New test cases can be added by adding appropriate maps to debug-los.des.
Also separate the LOS tests into three separate files.
XUPMPYQWJITYIE3G2CCYVQMHYBGGXS32EIQJG42GNZS6BLE4NFAAC
end
end
end
local function test_gridseegrid_symmetry()
-- Clear messages to prevent them accumulating and forcing a --more--
crawl.mesclr()
-- Send the player to a random spot on the level.
you.random_teleport()
checks = checks + 1
local you_x, you_y = you.pos()
for y = -9, 9 do
for x = -9, 9 do
local px, py = x + you_x, y + you_y
if (x ~= 0 or y ~= 0) and dgn.in_bounds(px, py) then
local foreward = dgn.grid_see_grid(you_x, you_y, px, py)
local backward = dgn.grid_see_grid(px, py, you_x, you_y)
this_p = dgn.point(you_x, you_y)
other_p = dgn.point(px, py)
if not forward then
you.moveto(px, py)
local temp = this_p
this_p = other_p
other_p = temp
end
if forward ~= backward then
dgn.grid(other_p.x, other_p.y, "floor_special")
dgn.dbg_dump_map(FAILMAP)
assert(false,
"grid_see_grid asymmetry detected (iter #" .. checks .. "): "
.. this_p .. " sees " .. other_p .. ", but not vice versa."
.. " Map saved to " .. FAILMAP)
end
end
-- check LOS according to pre-defined maps
local checks = 0
-- visible:
local rock_wall = dgn.find_feature_number("rock_wall")
local floor = dgn.find_feature_number("floor")
-- invisible (not needed):
local stone_wall = dgn.find_feature_number("stone_wall")
local water = dgn.find_feature_number("deep_water")
local function test_los_map(map)
crawl.mesclr()
-- choose random debug map; better choose all
dgn.tags(map, "no_rotate no_vmirror no_hmirror no_pool_fixup")
local name = dgn.name(map)
-- local width, height = dgn.mapsize(map) -- returns (0,0)
local function place_map()
return dgn.place_map(map, true, true)
end
dgn.with_map_anchors(30, 30, place_map)
you.moveto(30, 30)
you.losight()
crawl.redraw_view()
for x = 0, 9 do
for y = 0, 9 do
local xa = 30 + x
local ya = 30 + y
local p = dgn.point(x, y)
local should_see = ((x == 0 and y == 0) or
dgn.grid(xa, ya) == rock_wall or
dgn.grid(xa, ya) == floor)
local can_see = you.see_grid(xa, ya)
if can_see and (not should_see) then
assert(false, "los error in " .. name .."(iter #" .. checks ..
"): can see " .. p .. " but shouldn't.")
elseif (not can_see) and should_see then
assert(false, "los error in " .. name .. "(iter #" .. checks ..
"): should see " .. p .. " but can't.")
end
end
end
end
local function test_los_maps()
dgn.load_des_file("debug-los.des")
local map = dgn.map_by_tag("debug_los")
while map do
test_los_map(map)
checks = checks + 1
map = dgn.map_by_tag("debug_los")
end
end
test_los_maps()
-- Vet LOS for symmetry.
local FAILMAP = 'losfail.map'
local checks = 0
local function test_gridseegrid_symmetry()
-- Clear messages to prevent them accumulating and forcing a --more--
crawl.mesclr()
-- Send the player to a random spot on the level.
you.random_teleport()
checks = checks + 1
local you_x, you_y = you.pos()
for y = -9, 9 do
for x = -9, 9 do
local px, py = x + you_x, y + you_y
if (x ~= 0 or y ~= 0) and dgn.in_bounds(px, py) then
local foreward = dgn.grid_see_grid(you_x, you_y, px, py)
local backward = dgn.grid_see_grid(px, py, you_x, you_y)
this_p = dgn.point(you_x, you_y)
other_p = dgn.point(px, py)
if not forward then
you.moveto(px, py)
local temp = this_p
this_p = other_p
other_p = temp
end
if forward ~= backward then
dgn.grid(other_p.x, other_p.y, "floor_special")
dgn.dbg_dump_map(FAILMAP)
assert(false,
"grid_see_grid asymmetry detected (iter #" .. checks .. "): "
.. this_p .. " sees " .. other_p .. ", but not vice versa."
.. " Map saved to " .. FAILMAP)
end
end
end
end
end
local function run_los_tests(depth, nlevels, tests_per_level)
local place = "D:" .. depth
crawl.mpr("Running LOS tests on " .. place)
dgn.dbg_goto_place(place)
for lev_i = 1, nlevels do
dgn.dbg_flush_map_memory()
dgn.dbg_generate_level()
for t_i = 1, tests_per_level do
test_gridseegrid_symmetry()
end
end
end
for depth = 1, 27 do
run_los_tests(depth, 1, 10)
end
# Sample maps illustrating what LOS should be like.
# test/los_maps.lua tests losight() against these.
#
# For the moment, these need to be 10x10 with an @
# in the nw corner and show one quadrant, with
# visibility encoded as follows.
#
# x: visible wall
# c: non-visible wall
# .: visible floor
# w: non-visible floor (water actually; could just place c's there)
# @: center
NAME: los_empty
ORIENT: float
TAGS: debug_los
MAP
@........c
.........c
........cc
........cc
........cc
.......ccc
......cccc
.....ccccc
..cccccccc
cccccccccc
ENDMAP
NAME: los_edge
ORIENT: float
TAGS: debug_los
MAP
@.......xc
.......xxc
.......xcc
.......xcc
......xxcc
.....xxccc
....xxcccc
.xxxxccccc
xxcccccccc
cccccccccc
ENDMAP
NAME: los_blocking_wall
ORIENT: float
TAGS: debug_los
MAP
@..xwwwwwc
..xxwwwwwc
.xxwwwwwcc
xxwwwwwwcc
wwwwwwwwcc
wwwwwwwccc
wwwwwwcccc
wwwwwccccc
wwcccccccc
cccccccccc
ENDMAP
NAME: los_corner
ORIENT: float
TAGS: debug_los
MAP
@xcccccccc
x........c
cxxxxxxxcc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
ENDMAP
NAME: los_corner_2
ORIENT: float
TAGS: debug_los
MAP
@.xccccccc
xx.......c
cccxxxxxcc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
ENDMAP
NAME: los_corner_3
ORIENT: float
TAGS: debug_los
MAP
@..xcccccc
xxx......c
cccccxxxcc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
ENDMAP
NAME: los_corner_4
ORIENT: float
TAGS: debug_los
MAP
@...xccccc
xxxx.....c
cccccccxcc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
ENDMAP
NAME: los_corner_5
ORIENT: float
TAGS: debug_los
MAP
@....xcccc
xxxxx....c
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
ENDMAP
NAME: los_corner_6
ORIENT: float
TAGS: debug_los
MAP
@.....xccc
xxxxxx...c
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
ENDMAP
NAME: los_corner_7
ORIENT: float
TAGS: debug_los
MAP
@......xcc
xxxxxxx..c
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
ENDMAP
NAME: los_corner_8
ORIENT: float
TAGS: debug_los
MAP
@.......xc
xxxxxxxx.c
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
ENDMAP
NAME: los_corner_9
ORIENT: float
TAGS: debug_los
MAP
@........c
xxxxxxxxxw
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
cccccccccc
ENDMAP
NAME: los_gap
ORIENT: float
TAGS: debug_los
MAP
@.xccccccc
x.xccccccc
c..ccccccc
c...cccccc
c....ccccc
c.....cccc
c.....cccc
c....ccccc
c.cccccccc
cccccccccc
ENDMAP
NAME: los_gap2
ORIENT: float
TAGS: debug_los
MAP
@.xccccccc
x.xccccccc
c.xccccccc
c..ccccccc
c..ccccccc
c...cccccc
c...cccccc
c....ccccc
c.cccccccc
cccccccccc
ENDMAP