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