- 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.
344 lines
7.5 KiB
Rust
344 lines
7.5 KiB
Rust
use verbatim::ai::AiAction;
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use verbatim::ai::GameSession;
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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 {
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x: 100,
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y: 120,
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w: 10,
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h: 1,
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material: "stone".into(),
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});
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s.perform_action(&AiAction::SetCell {
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x: 105,
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y: 119,
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material: "fire".into(),
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});
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s.step(60);
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assert_ne!(
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s.get_cell(105, 119).material,
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"fire",
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"fire should die after 60 ticks"
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);
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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 {
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x: 100,
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y: 120,
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w: 10,
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h: 1,
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material: "stone".into(),
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});
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s.perform_action(&AiAction::SetCell {
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x: 104,
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y: 119,
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material: "wood".into(),
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});
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s.perform_action(&AiAction::SetCell {
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x: 105,
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y: 119,
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material: "fire".into(),
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});
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s.step(20);
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assert_ne!(
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s.get_cell(104, 119).material,
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"wood",
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"wood should be ignited by fire"
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);
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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 {
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x: 100,
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y: 120,
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w: 10,
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h: 1,
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material: "stone".into(),
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});
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s.perform_action(&AiAction::FillRect {
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x: 100,
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y: 119,
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w: 8,
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h: 1,
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material: "grass".into(),
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});
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s.perform_action(&AiAction::SetCell {
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x: 100,
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y: 119,
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material: "fire".into(),
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});
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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 {
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x: 100,
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y: 120,
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w: 10,
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h: 1,
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material: "stone".into(),
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});
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s.perform_action(&AiAction::SetCell {
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x: 104,
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y: 119,
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material: "flesh".into(),
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});
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s.perform_action(&AiAction::SetCell {
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x: 105,
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y: 119,
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material: "fire".into(),
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});
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s.step(30);
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assert_ne!(
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s.get_cell(104, 119).material,
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"flesh",
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"flesh should be ignited by fire"
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);
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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 {
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x: 100,
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y: 120,
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w: 10,
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h: 1,
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material: "stone".into(),
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});
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s.perform_action(&AiAction::FillRect {
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x: 100,
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y: 110,
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w: 10,
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h: 1,
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material: "stone".into(),
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});
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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 {
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x,
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y,
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material: "smoke".into(),
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});
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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 {
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x: 105,
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y: 105,
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material: "smoke".into(),
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});
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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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// Closed container so steam/water cannot drift into inactive chunks.
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for y in 116..125 {
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s.perform_action(&AiAction::SetCell {
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x: 100,
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y,
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material: "stone".into(),
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});
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s.perform_action(&AiAction::SetCell {
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x: 109,
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y,
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material: "stone".into(),
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});
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}
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for x in 100..110 {
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s.perform_action(&AiAction::SetCell {
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x,
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y: 116,
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material: "stone".into(),
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});
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s.perform_action(&AiAction::SetCell {
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x,
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y: 124,
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material: "stone".into(),
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});
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}
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for y in 117..124 {
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for x in 101..109 {
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s.perform_action(&AiAction::SetCell {
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x,
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y,
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material: "steam".into(),
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});
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}
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}
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s.step(200);
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let water_or_steam = s.count_material_in_region(100, 116, 10, 9, "water")
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+ s.count_material_in_region(100, 116, 10, 9, "steam");
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assert!(
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water_or_steam > 0,
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"steam should condense to water or remain steam: water+steam={}",
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water_or_steam
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);
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let water_count = s.count_material_in_region(100, 116, 10, 9, "water");
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assert!(
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water_count > 0,
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"some steam should have condensed to water by now: water={}",
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water_count
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);
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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 {
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x: 100,
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y: 130,
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w: 10,
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h: 1,
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material: "stone".into(),
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});
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s.perform_action(&AiAction::FillRect {
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x: 100,
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y: 100,
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w: 10,
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h: 1,
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material: "stone".into(),
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});
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s.perform_action(&AiAction::SetCell {
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x: 105,
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y: 125,
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material: "steam".into(),
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});
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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 {
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x: 105,
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y: 110,
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material: "grass".into(),
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});
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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 {
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x: 105,
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y: 110,
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material: "dirt".into(),
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});
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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 {
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x: 105,
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y: 110,
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material: "stone".into(),
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});
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s.step(20);
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assert_eq!(
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s.get_cell(105, 110).material,
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"stone",
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"stone should not move"
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);
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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 {
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x: 105,
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y: 110,
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material: "wood".into(),
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});
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s.step(20);
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assert_eq!(
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s.get_cell(105, 110).material,
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"wood",
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"wood should not move"
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);
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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 {
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x: 105,
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y: 110,
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material: "bone".into(),
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});
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s.step(20);
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assert_eq!(
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s.get_cell(105, 110).material,
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"bone",
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"bone should not move"
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);
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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 {
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x: 105,
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y: 110,
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material: "lava".into(),
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});
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let cell = s.get_cell(105, 110);
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assert!(
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cell.temp > 1000.0,
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"lava should start very hot, got {}°C",
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cell.temp
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);
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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 {
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x: 105,
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y: 110,
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material: "water".into(),
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});
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let cell = s.get_cell(105, 110);
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assert!(
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cell.temp < 50.0,
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"water should start at room temp, got {}°C",
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cell.temp
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);
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}
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