Files
Verbatim/src/main.rs
T
Emil 7f4b1dde5e feat: AI integration - pipe protocol, test framework, replay system
AI Session API (src/ai/session.rs):
- GameSession wraps Game with seeded determinism
- init/init_empty, step(n), perform_action, get_state
- get_cell, get_region, get_entities, get_player, count_material

JSON Pipe Protocol (src/ai/protocol.rs):
- --mode pipe: stdin/stdout JSON line protocol
- Commands: init, step, action, get_state, get_view, get_cell,
  get_region, get_entities, get_player, count_material, find_material,
  record_start/stop, replay_save, run_scenario, quit

Test Framework:
- 27 Rust integration tests (tests/*.rs) covering sand, water, lava,
  acid, fire physics + entity movement, damage, ragdoll
- 8 JSON scenarios (scenarios/*.json) runnable via --mode test
- Scenario assertions: cell_is, cell_is_not, no_material_in_region,
  material_count_in_region, entity_alive/dead, player_on_ground, etc.

Replay System (src/ai/replay.rs):
- Record all actions + seed for deterministic playback
- ReplayPlayer::play() and play_until_tick() for debugging
- --mode replay --replay-file PATH

Other changes:
- src/lib.rs: library target for integration tests
- Collision: post-constraint collision pass to reduce tunneling
- serde + serde_json dependencies
- All enums use rename_all = snake_case for JSON compatibility
2026-06-20 18:53:21 +03:00

186 lines
6.2 KiB
Rust

use clap::Parser;
use verbatim::game::Game;
use verbatim::render::terminal::TerminalRenderer;
use verbatim::ai;
use std::io::Write;
#[derive(Parser, Debug)]
#[command(name = "verbatim", about = "ASCII physics RPG - Noita meets Caves of Qud")]
struct Cli {
#[arg(long, default_value = "terminal")]
mode: String,
#[arg(long, default_value_t = 0)]
headless_ticks: u32,
#[arg(long, default_value = "scenarios")]
scenario_dir: String,
#[arg(long)]
scenario: Option<String>,
#[arg(long)]
replay_file: Option<String>,
}
fn main() {
let cli = Cli::parse();
match cli.mode.as_str() {
"terminal" => {
let mut renderer = TerminalRenderer::new();
let mut game = Game::new();
game.run(&mut renderer);
}
"pipe" => {
ai::run_pipe_protocol();
}
"test" => {
run_test_mode(&cli);
}
"replay" => {
run_replay_mode(&cli);
}
"headless" => {
if cli.headless_ticks > 0 {
run_headless(cli.headless_ticks);
} else {
eprintln!("Use --headless-ticks N with --mode headless");
std::process::exit(1);
}
}
_ => {
eprintln!("Unknown mode: {}. Use terminal, pipe, test, replay, or headless.", cli.mode);
std::process::exit(1);
}
}
}
fn run_test_mode(cli: &Cli) {
if let Some(path) = &cli.scenario {
match ai::load_scenario(path) {
Ok(scenario) => {
let result = ai::run_scenario(&scenario);
let report = ai::format_results(&[result.clone()]);
println!("{}", report);
if !result.passed {
std::process::exit(1);
}
}
Err(e) => {
eprintln!("Error loading scenario: {}", e);
std::process::exit(1);
}
}
} else {
let results = ai::run_all_scenarios(&cli.scenario_dir);
if results.is_empty() {
eprintln!("No scenarios found in {}", cli.scenario_dir);
std::process::exit(1);
}
let report = ai::format_results(&results);
println!("{}", report);
let any_failed = results.iter().any(|r| !r.passed);
if any_failed {
std::process::exit(1);
}
}
}
fn run_replay_mode(cli: &Cli) {
let path = match &cli.replay_file {
Some(p) => p,
None => {
eprintln!("Use --replay-file PATH with --mode replay");
std::process::exit(1);
}
};
match ai::ReplayPlayer::load(path) {
Ok(player) => {
let session = player.play();
let state = session.get_state();
println!("=== Replay: {} events ===", player.recording().events.len());
println!("Final tick: {}", state.tick);
if let Some(ref p) = state.player {
println!("Player: {} hp={:.1}/{:.1} pos=({:.1},{:.1}) alive={}",
p.kind, p.health, p.max_health, p.pos[0], p.pos[1], p.alive);
}
println!("Entities: {}", state.entities.len());
println!("\nFinal view:\n{}", state.view);
}
Err(e) => {
eprintln!("Error loading replay: {}", e);
std::process::exit(1);
}
}
}
fn run_headless(ticks: u32) {
let mut game = Game::new();
game.init_world();
let (px, py) = game.player.center(&game.entities);
let cam_x = px as i32 - 40;
let cam_y = py as i32 - 12;
let mut log = String::new();
log.push_str(&format!("=== Verbatim Headless Run: {} ticks ===\n\n", ticks));
log.push_str(&format!("World: {}x{}\n", game.grid.width, game.grid.height));
log.push_str(&format!("Player start: ({:.1}, {:.1})\n", px, py));
log.push_str(&format!("Camera: ({}, {})\n\n", cam_x, cam_y));
log.push_str("=== Tick 0 (initial state) ===\n");
log.push_str(&dump_view(&game.grid, &game.entities, cam_x, cam_y, 80, 25));
log.push_str(&format!("Player: {:?}\n", player_info(&game)));
log.push_str(&format!("Entities: {}\n\n", game.entities.all().len()));
let dump_interval = (ticks / 10).max(1);
for t in 1..=ticks {
game.fixed_update();
if t % dump_interval == 0 || t == ticks {
let (px, py) = game.player.center(&game.entities);
let cam_x = px as i32 - 40;
let cam_y = py as i32 - 12;
log.push_str(&format!("=== Tick {} ===\n", t));
log.push_str(&dump_view(&game.grid, &game.entities, cam_x, cam_y, 80, 25));
log.push_str(&format!("Player: {:?}\n", player_info(&game)));
log.push_str(&format!("Entities: {}\n", game.entities.all().len()));
let alive: Vec<_> = game.entities.all().iter()
.filter(|e| e.alive)
.map(|e| format!("{}(hp={:.0}, pos={:?})", ai::entity_kind_name(e.kind), e.health, e.center()))
.collect();
log.push_str(&format!("Alive entities: {}\n\n", alive.join(", ")));
}
}
let mut f = std::fs::File::create("headless_dump.txt").expect("Cannot create dump file");
f.write_all(log.as_bytes()).expect("Cannot write dump");
eprintln!("Headless run complete: {} ticks, dump written to headless_dump.txt", ticks);
}
fn dump_view(grid: &verbatim::world::grid::Grid, entities: &verbatim::entity::EntityManager, cam_x: i32, cam_y: i32, vw: usize, vh: usize) -> String {
ai::render_view(grid, entities, cam_x, cam_y, vw, vh)
.lines()
.enumerate()
.map(|(i, line)| format!("{:2}{}", (cam_y + i as i32) % 100, line))
.collect::<Vec<_>>()
.join("\n") + "\n"
}
fn player_info(game: &Game) -> String {
if let Some(e) = game.player.entity(&game.entities) {
let (cx, cy) = e.center();
let body_count = e.bodies.iter().filter(|b| b.alive).count();
let on_fire = e.on_fire;
let kind = ai::entity_kind_name(e.kind);
format!("{} hp={:.1}/{:.1} pos=({:.1},{:.1}) bodies={}/{} on_fire={}", kind, e.health, e.max_health, cx, cy, body_count, e.bodies.len(), on_fire)
} else {
"None".to_string()
}
}