Files
Verbatim/tests/projectiles.rs
T
Emil 357db17c2f feat: GPU optimization — lighting, viewport CA, benchmark mode, 531 FPS
- 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.
2026-06-21 16:09:45 +03:00

189 lines
4.3 KiB
Rust

use verbatim::ai::{AiAction, GameSession};
fn setup() -> GameSession {
let mut s = GameSession::new_seeded(42);
s.init_empty();
s.clear_area(80, 80, 80, 80);
s.perform_action(&AiAction::FillRect {
x: 80,
y: 130,
w: 80,
h: 5,
material: "stone".into(),
});
s
}
#[test]
fn projectile_travels_and_deals_damage() {
let mut s = setup();
let player_pos = s.get_player().unwrap().pos;
s.perform_action(&AiAction::Spawn {
kind: "goblin".into(),
x: player_pos[0] + 15.0,
y: player_pos[1],
});
s.step(10);
let goblin = s
.get_entities()
.into_iter()
.find(|e| e.kind == "Goblin")
.unwrap();
let hp_before = goblin.health;
s.perform_action(&AiAction::Shoot {
dir_x: 1.0,
dir_y: 0.0,
});
s.step(10);
let goblin_after = s
.get_entities()
.into_iter()
.find(|e| e.kind == "Goblin")
.unwrap();
assert!(
goblin_after.health < hp_before,
"goblin should take projectile damage: {} -> {}",
hp_before,
goblin_after.health
);
}
#[test]
fn projectile_stops_on_solid_cell() {
let mut s = setup();
let player_pos = s.get_player().unwrap().pos;
let wall_x = player_pos[0] as i32 + 8;
s.perform_action(&AiAction::FillRect {
x: wall_x,
y: player_pos[1] as i32 - 2,
w: 4,
h: 4,
material: "stone".into(),
});
s.perform_action(&AiAction::Shoot {
dir_x: 1.0,
dir_y: 0.0,
});
s.step(10);
let cell = s.get_cell(wall_x, player_pos[1] as i32);
assert_eq!(
cell.material, "stone",
"projectile should not destroy stone wall"
);
let state = s.get_state();
let projectile_count = state
.entities
.iter()
.filter(|e| e.kind == "Projectile")
.count();
assert_eq!(
projectile_count, 0,
"projectile should be destroyed after hitting wall"
);
}
#[test]
fn fireball_ignites_wood() {
let mut s = setup();
let player_pos = s.get_player().unwrap().pos;
s.perform_action(&AiAction::FillRect {
x: player_pos[0] as i32 + 5,
y: player_pos[1] as i32 - 2,
w: 6,
h: 4,
material: "wood".into(),
});
s.perform_action(&AiAction::ToggleFireball);
s.perform_action(&AiAction::Shoot {
dir_x: 1.0,
dir_y: 0.0,
});
s.step(15);
let fire_count = s.count_material_in_region(
player_pos[0] as i32 + 4,
player_pos[1] as i32 - 3,
10,
8,
"fire",
);
assert!(
fire_count > 0,
"fireball should ignite wood, got {} fire cells",
fire_count
);
}
#[test]
fn corpse_decomposes_into_flesh_cells() {
let mut s = setup();
s.perform_action(&AiAction::FillRect {
x: 100,
y: 130,
w: 40,
h: 5,
material: "stone".into(),
});
s.perform_action(&AiAction::FillRect {
x: 100,
y: 100,
w: 1,
h: 30,
material: "stone".into(),
});
s.perform_action(&AiAction::FillRect {
x: 139,
y: 100,
w: 1,
h: 30,
material: "stone".into(),
});
s.perform_action(&AiAction::Spawn {
kind: "goblin".into(),
x: 110.0,
y: 120.0,
});
s.step(10);
let goblin = s
.get_entities()
.into_iter()
.find(|e| e.kind == "Goblin")
.unwrap();
s.perform_action(&AiAction::DamageEntity {
id: goblin.id,
amount: 100.0,
});
s.step(100);
let corpse = s
.get_entities()
.into_iter()
.find(|e| e.kind == "Corpse")
.unwrap();
let _pos = corpse.pos;
let after = s.count_material_in_region(100, 120, 40, 20, "flesh");
assert!(
after > 0,
"corpse should decompose into flesh cells, got {}",
after
);
}
#[test]
fn ui_hud_shows_player_hp() {
let mut s = setup();
let mut ui = verbatim::ui::UiLayer::new();
let player = s.game.entities.all()[0].clone();
ui.draw_hud(
80,
25,
Some(&player),
s.tick(),
verbatim::world::cell::MaterialId::Sand,
0,
0,
1,
&s.game.player,
60.0,
);
assert!(ui.get(0, 8).is_some(), "HUD should draw HP label");
}