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::EntityKind;
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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 player_has_stats() {
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let mut s = setup();
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let p = s.get_player().unwrap();
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assert!(p.strength > 0, "player should have strength");
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assert!(p.agility > 0, "player should have agility");
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assert!(p.toughness > 0, "player should have toughness");
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assert!(p.willpower > 0, "player should have willpower");
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}
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#[test]
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fn goblin_has_stats() {
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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 g = s
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.get_entities()
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.into_iter()
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.find(|e| e.kind == "Goblin")
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.unwrap();
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assert!(g.strength > 0, "goblin should have strength");
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assert!(g.toughness > 0, "goblin should have toughness");
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}
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#[test]
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fn max_health_depends_on_toughness() {
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let mut s = setup();
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let p = s.get_player().unwrap();
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let expected = 80.0 + p.toughness as f32 * 5.0 + p.level as f32 * 10.0;
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assert!(
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(p.max_health - expected).abs() < 0.01,
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"max health should be based on toughness and level"
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);
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}
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#[test]
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fn killing_grants_xp() {
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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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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 == "Goblin")
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.unwrap()
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.id;
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let xp_before = s.get_player().unwrap().xp;
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s.perform_action(&AiAction::DamageEntity { id, amount: 100.0 });
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s.step(1);
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let xp_after = s.get_player().unwrap().xp;
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assert!(xp_after > xp_before, "killing an enemy should grant XP");
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}
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#[test]
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fn xp_accumulation_levels_up() {
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let mut s = setup();
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let p = s.game.player.entity_mut(&mut s.game.entities).unwrap();
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p.add_xp(100);
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assert_eq!(p.level, 2, "100 XP should level up from 1 to 2");
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assert_eq!(p.xp, 0, "XP should be reset after level up");
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}
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#[test]
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fn level_up_increases_max_health() {
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let mut s = setup();
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let before = s.get_player().unwrap().max_health;
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let p = s.game.player.entity_mut(&mut s.game.entities).unwrap();
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p.add_xp(100);
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let after = s.get_player().unwrap().max_health;
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assert!(after > before, "level up should increase max health");
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}
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#[test]
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fn poison_deals_damage_over_time() {
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let mut s = setup();
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let id = s.get_player().unwrap().id;
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s.perform_action(&AiAction::DamageEntity { id, amount: 10.0 });
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let before = s.get_player().unwrap().health;
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if let Some(p) = s.game.player.entity_mut(&mut s.game.entities) {
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p.poisoned = true;
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}
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s.step(10);
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let after = s.get_player().unwrap().health;
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assert!(after < before, "poison should deal damage over time");
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}
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#[test]
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fn bleeding_deals_damage_over_time() {
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let mut s = setup();
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let id = s.get_player().unwrap().id;
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s.perform_action(&AiAction::DamageEntity { id, amount: 10.0 });
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let before = s.get_player().unwrap().health;
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if let Some(p) = s.game.player.entity_mut(&mut s.game.entities) {
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p.bleeding = true;
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}
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s.step(10);
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let after = s.get_player().unwrap().health;
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assert!(after < before, "bleeding should deal damage over time");
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}
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#[test]
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fn frozen_does_not_deal_damage() {
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let mut s = setup();
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let id = s.get_player().unwrap().id;
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s.perform_action(&AiAction::DamageEntity { id, amount: 10.0 });
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let before = s.get_player().unwrap().health;
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if let Some(p) = s.game.player.entity_mut(&mut s.game.entities) {
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p.frozen = true;
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}
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s.step(10);
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let after = s.get_player().unwrap().health;
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assert!(
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(after - before).abs() < 1.0,
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"frozen should not deal damage directly"
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);
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}
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#[test]
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fn status_effects_expire() {
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let mut s = setup();
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if let Some(p) = s.game.player.entity_mut(&mut s.game.entities) {
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p.poisoned = true;
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p.poison_timer = 200;
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}
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s.step(200);
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let p = s.get_player().unwrap();
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assert!(!p.poisoned, "poison should expire after timer");
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}
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#[test]
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fn level_up_heals_to_full() {
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let mut s = setup();
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let p = s.game.player.entity_mut(&mut s.game.entities).unwrap();
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p.health = 10.0;
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p.add_xp(100);
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assert_eq!(p.health, p.max_health, "level up should heal to full");
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}
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#[test]
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fn entity_info_includes_level() {
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let mut s = setup();
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let p = s.get_player().unwrap();
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assert_eq!(p.level, 1, "player should start at level 1");
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}
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#[test]
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fn corpse_does_not_gain_xp() {
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let mut s = setup();
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let player_id = s.get_player().unwrap().id;
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s.perform_action(&AiAction::DamageEntity {
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id: player_id,
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amount: 999.0,
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});
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s.step(1);
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let p = s.game.player.entity_mut(&mut s.game.entities).unwrap();
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let xp_before = p.xp;
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p.add_xp(100);
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assert_eq!(p.xp, xp_before, "dead player should not gain XP");
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}
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