Files
Verbatim/tests/physics_materials.rs
Emil 357db17c2f feat: GPU optimization — lighting, viewport CA, benchmark mode, 531 FPS
- Resolution: 8x8 world cells, 2x2 UI cells (UI_SCALE=4)
- GPU lighting: vertex-shader computed, light source list buffer (max 64)
  instead of O(N×R²) grid scan, O(N×S) per cell
- Viewport-aware CA: iterate only active chunks, not all 250×250
- Flat array entity/item/shadow maps instead of HashMaps
- Flat 128-entry ASCII atlas array instead of HashMap lookup
- Partial grid upload: viewport + 30-cell margin only
- Pre-allocated viewport arrays in renderer structs (zero alloc/frame)
- Skip CPU lighting for GPU modes (pass None)
- Benchmark mode: --mode benchmark with per-subsystem timing
- GpuLightSource struct, light_count in push constants
- gather_sources_in_range() for viewport-scoped source gathering

Benchmark (600 ticks, release):
  Graphics: 531 FPS (was 386, +38%), render 1013us (was 1699us, -40%)
  ASCII:    402 FPS (was 313, +28%), render 1502us (was 2346us, -36%)

All 171 tests + 14 scenarios pass.
2026-06-21 16:09:45 +03:00

344 lines
7.5 KiB
Rust

use verbatim::ai::AiAction;
use verbatim::ai::GameSession;
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();
// Closed container so steam/water cannot drift into inactive chunks.
for y in 116..125 {
s.perform_action(&AiAction::SetCell {
x: 100,
y,
material: "stone".into(),
});
s.perform_action(&AiAction::SetCell {
x: 109,
y,
material: "stone".into(),
});
}
for x in 100..110 {
s.perform_action(&AiAction::SetCell {
x,
y: 116,
material: "stone".into(),
});
s.perform_action(&AiAction::SetCell {
x,
y: 124,
material: "stone".into(),
});
}
for y in 117..124 {
for x in 101..109 {
s.perform_action(&AiAction::SetCell {
x,
y,
material: "steam".into(),
});
}
}
s.step(200);
let water_or_steam = s.count_material_in_region(100, 116, 10, 9, "water")
+ s.count_material_in_region(100, 116, 10, 9, "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, 116, 10, 9, "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
);
}