to fit. That is why
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// the screen is 640×380 in the first place; this keeps the two in step.
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func TestSceneBackgroundsResolve(t *testing.T) {
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g := newTestGame(t)
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// Not drawn yet: these render as placeholders on purpose. The alley is
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// missing from the concept-art deck; the selector is the wiki's menu
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// screen, which the deck does not cover at all.
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undrawn := map[string]bool{BgAlley: true, BgSelector: true}
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for _, n := range g.SceneManager.Names() {
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s := g.SceneManager.MustGet(n)
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a, ok := g.AssetManager.Get(s.Background)
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if !ok {
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t.Errorf("scene %q: unknown background %q", n, s.Background)
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continue
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}
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if undrawn[a.Name] {
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continue
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}
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f, err := os.Open(filepath.Join("..", a.Path))
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if err != nil {
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t.Errorf("scene %q: background file missing: %v", n, err)
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continue
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}
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cfg, err := png.DecodeConfig(f)
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f.Close()
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if err != nil {
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t.Errorf("scene %q: unreadable background: %v", n, err)
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continue
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}
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if cfg.Width != ScreenW || cfg.Height != ScreenH {
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t.Errorf("scene %q: background is %d×%d, want %d×%d — it will be stretched",
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n, cfg.Width, cfg.Height, ScreenW, ScreenH)
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}
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}
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}
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// exits reads the connection graph back out of the registered screens. The
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// exit hotspots are named "exit:<target>", which is what keeps the graph
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// machine-readable — see screen.exit.go.
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func exits(g *inkwell.Game, screen string) []string {
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var out []string
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for _, h := range g.SceneManager.MustGet(screen).Hotspots {
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if to, ok := strings.CutPrefix(h.Name, "exit:"); ok && to != "back" {
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out = append(out, to)
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}
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}
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return out
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}
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// An exit that names a screen nobody registered is a dead end the player walks
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// into: the engine logs "changeScene: unknown" and nothing happens on screen.
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func TestExitsResolve(t *testing.T) {
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g := newTestGame(t)
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for _, n := range g.SceneManager.Names() {
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for _, to := range exits(g, n) {
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if !g.SceneManager.Has(to) {
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t.Errorf("screen %q: exit to unknown screen %q", n, to)
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}
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}
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}
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}
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// Every screen has to be walkable to from the start of the game, through the
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// exits alone — the arrow keys are a browsing tool, not the map. A screen that
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// only the arrow keys can reach is content no player would ever see.
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//
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// The walk starts at Paul's shop, where the letter arrives, and mostly runs
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// through the selector: that is what the wiki's location graph is centred on.
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func TestEveryScreenIsReachable(t *testing.T) {
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g := newTestGame(t)
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seen := map[string]bool{ScreenPaulShop: true}
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queue := []string{ScreenPaulShop}
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for len(queue) > 0 {
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at := queue[0]
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queue = queue[1:]
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for _, to := range exits(g, at) {
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if !seen[to] && g.SceneManager.Has(to) {
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seen[to] = true
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queue = append(queue, to)
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}
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}
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}
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for _, n := range g.SceneManager.Names() {
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if !seen[n] {
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t.Errorf("screen %q cannot be reached from %q by its exits", n, ScreenPaulShop)
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}
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}
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}
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// A screen with no way out at all is a trap: the player walks in and the only
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// way on is the debug walk.
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func TestEveryScreenHasAWayOut(t *testing.T) {
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g := newTestGame(t)
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for _, n := range g.SceneManager.Names() {
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var ways int
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for _, h := range g.SceneManager.MustGet(n).Hotspots {
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if strings.HasPrefix(h.Name, "exit:") {
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ways++
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}
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}
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if ways == 0 {
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t.Errorf("screen %q has no exit", n)
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}
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}
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}
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