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
52 lines
2.1 KiB
Rust
52 lines
2.1 KiB
Rust
use verbatim::ai::GameSession;
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use verbatim::ai::AiAction;
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fn setup_empty() -> 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(95, 95, 30, 40);
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s
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}
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#[test]
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fn sand_falls_down() {
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let mut s = setup_empty();
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s.perform_action(&AiAction::FillRect { x: 100, y: 115, w: 10, h: 1, material: "stone".into() });
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s.perform_action(&AiAction::SetCell { x: 105, y: 105, material: "sand".into() });
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s.step(10);
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assert_eq!(s.get_cell(105, 105).material, "empty", "sand should have fallen from y=105");
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assert_eq!(s.get_cell(105, 114).material, "sand", "sand should be resting on stone at y=114");
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}
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#[test]
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fn sand_displaces_water() {
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let mut s = setup_empty();
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s.perform_action(&AiAction::FillRect { x: 100, y: 115, w: 10, h: 1, material: "stone".into() });
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s.perform_action(&AiAction::FillRect { x: 100, y: 110, w: 10, h: 5, material: "water".into() });
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s.perform_action(&AiAction::SetCell { x: 105, y: 105, material: "sand".into() });
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s.step(20);
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let sand_at_bottom = s.get_cell(105, 114).material == "sand";
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assert!(sand_at_bottom, "sand should sink to bottom through water");
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}
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#[test]
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fn sand_piles_on_stone() {
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let mut s = setup_empty();
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s.perform_action(&AiAction::FillRect { x: 100, y: 115, w: 10, h: 1, material: "stone".into() });
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s.perform_action(&AiAction::SetCell { x: 105, y: 105, material: "sand".into() });
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s.perform_action(&AiAction::SetCell { x: 105, y: 104, material: "sand".into() });
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s.step(15);
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let count = s.count_material_in_region(104, 112, 3, 4, "sand");
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assert!(count >= 2, "both sand cells should have piled up, got {} sand cells", count);
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}
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#[test]
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fn sand_does_not_fall_through_stone() {
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let mut s = setup_empty();
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s.perform_action(&AiAction::FillRect { x: 100, y: 110, w: 10, h: 1, material: "stone".into() });
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s.perform_action(&AiAction::SetCell { x: 105, y: 105, material: "sand".into() });
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s.step(10);
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assert_eq!(s.get_cell(105, 109).material, "sand", "sand should rest on top of stone");
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assert_eq!(s.get_cell(105, 110).material, "stone", "stone should remain");
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}
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