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 lava_flows_down_on_stone() { let mut s = setup(); s.perform_action(&AiAction::FillRect { x: 100, y: 125, w: 10, h: 1, material: "stone".into() }); s.perform_action(&AiAction::SetCell { x: 105, y: 115, material: "lava".into() }); s.perform_action(&AiAction::SetCell { x: 105, y: 116, material: "lava".into() }); s.step(15); let lava_at_floor = s.count_material_in_region(103, 122, 5, 4, "lava"); assert!(lava_at_floor > 0, "lava should flow down to stone floor"); } #[test] fn lava_cools_to_stone_eventually() { let mut s = setup(); s.perform_action(&AiAction::FillRect { x: 100, y: 125, w: 10, h: 1, material: "stone".into() }); s.perform_action(&AiAction::SetCell { x: 105, y: 120, material: "lava".into() }); s.perform_action(&AiAction::SetCell { x: 105, y: 121, material: "lava".into() }); s.perform_action(&AiAction::SetCell { x: 105, y: 122, material: "lava".into() }); s.perform_action(&AiAction::SetCell { x: 105, y: 123, material: "lava".into() }); s.perform_action(&AiAction::SetCell { x: 105, y: 124, material: "lava".into() }); s.step(200); let stone_count = s.count_material_in_region(103, 120, 5, 6, "stone"); assert!(stone_count >= 3, "lava should cool to stone eventually, got {} stone", stone_count); } #[test] fn fire_spreads_through_wood_line() { let mut s = setup(); s.perform_action(&AiAction::FillRect { x: 100, y: 120, w: 20, h: 1, material: "stone".into() }); for x in 100..110 { s.perform_action(&AiAction::SetCell { x, y: 119, material: "wood".into() }); } s.perform_action(&AiAction::SetCell { x: 100, y: 119, material: "fire".into() }); s.step(40); let wood_left = s.count_material_in_region(100, 118, 10, 3, "wood"); assert_eq!(wood_left, 0, "fire should spread through entire wood line"); } #[test] fn acid_does_not_dissolve_empty() { let mut s = setup(); s.perform_action(&AiAction::FillRect { x: 100, y: 115, w: 10, h: 1, material: "stone".into() }); s.perform_action(&AiAction::FillRect { x: 104, y: 114, w: 3, h: 1, material: "stone".into() }); s.perform_action(&AiAction::FillRect { x: 104, y: 113, w: 1, h: 1, material: "stone".into() }); s.perform_action(&AiAction::FillRect { x: 106, y: 113, w: 1, h: 1, material: "stone".into() }); s.perform_action(&AiAction::SetCell { x: 105, y: 113, material: "acid".into() }); s.step(5); let cell = s.get_cell(105, 113); assert!(cell.material == "acid" || cell.material == "empty", "acid may flow out but should not dissolve empty, got {}", cell.material); } #[test] fn acid_dissolves_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::SetCell { x: 104, y: 119, material: "grass".into() }); s.perform_action(&AiAction::SetCell { x: 105, y: 119, material: "acid".into() }); s.perform_action(&AiAction::SetCell { x: 104, y: 118, material: "acid".into() }); s.step(20); assert_ne!(s.get_cell(104, 119).material, "grass", "acid should dissolve grass"); } #[test] fn acid_dissolves_dirt() { let mut s = setup(); s.perform_action(&AiAction::FillRect { x: 100, y: 115, w: 10, h: 1, material: "stone".into() }); s.perform_action(&AiAction::SetCell { x: 104, y: 114, material: "dirt".into() }); s.perform_action(&AiAction::SetCell { x: 105, y: 114, material: "acid".into() }); s.perform_action(&AiAction::SetCell { x: 104, y: 113, material: "acid".into() }); s.step(30); assert_ne!(s.get_cell(104, 114).material, "dirt", "acid should dissolve dirt"); } #[test] fn water_extinguishes_fire_indirectly() { 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.perform_action(&AiAction::SetCell { x: 105, y: 118, material: "water".into() }); s.step(20); assert_ne!(s.get_cell(105, 119).material, "fire", "water should extinguish fire"); } #[test] fn lava_and_water_produce_both_steam_and_stone() { let mut s = setup(); s.perform_action(&AiAction::FillRect { x: 100, y: 125, w: 20, h: 1, material: "stone".into() }); s.perform_action(&AiAction::FillRect { x: 100, y: 95, w: 20, h: 1, material: "stone".into() }); s.perform_action(&AiAction::FillRect { x: 101, y: 115, w: 4, h: 3, material: "lava".into() }); s.perform_action(&AiAction::FillRect { x: 106, y: 115, w: 4, h: 3, material: "water".into() }); s.step(30); let steam = s.count_material_in_region(100, 100, 20, 20, "steam"); assert!(steam > 0, "lava + water should produce steam"); } #[test] fn sand_falls_through_water() { let mut s = setup(); s.perform_action(&AiAction::FillRect { x: 100, y: 125, w: 10, h: 1, material: "stone".into() }); s.perform_action(&AiAction::FillRect { x: 104, y: 118, w: 3, h: 7, material: "water".into() }); s.perform_action(&AiAction::SetCell { x: 105, y: 113, material: "sand".into() }); s.step(30); let sand_at_bottom = s.get_cell(105, 124).material; assert_eq!(sand_at_bottom, "sand", "sand should sink through water to bottom"); } #[test] fn fire_does_not_ignite_stone() { let mut s = setup(); s.perform_action(&AiAction::SetCell { x: 104, y: 110, material: "stone".into() }); s.perform_action(&AiAction::SetCell { x: 105, y: 110, material: "fire".into() }); s.step(30); assert_eq!(s.get_cell(104, 110).material, "stone", "fire should not ignite stone"); } #[test] fn fire_does_not_ignite_water() { let mut s = setup(); s.perform_action(&AiAction::FillRect { x: 100, y: 115, w: 10, h: 1, material: "stone".into() }); s.perform_action(&AiAction::SetCell { x: 104, y: 114, material: "water".into() }); s.perform_action(&AiAction::SetCell { x: 105, y: 114, material: "fire".into() }); s.step(5); let cell = s.get_cell(104, 114); assert_ne!(cell.material, "fire", "water should never become fire, got {}", cell.material); assert_ne!(cell.material, "wood", "water should never become wood"); } #[test] fn water_does_not_flow_through_dirt_wall() { let mut s = setup(); s.perform_action(&AiAction::FillRect { x: 100, y: 125, w: 20, h: 1, material: "stone".into() }); s.perform_action(&AiAction::FillRect { x: 109, y: 120, w: 1, h: 5, material: "dirt".into() }); s.perform_action(&AiAction::FillRect { x: 100, y: 120, w: 9, h: 5, material: "water".into() }); s.step(30); let right_water = s.count_material_in_region(110, 118, 5, 8, "water"); assert_eq!(right_water, 0, "water should not flow through dirt wall"); }