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
62 lines
2.9 KiB
Rust
62 lines
2.9 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, 40);
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s
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}
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#[test]
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fn lava_flows_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: 3, material: "stone".into() });
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s.perform_action(&AiAction::SetCell { x: 105, y: 110, material: "lava".into() });
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s.perform_action(&AiAction::SetCell { x: 105, y: 111, material: "lava".into() });
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s.step(10);
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let lava_count = s.count_material_in_region(103, 110, 5, 6, "lava");
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let stone_count = s.count_material_in_region(103, 110, 5, 6, "stone");
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assert!(lava_count > 0 || stone_count >= 4,
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"lava should have flowed down or cooled to stone, lava={} stone={}", lava_count, stone_count);
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}
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#[test]
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fn lava_plus_water_makes_steam() {
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let mut s = setup_empty();
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s.perform_action(&AiAction::FillRect { x: 100, y: 120, w: 20, h: 1, material: "stone".into() });
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s.perform_action(&AiAction::FillRect { x: 100, y: 99, w: 20, h: 1, material: "stone".into() });
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s.perform_action(&AiAction::SetCell { x: 105, y: 110, material: "lava".into() });
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s.perform_action(&AiAction::SetCell { x: 106, y: 110, material: "water".into() });
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s.perform_action(&AiAction::SetCell { x: 105, y: 109, material: "lava".into() });
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s.perform_action(&AiAction::SetCell { x: 106, y: 109, material: "water".into() });
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s.step(20);
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let lava_remaining = s.count_material_in_region(100, 105, 20, 15, "lava");
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assert_eq!(lava_remaining, 0, "all lava should have been converted by water");
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}
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#[test]
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fn lava_ignites_wood() {
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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: 104, y: 114, material: "wood".into() });
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s.perform_action(&AiAction::SetCell { x: 105, y: 114, material: "wood".into() });
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s.perform_action(&AiAction::SetCell { x: 106, y: 114, material: "wood".into() });
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s.perform_action(&AiAction::SetCell { x: 105, y: 113, material: "lava".into() });
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s.step(15);
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let wood_remaining = s.count_material_in_region(103, 113, 5, 3, "wood");
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assert_eq!(wood_remaining, 0, "all wood should have been ignited by lava, got {} wood cells", wood_remaining);
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}
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#[test]
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fn lava_ignites_grass() {
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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: 114, w: 5, h: 1, material: "grass".into() });
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s.perform_action(&AiAction::SetCell { x: 105, y: 113, material: "lava".into() });
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s.perform_action(&AiAction::SetCell { x: 105, y: 114, material: "lava".into() });
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s.step(15);
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let grass_remaining = s.count_material_in_region(99, 113, 7, 3, "grass");
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assert_eq!(grass_remaining, 0, "grass should have been ignited by lava");
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}
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