wip: current project state
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+69
-12
@@ -1,5 +1,5 @@
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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_empty() -> GameSession {
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let mut s = GameSession::new_seeded(42);
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@@ -11,32 +11,89 @@ fn setup_empty() -> GameSession {
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#[test]
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fn water_flows_down() {
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let mut s = setup_empty();
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s.perform_action(&AiAction::FillRect { x: 95, y: 115, w: 40, h: 3, material: "stone".into() });
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s.perform_action(&AiAction::SetCell { x: 110, y: 105, material: "water".into() });
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s.perform_action(&AiAction::SetCell { x: 110, y: 106, material: "water".into() });
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s.perform_action(&AiAction::SetCell { x: 110, y: 107, material: "water".into() });
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s.perform_action(&AiAction::FillRect {
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x: 95,
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y: 115,
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w: 40,
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h: 3,
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material: "stone".into(),
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});
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s.perform_action(&AiAction::SetCell {
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x: 110,
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y: 105,
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material: "water".into(),
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});
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s.perform_action(&AiAction::SetCell {
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x: 110,
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y: 106,
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material: "water".into(),
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});
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s.perform_action(&AiAction::SetCell {
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x: 110,
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y: 107,
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material: "water".into(),
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});
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s.step(20);
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let water_near_bottom = s.count_material_in_region(105, 112, 10, 4, "water");
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assert!(water_near_bottom > 0, "water should have flowed down to near the stone floor, found {} water cells near bottom", water_near_bottom);
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assert!(
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water_near_bottom > 0,
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"water should have flowed down to near the stone floor, found {} water cells near bottom",
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water_near_bottom
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);
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}
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#[test]
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fn water_spreads_sideways() {
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let mut s = setup_empty();
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s.perform_action(&AiAction::FillRect { x: 95, y: 115, w: 50, h: 3, material: "stone".into() });
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s.perform_action(&AiAction::FillRect { x: 110, y: 111, w: 1, h: 4, material: "water".into() });
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s.perform_action(&AiAction::FillRect {
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x: 95,
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y: 115,
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w: 50,
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h: 3,
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material: "stone".into(),
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});
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s.perform_action(&AiAction::FillRect {
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x: 110,
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y: 111,
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w: 1,
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h: 4,
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material: "water".into(),
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});
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s.step(50);
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let left_count = s.count_material_in_region(100, 110, 10, 5, "water");
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let right_count = s.count_material_in_region(111, 110, 10, 5, "water");
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assert!(left_count > 0 || right_count > 0, "water should spread sideways: left={} right={}", left_count, right_count);
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assert!(
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left_count > 0 || right_count > 0,
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"water should spread sideways: left={} right={}",
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left_count,
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right_count
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);
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}
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#[test]
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fn water_does_not_pass_through_stone_wall() {
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let mut s = setup_empty();
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s.perform_action(&AiAction::FillRect { x: 95, y: 115, w: 50, h: 3, material: "stone".into() });
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s.perform_action(&AiAction::FillRect { x: 115, y: 110, w: 1, h: 5, material: "stone".into() });
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s.perform_action(&AiAction::FillRect { x: 100, y: 110, w: 15, h: 5, material: "water".into() });
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s.perform_action(&AiAction::FillRect {
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x: 95,
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y: 115,
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w: 50,
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h: 3,
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material: "stone".into(),
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});
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s.perform_action(&AiAction::FillRect {
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x: 115,
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y: 110,
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w: 1,
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h: 5,
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material: "stone".into(),
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});
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s.perform_action(&AiAction::FillRect {
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x: 100,
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y: 110,
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w: 15,
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h: 5,
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material: "water".into(),
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});
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s.step(30);
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let right_water = s.count_material_in_region(116, 108, 10, 10, "water");
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assert_eq!(right_water, 0, "water should not pass through stone wall");
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