ludic/packages/ludic.weather/tests/weather_test.ludic

204 lines
7.9 KiB
Text

# weather_test.ludic - spells change on their clock and by the kinds' odds, the edges ease, the
# story leans when asked, only the owner runs the spells, and the save reads back
import "ludic.weather"
import "ludic.base"
program WeatherTest {
numbers float
state WeatherTestState {
owns: bool = true
hours: float = 12.0
bias: int = 0
lean: []float = null
}
function fake_owns(weather_test_st: WeatherTestState) -> bool { return weather_test_st.owns }
function fake_hours(weather_test_st: WeatherTestState) -> float { return weather_test_st.hours }
function fake_night(weather_test_st: WeatherTestState) -> bool { return weather_test_st.hours < 6.0 or weather_test_st.hours > 20.0 }
function fake_bias(weather_test_st: WeatherTestState) -> int { return weather_test_st.bias }
function fake_seed() -> int { return 7 }
function fake_front_hours() -> float { return 6.0 }
function fake_odds(weather_st: WeatherState, weather_test_st: WeatherTestState, from: int) -> []float {
if weather_test_st.lean != null { return weather_test_st.lean }
return weather_kind(weather_st, from).odds
}
function odds3(a: float, b: float, c: float) -> []float {
let w = new []float
push(w, a)
push(w, b)
push(w, c)
return w
}
function kind(name: Key, wet: bool, thunder: bool, odds: []float) -> WeatherKind {
let k = new WeatherKind
k.name = name
k.clear = not wet
k.wet = wet
k.thunder = thunder
k.odds = odds
if wet {
k.soak = 1.0
k.overcast = 0.8
k.cold = 5.0
k.wind = 1.0
}
k.spell_lo = 1.0
k.spell_hi = 3.0
return k
}
bind WeatherWorld {
owns_world: fn fake_owns
hours: fn fake_hours
is_night: fn fake_night
bias: fn fake_bias
seed: fn fake_seed
odds: fn fake_odds
front_hours: fn fake_front_hours
}
# clear, rain and storm: clear always goes to rain, rain to storm, storm to clear
function fresh(weather_st: mut WeatherState, weather_test_st: mut WeatherTestState) -> void {
weather_test_st.owns = true
weather_test_st.hours = 12.0
weather_test_st.bias = WEATHER_NO_BIAS
weather_test_st.lean = null
let ks = new []WeatherKind
push(ks, kind(k"weather.clear", false, false, odds3(0.0, 1.0, 0.0)))
push(ks, kind(k"weather.rain", true, false, odds3(0.0, 0.0, 1.0)))
push(ks, kind(k"weather.storm", true, true, odds3(1.0, 0.0, 0.0)))
weather_kinds(weather_st, ks)
weather_config_wind(weather_st, 0.5, 2.5, 10.0, 19.0)
weather_reset(weather_st)
}
function facts(weather_st: WeatherState) -> []WeatherFact { return q_drain(weather_facts(weather_st)) }
function step(weather_st: mut WeatherState, dt: float, gh: float, n: int) -> void { for i in 0 .. n { weather_run(weather_st, dt, gh) } }
function count(fs: []WeatherFact, what: int) -> int {
var n = 0
for i in 0 .. len(fs) { if fs[i].what == what { n += 1 } }
return n
}
test "a new trip is clear, dry and forecast clear" (weather_st: mut WeatherState, weather_test_st: mut WeatherTestState) {
fresh(weather_st, weather_test_st)
expect_eq(weather_state(weather_st), 0)
expect_eq(weather_forecast(weather_st), 0)
expect(not weather_wet(weather_st))
expect(weather_cold(weather_st) == 0.0)
}
test "a spell that runs out gives way to the next, as a fact" (weather_st: mut WeatherState, weather_test_st: mut WeatherTestState) {
fresh(weather_st, weather_test_st)
weather_set(weather_st, 0, 1, 0.1)
step(weather_st, 0.1, 0.2, 1)
expect_eq(weather_state(weather_st), 1)
expect_eq(weather_next(weather_st), 2)
let fs = facts(weather_st)
expect_eq(count(fs, WEATHER_BEGAN), 1)
expect(weather_left(weather_st) >= 1.0 and weather_left(weather_st) < 3.0)
}
test "the amount eases in, and wet follows it" (weather_st: mut WeatherState, weather_test_st: mut WeatherTestState) {
fresh(weather_st, weather_test_st)
weather_set(weather_st, 0, 1, 0.01)
step(weather_st, 0.1, 0.02, 1)
expect(not weather_wet(weather_st))
step(weather_st, 0.1, 0.0, 200)
expect(weather_wet(weather_st))
expect(weather_cold(weather_st) > 4.0)
expect(weather_ground_wet(weather_st) > 0.5)
}
test "a storm throws lightning, and a clearing in daylight is a fact" (weather_st: mut WeatherState, weather_test_st: mut WeatherTestState) {
fresh(weather_st, weather_test_st)
weather_set(weather_st, 2, 0, 2.0)
step(weather_st, 1.0, 0.0, 60)
expect(count(facts(weather_st), WEATHER_THUNDER) > 0)
weather_set(weather_st, 2, 0, 0.05)
step(weather_st, 0.1, 0.1, 1)
expect_eq(weather_state(weather_st), 0)
expect(weather_after_front(weather_st))
expect_eq(count(facts(weather_st), WEATHER_CLEARED), 1)
}
test "the world's odds overrule the kind's" (weather_st: mut WeatherState, weather_test_st: mut WeatherTestState) {
fresh(weather_st, weather_test_st)
weather_test_st.lean = odds3(0.0, 0.0, 1.0)
weather_set(weather_st, 0, 0, 0.01)
step(weather_st, 0.1, 0.1, 1)
expect_eq(weather_next(weather_st), 2)
}
test "wanting rain forecasts a front and holds it long enough" (weather_st: mut WeatherState, weather_test_st: mut WeatherTestState) {
fresh(weather_st, weather_test_st)
weather_test_st.bias = WEATHER_WANT_WET
step(weather_st, 0.1, 0.01, 1)
expect(weather_forced(weather_st))
expect_eq(weather_forecast(weather_st), 1)
expect_eq(count(facts(weather_st), WEATHER_FRONT), 1)
step(weather_st, 0.1, 2.0, 1)
expect_eq(weather_state(weather_st), 1)
expect(not weather_forced(weather_st))
expect(weather_left(weather_st) >= 6.0)
}
test "wanting clear sky clears it and keeps it" (weather_st: mut WeatherState, weather_test_st: mut WeatherTestState) {
fresh(weather_st, weather_test_st)
weather_set(weather_st, 1, 1, 5.0)
weather_test_st.bias = WEATHER_WANT_CLEAR
step(weather_st, 0.1, 0.6, 1)
expect_eq(weather_state(weather_st), 0)
step(weather_st, 0.1, 0.9, 5)
expect_eq(weather_state(weather_st), 0)
}
test "a machine that does not own the world runs no spells, but is told them" (weather_st: mut WeatherState, weather_test_st: mut WeatherTestState) {
fresh(weather_st, weather_test_st)
weather_test_st.owns = false
weather_set(weather_st, 0, 1, 0.1)
step(weather_st, 0.1, 5.0, 3)
expect_eq(weather_state(weather_st), 0)
weather_told(weather_st, 2, 0, 3.0, 1.0, 0.9, 1.0, 2)
expect_eq(weather_state(weather_st), 2)
expect_eq(count(facts(weather_st), WEATHER_BEGAN), 1)
step(weather_st, 1.0, 0.0, 60)
expect(count(facts(weather_st), WEATHER_THUNDER) > 0)
}
test "the wind turns with the hours" (weather_st: mut WeatherState, weather_test_st: mut WeatherTestState) {
fresh(weather_st, weather_test_st)
weather_test_st.hours = 3.0
step(weather_st, 1.0, 0.0, 100)
expect(Math.abs(weather_dir(weather_st) - 0.5) < 0.01)
weather_test_st.hours = 12.0
step(weather_st, 1.0, 0.0, 100)
expect(Math.abs(weather_dir(weather_st) - 2.5) < 0.01)
}
test "a morning after rain remembers it was wet" (weather_st: mut WeatherState, weather_test_st: mut WeatherTestState) {
fresh(weather_st, weather_test_st)
weather_set(weather_st, 1, 1, 5.0)
step(weather_st, 0.1, 0.0, 1)
weather_morning(weather_st)
expect(weather_wet_yesterday(weather_st))
}
test "a save section reads back the same sky" (weather_st: mut WeatherState, weather_test_st: mut WeatherTestState) {
fresh(weather_st, weather_test_st)
weather_set(weather_st, 1, 2, 4.25)
weather_morning(weather_st)
let fc = weather_forecast(weather_st)
let root = save_tree()
save_section(root, "weather", 1, weather_save(weather_st))
let text = save_encode(root)
weather_reset(weather_st)
let n = load_section(save_decode(text), "weather")
weather_load(weather_st, n.data, n.version)
expect_eq(weather_state(weather_st), 1)
expect(weather_left(weather_st) == 4.25)
expect_eq(weather_forecast(weather_st), fc)
expect(weather_wet_yesterday(weather_st))
}
}