Files
2026-06-21 22:27:20 +03:00

220 lines
5.7 KiB
Rust

use verbatim::ai::AiAction;
use verbatim::ai::GameSession;
use verbatim::ai::ReplayPlayer;
fn setup() -> GameSession {
let mut s = GameSession::new_seeded(42);
s.init_empty();
s.clear_area(90, 90, 50, 50);
s.perform_action(&AiAction::FillRect {
x: 80,
y: 130,
w: 80,
h: 15,
material: "stone".into(),
});
s
}
#[test]
fn same_seed_same_player_position() {
let mut s1 = GameSession::new_seeded(777);
s1.init();
s1.step(30);
let mut s2 = GameSession::new_seeded(777);
s2.init();
s2.step(30);
let p1 = s1.get_player().unwrap();
let p2 = s2.get_player().unwrap();
assert!((p1.pos[0] - p2.pos[0]).abs() < 0.01, "x mismatch");
assert!((p1.pos[1] - p2.pos[1]).abs() < 0.01, "y mismatch");
}
#[test]
fn same_seed_same_entity_count() {
let mut s1 = GameSession::new_seeded(555);
s1.init();
s1.step(60);
let mut s2 = GameSession::new_seeded(555);
s2.init();
s2.step(60);
assert_eq!(
s1.get_entities().len(),
s2.get_entities().len(),
"entity count should match"
);
}
#[test]
fn same_seed_same_grid_state() {
let mut s1 = GameSession::new_seeded(333);
s1.init();
s1.step(20);
let mut s2 = GameSession::new_seeded(333);
s2.init();
s2.step(20);
for y in 100..150 {
for x in 100..150 {
let c1 = s1.get_cell(x, y);
let c2 = s2.get_cell(x, y);
assert_eq!(
c1.material, c2.material,
"material mismatch at ({},{})",
x, y
);
}
}
}
// Note: different seeds currently produce the same world because
// the CA RNG is internal (not seeded from GameSession).
// This is a known limitation — world gen is deterministic regardless of seed.
// Seed matters for replay recording/determinism within a session.
#[test]
fn replay_exact_match() {
let mut s = GameSession::new_seeded(888);
s.init();
s.set_recording(true);
s.perform_action(&AiAction::MoveRight);
s.step(10);
s.perform_action(&AiAction::Jump);
s.step(10);
s.perform_action(&AiAction::MoveLeft);
s.step(10);
let state_orig = s.get_state();
s.save_replay("/tmp/verbatim_replay_exact.json")
.expect("save");
let player = ReplayPlayer::load("/tmp/verbatim_replay_exact.json").expect("load");
let s2 = player.play();
let state_replay = s2.get_state();
assert_eq!(state_orig.tick, state_replay.tick, "tick mismatch");
if let (Some(p1), Some(p2)) = (&state_orig.player, &state_replay.player) {
assert!(
(p1.pos[0] - p2.pos[0]).abs() < 0.1,
"x mismatch: {} vs {}",
p1.pos[0],
p2.pos[0]
);
assert!(
(p1.pos[1] - p2.pos[1]).abs() < 0.1,
"y mismatch: {} vs {}",
p1.pos[1],
p2.pos[1]
);
assert!((p1.health - p2.health).abs() < 1.0, "health mismatch");
}
}
#[test]
fn replay_stop_at_tick() {
let mut s = GameSession::new_seeded(444);
s.init();
s.set_recording(true);
s.step(20);
s.perform_action(&AiAction::MoveRight);
s.step(20);
s.save_replay("/tmp/verbatim_replay_partial.json")
.expect("save");
let player = ReplayPlayer::load("/tmp/verbatim_replay_partial.json").expect("load");
let s_half = player.play_until_tick(10);
assert_eq!(
s_half.tick(),
10,
"should stop at tick 10, got {}",
s_half.tick()
);
let s_full = player.play();
assert_eq!(
s_full.tick(),
40,
"full replay should reach tick 40, got {}",
s_full.tick()
);
}
#[test]
fn recording_captures_all_actions() {
let mut s = GameSession::new_seeded(123);
s.init();
s.set_recording(true);
s.perform_action(&AiAction::MoveRight);
s.perform_action(&AiAction::Jump);
s.perform_action(&AiAction::MoveLeft);
s.step(5);
s.save_replay("/tmp/verbatim_replay_capture.json")
.expect("save");
let player = ReplayPlayer::load("/tmp/verbatim_replay_capture.json").expect("load");
let event_count = player.recording().events.len();
assert!(
event_count >= 4,
"recording should have at least 4 events (3 actions + 1 step), got {}",
event_count
);
}
#[test]
fn determinism_with_spawn_and_damage() {
let mut s1 = setup();
s1.perform_action(&AiAction::Spawn {
kind: "goblin".into(),
x: 135.0,
y: 120.0,
});
s1.perform_action(&AiAction::DamageEntity {
id: 1,
amount: 20.0,
});
s1.step(30);
let mut s2 = setup();
s2.perform_action(&AiAction::Spawn {
kind: "goblin".into(),
x: 135.0,
y: 120.0,
});
s2.perform_action(&AiAction::DamageEntity {
id: 1,
amount: 20.0,
});
s2.step(30);
let e1 = s1.get_entities().into_iter().find(|e| e.id == 1).unwrap();
let e2 = s2.get_entities().into_iter().find(|e| e.id == 1).unwrap();
assert!(
(e1.health - e2.health).abs() < 0.01,
"health should match: {} vs {}",
e1.health,
e2.health
);
assert!((e1.pos[0] - e2.pos[0]).abs() < 0.1, "x should match");
assert!((e1.pos[1] - e2.pos[1]).abs() < 0.1, "y should match");
}
#[test]
fn hundred_tick_determinism() {
let mut s1 = GameSession::new_seeded(99);
s1.init();
s1.perform_action(&AiAction::MoveRight);
s1.step(100);
let mut s2 = GameSession::new_seeded(99);
s2.init();
s2.perform_action(&AiAction::MoveRight);
s2.step(100);
let p1 = s1.get_player().unwrap();
let p2 = s2.get_player().unwrap();
assert!(
(p1.pos[0] - p2.pos[0]).abs() < 0.01,
"100-tick determinism failed: {} vs {}",
p1.pos[0],
p2.pos[0]
);
}