- Replace per-body collision with single AABB collider for rigid entities - Entity has half_w/half_h defining the collider box - Separate axis resolution: X first (min-penetration push), then Y (velocity-direction push to handle floor/ceiling correctly) - Sliding: when hitting a wall, only X velocity is zeroed, Y continues - check_on_ground uses AABB bottom edge, not individual bodies - Fix: X resolution uses minimum penetration (was velocity-based, which pushed player through walls when velocity was zero) - Default scene: added water pool, lava pool, wood structure, sand dune, acid pool, stone wall obstacle - 28/28 tests passing
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, 115, 20, 15);
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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(80);
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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 < 135.0, "player should not fall through stone floor, got y={}", y);
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s.step(30);
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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 < 3.0, "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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