# vehicles_test.ludic - a fake shore: land at x < 10, a lake past it deepening a metre a metre, a # pier head at the shore facing out and a trough on the meadow, a trunk in a horse's way. Calling to # berths and bays, the owner and the rider, mounting a hungry horse, riding both, the swell, the wind, # getting off near a shore and far from one, a player leaving, and the save. The boat's hull and the # horse's legs are real ludic.physics bodies on the same ground, the trunk a post in it. import "ludic.vehicles" import "ludic.base" import "ludic.physics" program VehiclesTest { numbers float function pose(physics_st: mut PhysicsState, id: int) -> PhysPose { let p = new PhysPose if not phys_pose(physics_st, id, p) { return null } return p } function wpose(physics_st: mut PhysicsState, id: int) -> PhysWalk { let p = new PhysWalk if not phys_walker_pose(physics_st, id, p) { return null } return p } function fk_ground(x: float, z: float) -> float { if x > 10.0 { return -(x - 10.0) } return 0.0 } function fk_water(x: float, z: float) -> float { if x > 9.5 { return 0.0 } return -10000.0 } state VehiclesTestState { swell: float = 0.0 wind: float = 0.0 made: int = 0 gone: int = 0 placed: int = 0 rx: float = 0.0 ry: float = 0.0 rz: float = 0.0 boarded: int = 0 sx: float = 0.0 sz: float = 0.0 hull_nid: int = -1 hull: int = -1 hx: float = 0.0 hy: float = 0.0 hz: float = 0.0 hyaw: float = 0.0 hspeed: float = 0.0 hulls: int = 0 legs: int = -1 lx: float = 0.0 ly: float = 0.0 lz: float = 0.0 stood: int = 0 } function fk_swell(vehicles_test_st: VehiclesTestState, x: float, z: float, fx: float, fz: float) -> float { if fx > 0.0 { return vehicles_test_st.swell } return 0.0 } function fk_wind(vehicles_test_st: VehiclesTestState) -> float { return vehicles_test_st.wind } function fk_made(vehicles_test_st: mut VehiclesTestState, v: Vehicle) -> void { vehicles_test_st.made += 1 } function fk_gone(vehicles_test_st: mut VehiclesTestState, v: Vehicle) -> void { vehicles_test_st.gone += 1 } function fk_placed(vehicles_test_st: mut VehiclesTestState, v: Vehicle) -> void { vehicles_test_st.placed += 1 } # the rider: where it was put, and a safe spot that walks back toward the shore function fk_board(vehicles_test_st: mut VehiclesTestState, x: float, z: float, yaw: float) -> void { vehicles_test_st.boarded += 1 } function fk_ride(vehicles_test_st: mut VehiclesTestState, x: float, y: float, z: float, yaw: float, speed: float) -> void { vehicles_test_st.rx = x vehicles_test_st.ry = y vehicles_test_st.rz = z } function fk_off(vehicles_test_st: mut VehiclesTestState, x: float, z: float) -> void { vehicles_test_st.rx = x vehicles_test_st.rz = z vehicles_test_st.ry = fk_ground(x, z) } function fk_safe(vehicles_test_st: mut VehiclesTestState, x: float, z: float, from_y: float, max_depth: float) -> bool { for s in 0 .. 11 { let px = x - float(s) let depth = fk_water(px, z) - fk_ground(px, z) if not (depth > max_depth) { vehicles_test_st.sx = px vehicles_test_st.sz = z return true } } return false } function fk_sx(vehicles_test_st: VehiclesTestState) -> float { return vehicles_test_st.sx } function fk_sz(vehicles_test_st: VehiclesTestState) -> float { return vehicles_test_st.sz } # the hull: one boat's body in a Jolt lake - the shore's bed as a heightfield, the water at 0 function fk_lake(physics_st: mut PhysicsState) -> void { if phys_is_open(physics_st) { return } phys_open(physics_st, 64, 1) let n = 160 let h = floats(n * n) for j in 0 .. n { for i in 0 .. n { h[j * n + i] = fk_ground(float(i) - 20.0, float(j) - 100.0) } } phys_ground_add(physics_st, phys_heightfield(physics_st, h, n, -20.0, -100.0, 1.0)) phys_static_add(physics_st, phys_box(physics_st, 15.0, 5.0, 1.0), 0.0, 0.0, -60.0, 0.0) } # the legs: the horse's own walker on that ground, made on its first step function fk_walk(physics_st: mut PhysicsState, vehicles_test_st: mut VehiclesTestState, nid: int, x: float, y: float, z: float, vx: float, vz: float, dt: float) -> bool { fk_lake(physics_st) if vehicles_test_st.legs < 0 { vehicles_test_st.legs = phys_walker_add(physics_st, 0.8, 1.7, x, y, z, 40.0, 450.0) } phys_walker_move(physics_st, vehicles_test_st.legs, x, y, z, vx, vz, 0.0, 0.45, 40.0, dt) let p = wpose(physics_st, vehicles_test_st.legs) vehicles_test_st.lx = p.x vehicles_test_st.ly = p.y vehicles_test_st.lz = p.z return true } function fk_lx(vehicles_test_st: VehiclesTestState) -> float { return vehicles_test_st.lx } function fk_ly(vehicles_test_st: VehiclesTestState) -> float { return vehicles_test_st.ly } function fk_lz(vehicles_test_st: VehiclesTestState) -> float { return vehicles_test_st.lz } function fk_stand(vehicles_test_st: mut VehiclesTestState, nid: int, x: float, y: float, z: float) -> void { vehicles_test_st.stood += 1 } function fk_put(physics_st: mut PhysicsState, vehicles_test_st: mut VehiclesTestState, nid: int, x: float, y: float, z: float, yaw: float) -> void { fk_lake(physics_st) if vehicles_test_st.hull >= 0 and vehicles_test_st.hull_nid == nid { phys_place(physics_st, vehicles_test_st.hull, x, y + 0.12, z, yaw) phys_set_velocity(physics_st, vehicles_test_st.hull, 0.0, 0.0, 0.0) return } vehicles_test_st.hull = phys_hull_add(physics_st, x, y + 0.12, z, yaw, 0.6, 0.25, 1.9, 180.0, 4.0, 1.0) vehicles_test_st.hull_nid = nid vehicles_test_st.hulls += 1 } function fk_row(physics_st: mut PhysicsState, vehicles_test_st: VehiclesTestState, nid: int, f: float, t: float) -> void { phys_row(physics_st, vehicles_test_st.hull, f, t) } function fk_drift(physics_st: mut PhysicsState, vehicles_test_st: VehiclesTestState, nid: int, fx: float, fz: float) -> void { phys_force(physics_st, vehicles_test_st.hull, fx, 0.0, fz) } function fk_read(physics_st: mut PhysicsState, vehicles_test_st: mut VehiclesTestState, nid: int) -> bool { if vehicles_test_st.hull < 0 or vehicles_test_st.hull_nid != nid { return false } let p = pose(physics_st, vehicles_test_st.hull) if p == null { return false } vehicles_test_st.hx = p.x vehicles_test_st.hy = p.y vehicles_test_st.hz = p.z vehicles_test_st.hyaw = phys_yaw_of(p) vehicles_test_st.hspeed = phys_bow_speed(p) return true } function fk_hull_gone(physics_st: mut PhysicsState, vehicles_test_st: mut VehiclesTestState, nid: int) -> void { if vehicles_test_st.hull_nid != nid { return } phys_remove(physics_st, vehicles_test_st.hull) vehicles_test_st.hull = -1 } function fk_hx(vehicles_test_st: VehiclesTestState) -> float { return vehicles_test_st.hx } function fk_hy(vehicles_test_st: VehiclesTestState) -> float { return vehicles_test_st.hy } function fk_hz(vehicles_test_st: VehiclesTestState) -> float { return vehicles_test_st.hz } function fk_hyaw(vehicles_test_st: VehiclesTestState) -> float { return vehicles_test_st.hyaw } function fk_hspeed(vehicles_test_st: VehiclesTestState) -> float { return vehicles_test_st.hspeed } bind VehicleHull { put: fn fk_put, row: fn fk_row, drift: fn fk_drift, read: fn fk_read, x: fn fk_hx, y: fn fk_hy, z: fn fk_hz, yaw: fn fk_hyaw, speed: fn fk_hspeed, gone: fn fk_hull_gone } bind PhysWater { height: fn fk_water } bind VehicleLegs { walk: fn fk_walk, x: fn fk_lx, y: fn fk_ly, z: fn fk_lz, stand: fn fk_stand } bind VehicleWorld { ground: fn fk_ground, water: fn fk_water, swell: fn fk_swell, wind: fn fk_wind, made: fn fk_made, gone: fn fk_gone, placed: fn fk_placed } bind VehicleRider { board: fn fk_board, ride_at: fn fk_ride, step_off: fn fk_off, safe_spot: fn fk_safe, safe_x: fn fk_sx, safe_z: fn fk_sz } const EAST: float = -1.5707963 # Maroon Lake's numbers for its two kinds (its vehicle_kinds.lres), as a game hands them in function horse_spec() -> VehicleSpec { let s = new VehicleSpec s.seat_h = 1.35 s.walk = 4.5 s.run = 11.0 s.acc = 4.0 s.turn = 1.6 s.hay_per_m = 0.02 s.hay_min = 10.0 s.run_min = 5.0 s.tire_at = 6.0 s.tire = 6.0 s.rest = 3.0 s.off_side = 1.2 return s } function boat_spec() -> VehicleSpec { let s = new VehicleSpec s.seat_h = 0.30 s.row = 630.0 s.row_turn = 270.0 s.wind = 70.0 s.off_depth = 1.25 return s } function fresh(vehicles_st: mut VehiclesState, vehicles_test_st: mut VehiclesTestState) -> void { vehicles_reset(vehicles_st) vehicles_spec(vehicles_st, VEHICLE_HORSE, horse_spec()) vehicles_spec(vehicles_st, VEHICLE_BOAT, boat_spec()) vehicles_dock_at(vehicles_st, 10.0, 0.0, EAST) vehicles_rail_at(vehicles_st, 0.0, 5.0, 0.0) vehicles_test_st.made = 0 vehicles_test_st.gone = 0 vehicles_test_st.swell = 0.0 vehicles_test_st.wind = 0.0 } function facts(vehicles_st: VehiclesState) -> []VehicleFact { return q_drain(vehicle_facts(vehicles_st)) } function count(fs: []VehicleFact, what: int) -> int { var n = 0 for i in 0 .. len(fs) { if fs[i].what == what { n += 1 } } return n } function ride(physics_st: mut PhysicsState, vehicles_st: mut VehiclesState, ix: float, iz: float, run: bool, secs: float) -> void { for i in 0 .. int(secs * 60.0) { vehicle_update(vehicles_st, ix, iz, run, 1.0 / 60.0) vehicles_tick(vehicles_st, 1.0 / 60.0) phys_step(physics_st) } } test "a berth is off the pier head in the water, a bay on the meadow" (vehicles_st: mut VehiclesState, vehicles_test_st: mut VehiclesTestState) { fresh(vehicles_st, vehicles_test_st) expect_near(vehicle_berth_x(vehicles_st, 0), 17.25, 0.01) expect_near(vehicle_berth_z(vehicles_st, 0), -3.3, 0.01) expect_near(vehicle_post_x(vehicles_st, 3), 16.15, 0.01) expect_near(vehicle_bay_z(vehicles_st, 2), 3.6, 0.01) } test "a kind with no numbers cannot be called; its spec's numbers are the horse's pace and its seat" (physics_st: mut PhysicsState, vehicles_st: mut VehiclesState, vehicles_test_st: mut VehiclesTestState) { fresh(vehicles_st, vehicles_test_st) vehicles_spec(vehicles_st, VEHICLE_BOAT, null) expect(not vehicle_call_for(vehicles_st, 0, VEHICLE_BOAT, 0)) let slow = horse_spec() slow.walk = 2.5 slow.seat_h = 1.1 vehicles_spec(vehicles_st, VEHICLE_HORSE, slow) expect(vehicle_spec(vehicles_st, VEHICLE_HORSE) == slow) vehicle_call_for(vehicles_st, 0, VEHICLE_HORSE, 0) let h = vehicle_find(vehicles_st, VEHICLE_HORSE) expect_near(h.seat_h, 1.1, 0.001) vehicle_mount(vehicles_st, h) ride(physics_st, vehicles_st, 0.0, 1.0, false, 3.0) expect_near(h.speed, 2.5, 0.05) expect_near(vehicles_test_st.ry - h.y, 1.1, 0.001) vehicle_drop(vehicles_st) vehicles_reset(vehicles_st) expect(vehicle_spec(vehicles_st, VEHICLE_HORSE) == slow) # a reset keeps the numbers } test "the first call makes a vehicle, a later one fetches it, and a taken place refuses" (vehicles_st: mut VehiclesState, vehicles_test_st: mut VehiclesTestState) { fresh(vehicles_st, vehicles_test_st) expect(vehicle_call_for(vehicles_st, 0, VEHICLE_BOAT, 0)) expect_eq(vehicles_test_st.made, 1) let b = vehicle_find(vehicles_st, VEHICLE_BOAT) expect(b != null) expect_near(b.y, 0.02, 0.001) expect(vehicle_call_for(vehicles_st, 0, VEHICLE_BOAT, 0)) expect_eq(vehicles_test_st.made, 1) expect(not vehicle_call_for(vehicles_st, 2, VEHICLE_BOAT, 0)) expect(vehicle_call_for(vehicles_st, 2, VEHICLE_BOAT, 1)) expect_eq(vehicles_test_st.made, 2) expect(vehicle_call_for(vehicles_st, 0, VEHICLE_BOAT, 2)) expect(vehicle_in_place(vehicles_st, VEHICLE_BOAT, 0) == null) expect_eq(vehicle_free_place(vehicles_st, VEHICLE_BOAT), 0) expect(vehicle_mine_in_place(vehicles_st, VEHICLE_BOAT)) } test "a player leaving takes theirs away; this machine's player never leaves" (vehicles_st: mut VehiclesState, vehicles_test_st: mut VehiclesTestState) { fresh(vehicles_st, vehicles_test_st) vehicle_call_for(vehicles_st, 0, VEHICLE_HORSE, 0) vehicle_call_for(vehicles_st, 3, VEHICLE_HORSE, 1) vehicles_release(vehicles_st, 0) expect_eq(len(vehicles_all(vehicles_st)), 2) vehicles_release(vehicles_st, 3) expect_eq(len(vehicles_all(vehicles_st)), 1) expect_eq(vehicles_test_st.gone, 1) expect(vehicle_in_place(vehicles_st, VEHICLE_HORSE, 1) == null) } test "a hungry horse will not go; a fed one is mounted, and only by its owner" (vehicles_st: mut VehiclesState, vehicles_test_st: mut VehiclesTestState) { fresh(vehicles_st, vehicles_test_st) vehicle_call_for(vehicles_st, 0, VEHICLE_HORSE, 0) vehicle_call_for(vehicles_st, 4, VEHICLE_HORSE, 1) let h = vehicle_find(vehicles_st, VEHICLE_HORSE) h.food = 5.0 expect(not vehicle_mount(vehicles_st, h)) expect_eq(count(facts(vehicles_st), VEHICLE_HUNGRY), 1) vehicle_feed(vehicles_st, h, 50.0) expect_near(h.food, 55.0, 0.001) expect(not vehicle_mount(vehicles_st, vehicle_of(vehicles_st, 4, VEHICLE_HORSE))) vehicles_test_st.boarded = 0 expect(vehicle_mount(vehicles_st, h)) expect_eq(vehicles_test_st.boarded, 1) expect_eq(vehicle_ride_kind(vehicles_st), VEHICLE_HORSE) expect_eq(h.rider, 0) expect(vehicle_nearest(vehicles_st, h.x, h.z, 5.0) == null) expect(vehicle_in_place(vehicles_st, VEHICLE_HORSE, 0) == null) } test "a horse walks, gallops on stamina, is pushed aside by a trunk it glances, stops at a fence and the water; called, it stands at its bay" (physics_st: mut PhysicsState, vehicles_st: mut VehiclesState, vehicles_test_st: mut VehiclesTestState) { fresh(vehicles_st, vehicles_test_st) vehicle_call_for(vehicles_st, 0, VEHICLE_HORSE, 0) let h = vehicle_find(vehicles_st, VEHICLE_HORSE) vehicle_mount(vehicles_st, h) ride(physics_st, vehicles_st, 0.0, 1.0, false, 3.0) expect_near(h.speed, 4.5, 0.05) expect(vehicle_moved_take(vehicles_st) > 10.0) # 3 s at 4.5 m/s, added up expect_eq(vehicle_moved_kind(vehicles_st), VEHICLE_HORSE) expect_near(vehicle_moved_take(vehicles_st), 0.0, 0.0001) ride(physics_st, vehicles_st, 0.0, 1.0, true, 3.0) expect_near(h.speed, 11.0, 0.1) expect(h.fuel < 100.0) expect(h.z < -15.0) expect_near(vehicles_test_st.rz, h.z, 0.001) expect_near(vehicles_test_st.ry, 1.35, 0.001) # a trunk half a metre off its line pushes it aside and lets it by; the fence at z = -60 stops it let x0 = h.x phys_static_add(physics_st, phys_cylinder(physics_st, 3.0, 0.3), x0 + 0.5, 0.0, -35.0, 0.0) ride(physics_st, vehicles_st, 0.0, 1.0, true, 6.0) expect(h.z > -59.0 - 0.85) expect(h.z < -50.0) expect(Math.abs(h.x - x0) > 0.2) expect_near(h.speed, 0.0, 0.05) # and the lake to the east does too vehicle_drop(vehicles_st) h.x = 7.0 h.z = 0.0 h.yaw = EAST vehicle_mount(vehicles_st, h) ride(physics_st, vehicles_st, 0.0, 1.0, false, 4.0) expect(h.x < 9.6) # a horse brought to its bay is stood there vehicle_drop(vehicles_st) let before = vehicles_test_st.stood expect(vehicle_call_for(vehicles_st, 0, VEHICLE_HORSE, 1)) expect_eq(vehicles_test_st.stood, before + 1) } test "a boat is rowed out, loses its stroke to the swell, turns, is stopped by the shore's bed, drifts on the wind" (physics_st: mut PhysicsState, vehicles_st: mut VehiclesState, vehicles_test_st: mut VehiclesTestState) { fresh(vehicles_st, vehicles_test_st) vehicle_call_for(vehicles_st, 0, VEHICLE_BOAT, 0) let b = vehicle_find(vehicles_st, VEHICLE_BOAT) expect_eq(vehicles_test_st.hulls, 1) vehicle_mount(vehicles_st, b) let x0 = b.x ride(physics_st, vehicles_st, 0.0, 1.0, false, 6.0) let x6 = b.x expect(x6 > x0 + 8.0) expect(b.speed > 2.0) expect(b.y > -0.2) ride(physics_st, vehicles_st, 0.0, 0.0, false, 6.0) vehicles_test_st.swell = 1.0 let xs = b.x ride(physics_st, vehicles_st, 0.0, 1.0, false, 2.0) expect(b.x - xs < 1.0) expect_eq(count(facts(vehicles_st), VEHICLE_SWELL), 1) vehicles_test_st.swell = 0.0 let yaw0 = b.yaw ride(physics_st, vehicles_st, 1.0, 0.0, false, 2.0) expect(Math.abs(char_turn(b.yaw - yaw0)) > 1.0) ride(physics_st, vehicles_st, 0.0, -1.0, false, 25.0) ride(physics_st, vehicles_st, 0.0, 0.0, false, 3.0) expect(b.x > 9.5) vehicles_test_st.wind = 1.0 let z0 = b.z ride(physics_st, vehicles_st, 0.0, 0.0, false, 3.0) expect(b.z < z0 - 0.2) } test "a boat nobody rows holds its berth in a wind, and one left out on the lake holds where it was left" (physics_st: mut PhysicsState, vehicles_st: mut VehiclesState, vehicles_test_st: mut VehiclesTestState) { fresh(vehicles_st, vehicles_test_st) vehicle_call_for(vehicles_st, 0, VEHICLE_BOAT, 0) let b = vehicle_find(vehicles_st, VEHICLE_BOAT) let bx = b.x let bz = b.z vehicles_test_st.wind = 1.0 ride(physics_st, vehicles_st, 0.0, 0.0, false, 8.0) expect_near(b.x, bx, 0.2) expect_near(b.z, bz, 0.2) expect(vehicle_in_place(vehicles_st, VEHICLE_BOAT, 0) != null) vehicles_test_st.wind = 0.0 vehicle_mount(vehicles_st, b) ride(physics_st, vehicles_st, 0.0, 1.0, false, 4.0) vehicle_drop(vehicles_st) let lx = b.x let lz = b.z expect(lx > bx + 4.0) vehicles_test_st.wind = 1.0 ride(physics_st, vehicles_st, 0.0, 0.0, false, 8.0) expect_near(b.x, lx, 0.2) expect_near(b.z, lz, 0.2) expect(Math.abs(b.speed) < 0.05) } function char_turn(a: float) -> float { var d = a while d > 3.14159265 { d -= 6.2831853 } while d < -3.14159265 { d += 6.2831853 } return d } test "getting off a boat needs a shore near enough; a horse is left tied where it stands" (vehicles_st: mut VehiclesState, vehicles_test_st: mut VehiclesTestState) { fresh(vehicles_st, vehicles_test_st) vehicle_call_for(vehicles_st, 0, VEHICLE_BOAT, 0) let b = vehicle_find(vehicles_st, VEHICLE_BOAT) vehicle_mount(vehicles_st, b) b.x = 40.0 expect(not vehicle_dismount(vehicles_st)) expect_eq(count(facts(vehicles_st), VEHICLE_NO_LANDING), 1) expect_eq(vehicle_ride_kind(vehicles_st), VEHICLE_BOAT) b.x = 12.0 expect(vehicle_dismount(vehicles_st)) expect_near(vehicles_test_st.rx, 11.0, 0.001) expect_eq(vehicle_ride_kind(vehicles_st), 0) expect_eq(b.rider, -1) vehicle_call_for(vehicles_st, 0, VEHICLE_HORSE, 0) let h = vehicle_find(vehicles_st, VEHICLE_HORSE) vehicle_mount(vehicles_st, h) h.x = -5.0 h.z = -5.0 expect(vehicle_dismount(vehicles_st)) expect_near(h.home_x, -5.0, 0.001) expect(vehicle_in_place(vehicles_st, VEHICLE_HORSE, 0) == null) expect_near(vehicles_test_st.rx, -5.0 + 1.2, 0.001) } test "this player's own are saved by kind, and a save read before they are made still applies" (vehicles_st: mut VehiclesState, vehicles_test_st: mut VehiclesTestState) { fresh(vehicles_st, vehicles_test_st) vehicle_call_for(vehicles_st, 0, VEHICLE_HORSE, 0) vehicle_call_for(vehicles_st, 0, VEHICLE_BOAT, 0) vehicle_own(vehicle_find(vehicles_st, VEHICLE_HORSE)) vehicle_find(vehicles_st, VEHICLE_HORSE).food = 77.0 let saved = vehicles_save(vehicles_st) fresh(vehicles_st, vehicles_test_st) vehicles_load(vehicles_st, saved, 1) vehicle_call_for(vehicles_st, 0, VEHICLE_HORSE, 0) vehicle_call_for(vehicles_st, 0, VEHICLE_BOAT, 0) expect(vehicle_find(vehicles_st, VEHICLE_HORSE).owned) expect_near(vehicle_find(vehicles_st, VEHICLE_HORSE).food, 77.0, 0.01) expect(not vehicle_find(vehicles_st, VEHICLE_BOAT).owned) } test "the table: a nid finds its vehicle, each player's own by the owner index, and a release takes both" (vehicles_st: mut VehiclesState, vehicles_test_st: mut VehiclesTestState) { fresh(vehicles_st, vehicles_test_st) vehicle_call_for(vehicles_st, 5, VEHICLE_HORSE, 0) vehicle_call_for(vehicles_st, 5, VEHICLE_BOAT, 0) vehicle_call_for(vehicles_st, 6, VEHICLE_BOAT, 1) let b = vehicle_of(vehicles_st, 6, VEHICLE_BOAT) expect(b != null) expect(vehicle_by_nid(vehicles_st, b.nid) == b) expect(vehicle_of(vehicles_st, 6, VEHICLE_HORSE) == null) let h = vehicle_of(vehicles_st, 5, VEHICLE_HORSE) vehicles_release(vehicles_st, 5) expect_eq(len(vehicles_all(vehicles_st)), 1) expect(vehicle_by_nid(vehicles_st, h.nid) == null) expect(vehicle_of(vehicles_st, 6, VEHICLE_BOAT) == b) vehicles_reset(vehicles_st) expect_eq(len(vehicles_all(vehicles_st)), 0) expect(vehicle_by_nid(vehicles_st, b.nid) == null) } test "a fed fact a turn, drained each turn, makes no record past the ones made at the start" (vehicles_st: mut VehiclesState, vehicles_test_st: mut VehiclesTestState) { fresh(vehicles_st, vehicles_test_st) vehicle_call_for(vehicles_st, 0, VEHICLE_HORSE, 0) let h = vehicle_find(vehicles_st, VEHICLE_HORSE) var fed = 0 for k in 0 .. 1000 { vehicle_feed(vehicles_st, h, 1.0) fed += count(facts(vehicles_st), VEHICLE_FED) } expect_eq(fed, 1000) expect_eq(vehicle_fact_records(vehicles_st), 64) } }