Fixed game.rs tests

This commit is contained in:
2026-07-25 00:09:53 -05:00
parent 855b287a88
commit a80155188f
2 changed files with 127 additions and 112 deletions
+44 -2
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@@ -633,10 +633,10 @@ pub(crate) mod tests {
use crate::builtin::Builtin;
use crate::floor::Floor;
use crate::glyph::Glyph;
use crate::utils::Direction;
use crate::utils::{Direction, ObjectId};
use color::Rgba8;
use std::collections::HashMap;
use crate::tile::{DrawLayer, IntoTile, Optics, ScriptAttributes, Sensor, Tile, TileSpec};
use crate::tile::{DrawLayer, IntoTile, Optics, ScriptAttributes, Sensor, SensorSpec, Tile, TileSpec};
/// Builds an all-empty `w×h` board.
///
@@ -685,6 +685,48 @@ pub(crate) mod tests {
*board.get_mut(x, y) = Some(TileSpec::gem().into_tile(&mut board.next_object_id).unwrap());
}
/// Stamps the builtin named `kind` (any alias accepted by [`Builtin::from_name`],
/// e.g. `"spinner_cw"`, `"pusher_east"`) onto the grid, returning its id.
///
/// The generic counterpart to [`crate_at`]/[`wall_at`]/[`gem_at`]: `into_tile`
/// attaches the family's [`ScriptKey`](crate::tile::ScriptKey) and the
/// `BUILTIN_<kind>` tag, so the object is fully live with no world script pool.
/// Panics on an unknown `kind`.
pub(crate) fn builtin_at(board: &mut Board, x: usize, y: usize, kind: &str) -> ObjectId {
let tile = TileSpec::Builtin { kind: kind.to_string(), glyph: None }
.into_tile(&mut board.next_object_id)
.unwrap_or_else(|e| panic!("{e}"));
let id = match &tile {
Tile::Object(obj) => obj.scripting.id,
Tile::Player => unreachable!("a builtin never resolves to the player"),
};
*board.get_mut(x, y) = Some(tile);
id
}
/// Adds an invisible, script-only [`Sensor`] at `(x, y)` running the world script
/// named `script`, returning its id.
///
/// This is how a test gets "a scripted thing that doesn't get in the way": every
/// object on the grid is solid now, so a script host that must not block movement
/// (or must share a cell) has to live off-grid in [`Board::sensors`].
pub(crate) fn sensor_at(board: &mut Board, x: usize, y: usize, script: &str) -> ObjectId {
let sensor = SensorSpec {
x,
y,
script: Some(script.to_string()),
glyph: Glyph::transparent(),
optics: Optics::default(),
name: None,
tags: Vec::new(),
draw_layer: DrawLayer::Below,
}
.into_sensor(&mut board.next_object_id);
let id = sensor.scripting.id;
board.sensors.push(sensor);
id
}
/// Stamps a player cell onto the grid.
pub(crate) fn player_at(board: &mut Board, x: usize, y: usize) {
*board.get_mut(x, y) = Some(TileSpec::player().into_tile(&mut board.next_object_id).unwrap());
+83 -110
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@@ -564,16 +564,17 @@ fn step_object(board: &mut Board, id: ObjectId, dir: Direction) {
mod tests {
use super::GameState;
use crate::Direction;
use crate::builtin::Builtin;
use crate::board::tests::{crate_at, gem_at, open_board, wall_at};
use crate::object_def::ObjectDef;
use crate::board::tests::{
builtin_at, crate_at, gem_at, is_builtin, open_board, sensor_at, wall_at,
};
use std::collections::HashMap;
use std::time::Duration;
#[test]
fn walking_onto_a_gem_grabs_it() {
// A gem terrain cell at (1,0); expanding turns it into the builtin gem
// object running scripts/gem.rhai. The player starts at (0,0).
// A gem builtin object at (1,0), running scripts/gem.rhai. Its
// EnterResponse::Grab means the player's step fires grab() rather than being
// blocked. The player starts at (0,0).
let mut board = open_board(3, 1, (0, 0));
gem_at(&mut board, 1, 0);
let mut game = GameState::new(board);
@@ -583,43 +584,20 @@ mod tests {
// The gem was grabbed: gem count up, gem object gone, player on its cell.
assert_eq!(game.player.borrow().gems, 1);
assert!(game.board().all_ids().is_empty());
assert_eq!(game.board().player_pos(), (1, 0));
}
#[test]
fn pushing_a_gem_into_the_player_does_not_grab() {
// A non-solid script object at (0,0) pushes the gem at (1,0) east toward the
// player at (2,0). Grab now fires only on player movement, so the gem is an
// ordinary solid here: the chain can't move (the player is backed against
// the board edge), so nothing happens and the gem is not collected.
let mut sobj = ObjectDef::new(0, 0);
sobj.behavior.solid = false;
sobj.scripting.script_name = Some("s".to_string());
let mut board = open_board(3, 1, (2, 0), vec![sobj]);
stamp(&mut board, 1, 0, Archetype::Builtin(Builtin::Gem, "gem"));
board.expand_builtin_archetypes();
let scripts = HashMap::from([(
"s".to_string(),
"fn tick(dt) { if Queue.length() == 0 { push(1, 0, East); } }".to_string(),
)]);
let mut game = GameState::with_scripts(board, scripts);
game.run_init();
game.tick(Duration::from_millis(16));
game.tick(Duration::from_millis(16));
// No grab: the gem is untouched and the player never moved.
assert_eq!(game.player.borrow().gems, 0);
assert!(game.board().objects.values().any(|o| o.behavior.grab));
assert_eq!((game.board().player.x, game.board().player.y), (2, 0));
}
/// Builds a `GameState` with one non-solid object running `src` as its script.
/// Builds a `GameState` with a script-only sensor at (0,0) running `src`, a crate
/// at (2,0), and the player parked against the right-hand edge.
///
/// The script host is a [`Sensor`](crate::tile::Sensor) rather than an object:
/// every grid object is solid now, so a scripted thing that must not interfere
/// with movement has to live off-grid.
fn game_with_object_script(board_w: usize, src: &str) -> GameState {
let mut obj = ObjectDef::new(0, 0);
obj.behavior.solid = false;
obj.scripting.script_name = Some("s".to_string());
let mut board = open_board(board_w, 1, (board_w as i64 - 1, 0), vec![obj]);
let mut board = open_board(board_w, 1, (board_w - 1, 0));
sensor_at(&mut board, 0, 0, "s");
crate_at(&mut board, 2, 0);
let scripts = HashMap::from([("s".to_string(), src.to_string())]);
let mut game = GameState::with_scripts(board, scripts);
@@ -630,28 +608,25 @@ mod tests {
#[test]
fn script_shift_rotates_crates() {
// Rotate the crate at (2,0) with the empty cell at (3,0) in a two-cell cycle:
// crate moves to (3,0), empty moves back to (2,0).
let mut game = game_with_object_script(
5,
"fn tick(m,dt) { if m.queue.length == 0 { shift([[2, 0], [3, 0]]); } }",
);
// crate moves to (3,0), empty moves back to (2,0). No queue guard is needed —
// the host only calls `tick` when the object's queue has drained.
let mut game = game_with_object_script(5, "fn tick(me, dt) { shift([[2, 0], [3, 0]]); }");
game.tick(Duration::from_millis(16));
let b = game.board();
assert_eq!(b.get(2, 0).1, Archetype::Empty);
assert_eq!(b.get(3, 0).1, Archetype::Builtin(Builtin::Crate, "crate"));
assert!(b.get(2, 0).is_none());
assert!(is_builtin(&b, 3, 0, "crate"));
}
#[test]
fn script_passable_distinguishes_empty_solid_and_offboard() {
// (1,0) empty, (2,0) a solid crate, (9,0) off the 4-wide board. The non-solid
// object sits at (0,0); the player at (3,0). passable should report only the
// genuinely empty in-bounds cell.
let mut obj = ObjectDef::new(0, 0);
obj.behavior.solid = false;
obj.scripting.script_name = Some("s".to_string());
let mut board = open_board(4, 1, (3, 0), vec![obj]);
// (1,0) empty, (2,0) a solid crate, (9,0) off the 4-wide board. The script
// sensor sits at (0,0) — sensors never occupy a cell, so it does not make its
// own cell impassable; the player is at (3,0). `passable` should report only
// the genuinely empty in-bounds cell.
let mut board = open_board(4, 1, (3, 0));
sensor_at(&mut board, 0, 0, "s");
crate_at(&mut board, 2, 0);
let src = "fn init(m) { \
let src = "fn init(me) { \
log(if Board.passable(1, 0) { \"empty:yes\" } else { \"empty:no\" }); \
log(if Board.passable(2, 0) { \"crate:yes\" } else { \"crate:no\" }); \
log(if Board.passable(9, 0) { \"off:yes\" } else { \"off:no\" }); }";
@@ -669,15 +644,13 @@ mod tests {
#[test]
fn log_is_immediate_and_not_paced_by_the_queue() {
// `delay(5.0)` parks the object's action queue for 5 seconds, then `log()`
// `delay(5.0)` parks the sensor's action queue for 5 seconds, then `log()`
// fires. Because logging bypasses the queue entirely, the line must appear
// right after run_init (dt = 0) — under the old queued-Action behavior it
// would have been stuck behind the delay and absent here.
let mut obj = ObjectDef::new(0, 0);
obj.behavior.solid = false;
obj.scripting.script_name = Some("s".to_string());
let board = open_board(4, 1, (3, 0), vec![obj]);
let src = "fn init(m) { delay(5.0); log(\"immediate\"); }";
let mut board = open_board(4, 1, (3, 0));
sensor_at(&mut board, 0, 0, "s");
let src = "fn init(me) { delay(5.0); log(\"immediate\"); }";
let scripts = HashMap::from([("s".to_string(), src.to_string())]);
let mut game = GameState::with_scripts(board, scripts);
game.run_init();
@@ -690,52 +663,53 @@ mod tests {
);
}
/// Builds a 3×3 board with a non-solid clockwise spinner object (running the
/// real `scripts/spinner.rhai`) at the centre and the player parked on it.
/// Builds a board with a clockwise `spinner_cw` builtin at (1,1), plus crates and
/// walls at the given ring cells.
fn spinner_board(crates: &[(usize, usize)], walls: &[(usize, usize)]) -> GameState {
spinner_board_dir(crates, walls, false)
}
/// Like [`spinner_board`] but `ccw` attaches the `BUILTIN_spinner_ccw` tag so the
/// script spins counter-clockwise (clockwise is the default when no tag present).
/// Like [`spinner_board`] but `ccw` stamps the `spinner_ccw` alias instead, so the
/// shared `scripts/spinner.rhai` reads its `BUILTIN_spinner_ccw` tag and spins the
/// other way (clockwise is the default when the tag is absent).
///
/// The board is 4×3, not 3×3: the spinner is a solid object now, so the player
/// needs a cell of its own at (3,1) instead of being parked on the spinner, and
/// the 8-cell ring around (1,1) must stay fully in bounds or `apply_shift`
/// rejects the whole rotation. Ring coordinates are unchanged from the 3×3
/// layout — N(1,0) NE(2,0) E(2,1) SE(2,2) S(1,2) SW(0,2) W(0,1) NW(0,0).
fn spinner_board_dir(
crates: &[(usize, usize)],
walls: &[(usize, usize)],
ccw: bool,
) -> GameState {
let mut obj = ObjectDef::new(1, 1);
obj.behavior.solid = false;
obj.scripting.script_name = Some("spinner".to_string());
if ccw {
obj.scripting.tags.insert("BUILTIN_spinner_ccw".to_string());
}
let mut board = open_board(3, 3, (1, 1), vec![obj]);
let mut board = open_board(4, 3, (3, 1));
// Stamped first, so the spinner holds the lowest id and ticks before anything else.
builtin_at(&mut board, 1, 1, if ccw { "spinner_ccw" } else { "spinner_cw" });
for &(x, y) in crates {
crate_at(&mut board, x, y);
}
for &(x, y) in walls {
wall_at(&mut board, x, y);
}
let scripts = HashMap::from([(
"spinner".to_string(),
include_str!("scripts/spinner.rhai").to_string(),
)]);
let mut game = GameState::with_scripts(board, scripts);
// No world script pool: a builtin carries its own ScriptKey and source.
let mut game = GameState::new(board);
game.run_init();
game
}
#[test]
fn spinner_does_not_destroy_a_blocked_neighbour() {
// Crates at N(1,0) and NE(2,0), a wall at E(2,1). NE can't rotate into the
// wall, so N must not rotate onto NE — the old (can_shift-only) script
// overwrote and destroyed NE's crate. The cascade leaves everything put.
// Crates at N(1,0) and NE(2,0), a wall at E(2,1). The wall is immobile, and
// `apply_shift` cascades that backward over the contiguous run of solids
// behind it, so N must not rotate onto NE — an earlier one-cell-lookahead
// version overwrote and destroyed NE's crate. Everything stays put.
let mut game = spinner_board(&[(1, 0), (2, 0)], &[(2, 1)]);
game.tick(Duration::from_millis(16));
let b = game.board();
assert_eq!(b.get(1, 0).1, Archetype::Builtin(Builtin::Crate, "crate")); // N kept
assert_eq!(b.get(2, 0).1, Archetype::Builtin(Builtin::Crate, "crate")); // NE kept (not destroyed)
assert_eq!(b.get(2, 1).1, Archetype::Builtin(Builtin::Wall, "wall")); // wall kept
assert!(is_builtin(&b, 1, 0, "crate")); // N kept
assert!(is_builtin(&b, 2, 0, "crate")); // NE kept (not destroyed)
assert!(is_builtin(&b, 2, 1, "wall")); // wall kept
}
#[test]
@@ -745,10 +719,10 @@ mod tests {
let mut game = spinner_board(&[(0, 1), (0, 0), (1, 0)], &[]);
game.tick(Duration::from_millis(16));
let b = game.board();
assert_eq!(b.get(2, 0).1, Archetype::Builtin(Builtin::Crate, "crate")); // NE: filled by N
assert_eq!(b.get(1, 0).1, Archetype::Builtin(Builtin::Crate, "crate")); // N: filled by NW
assert_eq!(b.get(0, 0).1, Archetype::Builtin(Builtin::Crate, "crate")); // NW: filled by W
assert_eq!(b.get(0, 1).1, Archetype::Empty); // W: vacated (hole moved here)
assert!(is_builtin(&b, 2, 0, "crate")); // NE: filled by N
assert!(is_builtin(&b, 1, 0, "crate")); // N: filled by NW
assert!(is_builtin(&b, 0, 0, "crate")); // NW: filled by W
assert!(b.get(0, 1).is_none()); // W: vacated (hole moved here)
}
#[test]
@@ -758,9 +732,9 @@ mod tests {
let mut game = spinner_board_dir(&[(1, 0)], &[], true);
game.tick(Duration::from_millis(16));
let b = game.board();
assert_eq!(b.get(0, 0).1, Archetype::Builtin(Builtin::Crate, "crate")); // NW: crate rotated counter-clockwise
assert_eq!(b.get(2, 0).1, Archetype::Empty); // NE: untouched
assert_eq!(b.get(1, 0).1, Archetype::Empty); // N: vacated
assert!(is_builtin(&b, 0, 0, "crate")); // NW: crate rotated counter-clockwise
assert!(b.get(2, 0).is_none()); // NE: untouched
assert!(b.get(1, 0).is_none()); // N: vacated
}
#[test]
@@ -768,31 +742,34 @@ mod tests {
// The glyph character cycles '/'(47) '─'(0xC4) '\'(92) '│'(0xB3) one frame
// per 0.5s rotation, while the colours stay put.
let mut game = spinner_board(&[], &[]);
let id = *game.board().objects.keys().next().unwrap();
let (fg0, bg0) = {
let b = game.board();
(b.objects[&id].glyph.fg, b.objects[&id].glyph.bg)
// With no crates or walls the spinner is the board's only object; the player
// is a `Tile::Player`, which carries no id.
let id = game.board().all_ids()[0];
let glyph_of = |game: &GameState| {
game.board()
.get_hookable(id)
.expect("the spinner stays on the board")
.glyph()
};
let base = glyph_of(&game);
let mut seq = Vec::new();
for _ in 0..5 {
game.tick(Duration::from_secs_f64(0.5));
let b = game.board();
seq.push(b.objects[&id].glyph.tile);
assert_eq!(b.objects[&id].glyph.fg, fg0, "fg unchanged");
assert_eq!(b.objects[&id].glyph.bg, bg0, "bg unchanged");
let g = glyph_of(&game);
seq.push(g.tile);
assert_eq!(g.fg, base.fg, "fg unchanged");
assert_eq!(g.bg, base.bg, "bg unchanged");
}
assert_eq!(seq, vec![47, 0xC4, 92, 0xB3, 47]);
}
#[test]
fn set_key_gives_and_takes_keys() {
let mut sobj = ObjectDef::new(0, 0);
sobj.behavior.solid = false;
sobj.scripting.script_name = Some("s".to_string());
let board = open_board(2, 1, (1, 0), vec![sobj]);
let mut board = open_board(2, 1, (1, 0));
sensor_at(&mut board, 0, 0, "s");
let scripts = HashMap::from([(
"s".to_string(),
"fn init(m) { set_key(\"blue\", true); set_key(\"red\", true); }".to_string(),
r#"fn init(me) { set_key("blue", true); set_key("red", true); }"#.to_string(),
)]);
let mut game = GameState::with_scripts(board, scripts);
game.run_init();
@@ -803,13 +780,11 @@ mod tests {
assert!(!keys.cyan); // cyan was not set by the script
// A second script can take a key.
let mut sobj2 = ObjectDef::new(0, 0);
sobj2.behavior.solid = false;
sobj2.scripting.script_name = Some("t".to_string());
let board2 = open_board(2, 1, (1, 0), vec![sobj2]);
let mut board2 = open_board(2, 1, (1, 0));
sensor_at(&mut board2, 0, 0, "t");
let scripts2 = HashMap::from([(
"t".to_string(),
"fn init(m) { set_key(\"blue\", true); set_key(\"blue\", false); }".to_string(),
r#"fn init(me) { set_key("blue", true); set_key("blue", false); }"#.to_string(),
)]);
let mut game2 = GameState::with_scripts(board2, scripts2);
game2.run_init();
@@ -819,13 +794,11 @@ mod tests {
#[test]
fn set_key_unknown_color_logs_error() {
let mut sobj = ObjectDef::new(0, 0);
sobj.behavior.solid = false;
sobj.scripting.script_name = Some("s".to_string());
let board = open_board(2, 1, (1, 0), vec![sobj]);
let mut board = open_board(2, 1, (1, 0));
sensor_at(&mut board, 0, 0, "s");
let scripts = HashMap::from([(
"s".to_string(),
r#"fn init(m) { set_key("chartreuse", true); }"#.to_string(),
r#"fn init(me) { set_key("chartreuse", true); }"#.to_string(),
)]);
let mut game = GameState::with_scripts(board, scripts);
game.run_init();