Files
Verbatim/tests/ragdoll_death.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

193 lines
5.0 KiB
Rust

use verbatim::ai::AiAction;
use verbatim::ai::GameSession;
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 death_transitions_rigid_to_ragdoll() {
let mut s = setup();
s.perform_action(&AiAction::Spawn {
kind: "goblin".into(),
x: 140.0,
y: 120.0,
});
s.step(20);
let entities = s.get_entities();
let goblin = entities.into_iter().find(|e| e.kind == "Goblin").unwrap();
assert!(goblin.alive, "goblin should be alive initially");
s.perform_action(&AiAction::DamageEntity {
id: goblin.id,
amount: 100.0,
});
s.step(1);
let entities = s.get_entities();
let corpse = entities.into_iter().find(|e| e.id == goblin.id).unwrap();
assert!(!corpse.alive, "goblin should be dead after 100 damage");
assert_eq!(corpse.kind, "Corpse", "dead goblin should become corpse");
}
#[test]
fn ragdoll_falls_after_death() {
let mut s = setup();
s.perform_action(&AiAction::Spawn {
kind: "goblin".into(),
x: 140.0,
y: 110.0,
});
s.step(20);
let entities = s.get_entities();
let g = entities.into_iter().find(|e| e.kind == "Goblin").unwrap();
let y_before = g.pos[1];
s.perform_action(&AiAction::DamageEntity {
id: g.id,
amount: 100.0,
});
s.step(30);
let y_after = {
let e = s.get_entities().into_iter().find(|e| e.id == g.id).unwrap();
e.pos[1]
};
assert!(
y_after > y_before,
"corpse should fall: y_before={} y_after={}",
y_before,
y_after
);
}
#[test]
fn ragdoll_bodies_stay_near_each_other() {
let mut s = setup();
s.perform_action(&AiAction::Spawn {
kind: "goblin".into(),
x: 130.0,
y: 110.0,
});
s.step(20);
let entities = s.get_entities();
let g = entities.into_iter().find(|e| e.kind == "Goblin").unwrap();
s.perform_action(&AiAction::DamageEntity {
id: g.id,
amount: 100.0,
});
s.step(10);
let entities = s.get_entities();
let corpse = entities.into_iter().find(|e| e.id == g.id).unwrap();
assert!(!corpse.alive, "corpse should be dead");
assert!(
corpse.body_count > 0,
"corpse should have some alive bodies"
);
}
#[test]
fn player_death_becomes_corpse() {
let mut s = setup();
s.step(30);
let p = s.get_player().unwrap();
s.perform_action(&AiAction::DamageEntity {
id: p.id,
amount: 200.0,
});
s.step(1);
let p2 = s.get_player().unwrap();
assert!(!p2.alive, "player should be dead after 200 damage");
}
#[test]
fn damage_reduces_health_progressively() {
let mut s = setup();
s.perform_action(&AiAction::Spawn {
kind: "goblin".into(),
x: 140.0,
y: 120.0,
});
s.step(20);
let entities = s.get_entities();
let g = entities.into_iter().find(|e| e.kind == "Goblin").unwrap();
assert_eq!(g.health, 80.0, "goblin should start at 80 HP");
s.perform_action(&AiAction::DamageEntity {
id: g.id,
amount: 20.0,
});
s.step(1);
let entities = s.get_entities();
let g2 = entities.into_iter().find(|e| e.id == g.id).unwrap();
assert!(
(g2.health - 60.0).abs() < 0.01,
"goblin should have 60 HP after 20 damage, got {}",
g2.health
);
assert!(g2.alive, "goblin should survive 20 damage");
}
#[test]
fn small_damage_does_not_kill() {
let mut s = setup();
s.perform_action(&AiAction::Spawn {
kind: "goblin".into(),
x: 140.0,
y: 120.0,
});
s.step(20);
let entities = s.get_entities();
let g = entities.into_iter().find(|e| e.kind == "Goblin").unwrap();
s.perform_action(&AiAction::DamageEntity {
id: g.id,
amount: 79.0,
});
s.step(1);
let entities = s.get_entities();
let g2 = entities.into_iter().find(|e| e.id == g.id).unwrap();
assert!(g2.alive, "goblin should survive 79 damage (HP=1)");
s.perform_action(&AiAction::DamageEntity {
id: g.id,
amount: 1.0,
});
s.step(1);
let entities = s.get_entities();
let g3 = entities.into_iter().find(|e| e.id == g.id).unwrap();
assert!(!g3.alive, "goblin should die at 0 HP");
}
#[test]
fn corpse_exists_in_world() {
let mut s = setup();
s.perform_action(&AiAction::Spawn {
kind: "goblin".into(),
x: 140.0,
y: 120.0,
});
s.step(20);
let g_id = s
.get_entities()
.into_iter()
.find(|e| e.kind == "Goblin")
.unwrap()
.id;
s.perform_action(&AiAction::DamageEntity {
id: g_id,
amount: 100.0,
});
s.step(5);
let entities = s.get_entities();
let corpse = entities.into_iter().find(|e| e.id == g_id);
assert!(corpse.is_some(), "corpse entity should persist in world");
assert!(!corpse.unwrap().alive, "corpse should not be alive");
}