Files
Verbatim/tests/determinism.rs
T
Emil 61b5d551ae test: 109 Rust tests + 14 JSON scenarios, polish physics
Tests added:
- physics_materials.rs: 15 tests (fire, smoke, steam, grass, dirt, bone, wood, stone, lava temp)
- physics_interactions.rs: 12 tests (lava+water, fire spread, acid interactions, sand+water)
- player_controls.rs: 12 tests (move L/R, jump, double jump, rapid input, wait, continuous)
- collision_robust.rs: 10 tests (walls, ceiling, sliding, corridor, slope, dirt wall, unstick)
- ragdoll_death.rs: 7 tests (death transition, ragdoll fall, progressive damage, corpse)
- determinism.rs: 8 tests (same seed, replay exact, replay partial, recording, 100-tick)
- edge_cases.rs: 19 tests (boundary, stress 20 goblins, fill/clear/paint, gravity, camera)
- 6 new JSON scenarios (fire chain, lava pool, sand bury, entity fall, steam, acid wall)

Fixes:
- AABB resolve_aabb_y: add vertical overlap check (was pushing player down when jumping)
- AABB resolve_aabb_x: velocity-aware resolution (player was stuck against walls)
- check_on_ground: use fractional position check (was always true)
- jump_force 1.5 (was 0.8) for 27-body entity
- Gravity read from self.verlet (was from clone, SetGravity didn't work)
- u8 overflow in lava color (saturating_add)

109 Rust tests, 14 JSON scenarios, 0 warnings, 0 failures
2026-06-20 22:42:29 +03:00

155 lines
5.2 KiB
Rust

use verbatim::ai::GameSession;
use verbatim::ai::AiAction;
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]);
}