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
58 lines
2.1 KiB
Rust
58 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, 40, 35);
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s.perform_action(&AiAction::FillRect { x: 80, y: 135, w: 80, h: 15, material: "stone".into() });
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s
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}
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#[test]
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fn player_falls_and_lands() {
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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(120, 128, 10, 5);
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s.perform_action(&AiAction::FillRect { x: 118, y: 132, w: 14, h: 10, material: "stone".into() });
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s.step(30);
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let player = s.get_player().expect("player should exist");
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assert!(player.alive, "player should be alive");
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assert!(player.pos[1] < 132.0, "player should land on stone at y=132, got y={}", player.pos[1]);
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assert!(player.pos[1] > 125.0, "player should have fallen from center");
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}
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#[test]
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fn player_blocked_by_stone_wall() {
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let mut s = setup_empty();
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s.step(30);
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let player = s.get_player().expect("player should exist");
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let x = player.pos[0] as i32;
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s.perform_action(&AiAction::FillRect { x: x + 5, y: 125, w: 1, h: 10, material: "stone".into() });
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s.perform_action(&AiAction::MoveRight);
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s.step(10);
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let player = s.get_player().expect("player should exist");
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assert!(player.pos[0] < (x + 5) as f32, "player should be blocked by wall");
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}
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#[test]
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fn player_can_move_right() {
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let mut s = setup_empty();
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s.step(30);
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let player = s.get_player().expect("player should exist");
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let initial_x = player.pos[0];
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s.perform_action(&AiAction::MoveRight);
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s.step(10);
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let player = s.get_player().expect("player should exist");
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assert!(player.pos[0] > initial_x, "player should have moved right: {} -> {}", initial_x, player.pos[0]);
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}
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#[test]
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fn player_survives_fall() {
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let mut s = setup_empty();
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s.step(60);
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let player = s.get_player().expect("player should exist");
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assert!(player.alive, "player should survive a fall onto stone");
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assert!(player.health > 50.0, "player should not take significant damage from landing, hp={}", player.health);
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}
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