Dead code removed (21 methods, 4 fields, 3 constants): - Cell: MaterialId::ALL, MaterialId::from_u8 (unsafe transmute) - Grid: get_mut, clear, fill_rect, swap, dump_region, next buffer field - Entity: move_center, EntityManager::iter_mut - Player: move_dir field, entity_mut - VerletSolver: step, SubBody::add_vel, SubBody::apply_force - CellularAutomaton: tick_count - InputHandler: release_all, poll, Action::None - WindowInput: clear - GameSession: perform_action_and_step, is_recording, grid_mut - ReplayPlayer: from_recording - Material: empty() - VulkanRenderer: tick_count field - MaterialBrush: name() Warnings fixed: - Remove unused MaterialRegistry imports from renderers - Remove unused reg variables in terminal/vulkan/graphics - Remove unused water_surface in game.rs - Remove unused p/y_death in tests - Remove unused qf_slice in graphics.rs Duplication eliminated: - main.rs: run_ascii_mode + run_graphics_mode → generic run_gpu_mode<R: GpuRenderer> ~140 lines of duplicated event loop code removed - GpuRenderer trait unifies VulkanRenderer and GraphicsRenderer API Unsafe code fixed: - rand_u8: static mut + unsafe → AtomicU8 + fetch_add (thread-safe) Module cleanup: - world/mod.rs: removed all unused re-exports - physics/mod.rs: removed all unused re-exports - entity/mod.rs: removed unused Entity/EntityId re-exports Result: ~6500 → ~5964 lines, 0 non-deprecation warnings, 109 tests pass
202 lines
7.0 KiB
Rust
202 lines
7.0 KiB
Rust
use verbatim::ai::GameSession;
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use verbatim::ai::AiAction;
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fn setup() -> 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(90, 90, 50, 50);
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s.perform_action(&AiAction::FillRect { x: 80, y: 130, 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 entity_at_world_boundary_stays_in_bounds() {
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let mut s = setup();
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s.perform_action(&AiAction::Spawn { kind: "goblin".into(), x: 5.0, y: 120.0 });
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s.step(60);
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let entities = s.get_entities();
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if let Some(g) = entities.into_iter().find(|e| e.kind == "Goblin" && e.alive) {
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assert!(g.pos[0] >= 0.0 && g.pos[0] <= 250.0, "goblin should stay in bounds: x={}", g.pos[0]);
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assert!(g.pos[1] >= 0.0 && g.pos[1] <= 250.0, "goblin should stay in bounds: y={}", g.pos[1]);
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}
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}
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#[test]
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fn entity_at_right_boundary() {
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let mut s = setup();
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s.perform_action(&AiAction::Spawn { kind: "goblin".into(), x: 245.0, y: 120.0 });
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s.step(60);
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let entities = s.get_entities();
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if let Some(g) = entities.into_iter().find(|e| e.kind == "Goblin" && e.alive) {
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assert!(g.pos[0] <= 248.0, "goblin should not exit right boundary: x={}", g.pos[0]);
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}
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}
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#[test]
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fn many_entities_simulate_without_crash() {
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let mut s = setup();
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for i in 0..10 {
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let x = 100.0 + (i as f32 * 5.0);
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s.perform_action(&AiAction::Spawn { kind: "goblin".into(), x, y: 110.0 });
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}
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s.step(60);
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let alive = s.get_entities().into_iter().filter(|e| e.alive).count();
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assert!(alive > 0, "at least some entities should survive 60 ticks with 10 goblins");
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}
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#[test]
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fn spawn_many_goblins_stress() {
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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(0, 0, 250, 250);
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s.perform_action(&AiAction::FillRect { x: 0, y: 200, w: 250, h: 50, material: "stone".into() });
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for i in 0..20 {
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let x = 20.0 + (i as f32 * 10.0);
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s.perform_action(&AiAction::Spawn { kind: "goblin".into(), x, y: 180.0 });
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}
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s.step(30);
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let entities = s.get_entities();
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let alive = entities.iter().filter(|e| e.alive).count();
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assert!(alive >= 15, "most goblins should survive: {}/20", alive);
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}
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#[test]
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fn player_at_spawn_is_alive() {
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let mut s = GameSession::new_seeded(42);
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s.init();
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let p = s.get_player().unwrap();
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assert!(p.alive, "player should be alive at spawn");
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assert_eq!(p.health, 100.0, "player should have full health at spawn");
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}
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#[test]
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fn player_bodies_count_matches_layout() {
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let mut s = GameSession::new_seeded(42);
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s.init();
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let p = s.get_player().unwrap();
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assert_eq!(p.body_count, 27, "player should have 27 bodies (5x5 + 2 arms)");
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}
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#[test]
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fn goblin_has_correct_max_health() {
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let mut s = setup();
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s.perform_action(&AiAction::Spawn { kind: "goblin".into(), x: 130.0, y: 120.0 });
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let entities = s.get_entities();
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let g = entities.into_iter().find(|e| e.kind == "Goblin").unwrap();
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assert_eq!(g.max_health, 40.0, "goblin max health should be 40");
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}
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#[test]
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fn player_has_correct_max_health() {
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let mut s = GameSession::new_seeded(42);
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s.init();
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let p = s.get_player().unwrap();
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assert_eq!(p.max_health, 100.0, "player max health should be 100");
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}
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#[test]
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fn fill_rect_creates_correct_material_count() {
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let mut s = setup();
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s.perform_action(&AiAction::FillRect { x: 100, y: 100, w: 5, h: 3, material: "wood".into() });
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let count = s.count_material_in_region(100, 100, 5, 3, "wood");
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assert_eq!(count, 15, "5x3 fill_rect should create 15 wood cells, got {}", count);
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}
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#[test]
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fn clear_region_removes_all_materials() {
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let mut s = setup();
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s.perform_action(&AiAction::FillRect { x: 100, y: 100, w: 5, h: 5, material: "stone".into() });
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s.perform_action(&AiAction::ClearRegion { x: 100, y: 100, w: 5, h: 5 });
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let count = s.count_material_in_region(100, 100, 5, 5, "stone");
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assert_eq!(count, 0, "clear_region should remove all materials");
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}
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#[test]
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fn set_cell_overwrites_existing() {
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let mut s = setup();
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s.perform_action(&AiAction::SetCell { x: 105, y: 110, material: "stone".into() });
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assert_eq!(s.get_cell(105, 110).material, "stone");
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s.perform_action(&AiAction::SetCell { x: 105, y: 110, material: "water".into() });
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assert_eq!(s.get_cell(105, 110).material, "water", "set_cell should overwrite");
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}
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#[test]
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fn out_of_bounds_cell_returns_error() {
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let s = setup();
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let cell = s.get_cell(-1, -1);
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assert_eq!(cell.material, "out_of_bounds", "out of bounds cell should report correctly");
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let cell2 = s.get_cell(999, 999);
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assert_eq!(cell2.material, "out_of_bounds");
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}
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#[test]
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fn paint_creates_material_in_radius() {
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let mut s = setup();
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s.perform_action(&AiAction::Paint { x: 120, y: 110, material: "sand".into(), radius: 3 });
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let count = s.count_material_in_region(116, 106, 8, 8, "sand");
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assert!(count > 0, "paint should create sand cells in radius");
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assert!(count < 50, "paint should not create too many cells: {}", count);
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}
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#[test]
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fn set_gravity_affects_player() {
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let mut s = setup();
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s.step(30);
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s.perform_action(&AiAction::SetGravity { value: 0.0 });
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s.perform_action(&AiAction::Jump);
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s.step(5);
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let p1 = s.get_player().unwrap();
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let y_up = p1.pos[1];
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s.step(30);
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let p2 = s.get_player().unwrap();
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assert!(p2.pos[1] <= y_up + 2.0, "with zero gravity, player should not fall: y_up={} y_after={}", y_up, p2.pos[1]);
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}
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#[test]
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fn set_camera_works() {
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let mut s = setup();
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s.perform_action(&AiAction::SetCamera { x: 50, y: 50 });
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assert_eq!(s.game.cam_x, 50, "camera x should be set");
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assert_eq!(s.game.cam_y, 50, "camera y should be set");
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}
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#[test]
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fn center_camera_on_player() {
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let mut s = setup();
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s.perform_action(&AiAction::SetCamera { x: 0, y: 0 });
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s.step(30);
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s.perform_action(&AiAction::CenterCamera);
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assert!(s.game.cam_x > 0, "camera should move from 0 toward player: got {}", s.game.cam_x);
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assert!(s.game.cam_y > 0, "camera should move from 0 toward player: got {}", s.game.cam_y);
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}
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#[test]
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fn kill_entity_removes_alive_status() {
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let mut s = setup();
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s.perform_action(&AiAction::Spawn { kind: "goblin".into(), x: 130.0, y: 120.0 });
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s.step(10);
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s.perform_action(&AiAction::KillEntity { id: 1 });
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s.step(1);
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let entities = s.get_entities();
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let g = entities.into_iter().find(|e| e.id == 1).unwrap();
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assert!(!g.alive, "entity should be dead after kill_entity");
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}
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#[test]
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fn find_material_locates_existing() {
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let mut s = setup();
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s.perform_action(&AiAction::SetCell { x: 123, y: 115, material: "lava".into() });
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let found = s.find_material("lava");
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assert!(found.is_some(), "find_material should locate lava");
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let (fx, fy) = found.unwrap();
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assert_eq!(fx, 123, "found x should match");
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assert_eq!(fy, 115, "found y should match");
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}
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#[test]
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fn find_material_returns_none_for_absent() {
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let s = setup();
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let found = s.find_material("lava");
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assert!(found.is_none(), "find_material should return None for absent material");
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}
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