Tests added: - physics_materials.rs: 15 tests (fire, smoke, steam, grass, dirt, bone, wood, stone, lava temp) - physics_interactions.rs: 12 tests (lava+water, fire spread, acid interactions, sand+water) - player_controls.rs: 12 tests (move L/R, jump, double jump, rapid input, wait, continuous) - collision_robust.rs: 10 tests (walls, ceiling, sliding, corridor, slope, dirt wall, unstick) - ragdoll_death.rs: 7 tests (death transition, ragdoll fall, progressive damage, corpse) - determinism.rs: 8 tests (same seed, replay exact, replay partial, recording, 100-tick) - edge_cases.rs: 19 tests (boundary, stress 20 goblins, fill/clear/paint, gravity, camera) - 6 new JSON scenarios (fire chain, lava pool, sand bury, entity fall, steam, acid wall) Fixes: - AABB resolve_aabb_y: add vertical overlap check (was pushing player down when jumping) - AABB resolve_aabb_x: velocity-aware resolution (player was stuck against walls) - check_on_ground: use fractional position check (was always true) - jump_force 1.5 (was 0.8) for 27-body entity - Gravity read from self.verlet (was from clone, SetGravity didn't work) - u8 overflow in lava color (saturating_add) 109 Rust tests, 14 JSON scenarios, 0 warnings, 0 failures
167 lines
4.8 KiB
Rust
167 lines
4.8 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 move_left_changes_x_position() {
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let mut s = setup();
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s.step(30);
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let p0 = s.get_player().unwrap();
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let x0 = p0.pos[0];
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s.perform_action(&AiAction::MoveLeft);
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s.step(5);
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let p1 = s.get_player().unwrap();
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assert!(p1.pos[0] < x0, "player should move left: {} -> {}", x0, p1.pos[0]);
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}
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#[test]
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fn move_right_changes_x_position() {
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let mut s = setup();
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s.step(30);
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let p0 = s.get_player().unwrap();
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let x0 = p0.pos[0];
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s.perform_action(&AiAction::MoveRight);
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s.step(5);
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let p1 = s.get_player().unwrap();
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assert!(p1.pos[0] > x0, "player should move right: {} -> {}", x0, p1.pos[0]);
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}
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#[test]
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fn move_left_then_right_cancels() {
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let mut s = setup();
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s.step(30);
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let p0 = s.get_player().unwrap();
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let x0 = p0.pos[0];
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s.perform_action(&AiAction::MoveLeft);
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s.step(5);
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s.perform_action(&AiAction::MoveRight);
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s.step(5);
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let p1 = s.get_player().unwrap();
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assert!((p1.pos[0] - x0).abs() < 3.0, "left+right should roughly cancel: {} -> {}", x0, p1.pos[0]);
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}
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#[test]
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fn jump_goes_up_then_falls_back() {
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let mut s = setup();
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s.step(30);
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let p0 = s.get_player().unwrap();
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let y0 = p0.pos[1];
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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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assert!(p1.pos[1] < y0, "player should go up after jump: {} -> {}", y0, p1.pos[1]);
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s.step(60);
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let p2 = s.get_player().unwrap();
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assert!((p2.pos[1] - y0).abs() < 5.0, "player should fall back after jump: {} -> {}", y0, p2.pos[1]);
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}
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#[test]
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fn jump_while_airborne_does_nothing() {
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let mut s1 = setup();
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s1.step(30);
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s1.perform_action(&AiAction::Jump);
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s1.step(3);
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let mut s2 = setup();
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s2.step(30);
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s2.perform_action(&AiAction::Jump);
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s2.step(3);
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s2.perform_action(&AiAction::Jump);
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s1.step(3);
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s2.step(3);
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let p1 = s1.get_player().unwrap();
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let p2 = s2.get_player().unwrap();
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assert!((p1.pos[1] - p2.pos[1]).abs() < 2.0, "double jump should not add height: single={} double={}", p1.pos[1], p2.pos[1]);
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}
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#[test]
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fn rapid_move_right_accumulates_velocity() {
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let mut s = setup();
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s.step(30);
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let p0 = s.get_player().unwrap();
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let x0 = p0.pos[0];
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for _ in 0..5 {
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s.perform_action(&AiAction::MoveRight);
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s.step(1);
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}
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let p1 = s.get_player().unwrap();
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let single = {
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let mut s2 = setup();
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s2.step(30);
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s2.perform_action(&AiAction::MoveRight);
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s2.step(1);
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s2.get_player().unwrap().pos[0]
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};
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let single_dx = single - x0;
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let multi_dx = p1.pos[0] - x0;
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assert!(multi_dx > single_dx, "rapid moves should accumulate: 1x={} 5x={}", single_dx, multi_dx);
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}
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#[test]
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fn wait_does_not_move() {
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let mut s = setup();
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s.step(30);
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let p0 = s.get_player().unwrap();
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let pos0 = (p0.pos[0], p0.pos[1]);
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s.perform_action(&AiAction::Wait);
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s.step(10);
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let p1 = s.get_player().unwrap();
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assert!((p1.pos[0] - pos0.0).abs() < 1.0 && (p1.pos[1] - pos0.1).abs() < 1.0,
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"wait should not move player: ({},{}) -> ({},{})", pos0.0, pos0.1, p1.pos[0], p1.pos[1]);
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}
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#[test]
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fn continuous_movement_does_not_fall_through_floor() {
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let mut s = setup();
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s.step(30);
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let p0 = s.get_player().unwrap();
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let y0 = p0.pos[1];
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for _ in 0..20 {
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s.perform_action(&AiAction::MoveRight);
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s.step(2);
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}
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let p1 = s.get_player().unwrap();
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assert!(p1.alive, "player should survive extended movement");
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assert!((p1.pos[1] - y0).abs() < 5.0, "player should not fall through floor during movement: y0={} y1={}", y0, p1.pos[1]);
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}
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#[test]
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fn player_on_ground_check() {
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let mut s = setup();
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s.step(40);
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assert!(s.game.check_on_ground(), "player should be on ground after settling");
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}
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#[test]
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fn player_not_on_ground_while_jumping() {
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let mut s = setup();
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s.step(40);
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assert!(s.game.check_on_ground(), "player should start on ground");
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s.perform_action(&AiAction::Jump);
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s.step(3);
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assert!(!s.game.check_on_ground(), "player should not be on ground mid-jump");
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}
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#[test]
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fn player_health_stays_full_without_damage() {
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let mut s = setup();
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s.step(60);
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let p = s.get_player().unwrap();
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assert_eq!(p.health, 100.0, "player should have full health without damage");
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}
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#[test]
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fn player_survives_long_idle() {
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let mut s = setup();
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s.step(200);
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let p = s.get_player().unwrap();
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assert!(p.alive, "player should survive 200 ticks of idle");
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assert!(p.health > 90.0, "player should not lose health idling");
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}
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