Files
Verbatim/tests/edge_cases.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

203 lines
7.0 KiB
Rust

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.perform_action(&AiAction::FillRect { x: 80, y: 130, w: 80, h: 15, material: "stone".into() });
s
}
#[test]
fn entity_at_world_boundary_stays_in_bounds() {
let mut s = setup();
s.perform_action(&AiAction::Spawn { kind: "goblin".into(), x: 5.0, y: 120.0 });
s.step(60);
let entities = s.get_entities();
if let Some(g) = entities.into_iter().find(|e| e.kind == "Goblin" && e.alive) {
assert!(g.pos[0] >= 0.0 && g.pos[0] <= 250.0, "goblin should stay in bounds: x={}", g.pos[0]);
assert!(g.pos[1] >= 0.0 && g.pos[1] <= 250.0, "goblin should stay in bounds: y={}", g.pos[1]);
}
}
#[test]
fn entity_at_right_boundary() {
let mut s = setup();
s.perform_action(&AiAction::Spawn { kind: "goblin".into(), x: 245.0, y: 120.0 });
s.step(60);
let entities = s.get_entities();
if let Some(g) = entities.into_iter().find(|e| e.kind == "Goblin" && e.alive) {
assert!(g.pos[0] <= 248.0, "goblin should not exit right boundary: x={}", g.pos[0]);
}
}
#[test]
fn many_entities_simulate_without_crash() {
let mut s = setup();
for i in 0..10 {
let x = 100.0 + (i as f32 * 5.0);
s.perform_action(&AiAction::Spawn { kind: "goblin".into(), x, y: 110.0 });
}
s.step(60);
let alive = s.get_entities().into_iter().filter(|e| e.alive).count();
assert!(alive > 0, "at least some entities should survive 60 ticks with 10 goblins");
}
#[test]
fn spawn_many_goblins_stress() {
let mut s = GameSession::new_seeded(42);
s.init_empty();
s.clear_area(0, 0, 250, 250);
s.perform_action(&AiAction::FillRect { x: 0, y: 200, w: 250, h: 50, material: "stone".into() });
for i in 0..20 {
let x = 20.0 + (i as f32 * 10.0);
s.perform_action(&AiAction::Spawn { kind: "goblin".into(), x, y: 180.0 });
}
s.step(30);
let entities = s.get_entities();
let alive = entities.iter().filter(|e| e.alive).count();
assert!(alive >= 15, "most goblins should survive: {}/20", alive);
}
#[test]
fn player_at_spawn_is_alive() {
let mut s = GameSession::new_seeded(42);
s.init();
let p = s.get_player().unwrap();
assert!(p.alive, "player should be alive at spawn");
assert_eq!(p.health, 100.0, "player should have full health at spawn");
}
#[test]
fn player_bodies_count_matches_layout() {
let mut s = GameSession::new_seeded(42);
s.init();
let p = s.get_player().unwrap();
assert_eq!(p.body_count, 27, "player should have 27 bodies (5x5 + 2 arms)");
}
#[test]
fn goblin_has_correct_max_health() {
let mut s = setup();
s.perform_action(&AiAction::Spawn { kind: "goblin".into(), x: 130.0, y: 120.0 });
let entities = s.get_entities();
let g = entities.into_iter().find(|e| e.kind == "Goblin").unwrap();
assert_eq!(g.max_health, 40.0, "goblin max health should be 40");
}
#[test]
fn player_has_correct_max_health() {
let mut s = GameSession::new_seeded(42);
s.init();
let p = s.get_player().unwrap();
assert_eq!(p.max_health, 100.0, "player max health should be 100");
}
#[test]
fn fill_rect_creates_correct_material_count() {
let mut s = setup();
s.perform_action(&AiAction::FillRect { x: 100, y: 100, w: 5, h: 3, material: "wood".into() });
let count = s.count_material_in_region(100, 100, 5, 3, "wood");
assert_eq!(count, 15, "5x3 fill_rect should create 15 wood cells, got {}", count);
}
#[test]
fn clear_region_removes_all_materials() {
let mut s = setup();
s.perform_action(&AiAction::FillRect { x: 100, y: 100, w: 5, h: 5, material: "stone".into() });
s.perform_action(&AiAction::ClearRegion { x: 100, y: 100, w: 5, h: 5 });
let count = s.count_material_in_region(100, 100, 5, 5, "stone");
assert_eq!(count, 0, "clear_region should remove all materials");
}
#[test]
fn set_cell_overwrites_existing() {
let mut s = setup();
s.perform_action(&AiAction::SetCell { x: 105, y: 110, material: "stone".into() });
assert_eq!(s.get_cell(105, 110).material, "stone");
s.perform_action(&AiAction::SetCell { x: 105, y: 110, material: "water".into() });
assert_eq!(s.get_cell(105, 110).material, "water", "set_cell should overwrite");
}
#[test]
fn out_of_bounds_cell_returns_error() {
let s = setup();
let cell = s.get_cell(-1, -1);
assert_eq!(cell.material, "out_of_bounds", "out of bounds cell should report correctly");
let cell2 = s.get_cell(999, 999);
assert_eq!(cell2.material, "out_of_bounds");
}
#[test]
fn paint_creates_material_in_radius() {
let mut s = setup();
s.perform_action(&AiAction::Paint { x: 120, y: 110, material: "sand".into(), radius: 3 });
let count = s.count_material_in_region(116, 106, 8, 8, "sand");
assert!(count > 0, "paint should create sand cells in radius");
assert!(count < 50, "paint should not create too many cells: {}", count);
}
#[test]
fn set_gravity_affects_player() {
let mut s = setup();
s.step(30);
s.perform_action(&AiAction::SetGravity { value: 0.0 });
s.perform_action(&AiAction::Jump);
s.step(5);
let p1 = s.get_player().unwrap();
let y_up = p1.pos[1];
s.step(30);
let p2 = s.get_player().unwrap();
assert!(p2.pos[1] <= y_up + 2.0, "with zero gravity, player should not fall: y_up={} y_after={}", y_up, p2.pos[1]);
}
#[test]
fn set_camera_works() {
let mut s = setup();
s.perform_action(&AiAction::SetCamera { x: 50, y: 50 });
assert_eq!(s.game.cam_x, 50, "camera x should be set");
assert_eq!(s.game.cam_y, 50, "camera y should be set");
}
#[test]
fn center_camera_on_player() {
let mut s = setup();
s.perform_action(&AiAction::SetCamera { x: 0, y: 0 });
s.step(30);
s.perform_action(&AiAction::CenterCamera);
let p = s.get_player().unwrap();
assert!(s.game.cam_x > 0, "camera should move from 0 toward player: got {}", s.game.cam_x);
assert!(s.game.cam_y > 0, "camera should move from 0 toward player: got {}", s.game.cam_y);
}
#[test]
fn kill_entity_removes_alive_status() {
let mut s = setup();
s.perform_action(&AiAction::Spawn { kind: "goblin".into(), x: 130.0, y: 120.0 });
s.step(10);
s.perform_action(&AiAction::KillEntity { id: 1 });
s.step(1);
let entities = s.get_entities();
let g = entities.into_iter().find(|e| e.id == 1).unwrap();
assert!(!g.alive, "entity should be dead after kill_entity");
}
#[test]
fn find_material_locates_existing() {
let mut s = setup();
s.perform_action(&AiAction::SetCell { x: 123, y: 115, material: "lava".into() });
let found = s.find_material("lava");
assert!(found.is_some(), "find_material should locate lava");
let (fx, fy) = found.unwrap();
assert_eq!(fx, 123, "found x should match");
assert_eq!(fy, 115, "found y should match");
}
#[test]
fn find_material_returns_none_for_absent() {
let s = setup();
let found = s.find_material("lava");
assert!(found.is_none(), "find_material should return None for absent material");
}