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
158 lines
5.7 KiB
Rust
158 lines
5.7 KiB
Rust
use verbatim::ai::GameSession;
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use verbatim::ai::AiAction;
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fn setup() -> GameSession {
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let mut s = GameSession::new_seeded(42);
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s.init_empty();
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s.clear_area(90, 90, 50, 50);
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s
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}
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#[test]
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fn fire_dies_over_time() {
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let mut s = setup();
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s.perform_action(&AiAction::FillRect { x: 100, y: 120, w: 10, h: 1, material: "stone".into() });
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s.perform_action(&AiAction::SetCell { x: 105, y: 119, material: "fire".into() });
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s.step(60);
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assert_ne!(s.get_cell(105, 119).material, "fire", "fire should die after 60 ticks");
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}
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#[test]
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fn fire_ignites_wood() {
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let mut s = setup();
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s.perform_action(&AiAction::FillRect { x: 100, y: 120, w: 10, h: 1, material: "stone".into() });
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s.perform_action(&AiAction::SetCell { x: 104, y: 119, material: "wood".into() });
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s.perform_action(&AiAction::SetCell { x: 105, y: 119, material: "fire".into() });
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s.step(20);
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assert_ne!(s.get_cell(104, 119).material, "wood", "wood should be ignited by fire");
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}
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#[test]
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fn fire_ignites_grass() {
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let mut s = setup();
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s.perform_action(&AiAction::FillRect { x: 100, y: 120, w: 10, h: 1, material: "stone".into() });
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s.perform_action(&AiAction::FillRect { x: 100, y: 119, w: 8, h: 1, material: "grass".into() });
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s.perform_action(&AiAction::SetCell { x: 100, y: 119, material: "fire".into() });
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s.step(30);
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let grass_left = s.count_material_in_region(99, 118, 10, 3, "grass");
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assert_eq!(grass_left, 0, "fire should spread through grass");
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}
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#[test]
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fn fire_ignites_flesh() {
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let mut s = setup();
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s.perform_action(&AiAction::FillRect { x: 100, y: 120, w: 10, h: 1, material: "stone".into() });
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s.perform_action(&AiAction::SetCell { x: 104, y: 119, material: "flesh".into() });
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s.perform_action(&AiAction::SetCell { x: 105, y: 119, material: "fire".into() });
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s.step(30);
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assert_ne!(s.get_cell(104, 119).material, "flesh", "flesh should be ignited by fire");
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}
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#[test]
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fn smoke_rises() {
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let mut s = setup();
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s.perform_action(&AiAction::FillRect { x: 100, y: 120, w: 10, h: 1, material: "stone".into() });
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s.perform_action(&AiAction::FillRect { x: 100, y: 110, w: 10, h: 1, material: "stone".into() });
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for y in 114..118 {
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for x in 104..107 {
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s.perform_action(&AiAction::SetCell { x, y, material: "smoke".into() });
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}
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}
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s.step(15);
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let smoke_above = s.count_material_in_region(100, 111, 10, 3, "smoke");
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assert!(smoke_above > 0, "smoke should rise toward ceiling");
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}
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#[test]
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fn smoke_dissipates_over_time() {
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let mut s = setup();
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s.perform_action(&AiAction::SetCell { x: 105, y: 105, material: "smoke".into() });
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s.step(120);
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let smoke_left = s.count_material_in_region(100, 100, 10, 10, "smoke");
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assert_eq!(smoke_left, 0, "smoke should dissipate after 120 ticks");
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}
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#[test]
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fn steam_condenses_to_water() {
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let mut s = setup();
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s.perform_action(&AiAction::FillRect { x: 100, y: 125, w: 10, h: 1, material: "stone".into() });
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for y in 118..123 {
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for x in 103..108 {
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s.perform_action(&AiAction::SetCell { x, y, material: "steam".into() });
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}
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}
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s.step(150);
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let water_or_steam = s.count_material_in_region(100, 118, 10, 8, "water")
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+ s.count_material_in_region(100, 118, 10, 8, "steam");
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assert!(water_or_steam > 0, "steam should condense to water or remain steam: water+steam={}", water_or_steam);
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let water_count = s.count_material_in_region(100, 118, 10, 8, "water");
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assert!(water_count > 0, "some steam should have condensed to water by now: water={}", water_count);
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}
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#[test]
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fn steam_rises() {
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let mut s = setup();
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s.perform_action(&AiAction::FillRect { x: 100, y: 130, w: 10, h: 1, material: "stone".into() });
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s.perform_action(&AiAction::FillRect { x: 100, y: 100, w: 10, h: 1, material: "stone".into() });
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s.perform_action(&AiAction::SetCell { x: 105, y: 125, material: "steam".into() });
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s.step(20);
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let steam_above = s.count_material_in_region(100, 105, 10, 10, "steam");
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assert!(steam_above > 0, "steam should rise upward");
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}
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#[test]
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fn grass_is_solid() {
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let mut s = setup();
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s.perform_action(&AiAction::SetCell { x: 105, y: 110, material: "grass".into() });
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let cell = s.get_cell(105, 110);
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assert!(cell.is_solid, "grass should be solid");
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}
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#[test]
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fn dirt_is_solid() {
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let mut s = setup();
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s.perform_action(&AiAction::SetCell { x: 105, y: 110, material: "dirt".into() });
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let cell = s.get_cell(105, 110);
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assert!(cell.is_solid, "dirt should be solid");
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}
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#[test]
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fn stone_is_static() {
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let mut s = setup();
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s.perform_action(&AiAction::SetCell { x: 105, y: 110, material: "stone".into() });
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s.step(20);
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assert_eq!(s.get_cell(105, 110).material, "stone", "stone should not move");
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}
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#[test]
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fn wood_is_static() {
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let mut s = setup();
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s.perform_action(&AiAction::SetCell { x: 105, y: 110, material: "wood".into() });
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s.step(20);
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assert_eq!(s.get_cell(105, 110).material, "wood", "wood should not move");
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}
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#[test]
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fn bone_is_static() {
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let mut s = setup();
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s.perform_action(&AiAction::SetCell { x: 105, y: 110, material: "bone".into() });
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s.step(20);
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assert_eq!(s.get_cell(105, 110).material, "bone", "bone should not move");
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}
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#[test]
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fn lava_initial_temp_is_high() {
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let mut s = setup();
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s.perform_action(&AiAction::SetCell { x: 105, y: 110, material: "lava".into() });
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let cell = s.get_cell(105, 110);
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assert!(cell.temp > 1000.0, "lava should start very hot, got {}°C", cell.temp);
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}
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#[test]
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fn water_initial_temp_is_room() {
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let mut s = setup();
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s.perform_action(&AiAction::SetCell { x: 105, y: 110, material: "water".into() });
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let cell = s.get_cell(105, 110);
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assert!(cell.temp < 50.0, "water should start at room temp, got {}°C", cell.temp);
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}
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