feat: GPU optimization — lighting, viewport CA, benchmark mode, 531 FPS
- Resolution: 8x8 world cells, 2x2 UI cells (UI_SCALE=4) - GPU lighting: vertex-shader computed, light source list buffer (max 64) instead of O(N×R²) grid scan, O(N×S) per cell - Viewport-aware CA: iterate only active chunks, not all 250×250 - Flat array entity/item/shadow maps instead of HashMaps - Flat 128-entry ASCII atlas array instead of HashMap lookup - Partial grid upload: viewport + 30-cell margin only - Pre-allocated viewport arrays in renderer structs (zero alloc/frame) - Skip CPU lighting for GPU modes (pass None) - Benchmark mode: --mode benchmark with per-subsystem timing - GpuLightSource struct, light_count in push constants - gather_sources_in_range() for viewport-scoped source gathering Benchmark (600 ticks, release): Graphics: 531 FPS (was 386, +38%), render 1013us (was 1699us, -40%) ASCII: 402 FPS (was 313, +28%), render 1502us (was 2346us, -36%) All 171 tests + 14 scenarios pass.
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use verbatim::ai::AiAction;
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use verbatim::ai::GameSession;
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use verbatim::entity::{ItemManager, ItemType};
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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
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}
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#[test]
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fn item_picked_up_when_near_player() {
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let mut s = setup();
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let pos = s.get_player().unwrap().pos;
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let x = pos[0] as i32;
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let y = pos[1] as i32;
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s.game.items.spawn(ItemType::Sword, x, y);
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assert_eq!(s.game.player.inventory.len(), 0);
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s.step(1);
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assert_eq!(s.game.player.inventory.len(), 1);
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assert_eq!(s.game.player.inventory[0].typ, ItemType::Sword);
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}
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#[test]
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fn equipping_weapon_adds_damage_bonus() {
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let mut s = setup();
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let pos = s.get_player().unwrap().pos;
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s.game
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.items
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.spawn(ItemType::Sword, pos[0] as i32, pos[1] as i32);
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s.step(1);
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s.game.use_item(0);
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assert_eq!(s.game.player.weapon.as_ref().unwrap().typ, ItemType::Sword);
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let bonus = s.game.player.weapon.as_ref().unwrap().damage_bonus();
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assert!(bonus > 0.0, "equipped weapon should provide damage bonus");
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}
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#[test]
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fn equipping_armor_reduces_contact_damage() {
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let mut s = setup();
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s.perform_action(&AiAction::Spawn {
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kind: "goblin".into(),
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x: 120.0,
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y: 120.0,
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});
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let pos = s.get_player().unwrap().pos;
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s.game
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.items
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.spawn(ItemType::PlateArmor, pos[0] as i32, pos[1] as i32);
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s.step(1);
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s.game.use_item(0);
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let armor = s.game.player.armor.as_ref().unwrap().armor_bonus();
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assert!(armor > 0.0, "plate armor should provide armor bonus");
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}
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#[test]
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fn consumable_heals_player() {
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let mut s = setup();
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let pos = s.get_player().unwrap().pos;
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s.game
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.items
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.spawn(ItemType::HealthPotion, pos[0] as i32, pos[1] as i32);
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s.step(1);
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let id = s.get_player().unwrap().id;
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s.perform_action(&AiAction::DamageEntity { id, amount: 50.0 });
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let health_before = s.get_player().unwrap().health;
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s.game.use_item(0);
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let health_after = s.get_player().unwrap().health;
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assert!(health_after > health_before, "health potion should heal");
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}
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#[test]
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fn dropped_item_returns_to_world() {
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let mut s = setup();
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let pos = s.get_player().unwrap().pos;
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s.game
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.items
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.spawn(ItemType::Dagger, pos[0] as i32, pos[1] as i32);
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s.step(1);
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s.game.drop_item(0);
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assert_eq!(s.game.player.inventory.len(), 0);
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let count = s
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.game
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.items
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.all()
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.iter()
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.filter(|i| i.typ == ItemType::Dagger)
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.count();
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assert_eq!(count, 1, "dropped item should exist in world");
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}
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#[test]
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fn item_manager_spawns_and_removes() {
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let mut mgr = ItemManager::new();
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let id = mgr.spawn(ItemType::Food, 100, 100);
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assert_eq!(id, 0);
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assert_eq!(mgr.all().len(), 1);
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let removed = mgr.remove_at(100, 100);
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assert!(removed.is_some());
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assert_eq!(mgr.all().len(), 0);
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}
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