Files
Verbatim/tests/physics_sand.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

53 lines
2.1 KiB
Rust

use verbatim::ai::GameSession;
use verbatim::ai::AiAction;
use verbatim::world::cell::MaterialId;
fn setup_empty() -> GameSession {
let mut s = GameSession::new_seeded(42);
s.init_empty();
s.clear_area(95, 95, 30, 40);
s
}
#[test]
fn sand_falls_down() {
let mut s = setup_empty();
s.perform_action(&AiAction::FillRect { x: 100, y: 115, w: 10, h: 1, material: "stone".into() });
s.perform_action(&AiAction::SetCell { x: 105, y: 105, material: "sand".into() });
s.step(10);
assert_eq!(s.get_cell(105, 105).material, "empty", "sand should have fallen from y=105");
assert_eq!(s.get_cell(105, 114).material, "sand", "sand should be resting on stone at y=114");
}
#[test]
fn sand_displaces_water() {
let mut s = setup_empty();
s.perform_action(&AiAction::FillRect { x: 100, y: 115, w: 10, h: 1, material: "stone".into() });
s.perform_action(&AiAction::FillRect { x: 100, y: 110, w: 10, h: 5, material: "water".into() });
s.perform_action(&AiAction::SetCell { x: 105, y: 105, material: "sand".into() });
s.step(20);
let sand_at_bottom = s.get_cell(105, 114).material == "sand";
assert!(sand_at_bottom, "sand should sink to bottom through water");
}
#[test]
fn sand_piles_on_stone() {
let mut s = setup_empty();
s.perform_action(&AiAction::FillRect { x: 100, y: 115, w: 10, h: 1, material: "stone".into() });
s.perform_action(&AiAction::SetCell { x: 105, y: 105, material: "sand".into() });
s.perform_action(&AiAction::SetCell { x: 105, y: 104, material: "sand".into() });
s.step(15);
let count = s.count_material_in_region(104, 112, 3, 4, "sand");
assert!(count >= 2, "both sand cells should have piled up, got {} sand cells", count);
}
#[test]
fn sand_does_not_fall_through_stone() {
let mut s = setup_empty();
s.perform_action(&AiAction::FillRect { x: 100, y: 110, w: 10, h: 1, material: "stone".into() });
s.perform_action(&AiAction::SetCell { x: 105, y: 105, material: "sand".into() });
s.step(10);
assert_eq!(s.get_cell(105, 109).material, "sand", "sand should rest on top of stone");
assert_eq!(s.get_cell(105, 110).material, "stone", "stone should remain");
}