- Entity: 16 sub-bodies (was 7), radius 0.7 (was 0.4), full humanoid shape: head, shoulders, torso, arms, hips, legs, feet - Terminal: viewport up to 250x80 (was 120x50), uses full terminal size - Camera: uses renderer viewport dimensions instead of hardcoded values - Physics: constraint correction clamped to 0.5 cells max, 8 substeps (was 4), gravity 0.04 (was 0.08), collision pass after each constraint iteration to prevent tunneling with larger bodies - Player: move_speed 0.3, jump_force 1.2 for bigger body - Spawn: 6 cells above surface (was 4) for taller body
62 lines
2.2 KiB
Rust
62 lines
2.2 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(115, 120, 20, 10);
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s.perform_action(&AiAction::FillRect { x: 110, y: 130, w: 30, h: 15, material: "stone".into() });
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s.step(40);
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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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let y = player.pos[1];
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assert!(y < 140.0, "player should not fall through stone floor, got y={}", y);
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s.step(20);
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let player2 = s.get_player().expect("player should exist");
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let dy = (player2.pos[1] - y).abs();
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assert!(dy < 2.0, "player should have stopped falling (dy={:.2}), y={} -> {}", dy, y, player2.pos[1]);
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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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