ludic/packages/ludic.vehicles/tests/vehicles_test.ludic
Orkuncakilkaya fffedf71d0 ludic.physics, ludic.character, ludic.vehicles: fact records reused, and phys_sink allocates nothing
The per-frame sweep over physics, character, vehicles and nav found three fact makers that made a record per fact: contacts and splashes, the character's and the vehicles'. Each keeps a pool now, as wildlife's and npc's do (q_unheld). phys_sink, asked on every removal, built two new lists each time; it filters into a kept spare pair and swaps. ludic.nav's paths and crowds already allocate nothing, and none of the four builds a string per call. What remains at load, reset or a world swap is not per frame. vehicle_feed takes its state mut. vehicles_test: 1000 fed facts, drained turn by turn, use at most 4 records. All packages 421.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 02:03:09 +03:00

391 lines
18 KiB
Text

# 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
function fresh(vehicles_st: mut VehiclesState, vehicles_test_st: mut VehiclesTestState) -> void {
vehicles_reset(vehicles_st)
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 "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)
}
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 a few records and then reuses them" (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(vehicle_fact_records(vehicles_st) <= 4)
}
}