more test cleanup
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@@ -203,6 +203,3 @@ fn blocked_reports_solid_and_clear() {
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game.run_init();
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assert_eq!(glyph(&game, id).tile, 7);
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}
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@@ -1,6 +1,6 @@
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mod actions;
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// TODO(migration): map_file is not yet ported — it is blocked on the map files
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// themselves still being pre-BoardSpec (see todo.md #5).
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// themselves still being pre-BoardSpec (see todo.md #1).
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mod game_portals;
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// mod map_file;
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mod movement;
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@@ -92,8 +92,9 @@ fn missing_hooks_and_no_script_are_noops() {
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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 pool. See todo.md #5: this is
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// currently a silent `continue` in ScriptHost::new, so nothing is logged.
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// A reference to a script name that isn't in the world pool. `ScriptKey::None`
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// (an object with no script at all) must stay silent; only a named script that
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// can't be resolved is an error.
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let (board, scripts, _) = board_with_object(Some("ghost"), &[]);
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let game = GameState::with_scripts(board, scripts);
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assert!(
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@@ -149,7 +150,7 @@ fn start_map_greeter_runs_init() {
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// Keep the failure message short: a TomlError's Display embeds the whole file.
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let mut world = crate::world::load(path).unwrap_or_else(|e| {
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let first = e.to_string().lines().next().unwrap_or_default().to_string();
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panic!("load start.toml failed (see todo.md #5, maps are still pre-BoardSpec): {first}")
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panic!("load start.toml failed (see todo.md #1, maps are still pre-BoardSpec): {first}")
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});
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// Pin to the "start" board regardless of the world's current default entry point.
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world.start = "start".to_string();
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@@ -523,7 +524,7 @@ fn a_send_cycle_defers_instead_of_recursing() {
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// ── enter hook ──────────────────────────────────────────────────────────────
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// `enter(me, dir)` fires on a **sensor** when the player steps onto its cell, with
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// `dir` the side the player came from. This is the only remaining enter trigger:
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// object movement, pushes, teleports and shifts dispatch no hooks (see todo.md).
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// object movement, pushes, teleports and shifts dispatch no hooks at all.
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#[test]
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fn player_walking_onto_a_sensor_fires_enter_from_the_travel_side() {
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