Moved tests
This commit is contained in:
@@ -187,634 +187,3 @@ fn step_object(board: &mut Board, id: ObjectId, dir: Direction) -> Option<Object
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bumped
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}
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#[cfg(test)]
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mod tests {
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use std::collections::BTreeMap;
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use std::time::Duration;
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use crate::archetype::Archetype;
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use crate::board::Board;
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use crate::board::tests::{crate_at, open_board, stamp, wall_at};
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use crate::object_def::ObjectDef;
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use crate::utils::Player;
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use super::*;
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/// Builds a 1×1 board with a single object that optionally references a
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/// script, plus the given `(name, source)` script table entries.
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fn board_with_object(object_script: Option<&str>, scripts: &[(&str, &str)]) -> Board {
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let mut object = ObjectDef::new(0, 0);
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object.script_name = object_script.map(str::to_string);
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Board {
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name: "test".into(),
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width: 1,
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height: 1,
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cells: vec![(Archetype::Empty.default_glyph(), Archetype::Empty)],
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floor: vec![Archetype::Empty.default_glyph()],
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floor_spec: None,
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player: Player { x: 0, y: 0 },
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objects: BTreeMap::from([(1, object)]),
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next_object_id: 2,
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portals: Vec::new(),
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font: None,
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zoom: 1,
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scripts: scripts
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.iter()
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.map(|(k, v)| (k.to_string(), v.to_string()))
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.collect(),
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board_script_name: None,
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load_errors: Vec::new(),
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}
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}
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/// An `ObjectDef` at `(x, y)` bound to the named script.
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fn scripted_object(x: usize, y: usize, script: &str) -> ObjectDef {
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let mut o = ObjectDef::new(x, y);
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o.script_name = Some(script.to_string());
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o
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}
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/// Flattens each log line into a single string for easy assertions.
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fn log_texts(game: &GameState) -> Vec<String> {
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game.log
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.iter()
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.map(|line| line.spans.iter().map(|s| s.text.as_str()).collect())
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.collect()
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}
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#[test]
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fn pushing_a_crate_reveals_the_floor_underneath() {
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// The cell a crate is pushed off of becomes Empty and glyph_at shows floor.
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// After the push the player is at (1,0); check the cell the player vacated
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// (0,0) — it is Empty and must reveal the floor glyph, not black-on-black.
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use color::Rgba8;
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use crate::glyph::Glyph;
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let mut board = open_board(4, 1, (0, 0), vec![], &[]);
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let floor_glyph = Glyph {
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tile: ',' as u32,
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fg: Rgba8 { r: 40, g: 60, b: 40, a: 255 },
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bg: Rgba8 { r: 5, g: 10, b: 5, a: 255 },
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};
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board.floor = vec![floor_glyph; 4];
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crate_at(&mut board, 1, 0);
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let mut game = GameState::new(board);
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game.try_move(Direction::East);
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let b = game.board();
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assert_eq!(b.get(2, 0).1, Archetype::Crate);
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assert_eq!(b.get(1, 0).1, Archetype::Empty);
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assert_eq!(b.glyph_at(0, 0), floor_glyph);
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}
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#[test]
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fn player_pushes_single_crate() {
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let mut board = open_board(4, 1, (0, 0), vec![], &[]);
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crate_at(&mut board, 1, 0);
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let mut game = GameState::new(board);
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game.try_move(Direction::East);
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let b = game.board();
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assert_eq!((b.player.x, b.player.y), (1, 0)); // player advanced onto crate's old cell
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assert_eq!(b.get(1, 0).1, Archetype::Empty); // crate left this cell
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assert_eq!(b.get(2, 0).1, Archetype::Crate); // crate moved one east
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}
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#[test]
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fn push_blocked_by_wall_moves_nothing() {
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let mut board = open_board(4, 1, (0, 0), vec![], &[]);
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crate_at(&mut board, 1, 0);
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wall_at(&mut board, 2, 0);
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let mut game = GameState::new(board);
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game.try_move(Direction::East);
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let b = game.board();
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assert_eq!((b.player.x, b.player.y), (0, 0)); // blocked
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assert_eq!(b.get(1, 0).1, Archetype::Crate); // crate didn't move
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assert_eq!(b.get(2, 0).1, Archetype::Wall); // wall didn't move
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}
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#[test]
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fn push_blocked_by_edge_moves_nothing() {
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// Crate on the last column; player pushes it toward the board edge.
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let mut board = open_board(2, 1, (0, 0), vec![], &[]);
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crate_at(&mut board, 1, 0);
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let mut game = GameState::new(board);
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game.try_move(Direction::East);
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let b = game.board();
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assert_eq!((b.player.x, b.player.y), (0, 0));
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assert_eq!(b.get(1, 0).1, Archetype::Crate);
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}
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#[test]
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fn cascade_pushes_two_crates() {
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let mut board = open_board(5, 1, (0, 0), vec![], &[]);
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crate_at(&mut board, 1, 0);
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crate_at(&mut board, 2, 0);
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let mut game = GameState::new(board);
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game.try_move(Direction::East);
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let b = game.board();
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assert_eq!((b.player.x, b.player.y), (1, 0));
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assert_eq!(b.get(1, 0).1, Archetype::Empty);
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assert_eq!(b.get(2, 0).1, Archetype::Crate);
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assert_eq!(b.get(3, 0).1, Archetype::Crate);
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}
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#[test]
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fn cascade_blocked_by_wall_moves_nothing() {
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let mut board = open_board(5, 1, (0, 0), vec![], &[]);
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crate_at(&mut board, 1, 0);
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crate_at(&mut board, 2, 0);
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wall_at(&mut board, 3, 0);
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let mut game = GameState::new(board);
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game.try_move(Direction::East);
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let b = game.board();
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assert_eq!((b.player.x, b.player.y), (0, 0));
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assert_eq!(b.get(1, 0).1, Archetype::Crate);
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assert_eq!(b.get(2, 0).1, Archetype::Crate);
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}
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#[test]
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fn player_pushes_pushable_solid_object() {
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// A solid, pushable object is shoved exactly like a crate.
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let mut obj = ObjectDef::new(1, 0); // solid by default
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obj.pushable = true;
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let board = open_board(4, 1, (0, 0), vec![obj], &[]);
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let mut game = GameState::new(board);
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game.try_move(Direction::East);
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let b = game.board();
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assert_eq!((b.player.x, b.player.y), (1, 0));
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assert_eq!((b.objects[&1].x, b.objects[&1].y), (2, 0)); // object shoved east
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}
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#[test]
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fn object_pushes_crate_on_init() {
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// A scripted object moving east into a crate shoves it (move_object path).
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let mut board = open_board(
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4,
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1,
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(0, 0), // player behind the object, out of the push path
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vec![scripted_object(1, 0, "m")],
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&[("m", "fn init() { move(East); }")],
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);
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crate_at(&mut board, 2, 0);
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let mut game = GameState::new(board);
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game.run_init();
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let b = game.board();
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assert_eq!((b.objects[&1].x, b.objects[&1].y), (2, 0)); // object advanced
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assert_eq!(b.get(2, 0).1, Archetype::Empty); // crate left (2,0)
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assert_eq!(b.get(3, 0).1, Archetype::Crate); // crate pushed to (3,0)
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}
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#[test]
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fn hcrate_pushes_east_but_not_north() {
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// Pushing east: the HCrate slides.
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let mut board = open_board(4, 1, (0, 0), vec![], &[]);
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stamp(&mut board, 1, 0, Archetype::HCrate);
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let mut game = GameState::new(board);
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game.try_move(Direction::East);
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let b = game.board();
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assert_eq!((b.player.x, b.player.y), (1, 0));
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assert_eq!(b.get(1, 0).1, Archetype::Empty);
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assert_eq!(b.get(2, 0).1, Archetype::HCrate);
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drop(b);
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// Pushing north into an HCrate: blocked, nothing moves.
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let mut board = open_board(1, 4, (0, 3), vec![], &[]);
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stamp(&mut board, 0, 2, Archetype::HCrate);
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let mut game = GameState::new(board);
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game.try_move(Direction::North);
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let b = game.board();
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assert_eq!((b.player.x, b.player.y), (0, 3)); // blocked
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assert_eq!(b.get(0, 2).1, Archetype::HCrate); // didn't move
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}
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#[test]
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fn vcrate_pushes_north_but_not_east() {
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// Pushing north: the VCrate slides.
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let mut board = open_board(1, 4, (0, 3), vec![], &[]);
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stamp(&mut board, 0, 2, Archetype::VCrate);
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let mut game = GameState::new(board);
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game.try_move(Direction::North);
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let b = game.board();
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assert_eq!((b.player.x, b.player.y), (0, 2));
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assert_eq!(b.get(0, 2).1, Archetype::Empty);
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assert_eq!(b.get(0, 1).1, Archetype::VCrate);
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drop(b);
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// Pushing east into a VCrate: blocked, nothing moves.
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let mut board = open_board(4, 1, (0, 0), vec![], &[]);
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stamp(&mut board, 1, 0, Archetype::VCrate);
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let mut game = GameState::new(board);
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game.try_move(Direction::East);
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let b = game.board();
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assert_eq!((b.player.x, b.player.y), (0, 0)); // blocked
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assert_eq!(b.get(1, 0).1, Archetype::VCrate); // didn't move
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}
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#[test]
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fn init_runs_only_on_run_init_not_at_construction() {
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let board = board_with_object(
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Some("greet"),
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&[("greet", r#"fn init() { log("hello"); }"#)],
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);
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let mut game = GameState::new(board);
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// init must not fire during construction / deserialization.
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assert!(game.log.is_empty());
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game.run_init();
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assert_eq!(log_texts(&game), vec!["hello"]);
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}
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#[test]
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fn tick_calls_script_tick_with_elapsed_seconds() {
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let board = board_with_object(
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Some("t"),
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&[("t", r#"fn tick(dt) { log(dt.to_string()); }"#)],
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);
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let mut game = GameState::new(board);
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// No tick hook runs until tick() is called.
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game.run_init();
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assert!(game.log.is_empty());
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game.tick(Duration::from_millis(500));
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assert_eq!(game.log.len(), 1);
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// The dt argument reached the script as ~0.5 seconds.
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let logged: f64 = log_texts(&game)[0].parse().unwrap();
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assert!((logged - 0.5).abs() < 1e-9);
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}
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#[test]
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fn missing_hooks_and_no_script_are_noops() {
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// Object with no script: nothing happens.
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let mut game = GameState::new(board_with_object(None, &[]));
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game.run_init();
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game.tick(Duration::from_millis(33));
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assert!(game.log.is_empty());
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// Script defines neither init nor tick: also a no-op.
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let mut game = GameState::new(board_with_object(
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Some("e"),
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&[("e", "fn other() { log(\"x\"); }")],
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));
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game.run_init();
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game.tick(Duration::from_millis(33));
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assert!(game.log.is_empty());
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}
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#[test]
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fn compile_and_unknown_script_errors_are_logged() {
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// A reference to a script name that isn't in the table.
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let game = GameState::new(board_with_object(Some("ghost"), &[]));
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assert!(log_texts(&game)[0].contains("unknown script 'ghost'"));
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// A script that fails to compile is reported at construction time.
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let game = GameState::new(board_with_object(Some("bad"), &[("bad", "fn init( {")]));
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assert!(log_texts(&game)[0].contains("failed to compile"));
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}
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#[test]
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fn script_reads_board_through_view() {
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let board = open_board(
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5,
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3,
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(3, 1),
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vec![scripted_object(2, 1, "r")],
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&[("r", "fn init() { log(Board.player_x.to_string()); }")],
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);
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let mut game = GameState::new(board);
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game.run_init();
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// The view reported the player's x (3).
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assert_eq!(log_texts(&game), vec!["3"]);
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}
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#[test]
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fn move_command_relocates_the_source_object() {
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let board = open_board(
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5,
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3,
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(0, 0),
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vec![scripted_object(2, 1, "m")],
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&[("m", "fn init() { move(East); }")],
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);
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let mut game = GameState::new(board);
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game.run_init();
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let b = game.board();
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// East increments x by one; the object started at (2, 1).
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assert_eq!((b.objects[&1].x, b.objects[&1].y), (3, 1));
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}
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#[test]
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fn move_into_a_wall_or_edge_is_a_noop() {
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// Object at the west edge moving west: out of bounds, ignored.
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let board = open_board(
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5,
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3,
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(0, 0),
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vec![scripted_object(0, 1, "m")],
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&[("m", "fn init() { move(West); }")],
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);
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let mut game = GameState::new(board);
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game.run_init();
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assert_eq!(game.board().objects[&1].x, 0);
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}
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#[test]
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fn set_tile_command_changes_the_source_glyph() {
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let board = open_board(
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5,
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3,
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(0, 0),
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vec![scripted_object(2, 1, "s")],
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&[("s", "fn init() { set_tile(7); }")],
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);
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let mut game = GameState::new(board);
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game.run_init();
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assert_eq!(game.board().objects[&1].glyph.tile, 7);
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}
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#[test]
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fn start_map_greeter_runs_init() {
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// End-to-end against the shipped example map: load it, run init, and
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// confirm the greeter read the board (interpolated message) and wrote to
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// itself (set_tile). Also guards the example from drifting out of sync.
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let path = concat!(env!("CARGO_MANIFEST_DIR"), "/../maps/start.toml");
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let board = crate::map_file::load(path).expect("load start.toml");
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let mut game = GameState::new(board);
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game.run_init();
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assert!(
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log_texts(&game)
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.iter()
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.any(|t| t.contains("hello from object")),
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"greeter init should log a greeting"
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);
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assert!(
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game.board().objects.values().any(|o| o.glyph.tile == 2),
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"greeter set_tile(2) should change its glyph"
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);
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}
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#[test]
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fn commands_are_routed_to_their_own_source_object() {
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// Two objects with different scripts move in opposite directions; each
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// must affect only itself (the per-call tag routes the command source).
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// Targets are kept apart so the impassable objects don't block each other.
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let board = open_board(
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5,
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3,
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(0, 0),
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vec![scripted_object(0, 1, "e"), scripted_object(4, 1, "w")],
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&[
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("e", "fn init() { move(East); }"),
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("w", "fn init() { move(West); }"),
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],
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);
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let mut game = GameState::new(board);
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game.run_init();
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let b = game.board();
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assert_eq!(b.objects[&1].x, 1); // moved east from 0
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assert_eq!(b.objects[&2].x, 3); // moved west from 4
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}
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#[test]
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fn move_cost_rate_limits_repeated_moves() {
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// init queues two moves; only the first resolves immediately, the second must
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// wait the full 250 ms cooldown.
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let board = open_board(
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5,
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1,
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(0, 0), // player to the west, out of the object's path
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vec![scripted_object(1, 0, "m")],
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&[("m", "fn init() { move(East); move(East); }")],
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);
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let mut game = GameState::new(board);
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game.run_init();
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assert_eq!(game.board().objects[&1].x, 2); // first move applied (1 -> 2)
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// 200 ms of ticks: still inside the cooldown, no further movement.
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game.tick(Duration::from_millis(100));
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game.tick(Duration::from_millis(100));
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assert_eq!(game.board().objects[&1].x, 2);
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// Crossing the 250 ms mark releases the queued second move.
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game.tick(Duration::from_millis(100));
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assert_eq!(game.board().objects[&1].x, 3);
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}
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#[test]
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fn blocked_move_still_costs_cooldown() {
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// A move into a wall fails but still charges the 250 ms cooldown, so a second
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// queued move (into open space) is delayed just as a successful move would be.
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let mut board = open_board(
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3,
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3,
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(0, 0),
|
||||
vec![scripted_object(1, 1, "m")],
|
||||
&[("m", "fn init() { move(East); move(South); }")],
|
||||
);
|
||||
wall_at(&mut board, 2, 1); // blocks the eastward move
|
||||
let mut game = GameState::new(board);
|
||||
game.run_init();
|
||||
// First (eastward) move is blocked by the wall: object hasn't moved.
|
||||
assert_eq!(
|
||||
(game.board().objects[&1].x, game.board().objects[&1].y),
|
||||
(1, 1)
|
||||
);
|
||||
|
||||
// The blocked move charged the cooldown, so South is still pending here.
|
||||
game.tick(Duration::from_millis(100));
|
||||
game.tick(Duration::from_millis(100));
|
||||
assert_eq!(
|
||||
(game.board().objects[&1].x, game.board().objects[&1].y),
|
||||
(1, 1)
|
||||
);
|
||||
|
||||
// Past 250 ms the queued South move resolves.
|
||||
game.tick(Duration::from_millis(100));
|
||||
assert_eq!(
|
||||
(game.board().objects[&1].x, game.board().objects[&1].y),
|
||||
(1, 2)
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn queue_length_reports_pending_actions() {
|
||||
// Two zero-cost actions are queued before the length is read, then all three
|
||||
// (incl. the log) drain in one pump.
|
||||
let board = open_board(
|
||||
3,
|
||||
1,
|
||||
(0, 0),
|
||||
vec![scripted_object(1, 0, "q")],
|
||||
&[(
|
||||
"q",
|
||||
"fn init() { set_tile(5); set_tile(6); log(`len=${Queue.length()}`); }",
|
||||
)],
|
||||
);
|
||||
let mut game = GameState::new(board);
|
||||
game.run_init();
|
||||
assert!(log_texts(&game).iter().any(|t| t == "len=2"));
|
||||
assert_eq!(game.board().objects[&1].glyph.tile, 6); // last set_tile won
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn queue_clear_drops_pending_actions() {
|
||||
// clear() empties the output queue mid-script, so the queued moves never run.
|
||||
let board = open_board(
|
||||
5,
|
||||
1,
|
||||
(0, 0),
|
||||
vec![scripted_object(1, 0, "c")],
|
||||
&[("c", "fn init() { move(East); move(East); Queue.clear(); }")],
|
||||
);
|
||||
let mut game = GameState::new(board);
|
||||
game.run_init();
|
||||
game.tick(Duration::from_millis(300));
|
||||
assert_eq!(game.board().objects[&1].x, 1); // never moved
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn blocked_reports_solid_and_clear() {
|
||||
// Solid ahead (a wall): blocked() is true.
|
||||
let mut board = open_board(
|
||||
3,
|
||||
1,
|
||||
(0, 0),
|
||||
vec![scripted_object(1, 0, "b")],
|
||||
&[(
|
||||
"b",
|
||||
"fn init() { if blocked(East) { set_tile(9); } else { set_tile(7); } }",
|
||||
)],
|
||||
);
|
||||
wall_at(&mut board, 2, 0);
|
||||
let mut game = GameState::new(board);
|
||||
game.run_init();
|
||||
assert_eq!(game.board().objects[&1].glyph.tile, 9);
|
||||
|
||||
// Open ahead, nothing pending: blocked() is false.
|
||||
let board = open_board(
|
||||
3,
|
||||
1,
|
||||
(0, 0),
|
||||
vec![scripted_object(1, 0, "b")],
|
||||
&[(
|
||||
"b",
|
||||
"fn init() { if blocked(East) { set_tile(9); } else { set_tile(7); } }",
|
||||
)],
|
||||
);
|
||||
let mut game = GameState::new(board);
|
||||
game.run_init();
|
||||
assert_eq!(game.board().objects[&1].glyph.tile, 7);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn blocked_sees_earlier_objects_pending_move() {
|
||||
// obj0 (earlier in the array) queues a move into (2,1); obj1 checks blocked()
|
||||
// toward that same cell and must see the pending move.
|
||||
let board = open_board(
|
||||
5,
|
||||
3,
|
||||
(0, 0),
|
||||
vec![
|
||||
scripted_object(1, 1, "mover"),
|
||||
scripted_object(3, 1, "checker"),
|
||||
],
|
||||
&[
|
||||
("mover", "fn tick(dt) { move(East); }"),
|
||||
(
|
||||
"checker",
|
||||
"fn tick(dt) { if blocked(West) { set_tile(1); } else { set_tile(2); } }",
|
||||
),
|
||||
],
|
||||
);
|
||||
let mut game = GameState::new(board);
|
||||
game.tick(Duration::from_millis(16));
|
||||
let b = game.board();
|
||||
assert_eq!((b.objects[&1].x, b.objects[&1].y), (2, 1)); // mover advanced
|
||||
assert_eq!(b.objects[&2].glyph.tile, 1); // checker saw the pending move
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn collision_priority_resolves_in_array_order_and_bumps() {
|
||||
// Two objects move into the same empty cell (1,0). obj0 (earlier) wins it;
|
||||
// obj1 is blocked and bumps obj0. obj1 itself receives no bump.
|
||||
let board = open_board(
|
||||
3,
|
||||
2,
|
||||
(0, 1), // player off the contested row
|
||||
vec![scripted_object(0, 0, "e"), scripted_object(2, 0, "w")],
|
||||
&[
|
||||
(
|
||||
"e",
|
||||
"fn init() { move(East); } fn bump(id) { log(`o0 by ${id}`); }",
|
||||
),
|
||||
(
|
||||
"w",
|
||||
"fn init() { move(West); } fn bump(id) { log(`o1 by ${id}`); }",
|
||||
),
|
||||
],
|
||||
);
|
||||
let mut game = GameState::new(board);
|
||||
game.run_init();
|
||||
// The bump fires during resolution but its log is emitted into obj0's queue;
|
||||
// a later tick (past both objects' move cooldown) flushes it to the game log.
|
||||
game.tick(Duration::from_millis(300));
|
||||
{
|
||||
let b = game.board();
|
||||
assert_eq!((b.objects[&1].x, b.objects[&1].y), (1, 0)); // obj0 won the cell
|
||||
assert_eq!((b.objects[&2].x, b.objects[&2].y), (2, 0)); // obj1 blocked
|
||||
}
|
||||
let logs = log_texts(&game);
|
||||
assert!(logs.iter().any(|t| t == "o0 by 2")); // obj0 bumped by obj1
|
||||
assert!(!logs.iter().any(|t| t.starts_with("o1 by"))); // obj1 not bumped
|
||||
}
|
||||
|
||||
#[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"));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn object_push_into_player() {
|
||||
// A scripted object moving into the player pushes the player when there's room.
|
||||
let board = open_board(
|
||||
5,
|
||||
1,
|
||||
(2, 0),
|
||||
vec![scripted_object(1, 0, "m")],
|
||||
&[("m", "fn init() { move(East); }")],
|
||||
);
|
||||
let mut game = GameState::new(board);
|
||||
game.run_init();
|
||||
{
|
||||
let b = game.board();
|
||||
assert_eq!((b.objects[&1].x, b.objects[&1].y), (2, 0)); // object took player's cell
|
||||
assert_eq!((b.player.x, b.player.y), (3, 0)); // player shoved east
|
||||
}
|
||||
|
||||
// With a wall behind the player, the object is blocked and nothing moves.
|
||||
let mut board = open_board(
|
||||
4,
|
||||
1,
|
||||
(2, 0),
|
||||
vec![scripted_object(1, 0, "m")],
|
||||
&[("m", "fn init() { move(East); }")],
|
||||
);
|
||||
wall_at(&mut board, 3, 0);
|
||||
let mut game = GameState::new(board);
|
||||
game.run_init();
|
||||
let b = game.board();
|
||||
assert_eq!((b.objects[&1].x, b.objects[&1].y), (1, 0)); // object blocked
|
||||
assert_eq!((b.player.x, b.player.y), (2, 0)); // player not pushed
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user