use verbatim::ai::GameSession; use verbatim::ai::AiAction; fn setup() -> GameSession { let mut s = GameSession::new_seeded(42); s.init_empty(); s.clear_area(90, 90, 50, 50); s } #[test] fn fire_dies_over_time() { let mut s = setup(); s.perform_action(&AiAction::FillRect { x: 100, y: 120, w: 10, h: 1, material: "stone".into() }); s.perform_action(&AiAction::SetCell { x: 105, y: 119, material: "fire".into() }); s.step(60); assert_ne!(s.get_cell(105, 119).material, "fire", "fire should die after 60 ticks"); } #[test] fn fire_ignites_wood() { let mut s = setup(); s.perform_action(&AiAction::FillRect { x: 100, y: 120, w: 10, h: 1, material: "stone".into() }); s.perform_action(&AiAction::SetCell { x: 104, y: 119, material: "wood".into() }); s.perform_action(&AiAction::SetCell { x: 105, y: 119, material: "fire".into() }); s.step(20); assert_ne!(s.get_cell(104, 119).material, "wood", "wood should be ignited by fire"); } #[test] fn fire_ignites_grass() { let mut s = setup(); s.perform_action(&AiAction::FillRect { x: 100, y: 120, w: 10, h: 1, material: "stone".into() }); s.perform_action(&AiAction::FillRect { x: 100, y: 119, w: 8, h: 1, material: "grass".into() }); s.perform_action(&AiAction::SetCell { x: 100, y: 119, material: "fire".into() }); s.step(30); let grass_left = s.count_material_in_region(99, 118, 10, 3, "grass"); assert_eq!(grass_left, 0, "fire should spread through grass"); } #[test] fn fire_ignites_flesh() { let mut s = setup(); s.perform_action(&AiAction::FillRect { x: 100, y: 120, w: 10, h: 1, material: "stone".into() }); s.perform_action(&AiAction::SetCell { x: 104, y: 119, material: "flesh".into() }); s.perform_action(&AiAction::SetCell { x: 105, y: 119, material: "fire".into() }); s.step(30); assert_ne!(s.get_cell(104, 119).material, "flesh", "flesh should be ignited by fire"); } #[test] fn smoke_rises() { let mut s = setup(); s.perform_action(&AiAction::FillRect { x: 100, y: 120, w: 10, h: 1, material: "stone".into() }); s.perform_action(&AiAction::FillRect { x: 100, y: 110, w: 10, h: 1, material: "stone".into() }); for y in 114..118 { for x in 104..107 { s.perform_action(&AiAction::SetCell { x, y, material: "smoke".into() }); } } s.step(15); let smoke_above = s.count_material_in_region(100, 111, 10, 3, "smoke"); assert!(smoke_above > 0, "smoke should rise toward ceiling"); } #[test] fn smoke_dissipates_over_time() { let mut s = setup(); s.perform_action(&AiAction::SetCell { x: 105, y: 105, material: "smoke".into() }); s.step(120); let smoke_left = s.count_material_in_region(100, 100, 10, 10, "smoke"); assert_eq!(smoke_left, 0, "smoke should dissipate after 120 ticks"); } #[test] fn steam_condenses_to_water() { let mut s = setup(); s.perform_action(&AiAction::FillRect { x: 100, y: 125, w: 10, h: 1, material: "stone".into() }); for y in 118..123 { for x in 103..108 { s.perform_action(&AiAction::SetCell { x, y, material: "steam".into() }); } } s.step(150); let water_or_steam = s.count_material_in_region(100, 118, 10, 8, "water") + s.count_material_in_region(100, 118, 10, 8, "steam"); assert!(water_or_steam > 0, "steam should condense to water or remain steam: water+steam={}", water_or_steam); let water_count = s.count_material_in_region(100, 118, 10, 8, "water"); assert!(water_count > 0, "some steam should have condensed to water by now: water={}", water_count); } #[test] fn steam_rises() { let mut s = setup(); s.perform_action(&AiAction::FillRect { x: 100, y: 130, w: 10, h: 1, material: "stone".into() }); s.perform_action(&AiAction::FillRect { x: 100, y: 100, w: 10, h: 1, material: "stone".into() }); s.perform_action(&AiAction::SetCell { x: 105, y: 125, material: "steam".into() }); s.step(20); let steam_above = s.count_material_in_region(100, 105, 10, 10, "steam"); assert!(steam_above > 0, "steam should rise upward"); } #[test] fn grass_is_solid() { let mut s = setup(); s.perform_action(&AiAction::SetCell { x: 105, y: 110, material: "grass".into() }); let cell = s.get_cell(105, 110); assert!(cell.is_solid, "grass should be solid"); } #[test] fn dirt_is_solid() { let mut s = setup(); s.perform_action(&AiAction::SetCell { x: 105, y: 110, material: "dirt".into() }); let cell = s.get_cell(105, 110); assert!(cell.is_solid, "dirt should be solid"); } #[test] fn stone_is_static() { let mut s = setup(); s.perform_action(&AiAction::SetCell { x: 105, y: 110, material: "stone".into() }); s.step(20); assert_eq!(s.get_cell(105, 110).material, "stone", "stone should not move"); } #[test] fn wood_is_static() { let mut s = setup(); s.perform_action(&AiAction::SetCell { x: 105, y: 110, material: "wood".into() }); s.step(20); assert_eq!(s.get_cell(105, 110).material, "wood", "wood should not move"); } #[test] fn bone_is_static() { let mut s = setup(); s.perform_action(&AiAction::SetCell { x: 105, y: 110, material: "bone".into() }); s.step(20); assert_eq!(s.get_cell(105, 110).material, "bone", "bone should not move"); } #[test] fn lava_initial_temp_is_high() { let mut s = setup(); s.perform_action(&AiAction::SetCell { x: 105, y: 110, material: "lava".into() }); let cell = s.get_cell(105, 110); assert!(cell.temp > 1000.0, "lava should start very hot, got {}°C", cell.temp); } #[test] fn water_initial_temp_is_room() { let mut s = setup(); s.perform_action(&AiAction::SetCell { x: 105, y: 110, material: "water".into() }); let cell = s.get_cell(105, 110); assert!(cell.temp < 50.0, "water should start at room temp, got {}°C", cell.temp); }