feat: slime enemies — jump AI, contact damage, combat system
New entity: Slime (EntityKind::Slime) - 19 parts: blobby body (3x5) + 2 glowing eyes - Green translucent colors, brighter center - HP: 25, spawns every 45 ticks (max 2 alive) Slime AI (update_slime_ai): - Jumps toward player every 60 ticks when within 40 cells - Jump power scales with proximity (closer = stronger) - Pauses horizontally between jumps (50/50 hop-stop cycle) - Uses set_horizontal_vel + set_vertical_vel (vector movement) Combat system (update_combat): - AABB overlap check between player and all alive enemies - Goblin: 8 damage per 20 ticks on contact - Slime: 5 damage per 20 ticks on contact - Knockback: player pushed away from enemy on hit - Player.take_damage() called, death possible from enemies World gen: try_spawn_slime() spawns at surface, 18 cells from player Renderers: slime rendered as 's' in ascii/terminal, green blob in graphics 6 new tests (122 total, 0 failures)
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use verbatim::ai::AiAction;
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use verbatim::ai::GameSession;
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fn setup() -> GameSession {
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let mut s = GameSession::new_seeded(42);
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s.init_empty();
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s.clear_area(90, 90, 50, 50);
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s.perform_action(&AiAction::FillRect {
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x: 80,
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y: 130,
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w: 80,
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h: 15,
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material: "stone".into(),
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});
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s
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}
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#[test]
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fn slime_spawns_correctly() {
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let mut s = setup();
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s.perform_action(&AiAction::Spawn {
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kind: "slime".into(),
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x: 120.0,
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y: 120.0,
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});
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let entities = s.get_entities();
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let slime = entities.into_iter().find(|e| e.kind == "Slime");
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assert!(slime.is_some(), "slime should exist after spawn");
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let sl = slime.unwrap();
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assert!(sl.alive, "slime should be alive");
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assert_eq!(sl.max_health, 25.0, "slime max health should be 25");
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}
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#[test]
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fn slime_takes_damage_and_dies() {
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let mut s = setup();
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s.perform_action(&AiAction::Spawn {
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kind: "slime".into(),
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x: 120.0,
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y: 120.0,
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});
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s.step(10);
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let id = s
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.get_entities()
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.into_iter()
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.find(|e| e.kind == "Slime")
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.unwrap()
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.id;
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s.perform_action(&AiAction::DamageEntity { id, amount: 25.0 });
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s.step(1);
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let entities = s.get_entities();
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let sl = entities.into_iter().find(|e| e.id == id).unwrap();
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assert!(!sl.alive, "slime should die after 25 damage");
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assert_eq!(sl.kind, "Corpse", "dead slime should become corpse");
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}
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#[test]
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fn slime_jumps_toward_player() {
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let mut s = setup();
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s.step(30);
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let player = s.get_player().unwrap();
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let px = player.pos[0];
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s.perform_action(&AiAction::Spawn {
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kind: "slime".into(),
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x: px + 10.0,
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y: 120.0,
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});
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s.step(10);
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let entities = s.get_entities();
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let slime = entities.into_iter().find(|e| e.kind == "Slime" && e.alive);
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assert!(slime.is_some(), "slime should be alive");
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let slime_y_before = slime.unwrap().pos[1];
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s.step(60);
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let entities = s.get_entities();
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let slime_after = entities.into_iter().find(|e| e.kind == "Slime" && e.alive);
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if let Some(sl) = slime_after {
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assert!(
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sl.pos[1] < slime_y_before + 5.0 || sl.pos[0] != px + 10.0,
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"slime should have moved (jumped) from original position"
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);
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}
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}
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#[test]
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fn slime_deals_contact_damage_to_player() {
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let mut s = setup();
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s.step(30);
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let player = s.get_player().unwrap();
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let hp_before = player.health;
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s.perform_action(&AiAction::Spawn {
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kind: "slime".into(),
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x: player.pos[0] + 1.0,
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y: player.pos[1],
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});
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s.step(60);
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let player_after = s.get_player().unwrap();
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assert!(
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player_after.health < hp_before,
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"player should take damage from slime contact: {} -> {}",
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hp_before,
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player_after.health
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);
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}
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#[test]
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fn slime_template_has_correct_shape() {
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use verbatim::entity::body_template::BodyTemplate;
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let t = BodyTemplate::slime();
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assert_eq!(t.name, "slime");
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assert!(
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t.parts.len() >= 15,
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"slime should have 15+ parts, got {}",
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t.parts.len()
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);
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assert!(
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t.parts.iter().any(|p| p.label == "eye"),
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"slime should have eyes"
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);
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}
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#[test]
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fn slime_count_in_world() {
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let mut s = setup();
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for i in 0..3 {
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s.perform_action(&AiAction::Spawn {
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kind: "slime".into(),
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x: 100.0 + i as f32 * 10.0,
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y: 120.0,
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});
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}
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s.step(10);
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let slimes = s
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.get_entities()
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.into_iter()
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.filter(|e| e.kind == "Slime")
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.count();
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assert_eq!(slimes, 3, "should have 3 slimes");
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}
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