feat: Noita-style humanoid entities with per-part colors
Redesigned entity from solid 5x5 block to humanoid silhouette:
Shape (23 bodies, was 27):
H H H (head, 3 wide)
H H H
A T T T A (shoulders + arms, 5 wide)
A T T T A
T T T (torso, 3 wide)
L R (legs, split with gap)
L R
Per-part colors (Noita-inspired):
- Player: head=bright yellow, torso=golden, arms=amber, legs=dark gold
- Goblin: head=bright green, torso=green, arms=olive, legs=dark green
- Corpse: desaturated browns
SubBody now has color: [u8; 4] field, set by build_humanoid.
All renderers (terminal, ascii, graphics) use b.color directly.
Fire effect: flickering orange overlay on burning entities.
half_w adjusted from 3.5 to 3.0, half_h from 2.5 to 3.5
(taller shape, narrower than old block).
109 tests, 0 failures
This commit is contained in:
+89
-39
@@ -1,4 +1,4 @@
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use crate::physics::verlet::{SubBody, Constraint};
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use crate::physics::verlet::{Constraint, SubBody};
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use crate::world::cell::MaterialId;
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pub type EntityId = u32;
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@@ -110,55 +110,105 @@ impl Entity {
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self.cy = cy;
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self.cvx = 0.0;
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self.cvy = 0.0;
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self.half_w = 3.5;
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self.half_h = 2.5;
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self.half_w = 3.0;
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self.half_h = 3.5;
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let r = 0.5;
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let mat = match self.kind {
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EntityKind::Player => MaterialId::Flesh,
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EntityKind::Goblin => MaterialId::Flesh,
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EntityKind::Corpse => MaterialId::Flesh,
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let mat = MaterialId::Flesh;
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let (head_c, torso_c, arm_c, leg_c) = match self.kind {
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EntityKind::Player => (
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[255, 230, 130, 255],
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[230, 180, 70, 255],
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[200, 155, 50, 255],
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[170, 130, 35, 255],
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),
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EntityKind::Goblin => (
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[130, 230, 110, 255],
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[80, 180, 70, 255],
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[60, 150, 50, 255],
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[45, 120, 35, 255],
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),
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EntityKind::Corpse => (
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[120, 90, 80, 255],
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[100, 75, 65, 255],
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[90, 65, 55, 255],
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[80, 55, 45, 255],
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),
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};
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// 5x5 body + 2 arms = 27 bodies
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let layout: [(f32, f32, MaterialId); 27] = [
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// Row 0 (top): head
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(-2.0, -2.0, mat), (-1.0, -2.0, mat), ( 0.0, -2.0, mat), ( 1.0, -2.0, mat), ( 2.0, -2.0, mat),
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// Row 1: shoulders
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(-2.0, -1.0, mat), (-1.0, -1.0, mat), ( 0.0, -1.0, mat), ( 1.0, -1.0, mat), ( 2.0, -1.0, mat),
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// Row 2: torso
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(-2.0, 0.0, mat), (-1.0, 0.0, mat), ( 0.0, 0.0, mat), ( 1.0, 0.0, mat), ( 2.0, 0.0, mat),
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// Row 3: hips
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(-2.0, 1.0, mat), (-1.0, 1.0, mat), ( 0.0, 1.0, mat), ( 1.0, 1.0, mat), ( 2.0, 1.0, mat),
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// Row 4: legs
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(-2.0, 2.0, mat), (-1.0, 2.0, mat), ( 0.0, 2.0, mat), ( 1.0, 2.0, mat), ( 2.0, 2.0, mat),
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// Arms
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( 3.0, -1.0, mat), ( 3.0, 0.0, mat),
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let layout: [(f32, f32, [u8; 4]); 23] = [
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(-1.0, -3.0, head_c),
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(0.0, -3.0, head_c),
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(1.0, -3.0, head_c),
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(-1.0, -2.0, head_c),
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(0.0, -2.0, head_c),
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(1.0, -2.0, head_c),
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(-2.0, -1.0, arm_c),
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(-1.0, -1.0, torso_c),
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(0.0, -1.0, torso_c),
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(1.0, -1.0, torso_c),
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(2.0, -1.0, arm_c),
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(-2.0, 0.0, arm_c),
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(-1.0, 0.0, torso_c),
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(0.0, 0.0, torso_c),
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(1.0, 0.0, torso_c),
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(2.0, 0.0, arm_c),
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(-1.0, 1.0, torso_c),
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(0.0, 1.0, torso_c),
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(1.0, 1.0, torso_c),
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(-1.0, 2.0, leg_c),
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(1.0, 2.0, leg_c),
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(-1.0, 3.0, leg_c),
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(1.0, 3.0, leg_c),
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];
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for &(ox, oy, m) in &layout {
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for &(ox, oy, color) in &layout {
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self.rest_offsets.push((ox, oy));
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self.bodies.push(SubBody::new(cx + ox, cy + oy, r, m));
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let mut b = SubBody::new(cx + ox, cy + oy, r, mat);
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b.color = color;
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self.bodies.push(b);
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}
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let mk = |a: usize, b: usize, len: f32| Constraint::new(a, b, len, 1.0);
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// Horizontal connections
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for row in 0..5 {
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let base = row * 5;
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for col in 0..4 {
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self.constraints.push(mk(base + col, base + col + 1, 1.0));
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}
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}
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// Vertical connections
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for col in 0..5 {
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for row in 0..4 {
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self.constraints.push(mk(row * 5 + col, (row + 1) * 5 + col, 1.0));
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}
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}
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// Arm connections
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self.constraints.push(mk(9, 25, 1.0));
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self.constraints.push(mk(25, 26, 1.0));
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self.constraints.push(mk(0, 1, 1.0));
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self.constraints.push(mk(1, 2, 1.0));
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self.constraints.push(mk(3, 4, 1.0));
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self.constraints.push(mk(4, 5, 1.0));
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self.constraints.push(mk(0, 3, 1.0));
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self.constraints.push(mk(1, 4, 1.0));
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self.constraints.push(mk(2, 5, 1.0));
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self.constraints.push(mk(3, 7, 1.0));
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self.constraints.push(mk(4, 8, 1.0));
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self.constraints.push(mk(5, 9, 1.0));
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self.constraints.push(mk(7, 8, 1.0));
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self.constraints.push(mk(8, 9, 1.0));
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self.constraints.push(mk(12, 13, 1.0));
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self.constraints.push(mk(13, 14, 1.0));
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self.constraints.push(mk(16, 17, 1.0));
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self.constraints.push(mk(17, 18, 1.0));
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self.constraints.push(mk(7, 12, 1.0));
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self.constraints.push(mk(8, 13, 1.0));
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self.constraints.push(mk(9, 14, 1.0));
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self.constraints.push(mk(12, 16, 1.0));
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self.constraints.push(mk(13, 17, 1.0));
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self.constraints.push(mk(14, 18, 1.0));
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self.constraints.push(mk(6, 7, 1.0));
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self.constraints.push(mk(10, 9, 1.0));
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self.constraints.push(mk(11, 12, 1.0));
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self.constraints.push(mk(15, 14, 1.0));
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self.constraints.push(mk(6, 11, 1.0));
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self.constraints.push(mk(10, 15, 1.0));
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self.constraints.push(mk(16, 19, 1.0));
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self.constraints.push(mk(18, 20, 1.0));
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self.constraints.push(mk(19, 21, 1.0));
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self.constraints.push(mk(20, 22, 1.0));
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}
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pub fn sync_bodies_to_center(&mut self) {
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@@ -14,6 +14,7 @@ pub struct SubBody {
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pub health: f32,
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pub on_fire: bool,
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pub fire_timer: u32,
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pub color: [u8; 4],
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}
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impl SubBody {
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@@ -31,6 +32,7 @@ impl SubBody {
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health: 100.0,
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on_fire: false,
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fire_timer: 0,
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color: [255, 255, 255, 255],
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}
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}
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@@ -113,7 +115,12 @@ impl VerletSolver {
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}
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}
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pub fn solve_constraints(&self, bodies: &mut [SubBody], constraints: &[Constraint], iterations: u32) {
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pub fn solve_constraints(
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&self,
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bodies: &mut [SubBody],
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constraints: &[Constraint],
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iterations: u32,
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) {
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const MAX_CORRECTION: f32 = 0.5;
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for _ in 0..iterations {
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for c in constraints {
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+5
-10
@@ -546,18 +546,13 @@ impl GraphicsRenderer {
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let sx = b.x as i32 - cam_x;
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let sy = b.y as i32 - cam_y;
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if sx >= 0 && sx < self.grid_w as i32 && sy >= 0 && sy < self.grid_h as i32 {
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let fg = if e.on_fire {
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[255, 160, 40, 255]
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} else if !e.alive {
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[100, 60, 60, 255]
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let color = if e.on_fire {
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let flicker = b.fire_timer % 4;
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[255, 120 + flicker as u8 * 20, 20 + flicker as u8 * 10, 255]
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} else {
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match e.kind {
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EntityKind::Player => [255, 255, 100, 255],
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EntityKind::Goblin => [100, 220, 100, 255],
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_ => [180, 50, 50, 255],
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}
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b.color
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};
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entity_map.insert((sx, sy), fg);
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entity_map.insert((sx, sy), color);
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}
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}
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}
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+32
-15
@@ -1,11 +1,16 @@
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use std::io::{self, Write, stdout};
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use crossterm::{
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cursor::{Hide, MoveTo, Show},
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event::{DisableMouseCapture, EnableMouseCapture, KeyboardEnhancementFlags, PushKeyboardEnhancementFlags, PopKeyboardEnhancementFlags},
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event::{
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DisableMouseCapture, EnableMouseCapture, KeyboardEnhancementFlags,
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PopKeyboardEnhancementFlags, PushKeyboardEnhancementFlags,
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},
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execute, queue,
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style::{Color, SetBackgroundColor, SetForegroundColor, ResetColor, Print},
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terminal::{self, Clear, ClearType, EnterAlternateScreen, LeaveAlternateScreen, size as term_size},
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style::{Color, Print, ResetColor, SetBackgroundColor, SetForegroundColor},
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terminal::{
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self, size as term_size, Clear, ClearType, EnterAlternateScreen, LeaveAlternateScreen,
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},
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};
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use std::io::{self, stdout, Write};
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use crate::entity::EntityManager;
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use crate::render::Renderer;
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@@ -64,7 +69,13 @@ impl Renderer for TerminalRenderer {
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Ok(())
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}
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fn render(&mut self, grid: &Grid, entities: &EntityManager, cam_x: i32, cam_y: i32) -> io::Result<()> {
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fn render(
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&mut self,
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grid: &Grid,
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entities: &EntityManager,
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cam_x: i32,
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cam_y: i32,
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) -> io::Result<()> {
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if !self.initialized {
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return Ok(());
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}
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@@ -85,7 +96,11 @@ impl Renderer for TerminalRenderer {
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}
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let cell = grid.get(wx, wy);
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if cell.is_empty() {
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frame[idx] = (' ', (cell.fg[0], cell.fg[1], cell.fg[2]), (cell.bg[0], cell.bg[1], cell.bg[2]));
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frame[idx] = (
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' ',
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(cell.fg[0], cell.fg[1], cell.fg[2]),
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(cell.bg[0], cell.bg[1], cell.bg[2]),
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);
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} else {
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let ch = cell.material.display_char();
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let fg = if cell.material == MaterialId::Lava {
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@@ -115,14 +130,8 @@ impl Renderer for TerminalRenderer {
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};
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let fg = if e.on_fire {
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(255, 160, 40)
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} else if !e.alive {
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(100, 60, 60)
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} else {
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match e.kind {
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crate::entity::EntityKind::Player => (255, 255, 100),
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crate::entity::EntityKind::Goblin => (100, 220, 100),
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_ => (180, 50, 50),
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}
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(b.color[0], b.color[1], b.color[2])
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};
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frame[idx] = (ch, fg, (20, 10, 10));
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}
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@@ -140,8 +149,16 @@ impl Renderer for TerminalRenderer {
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queue!(out, MoveTo(dx as u16, dy as u16))?;
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let new_fg = Color::Rgb { r: fg.0, g: fg.1, b: fg.2 };
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let new_bg = Color::Rgb { r: bg.0, g: bg.1, b: bg.2 };
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let new_fg = Color::Rgb {
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r: fg.0,
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g: fg.1,
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b: fg.2,
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};
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let new_bg = Color::Rgb {
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r: bg.0,
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g: bg.1,
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b: bg.2,
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};
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if prev_color != Some((new_fg, new_bg)) {
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queue!(out, SetForegroundColor(new_fg), SetBackgroundColor(new_bg))?;
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prev_color = Some((new_fg, new_bg));
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@@ -221,14 +221,8 @@ impl VulkanRenderer {
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};
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let fg = if e.on_fire {
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[255, 160, 40, 255]
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} else if !e.alive {
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[100, 60, 60, 255]
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} else {
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match e.kind {
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EntityKind::Player => [255, 255, 100, 255],
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EntityKind::Goblin => [100, 220, 100, 255],
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_ => [180, 50, 50, 255],
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}
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b.color
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};
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entity_map.insert((sx, sy), (ch, fg));
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}
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+148
-29
@@ -1,34 +1,60 @@
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use verbatim::ai::GameSession;
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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 { x: 80, y: 130, w: 80, h: 15, material: "stone".into() });
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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 entity_at_world_boundary_stays_in_bounds() {
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let mut s = setup();
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s.perform_action(&AiAction::Spawn { kind: "goblin".into(), x: 5.0, y: 120.0 });
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s.perform_action(&AiAction::Spawn {
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kind: "goblin".into(),
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x: 5.0,
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y: 120.0,
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});
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s.step(60);
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let entities = s.get_entities();
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if let Some(g) = entities.into_iter().find(|e| e.kind == "Goblin" && e.alive) {
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assert!(g.pos[0] >= 0.0 && g.pos[0] <= 250.0, "goblin should stay in bounds: x={}", g.pos[0]);
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assert!(g.pos[1] >= 0.0 && g.pos[1] <= 250.0, "goblin should stay in bounds: y={}", g.pos[1]);
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assert!(
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g.pos[0] >= 0.0 && g.pos[0] <= 250.0,
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"goblin should stay in bounds: x={}",
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g.pos[0]
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);
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assert!(
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g.pos[1] >= 0.0 && g.pos[1] <= 250.0,
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"goblin should stay in bounds: y={}",
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g.pos[1]
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);
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}
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}
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#[test]
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fn entity_at_right_boundary() {
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let mut s = setup();
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s.perform_action(&AiAction::Spawn { kind: "goblin".into(), x: 245.0, y: 120.0 });
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s.perform_action(&AiAction::Spawn {
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kind: "goblin".into(),
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x: 245.0,
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y: 120.0,
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});
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s.step(60);
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let entities = s.get_entities();
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if let Some(g) = entities.into_iter().find(|e| e.kind == "Goblin" && e.alive) {
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assert!(g.pos[0] <= 248.0, "goblin should not exit right boundary: x={}", g.pos[0]);
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assert!(
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g.pos[0] <= 248.0,
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"goblin should not exit right boundary: x={}",
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g.pos[0]
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);
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}
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}
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@@ -37,11 +63,18 @@ fn many_entities_simulate_without_crash() {
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let mut s = setup();
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for i in 0..10 {
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let x = 100.0 + (i as f32 * 5.0);
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s.perform_action(&AiAction::Spawn { kind: "goblin".into(), x, y: 110.0 });
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s.perform_action(&AiAction::Spawn {
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kind: "goblin".into(),
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x,
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y: 110.0,
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});
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}
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s.step(60);
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let alive = s.get_entities().into_iter().filter(|e| e.alive).count();
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assert!(alive > 0, "at least some entities should survive 60 ticks with 10 goblins");
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assert!(
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alive > 0,
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"at least some entities should survive 60 ticks with 10 goblins"
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);
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}
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#[test]
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@@ -49,10 +82,20 @@ fn spawn_many_goblins_stress() {
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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(0, 0, 250, 250);
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s.perform_action(&AiAction::FillRect { x: 0, y: 200, w: 250, h: 50, material: "stone".into() });
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s.perform_action(&AiAction::FillRect {
|
||||
x: 0,
|
||||
y: 200,
|
||||
w: 250,
|
||||
h: 50,
|
||||
material: "stone".into(),
|
||||
});
|
||||
for i in 0..20 {
|
||||
let x = 20.0 + (i as f32 * 10.0);
|
||||
s.perform_action(&AiAction::Spawn { kind: "goblin".into(), x, y: 180.0 });
|
||||
s.perform_action(&AiAction::Spawn {
|
||||
kind: "goblin".into(),
|
||||
x,
|
||||
y: 180.0,
|
||||
});
|
||||
}
|
||||
s.step(30);
|
||||
let entities = s.get_entities();
|
||||
@@ -74,13 +117,20 @@ fn player_bodies_count_matches_layout() {
|
||||
let mut s = GameSession::new_seeded(42);
|
||||
s.init();
|
||||
let p = s.get_player().unwrap();
|
||||
assert_eq!(p.body_count, 27, "player should have 27 bodies (5x5 + 2 arms)");
|
||||
assert_eq!(
|
||||
p.body_count, 23,
|
||||
"player should have 23 bodies (humanoid shape)"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn goblin_has_correct_max_health() {
|
||||
let mut s = setup();
|
||||
s.perform_action(&AiAction::Spawn { kind: "goblin".into(), x: 130.0, y: 120.0 });
|
||||
s.perform_action(&AiAction::Spawn {
|
||||
kind: "goblin".into(),
|
||||
x: 130.0,
|
||||
y: 120.0,
|
||||
});
|
||||
let entities = s.get_entities();
|
||||
let g = entities.into_iter().find(|e| e.kind == "Goblin").unwrap();
|
||||
assert_eq!(g.max_health, 40.0, "goblin max health should be 40");
|
||||
@@ -97,16 +147,37 @@ fn player_has_correct_max_health() {
|
||||
#[test]
|
||||
fn fill_rect_creates_correct_material_count() {
|
||||
let mut s = setup();
|
||||
s.perform_action(&AiAction::FillRect { x: 100, y: 100, w: 5, h: 3, material: "wood".into() });
|
||||
s.perform_action(&AiAction::FillRect {
|
||||
x: 100,
|
||||
y: 100,
|
||||
w: 5,
|
||||
h: 3,
|
||||
material: "wood".into(),
|
||||
});
|
||||
let count = s.count_material_in_region(100, 100, 5, 3, "wood");
|
||||
assert_eq!(count, 15, "5x3 fill_rect should create 15 wood cells, got {}", count);
|
||||
assert_eq!(
|
||||
count, 15,
|
||||
"5x3 fill_rect should create 15 wood cells, got {}",
|
||||
count
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn clear_region_removes_all_materials() {
|
||||
let mut s = setup();
|
||||
s.perform_action(&AiAction::FillRect { x: 100, y: 100, w: 5, h: 5, material: "stone".into() });
|
||||
s.perform_action(&AiAction::ClearRegion { x: 100, y: 100, w: 5, h: 5 });
|
||||
s.perform_action(&AiAction::FillRect {
|
||||
x: 100,
|
||||
y: 100,
|
||||
w: 5,
|
||||
h: 5,
|
||||
material: "stone".into(),
|
||||
});
|
||||
s.perform_action(&AiAction::ClearRegion {
|
||||
x: 100,
|
||||
y: 100,
|
||||
w: 5,
|
||||
h: 5,
|
||||
});
|
||||
let count = s.count_material_in_region(100, 100, 5, 5, "stone");
|
||||
assert_eq!(count, 0, "clear_region should remove all materials");
|
||||
}
|
||||
@@ -114,17 +185,32 @@ fn clear_region_removes_all_materials() {
|
||||
#[test]
|
||||
fn set_cell_overwrites_existing() {
|
||||
let mut s = setup();
|
||||
s.perform_action(&AiAction::SetCell { x: 105, y: 110, material: "stone".into() });
|
||||
s.perform_action(&AiAction::SetCell {
|
||||
x: 105,
|
||||
y: 110,
|
||||
material: "stone".into(),
|
||||
});
|
||||
assert_eq!(s.get_cell(105, 110).material, "stone");
|
||||
s.perform_action(&AiAction::SetCell { x: 105, y: 110, material: "water".into() });
|
||||
assert_eq!(s.get_cell(105, 110).material, "water", "set_cell should overwrite");
|
||||
s.perform_action(&AiAction::SetCell {
|
||||
x: 105,
|
||||
y: 110,
|
||||
material: "water".into(),
|
||||
});
|
||||
assert_eq!(
|
||||
s.get_cell(105, 110).material,
|
||||
"water",
|
||||
"set_cell should overwrite"
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn out_of_bounds_cell_returns_error() {
|
||||
let s = setup();
|
||||
let cell = s.get_cell(-1, -1);
|
||||
assert_eq!(cell.material, "out_of_bounds", "out of bounds cell should report correctly");
|
||||
assert_eq!(
|
||||
cell.material, "out_of_bounds",
|
||||
"out of bounds cell should report correctly"
|
||||
);
|
||||
let cell2 = s.get_cell(999, 999);
|
||||
assert_eq!(cell2.material, "out_of_bounds");
|
||||
}
|
||||
@@ -132,10 +218,19 @@ fn out_of_bounds_cell_returns_error() {
|
||||
#[test]
|
||||
fn paint_creates_material_in_radius() {
|
||||
let mut s = setup();
|
||||
s.perform_action(&AiAction::Paint { x: 120, y: 110, material: "sand".into(), radius: 3 });
|
||||
s.perform_action(&AiAction::Paint {
|
||||
x: 120,
|
||||
y: 110,
|
||||
material: "sand".into(),
|
||||
radius: 3,
|
||||
});
|
||||
let count = s.count_material_in_region(116, 106, 8, 8, "sand");
|
||||
assert!(count > 0, "paint should create sand cells in radius");
|
||||
assert!(count < 50, "paint should not create too many cells: {}", count);
|
||||
assert!(
|
||||
count < 50,
|
||||
"paint should not create too many cells: {}",
|
||||
count
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -149,7 +244,12 @@ fn set_gravity_affects_player() {
|
||||
let y_up = p1.pos[1];
|
||||
s.step(30);
|
||||
let p2 = s.get_player().unwrap();
|
||||
assert!(p2.pos[1] <= y_up + 2.0, "with zero gravity, player should not fall: y_up={} y_after={}", y_up, p2.pos[1]);
|
||||
assert!(
|
||||
p2.pos[1] <= y_up + 2.0,
|
||||
"with zero gravity, player should not fall: y_up={} y_after={}",
|
||||
y_up,
|
||||
p2.pos[1]
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -166,14 +266,26 @@ fn center_camera_on_player() {
|
||||
s.perform_action(&AiAction::SetCamera { x: 0, y: 0 });
|
||||
s.step(30);
|
||||
s.perform_action(&AiAction::CenterCamera);
|
||||
assert!(s.game.cam_x > 0, "camera should move from 0 toward player: got {}", s.game.cam_x);
|
||||
assert!(s.game.cam_y > 0, "camera should move from 0 toward player: got {}", s.game.cam_y);
|
||||
assert!(
|
||||
s.game.cam_x > 0,
|
||||
"camera should move from 0 toward player: got {}",
|
||||
s.game.cam_x
|
||||
);
|
||||
assert!(
|
||||
s.game.cam_y > 0,
|
||||
"camera should move from 0 toward player: got {}",
|
||||
s.game.cam_y
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn kill_entity_removes_alive_status() {
|
||||
let mut s = setup();
|
||||
s.perform_action(&AiAction::Spawn { kind: "goblin".into(), x: 130.0, y: 120.0 });
|
||||
s.perform_action(&AiAction::Spawn {
|
||||
kind: "goblin".into(),
|
||||
x: 130.0,
|
||||
y: 120.0,
|
||||
});
|
||||
s.step(10);
|
||||
s.perform_action(&AiAction::KillEntity { id: 1 });
|
||||
s.step(1);
|
||||
@@ -185,7 +297,11 @@ fn kill_entity_removes_alive_status() {
|
||||
#[test]
|
||||
fn find_material_locates_existing() {
|
||||
let mut s = setup();
|
||||
s.perform_action(&AiAction::SetCell { x: 123, y: 115, material: "lava".into() });
|
||||
s.perform_action(&AiAction::SetCell {
|
||||
x: 123,
|
||||
y: 115,
|
||||
material: "lava".into(),
|
||||
});
|
||||
let found = s.find_material("lava");
|
||||
assert!(found.is_some(), "find_material should locate lava");
|
||||
let (fx, fy) = found.unwrap();
|
||||
@@ -197,5 +313,8 @@ fn find_material_locates_existing() {
|
||||
fn find_material_returns_none_for_absent() {
|
||||
let s = setup();
|
||||
let found = s.find_material("lava");
|
||||
assert!(found.is_none(), "find_material should return None for absent material");
|
||||
assert!(
|
||||
found.is_none(),
|
||||
"find_material should return None for absent material"
|
||||
);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user