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bounce.lua
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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 = 5
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()
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()