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kiln/kiln-core/src/tests/scripting.rs
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use std::time::Duration;
use crate::board::tests::open_board;
use crate::game::GameState;
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use crate::utils::Direction;
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use super::{board_with_object, scripted_object, log_texts};
#[test]
fn init_runs_only_on_run_init_not_at_construction() {
let board = board_with_object(
Some("greet"),
&[("greet", r#"fn init() { log("hello"); }"#)],
);
let mut game = GameState::new(board);
// init must not fire during construction / deserialization.
assert!(game.log.is_empty());
game.run_init();
assert_eq!(log_texts(&game), vec!["hello"]);
}
#[test]
fn tick_calls_script_tick_with_elapsed_seconds() {
let board = board_with_object(
Some("t"),
&[("t", r#"fn tick(dt) { log(dt.to_string()); }"#)],
);
let mut game = GameState::new(board);
game.run_init();
assert!(game.log.is_empty());
game.tick(Duration::from_millis(500));
assert_eq!(game.log.len(), 1);
let logged: f64 = log_texts(&game)[0].parse().unwrap();
assert!((logged - 0.5).abs() < 1e-9);
}
#[test]
fn missing_hooks_and_no_script_are_noops() {
// Object with no script: nothing happens.
let mut game = GameState::new(board_with_object(None, &[]));
game.run_init();
game.tick(Duration::from_millis(33));
assert!(game.log.is_empty());
// Script defines neither init nor tick: also a no-op.
let mut game = GameState::new(board_with_object(
Some("e"),
&[("e", "fn other() { log(\"x\"); }")],
));
game.run_init();
game.tick(Duration::from_millis(33));
assert!(game.log.is_empty());
}
#[test]
fn compile_and_unknown_script_errors_are_logged() {
// A reference to a script name that isn't in the table.
let game = GameState::new(board_with_object(Some("ghost"), &[]));
assert!(log_texts(&game)[0].contains("unknown script 'ghost'"));
// A script that fails to compile is reported at construction time.
let game = GameState::new(board_with_object(Some("bad"), &[("bad", "fn init( {")]));
assert!(log_texts(&game)[0].contains("failed to compile"));
}
#[test]
fn script_reads_board_through_view() {
let board = open_board(
5,
3,
(3, 1),
vec![scripted_object(2, 1, "r")],
&[("r", "fn init() { log(Board.player_x.to_string()); }")],
);
let mut game = GameState::new(board);
game.run_init();
assert_eq!(log_texts(&game), vec!["3"]);
}
#[test]
fn commands_are_routed_to_their_own_source_object() {
// Two objects with different scripts move in opposite directions; each
// must affect only itself (the per-call tag routes the command source).
let board = open_board(
5,
3,
(0, 0),
vec![scripted_object(0, 1, "e"), scripted_object(4, 1, "w")],
&[
("e", "fn init() { move(East); }"),
("w", "fn init() { move(West); }"),
],
);
let mut game = GameState::new(board);
game.run_init();
let b = game.board();
assert_eq!(b.objects[&1].x, 1); // moved east from 0
assert_eq!(b.objects[&2].x, 3); // moved west from 4
}
#[test]
fn start_map_greeter_runs_init() {
// End-to-end against the shipped example map: load it, run init, and
// confirm the greeter read the board (interpolated message) and wrote to
// itself (set_tile). Also guards the example from drifting out of sync.
let path = concat!(env!("CARGO_MANIFEST_DIR"), "/../maps/start.toml");
let board = crate::map_file::load(path).expect("load start.toml");
let mut game = GameState::new(board);
game.run_init();
assert!(
log_texts(&game).iter().any(|t| t.contains("hello from object")),
"greeter init should log a greeting"
);
assert!(
game.board().objects.values().any(|o| o.glyph.tile == 2),
"greeter set_tile(2) should change its glyph"
);
}
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#[test]
fn set_tag_adds_and_removes_via_my_id() {
// A script calls set_tag(MY_ID, "active", true) in init; the tag must be
// present on the object afterward.
let board = board_with_object(
Some("t"),
&[("t", r#"fn init() { set_tag(MY_ID, "active", true); }"#)],
);
let mut game = GameState::new(board);
game.run_init();
assert!(game.board().objects[&1].tags.contains("active"));
// A script removes a pre-existing tag.
let board2 = board_with_object(
Some("t2"),
&[("t2", r#"fn init() { set_tag(MY_ID, "active", false); }"#)],
);
// Seed the tag before construction.
let mut game2 = GameState::new({
let mut b = board2; // need mut to insert tag
b.objects.get_mut(&1).unwrap().tags.insert("active".to_string());
b
});
game2.run_init();
assert!(!game2.board().objects[&1].tags.contains("active"));
}
#[test]
fn has_tag_reads_own_tags() {
// set_tag queues an action; has_tag reads the board state. So set_tag in
// init() takes effect after init returns; a subsequent tick sees it.
let board = board_with_object(
Some("t"),
&[(
"t",
r#"fn init() { set_tag(MY_ID, "active", true); }
fn tick(dt) { log(has_tag("active").to_string()); }"#,
)],
);
let mut game = GameState::new(board);
game.run_init();
game.tick(Duration::from_millis(16));
assert!(log_texts(&game).iter().any(|t| t == "true"));
}
#[test]
fn objects_with_tag_returns_matching_ids() {
// A 5×1 board with two objects; one has tag "enemy". The script on the first
// object queries objects_with_tag("enemy") and logs the ids it finds.
let obj1 = scripted_object(0, 0, "q");
let mut obj2 = scripted_object(1, 0, "none");
// obj2 (id=2) has the "enemy" tag; obj1 (id=1) does not.
obj2.tags.insert("enemy".to_string());
let board = open_board(
5,
1,
(4, 0),
vec![obj1, obj2],
&[
("q", r#"fn init() {
let ids = objects_with_tag("enemy");
log(ids.len().to_string());
log(ids[0].to_string());
}"#),
("none", ""),
],
);
let mut game = GameState::new(board);
game.run_init();
let texts = log_texts(&game);
assert_eq!(texts[0], "1"); // exactly one match
assert_eq!(texts[1], "2"); // obj2 is id 2
}
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#[test]
fn my_name_returns_name_or_empty_string() {
// An object with a name set on its ObjectDef should see it via my_name().
let mut board = board_with_object(
Some("n"),
&[("n", r#"fn init() { log(my_name()); }"#)],
);
board.objects.get_mut(&1).unwrap().name = Some("beacon".to_string());
let mut game = GameState::new(board);
game.run_init();
assert_eq!(log_texts(&game), vec!["beacon"]);
// An unnamed object should get an empty string.
let board2 = board_with_object(
Some("n"),
&[("n", r#"fn init() { log(my_name()); }"#)],
);
let mut game2 = GameState::new(board2);
game2.run_init();
assert_eq!(log_texts(&game2), vec![""]);
}
#[test]
fn object_id_for_name_finds_by_name() {
// A board with two objects; one is named. The querying object uses
// object_id_for_name to find the named one and logs its id.
let obj1 = scripted_object(0, 0, "q");
let mut obj2 = scripted_object(1, 0, "none");
obj2.name = Some("target".to_string());
let board = open_board(
5,
1,
(4, 0),
vec![obj1, obj2],
&[
("q", r#"fn init() {
log(object_id_for_name("target").to_string());
log(object_id_for_name("missing").to_string());
}"#),
("none", ""),
],
);
let mut game = GameState::new(board);
game.run_init();
let texts = log_texts(&game);
assert_eq!(texts[0], "2"); // obj2 is id 2
assert_eq!(texts[1], "0"); // 0 = not found
}
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// Ensure try_move from the player side also triggers scripted bump
#[test]
fn player_bump_fires_with_negative_one() {
// The player walks into a solid scripted object; the object is bumped with -1
// and the player does not move onto it.
let board = open_board(
3,
1,
(0, 0),
vec![scripted_object(1, 0, "b")],
&[("b", "fn bump(id) { log(`bumped by ${id}`); }")],
);
let mut game = GameState::new(board);
game.run_init();
game.try_move(Direction::East);
assert_eq!((game.board().player.x, game.board().player.y), (0, 0)); // blocked
// bump's log is emitted into the object's queue; a tick flushes it.
game.tick(Duration::from_millis(16));
assert!(log_texts(&game).iter().any(|t| t == "bumped by -1"));
}