wip 7 more test fixing

This commit is contained in:
2026-08-11 23:22:16 -05:00
parent 0f045c39a3
commit 3edb0b9eec
22 changed files with 284 additions and 994 deletions
+1 -18
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@@ -42,7 +42,7 @@ actions (and any pacing `Delay`) have fully drained. While actions from an earli
pending, the engine just advances the queue by `dt` and does **not** re-run `tick`. This means you no
longer need to guard the body with `if me.queue.length == 0` / `if !me.waiting` — the engine does it
for you, so a plain `move(North)` naturally paces itself one step per drain. `dt` is the elapsed time
since the last tick, in seconds (a `f64`). (All other hooks — `bump`/`enter`/`grab`/`send`/`init`
since the last tick, in seconds (a `f64`). (All other hooks — `bump`/`enter`/`send`/`init`
still fire regardless of queued actions.)
```rhai
@@ -91,23 +91,6 @@ fn enter(me, dir) {
}
```
### `fn grab(me, state)`
Called when the **player walks onto** this object and the object is a *grab* thing (gems, hearts —
`solid + grab`). Unlike `bump`, the player ends up on the object's cell; the hook typically adjusts a
player stat and removes the object. It fires followed by an immediate resolve, so any `die()` /
`alter_gems()` / `alter_health()` applies before the player's move returns.
```rhai
fn grab(me, state) {
alter_gems(1);
die();
}
```
> Grab is **only** triggered by the player walking onto the object. A grab thing *pushed* or
> *shifted* into the player is treated as an ordinary solid (no `grab()`).
### Custom handler functions
Any other function can be invoked on an object two ways:
+2 -2
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@@ -125,8 +125,8 @@ pub enum Action {
/// `"orange"`, `"yellow"`, `"white"`. An unrecognized name is logged and
/// ignored. Zero time cost. Applied to `GameState::player.keys`.
SetKey(String, bool),
/// Remove the source object from the board. Zero time cost. Used by grab
/// things (e.g. gems) to despawn themselves from their `grab()` hook.
/// Remove the source object from the board. Zero time cost. Used by
/// collectibles (e.g. gems) to despawn themselves from their `bump()` hook.
Die,
}
+198 -6
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@@ -108,7 +108,7 @@ impl BoardSpec {
} else if self.palette.contains_key(&ch) {
cells.push(Some(self.palette[&ch].clone()))
} else {
return Err(format!("unknown grid character '{ch}' at ({x}, {y}); using error block"));
return Err(format!("unknown grid character '{ch}' at ({x}, {y}): not in the palette"));
}
}
}
@@ -122,9 +122,9 @@ impl BoardSpec {
// Check for player being positioned exactly once
let players = grid.iter().filter(|c| matches!(c, Some(TileSpec::Player))).count();
if players == 0 {
errors.push("no player cell (kind = \"player\") found".to_string())
errors.push("no player cell (type = \"player\") found".to_string())
} else if players > 1 {
errors.push("player appears {players} times, can only appear once".to_string())
errors.push(format!("player appears {players} times, can only appear once"))
}
// Check for duplicate object or portal names
@@ -138,10 +138,18 @@ impl BoardSpec {
else { hash.insert(name.clone(), 1); }
}
// Only a *named* object takes part in the uniqueness check, but every object's
// script has to resolve — so the two are collected independently (nesting the
// script check inside the name pattern let an unnamed object reference a
// script that doesn't exist).
for cell in grid.iter() {
if let Some(TileSpec::Object { name: Some(name), script, .. }) = cell {
if let Some(TileSpec::Object { name, script, .. }) = cell {
if let Some(name) = name {
count(&mut obj_names, name);
script.as_ref().map(|script_name| obj_script_names.insert(script_name));
}
if let Some(script_name) = script {
obj_script_names.insert(script_name);
}
}
}
@@ -163,7 +171,7 @@ impl BoardSpec {
let portal_dupes = portal_names.into_iter().filter_map(|(name, count)| if count > 1 { Some(name) } else { None }).collect::<Vec<_>>();
let portal_loc_dupes = portal_locations.into_iter().filter_map(|(loc, count)| {
if count > 1 {
Some(format!("({}, {}", loc % self.width, loc / self.width))
Some(format!("({}, {})", loc % self.width, loc / self.width))
} else { None }
}).collect::<Vec<_>>();
@@ -224,3 +232,187 @@ impl BoardSpec {
Ok(board)
}
}
#[cfg(test)]
mod tests {
use super::BoardSpec;
use crate::board::Board;
use crate::tile::Tile;
use std::collections::HashSet;
/// A palette entry for a wall / the player, the two building blocks these tests
/// need most.
const WALL: (&str, &str) = ("#", r#"{ type = "builtin", kind = "wall" }"#);
const PLAYER: (&str, &str) = ("@", r#"{ type = "player" }"#);
/// A `type = "object"` palette body. `Glyph`'s colors have no serde default, so
/// every object entry has to carry `fg`/`bg`; `extra` appends the fields a given
/// test cares about (`name = "…"`, `script = "…"`).
fn object(extra: &str) -> String {
format!(r##"{{ type = "object", tile = "O", fg = "#00ffff", bg = "#000000"{extra} }}"##)
}
/// Renders a whole board table: the `[map]`-style header, the grid, its palette,
/// and any extra TOML (`[[portals]]` / `[[sensors]]` blocks) appended verbatim.
fn spec_toml(w: usize, h: usize, grid: &str, palette: &[(&str, &str)], extra: &str) -> String {
let entries: String = palette
.iter()
.map(|(ch, body)| format!("\"{ch}\" = {body}\n"))
.collect();
format!("name = \"Test\"\nwidth = {w}\nheight = {h}\ngrid = \"\"\"\n{grid}\n\"\"\"\n\n[palette]\n{entries}{extra}")
}
/// Parses a board table and converts it, with `scripts` standing in for the
/// world's script pool (the names `world::load` validates object scripts against).
fn build(toml_src: &str, scripts: &[&str]) -> Result<Board, String> {
let spec: BoardSpec = toml::from_str(toml_src).expect("board table parses");
let owned: Vec<String> = scripts.iter().map(|s| s.to_string()).collect();
let names: HashSet<&String> = owned.iter().collect();
spec.into_board(&names)
}
/// `build`, asserting the conversion failed, and returning the joined error text.
fn build_err(toml_src: &str, scripts: &[&str]) -> String {
// `Board` is not `Debug`, so unwrap the error by hand rather than expect_err.
build(toml_src, scripts)
.err()
.expect("conversion should have failed")
}
#[test]
fn a_valid_spec_builds_its_grid() {
let board = build(&spec_toml(3, 1, "#@ ", &[WALL, PLAYER], ""), &[])
.expect("a well-formed spec converts");
assert_eq!((board.width, board.height), (3, 1));
assert!(matches!(board.get((0, 0)), Some(Tile::Object(_))), "wall");
assert!(matches!(board.get((1, 0)), Some(Tile::Player)));
assert!(board.get((2, 0)).is_none(), "a space is always an empty cell");
// The wall is a real object, so it was handed an id and the counter moved on.
assert_eq!(board.all_ids().len(), 1);
assert!(board.next_object_id > 1);
}
#[test]
fn portals_and_sensors_load_alongside_the_grid() {
// Neither lives in the grid: the player has to be able to share their cell.
let extra = r#"
[[portals]]
x = 2
y = 0
name = "east_door"
target_board = "room2"
target_name = "west_door"
[[sensors]]
x = 0
y = 0
script = "tripwire"
"#;
let board = build(&spec_toml(3, 1, " @ ", &[PLAYER], extra), &["tripwire"])
.expect("portals and sensors convert");
assert_eq!(board.named_portal("east_door").map(|p| p.location.ux()), Some(2));
assert_eq!(board.sensor_ids_at((0, 0)).len(), 1);
// The sensor shares the id space with grid objects rather than its own.
assert_eq!(board.all_ids().len(), 1);
}
#[test]
fn grid_row_count_must_match_the_height() {
let err = build_err(&spec_toml(3, 3, "@..\n...", &[PLAYER, (".", WALL.1)], ""), &[]);
assert!(err.contains("2 rows"), "got: {err}");
assert!(err.contains("3 tall"), "got: {err}");
}
#[test]
fn grid_row_width_must_match_the_width() {
let err = build_err(&spec_toml(4, 2, "@...\n...", &[PLAYER, (".", WALL.1)], ""), &[]);
assert!(err.contains("row 1"), "the offending row is named; got: {err}");
assert!(err.contains("3 characters"), "got: {err}");
assert!(err.contains("4 wide"), "got: {err}");
}
#[test]
fn an_unknown_grid_char_is_an_error() {
// A char with no palette entry used to load as a visible ErrorBlock; the
// strict loader rejects the whole board instead. (A space is exempt — it is
// always an empty cell and is never a palette key.)
let err = build_err(&spec_toml(3, 1, "@?.", &[PLAYER, (".", WALL.1)], ""), &[]);
assert!(err.contains("unknown grid character '?'"), "got: {err}");
assert!(err.contains("(1, 0)"), "the offending cell is named; got: {err}");
}
#[test]
fn a_board_needs_exactly_one_player() {
let missing = build_err(&spec_toml(3, 1, "## ", &[WALL], ""), &[]);
assert!(missing.contains("no player cell"), "got: {missing}");
let doubled = build_err(&spec_toml(3, 1, "@@ ", &[PLAYER], ""), &[]);
assert!(doubled.contains("player appears 2 times"), "got: {doubled}");
}
#[test]
fn object_names_must_be_unique() {
// Two objects both claiming "gate". This used to be nonfatal (the second had
// its name cleared); it now rejects the board.
let gate = object(r#", name = "gate""#);
let palette = [PLAYER, ("G", gate.as_str()), ("H", gate.as_str())];
let err = build_err(&spec_toml(3, 1, "GH@", &palette, ""), &[]);
assert!(err.contains("Object names used multiple times"), "got: {err}");
assert!(err.contains("gate"), "got: {err}");
}
#[test]
fn portal_names_and_locations_must_be_unique() {
let same_name = r#"
[[portals]]
x = 0
y = 0
name = "door"
target_board = "b"
target_name = "other"
[[portals]]
x = 2
y = 0
name = "door"
target_board = "b"
target_name = "other"
"#;
let err = build_err(&spec_toml(3, 1, " @ ", &[PLAYER], same_name), &[]);
assert!(err.contains("Portal names used multiple times"), "got: {err}");
let same_cell = r#"
[[portals]]
x = 2
y = 0
name = "door"
target_board = "b"
target_name = "other"
[[portals]]
x = 2
y = 0
name = "hatch"
target_board = "b"
target_name = "other"
"#;
let err = build_err(&spec_toml(3, 1, " @ ", &[PLAYER], same_cell), &[]);
assert!(err.contains("Portal locations used multiple times"), "got: {err}");
assert!(err.contains("(2, 0)"), "got: {err}");
}
#[test]
fn an_object_script_must_exist_in_the_world_pool() {
let ghost = object(r#", script = "ghost""#);
let palette = [PLAYER, ("G", ghost.as_str())];
let toml_src = spec_toml(3, 1, "G@ ", &palette, "");
let err = build_err(&toml_src, &[]);
assert!(err.contains("Missing scripts"), "got: {err}");
assert!(err.contains("ghost"), "got: {err}");
// The same board converts once the world supplies that script.
assert!(build(&toml_src, &["ghost"]).is_ok());
}
}
+66 -1
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@@ -474,7 +474,7 @@ impl GameState {
mod tests {
use super::GameState;
use crate::Direction;
use crate::utils::Point;
use crate::utils::{ObjectId, Point};
use crate::board::tests::{
builtin_at, crate_at, gem_at, is_builtin, open_board, sensor_at, wall_at,
};
@@ -674,6 +674,71 @@ mod tests {
assert_eq!(seq, vec!['/', '─', '\\', '│', '/']);
}
// ── pushers ─────────────────────────────────────────────────────────────
// A pusher is a self-propelled solid: `scripts/pusher.rhai` queues one `move`
// in its facing direction per ~0.5s. Shoving things aside is not special-cased
// — the pusher's move presses into whatever is ahead, and that thing's `bump`
// hook decides whether to clear the way (a crate does, a wall has no script).
/// Builds a 1-row board `w` wide with an east-facing pusher at (0,0), crates at
/// `crates`, walls at `walls`, and the player parked on the east edge; runs
/// `init()` and returns the game plus the pusher's id.
fn pusher_board(
w: usize,
crates: &[(usize, usize)],
walls: &[(usize, usize)],
) -> (GameState, ObjectId) {
let mut board = open_board(w, 1, (w - 1, 0));
let id = builtin_at(&mut board, 0, 0, "pusher_east");
for &(x, y) in crates {
crate_at(&mut board, x, y);
}
for &(x, y) in walls {
wall_at(&mut board, x, y);
}
// No world script pool: a builtin carries its own ScriptKey and source.
let mut game = GameState::new(board);
game.run_init();
(game, id)
}
/// Where object `id` currently sits.
fn object_pos(game: &GameState, id: ObjectId) -> Point {
game.board()
.get_hookable(id)
.expect("object still on the board")
.location()
}
#[test]
fn pusher_advances_and_shoves_a_crate() {
// Pusher at (0,0), crate at (1,0), the player parked at the east edge (4,0).
// 3.6s is far more than the pusher needs, so this settles: the crate is
// shoved up against the player, who has the board edge at its back and so
// cannot be pushed further, which in turn parks the pusher behind the crate.
let (mut game, id) = pusher_board(5, &[(1, 0)], &[]);
for _ in 0..12 {
game.tick(Duration::from_secs_f64(0.3));
}
let b = game.board();
assert_eq!(object_pos(&game, id), Point { x: 2, y: 0 }, "pusher advanced east");
assert!(is_builtin(&b, 3, 0, "crate"), "crate shoved up against the player");
assert!(b.get((1, 0)).is_none(), "crate left its start cell");
assert_eq!(b.player_pos(), Point { x: 4, y: 0 }, "player pinned by the edge");
}
#[test]
fn pusher_blocked_by_wall_stays_put() {
// A wall has no `bump` hook, so nothing ever clears its cell: the pusher
// re-attempts the same move forever and never leaves (0,0).
let (mut game, id) = pusher_board(4, &[], &[(1, 0)]);
for _ in 0..12 {
game.tick(Duration::from_secs_f64(0.3));
}
assert_eq!(object_pos(&game, id), Point { x: 0, y: 0 });
}
#[test]
fn set_key_gives_and_takes_keys() {
let mut board = open_board(2, 1, (1, 0));
+2 -17
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@@ -11,8 +11,6 @@
//! - `enter(me, dir)` — run when a solid (the player, an object, or a pushed crate) relocates *onto*
//! this **non-solid** object's cell, with the [`Direction`] the entrant came *from* (best-effort for
//! teleport/shift); see [`ScriptHost::run_enter`].
//! - `grab(me, state)` — run when the player walks onto a `grab` object; see [`ScriptHost::run_grab`].
//! Typically adds a stat + `die()`s.
//!
//! | Name | Type | Description |
//! |---|---|---|
@@ -67,7 +65,6 @@ struct CompiledScript {
has_init: bool,
has_tick: bool,
has_bump: bool,
has_grab: bool,
has_enter: bool,
}
@@ -76,7 +73,6 @@ impl CompiledScript {
match hook {
Hook::Init => self.has_init,
Hook::Tick => self.has_tick,
Hook::Grab => self.has_grab,
Hook::Bump => self.has_bump,
Hook::Enter => self.has_enter
}
@@ -157,7 +153,6 @@ impl ScriptHost {
has_init: defines("init", 1),
has_tick: defines("tick", 2),
has_bump: defines("bump", 2),
has_grab: defines("grab", 1),
has_enter: defines("enter", 2),
ast,
},
@@ -227,8 +222,8 @@ impl ScriptHost {
// `tick` only fires on an object whose previous output has fully
// drained. A non-empty queue means we just advance the pending
// actions this frame (the unconditional drain below) without
// re-running the script. Every other hook (init/bump/enter/grab/
// send) fires regardless of queued actions.
// re-running the script. Every other hook (init/bump/enter/send)
// fires regardless of queued actions.
if script.has(hook) && (hook != Hook::Tick || info.queue.is_empty()) {
let mut args = vec![Dynamic::from(info.clone())];
if let Some(d) = arg { args.push(d) }
@@ -270,16 +265,6 @@ impl ScriptHost {
self.run_hook_on_one(Hook::Enter, id, Some(Dynamic::from(dir)), 0.0)
}
/// Calls `grab()` on the object with [`ObjectId`] `object_id`, if it defines the
/// hook, and returns the actions it drained.
///
/// Fired when the player walks onto a grab object (see
/// [`GameState`](crate::game::GameState)). The hook typically increments a
/// player stat and removes the object via `die()`.
pub(crate) fn run_grab(&mut self, object_id: ObjectId) -> Vec<BoardAction> {
self.run_hook_on_one(Hook::Grab, object_id, None, 0.0)
}
/// Calls the named function on the object with [`ObjectId`] `target_id`.
///
/// What we pass depends on arity, in this order:
+1 -1
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@@ -1,4 +1,4 @@
// Built-in script for the `crate` archetype (see kiln-core/src/builtin_scripts.rs).
// Built-in script for the `crate` archetype (see kiln-core/src/builtin.rs).
fn bump(me, dir) {
push(me.x, me.y, dir.opposite); // Try to clear our target cell
let tgt = dir.opposite.from_point(me.x, me.y);
+4 -4
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@@ -1,8 +1,8 @@
// Built-in script for the `gem` archetype (see kiln-core/src/builtin_scripts.rs).
// Built-in script for the `gem` archetype (see kiln-core/src/builtin.rs).
//
// A gem is a grabbable collectible: walking onto it (or pushing it into the
// player) fires this `grab()` hook instead of blocking. We bump the player's gem
// count and remove ourselves from the board.
// A gem is a collectible: it is solid, so walking into it fires this `bump()`
// hook. We bank the gem and `die()`, which clears the cell — so the move that
// bumped us completes and the player ends up standing where the gem was.
fn bump(me, _dir) {
alter_gems(1);
die();
+2 -2
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@@ -1,7 +1,7 @@
// Built-in script for the `heart` archetype.
//
// A heart is a grabbable collectible: walking onto it fires `grab()` instead
// of blocking. It restores 1 health and removes itself from the board.
// A heart is a collectible: walking into it fires `bump()`, which restores 1
// health and removes the heart, clearing the cell for the bumper to move into.
fn bump(me, _dir) {
alter_health(1);
die();
+4 -4
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@@ -1,8 +1,8 @@
// Built-in script for the `gem` archetype (see kiln-core/src/builtin_scripts.rs).
// Built-in script for the `key_*` archetypes.
//
// A gem is a grabbable collectible: walking onto it (or pushing it into the
// player) fires this `grab()` hook instead of blocking. We bump the player's gem
// count and remove ourselves from the board.
// A key is a collectible: walking into it fires `bump()`. We read our own colour
// off the `BUILTIN_key_<colour>` tag, add it to the player's keyring, and `die()`
// so the cell clears for the bumper to move into.
fn bump(me, _dir) {
let colors = [
"red",
+1 -1
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@@ -1,4 +1,4 @@
// Built-in script for the `pusher_*` archetypes (see kiln-core/src/builtin_scripts.rs).
// Built-in script for the `pusher_*` archetypes (see kiln-core/src/builtin.rs).
//
// A pusher is a self-propelled solid that advances one cell in its facing
// direction every ~0.5s, shoving any pushable chain (including the player) ahead
-100
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@@ -1,100 +0,0 @@
use super::load_board;
use crate::builtin::Archetype;
#[test]
fn fill_builds_a_full_grid_of_one_char() {
// `fill` fills the whole single grid with one palette char. No player char is
// possible in a filled grid, so the player falls back to (0, 0) and wins (clears)
// that cell; every *other* cell is the filled archetype.
let toml = r##"
[map]
name = "Test"
width = 3
height = 2
[grid]
fill = "#"
palette = { "#" = { kind = "wall", tile = 35, fg = "#808080", bg = "#606060" } }
"##;
let board = load_board(toml);
for y in 0..2 {
for x in 0..3 {
if (x, y) == (0, 0) { // player won its fallback cell
assert!(board.solid_at(x, y).unwrap().player());
} else {
let obj = &board.objects[&board.object_ids_at(x, y)[0]];
let tag = obj.scripting.tags.iter().next().unwrap();
assert_eq!(tag, "BUILTIN_wall")
}
}
}
assert_eq!((board.player.x, board.player.y), (0, 0));
}
#[test]
fn sparse_places_only_listed_cells() {
// A sparse grid holding just the player and one object; every other cell empty.
let toml = r##"
[map]
name = "Test"
width = 4
height = 1
[grid]
sparse = [ { x = 0, y = 0, ch = "@" }, { x = 2, y = 0, ch = "O" } ]
palette = { " " = { kind = "empty" }, "@" = { kind = "player" }, "O" = { kind = "object", tile = 64, fg = "#00FFFF", bg = "#000000" } }
"##;
let board = load_board(toml);
assert!(board.is_valid());
assert_eq!((board.player.x, board.player.y), (0, 0));
assert_eq!(board.objects.len(), 1);
assert_eq!((board.objects[&1].x, board.objects[&1].y), (2, 0));
// An unlisted sparse cell is a transparent empty.
assert_eq!(board.get((1, 0)).1, Archetype::Empty);
}
#[test]
fn sparse_out_of_bounds_cell_is_nonfatal() {
let toml = r##"
[map]
name = "Test"
width = 2
height = 1
[grid]
sparse = [ { x = 5, y = 0, ch = "O" }, { x = 0, y = 0, ch = "@" } ]
palette = { " " = { kind = "empty" }, "@" = { kind = "player" }, "O" = { kind = "object", tile = 64, fg = "#00FFFF", bg = "#000000" } }
"##;
let board = load_board(toml);
assert!(
board.objects.is_empty(),
"out-of-bounds object cell is skipped"
);
assert!(
!board.is_valid(),
"out-of-bounds sparse cell is a nonfatal error"
);
assert_eq!((board.player.x, board.player.y), (0, 0));
}
#[test]
fn fill_must_be_a_single_char() {
// A multi-char fill falls back to a space (nonfatal); spaces resolve to empty.
let toml = r##"
[map]
name = "Test"
width = 2
height = 1
[grid]
fill = "xy"
palette = { " " = { kind = "empty" } }
"##;
let board = load_board(toml);
assert!(
!board.is_valid(),
"a non-single-char fill is a nonfatal error"
);
assert_eq!(board.get((1, 0)).1, Archetype::Empty);
}
@@ -1,59 +0,0 @@
use super::{grid, load_board, map};
use crate::builtin::Archetype;
use crate::board::Board;
use crate::map_file::MapFile;
#[test]
fn grid_wrong_row_count_returns_error() {
// height = 3 but only 2 rows in the layer grid.
let toml = map(3, 3, &grid("...\n...", &[(".", "kind = \"empty\"")]));
let mf: MapFile = toml::from_str(&toml).unwrap();
let result = Board::try_from(mf);
assert!(result.is_err());
let msg = result.err().unwrap();
assert!(
msg.contains("2 rows"),
"expected row count in error, got: {msg}"
);
assert!(
msg.contains("3 tall"),
"expected declared height in error, got: {msg}"
);
}
#[test]
fn grid_wrong_row_width_returns_error() {
// width = 4 but second row is only 3 characters.
let toml = map(4, 2, &grid("....\n...", &[(".", "kind = \"empty\"")]));
let mf: MapFile = toml::from_str(&toml).unwrap();
let result = Board::try_from(mf);
assert!(result.is_err());
let msg = result.err().unwrap();
assert!(
msg.contains("3 characters"),
"expected col count in error, got: {msg}"
);
assert!(
msg.contains("4 wide"),
"expected declared width in error, got: {msg}"
);
}
#[test]
fn unknown_kind_produces_error_block() {
// A palette `kind` that is neither a meta-kind nor a known archetype name
// becomes a visible ErrorBlock. Player placed away from the X cell.
let toml = map(
2,
1,
&grid(
"X@",
&[("X", "kind = \"frobnicate\""), ("@", "kind = \"player\"")],
),
);
let board = load_board(&toml);
assert_eq!(
*board.get((0, 0)),
(Archetype::ErrorBlock.default_glyph(), Archetype::ErrorBlock)
);
}
-64
View File
@@ -1,64 +0,0 @@
mod fill_sparse;
mod grid_errors;
mod object_placement;
mod player_placement;
mod portal_placement;
mod pushers;
mod round_trip;
mod spinners;
mod transporters;
use crate::board::Board;
use crate::map_file::MapFile;
fn load_board(toml: &str) -> Board {
let mf: MapFile = toml::from_str(toml).expect("parse toml");
Board::try_from(mf).expect("convert to board")
}
/// Builds the `[grid]` block: a triple-quoted `content` grid plus an inline
/// `palette` table. Each palette entry is `(char_key, inline-body)` where the
/// body is the inside of the entry's `{ ... }` (e.g. `kind = "wall"`).
fn grid(content: &str, palette: &[(&str, &str)]) -> String {
let pal = palette
.iter()
.map(|(k, body)| format!("\"{k}\" = {{ {body} }}"))
.collect::<Vec<_>>()
.join(", ");
format!("\n[grid]\ncontent = \"\"\"\n{content}\n\"\"\"\npalette = {{ {pal} }}\n")
}
/// Wraps a `[map]` header of the given size around the single `[grid]` block
/// (produced by [`grid`]).
fn map(width: usize, height: usize, grid_block: &str) -> String {
format!("[map]\nname = \"Test\"\nwidth = {width}\nheight = {height}\n{grid_block}")
}
/// A 3×1 single-layer map: an `empty`/`wall` palette plus one `object` entry
/// placed by char `ch` (cyan `@` glyph), with `extra` appended to its body. The
/// player is placed at the far-right cell via a second char where room allows;
/// callers that need the player elsewhere build the map directly.
fn map_3x1_object(grid_str: &str, ch: &str, extra: &str) -> String {
let body = if extra.is_empty() {
"kind = \"object\", tile = 64, fg = \"#00FFFF\", bg = \"#000000\"".to_string()
} else {
format!("kind = \"object\", tile = 64, fg = \"#00FFFF\", bg = \"#000000\", {extra}")
};
map(
3,
1,
&grid(
grid_str,
&[
(" ", "kind = \"empty\""),
(".", "kind = \"empty\""),
(
"#",
"kind = \"wall\", tile = 35, fg = \"#808080\", bg = \"#606060\"",
),
("@", "kind = \"player\""),
(ch, &body),
],
),
)
}
@@ -1,82 +0,0 @@
use super::{grid, load_board, map, map_3x1_object};
use crate::builtin::Archetype;
/// Palette shorthand.
const PLAYER: (&str, &str) = ("@", "kind = \"player\"");
/// An object palette entry body with the given `extra` fields appended.
fn obj(extra: &str) -> String {
let base = "kind = \"object\", tile = 64, fg = \"#00FFFF\", bg = \"#000000\"";
if extra.is_empty() {
base.to_string()
} else {
format!("{base}, {extra}")
}
}
#[test]
fn duplicate_name_clears_second_but_keeps_both_objects() {
// Two object entries share the name "gate": first keeps it, second is cleared.
let board = load_board(&map(
3,
1,
&grid(
"GH@",
&[
("G", &obj("name = \"gate\"")),
("H", &obj("name = \"gate\", solid = false")),
PLAYER,
],
),
));
assert_eq!(board.objects.len(), 2, "both objects survive");
assert_eq!(board.objects[&1].scripting.name.as_deref(), Some("gate"));
assert_eq!(board.objects[&2].scripting.name, None);
assert!(!board.is_valid(), "duplicate name is a nonfatal load error");
}
#[test]
fn palette_placement_puts_object_on_empty_floor() {
// `G` lands an object; its cell stays Empty (transparent).
let board = load_board(&map_3x1_object("G.@", "G", ""));
assert_eq!(board.objects.len(), 1);
assert_eq!((board.objects[&1].x, board.objects[&1].y), (0, 0));
assert_eq!(board.get((0, 0)).1, Archetype::Empty);
}
#[test]
fn palette_char_appearing_twice_spawns_two_objects() {
// `G` appears at (0,0) and (1,0); two independent ObjectDefs are spawned.
let board = load_board(&map_3x1_object("GG@", "G", "solid = false"));
assert_eq!(board.objects.len(), 2);
assert_eq!((board.objects[&1].x, board.objects[&1].y), (0, 0));
assert_eq!((board.objects[&2].x, board.objects[&2].y), (1, 0));
assert!(board.is_valid(), "multiple occurrences are not an error");
}
#[test]
fn palette_char_multi_occurrence_only_first_keeps_name() {
// Three occurrences of a named entry: the first keeps the name, the rest don't.
let board = load_board(&map(
4,
1,
&grid(
"GGG@",
&[("G", &obj("solid = false, name = \"guard\"")), PLAYER],
),
));
assert_eq!(board.objects.len(), 3);
assert_eq!(board.objects[&1].scripting.name.as_deref(), Some("guard"));
assert_eq!(board.objects[&2].scripting.name, None);
assert_eq!(board.objects[&3].scripting.name, None);
}
#[test]
fn non_solid_object_and_wall_coexist_in_separate_cells() {
// With one grid each cell holds a single palette char, so a solid object can
// never be authored onto a wall cell. A wall and a (separate-cell) non-solid
// object both load fine.
let board = load_board(&map_3x1_object("#G@", "G", "solid = false"));
assert_eq!(board.objects.len(), 2); // The wall (for now) shows up as an object because it's a builtin, TODO
assert!(board.is_valid());
}
@@ -1,64 +0,0 @@
use super::{grid, load_board, map};
use crate::builtin::Archetype;
/// Palette shorthands shared by these tests.
const EMPTY: (&str, &str) = (".", "kind = \"empty\"");
const PLAYER: (&str, &str) = ("@", "kind = \"player\"");
const WALL: (&str, &str) = (
"#",
"kind = \"wall\", tile = 35, fg = \"#808080\", bg = \"#606060\"",
);
#[test]
fn player_char_places_on_empty_floor() {
let b = load_board(&map(3, 1, &grid(".@.", &[EMPTY, PLAYER])));
assert_eq!((b.player.x, b.player.y), (1, 0));
assert_eq!(b.get((1, 0)).1, Archetype::Empty);
assert!(b.is_valid());
}
#[test]
fn player_char_appearing_twice_uses_first() {
let b = load_board(&map(3, 1, &grid("@.@", &[EMPTY, PLAYER])));
assert_eq!((b.player.x, b.player.y), (0, 0));
assert!(!b.is_valid());
}
#[test]
fn player_char_missing_falls_back_to_origin() {
let b = load_board(&map(3, 1, &grid("...", &[EMPTY])));
assert_eq!((b.player.x, b.player.y), (0, 0));
assert!(!b.is_valid());
}
#[test]
fn player_fallback_to_origin_clears_solid_terrain() {
// No player cell, so the player falls back to (0, 0) — which holds a wall. The
// player wins its cell: the wall is cleared. The fallback is still reported.
let b = load_board(&map(3, 1, &grid("#..", &[WALL, EMPTY])));
assert_eq!((b.player.x, b.player.y), (0, 0));
assert_eq!(b.get((0, 0)).1, Archetype::Empty);
assert!(!b.is_valid());
}
#[test]
fn player_fallback_wins_against_a_solid_object() {
// No player cell → player falls back to (0, 0), which holds a solid object. The
// player wins its cell and the object is dropped.
let b = load_board(&map(
3,
1,
&grid(
"O..",
&[
EMPTY,
(
"O",
"kind = \"object\", tile = 64, fg = \"#00FFFF\", bg = \"#000000\"",
),
],
),
));
assert_eq!((b.player.x, b.player.y), (0, 0));
assert!(b.objects.is_empty());
}
@@ -1,56 +0,0 @@
use super::{grid, load_board, map};
const EMPTY: (&str, &str) = (".", "kind = \"empty\"");
const PLAYER: (&str, &str) = ("@", "kind = \"player\"");
#[test]
fn portal_duplicate_name_drops_second() {
// Two portal cells share the name "a": the second is dropped.
let board = load_board(&map(
3,
1,
&grid(
"12@",
&[
(
"1",
"kind = \"portal\", name = \"a\", target_map = \"x\", target_entry = \"b\"",
),
(
"2",
"kind = \"portal\", name = \"a\", target_map = \"x\", target_entry = \"c\"",
),
PLAYER,
],
),
));
assert_eq!(
board.portals.len(),
1,
"second portal with duplicate name should be dropped"
);
assert_eq!(board.portals[0].x, 0);
assert!(!board.is_valid(), "duplicate name should be a load error");
}
#[test]
fn portal_palette_char_places_portal_at_grid_position() {
let board = load_board(&map(
3,
1,
&grid(
"1.@",
&[
(
"1",
"kind = \"portal\", name = \"p\", target_map = \"x\", target_entry = \"e\"",
),
EMPTY,
PLAYER,
],
),
));
assert_eq!(board.portals.len(), 1);
assert_eq!((board.portals[0].x, board.portals[0].y), (0, 0));
assert_eq!(board.portals[0].name, "p");
}
-139
View File
@@ -1,139 +0,0 @@
//! Pushers are now scripted objects (the `pusher_*` archetypes expand into objects
//! carrying the embedded `pusher.rhai` plus a `BUILTIN_pusher_<dir>` tag).
use super::{grid, load_board, map};
use crate::builtin::Archetype;
use crate::game::GameState;
use crate::map_file::MapFile;
use crate::object_def::ObjectDef;
use std::time::Duration;
use crate::Board;
/// Finds the pusher object on a board (by its built-in tag).
fn pusher<'a>(board: &'a crate::board::Board, id: &mut u32) -> &'a ObjectDef {
let (&oid, obj) = board
.objects
.iter()
.find(|(_, o)| o.scripting.tags.contains("BUILTIN_pusher_east"))
.expect("pusher object");
*id = oid;
obj
}
#[test]
fn pusher_loads_as_a_tagged_scripted_solid_object() {
let board = load_board(&map(
3,
1,
&grid(
"P @",
&[("P", "kind = \"pusher_east\""), ("@", "kind = \"player\"")],
),
));
let mut id = 0;
let p = pusher(&board, &mut id);
assert_eq!((p.x, p.y), (0, 0));
assert!(
p.scripting.builtin_script.is_some(),
"carries the embedded pusher script"
);
// Each alias gets its own compile-cache key (e.g. "BUILTIN_pusher_east") so the
// script can read direction from Me.has_tag("BUILTIN_pusher_east").
assert_eq!(p.scripting.script_name.as_deref(), Some("BUILTIN_pusher_east"));
assert!(!board.is_passable(0, 0), "pusher is solid");
}
fn is_tag(board: &Board, x: usize, y: usize, tag: &str) -> bool {
board.object_ids_at(x, y).iter().any(|id| board.objects[id].scripting.tags.contains(tag))
}
#[test]
fn pusher_advances_and_shoves_a_crate() {
// Pusher at (0,0), crate at (1,0), the player parked at the east edge.
let board = load_board(&map(
5,
1,
&grid(
"Po @",
&[
("P", "kind = \"pusher_east\""),
("o", "kind = \"crate\""),
("@", "kind = \"player\""),
],
),
));
let mut pid = 0;
pusher(&board, &mut pid);
let mut game = GameState::new(board);
game.run_init();
for _ in 0..12 {
game.tick(Duration::from_secs_f64(0.3));
}
let b = game.board();
assert!(b.objects[&pid].x > 0, "pusher advanced east");
assert_eq!(
b.get((1, 0)).1,
Archetype::Empty,
"crate left its start cell"
);
assert!(
(2..b.width).any(|x| is_tag(&b, x, 0, "BUILTIN_crate")),
"crate was shoved east"
);
}
#[test]
fn pusher_blocked_by_wall_stays_put() {
let board = load_board(&map(
4,
1,
&grid(
"P# @",
&[
("P", "kind = \"pusher_east\""),
("#", "kind = \"wall\""),
("@", "kind = \"player\""),
],
),
));
let mut pid = 0;
pusher(&board, &mut pid);
let mut game = GameState::new(board);
game.run_init();
for _ in 0..12 {
game.tick(Duration::from_secs_f64(0.3));
}
assert_eq!(
game.board().objects[&pid].x,
0,
"a wall-blocked pusher does not move"
);
}
#[test]
fn pusher_round_trips_to_its_keyword() {
let board = load_board(&map(
3,
1,
&grid(
"P @",
&[("P", "kind = \"pusher_east\""), ("@", "kind = \"player\"")],
),
));
// Save collapses the expanded object back into the `pusher_east` keyword.
let toml_out = toml::to_string_pretty(&MapFile::from(&board)).unwrap();
assert!(
toml_out.contains("pusher_east"),
"pusher should save as its archetype keyword, got:\n{toml_out}"
);
// Reload: it is a working pusher object again.
let board2 = load_board(&toml_out);
let mut id = 0;
let p = pusher(&board2, &mut id);
assert_eq!((p.x, p.y), (0, 0));
assert!(p.scripting.builtin_script.is_some());
}
-157
View File
@@ -1,157 +0,0 @@
use super::{grid, load_board, map};
use crate::glyph::Glyph;
use crate::map_file::{MapFile, parse_color};
use color::Rgba8;
const EMPTY: (&str, &str) = (".", "kind = \"empty\"");
const PLAYER: (&str, &str) = ("@", "kind = \"player\"");
/// An object palette entry body with the given `extra` fields appended.
fn obj(extra: &str) -> String {
let base = "kind = \"object\", tile = 64, fg = \"#00FFFF\", bg = \"#000000\"";
if extra.is_empty() {
base.to_string()
} else {
format!("{base}, {extra}")
}
}
/// Round-trips a board through save→load and returns the reloaded board.
fn round_trip(toml: &str) -> crate::board::Board {
let board = load_board(toml);
let toml_out = toml::to_string_pretty(&MapFile::from(&board)).unwrap();
load_board(&toml_out)
}
#[test]
fn object_glyph_round_trips_through_toml() {
let toml = map(3, 1, &grid("@O.", &[PLAYER, ("O", &obj("")), EMPTY]));
let board = load_board(&toml);
assert_eq!(board.objects.len(), 1);
let obj0 = &board.objects[&1];
assert_eq!((obj0.x, obj0.y), (1, 0));
assert_eq!(obj0.glyph.tile, 64);
assert_eq!(
obj0.glyph.fg,
Rgba8 {
r: 0x00,
g: 0xFF,
b: 0xFF,
a: 255
}
);
let board2 = round_trip(&toml);
let obj2 = &board2.objects[&1];
assert_eq!(obj2.glyph.tile, obj0.glyph.tile);
assert_eq!(obj2.glyph.fg, obj0.glyph.fg);
assert_eq!(obj2.glyph.bg, obj0.glyph.bg);
}
#[test]
fn object_tags_round_trip_through_toml() {
let toml = map(
3,
1,
&grid(
"@O.",
&[PLAYER, ("O", &obj("tags = [\"enemy\", \"boss\"]")), EMPTY],
),
);
let board = load_board(&toml);
let obj0 = &board.objects[&1];
assert!(obj0.scripting.tags.contains("enemy") && obj0.scripting.tags.contains("boss"));
assert_eq!(obj0.scripting.tags.len(), 2);
// Saved tags must be sorted alphabetically (boss before enemy).
let toml_out = toml::to_string_pretty(&MapFile::from(&board)).unwrap();
let boss = toml_out.find("\"boss\"").expect("boss in TOML");
let enemy = toml_out.find("\"enemy\"").expect("enemy in TOML");
assert!(boss < enemy, "tags must be sorted: boss before enemy");
let board2 = load_board(&toml_out);
assert_eq!(board2.objects[&1].scripting.tags, obj0.scripting.tags);
}
#[test]
fn object_empty_tags_omitted_from_toml() {
let toml = map(3, 1, &grid("@O.", &[PLAYER, ("O", &obj("")), EMPTY]));
let board = load_board(&toml);
let toml_out = toml::to_string_pretty(&MapFile::from(&board)).unwrap();
assert!(
!toml_out.contains("tags"),
"empty tags must not appear in TOML output"
);
}
#[test]
fn object_name_round_trips_through_toml() {
let toml = map(
3,
1,
&grid(
"@O.",
&[PLAYER, ("O", &obj("name = \"beacon\"")), EMPTY],
),
);
let board = load_board(&toml);
assert_eq!(board.objects[&1].scripting.name.as_deref(), Some("beacon"));
let toml_out = toml::to_string_pretty(&MapFile::from(&board)).unwrap();
assert!(
toml_out.contains("\"beacon\""),
"name must appear in saved TOML"
);
let board2 = load_board(&toml_out);
assert_eq!(board2.objects[&1].scripting.name.as_deref(), Some("beacon"));
}
#[test]
fn unnamed_object_name_stays_none_through_toml() {
let toml = map(3, 1, &grid("@O.", &[PLAYER, ("O", &obj("")), EMPTY]));
let board2 = round_trip(&toml);
assert_eq!(
board2.objects[&1].scripting.name, None,
"unnamed object must round-trip as None"
);
}
#[test]
fn fixed_floor_attribute_round_trips_through_toml() {
// A fixed floor glyph is now a board attribute (`floor = { … }`), not a grid
// cell. It must survive save→load and show through empty grid cells.
let toml = "[map]\nname = \"Test\"\nwidth = 3\nheight = 1\n\
floor = { tile = \"#\", fg = \"#010203\", bg = \"#040506\" }\n\
[grid]\ncontent = \"\"\"\n@..\n\"\"\"\n\
palette = { \"@\" = { kind = \"player\" }, \".\" = { kind = \"empty\" } }\n";
let fixed = Glyph {
tile: '#' as u32,
fg: parse_color("#010203"),
bg: parse_color("#040506"),
};
let board = load_board(toml);
// An empty grid cell reveals the fixed floor.
assert_eq!(board.glyph_at((1, 0)), fixed);
let board2 = round_trip(toml);
assert_eq!(board2.glyph_at((1, 0)), fixed);
}
#[test]
fn biome_floor_round_trips_generator_name() {
// A biome floor re-emits its generator name (not baked glyphs), so the save
// stays compact and the reloaded board is identical.
let toml = "[map]\nname = \"Test\"\nwidth = 3\nheight = 1\n\
floor = { generator = \"grass\" }\n\
[grid]\ncontent = \"\"\"\n@..\n\"\"\"\n\
palette = { \"@\" = { kind = \"player\" }, \".\" = { kind = \"empty\" } }\n";
let board = load_board(toml);
let toml_out = toml::to_string_pretty(&MapFile::from(&board)).unwrap();
assert!(
toml_out.contains("generator = \"grass\""),
"biome floor must re-emit its generator name, got: {toml_out}"
);
// Reloaded floor glyphs match (deterministic seed).
let board2 = load_board(&toml_out);
assert_eq!(board2.glyph_at((1, 0)), board.glyph_at((1, 0)));
}
-60
View File
@@ -1,60 +0,0 @@
//! Spinners are scripted objects: the `spinner_cw`/`spinner_ccw` archetypes expand
//! into objects carrying the embedded `spinner.rhai` plus a `BUILTIN_spinner_<dir>`
//! tag, and collapse back to the keyword on save (just like pushers).
use super::{grid, load_board, map};
use crate::map_file::MapFile;
#[test]
fn spinner_loads_as_a_tagged_scripted_solid_object() {
let board = load_board(&map(
3,
1,
&grid(
"S @",
&[("S", "kind = \"spinner_cw\""), ("@", "kind = \"player\"")],
),
));
let (_, obj) = board
.objects
.iter()
.find(|(_, o)| o.scripting.tags.contains("BUILTIN_spinner_cw"))
.expect("spinner object");
assert_eq!((obj.x, obj.y), (0, 0));
assert!(
obj.scripting.builtin_script.is_some(),
"carries the embedded spinner script"
);
// Each alias gets its own compile-cache key (e.g. "BUILTIN_spinner_cw") so the
// script can read direction from Me.has_tag("BUILTIN_spinner_cw").
assert_eq!(obj.scripting.script_name.as_deref(), Some("BUILTIN_spinner_cw"));
assert!(!board.is_passable(0, 0), "spinner is solid");
}
#[test]
fn spinner_round_trips_to_its_keyword() {
let board = load_board(&map(
3,
1,
&grid(
"S @",
&[("S", "kind = \"spinner_ccw\""), ("@", "kind = \"player\"")],
),
));
// Save collapses the expanded object back into the `spinner_ccw` keyword.
let toml_out = toml::to_string_pretty(&MapFile::from(&board)).unwrap();
assert!(
toml_out.contains("spinner_ccw"),
"spinner should save as its archetype keyword, got:\n{toml_out}"
);
// Reload: it is a working spinner object again, still counter-clockwise.
let board2 = load_board(&toml_out);
let (_, obj) = board2
.objects
.iter()
.find(|(_, o)| o.scripting.tags.contains("BUILTIN_spinner_ccw"))
.expect("spinner object after round-trip");
assert_eq!((obj.x, obj.y), (0, 0));
assert!(obj.scripting.builtin_script.is_some());
}
@@ -1,151 +0,0 @@
//! Transporters are scripted objects (the `transporter_*` archetypes expand into
//! objects carrying the embedded `transporter.rhai` plus a
//! `BUILTIN_transporter_<dir>` tag). Bumping one from its facing side teleports
//! the bumper past it, or out of a paired opposite-facing transporter.
use super::{grid, load_board, map};
use crate::game::GameState;
use crate::map_file::MapFile;
use crate::utils::Direction;
use std::time::Duration;
#[test]
fn transporter_loads_as_a_tagged_scripted_object() {
let board = load_board(&map(
3,
1,
&grid(
"@T ",
&[("@", "kind = \"player\""), ("T", "kind = \"transporter_east\"")],
),
));
let (_, obj) = board
.objects
.iter()
.find(|(_, o)| o.scripting.tags.contains("BUILTIN_transporter_east"))
.expect("transporter object");
assert_eq!((obj.x, obj.y), (1, 0));
assert!(obj.scripting.builtin_script.is_some(), "carries the embedded script");
}
#[test]
fn bumping_a_transporter_drops_you_on_its_far_side() {
// Player at (0,0), an east transporter at (1,0), and a free cell at (2,0).
let board = load_board(&map(
3,
1,
&grid(
"@T ",
&[("@", "kind = \"player\""), ("T", "kind = \"transporter_east\"")],
),
));
let mut game = GameState::new(board);
game.run_init();
// Walk east into the transporter: it's solid so the player doesn't step onto
// it, but the bump fires a teleport that resolves within this try_move. The
// trailing tick just advances the transporter's idle animation.
game.try_move(Direction::East);
game.tick(Duration::from_secs_f64(0.1));
let b = game.board();
assert_eq!((b.player.x, b.player.y), (2, 0), "transported past the transporter");
}
#[test]
fn a_blocked_far_side_transports_out_of_the_paired_transporter() {
// Player, east transporter, a wall blocking its far side, a gap, the paired
// west transporter, then a free cell. The player should pop out on the paired
// transporter's far side (the cell just past it), across the wall.
let board = load_board(&map(
6,
1,
&grid(
"@T# W ",
&[
("@", "kind = \"player\""),
("T", "kind = \"transporter_east\""),
("#", "kind = \"wall\", tile = 35, fg = \"#808080\", bg = \"#606060\""),
("W", "kind = \"transporter_west\""),
],
),
));
let mut game = GameState::new(board);
game.run_init();
game.try_move(Direction::East);
game.tick(Duration::from_secs_f64(0.1));
let b = game.board();
assert_eq!(
(b.player.x, b.player.y),
(5, 0),
"transported past the paired transporter",
);
}
#[test]
fn a_pushed_crate_is_transported_through() {
// Player, a crate, an east transporter, then a free cell. Pushing the crate
// east into the transporter bumps it (through the crate chain); the transporter
// moves the crate — a plain terrain solid, no object id — out its far side.
let board = load_board(&map(
4,
1,
&grid(
"@oT ",
&[
("@", "kind = \"player\""),
("o", "kind = \"crate\""),
("T", "kind = \"transporter_east\""),
],
),
));
let mut game = GameState::new(board);
game.run_init();
// Push east into the crate: the crate can't move (the transporter blocks it),
// but the transporter is bumped from the West and teleports the crate to (3,0).
game.try_move(Direction::East);
game.tick(Duration::from_secs_f64(0.1));
{
let b = game.board();
assert!(b.solid_at(3, 0).is_some(), "crate transported to the far side");
assert!(b.is_passable(1, 0), "crate's old cell is now empty");
assert_eq!((b.player.x, b.player.y), (0, 0), "player didn't move yet");
}
// With the crate gone, a second push walks the player onto the vacated cell.
game.try_move(Direction::East);
game.tick(Duration::from_secs_f64(0.1));
let b = game.board();
assert_eq!((b.player.x, b.player.y), (1, 0), "player follows into the gap");
}
#[test]
fn transporter_round_trips_to_its_keyword() {
let board = load_board(&map(
3,
1,
&grid(
"@T ",
&[("@", "kind = \"player\""), ("T", "kind = \"transporter_east\"")],
),
));
// Save collapses the expanded object back into the `transporter_east` keyword.
let toml_out = toml::to_string_pretty(&MapFile::from(&board)).unwrap();
assert!(
toml_out.contains("transporter_east"),
"transporter should save as its archetype keyword, got:\n{toml_out}"
);
// Reload: it is a working transporter object again.
let board2 = load_board(&toml_out);
assert!(
board2
.objects
.values()
.any(|o| o.scripting.tags.contains("BUILTIN_transporter_east") && o.scripting.builtin_script.is_some()),
"reloads as a tagged transporter object",
);
}
-2
View File
@@ -1,7 +1,5 @@
mod actions;
mod game_portals;
// TODO(migration): the map_file suite predates BoardSpec and is not ported yet.
// mod map_file;
mod movement;
mod scripting;
+1 -2
View File
@@ -226,7 +226,7 @@ impl From<Direction> for (i64, i64) {
#[derive(Copy,Clone,Debug, PartialEq)]
pub enum Hook {
Init, Tick, Bump, Grab, Enter
Init, Tick, Bump, Enter
}
impl Hook {
@@ -234,7 +234,6 @@ impl Hook {
match self {
Hook::Init => "init",
Hook::Bump => "bump",
Hook::Grab => "grab",
Hook::Tick => "tick",
Hook::Enter => "enter"
}