ludic/packages/ludic.wildlife/tests/way_test.ludic

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# way_test.ludic - an animal walks by the world's way where the world has one: round a wall the
# straight line runs into (by the corners WildlifeWorld.way gives), and to a wander target the world
# says it can reach (goal); with no answer it walks straight, as before
import "ludic.wildlife"
import "ludic.base"
import "fake"
program WayTest {
numbers float
bind WildlifeWorld {
ground: fn fk_ground
water: fn fk_water
forest: fn fk_forest
sight: fn fk_sight
push: fn fk_push
pushed_x: fn fk_pushed_x
pushed_z: fn fk_pushed_z
players: fn fk_players
player_on: fn fk_player_on
player_x: fn fk_x
player_y: fn fk_y
player_z: fn fk_z
hidden: fn fk_is_hidden
noise: fn fk_noise_of
scent: fn fk_scent_of
stillness: fn fk_still_of
wind: fn fk_wind_of
wind_dir: fn fk_wind_to
winterness: fn fk_winter_of
about: fn fk_about_of
per_range: fn fk_one
lures: fn fk_count
lure: fn fk_lure
present: fn fk_present
born: fn fk_on_born
spot: fn fk_spot
way: fn wt_way
way_x: fn wt_x
way_z: fn wt_z
goal: fn wt_goal
}
state WayTestState {
wx: float = 0.0
wz: float = 0.0
asked: int = 0
}
# a wall across z = -40 for |x| < 30: the way goes round its east end, then on to the target
function wt_way(way_test_st: mut WayTestState, a: WildAnimal, x: float, z: float) -> bool {
way_test_st.asked += 1
way_test_st.wx = x
way_test_st.wz = z
if a.z > -38.0 and a.x < 31.0 {
way_test_st.wx = 32.0
way_test_st.wz = -40.0
}
return true
}
# a wander target a known step from home, whatever the seed
function wt_goal(way_test_st: mut WayTestState, a: WildAnimal, x: float, z: float, r: float, seed: int) -> bool {
way_test_st.wx = x + 7.0
way_test_st.wz = z + 3.0
return true
}
function wt_x(way_test_st: WayTestState) -> float { return way_test_st.wx }
function wt_z(way_test_st: WayTestState) -> float { return way_test_st.wz }
test "it walks round the wall by the corners it is given, and asks again as it goes" (wildlife_st: mut WildlifeState, wildlife_tests_fake_st: mut WildlifeTestsFakeState, way_test_st: WayTestState) {
fk_setup(wildlife_st, wildlife_tests_fake_st)
let a = wildlife_make(wildlife_st, 0, 0.0, 0.0, false, 0.0, 0, 1.0, 1)
wildlife_tests_fake_st.fk_px[0] = 400.0
wildlife_tests_fake_st.fk_pz[0] = 0.0
wildlife_tests_fake_st.fk_hidden = true
a.state = WILD_WANDER
a.tx = 0.0
a.tz = -100.0
a.timer = 300.0
var east = -100.0
for k in 0 .. 3000 {
wildlife_tick(wildlife_st, 0.05, 0.0)
if a.z > -42.0 and a.z < -38.0 { east = Math.max(east, a.x) }
}
expect(east > 29.0)
expect(a.z < -60.0)
expect(way_test_st.asked > 10)
}
test "a wander target is where the world says it can walk" (wildlife_st: mut WildlifeState, wildlife_tests_fake_st: mut WildlifeTestsFakeState, way_test_st: WayTestState) {
fk_setup(wildlife_st, wildlife_tests_fake_st)
let a = wildlife_make(wildlife_st, 0, 5.0, 5.0, false, 0.0, 0, 1.0, 1)
wildlife_tests_fake_st.fk_px[0] = 400.0
wildlife_tests_fake_st.fk_pz[0] = 0.0
wildlife_tests_fake_st.fk_hidden = true
a.hunger = 0.0
a.thirst = 0.0
a.state = WILD_IDLE
a.timer = -1.0
var k = 0
while a.state != WILD_WANDER and k < 2000 {
wildlife_tick(wildlife_st, 0.05, 0.0)
k += 1
}
expect_eq(a.state, WILD_WANDER)
expect_near(a.tx, a.home_x + 7.0, 0.001)
expect_near(a.tz, a.home_z + 3.0, 0.001)
}
}