Files
Verbatim/tests/physics_interactions.rs
T
2026-06-21 22:27:20 +03:00

391 lines
8.5 KiB
Rust

use verbatim::ai::AiAction;
use verbatim::ai::GameSession;
fn setup() -> GameSession {
let mut s = GameSession::new_seeded(2);
s.init_empty();
s.clear_area(90, 90, 50, 50);
s
}
#[test]
fn lava_flows_down_on_stone() {
let mut s = setup();
s.perform_action(&AiAction::FillRect {
x: 100,
y: 125,
w: 10,
h: 1,
material: "stone".into(),
});
s.perform_action(&AiAction::SetCell {
x: 105,
y: 115,
material: "lava".into(),
});
s.perform_action(&AiAction::SetCell {
x: 105,
y: 116,
material: "lava".into(),
});
s.step(15);
let lava_at_floor = s.count_material_in_region(103, 122, 5, 4, "lava");
assert!(lava_at_floor > 0, "lava should flow down to stone floor");
}
#[test]
fn lava_cools_to_stone_eventually() {
let mut s = setup();
s.perform_action(&AiAction::FillRect {
x: 100,
y: 125,
w: 10,
h: 1,
material: "stone".into(),
});
s.perform_action(&AiAction::SetCell {
x: 105,
y: 120,
material: "lava".into(),
});
s.perform_action(&AiAction::SetCell {
x: 105,
y: 121,
material: "lava".into(),
});
s.perform_action(&AiAction::SetCell {
x: 105,
y: 122,
material: "lava".into(),
});
s.perform_action(&AiAction::SetCell {
x: 105,
y: 123,
material: "lava".into(),
});
s.perform_action(&AiAction::SetCell {
x: 105,
y: 124,
material: "lava".into(),
});
s.step(200);
let stone_count = s.count_material_in_region(103, 120, 5, 6, "stone");
assert!(
stone_count >= 3,
"lava should cool to stone eventually, got {} stone",
stone_count
);
}
#[test]
fn fire_spreads_through_wood_line() {
let mut s = setup();
s.perform_action(&AiAction::FillRect {
x: 100,
y: 120,
w: 20,
h: 1,
material: "stone".into(),
});
for x in 100..110 {
s.perform_action(&AiAction::SetCell {
x,
y: 119,
material: "wood".into(),
});
}
s.perform_action(&AiAction::SetCell {
x: 100,
y: 119,
material: "fire".into(),
});
s.step(40);
let wood_left = s.count_material_in_region(100, 118, 10, 3, "wood");
assert_eq!(wood_left, 0, "fire should spread through entire wood line");
}
#[test]
fn acid_does_not_dissolve_empty() {
let mut s = setup();
s.perform_action(&AiAction::FillRect {
x: 100,
y: 115,
w: 10,
h: 1,
material: "stone".into(),
});
s.perform_action(&AiAction::FillRect {
x: 104,
y: 114,
w: 3,
h: 1,
material: "stone".into(),
});
s.perform_action(&AiAction::FillRect {
x: 104,
y: 113,
w: 1,
h: 1,
material: "stone".into(),
});
s.perform_action(&AiAction::FillRect {
x: 106,
y: 113,
w: 1,
h: 1,
material: "stone".into(),
});
s.perform_action(&AiAction::SetCell {
x: 105,
y: 113,
material: "acid".into(),
});
s.step(5);
let cell = s.get_cell(105, 113);
assert!(
cell.material == "acid" || cell.material == "empty",
"acid may flow out but should not dissolve empty, got {}",
cell.material
);
}
#[test]
fn acid_dissolves_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::SetCell {
x: 104,
y: 119,
material: "grass".into(),
});
s.perform_action(&AiAction::SetCell {
x: 105,
y: 119,
material: "acid".into(),
});
s.perform_action(&AiAction::SetCell {
x: 104,
y: 118,
material: "acid".into(),
});
s.step(20);
assert_ne!(
s.get_cell(104, 119).material,
"grass",
"acid should dissolve grass"
);
}
#[test]
fn acid_dissolves_dirt() {
let mut s = setup();
s.perform_action(&AiAction::FillRect {
x: 100,
y: 115,
w: 10,
h: 1,
material: "stone".into(),
});
s.perform_action(&AiAction::SetCell {
x: 104,
y: 114,
material: "dirt".into(),
});
s.perform_action(&AiAction::SetCell {
x: 105,
y: 114,
material: "acid".into(),
});
s.perform_action(&AiAction::SetCell {
x: 104,
y: 113,
material: "acid".into(),
});
s.step(30);
assert_ne!(
s.get_cell(104, 114).material,
"dirt",
"acid should dissolve dirt"
);
}
#[test]
fn water_extinguishes_fire_indirectly() {
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.perform_action(&AiAction::SetCell {
x: 105,
y: 118,
material: "water".into(),
});
s.step(20);
assert_ne!(
s.get_cell(105, 119).material,
"fire",
"water should extinguish fire"
);
}
#[test]
fn lava_and_water_produce_both_steam_and_stone() {
let mut s = setup();
s.perform_action(&AiAction::FillRect {
x: 100,
y: 125,
w: 20,
h: 1,
material: "stone".into(),
});
s.perform_action(&AiAction::FillRect {
x: 100,
y: 95,
w: 20,
h: 1,
material: "stone".into(),
});
s.perform_action(&AiAction::FillRect {
x: 101,
y: 115,
w: 4,
h: 3,
material: "lava".into(),
});
s.perform_action(&AiAction::FillRect {
x: 106,
y: 115,
w: 4,
h: 3,
material: "water".into(),
});
s.step(30);
let steam = s.count_material_in_region(100, 100, 20, 20, "steam");
assert!(steam > 0, "lava + water should produce steam");
}
#[test]
fn sand_falls_through_water() {
let mut s = setup();
s.perform_action(&AiAction::FillRect {
x: 100,
y: 125,
w: 10,
h: 1,
material: "stone".into(),
});
s.perform_action(&AiAction::FillRect {
x: 104,
y: 118,
w: 3,
h: 7,
material: "water".into(),
});
s.perform_action(&AiAction::SetCell {
x: 105,
y: 113,
material: "sand".into(),
});
s.step(30);
let sand_at_bottom = s.get_cell(105, 124).material;
assert_eq!(
sand_at_bottom, "sand",
"sand should sink through water to bottom"
);
}
#[test]
fn fire_does_not_ignite_stone() {
let mut s = setup();
s.perform_action(&AiAction::SetCell {
x: 104,
y: 110,
material: "stone".into(),
});
s.perform_action(&AiAction::SetCell {
x: 105,
y: 110,
material: "fire".into(),
});
s.step(30);
assert_eq!(
s.get_cell(104, 110).material,
"stone",
"fire should not ignite stone"
);
}
#[test]
fn fire_does_not_ignite_water() {
let mut s = setup();
s.perform_action(&AiAction::FillRect {
x: 100,
y: 115,
w: 10,
h: 1,
material: "stone".into(),
});
s.perform_action(&AiAction::SetCell {
x: 104,
y: 114,
material: "water".into(),
});
s.perform_action(&AiAction::SetCell {
x: 105,
y: 114,
material: "fire".into(),
});
s.step(5);
let cell = s.get_cell(104, 114);
assert_ne!(
cell.material, "fire",
"water should never become fire, got {}",
cell.material
);
assert_ne!(cell.material, "wood", "water should never become wood");
}
#[test]
fn water_does_not_flow_through_dirt_wall() {
let mut s = setup();
s.perform_action(&AiAction::FillRect {
x: 100,
y: 125,
w: 20,
h: 1,
material: "stone".into(),
});
s.perform_action(&AiAction::FillRect {
x: 109,
y: 120,
w: 1,
h: 5,
material: "dirt".into(),
});
s.perform_action(&AiAction::FillRect {
x: 100,
y: 120,
w: 9,
h: 5,
material: "water".into(),
});
s.step(30);
let right_water = s.count_material_in_region(110, 118, 5, 8, "water");
assert_eq!(right_water, 0, "water should not flow through dirt wall");
}